Open Source Tomb Raider Engine
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Render.cpp 3.9KB

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  1. /*!
  2. * \file src/Render.cpp
  3. * \brief OpenRaider Renderer class
  4. *
  5. * \author Mongoose
  6. * \author xythobuz
  7. */
  8. #include <algorithm>
  9. #include <sstream>
  10. #include <glm/gtc/matrix_transform.hpp>
  11. #include <stdlib.h>
  12. #include <math.h>
  13. #include <string.h>
  14. #include "global.h"
  15. #include "Camera.h"
  16. #include "Game.h"
  17. #include "Render.h"
  18. #include "utils/strings.h"
  19. #include "utils/tga.h"
  20. #include "World.h"
  21. #include "system/Window.h"
  22. RenderMode Render::mode = RenderMode::Disabled;
  23. RenderMode Render::getMode() {
  24. return mode;
  25. }
  26. void Render::setMode(RenderMode m) {
  27. mode = m;
  28. switch (mode) {
  29. case RenderMode::Disabled:
  30. break;
  31. case RenderMode::Solid:
  32. case RenderMode::Wireframe:
  33. glClearColor(PURPLE[0] / 256.0f, PURPLE[1] / 256.0f,
  34. PURPLE[2] / 256.0f, PURPLE[3] / 256.0f);
  35. //glDisable(GL_TEXTURE_2D);
  36. break;
  37. default:
  38. glClearColor(BLACK[0] / 256.0f, BLACK[1] / 256.0f,
  39. BLACK[2] / 256.0f, BLACK[3] / 256.0f);
  40. //glEnable(GL_TEXTURE_2D);
  41. }
  42. }
  43. void Render::display() {
  44. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  45. if (mode == RenderMode::LoadScreen) {
  46. glm::vec4 color(1.0f, 1.0f, 1.0f, 1.0f);
  47. drawTexture(0.0f, 0.0f, getWindow().getWidth(), getWindow().getHeight(),
  48. color, TEXTURE_SPLASH, TextureManager::TextureStorage::SYSTEM);
  49. return;
  50. } else if (mode == RenderMode::Disabled) {
  51. return;
  52. }
  53. if (mode == RenderMode::Wireframe) {
  54. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  55. } else {
  56. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  57. }
  58. glm::mat4 view = Camera::getViewMatrix();
  59. glm::mat4 projection = glm::perspective(45.0f, // Field of View
  60. (float)getWindow().getWidth() / (float)getWindow().getHeight(),
  61. 0.1f, // Min Distance
  62. 100000.0f); // Max Distance
  63. // Just draw all rooms, as a test
  64. for (int i = 0; i < getWorld().sizeRoom(); i++)
  65. getWorld().getRoom(i).display(view, projection);
  66. if (mode == RenderMode::Wireframe) {
  67. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  68. }
  69. }
  70. void Render::screenShot(const char* filenameBase) {
  71. int sz = getWindow().getWidth() * getWindow().getHeight();
  72. unsigned char* image = new unsigned char[sz * 3];
  73. static int count = 0;
  74. bool done = false;
  75. assert(filenameBase != nullptr);
  76. // Don't overwrite files
  77. std::ostringstream filename;
  78. while (!done) {
  79. filename << filenameBase << "-" << count++ << ".tga";
  80. FILE* f = fopen(filename.str().c_str(), "rb");
  81. if (f) {
  82. fclose(f);
  83. } else {
  84. done = true;
  85. }
  86. }
  87. //glReadPixels(0, 0, getWindow().getWidth(), getWindow().getHeight(), GL_BGR_EXT, GL_UNSIGNED_BYTE,
  88. // image);
  89. //tgaSave(filename.str().c_str(), image, getWindow().getWidth(), getWindow().getHeight(), 0);
  90. delete [] image;
  91. }
  92. void Render::drawTexture(float x, float y, float w, float h, glm::vec4 color,
  93. unsigned int texture, TextureManager::TextureStorage s) {
  94. std::vector<glm::vec2> vertices;
  95. std::vector<glm::vec2> uvs;
  96. vertices.push_back(glm::vec2(x, y + h));
  97. vertices.push_back(glm::vec2(x, y));
  98. vertices.push_back(glm::vec2(x + w, y + h));
  99. vertices.push_back(glm::vec2(x + w, y));
  100. vertices.push_back(glm::vec2(x + w, y + h));
  101. vertices.push_back(glm::vec2(x, y));
  102. uvs.push_back(glm::vec2(0.0f, 1.0f));
  103. uvs.push_back(glm::vec2(0.0f, 0.0f));
  104. uvs.push_back(glm::vec2(1.0f, 1.0f));
  105. uvs.push_back(glm::vec2(1.0f, 0.0f));
  106. uvs.push_back(glm::vec2(1.0f, 1.0f));
  107. uvs.push_back(glm::vec2(0.0f, 0.0f));
  108. //! \fixme drawTextGL only uses SYSTEM textures!
  109. assert(s == TextureManager::TextureStorage::SYSTEM);
  110. Window::drawTextGL(vertices, uvs, color, texture);
  111. }