Finally cubemap is working

This commit is contained in:
Vladislav Khorev 2024-06-08 20:56:35 +03:00
parent ef92c70ae8
commit 84ee2dc70c
16 changed files with 399 additions and 99 deletions

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@ -59,7 +59,8 @@ protected:
cardinal TexID;
cardinal NormTexID;
TTriangleList TriangleList;
//TTriangleList TriangleList;
VertexDataStruct vertexDataStruct;
mat3 ShaderRotateMatrix;
vec3 ShaderTranslateVector;

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@ -75,6 +75,10 @@ extern PFNGLBUFFERSUBDATAPROC glBufferSubData;
extern PFNGLMAPBUFFERPROC glMapBuffer;
extern PFNGLUNMAPBUFFERPROC glUnmapBuffer;
extern PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
extern PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
extern PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArray;
//=========================================
//============ Frame buffer ===============
//=========================================

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@ -20,6 +20,48 @@
namespace SE
{
class VBOHolder {
GLuint Buffer;
public:
VBOHolder();
VBOHolder(const VBOHolder& v) = delete;
VBOHolder& operator=(const VBOHolder& v) = delete;
~VBOHolder();
GLuint getBuffer();
};
class VAOHolder {
GLuint vao;
public:
VAOHolder();
VAOHolder(const VAOHolder& v) = delete;
VAOHolder& operator=(const VAOHolder& v) = delete;
~VAOHolder();
GLuint getBuffer();
};
struct VertexDataStruct
{
std::vector<vec3> PositionData;
std::vector<vec2> TexCoordData;
std::shared_ptr<VAOHolder> vao;
std::shared_ptr<VBOHolder> positionVBO;
std::shared_ptr<VBOHolder> texCoordVBO;
void RefreshVBO();
};
struct T2DQuad
{
vec3 VertexCoord[4];
@ -58,6 +100,7 @@ public:
};
#ifdef TARGET_WIN32
class VBOObject //Must stay in shared ptr only!
@ -75,6 +118,7 @@ public:
};
void DrawVertexDataStruct(const VertexDataStruct& vertexDataStruct);
class TTriangleList : public TTriangleListAncestor //Implementation differs for Windows and Android
{

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@ -33,6 +33,11 @@ protected:
cardinal BkgTexID;
std::string BkgShaderName;
float FogBeginDistance;
float FogEndDistance;
vec4 FogColor;
void CalcCamPosVec();
virtual void DrawQuad(const T2DQuad& quad) = 0;
@ -52,6 +57,7 @@ public:
void SetPerspectiveProjectionMatrix(float angle, float aspect, float zNear, float zFar);
void PushPerspectiveProjectionMatrix(float angle, float aspect, float zNear, float zFar);
void SetGLCamAngleView();
void SetGLCamView();
void SetGlIdentityView();
void SetGlPosXView();
@ -87,6 +93,14 @@ public:
void DrawBackground();
float GetFogBeginDistance();
float GetFogEndDistance();
vec4 GetFogColor();
void SetFogBeginDistance(float distance);
void SetFogEndDistance(float distance);
};
} //namespace SE

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@ -22,11 +22,6 @@ protected:
bool IsCameraTransparentToLand; //To make it work you must setup LandToCalcCollision
TSimpleLandClass* LandToCalcCollision;
float FogBeginDistance;
float FogEndDistance;
vec4 FogColor;
//Other data:
float ShadowClampValue;
@ -45,9 +40,6 @@ public:
float GetShadowClampValue();
void SetShadowClampValue(float shadowClampValue);
float GetFogBeginDistance();
float GetFogEndDistance();
vec4 GetFogColor();
void DrawTriangleList(const TTriangleList& triangleList);

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@ -56,6 +56,7 @@ private:
cardinal NormTexID;
//For VBO:
/*
std::vector<word> IndexArr;
TVBOLandVertex VBOLandVertexArr;
@ -64,7 +65,8 @@ private:
cardinal NormBuffer;
cardinal TangentBuffer;
cardinal BinormBuffer;
cardinal TexcoordBuffer;
cardinal TexcoordBuffer;*/
VertexDataStruct vertexDataStruct;
void CreateVBO();
void FreeVBO();

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@ -87,7 +87,7 @@ public:
cardinal AddTexture(const std::string& fileName, std::string texName = ""); //Adds path to resources to the filename then call previous one
cardinal AddTextureFromUserdata(const std::string& fileName, std::string texName = ""); //Same as above but checks if file is created in user data
cardinal AddCubemapTexture(std::string filename[6]); // "posx.bmp","negx.bmp","posy.bmp","negy.bmp","posz.bmp","negz.bmp"
cardinal AddCubemapTexture(std::array<std::string, 6> filename); // "posx.bmp","negx.bmp","posy.bmp","negy.bmp","posz.bmp","negz.bmp"
cardinal AddEmptyTexture(const std::string& texName, cardinal width, cardinal height);

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@ -70,7 +70,7 @@ public:
tvec3<TYPENAME1>& operator-=(const tvec3<TYPENAME1>& vc);
tvec3<TYPENAME1> operator+(const tvec3<TYPENAME1>& a) const;
tvec3<TYPENAME1> operator-(const tvec3<TYPENAME1>& a) const;
tvec3<TYPENAME1>& operator-();
tvec3<TYPENAME1> operator-();
tvec3<TYPENAME1>& operator*=(TYPENAME1 c);
tvec3<TYPENAME1> operator*(const tmat3<TYPENAME1>& mt) const; //MultRowMatrix()
};
@ -440,13 +440,14 @@ inline tvec3<TYPENAME1> tvec3<TYPENAME1>::operator-(const tvec3<TYPENAME1>& a) c
}
template<typename TYPENAME1>
inline tvec3<TYPENAME1>& tvec3<TYPENAME1>::operator-()
tvec3<TYPENAME1> tvec3<TYPENAME1>::operator-()
{
v[0] = -v[0];
v[1] = -v[1];
v[2] = -v[2];
tvec3<TYPENAME1> result;
result.v[0] = -v[0];
result.v[1] = -v[1];
result.v[2] = -v[2];
return *this;
return result;
}
template<typename TYPENAME1>

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@ -554,7 +554,7 @@ void TAnimModel::RecalcVertexPos()
}
//LiteModel.VertexArr[i] = px;
LiteModel.TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i] = px;
//LiteModel.TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i] = px;
/*
//Normal
@ -578,14 +578,14 @@ void TAnimModel::RecalcVertexPos()
void TAnimModel::SaveVertexInfoToBuf()
{
CopyVertexArr = LiteModel.TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB];
//CopyVertexArr = LiteModel.TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB];
AnimList->SaveBoneSystemToBuf();
}
void TAnimModel::LoadVertexInfoFromBuf()
{
LiteModel.TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB] = CopyVertexArr;
//LiteModel.TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB] = CopyVertexArr;
AnimList->LoadBoneSystemFromBuf();
}
@ -597,8 +597,8 @@ bool TAnimModel::LoadModel(const std::string& modelName)
return false;
CopyVertexArr.resize(LiteModel.TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].size());
CopyVertexArr = LiteModel.TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB];
//CopyVertexArr.resize(LiteModel.TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].size());
//CopyVertexArr = LiteModel.TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB];
AnimList = ResourceManager->ModelAnimManager[modelName];

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@ -117,13 +117,17 @@ bool TLiteModel::LoadModel(const std::string& s)
else
NormTexID = 0;
vertexDataStruct.PositionData = res.VertexArr;
vertexDataStruct.TexCoordData = res.TexCoordArr;
vertexDataStruct.RefreshVBO();
/*
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB] = res.VertexArr;
TriangleList.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB] = res.NormalArr;
TriangleList.Data.Vec3CoordArr[CONST_STRING_TANGENT_ATTRIB] = res.TangentArr;
TriangleList.Data.Vec3CoordArr[CONST_STRING_BINORMAL_ATTRIB] = res.BinormalArr;
TriangleList.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB] = res.TexCoordArr;
*/
Loaded = true;
return true;
@ -133,10 +137,10 @@ void TLiteModel::FreeModel()
{
Loaded = false;
TriangleList.Data.Vec3CoordArr.clear();
TriangleList.Data.Vec2CoordArr.clear();
//TriangleList.Data.Vec3CoordArr.clear();
//TriangleList.Data.Vec2CoordArr.clear();
#ifdef TARGET_WIN32
TriangleList.VertBufferArr.clear();
//TriangleList.VertBufferArr.clear();
#endif
TriangleCount = 0;
TexID = 0;
@ -151,7 +155,8 @@ void TLiteModel::UpdateVBO()
CheckGlError();
TriangleList.RefreshBuffer();
//TriangleList.RefreshBuffer();
vertexDataStruct.RefreshVBO();
CheckGlError();
@ -159,7 +164,7 @@ void TLiteModel::UpdateVBO()
void TLiteModel::DrawImmediate()
{
/*
#ifdef TARGET_WIN32
if (Loaded)
@ -211,7 +216,7 @@ void TLiteModel::DrawImmediate()
RenderUniform1i(CONST_STRING_NORMALMAPEXISTS_UNIFORM, 1);
}
#endif
#endif*/
}
void TLiteModel::DrawVBO()
@ -230,7 +235,14 @@ void TLiteModel::DrawVBO()
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,TexID);
Renderer->DrawTriangleList(TriangleList);
EnableVertexAttribArray("vPosition");
EnableVertexAttribArray("vTexCoord");
//Renderer->DrawTriangleList(TriangleList);
DrawVertexDataStruct(vertexDataStruct);
DisableVertexAttribArray("vPosition");
DisableVertexAttribArray("vTexCoord");
RenderUniform1i(CONST_STRING_NORMALMAPEXISTS_UNIFORM, 1);
@ -244,7 +256,7 @@ void TLiteModel::MoveModel(const vec3& v)
{
for (cardinal i = 0; i < TriangleCount * 3; i++)
{
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i] += v;
//TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i] += v;
}
}
@ -253,10 +265,10 @@ void TLiteModel::RotateModel(const mat3& r)
for (cardinal i = 0; i < TriangleCount * 3; i++)
{
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i] = r * TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i];
TriangleList.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB][i] = r * TriangleList.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB][i];
TriangleList.Data.Vec3CoordArr[CONST_STRING_TANGENT_ATTRIB][i] = r * TriangleList.Data.Vec3CoordArr[CONST_STRING_TANGENT_ATTRIB][i];
TriangleList.Data.Vec3CoordArr[CONST_STRING_BINORMAL_ATTRIB][i] = r * TriangleList.Data.Vec3CoordArr[CONST_STRING_BINORMAL_ATTRIB][i];
//TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i] = r * TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i];
//TriangleList.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB][i] = r * TriangleList.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB][i];
//TriangleList.Data.Vec3CoordArr[CONST_STRING_TANGENT_ATTRIB][i] = r * TriangleList.Data.Vec3CoordArr[CONST_STRING_TANGENT_ATTRIB][i];
//TriangleList.Data.Vec3CoordArr[CONST_STRING_BINORMAL_ATTRIB][i] = r * TriangleList.Data.Vec3CoordArr[CONST_STRING_BINORMAL_ATTRIB][i];
}
}
@ -265,7 +277,7 @@ void TLiteModel::ScaleModel(float s)
for (cardinal i = 0; i < TriangleCount * 3; i++)
{
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i] *= s;
//TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i] *= s;
}
}
@ -276,9 +288,9 @@ void TLiteModel::ScaleModel(const vec3& s)
for (cardinal i = 0; i < TriangleCount * 3; i++)
{
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i].v[0] *= s.v[0];
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i].v[1] *= s.v[1];
TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i].v[2] *= s.v[2];
//TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i].v[0] *= s.v[0];
//TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i].v[1] *= s.v[1];
//TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i].v[2] *= s.v[2];
}
}

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@ -66,6 +66,10 @@ PFNGLBUFFERSUBDATAPROC glBufferSubData = NULL;
PFNGLMAPBUFFERPROC glMapBuffer = NULL;
PFNGLUNMAPBUFFERPROC glUnmapBuffer = NULL;
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays = NULL;
PFNGLBINDVERTEXARRAYPROC glBindVertexArray = NULL;
PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArray = NULL;
//=========================================
//============ Frame buffer ===============
//=========================================

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@ -2,6 +2,88 @@
namespace SE
{
VBOHolder::VBOHolder()
{
glGenBuffers(1, &Buffer);
}
VBOHolder::~VBOHolder()
{
glDeleteBuffers(1, &Buffer);
}
GLuint VBOHolder::getBuffer()
{
return Buffer;
}
VAOHolder::VAOHolder()
{
#ifndef EMSCRIPTEN
glGenVertexArrays(1, &vao);
#endif
}
VAOHolder::~VAOHolder()
{
#ifndef EMSCRIPTEN
glDeleteVertexArray(1, &vao);
#endif
}
GLuint VAOHolder::getBuffer()
{
return vao;
}
void VertexDataStruct::RefreshVBO()
{
//Check if main thread, check if data is not empty...
#ifndef EMSCRIPTEN
if (!vao)
{
vao = std::make_shared<VAOHolder>();
}
glBindVertexArray(vao->getBuffer());
#endif
if (!positionVBO)
{
positionVBO = std::make_shared<VBOHolder>();
}
glBindBuffer(GL_ARRAY_BUFFER, positionVBO->getBuffer());
glBufferData(GL_ARRAY_BUFFER, PositionData.size() * 12, &PositionData[0], GL_STATIC_DRAW);
if (!texCoordVBO)
{
texCoordVBO = std::make_shared<VBOHolder>();
}
glBindBuffer(GL_ARRAY_BUFFER, texCoordVBO->getBuffer());
glBufferData(GL_ARRAY_BUFFER, TexCoordData.size() * 8, &TexCoordData[0], GL_STATIC_DRAW);
}
void DrawVertexDataStruct(const VertexDataStruct& vertexDataStruct)
{
static const std::string vTexCoord("vTexCoord");
static const std::string vPosition("vPosition");
//Check if main thread, check if data is not empty...
glBindBuffer(GL_ARRAY_BUFFER, vertexDataStruct.texCoordVBO->getBuffer());
VertexAttribPointer2fv(vTexCoord, 0, NULL);
glBindBuffer(GL_ARRAY_BUFFER, vertexDataStruct.positionVBO->getBuffer());
VertexAttribPointer3fv(vPosition, 0, NULL);
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(vertexDataStruct.PositionData.size()));
}
#ifdef TARGET_WIN32

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@ -13,6 +13,9 @@ TSalmonRendererInterface::TSalmonRendererInterface()
, CamDist(0.0f)
, CamShift(ZeroVec3)
, GlobalShadowAreaHalfSize(CONST_DEFAULT_GLOBAL_SHADOW_AREA_HALFSIZE)
, FogBeginDistance(CONST_DEFAULT_FOG_BEGIN_DISTANCE)
, FogEndDistance(CONST_DEFAULT_FOG_END_DISTANCE)
, FogColor(CONST_DEFAULT_FOG_COLOR)
{
ProjectionMatrixStack.push(IdentityMatrix4);
@ -54,8 +57,8 @@ void TSalmonRendererInterface::SetUniforms()
//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());
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);
@ -171,7 +174,31 @@ void TSalmonRendererInterface::PushPerspectiveProjectionMatrix(float angle, floa
void TSalmonRendererInterface::SetGLCamAngleView()
{
/*
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();
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)));
CamModelViewMatrix = ModelviewMatrixStack.top();
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
SetUniforms();
}
void TSalmonRendererInterface::SetGLCamView()
{
@ -189,7 +216,6 @@ void TSalmonRendererInterface::SetGLCamView()
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)));
@ -234,11 +260,8 @@ void TSalmonRendererInterface::SetGlPosXView()
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);
TranslateMatrix(-CamPos);
CamModelViewMatrix = ModelviewMatrixStack.top();
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
@ -260,11 +283,8 @@ void TSalmonRendererInterface::SetGlNegXView()
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);
TranslateMatrix(-CamPos);
CamModelViewMatrix = ModelviewMatrixStack.top();
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
@ -283,10 +303,10 @@ void TSalmonRendererInterface::SetGlPosYView()
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);*/
LoadIdentity();
RotateMatrix(vec4(-1.f * sin(pi / 4.f), 0.f, 0.f, 1.f * cos(pi / 4.f)));
TranslateMatrix(-CamShift);
LoadIdentity();
RotateMatrix(vec4(1.f * sin(pi / 4.f), 0.0f, 0.f, 1.f * cos(pi / 4.f)));
TranslateMatrix(-CamPos);
CamModelViewMatrix = ModelviewMatrixStack.top();
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
@ -307,9 +327,8 @@ void TSalmonRendererInterface::SetGlNegYView()
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);*/
LoadIdentity();
RotateMatrix(vec4(1.f * sin(pi / 4.f), 0.f, 0.f, 1.f * cos(pi / 4.f)));
TranslateMatrix(-CamShift);
RotateMatrix(vec4(-1.f * sin(pi / 4.f), 0.0f, 0.f, 1.f * cos(pi / 4.f)));
TranslateMatrix(-CamPos);
CamModelViewMatrix = ModelviewMatrixStack.top();
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
@ -330,12 +349,14 @@ void TSalmonRendererInterface::SetGlPosZView()
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
*/
LoadIdentity();
TranslateMatrix(-CamPos);
/*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);
TranslateMatrix(-CamShift);*/
CamModelViewMatrix = ModelviewMatrixStack.top();
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
@ -356,9 +377,8 @@ void TSalmonRendererInterface::SetGlNegZView()
LoadIdentity();
RotateMatrix(vec4(0.f, 0.f, 1.f * sin(pi / 2.f), 1.f * cos(pi / 2.f)));
TranslateMatrix(-CamShift);
RotateMatrix(vec4(0.f, 1.f * sin(pi / 2.f), 0.f, 1.f * cos(pi / 2.f)));
TranslateMatrix(-CamPos);
CamModelViewMatrix = ModelviewMatrixStack.top();
CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
@ -770,6 +790,9 @@ void TSalmonRendererInterface::SwitchToCubemapBuffer(const std::string& frameNam
glBindFramebuffer(GL_FRAMEBUFFER, Frame.FrameBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + cubeSide, Frame.TexID, 0);
//PopProjectionMatrix();
//PushPerspectiveProjectionMatrix(pi / 2, 1.0, 1, 1000);
//glViewport(0, 0, Frame.Width, Frame.Height);
/*
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
@ -777,7 +800,7 @@ void TSalmonRendererInterface::SwitchToCubemapBuffer(const std::string& frameNam
glViewport(0, 0, Frame.Width, Frame.Height);
glMatrixMode(GL_MODELVIEW);*/
SetPerspectiveProjectionMatrix(90, 1, 1, 100);
SetPerspectiveProjectionMatrix(pi / 2, 1, 1, 100);
SetFrameViewport(frameName);
@ -874,6 +897,33 @@ void TSalmonRendererInterface::DrawBackground()
PopShader();
}
}
vec4 TSalmonRendererInterface::GetFogColor()
{
return FogColor;
}
float TSalmonRendererInterface::GetFogBeginDistance()
{
return FogBeginDistance;
}
float TSalmonRendererInterface::GetFogEndDistance()
{
return FogEndDistance;
}
void TSalmonRendererInterface::SetFogBeginDistance(float distance)
{
FogBeginDistance = distance;
}
void TSalmonRendererInterface::SetFogEndDistance(float distance)
{
FogEndDistance = distance;
}
} //namespace SE

View File

@ -13,9 +13,6 @@ namespace SE
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)
{
@ -51,6 +48,10 @@ bool TSalmonRenderer::BindOpenGLFunctions()
glMapBuffer = (PFNGLMAPBUFFERPROC) wglGetProcAddress("glMapBuffer");
glUnmapBuffer = (PFNGLUNMAPBUFFERPROC) wglGetProcAddress("glUnmapBuffer");
glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)wglGetProcAddress("glGenVertexArrays");
glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)wglGetProcAddress("glBindVertexArray");
glDeleteVertexArray = (PFNGLDELETEVERTEXARRAYSPROC)wglGetProcAddress("glDeleteVertexArray");
glCreateProgram = (PFNGLCREATEPROGRAMPROC) wglGetProcAddress("glCreateProgram");
glDeleteProgram = (PFNGLDELETEPROGRAMPROC) wglGetProcAddress("glDeleteProgram");
glLinkProgram = (PFNGLLINKPROGRAMPROC) wglGetProcAddress("glLinkProgram");
@ -293,22 +294,6 @@ void TSalmonRenderer::SetShadowClampValue(float shadowClampValue)
}
float TSalmonRenderer::GetFogBeginDistance()
{
return FogBeginDistance;
}
float TSalmonRenderer::GetFogEndDistance()
{
return FogEndDistance;
}
vec4 TSalmonRenderer::GetFogColor()
{
return FogColor;
}
void TSalmonRenderer::DrawTriangleList(const TTriangleList& triangleList)

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@ -68,15 +68,103 @@ TSimpleLandClass::~TSimpleLandClass()
void TSimpleLandClass::CreateVBO()
{
IndexArr.resize(6*(Width-1)*(Height-1));
int i, j, k, k_up, k_right, k_right_up;
vertexDataStruct.PositionData.clear();
vertexDataStruct.TexCoordData.clear();
for (i = 0; i < Height - 1; i++)
{
for (j = 0; j < Width - 1; j++)
{
k = j + i * Width;
k_right = (j + 1) + i * Width;
k_up = j + (i + 1) * Width;
k_right_up = (j + 1) + (i + 1) * Width;
float tx0 = float(j) / (Width - 1);
float ty0 = float(i) / (Height - 1);
float tx1 = float(j + 1) / (Width - 1);
float ty1 = float(i + 1) / (Height - 1);
vertexDataStruct.PositionData.push_back(VertexMatrix[k].pos);
vertexDataStruct.PositionData.push_back(VertexMatrix[k_right].pos);
vertexDataStruct.PositionData.push_back(VertexMatrix[k_up].pos);
vertexDataStruct.PositionData.push_back(VertexMatrix[k_right_up].pos);
vertexDataStruct.PositionData.push_back(VertexMatrix[k_up].pos);
vertexDataStruct.PositionData.push_back(VertexMatrix[k_right].pos);
vertexDataStruct.TexCoordData.push_back({ tx0, ty0 });
vertexDataStruct.TexCoordData.push_back({ tx1, ty0 });
vertexDataStruct.TexCoordData.push_back({ tx0, ty1 });
vertexDataStruct.TexCoordData.push_back({ tx1, ty1 });
vertexDataStruct.TexCoordData.push_back({ tx0, ty1 });
vertexDataStruct.TexCoordData.push_back({ tx1, ty0 });
/*
glBegin(GL_TRIANGLES);
glNormal3fv(VertexMatrix[k].norm.v);
VertexAttrib3fv(CONST_STRING_TANGENT_ATTRIB, VertexMatrix[k].tangent.v);
VertexAttrib3fv(CONST_STRING_BINORMAL_ATTRIB, VertexMatrix[k].binorm.v);
VertexAttrib3fv(CONST_STRING_TEXCOORD_ATTRIB, &std::array<float, 2>{ tx0, ty0 }[0]);
glVertex3fv(VertexMatrix[k].pos.v);
glNormal3fv(VertexMatrix[k_right].norm.v);
VertexAttrib3fv(CONST_STRING_TANGENT_ATTRIB, VertexMatrix[k_right].tangent.v);
VertexAttrib3fv(CONST_STRING_BINORMAL_ATTRIB, VertexMatrix[k_right].binorm.v);
VertexAttrib3fv(CONST_STRING_TEXCOORD_ATTRIB, &std::array<float, 2>{ tx1, ty0 }[0]);
glVertex3fv(VertexMatrix[k_right].pos.v);
glNormal3fv(VertexMatrix[k_up].norm.v);
VertexAttrib3fv(CONST_STRING_TANGENT_ATTRIB, VertexMatrix[k_up].tangent.v);
VertexAttrib3fv(CONST_STRING_BINORMAL_ATTRIB, VertexMatrix[k_up].binorm.v);
VertexAttrib3fv(CONST_STRING_TEXCOORD_ATTRIB, &std::array<float, 2>{ tx0, ty1 }[0]);
glVertex3fv(VertexMatrix[k_up].pos.v);
glEnd();
glBegin(GL_TRIANGLES);
glNormal3fv(VertexMatrix[k_right_up].norm.v);
VertexAttrib3fv(CONST_STRING_TANGENT_ATTRIB, VertexMatrix[k_right_up].tangent.v);
VertexAttrib3fv(CONST_STRING_BINORMAL_ATTRIB, VertexMatrix[k_right_up].binorm.v);
VertexAttrib3fv(CONST_STRING_TEXCOORD_ATTRIB, &std::array<float, 2>{ tx1, ty1 }[0]);
glVertex3fv(VertexMatrix[k_right_up].pos.v);
glNormal3fv(VertexMatrix[k_up].norm.v);
VertexAttrib3fv(CONST_STRING_TANGENT_ATTRIB, VertexMatrix[k_up].tangent.v);
VertexAttrib3fv(CONST_STRING_BINORMAL_ATTRIB, VertexMatrix[k_up].binorm.v);
VertexAttrib3fv(CONST_STRING_TEXCOORD_ATTRIB, &std::array<float, 2>{ tx0, ty1 }[0]);
glVertex3fv(VertexMatrix[k_up].pos.v);
glNormal3fv(VertexMatrix[k_right].norm.v);
VertexAttrib3fv(CONST_STRING_TANGENT_ATTRIB, VertexMatrix[k_right].tangent.v);
VertexAttrib3fv(CONST_STRING_BINORMAL_ATTRIB, VertexMatrix[k_right].binorm.v);
VertexAttrib3fv(CONST_STRING_TEXCOORD_ATTRIB, &std::array<float, 2>{ tx1, ty0 }[0]);
glVertex3fv(VertexMatrix[k_right].pos.v);
glEnd();*/
}
}
vertexDataStruct.RefreshVBO();
/*IndexArr.resize(6 * (Width - 1) * (Height - 1));
//VBOLandVertexArr.resize(Width*Height);
VBOLandVertexArr.pos.resize(Width * Height);
VBOLandVertexArr.norm.resize(Width * Height);
VBOLandVertexArr.tangent.resize(Width * Height);
VBOLandVertexArr.binorm.resize(Width * Height);
VBOLandVertexArr.texCoord.resize(Width * Height);
VBOLandVertexArr.texCoord.resize(Width * Height);*/
/*
for (int i = 0; i < Height-1; i++)
for (int j = 0; j < Width-1; j++)
{
@ -127,11 +215,15 @@ void TSimpleLandClass::CreateVBO()
glBindBuffer(GL_ARRAY_BUFFER, TexcoordBuffer);
glBufferData(GL_ARRAY_BUFFER, Width * Height * sizeof(vec2), &(VBOLandVertexArr.texCoord[0]), GL_STATIC_DRAW);
#endif
*/
}
void TSimpleLandClass::FreeVBO()
{
/*
#ifdef TARGET_WIN32
glDeleteBuffers(1, &VertexBuffer);
@ -147,13 +239,16 @@ void TSimpleLandClass::FreeVBO()
VBOLandVertexArr.tangent.clear();
VBOLandVertexArr.binorm.clear();
VBOLandVertexArr.texCoord.clear();
IndexArr.clear();
IndexArr.clear();*/
}
void TSimpleLandClass::UpdateVBO()
{
//Index array remains the same - only vertex array is to be changed
CreateVBO();
vertexDataStruct.RefreshVBO();
//Index array remains the same - only vertex array is to be changed
/*
for (int i = 0; i < Height; i++)
{
for (int j = 0; j < Width; j++)
@ -184,6 +279,7 @@ void TSimpleLandClass::UpdateVBO()
glBindBuffer(GL_ARRAY_BUFFER, TexcoordBuffer);
glBufferSubData(GL_ARRAY_BUFFER, 0, Width * Height * sizeof(vec2), &(VBOLandVertexArr.texCoord[0]));
#endif
*/
}
vec3 TSimpleLandClass::CalcCrossingForPoint(const vec3& pos, int i, int j)
@ -441,21 +537,34 @@ void TSimpleLandClass::DrawVBO()
{
//RenderUniform1i(CONST_STRING_NORMALMAPEXISTS_UNIFORM, min<cardinal>(NormTexID, 1));
//RenderUniformMatrix3fv(CONST_STRING_MODELROTATEMATRIX_UNIFORM, false, (float*)IdentityMatrix.m);
//RenderUniform3fv(CONST_STRING_MODELTRANSLATEVECTOR_UNIFORM, (float*)ZeroVec3.v);
if (NormTexID != 0)
if (NormTexID == 0)
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D,NormTexID);
RenderUniform1i(CONST_STRING_NORMALMAPEXISTS_UNIFORM, 0);
}
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, WhiteColor);
RenderUniformMatrix3fv(CONST_STRING_MODELROTATEMATRIX_UNIFORM, false, (float*)IdentityMatrix.m);
RenderUniform3fv(CONST_STRING_MODELTRANSLATEVECTOR_UNIFORM, (float*)ZeroVec3.v);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, NormTexID);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,TexID);
glBindTexture(GL_TEXTURE_2D, TexID);
EnableVertexAttribArray("vPosition");
EnableVertexAttribArray("vTexCoord");
//Renderer->DrawTriangleList(TriangleList);
DrawVertexDataStruct(vertexDataStruct);
DisableVertexAttribArray("vPosition");
DisableVertexAttribArray("vTexCoord");
/*
#ifdef TARGET_WIN32
@ -495,7 +604,7 @@ void TSimpleLandClass::DrawVBO()
glDrawElements(GL_TRIANGLES, 6*(Width-1)*(Height-1), GL_UNSIGNED_SHORT, &IndexArr[0]);
#endif
#endif*/
RenderUniform1i(CONST_STRING_NORMALMAPEXISTS_UNIFORM,1);

View File

@ -570,7 +570,7 @@ cardinal TTextureListClass::AddTextureFromUserdata(const std::string& fileName,
}
cardinal TTextureListClass::AddCubemapTexture(std::string filename[6])
cardinal TTextureListClass::AddCubemapTexture(std::array<std::string, 6> filename)
{