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/*
render/render.cc
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2
*/
#include <iostream>
#include <fstream>
#include <sstream>
#include <iomanip>
#include "render/gl.h"
#include "render/textures.h"
#include "render/tga.h"
#include "render/render.h"
#include "core/core.h"
#include "filesystem/filesystem.h"
#include "sys/sys.h"
namespace render {
GLuint textures[32];
core::Cvar *r_radius = 0;
core::Cvar *r_wireframe = 0;
core::Cvar * r_arraysize = 0;
using model::VertexArray;
VertexArray *vertexarray = 0;
bool texture(const char *filename, size_t id)
{
Image *image = TGA::load(filename);
if (!image)
return false;
glGenTextures(1, &textures[id]);
glBindTexture(GL_TEXTURE_2D, textures[id]);
int texture_type;
if (image->channels() == 4)
texture_type = GL_RGBA;
else
texture_type = GL_RGB;
gluBuild2DMipmaps(GL_TEXTURE_2D, image->channels(),
image->width(), image->height(), texture_type, GL_UNSIGNED_BYTE, image->data());
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR_MIPMAP_LINEAR);
return true;
}
void init()
{
con_print << "Initializing renderer..." << std::endl;
con_print << " renderer " << gl::renderer() << std::endl;
con_print << " vendor " << gl::vendor() << std::endl;
con_print << " version " << gl::version() << std::endl;
Textures::init();
// size of the vertex array in megabytes
r_arraysize = core::Cvar::get("r_arraysize", 0.0f , core::Cvar::Archive);
r_arraysize->set_info("[int] size of the vertex array in Mb");
size_t mb = (size_t) r_arraysize->value();
if (mb < 4 * sizeof(float))
mb = 4 * sizeof(float);
if (mb > 256)
mb = 256;
(*r_arraysize) = (float) mb;
vertexarray = new VertexArray(mb);
r_radius = core::Cvar::get("r_radius", "0", core::Cvar::Archive);
r_radius->set_info("[bool] render entity radius");
r_wireframe = core::Cvar::get("r_wireframe", "0", core::Cvar::Archive);
r_wireframe->set_info("[bool] render wireframe");
}
void shutdown()
{
con_print << "Shutting down renderer..." << std::endl;
Textures::shutdown();
// clear entity models, this will force a reload
for (std::map<unsigned int, core::Entity *>::iterator it=core::Entity::registry.begin(); it != core::Entity::registry.end(); it++) {
core::Entity *entity = (*it).second;
if (entity->model())
entity->entity_model = 0;
}
// clear models
model::Model::clear();
// clear vertex array
delete vertexarray;
vertexarray = 0;
}
}
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