stk-code_catmod/irrlicht_1.5_update/source/Irrlicht/COpenGLDriver.h

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// Copyright (C) 2002-2008 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in Irrlicht.h
#ifndef __C_VIDEO_OPEN_GL_H_INCLUDED__
#define __C_VIDEO_OPEN_GL_H_INCLUDED__
#include "IrrCompileConfig.h"
#if defined(_IRR_WINDOWS_API_)
// include windows headers for HWND
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#elif defined(_IRR_USE_OSX_DEVICE_)
#include "CIrrDeviceMacOSX.h"
#endif
#include "SIrrCreationParameters.h"
#ifdef _IRR_COMPILE_WITH_OPENGL_
#include "CNullDriver.h"
#include "IMaterialRendererServices.h"
#include "COpenGLExtensionHandler.h"
#if defined(_IRR_WINDOWS_API_)
#include <GL/gl.h>
#include "glext.h"
#include "wglext.h"
#ifdef _MSC_VER
#pragma comment(lib, "OpenGL32.lib")
#pragma comment(lib, "GLu32.lib")
#endif
#elif defined(_IRR_USE_OSX_DEVICE_)
#if defined(_IRR_OPENGL_USE_EXTPOINTER_)
#define GL_GLEXT_LEGACY 1
#endif
#include <OpenGL/gl.h>
#if defined(_IRR_OPENGL_USE_EXTPOINTER_)
#include "glext.h"
#endif
#elif defined(_IRR_USE_SDL_DEVICE_)
#if defined(_IRR_OPENGL_USE_EXTPOINTER_)
#define GL_GLEXT_LEGACY 1
#define GLX_GLXEXT_LEGACY 1
#else
#define GL_GLEXT_PROTOTYPES 1
#define GLX_GLXEXT_PROTOTYPES 1
#endif
#define NO_SDL_GLEXT
#include <SDL/SDL_opengl.h>
#include "glext.h"
#else
#if defined(_IRR_OPENGL_USE_EXTPOINTER_)
#define GL_GLEXT_LEGACY 1
#define GLX_GLXEXT_LEGACY 1
#else
#define GL_GLEXT_PROTOTYPES 1
#define GLX_GLXEXT_PROTOTYPES 1
#endif
#include <GL/gl.h>
#include <GL/glx.h>
#if defined(_IRR_OPENGL_USE_EXTPOINTER_)
#include "glext.h"
#undef GLX_ARB_get_proc_address // avoid problems with local glxext.h
#include "glxext.h"
#endif
#endif
namespace irr
{
namespace video
{
class COpenGLTexture;
class COpenGLDriver : public CNullDriver, public IMaterialRendererServices, public COpenGLExtensionHandler
{
public:
#if defined(_IRR_WINDOWS_API_) || defined(_IRR_USE_LINUX_DEVICE_) || defined(_IRR_USE_SDL_DEVICE_)
COpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io);
#endif
#ifdef _IRR_USE_OSX_DEVICE_
COpenGLDriver(const SIrrlichtCreationParameters& params,
io::IFileSystem* io, CIrrDeviceMacOSX *device);
#endif
#ifdef _IRR_WINDOWS_API_
//! inits the windows specific parts of the open gl driver
bool initDriver(SIrrlichtCreationParameters params);
#endif
//! destructor
virtual ~COpenGLDriver();
//! clears the zbuffer
virtual bool beginScene(bool backBuffer=true, bool zBuffer=true,
SColor color=SColor(255,0,0,0),
void* windowId=0,
core::rect<s32>* sourceRect=0);
//! presents the rendered scene on the screen, returns false if failed
virtual bool endScene();
//! sets transformation
virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat);
struct SHWBufferLink_opengl : public SHWBufferLink
{
SHWBufferLink_opengl(const scene::IMeshBuffer *_MeshBuffer): SHWBufferLink(_MeshBuffer), vbo_verticesID(0),vbo_indicesID(0){}
GLuint vbo_verticesID; //tmp
GLuint vbo_indicesID; //tmp
GLuint vbo_verticesSize; //tmp
GLuint vbo_indicesSize; //tmp
};
bool updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer);
bool updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer);
//! updates hardware buffer if needed
virtual bool updateHardwareBuffer(SHWBufferLink *HWBuffer);
//! Create hardware buffer from mesh
virtual SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb);
//! Delete hardware buffer (only some drivers can)
virtual void deleteHardwareBuffer(SHWBufferLink *HWBuffer);
//! Draw hardware buffer
virtual void drawHardwareBuffer(SHWBufferLink *HWBuffer);
//! draws a vertex primitive list
virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
const void* indexList, u32 primitiveCount,
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType);
//! queries the features of the driver, returns true if feature is available
virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const
{
return FeatureEnabled[feature] && COpenGLExtensionHandler::queryFeature(feature);
}
//! Sets a material. All 3d drawing functions draw geometry now
//! using this material.
//! \param material: Material to be used from now on.
virtual void setMaterial(const SMaterial& material);
//! draws an 2d image, using a color (if color is other then Color(255,255,255,255)) and the alpha channel of the texture if wanted.
virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false);
//! draws a set of 2d images, using a color and the alpha
/** channel of the texture if desired. The images are drawn
beginning at pos and concatenated in one line. All drawings
are clipped against clipRect (if != 0).
The subtextures are defined by the array of sourceRects
and are chosen by the indices given.
\param texture: Texture to be drawn.
\param pos: Upper left 2d destination position where the image will be drawn.
\param sourceRects: Source rectangles of the image.
\param indices: List of indices which choose the actual rectangle used each time.
\param clipRect: Pointer to rectangle on the screen where the image is clipped to.
This pointer can be 0. Then the image is not clipped.
\param color: Color with which the image is colored.
Note that the alpha component is used: If alpha is other than 255, the image will be transparent.
\param useAlphaChannelOfTexture: If true, the alpha channel of the texture is
used to draw the image. */
virtual void draw2DImage(const video::ITexture* texture,
const core::position2d<s32>& pos,
const core::array<core::rect<s32> >& sourceRects,
const core::array<s32>& indices,
const core::rect<s32>* clipRect=0,
SColor color=SColor(255,255,255,255),
bool useAlphaChannelOfTexture=false);
//! Draws a part of the texture into the rectangle.
virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
const video::SColor* const colors=0, bool useAlphaChannelOfTexture=false);
//! draw an 2d rectangle
virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,
const core::rect<s32>* clip = 0);
//!Draws an 2d rectangle with a gradient.
virtual void draw2DRectangle(const core::rect<s32>& pos,
SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
const core::rect<s32>* clip = 0);
//!Draws a 2d polygon with optional colors per vertex and a texture.
virtual void draw2DPolygon(const core::array<core::vector2df> &vertices,
const core::array<video::SColor> *colors=NULL,
const video::ITexture *texture=NULL,
bool useAlphaChannelOfTexture=false,
const core::array<core::vector2di> *coordinates=NULL);
//! Draws a 2d line.
virtual void draw2DLine(const core::position2d<s32>& start,
const core::position2d<s32>& end,
SColor color=SColor(255,255,255,255));
//! Draws a single pixel
virtual void drawPixel(u32 x, u32 y, const SColor & color);
//! Draws a 3d line.
virtual void draw3DLine(const core::vector3df& start,
const core::vector3df& end,
SColor color = SColor(255,255,255,255));
//! \return Returns the name of the video driver. Example: In case of the Direct3D8
//! driver, it would return "Direct3D8.1".
virtual const wchar_t* getName() const;
//! deletes all dynamic lights there are
virtual void deleteAllDynamicLights();
//! adds a dynamic light
virtual void addDynamicLight(const SLight& light);
//! returns the maximal amount of dynamic lights the device can handle
virtual u32 getMaximalDynamicLightAmount() const;
//! Sets the dynamic ambient light color. The default color is
//! (0,0,0,0) which means it is dark.
//! \param color: New color of the ambient light.
virtual void setAmbientLight(const SColorf& color);
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
//! this: First, draw all geometry. Then use this method, to draw the shadow
//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
virtual void drawStencilShadowVolume(const core::vector3df* triangles, s32 count, bool zfail);
//! Fills the stencil shadow with color. After the shadow volume has been drawn
//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
//! to draw the color of the shadow.
virtual void drawStencilShadow(bool clearStencilBuffer=false,
video::SColor leftUpEdge = video::SColor(0,0,0,0),
video::SColor rightUpEdge = video::SColor(0,0,0,0),
video::SColor leftDownEdge = video::SColor(0,0,0,0),
video::SColor rightDownEdge = video::SColor(0,0,0,0));
//! sets a viewport
virtual void setViewPort(const core::rect<s32>& area);
//! Sets the fog mode.
virtual void setFog(SColor color, bool linearFog, f32 start,
f32 end, f32 density, bool pixelFog, bool rangeFog);
//! Only used by the internal engine. Used to notify the driver that
//! the window was resized.
virtual void OnResize(const core::dimension2d<s32>& size);
//! Returns type of video driver
virtual E_DRIVER_TYPE getDriverType() const;
//! get color format of the current color buffer
virtual ECOLOR_FORMAT getColorFormat() const;
//! Returns the transformation set by setTransform
virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const;
//! Can be called by an IMaterialRenderer to make its work easier.
virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial,
bool resetAllRenderstates);
//! Sets a vertex shader constant.
virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
//! Sets a pixel shader constant.
virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
//! Sets a constant for the vertex shader based on a name.
virtual bool setVertexShaderConstant(const c8* name, const f32* floats, int count);
//! Sets a constant for the pixel shader based on a name.
virtual bool setPixelShaderConstant(const c8* name, const f32* floats, int count);
//! sets the current Texture
//! Returns whether setting was a success or not.
bool setTexture(u32 stage, const video::ITexture* texture);
//! disables all textures beginning with the optional fromStage parameter. Otherwise all texture stages are disabled.
//! Returns whether disabling was successful or not.
bool disableTextures(u32 fromStage=0);
//! Adds a new material renderer to the VideoDriver, using
//! extGLGetObjectParameteriv(shaderHandle, GL_OBJECT_COMPILE_STATUS_ARB, &status)
//! pixel and/or vertex shaders to render geometry.
virtual s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData);
//! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
virtual s32 addHighLevelShaderMaterial(const c8* vertexShaderProgram, const c8* vertexShaderEntryPointName,
E_VERTEX_SHADER_TYPE vsCompileTarget, const c8* pixelShaderProgram, const c8* pixelShaderEntryPointName,
E_PIXEL_SHADER_TYPE psCompileTarget, IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial,
s32 userData);
//! Returns pointer to the IGPUProgrammingServices interface.
virtual IGPUProgrammingServices* getGPUProgrammingServices();
//! Returns a pointer to the IVideoDriver interface. (Implementation for
//! IMaterialRendererServices)
virtual IVideoDriver* getVideoDriver();
//! Returns the maximum amount of primitives (mostly vertices) which
//! the device is able to render with one drawIndexedTriangleList
//! call.
virtual u32 getMaximalPrimitiveCount() const;
virtual ITexture* addRenderTargetTexture(const core::dimension2d<s32>& size,
const c8* name);
virtual bool setRenderTarget(video::ITexture* texture, bool clearBackBuffer,
bool clearZBuffer, SColor color);
//! Clears the ZBuffer.
virtual void clearZBuffer();
//! Returns an image created from the last rendered frame.
virtual IImage* createScreenShot();
//! checks if an OpenGL error has happend and prints it
//! for performance reasons only available in debug mode
bool testGLError();
//! Set/unset a clipping plane.
//! There are at least 6 clipping planes available for the user to set at will.
//! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.
//! \param plane: The plane itself.
//! \param enable: If true, enable the clipping plane else disable it.
virtual bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false);
//! Enable/disable a clipping plane.
//! There are at least 6 clipping planes available for the user to set at will.
//! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.
//! \param enable: If true, enable the clipping plane else disable it.
virtual void enableClipPlane(u32 index, bool enable);
//! Returns the graphics card vendor name.
virtual core::stringc getVendorInfo() {return vendorName;}
ITexture* createDepthTexture(ITexture* texture, bool shared=true);
void removeDepthTexture(ITexture* texture);
private:
void uploadClipPlane(u32 index);
//! inits the parts of the open gl driver used on all platforms
bool genericDriverInit(const core::dimension2d<s32>& screenSize, bool stencilBuffer);
//! returns a device dependent texture from a software surface (IImage)
virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const char* name);
//! creates a transposed matrix in supplied GLfloat array to pass to OpenGL
inline void createGLMatrix(GLfloat gl_matrix[16], const core::matrix4& m);
inline void createGLTextureMatrix(GLfloat gl_matrix[16], const core::matrix4& m);
//! Set GL pipeline to desired texture wrap modes of the material
void setWrapMode(const SMaterial& material);
//! sets the needed renderstates
void setRenderStates3DMode();
//! sets the needed renderstates
void setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel);
// returns the current size of the screen or rendertarget
virtual const core::dimension2d<s32>& getCurrentRenderTargetSize() const;
void createMaterialRenderers();
core::stringw Name;
core::matrix4 Matrices[ETS_COUNT];
core::array<u8> ColorBuffer;
//! enumeration for rendering modes such as 2d and 3d for minizing the switching of renderStates.
enum E_RENDER_MODE
{
ERM_NONE = 0, // no render state has been set yet.
ERM_2D, // 2d drawing rendermode
ERM_3D // 3d rendering mode
};
E_RENDER_MODE CurrentRenderMode;
//! bool to make all renderstates reset if set to true.
bool ResetRenderStates;
bool Transformation3DChanged;
bool AntiAlias;
SMaterial Material, LastMaterial;
COpenGLTexture* RenderTargetTexture;
const ITexture* CurrentTexture[MATERIAL_MAX_TEXTURES];
core::array<ITexture*> DepthTextures;
s32 LastSetLight;
core::array<core::plane3df> UserClipPlane;
core::array<bool> UserClipPlaneEnabled;
core::dimension2d<s32> CurrentRendertargetSize;
core::stringc vendorName;
core::matrix4 TextureFlipMatrix;
//! Color buffer format
ECOLOR_FORMAT ColorFormat;
#ifdef _IRR_WINDOWS_API_
HDC HDc; // Private GDI Device Context
HWND Window;
HGLRC HRc; // Permanent Rendering Context
#elif defined(_IRR_USE_LINUX_DEVICE_)
GLXDrawable Drawable;
#elif defined(_IRR_USE_OSX_DEVICE_)
CIrrDeviceMacOSX *_device;
#endif
};
} // end namespace video
} // end namespace irr
#endif // _IRR_COMPILE_WITH_OPENGL_
#endif