492 lines
19 KiB
C++
492 lines
19 KiB
C++
// Copyright (C) 2002-2009 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in Irrlicht.h
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#ifndef __C_VIDEO_OPEN_GL_H_INCLUDED__
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#define __C_VIDEO_OPEN_GL_H_INCLUDED__
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#include "IrrCompileConfig.h"
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#include "SIrrCreationParameters.h"
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namespace irr
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{
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class CIrrDeviceWin32;
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class CIrrDeviceLinux;
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class CIrrDeviceSDL;
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class CIrrDeviceMacOSX;
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}
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#ifdef _IRR_COMPILE_WITH_OPENGL_
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#include "CNullDriver.h"
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#include "IMaterialRendererServices.h"
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// also includes the OpenGL stuff
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#include "COpenGLExtensionHandler.h"
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namespace irr
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{
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namespace video
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{
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class COpenGLTexture;
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class COpenGLDriver : public CNullDriver, public IMaterialRendererServices, public COpenGLExtensionHandler
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{
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public:
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#ifdef _IRR_COMPILE_WITH_WINDOWS_DEVICE_
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COpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, CIrrDeviceWin32* device);
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//! inits the windows specific parts of the open gl driver
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bool initDriver(SIrrlichtCreationParameters params, CIrrDeviceWin32* device);
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bool changeRenderContext(const SExposedVideoData& videoData, CIrrDeviceWin32* device);
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#endif
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#ifdef _IRR_COMPILE_WITH_X11_DEVICE_
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COpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, CIrrDeviceLinux* device);
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//! inits the GLX specific parts of the open gl driver
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bool initDriver(SIrrlichtCreationParameters params, CIrrDeviceLinux* device);
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bool changeRenderContext(const SExposedVideoData& videoData, CIrrDeviceLinux* device);
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#endif
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#ifdef _IRR_COMPILE_WITH_SDL_DEVICE_
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COpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, CIrrDeviceSDL* device);
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#endif
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#ifdef _IRR_COMPILE_WITH_OSX_DEVICE_
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COpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, CIrrDeviceMacOSX *device);
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#endif
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//! generic version which overloads the unimplemented versions
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bool changeRenderContext(const SExposedVideoData& videoData, void* device) {return false;}
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//! destructor
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virtual ~COpenGLDriver();
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//! clears the zbuffer
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virtual bool beginScene(bool backBuffer=true, bool zBuffer=true,
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SColor color=SColor(255,0,0,0),
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const SExposedVideoData& videoData=SExposedVideoData(),
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core::rect<s32>* sourceRect=0);
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//! presents the rendered scene on the screen, returns false if failed
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virtual bool endScene();
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//! sets transformation
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virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat);
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struct SHWBufferLink_opengl : public SHWBufferLink
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{
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SHWBufferLink_opengl(const scene::IMeshBuffer *_MeshBuffer): SHWBufferLink(_MeshBuffer), vbo_verticesID(0),vbo_indicesID(0){}
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GLuint vbo_verticesID; //tmp
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GLuint vbo_indicesID; //tmp
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GLuint vbo_verticesSize; //tmp
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GLuint vbo_indicesSize; //tmp
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};
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//! updates hardware buffer if needed
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virtual bool updateHardwareBuffer(SHWBufferLink *HWBuffer);
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//! Create hardware buffer from mesh
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virtual SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb);
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//! Delete hardware buffer (only some drivers can)
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virtual void deleteHardwareBuffer(SHWBufferLink *HWBuffer);
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//! Draw hardware buffer
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virtual void drawHardwareBuffer(SHWBufferLink *HWBuffer);
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//! draws a vertex primitive list
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virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
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const void* indexList, u32 primitiveCount,
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E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType);
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//! draws a vertex primitive list in 2d
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virtual void draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount,
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const void* indexList, u32 primitiveCount,
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E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType);
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//! queries the features of the driver, returns true if feature is available
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virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const
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{
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return FeatureEnabled[feature] && COpenGLExtensionHandler::queryFeature(feature);
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}
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//! Sets a material. All 3d drawing functions draw geometry now
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//! using this material.
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//! \param material: Material to be used from now on.
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virtual void setMaterial(const SMaterial& material);
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//! draws a set of 2d images, using a color and the alpha channel of the
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//! texture if desired.
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void draw2DImageBatch(const video::ITexture* texture,
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const core::array<core::position2d<s32> >& positions,
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const core::array<core::rect<s32> >& sourceRects,
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const core::rect<s32>* clipRect,
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SColor color,
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bool useAlphaChannelOfTexture);
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//! draws an 2d image, using a color (if color is other then Color(255,255,255,255)) and the alpha channel of the texture if wanted.
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virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
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const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
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SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false);
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//! draws a set of 2d images, using a color and the alpha
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/** channel of the texture if desired. The images are drawn
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beginning at pos and concatenated in one line. All drawings
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are clipped against clipRect (if != 0).
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The subtextures are defined by the array of sourceRects
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and are chosen by the indices given.
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\param texture: Texture to be drawn.
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\param pos: Upper left 2d destination position where the image will be drawn.
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\param sourceRects: Source rectangles of the image.
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\param indices: List of indices which choose the actual rectangle used each time.
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\param clipRect: Pointer to rectangle on the screen where the image is clipped to.
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This pointer can be 0. Then the image is not clipped.
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\param color: Color with which the image is colored.
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Note that the alpha component is used: If alpha is other than 255, the image will be transparent.
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\param useAlphaChannelOfTexture: If true, the alpha channel of the texture is
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used to draw the image. */
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virtual void draw2DImage(const video::ITexture* texture,
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const core::position2d<s32>& pos,
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const core::array<core::rect<s32> >& sourceRects,
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const core::array<s32>& indices,
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const core::rect<s32>* clipRect=0,
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SColor color=SColor(255,255,255,255),
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bool useAlphaChannelOfTexture=false);
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//! Draws a part of the texture into the rectangle.
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virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
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const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
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const video::SColor* const colors=0, bool useAlphaChannelOfTexture=false);
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//! draw an 2d rectangle
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virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,
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const core::rect<s32>* clip = 0);
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//!Draws an 2d rectangle with a gradient.
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virtual void draw2DRectangle(const core::rect<s32>& pos,
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SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
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const core::rect<s32>* clip = 0);
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//! Draws a 2d line.
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virtual void draw2DLine(const core::position2d<s32>& start,
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const core::position2d<s32>& end,
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SColor color=SColor(255,255,255,255));
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//! Draws a single pixel
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virtual void drawPixel(u32 x, u32 y, const SColor & color);
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//! Draws a 3d line.
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virtual void draw3DLine(const core::vector3df& start,
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const core::vector3df& end,
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SColor color = SColor(255,255,255,255));
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//! \return Returns the name of the video driver. Example: In case of the Direct3D8
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//! driver, it would return "Direct3D8.1".
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virtual const wchar_t* getName() const;
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//! deletes all dynamic lights there are
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virtual void deleteAllDynamicLights();
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//! adds a dynamic light, returning an index to the light
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//! \param light: the light data to use to create the light
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//! \return An index to the light, or -1 if an error occurs
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virtual s32 addDynamicLight(const SLight& light);
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//! Turns a dynamic light on or off
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//! \param lightIndex: the index returned by addDynamicLight
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//! \param turnOn: true to turn the light on, false to turn it off
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virtual void turnLightOn(s32 lightIndex, bool turnOn);
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//! returns the maximal amount of dynamic lights the device can handle
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virtual u32 getMaximalDynamicLightAmount() const;
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//! Sets the dynamic ambient light color. The default color is
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//! (0,0,0,0) which means it is dark.
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//! \param color: New color of the ambient light.
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virtual void setAmbientLight(const SColorf& color);
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//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
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//! this: First, draw all geometry. Then use this method, to draw the shadow
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//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
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virtual void drawStencilShadowVolume(const core::vector3df* triangles, s32 count, bool zfail);
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//! Fills the stencil shadow with color. After the shadow volume has been drawn
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//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
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//! to draw the color of the shadow.
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virtual void drawStencilShadow(bool clearStencilBuffer=false,
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video::SColor leftUpEdge = video::SColor(0,0,0,0),
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video::SColor rightUpEdge = video::SColor(0,0,0,0),
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video::SColor leftDownEdge = video::SColor(0,0,0,0),
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video::SColor rightDownEdge = video::SColor(0,0,0,0));
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//! sets a viewport
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virtual void setViewPort(const core::rect<s32>& area);
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//! Sets the fog mode.
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virtual void setFog(SColor color, E_FOG_TYPE fogType, f32 start,
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f32 end, f32 density, bool pixelFog, bool rangeFog);
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//! Only used by the internal engine. Used to notify the driver that
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//! the window was resized.
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virtual void OnResize(const core::dimension2d<u32>& size);
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//! Returns type of video driver
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virtual E_DRIVER_TYPE getDriverType() const;
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//! get color format of the current color buffer
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virtual ECOLOR_FORMAT getColorFormat() const;
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//! Returns the transformation set by setTransform
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virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const;
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//! Can be called by an IMaterialRenderer to make its work easier.
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virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial,
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bool resetAllRenderstates);
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//! Sets a vertex shader constant.
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virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
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//! Sets a pixel shader constant.
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virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
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//! Sets a constant for the vertex shader based on a name.
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virtual bool setVertexShaderConstant(const c8* name, const f32* floats, int count);
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//! Sets a constant for the pixel shader based on a name.
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virtual bool setPixelShaderConstant(const c8* name, const f32* floats, int count);
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//! sets the current Texture
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//! Returns whether setting was a success or not.
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bool setActiveTexture(u32 stage, const video::ITexture* texture);
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//! disables all textures beginning with the optional fromStage parameter. Otherwise all texture stages are disabled.
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//! Returns whether disabling was successful or not.
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bool disableTextures(u32 fromStage=0);
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//! Adds a new material renderer to the VideoDriver, using
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//! extGLGetObjectParameteriv(shaderHandle, GL_OBJECT_COMPILE_STATUS_ARB, &status)
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//! pixel and/or vertex shaders to render geometry.
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virtual s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,
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IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData);
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//! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
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virtual s32 addHighLevelShaderMaterial(
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const c8* vertexShaderProgram,
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const c8* vertexShaderEntryPointName = "main",
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E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
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const c8* pixelShaderProgram = 0,
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const c8* pixelShaderEntryPointName = "main",
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E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
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const c8* geometryShaderProgram = 0,
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const c8* geometryShaderEntryPointName = "main",
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E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
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scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
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scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
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u32 verticesOut = 0,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0);
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//! Returns a pointer to the IVideoDriver interface. (Implementation for
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//! IMaterialRendererServices)
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virtual IVideoDriver* getVideoDriver();
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//! Returns the maximum amount of primitives (mostly vertices) which
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//! the device is able to render with one drawIndexedTriangleList
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//! call.
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virtual u32 getMaximalPrimitiveCount() const;
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virtual ITexture* addRenderTargetTexture(const core::dimension2d<u32>& size,
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const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN);
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//! set or reset render target
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virtual bool setRenderTarget(video::E_RENDER_TARGET target, bool clearTarget,
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bool clearZBuffer, SColor color);
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//! set or reset render target texture
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virtual bool setRenderTarget(video::ITexture* texture, bool clearBackBuffer,
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bool clearZBuffer, SColor color);
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//! Sets multiple render targets
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virtual bool setRenderTarget(const core::array<video::IRenderTarget>& texture,
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bool clearBackBuffer=true, bool clearZBuffer=true, SColor color=SColor(0,0,0,0));
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//! Clears the ZBuffer.
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virtual void clearZBuffer();
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//! Returns an image created from the last rendered frame.
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virtual IImage* createScreenShot();
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//! checks if an OpenGL error has happend and prints it
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//! for performance reasons only available in debug mode
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bool testGLError();
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//! Set/unset a clipping plane.
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//! There are at least 6 clipping planes available for the user to set at will.
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//! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.
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//! \param plane: The plane itself.
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//! \param enable: If true, enable the clipping plane else disable it.
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virtual bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false);
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//! Enable/disable a clipping plane.
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//! There are at least 6 clipping planes available for the user to set at will.
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//! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.
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//! \param enable: If true, enable the clipping plane else disable it.
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virtual void enableClipPlane(u32 index, bool enable);
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//! Enable the 2d override material
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virtual void enableMaterial2D(bool enable=true);
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//! Returns the graphics card vendor name.
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virtual core::stringc getVendorInfo() {return VendorName;}
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//! Returns the maximum texture size supported.
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virtual core::dimension2du getMaxTextureSize() const;
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ITexture* createDepthTexture(ITexture* texture, bool shared=true);
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void removeDepthTexture(ITexture* texture);
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//! Convert E_PRIMITIVE_TYPE to OpenGL equivalent
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GLenum primitiveTypeToGL(scene::E_PRIMITIVE_TYPE type) const;
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private:
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//! clears the zbuffer and color buffer
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void clearBuffers(bool backBuffer, bool zBuffer, bool stencilBuffer, SColor color);
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bool updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer);
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bool updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer);
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void uploadClipPlane(u32 index);
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//! inits the parts of the open gl driver used on all platforms
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bool genericDriverInit(const core::dimension2d<u32>& screenSize, bool stencilBuffer);
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//! returns a device dependent texture from a software surface (IImage)
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virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const io::path& name, void* mipmapData);
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//! creates a transposed matrix in supplied GLfloat array to pass to OpenGL
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inline void createGLMatrix(GLfloat gl_matrix[16], const core::matrix4& m);
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inline void createGLTextureMatrix(GLfloat gl_matrix[16], const core::matrix4& m);
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//! Set GL pipeline to desired texture wrap modes of the material
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void setWrapMode(const SMaterial& material);
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//! get native wrap mode value
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GLint getTextureWrapMode(const u8 clamp);
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//! sets the needed renderstates
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void setRenderStates3DMode();
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//! sets the needed renderstates
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void setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel);
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// returns the current size of the screen or rendertarget
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virtual const core::dimension2d<u32>& getCurrentRenderTargetSize() const;
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void createMaterialRenderers();
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//! Assign a hardware light to the specified requested light, if any
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//! free hardware lights exist.
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//! \param[in] lightIndex: the index of the requesting light
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void assignHardwareLight(u32 lightIndex);
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//! helper function for render setup.
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void createColorBuffer(const void* vertices, u32 vertexCount, E_VERTEX_TYPE vType);
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//! helper function doing the actual rendering.
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void renderArray(const void* indexList, u32 primitiveCount,
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scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType);
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core::stringw Name;
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core::matrix4 Matrices[ETS_COUNT];
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core::array<u8> ColorBuffer;
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//! enumeration for rendering modes such as 2d and 3d for minizing the switching of renderStates.
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enum E_RENDER_MODE
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{
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ERM_NONE = 0, // no render state has been set yet.
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ERM_2D, // 2d drawing rendermode
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ERM_3D // 3d rendering mode
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};
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E_RENDER_MODE CurrentRenderMode;
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//! bool to make all renderstates reset if set to true.
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bool ResetRenderStates;
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bool Transformation3DChanged;
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u8 AntiAlias;
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SMaterial Material, LastMaterial;
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COpenGLTexture* RenderTargetTexture;
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const ITexture* CurrentTexture[MATERIAL_MAX_TEXTURES];
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core::array<ITexture*> DepthTextures;
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struct SUserClipPlane
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{
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SUserClipPlane() : Enabled(false) {}
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core::plane3df Plane;
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bool Enabled;
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};
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core::array<SUserClipPlane> UserClipPlanes;
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core::dimension2d<u32> CurrentRendertargetSize;
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core::stringc VendorName;
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core::matrix4 TextureFlipMatrix;
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//! Color buffer format
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ECOLOR_FORMAT ColorFormat;
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//! Render target type for render operations
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E_RENDER_TARGET CurrentTarget;
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bool Doublebuffer;
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bool Stereo;
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//! All the lights that have been requested; a hardware limited
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//! number of them will be used at once.
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struct RequestedLight
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{
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RequestedLight(SLight const & lightData)
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: LightData(lightData), HardwareLightIndex(-1), DesireToBeOn(true) { }
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SLight LightData;
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s32 HardwareLightIndex; // GL_LIGHT0 - GL_LIGHT7
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bool DesireToBeOn;
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};
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core::array<RequestedLight> RequestedLights;
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#ifdef _IRR_WINDOWS_API_
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HDC HDc; // Private GDI Device Context
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HWND Window;
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#ifdef _IRR_COMPILE_WITH_WINDOWS_DEVICE_
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CIrrDeviceWin32 *Device;
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#endif
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#endif
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#ifdef _IRR_COMPILE_WITH_X11_DEVICE_
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GLXDrawable Drawable;
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Display* X11Display;
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CIrrDeviceLinux *Device;
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#endif
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#ifdef _IRR_COMPILE_WITH_OSX_DEVICE_
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CIrrDeviceMacOSX *Device;
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#endif
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#ifdef _IRR_COMPILE_WITH_SDL_DEVICE_
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CIrrDeviceSDL *Device;
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#endif
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E_DEVICE_TYPE DeviceType;
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};
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} // end namespace video
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} // end namespace irr
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#endif // _IRR_COMPILE_WITH_OPENGL_
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#endif
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