mirror of https://github.com/aap/librw.git
worked on platform drivers
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README.md
28
README.md
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@ -1,5 +1,29 @@
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librw
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=====
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This work in progress.
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The basics of DFFs and many plugins are implemented (at least read&write).
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This library is supposed to be a re-implementation of RenderWare graphics,
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or a good part of it anyway.
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It is intended to be cross-platform in two senses eventually:
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support rendering on different platforms similar to RW;
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supporting all file formats for all platforms at all times and provide
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way to convert to all other platforms.
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File formats are already supported rather well, although rasters
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as used by TXD files still need some work, especially for PS2.
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As for rendering, D3D9 and OpenGL 3 work somewhat well but both still need
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work. Rendering some things on the PS2 worked in the past but the code
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is not maintained, it was only a test.
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# Roadmap
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* Work on platform independent rendering functions (setting render states etc.)
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* Get a solid GL3 driver working
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* Make building everything a bit easier
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# Building
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Edit the makefile(s) and type 'make BUILD=gl3'
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@ -29,6 +29,16 @@ defaultEndUpdateCB(Camera *cam)
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static void
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cameraSync(ObjectWithFrame*)
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{
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// TODO: calculate view matrix here (i.e. projection * inverseLTM)
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// RW projection matrix looks like this:
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// (cf. Camera View Matrix white paper)
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// w = viewWindow width
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// h = viewWindow height
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// o = view offset
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//
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// 1/2w 0 ox/2w + 1/2 -ox/2w
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// 0 -1/2h -oy/2h + 1/2 oy/2h
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// 0 0 1 0
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}
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void
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@ -169,73 +179,6 @@ Camera::streamGetSize(void)
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s_plglist.streamGetSize(this);
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}
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// TODO: remove
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void
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Camera::updateProjectionMatrix(void)
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{
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float32 invwx = 1.0f/this->viewWindow.x;
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float32 invwy = 1.0f/this->viewWindow.y;
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float32 invz = 1.0f/(this->farPlane-this->nearPlane);
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if(rw::platform == PLATFORM_D3D8 || rw::platform == PLATFORM_D3D9 ||
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rw::platform == PLATFORM_XBOX){
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// is this all really correct?
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this->projMat[0] = invwx;
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this->projMat[1] = 0.0f;
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this->projMat[2] = 0.0f;
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this->projMat[3] = 0.0f;
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this->projMat[4] = 0.0f;
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this->projMat[5] = invwy;
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this->projMat[6] = 0.0f;
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this->projMat[7] = 0.0f;
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if(this->projection == PERSPECTIVE){
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this->projMat[8] = this->viewOffset.x*invwx;
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this->projMat[9] = this->viewOffset.y*invwy;
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this->projMat[10] = this->farPlane*invz;
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this->projMat[11] = 1.0f;
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this->projMat[12] = 0.0f;
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this->projMat[13] = 0.0f;
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this->projMat[14] = -this->nearPlane*this->projMat[10];
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this->projMat[15] = 0.0f;
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}else{
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this->projMat[8] = 0.0f;
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this->projMat[9] = 0.0f;
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this->projMat[10] = invz;
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this->projMat[11] = 0.0f;
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this->projMat[12] = this->viewOffset.x*invwx;
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this->projMat[13] = this->viewOffset.y*invwy;
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this->projMat[14] = -this->nearPlane*this->projMat[10];
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this->projMat[15] = 1.0f;
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}
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}else if(rw::platform == PLATFORM_WDGL || rw::platform == PLATFORM_GL3){
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this->projMat[0] = invwx;
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this->projMat[1] = 0.0f;
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this->projMat[2] = 0.0f;
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this->projMat[3] = 0.0f;
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this->projMat[4] = 0.0f;
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this->projMat[5] = invwy;
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this->projMat[6] = 0.0f;
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this->projMat[7] = 0.0f;
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if(this->projection == PERSPECTIVE){
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this->projMat[8] = this->viewOffset.x*invwx;
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this->projMat[9] = this->viewOffset.y*invwy;
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this->projMat[10] = (this->farPlane+this->nearPlane)*invz;
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this->projMat[11] = 1.0f;
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this->projMat[12] = 0.0f;
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this->projMat[13] = 0.0f;
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this->projMat[14] = -2.0f*this->nearPlane*this->farPlane*invz;
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this->projMat[15] = 0.0f;
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}else{
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}
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}
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}
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void
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Camera::setFOV(float32 fov, float32 ratio)
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{
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@ -23,7 +23,6 @@ using namespace d3d;
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void*
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driverOpen(void *o, int32, int32)
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{
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printf("d3d8 open\n");
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driver[PLATFORM_D3D8]->defaultPipeline = makeDefaultPipeline();
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driver[PLATFORM_D3D8]->rasterNativeOffset = nativeRasterOffset;
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@ -30,7 +30,6 @@ using namespace d3d;
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void*
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driverOpen(void *o, int32, int32)
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{
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printf("d3d9 open\n");
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driver[PLATFORM_D3D9]->defaultPipeline = makeDefaultPipeline();
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driver[PLATFORM_D3D9]->rasterNativeOffset = nativeRasterOffset;
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@ -177,6 +177,82 @@ setMaterial(Material *mat)
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}
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}
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void
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beginUpdate(Camera *cam)
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{
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float view[16], proj[16];
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// View Matrix
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Matrix inv;
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// TODO: this can be simplified, or we use matrix flags....
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Matrix::invert(&inv, cam->getFrame()->getLTM());
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// Since we're looking into positive Z,
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// flip X to ge a left handed view space.
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view[0] = -inv.right.x;
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view[1] = inv.right.y;
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view[2] = inv.right.z;
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view[3] = 0.0f;
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view[4] = -inv.up.x;
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view[5] = inv.up.y;
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view[6] = inv.up.z;
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view[7] = 0.0f;
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view[8] = -inv.at.x;
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view[9] = inv.at.y;
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view[10] = inv.at.z;
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view[11] = 0.0f;
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view[12] = -inv.pos.x;
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view[13] = inv.pos.y;
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view[14] = inv.pos.z;
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view[15] = 1.0f;
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device->SetTransform(D3DTS_VIEW, (D3DMATRIX*)view);
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// Projection Matrix
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float32 invwx = 1.0f/this->viewWindow.x;
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float32 invwy = 1.0f/this->viewWindow.y;
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float32 invz = 1.0f/(this->farPlane-this->nearPlane);
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// is this all really correct? RW code looks a bit different...
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proj[0] = invwx;
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proj[1] = 0.0f;
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proj[2] = 0.0f;
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proj[3] = 0.0f;
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proj[4] = 0.0f;
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proj[5] = invwy;
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proj[6] = 0.0f;
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proj[7] = 0.0f;
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if(this->projection == PERSPECTIVE){
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proj[8] = this->viewOffset.x*invwx;
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proj[9] = this->viewOffset.y*invwy;
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proj[10] = this->farPlane*invz;
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proj[11] = 1.0f;
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proj[12] = 0.0f;
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proj[13] = 0.0f;
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proj[14] = -this->nearPlane*this->projMat[10];
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proj[15] = 0.0f;
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}else{
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proj[8] = 0.0f;
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proj[9] = 0.0f;
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proj[10] = invz;
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proj[11] = 0.0f;
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proj[12] = this->viewOffset.x*invwx;
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proj[13] = this->viewOffset.y*invwy;
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proj[14] = -this->nearPlane*this->projMat[10];
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proj[15] = 1.0f;
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}
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device->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)proj);
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}
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void
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initializeRender(void)
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{
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driver[PLATFORM_D3D8]->beginUpdate = beginUpdate;
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driver[PLATFORM_D3D9]->beginUpdate = beginUpdate;
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}
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#endif
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}
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}
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namespace rw {
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namespace d3d {
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void initializeRender(void);
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extern bool32 isP8supported;
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#ifdef RW_D3D9
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@ -22,7 +22,6 @@ namespace xbox {
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void*
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driverOpen(void *o, int32, int32)
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{
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printf("xbox open\n");
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driver[PLATFORM_XBOX]->defaultPipeline = makeDefaultPipeline();
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driver[PLATFORM_XBOX]->rasterNativeOffset = nativeRasterOffset;
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@ -53,6 +53,9 @@ Driver::open(void)
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driver[i]->beginUpdate = null::beginUpdate;
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driver[i]->endUpdate = null::endUpdate;
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driver[i]->setRenderState = null::setRenderState;
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driver[i]->getRenderState = null::getRenderState;
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driver[i]->rasterCreate = null::rasterCreate;
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driver[i]->rasterLock = null::rasterLock;
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driver[i]->rasterUnlock = null::rasterUnlock;
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void endUpdate(Camera*) { }
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void setRenderState(int32, uint32) { }
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uint32 getRenderState(int32) { return 0; }
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void
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rasterCreate(Raster*)
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@ -26,7 +26,6 @@ namespace gl3 {
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void*
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driverOpen(void *o, int32, int32)
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{
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printf("gl3 open\n");
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#ifdef RW_OPENGL
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driver[PLATFORM_GL3]->defaultPipeline = makeDefaultPipeline();
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#endif
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driver[PLATFORM_GL3]->rasterNumLevels = rasterNumLevels;
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driver[PLATFORM_GL3]->rasterFromImage = rasterFromImage;
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initializeRender();
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return o;
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}
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@ -0,0 +1,409 @@
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#include <cstdio>
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#include <cstdlib>
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#include <cstring>
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#include "../rwbase.h"
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#include "../rwerror.h"
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#include "../rwplg.h"
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#include "../rwpipeline.h"
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#include "../rwobjects.h"
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#include "../rwengine.h"
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#include "../rwplugins.h"
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#ifdef RW_OPENGL
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#include <GL/glew.h>
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#include "rwgl3.h"
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#include "rwgl3shader.h"
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namespace rw {
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namespace gl3 {
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struct UniformState
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{
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int alphaFunc;
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float32 alphaRef;
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};
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struct UniformScene
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{
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float32 proj[16];
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float32 view[16];
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};
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struct UniformLight
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{
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V3d position;
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float32 w;
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V3d direction;
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int32 pad1;
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RGBAf color;
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float32 radius;
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float32 minusCosAngle;
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int32 pad2[2];
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};
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#define MAX_LIGHTS 8
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struct UniformObject
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{
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Matrix world;
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RGBAf ambLight;
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int32 numLights;
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int32 pad[3];
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UniformLight lights[MAX_LIGHTS];
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};
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GLuint vao;
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GLuint ubo_state, ubo_scene, ubo_object;
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GLuint whitetex;
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UniformState uniformState;
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UniformScene uniformScene;
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UniformObject uniformObject;
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Shader *simpleShader;
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static bool32 stateDirty = 1;
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static bool32 sceneDirty = 1;
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static bool32 objectDirty = 1;
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// cached render states
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static bool32 vertexAlpha;
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static bool32 textureAlpha;
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static uint32 srcblend, destblend;
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static uint32 zwrite;
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static uint32 ztest;
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uint32 blendMap[] = {
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GL_ZERO,
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GL_ONE,
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GL_SRC_COLOR,
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GL_ONE_MINUS_SRC_COLOR,
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GL_SRC_ALPHA,
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GL_ONE_MINUS_SRC_ALPHA,
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GL_DST_ALPHA,
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GL_ONE_MINUS_DST_ALPHA,
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GL_DST_COLOR,
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GL_ONE_MINUS_DST_COLOR,
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GL_SRC_ALPHA_SATURATE,
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};
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void
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setRenderState(int32 state, uint32 value)
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{
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switch(state){
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case VERTEXALPHA:
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if(vertexAlpha != value){
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vertexAlpha = value;
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if(vertexAlpha)
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glEnable(GL_BLEND);
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else if(!textureAlpha)
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glDisable(GL_BLEND);
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}
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break;
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case SRCBLEND:
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if(srcblend != value){
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srcblend = value;
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glBlendFunc(blendMap[srcblend], blendMap[destblend]);
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}
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break;
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case DESTBLEND:
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if(destblend != value){
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destblend = value;
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glBlendFunc(blendMap[srcblend], blendMap[destblend]);
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}
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break;
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case ZTESTENABLE:
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if(ztest != value){
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ztest = value;
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if(ztest)
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glEnable(GL_DEPTH_TEST);
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else
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glDisable(GL_DEPTH_TEST);
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}
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break;
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case ZWRITEENABLE:
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if(zwrite != (value ? GL_TRUE : GL_FALSE)){
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zwrite = value ? GL_TRUE : GL_FALSE;
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glDepthMask(zwrite);
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}
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break;
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case ALPHATESTFUNC:
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uniformState.alphaFunc = value;
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stateDirty = 1;
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break;
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case ALPHATESTREF:
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uniformState.alphaRef = value/255.0f;
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stateDirty = 1;
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break;
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case ZTESTFUNC:
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break;
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}
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}
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uint32
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getRenderState(int32 state)
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{
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switch(state){
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case VERTEXALPHA:
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return vertexAlpha;
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case SRCBLEND:
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return srcblend;
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case DESTBLEND:
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return destblend;
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case ZTESTENABLE:
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return ztest;
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case ZWRITEENABLE:
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return zwrite;
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case ALPHATESTFUNC:
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return uniformState.alphaFunc;
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case ALPHATESTREF:
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return uniformState.alphaRef*255.0f;
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case ZTESTFUNC:
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break;
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}
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}
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void
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resetRenderState(void)
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{
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uniformState.alphaFunc = ALPHAGREATERTHAN;
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uniformState.alphaRef = 10.0f/255.0f;
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stateDirty = 1;
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vertexAlpha = 0;
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textureAlpha = 0;
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glDisable(GL_BLEND);
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srcblend = BLENDSRCALPHA;
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destblend = BLENDINVSRCALPHA;
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glBlendFunc(blendMap[srcblend], blendMap[destblend]);
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zwrite = GL_TRUE;
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glDepthMask(zwrite);
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ztest = 1;
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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for(int i = 0; i < 8; i++){
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glActiveTexture(GL_TEXTURE0+i);
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glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
}
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||||
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||||
void
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setWorldMatrix(Matrix *mat)
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||||
{
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uniformObject.world = *mat;
|
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objectDirty = 1;
|
||||
}
|
||||
|
||||
void
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||||
setAmbientLight(RGBAf *amb)
|
||||
{
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uniformObject.ambLight = *amb;
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objectDirty = 1;
|
||||
}
|
||||
|
||||
void
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setNumLights(int32 n)
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||||
{
|
||||
uniformObject.numLights = n;
|
||||
objectDirty = 1;
|
||||
}
|
||||
|
||||
void
|
||||
setLight(int32 n, Light *light)
|
||||
{
|
||||
UniformLight *l;
|
||||
Frame *f;
|
||||
Matrix *m;
|
||||
|
||||
l = &uniformObject.lights[n];
|
||||
f = light->getFrame();
|
||||
if(f){
|
||||
m = f->getLTM();
|
||||
l->position = m->pos;
|
||||
l->direction = m->at;
|
||||
}
|
||||
// light has position
|
||||
l->w = light->getType() >= Light::POINT ? 1.0f : 0.0;
|
||||
l->color = light->color;
|
||||
l->radius = light->radius;
|
||||
l->minusCosAngle = light->minusCosAngle;
|
||||
objectDirty = 1;
|
||||
}
|
||||
|
||||
void
|
||||
setProjectionMatrix(float32 *mat)
|
||||
{
|
||||
memcpy(&uniformScene.proj, mat, 64);
|
||||
sceneDirty = 1;
|
||||
}
|
||||
|
||||
void
|
||||
setViewMatrix(float32 *mat)
|
||||
{
|
||||
memcpy(&uniformScene.view, mat, 64);
|
||||
sceneDirty = 1;
|
||||
}
|
||||
|
||||
void
|
||||
setTexture(int32 n, Texture *tex)
|
||||
{
|
||||
bool32 alpha;
|
||||
glActiveTexture(GL_TEXTURE0+n);
|
||||
if(tex == nil){
|
||||
glBindTexture(GL_TEXTURE_2D, whitetex);
|
||||
alpha = 0;
|
||||
}else{
|
||||
Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, tex->raster,
|
||||
nativeRasterOffset);
|
||||
glBindTexture(GL_TEXTURE_2D, natras->texid);
|
||||
alpha = natras->hasAlpha;
|
||||
}
|
||||
|
||||
if(textureAlpha != alpha){
|
||||
textureAlpha = alpha;
|
||||
if(textureAlpha)
|
||||
glEnable(GL_BLEND);
|
||||
else if(!vertexAlpha)
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
flushCache(void)
|
||||
{
|
||||
if(objectDirty){
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, ubo_object);
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformObject),
|
||||
&uniformObject);
|
||||
objectDirty = 0;
|
||||
}
|
||||
if(sceneDirty){
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, ubo_scene);
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformScene),
|
||||
&uniformScene);
|
||||
sceneDirty = 0;
|
||||
}
|
||||
if(stateDirty){
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, ubo_state);
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformState),
|
||||
&uniformState);
|
||||
stateDirty = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
beginUpdate(Camera *cam)
|
||||
{
|
||||
float view[16], proj[16];
|
||||
// View Matrix
|
||||
Matrix inv;
|
||||
// TODO: this can be simplified, or we use matrix flags....
|
||||
Matrix::invert(&inv, cam->getFrame()->getLTM());
|
||||
// Since we're looking into positive Z,
|
||||
// flip X to ge a left handed view space.
|
||||
view[0] = -inv.right.x;
|
||||
view[1] = inv.right.y;
|
||||
view[2] = inv.right.z;
|
||||
view[3] = 0.0f;
|
||||
view[4] = -inv.up.x;
|
||||
view[5] = inv.up.y;
|
||||
view[6] = inv.up.z;
|
||||
view[7] = 0.0f;
|
||||
view[8] = -inv.at.x;
|
||||
view[9] = inv.at.y;
|
||||
view[10] = inv.at.z;
|
||||
view[11] = 0.0f;
|
||||
view[12] = -inv.pos.x;
|
||||
view[13] = inv.pos.y;
|
||||
view[14] = inv.pos.z;
|
||||
view[15] = 1.0f;
|
||||
setViewMatrix(view);
|
||||
|
||||
// Projection Matrix
|
||||
float32 invwx = 1.0f/cam->viewWindow.x;
|
||||
float32 invwy = 1.0f/cam->viewWindow.y;
|
||||
float32 invz = 1.0f/(cam->farPlane-cam->nearPlane);
|
||||
|
||||
proj[0] = invwx;
|
||||
proj[1] = 0.0f;
|
||||
proj[2] = 0.0f;
|
||||
proj[3] = 0.0f;
|
||||
|
||||
proj[4] = 0.0f;
|
||||
proj[5] = invwy;
|
||||
proj[6] = 0.0f;
|
||||
proj[7] = 0.0f;
|
||||
|
||||
if(cam->projection == Camera::PERSPECTIVE){
|
||||
proj[8] = cam->viewOffset.x*invwx;
|
||||
proj[9] = cam->viewOffset.y*invwy;
|
||||
proj[10] = (cam->farPlane+cam->nearPlane)*invz;
|
||||
proj[11] = 1.0f;
|
||||
|
||||
proj[12] = 0.0f;
|
||||
proj[13] = 0.0f;
|
||||
proj[14] = -2.0f*cam->nearPlane*cam->farPlane*invz;
|
||||
proj[15] = 0.0f;
|
||||
}else{
|
||||
// TODO
|
||||
}
|
||||
setProjectionMatrix(proj);
|
||||
}
|
||||
|
||||
void
|
||||
initializeRender(void)
|
||||
{
|
||||
driver[PLATFORM_GL3]->beginUpdate = beginUpdate;
|
||||
driver[PLATFORM_GL3]->setRenderState = setRenderState;
|
||||
driver[PLATFORM_GL3]->getRenderState = getRenderState;
|
||||
|
||||
simpleShader = Shader::fromFiles("simple.vert", "simple.frag");
|
||||
|
||||
glClearColor(0.25, 0.25, 0.25, 1.0);
|
||||
|
||||
resetRenderState();
|
||||
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
|
||||
glGenBuffers(1, &ubo_state);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, ubo_state);
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("State"), ubo_state);
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformState), &uniformState,
|
||||
GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
|
||||
|
||||
glGenBuffers(1, &ubo_scene);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, ubo_scene);
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("Scene"), ubo_scene);
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformScene), &uniformScene,
|
||||
GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
|
||||
|
||||
glGenBuffers(1, &ubo_object);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, ubo_object);
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("Object"), ubo_object);
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformObject), &uniformObject,
|
||||
GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
|
||||
|
||||
byte whitepixel[4] = {0xFF, 0xFF, 0xFF, 0xFF};
|
||||
glGenTextures(1, &whitetex);
|
||||
glBindTexture(GL_TEXTURE_2D, whitetex);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1,
|
||||
0, GL_RGBA, GL_UNSIGNED_BYTE, &whitepixel);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
|
@ -74,7 +74,7 @@ matfxDefaultRender(InstanceDataHeader *header, InstanceData *inst)
|
|||
|
||||
setTexture(0, m->texture);
|
||||
|
||||
setVertexAlpha(inst->vertexAlpha || m->color.alpha != 0xFF);
|
||||
rw::setRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
|
||||
|
||||
flushCache();
|
||||
glDrawElements(header->primType, inst->numIndex,
|
||||
|
@ -173,15 +173,16 @@ matfxEnvRender(InstanceDataHeader *header, InstanceData *inst)
|
|||
|
||||
setTexture(0, env->tex);
|
||||
|
||||
setVertexAlpha(1);
|
||||
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
rw::setRenderState(VERTEXALPHA, 1);
|
||||
rw::setRenderState(SRCBLEND, BLENDONE);
|
||||
rw::setRenderState(DESTBLEND, BLENDONE);
|
||||
|
||||
flushCache();
|
||||
glDrawElements(header->primType, inst->numIndex,
|
||||
GL_UNSIGNED_SHORT, (void*)(uintptr)inst->offset);
|
||||
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
rw::setRenderState(SRCBLEND, BLENDSRCALPHA);
|
||||
rw::setRenderState(DESTBLEND, BLENDINVSRCALPHA);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -197,8 +198,8 @@ matfxRenderCB(Atomic *atomic, InstanceDataHeader *header)
|
|||
InstanceData *inst = header->inst;
|
||||
int32 n = header->numMeshes;
|
||||
|
||||
setAlphaTestFunc(1);
|
||||
setAlphaRef(0.2);
|
||||
rw::setRenderState(ALPHATESTFUNC, 1);
|
||||
rw::setRenderState(ALPHATESTREF, 50);
|
||||
|
||||
int32 fx;
|
||||
while(n--){
|
||||
|
@ -260,6 +261,11 @@ makeSkinPipeline(void)
|
|||
return pipe;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
void initMatFX(void) { }
|
||||
void initSkin(void) { }
|
||||
|
||||
#endif
|
||||
|
||||
}
|
||||
|
|
|
@ -14,161 +14,13 @@
|
|||
#include "rwgl3.h"
|
||||
#include "rwgl3shader.h"
|
||||
|
||||
#include "rwgl3impl.h"
|
||||
|
||||
namespace rw {
|
||||
namespace gl3 {
|
||||
|
||||
struct UniformState
|
||||
{
|
||||
int alphaFunc;
|
||||
float32 alphaRef;
|
||||
};
|
||||
|
||||
struct UniformScene
|
||||
{
|
||||
float32 proj[16];
|
||||
float32 view[16];
|
||||
};
|
||||
|
||||
struct UniformLight
|
||||
{
|
||||
V3d position;
|
||||
float32 w;
|
||||
V3d direction;
|
||||
int32 pad1;
|
||||
RGBAf color;
|
||||
float32 radius;
|
||||
float32 minusCosAngle;
|
||||
int32 pad2[2];
|
||||
};
|
||||
|
||||
#define MAX_LIGHTS 8
|
||||
|
||||
struct UniformObject
|
||||
{
|
||||
Matrix world;
|
||||
RGBAf ambLight;
|
||||
int32 numLights;
|
||||
int32 pad[3];
|
||||
UniformLight lights[MAX_LIGHTS];
|
||||
};
|
||||
|
||||
GLuint vao;
|
||||
GLuint ubo_state, ubo_scene, ubo_object;
|
||||
GLuint whitetex;
|
||||
UniformState uniformState;
|
||||
UniformScene uniformScene;
|
||||
UniformObject uniformObject;
|
||||
|
||||
Shader *simpleShader;
|
||||
|
||||
void
|
||||
beginUpdate(Camera *cam)
|
||||
{
|
||||
float view[16], proj[16];
|
||||
// View Matrix
|
||||
Matrix inv;
|
||||
Matrix::invert(&inv, cam->getFrame()->getLTM());
|
||||
// Since we're looking into positive Z,
|
||||
// flip X to ge a left handed view space.
|
||||
view[0] = -inv.right.x;
|
||||
view[1] = inv.right.y;
|
||||
view[2] = inv.right.z;
|
||||
view[3] = 0.0f;
|
||||
view[4] = -inv.up.x;
|
||||
view[5] = inv.up.y;
|
||||
view[6] = inv.up.z;
|
||||
view[7] = 0.0f;
|
||||
view[8] = -inv.at.x;
|
||||
view[9] = inv.at.y;
|
||||
view[10] = inv.at.z;
|
||||
view[11] = 0.0f;
|
||||
view[12] = -inv.pos.x;
|
||||
view[13] = inv.pos.y;
|
||||
view[14] = inv.pos.z;
|
||||
view[15] = 1.0f;
|
||||
setViewMatrix(view);
|
||||
|
||||
// Projection Matrix
|
||||
float32 invwx = 1.0f/cam->viewWindow.x;
|
||||
float32 invwy = 1.0f/cam->viewWindow.y;
|
||||
float32 invz = 1.0f/(cam->farPlane-cam->nearPlane);
|
||||
|
||||
proj[0] = invwx;
|
||||
proj[1] = 0.0f;
|
||||
proj[2] = 0.0f;
|
||||
proj[3] = 0.0f;
|
||||
|
||||
proj[4] = 0.0f;
|
||||
proj[5] = invwy;
|
||||
proj[6] = 0.0f;
|
||||
proj[7] = 0.0f;
|
||||
|
||||
if(cam->projection == Camera::PERSPECTIVE){
|
||||
proj[8] = cam->viewOffset.x*invwx;
|
||||
proj[9] = cam->viewOffset.y*invwy;
|
||||
proj[10] = (cam->farPlane+cam->nearPlane)*invz;
|
||||
proj[11] = 1.0f;
|
||||
|
||||
proj[12] = 0.0f;
|
||||
proj[13] = 0.0f;
|
||||
proj[14] = -2.0f*cam->nearPlane*cam->farPlane*invz;
|
||||
proj[15] = 0.0f;
|
||||
}else{
|
||||
// TODO
|
||||
}
|
||||
setProjectionMatrix(proj);
|
||||
}
|
||||
|
||||
void
|
||||
initializeRender(void)
|
||||
{
|
||||
driver[PLATFORM_GL3]->beginUpdate = beginUpdate;
|
||||
|
||||
simpleShader = Shader::fromFiles("simple.vert", "simple.frag");
|
||||
|
||||
glClearColor(0.25, 0.25, 0.25, 1.0);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
|
||||
glGenBuffers(1, &ubo_state);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, ubo_state);
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("State"), ubo_state);
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformState), &uniformState,
|
||||
GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
|
||||
|
||||
glGenBuffers(1, &ubo_scene);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, ubo_scene);
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("Scene"), ubo_scene);
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformScene), &uniformScene,
|
||||
GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
|
||||
|
||||
glGenBuffers(1, &ubo_object);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, ubo_object);
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("Object"), ubo_object);
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformObject), &uniformObject,
|
||||
GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
|
||||
|
||||
byte whitepixel[4] = {0xFF, 0xFF, 0xFF, 0xFF};
|
||||
glGenTextures(1, &whitetex);
|
||||
glBindTexture(GL_TEXTURE_2D, whitetex);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1,
|
||||
0, GL_RGBA, GL_UNSIGNED_BYTE, &whitepixel);
|
||||
}
|
||||
|
||||
void
|
||||
setAttribPointers(InstanceDataHeader *header)
|
||||
{
|
||||
|
@ -182,145 +34,6 @@ setAttribPointers(InstanceDataHeader *header)
|
|||
}
|
||||
}
|
||||
|
||||
static bool32 stateDirty = 1;
|
||||
static bool32 sceneDirty = 1;
|
||||
static bool32 objectDirty = 1;
|
||||
|
||||
void
|
||||
setWorldMatrix(Matrix *mat)
|
||||
{
|
||||
uniformObject.world = *mat;
|
||||
objectDirty = 1;
|
||||
}
|
||||
|
||||
void
|
||||
setAmbientLight(RGBAf *amb)
|
||||
{
|
||||
uniformObject.ambLight = *amb;
|
||||
objectDirty = 1;
|
||||
}
|
||||
|
||||
void
|
||||
setNumLights(int32 n)
|
||||
{
|
||||
uniformObject.numLights = n;
|
||||
objectDirty = 1;
|
||||
}
|
||||
|
||||
void
|
||||
setLight(int32 n, Light *light)
|
||||
{
|
||||
UniformLight *l;
|
||||
Frame *f;
|
||||
Matrix *m;
|
||||
|
||||
l = &uniformObject.lights[n];
|
||||
f = light->getFrame();
|
||||
if(f){
|
||||
m = f->getLTM();
|
||||
l->position = m->pos;
|
||||
l->direction = m->at;
|
||||
}
|
||||
// light has position
|
||||
l->w = light->getType() >= Light::POINT ? 1.0f : 0.0;
|
||||
l->color = light->color;
|
||||
l->radius = light->radius;
|
||||
l->minusCosAngle = light->minusCosAngle;
|
||||
objectDirty = 1;
|
||||
}
|
||||
|
||||
void
|
||||
setProjectionMatrix(float32 *mat)
|
||||
{
|
||||
memcpy(&uniformScene.proj, mat, 64);
|
||||
sceneDirty = 1;
|
||||
}
|
||||
|
||||
void
|
||||
setViewMatrix(float32 *mat)
|
||||
{
|
||||
memcpy(&uniformScene.view, mat, 64);
|
||||
sceneDirty = 1;
|
||||
}
|
||||
|
||||
static bool32 vertexAlpha;
|
||||
static bool32 textureAlpha;
|
||||
|
||||
void
|
||||
setTexture(int32 n, Texture *tex)
|
||||
{
|
||||
bool32 alpha;
|
||||
glActiveTexture(GL_TEXTURE0+n);
|
||||
if(tex == nil){
|
||||
glBindTexture(GL_TEXTURE_2D, whitetex);
|
||||
alpha = 0;
|
||||
}else{
|
||||
Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, tex->raster,
|
||||
nativeRasterOffset);
|
||||
glBindTexture(GL_TEXTURE_2D, natras->texid);
|
||||
alpha = natras->hasAlpha;
|
||||
}
|
||||
|
||||
if(textureAlpha == alpha)
|
||||
return;
|
||||
if(alpha)
|
||||
/*printf("enable\n"),*/ glEnable(GL_BLEND);
|
||||
else if(!vertexAlpha)
|
||||
/*printf("disable\n"),*/ glDisable(GL_BLEND);
|
||||
textureAlpha = alpha;
|
||||
}
|
||||
|
||||
void
|
||||
setVertexAlpha(bool32 alpha)
|
||||
{
|
||||
if(vertexAlpha == alpha)
|
||||
return;
|
||||
if(alpha)
|
||||
/*printf("enable\n"),*/ glEnable(GL_BLEND);
|
||||
else if(!textureAlpha)
|
||||
/*printf("disable\n"),*/ glDisable(GL_BLEND);
|
||||
vertexAlpha = alpha;
|
||||
}
|
||||
|
||||
void
|
||||
setAlphaTestFunc(int32 f)
|
||||
{
|
||||
uniformState.alphaFunc = f;
|
||||
stateDirty = 1;
|
||||
}
|
||||
|
||||
void
|
||||
setAlphaRef(float32 f)
|
||||
{
|
||||
uniformState.alphaRef = f;
|
||||
stateDirty = 1;
|
||||
}
|
||||
|
||||
#define U(s) currentShader->uniformLocations[findUniform(s)]
|
||||
|
||||
void
|
||||
flushCache(void)
|
||||
{
|
||||
if(objectDirty){
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, ubo_object);
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformObject),
|
||||
&uniformObject);
|
||||
objectDirty = 0;
|
||||
}
|
||||
if(sceneDirty){
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, ubo_scene);
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformScene),
|
||||
&uniformScene);
|
||||
sceneDirty = 0;
|
||||
}
|
||||
if(stateDirty){
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, ubo_state);
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformState),
|
||||
&uniformState);
|
||||
stateDirty = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
lightingCB(void)
|
||||
{
|
||||
|
@ -346,9 +59,16 @@ lightingCB(void)
|
|||
setAmbientLight(&ambLight);
|
||||
}
|
||||
|
||||
#define U(s) currentShader->uniformLocations[findUniform(s)]
|
||||
|
||||
void
|
||||
defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
|
||||
{
|
||||
Material *m;
|
||||
RGBAf col;
|
||||
GLfloat surfProps[4];
|
||||
int id;
|
||||
|
||||
setWorldMatrix(atomic->getFrame()->getLTM());
|
||||
lightingCB();
|
||||
|
||||
|
@ -356,15 +76,11 @@ defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
|
|||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo);
|
||||
setAttribPointers(header);
|
||||
|
||||
Material *m;
|
||||
RGBAf col;
|
||||
GLfloat surfProps[4];
|
||||
int id;
|
||||
InstanceData *inst = header->inst;
|
||||
int32 n = header->numMeshes;
|
||||
|
||||
setAlphaTestFunc(1);
|
||||
setAlphaRef(0.2);
|
||||
rw::setRenderState(ALPHATESTFUNC, 1);
|
||||
rw::setRenderState(ALPHATESTREF, 50);
|
||||
|
||||
simpleShader->use();
|
||||
|
||||
|
@ -382,7 +98,7 @@ defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
|
|||
|
||||
setTexture(0, m->texture);
|
||||
|
||||
setVertexAlpha(inst->vertexAlpha || m->color.alpha != 0xFF);
|
||||
rw::setRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
|
||||
|
||||
flushCache();
|
||||
glDrawElements(header->primType, inst->numIndex,
|
||||
|
|
|
@ -61,8 +61,6 @@ struct InstanceDataHeader : rw::InstanceDataHeader
|
|||
void setAttribPointers(InstanceDataHeader *header);
|
||||
|
||||
// Render state
|
||||
void setAlphaTestFunc(int32 f);
|
||||
void setAlphaRef(float32 f);
|
||||
|
||||
// per Scene
|
||||
void setProjectionMatrix(float32*);
|
||||
|
@ -76,7 +74,6 @@ void setLight(int32 n, Light*);
|
|||
|
||||
// per Mesh
|
||||
void setTexture(int32 n, Texture *tex);
|
||||
void setVertexAlpha(bool32 enable);
|
||||
|
||||
void flushCache(void);
|
||||
|
||||
|
|
|
@ -24,7 +24,6 @@ namespace wdgl {
|
|||
void*
|
||||
driverOpen(void *o, int32, int32)
|
||||
{
|
||||
printf("wdgl open\n");
|
||||
driver[PLATFORM_WDGL]->defaultPipeline = makeDefaultPipeline();
|
||||
return o;
|
||||
}
|
||||
|
|
|
@ -23,7 +23,6 @@ namespace ps2 {
|
|||
void*
|
||||
driverOpen(void *o, int32, int32)
|
||||
{
|
||||
printf("ps2 open\n");
|
||||
driver[PLATFORM_PS2]->defaultPipeline = makeDefaultPipeline();
|
||||
|
||||
driver[PLATFORM_PS2]->rasterNativeOffset = nativeRasterOffset;
|
||||
|
|
|
@ -1,5 +1,51 @@
|
|||
namespace rw {
|
||||
|
||||
enum RenderState
|
||||
{
|
||||
VERTEXALPHA = 0,
|
||||
SRCBLEND,
|
||||
DESTBLEND,
|
||||
ZTESTENABLE,
|
||||
ZWRITEENABLE,
|
||||
// TODO:
|
||||
// fog enable, color, type, density
|
||||
// ? cullmode
|
||||
// ? shademode
|
||||
// ???? stencil
|
||||
|
||||
// platform specific or opaque?
|
||||
ALPHATESTFUNC,
|
||||
ALPHATESTREF,
|
||||
ZTESTFUNC,
|
||||
};
|
||||
|
||||
enum AlphaTestFunc
|
||||
{
|
||||
ALPHANEVER = 0,
|
||||
ALPHALESS,
|
||||
ALPHAGREATERTHAN
|
||||
};
|
||||
|
||||
enum BlendFunction
|
||||
{
|
||||
BLENDZERO = 0,
|
||||
BLENDONE,
|
||||
BLENDSRCCOLOR,
|
||||
BLENDINVSRCCOLOR,
|
||||
BLENDSRCALPHA,
|
||||
BLENDINVSRCALPHA,
|
||||
BLENDDESTALPHA,
|
||||
BLENDINVDESTALPHA,
|
||||
BLENDDESTCOLOR,
|
||||
BLENDINVDESTCOLOR,
|
||||
BLENDSRCALPHASAT,
|
||||
// TODO: add more perhaps
|
||||
};
|
||||
|
||||
enum ZTestFunc
|
||||
{
|
||||
};
|
||||
|
||||
// This is for platform independent things
|
||||
// TODO: move more stuff into this
|
||||
struct Engine
|
||||
|
@ -21,6 +67,9 @@ struct Driver
|
|||
void (*beginUpdate)(Camera*);
|
||||
void (*endUpdate)(Camera*);
|
||||
|
||||
void (*setRenderState)(int32 state, uint32 value);
|
||||
uint32 (*getRenderState)(int32 state);
|
||||
|
||||
void (*rasterCreate)(Raster*);
|
||||
uint8 *(*rasterLock)(Raster*, int32 level);
|
||||
void (*rasterUnlock)(Raster*, int32 level);
|
||||
|
@ -39,10 +88,19 @@ struct Driver
|
|||
extern Driver *driver[NUM_PLATFORMS];
|
||||
#define DRIVER driver[rw::platform]
|
||||
|
||||
inline void setRenderState(int32 state, uint32 value){
|
||||
DRIVER->setRenderState(state, value); }
|
||||
|
||||
inline uint32 getRenderState(int32 state){
|
||||
return DRIVER->getRenderState(state); }
|
||||
|
||||
namespace null {
|
||||
void beginUpdate(Camera*);
|
||||
void endUpdate(Camera*);
|
||||
|
||||
void setRenderState(int32 state, uint32 value);
|
||||
uint32 getRenderState(int32 state);
|
||||
|
||||
void rasterCreate(Raster*);
|
||||
uint8 *rasterLock(Raster*, int32 level);
|
||||
void rasterUnlock(Raster*, int32 level);
|
||||
|
|
|
@ -560,7 +560,6 @@ struct Camera : PluginBase<Camera>
|
|||
bool streamWrite(Stream *stream);
|
||||
uint32 streamGetSize(void);
|
||||
|
||||
void updateProjectionMatrix(void);
|
||||
// fov in degrees
|
||||
void setFOV(float32 fov, float32 ratio);
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue