#include "R3DScrollFog.h" #include "Graphics/Shader.h" #include "Mat4.h" namespace New3D { static const char *vertexShaderFog = "uniform mat4 mvp;\n" "void main(void)\n" "{\n" "gl_Position = mvp * gl_Vertex;\n" "}\n"; static const char *fragmentShaderFog = "uniform vec4 fogColour;\n" "void main()\n" "{\n" "gl_FragColor = fogColour;\n" "}\n"; R3DScrollFog::R3DScrollFog() { //default coordinates are NDC -1,1 etc m_triangles[0].p1.Set(-1,-1, 0); m_triangles[0].p2.Set(-1, 1, 0); m_triangles[0].p3.Set( 1, 1, 0); m_triangles[1].p1.Set(-1,-1, 0); m_triangles[1].p2.Set( 1, 1, 0); m_triangles[1].p3.Set( 1,-1, 0); m_shaderProgram = 0; m_vertexShader = 0; m_fragmentShader = 0; AllocResources(); } R3DScrollFog::~R3DScrollFog() { DeallocResources(); } void R3DScrollFog::DrawScrollFog(float r, float g, float b, float a) { //======= Mat4 mvp; //======= // yeah this would have been much easier with immediate mode and fixed function .. >_< // some ogl states glDepthMask (GL_FALSE); // disable z writes glDisable (GL_DEPTH_TEST); // disable depth testing glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); m_vbo.Bind (true); glUseProgram (m_shaderProgram); glUniform4f (m_locFogColour, r, g, b, a); glUniformMatrix4fv (m_locMVP, 1, GL_FALSE, mvp); glEnableClientState (GL_VERTEX_ARRAY); glVertexPointer (3, GL_FLOAT, sizeof(SFVertex), 0); glDrawArrays (GL_TRIANGLES, 0, 6); glDisableClientState(GL_VERTEX_ARRAY); glUseProgram (0); m_vbo.Bind (false); glDisable (GL_BLEND); glDepthMask (GL_TRUE); } void R3DScrollFog::AllocResources() { bool success = LoadShaderProgram(&m_shaderProgram, &m_vertexShader, &m_fragmentShader, std::string(), std::string(), vertexShaderFog, fragmentShaderFog); m_locMVP = glGetUniformLocation(m_shaderProgram, "mvp"); m_locFogColour = glGetUniformLocation(m_shaderProgram, "fogColour"); m_vbo.Create(GL_ARRAY_BUFFER, GL_STATIC_DRAW, sizeof(SFTriangle) * (2), m_triangles); } void R3DScrollFog::DeallocResources() { if (m_shaderProgram) { DestroyShaderProgram(m_shaderProgram, m_vertexShader, m_fragmentShader); } m_shaderProgram = 0; m_vertexShader = 0; m_fragmentShader = 0; m_vbo.Destroy(); } }