goat3dgfx

annotate src/gfxutil.cc @ 5:18879c956eb1

- skycube example - added fatal_log - changed the dataset to keep the whole path while searching for data files
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 17 Nov 2013 03:22:40 +0200
parents
children 7d6b667821cf
rev   line source
nuclear@0 1 #include <assert.h>
nuclear@0 2 #include "gfxutil.h"
nuclear@0 3 #include "mesh.h"
nuclear@0 4 #include "meshgen.h"
nuclear@0 5 #include "texture.h"
nuclear@0 6 #include "shader.h"
nuclear@0 7 #include "sdrman.h"
nuclear@0 8 #include "opengl.h"
nuclear@0 9 #include "logger.h"
nuclear@0 10
nuclear@0 11 void draw_rect(const Vector3 &v1, const Vector3 &v2, Texture2D *tex, ShaderProg *sdr)
nuclear@0 12 {
nuclear@0 13 static ShaderProg *defsdr;
nuclear@0 14
nuclear@0 15 if(!defsdr) {
nuclear@0 16 if(!(defsdr = get_sdrprog("defpost.v.glsl", "defpost.p.glsl"))) {
nuclear@0 17 static bool didlog;
nuclear@0 18 if(!didlog) {
nuclear@0 19 error_log("draw_rect: failed to load default shader\n");
nuclear@0 20 didlog = true;
nuclear@0 21 }
nuclear@0 22 if(!sdr) {
nuclear@0 23 return;
nuclear@0 24 }
nuclear@0 25 }
nuclear@0 26 }
nuclear@0 27
nuclear@0 28
nuclear@0 29 if(tex) {
nuclear@0 30 set_texture(tex);
nuclear@0 31 }
nuclear@0 32 if(sdr) {
nuclear@0 33 sdr->bind();
nuclear@0 34 } else {
nuclear@0 35 defsdr->bind();
nuclear@0 36
nuclear@0 37 assert(defsdr->get_attrib_location("attr_vertex") == MESH_ATTR_VERTEX);
nuclear@0 38 assert(defsdr->get_attrib_location("attr_texcoord") == MESH_ATTR_TEXCOORD);
nuclear@0 39 }
nuclear@0 40
nuclear@0 41
nuclear@0 42 float varr[] = {
nuclear@0 43 v1.x, v1.y, v1.z, v2.x, v1.y, v2.z,
nuclear@0 44 v2.x, v2.y, v2.z, v1.x, v2.y, v1.z
nuclear@0 45 };
nuclear@0 46 static const float tarr[] = { 0, 0, 1, 0, 1, 1, 0, 1 };
nuclear@0 47 static const unsigned int idxarr[] = {0, 1, 2, 0, 2, 3};
nuclear@0 48
nuclear@0 49 // disable VBOs if they are enabled
nuclear@0 50 glBindBuffer(GL_ARRAY_BUFFER, 0);
nuclear@0 51 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
nuclear@0 52
nuclear@0 53 glEnableVertexAttribArray(MESH_ATTR_VERTEX);
nuclear@0 54 glVertexAttribPointer(MESH_ATTR_VERTEX, 3, GL_FLOAT, GL_FALSE, 0, varr);
nuclear@0 55 glEnableVertexAttribArray(MESH_ATTR_TEXCOORD);
nuclear@0 56 glVertexAttribPointer(MESH_ATTR_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, tarr);
nuclear@0 57
nuclear@0 58 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, idxarr);
nuclear@0 59
nuclear@0 60 glDisableVertexAttribArray(MESH_ATTR_VERTEX);
nuclear@0 61 glDisableVertexAttribArray(MESH_ATTR_TEXCOORD);
nuclear@0 62
nuclear@0 63 set_texture(0);
nuclear@0 64 }