// 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 #endif namespace irr { namespace video { // ----------------------------------------------------------------------- // WINDOWS CONSTRUCTOR // ----------------------------------------------------------------------- #ifdef _IRR_USE_WINDOWS_DEVICE_ //! Windows constructor and init code COpenGLDriver::COpenGLDriver(const core::dimension2d& 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& 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(HDc); ExposedData.OpenGLWin32.HRc = reinterpret_cast(HRc); ExposedData.OpenGLWin32.HWnd = reinterpret_cast(Window); return true; } #endif //IRR_USE_WINDOWS_DEVICE_ // ----------------------------------------------------------------------- // MACOSX CONSTRUCTOR // ----------------------------------------------------------------------- #ifdef MACOSX //! Windows constructor and init code COpenGLDriver::COpenGLDriver(const core::dimension2d& 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& 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& 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& 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; idrop(); // 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* 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; iColor.toOpenGLColor(&ColorBuffer[i]); ++p; } } break; case EVT_2TCOORDS: { const S3DVertex2TCoords* p = (const S3DVertex2TCoords*)vertices; for ( i=0; iColor.toOpenGLColor(&ColorBuffer[i]); ++p; } } break; case EVT_TANGENTS: { const S3DVertexTangents* p = (const S3DVertexTangents*)vertices; for ( i=0; iColor.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 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &((S3DVertex2TCoords*)vertices)[0].TCoords); if (MultiTextureExtension) { extGlClientActiveTexture(GL_TEXTURE1_ARB); glEnableClientState ( GL_TEXTURE_COORD_ARRAY ); glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &((S3DVertex2TCoords*)vertices)[0].TCoords2); } 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 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), &((S3DVertexTangents*)vertices)[0].TCoords); 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); } 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& pos, const core::rect& sourceRect, const core::rect* clipRect, SColor color, bool useAlphaChannelOfTexture) { if (!texture) return; if (!sourceRect.isValid()) return; core::position2d targetPos(pos); core::position2d sourcePos(sourceRect.UpperLeftCorner); core::dimension2d sourceSize(sourceRect.getSize()); const core::dimension2d& 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& ss = texture->getOriginalSize(); core::rect 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 poss(targetPos, sourceSize); core::rect 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& pos, const core::array >& sourceRects, const core::array& indices, const core::rect* clipRect, SColor color, bool useAlphaChannelOfTexture) { if (!texture) return; const core::dimension2d& 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& ss = texture->getOriginalSize(); core::position2d targetPos(pos); core::position2d sourcePos; core::dimension2d sourceSize; core::rect tcoords; f32 xFact = 2.0f / ( renderTargetSize.Width ); f32 yFact = 2.0f / ( renderTargetSize.Height ); for (u32 i=0; i poss(targetPos, sourceSize); core::rect 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& destRect, const core::rect& sourceRect, const core::rect* clipRect, video::SColor* colors, bool useAlphaChannelOfTexture) { if (!texture) return; const core::dimension2d& ss = texture->getOriginalSize(); core::rect 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& renderTargetSize = getCurrentRenderTargetSize(); core::rect 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& position, const core::rect* clip) { setRenderStates2DMode(color.getAlpha() < 255, false, false); disableTextures(); core::rect pos = position; if (clip) pos.clipAgainst(*clip); if (!pos.isValid()) return; const core::dimension2d& 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& position, SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown, const core::rect* clip) { core::rect pos = position; if (clip) pos.clipAgainst(*clip); if (!pos.isValid()) return; const core::dimension2d& 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 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& start, const core::position2d& end, SColor color) { // thanks to Vash TheStampede who sent in his implementation const core::dimension2d& 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 npos_start; npos_start.X = (f32)(start.X - xPlus) * xFact; npos_start.Y = (f32)(yPlus - start.Y) * yFact; core::position2d 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= 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; i0) 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 (s32 u=0; u101) 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 < (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& area) { core::rect vp = area; core::rect 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); 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& 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; isetPixelShaderConstant(), 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& 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(texture); CurrentRendertargetSize = texture->getSize(); if (RenderTargetTexture->isFrameBufferObject()) RenderTargetTexture->bindFrameBufferObject(); } else { glViewport(0,0,ScreenSize.Width,ScreenSize.Height); RenderTargetTexture = 0; CurrentRendertargetSize = core::dimension2d(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 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& 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& 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& 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& 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_