PrimeWorldEditor/Core/CDrawUtil.cpp

437 lines
11 KiB
C++

#include "CDrawUtil.h"
#include "CGraphics.h"
#include "CResCache.h"
#include <Common/CTransform4f.h>
#include <iostream>
#include "Log.h"
// ************ MEMBER INITIALIZATION ************
CVertexBuffer CDrawUtil::mGridVertices;
CIndexBuffer CDrawUtil::mGridIndices;
CDynamicVertexBuffer CDrawUtil::mSquareVertices;
CIndexBuffer CDrawUtil::mSquareIndices;
CDynamicVertexBuffer CDrawUtil::mLineVertices;
CIndexBuffer CDrawUtil::mLineIndices;
CModel *CDrawUtil::mpCubeModel;
CToken CDrawUtil::mCubeToken;
CVertexBuffer CDrawUtil::mWireCubeVertices;
CIndexBuffer CDrawUtil::mWireCubeIndices;
CModel *CDrawUtil::mpSphereModel;
CModel *CDrawUtil::mpDoubleSidedSphereModel;
CToken CDrawUtil::mSphereToken;
CToken CDrawUtil::mDoubleSidedSphereToken;
CShader *CDrawUtil::mpColorShader;
CShader *CDrawUtil::mpColorShaderLighting;
CShader *CDrawUtil::mpTextureShader;
CShader *CDrawUtil::mpCollisionShader;
CShader *CDrawUtil::mpTextShader;
CTexture *CDrawUtil::mpCheckerTexture;
CToken CDrawUtil::mCheckerTextureToken;
bool CDrawUtil::mDrawUtilInitialized = false;
// ************ PUBLIC ************
void CDrawUtil::DrawGrid()
{
Init();
mGridVertices.Bind();
CGraphics::sMVPBlock.ModelMatrix = CMatrix4f::skIdentity;
CGraphics::UpdateMVPBlock();
glBlendFunc(GL_ONE, GL_ZERO);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
glLineWidth(1.0f);
UseColorShader(CColor(0.6f, 0.6f, 0.6f, 0.f));
mGridIndices.DrawElements(0, mGridIndices.GetSize() - 4);
glLineWidth(1.5f);
UseColorShader(CColor::skTransparentBlack);
mGridIndices.DrawElements(mGridIndices.GetSize() - 4, 4);
}
void CDrawUtil::DrawSquare()
{
// Overload with default tex coords
CVector2f TexCoords[4] = { CVector2f(0.f, 1.f), CVector2f(1.f, 1.f), CVector2f(1.f, 0.f), CVector2f(0.f, 0.f) };
DrawSquare(&TexCoords[0].x);
}
void CDrawUtil::DrawSquare(const CVector2f& TexUL, const CVector2f& TexUR, const CVector2f& TexBR, const CVector2f& TexBL)
{
// Overload with tex coords specified via parameters
// I don't think that parameters are guaranteed to be contiguous in memory, so:
CVector2f TexCoords[4] = { TexUL, TexUR, TexBR, TexBL };
DrawSquare(&TexCoords[0].x);
}
void CDrawUtil::DrawSquare(const float *pTexCoords)
{
Init();
// Set tex coords
for (u32 iTex = 0; iTex < 8; iTex++)
{
EVertexDescription TexAttrib = (EVertexDescription) (eTex0 << (iTex *2));
mSquareVertices.BufferAttrib(TexAttrib, pTexCoords);
}
// Draw
mSquareVertices.Bind();
mSquareIndices.DrawElements();
mSquareVertices.Unbind();
}
void CDrawUtil::DrawLine(const CVector3f& PointA, const CVector3f& PointB)
{
DrawLine(PointA, PointB, CColor::skWhite);
}
void CDrawUtil::DrawLine(const CVector3f& PointA, const CVector3f& PointB, const CColor& LineColor)
{
Init();
glLineWidth(1.f);
CGraphics::sMVPBlock.ModelMatrix = CMatrix4f::skIdentity;
CGraphics::UpdateMVPBlock();
// Copy vec3s into an array to ensure they are adjacent in memory
CVector3f Points[2] = { PointA, PointB };
mLineVertices.BufferAttrib(ePosition, Points);
// Draw
UseColorShader(LineColor);
mLineVertices.Bind();
mLineIndices.DrawElements();
mLineVertices.Unbind();
}
void CDrawUtil::DrawCube()
{
Init();
mpCubeModel->Draw(eNoMaterialSetup, 0);
}
void CDrawUtil::DrawCube(const CColor& Color)
{
Init();
UseColorShader(Color);
DrawCube();
}
void CDrawUtil::DrawShadedCube(const CColor& Color)
{
Init();
UseColorShaderLighting(Color);
DrawCube();
}
void CDrawUtil::DrawWireCube()
{
Init();
glLineWidth(1.f);
mWireCubeVertices.Bind();
mWireCubeIndices.DrawElements();
mWireCubeVertices.Unbind();
}
void CDrawUtil::DrawWireCube(const CAABox& kAABox, const CColor& kColor)
{
Init();
// Calculate model matrix
CTransform4f Transform;
Transform.Scale(kAABox.Size());
Transform.Translate(kAABox.Center());
CGraphics::sMVPBlock.ModelMatrix = Transform.ToMatrix4f();
CGraphics::UpdateMVPBlock();
UseColorShader(kColor);
DrawWireCube();
}
void CDrawUtil::DrawSphere(bool DoubleSided)
{
Init();
if (!DoubleSided)
mpSphereModel->Draw(eNoMaterialSetup, 0);
else
mpDoubleSidedSphereModel->Draw(eNoMaterialSetup, 0);
}
void CDrawUtil::DrawSphere(const CColor &kColor)
{
Init();
UseColorShader(kColor);
DrawSphere(false);
}
void CDrawUtil::UseColorShader(const CColor& kColor)
{
Init();
mpColorShader->SetCurrent();
GLuint ColorLoc = mpColorShader->GetUniformLocation("ColorIn");
CVector4f ColorVec4 = kColor.ToVector4f();
glUniform4f(ColorLoc, ColorVec4.x, ColorVec4.y, ColorVec4.z, ColorVec4.w);
CMaterial::KillCachedMaterial();
}
void CDrawUtil::UseColorShaderLighting(const CColor& kColor)
{
Init();
mpColorShaderLighting->SetCurrent();
GLuint NumLightsLoc = mpColorShaderLighting->GetUniformLocation("NumLights");
glUniform1i(NumLightsLoc, CGraphics::sNumLights);
GLuint ColorLoc = mpColorShaderLighting->GetUniformLocation("ColorIn");
CVector4f ColorVec4 = kColor.ToVector4f();
glUniform4f(ColorLoc, ColorVec4.x, ColorVec4.y, ColorVec4.z, ColorVec4.w);
CMaterial::KillCachedMaterial();
}
void CDrawUtil::UseTextureShader()
{
UseTextureShader(CColor::skWhite);
}
void CDrawUtil::UseTextureShader(const CColor& TintColor)
{
Init();
mpTextureShader->SetCurrent();
GLuint TintColorLoc = mpTextureShader->GetUniformLocation("TintColor");
CVector4f TintVec4 = TintColor.ToVector4f();
glUniform4f(TintColorLoc, TintVec4.x, TintVec4.y, TintVec4.z, TintVec4.w);
CMaterial::KillCachedMaterial();
}
void CDrawUtil::UseCollisionShader()
{
Init();
mpCollisionShader->SetCurrent();
LoadCheckerboardTexture(0);
CMaterial::KillCachedMaterial();
}
CShader* CDrawUtil::GetTextShader()
{
Init();
return mpTextShader;
}
void CDrawUtil::LoadCheckerboardTexture(u32 GLTextureUnit)
{
Init();
mpCheckerTexture->Bind(GLTextureUnit);
}
CModel* CDrawUtil::GetCubeModel()
{
Init();
return mpCubeModel;
}
// ************ PRIVATE ************
CDrawUtil::CDrawUtil()
{
}
void CDrawUtil::Init()
{
if (!mDrawUtilInitialized)
{
Log::Write("Initializing CDrawUtil");
InitGrid();
InitSquare();
InitLine();
InitCube();
InitWireCube();
InitSphere();
InitShaders();
InitTextures();
mDrawUtilInitialized = true;
}
}
void CDrawUtil::InitGrid()
{
Log::Write("Creating grid");
mGridVertices.SetVertexDesc(ePosition);
mGridVertices.Reserve(64);
for (s32 i = -7; i < 8; i++)
{
if (i == 0) continue;
mGridVertices.AddVertex(CVector3f(-7.0f, float(i), 0.0f));
mGridVertices.AddVertex(CVector3f( 7.0f, float(i), 0.0f));
mGridVertices.AddVertex(CVector3f(float(i), -7.0f, 0.0f));
mGridVertices.AddVertex(CVector3f(float(i), 7.0f, 0.0f));
}
mGridVertices.AddVertex(CVector3f(-7.0f, 0, 0.0f));
mGridVertices.AddVertex(CVector3f( 7.0f, 0, 0.0f));
mGridVertices.AddVertex(CVector3f(0, -7.0f, 0.0f));
mGridVertices.AddVertex(CVector3f(0, 7.0f, 0.0f));
mGridIndices.Reserve(60);
for (u16 i = 0; i < 60; i++) mGridIndices.AddIndex(i);
mGridIndices.SetPrimitiveType(GL_LINES);
}
void CDrawUtil::InitSquare()
{
Log::Write("Creating square");
mSquareVertices.SetActiveAttribs(ePosition | eNormal |
eTex0 | eTex1 | eTex2 | eTex3 |
eTex4 | eTex5 | eTex6 | eTex7);
mSquareVertices.SetVertexCount(4);
CVector3f SquareVertices[] = {
CVector3f(-1.f, 1.f, 0.f),
CVector3f( 1.f, 1.f, 0.f),
CVector3f( 1.f, -1.f, 0.f),
CVector3f(-1.f, -1.f, 0.f)
};
CVector3f SquareNormals[] = {
CVector3f(0.f, 0.f, 1.f),
CVector3f(0.f, 0.f, 1.f),
CVector3f(0.f, 0.f, 1.f),
CVector3f(0.f, 0.f, 1.f)
};
CVector2f SquareTexCoords[] = {
CVector2f(0.f, 1.f),
CVector2f(1.f, 1.f),
CVector2f(1.f, 0.f),
CVector2f(0.f, 0.f)
};
mSquareVertices.BufferAttrib(ePosition, SquareVertices);
mSquareVertices.BufferAttrib(eNormal, SquareNormals);
for (u32 iTex = 0; iTex < 8; iTex++)
{
EVertexDescription Attrib = (EVertexDescription) (eTex0 << (iTex *2));
mSquareVertices.BufferAttrib(Attrib, SquareTexCoords);
}
mSquareIndices.Reserve(4);
mSquareIndices.SetPrimitiveType(GL_TRIANGLE_STRIP);
mSquareIndices.AddIndex(3);
mSquareIndices.AddIndex(2);
mSquareIndices.AddIndex(0);
mSquareIndices.AddIndex(1);
}
void CDrawUtil::InitLine()
{
Log::Write("Creating line");
mLineVertices.SetActiveAttribs(ePosition);
mLineVertices.SetVertexCount(2);
mLineIndices.Reserve(2);
mLineIndices.SetPrimitiveType(GL_LINES);
mLineIndices.AddIndex(0);
mLineIndices.AddIndex(1);
}
void CDrawUtil::InitCube()
{
Log::Write("Creating cube");
mpCubeModel = (CModel*) gResCache.GetResource("../resources/Cube.cmdl");
mCubeToken = CToken(mpCubeModel);
}
void CDrawUtil::InitWireCube()
{
Log::Write("Creating wire cube");
mWireCubeVertices.SetVertexDesc(ePosition);
mWireCubeVertices.Reserve(8);
mWireCubeVertices.AddVertex(CVector3f(-0.5f, -0.5f, -0.5f));
mWireCubeVertices.AddVertex(CVector3f(-0.5f, 0.5f, -0.5f));
mWireCubeVertices.AddVertex(CVector3f( 0.5f, 0.5f, -0.5f));
mWireCubeVertices.AddVertex(CVector3f( 0.5f, -0.5f, -0.5f));
mWireCubeVertices.AddVertex(CVector3f(-0.5f, -0.5f, 0.5f));
mWireCubeVertices.AddVertex(CVector3f( 0.5f, -0.5f, 0.5f));
mWireCubeVertices.AddVertex(CVector3f( 0.5f, 0.5f, 0.5f));
mWireCubeVertices.AddVertex(CVector3f(-0.5f, 0.5f, 0.5f));
u16 Indices[] = {
0, 1,
1, 2,
2, 3,
3, 0,
4, 5,
5, 6,
6, 7,
7, 4,
0, 4,
1, 7,
2, 6,
3, 5
};
mWireCubeIndices.AddIndices(Indices, sizeof(Indices) / sizeof(u16));
mWireCubeIndices.SetPrimitiveType(GL_LINES);
}
void CDrawUtil::InitSphere()
{
Log::Write("Creating sphere");
mpSphereModel = (CModel*) gResCache.GetResource("../resources/Sphere.cmdl");
mpDoubleSidedSphereModel = (CModel*) gResCache.GetResource("../resources/SphereDoubleSided.cmdl");
mSphereToken = CToken(mpSphereModel);
mDoubleSidedSphereToken = CToken(mpDoubleSidedSphereModel);
}
void CDrawUtil::InitShaders()
{
Log::Write("Creating shaders");
mpColorShader = CShader::FromResourceFile("ColorShader");
mpColorShaderLighting = CShader::FromResourceFile("ColorShaderLighting");
mpTextureShader = CShader::FromResourceFile("TextureShader");
mpCollisionShader = CShader::FromResourceFile("CollisionShader");
mpTextShader = CShader::FromResourceFile("TextShader");
}
void CDrawUtil::InitTextures()
{
Log::Write("Loading checkerboard texture");
mpCheckerTexture = (CTexture*) gResCache.GetResource("../resources/Checkerboard.txtr");
mCheckerTextureToken = CToken(mpCheckerTexture);
}
void CDrawUtil::Shutdown()
{
if (mDrawUtilInitialized)
{
Log::Write("Shutting down");
mCubeToken = CToken();
mSphereToken = CToken();
mDoubleSidedSphereToken = CToken();
delete mpColorShader;
delete mpColorShaderLighting;
delete mpTextureShader;
delete mpCollisionShader;
delete mpTextShader;
mDrawUtilInitialized = false;
}
}