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#include "../../../../include/odfaeg/Graphics/2D/fastRenderComponent.h"
using namespace sf;
namespace odfaeg {
namespace g2d {
FastRenderComponent::FastRenderComponent (RenderWindow& window, int layer) :
Transformable(Vec3f(window.getView().getPosition().x, window.getView().getPosition().y, layer),
Vec3f(window.getView().getSize().x, window.getView().getSize().y, 0),
Vec3f(window.getView().getSize().x + window.getView().getSize().x * 0.5f, window.getView().getPosition().y + window.getView().getSize().y * 0.5f, layer)),
view(window.getView()) {
sf::Vector3i resolution ((int) window.getSize().x, (int) window.getSize().y, window.getView().getSize().z);
depthBuffer = new RenderTexture();
frameBuffer = new RenderTexture();
depthBuffer->create(resolution.x, resolution.y);
frameBuffer->create(resolution.x, resolution.y);
frameBuffer->setView(window.getView());
depthBuffer->setView(window.getView());
frameBuffer->clear(sf::Color::Transparent);
depthBuffer->clear(sf::Color::Transparent);
frameBufferTile = new Tile(&frameBuffer->getTexture(), Vec2f(0, 0), Vec2f(window.getView().getSize().x, window.getView().getSize().y), IntRect(0, 0, window.getView().getSize().x, window.getView().getSize().y));
depthBufferTile = new Tile(&depthBuffer->getTexture(), Vec2f(0, 0), Vec2f(window.getView().getSize().x, window.getView().getSize().y), IntRect(0, 0, window.getView().getSize().x, window.getView().getSize().y));
if (Shader::isAvailable()) {
frameBufferGenerator = new Shader();
depthBufferGenerator = new Shader();
/*std::string vertexShader;
//With modern openg, we need to use another vertex shader.
//GLSL 3 is not supported by all the drivers so we use GLSL 1.
if (window.getSettings().majorVersion >= 3) {
vertexShader =
"attribute vec3 vertex_position;"
"attribute vec4 vertex_color;"
"attribute vec2 vertex_texCoord0;"
"void main () {"
"vec4 vPos = vec4(vertex_position, 1.0);"
"vec4 vTexCoord0 = vec4 (vertex_texCoord0, 0, 0);"
"gl_Position = gl_ModelViewProjectionMatrix * vPos;"
"gl_TexCoord[0] = gl_TextureMatrix[0] * vTexCoord0;"
"gl_FrontColor = vertex_color;"
"}";
} else {*/
const std::string vertexShader =
"void main () {"
"gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;"
"gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;"
"gl_FrontColor = gl_Color;"
"}";
//}
const std::string depthGenFragShader =
"uniform sampler2D depthBuffer;"
"uniform sampler2D texture;"
"uniform vec3 resolution;"
"void main () {"
"vec2 position = ( gl_FragCoord.xy / resolution.xy );"
"vec4 color = texture2D(depthBuffer, position);"
"vec4 pixel = texture2D(texture, gl_TexCoord[0].xy);"
"if (gl_FragCoord.z >= color.z && pixel.a >= color.a) {"
"gl_FragColor = vec4(0, 0,gl_FragCoord.z, pixel.a);"
"} else {"
"gl_FragColor = color;"
"}"
"}";
const std::string frameBufferGenFragShader =
"uniform sampler2D depthBuffer;"
"uniform sampler2D frameBuffer;"
"uniform sampler2D texture;"
"uniform vec3 resolution;"
"void main () { "
"vec2 position = ( gl_FragCoord.xy / resolution.xy );"
"vec4 depth = texture2D(depthBuffer, position);"
"vec4 color = texture2D(frameBuffer, position);"
"vec4 pixel = texture2D(texture, gl_TexCoord[0].xy);"
"if (gl_FragCoord.z > depth.z) {"
"gl_FragColor = pixel;"
"} else if (color.a < pixel.a) {"
"gl_FragColor = pixel;"
"} else {"
"gl_FragColor = color;"
"}"
"}";
if (!depthBufferGenerator->loadFromMemory(vertexShader, depthGenFragShader))
throw Erreur(50, "Failed to load depth buffer generator shader", 0);
if (!frameBufferGenerator->loadFromMemory(vertexShader, frameBufferGenFragShader))
throw Erreur(51, "Failed to load frame buffer generator shader", 0);
/*if (window.getSettings().majorVersion >= 3) {
frameBufferGenerator->bindAttribute(0, "vertex_position");
depthBufferGenerator->bindAttribute(0, "vertex_position");
frameBufferGenerator->bindAttribute(1, "vertex_color");
depthBufferGenerator->bindAttribute(1, "vertex_color");
frameBufferGenerator->bindAttribute(2, "vertex_texCoord0");
depthBufferGenerator->bindAttribute(2, "vertex_texCoord0");
}*/
depthBufferGenerator->setParameter("resolution",resolution.x, resolution.y, resolution.z);
frameBufferGenerator->setParameter("resolution",resolution.x, resolution.y, resolution.z);
frameBufferGenerator->setParameter("depthBuffer", depthBuffer->getTexture());
frameBufferGenerator->setParameter("frameBuffer", frameBuffer->getTexture());
frameBufferGenerator->setParameter("texture", Shader::CurrentTexture);
depthBufferGenerator->setParameter("depthBuffer", depthBuffer->getTexture());
depthBufferGenerator->setParameter("texture", Shader::CurrentTexture);
backgroundColor = sf::Color::Transparent;
running = updateDepthBuffer = false;
g_notified = true;
}
currentStates.blendMode = sf::BlendAlpha;
}
void FastRenderComponent::setBackgroundColor(sf::Color color) {
this->backgroundColor = color;
}
void FastRenderComponent::clearBufferBits() {
frameBuffer->clear(backgroundColor);
}
void FastRenderComponent::clearDepthBits() {
depthBuffer->clear(sf::Color::Transparent);
}
g2d::Tile& FastRenderComponent::getFrameBufferTile () {
return *frameBufferTile;
}
g2d::Tile& FastRenderComponent::getDepthBufferTile() {
return *depthBufferTile;
}
bool FastRenderComponent::loadEntitiesOnComponent(std::vector<Entity*> vEntities)
{
if (Shader::isAvailable()) {
fg.clear();
for (unsigned int i = 0; i < vEntities.size(); i++) {
if (vEntities[i]->isLeaf()) {
for (unsigned int j = 0; j < vEntities[i]->getFaces().size(); j++) {
vEntities[i]->getFaces()[j]->transform(vEntities[i]->getTransform());
fg.addFace(vEntities[i]->getFaces()[j]);
}
}
}
m_vertices = fg.getFaces();
}
this->visibleEntities = vEntities;
}
void FastRenderComponent::setView(View &view) {
this->view = view;
frameBuffer->setView(view);
depthBuffer->setView(view);
}
void FastRenderComponent::drawNextFrame() {
if (Shader::isAvailable()) {
for (unsigned int i = 0; i < m_vertices.size(); i++) {
currentStates.texture = m_vertices[i].first.getMaterial().getTexture();
for (unsigned int j = 0; j < m_vertices[i].second.size(); j++) {
currentStates.shader = frameBufferGenerator;
/*frameBufferGenerator->setParameter("depthBuffer", depthBuffer->getTexture());
frameBufferGenerator->setParameter("frameBuffer", frameBuffer->getTexture());
frameBufferGenerator->setParameter("texture", Shader::CurrentTexture);*/
frameBuffer->draw(*m_vertices[i].second[j], currentStates);
frameBuffer->display();
/*depthBufferGenerator->setParameter("depthBuffer", depthBuffer->getTexture());
depthBufferGenerator->setParameter("texture", Shader::CurrentTexture);*/
currentStates.shader = depthBufferGenerator;
depthBuffer->draw(*m_vertices[i].second[j], currentStates);
depthBuffer->display();
}
}
} else {
for (unsigned int i = 0; i < visibleEntities.size(); i++) {
for (unsigned int j = 0; j < visibleEntities[i]->getFaces().size(); j++) {
currentStates.texture = visibleEntities[i]->getFaces()[j]->getMaterial().getTexture();
currentStates.transform = visibleEntities[i]->getTransform();
frameBuffer->draw(visibleEntities[i]->getFaces()[j]->getVertexArray(), currentStates);
}
}
}
}
void FastRenderComponent::draw(RenderTarget& target, RenderStates states) const {
const_cast<FastRenderComponent*>(this)->frameBufferTile->setCenter(frameBuffer->getView().getPosition());
states.transform = getTransform();
target.draw(*frameBufferTile, states);
}
void FastRenderComponent::init() {
}
View& FastRenderComponent::getView() {
return view;
}
int FastRenderComponent::getLayer() {
return getPosition().z;
}
FastRenderComponent::~FastRenderComponent() {
running = false;
delete frameBuffer;
delete frameBufferGenerator;
delete depthBuffer;
delete depthBufferGenerator;
delete frameBufferTile;
delete depthBufferTile;
}
}
} |
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