2013-11-05 10:45:26 +00:00
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#include "OpenGLRenderer.h"
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2013-04-16 14:57:14 +00:00
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2013-12-23 09:26:29 +00:00
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#include OPENGL_FUNCTIONS_INCLUDE
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#include "CameraDefinition.h"
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#include "OpenGLSharedState.h"
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#include "OpenGLSkybox.h"
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#include "OpenGLWater.h"
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#include "OpenGLTerrain.h"
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OpenGLRenderer::OpenGLRenderer(Scenery* scenery):
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SoftwareRenderer(scenery)
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{
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ready = false;
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functions = new OpenGLFunctions();
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shared_state = new OpenGLSharedState();
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skybox = new OpenGLSkybox(this);
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water = new OpenGLWater(this);
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terrain = new OpenGLTerrain(this);
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}
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OpenGLRenderer::~OpenGLRenderer()
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{
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delete skybox;
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delete water;
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delete terrain;
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delete functions;
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delete shared_state;
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}
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void OpenGLRenderer::initialize()
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{
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ready = functions->initializeOpenGLFunctions();
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if (ready)
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{
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functions->glClearColor(0.0, 0.0, 0.0, 0.0);
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functions->glDisable(GL_LIGHTING);
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functions->glFrontFace(GL_CCW);
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functions->glCullFace(GL_BACK);
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functions->glEnable(GL_CULL_FACE);
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functions->glDepthFunc(GL_LESS);
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functions->glDepthMask(1);
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functions->glEnable(GL_DEPTH_TEST);
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functions->glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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functions->glEnable(GL_LINE_SMOOTH);
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functions->glLineWidth(1.0);
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functions->glDisable(GL_FOG);
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functions->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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prepare();
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skybox->initialize();
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skybox->updateScenery();
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water->initialize();
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water->updateScenery();
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terrain->initialize();
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terrain->updateScenery();
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}
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}
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void OpenGLRenderer::resize(int width, int height)
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{
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if (ready)
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{
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functions->glViewport(0, 0, width, height);
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}
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}
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void OpenGLRenderer::paint()
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{
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if (ready)
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{
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functions->glClearColor(0.0, 0.0, 0.0, 0.0);
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functions->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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skybox->render();
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terrain->render();
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water->render();
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}
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}
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void OpenGLRenderer::cameraChangeEvent(CameraDefinition *camera)
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{
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// Get camera info
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Vector3 location = camera->getLocation();
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Vector3 target = camera->getTarget();
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Vector3 up = camera->getUpVector();
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CameraPerspective perspective = camera->getPerspective();
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// Compute matrix
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QMatrix4x4 transform;
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transform.setToIdentity();
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transform.lookAt(QVector3D(location.x, location.y, location.z),
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QVector3D(target.x, target.y, target.z),
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QVector3D(up.x, up.y, up.z));
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QMatrix4x4 projection;
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projection.setToIdentity();
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projection.perspective(perspective.yfov * 180.0 / M_PI, perspective.xratio, perspective.znear, perspective.zfar);
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// Set in shaders
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shared_state->set("cameraLocation", location);
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shared_state->set("viewMatrix", projection * transform);
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}
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2013-12-15 14:18:11 +00:00
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double OpenGLRenderer::getPrecision(const Vector3 &)
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{
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return 0.0000001;
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}
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2013-12-15 14:06:43 +00:00
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Color OpenGLRenderer::applyMediumTraversal(Vector3, Color color)
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{
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return color;
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}
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