200 lines
5.6 KiB
C++
200 lines
5.6 KiB
C++
/*
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Copyright (c) 2013 yvt
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "GLSpriteRenderer.h"
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#include <Core/Debug.h>
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#include "GLImage.h"
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#include "GLProgram.h"
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#include "GLRenderer.h"
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#include "IGLDevice.h"
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#include "SWFeatureLevel.h"
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namespace spades {
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namespace draw {
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GLSpriteRenderer::GLSpriteRenderer(GLRenderer *renderer)
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: renderer(renderer),
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device(renderer->GetGLDevice()),
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settings(renderer->GetSettings()),
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projectionViewMatrix("projectionViewMatrix"),
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rightVector("rightVector"),
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upVector("upVector"),
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texture("mainTexture"),
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viewMatrix("viewMatrix"),
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fogDistance("fogDistance"),
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fogColor("fogColor"),
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viewOriginVector("viewOriginVector"),
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positionAttribute("positionAttribute"),
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spritePosAttribute("spritePosAttribute"),
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colorAttribute("colorAttribute") {
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SPADES_MARK_FUNCTION();
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program = renderer->RegisterProgram("Shaders/Sprite.program");
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}
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GLSpriteRenderer::~GLSpriteRenderer() { SPADES_MARK_FUNCTION(); }
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void GLSpriteRenderer::Add(spades::draw::GLImage *img, spades::Vector3 center, float rad,
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float ang, Vector4 color) {
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SPADES_MARK_FUNCTION_DEBUG();
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Sprite spr;
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spr.image = img;
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spr.center = center;
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spr.radius = rad;
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spr.angle = ang;
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if (settings.r_hdr) {
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// linearize color
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if (color.x > color.w || color.y > color.w || color.z > color.w) {
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// emissive material
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color.x *= color.x;
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color.y *= color.y;
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color.z *= color.z;
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} else {
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// scattering/absorptive material
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float rcp = fastRcp(color.w + .01);
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color.x *= color.x * rcp;
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color.y *= color.y * rcp;
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color.z *= color.z * rcp;
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}
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}
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spr.color = color;
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sprites.push_back(spr);
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}
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void GLSpriteRenderer::Clear() {
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SPADES_MARK_FUNCTION();
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sprites.clear();
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}
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void GLSpriteRenderer::Render() {
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SPADES_MARK_FUNCTION();
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lastImage = NULL;
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program->Use();
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projectionViewMatrix(program);
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rightVector(program);
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upVector(program);
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texture(program);
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viewMatrix(program);
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fogDistance(program);
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fogColor(program);
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viewOriginVector(program);
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positionAttribute(program);
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spritePosAttribute(program);
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colorAttribute(program);
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projectionViewMatrix.SetValue(renderer->GetProjectionViewMatrix());
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viewMatrix.SetValue(renderer->GetViewMatrix());
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fogDistance.SetValue(renderer->GetFogDistance());
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const auto &viewOrigin = renderer->GetSceneDef().viewOrigin;
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viewOriginVector.SetValue(viewOrigin.x, viewOrigin.y, viewOrigin.z);
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Vector3 fogCol = renderer->GetFogColor();
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fogCol *= fogCol;
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fogColor.SetValue(fogCol.x, fogCol.y, fogCol.z);
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const client::SceneDefinition &def = renderer->GetSceneDef();
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rightVector.SetValue(def.viewAxis[0].x, def.viewAxis[0].y, def.viewAxis[0].z);
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upVector.SetValue(def.viewAxis[1].x, def.viewAxis[1].y, def.viewAxis[1].z);
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texture.SetValue(0);
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device->ActiveTexture(0);
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device->EnableVertexAttribArray(positionAttribute(), true);
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device->EnableVertexAttribArray(spritePosAttribute(), true);
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device->EnableVertexAttribArray(colorAttribute(), true);
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for (size_t i = 0; i < sprites.size(); i++) {
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Sprite &spr = sprites[i];
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if (spr.image != lastImage) {
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Flush();
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lastImage = spr.image;
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SPAssert(vertices.empty());
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}
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Vertex v;
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v.x = spr.center.x;
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v.y = spr.center.y;
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v.z = spr.center.z;
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v.radius = spr.radius;
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v.angle = spr.angle;
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v.r = spr.color.x;
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v.g = spr.color.y;
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v.b = spr.color.z;
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v.a = spr.color.w;
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uint32_t idx = (uint32_t)vertices.size();
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v.sx = -1;
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v.sy = -1;
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vertices.push_back(v);
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v.sx = 1;
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v.sy = -1;
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vertices.push_back(v);
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v.sx = -1;
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v.sy = 1;
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vertices.push_back(v);
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v.sx = 1;
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v.sy = 1;
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vertices.push_back(v);
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indices.push_back(idx);
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indices.push_back(idx + 1);
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indices.push_back(idx + 2);
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indices.push_back(idx + 1);
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indices.push_back(idx + 3);
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indices.push_back(idx + 2);
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}
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Flush();
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device->EnableVertexAttribArray(positionAttribute(), false);
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device->EnableVertexAttribArray(spritePosAttribute(), false);
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device->EnableVertexAttribArray(colorAttribute(), false);
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}
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void GLSpriteRenderer::Flush() {
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SPADES_MARK_FUNCTION_DEBUG();
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if (vertices.empty())
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return;
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device->VertexAttribPointer(positionAttribute(), 4, IGLDevice::FloatType, false,
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sizeof(Vertex), &(vertices[0].x));
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device->VertexAttribPointer(spritePosAttribute(), 4, IGLDevice::FloatType, false,
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sizeof(Vertex), &(vertices[0].sx));
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device->VertexAttribPointer(colorAttribute(), 4, IGLDevice::FloatType, false,
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sizeof(Vertex), &(vertices[0].r));
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SPAssert(lastImage);
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lastImage->Bind(IGLDevice::Texture2D);
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device->DrawElements(IGLDevice::Triangles,
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static_cast<IGLDevice::Sizei>(indices.size()),
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IGLDevice::UnsignedInt, indices.data());
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vertices.clear();
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indices.clear();
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}
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}
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}
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