Refactoring
This commit is contained in:
parent
7ccda081b0
commit
928600acd4
12
src/Game.cpp
12
src/Game.cpp
@ -227,11 +227,6 @@ namespace ZL
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renderer.shaderManager.PushShader(defaultShaderName);
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renderer.RenderUniform1i(textureUniformName, 0);
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.EnableVertexAttribArray(vTexCoordName);
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renderer.DisableVertexAttribArray(vPositionName);
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renderer.DisableVertexAttribArray(vTexCoordName);
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glEnable(GL_BLEND);
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menuManager.uiManager.draw(renderer);
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glDisable(GL_BLEND);
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@ -272,16 +267,12 @@ namespace ZL
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void Game::drawLoading()
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{
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static const std::string defaultShaderName = "default";
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static const std::string vPositionName = "vPosition";
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static const std::string vTexCoordName = "vTexCoord";
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static const std::string textureUniformName = "Texture";
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glClear(GL_DEPTH_BUFFER_BIT);
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renderer.shaderManager.PushShader(defaultShaderName);
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renderer.RenderUniform1i(textureUniformName, 0);
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.EnableVertexAttribArray(vTexCoordName);
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//float width = Environment::projectionWidth;
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//float height = Environment::projectionHeight;
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@ -299,9 +290,6 @@ namespace ZL
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.DisableVertexAttribArray(vPositionName);
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renderer.DisableVertexAttribArray(vTexCoordName);
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renderer.shaderManager.PopShader();
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CheckGlError();
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}
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@ -420,15 +420,13 @@ namespace ZL
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{
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static const std::string defaultShaderName = "default";
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static const std::string envShaderName = "env_sky";
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static const std::string vPositionName = "vPosition";
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static const std::string vTexCoordName = "vTexCoord";
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static const std::string textureUniformName = "Texture";
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static const std::string skyPercentUniformName = "skyPercent";
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renderer.shaderManager.PushShader(envShaderName);
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renderer.RenderUniform1i(textureUniformName, 0);
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renderer.RenderUniform1f(skyPercentUniformName, skyPercent);
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
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static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
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Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
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@ -476,8 +474,6 @@ namespace ZL
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.DisableVertexAttribArray(vPositionName);
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renderer.shaderManager.PopShader();
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CheckGlError();
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}
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@ -486,14 +482,10 @@ namespace ZL
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{
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static const std::string defaultShaderName = "default";
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static const std::string envShaderName = "env";
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static const std::string vPositionName = "vPosition";
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static const std::string vTexCoordName = "vTexCoord";
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static const std::string textureUniformName = "Texture";
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renderer.shaderManager.PushShader(defaultShaderName);
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renderer.RenderUniform1i(textureUniformName, 0);
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.EnableVertexAttribArray(vTexCoordName);
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renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
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static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
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@ -521,8 +513,6 @@ namespace ZL
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renderer.shaderManager.PushShader("default");
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renderer.RenderUniform1i(textureUniformName, 0);
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.EnableVertexAttribArray(vTexCoordName);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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renderer.PushMatrix();
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@ -539,8 +529,6 @@ namespace ZL
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renderer.PopMatrix();
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glDisable(GL_BLEND);
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renderer.DisableVertexAttribArray(vPositionName);
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renderer.DisableVertexAttribArray(vTexCoordName);
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renderer.shaderManager.PopShader();
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//projectileEmitter.draw(renderer, Environment::zoom, Environment::width, Environment::height);
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@ -568,9 +556,6 @@ namespace ZL
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glDisable(GL_BLEND);
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.DisableVertexAttribArray(vPositionName);
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renderer.DisableVertexAttribArray(vTexCoordName);
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renderer.shaderManager.PopShader();
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CheckGlError();
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}
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@ -579,15 +564,10 @@ namespace ZL
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{
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static const std::string defaultShaderName = "default";
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static const std::string envShaderName = "env";
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static const std::string vPositionName = "vPosition";
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static const std::string vTexCoordName = "vTexCoord";
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static const std::string textureUniformName = "Texture";
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renderer.shaderManager.PushShader(defaultShaderName);
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renderer.RenderUniform1i(textureUniformName, 0);
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.EnableVertexAttribArray(vTexCoordName);
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renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
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static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
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Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
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@ -612,9 +592,6 @@ namespace ZL
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renderer.PopMatrix();
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}
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renderer.PopProjectionMatrix();
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renderer.DisableVertexAttribArray(vPositionName);
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renderer.DisableVertexAttribArray(vTexCoordName);
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renderer.shaderManager.PopShader();
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CheckGlError();
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}
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@ -622,8 +599,6 @@ namespace ZL
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void Space::drawScene() {
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static const std::string defaultShaderName = "default";
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static const std::string envShaderName = "env";
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static const std::string vPositionName = "vPosition";
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static const std::string vTexCoordName = "vTexCoord";
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static const std::string textureUniformName = "Texture";
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glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
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@ -669,16 +644,11 @@ namespace ZL
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void Space::drawRemoteShips() {
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static const std::string defaultShaderName = "default";
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static const std::string vPositionName = "vPosition";
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static const std::string vTexCoordName = "vTexCoord";
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static const std::string textureUniformName = "Texture";
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renderer.shaderManager.PushShader(defaultShaderName);
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renderer.RenderUniform1i(textureUniformName, 0);
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.EnableVertexAttribArray(vTexCoordName);
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renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
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static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
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Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
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@ -741,8 +711,6 @@ namespace ZL
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}
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renderer.PopProjectionMatrix();
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renderer.DisableVertexAttribArray(vPositionName);
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renderer.DisableVertexAttribArray(vTexCoordName);
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renderer.shaderManager.PopShader();
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CheckGlError();
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@ -996,17 +964,11 @@ namespace ZL
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renderer.PushMatrix();
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renderer.LoadIdentity();
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renderer.EnableVertexAttribArray("vPosition");
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renderer.EnableVertexAttribArray("vColor");
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Eigen::Vector4f uColor(crosshairCfg.color.x(), crosshairCfg.color.y(), crosshairCfg.color.z(), crosshairCfg.alpha);
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renderer.RenderUniform4fv("uColor", uColor.data());
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renderer.DrawVertexRenderStruct(crosshairMesh);
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renderer.DisableVertexAttribArray("vPosition");
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renderer.DisableVertexAttribArray("vColor");
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.shaderManager.PopShader();
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@ -1335,7 +1297,6 @@ namespace ZL
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renderer.PushMatrix();
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renderer.LoadIdentity();
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renderer.EnableVertexAttribArray("vPosition");
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renderer.RenderUniform4fv("uColor", enemyColor.data());
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// рамки
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@ -1358,7 +1319,6 @@ namespace ZL
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drawLeadRing2D(lx, ly);
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}
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renderer.DisableVertexAttribArray("vPosition");
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.shaderManager.PopShader();
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@ -1444,7 +1404,6 @@ namespace ZL
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renderer.PushMatrix();
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renderer.LoadIdentity();
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renderer.EnableVertexAttribArray("vPosition");
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renderer.RenderUniform4fv("uColor", enemyColor.data());
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// стрелка
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@ -1462,7 +1421,6 @@ namespace ZL
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drawLeadRing2D(lx, ly);
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}
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renderer.DisableVertexAttribArray("vPosition");
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.shaderManager.PopShader();
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@ -195,14 +195,10 @@ namespace ZL {
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sparkQuad.data.TexCoordData = drawTexCoords;
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sparkQuad.RefreshVBO();
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static const std::string vPositionName = "vPosition";
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static const std::string vTexCoordName = "vTexCoord";
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static const std::string textureUniformName = "Texture";
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renderer.shaderManager.PushShader(shaderProgramName);
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renderer.RenderUniform1i(textureUniformName, 0);
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.EnableVertexAttribArray(vTexCoordName);
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//float aspectRatio = static_cast<float>(screenWidth) / static_cast<float>(screenHeight);
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//renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5, aspectRatio, Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
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@ -222,9 +218,6 @@ namespace ZL {
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//renderer.PopProjectionMatrix();
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glDisable(GL_BLEND);
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renderer.DisableVertexAttribArray(vPositionName);
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renderer.DisableVertexAttribArray(vTexCoordName);
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renderer.shaderManager.PopShader();
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}
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@ -61,8 +61,6 @@ namespace ZL {
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}
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if (!(*tex)) return;
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static const std::string vPositionName = "vPosition";
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static const std::string vTexCoordName = "vTexCoord";
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static const std::string textureUniformName = "Texture";
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renderer.PushMatrix();
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@ -70,14 +68,8 @@ namespace ZL {
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renderer.ScaleMatrix({ animScaleX, animScaleY, 1.0f });
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renderer.RenderUniform1i(textureUniformName, 0);
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.EnableVertexAttribArray(vTexCoordName);
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glBindTexture(GL_TEXTURE_2D, (*tex)->getTexID());
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renderer.DrawVertexRenderStruct(mesh);
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renderer.DisableVertexAttribArray(vPositionName);
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renderer.DisableVertexAttribArray(vTexCoordName);
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renderer.PopMatrix();
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}
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@ -148,14 +140,9 @@ namespace ZL {
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}
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void UiSlider::draw(Renderer& renderer) const {
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static const std::string vPositionName = "vPosition";
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static const std::string vTexCoordName = "vTexCoord";
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static const std::string textureUniformName = "Texture";
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renderer.RenderUniform1i(textureUniformName, 0);
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.EnableVertexAttribArray(vTexCoordName);
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if (texTrack) {
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glBindTexture(GL_TEXTURE_2D, texTrack->getTexID());
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renderer.DrawVertexRenderStruct(trackMesh);
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@ -164,9 +151,6 @@ namespace ZL {
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glBindTexture(GL_TEXTURE_2D, texKnob->getTexID());
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renderer.DrawVertexRenderStruct(knobMesh);
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}
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renderer.DisableVertexAttribArray(vPositionName);
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renderer.DisableVertexAttribArray(vTexCoordName);
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}
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void UiStaticImage::buildMesh() {
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@ -202,19 +186,11 @@ namespace ZL {
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void UiStaticImage::draw(Renderer& renderer) const {
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if (!texture) return;
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static const std::string vPositionName = "vPosition";
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static const std::string vTexCoordName = "vTexCoord";
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static const std::string textureUniformName = "Texture";
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renderer.RenderUniform1i(textureUniformName, 0);
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.EnableVertexAttribArray(vTexCoordName);
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glBindTexture(GL_TEXTURE_2D, texture->getTexID());
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renderer.DrawVertexRenderStruct(mesh);
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renderer.DisableVertexAttribArray(vPositionName);
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renderer.DisableVertexAttribArray(vTexCoordName);
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}
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void UiTextField::draw(Renderer& renderer) const {
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@ -186,15 +186,11 @@ namespace ZL {
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static const std::string defaultShaderName2 = "planetBake";
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static const std::string vPositionName = "vPosition";
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static const std::string vTexCoordName = "vTexCoord";
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static const std::string textureUniformName = "Texture";
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renderer.shaderManager.PushShader(defaultShaderName2);
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renderer.RenderUniform1i(textureUniformName, 0);
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.EnableVertexAttribArray(vTexCoordName);
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Triangle tr = planetData.getLodLevel().triangles[0];
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@ -260,8 +256,6 @@ namespace ZL {
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glDisable(GL_CULL_FACE); // Не забываем выключить, чтобы не сломать остальной рендер
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.DisableVertexAttribArray(vTexCoordName);
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renderer.DisableVertexAttribArray(vPositionName);
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renderer.shaderManager.PopShader();
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CheckGlError();
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}
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@ -300,21 +294,10 @@ namespace ZL {
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{
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static const std::string defaultShaderName = "planetLand";
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static const std::string vPositionName = "vPosition";
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static const std::string vColorName = "vColor";
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static const std::string vNormalName = "vNormal";
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static const std::string vTexCoordName = "vTexCoord";
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static const std::string textureUniformName = "Texture";
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renderer.shaderManager.PushShader(defaultShaderName);
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.EnableVertexAttribArray(vColorName);
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renderer.EnableVertexAttribArray(vNormalName);
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renderer.EnableVertexAttribArray("vTangent");
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renderer.EnableVertexAttribArray("vBinormal");
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renderer.EnableVertexAttribArray(vTexCoordName);
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float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipState.position);
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auto zRange = planetData.calculateZRange(dist);
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@ -376,12 +359,6 @@ namespace ZL {
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.DisableVertexAttribArray(vTexCoordName);
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renderer.DisableVertexAttribArray(vNormalName);
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renderer.DisableVertexAttribArray("vTangent");
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renderer.DisableVertexAttribArray("vBinormal");
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renderer.DisableVertexAttribArray(vColorName);
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renderer.DisableVertexAttribArray(vPositionName);
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renderer.shaderManager.PopShader();
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CheckGlError();
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@ -391,19 +368,10 @@ namespace ZL {
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void PlanetObject::drawStones(Renderer& renderer)
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{
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static const std::string defaultShaderName2 = "planetStone";
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static const std::string vPositionName = "vPosition";
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static const std::string vColorName = "vColor";
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static const std::string vNormalName = "vNormal";
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static const std::string vTexCoordName = "vTexCoord";
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static const std::string textureUniformName = "Texture";
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renderer.shaderManager.PushShader(defaultShaderName2);
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renderer.RenderUniform1i(textureUniformName, 0);
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.EnableVertexAttribArray(vColorName);
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renderer.EnableVertexAttribArray(vNormalName);
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renderer.EnableVertexAttribArray(vTexCoordName);
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float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipState.position);
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auto zRange = planetData.calculateZRange(dist);
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@ -468,10 +436,6 @@ namespace ZL {
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.DisableVertexAttribArray(vTexCoordName);
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renderer.DisableVertexAttribArray(vNormalName);
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renderer.DisableVertexAttribArray(vColorName);
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renderer.DisableVertexAttribArray(vPositionName);
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renderer.shaderManager.PopShader();
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CheckGlError();
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@ -480,16 +444,10 @@ namespace ZL {
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void PlanetObject::drawAtmosphere(Renderer& renderer) {
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static const std::string defaultShaderName = "defaultAtmosphere";
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//static const std::string defaultShaderName = "defaultColor";
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static const std::string vPositionName = "vPosition";
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static const std::string vNormalName = "vNormal";
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//glClear(GL_DEPTH_BUFFER_BIT);
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glDepthMask(GL_FALSE);
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renderer.shaderManager.PushShader(defaultShaderName);
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.EnableVertexAttribArray(vNormalName);
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float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipState.position);
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auto zRange = planetData.calculateZRange(dist);
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float currentZNear = zRange.first;
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@ -571,9 +529,6 @@ namespace ZL {
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glDepthMask(GL_TRUE);
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.DisableVertexAttribArray(vNormalName);
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renderer.DisableVertexAttribArray(vPositionName);
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renderer.shaderManager.PopShader();
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CheckGlError();
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@ -582,19 +537,10 @@ namespace ZL {
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void PlanetObject::drawCamp(Renderer& renderer)
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{
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static const std::string defaultShaderName2 = "default";
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static const std::string vPositionName = "vPosition";
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static const std::string vColorName = "vColor";
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static const std::string vNormalName = "vNormal";
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static const std::string vTexCoordName = "vTexCoord";
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static const std::string textureUniformName = "Texture";
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renderer.shaderManager.PushShader(defaultShaderName2);
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renderer.RenderUniform1i(textureUniformName, 0);
|
||||
renderer.EnableVertexAttribArray(vPositionName);
|
||||
renderer.EnableVertexAttribArray(vColorName);
|
||||
renderer.EnableVertexAttribArray(vNormalName);
|
||||
renderer.EnableVertexAttribArray(vTexCoordName);
|
||||
|
||||
|
||||
float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipState.position);
|
||||
auto zRange = planetData.calculateZRange(dist);
|
||||
@ -655,10 +601,6 @@ namespace ZL {
|
||||
|
||||
renderer.PopMatrix();
|
||||
renderer.PopProjectionMatrix();
|
||||
renderer.DisableVertexAttribArray(vTexCoordName);
|
||||
renderer.DisableVertexAttribArray(vNormalName);
|
||||
renderer.DisableVertexAttribArray(vColorName);
|
||||
renderer.DisableVertexAttribArray(vPositionName);
|
||||
renderer.shaderManager.PopShader();
|
||||
CheckGlError();
|
||||
|
||||
|
||||
@ -50,17 +50,14 @@ namespace ZL {
|
||||
|
||||
Matrix4f r;
|
||||
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
r.data()[0] = 2.f / width;
|
||||
r.data()[5] = 2.f / height;
|
||||
r.data()[10] = -1.f / depthRange;
|
||||
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||||
r.data()[1] = r.data()[2] = r.data()[3] = 0;
|
||||
r.data()[4] = r.data()[6] = r.data()[7] = 0;
|
||||
r.data()[8] = r.data()[9] = r.data()[11] = 0;
|
||||
|
||||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
|
||||
r.data()[12] = -(xmax + xmin) / width;
|
||||
r.data()[13] = -(ymax + ymin) / height;
|
||||
r.data()[14] = zNear / depthRange;
|
||||
@ -703,19 +700,7 @@ namespace ZL {
|
||||
Matrix4f m = Matrix4f::Identity();
|
||||
|
||||
m.block<3, 3>(0, 0) = m3;
|
||||
/*
|
||||
m.m[0] = m3.data()[0];
|
||||
m.m[1] = m3.data()[1];
|
||||
m.m[2] = m3.data()[2];
|
||||
|
||||
m.m[4] = m3.data()[3];
|
||||
m.m[5] = m3.data()[4];
|
||||
m.m[6] = m3.data()[5];
|
||||
|
||||
m.m[8] = m3.data()[6];
|
||||
m.m[9] = m3.data()[7];
|
||||
m.m[10] = m3.data()[8];
|
||||
*/
|
||||
m = ModelviewMatrixStack.top() * m;
|
||||
|
||||
if (ModelviewMatrixStack.size() == 0)
|
||||
@ -733,17 +718,7 @@ namespace ZL {
|
||||
void Renderer::RotateMatrix(const Matrix3f& m3)
|
||||
{
|
||||
Matrix4f m = Matrix4f::Identity();
|
||||
/*m.m[0] = m3.data()[0];
|
||||
m.m[1] = m3.data()[1];
|
||||
m.m[2] = m3.data()[2];
|
||||
|
||||
m.m[4] = m3.data()[3];
|
||||
m.m[5] = m3.data()[4];
|
||||
m.m[6] = m3.data()[5];
|
||||
|
||||
m.m[8] = m3.data()[6];
|
||||
m.m[9] = m3.data()[7];
|
||||
m.m[10] = m3.data()[8];*/
|
||||
m.block<3, 3>(0, 0) = m3;
|
||||
|
||||
m = ModelviewMatrixStack.top() * m;
|
||||
@ -782,22 +757,6 @@ namespace ZL {
|
||||
SetMatrix();
|
||||
}
|
||||
|
||||
|
||||
void Renderer::EnableVertexAttribArray(const std::string& attribName)
|
||||
{
|
||||
|
||||
auto shader = shaderManager.GetCurrentShader();
|
||||
if (shader->attribList.find(attribName) != shader->attribList.end())
|
||||
glEnableVertexAttribArray(shader->attribList[attribName]);
|
||||
}
|
||||
|
||||
void Renderer::DisableVertexAttribArray(const std::string& attribName)
|
||||
{
|
||||
auto shader = shaderManager.GetCurrentShader();
|
||||
if (shader->attribList.find(attribName) != shader->attribList.end())
|
||||
glDisableVertexAttribArray(shader->attribList[attribName]);
|
||||
}
|
||||
|
||||
void Renderer::RenderUniformMatrix3fv(const std::string& uniformName, bool transpose, const float* value)
|
||||
{
|
||||
auto shader = shaderManager.GetCurrentShader();
|
||||
@ -902,56 +861,56 @@ namespace ZL {
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.normalVBO->getBuffer());
|
||||
VertexAttribPointer3fv(vNormal, 0, NULL);
|
||||
EnableVertexAttribArray(vNormal);
|
||||
//EnableVertexAttribArray(vNormal);
|
||||
}
|
||||
else
|
||||
{
|
||||
DisableVertexAttribArray(vNormal);
|
||||
//DisableVertexAttribArray(vNormal);
|
||||
}
|
||||
if (VertexRenderStruct.data.TangentData.size() > 0)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.tangentVBO->getBuffer());
|
||||
VertexAttribPointer3fv(vTangent, 0, NULL);
|
||||
EnableVertexAttribArray(vTangent);
|
||||
//EnableVertexAttribArray(vTangent);
|
||||
}
|
||||
else
|
||||
{
|
||||
DisableVertexAttribArray(vTangent);
|
||||
//DisableVertexAttribArray(vTangent);
|
||||
}
|
||||
if (VertexRenderStruct.data.BinormalData.size() > 0)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.binormalVBO->getBuffer());
|
||||
VertexAttribPointer3fv(vBinormal, 0, NULL);
|
||||
EnableVertexAttribArray(vBinormal);
|
||||
//EnableVertexAttribArray(vBinormal);
|
||||
}
|
||||
else
|
||||
{
|
||||
DisableVertexAttribArray(vBinormal);
|
||||
//DisableVertexAttribArray(vBinormal);
|
||||
}
|
||||
if (VertexRenderStruct.data.ColorData.size() > 0)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.colorVBO->getBuffer());
|
||||
VertexAttribPointer3fv(vColor, 0, NULL);
|
||||
EnableVertexAttribArray(vColor);
|
||||
//EnableVertexAttribArray(vColor);
|
||||
}
|
||||
else
|
||||
{
|
||||
DisableVertexAttribArray(vColor);
|
||||
//DisableVertexAttribArray(vColor);
|
||||
}
|
||||
if (VertexRenderStruct.data.TexCoordData.size() > 0)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.texCoordVBO->getBuffer());
|
||||
VertexAttribPointer2fv(vTexCoord, 0, NULL);
|
||||
EnableVertexAttribArray(vTexCoord);
|
||||
//EnableVertexAttribArray(vTexCoord);
|
||||
}
|
||||
else
|
||||
{
|
||||
DisableVertexAttribArray(vTexCoord);
|
||||
//DisableVertexAttribArray(vTexCoord);
|
||||
}
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.positionVBO->getBuffer());
|
||||
VertexAttribPointer3fv(vPosition, 0, NULL);
|
||||
EnableVertexAttribArray(vPosition);
|
||||
//EnableVertexAttribArray(vPosition);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(VertexRenderStruct.data.PositionData.size()));
|
||||
}
|
||||
|
||||
@ -127,13 +127,6 @@ namespace ZL {
|
||||
|
||||
void SetMatrix();
|
||||
|
||||
|
||||
|
||||
void EnableVertexAttribArray(const std::string& attribName);
|
||||
|
||||
void DisableVertexAttribArray(const std::string& attribName);
|
||||
|
||||
|
||||
void RenderUniformMatrix3fv(const std::string& uniformName, bool transpose, const float* value);
|
||||
void RenderUniformMatrix4fv(const std::string& uniformName, bool transpose, const float* value);
|
||||
void RenderUniform1i(const std::string& uniformName, const int value);
|
||||
|
||||
@ -167,7 +167,6 @@ namespace ZL {
|
||||
fragmentShader = readTextFile(fragmentShaderFileName);
|
||||
}
|
||||
|
||||
///std::cout << "Shader: "<< vertexShader << std::endl;
|
||||
shaderResourceMap[shaderName] = std::make_shared<ShaderResource>(vertexShader,
|
||||
fragmentShader);
|
||||
}
|
||||
@ -181,9 +180,27 @@ namespace ZL {
|
||||
throw std::runtime_error("Shader does not exist!");
|
||||
}
|
||||
|
||||
if (shaderStack.size() > 0)
|
||||
{
|
||||
auto& prevShaderAttribList = shaderResourceMap[shaderStack.top()]->attribList;
|
||||
for (auto& attrib : prevShaderAttribList)
|
||||
{
|
||||
glDisableVertexAttribArray(attrib.second);
|
||||
}
|
||||
}
|
||||
|
||||
shaderStack.push(shaderName);
|
||||
|
||||
glUseProgram(shaderResourceMap[shaderName]->getShaderProgram());
|
||||
auto& shaderResource = shaderResourceMap[shaderName];
|
||||
|
||||
glUseProgram(shaderResource->getShaderProgram());
|
||||
|
||||
auto& shaderAttribList = shaderResource->attribList;
|
||||
for (auto& attrib : shaderAttribList)
|
||||
{
|
||||
glEnableVertexAttribArray(attrib.second);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
@ -192,12 +209,26 @@ namespace ZL {
|
||||
throw std::runtime_error("Shader stack underflow!");
|
||||
}
|
||||
|
||||
auto& prevShaderAttribList = shaderResourceMap[shaderStack.top()]->attribList;
|
||||
for (auto& attrib : prevShaderAttribList)
|
||||
{
|
||||
glDisableVertexAttribArray(attrib.second);
|
||||
}
|
||||
|
||||
shaderStack.pop();
|
||||
|
||||
if (shaderStack.size() == 0) {
|
||||
glUseProgram(0);
|
||||
} else {
|
||||
glUseProgram(shaderResourceMap[shaderStack.top()]->getShaderProgram());
|
||||
auto& shaderResource = shaderResourceMap[shaderStack.top()];
|
||||
|
||||
glUseProgram(shaderResource->getShaderProgram());
|
||||
|
||||
auto& shaderAttribList = shaderResource->attribList;
|
||||
for (auto& attrib : shaderAttribList)
|
||||
{
|
||||
glEnableVertexAttribArray(attrib.second);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -380,10 +380,6 @@ void TextRenderer::drawText(const std::string& text, float x, float y, float sca
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, atlasTexture->getTexID());
|
||||
|
||||
|
||||
r->EnableVertexAttribArray("vPosition");
|
||||
r->EnableVertexAttribArray("vTexCoord");
|
||||
|
||||
//for (size_t i = 0; i < text.length(); ++i) {
|
||||
// auto it = glyphs.find(text[i]);
|
||||
// if (it == glyphs.end()) continue;
|
||||
@ -401,9 +397,6 @@ void TextRenderer::drawText(const std::string& text, float x, float y, float sca
|
||||
// glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
//}
|
||||
r->DrawVertexRenderStruct(cached.mesh);
|
||||
|
||||
r->DisableVertexAttribArray("vPosition");
|
||||
r->DisableVertexAttribArray("vTexCoord");
|
||||
r->shaderManager.PopShader();
|
||||
|
||||
// Сброс бинда текстуры не обязателен, но можно для чистоты
|
||||
|
||||
Loading…
Reference in New Issue
Block a user