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); }
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; }
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){ // DrawClouds(scene); } float time = ((float)geGetTick()) / 1000.0; for(i=0; i<scene->nRenderers; i++){ if(scene->renderers[i].enabled && scene->renderers[i].extension){ if(((ge_type32_struct*)scene->renderers[i].extension)->type == GE_RENDERER_WATER){ geWaterRender(&scene->renderers[i], ge_current_camera, (void(*)(void*))geSceneDraw, scene); } } } for(i=0; i<scene->nRenderers; i++){ if(scene->renderers[i].enabled == false)continue; ge_Shader* fforce = NULL; if(scene->render_mode == GE_SCENE_RENDER_SHADOW && scene->renderers[i].shadow_shader){ fforce = geForceShader(scene->renderers[i].shadow_shader); } /* 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].ext_func){ scene->renderers[i].ext_func(&scene->renderers[i], -1); } geRendererUpdate(&scene->renderers[i]); 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); } if(scene->render_mode == GE_SCENE_RENDER_SHADOW && scene->renderers[i].shadow_shader && fforce){ geForceShader(fforce); } } }
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); } } }
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 } } }