annotate dmglrender.cpp @ 90:3863ad92f8d8

Rename a variable.
author Matti Hamalainen <ccr@tnsp.org>
date Tue, 12 Jan 2021 14:33:18 +0200
parents 69d7349dc5d3
children 4df8a7337e3e
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
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1 //
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2 // GLDragon - OpenGL PLY model viewer / simple benchmark
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3 // -- OpenGL rendering of DMSimpleScene
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4 // Programmed and designed by Matti 'ccr' Hämäläinen <ccr@tnsp.org>
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5 // (C) Copyright 2019 Tecnic Software productions (TNSP)
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6 //
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7 // See file "COPYING" for license information.
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8 //
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9 #include "dmglrender.h"
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10 #include <GL/glu.h>
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11
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12
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13 #ifdef GL_GLEXT_PROTOTYPES
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14 #define DM_GLEXT_INIT(extproctype, extprocname) /* stub */
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15 #else
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16 #define DM_GLEXT_INIT(extproctype, extprocname) extproctype extprocname = NULL;
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17 #include "dmglexts.h"
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18 #undef DM_GLEXT_INIT
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19
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20
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21 static void dmGLCheckExtension(const std::string &name, bool &status)
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22 {
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23 if (!SDL_GL_ExtensionSupported(name.c_str()))
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24 {
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25 status = false;
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26 dmMsg(" - '%s' NOT supported.\n",
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27 name.c_str());
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28 }
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29 }
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30
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31
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32 static void * dmGLGetProcAddr(const std::string &name)
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33 {
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34 void *ptr = SDL_GL_GetProcAddress(name.c_str());
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35
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36 if (ptr == NULL)
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37 dmMsg(" - '%s' NOT supported.\n");
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38
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39 return ptr;
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40 }
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41
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42
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43 static void * dmGLExtInit(const std::string &name, bool &status)
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44 {
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45 void *ptr;
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46 bool ok =
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47 (ptr = dmGLGetProcAddr(name)) != NULL ||
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48 (ptr = dmGLGetProcAddr(name + "EXT")) != NULL ||
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49 (ptr = dmGLGetProcAddr(name + "ARB")) != NULL;
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50
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51 if (!ok)
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52 status = false;
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53
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54 return ptr;
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55 }
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56 #endif
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57
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58
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59 static bool dmCompileShader(const GLenum stype, const std::string &src, GLuint &shader)
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60 {
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61 GLint status;
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62 const char *tmp = src.c_str();
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63
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64 shader = glCreateShader(stype);
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65 glShaderSource(shader, 1, &tmp, 0);
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66 glCompileShader(shader);
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67
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68 glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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69 if (status == GL_TRUE)
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70 return true;
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71 else
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72 {
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73 GLint bufLen = 0;
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74 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &bufLen);
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75
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76 if (bufLen > 0)
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77 {
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78 char *buf = new char[bufLen];
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79 glGetShaderInfoLog(shader, bufLen, NULL, buf);
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80 dmError("Shader compilation error:\n%s\n",
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81 buf);
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82 delete[] buf;
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83 }
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84 else
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85 {
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86 dmError("Shader compilation error occured, but no error information got.\n");
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87 }
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88 return false;
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89 }
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90 }
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91
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92
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93 bool DMGLSimpleRenderer::checkErrors(void)
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94 {
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95 bool ok = true;
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96 GLenum err;
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97 while ((err = glGetError()) != GL_NO_ERROR)
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98 {
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99 dmError("OpenGL error code: 0x%x (%d)\n", err);
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100 ok = false;
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101 }
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102 return ok;
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103 }
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104
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105
63
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106 bool DMGLSimpleRenderer::initRenderer1(const char *title,
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107 const int width, const int height,
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108 const int sdlWindowHPos, const int sdlWindowVPos,
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109 const int sdlFlags)
62
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110 {
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111 // Set GL attributes
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112 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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113 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
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114 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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115
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116 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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117 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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118 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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119 SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
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120
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121 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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122 //SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
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123 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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124
63
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125 // Attempt to create a window
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126 if (!DMSimpleRenderer::initRenderer1(
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127 title,
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128 width, height,
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129 sdlWindowHPos, sdlWindowVPos,
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130 sdlFlags | SDL_WINDOW_OPENGL))
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131 return false;
62
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132
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133 // Create OpenGL context
63
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diff changeset
134 if ((sdlGLContext = SDL_GL_CreateContext(sdlWindow)) == NULL)
62
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135 {
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136 dmError("Unable to create SDL OpenGL context: %s\n",
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diff changeset
137 SDL_GetError());
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diff changeset
138 return false;
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139 }
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140
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141 // If shaders are disabled, do not initialize OpenGL extensions
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142 if (!useShaders)
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143 return true;
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144
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145 bool status = true;
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146 dmMsg("Checking for required OpenGL extensions ..\n");
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147
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148 #ifndef GL_GLEXT_PROTOTYPES
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149 dmGLCheckExtension("GL_ARB_shader_objects", status);
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150 dmGLCheckExtension("GL_ARB_shading_language_100", status);
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151 dmGLCheckExtension("GL_ARB_vertex_shader", status);
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152 dmGLCheckExtension("GL_ARB_fragment_shader", status);
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153 if (!status)
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154 {
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155 dmError("One or more of the required OpenGL extensions not supported.\n");
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156 return false;
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157 }
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158
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159 #define DM_GLEXT_INIT(extproctype, extprocname) \
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160 extprocname = (extproctype) dmGLExtInit(#extprocname, status);
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161 #include "dmglexts.h"
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162 #endif
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163
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164 return status;
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165 }
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166
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167
90
3863ad92f8d8 Rename a variable.
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diff changeset
168 #define TWIDTH 8
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169 #define THEIGHT 8
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170 static char texSrc8[TWIDTH * THEIGHT + 1] =
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diff changeset
171 "..%##%.."
3863ad92f8d8 Rename a variable.
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diff changeset
172 ".%####%."
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diff changeset
173 "%#*..*#%"
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diff changeset
174 "##....##"
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diff changeset
175 "########"
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diff changeset
176 "##....##"
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diff changeset
177 "##....##"
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178 "##....##";
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179
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180
63
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parents: 62
diff changeset
181 bool DMGLSimpleRenderer::initRenderer2(void)
62
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182 {
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183 // Dump some information
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184 dmMsg("GL_VENDOR : %s\n", glGetString(GL_VENDOR));
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185 dmMsg("GL_RENDERER : %s\n", glGetString(GL_RENDERER));
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186 dmMsg("GL_VERSION : %s\n", glGetString(GL_VERSION));
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187
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188 if (!checkErrors())
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189 return false;
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190
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191 // Setup the window and view port
63
d6ffc59bb84d Move more of the SDL and GL setup code to the renderer class.
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parents: 62
diff changeset
192 glViewport(0, 0, windowWidth, windowHeight);
62
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193
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194 glMatrixMode(GL_PROJECTION);
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diff changeset
195 glLoadIdentity();
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196
63
d6ffc59bb84d Move more of the SDL and GL setup code to the renderer class.
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diff changeset
197 gluPerspective(45.0f, GLfloat(windowWidth) / GLfloat(windowHeight), 0.1f, 1000.0f);
62
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198
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199 glMatrixMode(GL_MODELVIEW);
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200 glLoadIdentity();
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201
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202 // Enable back face culling
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203 glEnable(GL_CULL_FACE);
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204
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205 // Enable smooth shading
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206 glShadeModel(GL_SMOOTH);
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207
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208 // Enable the depth buffer
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209 glEnable(GL_DEPTH_TEST);
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210
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211 // Enable normal rescaling
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212 glEnable(GL_RESCALE_NORMAL);
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213
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214 glEnable(GL_COLOR_MATERIAL);
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215
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216 // Setup depth buffer
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217 glClearDepth(1.0f);
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218
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219 // Set the depth buffer function
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diff changeset
220 glDepthFunc(GL_LEQUAL);
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diff changeset
221
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222 // Enable vertex and and normal arrays
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diff changeset
223 glEnableClientState(GL_VERTEX_ARRAY);
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224 glEnableClientState(GL_NORMAL_ARRAY);
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225
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226 // Set correct perspective correction
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diff changeset
227 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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228
83
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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diff changeset
229
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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230 // Create texture bitmap
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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diff changeset
231
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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diff changeset
232 for (int yc = 0; yc < THEIGHT; yc++)
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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diff changeset
233 {
90
3863ad92f8d8 Rename a variable.
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diff changeset
234 Uint8 *dp8 = ((Uint8 *) texSrc8) + yc * TWIDTH;
3863ad92f8d8 Rename a variable.
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diff changeset
235
83
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
Matti Hamalainen <ccr@tnsp.org>
parents: 68
diff changeset
236 for (int xc = 0; xc < TWIDTH; xc++)
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
Matti Hamalainen <ccr@tnsp.org>
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diff changeset
237 {
90
3863ad92f8d8 Rename a variable.
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diff changeset
238 Uint8 col = dp8[xc];
83
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
Matti Hamalainen <ccr@tnsp.org>
parents: 68
diff changeset
239 switch (col)
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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diff changeset
240 {
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
Matti Hamalainen <ccr@tnsp.org>
parents: 68
diff changeset
241 case '.': col = 0; break;
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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diff changeset
242 case '#': col = 255; break;
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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parents: 68
diff changeset
243 case '*': col = 128; break;
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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diff changeset
244 default: col = 192; break;
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diff changeset
245 }
90
3863ad92f8d8 Rename a variable.
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parents: 83
diff changeset
246 dp8[xc] = col;
83
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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parents: 68
diff changeset
247 }
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
Matti Hamalainen <ccr@tnsp.org>
parents: 68
diff changeset
248 }
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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parents: 68
diff changeset
249
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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diff changeset
250 // Upload to GPU texture
90
3863ad92f8d8 Rename a variable.
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diff changeset
251 glGenTextures(1, &tex8);
3863ad92f8d8 Rename a variable.
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diff changeset
252 glBindTexture(GL_TEXTURE_2D, tex8);
83
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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diff changeset
253 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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diff changeset
254 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
90
3863ad92f8d8 Rename a variable.
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diff changeset
255 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, TWIDTH, THEIGHT, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, texSrc8);
83
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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parents: 68
diff changeset
256 glBindTexture(GL_TEXTURE_2D, 0);
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parents: 68
diff changeset
257
62
baccf2044289 Move the OpenGL rendering, setup etc. into a separate module/class, perhaps
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258 return checkErrors();
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diff changeset
259 }
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parents:
diff changeset
260
baccf2044289 Move the OpenGL rendering, setup etc. into a separate module/class, perhaps
Matti Hamalainen <ccr@tnsp.org>
parents:
diff changeset
261
baccf2044289 Move the OpenGL rendering, setup etc. into a separate module/class, perhaps
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parents:
diff changeset
262 bool DMGLSimpleRenderer::compileModelShaders(DMModel &model)
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diff changeset
263 {
baccf2044289 Move the OpenGL rendering, setup etc. into a separate module/class, perhaps
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parents:
diff changeset
264 if (useShaders)
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diff changeset
265 {
68
701bef61dcf1 Remove OpenGL fs/vs shader ids from DMModel, as they are not needed.
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parents: 65
diff changeset
266 GLuint id_fs, id_vs;
701bef61dcf1 Remove OpenGL fs/vs shader ids from DMModel, as they are not needed.
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parents: 65
diff changeset
267
701bef61dcf1 Remove OpenGL fs/vs shader ids from DMModel, as they are not needed.
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parents: 65
diff changeset
268 if (!dmCompileShader(GL_FRAGMENT_SHADER, model.fragShaderStr, id_fs) ||
701bef61dcf1 Remove OpenGL fs/vs shader ids from DMModel, as they are not needed.
Matti Hamalainen <ccr@tnsp.org>
parents: 65
diff changeset
269 !dmCompileShader(GL_VERTEX_SHADER, model.vertShaderStr, id_vs))
62
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270 return false;
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271
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272 model.id_prog = glCreateProgram();
68
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273 glAttachShader(model.id_prog, id_fs);
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274 glAttachShader(model.id_prog, id_vs);
62
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275 glLinkProgram(model.id_prog);
68
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276 glDeleteShader(id_fs);
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diff changeset
277 glDeleteShader(id_vs);
62
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278 }
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279 return true;
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280 }
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281
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282
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283 void DMGLSimpleRenderer::shutdownRenderer(void)
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284 {
63
d6ffc59bb84d Move more of the SDL and GL setup code to the renderer class.
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diff changeset
285 if (sdlGLContext != NULL)
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diff changeset
286 SDL_GL_DeleteContext(sdlGLContext);
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diff changeset
287
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288 DMSimpleRenderer::shutdownRenderer();
62
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289 }
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290
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291
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292 void DMGLSimpleRenderer::drawModel(const DMSimpleScene &scene, const DMModel &model, const float time)
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293 {
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294 int maxIndices;
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295
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296 if (useShaders)
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297 {
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298 // Enable shader program
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299 glUseProgram(model.id_prog);
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300 glUniform1i(glGetUniformLocation(model.id_prog, "nlights"), scene.lights.size());
65
71f6c5cc8eec Add 'ftime' uniform for shaders, which is time in milliseconds from start of rendering loop.
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301 glUniform1f(glGetUniformLocation(model.id_prog, "ftime"), time);
62
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302 }
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303
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304 // Set the material of the model
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305 glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
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306 glMateriali(GL_FRONT, GL_SHININESS, model.material.shininess);
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307 glMaterialfv(GL_FRONT, GL_SPECULAR, model.material.specular.values);
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308 glColor4fv(model.material.diffuse.values);
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309
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310 // Render the model
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311 glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &maxIndices);
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312
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313 // Add transforms
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314 if (model.scaleSet)
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315 glScalef(model.scale.x, model.scale.y, model.scale.z);
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316
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317 if (model.translateSet)
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318 glTranslatef(model.translate.x, model.translate.y, model.translate.z);
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319
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320 if (model.rotateSet)
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321 {
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322 glRotatef(model.rotate.x, 1.0f, 0.0f, 0.0f);
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323 glRotatef(model.rotate.y, 0.0f, 1.0f, 0.0f);
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324 glRotatef(model.rotate.z, 0.0f, 0.0f, 1.0f);
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325 }
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326
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327 glVertexPointer(3, GL_FLOAT, 0, &model.vertices[0]);
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328 glNormalPointer( GL_FLOAT, 0, &model.normals[0]);
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329
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330 for (int n = 0; n < model.nfaces; n += maxIndices)
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331 {
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332 const int count = std::min(maxIndices, model.nfaces - n);
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333 glDrawElements(GL_TRIANGLES, count * 3, GL_UNSIGNED_INT, &model.faces[n * 3]);
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334 }
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335
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336 // Restore
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337 if (useShaders)
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338 {
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339 glUseProgram(0);
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340 }
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341 }
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342
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343
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344 void DMGLSimpleRenderer::drawScene(const DMSimpleScene &scene, const float time)
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345 {
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346 glClear(GL_DEPTH_BUFFER_BIT);
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347
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348 glMatrixMode(GL_PROJECTION);
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349 glPushMatrix();
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350 glLoadIdentity();
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351
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352 glOrtho(0.0, 1.0, 0.0, 1.0, -1, 1);
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353
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354 glMatrixMode(GL_MODELVIEW);
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355 glPushMatrix();
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356 glLoadIdentity();
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diff changeset
357
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358 // Draw the background gradient
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diff changeset
359 glDisable(GL_DEPTH_TEST);
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360 glDisable(GL_LIGHTING);
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diff changeset
361 glBegin(GL_QUADS);
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diff changeset
362 {
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363 glColor3ub(0x3B, 0x3B, 0x75);
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364 glVertex2f(0.0f, 0.0f);
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diff changeset
365 glVertex2f(1.0f, 0.0f);
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366
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367 glColor3ub(0x00, 0x00, 0x00);
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368 glVertex2f(1.0f, 1.0f);
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369 glVertex2f(0.0f, 1.0f);
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370 }
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371 glEnd();
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372
83
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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diff changeset
373 // Draw texture
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diff changeset
374 glColor3ub(0xff, 0xff, 0xff);
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diff changeset
375 glEnable(GL_TEXTURE_2D);
90
3863ad92f8d8 Rename a variable.
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diff changeset
376 glBindTexture(GL_TEXTURE_2D, tex8);
83
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diff changeset
377 glBegin(GL_QUADS);
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diff changeset
378 float s = 0.50f;
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diff changeset
379 glTexCoord2i(-1, 0); glVertex2f(0, 0);
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diff changeset
380 glTexCoord2i( 0, 0); glVertex2f(s * 0.6f, 0);
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diff changeset
381 glTexCoord2i( 0, -1); glVertex2f(s * 0.6f, s);
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diff changeset
382 glTexCoord2i(-1, -1); glVertex2f(0, s);
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diff changeset
383 glEnd();
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diff changeset
384 glBindTexture(GL_TEXTURE_2D, 0);
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diff changeset
385 glDisable(GL_TEXTURE_2D);
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parents: 68
diff changeset
386
62
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387 // Restore the 3D projection
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diff changeset
388 glMatrixMode(GL_PROJECTION);
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diff changeset
389 glPopMatrix();
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diff changeset
390
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diff changeset
391 glMatrixMode(GL_MODELVIEW);
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diff changeset
392 glPopMatrix();
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diff changeset
393
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diff changeset
394 glEnable(GL_DEPTH_TEST);
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diff changeset
395 glEnable(GL_LIGHTING);
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parents:
diff changeset
396
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Matti Hamalainen <ccr@tnsp.org>
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diff changeset
397 // Draw models
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398 for (const DMModel &model : scene.models)
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diff changeset
399 {
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400 glPushMatrix();
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401 drawModel(scene, model, time);
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402 glPopMatrix();
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403 }
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404 }
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405
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406
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407 bool DMGLSimpleRenderer::setupLight(const int n, DMLight &light)
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408 {
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409 glEnable(GL_LIGHT0 + n);
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410 glLightfv(GL_LIGHT0 + n, GL_AMBIENT, light.color.ambient.values);
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411 glLightfv(GL_LIGHT0 + n, GL_DIFFUSE, light.color.diffuse.values);
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412 glLightfv(GL_LIGHT0 + n, GL_SPECULAR, light.color.specular.values);
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413 glLightfv(GL_LIGHT0 + n, GL_POSITION, light.position.values);
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414 return true;
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415 }
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416
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417
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418 bool DMGLSimpleRenderer::setupCamera(DMCamera &camera)
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419 {
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420 (void) camera;
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421
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422 gluLookAt(0, 0.12, 0.24, 0, 0.12, 0, 0, 1, 0);
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423 return true;
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424 }
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425
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426
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427 bool DMGLSimpleRenderer::animate(DMSimpleScene &scene, const float time)
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428 {
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429 (void) scene;
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430 (void) time;
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431
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432 glRotatef(2.0f, 0, 1, 0);
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433 return true;
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434 }