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- /*
- Copyright (C) 2011 by Ivan Safrin
-
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
-
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
-
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- */
- #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() {
-
- }
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