2428 lines
70 KiB
C++
2428 lines
70 KiB
C++
// Copyright (C) 2002-2007 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "IrrCompileConfig.h"
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#include "COpenGLDriver.h"
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#ifdef _IRR_COMPILE_WITH_OPENGL_
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#include "COpenGLTexture.h"
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#include "COpenGLMaterialRenderer.h"
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#include "COpenGLShaderMaterialRenderer.h"
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#include "COpenGLSLMaterialRenderer.h"
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#include "COpenGLNormalMapRenderer.h"
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#include "COpenGLParallaxMapRenderer.h"
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#include "CImage.h"
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#include "os.h"
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#ifdef _IRR_USE_SDL_DEVICE_
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#include <SDL/SDL.h>
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#endif
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namespace irr
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{
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namespace video
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{
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// -----------------------------------------------------------------------
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// WINDOWS CONSTRUCTOR
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// -----------------------------------------------------------------------
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#ifdef _IRR_USE_WINDOWS_DEVICE_
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//! Windows constructor and init code
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COpenGLDriver::COpenGLDriver(const core::dimension2d<s32>& screenSize, HWND window, bool fullscreen, bool stencilBuffer, io::IFileSystem* io, bool antiAlias)
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: CNullDriver(io, screenSize), COpenGLExtensionHandler(),
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CurrentRenderMode(ERM_NONE), ResetRenderStates(true), Transformation3DChanged(true),
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AntiAlias(antiAlias), RenderTargetTexture(0), LastSetLight(-1),
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CurrentRendertargetSize(0,0), ClockwiseWinding(true),
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HDc(0), Window(window), HRc(0)
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{
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#ifdef _DEBUG
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setDebugName("COpenGLDriver");
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#endif
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}
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//! inits the open gl driver
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bool COpenGLDriver::initDriver(const core::dimension2d<s32>& screenSize,
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HWND window, u32 bits, bool fullscreen, bool vsync, bool stencilBuffer)
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{
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static PIXELFORMATDESCRIPTOR pfd = {
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sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
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1, // Version Number
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PFD_DRAW_TO_WINDOW | // Format Must Support Window
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PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
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PFD_DOUBLEBUFFER, // Must Support Double Buffering
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PFD_TYPE_RGBA, // Request An RGBA Format
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bits, // Select Our Color Depth
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0, 0, 0, 0, 0, 0, // Color Bits Ignored
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0, // No Alpha Buffer
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0, // Shift Bit Ignored
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0, // No Accumulation Buffer
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0, 0, 0, 0, // Accumulation Bits Ignored
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24, // Z-Buffer (Depth Buffer)
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stencilBuffer ? 1 : 0, // Stencil Buffer Depth
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0, // No Auxiliary Buffer
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PFD_MAIN_PLANE, // Main Drawing Layer
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0, // Reserved
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0, 0, 0 // Layer Masks Ignored
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};
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for (u32 i=0; i<5; ++i)
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{
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if (i == 1)
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{
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if (stencilBuffer)
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os::Printer::log("Cannot create a GL device with stencil buffer, disabling stencil shadows.", ELL_WARNING);
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stencilBuffer = false;
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pfd.cStencilBits = 0;
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}
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else
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if (i == 2)
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{
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pfd.cDepthBits = 24;
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}
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if (i == 3) // might be checked twice, but shouldn't matter
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{
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pfd.cDepthBits = 16;
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}
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else
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if (i == 4)
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{
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os::Printer::log("Cannot create a GL device context.", ELL_ERROR);
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return false;
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}
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// get hdc
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if (!(HDc=GetDC(window)))
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{
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os::Printer::log("Cannot create a GL device context.", ELL_ERROR);
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continue;
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}
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GLuint PixelFormat;
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// choose pixelformat
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if (!(PixelFormat = ChoosePixelFormat(HDc, &pfd)))
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{
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os::Printer::log("Cannot find a suitable pixelformat.", ELL_ERROR);
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continue;
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}
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// set pixel format
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if(!SetPixelFormat(HDc, PixelFormat, &pfd))
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{
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os::Printer::log("Cannot set the pixel format.", ELL_ERROR);
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continue;
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}
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// create rendering context
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if (!(HRc=wglCreateContext(HDc)))
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{
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os::Printer::log("Cannot create a GL rendering context.", ELL_ERROR);
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continue;
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}
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// activate rendering context
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if(!wglMakeCurrent(HDc, HRc))
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{
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os::Printer::log("Cannot activate GL rendering context", ELL_ERROR);
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continue;
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}
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break;
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}
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genericDriverInit(screenSize, stencilBuffer);
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// set vsync
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if (wglSwapIntervalEXT)
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wglSwapIntervalEXT(vsync ? 1 : 0);
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// set exposed data
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ExposedData.OpenGLWin32.HDc = reinterpret_cast<s32>(HDc);
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ExposedData.OpenGLWin32.HRc = reinterpret_cast<s32>(HRc);
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ExposedData.OpenGLWin32.HWnd = reinterpret_cast<s32>(Window);
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return true;
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}
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#endif //IRR_USE_WINDOWS_DEVICE_
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// -----------------------------------------------------------------------
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// MACOSX CONSTRUCTOR
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// -----------------------------------------------------------------------
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#ifdef MACOSX
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//! Windows constructor and init code
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COpenGLDriver::COpenGLDriver(const core::dimension2d<s32>& screenSize, bool fullscreen, bool stencilBuffer, CIrrDeviceMacOSX *device, io::IFileSystem* io, bool vsync, bool antiAlias)
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: CNullDriver(io, screenSize), COpenGLExtensionHandler(),
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CurrentRenderMode(ERM_NONE), ResetRenderStates(true), Transformation3DChanged(true),
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AntiAlias(antiAlias), RenderTargetTexture(0), LastSetLight(-1),
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CurrentRendertargetSize(0,0), ClockwiseWinding(true), _device(device)
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{
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#ifdef _DEBUG
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setDebugName("COpenGLDriver");
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#endif
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genericDriverInit(screenSize, stencilBuffer);
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}
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#endif
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// -----------------------------------------------------------------------
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// LINUX CONSTRUCTOR
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// -----------------------------------------------------------------------
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#ifdef _IRR_USE_LINUX_DEVICE_
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//! Linux constructor and init code
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COpenGLDriver::COpenGLDriver(const core::dimension2d<s32>& screenSize, bool fullscreen, bool stencilBuffer, io::IFileSystem* io, bool vsync, bool antiAlias)
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: CNullDriver(io, screenSize), COpenGLExtensionHandler(),
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CurrentRenderMode(ERM_NONE), ResetRenderStates(true),
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Transformation3DChanged(true), AntiAlias(antiAlias),
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RenderTargetTexture(0), LastSetLight(-1), CurrentRendertargetSize(0,0),
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ClockwiseWinding(true)
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{
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#ifdef _DEBUG
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setDebugName("COpenGLDriver");
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#endif
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XWindow = glXGetCurrentDrawable();
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XDisplay = glXGetCurrentDisplay();
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ExposedData.OpenGLLinux.X11Display = XDisplay;
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ExposedData.OpenGLLinux.X11Window = XWindow;
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genericDriverInit(screenSize, stencilBuffer);
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// set vsync
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#ifdef GLX_SGI_swap_control
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#ifdef _IRR_OPENGL_USE_EXTPOINTER_
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if (vsync && glxSwapIntervalSGI)
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glxSwapIntervalSGI(1);
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#else
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if (vsync)
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glXSwapIntervalSGI(1);
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#endif
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#endif
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}
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#endif // _IRR_USE_LINUX_DEVICE_
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// -----------------------------------------------------------------------
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// SDL CONSTRUCTOR
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// -----------------------------------------------------------------------
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#ifdef _IRR_USE_SDL_DEVICE_
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//! SDL constructor and init code
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COpenGLDriver::COpenGLDriver(const core::dimension2d<s32>& screenSize, bool fullscreen, bool stencilBuffer, io::IFileSystem* io, bool vsync, bool antiAlias)
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: CNullDriver(io, screenSize), COpenGLExtensionHandler(),
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CurrentRenderMode(ERM_NONE), ResetRenderStates(true),
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Transformation3DChanged(true), AntiAlias(antiAlias),
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RenderTargetTexture(0), LastSetLight(-1), CurrentRendertargetSize(0,0),
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ClockwiseWinding(true)
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{
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#ifdef _DEBUG
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setDebugName("COpenGLDriver");
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#endif
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genericDriverInit(screenSize, stencilBuffer);
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}
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#endif // _IRR_USE_SDL_DEVICE_
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//! destructor
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COpenGLDriver::~COpenGLDriver()
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{
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deleteMaterialRenders();
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// I get a blue screen on my laptop, when I do not delete the
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// textures manually before releasing the dc. Oh how I love this.
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deleteAllTextures();
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#ifdef _IRR_USE_WINDOWS_DEVICE_
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if (HRc)
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{
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if (!wglMakeCurrent(0, 0))
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os::Printer::log("Release of dc and rc failed.", ELL_WARNING);
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if (!wglDeleteContext(HRc))
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os::Printer::log("Release of rendering context failed.", ELL_WARNING);
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}
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if (HDc)
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ReleaseDC(Window, HDc);
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#endif
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}
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// -----------------------------------------------------------------------
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// METHODS
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// -----------------------------------------------------------------------
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bool COpenGLDriver::genericDriverInit(const core::dimension2d<s32>& screenSize, bool stencilBuffer)
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{
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Name=L"OpenGL ";
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Name.append(glGetString(GL_VERSION));
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s32 pos=Name.findNext(L' ', 7);
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if (pos != -1)
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Name=Name.subString(0, pos);
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printVersion();
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// print renderer information
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const GLubyte* renderer = glGetString(GL_RENDERER);
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const GLubyte* vendor = glGetString(GL_VENDOR);
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if (renderer && vendor)
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os::Printer::log(reinterpret_cast<const c8*>(renderer), reinterpret_cast<const c8*>(vendor), ELL_INFORMATION);
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for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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CurrentTexture[i]=0;
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// load extensions
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initExtensions(stencilBuffer);
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if (queryFeature(EVDF_ARB_GLSL))
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{
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char buf[32];
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const u32 maj = ShaderLanguageVersion/100;
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snprintf(buf, 32, "%u.%u", maj, ShaderLanguageVersion-maj*100);
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os::Printer::log("GLSL version", buf, ELL_INFORMATION);
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}
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else
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os::Printer::log("GLSL not available.", ELL_INFORMATION);
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glViewport(0, 0, screenSize.Width, screenSize.Height); // Reset The Current Viewport
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setAmbientLight(SColorf(0.0f,0.0f,0.0f,0.0f));
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#ifdef GL_EXT_separate_specular_color
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if (SeparateSpecularColorExtension)
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glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
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#endif
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glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
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glClearDepth(1.0);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glDepthFunc(GL_LEQUAL);
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glFrontFace( GL_CW );
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// currently disabled, because often in software, and thus very slow
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// glHint(GL_POINT_SMOOTH_HINT, GL_FASTEST);
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// glHint(GL_LINE_SMOOTH_HINT, GL_FASTEST);
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// glEnable(GL_POINT_SMOOTH);
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// glEnable(GL_LINE_SMOOTH);
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if (AntiAlias && MultiSamplingExtension)
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glEnable(GL_MULTISAMPLE_ARB);
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// create material renderers
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createMaterialRenderers();
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// set the renderstates
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ResetRenderStates = true;
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setRenderStates3DMode();
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// set fog mode
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setFog(FogColor, LinearFog, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
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return true;
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}
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void COpenGLDriver::createMaterialRenderers()
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{
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// create OpenGL material renderers
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addAndDropMaterialRenderer(new COpenGLMaterialRenderer_SOLID( this));
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addAndDropMaterialRenderer(new COpenGLMaterialRenderer_SOLID_2_LAYER( this));
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// add the same renderer for all lightmap types
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COpenGLMaterialRenderer_LIGHTMAP* lmr = new COpenGLMaterialRenderer_LIGHTMAP( this);
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP:
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP_ADD:
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M2:
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M4:
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING:
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M2:
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M4:
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lmr->drop();
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// add remaining material renderer
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addAndDropMaterialRenderer(new COpenGLMaterialRenderer_DETAIL_MAP( this));
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addAndDropMaterialRenderer(new COpenGLMaterialRenderer_SPHERE_MAP( this));
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addAndDropMaterialRenderer(new COpenGLMaterialRenderer_REFLECTION_2_LAYER( this));
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addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_ADD_COLOR( this));
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addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_ALPHA_CHANNEL( this));
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addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF( this));
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addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_VERTEX_ALPHA( this));
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addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER( this));
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// add normal map renderers
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s32 tmp = 0;
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video::IMaterialRenderer* renderer = 0;
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renderer = new COpenGLNormalMapRenderer(this, tmp, MaterialRenderers[EMT_SOLID].Renderer);
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renderer->drop();
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renderer = new COpenGLNormalMapRenderer(this, tmp, MaterialRenderers[EMT_TRANSPARENT_ADD_COLOR].Renderer);
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renderer->drop();
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renderer = new COpenGLNormalMapRenderer(this, tmp, MaterialRenderers[EMT_TRANSPARENT_VERTEX_ALPHA].Renderer);
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renderer->drop();
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// add parallax map renderers
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renderer = new COpenGLParallaxMapRenderer(this, tmp, MaterialRenderers[EMT_SOLID].Renderer);
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renderer->drop();
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renderer = new COpenGLParallaxMapRenderer(this, tmp, MaterialRenderers[EMT_TRANSPARENT_ADD_COLOR].Renderer);
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renderer->drop();
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renderer = new COpenGLParallaxMapRenderer(this, tmp, MaterialRenderers[EMT_TRANSPARENT_VERTEX_ALPHA].Renderer);
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renderer->drop();
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// add basic 1 texture blending
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addAndDropMaterialRenderer(new COpenGLMaterialRenderer_ONETEXTURE_BLEND(this));
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}
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//! presents the rendered scene on the screen, returns false if failed
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bool COpenGLDriver::endScene( s32 windowId, core::rect<s32>* sourceRect )
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{
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CNullDriver::endScene( windowId );
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#ifdef _IRR_USE_WINDOWS_DEVICE_
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return SwapBuffers(HDc) == TRUE;
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#elif defined(_IRR_USE_LINUX_DEVICE_)
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glXSwapBuffers(XDisplay, XWindow);
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return true;
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#elif defined(MACOSX)
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_device->flush();
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return true;
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#elif defined(_IRR_USE_SDL_DEVICE_)
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SDL_GL_SwapBuffers();
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return true;
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#else
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return false;
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#endif
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}
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//! clears the zbuffer
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bool COpenGLDriver::beginScene(bool backBuffer, bool zBuffer, SColor color)
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{
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CNullDriver::beginScene(backBuffer, zBuffer, color);
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GLbitfield mask = 0;
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if (backBuffer)
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{
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f32 inv = 1.0f / 255.0f;
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glClearColor(color.getRed() * inv, color.getGreen() * inv,
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color.getBlue() * inv, color.getAlpha() * inv);
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mask |= GL_COLOR_BUFFER_BIT;
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}
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if (zBuffer)
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{
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glDepthMask(GL_TRUE);
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mask |= GL_DEPTH_BUFFER_BIT;
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}
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glClear(mask);
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return true;
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}
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//! Returns the transformation set by setTransform
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const core::matrix4& COpenGLDriver::getTransform(E_TRANSFORMATION_STATE state)
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{
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return Matrices[state];
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}
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//! sets transformation
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void COpenGLDriver::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat)
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{
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GLfloat glmat[16];
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Matrices[state] = mat;
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Transformation3DChanged = true;
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switch(state)
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{
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case ETS_VIEW:
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case ETS_WORLD:
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// OpenGL only has a model matrix, view and world is not existent. so lets fake these two.
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createGLMatrix(glmat, Matrices[ETS_VIEW] * Matrices[ETS_WORLD]);
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(glmat);
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break;
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case ETS_PROJECTION:
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createGLMatrix(glmat, mat);
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// flip z to compensate OpenGLs right-hand coordinate system
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glmat[12] *= -1.0f;
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// in render targets, flip the screen
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if ( CurrentRendertargetSize.Width != 0 )
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{
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glmat[5] *= -1.0f;
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// because we flipped the screen, triangles are the wrong way around
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if (ClockwiseWinding)
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{
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glFrontFace(GL_CCW);
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ClockwiseWinding = false;
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}
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}
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else
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{
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if (!ClockwiseWinding)
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{
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glFrontFace(GL_CW);
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ClockwiseWinding = true;
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}
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}
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(glmat);
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break;
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case ETS_TEXTURE_0:
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case ETS_TEXTURE_1:
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case ETS_TEXTURE_2:
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case ETS_TEXTURE_3:
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if (MultiTextureExtension)
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extGlActiveTexture(GL_TEXTURE0_ARB + ( state - ETS_TEXTURE_0 ));
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glMatrixMode(GL_TEXTURE);
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if (mat.isIdentity())
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glLoadIdentity();
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else
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{
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createGLTextureMatrix(glmat, mat );
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glLoadMatrixf(glmat);
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}
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break;
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default:
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break;
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}
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}
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//! draws a vertex primitive list
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void COpenGLDriver::drawVertexPrimitiveList(const void* vertices, u32 vertexCount, const u16* indexList, u32 primitiveCount, E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType)
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{
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if (!primitiveCount || !vertexCount)
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return;
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if (!checkPrimitiveCount(primitiveCount))
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return;
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CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType);
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// convert colors to gl color format.
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|
vertexCount *= 4; //reused as color component count
|
|
ColorBuffer.set_used(vertexCount);
|
|
u32 i;
|
|
|
|
switch (vType)
|
|
{
|
|
case EVT_STANDARD:
|
|
{
|
|
const S3DVertex* p = reinterpret_cast<const S3DVertex*>(vertices);
|
|
for ( i=0; i<vertexCount; i+=4)
|
|
{
|
|
p->Color.toOpenGLColor(&ColorBuffer[i]);
|
|
++p;
|
|
}
|
|
}
|
|
break;
|
|
case EVT_2TCOORDS:
|
|
{
|
|
const S3DVertex2TCoords* p = reinterpret_cast<const S3DVertex2TCoords*>(vertices);
|
|
for ( i=0; i<vertexCount; i+=4)
|
|
{
|
|
p->Color.toOpenGLColor(&ColorBuffer[i]);
|
|
++p;
|
|
}
|
|
}
|
|
break;
|
|
case EVT_TANGENTS:
|
|
{
|
|
const S3DVertexTangents* p = reinterpret_cast<const S3DVertexTangents*>(vertices);
|
|
for ( i=0; i<vertexCount; i+=4)
|
|
{
|
|
p->Color.toOpenGLColor(&ColorBuffer[i]);
|
|
++p;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
// draw everything
|
|
|
|
setRenderStates3DMode();
|
|
|
|
if (MultiTextureExtension)
|
|
extGlClientActiveTexture(GL_TEXTURE0_ARB);
|
|
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
if (pType!=scene::EPT_POINTS)
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
if (pType!=scene::EPT_POINTS)
|
|
glEnableClientState(GL_NORMAL_ARRAY);
|
|
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
|
|
switch (vType)
|
|
{
|
|
case EVT_STANDARD:
|
|
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), &(reinterpret_cast<const S3DVertex*>(vertices))[0].Pos);
|
|
glNormalPointer(GL_FLOAT, sizeof(S3DVertex), &(reinterpret_cast<const S3DVertex*>(vertices))[0].Normal);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(reinterpret_cast<const S3DVertex*>(vertices))[0].TCoords);
|
|
break;
|
|
case EVT_2TCOORDS:
|
|
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex2TCoords), &(reinterpret_cast<const S3DVertex2TCoords*>(vertices))[0].Pos);
|
|
glNormalPointer(GL_FLOAT, sizeof(S3DVertex2TCoords), &(reinterpret_cast<const S3DVertex2TCoords*>(vertices))[0].Normal);
|
|
// texture coordinates
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(reinterpret_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords);
|
|
if (MultiTextureExtension)
|
|
{
|
|
extGlClientActiveTexture(GL_TEXTURE1_ARB);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(reinterpret_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords2);
|
|
}
|
|
break;
|
|
case EVT_TANGENTS:
|
|
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(reinterpret_cast<const S3DVertexTangents*>(vertices))[0].Pos);
|
|
glNormalPointer(GL_FLOAT, sizeof(S3DVertexTangents), &(reinterpret_cast<const S3DVertexTangents*>(vertices))[0].Normal);
|
|
// texture coordinates
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), &(reinterpret_cast<const S3DVertexTangents*>(vertices))[0].TCoords);
|
|
if (MultiTextureExtension)
|
|
{
|
|
extGlClientActiveTexture(GL_TEXTURE1_ARB);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(reinterpret_cast<const S3DVertexTangents*>(vertices))[0].Tangent);
|
|
|
|
extGlClientActiveTexture(GL_TEXTURE2_ARB);
|
|
glEnableClientState ( GL_TEXTURE_COORD_ARRAY );
|
|
glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(reinterpret_cast<const S3DVertexTangents*>(vertices))[0].Binormal);
|
|
}
|
|
break;
|
|
}
|
|
|
|
switch (pType)
|
|
{
|
|
case scene::EPT_POINTS:
|
|
glDrawArrays(GL_POINTS, 0, primitiveCount);
|
|
break;
|
|
case scene::EPT_LINE_STRIP:
|
|
glDrawElements(GL_LINE_STRIP, primitiveCount+1, GL_UNSIGNED_SHORT, indexList);
|
|
break;
|
|
case scene::EPT_LINE_LOOP:
|
|
glDrawElements(GL_LINE_LOOP, primitiveCount, GL_UNSIGNED_SHORT, indexList);
|
|
break;
|
|
case scene::EPT_LINES:
|
|
glDrawElements(GL_LINES, primitiveCount*2, GL_UNSIGNED_SHORT, indexList);
|
|
break;
|
|
case scene::EPT_TRIANGLE_STRIP:
|
|
glDrawElements(GL_TRIANGLE_STRIP, primitiveCount+2, GL_UNSIGNED_SHORT, indexList);
|
|
break;
|
|
case scene::EPT_TRIANGLE_FAN:
|
|
glDrawElements(GL_TRIANGLE_FAN, primitiveCount+2, GL_UNSIGNED_SHORT, indexList);
|
|
break;
|
|
case scene::EPT_TRIANGLES:
|
|
glDrawElements(GL_TRIANGLES, primitiveCount*3, GL_UNSIGNED_SHORT, indexList);
|
|
break;
|
|
case scene::EPT_QUAD_STRIP:
|
|
glDrawElements(GL_QUAD_STRIP, primitiveCount*2+2, GL_UNSIGNED_SHORT, indexList);
|
|
break;
|
|
case scene::EPT_QUADS:
|
|
glDrawElements(GL_QUADS, primitiveCount*4, GL_UNSIGNED_SHORT, indexList);
|
|
break;
|
|
case scene::EPT_POLYGON:
|
|
glDrawElements(GL_POLYGON, primitiveCount, GL_UNSIGNED_SHORT, indexList);
|
|
break;
|
|
}
|
|
|
|
glFlush();
|
|
|
|
if (MultiTextureExtension)
|
|
{
|
|
if (vType==EVT_TANGENTS)
|
|
{
|
|
extGlClientActiveTexture(GL_TEXTURE2_ARB);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
if (vType!=EVT_STANDARD)
|
|
{
|
|
extGlClientActiveTexture(GL_TEXTURE1_ARB);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
extGlClientActiveTexture(GL_TEXTURE0_ARB);
|
|
}
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
|
|
|
|
|
|
//! draws a 2d image, using a color and the alpha channel of the texture if
|
|
//! desired. The image is drawn at pos, clipped against clipRect (if != 0).
|
|
//! Only the subtexture defined by sourceRect is used.
|
|
void COpenGLDriver::draw2DImage(video::ITexture* texture,
|
|
const core::position2d<s32>& pos,
|
|
const core::rect<s32>& sourceRect,
|
|
const core::rect<s32>* clipRect, SColor color,
|
|
bool useAlphaChannelOfTexture)
|
|
{
|
|
if (!texture)
|
|
return;
|
|
|
|
if (!sourceRect.isValid())
|
|
return;
|
|
|
|
core::position2d<s32> targetPos(pos);
|
|
core::position2d<s32> sourcePos(sourceRect.UpperLeftCorner);
|
|
core::dimension2d<s32> sourceSize(sourceRect.getSize());
|
|
const core::dimension2d<s32>& renderTargetSize = getCurrentRenderTargetSize();
|
|
if (clipRect)
|
|
{
|
|
if (targetPos.X < clipRect->UpperLeftCorner.X)
|
|
{
|
|
sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;
|
|
if (sourceSize.Width <= 0)
|
|
return;
|
|
|
|
sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;
|
|
targetPos.X = clipRect->UpperLeftCorner.X;
|
|
}
|
|
|
|
if (targetPos.X + sourceSize.Width > clipRect->LowerRightCorner.X)
|
|
{
|
|
sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;
|
|
if (sourceSize.Width <= 0)
|
|
return;
|
|
}
|
|
|
|
if (targetPos.Y < clipRect->UpperLeftCorner.Y)
|
|
{
|
|
sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;
|
|
if (sourceSize.Height <= 0)
|
|
return;
|
|
|
|
sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;
|
|
targetPos.Y = clipRect->UpperLeftCorner.Y;
|
|
}
|
|
|
|
if (targetPos.Y + sourceSize.Height > clipRect->LowerRightCorner.Y)
|
|
{
|
|
sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;
|
|
if (sourceSize.Height <= 0)
|
|
return;
|
|
}
|
|
}
|
|
|
|
// clip these coordinates
|
|
|
|
if (targetPos.X<0)
|
|
{
|
|
sourceSize.Width += targetPos.X;
|
|
if (sourceSize.Width <= 0)
|
|
return;
|
|
|
|
sourcePos.X -= targetPos.X;
|
|
targetPos.X = 0;
|
|
}
|
|
|
|
if (targetPos.X + sourceSize.Width > renderTargetSize.Width)
|
|
{
|
|
sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;
|
|
if (sourceSize.Width <= 0)
|
|
return;
|
|
}
|
|
|
|
if (targetPos.Y<0)
|
|
{
|
|
sourceSize.Height += targetPos.Y;
|
|
if (sourceSize.Height <= 0)
|
|
return;
|
|
|
|
sourcePos.Y -= targetPos.Y;
|
|
targetPos.Y = 0;
|
|
}
|
|
|
|
if (targetPos.Y + sourceSize.Height > renderTargetSize.Height)
|
|
{
|
|
sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
|
|
if (sourceSize.Height <= 0)
|
|
return;
|
|
}
|
|
|
|
// ok, we've clipped everything.
|
|
// now draw it.
|
|
|
|
const core::dimension2d<s32>& ss = texture->getOriginalSize();
|
|
core::rect<f32> tcoords;
|
|
|
|
tcoords.UpperLeftCorner.X = sourcePos.X / static_cast<f32>(ss.Width);
|
|
tcoords.UpperLeftCorner.Y = sourcePos.Y / static_cast<f32>(ss.Height);
|
|
tcoords.LowerRightCorner.X = (sourcePos.X + sourceSize.Width) / static_cast<f32>(ss.Width);
|
|
tcoords.LowerRightCorner.Y = (sourcePos.Y + sourceSize.Height) / static_cast<f32>(ss.Height);
|
|
|
|
core::rect<s32> poss(targetPos, sourceSize);
|
|
core::rect<f32> npos;
|
|
f32 xFact = 2.0f / ( renderTargetSize.Width );
|
|
f32 yFact = 2.0f / ( renderTargetSize.Height );
|
|
|
|
npos.UpperLeftCorner.X = ( poss.UpperLeftCorner.X * xFact ) - 1.0f;
|
|
npos.UpperLeftCorner.Y = 1.0f - ( poss.UpperLeftCorner.Y * yFact );
|
|
npos.LowerRightCorner.X = ( poss.LowerRightCorner.X * xFact ) - 1.0f;
|
|
npos.LowerRightCorner.Y = 1.0f - ( poss.LowerRightCorner.Y * yFact );
|
|
|
|
setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
|
|
disableTextures(1);
|
|
if (!setTexture(0, texture))
|
|
return;
|
|
|
|
glColor4ub(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha());
|
|
glBegin(GL_QUADS);
|
|
|
|
glTexCoord2f(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
|
|
glVertex2f(npos.UpperLeftCorner.X, npos.UpperLeftCorner.Y);
|
|
|
|
glTexCoord2f(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
|
|
glVertex2f(npos.LowerRightCorner.X, npos.UpperLeftCorner.Y);
|
|
|
|
glTexCoord2f(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
|
|
glVertex2f(npos.LowerRightCorner.X, npos.LowerRightCorner.Y);
|
|
|
|
glTexCoord2f(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
|
|
glVertex2f(npos.UpperLeftCorner.X, npos.LowerRightCorner.Y);
|
|
|
|
glEnd();
|
|
}
|
|
|
|
|
|
|
|
//! draws a set of 2d images, using a color and the alpha channel of the
|
|
//! texture if desired. The images are drawn beginning at pos and concatenated
|
|
//! in one line. All drawings are clipped against clipRect (if != 0).
|
|
//! The subtextures are defined by the array of sourceRects and are chosen
|
|
//! by the indices given.
|
|
void COpenGLDriver::draw2DImage(video::ITexture* texture,
|
|
const core::position2d<s32>& pos,
|
|
const core::array<core::rect<s32> >& sourceRects,
|
|
const core::array<s32>& indices,
|
|
const core::rect<s32>* clipRect, SColor color,
|
|
bool useAlphaChannelOfTexture)
|
|
{
|
|
if (!texture)
|
|
return;
|
|
|
|
const core::dimension2d<s32>& renderTargetSize = getCurrentRenderTargetSize();
|
|
setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
|
|
disableTextures(1);
|
|
if (!setTexture(0, texture))
|
|
return;
|
|
|
|
glColor4ub(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha());
|
|
if (clipRect)
|
|
{
|
|
if (!clipRect->isValid())
|
|
return;
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glScissor(clipRect->UpperLeftCorner.X,renderTargetSize.Height-clipRect->LowerRightCorner.Y,
|
|
clipRect->getWidth(),clipRect->getHeight());
|
|
}
|
|
|
|
const core::dimension2d<s32>& ss = texture->getOriginalSize();
|
|
core::position2d<s32> targetPos(pos);
|
|
core::position2d<s32> sourcePos;
|
|
core::dimension2d<s32> sourceSize;
|
|
core::rect<f32> tcoords;
|
|
f32 xFact = 2.0f / ( renderTargetSize.Width );
|
|
f32 yFact = 2.0f / ( renderTargetSize.Height );
|
|
|
|
for (u32 i=0; i<indices.size(); ++i)
|
|
{
|
|
s32 currentIndex(indices[i]);
|
|
if (!sourceRects[currentIndex].isValid())
|
|
break;
|
|
sourcePos=sourceRects[currentIndex].UpperLeftCorner;
|
|
sourceSize=sourceRects[currentIndex].getSize();
|
|
|
|
tcoords.UpperLeftCorner.X = sourceRects[currentIndex].UpperLeftCorner.X / static_cast<f32>(ss.Width);
|
|
tcoords.UpperLeftCorner.Y = sourceRects[currentIndex].UpperLeftCorner.Y / static_cast<f32>(ss.Height);
|
|
tcoords.LowerRightCorner.X = sourceRects[currentIndex].LowerRightCorner.X / static_cast<f32>(ss.Width);
|
|
tcoords.LowerRightCorner.Y = sourceRects[currentIndex].LowerRightCorner.Y / static_cast<f32>(ss.Height);
|
|
|
|
core::rect<s32> poss(targetPos, sourceSize);
|
|
core::rect<f32> npos;
|
|
|
|
npos.UpperLeftCorner.X = ( poss.UpperLeftCorner.X * xFact ) - 1.0f;
|
|
npos.UpperLeftCorner.Y = 1.0f - ( poss.UpperLeftCorner.Y * yFact );
|
|
|
|
npos.LowerRightCorner.X = ( poss.LowerRightCorner.X * xFact ) - 1.0f;
|
|
npos.LowerRightCorner.Y = 1.0f - ( poss.LowerRightCorner.Y * yFact );
|
|
|
|
glBegin(GL_QUADS);
|
|
|
|
glTexCoord2f(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
|
|
glVertex2f(npos.UpperLeftCorner.X, npos.UpperLeftCorner.Y);
|
|
|
|
glTexCoord2f(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
|
|
glVertex2f(npos.LowerRightCorner.X, npos.UpperLeftCorner.Y);
|
|
|
|
glTexCoord2f(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
|
|
glVertex2f(npos.LowerRightCorner.X, npos.LowerRightCorner.Y);
|
|
|
|
glTexCoord2f(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
|
|
glVertex2f(npos.UpperLeftCorner.X, npos.LowerRightCorner.Y);
|
|
|
|
glEnd();
|
|
targetPos.X += sourceRects[currentIndex].getWidth();
|
|
}
|
|
if (clipRect)
|
|
glDisable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
|
|
|
|
void COpenGLDriver::draw2DImage(video::ITexture* texture, const core::rect<s32>& destRect,
|
|
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
|
|
video::SColor* colors, bool useAlphaChannelOfTexture)
|
|
{
|
|
if (!texture)
|
|
return;
|
|
|
|
const core::dimension2d<s32>& ss = texture->getOriginalSize();
|
|
core::rect<f32> tcoords;
|
|
tcoords.UpperLeftCorner.X = sourceRect.UpperLeftCorner.X / static_cast<f32>(ss.Width);
|
|
tcoords.UpperLeftCorner.Y = sourceRect.UpperLeftCorner.Y / static_cast<f32>(ss.Height);
|
|
tcoords.LowerRightCorner.X = sourceRect.LowerRightCorner.X / static_cast<f32>(ss.Width);
|
|
tcoords.LowerRightCorner.Y = sourceRect.LowerRightCorner.Y / static_cast<f32>(ss.Height);
|
|
|
|
const core::dimension2d<s32>& renderTargetSize = getCurrentRenderTargetSize();
|
|
core::rect<f32> npos;
|
|
const f32 xFact = 2.0f / renderTargetSize.Width;
|
|
const f32 yFact = 2.0f / renderTargetSize.Height;
|
|
npos.UpperLeftCorner.X = ( destRect.UpperLeftCorner.X * xFact ) - 1.0f;
|
|
npos.UpperLeftCorner.Y = 1.0f - ( destRect.UpperLeftCorner.Y * yFact );
|
|
npos.LowerRightCorner.X = ( destRect.LowerRightCorner.X * xFact ) - 1.0f;
|
|
npos.LowerRightCorner.Y = 1.0f - ( destRect.LowerRightCorner.Y * yFact );
|
|
|
|
video::SColor temp[4] =
|
|
{
|
|
0xFFFFFFFF,
|
|
0xFFFFFFFF,
|
|
0xFFFFFFFF,
|
|
0xFFFFFFFF
|
|
};
|
|
|
|
video::SColor* useColor = colors ? colors : temp;
|
|
|
|
setRenderStates2DMode(useColor[0].getAlpha()<255 || useColor[1].getAlpha()<255 || useColor[2].getAlpha()<255 || useColor[3].getAlpha()<255, true, useAlphaChannelOfTexture);
|
|
|
|
disableTextures(1);
|
|
setTexture(0, texture);
|
|
|
|
if (clipRect)
|
|
{
|
|
if (!clipRect->isValid())
|
|
return;
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glScissor(clipRect->UpperLeftCorner.X,renderTargetSize.Height-clipRect->LowerRightCorner.Y,
|
|
clipRect->getWidth(),clipRect->getHeight());
|
|
}
|
|
|
|
glBegin(GL_QUADS);
|
|
|
|
glColor4ub(useColor[0].getRed(), useColor[0].getGreen(), useColor[0].getBlue(), useColor[0].getAlpha());
|
|
glTexCoord2f(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
|
|
glVertex2f(npos.UpperLeftCorner.X, npos.UpperLeftCorner.Y);
|
|
|
|
glColor4ub(useColor[3].getRed(), useColor[3].getGreen(), useColor[3].getBlue(), useColor[3].getAlpha());
|
|
glTexCoord2f(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
|
|
glVertex2f(npos.LowerRightCorner.X, npos.UpperLeftCorner.Y);
|
|
|
|
glColor4ub(useColor[2].getRed(), useColor[2].getGreen(), useColor[2].getBlue(), useColor[2].getAlpha());
|
|
glTexCoord2f(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
|
|
glVertex2f(npos.LowerRightCorner.X, npos.LowerRightCorner.Y);
|
|
|
|
glColor4ub(useColor[1].getRed(), useColor[1].getGreen(), useColor[1].getBlue(), useColor[1].getAlpha());
|
|
glTexCoord2f(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
|
|
glVertex2f(npos.UpperLeftCorner.X, npos.LowerRightCorner.Y);
|
|
|
|
glEnd();
|
|
|
|
if (clipRect)
|
|
glDisable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
|
|
|
|
//! draw a 2d rectangle
|
|
void COpenGLDriver::draw2DRectangle(SColor color, const core::rect<s32>& position,
|
|
const core::rect<s32>* clip)
|
|
{
|
|
setRenderStates2DMode(color.getAlpha() < 255, false, false);
|
|
disableTextures();
|
|
|
|
core::rect<s32> pos = position;
|
|
|
|
if (clip)
|
|
pos.clipAgainst(*clip);
|
|
|
|
if (!pos.isValid())
|
|
return;
|
|
|
|
const core::dimension2d<s32>& renderTargetSize = getCurrentRenderTargetSize();
|
|
const s32 xPlus = renderTargetSize.Width/2;
|
|
const f32 xFact = 2.0f / renderTargetSize.Width;
|
|
|
|
const s32 yPlus = renderTargetSize.Height-(renderTargetSize.Height/2);
|
|
const f32 yFact = 2.0f / renderTargetSize.Height;
|
|
|
|
glColor4ub(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha());
|
|
glRectf((pos.UpperLeftCorner.X-xPlus) * xFact,
|
|
(yPlus-pos.UpperLeftCorner.Y) * yFact,
|
|
(pos.LowerRightCorner.X-xPlus) * xFact,
|
|
(yPlus-pos.LowerRightCorner.Y) * yFact);
|
|
}
|
|
|
|
|
|
|
|
//! draw an 2d rectangle
|
|
void COpenGLDriver::draw2DRectangle(const core::rect<s32>& position,
|
|
SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
|
|
const core::rect<s32>* clip)
|
|
{
|
|
core::rect<s32> pos = position;
|
|
|
|
if (clip)
|
|
pos.clipAgainst(*clip);
|
|
|
|
if (!pos.isValid())
|
|
return;
|
|
|
|
const core::dimension2d<s32>& renderTargetSize = getCurrentRenderTargetSize();
|
|
const s32 xPlus = renderTargetSize.Width/2;
|
|
const f32 xFact = 2.0f / renderTargetSize.Width;
|
|
|
|
const s32 yPlus = renderTargetSize.Height-(renderTargetSize.Height/2);
|
|
const f32 yFact = 2.0f / renderTargetSize.Height;
|
|
|
|
core::rect<f32> npos;
|
|
npos.UpperLeftCorner.X = (pos.UpperLeftCorner.X-xPlus) * xFact;
|
|
npos.UpperLeftCorner.Y = (yPlus-pos.UpperLeftCorner.Y) * yFact;
|
|
npos.LowerRightCorner.X = (pos.LowerRightCorner.X-xPlus) * xFact;
|
|
npos.LowerRightCorner.Y = (yPlus-pos.LowerRightCorner.Y) * yFact;
|
|
|
|
setRenderStates2DMode(colorLeftUp.getAlpha() < 255 ||
|
|
colorRightUp.getAlpha() < 255 ||
|
|
colorLeftDown.getAlpha() < 255 ||
|
|
colorRightDown.getAlpha() < 255, false, false);
|
|
|
|
disableTextures();
|
|
|
|
glBegin(GL_QUADS);
|
|
glColor4ub(colorLeftUp.getRed(), colorLeftUp.getGreen(),
|
|
colorLeftUp.getBlue(), colorLeftUp.getAlpha());
|
|
glVertex2f(npos.UpperLeftCorner.X, npos.UpperLeftCorner.Y);
|
|
|
|
glColor4ub(colorRightUp.getRed(), colorRightUp.getGreen(),
|
|
colorRightUp.getBlue(), colorRightUp.getAlpha());
|
|
glVertex2f(npos.LowerRightCorner.X, npos.UpperLeftCorner.Y);
|
|
|
|
glColor4ub(colorRightDown.getRed(), colorRightDown.getGreen(),
|
|
colorRightDown.getBlue(), colorRightDown.getAlpha());
|
|
glVertex2f(npos.LowerRightCorner.X, npos.LowerRightCorner.Y);
|
|
|
|
glColor4ub(colorLeftDown.getRed(), colorLeftDown.getGreen(),
|
|
colorLeftDown.getBlue(), colorLeftDown.getAlpha());
|
|
glVertex2f(npos.UpperLeftCorner.X, npos.LowerRightCorner.Y);
|
|
|
|
glEnd();
|
|
}
|
|
|
|
|
|
|
|
//! Draws a 2d line.
|
|
void COpenGLDriver::draw2DLine(const core::position2d<s32>& start,
|
|
const core::position2d<s32>& end,
|
|
SColor color)
|
|
{
|
|
// thanks to Vash TheStampede who sent in his implementation
|
|
|
|
const core::dimension2d<s32>& renderTargetSize = getCurrentRenderTargetSize();
|
|
const s32 xPlus = renderTargetSize.Width/2;
|
|
const f32 xFact = 2.0f / renderTargetSize.Width;
|
|
|
|
const s32 yPlus = renderTargetSize.Height-(renderTargetSize.Height/2);
|
|
const f32 yFact = 2.0f / renderTargetSize.Height;
|
|
|
|
core::position2d<f32> npos_start;
|
|
npos_start.X = (start.X - xPlus) * xFact;
|
|
npos_start.Y = (yPlus - start.Y) * yFact;
|
|
|
|
core::position2d<f32> npos_end;
|
|
npos_end.X = (end.X - xPlus) * xFact;
|
|
npos_end.Y = (yPlus - end.Y) * yFact;
|
|
|
|
setRenderStates2DMode(color.getAlpha() < 255, false, false);
|
|
disableTextures();
|
|
|
|
glBegin(GL_LINES);
|
|
glColor4ub(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha());
|
|
glVertex2f(npos_start.X, npos_start.Y);
|
|
glVertex2f(npos_end.X, npos_end.Y);
|
|
glEnd();
|
|
}
|
|
|
|
|
|
|
|
bool COpenGLDriver::setTexture(u32 stage, video::ITexture* texture)
|
|
{
|
|
if (stage >= MaxTextureUnits)
|
|
return false;
|
|
|
|
if (CurrentTexture[stage]==texture)
|
|
return true;
|
|
|
|
if (MultiTextureExtension)
|
|
extGlActiveTexture(GL_TEXTURE0_ARB + stage);
|
|
|
|
CurrentTexture[stage]=texture;
|
|
|
|
if (!texture)
|
|
{
|
|
glDisable(GL_TEXTURE_2D);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
if (texture->getDriverType() != EDT_OPENGL)
|
|
{
|
|
glDisable(GL_TEXTURE_2D);
|
|
os::Printer::log("Fatal Error: Tried to set a texture not owned by this driver.", ELL_ERROR);
|
|
return false;
|
|
}
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
glBindTexture(GL_TEXTURE_2D,
|
|
static_cast<COpenGLTexture*>(texture)->getOpenGLTextureName());
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
//! disables all textures beginning with the optional fromStage parameter. Otherwise all texture stages are disabled.
|
|
//! Returns whether disabling was successful or not.
|
|
bool COpenGLDriver::disableTextures(u32 fromStage)
|
|
{
|
|
bool result=true;
|
|
for (u32 i=fromStage; i<MaxTextureUnits; ++i)
|
|
result &= setTexture(i, 0);
|
|
return result;
|
|
}
|
|
|
|
|
|
|
|
//! creates a matrix in supplied GLfloat array to pass to OpenGL
|
|
inline void COpenGLDriver::createGLMatrix(GLfloat gl_matrix[16], const core::matrix4& m)
|
|
{
|
|
memcpy ( gl_matrix, m.pointer(), 16 * sizeof(f32) );
|
|
}
|
|
|
|
|
|
//! creates a opengltexturematrix from a D3D style texture matrix
|
|
inline void COpenGLDriver::createGLTextureMatrix(GLfloat *o, const core::matrix4& m)
|
|
{
|
|
o[0] = m[0];
|
|
o[1] = m[1];
|
|
o[2] = 0.f;
|
|
o[3] = 0.f;
|
|
|
|
o[4] = m[4];
|
|
o[5] = m[5];
|
|
o[6] = 0.f;
|
|
o[7] = 0.f;
|
|
|
|
o[8] = 0.f;
|
|
o[9] = 0.f;
|
|
o[10] = 1.f;
|
|
o[11] = 0.f;
|
|
|
|
o[12] = m[8];
|
|
o[13] = m[9];
|
|
o[14] = 0.f;
|
|
o[15] = 1.f;
|
|
}
|
|
|
|
|
|
//! returns a device dependent texture from a software surface (IImage)
|
|
video::ITexture* COpenGLDriver::createDeviceDependentTexture(IImage* surface, const char* name)
|
|
{
|
|
return new COpenGLTexture(surface, name, this);
|
|
}
|
|
|
|
//! Sets a material. All 3d drawing functions draw geometry now
|
|
//! using this material.
|
|
//! \param material: Material to be used from now on.
|
|
void COpenGLDriver::setMaterial(const SMaterial& material)
|
|
{
|
|
Material = material;
|
|
|
|
for (s32 i = MaxTextureUnits-1; i>= 0; --i)
|
|
{
|
|
setTransform ((E_TRANSFORMATION_STATE) ( ETS_TEXTURE_0 + i ),
|
|
material.getTextureMatrix(i));
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//! prints error if an error happened.
|
|
bool COpenGLDriver::testGLError()
|
|
{
|
|
#ifdef _DEBUG
|
|
GLenum g = glGetError();
|
|
switch(g)
|
|
{
|
|
case GL_NO_ERROR:
|
|
return false;
|
|
case GL_INVALID_ENUM:
|
|
os::Printer::log("GL_INVALID_ENUM", ELL_ERROR); break;
|
|
case GL_INVALID_VALUE:
|
|
os::Printer::log("GL_INVALID_VALUE", ELL_ERROR); break;
|
|
case GL_INVALID_OPERATION:
|
|
os::Printer::log("GL_INVALID_OPERATION", ELL_ERROR); break;
|
|
case GL_STACK_OVERFLOW:
|
|
os::Printer::log("GL_STACK_OVERFLOW", ELL_ERROR); break;
|
|
case GL_STACK_UNDERFLOW:
|
|
os::Printer::log("GL_STACK_UNDERFLOW", ELL_ERROR); break;
|
|
case GL_OUT_OF_MEMORY:
|
|
os::Printer::log("GL_OUT_OF_MEMORY", ELL_ERROR); break;
|
|
case GL_TABLE_TOO_LARGE:
|
|
os::Printer::log("GL_TABLE_TOO_LARGE", ELL_ERROR); break;
|
|
};
|
|
return true;
|
|
#endif
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
//! sets the needed renderstates
|
|
void COpenGLDriver::setRenderStates3DMode()
|
|
{
|
|
if (CurrentRenderMode != ERM_3D)
|
|
{
|
|
// Reset Texture Stages
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE );
|
|
glDisable(GL_ALPHA_TEST);
|
|
glDisable( GL_BLEND );
|
|
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_COLOR );
|
|
|
|
// switch back the matrices
|
|
GLfloat glmat[16];
|
|
|
|
createGLMatrix(glmat, Matrices[ETS_VIEW] * Matrices[ETS_WORLD]);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadMatrixf(glmat);
|
|
|
|
createGLMatrix(glmat, Matrices[ETS_PROJECTION]);
|
|
glmat[12] *= -1.0f;
|
|
|
|
// in render targets, flip the screen
|
|
if ( CurrentRendertargetSize.Width > 0 )
|
|
{
|
|
glmat[5] *= -1.0f;
|
|
// because we flipped the screen, triangles are the wrong way around
|
|
if (ClockwiseWinding)
|
|
{
|
|
glFrontFace(GL_CCW);
|
|
ClockwiseWinding = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!ClockwiseWinding)
|
|
{
|
|
glFrontFace(GL_CW);
|
|
ClockwiseWinding = true;
|
|
}
|
|
}
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadMatrixf(glmat);
|
|
|
|
ResetRenderStates = true;
|
|
}
|
|
|
|
if ( ResetRenderStates || LastMaterial != Material)
|
|
{
|
|
// unset old material
|
|
|
|
if (LastMaterial.MaterialType != Material.MaterialType &&
|
|
LastMaterial.MaterialType >= 0 && LastMaterial.MaterialType < static_cast<s32>(MaterialRenderers.size()))
|
|
MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
|
|
|
|
// set new material.
|
|
if (Material.MaterialType >= 0 && Material.MaterialType < static_cast<s32>(MaterialRenderers.size()))
|
|
MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial(
|
|
Material, LastMaterial, ResetRenderStates, this);
|
|
|
|
LastMaterial = Material;
|
|
ResetRenderStates = false;
|
|
}
|
|
|
|
if (Material.MaterialType >= 0 && Material.MaterialType < static_cast<s32>(MaterialRenderers.size()))
|
|
MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, video::EVT_STANDARD);
|
|
|
|
CurrentRenderMode = ERM_3D;
|
|
}
|
|
|
|
|
|
//! Can be called by an IMaterialRenderer to make its work easier.
|
|
void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial,
|
|
bool resetAllRenderStates)
|
|
{
|
|
if (resetAllRenderStates ||
|
|
lastmaterial.AmbientColor != material.AmbientColor ||
|
|
lastmaterial.DiffuseColor != material.DiffuseColor ||
|
|
lastmaterial.SpecularColor != material.SpecularColor ||
|
|
lastmaterial.EmissiveColor != material.EmissiveColor ||
|
|
lastmaterial.Shininess != material.Shininess)
|
|
{
|
|
GLfloat color[4];
|
|
|
|
const f32 inv = 1.0f / 255.0f;
|
|
|
|
color[0] = material.AmbientColor.getRed() * inv;
|
|
color[1] = material.AmbientColor.getGreen() * inv;
|
|
color[2] = material.AmbientColor.getBlue() * inv;
|
|
color[3] = material.AmbientColor.getAlpha() * inv;
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color);
|
|
|
|
color[0] = material.DiffuseColor.getRed() * inv;
|
|
color[1] = material.DiffuseColor.getGreen() * inv;
|
|
color[2] = material.DiffuseColor.getBlue() * inv;
|
|
color[3] = material.DiffuseColor.getAlpha() * inv;
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color);
|
|
|
|
// disable Specular colors if no shininess is set
|
|
if (material.Shininess != 0.0f)
|
|
{
|
|
#ifdef GL_EXT_separate_specular_color
|
|
if (SeparateSpecularColorExtension)
|
|
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
|
|
#endif
|
|
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.Shininess);
|
|
color[0] = material.SpecularColor.getRed() * inv;
|
|
color[1] = material.SpecularColor.getGreen() * inv;
|
|
color[2] = material.SpecularColor.getBlue() * inv;
|
|
color[3] = material.SpecularColor.getAlpha() * inv;
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color);
|
|
}
|
|
#ifdef GL_EXT_separate_specular_color
|
|
else
|
|
if (SeparateSpecularColorExtension)
|
|
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
|
|
#endif
|
|
|
|
color[0] = material.EmissiveColor.getRed() * inv;
|
|
color[1] = material.EmissiveColor.getGreen() * inv;
|
|
color[2] = material.EmissiveColor.getBlue() * inv;
|
|
color[3] = material.EmissiveColor.getAlpha() * inv;
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, color);
|
|
}
|
|
|
|
// Texture filter
|
|
// Has to be checked always because it depends on the textures
|
|
// Filtering has to be set for each texture layer
|
|
for (u32 i=0; i<MaxTextureUnits; ++i)
|
|
{
|
|
if (!material.Textures[i])
|
|
continue;
|
|
if (MultiTextureExtension)
|
|
extGlActiveTexture(GL_TEXTURE0_ARB + i);
|
|
else if (i>0)
|
|
break;
|
|
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
|
|
(material.BilinearFilter[i] || material.TrilinearFilter[i]) ? GL_LINEAR : GL_NEAREST);
|
|
|
|
if (material.Textures[i] && material.Textures[i]->hasMipMaps())
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
|
|
material.TrilinearFilter[i] ? GL_LINEAR_MIPMAP_LINEAR : material.BilinearFilter[i] ? GL_LINEAR_MIPMAP_NEAREST : GL_NEAREST_MIPMAP_NEAREST );
|
|
else
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
|
|
(material.BilinearFilter[i] || material.TrilinearFilter[i]) ? GL_LINEAR : GL_NEAREST);
|
|
|
|
#ifdef GL_EXT_texture_filter_anisotropic
|
|
if (AnisotropyExtension)
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
|
|
material.AnisotropicFilter[i] ? MaxAnisotropy : 1.0f );
|
|
#endif
|
|
}
|
|
|
|
// fillmode
|
|
if (resetAllRenderStates || lastmaterial.Wireframe != material.Wireframe || lastmaterial.PointCloud != material.PointCloud)
|
|
glPolygonMode(GL_FRONT_AND_BACK, material.Wireframe ? GL_LINE : material.PointCloud? GL_POINT : GL_FILL);
|
|
|
|
// shademode
|
|
|
|
if (resetAllRenderStates || lastmaterial.GouraudShading != material.GouraudShading)
|
|
{
|
|
if (material.GouraudShading)
|
|
glShadeModel(GL_SMOOTH);
|
|
else
|
|
glShadeModel(GL_FLAT);
|
|
}
|
|
|
|
// lighting
|
|
|
|
if (resetAllRenderStates || lastmaterial.Lighting != material.Lighting)
|
|
{
|
|
if (material.Lighting)
|
|
glEnable(GL_LIGHTING);
|
|
else
|
|
glDisable(GL_LIGHTING);
|
|
}
|
|
|
|
// zbuffer
|
|
if (resetAllRenderStates || lastmaterial.ZBuffer != material.ZBuffer)
|
|
{
|
|
switch (material.ZBuffer)
|
|
{
|
|
case 0:
|
|
glDisable(GL_DEPTH_TEST);
|
|
break;
|
|
case 1:
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc ( GL_LEQUAL );
|
|
break;
|
|
case 2:
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc ( GL_EQUAL );
|
|
break;
|
|
}
|
|
}
|
|
|
|
// zwrite
|
|
if (resetAllRenderStates || lastmaterial.ZWriteEnable != material.ZWriteEnable)
|
|
{
|
|
if (material.ZWriteEnable)
|
|
{
|
|
glDepthMask(GL_TRUE);
|
|
}
|
|
else
|
|
glDepthMask(GL_FALSE);
|
|
}
|
|
|
|
// back face culling
|
|
|
|
if (resetAllRenderStates || lastmaterial.BackfaceCulling != material.BackfaceCulling)
|
|
{
|
|
if (material.BackfaceCulling)
|
|
glEnable(GL_CULL_FACE);
|
|
else
|
|
glDisable(GL_CULL_FACE);
|
|
}
|
|
|
|
// fog
|
|
if (resetAllRenderStates || lastmaterial.FogEnable != material.FogEnable)
|
|
{
|
|
if (material.FogEnable)
|
|
glEnable(GL_FOG);
|
|
else
|
|
glDisable(GL_FOG);
|
|
}
|
|
|
|
// normalization
|
|
if (resetAllRenderStates || lastmaterial.NormalizeNormals != material.NormalizeNormals)
|
|
{
|
|
if (material.NormalizeNormals)
|
|
glEnable(GL_NORMALIZE);
|
|
else
|
|
glDisable(GL_NORMALIZE);
|
|
}
|
|
|
|
// thickness
|
|
if (resetAllRenderStates || lastmaterial.Thickness != material.Thickness)
|
|
{
|
|
glPointSize(material.Thickness);
|
|
glLineWidth(material.Thickness);
|
|
}
|
|
|
|
// texture address mode
|
|
for (u32 u=0; u<MaxTextureUnits; ++u)
|
|
{
|
|
if (resetAllRenderStates || lastmaterial.TextureWrap[u] != material.TextureWrap[u])
|
|
{
|
|
GLint mode=GL_REPEAT;
|
|
switch (material.TextureWrap[u])
|
|
{
|
|
case ETC_REPEAT:
|
|
mode=GL_REPEAT;
|
|
break;
|
|
case ETC_CLAMP:
|
|
mode=GL_CLAMP;
|
|
break;
|
|
case ETC_CLAMP_TO_EDGE:
|
|
#ifdef GL_VERSION_1_2
|
|
if (Version>101)
|
|
mode=GL_CLAMP_TO_EDGE;
|
|
else
|
|
#endif
|
|
#ifdef GL_SGIS_texture_edge_clamp
|
|
if (FeatureAvailable[IRR_SGIS_texture_edge_clamp])
|
|
mode=GL_CLAMP_TO_EDGE_SGIS;
|
|
else
|
|
#endif
|
|
// fallback
|
|
mode=GL_CLAMP;
|
|
break;
|
|
case ETC_CLAMP_TO_BORDER:
|
|
#ifdef GL_VERSION_1_3
|
|
if (Version>102)
|
|
mode=GL_CLAMP_TO_BORDER;
|
|
else
|
|
#endif
|
|
#ifdef GL_ARB_texture_border_clamp
|
|
if (FeatureAvailable[IRR_ARB_texture_border_clamp])
|
|
mode=GL_CLAMP_TO_BORDER_ARB;
|
|
else
|
|
#endif
|
|
#ifdef GL_SGIS_texture_border_clamp
|
|
if (FeatureAvailable[IRR_SGIS_texture_border_clamp])
|
|
mode=GL_CLAMP_TO_BORDER_SGIS;
|
|
else
|
|
#endif
|
|
// fallback
|
|
mode=GL_CLAMP_TO_EDGE;
|
|
break;
|
|
case ETC_MIRROR:
|
|
#ifdef GL_VERSION_1_4
|
|
if (Version>103)
|
|
mode=GL_MIRRORED_REPEAT;
|
|
else
|
|
#endif
|
|
#ifdef GL_ARB_texture_border_clamp
|
|
if (FeatureAvailable[IRR_ARB_texture_mirrored_repeat])
|
|
mode=GL_MIRRORED_REPEAT_ARB;
|
|
else
|
|
#endif
|
|
#ifdef GL_IBM_texture_mirrored_repeat
|
|
if (FeatureAvailable[IRR_IBM_texture_mirrored_repeat])
|
|
mode=GL_MIRRORED_REPEAT_IBM;
|
|
else
|
|
#endif
|
|
mode=GL_REPEAT;
|
|
break;
|
|
}
|
|
|
|
if (MultiTextureExtension)
|
|
extGlActiveTexture(GL_TEXTURE0_ARB + u);
|
|
else if (u>0)
|
|
break;
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mode);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mode);
|
|
}
|
|
}
|
|
// be sure to leave in texture stage 0
|
|
if (MultiTextureExtension)
|
|
extGlActiveTexture(GL_TEXTURE0_ARB);
|
|
}
|
|
|
|
|
|
|
|
//! sets the needed renderstates
|
|
void COpenGLDriver::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)
|
|
{
|
|
if (CurrentRenderMode != ERM_2D || Transformation3DChanged)
|
|
{
|
|
// unset last 3d material
|
|
if (CurrentRenderMode == ERM_3D && Material.MaterialType >= 0 &&
|
|
Material.MaterialType < static_cast<s32>(MaterialRenderers.size()))
|
|
MaterialRenderers[Material.MaterialType].Renderer->OnUnsetMaterial();
|
|
|
|
GLfloat glmat[16];
|
|
core::matrix4 m;
|
|
createGLMatrix(glmat, m);
|
|
|
|
// in render targets, flip the screen
|
|
if ( CurrentRendertargetSize.Width != 0 )
|
|
{
|
|
glmat[5] *= -1.0f;
|
|
// because we flipped the screen, triangles are the wrong way around
|
|
if (ClockwiseWinding)
|
|
{
|
|
glFrontFace(GL_CCW);
|
|
ClockwiseWinding = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!ClockwiseWinding)
|
|
{
|
|
glFrontFace(GL_CW);
|
|
ClockwiseWinding = true;
|
|
}
|
|
}
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadMatrixf(glmat);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadIdentity();
|
|
|
|
Transformation3DChanged = false;
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_FOG);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
glDisable(GL_LIGHTING);
|
|
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
|
|
glDisable(GL_ALPHA_TEST);
|
|
glCullFace(GL_BACK);
|
|
|
|
}
|
|
|
|
if (texture)
|
|
{
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
|
|
if (alphaChannel)
|
|
{
|
|
if (alpha)
|
|
{
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_MODULATE);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_PRIMARY_COLOR_EXT);
|
|
}
|
|
else
|
|
{
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE);
|
|
}
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glEnable(GL_BLEND);
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
|
|
}
|
|
else
|
|
{
|
|
if (alpha)
|
|
{
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_PRIMARY_COLOR_EXT);
|
|
glDisable(GL_ALPHA_TEST);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glEnable(GL_BLEND);
|
|
}
|
|
else
|
|
{
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
glDisable(GL_ALPHA_TEST);
|
|
glDisable(GL_BLEND);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (alpha)
|
|
{
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_PRIMARY_COLOR_EXT);
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
glDisable(GL_ALPHA_TEST);
|
|
}
|
|
else
|
|
{
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_ALPHA_TEST);
|
|
}
|
|
}
|
|
|
|
CurrentRenderMode = ERM_2D;
|
|
}
|
|
|
|
|
|
//! \return Returns the name of the video driver. Example: In case of the Direct3D8
|
|
//! driver, it would return "Direct3D8.1".
|
|
const wchar_t* COpenGLDriver::getName()
|
|
{
|
|
return Name.c_str();
|
|
}
|
|
|
|
|
|
//! deletes all dynamic lights there are
|
|
void COpenGLDriver::deleteAllDynamicLights()
|
|
{
|
|
for (s32 i=0; i<LastSetLight+1; ++i)
|
|
glDisable(GL_LIGHT0 + i);
|
|
|
|
LastSetLight = -1;
|
|
|
|
CNullDriver::deleteAllDynamicLights();
|
|
}
|
|
|
|
|
|
//! adds a dynamic light
|
|
void COpenGLDriver::addDynamicLight(const SLight& light)
|
|
{
|
|
if (LastSetLight == MaxLights-1)
|
|
return;
|
|
|
|
setTransform(ETS_WORLD, core::matrix4());
|
|
|
|
++LastSetLight;
|
|
CNullDriver::addDynamicLight(light);
|
|
|
|
s32 lidx = GL_LIGHT0 + LastSetLight;
|
|
GLfloat data[4];
|
|
|
|
if( light.Type == video::ELT_DIRECTIONAL )
|
|
{
|
|
// set direction
|
|
data[0] = -light.Position.X;
|
|
data[1] = -light.Position.Y;
|
|
data[2] = -light.Position.Z;
|
|
|
|
data[3] = 0.0f;
|
|
glLightfv(lidx, GL_POSITION, data);
|
|
|
|
data[3] = 1.0f;
|
|
glLightfv(lidx, GL_SPOT_DIRECTION, data);
|
|
|
|
glLightf(lidx, GL_SPOT_CUTOFF, 180.0f);
|
|
glLightf(lidx, GL_SPOT_EXPONENT, 0.0f);
|
|
}
|
|
else
|
|
{
|
|
// set position
|
|
data[0] = light.Position.X;
|
|
data[1] = light.Position.Y;
|
|
data[2] = light.Position.Z;
|
|
data[3] = 1.0f;
|
|
glLightfv(lidx, GL_POSITION, data);
|
|
}
|
|
|
|
// set diffuse color
|
|
data[0] = light.DiffuseColor.r;
|
|
data[1] = light.DiffuseColor.g;
|
|
data[2] = light.DiffuseColor.b;
|
|
data[3] = light.DiffuseColor.a;
|
|
glLightfv(lidx, GL_DIFFUSE, data);
|
|
|
|
// set specular color
|
|
data[0] = light.SpecularColor.r;
|
|
data[1] = light.SpecularColor.g;
|
|
data[2] = light.SpecularColor.b;
|
|
data[3] = light.SpecularColor.a;
|
|
glLightfv(lidx, GL_SPECULAR, data);
|
|
|
|
// set ambient color
|
|
data[0] = light.AmbientColor.r;
|
|
data[1] = light.AmbientColor.g;
|
|
data[2] = light.AmbientColor.b;
|
|
data[3] = light.AmbientColor.a;
|
|
glLightfv(lidx, GL_AMBIENT, data);
|
|
|
|
// 1.0f / (constant + linear * d + quadratic*(d*d);
|
|
|
|
// set attenuation
|
|
glLightf(lidx, GL_CONSTANT_ATTENUATION, light.Attenuation.X);
|
|
glLightf(lidx, GL_LINEAR_ATTENUATION, light.Attenuation.Y);
|
|
glLightf(lidx, GL_QUADRATIC_ATTENUATION, light.Attenuation.Z);
|
|
|
|
glEnable(lidx);
|
|
}
|
|
|
|
|
|
//! returns the maximal amount of dynamic lights the device can handle
|
|
u32 COpenGLDriver::getMaximalDynamicLightAmount()
|
|
{
|
|
return MaxLights;
|
|
}
|
|
|
|
|
|
//! Sets the dynamic ambient light color. The default color is
|
|
//! (0,0,0,0) which means it is dark.
|
|
//! \param color: New color of the ambient light.
|
|
void COpenGLDriver::setAmbientLight(const SColorf& color)
|
|
{
|
|
GLfloat data[4] = {color.r, color.g, color.b, color.a};
|
|
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, data);
|
|
}
|
|
|
|
|
|
// this code was sent in by Oliver Klems, thank you! (I modified the glViewport
|
|
// method just a bit.
|
|
void COpenGLDriver::setViewPort(const core::rect<s32>& area)
|
|
{
|
|
core::rect<s32> vp = area;
|
|
core::rect<s32> rendert(0,0, getCurrentRenderTargetSize().Width, getCurrentRenderTargetSize().Height);
|
|
vp.clipAgainst(rendert);
|
|
|
|
if (vp.getHeight()>0 && vp.getWidth()>0)
|
|
glViewport(vp.UpperLeftCorner.X,
|
|
getCurrentRenderTargetSize().Height - vp.UpperLeftCorner.Y - vp.getHeight(),
|
|
vp.getWidth(), vp.getHeight());
|
|
|
|
ViewPort = vp;
|
|
}
|
|
|
|
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
|
|
//! this: First, draw all geometry. Then use this method, to draw the shadow
|
|
//! volume. Next use IVideoDriver::drawStencilShadow() to visualize the shadow.
|
|
void COpenGLDriver::drawStencilShadowVolume(const core::vector3df* triangles, s32 count, bool zfail)
|
|
{
|
|
if (!StencilBuffer || !count)
|
|
return;
|
|
|
|
// unset last 3d material
|
|
if (CurrentRenderMode == ERM_3D &&
|
|
Material.MaterialType >= 0 && Material.MaterialType < static_cast<s32>(MaterialRenderers.size()))
|
|
{
|
|
MaterialRenderers[Material.MaterialType].Renderer->OnUnsetMaterial();
|
|
ResetRenderStates = true;
|
|
}
|
|
|
|
// store current OpenGL state
|
|
glPushAttrib(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT |
|
|
GL_POLYGON_BIT | GL_STENCIL_BUFFER_BIT);
|
|
|
|
glDisable(GL_LIGHTING);
|
|
glDisable(GL_FOG);
|
|
glDepthFunc(GL_LEQUAL);
|
|
glDepthMask(GL_FALSE); // no depth buffer writing
|
|
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE ); // no color buffer drawing
|
|
glEnable(GL_STENCIL_TEST);
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(3,GL_FLOAT,sizeof(core::vector3df),&triangles[0]);
|
|
glStencilMask(~0);
|
|
glStencilFunc(GL_ALWAYS, 0, ~0);
|
|
|
|
// The first parts are not correctly working, yet.
|
|
#if 0
|
|
#ifdef GL_EXT_stencil_two_side
|
|
if (FeatureAvailable[IRR_EXT_stencil_two_side])
|
|
{
|
|
glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
|
|
#ifdef GL_NV_depth_clamp
|
|
if (FeatureAvailable[IRR_NV_depth_clamp])
|
|
glEnable(GL_DEPTH_CLAMP_NV);
|
|
#endif
|
|
glDisable(GL_CULL_FACE);
|
|
if (!zfail)
|
|
{
|
|
// ZPASS Method
|
|
|
|
extGlActiveStencilFace(GL_BACK);
|
|
if (FeatureAvailable[IRR_EXT_stencil_wrap])
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_DECR_WRAP_EXT);
|
|
else
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_DECR);
|
|
glStencilMask(~0);
|
|
glStencilFunc(GL_ALWAYS, 0, ~0);
|
|
|
|
extGlActiveStencilFace(GL_FRONT);
|
|
if (FeatureAvailable[IRR_EXT_stencil_wrap])
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR_WRAP_EXT);
|
|
else
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
|
|
glStencilMask(~0);
|
|
glStencilFunc(GL_ALWAYS, 0, ~0);
|
|
|
|
glDrawArrays(GL_TRIANGLES,0,count);
|
|
}
|
|
else
|
|
{
|
|
// ZFAIL Method
|
|
|
|
extGlActiveStencilFace(GL_BACK);
|
|
if (FeatureAvailable[IRR_EXT_stencil_wrap])
|
|
glStencilOp(GL_KEEP, GL_INCR_WRAP_EXT, GL_KEEP);
|
|
else
|
|
glStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
|
|
glStencilMask(~0);
|
|
glStencilFunc(GL_ALWAYS, 0, ~0);
|
|
|
|
extGlActiveStencilFace(GL_FRONT);
|
|
if (FeatureAvailable[IRR_EXT_stencil_wrap])
|
|
glStencilOp(GL_KEEP, GL_DECR_WRAP_EXT, GL_KEEP);
|
|
else
|
|
glStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
|
|
glStencilMask(~0);
|
|
glStencilFunc(GL_ALWAYS, 0, ~0);
|
|
|
|
glDrawArrays(GL_TRIANGLES,0,count);
|
|
}
|
|
}
|
|
else
|
|
#endif
|
|
if (FeatureAvailable[IRR_ATI_separate_stencil])
|
|
{
|
|
glDisable(GL_CULL_FACE);
|
|
if (!zfail)
|
|
{
|
|
// ZPASS Method
|
|
|
|
extGlStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR);
|
|
extGlStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR);
|
|
extGlStencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS, 0, ~0);
|
|
glStencilMask(~0);
|
|
|
|
glDrawArrays(GL_TRIANGLES,0,count);
|
|
}
|
|
else
|
|
{
|
|
// ZFAIL Method
|
|
|
|
extGlStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR, GL_KEEP);
|
|
extGlStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR, GL_KEEP);
|
|
extGlStencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS, 0, ~0);
|
|
|
|
glDrawArrays(GL_TRIANGLES,0,count);
|
|
}
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
glEnable(GL_CULL_FACE);
|
|
if (!zfail)
|
|
{
|
|
// ZPASS Method
|
|
|
|
glCullFace(GL_BACK);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
|
|
glDrawArrays(GL_TRIANGLES,0,count);
|
|
|
|
glCullFace(GL_FRONT);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_DECR);
|
|
glDrawArrays(GL_TRIANGLES,0,count);
|
|
}
|
|
else
|
|
{
|
|
// ZFAIL Method
|
|
|
|
glStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
|
|
glCullFace(GL_FRONT);
|
|
glDrawArrays(GL_TRIANGLES,0,count);
|
|
|
|
glStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
|
|
glCullFace(GL_BACK);
|
|
glDrawArrays(GL_TRIANGLES,0,count);
|
|
}
|
|
}
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY); //not stored on stack
|
|
glPopAttrib();
|
|
}
|
|
|
|
|
|
|
|
void COpenGLDriver::drawStencilShadow(bool clearStencilBuffer, video::SColor leftUpEdge,
|
|
video::SColor rightUpEdge, video::SColor leftDownEdge, video::SColor rightDownEdge)
|
|
{
|
|
if (!StencilBuffer)
|
|
return;
|
|
|
|
disableTextures();
|
|
|
|
// store attributes
|
|
glPushAttrib( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT | GL_POLYGON_BIT | GL_STENCIL_BUFFER_BIT );
|
|
|
|
glDisable( GL_LIGHTING );
|
|
glDisable(GL_FOG);
|
|
glDepthMask(GL_FALSE);
|
|
|
|
glShadeModel( GL_FLAT );
|
|
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glEnable( GL_STENCIL_TEST );
|
|
glStencilFunc(GL_NOTEQUAL, 0, ~0);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
|
|
// draw a shadow rectangle covering the entire screen using stencil buffer
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
|
|
glBegin(GL_QUADS);
|
|
|
|
glColor4ub (leftDownEdge.getRed(), leftDownEdge.getGreen(), leftDownEdge.getBlue(), leftDownEdge.getAlpha() );
|
|
glVertex3f(-1.1f,-1.1f,0.9f);
|
|
|
|
glColor4ub (leftUpEdge.getRed(), leftUpEdge.getGreen(), leftUpEdge.getBlue(), leftUpEdge.getAlpha() );
|
|
glVertex3f(-1.1f, 1.1f,0.9f);
|
|
|
|
glColor4ub (rightUpEdge.getRed(), rightUpEdge.getGreen(), rightUpEdge.getBlue(), rightUpEdge.getAlpha() );
|
|
glVertex3f( 1.1f, 1.1f,0.9f);
|
|
|
|
glColor4ub (rightDownEdge.getRed(), rightDownEdge.getGreen(), rightDownEdge.getBlue(), rightDownEdge.getAlpha() );
|
|
glVertex3f( 1.1f,-1.1f,0.9f);
|
|
|
|
glEnd();
|
|
|
|
if (clearStencilBuffer)
|
|
glClear(GL_STENCIL_BUFFER_BIT);
|
|
|
|
// restore settings
|
|
glPopMatrix();
|
|
glPopAttrib();
|
|
}
|
|
|
|
|
|
//! Sets the fog mode.
|
|
void COpenGLDriver::setFog(SColor c, bool linearFog, f32 start,
|
|
f32 end, f32 density, bool pixelFog, bool rangeFog)
|
|
{
|
|
CNullDriver::setFog(c, linearFog, start, end, density, pixelFog, rangeFog);
|
|
|
|
glFogi(GL_FOG_MODE, linearFog ? GL_LINEAR : GL_EXP);
|
|
#ifdef GL_EXT_fog_coord
|
|
glFogi(GL_FOG_COORDINATE_SOURCE, GL_FRAGMENT_DEPTH);
|
|
#endif
|
|
|
|
if(linearFog)
|
|
{
|
|
glFogf(GL_FOG_START, start);
|
|
glFogf(GL_FOG_END, end);
|
|
}
|
|
else
|
|
glFogf(GL_FOG_DENSITY, density);
|
|
|
|
SColorf color(c);
|
|
GLfloat data[4] = {color.r, color.g, color.b, color.a};
|
|
glFogfv(GL_FOG_COLOR, data);
|
|
}
|
|
|
|
|
|
|
|
//! Draws a 3d line.
|
|
void COpenGLDriver::draw3DLine(const core::vector3df& start,
|
|
const core::vector3df& end, SColor color)
|
|
{
|
|
setRenderStates3DMode();
|
|
|
|
glBegin(GL_LINES);
|
|
glColor4ub(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha());
|
|
glVertex3f(start.X, start.Y, start.Z);
|
|
|
|
glColor4ub(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha());
|
|
glVertex3f(end.X, end.Y, end.Z);
|
|
glEnd();
|
|
}
|
|
|
|
|
|
|
|
//! Only used by the internal engine. Used to notify the driver that
|
|
//! the window was resized.
|
|
void COpenGLDriver::OnResize(const core::dimension2d<s32>& size)
|
|
{
|
|
CNullDriver::OnResize(size);
|
|
glViewport(0, 0, size.Width, size.Height);
|
|
}
|
|
|
|
|
|
|
|
//! Returns type of video driver
|
|
E_DRIVER_TYPE COpenGLDriver::getDriverType()
|
|
{
|
|
return EDT_OPENGL;
|
|
}
|
|
|
|
|
|
|
|
//! Sets a vertex shader constant.
|
|
void COpenGLDriver::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
|
|
{
|
|
#ifdef GL_ARB_vertex_program
|
|
for (s32 i=0; i<constantAmount; ++i)
|
|
extGlProgramLocalParameter4fv(GL_VERTEX_PROGRAM_ARB, startRegister+i, &data[i*4]);
|
|
#endif
|
|
}
|
|
|
|
//! Sets a pixel shader constant.
|
|
void COpenGLDriver::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
|
|
{
|
|
#ifdef GL_ARB_fragment_program
|
|
for (s32 i=0; i<constantAmount; ++i)
|
|
extGlProgramLocalParameter4fv(GL_FRAGMENT_PROGRAM_ARB, startRegister+i, &data[i*4]);
|
|
#endif
|
|
}
|
|
|
|
//! Sets a constant for the vertex shader based on a name.
|
|
bool COpenGLDriver::setVertexShaderConstant(const c8* name, const f32* floats, int count)
|
|
{
|
|
//pass this along, as in GLSL the same routine is used for both vertex and fragment shaders
|
|
return setPixelShaderConstant(name, floats, count);
|
|
}
|
|
|
|
//! Sets a constant for the pixel shader based on a name.
|
|
bool COpenGLDriver::setPixelShaderConstant(const c8* name, const f32* floats, int count)
|
|
{
|
|
os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
|
|
return false;
|
|
}
|
|
|
|
|
|
//! Adds a new material renderer to the VideoDriver, using pixel and/or
|
|
//! vertex shaders to render geometry.
|
|
s32 COpenGLDriver::addShaderMaterial(const c8* vertexShaderProgram,
|
|
const c8* pixelShaderProgram,
|
|
IShaderConstantSetCallBack* callback,
|
|
E_MATERIAL_TYPE baseMaterial, s32 userData)
|
|
{
|
|
s32 nr = -1;
|
|
COpenGLShaderMaterialRenderer* r = new COpenGLShaderMaterialRenderer(
|
|
this, nr, vertexShaderProgram, pixelShaderProgram,
|
|
callback, getMaterialRenderer(baseMaterial), userData);
|
|
|
|
r->drop();
|
|
return nr;
|
|
}
|
|
|
|
//! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
|
|
s32 COpenGLDriver::addHighLevelShaderMaterial(
|
|
const c8* vertexShaderProgram,
|
|
const c8* vertexShaderEntryPointName,
|
|
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
|
const c8* pixelShaderProgram,
|
|
const c8* pixelShaderEntryPointName,
|
|
E_PIXEL_SHADER_TYPE psCompileTarget,
|
|
IShaderConstantSetCallBack* callback,
|
|
E_MATERIAL_TYPE baseMaterial,
|
|
s32 userData)
|
|
{
|
|
s32 nr = -1;
|
|
|
|
COpenGLSLMaterialRenderer* r = new COpenGLSLMaterialRenderer(
|
|
this, nr, vertexShaderProgram, vertexShaderEntryPointName,
|
|
vsCompileTarget, pixelShaderProgram, pixelShaderEntryPointName, psCompileTarget,
|
|
callback,getMaterialRenderer(baseMaterial), userData);
|
|
|
|
r->drop();
|
|
return nr;
|
|
}
|
|
|
|
//! Returns a pointer to the IVideoDriver interface. (Implementation for
|
|
//! IMaterialRendererServices)
|
|
IVideoDriver* COpenGLDriver::getVideoDriver()
|
|
{
|
|
return this;
|
|
}
|
|
|
|
|
|
//! Returns pointer to the IGPUProgrammingServices interface.
|
|
IGPUProgrammingServices* COpenGLDriver::getGPUProgrammingServices()
|
|
{
|
|
return this;
|
|
}
|
|
|
|
ITexture* COpenGLDriver::createRenderTargetTexture(const core::dimension2d<s32>& size, const c8* name)
|
|
{
|
|
//disable mip-mapping
|
|
bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
|
|
setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
|
|
|
|
video::ITexture* rtt = 0;
|
|
if (name==0)
|
|
name="rt";
|
|
#if defined(GL_EXT_framebuffer_object)
|
|
// if driver supports FrameBufferObjects, use them
|
|
if (queryFeature(EVDF_FRAMEBUFFER_OBJECT))
|
|
rtt = new COpenGLTexture(size, PackedDepthStencilExtension, name, this);
|
|
else
|
|
#endif
|
|
{
|
|
rtt = addTexture(size, name);
|
|
if (rtt)
|
|
rtt->grab();
|
|
}
|
|
|
|
//restore mip-mapping
|
|
setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
|
|
|
|
return rtt;
|
|
}
|
|
|
|
|
|
//! Returns the maximum amount of primitives (mostly vertices) which
|
|
//! the device is able to render with one drawIndexedTriangleList
|
|
//! call.
|
|
u32 COpenGLDriver::getMaximalPrimitiveCount()
|
|
{
|
|
return 65535;// TODO: Fix all loaders to auto-split and then return the correct value: MaxIndices;
|
|
}
|
|
|
|
|
|
//! checks triangle count and print warning if wrong
|
|
bool COpenGLDriver::setRenderTarget(video::ITexture* texture, bool clearBackBuffer,
|
|
bool clearZBuffer, SColor color)
|
|
{
|
|
// check for right driver type
|
|
|
|
if (texture && texture->getDriverType() != EDT_OPENGL)
|
|
{
|
|
os::Printer::log("Fatal Error: Tried to set a texture not owned by this driver.", ELL_ERROR);
|
|
return false;
|
|
}
|
|
|
|
// check if we should set the previous RT back
|
|
|
|
bool ret = true;
|
|
|
|
setTexture(0, 0);
|
|
ResetRenderStates=true;
|
|
if (RenderTargetTexture!=0)
|
|
{
|
|
if (RenderTargetTexture->isFrameBufferObject())
|
|
RenderTargetTexture->unbindFrameBufferObject();
|
|
else
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, RenderTargetTexture->getOpenGLTextureName());
|
|
|
|
// Copy Our ViewPort To The Texture
|
|
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0,
|
|
RenderTargetTexture->getSize().Width, RenderTargetTexture->getSize().Height);
|
|
}
|
|
}
|
|
|
|
if (texture)
|
|
{
|
|
// we want to set a new target. so do this.
|
|
glViewport(0, 0, texture->getSize().Width, texture->getSize().Height);
|
|
RenderTargetTexture = static_cast<COpenGLTexture*>(texture);
|
|
CurrentRendertargetSize = texture->getSize();
|
|
|
|
if (RenderTargetTexture->isFrameBufferObject())
|
|
RenderTargetTexture->bindFrameBufferObject();
|
|
}
|
|
else
|
|
{
|
|
glViewport(0,0,ScreenSize.Width,ScreenSize.Height);
|
|
RenderTargetTexture = 0;
|
|
CurrentRendertargetSize = core::dimension2d<s32>(0,0);
|
|
}
|
|
|
|
GLbitfield mask = 0;
|
|
if (clearBackBuffer)
|
|
{
|
|
f32 inv = 1.0f / 255.0f;
|
|
glClearColor(color.getRed() * inv, color.getGreen() * inv,
|
|
color.getBlue() * inv, color.getAlpha() * inv);
|
|
|
|
mask |= GL_COLOR_BUFFER_BIT;
|
|
}
|
|
if (clearZBuffer)
|
|
{
|
|
glDepthMask(GL_TRUE);
|
|
mask |= GL_DEPTH_BUFFER_BIT;
|
|
}
|
|
|
|
glClear(mask);
|
|
|
|
return ret;
|
|
}
|
|
|
|
|
|
// returns the current size of the screen or rendertarget
|
|
core::dimension2d<s32> COpenGLDriver::getCurrentRenderTargetSize()
|
|
{
|
|
if ( CurrentRendertargetSize.Width == 0 )
|
|
return ScreenSize;
|
|
else
|
|
return CurrentRendertargetSize;
|
|
}
|
|
|
|
//! Clears the ZBuffer.
|
|
void COpenGLDriver::clearZBuffer()
|
|
{
|
|
GLboolean enabled = GL_TRUE;
|
|
glGetBooleanv(GL_DEPTH_WRITEMASK, &enabled);
|
|
|
|
glDepthMask(GL_TRUE);
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
glDepthMask(enabled);
|
|
}
|
|
|
|
//! Returns an image created from the last rendered frame.
|
|
IImage* COpenGLDriver::createScreenShot()
|
|
{
|
|
IImage* newImage = new CImage(ECF_R8G8B8, ScreenSize);
|
|
|
|
u8* pPixels = reinterpret_cast<u8*>(newImage->lock());
|
|
if (!pPixels)
|
|
{
|
|
newImage->drop();
|
|
return 0;
|
|
}
|
|
|
|
glReadPixels(0, 0, ScreenSize.Width, ScreenSize.Height, GL_RGB, GL_UNSIGNED_BYTE, pPixels);
|
|
|
|
// opengl images are inverted, so we have to fix that here.
|
|
s32 pitch=newImage->getPitch();
|
|
u8* p2 = pPixels + (ScreenSize.Height - 1) * pitch;
|
|
u8* tmpBuffer = new u8[pitch];
|
|
for (s32 i=0; i < ScreenSize.Height; i += 2)
|
|
{
|
|
memcpy(tmpBuffer, pPixels, pitch);
|
|
memcpy(pPixels, p2, pitch);
|
|
memcpy(p2, tmpBuffer, pitch);
|
|
pPixels += pitch;
|
|
p2 -= pitch;
|
|
}
|
|
delete [] tmpBuffer;
|
|
|
|
newImage->unlock();
|
|
|
|
if (testGLError())
|
|
{
|
|
newImage->drop();
|
|
return 0;
|
|
}
|
|
|
|
return newImage;
|
|
}
|
|
|
|
|
|
//! Set/unset a clipping plane.
|
|
//! There are at least 6 clipping planes available for the user to set at will.
|
|
//! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.
|
|
//! \param plane: The plane itself.
|
|
//! \param enable: If true, enable the clipping plane else disable it.
|
|
bool COpenGLDriver::setClipPlane(u32 index, const core::plane3df& plane, bool enable)
|
|
{
|
|
if (index >= MaxUserClipPlanes)
|
|
return false;
|
|
|
|
// opengl needs an array of doubles for the plane equation
|
|
double clip_plane[4];
|
|
clip_plane[0] = plane.Normal.X;
|
|
clip_plane[1] = plane.Normal.Y;
|
|
clip_plane[2] = plane.Normal.Z;
|
|
clip_plane[3] = plane.D;
|
|
glClipPlane(GL_CLIP_PLANE0 + index, clip_plane);
|
|
enableClipPlane(index, enable);
|
|
return true;
|
|
}
|
|
|
|
|
|
//! Enable/disable a clipping plane.
|
|
//! There are at least 6 clipping planes available for the user to set at will.
|
|
//! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.
|
|
//! \param enable: If true, enable the clipping plane else disable it.
|
|
void COpenGLDriver::enableClipPlane(u32 index, bool enable)
|
|
{
|
|
if (index >= MaxUserClipPlanes)
|
|
return;
|
|
if (enable)
|
|
glEnable(GL_CLIP_PLANE0 + index);
|
|
else
|
|
glDisable(GL_CLIP_PLANE0 + index);
|
|
}
|
|
|
|
|
|
} // end namespace
|
|
} // end namespace
|
|
|
|
|
|
namespace irr
|
|
{
|
|
namespace video
|
|
{
|
|
|
|
|
|
// -----------------------------------
|
|
// WINDOWS VERSION
|
|
// -----------------------------------
|
|
#ifdef _IRR_USE_WINDOWS_DEVICE_
|
|
IVideoDriver* createOpenGLDriver(const core::dimension2d<s32>& screenSize,
|
|
HWND window, u32 bits, bool fullscreen, bool stencilBuffer, io::IFileSystem* io, bool vsync, bool antiAlias)
|
|
{
|
|
#ifdef _IRR_COMPILE_WITH_OPENGL_
|
|
COpenGLDriver* ogl = new COpenGLDriver(screenSize, window, fullscreen, stencilBuffer, io, antiAlias);
|
|
if (!ogl->initDriver(screenSize, window, bits, fullscreen, vsync, stencilBuffer))
|
|
{
|
|
ogl->drop();
|
|
ogl = 0;
|
|
}
|
|
return ogl;
|
|
#else
|
|
return 0;
|
|
#endif // _IRR_COMPILE_WITH_OPENGL_
|
|
}
|
|
#endif // _IRR_USE_WINDOWS_DEVICE_
|
|
|
|
// -----------------------------------
|
|
// MACOSX VERSION
|
|
// -----------------------------------
|
|
#ifdef MACOSX
|
|
IVideoDriver* createOpenGLDriver(const core::dimension2d<s32>& screenSize,
|
|
CIrrDeviceMacOSX *device, bool fullscreen, bool stencilBuffer,
|
|
io::IFileSystem* io, bool vsync, bool antiAlias)
|
|
{
|
|
#ifdef _IRR_COMPILE_WITH_OPENGL_
|
|
return new COpenGLDriver(screenSize, fullscreen, stencilBuffer,
|
|
device, io, vsync, antiAlias);
|
|
#else
|
|
return 0;
|
|
#endif // _IRR_COMPILE_WITH_OPENGL_
|
|
}
|
|
#endif // MACOSX
|
|
|
|
// -----------------------------------
|
|
// LINUX VERSION
|
|
// -----------------------------------
|
|
#ifdef _IRR_USE_LINUX_DEVICE_
|
|
IVideoDriver* createOpenGLDriver(const core::dimension2d<s32>& screenSize,
|
|
bool fullscreen, bool stencilBuffer, io::IFileSystem* io, bool vsync, bool antiAlias)
|
|
{
|
|
#ifdef _IRR_COMPILE_WITH_OPENGL_
|
|
return new COpenGLDriver(screenSize, fullscreen, stencilBuffer,
|
|
io, vsync, antiAlias);
|
|
#else
|
|
return 0;
|
|
#endif // _IRR_COMPILE_WITH_OPENGL_
|
|
}
|
|
#endif // _IRR_USE_LINUX_DEVICE_
|
|
|
|
// -----------------------------------
|
|
// SDL VERSION
|
|
// -----------------------------------
|
|
#ifdef _IRR_USE_SDL_DEVICE_
|
|
IVideoDriver* createOpenGLDriver(const core::dimension2d<s32>& screenSize,
|
|
bool fullscreen, bool stencilBuffer, io::IFileSystem* io, bool vsync, bool antiAlias)
|
|
{
|
|
#ifdef _IRR_COMPILE_WITH_OPENGL_
|
|
return new COpenGLDriver(screenSize, fullscreen, stencilBuffer,
|
|
io, vsync, antiAlias);
|
|
#else
|
|
return 0;
|
|
#endif // _IRR_COMPILE_WITH_OPENGL_
|
|
}
|
|
#endif // _IRR_USE_SDL_DEVICE_
|
|
|
|
} // end namespace
|
|
} // end namespace
|
|
|
|
|
|
#endif // _IRR_COMPILE_WITH_OPENGL_
|
|
|