/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org Copyright (c) 2000-2011 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.s ----------------------------------------------------------------------------- */ #include "CmGLRenderSystem.h" #include "CmRenderSystem.h" #include "CmCamera.h" #include "CmGLTextureManager.h" #include "CmGLHardwareVertexBuffer.h" #include "CmGLHardwareIndexBuffer.h" #include "CmGLDefaultHardwareBufferManager.h" #include "CmGLUtil.h" #include "CmGLGpuProgram.h" #include "ATI_FS_GLGpuProgram.h" #include "CmGLGpuProgramManager.h" #include "CmException.h" #include "CmGLSLExtSupport.h" #include "CmGLHardwareOcclusionQuery.h" #include "CmGLContext.h" #include "CmGLFBORenderTexture.h" #include "CmGLPBRenderTexture.h" // Convenience macro from ARB_vertex_buffer_object spec #define VBO_BUFFER_OFFSET(i) ((char *)NULL + (i)) #if CM_THREAD_SUPPORT != 1 GLenum glewContextInit (CamelotEngine::GLSupport *glSupport); #endif namespace CamelotEngine { // Callback function used when registering GLGpuPrograms GpuProgram* createGLArbGpuProgram(GpuProgramType gptype, const String& syntaxCode) { GLArbGpuProgram* ret = new GLArbGpuProgram(); ret->setType(gptype); ret->setSyntaxCode(syntaxCode); return ret; } GpuProgram* createGL_ATI_FS_GpuProgram(GpuProgramType gptype, const String& syntaxCode) { ATI_FS_GLGpuProgram* ret = new ATI_FS_GLGpuProgram(); ret->setType(gptype); ret->setSyntaxCode(syntaxCode); return ret; } GLRenderSystem::GLRenderSystem() : mDepthWrite(true), mStencilMask(0xFFFFFFFF), mGLSLProgramFactory(0), mActiveTextureUnit(0) { size_t i; // Get our GLSupport mGLSupport = getGLSupport(); mWorldMatrix = Matrix4::IDENTITY; mViewMatrix = Matrix4::IDENTITY; initConfigOptions(); mColourWrite[0] = mColourWrite[1] = mColourWrite[2] = mColourWrite[3] = true; for (i = 0; i < CM_MAX_TEXTURE_LAYERS; i++) { // Dummy value mTextureCoordIndex[i] = 99; mTextureTypes[i] = 0; } mActiveRenderTarget = 0; mCurrentContext = 0; mMainContext = 0; mGLInitialised = false; mCurrentLights = 0; mMinFilter = FO_LINEAR; mMipFilter = FO_POINT; mCurrentVertexProgram = 0; mCurrentGeometryProgram = 0; mCurrentFragmentProgram = 0; } GLRenderSystem::~GLRenderSystem() { shutdown(); // Destroy render windows RenderTargetMap::iterator i; for (i = mRenderTargets.begin(); i != mRenderTargets.end(); ++i) { delete i->second; } mRenderTargets.clear(); if(mGLSupport) delete mGLSupport; } const String& GLRenderSystem::getName(void) const { static String strName("OpenGL Rendering Subsystem"); return strName; } void GLRenderSystem::initConfigOptions(void) { mGLSupport->addConfig(); } ConfigOptionMap& GLRenderSystem::getConfigOptions(void) { return mGLSupport->getConfigOptions(); } void GLRenderSystem::setConfigOption(const String &name, const String &value) { mGLSupport->setConfigOption(name, value); } String GLRenderSystem::validateConfigOptions(void) { // XXX Return an error string if something is invalid return mGLSupport->validateConfig(); } RenderWindow* GLRenderSystem::_initialise(bool autoCreateWindow, const String& windowTitle) { mGLSupport->start(); RenderWindow* autoWindow = mGLSupport->createWindow(autoCreateWindow, this, windowTitle); RenderSystem::_initialise(autoCreateWindow, windowTitle); return autoWindow; } RenderSystemCapabilities* GLRenderSystem::createRenderSystemCapabilities() const { RenderSystemCapabilities* rsc = new RenderSystemCapabilities(); rsc->setCategoryRelevant(CAPS_CATEGORY_GL, true); rsc->setDriverVersion(mDriverVersion); const char* deviceName = (const char*)glGetString(GL_RENDERER); const char* vendorName = (const char*)glGetString(GL_VENDOR); rsc->setDeviceName(deviceName); rsc->setRenderSystemName(getName()); // determine vendor if (strstr(vendorName, "NVIDIA")) rsc->setVendor(GPU_NVIDIA); else if (strstr(vendorName, "ATI")) rsc->setVendor(GPU_ATI); else if (strstr(vendorName, "Intel")) rsc->setVendor(GPU_INTEL); else if (strstr(vendorName, "S3")) rsc->setVendor(GPU_S3); else if (strstr(vendorName, "Matrox")) rsc->setVendor(GPU_MATROX); else if (strstr(vendorName, "3DLabs")) rsc->setVendor(GPU_3DLABS); else if (strstr(vendorName, "SiS")) rsc->setVendor(GPU_SIS); else rsc->setVendor(GPU_UNKNOWN); // Supports fixed-function rsc->setCapability(RSC_FIXED_FUNCTION); // Check for hardware mipmapping support. if(GLEW_VERSION_1_4 || GLEW_SGIS_generate_mipmap) { bool disableAutoMip = false; #if CM_PLATFORM == CM_PLATFORM_APPLE || CM_PLATFORM == CM_PLATFORM_LINUX // Apple & Linux ATI drivers have faults in hardware mipmap generation if (rsc->getVendor() == GPU_ATI) disableAutoMip = true; #endif // The Intel 915G frequently corrupts textures when using hardware mip generation // I'm not currently sure how many generations of hardware this affects, // so for now, be safe. if (rsc->getVendor() == GPU_INTEL) disableAutoMip = true; // SiS chipsets also seem to have problems with this if (rsc->getVendor() == GPU_SIS) disableAutoMip = true; if (!disableAutoMip) rsc->setCapability(RSC_AUTOMIPMAP); } // Check for blending support if(GLEW_VERSION_1_3 || GLEW_ARB_texture_env_combine || GLEW_EXT_texture_env_combine) { rsc->setCapability(RSC_BLENDING); } // Check for Multitexturing support and set number of texture units if(GLEW_VERSION_1_3 || GLEW_ARB_multitexture) { GLint units; glGetIntegerv( GL_MAX_TEXTURE_UNITS, &units ); if (GLEW_ARB_fragment_program) { // Also check GL_MAX_TEXTURE_IMAGE_UNITS_ARB since NV at least // only increased this on the FX/6x00 series GLint arbUnits; glGetIntegerv( GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &arbUnits ); if (arbUnits > units) units = arbUnits; } rsc->setNumTextureUnits(units); } else { // If no multitexture support then set one texture unit rsc->setNumTextureUnits(1); } // Check for Anisotropy support if(GLEW_EXT_texture_filter_anisotropic) { rsc->setCapability(RSC_ANISOTROPY); } // Check for DOT3 support if(GLEW_VERSION_1_3 || GLEW_ARB_texture_env_dot3 || GLEW_EXT_texture_env_dot3) { rsc->setCapability(RSC_DOT3); } // Check for cube mapping if(GLEW_VERSION_1_3 || GLEW_ARB_texture_cube_map || GLEW_EXT_texture_cube_map) { rsc->setCapability(RSC_CUBEMAPPING); } // Point sprites if (GLEW_VERSION_2_0 || GLEW_ARB_point_sprite) { rsc->setCapability(RSC_POINT_SPRITES); } // Check for point parameters if (GLEW_VERSION_1_4) { rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS); } if (GLEW_ARB_point_parameters) { rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS_ARB); } if (GLEW_EXT_point_parameters) { rsc->setCapability(RSC_POINT_EXTENDED_PARAMETERS_EXT); } // Check for hardware stencil support and set bit depth GLint stencil; glGetIntegerv(GL_STENCIL_BITS,&stencil); if(stencil) { rsc->setCapability(RSC_HWSTENCIL); rsc->setStencilBufferBitDepth(stencil); } if(GLEW_VERSION_1_5 || GLEW_ARB_vertex_buffer_object) { if (!GLEW_ARB_vertex_buffer_object) { rsc->setCapability(RSC_GL1_5_NOVBO); } rsc->setCapability(RSC_VBO); } if(GLEW_ARB_vertex_program) { rsc->setCapability(RSC_VERTEX_PROGRAM); // Vertex Program Properties rsc->setVertexProgramConstantBoolCount(0); rsc->setVertexProgramConstantIntCount(0); GLint floatConstantCount; glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &floatConstantCount); rsc->setVertexProgramConstantFloatCount(floatConstantCount); rsc->addShaderProfile("arbvp1"); if (GLEW_NV_vertex_program2_option) { rsc->addShaderProfile("vp30"); } if (GLEW_NV_vertex_program3) { rsc->addShaderProfile("vp40"); } if (GLEW_NV_vertex_program4) { rsc->addShaderProfile("gp4vp"); rsc->addShaderProfile("gpu_vp"); } } if (GLEW_NV_register_combiners2 && GLEW_NV_texture_shader) { rsc->setCapability(RSC_FRAGMENT_PROGRAM); } // NFZ - check for ATI fragment shader support if (GLEW_ATI_fragment_shader) { rsc->setCapability(RSC_FRAGMENT_PROGRAM); // no boolean params allowed rsc->setFragmentProgramConstantBoolCount(0); // no integer params allowed rsc->setFragmentProgramConstantIntCount(0); // only 8 Vector4 constant floats supported rsc->setFragmentProgramConstantFloatCount(8); rsc->addShaderProfile("ps_1_4"); rsc->addShaderProfile("ps_1_3"); rsc->addShaderProfile("ps_1_2"); rsc->addShaderProfile("ps_1_1"); } if (GLEW_ARB_fragment_program) { rsc->setCapability(RSC_FRAGMENT_PROGRAM); // Fragment Program Properties rsc->setFragmentProgramConstantBoolCount(0); rsc->setFragmentProgramConstantIntCount(0); GLint floatConstantCount; glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &floatConstantCount); rsc->setFragmentProgramConstantFloatCount(floatConstantCount); rsc->addShaderProfile("arbfp1"); if (GLEW_NV_fragment_program_option) { rsc->addShaderProfile("fp30"); } if (GLEW_NV_fragment_program2) { rsc->addShaderProfile("fp40"); } } // NFZ - Check if GLSL is supported if ( GLEW_VERSION_2_0 || (GLEW_ARB_shading_language_100 && GLEW_ARB_shader_objects && GLEW_ARB_fragment_shader && GLEW_ARB_vertex_shader) ) { rsc->addShaderProfile("glsl"); } // Check if geometry shaders are supported if (GLEW_VERSION_2_0 && GLEW_EXT_geometry_shader4) { rsc->setCapability(RSC_GEOMETRY_PROGRAM); rsc->addShaderProfile("nvgp4"); //Also add the CG profiles rsc->addShaderProfile("gpu_gp"); rsc->addShaderProfile("gp4gp"); rsc->setGeometryProgramConstantBoolCount(0); rsc->setGeometryProgramConstantIntCount(0); GLint floatConstantCount = 0; glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT, &floatConstantCount); rsc->setGeometryProgramConstantFloatCount(floatConstantCount); GLint maxOutputVertices; glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT,&maxOutputVertices); rsc->setGeometryProgramNumOutputVertices(maxOutputVertices); } //Check if render to vertex buffer (transform feedback in OpenGL) if (GLEW_VERSION_2_0 && GLEW_NV_transform_feedback) { rsc->setCapability(RSC_HWRENDER_TO_VERTEX_BUFFER); } // Check for texture compression if(GLEW_VERSION_1_3 || GLEW_ARB_texture_compression) { rsc->setCapability(RSC_TEXTURE_COMPRESSION); // Check for dxt compression if(GLEW_EXT_texture_compression_s3tc) { #if defined(__APPLE__) && defined(__PPC__) // Apple on ATI & PPC has errors in DXT if (mGLSupport->getGLVendor().find("ATI") == std::string::npos) #endif rsc->setCapability(RSC_TEXTURE_COMPRESSION_DXT); } // Check for vtc compression if(GLEW_NV_texture_compression_vtc) { rsc->setCapability(RSC_TEXTURE_COMPRESSION_VTC); } } // Scissor test is standard in GL 1.2 (is it emulated on some cards though?) rsc->setCapability(RSC_SCISSOR_TEST); // As are user clipping planes rsc->setCapability(RSC_USER_CLIP_PLANES); // 2-sided stencil? if (GLEW_VERSION_2_0 || GLEW_EXT_stencil_two_side) { rsc->setCapability(RSC_TWO_SIDED_STENCIL); } // stencil wrapping? if (GLEW_VERSION_1_4 || GLEW_EXT_stencil_wrap) { rsc->setCapability(RSC_STENCIL_WRAP); } // Check for hardware occlusion support if(GLEW_VERSION_1_5 || GLEW_ARB_occlusion_query) { // Some buggy driver claim that it is GL 1.5 compliant and // not support ARB_occlusion_query if (!GLEW_ARB_occlusion_query) { rsc->setCapability(RSC_GL1_5_NOHWOCCLUSION); } rsc->setCapability(RSC_HWOCCLUSION); } else if (GLEW_NV_occlusion_query) { // Support NV extension too for old hardware rsc->setCapability(RSC_HWOCCLUSION); } // UBYTE4 always supported rsc->setCapability(RSC_VERTEX_FORMAT_UBYTE4); // Infinite far plane always supported rsc->setCapability(RSC_INFINITE_FAR_PLANE); // Check for non-power-of-2 texture support if(GLEW_ARB_texture_non_power_of_two) { rsc->setCapability(RSC_NON_POWER_OF_2_TEXTURES); } // Check for Float textures if(GLEW_ATI_texture_float || GLEW_ARB_texture_float) { rsc->setCapability(RSC_TEXTURE_FLOAT); } // 3D textures should be supported by GL 1.2, which is our minimum version rsc->setCapability(RSC_TEXTURE_3D); // Check for framebuffer object extension if(GLEW_EXT_framebuffer_object) { // Probe number of draw buffers // Only makes sense with FBO support, so probe here if(GLEW_VERSION_2_0 || GLEW_ARB_draw_buffers || GLEW_ATI_draw_buffers) { GLint buffers; glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &buffers); rsc->setNumMultiRenderTargets(std::min(buffers, (GLint)CM_MAX_MULTIPLE_RENDER_TARGETS)); rsc->setCapability(RSC_MRT_DIFFERENT_BIT_DEPTHS); if(!GLEW_VERSION_2_0) { // Before GL version 2.0, we need to get one of the extensions if(GLEW_ARB_draw_buffers) rsc->setCapability(RSC_FBO_ARB); if(GLEW_ATI_draw_buffers) rsc->setCapability(RSC_FBO_ATI); } // Set FBO flag for all 3 'subtypes' rsc->setCapability(RSC_FBO); } rsc->setCapability(RSC_HWRENDER_TO_TEXTURE); } // Check GLSupport for PBuffer support if(mGLSupport->supportsPBuffers()) { // Use PBuffers rsc->setCapability(RSC_HWRENDER_TO_TEXTURE); rsc->setCapability(RSC_PBUFFER); } // Point size if (GLEW_VERSION_1_4) { float ps; glGetFloatv(GL_POINT_SIZE_MAX, &ps); rsc->setMaxPointSize(ps); } else { GLint vSize[2]; glGetIntegerv(GL_POINT_SIZE_RANGE,vSize); rsc->setMaxPointSize((float)vSize[1]); } // Vertex texture fetching if (mGLSupport->checkExtension("GL_ARB_vertex_shader")) { GLint vUnits; glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &vUnits); rsc->setNumVertexTextureUnits(static_cast(vUnits)); if (vUnits > 0) { rsc->setCapability(RSC_VERTEX_TEXTURE_FETCH); } // GL always shares vertex and fragment texture units (for now?) rsc->setVertexTextureUnitsShared(true); } // Mipmap LOD biasing? if (GLEW_VERSION_1_4 || GLEW_EXT_texture_lod_bias) { rsc->setCapability(RSC_MIPMAP_LOD_BIAS); } // Alpha to coverage? if (mGLSupport->checkExtension("GL_ARB_multisample")) { // Alpha to coverage always 'supported' when MSAA is available // although card may ignore it if it doesn't specifically support A2C rsc->setCapability(RSC_ALPHA_TO_COVERAGE); } // Advanced blending operations if(GLEW_VERSION_2_0) { rsc->setCapability(RSC_ADVANCED_BLEND_OPERATIONS); } return rsc; } void GLRenderSystem::initialiseFromRenderSystemCapabilities(RenderSystemCapabilities* caps, RenderTarget* primary) { if(caps->getRenderSystemName() != getName()) { CM_EXCEPT(InvalidParametersException, "Trying to initialize GLRenderSystem from RenderSystemCapabilities that do not support OpenGL"); } // set texture the number of texture units mFixedFunctionTextureUnits = caps->getNumTextureUnits(); //In GL there can be less fixed function texture units than general //texture units. Get the minimum of the two. if (caps->hasCapability(RSC_FRAGMENT_PROGRAM)) { GLint maxTexCoords = 0; glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &maxTexCoords); if (mFixedFunctionTextureUnits > maxTexCoords) { mFixedFunctionTextureUnits = maxTexCoords; } } if(caps->hasCapability(RSC_GL1_5_NOVBO)) { // Assign ARB functions same to GL 1.5 version since // interface identical glBindBufferARB = glBindBuffer; glBufferDataARB = glBufferData; glBufferSubDataARB = glBufferSubData; glDeleteBuffersARB = glDeleteBuffers; glGenBuffersARB = glGenBuffers; glGetBufferParameterivARB = glGetBufferParameteriv; glGetBufferPointervARB = glGetBufferPointerv; glGetBufferSubDataARB = glGetBufferSubData; glIsBufferARB = glIsBuffer; glMapBufferARB = glMapBuffer; glUnmapBufferARB = glUnmapBuffer; } if(caps->hasCapability(RSC_VBO)) { HardwareBufferManager::startUp(new GLHardwareBufferManager); } else { HardwareBufferManager::startUp(new GLDefaultHardwareBufferManager); } // GPU Program Manager setup GpuProgramManager::startUp(new GLGpuProgramManager()); GLGpuProgramManager* gpuProgramManager = static_cast(GpuProgramManager::instancePtr()); if(caps->hasCapability(RSC_VERTEX_PROGRAM)) { if(caps->isShaderProfileSupported("arbvp1")) { gpuProgramManager->registerProgramFactory("arbvp1", createGLArbGpuProgram); } if(caps->isShaderProfileSupported("vp30")) { gpuProgramManager->registerProgramFactory("vp30", createGLArbGpuProgram); } if(caps->isShaderProfileSupported("vp40")) { gpuProgramManager->registerProgramFactory("vp40", createGLArbGpuProgram); } if(caps->isShaderProfileSupported("gp4vp")) { gpuProgramManager->registerProgramFactory("gp4vp", createGLArbGpuProgram); } if(caps->isShaderProfileSupported("gpu_vp")) { gpuProgramManager->registerProgramFactory("gpu_vp", createGLArbGpuProgram); } } if(caps->hasCapability(RSC_GEOMETRY_PROGRAM)) { //TODO : Should these be createGLArbGpuProgram or createGLGpuNVparseProgram? if(caps->isShaderProfileSupported("nvgp4")) { gpuProgramManager->registerProgramFactory("nvgp4", createGLArbGpuProgram); } if(caps->isShaderProfileSupported("gp4gp")) { gpuProgramManager->registerProgramFactory("gp4gp", createGLArbGpuProgram); } if(caps->isShaderProfileSupported("gpu_gp")) { gpuProgramManager->registerProgramFactory("gpu_gp", createGLArbGpuProgram); } } if(caps->hasCapability(RSC_FRAGMENT_PROGRAM)) { if(caps->isShaderProfileSupported("ps_1_4")) { gpuProgramManager->registerProgramFactory("ps_1_4", createGL_ATI_FS_GpuProgram); } if(caps->isShaderProfileSupported("ps_1_3")) { gpuProgramManager->registerProgramFactory("ps_1_3", createGL_ATI_FS_GpuProgram); } if(caps->isShaderProfileSupported("ps_1_2")) { gpuProgramManager->registerProgramFactory("ps_1_2", createGL_ATI_FS_GpuProgram); } if(caps->isShaderProfileSupported("ps_1_1")) { gpuProgramManager->registerProgramFactory("ps_1_1", createGL_ATI_FS_GpuProgram); } if(caps->isShaderProfileSupported("arbfp1")) { gpuProgramManager->registerProgramFactory("arbfp1", createGLArbGpuProgram); } if(caps->isShaderProfileSupported("fp40")) { gpuProgramManager->registerProgramFactory("fp40", createGLArbGpuProgram); } if(caps->isShaderProfileSupported("fp30")) { gpuProgramManager->registerProgramFactory("fp30", createGLArbGpuProgram); } } if(caps->isShaderProfileSupported("glsl")) { // NFZ - check for GLSL vertex and fragment shader support successful mGLSLProgramFactory = new GLSLProgramFactory(); HighLevelGpuProgramManager::instance().addFactory(mGLSLProgramFactory); } if(caps->hasCapability(RSC_HWOCCLUSION)) { if(caps->hasCapability(RSC_GL1_5_NOHWOCCLUSION)) { // Assign ARB functions same to GL 1.5 version since // interface identical glBeginQueryARB = glBeginQuery; glDeleteQueriesARB = glDeleteQueries; glEndQueryARB = glEndQuery; glGenQueriesARB = glGenQueries; glGetQueryObjectivARB = glGetQueryObjectiv; glGetQueryObjectuivARB = glGetQueryObjectuiv; glGetQueryivARB = glGetQueryiv; glIsQueryARB = glIsQuery; } } /// Do this after extension function pointers are initialised as the extension /// is used to probe further capabilities. ConfigOptionMap::iterator cfi = getConfigOptions().find("RTT Preferred Mode"); // RTT Mode: 0 use whatever available, 1 use PBuffers, 2 force use copying int rttMode = 0; if (cfi != getConfigOptions().end()) { if (cfi->second.currentValue == "PBuffer") { rttMode = 1; } else if (cfi->second.currentValue == "Copy") { rttMode = 2; } } // Check for framebuffer object extension if(caps->hasCapability(RSC_FBO) && rttMode < 1) { // Before GL version 2.0, we need to get one of the extensions if(caps->hasCapability(RSC_FBO_ARB)) GLEW_GET_FUN(__glewDrawBuffers) = glDrawBuffersARB; else if(caps->hasCapability(RSC_FBO_ATI)) GLEW_GET_FUN(__glewDrawBuffers) = glDrawBuffersATI; if(caps->hasCapability(RSC_HWRENDER_TO_TEXTURE)) { // Create FBO manager // TODO LOG PORT - Log this somewhere? //LogManager::getSingleton().logMessage("GL: Using GL_EXT_framebuffer_object for rendering to textures (best)"); GLRTTManager::startUp(new GLFBOManager(false)); } } else { // Check GLSupport for PBuffer support if(caps->hasCapability(RSC_PBUFFER) && rttMode < 2) { if(caps->hasCapability(RSC_HWRENDER_TO_TEXTURE)) { // Use PBuffers GLRTTManager::startUp(new GLPBRTTManager(mGLSupport, primary)); // TODO LOG PORT - Log this somewhere? //LogManager::getSingleton().logMessage("GL: Using PBuffers for rendering to textures"); } } else { // No pbuffer support either -- fallback to simplest copying from framebuffer GLRTTManager::startUp(new GLCopyingRTTManager()); // TODO LOG PORT - Log this somewhere? //LogManager::getSingleton().logMessage("GL: Using framebuffer copy for rendering to textures (worst)"); //LogManager::getSingleton().logMessage("GL: Warning: RenderTexture size is restricted to size of framebuffer. If you are on Linux, consider using GLX instead of SDL."); } // Downgrade number of simultaneous targets caps->setNumMultiRenderTargets(1); } /// Create the texture manager TextureManager::startUp(new GLTextureManager(*mGLSupport)); mGLInitialised = true; } void GLRenderSystem::reinitialise(void) { this->shutdown(); this->_initialise(true); } void GLRenderSystem::shutdown(void) { RenderSystem::shutdown(); // Deleting the GLSL program factory if (mGLSLProgramFactory) { // Remove from manager safely HighLevelGpuProgramManager::instance().removeFactory(mGLSLProgramFactory); delete mGLSLProgramFactory; mGLSLProgramFactory = 0; } // Deleting the GPU program manager and hardware buffer manager. Has to be done before the mGLSupport->stop(). GpuProgramManager::shutDown(); HardwareBufferManager::shutDown(); GLRTTManager::shutDown(); // Delete extra threads contexts for (GLContextList::iterator i = mBackgroundContextList.begin(); i != mBackgroundContextList.end(); ++i) { GLContext* pCurContext = *i; pCurContext->releaseContext(); delete pCurContext; } mBackgroundContextList.clear(); mGLSupport->stop(); mStopRendering = true; TextureManager::shutDown(); // There will be a new initial window and so forth, thus any call to test // some params will access an invalid pointer, so it is best to reset // the whole state. mGLInitialised = 0; } void GLRenderSystem::setAmbientLight(float r, float g, float b) { GLfloat lmodel_ambient[] = {r, g, b, 1.0}; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); } void GLRenderSystem::setShadingType(ShadeOptions so) { switch(so) { case SO_FLAT: glShadeModel(GL_FLAT); break; default: glShadeModel(GL_SMOOTH); break; } } //--------------------------------------------------------------------- bool GLRenderSystem::_createRenderWindows(const RenderWindowDescriptionList& renderWindowDescriptions, RenderWindowList& createdWindows) { // Call base render system method. if (false == RenderSystem::_createRenderWindows(renderWindowDescriptions, createdWindows)) return false; // Simply call _createRenderWindow in a loop. for (size_t i = 0; i < renderWindowDescriptions.size(); ++i) { const RenderWindowDescription& curRenderWindowDescription = renderWindowDescriptions[i]; RenderWindow* curWindow = NULL; curWindow = _createRenderWindow(curRenderWindowDescription.name, curRenderWindowDescription.width, curRenderWindowDescription.height, curRenderWindowDescription.useFullScreen, &curRenderWindowDescription.miscParams); createdWindows.push_back(curWindow); } return true; } //--------------------------------------------------------------------- RenderWindow* GLRenderSystem::_createRenderWindow(const String &name, unsigned int width, unsigned int height, bool fullScreen, const NameValuePairList *miscParams) { if (mRenderTargets.find(name) != mRenderTargets.end()) { CM_EXCEPT(InvalidParametersException, "Window with name '" + name + "' already exists"); } // Create the window RenderWindow* win = mGLSupport->newWindow(name, width, height, fullScreen, miscParams); attachRenderTarget( *win ); if (!mGLInitialised) { // set up glew and GLSupport initialiseContext(win); std::vector tokens = StringUtil::split(mGLSupport->getGLVersion(), "."); if (!tokens.empty()) { mDriverVersion.major = parseInt(tokens[0]); if (tokens.size() > 1) mDriverVersion.minor = parseInt(tokens[1]); if (tokens.size() > 2) mDriverVersion.release = parseInt(tokens[2]); } mDriverVersion.build = 0; // Initialise GL after the first window has been created // TODO: fire this from emulation options, and don't duplicate float and Current capabilities mRealCapabilities = createRenderSystemCapabilities(); // use real capabilities if custom capabilities are not available if(!mUseCustomCapabilities) mCurrentCapabilities = mRealCapabilities; initialiseFromRenderSystemCapabilities(mCurrentCapabilities, win); // Initialise the main context _oneTimeContextInitialization(); if(mCurrentContext) mCurrentContext->setInitialized(); } return win; } void GLRenderSystem::initialiseContext(RenderWindow* primary) { // Set main and current context mMainContext = 0; primary->getCustomAttribute("GLCONTEXT", &mMainContext); mCurrentContext = mMainContext; // Set primary context as active if(mCurrentContext) mCurrentContext->setCurrent(); // Setup GLSupport mGLSupport->initialiseExtensions(); // Get extension function pointers #if CM_THREAD_SUPPORT != 1 glewContextInit(mGLSupport); #endif } //----------------------------------------------------------------------- MultiRenderTarget * GLRenderSystem::createMultiRenderTarget(const String & name) { MultiRenderTarget *retval = GLRTTManager::instancePtr()->createMultiRenderTarget(name); attachRenderTarget( *retval ); return retval; } //----------------------------------------------------------------------- void GLRenderSystem::destroyRenderWindow(RenderWindow* pWin) { // Find it to remove from list RenderTargetMap::iterator i = mRenderTargets.begin(); while (i != mRenderTargets.end()) { if (i->second == pWin) { mRenderTargets.erase(i); delete pWin; break; } } } //----------------------------------------------------------------------------- void GLRenderSystem::makeGLMatrix(GLfloat gl_matrix[16], const Matrix4& m) { size_t x = 0; for (size_t i = 0; i < 4; i++) { for (size_t j = 0; j < 4; j++) { gl_matrix[x] = m[j][i]; x++; } } } //----------------------------------------------------------------------------- void GLRenderSystem::_setWorldMatrix( const Matrix4 &m ) { GLfloat mat[16]; mWorldMatrix = m; makeGLMatrix( mat, mViewMatrix * mWorldMatrix ); glMatrixMode(GL_MODELVIEW); glLoadMatrixf(mat); } //----------------------------------------------------------------------------- void GLRenderSystem::_setViewMatrix( const Matrix4 &m ) { mViewMatrix = m; GLfloat mat[16]; makeGLMatrix( mat, mViewMatrix * mWorldMatrix ); glMatrixMode(GL_MODELVIEW); glLoadMatrixf(mat); // also mark clip planes dirty if (!mClipPlanes.empty()) mClipPlanesDirty = true; } //----------------------------------------------------------------------------- void GLRenderSystem::_setProjectionMatrix(const Matrix4 &m) { GLfloat mat[16]; makeGLMatrix(mat, m); if (mActiveRenderTarget->requiresTextureFlipping()) { // Invert transformed y mat[1] = -mat[1]; mat[5] = -mat[5]; mat[9] = -mat[9]; mat[13] = -mat[13]; } glMatrixMode(GL_PROJECTION); glLoadMatrixf(mat); glMatrixMode(GL_MODELVIEW); // also mark clip planes dirty if (!mClipPlanes.empty()) mClipPlanesDirty = true; } //----------------------------------------------------------------------------- void GLRenderSystem::_setSurfaceParams(const Color &ambient, const Color &diffuse, const Color &specular, const Color &emissive, float shininess, TrackVertexColourType tracking) { // Track vertex colour if(tracking != TVC_NONE) { GLenum gt = GL_DIFFUSE; // There are actually 15 different combinations for tracking, of which // GL only supports the most used 5. This means that we have to do some // magic to find the best match. NOTE: // GL_AMBIENT_AND_DIFFUSE != GL_AMBIENT | GL__DIFFUSE if(tracking & TVC_AMBIENT) { if(tracking & TVC_DIFFUSE) { gt = GL_AMBIENT_AND_DIFFUSE; } else { gt = GL_AMBIENT; } } else if(tracking & TVC_DIFFUSE) { gt = GL_DIFFUSE; } else if(tracking & TVC_SPECULAR) { gt = GL_SPECULAR; } else if(tracking & TVC_EMISSIVE) { gt = GL_EMISSION; } glColorMaterial(GL_FRONT_AND_BACK, gt); glEnable(GL_COLOR_MATERIAL); } else { glDisable(GL_COLOR_MATERIAL); } // XXX Cache previous values? // XXX Front or Front and Back? GLfloat f4val[4] = {diffuse.r, diffuse.g, diffuse.b, diffuse.a}; glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, f4val); f4val[0] = ambient.r; f4val[1] = ambient.g; f4val[2] = ambient.b; f4val[3] = ambient.a; glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, f4val); f4val[0] = specular.r; f4val[1] = specular.g; f4val[2] = specular.b; f4val[3] = specular.a; glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, f4val); f4val[0] = emissive.r; f4val[1] = emissive.g; f4val[2] = emissive.b; f4val[3] = emissive.a; glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, f4val); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess); } //----------------------------------------------------------------------------- void GLRenderSystem::_setPointParameters(float size, bool attenuationEnabled, float constant, float linear, float quadratic, float minSize, float maxSize) { float val[4] = {1, 0, 0, 1}; if(attenuationEnabled) { // Point size is still calculated in pixels even when attenuation is // enabled, which is pretty awkward, since you typically want a viewport // independent size if you're looking for attenuation. // So, scale the point size up by viewport size (this is equivalent to // what D3D does as standard) size = size * mActiveViewport->getActualHeight(); minSize = minSize * mActiveViewport->getActualHeight(); if (maxSize == 0.0f) maxSize = mCurrentCapabilities->getMaxPointSize(); // pixels else maxSize = maxSize * mActiveViewport->getActualHeight(); // XXX: why do I need this for results to be consistent with D3D? // Equations are supposedly the same once you factor in vp height float correction = 0.005f; // scaling required val[0] = constant; val[1] = linear * correction; val[2] = quadratic * correction; val[3] = 1; if (mCurrentCapabilities->hasCapability(RSC_VERTEX_PROGRAM)) glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); } else { if (maxSize == 0.0f) maxSize = mCurrentCapabilities->getMaxPointSize(); if (mCurrentCapabilities->hasCapability(RSC_VERTEX_PROGRAM)) glDisable(GL_VERTEX_PROGRAM_POINT_SIZE); } // no scaling required // GL has no disabled flag for this so just set to constant glPointSize(size); if (mCurrentCapabilities->hasCapability(RSC_POINT_EXTENDED_PARAMETERS)) { glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, val); glPointParameterf(GL_POINT_SIZE_MIN, minSize); glPointParameterf(GL_POINT_SIZE_MAX, maxSize); } else if (mCurrentCapabilities->hasCapability(RSC_POINT_EXTENDED_PARAMETERS_ARB)) { glPointParameterfvARB(GL_POINT_DISTANCE_ATTENUATION, val); glPointParameterfARB(GL_POINT_SIZE_MIN, minSize); glPointParameterfARB(GL_POINT_SIZE_MAX, maxSize); } else if (mCurrentCapabilities->hasCapability(RSC_POINT_EXTENDED_PARAMETERS_EXT)) { glPointParameterfvEXT(GL_POINT_DISTANCE_ATTENUATION, val); glPointParameterfEXT(GL_POINT_SIZE_MIN, minSize); glPointParameterfEXT(GL_POINT_SIZE_MAX, maxSize); } } //--------------------------------------------------------------------- void GLRenderSystem::_setPointSpritesEnabled(bool enabled) { if (!getCapabilities()->hasCapability(RSC_POINT_SPRITES)) return; if (enabled) { glEnable(GL_POINT_SPRITE); } else { glDisable(GL_POINT_SPRITE); } // Set sprite texture coord generation // Don't offer this as an option since D3D links it to sprite enabled for (UINT16 i = 0; i < mFixedFunctionTextureUnits; ++i) { activateGLTextureUnit(i); glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, enabled ? GL_TRUE : GL_FALSE); } activateGLTextureUnit(0); } //----------------------------------------------------------------------------- void GLRenderSystem::_setTexture(size_t stage, bool enabled, const TexturePtr &texPtr) { GLTexturePtr tex = std::static_pointer_cast(texPtr); GLenum lastTextureType = mTextureTypes[stage]; if (!activateGLTextureUnit(stage)) return; if (enabled) { if (tex) { // note used mTextureTypes[stage] = tex->getGLTextureTarget(); } else // assume 2D mTextureTypes[stage] = GL_TEXTURE_2D; if(lastTextureType != mTextureTypes[stage] && lastTextureType != 0) { if (stage < mFixedFunctionTextureUnits) { glDisable( lastTextureType ); } } if (stage < mFixedFunctionTextureUnits) { glEnable( mTextureTypes[stage] ); } if(tex) glBindTexture( mTextureTypes[stage], tex->getGLID() ); else { glBindTexture( mTextureTypes[stage], static_cast(&TextureManager::instance())->getWarningTextureID() ); } } else { if (stage < mFixedFunctionTextureUnits) { if (lastTextureType != 0) { glDisable( mTextureTypes[stage] ); } glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } // bind zero texture glBindTexture(GL_TEXTURE_2D, 0); } activateGLTextureUnit(0); } //----------------------------------------------------------------------------- void GLRenderSystem::_setTextureCoordSet(size_t stage, size_t index) { mTextureCoordIndex[stage] = index; } //----------------------------------------------------------------------------- void GLRenderSystem::_setTextureCoordCalculation(size_t stage, TexCoordCalcMethod m, const Frustum* frustum) { if (stage >= mFixedFunctionTextureUnits) { // Can't do this return; } GLfloat M[16]; Matrix4 projectionBias; // Default to no extra auto texture matrix mUseAutoTextureMatrix = false; GLfloat eyePlaneS[] = {1.0, 0.0, 0.0, 0.0}; GLfloat eyePlaneT[] = {0.0, 1.0, 0.0, 0.0}; GLfloat eyePlaneR[] = {0.0, 0.0, 1.0, 0.0}; GLfloat eyePlaneQ[] = {0.0, 0.0, 0.0, 1.0}; if (!activateGLTextureUnit(stage)) return; switch( m ) { case TEXCALC_NONE: glDisable( GL_TEXTURE_GEN_S ); glDisable( GL_TEXTURE_GEN_T ); glDisable( GL_TEXTURE_GEN_R ); glDisable( GL_TEXTURE_GEN_Q ); break; case TEXCALC_ENVIRONMENT_MAP: glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP ); glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP ); glEnable( GL_TEXTURE_GEN_S ); glEnable( GL_TEXTURE_GEN_T ); glDisable( GL_TEXTURE_GEN_R ); glDisable( GL_TEXTURE_GEN_Q ); // Need to use a texture matrix to flip the spheremap mUseAutoTextureMatrix = true; memset(mAutoTextureMatrix, 0, sizeof(GLfloat)*16); mAutoTextureMatrix[0] = mAutoTextureMatrix[10] = mAutoTextureMatrix[15] = 1.0f; mAutoTextureMatrix[5] = -1.0f; break; case TEXCALC_ENVIRONMENT_MAP_PLANAR: // XXX This doesn't seem right?! #ifdef GL_VERSION_1_3 glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glEnable( GL_TEXTURE_GEN_S ); glEnable( GL_TEXTURE_GEN_T ); glEnable( GL_TEXTURE_GEN_R ); glDisable( GL_TEXTURE_GEN_Q ); #else glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP ); glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP ); glEnable( GL_TEXTURE_GEN_S ); glEnable( GL_TEXTURE_GEN_T ); glDisable( GL_TEXTURE_GEN_R ); glDisable( GL_TEXTURE_GEN_Q ); #endif break; case TEXCALC_ENVIRONMENT_MAP_REFLECTION: glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP ); glEnable( GL_TEXTURE_GEN_S ); glEnable( GL_TEXTURE_GEN_T ); glEnable( GL_TEXTURE_GEN_R ); glDisable( GL_TEXTURE_GEN_Q ); // We need an extra texture matrix here // This sets the texture matrix to be the inverse of the view matrix mUseAutoTextureMatrix = true; makeGLMatrix( M, mViewMatrix); // Transpose 3x3 in order to invert matrix (rotation) // Note that we need to invert the Z _before_ the rotation // No idea why we have to invert the Z at all, but reflection is wrong without it mAutoTextureMatrix[0] = M[0]; mAutoTextureMatrix[1] = M[4]; mAutoTextureMatrix[2] = -M[8]; mAutoTextureMatrix[4] = M[1]; mAutoTextureMatrix[5] = M[5]; mAutoTextureMatrix[6] = -M[9]; mAutoTextureMatrix[8] = M[2]; mAutoTextureMatrix[9] = M[6]; mAutoTextureMatrix[10] = -M[10]; mAutoTextureMatrix[3] = mAutoTextureMatrix[7] = mAutoTextureMatrix[11] = 0.0f; mAutoTextureMatrix[12] = mAutoTextureMatrix[13] = mAutoTextureMatrix[14] = 0.0f; mAutoTextureMatrix[15] = 1.0f; break; case TEXCALC_ENVIRONMENT_MAP_NORMAL: glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP ); glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP ); glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP ); glEnable( GL_TEXTURE_GEN_S ); glEnable( GL_TEXTURE_GEN_T ); glEnable( GL_TEXTURE_GEN_R ); glDisable( GL_TEXTURE_GEN_Q ); break; case TEXCALC_PROJECTIVE_TEXTURE: 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); glTexGenfv(GL_S, GL_EYE_PLANE, eyePlaneS); glTexGenfv(GL_T, GL_EYE_PLANE, eyePlaneT); glTexGenfv(GL_R, GL_EYE_PLANE, eyePlaneR); glTexGenfv(GL_Q, GL_EYE_PLANE, eyePlaneQ); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); glEnable(GL_TEXTURE_GEN_R); glEnable(GL_TEXTURE_GEN_Q); mUseAutoTextureMatrix = true; // Set scale and translation matrix for projective textures projectionBias = Matrix4::CLIPSPACE2DTOIMAGESPACE; projectionBias = projectionBias * frustum->getProjectionMatrix(); if(mTexProjRelative) { Matrix4 viewMatrix; frustum->calcViewMatrixRelative(mTexProjRelativeOrigin, viewMatrix); projectionBias = projectionBias * viewMatrix; } else { projectionBias = projectionBias * frustum->getViewMatrix(); } projectionBias = projectionBias * mWorldMatrix; makeGLMatrix(mAutoTextureMatrix, projectionBias); break; default: break; } activateGLTextureUnit(0); } //----------------------------------------------------------------------------- GLint GLRenderSystem::getTextureAddressingMode( TextureState::TextureAddressingMode tam) const { switch(tam) { default: case TextureState::TAM_WRAP: return GL_REPEAT; case TextureState::TAM_MIRROR: return GL_MIRRORED_REPEAT; case TextureState::TAM_CLAMP: return GL_CLAMP_TO_EDGE; case TextureState::TAM_BORDER: return GL_CLAMP_TO_BORDER; } } //----------------------------------------------------------------------------- void GLRenderSystem::_setTextureAddressingMode(size_t stage, const TextureState::UVWAddressingMode& uvw) { if (!activateGLTextureUnit(stage)) return; glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_S, getTextureAddressingMode(uvw.u)); glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_T, getTextureAddressingMode(uvw.v)); glTexParameteri( mTextureTypes[stage], GL_TEXTURE_WRAP_R, getTextureAddressingMode(uvw.w)); activateGLTextureUnit(0); } //----------------------------------------------------------------------------- void GLRenderSystem::_setTextureBorderColour(size_t stage, const Color& colour) { GLfloat border[4] = { colour.r, colour.g, colour.b, colour.a }; if (activateGLTextureUnit(stage)) { glTexParameterfv( mTextureTypes[stage], GL_TEXTURE_BORDER_COLOR, border); activateGLTextureUnit(0); } } //----------------------------------------------------------------------------- void GLRenderSystem::_setTextureMipmapBias(size_t stage, float bias) { if (mCurrentCapabilities->hasCapability(RSC_MIPMAP_LOD_BIAS)) { if (activateGLTextureUnit(stage)) { glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, bias); activateGLTextureUnit(0); } } } //----------------------------------------------------------------------------- void GLRenderSystem::_setTextureMatrix(size_t stage, const Matrix4& xform) { if (stage >= mFixedFunctionTextureUnits) { // Can't do this return; } GLfloat mat[16]; makeGLMatrix(mat, xform); if (!activateGLTextureUnit(stage)) return; glMatrixMode(GL_TEXTURE); // Load this matrix in glLoadMatrixf(mat); if (mUseAutoTextureMatrix) { // Concat auto matrix glMultMatrixf(mAutoTextureMatrix); } glMatrixMode(GL_MODELVIEW); activateGLTextureUnit(0); } //----------------------------------------------------------------------------- GLint GLRenderSystem::getBlendMode(SceneBlendFactor ogreBlend) const { switch(ogreBlend) { case SBF_ONE: return GL_ONE; case SBF_ZERO: return GL_ZERO; case SBF_DEST_COLOUR: return GL_DST_COLOR; case SBF_SOURCE_COLOUR: return GL_SRC_COLOR; case SBF_ONE_MINUS_DEST_COLOUR: return GL_ONE_MINUS_DST_COLOR; case SBF_ONE_MINUS_SOURCE_COLOUR: return GL_ONE_MINUS_SRC_COLOR; case SBF_DEST_ALPHA: return GL_DST_ALPHA; case SBF_SOURCE_ALPHA: return GL_SRC_ALPHA; case SBF_ONE_MINUS_DEST_ALPHA: return GL_ONE_MINUS_DST_ALPHA; case SBF_ONE_MINUS_SOURCE_ALPHA: return GL_ONE_MINUS_SRC_ALPHA; }; // to keep compiler happy return GL_ONE; } void GLRenderSystem::_setSceneBlending(SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendOperation op ) { GLint sourceBlend = getBlendMode(sourceFactor); GLint destBlend = getBlendMode(destFactor); if(sourceFactor == SBF_ONE && destFactor == SBF_ZERO) { glDisable(GL_BLEND); } else { glEnable(GL_BLEND); glBlendFunc(sourceBlend, destBlend); } GLint func = GL_FUNC_ADD; switch(op) { case SBO_ADD: func = GL_FUNC_ADD; break; case SBO_SUBTRACT: func = GL_FUNC_SUBTRACT; break; case SBO_REVERSE_SUBTRACT: func = GL_FUNC_REVERSE_SUBTRACT; break; case SBO_MIN: func = GL_MIN; break; case SBO_MAX: func = GL_MAX; break; } if(GLEW_VERSION_1_4 || GLEW_ARB_imaging) { glBlendEquation(func); } else if(GLEW_EXT_blend_minmax && (func == GL_MIN || func == GL_MAX)) { glBlendEquationEXT(func); } } //----------------------------------------------------------------------------- void GLRenderSystem::_setSeparateSceneBlending( SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendFactor sourceFactorAlpha, SceneBlendFactor destFactorAlpha, SceneBlendOperation op, SceneBlendOperation alphaOp ) { GLint sourceBlend = getBlendMode(sourceFactor); GLint destBlend = getBlendMode(destFactor); GLint sourceBlendAlpha = getBlendMode(sourceFactorAlpha); GLint destBlendAlpha = getBlendMode(destFactorAlpha); if(sourceFactor == SBF_ONE && destFactor == SBF_ZERO && sourceFactorAlpha == SBF_ONE && destFactorAlpha == SBF_ZERO) { glDisable(GL_BLEND); } else { glEnable(GL_BLEND); glBlendFuncSeparate(sourceBlend, destBlend, sourceBlendAlpha, destBlendAlpha); } GLint func = GL_FUNC_ADD, alphaFunc = GL_FUNC_ADD; switch(op) { case SBO_ADD: func = GL_FUNC_ADD; break; case SBO_SUBTRACT: func = GL_FUNC_SUBTRACT; break; case SBO_REVERSE_SUBTRACT: func = GL_FUNC_REVERSE_SUBTRACT; break; case SBO_MIN: func = GL_MIN; break; case SBO_MAX: func = GL_MAX; break; } switch(alphaOp) { case SBO_ADD: alphaFunc = GL_FUNC_ADD; break; case SBO_SUBTRACT: alphaFunc = GL_FUNC_SUBTRACT; break; case SBO_REVERSE_SUBTRACT: alphaFunc = GL_FUNC_REVERSE_SUBTRACT; break; case SBO_MIN: alphaFunc = GL_MIN; break; case SBO_MAX: alphaFunc = GL_MAX; break; } if(GLEW_VERSION_2_0) { glBlendEquationSeparate(func, alphaFunc); } else if(GLEW_EXT_blend_equation_separate) { glBlendEquationSeparateEXT(func, alphaFunc); } } //----------------------------------------------------------------------------- void GLRenderSystem::_setAlphaRejectSettings(CompareFunction func, unsigned char value, bool alphaToCoverage) { bool a2c = false; static bool lasta2c = false; if(func == CMPF_ALWAYS_PASS) { glDisable(GL_ALPHA_TEST); } else { glEnable(GL_ALPHA_TEST); a2c = alphaToCoverage; glAlphaFunc(convertCompareFunction(func), value / 255.0f); } if (a2c != lasta2c && getCapabilities()->hasCapability(RSC_ALPHA_TO_COVERAGE)) { if (a2c) glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE); else glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE); lasta2c = a2c; } } //----------------------------------------------------------------------------- void GLRenderSystem::_setViewport(Viewport *vp) { // Check if viewport is different if (vp != mActiveViewport) { RenderTarget* target; target = vp->getTarget(); _setRenderTarget(target); mActiveViewport = vp; GLsizei x, y, w, h; // Calculate the "lower-left" corner of the viewport w = vp->getActualWidth(); h = vp->getActualHeight(); x = vp->getActualLeft(); y = vp->getActualTop(); if (!target->requiresTextureFlipping()) { // Convert "upper-left" corner to "lower-left" y = target->getHeight() - h - y; } glViewport(x, y, w, h); // Configure the viewport clipping glScissor(x, y, w, h); } } void GLRenderSystem::setLights() { // TODO PORT - I'm not using fixed pipeline lights. Remove this later //for (size_t i = 0; i < MAX_LIGHTS; ++i) //{ // if (mLights[i] != NULL) // { // Light* lt = mLights[i]; // setGLLightPositionDirection(lt, GL_LIGHT0 + i); // } //} } //----------------------------------------------------------------------------- void GLRenderSystem::_beginFrame(void) { if (!mActiveViewport) CM_EXCEPT(InvalidStateException, "Cannot begin frame - no viewport selected."); // Activate the viewport clipping glEnable(GL_SCISSOR_TEST); } //----------------------------------------------------------------------------- void GLRenderSystem::_endFrame(void) { // Deactivate the viewport clipping. glDisable(GL_SCISSOR_TEST); // unbind GPU programs at end of frame // this is mostly to avoid holding bound programs that might get deleted // outside via the resource manager unbindGpuProgram(GPT_VERTEX_PROGRAM); unbindGpuProgram(GPT_FRAGMENT_PROGRAM); } //----------------------------------------------------------------------------- void GLRenderSystem::_setCullingMode(CullingMode mode) { mCullingMode = mode; // NB: Because two-sided stencil API dependence of the front face, we must // use the same 'winding' for the front face everywhere. As the OGRE default // culling mode is clockwise, we also treat anticlockwise winding as front // face for consistently. On the assumption that, we can't change the front // face by glFrontFace anywhere. GLenum cullMode; switch( mode ) { case CULL_NONE: glDisable( GL_CULL_FACE ); return; default: case CULL_CLOCKWISE: if (mActiveRenderTarget && ((mActiveRenderTarget->requiresTextureFlipping() && !mInvertVertexWinding) || (!mActiveRenderTarget->requiresTextureFlipping() && mInvertVertexWinding))) { cullMode = GL_FRONT; } else { cullMode = GL_BACK; } break; case CULL_ANTICLOCKWISE: if (mActiveRenderTarget && ((mActiveRenderTarget->requiresTextureFlipping() && !mInvertVertexWinding) || (!mActiveRenderTarget->requiresTextureFlipping() && mInvertVertexWinding))) { cullMode = GL_BACK; } else { cullMode = GL_FRONT; } break; } glEnable( GL_CULL_FACE ); glCullFace( cullMode ); } //----------------------------------------------------------------------------- void GLRenderSystem::_setDepthBufferParams(bool depthTest, bool depthWrite, CompareFunction depthFunction) { _setDepthBufferCheckEnabled(depthTest); _setDepthBufferWriteEnabled(depthWrite); _setDepthBufferFunction(depthFunction); } //----------------------------------------------------------------------------- void GLRenderSystem::_setDepthBufferCheckEnabled(bool enabled) { if (enabled) { glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); } else { glDisable(GL_DEPTH_TEST); } } //----------------------------------------------------------------------------- void GLRenderSystem::_setDepthBufferWriteEnabled(bool enabled) { GLboolean flag = enabled ? GL_TRUE : GL_FALSE; glDepthMask( flag ); // Store for reference in _beginFrame mDepthWrite = enabled; } //----------------------------------------------------------------------------- void GLRenderSystem::_setDepthBufferFunction(CompareFunction func) { glDepthFunc(convertCompareFunction(func)); } //----------------------------------------------------------------------------- void GLRenderSystem::_setDepthBias(float constantBias, float slopeScaleBias) { if (constantBias != 0 || slopeScaleBias != 0) { glEnable(GL_POLYGON_OFFSET_FILL); glEnable(GL_POLYGON_OFFSET_POINT); glEnable(GL_POLYGON_OFFSET_LINE); glPolygonOffset(-slopeScaleBias, -constantBias); } else { glDisable(GL_POLYGON_OFFSET_FILL); glDisable(GL_POLYGON_OFFSET_POINT); glDisable(GL_POLYGON_OFFSET_LINE); } } //----------------------------------------------------------------------------- void GLRenderSystem::_setColourBufferWriteEnabled(bool red, bool green, bool blue, bool alpha) { glColorMask(red, green, blue, alpha); // record this mColourWrite[0] = red; mColourWrite[1] = blue; mColourWrite[2] = green; mColourWrite[3] = alpha; } //----------------------------------------------------------------------------- String GLRenderSystem::getErrorDescription(long errCode) const { const GLubyte *errString = gluErrorString (errCode); return (errString != 0) ? String((const char*) errString) : StringUtil::BLANK; } //----------------------------------------------------------------------------- void GLRenderSystem::setLightingEnabled(bool enabled) { if (enabled) { glEnable(GL_LIGHTING); } else { glDisable(GL_LIGHTING); } } //----------------------------------------------------------------------------- void GLRenderSystem::_setFog(FogMode mode, const Color& colour, float density, float start, float end) { GLint fogMode; switch (mode) { case FOG_EXP: fogMode = GL_EXP; break; case FOG_EXP2: fogMode = GL_EXP2; break; case FOG_LINEAR: fogMode = GL_LINEAR; break; default: // Give up on it glDisable(GL_FOG); return; } glEnable(GL_FOG); glFogi(GL_FOG_MODE, fogMode); GLfloat fogColor[4] = {colour.r, colour.g, colour.b, colour.a}; glFogfv(GL_FOG_COLOR, fogColor); glFogf(GL_FOG_DENSITY, density); glFogf(GL_FOG_START, start); glFogf(GL_FOG_END, end); // XXX Hint here? } VertexElementType GLRenderSystem::getColourVertexElementType(void) const { return VET_COLOUR_ABGR; } void GLRenderSystem::_convertProjectionMatrix(const Matrix4& matrix, Matrix4& dest, bool forGpuProgram) { // no any conversion request for OpenGL dest = matrix; } void GLRenderSystem::_makeProjectionMatrix(const Radian& fovy, float aspect, float nearPlane, float farPlane, Matrix4& dest, bool forGpuProgram) { Radian thetaY ( fovy / 2.0f ); float tanThetaY = Math::Tan(thetaY); //float thetaX = thetaY * aspect; //float tanThetaX = Math::Tan(thetaX); // Calc matrix elements float w = (1.0f / tanThetaY) / aspect; float h = 1.0f / tanThetaY; float q, qn; if (farPlane == 0) { // Infinite far plane q = Frustum::INFINITE_FAR_PLANE_ADJUST - 1; qn = nearPlane * (Frustum::INFINITE_FAR_PLANE_ADJUST - 2); } else { q = -(farPlane + nearPlane) / (farPlane - nearPlane); qn = -2 * (farPlane * nearPlane) / (farPlane - nearPlane); } // NB This creates Z in range [-1,1] // // [ w 0 0 0 ] // [ 0 h 0 0 ] // [ 0 0 q qn ] // [ 0 0 -1 0 ] dest = Matrix4::ZERO; dest[0][0] = w; dest[1][1] = h; dest[2][2] = q; dest[2][3] = qn; dest[3][2] = -1; } void GLRenderSystem::_makeOrthoMatrix(const Radian& fovy, float aspect, float nearPlane, float farPlane, Matrix4& dest, bool forGpuProgram) { Radian thetaY (fovy / 2.0f); float tanThetaY = Math::Tan(thetaY); //float thetaX = thetaY * aspect; float tanThetaX = tanThetaY * aspect; //Math::Tan(thetaX); float half_w = tanThetaX * nearPlane; float half_h = tanThetaY * nearPlane; float iw = 1.0f / half_w; float ih = 1.0f / half_h; float q; if (farPlane == 0) { q = 0; } else { q = 2.0f / (farPlane - nearPlane); } dest = Matrix4::ZERO; dest[0][0] = iw; dest[1][1] = ih; dest[2][2] = -q; dest[2][3] = - (farPlane + nearPlane)/(farPlane - nearPlane); dest[3][3] = 1; } void GLRenderSystem::_setPolygonMode(PolygonMode level) { GLenum glmode; switch(level) { case PM_POINTS: glmode = GL_POINT; break; case PM_WIREFRAME: glmode = GL_LINE; break; default: case PM_SOLID: glmode = GL_FILL; break; } glPolygonMode(GL_FRONT_AND_BACK, glmode); } //--------------------------------------------------------------------- void GLRenderSystem::setStencilCheckEnabled(bool enabled) { if (enabled) { glEnable(GL_STENCIL_TEST); } else { glDisable(GL_STENCIL_TEST); } } //--------------------------------------------------------------------- void GLRenderSystem::setStencilBufferParams(CompareFunction func, UINT32 refValue, UINT32 mask, StencilOperation stencilFailOp, StencilOperation depthFailOp, StencilOperation passOp, bool twoSidedOperation) { bool flip; mStencilMask = mask; if (twoSidedOperation) { if (!mCurrentCapabilities->hasCapability(RSC_TWO_SIDED_STENCIL)) CM_EXCEPT(InvalidParametersException, "2-sided stencils are not supported"); // NB: We should always treat CCW as front face for consistent with default // culling mode. Therefore, we must take care with two-sided stencil settings. flip = (mInvertVertexWinding && !mActiveRenderTarget->requiresTextureFlipping()) || (!mInvertVertexWinding && mActiveRenderTarget->requiresTextureFlipping()); if(GLEW_VERSION_2_0) // New GL2 commands { // Back glStencilMaskSeparate(GL_BACK, mask); glStencilFuncSeparate(GL_BACK, convertCompareFunction(func), refValue, mask); glStencilOpSeparate(GL_BACK, convertStencilOp(stencilFailOp, !flip), convertStencilOp(depthFailOp, !flip), convertStencilOp(passOp, !flip)); // Front glStencilMaskSeparate(GL_FRONT, mask); glStencilFuncSeparate(GL_FRONT, convertCompareFunction(func), refValue, mask); glStencilOpSeparate(GL_FRONT, convertStencilOp(stencilFailOp, flip), convertStencilOp(depthFailOp, flip), convertStencilOp(passOp, flip)); } else // EXT_stencil_two_side { glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT); // Back glActiveStencilFaceEXT(GL_BACK); glStencilMask(mask); glStencilFunc(convertCompareFunction(func), refValue, mask); glStencilOp( convertStencilOp(stencilFailOp, !flip), convertStencilOp(depthFailOp, !flip), convertStencilOp(passOp, !flip)); // Front glActiveStencilFaceEXT(GL_FRONT); glStencilMask(mask); glStencilFunc(convertCompareFunction(func), refValue, mask); glStencilOp( convertStencilOp(stencilFailOp, flip), convertStencilOp(depthFailOp, flip), convertStencilOp(passOp, flip)); } } else { if(!GLEW_VERSION_2_0) glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); flip = false; glStencilMask(mask); glStencilFunc(convertCompareFunction(func), refValue, mask); glStencilOp( convertStencilOp(stencilFailOp, flip), convertStencilOp(depthFailOp, flip), convertStencilOp(passOp, flip)); } } //--------------------------------------------------------------------- GLint GLRenderSystem::convertCompareFunction(CompareFunction func) const { switch(func) { case CMPF_ALWAYS_FAIL: return GL_NEVER; case CMPF_ALWAYS_PASS: return GL_ALWAYS; case CMPF_LESS: return GL_LESS; case CMPF_LESS_EQUAL: return GL_LEQUAL; case CMPF_EQUAL: return GL_EQUAL; case CMPF_NOT_EQUAL: return GL_NOTEQUAL; case CMPF_GREATER_EQUAL: return GL_GEQUAL; case CMPF_GREATER: return GL_GREATER; }; // to keep compiler happy return GL_ALWAYS; } //--------------------------------------------------------------------- GLint GLRenderSystem::convertStencilOp(StencilOperation op, bool invert) const { switch(op) { case SOP_KEEP: return GL_KEEP; case SOP_ZERO: return GL_ZERO; case SOP_REPLACE: return GL_REPLACE; case SOP_INCREMENT: return invert ? GL_DECR : GL_INCR; case SOP_DECREMENT: return invert ? GL_INCR : GL_DECR; case SOP_INCREMENT_WRAP: return invert ? GL_DECR_WRAP_EXT : GL_INCR_WRAP_EXT; case SOP_DECREMENT_WRAP: return invert ? GL_INCR_WRAP_EXT : GL_DECR_WRAP_EXT; case SOP_INVERT: return GL_INVERT; }; // to keep compiler happy return SOP_KEEP; } //--------------------------------------------------------------------- GLuint GLRenderSystem::getCombinedMinMipFilter(void) const { switch(mMinFilter) { case FO_ANISOTROPIC: case FO_LINEAR: switch(mMipFilter) { case FO_ANISOTROPIC: case FO_LINEAR: // linear min, linear mip return GL_LINEAR_MIPMAP_LINEAR; case FO_POINT: // linear min, point mip return GL_LINEAR_MIPMAP_NEAREST; case FO_NONE: // linear min, no mip return GL_LINEAR; } break; case FO_POINT: case FO_NONE: switch(mMipFilter) { case FO_ANISOTROPIC: case FO_LINEAR: // nearest min, linear mip return GL_NEAREST_MIPMAP_LINEAR; case FO_POINT: // nearest min, point mip return GL_NEAREST_MIPMAP_NEAREST; case FO_NONE: // nearest min, no mip return GL_NEAREST; } break; } // should never get here return 0; } //--------------------------------------------------------------------- void GLRenderSystem::_setTextureUnitFiltering(size_t unit, FilterType ftype, FilterOptions fo) { if (!activateGLTextureUnit(unit)) return; switch(ftype) { case FT_MIN: mMinFilter = fo; // Combine with existing mip filter glTexParameteri( mTextureTypes[unit], GL_TEXTURE_MIN_FILTER, getCombinedMinMipFilter()); break; case FT_MAG: switch (fo) { case FO_ANISOTROPIC: // GL treats linear and aniso the same case FO_LINEAR: glTexParameteri( mTextureTypes[unit], GL_TEXTURE_MAG_FILTER, GL_LINEAR); break; case FO_POINT: case FO_NONE: glTexParameteri( mTextureTypes[unit], GL_TEXTURE_MAG_FILTER, GL_NEAREST); break; } break; case FT_MIP: mMipFilter = fo; // Combine with existing min filter glTexParameteri( mTextureTypes[unit], GL_TEXTURE_MIN_FILTER, getCombinedMinMipFilter()); break; } activateGLTextureUnit(0); } //--------------------------------------------------------------------- GLfloat GLRenderSystem::_getCurrentAnisotropy(size_t unit) { GLfloat curAniso = 0; glGetTexParameterfv(mTextureTypes[unit], GL_TEXTURE_MAX_ANISOTROPY_EXT, &curAniso); return curAniso ? curAniso : 1; } //--------------------------------------------------------------------- void GLRenderSystem::_setTextureLayerAnisotropy(size_t unit, unsigned int maxAnisotropy) { if (!mCurrentCapabilities->hasCapability(RSC_ANISOTROPY)) return; if (!activateGLTextureUnit(unit)) return; GLfloat largest_supported_anisotropy = 0; glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &largest_supported_anisotropy); if (maxAnisotropy > largest_supported_anisotropy) maxAnisotropy = largest_supported_anisotropy ? static_cast(largest_supported_anisotropy) : 1; if (_getCurrentAnisotropy(unit) != maxAnisotropy) glTexParameterf(mTextureTypes[unit], GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)maxAnisotropy); activateGLTextureUnit(0); } //--------------------------------------------------------------------- void GLRenderSystem::setVertexDeclaration(VertexDeclaration* decl) { } //--------------------------------------------------------------------- void GLRenderSystem::setVertexBufferBinding(VertexBufferBinding* binding) { } //--------------------------------------------------------------------- void GLRenderSystem::_render(const RenderOperation& op) { // Call super class RenderSystem::_render(op); void* pBufferData = 0; bool multitexturing = (getCapabilities()->getNumTextureUnits() > 1); const VertexDeclaration::VertexElementList& decl = op.vertexData->vertexDeclaration->getElements(); VertexDeclaration::VertexElementList::const_iterator elem, elemEnd; elemEnd = decl.end(); vector::type attribsBound; for (elem = decl.begin(); elem != elemEnd; ++elem) { if (!op.vertexData->vertexBufferBinding->isBufferBound(elem->getSource())) continue; // skip unbound elements HardwareVertexBufferPtr vertexBuffer = op.vertexData->vertexBufferBinding->getBuffer(elem->getSource()); if(mCurrentCapabilities->hasCapability(RSC_VBO)) { glBindBufferARB(GL_ARRAY_BUFFER_ARB, static_cast(vertexBuffer.get())->getGLBufferId()); pBufferData = VBO_BUFFER_OFFSET(elem->getOffset()); } else { pBufferData = static_cast(vertexBuffer.get())->getDataPtr(elem->getOffset()); } if (op.vertexData->vertexStart) { pBufferData = static_cast(pBufferData) + op.vertexData->vertexStart * vertexBuffer->getVertexSize(); } unsigned int i = 0; VertexElementSemantic sem = elem->getSemantic(); bool isCustomAttrib = false; if (mCurrentVertexProgram) isCustomAttrib = mCurrentVertexProgram->isAttributeValid(sem, elem->getIndex()); // Custom attribute support // tangents, binormals, blendweights etc always via this route // builtins may be done this way too if (isCustomAttrib) { GLint attrib = mCurrentVertexProgram->getAttributeIndex(sem, elem->getIndex()); unsigned short typeCount = VertexElement::getTypeCount(elem->getType()); GLboolean normalised = GL_FALSE; switch(elem->getType()) { case VET_COLOUR: case VET_COLOUR_ABGR: case VET_COLOUR_ARGB: // Because GL takes these as a sequence of single unsigned bytes, count needs to be 4 // VertexElement::getTypeCount treats them as 1 (RGBA) // Also need to normalise the fixed-point data typeCount = 4; normalised = GL_TRUE; break; default: break; }; glVertexAttribPointerARB( attrib, typeCount, GLHardwareBufferManager::getGLType(elem->getType()), normalised, static_cast(vertexBuffer->getVertexSize()), pBufferData); glEnableVertexAttribArrayARB(attrib); attribsBound.push_back(attrib); } else { // fixed-function & builtin attribute support switch(sem) { case VES_POSITION: glVertexPointer(VertexElement::getTypeCount( elem->getType()), GLHardwareBufferManager::getGLType(elem->getType()), static_cast(vertexBuffer->getVertexSize()), pBufferData); glEnableClientState( GL_VERTEX_ARRAY ); break; case VES_NORMAL: glNormalPointer( GLHardwareBufferManager::getGLType(elem->getType()), static_cast(vertexBuffer->getVertexSize()), pBufferData); glEnableClientState( GL_NORMAL_ARRAY ); break; case VES_DIFFUSE: glColorPointer(4, GLHardwareBufferManager::getGLType(elem->getType()), static_cast(vertexBuffer->getVertexSize()), pBufferData); glEnableClientState( GL_COLOR_ARRAY ); break; case VES_SPECULAR: if (GLEW_EXT_secondary_color) { glSecondaryColorPointerEXT(4, GLHardwareBufferManager::getGLType(elem->getType()), static_cast(vertexBuffer->getVertexSize()), pBufferData); glEnableClientState( GL_SECONDARY_COLOR_ARRAY ); } break; case VES_TEXTURE_COORDINATES: if (mCurrentVertexProgram) { // Programmable pipeline - direct UV assignment glClientActiveTextureARB(GL_TEXTURE0 + elem->getIndex()); glTexCoordPointer( VertexElement::getTypeCount(elem->getType()), GLHardwareBufferManager::getGLType(elem->getType()), static_cast(vertexBuffer->getVertexSize()), pBufferData); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); } else { // fixed function matching to units based on tex_coord_set for (i = 0; i < mDisabledTexUnitsFrom; i++) { // Only set this texture unit's texcoord pointer if it // is supposed to be using this element's index if (mTextureCoordIndex[i] == elem->getIndex() && i < mFixedFunctionTextureUnits) { if (multitexturing) glClientActiveTextureARB(GL_TEXTURE0 + i); glTexCoordPointer( VertexElement::getTypeCount(elem->getType()), GLHardwareBufferManager::getGLType(elem->getType()), static_cast(vertexBuffer->getVertexSize()), pBufferData); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); } } } break; default: break; }; } // isCustomAttrib } if (multitexturing) glClientActiveTextureARB(GL_TEXTURE0); // Find the correct type to render GLint primType; //Use adjacency if there is a geometry program and it requested adjacency info bool useAdjacency = (mGeometryProgramBound && mCurrentGeometryProgram->isAdjacencyInfoRequired()); switch (op.operationType) { case RenderOperation::OT_POINT_LIST: primType = GL_POINTS; break; case RenderOperation::OT_LINE_LIST: primType = useAdjacency ? GL_LINES_ADJACENCY_EXT : GL_LINES; break; case RenderOperation::OT_LINE_STRIP: primType = useAdjacency ? GL_LINE_STRIP_ADJACENCY_EXT : GL_LINE_STRIP; break; default: case RenderOperation::OT_TRIANGLE_LIST: primType = useAdjacency ? GL_TRIANGLES_ADJACENCY_EXT : GL_TRIANGLES; break; case RenderOperation::OT_TRIANGLE_STRIP: primType = useAdjacency ? GL_TRIANGLE_STRIP_ADJACENCY_EXT : GL_TRIANGLE_STRIP; break; case RenderOperation::OT_TRIANGLE_FAN: primType = GL_TRIANGLE_FAN; break; } if (op.useIndexes) { if(mCurrentCapabilities->hasCapability(RSC_VBO)) { glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, static_cast( op.indexData->indexBuffer.get())->getGLBufferId()); pBufferData = VBO_BUFFER_OFFSET( op.indexData->indexStart * op.indexData->indexBuffer->getIndexSize()); } else { pBufferData = static_cast( op.indexData->indexBuffer.get())->getDataPtr( op.indexData->indexStart * op.indexData->indexBuffer->getIndexSize()); } GLenum indexType = (op.indexData->indexBuffer->getType() == HardwareIndexBuffer::IT_16BIT) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT; do { // Update derived depth bias if (mDerivedDepthBias && mCurrentPassIterationNum > 0) { _setDepthBias(mDerivedDepthBiasBase + mDerivedDepthBiasMultiplier * mCurrentPassIterationNum, mDerivedDepthBiasSlopeScale); } glDrawElements(primType, op.indexData->indexCount, indexType, pBufferData); } while (updatePassIterationRenderState()); } else { do { // Update derived depth bias if (mDerivedDepthBias && mCurrentPassIterationNum > 0) { _setDepthBias(mDerivedDepthBiasBase + mDerivedDepthBiasMultiplier * mCurrentPassIterationNum, mDerivedDepthBiasSlopeScale); } glDrawArrays(primType, 0, op.vertexData->vertexCount); } while (updatePassIterationRenderState()); } glDisableClientState( GL_VERTEX_ARRAY ); // only valid up to GL_MAX_TEXTURE_UNITS, which is recorded in mFixedFunctionTextureUnits if (multitexturing) { for (int i = 0; i < mFixedFunctionTextureUnits; i++) { glClientActiveTextureARB(GL_TEXTURE0 + i); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); } glClientActiveTextureARB(GL_TEXTURE0); } else { glDisableClientState( GL_TEXTURE_COORD_ARRAY ); } glDisableClientState( GL_NORMAL_ARRAY ); glDisableClientState( GL_COLOR_ARRAY ); if (GLEW_EXT_secondary_color) { glDisableClientState( GL_SECONDARY_COLOR_ARRAY ); } // unbind any custom attributes for (vector::type::iterator ai = attribsBound.begin(); ai != attribsBound.end(); ++ai) { glDisableVertexAttribArrayARB(*ai); } glColor4f(1,1,1,1); if (GLEW_EXT_secondary_color) { glSecondaryColor3fEXT(0.0f, 0.0f, 0.0f); } } //--------------------------------------------------------------------- void GLRenderSystem::setNormaliseNormals(bool normalise) { if (normalise) glEnable(GL_NORMALIZE); else glDisable(GL_NORMALIZE); } //--------------------------------------------------------------------- void GLRenderSystem::bindGpuProgram(GpuProgram* prg) { GLGpuProgram* glprg = static_cast(prg); // Unbind previous gpu program first. // // Note: // 1. Even if both previous and current are the same object, we can't // bypass re-bind completely since the object itself maybe modified. // But we can bypass unbind based on the assumption that object // internally GL program type shouldn't be changed after it has // been created. The behavior of bind to a GL program type twice // should be same as unbind and rebind that GL program type, even // for difference objects. // 2. We also assumed that the program's type (vertex or fragment) should // not be changed during it's in using. If not, the following switch // statement will confuse GL state completely, and we can't fix it // here. To fix this case, we must coding the program implementation // itself, if type is changing (during load/unload, etc), and it's inuse, // unbind and notify render system to correct for its state. // switch (glprg->getType()) { case GPT_VERTEX_PROGRAM: if (mCurrentVertexProgram != glprg) { if (mCurrentVertexProgram) mCurrentVertexProgram->unbindProgram(); mCurrentVertexProgram = glprg; } break; case GPT_FRAGMENT_PROGRAM: if (mCurrentFragmentProgram != glprg) { if (mCurrentFragmentProgram) mCurrentFragmentProgram->unbindProgram(); mCurrentFragmentProgram = glprg; } break; case GPT_GEOMETRY_PROGRAM: if (mCurrentGeometryProgram != glprg) { if (mCurrentGeometryProgram) mCurrentGeometryProgram->unbindProgram(); mCurrentGeometryProgram = glprg; } break; } // Bind the program glprg->bindProgram(); RenderSystem::bindGpuProgram(prg); } //--------------------------------------------------------------------- void GLRenderSystem::unbindGpuProgram(GpuProgramType gptype) { if (gptype == GPT_VERTEX_PROGRAM && mCurrentVertexProgram) { mActiveVertexGpuProgramParameters = nullptr; mCurrentVertexProgram->unbindProgram(); mCurrentVertexProgram = 0; } else if (gptype == GPT_GEOMETRY_PROGRAM && mCurrentGeometryProgram) { mActiveGeometryGpuProgramParameters = nullptr; mCurrentGeometryProgram->unbindProgram(); mCurrentGeometryProgram = 0; } else if (gptype == GPT_FRAGMENT_PROGRAM && mCurrentFragmentProgram) { mActiveFragmentGpuProgramParameters = nullptr; mCurrentFragmentProgram->unbindProgram(); mCurrentFragmentProgram = 0; } RenderSystem::unbindGpuProgram(gptype); } //--------------------------------------------------------------------- void GLRenderSystem::bindGpuProgramParameters(GpuProgramType gptype, GpuProgramParametersSharedPtr params, UINT16 mask) { if (mask & (UINT16)GPV_GLOBAL) { // We could maybe use GL_EXT_bindable_uniform here to produce Dx10-style // shared constant buffers, but GPU support seems fairly weak? // for now, just copy params->_copySharedParams(); } switch (gptype) { case GPT_VERTEX_PROGRAM: mActiveVertexGpuProgramParameters = params; mCurrentVertexProgram->bindProgramParameters(params, mask); break; case GPT_GEOMETRY_PROGRAM: mActiveGeometryGpuProgramParameters = params; mCurrentGeometryProgram->bindProgramParameters(params, mask); break; case GPT_FRAGMENT_PROGRAM: mActiveFragmentGpuProgramParameters = params; mCurrentFragmentProgram->bindProgramParameters(params, mask); break; } } //--------------------------------------------------------------------- void GLRenderSystem::bindGpuProgramPassIterationParameters(GpuProgramType gptype) { switch (gptype) { case GPT_VERTEX_PROGRAM: mCurrentVertexProgram->bindProgramPassIterationParameters(mActiveVertexGpuProgramParameters); break; case GPT_GEOMETRY_PROGRAM: mCurrentGeometryProgram->bindProgramPassIterationParameters(mActiveGeometryGpuProgramParameters); break; case GPT_FRAGMENT_PROGRAM: mCurrentFragmentProgram->bindProgramPassIterationParameters(mActiveFragmentGpuProgramParameters); break; } } //--------------------------------------------------------------------- void GLRenderSystem::setClipPlanesImpl(const PlaneList& clipPlanes) { // A note on GL user clipping: // When an ARB vertex program is enabled in GL, user clipping is completely // disabled. There is no way around this, it's just turned off. // When using GLSL, user clipping can work but you have to include a // glClipVertex command in your vertex shader. // Thus the planes set here may not actually be respected. size_t i = 0; size_t numClipPlanes; GLdouble clipPlane[4]; // Save previous modelview glMatrixMode(GL_MODELVIEW); glPushMatrix(); // just load view matrix (identity world) GLfloat mat[16]; makeGLMatrix(mat, mViewMatrix); glLoadMatrixf(mat); numClipPlanes = clipPlanes.size(); for (i = 0; i < numClipPlanes; ++i) { GLenum clipPlaneId = static_cast(GL_CLIP_PLANE0 + i); const Plane& plane = clipPlanes[i]; if (i >= 6/*GL_MAX_CLIP_PLANES*/) { CM_EXCEPT(RenderingAPIException, "Unable to set clip plane"); } clipPlane[0] = plane.normal.x; clipPlane[1] = plane.normal.y; clipPlane[2] = plane.normal.z; clipPlane[3] = plane.d; glClipPlane(clipPlaneId, clipPlane); glEnable(clipPlaneId); } // disable remaining clip planes for ( ; i < 6/*GL_MAX_CLIP_PLANES*/; ++i) { glDisable(static_cast(GL_CLIP_PLANE0 + i)); } // restore matrices glPopMatrix(); } //--------------------------------------------------------------------- void GLRenderSystem::setScissorTest(bool enabled, size_t left, size_t top, size_t right, size_t bottom) { // If request texture flipping, use "upper-left", otherwise use "lower-left" bool flipping = mActiveRenderTarget->requiresTextureFlipping(); // GL measures from the bottom, not the top size_t targetHeight = mActiveRenderTarget->getHeight(); // Calculate the "lower-left" corner of the viewport GLsizei x = 0, y = 0, w = 0, h = 0; if (enabled) { glEnable(GL_SCISSOR_TEST); // NB GL uses width / height rather than right / bottom x = left; if (flipping) y = top; else y = targetHeight - bottom; w = right - left; h = bottom - top; glScissor(x, y, w, h); } else { glDisable(GL_SCISSOR_TEST); // GL requires you to reset the scissor when disabling w = mActiveViewport->getActualWidth(); h = mActiveViewport->getActualHeight(); x = mActiveViewport->getActualLeft(); if (flipping) y = mActiveViewport->getActualTop(); else y = targetHeight - mActiveViewport->getActualTop() - h; glScissor(x, y, w, h); } } //--------------------------------------------------------------------- void GLRenderSystem::clearFrameBuffer(unsigned int buffers, const Color& colour, float depth, unsigned short stencil) { bool colourMask = !mColourWrite[0] || !mColourWrite[1] || !mColourWrite[2] || !mColourWrite[3]; GLbitfield flags = 0; if (buffers & FBT_COLOUR) { flags |= GL_COLOR_BUFFER_BIT; // Enable buffer for writing if it isn't if (colourMask) { glColorMask(true, true, true, true); } glClearColor(colour.r, colour.g, colour.b, colour.a); } if (buffers & FBT_DEPTH) { flags |= GL_DEPTH_BUFFER_BIT; // Enable buffer for writing if it isn't if (!mDepthWrite) { glDepthMask( GL_TRUE ); } glClearDepth(depth); } if (buffers & FBT_STENCIL) { flags |= GL_STENCIL_BUFFER_BIT; // Enable buffer for writing if it isn't glStencilMask(0xFFFFFFFF); glClearStencil(stencil); } // Should be enable scissor test due the clear region is // relied on scissor box bounds. GLboolean scissorTestEnabled = glIsEnabled(GL_SCISSOR_TEST); if (!scissorTestEnabled) { glEnable(GL_SCISSOR_TEST); } // Sets the scissor box as same as viewport GLint viewport[4] = { 0, 0, 0, 0 }; GLint scissor[4] = { 0, 0, 0, 0 }; glGetIntegerv(GL_VIEWPORT, viewport); glGetIntegerv(GL_SCISSOR_BOX, scissor); bool scissorBoxDifference = viewport[0] != scissor[0] || viewport[1] != scissor[1] || viewport[2] != scissor[2] || viewport[3] != scissor[3]; if (scissorBoxDifference) { glScissor(viewport[0], viewport[1], viewport[2], viewport[3]); } // Clear buffers glClear(flags); // Restore scissor box if (scissorBoxDifference) { glScissor(scissor[0], scissor[1], scissor[2], scissor[3]); } // Restore scissor test if (!scissorTestEnabled) { glDisable(GL_SCISSOR_TEST); } // Reset buffer write state if (!mDepthWrite && (buffers & FBT_DEPTH)) { glDepthMask( GL_FALSE ); } if (colourMask && (buffers & FBT_COLOUR)) { glColorMask(mColourWrite[0], mColourWrite[1], mColourWrite[2], mColourWrite[3]); } if (buffers & FBT_STENCIL) { glStencilMask(mStencilMask); } } // ------------------------------------------------------------------ void GLRenderSystem::_makeProjectionMatrix(float left, float right, float bottom, float top, float nearPlane, float farPlane, Matrix4& dest, bool forGpuProgram) { float width = right - left; float height = top - bottom; float q, qn; if (farPlane == 0) { // Infinite far plane q = Frustum::INFINITE_FAR_PLANE_ADJUST - 1; qn = nearPlane * (Frustum::INFINITE_FAR_PLANE_ADJUST - 2); } else { q = -(farPlane + nearPlane) / (farPlane - nearPlane); qn = -2 * (farPlane * nearPlane) / (farPlane - nearPlane); } dest = Matrix4::ZERO; dest[0][0] = 2 * nearPlane / width; dest[0][2] = (right+left) / width; dest[1][1] = 2 * nearPlane / height; dest[1][2] = (top+bottom) / height; dest[2][2] = q; dest[2][3] = qn; dest[3][2] = -1; } //--------------------------------------------------------------------- HardwareOcclusionQuery* GLRenderSystem::createHardwareOcclusionQuery(void) { GLHardwareOcclusionQuery* ret = new GLHardwareOcclusionQuery(); mHwOcclusionQueries.push_back(ret); return ret; } //--------------------------------------------------------------------- float GLRenderSystem::getHorizontalTexelOffset(void) { // No offset in GL return 0.0f; } //--------------------------------------------------------------------- float GLRenderSystem::getVerticalTexelOffset(void) { // No offset in GL return 0.0f; } //--------------------------------------------------------------------- void GLRenderSystem::_applyObliqueDepthProjection(Matrix4& matrix, const Plane& plane, bool forGpuProgram) { // Thanks to Eric Lenyel for posting this calculation at www.terathon.com // Calculate the clip-space corner point opposite the clipping plane // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and // transform it into camera space by multiplying it // by the inverse of the projection matrix Vector4 q; q.x = (Math::Sign(plane.normal.x) + matrix[0][2]) / matrix[0][0]; q.y = (Math::Sign(plane.normal.y) + matrix[1][2]) / matrix[1][1]; q.z = -1.0F; q.w = (1.0F + matrix[2][2]) / matrix[2][3]; // Calculate the scaled plane vector Vector4 clipPlane4d(plane.normal.x, plane.normal.y, plane.normal.z, plane.d); Vector4 c = clipPlane4d * (2.0F / (clipPlane4d.dotProduct(q))); // Replace the third row of the projection matrix matrix[2][0] = c.x; matrix[2][1] = c.y; matrix[2][2] = c.z + 1.0F; matrix[2][3] = c.w; } //--------------------------------------------------------------------- void GLRenderSystem::_oneTimeContextInitialization() { if (GLEW_VERSION_1_2) { // Set nicer lighting model -- d3d9 has this by default glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1); } if (GLEW_VERSION_1_4) { glEnable(GL_COLOR_SUM); glDisable(GL_DITHER); } // Check for FSAA // Enable the extension if it was enabled by the GLSupport if (mGLSupport->checkExtension("GL_ARB_multisample")) { int fsaa_active = false; glGetIntegerv(GL_SAMPLE_BUFFERS_ARB,(GLint*)&fsaa_active); if(fsaa_active) { glEnable(GL_MULTISAMPLE_ARB); } } } //--------------------------------------------------------------------- void GLRenderSystem::_switchContext(GLContext *context) { // Unbind GPU programs and rebind to new context later, because // scene manager treat render system as ONE 'context' ONLY, and it // cached the GPU programs using state. if (mCurrentVertexProgram) mCurrentVertexProgram->unbindProgram(); if (mCurrentGeometryProgram) mCurrentGeometryProgram->unbindProgram(); if (mCurrentFragmentProgram) mCurrentFragmentProgram->unbindProgram(); // Disable lights mCurrentLights = 0; // Disable textures _disableTextureUnitsFrom(0); // It's ready for switching if (mCurrentContext) mCurrentContext->endCurrent(); mCurrentContext = context; mCurrentContext->setCurrent(); // Check if the context has already done one-time initialisation if(!mCurrentContext->getInitialized()) { _oneTimeContextInitialization(); mCurrentContext->setInitialized(); } // Rebind GPU programs to new context if (mCurrentVertexProgram) mCurrentVertexProgram->bindProgram(); if (mCurrentGeometryProgram) mCurrentGeometryProgram->bindProgram(); if (mCurrentFragmentProgram) mCurrentFragmentProgram->bindProgram(); // Must reset depth/colour write mask to according with user desired, otherwise, // clearFrameBuffer would be wrong because the value we are recorded may be // difference with the really state stored in GL context. glDepthMask(mDepthWrite); glColorMask(mColourWrite[0], mColourWrite[1], mColourWrite[2], mColourWrite[3]); glStencilMask(mStencilMask); } //--------------------------------------------------------------------- void GLRenderSystem::_setRenderTarget(RenderTarget *target) { // Unbind frame buffer object if(mActiveRenderTarget) GLRTTManager::instancePtr()->unbind(mActiveRenderTarget); mActiveRenderTarget = target; // Switch context if different from current one GLContext *newContext = 0; target->getCustomAttribute("GLCONTEXT", &newContext); if(newContext && mCurrentContext != newContext) { _switchContext(newContext); } // Bind frame buffer object GLRTTManager::instancePtr()->bind(target); if (GLEW_EXT_framebuffer_sRGB) { // Enable / disable sRGB states if (target->isHardwareGammaEnabled()) { glEnable(GL_FRAMEBUFFER_SRGB_EXT); // Note: could test GL_FRAMEBUFFER_SRGB_CAPABLE_EXT here before // enabling, but GL spec says incapable surfaces ignore the setting // anyway. We test the capability to enable isHardwareGammaEnabled. } else { glDisable(GL_FRAMEBUFFER_SRGB_EXT); } } } //--------------------------------------------------------------------- void GLRenderSystem::_unregisterContext(GLContext *context) { if(mCurrentContext == context) { // Change the context to something else so that a valid context // remains active. When this is the main context being unregistered, // we set the main context to 0. if(mCurrentContext != mMainContext) { _switchContext(mMainContext); } else { /// No contexts remain mCurrentContext->endCurrent(); mCurrentContext = 0; mMainContext = 0; } } } //--------------------------------------------------------------------- float GLRenderSystem::getMinimumDepthInputValue(void) { // Range [-1.0f, 1.0f] return -1.0f; } //--------------------------------------------------------------------- float GLRenderSystem::getMaximumDepthInputValue(void) { // Range [-1.0f, 1.0f] return 1.0f; } //--------------------------------------------------------------------- void GLRenderSystem::registerThread() { CM_LOCK_MUTEX(mThreadInitMutex) // This is only valid once we've created the main context if (!mMainContext) { CM_EXCEPT(InvalidParametersException, "Cannot register a background thread before the main context has been created."); } // Create a new context for this thread. Cloning from the main context // will ensure that resources are shared with the main context // We want a separate context so that we can safely create GL // objects in parallel with the main thread GLContext* newContext = mMainContext->clone(); mBackgroundContextList.push_back(newContext); // Bind this new context to this thread. newContext->setCurrent(); _oneTimeContextInitialization(); newContext->setInitialized(); } //--------------------------------------------------------------------- void GLRenderSystem::unregisterThread() { // nothing to do here? // Don't need to worry about active context, just make sure we delete // on shutdown. } //--------------------------------------------------------------------- void GLRenderSystem::preExtraThreadsStarted() { CM_LOCK_MUTEX(mThreadInitMutex) // free context, we'll need this to share lists mCurrentContext->endCurrent(); } //--------------------------------------------------------------------- void GLRenderSystem::postExtraThreadsStarted() { CM_LOCK_MUTEX(mThreadInitMutex) // reacquire context mCurrentContext->setCurrent(); } //--------------------------------------------------------------------- bool GLRenderSystem::activateGLTextureUnit(size_t unit) { if (mActiveTextureUnit != unit) { if (GLEW_VERSION_1_2 && unit < getCapabilities()->getNumTextureUnits()) { glActiveTextureARB(GL_TEXTURE0 + unit); mActiveTextureUnit = unit; return true; } else if (!unit) { // always ok to use the first unit return true; } else { return false; } } else { return true; } } //--------------------------------------------------------------------- unsigned int GLRenderSystem::getDisplayMonitorCount() const { return mGLSupport->getDisplayMonitorCount(); } }