Example #1
0
	virtual void VertexAttribPointer(const char* id, GLint size, GLenum type, GLboolean normalized, GLsizei stride, void* pointer)
	{
		std::map<CStrIntern, int>::iterator it = m_VertexAttribs.find(CStrIntern(id));
		if (it != m_VertexAttribs.end())
		{
			pglVertexAttribPointerARB(it->second, size, type, normalized, stride, pointer);
		}
	}
Example #2
0
void WaterManager::RenderWaves(const CFrustum& frustrum)
{
#if CONFIG2_GLES
#warning Fix WaterManager::RenderWaves on GLES
#else
	if (g_Renderer.m_SkipSubmit || !m_WaterFancyEffects)
		return;
		
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_FancyEffectsFBO);
		
	GLuint attachments[2] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
	pglDrawBuffers(2, attachments);
		
	glClearColor(0.0f,0.0f, 0.0f,0.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_ALWAYS);
	
	CShaderDefines none;
	CShaderProgramPtr shad = g_Renderer.GetShaderManager().LoadProgram("glsl/waves", none);
	
	shad->Bind();
	
	shad->BindTexture(str_waveTex, m_WaveTex);
	shad->BindTexture(str_foamTex, m_FoamTex);
	
	shad->Uniform(str_time, (float)m_WaterTexTimer);
	shad->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());

	for (size_t a = 0; a < m_ShoreWaves.size(); ++a)
	{
		if (!frustrum.IsBoxVisible(m_ShoreWaves[a]->m_AABB))
			continue;
		
		CVertexBuffer::VBChunk* VBchunk = m_ShoreWaves[a]->m_VBvertices;
		SWavesVertex* base = (SWavesVertex*)VBchunk->m_Owner->Bind();
		
		// setup data pointers
		GLsizei stride = sizeof(SWavesVertex);
		shad->VertexPointer(3, GL_FLOAT, stride, &base[VBchunk->m_Index].m_BasePosition);
		shad->TexCoordPointer(GL_TEXTURE0, 2, GL_UNSIGNED_BYTE, stride, &base[VBchunk->m_Index].m_UV);
		//	NormalPointer(gl_FLOAT, stride, &base[m_VBWater->m_Index].m_UV)
		pglVertexAttribPointerARB(2, 2, GL_FLOAT, GL_TRUE, stride, &base[VBchunk->m_Index].m_PerpVect);	// replaces commented above because my normal is vec2
		shad->VertexAttribPointer(str_a_apexPosition, 3, GL_FLOAT, false, stride, &base[VBchunk->m_Index].m_ApexPosition);
		shad->VertexAttribPointer(str_a_splashPosition, 3, GL_FLOAT, false, stride, &base[VBchunk->m_Index].m_SplashPosition);
		shad->VertexAttribPointer(str_a_retreatPosition, 3, GL_FLOAT, false, stride, &base[VBchunk->m_Index].m_RetreatPosition);
		
		shad->AssertPointersBound();
		
		shad->Uniform(str_translation, m_ShoreWaves[a]->m_TimeDiff);
		shad->Uniform(str_width, (int)m_ShoreWaves[a]->m_Width);

		u8* indexBase = m_ShoreWaves_VBIndices->m_Owner->Bind();
		glDrawElements(GL_TRIANGLES, (GLsizei) (m_ShoreWaves[a]->m_Width-1)*(7*6),
					   GL_UNSIGNED_SHORT, indexBase + sizeof(u16)*(m_ShoreWaves_VBIndices->m_Index));
		
		shad->Uniform(str_translation, m_ShoreWaves[a]->m_TimeDiff + 6.0f);
		
		// TODO: figure out why this doesn't work.
		//g_Renderer.m_Stats.m_DrawCalls++;
		//g_Renderer.m_Stats.m_WaterTris += m_ShoreWaves_VBIndices->m_Count / 3;
		
		CVertexBuffer::Unbind();
	}
	shad->Unbind();
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);

	glDisable(GL_BLEND);
	glDepthFunc(GL_LEQUAL);
#endif
}
Example #3
0
	virtual void TexCoordPointer(GLenum texture, GLint size, GLenum type, GLsizei stride, void* pointer)
	{
		pglVertexAttribPointerARB(8 + texture - GL_TEXTURE0, size, type, GL_FALSE, stride, pointer);
		m_ValidStreams |= STREAM_UV0 << (texture - GL_TEXTURE0);
	}
Example #4
0
	virtual void ColorPointer(GLint size, GLenum type, GLsizei stride, void* pointer)
	{
		pglVertexAttribPointerARB(3, size, type, GL_TRUE, stride, pointer);
		m_ValidStreams |= STREAM_COLOR;
	}
Example #5
0
	virtual void NormalPointer(GLenum type, GLsizei stride, void* pointer)
	{
		pglVertexAttribPointerARB(2, 3, type, GL_TRUE, stride, pointer);
		m_ValidStreams |= STREAM_NORMAL;
	}
Example #6
0
	virtual void VertexPointer(GLint size, GLenum type, GLsizei stride, void* pointer)
	{
		pglVertexAttribPointerARB(0, size, type, GL_FALSE, stride, pointer);
		m_ValidStreams |= STREAM_POS;
	}