示例#1
0
// Renders space station and adjacent city if applicable
// For orbital starports: renders as normal
// For surface starports:
//	Lighting: Calculates available light for model and splits light between directly and ambiently lit
//            Lighting is done by manipulating global lights or setting uniforms in atmospheric models shader
void SpaceStation::Render(Graphics::Renderer *r, const Camera *camera, const vector3d &viewCoords, const matrix4x4d &viewTransform)
{
	Body *b = GetFrame()->GetBody();
	assert(b);

	if (!b->IsType(Object::PLANET)) {
		// orbital spaceport -- don't make city turds or change lighting based on atmosphere
		RenderModel(r, camera, viewCoords, viewTransform);
	}

	else {
		std::vector<Graphics::Light> oldLights;
		Color oldAmbient;
		SetLighting(r, camera, oldLights, oldAmbient);

		Planet *planet = static_cast<Planet*>(b);
		/* don't render city if too far away */
		if (viewCoords.Length() < 1000000.0){
			if (!m_adjacentCity) {
				m_adjacentCity = new CityOnPlanet(planet, this, m_sbody->seed);
			}
			m_adjacentCity->Render(r, camera, this, viewCoords, viewTransform);
		}

		RenderModel(r, camera, viewCoords, viewTransform, false);

		ResetLighting(r, oldLights, oldAmbient);
	}
}
示例#2
0
void SpaceStation::Render(Graphics::Renderer *r, const Camera *camera, const vector3d &viewCoords, const matrix4x4d &viewTransform)
{
	Body *b = GetFrame()->GetBody();
	assert(b);

	if (!b->IsType(Object::PLANET)) {
		// orbital spaceport -- don't make city turds or change lighting based on atmosphere
		RenderModel(r, camera, viewCoords, viewTransform);
		r->GetStats().AddToStatCount(Graphics::Stats::STAT_SPACESTATIONS, 1);
	} else {
		// don't render city if too far away
		if (viewCoords.LengthSqr() >= SQRMAXCITYDIST) {
			return;
		}
		std::vector<Graphics::Light> oldLights;
		Color oldAmbient;
		SetLighting(r, camera, oldLights, oldAmbient);

		if (!m_adjacentCity) {
			m_adjacentCity = new CityOnPlanet(static_cast<Planet*>(b), this, m_sbody->GetSeed());
		}
		m_adjacentCity->Render(r, camera->GetContext()->GetFrustum(), this, viewCoords, viewTransform);

		RenderModel(r, camera, viewCoords, viewTransform, false);

		ResetLighting(r, oldLights, oldAmbient);

		r->GetStats().AddToStatCount(Graphics::Stats::STAT_GROUNDSTATIONS, 1);
	}
}
示例#3
0
void Renderer::RenderFrame(float time) {
  time_ = time;

  SetupFrame();

  // draw scene
  Setup3DRendering();

  glBindBuffer(GL_ARRAY_BUFFER, world.map_->vboId);
  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, world.map_->iboId);
  glEnableVertexAttribArray(2);
  for (unsigned int i = 0; i < renderables_.size(); ++i) {
    RenderFace(renderables_[i]);
  }

  RenderModel();
  // draw gui and overlays
  // Setup2DRendering();

  // font.PrintString("<Q3 BSP RENDERER>", glm::vec2(10.0f, 10.0f),
  // glm::vec4(1.0, 0.0, 0.0, 1.0));

  //  if (delta == 0) delta = 1;
  //
  //    std::stringstream fps;
  //    fps << "frametime in ms: " << delta << " fps: " << 1000 / delta;
  //    font.PrintString(fps.str(), glm::vec2(10.0f,
  //    (float)screen_height_-20.0f), glm::vec4(1.0, 1.0, 1.0, 1.0));
}
示例#4
0
void Missile::Render(Graphics::Renderer *renderer, const Camera *camera, const vector3d &viewCoords, const matrix4x4d &viewTransform)
{
	if (IsDead()) return;

	Propulsion::Render( renderer, camera, viewCoords, viewTransform );
	RenderModel(renderer, camera, viewCoords, viewTransform);
}
void RevRenderBaseHelper::RenderInstancedInstances( RevRenderMesh& instanceRendered )
{
	RevModel* model = instanceRendered.GetModel();
	if( model == nullptr )
	{
		return;
	}
	RenderModel( model, instanceRendered );
}
示例#6
0
void Ship::Render(Graphics::Renderer *renderer, const Camera *camera, const vector3d &viewCoords, const matrix4x4d &viewTransform)
{
	if (IsDead()) return;

	m_shipFlavour.ApplyTo(GetModel());

	//angthrust negated, for some reason
	GetModel()->SetThrust(vector3f(m_thrusters), -vector3f(m_angThrusters));

	if (m_landingGearAnimation)
		m_landingGearAnimation->SetProgress(m_wheelState);

	//strncpy(params.pText[0], GetLabel().c_str(), sizeof(params.pText));
	RenderModel(renderer, viewCoords, viewTransform);

	// draw shield recharge bubble
	if (m_stats.shield_mass_left < m_stats.shield_mass) {
		const float shield = 0.01f*GetPercentShields();
		renderer->SetBlendMode(Graphics::BLEND_ADDITIVE);
		glPushMatrix();
		matrix4x4f trans = matrix4x4f::Identity();
		trans.Translate(viewCoords.x, viewCoords.y, viewCoords.z);
		trans.Scale(GetPhysRadius());
		renderer->SetTransform(trans);

		//fade based on strength
		Sfx::shieldEffect->GetMaterial()->diffuse =
			Color((1.0f-shield),shield,0.0,0.33f*(1.0f-shield));
		Sfx::shieldEffect->Draw(renderer);
		glPopMatrix();
		renderer->SetBlendMode(Graphics::BLEND_SOLID);
	}

	if (m_ecmRecharge > 0.0f) {
		// ECM effect: a cloud of particles for a sparkly effect
		vector3f v[100];
		for (int i=0; i<100; i++) {
			const double r1 = Pi::rng.Double()-0.5;
			const double r2 = Pi::rng.Double()-0.5;
			const double r3 = Pi::rng.Double()-0.5;
			v[i] = vector3f(viewTransform * (
				GetPosition() + GetPhysRadius() *
				vector3d(r1, r2, r3).Normalized()
			));
		}
		Color c(0.5,0.5,1.0,1.0);
		float totalRechargeTime = GetECMRechargeTime();
		if (totalRechargeTime >= 0.0f) {
			c.a = m_ecmRecharge / totalRechargeTime;
		}

		Sfx::ecmParticle->diffuse = c;
		renderer->SetBlendMode(Graphics::BLEND_ALPHA_ONE);
		renderer->DrawPointSprites(100, v, Sfx::ecmParticle, 50.f);
	}
}
void GraphicsDeviceInterface::VertexPipeline(ID3D11Buffer* vertexBuffer, std::vector<VERTEX>* vertices, D3DXMATRIX* transform, ID3D11ShaderResourceView* texture){
	
	//I want to rename these so they make a little more sense.
	RenderModel(vertexBuffer);
	m_VertexShader->initializeShader(m_Device);
	m_VertexShader->setParameters(m_Context, *transform, m_Camera->GetViewMatrix(), m_projMatrix);
	m_Context->PSSetShaderResources(0, 1, &texture);
	Update(vertexBuffer, vertices);
	//RenderShader();
}
示例#8
0
void SkyRender()
{
	GLfloat mat_emission[] = {1.0, 1.0, 1.0, 0.0};
	
	glEnable(GL_CULL_FACE);
	glPushMatrix();
	glMaterialfv(GL_FRONT, GL_EMISSION, mat_emission);
	glTranslatef (512, -100, 512);
	RenderModel(skydome);
	glPopMatrix();
	RenderSun();
	glDisable(GL_CULL_FACE);
}
示例#9
0
文件: Ship.cpp 项目: tomm/pioneer
void Ship::Render(Graphics::Renderer *renderer, const Camera *camera, const vector3d &viewCoords, const matrix4x4d &viewTransform)
{
	if (IsDead()) return;

	//angthrust negated, for some reason
	GetModel()->SetThrust(vector3f(m_thrusters), -vector3f(m_angThrusters));

	matrix3x3f mt;
	matrix3x3dtof(viewTransform.Inverse().GetOrient(), mt);
	s_heatGradientParams.heatingMatrix = mt;
	s_heatGradientParams.heatingNormal = vector3f(GetVelocity().Normalized());
	s_heatGradientParams.heatingAmount = Clamp(GetHullTemperature(),0.0,1.0);

	// This has to be done per-model with a shield and just before it's rendered
	const bool shieldsVisible = m_shieldCooldown > 0.01f && m_stats.shield_mass_left > (m_stats.shield_mass / 100.0f);
	GetShields()->SetEnabled(shieldsVisible);
	GetShields()->Update(m_shieldCooldown, 0.01f*GetPercentShields());

	//strncpy(params.pText[0], GetLabel().c_str(), sizeof(params.pText));
	RenderModel(renderer, camera, viewCoords, viewTransform);
	m_navLights->Render(renderer);
	renderer->GetStats().AddToStatCount(Graphics::Stats::STAT_SHIPS, 1);

	if (m_ecmRecharge > 0.0f) {
		// ECM effect: a cloud of particles for a sparkly effect
		vector3f v[100];
		for (int i=0; i<100; i++) {
			const double r1 = Pi::rng.Double()-0.5;
			const double r2 = Pi::rng.Double()-0.5;
			const double r3 = Pi::rng.Double()-0.5;
			v[i] = vector3f(GetPhysRadius()*vector3d(r1, r2, r3).NormalizedSafe());
		}
		Color c(128,128,255,255);
		float totalRechargeTime = GetECMRechargeTime();
		if (totalRechargeTime >= 0.0f) {
			c.a = (m_ecmRecharge / totalRechargeTime) * 255;
		}

		SfxManager::ecmParticle->diffuse = c;

		matrix4x4f t;
		for (int i=0; i<12; i++) t[i] = float(viewTransform[i]);
		t[12] = viewCoords.x;
		t[13] = viewCoords.y;
		t[14] = viewCoords.z;
		t[15] = 1.0f;

		renderer->SetTransform(t);
		renderer->DrawPointSprites(100, v, SfxManager::additiveAlphaState, SfxManager::ecmParticle.get(), 50.f);
	}
}
示例#10
0
void Display(){
	// main drawing routine - called every frame
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glPushMatrix();
	glLoadIdentity();
	// camera at default (zero) position and orientation
	RenderModel();
	PrintStats();
	glLoadIdentity();
	RenderStrings();
    glPopMatrix();
    glFlush();
    SwapBuffers(hDC);			/* nop if singlebuffered */
}
示例#11
0
文件: gtf.cpp 项目: 88er/tutorials
void CModelGTF::DrawModel()
{


//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////

	// Before we render the model we need to update the animation frames
	UpdateModel();

//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////


	// Render the model and all it's objects
	RenderModel();
}
DX11SceneManager::DX11SceneManager(ID3D11Device* pd3dDevice, DX11ShaderSystem* pShaderSystem)
{
    //Sets the member references
    m_pd3dDevice = pd3dDevice;
    m_pShaderSystem = pShaderSystem;

	//Number one should be an invalid empty rendermodel
	m_pModelArray.push_back(RenderModel(0, NULL, NULL));

    //Loads the default texture to display when a texture is not found
    if (FAILED(loadTexture(defaultTexture, "default.dds"))) {
        return E_FAIL;
    }

    m_mainNode = SceneNode(this, NULL, "Scene01");
    m_pCamera = new CameraNode(0, 0, 0.0f);
}
示例#13
0
void Render()
{
	g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 255), 1.0f, 0);

	if (SUCCEEDED(g_pd3dDevice->BeginScene()))
	{
		g_pd3dDevice->SetRenderState(D3DRS_AMBIENT, 0xffffffff);
		SetMatrices();
		D3DXMATRIXA16 matWorld1, matWorld2;
		D3DXMatrixTranslation(&matWorld1, 0.0f, 0.0f, 1.0f);
		D3DXMatrixRotationY(&matWorld2, D3DX_PI);
		matWorld2 *= matWorld1;
		g_pd3dDevice->GetTransform(D3DTS_WORLD, &matWorld2);

		RenderModel(modelindex);
		g_pd3dDevice->EndScene();
	}
	g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
}
示例#14
0
void CModelMD3::DrawLink(t3DModel *pModel)
{
	RenderModel(pModel);
	CQuaternion qQuat, qNextQuat, qInterpolatedQuat;
	float *pMatrix, *pNextMatrix;
	float finalMatrix[16] = {0};

	for(int i = 0; i < pModel->numOfTags; i++)
	{
		t3DModel *pLink = pModel->pLinks[i];

		if(pLink)
		{			
			CVector3 vPosition = pModel->pTags[pModel->currentFrame * pModel->numOfTags + i].vPosition;
			CVector3 vNextPosition = pModel->pTags[pModel->nextFrame * pModel->numOfTags + i].vPosition;
			vPosition.x = vPosition.x + pModel->t * (vNextPosition.x - vPosition.x),
			vPosition.y	= vPosition.y + pModel->t * (vNextPosition.y - vPosition.y),
			vPosition.z	= vPosition.z + pModel->t * (vNextPosition.z - vPosition.z);			
			pMatrix = &pModel->pTags[pModel->currentFrame * pModel->numOfTags + i].rotation[0][0];
			pNextMatrix = &pModel->pTags[pModel->nextFrame * pModel->numOfTags + i].rotation[0][0];
			qQuat.CreateFromMatrix( pMatrix, 3);
			qNextQuat.CreateFromMatrix( pNextMatrix, 3 );
			qInterpolatedQuat = qQuat.Slerp(qQuat, qNextQuat, pModel->t);
			qInterpolatedQuat.CreateMatrix( finalMatrix );
			finalMatrix[12] = vPosition.x;
			finalMatrix[13] = vPosition.y;
			finalMatrix[14] = vPosition.z;

			glPushMatrix();
			glMultMatrixf( finalMatrix );

			DrawLink(pLink);
			glPopMatrix();
		}
	}

}
示例#15
0
				void DefaultRenderer::EndFrame()
				{
					Core::PipelineManager::SetRenderPass(Graphics::Render::Resources::Gather::InstancedPass);
					Resources::Gather::InstancedData.Apply(1);

					for(auto i = Render::Resources::RenderData.begin(); i != Render::Resources::RenderData.end(); i++ )
					{
						RenderModel((*i).first,(*i).second->rid, (*i).second->Models);
					}

					Core::PipelineManager::SetRenderPass(Resources::Light::Pass);

					Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);

					BlurGlow();

					BlurSSAO();

					Core::PipelineManager::SetRenderPass(Resources::Post::Pass);

					Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);

					Core::swapChain->Present(0,0);
				}
示例#16
0
void ShipCockpit::Render(Graphics::Renderer *renderer, const Camera *camera, const vector3d &viewCoords, const matrix4x4d &viewTransform)
{
	PROFILE_SCOPED()
	RenderModel(renderer, camera, viewCoords, viewTransform);
}
示例#17
0
void CModelMD3::Draw()
{
	glRotatef(-90, 1, 0, 0);
	RenderModel(&m_Weapon);
}
RenderModel* DX11SceneManager::createModel()
{
	m_pModelArray.push_back(RenderModel(m_pModelArray.size(), this, m_pShaderSystem));

	return &m_pModelArray.back();
}
示例#19
0
    void Renderer::Render(const Camera& cam, IContext& c){
#if ZEUS_SAFE
        if (c.GetType() != IContext::OpenGL21) throw Exception("Context not supported by renderer: " + Utils::ToString<IContext::Type>(c.GetType()));
#endif
        Context& glContext = (Context&)c;

        // Draw scene
        ApplyCamera(cam, c);

        glEnable(GL_CULL_FACE);

        // @TODO Setup light. Lightmaps 'n shit
        glEnable(GL_COLOR_MATERIAL);
        glEnable(GL_LIGHTING);
        glEnable(GL_LIGHT0);
        Vector3 dir = Vector3(1,3,2);
        Normalize(dir);
        float hat[4]; dir.GetData(hat); hat[3] = 1.0f;
        glLightfv(GL_LIGHT0, GL_POSITION, hat);


        SceneObjectList::iterator itr = SceneObjectList::Begin();
        while (itr != SceneObjectList::End()){
            //Debug::Log("Rendering " + (*itr)->GetName());
            
            const ModelComponent* m = (*itr)->GetComponent<ModelComponent>();
            if (m){
                //Debug::Log((*itr)->GetName() + " has mesh");
                const ModelPropertiesPtr props = m->GetModelProperties();
                if (props) {
                    ModelProperties::Texture2DIterator itr = props->Texture2DBegin();
                    while (itr != props->Texture2DEnd()) {
                        const GLTexture2D* tex = glContext.AddTexture(itr->second);
                        glBindTexture(GL_TEXTURE_2D, tex->GetID());
                        glEnable(GL_TEXTURE_2D);
                        ++itr;
                    }
                } else {
                    glBindTexture(GL_TEXTURE_2D, 0);
                    glDisable(GL_TEXTURE_2D);
                }

                const MeshPtr mesh = m->GetMesh();
                if (mesh) {
                    const Transformation* t = (*itr)->GetComponent<Transformation>();
                    glPushMatrix();
                    Matrix4x4 m = t->GetAccumulatedMatrix();
                    glMultMatrixf(m.GetData());
                    
                    // @TODO Apply material

                    const GLMesh* mInfo = glContext.AddMesh(mesh);
                    RenderModel(*mInfo, glContext);
                    
                    glPopMatrix();
                }
            }
            ++itr;
        }

        glDisable(GL_COLOR_MATERIAL);
        glDisable(GL_LIGHTING);
        glDisable(GL_LIGHT0);

        glDisable(GL_CULL_FACE);
    }
示例#20
0
void CargoBody::Render(Graphics::Renderer *r, const Camera *camera, const vector3d &viewCoords, const matrix4x4d &viewTransform)
{
	GetModel()->SetLabel(Equip::types[m_type].name);
	RenderModel(r, viewCoords, viewTransform);
}
示例#21
0
文件: app.cpp 项目: Aidonis/OpenGL201
void App::Draw() {
    //FrameBufferBind
    //glBindFramebuffer(GL_FRAMEBUFFER, frameOBJ.FBO);
    //glViewport(0, 0, 512, 512);

    //glClearColor(0.75f, 0.75f, 0.75f, 1);
    //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    //// hottodoggu
    //
    //RenderModel(renderOBJ);
    //
    ////Standard grid draw
    //for (int i = 0; i < 21; i++) {
    //	Gizmos::addLine(glm::vec3(-10 + i, 0, 10),
    //		glm::vec3(-10 + i, 0, -10),
    //		i == 10 ? glm::vec4(1, 1, 1, 1) : glm::vec4(0, 0, 0, 1));
    //	Gizmos::addLine(glm::vec3(10, 0, -10 + i),
    //		glm::vec3(-10, 0, -10 + i),
    //		i == 10 ? glm::vec4(1, 1, 1, 1) : glm::vec4(0, 0, 0, 1));
    //}

    //Gizmos::draw((camera->camera_view_transform1()));

    //Post Process Quad Buffer
    glBindFramebuffer(GL_FRAMEBUFFER, quadBuffer.FBO);
    glViewport(0, 0, 1280, 720);

    //Clear Target
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    RenderModel(renderOBJ);
    Gizmos::draw(camera->camera_view_transform1());


    //Draw Shit
    for (int i = 0; i < 21; i++) {
        Gizmos::addLine(glm::vec3(-10 + i, 0, 10),
                        glm::vec3(-10 + i, 0, -10),
                        i == 10 ? glm::vec4(1, 1, 1, 1) : glm::vec4(0, 0, 0, 1));
        Gizmos::addLine(glm::vec3(10, 0, -10 + i),
                        glm::vec3(-10, 0, -10 + i),
                        i == 10 ? glm::vec4(1, 1, 1, 1) : glm::vec4(0, 0, 0, 1));
    }

    //RenderModel(renderOBJ);
    //Gizmos::draw(camera->camera_view_transform1());

    //return to back buffer
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    glViewport(0, 0, 1280, 720);

    //Clear
    //glClearColor(0.5f, 0.5f, 0.5f, 1);
    //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glClearColor(0.5f, 0.5f, 0.5f, 1);
    glClear(GL_DEPTH_BUFFER_BIT);

    //Draw out quad
    DrawQuad();
    //RenderModel(renderOBJ);
    //Gizmos::clear();
    //Gizmos::addTransform(mat4(1));

    //Standard grid draw
    /*for (int i = 0; i < 21; i++) {
    	Gizmos::addLine(glm::vec3(-10 + i, 0, 10),
    		glm::vec3(-10 + i, 0, -10),
    		i == 10 ? glm::vec4(1, 1, 1, 1) : glm::vec4(0, 0, 0, 1));
    	Gizmos::addLine(glm::vec3(10, 0, -10 + i),
    		glm::vec3(-10, 0, -10 + i),
    		i == 10 ? glm::vec4(1, 1, 1, 1) : glm::vec4(0, 0, 0, 1));
    }*/

    //DrawPlane();



    //Camera Draw
    camera->UpdateProjectionViewTransform();

}
示例#22
0
// Renders space station and adjacent city if applicable
// For orbital starports: renders as normal
// For surface starports:
//	Lighting: Calculates available light for model and splits light between directly and ambiently lit
//            Lighting is done by manipulating global lights or setting uniforms in atmospheric models shader
void SpaceStation::Render(Graphics::Renderer *r, const Camera *camera, const vector3d &viewCoords, const matrix4x4d &viewTransform)
{
	Body *b = GetFrame()->GetBody();
	assert(b);

	if (!b->IsType(Object::PLANET)) {
		// orbital spaceport -- don't make city turds or change lighting based on atmosphere
		RenderModel(r, viewCoords, viewTransform);
	}

	else {
		Planet *planet = static_cast<Planet*>(b);

		// calculate lighting
		// available light is calculated and split between directly (diffusely/specularly) lit and ambiently lit
		const std::vector<Camera::LightSource> &lightSources = camera->GetLightSources();
		double ambient, intensity;

		CalcLighting(planet, ambient, intensity, lightSources);
		ambient = std::max(0.05, ambient);

		std::vector<Graphics::Light> origLights, newLights;

		for(size_t i = 0; i < lightSources.size(); i++) {
			Graphics::Light light(lightSources[i].GetLight());

			origLights.push_back(light);

			Color c = light.GetDiffuse();
			Color cs = light.GetSpecular();
			c.r*=float(intensity);
			c.g*=float(intensity);
			c.b*=float(intensity);
			cs.r*=float(intensity);
			cs.g*=float(intensity);
			cs.b*=float(intensity);
			light.SetDiffuse(c);
			light.SetSpecular(cs);

			newLights.push_back(light);
		}

		const Color oldAmbient = r->GetAmbientColor();
		r->SetAmbientColor(Color(ambient));
		r->SetLights(newLights.size(), &newLights[0]);

		/* don't render city if too far away */
		if (viewCoords.Length() < 1000000.0){
			if (!m_adjacentCity) {
				m_adjacentCity = new CityOnPlanet(planet, this, m_sbody->seed);
			}
			m_adjacentCity->Render(r, camera, this, viewCoords, viewTransform);
		}

		RenderModel(r, viewCoords, viewTransform);

		// restore old lights & ambient
		r->SetLights(origLights.size(), &origLights[0]);
		r->SetAmbientColor(oldAmbient);
	}
}
示例#23
0
void CargoBody::Render(Graphics::Renderer *r, const Camera *camera, const vector3d &viewCoords, const matrix4x4d &viewTransform)
{
	RenderModel(r, camera, viewCoords, viewTransform);
}