openclonk/standard/src/StdGL.cpp

1072 lines
31 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2002, 2005-2006 Sven Eberhardt
* Copyright (c) 2005-2008 Günther Brammer
* Copyright (c) 2007 Julian Raschke
* Copyright (c) 2008 Matthes Bender
* 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 <Standard.h>
#include <StdGL.h>
#include <StdSurface2.h>
#include <StdWindow.h>
#ifdef USE_GL
#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()
{
Default();
// global ptr
pGL = this;
shaders[0] = 0;
vbo = 0;
}
CStdGL::~CStdGL()
{
Clear();
pGL=NULL;
}
void CStdGL::Clear()
{
#ifndef USE_SDL_MAINLOOP
CStdDDraw::Clear();
#endif
NoPrimaryClipper();
if (pTexMgr) pTexMgr->IntUnlock();
DeleteDeviceObjects();
MainCtx.Clear();
pCurrCtx=NULL;
#ifndef USE_SDL_MAINLOOP
CStdDDraw::Clear();
#endif
}
bool CStdGL::PageFlip(RECT *pSrcRt, RECT *pDstRt, CStdWindow * pWindow)
{
// call from gfx thread only!
if (!pApp || !pApp->AssertMainThread()) return false;
// safety
if (!pCurrCtx) return FALSE;
// end the scene and present it
if (!pCurrCtx->PageFlip()) return FALSE;
// success!
return TRUE;
}
void CStdGL::FillBG(DWORD dwClr)
{
if (!pCurrCtx) if (!MainCtx.Select()) return;
glClearColor((float)GetBValue(dwClr)/255.0f, (float)GetGValue(dwClr)/255.0f, (float)GetRValue(dwClr)/255.0f, 1.0f);
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();
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(SURFACE sfcToSurface)
{
// call from gfx thread only!
if (!pApp || !pApp->AssertMainThread()) return false;
// device?
if (!pCurrCtx) if (!MainCtx.Select()) 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;
// set target
RenderTarget=sfcToSurface;
// new target has different size; needs other clipping rect
UpdateClipper();
}
// done
return true;
}
void CStdGL::PerformBlt(CBltData &rBltData, CTexRef *pTex, DWORD dwModClr, bool fMod2, bool fExact)
{
// clipping
if (DDrawCfg.ClipManually && rBltData.pTransform) ClipPoly(rBltData);
// global modulation map
int i;
bool fAnyModNotBlack = !!dwModClr;
if (!shaders[0] && fUseClrModMap && dwModClr)
{
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) 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
if (fMod2 && !fAnyModNotBlack) fMod2 = 0;
if (shaders[0])
{
glEnable(GL_FRAGMENT_PROGRAM_ARB);
GLuint s = fMod2 ? 1 : 0;
if (Saturation < 255)
{
s += 3;
}
if (fUseClrModMap)
{
s += 6;
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);
}
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);
}
}
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_ADD);
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 texture+modes
glShadeModel((fUseClrModMap && !DDrawCfg.NoBoxFades) ? GL_SMOOTH : GL_FLAT);
glBindTexture(GL_TEXTURE_2D, pTex->texName);
if (!fExact && !DDrawCfg.PointFiltering)
{
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);
if (shaders[0] && fUseClrModMap)
{
glActiveTexture(GL_TEXTURE3);
glLoadIdentity();
CSurface * pSurface = pClrModMap->GetSurface();
glScalef(1.0f/(pClrModMap->GetResolutionX()*(*pSurface->ppTex)->iSize), 1.0f/(pClrModMap->GetResolutionY()*(*pSurface->ppTex)->iSize), 1.0f);
glTranslatef(float(-pClrModMap->OffX), float(-pClrModMap->OffY), 0.0f);
}
if (rBltData.pTransform)
{
float * mat = rBltData.pTransform->mat;
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(CBltVertex), rBltData.vtVtx, GL_STREAM_DRAW_ARB);
glInterleavedArrays(GL_T2F_C4UB_V3F, sizeof(CBltVertex), 0);
}
else
{
glInterleavedArrays(GL_T2F_C4UB_V3F, sizeof(CBltVertex), rBltData.vtVtx);
}
if (shaders[0] && fUseClrModMap)
{
glClientActiveTexture(GL_TEXTURE3);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(CBltVertex), &rBltData.vtVtx[0].ftx);
glClientActiveTexture(GL_TEXTURE0);
}
glDrawArrays(GL_POLYGON, 0, rBltData.byNumVertices);
glLoadIdentity();
if (shaders[0])
{
glDisable(GL_FRAGMENT_PROGRAM_ARB);
glActiveTexture(GL_TEXTURE3);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
}
if (!fExact && !DDrawCfg.PointFiltering)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
}
void CStdGL::PerformMesh(StdMeshInstance &instance, float tx, float ty, float twdt, float thgt)
{
const StdMesh& mesh = instance.Mesh;
const StdMeshBox& box = mesh.GetBoundingBox();
glPushMatrix();
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
//glEnable(GL_NORMALIZE);
glEnable(GL_LIGHTING);
/* float twdt = wdt;
float thgt = hgt;*/
tx = (tx - ZoomX) * Zoom + ZoomX;
ty = (ty - ZoomY) * Zoom + ZoomY;
twdt *= Zoom;
thgt *= Zoom;
// TODO: ClrMod, ...
//glColor4f(1.0f, 1.0f, 1.0f, 0.0f);
// Scale so that the mesh fits in (tx,ty,twdt,thgt)
float rx = -box.x1 / (box.x2 - box.x1);
float ry = -box.y1 / (box.y2 - box.y1);
glTranslatef(tx + rx*twdt, ty + ry*thgt, 0.0f);
// Put a light source in front of the object
GLfloat light_position[] = { 0.0f, 0.0f, 15.0f*Zoom, 1.0f };
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glEnable(GL_LIGHT0);
float scx = twdt/(box.x2 - box.x1);
float scy = thgt/(box.y2 - box.y1);
// Keep aspect ratio:
//if(scx < scy) scy = scx;
//else scx = scy;
glScalef(scx, scy, 1.0f);
// TODO: Find a working technique, we currently always use the
// first one:
const StdMeshMaterial& material = mesh.GetMaterial();
const StdMeshMaterialTechnique& technique = material.Techniques[0];
// Render each pass
for(unsigned int i = 0; i < technique.Passes.size(); ++i)
{
const StdMeshMaterialPass& pass = technique.Passes[i];
// Set up material
glMaterialfv(GL_FRONT, GL_AMBIENT, pass.Ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, pass.Diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, pass.Specular);
glMaterialfv(GL_FRONT, GL_EMISSION, pass.Emissive);
glMaterialf(GL_FRONT, GL_SHININESS, pass.Shininess);
// TODO: Set up texture units
// Render mesh
glBegin(GL_TRIANGLES);
for(unsigned int j = 0; j < mesh.GetNumFaces(); ++j)
{
const StdMeshFace& face = mesh.GetFace(j);
const StdMeshVertex& vtx1 = instance.GetVertex(face.Vertices[0]);
const StdMeshVertex& vtx2 = instance.GetVertex(face.Vertices[1]);
const StdMeshVertex& vtx3 = instance.GetVertex(face.Vertices[2]);
glTexCoord2f(vtx1.u, vtx1.v);
glNormal3f(vtx1.nx, vtx1.ny, vtx1.nz);
glVertex3f(vtx1.x, vtx1.y, vtx1.z);
glTexCoord2f(vtx2.u, vtx2.v);
glNormal3f(vtx2.nx, vtx2.ny, vtx2.nz);
glVertex3f(vtx2.x, vtx2.y, vtx2.z);
glTexCoord2f(vtx3.u, vtx3.v);
glNormal3f(vtx3.nx, vtx3.ny, vtx3.nz);
glVertex3f(vtx3.x, vtx3.y, vtx3.z);
}
glEnd(); // GL_TRIANGLES
}
glDisable(GL_LIGHT0);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glShadeModel(GL_FLAT);
glPopMatrix();
// TODO: glScissor, so that we only clear the area the mesh covered.
glClear(GL_DEPTH_BUFFER_BIT);
}
void CStdGL::BlitLandscape(SURFACE sfcSource, SURFACE sfcSource2, SURFACE sfcLiquidAnimation, float fx, float fy,
SURFACE sfcTarget, float tx, float ty, float wdt, float hgt)
{
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 (DDrawCfg.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 iTexSize=sfcSource->iTexSize;
int iTexX=Max(int(fx/iTexSize), 0);
int iTexY=Max(int(fy/iTexSize), 0);
int iTexX2=Min((int)(fx+wdt-1)/iTexSize +1, sfcSource->iTexX);
int iTexY2=Min((int)(fy+hgt-1)/iTexSize +1, sfcSource->iTexY);
// blit from all these textures
SetTexture();
if (sfcSource2)
{
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE2);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, (*sfcLiquidAnimation->ppTex)->texName);
glActiveTexture(GL_TEXTURE0);
}
DWORD dwModMask = 0;
if (shaders[0])
{
glEnable(GL_FRAGMENT_PROGRAM_ARB);
GLuint s = sfcSource2 ? 2 : 0;
if (Saturation < 255)
{
s += 3;
}
if (fUseClrModMap)
{
s += 6;
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);
}
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);
}
if (sfcSource2)
{
static GLfloat bla[4] = { -0.6f/3, 0.0f, 0.6f/3, 0.0f };
bla[0] += 0.05f; bla[1] += 0.05f; bla[2] += 0.05f;
GLfloat mod[4];
for (int i = 0; i < 3; ++i)
{
if (bla[i] > 0.9f) bla[i] = -0.3f;
mod[i] = (bla[i] > 0.3f ? 0.6f - bla[i] : bla[i]) / 3.0f;
}
mod[3] = 0;
glProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, 1, mod);
}
dwModMask = 0;
}
// texture environment
else
{
if (DDrawCfg.NoAlphaAdd)
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 1.0f);
dwModMask = 0xff000000;
}
else
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 1.0f);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_ADD);
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);
dwModMask = 0;
}
}
// set texture+modes
glShadeModel((fUseClrModMap && !DDrawCfg.NoBoxFades) ? GL_SMOOTH : GL_FLAT);
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 : 0xffffff;
if (sfcSource2)
glActiveTexture(GL_TEXTURE0);
CTexRef *pTex = *(sfcSource->ppTex + iY * sfcSource->iTexX + iX);
glBindTexture(GL_TEXTURE_2D, pTex->texName);
if (Zoom != 1.0 && !DDrawCfg.PointFiltering)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
if (sfcSource2)
{
CTexRef *pTex = *(sfcSource2->ppTex + iY * sfcSource2->iTexX + iX);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, pTex->texName);
if (Zoom != 1.0 && !DDrawCfg.PointFiltering)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
}
// get current blitting offset in texture (beforing any last-tex-size-changes)
int iBlitX=iTexSize*iX;
int iBlitY=iTexSize*iY;
// size changed? recalc dependant, relevant (!) values
if (iTexSize != pTex->iSize)
{
iTexSize = pTex->iSize;
}
// 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)iTexSize);
tTexBlt.right = (fTexBlt.right + iBlitX - fx) * Zoom + tx;
fTexBlt.bottom= Min<float>((float)(fy + hgt - iBlitY), (float)iTexSize);
tTexBlt.bottom= (fTexBlt.bottom+ iBlitY - fy) * Zoom + ty;
CBltVertex 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
int i;
if (fUseClrModMap && dwModClr)
{
for (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 (i=0; i<4; ++i)
DwTo4UB(dwModClr | dwModMask, Vtx[i].color);
}
for (i=0; i<4; ++i)
{
Vtx[i].tx /= iTexSize;
Vtx[i].ty /= iTexSize;
Vtx[i].ftx += DDrawCfg.fBlitOff;
Vtx[i].fty += DDrawCfg.fBlitOff;
Vtx[i].ftz = 0;
}
glInterleavedArrays(GL_T2F_C4UB_V3F, sizeof(CBltVertex), Vtx);
glDrawArrays(GL_POLYGON, 0, 4);
}
}
if (shaders[0])
{
glDisable(GL_FRAGMENT_PROGRAM_ARB);
}
if (sfcSource2)
{
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE2);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
}
// reset texture
ResetTexture();
}
BOOL CStdGL::CreateDirectDraw()
{
Log(" Using OpenGL...");
return TRUE;
}
CStdGLCtx *CStdGL::CreateContext(CStdWindow * pWindow, CStdApp *pApp)
{
// safety
if (!pWindow) return NULL;
// create it
CStdGLCtx *pCtx = new CStdGLCtx();
if (!pCtx->Init(pWindow, pApp))
{
delete pCtx; Error(" gl: Error creating secondary context!"); return NULL;
}
// reselect current context
//if (pCurrCtx) pCurrCtx->Select(); else pCurrCtx=pCtx;
// done
return pCtx;
}
#ifdef _WIN32
CStdGLCtx *CStdGL::CreateContext(HWND hWindow, CStdApp *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;
}
// reselect current context
//if (pCurrCtx) pCurrCtx->Select(); else pCurrCtx=pCtx;
// done
return pCtx;
}
#endif
bool CStdGL::CreatePrimarySurfaces(BOOL Playermode, unsigned int iXRes, unsigned int iYRes, int iColorDepth, unsigned int iMonitor)
{
//remember fullscreen setting
fFullscreen = Playermode && !DDrawCfg.Windowed;
// Set window size only in playermode
if (Playermode)
{
// Always search for display mode, in case the user decides to activate fullscreen later
if (!pApp->SetVideoMode(iXRes, iYRes, iColorDepth, iMonitor, fFullscreen))
{
Error(" gl: No Display mode found; leaving current!");
fFullscreen = false;
}
if (!fFullscreen)
{
pApp->pWindow->SetSize(iXRes, iYRes);
}
}
// store options
byByteCnt=4; iClrDpt=iColorDepth;
// create lpPrimary and lpBack (used in first context selection)
lpPrimary=lpBack=new CSurface();
lpPrimary->fPrimary=true;
lpPrimary->AttachSfc(NULL, iXRes, iYRes);
lpPrimary->byBytesPP=byByteCnt;
// create+select gl context
if (!MainCtx.Init(pApp->pWindow, pApp)) return Error(" gl: Error initializing context");
// done, init device stuff
return InitDeviceObjects();
}
void CStdGL::DrawQuadDw(SURFACE 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])));
}
// no clr fading supported
if (DDrawCfg.NoBoxFades)
{
NormalizeColors(dwClr1, dwClr2, dwClr3, dwClr4);
glShadeModel(GL_FLAT);
}
else
glShadeModel((dwClr1 == dwClr2 && dwClr1 == dwClr3 && dwClr1 == dwClr4) ? GL_FLAT : GL_SMOOTH);
// set blitting state
int iAdditive = dwBlitMode & C4GFXBLIT_ADDITIVE;
glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, iAdditive ? GL_ONE : GL_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);
glShadeModel(GL_FLAT);
}
void CStdGL::PerformLine(SURFACE sfcTarget, float x1, float y1, float x2, float y2, DWORD dwClr)
{
// render target?
if (sfcTarget->IsRenderTarget())
{
// prepare rendering to target
if (!PrepareRendering(sfcTarget)) return;
// set blitting state
int iAdditive = dwBlitMode & C4GFXBLIT_ADDITIVE;
// use a different blendfunc here, because GL_LINE_SMOOTH expects this one
glBlendFunc(GL_SRC_ALPHA, iAdditive ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA);
// draw one line
glBegin(GL_LINES);
// global clr modulation map
DWORD dwClr1 = dwClr;
if (fUseClrModMap)
{
ModulateClr(dwClr1, pClrModMap->GetModAt((int)x1, (int)y1));
}
// convert from clonk-alpha to GL_LINE_SMOOTH alpha
glColorDw(InvertRGBAAlpha(dwClr1));
glVertex2f(x1 + 0.5f, y1 + 0.5f);
if (fUseClrModMap)
{
ModulateClr(dwClr, pClrModMap->GetModAt((int)x2, (int)y2));
glColorDw(InvertRGBAAlpha(dwClr));
}
glVertex2f(x2 + 0.5f, y2 + 0.5f);
glEnd();
}
else
{
// emulate
if (!LockSurfaceGlobal(sfcTarget)) return;
ForLine((int32_t)x1,(int32_t)y1,(int32_t)x2,(int32_t)y2,&DLineSPix,(int) dwClr);
UnLockSurfaceGlobal(sfcTarget);
}
}
void CStdGL::PerformPix(SURFACE 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(InvertRGBAAlpha(dwClr));
glVertex2f(tx + 0.5f, ty + 0.5f);
glEnd();
}
else
{
// emulate
sfcTarget->SetPixDw((int)tx, (int)ty, dwClr);
}
}
bool CStdGL::InitDeviceObjects()
{
// BGRA Pixel Formats, Multitexturing, Texture Combine Environment Modes
if (!GLEW_VERSION_1_3)
{
Log(" gl: OpenGL Version 1.3 or higher required.");
return false;
}
MaxTexSize = 64;
GLint s = 0;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &s);
if (s>0) MaxTexSize = s;
return RestoreDeviceObjects();
}
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()
{
// safety
if (!lpPrimary) return false;
// delete any previous objects
InvalidateDeviceObjects();
bool fSuccess=true;
// restore primary/back
RenderTarget=lpPrimary;
//lpPrimary->AttachSfc(NULL);
lpPrimary->byBytesPP=byByteCnt;
// set states
fSuccess = pCurrCtx ? (pCurrCtx->Select()) : MainCtx.Select();
// activate if successful
Active=fSuccess;
// restore gamma if active
if (Active)
EnableGamma();
// reset blit states
dwBlitMode = 0;
if (0 && GLEW_ARB_vertex_buffer_object)
{
glGenBuffersARB(1, &vbo);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbo);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, 8 * sizeof(CBltVertex), 0, GL_STREAM_DRAW_ARB);
}
if(!DDrawCfg.Shader)
{
}
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_add =
// perform the modulation
"MUL tmp.rgb, tmp, fragment.color.primary;\n"
"ADD_SAT tmp.a, tmp, fragment.color.primary;\n";
const char * funny_add =
// perform the modulation
"ADD tmp, 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 * liquid =
"TEMP mask;\n"
"TEMP liquid;\n"
"TXP mask, fragment.texcoord, texture[1], 2D;\n"
"TXP liquid, fragment.texcoord, texture[2], 2D;\n"
// animation
"SUB liquid.rgb, liquid, {0.5, 0.5, 0.5, 0};\n"
"DP3 liquid.rgb, liquid, program.local[1];\n"
//"MAD_SAT tmp.rgb, mask.aaa, liquid, tmp;\n"
"MUL liquid.rgb, mask.aaaa, liquid;\n"
"ADD_SAT tmp.rgb, liquid, tmp;\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_add, end).getData(), shaders[0]);
DefineShaderARB(FormatString("%s%s%s", preface, funny_add, end).getData(), shaders[1]);
DefineShaderARB(FormatString("%s%s%s%s", preface, liquid, alpha_add, end).getData(), shaders[2]);
DefineShaderARB(FormatString("%s%s%s%s", preface, alpha_add, 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, liquid, alpha_add, grey, end).getData(), shaders[5]);
DefineShaderARB(FormatString("%s%s%s%s", preface, alpha_add, 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, liquid, alpha_add, fow, end).getData(), shaders[8]);
DefineShaderARB(FormatString("%s%s%s%s%s", preface, alpha_add, 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, liquid, alpha_add, 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 (lpPrimary) lpPrimary->Clear();
if (shaders[0])
{
glDeleteProgramsARB(sizeof(shaders)/sizeof(*shaders), shaders);
shaders[0] = 0;
}
if (vbo)
{
glDeleteBuffersARB(1, &vbo);
vbo = 0;
}
return fSuccess;
}
bool CStdGL::StoreStateBlock()
{
return true;
}
void CStdGL::SetTexture()
{
glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, (dwBlitMode & C4GFXBLIT_ADDITIVE) ? GL_ONE : GL_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
}
void CStdGL::ResetTexture()
{
// disable texturing
glDisable(GL_TEXTURE_2D);
}
bool CStdGL::RestoreStateBlock()
{
return true;
}
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;
bool CStdGL::DeleteDeviceObjects()
{
InvalidateDeviceObjects();
NoPrimaryClipper();
// del font objects
// del main surfaces
if (lpPrimary) delete lpPrimary;
lpPrimary=lpBack=NULL;
RenderTarget=NULL;
// clear context
if (pCurrCtx) pCurrCtx->Deselect();
MainCtx.Clear();
return true;
}
void CStdGL::TaskOut()
{
// deactivate
// backup textures
if (pTexMgr && fFullscreen) pTexMgr->IntLock();
// shotdown gl
InvalidateDeviceObjects();
if (pCurrCtx) pCurrCtx->Deselect();
}
void CStdGL::TaskIn()
{
// restore gl
//if (!DeviceReady()) MainCtx.Init(pWindow, pApp);
// restore textures
if (pTexMgr && fFullscreen) pTexMgr->IntUnlock();
// restore device stuff
RestoreDeviceObjects();
}
bool CStdGL::OnResolutionChanged(unsigned int iXRes, unsigned int iYRes)
{
InvalidateDeviceObjects();
RestoreDeviceObjects();
// Re-create primary clipper to adapt to new size.
CreatePrimaryClipper(iXRes, iYRes);
return true;
}
void CStdGL::Default()
{
CStdDDraw::Default();
//pCurrCtx = NULL;
iPixelFormat=0;
sfcFmt=0;
iClrDpt=0;
MainCtx.Clear();
}
#endif // USE_GL