void MGui2d::drawShadow(void) { MRenderingContext * render = MGui::getInstance()->getRenderingContext(); MVector2 g_vertices[8]; MVector4 g_colors[8]; render->disableTexture(); render->enableBlending(); render->setBlendingMode(M_BLENDING_ALPHA); MVector4 color0 = MVector4(0, 0, 0, 0); MVector4 color1 = MVector4(0, 0, 0, 0.05f); float size = 4; MVector2 dir[4]; dir[0] = MVector2(size, size*0.4f); dir[1] = MVector2(size*0.4f, size); dir[2] = MVector2(size*0.4f, size*0.1f); dir[3] = MVector2(size*0.1f, size*0.4f); render->disableNormalArray(); render->disableTexCoordArray(); render->enableVertexArray(); render->enableColorArray(); render->setVertexPointer(M_FLOAT, 2, g_vertices); render->setColorPointer(M_FLOAT, 4, g_colors); for(int i=0; i<4; i++) { g_colors[0] = color1; g_vertices[0] = MVector2(0, m_scale.y) + MVector2(dir[i].x, 0); g_colors[1] = color0; g_vertices[1] = MVector2(0, m_scale.y) + MVector2(size, size) + dir[i]; g_colors[2] = color1; g_vertices[2] = MVector2(m_scale.x, m_scale.y); g_colors[3] = color0; g_vertices[3] = MVector2(m_scale.x, m_scale.y) + MVector2(size, size) + dir[i]; g_colors[4] = color1; g_vertices[4] = MVector2(m_scale.x, 0) + MVector2(0, dir[i].y); g_colors[5] = color0; g_vertices[5] = MVector2(m_scale.x, 0) + MVector2(size, size) + dir[i]; render->drawArray(M_PRIMITIVE_TRIANGLE_STRIP, 0, 6); } }
void Flush() { g_CurrentColour.set(255, 255, 255, 255); if(g_Cnt == 0) return; MEngine* engine = MEngine::getInstance(); MRenderingContext* render = engine->getRenderingContext(); MSystemContext* system = engine->getSystemContext(); unsigned int w, h; system->getScreenSize(&w, &h); // set up the "camera" render->setViewport(0, 0, w, h); render->setMatrixMode(M_MATRIX_PROJECTION); render->loadIdentity(); render->setOrthoView(0, w, h, 0, 1.0f, -1.0f); render->setMatrixMode(M_MATRIX_MODELVIEW); render->loadIdentity(); // set up arrays render->enableVertexArray(); render->enableTexCoordArray(); render->enableColorArray(); render->setVertexPointer(M_FLOAT, 3, g_Vertices); render->setTexCoordPointer(M_FLOAT, 2, g_UVs); render->setColorPointer(M_UBYTE, 4, g_Colours); render->disableCullFace(); render->disableDepthTest(); render->drawArray(M_PRIMITIVE_TRIANGLES, 0, g_Cnt * 6); g_Cnt = 0; g_Selected = NULL; }
void MFixedRenderer::drawDisplay(MSubMesh * subMesh, MDisplay * display, MVector3 * vertices, MVector3 * normals, MColor * colors) { M_PROFILE_SCOPE(MFixedRenderer::drawDisplay); MEngine * engine = MEngine::getInstance(); MRenderingContext * render = engine->getRenderingContext(); render->setColor4(MVector4(1, 1, 1, 1)); // get material MMaterial * material = display->getMaterial(); { float opacity = material->getOpacity(); if(opacity <= 0.0f) return; // data M_TYPES indicesType = subMesh->getIndicesType(); void * indices = subMesh->getIndices(); MVector2 * texCoords = subMesh->getTexCoords(); // begin / size unsigned int begin = display->getBegin(); unsigned int size = display->getSize(); // get properties M_PRIMITIVE_TYPES primitiveType = display->getPrimitiveType(); M_BLENDING_MODES blendMode = material->getBlendMode(); M_CULL_MODES cullMode = display->getCullMode(); MVector3 * diffuse = material->getDiffuse(); MVector3 * specular = material->getSpecular(); MVector3 * emit = material->getEmit(); float shininess = material->getShininess(); // get current fog color MVector3 currentFogColor; render->getFogColor(¤tFogColor); // set cull mode if(cullMode == M_CULL_NONE){ render->disableCullFace(); } else{ render->enableCullFace(); render->setCullMode(cullMode); } // texture passes unsigned int texturesPassNumber = MIN(8, material->getTexturesPassNumber()); // set blending mode render->setBlendingMode(blendMode); // alpha test if(blendMode != M_BLENDING_ALPHA && texturesPassNumber > 0) { MTexturePass * texturePass = material->getTexturePass(0); MTexture * texture = texturePass->getTexture(); if(texture) { if(texture->getTextureRef()->getComponents() > 3) render->setAlphaTest(0.5f); } } // set fog color depending on blending switch(blendMode) { case M_BLENDING_ADD: case M_BLENDING_LIGHT: render->setFogColor(MVector3(0, 0, 0)); break; case M_BLENDING_PRODUCT: render->setFogColor(MVector3(1, 1, 1)); break; } // fixed pipeline { // no FX render->bindFX(0); // Vertex render->enableVertexArray(); render->setVertexPointer(M_FLOAT, 3, vertices); // Normal if(normals) { render->enableNormalArray(); render->setNormalPointer(M_FLOAT, normals); } // Color if(colors) { render->disableLighting(); render->enableColorArray(); render->setColorPointer(M_UBYTE, 4, colors); } // Material render->setMaterialDiffuse(MVector4(diffuse->x, diffuse->y, diffuse->z, opacity)); render->setMaterialSpecular(MVector4(*specular)); render->setMaterialAmbient(MVector4()); render->setMaterialEmit(MVector4(*emit)); render->setMaterialShininess(shininess); // switch to texture matrix mode if(texturesPassNumber > 0) render->setMatrixMode(M_MATRIX_TEXTURE); else render->disableTexture(); // Textures int id = texturesPassNumber; for(unsigned int t=0; t<texturesPassNumber; t++) { MTexturePass * texturePass = material->getTexturePass(t); MTexture * texture = texturePass->getTexture(); if((! texture) || (! texCoords)) { render->bindTexture(0, t); render->disableTexture(); render->disableTexCoordArray(); continue; } // texCoords unsigned int offset = 0; if(subMesh->isMapChannelExist(texturePass->getMapChannel())) offset = subMesh->getMapChannelOffset(texturePass->getMapChannel()); // texture id unsigned int textureId = 0; MTextureRef * texRef = texture->getTextureRef(); if(texRef) textureId = texRef->getTextureId(); // bind texture render->bindTexture(textureId, t); render->enableTexture(); render->setTextureCombineMode(texturePass->getCombineMode()); render->setTextureUWrapMode(texture->getUWrapMode()); render->setTextureVWrapMode(texture->getVWrapMode()); // texture matrix render->loadIdentity(); render->translate(MVector2(0.5f, 0.5f)); render->scale(*texture->getTexScale()); render->rotate(MVector3(0, 0, -1), texture->getTexRotate()); render->translate(MVector2(-0.5f, -0.5f)); render->translate(*texture->getTexTranslate()); // texture coords render->enableTexCoordArray(); render->setTexCoordPointer(M_FLOAT, 2, texCoords + offset); } // switch back to modelview matrix mode if(texturesPassNumber > 0) render->setMatrixMode(M_MATRIX_MODELVIEW); // draw if(indices) { switch(indicesType) { case M_USHORT: render->drawElement(primitiveType, size, indicesType, (unsigned short*)indices + begin); break; case M_UINT: render->drawElement(primitiveType, size, indicesType, (unsigned int*)indices + begin); break; } } else{ render->drawArray(primitiveType, begin, size); } // disable arrays render->disableVertexArray(); if(normals) render->disableNormalArray(); if(colors) render->disableColorArray(); // restore textures for(int t=(int)(id-1); t>=0; t--) { render->bindTexture(0, t); render->disableTexture(); render->disableTexCoordArray(); render->setTextureCombineMode(M_TEX_COMBINE_MODULATE); render->setMatrixMode(M_MATRIX_TEXTURE); render->loadIdentity(); render->setMatrixMode(M_MATRIX_MODELVIEW); } } // restore fog and alpha test render->setFogColor(currentFogColor); if(blendMode != M_BLENDING_ALPHA) render->setAlphaTest(0.0f); // restore lighting if(colors) render->enableLighting(); } }