305 lines
10 KiB
C++
305 lines
10 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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/**
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* \file graphics/opengl/gldevice.h
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* \brief OpenGL implementation - CGLDevice class
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*/
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#pragma once
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#include "graphics/core/device.h"
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#include "graphics/core/material.h"
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#include "graphics/opengl/glframebuffer.h"
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#include "graphics/opengl/glutil.h"
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#include "math/matrix.h"
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#include <string>
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#include <vector>
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#include <set>
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#include <map>
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// Graphics module namespace
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namespace Gfx
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{
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/**
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\enum VertexBufferType
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\brief Specifies type of vertex buffer to use
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*/
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enum VertexBufferType
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{
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VBT_DISPLAY_LIST, //! use display lists
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VBT_VBO_CORE, //! use core OpenGL 1.5 VBOs
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VBT_VBO_ARB //! use ARB extension VBOs
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};
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enum ShadowMappingSupport
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{
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SMS_NONE, //! No support for depth textures
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SMS_ARB, //! ARB extension
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SMS_CORE //! Core support
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};
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/**
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\class CGLDevice
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\brief Implementation of CDevice interface in OpenGL
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Provides the concrete implementation of 3D device in OpenGL.
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This class should be initialized (by calling Initialize() ) only after
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setting the video mode by CApplication, once the OpenGL context is defined.
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Because of that, CGLDeviceConfig is outside the CDevice class and must be set
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in CApplication.
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*/
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class CGLDevice : public CDevice
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{
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public:
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CGLDevice(const DeviceConfig &config);
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virtual ~CGLDevice();
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void DebugHook() override;
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void DebugLights() override;
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std::string GetName() override;
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bool Create() override;
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void Destroy() override;
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void ConfigChanged(const DeviceConfig &newConfig) override;
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void BeginScene() override;
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void EndScene() override;
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void Clear() override;
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void SetRenderMode(RenderMode mode) override;
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void SetTransform(TransformType type, const Math::Matrix &matrix) override;
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void SetMaterial(const Material &material) override;
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int GetMaxLightCount() override;
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void SetLight(int index, const Light &light) override;
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void SetLightEnabled(int index, bool enabled) override;
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Texture CreateTexture(CImage *image, const TextureCreateParams ¶ms) override;
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Texture CreateTexture(ImageData *data, const TextureCreateParams ¶ms) override;
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Texture CreateDepthTexture(int width, int height, int depth) override;
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void DestroyTexture(const Texture &texture) override;
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void DestroyAllTextures() override;
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int GetMaxTextureStageCount() override;
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void SetTexture(int index, const Texture &texture) override;
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void SetTexture(int index, unsigned int textureId) override;
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void SetTextureEnabled(int index, bool enabled) override;
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void SetTextureStageParams(int index, const TextureStageParams ¶ms) override;
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void SetTextureStageWrap(int index, Gfx::TexWrapMode wrapS, Gfx::TexWrapMode wrapT) override;
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void SetTextureCoordGeneration(int index, TextureGenerationParams ¶ms) override;
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virtual void DrawPrimitive(PrimitiveType type, const Vertex *vertices , int vertexCount,
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Color color = Color(1.0f, 1.0f, 1.0f, 1.0f)) override;
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virtual void DrawPrimitive(PrimitiveType type, const VertexTex2 *vertices, int vertexCount,
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Color color = Color(1.0f, 1.0f, 1.0f, 1.0f)) override;
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virtual void DrawPrimitive(PrimitiveType type, const VertexCol *vertices, int vertexCount) override;
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virtual void DrawPrimitives(PrimitiveType type, const Vertex *vertices,
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int first[], int count[], int drawCount,
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Color color = Color(1.0f, 1.0f, 1.0f, 1.0f)) override;
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virtual void DrawPrimitives(PrimitiveType type, const VertexTex2 *vertices,
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int first[], int count[], int drawCount,
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Color color = Color(1.0f, 1.0f, 1.0f, 1.0f)) override;
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virtual void DrawPrimitives(PrimitiveType type, const VertexCol *vertices,
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int first[], int count[], int drawCount) override;
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unsigned int CreateStaticBuffer(PrimitiveType primitiveType, const Vertex* vertices, int vertexCount) override;
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unsigned int CreateStaticBuffer(PrimitiveType primitiveType, const VertexTex2* vertices, int vertexCount) override;
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unsigned int CreateStaticBuffer(PrimitiveType primitiveType, const VertexCol* vertices, int vertexCount) override;
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void UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const Vertex* vertices, int vertexCount) override;
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void UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const VertexTex2* vertices, int vertexCount) override;
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void UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const VertexCol* vertices, int vertexCount) override;
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void DrawStaticBuffer(unsigned int bufferId) override;
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void DestroyStaticBuffer(unsigned int bufferId) override;
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int ComputeSphereVisibility(const Math::Vector ¢er, float radius) override;
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void SetViewport(int x, int y, int width, int height) override;
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void SetRenderState(RenderState state, bool enabled) override;
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void SetColorMask(bool red, bool green, bool blue, bool alpha) override;
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void SetDepthTestFunc(CompFunc func) override;
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void SetDepthBias(float factor, float units) override;
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void SetAlphaTestFunc(CompFunc func, float refValue) override;
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void SetBlendFunc(BlendFunc srcBlend, BlendFunc dstBlend) override;
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void SetClearColor(const Color &color) override;
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void SetGlobalAmbient(const Color &color) override;
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void SetFogParams(FogMode mode, const Color &color, float start, float end, float density) override;
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void SetCullMode(CullMode mode) override;
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void SetShadeModel(ShadeModel model) override;
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void SetShadowColor(float value) override;
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void SetFillMode(FillMode mode) override;
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void CopyFramebufferToTexture(Texture& texture, int xOffset, int yOffset, int x, int y, int width, int height) override;
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std::unique_ptr<CFrameBufferPixels> GetFrameBufferPixels() const override;
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CFramebuffer* GetFramebuffer(std::string name) override;
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CFramebuffer* CreateFramebuffer(std::string name, const FramebufferParams& params) override;
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void DeleteFramebuffer(std::string name) override;
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bool IsAnisotropySupported() override;
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int GetMaxAnisotropyLevel() override;
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int GetMaxSamples() override;
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bool IsShadowMappingSupported() override;
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int GetMaxTextureSize() override;
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bool IsFramebufferSupported() override;
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private:
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//! Updates internal modelview matrix
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void UpdateModelviewMatrix();
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//! Updates position for given light based on transformation matrices
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void UpdateLightPosition(int index);
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//! Updates position for all lights based on transformation matrices
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void UpdateLightPositions();
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//! Updates the texture params for given texture stage
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void UpdateTextureParams(int index);
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//! Enables shadows
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void EnableShadows();
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//! Disables shadows
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void DisableShadows();
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private:
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//! Current config
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DeviceConfig m_config;
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//! Current world matrix
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Math::Matrix m_worldMat;
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//! Current view matrix
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Math::Matrix m_viewMat;
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//! OpenGL modelview matrix = world matrix * view matrix
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Math::Matrix m_modelviewMat;
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//! Current projection matrix
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Math::Matrix m_projectionMat;
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//! Combined world-view-projection matrix
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Math::Matrix m_combinedMatrix;
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//! Current shadow matrix
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Math::Matrix m_shadowMatrix;
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//! true means that combined matrix is outdated
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bool m_combinedMatrixOutdated = true;
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//! The current material
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Material m_material;
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//! Whether lighting is enabled
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bool m_lighting = false;
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//! Current lights
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std::vector<Light> m_lights;
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//! Current lights enable status
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std::vector<bool> m_lightsEnabled;
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//! Current textures; \c nullptr value means unassigned
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std::vector<Texture> m_currentTextures;
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//! Current texture stages enable status
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std::vector<bool> m_texturesEnabled;
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//! Current texture params
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std::vector<TextureStageParams> m_textureStageParams;
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//! Texture unit remap
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std::vector<int> m_remap;
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//! Set of all created textures
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std::set<Texture> m_allTextures;
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//! Map of framebuffers
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std::map<std::string, std::unique_ptr<CFramebuffer>> m_framebuffers;
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//! Type of vertex structure
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enum VertexType
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{
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VERTEX_TYPE_NORMAL,
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VERTEX_TYPE_TEX2,
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VERTEX_TYPE_COL,
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};
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//! Info about static VBO buffers
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struct VboObjectInfo
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{
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PrimitiveType primitiveType = {};
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unsigned int bufferId = 0;
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VertexType vertexType = {};
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int vertexCount = 0;
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};
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//! Detected capabilities
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//! Depth texture support
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ShadowMappingSupport m_shadowMappingSupport = SMS_NONE;
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//! Whether to use VBOs or display lists
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bool m_vboAvailable = false;
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//! Whether anisotropic filtering is available
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bool m_anisotropyAvailable = false;
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//! Maximum anisotropy level
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int m_maxAnisotropy = 1;
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//! Maximum samples
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int m_maxSamples = 1;
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//! Maximum renderbuffer size
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int m_maxRenderbufferSize = 0;
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//! glMultiDrawArrays() available
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bool m_multiDrawArrays = false;
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//! Framebuffer support
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FramebufferSupport m_framebufferSupport = FBS_NONE;
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//! Which vertex buffer type to use
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VertexBufferType m_vertexBufferType = VBT_DISPLAY_LIST;
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//! Map of saved VBO objects
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std::map<unsigned int, VboObjectInfo> m_vboObjects;
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//! Last ID of VBO object
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unsigned int m_lastVboId = 0;
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//! true means shadow mapping is enabled
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bool m_shadowMapping = false;
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//! true means that quality shadows are enabled
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bool m_shadowQuality = true;
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};
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} // namespace Gfx
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