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- /*
- Copyright (C) 2011 by Ivan Safrin
-
- 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.
- */
- #include "PolyGLRenderer.h"
- #include "PolyString.h"
- #include "PolyLogger.h"
- #include "PolyTexture.h"
- #include "PolyVector2.h"
- #include "PolyGLTexture.h"
- #include "PolyCubemap.h"
- #include "PolyGLCubemap.h"
- #include "PolyGLVertexBuffer.h"
- #include "PolyFixedShader.h"
- #include "PolyMaterial.h"
- #include "PolyMesh.h"
- #include "PolyModule.h"
- #if defined(_WINDOWS) && !defined(_MINGW)
- 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;
- PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
- PFNGLENABLEVERTEXATTRIBARRAYARBPROC glEnableVertexAttribArrayARB;
- PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation;
- PFNGLGETPROGRAMIVPROC glGetProgramiv;
- PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform;
- // 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 = 100.0f;
- verticesToDraw = 0;
- }
- void OpenGLRenderer::setClippingPlanes(Number nearPlane_, Number farPlane_) {
- nearPlane = nearPlane_;
- farPlane = farPlane_;
- }
- bool OpenGLRenderer::Init() {
- if(!Renderer::Init())
- return false;
- glDisable(GL_SCISSOR_TEST);
- return true;
- }
- void OpenGLRenderer::initOSSpecific(){
-
- #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");
- glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)wglGetProcAddress("glVertexAttribPointer");
- glEnableVertexAttribArrayARB = (PFNGLENABLEVERTEXATTRIBARRAYARBPROC)wglGetProcAddress("glEnableVertexAttribArrayARB");
- glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)wglGetProcAddress("glBindAttribLocation");
-
- glGetProgramiv = (PFNGLGETPROGRAMIVPROC)wglGetProcAddress("glGetProgramiv");
- glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)wglGetProcAddress("glGetActiveUniform");
- 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;
- viewportWidth = xRes;
- viewportHeight = xRes;
- glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a);
- glClearDepth(1.0f);
- glMatrixMode(GL_MODELVIEW);
- glLineWidth(1);
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
- glShadeModel(GL_SMOOTH);
- glDepthFunc( GL_LEQUAL );
-
- glEnable(GL_DEPTH_TEST);
-
- glLineWidth(1.0f);
- glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
- GLint numBuffers;
- glGetIntegerv(GL_MAX_DRAW_BUFFERS, &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, alphaTestValue) ;
- glEnable ( GL_ALPHA_TEST ) ;
- } else {
- glDisable( GL_ALPHA_TEST ) ;
- }
- }
- void OpenGLRenderer::setPointSmooth(bool val) {
- if(val)
- glEnable( GL_POINT_SMOOTH );
- else
- glDisable( GL_POINT_SMOOTH );
- }
- void OpenGLRenderer::setLineSmooth(bool val) {
- if(val)
- glEnable(GL_LINE_SMOOTH);
- else
- glDisable(GL_LINE_SMOOTH);
- }
- void OpenGLRenderer::resetViewport() {
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- //gluPerspective(fov,(GLfloat)viewportWidth/(GLfloat)viewportHeight,nearPlane,farPlane);
- Number fW, fH;
- fH = tan( fov / 360.0 * PI ) * nearPlane;
- fW = fH * ((GLfloat)viewportWidth/(GLfloat)viewportHeight);
- glFrustum(-fW + (viewportShift.x*fW*2.0), fW + (viewportShift.x*fW*2.0), -fH + (viewportShift.y*fH*2.0), fH + (viewportShift.y*fH*2.0), nearPlane, farPlane);
-
- glViewport(0, 0, viewportWidth*backingResolutionScaleX, viewportHeight*backingResolutionScaleY);
- glScissor(0, 0, viewportWidth*backingResolutionScaleX, viewportHeight*backingResolutionScaleY);
- glMatrixMode(GL_MODELVIEW);
- glGetDoublev( GL_PROJECTION_MATRIX, sceneProjectionMatrix);
- }
- Vector3 OpenGLRenderer::Unproject(Number x, Number y, const Matrix4 &cameraMatrix, const Matrix4 &projectionMatrix, const Polycode::Rectangle &viewport) {
- Vector3 coords;
- GLfloat wx, wy, wz;
- GLdouble cx, cy, cz;
- 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] = {viewport.x, viewport.y, viewport.w, viewport.h};
-
- GLdouble _sceneProjectionMatrix[16];
- for(int i=0; i < 16; i++) {
- _sceneProjectionMatrix[i] = projectionMatrix.ml[i];
- }
-
- wx = ( Number ) x;
- wy = ( Number ) vp[3] - ( Number ) y;
- glReadPixels( x * backingResolutionScaleX, wy * backingResolutionScaleY, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &wz );
-
- gluUnProject( wx, wy, wz, mv, _sceneProjectionMatrix, vp, &cx, &cy, &cz );
-
- coords = Vector3( cx, cy, cz );
-
- return coords;
- }
- Vector2 OpenGLRenderer::Project(const Matrix4 &cameraMatrix, const Matrix4 &projectionMatrix, const Polycode::Rectangle &viewport, const Vector3 &coordiante) const {
-
- 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] = {viewport.x, viewport.y, viewport.w, viewport.h};
- GLdouble _sceneProjectionMatrix[16];
- for(int i=0; i < 16; i++) {
- _sceneProjectionMatrix[i] = projectionMatrix.ml[i];
- }
- GLdouble coords[3];
-
- gluProject(coordiante.x, coordiante.y, coordiante.z, mv, _sceneProjectionMatrix, vp, &coords[0], &coords[1], &coords[2]);
-
- return Vector2(coords[0] / backingResolutionScaleX, (viewport.h-coords[1]) / backingResolutionScaleY);
- }
- Polycode::Rectangle OpenGLRenderer::getViewport() {
- GLint vp[4];
- glGetIntegerv( GL_VIEWPORT, vp );
- return Polycode::Rectangle(vp[0], vp[1], vp[2], vp[3]);
- }
- Vector3 OpenGLRenderer::projectRayFrom2DCoordinate(Number x, Number y, const Matrix4 &cameraMatrix, const Matrix4 &projectionMatrix, const Polycode::Rectangle &viewport) {
- 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] = {viewport.x, viewport.y, viewport.w, viewport.h};
- GLdouble _sceneProjectionMatrix[16];
- for(int i=0; i < 16; i++) {
- _sceneProjectionMatrix[i] = projectionMatrix.ml[i];
- }
- gluUnProject(x, (yRes*backingResolutionScaleY) - y, 0.0, mv, _sceneProjectionMatrix, vp, &nearPlane[0], &nearPlane[1], &nearPlane[2]);
- gluUnProject(x, (yRes*backingResolutionScaleY) - 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();
- return dirVec;
- }
- 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::setPointSize(Number pointSize) {
- glPointSize(pointSize);
- }
- void OpenGLRenderer::createVertexBufferForMesh(Mesh *mesh) {
- OpenGLVertexBuffer *buffer = new OpenGLVertexBuffer(mesh);
- mesh->setVertexBuffer(buffer);
- }
- void OpenGLRenderer::drawVertexBuffer(VertexBuffer *buffer, bool enableColorBuffer) {
- OpenGLVertexBuffer *glVertexBuffer = (OpenGLVertexBuffer*)buffer;
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glEnableClientState(GL_NORMAL_ARRAY);
-
- if(enableColorBuffer) {
- glEnableClientState(GL_COLOR_ARRAY);
-
- glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getColorBufferID());
- glColorPointer( 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 );
- glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getTangentBufferID());
- glEnableVertexAttribArrayARB(6);
- glVertexAttribPointer(6, 3, GL_FLOAT, 0, 0, (char *)NULL);
-
- GLenum mode = GL_TRIANGLES;
-
- switch(buffer->meshType) {
- case Mesh::TRI_MESH:
- mode = GL_TRIANGLES;
- break;
- case Mesh::TRIFAN_MESH:
- mode = GL_TRIANGLE_FAN;
- break;
- case Mesh::QUAD_MESH:
- mode = GL_QUADS;
- break;
- case Mesh::LINE_STRIP_MESH:
- mode = GL_LINE_STRIP;
- break;
- case Mesh::LINE_LOOP_MESH:
- mode = GL_LINE_LOOP;
- 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 );
-
- if(enableColorBuffer) {
- glDisableClientState( GL_COLOR_ARRAY );
- }
- }
- void OpenGLRenderer::enableScissor(bool val) {
- if(val) {
- glEnable(GL_SCISSOR_TEST);
- } else {
- glDisable(GL_SCISSOR_TEST);
- }
- Renderer::enableScissor(val);
- }
- void OpenGLRenderer::setScissorBox(Polycode::Rectangle box) {
- glScissor(box.x*backingResolutionScaleX, (((yRes*backingResolutionScaleY)-(box.y*backingResolutionScaleY))-(box.h*backingResolutionScaleY)), box.w *backingResolutionScaleX, box.h * backingResolutionScaleY);
- Renderer::setScissorBox(box);
- }
- 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) {
-
- if(blendingMode == BLEND_MODE_NONE) {
- glDisable(GL_BLEND);
- } else {
- glEnable(GL_BLEND);
- }
-
- switch(blendingMode) {
- case BLEND_MODE_NORMAL:
- if(blendNormalAsPremultiplied) {
- glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- } else{
- 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_DST_COLOR, GL_SRC_COLOR);
- break;
- case BLEND_MODE_PREMULTIPLIED:
- glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- break;
- case BLEND_MODE_MULTIPLY:
- glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
- break;
- default:
- glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- break;
- }
- }
- 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);
- }
- Image *OpenGLRenderer::renderScreenToImage() {
- glReadBuffer(GL_FRONT);
- char *imageBuffer = (char*)malloc(xRes * yRes * 4);
- glReadPixels(0, 0, xRes, yRes, GL_RGBA, GL_UNSIGNED_BYTE, imageBuffer);
- Image *retImage = new Image(imageBuffer, xRes, yRes, Image::IMAGE_RGBA);
- free(imageBuffer);
- return retImage;
- }
- 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);
- }
- void OpenGLRenderer::setOrthoMode(Number xSize, Number ySize, bool centered) {
-
- if(xSize == 0)
- xSize = xRes;
- if(ySize == 0)
- ySize = yRes;
-
- this->orthoSizeX = xSize;
- this->orthoSizeY = ySize;
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
-
- if(centered) {
- glOrtho(-xSize*0.5,xSize*0.5,-ySize*0.5,ySize*0.5,nearPlane,farPlane);
- } else {
- glOrtho(0.0f,xSize,0,ySize,nearPlane,farPlane);
- }
- glGetDoublev( GL_PROJECTION_MATRIX, sceneProjectionMatrixOrtho);
-
- 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() {
- if(orthoMode) {
- if(lightingEnabled) {
- }
- glEnable (GL_DEPTH_TEST);
- glEnable(GL_CULL_FACE);
- glMatrixMode( GL_PROJECTION );
- glMatrixMode( GL_MODELVIEW );
- orthoMode = false;
- }
- glLoadIdentity();
-
- glGetDoublev( GL_PROJECTION_MATRIX, sceneProjectionMatrix);
- currentTexture = NULL;
- }
- void OpenGLRenderer::BeginRender() {
- if(doClearBuffer) {
- glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- }
- glLoadIdentity();
- currentTexture = NULL;
- }
- void OpenGLRenderer::translate3D(const 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(const Vector3 &scale) {
- glScalef(scale.x, scale.y, scale.z);
- }
- void OpenGLRenderer::bindFrameBufferTextureDepth(Texture *texture) {
- if(!texture)
- return;
- OpenGLTexture *glTexture = (OpenGLTexture*)texture;
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, glTexture->getFrameBufferID());
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- }
- void OpenGLRenderer::bindFrameBufferTexture(Texture *texture) {
- if(!texture)
- return;
- OpenGLTexture *glTexture = (OpenGLTexture*)texture;
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, glTexture->getFrameBufferID());
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- }
- void OpenGLRenderer::unbindFramebuffers() {
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
- glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
- }
- void OpenGLRenderer::createRenderTextures(Texture **colorBuffer, Texture **depthBuffer, int width, int height, bool floatingPointBuffer) {
-
- 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);
-
- if(floatingPointBuffer) {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, width* backingResolutionScaleX, height* backingResolutionScaleY, 0, GL_RGBA, GL_FLOAT, NULL);
- } else {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width * backingResolutionScaleX, height * backingResolutionScaleY, 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);
-
- if(floatingPointBuffer) {
- glTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT16,width* backingResolutionScaleX,height * backingResolutionScaleY,0,GL_DEPTH_COMPONENT,GL_FLOAT,0);
- } else {
- glTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT,width* backingResolutionScaleX,height* backingResolutionScaleY,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, bool createMipmaps, int type) {
- OpenGLTexture *newTexture = new OpenGLTexture(width, height, textureData, clamp, createMipmaps, textureFilteringMode, type);
- return newTexture;
- }
- void OpenGLRenderer::destroyTexture(Texture *texture) {
- OpenGLTexture *glTex = (OpenGLTexture*)texture;
- delete glTex;
- }
- void OpenGLRenderer::clearScreen() {
- glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a);
- 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::cullFrontFaces(bool val) {
- if(val) {
- glCullFace(GL_FRONT);
- cullingFrontFaces = true;
- } else {
- glCullFace(GL_BACK);
- cullingFrontFaces = false;
- }
- }
- 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;
- if(material->shaderModule == NULL) {
- for(int m=0; m < shaderModules.size(); m++) {
- PolycodeShaderModule *shaderModule = shaderModules[m];
- if(shaderModule->hasShader(material->getShader(shaderIndex))) {
- material->shaderModule = (void*)shaderModule;
- }
- }
- } else {
- PolycodeShaderModule *shaderModule = (PolycodeShaderModule*)material->shaderModule;
- shaderModule->applyShaderMaterial(this, material, localOptions, shaderIndex);
- currentShaderModule = shaderModule;
- }
- break;
- }
-
- setBlendingMode(material->blendingMode);
- }
- void OpenGLRenderer::clearShader() {
- glDisable(GL_COLOR_MATERIAL);
- glDisable(GL_LIGHTING);
- glDisable(GL_FOG);
-
- for(int i=0; i < 4; i++) {
- glActiveTexture(GL_TEXTURE0+i);
- glDisable(GL_TEXTURE_2D);
- }
-
- if(currentShaderModule) {
- currentShaderModule->clearShader();
- currentShaderModule = NULL;
- }
- currentMaterial = NULL;
- }
- void OpenGLRenderer::setTexture(Texture *texture) {
- if(texture == NULL) {
- glActiveTexture(GL_TEXTURE0);
- glDisable(GL_TEXTURE_2D);
- return;
- }
-
- glActiveTexture(GL_TEXTURE0);
- glEnable (GL_TEXTURE_2D);
-
- if(currentTexture != texture) {
- OpenGLTexture *glTexture = (OpenGLTexture*)texture;
- glBindTexture (GL_TEXTURE_2D, glTexture->getTextureID());
- }
-
- currentTexture = texture;
- }
- void OpenGLRenderer::pushMatrix() {
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- }
- void OpenGLRenderer::popMatrix() {
- glMatrixMode(GL_MODELVIEW);
- 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;
- case RenderDataArray::TANGENT_DATA_ARRAY:
- glEnableVertexAttribArrayARB(6);
- glVertexAttribPointer(6, array->size, GL_FLOAT, 0, 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->getVertexCount(); i++) {
- newArray->count++;
- newBufferSize = bufferSize + 3;
- buffer = (GLfloat*)realloc(buffer, newBufferSize * sizeof(GLfloat));
- buffer[bufferSize+0] = mesh->getVertex(i)->x;
- buffer[bufferSize+1] = mesh->getVertex(i)->y;
- buffer[bufferSize+2] = mesh->getVertex(i)->z;
- bufferSize = newBufferSize;
- }
- }
- break;
- case RenderDataArray::COLOR_DATA_ARRAY:
- {
- buffer = (GLfloat*)malloc(1);
- for(int i=0; i < mesh->getVertexCount(); i++) {
- newBufferSize = bufferSize + 4;
- buffer = (GLfloat*)realloc(buffer, newBufferSize * sizeof(GLfloat));
- buffer[bufferSize+0] = mesh->getVertex(i)->vertexColor.r;
- buffer[bufferSize+1] = mesh->getVertex(i)->vertexColor.g;
- buffer[bufferSize+2] = mesh->getVertex(i)->vertexColor.b;
- buffer[bufferSize+3] = mesh->getVertex(i)->vertexColor.a;
- bufferSize = newBufferSize;
- }
- }
- break;
- case RenderDataArray::NORMAL_DATA_ARRAY:
- {
- buffer = (GLfloat*)malloc(1);
-
- for(int i=0; i < mesh->getVertexCount(); i++) {
- newBufferSize = bufferSize + 3;
- buffer = (GLfloat*)realloc(buffer, newBufferSize * sizeof(GLfloat));
- if(mesh->getUseFaceNormals()) {
- Vector3 n = mesh->getFaceNormalForVertex(i);
- buffer[bufferSize+0] = n.x;
- buffer[bufferSize+1] = n.y;
- buffer[bufferSize+2] = n.z;
- } else {
- buffer[bufferSize+0] = mesh->getVertex(i)->normal.x;
- buffer[bufferSize+1] = mesh->getVertex(i)->normal.y;
- buffer[bufferSize+2] = mesh->getVertex(i)->normal.z;
- }
- bufferSize = newBufferSize;
- }
- }
- break;
- case RenderDataArray::TANGENT_DATA_ARRAY:
- {
- buffer = (GLfloat*)malloc(1);
-
- for(int i=0; i < mesh->getVertexCount(); i++) {
- newBufferSize = bufferSize + 3;
- buffer = (GLfloat*)realloc(buffer, newBufferSize * sizeof(GLfloat));
- buffer[bufferSize+0] = mesh->getVertex(i)->tangent.x;
- buffer[bufferSize+1] = mesh->getVertex(i)->tangent.y;
- buffer[bufferSize+2] = mesh->getVertex(i)->tangent.z;
- bufferSize = newBufferSize;
- }
- }
- break;
- case RenderDataArray::TEXCOORD_DATA_ARRAY:
- {
- buffer = (GLfloat*)malloc(1);
- for(int i=0; i < mesh->getVertexCount(); i++) {
- newBufferSize = bufferSize + 2;
- buffer = (GLfloat*)realloc(buffer, newBufferSize * sizeof(GLfloat));
- buffer[bufferSize+0] = mesh->getVertex(i)->getTexCoord().x;
- buffer[bufferSize+1] = mesh->getVertex(i)->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::TANGENT_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::setWireframePolygonMode(bool val) {
- if(val) {
- glPolygonMode( GL_FRONT_AND_BACK, GL_LINE);
- } else {
- glPolygonMode( GL_FRONT_AND_BACK, GL_FILL);
- }
- }
- void OpenGLRenderer::drawArrays(int drawType) {
-
- GLenum mode = GL_TRIANGLES;
-
- switch(drawType) {
- case Mesh::TRI_MESH:
- mode = GL_TRIANGLES;
- break;
- case Mesh::TRIFAN_MESH:
- mode = GL_TRIANGLE_FAN;
- break;
- case Mesh::QUAD_MESH:
- mode = GL_QUADS;
- break;
- case Mesh::LINE_STRIP_MESH:
- mode = GL_LINE_STRIP;
- break;
- case Mesh::LINE_LOOP_MESH:
- mode = GL_LINE_LOOP;
- 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::drawScreenQuad(Number qx, Number qy) {
- setOrthoMode();
-
- Number xscale = qx/((Number)viewportWidth) * 2.0f;
- Number yscale = qy/((Number)viewportHeight) * 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(const 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() {
- }
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