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- /*
- * Bael'Zharon's Respite
- * Copyright (C) 2014 Daniel Skorupski
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2 of the License, or
- * (at your option) any later version.
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License along
- * with this program; if not, write to the Free Software Foundation, Inc.,
- * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
- */
- #include "graphics/StructureRenderer.h"
- #include "graphics/MeshRenderData.h"
- #include "graphics/Renderer.h"
- #include "graphics/util.h"
- #include "Camera.h"
- #include "Core.h"
- #include "Landcell.h"
- #include "LandcellManager.h"
- #include "Structure.h"
- #include <glm/gtc/matrix_transform.hpp>
- // We're sharing shaders with the model renderer for now
- #include "graphics/shaders/ModelVertexShader.h"
- #include "graphics/shaders/ModelFragmentShader.h"
- StructureRenderer::StructureRenderer()
- {
- program_.create();
- program_.attach(GL_VERTEX_SHADER, ModelVertexShader);
- program_.attach(GL_FRAGMENT_SHADER, ModelFragmentShader);
- program_.link();
- program_.use();
- GLuint texLocation = program_.getUniform("tex");
- glUniform1i(texLocation, 0);
- }
- StructureRenderer::~StructureRenderer()
- {
- program_.destroy();
- }
- void StructureRenderer::render(const glm::mat4& projectionMat, const glm::mat4& viewMat)
- {
- program_.use();
- LandcellManager& landcellManager = Core::get().landcellManager();
- glm::vec3 cameraPosition = Core::get().camera().position();
- glUniform4f(program_.getUniform("cameraPosition"), GLfloat(cameraPosition.x), GLfloat(cameraPosition.y), GLfloat(cameraPosition.z), 1.0f);
- for(auto& pair : landcellManager)
- {
- if(!pair.first.isStructure())
- {
- continue;
- }
- int dx = pair.first.x() - landcellManager.center().x();
- int dy = pair.first.y() - landcellManager.center().y();
- glm::vec3 blockPosition{dx * 192.0, dy * 192.0, 0.0};
- const Structure& structure = static_cast<const Structure&>(*pair.second);
- renderStructure(structure, projectionMat, viewMat, blockPosition + structure.location().position, structure.location().rotation);
- }
- }
- void StructureRenderer::renderStructure(
- const Structure& structure,
- const glm::mat4& projectionMat,
- const glm::mat4& viewMat,
- const glm::vec3& position,
- const glm::quat& rotation)
- {
- glm::mat4 worldMat = glm::translate(glm::mat4{}, position) * glm::mat4_cast(rotation);
- loadMat4ToUniform(worldMat, program_.getUniform("worldMatrix"));
- loadMat4ToUniform(projectionMat * viewMat, program_.getUniform("projectionViewMatrix"));
- if(!structure.renderData())
- {
- structure.renderData().reset(new MeshRenderData(structure));
- }
- MeshRenderData& renderData = static_cast<MeshRenderData&>(*structure.renderData());
- renderData.render();
- }
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