/*********************************************************************** created: Thu Jan 8 2009 author: Paul D Turner *************************************************************************/ /*************************************************************************** * Copyright (C) 2004 - 2009 Paul D Turner & The CEGUI Development Team * * 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 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 "CEGUI/RendererModules/OpenGLES/GeometryBuffer.h" #include "CEGUI/RenderEffect.h" #include "CEGUI/RendererModules/OpenGLES/Texture.h" #include "CEGUI/Vertex.h" // Start of CEGUI namespace section namespace CEGUI { //----------------------------------------------------------------------------// OpenGLESGeometryBuffer::OpenGLESGeometryBuffer() : d_activeTexture(0), d_clipRect(0, 0, 0, 0), d_clippingActive(true), d_translation(0, 0, 0), d_rotation(0, 0, 0), d_pivot(0, 0, 0), d_effect(0), d_matrixValid(false) { //d_matrix does not need to be initialised here, we have d_matrixValid //for(unsigned int i = 0; i < 16;++i) // d_matrix[i]=0.0; } //----------------------------------------------------------------------------// void OpenGLESGeometryBuffer::appendVertex(const Vertex& vertex) { appendGeometry(&vertex, 1); } //----------------------------------------------------------------------------// void OpenGLESGeometryBuffer::draw() const { // setup clip region GLint vp[4]; glGetIntegerv(GL_VIEWPORT, vp); glScissor(static_cast(d_clipRect.left()), static_cast(vp[3] - d_clipRect.bottom()), static_cast(d_clipRect.getWidth()), static_cast(d_clipRect.getHeight())); // apply the transformations we need to use. if (!d_matrixValid) updateMatrix(); glMatrixMode(GL_MODELVIEW); glLoadMatrixf(d_matrix); const int pass_count = d_effect ? d_effect->getPassCount() : 1; for (int pass = 0; pass < pass_count; ++pass) { // set up RenderEffect if (d_effect) d_effect->performPreRenderFunctions(pass); // draw the batches size_t pos = 0; BatchList::const_iterator i = d_batches.begin(); for ( ; i != d_batches.end(); ++i) { glBindTexture(GL_TEXTURE_2D, (*i).first); // set up pointers to the vertex element arrays glTexCoordPointer(2, GL_FLOAT, sizeof(GLVertex), &d_vertices[pos]); glColorPointer(4, GL_FLOAT, sizeof(GLVertex), &d_vertices[pos].colour[0]); glVertexPointer(3, GL_FLOAT, sizeof(GLVertex), &d_vertices[pos].position[0]); // draw the geometry glDrawArrays(GL_TRIANGLES, 0, (*i).second); pos += (*i).second; } } // clean up RenderEffect if (d_effect) d_effect->performPostRenderFunctions(); } //----------------------------------------------------------------------------// void OpenGLESGeometryBuffer::setTranslation(const Vector3f& v) { d_translation = v; d_matrixValid = false; } //----------------------------------------------------------------------------// void OpenGLESGeometryBuffer::setRotation(const Quaternion& r) { d_rotation = r; d_matrixValid = false; } //----------------------------------------------------------------------------// void OpenGLESGeometryBuffer::setPivot(const Vector3f& p) { d_pivot = Vector3f(p.d_x, p.d_y, p.d_z); d_matrixValid = false; } //----------------------------------------------------------------------------// void OpenGLESGeometryBuffer::setClippingRegion(const Rectf& region) { d_clipRect = region; } //----------------------------------------------------------------------------// void OpenGLESGeometryBuffer::appendGeometry(const Vertex* const vbuff, uint vertex_count) { performBatchManagement(); // update size of current batch d_batches.back().second += vertex_count; // buffer these vertices GLVertex vd; const Vertex* vs = vbuff; for (uint i = 0; i < vertex_count; ++i, ++vs) { // copy vertex info the buffer, converting from CEGUI::Vertex to // something directly usable by OpenGLES as needed. vd.tex[0] = vs->tex_coords.d_x; vd.tex[1] = vs->tex_coords.d_y; vd.colour[0] = vs->colour_val.getRed(); vd.colour[1] = vs->colour_val.getGreen(); vd.colour[2] = vs->colour_val.getBlue(); vd.colour[3] = vs->colour_val.getAlpha(); vd.position[0] = vs->position.d_x; vd.position[1] = vs->position.d_y; vd.position[2] = vs->position.d_z; d_vertices.push_back(vd); } } //----------------------------------------------------------------------------// void OpenGLESGeometryBuffer::setActiveTexture(Texture* texture) { d_activeTexture = static_cast(texture); } //----------------------------------------------------------------------------// void OpenGLESGeometryBuffer::reset() { d_batches.clear(); d_vertices.clear(); d_activeTexture = 0; } //----------------------------------------------------------------------------// Texture* OpenGLESGeometryBuffer::getActiveTexture() const { return d_activeTexture; } //----------------------------------------------------------------------------// uint OpenGLESGeometryBuffer::getVertexCount() const { return d_vertices.size(); } //----------------------------------------------------------------------------// uint OpenGLESGeometryBuffer::getBatchCount() const { return d_batches.size(); } //----------------------------------------------------------------------------// void OpenGLESGeometryBuffer::performBatchManagement() { const GLuint gltex = d_activeTexture ? d_activeTexture->getOpenGLESTexture() : 0; // create a new batch if there are no batches yet, or if the active texture // differs from that used by the current batch. if (d_batches.empty() || (gltex != d_batches.back().first)) d_batches.push_back(BatchInfo(gltex, 0)); } //----------------------------------------------------------------------------// void OpenGLESGeometryBuffer::setRenderEffect(RenderEffect* effect) { d_effect = effect; } //----------------------------------------------------------------------------// RenderEffect* OpenGLESGeometryBuffer::getRenderEffect() { return d_effect; } //----------------------------------------------------------------------------// const float* OpenGLESGeometryBuffer::getMatrix() const { if (!d_matrixValid) updateMatrix(); return d_matrix; } //----------------------------------------------------------------------------// void OpenGLESGeometryBuffer::updateMatrix() const { glMatrixMode(GL_MODELVIEW); glPushMatrix(); const Vector3f final_trans(d_translation.d_x + d_pivot.d_x, d_translation.d_y + d_pivot.d_y, d_translation.d_z + d_pivot.d_z); glLoadIdentity(); glTranslatef(final_trans.d_x, final_trans.d_y, final_trans.d_z); float rotation_matrix[16]; rotation_matrix[ 0] = 1.0f - 2.0f * (d_rotation.d_y * d_rotation.d_y + d_rotation.d_z * d_rotation.d_z); rotation_matrix[ 1] = 2.0f * (d_rotation.d_x * d_rotation.d_y + d_rotation.d_z * d_rotation.d_w); rotation_matrix[ 2] = 2.0f * (d_rotation.d_x * d_rotation.d_z - d_rotation.d_y * d_rotation.d_w); rotation_matrix[ 3] = 0.0f; rotation_matrix[ 4] = 2.0f * (d_rotation.d_x * d_rotation.d_y - d_rotation.d_z * d_rotation.d_w); rotation_matrix[ 5] = 1.0f - 2.0f * (d_rotation.d_x * d_rotation.d_x + d_rotation.d_z * d_rotation.d_z); rotation_matrix[ 6] = 2.0f * (d_rotation.d_z * d_rotation.d_y + d_rotation.d_x * d_rotation.d_w); rotation_matrix[ 7] = 0.0f; rotation_matrix[ 8] = 2.0f * (d_rotation.d_x * d_rotation.d_z + d_rotation.d_y * d_rotation.d_w); rotation_matrix[ 9] = 2.0f * (d_rotation.d_y * d_rotation.d_z - d_rotation.d_x * d_rotation.d_w); rotation_matrix[10] = 1.0f - 2.0f * (d_rotation.d_x * d_rotation.d_x + d_rotation.d_y * d_rotation.d_y); rotation_matrix[11] = 0.0f; rotation_matrix[12] = 0.0f; rotation_matrix[13] = 0.0f; rotation_matrix[14] = 0.0f; rotation_matrix[15] = 1.0f; glMultMatrixf(rotation_matrix); glTranslatef(-d_pivot.d_x, -d_pivot.d_y, -d_pivot.d_z); glGetFloatv(GL_MODELVIEW_MATRIX, d_matrix); glPopMatrix(); d_matrixValid = true; } //----------------------------------------------------------------------------// void OpenGLESGeometryBuffer::setClippingActive(const bool active) { d_clippingActive = active; } //----------------------------------------------------------------------------// bool OpenGLESGeometryBuffer::isClippingActive() const { return d_clippingActive; } //----------------------------------------------------------------------------// } // End of CEGUI namespace section