added GLEW
parent
99f3a4dfff
commit
509e569c64
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@ -0,0 +1,31 @@
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# Tries to find GLEW
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#
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# Sets variables
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# GLEW_FOUND
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# GLEW_INCLUDE_DIR
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# GLEW_LIBRARIES
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#
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SET (GLEW_FOUND FALSE)
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FIND_PATH (GLEW_INCLUDE_DIR glew.h /usr/include/ /usr/local/include/ /usr/include/GL /usr/local/include/GL $ENV{GLEW_PATH}/include $ENV{GLEW_INCLUDE_PATH})
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FIND_LIBRARY (GLEW_LIBRARIES NAMES GLEW PATHS /usr/lib /usr/local/lib $ENV{GLEW_PATH} $ENV{GLEW_PATH}/lib ENV{GLEW_LIBRARY_PATH})
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IF (GLEW_INCLUDE_DIR AND GLEW_LIBRARIES)
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SET (GLEW_FOUND TRUE)
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ENDIF (GLEW_INCLUDE_DIR AND GLEW_LIBRARIES)
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IF (GLEW_FOUND)
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IF (NOT GLEW_FIND_QUIETLY)
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MESSAGE(STATUS "Found GLEW: ${GLEW_LIBRARIES}")
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ENDIF (NOT GLEW_FIND_QUIETLY)
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ELSE (GLEW_FOUND)
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IF (GLEW_FIND_REQUIRED)
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MESSAGE(FATAL_ERROR "Could not find GLEW")
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ENDIF (GLEW_FIND_REQUIRED)
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ENDIF (GLEW_FOUND)
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MARK_AS_ADVANCED (
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GLEW_INCLUDE_DIR
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GLEW_LIBRARIES
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)
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@ -12,6 +12,7 @@ SET (CMAKE_INSTALL_RPATH_USE_LINK_PATH TRUE)
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FIND_PACKAGE (SDL REQUIRED)
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FIND_PACKAGE (SDL_net REQUIRED)
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FIND_PACKAGE (GLEW REQUIRED)
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INCLUDE_DIRECTORIES (
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engine/
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@ -21,6 +22,7 @@ INCLUDE_DIRECTORIES (
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engine/libraries/coll2d/include
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engine/libraries/oglft/liboglft
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${FREETYPE2_INCLUDE_DIR}
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${GLEW_INCLUDE_DIR}
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)
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ADD_SUBDIRECTORY ( engine )
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@ -6,6 +6,7 @@ FIND_PACKAGE (SDL REQUIRED)
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FIND_PACKAGE (SDL_mixer REQUIRED)
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FIND_PACKAGE (SDL_net REQUIRED)
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FIND_PACKAGE (OpenGL REQUIRED)
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FIND_PACKAGE (GLEW REQUIRED)
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FIND_PACKAGE (PNG REQUIRED)
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FIND_PACKAGE (FreeType2 REQUIRED)
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FIND_PACKAGE (Boost COMPONENTS filesystem REQUIRED)
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@ -51,6 +52,7 @@ INCLUDE_DIRECTORIES (
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libraries/oglft/liboglft
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libraries/sha2/
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${FREETYPE2_INCLUDE_DIR}
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${GLEW_INCLUDE_DIR}
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)
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ADD_LIBRARY ( Engine STATIC ${ENGINE_SRCS} )
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@ -60,6 +62,7 @@ TARGET_LINK_LIBRARIES ( Engine
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${SDLMIXER_LIBRARY}
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${SDLNET_LIBRARY}
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${OPENGL_LIBRARIES}
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${GLEW_LIBRARIES}
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${PNG_LIBRARIES}
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${Boost_LIBRARIES}
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mathlib
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@ -19,11 +19,15 @@
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#include <limits>
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#include <boost/filesystem.hpp>
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#include <boost/shared_ptr.hpp>
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#include "Module.h"
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#include "EngineEnums.h"
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#include "Utils.h"
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// Note: glew.h must be included before any other OpenGL include file!
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#include <glew.h>
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// Some ugly #defines
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/** \brief Defines the number of keys that can be defined for an EntityController
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@ -125,8 +125,8 @@ bool Sprite::LoadFromPNG (const std::string &filename) {
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png_read_image(png_ptr, row_pointers);
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//Now generate the OpenGL texture object
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glGenTextures(1, &mGlTextureName);
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glBindTexture(GL_TEXTURE_2D, mGlTextureName);
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glGenTextures(1, &mGLTextureName);
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glBindTexture(GL_TEXTURE_2D, mGLTextureName);
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bool mipmap = false;
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@ -151,6 +151,25 @@ bool Sprite::LoadFromPNG (const std::string &filename) {
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return true;
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}
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void draw_sprite_helper (float u_start, float u_end, float width, float height) {
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/*
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// debug drawing with colors
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glBegin(GL_QUADS);
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glTexCoord2f (u_start, 0.f); glColor3f (1.f, 0.f, 0.f); glVertex3f (0.f, 0.f, 0.f);
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glTexCoord2f (u_end, 0.f); glColor3f (0.f, 1.f, 0.f); glVertex3f (0.f, 0.f, height);
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glTexCoord2f (u_end, 1.f); glColor3f (0.f, 0.f, 1.f); glVertex3f (width, 0.f, height);
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glTexCoord2f (u_start, 1.f); glColor3f (1.f, 0.f, 1.f); glVertex3f (width, 0.f,0.f);
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glEnd();
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*/
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glBegin(GL_QUADS);
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glTexCoord2f (u_start, 0.f); glColor3f (1.f, 0.f, 0.f); glVertex3f (0.f, 0.f, 0.f);
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glTexCoord2f (u_end, 0.f); glColor3f (0.f, 1.f, 0.f); glVertex3f (0.f, 0.f, height);
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glTexCoord2f (u_end, 1.f); glColor3f (0.f, 0.f, 1.f); glVertex3f (width, 0.f, height);
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glTexCoord2f (u_start, 1.f); glColor3f (1.f, 0.f, 1.f); glVertex3f (width, 0.f,0.f);
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glEnd();
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}
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void Sprite::DrawAt (float xpos, float ypos, float zpos) {
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float u_start = 0., u_end = 1.;
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if (mAnimation) {
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@ -167,14 +186,9 @@ void Sprite::DrawAt (float xpos, float ypos, float zpos) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBindTexture (GL_TEXTURE_2D, mGlTextureName);
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glBindTexture (GL_TEXTURE_2D, mGLTextureName);
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glBegin(GL_QUADS);
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glTexCoord2f (u_start, 0.); glVertex3f (0., 0., 0.);
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glTexCoord2f (u_end, 0.); glVertex3f (0., 0., mHeight);
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glTexCoord2f (u_end, 1.); glVertex3f (mWidth, 0., mHeight);
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glTexCoord2f (u_start, 1.); glVertex3f (mWidth, 0.,0.);
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glEnd();
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draw_sprite_helper (u_start, u_end, mWidth, mHeight);
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glPopMatrix();
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@ -200,15 +214,13 @@ void Sprite::DrawAt2D (float xpos, float ypos) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBindTexture (GL_TEXTURE_2D, mGlTextureName);
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glBegin(GL_QUADS);
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glBindTexture (GL_TEXTURE_2D, mGLTextureName);
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glBegin (GL_QUADS);
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glTexCoord2f (u_start, 0.); glVertex2f (0., 0.);
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glTexCoord2f (u_end, 0.); glVertex2f (0., mHeight);
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glTexCoord2f (u_end, 1.); glVertex2f (mWidth, mHeight);
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glTexCoord2f (u_start, 1.); glVertex2f (mWidth,0.);
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glEnd();
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glEnd ();
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glPopMatrix();
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glDisable(GL_TEXTURE_2D);
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@ -229,14 +241,9 @@ void Sprite::DrawSubAt (unsigned int index, float xpos, float ypos, float zpos)
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBindTexture (GL_TEXTURE_2D, mGlTextureName);
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glBindTexture (GL_TEXTURE_2D, mGLTextureName);
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glBegin(GL_QUADS);
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glTexCoord2f (u_start, 0.); glVertex3f (0., 0., 0.);
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glTexCoord2f (u_end, 0.); glVertex3f (0., 0., mHeight);
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glTexCoord2f (u_end, 1.); glVertex3f (mWidth, 0., mHeight);
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glTexCoord2f (u_start, 1.); glVertex3f (mWidth, 0.,0.);
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glEnd();
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draw_sprite_helper (u_start, u_end, mWidth, mHeight);
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glPopMatrix();
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@ -2,29 +2,70 @@
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#define SPRITE_H
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#include <cmath>
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#include <boost/shared_ptr.hpp>
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namespace Engine {
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/** \brief A simple sprite class that allows animations and multiple sprites in one image
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*
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* Sprites are drawn aligned with the XZ-plane and the Y-axis pointing up.
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*
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*/
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class Sprite {
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public:
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Sprite() {
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mScale = 1.;
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mWidth = 0;
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mHeight = 0;
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mGlTextureName = 0;
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mAnimation = false;
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mSubSpriteCount = 1;
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Sprite() :
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mScale (1.f),
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mWidth (0),
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mHeight (0),
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mGLTextureName (0),
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mSubSpriteCount (1),
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mAnimation (false),
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mAnimationFrameCount(1),
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mAnimationTimer(0.f),
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mAnimationFrameRate(0.f)
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{ }
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Sprite (const Sprite &othersprite) :
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mScale (othersprite.mScale),
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mWidth (othersprite.mWidth),
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mHeight (othersprite.mHeight),
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mGLTextureName (othersprite.mGLTextureName),
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mSubSpriteCount (othersprite.mSubSpriteCount),
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mAnimation (othersprite.mAnimation),
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mAnimationFrameCount(othersprite.mAnimationFrameCount),
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mAnimationTimer(othersprite.mAnimationTimer),
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mAnimationFrameRate(othersprite.mAnimationFrameRate)
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{}
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Sprite& operator= (const Sprite &othersprite) {
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if (this != &othersprite) {
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mScale = othersprite.mScale;
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mWidth = othersprite.mWidth;
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mHeight = othersprite.mHeight;
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mGLTextureName = othersprite.mGLTextureName;
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mSubSpriteCount = othersprite.mSubSpriteCount;
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mAnimation = othersprite.mAnimation;
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mAnimationFrameCount= othersprite.mAnimationFrameCount;
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mAnimationTimer= othersprite.mAnimationTimer;
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mAnimationFrameRate= othersprite.mAnimationFrameRate;
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}
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return *this;
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}
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/** \brief Loads a Sprite from a .png file */
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bool LoadFromPNG (const std::string &filename);
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/** \brief Draws a sprite with the center at the given position */
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void DrawAt (float xpos, float ypos, float zpos);
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void DrawAt2D (float xpos, float ypos);
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unsigned int GetWidth() { return mWidth; };
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unsigned int GetHeight() { return mHeight; };
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void SetSize (unsigned int width, unsigned int height) {
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mWidth = width;
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mHeight = height;
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}
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void SetScale (float scale) { mScale = scale; };
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/** \brief Marks the sprite as an animation and initializes its animation values */
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void SetAnimation (int frame_count, float frame_rate) {
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mAnimation = true;
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mAnimationFrameCount = frame_count;
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@ -42,6 +83,18 @@ class Sprite {
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}
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}
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void SetGLTextureName (GLuint texture_name) {
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mGLTextureName = texture_name;
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}
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GLuint GetGLTextureName () {
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return mGLTextureName;
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}
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/** \brief Marks the Sprite as a collection of sprites
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*
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* All sprites have to be aligned in a row and the SubSprite
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* functionality eases retrieval and drawing of individual sprites
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*/
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void SetSubSpriteCount (const unsigned int count) {
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mSubSpriteCount = count;
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mWidth = static_cast<unsigned int>(ceil (static_cast<float> (mWidth / mSubSpriteCount)));
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@ -56,7 +109,7 @@ class Sprite {
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unsigned int mWidth;
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unsigned int mHeight;
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unsigned int mGlTextureName;
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GLuint mGLTextureName;
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unsigned int mSubSpriteCount;
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@ -66,6 +119,8 @@ class Sprite {
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float mAnimationFrameRate;
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};
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typedef boost::shared_ptr<Sprite> SpritePtr;
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}
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#endif /* SPRITE_H */
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@ -61,6 +61,77 @@ int ViewBase::OnInit (int argc, char* argv[]) {
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InitGL ();
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Resize (mWindowWidth, mWindowHeight);
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// Initialize GLEW and check for anything we need
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GLenum err = glewInit();
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if (GLEW_OK != err) {
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LogError ("Could not init GLEW properly: %s", glewGetErrorString(err));
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}
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LogDebug ("Using GLEW version %s", glewGetString(GLEW_VERSION));
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if (glewIsExtensionSupported("GL_ARB_vertex_buffer_object")) {
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} else {
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LogError ("VBOs are not supported!");
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}
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// read OpenGL version
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std::string gl_version (reinterpret_cast<const char*>(glGetString(GL_VERSION)));
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if (gl_version.size() == 0)
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LogError ("Could not retrieve GL version!");
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std::string major_number_str = gl_version.substr(0, gl_version.find('.'));
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std::string minor_number_str = gl_version.substr(major_number_str.size() + 1, gl_version.find_first_of(". ", major_number_str.size()));
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mGLVersionInfo.GLMajor = atoi (major_number_str.c_str());
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mGLVersionInfo.GLMinor = atoi (minor_number_str.c_str());
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// read GLSL version
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std::string glsl_version (reinterpret_cast<const char*>(glGetString(GL_SHADING_LANGUAGE_VERSION)));
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if (glsl_version.size() == 0)
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LogError ("Could not retrieve GLSL version!");
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major_number_str = glsl_version.substr(0, glsl_version.find('.'));
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minor_number_str = glsl_version.substr(major_number_str.size() + 1, glsl_version.find_first_of(". ", major_number_str.size()));
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mGLVersionInfo.GLSLMajor = atoi (major_number_str.c_str());
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mGLVersionInfo.GLSLMinor = atoi (minor_number_str.c_str());
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LogMessage ("GL Version = %s, gl_major = %d, gl_minor = %d", gl_version.c_str(), mGLVersionInfo.GLMajor, mGLVersionInfo.GLMinor);
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LogMessage ("GLSL Version = %s, gl_major = %d, gl_minor = %d", gl_version.c_str(), mGLVersionInfo.GLSLMajor, mGLVersionInfo.GLSLMinor);
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if (mGLVersionInfo.GLMajor >= 2 && mGLVersionInfo.GLMinor >= 0)
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mUseShaders = true;
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else
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mUseShaders = false;
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/*
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// load the shaders if possible
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if (mUseShaders) {
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mBlinnPhongShader = LoadShaderProgram ("./data/shaders/blinn_phong.glsl");
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mNormalMappingShader = LoadShaderProgram ("./data/shaders/normal_mapping.glsl");
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} else {
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mBlinnPhongShader = 0;
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mNormalMappingShader = 0;
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}
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*/
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// Create a null texture that can be used for objects without textures
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// taken from http://www.dhpoware.com/demos/glslNormalMapping.html
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int pitch = ((2 * 32 + 31) & ~31) >> 3; // align to 4-byte boundaries
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std::vector<GLubyte> pixels(pitch * 2, 255);
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mNullTexture = 0;
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glGenTextures(1, &mNullTexture);
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glBindTexture(GL_TEXTURE_2D, mNullTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 2, 2, 0, GL_BGRA,
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GL_UNSIGNED_BYTE, &pixels[0]);
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// Load fonts etc.
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LoadFont ("console.ttf");
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mCurrentFont = mFonts["console.ttf"];
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@ -381,6 +452,22 @@ void ViewBase::DrawGLStringMeasure (const char* str, float *width, float *height
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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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}
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GLuint ViewBase::LoadTextureFromPNG (const std::string &filename) {
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std::map<std::string, GLuint>::iterator texture_iterator = mGLTextures.find(filename);
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if (texture_iterator != mGLTextures.end()) {
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return texture_iterator->second;
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}
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Sprite temp_sprite;
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temp_sprite.LoadFromPNG (filename.c_str());
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// register the texture in the View
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mGLTextures[filename] = temp_sprite.GetGLTextureName();
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return temp_sprite.GetGLTextureName();
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}
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void ViewBase::GetCamereEye (float *eye_out) {
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assert (mCamera);
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mCamera->GetEye (eye_out);
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@ -4,6 +4,7 @@
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#include "Engine.h"
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#include "EngineEnums.h"
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#include "OverlayBase.h"
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#include "Sprite.h"
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// forward declarations for the OGLFT fonts
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namespace OGLFT {
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@ -76,16 +77,6 @@ class ViewBase : public Module{
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bool GetDrawGrid () { return mDrawGrid; };
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void SetGridSize (int x, int z) { mGridSizeX = x; mGridSizeZ = z; }
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// void AddOverlay (OverlayBasePtr overlay) { mOverlays.push_back (overlay); };
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/* Input forwarding for the overlays */
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/*
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bool SendKeyDown (const SDL_keysym &keysym);
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bool SendKeyUp (const SDL_keysym &keysym);
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bool SendMouseButtonUp (Uint8 button, Uint16 xpos, Uint16 ypos);
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bool SendMouseButtonDown (Uint8 button, Uint16 xpos, Uint16 ypos);
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*/
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private:
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protected:
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/** \brief Initializes the system */
|
||||
|
@ -138,6 +129,26 @@ class ViewBase : public Module{
|
|||
/** \brief Contains all the fonts that are to be used */
|
||||
std::map<std::string, OGLFT::Monochrome*> mFonts;
|
||||
|
||||
GLuint LoadTextureFromPNG (const std::string &filename);
|
||||
|
||||
/** \brief All loaded textures */
|
||||
std::map<std::string, GLuint> mGLTextures;
|
||||
|
||||
/** \brief Whether we can use shader programs */
|
||||
bool mUseShaders;
|
||||
|
||||
GLuint mBlinnPhongShader;
|
||||
GLuint mNormalMappingShader;
|
||||
|
||||
struct OpenGLVersionInfo {
|
||||
int GLMajor;
|
||||
int GLMinor;
|
||||
int GLSLMajor;
|
||||
int GLSLMinor;
|
||||
} mGLVersionInfo;
|
||||
|
||||
GLuint mNullTexture;
|
||||
|
||||
friend class Engine;
|
||||
friend class ControllerBase;
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue