3596 lines
104 KiB
C++
3596 lines
104 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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#include "COpenGLDriver.h"
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// needed here also because of the create methods' parameters
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#include "CNullDriver.h"
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#ifdef _IRR_COMPILE_WITH_OPENGL_
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#include "COpenGLTexture.h"
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#include "COpenGLMaterialRenderer.h"
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#include "COpenGLShaderMaterialRenderer.h"
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#include "COpenGLSLMaterialRenderer.h"
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#include "COpenGLNormalMapRenderer.h"
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#include "COpenGLParallaxMapRenderer.h"
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#include "CImage.h"
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#include "os.h"
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#ifdef _IRR_COMPILE_WITH_SDL_DEVICE_
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#include <SDL/SDL.h>
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#endif
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namespace irr
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{
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namespace video
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{
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// -----------------------------------------------------------------------
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// WINDOWS CONSTRUCTOR
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// -----------------------------------------------------------------------
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#ifdef _IRR_COMPILE_WITH_WINDOWS_DEVICE_
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//! Windows constructor and init code
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COpenGLDriver::COpenGLDriver(const irr::SIrrlichtCreationParameters& params,
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io::IFileSystem* io, CIrrDeviceWin32* device)
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: CNullDriver(io, params.WindowSize), COpenGLExtensionHandler(),
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CurrentRenderMode(ERM_NONE), ResetRenderStates(true), Transformation3DChanged(true),
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AntiAlias(params.AntiAlias), RenderTargetTexture(0),
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CurrentRendertargetSize(0,0), ColorFormat(ECF_R8G8B8),
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CurrentTarget(ERT_FRAME_BUFFER),
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Doublebuffer(params.Doublebuffer), Stereo(params.Stereobuffer),
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HDc(0), Window(static_cast<HWND>(params.WindowId)), HRc(0), DeviceType(EIDT_WIN32)
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{
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#ifdef _DEBUG
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setDebugName("COpenGLDriver");
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#endif
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}
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//! inits the open gl driver
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bool COpenGLDriver::initDriver(irr::SIrrlichtCreationParameters params, CIrrDeviceWin32* device)
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{
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// Set up pixel format descriptor with desired parameters
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PIXELFORMATDESCRIPTOR pfd = {
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sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
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1, // Version Number
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PFD_DRAW_TO_WINDOW | // Format Must Support Window
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PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
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(params.Doublebuffer?PFD_DOUBLEBUFFER:0) | // Must Support Double Buffering
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(params.Stereobuffer?PFD_STEREO:0), // Must Support Stereo Buffer
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PFD_TYPE_RGBA, // Request An RGBA Format
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params.Bits, // Select Our Color Depth
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0, 0, 0, 0, 0, 0, // Color Bits Ignored
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0, // No Alpha Buffer
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0, // Shift Bit Ignored
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0, // No Accumulation Buffer
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0, 0, 0, 0, // Accumulation Bits Ignored
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params.ZBufferBits, // Z-Buffer (Depth Buffer)
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params.Stencilbuffer ? 1 : 0, // Stencil Buffer Depth
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0, // No Auxiliary Buffer
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PFD_MAIN_PLANE, // Main Drawing Layer
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0, // Reserved
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0, 0, 0 // Layer Masks Ignored
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};
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GLuint PixelFormat;
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if (AntiAlias > 1)
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{
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// Create a window to test antialiasing support
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const fschar_t* ClassName = __TEXT("GLCIrrDeviceWin32");
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HINSTANCE lhInstance = GetModuleHandle(0);
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// Register Class
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WNDCLASSEX wcex;
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wcex.cbSize = sizeof(WNDCLASSEX);
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wcex.style = CS_HREDRAW | CS_VREDRAW;
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wcex.lpfnWndProc = (WNDPROC)DefWindowProc;
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wcex.cbClsExtra = 0;
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wcex.cbWndExtra = 0;
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wcex.hInstance = lhInstance;
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wcex.hIcon = NULL;
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wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
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wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
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wcex.lpszMenuName = 0;
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wcex.lpszClassName = ClassName;
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wcex.hIconSm = 0;
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wcex.hIcon = 0;
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RegisterClassEx(&wcex);
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RECT clientSize;
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clientSize.top = 0;
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clientSize.left = 0;
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clientSize.right = params.WindowSize.Width;
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clientSize.bottom = params.WindowSize.Height;
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DWORD style = WS_POPUP;
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if (!params.Fullscreen)
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style = WS_SYSMENU | WS_BORDER | WS_CAPTION | WS_CLIPCHILDREN | WS_CLIPSIBLINGS;
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AdjustWindowRect(&clientSize, style, FALSE);
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const s32 realWidth = clientSize.right - clientSize.left;
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const s32 realHeight = clientSize.bottom - clientSize.top;
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const s32 windowLeft = (GetSystemMetrics(SM_CXSCREEN) - realWidth) / 2;
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const s32 windowTop = (GetSystemMetrics(SM_CYSCREEN) - realHeight) / 2;
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HWND temporary_wnd=CreateWindow(ClassName, __TEXT(""), style, windowLeft, windowTop,
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realWidth, realHeight, NULL, NULL, lhInstance, NULL);
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if (!temporary_wnd)
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{
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os::Printer::log("Cannot create a temporary window.", ELL_ERROR);
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return false;
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}
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HDc = GetDC(temporary_wnd);
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for (u32 i=0; i<5; ++i)
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{
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if (i == 1)
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{
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if (params.Stencilbuffer)
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{
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os::Printer::log("Cannot create a GL device with stencil buffer, disabling stencil shadows.", ELL_WARNING);
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params.Stencilbuffer = false;
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pfd.cStencilBits = 0;
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}
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else
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continue;
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}
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else
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if (i == 2)
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{
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pfd.cDepthBits = 24;
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}
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if (i == 3)
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{
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if (params.Bits!=16)
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pfd.cDepthBits = 16;
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else
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continue;
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}
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else
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if (i == 4)
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{
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// try single buffer
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if (params.Doublebuffer)
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pfd.dwFlags &= ~PFD_DOUBLEBUFFER;
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else
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continue;
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}
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else
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if (i == 5)
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{
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os::Printer::log("Cannot create a GL device context", "No suitable format for temporary window.", ELL_ERROR);
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ReleaseDC(temporary_wnd, HDc);
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DestroyWindow(temporary_wnd);
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return false;
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}
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// choose pixelformat
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PixelFormat = ChoosePixelFormat(HDc, &pfd);
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if (PixelFormat)
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break;
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}
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SetPixelFormat(HDc, PixelFormat, &pfd);
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HRc=wglCreateContext(HDc);
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if (!HRc)
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{
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os::Printer::log("Cannot create a temporary GL rendering context.", ELL_ERROR);
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ReleaseDC(temporary_wnd, HDc);
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DestroyWindow(temporary_wnd);
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return false;
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}
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if (!wglMakeCurrent(HDc, HRc))
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{
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os::Printer::log("Cannot activate a temporary GL rendering context.", ELL_ERROR);
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wglDeleteContext(HRc);
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ReleaseDC(temporary_wnd, HDc);
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DestroyWindow(temporary_wnd);
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return false;
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}
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#ifdef WGL_ARB_pixel_format
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PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormat_ARB = (PFNWGLCHOOSEPIXELFORMATARBPROC)wglGetProcAddress("wglChoosePixelFormatARB");
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if (wglChoosePixelFormat_ARB)
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{
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// This value determines the number of samples used for antialiasing
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// My experience is that 8 does not show a big
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// improvement over 4, but 4 shows a big improvement
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// over 2.
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if(AntiAlias > 32)
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AntiAlias = 32;
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f32 fAttributes[] = {0.0, 0.0};
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s32 iAttributes[] =
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{
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WGL_DRAW_TO_WINDOW_ARB,GL_TRUE,
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WGL_SUPPORT_OPENGL_ARB,GL_TRUE,
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WGL_ACCELERATION_ARB,WGL_FULL_ACCELERATION_ARB,
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WGL_COLOR_BITS_ARB,(params.Bits==32) ? 24 : 15,
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WGL_ALPHA_BITS_ARB,(params.Bits==32) ? 8 : 1,
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WGL_DEPTH_BITS_ARB,params.ZBufferBits, // 10,11
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WGL_STENCIL_BITS_ARB,(params.Stencilbuffer) ? 1 : 0,
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WGL_DOUBLE_BUFFER_ARB,(params.Doublebuffer) ? GL_TRUE : GL_FALSE,
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WGL_STEREO_ARB,(params.Stereobuffer) ? GL_TRUE : GL_FALSE,
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#ifdef WGL_ARB_multisample
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WGL_SAMPLE_BUFFERS_ARB, 1,
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WGL_SAMPLES_ARB,AntiAlias, // 20,21
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#elif defined(WGL_EXT_multisample)
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WGL_SAMPLE_BUFFERS_EXT, 1,
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WGL_SAMPLES_EXT,AntiAlias, // 20,21
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#elif defined(WGL_3DFX_multisample)
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WGL_SAMPLE_BUFFERS_3DFX, 1,
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WGL_SAMPLES_3DFX,AntiAlias, // 20,21
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#endif
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WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB,
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// other possible values:
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// WGL_ARB_pixel_format_float: WGL_TYPE_RGBA_FLOAT_ARB
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// WGL_EXT_pixel_format_packed_float: WGL_TYPE_RGBA_UNSIGNED_FLOAT_EXT
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#if 0
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#ifdef WGL_EXT_framebuffer_sRGB
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WGL_FRAMEBUFFER_SRGB_CAPABLE_EXT, GL_FALSE,
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#endif
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#endif
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0,0
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};
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s32 rv=0;
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// Try to get an acceptable pixel format
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while(rv==0 && iAttributes[21]>1)
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{
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s32 pixelFormat=0;
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u32 numFormats=0;
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const s32 valid = wglChoosePixelFormat_ARB(HDc,iAttributes,fAttributes,1,&pixelFormat,&numFormats);
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if (valid && numFormats>0)
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rv = pixelFormat;
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else
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iAttributes[21] -= 1;
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}
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if (rv)
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{
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PixelFormat=rv;
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AntiAlias=iAttributes[21];
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}
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}
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else
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#endif
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AntiAlias=0;
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wglMakeCurrent(HDc, NULL);
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wglDeleteContext(HRc);
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ReleaseDC(temporary_wnd, HDc);
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DestroyWindow(temporary_wnd);
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}
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// get hdc
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HDc=GetDC(Window);
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if (!HDc)
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{
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os::Printer::log("Cannot create a GL device context.", ELL_ERROR);
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return false;
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}
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// search for pixel format the simple way
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if (AntiAlias < 2)
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{
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for (u32 i=0; i<5; ++i)
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{
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if (i == 1)
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{
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if (params.Stencilbuffer)
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{
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os::Printer::log("Cannot create a GL device with stencil buffer, disabling stencil shadows.", ELL_WARNING);
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params.Stencilbuffer = false;
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pfd.cStencilBits = 0;
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}
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else
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continue;
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}
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else
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if (i == 2)
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{
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pfd.cDepthBits = 24;
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}
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if (i == 3)
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{
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if (params.Bits!=16)
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pfd.cDepthBits = 16;
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else
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continue;
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}
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else
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if (i == 4)
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{
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os::Printer::log("Cannot create a GL device context", "No suitable format.", ELL_ERROR);
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return false;
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}
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// choose pixelformat
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PixelFormat = ChoosePixelFormat(HDc, &pfd);
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if (PixelFormat)
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break;
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}
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}
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// set pixel format
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if (!SetPixelFormat(HDc, PixelFormat, &pfd))
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{
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os::Printer::log("Cannot set the pixel format.", ELL_ERROR);
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return false;
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}
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// create rendering context
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#ifdef WGL_ARB_create_context
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PFNWGLCREATECONTEXTATTRIBSARBPROC wglCreateContextAttribs_ARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wglGetProcAddress("wglCreateContextAttribsARB");
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if (wglCreateContextAttribs_ARB)
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HRc=wglCreateContextAttribs_ARB(HDc, 0, NULL);
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else
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#endif
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HRc=wglCreateContext(HDc);
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if (!HRc)
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{
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os::Printer::log("Cannot create a GL rendering context.", ELL_ERROR);
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return false;
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}
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// activate rendering context
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if (!wglMakeCurrent(HDc, HRc))
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{
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os::Printer::log("Cannot activate GL rendering context", ELL_ERROR);
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wglDeleteContext(HRc);
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return false;
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}
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int pf = GetPixelFormat(HDc);
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DescribePixelFormat(HDc, pf, sizeof(PIXELFORMATDESCRIPTOR), &pfd);
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if (pfd.cAlphaBits != 0)
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{
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if (pfd.cRedBits == 8)
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ColorFormat = ECF_A8R8G8B8;
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else
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ColorFormat = ECF_A1R5G5B5;
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}
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else
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{
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if (pfd.cRedBits == 8)
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ColorFormat = ECF_R8G8B8;
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else
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ColorFormat = ECF_R5G6B5;
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}
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genericDriverInit(params.WindowSize, params.Stencilbuffer);
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#ifdef WGL_EXT_swap_control
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PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT;
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// vsync extension
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wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT");
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// set vsync
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if (wglSwapIntervalEXT)
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wglSwapIntervalEXT(params.Vsync ? 1 : 0);
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#endif
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// set exposed data
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ExposedData.OpenGLWin32.HDc = HDc;
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ExposedData.OpenGLWin32.HRc = HRc;
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ExposedData.OpenGLWin32.HWnd = Window;
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return true;
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}
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#endif // _IRR_COMPILE_WITH_WINDOWS_DEVICE_
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// -----------------------------------------------------------------------
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// MacOSX CONSTRUCTOR
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// -----------------------------------------------------------------------
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#ifdef _IRR_COMPILE_WITH_OSX_DEVICE_
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//! Windows constructor and init code
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COpenGLDriver::COpenGLDriver(const SIrrlichtCreationParameters& params,
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io::IFileSystem* io, CIrrDeviceMacOSX *device)
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: CNullDriver(io, params.WindowSize), COpenGLExtensionHandler(),
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CurrentRenderMode(ERM_NONE), ResetRenderStates(true), Transformation3DChanged(true),
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AntiAlias(params.AntiAlias), RenderTargetTexture(0),
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CurrentRendertargetSize(0,0), ColorFormat(ECF_R8G8B8),
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CurrentTarget(ERT_FRAME_BUFFER),
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Doublebuffer(params.Doublebuffer), Stereo(params.Stereobuffer),
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_device(device), DeviceType(EIDT_OSX)
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{
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#ifdef _DEBUG
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setDebugName("COpenGLDriver");
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#endif
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genericDriverInit(params.WindowSize, params.Stencilbuffer);
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}
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#endif
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// -----------------------------------------------------------------------
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// LINUX CONSTRUCTOR
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// -----------------------------------------------------------------------
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#ifdef _IRR_COMPILE_WITH_X11_DEVICE_
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//! Linux constructor and init code
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COpenGLDriver::COpenGLDriver(const SIrrlichtCreationParameters& params,
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io::IFileSystem* io, CIrrDeviceLinux* device)
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: CNullDriver(io, params.WindowSize), COpenGLExtensionHandler(),
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CurrentRenderMode(ERM_NONE), ResetRenderStates(true),
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Transformation3DChanged(true), AntiAlias(params.AntiAlias),
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RenderTargetTexture(0), CurrentRendertargetSize(0,0), ColorFormat(ECF_R8G8B8),
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CurrentTarget(ERT_FRAME_BUFFER),
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Doublebuffer(params.Doublebuffer), Stereo(params.Stereobuffer), DeviceType(EIDT_X11)
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{
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#ifdef _DEBUG
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setDebugName("COpenGLDriver");
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#endif
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}
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//! inits the open gl driver
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bool COpenGLDriver::initDriver(irr::SIrrlichtCreationParameters params, CIrrDeviceLinux* device)
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{
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ExposedData.OpenGLLinux.X11Context = glXGetCurrentContext();
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ExposedData.OpenGLLinux.X11Display = glXGetCurrentDisplay();
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ExposedData.OpenGLLinux.X11Window = (unsigned long)params.WindowId;
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Drawable = glXGetCurrentDrawable();
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genericDriverInit(params.WindowSize, params.Stencilbuffer);
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// set vsync
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#ifdef GLX_SGI_swap_control
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#ifdef _IRR_OPENGL_USE_EXTPOINTER_
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if (params.Vsync && glxSwapIntervalSGI)
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glxSwapIntervalSGI(1);
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#else
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if (params.Vsync)
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glXSwapIntervalSGI(1);
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#endif
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#endif
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return true;
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}
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#endif // _IRR_COMPILE_WITH_X11_DEVICE_
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// -----------------------------------------------------------------------
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// SDL CONSTRUCTOR
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// -----------------------------------------------------------------------
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#ifdef _IRR_COMPILE_WITH_SDL_DEVICE_
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//! SDL constructor and init code
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COpenGLDriver::COpenGLDriver(const SIrrlichtCreationParameters& params,
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io::IFileSystem* io, CIrrDeviceSDL* device)
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: CNullDriver(io, params.WindowSize), COpenGLExtensionHandler(),
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CurrentRenderMode(ERM_NONE), ResetRenderStates(true),
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Transformation3DChanged(true), AntiAlias(params.AntiAlias),
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RenderTargetTexture(0), CurrentRendertargetSize(0,0), ColorFormat(ECF_R8G8B8),
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CurrentTarget(ERT_FRAME_BUFFER),
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Doublebuffer(params.Doublebuffer), Stereo(params.Stereobuffer), DeviceType(EIDT_SDL)
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{
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#ifdef _DEBUG
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setDebugName("COpenGLDriver");
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#endif
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genericDriverInit(params.WindowSize, params.Stencilbuffer);
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}
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#endif // _IRR_COMPILE_WITH_SDL_DEVICE_
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//! destructor
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COpenGLDriver::~COpenGLDriver()
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{
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RequestedLights.clear();
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deleteMaterialRenders();
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// I get a blue screen on my laptop, when I do not delete the
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// textures manually before releasing the dc. Oh how I love this.
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deleteAllTextures();
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#ifdef _IRR_COMPILE_WITH_WINDOWS_DEVICE_
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if (DeviceType == EIDT_WIN32)
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{
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if (HRc)
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{
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if (!wglMakeCurrent(0, 0))
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os::Printer::log("Release of dc and rc failed.", ELL_WARNING);
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if (!wglDeleteContext(HRc))
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|
os::Printer::log("Release of rendering context failed.", ELL_WARNING);
|
|
}
|
|
|
|
if (HDc)
|
|
ReleaseDC(Window, HDc);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// -----------------------------------------------------------------------
|
|
// METHODS
|
|
// -----------------------------------------------------------------------
|
|
|
|
bool COpenGLDriver::genericDriverInit(const core::dimension2d<u32>& 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(reinterpret_cast<const c8*>(renderer), reinterpret_cast<const c8*>(vendor), ELL_INFORMATION);
|
|
vendorName = reinterpret_cast<const c8*>(vendor);
|
|
}
|
|
|
|
u32 i;
|
|
for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
|
CurrentTexture[i]=0;
|
|
// load extensions
|
|
initExtensions(stencilBuffer);
|
|
if (queryFeature(EVDF_ARB_GLSL))
|
|
{
|
|
char buf[32];
|
|
const u32 maj = ShaderLanguageVersion/100;
|
|
snprintf(buf, 32, "%u.%u", maj, ShaderLanguageVersion-maj*100);
|
|
os::Printer::log("GLSL version", buf, ELL_INFORMATION);
|
|
}
|
|
else
|
|
os::Printer::log("GLSL not available.", ELL_INFORMATION);
|
|
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
|
|
// Reset The Current Viewport
|
|
glViewport(0, 0, screenSize.Width, screenSize.Height);
|
|
|
|
setAmbientLight(SColorf(0.0f,0.0f,0.0f,0.0f));
|
|
#ifdef GL_EXT_separate_specular_color
|
|
if (FeatureAvailable[IRR_EXT_separate_specular_color])
|
|
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
|
|
#endif
|
|
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
|
|
|
|
// This is a fast replacement for NORMALIZE_NORMALS
|
|
// if ((Version>101) || FeatureAvailable[IRR_EXT_rescale_normal])
|
|
// glEnable(GL_RESCALE_NORMAL_EXT);
|
|
|
|
glClearDepth(1.0);
|
|
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
|
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
|
|
glHint(GL_POINT_SMOOTH_HINT, GL_FASTEST);
|
|
glDepthFunc(GL_LEQUAL);
|
|
glFrontFace(GL_CW);
|
|
// adjust flat coloring scheme to DirectX version
|
|
#if defined(GL_ARB_provoking_vertex) || defined(GL_EXT_provoking_vertex)
|
|
extGlProvokingVertex(GL_FIRST_VERTEX_CONVENTION_EXT);
|
|
#endif
|
|
|
|
UserClipPlane.reallocate(MaxUserClipPlanes);
|
|
UserClipPlaneEnabled.reallocate(MaxUserClipPlanes);
|
|
for (i=0; i<MaxUserClipPlanes; ++i)
|
|
{
|
|
UserClipPlane.push_back(core::plane3df());
|
|
UserClipPlaneEnabled.push_back(false);
|
|
}
|
|
|
|
// create material renderers
|
|
createMaterialRenderers();
|
|
|
|
// set the renderstates
|
|
setRenderStates3DMode();
|
|
|
|
glAlphaFunc(GL_GREATER, 0.f);
|
|
|
|
// set fog mode
|
|
setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
|
|
|
|
// create matrix for flipping textures
|
|
TextureFlipMatrix.buildTextureTransform(0.0f, core::vector2df(0,0), core::vector2df(0,1.0f), core::vector2df(1.0f,-1.0f));
|
|
|
|
// We need to reset once more at the beginning of the first rendering.
|
|
// This fixes problems with intermediate changes to the material during texture load.
|
|
ResetRenderStates = true;
|
|
|
|
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()
|
|
{
|
|
CNullDriver::endScene();
|
|
|
|
glFlush();
|
|
|
|
#ifdef _IRR_COMPILE_WITH_WINDOWS_DEVICE_
|
|
if (DeviceType == EIDT_WIN32)
|
|
return SwapBuffers(HDc) == TRUE;
|
|
#endif
|
|
|
|
#ifdef _IRR_COMPILE_WITH_X11_DEVICE_
|
|
if (DeviceType == EIDT_X11)
|
|
{
|
|
glXSwapBuffers((Display*)ExposedData.OpenGLLinux.X11Display, Drawable);
|
|
return true;
|
|
}
|
|
#endif
|
|
|
|
#ifdef _IRR_COMPILE_WITH_OSX_DEVICE_
|
|
if (DeviceType == EIDT_OSX)
|
|
{
|
|
_device->flush();
|
|
return true;
|
|
}
|
|
#endif
|
|
|
|
#ifdef _IRR_COMPILE_WITH_SDL_DEVICE_
|
|
if (DeviceType == EIDT_SDL)
|
|
{
|
|
SDL_GL_SwapBuffers();
|
|
return true;
|
|
}
|
|
#endif
|
|
|
|
// todo: console device present
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//! clears the zbuffer and color buffer
|
|
void COpenGLDriver::clearBuffers(bool backBuffer, bool zBuffer, bool stencilBuffer, SColor color)
|
|
{
|
|
GLbitfield mask = 0;
|
|
if (backBuffer)
|
|
{
|
|
const 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);
|
|
LastMaterial.ZWriteEnable=true;
|
|
mask |= GL_DEPTH_BUFFER_BIT;
|
|
}
|
|
|
|
if (stencilBuffer)
|
|
mask |= GL_STENCIL_BUFFER_BIT;
|
|
|
|
glClear(mask);
|
|
}
|
|
|
|
|
|
//! init call for rendering start
|
|
bool COpenGLDriver::beginScene(bool backBuffer, bool zBuffer, SColor color,
|
|
void* windowId, core::rect<s32>* sourceRect)
|
|
{
|
|
CNullDriver::beginScene(backBuffer, zBuffer, color, windowId, sourceRect);
|
|
|
|
#if defined(_IRR_COMPILE_WITH_SDL_DEVICE_)
|
|
if (DeviceType == EIDT_SDL)
|
|
{
|
|
// todo: SDL sets glFrontFace(GL_CCW) after driver creation,
|
|
// it would be better if this was fixed elsewhere.
|
|
glFrontFace(GL_CW);
|
|
}
|
|
#endif
|
|
|
|
clearBuffers(backBuffer, zBuffer, false, color);
|
|
return true;
|
|
}
|
|
|
|
|
|
//! Returns the transformation set by setTransform
|
|
const core::matrix4& COpenGLDriver::getTransform(E_TRANSFORMATION_STATE state) const
|
|
{
|
|
return Matrices[state];
|
|
}
|
|
|
|
|
|
//! sets transformation
|
|
void COpenGLDriver::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat)
|
|
{
|
|
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.
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadMatrixf((Matrices[ETS_VIEW] * Matrices[ETS_WORLD]).pointer());
|
|
// we have to update the clip planes to the latest view matrix
|
|
for (u32 i=0; i<MaxUserClipPlanes; ++i)
|
|
if (UserClipPlaneEnabled[i])
|
|
uploadClipPlane(i);
|
|
}
|
|
break;
|
|
case ETS_PROJECTION:
|
|
{
|
|
GLfloat glmat[16];
|
|
createGLMatrix(glmat, mat);
|
|
// flip z to compensate OpenGLs right-hand coordinate system
|
|
glmat[12] *= -1.0f;
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadMatrixf(glmat);
|
|
}
|
|
break;
|
|
case ETS_COUNT:
|
|
return;
|
|
default:
|
|
{
|
|
const u32 i = state - ETS_TEXTURE_0;
|
|
if (i >= MATERIAL_MAX_TEXTURES)
|
|
break;
|
|
|
|
const bool isRTT = Material.getTexture(i) && Material.getTexture(i)->isRenderTarget();
|
|
|
|
if (MultiTextureExtension)
|
|
extGlActiveTexture(GL_TEXTURE0_ARB + i);
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
if (!isRTT && mat.isIdentity() )
|
|
glLoadIdentity();
|
|
else
|
|
{
|
|
GLfloat glmat[16];
|
|
if (isRTT)
|
|
createGLTextureMatrix(glmat, mat * TextureFlipMatrix);
|
|
else
|
|
createGLTextureMatrix(glmat, mat);
|
|
|
|
glLoadMatrixf(glmat);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
bool COpenGLDriver::updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
|
|
{
|
|
if (!HWBuffer)
|
|
return false;
|
|
|
|
if (!FeatureAvailable[IRR_ARB_vertex_buffer_object])
|
|
return false;
|
|
|
|
#if defined(GL_ARB_vertex_buffer_object)
|
|
const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
|
|
const void* vertices=mb->getVertices();
|
|
const u32 vertexCount=mb->getVertexCount();
|
|
const E_VERTEX_TYPE vType=mb->getVertexType();
|
|
const u32 vertexSize = getVertexPitchFromType(vType);
|
|
|
|
//buffer vertex data, and convert colours...
|
|
core::array<c8> buffer(vertexSize * vertexCount);
|
|
memcpy(buffer.pointer(), vertices, vertexSize * vertexCount);
|
|
|
|
// in order to convert the colors into opengl format (RGBA)
|
|
switch (vType)
|
|
{
|
|
case EVT_STANDARD:
|
|
{
|
|
S3DVertex* pb = reinterpret_cast<S3DVertex*>(buffer.pointer());
|
|
const S3DVertex* po = static_cast<const S3DVertex*>(vertices);
|
|
for (u32 i=0; i<vertexCount; i++)
|
|
{
|
|
po[i].Color.toOpenGLColor((u8*)&(pb[i].Color));
|
|
}
|
|
}
|
|
break;
|
|
case EVT_2TCOORDS:
|
|
{
|
|
S3DVertex2TCoords* pb = reinterpret_cast<S3DVertex2TCoords*>(buffer.pointer());
|
|
const S3DVertex2TCoords* po = static_cast<const S3DVertex2TCoords*>(vertices);
|
|
for (u32 i=0; i<vertexCount; i++)
|
|
{
|
|
po[i].Color.toOpenGLColor((u8*)&(pb[i].Color));
|
|
}
|
|
}
|
|
break;
|
|
case EVT_TANGENTS:
|
|
{
|
|
S3DVertexTangents* pb = reinterpret_cast<S3DVertexTangents*>(buffer.pointer());
|
|
const S3DVertexTangents* po = static_cast<const S3DVertexTangents*>(vertices);
|
|
for (u32 i=0; i<vertexCount; i++)
|
|
{
|
|
po[i].Color.toOpenGLColor((u8*)&(pb[i].Color));
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//get or create buffer
|
|
bool newBuffer=false;
|
|
if (!HWBuffer->vbo_verticesID)
|
|
{
|
|
extGlGenBuffers(1, &HWBuffer->vbo_verticesID);
|
|
if (!HWBuffer->vbo_verticesID)
|
|
return false;
|
|
newBuffer=true;
|
|
}
|
|
else if (HWBuffer->vbo_verticesSize < vertexCount*vertexSize)
|
|
{
|
|
newBuffer=true;
|
|
}
|
|
|
|
extGlBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
|
|
|
|
//copy data to graphics card
|
|
glGetError(); // clear error storage
|
|
if (!newBuffer)
|
|
extGlBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * vertexSize, buffer.const_pointer());
|
|
else
|
|
{
|
|
HWBuffer->vbo_verticesSize = vertexCount*vertexSize;
|
|
|
|
if (HWBuffer->Mapped_Vertex==scene::EHM_STATIC)
|
|
extGlBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, buffer.const_pointer(), GL_STATIC_DRAW);
|
|
else if (HWBuffer->Mapped_Vertex==scene::EHM_DYNAMIC)
|
|
extGlBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, buffer.const_pointer(), GL_DYNAMIC_DRAW);
|
|
else //scene::EHM_STREAM
|
|
extGlBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, buffer.const_pointer(), GL_STREAM_DRAW);
|
|
}
|
|
|
|
extGlBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
return (glGetError() == GL_NO_ERROR);
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
|
|
bool COpenGLDriver::updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
|
|
{
|
|
if (!HWBuffer)
|
|
return false;
|
|
|
|
if (!FeatureAvailable[IRR_ARB_vertex_buffer_object])
|
|
return false;
|
|
|
|
#if defined(GL_ARB_vertex_buffer_object)
|
|
const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
|
|
|
|
const void* indices=mb->getIndices();
|
|
u32 indexCount= mb->getIndexCount();
|
|
|
|
GLenum indexSize;
|
|
switch (mb->getIndexType())
|
|
{
|
|
case EIT_16BIT:
|
|
{
|
|
indexSize=sizeof(u16);
|
|
break;
|
|
}
|
|
case EIT_32BIT:
|
|
{
|
|
indexSize=sizeof(u32);
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
//get or create buffer
|
|
bool newBuffer=false;
|
|
if (!HWBuffer->vbo_indicesID)
|
|
{
|
|
extGlGenBuffers(1, &HWBuffer->vbo_indicesID);
|
|
if (!HWBuffer->vbo_indicesID)
|
|
return false;
|
|
newBuffer=true;
|
|
}
|
|
else if (HWBuffer->vbo_indicesSize < indexCount*indexSize)
|
|
{
|
|
newBuffer=true;
|
|
}
|
|
|
|
extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
|
|
|
|
//copy data to graphics card
|
|
glGetError(); // clear error storage
|
|
if (!newBuffer)
|
|
extGlBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexCount * indexSize, indices);
|
|
else
|
|
{
|
|
HWBuffer->vbo_indicesSize = indexCount*indexSize;
|
|
|
|
if (HWBuffer->Mapped_Index==scene::EHM_STATIC)
|
|
extGlBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);
|
|
else if (HWBuffer->Mapped_Index==scene::EHM_DYNAMIC)
|
|
extGlBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_DYNAMIC_DRAW);
|
|
else //scene::EHM_STREAM
|
|
extGlBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STREAM_DRAW);
|
|
}
|
|
|
|
extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
return (glGetError() == GL_NO_ERROR);
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
|
|
//! updates hardware buffer if needed
|
|
bool COpenGLDriver::updateHardwareBuffer(SHWBufferLink *HWBuffer)
|
|
{
|
|
if (!HWBuffer)
|
|
return false;
|
|
|
|
if (HWBuffer->Mapped_Vertex!=scene::EHM_NEVER)
|
|
{
|
|
if (HWBuffer->ChangedID_Vertex != HWBuffer->MeshBuffer->getChangedID_Vertex()
|
|
|| !((SHWBufferLink_opengl*)HWBuffer)->vbo_verticesID)
|
|
{
|
|
|
|
HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();
|
|
|
|
if (!updateVertexHardwareBuffer((SHWBufferLink_opengl*)HWBuffer))
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (HWBuffer->Mapped_Index!=scene::EHM_NEVER)
|
|
{
|
|
if (HWBuffer->ChangedID_Index != HWBuffer->MeshBuffer->getChangedID_Index()
|
|
|| !((SHWBufferLink_opengl*)HWBuffer)->vbo_indicesID)
|
|
{
|
|
|
|
HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();
|
|
|
|
if (!updateIndexHardwareBuffer((SHWBufferLink_opengl*)HWBuffer))
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//! Create hardware buffer from meshbuffer
|
|
COpenGLDriver::SHWBufferLink *COpenGLDriver::createHardwareBuffer(const scene::IMeshBuffer* mb)
|
|
{
|
|
#if defined(GL_ARB_vertex_buffer_object)
|
|
if (!mb || (mb->getHardwareMappingHint_Index()==scene::EHM_NEVER && mb->getHardwareMappingHint_Vertex()==scene::EHM_NEVER))
|
|
return 0;
|
|
|
|
SHWBufferLink_opengl *HWBuffer=new SHWBufferLink_opengl(mb);
|
|
|
|
//add to map
|
|
HWBufferMap.insert(HWBuffer->MeshBuffer, HWBuffer);
|
|
|
|
HWBuffer->ChangedID_Vertex=HWBuffer->MeshBuffer->getChangedID_Vertex();
|
|
HWBuffer->ChangedID_Index=HWBuffer->MeshBuffer->getChangedID_Index();
|
|
HWBuffer->Mapped_Vertex=mb->getHardwareMappingHint_Vertex();
|
|
HWBuffer->Mapped_Index=mb->getHardwareMappingHint_Index();
|
|
HWBuffer->LastUsed=0;
|
|
HWBuffer->vbo_verticesID=0;
|
|
HWBuffer->vbo_indicesID=0;
|
|
HWBuffer->vbo_verticesSize=0;
|
|
HWBuffer->vbo_indicesSize=0;
|
|
|
|
if (!updateHardwareBuffer(HWBuffer))
|
|
{
|
|
deleteHardwareBuffer(HWBuffer);
|
|
return 0;
|
|
}
|
|
|
|
return HWBuffer;
|
|
#else
|
|
return 0;
|
|
#endif
|
|
}
|
|
|
|
|
|
void COpenGLDriver::deleteHardwareBuffer(SHWBufferLink *_HWBuffer)
|
|
{
|
|
if (!_HWBuffer)
|
|
return;
|
|
|
|
#if defined(GL_ARB_vertex_buffer_object)
|
|
SHWBufferLink_opengl *HWBuffer=(SHWBufferLink_opengl*)_HWBuffer;
|
|
if (HWBuffer->vbo_verticesID)
|
|
{
|
|
extGlDeleteBuffers(1, &HWBuffer->vbo_verticesID);
|
|
HWBuffer->vbo_verticesID=0;
|
|
}
|
|
if (HWBuffer->vbo_indicesID)
|
|
{
|
|
extGlDeleteBuffers(1, &HWBuffer->vbo_indicesID);
|
|
HWBuffer->vbo_indicesID=0;
|
|
}
|
|
#endif
|
|
|
|
CNullDriver::deleteHardwareBuffer(_HWBuffer);
|
|
}
|
|
|
|
|
|
//! Draw hardware buffer
|
|
void COpenGLDriver::drawHardwareBuffer(SHWBufferLink *_HWBuffer)
|
|
{
|
|
if (!_HWBuffer)
|
|
return;
|
|
|
|
updateHardwareBuffer(_HWBuffer); //check if update is needed
|
|
_HWBuffer->LastUsed=0; //reset count
|
|
|
|
#if defined(GL_ARB_vertex_buffer_object)
|
|
SHWBufferLink_opengl *HWBuffer=(SHWBufferLink_opengl*)_HWBuffer;
|
|
|
|
const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
|
|
const void *vertices=mb->getVertices();
|
|
const void *indexList=mb->getIndices();
|
|
|
|
if (HWBuffer->Mapped_Vertex!=scene::EHM_NEVER)
|
|
{
|
|
extGlBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
|
|
vertices=0;
|
|
}
|
|
|
|
if (HWBuffer->Mapped_Index!=scene::EHM_NEVER)
|
|
{
|
|
extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
|
|
indexList=0;
|
|
}
|
|
|
|
drawVertexPrimitiveList(vertices, mb->getVertexCount(), indexList, mb->getIndexCount()/3, mb->getVertexType(), scene::EPT_TRIANGLES, mb->getIndexType());
|
|
|
|
if (HWBuffer->Mapped_Vertex!=scene::EHM_NEVER)
|
|
extGlBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
if (HWBuffer->Mapped_Index!=scene::EHM_NEVER)
|
|
extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
#endif
|
|
}
|
|
|
|
|
|
// small helper function to create vertex buffer object adress offsets
|
|
static inline u8* buffer_offset(const long offset)
|
|
{
|
|
return ((u8*)0 + offset);
|
|
}
|
|
|
|
|
|
//! draws a vertex primitive list
|
|
void COpenGLDriver::drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
|
|
const void* indexList, u32 primitiveCount,
|
|
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
|
|
{
|
|
if (!primitiveCount || !vertexCount)
|
|
return;
|
|
|
|
if (!checkPrimitiveCount(primitiveCount))
|
|
return;
|
|
|
|
CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
|
|
|
|
if (vertices)
|
|
createColorBuffer(vertices, vertexCount, vType);
|
|
|
|
// draw everything
|
|
setRenderStates3DMode();
|
|
|
|
if (MultiTextureExtension)
|
|
extGlClientActiveTexture(GL_TEXTURE0_ARB);
|
|
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
if ((pType!=scene::EPT_POINTS) && (pType!=scene::EPT_POINT_SPRITES))
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
if ((pType!=scene::EPT_POINTS) && (pType!=scene::EPT_POINT_SPRITES))
|
|
glEnableClientState(GL_NORMAL_ARRAY);
|
|
|
|
if (vertices)
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
|
|
|
|
switch (vType)
|
|
{
|
|
case EVT_STANDARD:
|
|
if (vertices)
|
|
{
|
|
glNormalPointer(GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Normal);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
|
|
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
|
|
}
|
|
else
|
|
{
|
|
glNormalPointer(GL_FLOAT, sizeof(S3DVertex), buffer_offset(12));
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(S3DVertex), buffer_offset(24));
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
|
|
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), 0);
|
|
}
|
|
|
|
if (MultiTextureExtension && CurrentTexture[1])
|
|
{
|
|
extGlClientActiveTexture(GL_TEXTURE1_ARB);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
if (vertices)
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
|
|
else
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
|
|
}
|
|
break;
|
|
case EVT_2TCOORDS:
|
|
if (vertices)
|
|
{
|
|
glNormalPointer(GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Normal);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords);
|
|
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Pos);
|
|
}
|
|
else
|
|
{
|
|
glNormalPointer(GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(12));
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(S3DVertex2TCoords), buffer_offset(24));
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(28));
|
|
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(0));
|
|
}
|
|
|
|
|
|
if (MultiTextureExtension)
|
|
{
|
|
extGlClientActiveTexture(GL_TEXTURE1_ARB);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
if (vertices)
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords2);
|
|
else
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(36));
|
|
}
|
|
break;
|
|
case EVT_TANGENTS:
|
|
if (vertices)
|
|
{
|
|
glNormalPointer(GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Normal);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].TCoords);
|
|
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Pos);
|
|
}
|
|
else
|
|
{
|
|
glNormalPointer(GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(12));
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(S3DVertexTangents), buffer_offset(24));
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(28));
|
|
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(0));
|
|
}
|
|
|
|
if (MultiTextureExtension)
|
|
{
|
|
extGlClientActiveTexture(GL_TEXTURE1_ARB);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
if (vertices)
|
|
glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Tangent);
|
|
else
|
|
glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(36));
|
|
|
|
extGlClientActiveTexture(GL_TEXTURE2_ARB);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
if (vertices)
|
|
glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Binormal);
|
|
else
|
|
glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(48));
|
|
}
|
|
break;
|
|
}
|
|
|
|
renderArray(indexList, primitiveCount, pType, iType);
|
|
|
|
if (MultiTextureExtension)
|
|
{
|
|
if (vType==EVT_TANGENTS)
|
|
{
|
|
extGlClientActiveTexture(GL_TEXTURE2_ARB);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
if ((vType!=EVT_STANDARD) || CurrentTexture[1])
|
|
{
|
|
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);
|
|
}
|
|
|
|
|
|
void COpenGLDriver::createColorBuffer(const void* vertices, u32 vertexCount, E_VERTEX_TYPE vType)
|
|
{
|
|
// 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 = static_cast<const S3DVertex*>(vertices);
|
|
for (i=0; i<vertexCount; i+=4)
|
|
{
|
|
p->Color.toOpenGLColor(&ColorBuffer[i]);
|
|
++p;
|
|
}
|
|
}
|
|
break;
|
|
case EVT_2TCOORDS:
|
|
{
|
|
const S3DVertex2TCoords* p = static_cast<const S3DVertex2TCoords*>(vertices);
|
|
for (i=0; i<vertexCount; i+=4)
|
|
{
|
|
p->Color.toOpenGLColor(&ColorBuffer[i]);
|
|
++p;
|
|
}
|
|
}
|
|
break;
|
|
case EVT_TANGENTS:
|
|
{
|
|
const S3DVertexTangents* p = static_cast<const S3DVertexTangents*>(vertices);
|
|
for (i=0; i<vertexCount; i+=4)
|
|
{
|
|
p->Color.toOpenGLColor(&ColorBuffer[i]);
|
|
++p;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
void COpenGLDriver::renderArray(const void* indexList, u32 primitiveCount,
|
|
scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
|
|
{
|
|
GLenum indexSize=0;
|
|
|
|
switch (iType)
|
|
{
|
|
case EIT_16BIT:
|
|
{
|
|
indexSize=GL_UNSIGNED_SHORT;
|
|
break;
|
|
}
|
|
case EIT_32BIT:
|
|
{
|
|
indexSize=GL_UNSIGNED_INT;
|
|
break;
|
|
}
|
|
}
|
|
|
|
switch (pType)
|
|
{
|
|
case scene::EPT_POINTS:
|
|
case scene::EPT_POINT_SPRITES:
|
|
{
|
|
#ifdef GL_ARB_point_sprite
|
|
if (pType==scene::EPT_POINT_SPRITES && FeatureAvailable[IRR_ARB_point_sprite])
|
|
glEnable(GL_POINT_SPRITE_ARB);
|
|
#endif
|
|
|
|
// prepare size and attenuation (where supported)
|
|
GLfloat particleSize=Material.Thickness;
|
|
// if (AntiAlias)
|
|
// particleSize=core::clamp(particleSize, DimSmoothedPoint[0], DimSmoothedPoint[1]);
|
|
// else
|
|
particleSize=core::clamp(particleSize, DimAliasedPoint[0], DimAliasedPoint[1]);
|
|
#if defined(GL_VERSION_1_4) || defined(GL_ARB_point_parameters) || defined(GL_EXT_point_parameters) || defined(GL_SGIS_point_parameters)
|
|
const float att[] = {1.0f, 1.0f, 0.0f};
|
|
#if defined(GL_VERSION_1_4)
|
|
extGlPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, att);
|
|
// extGlPointParameterf(GL_POINT_SIZE_MIN,1.f);
|
|
extGlPointParameterf(GL_POINT_SIZE_MAX, particleSize);
|
|
extGlPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE, 1.0f);
|
|
#elif defined(GL_ARB_point_parameters)
|
|
extGlPointParameterfv(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
|
|
// extGlPointParameterf(GL_POINT_SIZE_MIN_ARB,1.f);
|
|
extGlPointParameterf(GL_POINT_SIZE_MAX_ARB, particleSize);
|
|
extGlPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_ARB, 1.0f);
|
|
#elif defined(GL_EXT_point_parameters)
|
|
extGlPointParameterfv(GL_DISTANCE_ATTENUATION_EXT, att);
|
|
// extGlPointParameterf(GL_POINT_SIZE_MIN_EXT,1.f);
|
|
extGlPointParameterf(GL_POINT_SIZE_MAX_EXT, particleSize);
|
|
extGlPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT, 1.0f);
|
|
#elif defined(GL_SGIS_point_parameters)
|
|
extGlPointParameterfv(GL_DISTANCE_ATTENUATION_SGIS, att);
|
|
// extGlPointParameterf(GL_POINT_SIZE_MIN_SGIS,1.f);
|
|
extGlPointParameterf(GL_POINT_SIZE_MAX_SGIS, particleSize);
|
|
extGlPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_SGIS, 1.0f);
|
|
#endif
|
|
#endif
|
|
glPointSize(particleSize);
|
|
|
|
#ifdef GL_ARB_point_sprite
|
|
if (pType==scene::EPT_POINT_SPRITES && FeatureAvailable[IRR_ARB_point_sprite])
|
|
glTexEnvf(GL_POINT_SPRITE_ARB,GL_COORD_REPLACE, GL_TRUE);
|
|
#endif
|
|
glDrawArrays(GL_POINTS, 0, primitiveCount);
|
|
#ifdef GL_ARB_point_sprite
|
|
if (pType==scene::EPT_POINT_SPRITES && FeatureAvailable[IRR_ARB_point_sprite])
|
|
{
|
|
glDisable(GL_POINT_SPRITE_ARB);
|
|
glTexEnvf(GL_POINT_SPRITE_ARB,GL_COORD_REPLACE, GL_FALSE);
|
|
}
|
|
#endif
|
|
}
|
|
break;
|
|
case scene::EPT_LINE_STRIP:
|
|
glDrawElements(GL_LINE_STRIP, primitiveCount+1, indexSize, indexList);
|
|
break;
|
|
case scene::EPT_LINE_LOOP:
|
|
glDrawElements(GL_LINE_LOOP, primitiveCount, indexSize, indexList);
|
|
break;
|
|
case scene::EPT_LINES:
|
|
glDrawElements(GL_LINES, primitiveCount*2, indexSize, indexList);
|
|
break;
|
|
case scene::EPT_TRIANGLE_STRIP:
|
|
glDrawElements(GL_TRIANGLE_STRIP, primitiveCount+2, indexSize, indexList);
|
|
break;
|
|
case scene::EPT_TRIANGLE_FAN:
|
|
glDrawElements(GL_TRIANGLE_FAN, primitiveCount+2, indexSize, indexList);
|
|
break;
|
|
case scene::EPT_TRIANGLES:
|
|
glDrawElements(GL_TRIANGLES, primitiveCount*3, indexSize, indexList);
|
|
break;
|
|
case scene::EPT_QUAD_STRIP:
|
|
glDrawElements(GL_QUAD_STRIP, primitiveCount*2+2, indexSize, indexList);
|
|
break;
|
|
case scene::EPT_QUADS:
|
|
glDrawElements(GL_QUADS, primitiveCount*4, indexSize, indexList);
|
|
break;
|
|
case scene::EPT_POLYGON:
|
|
glDrawElements(GL_POLYGON, primitiveCount, indexSize, indexList);
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//! draws a vertex primitive list in 2d
|
|
void COpenGLDriver::draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount,
|
|
const void* indexList, u32 primitiveCount,
|
|
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
|
|
{
|
|
if (!primitiveCount || !vertexCount)
|
|
return;
|
|
|
|
if (!checkPrimitiveCount(primitiveCount))
|
|
return;
|
|
|
|
CNullDriver::draw2DVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
|
|
|
|
if (vertices)
|
|
createColorBuffer(vertices, vertexCount, vType);
|
|
|
|
// draw everything
|
|
this->setActiveTexture(0, Material.getTexture(0));
|
|
setRenderStates2DMode(false, (Material.getTexture(0) != 0), false);
|
|
|
|
if (MultiTextureExtension)
|
|
extGlClientActiveTexture(GL_TEXTURE0_ARB);
|
|
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
if ((pType!=scene::EPT_POINTS) && (pType!=scene::EPT_POINT_SPRITES))
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
if (vertices)
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
|
|
|
|
switch (vType)
|
|
{
|
|
case EVT_STANDARD:
|
|
if (vertices)
|
|
{
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
|
|
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
|
|
}
|
|
else
|
|
{
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(S3DVertex), buffer_offset(24));
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
|
|
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), 0);
|
|
}
|
|
|
|
if (MultiTextureExtension && CurrentTexture[1])
|
|
{
|
|
extGlClientActiveTexture(GL_TEXTURE1_ARB);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
if (vertices)
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
|
|
else
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
|
|
}
|
|
break;
|
|
case EVT_2TCOORDS:
|
|
if (vertices)
|
|
{
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords);
|
|
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Pos);
|
|
}
|
|
else
|
|
{
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(S3DVertex2TCoords), buffer_offset(24));
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(28));
|
|
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(0));
|
|
}
|
|
|
|
if (MultiTextureExtension)
|
|
{
|
|
extGlClientActiveTexture(GL_TEXTURE1_ARB);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
if (vertices)
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords2);
|
|
else
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(36));
|
|
}
|
|
break;
|
|
case EVT_TANGENTS:
|
|
if (vertices)
|
|
{
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].TCoords);
|
|
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Pos);
|
|
}
|
|
else
|
|
{
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(S3DVertexTangents), buffer_offset(24));
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(28));
|
|
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(0));
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
renderArray(indexList, primitiveCount, pType, iType);
|
|
|
|
if (MultiTextureExtension)
|
|
{
|
|
if ((vType!=EVT_STANDARD) || CurrentTexture[1])
|
|
{
|
|
extGlClientActiveTexture(GL_TEXTURE1_ARB);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
extGlClientActiveTexture(GL_TEXTURE0_ARB);
|
|
}
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
glDisableClientState(GL_VERTEX_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(const 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);
|
|
// This needs to be signed as it may go negative.
|
|
core::dimension2d<s32> sourceSize(sourceRect.getSize());
|
|
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;
|
|
}
|
|
|
|
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
|
|
|
|
if (targetPos.X + sourceSize.Width > (s32)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 > (s32)renderTargetSize.Height)
|
|
{
|
|
sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
|
|
if (sourceSize.Height <= 0)
|
|
return;
|
|
}
|
|
|
|
// ok, we've clipped everything.
|
|
// now draw it.
|
|
|
|
// texcoords need to be flipped horizontally for RTTs
|
|
const bool isRTT = texture->isRenderTarget();
|
|
const core::dimension2d<u32>& ss = texture->getOriginalSize();
|
|
const f32 invW = 1.f / static_cast<f32>(ss.Width);
|
|
const f32 invH = 1.f / static_cast<f32>(ss.Height);
|
|
const core::rect<f32> tcoords(
|
|
sourcePos.X * invW,
|
|
(isRTT?(sourcePos.Y + sourceSize.Height):sourcePos.Y) * invH,
|
|
(sourcePos.X + sourceSize.Width) * invW,
|
|
(isRTT?sourcePos.Y:(sourcePos.Y + sourceSize.Height)) * invH);
|
|
|
|
const core::rect<s32> poss(targetPos, sourceSize);
|
|
|
|
disableTextures(1);
|
|
if (!setActiveTexture(0, texture))
|
|
return;
|
|
setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
|
|
|
|
glColor4ub(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha());
|
|
glBegin(GL_QUADS);
|
|
|
|
glTexCoord2f(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
|
|
glVertex2f(GLfloat(poss.UpperLeftCorner.X), GLfloat(poss.UpperLeftCorner.Y));
|
|
|
|
glTexCoord2f(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
|
|
glVertex2f(GLfloat(poss.LowerRightCorner.X), GLfloat(poss.UpperLeftCorner.Y));
|
|
|
|
glTexCoord2f(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
|
|
glVertex2f(GLfloat(poss.LowerRightCorner.X), GLfloat(poss.LowerRightCorner.Y));
|
|
|
|
glTexCoord2f(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
|
|
glVertex2f(GLfloat(poss.UpperLeftCorner.X), GLfloat(poss.LowerRightCorner.Y));
|
|
|
|
glEnd();
|
|
}
|
|
|
|
|
|
//! The same, but with a four element array of colors, one for each vertex
|
|
void COpenGLDriver::draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
|
|
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
|
|
const video::SColor* const colors, bool useAlphaChannelOfTexture)
|
|
{
|
|
if (!texture)
|
|
return;
|
|
|
|
// texcoords need to be flipped horizontally for RTTs
|
|
const bool isRTT = texture->isRenderTarget();
|
|
const core::dimension2d<u32>& ss = texture->getOriginalSize();
|
|
const f32 invW = 1.f / static_cast<f32>(ss.Width);
|
|
const f32 invH = 1.f / static_cast<f32>(ss.Height);
|
|
const core::rect<f32> tcoords(
|
|
sourceRect.UpperLeftCorner.X * invW,
|
|
(isRTT?sourceRect.LowerRightCorner.Y:sourceRect.UpperLeftCorner.Y) * invH,
|
|
sourceRect.LowerRightCorner.X * invW,
|
|
(isRTT?sourceRect.UpperLeftCorner.Y:sourceRect.LowerRightCorner.Y) *invH);
|
|
|
|
const video::SColor temp[4] =
|
|
{
|
|
0xFFFFFFFF,
|
|
0xFFFFFFFF,
|
|
0xFFFFFFFF,
|
|
0xFFFFFFFF
|
|
};
|
|
|
|
const video::SColor* const useColor = colors ? colors : temp;
|
|
|
|
disableTextures(1);
|
|
setActiveTexture(0, texture);
|
|
setRenderStates2DMode(useColor[0].getAlpha()<255 || useColor[1].getAlpha()<255 ||
|
|
useColor[2].getAlpha()<255 || useColor[3].getAlpha()<255,
|
|
true, useAlphaChannelOfTexture);
|
|
|
|
if (clipRect)
|
|
{
|
|
if (!clipRect->isValid())
|
|
return;
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
|
|
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(GLfloat(destRect.UpperLeftCorner.X), GLfloat(destRect.UpperLeftCorner.Y));
|
|
|
|
glColor4ub(useColor[3].getRed(), useColor[3].getGreen(), useColor[3].getBlue(), useColor[3].getAlpha());
|
|
glTexCoord2f(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
|
|
glVertex2f(GLfloat(destRect.LowerRightCorner.X), GLfloat(destRect.UpperLeftCorner.Y));
|
|
|
|
glColor4ub(useColor[2].getRed(), useColor[2].getGreen(), useColor[2].getBlue(), useColor[2].getAlpha());
|
|
glTexCoord2f(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
|
|
glVertex2f(GLfloat(destRect.LowerRightCorner.X), GLfloat(destRect.LowerRightCorner.Y));
|
|
|
|
glColor4ub(useColor[1].getRed(), useColor[1].getGreen(), useColor[1].getBlue(), useColor[1].getAlpha());
|
|
glTexCoord2f(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
|
|
glVertex2f(GLfloat(destRect.UpperLeftCorner.X), GLfloat(destRect.LowerRightCorner.Y));
|
|
|
|
glEnd();
|
|
|
|
if (clipRect)
|
|
glDisable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
|
|
//! 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(const 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;
|
|
|
|
disableTextures(1);
|
|
if (!setActiveTexture(0, texture))
|
|
return;
|
|
setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
|
|
|
|
glColor4ub(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha());
|
|
if (clipRect)
|
|
{
|
|
if (!clipRect->isValid())
|
|
return;
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
|
|
glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height-clipRect->LowerRightCorner.Y,
|
|
clipRect->getWidth(),clipRect->getHeight());
|
|
}
|
|
|
|
const core::dimension2d<u32>& ss = texture->getOriginalSize();
|
|
core::position2d<s32> targetPos(pos);
|
|
// texcoords need to be flipped horizontally for RTTs
|
|
const bool isRTT = texture->isRenderTarget();
|
|
const f32 invW = 1.f / static_cast<f32>(ss.Width);
|
|
const f32 invH = 1.f / static_cast<f32>(ss.Height);
|
|
|
|
for (u32 i=0; i<indices.size(); ++i)
|
|
{
|
|
const s32 currentIndex = indices[i];
|
|
if (!sourceRects[currentIndex].isValid())
|
|
break;
|
|
|
|
const core::rect<f32> tcoords(
|
|
sourceRects[currentIndex].UpperLeftCorner.X * invW,
|
|
(isRTT?sourceRects[currentIndex].LowerRightCorner.Y:sourceRects[currentIndex].UpperLeftCorner.Y) * invH,
|
|
sourceRects[currentIndex].LowerRightCorner.X * invW,
|
|
(isRTT?sourceRects[currentIndex].UpperLeftCorner.Y:sourceRects[currentIndex].LowerRightCorner.Y) * invH);
|
|
|
|
const core::rect<s32> poss(targetPos, sourceRects[currentIndex].getSize());
|
|
|
|
glBegin(GL_QUADS);
|
|
|
|
glTexCoord2f(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
|
|
glVertex2f(GLfloat(poss.UpperLeftCorner.X), GLfloat(poss.UpperLeftCorner.Y));
|
|
|
|
glTexCoord2f(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
|
|
glVertex2f(GLfloat(poss.LowerRightCorner.X), GLfloat(poss.UpperLeftCorner.Y));
|
|
|
|
glTexCoord2f(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
|
|
glVertex2f(GLfloat(poss.LowerRightCorner.X), GLfloat(poss.LowerRightCorner.Y));
|
|
|
|
glTexCoord2f(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
|
|
glVertex2f(GLfloat(poss.UpperLeftCorner.X), GLfloat(poss.LowerRightCorner.Y));
|
|
|
|
glEnd();
|
|
targetPos.X += sourceRects[currentIndex].getWidth();
|
|
}
|
|
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)
|
|
{
|
|
disableTextures();
|
|
setRenderStates2DMode(color.getAlpha() < 255, false, false);
|
|
|
|
core::rect<s32> pos = position;
|
|
|
|
if (clip)
|
|
pos.clipAgainst(*clip);
|
|
|
|
if (!pos.isValid())
|
|
return;
|
|
|
|
glColor4ub(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha());
|
|
glRectf(GLfloat(pos.UpperLeftCorner.X), GLfloat(pos.UpperLeftCorner.Y),
|
|
GLfloat(pos.LowerRightCorner.X), GLfloat(pos.LowerRightCorner.Y));
|
|
}
|
|
|
|
|
|
//! 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;
|
|
|
|
disableTextures();
|
|
|
|
setRenderStates2DMode(colorLeftUp.getAlpha() < 255 ||
|
|
colorRightUp.getAlpha() < 255 ||
|
|
colorLeftDown.getAlpha() < 255 ||
|
|
colorRightDown.getAlpha() < 255, false, false);
|
|
|
|
glBegin(GL_QUADS);
|
|
glColor4ub(colorLeftUp.getRed(), colorLeftUp.getGreen(),
|
|
colorLeftUp.getBlue(), colorLeftUp.getAlpha());
|
|
glVertex2f(GLfloat(pos.UpperLeftCorner.X), GLfloat(pos.UpperLeftCorner.Y));
|
|
|
|
glColor4ub(colorRightUp.getRed(), colorRightUp.getGreen(),
|
|
colorRightUp.getBlue(), colorRightUp.getAlpha());
|
|
glVertex2f(GLfloat(pos.LowerRightCorner.X), GLfloat(pos.UpperLeftCorner.Y));
|
|
|
|
glColor4ub(colorRightDown.getRed(), colorRightDown.getGreen(),
|
|
colorRightDown.getBlue(), colorRightDown.getAlpha());
|
|
glVertex2f(GLfloat(pos.LowerRightCorner.X), GLfloat(pos.LowerRightCorner.Y));
|
|
|
|
glColor4ub(colorLeftDown.getRed(), colorLeftDown.getGreen(),
|
|
colorLeftDown.getBlue(), colorLeftDown.getAlpha());
|
|
glVertex2f(GLfloat(pos.UpperLeftCorner.X), GLfloat(pos.LowerRightCorner.Y));
|
|
|
|
glEnd();
|
|
}
|
|
|
|
|
|
//! Draws a 2d line.
|
|
void COpenGLDriver::draw2DLine(const core::position2d<s32>& start,
|
|
const core::position2d<s32>& end,
|
|
SColor color)
|
|
{
|
|
disableTextures();
|
|
setRenderStates2DMode(color.getAlpha() < 255, false, false);
|
|
|
|
glBegin(GL_LINES);
|
|
glColor4ub(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha());
|
|
glVertex2f(GLfloat(start.X), GLfloat(start.Y));
|
|
glVertex2f(GLfloat(end.X), GLfloat(end.Y));
|
|
glEnd();
|
|
}
|
|
|
|
//! Draws a pixel
|
|
void COpenGLDriver::drawPixel(u32 x, u32 y, const SColor &color)
|
|
{
|
|
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
|
|
if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)
|
|
return;
|
|
|
|
disableTextures();
|
|
setRenderStates2DMode(color.getAlpha() < 255, false, false);
|
|
|
|
glBegin(GL_POINTS);
|
|
glColor4ub(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha());
|
|
glVertex2i(x, y);
|
|
glEnd();
|
|
}
|
|
|
|
bool COpenGLDriver::setActiveTexture(u32 stage, const video::ITexture* texture)
|
|
{
|
|
if (stage >= MaxTextureUnits)
|
|
return false;
|
|
|
|
if (CurrentTexture[stage]==texture)
|
|
return true;
|
|
|
|
if (MultiTextureExtension)
|
|
extGlActiveTexture(GL_TEXTURE0_ARB + stage);
|
|
|
|
CurrentTexture[stage]=texture;
|
|
|
|
if (!texture)
|
|
{
|
|
glDisable(GL_TEXTURE_2D);
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
if (texture->getDriverType() != EDT_OPENGL)
|
|
{
|
|
glDisable(GL_TEXTURE_2D);
|
|
os::Printer::log("Fatal Error: Tried to set a texture not owned by this driver.", ELL_ERROR);
|
|
return false;
|
|
}
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
glBindTexture(GL_TEXTURE_2D,
|
|
static_cast<const COpenGLTexture*>(texture)->getOpenGLTextureName());
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
//! disables all textures beginning with the optional fromStage parameter. Otherwise all texture stages are disabled.
|
|
//! Returns whether disabling was successful or not.
|
|
bool COpenGLDriver::disableTextures(u32 fromStage)
|
|
{
|
|
bool result=true;
|
|
for (u32 i=fromStage; i<MaxTextureUnits; ++i)
|
|
result &= setActiveTexture(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 io::path& name)
|
|
{
|
|
return new COpenGLTexture(surface, name, this);
|
|
}
|
|
|
|
|
|
//! Sets a material. All 3d drawing functions draw geometry now using this material.
|
|
void COpenGLDriver::setMaterial(const SMaterial& material)
|
|
{
|
|
Material = material;
|
|
OverrideMaterial.apply(Material);
|
|
|
|
for (s32 i = MaxTextureUnits-1; i>= 0; --i)
|
|
{
|
|
setTransform ((E_TRANSFORMATION_STATE) (ETS_TEXTURE_0 + i),
|
|
Material.getTextureMatrix(i));
|
|
}
|
|
}
|
|
|
|
|
|
//! prints error if an error happened.
|
|
bool COpenGLDriver::testGLError()
|
|
{
|
|
#ifdef _DEBUG
|
|
GLenum g = glGetError();
|
|
switch (g)
|
|
{
|
|
case GL_NO_ERROR:
|
|
return false;
|
|
case GL_INVALID_ENUM:
|
|
os::Printer::log("GL_INVALID_ENUM", ELL_ERROR); break;
|
|
case GL_INVALID_VALUE:
|
|
os::Printer::log("GL_INVALID_VALUE", ELL_ERROR); break;
|
|
case GL_INVALID_OPERATION:
|
|
os::Printer::log("GL_INVALID_OPERATION", ELL_ERROR); break;
|
|
case GL_STACK_OVERFLOW:
|
|
os::Printer::log("GL_STACK_OVERFLOW", ELL_ERROR); break;
|
|
case GL_STACK_UNDERFLOW:
|
|
os::Printer::log("GL_STACK_UNDERFLOW", ELL_ERROR); break;
|
|
case GL_OUT_OF_MEMORY:
|
|
os::Printer::log("GL_OUT_OF_MEMORY", ELL_ERROR); break;
|
|
case GL_TABLE_TOO_LARGE:
|
|
os::Printer::log("GL_TABLE_TOO_LARGE", ELL_ERROR); break;
|
|
#if defined(GL_EXT_framebuffer_object)
|
|
case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
|
|
os::Printer::log("GL_INVALID_FRAMEBUFFER_OPERATION", ELL_ERROR); break;
|
|
#endif
|
|
};
|
|
return true;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
|
|
//! sets the needed renderstates
|
|
void COpenGLDriver::setRenderStates3DMode()
|
|
{
|
|
if (CurrentRenderMode != ERM_3D)
|
|
{
|
|
// Reset Texture Stages
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_ALPHA_TEST);
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
|
|
|
|
// switch back the matrices
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadMatrixf((Matrices[ETS_VIEW] * Matrices[ETS_WORLD]).pointer());
|
|
|
|
GLfloat glmat[16];
|
|
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 &&
|
|
static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
|
|
MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
|
|
|
|
// set new material.
|
|
if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
|
|
MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial(
|
|
Material, LastMaterial, ResetRenderStates, this);
|
|
|
|
LastMaterial = Material;
|
|
ResetRenderStates = false;
|
|
}
|
|
|
|
if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
|
|
MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, video::EVT_STANDARD);
|
|
|
|
CurrentRenderMode = ERM_3D;
|
|
}
|
|
|
|
|
|
void COpenGLDriver::setWrapMode(const SMaterial& material)
|
|
{
|
|
// texture address mode
|
|
// Has to be checked always because it depends on the textures
|
|
for (u32 u=0; u<MaxTextureUnits; ++u)
|
|
{
|
|
if (MultiTextureExtension)
|
|
extGlActiveTexture(GL_TEXTURE0_ARB + u);
|
|
else if (u>0)
|
|
break; // stop loop
|
|
|
|
GLint mode=GL_REPEAT;
|
|
switch (material.TextureLayer[u].TextureWrap)
|
|
{
|
|
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;
|
|
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;
|
|
}
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mode);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mode);
|
|
}
|
|
}
|
|
|
|
|
|
//! 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.ColorMaterial != material.ColorMaterial)
|
|
{
|
|
if (material.ColorMaterial != ECM_NONE)
|
|
glEnable(GL_COLOR_MATERIAL);
|
|
switch (material.ColorMaterial)
|
|
{
|
|
case ECM_NONE:
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
break;
|
|
case ECM_DIFFUSE:
|
|
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
|
|
break;
|
|
case ECM_AMBIENT:
|
|
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
|
|
break;
|
|
case ECM_EMISSIVE:
|
|
glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
|
|
break;
|
|
case ECM_SPECULAR:
|
|
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
|
|
break;
|
|
case ECM_DIFFUSE_AND_AMBIENT:
|
|
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (resetAllRenderStates ||
|
|
lastmaterial.AmbientColor != material.AmbientColor ||
|
|
lastmaterial.DiffuseColor != material.DiffuseColor ||
|
|
lastmaterial.EmissiveColor != material.EmissiveColor ||
|
|
lastmaterial.ColorMaterial != material.ColorMaterial)
|
|
{
|
|
GLfloat color[4];
|
|
|
|
const f32 inv = 1.0f / 255.0f;
|
|
|
|
if ((material.ColorMaterial != video::ECM_AMBIENT) &&
|
|
(material.ColorMaterial != video::ECM_DIFFUSE_AND_AMBIENT))
|
|
{
|
|
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);
|
|
}
|
|
|
|
if ((material.ColorMaterial != video::ECM_DIFFUSE) &&
|
|
(material.ColorMaterial != video::ECM_DIFFUSE_AND_AMBIENT))
|
|
{
|
|
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);
|
|
}
|
|
|
|
if (material.ColorMaterial != video::ECM_EMISSIVE)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
|
|
if (resetAllRenderStates ||
|
|
lastmaterial.SpecularColor != material.SpecularColor ||
|
|
lastmaterial.Shininess != material.Shininess ||
|
|
lastmaterial.ColorMaterial != material.ColorMaterial)
|
|
{
|
|
GLfloat color[4]={0.f,0.f,0.f,1.f};
|
|
const f32 inv = 1.0f / 255.0f;
|
|
|
|
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.Shininess);
|
|
// disable Specular colors if no shininess is set
|
|
if ((material.Shininess != 0.0f) &&
|
|
(material.ColorMaterial != video::ECM_SPECULAR))
|
|
{
|
|
#ifdef GL_EXT_separate_specular_color
|
|
if (FeatureAvailable[IRR_EXT_separate_specular_color])
|
|
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
|
|
#endif
|
|
color[0] = material.SpecularColor.getRed() * inv;
|
|
color[1] = material.SpecularColor.getGreen() * inv;
|
|
color[2] = material.SpecularColor.getBlue() * inv;
|
|
color[3] = material.SpecularColor.getAlpha() * inv;
|
|
}
|
|
#ifdef GL_EXT_separate_specular_color
|
|
else if (FeatureAvailable[IRR_EXT_separate_specular_color])
|
|
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
|
|
#endif
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color);
|
|
}
|
|
|
|
// Texture filter
|
|
// Has to be checked always because it depends on the textures
|
|
// Filtering has to be set for each texture layer
|
|
for (u32 i=0; i<MaxTextureUnits; ++i)
|
|
{
|
|
if (MultiTextureExtension)
|
|
extGlActiveTexture(GL_TEXTURE0_ARB + i);
|
|
else if (i>0)
|
|
break;
|
|
|
|
#ifdef GL_EXT_texture_lod_bias
|
|
if (FeatureAvailable[IRR_EXT_texture_lod_bias])
|
|
{
|
|
if (material.TextureLayer[i].LODBias)
|
|
{
|
|
const float tmp = core::clamp(material.TextureLayer[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
|
|
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, tmp);
|
|
}
|
|
else
|
|
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.f);
|
|
}
|
|
#endif
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
|
|
(material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
|
|
|
|
if (material.getTexture(i) && material.getTexture(i)->hasMipMaps())
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
|
|
material.TextureLayer[i].TrilinearFilter ? GL_LINEAR_MIPMAP_LINEAR :
|
|
material.TextureLayer[i].BilinearFilter ? GL_LINEAR_MIPMAP_NEAREST :
|
|
GL_NEAREST_MIPMAP_NEAREST);
|
|
else
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
|
|
(material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
|
|
|
|
#ifdef GL_EXT_texture_filter_anisotropic
|
|
if (FeatureAvailable[IRR_EXT_texture_filter_anisotropic])
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
|
|
material.TextureLayer[i].AnisotropicFilter>1 ? core::min_(MaxAnisotropy, material.TextureLayer[i].AnisotropicFilter) : 1);
|
|
#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 ECFN_NEVER:
|
|
glDisable(GL_DEPTH_TEST);
|
|
break;
|
|
case ECFN_LESSEQUAL:
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LEQUAL);
|
|
break;
|
|
case ECFN_EQUAL:
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_EQUAL);
|
|
break;
|
|
case ECFN_LESS:
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LESS);
|
|
break;
|
|
case ECFN_NOTEQUAL:
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_NOTEQUAL);
|
|
break;
|
|
case ECFN_GREATEREQUAL:
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_GEQUAL);
|
|
break;
|
|
case ECFN_GREATER:
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_GREATER);
|
|
break;
|
|
case ECFN_ALWAYS:
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_ALWAYS);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// zwrite
|
|
// if (resetAllRenderStates || lastmaterial.ZWriteEnable != material.ZWriteEnable)
|
|
{
|
|
if (material.ZWriteEnable && (AllowZWriteOnTransparent || !material.isTransparent()))
|
|
{
|
|
glDepthMask(GL_TRUE);
|
|
}
|
|
else
|
|
glDepthMask(GL_FALSE);
|
|
}
|
|
|
|
// back face culling
|
|
if (resetAllRenderStates || (lastmaterial.FrontfaceCulling != material.FrontfaceCulling) || (lastmaterial.BackfaceCulling != material.BackfaceCulling))
|
|
{
|
|
if ((material.FrontfaceCulling) && (material.BackfaceCulling))
|
|
{
|
|
glCullFace(GL_FRONT_AND_BACK);
|
|
glEnable(GL_CULL_FACE);
|
|
}
|
|
else
|
|
if (material.BackfaceCulling)
|
|
{
|
|
glCullFace(GL_BACK);
|
|
glEnable(GL_CULL_FACE);
|
|
}
|
|
else
|
|
if (material.FrontfaceCulling)
|
|
{
|
|
glCullFace(GL_FRONT);
|
|
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);
|
|
}
|
|
|
|
// Color Mask
|
|
if (resetAllRenderStates || lastmaterial.ColorMask != material.ColorMask)
|
|
{
|
|
glColorMask(
|
|
(material.ColorMask & ECP_RED)?GL_TRUE:GL_FALSE,
|
|
(material.ColorMask & ECP_GREEN)?GL_TRUE:GL_FALSE,
|
|
(material.ColorMask & ECP_BLUE)?GL_TRUE:GL_FALSE,
|
|
(material.ColorMask & ECP_ALPHA)?GL_TRUE:GL_FALSE);
|
|
}
|
|
|
|
// thickness
|
|
if (resetAllRenderStates || lastmaterial.Thickness != material.Thickness)
|
|
{
|
|
if (AntiAlias)
|
|
{
|
|
// glPointSize(core::clamp(static_cast<GLfloat>(material.Thickness), DimSmoothedPoint[0], DimSmoothedPoint[1]));
|
|
// we don't use point smoothing
|
|
glPointSize(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedPoint[0], DimAliasedPoint[1]));
|
|
glLineWidth(core::clamp(static_cast<GLfloat>(material.Thickness), DimSmoothedLine[0], DimSmoothedLine[1]));
|
|
}
|
|
else
|
|
{
|
|
glPointSize(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedPoint[0], DimAliasedPoint[1]));
|
|
glLineWidth(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedLine[0], DimAliasedLine[1]));
|
|
}
|
|
}
|
|
|
|
// Anti aliasing
|
|
if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing)
|
|
{
|
|
if (FeatureAvailable[IRR_ARB_multisample])
|
|
{
|
|
if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
|
|
glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
|
|
else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
|
|
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
|
|
|
|
if ((AntiAlias >= 2) && (material.AntiAliasing & (EAAM_SIMPLE|EAAM_QUALITY)))
|
|
{
|
|
glEnable(GL_MULTISAMPLE_ARB);
|
|
#ifdef GL_NV_multisample_filter_hint
|
|
if (FeatureAvailable[IRR_NV_multisample_filter_hint])
|
|
{
|
|
if ((material.AntiAliasing & EAAM_QUALITY) == EAAM_QUALITY)
|
|
glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
|
|
else
|
|
glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
|
|
}
|
|
#endif
|
|
}
|
|
else
|
|
glDisable(GL_MULTISAMPLE_ARB);
|
|
}
|
|
if ((material.AntiAliasing & EAAM_LINE_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH))
|
|
{
|
|
if (material.AntiAliasing & EAAM_LINE_SMOOTH)
|
|
glEnable(GL_LINE_SMOOTH);
|
|
else if (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH)
|
|
glDisable(GL_LINE_SMOOTH);
|
|
}
|
|
if ((material.AntiAliasing & EAAM_POINT_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH))
|
|
{
|
|
if (material.AntiAliasing & EAAM_POINT_SMOOTH)
|
|
// often in software, and thus very slow
|
|
glEnable(GL_POINT_SMOOTH);
|
|
else if (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH)
|
|
glDisable(GL_POINT_SMOOTH);
|
|
}
|
|
}
|
|
|
|
setWrapMode(material);
|
|
|
|
// 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)
|
|
{
|
|
if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
|
|
MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
|
|
SMaterial mat;
|
|
mat.ZBuffer=ECFN_NEVER;
|
|
mat.Lighting=false;
|
|
mat.AntiAliasing=video::EAAM_OFF;
|
|
mat.TextureLayer[0].BilinearFilter=false;
|
|
setBasicRenderStates(mat, mat, true);
|
|
LastMaterial = mat;
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
|
|
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
|
|
core::matrix4 m;
|
|
m.buildProjectionMatrixOrthoLH(f32(renderTargetSize.Width), f32(-(s32)(renderTargetSize.Height)), -1.0, 1.0);
|
|
m.setTranslation(core::vector3df(-1,1,0));
|
|
glLoadMatrixf(m.pointer());
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
glTranslatef(0.375, 0.375, 0.0);
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
glLoadIdentity();
|
|
|
|
Transformation3DChanged = false;
|
|
}
|
|
|
|
if (alphaChannel || alpha)
|
|
{
|
|
glEnable(GL_BLEND);
|
|
glEnable(GL_ALPHA_TEST);
|
|
glAlphaFunc(GL_GREATER, 0.f);
|
|
}
|
|
else
|
|
{
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_ALPHA_TEST);
|
|
}
|
|
|
|
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 and alpha texture just modulate, otherwise use only the alpha channel
|
|
if (alpha)
|
|
{
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
}
|
|
else
|
|
{
|
|
#ifdef GL_ARB_texture_env_combine
|
|
if (FeatureAvailable[IRR_ARB_texture_env_combine])
|
|
{
|
|
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_TEXTURE);
|
|
// rgb always modulates
|
|
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
|
|
#endif
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (alpha)
|
|
{
|
|
#ifdef GL_ARB_texture_env_combine
|
|
if (FeatureAvailable[IRR_ARB_texture_env_combine])
|
|
{
|
|
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);
|
|
// rgb always modulates
|
|
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
|
|
#endif
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
}
|
|
else
|
|
{
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
}
|
|
}
|
|
}
|
|
|
|
CurrentRenderMode = ERM_2D;
|
|
}
|
|
|
|
|
|
//! \return Returns the name of the video driver.
|
|
const wchar_t* COpenGLDriver::getName() const
|
|
{
|
|
return Name.c_str();
|
|
}
|
|
|
|
|
|
//! deletes all dynamic lights there are
|
|
void COpenGLDriver::deleteAllDynamicLights()
|
|
{
|
|
for (s32 i=0; i<MaxLights; ++i)
|
|
glDisable(GL_LIGHT0 + i);
|
|
|
|
RequestedLights.clear();
|
|
|
|
CNullDriver::deleteAllDynamicLights();
|
|
}
|
|
|
|
|
|
//! adds a dynamic light
|
|
s32 COpenGLDriver::addDynamicLight(const SLight& light)
|
|
{
|
|
CNullDriver::addDynamicLight(light);
|
|
|
|
RequestedLights.push_back(RequestedLight(light));
|
|
|
|
u32 newLightIndex = RequestedLights.size() - 1;
|
|
|
|
// Try and assign a hardware light just now, but don't worry if I can't
|
|
assignHardwareLight(newLightIndex);
|
|
|
|
return (s32)newLightIndex;
|
|
}
|
|
|
|
|
|
void COpenGLDriver::assignHardwareLight(u32 lightIndex)
|
|
{
|
|
setTransform(ETS_WORLD, core::matrix4());
|
|
|
|
s32 lidx;
|
|
for (lidx=GL_LIGHT0; lidx < GL_LIGHT0 + MaxLights; ++lidx)
|
|
{
|
|
if(!glIsEnabled(lidx))
|
|
{
|
|
RequestedLights[lightIndex].HardwareLightIndex = lidx;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(lidx == GL_LIGHT0 + MaxLights) // There's no room for it just now
|
|
return;
|
|
|
|
GLfloat data[4];
|
|
const SLight & light = RequestedLights[lightIndex].LightData;
|
|
|
|
switch (light.Type)
|
|
{
|
|
case video::ELT_SPOT:
|
|
data[0] = light.Direction.X;
|
|
data[1] = light.Direction.Y;
|
|
data[2] = light.Direction.Z;
|
|
data[3] = 0.0f;
|
|
glLightfv(lidx, GL_SPOT_DIRECTION, data);
|
|
|
|
// set position
|
|
data[0] = light.Position.X;
|
|
data[1] = light.Position.Y;
|
|
data[2] = light.Position.Z;
|
|
data[3] = 1.0f; // 1.0f for positional light
|
|
glLightfv(lidx, GL_POSITION, data);
|
|
|
|
glLightf(lidx, GL_SPOT_EXPONENT, light.Falloff);
|
|
glLightf(lidx, GL_SPOT_CUTOFF, light.OuterCone);
|
|
break;
|
|
case video::ELT_POINT:
|
|
// set position
|
|
data[0] = light.Position.X;
|
|
data[1] = light.Position.Y;
|
|
data[2] = light.Position.Z;
|
|
data[3] = 1.0f; // 1.0f for positional light
|
|
glLightfv(lidx, GL_POSITION, data);
|
|
|
|
glLightf(lidx, GL_SPOT_EXPONENT, 0.0f);
|
|
glLightf(lidx, GL_SPOT_CUTOFF, 180.0f);
|
|
break;
|
|
case video::ELT_DIRECTIONAL:
|
|
// set direction
|
|
data[0] = -light.Direction.X;
|
|
data[1] = -light.Direction.Y;
|
|
data[2] = -light.Direction.Z;
|
|
data[3] = 0.0f; // 0.0f for directional light
|
|
glLightfv(lidx, GL_POSITION, data);
|
|
|
|
glLightf(lidx, GL_SPOT_EXPONENT, 0.0f);
|
|
glLightf(lidx, GL_SPOT_CUTOFF, 180.0f);
|
|
break;
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
|
|
|
|
//! Turns a dynamic light on or off
|
|
//! \param lightIndex: the index returned by addDynamicLight
|
|
//! \param turnOn: true to turn the light on, false to turn it off
|
|
void COpenGLDriver::turnLightOn(s32 lightIndex, bool turnOn)
|
|
{
|
|
if(lightIndex < 0 || lightIndex >= (s32)RequestedLights.size())
|
|
return;
|
|
|
|
RequestedLight & requestedLight = RequestedLights[lightIndex];
|
|
|
|
requestedLight.DesireToBeOn = turnOn;
|
|
|
|
if(turnOn)
|
|
{
|
|
if(-1 == requestedLight.HardwareLightIndex)
|
|
assignHardwareLight(lightIndex);
|
|
}
|
|
else
|
|
{
|
|
if(-1 != requestedLight.HardwareLightIndex)
|
|
{
|
|
// It's currently assigned, so free up the hardware light
|
|
glDisable(requestedLight.HardwareLightIndex);
|
|
requestedLight.HardwareLightIndex = -1;
|
|
|
|
// Now let the first light that's waiting on a free hardware light grab it
|
|
for(u32 requested = 0; requested < RequestedLights.size(); ++requested)
|
|
if(RequestedLights[requested].DesireToBeOn
|
|
&&
|
|
-1 == RequestedLights[requested].HardwareLightIndex)
|
|
{
|
|
assignHardwareLight(requested);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//! returns the maximal amount of dynamic lights the device can handle
|
|
u32 COpenGLDriver::getMaximalDynamicLightAmount() const
|
|
{
|
|
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 &&
|
|
static_cast<u32>(Material.MaterialType) < 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);
|
|
glEnable(GL_POLYGON_OFFSET_FILL);
|
|
glPolygonOffset(0.0f, 1.0f);
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(3,GL_FLOAT,sizeof(core::vector3df),&triangles[0]);
|
|
glStencilMask(~0);
|
|
glStencilFunc(GL_ALWAYS, 0, ~0);
|
|
|
|
GLenum incr = GL_INCR;
|
|
GLenum decr = GL_DECR;
|
|
#ifdef GL_EXT_stencil_wrap
|
|
if (FeatureAvailable[IRR_EXT_stencil_wrap])
|
|
{
|
|
incr = GL_INCR_WRAP_EXT;
|
|
decr = GL_DECR_WRAP_EXT;
|
|
}
|
|
#endif
|
|
|
|
// 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);
|
|
glStencilOp(GL_KEEP, GL_KEEP, decr);
|
|
glStencilMask(~0);
|
|
glStencilFunc(GL_ALWAYS, 0, ~0);
|
|
|
|
extGlActiveStencilFace(GL_FRONT);
|
|
glStencilOp(GL_KEEP, GL_KEEP, incr);
|
|
glStencilMask(~0);
|
|
glStencilFunc(GL_ALWAYS, 0, ~0);
|
|
|
|
glDrawArrays(GL_TRIANGLES,0,count);
|
|
}
|
|
else
|
|
{
|
|
// ZFAIL Method
|
|
|
|
extGlActiveStencilFace(GL_BACK);
|
|
glStencilOp(GL_KEEP, incr, GL_KEEP);
|
|
glStencilMask(~0);
|
|
glStencilFunc(GL_ALWAYS, 0, ~0);
|
|
|
|
extGlActiveStencilFace(GL_FRONT);
|
|
glStencilOp(GL_KEEP, 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, decr);
|
|
extGlStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, 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, incr, GL_KEEP);
|
|
extGlStencilOpSeparate(GL_FRONT, GL_KEEP, 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, incr);
|
|
glDrawArrays(GL_TRIANGLES,0,count);
|
|
|
|
glCullFace(GL_FRONT);
|
|
glStencilOp(GL_KEEP, GL_KEEP, decr);
|
|
glDrawArrays(GL_TRIANGLES,0,count);
|
|
}
|
|
else
|
|
{
|
|
// ZFAIL Method
|
|
|
|
glStencilOp(GL_KEEP, incr, GL_KEEP);
|
|
glCullFace(GL_FRONT);
|
|
glDrawArrays(GL_TRIANGLES,0,count);
|
|
|
|
glStencilOp(GL_KEEP, 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();
|
|
glMatrixMode(GL_PROJECTION);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
|
|
glBegin(GL_QUADS);
|
|
|
|
glColor4ub(leftDownEdge.getRed(), leftDownEdge.getGreen(), leftDownEdge.getBlue(), leftDownEdge.getAlpha());
|
|
glVertex3f(-1.f,-1.f,-0.9f);
|
|
|
|
glColor4ub(leftUpEdge.getRed(), leftUpEdge.getGreen(), leftUpEdge.getBlue(), leftUpEdge.getAlpha());
|
|
glVertex3f(-1.f, 1.f,-0.9f);
|
|
|
|
glColor4ub(rightUpEdge.getRed(), rightUpEdge.getGreen(), rightUpEdge.getBlue(), rightUpEdge.getAlpha());
|
|
glVertex3f(1.f, 1.f,-0.9f);
|
|
|
|
glColor4ub(rightDownEdge.getRed(), rightDownEdge.getGreen(), rightDownEdge.getBlue(), rightDownEdge.getAlpha());
|
|
glVertex3f(1.f,-1.f,-0.9f);
|
|
|
|
glEnd();
|
|
|
|
clearBuffers(false, false, clearStencilBuffer, 0x0);
|
|
|
|
// restore settings
|
|
glPopMatrix();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPopMatrix();
|
|
glPopAttrib();
|
|
}
|
|
|
|
|
|
//! Sets the fog mode.
|
|
void COpenGLDriver::setFog(SColor c, E_FOG_TYPE fogType, f32 start,
|
|
f32 end, f32 density, bool pixelFog, bool rangeFog)
|
|
{
|
|
CNullDriver::setFog(c, fogType, start, end, density, pixelFog, rangeFog);
|
|
|
|
glFogf(GL_FOG_MODE, GLfloat((fogType==EFT_FOG_LINEAR)? GL_LINEAR : (fogType==EFT_FOG_EXP)?GL_EXP:GL_EXP2));
|
|
|
|
#ifdef GL_EXT_fog_coord
|
|
if (FeatureAvailable[IRR_EXT_fog_coord])
|
|
glFogi(GL_FOG_COORDINATE_SOURCE, GL_FRAGMENT_DEPTH);
|
|
#endif
|
|
#ifdef GL_NV_fog_distance
|
|
if (FeatureAvailable[IRR_NV_fog_distance])
|
|
{
|
|
if (rangeFog)
|
|
glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
|
|
else
|
|
glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
|
|
}
|
|
#endif
|
|
|
|
if (fogType==EFT_FOG_LINEAR)
|
|
{
|
|
glFogf(GL_FOG_START, start);
|
|
glFogf(GL_FOG_END, end);
|
|
}
|
|
else
|
|
glFogf(GL_FOG_DENSITY, density);
|
|
|
|
if (pixelFog)
|
|
glHint(GL_FOG_HINT, GL_NICEST);
|
|
else
|
|
glHint(GL_FOG_HINT, GL_FASTEST);
|
|
|
|
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);
|
|
|
|
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<u32>& size)
|
|
{
|
|
CNullDriver::OnResize(size);
|
|
glViewport(0, 0, size.Width, size.Height);
|
|
Transformation3DChanged = true;
|
|
}
|
|
|
|
|
|
//! Returns type of video driver
|
|
E_DRIVER_TYPE COpenGLDriver::getDriverType() const
|
|
{
|
|
return EDT_OPENGL;
|
|
}
|
|
|
|
|
|
//! returns color format
|
|
ECOLOR_FORMAT COpenGLDriver::getColorFormat() const
|
|
{
|
|
return ColorFormat;
|
|
}
|
|
|
|
|
|
//! Sets a vertex shader constant.
|
|
void COpenGLDriver::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
|
|
{
|
|
#ifdef GL_ARB_vertex_program
|
|
for (s32 i=0; i<constantAmount; ++i)
|
|
extGlProgramLocalParameter4fv(GL_VERTEX_PROGRAM_ARB, startRegister+i, &data[i*4]);
|
|
#endif
|
|
}
|
|
|
|
//! Sets a pixel shader constant.
|
|
void COpenGLDriver::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
|
|
{
|
|
#ifdef GL_ARB_fragment_program
|
|
for (s32 i=0; i<constantAmount; ++i)
|
|
extGlProgramLocalParameter4fv(GL_FRAGMENT_PROGRAM_ARB, startRegister+i, &data[i*4]);
|
|
#endif
|
|
}
|
|
|
|
//! Sets a constant for the vertex shader based on a name.
|
|
bool COpenGLDriver::setVertexShaderConstant(const c8* name, const f32* floats, int count)
|
|
{
|
|
//pass this along, as in GLSL the same routine is used for both vertex and fragment shaders
|
|
return setPixelShaderConstant(name, floats, count);
|
|
}
|
|
|
|
//! Sets a constant for the pixel shader based on a name.
|
|
bool COpenGLDriver::setPixelShaderConstant(const c8* name, const f32* floats, int count)
|
|
{
|
|
os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
|
|
return false;
|
|
}
|
|
|
|
|
|
//! Adds a new material renderer to the VideoDriver, using pixel and/or
|
|
//! vertex shaders to render geometry.
|
|
s32 COpenGLDriver::addShaderMaterial(const c8* vertexShaderProgram,
|
|
const c8* pixelShaderProgram,
|
|
IShaderConstantSetCallBack* callback,
|
|
E_MATERIAL_TYPE baseMaterial, s32 userData)
|
|
{
|
|
s32 nr = -1;
|
|
COpenGLShaderMaterialRenderer* r = new COpenGLShaderMaterialRenderer(
|
|
this, nr, vertexShaderProgram, pixelShaderProgram,
|
|
callback, getMaterialRenderer(baseMaterial), userData);
|
|
|
|
r->drop();
|
|
return nr;
|
|
}
|
|
|
|
|
|
//! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
|
|
s32 COpenGLDriver::addHighLevelShaderMaterial(
|
|
const c8* vertexShaderProgram,
|
|
const c8* vertexShaderEntryPointName,
|
|
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
|
const c8* pixelShaderProgram,
|
|
const c8* pixelShaderEntryPointName,
|
|
E_PIXEL_SHADER_TYPE psCompileTarget,
|
|
IShaderConstantSetCallBack* callback,
|
|
E_MATERIAL_TYPE baseMaterial,
|
|
s32 userData)
|
|
{
|
|
s32 nr = -1;
|
|
|
|
COpenGLSLMaterialRenderer* r = new COpenGLSLMaterialRenderer(
|
|
this, nr, vertexShaderProgram, vertexShaderEntryPointName,
|
|
vsCompileTarget, pixelShaderProgram, pixelShaderEntryPointName, psCompileTarget,
|
|
callback,getMaterialRenderer(baseMaterial), userData);
|
|
|
|
r->drop();
|
|
return nr;
|
|
}
|
|
|
|
//! Returns a pointer to the IVideoDriver interface. (Implementation for
|
|
//! IMaterialRendererServices)
|
|
IVideoDriver* COpenGLDriver::getVideoDriver()
|
|
{
|
|
return this;
|
|
}
|
|
|
|
|
|
//! Returns pointer to the IGPUProgrammingServices interface.
|
|
IGPUProgrammingServices* COpenGLDriver::getGPUProgrammingServices()
|
|
{
|
|
return this;
|
|
}
|
|
|
|
|
|
ITexture* COpenGLDriver::addRenderTargetTexture(const core::dimension2d<u32>& size,
|
|
const io::path& name,
|
|
const ECOLOR_FORMAT format)
|
|
{
|
|
//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 COpenGLFBOTexture(size, name, this, format);
|
|
if (rtt)
|
|
{
|
|
bool success = false;
|
|
addTexture(rtt);
|
|
ITexture* tex = createDepthTexture(rtt);
|
|
if (tex)
|
|
{
|
|
success = static_cast<video::COpenGLFBODepthTexture*>(tex)->attach(rtt);
|
|
tex->drop();
|
|
}
|
|
rtt->drop();
|
|
if (!success)
|
|
{
|
|
removeTexture(rtt);
|
|
rtt=0;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
// the simple texture is only possible for size <= screensize
|
|
// we try to find an optimal size with the original constraints
|
|
core::dimension2du destSize(core::min_(size.Width,ScreenSize.Width), core::min_(size.Height,ScreenSize.Height));
|
|
destSize = destSize.getOptimalSize((size==size.getOptimalSize()), false, false);
|
|
rtt = addTexture(destSize, name, ECF_A8R8G8B8);
|
|
if (rtt)
|
|
{
|
|
static_cast<video::COpenGLTexture*>(rtt)->setIsRenderTarget(true);
|
|
}
|
|
}
|
|
|
|
//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() const
|
|
{
|
|
return 0x7fffffff;
|
|
}
|
|
|
|
|
|
//! set or reset render target
|
|
bool COpenGLDriver::setRenderTarget(video::E_RENDER_TARGET target, bool clearTarget,
|
|
bool clearZBuffer, SColor color)
|
|
{
|
|
if (target != CurrentTarget)
|
|
setRenderTarget(0, false, false, 0x0);
|
|
|
|
if (ERT_RENDER_TEXTURE == target)
|
|
{
|
|
os::Printer::log("Fatal Error: For render textures call setRenderTarget with the actual texture as first parameter.", ELL_ERROR);
|
|
return false;
|
|
}
|
|
|
|
if (Stereo && (ERT_STEREO_RIGHT_BUFFER == target))
|
|
{
|
|
if (Doublebuffer)
|
|
glDrawBuffer(GL_BACK_RIGHT);
|
|
else
|
|
glDrawBuffer(GL_FRONT_RIGHT);
|
|
}
|
|
else if (Stereo && ERT_STEREO_BOTH_BUFFERS == target)
|
|
{
|
|
if (Doublebuffer)
|
|
glDrawBuffer(GL_BACK);
|
|
else
|
|
glDrawBuffer(GL_FRONT);
|
|
}
|
|
else if ((target >= ERT_AUX_BUFFER0) && (target-ERT_AUX_BUFFER0 < MaxAuxBuffers))
|
|
{
|
|
glDrawBuffer(GL_AUX0+target-ERT_AUX_BUFFER0);
|
|
}
|
|
else
|
|
{
|
|
if (Doublebuffer)
|
|
glDrawBuffer(GL_BACK_LEFT);
|
|
else
|
|
glDrawBuffer(GL_FRONT_LEFT);
|
|
// exit with false, but also with working color buffer
|
|
if (target != ERT_FRAME_BUFFER)
|
|
return false;
|
|
}
|
|
CurrentTarget=target;
|
|
clearBuffers(clearTarget, clearZBuffer, false, color);
|
|
return true;
|
|
}
|
|
|
|
|
|
//! set or reset render target
|
|
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
|
|
|
|
setActiveTexture(0, 0);
|
|
ResetRenderStates=true;
|
|
if (RenderTargetTexture!=0)
|
|
{
|
|
RenderTargetTexture->unbindRTT();
|
|
}
|
|
|
|
if (texture)
|
|
{
|
|
// we want to set a new target. so do this.
|
|
glViewport(0, 0, texture->getSize().Width, texture->getSize().Height);
|
|
RenderTargetTexture = static_cast<COpenGLTexture*>(texture);
|
|
RenderTargetTexture->bindRTT();
|
|
CurrentRendertargetSize = texture->getSize();
|
|
CurrentTarget=ERT_RENDER_TEXTURE;
|
|
}
|
|
else
|
|
{
|
|
glViewport(0,0,ScreenSize.Width,ScreenSize.Height);
|
|
RenderTargetTexture = 0;
|
|
CurrentRendertargetSize = core::dimension2d<u32>(0,0);
|
|
CurrentTarget=ERT_FRAME_BUFFER;
|
|
}
|
|
|
|
clearBuffers(clearBackBuffer, clearZBuffer, false, color);
|
|
return true;
|
|
}
|
|
|
|
|
|
// returns the current size of the screen or rendertarget
|
|
const core::dimension2d<u32>& COpenGLDriver::getCurrentRenderTargetSize() const
|
|
{
|
|
if (CurrentRendertargetSize.Width == 0)
|
|
return ScreenSize;
|
|
else
|
|
return CurrentRendertargetSize;
|
|
}
|
|
|
|
|
|
//! Clears the ZBuffer.
|
|
void COpenGLDriver::clearZBuffer()
|
|
{
|
|
clearBuffers(false, true, false, 0x0);
|
|
}
|
|
|
|
|
|
//! Returns an image created from the last rendered frame.
|
|
IImage* COpenGLDriver::createScreenShot()
|
|
{
|
|
IImage* newImage = new CImage(ECF_R8G8B8, ScreenSize);
|
|
|
|
u8* pixels = static_cast<u8*>(newImage->lock());
|
|
if (!pixels)
|
|
{
|
|
newImage->drop();
|
|
return 0;
|
|
}
|
|
|
|
// allows to read pixels in top-to-bottom order
|
|
#ifdef GL_MESA_pack_invert
|
|
if (FeatureAvailable[IRR_MESA_pack_invert])
|
|
glPixelStorei(GL_PACK_INVERT_MESA, GL_TRUE);
|
|
#endif
|
|
|
|
// We want to read the front buffer to get the latest render finished.
|
|
glReadBuffer(GL_FRONT);
|
|
glReadPixels(0, 0, ScreenSize.Width, ScreenSize.Height, GL_RGB, GL_UNSIGNED_BYTE, pixels);
|
|
glReadBuffer(GL_BACK);
|
|
|
|
#ifdef GL_MESA_pack_invert
|
|
if (FeatureAvailable[IRR_MESA_pack_invert])
|
|
glPixelStorei(GL_PACK_INVERT_MESA, GL_FALSE);
|
|
else
|
|
#endif
|
|
{
|
|
// opengl images are horizontally flipped, so we have to fix that here.
|
|
const s32 pitch=newImage->getPitch();
|
|
u8* p2 = pixels + (ScreenSize.Height - 1) * pitch;
|
|
u8* tmpBuffer = new u8[pitch];
|
|
for (u32 i=0; i < ScreenSize.Height; i += 2)
|
|
{
|
|
memcpy(tmpBuffer, pixels, pitch);
|
|
memcpy(pixels, p2, pitch);
|
|
memcpy(p2, tmpBuffer, pitch);
|
|
pixels += pitch;
|
|
p2 -= pitch;
|
|
}
|
|
delete [] tmpBuffer;
|
|
}
|
|
|
|
newImage->unlock();
|
|
|
|
if (testGLError())
|
|
{
|
|
newImage->drop();
|
|
return 0;
|
|
}
|
|
|
|
return newImage;
|
|
}
|
|
|
|
|
|
//! get depth texture for the given render target texture
|
|
ITexture* COpenGLDriver::createDepthTexture(ITexture* texture, bool shared)
|
|
{
|
|
if ((texture->getDriverType() != EDT_OPENGL) || (!texture->isRenderTarget()))
|
|
return 0;
|
|
COpenGLTexture* tex = static_cast<COpenGLTexture*>(texture);
|
|
|
|
if (!tex->isFrameBufferObject())
|
|
return 0;
|
|
|
|
if (shared)
|
|
{
|
|
for (u32 i=0; i<DepthTextures.size(); ++i)
|
|
{
|
|
if (DepthTextures[i]->getSize()==texture->getSize())
|
|
{
|
|
DepthTextures[i]->grab();
|
|
return DepthTextures[i];
|
|
}
|
|
}
|
|
DepthTextures.push_back(new COpenGLFBODepthTexture(texture->getSize(), "depth1", this));
|
|
return DepthTextures.getLast();
|
|
}
|
|
return (new COpenGLFBODepthTexture(texture->getSize(), "depth1", this));
|
|
}
|
|
|
|
|
|
void COpenGLDriver::removeDepthTexture(ITexture* texture)
|
|
{
|
|
for (u32 i=0; i<DepthTextures.size(); ++i)
|
|
{
|
|
if (texture==DepthTextures[i])
|
|
{
|
|
DepthTextures.erase(i);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//! Set/unset a clipping plane.
|
|
bool COpenGLDriver::setClipPlane(u32 index, const core::plane3df& plane, bool enable)
|
|
{
|
|
if (index >= MaxUserClipPlanes)
|
|
return false;
|
|
|
|
UserClipPlane[index]=plane;
|
|
enableClipPlane(index, enable);
|
|
return true;
|
|
}
|
|
|
|
|
|
void COpenGLDriver::uploadClipPlane(u32 index)
|
|
{
|
|
// opengl needs an array of doubles for the plane equation
|
|
double clip_plane[4];
|
|
clip_plane[0] = UserClipPlane[index].Normal.X;
|
|
clip_plane[1] = UserClipPlane[index].Normal.Y;
|
|
clip_plane[2] = UserClipPlane[index].Normal.Z;
|
|
clip_plane[3] = UserClipPlane[index].D;
|
|
glClipPlane(GL_CLIP_PLANE0 + index, clip_plane);
|
|
}
|
|
|
|
|
|
//! Enable/disable a clipping plane.
|
|
void COpenGLDriver::enableClipPlane(u32 index, bool enable)
|
|
{
|
|
if (index >= MaxUserClipPlanes)
|
|
return;
|
|
if (enable)
|
|
{
|
|
if (!UserClipPlaneEnabled[index])
|
|
{
|
|
uploadClipPlane(index);
|
|
glEnable(GL_CLIP_PLANE0 + index);
|
|
}
|
|
}
|
|
else
|
|
glDisable(GL_CLIP_PLANE0 + index);
|
|
|
|
UserClipPlaneEnabled[index]=enable;
|
|
}
|
|
|
|
|
|
core::dimension2du COpenGLDriver::getMaxTextureSize() const
|
|
{
|
|
return core::dimension2du(MaxTextureSize, MaxTextureSize);
|
|
}
|
|
|
|
} // end namespace
|
|
} // end namespace
|
|
|
|
#endif // _IRR_COMPILE_WITH_OPENGL_
|
|
|
|
namespace irr
|
|
{
|
|
namespace video
|
|
{
|
|
|
|
|
|
// -----------------------------------
|
|
// WINDOWS VERSION
|
|
// -----------------------------------
|
|
#ifdef _IRR_COMPILE_WITH_WINDOWS_DEVICE_
|
|
IVideoDriver* createOpenGLDriver(const SIrrlichtCreationParameters& params,
|
|
io::IFileSystem* io, CIrrDeviceWin32* device)
|
|
{
|
|
#ifdef _IRR_COMPILE_WITH_OPENGL_
|
|
COpenGLDriver* ogl = new COpenGLDriver(params, io, device);
|
|
if (!ogl->initDriver(params, device))
|
|
{
|
|
ogl->drop();
|
|
ogl = 0;
|
|
}
|
|
return ogl;
|
|
#else
|
|
return 0;
|
|
#endif // _IRR_COMPILE_WITH_OPENGL_
|
|
}
|
|
#endif // _IRR_COMPILE_WITH_WINDOWS_DEVICE_
|
|
|
|
// -----------------------------------
|
|
// MACOSX VERSION
|
|
// -----------------------------------
|
|
#if defined(_IRR_COMPILE_WITH_OSX_DEVICE_)
|
|
IVideoDriver* createOpenGLDriver(const SIrrlichtCreationParameters& params,
|
|
io::IFileSystem* io, CIrrDeviceMacOSX *device)
|
|
{
|
|
#ifdef _IRR_COMPILE_WITH_OPENGL_
|
|
return new COpenGLDriver(params, io, device);
|
|
#else
|
|
return 0;
|
|
#endif // _IRR_COMPILE_WITH_OPENGL_
|
|
}
|
|
#endif // _IRR_COMPILE_WITH_OSX_DEVICE_
|
|
|
|
// -----------------------------------
|
|
// X11 VERSION
|
|
// -----------------------------------
|
|
#ifdef _IRR_COMPILE_WITH_X11_DEVICE_
|
|
IVideoDriver* createOpenGLDriver(const SIrrlichtCreationParameters& params,
|
|
io::IFileSystem* io, CIrrDeviceLinux* device)
|
|
{
|
|
#ifdef _IRR_COMPILE_WITH_OPENGL_
|
|
COpenGLDriver* ogl = new COpenGLDriver(params, io, device);
|
|
if (!ogl->initDriver(params, device))
|
|
{
|
|
ogl->drop();
|
|
ogl = 0;
|
|
}
|
|
return ogl;
|
|
#else
|
|
return 0;
|
|
#endif // _IRR_COMPILE_WITH_OPENGL_
|
|
}
|
|
#endif // _IRR_COMPILE_WITH_X11_DEVICE_
|
|
|
|
|
|
// -----------------------------------
|
|
// SDL VERSION
|
|
// -----------------------------------
|
|
#ifdef _IRR_COMPILE_WITH_SDL_DEVICE_
|
|
IVideoDriver* createOpenGLDriver(const SIrrlichtCreationParameters& params,
|
|
io::IFileSystem* io, CIrrDeviceSDL* device)
|
|
{
|
|
#ifdef _IRR_COMPILE_WITH_OPENGL_
|
|
return new COpenGLDriver(params, io, device);
|
|
#else
|
|
return 0;
|
|
#endif // _IRR_COMPILE_WITH_OPENGL_
|
|
}
|
|
#endif // _IRR_COMPILE_WITH_SDL_DEVICE_
|
|
|
|
} // end namespace
|
|
} // end namespace
|
|
|
|
|