colobot/src/graphics/opengl/gldevice.h

208 lines
6.9 KiB
C++

// * This file is part of the COLOBOT source code
// * Copyright (C) 2012, Polish Portal of Colobot (PPC)
// *
// * 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://www.gnu.org/licenses/.
/**
* \file graphics/opengl/gldevice.h
* \brief OpenGL implementation - Gfx::CGLDevice class
*/
#pragma once
#include "graphics/core/device.h"
#include <string>
#include <vector>
#include <set>
namespace Gfx {
/**
\struct GLDeviceConfig
\brief Additional config with OpenGL-specific settings */
struct GLDeviceConfig : public DeviceConfig
{
//! Size of red channel in bits
int redSize;
//! Size of green channel in bits
int greenSize;
//! Size of blue channel in bits
int blueSize;
//! Size of alpha channel in bits
int alphaSize;
//! Color depth in bits
int depthSize;
//! Force hardware acceleration (video mode set will fail on lack of hw accel)
bool hardwareAccel;
//! Constructor calls LoadDefaults()
GLDeviceConfig() { LoadDefault(); }
//! Loads the default values
void LoadDefault();
};
struct GLDevicePrivate;
/**
\class CGLDevice
\brief Implementation of CDevice interface in OpenGL
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 CGLDevice : public Gfx::CDevice
{
public:
CGLDevice(const Gfx::GLDeviceConfig &config);
virtual ~CGLDevice();
virtual void DebugHook();
virtual std::string GetError();
virtual bool Create();
virtual void Destroy();
void ConfigChanged(const Gfx::GLDeviceConfig &newConfig);
virtual void BeginScene();
virtual void EndScene();
virtual void Clear();
virtual void SetTransform(Gfx::TransformType type, const Math::Matrix &matrix);
virtual const Math::Matrix& GetTransform(Gfx::TransformType type);
virtual void MultiplyTransform(Gfx::TransformType type, const Math::Matrix &matrix);
virtual void SetMaterial(const Gfx::Material &material);
virtual const Gfx::Material& GetMaterial();
virtual int GetMaxLightCount();
virtual void SetLight(int index, const Gfx::Light &light);
virtual const Gfx::Light& GetLight(int index);
virtual void SetLightEnabled(int index, bool enabled);
virtual bool GetLightEnabled(int index);
virtual Gfx::Texture CreateTexture(CImage *image, const Gfx::TextureCreateParams &params);
virtual Gfx::Texture CreateTexture(ImageData *data, const Gfx::TextureCreateParams &params);
virtual void DestroyTexture(const Gfx::Texture &texture);
virtual void DestroyAllTextures();
virtual int GetMaxTextureCount();
virtual void SetTexture(int index, const Gfx::Texture &texture);
virtual void SetTexture(int index, unsigned int textureId);
virtual Gfx::Texture GetTexture(int index);
virtual void SetTextureEnabled(int index, bool enabled);
virtual bool GetTextureEnabled(int index);
virtual void SetTextureStageParams(int index, const Gfx::TextureStageParams &params);
virtual Gfx::TextureStageParams GetTextureStageParams(int index);
virtual void SetTextureFactor(const Gfx::Color &color);
virtual Gfx::Color GetTextureFactor();
virtual void DrawPrimitive(Gfx::PrimitiveType type, const Gfx::Vertex *vertices, int vertexCount);
virtual void DrawPrimitive(Gfx::PrimitiveType type, const Gfx::VertexCol *vertices, int vertexCount);
virtual void DrawPrimitive(Gfx::PrimitiveType type, const Gfx::VertexTex2 *vertices, int vertexCount);
virtual int ComputeSphereVisibility(const Math::Vector &center, float radius);
virtual void SetRenderState(Gfx::RenderState state, bool enabled);
virtual bool GetRenderState(Gfx::RenderState state);
virtual void SetDepthTestFunc(Gfx::CompFunc func);
virtual Gfx::CompFunc GetDepthTestFunc();
virtual void SetDepthBias(float factor);
virtual float GetDepthBias();
virtual void SetAlphaTestFunc(Gfx::CompFunc func, float refValue);
virtual void GetAlphaTestFunc(Gfx::CompFunc &func, float &refValue);
virtual void SetBlendFunc(Gfx::BlendFunc srcBlend, Gfx::BlendFunc dstBlend);
virtual void GetBlendFunc(Gfx::BlendFunc &srcBlend, Gfx::BlendFunc &dstBlend);
virtual void SetClearColor(const Gfx::Color &color);
virtual Gfx::Color GetClearColor();
virtual void SetGlobalAmbient(const Gfx::Color &color);
virtual Gfx::Color GetGlobalAmbient();
virtual void SetFogParams(Gfx::FogMode mode, const Gfx::Color &color, float start, float end, float density);
virtual void GetFogParams(Gfx::FogMode &mode, Gfx::Color &color, float &start, float &end, float &density);
virtual void SetCullMode(Gfx::CullMode mode);
virtual Gfx::CullMode GetCullMode();
virtual void SetShadeModel(Gfx::ShadeModel model);
virtual Gfx::ShadeModel GetShadeModel();
virtual void SetFillMode(Gfx::FillMode mode) ;
virtual Gfx::FillMode GetFillMode();
private:
//! Updates internal modelview matrix
void UpdateModelviewMatrix();
//! Updates position for given light based on transformation matrices
void UpdateLightPosition(int index);
private:
//! Current config
Gfx::GLDeviceConfig m_config;
//! Last encountered error
std::string m_error;
//! 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
Gfx::Material m_material;
//! Whether lighting is enabled
bool m_lighting;
//! Current lights
std::vector<Gfx::Light> m_lights;
//! Current lights enable status
std::vector<bool> m_lightsEnabled;
//! Whether texturing is enabled in general
bool m_texturing;
//! Current textures; \c NULL value means unassigned
std::vector<Gfx::Texture> m_currentTextures;
//! Current texture stages enable status
std::vector<bool> m_texturesEnabled;
//! Current texture params
std::vector<Gfx::TextureStageParams> m_textureStageParams;
//! Set of all created textures
std::set<Gfx::Texture> m_allTextures;
};
}; // namespace Gfx