openclonk/src/graphics/C4DrawGL.cpp

999 lines
29 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2002, 2005-2006, 2010 Sven Eberhardt
* Copyright (c) 2005-2012 Günther Brammer
* Copyright (c) 2007 Julian Raschke
* Copyright (c) 2008 Matthes Bender
* Copyright (c) 2009 Carl-Philip Hänsch
* Copyright (c) 2009-2012 Armin Burgmeier
* Copyright (c) 2009-2010 Nicolas Hake
* Copyright (c) 2010 Benjamin Herr
* Copyright (c) 2012 Julius Michaelis
* Copyright (c) 2012 Bernhard Bonigl
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de
*
* Portions might be copyrighted by other authors who have contributed
* to OpenClonk.
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
* See isc_license.txt for full license and disclaimer.
*
* "Clonk" is a registered trademark of Matthes Bender.
* See clonk_trademark_license.txt for full license.
*/
/* OpenGL implementation of NewGfx */
#include "C4Include.h"
#include <C4DrawGL.h>
#include <C4Surface.h>
#include <C4Window.h>
#include "C4Rect.h"
#include "C4Config.h"
#include "C4Application.h"
#ifdef USE_GL
// MSVC doesn't define M_PI in math.h unless requested
#ifdef _MSC_VER
#define _USE_MATH_DEFINES
#endif /* _MSC_VER */
#include <stdio.h>
#include <math.h>
#include <limits.h>
static void glColorDw(DWORD dwClr)
{
glColor4ub(GLubyte(dwClr>>16), GLubyte(dwClr>>8), GLubyte(dwClr), GLubyte(dwClr>>24));
}
// GLubyte (&r)[4] is a reference to an array of four bytes named r.
static void DwTo4UB(DWORD dwClr, GLubyte (&r)[4])
{
//unsigned char r[4];
r[0] = GLubyte(dwClr>>16);
r[1] = GLubyte(dwClr>>8);
r[2] = GLubyte(dwClr);
r[3] = GLubyte(dwClr>>24);
}
CStdGL::CStdGL():
pMainCtx(0)
{
Default();
byByteCnt=4;
// global ptr
pGL = this;
shaders[0] = 0;
vbo = 0;
lines_tex = 0;
}
CStdGL::~CStdGL()
{
Clear();
pGL=NULL;
}
void CStdGL::Clear()
{
NoPrimaryClipper();
//if (pTexMgr) pTexMgr->IntUnlock(); // cannot do this here or we can't preserve textures across GL reinitialization as required when changing multisampling
InvalidateDeviceObjects();
NoPrimaryClipper();
RenderTarget = NULL;
// clear context
if (pCurrCtx) pCurrCtx->Deselect();
pMainCtx=0;
C4Draw::Clear();
}
void CStdGL::FillBG(DWORD dwClr)
{
if (!pCurrCtx) return;
glClearColor((float)GetRedValue(dwClr)/255.0f, (float)GetGreenValue(dwClr)/255.0f, (float)GetBlueValue(dwClr)/255.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
bool CStdGL::UpdateClipper()
{
// no render target? do nothing
if (!RenderTarget || !Active) return true;
// negative/zero?
int iWdt=Min(iClipX2, RenderTarget->Wdt-1)-iClipX1+1;
int iHgt=Min(iClipY2, RenderTarget->Hgt-1)-iClipY1+1;
int iX=iClipX1; if (iX<0) { iWdt+=iX; iX=0; }
int iY=iClipY1; if (iY<0) { iHgt+=iY; iY=0; }
if (iWdt<=0 || iHgt<=0)
{
ClipAll=true;
return true;
}
ClipAll=false;
// set it
glViewport(iX, RenderTarget->Hgt-iY-iHgt, iWdt, iHgt);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Set clipping plane to -1000 and 1000 so that large meshes are not
// clipped away.
//glOrtho((GLdouble) iX, (GLdouble) (iX+iWdt), (GLdouble) (iY+iHgt), (GLdouble) iY, -1000.0f, 1000.0f);
gluOrtho2D((GLdouble) iX, (GLdouble) (iX+iWdt), (GLdouble) (iY+iHgt), (GLdouble) iY);
//gluOrtho2D((GLdouble) 0, (GLdouble) xRes, (GLdouble) yRes, (GLdouble) yRes-iHgt);
return true;
}
bool CStdGL::PrepareRendering(C4Surface * sfcToSurface)
{
// call from gfx thread only!
if (!pApp || !pApp->AssertMainThread()) return false;
// not ready?
if (!Active)
//if (!RestoreDeviceObjects())
return false;
// target?
if (!sfcToSurface) return false;
// target locked?
if (sfcToSurface->Locked) return false;
// target is already set as render target?
if (sfcToSurface != RenderTarget)
{
// target is a render-target?
if (!sfcToSurface->IsRenderTarget()) return false;
// context
if (sfcToSurface->pCtx && sfcToSurface->pCtx != pCurrCtx)
if (!sfcToSurface->pCtx->Select()) return false;
// set target
RenderTarget=sfcToSurface;
// new target has different size; needs other clipping rect
UpdateClipper();
}
// done
return true;
}
void CStdGL::SetupTextureEnv(bool fMod2, bool landscape)
{
if (shaders[0])
{
GLuint s = landscape ? 2 : (fMod2 ? 1 : 0);
if (Saturation < 255)
{
s += 3;
}
if (fUseClrModMap)
{
s += 6;
}
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shaders[s]);
if (Saturation < 255)
{
GLfloat bla[4] = { Saturation / 255.0f, Saturation / 255.0f, Saturation / 255.0f, 1.0f };
glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 0, bla);
}
}
// texture environment
else
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, fMod2 ? GL_ADD_SIGNED : GL_MODULATE);
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, fMod2 ? 2.0f : 1.0f);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
}
// set modes
glShadeModel((fUseClrModMap && !shaders[0]) ? GL_SMOOTH : GL_FLAT);
}
void CStdGL::PerformBlt(C4BltData &rBltData, C4TexRef *pTex, DWORD dwModClr, bool fMod2, bool fExact)
{
// global modulation map
int i;
bool fAnyModNotBlack = (dwModClr != 0xff000000);
if (!shaders[0] && fUseClrModMap && dwModClr != 0xff000000)
{
fAnyModNotBlack = false;
for (i=0; i<rBltData.byNumVertices; ++i)
{
float x = rBltData.vtVtx[i].ftx;
float y = rBltData.vtVtx[i].fty;
if (rBltData.pTransform)
{
rBltData.pTransform->TransformPoint(x,y);
}
DWORD c = pClrModMap->GetModAt(int(x), int(y));
ModulateClr(c, dwModClr);
if (c != 0xff000000) fAnyModNotBlack = true;
DwTo4UB(c, rBltData.vtVtx[i].color);
}
}
else
{
for (i=0; i<rBltData.byNumVertices; ++i)
DwTo4UB(dwModClr, rBltData.vtVtx[i].color);
}
// reset MOD2 for completely black modulations
fMod2 = fMod2 && fAnyModNotBlack;
SetupTextureEnv(fMod2, false);
glBindTexture(GL_TEXTURE_2D, pTex->texName);
if (!fExact)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
glMatrixMode(GL_TEXTURE);
/*float matrix[16];
matrix[0]=rBltData.TexPos.mat[0]; matrix[1]=rBltData.TexPos.mat[3]; matrix[2]=0; matrix[3]=rBltData.TexPos.mat[6];
matrix[4]=rBltData.TexPos.mat[1]; matrix[5]=rBltData.TexPos.mat[4]; matrix[6]=0; matrix[7]=rBltData.TexPos.mat[7];
matrix[8]=0; matrix[9]=0; matrix[10]=1; matrix[11]=0;
matrix[12]=rBltData.TexPos.mat[2]; matrix[13]=rBltData.TexPos.mat[5]; matrix[14]=0; matrix[15]=rBltData.TexPos.mat[8];
glLoadMatrixf(matrix);*/
glLoadIdentity();
if (shaders[0] && fUseClrModMap)
{
glActiveTexture(GL_TEXTURE3);
glLoadIdentity();
C4Surface * pSurface = pClrModMap->GetSurface();
glScalef(1.0f/(pClrModMap->GetResolutionX()*(*pSurface->ppTex)->iSizeX), 1.0f/(pClrModMap->GetResolutionY()*(*pSurface->ppTex)->iSizeY), 1.0f);
glTranslatef(float(-pClrModMap->OffX), float(-pClrModMap->OffY), 0.0f);
}
if (rBltData.pTransform)
{
const float * mat = rBltData.pTransform->mat;
float matrix[16];
matrix[0]=mat[0]; matrix[1]=mat[3]; matrix[2]=0; matrix[3]=mat[6];
matrix[4]=mat[1]; matrix[5]=mat[4]; matrix[6]=0; matrix[7]=mat[7];
matrix[8]=0; matrix[9]=0; matrix[10]=1; matrix[11]=0;
matrix[12]=mat[2]; matrix[13]=mat[5]; matrix[14]=0; matrix[15]=mat[8];
if (shaders[0] && fUseClrModMap)
{
glMultMatrixf(matrix);
}
glActiveTexture(GL_TEXTURE0);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(matrix);
}
else
{
glActiveTexture(GL_TEXTURE0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
// draw polygon
for (i=0; i<rBltData.byNumVertices; ++i)
{
//rBltData.vtVtx[i].tx = rBltData.vtVtx[i].ftx;
//rBltData.vtVtx[i].ty = rBltData.vtVtx[i].fty;
//if (rBltData.pTransform) rBltData.pTransform->TransformPoint(rBltData.vtVtx[i].ftx, rBltData.vtVtx[i].fty);
rBltData.vtVtx[i].ftz = 0;
}
if (vbo)
{
glBufferDataARB(GL_ARRAY_BUFFER_ARB, rBltData.byNumVertices*sizeof(C4BltVertex), rBltData.vtVtx, GL_STREAM_DRAW_ARB);
glInterleavedArrays(GL_T2F_C4UB_V3F, sizeof(C4BltVertex), 0);
}
else
{
glInterleavedArrays(GL_T2F_C4UB_V3F, sizeof(C4BltVertex), rBltData.vtVtx);
}
if (shaders[0] && fUseClrModMap)
{
glClientActiveTexture(GL_TEXTURE3);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(C4BltVertex), &rBltData.vtVtx[0].ftx);
glClientActiveTexture(GL_TEXTURE0);
}
glDrawArrays(GL_POLYGON, 0, rBltData.byNumVertices);
if(shaders[0] && fUseClrModMap)
{
glClientActiveTexture(GL_TEXTURE3);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
}
glLoadIdentity();
if (!fExact)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
}
void CStdGL::BlitLandscape(C4Surface * sfcSource, float fx, float fy,
C4Surface * sfcTarget, float tx, float ty, float wdt, float hgt, const C4Surface * mattextures[])
{
//Blit(sfcSource, fx, fy, wdt, hgt, sfcTarget, tx, ty, wdt, hgt);return;
// safety
if (!sfcSource || !sfcTarget || !wdt || !hgt) return;
assert(sfcTarget->IsRenderTarget());
assert(!(dwBlitMode & C4GFXBLIT_MOD2));
// Apply Zoom
float twdt = wdt;
float thgt = hgt;
tx = (tx - ZoomX) * Zoom + ZoomX;
ty = (ty - ZoomY) * Zoom + ZoomY;
twdt *= Zoom;
thgt *= Zoom;
// bound
if (ClipAll) return;
// manual clipping? (primary surface only)
if (Config.Graphics.ClipManuallyE)
{
int iOver;
// Left
iOver=int(tx)-iClipX1;
if (iOver<0)
{
wdt+=iOver;
twdt+=iOver*Zoom;
fx-=iOver;
tx=float(iClipX1);
}
// Top
iOver=int(ty)-iClipY1;
if (iOver<0)
{
hgt+=iOver;
thgt+=iOver*Zoom;
fy-=iOver;
ty=float(iClipY1);
}
// Right
iOver=iClipX2+1-int(tx+twdt);
if (iOver<0)
{
wdt+=iOver/Zoom;
twdt+=iOver;
}
// Bottom
iOver=iClipY2+1-int(ty+thgt);
if (iOver<0)
{
hgt+=iOver/Zoom;
thgt+=iOver;
}
}
// inside screen?
if (wdt<=0 || hgt<=0) return;
// prepare rendering to surface
if (!PrepareRendering(sfcTarget)) return;
// texture present?
if (!sfcSource->ppTex)
{
return;
}
// get involved texture offsets
int iTexSizeX=sfcSource->iTexSize;
int iTexSizeY=sfcSource->iTexSize;
int iTexX=Max(int(fx/iTexSizeX), 0);
int iTexY=Max(int(fy/iTexSizeY), 0);
int iTexX2=Min((int)(fx+wdt-1)/iTexSizeX +1, sfcSource->iTexX);
int iTexY2=Min((int)(fy+hgt-1)/iTexSizeY +1, sfcSource->iTexY);
// blit from all these textures
SetTexture();
if (mattextures)
{
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
}
DWORD dwModMask = 0;
SetupTextureEnv(false, !!mattextures);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
for (int iY=iTexY; iY<iTexY2; ++iY)
{
for (int iX=iTexX; iX<iTexX2; ++iX)
{
// blit
DWORD dwModClr = BlitModulated ? BlitModulateClr : 0xffffffff;
glActiveTexture(GL_TEXTURE0);
C4TexRef *pTex = *(sfcSource->ppTex + iY * sfcSource->iTexX + iX);
glBindTexture(GL_TEXTURE_2D, pTex->texName);
if (!mattextures && Zoom != 1.0)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
// get current blitting offset in texture
int iBlitX=sfcSource->iTexSize*iX;
int iBlitY=sfcSource->iTexSize*iY;
// size changed? recalc dependant, relevant (!) values
if (iTexSizeX != pTex->iSizeX)
iTexSizeX = pTex->iSizeX;
if (iTexSizeY != pTex->iSizeY)
iTexSizeY = pTex->iSizeY;
// get new texture source bounds
FLOAT_RECT fTexBlt;
// get new dest bounds
FLOAT_RECT tTexBlt;
// set up blit data as rect
fTexBlt.left = Max<float>((float)(fx - iBlitX), 0.0f);
tTexBlt.left = (fTexBlt.left + iBlitX - fx) * Zoom + tx;
fTexBlt.top = Max<float>((float)(fy - iBlitY), 0.0f);
tTexBlt.top = (fTexBlt.top + iBlitY - fy) * Zoom + ty;
fTexBlt.right = Min<float>((float)(fx + wdt - iBlitX), (float)iTexSizeX);
tTexBlt.right = (fTexBlt.right + iBlitX - fx) * Zoom + tx;
fTexBlt.bottom= Min<float>((float)(fy + hgt - iBlitY), (float)iTexSizeY);
tTexBlt.bottom= (fTexBlt.bottom+ iBlitY - fy) * Zoom + ty;
C4BltVertex Vtx[4];
// blit positions
Vtx[0].ftx = tTexBlt.left; Vtx[0].fty = tTexBlt.top;
Vtx[1].ftx = tTexBlt.right; Vtx[1].fty = tTexBlt.top;
Vtx[2].ftx = tTexBlt.right; Vtx[2].fty = tTexBlt.bottom;
Vtx[3].ftx = tTexBlt.left; Vtx[3].fty = tTexBlt.bottom;
// blit positions
Vtx[0].tx = fTexBlt.left; Vtx[0].ty = fTexBlt.top;
Vtx[1].tx = fTexBlt.right; Vtx[1].ty = fTexBlt.top;
Vtx[2].tx = fTexBlt.right; Vtx[2].ty = fTexBlt.bottom;
Vtx[3].tx = fTexBlt.left; Vtx[3].ty = fTexBlt.bottom;
// color modulation
// global modulation map
if (shaders[0] && fUseClrModMap)
{
glActiveTexture(GL_TEXTURE3);
glLoadIdentity();
C4Surface * pSurface = pClrModMap->GetSurface();
glScalef(1.0f/(pClrModMap->GetResolutionX()*(*pSurface->ppTex)->iSizeX), 1.0f/(pClrModMap->GetResolutionY()*(*pSurface->ppTex)->iSizeY), 1.0f);
glTranslatef(float(-pClrModMap->OffX), float(-pClrModMap->OffY), 0.0f);
glClientActiveTexture(GL_TEXTURE3);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(C4BltVertex), &Vtx[0].ftx);
glClientActiveTexture(GL_TEXTURE0);
}
if (!shaders[0] && fUseClrModMap && dwModClr)
{
for (int i=0; i<4; ++i)
{
DWORD c = pClrModMap->GetModAt(int(Vtx[i].ftx), int(Vtx[i].fty));
ModulateClr(c, dwModClr);
DwTo4UB(c | dwModMask, Vtx[i].color);
}
}
else
{
for (int i=0; i<4; ++i)
DwTo4UB(dwModClr | dwModMask, Vtx[i].color);
}
for (int i=0; i<4; ++i)
{
Vtx[i].tx /= iTexSizeX;
Vtx[i].ty /= iTexSizeY;
Vtx[i].ftz = 0;
}
if (mattextures)
{
GLfloat shaderparam[4];
for (int cnt=1; cnt<127; cnt++)
{
if (mattextures[cnt])
{
shaderparam[0]=static_cast<GLfloat>(cnt)/255.0f;
glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 1, shaderparam);
//Bind Mat Texture
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, (*(mattextures[cnt]->ppTex))->texName);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glActiveTexture(GL_TEXTURE0);
glInterleavedArrays(GL_T2F_C4UB_V3F, sizeof(C4BltVertex), Vtx);
glDrawArrays(GL_QUADS, 0, 4);
}
}
}
else
{
glInterleavedArrays(GL_T2F_C4UB_V3F, sizeof(C4BltVertex), Vtx);
glDrawArrays(GL_QUADS, 0, 4);
}
if(shaders[0] && fUseClrModMap)
{
glClientActiveTexture(GL_TEXTURE3);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
}
}
}
if (mattextures)
{
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
}
// reset texture
ResetTexture();
}
CStdGLCtx *CStdGL::CreateContext(C4Window * pWindow, C4AbstractApp *pApp)
{
DebugLog(" gl: Create Context...");
// safety
if (!pWindow) return NULL;
// create it
CStdGLCtx *pCtx = new CStdGLCtx();
if (!pMainCtx) pMainCtx = pCtx;
if (!pCtx->Init(pWindow, pApp))
{
delete pCtx; Error(" gl: Error creating secondary context!"); return NULL;
}
// creation selected the new context - switch back to previous context
RenderTarget = NULL;
pCurrCtx = NULL;
// done
return pCtx;
}
#ifdef USE_WIN32_WINDOWS
CStdGLCtx *CStdGL::CreateContext(HWND hWindow, C4AbstractApp *pApp)
{
// safety
if (!hWindow) return NULL;
// create it
CStdGLCtx *pCtx = new CStdGLCtx();
if (!pCtx->Init(NULL, pApp, hWindow))
{
delete pCtx; Error(" gl: Error creating secondary context!"); return NULL;
}
if (!pMainCtx)
{
pMainCtx = pCtx;
}
else
{
// creation selected the new context - switch back to previous context
RenderTarget = NULL;
pCurrCtx = NULL;
}
// done
return pCtx;
}
#endif
bool CStdGL::CreatePrimarySurfaces(bool, unsigned int, unsigned int, int iColorDepth, unsigned int)
{
// store options
return RestoreDeviceObjects();
}
void CStdGL::DrawQuadDw(C4Surface * sfcTarget, float *ipVtx, DWORD dwClr1, DWORD dwClr2, DWORD dwClr3, DWORD dwClr4)
{
// prepare rendering to target
if (!PrepareRendering(sfcTarget)) return;
// apply global modulation
ClrByCurrentBlitMod(dwClr1);
ClrByCurrentBlitMod(dwClr2);
ClrByCurrentBlitMod(dwClr3);
ClrByCurrentBlitMod(dwClr4);
// apply modulation map
if (fUseClrModMap)
{
ModulateClr(dwClr1, pClrModMap->GetModAt(int(ipVtx[0]), int(ipVtx[1])));
ModulateClr(dwClr2, pClrModMap->GetModAt(int(ipVtx[2]), int(ipVtx[3])));
ModulateClr(dwClr3, pClrModMap->GetModAt(int(ipVtx[4]), int(ipVtx[5])));
ModulateClr(dwClr4, pClrModMap->GetModAt(int(ipVtx[6]), int(ipVtx[7])));
}
glShadeModel((dwClr1 == dwClr2 && dwClr1 == dwClr3 && dwClr1 == dwClr4) ? GL_FLAT : GL_SMOOTH);
// set blitting state
int iAdditive = dwBlitMode & C4GFXBLIT_ADDITIVE;
glBlendFunc(GL_SRC_ALPHA, iAdditive ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA);
// draw two triangles
glInterleavedArrays(GL_V2F, sizeof(float)*2, ipVtx);
GLubyte colors[4][4];
DwTo4UB(dwClr1,colors[0]);
DwTo4UB(dwClr2,colors[1]);
DwTo4UB(dwClr3,colors[2]);
DwTo4UB(dwClr4,colors[3]);
glColorPointer(4,GL_UNSIGNED_BYTE,0,colors);
glEnableClientState(GL_COLOR_ARRAY);
glDrawArrays(GL_POLYGON, 0, 4);
glDisableClientState(GL_COLOR_ARRAY);
glShadeModel(GL_FLAT);
}
#ifdef _MSC_VER
#ifdef _M_X64
# include <emmintrin.h>
#endif
static inline long int lrintf(float f)
{
#ifdef _M_X64
return _mm_cvtt_ss2si(_mm_load_ps1(&f));
#else
long int i;
__asm
{
fld f
fistp i
};
return i;
#endif
}
#endif
void CStdGL::PerformLine(C4Surface * sfcTarget, float x1, float y1, float x2, float y2, DWORD dwClr, float width)
{
// render target?
if (sfcTarget->IsRenderTarget())
{
// prepare rendering to target
if (!PrepareRendering(sfcTarget)) return;
SetTexture();
SetupTextureEnv(false, false);
float offx = y1 - y2;
float offy = x2 - x1;
float l = sqrtf(offx * offx + offy * offy);
// avoid division by zero
l += 0.000000005f;
offx /= l; offx *= Zoom * width;
offy /= l; offy *= Zoom * width;
C4BltVertex vtx[4];
vtx[0].ftx = x1 + offx; vtx[0].fty = y1 + offy; vtx[0].ftz = 0;
vtx[1].ftx = x1 - offx; vtx[1].fty = y1 - offy; vtx[1].ftz = 0;
vtx[2].ftx = x2 - offx; vtx[2].fty = y2 - offy; vtx[2].ftz = 0;
vtx[3].ftx = x2 + offx; vtx[3].fty = y2 + offy; vtx[3].ftz = 0;
// global clr modulation map
DWORD dwClr1 = dwClr;
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
if (fUseClrModMap)
{
if (shaders[0])
{
glActiveTexture(GL_TEXTURE3);
glLoadIdentity();
C4Surface * pSurface = pClrModMap->GetSurface();
glScalef(1.0f/(pClrModMap->GetResolutionX()*(*pSurface->ppTex)->iSizeX), 1.0f/(pClrModMap->GetResolutionY()*(*pSurface->ppTex)->iSizeY), 1.0f);
glTranslatef(float(-pClrModMap->OffX), float(-pClrModMap->OffY), 0.0f);
glClientActiveTexture(GL_TEXTURE3);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(C4BltVertex), &vtx[0].ftx);
glClientActiveTexture(GL_TEXTURE0);
}
else
{
ModulateClr(dwClr1, pClrModMap->GetModAt(lrintf(x1), lrintf(y1)));
ModulateClr(dwClr, pClrModMap->GetModAt(lrintf(x2), lrintf(y2)));
}
}
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
DwTo4UB(dwClr1,vtx[0].color);
DwTo4UB(dwClr1,vtx[1].color);
DwTo4UB(dwClr,vtx[2].color);
DwTo4UB(dwClr,vtx[3].color);
vtx[0].tx = 0; vtx[0].ty = 0;
vtx[1].tx = 0; vtx[1].ty = 2;
vtx[2].tx = 1; vtx[2].ty = 2;
vtx[3].tx = 1; vtx[3].ty = 0;
// draw two triangles
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, lines_tex);
glInterleavedArrays(GL_T2F_C4UB_V3F, sizeof(C4BltVertex), vtx);
glDrawArrays(GL_POLYGON, 0, 4);
glClientActiveTexture(GL_TEXTURE3);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
ResetTexture();
}
else
{
// emulate
if (!LockSurfaceGlobal(sfcTarget)) return;
ForLine((int32_t)x1,(int32_t)y1,(int32_t)x2,(int32_t)y2,&DLineSPixDw,(int) dwClr);
UnLockSurfaceGlobal(sfcTarget);
}
}
void CStdGL::PerformPix(C4Surface * sfcTarget, float tx, float ty, DWORD dwClr)
{
// render target?
if (sfcTarget->IsRenderTarget())
{
if (!PrepareRendering(sfcTarget)) return;
int iAdditive = dwBlitMode & C4GFXBLIT_ADDITIVE;
// use a different blendfunc here because of GL_POINT_SMOOTH
glBlendFunc(GL_SRC_ALPHA, iAdditive ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA);
// convert the alpha value for that blendfunc
glBegin(GL_POINTS);
glColorDw(dwClr);
glVertex2f(tx + 0.5f, ty + 0.5f);
glEnd();
}
else
{
// emulate
sfcTarget->SetPixDw((int)tx, (int)ty, dwClr);
}
}
static void DefineShaderARB(const char * p, GLuint & s)
{
glBindProgramARB (GL_FRAGMENT_PROGRAM_ARB, s);
glProgramStringARB (GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, strlen(p), p);
if (GL_INVALID_OPERATION == glGetError())
{
GLint errPos; glGetIntegerv (GL_PROGRAM_ERROR_POSITION_ARB, &errPos);
fprintf (stderr, "ARB program%d:%d: Error: %s\n", s, errPos, glGetString (GL_PROGRAM_ERROR_STRING_ARB));
s = 0;
}
}
bool CStdGL::RestoreDeviceObjects()
{
assert(pMainCtx);
// delete any previous objects
InvalidateDeviceObjects();
// set states
Active = pMainCtx->Select();
RenderTarget = pApp->pWindow->pSurface;
// BGRA Pixel Formats, Multitexturing, Texture Combine Environment Modes
// Check for GL 1.2 and two functions from 1.3 we need.
if( !GLEW_VERSION_1_2 ||
glActiveTexture == NULL ||
glClientActiveTexture == NULL
) {
return Error(" gl: OpenGL Version 1.3 or higher required. A better graphics driver will probably help.");
}
// lines texture
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &lines_tex);
glBindTexture(GL_TEXTURE_2D, lines_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
const char * linedata = byByteCnt == 2 ? "\xff\xf0\xff\xff" : "\xff\xff\xff\x00\xff\xff\xff\xff";
glTexImage2D(GL_TEXTURE_2D, 0, 4, 1, 2, 0, GL_BGRA, byByteCnt == 2 ? GL_UNSIGNED_SHORT_4_4_4_4_REV : GL_UNSIGNED_INT_8_8_8_8_REV, linedata);
MaxTexSize = 64;
GLint s = 0;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &s);
if (s>0) MaxTexSize = s;
// restore gamma if active
if (Active)
EnableGamma();
// reset blit states
dwBlitMode = 0;
// Vertex Buffer Objects crash some versions of the free radeon driver. TODO: provide an option for them
if (0 && GLEW_ARB_vertex_buffer_object)
{
glGenBuffersARB(1, &vbo);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, 8 * sizeof(C4BltVertex), 0, GL_STREAM_DRAW_ARB);
}
if (!Config.Graphics.EnableShaders)
{
}
else if (!shaders[0] && GLEW_ARB_fragment_program)
{
glGenProgramsARB (sizeof(shaders)/sizeof(*shaders), shaders);
const char * preface =
"!!ARBfp1.0\n"
"TEMP tmp;\n"
// sample the texture
"TXP tmp, fragment.texcoord[0], texture, 2D;\n";
const char * alpha_mod =
// perform the modulation
"MUL tmp.rgba, tmp, fragment.color.primary;\n";
const char * funny_add =
// perform the modulation
"ADD tmp.rgb, tmp, fragment.color.primary;\n"
"MUL tmp.a, tmp, fragment.color.primary;\n"
"MAD_SAT tmp, tmp, { 2.0, 2.0, 2.0, 1.0 }, { -1.0, -1.0, -1.0, 0.0 };\n";
const char * grey =
"TEMP grey;\n"
"DP3 grey, tmp, { 0.299, 0.587, 0.114, 1.0 };\n"
"LRP tmp.rgb, program.local[0], tmp, grey;\n";
const char * landscape =
"TEMP col;\n"
"MOV col.x, program.local[1].x;\n" //Load color to indentify
"ADD col.y, col.x, 0.001;\n"
"SUB col.z, col.x, 0.001;\n" //epsilon-range
"SGE tmp.r, tmp.b, 0.5015;\n" //Tunnel?
"MAD tmp.r, tmp.r, -0.5019, tmp.b;\n"
"SGE col.z, tmp.r, col.z;\n" //mat identified?
"SLT col.y, tmp.r, col.y;\n"
"TEMP coo;\n"
"MOV coo, fragment.texcoord;\n"
"MUL coo.xy, coo, 3.0;\n"
"TXP tmp, coo, texture[1], 2D;\n"
"MUL tmp.a, col.y, col.z;\n";
const char * fow =
"TEMP fow;\n"
// sample the texture
"TXP fow, fragment.texcoord[3], texture[3], 2D;\n"
"LRP tmp.rgb, fow.aaaa, tmp, fow;\n";
const char * end =
"MOV result.color, tmp;\n"
"END\n";
DefineShaderARB(FormatString("%s%s%s", preface, alpha_mod, end).getData(), shaders[0]);
DefineShaderARB(FormatString("%s%s%s", preface, funny_add, end).getData(), shaders[1]);
DefineShaderARB(FormatString("%s%s%s%s", preface, landscape, alpha_mod, end).getData(), shaders[2]);
DefineShaderARB(FormatString("%s%s%s%s", preface, alpha_mod, grey, end).getData(), shaders[3]);
DefineShaderARB(FormatString("%s%s%s%s", preface, funny_add, grey, end).getData(), shaders[4]);
DefineShaderARB(FormatString("%s%s%s%s%s", preface, landscape, alpha_mod, grey, end).getData(), shaders[5]);
DefineShaderARB(FormatString("%s%s%s%s", preface, alpha_mod, fow, end).getData(), shaders[6]);
DefineShaderARB(FormatString("%s%s%s%s", preface, funny_add, fow, end).getData(), shaders[7]);
DefineShaderARB(FormatString("%s%s%s%s%s", preface, landscape, alpha_mod, fow, end).getData(), shaders[8]);
DefineShaderARB(FormatString("%s%s%s%s%s", preface, alpha_mod, grey, fow, end).getData(), shaders[9]);
DefineShaderARB(FormatString("%s%s%s%s%s", preface, funny_add, grey, fow, end).getData(), shaders[10]);
DefineShaderARB(FormatString("%s%s%s%s%s%s", preface, landscape, alpha_mod, grey, fow, end).getData(), shaders[11]);
}
// done
return Active;
}
bool CStdGL::InvalidateDeviceObjects()
{
bool fSuccess=true;
// clear gamma
#ifndef USE_SDL_MAINLOOP
DisableGamma();
#endif
// deactivate
Active=false;
// invalidate font objects
// invalidate primary surfaces
if (lines_tex)
{
glDeleteTextures(1, &lines_tex);
lines_tex = 0;
}
if (shaders[0])
{
glDeleteProgramsARB(sizeof(shaders)/sizeof(*shaders), shaders);
shaders[0] = 0;
}
if (vbo)
{
glDeleteBuffersARB(1, &vbo);
vbo = 0;
}
return fSuccess;
}
void CStdGL::SetTexture()
{
glBlendFunc(GL_SRC_ALPHA, (dwBlitMode & C4GFXBLIT_ADDITIVE) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA);
if (shaders[0])
{
glEnable(GL_FRAGMENT_PROGRAM_ARB);
if (fUseClrModMap)
{
glActiveTexture(GL_TEXTURE3);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, (*pClrModMap->GetSurface()->ppTex)->texName);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glActiveTexture(GL_TEXTURE0);
}
}
glEnable(GL_TEXTURE_2D);
}
void CStdGL::ResetTexture()
{
// disable texturing
if (shaders[0])
{
glDisable(GL_FRAGMENT_PROGRAM_ARB);
glActiveTexture(GL_TEXTURE3);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
}
glDisable(GL_TEXTURE_2D);
}
bool CStdGL::Error(const char *szMsg)
{
#ifdef USE_WIN32_WINDOWS
DWORD err = GetLastError();
#endif
bool r = C4Draw::Error(szMsg);
#ifdef USE_WIN32_WINDOWS
wchar_t * lpMsgBuf;
FormatMessage(
FORMAT_MESSAGE_ALLOCATE_BUFFER |
FORMAT_MESSAGE_FROM_SYSTEM |
FORMAT_MESSAGE_IGNORE_INSERTS,
NULL,
err,
MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT),
(LPTSTR) &lpMsgBuf,
0, NULL );
LogF(" gl: GetLastError() = %d - %s", err, StdStrBuf(lpMsgBuf).getData());
LocalFree(lpMsgBuf);
#endif
LogF(" gl: %s", glGetString(GL_VENDOR));
LogF(" gl: %s", glGetString(GL_RENDERER));
LogF(" gl: %s", glGetString(GL_VERSION));
LogF(" gl: %s", glGetString(GL_EXTENSIONS));
return r;
}
bool CStdGL::CheckGLError(const char *szAtOp)
{
GLenum err = glGetError();
if (!err) return true;
Log(szAtOp);
switch (err)
{
case GL_INVALID_ENUM: Log("GL_INVALID_ENUM"); break;
case GL_INVALID_VALUE: Log("GL_INVALID_VALUE"); break;
case GL_INVALID_OPERATION: Log("GL_INVALID_OPERATION"); break;
case GL_STACK_OVERFLOW: Log("GL_STACK_OVERFLOW"); break;
case GL_STACK_UNDERFLOW: Log("GL_STACK_UNDERFLOW"); break;
case GL_OUT_OF_MEMORY: Log("GL_OUT_OF_MEMORY"); break;
default: Log("unknown error"); break;
}
return false;
}
CStdGL *pGL=NULL;
#ifdef USE_WIN32_WINDOWS
void CStdGL::TaskOut()
{
if (pCurrCtx) pCurrCtx->Deselect();
}
#endif
bool CStdGL::OnResolutionChanged(unsigned int iXRes, unsigned int iYRes)
{
// Re-create primary clipper to adapt to new size.
CreatePrimaryClipper(iXRes, iYRes);
RestoreDeviceObjects();
return true;
}
void CStdGL::Default()
{
C4Draw::Default();
pCurrCtx = NULL;
iPixelFormat=0;
sfcFmt=0;
iClrDpt=0;
}
#endif // USE_GL