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. if(buffer->verticesPerFace == 3)
  238. glDrawArrays( GL_TRIANGLES, 0, buffer->getVertexCount() );
  239. else
  240. glDrawArrays( GL_QUADS, 0, buffer->getVertexCount() );
  241. glDisableClientState( GL_VERTEX_ARRAY);
  242. glDisableClientState( GL_TEXTURE_COORD_ARRAY );
  243. glDisableClientState( GL_NORMAL_ARRAY );
  244. // glDisableClientState( GL_COLOR_ARRAY );
  245. }
  246. void OpenGLRenderer::enableFog(bool enable) {
  247. if(enable)
  248. glEnable(GL_FOG);
  249. else {
  250. glDisable(GL_FOG);
  251. glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a);
  252. }
  253. }
  254. void OpenGLRenderer::setBlendingMode(int blendingMode) {
  255. switch(blendingMode) {
  256. case BLEND_MODE_NORMAL:
  257. glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  258. break;
  259. case BLEND_MODE_LIGHTEN:
  260. glBlendFunc (GL_SRC_ALPHA, GL_ONE);
  261. break;
  262. case BLEND_MODE_COLOR:
  263. glBlendFunc (GL_SRC_ALPHA_SATURATE, GL_ONE);
  264. break;
  265. default:
  266. glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  267. break;
  268. }
  269. glEnable(GL_BLEND);
  270. }
  271. Matrix4 OpenGLRenderer::getProjectionMatrix() {
  272. float m[16];
  273. glGetFloatv( GL_PROJECTION_MATRIX, m);
  274. return Matrix4(m);
  275. }
  276. Matrix4 OpenGLRenderer::getModelviewMatrix() {
  277. float m[16];
  278. glGetFloatv( GL_MODELVIEW_MATRIX, m);
  279. return Matrix4(m);
  280. }
  281. void OpenGLRenderer::renderZBufferToTexture(Texture *targetTexture) {
  282. // OpenGLTexture *glTexture = (OpenGLTexture*)targetTexture;
  283. // glBindTexture (GL_TEXTURE_2D, glTexture->getTextureID());
  284. // glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, 0, targetTexture->getWidth(), targetTexture->getHeight(), 0);
  285. }
  286. void OpenGLRenderer::renderToTexture(Texture *targetTexture) {
  287. OpenGLTexture *glTexture = (OpenGLTexture*)targetTexture;
  288. glBindTexture (GL_TEXTURE_2D, glTexture->getTextureID());
  289. glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, targetTexture->getWidth(), targetTexture->getHeight(), 0);
  290. }
  291. void OpenGLRenderer::setFogProperties(int fogMode, Color color, float density, float startDepth, float endDepth) {
  292. switch(fogMode) {
  293. case FOG_LINEAR:
  294. glFogi(GL_FOG_MODE, GL_LINEAR);
  295. break;
  296. case FOG_EXP:
  297. glFogi(GL_FOG_MODE, GL_EXP);
  298. break;
  299. case FOG_EXP2:
  300. glFogi(GL_FOG_MODE, GL_EXP2);
  301. break;
  302. default:
  303. glFogi(GL_FOG_MODE, GL_LINEAR);
  304. break;
  305. }
  306. GLfloat fogColor[4]= {color.r, color.g, color.b, color.a};
  307. glFogfv(GL_FOG_COLOR, fogColor);
  308. glFogf(GL_FOG_DENSITY, density);
  309. glHint(GL_FOG_HINT, GL_DONT_CARE);
  310. glFogf(GL_FOG_START, startDepth);
  311. glFogf(GL_FOG_END, endDepth);
  312. glClearColor(color.r, color.g, color.b, color.a);
  313. }
  314. void OpenGLRenderer::setOrthoMode(float xSize, float ySize) {
  315. if(xSize == 0)
  316. xSize = xRes;
  317. if(ySize == 0)
  318. ySize = yRes;
  319. setBlendingMode(BLEND_MODE_NORMAL);
  320. if(!orthoMode) {
  321. glDisable(GL_LIGHTING);
  322. glMatrixMode(GL_PROJECTION);
  323. glDisable(GL_CULL_FACE);
  324. glPushMatrix();
  325. glLoadIdentity();
  326. glOrtho(0.0f,xSize,ySize,0,-1.0f,1.0f);
  327. orthoMode = true;
  328. }
  329. glMatrixMode(GL_MODELVIEW);
  330. glLoadIdentity();
  331. }
  332. void OpenGLRenderer::enableBackfaceCulling(bool val) {
  333. if(val)
  334. glEnable(GL_CULL_FACE);
  335. else
  336. glDisable(GL_CULL_FACE);
  337. }
  338. void OpenGLRenderer::setPerspectiveMode() {
  339. setBlendingMode(BLEND_MODE_NORMAL);
  340. if(orthoMode) {
  341. if(lightingEnabled) {
  342. }
  343. glEnable (GL_DEPTH_TEST);
  344. glEnable(GL_CULL_FACE);
  345. glMatrixMode( GL_PROJECTION );
  346. glPopMatrix();
  347. glMatrixMode( GL_MODELVIEW );
  348. orthoMode = false;
  349. }
  350. glLoadIdentity();
  351. glGetDoublev( GL_PROJECTION_MATRIX, sceneProjectionMatrix);
  352. currentTexture = NULL;
  353. }
  354. void OpenGLRenderer::BeginRender() {
  355. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  356. glLoadIdentity();
  357. currentTexture = NULL;
  358. }
  359. void OpenGLRenderer::setClearColor(float r, float g, float b) {
  360. clearColor.setColor(r,g,b,1.0f);
  361. glClearColor(r,g,b,0.0f);
  362. }
  363. void OpenGLRenderer::translate3D(Vector3 *position) {
  364. glTranslatef(position->x, position->y, position->z);
  365. }
  366. void OpenGLRenderer::translate3D(float x, float y, float z) {
  367. glTranslatef(x, y, z);
  368. }
  369. void OpenGLRenderer::scale3D(Vector3 *scale) {
  370. glScalef(scale->x, scale->y, scale->z);
  371. }
  372. void OpenGLRenderer::bindFrameBufferTexture(Texture *texture) {
  373. if(currentFrameBufferTexture) {
  374. previousFrameBufferTexture = currentFrameBufferTexture;
  375. }
  376. OpenGLTexture *glTexture = (OpenGLTexture*)texture;
  377. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, glTexture->getFrameBufferID());
  378. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  379. currentFrameBufferTexture = texture;
  380. }
  381. void OpenGLRenderer::unbindFramebuffers() {
  382. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  383. currentFrameBufferTexture = NULL;
  384. if(previousFrameBufferTexture) {
  385. bindFrameBufferTexture(previousFrameBufferTexture);
  386. previousFrameBufferTexture = NULL;
  387. }
  388. }
  389. void OpenGLRenderer::createRenderTextures(Texture **colorBuffer, Texture **depthBuffer, int width, int height) {
  390. Logger::log("generating fbo textures %d %d\n", colorBuffer, depthBuffer);
  391. GLuint depthTexture,colorTexture;
  392. GLenum status;
  393. GLuint frameBufferID;
  394. glGenFramebuffersEXT(1, &frameBufferID);
  395. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBufferID);
  396. glGenTextures(1,&colorTexture);
  397. glBindTexture(GL_TEXTURE_2D,colorTexture);
  398. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  399. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  400. glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  401. glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  402. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  403. glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, colorTexture, 0);
  404. status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
  405. if(status == GL_FRAMEBUFFER_COMPLETE_EXT) {
  406. Logger::log("color fbo generation successful\n");
  407. } else {
  408. Logger::log("color fbo generation failed\n");
  409. }
  410. if(colorBuffer) {
  411. OpenGLTexture *colorBufferTexture = new OpenGLTexture(width, height);
  412. colorBufferTexture->setGLInfo(colorTexture, frameBufferID);
  413. *colorBuffer = ((Texture*)colorBufferTexture);
  414. }
  415. if(depthBuffer) {
  416. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBufferID);
  417. glGenTextures(1,&depthTexture);
  418. glBindTexture(GL_TEXTURE_2D,depthTexture);
  419. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  420. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  421. glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
  422. glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
  423. // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,GL_COMPARE_R_TO_TEXTURE);
  424. // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
  425. glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
  426. glTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT,width,height,0,GL_DEPTH_COMPONENT,GL_UNSIGNED_BYTE,0);
  427. glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depthTexture, 0);
  428. status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
  429. if(status == GL_FRAMEBUFFER_COMPLETE_EXT) {
  430. Logger::log("depth fbo generation successful\n");
  431. } else {
  432. Logger::log("depth fbo generation failed\n");
  433. }
  434. OpenGLTexture *depthBufferTexture = new OpenGLTexture(width, height);
  435. depthBufferTexture->setGLInfo(depthTexture, frameBufferID);
  436. *depthBuffer = ((Texture*)depthBufferTexture);
  437. }
  438. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  439. }
  440. Texture *OpenGLRenderer::createFramebufferTexture(unsigned int width, unsigned int height) {
  441. OpenGLTexture *newTexture = new OpenGLTexture(width, height);
  442. return newTexture;
  443. }
  444. Cubemap *OpenGLRenderer::createCubemap(Texture *t0, Texture *t1, Texture *t2, Texture *t3, Texture *t4, Texture *t5) {
  445. OpenGLCubemap *newCubemap = new OpenGLCubemap(t0,t1,t2,t3,t4,t5);
  446. return newCubemap;
  447. }
  448. Texture *OpenGLRenderer::createTexture(unsigned int width, unsigned int height, char *textureData, bool clamp, int type) {
  449. OpenGLTexture *newTexture = new OpenGLTexture(width, height, textureData, clamp, textureFilteringMode, type);
  450. return newTexture;
  451. }
  452. void OpenGLRenderer::clearScreen() {
  453. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  454. }
  455. void OpenGLRenderer::drawToColorBuffer(bool val) {
  456. if(val) {
  457. glDrawBuffer(GL_BACK);
  458. } else {
  459. glDrawBuffer(GL_NONE);
  460. }
  461. }
  462. void OpenGLRenderer::clearBuffer(bool colorBuffer, bool depthBuffer) {
  463. GLbitfield clearMask = 0;
  464. if(colorBuffer) {
  465. clearMask = clearMask | GL_COLOR_BUFFER_BIT;
  466. }
  467. if(depthBuffer) {
  468. clearMask = clearMask | GL_DEPTH_BUFFER_BIT;
  469. }
  470. glClear(clearMask);
  471. }
  472. void OpenGLRenderer::applyMaterial(Material *material, ShaderBinding *localOptions,unsigned int shaderIndex) {
  473. if(!material->getShader(shaderIndex) || !shadersEnabled) {
  474. setTexture(NULL);
  475. return;
  476. }
  477. FixedShaderBinding *fBinding;
  478. switch(material->getShader(shaderIndex)->getType()) {
  479. case Shader::FIXED_SHADER:
  480. // FixedShader *fShader = (FixedShader*)material->getShader();
  481. fBinding = (FixedShaderBinding*)material->getShaderBinding(shaderIndex);
  482. setTexture(fBinding->getDiffuseTexture());
  483. // setTexture(fShader->getDiffuseTexture());
  484. break;
  485. case Shader::MODULE_SHADER:
  486. currentMaterial = material;
  487. for(int m=0; m < shaderModules.size(); m++) {
  488. PolycodeShaderModule *shaderModule = shaderModules[m];
  489. if(shaderModule->hasShader(material->getShader(shaderIndex))) {
  490. shaderModule->applyShaderMaterial(this, material, localOptions, shaderIndex);
  491. currentShaderModule = shaderModule;
  492. }
  493. }
  494. break;
  495. }
  496. }
  497. void OpenGLRenderer::clearShader() {
  498. if(currentShaderModule) {
  499. currentShaderModule->clearShader();
  500. currentShaderModule = NULL;
  501. }
  502. currentMaterial = NULL;
  503. }
  504. void OpenGLRenderer::setTexture(Texture *texture) {
  505. if(texture == NULL) {
  506. glDisable(GL_TEXTURE_2D);
  507. return;
  508. }
  509. if(renderMode == RENDER_MODE_NORMAL) {
  510. glEnable (GL_TEXTURE_2D);
  511. if(currentTexture != texture) {
  512. OpenGLTexture *glTexture = (OpenGLTexture*)texture;
  513. glBindTexture (GL_TEXTURE_2D, glTexture->getTextureID());
  514. }
  515. } else {
  516. glDisable(GL_TEXTURE_2D);
  517. }
  518. currentTexture = texture;
  519. }
  520. void OpenGLRenderer::pushMatrix() {
  521. glPushMatrix();
  522. }
  523. void OpenGLRenderer::popMatrix() {
  524. glPopMatrix();
  525. }
  526. void OpenGLRenderer::pushRenderDataArray(RenderDataArray *array) {
  527. switch(array->arrayType) {
  528. case RenderDataArray::VERTEX_DATA_ARRAY:
  529. glEnableClientState(GL_VERTEX_ARRAY);
  530. glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0);
  531. glVertexPointer(array->size, GL_FLOAT, 0, array->arrayPtr);
  532. verticesToDraw = array->count;
  533. break;
  534. case RenderDataArray::COLOR_DATA_ARRAY:
  535. // glColorPointer(array->size, GL_FLOAT, 0, array->arrayPtr);
  536. // glEnableClientState(GL_COLOR_ARRAY);
  537. break;
  538. case RenderDataArray::TEXCOORD_DATA_ARRAY:
  539. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  540. glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0);
  541. glTexCoordPointer(array->size, GL_FLOAT, 0, array->arrayPtr);
  542. break;
  543. case RenderDataArray::NORMAL_DATA_ARRAY:
  544. glEnableClientState(GL_NORMAL_ARRAY);
  545. glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0);
  546. glNormalPointer(GL_FLOAT, 0, array->arrayPtr);
  547. break;
  548. }
  549. }
  550. RenderDataArray *OpenGLRenderer::createRenderDataArrayForMesh(Mesh *mesh, int arrayType) {
  551. RenderDataArray *newArray = createRenderDataArray(arrayType);
  552. newArray->count = 0;
  553. long bufferSize = 0;
  554. long newBufferSize = 0;
  555. GLfloat* buffer = NULL;
  556. switch (arrayType) {
  557. case RenderDataArray::VERTEX_DATA_ARRAY:
  558. {
  559. buffer = (GLfloat*)malloc(1);
  560. for(int i=0; i < mesh->getPolygonCount(); i++) {
  561. for(int j=0; j < mesh->getPolygon(i)->getVertexCount(); j++) {
  562. newArray->count++;
  563. newBufferSize = bufferSize + 3;
  564. buffer = (GLfloat*)realloc(buffer, newBufferSize * sizeof(GLfloat));
  565. buffer[bufferSize+0] = mesh->getPolygon(i)->getVertex(j)->x;
  566. buffer[bufferSize+1] = mesh->getPolygon(i)->getVertex(j)->y;
  567. buffer[bufferSize+2] = mesh->getPolygon(i)->getVertex(j)->z;
  568. bufferSize = newBufferSize;
  569. }
  570. }
  571. }
  572. break;
  573. case RenderDataArray::COLOR_DATA_ARRAY:
  574. {
  575. buffer = (GLfloat*)malloc(1);
  576. for(int i=0; i < mesh->getPolygonCount(); i++) {
  577. for(int j=0; j < mesh->getPolygon(i)->getVertexCount(); j++) {
  578. newBufferSize = bufferSize + 4;
  579. buffer = (GLfloat*)realloc(buffer, newBufferSize * sizeof(GLfloat));
  580. buffer[bufferSize+0] = mesh->getPolygon(i)->getVertex(j)->vertexColor.r;
  581. buffer[bufferSize+1] = mesh->getPolygon(i)->getVertex(j)->vertexColor.g;
  582. buffer[bufferSize+2] = mesh->getPolygon(i)->getVertex(j)->vertexColor.b;
  583. buffer[bufferSize+3] = mesh->getPolygon(i)->getVertex(j)->vertexColor.a;
  584. bufferSize = newBufferSize;
  585. }
  586. }
  587. }
  588. break;
  589. case RenderDataArray::NORMAL_DATA_ARRAY:
  590. {
  591. buffer = (GLfloat*)malloc(1);
  592. for(int i=0; i < mesh->getPolygonCount(); i++) {
  593. for(int j=0; j < mesh->getPolygon(i)->getVertexCount(); j++) {
  594. newBufferSize = bufferSize + 3;
  595. buffer = (GLfloat*)realloc(buffer, newBufferSize * sizeof(GLfloat));
  596. if(mesh->getPolygon(i)->useVertexNormals) {
  597. buffer[bufferSize+0] = mesh->getPolygon(i)->getVertex(j)->normal->x;
  598. buffer[bufferSize+1] = mesh->getPolygon(i)->getVertex(j)->normal->y;
  599. buffer[bufferSize+2] = mesh->getPolygon(i)->getVertex(j)->normal->z;
  600. } else {
  601. buffer[bufferSize+0] = mesh->getPolygon(i)->getFaceNormal().x;
  602. buffer[bufferSize+1] = mesh->getPolygon(i)->getFaceNormal().y;
  603. buffer[bufferSize+2] = mesh->getPolygon(i)->getFaceNormal().z;
  604. }
  605. bufferSize = newBufferSize;
  606. }
  607. }
  608. }
  609. break;
  610. case RenderDataArray::TEXCOORD_DATA_ARRAY:
  611. {
  612. buffer = (GLfloat*)malloc(1);
  613. for(int i=0; i < mesh->getPolygonCount(); i++) {
  614. for(int j=0; j < mesh->getPolygon(i)->getVertexCount(); j++) {
  615. newBufferSize = bufferSize + 2;
  616. buffer = (GLfloat*)realloc(buffer, newBufferSize * sizeof(GLfloat));
  617. if(mesh->getPolygon(i)->usesFaceUV()) {
  618. buffer[bufferSize+0] = mesh->getPolygon(i)->getTexCoord(j)->x;
  619. buffer[bufferSize+1] = mesh->getPolygon(i)->getTexCoord(j)->y;
  620. } else {
  621. buffer[bufferSize+0] = mesh->getPolygon(i)->getVertex(j)->getTexCoord()->x;
  622. buffer[bufferSize+1] = mesh->getPolygon(i)->getVertex(j)->getTexCoord()->y;
  623. }
  624. bufferSize = newBufferSize;
  625. }
  626. }
  627. }
  628. break;
  629. default:
  630. break;
  631. }
  632. if(buffer != NULL) {
  633. free(newArray->arrayPtr);
  634. newArray->arrayPtr = buffer;
  635. }
  636. return newArray;
  637. }
  638. RenderDataArray *OpenGLRenderer::createRenderDataArray(int arrayType) {
  639. RenderDataArray *newArray = new RenderDataArray();
  640. newArray->arrayType = arrayType;
  641. newArray->arrayPtr = malloc(1);
  642. newArray->stride = 0;
  643. newArray->count = 0;
  644. switch (arrayType) {
  645. case RenderDataArray::VERTEX_DATA_ARRAY:
  646. newArray->size = 3;
  647. break;
  648. case RenderDataArray::COLOR_DATA_ARRAY:
  649. newArray->size = 4;
  650. break;
  651. case RenderDataArray::NORMAL_DATA_ARRAY:
  652. newArray->size = 3;
  653. break;
  654. case RenderDataArray::TEXCOORD_DATA_ARRAY:
  655. newArray->size = 2;
  656. break;
  657. default:
  658. break;
  659. }
  660. return newArray;
  661. }
  662. void OpenGLRenderer::setRenderArrayData(RenderDataArray *array, float *arrayData) {
  663. }
  664. void OpenGLRenderer::drawArrays(int drawType) {
  665. GLenum mode = GL_TRIANGLES;
  666. switch(drawType) {
  667. case Mesh::TRI_MESH:
  668. switch(renderMode) {
  669. case RENDER_MODE_NORMAL:
  670. mode = GL_TRIANGLES;
  671. break;
  672. case RENDER_MODE_WIREFRAME:
  673. mode = GL_LINE_LOOP;
  674. break;
  675. }
  676. break;
  677. case Mesh::TRIFAN_MESH:
  678. switch(renderMode) {
  679. case RENDER_MODE_NORMAL:
  680. mode = GL_TRIANGLE_FAN;
  681. break;
  682. case RENDER_MODE_WIREFRAME:
  683. mode = GL_LINE_LOOP;
  684. break;
  685. }
  686. break;
  687. case Mesh::QUAD_MESH:
  688. switch(renderMode) {
  689. case RENDER_MODE_NORMAL:
  690. mode = GL_QUADS;
  691. break;
  692. case RENDER_MODE_WIREFRAME:
  693. mode = GL_LINE_LOOP;
  694. break;
  695. }
  696. break;
  697. case Mesh::LINE_MESH:
  698. mode = GL_LINES;
  699. break;
  700. }
  701. glDrawArrays( mode, 0, verticesToDraw);
  702. verticesToDraw = 0;
  703. glDisableClientState( GL_VERTEX_ARRAY);
  704. glDisableClientState( GL_TEXTURE_COORD_ARRAY );
  705. glDisableClientState( GL_NORMAL_ARRAY );
  706. // glDisableClientState( GL_COLOR_ARRAY );
  707. }
  708. /*
  709. void OpenGLRenderer::draw3DVertex2UV(Vertex *vertex, Vector2 *faceUV1, Vector2 *faceUV2) {
  710. if(vertex->useVertexColor)
  711. glColor4f(vertex->vertexColor.r, vertex->vertexColor.g, vertex->vertexColor.b, vertex->vertexColor.a);
  712. if(currentTexture || currentMaterial) {
  713. glMultiTexCoord2f(GL_TEXTURE0, faceUV1->x, faceUV1->y);
  714. glMultiTexCoord2f(GL_TEXTURE1, faceUV2->x, faceUV2->y);
  715. }
  716. // glNormal3f(vertex->normal->x, vertex->normal->y, vertex->normal->z);
  717. glVertex3f(vertex->x, vertex->y, vertex->z);
  718. }
  719. */
  720. void OpenGLRenderer::drawScreenQuad(float qx, float qy) {
  721. setOrthoMode();
  722. float xscale = qx/((float)getXRes()) * 2.0f;
  723. float yscale = qy/((float)getYRes()) * 2.0f;
  724. glBegin(GL_QUADS);
  725. glColor4f(1.0f,1.0f,1.0f,1.0f);
  726. glTexCoord2f(0.0f, 1.0f);
  727. glVertex2f(-1, -1+(1.0f*yscale));
  728. glTexCoord2f(0.0f, 0.0f);
  729. glVertex2f(-1.0f, -1.0f);
  730. glTexCoord2f(1.0f, 0.0f);
  731. glVertex2f(-1+(1.0f*xscale), -1.0f);
  732. glTexCoord2f(1.0f, 1.0f);
  733. glVertex2f(-1+(1.0f*xscale), -1+(1.0f*yscale));
  734. glEnd();
  735. setPerspectiveMode();
  736. }
  737. void OpenGLRenderer::translate2D(float x, float y) {
  738. glTranslatef(x, y, 0.0f);
  739. }
  740. void OpenGLRenderer::scale2D(Vector2 *scale) {
  741. glScalef(scale->x, scale->y, 1.0f);
  742. }
  743. void OpenGLRenderer::loadIdentity() {
  744. setBlendingMode(BLEND_MODE_NORMAL);
  745. glMatrixMode(GL_MODELVIEW);
  746. glLoadIdentity();
  747. }
  748. void OpenGLRenderer::rotate2D(float angle) {
  749. glRotatef(angle, 0.0f, 0.0f, 1.0f);
  750. }
  751. void OpenGLRenderer::setVertexColor(float r, float g, float b, float a) {
  752. glColor4f(r,g,b,a);
  753. }
  754. void OpenGLRenderer::EndRender() {
  755. /// glFlush();
  756. // glFinish();
  757. }
  758. OpenGLRenderer::~OpenGLRenderer() {
  759. }