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2025-01-22 16:18:30 +01:00
#include "OpenGL.h"
#include "VertexBufferImpl.h"
#include "ogl.h"
#include <Kore/Log.h>
#include <Kore/Math/Core.h>
#include <Kore/System.h>
#include <cassert>
#include <cstdio>
#ifdef KINC_IOS
#include <OpenGLES/ES1/glext.h>
#endif
#ifdef KINC_WINDOWS
#include <GL/wglew.h>
#define WIN32_LEAN_AND_MEAN
#define NOMINMAX
#include <Windows.h>
#pragma comment(lib, "opengl32.lib")
#pragma comment(lib, "glu32.lib")
#endif
using namespace Kore;
namespace Kore {
#if !defined(KINC_IOS) && !defined(KINC_ANDROID)
extern bool programUsesTessellation;
#endif
}
namespace {
#ifdef KINC_WINDOWS
HINSTANCE instance = 0;
HDC deviceContexts[10] = {nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr};
HGLRC glContexts[10] = {nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr};
#endif
Graphics3::TextureFilter minFilters[10][32];
Graphics3::MipmapFilter mipFilters[10][32];
int originalFramebuffer[10] = {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1};
uint arrayId[10];
int _width;
int _height;
int _renderTargetWidth;
int _renderTargetHeight;
bool renderToBackbuffer;
bool depthTest = false;
bool depthMask = false;
struct wvpTransform_t {
mat4 projection;
mat4 view;
mat4 world;
} g_wvpTransform;
#if defined(KINC_OPENGL_ES) && defined(KINC_ANDROID) && KINC_ANDROID_API >= 18
void *glesDrawBuffers;
#endif
}
void Graphics3::destroy(int windowId) {
#ifdef KINC_WINDOWS
if (glContexts[windowId]) {
if (!wglMakeCurrent(nullptr, nullptr)) {
// MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
if (!wglDeleteContext(glContexts[windowId])) {
// MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
glContexts[windowId] = nullptr;
}
HWND windowHandle = (HWND)System::windowHandle(windowId);
// TODO (DK) shouldn't 'deviceContexts[windowId] = nullptr;' be moved out of here?
if (deviceContexts[windowId] && !ReleaseDC(windowHandle, deviceContexts[windowId])) {
// MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
deviceContexts[windowId] = nullptr;
}
#endif
System::destroyWindow(windowId);
}
#undef CreateWindow
#ifdef KINC_WINDOWS
namespace Kore {
namespace System {
extern int currentDeviceId;
}
}
#endif
#ifdef KINC_WINDOWS
void Graphics3::setup() {}
#endif
void Graphics3::init(int windowId, int depthBufferBits, int stencilBufferBits, bool vsync) {
#ifdef KINC_WINDOWS
HWND windowHandle = (HWND)System::windowHandle(windowId);
#ifndef VR_RIFT
// TODO (DK) use provided settings for depth/stencil buffer
PIXELFORMATDESCRIPTOR pfd = // pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
32, // Select Our Color Depth
0,
0,
0,
0,
0,
0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0,
0,
0,
0, // Accumulation Bits Ignored
static_cast<BYTE>(depthBufferBits), // 16Bit Z-Buffer (Depth Buffer)
static_cast<BYTE>(stencilBufferBits), // 8Bit Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0,
0,
0 // Layer Masks Ignored
};
deviceContexts[windowId] = GetDC(windowHandle);
GLuint pixelFormat = ChoosePixelFormat(deviceContexts[windowId], &pfd);
SetPixelFormat(deviceContexts[windowId], pixelFormat, &pfd);
HGLRC tempGlContext = wglCreateContext(deviceContexts[windowId]);
wglMakeCurrent(deviceContexts[windowId], tempGlContext);
Kore::System::currentDeviceId = windowId;
// TODO (DK) make a Graphics3::setup() (called from System::setup()) and call it there only once?
if (windowId == 0) {
glewInit();
}
#if 0
if (wglewIsSupported("WGL_ARB_create_context") == 1) {
int attributes[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
WGL_CONTEXT_MINOR_VERSION_ARB, 2,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
glContexts[windowId] = wglCreateContextAttribsARB(deviceContexts[windowId], glContexts[0], attributes);
glCheckErrors();
wglMakeCurrent(nullptr, nullptr);
wglDeleteContext(tempGlContext);
wglMakeCurrent(deviceContexts[windowId], glContexts[windowId]);
glCheckErrors();
}
else
#endif
{ glContexts[windowId] = tempGlContext; }
ShowWindow(windowHandle, SW_SHOW);
SetForegroundWindow(windowHandle); // Slightly Higher Priority
SetFocus(windowHandle); // Sets Keyboard Focus To The Window
#else
deviceContexts[windowId] = GetDC(windowHandle);
glContexts[windowId] = wglGetCurrentContext();
glewInit();
#endif
#endif
#ifndef VR_RIFT
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
setRenderState(DepthTest, false);
glViewport(0, 0, System::windowWidth(windowId), System::windowHeight(windowId));
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &originalFramebuffer[windowId]);
for (int i = 0; i < 32; ++i) {
minFilters[windowId][i] = LinearFilter;
mipFilters[windowId][i] = NoMipFilter;
}
#endif
#ifdef KINC_WINDOWS
if (windowId == 0) {
// TODO (DK) check if we actually want vsync
if (wglSwapIntervalEXT != nullptr)
wglSwapIntervalEXT(1);
}
#endif
#if defined(KINC_IOS)
glGenVertexArraysOES(1, &arrayId[windowId]);
#elif defined(KINC_MACOS)
glGenVertexArraysAPPLE(1, &arrayId[windowId]);
#elif !defined(KINC_ANDROID) && !defined(KINC_EMSCRIPTEN) && !defined(KINC_RASPBERRY_PI)
glGenVertexArrays(1, &arrayId[windowId]);
#endif
glCheckErrors();
_width = System::windowWidth(0);
_height = System::windowHeight(0);
_renderTargetWidth = _width;
_renderTargetHeight = _height;
renderToBackbuffer = true;
#if defined(KINC_OPENGL_ES) && defined(KINC_ANDROID) && KINC_ANDROID_API >= 18
glesDrawBuffers = (void *)eglGetProcAddress("glDrawBuffers");
#endif
}
void Graphics3::changeResolution(int width, int height) {
_width = width;
_height = height;
if (renderToBackbuffer) {
_renderTargetWidth = _width;
_renderTargetHeight = _height;
}
}
// TODO (DK) should return displays refreshrate?
unsigned Graphics3::refreshRate() {
return 60;
}
// TODO (DK) should check the extension and return wheter it's enabled (wglSwapIntervalEXT(1)) or not?
bool Graphics3::vsynced() {
return true;
}
static void invertMatrixEntry(mat4 &m, int row, int col) {
m.Set(row, col, -m.get(row, col));
}
// Invert matrix Z-axis (for view matrices)
static void invertMatrixZ(mat4 &m) {
invertMatrixEntry(m, 2, 0);
invertMatrixEntry(m, 2, 1);
invertMatrixEntry(m, 2, 2);
invertMatrixEntry(m, 2, 3);
}
/*
Converts the specified left-handed projection matrix
into a right-handed projection matrix (required for OpenGL).
*/
static void convertToRightHandedProjection(mat4 &m) {
// Invert Z-axis of projection matrix (along 3rd column, i.e. zero-based-index 2)
invertMatrixEntry(m, 0, 2);
invertMatrixEntry(m, 1, 2);
invertMatrixEntry(m, 2, 2);
invertMatrixEntry(m, 3, 2);
}
static void uploadModelViewMatrix() {
// Compute: modelViewMatrix = viewMatrix * worldMatrix
mat4 modelViewMatrix = g_wvpTransform.view;
modelViewMatrix *= g_wvpTransform.world;
// Update GL model-view matrix
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(modelViewMatrix.data);
}
static void uploadProjectionMatrix() {
// Update GL projection matrix
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(g_wvpTransform.projection.data);
}
void Graphics3::setFogColor(const Graphics1::Color &color) {
glFogfv(GL_FOG_COLOR, &(color.R));
}
void Graphics3::setViewMatrix(const mat4 &value) {
// Convert view matrix from left-handed to right-handed coordinate system
g_wvpTransform.view = value;
#ifndef G3_DISABLE_AUTO_PROJECTION
invertMatrixZ(g_wvpTransform.view);
#endif
uploadModelViewMatrix();
}
void Graphics3::setWorldMatrix(const mat4 &value) {
g_wvpTransform.world = value;
uploadModelViewMatrix();
}
void Graphics3::setProjectionMatrix(const mat4 &value) {
g_wvpTransform.projection = value;
#ifndef G3_DISABLE_AUTO_PROJECTION
convertToRightHandedProjection(g_wvpTransform.projection);
#endif
uploadProjectionMatrix();
}
void Graphics3::drawIndexedVertices() {
drawIndexedVertices(0, IndexBufferImpl::current->count());
}
void Graphics3::drawIndexedVertices(int start, int count) {
#ifdef KINC_OPENGL_ES
#if defined(KINC_ANDROID) || defined(KINC_RASPBERRY_PI)
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (void *)(start * sizeof(GL_UNSIGNED_SHORT)));
#else
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, (void *)(start * sizeof(GL_UNSIGNED_INT)));
#endif
glCheckErrors();
#else
{
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, (void *)(start * sizeof(GL_UNSIGNED_INT)));
glCheckErrors();
}
#endif
}
void Graphics3::swapBuffers(int contextId) {
#ifdef KINC_WINDOWS
::SwapBuffers(deviceContexts[contextId]);
#else
System::swapBuffers(contextId);
#endif
}
#ifdef KINC_IOS
void beginGL();
#endif
#if defined(KINC_WINDOWS)
void Graphics3::makeCurrent(int contextId) {
wglMakeCurrent(deviceContexts[contextId], glContexts[contextId]);
}
#endif
void Graphics3::begin(int contextId) {
if (System::currentDevice() != -1) {
if (System::currentDevice() != contextId) {
log(Warning, "begin: wrong glContext is active");
}
else {
//**log(Warning, "begin: a glContext is still active");
}
// return; // TODO (DK) return here?
}
// System::setCurrentDevice(contextId);
System::makeCurrent(contextId);
glViewport(0, 0, _width, _height);
#ifdef KINC_IOS
beginGL();
#endif
#ifdef KINC_ANDROID
// if rendered to a texture, strange things happen if the backbuffer is not cleared
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
#endif
}
void Graphics3::viewport(int x, int y, int width, int height) {
glViewport(x, _renderTargetHeight - y - height, width, height);
}
void Graphics3::scissor(int x, int y, int width, int height) {
glEnable(GL_SCISSOR_TEST);
glScissor(x, _renderTargetHeight - y - height, width, height);
}
void Graphics3::disableScissor() {
glDisable(GL_SCISSOR_TEST);
}
namespace {
GLenum convert(Graphics3::StencilAction action) {
switch (action) {
case Graphics3::Decrement:
return GL_DECR;
case Graphics3::DecrementWrap:
return GL_DECR_WRAP;
case Graphics3::Increment:
return GL_INCR;
case Graphics3::IncrementWrap:
return GL_INCR_WRAP;
case Graphics3::Invert:
return GL_INVERT;
case Graphics3::Keep:
return GL_KEEP;
case Graphics3::Replace:
return GL_REPLACE;
case Graphics3::Zero:
return GL_ZERO;
}
return 0;
}
}
void Graphics3::setStencilParameters(ZCompareMode compareMode, StencilAction bothPass, StencilAction depthFail, StencilAction stencilFail, int referenceValue,
int readMask, int writeMask) {
if (compareMode == ZCompareAlways && bothPass == Keep && depthFail == Keep && stencilFail == Keep) {
glDisable(GL_STENCIL_TEST);
}
else {
glEnable(GL_STENCIL_TEST);
int stencilFunc = 0;
switch (compareMode) {
case ZCompareAlways:
stencilFunc = GL_ALWAYS;
break;
case ZCompareEqual:
stencilFunc = GL_EQUAL;
break;
case ZCompareGreater:
stencilFunc = GL_GREATER;
break;
case ZCompareGreaterEqual:
stencilFunc = GL_GEQUAL;
break;
case ZCompareLess:
stencilFunc = GL_LESS;
break;
case ZCompareLessEqual:
stencilFunc = GL_LEQUAL;
break;
case ZCompareNever:
stencilFunc = GL_NEVER;
break;
case ZCompareNotEqual:
stencilFunc = GL_NOTEQUAL;
break;
}
glStencilMask(writeMask);
glStencilOp(convert(stencilFail), convert(depthFail), convert(bothPass));
glStencilFunc(stencilFunc, referenceValue, readMask);
}
}
/*void glCheckErrors() {
if (System::currentDevice() == -1) {
log(Warning, "no OpenGL device context is set");
return;
}
//#ifdef _DEBUG
GLenum code = glGetError();
while (code != GL_NO_ERROR) {
//std::printf("GLError: %s\n", glewGetErrorString(code));
switch (code) {
case GL_INVALID_VALUE:
log(Warning, "OpenGL: Invalid value");
break;
case GL_INVALID_OPERATION:
log(Warning, "OpenGL: Invalid operation");
break;
default:
log(Warning, "OpenGL: Error code %i", code);
break;
}
code = glGetError();
}
//#endif
}*/
#ifdef KINC_WINDOWS
void Graphics3::clearCurrent() {
wglMakeCurrent(nullptr, nullptr);
}
#endif
// TODO (DK) this never gets called on some targets, needs investigation?
void Graphics3::end(int windowId) {
// glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
// glClear(GL_COLOR_BUFFER_BIT);
glCheckErrors();
if (System::currentDevice() == -1) {
log(Warning, "end: a glContext wasn't active");
}
if (System::currentDevice() != windowId) {
log(Warning, "end: wrong glContext is active");
}
System::clearCurrent();
}
void Graphics3::clear(uint flags, uint color, float depth, int stencil) {
glClearColor(((color & 0x00ff0000) >> 16) / 255.0f, ((color & 0x0000ff00) >> 8) / 255.0f, (color & 0x000000ff) / 255.0f, (color & 0xff000000) / 255.0f);
glCheckErrors();
if (flags & ClearDepthFlag) {
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glCheckErrors();
}
#ifdef KINC_OPENGL_ES
glClearDepthf(depth);
#else
glClearDepth(depth);
#endif
glCheckErrors();
glStencilMask(0xff);
glCheckErrors();
glClearStencil(stencil);
glCheckErrors();
GLbitfield oglflags = ((flags & ClearColorFlag) ? GL_COLOR_BUFFER_BIT : 0) | ((flags & ClearDepthFlag) ? GL_DEPTH_BUFFER_BIT : 0) |
((flags & ClearStencilFlag) ? GL_STENCIL_BUFFER_BIT : 0);
glClear(oglflags);
glCheckErrors();
if (depthTest) {
glEnable(GL_DEPTH_TEST);
}
else {
glDisable(GL_DEPTH_TEST);
}
glCheckErrors();
if (depthMask) {
glDepthMask(GL_TRUE);
}
else {
glDepthMask(GL_FALSE);
}
glCheckErrors();
}
void Graphics3::setColorMask(bool red, bool green, bool blue, bool alpha) {
glColorMask(red, green, blue, alpha);
}
void Graphics3::setMaterialState(MaterialState state, const vec4 &value) {
switch (state) {
case AmbientColor:
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, value.values);
break;
case DiffuseColor:
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, value.values);
break;
case SpecularColor:
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, value.values);
break;
case EmissionColor:
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, value.values);
break;
case SolidColor:
glColor4fv(value.values);
break;
default:
break;
}
}
void Graphics3::setMaterialState(MaterialState state, float value) {
switch (state) {
case ShininessExponent:
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, max(0.0f, min(value, 180.0f)));
break;
default:
break;
}
}
void Graphics3::setTextureMapping(TextureUnit texunit, TextureMapping mapping, bool on) {
glActiveTexture(GL_TEXTURE0 + texunit.unit);
switch (mapping) {
case Texture1D:
// Enable/disabled 1D texture mapping for active texture layer
if (on)
glEnable(GL_TEXTURE_1D);
else
glDisable(GL_TEXTURE_1D);
break;
case Texture2D:
// Enable/disabled 2D texture mapping for active texture layer
if (on)
glEnable(GL_TEXTURE_2D);
else
glDisable(GL_TEXTURE_2D);
break;
case Texture3D:
// Enable/disabled 3D texture mapping for active texture layer
if (on)
glEnable(GL_TEXTURE_3D);
else
glDisable(GL_TEXTURE_3D);
break;
case TextureCubeMap:
// Enable/disabled cube texture mapping for active texture layer
if (on)
glEnable(GL_TEXTURE_CUBE_MAP);
else
glDisable(GL_TEXTURE_CUBE_MAP);
break;
}
}
static GLenum texCoordToGLenum(Graphics3::TextureCoordinate texcoord) {
switch (texcoord) {
case Graphics3::TexCoordX:
return GL_S;
case Graphics3::TexCoordY:
return GL_T;
case Graphics3::TexCoordZ:
return GL_R;
case Graphics3::TexCoordW:
return GL_Q;
}
return 0;
}
static GLenum texGenCoordToGLenum(Graphics3::TextureCoordinate texcoord) {
switch (texcoord) {
case Graphics3::TexCoordX:
return GL_TEXTURE_GEN_S;
case Graphics3::TexCoordY:
return GL_TEXTURE_GEN_T;
case Graphics3::TexCoordZ:
return GL_TEXTURE_GEN_R;
case Graphics3::TexCoordW:
return GL_TEXTURE_GEN_Q;
}
return 0;
}
void Graphics3::setTexCoordGeneration(TextureUnit texunit, TextureCoordinate texcoord, TexCoordGeneration generation) {
glActiveTexture(GL_TEXTURE0 + texunit.unit);
switch (generation) {
case TexGenDisabled:
// Disable texture coordinate generation for 'texcoord'
glDisable(texGenCoordToGLenum(texcoord));
break;
case TexGenObjectLinear:
// Enable and configure texture coordinate generation for 'texcoord' with 'generation' mode
glEnable(texGenCoordToGLenum(texcoord));
glTexGeni(texCoordToGLenum(texcoord), GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
break;
case TexGenViewLinear:
// Enable and configure texture coordinate generation for 'texcoord' with 'generation' mode
glEnable(texGenCoordToGLenum(texcoord));
glTexGeni(texCoordToGLenum(texcoord), GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
break;
case TexGenSphereMap:
// Enable and configure texture coordinate generation for 'texcoord' with 'generation' mode
glEnable(texGenCoordToGLenum(texcoord));
glTexGeni(texCoordToGLenum(texcoord), GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
break;
case TexGenNormalMap:
// Enable and configure texture coordinate generation for 'texcoord' with 'generation' mode
glEnable(texGenCoordToGLenum(texcoord));
glTexGeni(texCoordToGLenum(texcoord), GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP);
break;
case TexGenReflectionMap:
// Enable and configure texture coordinate generation for 'texcoord' with 'generation' mode
glEnable(texGenCoordToGLenum(texcoord));
glTexGeni(texCoordToGLenum(texcoord), GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
break;
}
}
void Graphics3::setRenderState(RenderState state, bool on) {
switch (state) {
case DepthWrite:
if (on)
glDepthMask(GL_TRUE);
else
glDepthMask(GL_FALSE);
depthMask = on;
break;
case DepthTest:
if (on)
glEnable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);
depthTest = on;
break;
case BlendingState:
if (on)
glEnable(GL_BLEND);
else
glDisable(GL_BLEND);
break;
case Lighting:
// Enable/Disable lighting
if (on)
glEnable(GL_LIGHTING);
else
glDisable(GL_LIGHTING);
break;
case Normalize:
// Enable/disable automatic normalize of normal vectors for non-uniform scaled models
if (on)
glEnable(GL_NORMALIZE);
else
glDisable(GL_NORMALIZE);
break;
case FogState:
// Enable/disable fog
if (on)
glEnable(GL_FOG);
else
glDisable(GL_FOG);
break;
default:
break;
}
glCheckErrors();
/*switch (state) {
case Normalize:
device->SetRenderState(D3DRS_NORMALIZENORMALS, on ? TRUE : FALSE);
break;
case BackfaceCulling:
if (on) device->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
else device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
break;
case FogState:
device->SetRenderState(D3DRS_FOGENABLE, on ? TRUE : FALSE);
break;
case ScissorTestState:
device->SetRenderState(D3DRS_SCISSORTESTENABLE, on ? TRUE : FALSE);
break;
case AlphaTestState:
device->SetRenderState(D3DRS_ALPHATESTENABLE, on ? TRUE : FALSE);
device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL);
break;
default:
throw Exception();
}*/
}
void Graphics3::setRenderState(RenderState state, int v) {
switch (state) {
case DepthTestCompare:
switch (v) {
default:
case ZCompareAlways:
v = GL_ALWAYS;
break;
case ZCompareNever:
v = GL_NEVER;
break;
case ZCompareEqual:
v = GL_EQUAL;
break;
case ZCompareNotEqual:
v = GL_NOTEQUAL;
break;
case ZCompareLess:
v = GL_LESS;
break;
case ZCompareLessEqual:
v = GL_LEQUAL;
break;
case ZCompareGreater:
v = GL_GREATER;
break;
case ZCompareGreaterEqual:
v = GL_GEQUAL;
break;
}
glDepthFunc(v);
glCheckErrors();
break;
case BackfaceCulling:
switch (v) {
case Clockwise:
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glCheckErrors();
break;
case CounterClockwise:
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glCheckErrors();
break;
case NoCulling:
glDisable(GL_CULL_FACE);
glCheckErrors();
break;
default:
break;
}
break;
case FogType:
switch (v) {
case LinearFog:
glFogi(GL_FOG_MODE, GL_LINEAR);
break;
case ExpFog:
glFogi(GL_FOG_MODE, GL_EXP);
break;
case Exp2Fog:
glFogi(GL_FOG_MODE, GL_EXP2);
break;
}
glCheckErrors();
break;
default:
break;
}
/*switch (state) {
case DepthTestCompare:
switch (v) {
// TODO: Cmp-Konstanten systemabhaengig abgleichen
default:
case ZCmp_Always : v = D3DCMP_ALWAYS; break;
case ZCmp_Never : v = D3DCMP_NEVER; break;
case ZCmp_Equal : v = D3DCMP_EQUAL; break;
case ZCmp_NotEqual : v = D3DCMP_NOTEQUAL; break;
case ZCmp_Less : v = D3DCMP_LESS; break;
case ZCmp_LessEqual : v = D3DCMP_LESSEQUAL; break;
case ZCmp_Greater : v = D3DCMP_GREATER; break;
case ZCmp_GreaterEqual: v = D3DCMP_GREATEREQUAL; break;
}
device->SetRenderState(D3DRS_ZFUNC, v);
break;
case FogTypeState:
switch (v) {
case LinearFog:
device->SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
}
break;
case AlphaReferenceState:
device->SetRenderState(D3DRS_ALPHAREF, (DWORD)v);
break;
default:
throw Exception();
}*/
}
void Graphics3::setRenderState(RenderState state, float value) {
switch (state) {
case FogStart:
glFogf(GL_FOG_START, value);
glCheckErrors();
break;
case FogEnd:
glFogf(GL_FOG_END, value);
glCheckErrors();
break;
case FogDensity:
glFogf(GL_FOG_DENSITY, value);
glCheckErrors();
break;
default:
break;
}
}
// "vertex arrays" are not supported in OpenGL 1.x
// -> "glBindVertexArray" replaced with "glBindBuffer" and several calls to "gl[...]Pointer"
// -> see VertexBufferImpl::setVertexAttributes
void Graphics3::setVertexBuffers(VertexBuffer **vertexBuffers, int count) {
int offset = 0;
for (int i = 0; i < count; ++i) {
offset += vertexBuffers[i]->_set(offset);
}
}
void Graphics3::setIndexBuffer(IndexBuffer &indexBuffer) {
indexBuffer._set();
}
void Graphics3::setTexture(TextureUnit unit, Texture *texture) {
texture->_set(unit);
}
void Graphics3::setTextureAddressing(TextureUnit unit, TexDir dir, TextureAddressing addressing) {
glActiveTexture(GL_TEXTURE0 + unit.unit);
GLenum texDir;
switch (dir) {
case U:
texDir = GL_TEXTURE_WRAP_S;
break;
case V:
texDir = GL_TEXTURE_WRAP_T;
break;
}
switch (addressing) {
case Clamp:
glTexParameteri(GL_TEXTURE_2D, texDir, GL_CLAMP_TO_EDGE);
break;
case Repeat:
glTexParameteri(GL_TEXTURE_2D, texDir, GL_REPEAT);
break;
case Border:
// unsupported
glTexParameteri(GL_TEXTURE_2D, texDir, GL_CLAMP_TO_EDGE);
break;
case Mirror:
// unsupported
glTexParameteri(GL_TEXTURE_2D, texDir, GL_REPEAT);
break;
}
glCheckErrors();
}
void Graphics3::setTextureMagnificationFilter(TextureUnit texunit, TextureFilter filter) {
glActiveTexture(GL_TEXTURE0 + texunit.unit);
glCheckErrors();
switch (filter) {
case PointFilter:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
case LinearFilter:
case AnisotropicFilter:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;
}
glCheckErrors();
}
namespace {
void setMinMipFilters(int unit) {
glActiveTexture(GL_TEXTURE0 + unit);
glCheckErrors();
switch (minFilters[System::currentDevice()][unit]) {
case Graphics3::PointFilter:
switch (mipFilters[System::currentDevice()][unit]) {
case Graphics3::NoMipFilter:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
break;
case Graphics3::PointMipFilter:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
break;
case Graphics3::LinearMipFilter:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
break;
}
break;
case Graphics3::LinearFilter:
case Graphics3::AnisotropicFilter:
switch (mipFilters[System::currentDevice()][unit]) {
case Graphics3::NoMipFilter:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
break;
case Graphics3::PointMipFilter:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
break;
case Graphics3::LinearMipFilter:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
break;
}
break;
}
glCheckErrors();
}
}
void Graphics3::setTextureMinificationFilter(TextureUnit texunit, TextureFilter filter) {
minFilters[System::currentDevice()][texunit.unit] = filter;
setMinMipFilters(texunit.unit);
}
void Graphics3::setTextureMipmapFilter(TextureUnit texunit, MipmapFilter filter) {
mipFilters[System::currentDevice()][texunit.unit] = filter;
setMinMipFilters(texunit.unit);
}
namespace {
GLenum convert(Graphics3::BlendingOperation operation) {
switch (operation) {
case Graphics3::BlendZero:
return GL_ZERO;
case Graphics3::BlendOne:
return GL_ONE;
case Graphics3::SourceAlpha:
return GL_SRC_ALPHA;
case Graphics3::DestinationAlpha:
return GL_DST_ALPHA;
case Graphics3::InverseSourceAlpha:
return GL_ONE_MINUS_SRC_ALPHA;
case Graphics3::InverseDestinationAlpha:
return GL_ONE_MINUS_DST_ALPHA;
case Graphics3::SourceColor:
return GL_SRC_COLOR;
case Graphics3::DestinationColor:
return GL_DST_COLOR;
case Graphics3::InverseSourceColor:
return GL_ONE_MINUS_SRC_COLOR;
case Graphics3::InverseDestinationColor:
return GL_ONE_MINUS_DST_COLOR;
default:
return GL_ONE;
}
}
}
void Graphics3::setTextureOperation(TextureOperation operation, TextureArgument arg1, TextureArgument arg2) {
// glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
void Graphics3::setBlendingMode(BlendingOperation source, BlendingOperation destination) {
glBlendFunc(convert(source), convert(destination));
glCheckErrors();
}
void Graphics3::setRenderTarget(RenderTarget *texture, int num, int additionalTargets) {
if (num == 0) {
// TODO (DK) uneccessary?
// System::makeCurrent(texture->contextId);
glBindFramebuffer(GL_FRAMEBUFFER, texture->_framebuffer);
glCheckErrors();
glViewport(0, 0, texture->width, texture->height);
_renderTargetWidth = texture->width;
_renderTargetHeight = texture->height;
renderToBackbuffer = false;
glCheckErrors();
}
if (additionalTargets > 0) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + num, GL_TEXTURE_2D, texture->_texture, 0);
if (num == additionalTargets) {
GLenum buffers[16];
for (int i = 0; i <= additionalTargets; ++i)
buffers[i] = GL_COLOR_ATTACHMENT0 + i;
#if defined(KINC_OPENGL_ES) && defined(KINC_ANDROID) && KINC_ANDROID_API >= 18
((void (*)(GLsizei, GLenum *))glesDrawBuffers)(additionalTargets + 1, buffers);
#elif !defined(KINC_OPENGL_ES)
glDrawBuffers(additionalTargets + 1, buffers);
#endif
}
}
}
void Graphics3::restoreRenderTarget() {
glBindFramebuffer(GL_FRAMEBUFFER, originalFramebuffer[System::currentDevice()]);
glCheckErrors();
int w = System::windowWidth(System::currentDevice());
int h = System::windowHeight(System::currentDevice());
glViewport(0, 0, w, h);
_renderTargetWidth = w;
_renderTargetHeight = h;
renderToBackbuffer = true;
glCheckErrors();
}
void Graphics3::setLight(Light *light, int num) {
if (light) {
light->_set(num);
}
else {
glDisable(GL_LIGHT0 + num);
}
}
bool Graphics3::renderTargetsInvertedY() {
return true;
}
bool Graphics3::nonPow2TexturesSupported() {
return true;
}
void Graphics3::flush() {
glFlush();
glCheckErrors();
}