PrimeWorldEditor/Core/CGraphics.cpp

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#include "CGraphics.h"
#include <OpenGL/CShader.h>
#include <Resource/CMaterial.h>
#include "Log.h"
// ************ MEMBER INITIALIZATION ************
CUniformBuffer* CGraphics::mpMVPBlockBuffer;
CUniformBuffer* CGraphics::mpVertexBlockBuffer;
CUniformBuffer* CGraphics::mpPixelBlockBuffer;
CUniformBuffer* CGraphics::mpLightBlockBuffer;
u32 CGraphics::mContextIndices = 0;
u32 CGraphics::mActiveContext = -1;
bool CGraphics::mInitialized = false;
std::vector<CVertexArrayManager*> CGraphics::mVAMs;
CGraphics::SMVPBlock CGraphics::sMVPBlock;
CGraphics::SVertexBlock CGraphics::sVertexBlock;
CGraphics::SPixelBlock CGraphics::sPixelBlock;
CGraphics::SLightBlock CGraphics::sLightBlock;
CGraphics::ELightingMode CGraphics::sLightMode;
u32 CGraphics::sNumLights;
const CColor CGraphics::skDefaultAmbientColor = CColor(0.5f, 0.5f, 0.5f, 1.f);
CColor CGraphics::sAreaAmbientColor = CColor::skBlack;
float CGraphics::sWorldLightMultiplier;
CLight CGraphics::sDefaultDirectionalLights[3] = {
*CLight::BuildDirectional(CVector3f(0), CVector3f (0.f, -0.866025f, -0.5f), CColor(0.3f, 0.3f, 0.3f, 1.f)),
*CLight::BuildDirectional(CVector3f(0), CVector3f(-0.75f, 0.433013f, -0.5f), CColor(0.3f, 0.3f, 0.3f, 1.f)),
*CLight::BuildDirectional(CVector3f(0), CVector3f( 0.75f, 0.433013f, -0.5f), CColor(0.3f, 0.3f, 0.3f, 1.f))
};
// ************ FUNCTIONS ************
void CGraphics::Initialize()
{
if (!mInitialized)
{
Log::Write("Initializing GLEW");
glewExperimental = true;
glewInit();
glGetError(); // This is to work around a glew bug - error is always set after initializing
Log::Write("Creating uniform buffers");
mpMVPBlockBuffer = new CUniformBuffer(sizeof(sMVPBlock));
mpVertexBlockBuffer = new CUniformBuffer(sizeof(sVertexBlock));
mpPixelBlockBuffer = new CUniformBuffer(sizeof(sPixelBlock));
mpLightBlockBuffer = new CUniformBuffer(sizeof(sLightBlock));
sLightMode = WorldLighting;
sNumLights = 0;
sWorldLightMultiplier = 1.f;
mInitialized = true;
}
mpMVPBlockBuffer->BindBase(0);
mpVertexBlockBuffer->BindBase(1);
mpPixelBlockBuffer->BindBase(2);
mpLightBlockBuffer->BindBase(3);
}
void CGraphics::Shutdown()
{
if (mInitialized)
{
Log::Write("Shutting down CGraphics");
delete mpMVPBlockBuffer;
delete mpVertexBlockBuffer;
delete mpPixelBlockBuffer;
delete mpLightBlockBuffer;
mInitialized = false;
}
}
void CGraphics::UpdateMVPBlock()
{
mpMVPBlockBuffer->Buffer(&sMVPBlock);
}
void CGraphics::UpdateVertexBlock()
{
mpVertexBlockBuffer->Buffer(&sVertexBlock);
}
void CGraphics::UpdatePixelBlock()
{
mpPixelBlockBuffer->Buffer(&sPixelBlock);
}
void CGraphics::UpdateLightBlock()
{
mpLightBlockBuffer->Buffer(&sLightBlock);
}
GLuint CGraphics::MVPBlockBindingPoint()
{
return 0;
}
GLuint CGraphics::VertexBlockBindingPoint()
{
return 1;
}
GLuint CGraphics::PixelBlockBindingPoint()
{
return 2;
}
GLuint CGraphics::LightBlockBindingPoint()
{
return 3;
}
u32 CGraphics::GetContextIndex()
{
for (u32 iCon = 0; iCon < 32; iCon++)
{
u32 Mask = (1 << iCon);
if ((mContextIndices & Mask) == 0)
{
mContextIndices |= Mask;
CVertexArrayManager *pVAM = new CVertexArrayManager;
if (mVAMs.size() >= iCon) mVAMs.resize(iCon + 1);
mVAMs[iCon] = pVAM;
return iCon;
}
}
return -1;
}
u32 CGraphics::GetActiveContext()
{
return mActiveContext;
}
void CGraphics::ReleaseContext(u32 Index)
{
if (Index < 32) mContextIndices &= ~(1 << Index);
if (mActiveContext == Index) mActiveContext = -1;
delete mVAMs[Index];
}
void CGraphics::SetActiveContext(u32 Index)
{
mActiveContext = Index;
mVAMs[Index]->SetCurrent();
CMaterial::KillCachedMaterial();
CShader::KillCachedShader();
}
void CGraphics::SetDefaultLighting()
{
sNumLights = 0; // CLight load function increments the light count by 1, which is why I set it to 0
sDefaultDirectionalLights[0].Load();
sDefaultDirectionalLights[1].Load();
sDefaultDirectionalLights[2].Load();
}
void CGraphics::SetIdentityMVP()
{
sMVPBlock.ModelMatrix = CMatrix4f::skIdentity;
sMVPBlock.ViewMatrix = CMatrix4f::skIdentity;
sMVPBlock.ProjectionMatrix = CMatrix4f::skIdentity;
}