PolyGLES1Renderer.cpp 19 KB

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  1. /*
  2. * PolyGLES1Renderer.cpp
  3. * Poly
  4. *
  5. * Created by Ivan Safrin on 2/1/10.
  6. * Copyright 2010 Ivan Safrin. All rights reserved.
  7. *
  8. */
  9. #include "PolyGLES1Renderer.h"
  10. using namespace Polycode;
  11. OpenGLES1Renderer::OpenGLES1Renderer() : Renderer() {
  12. nearPlane = 0.1f;
  13. farPlane = 1000.0f;
  14. glGenFramebuffersOES(1, &defaultFramebuffer);
  15. glGenRenderbuffersOES(1, &colorRenderbuffer);
  16. glBindFramebufferOES(GL_FRAMEBUFFER_OES, defaultFramebuffer);
  17. glBindRenderbufferOES(GL_RENDERBUFFER_OES, colorRenderbuffer);
  18. glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, colorRenderbuffer);
  19. }
  20. void OpenGLES1Renderer::Resize(int xRes, int yRes) {
  21. this->xRes = xRes;
  22. this->yRes = yRes;
  23. glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a);
  24. glClearDepthf(1.0f);
  25. glMatrixMode(GL_PROJECTION);
  26. glLoadIdentity();
  27. gluPerspective(fov,(GLfloat)xRes/(GLfloat)yRes,nearPlane,farPlane);
  28. glViewport(0, 0, xRes, yRes);
  29. glScissor(0, 0, xRes, yRes);
  30. glMatrixMode(GL_MODELVIEW);
  31. glLineWidth(1);
  32. glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  33. glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  34. glEnable(GL_BLEND);
  35. glShadeModel(GL_SMOOTH);
  36. glDepthFunc( GL_LEQUAL );
  37. glEnable(GL_DEPTH_TEST);
  38. glLineWidth(1.0f);
  39. glEnable(GL_LINE_SMOOTH);
  40. GLint numBuffers = 0;
  41. // glGetIntegerv(GL_MAX_DRAW_BUFFERS, &numBuffers);
  42. }
  43. void OpenGLES1Renderer::enableAlphaTest(bool val) {
  44. if(val) {
  45. glAlphaFunc ( GL_GREATER, 0.01) ;
  46. glEnable ( GL_ALPHA_TEST ) ;
  47. } else {
  48. glDisable( GL_ALPHA_TEST ) ;
  49. }
  50. }
  51. void OpenGLES1Renderer::setLineSmooth(bool val) {
  52. if(val)
  53. glEnable(GL_LINE_SMOOTH);
  54. else
  55. glDisable(GL_LINE_SMOOTH);
  56. }
  57. void OpenGLES1Renderer::setFOV(Number fov) {
  58. this->fov = fov;
  59. glMatrixMode(GL_PROJECTION);
  60. glLoadIdentity();
  61. gluPerspective(fov,(GLfloat)xRes/(GLfloat)yRes,nearPlane,farPlane);
  62. glViewport(0, 0, xRes, yRes);
  63. glScissor(0, 0, xRes, yRes);
  64. glMatrixMode(GL_MODELVIEW);
  65. }
  66. void OpenGLES1Renderer::setViewportSize(int w, int h, Number fov) {
  67. glMatrixMode(GL_PROJECTION);
  68. glLoadIdentity();
  69. gluPerspective(fov,(GLfloat)w/(GLfloat)h,nearPlane,farPlane);
  70. glViewport(0, 0, w, h);
  71. glScissor(0, 0, w, h);
  72. glMatrixMode(GL_MODELVIEW);
  73. }
  74. Vector3 OpenGLES1Renderer::Unproject(Number x, Number y) {
  75. Vector3 coords;
  76. GLfloat wx, wy, wz;
  77. GLfloat cx, cy, cz;
  78. GLfloat mv[16];
  79. glGetFloatv( GL_MODELVIEW_MATRIX, mv );
  80. GLfloat proj[16];
  81. glGetFloatv( GL_PROJECTION_MATRIX, proj );
  82. GLint vp[4];
  83. glGetIntegerv( GL_VIEWPORT, vp );
  84. wx = ( Number ) x;
  85. wy = ( Number ) vp[3] - ( Number ) y;
  86. glReadPixels( x, wy, 1, 1, GL_DEPTH_COMPONENT16_OES, GL_FLOAT, &wz );
  87. gluUnProject((GLdouble)wx, (GLdouble)wy, (GLdouble)wz, (GLdouble*)mv, (GLdouble*)proj, vp, (GLdouble*)&cx, (GLdouble*)&cy, (GLdouble*)&cz );
  88. coords = Vector3( cx, cy, cz );
  89. return coords;
  90. }
  91. bool OpenGLES1Renderer::test2DCoordinate(Number x, Number y, Poly::Polygon *poly, const Matrix4 &matrix, bool billboardMode) {
  92. GLfloat nearPlane[3],farPlane[3];
  93. GLfloat mv[16];
  94. Matrix4 camInverse = cameraMatrix.inverse();
  95. Matrix4 cmv;
  96. cmv.identity();
  97. cmv = cmv * camInverse;
  98. for(int i=0; i < 16; i++) {
  99. mv[i] = cmv.ml[i];
  100. }
  101. GLint vp[4];
  102. glGetIntegerv( GL_VIEWPORT, vp );
  103. gluUnProject((GLdouble)x, (GLdouble)yRes - y, 0.0, (GLdouble*)mv, (GLdouble*)sceneProjectionMatrix, vp, (GLdouble*)&nearPlane[0], (GLdouble*)&nearPlane[1], (GLdouble*)&nearPlane[2]);
  104. gluUnProject((GLdouble)x, (GLdouble)yRes - y, 1.0, (GLdouble*)mv, (GLdouble*)sceneProjectionMatrix, vp, (GLdouble*)&farPlane[0], (GLdouble*)&farPlane[1], (GLdouble*)&farPlane[2]);
  105. Vector3 nearVec(nearPlane[0], nearPlane[1], nearPlane[2]);
  106. Vector3 farVec(farPlane[0], farPlane[1], farPlane[2]);
  107. Vector3 dirVec = farVec - nearVec;
  108. dirVec.Normalize();
  109. Vector3 hitPoint;
  110. Matrix4 fullMatrix = matrix;
  111. if(poly->getVertexCount() == 3) {
  112. return rayTriangleIntersect(Vector3(0,0,0), dirVec, fullMatrix * (*poly->getVertex(0)), fullMatrix * (*poly->getVertex(1)), fullMatrix * (*poly->getVertex(2)), &hitPoint);
  113. } else if(poly->getVertexCount() == 4) {
  114. return (rayTriangleIntersect(Vector3(0,0,0), dirVec, fullMatrix * (*poly->getVertex(2)), fullMatrix * (*poly->getVertex(1)), fullMatrix * (*poly->getVertex(0)), &hitPoint) ||
  115. rayTriangleIntersect(Vector3(0,0,0), dirVec, fullMatrix * (*poly->getVertex(0)), fullMatrix * (*poly->getVertex(3)), fullMatrix * (*poly->getVertex(2)), &hitPoint));
  116. } else {
  117. return false;
  118. }
  119. }
  120. void OpenGLES1Renderer::enableDepthTest(bool val) {
  121. // if(val)
  122. // glEnable(GL_DEPTH_TEST);
  123. // else
  124. // glDisable(GL_DEPTH_TEST);
  125. if(val)
  126. glDepthMask(GL_TRUE);
  127. else
  128. glDepthMask(GL_FALSE);
  129. }
  130. void OpenGLES1Renderer::setModelviewMatrix(Matrix4 m) {
  131. glLoadMatrixf(m.ml);
  132. }
  133. void OpenGLES1Renderer::multModelviewMatrix(Matrix4 m) {
  134. // glMatrixMode(GL_MODELVIEW);
  135. glMultMatrixf(m.ml);
  136. }
  137. void OpenGLES1Renderer::enableLighting(bool enable) {
  138. lightingEnabled = enable;
  139. }
  140. void OpenGLES1Renderer::setLineSize(Number lineSize) {
  141. glLineWidth(lineSize);
  142. }
  143. void OpenGLES1Renderer::createVertexBufferForMesh(Mesh *mesh) {
  144. // OpenGLVertexBuffer *buffer = new OpenGLVertexBuffer(mesh);
  145. // mesh->setVertexBuffer(buffer);
  146. }
  147. void OpenGLES1Renderer::drawVertexBuffer(VertexBuffer *buffer) {
  148. /*
  149. OpenGLVertexBuffer *glVertexBuffer = (OpenGLVertexBuffer*)buffer;
  150. glEnableClientState(GL_VERTEX_ARRAY);
  151. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  152. glEnableClientState(GL_NORMAL_ARRAY);
  153. // glEnableClientState(GL_COLOR_ARRAY);
  154. // glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getColorBufferID());
  155. // glTexCoordPointer( 4, GL_FLOAT, 0, (char *) NULL );
  156. glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getVertexBufferID());
  157. glVertexPointer( 3, GL_FLOAT, 0, (char *) NULL );
  158. glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getNormalBufferID());
  159. glNormalPointer(GL_FLOAT, 0, (char *) NULL );
  160. glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getTextCoordBufferID());
  161. glTexCoordPointer( 2, GL_FLOAT, 0, (char *) NULL );
  162. glDrawArrays( GL_TRIANGLES, 0, buffer->getVertexCount() );
  163. glDisableClientState( GL_VERTEX_ARRAY);
  164. glDisableClientState( GL_TEXTURE_COORD_ARRAY );
  165. glDisableClientState( GL_NORMAL_ARRAY );
  166. // glDisableClientState( GL_COLOR_ARRAY );
  167. */
  168. }
  169. void OpenGLES1Renderer::enableFog(bool enable) {
  170. if(enable)
  171. glEnable(GL_FOG);
  172. else {
  173. glDisable(GL_FOG);
  174. glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a);
  175. }
  176. }
  177. void OpenGLES1Renderer::setBlendingMode(int blendingMode) {
  178. switch(blendingMode) {
  179. case BLEND_MODE_NORMAL:
  180. glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  181. break;
  182. case BLEND_MODE_LIGHTEN:
  183. glBlendFunc (GL_SRC_ALPHA, GL_ONE);
  184. break;
  185. case BLEND_MODE_COLOR:
  186. glBlendFunc (GL_DST_COLOR, GL_ONE);
  187. break;
  188. default:
  189. glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  190. break;
  191. }
  192. glEnable(GL_BLEND);
  193. }
  194. Matrix4 OpenGLES1Renderer::getProjectionMatrix() {
  195. Number m[16];
  196. glGetFloatv( GL_PROJECTION_MATRIX, m);
  197. return Matrix4(m);
  198. }
  199. Matrix4 OpenGLES1Renderer::getModelviewMatrix() {
  200. Number m[16];
  201. glGetFloatv( GL_MODELVIEW_MATRIX, m);
  202. return Matrix4(m);
  203. }
  204. void OpenGLES1Renderer::renderZBufferToTexture(Texture *targetTexture) {
  205. // OpenGLES1Texture *glTexture = (OpenGLES1Texture*)targetTexture;
  206. // glBindTexture (GL_TEXTURE_2D, glTexture->getTextureID());
  207. // glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, 0, targetTexture->getWidth(), targetTexture->getHeight(), 0);
  208. }
  209. void OpenGLES1Renderer::renderToTexture(Texture *targetTexture) {
  210. OpenGLES1Texture *glTexture = (OpenGLES1Texture*)targetTexture;
  211. glBindTexture (GL_TEXTURE_2D, glTexture->getTextureID());
  212. glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, targetTexture->getWidth(), targetTexture->getHeight(), 0);
  213. }
  214. void OpenGLES1Renderer::setFogProperties(int fogMode, Color color, Number density, Number startDepth, Number endDepth) {
  215. switch(fogMode) {
  216. case FOG_LINEAR:
  217. glFogx(GL_FOG_MODE, GL_LINEAR);
  218. break;
  219. case FOG_EXP:
  220. glFogx(GL_FOG_MODE, GL_EXP);
  221. break;
  222. case FOG_EXP2:
  223. glFogx(GL_FOG_MODE, GL_EXP2);
  224. break;
  225. default:
  226. glFogx(GL_FOG_MODE, GL_LINEAR);
  227. break;
  228. }
  229. GLfloat fogColor[4]= {color.r, color.g, color.b, color.a};
  230. glFogfv(GL_FOG_COLOR, fogColor);
  231. glFogf(GL_FOG_DENSITY, density);
  232. glHint(GL_FOG_HINT, GL_DONT_CARE);
  233. glFogf(GL_FOG_START, startDepth);
  234. glFogf(GL_FOG_END, endDepth);
  235. glClearColor(color.r, color.g, color.b, color.a);
  236. }
  237. void OpenGLES1Renderer::setOrthoMode() {
  238. setBlendingMode(BLEND_MODE_NORMAL);
  239. if(!orthoMode) {
  240. glDisable(GL_LIGHTING);
  241. glMatrixMode(GL_PROJECTION);
  242. glDisable(GL_CULL_FACE);
  243. glPushMatrix();
  244. glLoadIdentity();
  245. glOrthox(0.0f,xRes,yRes,0,-1.0f,1.0f);
  246. // glOrtho(0.0f,2500.0f,2500.0f,0,-1.0f,1.0f);
  247. orthoMode = true;
  248. }
  249. glMatrixMode(GL_MODELVIEW);
  250. glLoadIdentity();
  251. }
  252. void OpenGLES1Renderer::enableBackfaceCulling(bool val) {
  253. if(val)
  254. glEnable(GL_CULL_FACE);
  255. else
  256. glDisable(GL_CULL_FACE);
  257. }
  258. void OpenGLES1Renderer::setPerspectiveMode() {
  259. setBlendingMode(BLEND_MODE_NORMAL);
  260. if(orthoMode) {
  261. if(lightingEnabled) {
  262. }
  263. glEnable (GL_DEPTH_TEST);
  264. glEnable(GL_CULL_FACE);
  265. glMatrixMode( GL_PROJECTION );
  266. glPopMatrix();
  267. glMatrixMode( GL_MODELVIEW );
  268. orthoMode = false;
  269. }
  270. glLoadIdentity();
  271. glGetFloatv( GL_PROJECTION_MATRIX, sceneProjectionMatrix);
  272. currentTexture = NULL;
  273. }
  274. void OpenGLES1Renderer::BeginRender() {
  275. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  276. glLoadIdentity();
  277. currentTexture = NULL;
  278. }
  279. void OpenGLES1Renderer::setClearColor(Number r, Number g, Number b) {
  280. clearColor.setColor(r,g,b,1.0f);
  281. glClearColor(r,g,b,0.0f);
  282. }
  283. void OpenGLES1Renderer::translate3D(Vector3 *position) {
  284. glTranslatef(position->x, position->y, position->z);
  285. }
  286. void OpenGLES1Renderer::translate3D(Number x, Number y, Number z) {
  287. glTranslatef(x, y, z);
  288. }
  289. void OpenGLES1Renderer::scale3D(Vector3 *scale) {
  290. glScalef(scale->x, scale->y, scale->z);
  291. }
  292. void OpenGLES1Renderer::bindFrameBufferTexture(Texture *texture) {
  293. /*
  294. if(currentFrameBufferTexture) {
  295. previousFrameBufferTexture = currentFrameBufferTexture;
  296. }
  297. OpenGLES1Texture *glTexture = (OpenGLES1Texture*)texture;
  298. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, glTexture->getFrameBufferID());
  299. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  300. currentFrameBufferTexture = texture;
  301. */
  302. }
  303. void OpenGLES1Renderer::unbindFramebuffers() {
  304. /*
  305. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  306. currentFrameBufferTexture = NULL;
  307. if(previousFrameBufferTexture) {
  308. bindFrameBufferTexture(previousFrameBufferTexture);
  309. previousFrameBufferTexture = NULL;
  310. }
  311. */
  312. }
  313. void OpenGLES1Renderer::createRenderTextures(Texture **colorBuffer, Texture **depthBuffer, int width, int height) {
  314. /*
  315. Logger::log("generating fbo textures %d %d\n", colorBuffer, depthBuffer);
  316. GLuint depthTexture,colorTexture;
  317. GLenum status;
  318. GLuint frameBufferID;
  319. glGenFramebuffersEXT(1, &frameBufferID);
  320. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBufferID);
  321. glGenTextures(1,&colorTexture);
  322. glBindTexture(GL_TEXTURE_2D,colorTexture);
  323. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  324. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  325. glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  326. glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  327. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  328. glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, colorTexture, 0);
  329. status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
  330. if(status == GL_FRAMEBUFFER_COMPLETE_EXT) {
  331. Logger::log("color fbo generation successful\n");
  332. } else {
  333. Logger::log("color fbo generation failed\n");
  334. }
  335. if(colorBuffer) {
  336. OpenGLES1Texture *colorBufferTexture = new OpenGLES1Texture(width, height);
  337. colorBufferTexture->setGLInfo(colorTexture, frameBufferID);
  338. *colorBuffer = ((Texture*)colorBufferTexture);
  339. }
  340. if(depthBuffer) {
  341. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBufferID);
  342. glGenTextures(1,&depthTexture);
  343. glBindTexture(GL_TEXTURE_2D,depthTexture);
  344. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  345. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  346. glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
  347. glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
  348. // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,GL_COMPARE_R_TO_TEXTURE);
  349. // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
  350. glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
  351. glTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT,width,height,0,GL_DEPTH_COMPONENT,GL_UNSIGNED_BYTE,0);
  352. glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depthTexture, 0);
  353. status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
  354. if(status == GL_FRAMEBUFFER_COMPLETE_EXT) {
  355. Logger::log("depth fbo generation successful\n");
  356. } else {
  357. Logger::log("depth fbo generation failed\n");
  358. }
  359. OpenGLES1Texture *depthBufferTexture = new OpenGLES1Texture(width, height);
  360. depthBufferTexture->setGLInfo(depthTexture, frameBufferID);
  361. *depthBuffer = ((Texture*)depthBufferTexture);
  362. }
  363. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  364. */
  365. }
  366. Texture *OpenGLES1Renderer::createFramebufferTexture(unsigned int width, unsigned int height) {
  367. OpenGLES1Texture *newTexture = new OpenGLES1Texture(width, height);
  368. return newTexture;
  369. }
  370. Cubemap *OpenGLES1Renderer::createCubemap(Texture *t0, Texture *t1, Texture *t2, Texture *t3, Texture *t4, Texture *t5) {
  371. // OpenGLCubemap *newCubemap = new OpenGLCubemap(t0,t1,t2,t3,t4,t5);
  372. // return newCubemap;
  373. return NULL;
  374. }
  375. Texture *OpenGLES1Renderer::createTexture(unsigned int width, unsigned int height, char *textureData, bool clamp, int type) {
  376. OpenGLES1Texture *newTexture = new OpenGLES1Texture(width, height, textureData, clamp, textureFilteringMode);
  377. return newTexture;
  378. }
  379. void OpenGLES1Renderer::clearScreen() {
  380. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  381. }
  382. void OpenGLES1Renderer::applyMaterial(Material *material, ShaderBinding *localOptions,unsigned int shaderIndex) {
  383. if(!material->getShader(shaderIndex) || !shadersEnabled) {
  384. setTexture(NULL);
  385. return;
  386. }
  387. FixedShaderBinding *fBinding;
  388. switch(material->getShader(shaderIndex)->getType()) {
  389. case Shader::FIXED_SHADER:
  390. // FixedShader *fShader = (FixedShader*)material->getShader();
  391. fBinding = (FixedShaderBinding*)material->getShaderBinding(shaderIndex);
  392. setTexture(fBinding->getDiffuseTexture());
  393. // setTexture(fShader->getDiffuseTexture());
  394. break;
  395. case Shader::CG_SHADER:
  396. break;
  397. }
  398. }
  399. void OpenGLES1Renderer::clearShader() {
  400. currentMaterial = NULL;
  401. }
  402. void OpenGLES1Renderer::setTexture(Texture *texture) {
  403. if(texture == NULL) {
  404. glDisable(GL_TEXTURE_2D);
  405. return;
  406. }
  407. if(renderMode == RENDER_MODE_NORMAL) {
  408. glEnable (GL_TEXTURE_2D);
  409. if(currentTexture != texture) {
  410. OpenGLES1Texture *glTexture = (OpenGLES1Texture*)texture;
  411. glBindTexture (GL_TEXTURE_2D, glTexture->getTextureID());
  412. }
  413. } else {
  414. glDisable(GL_TEXTURE_2D);
  415. }
  416. currentTexture = texture;
  417. }
  418. void OpenGLES1Renderer::beginRenderOperation(int meshType) {
  419. /*
  420. switch(meshType) {
  421. case Mesh::TRI_MESH:
  422. switch(renderMode) {
  423. case RENDER_MODE_NORMAL:
  424. Begin(GL_TRIANGLES);
  425. break;
  426. case RENDER_MODE_WIREFRAME:
  427. glBegin(GL_LINE_LOOP);
  428. break;
  429. }
  430. break;
  431. case Mesh::TRIFAN_MESH:
  432. switch(renderMode) {
  433. case RENDER_MODE_NORMAL:
  434. glBegin(GL_TRIANGLE_FAN);
  435. break;
  436. case RENDER_MODE_WIREFRAME:
  437. glBegin(GL_LINE_LOOP);
  438. break;
  439. }
  440. break;
  441. case Mesh::QUAD_MESH:
  442. switch(renderMode) {
  443. case RENDER_MODE_NORMAL:
  444. glBegin(GL_QUADS);
  445. break;
  446. case RENDER_MODE_WIREFRAME:
  447. glBegin(GL_LINE_LOOP);
  448. break;
  449. }
  450. break;
  451. case Mesh::LINE_MESH:
  452. glBegin(GL_LINES);
  453. break;
  454. }
  455. */
  456. }
  457. void OpenGLES1Renderer::pushMatrix() {
  458. glPushMatrix();
  459. }
  460. void OpenGLES1Renderer::popMatrix() {
  461. glPopMatrix();
  462. }
  463. void OpenGLES1Renderer::endRenderOperation() {
  464. // glEnd();
  465. }
  466. void OpenGLES1Renderer::draw3DPolygon(Poly::Polygon *polygon) {
  467. unsigned int vCount = polygon->getVertexCount();
  468. for(int i=0; i < vCount; i++) {
  469. if(polygon->usesFaceUV())
  470. draw3DVertex(polygon->getVertex(i), polygon->getTexCoord(i));
  471. else
  472. draw3DVertex(polygon->getVertex(i), NULL);
  473. }
  474. }
  475. void OpenGLES1Renderer::draw3DVertex2UV(Vertex *vertex, Vector2 *faceUV1, Vector2 *faceUV2) {
  476. /*
  477. if(vertex->useVertexColor)
  478. glColor4f(vertex->vertexColor.r, vertex->vertexColor.g, vertex->vertexColor.b, vertex->vertexColor.a);
  479. if(currentTexture || currentMaterial) {
  480. glMultiTexCoord4x(GL_TEXTURE0, faceUV1->x, faceUV1->y,0,0);
  481. glMultiTexCoord4x(GL_TEXTURE1, faceUV2->x, faceUV2->y,0,0);
  482. }
  483. // glNormal3f(vertex->normal->x, vertex->normal->y, vertex->normal->z);
  484. glVertex3f(vertex->x, vertex->y, vertex->z);
  485. */
  486. }
  487. void OpenGLES1Renderer::setNormal(const Vector3 &normal) {
  488. glNormal3f(normal.x, normal.y, normal.z);
  489. }
  490. void OpenGLES1Renderer::draw3DVertex(Vertex *vertex, Vector2 *faceUV) {
  491. /*
  492. if(vertex->useVertexColor)
  493. glColor4f(vertex->vertexColor.r, vertex->vertexColor.g, vertex->vertexColor.b, vertex->vertexColor.a);
  494. if(currentTexture || currentMaterial) {
  495. if(faceUV != NULL)
  496. glTexCoord2f(faceUV->x, faceUV->y);
  497. else
  498. glTexCoord2f(vertex->getTexCoord()->x, vertex->getTexCoord()->y);
  499. }
  500. // glNormal3f(vertex->normal->x, vertex->normal->y, vertex->normal->z);
  501. glVertex3f(vertex->x, vertex->y, vertex->z);
  502. */
  503. }
  504. void OpenGLES1Renderer::drawScreenQuad(Number qx, Number qy) {
  505. /*
  506. setOrthoMode();
  507. Number xscale = qx/((Number)getXRes()) * 2.0f;
  508. Number yscale = qy/((Number)getYRes()) * 2.0f;
  509. glBegin(GL_QUADS);
  510. glColor4f(1.0f,1.0f,1.0f,1.0f);
  511. glTexCoord2f(0.0f, 1.0f);
  512. glVertex2f(-1, -1+(1.0f*yscale));
  513. glTexCoord2f(0.0f, 0.0f);
  514. glVertex2f(-1.0f, -1.0f);
  515. glTexCoord2f(1.0f, 0.0f);
  516. glVertex2f(-1+(1.0f*xscale), -1.0f);
  517. glTexCoord2f(1.0f, 1.0f);
  518. glVertex2f(-1+(1.0f*xscale), -1+(1.0f*yscale));
  519. glEnd();
  520. setPerspectiveMode();
  521. */
  522. }
  523. void OpenGLES1Renderer::draw2DVertex(Vertex *vertex) {
  524. /*
  525. // glColor4f(0,0,0,0);
  526. if(vertex->useVertexColor)
  527. glColor4f(vertex->vertexColor.r, vertex->vertexColor.g, vertex->vertexColor.b, vertex->vertexColor.a);
  528. if(currentTexture)
  529. glTexCoord2f(vertex->getTexCoord()->x+currentTexture->getScrollOffsetX(), vertex->getTexCoord()->y+currentTexture->getScrollOffsetY());
  530. glVertex2f(vertex->x, vertex->y);
  531. */
  532. }
  533. void OpenGLES1Renderer::draw3DLine(Vector3 origin, Vector3 direction, Number length, Color color) {
  534. /*
  535. glColor4f(color.r,color.g,color.b,color.a);
  536. // glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
  537. glVertex3f(origin.x, origin.y, origin.z);
  538. Vector3 lineEnd = origin + (direction * length);
  539. glVertex3f(lineEnd.x, lineEnd.y, lineEnd.z);
  540. */
  541. }
  542. void OpenGLES1Renderer::translate2D(Number x, Number y) {
  543. glTranslatef(x, y, 0.0f);
  544. }
  545. void OpenGLES1Renderer::scale2D(Vector2 *scale) {
  546. glScalef(scale->x, scale->y, 1.0f);
  547. }
  548. void OpenGLES1Renderer::loadIdentity() {
  549. setBlendingMode(BLEND_MODE_NORMAL);
  550. glMatrixMode(GL_MODELVIEW);
  551. glLoadIdentity();
  552. }
  553. void OpenGLES1Renderer::rotate2D(Number angle) {
  554. glRotatef(angle, 0.0f, 0.0f, 1.0f);
  555. }
  556. void OpenGLES1Renderer::setVertexColor(Number r, Number g, Number b, Number a) {
  557. glColor4f(r,g,b,a);
  558. }
  559. void OpenGLES1Renderer::draw2DPolygon(Poly::Polygon *polygon) {
  560. unsigned int vCount = polygon->getVertexCount();
  561. for(int i=0; i < vCount; i++) {
  562. draw2DVertex(polygon->getVertex(i));
  563. }
  564. }
  565. void OpenGLES1Renderer::EndRender() {
  566. }
  567. OpenGLES1Renderer::~OpenGLES1Renderer() {
  568. }