Beispiel #1
0
void MOCamera::enable(void)
{
	MRenderingContext * render = MEngine::getInstance()->getRenderingContext();
	

	// get viewport
	render->getViewport(m_currentViewport);

	// projection mode
	render->setMatrixMode(M_MATRIX_PROJECTION);
	render->loadIdentity();

	float ratio = (m_currentViewport[2] / (float)m_currentViewport[3]);

	MVector3 scale = getTransformedScale();
	MVector3 iScale(1.0f / scale.x, 1.0f / scale.y, 1.0f / scale.z);

	MMatrix4x4 iScaleMatrix;
	iScaleMatrix.setScale(iScale);

	MMatrix4x4 inverseMatrix = ((*getMatrix()) * iScaleMatrix).getInverse();

	// perspective view
	if(! isOrtho())
	{
		// normal perspective projection
		render->setPerspectiveView(m_fov, ratio, m_clippingNear, m_clippingFar);

		// model view mode
		render->setMatrixMode(M_MATRIX_MODELVIEW);
		render->loadIdentity();

		render->multMatrix(&inverseMatrix);

		// get current matrices
		render->getModelViewMatrix(&m_currentViewMatrix);
		render->getProjectionMatrix(&m_currentProjMatrix);
		return;
	}

	// ortho view
	float height = m_fov * 0.5f;
	float width = height * ratio;

	render->setOrthoView(-width, width, -height, height, m_clippingNear, m_clippingFar);

	// model view mode
	render->setMatrixMode(M_MATRIX_MODELVIEW);
	render->loadIdentity();
	
	render->multMatrix(&inverseMatrix);

	// get current matrices
	render->getModelViewMatrix(&m_currentViewMatrix);
	render->getProjectionMatrix(&m_currentProjMatrix);
}
Beispiel #2
0
void MOCamera::enableViewProjMatrix(void)
{
	MRenderingContext * render = MEngine::getInstance()->getRenderingContext();
	
	// projection
	render->setMatrixMode(M_MATRIX_PROJECTION);
	render->loadIdentity();
	render->multMatrix(&m_currentProjMatrix);

	// model view mode
	render->setMatrixMode(M_MATRIX_MODELVIEW);
	render->loadIdentity();
	render->multMatrix(&m_currentViewMatrix);
}
Beispiel #3
0
    void Flush()
    {
	g_CurrentColour.set(255, 255, 255, 255);
	if(g_Cnt == 0) return;

	MEngine* engine = MEngine::getInstance();
	MRenderingContext* render = engine->getRenderingContext();
	MSystemContext* system = engine->getSystemContext();
	
	unsigned int w, h;
	system->getScreenSize(&w, &h);
	
	// set up the "camera"
	render->setViewport(0, 0, w, h);
	render->setMatrixMode(M_MATRIX_PROJECTION);
	render->loadIdentity();
	render->setOrthoView(0, w, h, 0, 1.0f, -1.0f);
	render->setMatrixMode(M_MATRIX_MODELVIEW);
	render->loadIdentity();

	// set up arrays
	render->enableVertexArray();
	render->enableTexCoordArray();
	render->enableColorArray();

	render->setVertexPointer(M_FLOAT, 3, g_Vertices);
	render->setTexCoordPointer(M_FLOAT, 2, g_UVs);
	render->setColorPointer(M_UBYTE, 4, g_Colours);

	render->disableCullFace();
	render->disableDepthTest();

	render->drawArray(M_PRIMITIVE_TRIANGLES, 0, g_Cnt * 6);

	g_Cnt = 0;

	g_Selected = NULL;
    }
Beispiel #4
0
void MFixedRenderer::drawDisplay(MSubMesh * subMesh, MDisplay * display, MVector3 * vertices, MVector3 * normals, MColor * colors)
{
    M_PROFILE_SCOPE(MFixedRenderer::drawDisplay);
	MEngine * engine = MEngine::getInstance();
	MRenderingContext * render = engine->getRenderingContext();
	
	
	render->setColor4(MVector4(1, 1, 1, 1));
	

	// get material
	MMaterial * material = display->getMaterial();
	{
		float opacity = material->getOpacity();
		if(opacity <= 0.0f)
			return;
		
		// data
		M_TYPES indicesType = subMesh->getIndicesType();
		void * indices = subMesh->getIndices();
		MVector2 * texCoords = subMesh->getTexCoords();

		// begin / size
		unsigned int begin = display->getBegin();
		unsigned int size = display->getSize();
		
		// get properties
		M_PRIMITIVE_TYPES primitiveType = display->getPrimitiveType();
		M_BLENDING_MODES blendMode = material->getBlendMode();
		M_CULL_MODES cullMode = display->getCullMode();
		MVector3 * diffuse = material->getDiffuse();
		MVector3 * specular = material->getSpecular();
		MVector3 * emit = material->getEmit();
		float shininess = material->getShininess();
		
		// get current fog color
		MVector3 currentFogColor;
		render->getFogColor(&currentFogColor);
		
		// set cull mode
		if(cullMode == M_CULL_NONE){
			render->disableCullFace();
		}
		else{
			render->enableCullFace();
			render->setCullMode(cullMode);
		}
		
		// texture passes
		unsigned int texturesPassNumber = MIN(8, material->getTexturesPassNumber());
		
		// set blending mode
		render->setBlendingMode(blendMode);
		
		// alpha test
		if(blendMode != M_BLENDING_ALPHA && texturesPassNumber > 0)
		{
			MTexturePass * texturePass = material->getTexturePass(0);
			MTexture * texture = texturePass->getTexture();
			if(texture)
			{
				if(texture->getTextureRef()->getComponents() > 3)
					render->setAlphaTest(0.5f);
			}
		}
		
		// set fog color depending on blending
		switch(blendMode)
		{
			case M_BLENDING_ADD:
			case M_BLENDING_LIGHT:
				render->setFogColor(MVector3(0, 0, 0));
				break;
			case M_BLENDING_PRODUCT:
				render->setFogColor(MVector3(1, 1, 1));
				break;
		}
		
		// fixed pipeline
		{
			// no FX
			render->bindFX(0);
			
			// Vertex
			render->enableVertexArray();
			render->setVertexPointer(M_FLOAT, 3, vertices);
			
			// Normal
			if(normals)
			{
				render->enableNormalArray();
				render->setNormalPointer(M_FLOAT, normals);
			}
			
			// Color
			if(colors)
			{
				render->disableLighting();
				render->enableColorArray();
				render->setColorPointer(M_UBYTE, 4, colors);
			}
			
			// Material
			render->setMaterialDiffuse(MVector4(diffuse->x, diffuse->y, diffuse->z, opacity));
			render->setMaterialSpecular(MVector4(*specular));
			render->setMaterialAmbient(MVector4());
			render->setMaterialEmit(MVector4(*emit));
			render->setMaterialShininess(shininess);
			
			// switch to texture matrix mode
			if(texturesPassNumber > 0)
				render->setMatrixMode(M_MATRIX_TEXTURE);
			else
				render->disableTexture();
			
			// Textures
			int id = texturesPassNumber;
			for(unsigned int t=0; t<texturesPassNumber; t++)
			{
				MTexturePass * texturePass = material->getTexturePass(t);
				
				MTexture * texture = texturePass->getTexture();
				if((! texture) || (! texCoords))
				{
					render->bindTexture(0, t);
					render->disableTexture();
					render->disableTexCoordArray();
					continue;
				}
				
				// texCoords
				unsigned int offset = 0;
				if(subMesh->isMapChannelExist(texturePass->getMapChannel()))
					offset = subMesh->getMapChannelOffset(texturePass->getMapChannel());
				
				// texture id
				unsigned int textureId = 0;
				MTextureRef * texRef = texture->getTextureRef();
				if(texRef)
					textureId = texRef->getTextureId();
				
				// bind texture
				render->bindTexture(textureId, t);
				render->enableTexture();
				render->setTextureCombineMode(texturePass->getCombineMode());
				render->setTextureUWrapMode(texture->getUWrapMode());
				render->setTextureVWrapMode(texture->getVWrapMode());
				
				// texture matrix
				render->loadIdentity();
				render->translate(MVector2(0.5f, 0.5f));
				render->scale(*texture->getTexScale());
				render->rotate(MVector3(0, 0, -1), texture->getTexRotate());
				render->translate(MVector2(-0.5f, -0.5f));
				render->translate(*texture->getTexTranslate());
				
				// texture coords
				render->enableTexCoordArray();
				render->setTexCoordPointer(M_FLOAT, 2, texCoords + offset);
			}
			
			// switch back to modelview matrix mode
			if(texturesPassNumber > 0)
				render->setMatrixMode(M_MATRIX_MODELVIEW);
			
			// draw
			if(indices)
			{
				switch(indicesType)
				{
					case M_USHORT:
						render->drawElement(primitiveType, size, indicesType, (unsigned short*)indices + begin);
						break;
					case M_UINT:
						render->drawElement(primitiveType, size, indicesType, (unsigned int*)indices + begin);
						break;
				}
			}
			else{
				render->drawArray(primitiveType, begin, size);
			}
			
			
			// disable arrays
			render->disableVertexArray();
			if(normals)
				render->disableNormalArray();
			if(colors)
				render->disableColorArray();
			
			// restore textures
			for(int t=(int)(id-1); t>=0; t--)
			{
				render->bindTexture(0, t);
				render->disableTexture();
				render->disableTexCoordArray();
				render->setTextureCombineMode(M_TEX_COMBINE_MODULATE);
				
				render->setMatrixMode(M_MATRIX_TEXTURE);
				render->loadIdentity();
				render->setMatrixMode(M_MATRIX_MODELVIEW);
			}
		}

		// restore fog and alpha test
		render->setFogColor(currentFogColor);
		if(blendMode != M_BLENDING_ALPHA)
			render->setAlphaTest(0.0f);
		
		// restore lighting
		if(colors)
			render->enableLighting();
	}
}