annotate dmglrender.cpp @ 83:69d7349dc5d3

Render a textured quad with bitmap letter 'A' in the bottom left corner as an additional test - this does not render correctly with Zink (on Intel Haswell at least).
author Matti Hamalainen <ccr@tnsp.org>
date Mon, 09 Mar 2020 09:40:28 +0200
parents 701bef61dcf1
children 3863ad92f8d8
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
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62
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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
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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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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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137 SDL_GetError());
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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
63
d6ffc59bb84d Move more of the SDL and GL setup code to the renderer class.
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parents: 62
diff changeset
168 bool DMGLSimpleRenderer::initRenderer2(void)
62
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169 {
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170 // Dump some information
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171 dmMsg("GL_VENDOR : %s\n", glGetString(GL_VENDOR));
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172 dmMsg("GL_RENDERER : %s\n", glGetString(GL_RENDERER));
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173 dmMsg("GL_VERSION : %s\n", glGetString(GL_VERSION));
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174
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175 if (!checkErrors())
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176 return false;
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177
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178 // Setup the window and view port
63
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diff changeset
179 glViewport(0, 0, windowWidth, windowHeight);
62
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180
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181 glMatrixMode(GL_PROJECTION);
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182 glLoadIdentity();
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183
63
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184 gluPerspective(45.0f, GLfloat(windowWidth) / GLfloat(windowHeight), 0.1f, 1000.0f);
62
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185
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186 glMatrixMode(GL_MODELVIEW);
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187 glLoadIdentity();
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188
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189 // Enable back face culling
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190 glEnable(GL_CULL_FACE);
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191
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192 // Enable smooth shading
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193 glShadeModel(GL_SMOOTH);
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194
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195 // Enable the depth buffer
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196 glEnable(GL_DEPTH_TEST);
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197
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198 // Enable normal rescaling
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199 glEnable(GL_RESCALE_NORMAL);
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200
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201 glEnable(GL_COLOR_MATERIAL);
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202
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203 // Setup depth buffer
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204 glClearDepth(1.0f);
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205
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206 // Set the depth buffer function
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207 glDepthFunc(GL_LEQUAL);
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208
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209 // Enable vertex and and normal arrays
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210 glEnableClientState(GL_VERTEX_ARRAY);
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211 glEnableClientState(GL_NORMAL_ARRAY);
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212
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213 // Set correct perspective correction
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214 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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215
83
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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diff changeset
216
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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217 // Create texture bitmap
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218 #define TWIDTH 8
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219 #define THEIGHT 8
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220 char texSrc[TWIDTH * THEIGHT + 1] =
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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diff changeset
221 "..%##%.."
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diff changeset
222 ".%####%."
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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diff changeset
223 "%#*..*#%"
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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diff changeset
224 "##....##"
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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diff changeset
225 "########"
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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diff changeset
226 "##....##"
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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parents: 68
diff changeset
227 "##....##"
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diff changeset
228 "##....##";
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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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diff changeset
230 for (int yc = 0; yc < THEIGHT; yc++)
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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 Uint8 *dp = ((Uint8 *) texSrc) + yc * TWIDTH;
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diff changeset
233 for (int xc = 0; xc < TWIDTH; xc++)
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diff changeset
234 {
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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diff changeset
235 Uint8 col = dp[xc];
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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parents: 68
diff changeset
236 switch (col)
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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parents: 68
diff changeset
237 {
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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diff changeset
238 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
239 case '#': col = 255; break;
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diff changeset
240 case '*': col = 128; break;
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diff changeset
241 default: col = 192; break;
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diff changeset
242 }
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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diff changeset
243 dp[xc] = col;
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diff changeset
244 }
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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parents: 68
diff changeset
245 }
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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parents: 68
diff changeset
246
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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diff changeset
247 // Upload to GPU texture
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diff changeset
248 glGenTextures(1, &tex);
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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diff changeset
249 glBindTexture(GL_TEXTURE_2D, tex);
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diff changeset
250 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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diff changeset
251 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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diff changeset
252 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, TWIDTH, THEIGHT, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, texSrc);
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diff changeset
253 glBindTexture(GL_TEXTURE_2D, 0);
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diff changeset
254
62
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255 return checkErrors();
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256 }
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parents:
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257
baccf2044289 Move the OpenGL rendering, setup etc. into a separate module/class, perhaps
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parents:
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258
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259 bool DMGLSimpleRenderer::compileModelShaders(DMModel &model)
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260 {
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261 if (useShaders)
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262 {
68
701bef61dcf1 Remove OpenGL fs/vs shader ids from DMModel, as they are not needed.
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parents: 65
diff changeset
263 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
264
701bef61dcf1 Remove OpenGL fs/vs shader ids from DMModel, as they are not needed.
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parents: 65
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265 if (!dmCompileShader(GL_FRAGMENT_SHADER, model.fragShaderStr, id_fs) ||
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266 !dmCompileShader(GL_VERTEX_SHADER, model.vertShaderStr, id_vs))
62
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267 return false;
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268
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269 model.id_prog = glCreateProgram();
68
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270 glAttachShader(model.id_prog, id_fs);
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271 glAttachShader(model.id_prog, id_vs);
62
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272 glLinkProgram(model.id_prog);
68
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273 glDeleteShader(id_fs);
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274 glDeleteShader(id_vs);
62
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275 }
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276 return true;
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277 }
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278
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279
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280 void DMGLSimpleRenderer::shutdownRenderer(void)
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281 {
63
d6ffc59bb84d Move more of the SDL and GL setup code to the renderer class.
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diff changeset
282 if (sdlGLContext != NULL)
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283 SDL_GL_DeleteContext(sdlGLContext);
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284
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285 DMSimpleRenderer::shutdownRenderer();
62
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286 }
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287
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288
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289 void DMGLSimpleRenderer::drawModel(const DMSimpleScene &scene, const DMModel &model, const float time)
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290 {
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291 int maxIndices;
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292
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293 if (useShaders)
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294 {
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295 // Enable shader program
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296 glUseProgram(model.id_prog);
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297 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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298 glUniform1f(glGetUniformLocation(model.id_prog, "ftime"), time);
62
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299 }
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300
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301 // Set the material of the model
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302 glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
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303 glMateriali(GL_FRONT, GL_SHININESS, model.material.shininess);
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304 glMaterialfv(GL_FRONT, GL_SPECULAR, model.material.specular.values);
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305 glColor4fv(model.material.diffuse.values);
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306
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307 // Render the model
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308 glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &maxIndices);
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309
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310 // Add transforms
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311 if (model.scaleSet)
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312 glScalef(model.scale.x, model.scale.y, model.scale.z);
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313
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314 if (model.translateSet)
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315 glTranslatef(model.translate.x, model.translate.y, model.translate.z);
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316
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317 if (model.rotateSet)
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318 {
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319 glRotatef(model.rotate.x, 1.0f, 0.0f, 0.0f);
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320 glRotatef(model.rotate.y, 0.0f, 1.0f, 0.0f);
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321 glRotatef(model.rotate.z, 0.0f, 0.0f, 1.0f);
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322 }
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323
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324 glVertexPointer(3, GL_FLOAT, 0, &model.vertices[0]);
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325 glNormalPointer( GL_FLOAT, 0, &model.normals[0]);
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326
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327 for (int n = 0; n < model.nfaces; n += maxIndices)
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328 {
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329 const int count = std::min(maxIndices, model.nfaces - n);
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330 glDrawElements(GL_TRIANGLES, count * 3, GL_UNSIGNED_INT, &model.faces[n * 3]);
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331 }
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332
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333 // Restore
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334 if (useShaders)
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335 {
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336 glUseProgram(0);
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337 }
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338 }
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339
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340
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341 void DMGLSimpleRenderer::drawScene(const DMSimpleScene &scene, const float time)
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342 {
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343 glClear(GL_DEPTH_BUFFER_BIT);
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344
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345 glMatrixMode(GL_PROJECTION);
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346 glPushMatrix();
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347 glLoadIdentity();
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348
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349 glOrtho(0.0, 1.0, 0.0, 1.0, -1, 1);
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350
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351 glMatrixMode(GL_MODELVIEW);
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352 glPushMatrix();
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353 glLoadIdentity();
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354
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355 // Draw the background gradient
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356 glDisable(GL_DEPTH_TEST);
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357 glDisable(GL_LIGHTING);
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358 glBegin(GL_QUADS);
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diff changeset
359 {
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360 glColor3ub(0x3B, 0x3B, 0x75);
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361 glVertex2f(0.0f, 0.0f);
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362 glVertex2f(1.0f, 0.0f);
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363
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364 glColor3ub(0x00, 0x00, 0x00);
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365 glVertex2f(1.0f, 1.0f);
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366 glVertex2f(0.0f, 1.0f);
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367 }
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368 glEnd();
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369
83
69d7349dc5d3 Render a textured quad with bitmap letter 'A' in the bottom left corner as
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370 // Draw texture
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371 glColor3ub(0xff, 0xff, 0xff);
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diff changeset
372 glEnable(GL_TEXTURE_2D);
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diff changeset
373 glBindTexture(GL_TEXTURE_2D, tex);
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374 glBegin(GL_QUADS);
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diff changeset
375 float s = 0.50f;
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diff changeset
376 glTexCoord2i(-1, 0); glVertex2f(0, 0);
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diff changeset
377 glTexCoord2i( 0, 0); glVertex2f(s * 0.6f, 0);
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diff changeset
378 glTexCoord2i( 0, -1); glVertex2f(s * 0.6f, s);
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diff changeset
379 glTexCoord2i(-1, -1); glVertex2f(0, s);
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diff changeset
380 glEnd();
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diff changeset
381 glBindTexture(GL_TEXTURE_2D, 0);
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diff changeset
382 glDisable(GL_TEXTURE_2D);
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diff changeset
383
62
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384 // Restore the 3D projection
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385 glMatrixMode(GL_PROJECTION);
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386 glPopMatrix();
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diff changeset
387
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388 glMatrixMode(GL_MODELVIEW);
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389 glPopMatrix();
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diff changeset
390
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391 glEnable(GL_DEPTH_TEST);
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392 glEnable(GL_LIGHTING);
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393
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394 // Draw models
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395 for (const DMModel &model : scene.models)
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396 {
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397 glPushMatrix();
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398 drawModel(scene, model, time);
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399 glPopMatrix();
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400 }
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401 }
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402
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403
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404 bool DMGLSimpleRenderer::setupLight(const int n, DMLight &light)
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405 {
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406 glEnable(GL_LIGHT0 + n);
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407 glLightfv(GL_LIGHT0 + n, GL_AMBIENT, light.color.ambient.values);
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408 glLightfv(GL_LIGHT0 + n, GL_DIFFUSE, light.color.diffuse.values);
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409 glLightfv(GL_LIGHT0 + n, GL_SPECULAR, light.color.specular.values);
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410 glLightfv(GL_LIGHT0 + n, GL_POSITION, light.position.values);
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411 return true;
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412 }
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413
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414
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415 bool DMGLSimpleRenderer::setupCamera(DMCamera &camera)
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416 {
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417 (void) camera;
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418
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419 gluLookAt(0, 0.12, 0.24, 0, 0.12, 0, 0, 1, 0);
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420 return true;
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421 }
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422
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423
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424 bool DMGLSimpleRenderer::animate(DMSimpleScene &scene, const float time)
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425 {
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426 (void) scene;
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427 (void) time;
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428
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429 glRotatef(2.0f, 0, 1, 0);
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430 return true;
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431 }