186 lines
4.3 KiB
C++
186 lines
4.3 KiB
C++
#include "RenderDevice.h"
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#include "Utilities/Log.h"
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#include "Math/Matrix.h"
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#include "GL/gl.h"
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#include "GL/glu.h"
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namespace BlueCore
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{
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void RenderDevice::WindowResizeSlot(int width, int height)
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{
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glViewport( 0, 0, width, height);
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_ViewportWidth = width;
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_ViewportHeight = height;
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}
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RenderDevice::RenderDevice(RenderWindow* renderWindow) :
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_RenderWindow(renderWindow)
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{
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if (_RenderWindow.valid())
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{
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_RenderWindow->WindowResizeSignal.connect(this,
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&RenderDevice::WindowResizeSlot);
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_RenderWindow->WindowCloseSignal.connect(this,
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&RenderDevice::WindowCloseSlot);
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_ViewportWidth = _RenderWindow->getWidth();
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_ViewportHeight = _RenderWindow->getHeight();
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glViewport( 0, 0, _ViewportWidth, _ViewportHeight);
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}
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clog << ">>> RenderDevice constructed..."<< endlog;
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}
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RenderDevice::~RenderDevice()
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{
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clog << ">>> RenderDevice destructed..."<< endlog;
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}
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void RenderDevice::WindowCloseSlot()
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{
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DeviceShutdownSignal();
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}
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int RenderDevice::getViewportWidth()
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{
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return _ViewportWidth;
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}
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int RenderDevice::getViewportHeight()
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{
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return _ViewportHeight;
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}
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void RenderDevice::begin2D()
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{
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// prepare state
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glNormal3f( 0.0, 0.0, 1.0);
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// set projection matrix
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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//int newheight = (_width / 16.0) * 9.0;
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gluOrtho2D( 0, _ViewportWidth-1, 0, _ViewportHeight-1);
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// prepare model matrix
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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}
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void RenderDevice::end2D()
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{
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// restore projection matrix
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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// restore model matrix
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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// restore old state
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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}
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void RenderDevice::clear()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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void RenderDevice::swap()
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{
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glfwSwapBuffers();
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}
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void RenderDevice::setAmbientLight(float r, float g, float b)
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{
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GLfloat lightAmbient[] =
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{ r, g, b, 1.0f };
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lightAmbient);
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}
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void RenderDevice::begin3D(Camera *camera)
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{
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_Camera = camera;
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setupProjectionMatrix();
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setupViewMatrix();
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}
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void RenderDevice::setupProjectionMatrix()
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{
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if (_Camera.valid())
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{
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Scalar fH = tan( (_Camera->getFov() / 2) / 180 * Pi)
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* _Camera->getNearPlane();
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Scalar fW = fH * _ViewportWidth / _ViewportHeight;
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// setup projectiom matrix
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum( -fW, fW, -fH, fH, _Camera->getNearPlane(),
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_Camera->getFarPlane());
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}
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}
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void RenderDevice::setupViewMatrix()
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{
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// set the view matrix
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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Matrix4x4 m(_Camera->getRotation(), _Camera->getRotation().applyInversed(_Camera->getPosition() * -1.0) );
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glMultMatrixd( ( GLdouble * ) &m.m );
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/*
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// calculate frustum planes
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Vector3 up = q.apply ( Vector3 ( 0.0, 1.0, 0.0 ) );
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Vector3 right = q.apply ( Vector3 ( 1.0, 0.0, 0.0 ) );
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Vector3 d = q.apply ( Vector3 ( 0.0, 0.0, -1.0 ) );
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Vector3 fc = p + d * _far;
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Vector3 ftl = fc + ( up * _hFar ) - ( right * _wFar );
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Vector3 ftr = fc + ( up * _hFar ) + ( right * _wFar );
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Vector3 fbl = fc - ( up * _hFar ) - ( right * _wFar );
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Vector3 fbr = fc - ( up * _hFar ) + ( right * _wFar );
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Vector3 nc = p + d * _near;
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Vector3 ntl = nc + ( up * _hNear ) - ( right * _wNear );
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Vector3 ntr = nc + ( up * _hNear ) + ( right * _wNear );
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Vector3 nbl = nc - ( up * _hNear ) - ( right * _wNear );
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Vector3 nbr = nc - ( up * _hNear ) + ( right * _wNear );
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_frustumPlanes[RightPlane] = Plane ( nbr, fbr, ntr );
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_frustumPlanes[LeftPlane] = Plane ( ntl, fbl, nbl );
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_frustumPlanes[BottomPlane] = Plane ( nbl, fbr, nbr );
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_frustumPlanes[TopPlane] = Plane ( ntr, ftl, ntl );
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_frustumPlanes[FarPlane] = Plane ( ftl, ftr, fbl );
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_frustumPlanes[NearPlane] = Plane ( ntl, nbl, ntr );
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*/
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}
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void RenderDevice::setTransformation (const Vector3& position, const Quaternion& orientation)
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{
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glMatrixMode ( GL_MODELVIEW );
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glPushMatrix();
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Matrix4x4 m ( orientation, position );
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glMultMatrixd ( ( GLdouble * ) &m.m );
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}
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#if 0
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void RenderDevice::setu
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// set the view matrix
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glMatrixMode (GL_MODELVIEW );
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glLoadIdentity();
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Matrix4x4 m(_Rotation, _Rotation.applyInversed(_Position * -1.0) );
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glMultMatrixd ( ( GLdouble * ) &m.m );
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} // namespace BlueCore
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#endif
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} |