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mirror of https://github.com/rwengine/openrw.git synced 2024-09-15 06:52:34 +02:00

Remove OpenGL from rect rendering

This commit is contained in:
Daniel Evans 2018-08-14 23:25:33 +01:00
parent 2e472dd25c
commit c4364d037a
2 changed files with 52 additions and 76 deletions

View File

@ -171,20 +171,14 @@ GameRenderer::GameRenderer(Logger* log, GameData* _data)
ssRectDraw.addGeometry(&ssRectGeom);
ssRectDraw.setFaceType(GL_TRIANGLE_STRIP);
ssRectProgram =
compileProgram(GameShaders::ScreenSpaceRect::VertexShader,
GameShaders::ScreenSpaceRect::FragmentShader);
ssRectTexture = glGetUniformLocation(ssRectProgram, "texture");
ssRectColour = glGetUniformLocation(ssRectProgram, "colour");
ssRectSize = glGetUniformLocation(ssRectProgram, "size");
ssRectOffset = glGetUniformLocation(ssRectProgram, "offset");
ssRectProg =
renderer->createShader(GameShaders::ScreenSpaceRect::VertexShader,
GameShaders::ScreenSpaceRect::FragmentShader);
renderer->setUniform(ssRectProg.get(), "texture", 0);
}
GameRenderer::~GameRenderer() {
glDeleteFramebuffers(1, &framebufferName);
glDeleteProgram(ssRectProgram);
}
void GameRenderer::setupRender() {
@ -401,20 +395,8 @@ void GameRenderer::renderWorld(GameWorld* world, const ViewCamera& camera,
void GameRenderer::renderSplash(GameWorld* world, GLuint splashTexName, glm::u16vec3 fc) {
float fadeTimer = world->getGameTime() - world->state->fadeStart;
glEnable(GL_BLEND);
/// @todo rewrite this render code to use renderer class
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glUseProgram(ssRectProgram);
glUniform2f(ssRectOffset, 0.f, 0.f);
glUniform2f(ssRectSize, 1.f, 1.f);
glUniform1i(ssRectTexture, 0);
if (splashTexName != 0) {
glBindTexture(GL_TEXTURE_2D, splashTexName);
fc = glm::u16vec3(0, 0, 0);
} else {
glBindTexture(GL_TEXTURE_2D, 0);
}
float fadeFrac = 1.f;
@ -423,13 +405,24 @@ void GameRenderer::renderSplash(GameWorld* world, GLuint splashTexName, glm::u16
}
float a = world->state->fadeIn ? 1.f - fadeFrac : fadeFrac;
if (a <= 0.f) {
return;
}
glm::vec4 fadeNormed(fc.r / 255.f, fc.g / 255.f, fc.b / 255.f, a);
glUniform4fv(ssRectColour, 1, glm::value_ptr(fadeNormed));
renderer->useProgram(ssRectProg.get());
renderer->setUniform(ssRectProg.get(), "colour", fadeNormed);
renderer->setUniform(ssRectProg.get(), "size", glm::vec2{1.f, 1.f});
renderer->setUniform(ssRectProg.get(), "offset", glm::vec2{0.f, 0.f});
glBindVertexArray(ssRectDraw.getVAOName());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
Renderer::DrawParameters wdp;
wdp.depthMode = DepthMode::OFF;
wdp.blendMode = BlendMode::BLEND_ALPHA;
wdp.count = ssRectGeom.getCount();
wdp.textures = {splashTexName};
renderer->drawArrays(glm::mat4(1.0f), &ssRectDraw, wdp);
}
void GameRenderer::renderPostProcess() {
@ -507,8 +500,6 @@ void GameRenderer::renderEffects(GameWorld* world) {
}
void GameRenderer::drawTexture(TextureData* texture, glm::vec4 extents) {
glUseProgram(ssRectProgram);
// Move into NDC
extents.x /= renderer->getViewport().x;
extents.y /= renderer->getViewport().y;
@ -520,27 +511,21 @@ void GameRenderer::drawTexture(TextureData* texture, glm::vec4 extents) {
extents.y -= .5f;
extents *= glm::vec4(2.f, -2.f, 1.f, 1.f);
/// @todo rewrite this render code to use renderer class
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glUniform2f(ssRectOffset, extents.x, extents.y);
glUniform2f(ssRectSize, extents.z, extents.w);
renderer->useProgram(ssRectProg.get());
renderer->setUniform(ssRectProg.get(), "colour", glm::vec4{0.f, 0.f, 0.f, 1.f});
renderer->setUniform(ssRectProg.get(), "size", glm::vec2{extents.z, extents.w});
renderer->setUniform(ssRectProg.get(), "offset", glm::vec2{extents.x, extents.y});
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture->getName());
glUniform1i(ssRectTexture, 0);
glUniform4f(ssRectColour, 0.f, 0.f, 0.f, 1.f);
Renderer::DrawParameters wdp;
wdp.depthMode = DepthMode::OFF;
wdp.blendMode = BlendMode::BLEND_ALPHA;
wdp.count = ssRectGeom.getCount();
wdp.textures = {texture->getName()};
glBindVertexArray(ssRectDraw.getVAOName());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Ooops
renderer->invalidate();
renderer->drawArrays(glm::mat4(1.0f), &ssRectDraw, wdp);
}
void GameRenderer::drawColour(const glm::vec4& colour, glm::vec4 extents) {
glUseProgram(ssRectProgram);
// Move into NDC
extents.x /= renderer->getViewport().x;
extents.y /= renderer->getViewport().y;
@ -552,43 +537,35 @@ void GameRenderer::drawColour(const glm::vec4& colour, glm::vec4 extents) {
extents.y -= .5f;
extents *= glm::vec4(2.f, -2.f, 1.f, 1.f);
/// @todo rewrite this render code to use renderer class
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glUniform2f(ssRectOffset, extents.x, extents.y);
glUniform2f(ssRectSize, extents.z, extents.w);
renderer->useProgram(ssRectProg.get());
renderer->setUniform(ssRectProg.get(), "colour", colour);
renderer->setUniform(ssRectProg.get(), "size", glm::vec2{extents.z, extents.w});
renderer->setUniform(ssRectProg.get(), "offset", glm::vec2{extents.x, extents.y});
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
glUniform1i(ssRectTexture, 0);
glUniform4f(ssRectColour, colour.r, colour.g, colour.b, colour.a);
Renderer::DrawParameters wdp;
wdp.depthMode = DepthMode::OFF;
wdp.blendMode = BlendMode::BLEND_ALPHA;
wdp.count = ssRectGeom.getCount();
wdp.textures = {0};
glBindVertexArray(ssRectDraw.getVAOName());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// Ooops
renderer->invalidate();
renderer->drawArrays(glm::mat4(1.0f), &ssRectDraw, wdp);
}
void GameRenderer::renderLetterbox() {
/// @todo rewrite this render code to use renderer class
glUseProgram(ssRectProgram);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
const float cinematicExperienceSize = 0.15f;
glUniform2f(ssRectOffset, 0.f, -1.f * (1.f - cinematicExperienceSize));
glUniform2f(ssRectSize, 1.f, cinematicExperienceSize);
constexpr float cinematicExperienceSize = 0.15f;
renderer->useProgram(ssRectProg.get());
renderer->setUniform(ssRectProg.get(), "colour", glm::vec4{0.f, 0.f, 0.f, 1.f});
renderer->setUniform(ssRectProg.get(), "size", glm::vec2{1.f, cinematicExperienceSize});
renderer->setUniform(ssRectProg.get(), "offset", glm::vec2{0.f,-1.f * (1.f - cinematicExperienceSize)});
Renderer::DrawParameters wdp;
wdp.depthMode = DepthMode::OFF;
wdp.blendMode = BlendMode::BLEND_NONE;
wdp.count = ssRectGeom.getCount();
wdp.textures = {0};
glBindTexture(GL_TEXTURE_2D, 0);
glUniform1i(ssRectTexture, 0);
glUniform4f(ssRectColour, 0.f, 0.f, 0.f, 1.f);
glBindVertexArray(ssRectDraw.getVAOName());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glUniform2f(ssRectOffset, 0.f, 1.f * (1.f - cinematicExperienceSize));
glUniform2f(ssRectSize, 1.f, cinematicExperienceSize);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
renderer->drawArrays(glm::mat4(1.0f), &ssRectDraw, wdp);
renderer->setUniform(ssRectProg.get(), "offset", glm::vec2{0.f, 1.f * (1.f - cinematicExperienceSize)});
renderer->drawArrays(glm::mat4(1.0f), &ssRectDraw, wdp);
}
void GameRenderer::setViewport(int w, int h) {

View File

@ -77,8 +77,7 @@ public:
std::unique_ptr<Renderer::ShaderProgram> skyProg;
std::unique_ptr<Renderer::ShaderProgram> particleProg;
GLuint ssRectProgram;
GLint ssRectTexture, ssRectColour, ssRectSize, ssRectOffset;
std::unique_ptr<Renderer::ShaderProgram> ssRectProg;
GLuint skydomeIBO;