792 lines
21 KiB
C++
Executable File
792 lines
21 KiB
C++
Executable File
#include "Renderer.h"
|
|
#include <cmath>
|
|
|
|
namespace ZL {
|
|
|
|
VBOHolder::VBOHolder()
|
|
{
|
|
glGenBuffers(1, &Buffer);
|
|
}
|
|
|
|
VBOHolder::~VBOHolder()
|
|
{
|
|
glDeleteBuffers(1, &Buffer);
|
|
}
|
|
|
|
GLuint VBOHolder::getBuffer()
|
|
{
|
|
return Buffer;
|
|
}
|
|
|
|
VAOHolder::VAOHolder()
|
|
{
|
|
#ifndef EMSCRIPTEN
|
|
glGenVertexArrays(1, &vao);
|
|
#endif
|
|
}
|
|
|
|
VAOHolder::~VAOHolder()
|
|
{
|
|
#ifndef EMSCRIPTEN
|
|
|
|
#ifdef __linux__
|
|
glDeleteVertexArrays(1, &vao);
|
|
#else
|
|
//Windows
|
|
glDeleteVertexArray(1, &vao);
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
GLuint VAOHolder::getBuffer()
|
|
{
|
|
return vao;
|
|
}
|
|
|
|
|
|
VertexDataStruct CreateRect2D(Vector2f center, Vector2f halfWidthHeight, float zLevel)
|
|
{
|
|
Vector2f posFrom = center - halfWidthHeight;
|
|
|
|
Vector2f posTo = center + halfWidthHeight;
|
|
|
|
Vector3f pos1 = { posFrom.v[0], posFrom.v[1], zLevel };
|
|
Vector3f pos2 = { posFrom.v[0], posTo.v[1], zLevel };
|
|
Vector3f pos3 = { posTo.v[0], posTo.v[1], zLevel };
|
|
Vector3f pos4 = { posTo.v[0], posFrom.v[1], zLevel };
|
|
|
|
|
|
Vector2f texCoordPos1 = { 0.0f, 0.0f };
|
|
Vector2f texCoordPos2 = { 0.0f, 1.0f };
|
|
Vector2f texCoordPos3 = { 1.0f, 1.0f };
|
|
Vector2f texCoordPos4 = { 1.0f, 0.0f };
|
|
|
|
VertexDataStruct result;
|
|
|
|
result.PositionData.push_back(pos1);
|
|
result.PositionData.push_back(pos2);
|
|
result.PositionData.push_back(pos3);
|
|
result.PositionData.push_back(pos3);
|
|
result.PositionData.push_back(pos4);
|
|
result.PositionData.push_back(pos1);
|
|
|
|
result.TexCoordData.push_back(texCoordPos1);
|
|
result.TexCoordData.push_back(texCoordPos2);
|
|
result.TexCoordData.push_back(texCoordPos3);
|
|
result.TexCoordData.push_back(texCoordPos3);
|
|
result.TexCoordData.push_back(texCoordPos4);
|
|
result.TexCoordData.push_back(texCoordPos1);
|
|
|
|
return result;
|
|
}
|
|
|
|
VertexDataStruct CreateRectHorizontalSections2D(Vector2f center, Vector2f halfWidthHeight, float zLevel, size_t sectionCount)
|
|
{
|
|
Vector2f posFrom = center - halfWidthHeight;
|
|
|
|
Vector2f posTo = center + halfWidthHeight;
|
|
|
|
float sectionWidth = halfWidthHeight.v[0] * 2.f;
|
|
|
|
VertexDataStruct result;
|
|
|
|
for (size_t i = 0; i < sectionCount; i++)
|
|
{
|
|
Vector3f pos1 = { posFrom.v[0]+sectionWidth*i, posFrom.v[1], zLevel };
|
|
Vector3f pos2 = { posFrom.v[0] + sectionWidth * i, posTo.v[1], zLevel };
|
|
Vector3f pos3 = { posTo.v[0] + sectionWidth * i, posTo.v[1], zLevel };
|
|
Vector3f pos4 = { posTo.v[0] + sectionWidth * i, posFrom.v[1], zLevel };
|
|
|
|
result.PositionData.push_back(pos1);
|
|
result.PositionData.push_back(pos2);
|
|
result.PositionData.push_back(pos3);
|
|
result.PositionData.push_back(pos3);
|
|
result.PositionData.push_back(pos4);
|
|
result.PositionData.push_back(pos1);
|
|
|
|
Vector2f texCoordPos1 = { 0.0f, 0.0f };
|
|
Vector2f texCoordPos2 = { 0.0f, 1.0f };
|
|
Vector2f texCoordPos3 = { 1.0f, 1.0f };
|
|
Vector2f texCoordPos4 = { 1.0f, 0.0f };
|
|
|
|
result.TexCoordData.push_back(texCoordPos1);
|
|
result.TexCoordData.push_back(texCoordPos2);
|
|
result.TexCoordData.push_back(texCoordPos3);
|
|
result.TexCoordData.push_back(texCoordPos3);
|
|
result.TexCoordData.push_back(texCoordPos4);
|
|
result.TexCoordData.push_back(texCoordPos1);
|
|
}
|
|
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
VertexDataStruct CreateCube3D(float scale)
|
|
{
|
|
|
|
std::array<std::array<Vector3f, 4>, 6> cubeSides;
|
|
|
|
std::array<Vector3f, 6> cubeColors;
|
|
|
|
|
|
cubeSides[0][0] = { -1, -1, -1 };
|
|
cubeSides[0][1] = { -1, 1, -1 };
|
|
cubeSides[0][2] = { 1, 1, -1 };
|
|
cubeSides[0][3] = { 1, -1, -1 };
|
|
|
|
cubeSides[1][0] = { -1, -1, 1 };
|
|
cubeSides[1][1] = { -1, 1, 1 };
|
|
cubeSides[1][2] = { 1, 1, 1 };
|
|
cubeSides[1][3] = { 1, -1, 1 };
|
|
|
|
//------------
|
|
|
|
cubeSides[2][0] = { -1, -1, -1 };
|
|
cubeSides[2][1] = { -1, -1, 1 };
|
|
cubeSides[2][2] = { 1, -1, 1 };
|
|
cubeSides[2][3] = { 1, -1, -1 };
|
|
|
|
cubeSides[3][0] = { -1, 1, -1 };
|
|
cubeSides[3][1] = { -1, 1, 1 };
|
|
cubeSides[3][2] = { 1, 1, 1 };
|
|
cubeSides[3][3] = { 1, 1, -1 };
|
|
|
|
//------------
|
|
cubeSides[4][0] = { -1, -1, -1 };
|
|
cubeSides[4][1] = { -1, -1, 1 };
|
|
cubeSides[4][2] = { -1, 1, 1 };
|
|
cubeSides[4][3] = { -1, 1, -1 };
|
|
|
|
cubeSides[5][0] = { 1, -1, -1 };
|
|
cubeSides[5][1] = { 1, -1, 1 };
|
|
cubeSides[5][2] = { 1, 1, 1 };
|
|
cubeSides[5][3] = { 1, 1, -1 };
|
|
|
|
//-----------
|
|
|
|
cubeColors[0] = Vector3f{ 1, 0, 0 };
|
|
cubeColors[1] = Vector3f{ 0, 1, 0 };
|
|
cubeColors[2] = Vector3f{ 0, 0, 1 };
|
|
cubeColors[3] = Vector3f{ 1, 1, 0 };
|
|
cubeColors[4] = Vector3f{ 0, 1, 1 };
|
|
cubeColors[5] = Vector3f{ 1, 0, 1 };
|
|
|
|
//-----------
|
|
|
|
VertexDataStruct result;
|
|
|
|
for (int i = 0; i < 6; i++)
|
|
{
|
|
result.PositionData.push_back(cubeSides[i][0] * scale);
|
|
result.PositionData.push_back(cubeSides[i][1] * scale);
|
|
result.PositionData.push_back(cubeSides[i][2] * scale);
|
|
result.PositionData.push_back(cubeSides[i][2] * scale);
|
|
result.PositionData.push_back(cubeSides[i][3] * scale);
|
|
result.PositionData.push_back(cubeSides[i][0] * scale);
|
|
|
|
result.ColorData.push_back(cubeColors[i]);
|
|
result.ColorData.push_back(cubeColors[i]);
|
|
result.ColorData.push_back(cubeColors[i]);
|
|
result.ColorData.push_back(cubeColors[i]);
|
|
result.ColorData.push_back(cubeColors[i]);
|
|
result.ColorData.push_back(cubeColors[i]);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
VertexDataStruct CreateCubemap(float scale)
|
|
{
|
|
VertexDataStruct cubemapVertexDataStruct;
|
|
|
|
// +x
|
|
cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, -scale });
|
|
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, -scale });
|
|
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
|
|
|
|
cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, -scale });
|
|
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
|
|
cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, scale });
|
|
|
|
// -x
|
|
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
|
|
cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, -scale });
|
|
cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, scale });
|
|
|
|
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
|
|
cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, scale });
|
|
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, scale });
|
|
|
|
|
|
// +y
|
|
cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, -scale });
|
|
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, -scale });
|
|
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
|
|
|
|
cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, -scale });
|
|
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
|
|
cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, scale });
|
|
|
|
|
|
// -y
|
|
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
|
|
cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, -scale });
|
|
cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, scale });
|
|
|
|
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
|
|
cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, scale });
|
|
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, scale });
|
|
|
|
|
|
// +z
|
|
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, scale });
|
|
cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, scale });
|
|
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
|
|
|
|
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, scale });
|
|
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
|
|
cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, scale });
|
|
|
|
// -z
|
|
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
|
|
cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, -scale });
|
|
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, -scale });
|
|
|
|
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
|
|
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, -scale });
|
|
cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, -scale });
|
|
|
|
return cubemapVertexDataStruct;
|
|
|
|
}
|
|
|
|
void VertexRenderStruct::RefreshVBO()
|
|
{
|
|
//Check if main thread, check if data is not empty...
|
|
|
|
#ifndef EMSCRIPTEN
|
|
if (!vao)
|
|
{
|
|
vao = std::make_shared<VAOHolder>();
|
|
}
|
|
|
|
glBindVertexArray(vao->getBuffer());
|
|
#endif
|
|
if (!positionVBO)
|
|
{
|
|
positionVBO = std::make_shared<VBOHolder>();
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, positionVBO->getBuffer());
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, data.PositionData.size() * 12, &data.PositionData[0], GL_STATIC_DRAW);
|
|
|
|
if (data.TexCoordData.size() > 0)
|
|
{
|
|
if (!texCoordVBO)
|
|
{
|
|
texCoordVBO = std::make_shared<VBOHolder>();
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, texCoordVBO->getBuffer());
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, data.TexCoordData.size() * 8, &data.TexCoordData[0], GL_STATIC_DRAW);
|
|
}
|
|
|
|
|
|
if (data.NormalData.size() > 0)
|
|
{
|
|
if (!normalVBO)
|
|
{
|
|
normalVBO = std::make_shared<VBOHolder>();
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, normalVBO->getBuffer());
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, data.NormalData.size() * 12, &data.NormalData[0], GL_STATIC_DRAW);
|
|
}
|
|
|
|
if (data.TangentData.size() > 0)
|
|
{
|
|
if (!tangentVBO)
|
|
{
|
|
tangentVBO = std::make_shared<VBOHolder>();
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, tangentVBO->getBuffer());
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, data.TangentData.size() * 12, &data.TangentData[0], GL_STATIC_DRAW);
|
|
}
|
|
|
|
if (data.BinormalData.size() > 0)
|
|
{
|
|
if (!binormalVBO)
|
|
{
|
|
binormalVBO = std::make_shared<VBOHolder>();
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, binormalVBO->getBuffer());
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, data.BinormalData.size() * 12, &data.BinormalData[0], GL_STATIC_DRAW);
|
|
}
|
|
|
|
if (data.ColorData.size() > 0)
|
|
{
|
|
if (!colorVBO)
|
|
{
|
|
colorVBO = std::make_shared<VBOHolder>();
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, colorVBO->getBuffer());
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, data.ColorData.size() * 12, &data.ColorData[0], GL_STATIC_DRAW);
|
|
}
|
|
}
|
|
|
|
void VertexDataStruct::Scale(float scale)
|
|
{
|
|
for (int i = 0; i < PositionData.size(); i++)
|
|
{
|
|
PositionData[i] = PositionData[i] * scale;
|
|
}
|
|
}
|
|
void VertexDataStruct::Move(Vector3f diff)
|
|
{
|
|
for (int i = 0; i < PositionData.size(); i++)
|
|
{
|
|
PositionData[i] = PositionData[i] + diff;
|
|
}
|
|
}
|
|
|
|
void VertexDataStruct::SwapZandY()
|
|
{
|
|
for (int i = 0; i < PositionData.size(); i++)
|
|
{
|
|
auto value = PositionData[i].v[1];
|
|
PositionData[i].v[1] = PositionData[i].v[2];
|
|
PositionData[i].v[2] = value;
|
|
}
|
|
}
|
|
|
|
|
|
void VertexDataStruct::RotateByMatrix(Matrix3f m)
|
|
{
|
|
|
|
for (int i = 0; i < PositionData.size(); i++)
|
|
{
|
|
PositionData[i] = MultVectorMatrix(PositionData[i], m);
|
|
}
|
|
|
|
for (int i = 0; i < NormalData.size(); i++)
|
|
{
|
|
NormalData[i] = MultVectorMatrix(NormalData[i], m);
|
|
}
|
|
|
|
for (int i = 0; i < TangentData.size(); i++)
|
|
{
|
|
TangentData[i] = MultVectorMatrix(TangentData[i], m);
|
|
}
|
|
|
|
for (int i = 0; i < BinormalData.size(); i++)
|
|
{
|
|
BinormalData[i] = MultVectorMatrix(BinormalData[i], m);
|
|
}
|
|
}
|
|
|
|
void VertexRenderStruct::AssignFrom(const VertexDataStruct& v)
|
|
{
|
|
data = v;
|
|
RefreshVBO();
|
|
}
|
|
|
|
void Renderer::InitOpenGL()
|
|
{
|
|
ModelviewMatrixStack.push(Matrix4f::Identity());
|
|
ProjectionMatrixStack.push(Matrix4f::Identity());
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_BLEND);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
#ifndef EMSCRIPTEN
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
#endif
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
CheckGlError();
|
|
}
|
|
|
|
void Renderer::PushProjectionMatrix(float width, float height, float zNear, float zFar)
|
|
{
|
|
Matrix4f m = MakeOrthoMatrix(width, height, zNear, zFar);
|
|
ProjectionMatrixStack.push(m);
|
|
SetMatrix();
|
|
|
|
if (ProjectionMatrixStack.size() > CONST_MATRIX_STACK_SIZE)
|
|
{
|
|
throw std::runtime_error("Projection matrix stack overflow!!!!");
|
|
}
|
|
}
|
|
|
|
void Renderer::PushPerspectiveProjectionMatrix(float fovY, float aspectRatio, float zNear, float zFar)
|
|
{
|
|
Matrix4f m = MakePerspectiveMatrix(fovY, aspectRatio, zNear, zFar);
|
|
ProjectionMatrixStack.push(m);
|
|
SetMatrix();
|
|
|
|
if (ProjectionMatrixStack.size() > CONST_MATRIX_STACK_SIZE)
|
|
{
|
|
throw std::runtime_error("Projection matrix stack overflow!!!!");
|
|
}
|
|
}
|
|
|
|
|
|
void Renderer::PopProjectionMatrix()
|
|
{
|
|
if (ProjectionMatrixStack.size() == 0)
|
|
{
|
|
throw std::runtime_error("Projection matrix stack underflow!!!!");
|
|
}
|
|
ProjectionMatrixStack.pop();
|
|
SetMatrix();
|
|
}
|
|
|
|
Matrix4f Renderer::GetProjectionModelViewMatrix()
|
|
{
|
|
return ProjectionModelViewMatrix;
|
|
}
|
|
|
|
void Renderer::SetMatrix()
|
|
{
|
|
if (ProjectionMatrixStack.size() <= 0)
|
|
{
|
|
throw std::runtime_error("Projection matrix stack out!");
|
|
}
|
|
|
|
if (ModelviewMatrixStack.size() <= 0)
|
|
{
|
|
throw std::runtime_error("Modelview matrix stack out!");
|
|
}
|
|
|
|
ProjectionModelViewMatrix = ProjectionMatrixStack.top() * ModelviewMatrixStack.top();
|
|
|
|
static const std::string ProjectionModelViewMatrixName = "ProjectionModelViewMatrix";
|
|
|
|
//static const std::string ProjectionMatrixName = "ProjectionMatrix";
|
|
|
|
RenderUniformMatrix4fv(ProjectionModelViewMatrixName, false, &ProjectionModelViewMatrix.m[0]);
|
|
|
|
//RenderUniformMatrix4fv(ProjectionMatrixName, false, &ProjectionMatrixStack.top().m[0]);
|
|
|
|
}
|
|
|
|
void Renderer::PushMatrix()
|
|
{
|
|
if (ModelviewMatrixStack.size() == 0)
|
|
{
|
|
throw std::runtime_error("Modelview matrix stack underflow!!!!");
|
|
}
|
|
|
|
ModelviewMatrixStack.push(ModelviewMatrixStack.top());
|
|
|
|
if (ModelviewMatrixStack.size() > CONST_MATRIX_STACK_SIZE)
|
|
{
|
|
throw std::runtime_error("Modelview matrix stack overflow!!!!");
|
|
}
|
|
}
|
|
|
|
void Renderer::LoadIdentity()
|
|
{
|
|
if (ModelviewMatrixStack.size() == 0)
|
|
{
|
|
throw std::runtime_error("Modelview matrix stack underflow!!!!");
|
|
}
|
|
|
|
ModelviewMatrixStack.pop();
|
|
ModelviewMatrixStack.push(Matrix4f::Identity());
|
|
|
|
SetMatrix();
|
|
}
|
|
|
|
void Renderer::TranslateMatrix(const Vector3f& p)
|
|
{
|
|
|
|
Matrix4f m = Matrix4f::Identity();
|
|
m.m[12] = p.v[0];
|
|
m.m[13] = p.v[1];
|
|
m.m[14] = p.v[2];
|
|
|
|
m = ModelviewMatrixStack.top() * m;
|
|
|
|
if (ModelviewMatrixStack.size() == 0)
|
|
{
|
|
throw std::runtime_error("Modelview matrix stack underflow!!!!");
|
|
}
|
|
|
|
ModelviewMatrixStack.pop();
|
|
ModelviewMatrixStack.push(m);
|
|
|
|
SetMatrix();
|
|
}
|
|
|
|
void Renderer::ScaleMatrix(float scale)
|
|
{
|
|
Matrix4f m = Matrix4f::Identity();
|
|
m.m[0] = scale;
|
|
m.m[5] = scale;
|
|
m.m[10] = scale;
|
|
|
|
m = ModelviewMatrixStack.top() * m;
|
|
|
|
if (ModelviewMatrixStack.size() == 0)
|
|
{
|
|
throw std::runtime_error("Modelview matrix stack underflow!!!!");
|
|
}
|
|
|
|
ModelviewMatrixStack.pop();
|
|
ModelviewMatrixStack.push(m);
|
|
|
|
SetMatrix();
|
|
}
|
|
|
|
void Renderer::ScaleMatrix(const Vector3f& scale)
|
|
{
|
|
Matrix4f m = Matrix4f::Identity();
|
|
m.m[0] = scale.v[0];
|
|
m.m[5] = scale.v[1];
|
|
m.m[10] = scale.v[2];
|
|
|
|
m = ModelviewMatrixStack.top() * m;
|
|
|
|
if (ModelviewMatrixStack.size() == 0)
|
|
{
|
|
throw std::runtime_error("Modelview matrix stack underflow!!!!");
|
|
}
|
|
|
|
ModelviewMatrixStack.pop();
|
|
ModelviewMatrixStack.push(m);
|
|
|
|
SetMatrix();
|
|
}
|
|
|
|
void Renderer::RotateMatrix(const Vector4f& q)
|
|
{
|
|
|
|
Matrix3f m3 = QuatToMatrix(q);
|
|
Matrix4f m = Matrix4f::Identity();
|
|
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 = ModelviewMatrixStack.top() * m;
|
|
|
|
if (ModelviewMatrixStack.size() == 0)
|
|
{
|
|
throw std::runtime_error("Modelview matrix stack underflow!!!!");
|
|
}
|
|
|
|
ModelviewMatrixStack.pop();
|
|
ModelviewMatrixStack.push(m);
|
|
|
|
|
|
SetMatrix();
|
|
}
|
|
|
|
void Renderer::RotateMatrix(const Matrix3f& m3)
|
|
{
|
|
Matrix4f m = Matrix4f::Identity();
|
|
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 = ModelviewMatrixStack.top() * m;
|
|
|
|
if (ModelviewMatrixStack.size() == 0)
|
|
{
|
|
throw std::runtime_error("Modelview matrix stack underflow!!!!");
|
|
}
|
|
|
|
ModelviewMatrixStack.pop();
|
|
ModelviewMatrixStack.push(m);
|
|
|
|
|
|
SetMatrix();
|
|
}
|
|
|
|
void Renderer::PushSpecialMatrix(const Matrix4f& m)
|
|
{
|
|
if (ModelviewMatrixStack.size() > 64)
|
|
{
|
|
throw std::runtime_error("Modelview matrix stack overflow!!!!");
|
|
}
|
|
ModelviewMatrixStack.push(m);
|
|
SetMatrix();
|
|
}
|
|
|
|
|
|
void Renderer::PopMatrix()
|
|
{
|
|
if (ModelviewMatrixStack.size() == 0)
|
|
{
|
|
throw std::runtime_error("Modelview matrix stack underflow!!!!");
|
|
}
|
|
ModelviewMatrixStack.pop();
|
|
|
|
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::RenderUniformMatrix4fv(const std::string& uniformName, bool transpose, const float* value)
|
|
{
|
|
auto shader = shaderManager.GetCurrentShader();
|
|
|
|
auto uniform = shader->uniformList.find(uniformName);
|
|
|
|
if (uniform != shader->uniformList.end())
|
|
{
|
|
glUniformMatrix4fv(uniform->second, 1, transpose, value);
|
|
}
|
|
}
|
|
|
|
void Renderer::RenderUniform3fv(const std::string& uniformName, const float* value)
|
|
{
|
|
auto shader = shaderManager.GetCurrentShader();
|
|
|
|
auto uniform = shader->uniformList.find(uniformName);
|
|
|
|
if (uniform != shader->uniformList.end())
|
|
{
|
|
glUniform3fv(uniform->second, 1, value);
|
|
}
|
|
}
|
|
|
|
void Renderer::RenderUniform1i(const std::string& uniformName, const int value)
|
|
{
|
|
auto shader = shaderManager.GetCurrentShader();
|
|
|
|
auto uniform = shader->uniformList.find(uniformName);
|
|
|
|
if (uniform != shader->uniformList.end())
|
|
{
|
|
glUniform1i(uniform->second, value);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Renderer::VertexAttribPointer2fv(const std::string& attribName, int stride, const char* pointer)
|
|
{
|
|
auto shader = shaderManager.GetCurrentShader();
|
|
if (shader->attribList.find(attribName) != shader->attribList.end())
|
|
glVertexAttribPointer(shader->attribList[attribName], 2, GL_FLOAT, GL_FALSE, stride, pointer);
|
|
|
|
}
|
|
|
|
void Renderer::VertexAttribPointer3fv(const std::string& attribName, int stride, const char* pointer)
|
|
{
|
|
|
|
auto shader = shaderManager.GetCurrentShader();
|
|
if (shader->attribList.find(attribName) != shader->attribList.end())
|
|
glVertexAttribPointer(shader->attribList[attribName], 3, GL_FLOAT, GL_FALSE, stride, pointer);
|
|
}
|
|
|
|
void Renderer::DrawVertexRenderStruct(const VertexRenderStruct& VertexRenderStruct)
|
|
{
|
|
static const std::string vNormal("vNormal");
|
|
static const std::string vTangent("vTangent");
|
|
static const std::string vBinormal("vBinormal");
|
|
static const std::string vColor("vColor");
|
|
static const std::string vTexCoord("vTexCoord");
|
|
static const std::string vPosition("vPosition");
|
|
|
|
//glBindVertexArray(VertexRenderStruct.vao->getBuffer());
|
|
|
|
//Check if main thread, check if data is not empty...
|
|
if (VertexRenderStruct.data.NormalData.size() > 0)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.normalVBO->getBuffer());
|
|
VertexAttribPointer3fv(vNormal, 0, NULL);
|
|
}
|
|
if (VertexRenderStruct.data.TangentData.size() > 0)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.tangentVBO->getBuffer());
|
|
VertexAttribPointer3fv(vTangent, 0, NULL);
|
|
}
|
|
if (VertexRenderStruct.data.BinormalData.size() > 0)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.binormalVBO->getBuffer());
|
|
VertexAttribPointer3fv(vBinormal, 0, NULL);
|
|
}
|
|
if (VertexRenderStruct.data.ColorData.size() > 0)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.colorVBO->getBuffer());
|
|
VertexAttribPointer3fv(vColor, 0, NULL);
|
|
}
|
|
if (VertexRenderStruct.data.TexCoordData.size() > 0)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.texCoordVBO->getBuffer());
|
|
VertexAttribPointer2fv(vTexCoord, 0, NULL);
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.positionVBO->getBuffer());
|
|
VertexAttribPointer3fv(vPosition, 0, NULL);
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(VertexRenderStruct.data.PositionData.size()));
|
|
|
|
}
|
|
|
|
void worldToScreenCoordinates(Vector3f objectPos,
|
|
Matrix4f projectionModelView,
|
|
int screenWidth, int screenHeight,
|
|
int& screenX, int& screenY) {
|
|
|
|
Vector4f inx = { objectPos.v[0], objectPos.v[1], objectPos.v[2], 1.0f };
|
|
Vector4f clipCoords = MultMatrixVector(projectionModelView, inx);
|
|
|
|
float ndcX = clipCoords.v[0] / clipCoords.v[3];
|
|
float ndcY = clipCoords.v[1] / clipCoords.v[3];
|
|
|
|
screenX = (int)((ndcX + 1.0f) * 0.5f * screenWidth);
|
|
screenY = (int)((1.0f + ndcY) * 0.5f * screenHeight);
|
|
}
|
|
|
|
|
|
}
|
|
|