First blood

This commit is contained in:
vladislav.khorev committed 2013-01-19 20:02:34 +00:00
1 parent 04f270f322
commit 5720f8322b
250 files changed
+33215

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#include "include/Engine.h"
#include "include/Render/HalibutRender/HalibutRenderAndroid.h"
namespace SE
{
} //namespace SE
@@ -0,0 +1,50 @@
#include "include/Engine.h"
#include "include/Render/HalibutRender/HalibutRenderGLES20.h"
namespace SE
{
THalibutRendererGLES20::THalibutRendererGLES20()
{
ProjectionMatrixStack.push(IdentityMatrix4);
ModelviewMatrixStack.push(IdentityMatrix4);
*Console<<"Halibut Render created\n";
}
THalibutRendererGLES20::~THalibutRendererGLES20()
{
*Console<<"Halibut Render destroying\n";
}
void THalibutRendererGLES20::DrawQuad(const T2DQuad& quad)
{
VertexAttribPointer3fv(CONST_STRING_POSITION_ATTRIB, 0, reinterpret_cast<const char*>(quad.VertexCoord));
VertexAttribPointer2fv(CONST_STRING_TEXCOORD_ATTRIB, 0, reinterpret_cast<const char*>(quad.TextureCoord));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void THalibutRendererGLES20::DrawTriangleList(const TTriangleList& triangleList)
{
for (std::map<std::string, std::vector<vec2> >::iterator i = triangleList.Data.Vec2CoordArr.begin(); i != triangleList.Data.Vec2CoordArr.end(); ++i )
{
VertexAttribPointer2fv(i->first, 0, reinterpret_cast<const char*>(&triangleList.Data.Vec2CoordArr[i->first][0]));
}
for (std::map<std::string, std::vector<vec3> >::iterator i = triangleList.Data.Vec3CoordArr.begin(); i != triangleList.Data.Vec3CoordArr.end(); ++i )
{
VertexAttribPointer3fv(i->first, 0, reinterpret_cast<const char*>(&triangleList.Data.Vec3CoordArr[i->first][0]));
}
if (!triangleList.Data.Vec3CoordArr.empty())
{
glDrawArrays(GL_TRIANGLES,0,triangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].size());
}
}
} //namespace SE
@@ -0,0 +1,141 @@
#include "include/Engine.h"
namespace SE
{
void THalibutRendererInterface::SetUniforms()
{
if (ProjectionMatrixStack.size() <=0)
{
throw ErrorToLog("Projection matrix stack out!");
}
if (ModelviewMatrixStack.size() <=0)
{
throw ErrorToLog("Modelview matrix stack out!");
}
ProjectionModelviewMatrix = MultMatrixMatrix(ProjectionMatrixStack.top(), ModelviewMatrixStack.top());
RenderUniformMatrix4fv(CONST_STRING_HALIBUT_PROJECTION_MATRIX_UNIFORM, false, ProjectionModelviewMatrix.m);
//Refactoring!
RenderUniform1i(CONST_STRING_TEXTURE_UNIFORM, 0);
RenderUniform1i(CONST_STRING_NORMALMAP_UNIFORM, 1);
RenderUniform1f(CONST_STRING_TRANSPARENCY_UNIFORM, 1.f);
RenderUniform4fv(CONST_STRING_MATERIAL_COLOR_UNIFORM, WhiteColor);
/*
RenderUniform1i(CONST_STRING_SHADOWMAPGLOBAL_UNIFORM,2);
RenderUniform1i(CONST_STRING_SHADOWMAPLOCAL_UNIFORM,3);
RenderUniform1i(CONST_STRING_NORMALMAPEXISTS_UNIFORM,1);
RenderUniform1i(CONST_STRING_ENV_UNIFORM,0);*/
}
void THalibutRendererInterface::InitOpenGL(int screenWidth, int screenHeight, float matrixWidth, float matrixHeight)
{
*Console<<"Halibut Render OpenGL init\n";
#ifdef TARGET_WIN32
glEnable(GL_NORMALIZE);
glEnable(GL_TEXTURE_2D);
#endif
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
ScreenWidth = screenWidth;
ScreenHeight = screenHeight;
MatrixWidth = matrixWidth;
MatrixHeight = matrixHeight;
while (!ProjectionMatrixStack.empty())
{
ProjectionMatrixStack.pop();
}
ProjectionMatrixStack.push(MakeOrthoMatrix(matrixWidth, matrixHeight));
while (!ModelviewMatrixStack.empty())
{
ModelviewMatrixStack.pop();
}
ModelviewMatrixStack.push(IdentityMatrix4);
glViewport(0, 0, ScreenWidth, ScreenHeight);
SetUniforms();
#ifndef TARGET_IOS
SwitchToScreen();
#endif
CheckGlError();
}
void THalibutRendererInterface::SwitchToScreen()
{
//TODO: fix this stupid bug
#ifdef TARGET_IOS
glBindFramebuffer(GL_FRAMEBUFFER, 2);
#else
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
glViewport(0, 0, ScreenWidth, ScreenHeight);
SetProjectionMatrix(MatrixWidth, MatrixHeight);
SetUniforms();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void THalibutRendererInterface::SwitchToFrameBuffer(const std::string& frameName)
{
if (ResourceManager->FrameManager.FrameMap.count(frameName) > 0)
{
TFrame& Frame = ResourceManager->FrameManager.FrameMap[frameName];
glBindFramebuffer(GL_FRAMEBUFFER, Frame.FrameBuffer);
glViewport(0, 0, Frame.Width, Frame.Height);
SetProjectionMatrix(static_cast<float>(Frame.Width), static_cast<float>(Frame.Height));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
}
void THalibutRendererInterface::PrintMatrices()
{
mat4 proj = ProjectionMatrixStack.top();
mat4 modv = ModelviewMatrixStack.top();
*Console<<"Projection:\n ";
for (int i=0; i<16; i++)
{
*Console<<tostr(proj.m[i])<<" ";
}
*Console<<endl;
*Console<<"Modelview:\n ";
for (int i=0; i<16; i++)
{
*Console<<tostr(modv.m[i])<<" ";
}
modv = MultMatrixMatrix(proj, modv);
*Console<<endl;
*Console<<"ProjectonModelview:\n ";
for (int i=0; i<16; i++)
{
*Console<<tostr(modv.m[i])<<" ";
}
*Console<<endl;
}
} //namespace SE
@@ -0,0 +1,8 @@
#include "include/Engine.h"
namespace SE
{
} //namespace SE
@@ -0,0 +1,312 @@
#include "include/Engine.h"
//Windows only!
namespace SE
{
THalibutRenderer::THalibutRenderer()
{
ScreenWidth = 0;
ScreenHeight = 0;
//To prevent stack out
ProjectionMatrixStack.push(IdentityMatrix4);
ModelviewMatrixStack.push(IdentityMatrix4);
}
THalibutRenderer::~THalibutRenderer()
{
*Console<<"HalibutRender::deleting";
}
bool THalibutRenderer::BindOpenGLFunctions()
{
char* extensionList = (char*)glGetString(GL_EXTENSIONS);
char* glVersion = (char*)glGetString(GL_VERSION);
bool ok = true;
*Console<<"Render::OpenGL glVersion = "+std::string(glVersion);
//Requires OpenGL 2.0 or above
if (glVersion[0]>='2')
{
*Console<<"Render::OpenGL glVersion above 2.0 ok";
glActiveTexture = (PFNGLACTIVETEXTUREPROC) wglGetProcAddress("glActiveTexture");
glGenBuffers = (PFNGLGENBUFFERSPROC) wglGetProcAddress("glGenBuffers");
glDeleteBuffers = (PFNGLDELETEBUFFERSPROC) wglGetProcAddress("glDeleteBuffers");
glBindBuffer = (PFNGLBINDBUFFERPROC) wglGetProcAddress("glBindBuffer");
glBufferData = (PFNGLBUFFERDATAPROC) wglGetProcAddress("glBufferData");
glBufferSubData = (PFNGLBUFFERSUBDATAPROC) wglGetProcAddress("glBufferSubData");
glMapBuffer = (PFNGLMAPBUFFERPROC) wglGetProcAddress("glMapBuffer");
glUnmapBuffer = (PFNGLUNMAPBUFFERPROC) wglGetProcAddress("glUnmapBuffer");
glCreateProgram = (PFNGLCREATEPROGRAMPROC) wglGetProcAddress("glCreateProgram");
glDeleteProgram = (PFNGLDELETEPROGRAMPROC) wglGetProcAddress("glDeleteProgram");
glLinkProgram = (PFNGLLINKPROGRAMPROC) wglGetProcAddress("glLinkProgram");
glValidateProgram = (PFNGLVALIDATEPROGRAMPROC) wglGetProcAddress("glValidateProgram");
glUseProgram = (PFNGLUSEPROGRAMPROC) wglGetProcAddress("glUseProgram");
glGetProgramiv = (PFNGLGETPROGRAMIVPROC) wglGetProcAddress("glGetProgramiv");
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) wglGetProcAddress("glGetProgramInfoLog");
glCreateShader = (PFNGLCREATESHADERPROC) wglGetProcAddress("glCreateShader");
glDeleteShader = (PFNGLDELETESHADERPROC) wglGetProcAddress("glDeleteShader");
glShaderSource = (PFNGLSHADERSOURCEPROC) wglGetProcAddress("glShaderSource");
glCompileShader = (PFNGLCOMPILESHADERPROC) wglGetProcAddress("glCompileShader");
glAttachShader = (PFNGLATTACHSHADERPROC) wglGetProcAddress("glAttachShader");
glDetachShader = (PFNGLDETACHSHADERPROC) wglGetProcAddress("glDetachShader");
glGetShaderiv = (PFNGLGETSHADERIVPROC) wglGetProcAddress("glGetShaderiv");
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) wglGetProcAddress("glGetShaderInfoLog");
glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) wglGetProcAddress("glGetAttribLocation");
glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) wglGetProcAddress("glVertexAttribPointer");
glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC) wglGetProcAddress("glEnableVertexAttribArray");
glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC) wglGetProcAddress("glDisableVertexAttribArray");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) wglGetProcAddress("glGetUniformLocation");
glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) wglGetProcAddress("glUniformMatrix3fv");
glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) wglGetProcAddress("glUniformMatrix4fv");
glUniform1i = (PFNGLUNIFORM1IPROC) wglGetProcAddress("glUniform1i");
glUniform1fv = (PFNGLUNIFORM1FVPROC) wglGetProcAddress("glUniform1fv");
glUniform2fv = (PFNGLUNIFORM2FVPROC) wglGetProcAddress("glUniform2fv");
glUniform3fv = (PFNGLUNIFORM3FVPROC) wglGetProcAddress("glUniform3fv");
glUniform4fv = (PFNGLUNIFORM4FVPROC) wglGetProcAddress("glUniform4fv");
glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC) wglGetProcAddress("glVertexAttrib1f");
glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC) wglGetProcAddress("glVertexAttrib2f");
glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC) wglGetProcAddress("glVertexAttrib3f");
glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC) wglGetProcAddress("glVertexAttrib4f");
glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC) wglGetProcAddress("glVertexAttrib2fv");
glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC) wglGetProcAddress("glVertexAttrib3fv");
glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC) wglGetProcAddress("glVertexAttrib4fv");
glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC) wglGetProcAddress("glGetActiveAttrib");
glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC) wglGetProcAddress("glGetActiveUniform");
if (glActiveTexture==NULL ||
glGenBuffers==NULL ||
glDeleteBuffers==NULL ||
glBindBuffer==NULL ||
glBufferData==NULL ||
glBufferSubData==NULL ||
glMapBuffer==NULL ||
glCreateProgram==NULL ||
glDeleteProgram==NULL ||
glLinkProgram==NULL ||
glValidateProgram==NULL ||
glUseProgram==NULL ||
glGetProgramiv==NULL ||
glGetProgramInfoLog==NULL ||
glCreateShader==NULL ||
glDeleteShader==NULL ||
glShaderSource==NULL ||
glCompileShader==NULL ||
glAttachShader==NULL ||
glDetachShader==NULL ||
glGetShaderiv==NULL ||
glGetShaderInfoLog==NULL ||
glGetAttribLocation==NULL ||
glVertexAttribPointer==NULL ||
glEnableVertexAttribArray==NULL ||
glDisableVertexAttribArray==NULL ||
glGetUniformLocation==NULL ||
glUniformMatrix3fv==NULL ||
glUniformMatrix4fv==NULL ||
glUniform1i==NULL ||
glUniform1fv==NULL ||
glUniform2fv==NULL ||
glUniform3fv==NULL ||
glUniform4fv==NULL ||
glEnableVertexAttribArray==NULL ||
glVertexAttrib1f==NULL ||
glVertexAttrib2f==NULL ||
glVertexAttrib3f==NULL ||
glVertexAttrib4f==NULL ||
glVertexAttrib2fv==NULL ||
glVertexAttrib3fv==NULL ||
glVertexAttrib4fv==NULL ||
glGetActiveAttrib==NULL ||
glGetActiveUniform==NULL)
{
*Console<<"Render::OpenGL Some 2.0 version proc not found - starting failed";
ok = false;
}
}
else
{
*Console<<"Render::OpenGL glVersion below 2.0 - starting failed";
ok = false;
}
if (findString("GL_ARB_framebuffer_object",extensionList))
{
*Console<<"Render::OpenGL GL_ARB_framebuffer_object supported ok";
glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC) wglGetProcAddress("glIsRenderbuffer");
glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC) wglGetProcAddress("glBindRenderbuffer");
glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC) wglGetProcAddress("glDeleteRenderbuffers");
glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC) wglGetProcAddress("glGenRenderbuffers");
glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC) wglGetProcAddress("glRenderbufferStorage");
glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC) wglGetProcAddress("glGetRenderbufferParameteriv");
glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC) wglGetProcAddress("glIsFramebuffer");
glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC) wglGetProcAddress("glBindFramebuffer");
glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC) wglGetProcAddress("glDeleteFramebuffers");
glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC) wglGetProcAddress("glGenFramebuffers");
glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC) wglGetProcAddress("glCheckFramebufferStatus");
glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC) wglGetProcAddress("glFramebufferTexture1D");
glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC) wglGetProcAddress("glFramebufferTexture2D");
glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC) wglGetProcAddress("glFramebufferTexture3D");
glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC) wglGetProcAddress("glFramebufferRenderbuffer");
glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) wglGetProcAddress("glGetFramebufferAttachmentParameteriv");
glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC) wglGetProcAddress("glBlitFramebuffer");
glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) wglGetProcAddress("glRenderbufferStorageMultisample");
glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC) wglGetProcAddress("glGenerateMipmap");
glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC) wglGetProcAddress("glFramebufferTextureLayer");
if (glIsRenderbuffer == NULL ||
glBindRenderbuffer == NULL ||
glDeleteRenderbuffers == NULL ||
glGenRenderbuffers == NULL ||
glRenderbufferStorage == NULL ||
glGetRenderbufferParameteriv == NULL ||
glIsFramebuffer == NULL ||
glBindFramebuffer == NULL ||
glDeleteFramebuffers == NULL ||
glGenFramebuffers == NULL ||
glCheckFramebufferStatus == NULL ||
glFramebufferTexture1D == NULL ||
glFramebufferTexture2D == NULL ||
glFramebufferTexture3D == NULL ||
glFramebufferRenderbuffer == NULL ||
glGetFramebufferAttachmentParameteriv == NULL ||
glBlitFramebuffer == NULL ||
glRenderbufferStorageMultisample == NULL ||
glGenerateMipmap == NULL ||
glFramebufferTextureLayer == NULL)
{
*Console<<"Render::OpenGL Some GL_ARB_framebuffer_object proc not found - starting failed";
ok = false;
}
}
else
{
*Console<<"Render::OpenGL GL_ARB_framebuffer_object not supported - starting failed";
ok = false;
}
#ifdef SALMON_WIN32
//Not needed for 2d engine
if (findString("GL_ARB_uniform_buffer_object",extensionList))
{
glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC) wglGetProcAddress("glGetUniformIndices");
glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC) wglGetProcAddress("glGetActiveUniformsiv");
glGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC) wglGetProcAddress("glGetActiveUniformName");
glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC) wglGetProcAddress("glGetUniformBlockIndex");
glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC) wglGetProcAddress("glGetActiveUniformBlockiv");
glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) wglGetProcAddress("glGetActiveUniformBlockName");
glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC) wglGetProcAddress("glUniformBlockBinding");
glBindBufferBase = (PFNGLBINDBUFFERBASEPROC) wglGetProcAddress("glBindBufferBase");
if (glGetUniformIndices == NULL ||
glGetActiveUniformsiv == NULL ||
glGetActiveUniformName == NULL ||
glGetUniformBlockIndex == NULL ||
glGetActiveUniformBlockiv == NULL ||
glGetActiveUniformBlockName == NULL ||
glUniformBlockBinding == NULL ||
glBindBufferBase == NULL)
{
*Console<<"Render::OpenGL some GL_ARB_uniform_buffer_object proc not found - starting failed";
ok = false;
}
*Console<<"Render::OpenGL GL_ARB_uniform_buffer_object supported ok";
}
else
{
*Console<<"Render::OpenGL GL_ARB_uniform_buffer_object not supported - starting failed";
ok = false;
}
#endif
return ok;
}
void THalibutRenderer::DrawQuad(const T2DQuad& quad)
{
const float CONST_DEFAULT_NORM_VEC[3] = { 0.0f, 0.0f, 1.0f};
glBegin(GL_QUADS);
VertexAttrib3fv(CONST_STRING_NORMAL_ATTRIB, CONST_DEFAULT_NORM_VEC);
VertexAttrib2fv(CONST_STRING_TEXCOORD_ATTRIB, quad.TextureCoord[0].v);
VertexAttrib3fv(CONST_STRING_POSITION_ATTRIB, quad.VertexCoord[0].v);
VertexAttrib2fv(CONST_STRING_TEXCOORD_ATTRIB, quad.TextureCoord[1].v);
VertexAttrib3fv(CONST_STRING_POSITION_ATTRIB, quad.VertexCoord[1].v);
VertexAttrib2fv(CONST_STRING_TEXCOORD_ATTRIB, quad.TextureCoord[3].v);
VertexAttrib3fv(CONST_STRING_POSITION_ATTRIB, quad.VertexCoord[3].v);
VertexAttrib2fv(CONST_STRING_TEXCOORD_ATTRIB, quad.TextureCoord[2].v);
VertexAttrib3fv(CONST_STRING_POSITION_ATTRIB, quad.VertexCoord[2].v);
glEnd();
}
void THalibutRenderer::DrawTriangleStripImmediate(const TTriangleList& triangleList)
{
const float CONST_DEFAULT_NORM_VEC[3] = { 0.0f, 0.0f, 1.0f};
int triangleCount = triangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].size()/3;
std::vector<vec3>::const_iterator vertexIterator = triangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].begin();
std::vector<vec2>::const_iterator texcoordIterator = triangleList.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].begin();
for (int i=0; i<triangleCount; i++)
{
glBegin(GL_TRIANGLES);
VertexAttrib3fv(CONST_STRING_NORMAL_ATTRIB, CONST_DEFAULT_NORM_VEC);
VertexAttrib2fv(CONST_STRING_TEXCOORD_ATTRIB, (texcoordIterator++)->v);
VertexAttrib3fv(CONST_STRING_POSITION_ATTRIB, (vertexIterator++)->v);
VertexAttrib2fv(CONST_STRING_TEXCOORD_ATTRIB, (texcoordIterator++)->v);
VertexAttrib3fv(CONST_STRING_POSITION_ATTRIB, (vertexIterator++)->v);
VertexAttrib2fv(CONST_STRING_TEXCOORD_ATTRIB, (texcoordIterator++)->v);
VertexAttrib3fv(CONST_STRING_POSITION_ATTRIB, (vertexIterator++)->v);
glEnd();
}
}
void THalibutRenderer::DrawTriangleList(const TTriangleList& triangleList)
{
//for (std::map<std::string, std::vector<vec2> >::iterator i = triangleList.Vec2CoordArr.begin(); i != triangleList.Vec2CoordArr.end(); ++i )
BOOST_FOREACH(auto& i, triangleList.Data.Vec2CoordArr)
{
glBindBuffer(GL_ARRAY_BUFFER, triangleList.VertBufferArr[i.first]->Buffer);
VertexAttribPointer2fv(i.first, 0, NULL);
}
//for (std::map<std::string, std::vector<vec3> >::iterator i = triangleList.Vec3CoordArr.begin(); i != triangleList.Vec3CoordArr.end(); ++i )
BOOST_FOREACH(auto& i, triangleList.Data.Vec3CoordArr)
{
glBindBuffer(GL_ARRAY_BUFFER, triangleList.VertBufferArr[i.first]->Buffer);
VertexAttribPointer3fv(i.first, 0, NULL);
}
if (!triangleList.Data.Vec3CoordArr.empty())
{
glDrawArrays(GL_TRIANGLES,0,triangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].size());
}
}
} //namespace SE
+324
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@@ -0,0 +1,324 @@
#include "include/Render/RenderInterface.h"
#include "include/Engine.h"
namespace SE
{
TRendererInterface::TRendererInterface()
: ScreenWidth(0)
, ScreenHeight(0)
{
}
void TRendererInterface::TryEnableVertexAttribArrays()
{
EnableVertexAttribArray(CONST_STRING_POSITION_ATTRIB);
EnableVertexAttribArray(CONST_STRING_NORMAL_ATTRIB);
EnableVertexAttribArray(CONST_STRING_TEXCOORD_ATTRIB);
EnableVertexAttribArray(CONST_STRING_TANGENT_ATTRIB);
EnableVertexAttribArray(CONST_STRING_BINORMAL_ATTRIB);
}
void TRendererInterface::TryDisableVertexAttribArrays()
{
DisableVertexAttribArray(CONST_STRING_BINORMAL_ATTRIB);
DisableVertexAttribArray(CONST_STRING_TANGENT_ATTRIB);
DisableVertexAttribArray(CONST_STRING_TEXCOORD_ATTRIB);
DisableVertexAttribArray(CONST_STRING_NORMAL_ATTRIB);
DisableVertexAttribArray(CONST_STRING_POSITION_ATTRIB);
}
int TRendererInterface::GetScreenWidth()
{
return ScreenWidth;
}
int TRendererInterface::GetScreenHeight()
{
return ScreenHeight;
}
float TRendererInterface::GetMatrixWidth()
{
return MatrixWidth;
}
float TRendererInterface::GetMatrixHeight()
{
return MatrixHeight;
}
void TRendererInterface::SetScreenWidthHeight(int screenWidth, int screenHeight)
{
ScreenWidth = screenWidth;
ScreenHeight = screenHeight;
}
void TRendererInterface::PushMatrix()
{
if (ModelviewMatrixStack.size() == 0)
{
throw ErrorToLog("Modelview matrix stack underflow!!!!");
}
ModelviewMatrixStack.push(ModelviewMatrixStack.top());
if (ModelviewMatrixStack.size() > 64)
{
throw ErrorToLog("Modelview matrix stack overflow!!!!");
}
}
void TRendererInterface::LoadIdentity()
{
if (ModelviewMatrixStack.size() == 0)
{
throw ErrorToLog("Modelview matrix stack underflow!!!!");
}
ModelviewMatrixStack.pop();
ModelviewMatrixStack.push(IdentityMatrix4);
SetUniforms();
}
void TRendererInterface::TranslateMatrix(const vec3& p)
{
mat4 m = IdentityMatrix4;
m.m[12] = p.v[0];
m.m[13] = p.v[1];
m.m[14] = p.v[2];
m = MultMatrixMatrix(ModelviewMatrixStack.top(), m);
if (ModelviewMatrixStack.size() == 0)
{
throw ErrorToLog("Modelview matrix stack underflow!!!!");
}
ModelviewMatrixStack.pop();
ModelviewMatrixStack.push(m);
SetUniforms();
}
void TRendererInterface::ScaleMatrix(float scale)
{
mat4 m = IdentityMatrix4;
m.m[0] = scale;
m.m[5] = scale;
m.m[10] = scale;
m = MultMatrixMatrix(ModelviewMatrixStack.top(), m);
if (ModelviewMatrixStack.size() == 0)
{
throw ErrorToLog("Modelview matrix stack underflow!!!!");
}
ModelviewMatrixStack.pop();
ModelviewMatrixStack.push(m);
SetUniforms();
}
void TRendererInterface::ScaleMatrix(const vec3& scale)
{
mat4 m = IdentityMatrix4;
m.m[0] = scale.v[0];
m.m[5] = scale.v[1];
m.m[10] = scale.v[2];
m = MultMatrixMatrix(ModelviewMatrixStack.top(), m);
if (ModelviewMatrixStack.size() == 0)
{
throw ErrorToLog("Modelview matrix stack underflow!!!!");
}
ModelviewMatrixStack.pop();
ModelviewMatrixStack.push(m);
SetUniforms();
}
void TRendererInterface::RotateMatrix(const vec4& q)
{
mat3 m3(q);
mat4 m = IdentityMatrix4;
m.m[0] = m3.m[0];
m.m[1] = m3.m[1];
m.m[2] = m3.m[2];
m.m[4] = m3.m[3];
m.m[5] = m3.m[4];
m.m[6] = m3.m[5];
m.m[8] = m3.m[6];
m.m[9] = m3.m[7];
m.m[10] = m3.m[8];
m = MultMatrixMatrix(ModelviewMatrixStack.top(), m);
if (ModelviewMatrixStack.size() == 0)
{
throw ErrorToLog("Modelview matrix stack underflow!!!!");
}
ModelviewMatrixStack.pop();
ModelviewMatrixStack.push(m);
SetUniforms();
}
void TRendererInterface::PushSpecialMatrix(const mat4& m)
{
if (ModelviewMatrixStack.size() > 64)
{
throw ErrorToLog("Modelview matrix stack overflow!!!!");
}
ModelviewMatrixStack.push(m);
SetUniforms();
}
void TRendererInterface::PopMatrix()
{
if (ModelviewMatrixStack.size() == 0)
{
throw ErrorToLog("Modelview matrix stack underflow!!!!");
}
ModelviewMatrixStack.pop();
SetUniforms();
}
void TRendererInterface::PushProjectionMatrix(float width, float height)
{
mat4 m = MakeOrthoMatrix(width, height);
ProjectionMatrixStack.push(m);
SetUniforms();
if (ProjectionMatrixStack.size() > 64)
{
throw ErrorToLog("Projection matrix stack overflow!!!!");
}
}
void TRendererInterface::PopProjectionMatrix()
{
if (ProjectionMatrixStack.size() == 0)
{
throw ErrorToLog("Projection matrix stack underflow!!!!");
}
ProjectionMatrixStack.pop();
SetUniforms();
}
void TRendererInterface::SetProjectionMatrix(float width, float height)
{
mat4 m = MakeOrthoMatrix(width, height);
if (ProjectionMatrixStack.size() == 0)
{
throw ErrorToLog("Projection matrix stack underflow!!!!");
}
ProjectionMatrixStack.pop();
ProjectionMatrixStack.push(m);
SetUniforms();
}
void TRendererInterface::SetFrameViewport(const std::string& frameName)
{
ivec2 frameWidthHeight = ResourceManager->FrameManager.GetFrameWidthHeight(frameName);
glViewport(0, 0, frameWidthHeight.v[0], frameWidthHeight.v[1]);
}
void TRendererInterface::SetFullScreenViewport()
{
glViewport(0, 0, ScreenWidth, ScreenHeight);
}
void TRendererInterface::PushShader(const std::string& shaderName)
{
ResourceManager->ShaderManager.PushShader(shaderName);
SetUniforms();
TryEnableVertexAttribArrays();
}
void TRendererInterface::PopShader()
{
ResourceManager->ShaderManager.PopShader();
SetUniforms();
TryEnableVertexAttribArrays();
}
void TRendererInterface::DrawRect(const vec2& p1, const vec2& p2)
{
T2DQuad quad;
quad.VertexCoord[0] = vec3(p1.v[0], p1.v[1], 0.0f);
quad.VertexCoord[1] = vec3(p1.v[0], p2.v[1], 0.0f);
quad.VertexCoord[2] = vec3(p2.v[0], p1.v[1], 0.0f);
quad.VertexCoord[3] = vec3(p2.v[0], p2.v[1], 0.0f);
quad.TextureCoord[0] = vec2(0.01f, 0.01f);
quad.TextureCoord[1] = vec2(0.01f, 0.99f);
quad.TextureCoord[2] = vec2(0.99f, 0.01f);
quad.TextureCoord[3] = vec2(0.99f, 0.99f);
DrawQuad(quad);
}
void TRendererInterface::DrawRect(const vec2& p1, const vec2& p2, const vec2& t1, const vec2& t2)
{
T2DQuad quad;
quad.VertexCoord[0] = vec3(p1.v[0], p1.v[1], 0.0f);
quad.VertexCoord[1] = vec3(p1.v[0], p2.v[1], 0.0f);
quad.VertexCoord[2] = vec3(p2.v[0], p1.v[1], 0.0f);
quad.VertexCoord[3] = vec3(p2.v[0], p2.v[1], 0.0f);
quad.TextureCoord[0] = vec2(t1.v[0], t1.v[1]);
quad.TextureCoord[1] = vec2(t1.v[0], t2.v[1]);
quad.TextureCoord[2] = vec2(t2.v[0], t1.v[1]);
quad.TextureCoord[3] = vec2(t2.v[0], t2.v[1]);
DrawQuad(quad);
}
void TRendererInterface::DrawFrameFullScreen(const std::string& frameName)
{
DrawFramePartScreen(frameName, vec2(0, 0), vec2(1, 1));
}
void TRendererInterface::DrawFramePartScreen(const std::string& frameName, vec2 posFrom, vec2 posTo)
{
cardinal texID = ResourceManager->FrameManager.GetFrameTexture(frameName.c_str());
if (texID != 0)
{
PushProjectionMatrix(1,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
LoadIdentity();
glBindTexture(GL_TEXTURE_2D,texID);
DrawRect(posFrom, posTo, posFrom, posTo);
PopProjectionMatrix();
}
}
} //namespace SE
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#include "include/Engine.h"
namespace SE
{
#ifdef TARGET_WIN32
VBOObject::VBOObject()
{
glGenBuffers(1, &Buffer);
}
VBOObject::VBOObject(const VBOObject& c)
{
throw ErrorToLog("Copy constructor for VBOObject called\n");
}
VBOObject& VBOObject::operator=(const VBOObject& c)
{
throw ErrorToLog("operator= for VBOObject called\n");
return *this;
}
VBOObject::~VBOObject()
{
glDeleteBuffers(1, &Buffer);
}
#endif
TDataTriangleList& TDataTriangleList::operator+=(const TDataTriangleList& dataTriangleList)
{
BOOST_FOREACH(auto& i, dataTriangleList.Vec3CoordArr)
{
if (Vec3CoordArr.count(i.first) == 0)
{
Vec3CoordArr[i.first] = i.second;
}
else
{
Vec3CoordArr[i.first].insert(Vec3CoordArr[i.first].end(), i.second.begin(), i.second.end());
}
}
BOOST_FOREACH(auto& i, dataTriangleList.Vec2CoordArr)
{
if (Vec2CoordArr.count(i.first) == 0)
{
Vec2CoordArr[i.first] = i.second;
}
else
{
Vec2CoordArr[i.first].insert(Vec2CoordArr[i.first].end(), i.second.begin(), i.second.end());
}
}
return *this;
}
TTriangleListAncestor::TTriangleListAncestor()
: NeedRefreshBuffer(false)
{
}
TTriangleListAncestor::TTriangleListAncestor(const TTriangleListAncestor& c)
: NeedRefreshBuffer(false)
{
Data = c.Data;
}
TTriangleListAncestor& TTriangleListAncestor::operator=(const TTriangleListAncestor& c)
{
Data = c.Data;
NeedRefreshBuffer = c.NeedRefreshBuffer;
return *this;
}
TTriangleListAncestor::TTriangleListAncestor(const TDataTriangleList& dataTriangleList)
: NeedRefreshBuffer(false)
{
Data = dataTriangleList;
}
TTriangleListAncestor& TTriangleListAncestor::operator=(const TDataTriangleList& dataTriangleList)
{
Data = dataTriangleList;
NeedRefreshBuffer = true;
return *this;
}
TTriangleListAncestor::~TTriangleListAncestor()
{
}
#ifdef TARGET_WIN32
TTriangleList::TTriangleList()
: TTriangleListAncestor()
, NeedPrepareBufferObjects(true)
{
}
TTriangleList::~TTriangleList()
{
}
void TTriangleList::RefreshBuffer()
{
//VertBuffer
if (NeedPrepareBufferObjects && Data.Vec2CoordArr.size() > 0 && Data.Vec3CoordArr.size() > 0)
{
NeedPrepareBufferObjects = false;
BOOST_FOREACH(auto& i, Data.Vec2CoordArr)
{
if (VertBufferArr[i.first] == std::shared_ptr<VBOObject>())
{
VertBufferArr[i.first] = std::shared_ptr<VBOObject>(new VBOObject);
glBindBuffer(GL_ARRAY_BUFFER, VertBufferArr[i.first]->Buffer);
//What to do if buffer becomes empty?
if (i.second.size() > 0)
{
glBufferData(GL_ARRAY_BUFFER, i.second.size() * 8, &i.second[0], GL_STATIC_DRAW);
}
else
{
glBufferData(GL_ARRAY_BUFFER, 0, NULL, GL_STATIC_DRAW);
}
}
}
BOOST_FOREACH(auto& i, Data.Vec3CoordArr)
//for (std::map<std::string, std::vector<vec3> >::iterator i = Data.Vec3CoordArr.begin(); i != Data.Vec3CoordArr.end(); ++i )
{
if (VertBufferArr[i.first] == std::shared_ptr<VBOObject>())
{
VertBufferArr[i.first] = std::shared_ptr<VBOObject>(new VBOObject);
glBindBuffer(GL_ARRAY_BUFFER, VertBufferArr[i.first]->Buffer);
//What to do if buffer becomes empty?
if (i.second.size() > 0)
{
glBufferData(GL_ARRAY_BUFFER, i.second.size() * 12, &i.second[0], GL_STATIC_DRAW);
}
else
{
glBufferData(GL_ARRAY_BUFFER, 0, NULL, GL_STATIC_DRAW);
}
}
}
}
BOOST_FOREACH(auto& i, Data.Vec2CoordArr)
{
glBindBuffer(GL_ARRAY_BUFFER, VertBufferArr[i.first]->Buffer);
RefreshAttribBuffer2fv(i.first, Data.Vec2CoordArr);
}
BOOST_FOREACH(auto& i, Data.Vec3CoordArr)
{
glBindBuffer(GL_ARRAY_BUFFER, VertBufferArr[i.first]->Buffer);
RefreshAttribBuffer3fv(i.first, Data.Vec3CoordArr);
}
}
#endif
void FillVertexCoordVec(std::vector<vec3>& coordVec, int pos, vec2 posFrom, vec2 posTo)
{
vec2 pos1 = posFrom;
vec2 pos2 = vec2(posFrom.v[0], posTo.v[1]);
vec2 pos3 = posTo;
vec2 pos4 = vec2(posTo.v[0], posFrom.v[1]);
coordVec[pos] = vec3(pos1, 0);
coordVec[pos+1] = vec3(pos2, 0);
coordVec[pos+2] = vec3(pos3, 0);
coordVec[pos+3] = vec3(pos3, 0);
coordVec[pos+4] = vec3(pos4, 0);
coordVec[pos+5] = vec3(pos1, 0);
}
void FillTexCoordVec(std::vector<vec2>& coordVec, int pos, vec2 texCoordFrom, vec2 texCoordTo)
{
vec2 tex1 = texCoordFrom;
vec2 tex2 = vec2(texCoordFrom.v[0], texCoordTo.v[1]);
vec2 tex3 = texCoordTo;
vec2 tex4 = vec2(texCoordTo.v[0], texCoordFrom.v[1]);
coordVec[pos] = tex1;
coordVec[pos+1] = tex2;
coordVec[pos+2] = tex3;
coordVec[pos+3] = tex3;
coordVec[pos+4] = tex4;
coordVec[pos+5] = tex1;
}
std::vector<vec3> MakeVertexCoordVec(vec2 posFrom, vec2 posTo)
{
std::vector<vec3> r;
r.resize(6);
FillVertexCoordVec(r, 0, posFrom, posTo);
return r;
}
std::vector<vec2> MakeTexCoordVec(vec2 texCoordFrom, vec2 texCoordTo)
{
std::vector<vec2> r;
r.resize(6);
FillTexCoordVec(r, 0, texCoordFrom, texCoordTo);
return r;
}
TDataTriangleList MakeDataTriangleList(vec2 posFrom, vec2 posTo, vec2 texCoordFrom, vec2 texCoordTo)
{
TDataTriangleList triangleList;
triangleList.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB] = MakeVertexCoordVec(posFrom, posTo);
triangleList.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB] = MakeTexCoordVec(texCoordFrom, texCoordTo);
return triangleList;
}
void MoveDataTriangleList(TDataTriangleList& triangleList, vec3 shift)
{
if (triangleList.Vec3CoordArr.count(CONST_STRING_POSITION_ATTRIB) == 0)
{
return;
}
BOOST_FOREACH(auto& i, triangleList.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB])
{
i += shift;
}
}
void RotateDataTriangleList(TDataTriangleList& triangleList, const mat3& m)
{
if (triangleList.Vec3CoordArr.count(CONST_STRING_POSITION_ATTRIB) == 0)
{
return;
}
BOOST_FOREACH(vec3& i, triangleList.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB])
{
i = i * m;
}
}
void ScaleDataTriangleList(TDataTriangleList& triangleList, float scale)
{
if (triangleList.Vec3CoordArr.count(CONST_STRING_POSITION_ATTRIB) == 0)
{
return;
}
BOOST_FOREACH(vec3& i, triangleList.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB])
{
i.v[0] *= scale;
i.v[1] *= scale;
i.v[2] *= scale;
}
}
void ScaleDataTriangleList(TDataTriangleList& triangleList, vec3 scaleVec)
{
if (triangleList.Vec3CoordArr.count(CONST_STRING_POSITION_ATTRIB) == 0)
{
return;
}
BOOST_FOREACH(vec3& i, triangleList.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB])
{
i.v[0] *= scaleVec.v[0];
i.v[1] *= scaleVec.v[1];
i.v[2] *= scaleVec.v[2];
}
}
TDataTriangleList& ClearDataTriangleList(TDataTriangleList& triangleList)
{
//throw ErrorToLog("Seems that here are some problems with this func. Do not use it!");
BOOST_FOREACH(auto& i, triangleList.Vec2CoordArr)
{
i.second.clear();
}
BOOST_FOREACH(auto& i, triangleList.Vec3CoordArr)
{
i.second.clear();
}
return triangleList;
}
TDataTriangleList& InsertIntoDataTriangleList(TDataTriangleList& triangleList, const std::vector<vec3>& vertexArr, const std::vector<vec2>& texCoordArr)
{
triangleList.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].insert(triangleList.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].end(), vertexArr.begin(), vertexArr.end());
triangleList.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].insert(triangleList.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].end(), texCoordArr.begin(), texCoordArr.end());
return triangleList;
}
TTriangleList MakeTriangleList(vec2 posFrom, vec2 posTo, vec2 texCoordFrom, vec2 texCoordTo)
{
TTriangleList triangleList;
triangleList.Data = MakeDataTriangleList(posFrom, posTo, texCoordFrom, texCoordTo);
triangleList.RefreshBuffer();
return triangleList;
}
void Replace6PointsInTriangleList(TDataTriangleList& triangleList, int pos, vec2 posFrom, vec2 posTo, vec2 texCoordFrom, vec2 texCoordTo)
{
FillVertexCoordVec(triangleList.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB], pos, posFrom, posTo);
FillTexCoordVec(triangleList.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB], pos, texCoordFrom, texCoordTo);
}
void CheckGlError(const std::string& msg)
{
cardinal error = glGetError();
if (error != GL_NO_ERROR)
{
if (msg == "")
{
throw ErrorToLog("Gl error = "+tostr(error));
}
else
{
throw ErrorToLog("Gl error = "+tostr(error) + "; with message = " + msg);
}
}
}
} //namespace SE
+114
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#include "include/Engine.h"
#include "boost/lexical_cast.hpp"
namespace SE
{
TRenderParamsSetter::TRenderParamsSetter(const TRenderParams& renderParams)
: RenderParams(renderParams)
{
if (RenderParams.ShaderName != "")
{
Renderer->PushShader(RenderParams.ShaderName);
}
else
{
Renderer->SetUniforms();
}
//Xperimental -- NEED TO DO SOMETHING WITH THIS, later!
glActiveTexture(GL_TEXTURE1);
if (RenderParams.SamplerMap.count(CONST_STRING_NORMALMAP_UNIFORM))
{
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList[RenderParams.SamplerMap[CONST_STRING_NORMALMAP_UNIFORM]]);
}
else
{
glBindTexture(GL_TEXTURE_2D, 0);
}
glActiveTexture(GL_TEXTURE0);
if (RenderParams.SamplerMap.count(CONST_STRING_TEXTURE_UNIFORM))
{
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList[RenderParams.SamplerMap[CONST_STRING_TEXTURE_UNIFORM]]);
}
else
{
glBindTexture(GL_TEXTURE_2D, 0);
}
for (std::map<std::string, float>::iterator i = RenderParams.FloatMap.begin(); i != RenderParams.FloatMap.end(); ++i)
{
RenderUniform1f(i->first, i->second);
}
for (std::map<std::string, vec4>::iterator i = RenderParams.Vec4Map.begin(); i != RenderParams.Vec4Map.end(); ++i)
{
RenderUniform4fv(i->first, i->second.v);
}
}
TRenderParamsSetter::~TRenderParamsSetter()
{
if (RenderParams.ShaderName != "")
{
Renderer->PopShader();
}
}
/*
std::string ShaderName;
mutable std::map<std::string, std::string> SamplerMap;
mutable std::map<std::string, float> FloatMap;
mutable std::map<std::string, vec4> Vec4Map;
*/
void TRenderParams::Serialize(boost::property_tree::ptree& propertyTree)
{
if (propertyTree.count("Shader") != 0)
{
ShaderName = propertyTree.get<std::string>("Shader");
}
if (propertyTree.count("SamplerMap") != 0)
{
SamplerMap.clear();
TMapParser<std::string, std::string> mapParser;
mapParser.Serialize(propertyTree.get_child("SamplerMap"));
SamplerMap = mapParser.Map;
}
if (propertyTree.count("FloatMap") != 0)
{
SamplerMap.clear();
TMapParser<std::string, float> mapParser;
mapParser.Serialize(propertyTree.get_child("FloatMap"));
FloatMap = mapParser.Map;
}
if (propertyTree.count("Vec4Map") != 0)
{
SamplerMap.clear();
TMapParser<std::string, std::string> mapParser;
mapParser.Serialize(propertyTree.get_child("Vec4Map"));
for (std::map<std::string, std::string>::iterator i = mapParser.Map.begin(); i != mapParser.Map.end(); ++i)
{
Vec4Map[i->first] = StringToVec4(i->second);
}
}
}
} //namespace SE
@@ -0,0 +1,118 @@
#include "include/Engine.h"
namespace SE
{
const float CONST_CUBEMAP_SIDE = 50.0f;
TBackgroundCubemapClass::TBackgroundCubemapClass()
{
vec3 pos1 = vec3(-CONST_CUBEMAP_SIDE, -CONST_CUBEMAP_SIDE, -CONST_CUBEMAP_SIDE);
vec3 pos2 = vec3(-CONST_CUBEMAP_SIDE, CONST_CUBEMAP_SIDE, -CONST_CUBEMAP_SIDE);
vec3 pos3 = vec3(-CONST_CUBEMAP_SIDE, CONST_CUBEMAP_SIDE, CONST_CUBEMAP_SIDE);
vec3 pos4 = vec3(-CONST_CUBEMAP_SIDE, -CONST_CUBEMAP_SIDE, CONST_CUBEMAP_SIDE);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos1);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos2);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos3);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos3);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos4);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos1);
pos1 = vec3(CONST_CUBEMAP_SIDE, -CONST_CUBEMAP_SIDE, -CONST_CUBEMAP_SIDE);
pos2 = vec3(CONST_CUBEMAP_SIDE, CONST_CUBEMAP_SIDE, -CONST_CUBEMAP_SIDE);
pos3 = vec3(CONST_CUBEMAP_SIDE, CONST_CUBEMAP_SIDE, CONST_CUBEMAP_SIDE);
pos4 = vec3(CONST_CUBEMAP_SIDE, -CONST_CUBEMAP_SIDE, CONST_CUBEMAP_SIDE);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos1);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos2);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos3);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos3);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos4);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos1);
pos1 = vec3(-CONST_CUBEMAP_SIDE, -CONST_CUBEMAP_SIDE, -CONST_CUBEMAP_SIDE);
pos2 = vec3(CONST_CUBEMAP_SIDE, -CONST_CUBEMAP_SIDE, -CONST_CUBEMAP_SIDE);
pos3 = vec3(CONST_CUBEMAP_SIDE, -CONST_CUBEMAP_SIDE, CONST_CUBEMAP_SIDE);
pos4 = vec3(-CONST_CUBEMAP_SIDE, -CONST_CUBEMAP_SIDE, CONST_CUBEMAP_SIDE);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos1);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos2);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos3);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos3);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos4);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos1);
pos1 = vec3(-CONST_CUBEMAP_SIDE, CONST_CUBEMAP_SIDE, -CONST_CUBEMAP_SIDE);
pos2 = vec3(CONST_CUBEMAP_SIDE, CONST_CUBEMAP_SIDE, -CONST_CUBEMAP_SIDE);
pos3 = vec3(CONST_CUBEMAP_SIDE, CONST_CUBEMAP_SIDE, CONST_CUBEMAP_SIDE);
pos4 = vec3(-CONST_CUBEMAP_SIDE, CONST_CUBEMAP_SIDE, CONST_CUBEMAP_SIDE);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos1);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos2);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos3);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos3);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos4);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos1);
pos1 = vec3(-CONST_CUBEMAP_SIDE, -CONST_CUBEMAP_SIDE, -CONST_CUBEMAP_SIDE);
pos2 = vec3(CONST_CUBEMAP_SIDE, -CONST_CUBEMAP_SIDE, -CONST_CUBEMAP_SIDE);
pos3 = vec3(CONST_CUBEMAP_SIDE, CONST_CUBEMAP_SIDE, -CONST_CUBEMAP_SIDE);
pos4 = vec3(-CONST_CUBEMAP_SIDE, CONST_CUBEMAP_SIDE, -CONST_CUBEMAP_SIDE);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos1);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos2);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos3);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos3);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos4);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos1);
pos1 = vec3(-CONST_CUBEMAP_SIDE, -CONST_CUBEMAP_SIDE, CONST_CUBEMAP_SIDE);
pos2 = vec3(CONST_CUBEMAP_SIDE, -CONST_CUBEMAP_SIDE, CONST_CUBEMAP_SIDE);
pos3 = vec3(CONST_CUBEMAP_SIDE, CONST_CUBEMAP_SIDE, CONST_CUBEMAP_SIDE);
pos4 = vec3(-CONST_CUBEMAP_SIDE, CONST_CUBEMAP_SIDE, CONST_CUBEMAP_SIDE);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos1);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos2);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos3);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos3);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos4);
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(pos1);
TriangleList.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].resize(36); //Texture coords actually not in use
TriangleList.RefreshBuffer();
}
void TBackgroundCubemapClass::Draw()
{
mat4 m = Renderer->GetModelviewMatrix();
m.m[12] = 0.f;
m.m[13] = 0.f;
m.m[14] = 0.f;
Renderer->PushSpecialMatrix(m);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, BkgTexId);
Renderer->DrawTriangleList(TriangleList);
Renderer->PopMatrix();
}
} //namespace SE
@@ -0,0 +1,9 @@
#include "include/Render/SalmonRender/SalmonRenderAndroid.h"
#include "include/Utils/Utils.h"
#include "include/Engine.h"
namespace SE
{
} //namespace SE
@@ -0,0 +1,44 @@
#include "include/Render/SalmonRender/SalmonRenderAndroid.h"
#include "include/Utils/Utils.h"
#include "include/Engine.h"
namespace SE
{
void TSalmonRendererGLES20::DrawQuad(const T2DQuad& quad)
{
//EnableVertexAttribArray("vPosition");
//EnableVertexAttribArray("vTexCoord");
VertexAttribPointer3fv("vPosition", 0, reinterpret_cast<const char*>(quad.VertexCoord));
VertexAttribPointer2fv("vTexCoord", 0, reinterpret_cast<const char*>(quad.TextureCoord));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//DisableVertexAttribArray("vPosition");
//DisableVertexAttribArray("vTexCoord");
}
void TSalmonRendererGLES20::DrawTriangleList(const TTriangleList& triangleList)
{
for (std::map<std::string, std::vector<vec2> >::iterator i = triangleList.Data.Vec2CoordArr.begin(); i != triangleList.Data.Vec2CoordArr.end(); ++i )
{
VertexAttribPointer2fv(i->first, 0, reinterpret_cast<const char*>(&triangleList.Data.Vec2CoordArr[i->first][0]));
}
for (std::map<std::string, std::vector<vec3> >::iterator i = triangleList.Data.Vec3CoordArr.begin(); i != triangleList.Data.Vec3CoordArr.end(); ++i )
{
VertexAttribPointer3fv(i->first, 0, reinterpret_cast<const char*>(&triangleList.Data.Vec3CoordArr[i->first][0]));
}
if (!triangleList.Data.Vec3CoordArr.empty())
{
glDrawArrays(GL_TRIANGLES,0,triangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].size());
}
}
} //namespace SE
@@ -0,0 +1,810 @@
#include "include/Render/SalmonRender/SalmonRenderInterface.h"
#include "include/Utils/Utils.h"
#include "include/Engine.h"
namespace SE
{
TSalmonRendererInterface::TSalmonRendererInterface()
: CamAlpha(0.0f)
, CamPhi(0.0f)
, CamDist(0.0f)
, CamShift(ZeroVec3)
, GlobalShadowAreaHalfSize(CONST_DEFAULT_GLOBAL_SHADOW_AREA_HALFSIZE)
{
ProjectionMatrixStack.push(IdentityMatrix4);
ModelviewMatrixStack.push(IdentityMatrix4);
}
void TSalmonRendererInterface::SetUniforms()
{
//Refactoring!
if (ProjectionMatrixStack.size() <=0)
{
throw ErrorToLog("Projection matrix stack out!");
}
if (ModelviewMatrixStack.size() <=0)
{
throw ErrorToLog("Modelview matrix stack out!");
}
ProjectionModelviewMatrix = MultMatrixMatrix(ProjectionMatrixStack.top(), ModelviewMatrixStack.top());
RenderUniformMatrix4fv(CONST_STRING_HALIBUT_PROJECTION_MATRIX_UNIFORM, false, ProjectionModelviewMatrix.m);
//TODO: Make a new name =(
RenderUniformMatrix4fv("ProjectionMatrix1", false, ProjectionMatrixStack.top().m);
RenderUniform1i(CONST_STRING_TEXTURE_UNIFORM,0);
RenderUniform1i(CONST_STRING_NORMALMAP_UNIFORM,1);
RenderUniform1i(CONST_STRING_SHADOWMAPGLOBAL_UNIFORM,2);
RenderUniform1i(CONST_STRING_SHADOWMAPLOCAL_UNIFORM,3);
RenderUniform1i(CONST_STRING_NORMALMAPEXISTS_UNIFORM,1);
RenderUniform1i(CONST_STRING_ENV_UNIFORM,0);
//RenderUniform1f(CONST_STRING_SHADOWCLAMPVALUE_UNIFORM, GetShadowClampValue());
//RenderUniform1i(CONST_STRING_ACTIVELIGHTCOUNT_UNIFORM, ResourceManager->LightManager.GetActiveLightCount());
//RenderUniform1f(CONST_STRING_FOG_BEGIN_DISTANCE_UNIFORM, GetFogBeginDistance());
//RenderUniform1f(CONST_STRING_FOG_END_DISTANCE_UNIFORM, GetFogEndDistance());
//RenderUniform4fv(CONST_STRING_FOG_COLOR_UNIFORM, GetFogColor().v);
RenderUniform3fv(CONST_STRING_CAMPOS_UNIFORM, GetCamPos().v);
ResourceManager->LightManager.SetLightUniforms();
}
void TSalmonRendererInterface::InitOpenGL(int screenWidth, int screenHeight, float matrixWidth, float matrixHeight)
{
ModelviewMatrixStack.push(IdentityMatrix4);
ProjectionMatrixStack.push(IdentityMatrix4);
ScreenWidth = screenWidth;
ScreenHeight = screenHeight;
MatrixWidth = matrixWidth;
MatrixHeight = matrixHeight;
SetPerspectiveProjectionMatrix(pi / 6.f, 1.0, 1.0f, 100.0f); //Baad =(
SetPerspectiveFullScreenViewport();
glEnable(GL_DEPTH_TEST);
#ifdef TARGET_WIN32
glEnable(GL_LIGHTING);
glEnable(GL_NORMALIZE);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glMaterialfv(GL_FRONT, GL_DIFFUSE, WhiteColor);
glPolygonMode(GL_FRONT_AND_BACK , GL_FILL);
#endif
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
CheckGlError();
}
void TSalmonRendererInterface::CalcCamPosVec()
{
float sina = sinf(CamAlpha);
float cosa = cosf(CamAlpha);
float sinp = sinf(CamPhi);
float cosp = cosf(CamPhi);
CamVec.v[0] = CamDist * cosp * sina;
CamVec.v[1] = - CamDist * sinp;
CamVec.v[2] = - CamDist * cosp * cosa;
CamPos = CamShift - CamVec;
RenderUniform3fv(CONST_STRING_CAMPOS_UNIFORM,(float*)&CamPos);
}
void TSalmonRendererInterface::SetPerspectiveFullScreenViewport()
{
glViewport(0, 0, ScreenWidth, ScreenHeight);
SetPerspectiveProjectionMatrix(pi / 6.f, float(MatrixWidth) / float(MatrixHeight), 1.0f, 100.0f);
}
void TSalmonRendererInterface::SetOrthoFullScreenViewport()
{
glViewport(0, 0, ScreenWidth, ScreenHeight);
SetProjectionMatrix(static_cast<float>(MatrixWidth), static_cast<float>(MatrixHeight));
}
mat4 TSalmonRendererInterface::GetModelviewMatrix()
{
if (ModelviewMatrixStack.size() == 0)
{
throw ErrorToLog("Modelview matrix stack underflow!!!!");
}
return ModelviewMatrixStack.top();
}
void TSalmonRendererInterface::SetPerspectiveProjectionMatrix(float angle, float aspect, float zNear, float zFar)
{
mat4 m = MakePerspectiveMatrix(angle, aspect, zNear, zFar);
if (ProjectionMatrixStack.size() == 0)
{
throw ErrorToLog("Projection matrix stack underflow!!!!");
}
ProjectionMatrixStack.pop();
ProjectionMatrixStack.push(m);
SetUniforms();
}
void TSalmonRendererInterface::PushPerspectiveProjectionMatrix(float angle, float aspect, float zNear, float zFar)
{
mat4 m = MakePerspectiveMatrix(angle, aspect, zNear, zFar);
ProjectionMatrixStack.push(m);
if (ProjectionMatrixStack.size() > 64)
{
throw ErrorToLog("Projection matrix stack overflow!!!!");
}
SetUniforms();
}
void TSalmonRendererInterface::SetGLCamView()
{
/*
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -CamDist);
glRotatef(CamPhi*180.0f/pi, 1.0f, 0.0f, 0.0f);
glRotatef(CamAlpha*180.0f/pi, 0.0f, 1.0f, 0.0f);
//TODO
glTranslatef(-CamShift.v[0], -CamShift.v[1], -CamShift.v[2]);
glGetFloatv(GL_MODELVIEW_MATRIX,CamModelViewMatrix.m);
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
RenderUniform3fv(CONST_STRING_CAMPOS_UNIFORM,CamPos.v);*/
LoadIdentity();
TranslateMatrix(vec3(0.0f, 0.0f, -CamDist));
RotateMatrix(vec4(1.f * sin(CamPhi/2.f), 0.f, 0.f, 1.f * cos(CamPhi/2.f)));
RotateMatrix(vec4(0.f, 1.f * sin(CamAlpha/2.f), 0.f, 1.f * cos(CamAlpha/2.f)));
TranslateMatrix(-CamShift);
CamModelViewMatrix = ModelviewMatrixStack.top();
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
SetUniforms();
}
void TSalmonRendererInterface::SetGlIdentityView()
{
/*
glLoadIdentity();
glGetFloatv(GL_MODELVIEW_MATRIX,CamModelViewMatrix.m);
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
RenderUniform3fv(CONST_STRING_CAMPOS_UNIFORM, (float*)ZeroVec3.v);*/
LoadIdentity();
CamModelViewMatrix = ModelviewMatrixStack.top();
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
SetUniforms();
}
void TSalmonRendererInterface::SetGlPosXView()
{
/*
glLoadIdentity();
glRotatef ( 90.0, 0.0, 1.0, 0.0 );
glRotatef ( 180.0, 1.0, 0.0, 0.0 );
glTranslatef(-CamPos.v[0], -CamPos.v[1], -CamPos.v[2]);
glGetFloatv(GL_MODELVIEW_MATRIX,CamModelViewMatrix.m);
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);*/
LoadIdentity();
RotateMatrix(vec4(0.f, 1.f * sin(pi / 4.f), 0.f, 1.f * cos(pi / 4.f)));
RotateMatrix(vec4(1.f * sin(pi / 2.f), 0.f, 0.f, 1.f * cos(pi / 2.f)));
TranslateMatrix(-CamShift);
CamModelViewMatrix = ModelviewMatrixStack.top();
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
SetUniforms();
}
void TSalmonRendererInterface::SetGlNegXView()
{
/*
glLoadIdentity();
glRotatef ( -90.0, 0.0, 1.0, 0.0 );
glRotatef ( 180.0, 1.0, 0.0, 0.0 );
glTranslatef(-CamPos.v[0], -CamPos.v[1], -CamPos.v[2]);
glGetFloatv(GL_MODELVIEW_MATRIX,CamModelViewMatrix.m);
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);*/
LoadIdentity();
RotateMatrix(vec4(0.f, -1.f * sin(pi / 4.f), 0.f, 1.f * cos(pi / 4.f)));
RotateMatrix(vec4(1.f * sin(pi / 2.f), 0.f, 0.f, 1.f * cos(pi / 2.f)));
TranslateMatrix(-CamShift);
CamModelViewMatrix = ModelviewMatrixStack.top();
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
SetUniforms();
}
void TSalmonRendererInterface::SetGlPosYView()
{
/*
glLoadIdentity();
glRotatef ( -90.0, 1.0, 0.0, 0.0 );
glTranslatef(-CamPos.v[0], -CamPos.v[1], -CamPos.v[2]);
glGetFloatv(GL_MODELVIEW_MATRIX,CamModelViewMatrix.m);
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);*/
LoadIdentity();
RotateMatrix(vec4(-1.f * sin(pi / 4.f), 0.f, 0.f, 1.f * cos(pi / 4.f)));
TranslateMatrix(-CamShift);
CamModelViewMatrix = ModelviewMatrixStack.top();
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
SetUniforms();
}
void TSalmonRendererInterface::SetGlNegYView()
{
/*
glLoadIdentity();
glRotatef ( 90.0, 1.0, 0.0, 0.0 );
glTranslatef(-CamPos.v[0], -CamPos.v[1], -CamPos.v[2]);
glGetFloatv(GL_MODELVIEW_MATRIX,CamModelViewMatrix.m);
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);*/
LoadIdentity();
RotateMatrix(vec4(1.f * sin(pi / 4.f), 0.f, 0.f, 1.f * cos(pi / 4.f)));
TranslateMatrix(-CamShift);
CamModelViewMatrix = ModelviewMatrixStack.top();
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
SetUniforms();
}
void TSalmonRendererInterface::SetGlPosZView()
{
/*
glLoadIdentity();
glRotatef ( 180.0, 0.0, 1.0, 0.0 );
glRotatef ( 180.0, 0.0, 0.0, 1.0 );
glTranslatef(-CamPos.v[0], -CamPos.v[1], -CamPos.v[2]);
glGetFloatv(GL_MODELVIEW_MATRIX,CamModelViewMatrix.m);
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
*/
LoadIdentity();
RotateMatrix(vec4(0.f, 1.f * sin(pi / 2.f), 0.f, 1.f * cos(pi / 2.f)));
RotateMatrix(vec4(0.f, 0.f, 1.f * sin(pi / 2.f), 1.f * cos(pi / 2.f)));
TranslateMatrix(-CamShift);
CamModelViewMatrix = ModelviewMatrixStack.top();
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
SetUniforms();
}
void TSalmonRendererInterface::SetGlNegZView()
{
/*
glLoadIdentity();
glRotatef ( 180.0, 0.0, 0.0, 1.0 );
glTranslatef(-CamPos.v[0], -CamPos.v[1], -CamPos.v[2]);
glGetFloatv(GL_MODELVIEW_MATRIX,CamModelViewMatrix.m);
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);*/
LoadIdentity();
RotateMatrix(vec4(0.f, 0.f, 1.f * sin(pi / 2.f), 1.f * cos(pi / 2.f)));
TranslateMatrix(-CamShift);
CamModelViewMatrix = ModelviewMatrixStack.top();
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
SetUniforms();
}
vec3 TSalmonRendererInterface::GetCamPos()
{
return CamPos;
}
void TSalmonRendererInterface::MoveAlpha(float dAlpha)
{
if (dAlpha == 0.0f)
return;
CamAlpha += dAlpha;
while (CamAlpha >= 2*pi)
{
CamAlpha -= 2*pi;
}
while (CamAlpha<0.0f)
{
CamAlpha += 2*pi;
}
//Possibly refactor???
CalcCamPosVec();
/*
if (!IsCameraTransparentToLand && LandToCalcCollision->IsOnTheLand(CamPos))
{
CamPhi -= CONST_CAMERA_PHI_ELEVATION_STEP;
CalcCamPosVec();
float h = LandToCalcCollision->CalcVerticalCrossingFast(CamPos);
if (h + CONST_CAMERA_VERTICAL_SHIFT > CamPos.v[1])
{
CamPhi = CONST_MIN_CAM_PHI;
CalcCamPosVec();
h = LandToCalcCollision->CalcVerticalCrossingFast(CamPos);
while (h + CONST_CAMERA_VERTICAL_SHIFT > CamPos.v[1])
{
CamPhi += CONST_CAMERA_PHI_ELEVATION_STEP;
CalcCamPosVec();
}
}
else
{
CamPhi += CONST_CAMERA_PHI_ELEVATION_STEP;
CalcCamPosVec();
}
}
*/
}
void TSalmonRendererInterface::MovePhi(float dPhi)
{
if (dPhi == 0.0f)
return;
//float oldCamPhi = CamPhi;
CamPhi += dPhi;
if (CamPhi > CONST_MAX_CAM_PHI)
{
CamPhi = CONST_MAX_CAM_PHI;
}
if (CamPhi < CONST_MIN_CAM_PHI)
{
CamPhi = CONST_MIN_CAM_PHI;
}
//Possibly refactor???
CalcCamPosVec();
/*
if (!IsCameraTransparentToLand && LandToCalcCollision->IsOnTheLand(CamPos))
{
CamPhi -= CONST_CAMERA_PHI_ELEVATION_STEP;
CalcCamPosVec();
float h = LandToCalcCollision->CalcVerticalCrossingFast(CamPos);
if (h + CONST_CAMERA_VERTICAL_SHIFT > CamPos.v[1])
{
CamPhi = CONST_MIN_CAM_PHI;
CalcCamPosVec();
h = LandToCalcCollision->CalcVerticalCrossingFast(CamPos);
while (h + CONST_CAMERA_VERTICAL_SHIFT > CamPos.v[1])
{
CamPhi += CONST_CAMERA_PHI_ELEVATION_STEP;
CalcCamPosVec();
}
}
else
{
CamPhi += CONST_CAMERA_PHI_ELEVATION_STEP;
CalcCamPosVec();
}
}*/
}
void TSalmonRendererInterface::MoveDist(float dDist)
{
CamDist += dDist; /*
if (CamDist>CONST_MAX_CAM_DIST)
{
CamDist = CONST_MAX_CAM_DIST;
}*/
if (CamDist<CONST_MIN_CAM_DIST)
{
CamDist = CONST_MIN_CAM_DIST;
}
//Possibly refactor???
CalcCamPosVec();
/*
if (!IsCameraTransparentToLand && LandToCalcCollision->IsOnTheLand(CamPos))
{
CamPhi -= CONST_CAMERA_PHI_ELEVATION_STEP;
CalcCamPosVec();
float h = LandToCalcCollision->CalcVerticalCrossingFast(CamPos);
if (h + CONST_CAMERA_VERTICAL_SHIFT > CamPos.v[1])
{
CamPhi = CONST_MIN_CAM_PHI;
CalcCamPosVec();
h = LandToCalcCollision->CalcVerticalCrossingFast(CamPos);
while (h + CONST_CAMERA_VERTICAL_SHIFT > CamPos.v[1])
{
CamPhi += CONST_CAMERA_PHI_ELEVATION_STEP;
CalcCamPosVec();
}
}
else
{
CamPhi += CONST_CAMERA_PHI_ELEVATION_STEP;
CalcCamPosVec();
}
}*/
}
void TSalmonRendererInterface::SetAlpha(float alpha)
{
if (alpha == CamAlpha)
return;
CamAlpha = alpha;
while (CamAlpha >= 2*pi)
{
CamAlpha -= 2*pi;
}
while (CamAlpha<0.0f)
{
CamAlpha += 2*pi;
}
//Possibly refactor???
CalcCamPosVec();
}
void TSalmonRendererInterface::MoveForward()
{
vec3 mov;
float sina = sinf(CamAlpha);
float cosa = cosf(CamAlpha);
mov.v[0] = sina;
mov.v[1] = 0;
mov.v[2] = - cosa;
CamShift = CamShift + mov;
//Possibly refactor???
CalcCamPosVec();
/*
if (!IsCameraTransparentToLand && LandToCalcCollision->IsOnTheLand(CamPos))
{
CamPhi -= CONST_CAMERA_PHI_ELEVATION_STEP;
CalcCamPosVec();
float h = LandToCalcCollision->CalcVerticalCrossingFast(CamPos);
if (h + CONST_CAMERA_VERTICAL_SHIFT > CamPos.v[1])
{
CamPhi = CONST_MIN_CAM_PHI;
CalcCamPosVec();
h = LandToCalcCollision->CalcVerticalCrossingFast(CamPos);
while (h + CONST_CAMERA_VERTICAL_SHIFT > CamPos.v[1])
{
CamPhi += CONST_CAMERA_PHI_ELEVATION_STEP;
CalcCamPosVec();
}
}
else
{
CamPhi += CONST_CAMERA_PHI_ELEVATION_STEP;
CalcCamPosVec();
}
}*/
}
void TSalmonRendererInterface::MoveBackward()
{
vec3 mov;
float sina = sinf(CamAlpha);
float cosa = cosf(CamAlpha);
mov.v[0] = - sina;
mov.v[1] = 0;
mov.v[2] = cosa;
CamShift = CamShift + mov;
//Possibly refactor???
CalcCamPosVec();
/*
if (!IsCameraTransparentToLand && LandToCalcCollision->IsOnTheLand(CamPos))
{
CamPhi -= CONST_CAMERA_PHI_ELEVATION_STEP;
CalcCamPosVec();
float h = LandToCalcCollision->CalcVerticalCrossingFast(CamPos);
if (h + CONST_CAMERA_VERTICAL_SHIFT > CamPos.v[1])
{
CamPhi = CONST_MIN_CAM_PHI;
CalcCamPosVec();
h = LandToCalcCollision->CalcVerticalCrossingFast(CamPos);
while (h + CONST_CAMERA_VERTICAL_SHIFT > CamPos.v[1])
{
CamPhi += CONST_CAMERA_PHI_ELEVATION_STEP;
CalcCamPosVec();
}
}
else
{
CamPhi += CONST_CAMERA_PHI_ELEVATION_STEP;
CalcCamPosVec();
}
}*/
}
void TSalmonRendererInterface::MoveLeft()
{
vec3 mov;
float sina = sinf(CamAlpha);
float cosa = cosf(CamAlpha);
mov.v[0] = - cosa;
mov.v[1] = 0;
mov.v[2] = - sina;
CamShift = CamShift + mov;
//Possibly refactor???
CalcCamPosVec();
/*
if (!IsCameraTransparentToLand && LandToCalcCollision->IsOnTheLand(CamPos))
{
CamPhi -= CONST_CAMERA_PHI_ELEVATION_STEP;
CalcCamPosVec();
float h = LandToCalcCollision->CalcVerticalCrossingFast(CamPos);
if (h + CONST_CAMERA_VERTICAL_SHIFT > CamPos.v[1])
{
CamPhi = CONST_MIN_CAM_PHI;
CalcCamPosVec();
h = LandToCalcCollision->CalcVerticalCrossingFast(CamPos);
while (h + CONST_CAMERA_VERTICAL_SHIFT > CamPos.v[1])
{
CamPhi += CONST_CAMERA_PHI_ELEVATION_STEP;
CalcCamPosVec();
}
}
else
{
CamPhi += CONST_CAMERA_PHI_ELEVATION_STEP;
CalcCamPosVec();
}
}
*/
}
void TSalmonRendererInterface::MoveRight()
{
vec3 mov;
float sina = sinf(CamAlpha);
float cosa = cosf(CamAlpha);
mov.v[0] = cosa;
mov.v[1] = 0;
mov.v[2] = sina;
CamShift = CamShift + mov;
//Possibly refactor???
CalcCamPosVec();
/*
if (!IsCameraTransparentToLand && LandToCalcCollision->IsOnTheLand(CamPos))
{
CamPhi -= CONST_CAMERA_PHI_ELEVATION_STEP;
CalcCamPosVec();
float h = LandToCalcCollision->CalcVerticalCrossingFast(CamPos);
if (h + CONST_CAMERA_VERTICAL_SHIFT > CamPos.v[1])
{
CamPhi = CONST_MIN_CAM_PHI;
CalcCamPosVec();
h = LandToCalcCollision->CalcVerticalCrossingFast(CamPos);
while (h + CONST_CAMERA_VERTICAL_SHIFT > CamPos.v[1])
{
CamPhi += CONST_CAMERA_PHI_ELEVATION_STEP;
CalcCamPosVec();
}
}
else
{
CamPhi += CONST_CAMERA_PHI_ELEVATION_STEP;
CalcCamPosVec();
}
}*/
}
void TSalmonRendererInterface::SwitchToScreen()
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
SetPerspectiveFullScreenViewport();
SetGLCamView();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void TSalmonRendererInterface::SwitchToFrameBuffer(const std::string& frameName)
{
if (ResourceManager->FrameManager.FrameMap.count(frameName) > 0)
{
TFrame Frame = ResourceManager->FrameManager.FrameMap[frameName];
glBindFramebuffer(GL_FRAMEBUFFER, Frame.FrameBuffer);
SetFrameViewport(frameName);
SetGLCamView();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
}
void TSalmonRendererInterface::SwitchToCubemapBuffer(const std::string& frameName,cardinal cubeSide)
{
if (ResourceManager->FrameManager.FrameMap.count(frameName) > 0)
{
TFrame Frame = ResourceManager->FrameManager.FrameMap[frameName];
glBindFramebuffer(GL_FRAMEBUFFER, Frame.FrameBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubeSide, Frame.TexID, 0);
/*
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90, 1, 1, 100);
glViewport(0, 0, Frame.Width, Frame.Height);
glMatrixMode(GL_MODELVIEW);*/
SetPerspectiveProjectionMatrix(90, 1, 1, 100);
SetFrameViewport(frameName);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //IS A MUST!!!
}
}
void TSalmonRendererInterface::BeginDrawToDepthBufferGlobal(std::string& globalBufferName)
{
SwitchToFrameBuffer(globalBufferName);
//SetGLLightProjectionAndView(ZeroVec3, GlobalShadowAreaHalfSize, 0);
}
void TSalmonRendererInterface::BeginDrawToDepthBufferLocal(std::string& localBufferName)
{
SwitchToFrameBuffer(localBufferName);
//SetGLLightProjectionAndView(CamShift, GlobalShadowAreaHalfSize/3.0f, 1);
}
void TSalmonRendererInterface::EndDrawToDepthBuffer()
{
SetPerspectiveFullScreenViewport();
}
} //namespace SE
@@ -0,0 +1,9 @@
#include "include/Render/SalmonRender/SalmonRenderIos.h"
#include "include/Utils/Utils.h"
#include "include/Engine.h"
namespace SE
{
} //namespace SE
@@ -0,0 +1,335 @@
#include "include/Render/SalmonRender/SalmonRenderWindows.h"
#include "include/OpenGLExt/OpenGlExt.h"
#include "include/Utils/Utils.h"
#include "include/Engine.h"
namespace SE
{
//===================================================
//================ RENDER ===========================
//===================================================
TSalmonRenderer::TSalmonRenderer() :
ShadowClampValue(0.0f),
FogBeginDistance(CONST_DEFAULT_FOG_BEGIN_DISTANCE),
FogEndDistance(CONST_DEFAULT_FOG_END_DISTANCE),
FogColor(CONST_DEFAULT_FOG_COLOR),
LandToCalcCollision(NULL),
IsCameraTransparentToLand(true)
{
}
TSalmonRenderer::~TSalmonRenderer()
{
}
bool TSalmonRenderer::BindOpenGLFunctions()
{
char* extensionList = (char*)glGetString(GL_EXTENSIONS);
char* glVersion = (char*)glGetString(GL_VERSION);
bool ok = true;
*Console<<std::string("Render::OpenGL glVersion = ")+glVersion;
//Requires OpenGL 2.0 or above
if (glVersion[0]>='2')
{
*Console<<"Render::OpenGL glVersion above 2.0 ok";
glActiveTexture = (PFNGLACTIVETEXTUREPROC) wglGetProcAddress("glActiveTexture");
glGenBuffers = (PFNGLGENBUFFERSPROC) wglGetProcAddress("glGenBuffers");
glDeleteBuffers = (PFNGLDELETEBUFFERSPROC) wglGetProcAddress("glDeleteBuffers");
glBindBuffer = (PFNGLBINDBUFFERPROC) wglGetProcAddress("glBindBuffer");
glBufferData = (PFNGLBUFFERDATAPROC) wglGetProcAddress("glBufferData");
glBufferSubData = (PFNGLBUFFERSUBDATAPROC) wglGetProcAddress("glBufferSubData");
glMapBuffer = (PFNGLMAPBUFFERPROC) wglGetProcAddress("glMapBuffer");
glUnmapBuffer = (PFNGLUNMAPBUFFERPROC) wglGetProcAddress("glUnmapBuffer");
glCreateProgram = (PFNGLCREATEPROGRAMPROC) wglGetProcAddress("glCreateProgram");
glDeleteProgram = (PFNGLDELETEPROGRAMPROC) wglGetProcAddress("glDeleteProgram");
glLinkProgram = (PFNGLLINKPROGRAMPROC) wglGetProcAddress("glLinkProgram");
glValidateProgram = (PFNGLVALIDATEPROGRAMPROC) wglGetProcAddress("glValidateProgram");
glUseProgram = (PFNGLUSEPROGRAMPROC) wglGetProcAddress("glUseProgram");
glGetProgramiv = (PFNGLGETPROGRAMIVPROC) wglGetProcAddress("glGetProgramiv");
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) wglGetProcAddress("glGetProgramInfoLog");
glCreateShader = (PFNGLCREATESHADERPROC) wglGetProcAddress("glCreateShader");
glDeleteShader = (PFNGLDELETESHADERPROC) wglGetProcAddress("glDeleteShader");
glShaderSource = (PFNGLSHADERSOURCEPROC) wglGetProcAddress("glShaderSource");
glCompileShader = (PFNGLCOMPILESHADERPROC) wglGetProcAddress("glCompileShader");
glAttachShader = (PFNGLATTACHSHADERPROC) wglGetProcAddress("glAttachShader");
glDetachShader = (PFNGLDETACHSHADERPROC) wglGetProcAddress("glDetachShader");
glGetShaderiv = (PFNGLGETSHADERIVPROC) wglGetProcAddress("glGetShaderiv");
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) wglGetProcAddress("glGetShaderInfoLog");
glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) wglGetProcAddress("glGetAttribLocation");
glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) wglGetProcAddress("glVertexAttribPointer");
glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC) wglGetProcAddress("glEnableVertexAttribArray");
glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC) wglGetProcAddress("glDisableVertexAttribArray");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) wglGetProcAddress("glGetUniformLocation");
glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) wglGetProcAddress("glUniformMatrix3fv");
glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) wglGetProcAddress("glUniformMatrix4fv");
glUniform1i = (PFNGLUNIFORM1IPROC) wglGetProcAddress("glUniform1i");
glUniform1fv = (PFNGLUNIFORM1FVPROC) wglGetProcAddress("glUniform1fv");
glUniform2fv = (PFNGLUNIFORM2FVPROC) wglGetProcAddress("glUniform2fv");
glUniform3fv = (PFNGLUNIFORM3FVPROC) wglGetProcAddress("glUniform3fv");
glUniform4fv = (PFNGLUNIFORM4FVPROC) wglGetProcAddress("glUniform4fv");
glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC) wglGetProcAddress("glVertexAttrib1f");
glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC) wglGetProcAddress("glVertexAttrib2f");
glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC) wglGetProcAddress("glVertexAttrib3f");
glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC) wglGetProcAddress("glVertexAttrib4f");
glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC) wglGetProcAddress("glVertexAttrib2fv");
glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC) wglGetProcAddress("glVertexAttrib3fv");
glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC) wglGetProcAddress("glVertexAttrib4fv");
glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC) wglGetProcAddress("glGetActiveAttrib");
glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC) wglGetProcAddress("glGetActiveUniform");
if (glActiveTexture==NULL ||
glGenBuffers==NULL ||
glDeleteBuffers==NULL ||
glBindBuffer==NULL ||
glBufferData==NULL ||
glBufferSubData==NULL ||
glMapBuffer==NULL ||
glCreateProgram==NULL ||
glDeleteProgram==NULL ||
glLinkProgram==NULL ||
glValidateProgram==NULL ||
glUseProgram==NULL ||
glGetProgramiv==NULL ||
glGetProgramInfoLog==NULL ||
glCreateShader==NULL ||
glDeleteShader==NULL ||
glShaderSource==NULL ||
glCompileShader==NULL ||
glAttachShader==NULL ||
glDetachShader==NULL ||
glGetShaderiv==NULL ||
glGetShaderInfoLog==NULL ||
glGetAttribLocation==NULL ||
glVertexAttribPointer==NULL ||
glEnableVertexAttribArray==NULL ||
glDisableVertexAttribArray==NULL ||
glGetUniformLocation==NULL ||
glUniformMatrix3fv==NULL ||
glUniformMatrix4fv==NULL ||
glUniform1i==NULL ||
glUniform1fv==NULL ||
glUniform2fv==NULL ||
glUniform3fv==NULL ||
glUniform4fv==NULL ||
glEnableVertexAttribArray==NULL ||
glVertexAttrib1f==NULL ||
glVertexAttrib2f==NULL ||
glVertexAttrib3f==NULL ||
glVertexAttrib4f==NULL ||
glVertexAttrib2fv==NULL ||
glVertexAttrib3fv==NULL ||
glVertexAttrib4fv==NULL ||
glGetActiveAttrib==NULL ||
glGetActiveUniform==NULL)
{
*Console<<"Render::OpenGL Some 2.0 version proc not found - starting failed";
ok = false;
}
}
else
{
*Console<<"Render::OpenGL glVersion below 2.0 - starting failed";
ok = false;
}
if (findString("GL_ARB_framebuffer_object",extensionList))
{
*Console<<"Render::OpenGL GL_ARB_framebuffer_object supported ok";
glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC) wglGetProcAddress("glIsRenderbuffer");
glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC) wglGetProcAddress("glBindRenderbuffer");
glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC) wglGetProcAddress("glDeleteRenderbuffers");
glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC) wglGetProcAddress("glGenRenderbuffers");
glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC) wglGetProcAddress("glRenderbufferStorage");
glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC) wglGetProcAddress("glGetRenderbufferParameteriv");
glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC) wglGetProcAddress("glIsFramebuffer");
glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC) wglGetProcAddress("glBindFramebuffer");
glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC) wglGetProcAddress("glDeleteFramebuffers");
glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC) wglGetProcAddress("glGenFramebuffers");
glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC) wglGetProcAddress("glCheckFramebufferStatus");
glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC) wglGetProcAddress("glFramebufferTexture1D");
glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC) wglGetProcAddress("glFramebufferTexture2D");
glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC) wglGetProcAddress("glFramebufferTexture3D");
glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC) wglGetProcAddress("glFramebufferRenderbuffer");
glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) wglGetProcAddress("glGetFramebufferAttachmentParameteriv");
glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC) wglGetProcAddress("glBlitFramebuffer");
glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) wglGetProcAddress("glRenderbufferStorageMultisample");
glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC) wglGetProcAddress("glGenerateMipmap");
glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC) wglGetProcAddress("glFramebufferTextureLayer");
if (glIsRenderbuffer == NULL ||
glBindRenderbuffer == NULL ||
glDeleteRenderbuffers == NULL ||
glGenRenderbuffers == NULL ||
glRenderbufferStorage == NULL ||
glGetRenderbufferParameteriv == NULL ||
glIsFramebuffer == NULL ||
glBindFramebuffer == NULL ||
glDeleteFramebuffers == NULL ||
glGenFramebuffers == NULL ||
glCheckFramebufferStatus == NULL ||
glFramebufferTexture1D == NULL ||
glFramebufferTexture2D == NULL ||
glFramebufferTexture3D == NULL ||
glFramebufferRenderbuffer == NULL ||
glGetFramebufferAttachmentParameteriv == NULL ||
glBlitFramebuffer == NULL ||
glRenderbufferStorageMultisample == NULL ||
glGenerateMipmap == NULL ||
glFramebufferTextureLayer == NULL)
{
*Console<<"Render::OpenGL Some GL_ARB_framebuffer_object proc not found - starting failed";
ok = false;
}
}
else
{
*Console<<"Render::OpenGL GL_ARB_framebuffer_object not supported - starting failed";
ok = false;
}
if (findString("GL_ARB_uniform_buffer_object",extensionList))
{
glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC) wglGetProcAddress("glGetUniformIndices");
glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC) wglGetProcAddress("glGetActiveUniformsiv");
glGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC) wglGetProcAddress("glGetActiveUniformName");
glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC) wglGetProcAddress("glGetUniformBlockIndex");
glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC) wglGetProcAddress("glGetActiveUniformBlockiv");
glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) wglGetProcAddress("glGetActiveUniformBlockName");
glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC) wglGetProcAddress("glUniformBlockBinding");
glBindBufferBase = (PFNGLBINDBUFFERBASEPROC) wglGetProcAddress("glBindBufferBase");
if (glGetUniformIndices == NULL ||
glGetActiveUniformsiv == NULL ||
glGetActiveUniformName == NULL ||
glGetUniformBlockIndex == NULL ||
glGetActiveUniformBlockiv == NULL ||
glGetActiveUniformBlockName == NULL ||
glUniformBlockBinding == NULL ||
glBindBufferBase == NULL)
{
*Console<<"Render::OpenGL some GL_ARB_uniform_buffer_object proc not found - starting failed";
ok = false;
}
*Console<<"Render::OpenGL GL_ARB_uniform_buffer_object supported ok";
}
else
{
*Console<<"Render::OpenGL GL_ARB_uniform_buffer_object not supported - starting failed";
ok = false;
}
return ok;
}
void TSalmonRenderer::DrawQuad(const T2DQuad& quad)
{
const float CONST_DEFAULT_NORM_VEC[3] = { 0.0f, 0.0f, 1.0f};
glBegin(GL_QUADS);
VertexAttrib3fv(CONST_STRING_NORMAL_ATTRIB, CONST_DEFAULT_NORM_VEC);
VertexAttrib2fv(CONST_STRING_TEXCOORD_ATTRIB, quad.TextureCoord[0].v);
VertexAttrib3fv(CONST_STRING_POSITION_ATTRIB, quad.VertexCoord[0].v);
VertexAttrib2fv(CONST_STRING_TEXCOORD_ATTRIB, quad.TextureCoord[1].v);
VertexAttrib3fv(CONST_STRING_POSITION_ATTRIB, quad.VertexCoord[1].v);
VertexAttrib2fv(CONST_STRING_TEXCOORD_ATTRIB, quad.TextureCoord[3].v);
VertexAttrib3fv(CONST_STRING_POSITION_ATTRIB, quad.VertexCoord[3].v);
VertexAttrib2fv(CONST_STRING_TEXCOORD_ATTRIB, quad.TextureCoord[2].v);
VertexAttrib3fv(CONST_STRING_POSITION_ATTRIB, quad.VertexCoord[2].v);
glEnd();
}
void TSalmonRenderer::SetLandToCalcCollision(TSimpleLandClass* landToCalcCollision)
{
IsCameraTransparentToLand = false;
LandToCalcCollision = landToCalcCollision;
}
float TSalmonRenderer::GetShadowClampValue()
{
return ShadowClampValue;
}
void TSalmonRenderer::SetShadowClampValue(float shadowClampValue)
{
ShadowClampValue = shadowClampValue;
if (ShadowClampValue < 0.0f)
ShadowClampValue = 0.0f;
if (ShadowClampValue > 1.0f)
ShadowClampValue = 1.0f;
RenderUniform1f(CONST_STRING_SHADOWCLAMPVALUE_UNIFORM, ShadowClampValue);
}
float TSalmonRenderer::GetFogBeginDistance()
{
return FogBeginDistance;
}
float TSalmonRenderer::GetFogEndDistance()
{
return FogEndDistance;
}
vec4 TSalmonRenderer::GetFogColor()
{
return FogColor;
}
void TSalmonRenderer::DrawTriangleList(const TTriangleList& triangleList)
{
BOOST_FOREACH(auto& i, triangleList.Data.Vec2CoordArr)
{
glBindBuffer(GL_ARRAY_BUFFER, triangleList.VertBufferArr[i.first]->Buffer);
VertexAttribPointer2fv(i.first, 0, NULL);
}
BOOST_FOREACH(auto& i, triangleList.Data.Vec3CoordArr)
{
glBindBuffer(GL_ARRAY_BUFFER, triangleList.VertBufferArr[i.first]->Buffer);
VertexAttribPointer3fv(i.first, 0, NULL);
}
if (!triangleList.Data.Vec3CoordArr.empty())
{
glDrawArrays(GL_TRIANGLES,0,triangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].size());
}
}
} //namespace SE