280 lines
9.0 KiB
C++
280 lines
9.0 KiB
C++
#include "Renderer.h"
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#include "GL/glew.h"
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#include "GL\wglew.h"
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#include "glm/glm.hpp"
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#include "stb_image.h"
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#include "Application.h"
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#include "Shader.h"
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#include "Light.h"
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#include "Entity.h"
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#include "Cubemap.h"
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#include "UIElement.h"
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#include "Button.h"
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#include "Camera.h"
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#include "Utility.h"
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namespace nf {
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Renderer::Renderer(Application* app) :
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m_cubemap(nullptr),
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m_fadeIn(false),
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m_fadeOut(false),
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m_fadeNoText(false),
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m_fadeOutComplete(false)
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{
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m_app = app;
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m_hdc = GetDC(m_app->getWindow());
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PIXELFORMATDESCRIPTOR pfd = {
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sizeof(PIXELFORMATDESCRIPTOR),
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1,
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PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, //Flags
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PFD_TYPE_RGBA, // The kind of framebuffer. RGBA or palette.
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32, // Colordepth of the framebuffer.
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0, 0, 0, 0, 0, 0,
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0,
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0,
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0,
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0, 0, 0, 0,
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24, // Number of bits for the depthbuffer
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8, // Number of bits for the stencilbuffer
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0, // Number of Aux buffers in the framebuffer.
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PFD_MAIN_PLANE,
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0,
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0, 0, 0
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};
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int pf = ChoosePixelFormat(m_hdc, &pfd);
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SetPixelFormat(m_hdc, pf, &pfd);
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m_hglrc = wglCreateContext(m_hdc);
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wglMakeCurrent(m_hdc, m_hglrc);
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glewExperimental = GL_TRUE;
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if (glewInit() != GLEW_OK)
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Error("Could not initialize GLEW!");
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const int attrib[] = {
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WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
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WGL_CONTEXT_MINOR_VERSION_ARB, 3,
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WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
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0, 0
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};
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wglDeleteContext(m_hglrc);
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m_hglrc = wglCreateContextAttribsARB(m_hdc, NULL, attrib);
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wglMakeCurrent(m_hdc, m_hglrc);
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wglSwapIntervalEXT(0);
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Log("OpenGL version: " + std::string((char*)glGetString(GL_VERSION)));
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glDepthFunc(GL_LESS);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_CULL_FACE);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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loadBaseAssets();
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if (!m_app->isCustomWindowIcon()) {
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ATexture& windowTex = *(ATexture*)m_baseAP["defaultwindowicon.png"];
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int width, height, nChannels;
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unsigned char* tex = stbi_load_from_memory((const unsigned char*)windowTex.data, windowTex.size, &width, &height, &nChannels, 0);
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std::vector<unsigned char> pixels(width * height * 4);
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for (unsigned int i = 0; i < pixels.size() / 4; i++) {
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pixels[i * 4 + 0] = tex[i * 4 + 2];
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pixels[i * 4 + 1] = tex[i * 4 + 1];
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pixels[i * 4 + 2] = tex[i * 4 + 0];
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pixels[i * 4 + 3] = tex[i * 4 + 3];
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}
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HICON windowIcon = CreateIcon(GetModuleHandle(NULL), width, height, 1, 32, NULL, &pixels[0]);
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SendMessage(m_app->getWindow(), WM_SETICON, ICON_BIG, (LPARAM)windowIcon);
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SendMessage(m_app->getWindow(), WM_SETICON, ICON_SMALL, (LPARAM)windowIcon);
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}
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float fadeVB[] = {
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-1.0, -1.0,
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1.0, -1.0,
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1.0, 1.0,
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-1.0, 1.0
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};
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unsigned int fadeIB[] = {
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0, 1, 2,
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2, 3, 0
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};
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m_fadeVAO = new VertexArray;
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m_fadeVAO->addBuffer(fadeVB, sizeof(fadeVB));
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m_fadeVAO->push<float>(2);
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m_fadeVAO->finishBufferLayout();
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m_fadeIB = new IndexBuffer(fadeIB, 6);
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m_loadingText.create("NFLoadingText", Vec2(0.025, 0.044), Vec3(0.7, 0.7, 0.7));
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}
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void Renderer::setFade(bool in, bool out, bool noText) {
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m_fadeIn = in;
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m_fadeOut = out;
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m_fadeNoText = noText;
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}
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bool Renderer::isFadeOutComplete() {
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return m_fadeOutComplete;
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}
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void Renderer::render(Entity& in) {
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if (in.isConstructed() == false)
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Error("Tried to render Entity before being created!");
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m_lGame.push_back(&in);
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//TODO: Sort transparent objects by distance; Farthest first
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}
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void Renderer::render(UIElement& in) {
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if (in.isConstructed() == false)
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Error("Tried to render a UI element before being created!");
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m_lUI.push_back(&in);
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}
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void Renderer::render(Light& in) {
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if (in.isConstructed() == false)
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Error("Tried to render a light before being created!");
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m_lights.push_back(&in);
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}
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void Renderer::render(Cubemap& in) {
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if (in.isConstructed() == false)
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Error("Tried to render a cubemap before being created!");
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m_cubemap = ∈
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}
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void Renderer::doFrame(Camera* camera, double dT) {
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//Begin frame
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glViewport(0, 0, m_app->getConfig().width, m_app->getConfig().height);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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camera->bind(m_entityShader, m_cubemapShader);
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//Draw Entities (3D models)
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glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)m_app->getConfig().width / (float)m_app->getConfig().height, 0.1f, 100000.0f);
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m_entityShader->bind();
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m_entityShader->setUniform("proj", proj);
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for (Entity* draw : m_lGame) {
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Entity& curr = *draw;
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//TODO: Clean this up a bit
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m_entityShader->setUniform("numberOfLights", (int)m_lights.size() + 1);
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for (unsigned int i = 0; i < m_lights.size(); i++) {
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m_lights[i]->bind(m_entityShader, i);
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}
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curr.render(m_entityShader);
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}
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m_lGame.clear();
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m_lights.clear();
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//Draw cubemap where there isn't anything else
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if (m_cubemap != nullptr) {
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m_cubemapShader->setUniform("proj", proj);
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m_cubemap->render(m_cubemapShader);
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}
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m_cubemap = nullptr;
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//Draw UI elements
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glDisable(GL_DEPTH_TEST);
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proj = glm::ortho(0.0f, (float)m_app->getConfig().width, 0.0f, (float)m_app->getConfig().height);
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for (UIElement* draw : m_lUI) {
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UIElement& curr = *draw;
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if (curr.identity() == "text") {
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m_textShader->setUniform("proj", proj);
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Text& text = *(Text*)draw;
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text.render(m_textShader, m_app->getConfig().width, m_app->getConfig().height);
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continue;
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}
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else if (curr.identity() == "texture") {
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m_uiTextureShader->setUniform("proj", proj);
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curr.render(m_uiTextureShader, m_app->getConfig().width, m_app->getConfig().height);
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}
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else if (curr.identity() == "button") {
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m_uiTextureShader->setUniform("proj", proj);
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Button& button = *(Button*)draw;
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button.render(m_uiTextureShader, m_app->getConfig().width, m_app->getConfig().height, m_app, m_textShader);
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}
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}
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m_lUI.clear();
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if (m_fadeIn) {
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static double opacity = 1.0;
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m_fadeShader->setUniform("opacity", (float)opacity);
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m_fadeVAO->bind();
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m_fadeIB->bind();
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glDrawElements(GL_TRIANGLES, m_fadeIB->getCount(), GL_UNSIGNED_INT, nullptr);
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if (!m_fadeNoText) {
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m_textShader->setUniform("proj", proj);
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m_loadingText.setOpacity(opacity);
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m_loadingText.render(m_textShader, m_app->getConfig().width, m_app->getConfig().height);
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}
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if (dT > 1.0 / 60.0)
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dT = 1.0 / 60.0;
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opacity -= 2.5 * dT;
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if (opacity <= 0.0) {
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m_fadeIn = false;
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m_fadeOutComplete = false;
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opacity = 1.0;
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}
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}
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else if (m_fadeOut) {
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static double opacity = 0.0;
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m_fadeShader->setUniform("opacity", (float)opacity);
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m_fadeVAO->bind();
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m_fadeIB->bind();
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glDrawElements(GL_TRIANGLES, m_fadeIB->getCount(), GL_UNSIGNED_INT, nullptr);
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if (!m_fadeNoText) {
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m_textShader->setUniform("proj", proj);
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m_loadingText.setOpacity(opacity);
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m_loadingText.render(m_textShader, m_app->getConfig().width, m_app->getConfig().height);
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}
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opacity += 3.0 * dT;
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if (opacity >= 1.0) {
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m_fadeIn = false;
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m_fadeOutComplete = true;
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opacity = 0.0;
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}
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}
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glEnable(GL_DEPTH_TEST);
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SwapBuffers(m_hdc);
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GLenum err = glGetError();
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if (err != GL_NO_ERROR)
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Error("OpenGL error " + std::to_string(err));
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}
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void Renderer::loadBaseAssets() {
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m_baseAP.load("base.nfpack");
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const char* entityVertex = m_baseAP["entityVertex.shader"]->data;
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const char* entityFragment = m_baseAP["entityFragment.shader"]->data;
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m_entityShader = new Shader(entityVertex, entityFragment);
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const char* textVertex = m_baseAP["textVertex.shader"]->data;
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const char* textFragment = m_baseAP["textFragment.shader"]->data;
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m_textShader = new Shader(textVertex, textFragment);
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const char* uiTextureVertex = m_baseAP["uiTextureVertex.shader"]->data;
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const char* uiTextureFragment = m_baseAP["uiTextureFragment.shader"]->data;
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m_uiTextureShader = new Shader(uiTextureVertex, uiTextureFragment);
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const char* cubemapVertex = m_baseAP["cubemapVertex.shader"]->data;
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const char* cubemapFragment = m_baseAP["cubemapFragment.shader"]->data;
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m_cubemapShader = new Shader(cubemapVertex, cubemapFragment);
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const char* fadeVertex = m_baseAP["fadeVertex.shader"]->data;
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const char* fadeFragment = m_baseAP["fadeFragment.shader"]->data;
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m_fadeShader = new Shader(fadeVertex, fadeFragment);
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BaseAssets::cube = (AModel*)m_baseAP["cube.obj"];
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BaseAssets::plane = (AModel*)m_baseAP["plane.obj"];
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BaseAssets::sphere = (AModel*)m_baseAP["sphere.obj"];
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BaseAssets::cone = (AModel*)m_baseAP["cone.obj"];
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BaseAssets::cylinder = (AModel*)m_baseAP["cylinder.obj"];
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BaseAssets::torus = (AModel*)m_baseAP["torus.obj"];
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BaseAssets::logo = (ATexture*)m_baseAP["logo.png"];
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BaseAssets::cubemap = (ACubemap*)m_baseAP["default.cm"];
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BaseAssets::font = (AFont*)m_baseAP["default.ttf"];
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BaseAssets::button = (AButton*)m_baseAP["default.button"];
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}
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Renderer::~Renderer() {
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delete m_entityShader;
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delete m_textShader;
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delete m_uiTextureShader;
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delete m_cubemapShader;
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delete m_fadeShader;
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delete m_fadeVAO;
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delete m_fadeIB;
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ReleaseDC(m_app->getWindow(), m_hdc);
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wglMakeCurrent(NULL, NULL);
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wglDeleteContext(m_hglrc);
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}
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} |