/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2020, Daniel Roux, EPSITEC SA & TerranovaTeam * http://epsitec.ch; http://colobot.info; http://github.com/colobot * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see http://gnu.org/licenses */ #include "graphics/opengl/gl14device.h" #include "common/config.h" #include "common/image.h" #include "common/logger.h" #include "graphics/core/light.h" #include "graphics/engine/engine.h" #include "graphics/opengl/glframebuffer.h" #include "math/geometry.h" #include #include // Graphics module namespace namespace Gfx { CGL14Device::CGL14Device(const DeviceConfig &config) : m_config(config) {} CGL14Device::~CGL14Device() { } void CGL14Device::DebugHook() { /* This function is only called here, so it can be used * as a breakpoint when debugging using gDEBugger */ glColor3i(0, 0, 0); } void CGL14Device::DebugLights() { Gfx::ColorHSV color(0.0, 1.0, 1.0); glLineWidth(3.0f); glDisable(GL_LIGHTING); glDepthMask(GL_FALSE); glDisable(GL_BLEND); Math::Matrix saveWorldMat = m_worldMat; m_worldMat.LoadIdentity(); UpdateModelviewMatrix(); for (int i = 0; i < static_cast( m_lights.size() ); ++i) { color.h = static_cast(i) / static_cast(m_lights.size()); if (m_lightsEnabled[i]) { const Light& l = m_lights[i]; if (l.type == LIGHT_DIRECTIONAL) { Gfx::VertexCol v[2]; v[0].coord = -Math::Normalize(l.direction) * 100.0f + Math::Vector(0.0f, 0.0f, 1.0f) * i; v[0].color = HSV2RGB(color); v[1].coord = Math::Normalize(l.direction) * 100.0f + Math::Vector(0.0f, 0.0f, 1.0f) * i; v[1].color = HSV2RGB(color); while (v[0].coord.y < 60.0f && v[0].coord.y < 60.0f) { v[0].coord.y += 10.0f; v[1].coord.y += 10.0f; } DrawPrimitive(PRIMITIVE_LINES, v, 2); v[0].coord = v[1].coord + Math::Normalize(v[0].coord - v[1].coord) * 50.0f; glLineWidth(10.0f); DrawPrimitive(PRIMITIVE_LINES, v, 2); glLineWidth(3.0f); } else if (l.type == LIGHT_POINT) { Gfx::VertexCol v[8]; for (int i = 0; i < 8; ++i) v[i].color = HSV2RGB(color); v[0].coord = l.position + Math::Vector(-1.0f, -1.0f, -1.0f) * 4.0f; v[1].coord = l.position + Math::Vector( 1.0f, -1.0f, -1.0f) * 4.0f; v[2].coord = l.position + Math::Vector( 1.0f, 1.0f, -1.0f) * 4.0f; v[3].coord = l.position + Math::Vector(-1.0f, 1.0f, -1.0f) * 4.0f; v[4].coord = l.position + Math::Vector(-1.0f, -1.0f, -1.0f) * 4.0f; DrawPrimitive(PRIMITIVE_LINE_STRIP, v, 5); v[0].coord = l.position + Math::Vector(-1.0f, -1.0f, 1.0f) * 4.0f; v[1].coord = l.position + Math::Vector( 1.0f, -1.0f, 1.0f) * 4.0f; v[2].coord = l.position + Math::Vector( 1.0f, 1.0f, 1.0f) * 4.0f; v[3].coord = l.position + Math::Vector(-1.0f, 1.0f, 1.0f) * 4.0f; v[4].coord = l.position + Math::Vector(-1.0f, -1.0f, 1.0f) * 4.0f; DrawPrimitive(PRIMITIVE_LINE_STRIP, v, 5); v[0].coord = l.position + Math::Vector(-1.0f, -1.0f, -1.0f) * 4.0f; v[1].coord = l.position + Math::Vector(-1.0f, -1.0f, 1.0f) * 4.0f; v[2].coord = l.position + Math::Vector( 1.0f, -1.0f, -1.0f) * 4.0f; v[3].coord = l.position + Math::Vector( 1.0f, -1.0f, 1.0f) * 4.0f; v[4].coord = l.position + Math::Vector( 1.0f, 1.0f, -1.0f) * 4.0f; v[5].coord = l.position + Math::Vector( 1.0f, 1.0f, 1.0f) * 4.0f; v[6].coord = l.position + Math::Vector(-1.0f, 1.0f, -1.0f) * 4.0f; v[7].coord = l.position + Math::Vector(-1.0f, 1.0f, 1.0f) * 4.0f; DrawPrimitive(PRIMITIVE_LINES, v, 8); } else if (l.type == LIGHT_SPOT) { Gfx::VertexCol v[5]; for (int i = 0; i < 5; ++i) v[i].color = HSV2RGB(color); v[0].coord = l.position + Math::Vector(-1.0f, 0.0f, -1.0f) * 4.0f; v[1].coord = l.position + Math::Vector( 1.0f, 0.0f, -1.0f) * 4.0f; v[2].coord = l.position + Math::Vector( 1.0f, 0.0f, 1.0f) * 4.0f; v[3].coord = l.position + Math::Vector(-1.0f, 0.0f, 1.0f) * 4.0f; v[4].coord = l.position + Math::Vector(-1.0f, 0.0f, -1.0f) * 4.0f; DrawPrimitive(PRIMITIVE_LINE_STRIP, v, 5); v[0].coord = l.position; v[1].coord = l.position + Math::Normalize(l.direction) * 100.0f; glEnable(GL_LINE_STIPPLE); glLineStipple(3.0, 0xFF); DrawPrimitive(PRIMITIVE_LINES, v, 2); glDisable(GL_LINE_STIPPLE); } } } glLineWidth(1.0f); glEnable(GL_LIGHTING); glDepthMask(GL_TRUE); glEnable(GL_BLEND); m_worldMat = saveWorldMat; UpdateModelviewMatrix(); } std::string CGL14Device::GetName() { return std::string("OpenGL 1.4"); } bool CGL14Device::Create() { GetLogger()->Info("Creating CDevice - OpenGL 1.4\n"); if (!InitializeGLEW()) { m_errorMessage = "An error occurred while initializing GLEW."; return false; } // Extract OpenGL version int glMajor = 1, glMinor = 1; int glVersion = GetOpenGLVersion(glMajor, glMinor); if (glVersion < 13) { GetLogger()->Error("Unsupported OpenGL version: %d.%d\n", glMajor, glMinor); GetLogger()->Error("OpenGL 1.3 or newer is required to use this engine.\n"); m_errorMessage = "It seems your graphics card does not support OpenGL 1.3.\n"; m_errorMessage += "Please make sure you have appropriate hardware and newest drivers installed.\n\n"; m_errorMessage += GetHardwareInfo(); return false; } const char* version = reinterpret_cast(glGetString(GL_VERSION)); const char* renderer = reinterpret_cast(glGetString(GL_RENDERER)); GetLogger()->Info("OpenGL %s\n", version); GetLogger()->Info("%s\n", renderer); // Detect Shadow mapping support if (glVersion >= 14) // Core depth texture+shadow, OpenGL 1.4+ { m_shadowMappingSupport = SMS_CORE; m_capabilities.shadowMappingSupported = true; GetLogger()->Info("Shadow mapping available (core)\n"); } else if (glewIsSupported("GL_ARB_depth_texture GL_ARB_shadow")) // ARB depth texture + shadow { m_shadowMappingSupport = SMS_ARB; m_capabilities.shadowMappingSupported = true; GetLogger()->Info("Shadow mapping available (ARB)\n"); } else // No Shadow mapping { m_shadowMappingSupport = SMS_NONE; m_capabilities.shadowMappingSupported = false; GetLogger()->Info("Shadow mapping not available\n"); } // Detect support of anisotropic filtering m_capabilities.anisotropySupported = glewIsSupported("GL_EXT_texture_filter_anisotropic"); if (m_capabilities.anisotropySupported) { // Obtain maximum anisotropy level available float level; glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &level); m_capabilities.maxAnisotropy = static_cast(level); GetLogger()->Info("Anisotropic filtering available\n"); GetLogger()->Info("Maximum anisotropy: %d\n", m_capabilities.maxAnisotropy); } else { GetLogger()->Info("Anisotropic filtering not available\n"); } // Read maximum sample count for MSAA if(glewIsSupported("GL_EXT_framebuffer_multisample")) { m_capabilities.multisamplingSupported = true; glGetIntegerv(GL_MAX_SAMPLES_EXT, &m_capabilities.maxSamples); GetLogger()->Info("Multisampling supported, max samples: %d\n", m_capabilities.maxSamples); } else { m_capabilities.multisamplingSupported = false; GetLogger()->Info("Multisampling not supported\n"); } // check for glMultiDrawArrays() if (glVersion >= 14) m_multiDrawArrays = true; GetLogger()->Info("Auto-detecting VBO support\n"); // detecting VBO ARB extension bool vboARB = glewIsSupported("GL_ARB_vertex_buffer_object"); // VBO is core OpenGL feature since 1.5 // everything below 1.5 means no VBO support if (glVersion >= 15) { GetLogger()->Info("Core VBO supported\n", glMajor, glMinor); // Set function pointers m_glGenBuffers = glGenBuffers; m_glDeleteBuffers = glDeleteBuffers; m_glBindBuffer = glBindBuffer; m_glBufferData = glBufferData; m_glBufferSubData = glBufferSubData; } else if (vboARB) // VBO ARB extension available { GetLogger()->Info("ARB VBO supported\n"); // Set function pointers m_glGenBuffers = glGenBuffersARB; m_glDeleteBuffers = glDeleteBuffersARB; m_glBindBuffer = glBindBufferARB; m_glBufferData = glBufferDataARB; m_glBufferSubData = glBufferSubDataARB; } else // no VBO support { m_errorMessage = "Your graphics card or drivers don't support OpenGL 1.5 or vertex buffer objects.\n" "Ensure you have the latest graphics drivers for your graphics card.\n\n"; GetLogger()->Error(m_errorMessage.c_str()); m_errorMessage += GetHardwareInfo(); return false; } // This is mostly done in all modern hardware by default // DirectX doesn't even allow the option to turn off perspective correction anymore // So turn it on permanently glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // To avoid problems with scaling & lighting glEnable(GL_RESCALE_NORMAL); //glEnable(GL_NORMALIZE); // this needs some testing // Minimal depth bias to avoid Z-fighting //SetDepthBias(0.001f); glAlphaFunc(GL_GREATER, 0.1f); // Set just to be sure glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glViewport(0, 0, m_config.size.x, m_config.size.y); int numLights = 0; glGetIntegerv(GL_MAX_LIGHTS, &numLights); m_capabilities.maxLights = numLights; m_lights = std::vector(numLights, Light()); m_lightsEnabled = std::vector (numLights, false); int maxTextures = 0; glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxTextures); GetLogger()->Info("Maximum texture units: %d\n", maxTextures); m_capabilities.multitexturingSupported = true; m_capabilities.maxTextures = maxTextures; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &m_capabilities.maxTextureSize); GetLogger()->Info("Maximum texture size: %d\n", m_capabilities.maxTextureSize); m_currentTextures = std::vector (maxTextures, Texture()); m_texturesEnabled = std::vector (maxTextures, false); m_textureStageParams = std::vector(maxTextures, TextureStageParams()); m_remap = std::vector (maxTextures, 0); // default mapping for (int i = 0; i < maxTextures; i++) m_remap[i] = i; // special remapping for quality shadows if (maxTextures >= 4) { m_remap[0] = 2; m_remap[1] = 3; m_remap[2] = 0; m_remap[3] = 1; m_shadowQuality = true; GetLogger()->Debug("Using quality shadows\n"); } else { m_shadowQuality = false; GetLogger()->Debug("Using simple shadows\n"); } // create white texture glGenTextures(1, &m_whiteTexture); glBindTexture(GL_TEXTURE_2D, m_whiteTexture); int color = 0xFFFFFFFF; glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &color); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); // create default framebuffer object FramebufferParams framebufferParams; framebufferParams.width = m_config.size.x; framebufferParams.height = m_config.size.y; framebufferParams.depth = m_config.depthSize; m_framebuffers["default"] = MakeUnique(framebufferParams); m_framebufferSupport = DetectFramebufferSupport(); if (m_framebufferSupport == FBS_ARB) { m_capabilities.framebufferSupported = true; GetLogger()->Info("Framebuffer supported (ARB)\n"); glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &m_capabilities.maxRenderbufferSize); GetLogger()->Info("Maximum renderbuffer size: %d\n", m_capabilities.maxRenderbufferSize); } else if (m_framebufferSupport == FBS_EXT) { m_capabilities.framebufferSupported = true; GetLogger()->Info("Framebuffer supported (EXT)\n"); glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE_EXT, &m_capabilities.maxRenderbufferSize); GetLogger()->Info("Maximum renderbuffer size: %d\n", m_capabilities.maxRenderbufferSize); } else { m_capabilities.framebufferSupported = false; GetLogger()->Info("Framebuffer not supported\n"); } GetLogger()->Info("CDevice created successfully\n"); return true; } void CGL14Device::Destroy() { // delete framebuffers for (auto& framebuffer : m_framebuffers) framebuffer.second->Destroy(); m_framebuffers.clear(); // Delete the remaining textures // Should not be strictly necessary, but just in case DestroyAllTextures(); glDeleteTextures(1, &m_whiteTexture); m_whiteTexture = 0; m_lights.clear(); m_lightsEnabled.clear(); m_currentTextures.clear(); m_texturesEnabled.clear(); m_textureStageParams.clear(); } void CGL14Device::ConfigChanged(const DeviceConfig& newConfig) { m_config = newConfig; // Reset state m_lighting = false; glViewport(0, 0, m_config.size.x, m_config.size.y); // create default framebuffer object FramebufferParams framebufferParams; framebufferParams.width = m_config.size.x; framebufferParams.height = m_config.size.y; framebufferParams.depth = m_config.depthSize; m_framebuffers["default"] = MakeUnique(framebufferParams); } void CGL14Device::BeginScene() { Clear(); glMatrixMode(GL_PROJECTION); glLoadMatrixf(m_projectionMat.Array()); UpdateModelviewMatrix(); } void CGL14Device::EndScene() { #ifdef DEV_BUILD int count = ClearGLErrors(); if (count > 0) GetLogger()->Debug("OpenGL errors detected: %d\n", count); #endif } void CGL14Device::Clear() { glDepthMask(GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } void CGL14Device::SetRenderMode(RenderMode mode) { // nothing is done } void CGL14Device::SetTransform(TransformType type, const Math::Matrix &matrix) { if (type == TRANSFORM_WORLD) { m_worldMat = matrix; UpdateModelviewMatrix(); m_combinedMatrixOutdated = true; } else if (type == TRANSFORM_VIEW) { m_viewMat = matrix; UpdateModelviewMatrix(); m_combinedMatrixOutdated = true; } else if (type == TRANSFORM_PROJECTION) { m_projectionMat = matrix; glMatrixMode(GL_PROJECTION); glLoadMatrixf(m_projectionMat.Array()); m_combinedMatrixOutdated = true; } else if (type == TRANSFORM_SHADOW) { m_shadowMatrix = matrix; glActiveTexture(GL_TEXTURE0 + m_remap[2]); glMatrixMode(GL_TEXTURE); glLoadMatrixf(m_shadowMatrix.Array()); } else { assert(false); } } void CGL14Device::UpdateModelviewMatrix() { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glScalef(1.0f, 1.0f, -1.0f); glMultMatrixf(m_viewMat.Array()); glMultMatrixf(m_worldMat.Array()); glGetFloatv(GL_MODELVIEW_MATRIX, m_modelviewMat.Array()); if (m_lighting) { UpdateLightPositions(); } } void CGL14Device::SetMaterial(const Material &material) { m_material = material; glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, m_material.ambient.Array()); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, m_material.diffuse.Array()); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, m_material.specular.Array()); } int CGL14Device::GetMaxLightCount() { return m_lights.size(); } void CGL14Device::SetLight(int index, const Light &light) { assert(index >= 0); assert(index < static_cast( m_lights.size() )); m_lights[index] = light; // Indexing from GL_LIGHT0 should always work glLightfv(GL_LIGHT0 + index, GL_AMBIENT, const_cast(light.ambient.Array())); glLightfv(GL_LIGHT0 + index, GL_DIFFUSE, const_cast(light.diffuse.Array())); glLightfv(GL_LIGHT0 + index, GL_SPECULAR, const_cast(light.specular.Array())); glLightf(GL_LIGHT0 + index, GL_CONSTANT_ATTENUATION, light.attenuation0); glLightf(GL_LIGHT0 + index, GL_LINEAR_ATTENUATION, light.attenuation1); glLightf(GL_LIGHT0 + index, GL_QUADRATIC_ATTENUATION, light.attenuation2); if (light.type == LIGHT_SPOT) { glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, light.spotAngle * Math::RAD_TO_DEG); glLightf(GL_LIGHT0 + index, GL_SPOT_EXPONENT, light.spotIntensity); } else { glLightf(GL_LIGHT0 + index, GL_SPOT_CUTOFF, 180.0f); } UpdateLightPosition(index); } void CGL14Device::UpdateLightPosition(int index) { assert(index >= 0); assert(index < static_cast( m_lights.size() )); glMatrixMode(GL_MODELVIEW); glPushMatrix(); Light &light = m_lights[index]; if (light.type == LIGHT_POINT) { glLoadIdentity(); glScalef(1.0f, 1.0f, -1.0f); glMultMatrixf(m_viewMat.Array()); GLfloat position[4] = { light.position.x, light.position.y, light.position.z, 1.0f }; glLightfv(GL_LIGHT0 + index, GL_POSITION, position); } else { glLoadIdentity(); glScalef(1.0f, 1.0f, -1.0f); Math::Matrix mat = m_viewMat; mat.Set(1, 4, 0.0f); mat.Set(2, 4, 0.0f); mat.Set(3, 4, 0.0f); glMultMatrixf(mat.Array()); if (light.type == LIGHT_SPOT) { GLfloat direction[4] = { -light.direction.x, -light.direction.y, -light.direction.z, 1.0f }; glLightfv(GL_LIGHT0 + index, GL_SPOT_DIRECTION, direction); } else if (light.type == LIGHT_DIRECTIONAL) { GLfloat position[4] = { -light.direction.x, -light.direction.y, -light.direction.z, 0.0f }; glLightfv(GL_LIGHT0 + index, GL_POSITION, position); } } glPopMatrix(); } void CGL14Device::UpdateLightPositions() { glMatrixMode(GL_MODELVIEW); glPushMatrix(); // update spotlights and directional lights glLoadIdentity(); glScalef(1.0f, 1.0f, -1.0f); Math::Matrix mat = m_viewMat; mat.Set(1, 4, 0.0f); mat.Set(2, 4, 0.0f); mat.Set(3, 4, 0.0f); glMultMatrixf(mat.Array()); int lightIndex = 0; for (const Light &light : m_lights) { if (m_lightsEnabled[lightIndex]) { if (light.type == LIGHT_SPOT) { GLfloat direction[4] = { -light.direction.x, -light.direction.y, -light.direction.z, 1.0f }; glLightfv(GL_LIGHT0 + lightIndex, GL_SPOT_DIRECTION, direction); } else if (light.type == LIGHT_DIRECTIONAL) { GLfloat position[4] = { -light.direction.x, -light.direction.y, -light.direction.z, 0.0f }; glLightfv(GL_LIGHT0 + lightIndex, GL_POSITION, position); } } lightIndex++; } // update point lights glLoadIdentity(); glScalef(1.0f, 1.0f, -1.0f); glMultMatrixf(m_viewMat.Array()); lightIndex = 0; for (const Light &light : m_lights) { if (m_lightsEnabled[lightIndex]) { if (light.type == LIGHT_POINT) { GLfloat position[4] = { light.position.x, light.position.y, light.position.z, 1.0f }; glLightfv(GL_LIGHT0 + lightIndex, GL_POSITION, position); } } lightIndex++; } glPopMatrix(); } void CGL14Device::SetLightEnabled(int index, bool enabled) { assert(index >= 0); assert(index < static_cast( m_lights.size() )); m_lightsEnabled[index] = enabled; if (enabled) glEnable(GL_LIGHT0 + index); else glDisable(GL_LIGHT0 + index); } /** If image is invalid, returns invalid texture. Otherwise, returns pointer to new Texture struct. This struct must not be deleted in other way than through DeleteTexture() */ Texture CGL14Device::CreateTexture(CImage *image, const TextureCreateParams ¶ms) { ImageData *data = image->GetData(); if (data == nullptr) { GetLogger()->Error("Invalid texture data\n"); return Texture(); // invalid texture } Math::IntPoint originalSize = image->GetSize(); if (params.padToNearestPowerOfTwo) image->PadToNearestPowerOfTwo(); Texture tex = CreateTexture(data, params); tex.originalSize = originalSize; return tex; } Texture CGL14Device::CreateTexture(ImageData *data, const TextureCreateParams ¶ms) { Texture result; result.size.x = data->surface->w; result.size.y = data->surface->h; if (!Math::IsPowerOfTwo(result.size.x) || !Math::IsPowerOfTwo(result.size.y)) GetLogger()->Warn("Creating non-power-of-2 texture (%dx%d)!\n", result.size.x, result.size.y); result.originalSize = result.size; // Use & enable 1st texture stage glActiveTexture(GL_TEXTURE0 + m_remap[0]); glEnable(GL_TEXTURE_2D); glGenTextures(1, &result.id); glBindTexture(GL_TEXTURE_2D, result.id); // Set texture parameters GLint minF = GL_NEAREST, magF = GL_NEAREST; int mipmapLevel = 1; switch (params.filter) { case TEX_FILTER_NEAREST: minF = GL_NEAREST; magF = GL_NEAREST; break; case TEX_FILTER_BILINEAR: minF = GL_LINEAR; magF = GL_LINEAR; break; case TEX_FILTER_TRILINEAR: minF = GL_LINEAR_MIPMAP_LINEAR; magF = GL_LINEAR; mipmapLevel = CEngine::GetInstance().GetTextureMipmapLevel(); break; } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minF); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magF); // Set mipmap level and automatic mipmap generation if neccesary if (params.mipmap) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmapLevel - 1); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); } else { // Has to be set to 0 because no mipmaps are generated glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE); } // Set anisotropy level if available if (m_capabilities.anisotropySupported) { float level = Math::Min(m_capabilities.maxAnisotropy, CEngine::GetInstance().GetTextureAnisotropyLevel()); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, level); } PreparedTextureData texData = PrepareTextureData(data, params.format); result.alpha = texData.alpha; glPixelStorei(GL_UNPACK_ROW_LENGTH, texData.actualSurface->pitch / texData.actualSurface->format->BytesPerPixel); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, texData.actualSurface->w, texData.actualSurface->h, 0, texData.sourceFormat, GL_UNSIGNED_BYTE, texData.actualSurface->pixels); SDL_FreeSurface(texData.convertedSurface); m_allTextures.insert(result); // Restore the previous state of 1st stage glBindTexture(GL_TEXTURE_2D, m_currentTextures[0].id); if (! m_texturesEnabled[0]) glDisable(GL_TEXTURE_2D); return result; } Texture CGL14Device::CreateDepthTexture(int width, int height, int depth) { Texture result; if (m_shadowMappingSupport == SMS_NONE) { result.id = 0; return result; } result.alpha = false; result.size.x = width; result.size.y = height; // Use & enable 1st texture stage glActiveTexture(GL_TEXTURE0 + m_remap[0]); glGenTextures(1, &result.id); glBindTexture(GL_TEXTURE_2D, result.id); GLuint format = GL_DEPTH_COMPONENT; switch (depth) { case 16: format = GL_DEPTH_COMPONENT16; break; case 24: format = GL_DEPTH_COMPONENT24; break; case 32: format = GL_DEPTH_COMPONENT32; break; } glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, GL_DEPTH_COMPONENT, GL_INT, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); float color[] = { 1.0f, 1.0f, 1.0f, 1.0f }; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color); glBindTexture(GL_TEXTURE_2D, m_currentTextures[0].id); return result; } void CGL14Device::UpdateTexture(const Texture& texture, Math::IntPoint offset, ImageData* data, TexImgFormat format) { // Use & enable 1st texture stage glActiveTexture(GL_TEXTURE0 + m_remap[0]); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture.id); PreparedTextureData texData = PrepareTextureData(data, format); glPixelStorei(GL_UNPACK_ROW_LENGTH, texData.actualSurface->pitch / texData.actualSurface->format->BytesPerPixel); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexSubImage2D(GL_TEXTURE_2D, 0, offset.x, offset.y, texData.actualSurface->w, texData.actualSurface->h, texData.sourceFormat, GL_UNSIGNED_BYTE, texData.actualSurface->pixels); SDL_FreeSurface(texData.convertedSurface); } void CGL14Device::DestroyTexture(const Texture &texture) { // Unbind the texture if in use anywhere for (int index = 0; index < static_cast( m_currentTextures.size() ); ++index) { if (m_currentTextures[index] == texture) SetTexture(index, Texture()); // set to invalid texture } auto it = m_allTextures.find(texture); if (it != m_allTextures.end()) { glDeleteTextures(1, &texture.id); m_allTextures.erase(it); } } void CGL14Device::DestroyAllTextures() { // Unbind all texture stages for (int index = 0; index < static_cast( m_currentTextures.size() ); ++index) SetTexture(index, Texture()); for (auto it = m_allTextures.begin(); it != m_allTextures.end(); ++it) glDeleteTextures(1, &(*it).id); m_allTextures.clear(); // recreate white texture glActiveTexture(GL_TEXTURE0 + m_remap[0]); glDeleteTextures(1, &m_whiteTexture); glGenTextures(1, &m_whiteTexture); glBindTexture(GL_TEXTURE_2D, m_whiteTexture); int color = 0xFFFFFFFF; glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &color); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glBindTexture(GL_TEXTURE_2D, m_currentTextures[0].id); } int CGL14Device::GetMaxTextureStageCount() { return m_currentTextures.size(); } /** If \a texture is invalid, unbinds the given texture. If valid, binds the texture and enables the given texture stage. The setting is remembered, even if texturing is disabled at the moment. */ void CGL14Device::SetTexture(int index, const Texture &texture) { assert(index >= 0 && index < static_cast( m_currentTextures.size() )); bool same = m_currentTextures[index].id == texture.id; m_currentTextures[index] = texture; // remember the new value if (same) return; // nothing to do glActiveTexture(GL_TEXTURE0 + m_remap[index]); glBindTexture(GL_TEXTURE_2D, texture.id); // Params need to be updated for the new bound texture UpdateTextureParams(index); } void CGL14Device::SetTexture(int index, unsigned int textureId) { assert(index >= 0 && index < static_cast(m_currentTextures.size())); if (m_currentTextures[index].id == textureId) return; // nothing to do m_currentTextures[index].id = textureId; glActiveTexture(GL_TEXTURE0 + m_remap[index]); glBindTexture(GL_TEXTURE_2D, textureId); // Params need to be updated for the new bound texture UpdateTextureParams(index); } void CGL14Device::SetTextureEnabled(int index, bool enabled) { assert(index >= 0 && index < static_cast(m_currentTextures.size())); bool same = m_texturesEnabled[index] == enabled; m_texturesEnabled[index] = enabled; if (same) return; // nothing to do glActiveTexture(GL_TEXTURE0 + m_remap[index]); if (enabled) glEnable(GL_TEXTURE_2D); else glDisable(GL_TEXTURE_2D); } /** Sets the texture parameters for the given texture stage. If the given texture was not set (bound) yet, nothing happens. The settings are remembered, even if texturing is disabled at the moment. */ void CGL14Device::SetTextureStageParams(int index, const TextureStageParams ¶ms) { assert(index >= 0 && index < static_cast(m_currentTextures.size())); // Remember the settings m_textureStageParams[index] = params; UpdateTextureParams(index); } void CGL14Device::UpdateTextureParams(int index) { assert(index >= 0 && index < static_cast(m_currentTextures.size())); // Don't actually do anything if texture not set if (! m_currentTextures[index].Valid()) return; const TextureStageParams ¶ms = m_textureStageParams[index]; glActiveTexture(GL_TEXTURE0 + m_remap[index]); if (params.wrapS == TEX_WRAP_CLAMP) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); else if (params.wrapS == TEX_WRAP_CLAMP_TO_BORDER) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); else if (params.wrapS == TEX_WRAP_REPEAT) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); else assert(false); if (params.wrapT == TEX_WRAP_CLAMP) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); else if (params.wrapT == TEX_WRAP_CLAMP_TO_BORDER) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); else if (params.wrapT == TEX_WRAP_REPEAT) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); else assert(false); glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, params.factor.Array()); // To save some trouble if ( (params.colorOperation == TEX_MIX_OPER_DEFAULT) && (params.alphaOperation == TEX_MIX_OPER_DEFAULT) ) { glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); goto after_tex_operations; } glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); // Only these modes of getting color & alpha are used glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA); // Color operation if (params.colorOperation == TEX_MIX_OPER_DEFAULT) { glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE); goto after_tex_color; } else if (params.colorOperation == TEX_MIX_OPER_REPLACE) glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE); else if (params.colorOperation == TEX_MIX_OPER_MODULATE) glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); else if (params.colorOperation == TEX_MIX_OPER_ADD) glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD); else if (params.colorOperation == TEX_MIX_OPER_SUBTRACT) glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_SUBTRACT); else assert(false); // Color arg1 if (params.colorArg1 == TEX_MIX_ARG_TEXTURE) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE); else if (params.colorArg1 == TEX_MIX_ARG_TEXTURE_0) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0); else if (params.colorArg1 == TEX_MIX_ARG_TEXTURE_1) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE1); else if (params.colorArg1 == TEX_MIX_ARG_TEXTURE_2) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE2); else if (params.colorArg1 == TEX_MIX_ARG_TEXTURE_3) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE3); else if (params.colorArg1 == TEX_MIX_ARG_COMPUTED_COLOR) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS); else if (params.colorArg1 == TEX_MIX_ARG_SRC_COLOR) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PRIMARY_COLOR); else if (params.colorArg1 == TEX_MIX_ARG_FACTOR) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT); else assert(false); // Color arg2 if (params.colorArg2 == TEX_MIX_ARG_TEXTURE) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE); else if (params.colorArg2 == TEX_MIX_ARG_TEXTURE_0) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE0); else if (params.colorArg2 == TEX_MIX_ARG_TEXTURE_1) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE1); else if (params.colorArg2 == TEX_MIX_ARG_TEXTURE_2) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE2); else if (params.colorArg2 == TEX_MIX_ARG_TEXTURE_3) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE3); else if (params.colorArg2 == TEX_MIX_ARG_COMPUTED_COLOR) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS); else if (params.colorArg2 == TEX_MIX_ARG_SRC_COLOR) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR); else if (params.colorArg2 == TEX_MIX_ARG_FACTOR) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT); else assert(false); after_tex_color: // Alpha operation if (params.alphaOperation == TEX_MIX_OPER_DEFAULT) { glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE); goto after_tex_operations; } else if (params.alphaOperation == TEX_MIX_OPER_REPLACE) glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); else if (params.alphaOperation == TEX_MIX_OPER_MODULATE) glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE); else if (params.alphaOperation == TEX_MIX_OPER_ADD) glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_ADD); else if (params.alphaOperation == TEX_MIX_OPER_SUBTRACT) glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_SUBTRACT); else assert(false); // Alpha arg1 if (params.alphaArg1 == TEX_MIX_ARG_TEXTURE) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE); else if (params.alphaArg1 == TEX_MIX_ARG_TEXTURE_0) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE0); else if (params.alphaArg1 == TEX_MIX_ARG_TEXTURE_1) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE1); else if (params.alphaArg1 == TEX_MIX_ARG_TEXTURE_2) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE2); else if (params.alphaArg1 == TEX_MIX_ARG_TEXTURE_3) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE3); else if (params.alphaArg1 == TEX_MIX_ARG_COMPUTED_COLOR) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS); else if (params.alphaArg1 == TEX_MIX_ARG_SRC_COLOR) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR); else if (params.alphaArg1 == TEX_MIX_ARG_FACTOR) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT); else assert(false); // Alpha arg2 if (params.alphaArg2 == TEX_MIX_ARG_TEXTURE) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE); else if (params.alphaArg2 == TEX_MIX_ARG_TEXTURE_0) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE0); else if (params.alphaArg2 == TEX_MIX_ARG_TEXTURE_1) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE1); else if (params.alphaArg2 == TEX_MIX_ARG_TEXTURE_2) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE2); else if (params.alphaArg2 == TEX_MIX_ARG_TEXTURE_3) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_TEXTURE3); else if (params.alphaArg2 == TEX_MIX_ARG_COMPUTED_COLOR) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PREVIOUS); else if (params.alphaArg2 == TEX_MIX_ARG_SRC_COLOR) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR); else if (params.alphaArg2 == TEX_MIX_ARG_FACTOR) glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_CONSTANT); else assert(false); after_tex_operations: ; } void CGL14Device::EnableShadows() { // already enabled if (m_shadowMapping) return; // shadow map unit glActiveTexture(GL_TEXTURE0 + m_remap[2]); glEnable(GL_TEXTURE_2D); glMatrixMode(GL_TEXTURE); glLoadMatrixf(m_shadowMatrix.Array()); // enable texture coordinate generation glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); glEnable(GL_TEXTURE_GEN_R); glEnable(GL_TEXTURE_GEN_Q); glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); float plane1[] = { 1.0f, 0.0f, 0.0f, 0.0f }; float plane2[] = { 0.0f, 1.0f, 0.0f, 0.0f }; float plane3[] = { 0.0f, 0.0f, 1.0f, 0.0f }; float plane4[] = { 0.0f, 0.0f, 0.0f, 1.0f }; glTexGenfv(GL_S, GL_EYE_PLANE, plane1); glTexGenfv(GL_T, GL_EYE_PLANE, plane2); glTexGenfv(GL_R, GL_EYE_PLANE, plane3); glTexGenfv(GL_Q, GL_EYE_PLANE, plane4); // simple shadows if (!m_shadowQuality) { glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } // quality shadows else { // texture environment settings glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); float half[] = { 0.5f, 0.5f, 0.5f, 1.0f }; glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, half); // color = 0.5 * (1.0 - shadow) // = 0.5 for shadow = 0.0 // = 0.0 for shadow = 1.0 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); // alpha = previous glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); // combine unit glActiveTexture(GL_TEXTURE0 + m_remap[3]); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, m_whiteTexture); // texture enviromnent settings glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); // color = (1.0 - previous) * primary color glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); // alpha = primary color glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); } m_shadowMapping = true; } void CGL14Device::DisableShadows() { // already disabled if (!m_shadowMapping) return; glActiveTexture(GL_TEXTURE0 + m_remap[2]); glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glDisable(GL_TEXTURE_GEN_R); glDisable(GL_TEXTURE_GEN_Q); // quality shadows if (m_shadowQuality) { glActiveTexture(GL_TEXTURE0 + m_remap[3]); glDisable(GL_TEXTURE_2D); } m_shadowMapping = false; } void CGL14Device::SetTextureStageWrap(int index, TexWrapMode wrapS, TexWrapMode wrapT) { assert(index >= 0 && index < static_cast( m_currentTextures.size() )); // Remember the settings m_textureStageParams[index].wrapS = wrapS; m_textureStageParams[index].wrapT = wrapT; // Don't actually do anything if texture not set if (! m_currentTextures[index].Valid()) return; glActiveTexture(GL_TEXTURE0 + m_remap[index]); if (wrapS == TEX_WRAP_CLAMP) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); else if (wrapS == TEX_WRAP_CLAMP_TO_BORDER) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); else if (wrapS == TEX_WRAP_REPEAT) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); else assert(false); if (wrapT == TEX_WRAP_CLAMP) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); else if (wrapT == TEX_WRAP_CLAMP_TO_BORDER) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); else if (wrapT == TEX_WRAP_REPEAT) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); else assert(false); } namespace { void SetVertexAttributes(const Vertex* bufferBase, const std::vector& textureRemapping) { glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, sizeof(Vertex), reinterpret_cast(bufferBase) + offsetof(Vertex, coord)); glEnableClientState(GL_NORMAL_ARRAY); glNormalPointer(GL_FLOAT, sizeof(Vertex), reinterpret_cast(bufferBase) + offsetof(Vertex, normal)); glClientActiveTexture(GL_TEXTURE0 + textureRemapping[1]); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glClientActiveTexture(GL_TEXTURE0 + textureRemapping[0]); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), reinterpret_cast(bufferBase) + offsetof(Vertex, texCoord)); glDisableClientState(GL_COLOR_ARRAY); } void SetVertexAttributes(const VertexTex2* bufferBase, const std::vector& textureRemapping) { glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, sizeof(VertexTex2), reinterpret_cast(bufferBase) + offsetof(VertexTex2, coord)); glEnableClientState(GL_NORMAL_ARRAY); glNormalPointer(GL_FLOAT, sizeof(VertexTex2), reinterpret_cast(bufferBase) + offsetof(VertexTex2, normal)); glClientActiveTexture(GL_TEXTURE0 + textureRemapping[1]); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(VertexTex2), reinterpret_cast(bufferBase) + offsetof(VertexTex2, texCoord2)); glClientActiveTexture(GL_TEXTURE0 + textureRemapping[0]); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, sizeof(VertexTex2), reinterpret_cast(bufferBase) + offsetof(VertexTex2, texCoord)); glDisableClientState(GL_COLOR_ARRAY); } void SetVertexAttributes(const VertexCol* bufferBase, const std::vector& textureRemapping) { glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, sizeof(VertexCol), reinterpret_cast(bufferBase) + offsetof(VertexCol, coord)); glDisableClientState(GL_NORMAL_ARRAY); glClientActiveTexture(GL_TEXTURE0 + textureRemapping[1]); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glClientActiveTexture(GL_TEXTURE0 + textureRemapping[0]); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glColorPointer(4, GL_FLOAT, sizeof(VertexCol), reinterpret_cast(bufferBase) + offsetof(VertexCol, color)); } } // namespace void CGL14Device::DrawPrimitive(PrimitiveType type, const Vertex *vertices, int vertexCount, Color color) { m_glBindBuffer(GL_ARRAY_BUFFER, 0); SetVertexAttributes(vertices, m_remap); glColor4fv(color.Array()); glDrawArrays(TranslateGfxPrimitive(type), 0, vertexCount); } void CGL14Device::DrawPrimitive(PrimitiveType type, const VertexTex2 *vertices, int vertexCount, Color color) { m_glBindBuffer(GL_ARRAY_BUFFER, 0); SetVertexAttributes(vertices, m_remap); glColor4fv(color.Array()); glDrawArrays(TranslateGfxPrimitive(type), 0, vertexCount); } void CGL14Device::DrawPrimitive(PrimitiveType type, const VertexCol *vertices, int vertexCount) { m_glBindBuffer(GL_ARRAY_BUFFER, 0); SetVertexAttributes(vertices, m_remap); glDrawArrays(TranslateGfxPrimitive(type), 0, vertexCount); } void CGL14Device::DrawPrimitives(PrimitiveType type, const Vertex *vertices, int first[], int count[], int drawCount, Color color) { m_glBindBuffer(GL_ARRAY_BUFFER, 0); SetVertexAttributes(vertices, m_remap); glColor4fv(color.Array()); GLenum t = TranslateGfxPrimitive(type); if (m_multiDrawArrays) { glMultiDrawArrays(t, first, count, drawCount); } else { for (int i = 0; i < drawCount; i++) glDrawArrays(t, first[i], count[i]); } } void CGL14Device::DrawPrimitives(PrimitiveType type, const VertexTex2 *vertices, int first[], int count[], int drawCount, Color color) { m_glBindBuffer(GL_ARRAY_BUFFER, 0); SetVertexAttributes(vertices, m_remap); glColor4fv(color.Array()); GLenum t = TranslateGfxPrimitive(type); if (m_multiDrawArrays) { glMultiDrawArrays(t, first, count, drawCount); } else { for (int i = 0; i < drawCount; i++) glDrawArrays(t, first[i], count[i]); } } void CGL14Device::DrawPrimitives(PrimitiveType type, const VertexCol *vertices, int first[], int count[], int drawCount) { m_glBindBuffer(GL_ARRAY_BUFFER, 0); SetVertexAttributes(vertices, m_remap); GLenum t = TranslateGfxPrimitive(type); if (m_multiDrawArrays) { glMultiDrawArrays(t, first, count, drawCount); } else { for (int i = 0; i < drawCount; i++) glDrawArrays(t, first[i], count[i]); } } template unsigned int CGL14Device::CreateStaticBufferImpl(PrimitiveType primitiveType, const Vertex* vertices, int vertexCount) { unsigned int id = ++m_lastVboId; VboObjectInfo info; info.primitiveType = primitiveType; info.vertexType = Vertex::VERTEX_TYPE; info.vertexCount = vertexCount; info.bufferId = 0; m_glGenBuffers(1, &info.bufferId); m_glBindBuffer(GL_ARRAY_BUFFER, info.bufferId); m_glBufferData(GL_ARRAY_BUFFER, vertexCount * sizeof(Vertex), vertices, GL_STATIC_DRAW); m_glBindBuffer(GL_ARRAY_BUFFER, 0); m_vboObjects[id] = info; return id; } template void CGL14Device::UpdateStaticBufferImpl(unsigned int bufferId, PrimitiveType primitiveType, const Vertex* vertices, int vertexCount) { auto it = m_vboObjects.find(bufferId); if (it == m_vboObjects.end()) return; VboObjectInfo& info = (*it).second; info.primitiveType = primitiveType; info.vertexType = Vertex::VERTEX_TYPE; info.vertexCount = vertexCount; m_glBindBuffer(GL_ARRAY_BUFFER, info.bufferId); m_glBufferData(GL_ARRAY_BUFFER, vertexCount * sizeof(Vertex), vertices, GL_STATIC_DRAW); m_glBindBuffer(GL_ARRAY_BUFFER, 0); } void CGL14Device::DrawStaticBuffer(unsigned int bufferId) { auto it = m_vboObjects.find(bufferId); if (it == m_vboObjects.end()) return; m_glBindBuffer(GL_ARRAY_BUFFER, (*it).second.bufferId); if ((*it).second.vertexType == VERTEX_TYPE_NORMAL) { SetVertexAttributes(static_cast(nullptr), m_remap); } else if ((*it).second.vertexType == VERTEX_TYPE_TEX2) { SetVertexAttributes(static_cast(nullptr), m_remap); } else if ((*it).second.vertexType == VERTEX_TYPE_COL) { SetVertexAttributes(static_cast(nullptr), m_remap); } GLenum mode = TranslateGfxPrimitive((*it).second.primitiveType); glDrawArrays(mode, 0, (*it).second.vertexCount); } void CGL14Device::DestroyStaticBuffer(unsigned int bufferId) { auto it = m_vboObjects.find(bufferId); if (it == m_vboObjects.end()) return; m_glDeleteBuffers(1, &(*it).second.bufferId); m_vboObjects.erase(it); } /* Based on libwine's implementation */ int CGL14Device::ComputeSphereVisibility(const Math::Vector ¢er, float radius) { if (m_combinedMatrixOutdated) { m_combinedMatrix = Math::MultiplyMatrices(m_projectionMat, m_modelviewMat); m_combinedMatrixOutdated = false; } Math::Matrix &m = m_combinedMatrix; Math::Vector vec[6]; float originPlane[6]; // Left plane vec[0].x = m.Get(4, 1) + m.Get(1, 1); vec[0].y = m.Get(4, 2) + m.Get(1, 2); vec[0].z = m.Get(4, 3) + m.Get(1, 3); float l1 = vec[0].Length(); vec[0].Normalize(); originPlane[0] = (m.Get(4, 4) + m.Get(1, 4)) / l1; // Right plane vec[1].x = m.Get(4, 1) - m.Get(1, 1); vec[1].y = m.Get(4, 2) - m.Get(1, 2); vec[1].z = m.Get(4, 3) - m.Get(1, 3); float l2 = vec[1].Length(); vec[1].Normalize(); originPlane[1] = (m.Get(4, 4) - m.Get(1, 4)) / l2; // Bottom plane vec[2].x = m.Get(4, 1) + m.Get(2, 1); vec[2].y = m.Get(4, 2) + m.Get(2, 2); vec[2].z = m.Get(4, 3) + m.Get(2, 3); float l3 = vec[2].Length(); vec[2].Normalize(); originPlane[2] = (m.Get(4, 4) + m.Get(2, 4)) / l3; // Top plane vec[3].x = m.Get(4, 1) - m.Get(2, 1); vec[3].y = m.Get(4, 2) - m.Get(2, 2); vec[3].z = m.Get(4, 3) - m.Get(2, 3); float l4 = vec[3].Length(); vec[3].Normalize(); originPlane[3] = (m.Get(4, 4) - m.Get(2, 4)) / l4; // Front plane vec[4].x = m.Get(4, 1) + m.Get(3, 1); vec[4].y = m.Get(4, 2) + m.Get(3, 2); vec[4].z = m.Get(4, 3) + m.Get(3, 3); float l5 = vec[4].Length(); vec[4].Normalize(); originPlane[4] = (m.Get(4, 4) + m.Get(3, 4)) / l5; // Back plane vec[5].x = m.Get(4, 1) - m.Get(3, 1); vec[5].y = m.Get(4, 2) - m.Get(3, 2); vec[5].z = m.Get(4, 3) - m.Get(3, 3); float l6 = vec[5].Length(); vec[5].Normalize(); originPlane[5] = (m.Get(4, 4) - m.Get(3, 4)) / l6; int result = 0; if (InPlane(vec[0], originPlane[0], center, radius)) result |= FRUSTUM_PLANE_LEFT; if (InPlane(vec[1], originPlane[1], center, radius)) result |= FRUSTUM_PLANE_RIGHT; if (InPlane(vec[2], originPlane[2], center, radius)) result |= FRUSTUM_PLANE_BOTTOM; if (InPlane(vec[3], originPlane[3], center, radius)) result |= FRUSTUM_PLANE_TOP; if (InPlane(vec[4], originPlane[4], center, radius)) result |= FRUSTUM_PLANE_FRONT; if (InPlane(vec[5], originPlane[5], center, radius)) result |= FRUSTUM_PLANE_BACK; return result; } void CGL14Device::SetViewport(int x, int y, int width, int height) { glViewport(x, y, width, height); } void CGL14Device::SetRenderState(RenderState state, bool enabled) { if (state == RENDER_STATE_DEPTH_WRITE) { glDepthMask(enabled ? GL_TRUE : GL_FALSE); return; } else if (state == RENDER_STATE_LIGHTING) { m_lighting = enabled; if (enabled) glEnable(GL_LIGHTING); else glDisable(GL_LIGHTING); if (enabled) { UpdateLightPositions(); } return; } else if (state == RENDER_STATE_SHADOW_MAPPING) { if (enabled) EnableShadows(); else DisableShadows(); return; } GLenum flag = 0; switch (state) { case RENDER_STATE_BLENDING: flag = GL_BLEND; break; case RENDER_STATE_FOG: flag = GL_FOG; break; case RENDER_STATE_DEPTH_TEST: flag = GL_DEPTH_TEST; break; case RENDER_STATE_ALPHA_TEST: flag = GL_ALPHA_TEST; break; case RENDER_STATE_CULLING: flag = GL_CULL_FACE; break; case RENDER_STATE_DEPTH_BIAS: flag = GL_POLYGON_OFFSET_FILL; break; default: assert(false); break; } if (enabled) glEnable(flag); else glDisable(flag); } void CGL14Device::SetColorMask(bool red, bool green, bool blue, bool alpha) { glColorMask(red, green, blue, alpha); } void CGL14Device::SetDepthTestFunc(CompFunc func) { glDepthFunc(TranslateGfxCompFunc(func)); } void CGL14Device::SetDepthBias(float factor, float units) { glPolygonOffset(factor, units); } void CGL14Device::SetAlphaTestFunc(CompFunc func, float refValue) { glAlphaFunc(TranslateGfxCompFunc(func), refValue); } void CGL14Device::SetBlendFunc(BlendFunc srcBlend, BlendFunc dstBlend) { glBlendFunc(TranslateGfxBlendFunc(srcBlend), TranslateGfxBlendFunc(dstBlend)); } void CGL14Device::SetClearColor(const Color &color) { glClearColor(color.r, color.g, color.b, color.a); } void CGL14Device::SetGlobalAmbient(const Color &color) { glLightModelfv(GL_LIGHT_MODEL_AMBIENT, color.Array()); } void CGL14Device::SetFogParams(FogMode mode, const Color &color, float start, float end, float density) { if (mode == FOG_LINEAR) glFogi(GL_FOG_MODE, GL_LINEAR); else if (mode == FOG_EXP) glFogi(GL_FOG_MODE, GL_EXP); else if (mode == FOG_EXP2) glFogi(GL_FOG_MODE, GL_EXP2); else assert(false); glFogf(GL_FOG_START, start); glFogf(GL_FOG_END, end); glFogf(GL_FOG_DENSITY, density); glFogfv(GL_FOG_COLOR, color.Array()); } void CGL14Device::SetCullMode(CullMode mode) { // Cull clockwise back faces, so front face is the opposite // (assuming GL_CULL_FACE is GL_BACK) if (mode == CULL_CW ) glFrontFace(GL_CCW); else if (mode == CULL_CCW) glFrontFace(GL_CW); else assert(false); } void CGL14Device::SetShadeModel(ShadeModel model) { if (model == SHADE_FLAT) glShadeModel(GL_FLAT); else if (model == SHADE_SMOOTH) glShadeModel(GL_SMOOTH); else assert(false); } void CGL14Device::SetShadowColor(float value) { // doesn't do anything because it can't } void CGL14Device::SetFillMode(FillMode mode) { if (mode == FILL_POINT) glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); else if (mode == FILL_LINES) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); else if (mode == FILL_POLY) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); else assert(false); } void CGL14Device::CopyFramebufferToTexture(Texture& texture, int xOffset, int yOffset, int x, int y, int width, int height) { if (texture.id == 0) return; // Use & enable 1st texture stage glActiveTexture(GL_TEXTURE0 + m_remap[0]); glBindTexture(GL_TEXTURE_2D, texture.id); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, x, y, width, height); // Restore previous texture glBindTexture(GL_TEXTURE_2D, m_currentTextures[0].id); } std::unique_ptr CGL14Device::GetFrameBufferPixels() const { return GetGLFrameBufferPixels(m_config.size); } CFramebuffer* CGL14Device::GetFramebuffer(std::string name) { auto it = m_framebuffers.find(name); if (it == m_framebuffers.end()) return nullptr; return it->second.get(); } CFramebuffer* CGL14Device::CreateFramebuffer(std::string name, const FramebufferParams& params) { // existing framebuffer was found if (m_framebuffers.find(name) != m_framebuffers.end()) { return nullptr; } std::unique_ptr framebuffer; if (m_framebufferSupport == FBS_ARB) framebuffer = MakeUnique(params); else if (m_framebufferSupport == FBS_EXT) framebuffer = MakeUnique(params); else return nullptr; if (!framebuffer->Create()) return nullptr; CFramebuffer* framebufferPtr = framebuffer.get(); m_framebuffers[name] = std::move(framebuffer); return framebufferPtr; } void CGL14Device::DeleteFramebuffer(std::string name) { // can't delete default framebuffer if (name == "default") return; auto it = m_framebuffers.find(name); if (it != m_framebuffers.end()) { it->second->Destroy(); m_framebuffers.erase(it); } } bool CGL14Device::IsAnisotropySupported() { return m_capabilities.anisotropySupported; } int CGL14Device::GetMaxAnisotropyLevel() { return m_capabilities.maxAnisotropy; } int CGL14Device::GetMaxSamples() { return m_capabilities.maxSamples; } bool CGL14Device::IsShadowMappingSupported() { return m_capabilities.shadowMappingSupported; } int CGL14Device::GetMaxTextureSize() { return m_capabilities.maxTextureSize; } bool CGL14Device::IsFramebufferSupported() { return m_capabilities.framebufferSupported; } } // namespace Gfx