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Copy pathrendergroup.cpp
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304 lines (292 loc) · 8.62 KB
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#include <GL/glew.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/matrix_decompose.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <renderobject.h>
#include <rendergroup.h>
RenderGroupManager* RenderGroups;
// -------
//internal linked list functions
void push_back_node(RenderObjectNode** tail, RenderObjectNode** head, RenderObjectNode* node){
//std::cout << "Pushing back node with pos z " << node->object->transform->get_position().z << " \n";
if (*tail == NULL){
*tail = node;
return;
}
if (*head == NULL){
*head = node;
node->previous = *tail;
node->next = NULL;
(*tail)->next = node;
return;
}
(*head)->next = node;
node->previous = *head;
node->next = NULL;
(*head) = node;
return;
}
RenderObjectNode* find(RenderObjectNode** tail, RenderObjectNode** head, RenderObject* object){
RenderObjectNode* curr = *tail;
while (curr != NULL){
if (curr->object == object){
return curr;
}
curr = curr->next;
}
return NULL;
}
void remove_node(RenderObjectNode** tail, RenderObjectNode** head, RenderObjectNode* node){
//std::cout << "Removing node with " << node->object->transform->get_position().z << " z\n";
if (node == *tail){
*tail = NULL;
if (node->next != NULL){
*tail = node->next;
(*tail)->previous = NULL;
}
}
else if (node == *head){
if (node->previous == *tail){
*head = NULL;
node->previous->next = NULL;
}
else {
*head = node->previous;
node->previous->next = NULL;
node->next = NULL;
}
}
else {
node->previous->next = node->next;
node->next->previous = node->previous;
}
node->previous = NULL;
node->next = NULL;
}
void insert_node_at(RenderObjectNode** tail, RenderObjectNode** head, RenderObjectNode* node, RenderObjectNode* at){
if (at == *tail){
*tail = node;
node->previous = NULL;
node->next = at;
at->previous = node;
if (*head == NULL){
*head = at;
}
return;
}
node->next = at;
node->previous = at->previous;
at->previous->next = node;
at->previous = node;
}
//internal linked list functions
// -------
RenderObjectNode* RenderGroup::find(RenderObject* object){
return ::find(&tail, &head, object);
}
void RenderGroup::push_node(RenderObjectNode* node){
//std::cout << "Pushing node with pos z " << node->object->transform->get_position().z << " to group " << group_type << "\n";
RenderObjectNode* curr = tail;
while (curr != NULL){
if (curr->object->vertex_data == node->object->vertex_data){
::insert_node_at(&tail, &head, node, curr);
return;
}
curr = curr->next;
}
::push_back_node(&tail, &head, node);
}
void RenderGroup::remove_node(RenderObjectNode* node, bool destroy){
::remove_node(&tail, &head, node);
if (destroy){
delete node;
}
}
void RenderGroupSolidColorCycle::update(){
float r = 0.0f, g = 0.0f, b = 0.0f;
color += speed;
if (color >= 0 && color <= 1){
r = 1 - color;
g = color;
}
else if (color > 1 && color <= 2){
g = 1 - (color - 1);
b = color - 1;
}
else if (color > 2 && color <= 3){
b = 1 - (color - 2);
r = color - 2;
}
else {
color = 0;
r = 1 - color;
g = color;
}
RenderObjectNode* curr = tail;
while (curr != NULL){
curr->object->set_color(r, g, b, 1.0f);
curr = curr->next;
}
}
void RenderGroupTransparent::insert_by_z(RenderObjectNode* node){
RenderObjectNode* curr = tail;
while(curr != NULL){
if ((curr->object)->transform->get_position().z >= node->object->transform->get_position().z){
::insert_node_at(&tail, &head, node, curr);
return;
}
curr = curr->next;
}
::push_back_node(&tail, &head, node); //empty list or object has the biggest z
}
void RenderGroupTransparent::push_node(RenderObjectNode* node){
node->group_data = new OldPosZData();
static_cast<OldPosZData*>(node->group_data)->old_pos_z = node->object->transform->get_position().z;
insert_by_z(node);
}
void RenderGroupTransparent::remove_node(RenderObjectNode* node, bool destroy){
::remove_node(&tail, &head, node);
delete static_cast<OldPosZData*>(node->group_data); //no longer belongs to this group, must delete group specific data
if (destroy){
delete node;
}
}
void RenderGroupTransparent::update(){
RenderObjectNode* curr = tail;
RenderObjectNode* temp_tail = NULL;
RenderObjectNode* temp_head = NULL;
while(curr != NULL){
if (static_cast<OldPosZData*>(curr->group_data)->old_pos_z != curr->object->transform->get_position().z){
RenderObjectNode* old_curr = curr;
curr = curr->next;
::remove_node(&tail, &head, old_curr);
::push_back_node(&temp_tail, &temp_head, old_curr);
continue;
}
curr = curr->next;
}
curr = temp_tail;
while(curr != NULL){
::remove_node(&temp_tail, &temp_head, curr);
push_node(curr); //inserts into correct place by z
curr = temp_tail; //temp list will keep shrinking until the tail is null
}
curr = tail;
while (curr != NULL){
static_cast<OldPosZData*>(curr->group_data)->old_pos_z = curr->object->transform->get_position().z;
curr = curr->next;
}
}
unsigned int RenderGroupManager::determine_group(RenderObject* object){
switch(object->vertex_data->shader_type){
case GRAPHICS_SHADER_COLOR_VERTEX:
return GROUP_SHADER_COLOR_VERTEX;
break;
case GRAPHICS_SHADER_COLOR_SOLID:
if (object->get_color().a < 1.0){
return GROUP_SHADER_COLOR_SOLID_TRANSPARENT;
}
else{
if (object->get_cycle_colors()){
return GROUP_SHADER_COLOR_SOLID_CYCLE;
}else{
return GROUP_SHADER_COLOR_SOLID;
}
}
break;
}
}
void RenderGroupManager::check_group_members(unsigned int group){
RenderObjectNode* curr = groups[group]->tail;
while (curr != NULL){
RenderObjectNode* old_curr = curr; //need to do this because the node will probably get displaced and next will be changed
curr = curr->next;
unsigned int group_determined = determine_group(old_curr->object);
if (group_determined != group){
groups[group]->remove_node(old_curr, false);
groups[group_determined]->push_node(old_curr);
}
}
}
void RenderGroupManager::solid_color_shader_actions(const RenderObject* object){
(static_cast<ShaderColorSolid*>(Shaders->get_shader(GRAPHICS_SHADER_COLOR_SOLID)))->set_color( object->color.r,
object->color.g,
object->color.b,
object->color.a); //set the color
}
void RenderGroupManager::vertex_color_shader_actions(const RenderObject* object){
//there isnt anything to do yet
}
void RenderGroupManager::do_shader_specific_actions(unsigned int shader_type, const RenderObject* object){
(this->*shader_specific_actions[shader_type])(object);
}
void RenderGroupManager::draw_group(unsigned int group){
Shader* shader = Shaders->get_shader(groups[group]->shader_type);
shader->use();
shader->set_view(glm::value_ptr(*camera));
shader->set_projection(glm::value_ptr(*proj));
RenderObjectNode* curr = groups[group]->tail;
unsigned int old_vao;
if (curr != NULL){
old_vao = curr->object->vertex_data->VAO;
glBindVertexArray(old_vao);
}
while(curr != NULL){
shader->set_transform((curr->object->transform)->get_transform_mat_value_ptr());
if (curr->object->vertex_data->VAO != old_vao){
glBindVertexArray(curr->object->vertex_data->VAO);
}
do_shader_specific_actions(curr->object->vertex_data->shader_type, curr->object);
glDrawElements(GL_TRIANGLES, curr->object->vertex_data->elements_count * 3, GL_UNSIGNED_INT, 0);
old_vao = curr->object->vertex_data->VAO;
curr = curr->next;
}
}
void RenderGroupManager::draw_groups(){
for (int i = 0; i < GROUP_SIZE; ++i){
draw_group(i);
}
}
void RenderGroupManager::update_groups(){
for (int i = 0; i < GROUP_SIZE; ++i){
groups[i]->update();
}
}
void RenderGroupManager::draw(){
check_group_members(GROUP_SHADER_COLOR_SOLID);
check_group_members(GROUP_SHADER_COLOR_SOLID_CYCLE);
check_group_members(GROUP_SHADER_COLOR_SOLID_TRANSPARENT); //we only check these right now because 1 group for vertex shader
update_groups();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
draw_groups();
}
void RenderGroupManager::push(RenderObject* object){
for (int i = 0; i < GROUP_SIZE; ++i){
if (groups[i]->find(object)){
std::cout << "Cannot push renderobject, was pushed already\n";
return;
}
}
groups[determine_group(object)]->push_node(new RenderObjectNode(object));
}
void RenderGroupManager::remove(RenderObject* object, bool destroy){
RenderObjectNode* curr = NULL;
for (int i = 0; i < GROUP_SIZE; ++i){
curr = groups[i]->find(object);
if (curr){
if (destroy){
delete curr->object;
}
groups[i]->remove_node(curr, destroy);
return;
}
}
std::cout << "Couldn't find object node to remove\n";
}
void RenderGroupManager::set_projection_mat_pointer(const glm::mat4 *proj_in){
proj = proj_in;
}
void RenderGroupManager::set_view_mat_pointer(const glm::mat4* view){
camera = view;
}