/* * PolyGLES1Renderer.cpp * Poly * * Created by Ivan Safrin on 2/1/10. * Copyright 2010 Ivan Safrin. All rights reserved. * */ #include "PolyGLES1Renderer.h" using namespace Polycode; OpenGLES1Renderer::OpenGLES1Renderer() : Renderer() { nearPlane = 0.1f; farPlane = 1000.0f; glGenFramebuffersOES(1, &defaultFramebuffer); glGenRenderbuffersOES(1, &colorRenderbuffer); glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer); glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer); glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, colorRenderbuffer); } void OpenGLES1Renderer::Resize(int xRes, int yRes) { this->xRes = xRes; this->yRes = yRes; glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a); glClearDepthf(1.0f); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(fov,(GLfloat)xRes/(GLfloat)yRes,nearPlane,farPlane); glViewport(0, 0, xRes, yRes); glScissor(0, 0, xRes, yRes); glMatrixMode(GL_MODELVIEW); glLineWidth(1); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glEnable(GL_BLEND); glShadeModel(GL_SMOOTH); glDepthFunc( GL_LEQUAL ); glEnable(GL_DEPTH_TEST); glLineWidth(1.0f); glEnable(GL_LINE_SMOOTH); GLint numBuffers = 0; // glGetIntegerv(GL_MAX_DRAW_BUFFERS, &numBuffers); } void OpenGLES1Renderer::enableAlphaTest(bool val) { if(val) { glAlphaFunc ( GL_GREATER, 0.01) ; glEnable ( GL_ALPHA_TEST ) ; } else { glDisable( GL_ALPHA_TEST ) ; } } void OpenGLES1Renderer::setLineSmooth(bool val) { if(val) glEnable(GL_LINE_SMOOTH); else glDisable(GL_LINE_SMOOTH); } void OpenGLES1Renderer::setFOV(Number fov) { this->fov = fov; glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(fov,(GLfloat)xRes/(GLfloat)yRes,nearPlane,farPlane); glViewport(0, 0, xRes, yRes); glScissor(0, 0, xRes, yRes); glMatrixMode(GL_MODELVIEW); } void OpenGLES1Renderer::setViewportSize(int w, int h, Number fov) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(fov,(GLfloat)w/(GLfloat)h,nearPlane,farPlane); glViewport(0, 0, w, h); glScissor(0, 0, w, h); glMatrixMode(GL_MODELVIEW); } Vector3 OpenGLES1Renderer::Unproject(Number x, Number y) { Vector3 coords; GLfloat wx, wy, wz; GLfloat cx, cy, cz; GLfloat mv[16]; glGetFloatv( GL_MODELVIEW_MATRIX, mv ); GLfloat proj[16]; glGetFloatv( GL_PROJECTION_MATRIX, proj ); GLint vp[4]; glGetIntegerv( GL_VIEWPORT, vp ); wx = ( Number ) x; wy = ( Number ) vp[3] - ( Number ) y; glReadPixels( x, wy, 1, 1, GL_DEPTH_COMPONENT16_OES, GL_FLOAT, &wz ); gluUnProject((GLdouble)wx, (GLdouble)wy, (GLdouble)wz, (GLdouble*)mv, (GLdouble*)proj, vp, (GLdouble*)&cx, (GLdouble*)&cy, (GLdouble*)&cz ); coords = Vector3( cx, cy, cz ); return coords; } bool OpenGLES1Renderer::test2DCoordinate(Number x, Number y, Poly::Polygon *poly, const Matrix4 &matrix, bool billboardMode) { GLfloat nearPlane[3],farPlane[3]; GLfloat mv[16]; Matrix4 camInverse = cameraMatrix.inverse(); Matrix4 cmv; cmv.identity(); cmv = cmv * camInverse; for(int i=0; i < 16; i++) { mv[i] = cmv.ml[i]; } GLint vp[4]; glGetIntegerv( GL_VIEWPORT, vp ); gluUnProject((GLdouble)x, (GLdouble)yRes - y, 0.0, (GLdouble*)mv, (GLdouble*)sceneProjectionMatrix, vp, (GLdouble*)&nearPlane[0], (GLdouble*)&nearPlane[1], (GLdouble*)&nearPlane[2]); gluUnProject((GLdouble)x, (GLdouble)yRes - y, 1.0, (GLdouble*)mv, (GLdouble*)sceneProjectionMatrix, vp, (GLdouble*)&farPlane[0], (GLdouble*)&farPlane[1], (GLdouble*)&farPlane[2]); Vector3 nearVec(nearPlane[0], nearPlane[1], nearPlane[2]); Vector3 farVec(farPlane[0], farPlane[1], farPlane[2]); Vector3 dirVec = farVec - nearVec; dirVec.Normalize(); Vector3 hitPoint; Matrix4 fullMatrix = matrix; if(poly->getVertexCount() == 3) { return rayTriangleIntersect(Vector3(0,0,0), dirVec, fullMatrix * (*poly->getVertex(0)), fullMatrix * (*poly->getVertex(1)), fullMatrix * (*poly->getVertex(2)), &hitPoint); } else if(poly->getVertexCount() == 4) { return (rayTriangleIntersect(Vector3(0,0,0), dirVec, fullMatrix * (*poly->getVertex(2)), fullMatrix * (*poly->getVertex(1)), fullMatrix * (*poly->getVertex(0)), &hitPoint) || rayTriangleIntersect(Vector3(0,0,0), dirVec, fullMatrix * (*poly->getVertex(0)), fullMatrix * (*poly->getVertex(3)), fullMatrix * (*poly->getVertex(2)), &hitPoint)); } else { return false; } } void OpenGLES1Renderer::enableDepthTest(bool val) { // if(val) // glEnable(GL_DEPTH_TEST); // else // glDisable(GL_DEPTH_TEST); if(val) glDepthMask(GL_TRUE); else glDepthMask(GL_FALSE); } void OpenGLES1Renderer::setModelviewMatrix(Matrix4 m) { glLoadMatrixf(m.ml); } void OpenGLES1Renderer::multModelviewMatrix(Matrix4 m) { // glMatrixMode(GL_MODELVIEW); glMultMatrixf(m.ml); } void OpenGLES1Renderer::enableLighting(bool enable) { lightingEnabled = enable; } void OpenGLES1Renderer::setLineSize(Number lineSize) { glLineWidth(lineSize); } void OpenGLES1Renderer::createVertexBufferForMesh(Mesh *mesh) { // OpenGLVertexBuffer *buffer = new OpenGLVertexBuffer(mesh); // mesh->setVertexBuffer(buffer); } void OpenGLES1Renderer::drawVertexBuffer(VertexBuffer *buffer) { /* OpenGLVertexBuffer *glVertexBuffer = (OpenGLVertexBuffer*)buffer; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); // glEnableClientState(GL_COLOR_ARRAY); // glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getColorBufferID()); // glTexCoordPointer( 4, GL_FLOAT, 0, (char *) NULL ); glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getVertexBufferID()); glVertexPointer( 3, GL_FLOAT, 0, (char *) NULL ); glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getNormalBufferID()); glNormalPointer(GL_FLOAT, 0, (char *) NULL ); glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getTextCoordBufferID()); glTexCoordPointer( 2, GL_FLOAT, 0, (char *) NULL ); glDrawArrays( GL_TRIANGLES, 0, buffer->getVertexCount() ); glDisableClientState( GL_VERTEX_ARRAY); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); glDisableClientState( GL_NORMAL_ARRAY ); // glDisableClientState( GL_COLOR_ARRAY ); */ } void OpenGLES1Renderer::enableFog(bool enable) { if(enable) glEnable(GL_FOG); else { glDisable(GL_FOG); glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a); } } void OpenGLES1Renderer::setBlendingMode(int blendingMode) { switch(blendingMode) { case BLEND_MODE_NORMAL: glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; case BLEND_MODE_LIGHTEN: glBlendFunc (GL_SRC_ALPHA, GL_ONE); break; case BLEND_MODE_COLOR: glBlendFunc (GL_DST_COLOR, GL_ONE); break; default: glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; } glEnable(GL_BLEND); } Matrix4 OpenGLES1Renderer::getProjectionMatrix() { Number m[16]; glGetFloatv( GL_PROJECTION_MATRIX, m); return Matrix4(m); } Matrix4 OpenGLES1Renderer::getModelviewMatrix() { Number m[16]; glGetFloatv( GL_MODELVIEW_MATRIX, m); return Matrix4(m); } void OpenGLES1Renderer::renderZBufferToTexture(Texture *targetTexture) { // OpenGLES1Texture *glTexture = (OpenGLES1Texture*)targetTexture; // glBindTexture (GL_TEXTURE_2D, glTexture->getTextureID()); // glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, 0, targetTexture->getWidth(), targetTexture->getHeight(), 0); } void OpenGLES1Renderer::renderToTexture(Texture *targetTexture) { OpenGLES1Texture *glTexture = (OpenGLES1Texture*)targetTexture; glBindTexture (GL_TEXTURE_2D, glTexture->getTextureID()); glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, targetTexture->getWidth(), targetTexture->getHeight(), 0); } void OpenGLES1Renderer::setFogProperties(int fogMode, Color color, Number density, Number startDepth, Number endDepth) { switch(fogMode) { case FOG_LINEAR: glFogx(GL_FOG_MODE, GL_LINEAR); break; case FOG_EXP: glFogx(GL_FOG_MODE, GL_EXP); break; case FOG_EXP2: glFogx(GL_FOG_MODE, GL_EXP2); break; default: glFogx(GL_FOG_MODE, GL_LINEAR); break; } GLfloat fogColor[4]= {color.r, color.g, color.b, color.a}; glFogfv(GL_FOG_COLOR, fogColor); glFogf(GL_FOG_DENSITY, density); glHint(GL_FOG_HINT, GL_DONT_CARE); glFogf(GL_FOG_START, startDepth); glFogf(GL_FOG_END, endDepth); glClearColor(color.r, color.g, color.b, color.a); } void OpenGLES1Renderer::setOrthoMode() { setBlendingMode(BLEND_MODE_NORMAL); if(!orthoMode) { glDisable(GL_LIGHTING); glMatrixMode(GL_PROJECTION); glDisable(GL_CULL_FACE); glPushMatrix(); glLoadIdentity(); glOrthox(0.0f,xRes,yRes,0,-1.0f,1.0f); // glOrtho(0.0f,2500.0f,2500.0f,0,-1.0f,1.0f); orthoMode = true; } glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void OpenGLES1Renderer::enableBackfaceCulling(bool val) { if(val) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); } void OpenGLES1Renderer::setPerspectiveMode() { setBlendingMode(BLEND_MODE_NORMAL); if(orthoMode) { if(lightingEnabled) { } glEnable (GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glMatrixMode( GL_PROJECTION ); glPopMatrix(); glMatrixMode( GL_MODELVIEW ); orthoMode = false; } glLoadIdentity(); glGetFloatv( GL_PROJECTION_MATRIX, sceneProjectionMatrix); currentTexture = NULL; } void OpenGLES1Renderer::BeginRender() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); currentTexture = NULL; } void OpenGLES1Renderer::setClearColor(Number r, Number g, Number b) { clearColor.setColor(r,g,b,1.0f); glClearColor(r,g,b,0.0f); } void OpenGLES1Renderer::translate3D(Vector3 *position) { glTranslatef(position->x, position->y, position->z); } void OpenGLES1Renderer::translate3D(Number x, Number y, Number z) { glTranslatef(x, y, z); } void OpenGLES1Renderer::scale3D(Vector3 *scale) { glScalef(scale->x, scale->y, scale->z); } void OpenGLES1Renderer::bindFrameBufferTexture(Texture *texture) { /* if(currentFrameBufferTexture) { previousFrameBufferTexture = currentFrameBufferTexture; } OpenGLES1Texture *glTexture = (OpenGLES1Texture*)texture; glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, glTexture->getFrameBufferID()); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); currentFrameBufferTexture = texture; */ } void OpenGLES1Renderer::unbindFramebuffers() { /* glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); currentFrameBufferTexture = NULL; if(previousFrameBufferTexture) { bindFrameBufferTexture(previousFrameBufferTexture); previousFrameBufferTexture = NULL; } */ } void OpenGLES1Renderer::createRenderTextures(Texture **colorBuffer, Texture **depthBuffer, int width, int height) { /* Logger::log("generating fbo textures %d %d\n", colorBuffer, depthBuffer); GLuint depthTexture,colorTexture; GLenum status; GLuint frameBufferID; glGenFramebuffersEXT(1, &frameBufferID); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBufferID); glGenTextures(1,&colorTexture); glBindTexture(GL_TEXTURE_2D,colorTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, colorTexture, 0); status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if(status == GL_FRAMEBUFFER_COMPLETE_EXT) { Logger::log("color fbo generation successful\n"); } else { Logger::log("color fbo generation failed\n"); } if(colorBuffer) { OpenGLES1Texture *colorBufferTexture = new OpenGLES1Texture(width, height); colorBufferTexture->setGLInfo(colorTexture, frameBufferID); *colorBuffer = ((Texture*)colorBufferTexture); } if(depthBuffer) { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBufferID); glGenTextures(1,&depthTexture); glBindTexture(GL_TEXTURE_2D,depthTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,GL_COMPARE_R_TO_TEXTURE); // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE); glTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT,width,height,0,GL_DEPTH_COMPONENT,GL_UNSIGNED_BYTE,0); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depthTexture, 0); status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if(status == GL_FRAMEBUFFER_COMPLETE_EXT) { Logger::log("depth fbo generation successful\n"); } else { Logger::log("depth fbo generation failed\n"); } OpenGLES1Texture *depthBufferTexture = new OpenGLES1Texture(width, height); depthBufferTexture->setGLInfo(depthTexture, frameBufferID); *depthBuffer = ((Texture*)depthBufferTexture); } glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); */ } Texture *OpenGLES1Renderer::createFramebufferTexture(unsigned int width, unsigned int height) { OpenGLES1Texture *newTexture = new OpenGLES1Texture(width, height); return newTexture; } Cubemap *OpenGLES1Renderer::createCubemap(Texture *t0, Texture *t1, Texture *t2, Texture *t3, Texture *t4, Texture *t5) { // OpenGLCubemap *newCubemap = new OpenGLCubemap(t0,t1,t2,t3,t4,t5); // return newCubemap; return NULL; } Texture *OpenGLES1Renderer::createTexture(unsigned int width, unsigned int height, char *textureData, bool clamp, int type) { OpenGLES1Texture *newTexture = new OpenGLES1Texture(width, height, textureData, clamp, textureFilteringMode); return newTexture; } void OpenGLES1Renderer::clearScreen() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } void OpenGLES1Renderer::applyMaterial(Material *material, ShaderBinding *localOptions,unsigned int shaderIndex) { if(!material->getShader(shaderIndex) || !shadersEnabled) { setTexture(NULL); return; } FixedShaderBinding *fBinding; switch(material->getShader(shaderIndex)->getType()) { case Shader::FIXED_SHADER: // FixedShader *fShader = (FixedShader*)material->getShader(); fBinding = (FixedShaderBinding*)material->getShaderBinding(shaderIndex); setTexture(fBinding->getDiffuseTexture()); // setTexture(fShader->getDiffuseTexture()); break; case Shader::CG_SHADER: break; } } void OpenGLES1Renderer::clearShader() { currentMaterial = NULL; } void OpenGLES1Renderer::setTexture(Texture *texture) { if(texture == NULL) { glDisable(GL_TEXTURE_2D); return; } if(renderMode == RENDER_MODE_NORMAL) { glEnable (GL_TEXTURE_2D); if(currentTexture != texture) { OpenGLES1Texture *glTexture = (OpenGLES1Texture*)texture; glBindTexture (GL_TEXTURE_2D, glTexture->getTextureID()); } } else { glDisable(GL_TEXTURE_2D); } currentTexture = texture; } void OpenGLES1Renderer::beginRenderOperation(int meshType) { /* switch(meshType) { case Mesh::TRI_MESH: switch(renderMode) { case RENDER_MODE_NORMAL: Begin(GL_TRIANGLES); break; case RENDER_MODE_WIREFRAME: glBegin(GL_LINE_LOOP); break; } break; case Mesh::TRIFAN_MESH: switch(renderMode) { case RENDER_MODE_NORMAL: glBegin(GL_TRIANGLE_FAN); break; case RENDER_MODE_WIREFRAME: glBegin(GL_LINE_LOOP); break; } break; case Mesh::QUAD_MESH: switch(renderMode) { case RENDER_MODE_NORMAL: glBegin(GL_QUADS); break; case RENDER_MODE_WIREFRAME: glBegin(GL_LINE_LOOP); break; } break; case Mesh::LINE_MESH: glBegin(GL_LINES); break; } */ } void OpenGLES1Renderer::pushMatrix() { glPushMatrix(); } void OpenGLES1Renderer::popMatrix() { glPopMatrix(); } void OpenGLES1Renderer::endRenderOperation() { // glEnd(); } void OpenGLES1Renderer::draw3DPolygon(Poly::Polygon *polygon) { unsigned int vCount = polygon->getVertexCount(); for(int i=0; i < vCount; i++) { if(polygon->usesFaceUV()) draw3DVertex(polygon->getVertex(i), polygon->getTexCoord(i)); else draw3DVertex(polygon->getVertex(i), NULL); } } void OpenGLES1Renderer::draw3DVertex2UV(Vertex *vertex, Vector2 *faceUV1, Vector2 *faceUV2) { /* if(vertex->useVertexColor) glColor4f(vertex->vertexColor.r, vertex->vertexColor.g, vertex->vertexColor.b, vertex->vertexColor.a); if(currentTexture || currentMaterial) { glMultiTexCoord4x(GL_TEXTURE0, faceUV1->x, faceUV1->y,0,0); glMultiTexCoord4x(GL_TEXTURE1, faceUV2->x, faceUV2->y,0,0); } // glNormal3f(vertex->normal->x, vertex->normal->y, vertex->normal->z); glVertex3f(vertex->x, vertex->y, vertex->z); */ } void OpenGLES1Renderer::setNormal(const Vector3 &normal) { glNormal3f(normal.x, normal.y, normal.z); } void OpenGLES1Renderer::draw3DVertex(Vertex *vertex, Vector2 *faceUV) { /* if(vertex->useVertexColor) glColor4f(vertex->vertexColor.r, vertex->vertexColor.g, vertex->vertexColor.b, vertex->vertexColor.a); if(currentTexture || currentMaterial) { if(faceUV != NULL) glTexCoord2f(faceUV->x, faceUV->y); else glTexCoord2f(vertex->getTexCoord()->x, vertex->getTexCoord()->y); } // glNormal3f(vertex->normal->x, vertex->normal->y, vertex->normal->z); glVertex3f(vertex->x, vertex->y, vertex->z); */ } void OpenGLES1Renderer::drawScreenQuad(Number qx, Number qy) { /* setOrthoMode(); Number xscale = qx/((Number)getXRes()) * 2.0f; Number yscale = qy/((Number)getYRes()) * 2.0f; glBegin(GL_QUADS); glColor4f(1.0f,1.0f,1.0f,1.0f); glTexCoord2f(0.0f, 1.0f); glVertex2f(-1, -1+(1.0f*yscale)); glTexCoord2f(0.0f, 0.0f); glVertex2f(-1.0f, -1.0f); glTexCoord2f(1.0f, 0.0f); glVertex2f(-1+(1.0f*xscale), -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex2f(-1+(1.0f*xscale), -1+(1.0f*yscale)); glEnd(); setPerspectiveMode(); */ } void OpenGLES1Renderer::draw2DVertex(Vertex *vertex) { /* // glColor4f(0,0,0,0); if(vertex->useVertexColor) glColor4f(vertex->vertexColor.r, vertex->vertexColor.g, vertex->vertexColor.b, vertex->vertexColor.a); if(currentTexture) glTexCoord2f(vertex->getTexCoord()->x+currentTexture->getScrollOffsetX(), vertex->getTexCoord()->y+currentTexture->getScrollOffsetY()); glVertex2f(vertex->x, vertex->y); */ } void OpenGLES1Renderer::draw3DLine(Vector3 origin, Vector3 direction, Number length, Color color) { /* glColor4f(color.r,color.g,color.b,color.a); // glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glVertex3f(origin.x, origin.y, origin.z); Vector3 lineEnd = origin + (direction * length); glVertex3f(lineEnd.x, lineEnd.y, lineEnd.z); */ } void OpenGLES1Renderer::translate2D(Number x, Number y) { glTranslatef(x, y, 0.0f); } void OpenGLES1Renderer::scale2D(Vector2 *scale) { glScalef(scale->x, scale->y, 1.0f); } void OpenGLES1Renderer::loadIdentity() { setBlendingMode(BLEND_MODE_NORMAL); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void OpenGLES1Renderer::rotate2D(Number angle) { glRotatef(angle, 0.0f, 0.0f, 1.0f); } void OpenGLES1Renderer::setVertexColor(Number r, Number g, Number b, Number a) { glColor4f(r,g,b,a); } void OpenGLES1Renderer::draw2DPolygon(Poly::Polygon *polygon) { unsigned int vCount = polygon->getVertexCount(); for(int i=0; i < vCount; i++) { draw2DVertex(polygon->getVertex(i)); } } void OpenGLES1Renderer::EndRender() { } OpenGLES1Renderer::~OpenGLES1Renderer() { }