762 lines
21 KiB
C++
762 lines
21 KiB
C++
//
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// GLRenderer.cpp
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// OpenSpades
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//
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// Created by yvt on 7/11/13.
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// Copyright (c) 2013 yvt.jp. All rights reserved.
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//
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#include "GLRenderer.h"
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#include "IGLDevice.h"
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#include "GLProgramManager.h"
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#include "GLProgramUniform.h"
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#include "GLProgramAttribute.h"
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#include "GLImageManager.h"
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#include "GLMapRenderer.h"
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#include "GLImage.h"
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#include "GLModelManager.h"
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#include "GLModel.h"
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#include "../Core/Exception.h"
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#include "../Core/Debug.h"
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#include "GLVoxelModel.h"
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#include "GLImageRenderer.h"
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#include "../Client/GameMap.h"
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#include "GLSpriteRenderer.h"
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#include "GLSoftSpriteRenderer.h"
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#include "GLFlatMapRenderer.h"
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#include "GLFramebufferManager.h"
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#include "GLBloomFilter.h"
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#include "GLLensFilter.h"
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#include "../Core/Settings.h"
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#include "GLMapShadowRenderer.h"
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#include "../Core/Bitmap.h"
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#include "GLModelRenderer.h"
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#include "GLShadowMapShader.h"
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#include "IGLShadowMapRenderer.h"
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#include "GLOptimizedVoxelModel.h"
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#include "GLWaterRenderer.h"
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#include "GLAmbientShadowRenderer.h"
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#include "GLRadiosityRenderer.h"
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#include "GLFogFilter.h"
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#include "GLLensFlareFilter.h"
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#include "GLFXAAFilter.h"
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SPADES_SETTING(r_water, "1");
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SPADES_SETTING(r_bloom, "1");
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SPADES_SETTING(r_lens, "1");
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SPADES_SETTING(r_lensFlare, "1");
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SPADES_SETTING(r_softParticles, "1");
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SPADES_SETTING(r_cameraBlur, "1");
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SPADES_SETTING(r_dlights, "1");
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SPADES_SETTING(r_optimizedVoxelModel, "1");
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SPADES_SETTING(r_radiosity, "0");
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SPADES_SETTING(r_fogShadow, "0");
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SPADES_SETTING(r_fxaa, "1");
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namespace spades {
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namespace draw {
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GLRenderer::GLRenderer(IGLDevice *_device):
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device(_device),
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cameraBlur(this){
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SPADES_MARK_FUNCTION();
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fbManager = new GLFramebufferManager(_device);
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shadowMapRenderer = GLShadowMapShader::CreateShadowMapRenderer(this);
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programManager = new GLProgramManager(_device, shadowMapRenderer);
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imageManager = new GLImageManager(_device);
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modelManager = new GLModelManager(this);
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mapShadowRenderer = NULL;
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mapRenderer = NULL;
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imageRenderer = new GLImageRenderer(this);
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flatMapRenderer = NULL;
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if(r_softParticles)
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spriteRenderer = new GLSoftSpriteRenderer(this);
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else
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spriteRenderer = new GLSpriteRenderer(this);
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modelRenderer = new GLModelRenderer(this);
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waterRenderer = NULL;
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ambientShadowRenderer = NULL;
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radiosityRenderer = NULL;
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lastTime = 0;
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}
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GLRenderer::~GLRenderer() {
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SPADES_MARK_FUNCTION();
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// FIXME: remove itself from map's listener
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if(radiosityRenderer)
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delete radiosityRenderer;
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if(ambientShadowRenderer)
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delete ambientShadowRenderer;
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if(flatMapRenderer)
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delete flatMapRenderer;
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if(mapShadowRenderer)
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delete mapShadowRenderer;
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if(mapRenderer)
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delete mapRenderer;
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if(waterRenderer)
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delete waterRenderer;
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if(ambientShadowRenderer)
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delete ambientShadowRenderer;
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if(shadowMapRenderer)
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delete shadowMapRenderer;
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delete waterRenderer;
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delete modelRenderer;
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delete spriteRenderer;
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delete imageRenderer;
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delete modelManager;
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delete programManager;
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delete imageManager;
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delete fbManager;
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}
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client::IImage *GLRenderer::RegisterImage(const char *filename) {
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SPADES_MARK_FUNCTION();
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return imageManager->RegisterImage(filename);
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}
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client::IModel *GLRenderer::RegisterModel(const char *filename){
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SPADES_MARK_FUNCTION();
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return modelManager->RegisterModel(filename);
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}
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client::IImage *GLRenderer::CreateImage(spades::Bitmap *bmp) {
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SPADES_MARK_FUNCTION();
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return GLImage::FromBitmap(bmp,
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device);
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}
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client::IModel *GLRenderer::CreateModel(spades::VoxelModel *model) {
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SPADES_MARK_FUNCTION();
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return new GLVoxelModel(model, this);
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}
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client::IModel *GLRenderer::CreateModelOptimized(spades::VoxelModel *model) {
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SPADES_MARK_FUNCTION();
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if(r_optimizedVoxelModel){
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return new GLOptimizedVoxelModel(model, this);
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}else{
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return new GLVoxelModel(model, this);
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}
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}
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void GLRenderer::SetGameMap(client::GameMap *mp){
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SPADES_MARK_FUNCTION();
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if(radiosityRenderer)
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delete radiosityRenderer;
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if(mapRenderer)
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delete mapRenderer;
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if(flatMapRenderer)
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delete flatMapRenderer;
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if(mapShadowRenderer)
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delete mapShadowRenderer;
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if(waterRenderer)
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delete waterRenderer;
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if(ambientShadowRenderer)
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delete ambientShadowRenderer;
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radiosityRenderer = NULL;
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if(mp){
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mapShadowRenderer = new GLMapShadowRenderer(this,mp);
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mapRenderer = new GLMapRenderer(mp, this);
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flatMapRenderer = new GLFlatMapRenderer(this, mp);
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waterRenderer = new GLWaterRenderer(this, mp);
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if(r_radiosity){
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ambientShadowRenderer = new GLAmbientShadowRenderer(this, mp);
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radiosityRenderer = new GLRadiosityRenderer(this, mp);
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}else
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ambientShadowRenderer = NULL;
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mp->SetListener(this);
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}else{
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mapShadowRenderer = NULL;
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mapRenderer = NULL;
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flatMapRenderer = NULL;
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waterRenderer = NULL;
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ambientShadowRenderer = NULL;
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}
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}
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float GLRenderer::ScreenWidth() {
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return device->ScreenWidth();
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}
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float GLRenderer::ScreenHeight() {
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return device->ScreenHeight();
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}
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Vector3 GLRenderer::GetFogColorForSolidPass() {
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if(r_fogShadow && mapShadowRenderer){
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return MakeVector3(0, 0, 0);
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}else{
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return GetFogColor();
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}
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}
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#pragma mark - Resource Manager
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GLProgram *GLRenderer::RegisterProgram(const std::string &name){
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return programManager->RegisterProgram(name);
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}
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GLShader *GLRenderer::RegisterShader(const std::string &name){
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return programManager->RegisterShader(name);
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}
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#pragma mark - Scene Intiializer
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void GLRenderer::BuildProjectionMatrix() {
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SPADES_MARK_FUNCTION();
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float near = sceneDef.zNear;
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float far = sceneDef.zFar;
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float t = near * tanf(sceneDef.fovY * .5f);
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float r = near * tanf(sceneDef.fovX * .5f);
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float a = r * 2.f, b = t * 2.f, c = far - near;
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Matrix4 mat;
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mat.m[0] = near * 2.f / a;
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mat.m[1] = 0.f;
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mat.m[2] = 0.f;
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mat.m[3] = 0.f;
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mat.m[4] = 0.f;
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mat.m[5] = near * 2.f / b;
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mat.m[6] = 0.f;
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mat.m[7] = 0.f;
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mat.m[8] = 0.f;
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mat.m[9] = 0.f;
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mat.m[10] = -(far + near) / c;
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mat.m[11] = -1.f;
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mat.m[12] = 0.f;
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mat.m[13] = 0.f;
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mat.m[14] = -(far * near * 2.f) / c;
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mat.m[15] = 0.f;
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projectionMatrix = mat;
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}
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void GLRenderer::BuildView() {
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SPADES_MARK_FUNCTION();
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Matrix4 mat = Matrix4::Identity();
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mat.m[0] = sceneDef.viewAxis[0].x;
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mat.m[4] = sceneDef.viewAxis[0].y;
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mat.m[8] = sceneDef.viewAxis[0].z;
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mat.m[1] = sceneDef.viewAxis[1].x;
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mat.m[5] = sceneDef.viewAxis[1].y;
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mat.m[9] = sceneDef.viewAxis[1].z;
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mat.m[2] = -sceneDef.viewAxis[2].x;
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mat.m[6] = -sceneDef.viewAxis[2].y;
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mat.m[10] = -sceneDef.viewAxis[2].z;
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Vector4 v = mat * sceneDef.viewOrigin;
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mat.m[12] = -v.x;
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mat.m[13] = -v.y;
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mat.m[14] = -v.z;
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viewMatrix = mat;
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}
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void GLRenderer::BuildFrustrum() {
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// far/near
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frustrum[0] = Plane3::PlaneWithPointOnPlane(sceneDef.viewOrigin,
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sceneDef.viewAxis[2]);
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frustrum[1] = frustrum[0].Flipped();
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frustrum[0].w -= sceneDef.zNear;
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frustrum[1].w += sceneDef.zFar;
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float xCos = cosf(sceneDef.fovX * .5f);
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float xSin = sinf(sceneDef.fovX * .5f);
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float yCos = cosf(sceneDef.fovY * .5f);
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float ySin = sinf(sceneDef.fovY * .5f);
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frustrum[2] = Plane3::PlaneWithPointOnPlane
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(sceneDef.viewOrigin,
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sceneDef.viewAxis[2] * xSin - sceneDef.viewAxis[0] * xCos);
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frustrum[3] = Plane3::PlaneWithPointOnPlane
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(sceneDef.viewOrigin,
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sceneDef.viewAxis[2] * xSin + sceneDef.viewAxis[0] * xCos);
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frustrum[4] = Plane3::PlaneWithPointOnPlane
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(sceneDef.viewOrigin,
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sceneDef.viewAxis[2] * ySin - sceneDef.viewAxis[1] * yCos);
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frustrum[5] = Plane3::PlaneWithPointOnPlane
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(sceneDef.viewOrigin,
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sceneDef.viewAxis[2] * ySin + sceneDef.viewAxis[1] * yCos);
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}
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void GLRenderer::StartScene(const client::SceneDefinition &def) {
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SPADES_MARK_FUNCTION();
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sceneDef = def;
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fbManager->PrepareSceneRendering();
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if(mapShadowRenderer)
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mapShadowRenderer->Update();
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// clear scene objects
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debugLines.clear();
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spriteRenderer->Clear();
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lights.clear();
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device->DepthMask(true);
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BuildProjectionMatrix();
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BuildView();
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BuildFrustrum();
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projectionViewMatrix = projectionMatrix * viewMatrix;
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device->ClearDepth(1.f);
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Vector3 bgCol = GetFogColorForSolidPass();
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device->ClearColor(bgCol.x, bgCol.y, bgCol.z, 1.f);
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device->Clear((IGLDevice::Enum)(IGLDevice::ColorBufferBit | IGLDevice::DepthBufferBit));
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device->DepthRange(0.f, 1.f);
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device->Enable(IGLDevice::Blend, false);
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//device-(IGLDevice::Front);
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device->Enable(IGLDevice::DepthTest, true);
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device->Enable(IGLDevice::Texture2D, true);
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}
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#pragma mark - Add Scene Objects
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void GLRenderer::RenderModel(client::IModel *model,
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const client::ModelRenderParam & param){
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SPADES_MARK_FUNCTION();
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GLModel *m = dynamic_cast<GLModel *>(model);
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if(!m){
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SPInvalidArgument("model");
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}
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// TODO: early frustrum cull?
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modelRenderer->AddModel(m, param);
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}
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void GLRenderer::AddLight(const client::DynamicLightParam &light) {
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if(!r_dlights)
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return;
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if(!SphereFrustrumCull(light.origin, light.radius))
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return;
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lights.push_back(GLDynamicLight(light));
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}
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void GLRenderer::AddDebugLine(spades::Vector3 a,
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spades::Vector3 b,
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spades::Vector4 color) {
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DebugLine line = {a, b, color};
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debugLines.push_back(line);
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}
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void GLRenderer::AddSprite(client::IImage *img,
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spades::Vector3 center,
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float radius,
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float rotation){
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SPADES_MARK_FUNCTION_DEBUG();
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GLImage *im = dynamic_cast<GLImage *>(img);
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if(!im)
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SPInvalidArgument("im");
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if(!SphereFrustrumCull(center, radius * 1.5f))
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return;
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spriteRenderer->Add(im, center, radius, rotation,
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drawColor);
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}
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#pragma mark - Scene Finalizer
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struct DebugLineVertex {
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float x, y, z;
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float r, g, b, a;
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static DebugLineVertex Create(Vector3 v,
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Vector4 col){
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DebugLineVertex vv = {v.x, v.y, v.z, col.x, col.y, col.z, col.w};
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return vv;
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}
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};
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void GLRenderer::RenderDebugLines() {
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SPADES_MARK_FUNCTION();
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if(debugLines.empty())
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return;
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// build vertices
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std::vector<DebugLineVertex> vertices;
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vertices.resize(debugLines.size() * 2);
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for(size_t i = 0, j = 0; i < debugLines.size();
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i++){
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const DebugLine& line = debugLines[i];
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vertices[j++] = DebugLineVertex::Create(line.v1, line.color);
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vertices[j++] = DebugLineVertex::Create(line.v2, line.color);
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}
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GLProgram *program = RegisterProgram("Shaders/Basic.program");
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program->Use();
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static GLProgramAttribute positionAttribute("positionAttribute");
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static GLProgramAttribute colorAttribute("colorAttribute");
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positionAttribute(program);
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colorAttribute(program);
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device->VertexAttribPointer(positionAttribute(),
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3, IGLDevice::FloatType,
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false, sizeof(DebugLineVertex),
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vertices.data());
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device->VertexAttribPointer(colorAttribute(),
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4, IGLDevice::FloatType,
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false, sizeof(DebugLineVertex),
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(const char*)vertices.data() + sizeof(float) * 3);
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device->EnableVertexAttribArray(positionAttribute(), true);
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device->EnableVertexAttribArray(colorAttribute(), true);
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static GLProgramUniform projectionViewMatrix("projectionViewMatrix");
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projectionViewMatrix(program);
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projectionViewMatrix.SetValue(GetProjectionViewMatrix());
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device->DrawArrays(IGLDevice::Lines,
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0,
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vertices.size());
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device->EnableVertexAttribArray(positionAttribute(), false);
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device->EnableVertexAttribArray(colorAttribute(), false);
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}
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void GLRenderer::EndScene() {
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SPADES_MARK_FUNCTION();
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float dt = (float)(sceneDef.time - lastTime) / 1000.f;
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if(dt > .1f) dt = .1f;
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if(dt < 0.f) dt = 0.f;
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if(ambientShadowRenderer){
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ambientShadowRenderer->Update();
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}
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if(radiosityRenderer){
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radiosityRenderer->Update();
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}
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// build shadowmap
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device->Enable(IGLDevice::DepthTest, true);
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device->DepthFunc(IGLDevice::Less);
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if(shadowMapRenderer)
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shadowMapRenderer->Render();
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// draw opaque objects, and do dynamic lighting
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device->DepthFunc(IGLDevice::Less);
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if(!sceneDef.skipWorld && mapRenderer){
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mapRenderer->Prerender();
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}
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modelRenderer->Prerender();
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if(!sceneDef.skipWorld && mapRenderer){
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mapRenderer->RenderSunlightPass();
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}
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modelRenderer->RenderSunlightPass();
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device->Enable(IGLDevice::Blend, true);
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device->Enable(IGLDevice::DepthTest, true);
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device->DepthFunc(IGLDevice::Equal);
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device->BlendFunc(IGLDevice::SrcAlpha,
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IGLDevice::One);
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if(!sceneDef.skipWorld && mapRenderer){
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mapRenderer->RenderDynamicLightPass(lights);
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}
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modelRenderer->RenderDynamicLightPass(lights);
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device->Enable(IGLDevice::Blend, false);
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device->Enable(IGLDevice::DepthTest, true);
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device->DepthFunc(IGLDevice::Less);
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RenderDebugLines();
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device->Enable(IGLDevice::CullFace, false);
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if(r_water && waterRenderer){
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waterRenderer->Update(dt);
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waterRenderer->Render();
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}
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device->Enable(IGLDevice::Blend, true);
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device->DepthMask(false);
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if(!r_softParticles){ // softparticle is a part of postprocess
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device->BlendFunc(IGLDevice::One,
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IGLDevice::OneMinusSrcAlpha);
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spriteRenderer->Render();
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}
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device->Enable(IGLDevice::DepthTest, false);
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// now process the non-multisampled buffer.
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// depth buffer is also can be read
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GLFramebufferManager::BufferHandle handle = fbManager->StartPostProcessing();
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if(r_fogShadow && mapShadowRenderer &&
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fogColor.GetPoweredLength() > .000001f) {
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GLFogFilter fogfilter(this);
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handle = fogfilter.Filter(handle);
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}
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device->BindFramebuffer(IGLDevice::Framebuffer, handle.GetFramebuffer());
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if(r_softParticles) {// softparticle is a part of postprocess
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device->BlendFunc(IGLDevice::One,
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IGLDevice::OneMinusSrcAlpha);
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spriteRenderer->Render();
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}
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device->BlendFunc(IGLDevice::SrcAlpha,
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IGLDevice::OneMinusSrcAlpha);
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if(r_cameraBlur && !sceneDef.denyCameraBlur)
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handle = cameraBlur.Filter(handle);
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/*
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if(r_bloom)
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handle = GLBloomFilter(this).Filter(handle);*/
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if(r_lens)
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handle = GLLensFilter(this).Filter(handle);
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if(r_lensFlare){
|
|
device->BindFramebuffer(IGLDevice::Framebuffer, handle.GetFramebuffer());
|
|
GLLensFlareFilter(this).Draw();
|
|
}
|
|
|
|
if(r_fxaa)
|
|
handle = GLFXAAFilter(this).Filter(handle);
|
|
|
|
// copy buffer to WM given framebuffer
|
|
device->BindFramebuffer(IGLDevice::Framebuffer, 0);
|
|
device->Enable(IGLDevice::Blend, false);
|
|
device->Viewport(0, 0, handle.GetWidth(), handle.GetHeight());
|
|
GLImage image(handle.GetTexture(),
|
|
device,
|
|
handle.GetWidth(),
|
|
handle.GetHeight(),
|
|
false);
|
|
SetColor(MakeVector4(1, 1, 1, 1));
|
|
DrawImage(&image, AABB2(0,handle.GetHeight(),handle.GetWidth(),-handle.GetHeight()));
|
|
imageRenderer->Flush(); // must flush now because handle is released soon
|
|
|
|
handle.Release();
|
|
fbManager->MakeSureAllBuffersReleased();
|
|
|
|
// prepare for 2d drawing
|
|
device->Enable(IGLDevice::Blend, true);
|
|
}
|
|
|
|
|
|
#pragma mark - 2D Drawings
|
|
|
|
void GLRenderer::MultiplyScreenColor(spades::Vector3 color){
|
|
SPADES_MARK_FUNCTION();
|
|
imageRenderer->Flush();
|
|
|
|
device->BlendFunc(IGLDevice::Zero,
|
|
IGLDevice::SrcColor);
|
|
|
|
Vector4 col = {color.x, color.y, color.z, 1};
|
|
|
|
// build vertices
|
|
DebugLineVertex vertices[4];
|
|
|
|
vertices[0] = DebugLineVertex::Create(MakeVector3(-1,-1,0),
|
|
col);
|
|
vertices[1] = DebugLineVertex::Create(MakeVector3(1,-1,0),
|
|
col);
|
|
vertices[2] = DebugLineVertex::Create(MakeVector3(1,1,0),
|
|
col);
|
|
vertices[3] = DebugLineVertex::Create(MakeVector3(-1,1,0),
|
|
col);
|
|
|
|
|
|
GLProgram *program = RegisterProgram("Shaders/Basic.program");
|
|
program->Use();
|
|
|
|
static GLProgramAttribute positionAttribute("positionAttribute");
|
|
static GLProgramAttribute colorAttribute("colorAttribute");
|
|
|
|
positionAttribute(program);
|
|
colorAttribute(program);
|
|
|
|
device->VertexAttribPointer(positionAttribute(),
|
|
3, IGLDevice::FloatType,
|
|
false, sizeof(DebugLineVertex),
|
|
vertices);
|
|
device->VertexAttribPointer(colorAttribute(),
|
|
4, IGLDevice::FloatType,
|
|
false, sizeof(DebugLineVertex),
|
|
(const char*)vertices + sizeof(float) * 3);
|
|
|
|
device->EnableVertexAttribArray(positionAttribute(), true);
|
|
device->EnableVertexAttribArray(colorAttribute(), true);
|
|
|
|
static GLProgramUniform projectionViewMatrix("projectionViewMatrix");
|
|
projectionViewMatrix(program);
|
|
projectionViewMatrix.SetValue(Matrix4::Identity());
|
|
|
|
device->DrawArrays(IGLDevice::TriangleFan,
|
|
0,
|
|
4);
|
|
|
|
device->EnableVertexAttribArray(positionAttribute(), false);
|
|
device->EnableVertexAttribArray(colorAttribute(), false);
|
|
|
|
device->BlendFunc(IGLDevice::SrcAlpha,
|
|
IGLDevice::OneMinusSrcAlpha);
|
|
|
|
}
|
|
|
|
void GLRenderer::DrawImage(client::IImage *image,
|
|
const spades::Vector2 &outTopLeft) {
|
|
SPADES_MARK_FUNCTION();
|
|
|
|
DrawImage(image,
|
|
AABB2(outTopLeft.x, outTopLeft.y,
|
|
image->GetWidth(),
|
|
image->GetHeight()),
|
|
AABB2(0, 0,
|
|
image->GetWidth(),
|
|
image->GetHeight()));
|
|
}
|
|
|
|
void GLRenderer::DrawImage(client::IImage *image, const spades::AABB2 &outRect) {
|
|
SPADES_MARK_FUNCTION();
|
|
|
|
DrawImage(image,
|
|
outRect,
|
|
AABB2(0, 0,
|
|
image->GetWidth(),
|
|
image->GetHeight()));
|
|
}
|
|
|
|
void GLRenderer::DrawImage(client::IImage *image,
|
|
const spades::Vector2 &outTopLeft,
|
|
const spades::AABB2 &inRect) {
|
|
SPADES_MARK_FUNCTION();
|
|
|
|
DrawImage(image,
|
|
AABB2(outTopLeft.x, outTopLeft.y,
|
|
inRect.GetWidth(),
|
|
inRect.GetHeight()),
|
|
inRect);
|
|
}
|
|
|
|
void GLRenderer::DrawImage(client::IImage *image,
|
|
const spades::AABB2 &outRect,
|
|
const spades::AABB2 &inRect) {
|
|
SPADES_MARK_FUNCTION();
|
|
|
|
DrawImage(image,
|
|
Vector2::Make(outRect.GetMinX(), outRect.GetMinY()),
|
|
Vector2::Make(outRect.GetMaxX(), outRect.GetMinY()),
|
|
Vector2::Make(outRect.GetMinX(), outRect.GetMaxY()),
|
|
inRect);
|
|
}
|
|
|
|
void GLRenderer::DrawImage(client::IImage *image,
|
|
const spades::Vector2 &outTopLeft,
|
|
const spades::Vector2 &outTopRight,
|
|
const spades::Vector2 &outBottomLeft,
|
|
const spades::AABB2 &inRect) {
|
|
SPADES_MARK_FUNCTION();
|
|
|
|
// d = a + (b - a) + (c - a)
|
|
// = b + c - a
|
|
Vector2 outBottomRight = outTopRight + outBottomLeft - outTopLeft;
|
|
GLImage *img = dynamic_cast<GLImage *>(image);
|
|
if(!img){
|
|
SPInvalidArgument("image");
|
|
}
|
|
|
|
imageRenderer->SetImage(img);
|
|
|
|
imageRenderer->Add(outTopLeft.x, outTopLeft.y,
|
|
outTopRight.x, outTopRight.y,
|
|
outBottomRight.x, outBottomRight.y,
|
|
outBottomLeft.x, outBottomLeft.y,
|
|
inRect.GetMinX(), inRect.GetMinY(),
|
|
inRect.GetMaxX(), inRect.GetMinY(),
|
|
inRect.GetMaxX(), inRect.GetMaxY(),
|
|
inRect.GetMinX(), inRect.GetMaxY(),
|
|
drawColor.x, drawColor.y,
|
|
drawColor.z, drawColor.w);
|
|
|
|
}
|
|
|
|
void GLRenderer::DrawFlatGameMap(const spades::AABB2 &outRect,
|
|
const spades::AABB2 &inRect){
|
|
if(flatMapRenderer)
|
|
flatMapRenderer->Draw(outRect, inRect);
|
|
}
|
|
|
|
void GLRenderer::SetColor(spades::Vector4 col){
|
|
drawColor = col;
|
|
}
|
|
|
|
void GLRenderer::FrameDone() {
|
|
SPADES_MARK_FUNCTION();
|
|
|
|
imageRenderer->Flush();
|
|
lastTime = sceneDef.time;
|
|
|
|
}
|
|
|
|
void GLRenderer::Flip() {
|
|
SPADES_MARK_FUNCTION();
|
|
|
|
device->Swap();
|
|
}
|
|
|
|
Bitmap *GLRenderer::ReadBitmap() {
|
|
SPADES_MARK_FUNCTION();
|
|
Bitmap *bmp;
|
|
bmp = new Bitmap(device->ScreenWidth(),
|
|
device->ScreenHeight());
|
|
device->ReadPixels(0, 0, device->ScreenWidth(), device->ScreenHeight(), IGLDevice::RGBA, IGLDevice::UnsignedByte, bmp->GetPixels());
|
|
return bmp;
|
|
}
|
|
|
|
void GLRenderer::GameMapChanged(int x, int y, int z, client::GameMap *map){
|
|
if(mapRenderer)
|
|
mapRenderer->GameMapChanged(x, y, z, map);
|
|
if(flatMapRenderer)
|
|
flatMapRenderer->GameMapChanged(x, y, z, map);
|
|
if(mapShadowRenderer)
|
|
mapShadowRenderer->GameMapChanged(x, y, z, map);
|
|
if(waterRenderer)
|
|
waterRenderer->GameMapChanged(x, y, z, map);
|
|
if(ambientShadowRenderer)
|
|
ambientShadowRenderer->GameMapChanged(x, y, z, map);
|
|
}
|
|
|
|
bool GLRenderer::BoxFrustrumCull(const AABB3& box) {
|
|
return PlaneCullTest(frustrum[0], box) &&
|
|
PlaneCullTest(frustrum[1], box) &&
|
|
PlaneCullTest(frustrum[2], box) &&
|
|
PlaneCullTest(frustrum[3], box) &&
|
|
PlaneCullTest(frustrum[4], box) &&
|
|
PlaneCullTest(frustrum[5], box);
|
|
}
|
|
bool GLRenderer::SphereFrustrumCull(const Vector3& center,
|
|
float radius) {
|
|
for(int i = 0; i < 6; i++){
|
|
if(frustrum[i].GetDistanceTo(center) < -radius)
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
}
|
|
} |