/* 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 . */ #pragma once #include #include #include #include "GLProgramAttribute.h" #include "GLProgramUniform.h" #include "IGLSpriteRenderer.h" namespace spades { namespace draw { class GLRenderer; class IGLDevice; class GLImage; class GLSettings; class GLSoftLitSpriteRenderer : public IGLSpriteRenderer { struct Sprite { GLImage *image; Vector3 center; float radius; float angle; Vector4 color; Vector3 emission; float area; Vector4 dlR, dlG, dlB; }; struct Vertex { // center position float x, y, z; float radius; // point coord float sx, sy; float angle; // color Vector4 color; Vector3 emission; // dynamic lights Vector4 dlR, dlG, dlB; }; GLRenderer *renderer; GLSettings &settings; IGLDevice *device; std::vector sprites; GLImage *lastImage; std::vector vertices; std::vector indices; GLProgram *program; GLProgramUniform projectionViewMatrix; GLProgramUniform rightVector; GLProgramUniform upVector; GLProgramUniform frontVector; GLProgramUniform viewOriginVector; GLProgramUniform texture; GLProgramUniform depthTexture; GLProgramUniform viewMatrix; GLProgramUniform fogDistance; GLProgramUniform fogColor; GLProgramUniform zNearFar; GLProgramUniform cameraPosition; GLProgramAttribute positionAttribute; GLProgramAttribute spritePosAttribute; GLProgramAttribute colorAttribute; GLProgramAttribute emissionAttribute; GLProgramAttribute dlRAttribute; GLProgramAttribute dlGAttribute; GLProgramAttribute dlBAttribute; float thresLow, thresRange; void Flush(); float LayerForSprite(const Sprite &); public: GLSoftLitSpriteRenderer(GLRenderer *); ~GLSoftLitSpriteRenderer(); void Add(GLImage *img, Vector3 center, float rad, float ang, Vector4 color) override; void Clear() override; void Render() override; }; } }