Esempio n. 1
0
void geObjectDraw(ge_Object* obj){
/*
	geMatrixMode(GE_MATRIX_MODEL);
	geLoadMatrix(obj->matrix);
	CalculateModelMatrices();
	geUpdateMatrix();

	if(obj->material.textures[0]){
		glBindTexture(GL_TEXTURE_2D, obj->material.textures[0]->id);
	}else{
		glBindTexture(GL_TEXTURE_2D, 0);
	}

	glDrawArrays(GL_TRIANGLES, obj->vert_start, obj->nVerts);
*/
	geMatrixMode(GE_MATRIX_MODEL);
	geLoadIdentity();
	if(obj->matrix_used){
		geLoadMatrix(obj->matrix);
	}
	geUpdateMatrix();

	if(obj->material.textures[0]){
		glActiveTexture(GL_TEXTURE0);
		glEnable(GL_TEXTURE_2D);
		glBindTexture(GL_TEXTURE_2D, obj->material.textures[0]->id);
	}else{
		glActiveTexture(GL_TEXTURE0);
		glDisable(GL_TEXTURE_2D);
		glBindTexture(GL_TEXTURE_2D, 0);
	}

	glDrawArrays(GL_TRIANGLES, obj->vert_start, obj->nVerts);
}
Esempio n. 2
0
int geDrawingMode(int mode){
	int last = libge_context->drawing_mode;
	if(mode != libge_context->drawing_mode || mode & 0xF0000000){
		if(mode & GE_DRAWING_MODE_2D){
			glActiveTexture(GL_TEXTURE0);
			glEnable(GL_TEXTURE_2D);
			glDisable(GL_CULL_FACE);
		
			glEnable(GL_ALPHA_TEST);
			glEnable(GL_BLEND);
			glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

			geMatrixMode(GE_MATRIX_PROJECTION);
			geLoadIdentity();
			geOrthogonal(0.0, libge_context->width, libge_context->height, 0.0, -2049.0, 2049.0);
			geMatrixMode(GE_MATRIX_VIEW);
			geLoadIdentity();
			geMatrixMode(GE_MATRIX_MODEL);
			geLoadIdentity();
			geMatrixMode(GE_MATRIX_MODELVIEW);
			geLoadIdentity();
			geMatrixMode(GE_MATRIX_TEXTURE0);
			geLoadIdentity();
			geUpdateMatrix();

			if(mode & GE_DRAWING_2D_DEPTH){
				glEnable(GL_DEPTH_TEST);
				geClearMode(GE_CLEAR_COLOR_BUFFER | GE_CLEAR_DEPTH_BUFFER);
			}else{
				glDisable(GL_DEPTH_TEST);
				geClearMode(GE_CLEAR_COLOR_BUFFER);
			}
		
			geShaderUse(_ge_GetVideoContext()->shader2d);
			glActiveTexture(GL_TEXTURE0);
		}
		if(mode & GE_DRAWING_MODE_3D){
			glEnable(GL_CULL_FACE);
			glFrontFace(GL_CW);
			glEnable(GL_DEPTH_TEST);
			geClearMode(GE_CLEAR_COLOR_BUFFER | GE_CLEAR_DEPTH_BUFFER);

			geMatrixMode(GE_MATRIX_PROJECTION);
			geLoadIdentity();
			if(libge_context->projection_matrix[0] == (float)0xFFFFFFFF){
				gePerspective(60.0, (float)libge_context->width / (float)libge_context->height, 0.1, 100000.0);
			}else{
				geLoadMatrix(libge_context->projection_matrix);
			}
		}
	}
	libge_context->drawing_mode = mode;
	return last;
}
Esempio n. 3
0
void geLightComputeShadow(ge_Light* light, ge_Camera* cam, void (*render)(void*), void* udata){
	geFramebufferUse(light->shadow_fbo);
	geViewport(0, 0, light->shadow_fbo->depth->width, light->shadow_fbo->depth->height);
	glDisable(GL_SCISSOR_TEST);

	float save_proj[16];
	memcpy(save_proj, geGetMatrix(GE_MATRIX_PROJECTION), sizeof(float) * 16);
	u32 save_clear_color = libge_context->clear_color;

	geClearColor(0xFFFFFFFF);
//	glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
		
	//glDisable(GL_CULL_FACE);
	//glEnable(GL_CULL_FACE);
	//glCullFace(GL_BACK);
	glFrontFace(GL_CCW);
	geForceShader(light->shadow_shader);

	geMatrixMode(GE_MATRIX_VIEW);
	geLoadIdentity();
	float l_pos[3] = { light->position.x, light->position.y, light->position.z };

	geNormalize(l_pos);
	l_pos[0] *= 10000.0;
	l_pos[1] *= 10000.0;
	l_pos[2] *= 10000.0;
	float cCam[3] = { cam->cX - cam->x, cam->cY - cam->y, cam->cZ - cam->z };
	geNormalize(cCam);
	cCam[0] = cCam[0] * 10.0 + cam->x;
	cCam[1] = cCam[1] * 10.0 + cam->y;
	cCam[2] = cCam[2] * 10.0 + cam->z;
	l_pos[0] += cCam[0];
	l_pos[1] += cCam[1];
	l_pos[2] += cCam[2];
	geLookAt(l_pos[0], l_pos[1], l_pos[2], light->target.x + cCam[0], light->target.y + cCam[1], light->target.z + cCam[2]);

	static ge_Camera fake_cam;
	fake_cam.x = l_pos[0];
	fake_cam.y = l_pos[1];
	fake_cam.z = l_pos[2];
	ge_Camera* cam_save = ge_current_camera;
	ge_current_camera = &fake_cam;

/*
	float cCam[3] = { cam->cX - cam->x, cam->cY - cam->y, cam->cZ - cam->z };
	geNormalize(cCam);
	cCam[0] = cCam[0] * 20.0 + cam->x;
	cCam[1] = cCam[1] * 20.0 + cam->y;
	cCam[2] = cCam[2] * 20.0 + cam->z;

	l_pos[0] += cCam[0];
	l_pos[1] += cCam[1];
	l_pos[2] += cCam[2];

	geLookAt(l_pos[0], l_pos[1], l_pos[2], light->target.x + cCam[0], light->target.y + cCam[1], light->target.z + cCam[2]);
*/

//	geLookAt(light->position.x, light->position.y, light->position.z, light->position.x + light->target.x * 10.0, light->position.y + light->target.y * 10.0, light->position.z + light->target.z * 10.0);

	int i, j;
	light->iShadow = max(1, (light->iShadow + 1) % light->shadow_depth);
//	for(j=0; j<3; j++){
	for(j=0; j<2 && j<light->shadow_depth; j++){
		if(j == 0){
			i = 0;
		}else{
			i = max(1, (light->iShadow + j) % light->shadow_depth);
		}
		glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, light->shadow->id, 0, i);
		//glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, light->shadow->id, 0, i);
		//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, light->shadow_fbo->depth->id, 0);

		geClearScreen();

		geMatrixMode(GE_MATRIX_PROJECTION);
		geLoadIdentity();
		if(light->type == GE_LIGHT_TYPE_SPOT){
			gePerspective(90.0, 1.0, 0.001, 500.0);
			//light->spot_cutoff
		}else{
			//float range = 10.0 * expf((float)i * 1.0);
			float range = 10.0 * powf(4.0, (float)i * light->shadow_factor);
			//float range = 10.0 * powf(2.0, (float)i * 1.0);
		//	geOrthogonal(-range, range, -range, range, 1.0, 5000.0);
			geOrthogonal(-range, range, -range, range, 1.0, 50000.0);
		}


		float bias[16] = {
			0.5, 0.0, 0.0, 0.0, 
			0.0, 0.5, 0.0, 0.0,
			0.0, 0.0, 0.5, 0.0,
			0.5, 0.5, 0.5, 1.0
		};
		float* m_projection = geGetMatrix(GE_MATRIX_PROJECTION);
		float* m_view = geGetMatrix(GE_MATRIX_VIEW);

		float m_1[16] = { 0.0 };
		geMatrix44Mult(m_1, m_projection, m_view);
		geMatrixMode(GE_MATRIX_TEXTURE7 - i);
		geLoadMatrix(bias);
		geMatrixMult(m_1);
	
		//geForceCap(GL_DEPTH_TEST, false);
		render(udata);
		//geForceCap(GL_DEPTH_TEST, -1);
	}
	
	//glEnable(GL_CULL_FACE);
	//glCullFace(GL_FRONT);
	glFrontFace(GL_CW);
	
	geForceShader(NULL);
	geFramebufferUse(NULL);
//	geClearMode(last_clear_mode);
	glEnable(GL_SCISSOR_TEST);
//	glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
	geViewport(0, 0, geGetContext()->width, geGetContext()->height);

	geClearColor(save_clear_color);

	memcpy(libge_context->projection_matrix, save_proj, sizeof(float)*16);
	memcpy(geGetMatrix(GE_MATRIX_PROJECTION), save_proj, sizeof(float)*16);

	ge_current_camera = cam_save;
}
Esempio n. 4
0
void geRenderObjects(ge_Renderer* render){
	geRendererUse(render);

	geMatrixMode(GE_MATRIX_MODEL);
	geLoadIdentity();

	int i=0;
	int j=0;
//	int current_tex_id[8] = { 0 };
	int default_matrix_ok = false;
	int update_matrices = true;

	for(i=0; i<render->nObjs; i++){
		ge_Object* obj = render->objs[i];
	//	gePrintDebug(0x100, "Object %d/%d \"%s\", vert_start: %d, nVerts: %d\n", i+1, render->nObjs, obj->name, obj->vert_start, obj->nVerts);
		if(obj->vert_start<0)continue;

		if(obj->matrix_used){
			geLoadMatrix(obj->matrix);
			default_matrix_ok = false;
			update_matrices = true;
		}else if(!default_matrix_ok){
			geLoadIdentity();
			default_matrix_ok = true;
			update_matrices = true;
		}

		if(render->ext_func){
			render->ext_func(render, i);
		}

		if(update_matrices){
		//	CalculateModelMatrices();
			geUpdateMatrix();
		//	StaticLightingFunc2(current_scene, render, -1);
			update_matrices = false;
		}
		
		bool textured = false;
		for(j=7; j>=0; j--){
			if(obj->material.textures[j]){
				textured = true;
				if(obj->material.textures[j]->flags & GE_IMAGE_3D){
					glActiveTexture(GL_TEXTURE0+j);
					glEnable(GL_TEXTURE_3D);
					glBindTexture(GL_TEXTURE_3D, obj->material.textures[j]->id);
				}else{
					glActiveTexture(GL_TEXTURE0+j);
					glEnable(GL_TEXTURE_2D);
					glBindTexture(GL_TEXTURE_2D, obj->material.textures[j]->id);
					char tmp[32] = "ge_Texture";
					if(j)sprintf(tmp, "ge_Texture%d", j);
					glUniform1i(glGetUniformLocation(render->shader->programId, tmp), j);
				}
			}else{
			//	glActiveTexture(GL_TEXTURE0+j);
			//	glDisable(GL_TEXTURE_2D);
			//	break;
			}
		}

		glUniform4f(render->shader->loc_front_ambient, obj->material.ambient[0], obj->material.ambient[1], obj->material.ambient[2], obj->material.ambient[3]);
		glUniform4f(render->shader->loc_front_diffuse, obj->material.diffuse[0], obj->material.diffuse[1], obj->material.diffuse[2], obj->material.diffuse[3]);
		glUniform4f(render->shader->loc_front_specular, obj->material.specular[0], obj->material.specular[1], obj->material.specular[2], 1.0);
		glUniform1i(render->shader->loc_HasTexture, textured);
		glDrawArrays(render->draw_mode, obj->vert_start, obj->nVerts);

		if(ge_line_shader){
			geShaderUse(ge_line_shader);
			glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
			glDrawArrays(render->draw_mode, render->objs[i]->vert_start, render->objs[i]->nVerts);
			glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
			geShaderUse(render->shader);
		}
	}
}
Esempio n. 5
0
void geSceneDraw(ge_Scene* scene){
	current_scene = scene;
	int i = 0;
	int j = 0;
	CalculateModelMatrices();
	/*
	if(scene->sky.animator){
		geRendererUse(&scene->sky);
		geShaderUniform1f(scene->sky.depth_enabled, ((float)geGetTick())/1000.0);
		geMatrixMode(GE_MATRIX_MODEL);
		geLoadIdentity();
		geUpdateMatrix();
		for(i=0; i< scene->sky.nObjs; i++){
			glActiveTexture(GL_TEXTURE0);
			glBindTexture(GL_TEXTURE_2D, scene->sky.objs[i]->material.textures[0]->id);
			if(scene->sky.objs[i]->material.textures[1]){
				glActiveTexture(GL_TEXTURE1);
				glEnable(GL_TEXTURE_2D);
				glBindTexture(GL_TEXTURE_2D, scene->sky.objs[i]->material.textures[1]->id);
			//	geShaderUniform1i(geShaderUniformID(scene->sky.shader, "ge_Texture1"), 1);
			}
			glDrawArrays(GL_TRIANGLES, scene->sky.objs[i]->vert_start, scene->sky.objs[i]->nVerts);
		}
	}
	*/
	if(scene->cloudsGenerator){
	}

	float time = ((float)geGetTick()) / 1000.0;

	for(i=0; i<scene->nRenderers; i++){
		if(scene->renderers[i].enabled == false)continue;
		if(scene->renderers[i].matrix_used){
			geMatrixMode(GE_MATRIX_PROJECTION);
			geLoadMatrix(scene->renderers[i].projection_matrix);
		}else{
			geMatrixMode(GE_MATRIX_PROJECTION);
			geLoadMatrix(libge_context->projection_matrix);
		}
		geShaderUse(scene->renderers[i].shader);
		glUniform1f(scene->renderers[i].shader->loc_time, time);
		glUniform1f(scene->renderers[i].shader->loc_ratio, ((float)libge_context->width) / ((float)libge_context->height));
		if(scene->fogEnabled){
			glUniform1f(scene->renderers[i].shader->loc_fog_density, scene->fog->density);
			glUniform4f(scene->renderers[i].shader->loc_fog_color, scene->fog->color[0], scene->fog->color[1], scene->fog->color[2], scene->fog->color[3]);
			glUniform1f(scene->renderers[i].shader->loc_fog_start, scene->fog->start);
			glUniform1f(scene->renderers[i].shader->loc_fog_end, scene->fog->end);
		}
		/*
		if(scene->renderers[i].depth_enabled){
			glEnable(GL_DEPTH_TEST);
		}else{
			glDisable(GL_DEPTH_TEST);
		}
		if(scene->renderers[i].blend_enabled){
			glEnable(GL_BLEND);
			glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		}else{
			glDisable(GL_BLEND);
		}
		*/
		if(scene->renderers[i].ext_func){
			scene->renderers[i].ext_func(&scene->renderers[i], -1);
		}
		StaticLightingFunc2(scene, &scene->renderers[i], -1);
		for(j=0; j<scene->nDynamicLights; j++){
			glUniform4f(scene->renderers[i].shader->loc_lights[j].loc_position, scene->dynamicLights[j].position.x, scene->dynamicLights[j].position.y, scene->dynamicLights[j].position.z, scene->dynamicLights[j].position.w);
			glUniform4f(scene->renderers[i].shader->loc_lights[j].loc_target, scene->dynamicLights[j].target.x, scene->dynamicLights[j].target.y, scene->dynamicLights[j].target.z, scene->dynamicLights[j].target.w);
			glUniform4f(scene->renderers[i].shader->loc_lights[j].loc_ambient, scene->dynamicLights[j].ambient[0], scene->dynamicLights[j].ambient[1], scene->dynamicLights[j].ambient[2], scene->dynamicLights[j].ambient[3]);
			glUniform4f(scene->renderers[i].shader->loc_lights[j].loc_diffuse, scene->dynamicLights[j].diffuse[0], scene->dynamicLights[j].diffuse[1], scene->dynamicLights[j].diffuse[2], scene->dynamicLights[j].diffuse[3]);
			glUniform4f(scene->renderers[i].shader->loc_lights[j].loc_specular, scene->dynamicLights[j].specular[0], scene->dynamicLights[j].specular[1], scene->dynamicLights[j].specular[2], scene->dynamicLights[j].specular[3]);
			glUniform1f(scene->renderers[i].shader->loc_lights[j].loc_attenuation, scene->dynamicLights[j].attenuation);
			glUniform1f(scene->renderers[i].shader->loc_lights[j].loc_spotCutoff, scene->dynamicLights[j].spot_cutoff);
			glUniform1f(scene->renderers[i].shader->loc_lights[j].loc_spotCosCutoff, scene->dynamicLights[j].spot_coscutoff);
			glUniform1f(scene->renderers[i].shader->loc_lights[j].loc_spotExponent, scene->dynamicLights[j].spot_exponent);
		}
		for(j=0; j<scene->nLights; j++){
			glUniform4f(scene->renderers[i].shader->loc_lights[j+8/*j+scene->nDynamicLights*/].loc_position, scene->lights[j].position.x, scene->lights[j].position.y, scene->lights[j].position.z, scene->lights[j].position.w);
			glUniform4f(scene->renderers[i].shader->loc_lights[j+8/*j+scene->nDynamicLights*/].loc_target, scene->lights[j].target.x, scene->lights[j].target.y, scene->lights[j].target.z, scene->lights[j].target.w);
			glUniform4f(scene->renderers[i].shader->loc_lights[j+8/*j+scene->nDynamicLights*/].loc_ambient, scene->lights[j].ambient[0], scene->lights[j].ambient[1], scene->lights[j].ambient[2], scene->lights[j].ambient[3]);
			glUniform4f(scene->renderers[i].shader->loc_lights[j+8/*j+scene->nDynamicLights*/].loc_diffuse, scene->lights[j].diffuse[0], scene->lights[j].diffuse[1], scene->lights[j].diffuse[2], scene->lights[j].diffuse[3]);
			glUniform4f(scene->renderers[i].shader->loc_lights[j+8/*j+scene->nDynamicLights*/].loc_specular, scene->lights[j].specular[0], scene->lights[j].specular[1], scene->lights[j].specular[2], scene->lights[j].specular[3]);
			if(!scene->lights[j].used){
				glUniform1f(scene->renderers[i].shader->loc_lights[j+8/*j+scene->nDynamicLights*/].loc_attenuation, -1.0);
			}else if(scene->lights[j].type != GE_LIGHT_TYPE_SPOT){
				glUniform1f(scene->renderers[i].shader->loc_lights[j+8/*j+scene->nDynamicLights*/].loc_attenuation, -2.0);
			}else{
				glUniform1f(scene->renderers[i].shader->loc_lights[j+8/*j+scene->nDynamicLights*/].loc_attenuation, scene->lights[j].attenuation);
			}
			glUniform1f(scene->renderers[i].shader->loc_lights[j+8/*j+scene->nDynamicLights*/].loc_spotCutoff, scene->lights[j].spot_cutoff);
			glUniform1f(scene->renderers[i].shader->loc_lights[j+8/*j+scene->nDynamicLights*/].loc_spotCosCutoff, scene->lights[j].spot_coscutoff);
			glUniform1f(scene->renderers[i].shader->loc_lights[j+8/*j+scene->nDynamicLights*/].loc_spotExponent, scene->lights[j].spot_exponent);
			glUniform3f(scene->renderers[i].shader->loc_lights[j+8/*j+scene->nDynamicLights*/].loc_vector, scene->lights[j].vector.x, scene->lights[j].vector.y, scene->lights[j].vector.z);
			glUniform3f(scene->renderers[i].shader->loc_lights[j+8/*j+scene->nDynamicLights*/].loc_targetVector, scene->lights[j].target_vector.x, scene->lights[j].target_vector.y, scene->lights[j].target_vector.z);
			glUniform1f(scene->renderers[i].shader->loc_lights[j+8/*j+scene->nDynamicLights*/].loc_CosInnerMinusOuterAngle, scene->lights[j].CosInnerMinusOuterAngle);
			glUniform1f(scene->renderers[i].shader->loc_lights[j+8/*j+scene->nDynamicLights*/].loc_CosOuterConeAngle, scene->lights[j].CosOuterConeAngle);
		}
		if(ge_current_camera){
			glUniform3f(scene->renderers[i].shader->loc_camera, ge_current_camera->x, ge_current_camera->y, ge_current_camera->z);
		}
		geRenderObjects(&scene->renderers[i]);
		if(scene->renderers[i].callback){
			scene->renderers[i].callback(&scene->renderers[i], -1);
		}
	}
}
Esempio n. 6
0
void geRenderObjects(ge_Renderer* render){
	geRendererUse(render);

	geMatrixMode(GE_MATRIX_MODEL);
	geLoadIdentity();

	int i=0;
	int j=0;
//	int current_tex_id[8] = { 0 };
	int default_matrix_ok = false;
	int update_matrices = true;

	for(i=0; i<render->nObjs; i++){
		ge_Object* obj = render->objs[i];
	//	gePrintDebug(0x100, "Object %d/%d \"%s\", vert_start: %d, nVerts: %d\n", i+1, render->nObjs, obj->name, obj->vert_start, obj->nVerts);
		if(obj->vert_start<0)continue;

		if(obj->matrix_used){
			geLoadMatrix(obj->matrix);
			default_matrix_ok = false;
			update_matrices = true;
		}else if(!default_matrix_ok){
			geLoadIdentity();
			default_matrix_ok = true;
			update_matrices = true;
		}

		if(render->ext_func){
			render->ext_func(render, i);
		}

		if(update_matrices){
		//	CalculateModelMatrices();
			geUpdateMatrix();
		//	StaticLightingFunc2(current_scene, render, -1);
			update_matrices = false;
		}
		
		for(j=7; j>=0; j--){
			if(obj->material.textures[j]){
				if(obj->material.textures[j]->flags & GE_IMAGE_3D){
					/*
					glActiveTexture(GL_TEXTURE0+j);
					glEnable(GL_TEXTURE_3D);
					glBindTexture(GL_TEXTURE_3D, obj->material.textures[j]->id);
					*/
				}else{
					glActiveTexture(GL_TEXTURE0+j);
					glEnable(GL_TEXTURE_2D);
					glBindTexture(GL_TEXTURE_2D, obj->material.textures[j]->id);
				}
			}else{
				glActiveTexture(GL_TEXTURE0+j);
				glDisable(GL_TEXTURE_2D);
			//	break;
			}
		}

	
		glDrawArrays(GL_TRIANGLES, render->objs[i]->vert_start, render->objs[i]->nVerts);

		if(ge_line_shader){
			//todo
		}
	}
}