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