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Various changes to the Scene class. Not sure what's useful.

legacy
Sam Hocevar sam 13年前
コミット
8e6eb8db5a
1個のファイルの変更48行の追加26行の削除
  1. +48
    -26
      src/scene.cpp

+ 48
- 26
src/scene.cpp ファイルの表示

@@ -36,7 +36,7 @@ struct Tile
#if defined HAVE_GL_2X || defined HAVE_GLES_2X
extern Shader *stdshader;
#endif
extern mat4 model_matrix;
extern mat4 proj_matrix, view_matrix, model_matrix;

/*
* Scene implementation class
@@ -177,15 +177,33 @@ void Scene::Render() // XXX: rename to Blit()
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#else
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GEQUAL, 0.01f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glEnable(GL_DEPTH_TEST);
//glDepthFunc(GL_LEQUAL);
//glEnable(GL_ALPHA_TEST);
//glAlphaFunc(GL_GEQUAL, 0.01f);
//glEnable(GL_BLEND);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

#if 0
/* Reset all model-view-projection matrices */
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMultMatrixf(&proj_matrix[0][0]);
#endif
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMultMatrixf(&model_matrix[0][0]);
//glMultMatrixf(&model_matrix[0][0]);
glMultMatrixf(&view_matrix[0][0]);

/* Set up state machine */
glDisable(GL_DEPTH_TEST);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#endif

for (int buf = 0, i = 0, n; i < data->ntiles; i = n, buf += 2)
@@ -217,48 +235,43 @@ void Scene::Render() // XXX: rename to Blit()
#if defined HAVE_GL_2X || defined HAVE_GLES_2X
stdshader->Bind();
#endif
glActiveTexture(GL_TEXTURE0);

/* Bind texture */
Tiler::Bind(data->tiles[i].code);

/* Bind vertex, color and texture coordinate buffers */
#if defined HAVE_GL_2X || defined HAVE_GLES_2X
# if !defined HAVE_GLES_2X
glBindVertexArray(data->vao);
# endif
glEnableVertexAttribArray(attr_pos);
glEnableVertexAttribArray(attr_tex);
#else
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
#endif

#if defined HAVE_GL_2X || defined HAVE_GLES_2X
glBindBuffer(GL_ARRAY_BUFFER, data->bufs[buf]);
glBufferData(GL_ARRAY_BUFFER, 18 * (n - i) * sizeof(GLfloat),
vertex, GL_STATIC_DRAW);
glVertexAttribPointer(attr_pos, 3, GL_FLOAT, GL_FALSE, 0, 0);
#elif defined HAVE_GL_1X
glBindBuffer(GL_ARRAY_BUFFER, data->bufs[buf]);
glBufferData(GL_ARRAY_BUFFER, 18 * (n - i) * sizeof(GLfloat),
vertex, GL_STATIC_DRAW);
glVertexPointer(3, GL_FLOAT, 0, NULL);
#else
glVertexPointer(3, GL_FLOAT, 0, vertex);
#endif

#if defined HAVE_GL_2X || defined HAVE_GLES_2X
glBindBuffer(GL_ARRAY_BUFFER, data->bufs[buf + 1]);
glBufferData(GL_ARRAY_BUFFER, 12 * (n - i) * sizeof(GLfloat),
texture, GL_STATIC_DRAW);
glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, 0);
#elif defined HAVE_GL_1X
glBindBuffer(GL_ARRAY_BUFFER, data->bufs[buf]);
glBufferData(GL_ARRAY_BUFFER, 18 * (n - i) * sizeof(GLfloat),
vertex, GL_STATIC_DRAW);
glVertexPointer(3, GL_FLOAT, 0, NULL);

glBindBuffer(GL_ARRAY_BUFFER, data->bufs[buf + 1]);
glBufferData(GL_ARRAY_BUFFER, 12 * (n - i) * sizeof(GLfloat),
texture, GL_STATIC_DRAW);
glTexCoordPointer(2, GL_FLOAT, 0, NULL);
#else
glVertexPointer(3, GL_FLOAT, 0, vertex);
glTexCoordPointer(2, GL_FLOAT, 0, texture);
#endif

/* Draw arrays */
glDrawArrays(GL_TRIANGLES, 0, (n - i) * 6);

#if defined HAVE_GL_2X || defined HAVE_GLES_2X
@@ -267,15 +280,24 @@ void Scene::Render() // XXX: rename to Blit()
# endif
glDisableVertexAttribArray(attr_pos);
glDisableVertexAttribArray(attr_tex);
#else
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
#endif

free(vertex);
free(texture);
}

#if defined HAVE_GL_1X || defined HAVE_GLES_1X
/* Disable state machine features */
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);

/* Restore matrices */
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
#endif

free(data->tiles);
data->tiles = 0;
data->ntiles = 0;


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