예제 #1
0
//----------------------------------------------------------------------------//
void OpenGL3GeometryBuffer::draw() const
{
    CEGUI::Rectf viewPort = d_owner->getActiveViewPort();

    d_glStateChanger->scissor(static_cast<GLint>(d_clipRect.left()),
              static_cast<GLint>(viewPort.getHeight() - d_clipRect.bottom()),
              static_cast<GLint>(d_clipRect.getWidth()),
              static_cast<GLint>(d_clipRect.getHeight()));

    // apply the transformations we need to use.
    if (!d_matrixValid)
        updateMatrix();

    // Send ModelViewProjection matrix to shader
    glm::mat4 modelViewProjectionMatrix = d_owner->getViewProjectionMatrix()->d_matrix * d_matrix->d_matrix;
    glUniformMatrix4fv(d_shaderStandardMatrixLoc, 1, GL_FALSE, glm::value_ptr(modelViewProjectionMatrix));

    // activate desired blending mode
    d_owner->setupRenderingBlendMode(d_blendMode);

    // Bind our vao
    d_glStateChanger->bindVertexArray(d_verticesVAO);

    const int pass_count = d_effect ? d_effect->getPassCount() : 1;
     size_t pos = 0;
    for (int pass = 0; pass < pass_count; ++pass)
    {
        // set up RenderEffect
        if (d_effect)
            d_effect->performPreRenderFunctions(pass);

        // draw the batches
       
        BatchList::const_iterator i = d_batches.begin();
        for ( ; i != d_batches.end(); ++i)
        {
            const BatchInfo& currentBatch = *i;

            if (currentBatch.clip)
                glEnable(GL_SCISSOR_TEST);
            else
                glDisable(GL_SCISSOR_TEST);

            glBindTexture(GL_TEXTURE_2D, currentBatch.texture);

            // draw the geometry
            const unsigned int numVertices = currentBatch.vertexCount;
            glDrawArrays(GL_TRIANGLES, pos, numVertices);

            pos += numVertices;
        }
    }

    

    // clean up RenderEffect
    if (d_effect)
        d_effect->performPostRenderFunctions();
}
예제 #2
0
//----------------------------------------------------------------------------//
void CEGuiBaseApplication::positionLogo()
{
    const CEGUI::Rectf scrn(d_renderer->getDefaultRenderTarget().getArea());

    d_logoGeometry->setClippingRegion(scrn);
    d_logoGeometry->setTranslation(
        CEGUI::Vector3f(10.0f, scrn.getSize().d_height - 89.0f, 0.0f));
}
예제 #3
0
//----------------------------------------------------------------------------//
void CEGuiBaseApplication::positionFPS()
{
    const CEGUI::Rectf scrn(d_renderer->getDefaultRenderTarget().getArea());

    d_FPSGeometry->setClippingRegion(scrn);
    d_FPSGeometry->setTranslation(
        CEGUI::Vector3f(scrn.getSize().d_width - 120.0f, 0.0f, 0.0f));
}
//----------------------------------------------------------------------------//
void CEGuiBaseApplication::updateFPSGeometry()
{
    const CEGUI::Rectf scrn(d_renderer->getDefaultRenderTarget().getArea());
    const glm::vec3 position(scrn.getSize().d_width - 120.0f, 0.0f, 0.0f);

    const size_t bufferCount = d_FPSGeometry.size();
    for (size_t i = 0; i < bufferCount; ++i)
    {
        d_FPSGeometry[i]->setClippingRegion(scrn);
        d_FPSGeometry[i]->setTranslation(position);
    }
}
예제 #5
0
//----------------------------------------------------------------------------//
void OpenGL3GeometryBuffer::draw() const
{
    if(d_vertexData.empty())
        return;

    CEGUI::Rectf viewPort = d_owner.getActiveViewPort();

    if (d_clippingActive)
    {
        d_glStateChanger->scissor(static_cast<GLint>(d_clipRect.left()),
            static_cast<GLint>(viewPort.getHeight() - d_clipRect.bottom()),
            static_cast<GLint>(d_clipRect.getWidth()),
            static_cast<GLint>(d_clipRect.getHeight()));

        d_glStateChanger->enable(GL_SCISSOR_TEST);
    }
    else
        d_glStateChanger->disable(GL_SCISSOR_TEST);

    // Update the model view projection matrix
    updateMatrix();

    CEGUI::ShaderParameterBindings* shaderParameterBindings = (*d_renderMaterial).getShaderParamBindings();

    // Set the uniform variables for this GeometryBuffer in the Shader
    shaderParameterBindings->setParameter("modelViewProjMatrix", d_matrix);
    shaderParameterBindings->setParameter("alphaPercentage", d_alpha);

    // activate desired blending mode
    d_owner.setupRenderingBlendMode(d_blendMode);

    if (OpenGLInfo::getSingleton().isVaoSupported())
    {
        // Bind our vao
        d_glStateChanger->bindVertexArray(d_verticesVAO);
    }
    else
    {
        // This binds and sets up a vbo for rendering
        finaliseVertexAttributes();
    }

    const int pass_count = d_effect ? d_effect->getPassCount() : 1;
    for (int pass = 0; pass < pass_count; ++pass)
    {
        // set up RenderEffect
        if (d_effect)
            d_effect->performPreRenderFunctions(pass);

        d_renderMaterial->prepareForRendering();

        // draw the geometry
        drawDependingOnFillRule();
    }

    // clean up RenderEffect
    if (d_effect)
        d_effect->performPostRenderFunctions();

    updateRenderTargetData(d_owner.getActiveRenderTarget());
}