implement star background

This commit is contained in:
cirdan 2008-01-18 13:00:18 +00:00
parent a3c60c20f1
commit 219d5743b8
8 changed files with 99 additions and 55 deletions

23
engine/Material.h Normal file
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@ -0,0 +1,23 @@
#ifndef BLUECORE_MATERIAL_H
#define BLUECORE_MATERIAL_H
#include "ShaderManager.h"
#include "TextureManager.h"
namespace BlueCore
{
class Material
{
typedef ref_ptr<Texture> TexturePtr;
typedef std::pair<std::string, TexturePtr> TextureUnit;
std::vector<TextureUnit> _Textures;
ShaderProgram _ShaderProgram;
bool Tangents;
float Shininess;
float Specular[4];
};
}
#endif /*MATERIAL_H_*/

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@ -17,7 +17,7 @@ void RenderDevice::WindowResizeSlot(int width, int height)
} }
RenderDevice::RenderDevice(RenderWindow* renderWindow) : RenderDevice::RenderDevice(RenderWindow* renderWindow) :
_RenderWindow(renderWindow) _RenderWindow(renderWindow), _ActiveTextures(0)
{ {
if (_RenderWindow.valid()) if (_RenderWindow.valid())
{ {
@ -114,6 +114,10 @@ void RenderDevice::begin3D(Camera *camera)
setupViewMatrix(); setupViewMatrix();
} }
void RenderDevice::end3D()
{
}
void RenderDevice::setupProjectionMatrix() void RenderDevice::setupProjectionMatrix()
{ {
if (_Camera.valid()) if (_Camera.valid())
@ -132,41 +136,15 @@ void RenderDevice::setupProjectionMatrix()
void RenderDevice::setupViewMatrix() void RenderDevice::setupViewMatrix()
{ {
// set the view matrix if (_Camera.valid())
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); glLoadIdentity();
Matrix4x4 m(_Camera->getRotation(), _Camera->getRotation().applyInversed(_Camera->getPosition() * -1.0) ); Matrix4x4 m(_Camera->getRotation(), _Camera->getRotation().applyInversed(_Camera->getPosition() * -1.0) );
glMultMatrixd( ( GLdouble * ) &m.m ); glMultMatrixd( ( GLdouble * ) &m.m );
/*
// calculate frustum planes
Vector3 up = q.apply ( Vector3 ( 0.0, 1.0, 0.0 ) );
Vector3 right = q.apply ( Vector3 ( 1.0, 0.0, 0.0 ) );
Vector3 d = q.apply ( Vector3 ( 0.0, 0.0, -1.0 ) );
Vector3 fc = p + d * _far;
Vector3 ftl = fc + ( up * _hFar ) - ( right * _wFar );
Vector3 ftr = fc + ( up * _hFar ) + ( right * _wFar );
Vector3 fbl = fc - ( up * _hFar ) - ( right * _wFar );
Vector3 fbr = fc - ( up * _hFar ) + ( right * _wFar );
Vector3 nc = p + d * _near;
Vector3 ntl = nc + ( up * _hNear ) - ( right * _wNear );
Vector3 ntr = nc + ( up * _hNear ) + ( right * _wNear );
Vector3 nbl = nc - ( up * _hNear ) - ( right * _wNear );
Vector3 nbr = nc - ( up * _hNear ) + ( right * _wNear );
_frustumPlanes[RightPlane] = Plane ( nbr, fbr, ntr );
_frustumPlanes[LeftPlane] = Plane ( ntl, fbl, nbl );
_frustumPlanes[BottomPlane] = Plane ( nbl, fbr, nbr );
_frustumPlanes[TopPlane] = Plane ( ntr, ftl, ntl );
_frustumPlanes[FarPlane] = Plane ( ftl, ftr, fbl );
_frustumPlanes[NearPlane] = Plane ( ntl, nbl, ntr );
*/
} }
void RenderDevice::setTransformation (const Vector3& position, const Quaternion& orientation) void RenderDevice::pushTransformation(const Vector3& position,
const Quaternion& orientation)
{ {
glMatrixMode( GL_MODELVIEW); glMatrixMode( GL_MODELVIEW);
glPushMatrix(); glPushMatrix();
@ -174,13 +152,31 @@ void RenderDevice::setTransformation (const Vector3& position, const Quaternion&
glMultMatrixd( ( GLdouble * ) &m.m ); glMultMatrixd( ( GLdouble * ) &m.m );
} }
#if 0 void RenderDevice::popTransformation()
void RenderDevice::setu {
// set the view matrix
glMatrixMode( GL_MODELVIEW); glMatrixMode( GL_MODELVIEW);
glLoadIdentity(); glPopMatrix();
Matrix4x4 m(_Rotation, _Rotation.applyInversed(_Position * -1.0) );
glMultMatrixd ( ( GLdouble * ) &m.m );
} // namespace BlueCore
#endif
} }
void RenderDevice::setTexture(unsigned int unit, Texture* texture, bool last)
{
glActiveTextureARB(GL_TEXTURE0_ARB + unit);
glBindTexture(GL_TEXTURE_2D, texture->getId());
glEnable(GL_TEXTURE_2D);
if (unit > _ActiveTextures)
_ActiveTextures = unit;
if (last)
{
for (unsigned int i = unit + 1; i < _ActiveTextures; i++)
{
glActiveTextureARB(GL_TEXTURE0_ARB + i);
glDisable( GL_TEXTURE_2D);
}
_ActiveTextures = unit;
}
}
} // namespace BlueCore

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@ -22,6 +22,8 @@ private:
ref_ptr<RenderWindow> _RenderWindow; ref_ptr<RenderWindow> _RenderWindow;
ref_ptr<Camera> _Camera; ref_ptr<Camera> _Camera;
unsigned int _ActiveTextures;
public: public:
RenderDevice(RenderWindow* renderWindow); RenderDevice(RenderWindow* renderWindow);
@ -33,15 +35,18 @@ public:
void begin2D(); void begin2D();
void end2D(); void end2D();
void begin3D(Camera *);
void end3D();
void clear(); void clear();
void swap(); void swap();
void setAmbientLight(float r, float g, float b); void setAmbientLight(float r, float g, float b);
void setMaterial(Material *); void setMaterial(Material *);
void setTexture(unsigned int unit, unsigned int texture); void setTexture(unsigned int unit, Texture* texture, bool last = false);
void begin3D(Camera *); void pushTransformation (const Vector3&, const Quaternion&);
void setTransformation (const Vector3&, const Quaternion&); void popTransformation ();
void setupProjectionMatrix(); void setupProjectionMatrix();
void setupViewMatrix(); void setupViewMatrix();

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@ -37,14 +37,16 @@ void RenderQueue::render(RenderDevice *device) const
for (i = _OpaqueItems.begin(); i != _OpaqueItems.end(); i++) for (i = _OpaqueItems.begin(); i != _OpaqueItems.end(); i++)
{ {
device->setTransformation((*i).position, (*i).orientation); device->pushTransformation((*i).position, (*i).orientation);
(*i).item->render(device); (*i).item->render(device);
device->popTransformation();
} }
for (i = _TransparentItems.begin(); i != _TransparentItems.end(); i++) for (i = _TransparentItems.begin(); i != _TransparentItems.end(); i++)
{ {
device->setTransformation((*i).position, (*i).orientation); device->pushTransformation((*i).position, (*i).orientation);
(*i).item->render(device); (*i).item->render(device);
device->popTransformation();
} }
} }

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@ -74,7 +74,7 @@ body <- null;
function Initialize() function Initialize()
{ {
::font = Font ("DejaVuSans.ttf", 24, 1 ); ::font = Font();//Font ("DejaVuSans.ttf", 24, 1 );
::logo = Image ("image.png", 0.0, 0.0, 1.0, 1.0); ::logo = Image ("image.png", 0.0, 0.0, 1.0, 1.0);
::body = RigidBody(); ::body = RigidBody();

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engine/data/nebular.zip Normal file

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engine/data/stars.zip Normal file

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@ -89,10 +89,6 @@ int main(int argc, char **argv)
ref_ptr<Camera> camera = new Camera(); ref_ptr<Camera> camera = new Camera();
ref_ptr<RenderQueue> queue = new RenderQueue(); ref_ptr<RenderQueue> queue = new RenderQueue();
/*
ShaderProgram prog =
shadermanager->loadShaderProgram("ambient_color_emissive");
*/
setupScriptSystem_Font(scriptsystem, fontmanager); setupScriptSystem_Font(scriptsystem, fontmanager);
setupScriptSystem_Image(scriptsystem, texturemanager, device); setupScriptSystem_Image(scriptsystem, texturemanager, device);
setupScriptSystem_Math(scriptsystem); setupScriptSystem_Math(scriptsystem);
@ -107,6 +103,12 @@ int main(int argc, char **argv)
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
ref_ptr<Mesh> starMesh = meshmanager->loadMesh("stars.3ds");
ref_ptr<Texture> starTexture = texturemanager->loadTexture("stars.png", 0);
ref_ptr<Mesh> nebularMesh = meshmanager->loadMesh("nebular.3ds");
ref_ptr<Texture> nebularTexture = texturemanager->loadTexture("nebular.png");
if (window.valid() && device.valid()) if (window.valid() && device.valid())
{ {
scriptsystem->loadScript("main"); scriptsystem->loadScript("main");
@ -114,7 +116,7 @@ int main(int argc, char **argv)
camera->setFoV(90.0); camera->setFoV(90.0);
camera->setAspectRatio((double)width/(double)height); camera->setAspectRatio((double)width/(double)height);
camera->setNearPlane(1.0); camera->setNearPlane(1.0);
camera->setFarPlane(100.0); camera->setFarPlane(15000.0);
camera->setPosition(Vector3(0.0, 0.0, 20.0)); camera->setPosition(Vector3(0.0, 0.0, 20.0));
device->setAmbientLight(1.0, 1.0, 1.0); device->setAmbientLight(1.0, 1.0, 1.0);
@ -142,6 +144,22 @@ int main(int argc, char **argv)
queue->addOpaqueItem(model, Vector3(10.0, 0.0, 0.0), Quaternion(Vector3(0.0,1.0,0.0), fmod(time, 3))); queue->addOpaqueItem(model, Vector3(10.0, 0.0, 0.0), Quaternion(Vector3(0.0,1.0,0.0), fmod(time, 3)));
queue->render(device); queue->render(device);
glMatrixMode ( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
glEnable ( GL_BLEND );
glBlendFunc ( GL_ONE, GL_ONE );
glEnable ( GL_DEPTH_TEST );
glDepthMask ( GL_FALSE );
glDisable ( GL_LIGHTING );
glColor4d ( 1.0f, 1.0f, 1.0f, 1.0f );
device->setTexture(0, starTexture, true);
starMesh->render();
glDisable ( GL_BLEND );
// device->useShader (program); // device->useShader (program);
// device->setTexture (stage, name, texture) // device->setTexture (stage, name, texture)
// device->clearTextures (stage+1); // device->clearTextures (stage+1);