irrlicht/source/Irrlicht/COpenGLDriver.cpp

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// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "IrrCompileConfig.h"
#include "COpenGLDriver.h"
#ifdef _IRR_COMPILE_WITH_OPENGL_
#include "COpenGLTexture.h"
#include "COpenGLMaterialRenderer.h"
#include "COpenGLShaderMaterialRenderer.h"
#include "COpenGLSLMaterialRenderer.h"
#include "COpenGLNormalMapRenderer.h"
#include "COpenGLParallaxMapRenderer.h"
#include "CImage.h"
#include "os.h"
#ifdef _IRR_USE_SDL_DEVICE_
#include <SDL/SDL.h>
#endif
namespace irr
{
namespace video
{
// -----------------------------------------------------------------------
// WINDOWS CONSTRUCTOR
// -----------------------------------------------------------------------
#ifdef _IRR_USE_WINDOWS_DEVICE_
//! Windows constructor and init code
COpenGLDriver::COpenGLDriver(const core::dimension2d<s32>& screenSize, HWND window, bool fullscreen, bool stencilBuffer, io::IFileSystem* io, bool antiAlias)
: CNullDriver(io, screenSize), COpenGLExtensionHandler(),
CurrentRenderMode(ERM_NONE), ResetRenderStates(true), Transformation3DChanged(true),
AntiAlias(antiAlias), RenderTargetTexture(0), LastSetLight(-1),
CurrentRendertargetSize(0,0),
HDc(0), Window(window), HRc(0)
{
#ifdef _DEBUG
setDebugName("COpenGLDriver");
#endif
}
//! inits the open gl driver
bool COpenGLDriver::initDriver(const core::dimension2d<s32>& screenSize,
HWND window, u32 bits, bool fullscreen, bool vsync, bool stencilBuffer)
{
static PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
bits, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
24, // Z-Buffer (Depth Buffer)
stencilBuffer ? 1 : 0, // Stencil Buffer Depth
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};
for (int i=0; i<5; ++i)
{
if (i == 1)
{
if (stencilBuffer)
os::Printer::log("Cannot create a GL device with stencil buffer, disabling stencil shadows.", ELL_WARNING);
stencilBuffer = false;
pfd.cStencilBits = 0;
}
else
if (i == 2)
{
pfd.cDepthBits = 24;
}
if (i == 3) // might be checked twice, but shouldn't matter
{
pfd.cDepthBits = 16;
}
else
if (i == 4)
{
os::Printer::log("Cannot create a GL device context.", ELL_ERROR);
return false;
}
// get hdc
if (!(HDc=GetDC(window)))
{
os::Printer::log("Cannot create a GL device context.", ELL_ERROR);
continue;
}
GLuint PixelFormat;
// choose pixelformat
if (!(PixelFormat = ChoosePixelFormat(HDc, &pfd)))
{
os::Printer::log("Cannot find a suitable pixelformat.", ELL_ERROR);
continue;
}
// set pixel format
if(!SetPixelFormat(HDc, PixelFormat, &pfd))
{
os::Printer::log("Cannot set the pixel format.", ELL_ERROR);
continue;
}
// create rendering context
if (!(HRc=wglCreateContext(HDc)))
{
os::Printer::log("Cannot create a GL rendering context.", ELL_ERROR);
continue;
}
// activate rendering context
if(!wglMakeCurrent(HDc, HRc))
{
os::Printer::log("Cannot activate GL rendering context", ELL_ERROR);
continue;
}
break;
}
genericDriverInit(screenSize, stencilBuffer);
// set vsync
if (wglSwapIntervalEXT)
wglSwapIntervalEXT(vsync ? 1 : 0);
// set exposed data
ExposedData.OpenGLWin32.HDc = reinterpret_cast<s32>(HDc);
ExposedData.OpenGLWin32.HRc = reinterpret_cast<s32>(HRc);
ExposedData.OpenGLWin32.HWnd = reinterpret_cast<s32>(Window);
return true;
}
#endif //IRR_USE_WINDOWS_DEVICE_
// -----------------------------------------------------------------------
// MACOSX CONSTRUCTOR
// -----------------------------------------------------------------------
#ifdef MACOSX
//! Windows constructor and init code
COpenGLDriver::COpenGLDriver(const core::dimension2d<s32>& screenSize, bool fullscreen, bool stencilBuffer, CIrrDeviceMacOSX *device, io::IFileSystem* io, bool vsync, bool antiAlias)
: CNullDriver(io, screenSize), COpenGLExtensionHandler(),
CurrentRenderMode(ERM_NONE), ResetRenderStates(true), Transformation3DChanged(true),
AntiAlias(antiAlias),
RenderTargetTexture(0), LastSetLight(-1),
CurrentRendertargetSize(0,0), _device(device)
{
#ifdef _DEBUG
setDebugName("COpenGLDriver");
#endif
genericDriverInit(screenSize, stencilBuffer);
}
#endif
// -----------------------------------------------------------------------
// LINUX CONSTRUCTOR
// -----------------------------------------------------------------------
#ifdef _IRR_USE_LINUX_DEVICE_
//! Linux constructor and init code
COpenGLDriver::COpenGLDriver(const core::dimension2d<s32>& screenSize, bool fullscreen, bool stencilBuffer, io::IFileSystem* io, bool vsync, bool antiAlias)
: CNullDriver(io, screenSize), COpenGLExtensionHandler(),
CurrentRenderMode(ERM_NONE), ResetRenderStates(true), Transformation3DChanged(true),
AntiAlias(antiAlias),
RenderTargetTexture(0), LastSetLight(-1),
CurrentRendertargetSize(0,0)
{
#ifdef _DEBUG
setDebugName("COpenGLDriver");
#endif
XWindow = glXGetCurrentDrawable();
XDisplay = glXGetCurrentDisplay();
ExposedData.OpenGLLinux.X11Display = XDisplay;
ExposedData.OpenGLLinux.X11Window = XWindow;
genericDriverInit(screenSize, stencilBuffer);
// set vsync
#ifdef GLX_SGI_swap_control
#ifdef _IRR_OPENGL_USE_EXTPOINTER_
if (vsync && glxSwapIntervalSGI)
glxSwapIntervalSGI(1);
#else
if (vsync)
glXSwapIntervalSGI(1);
#endif
#endif
}
#endif // _IRR_USE_LINUX_DEVICE_
// -----------------------------------------------------------------------
// SDL CONSTRUCTOR
// -----------------------------------------------------------------------
#ifdef _IRR_USE_SDL_DEVICE_
//! SDL constructor and init code
COpenGLDriver::COpenGLDriver(const core::dimension2d<s32>& screenSize, bool fullscreen, bool stencilBuffer, io::IFileSystem* io, bool vsync, bool antiAlias)
: CNullDriver(io, screenSize), COpenGLExtensionHandler(),
CurrentRenderMode(ERM_NONE), ResetRenderStates(true), Transformation3DChanged(true),
AntiAlias(antiAlias),
RenderTargetTexture(0), LastSetLight(-1),
CurrentRendertargetSize(0,0)
{
#ifdef _DEBUG
setDebugName("COpenGLDriver");
#endif
genericDriverInit(screenSize, stencilBuffer);
}
#endif // _IRR_USE_SDL_DEVICE_
//! destructor
COpenGLDriver::~COpenGLDriver()
{
deleteMaterialRenders();
// I get a blue screen on my laptop, when I do not delete the
// textures manually before releasing the dc. Oh how I love this.
deleteAllTextures();
#ifdef _IRR_USE_WINDOWS_DEVICE_
if (HRc)
{
if (!wglMakeCurrent(0, 0))
os::Printer::log("Release of dc and rc failed.", ELL_WARNING);
if (!wglDeleteContext(HRc))
os::Printer::log("Release of rendering context failed.", ELL_WARNING);
}
if (HDc)
ReleaseDC(Window, HDc);
#endif
}
// -----------------------------------------------------------------------
// METHODS
// -----------------------------------------------------------------------
bool COpenGLDriver::genericDriverInit(const core::dimension2d<s32>& screenSize, bool stencilBuffer)
{
Name=L"OpenGL ";
Name.append(glGetString(GL_VERSION));
s32 pos=Name.findNext(L' ', 7);
if (pos != -1)
Name=Name.subString(0, pos);
printVersion();
// print renderer information
const GLubyte* renderer = glGetString(GL_RENDERER);
const GLubyte* vendor = glGetString(GL_VENDOR);
if (renderer && vendor)
os::Printer::log((const c8*)renderer, (const c8*)vendor, ELL_INFORMATION);
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
CurrentTexture[i]=0;
// load extensions
initExtensions(stencilBuffer);
glViewport(0, 0, screenSize.Width, screenSize.Height); // Reset The Current Viewport
setAmbientLight(SColorf(0.0f,0.0f,0.0f,0.0f));
#ifdef GL_EXT_separate_specular_color
if (SeparateSpecularColorExtension)
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
#endif
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
glClearDepth(1.0);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glDepthFunc(GL_LEQUAL);
glFrontFace( GL_CW );
// currently disabled, because often in software, and thus very slow
// glHint(GL_POINT_SMOOTH_HINT, GL_FASTEST);
// glHint(GL_LINE_SMOOTH_HINT, GL_FASTEST);
// glEnable(GL_POINT_SMOOTH);
// glEnable(GL_LINE_SMOOTH);
if (AntiAlias && MultiSamplingExtension)
glEnable(GL_MULTISAMPLE_ARB);
// create material renderers
createMaterialRenderers();
// set the renderstates
ResetRenderStates = true;
setRenderStates3DMode();
// set fog mode
setFog(FogColor, LinearFog, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
return true;
}
void COpenGLDriver::createMaterialRenderers()
{
// create OpenGL material renderers
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_SOLID( this));
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_SOLID_2_LAYER( this));
// add the same renderer for all lightmap types
COpenGLMaterialRenderer_LIGHTMAP* lmr = new COpenGLMaterialRenderer_LIGHTMAP( this);
addMaterialRenderer(lmr); // for EMT_LIGHTMAP:
addMaterialRenderer(lmr); // for EMT_LIGHTMAP_ADD:
addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M2:
addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M4:
addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING:
addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M2:
addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M4:
lmr->drop();
// add remaining material renderer
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_DETAIL_MAP( this));
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_SPHERE_MAP( this));
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_REFLECTION_2_LAYER( this));
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_ADD_COLOR( this));
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_ALPHA_CHANNEL( this));
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF( this));
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_VERTEX_ALPHA( this));
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER( this));
// add normal map renderers
s32 tmp = 0;
video::IMaterialRenderer* renderer = 0;
renderer = new COpenGLNormalMapRenderer(this, tmp, MaterialRenderers[EMT_SOLID].Renderer);
renderer->drop();
renderer = new COpenGLNormalMapRenderer(this, tmp, MaterialRenderers[EMT_TRANSPARENT_ADD_COLOR].Renderer);
renderer->drop();
renderer = new COpenGLNormalMapRenderer(this, tmp, MaterialRenderers[EMT_TRANSPARENT_VERTEX_ALPHA].Renderer);
renderer->drop();
// add parallax map renderers
renderer = new COpenGLParallaxMapRenderer(this, tmp, MaterialRenderers[EMT_SOLID].Renderer);
renderer->drop();
renderer = new COpenGLParallaxMapRenderer(this, tmp, MaterialRenderers[EMT_TRANSPARENT_ADD_COLOR].Renderer);
renderer->drop();
renderer = new COpenGLParallaxMapRenderer(this, tmp, MaterialRenderers[EMT_TRANSPARENT_VERTEX_ALPHA].Renderer);
renderer->drop();
// add basic 1 texture blending
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_ONETEXTURE_BLEND(this));
}
//! presents the rendered scene on the screen, returns false if failed
bool COpenGLDriver::endScene( s32 windowId, core::rect<s32>* sourceRect )
{
CNullDriver::endScene( windowId );
#ifdef _IRR_USE_WINDOWS_DEVICE_
return SwapBuffers(HDc) == TRUE;
#elif defined(_IRR_USE_LINUX_DEVICE_)
glXSwapBuffers(XDisplay, XWindow);
return true;
#elif defined(MACOSX)
_device->flush();
return true;
#elif defined(_IRR_USE_SDL_DEVICE_)
SDL_GL_SwapBuffers();
return true;
#else
return false;
#endif
}
//! clears the zbuffer
bool COpenGLDriver::beginScene(bool backBuffer, bool zBuffer, SColor color)
{
CNullDriver::beginScene(backBuffer, zBuffer, color);
GLbitfield mask = 0;
if (backBuffer)
{
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 (zBuffer)
{
glDepthMask(GL_TRUE);
mask |= GL_DEPTH_BUFFER_BIT;
}
glClear(mask);
return true;
}
//! Returns the transformation set by setTransform
const core::matrix4& COpenGLDriver::getTransform(E_TRANSFORMATION_STATE state)
{
return Matrices[state];
}
//! sets transformation
void COpenGLDriver::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat)
{
GLfloat glmat[16];
Matrices[state] = mat;
Transformation3DChanged = true;
switch(state)
{
case ETS_VIEW:
case ETS_WORLD:
// OpenGL only has a model matrix, view and world is not existent. so lets fake these two.
createGLMatrix(glmat, Matrices[ETS_VIEW] * Matrices[ETS_WORLD]);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(glmat);
break;
case ETS_PROJECTION:
createGLMatrix(glmat, mat);
// flip z to compensate OpenGLs right-hand coordinate system
glmat[12] *= -1.0f;
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(glmat);
break;
case ETS_TEXTURE_0:
case ETS_TEXTURE_1:
case ETS_TEXTURE_2:
case ETS_TEXTURE_3:
if (MultiTextureExtension)
extGlActiveTexture(GL_TEXTURE0_ARB + ( state - ETS_TEXTURE_0 ));
glMatrixMode(GL_TEXTURE);
if (mat.isIdentity())
glLoadIdentity();
else
{
createGLTextureMatrix(glmat, mat );
glLoadMatrixf(glmat);
}
break;
default:
break;
}
}
//! draws a vertex primitive list
void COpenGLDriver::drawVertexPrimitiveList(const void* vertices, u32 vertexCount, const u16* indexList, u32 primitiveCount, E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType)
{
if (!primitiveCount || !vertexCount)
return;
if (!checkPrimitiveCount(primitiveCount))
return;
CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType);
// convert colors to gl color format.
vertexCount *= 4; //reused as color component count
ColorBuffer.set_used(vertexCount);
u32 i;
switch (vType)
{
case EVT_STANDARD:
{
const S3DVertex* p = (const S3DVertex*)vertices;
for ( i=0; i<vertexCount; i+=4)
{
p->Color.toOpenGLColor(&ColorBuffer[i]);
++p;
}
}
break;
case EVT_2TCOORDS:
{
const S3DVertex2TCoords* p = (const S3DVertex2TCoords*)vertices;
for ( i=0; i<vertexCount; i+=4)
{
p->Color.toOpenGLColor(&ColorBuffer[i]);
++p;
}
}
break;
case EVT_TANGENTS:
{
const S3DVertexTangents* p = (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), &((S3DVertex*)vertices)[0].Pos);
glNormalPointer(GL_FLOAT, sizeof(S3DVertex), &((S3DVertex*)vertices)[0].Normal);
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &((S3DVertex*)vertices)[0].TCoords);
break;
case EVT_2TCOORDS:
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex2TCoords), &((S3DVertex2TCoords*)vertices)[0].Pos);
glNormalPointer(GL_FLOAT, sizeof(S3DVertex2TCoords), &((S3DVertex2TCoords*)vertices)[0].Normal);
// texture coordinates
if (MultiTextureExtension)
{
extGlClientActiveTexture(GL_TEXTURE1_ARB);
glEnableClientState ( GL_TEXTURE_COORD_ARRAY );
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &((S3DVertex2TCoords*)vertices)[0].TCoords2);
extGlClientActiveTexture(GL_TEXTURE0_ARB);
}
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &((S3DVertex2TCoords*)vertices)[0].TCoords);
break;
case EVT_TANGENTS:
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &((S3DVertexTangents*)vertices)[0].Pos);
glNormalPointer(GL_FLOAT, sizeof(S3DVertexTangents), &((S3DVertexTangents*)vertices)[0].Normal);
// texture coordinates
if (MultiTextureExtension)
{
extGlClientActiveTexture(GL_TEXTURE1_ARB);
glEnableClientState ( GL_TEXTURE_COORD_ARRAY );
glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &((S3DVertexTangents*)vertices)[0].Tangent);
extGlClientActiveTexture(GL_TEXTURE2_ARB);
glEnableClientState ( GL_TEXTURE_COORD_ARRAY );
glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &((S3DVertexTangents*)vertices)[0].Binormal);
extGlClientActiveTexture(GL_TEXTURE0_ARB);
}
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), &((S3DVertexTangents*)vertices)[0].TCoords);
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();
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
if (MultiTextureExtension)
{
if (vType==EVT_TANGENTS)
{
extGlClientActiveTexture(GL_TEXTURE2_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
if (vType!=EVT_STANDARD && MultiTextureExtension)
{
extGlClientActiveTexture(GL_TEXTURE1_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
extGlClientActiveTexture(GL_TEXTURE0_ARB);
}
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 = (f32)sourcePos.X / (f32)ss.Width;
tcoords.UpperLeftCorner.Y = (f32)sourcePos.Y / (f32)ss.Height;
tcoords.LowerRightCorner.X = ((f32)sourcePos.X +(f32)sourceSize.Width) / (f32)ss.Width;
tcoords.LowerRightCorner.Y = ((f32)sourcePos.Y + (f32)sourceSize.Height) / (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)
{
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 = (f32)sourceRects[currentIndex].UpperLeftCorner.X / (f32)ss.Width;
tcoords.UpperLeftCorner.Y = (f32)sourceRects[currentIndex].UpperLeftCorner.Y / (f32)ss.Height;
tcoords.LowerRightCorner.X = (f32)sourceRects[currentIndex].LowerRightCorner.X / (f32)ss.Width;
tcoords.LowerRightCorner.Y = (f32)sourceRects[currentIndex].LowerRightCorner.Y / (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 = (f32)sourceRect.UpperLeftCorner.X / (f32)ss.Width;
tcoords.UpperLeftCorner.Y = (f32)sourceRect.UpperLeftCorner.Y / (f32)ss.Height;
tcoords.LowerRightCorner.X = (f32)sourceRect.LowerRightCorner.X / (f32)ss.Width;
tcoords.LowerRightCorner.Y = (f32)sourceRect.LowerRightCorner.Y / (f32)ss.Height;
const core::dimension2d<s32>& renderTargetSize = getCurrentRenderTargetSize();
core::rect<f32> npos;
f32 xFact = 2.0f / ( renderTargetSize.Width );
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)
{
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();
s32 xPlus = renderTargetSize.Width>>1;
f32 xFact = 1.0f / (renderTargetSize.Width>>1);
s32 yPlus = renderTargetSize.Height-(renderTargetSize.Height>>1);
f32 yFact = 1.0f / (renderTargetSize.Height>>1);
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();
s32 xPlus = renderTargetSize.Width>>1;
f32 xFact = 1.0f / (renderTargetSize.Width>>1);
s32 yPlus = renderTargetSize.Height-(renderTargetSize.Height>>1);
f32 yFact = 1.0f / (renderTargetSize.Height>>1);
core::rect<f32> npos;
npos.UpperLeftCorner.X = (f32)(pos.UpperLeftCorner.X-xPlus) * xFact;
npos.UpperLeftCorner.Y = (f32)(yPlus-pos.UpperLeftCorner.Y) * yFact;
npos.LowerRightCorner.X = (f32)(pos.LowerRightCorner.X-xPlus) * xFact;
npos.LowerRightCorner.Y = (f32)(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>>1;
const f32 xFact = 1.0f / (renderTargetSize.Width>>1);
const s32 yPlus =
renderTargetSize.Height-(renderTargetSize.Height>>1);
const f32 yFact = 1.0f / (renderTargetSize.Height>>1);
core::position2d<f32> npos_start;
npos_start.X = (f32)(start.X - xPlus) * xFact;
npos_start.Y = (f32)(yPlus - start.Y) * yFact;
core::position2d<f32> npos_end;
npos_end.X = (f32)(end.X - xPlus) * xFact;
npos_end.Y = (f32)(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(s32 stage, video::ITexture* texture)
{
if (stage >= MaxTextureUnits)
return false;
// Not working, texture confusion in menu of Meshviewer.
if (CurrentTexture[stage]==texture)
return true;
if (MultiTextureExtension)
extGlActiveTexture(GL_TEXTURE0_ARB + stage);
CurrentTexture[stage]=texture;
if (texture == 0)
{
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,
((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(s32 fromStage)
{
bool result=true;
for (s32 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 = 0; i < MaxTextureUnits; ++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_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;
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(glmat);
ResetRenderStates = true;
}
if ( ResetRenderStates || LastMaterial != Material)
{
// unset old material
if (LastMaterial.MaterialType != Material.MaterialType &&
LastMaterial.MaterialType >= 0 && LastMaterial.MaterialType < (s32)MaterialRenderers.size())
MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
// set new material.
if (Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial(
Material, LastMaterial, ResetRenderStates, this);
LastMaterial = Material;
ResetRenderStates = false;
}
if (Material.MaterialType >= 0 && Material.MaterialType < (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 (s32 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 || material.TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
if (material.Textures[i] && material.Textures[i]->hasMipMaps())
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
material.TrilinearFilter ? GL_LINEAR_MIPMAP_LINEAR : material.BilinearFilter ? GL_LINEAR_MIPMAP_NEAREST : GL_NEAREST_MIPMAP_NEAREST );
else
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
(material.BilinearFilter || material.TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
if (AnisotropyExtension)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
material.AnisotropicFilter ? MaxAnisotropy : 1.0f );
}
// 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 (s32 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);
}
}
}
//! 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 < (s32)MaterialRenderers.size())
MaterialRenderers[Material.MaterialType].Renderer->OnUnsetMaterial();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
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 < (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);
glDepthMask(GL_FALSE); // no depth buffer writing
glDepthFunc(GL_LEQUAL);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE ); // no color buffer drawing
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 0, 0);
glEnable(GL_CULL_FACE);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3,GL_FLOAT,sizeof(core::vector3df),&triangles[0]);
if (!zfail)
{
// ZPASS Method
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
glCullFace(GL_BACK);
glDrawArrays(GL_TRIANGLES,0,count);
glStencilOp(GL_KEEP, GL_KEEP, GL_DECR);
glCullFace(GL_FRONT);
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);
glDepthFunc( GL_LEQUAL );
glFrontFace( GL_CCW );
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, 0xFFFFFFFFL);
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_TRIANGLE_STRIP);
glColor4ub (leftUpEdge.getRed(), leftUpEdge.getGreen(), leftUpEdge.getBlue(), leftUpEdge.getAlpha() );
glVertex3f(-1.1f, 1.1f,0.9f);
glColor4ub (leftDownEdge.getRed(), leftDownEdge.getGreen(), leftDownEdge.getBlue(), leftDownEdge.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 (int 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 (int 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)
{
//disable mip-mapping
bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
video::ITexture* rtt = 0;
#if defined(GL_EXT_framebuffer_object)
// if driver supports FrameBufferObjects, use them
if (queryFeature(EVDF_FRAMEBUFFER_OBJECT))
rtt = new COpenGLTexture(size, PackedDepthStencilExtension, "rt", this);
else
#endif
{
rtt = addTexture(size, "rt");
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 = (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 = (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;
}
} // 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_