not need this

This commit is contained in:
Vladislav Khorev 2013-02-10 19:08:19 +00:00
parent 1ba2538baf
commit bfdaef5643
7 changed files with 404 additions and 437 deletions

View File

@ -30,7 +30,6 @@
<ClInclude Include="..\include\ModelManager\NewModelManager.h" /> <ClInclude Include="..\include\ModelManager\NewModelManager.h" />
<ClInclude Include="..\include\OpenGLExt\OpenGlExt.h" /> <ClInclude Include="..\include\OpenGLExt\OpenGlExt.h" />
<ClInclude Include="..\include\PhysicsManager\PhysicsManager.h" /> <ClInclude Include="..\include\PhysicsManager\PhysicsManager.h" />
<ClInclude Include="..\include\Render\RenderInterface.h" />
<ClInclude Include="..\include\Render\RenderMisc.h" /> <ClInclude Include="..\include\Render\RenderMisc.h" />
<ClInclude Include="..\include\Render\RenderParams.h" /> <ClInclude Include="..\include\Render\RenderParams.h" />
<ClInclude Include="..\include\Render\SalmonRender\BackgroundCubemap.h" /> <ClInclude Include="..\include\Render\SalmonRender\BackgroundCubemap.h" />
@ -74,7 +73,6 @@
<ClCompile Include="..\src\ModelManager\NewModelManager.cpp" /> <ClCompile Include="..\src\ModelManager\NewModelManager.cpp" />
<ClCompile Include="..\src\OpenGLExt\OpenGlExt.cpp" /> <ClCompile Include="..\src\OpenGLExt\OpenGlExt.cpp" />
<ClCompile Include="..\src\PhysicsManager\PhysicsManager.cpp" /> <ClCompile Include="..\src\PhysicsManager\PhysicsManager.cpp" />
<ClCompile Include="..\src\Render\RenderInterface.cpp" />
<ClCompile Include="..\src\Render\RenderMisc.cpp" /> <ClCompile Include="..\src\Render\RenderMisc.cpp" />
<ClCompile Include="..\src\Render\RenderParams.cpp" /> <ClCompile Include="..\src\Render\RenderParams.cpp" />
<ClCompile Include="..\src\Render\SalmonRender\BackgroundCubemap.cpp" /> <ClCompile Include="..\src\Render\SalmonRender\BackgroundCubemap.cpp" />

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@ -1,81 +0,0 @@
#ifndef RENDER_INTERFACE_H_INCLUDED
#define RENDER_INTERFACE_H_INCLUDED
#include "include/Utils/Utils.h"
#include "include/Render/RenderMisc.h"
#include "include/Render/RenderParams.h"
namespace SE
{
class TRendererInterface
{
protected:
int ScreenWidth;
int ScreenHeight;
float MatrixWidth;
float MatrixHeight;
mat4 ProjectionModelviewMatrix;
std::stack<mat4> ProjectionMatrixStack;
std::stack<mat4> ModelviewMatrixStack;
virtual void TryEnableVertexAttribArrays();
virtual void TryDisableVertexAttribArrays();
virtual void DrawQuad(const T2DQuad& quad) = 0;
public:
TRendererInterface();
virtual ~TRendererInterface() { }
virtual void InitOpenGL(int screenWidth, int screenHeight, float matrixWidth, float matrixHeight) = 0;
virtual int GetScreenWidth();
virtual int GetScreenHeight();
virtual float GetMatrixWidth();
virtual float GetMatrixHeight();
virtual void SetMatrixWidth(float matrixWidth);
virtual void SetMatrixHeight(float matrixHeight);
virtual void SetScreenWidthHeight(int screenWidth, int screenHeight);
virtual void SetUniforms() = 0;
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();
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;
virtual void SwitchToScreen() = 0;
virtual void SwitchToFrameBuffer(const std::string& frameName) = 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
};
} //namespace SE
#endif

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@ -116,28 +116,45 @@ class TTriangleList : public TTriangleListAncestor
#endif #endif
void FillVertexCoordVec(std::vector<vec3>& coordVec, int pos, vec2 posFrom, vec2 posTo); void FillVertexCoordVec(std::vector<vec3>& coordVec, int pos, vec2 posFrom, vec2 posTo);
//Adds rect points (6 vertices) into coordVec
void FillTexCoordVec(std::vector<vec2>& coordVec, int pos, vec2 texCoordFrom = vec2(0,0), vec2 texCoordTo = vec2(1,1)); void FillTexCoordVec(std::vector<vec2>& coordVec, int pos, vec2 texCoordFrom = vec2(0,0), vec2 texCoordTo = vec2(1,1));
//Adds rect points (6 tex coords) into coordVec
std::vector<vec3> MakeVertexCoordVec(vec2 posFrom, vec2 posTo); std::vector<vec3> MakeVertexCoordVec(vec2 posFrom, vec2 posTo);
//Creates array of rect (6 vertices)
std::vector<vec2> MakeTexCoordVec(vec2 texCoordFrom = vec2(0,0), vec2 texCoordTo = vec2(1,1)); std::vector<vec2> MakeTexCoordVec(vec2 texCoordFrom = vec2(0,0), vec2 texCoordTo = vec2(1,1));
//Creates array of rect (6 tex coords)
TDataTriangleList MakeDataTriangleList(vec2 posFrom, vec2 posTo, vec2 texCoordFrom = vec2(0,0), vec2 texCoordTo = vec2(1,1)); TDataTriangleList MakeDataTriangleList(vec2 posFrom, vec2 posTo, vec2 texCoordFrom = vec2(0,0), vec2 texCoordTo = vec2(1,1));
//Creates a DataTriangleList just containing rect
void MoveDataTriangleList(TDataTriangleList& triangleList, vec3 shift); void MoveDataTriangleList(TDataTriangleList& triangleList, vec3 shift);
//Translates all points in DataTriangleList with shift vector
void RotateDataTriangleList(TDataTriangleList& triangleList, const mat3& m); void RotateDataTriangleList(TDataTriangleList& triangleList, const mat3& m);
//Rotates all points in triangleList with rotation matrix
void ScaleDataTriangleList(TDataTriangleList& triangleList, float scale); void ScaleDataTriangleList(TDataTriangleList& triangleList, float scale);
//Scales all points in triangleList by scale value
void ScaleDataTriangleList(TDataTriangleList& triangleList, vec3 scaleVec); void ScaleDataTriangleList(TDataTriangleList& triangleList, vec3 scaleVec);
//Scales all points in triangleList by scaleVec vector
TDataTriangleList& ClearDataTriangleList(TDataTriangleList& triangleList); TDataTriangleList& ClearDataTriangleList(TDataTriangleList& triangleList);
//Clears triangle list, returning itself
TDataTriangleList& InsertIntoDataTriangleList(TDataTriangleList& triangleList, const std::vector<vec3>& vertexArr, const std::vector<vec2>& texCoordArr); TDataTriangleList& InsertIntoDataTriangleList(TDataTriangleList& triangleList, const std::vector<vec3>& vertexArr, const std::vector<vec2>& texCoordArr);
//Inserts additional points and their tex coords into triangle list
void Replace6PointsInTriangleList(TDataTriangleList& triangleList, int pos, vec2 posFrom, vec2 posTo, vec2 texCoordFrom = vec2(0,0), vec2 texCoordTo = vec2(1,1)); void Replace6PointsInTriangleList(TDataTriangleList& triangleList, int pos, vec2 posFrom, vec2 posTo, vec2 texCoordFrom = vec2(0,0), vec2 texCoordTo = vec2(1,1));
//Replaces one rect in triangleList at position pos by new rect. pos is position in array for first vertex of a rectangle
TTriangleList MakeTriangleList(vec2 posFrom, vec2 posTo, vec2 texCoordFrom = vec2(0,0), vec2 texCoordTo = vec2(1,1)); TTriangleList MakeTriangleList(vec2 posFrom, vec2 posTo, vec2 texCoordFrom = vec2(0,0), vec2 texCoordTo = vec2(1,1));
//Creates triangle list containing rect
void CheckGlError(const std::string& msg = ""); void CheckGlError(const std::string& msg = "");

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@ -9,8 +9,6 @@
#include "include/Render/SalmonRender/BackgroundCubemap.h" #include "include/Render/SalmonRender/BackgroundCubemap.h"
#include "include/Render/RenderInterface.h"
#include "include/Render/SalmonRender/Cameras.h" #include "include/Render/SalmonRender/Cameras.h"
namespace SE namespace SE
@ -18,10 +16,21 @@ namespace SE
class TSalmonRendererInterface : public TRendererInterface class TSalmonRendererInterface
{ {
protected: protected:
int ScreenWidth;
int ScreenHeight;
float MatrixWidth;
float MatrixHeight;
mat4 ProjectionModelviewMatrix;
std::stack<mat4> ProjectionMatrixStack;
std::stack<mat4> ModelviewMatrixStack;
mat4 CamModelViewMatrix; mat4 CamModelViewMatrix;
mat4 CamInversedModelViewMatrix; mat4 CamInversedModelViewMatrix;
@ -29,7 +38,11 @@ protected:
vec3 CamPos; //Do not change - call CalcCamPos instead vec3 CamPos; //Do not change - call CalcCamPos instead
virtual void TryEnableVertexAttribArrays();
virtual void TryDisableVertexAttribArrays();
virtual void DrawQuad(const T2DQuad& quad) = 0; virtual void DrawQuad(const T2DQuad& quad) = 0;
public: public:
TCamera Camera; TCamera Camera;
@ -48,6 +61,31 @@ public:
virtual void SetUniforms(); 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 SetPerspectiveFullScreenViewport();
void SetOrthoFullScreenViewport(); void SetOrthoFullScreenViewport();
@ -77,6 +115,16 @@ public:
void BeginDrawToDepthBufferLocal(std::string& localBufferName); void BeginDrawToDepthBufferLocal(std::string& localBufferName);
void EndDrawToDepthBuffer(); 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
}; };
} //namespace SE } //namespace SE

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@ -130,7 +130,7 @@ public:
void Clear(); void Clear();
friend class TRendererInterface; friend class TSalmonRendererInterface;
}; };

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@ -1,344 +0,0 @@
#include "include/Render/RenderInterface.h"
#include "include/Engine.h"
namespace SE
{
TRendererInterface::TRendererInterface()
: ScreenWidth(0)
, ScreenHeight(0)
{
}
void TRendererInterface::TryEnableVertexAttribArrays()
{
AssertIfInMainThread();
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()
{
AssertIfInMainThread();
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::SetMatrixWidth(float matrixWidth)
{
MatrixWidth = matrixWidth;
}
void TRendererInterface::SetMatrixHeight(float matrixHeight)
{
MatrixHeight = 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)
{
AssertIfInMainThread();
ivec2 frameWidthHeight = ResourceManager->FrameManager.GetFrameWidthHeight(frameName);
glViewport(0, 0, frameWidthHeight.v[0], frameWidthHeight.v[1]);
}
void TRendererInterface::SetFullScreenViewport()
{
AssertIfInMainThread();
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)
{
AssertIfInMainThread();
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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@ -12,6 +12,8 @@ namespace SE
TSalmonRendererInterface::TSalmonRendererInterface() TSalmonRendererInterface::TSalmonRendererInterface()
: GlobalShadowAreaHalfSize(CONST_DEFAULT_GLOBAL_SHADOW_AREA_HALFSIZE) : GlobalShadowAreaHalfSize(CONST_DEFAULT_GLOBAL_SHADOW_AREA_HALFSIZE)
, ScreenWidth(0)
, ScreenHeight(0)
{ {
ProjectionMatrixStack.push(IdentityMatrix4); ProjectionMatrixStack.push(IdentityMatrix4);
@ -98,6 +100,62 @@ void TSalmonRendererInterface::InitOpenGL(int screenWidth, int screenHeight, flo
} }
void TSalmonRendererInterface::TryEnableVertexAttribArrays()
{
AssertIfInMainThread();
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 TSalmonRendererInterface::TryDisableVertexAttribArrays()
{
AssertIfInMainThread();
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 TSalmonRendererInterface::GetScreenWidth()
{
return ScreenWidth;
}
int TSalmonRendererInterface::GetScreenHeight()
{
return ScreenHeight;
}
float TSalmonRendererInterface::GetMatrixWidth()
{
return MatrixWidth;
}
float TSalmonRendererInterface::GetMatrixHeight()
{
return MatrixHeight;
}
void TSalmonRendererInterface::SetMatrixWidth(float matrixWidth)
{
MatrixWidth = matrixWidth;
}
void TSalmonRendererInterface::SetMatrixHeight(float matrixHeight)
{
MatrixHeight = matrixHeight;
}
vec3 TSalmonRendererInterface::GetCamShift() vec3 TSalmonRendererInterface::GetCamShift()
{ {
return boost::apply_visitor(TGetCamShiftVisitor(), Camera); return boost::apply_visitor(TGetCamShiftVisitor(), Camera);
@ -165,6 +223,211 @@ mat4 TSalmonRendererInterface::GetModelviewMatrix()
} }
void TSalmonRendererInterface::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 TSalmonRendererInterface::LoadIdentity()
{
if (ModelviewMatrixStack.size() == 0)
{
throw ErrorToLog("Modelview matrix stack underflow!!!!");
}
ModelviewMatrixStack.pop();
ModelviewMatrixStack.push(IdentityMatrix4);
SetUniforms();
}
void TSalmonRendererInterface::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 TSalmonRendererInterface::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 TSalmonRendererInterface::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 TSalmonRendererInterface::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 TSalmonRendererInterface::PushSpecialMatrix(const mat4& m)
{
if (ModelviewMatrixStack.size() > 64)
{
throw ErrorToLog("Modelview matrix stack overflow!!!!");
}
ModelviewMatrixStack.push(m);
SetUniforms();
}
void TSalmonRendererInterface::PopMatrix()
{
if (ModelviewMatrixStack.size() == 0)
{
throw ErrorToLog("Modelview matrix stack underflow!!!!");
}
ModelviewMatrixStack.pop();
SetUniforms();
}
void TSalmonRendererInterface::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 TSalmonRendererInterface::PopProjectionMatrix()
{
if (ProjectionMatrixStack.size() == 0)
{
throw ErrorToLog("Projection matrix stack underflow!!!!");
}
ProjectionMatrixStack.pop();
SetUniforms();
}
void TSalmonRendererInterface::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 TSalmonRendererInterface::SetFrameViewport(const std::string& frameName)
{
AssertIfInMainThread();
ivec2 frameWidthHeight = ResourceManager->FrameManager.GetFrameWidthHeight(frameName);
glViewport(0, 0, frameWidthHeight.v[0], frameWidthHeight.v[1]);
}
void TSalmonRendererInterface::SetFullScreenViewport()
{
AssertIfInMainThread();
glViewport(0, 0, ScreenWidth, ScreenHeight);
}
void TSalmonRendererInterface::PushShader(const std::string& shaderName)
{
ResourceManager->ShaderManager.PushShader(shaderName);
SetUniforms();
TryEnableVertexAttribArrays();
}
void TSalmonRendererInterface::PopShader()
{
ResourceManager->ShaderManager.PopShader();
SetUniforms();
TryEnableVertexAttribArrays();
}
void TSalmonRendererInterface::SetPerspectiveProjectionMatrix(float angle, float aspect, float zNear, float zFar) void TSalmonRendererInterface::SetPerspectiveProjectionMatrix(float angle, float aspect, float zNear, float zFar)
{ {
mat4 m = MakePerspectiveMatrix(angle, aspect, zNear, zFar); mat4 m = MakePerspectiveMatrix(angle, aspect, zNear, zFar);
@ -373,6 +636,72 @@ void TSalmonRendererInterface::EndDrawToDepthBuffer()
SetPerspectiveFullScreenViewport(); SetPerspectiveFullScreenViewport();
} }
void TSalmonRendererInterface::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 TSalmonRendererInterface::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 TSalmonRendererInterface::DrawFrameFullScreen(const std::string& frameName)
{
DrawFramePartScreen(frameName, vec2(0, 0), vec2(1, 1));
}
void TSalmonRendererInterface::DrawFramePartScreen(const std::string& frameName, vec2 posFrom, vec2 posTo)
{
AssertIfInMainThread();
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 } //namespace SE