//----------------------------------------------------------------------------------- void Renderer::DrawVertexArray(const Vertex_PCT* vertexes, int numVertexes, DrawMode drawMode /*= DrawMode::QUADS*/) { if (numVertexes == 0) { return; } MeshBuilder builder; builder.Begin(); for (int i = 0; i < numVertexes; ++i) { builder.SetColor(vertexes[i].color); builder.SetUV(vertexes[i].texCoords); builder.SetTBN(Vector3::ZERO, Vector3::ZERO, Vector3::ZERO); builder.AddVertex(vertexes[i].pos); builder.AddIndex(i); } builder.End(); Mesh* mesh = new Mesh(); builder.CopyToMesh(mesh, &Vertex_PCUTB::Copy, sizeof(Vertex_PCUTB), &Vertex_PCUTB::BindMeshToVAO); mesh->m_drawMode = drawMode; MeshRenderer* thingToRender = new MeshRenderer(mesh, m_defaultMaterial); m_defaultMaterial->SetMatrices(Matrix4x4::IDENTITY, m_viewStack.GetTop(), m_projStack.GetTop()); GL_CHECK_ERROR(); thingToRender->Render(); delete mesh; }
//----------------------------------------------------------------------------------- void Path::Render() const { MeshBuilder builder; builder.Begin(); const float TILE_SIZE = 25.0f; for (PathNode* node : m_openList) { Vector2 bottomLeft = Vector2(node->position) * TILE_SIZE; builder.AddTexturedAABB(AABB2(bottomLeft, bottomLeft + (Vector2::ONE * TILE_SIZE)), Vector2::ZERO, Vector2::ONE, RGBA(0x0000FF7F)); Renderer::instance->DrawText2D(bottomLeft, std::to_string(node->f).substr(0, 4), 0.5f, RGBA::WHITE, false, BitmapFont::CreateOrGetFontFromGlyphSheet("Runescape")); } for (PathNode* node : m_closedList) { Vector2 bottomLeft = Vector2(node->position) * TILE_SIZE; builder.AddTexturedAABB(AABB2(bottomLeft, bottomLeft + (Vector2::ONE * TILE_SIZE)), Vector2::ZERO, Vector2::ONE, RGBA(0xFF00007F)); Renderer::instance->DrawText2D(bottomLeft, std::to_string(node->f).substr(0, 4), 0.5f, RGBA::WHITE, false, BitmapFont::CreateOrGetFontFromGlyphSheet("Runescape")); } for (PathNode* node : m_resultantPath) { Vector2 bottomLeft = Vector2(node->position) * TILE_SIZE; builder.AddTexturedAABB(AABB2(bottomLeft, bottomLeft + (Vector2::ONE * TILE_SIZE)), Vector2::ZERO, Vector2::ONE, RGBA(0x00FF007F)); } Vector2 bottomLeft = (Vector2(m_currentGoal) * TILE_SIZE); builder.AddTexturedAABB(AABB2(bottomLeft, bottomLeft + (Vector2::ONE * TILE_SIZE)), Vector2::ZERO, Vector2::ONE, RGBA(0x00FF007F)); builder.End(); Mesh* mesh = new Mesh(); builder.CopyToMesh(mesh, &Vertex_PCUTB::Copy, sizeof(Vertex_PCUTB), &Vertex_PCUTB::BindMeshToVAO); MeshRenderer* renderer = new MeshRenderer(mesh, Renderer::instance->m_defaultMaterial); renderer->Render(); delete mesh; }
//----------------------------------------------------------------------------------- void Renderer::DrawText2D(const Vector2& position, const std::string& asciiText, float scale, const RGBA& tint /*= RGBA::WHITE*/, bool drawShadow /*= false*/, const BitmapFont* font /*= nullptr*/, const Vector2& right /*= Vector3::UNIT_X*/, const Vector2& up /*= Vector3::UNIT_Z*/) { //To be used when I expand this method to 3D text UNUSED(up); UNUSED(right); if (asciiText.empty()) { return; } if (font == nullptr) { font = m_defaultFont; } int stringLength = asciiText.size(); Vector2 cursorPosition = position + (Vector2::UNIT_Y * (float)font->m_maxHeight * scale); const Glyph* previousGlyph = nullptr; MeshBuilder builder; builder.Begin(); for (int i = 0; i < stringLength; i++) { unsigned char currentCharacter = asciiText[i]; const Glyph* glyph = font->GetGlyph(currentCharacter); float glyphWidth = static_cast<float>(glyph->width) * scale; float glyphHeight = static_cast<float>(glyph->height) * scale; if (previousGlyph) { const Vector2 kerning = font->GetKerning(*previousGlyph, *glyph); cursorPosition += (kerning * scale); } Vector2 offset = Vector2(glyph->xOffset * scale, -glyph->yOffset * scale); Vector2 topRight = cursorPosition + offset + Vector2(glyphWidth, 0.0f); Vector2 bottomLeft = cursorPosition + offset - Vector2(0.0f, glyphHeight); AABB2 quadBounds = AABB2(bottomLeft, topRight); AABB2 glyphBounds = font->GetTexCoordsForGlyph(*glyph); if (drawShadow) { float shadowWidthOffset = glyphWidth / 10.0f; float shadowHeightOffset = glyphHeight / -10.0f; Vector2 shadowOffset = Vector2(shadowWidthOffset, shadowHeightOffset); AABB2 shadowBounds = AABB2(bottomLeft + shadowOffset, topRight + shadowOffset); builder.AddTexturedAABB(shadowBounds, glyphBounds.mins, glyphBounds.maxs, RGBA::BLACK); } builder.AddTexturedAABB(quadBounds, glyphBounds.mins, glyphBounds.maxs, tint); cursorPosition.x += glyph->xAdvance * scale; previousGlyph = glyph; } builder.End(); Mesh* mesh = new Mesh(); builder.CopyToMesh(mesh, &Vertex_PCUTB::Copy, sizeof(Vertex_PCUTB), &Vertex_PCUTB::BindMeshToVAO); mesh->m_drawMode = DrawMode::TRIANGLES; MeshRenderer* thingToRender = new MeshRenderer(mesh, font->GetMaterial()); m_defaultMaterial->SetMatrices(Matrix4x4::IDENTITY, m_viewStack.GetTop(), m_projStack.GetTop()); GL_CHECK_ERROR(); thingToRender->Render(); delete mesh; delete thingToRender; }
//----------------------------------------------------------------------------------- void Renderer::DrawText2D ( const Vector2& startBottomLeft , const std::string& asciiText , float cellWidth , float cellHeight , const RGBA& tint /*= RGBA::WHITE*/ , bool drawShadow /*= false*/ , const BitmapFont* font /*= nullptr*/) { const float SHADOW_WIDTH_OFFSET = cellWidth / 10.0f; const float SHADOW_HEIGHT_OFFSET = cellHeight / -10.0f; const Vector2 SHADOW_OFFSET = Vector2(SHADOW_WIDTH_OFFSET, SHADOW_HEIGHT_OFFSET); if (asciiText.empty()) { return; } MeshBuilder builder; builder.Begin(); if (font == nullptr) { font = m_defaultFont; } int stringLength = asciiText.size(); Vector2 currentPosition = startBottomLeft; for (int i = 0; i < stringLength; i++) { unsigned char currentCharacter = asciiText[i]; Vector2 topRight = currentPosition + Vector2(cellWidth, cellHeight); AABB2 quadBounds = AABB2(currentPosition, topRight); AABB2 glyphBounds = font->GetTexCoordsForGlyph(currentCharacter); if (drawShadow) { AABB2 shadowBounds = AABB2(currentPosition + SHADOW_OFFSET, topRight + SHADOW_OFFSET); builder.AddTexturedAABB(shadowBounds, glyphBounds.mins, glyphBounds.maxs, RGBA::BLACK); } builder.AddTexturedAABB(quadBounds, glyphBounds.mins, glyphBounds.maxs, tint); currentPosition.x += cellWidth; } builder.End(); Mesh* mesh = new Mesh(); builder.CopyToMesh(mesh, &Vertex_PCUTB::Copy, sizeof(Vertex_PCUTB), &Vertex_PCUTB::BindMeshToVAO); mesh->m_drawMode = DrawMode::TRIANGLES; MeshRenderer* thingToRender = new MeshRenderer(mesh, font->GetMaterial()); m_defaultMaterial->SetMatrices(Matrix4x4::IDENTITY, m_viewStack.GetTop(), m_projStack.GetTop()); GL_CHECK_ERROR(); thingToRender->Render(); delete mesh; delete thingToRender; }
//----------------------------------------------------------------------------------- void Renderer::DrawVertexArray(const Vertex_PCT* vertexes, int numVertexes, DrawMode drawMode /*= QUADS*/, Texture* texture /*= nullptr*/) { // if (!texture) // { // texture = m_defaultTexture; // } // BindTexture(*texture); // glEnableClientState(GL_VERTEX_ARRAY); // glEnableClientState(GL_COLOR_ARRAY); // glEnableClientState(GL_TEXTURE_COORD_ARRAY); // // glVertexPointer(3, GL_FLOAT, sizeof(Vertex_PCT), &vertexes[0].pos); // glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex_PCT), &vertexes[0].color); // glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex_PCT), &vertexes[0].texCoords); // // glDrawArrays(GetDrawMode(drawMode), 0, numVertexes); // // glDisableClientState(GL_VERTEX_ARRAY); // glDisableClientState(GL_COLOR_ARRAY); // glDisableClientState(GL_TEXTURE_COORD_ARRAY); // UnbindTexture(); if (numVertexes == 0) { return; } MeshBuilder builder; builder.Begin(); for (int i = 0; i < numVertexes; ++i) { builder.SetColor(vertexes[i].color); builder.SetUV(vertexes[i].texCoords); builder.SetTBN(Vector3::ZERO, Vector3::ZERO, Vector3::ZERO); builder.AddVertex(vertexes[i].pos); builder.AddIndex(i); } builder.End(); Mesh* mesh = new Mesh(); builder.CopyToMesh(mesh, &Vertex_PCUTB::Copy); mesh->m_drawMode = drawMode; MeshRenderer thingToRender = MeshRenderer(mesh, m_defaultMaterial); m_defaultMaterial->SetMatrices(Matrix4x4::IDENTITY, m_viewStack.GetTop(), m_projStack.GetTop()); GL_CHECK_ERROR(); thingToRender.Render(); delete mesh; }
//----------------------------------------------------------------------------------- void Renderer::DrawVertexArrayModern(const Vertex_PCT* vertexes, int numVertexes, Renderer::DrawMode drawMode /*= QUADS*/, Texture* texture /*= nullptr*/) { MeshBuilder builder; builder.Begin(); for (int i = 0; i < numVertexes; ++i) { builder.SetColor(vertexes[i].color); builder.SetUV(vertexes[i].texCoords); builder.SetTBN(Vector3::ZERO, Vector3::ZERO, Vector3::ZERO); builder.AddVertex(vertexes[i].pos); builder.AddIndex(i); } builder.End(); Mesh* mesh = new Mesh(); builder.CopyToMesh(mesh, &Vertex_PCUTB::Copy); mesh->m_drawMode = drawMode; MeshRenderer thingToRender = MeshRenderer(mesh, m_defaultMaterial); m_defaultMaterial->SetMatrices(Matrix4x4::IDENTITY, m_viewStack.GetTop(), m_projStack.GetTop()); GL_CHECK_ERROR(); thingToRender.Render(); delete mesh; }
//THIS MUST HAPPEN AFTER IMPORTING SKELETONS. //----------------------------------------------------------------------------------- static void ImportMesh(SceneImport* import, FbxMesh* mesh, MatrixStack4x4& matrixStack, std::map<int, FbxNode*>& nodeToJointIndex) { MeshBuilder builder = MeshBuilder(); ASSERT_OR_DIE(mesh->IsTriangleMesh(), "Was unable to load the mesh, it's not a triangle mesh!"); Matrix4x4 geoTransform = GetGeometricTransform(mesh); matrixStack.Push(geoTransform); int controlPointCount = mesh->GetControlPointsCount(); //Figure out our weighs for all verts before importing any of them std::vector<SkinWeight> skinWeights; if (HasSkinWeights(mesh)) { skinWeights.resize(controlPointCount); GetSkinWeights(import, skinWeights, mesh, nodeToJointIndex); } else { FbxNode* node = mesh->GetNode(); //Walk tree up till you reach the node associated with that joint. //Find the first parent node that has a joint associated with it //All vertices (fully weighted) //All Skin Weights = indices{jointINdex, 0, 0, 0 } weights{1.0f, 0.0f, 0.0f, 0.0f}; int jointIndex = Skeleton::INVALID_JOINT_INDEX; for (auto iter = nodeToJointIndex.begin(); iter != nodeToJointIndex.end(); ++iter) { if (iter->second == node) { jointIndex = iter->first; break; } } if (jointIndex == Skeleton::INVALID_JOINT_INDEX) { for (unsigned int i = 0; i < skinWeights.size(); ++i) { skinWeights[i].indices = Vector4Int::ZERO; skinWeights[i].weights = Vector4::UNIT_X; } } else { for (unsigned int i = 0; i < skinWeights.size(); ++i) { skinWeights[i].indices = Vector4Int(jointIndex, 0, 0, 0); skinWeights[i].weights = Vector4::UNIT_X; } } } builder.Begin(); { Matrix4x4 transform = matrixStack.GetTop(); int polyCount = mesh->GetPolygonCount(); for (int polyIndex = 0; polyIndex < polyCount; ++polyIndex) { int vertCount = mesh->GetPolygonSize(polyIndex); ASSERT_OR_DIE(vertCount == 3, "Vertex count was not 3"); for (int vertIndex = 0; vertIndex < vertCount; ++vertIndex) { ImportVertex(builder, transform, mesh, polyIndex, vertIndex, skinWeights); } } } builder.End(); FbxSurfaceMaterial* material = mesh->GetNode()->GetMaterial(0); builder.SetMaterialName(material->GetName()); matrixStack.Pop(); import->meshes.push_back(builder); }