game-renderer.cpp
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/*
* Copyright (c) 2016 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#include "game-model.h"
#include "game-texture.h"
#include "game-renderer.h"
#include <dali/dali.h>
namespace
{
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute highp vec3 aPosition;\n
attribute highp vec3 aNormal;\n
attribute highp vec2 aTexCoord;\n
uniform highp mat4 uMvpMatrix;\n
varying highp vec2 vTexCoord;\n
void main()\n
{\n
gl_Position = uMvpMatrix * vec4(aPosition, 1.0 );\n
vTexCoord = aTexCoord;\n
vTexCoord.y = 1.0 - vTexCoord.y;\n
}\n
)
;
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
uniform sampler2D sTexture;\n
varying highp vec2 vTexCoord;\n
void main()\n
{\n
gl_FragColor = texture2D( sTexture, vTexCoord ) * vec4(1.2, 1.2, 1.2, 1.0);\n
}\n
);
}
GameRenderer::GameRenderer()
: mModel( NULL ),
mTexture( NULL )
{
}
GameRenderer::~GameRenderer()
{
}
void GameRenderer::SetModel( GameModel* model )
{
mModel = model;
Setup();
}
void GameRenderer::SetMainTexture( GameTexture* texture )
{
mTexture = texture;
Setup();
}
void GameRenderer::Setup()
{
if( !mRenderer && mModel )
{
Dali::Shader shader = Dali::Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
mRenderer = Dali::Renderer::New( mModel->GetGeometry(), shader );
mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_WRITE_MODE, Dali::DepthWriteMode::ON );
mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_FUNCTION, Dali::DepthFunction::LESS_EQUAL );
mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_TEST_MODE, Dali::DepthTestMode::ON );
}
Dali::TextureSet textureSet;
Dali::Geometry geometry;
if( mModel )
{
geometry = mModel->GetGeometry();
}
if( mTexture && mTexture->GetTextureSet() )
{
textureSet = mTexture->GetTextureSet();
}
if( textureSet && geometry )
{
mRenderer.SetGeometry( geometry );
mRenderer.SetTextures( textureSet );
}
}
Dali::Renderer& GameRenderer::GetRenderer()
{
return mRenderer;
}