mirror of
https://github.com/Relintai/sfw.git
synced 2024-11-08 07:52:09 +01:00
Implemented 3d immediate renderer api.
This commit is contained in:
parent
e2ff0f1969
commit
56ab8fef14
@ -223,14 +223,15 @@ void GameScene::render() {
|
|||||||
_mesh_utils_test_mi->render();
|
_mesh_utils_test_mi->render();
|
||||||
|
|
||||||
_mesh_utils_test_mi->render();
|
_mesh_utils_test_mi->render();
|
||||||
|
} else if (render_type == 12) {
|
||||||
|
render_immediate_3d();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
void GameScene::render_immediate() {
|
void GameScene::render_immediate() {
|
||||||
Renderer *r = Renderer::get_singleton();
|
Renderer *r = Renderer::get_singleton();
|
||||||
|
|
||||||
//r->camera_2d_reset();
|
|
||||||
|
|
||||||
r->clear_screen(Color());
|
r->clear_screen(Color());
|
||||||
|
r->camera_2d_projection_set_to_window();
|
||||||
|
|
||||||
r->draw_point(Vector2(15, 15));
|
r->draw_point(Vector2(15, 15));
|
||||||
r->draw_point(Vector2(18, 18), Color(1, 1, 0));
|
r->draw_point(Vector2(18, 18), Color(1, 1, 0));
|
||||||
@ -306,6 +307,30 @@ void GameScene::render_obj() {
|
|||||||
//TextRenderer::get_singleton()->font_print("test");
|
//TextRenderer::get_singleton()->font_print("test");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void GameScene::render_immediate_3d() {
|
||||||
|
Renderer *r = Renderer::get_singleton();
|
||||||
|
|
||||||
|
r->clear_screen(Color());
|
||||||
|
r->camera_2d_projection_set_to_window();
|
||||||
|
|
||||||
|
r->camera_3d_bind();
|
||||||
|
r->camera_3d_projection_set_to_perspective(AppWindow::get_singleton()->get_aspect());
|
||||||
|
|
||||||
|
static float rotmi = 0;
|
||||||
|
|
||||||
|
_mesh_utils_test->clear();
|
||||||
|
MeshUtils::create_simple_test_cone(_mesh_utils_test);
|
||||||
|
_mesh_utils_test->upload();
|
||||||
|
|
||||||
|
Transform tf;
|
||||||
|
tf.basis = Basis(Vector3(1, 0, 0), rotmi);
|
||||||
|
tf.origin.z -= 2;
|
||||||
|
|
||||||
|
r->draw_mesh_3d_vertex_colored(_mesh_utils_test, tf);
|
||||||
|
|
||||||
|
rotmi += 0.01;
|
||||||
|
}
|
||||||
|
|
||||||
GameScene::GameScene() {
|
GameScene::GameScene() {
|
||||||
render_type = 0;
|
render_type = 0;
|
||||||
|
|
||||||
|
@ -24,7 +24,7 @@ class GameScene : public Scene {
|
|||||||
|
|
||||||
public:
|
public:
|
||||||
enum RenderTypes {
|
enum RenderTypes {
|
||||||
RENDER_TYPE_MAX = 12
|
RENDER_TYPE_MAX = 13
|
||||||
};
|
};
|
||||||
|
|
||||||
virtual void input_event(const Ref<InputEvent> &event);
|
virtual void input_event(const Ref<InputEvent> &event);
|
||||||
@ -32,6 +32,7 @@ public:
|
|||||||
virtual void render();
|
virtual void render();
|
||||||
virtual void render_immediate();
|
virtual void render_immediate();
|
||||||
virtual void render_obj();
|
virtual void render_obj();
|
||||||
|
virtual void render_immediate_3d();
|
||||||
|
|
||||||
GameScene();
|
GameScene();
|
||||||
~GameScene();
|
~GameScene();
|
||||||
|
@ -1,14 +1,17 @@
|
|||||||
//--STRIP
|
//--STRIP
|
||||||
#include "renderer.h"
|
#include "renderer.h"
|
||||||
|
|
||||||
|
#include "render_core/app_window.h"
|
||||||
|
#include "render_core/color_material.h"
|
||||||
#include "render_core/color_material_2d.h"
|
#include "render_core/color_material_2d.h"
|
||||||
|
#include "render_core/colored_material.h"
|
||||||
#include "render_core/font.h"
|
#include "render_core/font.h"
|
||||||
#include "render_core/font_material.h"
|
#include "render_core/font_material.h"
|
||||||
#include "render_core/material.h"
|
#include "render_core/material.h"
|
||||||
#include "render_core/mesh.h"
|
#include "render_core/mesh.h"
|
||||||
#include "render_core/texture.h"
|
#include "render_core/texture.h"
|
||||||
|
#include "render_core/texture_material.h"
|
||||||
#include "render_core/texture_material_2d.h"
|
#include "render_core/texture_material_2d.h"
|
||||||
#include "render_core/app_window.h"
|
|
||||||
|
|
||||||
#include "render_core/render_state.h"
|
#include "render_core/render_state.h"
|
||||||
//--STRIP
|
//--STRIP
|
||||||
@ -270,31 +273,117 @@ void Renderer::draw_text_2d_tf_material(const String &p_text, const Ref<Font> &p
|
|||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::draw_mesh_3d(const Ref<Mesh> &p_mesh, const Ref<Material> &p_material, const Transform &p_transform) {
|
void Renderer::draw_mesh_3d(const Ref<Mesh> &p_mesh, const Ref<Material> &p_material, const Transform &p_transform) {
|
||||||
|
ERR_FAIL_COND(!p_mesh.is_valid());
|
||||||
|
ERR_FAIL_COND(!p_material.is_valid());
|
||||||
|
|
||||||
|
Ref<Mesh> mesh = p_mesh;
|
||||||
|
Ref<Material> material = p_material;
|
||||||
|
|
||||||
|
camera_3d_push_model_view_matrix(p_transform);
|
||||||
|
|
||||||
|
material->bind();
|
||||||
|
mesh->render();
|
||||||
|
|
||||||
|
camera_3d_pop_model_view_matrix();
|
||||||
|
}
|
||||||
|
void Renderer::draw_mesh_3d_colored(const Ref<Mesh> &p_mesh, const Color &p_color, const Transform &p_transform) {
|
||||||
|
ERR_FAIL_COND(!p_mesh.is_valid());
|
||||||
|
|
||||||
|
Ref<Mesh> mesh = p_mesh;
|
||||||
|
_colored_material_3d->color = p_color;
|
||||||
|
|
||||||
|
camera_3d_push_model_view_matrix(p_transform);
|
||||||
|
|
||||||
|
_colored_material_3d->bind();
|
||||||
|
mesh->render();
|
||||||
|
|
||||||
|
camera_3d_pop_model_view_matrix();
|
||||||
|
}
|
||||||
|
void Renderer::draw_mesh_3d_vertex_colored(const Ref<Mesh> &p_mesh, const Transform &p_transform) {
|
||||||
|
ERR_FAIL_COND(!p_mesh.is_valid());
|
||||||
|
|
||||||
|
Ref<Mesh> mesh = p_mesh;
|
||||||
|
|
||||||
|
camera_3d_push_model_view_matrix(p_transform);
|
||||||
|
|
||||||
|
_color_material_3d->bind();
|
||||||
|
mesh->render();
|
||||||
|
|
||||||
|
camera_3d_pop_model_view_matrix();
|
||||||
|
}
|
||||||
|
void Renderer::draw_mesh_3d_textured(const Ref<Mesh> &p_mesh, const Ref<Texture> &p_texture, const Transform &p_transform) {
|
||||||
|
ERR_FAIL_COND(!p_mesh.is_valid());
|
||||||
|
ERR_FAIL_COND(!p_texture.is_valid());
|
||||||
|
|
||||||
|
_texture_material_3d->texture = p_texture;
|
||||||
|
Ref<Mesh> mesh = p_mesh;
|
||||||
|
|
||||||
|
camera_3d_push_model_view_matrix(p_transform);
|
||||||
|
|
||||||
|
_texture_material_3d->bind();
|
||||||
|
mesh->render();
|
||||||
|
|
||||||
|
camera_3d_pop_model_view_matrix();
|
||||||
}
|
}
|
||||||
|
|
||||||
Transform2D Renderer::camera_2d_get_current_model_view_matrix() const {
|
void Renderer::camera_2d_bind() {
|
||||||
return RenderState::model_view_matrix_2d;
|
RenderState::model_view_matrix_2d = _camera_2d_model_view_matrix;
|
||||||
|
RenderState::projection_matrix_2d = _camera_2d_projection_matrix;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::camera_2d_push_model_view_matrix(const Transform2D &p_transform_2d) {
|
Transform Renderer::camera_2d_get_current_projection_matrix() const {
|
||||||
camera_2d_model_view_matrix_stack.push_back(RenderState::model_view_matrix_2d);
|
return _camera_2d_projection_matrix;
|
||||||
|
|
||||||
RenderState::model_view_matrix_2d *= p_transform_2d;
|
|
||||||
}
|
}
|
||||||
void Renderer::camera_2d_pop_model_view_matrix() {
|
void Renderer::camera_2d_push_projection_matrix(const Transform &p_transform) {
|
||||||
if (camera_2d_model_view_matrix_stack.empty()) {
|
_camera_2d_projection_matrix_stack.push_back(_camera_2d_projection_matrix);
|
||||||
|
|
||||||
|
_camera_2d_projection_matrix *= p_transform;
|
||||||
|
|
||||||
|
RenderState::projection_matrix_2d = _camera_2d_projection_matrix;
|
||||||
|
}
|
||||||
|
void Renderer::camera_2d_pop_projection_matrix() {
|
||||||
|
if (_camera_2d_projection_matrix_stack.empty()) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
RenderState::model_view_matrix_2d = camera_2d_model_view_matrix_stack[camera_2d_model_view_matrix_stack.size() - 1];
|
_camera_2d_projection_matrix = _camera_2d_projection_matrix_stack[_camera_2d_projection_matrix_stack.size() - 1];
|
||||||
camera_2d_model_view_matrix_stack.resize(camera_2d_model_view_matrix_stack.size() - 1);
|
|
||||||
|
RenderState::projection_matrix_2d = _camera_2d_projection_matrix;
|
||||||
|
|
||||||
|
_camera_2d_projection_matrix_stack.resize(_camera_2d_projection_matrix_stack.size() - 1);
|
||||||
|
}
|
||||||
|
int Renderer::get_camera_2d_projection_matrix_stack_size() const {
|
||||||
|
return _camera_2d_projection_matrix_stack.size();
|
||||||
|
}
|
||||||
|
|
||||||
|
Transform2D Renderer::camera_2d_get_current_model_view_matrix() const {
|
||||||
|
return _camera_2d_model_view_matrix;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Renderer::camera_2d_push_model_view_matrix(const Transform2D &p_transform_2d) {
|
||||||
|
_camera_2d_model_view_matrix_stack.push_back(_camera_2d_model_view_matrix);
|
||||||
|
|
||||||
|
_camera_2d_model_view_matrix *= p_transform_2d;
|
||||||
|
|
||||||
|
RenderState::model_view_matrix_2d = _camera_2d_model_view_matrix;
|
||||||
|
}
|
||||||
|
void Renderer::camera_2d_pop_model_view_matrix() {
|
||||||
|
if (_camera_2d_model_view_matrix_stack.empty()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
_camera_2d_model_view_matrix = _camera_2d_model_view_matrix_stack[_camera_2d_model_view_matrix_stack.size() - 1];
|
||||||
|
|
||||||
|
RenderState::model_view_matrix_2d = _camera_2d_model_view_matrix;
|
||||||
|
|
||||||
|
_camera_2d_model_view_matrix_stack.resize(_camera_2d_model_view_matrix_stack.size() - 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
int Renderer::get_camera_2d_model_view_matrix_stack_size() const {
|
int Renderer::get_camera_2d_model_view_matrix_stack_size() const {
|
||||||
return camera_2d_model_view_matrix_stack.size();
|
return _camera_2d_model_view_matrix_stack.size();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::camera_2d_reset() {
|
void Renderer::camera_2d_projection_set_to_window() {
|
||||||
Vector2 size = get_window_size();
|
Vector2 size = get_window_size();
|
||||||
|
|
||||||
Transform canvas_transform;
|
Transform canvas_transform;
|
||||||
@ -305,10 +394,105 @@ void Renderer::camera_2d_reset() {
|
|||||||
RenderState::model_view_matrix_2d = Transform2D();
|
RenderState::model_view_matrix_2d = Transform2D();
|
||||||
RenderState::projection_matrix_2d = canvas_transform;
|
RenderState::projection_matrix_2d = canvas_transform;
|
||||||
|
|
||||||
camera_2d_model_view_matrix_stack.clear();
|
_camera_2d_model_view_matrix_stack.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::camera_3d_reset() {
|
void Renderer::camera_3d_bind() {
|
||||||
|
RenderState::camera_transform_3d = _camera_3d_camera_transform_matrix;
|
||||||
|
RenderState::model_view_matrix_3d = _camera_3d_model_view_matrix;
|
||||||
|
RenderState::projection_matrix_3d = _camera_3d_projection;
|
||||||
|
}
|
||||||
|
|
||||||
|
Transform Renderer::camera_3d_get_current_camera_transform_matrix() const {
|
||||||
|
return _camera_3d_camera_transform_matrix;
|
||||||
|
}
|
||||||
|
void Renderer::camera_3d_push_camera_transform_matrix(const Transform &p_transform) {
|
||||||
|
_camera_3d_camera_transform_matrix_stack.push_back(_camera_3d_camera_transform_matrix);
|
||||||
|
|
||||||
|
_camera_3d_camera_transform_matrix *= p_transform;
|
||||||
|
|
||||||
|
RenderState::camera_transform_3d = _camera_3d_camera_transform_matrix;
|
||||||
|
}
|
||||||
|
void Renderer::camera_3d_pop_camera_transform_matrix() {
|
||||||
|
if (_camera_3d_camera_transform_matrix_stack.empty()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
_camera_3d_camera_transform_matrix = _camera_3d_camera_transform_matrix_stack[_camera_3d_camera_transform_matrix_stack.size() - 1];
|
||||||
|
|
||||||
|
RenderState::camera_transform_3d = _camera_3d_camera_transform_matrix;
|
||||||
|
|
||||||
|
_camera_3d_camera_transform_matrix_stack.resize(_camera_3d_camera_transform_matrix_stack.size() - 1);
|
||||||
|
}
|
||||||
|
int Renderer::get_camera_3d_camera_transform_matrix_stack_size() const {
|
||||||
|
return _camera_3d_camera_transform_matrix_stack.size();
|
||||||
|
}
|
||||||
|
|
||||||
|
Transform Renderer::camera_3d_get_current_model_view_matrix() const {
|
||||||
|
return _camera_3d_model_view_matrix;
|
||||||
|
}
|
||||||
|
void Renderer::camera_3d_push_model_view_matrix(const Transform &p_transform) {
|
||||||
|
_camera_3d_model_view_matrix_stack.push_back(_camera_3d_model_view_matrix);
|
||||||
|
|
||||||
|
_camera_3d_model_view_matrix *= p_transform;
|
||||||
|
|
||||||
|
RenderState::model_view_matrix_3d = _camera_3d_model_view_matrix;
|
||||||
|
}
|
||||||
|
void Renderer::camera_3d_pop_model_view_matrix() {
|
||||||
|
if (_camera_3d_model_view_matrix_stack.empty()) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
_camera_3d_model_view_matrix = _camera_3d_model_view_matrix_stack[_camera_3d_model_view_matrix_stack.size() - 1];
|
||||||
|
|
||||||
|
RenderState::model_view_matrix_3d = _camera_3d_model_view_matrix;
|
||||||
|
|
||||||
|
_camera_3d_model_view_matrix_stack.resize(_camera_3d_model_view_matrix_stack.size() - 1);
|
||||||
|
}
|
||||||
|
int Renderer::get_camera_3d_model_view_matrix_stack_size() const {
|
||||||
|
return _camera_3d_model_view_matrix_stack.size();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Aspect Ratio = w / h
|
||||||
|
void Renderer::camera_3d_projection_set_to_orthographic(float aspect_ratio, float size, float znear, float zfar, bool vaspect) {
|
||||||
|
_camera_3d_projection.set_orthogonal(
|
||||||
|
size,
|
||||||
|
aspect_ratio,
|
||||||
|
znear,
|
||||||
|
zfar,
|
||||||
|
vaspect);
|
||||||
|
|
||||||
|
RenderState::projection_matrix_3d = _camera_3d_projection;
|
||||||
|
}
|
||||||
|
void Renderer::camera_3d_projection_set_to_perspective(float aspect_ratio, float size, float znear, float zfar, bool vaspect, float fov) {
|
||||||
|
_camera_3d_projection.set_perspective(
|
||||||
|
fov,
|
||||||
|
aspect_ratio,
|
||||||
|
znear,
|
||||||
|
zfar,
|
||||||
|
vaspect);
|
||||||
|
|
||||||
|
RenderState::projection_matrix_3d = _camera_3d_projection;
|
||||||
|
}
|
||||||
|
void Renderer::camera_3d_projection_set_to_frustum(float aspect_ratio, float size, float znear, float zfar, bool vaspect, float offset) {
|
||||||
|
_camera_3d_projection.set_frustum(
|
||||||
|
size,
|
||||||
|
aspect_ratio,
|
||||||
|
offset,
|
||||||
|
znear,
|
||||||
|
zfar,
|
||||||
|
vaspect);
|
||||||
|
|
||||||
|
RenderState::projection_matrix_3d = _camera_3d_projection;
|
||||||
|
}
|
||||||
|
|
||||||
|
Projection Renderer::camera_3d_get_projection_matrix() const {
|
||||||
|
return _camera_3d_projection;
|
||||||
|
}
|
||||||
|
void Renderer::camera_3d_set_projection_matrix(const Projection &p_projection) {
|
||||||
|
_camera_3d_projection = p_projection;
|
||||||
|
|
||||||
|
RenderState::projection_matrix_3d = _camera_3d_projection;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::clear_screen(const Color &p_color) {
|
void Renderer::clear_screen(const Color &p_color) {
|
||||||
@ -319,9 +503,6 @@ void Renderer::clear_screen(const Color &p_color) {
|
|||||||
} else {
|
} else {
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
}
|
}
|
||||||
|
|
||||||
//? Make it manual?
|
|
||||||
camera_2d_reset();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector2i Renderer::get_window_size() const {
|
Vector2i Renderer::get_window_size() const {
|
||||||
@ -357,6 +538,10 @@ Renderer::Renderer() {
|
|||||||
_texture_material_2d.instance();
|
_texture_material_2d.instance();
|
||||||
_font_material.instance();
|
_font_material.instance();
|
||||||
_color_material_2d.instance();
|
_color_material_2d.instance();
|
||||||
|
|
||||||
|
_texture_material_3d.instance();
|
||||||
|
_color_material_3d.instance();
|
||||||
|
_colored_material_3d.instance();
|
||||||
}
|
}
|
||||||
Renderer::~Renderer() {
|
Renderer::~Renderer() {
|
||||||
_singleton = NULL;
|
_singleton = NULL;
|
||||||
|
@ -21,6 +21,9 @@ class Font;
|
|||||||
class FontMaterial;
|
class FontMaterial;
|
||||||
class TextureMaterial2D;
|
class TextureMaterial2D;
|
||||||
class ColorMaterial2D;
|
class ColorMaterial2D;
|
||||||
|
class TextureMaterial;
|
||||||
|
class ColorMaterial;
|
||||||
|
class ColoredMaterial;
|
||||||
|
|
||||||
class Renderer : public Object {
|
class Renderer : public Object {
|
||||||
SFW_OBJECT(Renderer, Object);
|
SFW_OBJECT(Renderer, Object);
|
||||||
@ -48,24 +51,50 @@ public:
|
|||||||
void draw_text_2d_tf(const String &p_text, const Ref<Font> &p_font, const Transform2D &p_transform_2d, const Color &p_color = Color(1, 1, 1));
|
void draw_text_2d_tf(const String &p_text, const Ref<Font> &p_font, const Transform2D &p_transform_2d, const Color &p_color = Color(1, 1, 1));
|
||||||
void draw_text_2d_tf_material(const String &p_text, const Ref<Font> &p_font, const Ref<Material> &p_material, const Transform2D &p_transform_2d, const Color &p_color = Color(1, 1, 1));
|
void draw_text_2d_tf_material(const String &p_text, const Ref<Font> &p_font, const Ref<Material> &p_material, const Transform2D &p_transform_2d, const Color &p_color = Color(1, 1, 1));
|
||||||
|
|
||||||
//add draw colored, draw textured, also with and without transform -> p_transform give default arg
|
void draw_mesh_3d(const Ref<Mesh> &p_mesh, const Ref<Material> &p_material, const Transform &p_transform = Transform());
|
||||||
void draw_mesh_3d(const Ref<Mesh> &p_mesh, const Ref<Material> &p_material, const Transform &p_transform);
|
void draw_mesh_3d_colored(const Ref<Mesh> &p_mesh, const Color &p_color, const Transform &p_transform = Transform());
|
||||||
|
void draw_mesh_3d_vertex_colored(const Ref<Mesh> &p_mesh, const Transform &p_transform = Transform());
|
||||||
|
void draw_mesh_3d_textured(const Ref<Mesh> &p_mesh, const Ref<Texture> &p_texture, const Transform &p_transform = Transform());
|
||||||
|
|
||||||
//TODO
|
//2D Camera API
|
||||||
//camera set transform
|
|
||||||
//3d cam matrix stack
|
void camera_2d_bind();
|
||||||
//3d cam proj setup
|
|
||||||
//reset -> rename camera_2d_projection_setup(), push etc
|
Transform camera_2d_get_current_projection_matrix() const;
|
||||||
//3d proj setup
|
void camera_2d_push_projection_matrix(const Transform &p_transform);
|
||||||
//3d camera matrix stack
|
void camera_2d_pop_projection_matrix();
|
||||||
|
int get_camera_2d_projection_matrix_stack_size() const;
|
||||||
|
|
||||||
Transform2D camera_2d_get_current_model_view_matrix() const;
|
Transform2D camera_2d_get_current_model_view_matrix() const;
|
||||||
void camera_2d_push_model_view_matrix(const Transform2D &p_transform_2d);
|
void camera_2d_push_model_view_matrix(const Transform2D &p_transform_2d);
|
||||||
void camera_2d_pop_model_view_matrix();
|
void camera_2d_pop_model_view_matrix();
|
||||||
int get_camera_2d_model_view_matrix_stack_size() const;
|
int get_camera_2d_model_view_matrix_stack_size() const;
|
||||||
void camera_2d_reset();
|
|
||||||
|
|
||||||
void camera_3d_reset();
|
void camera_2d_projection_set_to_window();
|
||||||
|
|
||||||
|
//3D Camera API
|
||||||
|
|
||||||
|
void camera_3d_bind();
|
||||||
|
|
||||||
|
Transform camera_3d_get_current_camera_transform_matrix() const;
|
||||||
|
void camera_3d_push_camera_transform_matrix(const Transform &p_transform);
|
||||||
|
void camera_3d_pop_camera_transform_matrix();
|
||||||
|
int get_camera_3d_camera_transform_matrix_stack_size() const;
|
||||||
|
|
||||||
|
Transform camera_3d_get_current_model_view_matrix() const;
|
||||||
|
void camera_3d_push_model_view_matrix(const Transform &p_transform);
|
||||||
|
void camera_3d_pop_model_view_matrix();
|
||||||
|
int get_camera_3d_model_view_matrix_stack_size() const;
|
||||||
|
|
||||||
|
// Aspect Ratio = w / h
|
||||||
|
void camera_3d_projection_set_to_orthographic(float aspect_ratio, float size = 1.0, float znear = 0.05, float zfar = 100, bool vaspect = false);
|
||||||
|
void camera_3d_projection_set_to_perspective(float aspect_ratio, float size = 1.0, float znear = 0.05, float zfar = 100, bool vaspect = false, float fov = 70);
|
||||||
|
void camera_3d_projection_set_to_frustum(float aspect_ratio, float size = 1.0, float znear = 0.05, float zfar = 100, bool vaspect = false, float offset = 0);
|
||||||
|
|
||||||
|
Projection camera_3d_get_projection_matrix() const;
|
||||||
|
void camera_3d_set_projection_matrix(const Projection &p_projection);
|
||||||
|
|
||||||
|
// Other Helpers
|
||||||
|
|
||||||
void clear_screen(const Color &p_color);
|
void clear_screen(const Color &p_color);
|
||||||
|
|
||||||
@ -93,7 +122,22 @@ private:
|
|||||||
Ref<FontMaterial> _font_material;
|
Ref<FontMaterial> _font_material;
|
||||||
Ref<ColorMaterial2D> _color_material_2d;
|
Ref<ColorMaterial2D> _color_material_2d;
|
||||||
|
|
||||||
Vector<Transform2D> camera_2d_model_view_matrix_stack;
|
Transform _camera_2d_projection_matrix;
|
||||||
|
Transform2D _camera_2d_model_view_matrix;
|
||||||
|
|
||||||
|
Vector<Transform> _camera_2d_projection_matrix_stack;
|
||||||
|
Vector<Transform2D> _camera_2d_model_view_matrix_stack;
|
||||||
|
|
||||||
|
Projection _camera_3d_projection;
|
||||||
|
Transform _camera_3d_camera_transform_matrix;
|
||||||
|
Transform _camera_3d_model_view_matrix;
|
||||||
|
|
||||||
|
Vector<Transform> _camera_3d_camera_transform_matrix_stack;
|
||||||
|
Vector<Transform> _camera_3d_model_view_matrix_stack;
|
||||||
|
|
||||||
|
Ref<TextureMaterial> _texture_material_3d;
|
||||||
|
Ref<ColorMaterial> _color_material_3d;
|
||||||
|
Ref<ColoredMaterial> _colored_material_3d;
|
||||||
};
|
};
|
||||||
|
|
||||||
//--STRIP
|
//--STRIP
|
||||||
|
@ -28,8 +28,8 @@ public:
|
|||||||
down = pressed;
|
down = pressed;
|
||||||
} else if (scancode == KEY_D) {
|
} else if (scancode == KEY_D) {
|
||||||
right = pressed;
|
right = pressed;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (k->get_physical_scancode() == KEY_SPACE) {
|
if (k->get_physical_scancode() == KEY_SPACE) {
|
||||||
if (pressed) {
|
if (pressed) {
|
||||||
immediate = !immediate;
|
immediate = !immediate;
|
||||||
@ -83,9 +83,10 @@ public:
|
|||||||
virtual void render_immediate() {
|
virtual void render_immediate() {
|
||||||
Renderer *r = Renderer::get_singleton();
|
Renderer *r = Renderer::get_singleton();
|
||||||
|
|
||||||
//r->camera_2d_reset();
|
//r->camera_2d_projection_set_to_window();
|
||||||
|
|
||||||
r->clear_screen(Color());
|
r->clear_screen(Color());
|
||||||
|
r->camera_2d_projection_set_to_window();
|
||||||
|
|
||||||
r->draw_point(Vector2(15, 15));
|
r->draw_point(Vector2(15, 15));
|
||||||
r->draw_point(Vector2(18, 18), Color(1, 1, 0));
|
r->draw_point(Vector2(18, 18), Color(1, 1, 0));
|
||||||
|
@ -7,13 +7,14 @@ class GameApplication : public Application {
|
|||||||
public:
|
public:
|
||||||
virtual void input_event(const Ref<InputEvent> &event) {}
|
virtual void input_event(const Ref<InputEvent> &event) {}
|
||||||
virtual void update(float delta) {
|
virtual void update(float delta) {
|
||||||
_font_pos.x += 500 * delta;
|
_font_pos.x += 500 * delta;
|
||||||
if (_font_pos.x > 1800) {
|
if (_font_pos.x > 1800) {
|
||||||
_font_pos.x = 0;
|
_font_pos.x = 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
virtual void render() {
|
virtual void render() {
|
||||||
Renderer::get_singleton()->clear_screen(Color());
|
Renderer::get_singleton()->clear_screen(Color());
|
||||||
|
Renderer::get_singleton()->camera_2d_projection_set_to_window();
|
||||||
Renderer::get_singleton()->draw_text_2d("Test!", _font, _font_pos);
|
Renderer::get_singleton()->draw_text_2d("Test!", _font, _font_pos);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -29,11 +30,10 @@ public:
|
|||||||
Renderer::destroy();
|
Renderer::destroy();
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector2 _font_pos;
|
Vector2 _font_pos;
|
||||||
Ref<Font> _font;
|
Ref<Font> _font;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
int main(int argc, char **argv) {
|
int main(int argc, char **argv) {
|
||||||
Application *application = memnew(GameApplication());
|
Application *application = memnew(GameApplication());
|
||||||
|
|
||||||
|
@ -7,13 +7,14 @@ class GameApplication : public Application {
|
|||||||
public:
|
public:
|
||||||
virtual void input_event(const Ref<InputEvent> &event) {}
|
virtual void input_event(const Ref<InputEvent> &event) {}
|
||||||
virtual void update(float delta) {
|
virtual void update(float delta) {
|
||||||
_font_pos.x += 500 * delta;
|
_font_pos.x += 500 * delta;
|
||||||
if (_font_pos.x > 1800) {
|
if (_font_pos.x > 1800) {
|
||||||
_font_pos.x = 0;
|
_font_pos.x = 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
virtual void render() {
|
virtual void render() {
|
||||||
Renderer::get_singleton()->clear_screen(Color());
|
Renderer::get_singleton()->clear_screen(Color());
|
||||||
|
Renderer::get_singleton()->camera_2d_projection_set_to_window();
|
||||||
Renderer::get_singleton()->draw_text_2d("Test!", _font, _font_pos);
|
Renderer::get_singleton()->draw_text_2d("Test!", _font, _font_pos);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -29,11 +30,10 @@ public:
|
|||||||
Renderer::destroy();
|
Renderer::destroy();
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector2 _font_pos;
|
Vector2 _font_pos;
|
||||||
Ref<Font> _font;
|
Ref<Font> _font;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
int main(int argc, char **argv) {
|
int main(int argc, char **argv) {
|
||||||
Application *application = memnew(GameApplication());
|
Application *application = memnew(GameApplication());
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user