82 lines
2.2 KiB
C++
82 lines
2.2 KiB
C++
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//
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// Copyright (c) 2010-2011 Matthew Jack and Doug Binks
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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// 3. This notice may not be removed or altered from any source distribution.
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#include "AURenderContext.h"
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#include "IAURenderable.h"
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// Windows Requirements
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#ifdef _WIN32
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#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
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#include <windows.h>
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#endif //_WIN32
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#ifdef __MACH__
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#include <OpenGL/gl.h>
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#else
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// OpenGL requirements
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#include <GL/gl.h>
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#endif //__MACH__
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AURenderContext::AURenderContext()
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{
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}
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AURenderContext::~AURenderContext()
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{
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}
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AUDynArray<AUEntityId> g_entities;
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void AURenderContext::Render( IEntitySystem* pEntitySystem )
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{
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//loop through setting matrices and calling render.
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pEntitySystem->GetAll( g_entities );
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for( size_t i = 0; i < g_entities.Size(); ++i )
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{
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IAUEntity* pEntity = pEntitySystem->Get( g_entities[ i ] );
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IAURenderable* pRenderable = pEntity->GetRenderable();
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if( pRenderable )
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{
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glPushMatrix();
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glMatrixMode(GL_MODELVIEW);
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// Translation
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const AUVec3f& t = pEntity->GetPosition();
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glTranslatef( t.x, t.y, t.z );
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// Rotation
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float fglMatrix[16];
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pEntity->GetOrientation().LoadglObjectMatrix(fglMatrix);
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glMultMatrixf(fglMatrix);
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// Scale
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glEnable(GL_NORMALIZE); // Needed so normals don't get wrecked by scaling - not sure how costly it is though
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const AUVec3f& s = pEntity->GetScale();
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glScalef( s.x, s.y, s.z );
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pRenderable->Render();
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glPopMatrix();
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}
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}
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}
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