/* * PolyGLRenderer.cpp * TAU * * Created by Ivan Safrin on 3/12/08. * Copyright 2008 Ivan Safrin. All rights reserved. * */ #include "PolyGLRenderer.h" #ifdef _WINDOWS PFNGLACTIVETEXTUREPROC glActiveTexture; PFNGLMULTITEXCOORD2FPROC glMultiTexCoord2f; PFNGLMULTITEXCOORD3FPROC glMultiTexCoord3f; // ARB_vertex_buffer_object PFNGLBINDBUFFERARBPROC glBindBufferARB; PFNGLDELETEBUFFERSARBPROC glDeleteBuffersARB; PFNGLGENBUFFERSARBPROC glGenBuffersARB; PFNGLISBUFFERARBPROC glIsBufferARB; PFNGLBUFFERDATAARBPROC glBufferDataARB; PFNGLBUFFERSUBDATAARBPROC glBufferSubDataARB; PFNGLGETBUFFERSUBDATAARBPROC glGetBufferSubDataARB; PFNGLMAPBUFFERARBPROC glMapBufferARB; PFNGLUNMAPBUFFERARBPROC glUnmapBufferARB; PFNGLGETBUFFERPARAMETERIVARBPROC glGetBufferParameterivARB; PFNGLGETBUFFERPOINTERVARBPROC glGetBufferPointervARB; // GL_EXT_framebuffer_object PFNGLISRENDERBUFFEREXTPROC glIsRenderbufferEXT; PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT; PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffersEXT; PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffersEXT; PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorageEXT; PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC glGetRenderbufferParameterivEXT; PFNGLISFRAMEBUFFEREXTPROC glIsFramebufferEXT; PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT; PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT; PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT; PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT; PFNGLFRAMEBUFFERTEXTURE1DEXTPROC glFramebufferTexture1DEXT; PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT; PFNGLFRAMEBUFFERTEXTURE3DEXTPROC glFramebufferTexture3DEXT; PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbufferEXT; PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC glGetFramebufferAttachmentParameterivEXT; PFNGLGENERATEMIPMAPEXTPROC glGenerateMipmapEXT; #endif using namespace Polycode; OpenGLRenderer::OpenGLRenderer() : Renderer() { nearPlane = 0.1f; farPlane = 1000.0f; verticesToDraw = 0; #ifdef _WINDOWS glActiveTexture = (PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture"); glMultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC)wglGetProcAddress("glMultiTexCoord2f"); glMultiTexCoord3f = (PFNGLMULTITEXCOORD3FPROC)wglGetProcAddress("glMultiTexCoord3f"); // ARB_vertex_buffer_object glBindBufferARB = (PFNGLBINDBUFFERARBPROC)wglGetProcAddress("glBindBufferARB"); glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)wglGetProcAddress("glDeleteBuffersARB"); glGenBuffersARB = (PFNGLGENBUFFERSARBPROC)wglGetProcAddress("glGenBuffersARB"); glIsBufferARB = (PFNGLISBUFFERARBPROC)wglGetProcAddress("glIsBufferARB"); glBufferDataARB = (PFNGLBUFFERDATAARBPROC)wglGetProcAddress("glBufferDataARB"); glBufferSubDataARB = (PFNGLBUFFERSUBDATAARBPROC)wglGetProcAddress("glBufferSubDataARB"); glGetBufferSubDataARB = (PFNGLGETBUFFERSUBDATAARBPROC)wglGetProcAddress("glGetBufferSubDataARB"); glMapBufferARB = (PFNGLMAPBUFFERARBPROC)wglGetProcAddress("glMapBufferARB"); glUnmapBufferARB = (PFNGLUNMAPBUFFERARBPROC)wglGetProcAddress("glUnmapBufferARB"); glGetBufferParameterivARB = (PFNGLGETBUFFERPARAMETERIVARBPROC)wglGetProcAddress("glGetBufferParameterivARB"); glGetBufferPointervARB = (PFNGLGETBUFFERPOINTERVARBPROC)wglGetProcAddress("glGetBufferPointervARB"); glIsRenderbufferEXT = (PFNGLISRENDERBUFFEREXTPROC)wglGetProcAddress("glIsRenderbufferEXT"); glBindRenderbufferEXT = (PFNGLBINDRENDERBUFFEREXTPROC)wglGetProcAddress("glBindRenderbufferEXT"); glDeleteRenderbuffersEXT = (PFNGLDELETERENDERBUFFERSEXTPROC)wglGetProcAddress("glDeleteRenderbuffersEXT"); glGenRenderbuffersEXT = (PFNGLGENRENDERBUFFERSEXTPROC)wglGetProcAddress("glGenRenderbuffersEXT"); glRenderbufferStorageEXT = (PFNGLRENDERBUFFERSTORAGEEXTPROC)wglGetProcAddress("glRenderbufferStorageEXT"); glGetRenderbufferParameterivEXT = (PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC)wglGetProcAddress("glGetRenderbufferParameterivEXT"); glIsFramebufferEXT = (PFNGLISFRAMEBUFFEREXTPROC)wglGetProcAddress("glIsFramebufferEXT"); glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC)wglGetProcAddress("glBindFramebufferEXT"); glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC)wglGetProcAddress("glDeleteFramebuffersEXT"); glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC)wglGetProcAddress("glGenFramebuffersEXT"); glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)wglGetProcAddress("glCheckFramebufferStatusEXT"); glFramebufferTexture1DEXT = (PFNGLFRAMEBUFFERTEXTURE1DEXTPROC)wglGetProcAddress("glFramebufferTexture1DEXT"); glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)wglGetProcAddress("glFramebufferTexture2DEXT"); glFramebufferTexture3DEXT = (PFNGLFRAMEBUFFERTEXTURE3DEXTPROC)wglGetProcAddress("glFramebufferTexture3DEXT"); glFramebufferRenderbufferEXT = (PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)wglGetProcAddress("glFramebufferRenderbufferEXT"); glGetFramebufferAttachmentParameterivEXT = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC)wglGetProcAddress("glGetFramebufferAttachmentParameterivEXT"); glGenerateMipmapEXT = (PFNGLGENERATEMIPMAPEXTPROC)wglGetProcAddress("glGenerateMipmapEXT"); #endif } void OpenGLRenderer::Resize(int xRes, int yRes) { this->xRes = xRes; this->yRes = yRes; glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a); glClearDepth(1.0f); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(fov,(GLfloat)xRes/(GLfloat)yRes,nearPlane,farPlane); glViewport(0, 0, xRes, yRes); glScissor(0, 0, xRes, yRes); glMatrixMode(GL_MODELVIEW); glLineWidth(1); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glEnable(GL_BLEND); glShadeModel(GL_SMOOTH); glDepthFunc( GL_LEQUAL ); glEnable(GL_DEPTH_TEST); glLineWidth(1.0f); // glEnable(GL_LINE_SMOOTH); GLint numBuffers; glGetIntegerv(GL_MAX_DRAW_BUFFERS, &numBuffers); // Logger::log("MAX_DRAW_BUFFERS: %d \n", numBuffers); } void OpenGLRenderer::setDepthFunction(int depthFunction) { switch(depthFunction) { case DEPTH_FUNCTION_LEQUAL: glDepthFunc(GL_LEQUAL); break; case DEPTH_FUNCTION_GREATER: glDepthFunc(GL_GREATER); break; } } void OpenGLRenderer::enableAlphaTest(bool val) { if(val) { glAlphaFunc ( GL_GREATER, 0.01) ; glEnable ( GL_ALPHA_TEST ) ; } else { glDisable( GL_ALPHA_TEST ) ; } } void OpenGLRenderer::setLineSmooth(bool val) { if(val) glEnable(GL_LINE_SMOOTH); else glDisable(GL_LINE_SMOOTH); } void OpenGLRenderer::setFOV(Number fov) { this->fov = fov; glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(fov,(GLfloat)xRes/(GLfloat)yRes,nearPlane,farPlane); glViewport(0, 0, xRes, yRes); glScissor(0, 0, xRes, yRes); glMatrixMode(GL_MODELVIEW); } void OpenGLRenderer::setViewportSize(int w, int h, Number fov) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(fov,(GLfloat)w/(GLfloat)h,nearPlane,farPlane); glViewport(0, 0, w, h); glScissor(0, 0, w, h); glMatrixMode(GL_MODELVIEW); } Vector3 OpenGLRenderer::Unproject(Number x, Number y) { Vector3 coords; GLfloat wx, wy, wz; GLdouble cx, cy, cz; GLdouble mv[16]; glGetDoublev( GL_MODELVIEW_MATRIX, mv ); GLdouble proj[16]; glGetDoublev( GL_PROJECTION_MATRIX, proj ); GLint vp[4]; glGetIntegerv( GL_VIEWPORT, vp ); wx = ( Number ) x; wy = ( Number ) vp[3] - ( Number ) y; glReadPixels( x, wy, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &wz ); gluUnProject( wx, wy, wz, mv, proj, vp, &cx, &cy, &cz ); coords = Vector3( cx, cy, cz ); return coords; } bool OpenGLRenderer::test2DCoordinate(Number x, Number y, Polycode::Polygon *poly, const Matrix4 &matrix, bool billboardMode) { GLdouble nearPlane[3],farPlane[3]; GLdouble mv[16]; Matrix4 camInverse = cameraMatrix.inverse(); Matrix4 cmv; cmv.identity(); cmv = cmv * camInverse; for(int i=0; i < 16; i++) { mv[i] = cmv.ml[i]; } GLint vp[4]; glGetIntegerv( GL_VIEWPORT, vp ); gluUnProject(x, yRes - y, 0.0, mv, sceneProjectionMatrix, vp, &nearPlane[0], &nearPlane[1], &nearPlane[2]); gluUnProject(x, yRes - y, 1.0, mv, sceneProjectionMatrix, vp, &farPlane[0], &farPlane[1], &farPlane[2]); Vector3 nearVec(nearPlane[0], nearPlane[1], nearPlane[2]); Vector3 farVec(farPlane[0], farPlane[1], farPlane[2]); Vector3 dirVec = farVec - nearVec; dirVec.Normalize(); Vector3 hitPoint; Matrix4 fullMatrix = matrix; if(poly->getVertexCount() == 3) { return rayTriangleIntersect(Vector3(0,0,0), dirVec, fullMatrix * (*poly->getVertex(0)), fullMatrix * (*poly->getVertex(1)), fullMatrix * (*poly->getVertex(2)), &hitPoint); } else if(poly->getVertexCount() == 4) { return (rayTriangleIntersect(Vector3(0,0,0), dirVec, fullMatrix * (*poly->getVertex(2)), fullMatrix * (*poly->getVertex(1)), fullMatrix * (*poly->getVertex(0)), &hitPoint) || rayTriangleIntersect(Vector3(0,0,0), dirVec, fullMatrix * (*poly->getVertex(0)), fullMatrix * (*poly->getVertex(3)), fullMatrix * (*poly->getVertex(2)), &hitPoint)); } else { return false; } } void OpenGLRenderer::enableDepthWrite(bool val) { if(val) glDepthMask(GL_TRUE); else glDepthMask(GL_FALSE); } void OpenGLRenderer::enableDepthTest(bool val) { if(val) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); } void OpenGLRenderer::setModelviewMatrix(Matrix4 m) { glLoadMatrixd(m.ml); } void OpenGLRenderer::multModelviewMatrix(Matrix4 m) { // glMatrixMode(GL_MODELVIEW); glMultMatrixd(m.ml); } void OpenGLRenderer::enableLighting(bool enable) { lightingEnabled = enable; } void OpenGLRenderer::setLineSize(Number lineSize) { glLineWidth(lineSize); } void OpenGLRenderer::createVertexBufferForMesh(Mesh *mesh) { OpenGLVertexBuffer *buffer = new OpenGLVertexBuffer(mesh); mesh->setVertexBuffer(buffer); } void OpenGLRenderer::drawVertexBuffer(VertexBuffer *buffer) { OpenGLVertexBuffer *glVertexBuffer = (OpenGLVertexBuffer*)buffer; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); // glEnableClientState(GL_COLOR_ARRAY); // glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getColorBufferID()); // glTexCoordPointer( 4, GL_FLOAT, 0, (char *) NULL ); glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getVertexBufferID()); glVertexPointer( 3, GL_FLOAT, 0, (char *) NULL ); glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getNormalBufferID()); glNormalPointer(GL_FLOAT, 0, (char *) NULL ); glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getTextCoordBufferID()); glTexCoordPointer( 2, GL_FLOAT, 0, (char *) NULL ); GLenum mode = GL_TRIANGLES; switch(buffer->meshType) { case Mesh::TRI_MESH: switch(renderMode) { case RENDER_MODE_NORMAL: mode = GL_TRIANGLES; break; case RENDER_MODE_WIREFRAME: mode = GL_LINE_LOOP; break; } break; case Mesh::TRIFAN_MESH: switch(renderMode) { case RENDER_MODE_NORMAL: mode = GL_TRIANGLE_FAN; break; case RENDER_MODE_WIREFRAME: mode = GL_LINE_LOOP; break; } break; case Mesh::QUAD_MESH: switch(renderMode) { case RENDER_MODE_NORMAL: mode = GL_QUADS; break; case RENDER_MODE_WIREFRAME: mode = GL_LINE_LOOP; break; } break; case Mesh::LINE_MESH: mode = GL_LINES; break; case Mesh::POINT_MESH: mode = GL_POINTS; break; } glDrawArrays( mode, 0, buffer->getVertexCount() ); glDisableClientState( GL_VERTEX_ARRAY); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); glDisableClientState( GL_NORMAL_ARRAY ); // glDisableClientState( GL_COLOR_ARRAY ); } void OpenGLRenderer::enableFog(bool enable) { if(enable) glEnable(GL_FOG); else { glDisable(GL_FOG); glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a); } } void OpenGLRenderer::setBlendingMode(int blendingMode) { switch(blendingMode) { case BLEND_MODE_NORMAL: glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; case BLEND_MODE_LIGHTEN: glBlendFunc (GL_SRC_ALPHA, GL_ONE); break; case BLEND_MODE_COLOR: glBlendFunc (GL_SRC_ALPHA_SATURATE, GL_ONE); break; default: glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; } glEnable(GL_BLEND); } Matrix4 OpenGLRenderer::getProjectionMatrix() { Number m[16]; glGetDoublev( GL_PROJECTION_MATRIX, m); return Matrix4(m); } Matrix4 OpenGLRenderer::getModelviewMatrix() { Number m[16]; glGetDoublev( GL_MODELVIEW_MATRIX, m); return Matrix4(m); } void OpenGLRenderer::renderZBufferToTexture(Texture *targetTexture) { // OpenGLTexture *glTexture = (OpenGLTexture*)targetTexture; // glBindTexture (GL_TEXTURE_2D, glTexture->getTextureID()); // glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, 0, targetTexture->getWidth(), targetTexture->getHeight(), 0); } void OpenGLRenderer::renderToTexture(Texture *targetTexture) { OpenGLTexture *glTexture = (OpenGLTexture*)targetTexture; glBindTexture (GL_TEXTURE_2D, glTexture->getTextureID()); glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, targetTexture->getWidth(), targetTexture->getHeight(), 0); } void OpenGLRenderer::setFogProperties(int fogMode, Color color, Number density, Number startDepth, Number endDepth) { switch(fogMode) { case FOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); break; case FOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); break; case FOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); break; default: glFogi(GL_FOG_MODE, GL_LINEAR); break; } GLfloat fogColor[4]= {color.r, color.g, color.b, color.a}; glFogfv(GL_FOG_COLOR, fogColor); glFogf(GL_FOG_DENSITY, density); glHint(GL_FOG_HINT, GL_DONT_CARE); glFogf(GL_FOG_START, startDepth); glFogf(GL_FOG_END, endDepth); glClearColor(color.r, color.g, color.b, color.a); } void OpenGLRenderer::_setOrthoMode() { if(!orthoMode) { glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(-1,1,-1,1,nearPlane,farPlane); orthoMode = true; } glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void OpenGLRenderer::setOrthoMode(Number xSize, Number ySize) { if(xSize == 0) xSize = xRes; if(ySize == 0) ySize = yRes; setBlendingMode(BLEND_MODE_NORMAL); if(!orthoMode) { glDisable(GL_LIGHTING); glMatrixMode(GL_PROJECTION); glDisable(GL_CULL_FACE); glPushMatrix(); glLoadIdentity(); glOrtho(0.0f,xSize,ySize,0,-1.0f,1.0f); orthoMode = true; } glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void OpenGLRenderer::enableBackfaceCulling(bool val) { if(val) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); } void OpenGLRenderer::setPerspectiveMode() { setBlendingMode(BLEND_MODE_NORMAL); if(orthoMode) { if(lightingEnabled) { } glEnable (GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glMatrixMode( GL_PROJECTION ); glPopMatrix(); glMatrixMode( GL_MODELVIEW ); orthoMode = false; } glLoadIdentity(); glGetDoublev( GL_PROJECTION_MATRIX, sceneProjectionMatrix); currentTexture = NULL; } void OpenGLRenderer::BeginRender() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); currentTexture = NULL; } void OpenGLRenderer::setClearColor(Number r, Number g, Number b) { clearColor.setColor(r,g,b,1.0f); glClearColor(r,g,b,0.0f); } void OpenGLRenderer::translate3D(Vector3 *position) { glTranslatef(position->x, position->y, position->z); } void OpenGLRenderer::translate3D(Number x, Number y, Number z) { glTranslatef(x, y, z); } void OpenGLRenderer::scale3D(Vector3 *scale) { glScalef(scale->x, scale->y, scale->z); } void OpenGLRenderer::bindFrameBufferTexture(Texture *texture) { if(currentFrameBufferTexture) { previousFrameBufferTexture = currentFrameBufferTexture; } OpenGLTexture *glTexture = (OpenGLTexture*)texture; glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, glTexture->getFrameBufferID()); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); currentFrameBufferTexture = texture; } void OpenGLRenderer::unbindFramebuffers() { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); currentFrameBufferTexture = NULL; if(previousFrameBufferTexture) { bindFrameBufferTexture(previousFrameBufferTexture); previousFrameBufferTexture = NULL; } } void OpenGLRenderer::createRenderTextures(Texture **colorBuffer, Texture **depthBuffer, int width, int height) { Logger::log("generating fbo textures %d %d\n", colorBuffer, depthBuffer); GLuint depthTexture,colorTexture; GLenum status; GLuint frameBufferID; glGenFramebuffersEXT(1, &frameBufferID); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBufferID); glGenTextures(1,&colorTexture); glBindTexture(GL_TEXTURE_2D,colorTexture); 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_EDGE); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, colorTexture, 0); status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if(status == GL_FRAMEBUFFER_COMPLETE_EXT) { Logger::log("color fbo generation successful\n"); } else { Logger::log("color fbo generation failed\n"); } if(colorBuffer) { OpenGLTexture *colorBufferTexture = new OpenGLTexture(width, height); colorBufferTexture->setGLInfo(colorTexture, frameBufferID); *colorBuffer = ((Texture*)colorBufferTexture); } if(depthBuffer) { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBufferID); glGenTextures(1,&depthTexture); glBindTexture(GL_TEXTURE_2D,depthTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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); // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,GL_COMPARE_R_TO_TEXTURE); // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE); glTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT,width,height,0,GL_DEPTH_COMPONENT,GL_UNSIGNED_BYTE,0); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depthTexture, 0); status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if(status == GL_FRAMEBUFFER_COMPLETE_EXT) { Logger::log("depth fbo generation successful\n"); } else { Logger::log("depth fbo generation failed\n"); } OpenGLTexture *depthBufferTexture = new OpenGLTexture(width, height); depthBufferTexture->setGLInfo(depthTexture, frameBufferID); *depthBuffer = ((Texture*)depthBufferTexture); } glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); } Texture *OpenGLRenderer::createFramebufferTexture(unsigned int width, unsigned int height) { OpenGLTexture *newTexture = new OpenGLTexture(width, height); return newTexture; } Cubemap *OpenGLRenderer::createCubemap(Texture *t0, Texture *t1, Texture *t2, Texture *t3, Texture *t4, Texture *t5) { OpenGLCubemap *newCubemap = new OpenGLCubemap(t0,t1,t2,t3,t4,t5); return newCubemap; } Texture *OpenGLRenderer::createTexture(unsigned int width, unsigned int height, char *textureData, bool clamp, int type) { OpenGLTexture *newTexture = new OpenGLTexture(width, height, textureData, clamp, textureFilteringMode, type); return newTexture; } void OpenGLRenderer::clearScreen() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } void OpenGLRenderer::drawToColorBuffer(bool val) { if(val) { glDrawBuffer(GL_BACK); } else { glDrawBuffer(GL_NONE); } } void OpenGLRenderer::clearBuffer(bool colorBuffer, bool depthBuffer) { GLbitfield clearMask = 0; if(colorBuffer) { clearMask = clearMask | GL_COLOR_BUFFER_BIT; } if(depthBuffer) { clearMask = clearMask | GL_DEPTH_BUFFER_BIT; } glClear(clearMask); } void OpenGLRenderer::applyMaterial(Material *material, ShaderBinding *localOptions,unsigned int shaderIndex) { if(!material->getShader(shaderIndex) || !shadersEnabled) { setTexture(NULL); return; } FixedShaderBinding *fBinding; switch(material->getShader(shaderIndex)->getType()) { case Shader::FIXED_SHADER: // FixedShader *fShader = (FixedShader*)material->getShader(); fBinding = (FixedShaderBinding*)material->getShaderBinding(shaderIndex); setTexture(fBinding->getDiffuseTexture()); // setTexture(fShader->getDiffuseTexture()); break; case Shader::MODULE_SHADER: currentMaterial = material; for(int m=0; m < shaderModules.size(); m++) { PolycodeShaderModule *shaderModule = shaderModules[m]; if(shaderModule->hasShader(material->getShader(shaderIndex))) { shaderModule->applyShaderMaterial(this, material, localOptions, shaderIndex); currentShaderModule = shaderModule; } } break; } } void OpenGLRenderer::clearShader() { if(currentShaderModule) { currentShaderModule->clearShader(); currentShaderModule = NULL; } currentMaterial = NULL; } void OpenGLRenderer::setTexture(Texture *texture) { if(texture == NULL) { glDisable(GL_TEXTURE_2D); return; } if(renderMode == RENDER_MODE_NORMAL) { glEnable (GL_TEXTURE_2D); if(currentTexture != texture) { OpenGLTexture *glTexture = (OpenGLTexture*)texture; glBindTexture (GL_TEXTURE_2D, glTexture->getTextureID()); } } else { glDisable(GL_TEXTURE_2D); } currentTexture = texture; } void OpenGLRenderer::pushMatrix() { glPushMatrix(); } void OpenGLRenderer::popMatrix() { glPopMatrix(); } void OpenGLRenderer::pushRenderDataArray(RenderDataArray *array) { switch(array->arrayType) { case RenderDataArray::VERTEX_DATA_ARRAY: glEnableClientState(GL_VERTEX_ARRAY); glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0); glVertexPointer(array->size, GL_FLOAT, 0, array->arrayPtr); verticesToDraw = array->count; break; case RenderDataArray::COLOR_DATA_ARRAY: glColorPointer(array->size, GL_FLOAT, 0, array->arrayPtr); glEnableClientState(GL_COLOR_ARRAY); break; case RenderDataArray::TEXCOORD_DATA_ARRAY: glEnableClientState(GL_TEXTURE_COORD_ARRAY); glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0); glTexCoordPointer(array->size, GL_FLOAT, 0, array->arrayPtr); break; case RenderDataArray::NORMAL_DATA_ARRAY: glEnableClientState(GL_NORMAL_ARRAY); glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0); glNormalPointer(GL_FLOAT, 0, array->arrayPtr); break; } } RenderDataArray *OpenGLRenderer::createRenderDataArrayForMesh(Mesh *mesh, int arrayType) { RenderDataArray *newArray = createRenderDataArray(arrayType); newArray->count = 0; long bufferSize = 0; long newBufferSize = 0; GLfloat* buffer = NULL; switch (arrayType) { case RenderDataArray::VERTEX_DATA_ARRAY: { buffer = (GLfloat*)malloc(1); for(int i=0; i < mesh->getPolygonCount(); i++) { for(int j=0; j < mesh->getPolygon(i)->getVertexCount(); j++) { newArray->count++; newBufferSize = bufferSize + 3; buffer = (GLfloat*)realloc(buffer, newBufferSize * sizeof(GLfloat)); buffer[bufferSize+0] = mesh->getPolygon(i)->getVertex(j)->x; buffer[bufferSize+1] = mesh->getPolygon(i)->getVertex(j)->y; buffer[bufferSize+2] = mesh->getPolygon(i)->getVertex(j)->z; bufferSize = newBufferSize; } } } break; case RenderDataArray::COLOR_DATA_ARRAY: { buffer = (GLfloat*)malloc(1); for(int i=0; i < mesh->getPolygonCount(); i++) { for(int j=0; j < mesh->getPolygon(i)->getVertexCount(); j++) { newBufferSize = bufferSize + 4; buffer = (GLfloat*)realloc(buffer, newBufferSize * sizeof(GLfloat)); buffer[bufferSize+0] = mesh->getPolygon(i)->getVertex(j)->vertexColor.r; buffer[bufferSize+1] = mesh->getPolygon(i)->getVertex(j)->vertexColor.g; buffer[bufferSize+2] = mesh->getPolygon(i)->getVertex(j)->vertexColor.b; buffer[bufferSize+3] = mesh->getPolygon(i)->getVertex(j)->vertexColor.a; bufferSize = newBufferSize; } } } break; case RenderDataArray::NORMAL_DATA_ARRAY: { buffer = (GLfloat*)malloc(1); for(int i=0; i < mesh->getPolygonCount(); i++) { for(int j=0; j < mesh->getPolygon(i)->getVertexCount(); j++) { newBufferSize = bufferSize + 3; buffer = (GLfloat*)realloc(buffer, newBufferSize * sizeof(GLfloat)); if(mesh->getPolygon(i)->useVertexNormals) { buffer[bufferSize+0] = mesh->getPolygon(i)->getVertex(j)->normal->x; buffer[bufferSize+1] = mesh->getPolygon(i)->getVertex(j)->normal->y; buffer[bufferSize+2] = mesh->getPolygon(i)->getVertex(j)->normal->z; } else { buffer[bufferSize+0] = mesh->getPolygon(i)->getFaceNormal().x; buffer[bufferSize+1] = mesh->getPolygon(i)->getFaceNormal().y; buffer[bufferSize+2] = mesh->getPolygon(i)->getFaceNormal().z; } bufferSize = newBufferSize; } } } break; case RenderDataArray::TEXCOORD_DATA_ARRAY: { buffer = (GLfloat*)malloc(1); for(int i=0; i < mesh->getPolygonCount(); i++) { for(int j=0; j < mesh->getPolygon(i)->getVertexCount(); j++) { newBufferSize = bufferSize + 2; buffer = (GLfloat*)realloc(buffer, newBufferSize * sizeof(GLfloat)); if(mesh->getPolygon(i)->usesFaceUV()) { buffer[bufferSize+0] = mesh->getPolygon(i)->getTexCoord(j)->x; buffer[bufferSize+1] = mesh->getPolygon(i)->getTexCoord(j)->y; } else { buffer[bufferSize+0] = mesh->getPolygon(i)->getVertex(j)->getTexCoord()->x; buffer[bufferSize+1] = mesh->getPolygon(i)->getVertex(j)->getTexCoord()->y; } bufferSize = newBufferSize; } } } break; default: break; } if(buffer != NULL) { free(newArray->arrayPtr); newArray->arrayPtr = buffer; } return newArray; } RenderDataArray *OpenGLRenderer::createRenderDataArray(int arrayType) { RenderDataArray *newArray = new RenderDataArray(); newArray->arrayType = arrayType; newArray->arrayPtr = malloc(1); newArray->stride = 0; newArray->count = 0; switch (arrayType) { case RenderDataArray::VERTEX_DATA_ARRAY: newArray->size = 3; break; case RenderDataArray::COLOR_DATA_ARRAY: newArray->size = 4; break; case RenderDataArray::NORMAL_DATA_ARRAY: newArray->size = 3; break; case RenderDataArray::TEXCOORD_DATA_ARRAY: newArray->size = 2; break; default: break; } return newArray; } void OpenGLRenderer::setRenderArrayData(RenderDataArray *array, Number *arrayData) { } void OpenGLRenderer::drawArrays(int drawType) { GLenum mode = GL_TRIANGLES; switch(drawType) { case Mesh::TRI_MESH: switch(renderMode) { case RENDER_MODE_NORMAL: mode = GL_TRIANGLES; break; case RENDER_MODE_WIREFRAME: mode = GL_LINE_LOOP; break; } break; case Mesh::TRIFAN_MESH: switch(renderMode) { case RENDER_MODE_NORMAL: mode = GL_TRIANGLE_FAN; break; case RENDER_MODE_WIREFRAME: mode = GL_LINE_LOOP; break; } break; case Mesh::QUAD_MESH: switch(renderMode) { case RENDER_MODE_NORMAL: mode = GL_QUADS; break; case RENDER_MODE_WIREFRAME: mode = GL_LINE_LOOP; break; } break; case Mesh::LINE_MESH: mode = GL_LINES; break; case Mesh::POINT_MESH: mode = GL_POINTS; break; } glDrawArrays( mode, 0, verticesToDraw); verticesToDraw = 0; glDisableClientState( GL_VERTEX_ARRAY); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); glDisableClientState( GL_NORMAL_ARRAY ); glDisableClientState( GL_COLOR_ARRAY ); } /* void OpenGLRenderer::draw3DVertex2UV(Vertex *vertex, Vector2 *faceUV1, Vector2 *faceUV2) { if(vertex->useVertexColor) glColor4f(vertex->vertexColor.r, vertex->vertexColor.g, vertex->vertexColor.b, vertex->vertexColor.a); if(currentTexture || currentMaterial) { glMultiTexCoord2f(GL_TEXTURE0, faceUV1->x, faceUV1->y); glMultiTexCoord2f(GL_TEXTURE1, faceUV2->x, faceUV2->y); } // glNormal3f(vertex->normal->x, vertex->normal->y, vertex->normal->z); glVertex3f(vertex->x, vertex->y, vertex->z); } */ void OpenGLRenderer::drawScreenQuad(Number qx, Number qy) { setOrthoMode(); Number xscale = qx/((Number)getXRes()) * 2.0f; Number yscale = qy/((Number)getYRes()) * 2.0f; glBegin(GL_QUADS); glColor4f(1.0f,1.0f,1.0f,1.0f); glTexCoord2f(0.0f, 1.0f); glVertex2f(-1, -1+(1.0f*yscale)); glTexCoord2f(0.0f, 0.0f); glVertex2f(-1.0f, -1.0f); glTexCoord2f(1.0f, 0.0f); glVertex2f(-1+(1.0f*xscale), -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex2f(-1+(1.0f*xscale), -1+(1.0f*yscale)); glEnd(); setPerspectiveMode(); } void OpenGLRenderer::translate2D(Number x, Number y) { glTranslatef(x, y, 0.0f); } void OpenGLRenderer::scale2D(Vector2 *scale) { glScalef(scale->x, scale->y, 1.0f); } void OpenGLRenderer::loadIdentity() { glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void OpenGLRenderer::rotate2D(Number angle) { glRotatef(angle, 0.0f, 0.0f, 1.0f); } void OpenGLRenderer::setVertexColor(Number r, Number g, Number b, Number a) { glColor4f(r,g,b,a); } void OpenGLRenderer::EndRender() { /// glFlush(); // glFinish(); } OpenGLRenderer::~OpenGLRenderer() { }