void BasicCompositorImpl::render(SceneContext& sc, SceneGraph* sg, const GraphicContextState& gc_state) { // Resize Lightmap, only needed in the editor, FIXME: move this into a 'set_size()' call if (m_lightmap->get_width() != m_window.width /LIGHTMAP_DIV || m_lightmap->get_height() != m_window.height/LIGHTMAP_DIV) { m_lightmap = Surface::create(m_window.width / LIGHTMAP_DIV, m_window.height / LIGHTMAP_DIV); } if (sc.get_render_mask() & SceneContext::LIGHTMAPSCREEN) { // Render the lightmap to the framebuffers->lightmap glClearColor(1.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glScalef(1.0f / LIGHTMAP_DIV, 1.0f / LIGHTMAP_DIV, 1.0f); sc.light().render(); glPopMatrix(); if (sg) { glPushMatrix(); glScalef(1.0f / LIGHTMAP_DIV, 1.0f / LIGHTMAP_DIV, 1.0f); glMultMatrixf(gc_state.get_matrix().matrix); sg->render(SceneContext::LIGHTMAP); glPopMatrix(); } { // Copy lightmap to a texture OpenGLState state; state.bind_texture(m_lightmap->get_texture()); state.activate(); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, // mipmap level 0, 0, // xoffset, yoffset 0, // x m_window.height - static_cast<GLsizei>(m_lightmap->get_height()), // y (OpenGL is upside down) static_cast<GLsizei>(m_lightmap->get_width()), static_cast<GLsizei>(m_lightmap->get_height())); } } if (sc.get_render_mask() & SceneContext::COLORMAP) { // Render the colormap to the framebuffers->screen glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); sc.color().render(); if (sg) { glPushMatrix(); glMultMatrixf(gc_state.get_matrix().matrix); sg->render(SceneContext::COLORMAP); glPopMatrix(); } } if (sc.get_render_mask() & SceneContext::LIGHTMAP) { // Renders the lightmap to the screen OpenGLState state; state.bind_texture(m_lightmap->get_texture()); state.enable(GL_BLEND); state.set_blend_func(GL_DST_COLOR, GL_ZERO); state.activate(); glBegin(GL_QUADS); glTexCoord2f(m_lightmap->get_uv().left, m_lightmap->get_uv().bottom); glVertex2i(0, 0); glTexCoord2f(m_lightmap->get_uv().right, m_lightmap->get_uv().bottom); glVertex2i(m_viewport.width, 0); glTexCoord2f(m_lightmap->get_uv().right, m_lightmap->get_uv().top); glVertex2i(m_viewport.width, m_viewport.height); glTexCoord2f(m_lightmap->get_uv().left, m_lightmap->get_uv().top); glVertex2i(0, m_viewport.height); glEnd(); } if (sc.get_render_mask() & SceneContext::HIGHLIGHTMAP) { sc.highlight().render(); if (sg) { glPushMatrix(); glMultMatrixf(gc_state.get_matrix().matrix); sg->render(SceneContext::HIGHLIGHTMAP); glPopMatrix(); } } if (sc.get_render_mask() & SceneContext::CONTROLMAP) { sc.control().render(); if (sg) { glPushMatrix(); glMultMatrixf(gc_state.get_matrix().matrix); sg->render(SceneContext::CONTROLMAP); glPopMatrix(); } } // Clear all DrawingContexts sc.color().clear(); sc.light().clear(); sc.highlight().clear(); sc.control().clear(); }
void FramebufferCompositorImpl::render(SceneContext& sc, SceneGraph* sg, const GraphicContextState& gc_state) { if (sc.get_render_mask() & SceneContext::LIGHTMAPSCREEN) { // Render the lightmap to framebuffers->lightmap Display::push_framebuffer(m_lightmap); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glTranslatef(0.0f, static_cast<float>(m_viewport.height - (m_viewport.height / LIGHTMAP_DIV)), 0.0f); glScalef(1.0f / LIGHTMAP_DIV, 1.0f / LIGHTMAP_DIV, 1.0f / LIGHTMAP_DIV); sc.light().render(); if (sg) { glPushMatrix(); glMultMatrixf(gc_state.get_matrix().matrix); sg->render(SceneContext::LIGHTMAP); glPopMatrix(); } glPopMatrix(); Display::pop_framebuffer(); } { // Render the main screen Display::push_framebuffer(m_screen); if (sc.get_render_mask() & SceneContext::COLORMAP) { // Render the colormap to framebuffers->screen glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); sc.color().render(); if (sg) { glPushMatrix(); glMultMatrixf(gc_state.get_matrix().matrix); sg->render(SceneContext::COLORMAP); glPopMatrix(); } } if (sc.get_render_mask() & SceneContext::LIGHTMAP) { // Renders the lightmap to the screen render_lightmap(sc, sg); } if (sc.get_render_mask() & SceneContext::HIGHLIGHTMAP) { sc.highlight().render(); if (sg) { glPushMatrix(); glMultMatrixf(gc_state.get_matrix().matrix); sg->render(SceneContext::HIGHLIGHTMAP); glPopMatrix(); } } if (sc.get_render_mask() & SceneContext::CONTROLMAP) { sc.control().render(); if (sg) { glPushMatrix(); glMultMatrixf(gc_state.get_matrix().matrix); sg->render(SceneContext::CONTROLMAP); glPopMatrix(); } } Display::pop_framebuffer(); } if (1) { // Render the screen framebuffer to the actual screen OpenGLState state; state.bind_texture(m_screen->get_texture(), 0); state.activate(); glBegin(GL_QUADS); { glTexCoord2i(0, 1); glVertex2i(0, 0); glTexCoord2i(1, 1); glVertex2i(m_viewport.width, 0); glTexCoord2i(1, 0); glVertex2i(m_viewport.width, m_viewport.height); glTexCoord2i(0, 0); glVertex2i(0.0f, m_viewport.height); } glEnd(); } // Clear all DrawingContexts sc.color().clear(); sc.light().clear(); sc.highlight().clear(); sc.control().clear(); }