From 7028cbe09c688437910a25623098762bf0fa592d Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 28 Mar 2016 22:28:34 +1000 Subject: Move Irrlicht to src/others. --- .../irrlicht-1.8.1/source/Irrlicht/COpenGLDriver.h | 613 +++++++++++++++++++++ 1 file changed, 613 insertions(+) create mode 100644 src/others/irrlicht-1.8.1/source/Irrlicht/COpenGLDriver.h (limited to 'src/others/irrlicht-1.8.1/source/Irrlicht/COpenGLDriver.h') diff --git a/src/others/irrlicht-1.8.1/source/Irrlicht/COpenGLDriver.h b/src/others/irrlicht-1.8.1/source/Irrlicht/COpenGLDriver.h new file mode 100644 index 0000000..693052c --- /dev/null +++ b/src/others/irrlicht-1.8.1/source/Irrlicht/COpenGLDriver.h @@ -0,0 +1,613 @@ +// Copyright (C) 2002-2012 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" + +#include "SIrrCreationParameters.h" + +namespace irr +{ + class CIrrDeviceWin32; + class CIrrDeviceLinux; + class CIrrDeviceSDL; + class CIrrDeviceMacOSX; +} + +#ifdef _IRR_COMPILE_WITH_OPENGL_ + +#include "CNullDriver.h" +#include "IMaterialRendererServices.h" +// also includes the OpenGL stuff +#include "COpenGLExtensionHandler.h" + +#ifdef _IRR_COMPILE_WITH_CG_ +#include "Cg/cg.h" +#endif + +namespace irr +{ + +namespace video +{ + class COpenGLTexture; + + class COpenGLDriver : public CNullDriver, public IMaterialRendererServices, public COpenGLExtensionHandler + { + friend class COpenGLTexture; + public: + + #ifdef _IRR_COMPILE_WITH_WINDOWS_DEVICE_ + COpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, CIrrDeviceWin32* device); + //! inits the windows specific parts of the open gl driver + bool initDriver(CIrrDeviceWin32* device); + bool changeRenderContext(const SExposedVideoData& videoData, CIrrDeviceWin32* device); + #endif + + #ifdef _IRR_COMPILE_WITH_X11_DEVICE_ + COpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, CIrrDeviceLinux* device); + //! inits the GLX specific parts of the open gl driver + bool initDriver(CIrrDeviceLinux* device); + bool changeRenderContext(const SExposedVideoData& videoData, CIrrDeviceLinux* device); + #endif + + #ifdef _IRR_COMPILE_WITH_SDL_DEVICE_ + COpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, CIrrDeviceSDL* device); + #endif + + #ifdef _IRR_COMPILE_WITH_OSX_DEVICE_ + COpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, CIrrDeviceMacOSX *device); + #endif + + //! generic version which overloads the unimplemented versions + bool changeRenderContext(const SExposedVideoData& videoData, void* device) {return false;} + + //! destructor + virtual ~COpenGLDriver(); + + //! clears the zbuffer + virtual bool beginScene(bool backBuffer=true, bool zBuffer=true, + SColor color=SColor(255,0,0,0), + const SExposedVideoData& videoData=SExposedVideoData(), + 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 + }; + + //! 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); + + //! Create occlusion query. + /** Use node for identification and mesh for occlusion test. */ + virtual void addOcclusionQuery(scene::ISceneNode* node, + const scene::IMesh* mesh=0); + + //! Remove occlusion query. + virtual void removeOcclusionQuery(scene::ISceneNode* node); + + //! Run occlusion query. Draws mesh stored in query. + /** If the mesh shall not be rendered visible, use + overrideMaterial to disable the color and depth buffer. */ + virtual void runOcclusionQuery(scene::ISceneNode* node, bool visible=false); + + //! Update occlusion query. Retrieves results from GPU. + /** If the query shall not block, set the flag to false. + Update might not occur in this case, though */ + virtual void updateOcclusionQuery(scene::ISceneNode* node, bool block=true); + + //! Return query result. + /** Return value is the number of visible pixels/fragments. + The value is a safe approximation, i.e. can be larger then the + actual value of pixels. */ + virtual u32 getOcclusionQueryResult(scene::ISceneNode* node) const; + + //! 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); + + //! draws a vertex primitive list in 2d + virtual void draw2DVertexPrimitiveList(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 a set of 2d images, using a color and the alpha channel of the + //! texture if desired. + void draw2DImageBatch(const video::ITexture* texture, + const core::array >& positions, + const core::array >& sourceRects, + const core::rect* clipRect, + SColor color, + bool useAlphaChannelOfTexture); + + //! 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 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, returning an index to the light + //! \param light: the light data to use to create the light + //! \return An index to the light, or -1 if an error occurs + virtual s32 addDynamicLight(const SLight& light); + + //! Turns a dynamic light on or off + //! \param lightIndex: the index returned by addDynamicLight + //! \param turnOn: true to turn the light on, false to turn it off + virtual void turnLightOn(s32 lightIndex, bool turnOn); + + //! 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::array& triangles, bool zfail, u32 debugDataVisible=0); + + //! 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, E_FOG_TYPE fogType, 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); + + //! Bool interface for the above. + virtual bool setVertexShaderConstant(const c8* name, const bool* bools, int count); + + //! Int interface for the above. + virtual bool setVertexShaderConstant(const c8* name, const s32* ints, int count); + + //! Sets a constant for the pixel shader based on a name. + virtual bool setPixelShaderConstant(const c8* name, const f32* floats, int count); + + //! Bool interface for the above. + virtual bool setPixelShaderConstant(const c8* name, const bool* bools, int count); + + //! Int interface for the above. + virtual bool setPixelShaderConstant(const c8* name, const s32* ints, int count); + + //! sets the current Texture + //! Returns whether setting was a success or not. + bool setActiveTexture(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, + const c8* geometryShaderProgram, + const c8* geometryShaderEntryPointName = "main", + E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0, + scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES, + scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP, + u32 verticesOut = 0, + IShaderConstantSetCallBack* callback = 0, + E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, + s32 userData = 0, + E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT); + + //! 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 io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN); + + //! set or reset render target + virtual bool setRenderTarget(video::E_RENDER_TARGET target, bool clearTarget, + bool clearZBuffer, SColor color); + + //! set or reset render target texture + virtual bool setRenderTarget(video::ITexture* texture, bool clearBackBuffer, + bool clearZBuffer, SColor color); + + //! Sets multiple render targets + virtual bool setRenderTarget(const core::array& texture, + bool clearBackBuffer=true, bool clearZBuffer=true, SColor color=SColor(0,0,0,0)); + + //! Clears the ZBuffer. + virtual void clearZBuffer(); + + //! Returns an image created from the last rendered frame. + virtual IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER); + + //! 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); + + //! Enable the 2d override material + virtual void enableMaterial2D(bool enable=true); + + //! Returns the graphics card vendor name. + virtual core::stringc getVendorInfo() {return VendorName;} + + //! Returns the maximum texture size supported. + virtual core::dimension2du getMaxTextureSize() const; + + ITexture* createDepthTexture(ITexture* texture, bool shared=true); + void removeDepthTexture(ITexture* texture); + + //! Removes a texture from the texture cache and deletes it, freeing lot of memory. + void removeTexture(ITexture* texture); + + //! Convert E_PRIMITIVE_TYPE to OpenGL equivalent + GLenum primitiveTypeToGL(scene::E_PRIMITIVE_TYPE type) const; + + //! Convert E_BLEND_FACTOR to OpenGL equivalent + GLenum getGLBlend(E_BLEND_FACTOR factor) const; + + //! Get ZBuffer bits. + GLenum getZBufferBits() const; + + //! Get Cg context + #ifdef _IRR_COMPILE_WITH_CG_ + const CGcontext& getCgContext(); + #endif + + private: + + //! clears the zbuffer and color buffer + void clearBuffers(bool backBuffer, bool zBuffer, bool stencilBuffer, SColor color); + + bool updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer); + bool updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer); + + void uploadClipPlane(u32 index); + + //! inits the parts of the open gl driver used on all platforms + bool genericDriverInit(); + //! returns a device dependent texture from a software surface (IImage) + virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const io::path& name, void* mipmapData); + + //! creates a transposed matrix in supplied GLfloat array to pass to OpenGL + inline void getGLMatrix(GLfloat gl_matrix[16], const core::matrix4& m); + inline void getGLTextureMatrix(GLfloat gl_matrix[16], const core::matrix4& m); + + //! Set GL pipeline to desired texture wrap modes of the material + void setWrapMode(const SMaterial& material); + + //! get native wrap mode value + GLint getTextureWrapMode(const u8 clamp); + + //! 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(); + + //! Assign a hardware light to the specified requested light, if any + //! free hardware lights exist. + //! \param[in] lightIndex: the index of the requesting light + void assignHardwareLight(u32 lightIndex); + + //! helper function for render setup. + void getColorBuffer(const void* vertices, u32 vertexCount, E_VERTEX_TYPE vType); + + //! helper function doing the actual rendering. + void renderArray(const void* indexList, u32 primitiveCount, + scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType); + + 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; + u8 AntiAlias; + + SMaterial Material, LastMaterial; + COpenGLTexture* RenderTargetTexture; + core::array MRTargets; + class STextureStageCache + { + const ITexture* CurrentTexture[MATERIAL_MAX_TEXTURES]; + public: + STextureStageCache() + { + for (u32 i=0; igrab(); + CurrentTexture[stage]=tex; + if (oldTexture) + oldTexture->drop(); + } + } + + const ITexture* operator[](int stage) const + { + if ((u32)stage= 0; --i) + { + if (CurrentTexture[i] == tex) + { + tex->drop(); + CurrentTexture[i] = 0; + } + } + } + + void clear() + { + // Drop all the CurrentTexture handles + for (u32 i=0; idrop(); + CurrentTexture[i] = 0; + } + } + } + }; + STextureStageCache CurrentTexture; + core::array DepthTextures; + struct SUserClipPlane + { + SUserClipPlane() : Enabled(false) {} + core::plane3df Plane; + bool Enabled; + }; + core::array UserClipPlanes; + + core::dimension2d CurrentRendertargetSize; + + core::stringc VendorName; + + core::matrix4 TextureFlipMatrix; + + //! Color buffer format + ECOLOR_FORMAT ColorFormat; + + //! Render target type for render operations + E_RENDER_TARGET CurrentTarget; + + SIrrlichtCreationParameters Params; + + //! All the lights that have been requested; a hardware limited + //! number of them will be used at once. + struct RequestedLight + { + RequestedLight(SLight const & lightData) + : LightData(lightData), HardwareLightIndex(-1), DesireToBeOn(true) { } + + SLight LightData; + s32 HardwareLightIndex; // GL_LIGHT0 - GL_LIGHT7 + bool DesireToBeOn; + }; + core::array RequestedLights; + + #ifdef _IRR_WINDOWS_API_ + HDC HDc; // Private GDI Device Context + HWND Window; + #ifdef _IRR_COMPILE_WITH_WINDOWS_DEVICE_ + CIrrDeviceWin32 *Win32Device; + #endif + #endif + #ifdef _IRR_COMPILE_WITH_X11_DEVICE_ + GLXDrawable Drawable; + Display* X11Display; + CIrrDeviceLinux *X11Device; + #endif + #ifdef _IRR_COMPILE_WITH_OSX_DEVICE_ + CIrrDeviceMacOSX *OSXDevice; + #endif + #ifdef _IRR_COMPILE_WITH_SDL_DEVICE_ + CIrrDeviceSDL *SDLDevice; + #endif + #ifdef _IRR_COMPILE_WITH_CG_ + CGcontext CgContext; + #endif + + E_DEVICE_TYPE DeviceType; + }; + +} // end namespace video +} // end namespace irr + + +#endif // _IRR_COMPILE_WITH_OPENGL_ +#endif + -- cgit v1.1