1993 lines
63 KiB
C++
1993 lines
63 KiB
C++
/*
|
|
* This file is part of the Colobot: Gold Edition source code
|
|
* Copyright (C) 2001-2015, Daniel Roux, EPSITEC SA & TerranovaTeam
|
|
* http://epsitec.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
|
|
*/
|
|
|
|
#include "graphics/opengl/gl33device.h"
|
|
|
|
#include "common/config.h"
|
|
|
|
#include "common/config_file.h"
|
|
#include "common/image.h"
|
|
#include "common/logger.h"
|
|
#include "common/make_unique.h"
|
|
|
|
#include "graphics/engine/engine.h"
|
|
|
|
#include "graphics/opengl/glframebuffer.h"
|
|
|
|
#include "math/geometry.h"
|
|
|
|
|
|
#include <SDL.h>
|
|
#include <physfs.h>
|
|
|
|
#include <cassert>
|
|
|
|
|
|
// Graphics module namespace
|
|
namespace Gfx
|
|
{
|
|
|
|
CGL33Device::CGL33Device(const DeviceConfig &config)
|
|
: m_config(config)
|
|
{}
|
|
|
|
|
|
CGL33Device::~CGL33Device()
|
|
{
|
|
}
|
|
|
|
void CGL33Device::DebugHook()
|
|
{
|
|
/* This function is only called here, so it can be used
|
|
* as a breakpoint when debugging using gDEBugger */
|
|
glColor3i(0, 0, 0);
|
|
}
|
|
|
|
void CGL33Device::DebugLights()
|
|
{
|
|
Gfx::ColorHSV color(0.0, 1.0, 1.0);
|
|
|
|
glLineWidth(3.0f);
|
|
glDisable(GL_LIGHTING);
|
|
glDepthMask(GL_FALSE);
|
|
glDisable(GL_BLEND);
|
|
|
|
Math::Matrix saveWorldMat = m_worldMat;
|
|
Math::Matrix identity;
|
|
identity.LoadIdentity();
|
|
SetTransform(TRANSFORM_WORLD, identity);
|
|
|
|
for (int i = 0; i < static_cast<int>( m_lights.size() ); ++i)
|
|
{
|
|
color.h = static_cast<float>(i) / static_cast<float>(m_lights.size());
|
|
if (m_lightsEnabled[i])
|
|
{
|
|
const Light& l = m_lights[i];
|
|
if (l.type == LIGHT_DIRECTIONAL)
|
|
{
|
|
Gfx::VertexCol v[2];
|
|
v[0].coord = -Math::Normalize(l.direction) * 100.0f + Math::Vector(0.0f, 0.0f, 1.0f) * i;
|
|
v[0].color = HSV2RGB(color);
|
|
v[1].coord = Math::Normalize(l.direction) * 100.0f + Math::Vector(0.0f, 0.0f, 1.0f) * i;
|
|
v[1].color = HSV2RGB(color);
|
|
while (v[0].coord.y < 60.0f && v[0].coord.y < 60.0f)
|
|
{
|
|
v[0].coord.y += 10.0f;
|
|
v[1].coord.y += 10.0f;
|
|
}
|
|
DrawPrimitive(PRIMITIVE_LINES, v, 2);
|
|
|
|
v[0].coord = v[1].coord + Math::Normalize(v[0].coord - v[1].coord) * 50.0f;
|
|
|
|
glLineWidth(10.0f);
|
|
DrawPrimitive(PRIMITIVE_LINES, v, 2);
|
|
glLineWidth(3.0f);
|
|
}
|
|
else if (l.type == LIGHT_POINT)
|
|
{
|
|
Gfx::VertexCol v[8];
|
|
for (int i = 0; i < 8; ++i)
|
|
v[i].color = HSV2RGB(color);
|
|
|
|
v[0].coord = l.position + Math::Vector(-1.0f, -1.0f, -1.0f) * 4.0f;
|
|
v[1].coord = l.position + Math::Vector( 1.0f, -1.0f, -1.0f) * 4.0f;
|
|
v[2].coord = l.position + Math::Vector( 1.0f, 1.0f, -1.0f) * 4.0f;
|
|
v[3].coord = l.position + Math::Vector(-1.0f, 1.0f, -1.0f) * 4.0f;
|
|
v[4].coord = l.position + Math::Vector(-1.0f, -1.0f, -1.0f) * 4.0f;
|
|
DrawPrimitive(PRIMITIVE_LINE_STRIP, v, 5);
|
|
|
|
v[0].coord = l.position + Math::Vector(-1.0f, -1.0f, 1.0f) * 4.0f;
|
|
v[1].coord = l.position + Math::Vector( 1.0f, -1.0f, 1.0f) * 4.0f;
|
|
v[2].coord = l.position + Math::Vector( 1.0f, 1.0f, 1.0f) * 4.0f;
|
|
v[3].coord = l.position + Math::Vector(-1.0f, 1.0f, 1.0f) * 4.0f;
|
|
v[4].coord = l.position + Math::Vector(-1.0f, -1.0f, 1.0f) * 4.0f;
|
|
DrawPrimitive(PRIMITIVE_LINE_STRIP, v, 5);
|
|
|
|
v[0].coord = l.position + Math::Vector(-1.0f, -1.0f, -1.0f) * 4.0f;
|
|
v[1].coord = l.position + Math::Vector(-1.0f, -1.0f, 1.0f) * 4.0f;
|
|
v[2].coord = l.position + Math::Vector( 1.0f, -1.0f, -1.0f) * 4.0f;
|
|
v[3].coord = l.position + Math::Vector( 1.0f, -1.0f, 1.0f) * 4.0f;
|
|
v[4].coord = l.position + Math::Vector( 1.0f, 1.0f, -1.0f) * 4.0f;
|
|
v[5].coord = l.position + Math::Vector( 1.0f, 1.0f, 1.0f) * 4.0f;
|
|
v[6].coord = l.position + Math::Vector(-1.0f, 1.0f, -1.0f) * 4.0f;
|
|
v[7].coord = l.position + Math::Vector(-1.0f, 1.0f, 1.0f) * 4.0f;
|
|
DrawPrimitive(PRIMITIVE_LINES, v, 8);
|
|
}
|
|
else if (l.type == LIGHT_SPOT)
|
|
{
|
|
Gfx::VertexCol v[5];
|
|
for (int i = 0; i < 5; ++i)
|
|
v[i].color = HSV2RGB(color);
|
|
|
|
v[0].coord = l.position + Math::Vector(-1.0f, 0.0f, -1.0f) * 4.0f;
|
|
v[1].coord = l.position + Math::Vector( 1.0f, 0.0f, -1.0f) * 4.0f;
|
|
v[2].coord = l.position + Math::Vector( 1.0f, 0.0f, 1.0f) * 4.0f;
|
|
v[3].coord = l.position + Math::Vector(-1.0f, 0.0f, 1.0f) * 4.0f;
|
|
v[4].coord = l.position + Math::Vector(-1.0f, 0.0f, -1.0f) * 4.0f;
|
|
DrawPrimitive(PRIMITIVE_LINE_STRIP, v, 5);
|
|
|
|
v[0].coord = l.position;
|
|
v[1].coord = l.position + Math::Normalize(l.direction) * 100.0f;
|
|
glEnable(GL_LINE_STIPPLE);
|
|
glLineStipple(3.0, 0xFF);
|
|
DrawPrimitive(PRIMITIVE_LINES, v, 2);
|
|
glDisable(GL_LINE_STIPPLE);
|
|
}
|
|
}
|
|
}
|
|
|
|
glLineWidth(1.0f);
|
|
glEnable(GL_LIGHTING);
|
|
glDepthMask(GL_TRUE);
|
|
glEnable(GL_BLEND);
|
|
|
|
SetTransform(TRANSFORM_WORLD, saveWorldMat);
|
|
}
|
|
|
|
bool CGL33Device::Create()
|
|
{
|
|
GetLogger()->Info("Creating CDevice - OpenGL 3.3\n");
|
|
|
|
static bool glewInited = false;
|
|
|
|
if (!glewInited)
|
|
{
|
|
glewInited = true;
|
|
|
|
glewExperimental = GL_TRUE;
|
|
|
|
if (glewInit() != GLEW_OK)
|
|
{
|
|
GetLogger()->Error("GLEW initialization failed\n");
|
|
return false;
|
|
}
|
|
|
|
// Extract OpenGL version
|
|
const char *version = reinterpret_cast<const char*>(glGetString(GL_VERSION));
|
|
sscanf(version, "%d.%d", &m_glMajor, &m_glMinor);
|
|
|
|
int glVersion = 10 * m_glMajor + m_glMinor;
|
|
if (glVersion < 30)
|
|
{
|
|
GetLogger()->Error("Your hardware does not support OpenGL 3.0+. Exiting.\n");
|
|
return false;
|
|
}
|
|
else if (glVersion < 33)
|
|
{
|
|
GetLogger()->Warn("Full OpenGL 3.3 unavailable. Graphics might be bugged.\n");
|
|
}
|
|
else
|
|
{
|
|
GetLogger()->Info("OpenGL %d.%d\n", m_glMajor, m_glMinor);
|
|
}
|
|
|
|
// Detect support of anisotropic filtering
|
|
m_anisotropyAvailable = glewIsSupported("GL_EXT_texture_filter_anisotropic");
|
|
if(m_anisotropyAvailable)
|
|
{
|
|
// Obtain maximum anisotropy level available
|
|
float level;
|
|
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &level);
|
|
m_maxAnisotropy = static_cast<int>(level);
|
|
|
|
GetLogger()->Info("Anisotropic filtering available\n");
|
|
GetLogger()->Info("Maximum anisotropy: %d\n", m_maxAnisotropy);
|
|
}
|
|
else
|
|
{
|
|
GetLogger()->Info("Anisotropic filtering not available\n");
|
|
}
|
|
|
|
// Read maximum sample count for MSAA
|
|
if(glewIsSupported("GL_ARB_multisample"))
|
|
{
|
|
glGetIntegerv(GL_MAX_SAMPLES_EXT, &m_maxSamples);
|
|
GetLogger()->Info("Multisampling supported, max samples: %d\n", m_maxSamples);
|
|
}
|
|
else
|
|
{
|
|
GetLogger()->Info("Multisampling not supported\n");
|
|
}
|
|
}
|
|
|
|
// Set just to be sure
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
|
|
glViewport(0, 0, m_config.size.x, m_config.size.y);
|
|
|
|
int numLights = 8;
|
|
|
|
m_lights = std::vector<Light>(numLights, Light());
|
|
m_lightsEnabled = std::vector<bool> (numLights, false);
|
|
|
|
int maxTextures = 0;
|
|
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextures);
|
|
GetLogger()->Info("Maximum texture image units: %d\n", maxTextures);
|
|
|
|
m_currentTextures = std::vector<Texture> (maxTextures, Texture());
|
|
m_texturesEnabled = std::vector<bool> (maxTextures, false);
|
|
m_textureStageParams = std::vector<TextureStageParams>(maxTextures, TextureStageParams());
|
|
|
|
// Create auxilliary vertex buffer
|
|
m_vertex = CreateStaticBuffer(PRIMITIVE_POINTS, static_cast<Vertex*>(nullptr), 1);
|
|
m_vertexTex2 = CreateStaticBuffer(PRIMITIVE_POINTS, static_cast<VertexTex2*>(nullptr), 1);
|
|
m_vertexCol = CreateStaticBuffer(PRIMITIVE_POINTS, static_cast<VertexCol*>(nullptr), 1);
|
|
|
|
int value;
|
|
if (CConfigFile::GetInstance().GetIntProperty("Setup", "PerPixelLighting", value))
|
|
{
|
|
m_perPixelLighting = value > 0;
|
|
}
|
|
|
|
if (m_perPixelLighting)
|
|
CLogger::GetInstance().Info("Using per-pixel lighting\n");
|
|
else
|
|
CLogger::GetInstance().Info("Using per-vertex lighting\n");
|
|
|
|
// Create shader program
|
|
GLint shaders[2];
|
|
char filename[64];
|
|
|
|
if (m_perPixelLighting)
|
|
sprintf(filename, "shaders/vertex_shader_33_perpixel.glsl");
|
|
else
|
|
sprintf(filename, "shaders/vertex_shader_33_pervertex.glsl");
|
|
|
|
shaders[0] = LoadShader(GL_VERTEX_SHADER, filename);
|
|
if (shaders[0] == 0) return false;
|
|
|
|
if (m_perPixelLighting)
|
|
sprintf(filename, "shaders/fragment_shader_33_perpixel.glsl");
|
|
else
|
|
sprintf(filename, "shaders/fragment_shader_33_pervertex.glsl");
|
|
|
|
shaders[1] = LoadShader(GL_FRAGMENT_SHADER, filename);
|
|
if (shaders[1] == 0) return false;
|
|
|
|
m_shaderProgram = LinkProgram(2, shaders);
|
|
if (m_shaderProgram == 0) return false;
|
|
|
|
glDeleteShader(shaders[0]);
|
|
glDeleteShader(shaders[1]);
|
|
|
|
glUseProgram(m_shaderProgram);
|
|
|
|
// Obtain uniform locations
|
|
uni_ProjectionMatrix = glGetUniformLocation(m_shaderProgram, "uni_ProjectionMatrix");
|
|
uni_ViewMatrix = glGetUniformLocation(m_shaderProgram, "uni_ViewMatrix");
|
|
uni_ModelMatrix = glGetUniformLocation(m_shaderProgram, "uni_ModelMatrix");
|
|
uni_NormalMatrix = glGetUniformLocation(m_shaderProgram, "uni_NormalMatrix");
|
|
uni_ShadowMatrix = glGetUniformLocation(m_shaderProgram, "uni_ShadowMatrix");
|
|
|
|
uni_PrimaryTexture = glGetUniformLocation(m_shaderProgram, "uni_PrimaryTexture");
|
|
uni_SecondaryTexture = glGetUniformLocation(m_shaderProgram, "uni_SecondaryTexture");
|
|
uni_ShadowTexture = glGetUniformLocation(m_shaderProgram, "uni_ShadowTexture");
|
|
|
|
uni_PrimaryTextureEnabled = glGetUniformLocation(m_shaderProgram, "uni_PrimaryTextureEnabled");
|
|
uni_SecondaryTextureEnabled = glGetUniformLocation(m_shaderProgram, "uni_SecondaryTextureEnabled");
|
|
uni_ShadowTextureEnabled = glGetUniformLocation(m_shaderProgram, "uni_ShadowTextureEnabled");
|
|
|
|
uni_FogEnabled = glGetUniformLocation(m_shaderProgram, "uni_FogEnabled");
|
|
uni_FogRange = glGetUniformLocation(m_shaderProgram, "uni_FogRange");
|
|
uni_FogColor = glGetUniformLocation(m_shaderProgram, "uni_FogColor");
|
|
|
|
uni_AlphaTestEnabled = glGetUniformLocation(m_shaderProgram, "uni_AlphaTestEnabled");
|
|
uni_AlphaReference = glGetUniformLocation(m_shaderProgram, "uni_AlphaReference");
|
|
|
|
uni_ShadowColor = glGetUniformLocation(m_shaderProgram, "uni_ShadowColor");
|
|
|
|
uni_SmoothShading = glGetUniformLocation(m_shaderProgram, "uni_SmoothShading");
|
|
uni_LightingEnabled = glGetUniformLocation(m_shaderProgram, "uni_LightingEnabled");
|
|
|
|
uni_AmbientColor = glGetUniformLocation(m_shaderProgram, "uni_AmbientColor");
|
|
uni_DiffuseColor = glGetUniformLocation(m_shaderProgram, "uni_DiffuseColor");
|
|
uni_SpecularColor = glGetUniformLocation(m_shaderProgram, "uni_SpecularColor");
|
|
|
|
GLchar name[64];
|
|
for (int i = 0; i < 8; i++)
|
|
{
|
|
sprintf(name, "uni_Light[%d].Enabled", i);
|
|
uni_Light[i].Enabled = glGetUniformLocation(m_shaderProgram, name);
|
|
|
|
sprintf(name, "uni_Light[%d].Position", i);
|
|
uni_Light[i].Position = glGetUniformLocation(m_shaderProgram, name);
|
|
|
|
sprintf(name, "uni_Light[%d].Ambient", i);
|
|
uni_Light[i].Ambient = glGetUniformLocation(m_shaderProgram, name);
|
|
|
|
sprintf(name, "uni_Light[%d].Diffuse", i);
|
|
uni_Light[i].Diffuse = glGetUniformLocation(m_shaderProgram, name);
|
|
|
|
sprintf(name, "uni_Light[%d].Specular", i);
|
|
uni_Light[i].Specular = glGetUniformLocation(m_shaderProgram, name);
|
|
|
|
sprintf(name, "uni_Light[%d].Attenuation", i);
|
|
uni_Light[i].Attenuation = glGetUniformLocation(m_shaderProgram, name);
|
|
}
|
|
|
|
// Set default uniform values
|
|
Math::Matrix matrix;
|
|
matrix.LoadIdentity();
|
|
|
|
glUniformMatrix4fv(uni_ProjectionMatrix, 1, GL_FALSE, matrix.Array());
|
|
glUniformMatrix4fv(uni_ViewMatrix, 1, GL_FALSE, matrix.Array());
|
|
glUniformMatrix4fv(uni_ModelMatrix, 1, GL_FALSE, matrix.Array());
|
|
glUniformMatrix4fv(uni_NormalMatrix, 1, GL_FALSE, matrix.Array());
|
|
glUniformMatrix4fv(uni_ShadowMatrix, 1, GL_FALSE, matrix.Array());
|
|
|
|
glUniform1i(uni_PrimaryTexture, 0);
|
|
glUniform1i(uni_SecondaryTexture, 1);
|
|
glUniform1i(uni_ShadowTexture, 2);
|
|
|
|
glUniform1i(uni_PrimaryTextureEnabled, 0);
|
|
glUniform1i(uni_SecondaryTextureEnabled, 0);
|
|
glUniform1i(uni_ShadowTextureEnabled, 0);
|
|
|
|
glUniform4f(uni_AmbientColor, 0.4f, 0.4f, 0.4f, 1.0f);
|
|
glUniform4f(uni_DiffuseColor, 0.8f, 0.8f, 0.8f, 1.0f);
|
|
glUniform4f(uni_SpecularColor, 0.3f, 0.3f, 0.3f, 1.0f);
|
|
|
|
glUniform1i(uni_FogEnabled, 0);
|
|
glUniform2f(uni_FogRange, 100.0f, 200.0f);
|
|
glUniform4f(uni_FogColor, 0.8f, 0.8f, 0.8f, 1.0f);
|
|
|
|
glUniform1f(uni_ShadowColor, 0.5f);
|
|
|
|
glUniform1i(uni_AlphaTestEnabled, 0);
|
|
glUniform1f(uni_AlphaReference, 1.0f);
|
|
|
|
glUniform1i(uni_LightingEnabled, 0);
|
|
|
|
for (int i = 0; i < 8; i++)
|
|
glUniform1i(uni_Light[i].Enabled, 0);
|
|
|
|
// create default framebuffer object
|
|
FramebufferParams framebufferParams;
|
|
|
|
framebufferParams.width = m_config.size.x;
|
|
framebufferParams.height = m_config.size.y;
|
|
framebufferParams.depth = m_config.depthSize;
|
|
|
|
m_framebuffers["default"] = MakeUnique<CDefaultFramebuffer>(framebufferParams);
|
|
|
|
GetLogger()->Info("CDevice created successfully\n");
|
|
|
|
return true;
|
|
}
|
|
|
|
void CGL33Device::Destroy()
|
|
{
|
|
// delete shader program
|
|
glUseProgram(0);
|
|
glDeleteProgram(m_shaderProgram);
|
|
|
|
// delete framebuffers
|
|
for (auto& framebuffer : m_framebuffers)
|
|
framebuffer.second->Destroy();
|
|
|
|
m_framebuffers.clear();
|
|
|
|
// Delete the remaining textures
|
|
// Should not be strictly necessary, but just in case
|
|
DestroyAllTextures();
|
|
|
|
m_lights.clear();
|
|
m_lightsEnabled.clear();
|
|
|
|
m_currentTextures.clear();
|
|
m_texturesEnabled.clear();
|
|
m_textureStageParams.clear();
|
|
}
|
|
|
|
void CGL33Device::ConfigChanged(const DeviceConfig& newConfig)
|
|
{
|
|
m_config = newConfig;
|
|
|
|
// Reset state
|
|
m_lighting = false;
|
|
|
|
glViewport(0, 0, m_config.size.x, m_config.size.y);
|
|
|
|
// create default framebuffer object
|
|
FramebufferParams framebufferParams;
|
|
|
|
framebufferParams.width = m_config.size.x;
|
|
framebufferParams.height = m_config.size.y;
|
|
framebufferParams.depth = m_config.depthSize;
|
|
|
|
m_framebuffers["default"] = MakeUnique<CDefaultFramebuffer>(framebufferParams);
|
|
}
|
|
|
|
void CGL33Device::BeginScene()
|
|
{
|
|
Clear();
|
|
|
|
glUniformMatrix4fv(uni_ProjectionMatrix, 1, GL_FALSE, m_projectionMat.Array());
|
|
glUniformMatrix4fv(uni_ViewMatrix, 1, GL_FALSE, m_viewMat.Array());
|
|
glUniformMatrix4fv(uni_ModelMatrix, 1, GL_FALSE, m_worldMat.Array());
|
|
}
|
|
|
|
void CGL33Device::EndScene()
|
|
{
|
|
}
|
|
|
|
void CGL33Device::Clear()
|
|
{
|
|
glDepthMask(GL_TRUE);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
|
|
void CGL33Device::SetTransform(TransformType type, const Math::Matrix &matrix)
|
|
{
|
|
if (type == TRANSFORM_WORLD)
|
|
{
|
|
m_worldMat = matrix;
|
|
glUniformMatrix4fv(uni_ModelMatrix, 1, GL_FALSE, m_worldMat.Array());
|
|
|
|
// normal transform
|
|
Math::Matrix normalMat = matrix;
|
|
|
|
if (fabs(normalMat.Det()) > 1e-6)
|
|
normalMat = normalMat.Inverse();
|
|
|
|
glUniformMatrix4fv(uni_NormalMatrix, 1, GL_TRUE, normalMat.Array());
|
|
}
|
|
else if (type == TRANSFORM_VIEW)
|
|
{
|
|
m_viewMat = matrix;
|
|
Math::Matrix scale;
|
|
Math::LoadScaleMatrix(scale, Math::Vector(1.0f, 1.0f, -1.0f));
|
|
Math::Matrix temp = Math::MultiplyMatrices(scale, matrix);
|
|
glUniformMatrix4fv(uni_ViewMatrix, 1, GL_FALSE, temp.Array());
|
|
}
|
|
else if (type == TRANSFORM_PROJECTION)
|
|
{
|
|
m_projectionMat = matrix;
|
|
glUniformMatrix4fv(uni_ProjectionMatrix, 1, GL_FALSE, m_projectionMat.Array());
|
|
}
|
|
else if (type == TRANSFORM_SHADOW)
|
|
{
|
|
Math::Matrix temp = matrix;
|
|
glUniformMatrix4fv(uni_ShadowMatrix, 1, GL_FALSE, temp.Array());
|
|
}
|
|
else
|
|
{
|
|
assert(false);
|
|
}
|
|
}
|
|
|
|
void CGL33Device::SetMaterial(const Material &material)
|
|
{
|
|
m_material = material;
|
|
|
|
glUniform4fv(uni_AmbientColor, 1, m_material.ambient.Array());
|
|
glUniform4fv(uni_DiffuseColor, 1, m_material.diffuse.Array());
|
|
glUniform4fv(uni_SpecularColor, 1, m_material.specular.Array());
|
|
}
|
|
|
|
int CGL33Device::GetMaxLightCount()
|
|
{
|
|
return m_lights.size();
|
|
}
|
|
|
|
void CGL33Device::SetLight(int index, const Light &light)
|
|
{
|
|
assert(index >= 0);
|
|
assert(index < static_cast<int>( m_lights.size() ));
|
|
|
|
m_lights[index] = light;
|
|
|
|
glUniform4fv(uni_Light[index].Ambient, 1, light.ambient.Array());
|
|
glUniform4fv(uni_Light[index].Diffuse, 1, light.diffuse.Array());
|
|
glUniform4fv(uni_Light[index].Specular, 1, light.specular.Array());
|
|
glUniform3f(uni_Light[index].Attenuation, light.attenuation0, light.attenuation1, light.attenuation2);
|
|
|
|
if (light.type == LIGHT_DIRECTIONAL)
|
|
{
|
|
glUniform4f(uni_Light[index].Position, -light.direction.x, -light.direction.y, -light.direction.z, 0.0f);
|
|
}
|
|
else
|
|
{
|
|
glUniform4f(uni_Light[index].Position, light.position.x, light.position.y, light.position.z, 1.0f);
|
|
}
|
|
|
|
// TODO: add spotlight params
|
|
}
|
|
|
|
// probably makes no sense anymore
|
|
void CGL33Device::UpdateLightPosition(int index)
|
|
{
|
|
assert(index >= 0);
|
|
assert(index < static_cast<int>( m_lights.size() ));
|
|
|
|
/*
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
glPushMatrix();
|
|
|
|
glLoadIdentity();
|
|
glScalef(1.0f, 1.0f, -1.0f);
|
|
Math::Matrix mat = m_viewMat;
|
|
mat.Set(1, 4, 0.0f);
|
|
mat.Set(2, 4, 0.0f);
|
|
mat.Set(3, 4, 0.0f);
|
|
glMultMatrixf(mat.Array());
|
|
|
|
if (m_lights[index].type == LIGHT_SPOT)
|
|
{
|
|
GLfloat direction[4] = { -m_lights[index].direction.x, -m_lights[index].direction.y, -m_lights[index].direction.z, 1.0f };
|
|
glLightfv(GL_LIGHT0 + index, GL_SPOT_DIRECTION, direction);
|
|
}
|
|
|
|
if (m_lights[index].type == LIGHT_DIRECTIONAL)
|
|
{
|
|
GLfloat position[4] = { -m_lights[index].direction.x, -m_lights[index].direction.y, -m_lights[index].direction.z, 0.0f };
|
|
glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
|
|
}
|
|
else
|
|
{
|
|
glLoadIdentity();
|
|
glScalef(1.0f, 1.0f, -1.0f);
|
|
glMultMatrixf(m_viewMat.Array());
|
|
|
|
GLfloat position[4] = { m_lights[index].position.x, m_lights[index].position.y, m_lights[index].position.z, 1.0f };
|
|
glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
|
|
}
|
|
|
|
glPopMatrix();
|
|
*/
|
|
}
|
|
|
|
void CGL33Device::SetLightEnabled(int index, bool enabled)
|
|
{
|
|
assert(index >= 0);
|
|
assert(index < static_cast<int>( m_lights.size() ));
|
|
|
|
m_lightsEnabled[index] = enabled;
|
|
|
|
glUniform1i(uni_Light[index].Enabled, enabled ? 1 : 0);
|
|
}
|
|
|
|
/** If image is invalid, returns invalid texture.
|
|
Otherwise, returns pointer to new Texture struct.
|
|
This struct must not be deleted in other way than through DeleteTexture() */
|
|
Texture CGL33Device::CreateTexture(CImage *image, const TextureCreateParams ¶ms)
|
|
{
|
|
ImageData *data = image->GetData();
|
|
if (data == nullptr)
|
|
{
|
|
GetLogger()->Error("Invalid texture data\n");
|
|
return Texture(); // invalid texture
|
|
}
|
|
|
|
Math::IntPoint originalSize = image->GetSize();
|
|
|
|
if (params.padToNearestPowerOfTwo)
|
|
image->PadToNearestPowerOfTwo();
|
|
|
|
Texture tex = CreateTexture(data, params);
|
|
tex.originalSize = originalSize;
|
|
|
|
return tex;
|
|
}
|
|
|
|
Texture CGL33Device::CreateTexture(ImageData *data, const TextureCreateParams ¶ms)
|
|
{
|
|
Texture result;
|
|
|
|
result.size.x = data->surface->w;
|
|
result.size.y = data->surface->h;
|
|
|
|
result.originalSize = result.size;
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
glGenTextures(1, &result.id);
|
|
glBindTexture(GL_TEXTURE_2D, result.id);
|
|
|
|
// Set texture parameters
|
|
GLint minF = GL_NEAREST, magF = GL_NEAREST;
|
|
int mipmapLevel = 1;
|
|
|
|
switch (params.filter)
|
|
{
|
|
case TEX_FILTER_NEAREST:
|
|
minF = GL_NEAREST;
|
|
magF = GL_NEAREST;
|
|
break;
|
|
case TEX_FILTER_BILINEAR:
|
|
minF = GL_LINEAR;
|
|
magF = GL_LINEAR;
|
|
break;
|
|
case TEX_FILTER_TRILINEAR:
|
|
minF = GL_LINEAR_MIPMAP_LINEAR;
|
|
magF = GL_LINEAR;
|
|
mipmapLevel = CEngine::GetInstance().GetTextureMipmapLevel();
|
|
break;
|
|
}
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minF);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magF);
|
|
|
|
// Set mipmap level and automatic mipmap generation if neccesary
|
|
if (params.mipmap)
|
|
{
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmapLevel - 1);
|
|
}
|
|
else
|
|
{
|
|
// Has to be set to 0 because no mipmaps are generated
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
|
}
|
|
|
|
// Set anisotropy level if available
|
|
if (m_anisotropyAvailable)
|
|
{
|
|
float level = Math::Min(m_maxAnisotropy, CEngine::GetInstance().GetTextureAnisotropyLevel());
|
|
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, level);
|
|
}
|
|
|
|
bool convert = false;
|
|
GLenum sourceFormat = 0;
|
|
|
|
if (params.format == TEX_IMG_RGB)
|
|
{
|
|
sourceFormat = GL_RGB;
|
|
result.alpha = false;
|
|
}
|
|
else if (params.format == TEX_IMG_BGR)
|
|
{
|
|
sourceFormat = GL_BGR;
|
|
result.alpha = false;
|
|
}
|
|
else if (params.format == TEX_IMG_RGBA)
|
|
{
|
|
sourceFormat = GL_RGBA;
|
|
result.alpha = true;
|
|
}
|
|
else if (params.format == TEX_IMG_BGRA)
|
|
{
|
|
sourceFormat = GL_BGRA;
|
|
result.alpha = true;
|
|
}
|
|
else if (params.format == TEX_IMG_AUTO)
|
|
{
|
|
if (data->surface->format->BytesPerPixel == 4)
|
|
{
|
|
if ((data->surface->format->Amask == 0xFF000000) &&
|
|
(data->surface->format->Rmask == 0x00FF0000) &&
|
|
(data->surface->format->Gmask == 0x0000FF00) &&
|
|
(data->surface->format->Bmask == 0x000000FF))
|
|
{
|
|
sourceFormat = GL_BGRA;
|
|
result.alpha = true;
|
|
}
|
|
else if ((data->surface->format->Amask == 0xFF000000) &&
|
|
(data->surface->format->Bmask == 0x00FF0000) &&
|
|
(data->surface->format->Gmask == 0x0000FF00) &&
|
|
(data->surface->format->Rmask == 0x000000FF))
|
|
{
|
|
sourceFormat = GL_RGBA;
|
|
result.alpha = true;
|
|
}
|
|
else
|
|
{
|
|
sourceFormat = GL_RGBA;
|
|
convert = true;
|
|
}
|
|
}
|
|
else if (data->surface->format->BytesPerPixel == 3)
|
|
{
|
|
if ((data->surface->format->Rmask == 0xFF0000) &&
|
|
(data->surface->format->Gmask == 0x00FF00) &&
|
|
(data->surface->format->Bmask == 0x0000FF))
|
|
{
|
|
sourceFormat = GL_BGR;
|
|
result.alpha = false;
|
|
}
|
|
else if ((data->surface->format->Bmask == 0xFF0000) &&
|
|
(data->surface->format->Gmask == 0x00FF00) &&
|
|
(data->surface->format->Rmask == 0x0000FF))
|
|
{
|
|
sourceFormat = GL_RGB;
|
|
result.alpha = false;
|
|
}
|
|
else
|
|
{
|
|
sourceFormat = GL_RGBA;
|
|
convert = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
GetLogger()->Error("Unknown data surface format");
|
|
assert(false);
|
|
}
|
|
}
|
|
else
|
|
assert(false);
|
|
|
|
SDL_Surface* actualSurface = data->surface;
|
|
SDL_Surface* convertedSurface = nullptr;
|
|
|
|
if (convert)
|
|
{
|
|
SDL_PixelFormat format;
|
|
format.BytesPerPixel = 4;
|
|
format.BitsPerPixel = 32;
|
|
format.Aloss = format.Bloss = format.Gloss = format.Rloss = 0;
|
|
format.Amask = 0xFF000000;
|
|
format.Ashift = 24;
|
|
format.Bmask = 0x00FF0000;
|
|
format.Bshift = 16;
|
|
format.Gmask = 0x0000FF00;
|
|
format.Gshift = 8;
|
|
format.Rmask = 0x000000FF;
|
|
format.Rshift = 0;
|
|
format.palette = nullptr;
|
|
convertedSurface = SDL_ConvertSurface(data->surface, &format, SDL_SWSURFACE);
|
|
if (convertedSurface != nullptr)
|
|
actualSurface = convertedSurface;
|
|
}
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, actualSurface->w, actualSurface->h,
|
|
0, sourceFormat, GL_UNSIGNED_BYTE, actualSurface->pixels);
|
|
|
|
if (params.mipmap)
|
|
glGenerateMipmap(GL_TEXTURE_2D);
|
|
|
|
SDL_FreeSurface(convertedSurface);
|
|
|
|
m_allTextures.insert(result);
|
|
|
|
// Restore the previous state of 1st stage
|
|
glBindTexture(GL_TEXTURE_2D, m_currentTextures[0].id);
|
|
|
|
return result;
|
|
}
|
|
|
|
Texture CGL33Device::CreateDepthTexture(int width, int height, int depth)
|
|
{
|
|
Texture result;
|
|
|
|
result.alpha = false;
|
|
result.size.x = width;
|
|
result.size.y = height;
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
glGenTextures(1, &result.id);
|
|
glBindTexture(GL_TEXTURE_2D, result.id);
|
|
|
|
GLuint format = GL_DEPTH_COMPONENT;
|
|
|
|
switch (depth)
|
|
{
|
|
case 16:
|
|
format = GL_DEPTH_COMPONENT16;
|
|
break;
|
|
case 24:
|
|
format = GL_DEPTH_COMPONENT24;
|
|
break;
|
|
case 32:
|
|
format = GL_DEPTH_COMPONENT32;
|
|
break;
|
|
}
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, GL_DEPTH_COMPONENT, GL_INT, nullptr);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
|
|
|
|
float color[] = { 1.0f, 1.0f, 1.0f, 1.0f };
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
|
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, m_currentTextures[0].id);
|
|
|
|
return result;
|
|
}
|
|
|
|
void CGL33Device::DestroyTexture(const Texture &texture)
|
|
{
|
|
// Unbind the texture if in use anywhere
|
|
for (int index = 0; index < static_cast<int>( m_currentTextures.size() ); ++index)
|
|
{
|
|
if (m_currentTextures[index] == texture)
|
|
SetTexture(index, Texture()); // set to invalid texture
|
|
}
|
|
|
|
auto it = m_allTextures.find(texture);
|
|
if (it != m_allTextures.end())
|
|
{
|
|
glDeleteTextures(1, &texture.id);
|
|
m_allTextures.erase(it);
|
|
}
|
|
}
|
|
|
|
void CGL33Device::DestroyAllTextures()
|
|
{
|
|
// Unbind all texture stages
|
|
for (int index = 0; index < static_cast<int>( m_currentTextures.size() ); ++index)
|
|
SetTexture(index, Texture());
|
|
|
|
for (auto it = m_allTextures.begin(); it != m_allTextures.end(); ++it)
|
|
glDeleteTextures(1, &(*it).id);
|
|
|
|
m_allTextures.clear();
|
|
}
|
|
|
|
int CGL33Device::GetMaxTextureStageCount()
|
|
{
|
|
return m_currentTextures.size();
|
|
}
|
|
|
|
/**
|
|
If \a texture is invalid, unbinds the given texture.
|
|
If valid, binds the texture and enables the given texture stage.
|
|
The setting is remembered, even if texturing is disabled at the moment. */
|
|
void CGL33Device::SetTexture(int index, const Texture &texture)
|
|
{
|
|
assert(index >= 0 && index < static_cast<int>( m_currentTextures.size() ));
|
|
|
|
bool same = m_currentTextures[index].id == texture.id;
|
|
|
|
m_currentTextures[index] = texture; // remember the new value
|
|
|
|
if (same)
|
|
return; // nothing to do
|
|
|
|
glActiveTexture(GL_TEXTURE0 + index);
|
|
glBindTexture(GL_TEXTURE_2D, texture.id);
|
|
|
|
// Params need to be updated for the new bound texture
|
|
UpdateTextureParams(index);
|
|
}
|
|
|
|
void CGL33Device::SetTexture(int index, unsigned int textureId)
|
|
{
|
|
assert(index >= 0 && index < static_cast<int>( m_currentTextures.size() ));
|
|
|
|
if (m_currentTextures[index].id == textureId)
|
|
return; // nothing to do
|
|
|
|
m_currentTextures[index].id = textureId;
|
|
|
|
glActiveTexture(GL_TEXTURE0 + index);
|
|
glBindTexture(GL_TEXTURE_2D, textureId);
|
|
|
|
// Params need to be updated for the new bound texture
|
|
UpdateTextureParams(index);
|
|
}
|
|
|
|
void CGL33Device::SetTextureEnabled(int index, bool enabled)
|
|
{
|
|
assert(index >= 0 && index < static_cast<int>( m_currentTextures.size() ));
|
|
|
|
bool same = m_texturesEnabled[index] == enabled;
|
|
|
|
m_texturesEnabled[index] = enabled;
|
|
|
|
if (same)
|
|
return; // nothing to do
|
|
|
|
UpdateRenderingMode();
|
|
}
|
|
|
|
/**
|
|
Sets the texture parameters for the given texture stage.
|
|
If the given texture was not set (bound) yet, nothing happens.
|
|
The settings are remembered, even if texturing is disabled at the moment. */
|
|
void CGL33Device::SetTextureStageParams(int index, const TextureStageParams ¶ms)
|
|
{
|
|
assert(index >= 0 && index < static_cast<int>( m_currentTextures.size() ));
|
|
|
|
// Remember the settings
|
|
m_textureStageParams[index] = params;
|
|
|
|
UpdateTextureParams(index);
|
|
}
|
|
|
|
void CGL33Device::SetTextureCoordGeneration(int index, TextureGenerationParams ¶ms)
|
|
{
|
|
// TODO: think about generalized way
|
|
/*
|
|
glActiveTexture(GL_TEXTURE0 + index);
|
|
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
GLuint texCoordGen = textureCoordGen[i];
|
|
GLuint texCoord = textureCoordinates[i];
|
|
|
|
if (params.coords[i].mode == TEX_GEN_NONE)
|
|
{
|
|
glDisable(texCoordGen);
|
|
}
|
|
else
|
|
{
|
|
glEnable(texCoordGen);
|
|
|
|
switch (params.coords[i].mode)
|
|
{
|
|
case TEX_GEN_OBJECT_LINEAR:
|
|
glTexGeni(texCoord, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGenfv(texCoord, GL_OBJECT_PLANE, params.coords[i].plane);
|
|
break;
|
|
case TEX_GEN_EYE_LINEAR:
|
|
glTexGeni(texCoord, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
|
glTexGenfv(texCoord, GL_EYE_PLANE, params.coords[i].plane);
|
|
break;
|
|
case TEX_GEN_SPHERE_MAP:
|
|
glTexGeni(texCoord, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
|
|
break;
|
|
case TEX_GEN_NORMAL_MAP:
|
|
glTexGeni(texCoord, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP);
|
|
break;
|
|
case TEX_GEN_REFLECTION_MAP:
|
|
glTexGeni(texCoord, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
// */
|
|
}
|
|
|
|
void CGL33Device::UpdateTextureParams(int index)
|
|
{
|
|
assert(index >= 0 && index < static_cast<int>( m_currentTextures.size() ));
|
|
|
|
// Don't actually do anything if texture not set
|
|
if (! m_currentTextures[index].Valid())
|
|
return;
|
|
|
|
const TextureStageParams ¶ms = m_textureStageParams[index];
|
|
|
|
glActiveTexture(GL_TEXTURE0 + index);
|
|
|
|
if (params.wrapS == TEX_WRAP_CLAMP)
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
else if (params.wrapS == TEX_WRAP_CLAMP_TO_BORDER)
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
|
else if (params.wrapS == TEX_WRAP_REPEAT)
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
else assert(false);
|
|
|
|
if (params.wrapT == TEX_WRAP_CLAMP)
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
else if (params.wrapT == TEX_WRAP_CLAMP_TO_BORDER)
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
|
else if (params.wrapT == TEX_WRAP_REPEAT)
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
else assert(false);
|
|
|
|
// TODO: this needs to be redone
|
|
/*
|
|
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, params.factor.Array());
|
|
|
|
// To save some trouble
|
|
if ( (params.colorOperation == TEX_MIX_OPER_DEFAULT) &&
|
|
(params.alphaOperation == TEX_MIX_OPER_DEFAULT) )
|
|
{
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
goto after_tex_operations;
|
|
}
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
|
|
// Only these modes of getting color & alpha are used
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
|
|
|
|
// Color operation
|
|
|
|
if (params.colorOperation == TEX_MIX_OPER_DEFAULT)
|
|
{
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE);
|
|
goto after_tex_color;
|
|
}
|
|
else if (params.colorOperation == TEX_MIX_OPER_REPLACE)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
|
|
else if (params.colorOperation == TEX_MIX_OPER_MODULATE)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
|
|
else if (params.colorOperation == TEX_MIX_OPER_ADD)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD);
|
|
else if (params.colorOperation == TEX_MIX_OPER_SUBTRACT)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_SUBTRACT);
|
|
else assert(false);
|
|
|
|
// Color arg1
|
|
if (params.colorArg1 == TEX_MIX_ARG_TEXTURE)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
|
|
else if (params.colorArg1 == TEX_MIX_ARG_TEXTURE_0)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
|
|
else if (params.colorArg1 == TEX_MIX_ARG_TEXTURE_1)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE1);
|
|
else if (params.colorArg1 == TEX_MIX_ARG_TEXTURE_2)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE2);
|
|
else if (params.colorArg1 == TEX_MIX_ARG_TEXTURE_3)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE3);
|
|
else if (params.colorArg1 == TEX_MIX_ARG_COMPUTED_COLOR)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
|
|
else if (params.colorArg1 == TEX_MIX_ARG_SRC_COLOR)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR);
|
|
else if (params.colorArg1 == TEX_MIX_ARG_FACTOR)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT);
|
|
else assert(false);
|
|
|
|
// Color arg2
|
|
if (params.colorArg2 == TEX_MIX_ARG_TEXTURE)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE);
|
|
else if (params.colorArg2 == TEX_MIX_ARG_TEXTURE_0)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE0);
|
|
else if (params.colorArg2 == TEX_MIX_ARG_TEXTURE_1)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE1);
|
|
else if (params.colorArg2 == TEX_MIX_ARG_TEXTURE_2)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE2);
|
|
else if (params.colorArg2 == TEX_MIX_ARG_TEXTURE_3)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE3);
|
|
else if (params.colorArg2 == TEX_MIX_ARG_COMPUTED_COLOR)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS);
|
|
else if (params.colorArg2 == TEX_MIX_ARG_SRC_COLOR)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
|
|
else if (params.colorArg2 == TEX_MIX_ARG_FACTOR)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
|
|
else assert(false);
|
|
|
|
|
|
after_tex_color:
|
|
|
|
// Alpha operation
|
|
if (params.alphaOperation == TEX_MIX_OPER_DEFAULT)
|
|
{
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE);
|
|
goto after_tex_operations;
|
|
}
|
|
else if (params.alphaOperation == TEX_MIX_OPER_REPLACE)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
|
|
else if (params.alphaOperation == TEX_MIX_OPER_MODULATE)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
|
|
else if (params.alphaOperation == TEX_MIX_OPER_ADD)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_ADD);
|
|
else if (params.alphaOperation == TEX_MIX_OPER_SUBTRACT)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_SUBTRACT);
|
|
else assert(false);
|
|
|
|
// Alpha arg1
|
|
if (params.alphaArg1 == TEX_MIX_ARG_TEXTURE)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
|
|
else if (params.alphaArg1 == TEX_MIX_ARG_TEXTURE_0)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE0);
|
|
else if (params.alphaArg1 == TEX_MIX_ARG_TEXTURE_1)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE1);
|
|
else if (params.alphaArg1 == TEX_MIX_ARG_TEXTURE_2)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE2);
|
|
else if (params.alphaArg1 == TEX_MIX_ARG_TEXTURE_3)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE3);
|
|
else if (params.alphaArg1 == TEX_MIX_ARG_COMPUTED_COLOR)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
|
|
else if (params.alphaArg1 == TEX_MIX_ARG_SRC_COLOR)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
|
|
else if (params.alphaArg1 == TEX_MIX_ARG_FACTOR)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT);
|
|
else assert(false);
|
|
|
|
// Alpha arg2
|
|
if (params.alphaArg2 == TEX_MIX_ARG_TEXTURE)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE);
|
|
else if (params.alphaArg2 == TEX_MIX_ARG_TEXTURE_0)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE0);
|
|
else if (params.alphaArg2 == TEX_MIX_ARG_TEXTURE_1)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE1);
|
|
else if (params.alphaArg2 == TEX_MIX_ARG_TEXTURE_2)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE2);
|
|
else if (params.alphaArg2 == TEX_MIX_ARG_TEXTURE_3)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE3);
|
|
else if (params.alphaArg2 == TEX_MIX_ARG_COMPUTED_COLOR)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS);
|
|
else if (params.alphaArg2 == TEX_MIX_ARG_SRC_COLOR)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR);
|
|
else if (params.alphaArg2 == TEX_MIX_ARG_FACTOR)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_CONSTANT);
|
|
else assert(false);
|
|
|
|
after_tex_operations: ;
|
|
*/
|
|
}
|
|
|
|
void CGL33Device::SetTextureStageWrap(int index, TexWrapMode wrapS, TexWrapMode wrapT)
|
|
{
|
|
assert(index >= 0 && index < static_cast<int>( m_currentTextures.size() ));
|
|
|
|
// Remember the settings
|
|
m_textureStageParams[index].wrapS = wrapS;
|
|
m_textureStageParams[index].wrapT = wrapT;
|
|
|
|
// Don't actually do anything if texture not set
|
|
if (! m_currentTextures[index].Valid())
|
|
return;
|
|
|
|
glActiveTexture(GL_TEXTURE0 + index);
|
|
|
|
if (wrapS == TEX_WRAP_CLAMP)
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
else if (wrapS == TEX_WRAP_CLAMP_TO_BORDER)
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
|
else if (wrapS == TEX_WRAP_REPEAT)
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
else assert(false);
|
|
|
|
if (wrapT == TEX_WRAP_CLAMP)
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
else if (wrapT == TEX_WRAP_CLAMP_TO_BORDER)
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
|
else if (wrapT == TEX_WRAP_REPEAT)
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
else assert(false);
|
|
}
|
|
|
|
void CGL33Device::DrawPrimitive(PrimitiveType type, const Vertex *vertices, int vertexCount, Color color)
|
|
{
|
|
Vertex* vs = const_cast<Vertex*>(vertices);
|
|
VertexBufferInfo &info = m_vboObjects[m_vertex];
|
|
|
|
unsigned int size = vertexCount * sizeof(Vertex);
|
|
|
|
BindVAO(info.vao);
|
|
BindVBO(info.vbo);
|
|
|
|
// If needed vertex data is too large, increase the size of buffer
|
|
if (info.size >= size)
|
|
{
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, size, vs);
|
|
}
|
|
else
|
|
{
|
|
CLogger::GetInstance().Debug("Resizing dynamic buffer: %d->%d\n", info.size, size);
|
|
glBufferData(GL_ARRAY_BUFFER, size, vs, GL_STREAM_DRAW);
|
|
info.size = size;
|
|
|
|
// Vertex coordinate
|
|
glEnableVertexAttribArray(0);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, coord)));
|
|
|
|
// Normal
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, normal)));
|
|
|
|
// Color
|
|
glDisableVertexAttribArray(2);
|
|
glVertexAttrib4fv(2, color.Array());
|
|
|
|
// Texture coordinate 0
|
|
glEnableVertexAttribArray(3);
|
|
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, texCoord)));
|
|
|
|
// Texture coordinate 1
|
|
glDisableVertexAttribArray(4);
|
|
glVertexAttrib2f(4, 0.0f, 0.0f);
|
|
}
|
|
|
|
glVertexAttrib4fv(2, color.Array());
|
|
|
|
UpdateRenderingMode();
|
|
|
|
glDrawArrays(TranslateGfxPrimitive(type), 0, vertexCount);
|
|
}
|
|
|
|
void CGL33Device::DrawPrimitive(PrimitiveType type, const VertexTex2 *vertices, int vertexCount, Color color)
|
|
{
|
|
VertexTex2* vs = const_cast<VertexTex2*>(vertices);
|
|
VertexBufferInfo &info = m_vboObjects[m_vertexTex2];
|
|
|
|
unsigned int size = vertexCount * sizeof(VertexTex2);
|
|
|
|
BindVAO(info.vao);
|
|
BindVBO(info.vbo);
|
|
|
|
// If needed vertex data is too large, increase the size of buffer
|
|
if (info.size >= size)
|
|
{
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, size, vs);
|
|
}
|
|
else
|
|
{
|
|
CLogger::GetInstance().Debug("Resizing dynamic buffer: %d->%d\n", info.size, size);
|
|
glBufferData(GL_ARRAY_BUFFER, size, vs, GL_STREAM_DRAW);
|
|
info.size = size;
|
|
|
|
// Vertex coordinate
|
|
glEnableVertexAttribArray(0);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, coord)));
|
|
|
|
// Normal
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, normal)));
|
|
|
|
// Color
|
|
glDisableVertexAttribArray(2);
|
|
glVertexAttrib4fv(2, color.Array());
|
|
|
|
// Texture coordinate 0
|
|
glEnableVertexAttribArray(3);
|
|
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, texCoord)));
|
|
|
|
// Texture coordinate 1
|
|
glEnableVertexAttribArray(4);
|
|
glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, texCoord2)));
|
|
}
|
|
|
|
glVertexAttrib4fv(2, color.Array());
|
|
|
|
UpdateRenderingMode();
|
|
|
|
glDrawArrays(TranslateGfxPrimitive(type), 0, vertexCount);
|
|
}
|
|
|
|
void CGL33Device::DrawPrimitive(PrimitiveType type, const VertexCol *vertices, int vertexCount)
|
|
{
|
|
VertexCol* vs = const_cast<VertexCol*>(vertices);
|
|
VertexBufferInfo &info = m_vboObjects[m_vertexCol];
|
|
|
|
unsigned int size = vertexCount * sizeof(VertexCol);
|
|
|
|
BindVAO(info.vao);
|
|
BindVBO(info.vbo);
|
|
|
|
// If needed vertex data is too large, increase the size of buffer
|
|
if (info.size >= size)
|
|
{
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, size, vs);
|
|
}
|
|
else
|
|
{
|
|
CLogger::GetInstance().Debug("Resizing dynamic buffer: %d->%d\n", info.size, size);
|
|
glBufferData(GL_ARRAY_BUFFER, size, vs, GL_STREAM_DRAW);
|
|
info.size = size;
|
|
|
|
// Vertex coordinate
|
|
glEnableVertexAttribArray(0);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(VertexCol), reinterpret_cast<void*>(offsetof(VertexCol, coord)));
|
|
|
|
// Normal
|
|
glDisableVertexAttribArray(1);
|
|
glVertexAttrib3f(1, 0.0f, 0.0f, 1.0f);
|
|
|
|
// Color
|
|
glEnableVertexAttribArray(2);
|
|
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(VertexCol), reinterpret_cast<void*>(offsetof(VertexCol, color)));
|
|
|
|
// Texture coordinate 0
|
|
glDisableVertexAttribArray(3);
|
|
glVertexAttrib2f(3, 0.0f, 0.0f);
|
|
|
|
// Texture coordinate 1
|
|
glDisableVertexAttribArray(4);
|
|
glVertexAttrib2f(4, 0.0f, 0.0f);
|
|
}
|
|
|
|
UpdateRenderingMode();
|
|
|
|
glDrawArrays(TranslateGfxPrimitive(type), 0, vertexCount);
|
|
}
|
|
|
|
unsigned int CGL33Device::CreateStaticBuffer(PrimitiveType primitiveType, const Vertex* vertices, int vertexCount)
|
|
{
|
|
unsigned int id = 0;
|
|
|
|
id = ++m_lastVboId;
|
|
|
|
VertexBufferInfo info;
|
|
info.primitiveType = primitiveType;
|
|
info.vertexType = VERTEX_TYPE_NORMAL;
|
|
info.vertexCount = vertexCount;
|
|
info.size = vertexCount * sizeof(Vertex);
|
|
|
|
glGenVertexArrays(1, &info.vao);
|
|
BindVAO(info.vao);
|
|
|
|
glGenBuffers(1, &info.vbo);
|
|
BindVBO(info.vbo);
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, info.size, vertices, GL_STATIC_DRAW);
|
|
|
|
// Vertex coordinate
|
|
glEnableVertexAttribArray(0);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, coord)));
|
|
|
|
// Normal
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, normal)));
|
|
|
|
// Color
|
|
glDisableVertexAttribArray(2);
|
|
glVertexAttrib4f(2, 1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
// Texture coordinate 0
|
|
glEnableVertexAttribArray(3);
|
|
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, texCoord)));
|
|
|
|
// Texture coordinate 1
|
|
glDisableVertexAttribArray(4);
|
|
glVertexAttrib2f(4, 0.0f, 0.0f);
|
|
|
|
m_vboObjects[id] = info;
|
|
|
|
return id;
|
|
}
|
|
|
|
unsigned int CGL33Device::CreateStaticBuffer(PrimitiveType primitiveType, const VertexTex2* vertices, int vertexCount)
|
|
{
|
|
unsigned int id = 0;
|
|
|
|
id = ++m_lastVboId;
|
|
|
|
VertexBufferInfo info;
|
|
info.primitiveType = primitiveType;
|
|
info.vertexType = VERTEX_TYPE_TEX2;
|
|
info.vertexCount = vertexCount;
|
|
info.size = vertexCount * sizeof(VertexTex2);
|
|
|
|
glGenVertexArrays(1, &info.vao);
|
|
BindVAO(info.vao);
|
|
|
|
glGenBuffers(1, &info.vbo);
|
|
BindVBO(info.vbo);
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, info.size, vertices, GL_STATIC_DRAW);
|
|
|
|
// Vertex coordinate
|
|
glEnableVertexAttribArray(0);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, coord)));
|
|
|
|
// Normal
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, normal)));
|
|
|
|
// Color
|
|
glDisableVertexAttribArray(2);
|
|
glVertexAttrib4f(2, 1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
// Texture coordinate 0
|
|
glEnableVertexAttribArray(3);
|
|
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, texCoord)));
|
|
|
|
// Texture coordinate 1
|
|
glEnableVertexAttribArray(4);
|
|
glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, texCoord2)));
|
|
|
|
m_vboObjects[id] = info;
|
|
|
|
return id;
|
|
}
|
|
|
|
unsigned int CGL33Device::CreateStaticBuffer(PrimitiveType primitiveType, const VertexCol* vertices, int vertexCount)
|
|
{
|
|
unsigned int id = ++m_lastVboId;
|
|
|
|
VertexBufferInfo info;
|
|
info.primitiveType = primitiveType;
|
|
info.vertexType = VERTEX_TYPE_COL;
|
|
info.vertexCount = vertexCount;
|
|
info.size = vertexCount * sizeof(VertexCol);
|
|
|
|
glGenVertexArrays(1, &info.vao);
|
|
BindVAO(info.vao);
|
|
|
|
glGenBuffers(1, &info.vbo);
|
|
BindVBO(info.vbo);
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, info.size, vertices, GL_STATIC_DRAW);
|
|
|
|
// Vertex coordinate
|
|
glEnableVertexAttribArray(0);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(VertexCol), reinterpret_cast<void*>(offsetof(VertexCol, coord)));
|
|
|
|
// Normal
|
|
glDisableVertexAttribArray(1);
|
|
glVertexAttrib3f(1, 0.0f, 0.0f, 1.0f);
|
|
|
|
// Color
|
|
glEnableVertexAttribArray(2);
|
|
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(VertexCol), reinterpret_cast<void*>(offsetof(VertexCol, color)));
|
|
|
|
// Texture coordinate 0
|
|
glDisableVertexAttribArray(3);
|
|
glVertexAttrib2f(3, 0.0f, 0.0f);
|
|
|
|
// Texture coordinate 1
|
|
glDisableVertexAttribArray(4);
|
|
glVertexAttrib2f(4, 0.0f, 0.0f);
|
|
|
|
m_vboObjects[id] = info;
|
|
|
|
return id;
|
|
}
|
|
|
|
void CGL33Device::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const Vertex* vertices, int vertexCount)
|
|
{
|
|
auto it = m_vboObjects.find(bufferId);
|
|
if (it == m_vboObjects.end())
|
|
return;
|
|
|
|
VertexBufferInfo& info = (*it).second;
|
|
|
|
unsigned int size = vertexCount * sizeof(Vertex);
|
|
|
|
bool changed = (info.vertexType != VERTEX_TYPE_NORMAL) || (size > info.size);
|
|
|
|
if (info.vertexType != VERTEX_TYPE_NORMAL) CLogger::GetInstance().Debug("Changing static buffer type\n");
|
|
|
|
info.primitiveType = primitiveType;
|
|
info.vertexType = VERTEX_TYPE_NORMAL;
|
|
info.vertexCount = vertexCount;
|
|
|
|
BindVBO(info.vbo);
|
|
|
|
if (info.size < size)
|
|
{
|
|
CLogger::GetInstance().Debug("Resizing static buffer: %d->%d\n", info.size, size);
|
|
glBufferData(GL_ARRAY_BUFFER, size, vertices, GL_STATIC_DRAW);
|
|
info.size = size;
|
|
}
|
|
else
|
|
{
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, size, vertices);
|
|
}
|
|
|
|
if (changed) // Update vertex array bindings
|
|
{
|
|
BindVAO(info.vao);
|
|
|
|
// Vertex coordinate
|
|
glEnableVertexAttribArray(0);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, coord)));
|
|
|
|
// Normal
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, normal)));
|
|
|
|
// Color
|
|
glDisableVertexAttribArray(2);
|
|
glVertexAttrib4f(2, 1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
// Texture coordinate 0
|
|
glEnableVertexAttribArray(3);
|
|
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(offsetof(Vertex, texCoord)));
|
|
|
|
// Texture coordinate 1
|
|
glDisableVertexAttribArray(4);
|
|
glVertexAttrib2f(4, 0.0f, 0.0f);
|
|
}
|
|
}
|
|
|
|
void CGL33Device::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const VertexTex2* vertices, int vertexCount)
|
|
{
|
|
auto it = m_vboObjects.find(bufferId);
|
|
if (it == m_vboObjects.end())
|
|
return;
|
|
|
|
VertexBufferInfo& info = (*it).second;
|
|
|
|
unsigned int size = vertexCount * sizeof(VertexTex2);
|
|
|
|
bool changed = (info.vertexType != VERTEX_TYPE_TEX2) || (size > info.size);
|
|
|
|
if (info.vertexType != VERTEX_TYPE_TEX2) CLogger::GetInstance().Debug("Changing static buffer type\n");
|
|
|
|
info.primitiveType = primitiveType;
|
|
info.vertexType = VERTEX_TYPE_TEX2;
|
|
info.vertexCount = vertexCount;
|
|
|
|
BindVBO(info.vbo);
|
|
|
|
if (info.size < size)
|
|
{
|
|
CLogger::GetInstance().Debug("Resizing static buffer: %d->%d\n", info.size, size);
|
|
glBufferData(GL_ARRAY_BUFFER, size, vertices, GL_STATIC_DRAW);
|
|
info.size = size;
|
|
}
|
|
else
|
|
{
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, size, vertices);
|
|
}
|
|
|
|
if (changed) // Update vertex array bindings
|
|
{
|
|
BindVAO(info.vao);
|
|
|
|
// Vertex coordinate
|
|
glEnableVertexAttribArray(0);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, coord)));
|
|
|
|
// Normal
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, normal)));
|
|
|
|
// Color
|
|
glDisableVertexAttribArray(2);
|
|
glVertexAttrib4f(2, 1.0f, 1.0f, 1.0f, 1.0f);
|
|
|
|
// Texture coordinate 0
|
|
glEnableVertexAttribArray(3);
|
|
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, texCoord)));
|
|
|
|
// Texture coordinate 1
|
|
glEnableVertexAttribArray(4);
|
|
glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, sizeof(VertexTex2), reinterpret_cast<void*>(offsetof(VertexTex2, texCoord2)));
|
|
}
|
|
}
|
|
|
|
void CGL33Device::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const VertexCol* vertices, int vertexCount)
|
|
{
|
|
auto it = m_vboObjects.find(bufferId);
|
|
if (it == m_vboObjects.end())
|
|
return;
|
|
|
|
VertexBufferInfo& info = (*it).second;
|
|
|
|
unsigned int size = vertexCount * sizeof(VertexCol);
|
|
|
|
bool changed = (info.vertexType != VERTEX_TYPE_COL) || (size > info.size);
|
|
|
|
if (info.vertexType != VERTEX_TYPE_NORMAL) CLogger::GetInstance().Debug("Changing static buffer type\n");
|
|
|
|
info.primitiveType = primitiveType;
|
|
info.vertexType = VERTEX_TYPE_COL;
|
|
info.vertexCount = vertexCount;
|
|
|
|
BindVBO(info.vbo);
|
|
|
|
if (info.size < size)
|
|
{
|
|
CLogger::GetInstance().Debug("Resizing static buffer: %d->%d\n", info.size, size);
|
|
glBufferData(GL_ARRAY_BUFFER, size, vertices, GL_STATIC_DRAW);
|
|
info.size = size;
|
|
}
|
|
else
|
|
{
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, size, vertices);
|
|
}
|
|
|
|
if (changed) // Update vertex array bindings
|
|
{
|
|
BindVAO(info.vao);
|
|
|
|
// Vertex coordinate
|
|
glEnableVertexAttribArray(0);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(VertexCol), reinterpret_cast<void*>(offsetof(VertexCol, coord)));
|
|
|
|
// Normal
|
|
glDisableVertexAttribArray(1);
|
|
glVertexAttrib3f(1, 0.0f, 0.0f, 1.0f);
|
|
|
|
// Color
|
|
glEnableVertexAttribArray(2);
|
|
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(VertexCol), reinterpret_cast<void*>(offsetof(VertexCol, color)));
|
|
|
|
// Texture coordinate 0
|
|
glDisableVertexAttribArray(3);
|
|
glVertexAttrib2f(3, 0.0f, 0.0f);
|
|
|
|
// Texture coordinate 1
|
|
glDisableVertexAttribArray(4);
|
|
glVertexAttrib2f(4, 0.0f, 0.0f);
|
|
}
|
|
}
|
|
|
|
void CGL33Device::DrawStaticBuffer(unsigned int bufferId)
|
|
{
|
|
auto it = m_vboObjects.find(bufferId);
|
|
if (it == m_vboObjects.end())
|
|
return;
|
|
|
|
VertexBufferInfo &info = (*it).second;
|
|
|
|
UpdateRenderingMode();
|
|
|
|
BindVAO(info.vao);
|
|
|
|
GLenum mode = TranslateGfxPrimitive(info.primitiveType);
|
|
glDrawArrays(mode, 0, info.vertexCount);
|
|
}
|
|
|
|
void CGL33Device::DestroyStaticBuffer(unsigned int bufferId)
|
|
{
|
|
auto it = m_vboObjects.find(bufferId);
|
|
if (it == m_vboObjects.end())
|
|
return;
|
|
|
|
VertexBufferInfo &info = (*it).second;
|
|
|
|
if (m_currentVAO == info.vao)
|
|
BindVAO(0);
|
|
if (m_currentVBO == info.vbo)
|
|
BindVBO(0);
|
|
|
|
glDeleteBuffers(1, &info.vbo);
|
|
glDeleteVertexArrays(1, &info.vao);
|
|
|
|
info.vbo = 0;
|
|
info.vao = 0;
|
|
|
|
m_vboObjects.erase(it);
|
|
}
|
|
|
|
/* Based on libwine's implementation */
|
|
|
|
int CGL33Device::ComputeSphereVisibility(const Math::Vector ¢er, float radius)
|
|
{
|
|
Math::Matrix m;
|
|
m = Math::MultiplyMatrices(m_worldMat, m);
|
|
m = Math::MultiplyMatrices(m_viewMat, m);
|
|
Math::Matrix sc;
|
|
Math::LoadScaleMatrix(sc, Math::Vector(1.0f, 1.0f, -1.0f));
|
|
m = Math::MultiplyMatrices(sc, m);
|
|
m = Math::MultiplyMatrices(m_projectionMat, m);
|
|
|
|
Math::Vector vec[6];
|
|
float originPlane[6];
|
|
|
|
// Left plane
|
|
vec[0].x = m.Get(4, 1) + m.Get(1, 1);
|
|
vec[0].y = m.Get(4, 2) + m.Get(1, 2);
|
|
vec[0].z = m.Get(4, 3) + m.Get(1, 3);
|
|
float l1 = vec[0].Length();
|
|
vec[0].Normalize();
|
|
originPlane[0] = (m.Get(4, 4) + m.Get(1, 4)) / l1;
|
|
|
|
// Right plane
|
|
vec[1].x = m.Get(4, 1) - m.Get(1, 1);
|
|
vec[1].y = m.Get(4, 2) - m.Get(1, 2);
|
|
vec[1].z = m.Get(4, 3) - m.Get(1, 3);
|
|
float l2 = vec[1].Length();
|
|
vec[1].Normalize();
|
|
originPlane[1] = (m.Get(4, 4) - m.Get(1, 4)) / l2;
|
|
|
|
// Bottom plane
|
|
vec[2].x = m.Get(4, 1) + m.Get(2, 1);
|
|
vec[2].y = m.Get(4, 2) + m.Get(2, 2);
|
|
vec[2].z = m.Get(4, 3) + m.Get(2, 3);
|
|
float l3 = vec[2].Length();
|
|
vec[2].Normalize();
|
|
originPlane[2] = (m.Get(4, 4) + m.Get(2, 4)) / l3;
|
|
|
|
// Top plane
|
|
vec[3].x = m.Get(4, 1) - m.Get(2, 1);
|
|
vec[3].y = m.Get(4, 2) - m.Get(2, 2);
|
|
vec[3].z = m.Get(4, 3) - m.Get(2, 3);
|
|
float l4 = vec[3].Length();
|
|
vec[3].Normalize();
|
|
originPlane[3] = (m.Get(4, 4) - m.Get(2, 4)) / l4;
|
|
|
|
// Front plane
|
|
vec[4].x = m.Get(4, 1) + m.Get(3, 1);
|
|
vec[4].y = m.Get(4, 2) + m.Get(3, 2);
|
|
vec[4].z = m.Get(4, 3) + m.Get(3, 3);
|
|
float l5 = vec[4].Length();
|
|
vec[4].Normalize();
|
|
originPlane[4] = (m.Get(4, 4) + m.Get(3, 4)) / l5;
|
|
|
|
// Back plane
|
|
vec[5].x = m.Get(4, 1) - m.Get(3, 1);
|
|
vec[5].y = m.Get(4, 2) - m.Get(3, 2);
|
|
vec[5].z = m.Get(4, 3) - m.Get(3, 3);
|
|
float l6 = vec[5].Length();
|
|
vec[5].Normalize();
|
|
originPlane[5] = (m.Get(4, 4) - m.Get(3, 4)) / l6;
|
|
|
|
int result = 0;
|
|
|
|
if (InPlane(vec[0], originPlane[0], center, radius))
|
|
result |= FRUSTUM_PLANE_LEFT;
|
|
if (InPlane(vec[1], originPlane[1], center, radius))
|
|
result |= FRUSTUM_PLANE_RIGHT;
|
|
if (InPlane(vec[2], originPlane[2], center, radius))
|
|
result |= FRUSTUM_PLANE_BOTTOM;
|
|
if (InPlane(vec[3], originPlane[3], center, radius))
|
|
result |= FRUSTUM_PLANE_TOP;
|
|
if (InPlane(vec[4], originPlane[4], center, radius))
|
|
result |= FRUSTUM_PLANE_FRONT;
|
|
if (InPlane(vec[5], originPlane[5], center, radius))
|
|
result |= FRUSTUM_PLANE_BACK;
|
|
|
|
return result;
|
|
}
|
|
|
|
void CGL33Device::SetViewport(int x, int y, int width, int height)
|
|
{
|
|
glViewport(x, y, width, height);
|
|
}
|
|
|
|
void CGL33Device::SetRenderState(RenderState state, bool enabled)
|
|
{
|
|
if (state == RENDER_STATE_DEPTH_WRITE)
|
|
{
|
|
glDepthMask(enabled ? GL_TRUE : GL_FALSE);
|
|
return;
|
|
}
|
|
else if (state == RENDER_STATE_LIGHTING)
|
|
{
|
|
m_lighting = enabled;
|
|
|
|
glUniform1i(uni_LightingEnabled, enabled ? 1 : 0);
|
|
|
|
return;
|
|
}
|
|
else if (state == RENDER_STATE_FOG)
|
|
{
|
|
glUniform1i(uni_FogEnabled, enabled ? 1 : 0);
|
|
|
|
return;
|
|
}
|
|
else if (state == RENDER_STATE_ALPHA_TEST)
|
|
{
|
|
glUniform1i(uni_AlphaTestEnabled, enabled ? 1 : 0);
|
|
|
|
return;
|
|
}
|
|
|
|
GLenum flag = 0;
|
|
|
|
switch (state)
|
|
{
|
|
case RENDER_STATE_BLENDING: flag = GL_BLEND; break;
|
|
case RENDER_STATE_DEPTH_TEST: flag = GL_DEPTH_TEST; break;
|
|
case RENDER_STATE_CULLING: flag = GL_CULL_FACE; break;
|
|
case RENDER_STATE_DEPTH_BIAS: flag = GL_POLYGON_OFFSET_FILL; break;
|
|
default: assert(false); break;
|
|
}
|
|
|
|
if (enabled)
|
|
glEnable(flag);
|
|
else
|
|
glDisable(flag);
|
|
}
|
|
|
|
void CGL33Device::SetColorMask(bool red, bool green, bool blue, bool alpha)
|
|
{
|
|
glColorMask(red, green, blue, alpha);
|
|
}
|
|
|
|
void CGL33Device::SetDepthTestFunc(CompFunc func)
|
|
{
|
|
glDepthFunc(TranslateGfxCompFunc(func));
|
|
}
|
|
|
|
void CGL33Device::SetDepthBias(float factor, float units)
|
|
{
|
|
glPolygonOffset(factor, units);
|
|
}
|
|
|
|
void CGL33Device::SetAlphaTestFunc(CompFunc func, float refValue)
|
|
{
|
|
glUniform1f(uni_AlphaReference, refValue);
|
|
}
|
|
|
|
void CGL33Device::SetBlendFunc(BlendFunc srcBlend, BlendFunc dstBlend)
|
|
{
|
|
glBlendFunc(TranslateGfxBlendFunc(srcBlend), TranslateGfxBlendFunc(dstBlend));
|
|
}
|
|
|
|
void CGL33Device::SetClearColor(const Color &color)
|
|
{
|
|
glClearColor(color.r, color.g, color.b, color.a);
|
|
}
|
|
|
|
void CGL33Device::SetGlobalAmbient(const Color &color)
|
|
{
|
|
//glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color.Array());
|
|
}
|
|
|
|
void CGL33Device::SetFogParams(FogMode mode, const Color &color, float start, float end, float density)
|
|
{
|
|
// TODO: reimplement
|
|
|
|
glUniform2f(uni_FogRange, start, end);
|
|
glUniform4f(uni_FogColor, color.r, color.g, color.b, color.a);
|
|
|
|
/*
|
|
if (mode == FOG_LINEAR) glFogi(GL_FOG_MODE, GL_LINEAR);
|
|
else if (mode == FOG_EXP) glFogi(GL_FOG_MODE, GL_EXP);
|
|
else if (mode == FOG_EXP2) glFogi(GL_FOG_MODE, GL_EXP2);
|
|
else assert(false);
|
|
|
|
glFogf(GL_FOG_START, start);
|
|
glFogf(GL_FOG_END, end);
|
|
glFogf(GL_FOG_DENSITY, density);
|
|
glFogfv(GL_FOG_COLOR, color.Array());
|
|
// */
|
|
}
|
|
|
|
void CGL33Device::SetCullMode(CullMode mode)
|
|
{
|
|
// Cull clockwise back faces, so front face is the opposite
|
|
// (assuming GL_CULL_FACE is GL_BACK)
|
|
if (mode == CULL_CW ) glFrontFace(GL_CCW);
|
|
else if (mode == CULL_CCW) glFrontFace(GL_CW);
|
|
else assert(false);
|
|
}
|
|
|
|
void CGL33Device::SetShadeModel(ShadeModel model)
|
|
{
|
|
glUniform1i(uni_SmoothShading, (model == SHADE_SMOOTH ? 1 : 0));
|
|
}
|
|
|
|
void CGL33Device::SetShadowColor(float value)
|
|
{
|
|
glUniform1f(uni_ShadowColor, value);
|
|
}
|
|
|
|
void CGL33Device::SetFillMode(FillMode mode)
|
|
{
|
|
if (mode == FILL_POINT) glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
|
|
else if (mode == FILL_LINES) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
else if (mode == FILL_POLY) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
else assert(false);
|
|
}
|
|
|
|
void CGL33Device::CopyFramebufferToTexture(Texture& texture, int xOffset, int yOffset, int x, int y, int width, int height)
|
|
{
|
|
if (texture.id == 0) return;
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, texture.id);
|
|
|
|
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, x, y, width, height);
|
|
|
|
// Restore previous texture
|
|
glBindTexture(GL_TEXTURE_2D, m_currentTextures[0].id);
|
|
}
|
|
|
|
std::unique_ptr<CFrameBufferPixels> CGL33Device::GetFrameBufferPixels() const
|
|
{
|
|
return GetGLFrameBufferPixels(m_config.size);
|
|
}
|
|
|
|
CFramebuffer* CGL33Device::GetFramebuffer(std::string name)
|
|
{
|
|
auto it = m_framebuffers.find(name);
|
|
if (it == m_framebuffers.end())
|
|
return nullptr;
|
|
|
|
return it->second.get();
|
|
}
|
|
|
|
CFramebuffer* CGL33Device::CreateFramebuffer(std::string name, const FramebufferParams& params)
|
|
{
|
|
// existing framebuffer was found
|
|
if (m_framebuffers.find(name) != m_framebuffers.end())
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
auto framebuffer = MakeUnique<CGLFramebuffer>(params);
|
|
framebuffer->Create();
|
|
|
|
CFramebuffer* framebufferPtr = framebuffer.get();
|
|
m_framebuffers[name] = std::move(framebuffer);
|
|
return framebufferPtr;
|
|
}
|
|
|
|
void CGL33Device::DeleteFramebuffer(std::string name)
|
|
{
|
|
// can't delete default framebuffer
|
|
if (name == "default") return;
|
|
|
|
auto it = m_framebuffers.find(name);
|
|
if (it != m_framebuffers.end())
|
|
{
|
|
it->second->Destroy();
|
|
m_framebuffers.erase(it);
|
|
}
|
|
}
|
|
|
|
void CGL33Device::UpdateRenderingMode()
|
|
{
|
|
bool enabled = m_texturesEnabled[0] && m_currentTextures[0].id != 0;
|
|
glUniform1i(uni_PrimaryTextureEnabled, enabled ? 1 : 0);
|
|
|
|
enabled = m_texturesEnabled[1] && m_currentTextures[1].id != 0;
|
|
glUniform1i(uni_SecondaryTextureEnabled, enabled ? 1 : 0);
|
|
|
|
enabled = m_texturesEnabled[2] && m_currentTextures[2].id != 0;
|
|
glUniform1i(uni_ShadowTextureEnabled, enabled ? 1 : 0);
|
|
}
|
|
|
|
inline void CGL33Device::BindVBO(GLuint vbo)
|
|
{
|
|
if (m_currentVBO == vbo) return;
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
|
m_currentVBO = vbo;
|
|
}
|
|
|
|
inline void CGL33Device::BindVAO(GLuint vao)
|
|
{
|
|
if (m_currentVAO == vao) return;
|
|
|
|
glBindVertexArray(vao);
|
|
m_currentVAO = vao;
|
|
}
|
|
|
|
bool CGL33Device::IsAnisotropySupported()
|
|
{
|
|
return m_anisotropyAvailable;
|
|
}
|
|
|
|
int CGL33Device::GetMaxAnisotropyLevel()
|
|
{
|
|
return m_maxAnisotropy;
|
|
}
|
|
|
|
int CGL33Device::GetMaxSamples()
|
|
{
|
|
return m_maxSamples;
|
|
}
|
|
|
|
bool CGL33Device::IsShadowMappingSupported()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
int CGL33Device::GetMaxTextureSize()
|
|
{
|
|
int value;
|
|
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
|
|
return value;
|
|
}
|
|
|
|
bool CGL33Device::IsFramebufferSupported()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
} // namespace Gfx
|