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C++ CShaderProgramPtr::BindTexture方法代码示例

本文整理汇总了C++中CShaderProgramPtr::BindTexture方法的典型用法代码示例。如果您正苦于以下问题:C++ CShaderProgramPtr::BindTexture方法的具体用法?C++ CShaderProgramPtr::BindTexture怎么用?C++ CShaderProgramPtr::BindTexture使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在CShaderProgramPtr的用法示例。


在下文中一共展示了CShaderProgramPtr::BindTexture方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: PrepareShader

/**
 * Set up all the uniforms for a shader pass.
 */
void TerrainRenderer::PrepareShader(const CShaderProgramPtr& shader, ShadowMap* shadow)
{
	shader->Uniform("transform", g_Renderer.GetViewCamera().GetViewProjection());

	const CLightEnv& lightEnv = g_Renderer.GetLightEnv();

	if (shadow)
	{
		shader->BindTexture("shadowTex", shadow->GetTexture());
		shader->Uniform("shadowTransform", shadow->GetTextureMatrix());

		const float* offsets = shadow->GetFilterOffsets();
		shader->Uniform("shadowOffsets1", offsets[0], offsets[1], offsets[2], offsets[3]);
		shader->Uniform("shadowOffsets2", offsets[4], offsets[5], offsets[6], offsets[7]);
	}

	CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
	shader->BindTexture("losTex", los.GetTexture());
	shader->Uniform("losTransform", los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);

	shader->Uniform("ambient", lightEnv.m_TerrainAmbientColor);
	shader->Uniform("sunColor", lightEnv.m_SunColor);

	shader->BindTexture("blendTex", g_Renderer.m_hCompositeAlphaMap);
}
开发者ID:Gallaecio,项目名称:0ad,代码行数:28,代码来源:TerrainRenderer.cpp

示例2: PrepareShader

/**
 * Set up all the uniforms for a shader pass.
 */
void TerrainRenderer::PrepareShader(const CShaderProgramPtr& shader, ShadowMap* shadow)
{
	shader->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());
	shader->Uniform(str_cameraPos, g_Renderer.GetViewCamera().GetOrientation().GetTranslation());

	const CLightEnv& lightEnv = g_Renderer.GetLightEnv();

	if (shadow)
	{
		shader->BindTexture(str_shadowTex, shadow->GetTexture());
		shader->Uniform(str_shadowTransform, shadow->GetTextureMatrix());
		int width = shadow->GetWidth();
		int height = shadow->GetHeight();
		shader->Uniform(str_shadowScale, width, height, 1.0f / width, 1.0f / height);
	}

	CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
	shader->BindTexture(str_losTex, los.GetTextureSmooth());
	shader->Uniform(str_losTransform, los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);

	shader->Uniform(str_ambient, lightEnv.m_TerrainAmbientColor);
	shader->Uniform(str_sunColor, lightEnv.m_SunColor);
	shader->Uniform(str_sunDir, lightEnv.GetSunDir());
	
	shader->Uniform(str_fogColor, lightEnv.m_FogColor);
	shader->Uniform(str_fogParams, lightEnv.m_FogFactor, lightEnv.m_FogMax, 0.f, 0.f);
}
开发者ID:Thomashuet,项目名称:0ad,代码行数:30,代码来源:TerrainRenderer.cpp

示例3: ApplyEffect

void CPostprocManager::ApplyEffect(CShaderTechniquePtr &shaderTech1, int pass)
{
	// select the other FBO for rendering
	if (!m_WhichBuffer)
		pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
	else
		pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
	
	glDisable(GL_DEPTH_TEST);
	glDepthMask(GL_FALSE);

	shaderTech1->BeginPass(pass);
	CShaderProgramPtr shader = shaderTech1->GetShader(pass);
	
	shader->Bind();
	
	// Use the textures from the current FBO as input to the shader.
	// We also bind a bunch of other textures and parameters, but since
	// this only happens once per frame the overhead is negligible.
	if (m_WhichBuffer)
		shader->BindTexture(str_renderedTex, m_ColourTex1);
	else
		shader->BindTexture(str_renderedTex, m_ColourTex2);
	
	shader->BindTexture(str_depthTex, m_DepthTex);
	
	shader->BindTexture(str_blurTex2, m_BlurTex2a);
	shader->BindTexture(str_blurTex4, m_BlurTex4a);
	shader->BindTexture(str_blurTex8, m_BlurTex8a);
	
	shader->Uniform(str_width, m_Width);
	shader->Uniform(str_height, m_Height);
	shader->Uniform(str_zNear, g_Game->GetView()->GetNear());
	shader->Uniform(str_zFar, g_Game->GetView()->GetFar());
	
	shader->Uniform(str_brightness, g_LightEnv.m_Brightness);
	shader->Uniform(str_hdr, g_LightEnv.m_Contrast);
	shader->Uniform(str_saturation, g_LightEnv.m_Saturation);
	shader->Uniform(str_bloom, g_LightEnv.m_Bloom);
	
	glBegin(GL_QUADS);
	    glColor4f(1.f, 1.f, 1.f, 1.f);
	    glTexCoord2f(1.0, 1.0);	glVertex2f(1,1);
	    glTexCoord2f(0.0, 1.0);	glVertex2f(-1,1);	    
	    glTexCoord2f(0.0, 0.0);	glVertex2f(-1,-1);
	    glTexCoord2f(1.0, 0.0);	glVertex2f(1,-1);
	glEnd();
	
	shader->Unbind();
	
	shaderTech1->EndPass(pass);	
		
	glDepthMask(GL_TRUE);
	glEnable(GL_DEPTH_TEST);
	
	m_WhichBuffer = !m_WhichBuffer;
}
开发者ID:,项目名称:,代码行数:57,代码来源:

示例4: InterpolateLOS

void CLOSTexture::InterpolateLOS()
{
	if (CRenderer::IsInitialised() && !g_Renderer.m_Options.m_SmoothLOS)
		return;
	
	if (m_Dirty)
	{
		RecomputeTexture(0);
		m_Dirty = false;
	}
	
	GLint originalFBO;
	glGetIntegerv(GL_FRAMEBUFFER_BINDING, &originalFBO);
	
	pglBindFramebufferEXT(GL_FRAMEBUFFER, m_smoothFbo);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 
				   whichTex ? m_TextureSmooth2 : m_TextureSmooth1, 0);
	
	GLenum status = pglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
	if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
	{
		LOGWARNING(L"LOS framebuffer object incomplete: 0x%04X", status);
	}

	m_smoothShader->BeginPass();
	CShaderProgramPtr shader = m_smoothShader->GetShader();
	
	shader->Bind();	
	
	shader->BindTexture("losTex1", m_Texture);
	shader->BindTexture("losTex2", whichTex ? m_TextureSmooth1 : m_TextureSmooth2);
	
	shader->Uniform("delta", (float)g_Renderer.GetTimeManager().GetFrameDelta() * 4.0f, 0.0f, 0.0f, 0.0f);
	
	glPushAttrib(GL_VIEWPORT_BIT); 
	glViewport(0, 0, m_TextureSize, m_TextureSize);
	
	glBegin(GL_QUADS);
	    glColor4f(1.f, 1.f, 1.f, 1.f);
	    glTexCoord2f(1.0, 1.0);	glVertex2f(1,1);
	    glTexCoord2f(0.0, 1.0);	glVertex2f(-1,1);	    
	    glTexCoord2f(0.0, 0.0);	glVertex2f(-1,-1);
	    glTexCoord2f(1.0, 0.0);	glVertex2f(1,-1);
	glEnd();
	
	glPopAttrib(); 
	shader->Unbind();
	m_smoothShader->EndPass();
	
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
	
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, originalFBO);
	
	whichTex = !whichTex;
}
开发者ID:stev47,项目名称:0ad,代码行数:55,代码来源:LOSTexture.cpp

示例5: Bind

void CParticleEmitter::Bind(const CShaderProgramPtr& shader)
{
	CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
	shader->BindTexture(str_losTex, los.GetTextureSmooth());
	shader->Uniform(str_losTransform, los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
	
	const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
	shader->Uniform(str_sunColor, lightEnv.m_SunColor);
	shader->Uniform(str_fogColor, lightEnv.m_FogColor);
	shader->Uniform(str_fogParams, lightEnv.m_FogFactor, lightEnv.m_FogMax, 0.f, 0.f);

	shader->BindTexture(str_baseTex, m_Type->m_Texture);
	pglBlendEquationEXT(m_Type->m_BlendEquation);
	glBlendFunc(m_Type->m_BlendFuncSrc, m_Type->m_BlendFuncDst);
}
开发者ID:righnatios,项目名称:0ad,代码行数:15,代码来源:ParticleEmitter.cpp

示例6: Render

void CTexturedLineRData::Render(const SOverlayTexturedLine& line, const CShaderProgramPtr& shader)
{
	if (!m_VB || !m_VBIndices)
		return; // might have failed to allocate

	// -- render main line quad strip ----------------------

	const int streamFlags = shader->GetStreamFlags();

	shader->BindTexture("baseTex", line.m_TextureBase->GetHandle());
	shader->BindTexture("maskTex", line.m_TextureMask->GetHandle());
	shader->Uniform("objectColor", line.m_Color);

	GLsizei stride = sizeof(CTexturedLineRData::SVertex);
	CTexturedLineRData::SVertex* vertexBase = reinterpret_cast<CTexturedLineRData::SVertex*>(m_VB->m_Owner->Bind());

	if (streamFlags & STREAM_POS)
		shader->VertexPointer(3, GL_FLOAT, stride, &vertexBase->m_Position[0]);

	if (streamFlags & STREAM_UV0)
		shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, stride, &vertexBase->m_UVs[0]);

	if (streamFlags & STREAM_UV1)
		shader->TexCoordPointer(GL_TEXTURE1, 2, GL_FLOAT, stride, &vertexBase->m_UVs[0]);

	u8* indexBase = m_VBIndices->m_Owner->Bind();

	shader->AssertPointersBound();
	glDrawElements(GL_TRIANGLES, m_VBIndices->m_Count, GL_UNSIGNED_SHORT, indexBase + sizeof(u16)*m_VBIndices->m_Index); 

	g_Renderer.GetStats().m_DrawCalls++;
	g_Renderer.GetStats().m_OverlayTris += m_VBIndices->m_Count/3; 
}
开发者ID:,项目名称:,代码行数:33,代码来源:

示例7: Bind

void CParticleEmitter::Bind(const CShaderProgramPtr& shader)
{
	shader->BindTexture("baseTex", m_Type->m_Texture);
	shader->Uniform("fogColor", g_Renderer.GetLightEnv().m_FogColor);
	shader->Uniform("fogParams", g_Renderer.GetLightEnv().m_FogFactor, g_Renderer.GetLightEnv().m_FogMax, 0.f, 0.f);
	pglBlendEquationEXT(m_Type->m_BlendEquation);
	glBlendFunc(m_Type->m_BlendFuncSrc, m_Type->m_BlendFuncDst);
}
开发者ID:stonefruit,项目名称:0ad,代码行数:8,代码来源:ParticleEmitter.cpp

示例8:

void CPostprocManager::ApplyBlurDownscale2x(GLuint inTex, GLuint outTex, int inWidth, int inHeight)
{
	// Bind inTex to framebuffer for rendering.
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_BloomFbo);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, outTex, 0);
	
	// Get bloom shader with instructions to simply copy texels.
	CShaderDefines defines;
	defines.Add(str_BLOOM_NOP, str_1);
	CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_bloom,
			g_Renderer.GetSystemShaderDefines(), defines);
	
	tech->BeginPass();
	CShaderProgramPtr shader = tech->GetShader();
	
	GLuint renderedTex = inTex;
	
	// Cheat by creating high quality mipmaps for inTex, so the copying operation actually
	// produces good scaling due to hardware filtering.
	glBindTexture(GL_TEXTURE_2D, renderedTex);
	pglGenerateMipmapEXT(GL_TEXTURE_2D);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glBindTexture(GL_TEXTURE_2D, 0);
	
	shader->BindTexture(str_renderedTex, renderedTex);
	
	const SViewPort oldVp = g_Renderer.GetViewport();
	const SViewPort vp = { 0, 0, inWidth / 2, inHeight / 2 };
	g_Renderer.SetViewport(vp);
	
	float quadVerts[] = {
		1.0f, 1.0f,
		-1.0f, 1.0f,
		-1.0f, -1.0f,

		-1.0f, -1.0f,
		1.0f, -1.0f,
		1.0f, 1.0f
	};
	float quadTex[] = {
		1.0f, 1.0f,
		0.0f, 1.0f,
		0.0f, 0.0f,

		0.0f, 0.0f,
		1.0f, 0.0f,
		1.0f, 1.0f
	};
	shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, quadTex);
	shader->VertexPointer(2, GL_FLOAT, 0, quadVerts);
	shader->AssertPointersBound();
	glDrawArrays(GL_TRIANGLES, 0, 6);

	g_Renderer.SetViewport(oldVp);
	
	tech->EndPass();
}
开发者ID:Valvador,项目名称:PyroSpaceFork,代码行数:58,代码来源:PostprocManager.cpp

示例9: BeginPass

int ShaderRenderModifier::BeginPass(int pass)
{
	m_Technique.BeginPass(pass);

	CShaderProgramPtr shader = m_Technique.GetShader(pass);

	if (GetShadowMap() && shader->HasTexture("shadowTex"))
	{
		shader->BindTexture("shadowTex", GetShadowMap()->GetTexture());
		shader->Uniform("shadowTransform", GetShadowMap()->GetTextureMatrix());

		const float* offsets = GetShadowMap()->GetFilterOffsets();
		shader->Uniform("shadowOffsets1", offsets[0], offsets[1], offsets[2], offsets[3]);
		shader->Uniform("shadowOffsets2", offsets[4], offsets[5], offsets[6], offsets[7]);
	}

	if (GetLightEnv())
	{
		shader->Uniform("ambient", GetLightEnv()->m_UnitsAmbientColor);
		shader->Uniform("sunDir", GetLightEnv()->GetSunDir());
		shader->Uniform("sunColor", GetLightEnv()->m_SunColor);
	}

	if (shader->HasTexture("losTex"))
	{
		CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
		shader->BindTexture("losTex", los.GetTexture());
		// Don't bother sending the whole matrix, we just need two floats (scale and translation)
		shader->Uniform("losTransform", los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
	}

	m_BindingInstancingTransform = shader->GetUniformBinding("instancingTransform");
	m_BindingShadingColor = shader->GetUniformBinding("shadingColor");
	m_BindingObjectColor = shader->GetUniformBinding("objectColor");
	m_BindingPlayerColor = shader->GetUniformBinding("playerColor");

	return shader->GetStreamFlags();
}
开发者ID:,项目名称:,代码行数:38,代码来源:

示例10: BeginPass

void ShaderRenderModifier::BeginPass(const CShaderProgramPtr& shader)
{
	shader->Uniform("transform", g_Renderer.GetViewCamera().GetViewProjection());
	shader->Uniform("cameraPos", g_Renderer.GetViewCamera().GetOrientation().GetTranslation());

	if (GetShadowMap() && shader->GetTextureBinding("shadowTex").Active())
	{
		shader->BindTexture("shadowTex", GetShadowMap()->GetTexture());
		shader->Uniform("shadowTransform", GetShadowMap()->GetTextureMatrix());
		int width = GetShadowMap()->GetWidth();
		int height = GetShadowMap()->GetHeight();
		shader->Uniform("shadowScale", width, height, 1.0f / width, 1.0f / height); 
	}

	if (GetLightEnv())
	{
		shader->Uniform("ambient", GetLightEnv()->m_UnitsAmbientColor);
		shader->Uniform("sunDir", GetLightEnv()->GetSunDir());
		shader->Uniform("sunColor", GetLightEnv()->m_SunColor);
		
		shader->Uniform("fogColor", GetLightEnv()->m_FogColor);
		shader->Uniform("fogParams", GetLightEnv()->m_FogFactor, GetLightEnv()->m_FogMax, 0.f, 0.f);
	}

	if (shader->GetTextureBinding("losTex").Active())
	{
		CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture();
		shader->BindTexture("losTex", los.GetTextureSmooth());
		// Don't bother sending the whole matrix, we just need two floats (scale and translation)
		shader->Uniform("losTransform", los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f);
	}

	m_BindingInstancingTransform = shader->GetUniformBinding("instancingTransform");
	m_BindingShadingColor = shader->GetUniformBinding("shadingColor");
	m_BindingPlayerColor = shader->GetUniformBinding("playerColor");
}
开发者ID:stonefruit,项目名称:0ad,代码行数:36,代码来源:RenderModifiers.cpp

示例11: RenderDebugTexture

void ShadowMap::RenderDebugTexture()
{
	glDepthMask(0);

	glDisable(GL_DEPTH_TEST);

#if !CONFIG2_GLES
	g_Renderer.BindTexture(0, m->Texture);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
#endif

	CShaderTechniquePtr texTech = g_Renderer.GetShaderManager().LoadEffect("gui_basic");
	texTech->BeginPass();
	CShaderProgramPtr texShader = texTech->GetShader();

	texShader->Uniform("transform", GetDefaultGuiMatrix());
	texShader->BindTexture("tex", m->Texture);

	float s = 256.f;
	float boxVerts[] = {
 		0,0, 0,s, s,0,
		s,0, 0,s, s,s
	};
	float boxUV[] = {
		0,0, 0,1, 1,0,
		1,0, 0,1, 1,1
	};

	texShader->VertexPointer(2, GL_FLOAT, 0, boxVerts);
	texShader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 0, boxUV);
	texShader->AssertPointersBound();
	glDrawArrays(GL_TRIANGLES, 0, 6);

	texTech->EndPass();

#if !CONFIG2_GLES
	g_Renderer.BindTexture(0, m->Texture);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
#endif

	glEnable(GL_DEPTH_TEST);
	glDepthMask(1);
}
开发者ID:TiriliPiitPiit,项目名称:0ad,代码行数:43,代码来源:ShadowMap.cpp

示例12:

void CPostprocManager::ApplyBlurDownscale2x(GLuint inTex, GLuint outTex, int inWidth, int inHeight)
{
	// Bind inTex to framebuffer for rendering.
	pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_BloomFbo);
	pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, outTex, 0);
	
	// Get bloom shader with instructions to simply copy texels.
	CShaderDefines defines;
	defines.Add(str_BLOOM_NOP, str_1);
	CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_bloom,
			g_Renderer.GetSystemShaderDefines(), defines);
	
	tech->BeginPass();
	CShaderProgramPtr shader = tech->GetShader();
	
	GLuint renderedTex = inTex;
	
	// Cheat by creating high quality mipmaps for inTex, so the copying operation actually
	// produces good scaling due to hardware filtering.
	glBindTexture(GL_TEXTURE_2D, renderedTex);
	pglGenerateMipmapEXT(GL_TEXTURE_2D);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glBindTexture(GL_TEXTURE_2D, 0);
	
	shader->BindTexture(str_renderedTex, renderedTex);
	
	glPushAttrib(GL_VIEWPORT_BIT); 
	glViewport(0, 0, inWidth / 2, inHeight / 2);
	
	glBegin(GL_QUADS);
	    glColor4f(1.f, 1.f, 1.f, 1.f);
	    glTexCoord2f(1.0, 1.0);	glVertex2f(1,1);
	    glTexCoord2f(0.0, 1.0);	glVertex2f(-1,1);	    
	    glTexCoord2f(0.0, 0.0);	glVertex2f(-1,-1);
	    glTexCoord2f(1.0, 0.0);	glVertex2f(1,-1);
	glEnd();
	
	glPopAttrib(); 
	tech->EndPass();
}
开发者ID:,项目名称:,代码行数:41,代码来源:

示例13: Draw

// TODO: render the minimap in a framebuffer and just draw the frambuffer texture
//	most of the time, updating the framebuffer twice a frame.
// Here it updates as ping-pong either texture or vertex array each sec to lower gpu stalling
// (those operations cause a gpu sync, which slows down the way gpu works)
void CMiniMap::Draw()
{
	PROFILE3("render minimap");

	// The terrain isn't actually initialized until the map is loaded, which
	// happens when the game is started, so abort until then.
	if(!(GetGUI() && g_Game && g_Game->IsGameStarted()))
		return;

	CSimulation2* sim = g_Game->GetSimulation2();
	CmpPtr<ICmpRangeManager> cmpRangeManager(*sim, SYSTEM_ENTITY);
	ENSURE(cmpRangeManager);

	// Set our globals in case they hadn't been set before
	m_Camera      = g_Game->GetView()->GetCamera();
	m_Terrain     = g_Game->GetWorld()->GetTerrain();
	m_Width  = (u32)(m_CachedActualSize.right - m_CachedActualSize.left);
	m_Height = (u32)(m_CachedActualSize.bottom - m_CachedActualSize.top);
	m_MapSize = m_Terrain->GetVerticesPerSide();
	m_TextureSize = (GLsizei)round_up_to_pow2((size_t)m_MapSize);
	m_MapScale = (cmpRangeManager->GetLosCircular() ? 1.f : 1.414f);

	if(!m_TerrainTexture || g_GameRestarted)
		CreateTextures();


	// only update 2x / second
	// (note: since units only move a few pixels per second on the minimap,
	// we can get away with infrequent updates; this is slow)
	// TODO: store frequency in a config file?
	static double last_time;
	const double cur_time = timer_Time();
	const bool doUpdate = cur_time - last_time > 0.5;
	if(doUpdate)
	{	
		last_time = cur_time;
		if(m_TerrainDirty)
			RebuildTerrainTexture();
	}

	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glLoadIdentity();
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
	CMatrix3D matrix = GetDefaultGuiMatrix();
	glLoadMatrixf(&matrix._11);

	// Disable depth updates to prevent apparent z-fighting-related issues
	// with some drivers causing units to get drawn behind the texture
	glDepthMask(0);
	
	CShaderProgramPtr shader;
	CShaderTechniquePtr tech;
	
	if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
	{
		CShaderDefines defines;
		defines.Add(str_MINIMAP_BASE, str_1);
		tech = g_Renderer.GetShaderManager().LoadEffect(str_minimap, g_Renderer.GetSystemShaderDefines(), defines);
		tech->BeginPass();
		shader = tech->GetShader();
	}

	const float x = m_CachedActualSize.left, y = m_CachedActualSize.bottom;
	const float x2 = m_CachedActualSize.right, y2 = m_CachedActualSize.top;
	const float z = GetBufferedZ();
	const float texCoordMax = (float)(m_MapSize - 1) / (float)m_TextureSize;
	const float angle = GetAngle();

	// Draw the main textured quad
	if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
		shader->BindTexture(str_baseTex, m_TerrainTexture);
	else
		g_Renderer.BindTexture(0, m_TerrainTexture);
	
	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	DrawTexture(shader, texCoordMax, angle, x, y, x2, y2, z);


	// Draw territory boundaries
	CTerritoryTexture& territoryTexture = g_Game->GetView()->GetTerritoryTexture();
	
	if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
		shader->BindTexture(str_baseTex, territoryTexture.GetTexture());
	else
		territoryTexture.BindTexture(0);
	
	glEnable(GL_BLEND);
	glMatrixMode(GL_TEXTURE);
	glLoadMatrixf(territoryTexture.GetMinimapTextureMatrix());
	glMatrixMode(GL_MODELVIEW);

	DrawTexture(shader, 1.0f, angle, x, y, x2, y2, z);
//.........这里部分代码省略.........
开发者ID:,项目名称:,代码行数:101,代码来源:

示例14: RenderSky

///////////////////////////////////////////////////////////////////
// Render sky
void SkyManager::RenderSky()
{
#if CONFIG2_GLES
#warning TODO: implement SkyManager::RenderSky for GLES
#else

	// Draw the sky as a small box around the camera position, with depth write enabled.
	// This will be done before anything else is drawn so we'll be overlapped by everything else.

	// Note: The coordinates for this were set up through a rather cumbersome trial-and-error 
	//       process - there might be a smarter way to do it, but this seems to work.

	// Do nothing unless SetSkySet was called
	if (m_SkySet.empty())
		return;

	glDepthMask( GL_FALSE );
	
	pglActiveTextureARB(GL_TEXTURE0_ARB);
	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
	
	// Translate so we are at the camera in the X and Z directions, but
	// put the horizon at a fixed height regardless of camera Y
	const CCamera& camera = g_Renderer.GetViewCamera();
	CVector3D pos = camera.m_Orientation.GetTranslation();
	glTranslatef( pos.X, m_HorizonHeight, pos.Z );

	// Rotate so that the "left" face, which contains the brightest part of each
	// skymap, is in the direction of the sun from our light environment
	glRotatef( 90.0f + RADTODEG(g_Renderer.GetLightEnv().GetRotation()), 0.0f, 1.0f, 0.0f );

	// Distance to draw the faces at
	const float D = 2000.0;
	
	CShaderProgramPtr shader;
	CShaderTechniquePtr skytech;
	
	if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
	{
		skytech = g_Renderer.GetShaderManager().LoadEffect("sky_simple");
		skytech->BeginPass();
		shader = skytech->GetShader();
	}

	// Front face (positive Z)
	if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
		shader->BindTexture("baseTex", m_SkyTexture[FRONT]);
	else
		m_SkyTexture[FRONT]->Bind();
	
	glBegin( GL_QUADS );
		glTexCoord2f( 0, 1 );
		glVertex3f( -D, -D, +D );
		glTexCoord2f( 1, 1 );
		glVertex3f( +D, -D, +D );
		glTexCoord2f( 1, 0 );
		glVertex3f( +D, +D, +D );
		glTexCoord2f( 0, 0 );
		glVertex3f( -D, +D, +D );
	glEnd();

	// Back face (negative Z)
	if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
		shader->BindTexture("baseTex", m_SkyTexture[BACK]);
	else
		m_SkyTexture[BACK]->Bind();
	
	glBegin( GL_QUADS );
		glTexCoord2f( 1, 1 );
		glVertex3f( -D, -D, -D );
		glTexCoord2f( 1, 0 );
		glVertex3f( -D, +D, -D );
		glTexCoord2f( 0, 0 );
		glVertex3f( +D, +D, -D );
		glTexCoord2f( 0, 1 );
		glVertex3f( +D, -D, -D );
	glEnd();

	// Right face (negative X)
	if (g_Renderer.GetRenderPath() == CRenderer::RP_SHADER)
		shader->BindTexture("baseTex", m_SkyTexture[RIGHT]);
	else
		m_SkyTexture[RIGHT]->Bind();
	
	glBegin( GL_QUADS );
		glTexCoord2f( 0, 1 );
		glVertex3f( -D, -D, -D );
		glTexCoord2f( 1, 1 );
		glVertex3f( -D, -D, +D );
		glTexCoord2f( 1, 0 );
		glVertex3f( -D, +D, +D );
		glTexCoord2f( 0, 0 );
		glVertex3f( -D, +D, -D );
	glEnd();

//.........这里部分代码省略.........
开发者ID:,项目名称:,代码行数:101,代码来源:

示例15: Draw

void GUIRenderer::Draw(DrawCalls& Calls, float Z)
{
	// Called every frame, to draw the object (based on cached calculations)

	// TODO: batching by shader/texture/etc would be nice

	CMatrix3D matrix = GetDefaultGuiMatrix();

	glDisable(GL_BLEND);

	// Set LOD bias so mipmapped textures are prettier
#if CONFIG2_GLES
#warning TODO: implement GUI LOD bias for GLES
#else
	glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -1.f);
#endif

	// Iterate through each DrawCall, and execute whatever drawing code is being called
	for (DrawCalls::const_iterator cit = Calls.begin(); cit != Calls.end(); ++cit)
	{
		cit->m_Shader->BeginPass();
		CShaderProgramPtr shader = cit->m_Shader->GetShader();
		shader->Uniform(str_transform, matrix);

		if (cit->m_HasTexture)
		{
			shader->Uniform(str_color, cit->m_ShaderColorParameter);
			shader->BindTexture(str_tex, cit->m_Texture);

			if (cit->m_EnableBlending || cit->m_Texture->HasAlpha()) // (shouldn't call HasAlpha before BindTexture)
			{
				glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
				glEnable(GL_BLEND);
			}

			CRect TexCoords = cit->ComputeTexCoords();

			// Ensure the quad has the correct winding order, and update texcoords to match
			CRect Verts = cit->m_Vertices;
			if (Verts.right < Verts.left)
			{
				std::swap(Verts.right, Verts.left);
				std::swap(TexCoords.right, TexCoords.left);
			}
			if (Verts.bottom < Verts.top)
			{
				std::swap(Verts.bottom, Verts.top);
				std::swap(TexCoords.bottom, TexCoords.top);
			}

			std::vector<float> data;
#define ADD(u, v, x, y, z) STMT(data.push_back(u); data.push_back(v); data.push_back(x); data.push_back(y); data.push_back(z))
			ADD(TexCoords.left, TexCoords.bottom, Verts.left, Verts.bottom, Z + cit->m_DeltaZ);
			ADD(TexCoords.right, TexCoords.bottom, Verts.right, Verts.bottom, Z + cit->m_DeltaZ);
			ADD(TexCoords.right, TexCoords.top, Verts.right, Verts.top, Z + cit->m_DeltaZ);

			ADD(TexCoords.right, TexCoords.top, Verts.right, Verts.top, Z + cit->m_DeltaZ);
			ADD(TexCoords.left, TexCoords.top, Verts.left, Verts.top, Z + cit->m_DeltaZ);
			ADD(TexCoords.left, TexCoords.bottom, Verts.left, Verts.bottom, Z + cit->m_DeltaZ);
#undef ADD

			shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, 5*sizeof(float), &data[0]);
			shader->VertexPointer(3, GL_FLOAT, 5*sizeof(float), &data[2]);
			glDrawArrays(GL_TRIANGLES, 0, 6);
		}
		else
		{
			shader->Uniform(str_color, cit->m_BackColor);

			if (cit->m_EnableBlending)
			{
				glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
				glEnable(GL_BLEND);
			}

			// Ensure the quad has the correct winding order
			CRect Verts = cit->m_Vertices;
			if (Verts.right < Verts.left)
				std::swap(Verts.right, Verts.left);
			if (Verts.bottom < Verts.top)
				std::swap(Verts.bottom, Verts.top);

			std::vector<float> data;
#define ADD(x, y, z) STMT(data.push_back(x); data.push_back(y); data.push_back(z))
			ADD(Verts.left, Verts.bottom, Z + cit->m_DeltaZ);
			ADD(Verts.right, Verts.bottom, Z + cit->m_DeltaZ);
			ADD(Verts.right, Verts.top, Z + cit->m_DeltaZ);

			ADD(Verts.right, Verts.top, Z + cit->m_DeltaZ);
			ADD(Verts.left, Verts.top, Z + cit->m_DeltaZ);
			ADD(Verts.left, Verts.bottom, Z + cit->m_DeltaZ);

			shader->VertexPointer(3, GL_FLOAT, 3*sizeof(float), &data[0]);
			glDrawArrays(GL_TRIANGLES, 0, 6);

			if (cit->m_BorderColor != CColor())
			{
				shader->Uniform(str_color, cit->m_BorderColor);

				data.clear();
//.........这里部分代码省略.........
开发者ID:krichter722,项目名称:0ad,代码行数:101,代码来源:GUIRenderer.cpp


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