示例#1
0
DebugRenderer::DebugRenderer (int pointCount, const ContactPoint *points, int traceCount, const TraceData *traceData, const std::vector<b2Vec2>& waterIntersectionPoints, const DebugRendererData& data) :
		b2Draw(), _activeProgram(0), _pointCount(pointCount), _points(points), _traceCount(traceCount), _traceData(
				traceData), _waterIntersectionPoints(waterIntersectionPoints), _enableTextureArray(false)
{
	memset(_colorArray, 0, sizeof(_colorArray));
#ifndef NO_DEBUG_RENDERER
	if (GLContext::get().areShadersSupported()) {
		glGetIntegerv(GL_ACTIVE_PROGRAM, &_activeProgram);
		const GLenum glError = glGetError();
		if (glError != GL_INVALID_ENUM)
			GLContext::get().ctx_glUseProgram(0);
		else
			_activeProgram = 0;
	}
	SetFlags(b2Draw::e_shapeBit | b2Draw::e_jointBit | b2Draw::e_aabbBit | b2Draw::e_pairBit
			| b2Draw::e_centerOfMassBit);
	GL_checkError();
	glPushMatrix();
	const float scale = static_cast<float>(data.scale);
	const float x = static_cast<float>(data.x / scale);
	const float y = static_cast<float>(data.y / scale);

	glScalef(scale, scale, 1.0f);
	glTranslatef(x, y, 0.0f);
	glDisable(GL_TEXTURE_2D);

	_enableTextureArray = glIsEnabled(GL_TEXTURE_COORD_ARRAY);
	if (_enableTextureArray)
		glDisableClientState(GL_TEXTURE_COORD_ARRAY);

	GL_checkError();
#endif
}
示例#2
0
bool WaterShader::use (int x, int y, int w, int h)
{
	if (!_initialized)
		return false;

	if (!activate())
		return false;

	float angle = _time * M_PI_2;
	if (angle > M_PI_2)
		angle -= M_PI_2;

	_displacement->bindTexture(0);
	_water->bindTexture(1);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	GL_checkError();
	glEnable(GL_BLEND);
	GL_checkError();
	setUniformMatrix("u_worldView", _modelViewMatrix);
	setUniformi("u_texture", 0);
	setUniformi("u_texture2", 1);
	setUniformf("timedelta", -angle);

	createAndBindAttributesArray(x, y, w, h);
	GL_checkError();

	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
	GL_checkError();

	deactivate();

	return true;
}
示例#3
0
void UIRendererGL::BeginPaint(int render_target_w, int render_target_h) {
#ifdef TB_RUNTIME_DEBUG_INFO
    dbg_bitmap_validations = 0;
#endif

    TBRendererBatcher::BeginPaint(render_target_w, render_target_h);

    _shader.activate();

    const glm::mat4& ortho = glm::ortho(0.0f, (float) render_target_w, (float) render_target_h, 0.0f, -1.0f, 1.0f);
    _shader.setUniformMatrix("u_projection", ortho, false);

    g_current_texture = (GLuint) -1;
    g_current_batch = nullptr;

    glViewport(0, 0, render_target_w, render_target_h);
    glScissor(0, 0, render_target_w, render_target_h);

    glEnable(GL_BLEND);
    glEnable(GL_TEXTURE_2D);
    glDisable(GL_DEPTH_TEST);
    glEnable(GL_SCISSOR_TEST);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    GL_checkError();
}
示例#4
0
bool UIRendererGL::init() {
    if (!_shader.loadProgram("shaders/ui"))
        return false;
    glGenBuffers(1, &_buffer);
    GL_checkError();
    return true;
}
示例#5
0
void DebugRenderer::DrawSolidCircle (const b2Vec2& center, float32 radius, const b2Vec2& axis, const b2Color& color)
{
#ifndef NO_DEBUG_RENDERER
	const float32 k_segments = 16.0f;
	const int vertexCount = 16;
	const float32 k_increment = 2.0f * b2_pi / k_segments;
	float32 theta = 0.0f;

	GLfloat glVertices[vertexCount * 2];
	for (int i = 0; i < k_segments; ++i) {
		const b2Vec2 v = center + radius * b2Vec2(cosf(theta), sinf(theta));
		glVertices[i * 2] = v.x;
		glVertices[i * 2 + 1] = v.y;
		theta += k_increment;
	}

	setColorPointer(color, 0.5f, vertexCount);
	glVertexPointer(2, GL_FLOAT, 0, glVertices);
	glDrawArrays(GL_TRIANGLE_FAN, 0, vertexCount);
	setColorPointer(color, 1.0f, vertexCount);
	glDrawArrays(GL_LINE_LOOP, 0, vertexCount);
	GL_checkError();

	// Draw the axis line
	DrawSegment(center, center + radius * axis, color);
#endif
}
示例#6
0
void Client::renderBackground() {
	_camera.setAngles(-M_PI_2, M_PI);
	_camera.setPosition(glm::vec3(0.0f, 100.0f, 0.0f));
	_camera.update();
	const glm::mat4& view = _camera.getViewMatrix();
	const glm::mat4& projection = glm::perspective(45.0f, _aspect, 0.1f, 1000.0f);

	_meshShader->activate();
	_meshShader->setUniformMatrix("u_view", view, false);
	_meshShader->setUniformMatrix("u_projection", projection, false);
	_meshShader->setUniformVec3("u_lightpos", _lightPos);
	_meshShader->setUniformVec3("u_diffusecolor", _diffuseColor);
	_meshShader->setUniformVec3("u_specularcolor", _specularColor);
	_meshShader->setUniformi("u_texture", 0);
	const video::MeshPtr& mesh = _meshPool->getMesh("animal_rabbit");
	if (mesh->initMesh(_meshShader)) {
		const glm::mat4& translate = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 20.0f));
		const glm::mat4& scale = glm::scale(translate, glm::vec3(0.01f));
		const glm::mat4& model = glm::rotate(scale, (float) glm::sin(_now / 100L), glm::vec3(0.0, 1.0, 0.0));
		_meshShader->setUniformMatrix("u_model", model, false);
		mesh->render();
		_drawCallsEntities = 0;
	}
	_meshShader->deactivate();
	glBindVertexArray(0);
	glBindTexture(GL_TEXTURE_2D, 0);
	GL_checkError();
}
示例#7
0
DebugRenderer::~DebugRenderer ()
{
#ifndef NO_DEBUG_RENDERER
	const float32 k_impulseScale = 0.1f;
	const float32 k_axisScale = 0.3f;

	const bool drawFrictionImpulse = true;
	const bool drawContactNormals = true;
	const bool drawContactImpulse = true;

	for (int i = 0; i < _pointCount; ++i) {
		const ContactPoint* point = &_points[i];

		if (point->state == b2_addState) {
			DrawPoint(point->position, 0.2f, b2Color(0.3f, 0.95f, 0.3f));
		} else if (point->state == b2_persistState) {
			DrawPoint(point->position, 0.1f, b2Color(0.3f, 0.3f, 0.95f));
		}

		if (drawContactNormals) {
			const b2Vec2& p1 = point->position;
			const b2Vec2 p2 = p1 + k_axisScale * point->normal;
			DrawSegment(p1, p2, b2Color(0.9f, 0.9f, 0.9f));
		}

		if (drawContactImpulse) {
			const b2Vec2& p1 = point->position;
			const b2Vec2 p2 = p1 + k_impulseScale * point->normalImpulse * point->normal;
			DrawSegmentWithAlpha(p1, p2, b2Color(0.9f, 0.9f, 0.3f), 0.5f);
		}

		if (drawFrictionImpulse) {
			const b2Vec2 tangent = b2Cross(point->normal, 1.0f);
			const b2Vec2& p1 = point->position;
			const b2Vec2 p2 = p1 + k_impulseScale * point->tangentImpulse * tangent;
			DrawSegment(p1, p2, b2Color(0.9f, 0.9f, 0.3f));
		}
	}
	for (int i = 0; i < _traceCount; ++i) {
		const TraceData* data = &_traceData[i];
		DrawSegment(data->start, data->end, b2Color(0.9f, 0.0f, 0.0f));
		DrawPoint(data->start, 0.2f, b2Color(0.0f, 0.95f, 0.3f));
		DrawPoint(data->end, 0.2f, b2Color(0.3f, 0.7f, 0.0f));
	}

	if (!_waterIntersectionPoints.empty())
		DrawPolygon(&_waterIntersectionPoints[0], _waterIntersectionPoints.size(), b2Color(0.0f, 1.0f, 1.0f));

	if (_enableTextureArray)
		glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	glEnable(GL_TEXTURE_2D);
	glPopMatrix();
	GL_checkError();
	if (_activeProgram != 0)
		GLContext::get().ctx_glUseProgram(_activeProgram);
#endif
}
示例#8
0
void DebugRenderer::DrawPolygon (const b2Vec2* vertices, int vertexCount, const b2Color& color)
{
#ifndef NO_DEBUG_RENDERER
	setColorPointer(color, 1.0f, vertexCount);
	glVertexPointer(2, GL_FLOAT, 0, vertices);
	glDrawArrays(GL_LINE_LOOP, 0, vertexCount);
	GL_checkError();
#endif
}
示例#9
0
void DebugRenderer::DrawSegmentWithAlpha (const b2Vec2& p1, const b2Vec2& p2, const b2Color& color, float alpha)
{
#ifndef NO_DEBUG_RENDERER
	setColorPointer(color, alpha, 2);
	const GLfloat glVertices[] = { p1.x, p1.y, p2.x, p2.y };
	glVertexPointer(2, GL_FLOAT, 0, glVertices);
	glDrawArrays(GL_LINES, 0, 2);
	GL_checkError();
#endif
}
示例#10
0
void UIRendererGL::EndPaint() {
    TBRendererBatcher::EndPaint();
    _shader.deactivate();
    glBindBuffer(GL_ARRAY_BUFFER, 0);

#ifdef TB_RUNTIME_DEBUG_INFO
    if (TB_DEBUG_SETTING(RENDER_BATCHES))
        TBDebugPrint("Frame caused %d bitmap validations.\n", dbg_bitmap_validations);
#endif
    GL_checkError();
}
示例#11
0
void UIRendererGL::RenderBatch(Batch *batch) {
    BindBitmap(batch->bitmap);
    if (g_current_batch != batch) {
        g_current_batch = batch;
    }
    glBindBuffer(GL_ARRAY_BUFFER, _buffer);
    glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * batch->vertex_count, batch->vertex, GL_STATIC_DRAW);
    glVertexAttribPointer(_shader.enableVertexAttribute("a_color"), 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), GL_OFFSET(offsetof(Batch, vertex[0].col)));
    glVertexAttribPointer(_shader.enableVertexAttribute("a_texcoord"), 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), GL_OFFSET(offsetof(Batch, vertex[0].u)));
    glVertexAttribPointer(_shader.enableVertexAttribute("a_pos"), 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), GL_OFFSET(offsetof(Batch, vertex[0].x)));

    glDrawArrays(GL_TRIANGLES, 0, batch->vertex_count);
    GL_checkError();
}
示例#12
0
void DebugRenderer::DrawPoint (const b2Vec2& p, float32 size, const b2Color& color)
{
#ifndef NO_DEBUG_RENDERER
	setColorPointer(color, 1.0f, 4);
	const float minx = p.x - size / 2.0f;
	const float maxx = p.x + size / 2.0f;
	const float miny = p.y - size / 2.0f;
	const float maxy = p.y + size / 2.0f;
	const float vertices[] = { minx, miny, maxx, miny, minx, maxy, maxx, maxy };
	glVertexPointer(2, GL_FLOAT, 0, vertices);
	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
	GL_checkError();
#endif
}
示例#13
0
bool UIBitmapGL::Init(int width, int height, uint32 *data) {
    assert(width == TBGetNearestPowerOfTwo(width));
    assert(height == TBGetNearestPowerOfTwo(height));

    m_w = width;
    m_h = height;

    glGenTextures(1, &m_texture);
    BindBitmap(this);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

    GL_checkError();

    SetData(data);

    return true;
}
示例#14
0
void UIRendererGL::SetClipRect(const TBRect &rect) {
    glScissor(m_clip_rect.x, m_screen_rect.h - (m_clip_rect.y + m_clip_rect.h), m_clip_rect.w, m_clip_rect.h);
    GL_checkError();
}
示例#15
0
void Client::renderMap() {
	voxel::DecodedMeshData mesh;
	if (_world->pop(mesh)) {
		// Now add the mesh to the list of meshes to render.
		addMeshData(createMesh(mesh.mesh, mesh.translation, 1.0f));
	}

	_drawCallsWorld = 0;
	_drawCallsEntities = 0;

	// TODO: use polyvox VolumeResampler to create a minimap of your volume
	// RawVolume<uint8_t> volDataLowLOD(PolyVox::Region(Vector3DInt32(0, 0, 0), Vector3DInt32(15, 31, 31)));
	// VolumeResampler< RawVolume<uint8_t>, RawVolume<uint8_t> > volumeResampler(&volData, PolyVox::Region(Vector3DInt32(0, 0, 0), Vector3DInt32(31, 63, 63)), &volDataLowLOD, volDataLowLOD.getEnclosingRegion());
	// volumeResampler.execute();
	// auto meshLowLOD = extractMarchingCubesMesh(&volDataLowLOD, volDataLowLOD.getEnclosingRegion());
	// auto decodedMeshLowLOD = decodeMesh(meshLowLOD);

	const bool left = _moveMask & MoveDirection_MOVELEFT;
	const bool right = _moveMask & MoveDirection_MOVERIGHT;
	const bool forward = _moveMask & MoveDirection_MOVEFORWARD;
	const bool backward = _moveMask & MoveDirection_MOVEBACKWARD;
	_camera.updatePosition(_deltaFrame, left, right, forward, backward);
	_camera.updateViewMatrix();
	glClear(GL_DEPTH_BUFFER_BIT);

	glEnable(GL_DEPTH_TEST);
	//glEnable(GL_CULL_FACE);
	//glCullFace(GL_BACK);

	GL_checkError();

	const glm::mat4& view = _camera.getViewMatrix();
	const glm::mat4& projection = glm::perspective(45.0f, _aspect, 0.1f, 1000.0f);

	_waterShader->activate();
	_waterShader->setUniformMatrix("u_model", glm::mat4(1.0f), false);
	_waterShader->setUniformMatrix("u_view", view, false);
	_waterShader->setUniformMatrix("u_projection", projection, false);
	_waterShader->setUniformVec3("u_lightpos", _lightPos);
	_waterShader->setUniformVec3("u_diffusecolor", _diffuseColor);
	_waterShader->setUniformVec3("u_specularcolor", _specularColor);
	_waterShader->setUniformi("u_texture", 0);
	_waterShader->setUniformf("u_wavetime", 0.5f);
	_waterShader->setUniformf("u_wavewidth", 0.6f);
	_waterShader->setUniformf("u_waveheight", 1.0f);
	_waterTexture->bind();
	glBindVertexArray(_waterData.vertexArrayObject);
	glDrawElements(GL_TRIANGLES, _waterData.noOfIndices, _waterData.indexType, 0);
	++_drawCallsWorld;
	glBindVertexArray(0);
	_waterTexture->unbind();
	_waterShader->deactivate();
	GL_checkError();

	_worldShader.activate();
	_worldShader.setUniformMatrix("u_view", view, false);
	_worldShader.setUniformMatrix("u_projection", projection, false);
	_worldShader.setUniformf("u_fogrange", _fogRange);
	_worldShader.setUniformf("u_viewdistance", _viewDistance);
	_worldShader.setUniformi("u_texture", 0);
	_worldShader.setUniformVec3("u_lightpos", _lightPos);
	_colorTexture->bind();
	for (auto i = _meshData.begin(); i != _meshData.end();) {
		const video::GLMeshData& meshData = *i;
		if (isCulled(meshData.translation)) {
			destroyMeshData(meshData);
			i = _meshData.erase(i);
			continue;
		}
		const glm::mat4& model = glm::translate(glm::mat4(1.0f), glm::vec3(meshData.translation.x, 0, meshData.translation.y));
		_worldShader.setUniformMatrix("u_model", model, false);
		glBindVertexArray(meshData.vertexArrayObject);
		glDrawElements(GL_TRIANGLES, meshData.noOfIndices, meshData.indexType, 0);
		++_drawCallsWorld;
		++i;
	}
	_worldShader.deactivate();
	GL_checkError();

	_meshShader->activate();
	_meshShader->setUniformMatrix("u_view", view, false);
	_meshShader->setUniformMatrix("u_projection", projection, false);
	_meshShader->setUniformVec3("u_lightpos", _lightPos);
	_meshShader->setUniformVec3("u_diffusecolor", _diffuseColor);
	_meshShader->setUniformVec3("u_specularcolor", _specularColor);
	_meshShader->setUniformi("u_texture", 0);
	for (const auto& e : _entities) {
		const frontend::ClientEntityPtr& ent = e.second;
		ent->update(_now);
		const video::MeshPtr& mesh = ent->mesh();
		if (!mesh->initMesh(_meshShader))
			continue;
		const glm::mat4& translate = glm::translate(glm::mat4(1.0f), ent->position());
		const glm::mat4& scale = glm::scale(translate, glm::vec3(0.01f));
		const glm::mat4& model = glm::rotate(scale, ent->orientation(), glm::vec3(0.0, 1.0, 0.0));
		_meshShader->setUniformMatrix("u_model", model, false);
		mesh->render();
		++_drawCallsEntities;
	}
	_meshShader->deactivate();
	glBindVertexArray(0);
	glBindTexture(GL_TEXTURE_2D, 0);
	GL_checkError();

	const glm::ivec2& camXZ = _world->getGridPos(_camera.getPosition());
	const glm::vec2 diff = _lastCameraPosition - camXZ;
	if (glm::length(diff.x) >= 1 || glm::length(diff.y) >= 1) {
		_lastCameraPosition = camXZ;
		extractMeshAroundCamera(40);
	}

	glBindVertexArray(0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
	glBindBuffer(GL_ARRAY_BUFFER, 0);

	glDisable(GL_DEPTH_TEST);
	//glDisable(GL_CULL_FACE);

	GL_checkError();
}
示例#16
0
core::AppState Client::onInit() {
	eventBus()->subscribe<network::NewConnectionEvent>(*this);
	eventBus()->subscribe<network::DisconnectEvent>(*this);
	eventBus()->subscribe<voxel::WorldCreatedEvent>(*this);

	GLDebug::enable(GLDebug::Medium);

	core::AppState state = UIApp::onInit();
	if (state != core::Running)
		return state;

	if (!_network->start())
		return core::Cleanup;

	core::Var::get(cfg::ClientName, "noname");
	core::Var::get(cfg::ClientPassword, "nopassword");

	if (!_worldShader.init()) {
		return core::Cleanup;
	}
	if (!_meshShader->init()) {
		return core::Cleanup;
	}
	if (!_waterShader->init()) {
		return core::Cleanup;
	}

	_waterTexture = video::TexturePtr(new video::Texture("texture/water.png"));
	_waterTexture->load();
	const glm::vec3 vertices[4] = { glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(1.0f,
			1.0f, 0.0f) };
	const glm::ivec3 indices[2] = { glm::ivec3( 0, 1, 2 ), glm::ivec3( 1, 3, 2 ) };
	glGenVertexArrays(1, &_waterData.vertexArrayObject);
	core_assert(_waterData.vertexArrayObject > 0);
	glBindVertexArray(_waterData.vertexArrayObject);

	glGenBuffers(1, &_waterData.vertexBuffer);
	core_assert(_waterData.vertexBuffer > 0);
	glBindBuffer(GL_ARRAY_BUFFER, _waterData.vertexBuffer);
	glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(glm::vec3), vertices, GL_STATIC_DRAW);

	glGenBuffers(1, &_waterData.indexBuffer);
	core_assert(_waterData.indexBuffer > 0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _waterData.indexBuffer);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, 2 * sizeof(glm::ivec2), indices, GL_STATIC_DRAW);

	const int posLoc = _waterShader->enableVertexAttribute("a_pos");
	glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, sizeof(voxel::VoxelVertexDecoded),
			GL_OFFSET(offsetof(voxel::VoxelVertexDecoded, position)));

	glBindVertexArray(0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
	glBindBuffer(GL_ARRAY_BUFFER, 0);

	_waterData.noOfIndices = 2;
	_waterData.scale = 1.0f;
	_waterData.indexType = GL_UNSIGNED_INT;

	GL_checkError();

	_camera.init(_width, _height);

	registerMoveCmd("+move_right", MOVERIGHT);
	registerMoveCmd("+move_left", MOVELEFT);
	registerMoveCmd("+move_forward", MOVEFORWARD);
	registerMoveCmd("+move_backward", MOVEBACKWARD);

	const int ColorTextureSize = 256;
	uint8_t colorTexture[ColorTextureSize * ColorTextureSize * 3];
	noise::Simplex::SeamlessNoise2DRGB(colorTexture, ColorTextureSize, 3, 0.3f, 0.7f);
	_colorTexture = video::TexturePtr(new video::Texture(colorTexture, ColorTextureSize, ColorTextureSize, 3));

	_clearColor = glm::vec3(0.0, 0.6, 0.796);

	_root.SetSkinBg(TBIDC("background"));
	new frontend::LoginWindow(this);

	SDL_GL_SetSwapInterval(core::Var::get(cfg::ClientVSync, "false")->boolVal());

	return state;
}