fysxasteroids/engine/ViewBase.cc

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#include "ViewBase.h"
#include "ModelBase.h"
#include "ControllerBase.h"
#include "CameraBase.h"
#include "OverlayBase.h"
#include "SimpleConsoleOverlay.h"
#include "OGLFT.h"
#include <GL/gl.h>
#include <GL/glu.h>
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#include "OBJModel.h"
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#include "DrawingsGL.h"
using namespace std;
namespace Engine {
static ViewBase* ViewInstance = NULL;
void InitGL () {
glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
glClearDepth(1.0);
glDepthFunc(GL_LEQUAL);
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glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glEnable (GL_CULL_FACE);
glDisable (GL_FOG);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
}
/*
* Inherited Module functions
*/
int ViewBase::OnInit (int argc, char* argv[]) {
LogMessage ("View Init");
mWindowHeight = VIEW_DEFAULT_HEIGHT;
mWindowWidth = VIEW_DEFAULT_WIDTH;
// get and save the screen resolution
mScreenHeight = SDL_GetVideoInfo()->current_h;
mScreenWidth = SDL_GetVideoInfo()->current_w;
mDrawFullscreen = false;
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SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
if( SDL_SetVideoMode( mWindowWidth, mWindowHeight, 16, SDL_OPENGL ) == 0 ) {
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LogError ("Video mode set failed: %s", SDL_GetError ());
exit (-1);
}
LogMessage ("Resolution is %dx%d", SDL_GetVideoInfo()->current_w, SDL_GetVideoInfo()->current_h);
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InitGL ();
Resize (mWindowWidth, mWindowHeight);
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// Initialize GLEW and check for anything we need
GLenum err = glewInit();
if (GLEW_OK != err) {
LogError ("Could not init GLEW properly: %s", glewGetErrorString(err));
}
LogDebug ("Using GLEW version %s", glewGetString(GLEW_VERSION));
if (glewIsExtensionSupported("GL_ARB_vertex_buffer_object")) {
} else {
LogError ("VBOs are not supported!");
}
// read OpenGL version
std::string gl_version (reinterpret_cast<const char*>(glGetString(GL_VERSION)));
if (gl_version.size() == 0)
LogError ("Could not retrieve GL version!");
std::string major_number_str = gl_version.substr(0, gl_version.find('.'));
std::string minor_number_str = gl_version.substr(major_number_str.size() + 1, gl_version.find_first_of(". ", major_number_str.size()));
mGLVersionInfo.GLMajor = atoi (major_number_str.c_str());
mGLVersionInfo.GLMinor = atoi (minor_number_str.c_str());
// read GLSL version
std::string glsl_version (reinterpret_cast<const char*>(glGetString(GL_SHADING_LANGUAGE_VERSION)));
if (glsl_version.size() == 0)
LogError ("Could not retrieve GLSL version!");
major_number_str = glsl_version.substr(0, glsl_version.find('.'));
minor_number_str = glsl_version.substr(major_number_str.size() + 1, glsl_version.find_first_of(". ", major_number_str.size()));
mGLVersionInfo.GLSLMajor = atoi (major_number_str.c_str());
mGLVersionInfo.GLSLMinor = atoi (minor_number_str.c_str());
LogMessage ("GL Version = %s, gl_major = %d, gl_minor = %d", gl_version.c_str(), mGLVersionInfo.GLMajor, mGLVersionInfo.GLMinor);
LogMessage ("GLSL Version = %s, gl_major = %d, gl_minor = %d", gl_version.c_str(), mGLVersionInfo.GLSLMajor, mGLVersionInfo.GLSLMinor);
if (mGLVersionInfo.GLMajor >= 2 && mGLVersionInfo.GLMinor >= 0)
mUseShaders = true;
else
mUseShaders = false;
// load the shaders if possible
if (mUseShaders) {
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mBlinnPhongShader = LoadShaderProgram (GetResourceFullPath("/data/shaders/blinn_phong.glsl"));
mNormalMappingShader = LoadShaderProgram (GetResourceFullPath("/data/shaders/normal_mapping.glsl"));
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} else {
mBlinnPhongShader = 0;
mNormalMappingShader = 0;
}
// Create a null texture that can be used for objects without textures
// taken from http://www.dhpoware.com/demos/glslNormalMapping.html
int pitch = ((2 * 32 + 31) & ~31) >> 3; // align to 4-byte boundaries
std::vector<GLubyte> pixels(pitch * 2, 255);
mNullTexture = 0;
glGenTextures(1, &mNullTexture);
glBindTexture(GL_TEXTURE_2D, mNullTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_BGRA,
GL_UNSIGNED_BYTE, &pixels[0]);
// Load fonts etc.
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LoadFont ("console.ttf");
mCurrentFont = mFonts["console.ttf"];
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// Overlays
OverlayBasePtr console_overlay(new SimpleConsoleOverlay);
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mOverlayManager.Register (console_overlay, 0);
//AddOverlay (console_overlay);
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mDrawGrid = false;
mGridSizeX = 8;
mGridSizeZ = 8;
ViewInstance = this;
return 0;
}
void ViewBase::OnDestroy () {
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std::map<std::string, OGLFT::Monochrome*>::iterator iter;
for (iter = mFonts.begin(); iter != mFonts.end(); ++iter) {
delete iter->second;
}
mFonts.clear();
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ViewInstance = NULL;
LogDebug ("View Destroy");
}
void ViewBase::CalcWorldCoordinates (int screen_x, int screen_y, float world_y, float *pos_out) {
GLdouble modelMatrix[16], projMatrix[16];
GLint viewport[4];
GLdouble wx, wy, wz;
glGetIntegerv (GL_VIEWPORT, viewport);
glGetDoublev(GL_MODELVIEW_MATRIX, modelMatrix);
glGetDoublev(GL_PROJECTION_MATRIX, projMatrix);
int realy = viewport[3] - screen_y - 1;
gluUnProject ((GLdouble) screen_x, (GLdouble) realy, 1.,
modelMatrix, projMatrix, viewport, &wx, &wy, &wz);
GLdouble t;
GLdouble d[3];
float eye[3];
mCamera->GetEye (&eye[0]);
d[0] = wx - eye[0];
d[1] = wy - eye[1];
d[2] = wz - eye[2];
assert (fabs (d[1]) >= 1.0e-3);
t = -eye[1]/d[1] + world_y;
pos_out[0] = eye[0] + t * d[0];
pos_out[1] = eye[1] + t * d[1];
pos_out[2] = eye[2] + t * d[2];
}
/*
* Module specific functions
*/
void ViewBase::UpdateCamera () {
EntityPhysicState* player_ent = GetEntityPhysicState (GetPlayerEntityId());
if (!player_ent) {
LogError ("Could not call Model::PositionCamera(): player entity not found!");
exit (-1);
}
vector3d entity_camera_distance (-2, 3, 0);
vector3d entity_position = player_ent->GetPosition();
player_ent->Globalize (entity_camera_distance);
mCamera->SetEye (
entity_camera_distance[0],
entity_camera_distance[1],
entity_camera_distance[2]
);
mCamera->SetPointOfIntrest (
entity_position[0],
entity_position[1],
entity_position[2]
);
mCamera->Update ();
}
void ViewBase::PreDraw() {
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// Clear the screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// update the frame rate counter
static Uint32 this_frame_ticks;
static Uint32 last_frame_ticks = 0;
static Uint32 last_fps_update = 0;
static int frame_counter = 0;
this_frame_ticks = SDL_GetTicks ();
last_fps_update += this_frame_ticks - last_frame_ticks;
last_frame_ticks = this_frame_ticks;
frame_counter++;
if (last_fps_update > 1000) {
mFrameRate = frame_counter;
last_fps_update = 0;
frame_counter = 0;
}
}
void ViewBase::Draw () {
// Perform pre-Draw actions
PreDraw ();
// Actual Drawing
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UpdateCamera ();
if (mDrawGrid)
DrawGrid ();
DrawWorld ();
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mOverlayManager.Draw();
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// Perform post-Draw actions
PostDraw();
}
void ViewBase::PostDraw() {
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SDL_GL_SwapBuffers ();
}
void ViewBase::SetFullscreen (bool fullscreen) {
if (fullscreen && mDrawFullscreen)
return;
if (!fullscreen && !mDrawFullscreen)
return;
if (mDrawFullscreen) {
mWindowHeight = VIEW_DEFAULT_HEIGHT;
mWindowWidth = VIEW_DEFAULT_WIDTH;
mDrawFullscreen = false;
} else {
mWindowWidth = mScreenWidth;
mWindowHeight = mScreenHeight;
mDrawFullscreen = true;
}
Resize (mWindowWidth, mWindowHeight);
}
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/* Fonts */
/** \brief Parses font specifications strings into its values
*
* Fonts can be specified by strings such as
* name=default.ttf color=#ff0000 size=12
* color=#ff00ff size=12 otherfont.ttf
* myfont.ttf
* for which the appropriate values will be parsed. Default size is 12 and
* default color is white (#ffffff)
*/
void parse_font_spec_string (const std::string &spec_string,
std::string &font_name,
float font_color[3],
float *font_size) {
// set default values
font_name = "default.ttf";
font_color[0] = 1.f;
font_color[1] = 1.f;
font_color[2] = 1.f;
*font_size = 12.f;
// perform the actual parsing
std::string::size_type pos = 0;
while (pos < spec_string.size()) {
std::string::size_type next_start = spec_string.find_first_not_of(" \t", pos);
// if we don't find anything we break out of this loop
if (next_start == std::string::npos)
break;
// find the next token
std::string::size_type next_end = spec_string.find_first_of("\t ", next_start);
std::string token (spec_string.substr(next_start, next_end - next_start));
// If no id was given it is automatically set to name
std::string id("name");
std::string value(token);
// Split the token into id and value if there is an '=' sign.
if (token.find('=', 0) != std::string::npos) {
id = token.substr(0, token.find('=',0));
value = token.substr(id.size() + 1, token.size());
}
// std::cout << "id = " << id << " value = " << value << std::endl;
if (id == "name")
font_name = value;
else if (id == "size") {
std::istringstream istr(value);
istr >> *font_size;
} else if (id == "color") {
// we assume #RRGGBB specification
if (value[0] != '#' || value.size() != 7)
LogError ("Invalid font color specification '%s'. Please specify as #rrggbb!", value.c_str());
// convert the color string to float values
int num;
std::istringstream istr(value.substr(1, 2));
istr >> std::hex >> num;
font_color[0] = static_cast<float>(num) / 255.;
istr.clear();
istr.str(value.substr(3,2));
istr >> std::hex >> num;
font_color[1] = static_cast<float>(num) / 255.;
istr.clear();
istr.str(value.substr(5,2));
istr >> std::hex >> num;
font_color[2] = static_cast<float>(num) / 255.;
}
pos = next_end;
}
}
bool ViewBase::LoadFont (const std::string &font_spec_string) {
// font_spec_string can be of the form
// (name=)<name> (color=<color>) (size=<size>)
std::string font_name;
float font_size = 12.;
float font_color[3] = {1., 1., 1.};
parse_font_spec_string(font_spec_string, font_name, font_color, &font_size);
std::string font_path (GetResourceFullPath("/data/fonts/"));
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font_path += font_name;
LogDebug ("Loading font %s color (%1.2f, %1.2f, %1.2f) size %f from %s", font_name.c_str(), font_color[0], font_color[1], font_color[2], font_size, font_path.c_str());
OGLFT::Monochrome *font = new OGLFT::Monochrome (font_path.c_str(), font_size);
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if ( font == 0 || !font->isValid() ) {
LogError ("Could not load font %s! (ptr=%x", font_path.c_str(), (void*)font);
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return false;
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}
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font->setForegroundColor(font_color[0], font_color[1], font_color[2], 1.);
font->setBackgroundColor(0., 0., 0., 0.);
mFonts.insert(std::make_pair<std::string, OGLFT::Monochrome*>(font_spec_string, font));
LogDebug ("Loading font %s successful!", font_name.c_str());
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return true;
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}
void ViewBase::SelectFont (const char *font) {
std::map<std::string, OGLFT::Monochrome*>::iterator font_iter;
font_iter = mFonts.find(font);
if (font_iter != mFonts.end()) {
mCurrentFont = font_iter->second;
return;
}
LogDebug ("Selecting font %s failed, trying to load it", font);
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if (LoadFont (font)) {
LogDebug ("font count = %d", mFonts.size());
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font_iter = mFonts.find(font);
assert (mFonts.find(font) != mFonts.end());
mCurrentFont = font_iter->second;
return;
}
LogError("Error trying to load font %s", font);
}
float ViewBase::GetCurrentFontSize() {
if (mCurrentFont == NULL) {
LogError ("Could not get current font size: no font selected!");
return 0.;
}
return mCurrentFont->pointSize();
}
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void ViewBase::SetFontJustification (FontJustification justification) {
assert (mCurrentFont != NULL);
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if (justification == FontJustificationRight)
mCurrentFont->setHorizontalJustification(OGLFT::Face::RIGHT);
else if (justification == FontJustificationCenter)
mCurrentFont->setHorizontalJustification(OGLFT::Face::CENTER);
else mCurrentFont->setHorizontalJustification(OGLFT::Face::LEFT);
}
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void ViewBase::DrawGLString (float x, float y, const char* str) {
glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
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mCurrentFont->draw (x, y, str);
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}
void ViewBase::DrawGLStringMeasure (const char* str, float *width, float *height) {
OGLFT::BBox bbox = mCurrentFont->measure (str);
*width = bbox.x_max_ - bbox.x_min_;
*height = bbox.y_max_ - bbox.y_min_;
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// LogDebug ("measure bbox '%s' = %f,%f %f,%f",str, bbox.x_min_, bbox.y_min_, bbox.x_max_, bbox.y_max_);
}
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GLuint ViewBase::LoadTextureFromPNG (const std::string &filename) {
std::map<std::string, GLuint>::iterator texture_iterator = mGLTextures.find(filename);
if (texture_iterator != mGLTextures.end()) {
return texture_iterator->second;
}
Sprite temp_sprite;
temp_sprite.LoadFromPNG (filename.c_str());
// register the texture in the View
mGLTextures[filename] = temp_sprite.GetGLTextureName();
return temp_sprite.GetGLTextureName();
}
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/*
* OBJModel loading and drawing
*/
OBJModelPtr ViewBase::LoadOBJModel (const std::string &model_filename) {
LogDebug ("Loading OBJ model %s", model_filename.c_str());
OBJModelPtr result_model (new OBJModel);
if(!result_model->import (model_filename.c_str(), true)) {
LogError("Could not load model %s", model_filename.c_str());
return result_model;
}
result_model->normalize();
result_model->reverseWinding();
// Load any associated textures.
// Note the path where the textures are assumed to be located.
const OBJModel::Material *pMaterial = 0;
GLuint textureId = 0;
std::string::size_type offset = 0;
std::string filename;
for (int i = 0; i < result_model->getNumberOfMaterials(); ++i)
{
pMaterial = &result_model->getMaterial(i);
// Look for and load any diffuse color map textures.
if (!pMaterial->colorMapFilename.empty()) {
// Try load the texture using the path in the .MTL file.
textureId = LoadTextureFromPNG(pMaterial->colorMapFilename.c_str());
if (!textureId)
{
offset = pMaterial->colorMapFilename.find_last_of('\\');
if (offset != std::string::npos)
filename = pMaterial->colorMapFilename.substr(++offset);
else
filename = pMaterial->colorMapFilename;
// Try loading the texture from the same directory as the OBJ file.
textureId = LoadTextureFromPNG((filename).c_str());
}
} else {
LogMessage ("No diffuse color map found!");
}
// Look for and load any normal map textures.
if (!pMaterial->bumpMapFilename.empty()) {
// Try load the texture using the path in the .MTL file.
textureId = LoadTextureFromPNG((pMaterial->bumpMapFilename).c_str());
if (!textureId)
{
offset = pMaterial->bumpMapFilename.find_last_of('\\');
if (offset != std::string::npos)
filename = pMaterial->bumpMapFilename.substr(++offset);
else
filename = pMaterial->bumpMapFilename;
// Try loading the texture from the same directory as the OBJ file.
textureId = LoadTextureFromPNG((result_model->getPath() + filename).c_str());
}
} else {
LogMessage ("Material has no bumpmap!");
continue;
}
}
// Update the window caption.
LogMessage ("Loaded model %s successful, dimensions (whl): %f, %f, %f meshes %d vertices %d triangles: %d",
model_filename.c_str(),
result_model->getWidth(),
result_model->getHeight(),
result_model->getLength(),
result_model->getNumberOfMeshes(),
result_model->getNumberOfVertices(),
result_model->getNumberOfTriangles()
);
return result_model;
}
void ViewBase::DrawOBJModel (OBJModelPtr obj_model) {
if (mUseShaders) {
DrawOBJModelShaded(obj_model);
} else {
DrawOBJModelSolid (obj_model);
}
}
void ViewBase::DrawOBJModelSolid (OBJModelPtr obj_model) {
const OBJModel::Mesh *pMesh = 0;
const OBJModel::Material *pMaterial = 0;
const OBJModel::Vertex *pVertices = 0;
std::map<std::string, GLuint>::const_iterator iter;
for (int i = 0; i < obj_model->getNumberOfMeshes(); ++i)
{
pMesh = &obj_model->getMesh(i);
pMaterial = pMesh->pMaterial;
pVertices = obj_model->getVertexBuffer();
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, pMaterial->ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pMaterial->diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, pMaterial->specular);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, pMaterial->shininess * 128.0f);
if (pMaterial->colorMapFilename.size() > 0)
{
iter = mGLTextures.find(pMaterial->colorMapFilename);
if (iter == mGLTextures.end())
{
LogError ("Could not find required colormap '%s'", pMaterial->colorMapFilename.c_str());
glDisable(GL_TEXTURE_2D);
}
else
{
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, iter->second);
}
}
else
{
glDisable(GL_TEXTURE_2D);
}
if (obj_model->hasPositions())
{
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, obj_model->getVertexSize(),
obj_model->getVertexBuffer()->position);
}
if (obj_model->hasTextureCoords())
{
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, obj_model->getVertexSize(),
obj_model->getVertexBuffer()->texCoord);
}
if (obj_model->hasNormals())
{
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, obj_model->getVertexSize(),
obj_model->getVertexBuffer()->normal);
}
glDrawElements(GL_TRIANGLES, pMesh->triangleCount * 3, GL_UNSIGNED_INT,
obj_model->getIndexBuffer() + pMesh->startIndex);
if (obj_model->hasNormals())
glDisableClientState(GL_NORMAL_ARRAY);
if (obj_model->hasTextureCoords())
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (obj_model->hasPositions())
glDisableClientState(GL_VERTEX_ARRAY);
// disable texture drawing if active
if (pMaterial->colorMapFilename.size() > 0)
glDisable(GL_TEXTURE_2D);
}
}
void ViewBase::DrawOBJModelShaded (OBJModelPtr obj_model) {
const OBJModel::Mesh *pMesh = 0;
const OBJModel::Material *pMaterial = 0;
const OBJModel::Vertex *pVertices = 0;
std::map<std::string, GLuint>::const_iterator iter;
GLuint texture = 0;
for (int i = 0; i < obj_model->getNumberOfMeshes(); ++i)
{
pMesh = &obj_model->getMesh(i);
pMaterial = pMesh->pMaterial;
pVertices = obj_model->getVertexBuffer();
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, pMaterial->ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pMaterial->diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, pMaterial->specular);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, pMaterial->shininess * 128.0f);
// if there is no bumpmap we will simply use a blinn phong shader and draw
// the color map onto our model
if (pMaterial->bumpMapFilename.empty())
{
// LogMessage ("using Blinn Phong shader");
// Per fragment Blinn-Phong code path.
glUseProgram(mBlinnPhongShader);
// Bind the color map texture.
texture = mNullTexture;
if (pMaterial->colorMapFilename.size() > 0) {
iter = mGLTextures.find(pMaterial->colorMapFilename);
if (iter != mGLTextures.end())
texture = iter->second;
} else {
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// LogMessage ("Disabling textures");
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}
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
// Update shader parameters.
assert (glIsProgram (mBlinnPhongShader) == GL_TRUE);
assert (glGetUniformLocation(mBlinnPhongShader, "materialAlpha") != -1);
assert (glGetUniformLocation(mBlinnPhongShader, "colorMap") != -1);
glUniform1i(glGetUniformLocation(
mBlinnPhongShader, "colorMap"), 0);
glUniform1f(glGetUniformLocation(
mBlinnPhongShader, "materialAlpha"), pMaterial->alpha);
}
else
{
// if there is a bumpmap we use both the bump map and the color map and
// apply it on our model
// LogMessage ("using Normal Mapping Shader");
// Normal mapping code path.
glUseProgram(mNormalMappingShader);
// Bind the normal map texture.
iter = mGLTextures.find(pMaterial->bumpMapFilename);
if (iter != mGLTextures.end()) {
texture = iter->second;
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
} else {
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LogError ("bumpmap %s not found", pMaterial->bumpMapFilename.c_str());
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}
// Bind the color map texture.
texture = mNullTexture;
if (pMaterial->colorMapFilename.size() > 0)
{
iter = mGLTextures.find(pMaterial->colorMapFilename);
if (iter != mGLTextures.end()) {
texture = iter->second;
} else {
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LogError ("color map %s not found", pMaterial->colorMapFilename.c_str());
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}
}
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
// Update shader parameters.
assert (glGetUniformLocation(mNormalMappingShader, "colorMap") != -1);
assert (glGetUniformLocation(mNormalMappingShader, "normalMap") != -1);
assert (glGetUniformLocation(mNormalMappingShader, "materialAlpha") != -1);
glUniform1i(glGetUniformLocation(
mNormalMappingShader, "colorMap"), 0);
glUniform1i(glGetUniformLocation(
mNormalMappingShader, "normalMap"), 1);
glUniform1f(glGetUniformLocation(
mNormalMappingShader, "materialAlpha"), pMaterial->alpha);
}
// Render mesh.
if (obj_model->hasPositions())
{
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, obj_model->getVertexSize(),
obj_model->getVertexBuffer()->position);
}
if (obj_model->hasTextureCoords())
{
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, obj_model->getVertexSize(),
obj_model->getVertexBuffer()->texCoord);
}
if (obj_model->hasNormals())
{
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, obj_model->getVertexSize(),
obj_model->getVertexBuffer()->normal);
}
if (obj_model->hasTangents())
{
glClientActiveTexture(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(4, GL_FLOAT, obj_model->getVertexSize(),
obj_model->getVertexBuffer()->tangent);
}
glDrawElements(GL_TRIANGLES, pMesh->triangleCount * 3, GL_UNSIGNED_INT,
obj_model->getIndexBuffer() + pMesh->startIndex);
if (obj_model->hasTangents())
{
glClientActiveTexture(GL_TEXTURE1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
if (obj_model->hasNormals())
glDisableClientState(GL_NORMAL_ARRAY);
if (obj_model->hasTextureCoords())
{
glClientActiveTexture(GL_TEXTURE0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
if (obj_model->hasPositions())
glDisableClientState(GL_VERTEX_ARRAY);
}
// as we might be using multiple textures (at least for the normal mapping
// case) we have to disable both textures
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
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glUseProgram(0);
}
/*
* Shader loading, compiling, linking
*/
/** Compiles a shader program
*
* This function contains code mainly taken from dhpowares excellent
* objviewer example (see http://www.dhpoware.com/demos/gl3NormalMapping.html ).
*/
GLuint ViewBase::CompileShader (GLenum type, const GLchar *source, GLint length) {
GLuint shader = glCreateShader(type);
if (shader) {
GLint compiled = 0;
glShaderSource (shader, 1, &source, &length);
glCompileShader(shader);
glGetShaderiv (shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLsizei info_log_size = 0;
std::string info_log;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_log_size);
info_log.resize (info_log_size);
glGetShaderInfoLog (shader, info_log_size, &info_log_size, &info_log[0]);
LogError ("Error compiling shader: %s", info_log.c_str());
}
}
return shader;
}
/** Links the given shader programs
*
* This function contains code mainly taken from dhpowares excellent
* objviewer example (see http://www.dhpoware.com/demos/gl3NormalMapping.html ).
*/
GLuint ViewBase::LinkShaders (GLuint vertex_shader, GLuint fragment_shader) {
GLuint program = glCreateProgram();
if (program) {
GLint linked = 0;
if (vertex_shader)
glAttachShader (program, vertex_shader);
if (fragment_shader)
glAttachShader (program, fragment_shader);
glLinkProgram (program);
glGetProgramiv (program, GL_LINK_STATUS, &linked);
if (!linked) {
GLsizei info_log_size = 0;
std::string info_log;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_log_size);
info_log.resize (info_log_size);
glGetProgramInfoLog (program, info_log_size, &info_log_size, &info_log[0]);
LogError ("Error linking shaders vert: %d, frag: %d", vertex_shader, fragment_shader);
}
if (vertex_shader)
glDeleteShader (vertex_shader);
if (fragment_shader)
glDeleteShader (fragment_shader);
}
return program;
}
/** Loads a vertex or fragment shader program
*
* This function contains code mainly taken from dhpowares excellent
* objviewer example (see http://www.dhpoware.com/demos/gl3NormalMapping.html ).
*/
GLuint ViewBase::LoadShaderProgram (const std::string &filename) {
LogDebug ("Loading shader program %s", filename.c_str());
std::ifstream program_file (filename.c_str());
if (!program_file) {
LogError ("Could not open file '%s' while loading shader program", filename.c_str());
}
// read the whole file into a string
std::string shader_program ((std::istreambuf_iterator<char>(program_file)), std::istreambuf_iterator<char>());
program_file.close();
GLuint program = 0;
if (shader_program.size() > 0) {
const GLchar *source;
GLint length = 0;
GLuint vertex_shader = 0;
GLuint fragment_shader = 0;
std::string::size_type vertex_shader_offset = shader_program.find("[vert]");
std::string::size_type fragment_shader_offset = shader_program.find("[frag]");
if (vertex_shader_offset != std::string::npos) {
// skip over the [vert] tag
vertex_shader_offset += 6;
source = reinterpret_cast<const GLchar *> (&shader_program[vertex_shader_offset]);
length = static_cast<GLint>(fragment_shader_offset - vertex_shader_offset);
vertex_shader = CompileShader (GL_VERTEX_SHADER, source, length);
LogMessage ("Compiled vertex shader with id %d", vertex_shader);
}
if (fragment_shader_offset != std::string::npos) {
// skip over the [vert] tag
fragment_shader_offset += 6;
source = reinterpret_cast<const GLchar *> (&shader_program[fragment_shader_offset]);
length = static_cast<GLint>(shader_program.length() - fragment_shader_offset - 1);
fragment_shader = CompileShader (GL_FRAGMENT_SHADER, source, length);
LogMessage ("Compiled fragment shader with id %d", fragment_shader);
}
program = LinkShaders (vertex_shader, fragment_shader);
LogMessage ("Successfully linked shaders vert: %d frag: %d from file %s into program %d", vertex_shader, fragment_shader, filename.c_str(), program);
}
mShaderPrograms[filename] = program;
return program;
}
/*
* Camera and other auxillary functions
*/
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void ViewBase::GetCamereEye (float *eye_out) {
assert (mCamera);
mCamera->GetEye (eye_out);
}
void ViewBase::DrawGrid () {
float xmin, xmax, xstep, zmin, zmax, zstep;
int i, count_x, count_z;
xmin = -mGridSizeX;
xmax = mGridSizeX;
zmin = -mGridSizeZ;
zmax = mGridSizeZ;
count_x = mGridSizeX * 2;
count_z = mGridSizeZ * 2;
xstep = 1.;
zstep = 1.;
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glColor3f (0.8, 0.8, 0.8);
glLineWidth(1.);
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glBegin (GL_LINES);
for (i = 0; i <= count_x; i++) {
glVertex3f (i * xstep + xmin, 0., zmin);
glVertex3f (i * xstep + xmin, 0., zmax);
}
for (i = 0; i <= count_z; i++) {
glVertex3f (xmin, 0, i * zstep + zmin);
glVertex3f (xmax, 0, i * zstep + zmin);
}
glEnd ();
}
void ViewBase::DrawWorld () {
}
void ViewBase::Resize (int width, int height) {
if (height == 0)
height = 1;
mWindowWidth = static_cast<unsigned int> (width);
mWindowHeight = static_cast<unsigned int> (height);
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
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gluPerspective(mCamera->GetFOVY (), float (width) / float (height), 0., 100);
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glMatrixMode(GL_MODELVIEW);
glLoadIdentity ();
LogDebug ("Resize to: %d x %d", mWindowWidth,mWindowHeight);
/** \warning
* This call has to be made for SDL 1.2 for 1.3 there seems to be a
* workaround, however since I do not yet run SDL 1.3 I hold on to this.
* See http://lists.libsdl.org/pipermail/sdl-libsdl.org/2008-November/067306.html
*/
Uint32 video_flags = SDL_OPENGL;
if (mDrawFullscreen)
video_flags = video_flags | SDL_FULLSCREEN;
if( SDL_SetVideoMode( mWindowWidth, mWindowHeight, 16, video_flags) == 0 ) {
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LogError ("Video mode set failed: %s", SDL_GetError ());
exit (-1);
}
}
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/*
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bool ViewBase::SendKeyDown (const SDL_keysym &keysym) {
std::vector<OverlayBasePtr>::iterator overlay_iter;
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for (overlay_iter = mOverlays.begin(); overlay_iter != mOverlays.end(); overlay_iter++) {
if ( (*overlay_iter)->OnKeyDown (keysym))
return true;
}
return false;
}
bool ViewBase::SendKeyUp (const SDL_keysym &keysym) {
std::vector<OverlayBasePtr>::iterator overlay_iter;
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for (overlay_iter = mOverlays.begin(); overlay_iter != mOverlays.end(); overlay_iter++) {
if ( (*overlay_iter)->OnKeyUp (keysym))
return true;
}
return false;
}
bool ViewBase::SendMouseButtonUp (Uint8 button, Uint16 xpos, Uint16 ypos) {
std::vector<OverlayBasePtr>::iterator overlay_iter;
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for (overlay_iter = mOverlays.begin(); overlay_iter != mOverlays.end(); overlay_iter++) {
if ( (*overlay_iter)->OnMouseButtonUp (button, xpos, ypos))
return true;
}
return false;
}
bool ViewBase::SendMouseButtonDown (Uint8 button, Uint16 xpos, Uint16 ypos) {
std::vector<OverlayBasePtr>::iterator overlay_iter;
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for (overlay_iter = mOverlays.begin(); overlay_iter != mOverlays.end(); overlay_iter++) {
if ( (*overlay_iter)->OnMouseButtonDown (button, xpos, ypos))
return true;
}
return false;
}
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*/
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/*
* Global functions
*/
void DrawGLString (float x, float y, const char* str) {
if (!ViewInstance) {
LogError ("Cannot Draw GL String: View not yet initialized!");
return;
}
ViewInstance->DrawGLString (x, y, str);
}
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void SelectFont (const char* font) {
if (!ViewInstance) {
LogError ("Cannot select font: View not yet initialized!");
return;
}
ViewInstance->SelectFont(font);
}
void SetFontJustification (FontJustification justification) {
if (!ViewInstance) {
LogError ("Cannot select font: View not yet initialized!");
return;
}
ViewInstance->SetFontJustification (justification);
}
float GetCurrentFontSize() {
if (!ViewInstance) {
LogError ("Cannot get font size: View not yet initialized!");
return 0.;
}
return ViewInstance->GetCurrentFontSize();
}
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unsigned int GetWindowWidth() {
return ViewInstance->GetWindowWidth ();
}
unsigned int GetWindowHeight() {
return ViewInstance->GetWindowHeight ();
}
int GetFrameRate () {
return ViewInstance->GetFrameRate ();
}
}