removing Halibut Engine
This commit is contained in:
parent
448b2dd6d9
commit
dd2ff06cf9
@ -1,7 +0,0 @@
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#include "include/Engine.h"
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#include "include/Render/HalibutRender/HalibutRenderAndroid.h"
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namespace SE
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{
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} //namespace SE
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@ -1,50 +0,0 @@
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#include "include/Engine.h"
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#include "include/Render/HalibutRender/HalibutRenderGLES20.h"
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namespace SE
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{
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THalibutRendererGLES20::THalibutRendererGLES20()
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{
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ProjectionMatrixStack.push(IdentityMatrix4);
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ModelviewMatrixStack.push(IdentityMatrix4);
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*Console<<"Halibut Render created\n";
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}
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THalibutRendererGLES20::~THalibutRendererGLES20()
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{
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*Console<<"Halibut Render destroying\n";
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}
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void THalibutRendererGLES20::DrawQuad(const T2DQuad& quad)
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{
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VertexAttribPointer3fv(CONST_STRING_POSITION_ATTRIB, 0, reinterpret_cast<const char*>(quad.VertexCoord));
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VertexAttribPointer2fv(CONST_STRING_TEXCOORD_ATTRIB, 0, reinterpret_cast<const char*>(quad.TextureCoord));
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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void THalibutRendererGLES20::DrawTriangleList(const TTriangleList& triangleList)
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{
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for (std::map<std::string, std::vector<vec2> >::iterator i = triangleList.Data.Vec2CoordArr.begin(); i != triangleList.Data.Vec2CoordArr.end(); ++i )
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{
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VertexAttribPointer2fv(i->first, 0, reinterpret_cast<const char*>(&triangleList.Data.Vec2CoordArr[i->first][0]));
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}
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for (std::map<std::string, std::vector<vec3> >::iterator i = triangleList.Data.Vec3CoordArr.begin(); i != triangleList.Data.Vec3CoordArr.end(); ++i )
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{
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VertexAttribPointer3fv(i->first, 0, reinterpret_cast<const char*>(&triangleList.Data.Vec3CoordArr[i->first][0]));
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}
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if (!triangleList.Data.Vec3CoordArr.empty())
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{
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glDrawArrays(GL_TRIANGLES,0,triangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].size());
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}
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}
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} //namespace SE
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@ -1,141 +0,0 @@
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#include "include/Engine.h"
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namespace SE
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{
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void THalibutRendererInterface::SetUniforms()
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{
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if (ProjectionMatrixStack.size() <=0)
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{
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throw ErrorToLog("Projection matrix stack out!");
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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 out!");
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}
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ProjectionModelviewMatrix = MultMatrixMatrix(ProjectionMatrixStack.top(), ModelviewMatrixStack.top());
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RenderUniformMatrix4fv(CONST_STRING_HALIBUT_PROJECTION_MATRIX_UNIFORM, false, ProjectionModelviewMatrix.m);
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//Refactoring!
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RenderUniform1i(CONST_STRING_TEXTURE_UNIFORM, 0);
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RenderUniform1i(CONST_STRING_NORMALMAP_UNIFORM, 1);
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RenderUniform1f(CONST_STRING_TRANSPARENCY_UNIFORM, 1.f);
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RenderUniform4fv(CONST_STRING_MATERIAL_COLOR_UNIFORM, WhiteColor);
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/*
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RenderUniform1i(CONST_STRING_SHADOWMAPGLOBAL_UNIFORM,2);
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RenderUniform1i(CONST_STRING_SHADOWMAPLOCAL_UNIFORM,3);
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RenderUniform1i(CONST_STRING_NORMALMAPEXISTS_UNIFORM,1);
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RenderUniform1i(CONST_STRING_ENV_UNIFORM,0);*/
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}
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void THalibutRendererInterface::InitOpenGL(int screenWidth, int screenHeight, float matrixWidth, float matrixHeight)
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{
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*Console<<"Halibut Render OpenGL init\n";
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#ifdef TARGET_WIN32
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glEnable(GL_NORMALIZE);
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glEnable(GL_TEXTURE_2D);
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#endif
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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ScreenWidth = screenWidth;
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ScreenHeight = screenHeight;
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MatrixWidth = matrixWidth;
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MatrixHeight = matrixHeight;
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while (!ProjectionMatrixStack.empty())
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{
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ProjectionMatrixStack.pop();
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}
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ProjectionMatrixStack.push(MakeOrthoMatrix(matrixWidth, matrixHeight));
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while (!ModelviewMatrixStack.empty())
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{
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ModelviewMatrixStack.pop();
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}
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ModelviewMatrixStack.push(IdentityMatrix4);
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glViewport(0, 0, ScreenWidth, ScreenHeight);
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SetUniforms();
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#ifndef TARGET_IOS
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SwitchToScreen();
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#endif
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CheckGlError();
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}
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void THalibutRendererInterface::SwitchToScreen()
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{
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//TODO: fix this stupid bug
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#ifdef TARGET_IOS
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glBindFramebuffer(GL_FRAMEBUFFER, 2);
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#else
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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#endif
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glViewport(0, 0, ScreenWidth, ScreenHeight);
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SetProjectionMatrix(MatrixWidth, MatrixHeight);
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SetUniforms();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void THalibutRendererInterface::SwitchToFrameBuffer(const std::string& frameName)
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{
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if (ResourceManager->FrameManager.FrameMap.count(frameName) > 0)
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{
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TFrame& Frame = ResourceManager->FrameManager.FrameMap[frameName];
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glBindFramebuffer(GL_FRAMEBUFFER, Frame.FrameBuffer);
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glViewport(0, 0, Frame.Width, Frame.Height);
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SetProjectionMatrix(static_cast<float>(Frame.Width), static_cast<float>(Frame.Height));
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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}
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void THalibutRendererInterface::PrintMatrices()
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{
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mat4 proj = ProjectionMatrixStack.top();
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mat4 modv = ModelviewMatrixStack.top();
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*Console<<"Projection:\n ";
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for (int i=0; i<16; i++)
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{
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*Console<<tostr(proj.m[i])<<" ";
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}
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*Console<<endl;
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*Console<<"Modelview:\n ";
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for (int i=0; i<16; i++)
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{
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*Console<<tostr(modv.m[i])<<" ";
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}
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modv = MultMatrixMatrix(proj, modv);
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*Console<<endl;
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*Console<<"ProjectonModelview:\n ";
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for (int i=0; i<16; i++)
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{
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*Console<<tostr(modv.m[i])<<" ";
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}
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*Console<<endl;
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}
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} //namespace SE
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@ -1,8 +0,0 @@
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#include "include/Engine.h"
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namespace SE
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{
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} //namespace SE
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@ -1,312 +0,0 @@
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#include "include/Engine.h"
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//Windows only!
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namespace SE
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{
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THalibutRenderer::THalibutRenderer()
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{
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ScreenWidth = 0;
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ScreenHeight = 0;
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//To prevent stack out
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ProjectionMatrixStack.push(IdentityMatrix4);
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ModelviewMatrixStack.push(IdentityMatrix4);
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}
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THalibutRenderer::~THalibutRenderer()
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{
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*Console<<"HalibutRender::deleting";
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}
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bool THalibutRenderer::BindOpenGLFunctions()
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{
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char* extensionList = (char*)glGetString(GL_EXTENSIONS);
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char* glVersion = (char*)glGetString(GL_VERSION);
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bool ok = true;
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*Console<<"Render::OpenGL glVersion = "+std::string(glVersion);
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//Requires OpenGL 2.0 or above
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if (glVersion[0]>='2')
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{
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*Console<<"Render::OpenGL glVersion above 2.0 ok";
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glActiveTexture = (PFNGLACTIVETEXTUREPROC) wglGetProcAddress("glActiveTexture");
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glGenBuffers = (PFNGLGENBUFFERSPROC) wglGetProcAddress("glGenBuffers");
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glDeleteBuffers = (PFNGLDELETEBUFFERSPROC) wglGetProcAddress("glDeleteBuffers");
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glBindBuffer = (PFNGLBINDBUFFERPROC) wglGetProcAddress("glBindBuffer");
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glBufferData = (PFNGLBUFFERDATAPROC) wglGetProcAddress("glBufferData");
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glBufferSubData = (PFNGLBUFFERSUBDATAPROC) wglGetProcAddress("glBufferSubData");
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glMapBuffer = (PFNGLMAPBUFFERPROC) wglGetProcAddress("glMapBuffer");
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glUnmapBuffer = (PFNGLUNMAPBUFFERPROC) wglGetProcAddress("glUnmapBuffer");
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glCreateProgram = (PFNGLCREATEPROGRAMPROC) wglGetProcAddress("glCreateProgram");
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glDeleteProgram = (PFNGLDELETEPROGRAMPROC) wglGetProcAddress("glDeleteProgram");
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glLinkProgram = (PFNGLLINKPROGRAMPROC) wglGetProcAddress("glLinkProgram");
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glValidateProgram = (PFNGLVALIDATEPROGRAMPROC) wglGetProcAddress("glValidateProgram");
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glUseProgram = (PFNGLUSEPROGRAMPROC) wglGetProcAddress("glUseProgram");
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glGetProgramiv = (PFNGLGETPROGRAMIVPROC) wglGetProcAddress("glGetProgramiv");
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glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) wglGetProcAddress("glGetProgramInfoLog");
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glCreateShader = (PFNGLCREATESHADERPROC) wglGetProcAddress("glCreateShader");
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glDeleteShader = (PFNGLDELETESHADERPROC) wglGetProcAddress("glDeleteShader");
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glShaderSource = (PFNGLSHADERSOURCEPROC) wglGetProcAddress("glShaderSource");
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glCompileShader = (PFNGLCOMPILESHADERPROC) wglGetProcAddress("glCompileShader");
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glAttachShader = (PFNGLATTACHSHADERPROC) wglGetProcAddress("glAttachShader");
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glDetachShader = (PFNGLDETACHSHADERPROC) wglGetProcAddress("glDetachShader");
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glGetShaderiv = (PFNGLGETSHADERIVPROC) wglGetProcAddress("glGetShaderiv");
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glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) wglGetProcAddress("glGetShaderInfoLog");
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glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) wglGetProcAddress("glGetAttribLocation");
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glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) wglGetProcAddress("glVertexAttribPointer");
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glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC) wglGetProcAddress("glEnableVertexAttribArray");
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glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC) wglGetProcAddress("glDisableVertexAttribArray");
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glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) wglGetProcAddress("glGetUniformLocation");
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glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) wglGetProcAddress("glUniformMatrix3fv");
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glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) wglGetProcAddress("glUniformMatrix4fv");
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glUniform1i = (PFNGLUNIFORM1IPROC) wglGetProcAddress("glUniform1i");
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glUniform1fv = (PFNGLUNIFORM1FVPROC) wglGetProcAddress("glUniform1fv");
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glUniform2fv = (PFNGLUNIFORM2FVPROC) wglGetProcAddress("glUniform2fv");
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glUniform3fv = (PFNGLUNIFORM3FVPROC) wglGetProcAddress("glUniform3fv");
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glUniform4fv = (PFNGLUNIFORM4FVPROC) wglGetProcAddress("glUniform4fv");
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glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC) wglGetProcAddress("glVertexAttrib1f");
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glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC) wglGetProcAddress("glVertexAttrib2f");
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glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC) wglGetProcAddress("glVertexAttrib3f");
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glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC) wglGetProcAddress("glVertexAttrib4f");
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glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC) wglGetProcAddress("glVertexAttrib2fv");
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glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC) wglGetProcAddress("glVertexAttrib3fv");
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glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC) wglGetProcAddress("glVertexAttrib4fv");
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glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC) wglGetProcAddress("glGetActiveAttrib");
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glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC) wglGetProcAddress("glGetActiveUniform");
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if (glActiveTexture==NULL ||
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glGenBuffers==NULL ||
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glDeleteBuffers==NULL ||
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glBindBuffer==NULL ||
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glBufferData==NULL ||
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glBufferSubData==NULL ||
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glMapBuffer==NULL ||
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glCreateProgram==NULL ||
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glDeleteProgram==NULL ||
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glLinkProgram==NULL ||
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glValidateProgram==NULL ||
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glUseProgram==NULL ||
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glGetProgramiv==NULL ||
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glGetProgramInfoLog==NULL ||
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glCreateShader==NULL ||
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glDeleteShader==NULL ||
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glShaderSource==NULL ||
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glCompileShader==NULL ||
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glAttachShader==NULL ||
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glDetachShader==NULL ||
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glGetShaderiv==NULL ||
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glGetShaderInfoLog==NULL ||
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glGetAttribLocation==NULL ||
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glVertexAttribPointer==NULL ||
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glEnableVertexAttribArray==NULL ||
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glDisableVertexAttribArray==NULL ||
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glGetUniformLocation==NULL ||
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glUniformMatrix3fv==NULL ||
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glUniformMatrix4fv==NULL ||
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glUniform1i==NULL ||
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glUniform1fv==NULL ||
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glUniform2fv==NULL ||
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glUniform3fv==NULL ||
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glUniform4fv==NULL ||
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glEnableVertexAttribArray==NULL ||
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glVertexAttrib1f==NULL ||
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glVertexAttrib2f==NULL ||
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glVertexAttrib3f==NULL ||
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glVertexAttrib4f==NULL ||
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glVertexAttrib2fv==NULL ||
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glVertexAttrib3fv==NULL ||
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glVertexAttrib4fv==NULL ||
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glGetActiveAttrib==NULL ||
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glGetActiveUniform==NULL)
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{
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*Console<<"Render::OpenGL Some 2.0 version proc not found - starting failed";
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ok = false;
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}
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}
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else
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{
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*Console<<"Render::OpenGL glVersion below 2.0 - starting failed";
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ok = false;
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}
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if (findString("GL_ARB_framebuffer_object",extensionList))
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{
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*Console<<"Render::OpenGL GL_ARB_framebuffer_object supported ok";
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glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC) wglGetProcAddress("glIsRenderbuffer");
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glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC) wglGetProcAddress("glBindRenderbuffer");
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glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC) wglGetProcAddress("glDeleteRenderbuffers");
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glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC) wglGetProcAddress("glGenRenderbuffers");
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glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC) wglGetProcAddress("glRenderbufferStorage");
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glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC) wglGetProcAddress("glGetRenderbufferParameteriv");
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glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC) wglGetProcAddress("glIsFramebuffer");
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glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC) wglGetProcAddress("glBindFramebuffer");
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glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC) wglGetProcAddress("glDeleteFramebuffers");
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glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC) wglGetProcAddress("glGenFramebuffers");
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glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC) wglGetProcAddress("glCheckFramebufferStatus");
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glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC) wglGetProcAddress("glFramebufferTexture1D");
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glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC) wglGetProcAddress("glFramebufferTexture2D");
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glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC) wglGetProcAddress("glFramebufferTexture3D");
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glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC) wglGetProcAddress("glFramebufferRenderbuffer");
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glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) wglGetProcAddress("glGetFramebufferAttachmentParameteriv");
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glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC) wglGetProcAddress("glBlitFramebuffer");
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glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) wglGetProcAddress("glRenderbufferStorageMultisample");
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glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC) wglGetProcAddress("glGenerateMipmap");
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glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC) wglGetProcAddress("glFramebufferTextureLayer");
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if (glIsRenderbuffer == NULL ||
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glBindRenderbuffer == NULL ||
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glDeleteRenderbuffers == NULL ||
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glGenRenderbuffers == NULL ||
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glRenderbufferStorage == NULL ||
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glGetRenderbufferParameteriv == NULL ||
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glIsFramebuffer == NULL ||
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glBindFramebuffer == NULL ||
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glDeleteFramebuffers == NULL ||
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glGenFramebuffers == NULL ||
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glCheckFramebufferStatus == NULL ||
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glFramebufferTexture1D == NULL ||
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glFramebufferTexture2D == NULL ||
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glFramebufferTexture3D == NULL ||
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glFramebufferRenderbuffer == NULL ||
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glGetFramebufferAttachmentParameteriv == NULL ||
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glBlitFramebuffer == NULL ||
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glRenderbufferStorageMultisample == NULL ||
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glGenerateMipmap == NULL ||
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glFramebufferTextureLayer == NULL)
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{
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*Console<<"Render::OpenGL Some GL_ARB_framebuffer_object proc not found - starting failed";
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ok = false;
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}
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}
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else
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{
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*Console<<"Render::OpenGL GL_ARB_framebuffer_object not supported - starting failed";
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ok = false;
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}
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#ifdef SALMON_WIN32
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//Not needed for 2d engine
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if (findString("GL_ARB_uniform_buffer_object",extensionList))
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{
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glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC) wglGetProcAddress("glGetUniformIndices");
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glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC) wglGetProcAddress("glGetActiveUniformsiv");
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glGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC) wglGetProcAddress("glGetActiveUniformName");
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glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC) wglGetProcAddress("glGetUniformBlockIndex");
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glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC) wglGetProcAddress("glGetActiveUniformBlockiv");
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glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) wglGetProcAddress("glGetActiveUniformBlockName");
|
||||
glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC) wglGetProcAddress("glUniformBlockBinding");
|
||||
glBindBufferBase = (PFNGLBINDBUFFERBASEPROC) wglGetProcAddress("glBindBufferBase");
|
||||
|
||||
if (glGetUniformIndices == NULL ||
|
||||
glGetActiveUniformsiv == NULL ||
|
||||
glGetActiveUniformName == NULL ||
|
||||
glGetUniformBlockIndex == NULL ||
|
||||
glGetActiveUniformBlockiv == NULL ||
|
||||
glGetActiveUniformBlockName == NULL ||
|
||||
glUniformBlockBinding == NULL ||
|
||||
glBindBufferBase == NULL)
|
||||
{
|
||||
*Console<<"Render::OpenGL some GL_ARB_uniform_buffer_object proc not found - starting failed";
|
||||
ok = false;
|
||||
}
|
||||
|
||||
*Console<<"Render::OpenGL GL_ARB_uniform_buffer_object supported ok";
|
||||
}
|
||||
else
|
||||
{
|
||||
*Console<<"Render::OpenGL GL_ARB_uniform_buffer_object not supported - starting failed";
|
||||
ok = false;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
return ok;
|
||||
}
|
||||
|
||||
void THalibutRenderer::DrawQuad(const T2DQuad& quad)
|
||||
{
|
||||
const float CONST_DEFAULT_NORM_VEC[3] = { 0.0f, 0.0f, 1.0f};
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
VertexAttrib3fv(CONST_STRING_NORMAL_ATTRIB, CONST_DEFAULT_NORM_VEC);
|
||||
VertexAttrib2fv(CONST_STRING_TEXCOORD_ATTRIB, quad.TextureCoord[0].v);
|
||||
VertexAttrib3fv(CONST_STRING_POSITION_ATTRIB, quad.VertexCoord[0].v);
|
||||
VertexAttrib2fv(CONST_STRING_TEXCOORD_ATTRIB, quad.TextureCoord[1].v);
|
||||
VertexAttrib3fv(CONST_STRING_POSITION_ATTRIB, quad.VertexCoord[1].v);
|
||||
VertexAttrib2fv(CONST_STRING_TEXCOORD_ATTRIB, quad.TextureCoord[3].v);
|
||||
VertexAttrib3fv(CONST_STRING_POSITION_ATTRIB, quad.VertexCoord[3].v);
|
||||
VertexAttrib2fv(CONST_STRING_TEXCOORD_ATTRIB, quad.TextureCoord[2].v);
|
||||
VertexAttrib3fv(CONST_STRING_POSITION_ATTRIB, quad.VertexCoord[2].v);
|
||||
glEnd();
|
||||
}
|
||||
|
||||
void THalibutRenderer::DrawTriangleStripImmediate(const TTriangleList& triangleList)
|
||||
{
|
||||
const float CONST_DEFAULT_NORM_VEC[3] = { 0.0f, 0.0f, 1.0f};
|
||||
|
||||
int triangleCount = triangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].size()/3;
|
||||
|
||||
std::vector<vec3>::const_iterator vertexIterator = triangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].begin();
|
||||
std::vector<vec2>::const_iterator texcoordIterator = triangleList.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].begin();
|
||||
|
||||
for (int i=0; i<triangleCount; i++)
|
||||
{
|
||||
|
||||
glBegin(GL_TRIANGLES);
|
||||
VertexAttrib3fv(CONST_STRING_NORMAL_ATTRIB, CONST_DEFAULT_NORM_VEC);
|
||||
VertexAttrib2fv(CONST_STRING_TEXCOORD_ATTRIB, (texcoordIterator++)->v);
|
||||
VertexAttrib3fv(CONST_STRING_POSITION_ATTRIB, (vertexIterator++)->v);
|
||||
VertexAttrib2fv(CONST_STRING_TEXCOORD_ATTRIB, (texcoordIterator++)->v);
|
||||
VertexAttrib3fv(CONST_STRING_POSITION_ATTRIB, (vertexIterator++)->v);
|
||||
VertexAttrib2fv(CONST_STRING_TEXCOORD_ATTRIB, (texcoordIterator++)->v);
|
||||
VertexAttrib3fv(CONST_STRING_POSITION_ATTRIB, (vertexIterator++)->v);
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void THalibutRenderer::DrawTriangleList(const TTriangleList& triangleList)
|
||||
{
|
||||
|
||||
//for (std::map<std::string, std::vector<vec2> >::iterator i = triangleList.Vec2CoordArr.begin(); i != triangleList.Vec2CoordArr.end(); ++i )
|
||||
BOOST_FOREACH(auto& i, triangleList.Data.Vec2CoordArr)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, triangleList.VertBufferArr[i.first]->Buffer);
|
||||
VertexAttribPointer2fv(i.first, 0, NULL);
|
||||
}
|
||||
|
||||
//for (std::map<std::string, std::vector<vec3> >::iterator i = triangleList.Vec3CoordArr.begin(); i != triangleList.Vec3CoordArr.end(); ++i )
|
||||
BOOST_FOREACH(auto& i, triangleList.Data.Vec3CoordArr)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, triangleList.VertBufferArr[i.first]->Buffer);
|
||||
VertexAttribPointer3fv(i.first, 0, NULL);
|
||||
}
|
||||
|
||||
if (!triangleList.Data.Vec3CoordArr.empty())
|
||||
{
|
||||
glDrawArrays(GL_TRIANGLES,0,triangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].size());
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
} //namespace SE
|
||||
|
Loading…
Reference in New Issue
Block a user