Beispiel #1
0
void Context::Draw()
{
	Graphics::Renderer *r = GetRenderer();

	// Ticket for the viewport mostly
	Graphics::Renderer::StateTicket ticket(r);
	r->SetViewport(0, 0, m_width, m_height);

	// reset renderer for each layer
	for (std::vector<Layer*>::iterator i = m_layers.begin(); i != m_layers.end(); ++i) {
		r->SetOrthographicProjection(0, m_width, m_height, 0, -1, 1);
		r->SetTransform(matrix4x4f::Identity());
		r->SetClearColor(Color4f::BLACK);

		DrawWidget(*i);

		r->SetScissor(false);
	}

	if (m_mousePointer && m_mousePointerEnabled) {
		r->SetOrthographicProjection(0, m_width, m_height, 0, -1, 1);
		r->SetTransform(matrix4x4f::Identity());
		r->SetClearColor(Color4f::BLACK);
		DrawWidget(m_mousePointer);
		r->SetScissor(false);
	}
}
Beispiel #2
0
void Billboard::Render(const matrix4x4f &trans, const RenderData *rd)
{
	Graphics::Renderer *r = GetRenderer();

	Graphics::VertexArray va(Graphics::ATTRIB_POSITION | Graphics::ATTRIB_UV0, 6);

	const matrix3x3f rot = trans.GetOrient().Transpose();

	//some hand-tweaked scaling, to make the lights seem larger from distance
	const float size = m_size * Graphics::GetFovFactor() * Clamp(trans.GetTranslate().Length() / 500.f, 0.25f, 15.f);

	const vector3f rotv1 = rot * vector3f(size/2.f, -size/2.f, 0.0f);
	const vector3f rotv2 = rot * vector3f(size/2.f, size/2.f, 0.0f);

	va.Add(m_offset-rotv1, vector2f(0.f, 0.f)); //top left
	va.Add(m_offset-rotv2, vector2f(0.f, 1.f)); //bottom left
	va.Add(m_offset+rotv2, vector2f(1.f, 0.f)); //top right

	va.Add(m_offset+rotv2, vector2f(1.f, 0.f)); //top right
	va.Add(m_offset-rotv2, vector2f(0.f, 1.f)); //bottom left
	va.Add(m_offset+rotv1, vector2f(1.f, 1.f)); //bottom right

	r->SetTransform(trans);
	r->DrawTriangles(&va, m_renderState, m_material.Get());
}
Beispiel #3
0
void ShipSpinner::Draw()
{

	Graphics::Renderer *r = GetContext()->GetRenderer();

	Graphics::Renderer::StateTicket ticket(r);

	r->SetPerspectiveProjection(45.f, 1.f, 1.f, 10000.f);
	r->SetTransform(matrix4x4f::Identity());

	r->SetDepthTest(true);
	r->ClearDepthBuffer();

	r->SetLights(1, &m_light);

	Point pos(GetAbsolutePosition() + GetActiveOffset());
	Point size(GetActiveArea());

	r->SetViewport(pos.x, GetContext()->GetSize().y - pos.y - size.y, size.x, size.y);

	matrix4x4f rot = matrix4x4f::RotateXMatrix(m_rotX);
	rot.RotateY(m_rotY);
	rot[14] = -1.5f * m_model->GetDrawClipRadius();
	m_model->Render(r, rot, &m_params);
}
Beispiel #4
0
void Label3D::Render(const matrix4x4f &trans, const RenderData *rd)
{
	//needs alpha test
	Graphics::Renderer *r = GetRenderer();
	r->SetTransform(trans);
	r->DrawTriangles(m_geometry.Get(), m_material.Get());
}
Beispiel #5
0
void ModelSpinner::Draw()
{
	Graphics::Renderer *r = GetContext()->GetRenderer();

	Graphics::Renderer::StateTicket ticket(r);

	const float fov = 45.f;
	r->SetPerspectiveProjection(fov, 1.f, 1.f, 10000.f);
	r->SetTransform(matrix4x4f::Identity());

	r->SetDepthWrite(true);
	r->SetDepthTest(true);
	r->ClearDepthBuffer();

	r->SetLights(1, &m_light);

	Point pos(GetAbsolutePosition() + GetActiveOffset());
	Point size(GetActiveArea());

	r->SetViewport(pos.x, GetContext()->GetSize().y - pos.y - size.y, size.x, size.y);

	matrix4x4f rot = matrix4x4f::RotateXMatrix(m_rotX);
	rot.RotateY(m_rotY);
	const float dist = m_model->GetDrawClipRadius() / sinf(DEG2RAD(fov*0.5f));
	rot[14] = -dist;
	m_model->Render(rot);
}
Beispiel #6
0
int main(int argc, char **argv)
{
	FileSystem::Init();

	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
		Output("sdl init failed: %s\n", SDL_GetError());
		exit(-1);
	}

	Graphics::Settings videoSettings;
	videoSettings.width = WIDTH;
	videoSettings.height = HEIGHT;
	videoSettings.fullscreen = false;
	videoSettings.hidden = false;
	videoSettings.requestedSamples = 0;
	videoSettings.vsync = false;
	videoSettings.useTextureCompression = false;
	videoSettings.enableDebugMessages = false;
	videoSettings.iconFile = OS::GetIconFilename();
	videoSettings.title = "textstress";

	Graphics::Renderer *r = Graphics::Init(videoSettings);

	r->SetOrthographicProjection(0, WIDTH, HEIGHT, 0, -1, 1);
	r->SetTransform(matrix4x4f::Identity());
	r->SetClearColor(Color::BLACK);
	r->SetBlendMode(Graphics::BLEND_ALPHA);
	r->SetDepthTest(false);

	const Text::FontDescriptor fontDesc(Text::FontDescriptor::Load(FileSystem::gameDataFiles, "fonts/UIFont.ini", "en"));
	Text::TextureFont *font = new Text::TextureFont(fontDesc, r);

	std::string str;
	for (int i = 33; i < 127; i++)
		str.push_back(i);

	while (1) {
		bool done = false;

		SDL_Event event;
		while (SDL_PollEvent(&event)) {
			if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE)
				done = true;
		}
		if (done)
			break;

		font->RenderString(str.c_str(), rand()%(WIDTH*2)-WIDTH, rand()%HEIGHT, Color::WHITE);
		r->SwapBuffers();
	}

	delete font;
	delete r;

	SDL_Quit();

	exit(0);
}
Beispiel #7
0
void Screen::LeaveOrtho()
{
	PROFILE_SCOPED()

	Graphics::Renderer *r = GetRenderer();

	r->SetProjection(projMatrix);
	r->SetTransform(modelMatrix);
}
Beispiel #8
0
void StaticGeometry::Render(const matrix4x4f &trans, const RenderData *rd)
{
	PROFILE_SCOPED()
	SDL_assert(m_renderState);
	Graphics::Renderer *r = GetRenderer();
	r->SetTransform(trans);
	for (auto& it : m_meshes)
		r->DrawBufferIndexed(it.vertexBuffer.Get(), it.indexBuffer.Get(), m_renderState, it.material.Get());

	//DrawBoundingBox(m_boundingBox);
}
void StaticGeometry::Render(const std::vector<matrix4x4f> &trans, const RenderData *rd)
{
	PROFILE_SCOPED()
	SDL_assert(m_renderState);
	Graphics::Renderer *r = GetRenderer();

	const size_t numTrans = trans.size();
	if (!m_instBuffer.Valid() || (numTrans > m_instBuffer->GetSize()))
	{
		// create the InstanceBuffer with the maximum number of transformations we might use within it.
		m_instBuffer.Reset( r->CreateInstanceBuffer(numTrans, Graphics::BUFFER_USAGE_DYNAMIC) );
	}

	// Update the InstanceBuffer data
	for(Uint32 i=0; i<numTrans; i++) {
		Graphics::InstanceBuffer* ib = m_instBuffer.Get();
		matrix4x4f *pBuffer = ib->Map(Graphics::BUFFER_MAP_WRITE);
		// Copy the transforms into the buffer
		for(auto mt : trans) {
			(*pBuffer) = mt;
			++pBuffer;
		}
		ib->Unmap();
		ib->SetInstanceCount(numTrans);
	}
	
	// we'll set the transformation within the vertex shader so identity the global one
	r->SetTransform(matrix4x4f::Identity());

	// process each mesh
	for (auto& it : m_meshes) {
		// Due to the shader needing to change we have to get the material and force it to the instanced variant
		Graphics::MaterialDescriptor mdesc = it.material->GetDescriptor();
		mdesc.instanced = true;
		// create the "new" material with the instanced description
		RefCountedPtr<Graphics::Material> mat(r->CreateMaterial(mdesc));
		// copy over all of the other details
		mat->texture0 = it.material->texture0;
		mat->texture1 = it.material->texture1;
		mat->texture2 = it.material->texture2;
		mat->texture3 = it.material->texture3;
		mat->texture4 = it.material->texture4;
		mat->texture5 = it.material->texture5;
		mat->texture6 = it.material->texture5;
		mat->heatGradient = it.material->heatGradient;
		mat->diffuse = it.material->diffuse;
		mat->specular = it.material->specular;
		mat->emissive = it.material->emissive;
		mat->shininess = it.material->shininess;
		mat->specialParameter0 = it.material->specialParameter0;
		// finally render using the instance material
		r->DrawBufferIndexedInstanced(it.vertexBuffer.Get(), it.indexBuffer.Get(), m_renderState, mat.Get(), m_instBuffer.Get());
	}
}
Beispiel #10
0
void Screen::EnterOrtho()
{
	PROFILE_SCOPED()

	Graphics::Renderer *r = GetRenderer();

	modelMatrix = r->GetCurrentModelView();
	projMatrix = r->GetCurrentProjection();

	r->GetCurrentViewport(&viewport[0]);
	r->SetOrthographicProjection(0, width, height, 0, -1, 1);
	r->SetTransform(matrix4x4f::Identity());
}
Beispiel #11
0
void Context::Draw()
{
	Graphics::Renderer *r = GetRenderer();

	// reset renderer for each layer
	for (std::vector<Layer*>::iterator i = m_layers.begin(); i != m_layers.end(); ++i) {
		r->SetOrthographicProjection(0, m_width, m_height, 0, -1, 1);
		r->SetTransform(matrix4x4f::Identity());
		r->SetClearColor(Color::BLACK);

		(*i)->Draw();

		r->SetScissor(false);
	}
}
Beispiel #12
0
void Context::Draw()
{
	Graphics::Renderer *r = GetRenderer();

	r->SetOrthographicProjection(0, m_width, m_height, 0, -1, 1);
	r->SetTransform(matrix4x4f::Identity());
	r->SetClearColor(Color::BLACK);
	r->SetBlendMode(Graphics::BLEND_ALPHA);
	r->SetDepthTest(false);

	Single::Draw();
	m_float->Draw();

	r->SetScissor(false);
}
Beispiel #13
0
void Thruster::Render(const matrix4x4f &trans, const RenderData *rd)
{
	float power = 0.f;
	power = -dir.Dot(vector3f(rd->linthrust));

	if (!linearOnly) {
		// pitch X
		// yaw   Y
		// roll  Z
		//model center is at 0,0,0, no need for invSubModelMat stuff
		const vector3f at = vector3f(rd->angthrust);
		const vector3f angdir = pos.Cross(dir);

		const float xp = angdir.x * at.x;
		const float yp = angdir.y * at.y;
		const float zp = angdir.z * at.z;

		if (xp+yp+zp > 0) {
			if (xp > yp && xp > zp && fabs(at.x) > power) power = fabs(at.x);
			else if (yp > xp && yp > zp && fabs(at.y) > power) power = fabs(at.y);
			else if (zp > xp && zp > yp && fabs(at.z) > power) power = fabs(at.z);
		}
	}
	if (power < 0.001f) return;

	Graphics::Renderer *r = GetRenderer();
	r->SetTransform(trans);

	r->SetBlendMode(Graphics::BLEND_ALPHA_ONE);
	r->SetDepthWrite(false);

	m_tMat->diffuse = m_glowMat->diffuse = baseColor * power;

	//directional fade
	vector3f cdir = vector3f(trans * -dir).Normalized();
	vector3f vdir = vector3f(trans[2], trans[6], -trans[10]).Normalized();
	// XXX check this for transition to new colors.
	m_glowMat->diffuse.a = Easing::Circ::EaseIn(Clamp(vdir.Dot(cdir), 0.f, 1.f), 0.f, 1.f, 1.f) * 255;
	m_tMat->diffuse.a = 255 - m_glowMat->diffuse.a;

	r->DrawTriangles(m_tVerts.get(), m_tMat.Get());
	r->DrawTriangles(m_glowVerts.get(), m_glowMat.Get());

	r->SetBlendMode(Graphics::BLEND_SOLID);
	r->SetDepthWrite(true);
}
Beispiel #14
0
void Billboard::Render(const matrix4x4f &trans, const RenderData *rd)
{
	PROFILE_SCOPED()
	Graphics::Renderer *r = GetRenderer();

	const matrix3x3f rot = trans.GetOrient().Transpose();

	//some hand-tweaked scaling, to make the lights seem larger from distance
	const float size = m_size * Graphics::GetFovFactor() * Clamp(trans.GetTranslate().Length() / 500.f, 0.25f, 15.f);

	const vector3f rotv1 = rot * vector3f(size*0.5f, -size*0.5f, 0.0f);
	const vector3f rotv2 = rot * vector3f(size*0.5f, size*0.5f, 0.0f);

	if( !m_vbuffer.Valid() )
	{
		//create buffer and upload data
		Graphics::VertexBufferDesc vbd;
		vbd.attrib[0].semantic = Graphics::ATTRIB_POSITION;
		vbd.attrib[0].format   = Graphics::ATTRIB_FORMAT_FLOAT3;
		vbd.attrib[1].semantic = Graphics::ATTRIB_UV0;
		vbd.attrib[1].format   = Graphics::ATTRIB_FORMAT_FLOAT2;
		vbd.numVertices = 6;
		vbd.usage = Graphics::BUFFER_USAGE_DYNAMIC;	// we could be updating this per-frame
		m_vbuffer.Reset( r->CreateVertexBuffer(vbd) );
	}

#pragma pack(push, 4)
	struct PosUVVert {
		vector3f pos;
		vector2f uv;
	};
#pragma pack(pop)
	PosUVVert* vtxPtr = m_vbuffer->Map<PosUVVert>(Graphics::BUFFER_MAP_WRITE);
	vtxPtr[0].pos = (m_offset - rotv1); vtxPtr[0].uv = vector2f(0.f, 0.f); //top left
	vtxPtr[1].pos = (m_offset - rotv2); vtxPtr[1].uv = vector2f(0.f, 1.f); //bottom left
	vtxPtr[2].pos = (m_offset + rotv2); vtxPtr[2].uv = vector2f(1.f, 0.f); //top right
	vtxPtr[3].pos = (m_offset + rotv2); vtxPtr[3].uv = vector2f(1.f, 0.f); //top right
	vtxPtr[4].pos = (m_offset - rotv2); vtxPtr[4].uv = vector2f(0.f, 1.f); //bottom left
	vtxPtr[5].pos = (m_offset + rotv1); vtxPtr[5].uv = vector2f(1.f, 1.f); //bottom right
	m_vbuffer->Unmap();

	r->SetTransform(trans);
	r->DrawBuffer(m_vbuffer.Get(), m_renderState, m_material.Get());

	r->GetStats().AddToStatCount(Graphics::Stats::STAT_BILLBOARD, 1);
}
Beispiel #15
0
void Thruster::Render(const matrix4x4f &trans, const RenderData *rd)
{
	float power = 0.f;
	power = -dir.Dot(vector3f(rd->linthrust));

	if (!linearOnly) {
		// pitch X
		// yaw   Y
		// roll  Z
		//model center is at 0,0,0, no need for invSubModelMat stuff
		const vector3f at = vector3f(rd->angthrust);
		const vector3f angdir = pos.Cross(dir);

		const float xp = angdir.x * at.x;
		const float yp = angdir.y * at.y;
		const float zp = angdir.z * at.z;

		if (xp+yp+zp > 0) {
			if (xp > yp && xp > zp && fabs(at.x) > power) power = fabs(at.x);
			else if (yp > xp && yp > zp && fabs(at.y) > power) power = fabs(at.y);
			else if (zp > xp && zp > yp && fabs(at.z) > power) power = fabs(at.z);
		}
	}
	if (power < 0.001f) return;

	Graphics::Renderer *r = GetRenderer();
	r->SetBlendMode(Graphics::BLEND_ADDITIVE);
	r->SetDepthWrite(false);
	r->SetTransform(trans);

	m_tMat->diffuse = baseColor * power;
	//directional fade
	/*vector3f cdir(0.f, 0.f, -1.f);
	vector3f vdir(-trans[2], -trans[6], -trans[10]);
	m_tMat->diffuse.a = 1.f - Clamp(vdir.Dot(cdir), 0.f, 1.f);*/
	r->DrawTriangles(m_tVerts.Get(), m_tMat.Get());
	r->SetBlendMode(Graphics::BLEND_SOLID);
	r->SetDepthWrite(true);
}
Beispiel #16
0
int main(int argc, char **argv)
{
	FileSystem::Init();

	if (SDL_Init(SDL_INIT_VIDEO) < 0) {
		fprintf(stderr, "sdl init failed: %s\n", SDL_GetError());
		exit(-1);
	}

    const SDL_VideoInfo *info = SDL_GetVideoInfo();
    switch (info->vfmt->BitsPerPixel) {
        case 16:
            SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
            SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
            SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
            break;
        case 24:
        case 32:
            SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
            SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
            SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
            break;
        default:
            fprintf(stderr, "invalid pixel depth: %d bpp\n", info->vfmt->BitsPerPixel);
            exit(-1);
    }
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
    SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);

	SDL_Surface *surface = SDL_SetVideoMode(WIDTH, HEIGHT, info->vfmt->BitsPerPixel, SDL_OPENGL);
	if (!surface) {
		fprintf(stderr, "sdl video mode init failed: %s\n", SDL_GetError());
		SDL_Quit();
		exit(-1);
	}

	SDL_WM_SetCaption("textstress", "textstress");

	Graphics::Settings videoSettings;
	videoSettings.width = WIDTH;
	videoSettings.height = HEIGHT;
	videoSettings.fullscreen = false;
	videoSettings.shaders = false;
	videoSettings.requestedSamples = 0;
	videoSettings.vsync = false;
	videoSettings.useTextureCompression = false;
	Graphics::Renderer *r = Graphics::Init(videoSettings);

	r->SetOrthographicProjection(0, WIDTH, HEIGHT, 0, -1, 1);
	r->SetTransform(matrix4x4f::Identity());
	r->SetClearColor(Color::BLACK);
	r->SetBlendMode(Graphics::BLEND_ALPHA);
	r->SetDepthTest(false);

	const Text::FontDescriptor fontDesc(Text::FontDescriptor::Load(FileSystem::gameDataFiles, "fonts/UIFont.ini", "English"));
	Text::TextureFont *font = new Text::TextureFont(fontDesc, r);

	std::string str;
	for (int i = 33; i < 127; i++)
		str.push_back(i);

	while (1) {
		bool done = false;

		SDL_Event event;
		while (SDL_PollEvent(&event)) {
			if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE)
				done = true;
		}
		if (done)
			break;

		font->RenderString(str.c_str(), rand()%(WIDTH*2)-WIDTH, rand()%HEIGHT, Color::WHITE);
		r->SwapBuffers();
	}

	delete font;
	delete r;

	SDL_Quit();

	exit(0);
}