#include "renderer.h"
+#include "rtarg.h"
+#include "app.h"
+#include "sdr.h"
+
+enum {
+ USE_TEXMAP = 1,
+ USE_MIRROR = 2,
+};
+static const char *use_flag_str[] = {
+ "#define USE_TEXMAP\n",
+ "#define USE_MIRROR\n"
+};
+#define NUM_USE_FLAGS ((int)(sizeof use_flag_str / sizeof *use_flag_str))
+
+
+static RenderTarget *rtmirror;
+static int cur_vport[4];
Renderer::Renderer()
{
mscn = 0;
+ ropt = RENDER_ALL;
+ shaders = 0;
}
Renderer::~Renderer()
{
+ destroy();
+ delete [] shaders;
}
bool Renderer::init()
{
+ static bool once;
+ if(!rtmirror && !once) {
+ once = true;
+ rtmirror = new RenderTarget;
+ if(!rtmirror->create(vp_width, vp_height, GL_SRGB)) {
+ error_log("failed to create mirror render target (%dx%d)\n", vp_width, vp_height);
+ }
+ }
+
+ int numsdr = 1 << NUM_USE_FLAGS;
+ shaders = new unsigned int[numsdr];
+
+ for(int i=0; i<numsdr; i++) {
+ clear_shader_header(0);
+
+ for(int j=0; j<NUM_USE_FLAGS; j++) {
+ if(i & (1 << j)) {
+ add_shader_header(0, use_flag_str[j]);
+ }
+ }
+
+ if(!(shaders[i] = create_program_load("sdr/lightmap.v.glsl", "sdr/lightmap.p.glsl"))) {
+ return false;
+ }
+ set_uniform_int(shaders[i], "texmap", MTL_TEX_DIFFUSE);
+ set_uniform_int(shaders[i], "lightmap", MTL_TEX_LIGHTMAP);
+ set_uniform_int(shaders[i], "mirrortex", MTL_TEX_REFLECT);
+ }
+
return true;
}
return mscn;
}
+// render mirror reflections if ...
+#define DO_MIRRORS \
+ mscn->mirrors && /* scene contains mirrors */ \
+ (ropt & RENDER_MIRRORS) && /* mirror rendering is enabled */ \
+ rtmirror /* mirror render target succesfully created */
+
void Renderer::draw() const
{
if(!mscn) return;
+ if(DO_MIRRORS && current_render_target() != rtmirror) {
+ // check if the render target needs resizing
+ if(rtmirror->get_width() != vp_width || rtmirror->get_height() != vp_height) {
+ info_log("resizing mirror render target to %dx%d\n", vp_width, vp_height);
+ if(!rtmirror->resize(vp_width, vp_height)) {
+ error_log("failed to resize mirror render target (%dx%d)\n", vp_width, vp_height);
+ goto abort_mirrors;
+ }
+ }
+
+ glGetIntegerv(GL_VIEWPORT, cur_vport);
+
+ FlatMirror *mir = mscn->mirrors;
+ while(mir) {
+ draw_mirror(mir);
+ mir = mir->next;
+ }
+ }
+abort_mirrors:
+
int num = (int)mscn->scenes.size();
for(int i=0; i<num; i++) {
Scene *scn = mscn->scenes[i];
int nobj = (int)scn->objects.size();
for(int j=0; j<nobj; j++) {
+ // don't draw mirrors, we already did that earlier (if mirror rendering enabled)
+ if((ropt & RENDER_MIRRORS) && scn->objects[j]->mtl.flat_mirror) {
+ continue;
+ }
draw_object(scn->objects[j]);
}
}
}
if(vis) {
+ unsigned int use_mask = 0;
+ if(obj->mtl.stdtex[MTL_TEX_DIFFUSE]) {
+ use_mask |= USE_TEXMAP;
+ }
+ if(obj->mtl.stdtex[MTL_TEX_REFLECT] && obj->mtl.flat_mirror) {
+ use_mask |= USE_MIRROR;
+ }
+
+ unsigned int sdr = shaders[use_mask];
+ if(use_mask & USE_MIRROR) {
+ float sx = 1.0f / rtmirror->texture()->get_width();
+ float sy = 1.0f / rtmirror->texture()->get_height();
+ set_uniform_float2(sdr, "mirtex_offs", -cur_vport[0], -cur_vport[1]);
+ set_uniform_float2(sdr, "mirtex_scale", sx, sy);
+ set_uniform_float(sdr, "reflectivity", obj->mtl.reflect);
+ }
+ bind_program(sdr);
+
obj->draw();
}
}
+
+void Renderer::draw_mirror(FlatMirror *mir) const
+{
+ push_render_target(rtmirror);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+
+ // TODO update mirror plane for movable mirrors?
+
+ Mat4 mirmat;
+ mirmat.mirror(mir->wplane.normal, -dot(mir->wplane.normal, mir->wplane.pt));
+ glMultMatrixf(mirmat[0]);
+
+ glFrontFace(GL_CW);
+ draw();
+ glFrontFace(GL_CCW);
+
+ glPopMatrix();
+ pop_render_target();
+
+ if(dbg_key_pending & 1) {
+ dump_gl_texture(rtmirror->texture()->get_id(), "mirror.ppm");
+ dbg_key_pending &= ~1;
+ }
+
+ int nobj = mir->objects.size();
+ for(int i=0; i<nobj; i++) {
+ Object *obj = (Object*)mir->objects[i];
+
+ Texture *prev_refl_tex = obj->mtl.stdtex[MTL_TEX_REFLECT];
+ obj->mtl.stdtex[MTL_TEX_REFLECT] = rtmirror->texture();
+
+ draw_object(mir->objects[i]);
+
+ obj->mtl.stdtex[MTL_TEX_REFLECT] = prev_refl_tex;
+ }
+}