Esempio n. 1
0
/**
 * \brief Draws the vertices in the case where there are textures.
 */
void bear::visual::gl_state::draw_textured() const
{
  if ( m_vertices.empty() )
    return;

  enable_shader();

  set_colors();
  set_vertices();
  set_texture_coordinates();

  for ( element_range_list::const_iterator it(m_elements.begin());
        it!=m_elements.end(); ++it )
    {
      glBindTexture( GL_TEXTURE_2D, it->texture_id );
      VISUAL_GL_ERROR_THROW();

      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
      VISUAL_GL_ERROR_THROW();
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
      VISUAL_GL_ERROR_THROW();

      glDrawArrays( get_gl_render_mode(), it->vertex_index, it->count );
      VISUAL_GL_ERROR_THROW();
    }

  disable_states();
} // gl_state::draw_textured()
Esempio n. 2
0
/**
 * \brief Passes the color pointer to OpenGL.
 */
void bear::visual::gl_state::set_colors() const
{
  glEnableClientState( GL_COLOR_ARRAY );
  VISUAL_GL_ERROR_THROW();
  glColorPointer( 4, GL_FLOAT, 0, m_colors.data() );
  VISUAL_GL_ERROR_THROW();
} // gl_state::set_colors()
Esempio n. 3
0
/**
 * \brief Passes the vertex pointer to OpenGL.
 */
void bear::visual::gl_state::set_vertices() const
{
  glEnableClientState( GL_VERTEX_ARRAY );
  VISUAL_GL_ERROR_THROW();
  glVertexPointer( 2, GL_FLOAT, 0, m_vertices.data() );
  VISUAL_GL_ERROR_THROW();
} // gl_state::set_vertices()
Esempio n. 4
0
/**
 * \brief Passes the pointer on the texture coordinates to OpenGL.
 */
void bear::visual::gl_state::set_texture_coordinates() const
{
  glEnableClientState( GL_TEXTURE_COORD_ARRAY );
  VISUAL_GL_ERROR_THROW();
  glTexCoordPointer( 2, GL_FLOAT, 0, m_texture_coordinates.data() );
  VISUAL_GL_ERROR_THROW();
} // gl_state::set_texture_coordinates()
Esempio n. 5
0
/**
 * \brief Draw a filled polygon.
 * \param color The color of the polygon.
 * \param p The points of the polygon.
 */
void bear::visual::gl_screen::draw_polygon
( const color_type& color, const std::vector<position_type>& p )
{
  glBindTexture( GL_TEXTURE_2D, 0 );
  VISUAL_GL_ERROR_THROW();

  const GLfloat max = std::numeric_limits<color_type::component_type>::max();

  if (color.components.alpha != max)
    {
      glEnable(GL_BLEND);
      VISUAL_GL_ERROR_THROW();
    }

  glBegin(GL_QUADS);
  {
    glColor4f( (GLfloat)color.components.red / max,
         (GLfloat)color.components.green / max,
         (GLfloat)color.components.blue / max,
         (GLfloat)color.components.alpha / max );

    for ( unsigned int i=0; i!=p.size(); ++i )
      glVertex3f( p[i].x, p[i].y, m_z_position );
  }
  glEnd();
  VISUAL_GL_ERROR_THROW();

  update_z_position();

  if (color.components.alpha != max)
    {
      glDisable(GL_BLEND);
      VISUAL_GL_ERROR_THROW();
    }
} // gl_screen::draw_polygon()
Esempio n. 6
0
/**
 * \brief Tells OpenGL to disable the texture coordinates, the vertices and the
 *        colors.
 */
void bear::visual::gl_state::disable_states() const
{
  glDisableClientState( GL_TEXTURE_COORD_ARRAY );
  VISUAL_GL_ERROR_THROW();

  glDisableClientState( GL_VERTEX_ARRAY );
  VISUAL_GL_ERROR_THROW();

  glDisableClientState( GL_COLOR_ARRAY );
  VISUAL_GL_ERROR_THROW();
} // gl_state::draw_textured()
Esempio n. 7
0
/**
 * \brief Draw current texture.
 * \param render_box On gl_screen position and size of the texture.
 * \param clip Part of the texture to draw.
 */
void bear::visual::gl_screen::render_image
( const claw::math::coordinate_2d<GLdouble> render_coord[],
  const claw::math::box_2d<GLdouble>& clip )
{
  glBegin(GL_QUADS);
  {
    // Top-left corner
    glTexCoord2d( clip.first_point.x, clip.first_point.y );
    glVertex3d(render_coord[0].x, render_coord[0].y, m_z_position);

    // Top-right corner
    glTexCoord2d( clip.second_point.x, clip.first_point.y );
    glVertex3d(render_coord[1].x, render_coord[1].y, m_z_position);

    // Bottom-right corner
    glTexCoord2d( clip.second_point.x, clip.second_point.y );
    glVertex3d(render_coord[2].x, render_coord[2].y, m_z_position);

    // Bottom-left corner
    glTexCoord2d( clip.first_point.x, clip.second_point.y );
    glVertex3d(render_coord[3].x, render_coord[3].y, m_z_position);
  }
  glEnd();
  VISUAL_GL_ERROR_THROW();

  update_z_position();
} // gl_screen::render_image()
Esempio n. 8
0
/**
 * \brief Sets the value of a boolean uniform.
 * \param name The name of the uniform.
 * \param value The value to assign to the uniform.
 */
void
bear::visual::gl_state::uniform_setter::operator()
( std::string name, bool value ) const
{
  glUniform1i( glGetUniformLocation( m_program, name.c_str() ), value);
  VISUAL_GL_ERROR_THROW();
} // gl_state::uniform_setter::operator()()
Esempio n. 9
0
void bear::visual::detail::uniform_setter::operator()
  ( const std::string& name, const std::array< float, 16 >& value ) const
{
  glUniformMatrix4fv
    ( glGetUniformLocation( m_program, name.c_str() ),
      1, GL_FALSE, value.data() );
  VISUAL_GL_ERROR_THROW();
}
Esempio n. 10
0
/**
 * \brief Stop the rendering process.
 * \return false if this screen has been closed by the user.
 */
bool bear::visual::gl_screen::end_render()
{
  glFlush();
  SDL_GL_SwapBuffers();
  VISUAL_GL_ERROR_THROW();

  return !is_closed();
} // gl_screen::end_render()
Esempio n. 11
0
/**
 * \brief Sets a new dimension for the resulting projection to match the size of
 *        the screen.
 */
void bear::visual::gl_screen::resize_view()
{
  glViewport( 0, 0, m_window_size.x, m_window_size.y );
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glOrtho( 0, m_size.x, 0, m_size.y, -1, 0 );
  glMatrixMode(GL_MODELVIEW);

  VISUAL_GL_ERROR_THROW();
} // gl_screen::resize_view()
Esempio n. 12
0
/**
 * \brief Enables the shader of the state.
 */
void bear::visual::gl_state::enable_shader() const
{
  if ( !m_shader.is_valid() )
    {
      glUseProgram( 0 );
      VISUAL_GL_ERROR_THROW();
      return;
    }

  const gl_shader_program* const s
    ( static_cast<const gl_shader_program*>( m_shader.get_impl() ) );

  glUseProgram( s->program_id() );
  VISUAL_GL_ERROR_THROW();

  shader_program::variable_visitor_type visitor;
  shader_program::input_variable_map vars( m_shader.get_variables() );
  visitor.run( vars, uniform_setter( s->program_id() ) );
} // gl_state::enable_shader()
Esempio n. 13
0
/**
 * \brief Initialize the rendering process.
 */
void bear::visual::gl_screen::begin_render()
{
  VISUAL_GL_ERROR_THROW();

  while ( !m_shader.empty() )
    pop_shader();

  glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
  m_z_position = 0;

  resize_view();
} // gl_screen::begin_render()
Esempio n. 14
0
/**
 * \brief Enables a given shader.
 * \param p The shader to enable.
 */
void bear::visual::gl_screen::use_program( const shader_program& p ) const
{
  const gl_shader_program* const s
    ( static_cast<const gl_shader_program*>(p.get_impl()) );

  glUseProgram( s->program_id() );
  VISUAL_GL_ERROR_THROW();

  shader_program::variable_visitor_type visitor;
  shader_program::input_variable_map vars( p.get_variables() );
  visitor.run( vars, uniform_setter( s->program_id() ) );
} // gl_screen::use_program()
Esempio n. 15
0
/**
 * \brief Draws the vertices in the case where there is no texture.
 */
void bear::visual::gl_state::draw_shape() const
{
  if ( m_vertices.empty() )
    return;

  enable_shader();

  if ( m_line_width > 0 )
    {
      glLineWidth( m_line_width );
      VISUAL_GL_ERROR_THROW();
    }

  set_colors();
  set_vertices();

  glBindTexture( GL_TEXTURE_2D, 0 );
  VISUAL_GL_ERROR_THROW();

  glDrawArrays( get_gl_render_mode(), 0, get_vertex_count() );

  disable_states();
} // gl_state::draw_shape()
Esempio n. 16
0
void bear::visual::detail::apply_shader( const shader_program& shader )
{
  assert ( shader.is_valid() );

  const gl_shader_program* const s
    ( static_cast<const gl_shader_program*>( shader.get_impl() ) );

  assert( s->program_id() != 0 );
  
  glUseProgram( s->program_id() );
  VISUAL_GL_ERROR_THROW();

  shader_program::variable_visitor_type visitor;
  shader_program::input_variable_map vars( shader.get_variables() );
  visitor.run( vars, uniform_setter( s->program_id() ) );
}
Esempio n. 17
0
/**
 * \brief Do a screen shot.
 * \param img The image in which we save the content of the gl_screen.
 */
void bear::visual::gl_screen::shot( claw::graphic::image& img ) const
{
  GLint p[4];
  glGetIntegerv( GL_VIEWPORT, p );
  const unsigned int w = p[2];
  const unsigned int h = p[3];

  img.set_size( w, h );
  const std::size_t pixels_count(w * h);

  glReadPixels( 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, m_screenshot_buffer );
  VISUAL_GL_ERROR_THROW();

  for ( claw::graphic::rgba_pixel_8* it=m_screenshot_buffer;
        it!=m_screenshot_buffer + pixels_count;
        ++it )
    it->components.alpha = 255;

  for (unsigned int y=0; y!=h; ++y)
    std::copy( m_screenshot_buffer + y * w,
               m_screenshot_buffer + (y+1) * w,
               img[h - y - 1].begin() );
} // gl_screen::shot()
Esempio n. 18
0
/**
 * \brief Draw a sprite on the gl_screen.
 * \param pos On gl_screen position of the sprite.
 * \param s The sprite to draw.
 */
void bear::visual::gl_screen::render
( const position_type& pos, const sprite& s )
{
  if ( s.has_transparency() )
    {
      glEnable(GL_BLEND);
      VISUAL_GL_ERROR_THROW();
    }

  glColor4f( s.get_red_intensity(), s.get_green_intensity(),
             s.get_blue_intensity(), s.get_opacity() );

  const gl_image* impl = static_cast<const gl_image*>(s.get_image().get_impl());
  glBindTexture( GL_TEXTURE_2D, impl->texture_id() );
  VISUAL_GL_ERROR_THROW();

  if ( s.get_angle() == 0 )
    {
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
      VISUAL_GL_ERROR_THROW();
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
      VISUAL_GL_ERROR_THROW();
    }
  else
    {
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
      VISUAL_GL_ERROR_THROW();
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
      VISUAL_GL_ERROR_THROW();
    }

  render_sprite( pos, s );

  if ( s.has_transparency() )
    {
      glDisable(GL_BLEND);
      VISUAL_GL_ERROR_THROW();
    }
} // gl_screen::render()
Esempio n. 19
0
/**
 * \brief Set the size of the screen.
 * \param w The width of the screen.
 * \param h The height of the screen.
 * \param f Tell if we want a fullscreen mode.
 */
void bear::visual::gl_screen::set_video_mode
( unsigned int w, unsigned int h, bool f )
{
  const screen_size_type best_size( get_best_screen_size(w, h, f) );

  SDL_Surface* const current_surface = SDL_GetVideoSurface();
  
  if ( current_surface != NULL )
    {
      if ( ( ( (current_surface->flags & SDL_FULLSCREEN) != 0) == f )
           && (w == (unsigned int)current_surface->w)
           && (h != (unsigned int)current_surface->h) )
        return;
    }

#ifdef _WIN32
  release();
  initialize();
#endif

  Uint32 flags = SDL_OPENGL;

  if (f)
    flags |= SDL_FULLSCREEN;

  claw::logger << "Setting video mode to " << best_size.x << 'x' << best_size.y
               << ' ' << (f ? "fullscreen" : "windowed") << std::endl;

  SDL_EventState( SDL_QUIT, SDL_DISABLE );

  SDL_Surface* s = SDL_SetVideoMode( best_size.x, best_size.y, 32, flags );

  SDL_EventState( SDL_QUIT, SDL_ENABLE );

  if (!s)
    throw claw::exception( SDL_GetError() );

  m_window_size = best_size;

  delete[] m_screenshot_buffer;
  m_screenshot_buffer =
    new claw::graphic::rgba_pixel_8[ best_size.x * best_size.y ];

  SDL_ShowCursor(0);

  glClearColor(0.0, 0.0, 0.0, 0.0);
  glClearDepth(1.0);

#ifdef _WIN32
  glEnable(GL_TEXTURE_2D);
  VISUAL_GL_ERROR_THROW();

  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  VISUAL_GL_ERROR_THROW();

  SDL_WM_SetCaption( m_title.c_str(), NULL );

  claw::logger << claw::log_verbose << "Screen needs restoration (was "
               << m_need_restoration << ")." << std::endl;

  m_need_restoration = true;
#endif
} // gl_screen::set_video_mode()
Esempio n. 20
0
void bear::visual::detail::uniform_setter::operator()
( const std::string& name, float value ) const
{
  glUniform1f( glGetUniformLocation( m_program, name.c_str() ), value);
  VISUAL_GL_ERROR_THROW();
}