librw/src/gl/gl3render.cpp
2020-04-26 20:14:52 +02:00

119 lines
2.6 KiB
C++

#include <cstdio>
#include <cstdlib>
#include <cstring>
#include "../rwbase.h"
#include "../rwerror.h"
#include "../rwplg.h"
#include "../rwrender.h"
#include "../rwengine.h"
#include "../rwpipeline.h"
#include "../rwobjects.h"
#ifdef RW_OPENGL
#include <GL/glew.h>
#include "rwgl3.h"
#include "rwgl3shader.h"
#include "rwgl3impl.h"
namespace rw {
namespace gl3 {
#define MAX_LIGHTS 8
void
setAttribPointers(AttribDesc *attribDescs, int32 numAttribs)
{
AttribDesc *a;
for(a = attribDescs; a != &attribDescs[numAttribs]; a++){
glEnableVertexAttribArray(a->index);
glVertexAttribPointer(a->index, a->size, a->type, a->normalized,
a->stride, (void*)(uint64)a->offset);
}
}
void
disableAttribPointers(AttribDesc *attribDescs, int32 numAttribs)
{
AttribDesc *a;
for(a = attribDescs; a != &attribDescs[numAttribs]; a++)
glDisableVertexAttribArray(a->index);
}
int32
lightingCB(Atomic *atomic)
{
WorldLights lightData;
Light *directionals[8];
Light *locals[8];
lightData.directionals = directionals;
lightData.numDirectionals = 8;
lightData.locals = locals;
lightData.numLocals = 8;
if(atomic->geometry->flags & rw::Geometry::LIGHT){
((World*)engine->currentWorld)->enumerateLights(atomic, &lightData);
if((atomic->geometry->flags & rw::Geometry::NORMALS) == 0){
// Get rid of lights that need normals when we don't have any
lightData.numDirectionals = 0;
lightData.numLocals = 0;
}
return setLights(&lightData);
}else{
memset(&lightData, 0, sizeof(lightData));
return setLights(&lightData);
}
}
#define U(i) currentShader->uniformLocations[i]
void
defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
{
Material *m;
RGBAf col;
GLfloat surfProps[4];
setWorldMatrix(atomic->getFrame()->getLTM());
lightingCB(atomic);
glBindBuffer(GL_ARRAY_BUFFER, header->vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo);
setAttribPointers(header->attribDesc, header->numAttribs);
InstanceData *inst = header->inst;
int32 n = header->numMeshes;
defaultShader->use();
while(n--){
m = inst->material;
convColor(&col, &m->color);
glUniform4fv(U(u_matColor), 1, (GLfloat*)&col);
surfProps[0] = m->surfaceProps.ambient;
surfProps[1] = m->surfaceProps.specular;
surfProps[2] = m->surfaceProps.diffuse;
surfProps[3] = 0.0f;
glUniform4fv(U(u_surfProps), 1, surfProps);
setTexture(0, m->texture);
rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
flushCache();
glDrawElements(header->primType, inst->numIndex,
GL_UNSIGNED_SHORT, (void*)(uintptr)inst->offset);
inst++;
}
disableAttribPointers(header->attribDesc, header->numAttribs);
}
}
}
#endif