not need this
This commit is contained in:
parent
1ba2538baf
commit
bfdaef5643
@ -30,7 +30,6 @@
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<ClInclude Include="..\include\ModelManager\NewModelManager.h" />
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<ClInclude Include="..\include\ModelManager\NewModelManager.h" />
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<ClInclude Include="..\include\OpenGLExt\OpenGlExt.h" />
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<ClInclude Include="..\include\OpenGLExt\OpenGlExt.h" />
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<ClInclude Include="..\include\PhysicsManager\PhysicsManager.h" />
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<ClInclude Include="..\include\PhysicsManager\PhysicsManager.h" />
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<ClInclude Include="..\include\Render\RenderInterface.h" />
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<ClInclude Include="..\include\Render\RenderMisc.h" />
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<ClInclude Include="..\include\Render\RenderMisc.h" />
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<ClInclude Include="..\include\Render\RenderParams.h" />
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<ClInclude Include="..\include\Render\RenderParams.h" />
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<ClInclude Include="..\include\Render\SalmonRender\BackgroundCubemap.h" />
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<ClInclude Include="..\include\Render\SalmonRender\BackgroundCubemap.h" />
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@ -74,7 +73,6 @@
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<ClCompile Include="..\src\ModelManager\NewModelManager.cpp" />
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<ClCompile Include="..\src\ModelManager\NewModelManager.cpp" />
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<ClCompile Include="..\src\OpenGLExt\OpenGlExt.cpp" />
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<ClCompile Include="..\src\OpenGLExt\OpenGlExt.cpp" />
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<ClCompile Include="..\src\PhysicsManager\PhysicsManager.cpp" />
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<ClCompile Include="..\src\PhysicsManager\PhysicsManager.cpp" />
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<ClCompile Include="..\src\Render\RenderInterface.cpp" />
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<ClCompile Include="..\src\Render\RenderMisc.cpp" />
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<ClCompile Include="..\src\Render\RenderMisc.cpp" />
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<ClCompile Include="..\src\Render\RenderParams.cpp" />
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<ClCompile Include="..\src\Render\RenderParams.cpp" />
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<ClCompile Include="..\src\Render\SalmonRender\BackgroundCubemap.cpp" />
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<ClCompile Include="..\src\Render\SalmonRender\BackgroundCubemap.cpp" />
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@ -1,81 +0,0 @@
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#ifndef RENDER_INTERFACE_H_INCLUDED
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#define RENDER_INTERFACE_H_INCLUDED
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#include "include/Utils/Utils.h"
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#include "include/Render/RenderMisc.h"
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#include "include/Render/RenderParams.h"
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namespace SE
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{
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class TRendererInterface
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{
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protected:
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int ScreenWidth;
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int ScreenHeight;
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float MatrixWidth;
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float MatrixHeight;
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mat4 ProjectionModelviewMatrix;
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std::stack<mat4> ProjectionMatrixStack;
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std::stack<mat4> ModelviewMatrixStack;
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virtual void TryEnableVertexAttribArrays();
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virtual void TryDisableVertexAttribArrays();
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virtual void DrawQuad(const T2DQuad& quad) = 0;
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public:
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TRendererInterface();
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virtual ~TRendererInterface() { }
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virtual void InitOpenGL(int screenWidth, int screenHeight, float matrixWidth, float matrixHeight) = 0;
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virtual int GetScreenWidth();
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virtual int GetScreenHeight();
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virtual float GetMatrixWidth();
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virtual float GetMatrixHeight();
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virtual void SetMatrixWidth(float matrixWidth);
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virtual void SetMatrixHeight(float matrixHeight);
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virtual void SetScreenWidthHeight(int screenWidth, int screenHeight);
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virtual void SetUniforms() = 0;
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virtual void PushMatrix();
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virtual void LoadIdentity();
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virtual void TranslateMatrix(const vec3& p);
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virtual void ScaleMatrix(float scale);
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virtual void ScaleMatrix(const vec3& scale);
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virtual void RotateMatrix(const vec4& q);
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virtual void PushSpecialMatrix(const mat4& m);
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virtual void PopMatrix();
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virtual void SetProjectionMatrix(float width, float height);
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virtual void PushProjectionMatrix(float width, float height);
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virtual void PopProjectionMatrix();
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virtual void SetFrameViewport(const std::string& frameName);
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virtual void SetFullScreenViewport();
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virtual void PushShader(const std::string& shaderName);
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virtual void PopShader();
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virtual void DrawRect(const vec2& p1, const vec2& p2);
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virtual void DrawRect(const vec2& p1, const vec2& p2, const vec2& t1, const vec2& t2);
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virtual void DrawTriangleList(const TTriangleList& triangleList) = 0;
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virtual void SwitchToScreen() = 0;
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virtual void SwitchToFrameBuffer(const std::string& frameName) = 0;
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void DrawFrameFullScreen(const std::string& frameName);
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void DrawFramePartScreen(const std::string& frameName, vec2 posFrom, vec2 posTo); //To draw water. posFrom and posTo goes from 0 to 1
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};
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} //namespace SE
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#endif
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@ -115,29 +115,46 @@ class TTriangleList : public TTriangleListAncestor
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#endif
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#endif
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void FillVertexCoordVec(std::vector<vec3>& coordVec, int pos, vec2 posFrom, vec2 posTo);
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void FillTexCoordVec(std::vector<vec2>& coordVec, int pos, vec2 texCoordFrom = vec2(0,0), vec2 texCoordTo = vec2(1,1));
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void FillVertexCoordVec(std::vector<vec3>& coordVec, int pos, vec2 posFrom, vec2 posTo);
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//Adds rect points (6 vertices) into coordVec
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void FillTexCoordVec(std::vector<vec2>& coordVec, int pos, vec2 texCoordFrom = vec2(0,0), vec2 texCoordTo = vec2(1,1));
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//Adds rect points (6 tex coords) into coordVec
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std::vector<vec3> MakeVertexCoordVec(vec2 posFrom, vec2 posTo);
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std::vector<vec3> MakeVertexCoordVec(vec2 posFrom, vec2 posTo);
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//Creates array of rect (6 vertices)
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std::vector<vec2> MakeTexCoordVec(vec2 texCoordFrom = vec2(0,0), vec2 texCoordTo = vec2(1,1));
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std::vector<vec2> MakeTexCoordVec(vec2 texCoordFrom = vec2(0,0), vec2 texCoordTo = vec2(1,1));
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//Creates array of rect (6 tex coords)
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TDataTriangleList MakeDataTriangleList(vec2 posFrom, vec2 posTo, vec2 texCoordFrom = vec2(0,0), vec2 texCoordTo = vec2(1,1));
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TDataTriangleList MakeDataTriangleList(vec2 posFrom, vec2 posTo, vec2 texCoordFrom = vec2(0,0), vec2 texCoordTo = vec2(1,1));
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//Creates a DataTriangleList just containing rect
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void MoveDataTriangleList(TDataTriangleList& triangleList, vec3 shift);
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void MoveDataTriangleList(TDataTriangleList& triangleList, vec3 shift);
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//Translates all points in DataTriangleList with shift vector
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void RotateDataTriangleList(TDataTriangleList& triangleList, const mat3& m);
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void RotateDataTriangleList(TDataTriangleList& triangleList, const mat3& m);
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//Rotates all points in triangleList with rotation matrix
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void ScaleDataTriangleList(TDataTriangleList& triangleList, float scale);
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void ScaleDataTriangleList(TDataTriangleList& triangleList, float scale);
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//Scales all points in triangleList by scale value
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void ScaleDataTriangleList(TDataTriangleList& triangleList, vec3 scaleVec);
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void ScaleDataTriangleList(TDataTriangleList& triangleList, vec3 scaleVec);
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//Scales all points in triangleList by scaleVec vector
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TDataTriangleList& ClearDataTriangleList(TDataTriangleList& triangleList);
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TDataTriangleList& ClearDataTriangleList(TDataTriangleList& triangleList);
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//Clears triangle list, returning itself
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TDataTriangleList& InsertIntoDataTriangleList(TDataTriangleList& triangleList, const std::vector<vec3>& vertexArr, const std::vector<vec2>& texCoordArr);
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TDataTriangleList& InsertIntoDataTriangleList(TDataTriangleList& triangleList, const std::vector<vec3>& vertexArr, const std::vector<vec2>& texCoordArr);
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//Inserts additional points and their tex coords into triangle list
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void Replace6PointsInTriangleList(TDataTriangleList& triangleList, int pos, vec2 posFrom, vec2 posTo, vec2 texCoordFrom = vec2(0,0), vec2 texCoordTo = vec2(1,1));
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void Replace6PointsInTriangleList(TDataTriangleList& triangleList, int pos, vec2 posFrom, vec2 posTo, vec2 texCoordFrom = vec2(0,0), vec2 texCoordTo = vec2(1,1));
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//Replaces one rect in triangleList at position pos by new rect. pos is position in array for first vertex of a rectangle
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TTriangleList MakeTriangleList(vec2 posFrom, vec2 posTo, vec2 texCoordFrom = vec2(0,0), vec2 texCoordTo = vec2(1,1));
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TTriangleList MakeTriangleList(vec2 posFrom, vec2 posTo, vec2 texCoordFrom = vec2(0,0), vec2 texCoordTo = vec2(1,1));
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//Creates triangle list containing rect
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void CheckGlError(const std::string& msg = "");
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void CheckGlError(const std::string& msg = "");
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@ -9,8 +9,6 @@
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#include "include/Render/SalmonRender/BackgroundCubemap.h"
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#include "include/Render/SalmonRender/BackgroundCubemap.h"
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#include "include/Render/RenderInterface.h"
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#include "include/Render/SalmonRender/Cameras.h"
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#include "include/Render/SalmonRender/Cameras.h"
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namespace SE
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namespace SE
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@ -18,9 +16,20 @@ namespace SE
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class TSalmonRendererInterface : public TRendererInterface
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class TSalmonRendererInterface
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{
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{
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protected:
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protected:
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int ScreenWidth;
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int ScreenHeight;
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float MatrixWidth;
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float MatrixHeight;
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mat4 ProjectionModelviewMatrix;
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std::stack<mat4> ProjectionMatrixStack;
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std::stack<mat4> ModelviewMatrixStack;
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mat4 CamModelViewMatrix;
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mat4 CamModelViewMatrix;
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mat4 CamInversedModelViewMatrix;
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mat4 CamInversedModelViewMatrix;
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vec3 CamPos; //Do not change - call CalcCamPos instead
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vec3 CamPos; //Do not change - call CalcCamPos instead
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virtual void TryEnableVertexAttribArrays();
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virtual void TryDisableVertexAttribArrays();
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virtual void DrawQuad(const T2DQuad& quad) = 0;
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virtual void DrawQuad(const T2DQuad& quad) = 0;
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public:
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public:
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TCamera Camera;
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TCamera Camera;
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virtual void SetUniforms();
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virtual void SetUniforms();
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virtual int GetScreenWidth();
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virtual int GetScreenHeight();
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virtual float GetMatrixWidth();
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virtual float GetMatrixHeight();
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virtual void SetMatrixWidth(float matrixWidth);
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virtual void SetMatrixHeight(float matrixHeight);
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virtual void PushMatrix();
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virtual void LoadIdentity();
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virtual void TranslateMatrix(const vec3& p);
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virtual void ScaleMatrix(float scale);
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virtual void ScaleMatrix(const vec3& scale);
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virtual void RotateMatrix(const vec4& q);
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virtual void PushSpecialMatrix(const mat4& m);
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virtual void PopMatrix();
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virtual void SetProjectionMatrix(float width, float height);
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virtual void PushProjectionMatrix(float width, float height);
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virtual void PopProjectionMatrix();
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virtual void SetFrameViewport(const std::string& frameName);
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virtual void SetFullScreenViewport();
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void SetPerspectiveFullScreenViewport();
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void SetPerspectiveFullScreenViewport();
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void SetOrthoFullScreenViewport();
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void SetOrthoFullScreenViewport();
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void BeginDrawToDepthBufferGlobal(std::string& globalBufferName);
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void BeginDrawToDepthBufferGlobal(std::string& globalBufferName);
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void BeginDrawToDepthBufferLocal(std::string& localBufferName);
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void BeginDrawToDepthBufferLocal(std::string& localBufferName);
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void EndDrawToDepthBuffer();
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void EndDrawToDepthBuffer();
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virtual void PushShader(const std::string& shaderName);
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virtual void PopShader();
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virtual void DrawRect(const vec2& p1, const vec2& p2);
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virtual void DrawRect(const vec2& p1, const vec2& p2, const vec2& t1, const vec2& t2);
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virtual void DrawTriangleList(const TTriangleList& triangleList) = 0;
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void DrawFrameFullScreen(const std::string& frameName);
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void DrawFramePartScreen(const std::string& frameName, vec2 posFrom, vec2 posTo); //To draw water. posFrom and posTo goes from 0 to 1
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};
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};
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void Clear();
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void Clear();
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friend class TRendererInterface;
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friend class TSalmonRendererInterface;
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};
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};
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@ -1,344 +0,0 @@
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#include "include/Render/RenderInterface.h"
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#include "include/Engine.h"
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namespace SE
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{
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TRendererInterface::TRendererInterface()
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: ScreenWidth(0)
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, ScreenHeight(0)
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{
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}
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void TRendererInterface::TryEnableVertexAttribArrays()
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{
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AssertIfInMainThread();
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EnableVertexAttribArray(CONST_STRING_POSITION_ATTRIB);
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EnableVertexAttribArray(CONST_STRING_NORMAL_ATTRIB);
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EnableVertexAttribArray(CONST_STRING_TEXCOORD_ATTRIB);
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EnableVertexAttribArray(CONST_STRING_TANGENT_ATTRIB);
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EnableVertexAttribArray(CONST_STRING_BINORMAL_ATTRIB);
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}
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void TRendererInterface::TryDisableVertexAttribArrays()
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{
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AssertIfInMainThread();
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DisableVertexAttribArray(CONST_STRING_BINORMAL_ATTRIB);
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DisableVertexAttribArray(CONST_STRING_TANGENT_ATTRIB);
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DisableVertexAttribArray(CONST_STRING_TEXCOORD_ATTRIB);
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DisableVertexAttribArray(CONST_STRING_NORMAL_ATTRIB);
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DisableVertexAttribArray(CONST_STRING_POSITION_ATTRIB);
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}
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int TRendererInterface::GetScreenWidth()
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{
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return ScreenWidth;
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}
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int TRendererInterface::GetScreenHeight()
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{
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return ScreenHeight;
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}
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float TRendererInterface::GetMatrixWidth()
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{
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return MatrixWidth;
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}
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float TRendererInterface::GetMatrixHeight()
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{
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return MatrixHeight;
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}
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void TRendererInterface::SetMatrixWidth(float matrixWidth)
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{
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MatrixWidth = matrixWidth;
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}
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void TRendererInterface::SetMatrixHeight(float matrixHeight)
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{
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MatrixHeight = matrixHeight;
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}
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void TRendererInterface::SetScreenWidthHeight(int screenWidth, int screenHeight)
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{
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ScreenWidth = screenWidth;
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ScreenHeight = screenHeight;
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}
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void TRendererInterface::PushMatrix()
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{
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if (ModelviewMatrixStack.size() == 0)
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{
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throw ErrorToLog("Modelview matrix stack underflow!!!!");
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}
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ModelviewMatrixStack.push(ModelviewMatrixStack.top());
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if (ModelviewMatrixStack.size() > 64)
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{
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throw ErrorToLog("Modelview matrix stack overflow!!!!");
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}
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}
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void TRendererInterface::LoadIdentity()
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{
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if (ModelviewMatrixStack.size() == 0)
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{
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throw ErrorToLog("Modelview matrix stack underflow!!!!");
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}
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ModelviewMatrixStack.pop();
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ModelviewMatrixStack.push(IdentityMatrix4);
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SetUniforms();
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}
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void TRendererInterface::TranslateMatrix(const vec3& p)
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{
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mat4 m = IdentityMatrix4;
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m.m[12] = p.v[0];
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m.m[13] = p.v[1];
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m.m[14] = p.v[2];
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m = MultMatrixMatrix(ModelviewMatrixStack.top(), m);
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if (ModelviewMatrixStack.size() == 0)
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{
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|
||||||
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
|
|
@ -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
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user