openclonk/src/graphics/C4DrawMeshGL.cpp

1176 lines
43 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2013 Armin Burgmeier
* 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 Mesh Rendering */
#include "C4Include.h"
#include <C4DrawGL.h>
#include "StdMesh.h"
#ifdef USE_GL
bool CStdGL::PrepareMaterial(StdMeshMaterial& mat)
{
// TODO: If a technique is not available, show an error message what the problem is
// select context, if not already done
if (!pCurrCtx) return false;
for (unsigned int i = 0; i < mat.Techniques.size(); ++i)
{
StdMeshMaterialTechnique& technique = mat.Techniques[i];
technique.Available = true;
for (unsigned int j = 0; j < technique.Passes.size(); ++j)
{
StdMeshMaterialPass& pass = technique.Passes[j];
GLint max_texture_units;
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &max_texture_units);
assert(max_texture_units >= 1);
if (pass.TextureUnits.size() > static_cast<unsigned int>(max_texture_units-1)) // One texture is reserved for clrmodmap as soon as we apply clrmodmap with a shader for meshes
technique.Available = false;
for (unsigned int k = 0; k < pass.TextureUnits.size(); ++k)
{
StdMeshMaterialTextureUnit& texunit = pass.TextureUnits[k];
for (unsigned int l = 0; l < texunit.GetNumTextures(); ++l)
{
const C4TexRef& texture = texunit.GetTexture(l);
glBindTexture(GL_TEXTURE_2D, texture.texName);
switch (texunit.TexAddressMode)
{
case StdMeshMaterialTextureUnit::AM_Wrap:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
break;
case StdMeshMaterialTextureUnit::AM_Border:
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, texunit.TexBorderColor);
// fallthrough
case StdMeshMaterialTextureUnit::AM_Clamp:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
break;
case StdMeshMaterialTextureUnit::AM_Mirror:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
break;
}
if (texunit.Filtering[2] == StdMeshMaterialTextureUnit::F_Point ||
texunit.Filtering[2] == StdMeshMaterialTextureUnit::F_Linear)
{
// If mipmapping is enabled, then autogenerate mipmap data.
// In OGRE this is deactivated for several OS/graphics card
// combinations because of known bugs...
// This does work for me, but requires re-upload of texture data...
// so the proper way would be to set this prior to the initial
// upload, which would be the same place where we could also use
// gluBuild2DMipmaps. GL_GENERATE_MIPMAP is probably still more
// efficient though.
// Disabled for now, until we find a better place for this (C4TexRef?)
#if 0
if (GLEW_VERSION_1_4)
{ glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); const_cast<C4TexRef*>(&texunit.GetTexture())->Lock(); const_cast<C4TexRef*>(&texunit.GetTexture())->Unlock(); }
else
technique.Available = false;
#else
// Disable mipmap for now as a workaround.
texunit.Filtering[2] = StdMeshMaterialTextureUnit::F_None;
#endif
}
switch (texunit.Filtering[0]) // min
{
case StdMeshMaterialTextureUnit::F_None:
technique.Available = false;
break;
case StdMeshMaterialTextureUnit::F_Point:
switch (texunit.Filtering[2]) // mip
{
case StdMeshMaterialTextureUnit::F_None:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
break;
case StdMeshMaterialTextureUnit::F_Point:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
break;
case StdMeshMaterialTextureUnit::F_Linear:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
break;
case StdMeshMaterialTextureUnit::F_Anisotropic:
technique.Available = false; // invalid
break;
}
break;
case StdMeshMaterialTextureUnit::F_Linear:
switch (texunit.Filtering[2]) // mip
{
case StdMeshMaterialTextureUnit::F_None:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
break;
case StdMeshMaterialTextureUnit::F_Point:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
break;
case StdMeshMaterialTextureUnit::F_Linear:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
break;
case StdMeshMaterialTextureUnit::F_Anisotropic:
technique.Available = false; // invalid
break;
}
break;
case StdMeshMaterialTextureUnit::F_Anisotropic:
// unsupported
technique.Available = false;
break;
}
switch (texunit.Filtering[1]) // max
{
case StdMeshMaterialTextureUnit::F_None:
technique.Available = false; // invalid
break;
case StdMeshMaterialTextureUnit::F_Point:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
case StdMeshMaterialTextureUnit::F_Linear:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;
case StdMeshMaterialTextureUnit::F_Anisotropic:
// unsupported
technique.Available = false;
break;
}
for (unsigned int m = 0; m < texunit.Transformations.size(); ++m)
{
StdMeshMaterialTextureUnit::Transformation& trans = texunit.Transformations[m];
if (trans.TransformType == StdMeshMaterialTextureUnit::Transformation::T_TRANSFORM)
{
// transpose so we can directly pass it to glMultMatrixf
std::swap(trans.Transform.M[ 1], trans.Transform.M[ 4]);
std::swap(trans.Transform.M[ 2], trans.Transform.M[ 8]);
std::swap(trans.Transform.M[ 3], trans.Transform.M[12]);
std::swap(trans.Transform.M[ 6], trans.Transform.M[ 9]);
std::swap(trans.Transform.M[ 7], trans.Transform.M[13]);
std::swap(trans.Transform.M[11], trans.Transform.M[14]);
}
}
} // loop over textures
#if 0
// Check blending: Can only have one manual source color
unsigned int manu_count = 0;
if (texunit.ColorOpEx == StdMeshMaterialTextureUnit::BOX_AddSmooth || texunit.ColorOpEx == StdMeshMaterialTextureUnit::BOX_BlendManual)
++manu_count;
if (texunit.ColorOpSources[0] == StdMeshMaterialTextureUnit::BOS_PlayerColor || texunit.ColorOpSources[0] == StdMeshMaterialTextureUnit::BOS_Manual)
++manu_count;
if (texunit.ColorOpSources[1] == StdMeshMaterialTextureUnit::BOS_PlayerColor || texunit.ColorOpSources[1] == StdMeshMaterialTextureUnit::BOS_Manual)
++manu_count;
if (manu_count > 1)
technique.Available = false;
manu_count = 0;
if (texunit.ColorOpEx == StdMeshMaterialTextureUnit::BOX_AddSmooth || texunit.AlphaOpEx == StdMeshMaterialTextureUnit::BOX_BlendManual)
++manu_count;
if (texunit.AlphaOpSources[0] == StdMeshMaterialTextureUnit::BOS_PlayerColor || texunit.AlphaOpSources[0] == StdMeshMaterialTextureUnit::BOS_Manual)
++manu_count;
if (texunit.AlphaOpSources[1] == StdMeshMaterialTextureUnit::BOS_PlayerColor || texunit.AlphaOpSources[1] == StdMeshMaterialTextureUnit::BOS_Manual)
++manu_count;
if (manu_count > 1)
technique.Available = false;
#endif
}
}
if (technique.Available && mat.BestTechniqueIndex == -1)
mat.BestTechniqueIndex = i;
}
return mat.BestTechniqueIndex != -1;
}
namespace
{
inline void SetTexCombine(GLenum combine, StdMeshMaterialTextureUnit::BlendOpExType blendop)
{
switch (blendop)
{
case StdMeshMaterialTextureUnit::BOX_Source1:
case StdMeshMaterialTextureUnit::BOX_Source2:
glTexEnvi(GL_TEXTURE_ENV, combine, GL_REPLACE);
break;
case StdMeshMaterialTextureUnit::BOX_Modulate:
case StdMeshMaterialTextureUnit::BOX_ModulateX2:
case StdMeshMaterialTextureUnit::BOX_ModulateX4:
glTexEnvi(GL_TEXTURE_ENV, combine, GL_MODULATE);
break;
case StdMeshMaterialTextureUnit::BOX_Add:
glTexEnvi(GL_TEXTURE_ENV, combine, GL_ADD);
break;
case StdMeshMaterialTextureUnit::BOX_AddSigned:
glTexEnvi(GL_TEXTURE_ENV, combine, GL_ADD_SIGNED);
break;
case StdMeshMaterialTextureUnit::BOX_AddSmooth:
// b+c-b*c == a*c + b*(1-c) for a==1.
glTexEnvi(GL_TEXTURE_ENV, combine, GL_INTERPOLATE);
break;
case StdMeshMaterialTextureUnit::BOX_Subtract:
glTexEnvi(GL_TEXTURE_ENV, combine, GL_SUBTRACT);
break;
case StdMeshMaterialTextureUnit::BOX_BlendDiffuseAlpha:
case StdMeshMaterialTextureUnit::BOX_BlendTextureAlpha:
case StdMeshMaterialTextureUnit::BOX_BlendCurrentAlpha:
case StdMeshMaterialTextureUnit::BOX_BlendManual:
glTexEnvi(GL_TEXTURE_ENV, combine, GL_INTERPOLATE);
break;
case StdMeshMaterialTextureUnit::BOX_Dotproduct:
glTexEnvi(GL_TEXTURE_ENV, combine, GL_DOT3_RGB);
break;
case StdMeshMaterialTextureUnit::BOX_BlendDiffuseColor:
glTexEnvi(GL_TEXTURE_ENV, combine, GL_INTERPOLATE);
break;
}
}
inline void SetTexScale(GLenum scale, StdMeshMaterialTextureUnit::BlendOpExType blendop)
{
switch (blendop)
{
case StdMeshMaterialTextureUnit::BOX_Source1:
case StdMeshMaterialTextureUnit::BOX_Source2:
case StdMeshMaterialTextureUnit::BOX_Modulate:
glTexEnvf(GL_TEXTURE_ENV, scale, 1.0f);
break;
case StdMeshMaterialTextureUnit::BOX_ModulateX2:
glTexEnvf(GL_TEXTURE_ENV, scale, 2.0f);
break;
case StdMeshMaterialTextureUnit::BOX_ModulateX4:
glTexEnvf(GL_TEXTURE_ENV, scale, 4.0f);
break;
case StdMeshMaterialTextureUnit::BOX_Add:
case StdMeshMaterialTextureUnit::BOX_AddSigned:
case StdMeshMaterialTextureUnit::BOX_AddSmooth:
case StdMeshMaterialTextureUnit::BOX_Subtract:
case StdMeshMaterialTextureUnit::BOX_BlendDiffuseAlpha:
case StdMeshMaterialTextureUnit::BOX_BlendTextureAlpha:
case StdMeshMaterialTextureUnit::BOX_BlendCurrentAlpha:
case StdMeshMaterialTextureUnit::BOX_BlendManual:
case StdMeshMaterialTextureUnit::BOX_Dotproduct:
case StdMeshMaterialTextureUnit::BOX_BlendDiffuseColor:
glTexEnvf(GL_TEXTURE_ENV, scale, 1.0f);
break;
}
}
inline void SetTexSource(GLenum source, StdMeshMaterialTextureUnit::BlendOpSourceType blendsource)
{
switch (blendsource)
{
case StdMeshMaterialTextureUnit::BOS_Current:
glTexEnvi(GL_TEXTURE_ENV, source, GL_PREVIOUS);
break;
case StdMeshMaterialTextureUnit::BOS_Texture:
glTexEnvi(GL_TEXTURE_ENV, source, GL_TEXTURE);
break;
case StdMeshMaterialTextureUnit::BOS_Diffuse:
case StdMeshMaterialTextureUnit::BOS_Specular:
glTexEnvi(GL_TEXTURE_ENV, source, GL_PRIMARY_COLOR);
break;
case StdMeshMaterialTextureUnit::BOS_PlayerColor:
glTexEnvi(GL_TEXTURE_ENV, source, GL_CONSTANT);
break;
case StdMeshMaterialTextureUnit::BOS_Manual:
glTexEnvi(GL_TEXTURE_ENV, source, GL_CONSTANT);
break;
}
}
inline void SetTexSource2(GLenum source, StdMeshMaterialTextureUnit::BlendOpExType blendop)
{
// Set Arg2 for interpolate (Arg0 for BOX_Add_Smooth)
switch (blendop)
{
case StdMeshMaterialTextureUnit::BOX_AddSmooth:
glTexEnvi(GL_TEXTURE_ENV, source, GL_CONSTANT); // 1.0, Set in SetTexColor
break;
case StdMeshMaterialTextureUnit::BOX_BlendDiffuseAlpha:
glTexEnvi(GL_TEXTURE_ENV, source, GL_PRIMARY_COLOR);
break;
case StdMeshMaterialTextureUnit::BOX_BlendTextureAlpha:
glTexEnvi(GL_TEXTURE_ENV, source, GL_TEXTURE);
break;
case StdMeshMaterialTextureUnit::BOX_BlendCurrentAlpha:
glTexEnvi(GL_TEXTURE_ENV, source, GL_PREVIOUS);
break;
case StdMeshMaterialTextureUnit::BOX_BlendManual:
glTexEnvi(GL_TEXTURE_ENV, source, GL_CONSTANT); // Set in SetTexColor
break;
case StdMeshMaterialTextureUnit::BOX_BlendDiffuseColor:
// difference to BOX_Blend_Diffuse_Alpha is operand, see SetTexOperand2
glTexEnvi(GL_TEXTURE_ENV, source, GL_PRIMARY_COLOR);
break;
default:
// TODO
break;
}
}
inline void SetTexOperand2(GLenum operand, StdMeshMaterialTextureUnit::BlendOpExType blendop)
{
switch (blendop)
{
case StdMeshMaterialTextureUnit::BOX_Add:
case StdMeshMaterialTextureUnit::BOX_AddSigned:
case StdMeshMaterialTextureUnit::BOX_AddSmooth:
case StdMeshMaterialTextureUnit::BOX_Subtract:
glTexEnvi(GL_TEXTURE_ENV, operand, GL_SRC_COLOR);
break;
case StdMeshMaterialTextureUnit::BOX_BlendDiffuseAlpha:
case StdMeshMaterialTextureUnit::BOX_BlendTextureAlpha:
case StdMeshMaterialTextureUnit::BOX_BlendCurrentAlpha:
case StdMeshMaterialTextureUnit::BOX_BlendManual:
glTexEnvi(GL_TEXTURE_ENV, operand, GL_SRC_ALPHA);
break;
case StdMeshMaterialTextureUnit::BOX_Dotproduct:
case StdMeshMaterialTextureUnit::BOX_BlendDiffuseColor:
glTexEnvi(GL_TEXTURE_ENV, operand, GL_SRC_COLOR);
break;
default:
// TODO
break;
}
}
inline void SetTexColor(const StdMeshMaterialTextureUnit& texunit, DWORD PlayerColor)
{
float Color[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
if (texunit.ColorOpEx == StdMeshMaterialTextureUnit::BOX_AddSmooth)
{
Color[0] = Color[1] = Color[2] = 1.0f;
}
else if (texunit.ColorOpEx == StdMeshMaterialTextureUnit::BOX_BlendManual)
{
// operand of GL_CONSTANT is set to alpha for this blend mode
// see SetTexOperand2
Color[3] = texunit.ColorOpManualFactor;
}
else if (texunit.ColorOpSources[0] == StdMeshMaterialTextureUnit::BOS_PlayerColor || texunit.ColorOpSources[1] == StdMeshMaterialTextureUnit::BOS_PlayerColor)
{
Color[0] = ((PlayerColor >> 16) & 0xff) / 255.0f;
Color[1] = ((PlayerColor >> 8) & 0xff) / 255.0f;
Color[2] = ((PlayerColor ) & 0xff) / 255.0f;
}
else if (texunit.ColorOpSources[0] == StdMeshMaterialTextureUnit::BOS_Manual)
{
Color[0] = texunit.ColorOpManualColor1[0];
Color[1] = texunit.ColorOpManualColor1[1];
Color[2] = texunit.ColorOpManualColor1[2];
}
else if (texunit.ColorOpSources[1] == StdMeshMaterialTextureUnit::BOS_Manual)
{
Color[0] = texunit.ColorOpManualColor2[0];
Color[1] = texunit.ColorOpManualColor2[1];
Color[2] = texunit.ColorOpManualColor2[2];
}
if (texunit.AlphaOpEx == StdMeshMaterialTextureUnit::BOX_AddSmooth)
Color[3] = 1.0f;
else if (texunit.AlphaOpEx == StdMeshMaterialTextureUnit::BOX_BlendManual)
Color[3] = texunit.AlphaOpManualFactor;
else if (texunit.AlphaOpSources[0] == StdMeshMaterialTextureUnit::BOS_PlayerColor || texunit.AlphaOpSources[1] == StdMeshMaterialTextureUnit::BOS_PlayerColor)
Color[3] = ((PlayerColor >> 24) & 0xff) / 255.0f;
else if (texunit.AlphaOpSources[0] == StdMeshMaterialTextureUnit::BOS_Manual)
Color[3] = texunit.AlphaOpManualAlpha1;
else if (texunit.AlphaOpSources[1] == StdMeshMaterialTextureUnit::BOS_Manual)
Color[3] = texunit.AlphaOpManualAlpha2;
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, Color);
}
inline GLenum OgreBlendTypeToGL(StdMeshMaterialPass::SceneBlendType blend)
{
switch(blend)
{
case StdMeshMaterialPass::SB_One: return GL_ONE;
case StdMeshMaterialPass::SB_Zero: return GL_ZERO;
case StdMeshMaterialPass::SB_DestColor: return GL_DST_COLOR;
case StdMeshMaterialPass::SB_SrcColor: return GL_SRC_COLOR;
case StdMeshMaterialPass::SB_OneMinusDestColor: return GL_ONE_MINUS_DST_COLOR;
case StdMeshMaterialPass::SB_OneMinusSrcColor: return GL_ONE_MINUS_SRC_COLOR;
case StdMeshMaterialPass::SB_DestAlpha: return GL_DST_ALPHA;
case StdMeshMaterialPass::SB_SrcAlpha: return GL_SRC_ALPHA;
case StdMeshMaterialPass::SB_OneMinusDestAlpha: return GL_ONE_MINUS_DST_ALPHA;
case StdMeshMaterialPass::SB_OneMinusSrcAlpha: return GL_ONE_MINUS_SRC_ALPHA;
default: assert(false); return GL_ZERO;
}
}
void RenderSubMeshImpl(const StdMeshInstance& mesh_instance, const StdSubMeshInstance& instance, DWORD dwModClr, DWORD dwBlitMode, DWORD dwPlayerColor, bool parity)
{
const StdMeshMaterial& material = instance.GetMaterial();
assert(material.BestTechniqueIndex != -1);
const StdMeshMaterialTechnique& technique = material.Techniques[material.BestTechniqueIndex];
const StdMeshVertex* vertices = instance.GetVertices().empty() ? &mesh_instance.GetSharedVertices()[0] : &instance.GetVertices()[0];
// Render each pass
for (unsigned int i = 0; i < technique.Passes.size(); ++i)
{
const StdMeshMaterialPass& pass = technique.Passes[i];
glDepthMask(pass.DepthWrite ? GL_TRUE : GL_FALSE);
if(pass.AlphaToCoverage)
glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
else
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
// Apply ClrMod to material
// TODO: ClrModMap is not taken into account by this; we should just check
// mesh center.
// TODO: Or in case we have shaders enabled use the shader... note the
// clrmodmap texture needs to be the last texture in that case... we should
// change the index to maxtextures-1 instead of 3.
const float dwMod[4] = {
((dwModClr >> 16) & 0xff) / 255.0f,
((dwModClr >> 8) & 0xff) / 255.0f,
((dwModClr ) & 0xff) / 255.0f,
((dwModClr >> 24) & 0xff) / 255.0f
};
if(!(dwBlitMode & C4GFXBLIT_MOD2) && dwModClr == 0xffffffff)
{
// Fastpath for the easy case
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, pass.Ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pass.Diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, pass.Specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, pass.Emissive);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, pass.Shininess);
}
else
{
float Ambient[4], Diffuse[4], Specular[4], Emissive[4];
// TODO: We could also consider applying dwmod using an additional
// texture unit, maybe we can even re-use the one which is reserved for
// the clrmodmap texture anyway (+adapt the shader).
if(!(dwBlitMode & C4GFXBLIT_MOD2))
{
Ambient[0] = pass.Ambient[0] * dwMod[0];
Ambient[1] = pass.Ambient[1] * dwMod[1];
Ambient[2] = pass.Ambient[2] * dwMod[2];
Ambient[3] = pass.Ambient[3] * dwMod[3];
Diffuse[0] = pass.Diffuse[0] * dwMod[0];
Diffuse[1] = pass.Diffuse[1] * dwMod[1];
Diffuse[2] = pass.Diffuse[2] * dwMod[2];
Diffuse[3] = pass.Diffuse[3] * dwMod[3];
Specular[0] = pass.Specular[0] * dwMod[0];
Specular[1] = pass.Specular[1] * dwMod[1];
Specular[2] = pass.Specular[2] * dwMod[2];
Specular[3] = pass.Specular[3] * dwMod[3];
Emissive[0] = pass.Emissive[0] * dwMod[0];
Emissive[1] = pass.Emissive[1] * dwMod[1];
Emissive[2] = pass.Emissive[2] * dwMod[2];
Emissive[3] = pass.Emissive[3] * dwMod[3];
}
else
{
// The RGB part for fMod2 drawing is set in the texture unit,
// since its effect cannot be achieved properly by playing with
// the material color.
// TODO: This should go into an additional texture unit.
Ambient[0] = pass.Ambient[0];
Ambient[1] = pass.Ambient[1];
Ambient[2] = pass.Ambient[2];
Ambient[3] = pass.Ambient[3];
Diffuse[0] = pass.Diffuse[0];
Diffuse[1] = pass.Diffuse[1];
Diffuse[2] = pass.Diffuse[2];
Diffuse[3] = pass.Diffuse[3];
Specular[0] = pass.Specular[0];
Specular[1] = pass.Specular[1];
Specular[2] = pass.Specular[2];
Specular[3] = pass.Specular[3];
Emissive[0] = pass.Emissive[0];
Emissive[1] = pass.Emissive[1];
Emissive[2] = pass.Emissive[2];
Emissive[3] = pass.Emissive[3];
}
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, Ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, Diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, Specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, Emissive);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, pass.Shininess);
}
// Use two-sided light model so that vertex normals are inverted for lighting calculation on back-facing polygons
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1);
glFrontFace(parity ? GL_CW : GL_CCW);
if(mesh_instance.GetCompletion() < 1.0f)
{
// Backfaces might be visible when completion is < 1.0f since front
// faces might be omitted.
glDisable(GL_CULL_FACE);
}
else
{
switch (pass.CullHardware)
{
case StdMeshMaterialPass::CH_Clockwise:
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
break;
case StdMeshMaterialPass::CH_CounterClockwise:
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
break;
case StdMeshMaterialPass::CH_None:
glDisable(GL_CULL_FACE);
break;
}
}
// Overwrite blend mode with default alpha blending when alpha in clrmod
// is <255. This makes sure that normal non-blended meshes can have
// blending disabled in their material script (which disables expensive
// face ordering) but when they are made translucent via clrmod
if(!(dwBlitMode & C4GFXBLIT_ADDITIVE))
{
if( ((dwModClr >> 24) & 0xff) < 0xff) // && (!(dwBlitMode & C4GFXBLIT_MOD2)) )
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
else
glBlendFunc(OgreBlendTypeToGL(pass.SceneBlendFactors[0]),
OgreBlendTypeToGL(pass.SceneBlendFactors[1]));
}
else
{
if( ((dwModClr >> 24) & 0xff) < 0xff) // && (!(dwBlitMode & C4GFXBLIT_MOD2)) )
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
else
glBlendFunc(OgreBlendTypeToGL(pass.SceneBlendFactors[0]), GL_ONE);
}
// TODO: Use vbo if available.
glVertexPointer(3, GL_FLOAT, sizeof(StdMeshVertex), &vertices->x);
glNormalPointer(GL_FLOAT, sizeof(StdMeshVertex), &vertices->nx);
glMatrixMode(GL_TEXTURE);
GLuint have_texture = 0;
for (unsigned int j = 0; j < pass.TextureUnits.size(); ++j)
{
// Note that it is guaranteed that the GL_TEXTUREn
// constants are contiguous.
glActiveTexture(GL_TEXTURE0+j);
glClientActiveTexture(GL_TEXTURE0+j);
const StdMeshMaterialTextureUnit& texunit = pass.TextureUnits[j];
glEnable(GL_TEXTURE_2D);
if (texunit.HasTexture())
{
const unsigned int Phase = instance.GetTexturePhase(i, j);
have_texture = texunit.GetTexture(Phase).texName;
glBindTexture(GL_TEXTURE_2D, texunit.GetTexture(Phase).texName);
}
else
{
// We need to bind a valid texture here, even if the texture unit
// does not access the texture.
// TODO: Could use StdGL::lines_tex... this function should be a
// member of StdGL anyway.
glBindTexture(GL_TEXTURE_2D, have_texture);
}
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(StdMeshVertex), &vertices->u);
// Setup texture coordinate transform
glLoadIdentity();
const double Position = instance.GetTexturePosition(i, j);
for (unsigned int k = 0; k < texunit.Transformations.size(); ++k)
{
const StdMeshMaterialTextureUnit::Transformation& trans = texunit.Transformations[k];
switch (trans.TransformType)
{
case StdMeshMaterialTextureUnit::Transformation::T_SCROLL:
glTranslatef(trans.Scroll.X, trans.Scroll.Y, 0.0f);
break;
case StdMeshMaterialTextureUnit::Transformation::T_SCROLL_ANIM:
glTranslatef(trans.GetScrollX(Position), trans.GetScrollY(Position), 0.0f);
break;
case StdMeshMaterialTextureUnit::Transformation::T_ROTATE:
glRotatef(trans.Rotate.Angle, 0.0f, 0.0f, 1.0f);
break;
case StdMeshMaterialTextureUnit::Transformation::T_ROTATE_ANIM:
glRotatef(trans.GetRotate(Position), 0.0f, 0.0f, 1.0f);
break;
case StdMeshMaterialTextureUnit::Transformation::T_SCALE:
glScalef(trans.Scale.X, trans.Scale.Y, 1.0f);
break;
case StdMeshMaterialTextureUnit::Transformation::T_TRANSFORM:
glMultMatrixf(trans.Transform.M);
break;
case StdMeshMaterialTextureUnit::Transformation::T_WAVE_XFORM:
switch (trans.WaveXForm.XForm)
{
case StdMeshMaterialTextureUnit::Transformation::XF_SCROLL_X:
glTranslatef(trans.GetWaveXForm(Position), 0.0f, 0.0f);
break;
case StdMeshMaterialTextureUnit::Transformation::XF_SCROLL_Y:
glTranslatef(0.0f, trans.GetWaveXForm(Position), 0.0f);
break;
case StdMeshMaterialTextureUnit::Transformation::XF_ROTATE:
glRotatef(trans.GetWaveXForm(Position), 0.0f, 0.0f, 1.0f);
break;
case StdMeshMaterialTextureUnit::Transformation::XF_SCALE_X:
glScalef(trans.GetWaveXForm(Position), 1.0f, 1.0f);
break;
case StdMeshMaterialTextureUnit::Transformation::XF_SCALE_Y:
glScalef(1.0f, trans.GetWaveXForm(Position), 1.0f);
break;
}
break;
}
}
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
bool fMod2 = (dwBlitMode & C4GFXBLIT_MOD2) != 0;
// Overwrite texcombine and texscale for fMod2 drawing.
// TODO: Use an additional texture unit or a shader to do this,
// so that the settings of this texture unit are not lost.
if(fMod2)
{
// Special case RGBA setup for fMod2
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD_SIGNED);
glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0f);
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 2.0f);
SetTexSource(GL_SOURCE0_RGB, texunit.ColorOpSources[0]); // TODO: Fails for StdMeshMaterialTextureUnit::BOX_Source2
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
SetTexSource(GL_SOURCE0_ALPHA, texunit.AlphaOpSources[0]);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, dwMod);
}
else
{
// Combine
SetTexCombine(GL_COMBINE_RGB, texunit.ColorOpEx);
SetTexCombine(GL_COMBINE_ALPHA, texunit.AlphaOpEx);
// Scale
SetTexScale(GL_RGB_SCALE, texunit.ColorOpEx);
SetTexScale(GL_ALPHA_SCALE, texunit.AlphaOpEx);
if (texunit.ColorOpEx == StdMeshMaterialTextureUnit::BOX_Source2)
{
SetTexSource(GL_SOURCE0_RGB, texunit.ColorOpSources[1]);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
}
else
{
if (texunit.ColorOpEx == StdMeshMaterialTextureUnit::BOX_AddSmooth)
{
// GL_SOURCE0 is GL_CONSTANT to achieve the desired effect with GL_INTERPOLATE
SetTexSource2(GL_SOURCE0_RGB, texunit.ColorOpEx);
SetTexSource(GL_SOURCE1_RGB, texunit.ColorOpSources[0]);
SetTexSource(GL_SOURCE2_RGB, texunit.ColorOpSources[1]);
SetTexOperand2(GL_OPERAND0_RGB, texunit.ColorOpEx);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);
}
else
{
SetTexSource(GL_SOURCE0_RGB, texunit.ColorOpSources[0]);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
if (texunit.ColorOpEx != StdMeshMaterialTextureUnit::BOX_Source1)
{
SetTexSource(GL_SOURCE1_RGB, texunit.ColorOpSources[1]);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
}
SetTexSource2(GL_SOURCE2_RGB, texunit.ColorOpEx);
SetTexOperand2(GL_OPERAND2_RGB, texunit.ColorOpEx);
}
}
if (texunit.AlphaOpEx == StdMeshMaterialTextureUnit::BOX_Source2)
{
SetTexSource(GL_SOURCE0_ALPHA, texunit.AlphaOpSources[1]);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
}
else
{
if (texunit.AlphaOpEx == StdMeshMaterialTextureUnit::BOX_AddSmooth)
{
// GL_SOURCE0 is GL_CONSTANT to achieve the desired effect with GL_INTERPOLATE
SetTexSource2(GL_SOURCE0_ALPHA, texunit.AlphaOpEx);
SetTexSource(GL_SOURCE1_ALPHA, texunit.AlphaOpSources[0]);
SetTexSource(GL_SOURCE2_ALPHA, texunit.AlphaOpSources[1]);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA);
}
else
{
SetTexSource(GL_SOURCE0_ALPHA, texunit.AlphaOpSources[0]);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
if (texunit.AlphaOpEx != StdMeshMaterialTextureUnit::BOX_Source1)
{
SetTexSource(GL_SOURCE1_ALPHA, texunit.AlphaOpSources[1]);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
}
SetTexSource2(GL_SOURCE2_ALPHA, texunit.AlphaOpEx);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA);
}
}
SetTexColor(texunit, dwPlayerColor);
}
}
glMatrixMode(GL_MODELVIEW);
glDrawElements(GL_TRIANGLES, instance.GetNumFaces()*3, GL_UNSIGNED_INT, instance.GetFaces());
for (unsigned int j = 0; j < pass.TextureUnits.size(); ++j)
{
glActiveTexture(GL_TEXTURE0+j);
glClientActiveTexture(GL_TEXTURE0+j);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
}
}
}
void RenderMeshImpl(StdMeshInstance& instance, DWORD dwModClr, DWORD dwBlitMode, DWORD dwPlayerColor, bool parity); // Needed by RenderAttachedMesh
void RenderAttachedMesh(StdMeshInstance::AttachedMesh* attach, DWORD dwModClr, DWORD dwBlitMode, DWORD dwPlayerColor, bool parity)
{
const StdMeshMatrix& FinalTrans = attach->GetFinalTransformation();
// Convert matrix to column-major order, add fourth row
const float attach_trans_gl[16] =
{
FinalTrans(0,0), FinalTrans(1,0), FinalTrans(2,0), 0,
FinalTrans(0,1), FinalTrans(1,1), FinalTrans(2,1), 0,
FinalTrans(0,2), FinalTrans(1,2), FinalTrans(2,2), 0,
FinalTrans(0,3), FinalTrans(1,3), FinalTrans(2,3), 1
};
// TODO: Take attach transform's parity into account
glPushMatrix();
glMultMatrixf(attach_trans_gl);
RenderMeshImpl(*attach->Child, dwModClr, dwBlitMode, dwPlayerColor, parity);
glPopMatrix();
#if 0
const StdMeshMatrix& own_trans = attach->Parent->GetBoneTransform(attach->ParentBone)
* StdMeshMatrix::Transform(attach->Parent->GetMesh().GetBone(attach->ParentBone).Transformation);
// Draw attached bone
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
GLUquadric* quad = gluNewQuadric();
glPushMatrix();
glTranslatef(own_trans(0,3), own_trans(1,3), own_trans(2,3));
gluSphere(quad, 1.0f, 4, 4);
glPopMatrix();
gluDeleteQuadric(quad);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
#endif
}
void RenderMeshImpl(StdMeshInstance& instance, DWORD dwModClr, DWORD dwBlitMode, DWORD dwPlayerColor, bool parity)
{
const StdMesh& mesh = instance.GetMesh();
// Render AM_DrawBefore attached meshes
StdMeshInstance::AttachedMeshIter attach_iter = instance.AttachedMeshesBegin();
for (; attach_iter != instance.AttachedMeshesEnd() && ((*attach_iter)->GetFlags() & StdMeshInstance::AM_DrawBefore); ++attach_iter)
RenderAttachedMesh(*attach_iter, dwModClr, dwBlitMode, dwPlayerColor, parity);
GLint modes[2];
// Check if we should draw in wireframe or normal mode
if(dwBlitMode & C4GFXBLIT_WIREFRAME)
{
// save old mode
glGetIntegerv(GL_POLYGON_MODE, modes);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
// Render each submesh
for (unsigned int i = 0; i < mesh.GetNumSubMeshes(); ++i)
RenderSubMeshImpl(instance, instance.GetSubMesh(i), dwModClr, dwBlitMode, dwPlayerColor, parity);
// reset old mode to prevent rendering errors
if(dwBlitMode & C4GFXBLIT_WIREFRAME)
{
glPolygonMode(GL_FRONT, modes[0]);
glPolygonMode(GL_BACK, modes[1]);
}
#if 0
// Draw attached bone
if (instance.GetAttachParent())
{
const StdMeshInstance::AttachedMesh* attached = instance.GetAttachParent();
const StdMeshMatrix& own_trans = instance.GetBoneTransform(attached->ChildBone) * StdMeshMatrix::Transform(instance.GetMesh().GetBone(attached->ChildBone).Transformation);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glColor4f(1.0f, 1.0f, 0.0f, 1.0f);
GLUquadric* quad = gluNewQuadric();
glPushMatrix();
glTranslatef(own_trans(0,3), own_trans(1,3), own_trans(2,3));
gluSphere(quad, 1.0f, 4, 4);
glPopMatrix();
gluDeleteQuadric(quad);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
}
#endif
// Render non-AM_DrawBefore attached meshes
for (; attach_iter != instance.AttachedMeshesEnd(); ++attach_iter)
RenderAttachedMesh(*attach_iter, dwModClr, dwBlitMode, dwPlayerColor, parity);
}
// Apply Zoom and Transformation to the current matrix stack. Return
// parity of the transformation.
bool ApplyZoomAndTransform(float ZoomX, float ZoomY, float Zoom, C4BltTransform* pTransform)
{
// Apply zoom
glTranslatef(ZoomX, ZoomY, 0.0f);
glScalef(Zoom, Zoom, 1.0f);
glTranslatef(-ZoomX, -ZoomY, 0.0f);
// Apply transformation
if (pTransform)
{
const GLfloat transform[16] = { pTransform->mat[0], pTransform->mat[3], 0, pTransform->mat[6], pTransform->mat[1], pTransform->mat[4], 0, pTransform->mat[7], 0, 0, 1, 0, pTransform->mat[2], pTransform->mat[5], 0, pTransform->mat[8] };
glMultMatrixf(transform);
// Compute parity of the transformation matrix - if parity is swapped then
// we need to cull front faces instead of back faces.
const float det = transform[0]*transform[5]*transform[15]
+ transform[4]*transform[13]*transform[3]
+ transform[12]*transform[1]*transform[7]
- transform[0]*transform[13]*transform[7]
- transform[4]*transform[1]*transform[15]
- transform[12]*transform[5]*transform[3];
return det > 0;
}
return true;
}
}
void CStdGL::PerformMesh(StdMeshInstance &instance, float tx, float ty, float twdt, float thgt, DWORD dwPlayerColor, C4BltTransform* pTransform)
{
// Field of View for perspective projection, in degrees
static const float FOV = 60.0f;
static const float TAN_FOV = tan(FOV / 2.0f / 180.0f * M_PI);
// Convert OgreToClonk matrix to column-major order
// TODO: This must be executed after C4Draw::OgreToClonk was
// initialized - is this guaranteed at this position?
static const float OgreToClonkGL[16] =
{
C4Draw::OgreToClonk(0,0), C4Draw::OgreToClonk(1,0), C4Draw::OgreToClonk(2,0), 0,
C4Draw::OgreToClonk(0,1), C4Draw::OgreToClonk(1,1), C4Draw::OgreToClonk(2,1), 0,
C4Draw::OgreToClonk(0,2), C4Draw::OgreToClonk(1,2), C4Draw::OgreToClonk(2,2), 0,
C4Draw::OgreToClonk(0,3), C4Draw::OgreToClonk(1,3), C4Draw::OgreToClonk(2,3), 1
};
static const bool OgreToClonkParity = C4Draw::OgreToClonk.Determinant() > 0.0f;
const StdMesh& mesh = instance.GetMesh();
bool parity = OgreToClonkParity;
// Convert bounding box to clonk coordinate system
// (TODO: We should cache this, not sure where though)
// TODO: Note that this does not generally work with an arbitrary transformation this way
const StdMeshBox& box = mesh.GetBoundingBox();
StdMeshVector v1, v2;
v1.x = box.x1; v1.y = box.y1; v1.z = box.z1;
v2.x = box.x2; v2.y = box.y2; v2.z = box.z2;
v1 = OgreToClonk * v1; // TODO: Include translation
v2 = OgreToClonk * v2; // TODO: Include translation
// Vector from origin of mesh to center of mesh
const StdMeshVector MeshCenter = (v1 + v2)/2.0f;
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_BLEND); // TODO: Shouldn't this always be enabled? - blending does not work for meshes without this though.
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY); // might still be active from a previous (non-mesh-rendering) GL operation
glClientActiveTexture(GL_TEXTURE0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY); // same -- we enable this individually for every texture unit in RenderSubMeshImpl
// TODO: We ignore the additive drawing flag for meshes but instead
// set the blending mode of the corresponding material. I'm not sure
// how the two could be combined.
// TODO: Maybe they can be combined using a pixel shader which does
// ftransform() and then applies colormod, additive and mod2
// on the result (with alpha blending).
//int iAdditive = dwBlitMode & C4GFXBLIT_ADDITIVE;
//glBlendFunc(GL_SRC_ALPHA, iAdditive ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA);
// Set up projection matrix first. We do transform and Zoom with the
// projection matrix, so that lighting is applied to the untransformed/unzoomed
// mesh.
glMatrixMode(GL_PROJECTION);
glPushMatrix();
// Mesh extents
const float b = fabs(v2.x - v1.x)/2.0f;
const float h = fabs(v2.y - v1.y)/2.0f;
const float l = fabs(v2.z - v1.z)/2.0f;
if (!fUsePerspective)
{
// Orthographic projection. The orthographic projection matrix
// is already loaded in the GL matrix stack.
if (!ApplyZoomAndTransform(ZoomX, ZoomY, Zoom, pTransform))
parity = !parity;
// Scale so that the mesh fits in (tx,ty,twdt,thgt)
const float rx = -std::min(v1.x,v2.x) / fabs(v2.x - v1.x);
const float ry = -std::min(v1.y,v2.y) / fabs(v2.y - v1.y);
const float dx = tx + rx*twdt;
const float dy = ty + ry*thgt;
// Scale so that Z coordinate is between -1 and 1, otherwise parts of
// the mesh could be clipped away by the near or far clipping plane.
// Note that this only works for the projection matrix, otherwise
// lighting is screwed up.
// This technique might also enable us not to clear the depth buffer
// after every mesh rendering - we could simply scale the first mesh
// of the scene so that it's Z coordinate is between 0 and 1, scale
// the second mesh that it is between 1 and 2, and so on.
// This of course requires an orthogonal projection so that the
// meshes don't look distorted - if we should ever decide to use
// a perspective projection we need to think of something different.
// Take also into account that the depth is not linear but linear
// in the logarithm (if I am not mistaken), so goes as 1/z
// Don't scale by Z extents since mesh might be transformed
// by MeshTransformation, so use GetBoundingRadius to be safe.
// Note this still fails if mesh is scaled in Z direction or
// there are attached meshes.
const float scz = 1.0/(mesh.GetBoundingRadius());
glTranslatef(dx, dy, 0.0f);
glScalef(1.0f, 1.0f, scz);
}
else
{
// Perspective projection. We need current viewport size.
const int iWdt=Min(iClipX2, RenderTarget->Wdt-1)-iClipX1+1;
const int iHgt=Min(iClipY2, RenderTarget->Hgt-1)-iClipY1+1;
// Get away with orthographic projection matrix currently loaded
glLoadIdentity();
// Back to GL device coordinates
glTranslatef(-1.0f, 1.0f, 0.0f);
glScalef(2.0f/iWdt, -2.0f/iHgt, 1.0f);
glTranslatef(-iClipX1, -iClipY1, 0.0f);
if (!ApplyZoomAndTransform(ZoomX, ZoomY, Zoom, pTransform))
parity = !parity;
// Move to target location and compensate for 1.0f aspect
float ttx = tx, tty = ty, ttwdt = twdt, tthgt = thgt;
if(twdt > thgt)
{
tty += (thgt-twdt)/2.0;
tthgt = twdt;
}
else
{
ttx += (twdt-thgt)/2.0;
ttwdt = thgt;
}
glTranslatef(ttx, tty, 0.0f);
glScalef(((float)ttwdt)/iWdt, ((float)tthgt)/iHgt, 1.0f);
// Return to Clonk coordinate frame
glScalef(iWdt/2.0, -iHgt/2.0, 1.0f);
glTranslatef(1.0f, -1.0f, 0.0f);
// Fix for the case when we have a non-square target
const float ta = twdt / thgt;
const float ma = b / h;
if(ta <= 1 && ta/ma <= 1)
glScalef(std::max(ta, ta/ma), std::max(ta, ta/ma), 1.0f);
else if(ta >= 1 && ta/ma >= 1)
glScalef(std::max(1.0f/ta, ma/ta), std::max(1.0f/ta, ma/ta), 1.0f);
// Apply perspective projection. After this, x and y range from
// -1 to 1, and this is mapped into tx/ty/twdt/thgt by the above code.
// Aspect is 1.0f which is accounted for above.
gluPerspective(FOV, 1.0f, 0.1f, 100.0f);
}
// Now set up modelview matrix
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
if (!fUsePerspective)
{
// Put a light source in front of the object
const GLfloat light_position[] = { 0.0f, 0.0f, 1.0f, 0.0f };
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glEnable(GL_LIGHT0);
}
else
{
// Setup camera position so that the mesh with uniform transformation
// fits well into a square target (without distortion).
const float EyeR = l + std::max(b/TAN_FOV, h/TAN_FOV);
const float EyeX = MeshCenter.x;
const float EyeY = MeshCenter.y;
const float EyeZ = MeshCenter.z + EyeR;
// Up vector is unit vector in theta direction
const float UpX = 0;//-sinEyePhi * sinEyeTheta;
const float UpY = -1;//-cosEyeTheta;
const float UpZ = 0;//-cosEyePhi * sinEyeTheta;
// Apply lighting (light source at camera position)
const GLfloat light_position[] = { EyeX, EyeY, EyeZ, 1.0f };
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glEnable(GL_LIGHT0);
// Fix X axis (???)
glScalef(-1.0f, 1.0f, 1.0f);
// center on mesh's bounding box, so that the mesh is really in the center of the viewport
gluLookAt(EyeX, EyeY, EyeZ, MeshCenter.x, MeshCenter.y, MeshCenter.z, UpX, UpY, UpZ);
}
// Apply mesh transformation matrix
if (MeshTransform)
{
// Convert to column-major order
const float Matrix[16] =
{
(*MeshTransform)(0,0), (*MeshTransform)(1,0), (*MeshTransform)(2,0), 0,
(*MeshTransform)(0,1), (*MeshTransform)(1,1), (*MeshTransform)(2,1), 0,
(*MeshTransform)(0,2), (*MeshTransform)(1,2), (*MeshTransform)(2,2), 0,
(*MeshTransform)(0,3), (*MeshTransform)(1,3), (*MeshTransform)(2,3), 1
};
const float det = MeshTransform->Determinant();
if (det < 0) parity = !parity;
// Renormalize if transformation resizes the mesh
// for lighting to be correct.
// TODO: Also needs to check for orthonormality to be correct
if (det != 1 && det != -1)
glEnable(GL_NORMALIZE);
// Apply MeshTransformation (in the Mesh's coordinate system)
glMultMatrixf(Matrix);
}
// Convert from Ogre to Clonk coordinate system
glMultMatrixf(OgreToClonkGL);
DWORD dwModClr = BlitModulated ? BlitModulateClr : 0xffffffff;
if(fUseClrModMap)
{
float x = tx + twdt/2.0f;
float y = ty + thgt/2.0f;
if(pTransform)
pTransform->TransformPoint(x,y);
ApplyZoom(x, y);
DWORD c = pClrModMap->GetModAt(int(x), int(y));
ModulateClr(dwModClr, c);
}
RenderMeshImpl(instance, dwModClr, dwBlitMode, dwPlayerColor, parity);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glActiveTexture(GL_TEXTURE0); // switch back to default
glClientActiveTexture(GL_TEXTURE0); // switch back to default
glDepthMask(GL_TRUE);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_NORMALIZE);
glDisable(GL_LIGHT0);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
//glDisable(GL_BLEND);
glShadeModel(GL_FLAT);
// TODO: glScissor, so that we only clear the area the mesh covered.
glClear(GL_DEPTH_BUFFER_BIT);
}
#endif // USE_GL