not need this

This commit is contained in:
vladislav.khorev committed 2013-02-10 19:08:19 +00:00
1 parent 1ba2538baf
commit bfdaef5643
7 files changed
+404 -437

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@@ -9,8 +9,6 @@
#include "include/Render/SalmonRender/BackgroundCubemap.h"
#include "include/Render/RenderInterface.h"
#include "include/Render/SalmonRender/Cameras.h"
namespace SE
@@ -18,9 +16,20 @@ namespace SE
class TSalmonRendererInterface : public TRendererInterface
class TSalmonRendererInterface
{
protected:
int ScreenWidth;
int ScreenHeight;
float MatrixWidth;
float MatrixHeight;
mat4 ProjectionModelviewMatrix;
std::stack<mat4> ProjectionMatrixStack;
std::stack<mat4> ModelviewMatrixStack;
mat4 CamModelViewMatrix;
mat4 CamInversedModelViewMatrix;
@@ -29,7 +38,11 @@ protected:
vec3 CamPos; //Do not change - call CalcCamPos instead
virtual void TryEnableVertexAttribArrays();
virtual void TryDisableVertexAttribArrays();
virtual void DrawQuad(const T2DQuad& quad) = 0;
public:
TCamera Camera;
@@ -48,6 +61,31 @@ public:
virtual void SetUniforms();
virtual int GetScreenWidth();
virtual int GetScreenHeight();
virtual float GetMatrixWidth();
virtual float GetMatrixHeight();
virtual void SetMatrixWidth(float matrixWidth);
virtual void SetMatrixHeight(float matrixHeight);
virtual void PushMatrix();
virtual void LoadIdentity();
virtual void TranslateMatrix(const vec3& p);
virtual void ScaleMatrix(float scale);
virtual void ScaleMatrix(const vec3& scale);
virtual void RotateMatrix(const vec4& q);
virtual void PushSpecialMatrix(const mat4& m);
virtual void PopMatrix();
virtual void SetProjectionMatrix(float width, float height);
virtual void PushProjectionMatrix(float width, float height);
virtual void PopProjectionMatrix();
virtual void SetFrameViewport(const std::string& frameName);
virtual void SetFullScreenViewport();
void SetPerspectiveFullScreenViewport();
void SetOrthoFullScreenViewport();
@@ -76,6 +114,16 @@ public:
void BeginDrawToDepthBufferGlobal(std::string& globalBufferName);
void BeginDrawToDepthBufferLocal(std::string& localBufferName);
void EndDrawToDepthBuffer();
virtual void PushShader(const std::string& shaderName);
virtual void PopShader();
virtual void DrawRect(const vec2& p1, const vec2& p2);
virtual void DrawRect(const vec2& p1, const vec2& p2, const vec2& t1, const vec2& t2);
virtual void DrawTriangleList(const TTriangleList& triangleList) = 0;
void DrawFrameFullScreen(const std::string& frameName);
void DrawFramePartScreen(const std::string& frameName, vec2 posFrom, vec2 posTo); //To draw water. posFrom and posTo goes from 0 to 1
};