// * This file is part of the COLOBOT source code // * Copyright (C) 2012, Polish Portal of Colobot (PPC) // * // * This program is free software: you can redistribute it and/or modify // * it under the terms of the GNU General Public License as published by // * the Free Software Foundation, either version 3 of the License, or // * (at your option) any later version. // * // * This program is distributed in the hope that it will be useful, // * but WITHOUT ANY WARRANTY; without even the implied warranty of // * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // * GNU General Public License for more details. // * // * You should have received a copy of the GNU General Public License // * along with this program. If not, see http://www.gnu.org/licenses/. /** * \file graphics/opengl/gldevice.h * \brief OpenGL implementation - CGLDevice class */ #pragma once #include "graphics/core/device.h" #include #include #include #include // Graphics module namespace namespace Gfx { /** \enum VBOMode \brief VBO autodetect/override */ enum VBOMode { VBO_MODE_ENABLE, //! < override: enable VBO_MODE_DISABLE, //! < override: disable VBO_MODE_AUTO //! < autodetect }; /** \struct GLDeviceConfig \brief Additional config with OpenGL-specific settings */ struct GLDeviceConfig : public DeviceConfig { //! Size of red channel in bits int redSize; //! Size of green channel in bits int greenSize; //! Size of blue channel in bits int blueSize; //! Size of alpha channel in bits int alphaSize; //! Color depth in bits int depthSize; //! Force hardware acceleration (video mode set will fail on lack of hw accel) bool hardwareAccel; //! VBO override/autodetect VBOMode vboMode; //! Constructor calls LoadDefaults() GLDeviceConfig(); //! Loads the default values void LoadDefault(); }; struct GLDevicePrivate; /** \class CGLDevice \brief Implementation of CDevice interface in OpenGL Provides the concrete implementation of 3D device in OpenGL. This class should be initialized (by calling Initialize() ) only after setting the video mode by CApplication, once the OpenGL context is defined. Because of that, CGLDeviceConfig is outside the CDevice class and must be set in CApplication. */ class CGLDevice : public CDevice { public: CGLDevice(const GLDeviceConfig &config); virtual ~CGLDevice(); virtual void DebugHook(); virtual void DebugLights(); virtual bool Create(); virtual void Destroy(); void ConfigChanged(const GLDeviceConfig &newConfig); void SetUseVbo(bool useVbo); bool GetUseVbo(); virtual void BeginScene(); virtual void EndScene(); virtual void Clear(); virtual void SetTransform(TransformType type, const Math::Matrix &matrix); virtual const Math::Matrix& GetTransform(TransformType type); virtual void MultiplyTransform(TransformType type, const Math::Matrix &matrix); virtual void SetMaterial(const Material &material); virtual const Material& GetMaterial(); virtual int GetMaxLightCount(); virtual void SetLight(int index, const Light &light); virtual const Light& GetLight(int index); virtual void SetLightEnabled(int index, bool enabled); virtual bool GetLightEnabled(int index); virtual Texture CreateTexture(CImage *image, const TextureCreateParams ¶ms); virtual Texture CreateTexture(ImageData *data, const TextureCreateParams ¶ms); virtual void DestroyTexture(const Texture &texture); virtual void DestroyAllTextures(); virtual int GetMaxTextureStageCount(); virtual void SetTexture(int index, const Texture &texture); virtual void SetTexture(int index, unsigned int textureId); virtual Texture GetTexture(int index); virtual void SetTextureEnabled(int index, bool enabled); virtual bool GetTextureEnabled(int index); virtual void SetTextureStageParams(int index, const TextureStageParams ¶ms); virtual TextureStageParams GetTextureStageParams(int index); virtual void SetTextureStageWrap(int index, Gfx::TexWrapMode wrapS, Gfx::TexWrapMode wrapT); virtual void DrawPrimitive(PrimitiveType type, const Vertex *vertices , int vertexCount, Color color = Color(1.0f, 1.0f, 1.0f, 1.0f)); virtual void DrawPrimitive(PrimitiveType type, const VertexTex2 *vertices, int vertexCount, Color color = Color(1.0f, 1.0f, 1.0f, 1.0f)); virtual void DrawPrimitive(PrimitiveType type, const VertexCol *vertices , int vertexCount); virtual unsigned int CreateStaticBuffer(PrimitiveType primitiveType, const Vertex* vertices, int vertexCount); virtual unsigned int CreateStaticBuffer(PrimitiveType primitiveType, const VertexTex2* vertices, int vertexCount); virtual unsigned int CreateStaticBuffer(PrimitiveType primitiveType, const VertexCol* vertices, int vertexCount); virtual void UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const Vertex* vertices, int vertexCount); virtual void UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const VertexTex2* vertices, int vertexCount); virtual void UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primitiveType, const VertexCol* vertices, int vertexCount); virtual void DrawStaticBuffer(unsigned int bufferId); virtual void DestroyStaticBuffer(unsigned int bufferId); virtual int ComputeSphereVisibility(const Math::Vector ¢er, float radius); virtual void SetRenderState(RenderState state, bool enabled); virtual bool GetRenderState(RenderState state); virtual void SetDepthTestFunc(CompFunc func); virtual CompFunc GetDepthTestFunc(); virtual void SetDepthBias(float factor); virtual float GetDepthBias(); virtual void SetAlphaTestFunc(CompFunc func, float refValue); virtual void GetAlphaTestFunc(CompFunc &func, float &refValue); virtual void SetBlendFunc(BlendFunc srcBlend, BlendFunc dstBlend); virtual void GetBlendFunc(BlendFunc &srcBlend, BlendFunc &dstBlend); virtual void SetClearColor(const Color &color); virtual Color GetClearColor(); virtual void SetGlobalAmbient(const Color &color); virtual Color GetGlobalAmbient(); virtual void SetFogParams(FogMode mode, const Color &color, float start, float end, float density); virtual void GetFogParams(FogMode &mode, Color &color, float &start, float &end, float &density); virtual void SetCullMode(CullMode mode); virtual CullMode GetCullMode(); virtual void SetShadeModel(ShadeModel model); virtual ShadeModel GetShadeModel(); virtual void SetFillMode(FillMode mode) ; virtual FillMode GetFillMode(); virtual void* GetFrameBufferPixels()const; private: //! Updates internal modelview matrix void UpdateModelviewMatrix(); //! Updates position for given light based on transformation matrices void UpdateLightPosition(int index); //! Updates the texture params for given texture stage void UpdateTextureParams(int index); private: //! Current config GLDeviceConfig m_config; //! Current world matrix Math::Matrix m_worldMat; //! Current view matrix Math::Matrix m_viewMat; //! OpenGL modelview matrix = world matrix * view matrix Math::Matrix m_modelviewMat; //! Current projection matrix Math::Matrix m_projectionMat; //! The current material Material m_material; //! Whether lighting is enabled bool m_lighting; //! Current lights std::vector m_lights; //! Current lights enable status std::vector m_lightsEnabled; //! Current textures; \c NULL value means unassigned std::vector m_currentTextures; //! Current texture stages enable status std::vector m_texturesEnabled; //! Current texture params std::vector m_textureStageParams; //! Set of all created textures std::set m_allTextures; //! Type of vertex structure enum VertexType { VERTEX_TYPE_NORMAL, VERTEX_TYPE_TEX2, VERTEX_TYPE_COL, }; //! Info about static VBO buffers struct VboObjectInfo { PrimitiveType primitiveType; unsigned int bufferId; VertexType vertexType; int vertexCount; }; //! Whether to use multitexturing bool m_multitextureAvailable; //! Whether to use VBOs or display lists bool m_vboAvailable; //! Map of saved VBO objects std::map m_vboObjects; //! Last ID of VBO object unsigned int m_lastVboId; }; } // namespace Gfx