CameraInstance* CreateDefaultCamera(EditableScene *es, const char *camTag, const char *nodeTag, const char *instTag)
{
	Camera *pCamera = es->CreateCamera();
	pCamera->SetTag(camTag);
	Node *pNode = es->CreateNode(NULL);
	pNode->SetTag(nodeTag);
	CameraInstance *pCI = es->CreateCameraInstance(pNode, pCamera);
	pCI->SetTag(instTag);
	Property* pTransform = pNode->AppendTransform(Transform::MATRIX, Zero)->GetDelegate(NULL);

	AutoPtr<AccessProviderLocal> providerLocal;
	CreateAccessProviderLocal(&providerLocal);

	float3 aabb(es->GetSceneAABB(-1, 0, providerLocal));
	float3 center(es->GetSceneCenter(-1, 0, providerLocal));
	float4x4 ypr;
	MatrixRotationYawPitchRoll(&ypr, 3.141692f/4, -3.141692f/4, 0);

	float4x4 t0;
	MatrixTranslation(&t0, center.x, center.y, center.y);

	float4x4 t1;
	float bbD = Vec3Length(&aabb);
	MatrixTranslation(&t1, 0, 0, bbD*2);
	float4x4 up = es->GetUpAxis();
	float4x4 upI;
	MatrixInverse(&upI, 0, &up);
	float4x4 minusZ;
	MatrixScaling(&minusZ, 1,1,-1);
	float4x4 m = t1*ypr*t0*minusZ*upI;
	MatrixTranspose(&m, &m);
	pTransform->SetValue(m);
	pCamera->SetFar(10*bbD);

	return pCI;
}
Example #2
0
void XGraphicsOpenGL::DrawTexture( GLint idTexture, 
																	 float xpos, float ypos, 
																	 float width, float height, 
																	 BOOL bBlendAdd )
{
	
	CHECK_GL_ERROR();
	
	GLfloat tex[8] = { 0, 1.0f, 1.0f, 1.0f, 0, 0, 1.0f, 0 };
	GLfloat pos[8] = { xpos, ypos + height, xpos + width, ypos + height, xpos, ypos, xpos + width, ypos };
	GLfloat col[16] = { 
		1.0f, 1.0f, 1.0f, 1.0f,
		1.0f, 1.0f, 1.0f, 1.0f,
		1.0f, 1.0f, 1.0f, 1.0f,
		1.0f, 1.0f, 1.0f, 1.0f };
	MATRIX mTrans, mScale, mMVP;
	MatrixTranslation( mTrans, xpos, ypos, 0 );
	MatrixScaling( mScale, 1.f, 1.f, 1.f );
	MatrixIdentity( mMVP );
	MatrixMultiply( mMVP, mMVP, mScale );
	MatrixMultiply( mMVP, mMVP, mTrans );
	MatrixMultiply( mMVP, mMVP, XE::x_mViewProjection );
	// 8픽셀 크기로 블러가 되게 하려고 8픽셀 여유를 뒀다.
	// 현재 쉐이더를 얻어온다
	GRAPHICS_GL->sSetShader( GRAPHICS_GL->GetpShaderColTex() );
	XShader *pShader = XGraphicsOpenGL::sGetShader();
	pShader->SetUniformMVP( mMVP );
	pShader->SetUniformColor( 1.0f, 1.0f, 1.0f, 1.0f );
	//	pShader->SetShader( mMVP, 1.0f, 1.0f, 1.0f, 1.0f );
	//    GRAPHICS_GL->GetpBaseShader()->SetShader( mMVP, 1.0f, 1.0f, 1.0f, 1.0f );
	//    GRAPHICS_GL->GetpBaseShader()->SetShader( XE::x_mViewProjection, 1.0f, 1.0f, 1.0f, 1.0f );

	CHECK_GL_ERROR();
	
	glEnable( GL_BLEND );
	if( bBlendAdd )
		glBlendFunc( GL_SRC_ALPHA, GL_ONE );
	else
		glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
	//    glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
#ifdef _XVAO
	glBindVertexArrayOES( 0 );
#endif
	CHECK_GL_ERROR();
	
	glBindBuffer( GL_ARRAY_BUFFER, 0 );
	glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
	glEnableVertexAttribArray( XE::ATTRIB_POS );
	glEnableVertexAttribArray( XE::ATTRIB_COLOR );
	glEnableVertexAttribArray( XE::ATTRIB_TEXTURE );
	glVertexAttribPointer( XE::ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, 0, pos );
	glVertexAttribPointer( XE::ATTRIB_TEXTURE, 2, GL_FLOAT, GL_FALSE, 0, tex );
	glVertexAttribPointer( XE::ATTRIB_COLOR, 4, GL_FLOAT, GL_FALSE, 0, col );
	glEnableVertexAttribArray( XE::ATTRIB_SIZE );
	CHECK_GL_ERROR();
	
	// bind texture
	XGraphicsOpenGL::sBindTexture( idTexture );
	CHECK_GL_ERROR();
	

	glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
	CHECK_GL_ERROR();
	
	glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
	CHECK_GL_ERROR();
	
}