// 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 #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 #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 #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 #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 #include #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* 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& destPos, const core::rect& sourceRect, const core::rect* 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& pos, const core::array >& sourceRects, const core::array& indices, const core::rect* 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& destRect, const core::rect& sourceRect, const core::rect* clipRect = 0, const video::SColor* const colors=0, bool useAlphaChannelOfTexture=false); //! draw an 2d rectangle virtual void draw2DRectangle(SColor color, const core::rect& pos, const core::rect* clip = 0); //!Draws an 2d rectangle with a gradient. virtual void draw2DRectangle(const core::rect& pos, SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown, const core::rect* clip = 0); //!Draws a 2d polygon with optional colors per vertex and a texture. virtual void draw2DPolygon(const core::array &vertices, const core::array *colors=NULL, const video::ITexture *texture=NULL, bool useAlphaChannelOfTexture=false, const core::array *coordinates=NULL); //! Draws a 2d line. virtual void draw2DLine(const core::position2d& start, const core::position2d& 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& 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& 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& 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& 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& getCurrentRenderTargetSize() const; void createMaterialRenderers(); core::stringw Name; core::matrix4 Matrices[ETS_COUNT]; core::array 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 DepthTextures; s32 LastSetLight; core::array UserClipPlane; core::array UserClipPlaneEnabled; core::dimension2d 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