2180 lines
69 KiB
C++
2180 lines
69 KiB
C++
/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2016, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see http://gnu.org/licenses
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*/
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#include "graphics/opengl/gldevice.h"
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#include "common/config.h"
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#include "common/image.h"
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#include "common/logger.h"
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#include "graphics/core/light.h"
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#include "graphics/engine/engine.h"
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#include "graphics/opengl/glframebuffer.h"
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#include "math/geometry.h"
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#include <SDL.h>
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#include <cassert>
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// Graphics module namespace
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namespace Gfx
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{
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CGLDevice::CGLDevice(const DeviceConfig &config)
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: m_config(config)
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{}
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CGLDevice::~CGLDevice()
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{
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}
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void CGLDevice::DebugHook()
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{
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/* This function is only called here, so it can be used
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* as a breakpoint when debugging using gDEBugger */
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glColor3i(0, 0, 0);
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}
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void CGLDevice::DebugLights()
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{
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Gfx::ColorHSV color(0.0, 1.0, 1.0);
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glLineWidth(3.0f);
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glDisable(GL_LIGHTING);
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glDepthMask(GL_FALSE);
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glDisable(GL_BLEND);
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Math::Matrix saveWorldMat = m_worldMat;
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m_worldMat.LoadIdentity();
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UpdateModelviewMatrix();
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for (int i = 0; i < static_cast<int>( m_lights.size() ); ++i)
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{
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color.h = static_cast<float>(i) / static_cast<float>(m_lights.size());
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if (m_lightsEnabled[i])
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{
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const Light& l = m_lights[i];
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if (l.type == LIGHT_DIRECTIONAL)
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{
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Gfx::VertexCol v[2];
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v[0].coord = -Math::Normalize(l.direction) * 100.0f + Math::Vector(0.0f, 0.0f, 1.0f) * i;
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v[0].color = HSV2RGB(color);
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v[1].coord = Math::Normalize(l.direction) * 100.0f + Math::Vector(0.0f, 0.0f, 1.0f) * i;
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v[1].color = HSV2RGB(color);
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while (v[0].coord.y < 60.0f && v[0].coord.y < 60.0f)
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{
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v[0].coord.y += 10.0f;
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v[1].coord.y += 10.0f;
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}
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DrawPrimitive(PRIMITIVE_LINES, v, 2);
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v[0].coord = v[1].coord + Math::Normalize(v[0].coord - v[1].coord) * 50.0f;
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glLineWidth(10.0f);
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DrawPrimitive(PRIMITIVE_LINES, v, 2);
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glLineWidth(3.0f);
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}
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else if (l.type == LIGHT_POINT)
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{
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Gfx::VertexCol v[8];
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for (int i = 0; i < 8; ++i)
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v[i].color = HSV2RGB(color);
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v[0].coord = l.position + Math::Vector(-1.0f, -1.0f, -1.0f) * 4.0f;
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v[1].coord = l.position + Math::Vector( 1.0f, -1.0f, -1.0f) * 4.0f;
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v[2].coord = l.position + Math::Vector( 1.0f, 1.0f, -1.0f) * 4.0f;
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v[3].coord = l.position + Math::Vector(-1.0f, 1.0f, -1.0f) * 4.0f;
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v[4].coord = l.position + Math::Vector(-1.0f, -1.0f, -1.0f) * 4.0f;
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DrawPrimitive(PRIMITIVE_LINE_STRIP, v, 5);
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v[0].coord = l.position + Math::Vector(-1.0f, -1.0f, 1.0f) * 4.0f;
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v[1].coord = l.position + Math::Vector( 1.0f, -1.0f, 1.0f) * 4.0f;
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v[2].coord = l.position + Math::Vector( 1.0f, 1.0f, 1.0f) * 4.0f;
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v[3].coord = l.position + Math::Vector(-1.0f, 1.0f, 1.0f) * 4.0f;
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v[4].coord = l.position + Math::Vector(-1.0f, -1.0f, 1.0f) * 4.0f;
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DrawPrimitive(PRIMITIVE_LINE_STRIP, v, 5);
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v[0].coord = l.position + Math::Vector(-1.0f, -1.0f, -1.0f) * 4.0f;
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v[1].coord = l.position + Math::Vector(-1.0f, -1.0f, 1.0f) * 4.0f;
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v[2].coord = l.position + Math::Vector( 1.0f, -1.0f, -1.0f) * 4.0f;
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v[3].coord = l.position + Math::Vector( 1.0f, -1.0f, 1.0f) * 4.0f;
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v[4].coord = l.position + Math::Vector( 1.0f, 1.0f, -1.0f) * 4.0f;
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v[5].coord = l.position + Math::Vector( 1.0f, 1.0f, 1.0f) * 4.0f;
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v[6].coord = l.position + Math::Vector(-1.0f, 1.0f, -1.0f) * 4.0f;
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v[7].coord = l.position + Math::Vector(-1.0f, 1.0f, 1.0f) * 4.0f;
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DrawPrimitive(PRIMITIVE_LINES, v, 8);
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}
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else if (l.type == LIGHT_SPOT)
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{
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Gfx::VertexCol v[5];
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for (int i = 0; i < 5; ++i)
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v[i].color = HSV2RGB(color);
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v[0].coord = l.position + Math::Vector(-1.0f, 0.0f, -1.0f) * 4.0f;
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v[1].coord = l.position + Math::Vector( 1.0f, 0.0f, -1.0f) * 4.0f;
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v[2].coord = l.position + Math::Vector( 1.0f, 0.0f, 1.0f) * 4.0f;
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v[3].coord = l.position + Math::Vector(-1.0f, 0.0f, 1.0f) * 4.0f;
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v[4].coord = l.position + Math::Vector(-1.0f, 0.0f, -1.0f) * 4.0f;
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DrawPrimitive(PRIMITIVE_LINE_STRIP, v, 5);
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v[0].coord = l.position;
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v[1].coord = l.position + Math::Normalize(l.direction) * 100.0f;
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glEnable(GL_LINE_STIPPLE);
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glLineStipple(3.0, 0xFF);
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DrawPrimitive(PRIMITIVE_LINES, v, 2);
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glDisable(GL_LINE_STIPPLE);
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}
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}
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}
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glLineWidth(1.0f);
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glEnable(GL_LIGHTING);
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glDepthMask(GL_TRUE);
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glEnable(GL_BLEND);
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m_worldMat = saveWorldMat;
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UpdateModelviewMatrix();
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}
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std::string CGLDevice::GetName()
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{
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return std::string("OpenGL 1.4");
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}
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bool CGLDevice::Create()
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{
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GetLogger()->Info("Creating CDevice - OpenGL 1.4\n");
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if (!InitializeGLEW())
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{
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m_errorMessage = "An error occured while initializing GLEW.";
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return false;
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}
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// Extract OpenGL version
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int glMajor = 1, glMinor = 1;
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int glVersion = GetOpenGLVersion(glMajor, glMinor);
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if (glVersion < 13)
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{
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GetLogger()->Error("Unsupported OpenGL version: %d.%d\n", glMajor, glMinor);
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GetLogger()->Error("OpenGL 1.3 or newer is required to use this engine.\n");
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m_errorMessage = "It seems your graphics card does not support OpenGL 1.3.\n";
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m_errorMessage += "Please make sure you have appropriate hardware and newest drivers installed.\n\n";
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m_errorMessage += GetHardwareInfo();
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return false;
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}
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const char* version = reinterpret_cast<const char*>(glGetString(GL_VERSION));
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const char* renderer = reinterpret_cast<const char*>(glGetString(GL_RENDERER));
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GetLogger()->Info("OpenGL %s\n", version);
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GetLogger()->Info("%s\n", renderer);
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// Detect Shadow mapping support
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if (glVersion >= 14) // Core depth texture+shadow, OpenGL 1.4+
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{
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m_shadowMappingSupport = SMS_CORE;
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m_capabilities.shadowMappingSupported = true;
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GetLogger()->Info("Shadow mapping available (core)\n");
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}
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else if (glewIsSupported("GL_ARB_depth_texture GL_ARB_shadow")) // ARB depth texture + shadow
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{
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m_shadowMappingSupport = SMS_ARB;
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m_capabilities.shadowMappingSupported = true;
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GetLogger()->Info("Shadow mapping available (ARB)\n");
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}
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else // No Shadow mapping
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{
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m_shadowMappingSupport = SMS_NONE;
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m_capabilities.shadowMappingSupported = false;
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GetLogger()->Info("Shadow mapping not available\n");
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}
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// Detect support of anisotropic filtering
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m_capabilities.anisotropySupported = glewIsSupported("GL_EXT_texture_filter_anisotropic");
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if (m_capabilities.anisotropySupported)
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{
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// Obtain maximum anisotropy level available
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float level;
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &level);
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m_capabilities.maxAnisotropy = static_cast<int>(level);
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GetLogger()->Info("Anisotropic filtering available\n");
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GetLogger()->Info("Maximum anisotropy: %d\n", m_capabilities.maxAnisotropy);
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}
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else
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{
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GetLogger()->Info("Anisotropic filtering not available\n");
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}
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// Read maximum sample count for MSAA
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if(glewIsSupported("GL_EXT_framebuffer_multisample"))
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{
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m_capabilities.multisamplingSupported = true;
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glGetIntegerv(GL_MAX_SAMPLES_EXT, &m_capabilities.maxSamples);
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GetLogger()->Info("Multisampling supported, max samples: %d\n", m_capabilities.maxSamples);
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}
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else
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{
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m_capabilities.multisamplingSupported = false;
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GetLogger()->Info("Multisampling not supported\n");
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}
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// check for glMultiDrawArrays()
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if (glVersion >= 14)
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m_multiDrawArrays = true;
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GetLogger()->Info("Auto-detecting VBO support\n");
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// detecting VBO ARB extension
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bool vboARB = glewIsSupported("GL_ARB_vertex_buffer_object");
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// VBO is core OpenGL feature since 1.5
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// everything below 1.5 means no VBO support
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if (glVersion >= 15)
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{
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GetLogger()->Info("Core VBO supported\n", glMajor, glMinor);
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m_vertexBufferType = VBT_VBO_CORE;
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}
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else if (vboARB) // VBO ARB extension available
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{
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GetLogger()->Info("ARB VBO supported\n");
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m_vertexBufferType = VBT_VBO_ARB;
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}
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else // no VBO support
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{
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GetLogger()->Info("VBO not supported\n");
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m_vertexBufferType = VBT_DISPLAY_LIST;
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}
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// This is mostly done in all modern hardware by default
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// DirectX doesn't even allow the option to turn off perspective correction anymore
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// So turn it on permanently
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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// To avoid problems with scaling & lighting
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glEnable(GL_RESCALE_NORMAL);
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//glEnable(GL_NORMALIZE); // this needs some testing
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// Minimal depth bias to avoid Z-fighting
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//SetDepthBias(0.001f);
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glAlphaFunc(GL_GREATER, 0.1f);
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// Set just to be sure
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glViewport(0, 0, m_config.size.x, m_config.size.y);
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int numLights = 0;
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glGetIntegerv(GL_MAX_LIGHTS, &numLights);
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m_capabilities.maxLights = numLights;
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m_lights = std::vector<Light>(numLights, Light());
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m_lightsEnabled = std::vector<bool> (numLights, false);
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int maxTextures = 0;
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glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxTextures);
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GetLogger()->Info("Maximum texture units: %d\n", maxTextures);
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m_capabilities.multitexturingSupported = true;
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m_capabilities.maxTextures = maxTextures;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &m_capabilities.maxTextureSize);
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GetLogger()->Info("Maximum texture size: %d\n", m_capabilities.maxTextureSize);
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m_currentTextures = std::vector<Texture> (maxTextures, Texture());
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m_texturesEnabled = std::vector<bool> (maxTextures, false);
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m_textureStageParams = std::vector<TextureStageParams>(maxTextures, TextureStageParams());
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m_remap = std::vector<int> (maxTextures, 0);
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// default mapping
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for (int i = 0; i < maxTextures; i++)
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m_remap[i] = i;
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// special remapping for quality shadows
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if (maxTextures >= 4)
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{
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m_remap[0] = 2;
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m_remap[1] = 3;
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m_remap[2] = 0;
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m_remap[3] = 1;
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m_shadowQuality = true;
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GetLogger()->Debug("Using quality shadows\n");
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}
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else
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{
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m_shadowQuality = false;
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GetLogger()->Debug("Using simple shadows\n");
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}
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// create white texture
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glGenTextures(1, &m_whiteTexture);
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glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
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int color = 0xFFFFFFFF;
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &color);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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// create default framebuffer object
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FramebufferParams framebufferParams;
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framebufferParams.width = m_config.size.x;
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framebufferParams.height = m_config.size.y;
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framebufferParams.depth = m_config.depthSize;
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m_framebuffers["default"] = MakeUnique<CDefaultFramebuffer>(framebufferParams);
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m_framebufferSupport = DetectFramebufferSupport();
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if (m_framebufferSupport == FBS_ARB)
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{
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m_capabilities.framebufferSupported = true;
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GetLogger()->Info("Framebuffer supported (ARB)\n");
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glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &m_capabilities.maxRenderbufferSize);
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GetLogger()->Info("Maximum renderbuffer size: %d\n", m_capabilities.maxRenderbufferSize);
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}
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else if (m_framebufferSupport == FBS_EXT)
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{
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m_capabilities.framebufferSupported = true;
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GetLogger()->Info("Framebuffer supported (EXT)\n");
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glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE_EXT, &m_capabilities.maxRenderbufferSize);
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GetLogger()->Info("Maximum renderbuffer size: %d\n", m_capabilities.maxRenderbufferSize);
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}
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else
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{
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m_capabilities.framebufferSupported = false;
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GetLogger()->Info("Framebuffer not supported\n");
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}
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GetLogger()->Info("CDevice created successfully\n");
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return true;
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}
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void CGLDevice::Destroy()
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{
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// delete framebuffers
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for (auto& framebuffer : m_framebuffers)
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framebuffer.second->Destroy();
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m_framebuffers.clear();
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// Delete the remaining textures
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// Should not be strictly necessary, but just in case
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DestroyAllTextures();
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m_lights.clear();
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m_lightsEnabled.clear();
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m_currentTextures.clear();
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m_texturesEnabled.clear();
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m_textureStageParams.clear();
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}
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void CGLDevice::ConfigChanged(const DeviceConfig& newConfig)
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{
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m_config = newConfig;
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// Reset state
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m_lighting = false;
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glViewport(0, 0, m_config.size.x, m_config.size.y);
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// create default framebuffer object
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FramebufferParams framebufferParams;
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framebufferParams.width = m_config.size.x;
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framebufferParams.height = m_config.size.y;
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framebufferParams.depth = m_config.depthSize;
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m_framebuffers["default"] = MakeUnique<CDefaultFramebuffer>(framebufferParams);
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}
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void CGLDevice::BeginScene()
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{
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Clear();
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(m_projectionMat.Array());
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UpdateModelviewMatrix();
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}
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void CGLDevice::EndScene()
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{
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#ifdef DEV_BUILD
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CheckGLErrors();
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#endif
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}
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void CGLDevice::Clear()
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{
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glDepthMask(GL_TRUE);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void CGLDevice::SetRenderMode(RenderMode mode)
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{
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// nothing is done
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}
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void CGLDevice::SetTransform(TransformType type, const Math::Matrix &matrix)
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{
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if (type == TRANSFORM_WORLD)
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{
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m_worldMat = matrix;
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UpdateModelviewMatrix();
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m_combinedMatrixOutdated = true;
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}
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else if (type == TRANSFORM_VIEW)
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{
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m_viewMat = matrix;
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UpdateModelviewMatrix();
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m_combinedMatrixOutdated = true;
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}
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else if (type == TRANSFORM_PROJECTION)
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{
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m_projectionMat = matrix;
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(m_projectionMat.Array());
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m_combinedMatrixOutdated = true;
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}
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else if (type == TRANSFORM_SHADOW)
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{
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m_shadowMatrix = matrix;
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|
|
glActiveTexture(GL_TEXTURE0 + m_remap[2]);
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadMatrixf(m_shadowMatrix.Array());
|
|
}
|
|
else
|
|
{
|
|
assert(false);
|
|
}
|
|
}
|
|
|
|
void CGLDevice::UpdateModelviewMatrix()
|
|
{
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
glScalef(1.0f, 1.0f, -1.0f);
|
|
glMultMatrixf(m_viewMat.Array());
|
|
glMultMatrixf(m_worldMat.Array());
|
|
glGetFloatv(GL_MODELVIEW_MATRIX, m_modelviewMat.Array());
|
|
|
|
if (m_lighting)
|
|
{
|
|
UpdateLightPositions();
|
|
}
|
|
}
|
|
|
|
void CGLDevice::SetMaterial(const Material &material)
|
|
{
|
|
m_material = material;
|
|
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, m_material.ambient.Array());
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, m_material.diffuse.Array());
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, m_material.specular.Array());
|
|
}
|
|
|
|
int CGLDevice::GetMaxLightCount()
|
|
{
|
|
return m_lights.size();
|
|
}
|
|
|
|
void CGLDevice::SetLight(int index, const Light &light)
|
|
{
|
|
assert(index >= 0);
|
|
assert(index < static_cast<int>( m_lights.size() ));
|
|
|
|
m_lights[index] = light;
|
|
|
|
// Indexing from GL_LIGHT0 should always work
|
|
glLightfv(GL_LIGHT0 + index, GL_AMBIENT, const_cast<GLfloat*>(light.ambient.Array()));
|
|
glLightfv(GL_LIGHT0 + index, GL_DIFFUSE, const_cast<GLfloat*>(light.diffuse.Array()));
|
|
glLightfv(GL_LIGHT0 + index, GL_SPECULAR, const_cast<GLfloat*>(light.specular.Array()));
|
|
|
|
glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, light.attenuation0);
|
|
glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, light.attenuation1);
|
|
glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, light.attenuation2);
|
|
|
|
if (light.type == LIGHT_SPOT)
|
|
{
|
|
glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, light.spotAngle * Math::RAD_TO_DEG);
|
|
glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, light.spotIntensity);
|
|
}
|
|
else
|
|
{
|
|
glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f);
|
|
}
|
|
|
|
UpdateLightPosition(index);
|
|
}
|
|
|
|
void CGLDevice::UpdateLightPosition(int index)
|
|
{
|
|
assert(index >= 0);
|
|
assert(index < static_cast<int>( m_lights.size() ));
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
|
|
Light &light = m_lights[index];
|
|
|
|
if (light.type == LIGHT_POINT)
|
|
{
|
|
glLoadIdentity();
|
|
glScalef(1.0f, 1.0f, -1.0f);
|
|
glMultMatrixf(m_viewMat.Array());
|
|
|
|
GLfloat position[4] = { light.position.x, light.position.y, light.position.z, 1.0f };
|
|
glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
|
|
}
|
|
else
|
|
{
|
|
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 (light.type == LIGHT_SPOT)
|
|
{
|
|
GLfloat direction[4] = { -light.direction.x, -light.direction.y, -light.direction.z, 1.0f };
|
|
glLightfv(GL_LIGHT0 + index, GL_SPOT_DIRECTION, direction);
|
|
}
|
|
else if (light.type == LIGHT_DIRECTIONAL)
|
|
{
|
|
GLfloat position[4] = { -light.direction.x, -light.direction.y, -light.direction.z, 0.0f };
|
|
glLightfv(GL_LIGHT0 + index, GL_POSITION, position);
|
|
}
|
|
}
|
|
|
|
glPopMatrix();
|
|
}
|
|
|
|
void CGLDevice::UpdateLightPositions()
|
|
{
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
|
|
// update spotlights and directional lights
|
|
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());
|
|
|
|
int lightIndex = 0;
|
|
|
|
for (const Light &light : m_lights)
|
|
{
|
|
if (m_lightsEnabled[lightIndex])
|
|
{
|
|
if (light.type == LIGHT_SPOT)
|
|
{
|
|
GLfloat direction[4] = { -light.direction.x, -light.direction.y, -light.direction.z, 1.0f };
|
|
glLightfv(GL_LIGHT0 + lightIndex, GL_SPOT_DIRECTION, direction);
|
|
}
|
|
else if (light.type == LIGHT_DIRECTIONAL)
|
|
{
|
|
GLfloat position[4] = { -light.direction.x, -light.direction.y, -light.direction.z, 0.0f };
|
|
glLightfv(GL_LIGHT0 + lightIndex, GL_POSITION, position);
|
|
}
|
|
}
|
|
|
|
lightIndex++;
|
|
}
|
|
|
|
// update point lights
|
|
glLoadIdentity();
|
|
glScalef(1.0f, 1.0f, -1.0f);
|
|
glMultMatrixf(m_viewMat.Array());
|
|
|
|
lightIndex = 0;
|
|
|
|
for (const Light &light : m_lights)
|
|
{
|
|
if (m_lightsEnabled[lightIndex])
|
|
{
|
|
if (light.type == LIGHT_POINT)
|
|
{
|
|
GLfloat position[4] = { light.position.x, light.position.y, light.position.z, 1.0f };
|
|
glLightfv(GL_LIGHT0 + lightIndex, GL_POSITION, position);
|
|
}
|
|
}
|
|
|
|
lightIndex++;
|
|
}
|
|
|
|
glPopMatrix();
|
|
}
|
|
|
|
void CGLDevice::SetLightEnabled(int index, bool enabled)
|
|
{
|
|
assert(index >= 0);
|
|
assert(index < static_cast<int>( m_lights.size() ));
|
|
|
|
m_lightsEnabled[index] = enabled;
|
|
|
|
if (enabled)
|
|
glEnable(GL_LIGHT0 + index);
|
|
else
|
|
glDisable(GL_LIGHT0 + index);
|
|
}
|
|
|
|
/** 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 CGLDevice::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 CGLDevice::CreateTexture(ImageData *data, const TextureCreateParams ¶ms)
|
|
{
|
|
Texture result;
|
|
|
|
result.size.x = data->surface->w;
|
|
result.size.y = data->surface->h;
|
|
|
|
if (!Math::IsPowerOfTwo(result.size.x) || !Math::IsPowerOfTwo(result.size.y))
|
|
GetLogger()->Warn("Creating non-power-of-2 texture (%dx%d)!\n", result.size.x, result.size.y);
|
|
|
|
result.originalSize = result.size;
|
|
|
|
// Use & enable 1st texture stage
|
|
glActiveTexture(GL_TEXTURE0 + m_remap[0]);
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
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);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
|
|
}
|
|
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);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE);
|
|
}
|
|
|
|
// Set anisotropy level if available
|
|
if (m_capabilities.anisotropySupported)
|
|
{
|
|
float level = Math::Min(m_capabilities.maxAnisotropy, CEngine::GetInstance().GetTextureAnisotropyLevel());
|
|
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, level);
|
|
}
|
|
|
|
PreparedTextureData texData = PrepareTextureData(data, params.format);
|
|
result.alpha = texData.alpha;
|
|
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, texData.actualSurface->pitch / texData.actualSurface->format->BytesPerPixel);
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, texData.actualSurface->w, texData.actualSurface->h,
|
|
0, texData.sourceFormat, GL_UNSIGNED_BYTE, texData.actualSurface->pixels);
|
|
|
|
SDL_FreeSurface(texData.convertedSurface);
|
|
|
|
m_allTextures.insert(result);
|
|
|
|
// Restore the previous state of 1st stage
|
|
glBindTexture(GL_TEXTURE_2D, m_currentTextures[0].id);
|
|
|
|
if (! m_texturesEnabled[0])
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
return result;
|
|
}
|
|
|
|
Texture CGLDevice::CreateDepthTexture(int width, int height, int depth)
|
|
{
|
|
Texture result;
|
|
|
|
if (m_shadowMappingSupport == SMS_NONE)
|
|
{
|
|
result.id = 0;
|
|
return result;
|
|
}
|
|
|
|
result.alpha = false;
|
|
result.size.x = width;
|
|
result.size.y = height;
|
|
|
|
// Use & enable 1st texture stage
|
|
glActiveTexture(GL_TEXTURE0 + m_remap[0]);
|
|
|
|
glGenTextures(1, &result.id);
|
|
glBindTexture(GL_TEXTURE_2D, result.id);
|
|
|
|
GLuint format = GL_DEPTH_COMPONENT;
|
|
|
|
if (m_shadowMappingSupport == SMS_CORE)
|
|
{
|
|
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_R_TO_TEXTURE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
|
|
}
|
|
else
|
|
{
|
|
switch (depth)
|
|
{
|
|
case 16:
|
|
format = GL_DEPTH_COMPONENT16_ARB;
|
|
break;
|
|
case 24:
|
|
format = GL_DEPTH_COMPONENT24_ARB;
|
|
break;
|
|
case 32:
|
|
format = GL_DEPTH_COMPONENT32_ARB;
|
|
break;
|
|
}
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, GL_DEPTH_COMPONENT, GL_INT, nullptr);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, 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 CGLDevice::UpdateTexture(const Texture& texture, Math::IntPoint offset, ImageData* data, TexImgFormat format)
|
|
{
|
|
// Use & enable 1st texture stage
|
|
glActiveTexture(GL_TEXTURE0 + m_remap[0]);
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texture.id);
|
|
|
|
PreparedTextureData texData = PrepareTextureData(data, format);
|
|
|
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, texData.actualSurface->pitch / texData.actualSurface->format->BytesPerPixel);
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, offset.x, offset.y, texData.actualSurface->w, texData.actualSurface->h,
|
|
texData.sourceFormat, GL_UNSIGNED_BYTE, texData.actualSurface->pixels);
|
|
|
|
SDL_FreeSurface(texData.convertedSurface);
|
|
}
|
|
|
|
void CGLDevice::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 CGLDevice::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();
|
|
|
|
// recreate white texture
|
|
glActiveTexture(GL_TEXTURE0 + m_remap[0]);
|
|
|
|
glDeleteTextures(1, &m_whiteTexture);
|
|
glGenTextures(1, &m_whiteTexture);
|
|
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
|
|
int color = 0xFFFFFFFF;
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &color);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, m_currentTextures[0].id);
|
|
}
|
|
|
|
int CGLDevice::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 CGLDevice::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 + m_remap[index]);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texture.id);
|
|
|
|
// Params need to be updated for the new bound texture
|
|
UpdateTextureParams(index);
|
|
}
|
|
|
|
void CGLDevice::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 + m_remap[index]);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, textureId);
|
|
|
|
// Params need to be updated for the new bound texture
|
|
UpdateTextureParams(index);
|
|
}
|
|
|
|
void CGLDevice::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
|
|
|
|
glActiveTexture(GL_TEXTURE0 + m_remap[index]);
|
|
|
|
if (enabled)
|
|
glEnable(GL_TEXTURE_2D);
|
|
else
|
|
glDisable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
/**
|
|
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 CGLDevice::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 CGLDevice::SetTextureCoordGeneration(int index, TextureGenerationParams ¶ms)
|
|
{
|
|
glActiveTexture(GL_TEXTURE0 + m_remap[index]);
|
|
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
GLuint texCoordGen = TranslateTextureCoordinateGen(i);
|
|
GLuint texCoord = TranslateTextureCoordinate(i);
|
|
|
|
switch (params.coords[i].mode)
|
|
{
|
|
case TEX_GEN_NONE:
|
|
glDisable(texCoordGen);
|
|
break;
|
|
case TEX_GEN_OBJECT_LINEAR:
|
|
glEnable(texCoordGen);
|
|
glTexGeni(texCoord, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGenfv(texCoord, GL_OBJECT_PLANE, params.coords[i].plane);
|
|
break;
|
|
case TEX_GEN_EYE_LINEAR:
|
|
glEnable(texCoordGen);
|
|
glTexGeni(texCoord, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
|
glTexGenfv(texCoord, GL_EYE_PLANE, params.coords[i].plane);
|
|
break;
|
|
case TEX_GEN_SPHERE_MAP:
|
|
glEnable(texCoordGen);
|
|
glTexGeni(texCoord, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
|
|
break;
|
|
case TEX_GEN_NORMAL_MAP:
|
|
glEnable(texCoordGen);
|
|
glTexGeni(texCoord, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP);
|
|
break;
|
|
case TEX_GEN_REFLECTION_MAP:
|
|
glEnable(texCoordGen);
|
|
glTexGeni(texCoord, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGLDevice::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 + m_remap[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);
|
|
|
|
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 CGLDevice::EnableShadows()
|
|
{
|
|
// already enabled
|
|
if (m_shadowMapping) return;
|
|
|
|
// shadow map unit
|
|
glActiveTexture(GL_TEXTURE0 + m_remap[2]);
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadMatrixf(m_shadowMatrix.Array());
|
|
|
|
// enable texture coordinate generation
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
glEnable(GL_TEXTURE_GEN_R);
|
|
glEnable(GL_TEXTURE_GEN_Q);
|
|
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
|
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
|
glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
|
|
|
float plane1[] = { 1.0f, 0.0f, 0.0f, 0.0f };
|
|
float plane2[] = { 0.0f, 1.0f, 0.0f, 0.0f };
|
|
float plane3[] = { 0.0f, 0.0f, 1.0f, 0.0f };
|
|
float plane4[] = { 0.0f, 0.0f, 0.0f, 1.0f };
|
|
|
|
glTexGenfv(GL_S, GL_EYE_PLANE, plane1);
|
|
glTexGenfv(GL_T, GL_EYE_PLANE, plane2);
|
|
glTexGenfv(GL_R, GL_EYE_PLANE, plane3);
|
|
glTexGenfv(GL_Q, GL_EYE_PLANE, plane4);
|
|
|
|
// simple shadows
|
|
if (!m_shadowQuality)
|
|
{
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
}
|
|
// quality shadows
|
|
else
|
|
{
|
|
// texture environment settings
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
|
|
float half[] = { 0.5f, 0.5f, 0.5f, 1.0f };
|
|
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, half);
|
|
|
|
// color = 0.5 * (1.0 - shadow)
|
|
// = 0.5 for shadow = 0.0
|
|
// = 0.0 for shadow = 1.0
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
|
|
|
|
// alpha = previous
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
|
|
|
|
|
// combine unit
|
|
glActiveTexture(GL_TEXTURE0 + m_remap[3]);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
|
|
|
|
// texture enviromnent settings
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
|
|
// color = (1.0 - previous) * primary color
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
|
|
|
|
// alpha = primary color
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
|
|
}
|
|
|
|
m_shadowMapping = true;
|
|
}
|
|
|
|
void CGLDevice::DisableShadows()
|
|
{
|
|
// already disabled
|
|
if (!m_shadowMapping) return;
|
|
|
|
glActiveTexture(GL_TEXTURE0 + m_remap[2]);
|
|
glDisable(GL_TEXTURE_2D);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
glDisable(GL_TEXTURE_GEN_R);
|
|
glDisable(GL_TEXTURE_GEN_Q);
|
|
|
|
// quality shadows
|
|
if (m_shadowQuality)
|
|
{
|
|
glActiveTexture(GL_TEXTURE0 + m_remap[3]);
|
|
glDisable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
m_shadowMapping = false;
|
|
}
|
|
|
|
void CGLDevice::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 + m_remap[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 CGLDevice::DrawPrimitive(PrimitiveType type, const Vertex *vertices, int vertexCount,
|
|
Color color)
|
|
{
|
|
Vertex* vs = const_cast<Vertex*>(vertices);
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(3, GL_FLOAT, sizeof(Vertex), reinterpret_cast<GLfloat*>(&vs[0].coord));
|
|
|
|
glEnableClientState(GL_NORMAL_ARRAY);
|
|
glNormalPointer(GL_FLOAT, sizeof(Vertex), reinterpret_cast<GLfloat*>(&vs[0].normal));
|
|
|
|
glClientActiveTexture(GL_TEXTURE0 + m_remap[0]);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), reinterpret_cast<GLfloat*>(&vs[0].texCoord));
|
|
|
|
glColor4fv(color.Array());
|
|
|
|
glDrawArrays(TranslateGfxPrimitive(type), 0, vertexCount);
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY); // GL_TEXTURE0
|
|
}
|
|
|
|
void CGLDevice::DrawPrimitive(PrimitiveType type, const VertexTex2 *vertices, int vertexCount,
|
|
Color color)
|
|
{
|
|
VertexTex2* vs = const_cast<VertexTex2*>(vertices);
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(3, GL_FLOAT, sizeof(VertexTex2), reinterpret_cast<GLfloat*>(&vs[0].coord));
|
|
|
|
glEnableClientState(GL_NORMAL_ARRAY);
|
|
glNormalPointer(GL_FLOAT, sizeof(VertexTex2), reinterpret_cast<GLfloat*>(&vs[0].normal));
|
|
|
|
glClientActiveTexture(GL_TEXTURE0 + m_remap[0]);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(VertexTex2), reinterpret_cast<GLfloat*>(&vs[0].texCoord));
|
|
|
|
glClientActiveTexture(GL_TEXTURE0 + m_remap[1]);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(VertexTex2), reinterpret_cast<GLfloat*>(&vs[0].texCoord2));
|
|
|
|
glColor4fv(color.Array());
|
|
|
|
glDrawArrays(TranslateGfxPrimitive(type), 0, vertexCount);
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY); // GL_TEXTURE1
|
|
|
|
glClientActiveTexture(GL_TEXTURE0 + m_remap[0]);
|
|
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
|
|
void CGLDevice::DrawPrimitive(PrimitiveType type, const VertexCol *vertices, int vertexCount)
|
|
{
|
|
VertexCol* vs = const_cast<VertexCol*>(vertices);
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(3, GL_FLOAT, sizeof(VertexCol), reinterpret_cast<GLfloat*>(&vs[0].coord));
|
|
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
glColorPointer(4, GL_FLOAT, sizeof(VertexCol), reinterpret_cast<GLfloat*>(&vs[0].color));
|
|
|
|
glDrawArrays(TranslateGfxPrimitive(type), 0, vertexCount);
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
}
|
|
|
|
void CGLDevice::DrawPrimitives(PrimitiveType type, const Vertex *vertices,
|
|
int first[], int count[], int drawCount, Color color)
|
|
{
|
|
Vertex* vs = const_cast<Vertex*>(vertices);
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(3, GL_FLOAT, sizeof(Vertex), reinterpret_cast<GLfloat*>(&vs[0].coord));
|
|
|
|
glEnableClientState(GL_NORMAL_ARRAY);
|
|
glNormalPointer(GL_FLOAT, sizeof(Vertex), reinterpret_cast<GLfloat*>(&vs[0].normal));
|
|
|
|
glClientActiveTexture(GL_TEXTURE0 + m_remap[0]);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), reinterpret_cast<GLfloat*>(&vs[0].texCoord));
|
|
|
|
glColor4fv(color.Array());
|
|
|
|
GLenum t = TranslateGfxPrimitive(type);
|
|
|
|
if (m_multiDrawArrays)
|
|
{
|
|
glMultiDrawArrays(t, first, count, drawCount);
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < drawCount; i++)
|
|
glDrawArrays(t, first[i], count[i]);
|
|
}
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY); // GL_TEXTURE0
|
|
}
|
|
|
|
void CGLDevice::DrawPrimitives(PrimitiveType type, const VertexTex2 *vertices,
|
|
int first[], int count[], int drawCount, Color color)
|
|
{
|
|
VertexTex2* vs = const_cast<VertexTex2*>(vertices);
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(3, GL_FLOAT, sizeof(VertexTex2), reinterpret_cast<GLfloat*>(&vs[0].coord));
|
|
|
|
glEnableClientState(GL_NORMAL_ARRAY);
|
|
glNormalPointer(GL_FLOAT, sizeof(VertexTex2), reinterpret_cast<GLfloat*>(&vs[0].normal));
|
|
|
|
glClientActiveTexture(GL_TEXTURE0 + m_remap[0]);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(VertexTex2), reinterpret_cast<GLfloat*>(&vs[0].texCoord));
|
|
|
|
glClientActiveTexture(GL_TEXTURE0 + m_remap[1]);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(VertexTex2), reinterpret_cast<GLfloat*>(&vs[0].texCoord2));
|
|
|
|
glColor4fv(color.Array());
|
|
|
|
GLenum t = TranslateGfxPrimitive(type);
|
|
|
|
if (m_multiDrawArrays)
|
|
{
|
|
glMultiDrawArrays(t, first, count, drawCount);
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < drawCount; i++)
|
|
glDrawArrays(t, first[i], count[i]);
|
|
}
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY); // GL_TEXTURE1
|
|
|
|
glClientActiveTexture(GL_TEXTURE0 + m_remap[0]);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
|
|
void CGLDevice::DrawPrimitives(PrimitiveType type, const VertexCol *vertices,
|
|
int first[], int count[], int drawCount)
|
|
{
|
|
VertexCol* vs = const_cast<VertexCol*>(vertices);
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(3, GL_FLOAT, sizeof(VertexCol), reinterpret_cast<GLfloat*>(&vs[0].coord));
|
|
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
glColorPointer(4, GL_FLOAT, sizeof(VertexCol), reinterpret_cast<GLfloat*>(&vs[0].color));
|
|
|
|
GLenum t = TranslateGfxPrimitive(type);
|
|
|
|
if (m_multiDrawArrays)
|
|
{
|
|
glMultiDrawArrays(t, first, count, drawCount);
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < drawCount; i++)
|
|
glDrawArrays(t, first[i], count[i]);
|
|
}
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
}
|
|
|
|
unsigned int CGLDevice::CreateStaticBuffer(PrimitiveType primitiveType, const Vertex* vertices, int vertexCount)
|
|
{
|
|
unsigned int id = 0;
|
|
if (m_vboAvailable)
|
|
{
|
|
id = ++m_lastVboId;
|
|
|
|
VboObjectInfo info;
|
|
info.primitiveType = primitiveType;
|
|
info.vertexType = VERTEX_TYPE_NORMAL;
|
|
info.vertexCount = vertexCount;
|
|
info.bufferId = 0;
|
|
|
|
if(m_vertexBufferType == VBT_VBO_CORE)
|
|
{
|
|
glGenBuffers(1, &info.bufferId);
|
|
glBindBuffer(GL_ARRAY_BUFFER, info.bufferId);
|
|
glBufferData(GL_ARRAY_BUFFER, vertexCount * sizeof(Vertex), vertices, GL_STATIC_DRAW);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
else
|
|
{
|
|
glGenBuffersARB(1, &info.bufferId);
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, info.bufferId);
|
|
glBufferDataARB(GL_ARRAY_BUFFER_ARB, vertexCount * sizeof(Vertex), vertices, GL_STATIC_DRAW_ARB);
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
|
}
|
|
|
|
m_vboObjects[id] = info;
|
|
}
|
|
else
|
|
{
|
|
id = glGenLists(1);
|
|
|
|
glNewList(id, GL_COMPILE);
|
|
|
|
DrawPrimitive(primitiveType, vertices, vertexCount);
|
|
|
|
glEndList();
|
|
}
|
|
|
|
return id;
|
|
}
|
|
|
|
unsigned int CGLDevice::CreateStaticBuffer(PrimitiveType primitiveType, const VertexTex2* vertices, int vertexCount)
|
|
{
|
|
unsigned int id = 0;
|
|
if (m_vboAvailable)
|
|
{
|
|
id = ++m_lastVboId;
|
|
|
|
VboObjectInfo info;
|
|
info.primitiveType = primitiveType;
|
|
info.vertexType = VERTEX_TYPE_TEX2;
|
|
info.vertexCount = vertexCount;
|
|
info.bufferId = 0;
|
|
|
|
if(m_vertexBufferType == VBT_VBO_CORE)
|
|
{
|
|
glGenBuffers(1, &info.bufferId);
|
|
glBindBuffer(GL_ARRAY_BUFFER, info.bufferId);
|
|
glBufferData(GL_ARRAY_BUFFER, vertexCount * sizeof(VertexTex2), vertices, GL_STATIC_DRAW);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
else
|
|
{
|
|
glGenBuffersARB(1, &info.bufferId);
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, info.bufferId);
|
|
glBufferDataARB(GL_ARRAY_BUFFER_ARB, vertexCount * sizeof(VertexTex2), vertices, GL_STATIC_DRAW_ARB);
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
|
}
|
|
|
|
m_vboObjects[id] = info;
|
|
}
|
|
else
|
|
{
|
|
id = glGenLists(1);
|
|
|
|
glNewList(id, GL_COMPILE);
|
|
|
|
DrawPrimitive(primitiveType, vertices, vertexCount);
|
|
|
|
glEndList();
|
|
}
|
|
|
|
return id;
|
|
}
|
|
|
|
unsigned int CGLDevice::CreateStaticBuffer(PrimitiveType primitiveType, const VertexCol* vertices, int vertexCount)
|
|
{
|
|
unsigned int id = 0;
|
|
if (m_vboAvailable)
|
|
{
|
|
id = ++m_lastVboId;
|
|
|
|
VboObjectInfo info;
|
|
info.primitiveType = primitiveType;
|
|
info.vertexType = VERTEX_TYPE_COL;
|
|
info.vertexCount = vertexCount;
|
|
info.bufferId = 0;
|
|
|
|
if(m_vertexBufferType == VBT_VBO_CORE)
|
|
{
|
|
glGenBuffers(1, &info.bufferId);
|
|
glBindBuffer(GL_ARRAY_BUFFER, info.bufferId);
|
|
glBufferData(GL_ARRAY_BUFFER, vertexCount * sizeof(VertexCol), vertices, GL_STATIC_DRAW);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
else
|
|
{
|
|
glGenBuffersARB(1, &info.bufferId);
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, info.bufferId);
|
|
glBufferDataARB(GL_ARRAY_BUFFER_ARB, vertexCount * sizeof(VertexCol), vertices, GL_STATIC_DRAW_ARB);
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
|
}
|
|
|
|
m_vboObjects[id] = info;
|
|
}
|
|
else
|
|
{
|
|
id = glGenLists(1);
|
|
|
|
glNewList(id, GL_COMPILE);
|
|
|
|
DrawPrimitive(primitiveType, vertices, vertexCount);
|
|
|
|
glEndList();
|
|
}
|
|
|
|
return id;
|
|
}
|
|
|
|
void CGLDevice::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const Vertex* vertices, int vertexCount)
|
|
{
|
|
if (m_vboAvailable)
|
|
{
|
|
auto it = m_vboObjects.find(bufferId);
|
|
if (it == m_vboObjects.end())
|
|
return;
|
|
|
|
VboObjectInfo& info = (*it).second;
|
|
info.primitiveType = primitiveType;
|
|
info.vertexType = VERTEX_TYPE_NORMAL;
|
|
info.vertexCount = vertexCount;
|
|
|
|
if(m_vertexBufferType == VBT_VBO_CORE)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, info.bufferId);
|
|
glBufferData(GL_ARRAY_BUFFER, vertexCount * sizeof(Vertex), vertices, GL_STATIC_DRAW);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
else
|
|
{
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, info.bufferId);
|
|
glBufferDataARB(GL_ARRAY_BUFFER_ARB, vertexCount * sizeof(Vertex), vertices, GL_STATIC_DRAW_ARB);
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
glNewList(bufferId, GL_COMPILE);
|
|
|
|
DrawPrimitive(primitiveType, vertices, vertexCount);
|
|
|
|
glEndList();
|
|
}
|
|
}
|
|
|
|
void CGLDevice::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const VertexTex2* vertices, int vertexCount)
|
|
{
|
|
if (m_vboAvailable)
|
|
{
|
|
auto it = m_vboObjects.find(bufferId);
|
|
if (it == m_vboObjects.end())
|
|
return;
|
|
|
|
VboObjectInfo& info = (*it).second;
|
|
info.primitiveType = primitiveType;
|
|
info.vertexType = VERTEX_TYPE_TEX2;
|
|
info.vertexCount = vertexCount;
|
|
|
|
if(m_vertexBufferType == VBT_VBO_CORE)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, info.bufferId);
|
|
glBufferData(GL_ARRAY_BUFFER, vertexCount * sizeof(VertexTex2), vertices, GL_STATIC_DRAW);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
else
|
|
{
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, info.bufferId);
|
|
glBufferDataARB(GL_ARRAY_BUFFER_ARB, vertexCount * sizeof(VertexTex2), vertices, GL_STATIC_DRAW_ARB);
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
glNewList(bufferId, GL_COMPILE);
|
|
|
|
DrawPrimitive(primitiveType, vertices, vertexCount);
|
|
|
|
glEndList();
|
|
}
|
|
}
|
|
|
|
void CGLDevice::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const VertexCol* vertices, int vertexCount)
|
|
{
|
|
if (m_vboAvailable)
|
|
{
|
|
auto it = m_vboObjects.find(bufferId);
|
|
if (it == m_vboObjects.end())
|
|
return;
|
|
|
|
VboObjectInfo& info = (*it).second;
|
|
info.primitiveType = primitiveType;
|
|
info.vertexType = VERTEX_TYPE_COL;
|
|
info.vertexCount = vertexCount;
|
|
|
|
if(m_vertexBufferType == VBT_VBO_CORE)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, info.bufferId);
|
|
glBufferData(GL_ARRAY_BUFFER, vertexCount * sizeof(VertexCol), vertices, GL_STATIC_DRAW);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
else
|
|
{
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, info.bufferId);
|
|
glBufferDataARB(GL_ARRAY_BUFFER_ARB, vertexCount * sizeof(VertexCol), vertices, GL_STATIC_DRAW_ARB);
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
glNewList(bufferId, GL_COMPILE);
|
|
|
|
DrawPrimitive(primitiveType, vertices, vertexCount);
|
|
|
|
glEndList();
|
|
}
|
|
}
|
|
|
|
void CGLDevice::DrawStaticBuffer(unsigned int bufferId)
|
|
{
|
|
if (m_vboAvailable)
|
|
{
|
|
auto it = m_vboObjects.find(bufferId);
|
|
if (it == m_vboObjects.end())
|
|
return;
|
|
|
|
glEnable(GL_VERTEX_ARRAY);
|
|
|
|
if(m_vertexBufferType == VBT_VBO_CORE)
|
|
glBindBuffer(GL_ARRAY_BUFFER, (*it).second.bufferId);
|
|
else
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, (*it).second.bufferId);
|
|
|
|
if ((*it).second.vertexType == VERTEX_TYPE_NORMAL)
|
|
{
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(3, GL_FLOAT, sizeof(Vertex), static_cast<char*>(nullptr) + offsetof(Vertex, coord));
|
|
|
|
glEnableClientState(GL_NORMAL_ARRAY);
|
|
glNormalPointer(GL_FLOAT, sizeof(Vertex), static_cast<char*>(nullptr) + offsetof(Vertex, normal));
|
|
|
|
glClientActiveTexture(GL_TEXTURE0 + m_remap[0]);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), static_cast<char*>(nullptr) + offsetof(Vertex, texCoord));
|
|
}
|
|
else if ((*it).second.vertexType == VERTEX_TYPE_TEX2)
|
|
{
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(3, GL_FLOAT, sizeof(VertexTex2), static_cast<char*>(nullptr) + offsetof(VertexTex2, coord));
|
|
|
|
glEnableClientState(GL_NORMAL_ARRAY);
|
|
glNormalPointer(GL_FLOAT, sizeof(VertexTex2), static_cast<char*>(nullptr) + offsetof(VertexTex2, normal));
|
|
|
|
glClientActiveTexture(GL_TEXTURE0 + m_remap[0]);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(VertexTex2), static_cast<char*>(nullptr) + offsetof(VertexTex2, texCoord));
|
|
|
|
glClientActiveTexture(GL_TEXTURE0 + m_remap[1]);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(VertexTex2), static_cast<char*>(nullptr) + offsetof(VertexTex2, texCoord2));
|
|
}
|
|
else if ((*it).second.vertexType == VERTEX_TYPE_COL)
|
|
{
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(3, GL_FLOAT, sizeof(VertexCol), static_cast<char*>(nullptr) + offsetof(VertexCol, coord));
|
|
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
glColorPointer(4, GL_FLOAT, sizeof(VertexCol), static_cast<char*>(nullptr) + offsetof(VertexCol, color));
|
|
}
|
|
|
|
GLenum mode = TranslateGfxPrimitive((*it).second.primitiveType);
|
|
glDrawArrays(mode, 0, (*it).second.vertexCount);
|
|
|
|
if ((*it).second.vertexType == VERTEX_TYPE_NORMAL)
|
|
{
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY); // GL_TEXTURE0
|
|
}
|
|
else if ((*it).second.vertexType == VERTEX_TYPE_TEX2)
|
|
{
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY); // GL_TEXTURE1
|
|
|
|
glClientActiveTexture(GL_TEXTURE0 + m_remap[0]);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
else if ((*it).second.vertexType == VERTEX_TYPE_COL)
|
|
{
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
}
|
|
|
|
if(m_vertexBufferType == VBT_VBO_CORE)
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
else
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
|
|
|
glDisable(GL_VERTEX_ARRAY);
|
|
}
|
|
else
|
|
{
|
|
glCallList(bufferId);
|
|
}
|
|
}
|
|
|
|
void CGLDevice::DestroyStaticBuffer(unsigned int bufferId)
|
|
{
|
|
if (m_vboAvailable)
|
|
{
|
|
auto it = m_vboObjects.find(bufferId);
|
|
if (it == m_vboObjects.end())
|
|
return;
|
|
|
|
if(m_vertexBufferType == VBT_VBO_CORE)
|
|
glDeleteBuffers(1, &(*it).second.bufferId);
|
|
else
|
|
glDeleteBuffersARB(1, &(*it).second.bufferId);
|
|
|
|
m_vboObjects.erase(it);
|
|
}
|
|
else
|
|
{
|
|
glDeleteLists(bufferId, 1);
|
|
}
|
|
}
|
|
|
|
/* Based on libwine's implementation */
|
|
|
|
int CGLDevice::ComputeSphereVisibility(const Math::Vector ¢er, float radius)
|
|
{
|
|
if (m_combinedMatrixOutdated)
|
|
{
|
|
m_combinedMatrix = Math::MultiplyMatrices(m_projectionMat, m_modelviewMat);
|
|
m_combinedMatrixOutdated = false;
|
|
}
|
|
|
|
Math::Matrix &m = m_combinedMatrix;
|
|
|
|
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 CGLDevice::SetViewport(int x, int y, int width, int height)
|
|
{
|
|
glViewport(x, y, width, height);
|
|
}
|
|
|
|
void CGLDevice::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;
|
|
|
|
if (enabled)
|
|
glEnable(GL_LIGHTING);
|
|
else
|
|
glDisable(GL_LIGHTING);
|
|
|
|
if (enabled)
|
|
{
|
|
UpdateLightPositions();
|
|
}
|
|
|
|
return;
|
|
}
|
|
else if (state == RENDER_STATE_SHADOW_MAPPING)
|
|
{
|
|
if (enabled)
|
|
EnableShadows();
|
|
else
|
|
DisableShadows();
|
|
|
|
return;
|
|
}
|
|
|
|
GLenum flag = 0;
|
|
|
|
switch (state)
|
|
{
|
|
case RENDER_STATE_BLENDING: flag = GL_BLEND; break;
|
|
case RENDER_STATE_FOG: flag = GL_FOG; break;
|
|
case RENDER_STATE_DEPTH_TEST: flag = GL_DEPTH_TEST; break;
|
|
case RENDER_STATE_ALPHA_TEST: flag = GL_ALPHA_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 CGLDevice::SetColorMask(bool red, bool green, bool blue, bool alpha)
|
|
{
|
|
glColorMask(red, green, blue, alpha);
|
|
}
|
|
|
|
void CGLDevice::SetDepthTestFunc(CompFunc func)
|
|
{
|
|
glDepthFunc(TranslateGfxCompFunc(func));
|
|
}
|
|
|
|
void CGLDevice::SetDepthBias(float factor, float units)
|
|
{
|
|
glPolygonOffset(factor, units);
|
|
}
|
|
|
|
void CGLDevice::SetAlphaTestFunc(CompFunc func, float refValue)
|
|
{
|
|
glAlphaFunc(TranslateGfxCompFunc(func), refValue);
|
|
}
|
|
|
|
void CGLDevice::SetBlendFunc(BlendFunc srcBlend, BlendFunc dstBlend)
|
|
{
|
|
glBlendFunc(TranslateGfxBlendFunc(srcBlend), TranslateGfxBlendFunc(dstBlend));
|
|
}
|
|
|
|
void CGLDevice::SetClearColor(const Color &color)
|
|
{
|
|
glClearColor(color.r, color.g, color.b, color.a);
|
|
}
|
|
|
|
void CGLDevice::SetGlobalAmbient(const Color &color)
|
|
{
|
|
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color.Array());
|
|
}
|
|
|
|
void CGLDevice::SetFogParams(FogMode mode, const Color &color, float start, float end, float density)
|
|
{
|
|
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 CGLDevice::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 CGLDevice::SetShadeModel(ShadeModel model)
|
|
{
|
|
if (model == SHADE_FLAT) glShadeModel(GL_FLAT);
|
|
else if (model == SHADE_SMOOTH) glShadeModel(GL_SMOOTH);
|
|
else assert(false);
|
|
}
|
|
|
|
void CGLDevice::SetShadowColor(float value)
|
|
{
|
|
// doesn't do anything because it can't
|
|
}
|
|
|
|
void CGLDevice::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 CGLDevice::CopyFramebufferToTexture(Texture& texture, int xOffset, int yOffset, int x, int y, int width, int height)
|
|
{
|
|
if (texture.id == 0) return;
|
|
|
|
// Use & enable 1st texture stage
|
|
glActiveTexture(GL_TEXTURE0 + m_remap[0]);
|
|
|
|
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> CGLDevice::GetFrameBufferPixels() const
|
|
{
|
|
return GetGLFrameBufferPixels(m_config.size);
|
|
}
|
|
|
|
CFramebuffer* CGLDevice::GetFramebuffer(std::string name)
|
|
{
|
|
auto it = m_framebuffers.find(name);
|
|
if (it == m_framebuffers.end())
|
|
return nullptr;
|
|
|
|
return it->second.get();
|
|
}
|
|
|
|
CFramebuffer* CGLDevice::CreateFramebuffer(std::string name, const FramebufferParams& params)
|
|
{
|
|
// existing framebuffer was found
|
|
if (m_framebuffers.find(name) != m_framebuffers.end())
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
std::unique_ptr<CFramebuffer> framebuffer;
|
|
|
|
if (m_framebufferSupport == FBS_ARB)
|
|
framebuffer = MakeUnique<CGLFramebuffer>(params);
|
|
else if (m_framebufferSupport == FBS_EXT)
|
|
framebuffer = MakeUnique<CGLFramebufferEXT>(params);
|
|
else
|
|
return nullptr;
|
|
|
|
if (!framebuffer->Create()) return nullptr;
|
|
|
|
CFramebuffer* framebufferPtr = framebuffer.get();
|
|
m_framebuffers[name] = std::move(framebuffer);
|
|
return framebufferPtr;
|
|
}
|
|
|
|
void CGLDevice::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);
|
|
}
|
|
}
|
|
|
|
bool CGLDevice::IsAnisotropySupported()
|
|
{
|
|
return m_capabilities.anisotropySupported;
|
|
}
|
|
|
|
int CGLDevice::GetMaxAnisotropyLevel()
|
|
{
|
|
return m_capabilities.maxAnisotropy;
|
|
}
|
|
|
|
int CGLDevice::GetMaxSamples()
|
|
{
|
|
return m_capabilities.maxSamples;
|
|
}
|
|
|
|
bool CGLDevice::IsShadowMappingSupported()
|
|
{
|
|
return m_capabilities.shadowMappingSupported;
|
|
}
|
|
|
|
int CGLDevice::GetMaxTextureSize()
|
|
{
|
|
return m_capabilities.maxTextureSize;
|
|
}
|
|
|
|
bool CGLDevice::IsFramebufferSupported()
|
|
{
|
|
return m_capabilities.framebufferSupported;
|
|
}
|
|
|
|
} // namespace Gfx
|