103 lines
2.8 KiB
C++
103 lines
2.8 KiB
C++
/*
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* Renderer.cpp
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*
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* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
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*
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* This program is free software: you can redistribute it and/or modify it
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* under the terms of the GNU Lesser General Public License as published by the
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* Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Renderer.h"
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#include "Shader.h"
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namespace Zoom {
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Renderer::Renderer() : activeTexture(0), renderVisitor(this) {
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nullShader = boost::shared_ptr<Shader>(Shader::load("null.vert", "null.frag"));
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ambientShader = boost::shared_ptr<Shader>(Shader::load("ambient.vert", "ambient.frag"));
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lightShader = boost::shared_ptr<Shader>(Shader::load("light.vert", "light.frag"));
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}
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/*void Renderer::render(const BSPTree &tree) {
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vmml::mat4f transform, inverseTransform;
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glGetFloatv(GL_MODELVIEW_MATRIX, transform.array);
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transform.inverse(inverseTransform);
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vmml::vec3f viewPoint = inverseTransform*vmml::vec3f::ZERO;
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glBegin(GL_TRIANGLES);
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tree.visit(renderVisitor, viewPoint);
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glEnd();
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}*/
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void Renderer::renderTriangle(const Triangle &t) {
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glColor4fv(t.getColor().array);
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if(t.getTexture() != activeTexture) {
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glEnd();
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useTexture(t.getTexture());
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glBegin(GL_TRIANGLES);
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}
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for(int i = 0; i < 3; ++i) {
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glTexCoord2fv(t.getTexCoords(i).array);
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glNormal3fv(t.getNormal(i).array);
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glVertex3fv(t.getVertex(i).array);
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}
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}
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void Renderer::renderShadowVolume(const ShadowVolume &v) {
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if(!v.isVisible())
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return;
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glVertex3fv(v.getVertex(2).array);
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glVertex3fv(v.getVertex(1).array);
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glVertex3fv(v.getVertex(0).array);
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for(int i = 0; i < 3; ++i) {
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const vmml::vec3f &p1 = v.getVertex(i), &p2 = v.getVertex((i+1)%3);
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vmml::vec4f dir1 = vmml::vec4f(v.getDirection(i), 0);
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vmml::vec4f dir2 = vmml::vec4f(v.getDirection((i+1)%3), 0);
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glVertex3fv(p1.array);
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glVertex3fv(p2.array);
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glVertex4fv(dir1.array);
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glVertex4fv(dir1.array);
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glVertex3fv(p2.array);
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glVertex4fv(dir2.array);
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}
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glVertex4fv(vmml::vec4f(v.getDirection(0), 0).array);
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glVertex4fv(vmml::vec4f(v.getDirection(1), 0).array);
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glVertex4fv(vmml::vec4f(v.getDirection(2), 0).array);
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}
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void Renderer::useTexture(unsigned texture) {
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if(texture) {
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glBindTexture(GL_TEXTURE_2D, texture);
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if(activeTexture) {
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glEnable(GL_TEXTURE_2D);
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}
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}
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else {
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glDisable(GL_TEXTURE_2D);
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}
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activeTexture = texture;
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}
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}
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