/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam * http://epsiteс.ch; http://colobot.info; http://github.com/colobot * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see http://gnu.org/licenses */ #include "graphics/opengl/gldevice.h" #include "common/config.h" #include "common/image.h" #include "common/logger.h" #include "math/geometry.h" // Using GLEW so only glew.h is needed #include #include #include // Graphics module namespace namespace Gfx { GLDeviceConfig::GLDeviceConfig() { LoadDefault(); } void GLDeviceConfig::LoadDefault() { DeviceConfig::LoadDefault(); hardwareAccel = true; redSize = 8; blueSize = 8; greenSize = 8; alphaSize = 8; depthSize = 24; vboMode = VBO_MODE_AUTO; } CGLDevice::CGLDevice(const GLDeviceConfig &config) { m_config = config; m_lighting = false; m_lastVboId = 0; m_multitextureAvailable = false; m_vboAvailable = false; m_vertexBufferType = VBT_DISPLAY_LIST; } CGLDevice::~CGLDevice() { } void CGLDevice::DebugHook() { /* This function is only called here, so it can be used * as a breakpoint when debugging using gDEBugger */ glColor3i(0, 0, 0); } void CGLDevice::DebugLights() { Gfx::ColorHSV color(0.0, 1.0, 1.0); glLineWidth(3.0f); glDisable(GL_LIGHTING); glDepthMask(GL_FALSE); glDisable(GL_BLEND); Math::Matrix saveWorldMat = m_worldMat; m_worldMat.LoadIdentity(); UpdateModelviewMatrix(); for (int i = 0; i < static_cast( m_lights.size() ); ++i) { color.h = static_cast(i) / static_cast(m_lights.size()); if (m_lightsEnabled[i]) { const Light& l = m_lights[i]; if (l.type == LIGHT_DIRECTIONAL) { Gfx::VertexCol v[2]; v[0].coord = -Math::Normalize(l.direction) * 100.0f + Math::Vector(0.0f, 0.0f, 1.0f) * i; v[0].color = HSV2RGB(color); v[1].coord = Math::Normalize(l.direction) * 100.0f + Math::Vector(0.0f, 0.0f, 1.0f) * i; v[1].color = HSV2RGB(color); while (v[0].coord.y < 60.0f && v[0].coord.y < 60.0f) { v[0].coord.y += 10.0f; v[1].coord.y += 10.0f; } DrawPrimitive(PRIMITIVE_LINES, v, 2); v[0].coord = v[1].coord + Math::Normalize(v[0].coord - v[1].coord) * 50.0f; glLineWidth(10.0f); DrawPrimitive(PRIMITIVE_LINES, v, 2); glLineWidth(3.0f); } else if (l.type == LIGHT_POINT) { Gfx::VertexCol v[8]; for (int i = 0; i < 8; ++i) v[i].color = HSV2RGB(color); v[0].coord = l.position + Math::Vector(-1.0f, -1.0f, -1.0f) * 4.0f; v[1].coord = l.position + Math::Vector( 1.0f, -1.0f, -1.0f) * 4.0f; v[2].coord = l.position + Math::Vector( 1.0f, 1.0f, -1.0f) * 4.0f; v[3].coord = l.position + Math::Vector(-1.0f, 1.0f, -1.0f) * 4.0f; v[4].coord = l.position + Math::Vector(-1.0f, -1.0f, -1.0f) * 4.0f; DrawPrimitive(PRIMITIVE_LINE_STRIP, v, 5); v[0].coord = l.position + Math::Vector(-1.0f, -1.0f, 1.0f) * 4.0f; v[1].coord = l.position + Math::Vector( 1.0f, -1.0f, 1.0f) * 4.0f; v[2].coord = l.position + Math::Vector( 1.0f, 1.0f, 1.0f) * 4.0f; v[3].coord = l.position + Math::Vector(-1.0f, 1.0f, 1.0f) * 4.0f; v[4].coord = l.position + Math::Vector(-1.0f, -1.0f, 1.0f) * 4.0f; DrawPrimitive(PRIMITIVE_LINE_STRIP, v, 5); v[0].coord = l.position + Math::Vector(-1.0f, -1.0f, -1.0f) * 4.0f; v[1].coord = l.position + Math::Vector(-1.0f, -1.0f, 1.0f) * 4.0f; v[2].coord = l.position + Math::Vector( 1.0f, -1.0f, -1.0f) * 4.0f; v[3].coord = l.position + Math::Vector( 1.0f, -1.0f, 1.0f) * 4.0f; v[4].coord = l.position + Math::Vector( 1.0f, 1.0f, -1.0f) * 4.0f; v[5].coord = l.position + Math::Vector( 1.0f, 1.0f, 1.0f) * 4.0f; v[6].coord = l.position + Math::Vector(-1.0f, 1.0f, -1.0f) * 4.0f; v[7].coord = l.position + Math::Vector(-1.0f, 1.0f, 1.0f) * 4.0f; DrawPrimitive(PRIMITIVE_LINES, v, 8); } else if (l.type == LIGHT_SPOT) { Gfx::VertexCol v[5]; for (int i = 0; i < 5; ++i) v[i].color = HSV2RGB(color); v[0].coord = l.position + Math::Vector(-1.0f, 0.0f, -1.0f) * 4.0f; v[1].coord = l.position + Math::Vector( 1.0f, 0.0f, -1.0f) * 4.0f; v[2].coord = l.position + Math::Vector( 1.0f, 0.0f, 1.0f) * 4.0f; v[3].coord = l.position + Math::Vector(-1.0f, 0.0f, 1.0f) * 4.0f; v[4].coord = l.position + Math::Vector(-1.0f, 0.0f, -1.0f) * 4.0f; DrawPrimitive(PRIMITIVE_LINE_STRIP, v, 5); v[0].coord = l.position; v[1].coord = l.position + Math::Normalize(l.direction) * 100.0f; glEnable(GL_LINE_STIPPLE); glLineStipple(3.0, 0xFF); DrawPrimitive(PRIMITIVE_LINES, v, 2); glDisable(GL_LINE_STIPPLE); } } } glLineWidth(1.0f); glEnable(GL_LIGHTING); glDepthMask(GL_TRUE); glEnable(GL_BLEND); m_worldMat = saveWorldMat; UpdateModelviewMatrix(); } bool CGLDevice::Create() { GetLogger()->Info("Creating CDevice\n"); static bool glewInited = false; if (!glewInited) { glewInited = true; glewExperimental = GL_TRUE; if (glewInit() != GLEW_OK) { GetLogger()->Error("GLEW initialization failed\n"); return false; } m_multitextureAvailable = glewIsSupported("GL_ARB_multitexture GL_ARB_texture_env_combine"); if (!m_multitextureAvailable) GetLogger()->Warn("GLEW reports multitexturing not supported - graphics quality will be degraded!\n"); if (m_config.vboMode == VBO_MODE_ENABLE) { GetLogger()->Info("VBO enabled by override - using VBOs\n"); SetVertexBufferType(VBT_VBO_CORE); } else if (m_config.vboMode == VBO_MODE_DISABLE) { GetLogger()->Info("VBO disabled by override - using display lists\n"); SetVertexBufferType(VBT_DISPLAY_LIST); } else { GetLogger()->Info("Auto-detecting VBO support\n"); // extracting OpenGL version const char *version = reinterpret_cast(glGetString(GL_VERSION)); int major = 0, minor = 0; sscanf(version, "%d.%d", &major, &minor); // detecting VBO ARB extension bool vboARB = glewIsSupported("GL_ARB_vertex_buffer_object"); // VBO is core OpenGL feature since 1.5 // everything below 1.5 means no VBO support if(major > 1 || minor > 4) { GetLogger()->Info("OpenGL %d.%d, VBO supported\n", major, minor); SetVertexBufferType(VBT_VBO_CORE); } else if(vboARB) // VBO ARB extension available { GetLogger()->Info("OpenGL %d.%d with GL_ARB_vertex_buffer_object, VBO supported\n", major, minor); SetVertexBufferType(VBT_VBO_ARB); } else // no VBO support { GetLogger()->Info("OpenGL %d.%d without GL_ARB_vertex_buffer_object, VBO not supported\n", major, minor); SetVertexBufferType(VBT_DISPLAY_LIST); } } } // This is mostly done in all modern hardware by default // DirectX doesn't even allow the option to turn off perspective correction anymore // So turn it on permanently glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // To avoid problems with scaling & lighting glEnable(GL_RESCALE_NORMAL); // Minimal depth bias to avoid Z-fighting SetDepthBias(0.001f); // Set just to be sure glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glViewport(0, 0, m_config.size.x, m_config.size.y); int numLights = 0; glGetIntegerv(GL_MAX_LIGHTS, &numLights); m_lights = std::vector(numLights, Light()); m_lightsEnabled = std::vector (numLights, false); int maxTextures = 0; glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxTextures); m_currentTextures = std::vector (maxTextures, Texture()); m_texturesEnabled = std::vector (maxTextures, false); m_textureStageParams = std::vector(maxTextures, TextureStageParams()); GetLogger()->Info("CDevice created successfully\n"); return true; } void CGLDevice::Destroy() { // Delete the remaining textures // Should not be strictly necessary, but just in case DestroyAllTextures(); m_lights.clear(); m_lightsEnabled.clear(); m_currentTextures.clear(); m_texturesEnabled.clear(); m_textureStageParams.clear(); } void CGLDevice::ConfigChanged(const GLDeviceConfig& newConfig) { m_config = newConfig; // Reset state m_lighting = false; Destroy(); Create(); } void CGLDevice::SetUseVbo(bool vboAvailable) { m_vboAvailable = vboAvailable; m_vertexBufferType = vboAvailable ? VBT_VBO_CORE : VBT_DISPLAY_LIST; } void CGLDevice::SetVertexBufferType(VertexBufferType type) { m_vertexBufferType = type; m_vboAvailable = (type != VBT_DISPLAY_LIST); } void CGLDevice::BeginScene() { Clear(); glMatrixMode(GL_PROJECTION); glLoadMatrixf(m_projectionMat.Array()); UpdateModelviewMatrix(); } void CGLDevice::EndScene() { } void CGLDevice::Clear() { glDepthMask(GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } void CGLDevice::SetTransform(TransformType type, const Math::Matrix &matrix) { if (type == TRANSFORM_WORLD) { m_worldMat = matrix; UpdateModelviewMatrix(); } else if (type == TRANSFORM_VIEW) { m_viewMat = matrix; UpdateModelviewMatrix(); } else if (type == TRANSFORM_PROJECTION) { m_projectionMat = matrix; glMatrixMode(GL_PROJECTION); glLoadMatrixf(m_projectionMat.Array()); } else { assert(false); } } void CGLDevice::UpdateModelviewMatrix() { m_modelviewMat = Math::MultiplyMatrices(m_viewMat, m_worldMat); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glScalef(1.0f, 1.0f, -1.0f); glMultMatrixf(m_modelviewMat.Array()); if (m_lighting) { for (int index = 0; index < static_cast( m_lights.size() ); ++index) UpdateLightPosition(index); } } void CGLDevice::SetMaterial(const Material &material) { m_material = material; glMaterialfv(GL_FRONT, GL_AMBIENT, m_material.ambient.Array()); glMaterialfv(GL_FRONT, GL_DIFFUSE, m_material.diffuse.Array()); glMaterialfv(GL_FRONT, 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( m_lights.size() )); m_lights[index] = light; // Indexing from GL_LIGHT0 should always work glLightfv(GL_LIGHT0 + index, GL_AMBIENT, const_cast(light.ambient.Array())); glLightfv(GL_LIGHT0 + index, GL_DIFFUSE, const_cast(light.diffuse.Array())); glLightfv(GL_LIGHT0 + index, GL_SPECULAR, const_cast(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( m_lights.size() )); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glScalef(1.0f, 1.0f, -1.0f); Math::Matrix mat = m_viewMat; mat.Set(1, 4, 0.0f); mat.Set(2, 4, 0.0f); mat.Set(3, 4, 0.0f); glMultMatrixf(mat.Array()); if (m_lights[index].type == LIGHT_SPOT) { GLfloat direction[4] = { -m_lights[index].direction.x, -m_lights[index].direction.y, -m_lights[index].direction.z, 1.0f }; glLightfv(GL_LIGHT0 + index, GL_SPOT_DIRECTION, direction); } if (m_lights[index].type == LIGHT_DIRECTIONAL) { GLfloat position[4] = { -m_lights[index].direction.x, -m_lights[index].direction.y, -m_lights[index].direction.z, 0.0f }; glLightfv(GL_LIGHT0 + index, GL_POSITION, position); } else { glLoadIdentity(); glScalef(1.0f, 1.0f, -1.0f); glMultMatrixf(m_viewMat.Array()); GLfloat position[4] = { m_lights[index].position.x, m_lights[index].position.y, m_lights[index].position.z, 1.0f }; glLightfv(GL_LIGHT0 + index, GL_POSITION, position); } glPopMatrix(); } void CGLDevice::SetLightEnabled(int index, bool enabled) { assert(index >= 0); assert(index < static_cast( 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 if (m_multitextureAvailable) glActiveTexture(GL_TEXTURE0); glEnable(GL_TEXTURE_2D); glGenTextures(1, &result.id); glBindTexture(GL_TEXTURE_2D, result.id); // Set params GLint minF = 0; if (params.minFilter == TEX_MIN_FILTER_NEAREST) minF = GL_NEAREST; else if (params.minFilter == TEX_MIN_FILTER_LINEAR) minF = GL_LINEAR; else if (params.minFilter == TEX_MIN_FILTER_NEAREST_MIPMAP_NEAREST) minF = GL_NEAREST_MIPMAP_NEAREST; else if (params.minFilter == TEX_MIN_FILTER_LINEAR_MIPMAP_NEAREST) minF = GL_LINEAR_MIPMAP_NEAREST; else if (params.minFilter == TEX_MIN_FILTER_NEAREST_MIPMAP_LINEAR) minF = GL_NEAREST_MIPMAP_LINEAR; else if (params.minFilter == TEX_MIN_FILTER_LINEAR_MIPMAP_LINEAR) minF = GL_LINEAR_MIPMAP_LINEAR; else assert(false); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minF); GLint magF = 0; if (params.magFilter == TEX_MAG_FILTER_NEAREST) magF = GL_NEAREST; else if (params.magFilter == TEX_MAG_FILTER_LINEAR) magF = GL_LINEAR; else assert(false); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magF); if (params.mipmap) glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); else glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE); bool convert = false; GLenum sourceFormat = 0; if (params.format == TEX_IMG_RGB) { sourceFormat = GL_RGB; result.alpha = false; } else if (params.format == TEX_IMG_BGR) { sourceFormat = GL_BGR; result.alpha = false; } else if (params.format == TEX_IMG_RGBA) { sourceFormat = GL_RGBA; result.alpha = true; } else if (params.format == TEX_IMG_BGRA) { sourceFormat = GL_BGRA; result.alpha = true; } else if (params.format == TEX_IMG_AUTO) { if (data->surface->format->BytesPerPixel == 4) { if ((data->surface->format->Amask == 0xFF000000) && (data->surface->format->Rmask == 0x00FF0000) && (data->surface->format->Gmask == 0x0000FF00) && (data->surface->format->Bmask == 0x000000FF)) { sourceFormat = GL_BGRA; result.alpha = true; } else if ((data->surface->format->Amask == 0xFF000000) && (data->surface->format->Bmask == 0x00FF0000) && (data->surface->format->Gmask == 0x0000FF00) && (data->surface->format->Rmask == 0x000000FF)) { sourceFormat = GL_RGBA; result.alpha = true; } else { sourceFormat = GL_RGBA; convert = true; } } else if (data->surface->format->BytesPerPixel == 3) { if ((data->surface->format->Rmask == 0xFF0000) && (data->surface->format->Gmask == 0x00FF00) && (data->surface->format->Bmask == 0x0000FF)) { sourceFormat = GL_BGR; result.alpha = false; } else if ((data->surface->format->Bmask == 0xFF0000) && (data->surface->format->Gmask == 0x00FF00) && (data->surface->format->Rmask == 0x0000FF)) { sourceFormat = GL_RGB; result.alpha = false; } else { sourceFormat = GL_RGBA; convert = true; } } else { GetLogger()->Error("Unknown data surface format"); assert(false); } } else assert(false); SDL_Surface* actualSurface = data->surface; SDL_Surface* convertedSurface = nullptr; if (convert) { SDL_PixelFormat format; format.BytesPerPixel = 4; format.BitsPerPixel = 32; format.alpha = 0; format.colorkey = 0; format.Aloss = format.Bloss = format.Gloss = format.Rloss = 0; format.Amask = 0xFF000000; format.Ashift = 24; format.Bmask = 0x00FF0000; format.Bshift = 16; format.Gmask = 0x0000FF00; format.Gshift = 8; format.Rmask = 0x000000FF; format.Rshift = 0; format.palette = nullptr; convertedSurface = SDL_ConvertSurface(data->surface, &format, SDL_SWSURFACE); if (convertedSurface != nullptr) actualSurface = convertedSurface; } glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, actualSurface->w, actualSurface->h, 0, sourceFormat, GL_UNSIGNED_BYTE, actualSurface->pixels); SDL_FreeSurface(convertedSurface); // 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; } void CGLDevice::DestroyTexture(const Texture &texture) { // Unbind the texture if in use anywhere for (int index = 0; index < static_cast( m_currentTextures.size() ); ++index) { if (m_currentTextures[index] == texture) SetTexture(index, Texture()); // set to invalid texture } glDeleteTextures(1, &texture.id); auto it = m_allTextures.find(texture); if (it != m_allTextures.end()) m_allTextures.erase(it); } void CGLDevice::DestroyAllTextures() { // Unbind all texture stages for (int index = 0; index < static_cast( m_currentTextures.size() ); ++index) SetTexture(index, Texture()); for (auto it = m_allTextures.begin(); it != m_allTextures.end(); ++it) glDeleteTextures(1, &(*it).id); m_allTextures.clear(); } int 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( m_currentTextures.size() )); bool same = m_currentTextures[index].id == texture.id; m_currentTextures[index] = texture; // remember the new value if (!m_multitextureAvailable && index != 0) return; if (same) return; // nothing to do if (m_multitextureAvailable) glActiveTexture(GL_TEXTURE0 + 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( m_currentTextures.size() )); if (m_currentTextures[index].id == textureId) return; // nothing to do m_currentTextures[index].id = textureId; if (!m_multitextureAvailable && index != 0) return; if (m_multitextureAvailable) glActiveTexture(GL_TEXTURE0 + 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( m_currentTextures.size() )); bool same = m_texturesEnabled[index] == enabled; m_texturesEnabled[index] = enabled; if (same) return; // nothing to do if (!m_multitextureAvailable && index != 0) return; if (m_multitextureAvailable) glActiveTexture(GL_TEXTURE0 + 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( m_currentTextures.size() )); // Remember the settings m_textureStageParams[index] = params; UpdateTextureParams(index); } void CGLDevice::UpdateTextureParams(int index) { assert(index >= 0 && index < static_cast( m_currentTextures.size() )); if (!m_multitextureAvailable && index != 0) return; // Don't actually do anything if texture not set if (! m_currentTextures[index].Valid()) return; const TextureStageParams ¶ms = m_textureStageParams[index]; if (m_multitextureAvailable) glActiveTexture(GL_TEXTURE0 + index); if (params.wrapS == TEX_WRAP_CLAMP) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); 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); else if (params.wrapT == TEX_WRAP_REPEAT) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); else assert(false); // Texture env setting is silly without multitexturing if (!m_multitextureAvailable) return; 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_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_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_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_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::SetTextureStageWrap(int index, TexWrapMode wrapS, TexWrapMode wrapT) { assert(index >= 0 && index < static_cast( 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; if (!m_multitextureAvailable && index != 0) return; if (m_multitextureAvailable) glActiveTexture(GL_TEXTURE0 + index); if (wrapS == TEX_WRAP_CLAMP) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); 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); else if (wrapT == TEX_WRAP_REPEAT) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); else assert(false); } GLenum TranslateGfxPrimitive(PrimitiveType type) { GLenum flag = 0; switch (type) { case PRIMITIVE_POINTS: flag = GL_POINTS; break; case PRIMITIVE_LINES: flag = GL_LINES; break; case PRIMITIVE_LINE_STRIP: flag = GL_LINE_STRIP; break; case PRIMITIVE_TRIANGLES: flag = GL_TRIANGLES; break; case PRIMITIVE_TRIANGLE_STRIP: flag = GL_TRIANGLE_STRIP; break; default: assert(false); break; } return flag; } void CGLDevice::DrawPrimitive(PrimitiveType type, const Vertex *vertices, int vertexCount, Color color) { Vertex* vs = const_cast(vertices); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, sizeof(Vertex), reinterpret_cast(&vs[0].coord)); glEnableClientState(GL_NORMAL_ARRAY); glNormalPointer(GL_FLOAT, sizeof(Vertex), reinterpret_cast(&vs[0].normal)); if (m_multitextureAvailable) glClientActiveTexture(GL_TEXTURE0); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), reinterpret_cast(&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(vertices); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, sizeof(VertexTex2), reinterpret_cast(&vs[0].coord)); glEnableClientState(GL_NORMAL_ARRAY); glNormalPointer(GL_FLOAT, sizeof(VertexTex2), reinterpret_cast(&vs[0].normal)); if (m_multitextureAvailable) glClientActiveTexture(GL_TEXTURE0); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(VertexTex2), reinterpret_cast(&vs[0].texCoord)); if (m_multitextureAvailable) { glClientActiveTexture(GL_TEXTURE1); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(VertexTex2), reinterpret_cast(&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 if (m_multitextureAvailable) { glClientActiveTexture(GL_TEXTURE0); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } } void CGLDevice::DrawPrimitive(PrimitiveType type, const VertexCol *vertices, int vertexCount) { VertexCol* vs = const_cast(vertices); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, sizeof(VertexCol), reinterpret_cast(&vs[0].coord)); glEnableClientState(GL_COLOR_ARRAY); glColorPointer(4, GL_FLOAT, sizeof(VertexCol), reinterpret_cast(&vs[0].color)); glDrawArrays(TranslateGfxPrimitive(type), 0, vertexCount); 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(nullptr) + offsetof(Vertex, coord)); glEnableClientState(GL_NORMAL_ARRAY); glNormalPointer(GL_FLOAT, sizeof(Vertex), static_cast(nullptr) + offsetof(Vertex, normal)); if (m_multitextureAvailable) glClientActiveTexture(GL_TEXTURE0); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), static_cast(nullptr) + offsetof(Vertex, texCoord)); } else if ((*it).second.vertexType == VERTEX_TYPE_TEX2) { glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, sizeof(VertexTex2), static_cast(nullptr) + offsetof(VertexTex2, coord)); glEnableClientState(GL_NORMAL_ARRAY); glNormalPointer(GL_FLOAT, sizeof(VertexTex2), static_cast(nullptr) + offsetof(VertexTex2, normal)); if (m_multitextureAvailable) glClientActiveTexture(GL_TEXTURE0); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(VertexTex2), static_cast(nullptr) + offsetof(VertexTex2, texCoord)); if (m_multitextureAvailable) { glClientActiveTexture(GL_TEXTURE1); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(VertexTex2), static_cast(nullptr) + offsetof(VertexTex2, texCoord2)); } } else if ((*it).second.vertexType == VERTEX_TYPE_COL) { glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, sizeof(VertexCol), static_cast(nullptr) + offsetof(VertexCol, coord)); glEnableClientState(GL_COLOR_ARRAY); glColorPointer(4, GL_FLOAT, sizeof(VertexCol), static_cast(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 if (m_multitextureAvailable) { glClientActiveTexture(GL_TEXTURE0); 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); } } bool InPlane(Math::Vector normal, float originPlane, Math::Vector center, float radius) { float distance = originPlane + Math::DotProduct(normal, center); if (distance < -radius) return false; return true; } /* Based on libwine's implementation */ int CGLDevice::ComputeSphereVisibility(const Math::Vector ¢er, float radius) { Math::Matrix m; m = Math::MultiplyMatrices(m_worldMat, m); m = Math::MultiplyMatrices(m_viewMat, m); Math::Matrix sc; Math::LoadScaleMatrix(sc, Math::Vector(1.0f, 1.0f, -1.0f)); m = Math::MultiplyMatrices(sc, m); m = Math::MultiplyMatrices(m_projectionMat, m); Math::Vector vec[6]; float originPlane[6]; // Left plane vec[0].x = m.Get(4, 1) + m.Get(1, 1); vec[0].y = m.Get(4, 2) + m.Get(1, 2); vec[0].z = m.Get(4, 3) + m.Get(1, 3); float l1 = vec[0].Length(); vec[0].Normalize(); originPlane[0] = (m.Get(4, 4) + m.Get(1, 4)) / l1; // Right plane vec[1].x = m.Get(4, 1) - m.Get(1, 1); vec[1].y = m.Get(4, 2) - m.Get(1, 2); vec[1].z = m.Get(4, 3) - m.Get(1, 3); float l2 = vec[1].Length(); vec[1].Normalize(); originPlane[1] = (m.Get(4, 4) - m.Get(1, 4)) / l2; // Bottom plane vec[2].x = m.Get(4, 1) + m.Get(2, 1); vec[2].y = m.Get(4, 2) + m.Get(2, 2); vec[2].z = m.Get(4, 3) + m.Get(2, 3); float l3 = vec[2].Length(); vec[2].Normalize(); originPlane[2] = (m.Get(4, 4) + m.Get(2, 4)) / l3; // Top plane vec[3].x = m.Get(4, 1) - m.Get(2, 1); vec[3].y = m.Get(4, 2) - m.Get(2, 2); vec[3].z = m.Get(4, 3) - m.Get(2, 3); float l4 = vec[3].Length(); vec[3].Normalize(); originPlane[3] = (m.Get(4, 4) - m.Get(2, 4)) / l4; // Front plane vec[4].x = m.Get(4, 1) + m.Get(3, 1); vec[4].y = m.Get(4, 2) + m.Get(3, 2); vec[4].z = m.Get(4, 3) + m.Get(3, 3); float l5 = vec[4].Length(); vec[4].Normalize(); originPlane[4] = (m.Get(4, 4) + m.Get(3, 4)) / l5; // Back plane vec[5].x = m.Get(4, 1) - m.Get(3, 1); vec[5].y = m.Get(4, 2) - m.Get(3, 2); vec[5].z = m.Get(4, 3) - m.Get(3, 3); float l6 = vec[5].Length(); vec[5].Normalize(); originPlane[5] = (m.Get(4, 4) - m.Get(3, 4)) / l6; int result = 0; if (InPlane(vec[0], originPlane[0], center, radius)) result |= FRUSTUM_PLANE_LEFT; if (InPlane(vec[1], originPlane[1], center, radius)) result |= FRUSTUM_PLANE_RIGHT; if (InPlane(vec[2], originPlane[2], center, radius)) result |= FRUSTUM_PLANE_BOTTOM; if (InPlane(vec[3], originPlane[3], center, radius)) result |= FRUSTUM_PLANE_TOP; if (InPlane(vec[4], originPlane[4], center, radius)) result |= FRUSTUM_PLANE_FRONT; if (InPlane(vec[5], originPlane[5], center, radius)) result |= FRUSTUM_PLANE_BACK; return result; } void 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) { for (int index = 0; index < static_cast( m_lights.size() ); ++index) UpdateLightPosition(index); } 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; default: assert(false); break; } if (enabled) glEnable(flag); else glDisable(flag); } CompFunc TranslateGLCompFunc(GLenum flag) { switch (flag) { case GL_NEVER: return COMP_FUNC_NEVER; case GL_LESS: return COMP_FUNC_LESS; case GL_EQUAL: return COMP_FUNC_EQUAL; case GL_NOTEQUAL: return COMP_FUNC_NOTEQUAL; case GL_LEQUAL: return COMP_FUNC_LEQUAL; case GL_GREATER: return COMP_FUNC_GREATER; case GL_GEQUAL: return COMP_FUNC_GEQUAL; case GL_ALWAYS: return COMP_FUNC_ALWAYS; default: assert(false); break; } return COMP_FUNC_NEVER; } GLenum TranslateGfxCompFunc(CompFunc func) { switch (func) { case COMP_FUNC_NEVER: return GL_NEVER; case COMP_FUNC_LESS: return GL_LESS; case COMP_FUNC_EQUAL: return GL_EQUAL; case COMP_FUNC_NOTEQUAL: return GL_NOTEQUAL; case COMP_FUNC_LEQUAL: return GL_LEQUAL; case COMP_FUNC_GREATER: return GL_GREATER; case COMP_FUNC_GEQUAL: return GL_GEQUAL; case COMP_FUNC_ALWAYS: return GL_ALWAYS; default: assert(false); break; } return 0; } void CGLDevice::SetDepthTestFunc(CompFunc func) { glDepthFunc(TranslateGfxCompFunc(func)); } void CGLDevice::SetDepthBias(float factor) { glPolygonOffset(factor, 0.0f); } void CGLDevice::SetAlphaTestFunc(CompFunc func, float refValue) { glAlphaFunc(TranslateGfxCompFunc(func), refValue); } BlendFunc TranslateGLBlendFunc(GLenum flag) { switch (flag) { case GL_ZERO: return BLEND_ZERO; case GL_ONE: return BLEND_ONE; case GL_SRC_COLOR: return BLEND_SRC_COLOR; case GL_ONE_MINUS_SRC_COLOR: return BLEND_INV_SRC_COLOR; case GL_DST_COLOR: return BLEND_DST_COLOR; case GL_ONE_MINUS_DST_COLOR: return BLEND_INV_DST_COLOR; case GL_SRC_ALPHA: return BLEND_SRC_ALPHA; case GL_ONE_MINUS_SRC_ALPHA: return BLEND_INV_SRC_ALPHA; case GL_DST_ALPHA: return BLEND_DST_ALPHA; case GL_ONE_MINUS_DST_ALPHA: return BLEND_INV_DST_ALPHA; case GL_SRC_ALPHA_SATURATE: return BLEND_SRC_ALPHA_SATURATE; default: assert(false); break; } return BLEND_ZERO; } GLenum TranslateGfxBlendFunc(BlendFunc func) { switch (func) { case BLEND_ZERO: return GL_ZERO; case BLEND_ONE: return GL_ONE; case BLEND_SRC_COLOR: return GL_SRC_COLOR; case BLEND_INV_SRC_COLOR: return GL_ONE_MINUS_SRC_COLOR; case BLEND_DST_COLOR: return GL_DST_COLOR; case BLEND_INV_DST_COLOR: return GL_ONE_MINUS_DST_COLOR; case BLEND_SRC_ALPHA: return GL_SRC_ALPHA; case BLEND_INV_SRC_ALPHA: return GL_ONE_MINUS_SRC_ALPHA; case BLEND_DST_ALPHA: return GL_DST_ALPHA; case BLEND_INV_DST_ALPHA: return GL_ONE_MINUS_DST_ALPHA; case BLEND_SRC_ALPHA_SATURATE: return GL_SRC_ALPHA_SATURATE; default: assert(false); break; } return 0; } 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::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::GetFrameBufferPixels()const{ GLubyte* pixels = new GLubyte[4 * m_config.size.x * m_config.size.y]; glReadPixels(0, 0, m_config.size.x, m_config.size.y, GL_RGBA, GL_UNSIGNED_BYTE, pixels); unsigned int* p = static_cast ( static_cast(pixels) ); for (int i = 0; i < m_config.size.x * m_config.size.y; ++i) p[i] |= 0xFF000000; return static_cast(p); } } // namespace Gfx