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Community-Fossil
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void TextClass::RenderBuffer () { // Bind the vertex array object that stored all the information about the vertex and index buffers. OpenGL->glBindVertexArray(m_vertexArrayId); // Render the vertex buffer using the index buffer. glDrawElements(GL_QUADS, m_indexCount, GL_UNSIGNED_INT, 0); return; } |
Community-Fossil
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m_shader->bind(); m_shader->enableVertexAttribArrays(); // aktiviert alle for(std::vector<bb::Entity*>::iterator i = m_entities.begin(); i != m_entities.end(); i++){ // ignorieren sprite = static_cast<bb::Sprite*>((*i)->getComponent("Sprite")); // ignorieren if(sprite->m_visible && sprite->m_camera && sprite->m_mesh && sprite->m_texture){ // ignorieren sprite->calculateModelMatrix(); // Verschiebung, Skalierung, ... sprite->m_camera->calculateOrthoMatrix(); // zum orthogonalem rendern sprite->m_texture->bind(GL_TEXTURE0); // Textur m_shader->sendUniform4x4("pmv", (sprite->m_camera->m_orthoMatrix*sprite->m_modelMatrix).getArray()); // Matrizen übergeben (kombiniert projection*model*view) m_shader->sendUniform("texture0", 0); // Textur an Shader binden sprite->m_mesh->getIndexBuffer()->bind(); // alle Buffer binden (auch an Shader) sprite->m_mesh->getVertex2Buffer()->bind(); sprite->m_mesh->getVertex2Buffer()->vertexAttribPointer(m_shader->getAttribLocation("vertex0"), 2, GL_FLOAT, false, 0, 0); sprite->m_mesh->getTexCoordBuffer()->bind(); sprite->m_mesh->getTexCoordBuffer()->vertexAttribPointer(m_shader->getAttribLocation("texCoord0"), 2, GL_FLOAT, false, 0, 0); glDrawElements(GL_TRIANGLES, sprite->m_mesh->getIndexCount(), GL_UNSIGNED_INT, 0); // renderaufruf sprite->m_texture->unbind(); } sprite = 0; // ignorieren } m_shader->disableVertexAttribArrays(); m_shader->unbind(); |
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bool TextClass::CreateText () { //local float width = this->PosX; Windowsize* wz = Input->GetWindowsize (); for (unsigned int i = 0; i < Text.size(); i++) { char Symbol; TextModel* Model; Symbol = Text[i]; for (unsigned int z = 0; z < TextUVdata.size(); z++) { if (Symbol == TextUVdata[z]->symbol) { Model = new TextModel; Model->Symbol = Symbol; //Point 1 Model->x[0] = width; Model->y[0] = this->PosY; Model->z[0] = this->PosZ + TextUVdata[z]->hight * wz->Pixel_in_float_height; Model->u[0] = TextUVdata[z]->x; Model->v[0] = TextUVdata[z]->y + TextUVdata[z]->h; //Point 2 Model->x[1] = width; Model->y[1] = this->PosY; Model->z[1] = this->PosZ; Model->u[1] = TextUVdata[z]->x; Model->v[1] = TextUVdata[z]->y; //Point 3 Model->x[2] = width + TextUVdata[z]->width * wz->Pixel_in_float_width; Model->y[2] = this->PosY; Model->z[2] = this->PosZ; Model->u[2] = TextUVdata[z]->x + TextUVdata[z]->w; Model->v[2] = TextUVdata[z]->y; //Point 4 Model->x[3] = width + TextUVdata[z]->width * wz->Pixel_in_float_width; Model->y[3] = this->PosY; Model->z[3] = this->PosZ + TextUVdata[z]->hight * wz->Pixel_in_float_height; Model->u[3] = TextUVdata[z]->x + TextUVdata[z]->w; Model->v[3] = TextUVdata[z]->y + TextUVdata[z]->h; //Set new width width = width + TextUVdata[z]->width * wz->Pixel_in_float_height; } } Textmodel.push_back(Model); } return true; } |
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bool TextClass::CreateBuffer () { VertexType* vertices; unsigned int* indices; int m_vertexCount = this->Textmodel.size () *4; this->m_indexCount = this->Textmodel.size () *4; // Create the vertex array. vertices = new VertexType[m_vertexCount]; if(!vertices) { return false; } // Create the index array. indices = new unsigned int[m_indexCount]; if(!indices) { return false; } // Load the vertex array and index array with data. unsigned int c = 0; int t = 0; while (c < this->Textmodel.size ()) { for (int z = 0; z < 4; z++) { vertices[t].x = Textmodel[c]->x[z]; vertices[t].y = Textmodel[c]->y[z]; vertices[t].z = Textmodel[c]->z[z]; vertices[t].tu = Textmodel[c]->u[z]; vertices[t].tv = Textmodel[c]->u[z]; vertices[t].nx = 0; vertices[t].ny = 1; vertices[t].nz = 0; indices[t] = t; t = t + 1; } c = c + 1; } // Allocate an OpenGL vertex array object. OpenGL->glGenVertexArrays(1, &m_vertexArrayId); // Bind the vertex array object to store all the buffers and vertex attributes we create here. OpenGL->glBindVertexArray(m_vertexArrayId); // Generate an ID for the vertex buffer. OpenGL->glGenBuffers(1, &m_vertexBufferId); // Bind the vertex buffer and load the vertex (position, texture, and normal) data into the vertex buffer. OpenGL->glBindBuffer(GL_ARRAY_BUFFER, m_vertexBufferId); OpenGL->glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(VertexType), vertices, GL_STATIC_DRAW); // Enable the three vertex array attributes. OpenGL->glEnableVertexAttribArray(0); // Vertex position. OpenGL->glEnableVertexAttribArray(1); // Texture coordinates. OpenGL->glEnableVertexAttribArray(2); // Normals. // Specify the location and format of the position portion of the vertex buffer. OpenGL->glBindBuffer(GL_ARRAY_BUFFER, m_vertexBufferId); OpenGL->glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(VertexType), 0); // Specify the location and format of the texture coordinate portion of the vertex buffer. OpenGL->glBindBuffer(GL_ARRAY_BUFFER, m_vertexBufferId); OpenGL->glVertexAttribPointer(1, 2, GL_FLOAT, false, sizeof(VertexType), (unsigned char*)NULL + (3 * sizeof(float))); // Specify the location and format of the normal vector portion of the vertex buffer. OpenGL->glBindBuffer(GL_ARRAY_BUFFER, m_vertexBufferId); OpenGL->glVertexAttribPointer(2, 3, GL_FLOAT, false, sizeof(VertexType), (unsigned char*)NULL + (5 * sizeof(float))); // Generate an ID for the index buffer. OpenGL->glGenBuffers(1, &m_indexBufferId); // Bind the index buffer and load the index data into it. OpenGL->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexBufferId); OpenGL->glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount* sizeof(unsigned int), indices, GL_STATIC_DRAW); // Now that the buffers have been loaded we can release the array data. delete [] vertices; vertices = 0; delete [] indices; indices = 0; return true; } |
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void TextClass::Render (float* worldmatrix) { TextureUnit->Render (worldmatrix, ShaderLight, Unit); RenderBuffer (); return; } |
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void TextClass::RenderBuffer () { // Bind the vertex array object that stored all the information about the vertex and index buffers. OpenGL->glBindVertexArray(m_vertexArrayId); // Render the vertex buffer using the index buffer. glDrawElements(GL_QUADS, m_indexCount, GL_UNSIGNED_INT, 0); return; } |
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void TextClass::ShutdownBuffers() { // Disable the two vertex array attributes. this->OpenGL->glDisableVertexAttribArray(0); this->OpenGL->glDisableVertexAttribArray(1); // Release the vertex buffer. this->OpenGL->glBindBuffer(GL_ARRAY_BUFFER, 0); this->OpenGL->glDeleteBuffers(1, &m_vertexBufferId); // Release the index buffer. this->OpenGL->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); this->OpenGL->glDeleteBuffers(1, &m_indexBufferId); // Release the vertex array object. this->OpenGL->glBindVertexArray(0); this->OpenGL->glDeleteVertexArrays(1, &m_vertexArrayId); return; } |
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glGenBuffers(1, &m_vertexBufferID); glBindBuffer(m_vertexBufferID); glBufferData(GL_ARRAY_BUFFER, sizeof(vertex)*vertices, &data[0], GL_STATIC_DRAW); |
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glGenTextures(1, &m_textureID); glBindTexture(GL_TEXTURE_2D, m_textureID); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, &data[0]); |
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »DeKugelschieber« (11.10.2013, 12:19)
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bool TextureClass::LoadTarga(OpenGLClass* OpenGL, char* filename, unsigned int textureUnit, bool wrap) { int error, width, height, bpp, imageSize; FILE* filePtr; unsigned int count; TargaHeader targaFileHeader; unsigned char* targaImage; // Open the targa file for reading in binary. error = fopen_s(&filePtr, filename, "rb"); if(error != 0) { return false; } // Read in the file header. count = fread(&targaFileHeader, sizeof(TargaHeader), 1, filePtr); if(count != 1) { return false; } // Get the important information from the header. width = (int)targaFileHeader.width; height = (int)targaFileHeader.height; bpp = (int)targaFileHeader.bpp; // Check that it is 32 bit and not 24 bit. if(bpp != 32) { return false; } // Calculate the size of the 32 bit image data. if (bpp == 32) { imageSize = width * height * 4; } // Allocate memory for the targa image data. targaImage = new unsigned char[imageSize]; if(!targaImage) { return false; } // Read in the targa image data. count = fread(targaImage, 1, imageSize, filePtr); if(count != imageSize) { return false; } // Close the file. error = fclose(filePtr); if(error != 0) { return false; } // Set the unique texture unit in which to store the data. OpenGL->glActiveTexture(GL_TEXTURE0 + textureUnit); // Generate an ID for the texture. glGenTextures(1, &m_textureID); // Bind the texture as a 2D texture. glBindTexture(GL_TEXTURE_2D, m_textureID); // Load the image data into the texture unit. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, targaImage); // Set the texture color to either wrap around or clamp to the edge. if(wrap) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); } else { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); } // Set the texture filtering. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Generate mipmaps for the texture. OpenGL->glGenerateMipmap(GL_TEXTURE_2D); // Release the targa image data. delete [] targaImage; targaImage = 0; // Set that the texture is loaded. loaded = true; return true; } |
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bool GraphicsClass::Render() { float worldMatrix[16]; float viewMatrix[16]; float projectionMatrix[16]; float lightDirection[3]; float diffuseLightColor[4]; float ambientLight[4]; // Clear the buffers to begin the scene. m_OpenGL->BeginScene(0.0f, 0.0f, 0.0f, 1.0f); // Generate the view matrix based on the camera's position. m_Camera->Render(); // Get the world, view, and projection matrices from the opengl and camera objects. m_OpenGL->GetWorldMatrix(worldMatrix); m_Camera->GetViewMatrix(viewMatrix); m_OpenGL->GetProjectionMatrix(projectionMatrix); // Get the light properties. m_Light->GetDirection(lightDirection); m_Light->GetDiffuseColor(diffuseLightColor); m_Light->GetAmbientLight(ambientLight); // Set the light shader as the current shader program and set the matrices that it will use for rendering. m_TextureUnit->SetNewShaderInformation(m_LightShader, m_ColorShader, m_OpenGL, worldMatrix, viewMatrix, projectionMatrix, lightDirection, diffuseLightColor, ambientLight); //Render Game Models and other Stuff m_Game->Render (worldMatrix); // Present the rendered scene to the screen. m_OpenGL->EndScene(); return true; } |
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void TextureUnitClass::Render(float* worldMatrix, unsigned int Shader, unsigned int TextureUnit) { switch (Shader) { case ShaderLight: { LightShaderPointer->SetShader(OpenGL); LightShaderPointer->SetShaderParameters(this->OpenGL, worldMatrix, this->viewMatrix, this->projectionMatrix, TextureUnit, this->lightDirection, this->diffuseLightColor, this->ambientLight); break; } case ShaderColor: { ColorShaderPointer->SetShader(OpenGL); ColorShaderPointer->SetShaderParameters(this->OpenGL, worldMatrix, this->viewMatrix, this->projectionMatrix); break; } } return; } |
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bool LightShaderClass::InitializeShader(char* vsFilename, char* fsFilename, OpenGLClass* OpenGL, HWND hwnd) { const char* vertexShaderBuffer; const char* fragmentShaderBuffer; int status; // Load the vertex shader source file into a text buffer. vertexShaderBuffer = LoadShaderSourceFile(vsFilename); if(!vertexShaderBuffer) { return false; } // Load the fragment shader source file into a text buffer. fragmentShaderBuffer = LoadShaderSourceFile(fsFilename); if(!fragmentShaderBuffer) { return false; } // Create a vertex and fragment shader object. m_vertexShader = OpenGL->glCreateShader(GL_VERTEX_SHADER); m_fragmentShader = OpenGL->glCreateShader(GL_FRAGMENT_SHADER); // Copy the shader source code strings into the vertex and fragment shader objects. OpenGL->glShaderSource(m_vertexShader, 1, &vertexShaderBuffer, NULL); OpenGL->glShaderSource(m_fragmentShader, 1, &fragmentShaderBuffer, NULL); // Release the vertex and fragment shader buffers. delete [] vertexShaderBuffer; vertexShaderBuffer = 0; delete [] fragmentShaderBuffer; fragmentShaderBuffer = 0; // Compile the shaders. OpenGL->glCompileShader(m_vertexShader); OpenGL->glCompileShader(m_fragmentShader); // Check to see if the vertex shader compiled successfully. OpenGL->glGetShaderiv(m_vertexShader, GL_COMPILE_STATUS, &status); if(status != 1) { // If it did not compile then write the syntax error message out to a text file for review. OutputShaderErrorMessage(OpenGL, hwnd, m_vertexShader, vsFilename); return false; } // Check to see if the fragment shader compiled successfully. OpenGL->glGetShaderiv(m_fragmentShader, GL_COMPILE_STATUS, &status); if(status != 1) { // If it did not compile then write the syntax error message out to a text file for review. OutputShaderErrorMessage(OpenGL, hwnd, m_fragmentShader, fsFilename); return false; } // Create a shader program object. m_shaderProgram = OpenGL->glCreateProgram(); // Attach the vertex and fragment shader to the program object. OpenGL->glAttachShader(m_shaderProgram, m_vertexShader); OpenGL->glAttachShader(m_shaderProgram, m_fragmentShader); // Bind the shader input variables. OpenGL->glBindAttribLocation(m_shaderProgram, 0, "inputPosition"); OpenGL->glBindAttribLocation(m_shaderProgram, 1, "inputTexCoord"); OpenGL->glBindAttribLocation(m_shaderProgram, 2, "inputNormal"); // Link the shader program. OpenGL->glLinkProgram(m_shaderProgram); // Check the status of the link. OpenGL->glGetProgramiv(m_shaderProgram, GL_LINK_STATUS, &status); if(status != 1) { // If it did not link then write the syntax error message out to a text file for review. OutputLinkerErrorMessage(OpenGL, hwnd, m_shaderProgram); return false; } return true; } |
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