colobot/src/graphics/opengl/gl33device.h

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/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsiteс.ch; http://colobot.info; http://github.com/colobot
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
/**
* \file graphics/opengl/gl33device.h
* \brief OpenGL 3.3 implementation - CGL33Device class
*/
#pragma once
#include "graphics/core/device.h"
#include "graphics/opengl/glutil.h"
#include <string>
#include <vector>
#include <set>
#include <map>
// Graphics module namespace
namespace Gfx {
/**
\class CGL33Device
\brief Implementation of CDevice interface in OpenGL 3.3
Provides the concrete implementation of 3D device in OpenGL.
This class should be initialized (by calling Initialize() ) only after
setting the video mode by CApplication, once the OpenGL context is defined.
Because of that, CGLDeviceConfig is outside the CDevice class and must be set
in CApplication.
*/
class CGL33Device : public CDevice
{
public:
CGL33Device(const GLDeviceConfig &config);
virtual ~CGL33Device();
virtual void DebugHook() OVERRIDE;
virtual void DebugLights() OVERRIDE;
virtual bool Create() OVERRIDE;
virtual void Destroy() OVERRIDE;
void ConfigChanged(const GLDeviceConfig &newConfig);
virtual void BeginScene() OVERRIDE;
virtual void EndScene() OVERRIDE;
virtual void Clear() OVERRIDE;
virtual void SetTransform(TransformType type, const Math::Matrix &matrix) OVERRIDE;
virtual void SetMaterial(const Material &material) OVERRIDE;
virtual int GetMaxLightCount() OVERRIDE;
virtual void SetLight(int index, const Light &light) OVERRIDE;
virtual void SetLightEnabled(int index, bool enabled) OVERRIDE;
virtual Texture CreateTexture(CImage *image, const TextureCreateParams &params) OVERRIDE;
virtual Texture CreateTexture(ImageData *data, const TextureCreateParams &params) OVERRIDE;
virtual Texture CreateDepthTexture(int width, int height, int depth) OVERRIDE;
virtual void DestroyTexture(const Texture &texture) OVERRIDE;
virtual void DestroyAllTextures() OVERRIDE;
virtual int GetMaxTextureStageCount() OVERRIDE;
virtual void SetTexture(int index, const Texture &texture) OVERRIDE;
virtual void SetTexture(int index, unsigned int textureId) OVERRIDE;
virtual void SetTextureEnabled(int index, bool enabled) OVERRIDE;
virtual void SetTextureStageParams(int index, const TextureStageParams &params) OVERRIDE;
virtual void SetTextureStageWrap(int index, Gfx::TexWrapMode wrapS, Gfx::TexWrapMode wrapT) OVERRIDE;
virtual void SetTextureCoordGeneration(int index, TextureGenerationParams &params) OVERRIDE;
virtual void DrawPrimitive(PrimitiveType type, const Vertex *vertices , int vertexCount,
Color color = Color(1.0f, 1.0f, 1.0f, 1.0f)) OVERRIDE;
virtual void DrawPrimitive(PrimitiveType type, const VertexTex2 *vertices, int vertexCount,
Color color = Color(1.0f, 1.0f, 1.0f, 1.0f)) OVERRIDE;
virtual void DrawPrimitive(PrimitiveType type, const VertexCol *vertices , int vertexCount) OVERRIDE;
virtual unsigned int CreateStaticBuffer(PrimitiveType primitiveType, const Vertex* vertices, int vertexCount) OVERRIDE;
virtual unsigned int CreateStaticBuffer(PrimitiveType primitiveType, const VertexTex2* vertices, int vertexCount) OVERRIDE;
virtual unsigned int CreateStaticBuffer(PrimitiveType primitiveType, const VertexCol* vertices, int vertexCount) OVERRIDE;
virtual void UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const Vertex* vertices, int vertexCount) OVERRIDE;
virtual void UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const VertexTex2* vertices, int vertexCount) OVERRIDE;
virtual void UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const VertexCol* vertices, int vertexCount) OVERRIDE;
virtual void DrawStaticBuffer(unsigned int bufferId) OVERRIDE;
virtual void DestroyStaticBuffer(unsigned int bufferId) OVERRIDE;
virtual int ComputeSphereVisibility(const Math::Vector &center, float radius) OVERRIDE;
virtual void SetViewport(int x, int y, int width, int height) OVERRIDE;
virtual void SetRenderState(RenderState state, bool enabled) OVERRIDE;
virtual void SetColorMask(bool red, bool green, bool blue, bool alpha) OVERRIDE;
virtual void SetDepthTestFunc(CompFunc func) OVERRIDE;
virtual void SetDepthBias(float factor, float units) OVERRIDE;
virtual void SetAlphaTestFunc(CompFunc func, float refValue) OVERRIDE;
virtual void SetBlendFunc(BlendFunc srcBlend, BlendFunc dstBlend) OVERRIDE;
virtual void SetClearColor(const Color &color) OVERRIDE;
virtual void SetGlobalAmbient(const Color &color) OVERRIDE;
virtual void SetFogParams(FogMode mode, const Color &color, float start, float end, float density) OVERRIDE;
virtual void SetCullMode(CullMode mode) OVERRIDE;
virtual void SetShadeModel(ShadeModel model) OVERRIDE;
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virtual void SetShadowColor(float value) OVERRIDE;
virtual void SetFillMode(FillMode mode) OVERRIDE;
virtual void InitOffscreenBuffer(int width, int height) OVERRIDE;
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virtual void SetRenderTexture(RenderTarget target, int texture) OVERRIDE;
virtual void CopyFramebufferToTexture(Texture& texture, int xOffset, int yOffset, int x, int y, int width, int height) OVERRIDE;
virtual void* GetFrameBufferPixels() const OVERRIDE;
private:
//! Updates position for given light based on transformation matrices
void UpdateLightPosition(int index);
//! Updates the texture params for given texture stage
void UpdateTextureParams(int index);
//! Updates rendering mode
void UpdateRenderingMode();
private:
//! Current config
GLDeviceConfig m_config;
//! Current world matrix
Math::Matrix m_worldMat;
//! Current view matrix
Math::Matrix m_viewMat;
//! OpenGL modelview matrix = world matrix * view matrix
Math::Matrix m_modelviewMat;
//! Current projection matrix
Math::Matrix m_projectionMat;
//! The current material
Material m_material;
//! Whether lighting is enabled
bool m_lighting;
//! Current lights
std::vector<Light> m_lights;
//! Current lights enable status
std::vector<bool> m_lightsEnabled;
//! Current textures; \c NULL value means unassigned
std::vector<Texture> m_currentTextures;
//! Current texture stages enable status
std::vector<bool> m_texturesEnabled;
//! Current texture params
std::vector<TextureStageParams> m_textureStageParams;
//! Set of all created textures
std::set<Texture> m_allTextures;
//! Type of vertex structure
enum VertexType
{
VERTEX_TYPE_NORMAL,
VERTEX_TYPE_TEX2,
VERTEX_TYPE_COL,
};
//! Info about static VBO buffers
struct VertexBufferInfo
{
PrimitiveType primitiveType;
GLuint vbo;
GLuint vao;
VertexType vertexType;
int vertexCount;
unsigned int size;
};
//! Detected capabilities
//! OpenGL version
int m_glMajor, m_glMinor;
//! Whether anisotropic filtering is available
bool m_anisotropyAvailable;
//! Maximum anisotropy level
int m_maxAnisotropy;
//! Map of saved VBO objects
std::map<unsigned int, VertexBufferInfo> m_vboObjects;
//! Last ID of VBO object
unsigned int m_lastVboId;
// Offscreen buffer
//! Framebuffer object
GLuint m_framebuffer;
//! Color renderbuffer
GLuint m_colorBuffer;
//! Depth renderbuffer
GLuint m_depthBuffer;
//! Maximum available renderbuffer size
int m_maxRenderbufferSize;
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//! true if offscreen rendering is enabled
bool m_offscreenRenderingEnabled;
//! Shader program
GLuint m_shaderProgram;
//! true enables per-pixel lighting
bool m_perPixelLighting;
//! Auxilliary vertex buffers for general rendering
unsigned int m_vertex;
unsigned int m_vertexTex2;
unsigned int m_vertexCol;
// Uniforms
//! Projection matrix
GLint uni_ProjectionMatrix;
//! View matrix
GLint uni_ViewMatrix;
//! Model matrix
GLint uni_ModelMatrix;
//! Shadow matrix
GLint uni_ShadowMatrix;
//! Normal matrix
GLint uni_NormalMatrix;
//! Primary texture sampler
GLint uni_PrimaryTexture;
//! Secondary texture sampler
GLint uni_SecondaryTexture;
//! Shadow texture sampler
GLint uni_ShadowTexture;
GLint uni_PrimaryTextureEnabled;
GLint uni_SecondaryTextureEnabled;
GLint uni_ShadowTextureEnabled;
// Fog parameters
//! true enables fog
GLint uni_FogEnabled;
//! Fog range
GLint uni_FogRange;
//! Fog color
GLint uni_FogColor;
// Alpha test parameters
//! true enables alpha test
GLint uni_AlphaTestEnabled;
//! Alpha test reference value
GLint uni_AlphaReference;
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//! Shadow color
GLint uni_ShadowColor;
// Lighting parameters
GLint uni_SmoothShading;
//! true enables lighting
GLint uni_LightingEnabled;
//! Ambient color
GLint uni_AmbientColor;
//! Diffuse color
GLint uni_DiffuseColor;
//! Specular color
GLint uni_SpecularColor;
struct
{
//! true enables light
GLint Enabled;
//! Light type
GLint Type;
//! Position or direction vector
GLint Position;
//! Ambient color
GLint Ambient;
//! Diffuse color
GLint Diffuse;
//! Specular color
GLint Specular;
//! Attenuation
GLint Attenuation;
} uni_Light[8];
};
} // namespace Gfx