PolyGLRenderer.cpp 28 KB

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  1. /*
  2. * PolyGLRenderer.cpp
  3. * TAU
  4. *
  5. * Created by Ivan Safrin on 3/12/08.
  6. * Copyright 2008 Ivan Safrin. All rights reserved.
  7. *
  8. */
  9. #include "PolyGLRenderer.h"
  10. #ifdef _WINDOWS
  11. PFNGLACTIVETEXTUREPROC glActiveTexture;
  12. PFNGLMULTITEXCOORD2FPROC glMultiTexCoord2f;
  13. PFNGLMULTITEXCOORD3FPROC glMultiTexCoord3f;
  14. // ARB_vertex_buffer_object
  15. PFNGLBINDBUFFERARBPROC glBindBufferARB;
  16. PFNGLDELETEBUFFERSARBPROC glDeleteBuffersARB;
  17. PFNGLGENBUFFERSARBPROC glGenBuffersARB;
  18. PFNGLISBUFFERARBPROC glIsBufferARB;
  19. PFNGLBUFFERDATAARBPROC glBufferDataARB;
  20. PFNGLBUFFERSUBDATAARBPROC glBufferSubDataARB;
  21. PFNGLGETBUFFERSUBDATAARBPROC glGetBufferSubDataARB;
  22. PFNGLMAPBUFFERARBPROC glMapBufferARB;
  23. PFNGLUNMAPBUFFERARBPROC glUnmapBufferARB;
  24. PFNGLGETBUFFERPARAMETERIVARBPROC glGetBufferParameterivARB;
  25. PFNGLGETBUFFERPOINTERVARBPROC glGetBufferPointervARB;
  26. // GL_EXT_framebuffer_object
  27. PFNGLISRENDERBUFFEREXTPROC glIsRenderbufferEXT;
  28. PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT;
  29. PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffersEXT;
  30. PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffersEXT;
  31. PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorageEXT;
  32. PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC glGetRenderbufferParameterivEXT;
  33. PFNGLISFRAMEBUFFEREXTPROC glIsFramebufferEXT;
  34. PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT;
  35. PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT;
  36. PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT;
  37. PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT;
  38. PFNGLFRAMEBUFFERTEXTURE1DEXTPROC glFramebufferTexture1DEXT;
  39. PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT;
  40. PFNGLFRAMEBUFFERTEXTURE3DEXTPROC glFramebufferTexture3DEXT;
  41. PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbufferEXT;
  42. PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC glGetFramebufferAttachmentParameterivEXT;
  43. PFNGLGENERATEMIPMAPEXTPROC glGenerateMipmapEXT;
  44. #endif
  45. using namespace Polycode;
  46. OpenGLRenderer::OpenGLRenderer() : Renderer() {
  47. nearPlane = 0.1f;
  48. farPlane = 1000.0f;
  49. verticesToDraw = 0;
  50. #ifdef _WINDOWS
  51. glActiveTexture = (PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glActiveTexture");
  52. glMultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC)wglGetProcAddress("glMultiTexCoord2f");
  53. glMultiTexCoord3f = (PFNGLMULTITEXCOORD3FPROC)wglGetProcAddress("glMultiTexCoord3f");
  54. // ARB_vertex_buffer_object
  55. glBindBufferARB = (PFNGLBINDBUFFERARBPROC)wglGetProcAddress("glBindBufferARB");
  56. glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)wglGetProcAddress("glDeleteBuffersARB");
  57. glGenBuffersARB = (PFNGLGENBUFFERSARBPROC)wglGetProcAddress("glGenBuffersARB");
  58. glIsBufferARB = (PFNGLISBUFFERARBPROC)wglGetProcAddress("glIsBufferARB");
  59. glBufferDataARB = (PFNGLBUFFERDATAARBPROC)wglGetProcAddress("glBufferDataARB");
  60. glBufferSubDataARB = (PFNGLBUFFERSUBDATAARBPROC)wglGetProcAddress("glBufferSubDataARB");
  61. glGetBufferSubDataARB = (PFNGLGETBUFFERSUBDATAARBPROC)wglGetProcAddress("glGetBufferSubDataARB");
  62. glMapBufferARB = (PFNGLMAPBUFFERARBPROC)wglGetProcAddress("glMapBufferARB");
  63. glUnmapBufferARB = (PFNGLUNMAPBUFFERARBPROC)wglGetProcAddress("glUnmapBufferARB");
  64. glGetBufferParameterivARB = (PFNGLGETBUFFERPARAMETERIVARBPROC)wglGetProcAddress("glGetBufferParameterivARB");
  65. glGetBufferPointervARB = (PFNGLGETBUFFERPOINTERVARBPROC)wglGetProcAddress("glGetBufferPointervARB");
  66. glIsRenderbufferEXT = (PFNGLISRENDERBUFFEREXTPROC)wglGetProcAddress("glIsRenderbufferEXT");
  67. glBindRenderbufferEXT = (PFNGLBINDRENDERBUFFEREXTPROC)wglGetProcAddress("glBindRenderbufferEXT");
  68. glDeleteRenderbuffersEXT = (PFNGLDELETERENDERBUFFERSEXTPROC)wglGetProcAddress("glDeleteRenderbuffersEXT");
  69. glGenRenderbuffersEXT = (PFNGLGENRENDERBUFFERSEXTPROC)wglGetProcAddress("glGenRenderbuffersEXT");
  70. glRenderbufferStorageEXT = (PFNGLRENDERBUFFERSTORAGEEXTPROC)wglGetProcAddress("glRenderbufferStorageEXT");
  71. glGetRenderbufferParameterivEXT = (PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC)wglGetProcAddress("glGetRenderbufferParameterivEXT");
  72. glIsFramebufferEXT = (PFNGLISFRAMEBUFFEREXTPROC)wglGetProcAddress("glIsFramebufferEXT");
  73. glBindFramebufferEXT = (PFNGLBINDFRAMEBUFFEREXTPROC)wglGetProcAddress("glBindFramebufferEXT");
  74. glDeleteFramebuffersEXT = (PFNGLDELETEFRAMEBUFFERSEXTPROC)wglGetProcAddress("glDeleteFramebuffersEXT");
  75. glGenFramebuffersEXT = (PFNGLGENFRAMEBUFFERSEXTPROC)wglGetProcAddress("glGenFramebuffersEXT");
  76. glCheckFramebufferStatusEXT = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)wglGetProcAddress("glCheckFramebufferStatusEXT");
  77. glFramebufferTexture1DEXT = (PFNGLFRAMEBUFFERTEXTURE1DEXTPROC)wglGetProcAddress("glFramebufferTexture1DEXT");
  78. glFramebufferTexture2DEXT = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)wglGetProcAddress("glFramebufferTexture2DEXT");
  79. glFramebufferTexture3DEXT = (PFNGLFRAMEBUFFERTEXTURE3DEXTPROC)wglGetProcAddress("glFramebufferTexture3DEXT");
  80. glFramebufferRenderbufferEXT = (PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)wglGetProcAddress("glFramebufferRenderbufferEXT");
  81. glGetFramebufferAttachmentParameterivEXT = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC)wglGetProcAddress("glGetFramebufferAttachmentParameterivEXT");
  82. glGenerateMipmapEXT = (PFNGLGENERATEMIPMAPEXTPROC)wglGetProcAddress("glGenerateMipmapEXT");
  83. #endif
  84. }
  85. void OpenGLRenderer::Resize(int xRes, int yRes) {
  86. this->xRes = xRes;
  87. this->yRes = yRes;
  88. glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a);
  89. glClearDepth(1.0f);
  90. glMatrixMode(GL_PROJECTION);
  91. glLoadIdentity();
  92. gluPerspective(fov,(GLfloat)xRes/(GLfloat)yRes,nearPlane,farPlane);
  93. glViewport(0, 0, xRes, yRes);
  94. glScissor(0, 0, xRes, yRes);
  95. glMatrixMode(GL_MODELVIEW);
  96. glLineWidth(1);
  97. glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  98. glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
  99. glEnable(GL_BLEND);
  100. glShadeModel(GL_SMOOTH);
  101. glDepthFunc( GL_LEQUAL );
  102. glEnable(GL_DEPTH_TEST);
  103. glLineWidth(1.0f);
  104. glEnable(GL_LINE_SMOOTH);
  105. GLint numBuffers;
  106. glGetIntegerv(GL_MAX_DRAW_BUFFERS, &numBuffers);
  107. // Logger::log("MAX_DRAW_BUFFERS: %d \n", numBuffers);
  108. }
  109. void OpenGLRenderer::setDepthFunction(int depthFunction) {
  110. switch(depthFunction) {
  111. case DEPTH_FUNCTION_LEQUAL:
  112. glDepthFunc(GL_LEQUAL);
  113. break;
  114. case DEPTH_FUNCTION_GREATER:
  115. glDepthFunc(GL_GREATER);
  116. break;
  117. }
  118. }
  119. void OpenGLRenderer::enableAlphaTest(bool val) {
  120. if(val) {
  121. glAlphaFunc ( GL_GREATER, 0.01) ;
  122. glEnable ( GL_ALPHA_TEST ) ;
  123. } else {
  124. glDisable( GL_ALPHA_TEST ) ;
  125. }
  126. }
  127. void OpenGLRenderer::setLineSmooth(bool val) {
  128. if(val)
  129. glEnable(GL_LINE_SMOOTH);
  130. else
  131. glDisable(GL_LINE_SMOOTH);
  132. }
  133. void OpenGLRenderer::setFOV(float fov) {
  134. this->fov = fov;
  135. glMatrixMode(GL_PROJECTION);
  136. glLoadIdentity();
  137. gluPerspective(fov,(GLfloat)xRes/(GLfloat)yRes,nearPlane,farPlane);
  138. glViewport(0, 0, xRes, yRes);
  139. glScissor(0, 0, xRes, yRes);
  140. glMatrixMode(GL_MODELVIEW);
  141. }
  142. void OpenGLRenderer::setViewportSize(int w, int h, float fov) {
  143. glMatrixMode(GL_PROJECTION);
  144. glLoadIdentity();
  145. gluPerspective(fov,(GLfloat)w/(GLfloat)h,nearPlane,farPlane);
  146. glViewport(0, 0, w, h);
  147. glScissor(0, 0, w, h);
  148. glMatrixMode(GL_MODELVIEW);
  149. }
  150. Vector3 OpenGLRenderer::Unproject(float x, float y) {
  151. Vector3 coords;
  152. GLfloat wx, wy, wz;
  153. GLdouble cx, cy, cz;
  154. GLdouble mv[16];
  155. glGetDoublev( GL_MODELVIEW_MATRIX, mv );
  156. GLdouble proj[16];
  157. glGetDoublev( GL_PROJECTION_MATRIX, proj );
  158. GLint vp[4];
  159. glGetIntegerv( GL_VIEWPORT, vp );
  160. wx = ( float ) x;
  161. wy = ( float ) vp[3] - ( float ) y;
  162. glReadPixels( x, wy, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &wz );
  163. gluUnProject( wx, wy, wz, mv, proj, vp, &cx, &cy, &cz );
  164. coords = Vector3( cx, cy, cz );
  165. return coords;
  166. }
  167. bool OpenGLRenderer::test2DCoordinate(float x, float y, Polycode::Polygon *poly, const Matrix4 &matrix, bool billboardMode) {
  168. GLdouble nearPlane[3],farPlane[3];
  169. GLdouble mv[16];
  170. Matrix4 camInverse = cameraMatrix.inverse();
  171. Matrix4 cmv;
  172. cmv.identity();
  173. cmv = cmv * camInverse;
  174. for(int i=0; i < 16; i++) {
  175. mv[i] = cmv.ml[i];
  176. }
  177. GLint vp[4];
  178. glGetIntegerv( GL_VIEWPORT, vp );
  179. gluUnProject(x, yRes - y, 0.0, mv, sceneProjectionMatrix, vp, &nearPlane[0], &nearPlane[1], &nearPlane[2]);
  180. gluUnProject(x, yRes - y, 1.0, mv, sceneProjectionMatrix, vp, &farPlane[0], &farPlane[1], &farPlane[2]);
  181. Vector3 nearVec(nearPlane[0], nearPlane[1], nearPlane[2]);
  182. Vector3 farVec(farPlane[0], farPlane[1], farPlane[2]);
  183. Vector3 dirVec = farVec - nearVec;
  184. dirVec.Normalize();
  185. Vector3 hitPoint;
  186. Matrix4 fullMatrix = matrix;
  187. if(poly->getVertexCount() == 3) {
  188. return rayTriangleIntersect(Vector3(0,0,0), dirVec, fullMatrix * (*poly->getVertex(0)), fullMatrix * (*poly->getVertex(1)), fullMatrix * (*poly->getVertex(2)), &hitPoint);
  189. } else if(poly->getVertexCount() == 4) {
  190. return (rayTriangleIntersect(Vector3(0,0,0), dirVec, fullMatrix * (*poly->getVertex(2)), fullMatrix * (*poly->getVertex(1)), fullMatrix * (*poly->getVertex(0)), &hitPoint) ||
  191. rayTriangleIntersect(Vector3(0,0,0), dirVec, fullMatrix * (*poly->getVertex(0)), fullMatrix * (*poly->getVertex(3)), fullMatrix * (*poly->getVertex(2)), &hitPoint));
  192. } else {
  193. return false;
  194. }
  195. }
  196. void OpenGLRenderer::enableDepthTest(bool val) {
  197. // if(val)
  198. // glEnable(GL_DEPTH_TEST);
  199. // else
  200. // glDisable(GL_DEPTH_TEST);
  201. if(val)
  202. glDepthMask(GL_TRUE);
  203. else
  204. glDepthMask(GL_FALSE);
  205. }
  206. void OpenGLRenderer::setModelviewMatrix(Matrix4 m) {
  207. glLoadMatrixf(m.ml);
  208. }
  209. void OpenGLRenderer::multModelviewMatrix(Matrix4 m) {
  210. // glMatrixMode(GL_MODELVIEW);
  211. glMultMatrixf(m.ml);
  212. }
  213. void OpenGLRenderer::enableLighting(bool enable) {
  214. lightingEnabled = enable;
  215. }
  216. void OpenGLRenderer::setLineSize(float lineSize) {
  217. glLineWidth(lineSize);
  218. }
  219. void OpenGLRenderer::createVertexBufferForMesh(Mesh *mesh) {
  220. OpenGLVertexBuffer *buffer = new OpenGLVertexBuffer(mesh);
  221. mesh->setVertexBuffer(buffer);
  222. }
  223. void OpenGLRenderer::drawVertexBuffer(VertexBuffer *buffer) {
  224. OpenGLVertexBuffer *glVertexBuffer = (OpenGLVertexBuffer*)buffer;
  225. glEnableClientState(GL_VERTEX_ARRAY);
  226. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  227. glEnableClientState(GL_NORMAL_ARRAY);
  228. // glEnableClientState(GL_COLOR_ARRAY);
  229. // glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getColorBufferID());
  230. // glTexCoordPointer( 4, GL_FLOAT, 0, (char *) NULL );
  231. glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getVertexBufferID());
  232. glVertexPointer( 3, GL_FLOAT, 0, (char *) NULL );
  233. glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getNormalBufferID());
  234. glNormalPointer(GL_FLOAT, 0, (char *) NULL );
  235. glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getTextCoordBufferID());
  236. glTexCoordPointer( 2, GL_FLOAT, 0, (char *) NULL );
  237. glDrawArrays( GL_TRIANGLES, 0, buffer->getVertexCount() );
  238. glDisableClientState( GL_VERTEX_ARRAY);
  239. glDisableClientState( GL_TEXTURE_COORD_ARRAY );
  240. glDisableClientState( GL_NORMAL_ARRAY );
  241. // glDisableClientState( GL_COLOR_ARRAY );
  242. }
  243. void OpenGLRenderer::enableFog(bool enable) {
  244. if(enable)
  245. glEnable(GL_FOG);
  246. else {
  247. glDisable(GL_FOG);
  248. glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a);
  249. }
  250. }
  251. void OpenGLRenderer::setBlendingMode(int blendingMode) {
  252. switch(blendingMode) {
  253. case BLEND_MODE_NORMAL:
  254. glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  255. break;
  256. case BLEND_MODE_LIGHTEN:
  257. glBlendFunc (GL_SRC_ALPHA, GL_ONE);
  258. break;
  259. case BLEND_MODE_COLOR:
  260. glBlendFunc (GL_DST_COLOR, GL_ONE);
  261. break;
  262. default:
  263. glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  264. break;
  265. }
  266. glEnable(GL_BLEND);
  267. }
  268. Matrix4 OpenGLRenderer::getProjectionMatrix() {
  269. float m[16];
  270. glGetFloatv( GL_PROJECTION_MATRIX, m);
  271. return Matrix4(m);
  272. }
  273. Matrix4 OpenGLRenderer::getModelviewMatrix() {
  274. float m[16];
  275. glGetFloatv( GL_MODELVIEW_MATRIX, m);
  276. return Matrix4(m);
  277. }
  278. void OpenGLRenderer::renderZBufferToTexture(Texture *targetTexture) {
  279. // OpenGLTexture *glTexture = (OpenGLTexture*)targetTexture;
  280. // glBindTexture (GL_TEXTURE_2D, glTexture->getTextureID());
  281. // glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, 0, targetTexture->getWidth(), targetTexture->getHeight(), 0);
  282. }
  283. void OpenGLRenderer::renderToTexture(Texture *targetTexture) {
  284. OpenGLTexture *glTexture = (OpenGLTexture*)targetTexture;
  285. glBindTexture (GL_TEXTURE_2D, glTexture->getTextureID());
  286. glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, targetTexture->getWidth(), targetTexture->getHeight(), 0);
  287. }
  288. void OpenGLRenderer::setFogProperties(int fogMode, Color color, float density, float startDepth, float endDepth) {
  289. switch(fogMode) {
  290. case FOG_LINEAR:
  291. glFogi(GL_FOG_MODE, GL_LINEAR);
  292. break;
  293. case FOG_EXP:
  294. glFogi(GL_FOG_MODE, GL_EXP);
  295. break;
  296. case FOG_EXP2:
  297. glFogi(GL_FOG_MODE, GL_EXP2);
  298. break;
  299. default:
  300. glFogi(GL_FOG_MODE, GL_LINEAR);
  301. break;
  302. }
  303. GLfloat fogColor[4]= {color.r, color.g, color.b, color.a};
  304. glFogfv(GL_FOG_COLOR, fogColor);
  305. glFogf(GL_FOG_DENSITY, density);
  306. glHint(GL_FOG_HINT, GL_DONT_CARE);
  307. glFogf(GL_FOG_START, startDepth);
  308. glFogf(GL_FOG_END, endDepth);
  309. glClearColor(color.r, color.g, color.b, color.a);
  310. }
  311. void OpenGLRenderer::setOrthoMode() {
  312. setBlendingMode(BLEND_MODE_NORMAL);
  313. if(!orthoMode) {
  314. glDisable(GL_LIGHTING);
  315. glMatrixMode(GL_PROJECTION);
  316. glDisable(GL_CULL_FACE);
  317. glPushMatrix();
  318. glLoadIdentity();
  319. glOrtho(0.0f,xRes,yRes,0,-1.0f,1.0f);
  320. // glOrtho(0.0f,2500.0f,2500.0f,0,-1.0f,1.0f);
  321. orthoMode = true;
  322. }
  323. glMatrixMode(GL_MODELVIEW);
  324. glLoadIdentity();
  325. }
  326. void OpenGLRenderer::enableBackfaceCulling(bool val) {
  327. if(val)
  328. glEnable(GL_CULL_FACE);
  329. else
  330. glDisable(GL_CULL_FACE);
  331. }
  332. void OpenGLRenderer::setPerspectiveMode() {
  333. setBlendingMode(BLEND_MODE_NORMAL);
  334. if(orthoMode) {
  335. if(lightingEnabled) {
  336. }
  337. glEnable (GL_DEPTH_TEST);
  338. glEnable(GL_CULL_FACE);
  339. glMatrixMode( GL_PROJECTION );
  340. glPopMatrix();
  341. glMatrixMode( GL_MODELVIEW );
  342. orthoMode = false;
  343. }
  344. glLoadIdentity();
  345. glGetDoublev( GL_PROJECTION_MATRIX, sceneProjectionMatrix);
  346. currentTexture = NULL;
  347. }
  348. void OpenGLRenderer::BeginRender() {
  349. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  350. glLoadIdentity();
  351. currentTexture = NULL;
  352. }
  353. void OpenGLRenderer::setClearColor(float r, float g, float b) {
  354. clearColor.setColor(r,g,b,1.0f);
  355. glClearColor(r,g,b,0.0f);
  356. }
  357. void OpenGLRenderer::translate3D(Vector3 *position) {
  358. glTranslatef(position->x, position->y, position->z);
  359. }
  360. void OpenGLRenderer::translate3D(float x, float y, float z) {
  361. glTranslatef(x, y, z);
  362. }
  363. void OpenGLRenderer::scale3D(Vector3 *scale) {
  364. glScalef(scale->x, scale->y, scale->z);
  365. }
  366. void OpenGLRenderer::bindFrameBufferTexture(Texture *texture) {
  367. if(currentFrameBufferTexture) {
  368. previousFrameBufferTexture = currentFrameBufferTexture;
  369. }
  370. OpenGLTexture *glTexture = (OpenGLTexture*)texture;
  371. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, glTexture->getFrameBufferID());
  372. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  373. currentFrameBufferTexture = texture;
  374. }
  375. void OpenGLRenderer::unbindFramebuffers() {
  376. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  377. currentFrameBufferTexture = NULL;
  378. if(previousFrameBufferTexture) {
  379. bindFrameBufferTexture(previousFrameBufferTexture);
  380. previousFrameBufferTexture = NULL;
  381. }
  382. }
  383. void OpenGLRenderer::createRenderTextures(Texture **colorBuffer, Texture **depthBuffer, int width, int height) {
  384. Logger::log("generating fbo textures %d %d\n", colorBuffer, depthBuffer);
  385. GLuint depthTexture,colorTexture;
  386. GLenum status;
  387. GLuint frameBufferID;
  388. glGenFramebuffersEXT(1, &frameBufferID);
  389. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBufferID);
  390. glGenTextures(1,&colorTexture);
  391. glBindTexture(GL_TEXTURE_2D,colorTexture);
  392. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  393. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  394. glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  395. glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  396. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  397. glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, colorTexture, 0);
  398. status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
  399. if(status == GL_FRAMEBUFFER_COMPLETE_EXT) {
  400. Logger::log("color fbo generation successful\n");
  401. } else {
  402. Logger::log("color fbo generation failed\n");
  403. }
  404. if(colorBuffer) {
  405. OpenGLTexture *colorBufferTexture = new OpenGLTexture(width, height);
  406. colorBufferTexture->setGLInfo(colorTexture, frameBufferID);
  407. *colorBuffer = ((Texture*)colorBufferTexture);
  408. }
  409. if(depthBuffer) {
  410. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBufferID);
  411. glGenTextures(1,&depthTexture);
  412. glBindTexture(GL_TEXTURE_2D,depthTexture);
  413. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  414. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  415. glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
  416. glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
  417. // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,GL_COMPARE_R_TO_TEXTURE);
  418. // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
  419. glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
  420. glTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT,width,height,0,GL_DEPTH_COMPONENT,GL_UNSIGNED_BYTE,0);
  421. glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depthTexture, 0);
  422. status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
  423. if(status == GL_FRAMEBUFFER_COMPLETE_EXT) {
  424. Logger::log("depth fbo generation successful\n");
  425. } else {
  426. Logger::log("depth fbo generation failed\n");
  427. }
  428. OpenGLTexture *depthBufferTexture = new OpenGLTexture(width, height);
  429. depthBufferTexture->setGLInfo(depthTexture, frameBufferID);
  430. *depthBuffer = ((Texture*)depthBufferTexture);
  431. }
  432. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  433. }
  434. Texture *OpenGLRenderer::createFramebufferTexture(unsigned int width, unsigned int height) {
  435. OpenGLTexture *newTexture = new OpenGLTexture(width, height);
  436. return newTexture;
  437. }
  438. Cubemap *OpenGLRenderer::createCubemap(Texture *t0, Texture *t1, Texture *t2, Texture *t3, Texture *t4, Texture *t5) {
  439. OpenGLCubemap *newCubemap = new OpenGLCubemap(t0,t1,t2,t3,t4,t5);
  440. return newCubemap;
  441. }
  442. Texture *OpenGLRenderer::createTexture(unsigned int width, unsigned int height, char *textureData, bool clamp, int type) {
  443. OpenGLTexture *newTexture = new OpenGLTexture(width, height, textureData, clamp, textureFilteringMode, type);
  444. return newTexture;
  445. }
  446. void OpenGLRenderer::clearScreen() {
  447. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  448. }
  449. void OpenGLRenderer::drawToColorBuffer(bool val) {
  450. if(val) {
  451. glDrawBuffer(GL_BACK);
  452. } else {
  453. glDrawBuffer(GL_NONE);
  454. }
  455. }
  456. void OpenGLRenderer::clearBuffer(bool colorBuffer, bool depthBuffer) {
  457. GLbitfield clearMask = 0;
  458. if(colorBuffer) {
  459. clearMask = clearMask | GL_COLOR_BUFFER_BIT;
  460. }
  461. if(depthBuffer) {
  462. clearMask = clearMask | GL_DEPTH_BUFFER_BIT;
  463. }
  464. glClear(clearMask);
  465. }
  466. void OpenGLRenderer::applyMaterial(Material *material, ShaderBinding *localOptions,unsigned int shaderIndex) {
  467. if(!material->getShader(shaderIndex) || !shadersEnabled) {
  468. setTexture(NULL);
  469. return;
  470. }
  471. FixedShaderBinding *fBinding;
  472. switch(material->getShader(shaderIndex)->getType()) {
  473. case Shader::FIXED_SHADER:
  474. // FixedShader *fShader = (FixedShader*)material->getShader();
  475. fBinding = (FixedShaderBinding*)material->getShaderBinding(shaderIndex);
  476. setTexture(fBinding->getDiffuseTexture());
  477. // setTexture(fShader->getDiffuseTexture());
  478. break;
  479. case Shader::MODULE_SHADER:
  480. currentMaterial = material;
  481. for(int m=0; m < shaderModules.size(); m++) {
  482. PolycodeShaderModule *shaderModule = shaderModules[m];
  483. if(shaderModule->hasShader(material->getShader(shaderIndex))) {
  484. shaderModule->applyShaderMaterial(this, material, localOptions, shaderIndex);
  485. currentShaderModule = shaderModule;
  486. }
  487. }
  488. break;
  489. }
  490. }
  491. void OpenGLRenderer::clearShader() {
  492. if(currentShaderModule) {
  493. currentShaderModule->clearShader();
  494. currentShaderModule = NULL;
  495. }
  496. currentMaterial = NULL;
  497. }
  498. void OpenGLRenderer::setTexture(Texture *texture) {
  499. if(texture == NULL) {
  500. glDisable(GL_TEXTURE_2D);
  501. return;
  502. }
  503. if(renderMode == RENDER_MODE_NORMAL) {
  504. glEnable (GL_TEXTURE_2D);
  505. if(currentTexture != texture) {
  506. OpenGLTexture *glTexture = (OpenGLTexture*)texture;
  507. glBindTexture (GL_TEXTURE_2D, glTexture->getTextureID());
  508. }
  509. } else {
  510. glDisable(GL_TEXTURE_2D);
  511. }
  512. currentTexture = texture;
  513. }
  514. void OpenGLRenderer::pushMatrix() {
  515. glPushMatrix();
  516. }
  517. void OpenGLRenderer::popMatrix() {
  518. glPopMatrix();
  519. }
  520. void OpenGLRenderer::pushRenderDataArray(RenderDataArray *array) {
  521. switch(array->arrayType) {
  522. case RenderDataArray::VERTEX_DATA_ARRAY:
  523. glEnableClientState(GL_VERTEX_ARRAY);
  524. glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0);
  525. glVertexPointer(array->size, GL_FLOAT, 0, array->arrayPtr);
  526. verticesToDraw = array->count;
  527. break;
  528. case RenderDataArray::COLOR_DATA_ARRAY:
  529. // glColorPointer(array->size, GL_FLOAT, 0, array->arrayPtr);
  530. // glEnableClientState(GL_COLOR_ARRAY);
  531. break;
  532. case RenderDataArray::TEXCOORD_DATA_ARRAY:
  533. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  534. glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0);
  535. glTexCoordPointer(array->size, GL_FLOAT, 0, array->arrayPtr);
  536. break;
  537. case RenderDataArray::NORMAL_DATA_ARRAY:
  538. glEnableClientState(GL_NORMAL_ARRAY);
  539. glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0);
  540. glNormalPointer(GL_FLOAT, 0, array->arrayPtr);
  541. break;
  542. }
  543. }
  544. RenderDataArray *OpenGLRenderer::createRenderDataArrayForMesh(Mesh *mesh, int arrayType) {
  545. RenderDataArray *newArray = createRenderDataArray(arrayType);
  546. newArray->count = 0;
  547. long bufferSize = 0;
  548. long newBufferSize = 0;
  549. GLfloat* buffer = NULL;
  550. switch (arrayType) {
  551. case RenderDataArray::VERTEX_DATA_ARRAY:
  552. {
  553. buffer = (GLfloat*)malloc(1);
  554. for(int i=0; i < mesh->getPolygonCount(); i++) {
  555. for(int j=0; j < mesh->getPolygon(i)->getVertexCount(); j++) {
  556. newArray->count++;
  557. newBufferSize = bufferSize + 3;
  558. buffer = (GLfloat*)realloc(buffer, newBufferSize * sizeof(GLfloat));
  559. buffer[bufferSize+0] = mesh->getPolygon(i)->getVertex(j)->x;
  560. buffer[bufferSize+1] = mesh->getPolygon(i)->getVertex(j)->y;
  561. buffer[bufferSize+2] = mesh->getPolygon(i)->getVertex(j)->z;
  562. bufferSize = newBufferSize;
  563. }
  564. }
  565. }
  566. break;
  567. case RenderDataArray::COLOR_DATA_ARRAY:
  568. {
  569. buffer = (GLfloat*)malloc(1);
  570. for(int i=0; i < mesh->getPolygonCount(); i++) {
  571. for(int j=0; j < mesh->getPolygon(i)->getVertexCount(); j++) {
  572. newBufferSize = bufferSize + 4;
  573. buffer = (GLfloat*)realloc(buffer, newBufferSize * sizeof(GLfloat));
  574. buffer[bufferSize+0] = mesh->getPolygon(i)->getVertex(j)->vertexColor.r;
  575. buffer[bufferSize+1] = mesh->getPolygon(i)->getVertex(j)->vertexColor.g;
  576. buffer[bufferSize+2] = mesh->getPolygon(i)->getVertex(j)->vertexColor.b;
  577. buffer[bufferSize+3] = mesh->getPolygon(i)->getVertex(j)->vertexColor.a;
  578. bufferSize = newBufferSize;
  579. }
  580. }
  581. }
  582. break;
  583. case RenderDataArray::NORMAL_DATA_ARRAY:
  584. {
  585. buffer = (GLfloat*)malloc(1);
  586. for(int i=0; i < mesh->getPolygonCount(); i++) {
  587. for(int j=0; j < mesh->getPolygon(i)->getVertexCount(); j++) {
  588. newBufferSize = bufferSize + 3;
  589. buffer = (GLfloat*)realloc(buffer, newBufferSize * sizeof(GLfloat));
  590. if(mesh->getPolygon(i)->useVertexNormals) {
  591. buffer[bufferSize+0] = mesh->getPolygon(i)->getVertex(j)->normal->x;
  592. buffer[bufferSize+1] = mesh->getPolygon(i)->getVertex(j)->normal->y;
  593. buffer[bufferSize+2] = mesh->getPolygon(i)->getVertex(j)->normal->z;
  594. } else {
  595. buffer[bufferSize+0] = mesh->getPolygon(i)->getFaceNormal().x;
  596. buffer[bufferSize+1] = mesh->getPolygon(i)->getFaceNormal().y;
  597. buffer[bufferSize+2] = mesh->getPolygon(i)->getFaceNormal().z;
  598. }
  599. bufferSize = newBufferSize;
  600. }
  601. }
  602. }
  603. break;
  604. case RenderDataArray::TEXCOORD_DATA_ARRAY:
  605. {
  606. buffer = (GLfloat*)malloc(1);
  607. for(int i=0; i < mesh->getPolygonCount(); i++) {
  608. for(int j=0; j < mesh->getPolygon(i)->getVertexCount(); j++) {
  609. newBufferSize = bufferSize + 2;
  610. buffer = (GLfloat*)realloc(buffer, newBufferSize * sizeof(GLfloat));
  611. if(mesh->getPolygon(i)->usesFaceUV()) {
  612. buffer[bufferSize+0] = mesh->getPolygon(i)->getTexCoord(j)->x;
  613. buffer[bufferSize+1] = mesh->getPolygon(i)->getTexCoord(j)->y;
  614. } else {
  615. buffer[bufferSize+0] = mesh->getPolygon(i)->getVertex(j)->getTexCoord()->x;
  616. buffer[bufferSize+1] = mesh->getPolygon(i)->getVertex(j)->getTexCoord()->y;
  617. }
  618. bufferSize = newBufferSize;
  619. }
  620. }
  621. }
  622. break;
  623. default:
  624. break;
  625. }
  626. if(buffer != NULL) {
  627. free(newArray->arrayPtr);
  628. newArray->arrayPtr = buffer;
  629. }
  630. return newArray;
  631. }
  632. RenderDataArray *OpenGLRenderer::createRenderDataArray(int arrayType) {
  633. RenderDataArray *newArray = new RenderDataArray();
  634. newArray->arrayType = arrayType;
  635. newArray->arrayPtr = malloc(1);
  636. newArray->stride = 0;
  637. newArray->count = 0;
  638. switch (arrayType) {
  639. case RenderDataArray::VERTEX_DATA_ARRAY:
  640. newArray->size = 3;
  641. break;
  642. case RenderDataArray::COLOR_DATA_ARRAY:
  643. newArray->size = 4;
  644. break;
  645. case RenderDataArray::NORMAL_DATA_ARRAY:
  646. newArray->size = 3;
  647. break;
  648. case RenderDataArray::TEXCOORD_DATA_ARRAY:
  649. newArray->size = 2;
  650. break;
  651. default:
  652. break;
  653. }
  654. return newArray;
  655. }
  656. void OpenGLRenderer::setRenderArrayData(RenderDataArray *array, float *arrayData) {
  657. }
  658. void OpenGLRenderer::drawArrays(int drawType) {
  659. GLenum mode = GL_TRIANGLES;
  660. switch(drawType) {
  661. case Mesh::TRI_MESH:
  662. switch(renderMode) {
  663. case RENDER_MODE_NORMAL:
  664. mode = GL_TRIANGLES;
  665. break;
  666. case RENDER_MODE_WIREFRAME:
  667. mode = GL_LINE_LOOP;
  668. break;
  669. }
  670. break;
  671. case Mesh::TRIFAN_MESH:
  672. switch(renderMode) {
  673. case RENDER_MODE_NORMAL:
  674. mode = GL_TRIANGLE_FAN;
  675. break;
  676. case RENDER_MODE_WIREFRAME:
  677. mode = GL_LINE_LOOP;
  678. break;
  679. }
  680. break;
  681. case Mesh::QUAD_MESH:
  682. switch(renderMode) {
  683. case RENDER_MODE_NORMAL:
  684. mode = GL_QUADS;
  685. break;
  686. case RENDER_MODE_WIREFRAME:
  687. mode = GL_LINE_LOOP;
  688. break;
  689. }
  690. break;
  691. case Mesh::LINE_MESH:
  692. mode = GL_LINES;
  693. break;
  694. }
  695. glDrawArrays( mode, 0, verticesToDraw);
  696. verticesToDraw = 0;
  697. glDisableClientState( GL_VERTEX_ARRAY);
  698. glDisableClientState( GL_TEXTURE_COORD_ARRAY );
  699. glDisableClientState( GL_NORMAL_ARRAY );
  700. // glDisableClientState( GL_COLOR_ARRAY );
  701. }
  702. /*
  703. void OpenGLRenderer::draw3DVertex2UV(Vertex *vertex, Vector2 *faceUV1, Vector2 *faceUV2) {
  704. if(vertex->useVertexColor)
  705. glColor4f(vertex->vertexColor.r, vertex->vertexColor.g, vertex->vertexColor.b, vertex->vertexColor.a);
  706. if(currentTexture || currentMaterial) {
  707. glMultiTexCoord2f(GL_TEXTURE0, faceUV1->x, faceUV1->y);
  708. glMultiTexCoord2f(GL_TEXTURE1, faceUV2->x, faceUV2->y);
  709. }
  710. // glNormal3f(vertex->normal->x, vertex->normal->y, vertex->normal->z);
  711. glVertex3f(vertex->x, vertex->y, vertex->z);
  712. }
  713. */
  714. void OpenGLRenderer::drawScreenQuad(float qx, float qy) {
  715. setOrthoMode();
  716. float xscale = qx/((float)getXRes()) * 2.0f;
  717. float yscale = qy/((float)getYRes()) * 2.0f;
  718. glBegin(GL_QUADS);
  719. glColor4f(1.0f,1.0f,1.0f,1.0f);
  720. glTexCoord2f(0.0f, 1.0f);
  721. glVertex2f(-1, -1+(1.0f*yscale));
  722. glTexCoord2f(0.0f, 0.0f);
  723. glVertex2f(-1.0f, -1.0f);
  724. glTexCoord2f(1.0f, 0.0f);
  725. glVertex2f(-1+(1.0f*xscale), -1.0f);
  726. glTexCoord2f(1.0f, 1.0f);
  727. glVertex2f(-1+(1.0f*xscale), -1+(1.0f*yscale));
  728. glEnd();
  729. setPerspectiveMode();
  730. }
  731. void OpenGLRenderer::translate2D(float x, float y) {
  732. glTranslatef(x, y, 0.0f);
  733. }
  734. void OpenGLRenderer::scale2D(Vector2 *scale) {
  735. glScalef(scale->x, scale->y, 1.0f);
  736. }
  737. void OpenGLRenderer::loadIdentity() {
  738. setBlendingMode(BLEND_MODE_NORMAL);
  739. glMatrixMode(GL_MODELVIEW);
  740. glLoadIdentity();
  741. }
  742. void OpenGLRenderer::rotate2D(float angle) {
  743. glRotatef(angle, 0.0f, 0.0f, 1.0f);
  744. }
  745. void OpenGLRenderer::setVertexColor(float r, float g, float b, float a) {
  746. glColor4f(r,g,b,a);
  747. }
  748. void OpenGLRenderer::EndRender() {
  749. /// glFlush();
  750. // glFinish();
  751. }
  752. OpenGLRenderer::~OpenGLRenderer() {
  753. }