PolyGLRenderer.cpp 29 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(Number 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, Number 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(Number x, Number 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 = ( Number ) x;
  161. wy = ( Number ) vp[3] - ( Number ) 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(Number x, Number 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::enableDepthWrite(bool val) {
  197. if(val)
  198. glDepthMask(GL_TRUE);
  199. else
  200. glDepthMask(GL_FALSE);
  201. }
  202. void OpenGLRenderer::enableDepthTest(bool val) {
  203. if(val)
  204. glEnable(GL_DEPTH_TEST);
  205. else
  206. glDisable(GL_DEPTH_TEST);
  207. }
  208. void OpenGLRenderer::setModelviewMatrix(Matrix4 m) {
  209. glLoadMatrixd(m.ml);
  210. }
  211. void OpenGLRenderer::multModelviewMatrix(Matrix4 m) {
  212. // glMatrixMode(GL_MODELVIEW);
  213. glMultMatrixd(m.ml);
  214. }
  215. void OpenGLRenderer::enableLighting(bool enable) {
  216. lightingEnabled = enable;
  217. }
  218. void OpenGLRenderer::setLineSize(Number lineSize) {
  219. glLineWidth(lineSize);
  220. }
  221. void OpenGLRenderer::createVertexBufferForMesh(Mesh *mesh) {
  222. OpenGLVertexBuffer *buffer = new OpenGLVertexBuffer(mesh);
  223. mesh->setVertexBuffer(buffer);
  224. }
  225. void OpenGLRenderer::drawVertexBuffer(VertexBuffer *buffer) {
  226. OpenGLVertexBuffer *glVertexBuffer = (OpenGLVertexBuffer*)buffer;
  227. glEnableClientState(GL_VERTEX_ARRAY);
  228. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  229. glEnableClientState(GL_NORMAL_ARRAY);
  230. // glEnableClientState(GL_COLOR_ARRAY);
  231. // glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getColorBufferID());
  232. // glTexCoordPointer( 4, GL_FLOAT, 0, (char *) NULL );
  233. glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getVertexBufferID());
  234. glVertexPointer( 3, GL_FLOAT, 0, (char *) NULL );
  235. glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getNormalBufferID());
  236. glNormalPointer(GL_FLOAT, 0, (char *) NULL );
  237. glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getTextCoordBufferID());
  238. glTexCoordPointer( 2, GL_FLOAT, 0, (char *) NULL );
  239. GLenum mode = GL_TRIANGLES;
  240. switch(buffer->meshType) {
  241. case Mesh::TRI_MESH:
  242. switch(renderMode) {
  243. case RENDER_MODE_NORMAL:
  244. mode = GL_TRIANGLES;
  245. break;
  246. case RENDER_MODE_WIREFRAME:
  247. mode = GL_LINE_LOOP;
  248. break;
  249. }
  250. break;
  251. case Mesh::TRIFAN_MESH:
  252. switch(renderMode) {
  253. case RENDER_MODE_NORMAL:
  254. mode = GL_TRIANGLE_FAN;
  255. break;
  256. case RENDER_MODE_WIREFRAME:
  257. mode = GL_LINE_LOOP;
  258. break;
  259. }
  260. break;
  261. case Mesh::QUAD_MESH:
  262. switch(renderMode) {
  263. case RENDER_MODE_NORMAL:
  264. mode = GL_QUADS;
  265. break;
  266. case RENDER_MODE_WIREFRAME:
  267. mode = GL_LINE_LOOP;
  268. break;
  269. }
  270. break;
  271. case Mesh::LINE_MESH:
  272. mode = GL_LINES;
  273. break;
  274. case Mesh::POINT_MESH:
  275. mode = GL_POINTS;
  276. break;
  277. }
  278. glDrawArrays( mode, 0, buffer->getVertexCount() );
  279. glDisableClientState( GL_VERTEX_ARRAY);
  280. glDisableClientState( GL_TEXTURE_COORD_ARRAY );
  281. glDisableClientState( GL_NORMAL_ARRAY );
  282. // glDisableClientState( GL_COLOR_ARRAY );
  283. }
  284. void OpenGLRenderer::enableFog(bool enable) {
  285. if(enable)
  286. glEnable(GL_FOG);
  287. else {
  288. glDisable(GL_FOG);
  289. glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a);
  290. }
  291. }
  292. void OpenGLRenderer::setBlendingMode(int blendingMode) {
  293. switch(blendingMode) {
  294. case BLEND_MODE_NORMAL:
  295. glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  296. break;
  297. case BLEND_MODE_LIGHTEN:
  298. glBlendFunc (GL_SRC_ALPHA, GL_ONE);
  299. break;
  300. case BLEND_MODE_COLOR:
  301. glBlendFunc (GL_SRC_ALPHA_SATURATE, GL_ONE);
  302. break;
  303. default:
  304. glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  305. break;
  306. }
  307. glEnable(GL_BLEND);
  308. }
  309. Matrix4 OpenGLRenderer::getProjectionMatrix() {
  310. Number m[16];
  311. glGetDoublev( GL_PROJECTION_MATRIX, m);
  312. return Matrix4(m);
  313. }
  314. Matrix4 OpenGLRenderer::getModelviewMatrix() {
  315. Number m[16];
  316. glGetDoublev( GL_MODELVIEW_MATRIX, m);
  317. return Matrix4(m);
  318. }
  319. void OpenGLRenderer::renderZBufferToTexture(Texture *targetTexture) {
  320. // OpenGLTexture *glTexture = (OpenGLTexture*)targetTexture;
  321. // glBindTexture (GL_TEXTURE_2D, glTexture->getTextureID());
  322. // glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, 0, targetTexture->getWidth(), targetTexture->getHeight(), 0);
  323. }
  324. void OpenGLRenderer::renderToTexture(Texture *targetTexture) {
  325. OpenGLTexture *glTexture = (OpenGLTexture*)targetTexture;
  326. glBindTexture (GL_TEXTURE_2D, glTexture->getTextureID());
  327. glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, targetTexture->getWidth(), targetTexture->getHeight(), 0);
  328. }
  329. void OpenGLRenderer::setFogProperties(int fogMode, Color color, Number density, Number startDepth, Number endDepth) {
  330. switch(fogMode) {
  331. case FOG_LINEAR:
  332. glFogi(GL_FOG_MODE, GL_LINEAR);
  333. break;
  334. case FOG_EXP:
  335. glFogi(GL_FOG_MODE, GL_EXP);
  336. break;
  337. case FOG_EXP2:
  338. glFogi(GL_FOG_MODE, GL_EXP2);
  339. break;
  340. default:
  341. glFogi(GL_FOG_MODE, GL_LINEAR);
  342. break;
  343. }
  344. GLfloat fogColor[4]= {color.r, color.g, color.b, color.a};
  345. glFogfv(GL_FOG_COLOR, fogColor);
  346. glFogf(GL_FOG_DENSITY, density);
  347. glHint(GL_FOG_HINT, GL_DONT_CARE);
  348. glFogf(GL_FOG_START, startDepth);
  349. glFogf(GL_FOG_END, endDepth);
  350. glClearColor(color.r, color.g, color.b, color.a);
  351. }
  352. void OpenGLRenderer::_setOrthoMode() {
  353. if(!orthoMode) {
  354. glMatrixMode(GL_PROJECTION);
  355. glPushMatrix();
  356. glLoadIdentity();
  357. glOrtho(-1,1,-1,1,nearPlane,farPlane);
  358. orthoMode = true;
  359. }
  360. glMatrixMode(GL_MODELVIEW);
  361. glLoadIdentity();
  362. }
  363. void OpenGLRenderer::setOrthoMode(Number xSize, Number ySize) {
  364. if(xSize == 0)
  365. xSize = xRes;
  366. if(ySize == 0)
  367. ySize = yRes;
  368. setBlendingMode(BLEND_MODE_NORMAL);
  369. if(!orthoMode) {
  370. glDisable(GL_LIGHTING);
  371. glMatrixMode(GL_PROJECTION);
  372. glDisable(GL_CULL_FACE);
  373. glPushMatrix();
  374. glLoadIdentity();
  375. glOrtho(0.0f,xSize,ySize,0,-1.0f,1.0f);
  376. orthoMode = true;
  377. }
  378. glMatrixMode(GL_MODELVIEW);
  379. glLoadIdentity();
  380. }
  381. void OpenGLRenderer::enableBackfaceCulling(bool val) {
  382. if(val)
  383. glEnable(GL_CULL_FACE);
  384. else
  385. glDisable(GL_CULL_FACE);
  386. }
  387. void OpenGLRenderer::setPerspectiveMode() {
  388. setBlendingMode(BLEND_MODE_NORMAL);
  389. if(orthoMode) {
  390. if(lightingEnabled) {
  391. }
  392. glEnable (GL_DEPTH_TEST);
  393. glEnable(GL_CULL_FACE);
  394. glMatrixMode( GL_PROJECTION );
  395. glPopMatrix();
  396. glMatrixMode( GL_MODELVIEW );
  397. orthoMode = false;
  398. }
  399. glLoadIdentity();
  400. glGetDoublev( GL_PROJECTION_MATRIX, sceneProjectionMatrix);
  401. currentTexture = NULL;
  402. }
  403. void OpenGLRenderer::BeginRender() {
  404. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  405. glLoadIdentity();
  406. currentTexture = NULL;
  407. }
  408. void OpenGLRenderer::setClearColor(Number r, Number g, Number b) {
  409. clearColor.setColor(r,g,b,1.0f);
  410. glClearColor(r,g,b,0.0f);
  411. }
  412. void OpenGLRenderer::translate3D(Vector3 *position) {
  413. glTranslatef(position->x, position->y, position->z);
  414. }
  415. void OpenGLRenderer::translate3D(Number x, Number y, Number z) {
  416. glTranslatef(x, y, z);
  417. }
  418. void OpenGLRenderer::scale3D(Vector3 *scale) {
  419. glScalef(scale->x, scale->y, scale->z);
  420. }
  421. void OpenGLRenderer::bindFrameBufferTexture(Texture *texture) {
  422. if(currentFrameBufferTexture) {
  423. previousFrameBufferTexture = currentFrameBufferTexture;
  424. }
  425. OpenGLTexture *glTexture = (OpenGLTexture*)texture;
  426. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, glTexture->getFrameBufferID());
  427. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  428. currentFrameBufferTexture = texture;
  429. }
  430. void OpenGLRenderer::unbindFramebuffers() {
  431. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  432. currentFrameBufferTexture = NULL;
  433. if(previousFrameBufferTexture) {
  434. bindFrameBufferTexture(previousFrameBufferTexture);
  435. previousFrameBufferTexture = NULL;
  436. }
  437. }
  438. void OpenGLRenderer::createRenderTextures(Texture **colorBuffer, Texture **depthBuffer, int width, int height) {
  439. Logger::log("generating fbo textures %d %d\n", colorBuffer, depthBuffer);
  440. GLuint depthTexture,colorTexture;
  441. GLenum status;
  442. GLuint frameBufferID;
  443. glGenFramebuffersEXT(1, &frameBufferID);
  444. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBufferID);
  445. glGenTextures(1,&colorTexture);
  446. glBindTexture(GL_TEXTURE_2D,colorTexture);
  447. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  448. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  449. glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  450. glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  451. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  452. glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, colorTexture, 0);
  453. status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
  454. if(status == GL_FRAMEBUFFER_COMPLETE_EXT) {
  455. Logger::log("color fbo generation successful\n");
  456. } else {
  457. Logger::log("color fbo generation failed\n");
  458. }
  459. if(colorBuffer) {
  460. OpenGLTexture *colorBufferTexture = new OpenGLTexture(width, height);
  461. colorBufferTexture->setGLInfo(colorTexture, frameBufferID);
  462. *colorBuffer = ((Texture*)colorBufferTexture);
  463. }
  464. if(depthBuffer) {
  465. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBufferID);
  466. glGenTextures(1,&depthTexture);
  467. glBindTexture(GL_TEXTURE_2D,depthTexture);
  468. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  469. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  470. glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
  471. glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
  472. // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,GL_COMPARE_R_TO_TEXTURE);
  473. // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
  474. glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
  475. glTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT,width,height,0,GL_DEPTH_COMPONENT,GL_UNSIGNED_BYTE,0);
  476. glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depthTexture, 0);
  477. status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
  478. if(status == GL_FRAMEBUFFER_COMPLETE_EXT) {
  479. Logger::log("depth fbo generation successful\n");
  480. } else {
  481. Logger::log("depth fbo generation failed\n");
  482. }
  483. OpenGLTexture *depthBufferTexture = new OpenGLTexture(width, height);
  484. depthBufferTexture->setGLInfo(depthTexture, frameBufferID);
  485. *depthBuffer = ((Texture*)depthBufferTexture);
  486. }
  487. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
  488. }
  489. Texture *OpenGLRenderer::createFramebufferTexture(unsigned int width, unsigned int height) {
  490. OpenGLTexture *newTexture = new OpenGLTexture(width, height);
  491. return newTexture;
  492. }
  493. Cubemap *OpenGLRenderer::createCubemap(Texture *t0, Texture *t1, Texture *t2, Texture *t3, Texture *t4, Texture *t5) {
  494. OpenGLCubemap *newCubemap = new OpenGLCubemap(t0,t1,t2,t3,t4,t5);
  495. return newCubemap;
  496. }
  497. Texture *OpenGLRenderer::createTexture(unsigned int width, unsigned int height, char *textureData, bool clamp, int type) {
  498. OpenGLTexture *newTexture = new OpenGLTexture(width, height, textureData, clamp, textureFilteringMode, type);
  499. return newTexture;
  500. }
  501. void OpenGLRenderer::clearScreen() {
  502. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  503. }
  504. void OpenGLRenderer::drawToColorBuffer(bool val) {
  505. if(val) {
  506. glDrawBuffer(GL_BACK);
  507. } else {
  508. glDrawBuffer(GL_NONE);
  509. }
  510. }
  511. void OpenGLRenderer::clearBuffer(bool colorBuffer, bool depthBuffer) {
  512. GLbitfield clearMask = 0;
  513. if(colorBuffer) {
  514. clearMask = clearMask | GL_COLOR_BUFFER_BIT;
  515. }
  516. if(depthBuffer) {
  517. clearMask = clearMask | GL_DEPTH_BUFFER_BIT;
  518. }
  519. glClear(clearMask);
  520. }
  521. void OpenGLRenderer::applyMaterial(Material *material, ShaderBinding *localOptions,unsigned int shaderIndex) {
  522. if(!material->getShader(shaderIndex) || !shadersEnabled) {
  523. setTexture(NULL);
  524. return;
  525. }
  526. FixedShaderBinding *fBinding;
  527. switch(material->getShader(shaderIndex)->getType()) {
  528. case Shader::FIXED_SHADER:
  529. // FixedShader *fShader = (FixedShader*)material->getShader();
  530. fBinding = (FixedShaderBinding*)material->getShaderBinding(shaderIndex);
  531. setTexture(fBinding->getDiffuseTexture());
  532. // setTexture(fShader->getDiffuseTexture());
  533. break;
  534. case Shader::MODULE_SHADER:
  535. currentMaterial = material;
  536. for(int m=0; m < shaderModules.size(); m++) {
  537. PolycodeShaderModule *shaderModule = shaderModules[m];
  538. if(shaderModule->hasShader(material->getShader(shaderIndex))) {
  539. shaderModule->applyShaderMaterial(this, material, localOptions, shaderIndex);
  540. currentShaderModule = shaderModule;
  541. }
  542. }
  543. break;
  544. }
  545. }
  546. void OpenGLRenderer::clearShader() {
  547. if(currentShaderModule) {
  548. currentShaderModule->clearShader();
  549. currentShaderModule = NULL;
  550. }
  551. currentMaterial = NULL;
  552. }
  553. void OpenGLRenderer::setTexture(Texture *texture) {
  554. if(texture == NULL) {
  555. glDisable(GL_TEXTURE_2D);
  556. return;
  557. }
  558. if(renderMode == RENDER_MODE_NORMAL) {
  559. glEnable (GL_TEXTURE_2D);
  560. if(currentTexture != texture) {
  561. OpenGLTexture *glTexture = (OpenGLTexture*)texture;
  562. glBindTexture (GL_TEXTURE_2D, glTexture->getTextureID());
  563. }
  564. } else {
  565. glDisable(GL_TEXTURE_2D);
  566. }
  567. currentTexture = texture;
  568. }
  569. void OpenGLRenderer::pushMatrix() {
  570. glPushMatrix();
  571. }
  572. void OpenGLRenderer::popMatrix() {
  573. glPopMatrix();
  574. }
  575. void OpenGLRenderer::pushRenderDataArray(RenderDataArray *array) {
  576. switch(array->arrayType) {
  577. case RenderDataArray::VERTEX_DATA_ARRAY:
  578. glEnableClientState(GL_VERTEX_ARRAY);
  579. glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0);
  580. glVertexPointer(array->size, GL_FLOAT, 0, array->arrayPtr);
  581. verticesToDraw = array->count;
  582. break;
  583. case RenderDataArray::COLOR_DATA_ARRAY:
  584. glColorPointer(array->size, GL_FLOAT, 0, array->arrayPtr);
  585. glEnableClientState(GL_COLOR_ARRAY);
  586. break;
  587. case RenderDataArray::TEXCOORD_DATA_ARRAY:
  588. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  589. glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0);
  590. glTexCoordPointer(array->size, GL_FLOAT, 0, array->arrayPtr);
  591. break;
  592. case RenderDataArray::NORMAL_DATA_ARRAY:
  593. glEnableClientState(GL_NORMAL_ARRAY);
  594. glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0);
  595. glNormalPointer(GL_FLOAT, 0, array->arrayPtr);
  596. break;
  597. }
  598. }
  599. RenderDataArray *OpenGLRenderer::createRenderDataArrayForMesh(Mesh *mesh, int arrayType) {
  600. RenderDataArray *newArray = createRenderDataArray(arrayType);
  601. newArray->count = 0;
  602. long bufferSize = 0;
  603. long newBufferSize = 0;
  604. GLfloat* buffer = NULL;
  605. switch (arrayType) {
  606. case RenderDataArray::VERTEX_DATA_ARRAY:
  607. {
  608. buffer = (GLfloat*)malloc(1);
  609. for(int i=0; i < mesh->getPolygonCount(); i++) {
  610. for(int j=0; j < mesh->getPolygon(i)->getVertexCount(); j++) {
  611. newArray->count++;
  612. newBufferSize = bufferSize + 3;
  613. buffer = (GLfloat*)realloc(buffer, newBufferSize * sizeof(GLfloat));
  614. buffer[bufferSize+0] = mesh->getPolygon(i)->getVertex(j)->x;
  615. buffer[bufferSize+1] = mesh->getPolygon(i)->getVertex(j)->y;
  616. buffer[bufferSize+2] = mesh->getPolygon(i)->getVertex(j)->z;
  617. bufferSize = newBufferSize;
  618. }
  619. }
  620. }
  621. break;
  622. case RenderDataArray::COLOR_DATA_ARRAY:
  623. {
  624. buffer = (GLfloat*)malloc(1);
  625. for(int i=0; i < mesh->getPolygonCount(); i++) {
  626. for(int j=0; j < mesh->getPolygon(i)->getVertexCount(); j++) {
  627. newBufferSize = bufferSize + 4;
  628. buffer = (GLfloat*)realloc(buffer, newBufferSize * sizeof(GLfloat));
  629. buffer[bufferSize+0] = mesh->getPolygon(i)->getVertex(j)->vertexColor.r;
  630. buffer[bufferSize+1] = mesh->getPolygon(i)->getVertex(j)->vertexColor.g;
  631. buffer[bufferSize+2] = mesh->getPolygon(i)->getVertex(j)->vertexColor.b;
  632. buffer[bufferSize+3] = mesh->getPolygon(i)->getVertex(j)->vertexColor.a;
  633. bufferSize = newBufferSize;
  634. }
  635. }
  636. }
  637. break;
  638. case RenderDataArray::NORMAL_DATA_ARRAY:
  639. {
  640. buffer = (GLfloat*)malloc(1);
  641. for(int i=0; i < mesh->getPolygonCount(); i++) {
  642. for(int j=0; j < mesh->getPolygon(i)->getVertexCount(); j++) {
  643. newBufferSize = bufferSize + 3;
  644. buffer = (GLfloat*)realloc(buffer, newBufferSize * sizeof(GLfloat));
  645. if(mesh->getPolygon(i)->useVertexNormals) {
  646. buffer[bufferSize+0] = mesh->getPolygon(i)->getVertex(j)->normal->x;
  647. buffer[bufferSize+1] = mesh->getPolygon(i)->getVertex(j)->normal->y;
  648. buffer[bufferSize+2] = mesh->getPolygon(i)->getVertex(j)->normal->z;
  649. } else {
  650. buffer[bufferSize+0] = mesh->getPolygon(i)->getFaceNormal().x;
  651. buffer[bufferSize+1] = mesh->getPolygon(i)->getFaceNormal().y;
  652. buffer[bufferSize+2] = mesh->getPolygon(i)->getFaceNormal().z;
  653. }
  654. bufferSize = newBufferSize;
  655. }
  656. }
  657. }
  658. break;
  659. case RenderDataArray::TEXCOORD_DATA_ARRAY:
  660. {
  661. buffer = (GLfloat*)malloc(1);
  662. for(int i=0; i < mesh->getPolygonCount(); i++) {
  663. for(int j=0; j < mesh->getPolygon(i)->getVertexCount(); j++) {
  664. newBufferSize = bufferSize + 2;
  665. buffer = (GLfloat*)realloc(buffer, newBufferSize * sizeof(GLfloat));
  666. if(mesh->getPolygon(i)->usesFaceUV()) {
  667. buffer[bufferSize+0] = mesh->getPolygon(i)->getTexCoord(j)->x;
  668. buffer[bufferSize+1] = mesh->getPolygon(i)->getTexCoord(j)->y;
  669. } else {
  670. buffer[bufferSize+0] = mesh->getPolygon(i)->getVertex(j)->getTexCoord()->x;
  671. buffer[bufferSize+1] = mesh->getPolygon(i)->getVertex(j)->getTexCoord()->y;
  672. }
  673. bufferSize = newBufferSize;
  674. }
  675. }
  676. }
  677. break;
  678. default:
  679. break;
  680. }
  681. if(buffer != NULL) {
  682. free(newArray->arrayPtr);
  683. newArray->arrayPtr = buffer;
  684. }
  685. return newArray;
  686. }
  687. RenderDataArray *OpenGLRenderer::createRenderDataArray(int arrayType) {
  688. RenderDataArray *newArray = new RenderDataArray();
  689. newArray->arrayType = arrayType;
  690. newArray->arrayPtr = malloc(1);
  691. newArray->stride = 0;
  692. newArray->count = 0;
  693. switch (arrayType) {
  694. case RenderDataArray::VERTEX_DATA_ARRAY:
  695. newArray->size = 3;
  696. break;
  697. case RenderDataArray::COLOR_DATA_ARRAY:
  698. newArray->size = 4;
  699. break;
  700. case RenderDataArray::NORMAL_DATA_ARRAY:
  701. newArray->size = 3;
  702. break;
  703. case RenderDataArray::TEXCOORD_DATA_ARRAY:
  704. newArray->size = 2;
  705. break;
  706. default:
  707. break;
  708. }
  709. return newArray;
  710. }
  711. void OpenGLRenderer::setRenderArrayData(RenderDataArray *array, Number *arrayData) {
  712. }
  713. void OpenGLRenderer::drawArrays(int drawType) {
  714. GLenum mode = GL_TRIANGLES;
  715. switch(drawType) {
  716. case Mesh::TRI_MESH:
  717. switch(renderMode) {
  718. case RENDER_MODE_NORMAL:
  719. mode = GL_TRIANGLES;
  720. break;
  721. case RENDER_MODE_WIREFRAME:
  722. mode = GL_LINE_LOOP;
  723. break;
  724. }
  725. break;
  726. case Mesh::TRIFAN_MESH:
  727. switch(renderMode) {
  728. case RENDER_MODE_NORMAL:
  729. mode = GL_TRIANGLE_FAN;
  730. break;
  731. case RENDER_MODE_WIREFRAME:
  732. mode = GL_LINE_LOOP;
  733. break;
  734. }
  735. break;
  736. case Mesh::QUAD_MESH:
  737. switch(renderMode) {
  738. case RENDER_MODE_NORMAL:
  739. mode = GL_QUADS;
  740. break;
  741. case RENDER_MODE_WIREFRAME:
  742. mode = GL_LINE_LOOP;
  743. break;
  744. }
  745. break;
  746. case Mesh::LINE_MESH:
  747. mode = GL_LINES;
  748. break;
  749. case Mesh::POINT_MESH:
  750. mode = GL_POINTS;
  751. break;
  752. }
  753. glDrawArrays( mode, 0, verticesToDraw);
  754. verticesToDraw = 0;
  755. glDisableClientState( GL_VERTEX_ARRAY);
  756. glDisableClientState( GL_TEXTURE_COORD_ARRAY );
  757. glDisableClientState( GL_NORMAL_ARRAY );
  758. glDisableClientState( GL_COLOR_ARRAY );
  759. }
  760. /*
  761. void OpenGLRenderer::draw3DVertex2UV(Vertex *vertex, Vector2 *faceUV1, Vector2 *faceUV2) {
  762. if(vertex->useVertexColor)
  763. glColor4f(vertex->vertexColor.r, vertex->vertexColor.g, vertex->vertexColor.b, vertex->vertexColor.a);
  764. if(currentTexture || currentMaterial) {
  765. glMultiTexCoord2f(GL_TEXTURE0, faceUV1->x, faceUV1->y);
  766. glMultiTexCoord2f(GL_TEXTURE1, faceUV2->x, faceUV2->y);
  767. }
  768. // glNormal3f(vertex->normal->x, vertex->normal->y, vertex->normal->z);
  769. glVertex3f(vertex->x, vertex->y, vertex->z);
  770. }
  771. */
  772. void OpenGLRenderer::drawScreenQuad(Number qx, Number qy) {
  773. setOrthoMode();
  774. Number xscale = qx/((Number)getXRes()) * 2.0f;
  775. Number yscale = qy/((Number)getYRes()) * 2.0f;
  776. glBegin(GL_QUADS);
  777. glColor4f(1.0f,1.0f,1.0f,1.0f);
  778. glTexCoord2f(0.0f, 1.0f);
  779. glVertex2f(-1, -1+(1.0f*yscale));
  780. glTexCoord2f(0.0f, 0.0f);
  781. glVertex2f(-1.0f, -1.0f);
  782. glTexCoord2f(1.0f, 0.0f);
  783. glVertex2f(-1+(1.0f*xscale), -1.0f);
  784. glTexCoord2f(1.0f, 1.0f);
  785. glVertex2f(-1+(1.0f*xscale), -1+(1.0f*yscale));
  786. glEnd();
  787. setPerspectiveMode();
  788. }
  789. void OpenGLRenderer::translate2D(Number x, Number y) {
  790. glTranslatef(x, y, 0.0f);
  791. }
  792. void OpenGLRenderer::scale2D(Vector2 *scale) {
  793. glScalef(scale->x, scale->y, 1.0f);
  794. }
  795. void OpenGLRenderer::loadIdentity() {
  796. glMatrixMode(GL_MODELVIEW);
  797. glLoadIdentity();
  798. }
  799. void OpenGLRenderer::rotate2D(Number angle) {
  800. glRotatef(angle, 0.0f, 0.0f, 1.0f);
  801. }
  802. void OpenGLRenderer::setVertexColor(Number r, Number g, Number b, Number a) {
  803. glColor4f(r,g,b,a);
  804. }
  805. void OpenGLRenderer::EndRender() {
  806. /// glFlush();
  807. // glFinish();
  808. }
  809. OpenGLRenderer::~OpenGLRenderer() {
  810. }