Example #1
0
void MGui2d::drawShadow(void)
{
	MRenderingContext * render = MGui::getInstance()->getRenderingContext();

	MVector2 g_vertices[8];
	MVector4 g_colors[8];

	render->disableTexture();
	render->enableBlending();
	render->setBlendingMode(M_BLENDING_ALPHA);

	MVector4 color0 = MVector4(0, 0, 0, 0);
	MVector4 color1 = MVector4(0, 0, 0, 0.05f);

	float size = 4;

	MVector2 dir[4];
	dir[0] = MVector2(size, size*0.4f);
	dir[1] = MVector2(size*0.4f, size);
	dir[2] = MVector2(size*0.4f, size*0.1f);
	dir[3] = MVector2(size*0.1f, size*0.4f);

	render->disableNormalArray();
	render->disableTexCoordArray();
	render->enableVertexArray();
	render->enableColorArray();

	render->setVertexPointer(M_FLOAT, 2, g_vertices);
	render->setColorPointer(M_FLOAT, 4, g_colors);

	for(int i=0; i<4; i++)
	{
		g_colors[0] = color1;
		g_vertices[0] = MVector2(0, m_scale.y) + MVector2(dir[i].x, 0);
		g_colors[1] = color0;
		g_vertices[1] = MVector2(0, m_scale.y) + MVector2(size, size) + dir[i];

		g_colors[2] = color1;
		g_vertices[2] = MVector2(m_scale.x, m_scale.y);
		g_colors[3] = color0;
		g_vertices[3] = MVector2(m_scale.x, m_scale.y) + MVector2(size, size) + dir[i];

		g_colors[4] = color1;
		g_vertices[4] = MVector2(m_scale.x, 0) + MVector2(0, dir[i].y);
		g_colors[5] = color0;
		g_vertices[5] = MVector2(m_scale.x, 0) + MVector2(size, size) + dir[i];

		render->drawArray(M_PRIMITIVE_TRIANGLE_STRIP, 0, 6);
	}
}
Example #2
0
    void Atlas::Select()
    {
	if(g_Selected == this)
	    return;
	MEngine* engine = MEngine::getInstance();
	MRenderingContext* render = engine->getRenderingContext();
	
	Renderer::Flush();

	render->enableTexture();
	render->setBlendingMode(M_BLENDING_ALPHA);
	render->enableBlending();
	
	if(m_TextureID != 0)
	{
	    render->bindTexture(m_TextureID);
	    //render->sendTextureImage(&m_Atlas, false, 1, 0);
	}
	g_Selected = this;
    }
Example #3
0
void MFixedRenderer::drawScene(MScene * scene, MOCamera * camera)
{
    M_PROFILE_SCOPE(MFixedRenderer::drawScene);
	struct MEntityLight
	{
		MBox3d lightBox;
		MOLight * light;
	};
	
	struct MSubMeshPass
	{
		unsigned int subMeshId;
		unsigned int lightsNumber;
		MObject3d * object;
		MOLight * lights[4];
	};
	
	// sub objects
	#define MAX_TRANSP_SUBOBJ 4096
	static int transpList[MAX_TRANSP_SUBOBJ];
	static float transpZList[MAX_TRANSP_SUBOBJ];
	static MSubMeshPass transpSubObjs[MAX_TRANSP_SUBOBJ];
	
	// lights list
	#define MAX_ENTITY_LIGHTS 256
	static int entityLightsList[MAX_ENTITY_LIGHTS];
	static float entityLightsZList[MAX_ENTITY_LIGHTS];
	static MEntityLight entityLights[MAX_ENTITY_LIGHTS];

	
	// get render
	MRenderingContext * render = MEngine::getInstance()->getRenderingContext();
	render->enableLighting();
	render->enableBlending();

	
	// make frustum
	MFrustum * frustum = camera->getFrustum();
	frustum->makeVolume(camera);
	
	// update visibility
	updateVisibility(scene, camera);
	
	// fog
	enableFog(camera);
	
	// camera
	MVector3 cameraPos = camera->getTransformedPosition();
	
	
	// transp sub obj number
	unsigned int transpSubObsNumber = 0;
	
	// lights
	unsigned int l;
	unsigned int lSize = scene->getLightsNumber();
	
	// entities
	unsigned int i;
	unsigned int eSize = scene->getEntitiesNumber();
	for(i=0; i<eSize; i++)
	{
		// get entity
		MOEntity * entity = scene->getEntityByIndex(i);
		MMesh * mesh = entity->getMesh();
		
		if(! entity->isActive())
			continue;
		
		if(! entity->isVisible())
		{
			if(mesh)
			{
				MArmature * armature = mesh->getArmature();
				MArmatureAnim * armatureAnim = mesh->getArmatureAnim();
				if(armature)
				{
					// animate armature
					if(armatureAnim)
						animateArmature(
										mesh->getArmature(),
										mesh->getArmatureAnim(),
										entity->getCurrentFrame()
										);
					
					// TODO : optimize and add a tag to desactivate it
					updateSkinning(mesh, armature);
					(*entity->getBoundingBox()) = (*mesh->getBoundingBox());
				}
			}
			
			continue;
		}
		
		// draw mesh
		if(mesh)
		{
			MVector3 scale = entity->getTransformedScale();
			MBox3d * entityBox = entity->getBoundingBox();
			
			float minScale = scale.x;
			minScale = MIN(minScale, scale.y);
			minScale = MIN(minScale, scale.z);
			minScale = 1.0f / minScale;
			
			unsigned int entityLightsNumber = 0;
			for(l=0; l<lSize; l++)
			{
				// get entity
				MOLight * light = scene->getLightByIndex(l);
				
				if(! light->isActive())
					continue;
				
				if(! light->isVisible())
					continue;
				
				// light box
				MVector3 lightPos = light->getTransformedPosition();
				MVector3 localPos = entity->getInversePosition(lightPos);
				
				float localRadius = light->getRadius() * minScale;
				
				MBox3d lightBox(
								MVector3(localPos - localRadius),
								MVector3(localPos + localRadius)
								);
				
				if(! entityBox->isInCollisionWith(&lightBox))
					continue;
				
				MEntityLight * entityLight = &entityLights[entityLightsNumber];
				entityLight->lightBox = lightBox;
				entityLight->light = light;
				
				entityLightsNumber++;
				if(entityLightsNumber == MAX_ENTITY_LIGHTS)
					break;
			}
			
			// animate armature
			if(mesh->getArmature() && mesh->getArmatureAnim())
				animateArmature(
								mesh->getArmature(),
								mesh->getArmatureAnim(),
								entity->getCurrentFrame()
								);
			
			// animate textures
			if(mesh->getTexturesAnim())
				animateTextures(mesh, mesh->getTexturesAnim(), entity->getCurrentFrame());
			
			// animate materials
			if(mesh->getMaterialsAnim())
				animateMaterials(mesh, mesh->getMaterialsAnim(), entity->getCurrentFrame());
			
			unsigned int s;
			unsigned int sSize = mesh->getSubMeshsNumber();
			for(s=0; s<sSize; s++)
			{
				MSubMesh * subMesh = &mesh->getSubMeshs()[s];
				MBox3d * box = subMesh->getBoundingBox();
				
				// check if submesh visible
				if(sSize > 1)
				{
					MVector3 * min = box->getMin();
					MVector3 * max = box->getMax();
					
					MVector3 points[8] = {
						entity->getTransformedVector(MVector3(min->x, min->y, min->z)),
						entity->getTransformedVector(MVector3(min->x, max->y, min->z)),
						entity->getTransformedVector(MVector3(max->x, max->y, min->z)),
						entity->getTransformedVector(MVector3(max->x, min->y, min->z)),
						entity->getTransformedVector(MVector3(min->x, min->y, max->z)),
						entity->getTransformedVector(MVector3(min->x, max->y, max->z)),
						entity->getTransformedVector(MVector3(max->x, max->y, max->z)),
						entity->getTransformedVector(MVector3(max->x, min->y, max->z))
					};
					
					if(! frustum->isVolumePointsVisible(points, 8))
						continue;
				}
				
				// subMesh center
				MVector3 center = (*box->getMin()) + ((*box->getMax()) - (*box->getMin()))*0.5f;
				center = entity->getTransformedVector(center);
				
				// sort entity lights
				unsigned int lightsNumber = 0;
				for(l=0; l<entityLightsNumber; l++)
				{
					MEntityLight * entityLight = &entityLights[l];
					if(! box->isInCollisionWith(&entityLight->lightBox))
						continue;
					
					MOLight * light = entityLight->light;
					
					float z = (center - light->getTransformedPosition()).getLength();
					entityLightsList[lightsNumber] = l;
					entityLightsZList[l] = (1.0f/z)*light->getRadius();
					lightsNumber++;
				}
				
				if(lightsNumber > 1)
					sortFloatList(entityLightsList, entityLightsZList, 0, (int)lightsNumber-1);
				
				// local lights
				if(lightsNumber > 4)
					lightsNumber = 4;
				
				for(l=0; l<lightsNumber; l++)
				{
					MEntityLight * entityLight = &entityLights[entityLightsList[l]];
					MOLight * light = entityLight->light;
					
					// attenuation
					float quadraticAttenuation = (8.0f / light->getRadius());
					quadraticAttenuation = (quadraticAttenuation*quadraticAttenuation)*light->getIntensity();
					
					// color
					MVector3 color = light->getFinalColor();
					
					// set light
					render->enableLight(l);
					render->setLightPosition(l, light->getTransformedPosition());
					render->setLightDiffuse(l, MVector4(color));
					render->setLightSpecular(l, MVector4(color));
					render->setLightAmbient(l, MVector3(0, 0, 0));
					render->setLightAttenuation(l, 1, 0, quadraticAttenuation);
					
					// spot
					render->setLightSpotAngle(l, light->getSpotAngle());
					if(light->getSpotAngle() < 90){
						render->setLightSpotDirection(l, light->getRotatedVector(MVector3(0, 0, -1)).getNormalized());
						render->setLightSpotExponent(l, light->getSpotExponent());
					}
					else {
						render->setLightSpotExponent(l, 0.0f);
					}
				}
				
				for(l=lightsNumber; l<4; l++){
					render->disableLight(l);
				}
				
				render->pushMatrix();
				render->multMatrix(entity->getMatrix());
				
				// draw opaques
				drawOpaques(subMesh, mesh->getArmature());
				
				if(subMesh->hasTransparency())
				{
					if(transpSubObsNumber < MAX_TRANSP_SUBOBJ)
					{
						// transparent subMesh pass
						MSubMeshPass * subMeshPass = &transpSubObjs[transpSubObsNumber];
						
						// lights
						subMeshPass->lightsNumber = lightsNumber;
						for(l=0; l<lightsNumber; l++)
							subMeshPass->lights[l] = entityLights[entityLightsList[l]].light;
						
						// z distance to camera
						float z = getDistanceToCam(camera, center);
						
						// set values
						transpList[transpSubObsNumber] = transpSubObsNumber;
						transpZList[transpSubObsNumber] = z;
						subMeshPass->subMeshId = s;
						subMeshPass->object = entity;
						
						transpSubObsNumber++;
					}
				}
				
				render->popMatrix();
			}
			
			mesh->updateBoundingBox();
			(*entity->getBoundingBox()) = (*mesh->getBoundingBox());
		}
	}
	
	
	// texts
	unsigned int tSize = scene->getTextsNumber();
	for(i=0; i<tSize; i++)
	{
		MOText * text = scene->getTextByIndex(i);
		if(text->isActive() && text->isVisible())
		{
			// transparent pass
			MSubMeshPass * subMeshPass = &transpSubObjs[transpSubObsNumber];
			
			// center
			MBox3d * box = text->getBoundingBox();
			MVector3 center = (*box->getMin()) + ((*box->getMax()) - (*box->getMin()))*0.5f;
			center = text->getTransformedVector(center);
			
			// z distance to camera
			float z = getDistanceToCam(camera, center);
			
			// set values
			transpList[transpSubObsNumber] = transpSubObsNumber;
			transpZList[transpSubObsNumber] = z;
			subMeshPass->object = text;
			
			transpSubObsNumber++;
		}
	}
	
	
	// sort transparent list
	if(transpSubObsNumber > 1)
		sortFloatList(transpList, transpZList, 0, (int)transpSubObsNumber-1);
	
	// draw transparents
	for(i=0; i<transpSubObsNumber; i++)
	{
		MSubMeshPass * subMeshPass = &transpSubObjs[transpList[i]];
		MObject3d * object = subMeshPass->object;
		
		// objects
		switch(object->getType())
		{
			case M_OBJECT3D_ENTITY:
			{
				MOEntity * entity = (MOEntity *)object;
				unsigned int subMeshId = subMeshPass->subMeshId;
				MMesh * mesh = entity->getMesh();
				MSubMesh * subMesh = &mesh->getSubMeshs()[subMeshId];
				
				// animate armature
				if(mesh->getArmature() && mesh->getArmatureAnim())
					animateArmature(
									mesh->getArmature(),
									mesh->getArmatureAnim(),
									entity->getCurrentFrame()
									);
				
				// animate textures
				if(mesh->getTexturesAnim())
					animateTextures(mesh, mesh->getTexturesAnim(), entity->getCurrentFrame());
				
				// animate materials
				if(mesh->getMaterialsAnim())
					animateMaterials(mesh, mesh->getMaterialsAnim(), entity->getCurrentFrame());
				
				// lights
				for(l=0; l<subMeshPass->lightsNumber; l++)
				{
					MOLight * light = subMeshPass->lights[l];
					
					// attenuation
					float quadraticAttenuation = (8.0f / light->getRadius());
					quadraticAttenuation = (quadraticAttenuation*quadraticAttenuation)*light->getIntensity();
					
					// color
					MVector3 color = light->getFinalColor();
					
					// set light
					render->enableLight(l);
					render->setLightPosition(l, light->getTransformedPosition());
					render->setLightDiffuse(l, MVector4(color));
					render->setLightSpecular(l, MVector4(color));
					render->setLightAmbient(l, MVector3(0, 0, 0));
					render->setLightAttenuation(l, 1, 0, quadraticAttenuation);
					
					// spot
					render->setLightSpotAngle(l, light->getSpotAngle());
					if(light->getSpotAngle() < 90){
						render->setLightSpotDirection(l, light->getRotatedVector(MVector3(0, 0, -1)).getNormalized());
						render->setLightSpotExponent(l, light->getSpotExponent());
					}
					else {
						render->setLightSpotExponent(l, 0.0f);
					}
				}
				
				for(l=subMeshPass->lightsNumber; l<4; l++){
					render->disableLight(l);
				}
				
				render->pushMatrix();
				render->multMatrix(entity->getMatrix());
				drawTransparents(subMesh, mesh->getArmature());
				render->popMatrix();
				
				mesh->updateBoundingBox();
				(*entity->getBoundingBox()) = (*mesh->getBoundingBox());
			}
				break;
				
			case M_OBJECT3D_TEXT:
			{
				MOText * text = (MOText *)object;
				
				render->pushMatrix();
				render->multMatrix(text->getMatrix());
				drawText(text);
				render->popMatrix();
			}
				break;
		}
	}
	
	render->disableLighting();
	render->disableFog();	
}
Example #4
0
void MFixedRenderer::drawText(MOText * textObj)
{
    M_PROFILE_SCOPE(MFixedRenderer::drawText);
	MFont * font = textObj->getFont();
	const char * text = textObj->getText();
	vector <float> * linesOffset = textObj->getLinesOffset();
	
	if(! (strlen(text) > 0 && font))
		return;
	
	if(linesOffset->size() == 0)
		return;
	
	MRenderingContext * render = MEngine().getInstance()->getRenderingContext();
	
	
	render->enableBlending();
	render->enableTexture();
	render->disableLighting();
	
	render->setColor4(*textObj->getColor());
	render->setBlendingMode(M_BLENDING_ALPHA);
	
	static MVector2 vertices[4];
	static MVector2 texCoords[4];
	
	render->disableNormalArray();
	render->disableColorArray();
	render->enableVertexArray();
	render->enableTexCoordArray();
	
	render->setVertexPointer(M_FLOAT, 2, vertices);
	render->setTexCoordPointer(M_FLOAT, 2, texCoords);
	
	render->bindTexture(font->getTextureId());
	
	unsigned int lineId = 0;
	float lineOffset = (*linesOffset)[0];
	
	float size = textObj->getSize();
	float tabSize = size*2;
	float fontSize = (float)font->getFontSize();
	float widthFactor = font->getTextureWith() / fontSize;
	float heightFactor = font->getTextureHeight() / fontSize;
	float xc = 0, yc = 0;
	
	unsigned int i;
	unsigned int textLen = strlen(text);
	for(i=0; i<textLen; i++)
	{
		if(text[i] == '\n') // return
		{
			if(((i+1) < textLen))
			{
				lineId++;
				lineOffset = (*linesOffset)[lineId];
				
				yc += size;
				xc = 0;
			}
			continue;
		}
		
		if(text[i] == '\t') // tab
		{
			int tab = (int)(xc / tabSize) + 1;
			xc = tab*tabSize;
			continue;
		}
		
		// get character
		unsigned int charCode = (unsigned int)((unsigned char)text[i]);
		MCharacter * character = font->getCharacter(charCode);
		if(! character)
			continue;
		
		MVector2 pos = character->getPos();
		MVector2 scale = character->getScale();
		MVector2 offset = character->getOffset() * size + MVector2(lineOffset, 0);
		
		float width = scale.x * widthFactor * size;
		float height = scale.y * heightFactor * size;
		
		// construct quad
		texCoords[0] = MVector2(pos.x, (pos.y + scale.y));
		vertices[0] = MVector2(xc, (yc + height)) + offset;						
		
		texCoords[1] = MVector2((pos.x + scale.x), (pos.y + scale.y));	
		vertices[1] = MVector2((xc + width), (yc + height)) + offset;							
		
		texCoords[3] = MVector2((pos.x + scale.x), pos.y);	
		vertices[3] = MVector2((xc + width), yc) + offset;							
		
		texCoords[2] = MVector2(pos.x, pos.y);				
		vertices[2] = MVector2(xc, yc) + offset;
		
		// draw quad
		render->drawArray(M_PRIMITIVE_TRIANGLE_STRIP, 0, 4);
		
		//move to next character
		xc += character->getXAdvance() * size;
	}	
}
Example #5
0
void MGuiWindow::draw(void)
{
	MRenderingContext * render = MGui::getInstance()->getRenderingContext();

	if(! isVisible())
		return;
	
	MWindow * window = MWindow::getInstance();

	rescaleScrollingBar();
	render->enableScissorTest();
	render->setScissor((int)getPosition().x, window->getHeight() - (int)getPosition().y - (unsigned int)getScale().y, (unsigned int)getScale().x, (unsigned int)getScale().y);

	// normal clear
	if((getNormalColor().w >= 1.0f) && (! hasNormalTexture()))
	{
		render->setClearColor(getNormalColor());
		render->clear(M_BUFFER_COLOR);

		MGuiEvent guiEvent;
		guiEvent.type = MGUI_EVENT_DRAW;

		if(m_pointerEvent)
			m_pointerEvent(this, &guiEvent);

		// 2d mode
		set2dMode(render);
		render->disableDepthTest();
		render->disableCullFace();
		render->disableLighting();
		render->enableBlending();
		render->setBlendingMode(M_BLENDING_ALPHA);
		render->enableTexture();
	}
	else
	{
		// background
		set2dMode(render);
		render->disableDepthTest();
		render->disableCullFace();
		render->disableLighting();
		render->enableBlending();
		render->setBlendingMode(M_BLENDING_ALPHA);

		if(hasNormalTexture()) // texture clear
		{
			render->enableTexture();
			render->setColor4(getNormalColor());
			drawTexturedQuad(getNormalTexture());
		}
		else if(getNormalColor().w < 1.0f)
		{
			render->disableTexture();
			render->setColor4(getNormalColor());
			drawQuad();
		}

		if(m_pointerEvent)
		{
			MGuiEvent guiEvent;
			guiEvent.type = MGUI_EVENT_DRAW;
			m_pointerEvent(this, &guiEvent);

			// 2d mode
			set2dMode(render);
			render->disableDepthTest();
			render->disableCullFace();
			render->disableLighting();
			render->enableBlending();
			render->setBlendingMode(M_BLENDING_ALPHA);
			render->enableTexture();
		}
	}

	// gui
	render->pushMatrix();
	render->translate(MVector3(getPosition().x, getPosition().y, 0));

	render->pushMatrix();
	render->translate(MVector3(getScroll().x, getScroll().y, 0));

	// drawing
	unsigned int i;
	unsigned int oSize = m_objects.size();
	for(i=0; i<oSize; i++)
		m_objects[i]->draw();

	render->popMatrix();

	// draw shadows
	if(hasShadow())
	{
		render->disableScissorTest();
		drawShadow();
		render->enableScissorTest();
	}

	// scolling slides
	if(isHorizontalScroll())
		m_hScrollSlide.draw();

	if(isVerticalScroll())
		m_vScrollSlide.draw();

	render->popMatrix();
}