openspades/Sources/Draw/GLLongSpriteRenderer.cpp

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2013-08-30 21:05:51 +09:00
/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
#include "GLLongSpriteRenderer.h"
#include "GLRenderer.h"
#include "IGLDevice.h"
#include "../Core/Debug.h"
#include "GLProgram.h"
#include "GLImage.h"
namespace spades {
namespace draw {
GLLongSpriteRenderer::GLLongSpriteRenderer(GLRenderer *renderer):
renderer(renderer), device(renderer->GetGLDevice()),
projectionViewMatrix("projectionViewMatrix"),
rightVector("rightVector"),
upVector("upVector"),
positionAttribute("positionAttribute"),
texCoordAttribute("texCoordAttribute"),
colorAttribute("colorAttribute"),
texture("texture"),
viewMatrix("viewMatrix"),
fogDistance("fogDistance"),
fogColor("fogColor")
{
SPADES_MARK_FUNCTION();
program = renderer->RegisterProgram("Shaders/LongSprite.program");
}
GLLongSpriteRenderer::~GLLongSpriteRenderer(){
SPADES_MARK_FUNCTION();
}
void GLLongSpriteRenderer::Add(spades::draw::GLImage *img,
spades::Vector3 p1,spades::Vector3 p2, float rad,
Vector4 color){
SPADES_MARK_FUNCTION_DEBUG();
Sprite spr;
spr.image = img;
spr.start = p1;
spr.end = p2;
spr.radius = rad;
spr.color = color;
sprites.push_back(spr);
}
void GLLongSpriteRenderer::Clear(){
SPADES_MARK_FUNCTION();
sprites.clear();
}
void GLLongSpriteRenderer::Render() {
SPADES_MARK_FUNCTION();
lastImage = NULL;
program->Use();
projectionViewMatrix(program);
rightVector(program);
upVector(program);
texture(program);
viewMatrix(program);
fogDistance(program);
fogColor(program);
positionAttribute(program);
texCoordAttribute(program);
colorAttribute(program);
projectionViewMatrix.SetValue(renderer->GetProjectionViewMatrix());
viewMatrix.SetValue(renderer->GetViewMatrix());
fogDistance.SetValue(renderer->GetFogDistance());
Vector3 fogCol = renderer->GetFogColor();
fogColor.SetValue(fogCol.x,fogCol.y,fogCol.z);
const client::SceneDefinition& def = renderer->GetSceneDef();
rightVector.SetValue(def.viewAxis[0].x,
def.viewAxis[0].y,
def.viewAxis[0].z);
upVector.SetValue(def.viewAxis[1].x,
def.viewAxis[1].y,
def.viewAxis[1].z);
texture.SetValue(0);
device->ActiveTexture(0);
device->EnableVertexAttribArray(positionAttribute(), true);
device->EnableVertexAttribArray(texCoordAttribute(), true);
device->EnableVertexAttribArray(colorAttribute(), true);
for(size_t i = 0; i < sprites.size(); i++){
Sprite& spr = sprites[i];
if(spr.image != lastImage){
Flush();
lastImage = spr.image;
SPAssert(vertices.empty());
}
Vertex v;
v.r = spr.color.x;
v.g = spr.color.y;
v.b = spr.color.z;
v.a = spr.color.w;
uint32_t idx = (uint32_t)vertices.size();
// clip by view plane
{
float d1 = Vector3::Dot(spr.start - def.viewOrigin,
def.viewAxis[2]);
float d2 = Vector3::Dot(spr.end - def.viewOrigin,
def.viewAxis[2]);
const float clipPlane = .1f;
if(d1 < clipPlane && d2 < clipPlane)
continue;
if(d1 > clipPlane || d2 > clipPlane) {
if(d1 < clipPlane){
float per = (clipPlane - d1) / (d2 - d1);
spr.start = Mix(spr.start, spr.end, per);
}else if(d2 < clipPlane){
float per = (clipPlane - d1) / (d2 - d1);
spr.end = Mix(spr.start, spr.end, per);
}
}
}
// calculate view position
Vector3 view1 = spr.start - def.viewOrigin;
Vector3 view2 = spr.end - def.viewOrigin;
view1 = MakeVector3(Vector3::Dot(view1, def.viewAxis[0]),
Vector3::Dot(view1, def.viewAxis[1]),
Vector3::Dot(view1, def.viewAxis[2]));
view2 = MakeVector3(Vector3::Dot(view2, def.viewAxis[0]),
Vector3::Dot(view2, def.viewAxis[1]),
Vector3::Dot(view2, def.viewAxis[2]));
// transform to screen
Vector2 scr1 = MakeVector2(view1.x / view1.z,
view1.y / view1.z);
Vector2 scr2 = MakeVector2(view2.x / view2.z,
view2.y / view2.z);
Vector3 vecX = def.viewAxis[0] * spr.radius;
Vector3 vecY = def.viewAxis[1] * spr.radius;
float normalThreshold = spr.radius / ((view1.z + view2.z) * .5f);
if((scr2 - scr1).GetPoweredLength() < normalThreshold) {
// too short in screen; normal sprite
v = spr.start - vecX - vecY;
v.u = 0; v.v = 0;
vertices.push_back(v);
v = spr.start + vecX - vecY;
v.u = 1; v.v = 0;
vertices.push_back(v);
v = spr.start - vecX + vecY;
v.u = 0; v.v = 1;
vertices.push_back(v);
v = spr.start + vecX + vecY;
v.u = 1; v.v = 1;
vertices.push_back(v);
indices.push_back(idx);
indices.push_back(idx + 1);
indices.push_back(idx + 2);
indices.push_back(idx + 1);
indices.push_back(idx + 3);
indices.push_back(idx + 2);
}else{
Vector2 scrDir = (scr2 - scr1).Normalize();
Vector2 normDir = {scrDir.y, -scrDir.x};
Vector3 vecU = vecX * normDir.x + vecY * normDir.y;
Vector3 vecV = vecX * scrDir.x + vecY * scrDir.y;
v = spr.start - vecU - vecV;
v.u = 0; v.v = 0;
vertices.push_back(v);
v = spr.start + vecU - vecV;
v.u = 1; v.v = 0;
vertices.push_back(v);
v = spr.start - vecU;
v.u = 0; v.v = 0.5f;
vertices.push_back(v);
v = spr.start + vecU;
v.u = 1; v.v = 0.5f;
vertices.push_back(v);
v = spr.end - vecU;
v.u = 0; v.v = 0.5f;
vertices.push_back(v);
v = spr.end + vecU;
v.u = 1; v.v = 0.5f;
vertices.push_back(v);
v = spr.end - vecU + vecV;
v.u = 0; v.v = 1;
vertices.push_back(v);
v = spr.end + vecU + vecV;
v.u = 1; v.v = 1;
vertices.push_back(v);
indices.push_back(idx);
indices.push_back(idx + 1);
indices.push_back(idx + 2);
indices.push_back(idx + 1);
indices.push_back(idx + 3);
indices.push_back(idx + 2);
indices.push_back(idx+2);
indices.push_back(idx+2 + 1);
indices.push_back(idx+2 + 2);
indices.push_back(idx+2 + 1);
indices.push_back(idx+2 + 3);
indices.push_back(idx+2 + 2);
indices.push_back(idx+4);
indices.push_back(idx+4 + 1);
indices.push_back(idx+4 + 2);
indices.push_back(idx+4 + 1);
indices.push_back(idx+4 + 3);
indices.push_back(idx+4 + 2);
idx = (uint32_t)vertices.size();
v = spr.start - vecU + vecV;
v.u = 0; v.v = 0;
vertices.push_back(v);
v = spr.start + vecU + vecV;
v.u = 1; v.v = 0;
vertices.push_back(v);
v = spr.end - vecU - vecV;
v.u = 0; v.v = 1;
vertices.push_back(v);
v = spr.end + vecU - vecV;
v.u = 1; v.v = 1;
vertices.push_back(v);
v.r = v.g = v.b = v.a = 0.f;
v = spr.start - vecU;
v.u = 0; v.v = 0.5f;
vertices.push_back(v);
v = spr.start + vecU;
v.u = 1; v.v = 0.5f;
vertices.push_back(v);
v = spr.end - vecU;
v.u = 0; v.v = 0.5f;
vertices.push_back(v);
v = spr.end + vecU;
v.u = 1; v.v = 0.5f;
vertices.push_back(v);
indices.push_back(idx);
indices.push_back(idx + 1);
indices.push_back(idx+2 + 2);
indices.push_back(idx + 1);
indices.push_back(idx+2 + 3);
indices.push_back(idx+2 + 2);
indices.push_back(idx+2);
indices.push_back(idx+2 + 1);
indices.push_back(idx+4 + 2);
indices.push_back(idx+2 + 1);
indices.push_back(idx+4 + 3);
indices.push_back(idx+4 + 2);
}
}
Flush();
device->EnableVertexAttribArray(positionAttribute(), false);
device->EnableVertexAttribArray(texCoordAttribute(), false);
device->EnableVertexAttribArray(colorAttribute(), false);
}
void GLLongSpriteRenderer::Flush() {
SPADES_MARK_FUNCTION_DEBUG();
if(vertices.empty())
return;
device->VertexAttribPointer(positionAttribute(),
3, IGLDevice::FloatType,
false, sizeof(Vertex),
&(vertices[0].x));
device->VertexAttribPointer(texCoordAttribute(),
2, IGLDevice::FloatType,
false, sizeof(Vertex),
&(vertices[0].u));
device->VertexAttribPointer(colorAttribute(),
4, IGLDevice::FloatType,
false, sizeof(Vertex),
&(vertices[0].r));
SPAssert(lastImage);
lastImage->Bind(IGLDevice::Texture2D);
device->DrawElements(IGLDevice::Triangles,
indices.size(),
IGLDevice::UnsignedInt,
indices.data());
vertices.clear();
indices.clear();
}
}
}