Esempio n. 1
0
void deferred_renderer_render_light(light* l) {
  
  matrix_4x4 viewm = camera_view_matrix(CAMERA);
  matrix_4x4 projm = camera_proj_matrix(CAMERA, graphics_viewport_ratio() );
  
  vector4 light_pos = v4(l->position.x, l->position.y, l->position.z, 1);
  light_pos = m44_mul_v4(viewm, light_pos);
  light_pos = m44_mul_v4(projm, light_pos);
  
  light_pos = v4_div(light_pos, light_pos.w);
  
  glUseProgram(shader_program_handle(PROGRAM_UI));
  
	glMatrixMode(GL_PROJECTION);
  glPushMatrix();
	glLoadIdentity();
	glOrtho(0, graphics_viewport_width(), graphics_viewport_height(), 0, -1, 1);
  
	glMatrixMode(GL_MODELVIEW);
  glPushMatrix();
	glLoadIdentity();
  
  float top = ((-light_pos.y + 1) / 2) * graphics_viewport_height() - 8;
  float bot = ((-light_pos.y + 1) / 2) * graphics_viewport_height() + 8;
  float left = ((light_pos.x + 1) / 2) * graphics_viewport_width() - 8;
  float right = ((light_pos.x + 1) / 2) * graphics_viewport_width() + 8;
  
  texture* lightbulb = asset_load_get("$CORANGE/ui/lightbulb.dds");
  glActiveTexture(GL_TEXTURE0 + 0 );
  glBindTexture(GL_TEXTURE_2D, texture_handle(lightbulb));
  glEnable(GL_TEXTURE_2D);
  glUniform1i(glGetUniformLocation(shader_program_handle(PROGRAM_UI), "diffuse"), 0);
  
  glUniform1f(glGetUniformLocation(shader_program_handle(PROGRAM_UI), "alpha_test"), 0.5);
  
	glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f); glVertex3f(left, top, -light_pos.z);
		glTexCoord2f(0.0f, 1.0f); glVertex3f(left,  bot, -light_pos.z);
		glTexCoord2f(1.0f, 1.0f); glVertex3f(right,  bot, -light_pos.z);
		glTexCoord2f(1.0f, 0.0f); glVertex3f(right, top, -light_pos.z);
	glEnd();
  
  glActiveTexture(GL_TEXTURE0 + 0 );
  glDisable(GL_TEXTURE_2D);
  
  glMatrixMode(GL_PROJECTION);
  glPopMatrix();

  glMatrixMode(GL_MODELVIEW);
  glPopMatrix();

  glUseProgram(0);

}
Esempio n. 2
0
void particles_render() {
  
#ifdef OPEN_GL_CPU
  
  #ifndef CPU_ONLY
    kernel_memory_read(k_particle_positions, sizeof(vector4) * particle_count, particle_positions);
  #endif
  glBindBuffer(GL_ARRAY_BUFFER, positions_buffer);
  glBufferData(GL_ARRAY_BUFFER, sizeof(vector4) * particle_count, particle_positions, GL_DYNAMIC_COPY);
  
  #ifndef CPU_ONLY
    kernel_memory_read(k_particle_randoms, sizeof(vector4) * particle_count, particle_randoms);
  #endif
  glBindBuffer(GL_ARRAY_BUFFER, randoms_buffer);
  glBufferData(GL_ARRAY_BUFFER, sizeof(vector4) * particle_count, particle_randoms, GL_DYNAMIC_COPY);

#endif
  
  camera* cam = entity_get("camera");
  
  matrix_4x4 viewm = camera_view_matrix(cam);
  matrix_4x4 projm = camera_proj_matrix(cam, graphics_viewport_ratio() );
  
  m44_to_array(viewm, view_matrix);
  m44_to_array(projm, proj_matrix);

  glMatrixMode(GL_MODELVIEW);
  glLoadMatrixf(view_matrix);
  
  glMatrixMode(GL_PROJECTION);
  glLoadMatrixf(proj_matrix);
  
  glBindBuffer(GL_ARRAY_BUFFER, positions_buffer);
  glVertexPointer(4, GL_FLOAT, 0, (void*)0);
  glEnableClientState(GL_VERTEX_ARRAY);
  
  glBindBuffer(GL_ARRAY_BUFFER, randoms_buffer);
  glColorPointer(4, GL_FLOAT, 0, (void*)0);
  glEnableClientState(GL_COLOR_ARRAY);
  
    glDrawArrays(GL_POINTS, 0, particle_count);
  
  glDisableClientState(GL_VERTEX_ARRAY);
  glDisableClientState(GL_COLOR_ARRAY);
  
}
Esempio n. 3
0
static void deferred_renderer_setup_camera() {

  matrix_4x4 viewm = camera_view_matrix(CAMERA);
  matrix_4x4 projm = camera_proj_matrix(CAMERA, graphics_viewport_ratio() );
  
  m44_to_array(viewm, VIEW_MATRIX);
  m44_to_array(projm, PROJ_MATRIX);
  
  glMatrixMode(GL_MODELVIEW);
  glLoadMatrixf(VIEW_MATRIX);
  
  glMatrixMode(GL_PROJECTION);
  glLoadMatrixf(PROJ_MATRIX);
  
  matrix_4x4 lviewm = light_view_matrix(SHADOW_LIGHT);
  matrix_4x4 lprojm = light_proj_matrix(SHADOW_LIGHT);
  
  m44_to_array(lviewm, LIGHT_VIEW_MATRIX);
  m44_to_array(lprojm, LIGHT_PROJ_MATRIX);

}
Esempio n. 4
0
mat4 camera_proj_matrix(camera* c) {
  return mat4_perspective(c->fov, c->near_clip, c->far_clip, graphics_viewport_ratio());
}