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|
// 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<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
};
//! 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<core::position2d<s32> >& positions,
const core::array<core::rect<s32> >& sourceRects,
const core::rect<s32>* 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<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 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, 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<core::vector3df>& 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<s32>& 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<u32>& 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<u32>& 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<video::IRenderTarget>& 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<u32>& 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<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;
u8 AntiAlias;
SMaterial Material, LastMaterial;
COpenGLTexture* RenderTargetTexture;
core::array<video::IRenderTarget> MRTargets;
class STextureStageCache
{
const ITexture* CurrentTexture[MATERIAL_MAX_TEXTURES];
public:
STextureStageCache()
{
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
{
CurrentTexture[i] = 0;
}
}
~STextureStageCache()
{
clear();
}
void set(u32 stage, const ITexture* tex)
{
if (stage<MATERIAL_MAX_TEXTURES)
{
const ITexture* oldTexture=CurrentTexture[stage];
if (tex)
tex->grab();
CurrentTexture[stage]=tex;
if (oldTexture)
oldTexture->drop();
}
}
const ITexture* operator[](int stage) const
{
if ((u32)stage<MATERIAL_MAX_TEXTURES)
return CurrentTexture[stage];
else
return 0;
}
void remove(const ITexture* tex)
{
for (s32 i = MATERIAL_MAX_TEXTURES-1; i>= 0; --i)
{
if (CurrentTexture[i] == tex)
{
tex->drop();
CurrentTexture[i] = 0;
}
}
}
void clear()
{
// Drop all the CurrentTexture handles
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
{
if (CurrentTexture[i])
{
CurrentTexture[i]->drop();
CurrentTexture[i] = 0;
}
}
}
};
STextureStageCache CurrentTexture;
core::array<ITexture*> DepthTextures;
struct SUserClipPlane
{
SUserClipPlane() : Enabled(false) {}
core::plane3df Plane;
bool Enabled;
};
core::array<SUserClipPlane> UserClipPlanes;
core::dimension2d<u32> 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<RequestedLight> 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
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