-// We were using PBUFFER for alpha compositing on Linux before, but it does not seem to work, nor be required anymore.
-// #define USEPBUFFER
-
-namespace gfx::drivers;
-
-// OpenGL Extensions
-#if defined(__unix__) || defined(__APPLE__)
-
-#if !defined(__MINGW32__)
-#define GL_GLEXT_PROTOTYPES
-#endif
-
-#ifdef ECERE_MINIGLX
-
-//#include <GL/miniglx.h>
-
-#else
-
-#if defined(__ANDROID__)
-
-#else
-
-#define property _property
-#define new _new
-#define class _class
-
-#define Window X11Window
-#define Cursor X11Cursor
-#define Font X11Font
-#define Display X11Display
-#define Time X11Time
-#define KeyCode X11KeyCode
-#define Picture X11Picture
-#define uint _uint
-
-#include <X11/Xlib.h>
-#include <X11/Xutil.h>
-#include <GL/glx.h>
-#include <X11/extensions/XShm.h>
-#include <sys/ipc.h>
-#include <sys/shm.h>
-#include <X11/extensions/Xrender.h>
-#include <X11/extensions/shape.h>
-
-#undef Window
-#undef Cursor
-#undef Font
-#undef Display
-#undef Time
-#undef KeyCode
-#undef Picture
-#undef uint
-#undef new
-#undef property
-#undef class
-
-#endif
-
-#endif
-
-#endif
-
-#if defined(__APPLE__)
-#include <OpenGl/gl.h>
-#endif
-
#if defined(__WIN32__) || defined(__unix__) || defined(__APPLE__)
-#if defined(__WIN32__)
-#define WIN32_LEAN_AND_MEAN
-#undef _WIN32_WINNT
-#define _WIN32_WINNT 0x0500
-#define String Sting_
-#include <windows.h>
-#undef String
+// #define DIAGNOSTICS
+#if defined(_DEBUG) && !defined(__ANDROID__) && !defined(__EMSCRIPTEN__) && !defined(__ODROID__)
+ #define GL_DEBUGGING
#endif
-#if defined(__ANDROID__)
-
-#include <GLES/gl.h>
-#include <EGL/egl.h>
-
-#else
+import "Display"
-#include <GL/gl.h>
-#include <GL/glext.h>
+import "glab"
+import "immediate"
+import "matrixStack"
+import "defaultShader"
-#endif
+namespace gfx::drivers;
-import "Display"
+#include "gl123es.h"
+// ********** GL PLATFORMS INCLUDES **********
+// UNIX
#if defined(__unix__) || defined(__APPLE__)
-#ifndef __ANDROID__
-import "XInterface"
-#endif
-
-#endif
+ // EGL
+ #if defined(__ANDROID__) || defined(__ODROID__)
+ import "egl"
-static double nearPlane = 1;
+ #if defined(__ANDROID__)
+ #include <android/native_activity.h>
+ #include <android/log.h>
+ #define printf(...) ((void)__android_log_print(ANDROID_LOG_VERBOSE, "ecere-app", __VA_ARGS__))
+ #endif
-#define glLoadMatrix glLoadMatrixd
-#define glMultMatrix glMultMatrixd
-#define glGetMatrix glGetDoublev
-#define glTranslate glTranslated
-#define glScale glScaled
+ // Emscripten
+ #elif defined(__EMSCRIPTEN__)
+ #define property _property
+ #define uint _uint
+
+ #include <emscripten/emscripten.h>
+ #include <emscripten/html5.h>
+
+ #undef property
+ #undef uint
+
+ // GLX
+ #elif !defined(__ANDROID__) && !defined(__ODROID__) && !defined(__EMSCRIPTEN__)
+ #define pointer _pointer
+ #define GL_GLEXT_PROTOTYPES
+
+ #define property _property
+ #define new _new
+ #define class _class
+
+ #define Window X11Window
+ #define Cursor X11Cursor
+ #define Font X11Font
+ #define Display X11Display
+ #define Time X11Time
+ #define KeyCode X11KeyCode
+ #define Picture X11Picture
+ #define Glyph X11Glyph
+ #define uint _uint
+
+ #include <X11/Xlib.h>
+ #include <X11/Xutil.h>
+ #include <GL/glx.h>
+ #include <X11/extensions/XShm.h>
+ #include <sys/ipc.h>
+ #include <sys/shm.h>
+ #include <X11/extensions/Xrender.h>
+ #include <X11/extensions/shape.h>
+
+ #undef Window
+ #undef Cursor
+ #undef Font
+ #undef Display
+ #undef Time
+ #undef KeyCode
+ #undef Picture
+ #undef Glyph
+ #undef uint
+ #undef new
+ #undef property
+ #undef class
+ #undef pointer
+
+ #if !defined(__APPLE__)
+ default GLAPI void APIENTRY glLockArraysEXT (GLint first, GLsizei count);
+ default GLAPI void APIENTRY glUnlockArraysEXT (void);
+ #endif
-/*
-#define glVertex3v glVertex3dv
-#define glNormal3v glNormal3dv
-*/
+ import "XInterface"
-/*
-//#ifdef VERTEX_FORMAT_DOUBLE
+ // We were using PBUFFER for alpha compositing on Linux before, but it does not seem to work, nor be required anymore.
+ // #define USEPBUFFER
-#define glLoadMatrix glLoadMatrixd
-#define glMultMatrix glMultMatrixd
-#define glGetMatrix glGetDoublev
-#define glVertex3v glVertex3dv
-#define glNormal3v glNormal3dv
-#define glTranslate glTranslated
-#define glScale glScaled
-//#define GL_VERTEX_FORMAT GL_DOUBLE
+ #endif
-#else
+// Apple
+#elif defined(__APPLE__)
+ #include <OpenGl/gl.h>
-#define glLoadMatrix glLoadMatrixf
-#define glMultMatrix glMultMatrixf
-#define glGetMatrix glGetFloatv
-#define glVertex3v glVertex3fv
-#define glNormal3v glNormal3fv
-#define glTranslate glTranslatef
-#define glScale glScalef
-//#define GL_VERTEX_FORMAT GL_FLOAT
+// WGL
+#elif defined(__WIN32__)
+ //#define WIN32_LEAN_AND_MEAN
+ #undef _WIN32_WINNT
+ #define _WIN32_WINNT 0x0502
+ #define String Sting_
+ #include <windows.h>
+ #undef String
+ #include "wglDefs.h"
#endif
-*/
-
-#define GL_ARRAY_BUFFER_ARB 0x8892
-#define GL_ELEMENT_ARRAY_BUFFER_ARB 0x8893
-#define GL_STATIC_DRAW_ARB 0x88E4
-#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8
-#define GL_SEPARATE_SPECULAR_COLOR 0x81FA
-
-#define GL_MULTISAMPLE_ARB 0x809D
#if defined(__WIN32__)
+#elif !defined(__ANDROID__) && !defined(__APPLE__) && !defined(__ODROID__) && !defined(__EMSCRIPTEN__)
+default:
+private:
+#endif
-#define WGL_SAMPLE_BUFFERS_ARB 0x2041
-#define WGL_SAMPLES_ARB 0x2042
-
-#define WGL_WGLEXT_VERSION 1
-#define WGL_FRONT_COLOR_BUFFER_BIT_ARB 0x00000001
-#define WGL_BACK_COLOR_BUFFER_BIT_ARB 0x00000002
-#define WGL_DEPTH_BUFFER_BIT_ARB 0x00000004
-#define WGL_STENCIL_BUFFER_BIT_ARB 0x00000008
-#define WGL_NUMBER_PIXEL_FORMATS_ARB 0x2000
-#define WGL_DRAW_TO_WINDOW_ARB 0x2001
-#define WGL_DRAW_TO_BITMAP_ARB 0x2002
-#define WGL_ACCELERATION_ARB 0x2003
-#define WGL_NEED_PALETTE_ARB 0x2004
-#define WGL_NEED_SYSTEM_PALETTE_ARB 0x2005
-#define WGL_SWAP_LAYER_BUFFERS_ARB 0x2006
-#define WGL_SWAP_METHOD_ARB 0x2007
-#define WGL_NUMBER_OVERLAYS_ARB 0x2008
-#define WGL_NUMBER_UNDERLAYS_ARB 0x2009
-#define WGL_TRANSPARENT_ARB 0x200A
-#define WGL_TRANSPARENT_RED_VALUE_ARB 0x2037
-#define WGL_TRANSPARENT_GREEN_VALUE_ARB 0x2038
-#define WGL_TRANSPARENT_BLUE_VALUE_ARB 0x2039
-#define WGL_TRANSPARENT_ALPHA_VALUE_ARB 0x203A
-#define WGL_TRANSPARENT_INDEX_VALUE_ARB 0x203B
-#define WGL_SHARE_DEPTH_ARB 0x200C
-#define WGL_SHARE_STENCIL_ARB 0x200D
-#define WGL_SHARE_ACCUM_ARB 0x200E
-#define WGL_SUPPORT_GDI_ARB 0x200F
-#define WGL_SUPPORT_OPENGL_ARB 0x2010
-#define WGL_DOUBLE_BUFFER_ARB 0x2011
-#define WGL_STEREO_ARB 0x2012
-#define WGL_PIXEL_TYPE_ARB 0x2013
-#define WGL_COLOR_BITS_ARB 0x2014
-#define WGL_RED_BITS_ARB 0x2015
-#define WGL_RED_SHIFT_ARB 0x2016
-#define WGL_GREEN_BITS_ARB 0x2017
-#define WGL_GREEN_SHIFT_ARB 0x2018
-#define WGL_BLUE_BITS_ARB 0x2019
-#define WGL_BLUE_SHIFT_ARB 0x201A
-#define WGL_ALPHA_BITS_ARB 0x201B
-#define WGL_ALPHA_SHIFT_ARB 0x201C
-#define WGL_ACCUM_BITS_ARB 0x201D
-#define WGL_ACCUM_RED_BITS_ARB 0x201E
-#define WGL_ACCUM_GREEN_BITS_ARB 0x201F
-#define WGL_ACCUM_BLUE_BITS_ARB 0x2020
-#define WGL_ACCUM_ALPHA_BITS_ARB 0x2021
-#define WGL_DEPTH_BITS_ARB 0x2022
-#define WGL_STENCIL_BITS_ARB 0x2023
-#define WGL_AUX_BUFFERS_ARB 0x2024
-#define WGL_NO_ACCELERATION_ARB 0x2025
-#define WGL_GENERIC_ACCELERATION_ARB 0x2026
-#define WGL_FULL_ACCELERATION_ARB 0x2027
-#define WGL_SWAP_EXCHANGE_ARB 0x2028
-#define WGL_SWAP_COPY_ARB 0x2029
-#define WGL_SWAP_UNDEFINED_ARB 0x202A
-#define WGL_TYPE_RGBA_ARB 0x202B
-#define WGL_TYPE_COLORINDEX_ARB 0x202C
-#define ERROR_INVALID_PIXEL_TYPE_ARB 0x2043
-#define ERROR_INCOMPATIBLE_DEVICE_CONTEXTS_ARB 0x2054
-#define WGL_DRAW_TO_PBUFFER_ARB 0x202D
-#define WGL_MAX_PBUFFER_PIXELS_ARB 0x202E
-#define WGL_MAX_PBUFFER_WIDTH_ARB 0x202F
-#define WGL_MAX_PBUFFER_HEIGHT_ARB 0x2030
-#define WGL_PBUFFER_LARGEST_ARB 0x2033
-#define WGL_PBUFFER_WIDTH_ARB 0x2034
-#define WGL_PBUFFER_HEIGHT_ARB 0x2035
-#define WGL_PBUFFER_LOST_ARB 0x2036
-#define ERROR_INVALID_PIXEL_TYPE_EXT 0x2043
-#define WGL_NUMBER_PIXEL_FORMATS_EXT 0x2000
-#define WGL_DRAW_TO_WINDOW_EXT 0x2001
-#define WGL_DRAW_TO_BITMAP_EXT 0x2002
-#define WGL_ACCELERATION_EXT 0x2003
-#define WGL_NEED_PALETTE_EXT 0x2004
-#define WGL_NEED_SYSTEM_PALETTE_EXT 0x2005
-#define WGL_SWAP_LAYER_BUFFERS_EXT 0x2006
-#define WGL_SWAP_METHOD_EXT 0x2007
-#define WGL_NUMBER_OVERLAYS_EXT 0x2008
-#define WGL_NUMBER_UNDERLAYS_EXT 0x2009
-#define WGL_TRANSPARENT_EXT 0x200A
-#define WGL_TRANSPARENT_VALUE_EXT 0x200B
-#define WGL_SHARE_DEPTH_EXT 0x200C
-#define WGL_SHARE_STENCIL_EXT 0x200D
-#define WGL_SHARE_ACCUM_EXT 0x200E
-#define WGL_SUPPORT_GDI_EXT 0x200F
-#define WGL_SUPPORT_OPENGL_EXT 0x2010
-#define WGL_DOUBLE_BUFFER_EXT 0x2011
-#define WGL_STEREO_EXT 0x2012
-#define WGL_PIXEL_TYPE_EXT 0x2013
-#define WGL_COLOR_BITS_EXT 0x2014
-#define WGL_RED_BITS_EXT 0x2015
-#define WGL_RED_SHIFT_EXT 0x2016
-#define WGL_GREEN_BITS_EXT 0x2017
-#define WGL_GREEN_SHIFT_EXT 0x2018
-#define WGL_BLUE_BITS_EXT 0x2019
-#define WGL_BLUE_SHIFT_EXT 0x201A
-#define WGL_ALPHA_BITS_EXT 0x201B
-#define WGL_ALPHA_SHIFT_EXT 0x201C
-#define WGL_ACCUM_BITS_EXT 0x201D
-#define WGL_ACCUM_RED_BITS_EXT 0x201E
-#define WGL_ACCUM_GREEN_BITS_EXT 0x201F
-#define WGL_ACCUM_BLUE_BITS_EXT 0x2020
-#define WGL_ACCUM_ALPHA_BITS_EXT 0x2021
-#define WGL_DEPTH_BITS_EXT 0x2022
-#define WGL_STENCIL_BITS_EXT 0x2023
-#define WGL_AUX_BUFFERS_EXT 0x2024
-#define WGL_NO_ACCELERATION_EXT 0x2025
-#define WGL_GENERIC_ACCELERATION_EXT 0x2026
-#define WGL_FULL_ACCELERATION_EXT 0x2027
-#define WGL_SWAP_EXCHANGE_EXT 0x2028
-#define WGL_SWAP_COPY_EXT 0x2029
-#define WGL_SWAP_UNDEFINED_EXT 0x202A
-#define WGL_TYPE_RGBA_EXT 0x202B
-#define WGL_TYPE_COLORINDEX_EXT 0x202C
-#define WGL_DRAW_TO_PBUFFER_EXT 0x202D
-#define WGL_MAX_PBUFFER_PIXELS_EXT 0x202E
-#define WGL_MAX_PBUFFER_WIDTH_EXT 0x202F
-#define WGL_MAX_PBUFFER_HEIGHT_EXT 0x2030
-#define WGL_OPTIMAL_PBUFFER_WIDTH_EXT 0x2031
-#define WGL_OPTIMAL_PBUFFER_HEIGHT_EXT 0x2032
-#define WGL_PBUFFER_LARGEST_EXT 0x2033
-#define WGL_PBUFFER_WIDTH_EXT 0x2034
-#define WGL_PBUFFER_HEIGHT_EXT 0x2035
-#define WGL_DEPTH_FLOAT_EXT 0x2040
-#define WGL_SAMPLE_BUFFERS_3DFX 0x2060
-#define WGL_SAMPLES_3DFX 0x2061
-#define WGL_SAMPLE_BUFFERS_EXT 0x2041
-#define WGL_SAMPLES_EXT 0x2042
-#define WGL_GENLOCK_SOURCE_MULTIVIEW_I3D 0x2044
-#define WGL_GENLOCK_SOURCE_EXTENAL_SYNC_I3D 0x2045
-#define WGL_GENLOCK_SOURCE_EXTENAL_FIELD_I3D 0x2046
-#define WGL_GENLOCK_SOURCE_EXTENAL_TTL_I3D 0x2047
-#define WGL_GENLOCK_SOURCE_DIGITAL_SYNC_I3D 0x2048
-#define WGL_GENLOCK_SOURCE_DIGITAL_FIELD_I3D 0x2049
-#define WGL_GENLOCK_SOURCE_EDGE_FALLING_I3D 0x204A
-#define WGL_GENLOCK_SOURCE_EDGE_RISING_I3D 0x204B
-#define WGL_GENLOCK_SOURCE_EDGE_BOTH_I3D 0x204C
-#define WGL_GAMMA_TABLE_SIZE_I3D 0x204E
-#define WGL_GAMMA_EXCLUDE_DESKTOP_I3D 0x204F
-#define WGL_DIGITAL_VIDEO_CURSOR_ALPHA_FRAMEBUFFER_I3D 0x2050
-#define WGL_DIGITAL_VIDEO_CURSOR_ALPHA_VALUE_I3D 0x2051
-#define WGL_DIGITAL_VIDEO_CURSOR_INCLUDED_I3D 0x2052
-#define WGL_DIGITAL_VIDEO_GAMMA_CORRECTED_I3D 0x2053
-#define WGL_ARB_buffer_region 1
-#define WGL_ARB_extensions_string 1
-#define WGL_ARB_pixel_format 1
-#define WGL_ARB_make_current_read 1
-#define WGL_ARB_pbuffer 1
-#define WGL_EXT_display_color_table 1
-#define WGL_EXT_extensions_string 1
-#define WGL_EXT_make_current_read 1
-#define WGL_EXT_pbuffer 1
-#define WGL_EXT_pixel_format 1
-#define WGL_EXT_swap_control 1
-#define WGL_WGL_EXT_depth_float 1
-#define WGL_WGL_3DFX_multisample 1
-#define WGL_WGL_EXT_multisample 1
-#define WGL_NV_allocate_memory 1
-
-/*
-typedef void (APIENTRY * PFNGLACTIVETEXTUREARBPROC) (GLenum target);
-typedef void (APIENTRY * PFNGLMULTITEXCOORD2FARBPROC) (GLenum target, GLfloat s, GLfloat t);
-typedef void (APIENTRY * PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum target);
-typedef void (APIENTRY * PFNGLLOCKARRAYSEXTPROC) (GLint first, GLsizei count);
-typedef void (APIENTRY * PFNGLUNLOCKARRAYSEXTPROC) (void);
-*/
-
-/*
-typedef int (APIENTRY * PFNGLBINDBUFFERARBPROC) (GLenum target, GLuint buffer);
-typedef int (APIENTRY * PFNGLDELETEBUFFERSARBPROC) (GLsizei n, const GLuint *buffers);
-typedef int (APIENTRY * PFNGLGENBUFFERSARBPROC) (GLsizei n, GLuint *buffers);
-typedef int (APIENTRY * PFNGLBUFFERDATAARBPROC) (GLenum target, int size, const GLvoid *data, GLenum usage);
+/* OpenGL Versions Features Quick Reference
+
+ | OpenGL 1.1 | OpenGL 1.5 | GL ES 1.1 | OpenGL 2 | GL 3 (Compat) | GL 3 (Core) | GL ES 2 | WebGL 1 | GL ES 3 | WebGL 2
+ =======================================================================================================================================================================
+ glBegin() | X | X | - | X | X | - | - | - | - | -
+ glLoadMatrix() | X | X | - | X | X | - | - | - | - | -
+ glLineWidth() | X | X | - | X | X | - | - | - | - | -
+ glPointSize() | X | X | - | X | X | - | - | - | - | -
+ glLineStipple() | X | X | - | X | X | - | - | - | - | -
+ glPolygonStipple() | X | X | - | X | X | - | - | - | - | -
+ glColorMaterial() | X | X | - | X | X | - | - | - | - | -
+ GL_QUADS | X | X | - | X | X | - | - | - | - | -
+ ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
+ GL_INT / GL_DOUBLE | X | X | - | X | X | X | - | - | - | -
+ ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
+ GL_SELECT | X | X | - | (Slow) | (Slow) | (Slow) | - | - | - | -
+ ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
+ Non ² Textures | - | - | - | X | X | X | - | - | - | -
+ ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
+ glVertexPointer() (PTR) | X | X | X | X | X | - | - | - | - | -
+ ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
+ glVertexPointer() (VBO) | - | X | X | X | X | - | - | - | - | -
+ ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
+ glBufferData() | - | X | X | X | X | X | X | X | X | X
+ ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
+ glMapBuffer() | - | X | OES x | X | X | X | OES x | - | OES x | -
+ ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
+ glBindFramebuffer() | - | - | OES x | - | X | X | X | X | X | X
+ ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
+ glVertexAttribPointer() (PTR) | - | - | - | X | X | X | X | - | X | -
+ ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
+ glVertexAttribPointer() (VBO) | - | - | - | X | X | X | X | X | X | X
+ ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
+ GLSL Version | - | - | - | 1.10 | 1.30 | 1.30 | 1.00 | 1.00 | 3.00 | 3.00
+ ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
+ bool legacy :1; // | X | X | - | X | X | - | - | - | - | -
+ bool shaders :1; // | - | - | - | X | X | X | X | X | X | X
+ bool nonPow2Textures :1; // | - | - | - | X | X | X | - | - | - | -
+ bool vertexBuffer :1; // | - | X | X | X | X | X | X | X | X | X
+ bool frameBuffer :1; // | - | - | ~ | - | X | X | X | X | X | X
+// bool mapBuffer :1; // | - | X | ~ | X | X | X | ~ | - | ~ | -
*/
-typedef int (APIENTRY * PFNWGLCHOOSEPIXELFORMATARBPROC) ();
-typedef void * (APIENTRY * PFNWGLCREATEPBUFFERARBPROC) (HDC hDC, int iPixelFormat, int iWidth, int iHeight, const int *piAttribList);
-typedef HDC (APIENTRY * PFNWGLGETPBUFFERDCARBPROC) (void * hPbuffer);
-typedef int (APIENTRY * PFNWGLRELEASEPBUFFERDCARBPROC) (void * hPbuffer, HDC hDC);
-typedef BOOL (APIENTRY * PFNWGLDESTROYPBUFFERARBPROC) (void * hPbuffer);
-typedef BOOL (APIENTRY * PFNWGLQUERYPBUFFERARBPROC) (void * hPbuffer, int iAttribute, int *piValue);
-
-static PFNGLMAPBUFFERARBPROC glMapBufferARB = null;
-static PFNGLUNMAPBUFFERARBPROC glUnmapBufferARB = null;
-static PFNGLACTIVETEXTUREARBPROC glActiveTextureARB = null;
-static PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2fARB = null;
-static PFNGLCLIENTACTIVETEXTUREARBPROC glClientActiveTextureARB = null;
-static PFNGLLOCKARRAYSEXTPROC glLockArraysEXT = null;
-static PFNGLUNLOCKARRAYSEXTPROC glUnlockArraysEXT = null;
-static PFNGLBLENDFUNCSEPARATEPROC glBlendFuncSeparate = null;
-
-static PFNGLGENBUFFERSARBPROC glGenBuffersARB = null;
-static PFNGLBINDBUFFERARBPROC glBindBufferARB = null;
-static PFNGLBUFFERDATAARBPROC glBufferDataARB = null;
-static PFNGLDELETEBUFFERSARBPROC glDeleteBuffersARB = null;
-static PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARB = null;
-static PFNWGLGETEXTENSIONSSTRINGARBPROC wglGetExtensionsStringARB = null;
-static PFNWGLCREATEPBUFFERARBPROC wglCreatePbufferARB = null;
-static PFNWGLGETPBUFFERDCARBPROC wglGetPbufferDCARB = null;
-static PFNWGLQUERYPBUFFERARBPROC wglQueryPbufferARB = null;
-static PFNWGLDESTROYPBUFFERARBPROC wglDestroyPbufferARB = null;
-static PFNWGLRELEASEPBUFFERDCARBPROC wglReleasePbufferDCARB = null;
-static PFNWGLBINDTEXIMAGEARBPROC wglBindTexImageARB = null;
-static PFNWGLRELEASETEXIMAGEARBPROC wglReleaseTexImageARB = null;
-
-#ifdef WGL_WGLEXT_PROTOTYPES
-extern BOOL WINAPI wglSwapIntervalEXT (int);
-extern int WINAPI wglGetSwapIntervalEXT (void);
-#endif /* WGL_WGLEXT_PROTOTYPES */
-typedef BOOL (WINAPI * PFNWGLSWAPINTERVALEXTPROC) (int interval);
-typedef int (WINAPI * PFNWGLGETSWAPINTERVALEXTPROC) (void);
-
-static PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT = NULL;
-
-#else
-
-#if defined(__ANDROID__)
-
-// Our own matrix stack
-static Matrix matrixStack[3][32];
-static int matrixIndex[3];
-static int curStack = 0;
-
-// OpenGL ES Porting Kit
-
-#define glBindFramebuffer glBindFramebufferOES
-#define glBindRenderbuffer glBindRenderbufferOES
-#define GL_FRAMEBUFFER GL_FRAMEBUFFER_OES
-#define GL_RENDERBUFFER GL_RENDERBUFFER_OES
-#define glFramebufferTexture2D glFramebufferTexture2DOES
-#define GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_OES
-#define glGenFramebuffers glGenFramebuffersOES
-#define glGenRenderbuffers glGenRenderbuffersOES
-#define glDeleteFramebuffers glDeleteFramebuffersOES
-#define glDeleteRenderbuffers glDeleteRenderbuffersOES
-
-#define GL_POLYGON_STIPPLE 0xFFFF
-#define GL_LINE_STIPPLE 0xFFFF
-#define GL_LINE 0xFFFF
-#define GL_FILL 0xFFFF
-#define GL_ALL_ATTRIB_BITS 0xFFFF
-#define GL_LIGHT_MODEL_LOCAL_VIEWER 0xFFFF
-#define glDrawElementsi(type, count, start) glDrawElements(type, count, GL_UNSIGNED_SHORT, start)
-
-#define GL_UNSIGNED_INT 0x1405
-#define GL_DOUBLE 0x140A
-
-#define GL_POLYGON 9
-#define GL_QUADS 7
-
-#define glBufferDatai glesBufferDatai
-#define glBufferDatad glesBufferDatad
-#define glVertexPointeri glesVertexPointeri
-#define glVertexPointerd glesVertexPointerd
-
-#define glRecti glesRecti
-#define glBegin glesBegin
-#define glTexCoord2i glesTexCoord2i
-#define glVertex2i glesVertex2i
-#define glTexCoord2d glesTexCoord2d
-#define glVertex2d glesVertex2d
-#define glTexCoord2f glesTexCoord2f
-#define glVertex2f glesVertex2f
-#define glEnd glesEnd
-#define glColor3f glesColor3f
-#define glColor4ub glesColor4ub
-#define glColor4fv glesColor4fv
-#define glLineStipple glesLineStipple
-#define glNormal3fv glesNormal3fv
-#define glTexCoord2fv glesTexCoord2fv
-#define glColorMaterial glesColorMaterial
-
-#define glLoadMatrixd glesLoadMatrixd
-#define glMultMatrixd glesMultMatrixd
-#define glFrustum glesFrustum
-#define glOrtho glesOrtho
-#define glScaled glesScaled
-#define glTranslated glesTranslated
-#define glRotated glesRotated
-#define glVertex3d glesVertex3d
-#define glVertex3f glesVertex3f
-#define glVertex3fv glesVertex3fv
-#define glLightModeli glesLightModeli
-
-#define APIENTRY
-//#define GL_QUADS 0
-#define GL_QUAD_STRIP 0
-//#define GL_DOUBLE 0
-//#define GL_UNSIGNED_INT 0
-//#define GL_FILL 0
-//#define GL_LINE 0
-//#define GL_LINE_STIPPLE 0
-#define GL_BGRA_EXT 0
-#define GL_UNPACK_ROW_LENGTH 0
-#define GL_UNPACK_SKIP_PIXELS 0
-#define GL_UNPACK_SKIP_ROWS 0
-#define GL_RGBA8 0
-#define GL_PACK_ROW_LENGTH 0
-#define GL_PACK_SKIP_ROWS 0
-#define GL_PACK_SKIP_PIXELS 0
-
-static EGLDisplay eglDisplay;
-static EGLSurface eglSurface;
-static EGLContext eglContext;
-static int eglWidth, eglHeight;
-
-static bool egl_init_display(ANativeWindow* window)
-{
- const EGLint attribs[] =
- {
- EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
- EGL_BLUE_SIZE, 8,
- EGL_GREEN_SIZE, 8,
- EGL_RED_SIZE, 8,
- EGL_DEPTH_SIZE, 24,
- /*EGL_SAMPLE_BUFFERS, 1,
- EGL_SAMPLES, 0, //2,*/
- EGL_NONE
- };
- EGLint w, h, dummy, format;
- EGLint numConfigs;
- EGLConfig config;
- EGLSurface surface;
- EGLContext context;
-
- EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
- eglInitialize(display, 0, 0);
- eglChooseConfig(display, attribs, &config, 1, &numConfigs);
- eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &format);
-
- surface = eglCreateWindowSurface(display, config, window, null);
- context = eglCreateContext(display, config, null, null);
-
- if(!eglMakeCurrent(display, surface, surface, context))
- return false;
-
- eglQuerySurface(display, surface, EGL_WIDTH, &w);
- eglQuerySurface(display, surface, EGL_HEIGHT, &h);
-
- eglDisplay = display;
- eglContext = context;
- eglSurface = surface;
- eglWidth = w;
- eglHeight = h;
-
- glEnableClientState(GL_VERTEX_ARRAY);
- /*
- // Initialize GL state.
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
- glEnable(GL_CULL_FACE);
- glShadeModel(GL_SMOOTH);
- glDisable(GL_DEPTH_TEST);
- */
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
-
- matrixStack[0][0].Identity();
- matrixStack[1][0].Identity();
- matrixStack[2][0].Identity();
-
- glesMatrixMode(GL_MODELVIEW);
- glScaled(1.0, 1.0, -1.0);
- glesMatrixMode(GL_PROJECTION);
- glShadeModel(GL_FLAT);
-
- glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
- glFogi(GL_FOG_MODE, GL_EXP);
- glFogf(GL_FOG_DENSITY, 0);
- glEnable(GL_NORMALIZE);
- glDepthFunc(GL_LESS);
- glClearDepth(1.0);
- glDisable(GL_MULTISAMPLE_ARB);
-
- glViewport(0,0,w,h);
- glesLoadIdentity();
- glOrtho(0,w,h,0,0.0,1.0);
-
- currentVertexBuffer = 0;
- return true;
-}
-
-static void egl_term_display()
-{
- if(stippleTexture)
- {
- glDeleteTextures(1, (int *)&stippleTexture);
- stippleTexture = 0;
- }
- if(eglDisplay != EGL_NO_DISPLAY)
- {
- eglMakeCurrent(eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
- if(eglContext != EGL_NO_CONTEXT)
- eglDestroyContext(eglDisplay, eglContext);
- if(eglSurface != EGL_NO_SURFACE)
- eglDestroySurface(eglDisplay, eglSurface);
- eglTerminate(eglDisplay);
- }
- eglDisplay = EGL_NO_DISPLAY;
- eglContext = EGL_NO_CONTEXT;
- eglSurface = EGL_NO_SURFACE;
-}
-
-// OpenGL Immediate Mode Porting Kit
-static int beginCount;
-static int vertexCount;
-static int normalCount;
-static float *vertexPointer;
-static float *normalPointer;
-static GLenum beginMode;
-static unsigned int beginBufferSize, normalBufferSize;
-static int numVertexCoords = 2;
-
-void glesRecti(int a, int b, int c, int d)
-{
- glBegin(GL_QUADS);
- glVertex2i(a, b);
- glVertex2i(a, d);
- glVertex2i(c, d);
- glVertex2i(c, b);
- glEnd();
-}
-
-void glesBegin(GLenum mode)
-{
- beginMode = mode;
- beginCount = 0;
- vertexCount = 0;
- if(!vertexPointer)
- {
- normalBufferSize = beginBufferSize = 1024; // default number of vertices
- vertexPointer = new float[beginBufferSize * 5];
- normalPointer = new float[normalBufferSize * 3];
- }
-}
-
-void glesTexCoord2f(float x, float y)
-{
- int count = vertexCount;
-
- if(vertexCount + numVertexCoords > beginBufferSize)
- {
- beginBufferSize = beginBufferSize + beginBufferSize/2;
- vertexPointer = renew vertexPointer float[beginBufferSize * 5];
- }
-
- vertexPointer[count*(2+numVertexCoords) ] = x;
- vertexPointer[count*(2+numVertexCoords)+1] = y;
- count++;
-
- if(beginMode == GL_QUADS && ((beginCount % 4) == 3))
- {
- vertexPointer[count*(2+numVertexCoords) ] = vertexPointer[(count-4)*(2+numVertexCoords)];
- vertexPointer[count*(2+numVertexCoords)+1] = vertexPointer[(count-4)*(2+numVertexCoords)+1];
- count++;
- vertexPointer[count*(2+numVertexCoords) ] = vertexPointer[(count-3)*(2+numVertexCoords)];
- vertexPointer[count*(2+numVertexCoords)+1] = vertexPointer[(count-3)*(2+numVertexCoords)+1];
- count++;
- }
-}
-void glesTexCoord2i(int x, int y) { glesTexCoord2f((float)x, (float)y); }
-void glesTexCoord2d(double x, double y) { glesTexCoord2f((float)x, (float)y); }
-void glesTexCoord2fv(float * a) { glesTexCoord2f(a[0], a[1]); }
-
-void glesVertex2f(float x, float y)
-{
- numVertexCoords = 2;
- if(vertexCount + 4 > beginBufferSize)
- {
- beginBufferSize = beginBufferSize + beginBufferSize/2;
- vertexPointer = renew vertexPointer float[beginBufferSize * 5];
- }
-
- vertexPointer[vertexCount*4+2] = x;
- vertexPointer[vertexCount*4+3] = y;
- vertexCount++;
-
- if(beginMode == GL_QUADS && ((beginCount % 4) == 3))
- {
- vertexPointer[vertexCount*4+2] = vertexPointer[(vertexCount-4)*4+2];
- vertexPointer[vertexCount*4+3] = vertexPointer[(vertexCount-4)*4+3];
- vertexCount++;
- vertexPointer[vertexCount*4+2] = vertexPointer[(vertexCount-3)*4+2];
- vertexPointer[vertexCount*4+3] = vertexPointer[(vertexCount-3)*4+3];
- vertexCount++;
- }
- beginCount++;
-}
-void glesVertex2i(int x, int y) { glesVertex2f((float)x, (float)y); }
-void glesVertex2d(double x, double y) { glesVertex2f((float)x, (float)y); }
-
-void glesEnd(void)
-{
- int mode = beginMode;
- if(mode == GL_QUADS) mode = GL_TRIANGLES;
- else if(mode == GL_POLYGON) mode = GL_TRIANGLE_FAN;
- GLSelectVBO(0);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glTexCoordPointer(numVertexCoords, GL_FLOAT, (numVertexCoords+2)*sizeof(float),vertexPointer);
- glVertexPointer (numVertexCoords, GL_FLOAT, (numVertexCoords+2)*sizeof(float),vertexPointer+2);
- if(normalCount && normalCount == vertexCount)
- {
- glEnableClientState(GL_NORMAL_ARRAY);
- glNormalPointer (GL_FLOAT, 3*sizeof(float),normalPointer);
- }
-
- glDrawArrays(mode, 0, vertexCount);
- if(normalCount)
- glDisableClientState(GL_NORMAL_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- normalCount = 0;
-}
-
-// Vertex Pointer
-static float *floatVPBuffer = null;
-static short *shortVPBuffer = null;
-static unsigned int shortVPSize = 0, floatVPSize = 0;
-
-// Buffer Data
-//static float *floatVPBuffer = null; // For floats we reuse floatVPBuffer
-static unsigned short *shortBDBuffer = null;
-static unsigned int shortBDSize = 0/*, floatVPSize = 0*/;
-
-void glesVertexPointeri(int numCoords, int stride, int *pointer, int numVertices)
-{
- if(pointer)
- {
- int i;
- if(numVertices*numCoords > shortVPSize)
- {
- shortVPSize = numVertices*numCoords;
- shortVPBuffer = renew shortVPBuffer short[shortVPSize];
- }
- for(i = 0; i < numVertices*numCoords; i++)
- shortVPBuffer[i] = (short)pointer[i];
- glVertexPointer(numCoords, GL_SHORT, stride, shortVPBuffer);
- }
- else
- glVertexPointer(numCoords, GL_SHORT, stride, 0);
-}
-
-void glesVertexPointerd(int numCoords, int stride, double *pointer, int numVertices)
-{
- if(pointer)
- {
- int i;
- if(numVertices*numCoords > floatVPSize)
- {
- floatVPSize = numVertices*numCoords;
- floatVPBuffer = renew floatVPBuffer float[floatVPSize];
- }
- for(i = 0; i < numVertices*numCoords; i++)
- floatVPBuffer[i] = (float)pointer[i];
- glVertexPointer(numCoords, GL_FLOAT, stride, floatVPBuffer);
- }
- else
- glVertexPointer(numCoords, GL_FLOAT, stride, 0);
-}
-
-void glesTexReuseIntVP(int numCoords)
-{
- glTexCoordPointer(numCoords, GL_SHORT, 0, floatVPBuffer);
-}
-
-void glesTexReuseDoubleVP(int numCoords)
-{
- glTexCoordPointer(numCoords, GL_FLOAT, 0, floatVPBuffer);
-}
-
-void glesColor3f( float r, float g, float b )
-{
- glColor4f(r, g, b, 1.0f);
-}
-
-void glesColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
-{
- glColor4f(r/255.0f, g/255.0f, b/255.0f, a/255.0f);
-}
-
-void glesColor4fv(float * a)
-{
- glColor4f(a[0], a[1], a[2], a[3]);
-}
-
-void glesBufferDatad(int target, int size, void * data, int usage)
-{
- int numElems = size/sizeof(double);
- double * dblPtr = (double *)data;
- int i;
- if (numElems > floatVPSize)
- {
- floatVPSize = numElems;
- floatVPBuffer = renew floatVPBuffer float[floatVPSize];
- }
- for (i=0; i< numElems; i++)
- floatVPBuffer[i] = (float)dblPtr[i];
-
- glBufferData(target, numElems*sizeof(float), floatVPBuffer, usage);
-}
-
-void glesBufferDatai(int target, int size, void * data, int usage)
-{
- int numElems = size/sizeof(unsigned int);
- unsigned int * pointer = (unsigned int *)data;
- int i;
- if (numElems > shortBDSize)
- {
- shortBDSize = numElems;
- shortBDBuffer = renew shortBDBuffer uint16[shortBDSize];
- }
- for (i=0; i< numElems; i++)
- shortBDBuffer[i] = (unsigned short)pointer[i];
-
- glBufferData(target, numElems*sizeof(unsigned short), shortBDBuffer, usage);
-}
-
-// *** Our Custom Matrix Stack ***
-
-static void LoadCurMatrix()
-{
- double * i = matrixStack[curStack][matrixIndex[curStack]].array;
- float m[16] =
- {
- (float)i[0],(float)i[1],(float)i[2],(float)i[3],
- (float)i[4],(float)i[5],(float)i[6],(float)i[7],
- (float)i[8],(float)i[9],(float)i[10],(float)i[11],
- (float)i[12],(float)i[13],(float)i[14],(float)i[15]
- };
- glLoadMatrixf(m);
-}
-
-void glesLoadIdentity()
-{
- matrixStack[curStack][matrixIndex[curStack]].Identity();
- LoadCurMatrix();
-}
-
-void glesPushMatrix()
-{
- if(matrixIndex[curStack] + 1 < sizeof(matrixStack[0]) / sizeof(Matrix))
- {
- matrixIndex[curStack]++;
- memcpy(matrixStack[curStack][matrixIndex[curStack]].array, matrixStack[curStack][matrixIndex[curStack]-1].array, sizeof(Matrix));
- }
-}
-
-void glesPopMatrix()
-{
- if(matrixIndex[curStack] > 0)
- {
- matrixIndex[curStack]--;
- LoadCurMatrix();
- }
-}
-
-void glesLoadMatrixd(double * i)
-{
- memcpy(matrixStack[curStack][matrixIndex[curStack]].array, i, sizeof(Matrix));
- LoadCurMatrix();
-}
-
-void glesOrtho( double l, double r, double b, double t, double n, double f )
-{
- Matrix m =
- { {
- (2 / (r - l)), 0, 0, 0,
- 0, (2 / (t - b)), 0, 0,
- 0, 0, (-2 / (f - n)), 0,
- (-(r + l) / (r - l)), (-(t + b) / (t - b)), (-(f + n) / (f - n)), 1
- } }, res;
- res.Multiply(m, matrixStack[curStack][matrixIndex[curStack]]);
- matrixStack[curStack][matrixIndex[curStack]] = res;
- LoadCurMatrix();
-}
-
-void glesFrustum( double l, double r, double b, double t, double n, double f )
-{
- nearPlane = n;
- n = 1;
- l /= nearPlane;
- r /= nearPlane;
- b /= nearPlane;
- t /= nearPlane;
- f /= nearPlane;
- {
- double A = ((r + l) / (r - l));
- double B = ((t + b) / (t - b));
- double C = (-(f + n) / (f - n));
- double D = (-2*f*n/(f-n));
- Matrix m =
- { {
- (2.0*n / (r - l)), 0, 0, 0,
- 0, (2.0*n / (t - b)), 0, 0,
- A, B, C,-1,
- 0, 0, D, 0
- } }, res;
- res.Multiply(m, matrixStack[curStack][matrixIndex[curStack]]);
- matrixStack[curStack][matrixIndex[curStack]] = res;
- LoadCurMatrix();
- }
-}
-
-void glesRotated( double a, double b, double c, double d )
-{
- Matrix m;
- Quaternion q;
- q.RotationAxis({(float)b,(float)-c,(float)d}, a );
- m.RotationQuaternion(q);
- matrixStack[curStack][matrixIndex[curStack]].Rotate(q);
- LoadCurMatrix();
-}
-void glesScaled( double a, double b, double c )
-{
- Matrix m, r;
-
- m.Identity();
- m.Scale(a,b,c);
- r.Multiply(m, matrixStack[curStack][matrixIndex[curStack]]);
- matrixStack[curStack][matrixIndex[curStack]] = r;
- LoadCurMatrix();
-}
-
-void glesTranslated( double a, double b, double c )
-{
- Matrix m, r;
-
- m.Identity();
- m.Translate(a,b,c);
- r.Multiply(m, matrixStack[curStack][matrixIndex[curStack]]);
- matrixStack[curStack][matrixIndex[curStack]] = r;
- LoadCurMatrix();
-}
-
-void glesMultMatrixd( double * i )
-{
- Matrix r;
- r.Multiply((Matrix *)i, matrixStack[curStack][matrixIndex[curStack]]);
- matrixStack[curStack][matrixIndex[curStack]] = r;
- LoadCurMatrix();
-}
-
-void glesMatrixMode(int mode)
-{
- curStack = mode == GL_MODELVIEW ? 0 : mode == GL_PROJECTION ? 1 : 2;
- glMatrixMode(mode);
-}
-#define glPushMatrix glesPushMatrix
-#define glPopMatrix glesPopMatrix
-#define glLoadIdentity glesLoadIdentity
-#define glMatrixMode glesMatrixMode
+default:
+// Capabilities Global set to capabilities of Display being rendered to
+GLCapabilities glCaps;
+// Requiring Graphics Reload:
+bool glCaps_nonPow2Textures, glCaps_vertexBuffer, glCaps_quads, glCaps_intAndDouble, glCaps_legacyFormats, glCaps_compatible, glCaps_vertexPointer;
+// Might toggle without Reload:
+bool glCaps_core, glCaps_shaders, glCaps_fixedFunction, glCaps_immediate, glCaps_legacy, glCaps_pointSize, glCaps_frameBuffer, glCaps_vao, glCaps_select;
+// bool mapBuffer;
+private:
-/* Using the built-in matrix stack
-void glesLoadMatrixd( double * i )
-{
- float m[16] =
- {
- (float)i[0],(float)i[1],(float)i[2],(float)i[3],
- (float)i[4],(float)i[5],(float)i[6],(float)i[7],
- (float)i[8],(float)i[9],(float)i[10],(float)i[11],
- (float)i[12],(float)i[13],(float)i[14],(float)i[15]
- };
- glLoadMatrixf(m);
-}
-
-void glesOrtho( double l, double r, double b, double t, double n, double f )
-{
- float matrix[4][4] =
- {
- { (float)(2 / (r - l)), 0, 0, 0 },
- { 0, (float)(2 / (t - b)), 0, 0 },
- { 0, 0, (float)(-2 / (f - n)), 0 },
- { (float)(-(r + l) / (r - l)), (float)(-(t + b) / (t - b)), (float)(-(f + n) / (f - n)), 1 }
- };
- glMultMatrixf((float *)matrix);
-}
-
-void glesFrustum( double l, double r, double b, double t, double n, double f )
-{
- float A = (float)((r + l) / (r - l));
- float B = (float)((t + b) / (t - b));
- float C = (float)(-(f + n) / (f - n));
- float D = (float)(-2*f*n/(f-n));
- float matrix[4][4] =
- {
- { (float)(2*n / (r - l)), 0, 0, 0 },
- { 0, (float)(2*n / (t - b)), 0, 0 },
- { A, B, C,-1 },
- { 0, 0, D, 0 }
- };
- glMultMatrixf((float *)matrix);
-}
-void glesRotated( double a, double b, double c, double d ) { glRotatef((float)a, (float)b, (float)c, (float)d); }
-void glesScaled( double a, double b, double c ) { glScalef((float)a, (float)b, (float)c); }
-void glesTranslated( double a, double b, double c ) { glTranslatef((float)a, (float)b, (float)c); }
-
-void glesMultMatrixd( double * i )
+// ********** Errors and Debugging **********
+/*
+void CheckGLErrors()
{
- float m[16] =
- {
- (float)i[0], (float)i[1], (float)i[2], (float)i[3],
- (float)i[4], (float)i[5], (float)i[6], (float)i[7],
- (float)i[8], (float)i[9], (float)i[10], (float)i[11],
- (float)i[12], (float)i[13], (float)i[14], (float)i[15]
- };
- glMultMatrixf(m);
+ int e, nCount = 0;
+ while((e = glGetError()) && nCount++ < 10)
+ printf("GL error %d!\n", e);
}
*/
-
-// Need to do these...
-void glesVertex3f( float x, float y, float z )
+#ifdef GL_DEBUGGING
+#ifndef APIENTRY
+ #define APIENTRY
+#endif
+static void APIENTRY openglCallbackFunction(GLenum source,
+ GLenum type,
+ GLuint id,
+ GLenum severity,
+ GLsizei length,
+ const GLchar* message,
+ const void* userParam)
{
- numVertexCoords = 3;
- if(vertexCount + 4 > beginBufferSize)
+ if(severity == GL_DEBUG_SEVERITY_NOTIFICATION)
+ return;
+ PrintLn("---------------------opengl-callback-start------------");
+ PrintLn("message: ", message);
+ PrintLn("type: ");
+ switch (type)
{
- beginBufferSize = beginBufferSize + beginBufferSize/2;
- vertexPointer = renew vertexPointer float[beginBufferSize * 5];
+ case GL_DEBUG_TYPE_ERROR: PrintLn("ERROR"); break;
+ case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: PrintLn("DEPRECATED_BEHAVIOR"); break;
+ case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: PrintLn("UNDEFINED_BEHAVIOR"); break;
+ case GL_DEBUG_TYPE_PORTABILITY: PrintLn("PORTABILITY"); break;
+ case GL_DEBUG_TYPE_PERFORMANCE: PrintLn("PERFORMANCE"); break;
+ case GL_DEBUG_TYPE_OTHER: PrintLn("OTHER"); break;
}
- vertexPointer[vertexCount*5+2] = x;
- vertexPointer[vertexCount*5+3] = y;
- vertexPointer[vertexCount*5+4] = z;
- vertexCount++;
-
- if(beginMode == GL_QUADS && ((beginCount % 4) == 3))
+ PrintLn("id: ", id);
+ Print("severity: ");
+ switch (severity)
{
- vertexPointer[vertexCount*5+2] = vertexPointer[(vertexCount-4)*5+2];
- vertexPointer[vertexCount*5+3] = vertexPointer[(vertexCount-4)*5+3];
- vertexPointer[vertexCount*5+4] = vertexPointer[(vertexCount-4)*5+4];
- vertexCount++;
- vertexPointer[vertexCount*5+2] = vertexPointer[(vertexCount-3)*5+2];
- vertexPointer[vertexCount*5+3] = vertexPointer[(vertexCount-3)*5+3];
- vertexPointer[vertexCount*5+4] = vertexPointer[(vertexCount-3)*5+4];
- vertexCount++;
+ case GL_DEBUG_SEVERITY_LOW: PrintLn("LOW"); break;
+ case GL_DEBUG_SEVERITY_MEDIUM: PrintLn("MEDIUM"); break;
+ case GL_DEBUG_SEVERITY_HIGH: PrintLn("HIGH"); break;
+ default: PrintLn("(other)");
}
- beginCount++;
+ PrintLn("---------------------opengl-callback-end--------------");
}
-void glesVertex3d( double x, double y, double z ) { glesVertex3f((float)x, (float)y, (float)z); }
-void glesVertex3fv( float* coords ) { glesVertex3f(coords[0], coords[1], coords[2]); }
-
-void glesNormal3f(float x, float y, float z)
+static void setupDebugging()
{
- normalCount = vertexCount;
- if(vertexCount + 4 > normalBufferSize)
+ if(glDebugMessageCallback)
{
- normalBufferSize = normalBufferSize + normalBufferSize/2;
- normalPointer = renew normalPointer float[normalBufferSize * 2];
- }
+ GLuint unusedIds = 0;
- normalPointer[normalCount*3+0] = x;
- normalPointer[normalCount*3+1] = y;
- normalPointer[normalCount*3+2] = z;
- normalCount++;
+ glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
- if(beginMode == GL_QUADS && ((beginCount % 4) == 3))
- {
- normalPointer[normalCount*3+0] = normalPointer[(normalCount-4)*3+0];
- normalPointer[normalCount*3+1] = normalPointer[(normalCount-4)*3+1];
- normalPointer[normalCount*3+2] = normalPointer[(normalCount-4)*3+2];
- normalCount++;
- normalPointer[normalCount*3+0] = normalPointer[(normalCount-3)*3+0];
- normalPointer[normalCount*3+1] = normalPointer[(normalCount-3)*3+1];
- normalPointer[normalCount*3+2] = normalPointer[(normalCount-3)*3+2];
- normalCount++;
+ glDebugMessageCallback(openglCallbackFunction, null);
+ glDebugMessageControl(GL_DONT_CARE,
+ GL_DONT_CARE,
+ GL_DONT_CARE,
+ 0,
+ &unusedIds,
+ GL_TRUE);
}
}
-void glesNormal3fd(double x, double y, double z) { glesNormal3f((float)x, (float)y, (float)z); }
-void glesNormal3fv(float * coords) { glesNormal3f(coords[0], coords[1], coords[2]); }
-
-void glesColorMaterial(int a, int b)
-{
- PrintLn("glColorMaterial stub");
-}
-
-void glesTerminate()
-{
- delete vertexPointer;
- beginBufferSize = 0;
-
- delete floatVPBuffer;
- shortVPSize = 0;
-
- delete shortVPBuffer;
- floatVPSize = 0;
+#endif
- delete shortBDBuffer;
- shortBDSize = 0;
-}
-static int stippleTexture;
+static GLuint stippleTexture;
static bool stippleEnabled;
-void glesLineStipple( int i, unsigned short j )
+public void glsupLineStipple( int i, uint16 j )
{
uint texture[1*16];
- int c;
int x;
for(x = 0; x < 16; x++)
{
glGenTextures(1, &stippleTexture);
glBindTexture(GL_TEXTURE_2D, stippleTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);
- glEnable(GL_TEXTURE_2D);
+
+ // TOOD: Special shading code for stippling?
+ GLSetupTexturing(true);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
+ GLMatrixMode(GL_TEXTURE);
+ GLLoadIdentity();
//glTranslated(1.0/backAttrib->texW/2.0f, 1.0/backAttrib->texH/2.0f, 0.0f);
- glScaled(i/16.0, 1, 1.0f);
- glTranslated(0.5, 0.5, 0);
- glMatrixMode(GL_PROJECTION);
+ GLScaled(i/16.0, 1, 1.0f);
+ GLTranslated(0.5, 0.5, 0);
+ GLMatrixMode(MatrixMode::projection);
}
-void glesLightModeli( unsigned int pname, int param )
-{
- if(pname == GL_LIGHT_MODEL_TWO_SIDE)
- glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, param);
-}
+ // Exported to build _GLES version...
+ public void glsupLightModeli( unsigned int pname, int param )
+ {
+#if ENABLE_GL_FFP
+ if(pname == GL_LIGHT_MODEL_TWO_SIDE)
+ glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, param);
+#endif
+ }
+
+#ifdef _GLES
+ void glFogi( unsigned int pname, int param ) { }
+ void glPolygonMode( unsigned int i, unsigned int j ) { }
+ void glBlendFuncSeparate(int a, int b, int c, int d)
+ {
+ glBlendFunc(a, b);
+ }
+
+#endif
+#if defined(_GLES) || defined(_GLES2)
void glClearDepth( double depth ) { glClearDepthf((float)depth); }
-void glFogi( unsigned int pname, int param ) { }
-void glPolygonMode( unsigned int i, unsigned int j ) { }
+#endif
+#if !ENABLE_GL_SELECT
// *** Picking won't be supported for now ***
void glPushName( unsigned int i ) { }
void glLoadName( unsigned int i ) { }
void glPopName() { }
-// Probably replace by regular glBlendFunc ...
-void glBlendFuncSeparate(int a, int b, int c, int d)
-{
- glBlendFunc(a, b);
-}
-
-// For direct pixel blitting...
-void glRasterPos2d(double a, double b) { }
-void glPixelZoom(float a, float b) { }
-void glDrawPixels(int a, int b, int c, int d, void * e) { }
-
-#else
-
-/* Non OpenGL ES friendly stuff
-#undef GL_UNSIGNED_INT
-#undef GL_DOUBLE
-#undef GL_INT
-//#undef GL_POLYGON
-//#undef GL_QUADS
-#undef GL_QUAD_STRIP
-#undef GL_POLYGON_STIPPLE
-#undef GL_LINE_STIPPLE
-#undef GL_LINE
-#undef GL_FILL
-#undef GL_ALL_ATTRIB_BITS
-#undef GL_LIGHT_MODEL_LOCAL_VIEWER
-*/
-
#endif
-#if !defined(__APPLE__)
-void (APIENTRY * glBindBufferARB) (GLenum target, GLuint buffer);
-void (APIENTRY * glGenBuffersARB) (GLsizei n, GLuint *buffers);
-void (APIENTRY * glDeleteBuffersARB) (GLsizei n, const GLuint *buffers);
-void (APIENTRY * glBufferDataARB) (GLenum target, int size, const GLvoid *data, GLenum usage);
-#endif
-
-#endif
-
-static int currentVertexBuffer;
-
-bool GLSelectVBO(uint vbo)
+#if !defined(ECERE_NO3D) && !defined(ECERE_VANILLA)
+static inline uint getPrimitiveType(RenderPrimitiveType type)
{
- if(currentVertexBuffer != vbo)
+ static int primitiveTypes[RenderPrimitiveType] =
{
- GLBindBuffer(GL_ARRAY_BUFFER, vbo);
- currentVertexBuffer = vbo;
- return true;
- }
- return false;
+ GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN,
+ GLIMTKMode::quads,
+ GLIMTKMode::quadStrip,
+ GL_LINE_STRIP
+ };
+ // NOTE: This will only work for single quads
+ return (type == quads && !glCaps_quads) ? GL_TRIANGLE_FAN : primitiveTypes[type];
}
-void GLGenBuffers(int count, uint * buffer)
+public void GLSetupTexturing(bool enable)
{
-#ifdef __ANDROID__
- glGenBuffers(count, buffer);
-#else
- if(glGenBuffersARB)
- glGenBuffersARB(count, buffer);
+#if ENABLE_GL_SHADERS
+ if(glCaps_shaders)
+ defaultShader.texturing(enable);
#endif
-}
-void GLDeleteBuffers(int count, uint * buffer)
-{
-#ifdef __ANDROID__
- glDeleteBuffers(count, buffer);
-#else
- if(glDeleteBuffersARB)
- glDeleteBuffersARB(count, buffer);
+#if ENABLE_GL_FFP
+ if(!glCaps_shaders)
+ (enable ? glEnable : glDisable)(GL_TEXTURE_2D);
#endif
}
-void GLBindBuffer(int target, uint buffer)
+public void GLSetupFog(bool enable)
{
-#ifdef __ANDROID__
- glBindBuffer(target, buffer);
-#else
- if(glBindBufferARB)
- glBindBufferARB(target, buffer);
+#if ENABLE_GL_SHADERS
+ if(glCaps_shaders)
+ defaultShader.fog(enable);
+#endif
+
+#if ENABLE_GL_FFP
+ if(!glCaps_shaders)
+ (enable ? glEnable : glDisable)(GL_FOG);
#endif
}
-void GLBufferData(int type, GLenum target, int size, const GLvoid *data, GLenum usage)
+bool lightingEnabled;
+
+public void GLSetupLighting(bool enable)
{
-#ifdef __ANDROID__
- if(type == GL_DOUBLE)
- glesBufferDatad(target, size, data, usage);
- else if(type == GL_UNSIGNED_INT)
- glesBufferDatai(target, size, data, usage);
- else
- glBufferData(target, size, data, usage);
-#else
- if(glBufferDataARB)
- glBufferDataARB(target, size, data, usage);
+ lightingEnabled = enable;
+#if ENABLE_GL_SHADERS
+ if(glCaps_shaders)
+ defaultShader.lighting(enable);
+#endif
+#if ENABLE_GL_FFP
+ if(!glCaps_shaders)
+ (enable ? glEnable : glDisable)(GL_LIGHTING);
#endif
}
+#endif
+
+/*static */GLuint lastBlitTex;
+
+Shader activeShader;
static int displayWidth, displayHeight;
#define GL_CLAMP_TO_EDGE 0x812F
-static bool vboAvailable;
-
static bool useSingleGLContext = false;
class OGLDisplay : struct
{
+ GLCapabilities capabilities, originalCapabilities;
+ bool compat;
+ int version;
+
+ ColorAlpha * flippingBuffer;
+ int flipBufH, flipBufW;
+ bool depthWrite;
+ int x, y;
+ uint vao;
+ int maxTMU;
+
#if defined(__WIN32__)
HDC hdc;
HGLRC glrc;
int imageBuffers[2];
byte * pboMemory1, * pboMemory2;
*/
-#else
+#elif !defined(__ANDROID__) && !defined(__ODROID__) && !defined(__EMSCRIPTEN__)
GLXContext glContext;
Pixmap pixmap;
Pixmap shapePixmap;
X11Picture shapePicture;
#endif
-
- ColorAlpha * flippingBuffer;
- int flipBufH, flipBufW;
- bool depthWrite;
- int x, y;
};
class OGLSystem : struct
{
int maxTextureSize;
bool loadingFont;
- bool pow2textures;
#if defined(__WIN32__)
PIXELFORMATDESCRIPTOR pfd;
int format;
HDC hdc;
HGLRC glrc;
HWND hwnd;
-#else
+#elif defined(__EMSCRIPTEN__)
+ EMSCRIPTEN_WEBGL_CONTEXT_HANDLE glc;
+#elif !defined(__ANDROID__) && !defined(__ODROID__)
XVisualInfo * visualInfo;
GLXContext glContext;
GLXDrawable glxDrawable;
#endif
+ GLCapabilities capabilities;
+ bool compat;
+ int version;
+
+ // Buffer Data
+ uint16 *shortBDBuffer;
+ uint shortBDSize;
};
class OGLSurface : struct
bool opaqueText;
int xOffset;
bool writingText;
+ bool writingOutline;
float foreground[4], background[4], bitmapMult[4];
} OGLSurface;
class OGLMesh : struct
{
- int vertices;
- int normals;
- int texCoords;
- int texCoords2;
- int colors;
+ GLAB vertices;
+ GLAB normals;
+ GLAB tangents;
+ GLAB lightVectors;
+ GLAB texCoords;
+ GLAB texCoords2;
+ GLAB colors;
};
class OGLIndices : struct
{
uint16 * indices;
- int buffer;
- int nIndices;
-};
-
-#if !defined(ECERE_NO3D) && !defined(ECERE_VANILLA)
-static int primitiveTypes[RenderPrimitiveType] =
-{
- GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_QUADS, GL_QUAD_STRIP, GL_LINE_STRIP
+ GLEAB buffer;
+ uint nIndices;
};
-#endif
int current;
void * previous;
+#if defined(__WIN32__)
+static HGLRC winCreateContext(HDC hdc, int * contextVersion, bool * isCompatible, bool compatible)
+{
+ HGLRC result = 0;
+ if(wglCreateContextAttribsARB)
+ {
+ int versions[12][2] =
+ {
+ { 4, 5 }, { 4, 4 }, { 4, 3 }, { 4, 2 }, { 4, 1 }, { 4, 0 },
+ { 3, 3 }, { 3, 2 }, { 3, 1 }, { 3, 0 },
+ { 2, 1 }, { 2, 0 }
+ };
+
+ bool tryingCompat = compatible;
+ int v = 0;
+ while(!result)
+ {
+ for(v = 0; !result && v < sizeof(versions) / sizeof(versions[0]); v++)
+ {
+ int v0 = versions[v][0], v1 = versions[v][1];
+ if(!tryingCompat || v0 >= 3)
+ {
+ bool coreNotion = v0 > 3 || (v0 == 3 && v1 >= 3);
+ int attribs[] =
+ {
+ WGL_CONTEXT_MAJOR_VERSION_ARB, v0, WGL_CONTEXT_MINOR_VERSION_ARB, v1,
+ #ifdef _DEBUG
+ WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_DEBUG_BIT_ARB,
+ #endif
+ coreNotion ? WGL_CONTEXT_PROFILE_MASK_ARB : 0, coreNotion ? (tryingCompat ? WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB : WGL_CONTEXT_CORE_PROFILE_BIT_ARB) : 0,
+ 0,0
+ };
+ result = wglCreateContextAttribsARB(hdc, null, attribs);
+ if(result)
+ {
+ if(contextVersion) *contextVersion = v0;
+ if(isCompatible) *isCompatible = tryingCompat || !coreNotion;
+ }
+ }
+ }
+ if(tryingCompat)
+ tryingCompat = false;
+ else
+ break;
+ }
+ }
+ if(!result)
+ {
+ if(contextVersion) *contextVersion = 1;
+ if(isCompatible) *isCompatible = true;
+ result = wglCreateContext(hdc);
+ }
+ return result;
+}
+#endif
+
class OpenGLDisplayDriver : DisplayDriver
{
class_property(name) = "OpenGL";
bool LockSystem(DisplaySystem displaySystem)
{
+#if defined(__EMSCRIPTEN__)
+ OGLSystem oglSystem = displaySystem.driverData;
+ emscripten_webgl_make_context_current(oglSystem.glc);
+#elif !defined(__ANDROID__) && !defined(__ODROID__)
OGLSystem oglSystem = displaySystem.driverData;
if(useSingleGLContext) return true;
#if defined(__WIN32__)
#elif defined(__unix__) || defined(__APPLE__)
//if(previous) return true;
// printf("Making SYSTEM current\n");
-#if !defined(__ANDROID__)
glXMakeCurrent(xGlobalDisplay, (GLXDrawable)oglSystem.glxDrawable, oglSystem.glContext);
-#endif
//previous = oglSystem.glContext;
#endif
+#endif
+ GLABBindBuffer(GL_ARRAY_BUFFER, 0);
+ GLABBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
return true;
}
wglMakeCurrent(null, null);
#elif defined(__unix__) || defined(__APPLE__)
// printf("Making NULL current\n");
- #if defined(__ANDROID__)
+ #if defined(__ANDROID__) || defined(__ODROID__) || defined(__EMSCRIPTEN__)
#else
glXMakeCurrent(xGlobalDisplay, None, null);
#endif
bool Lock(Display display)
{
+#if !defined(__ANDROID__) && !defined(__ODROID__) && !defined(__EMSCRIPTEN__)
OGLDisplay oglDisplay = display.driverData;
- OGLSystem oglSystem = display.displaySystem.driverData;
-
if(useSingleGLContext) return true;
#if defined(__WIN32__)
wglMakeCurrent(oglDisplay.hdc, oglDisplay.glrc);
#elif defined(__unix__) || defined(__APPLE__)
// if(previous) glXMakeCurrent(xGlobalDisplay, None, null);
// printf(" Making DISPLAY current\n");
- #if defined(__ANDROID__)
- #else
- glXMakeCurrent(xGlobalDisplay, (int)display.window, oglDisplay.glContext);
- #endif
+ glXMakeCurrent(xGlobalDisplay, (GLXDrawable)display.window, oglDisplay.glContext);
#endif
+#endif
+ GLABBindBuffer(GL_ARRAY_BUFFER, 0);
+ GLABBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
return true;
}
if(oglDisplay.memBitmap) DeleteObject(oglDisplay.memBitmap);
#elif defined(__unix__) || defined(__APPLE__)
- #if defined(__ANDROID__)
+ #if defined(__ANDROID__) || defined(__ODROID__) || defined(__EMSCRIPTEN__)
#else
if(oglDisplay.shapePixmap)
XFreePixmap(xGlobalDisplay, oglDisplay.shapePixmap);
}
}
- void ::CheckExtensions(OGLSystem oglSystem)
+#if !defined(__EMSCRIPTEN__)
+ void ::CheckCapabilities(OGLSystem oglSystem, OGLDisplay oglDisplay, bool canCheckExtensions)
{
- char * extensions = glGetString(GL_EXTENSIONS);
- if(extensions)
- oglSystem.pow2textures = strstr(extensions, "GL_ARB_texture_non_power_of_two") ? false : true;
+ GLCapabilities capabilities;
+#if !defined(_GLES2)
+ const char * extensions = (canCheckExtensions && (!oglDisplay || oglDisplay.compat)) ? (const char *)glGetString(GL_EXTENSIONS) : null;
+#endif
+#ifdef DIAGNOSTICS
+ printf("extensions: %s\n", extensions);
+#endif
+
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &oglSystem.maxTextureSize);
+
+#if defined(_GLES)
+ capabilities = { fixedFunction = true, vertexPointer = true, vertexBuffer = true, pointSize = true, legacyFormats = true, frameBuffer = extensions && strstr(extensions, "GL_OES_framebuffer_object") };
+#elif defined(_GLES2)
+ capabilities = { glCaps_shaders = true, vertexBuffer = true, pointSize = true, frameBuffer = true, legacyFormats = true };
+#else
+ capabilities =
+ {
+ nonPow2Textures = glGetStringi || (extensions && (strstr(extensions, "GL_ARB_texture_non_power_of_two")));
+ intAndDouble = true;
+#ifdef GL_DEBUGGING
+ debug = true;
+#endif
+ compatible = oglDisplay.compat;
+ pointSize = oglDisplay.compat;
+#if ENABLE_GL_LEGACY
+ legacy = glBegin != null && oglDisplay.compat;
+ legacyFormats = glBegin != null && oglDisplay.compat;
+ immediate = glBegin != null && oglDisplay.compat;
+ fixedFunction = glBegin != null && oglDisplay.compat;
+ quads = glBegin != null && oglDisplay.compat;
+ select = glSelectBuffer != null && oglDisplay.compat;
+#endif
+#if ENABLE_GL_SHADERS
+ shaders = glCreateProgram != null;
+#endif
+#if ENABLE_GL_POINTER
+ vertexPointer = oglDisplay.compat;
+#endif
+#if ENABLE_GL_VAO
+ vao = glBindVertexArray != null && !oglDisplay.compat;
+#endif
+#if ENABLE_GL_FBO
+ frameBuffer = glBindFramebuffer != null;
+#endif
+ vertexBuffer = glBindBuffer != null;
+ // mapBuffer = glMapBuffer != null;
+ };
+#endif
+
+#ifdef DIAGNOSTICS
+ PrintLn("max texture size: ", oglSystem.maxTextureSize);
+#endif
+ if(oglDisplay) oglDisplay.capabilities = capabilities;
+ if(oglSystem) oglSystem.capabilities = capabilities;
}
+#endif
bool CreateDisplaySystem(DisplaySystem displaySystem)
{
bool result = false;
OGLSystem oglSystem = displaySystem.driverData = OGLSystem { };
+#ifdef _GLES
+ oglSystem.capabilities = { fixedFunction = true, vertexBuffer = true, frameBuffer = true, pointSize = true };
+#elif defined(_GLES2)
+ oglSystem.capabilities = { shaders = true, vertexBuffer = true, frameBuffer = true, pointSize = true };
+#else
+ oglSystem.capabilities = { compatible = glCaps_compatible, shaders = true, fixedFunction = true, immediate = true, legacy = true, pointSize = true, quads = true, intAndDouble = true, vertexBuffer = true, frameBuffer = true, vao = true, nonPow2Textures = true };
+#endif
+
+#ifdef DIAGNOSTICS
+ PrintLn("OpenGL driver's CreateDisplaySystem()");
+#endif
+
#ifdef __WIN32__
oglSystem.hwnd = CreateWindow("static", null, 0,0,0,0,0,null,null,null,null);
{
wglMakeCurrent(oglSystem.hdc, oglSystem.glrc);
- // Get Pointers To The GL Functions
- glActiveTextureARB = (void *) wglGetProcAddress("glActiveTextureARB");
- glMultiTexCoord2fARB = (void *) wglGetProcAddress("glMultiTexCoord2fARB");
- glClientActiveTextureARB = (void *) wglGetProcAddress("glClientActiveTextureARB");
- glLockArraysEXT = (void *) wglGetProcAddress("glLockArraysEXT" );
- glUnlockArraysEXT = (void *) wglGetProcAddress("glUnlockArraysEXT");
- glGenBuffersARB = (void *) wglGetProcAddress("glGenBuffersARB");
- glBindBufferARB = (void *) wglGetProcAddress("glBindBufferARB");
- glBufferDataARB = (void *) wglGetProcAddress("glBufferDataARB");
- glMapBufferARB = (void *) wglGetProcAddress("glMapBufferARB");
- glUnmapBufferARB = (void *) wglGetProcAddress("glUnmapBufferARB");
- glDeleteBuffersARB = (void *) wglGetProcAddress("glDeleteBuffersARB");
- glBlendFuncSeparate = (void *) wglGetProcAddress("glBlendFuncSeparate");
-
wglChoosePixelFormatARB = (void *) wglGetProcAddress("wglChoosePixelFormatARB");
wglGetExtensionsStringARB = (void *)wglGetProcAddress("wglGetExtensionsStringARB");
wglCreatePbufferARB = (void *)wglGetProcAddress("wglCreatePbufferARB");
wglReleasePbufferDCARB = (void *)wglGetProcAddress("wglReleasePbufferDCARB");
wglBindTexImageARB = (void *)wglGetProcAddress("wglBindTexImageARB");
wglReleaseTexImageARB = (void *)wglGetProcAddress("wglReleaseTexImageARB");
-
wglSwapIntervalEXT = (void *)wglGetProcAddress("wglSwapIntervalEXT");
+ wglCreateContextAttribsARB = (void *)wglGetProcAddress("wglCreateContextAttribsARB");
- vboAvailable = glBindBufferARB != null;
+ glLockArraysEXT = (void *) wglGetProcAddress("glLockArraysEXT" );
+ glUnlockArraysEXT = (void *) wglGetProcAddress("glUnlockArraysEXT");
// eSystem_LoggingMode(LOG_MSGBOX, null);
if(wglChoosePixelFormatARB)
{
- int pixelFormat;
- int valid;
- int numFormats;
- float fAttributes[] = {0,0};
- int iAttributes[] =
+ int pixelFormat;
+ int valid;
+ int numFormats;
+ float fAttributes[] = {0,0};
+ int iAttributes[] =
{
WGL_DRAW_TO_WINDOW_ARB,GL_TRUE,
- WGL_SUPPORT_OPENGL_ARB,GL_TRUE,
- WGL_ACCELERATION_ARB,WGL_FULL_ACCELERATION_ARB,
- WGL_COLOR_BITS_ARB,24,
- WGL_ALPHA_BITS_ARB,8,
- WGL_DEPTH_BITS_ARB,16,
- WGL_STENCIL_BITS_ARB,0,
- WGL_DOUBLE_BUFFER_ARB,GL_TRUE,
- WGL_SAMPLE_BUFFERS_ARB,GL_TRUE,
- WGL_SAMPLES_ARB, 4, // Check For 4x Multisampling
- 0,0
+ WGL_SUPPORT_OPENGL_ARB,GL_TRUE,
+ WGL_ACCELERATION_ARB,WGL_FULL_ACCELERATION_ARB,
+ WGL_COLOR_BITS_ARB,24,
+ WGL_ALPHA_BITS_ARB,8,
+ WGL_DEPTH_BITS_ARB,16,
+ WGL_STENCIL_BITS_ARB,0,
+ WGL_DOUBLE_BUFFER_ARB,GL_TRUE,
+ WGL_SAMPLE_BUFFERS_ARB,GL_TRUE,
+ WGL_SAMPLES_ARB, 4, // Check For 4x Multisampling
+ 0,0
};
//Log("Found wglChoosePixelFormatARB\n");
- valid = wglChoosePixelFormatARB(oglSystem.hdc,iAttributes,fAttributes,1,&pixelFormat,&numFormats);
- if(!valid || !numFormats)
- {
+ valid = wglChoosePixelFormatARB(oglSystem.hdc,iAttributes,fAttributes,1,&pixelFormat,&numFormats);
+ if(!valid || !numFormats)
+ {
//Log("Can't find 4x multi sampling\n");
- iAttributes[19] = 2;
- valid = wglChoosePixelFormatARB(oglSystem.hdc,iAttributes,fAttributes,1,&pixelFormat,&numFormats);
+ iAttributes[19] = 2;
+ valid = wglChoosePixelFormatARB(oglSystem.hdc,iAttributes,fAttributes,1,&pixelFormat,&numFormats);
if(!valid || !numFormats)
{
// Log("Can't find 2x multi sampling\n");
iAttributes[17] = 0;
valid = wglChoosePixelFormatARB(oglSystem.hdc,iAttributes,fAttributes,1,&pixelFormat,&numFormats);
}
- }
+ }
if(valid && numFormats)
{
oglSystem.format = pixelFormat;
wglMakeCurrent(null, null);
wglDeleteContext(oglSystem.glrc);
- // *** DescribePixelFormat does not support WGL pixel formats! ***
- //DescribePixelFormat(oglSystem.hdc, oglSystem.format, sizeof(oglSystem.pfd), &oglSystem.pfd);
- SetPixelFormat(oglSystem.hdc, oglSystem.format, &oglSystem.pfd);
- //Log("Successfully set pixel format\n");
+ // *** DescribePixelFormat does not support WGL pixel formats! ***
+ //DescribePixelFormat(oglSystem.hdc, oglSystem.format, sizeof(oglSystem.pfd), &oglSystem.pfd);
+ SetPixelFormat(oglSystem.hdc, oglSystem.format, &oglSystem.pfd);
+ //Log("Successfully set pixel format\n");
+
+#ifdef DIAGNOSTICS
+ PrintLn("winCreateContext()");
+#endif
+ oglSystem.glrc = winCreateContext(oglSystem.hdc, &oglSystem.version, &oglSystem.compat, displaySystem.glCapabilities.compatible);
+#ifdef DIAGNOSTICS
+ PrintLn("wglMakeCurrent()");
+#endif
+ if(oglSystem.glrc)
+ wglMakeCurrent(oglSystem.hdc, oglSystem.glrc);
+ }
+ }
+ /*else
+ eSystem_Logf("Can't find wglChoosePixelFormatARB\n");*/
+
+ result = true;
+
+ wglMakeCurrent(null, null);
+
+ //eSystem_DumpErrors(true);
+ }
+ }
+ }
+ #elif defined(__unix__) || defined(__APPLE__)
+ #if defined(__ANDROID__) || defined(__ODROID__)
+ #if defined(__ANDROID__)
+ egl_init_display(guiApp.desktop.windowHandle);
+ #elif defined(__ODROID__)
+ egl_init_display((uint)displaySystem.window);
+ #endif
+ CheckCapabilities(oglSystem, null, true);
+
+ // TODO: Clean this up? Needed here?
+ GLEnableClientState(VERTICES);
+ /*
+ // Initialize GL state.
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
+ glEnable(GL_CULL_FACE);
+ glShadeModel(GL_SMOOTH);
+ glDisable(GL_DEPTH_TEST);
+ */
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ matrixStack[0][0].Identity();
+ matrixStack[1][0].Identity();
+ matrixStack[2][0].Identity();
+
+ GLMatrixMode(GL_MODELVIEW);
+ GLScaled(1.0, 1.0, -1.0);
+ GLMatrixMode(GL_PROJECTION);
+ glShadeModel(GL_FLAT);
+
+#if !defined(_GLES)
+ if(!glCaps_shaders)
+ ;//GLLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
+#endif
+ glFogi(GL_FOG_MODE, GL_EXP);
+ glFogf(GL_FOG_DENSITY, 0);
+ glEnable(GL_NORMALIZE);
+ glDepthFunc(GL_LESS);
+ glClearDepth(1.0);
+ glDisable(GL_MULTISAMPLE);
- oglSystem.glrc = wglCreateContext(oglSystem.hdc);
- wglMakeCurrent(oglSystem.hdc, oglSystem.glrc);
- }
- }
- /*else
- eSystem_Logf("Can't find wglChoosePixelFormatARB\n");*/
+ glViewport(0,0,eglWidth,eglHeight);
+ GLLoadIdentity();
+ GLOrtho(0,eglWidth,eglHeight,0,0.0,1.0);
- result = true;
+ glabCurArrayBuffer = 0;
+ glabCurElementBuffer = 0;
- CheckExtensions(oglSystem);
+ result = true;
+ #elif defined(__EMSCRIPTEN__)
+ {
+ EmscriptenWebGLContextAttributes attribs = { 0 };
+ attribs.depth = 1;
+ attribs.antialias = 1;
- wglMakeCurrent(null, null);
+ /*
+ EM_BOOL alpha;
+ EM_BOOL depth;
+ EM_BOOL stencil;
+ EM_BOOL antialias;
+ EM_BOOL premultipliedAlpha;
+ EM_BOOL preserveDrawingBuffer;
+ EM_BOOL preferLowPowerToHighPerformance;
+ EM_BOOL failIfMajorPerformanceCaveat;
+ int majorVersion;
+ int minorVersion;
+ EM_BOOL enableExtensionsByDefault;
+ */
+
+ emscripten_webgl_init_context_attributes(&attribs);
+ oglSystem.maxTextureSize = 16384;
+ oglSystem.glc = emscripten_webgl_create_context("canvas", &attribs);
+ if(emscripten_webgl_make_context_current(oglSystem.glc) == EMSCRIPTEN_RESULT_SUCCESS)
+ result = true;
- //eSystem_DumpErrors(true);
- }
+ /*glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);*/
}
- }
- #elif defined(__unix__) || defined(__APPLE__)
- vboAvailable = true;
- #if defined(__ANDROID__)
- egl_init_display(guiApp.desktop.windowHandle);
- CheckExtensions(oglSystem);
- result = true;
#else
{
X11Window root = RootWindow( xGlobalDisplay, DefaultScreen( xGlobalDisplay ) );
if(oglSystem.glContext)
{
glXMakeCurrent(xGlobalDisplay, oglSystem.glxDrawable, oglSystem.glContext);
- // Setup Extensions
- CheckExtensions(oglSystem);
glXMakeCurrent(xGlobalDisplay, None, null);
result = true;
}
void DestroyDisplaySystem(DisplaySystem displaySystem)
{
OGLSystem oglSystem = displaySystem.driverData;
+ if(stippleTexture)
+ {
+ glDeleteTextures(1, &stippleTexture);
+ stippleTexture = 0;
+ }
+
+#if ENABLE_GL_SHADERS
+ defaultShader.free();
+ activeShader = null;
+#endif
+
+ delete oglSystem.shortBDBuffer;
+ glimtkTerminate();
#if defined(__WIN32__)
wglMakeCurrent( null, null );
DestroyWindow(oglSystem.hwnd);
#elif defined(__unix__) || defined(__APPLE__)
- #if defined(__ANDROID__)
+ #if defined(__ANDROID__) || defined(__ODROID__)
egl_term_display();
+ #elif defined(__EMSCRIPTEN__)
+ emscripten_webgl_destroy_context(oglSystem.glc);
#else
if(oglSystem.visualInfo)
{
XFree(oglSystem.visualInfo);
#endif
}
+ if(oglSystem.glContext)
+ glXDestroyContext(xGlobalDisplay, oglSystem.glContext);
if(oglSystem.glxDrawable)
{
delete oglSystem;
}
+ /*static */bool ::initialDisplaySetup(Display display, bool canCheckExtensions, bool loadExtensions)
+ {
+ OGLDisplay oglDisplay = display.driverData;
+ OGLSystem oglSystem = display.displaySystem.driverData;
+ bool result = true;
+
+#if !defined(__ANDROID__) && !defined(__EMSCRIPTEN__) && !defined(__ODROID__)
+ if(loadExtensions && ogl_LoadFunctions() == ogl_LOAD_FAILED)
+ PrintLn("ogl_LoadFunctions() failed!");
+ CheckCapabilities(oglSystem, oglDisplay, canCheckExtensions);
+#endif
+
+ {
+ GLCapabilities capabilities = *&display.glCapabilities;
+ // PrintLn("Available OpenGL Capabilities: ", oglDisplay.capabilities);
+ // PrintLn("Desired OpenGL Capabilities: ", capabilities);
+
+ oglDisplay.originalCapabilities = oglDisplay.capabilities;
+
+ // Re-enable glCaps_shaders if no fixed function support
+ if(!oglDisplay.capabilities.fixedFunction)
+ capabilities.shaders = true;
+ // Re-enable fixed function if no glCaps_shaders support
+ if(!oglDisplay.capabilities.shaders)
+ {
+ capabilities.fixedFunction = true;
+ capabilities.shaders = false;
+ }
+
+ if(!capabilities.shaders && !capabilities.fixedFunction)
+ {
+ capabilities.fixedFunction = oglDisplay.capabilities.fixedFunction;
+ capabilities.shaders = oglDisplay.capabilities.shaders;
+ }
+
+ // Disable things that don't work with glCaps_shaders
+ if(capabilities.shaders)
+ {
+ capabilities.fixedFunction = false;
+ capabilities.legacy = false;
+ capabilities.immediate = false;
+ }
+
+ #if !ENABLE_GL_POINTER
+ // Re-enable vertex buffer if no pointer support
+ capabilities.vertexBuffer = true;
+ #endif
+
+ oglDisplay.capabilities &= capabilities;
+
+ // PrintLn("Selected OpenGL Capabilities: ", oglDisplay.capabilities);
+ oglSystem.capabilities = oglDisplay.capabilities;
+ }
+
+ #ifdef GL_DEBUGGING
+ if(oglDisplay.capabilities.debug)
+ setupDebugging();
+ #else
+ oglDisplay.capabilities.debug = false;
+ #endif
+
+#if ENABLE_GL_VAO
+ if(oglDisplay.capabilities.vao)
+ {
+ glGenVertexArrays(1, &oglDisplay.vao);
+ glBindVertexArray(oglDisplay.vao);
+ }
+#endif
+
+ oglSystem.capabilities = oglDisplay.capabilities;
+ SETCAPS(oglDisplay.capabilities);
+
+#if ENABLE_GL_SHADERS
+ if(glCaps_shaders)
+ {
+#if ENABLE_GL_LEGACY
+ if(oglDisplay.compat)
+ {
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_COLOR_ARRAY);
+ }
+#endif
+ defaultShader.select();
+ }
+#if ENABLE_GL_LEGACY
+ else
+ {
+ glDisableVertexAttribArray(GLBufferContents::color);
+ glDisableVertexAttribArray(GLBufferContents::normal);
+ glDisableVertexAttribArray(GLBufferContents::texCoord);
+ glDisableVertexAttribArray(GLBufferContents::vertex);
+ glDisableVertexAttribArray(GLBufferContents::tangent1);
+ glDisableVertexAttribArray(GLBufferContents::tangent2);
+#if ENABLE_GL_VAO
+ glBindVertexArray(0);
+#endif
+ glUseProgram(0);
+ }
+#endif
+
+#endif
+
+#if ENABLE_GL_VAO
+ if(glCaps_vao)
+ glBindVertexArray(oglDisplay.vao);
+#endif
+
+ GLEnableClientState(VERTICES);
+
+ GLABBindBuffer(GL_ARRAY_BUFFER, 0);
+ GLABBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+#if defined(__WIN32__)
+ if(glBlendFuncSeparate)
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ else
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+#else
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+#endif
+ glEnable(GL_BLEND);
+
+ GLMatrixMode(MatrixMode::texture);
+ GLLoadIdentity();
+
+ GLMatrixMode(MatrixMode::modelView);
+ GLLoadIdentity(); // For setting up GLES stack
+ GLScaled(1.0, 1.0, -1.0);
+ // glTranslatef(0.375f, 0.375f, 0.0f);
+ // glTranslatef(-0.625f, -0.625f, 0.0f);
+ GLMatrixMode(MatrixMode::projection);
+ GLLoadIdentity();
+ if(display.width && display.height)
+ GLOrtho(0,display.width,display.height,0,0.0,1.0);
+
+#if ENABLE_GL_FFP
+ if(!glCaps_shaders)
+ {
+ glShadeModel(GL_FLAT);
+
+ #define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51
+ GLLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
+
+#if !defined(_GLES)
+ ;//GLLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
+#endif
+ glFogi(GL_FOG_MODE, GL_EXP);
+ glFogf(GL_FOG_DENSITY, 0);
+ glEnable(GL_NORMALIZE);
+ }
+#endif
+ glDepthFunc(GL_LESS);
+ glClearDepth(1.0);
+#if !defined(__EMSCRIPTEN__)
+ glDisable(GL_MULTISAMPLE);
+#endif
+
+#if !defined(ECERE_NO3D) && !defined(ECERE_VANILLA)
+ display.ambient = Color { 50,50,50 };
+#endif
+ return result;
+ }
+
bool CreateDisplay(Display display)
{
bool result = false;
OGLDisplay oglDisplay = display.driverData;
OGLSystem oglSystem = display.displaySystem.driverData;
+
if(!oglDisplay)
oglDisplay = display.driverData = OGLDisplay { };
- //printf("Inside CreateDisplay\n");
+ oglDisplay.capabilities = oglSystem.capabilities;
#if defined(__WIN32__) || defined(USEPBUFFER)
if(!display.alphaBlend)
#endif
{
- #if defined(__WIN32__)
+#if defined(__WIN32__)
oglDisplay.hdc = GetDC(display.window);
SetPixelFormat(oglDisplay.hdc, oglSystem.format, &oglSystem.pfd);
- if((oglDisplay.glrc = wglCreateContext(oglDisplay.hdc)))
+ if((oglDisplay.glrc = winCreateContext(oglDisplay.hdc, &oglDisplay.version, &oglDisplay.compat, (*&display.glCapabilities).compatible)))
{
wglShareLists(oglSystem.glrc, oglDisplay.glrc);
wglMakeCurrent(oglDisplay.hdc, oglDisplay.glrc);
}
else
ReleaseDC(display.window, oglDisplay.hdc);
- #elif defined(__unix__) || defined(__APPLE__)
- #if defined(__ANDROID__)
- #else
+#elif defined(__unix__) || defined(__APPLE__)
+# if defined(__ANDROID__) || defined(__EMSCRIPTEN__) || defined(__ODROID__)
+ result = true;
+# else
XVisualInfo * visualInfo = ((XWindowData)display.windowDriverData).visual;
/*
#if defined(__APPLE__)
// visualInfo = oglSystem.visualInfo;
//#endif
*/
+#if !defined(__APPLE__)
+ oglDisplay.compat = true;
+ oglDisplay.version = 4;
+#endif
+
if(visualInfo)
{
//printf("visualInfo is not null\n");
if(oglDisplay.glContext)
{
//printf("CreateDisplay Got a Context\n");
- glXMakeCurrent(xGlobalDisplay, (int)display.window, oglDisplay.glContext);
+ glXMakeCurrent(xGlobalDisplay, (GLXDrawable)display.window, oglDisplay.glContext);
result = true;
}
- #endif
- #endif
+# endif
+#endif
}
#if defined(__WIN32__) || defined(USEPBUFFER)
else
+ {
+ oglDisplay.compat = (*&display.glCapabilities).compatible;
result = true;
+ wglMakeCurrent(oglSystem.hdc, oglSystem.glrc);
+ }
#endif
if(result)
{
-#if !defined(__OLDX__)
- if(glBlendFuncSeparate)
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- else
+#if defined(__EMSCRIPTEN__)
+ emscripten_webgl_make_context_current(oglSystem.glc);
#endif
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
-
- glMatrixMode(GL_MODELVIEW);
- glScaled(1.0, 1.0, -1.0);
- // glTranslatef(0.375f, 0.375f, 0.0f);
- // glTranslatef(-0.625f, -0.625f, 0.0f);
- glMatrixMode(GL_PROJECTION);
- glShadeModel(GL_FLAT);
- // glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, true);
- glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
- glFogi(GL_FOG_MODE, GL_EXP);
- glFogf(GL_FOG_DENSITY, 0);
- glEnable(GL_NORMALIZE);
- glDepthFunc(GL_LESS);
- glClearDepth(1.0);
- glDisable(GL_MULTISAMPLE_ARB);
- }
-#if !defined(ECERE_NO3D) && !defined(ECERE_VANILLA)
- display.ambient = Color { 50,50,50 };
+#if defined(__WIN32__) || defined(USEPBUFFER)
+ initialDisplaySetup(display, !display.alphaBlend, true);
+#else
+ initialDisplaySetup(display, true, true);
#endif
+ }
if(!useSingleGLContext)
{
#if defined(__WIN32__)
wglMakeCurrent(null, null);
#elif defined(__unix__) || defined(__APPLE__)
- #if defined(__ANDROID__)
+ #if defined(__ANDROID__) || defined(__ODROID__) || defined(__EMSCRIPTEN__)
result = true;
#else
glXMakeCurrent(xGlobalDisplay, None, null);
#endif
#endif
}
-
+ else
+ {
+ #if defined(__ANDROID__) || defined(__EMSCRIPTEN__) || defined(__ODROID__)
+ result = true;
+ #endif
+ }
return result;
}
bool DisplaySize(Display display, int width, int height)
{
OGLDisplay oglDisplay = display.driverData;
- OGLSystem oglSystem = display.displaySystem.driverData;
-
bool result = false;
- //printf("Inside DisplaySize\n");
#if defined(__WIN32__) || defined(USEPBUFFER)
+ OGLSystem oglSystem = display.displaySystem.driverData;
if(display.alphaBlend)
{
#if defined(__WIN32__)
{
//WGL_DRAW_TO_BITMAP_ARB, GL_TRUE,
WGL_DRAW_TO_PBUFFER_ARB,GL_TRUE,
- WGL_SUPPORT_OPENGL_ARB,GL_TRUE,
- WGL_ACCELERATION_ARB,WGL_FULL_ACCELERATION_ARB,
- WGL_COLOR_BITS_ARB,24,
- WGL_ALPHA_BITS_ARB,8,
- WGL_DEPTH_BITS_ARB,16,
- WGL_STENCIL_BITS_ARB,0,
- WGL_DOUBLE_BUFFER_ARB,GL_FALSE,
- WGL_SAMPLE_BUFFERS_ARB,GL_TRUE,
- WGL_SAMPLES_ARB, 4, // Check For 4x Multisampling
- 0,0
+ WGL_SUPPORT_OPENGL_ARB,GL_TRUE,
+ WGL_ACCELERATION_ARB,WGL_FULL_ACCELERATION_ARB,
+ WGL_COLOR_BITS_ARB,24,
+ WGL_ALPHA_BITS_ARB,8,
+ WGL_DEPTH_BITS_ARB,16,
+ WGL_STENCIL_BITS_ARB,0,
+ WGL_DOUBLE_BUFFER_ARB,GL_FALSE,
+ WGL_SAMPLE_BUFFERS_ARB,GL_TRUE,
+ WGL_SAMPLES_ARB, 4, // Check For 4x Multisampling
+ 0,0
};
//Log("Found wglChoosePixelFormatARB\n");
oglDisplay.pBuffer = wglCreatePbufferARB(oglSystem.hdc, pixelFormat, width, height, attributes);
oglDisplay.hdc = wglGetPbufferDCARB(oglDisplay.pBuffer);
- if((oglDisplay.glrc = wglCreateContext(oglDisplay.hdc)))
+ if((oglDisplay.glrc = winCreateContext(oglDisplay.hdc, null, null, oglDisplay.capabilities.compatible)))
{
BITMAPINFO * info;
HDC hdc = GetDC(display.window);
ReleaseDC(display.window, hdc);
}
#elif defined(__unix__) || defined(__APPLE__)
- #if defined(__ANDROID__)
+ #if defined(__ANDROID__) || defined(__ODROID__) || defined(__EMSCRIPTEN__)
result = true;
#else
- int attrib[] =
- {
- GLX_DOUBLEBUFFER, True,
+ int attrib[] =
+ {
+ GLX_DOUBLEBUFFER, True,
GLX_DEPTH_SIZE, 1,
- GLX_RED_SIZE, 8,
- GLX_GREEN_SIZE, 8,
- GLX_BLUE_SIZE, 8,
- GLX_ALPHA_SIZE, 8,
- GLX_STENCIL_SIZE, 1,
- //GLX_DEPTH_SIZE, 24,
- GLX_RENDER_TYPE, GLX_RGBA_BIT,
- GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT,
- None
- };
-
- int PBattrib[] =
- {
- GLX_PBUFFER_WIDTH, width,
- GLX_PBUFFER_HEIGHT, height,
- GLX_LARGEST_PBUFFER, False,
+ GLX_RED_SIZE, 8,
+ GLX_GREEN_SIZE, 8,
+ GLX_BLUE_SIZE, 8,
+ GLX_ALPHA_SIZE, 8,
+ GLX_STENCIL_SIZE, 1,
+ //GLX_DEPTH_SIZE, 24,
+ GLX_RENDER_TYPE, GLX_RGBA_BIT,
+ GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT,
+ None
+ };
+
+ int PBattrib[] =
+ {
+ GLX_PBUFFER_WIDTH, width,
+ GLX_PBUFFER_HEIGHT, height,
+ GLX_LARGEST_PBUFFER, False,
None
- };
+ };
- // choose a pixel format that meets our minimum requirements
- int count = 0;
+ // choose a pixel format that meets our minimum requirements
+ int count = 0;
- GLXFBConfig *config = glXChooseFBConfig(xGlobalDisplay, DefaultScreen(xGlobalDisplay), attrib, &count);
+ GLXFBConfig *config = glXChooseFBConfig(xGlobalDisplay, DefaultScreen(xGlobalDisplay), attrib, &count);
if(config)
{
if(oglDisplay.pixmap)
XFreePixmap(xGlobalDisplay, oglDisplay.pixmap);
if(oglDisplay.glContext)
- glXDestroyContext(xGlobalDisplay, oglDisplay.glContext);
+ glXDestroyContext(xGlobalDisplay, oglDisplay.glContext);
if(oglDisplay.pBuffer)
glXDestroyPbuffer(xGlobalDisplay, oglDisplay.pBuffer);
- oglDisplay.pBuffer = glXCreatePbuffer(xGlobalDisplay, config[0], PBattrib);
+ oglDisplay.pBuffer = glXCreatePbuffer(xGlobalDisplay, config[0], PBattrib);
if(oglDisplay.pBuffer)
{
- oglDisplay.glContext = glXCreateNewContext(xGlobalDisplay, config[0], GLX_RGBA_TYPE, oglSystem.glContext, True);
+ oglDisplay.glContext = glXCreateNewContext(xGlobalDisplay, config[0], GLX_RGBA_TYPE, oglSystem.glContext, True);
if(oglDisplay.glContext)
{
glXMakeCurrent(xGlobalDisplay, None, null);
- glXMakeCurrent(xGlobalDisplay, (int)display.window, oglDisplay.glContext);
+ glXMakeCurrent(xGlobalDisplay, (GLXDrawable)display.window, oglDisplay.glContext);
// Initialize Shared Memory Pixmap
oglDisplay.image = XShmCreateImage(xGlobalDisplay, DefaultVisual(xGlobalDisplay, DefaultScreen(xGlobalDisplay)), 32,
{
XRenderPictureAttributes attributes = { 0 };
XRenderPictFormat * format = XRenderFindStandardFormat(xGlobalDisplay, /*PictStandardRGB24*/ PictStandardARGB32);
- #if !defined(__APPLE__) && !defined(__OLDX__)
+ #if !defined(__APPLE__)
attributes.repeat = RepeatNormal;
#else
attributes.repeat = 1;
#if defined(__WIN32__)
wglMakeCurrent(oglDisplay.hdc, oglDisplay.glrc);
#elif defined(__unix__) || defined(__APPLE__)
- #if defined(__ANDROID__)
+ #if defined(__ANDROID__) || defined(__ODROID__)
width = eglWidth;
height = eglHeight;
+ #elif defined(__EMSCRIPTEN__)
+ emscripten_webgl_make_context_current(oglSystem.glc);
#else
- glXMakeCurrent(xGlobalDisplay, (int)display.window, oglDisplay.glContext);
+ glXMakeCurrent(xGlobalDisplay, (GLXDrawable)display.window, oglDisplay.glContext);
#endif
#endif
}
else
#endif
result = true;
+
+ SETCAPS(oglDisplay.capabilities);
+
+ if(display.alphaBlend && result)
+ initialDisplaySetup(display, true, false);
+
if(!result && display.alphaBlend)
{
printf("Alpha blending windows not supported on this display\n");
result = false;
glViewport(0,0,width,height);
- glLoadIdentity();
- glOrtho(0,width,height,0,0.0,1.0);
+ GLMatrixMode(MatrixMode::projection);
+ GLLoadIdentity();
+ GLOrtho(0,width,height,0,0.0,1.0);
displayWidth = display.width = width;
displayHeight = display.height = height;
{
oglDisplay.flipBufW = width;
oglDisplay.flipBufH = height;
+#if defined(_GLES) || defined(_GLES2)
+ result = true;
+#else
oglDisplay.flippingBuffer = renew oglDisplay.flippingBuffer ColorAlpha [width * height];
+#endif
}
if(oglDisplay.flippingBuffer || !width || !height)
result = true;
void StartUpdate(Display display)
{
+#if ENABLE_GL_VAO
+ if(glCaps_vao)
+ {
+ OGLDisplay oglDisplay = display.driverData;
+ glBindVertexArray(oglDisplay.vao);
+ }
+#endif
+ GLABBindBuffer(GL_ARRAY_BUFFER, 0);
+ GLABBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+#if ENABLE_GL_SHADERS
+ activeProgram = 0;
+#endif
}
void EndUpdate(Display display)
void Update(Display display, Box updateBox)
{
+#if defined(__WIN32__) || defined(USEPBUFFER)
OGLDisplay oglDisplay = display.driverData;
- //Logf("DisplayScreen\n");
+#endif
+
+#if !defined(__ANDROID__)
+ /*glFlush();
+ glFinish();*/
+#endif
- glFlush();
- glFinish();
#if defined(__WIN32__) || defined(USEPBUFFER)
if(display.alphaBlend)
{
ReleaseDC(0, hdc);
#elif defined(__unix__) || defined(__APPLE__)
- #if defined(__ANDROID__)
+ #if defined(__ANDROID__) || defined(__ODROID__) || defined(__EMSCRIPTEN__)
#else
XTransform transform =
{
XRenderSetPictureTransform(xGlobalDisplay, oglDisplay.pixmapPicture, &transform);
XRenderComposite(xGlobalDisplay, PictOpSrc, oglDisplay.pixmapPicture, None, oglDisplay.shapePicture, 0, 0, 0, 0, 0, 0, display.width, display.height);
XRenderComposite(xGlobalDisplay, PictOpSrc, oglDisplay.pixmapPicture, None, oglDisplay.windowPicture, 0, 0, 0, 0, 0, 0, display.width, display.height);
- #if !defined(__APPLE__) && !defined(__OLDX__)
+ #if !defined(__APPLE__)
XShapeCombineMask(xGlobalDisplay, (X11Window)display.window, ShapeInput, 0, 0, oglDisplay.shapePixmap, ShapeSet);
#else
XShapeCombineMask(xGlobalDisplay, display.window, 2, 0, 0, oglDisplay.shapePixmap, ShapeSet);
#if defined(__WIN32__)
//wglSwapLayerBuffers(oglDisplay.hdc,WGL_SWAP_MAIN_PLANE);
SwapBuffers(oglDisplay.hdc);
+ //ecere::sys::Sleep(0.1);
#elif defined(__unix__) || defined(__APPLE__)
- #if defined(__ANDROID__)
- eglSwapBuffers(eglDisplay, eglSurface);
+ #if defined(__ANDROID__) || defined(__ODROID__)
+ egl_swap_buffers();
+ #elif defined(__EMSCRIPTEN__)
#else
- glXSwapBuffers(xGlobalDisplay, (int)display.window);
+ glXSwapBuffers(xGlobalDisplay, (GLXDrawable)display.window);
#endif
#endif
}
- //Logf("Out of DisplayScreen\n");
}
void FreeBitmap(DisplaySystem displaySystem, Bitmap bitmap)
{
- glDeleteTextures(1, (int *)&bitmap.driverData);
- bitmap.driverData = 0;
-
+ if(bitmap.driverData)
+ {
+ GLuint tex = (GLuint)(uintptr)bitmap.driverData;
+ glDeleteTextures(1, &tex);
+ bitmap.driverData = 0;
+ }
bitmap.driver = ((subclass(DisplayDriver))class(LFBDisplayDriver));
}
bool AllocateBitmap(DisplaySystem displaySystem, Bitmap bitmap, int width, int height, int stride, PixelFormat format, bool allocatePalette)
{
OGLSystem oglSystem = displaySystem.driverData;
+ GLCapabilities capabilities = oglSystem.capabilities;
bool result = false;
Bitmap mipMap { };
- int glBitmap = -1;
+ GLuint glBitmap = 0;
uint w = width, h = height;
- if(oglSystem.pow2textures)
+ if(!capabilities.nonPow2Textures)
{
w = pow2i(w);
h = pow2i(h);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
+#if ENABLE_GL_FFP
+ if(!capabilities.shaders)
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
+#endif
mipMap.Allocate(null, w, h, w, pixelFormatRGBA, false);
delete mipMap;
- bitmap.driverData = (void *)glBitmap;
+ bitmap.driverData = (void *)(uintptr)glBitmap;
bitmap.driver = displaySystem.driver;
bitmap.width = w;
bitmap.height = h;
return result;
}
- bool MakeDDBitmap(DisplaySystem displaySystem, Bitmap bitmap, bool mipMaps)
+ bool MakeDDBitmap(DisplaySystem displaySystem, Bitmap bitmap, bool mipMaps, uint cubeMapFace)
{
bool result = false;
OGLSystem oglSystem = displaySystem.driverData;
+ GLCapabilities capabilities = oglSystem.capabilities;
+ Bitmap convBitmap = bitmap;
+ bool oldStyleCubeMap = (cubeMapFace >> 3) != 0;
+ int face = (cubeMapFace & 7) - 1;
+ if(bitmap.keepData)
+ {
+ convBitmap = { };
+ convBitmap.Copy(bitmap);
+ }
// Pre process the bitmap... First make it 32 bit
- if(/*bitmap.pixelFormat == pixelFormatRGBA || */bitmap.Convert(null, pixelFormat888, null))
+ if(/*bitmap.pixelFormat == pixelFormatRGBA || */convBitmap.Convert(null, pixelFormat888, null))
{
int c, level;
uint w = bitmap.width, h = bitmap.height;
- int glBitmap = -1;
- if(oglSystem.pow2textures)
+ GLuint glBitmap = cubeMapFace && face > 0 ? (GLuint)(uintptr)bitmap.driverData : 0;
+ int target = cubeMapFace ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
+ if(!capabilities.nonPow2Textures)
{
w = pow2i(w);
h = pow2i(h);
w = Min(w, oglSystem.maxTextureSize);
h = Min(h, oglSystem.maxTextureSize);
+ if(mipMaps)
+ {
+ while(w * 2 < h) w *= 2;
+ while(h * 2 < w) h *= 2;
+ }
+
// Switch ARGB to RGBA
//if(bitmap.format != pixelFormatRGBA)
{
- for(c=0; c<bitmap.size; c++)
+ int size = convBitmap.stride * convBitmap.height;
+ for(c = 0; c < size; c++)
{
// ((ColorRGBA *)bitmap.picture)[c] = ((ColorAlpha *)bitmap.picture)[c];
// TODO:
- ColorAlpha color = ((ColorAlpha *)bitmap.picture)[c];
- ((ColorRGBA *)bitmap.picture)[c] = ColorRGBA { color.color.r, color.color.g, color.color.b, color.a };
+ ColorAlpha color = ((ColorAlpha *)convBitmap.picture)[c];
+ ((ColorRGBA *)convBitmap.picture)[c] = ColorRGBA { color.color.r, color.color.g, color.color.b, color.a };
+ }
+ }
+ // convBitmap.pixelFormat = pixelFormat888;
+
+ if(cubeMapFace && oldStyleCubeMap)
+ {
+ if(face == 0 || face == 1 || face == 4 || face == 5)
+ {
+ uint w = convBitmap.width;
+ uint32 * tmp = new uint [convBitmap.width];
+ int x, y;
+ for(y = 0; y < convBitmap.height; y++)
+ {
+ uint32 * pic = (uint32 *)((byte *)convBitmap.picture + y * w * 4);
+ for(x = 0; x < w; x++)
+ tmp[x] = pic[w-1-x];
+ memcpy(pic, tmp, w*4);
+ }
+ delete tmp;
+ }
+ else if(face == 2 || face == 3)
+ {
+ int y;
+ Bitmap tmp { };
+ tmp.Allocate(null, convBitmap.width, convBitmap.height, 0, convBitmap.pixelFormat, false);
+ for(y = 0; y < convBitmap.height; y++)
+ {
+ memcpy(tmp.picture + convBitmap.width * 4 * y,
+ convBitmap.picture + (convBitmap.height-1-y) * convBitmap.width * 4,
+ convBitmap.width * 4);
+ }
+ memcpy(convBitmap.picture, tmp.picture, convBitmap.sizeBytes);
+ delete tmp;
}
}
- bitmap.pixelFormat = pixelFormat888;
glGetError();
- glGenTextures(1, &glBitmap);
- if(glBitmap == -1)
+ if(!glBitmap)
+ glGenTextures(1, &glBitmap);
+ if(glBitmap == 0)
{
- int error = glGetError();
+ //int error = glGetError();
return false;
- //Print("");
}
- glBindTexture(GL_TEXTURE_2D, glBitmap);
+ glBindTexture(target, glBitmap);
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mipMaps ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
- //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(target, GL_TEXTURE_MIN_FILTER, mipMaps ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
+ glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+ //glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ //glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP);
+ //glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP);
+ glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+#ifndef GL_TEXTURE_WRAP_R
+ #define GL_TEXTURE_WRAP_R 0x8072
+#endif
+
+#if !defined(__EMSCRIPTEN__)
+ if(cubeMapFace)
+ glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+#endif
+
+#ifdef GL_TEXTURE_MAX_ANISOTROPY_EXT
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16.0 );
+#endif
+
+#if ENABLE_GL_FFP
+ if(!capabilities.shaders)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
+#endif
result = true;
- for(level = 0; result && (w > 1 || h > 1); level++, w >>= 1, h >>= 1)
+ for(level = 0; result && (w >= 1 || h >= 1); level++, w >>= 1, h >>= 1)
{
Bitmap mipMap;
+ if(!w) w = 1;
+ if(!h) h = 1;
if(bitmap.width != w || bitmap.height != h)
{
mipMap = Bitmap { };
- if(mipMap.Allocate(null, w, h, w, bitmap.pixelFormat, false))
+ if(mipMap.Allocate(null, w, h, w, convBitmap.pixelFormat, false))
{
Surface mipSurface = mipMap.GetSurface(0,0,null);
- mipSurface.Filter(bitmap, 0,0,0,0, w, h, bitmap.width, bitmap.height);
+ mipSurface.blend = false;
+ mipSurface.Filter(convBitmap, 0,0,0,0, w, h, convBitmap.width, convBitmap.height);
delete mipSurface;
}
else
}
}
else
- mipMap = bitmap;
+ mipMap = convBitmap;
if(result)
{
//int width = 0;
glGetError();
// glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA8, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, mipMap.picture);
- glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, mipMap.picture);
+ glTexImage2D(cubeMapFace ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + face : GL_TEXTURE_2D, level, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, mipMap.picture);
//printf("Calling glTexImage2D\n");
//glGetTexLevelParameteriv(GL_TEXTURE_2D, level, GL_TEXTURE_WIDTH, &width);
//printf("width = %d (Should be %d, %d)\n", width, w, h);
result = false;
}
}
- if(mipMap != bitmap)
+ if(mipMap != convBitmap)
delete mipMap;
if(!mipMaps) break;
}
- if(!bitmap.keepData)
- bitmap.driver.FreeBitmap(bitmap.displaySystem, bitmap);
- bitmap.driverData = (void *)glBitmap;
+ convBitmap.driver.FreeBitmap(convBitmap.displaySystem, convBitmap);
+ bitmap.driverData = (void *)(uintptr)glBitmap;
bitmap.driver = displaySystem.driver;
+ if(bitmap.keepData)
+ delete convBitmap;
if(!result)
FreeBitmap(displaySystem, bitmap);
else if(oglSystem.loadingFont)
{
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
oglSystem.loadingFont = false;
}
}
bool GetSurface(Display display, Surface surface, int x,int y, Box clip)
{
bool result = false;
+ OGLDisplay oglDisplay = display.driverData;
OGLSurface oglSurface = surface.driverData = OGLSurface { };
-
- //Logf("GetSurface\n");
-
if(oglSurface)
{
+ SETCAPS(oglDisplay.capabilities);
if(displayWidth != display.width || displayHeight != display.height)
{
displayWidth = display.width;
displayHeight = display.height;
glViewport(0,0,display.width,display.height);
- glLoadIdentity();
- glOrtho(0,display.width,display.height,0,0.0,1.0);
+ GLLoadIdentity();
+ GLOrtho(0,display.width,display.height,0,0.0,1.0);
}
surface.offset.x = x;
{
Box box;
- //Logf("Clip\n");
-
if(clip != null)
{
box = clip;
uint row;
glPixelStorei(GL_PACK_ALIGNMENT, 4);
+#if ENABLE_GL_LEGACY
glPixelStorei(GL_PACK_ROW_LENGTH, bitmap.stride);
glPixelStorei(GL_PACK_SKIP_ROWS, 0);
glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
+#endif
glReadPixels(x,display.height-h-y,w,h,GL_BGRA_EXT,GL_UNSIGNED_BYTE, flippingBuffer);
// Need a flip...
{
OGLSurface oglSurface = surface.driverData;
- //Logf("SetForeground\n");
-
oglSurface.foreground[0] = color.color.r/255.0f;
oglSurface.foreground[1] = color.color.g/255.0f;
oglSurface.foreground[2] = color.color.b/255.0f;
{
OGLSurface oglSurface = surface.driverData;
- //Logf("SetBackground\n");
-
oglSurface.background[0] = color.color.r/255.0f;
oglSurface.background[1] = color.color.g/255.0f;
oglSurface.background[2] = color.color.b/255.0f;
void PutPixel(Display display, Surface surface,int x,int y)
{
OGLSurface oglSurface = surface.driverData;
-
- //Logf("PutPixel\n");
-
- glColor4fv(oglSurface.foreground);
- glBegin(GL_POINTS);
+ GLColor4fv(oglSurface.foreground);
+ GLBegin(GL_POINTS);
// glVertex2i(x+surface.offset.x, y+surface.offset.y);
- glVertex2f(x+surface.offset.x + 0.5f, y+surface.offset.y + 0.5f);
-
- glEnd();
+ GLVertex2f(x+surface.offset.x + 0.5f, y+surface.offset.y + 0.5f);
+ GLEnd();
}
void DrawLine(Display display, Surface surface, int _x1, int _y1, int _x2, int _y2)
x2 += surface.offset.x;
y2 += surface.offset.y;
- //Logf("Line\n");
-
- glColor4fv(oglSurface.foreground);
- glBegin(GL_LINES);
-#ifdef __ANDROID__
+ GLColor4fv(oglSurface.foreground);
+ GLBegin(GL_LINES);
if(stippleEnabled)
{
- glTexCoord2f(0.5f, 0);
- glVertex2f(x1 + 0.5f, y1 + 0.5f);
- glTexCoord2f(Max(x2-x1, y2-y1) + 0.5f, 0);
- glVertex2f(x2 + 0.5f, y2 + 0.5f);
+ GLTexCoord2f(0.5f, 0);
+ GLVertex2f(x1 + 0.5f, y1 + 0.5f);
+ GLTexCoord2f(Max(x2-x1, y2-y1) + 0.5f, 0);
+ GLVertex2f(x2 + 0.5f, y2 + 0.5f);
}
else
-#endif
{
/*
- glVertex2i(x1, y1);
- glVertex2i(x2, y2);
+ GLVertex2i(x1, y1);
+ GLVertex2i(x2, y2);
*/
- glVertex2f(x1 + 0.5f, y1 + 0.5f);
- glVertex2f(x2 + 0.5f, y2 + 0.5f);
+ GLVertex2f(x1 + 0.5f, y1 + 0.5f);
+ GLVertex2f(x2 + 0.5f, y2 + 0.5f);
}
- glEnd();
+ GLEnd();
}
void Rectangle(Display display, Surface surface,int x1,int y1,int x2,int y2)
x2 += surface.offset.x;
y2 += surface.offset.y;
- //Logf("Rectangle\n");
-
- glColor4fv(oglSurface.foreground);
-#ifdef __ANDROID__
+ GLColor4fv(oglSurface.foreground);
if(stippleEnabled)
{
- glBegin(GL_LINES);
-
- glTexCoord2f(0.5f, 0);
- glVertex2f(x1 + 0.5f, y1 + 0.5f);
- glTexCoord2f(y2-y1 + 0.5f, 0);
- glVertex2f(x1 + 0.5f, y2 + 0.5f);
-
- glTexCoord2f(0.5f, 0);
- glVertex2f(x1 + 0.5f, y2 + 0.5f);
- glTexCoord2f(x2 - x1 + 0.5f, 0);
- glVertex2f(x2 + 0.5f, y2 + 0.5f);
-
- glTexCoord2f(0.5f, 0);
- glVertex2f(x2 + 0.5f, y2 + 0.5f);
- glTexCoord2f(y1 - y2 + 0.5f, 0);
- glVertex2f(x2 + 0.5f, y1 + 0.5f);
-
- glTexCoord2f(0.5f, 0);
- glVertex2f(x2 + 0.5f, y1 + 0.5f);
- glTexCoord2f(x1 - x2 + 0.5f, 0);
- glVertex2f(x1 + 0.5f, y1 + 0.5f);
+ GLBegin(GL_LINES);
+
+ GLTexCoord2f(0.5f, 0);
+ GLVertex2f(x1 + 0.5f, y1 + 0.5f);
+ GLTexCoord2f(y2-y1 + 0.5f, 0);
+ GLVertex2f(x1 + 0.5f, y2 + 0.5f);
+
+ GLTexCoord2f(0.5f, 0);
+ GLVertex2f(x1 + 0.5f, y2 + 0.5f);
+ GLTexCoord2f(x2 - x1 + 0.5f, 0);
+ GLVertex2f(x2 + 0.5f, y2 + 0.5f);
+
+ GLTexCoord2f(0.5f, 0);
+ GLVertex2f(x2 + 0.5f, y2 + 0.5f);
+ GLTexCoord2f(y1 - y2 + 0.5f, 0);
+ GLVertex2f(x2 + 0.5f, y1 + 0.5f);
+
+ GLTexCoord2f(0.5f, 0);
+ GLVertex2f(x2 + 0.5f, y1 + 0.5f);
+ GLTexCoord2f(x1 - x2 + 0.5f, 0);
+ GLVertex2f(x1 + 0.5f, y1 + 0.5f);
}
else
-#endif
{
- glBegin(GL_LINE_LOOP);
+ GLBegin(GL_LINE_LOOP);
/*
glVertex2i(x1, y1);
glVertex2i(x1, y2);
glVertex2i(x2, y2);
glVertex2i(x2, y1);
*/
- glVertex2f(x1 + 0.5f, y1 + 0.5f);
- glVertex2f(x1 + 0.5f, y2 + 0.5f);
- glVertex2f(x2 + 0.5f, y2 + 0.5f);
- glVertex2f(x2 + 0.5f, y1 + 0.5f);
+ GLVertex2f(x1 + 0.5f, y1 + 0.5f);
+ GLVertex2f(x1 + 0.5f, y2 + 0.5f);
+ GLVertex2f(x2 + 0.5f, y2 + 0.5f);
+ GLVertex2f(x2 + 0.5f, y1 + 0.5f);
}
- glEnd();
+ GLEnd();
}
void Area(Display display, Surface surface,int x1,int y1,int x2,int y2)
{
OGLSurface oglSurface = surface.driverData;
- //Logf("Area\n");
- glColor4fv(oglSurface.background);
- glRecti(x1+surface.offset.x, y1+surface.offset.y,
- x2+surface.offset.x + 1, y2+surface.offset.y + 1);
+ GLColor4fv(oglSurface.background);
+ GLRecti(x1+surface.offset.x, y1+surface.offset.y,
+ x2+surface.offset.x + 1, y2+surface.offset.y + 1);
/*
- glRectf(x1+surface.offset.x, y1+surface.offset.y,
+ GLRectf(x1+surface.offset.x, y1+surface.offset.y,
x2+surface.offset.x + 1, y2+surface.offset.y + 1);
*/
}
void Blit(Display display, Surface surface, Bitmap bitmap, int dx, int dy, int sx, int sy, int w, int h)
{
OGLSurface oglSurface = surface.driverData;
-
-#if !defined(__OLDX__)
- // WHY DO WE HAVE GL_ONE HERE ?
- /*if(glBlendFuncSeparate && !oglSurface.writingText)
- glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);*/
-#endif
+ GLuint tex = (GLuint)(uintptr)bitmap.driverData;
+ if(!tex) return;
if(!oglSurface.writingText)
{
// glTranslatef(-0.375f, -0.375f, 0.0f);
- glEnable(GL_TEXTURE_2D);
- glColor4fv(oglSurface.bitmapMult);
+ GLSetupTexturing(true);
+ GLColor4fv(oglSurface.bitmapMult);
+ glBindTexture(GL_TEXTURE_2D, tex);
+ GLBegin(GLIMTKMode::quads);
+ }
+ else if(lastBlitTex != tex)
+ {
+ if(lastBlitTex)
+ GLEnd();
+ glBindTexture(GL_TEXTURE_2D, tex);
+ GLBegin(GLIMTKMode::quads);
+ lastBlitTex = tex;
}
- else if(oglSurface.xOffset)
- glTranslated(oglSurface.xOffset / 64.0/*-0.375*/, 0.0, 0.0);
-
- glBindTexture(GL_TEXTURE_2D, (uint)bitmap.driverData);
- glBegin(GL_QUADS);
if(h < 0)
{
- glTexCoord2f((float)sx/ bitmap.width, (float)(sy-h)/ bitmap.height);
- glVertex2i(dx+surface.offset.x, dy+surface.offset.y);
- glTexCoord2f((float)(sx+w) / bitmap.width, (float)(sy-h)/ bitmap.height);
- glVertex2i(dx+w+surface.offset.x, dy+surface.offset.y);
- glTexCoord2f((float)(sx+w)/ bitmap.width, (float)sy/ bitmap.height);
- glVertex2i(dx+w+surface.offset.x, dy-h+surface.offset.y);
- glTexCoord2f((float)sx / bitmap.width, (float)sy/ bitmap.height);
- glVertex2i(dx+surface.offset.x, dy-h+surface.offset.y);
+ GLTexCoord2f((float)sx/ bitmap.width, (float)(sy-h)/ bitmap.height);
+ GLVertex2i(dx+surface.offset.x, dy+surface.offset.y);
+ GLTexCoord2f((float)(sx+w) / bitmap.width, (float)(sy-h)/ bitmap.height);
+ GLVertex2i(dx+w+surface.offset.x, dy+surface.offset.y);
+ GLTexCoord2f((float)(sx+w)/ bitmap.width, (float)sy/ bitmap.height);
+ GLVertex2i(dx+w+surface.offset.x, dy-h+surface.offset.y);
+ GLTexCoord2f((float)sx / bitmap.width, (float)sy/ bitmap.height);
+ GLVertex2i(dx+surface.offset.x, dy-h+surface.offset.y);
}
else
{
/*
- glTexCoord2f((float)sx / bitmap.width, (float)sy/ bitmap.height);
- glVertex2i(dx+surface.offset.x, dy+surface.offset.y);
- glTexCoord2f((float)(sx+w)/ bitmap.width, (float)sy/ bitmap.height);
- glVertex2i(dx+w+surface.offset.x, dy+surface.offset.y);
- glTexCoord2f((float)(sx+w) / bitmap.width, (float)(sy+h)/ bitmap.height);
- glVertex2i(dx+w+surface.offset.x, dy+h+surface.offset.y);
- glTexCoord2f((float)sx/ bitmap.width, (float)(sy+h)/ bitmap.height);
- glVertex2i(dx+surface.offset.x, dy+h+surface.offset.y);
+ GLTexCoord2f((float)sx / bitmap.width, (float)sy/ bitmap.height);
+ GLVertex2i(dx+surface.offset.x, dy+surface.offset.y);
+ GLTexCoord2f((float)(sx+w)/ bitmap.width, (float)sy/ bitmap.height);
+ GLVertex2i(dx+w+surface.offset.x, dy+surface.offset.y);
+ GLTexCoord2f((float)(sx+w) / bitmap.width, (float)(sy+h)/ bitmap.height);
+ GLVertex2i(dx+w+surface.offset.x, dy+h+surface.offset.y);
+ GLTexCoord2f((float)sx/ bitmap.width, (float)(sy+h)/ bitmap.height);
+ GLVertex2i(dx+surface.offset.x, dy+h+surface.offset.y);
*/
- glTexCoord2f((float)sx / bitmap.width, (float)sy/ bitmap.height);
- glVertex2f((float)dx+surface.offset.x, (float)dy+surface.offset.y);
- glTexCoord2f((float)(sx+w)/ bitmap.width, (float)sy/ bitmap.height);
- glVertex2f((float)dx+w+surface.offset.x, (float)dy+surface.offset.y);
- glTexCoord2f((float)(sx+w) / bitmap.width, (float)(sy+h)/ bitmap.height);
- glVertex2f((float)dx+w+surface.offset.x, (float)dy+h+surface.offset.y);
- glTexCoord2f((float)sx/ bitmap.width, (float)(sy+h)/ bitmap.height);
- glVertex2f((float)dx+surface.offset.x, (float)dy+h+surface.offset.y);
+ GLTexCoord2f((float)sx / bitmap.width, (float)sy/ bitmap.height);
+ GLVertex2f((float)dx+surface.offset.x, (float)dy+surface.offset.y);
+ GLTexCoord2f((float)(sx+w)/ bitmap.width, (float)sy/ bitmap.height);
+ GLVertex2f((float)dx+w+surface.offset.x, (float)dy+surface.offset.y);
+ GLTexCoord2f((float)(sx+w) / bitmap.width, (float)(sy+h)/ bitmap.height);
+ GLVertex2f((float)dx+w+surface.offset.x, (float)dy+h+surface.offset.y);
+ GLTexCoord2f((float)sx/ bitmap.width, (float)(sy+h)/ bitmap.height);
+ GLVertex2f((float)dx+surface.offset.x, (float)dy+h+surface.offset.y);
}
- glEnd();
-
if(!oglSurface.writingText)
{
- glDisable(GL_TEXTURE_2D);
-
+ GLEnd();
+ GLSetupTexturing(false);
//glTranslate(0.375, 0.375, 0.0);
}
- else if(oglSurface.xOffset)
- glTranslated(-oglSurface.xOffset / 64.0/*+0.375*/, 0.0, 0.0);
-
-#if !defined(__OLDX__)
- /*if(glBlendFuncSeparate && !oglSurface.writingText)
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);*/
-#endif
}
void Stretch(Display display, Surface surface, Bitmap bitmap, int dx, int dy, int sx, int sy, int w, int h, int sw, int sh)
//glTranslate(-0.375, -0.375, 0.0);
- //Logf("Stretch\n");
+ GLSetupTexturing(true);
+ glBindTexture(GL_TEXTURE_2D, (GLuint)(uintptr)bitmap.driverData);
-#if !defined(__OLDX__)
- /*if(glBlendFuncSeparate)
- glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);*/
-#endif
-
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, (uint)bitmap.driverData);
+ GLColor4fv(oglSurface.bitmapMult);
- glColor4fv(oglSurface.bitmapMult);
-
- glBegin(GL_QUADS);
+ GLBegin(GLIMTKMode::quads);
if(h < 0)
{
- glTexCoord2f((float)(sx)/ bitmap.width, (float)(sy+sh)/ bitmap.height);
- glVertex2i(dx+surface.offset.x, dy+surface.offset.y);
+ GLTexCoord2f((float)(sx)/ bitmap.width, (float)(sy+sh)/ bitmap.height);
+ GLVertex2i(dx+surface.offset.x, dy+surface.offset.y);
- glTexCoord2f((float)(sx+sw) / bitmap.width, (float)(sy+sh)/ bitmap.height);
- glVertex2i(dx+w+surface.offset.x, dy+surface.offset.y);
+ GLTexCoord2f((float)(sx+sw) / bitmap.width, (float)(sy+sh)/ bitmap.height);
+ GLVertex2i(dx+w+surface.offset.x, dy+surface.offset.y);
- glTexCoord2f((float)(sx+sw)/ bitmap.width, (float)(sy)/ bitmap.height);
- glVertex2i(dx+w+surface.offset.x, dy-h+surface.offset.y);
+ GLTexCoord2f((float)(sx+sw)/ bitmap.width, (float)(sy)/ bitmap.height);
+ GLVertex2i(dx+w+surface.offset.x, dy-h+surface.offset.y);
- glTexCoord2f((float)(sx) / bitmap.width, (float)(sy)/ bitmap.height);
- glVertex2i(dx+surface.offset.x, dy-h+surface.offset.y);
+ GLTexCoord2f((float)(sx) / bitmap.width, (float)(sy)/ bitmap.height);
+ GLVertex2i(dx+surface.offset.x, dy-h+surface.offset.y);
}
else
{
- glTexCoord2f((float)(sx) / bitmap.width, (float)(sy)/ bitmap.height);
- glVertex2i(dx+surface.offset.x, dy+surface.offset.y);
+ GLTexCoord2f((float)(sx) / bitmap.width, (float)(sy)/ bitmap.height);
+ GLVertex2i(dx+surface.offset.x, dy+surface.offset.y);
- glTexCoord2f((float)(sx+sw)/ bitmap.width, (float)(sy)/ bitmap.height);
- glVertex2i(dx+w+surface.offset.x, dy+surface.offset.y);
+ GLTexCoord2f((float)(sx+sw)/ bitmap.width, (float)(sy)/ bitmap.height);
+ GLVertex2i(dx+w+surface.offset.x, dy+surface.offset.y);
- glTexCoord2f((float)(sx+sw) / bitmap.width, (float)(sy+sh)/ bitmap.height);
- glVertex2i(dx+w+surface.offset.x, dy+h+surface.offset.y);
+ GLTexCoord2f((float)(sx+sw) / bitmap.width, (float)(sy+sh)/ bitmap.height);
+ GLVertex2i(dx+w+surface.offset.x, dy+h+surface.offset.y);
- glTexCoord2f((float)(sx)/ bitmap.width, (float)(sy+sh)/ bitmap.height);
- glVertex2i(dx+surface.offset.x, dy+h+surface.offset.y);
+ GLTexCoord2f((float)(sx)/ bitmap.width, (float)(sy+sh)/ bitmap.height);
+ GLVertex2i(dx+surface.offset.x, dy+h+surface.offset.y);
}
- glEnd();
+ GLEnd();
- glDisable(GL_TEXTURE_2D);
+ GLSetupTexturing(false);
//glTranslate(0.375, 0.375, 0.0);
-#if !defined(__OLDX__)
- /*if(glBlendFuncSeparate)
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);*/
-#endif
-
}
void Filter(Display display, Surface surface, Bitmap bitmap, int dx, int dy, int sx, int sy, int w, int h, int sw, int sh)
void StretchDI(Display display, Surface surface, Bitmap bitmap, int dx, int dy, int sx, int sy, int w, int h, int sw, int sh)
{
float s2dw,s2dh,d2sw,d2sh;
- bool flipX = false, flipY = false;
-
- //Logf("StretchDI\n");
+ //bool flipX = false, flipY = false;
if(Sgn(w) != Sgn(sw))
{
w = Abs(w);
sw = Abs(sw);
- flipX = true;
+ //flipX = true;
}
if(Sgn(h) != Sgn(sh))
{
h = Abs(h);
sh = Abs(sh);
- flipY = true;
+ //flipY = true;
}
s2dw=(float)w / sw;
if(bitmap.pixelFormat == pixelFormat888 && !bitmap.paletteShades)
{
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, bitmap.stride);
- glPixelStorei(GL_UNPACK_SKIP_PIXELS, sx);
- glPixelStorei(GL_UNPACK_SKIP_ROWS, sy);
- glRasterPos2d(dx,dy);
- //glPixelZoom(flipX ? -s2dw : s2dw, flipY ? s2dh : -s2dh);
- glPixelZoom(s2dw, -s2dh);
- glDrawPixels(sw,sh,GL_BGRA_EXT,GL_UNSIGNED_BYTE, bitmap.picture);
+#if ENABLE_GL_LEGACY
+ if(glCaps_legacy)
+ {
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, bitmap.stride);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, sx);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, sy);
+ glRasterPos2d(dx,dy);
+ //glPixelZoom(flipX ? -s2dw : s2dw, flipY ? s2dh : -s2dh);
+ glPixelZoom(s2dw, -s2dh);
+ glDrawPixels(sw,sh,GL_BGRA_EXT,GL_UNSIGNED_BYTE, bitmap.picture);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
+ }
+#endif
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
- glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
}
}
void BlitDI(Display display, Surface surface, Bitmap bitmap, int dx, int dy, int sx, int sy, int w, int h)
{
- //Logf("BlitDI\n");
-
//Clip against the edges of the source
if(sx<0)
{
if(bitmap.pixelFormat == pixelFormat888 && !bitmap.paletteShades)
{
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, bitmap.stride);
- glPixelStorei(GL_UNPACK_SKIP_PIXELS, sx);
- glPixelStorei(GL_UNPACK_SKIP_ROWS, sy);
- glRasterPos2d(dx,dy);
- glPixelZoom(1,-1);
- glDrawPixels(w,h,GL_BGRA_EXT,GL_UNSIGNED_BYTE, bitmap.picture);
+#if ENABLE_GL_LEGACY
+ if(glCaps_legacy)
+ {
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, bitmap.stride);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, sx);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, sy);
+ glRasterPos2d(dx,dy);
+ glPixelZoom(1,-1);
+ glDrawPixels(w,h,GL_BGRA_EXT,GL_UNSIGNED_BYTE, bitmap.picture);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
+ }
+#endif
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
- glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
}
}
((subclass(DisplayDriver))class(LFBDisplayDriver)).UnloadFont(displaySystem, font);
}
- Font LoadFont(DisplaySystem displaySystem, char * faceName, float size, FontFlags flags)
+ Font LoadFont(DisplaySystem displaySystem, const char * faceName, float size, FontFlags flags, float outlineSize, float outlineFade)
{
Font font;
OGLSystem oglSystem = displaySystem.driverData;
oglSystem.loadingFont = true;
- font = ((subclass(DisplayDriver))class(LFBDisplayDriver)).LoadFont(displaySystem, faceName, size, flags);
+ font = ((subclass(DisplayDriver))class(LFBDisplayDriver)).LoadFont(displaySystem, faceName, size, flags, outlineSize, outlineFade);
return font;
}
- void FontExtent(DisplaySystem displaySystem, Font font, char * text, int len, int * width, int * height)
+ void FontExtent(DisplaySystem displaySystem, Font font, const char * text, int len, int * width, int * height, int prevGlyph, int * rPrevGlyph, int * adv)
{
- ((subclass(DisplayDriver))class(LFBDisplayDriver)).FontExtent(displaySystem, font, text, len, width, height);
+ ((subclass(DisplayDriver))class(LFBDisplayDriver)).FontExtent(displaySystem, font, text, len, width, height, prevGlyph, rPrevGlyph, adv);
}
- void WriteText(Display display, Surface surface, int x, int y, char * text, int len)
+ void WriteText(Display display, Surface surface, int x, int y, const char * text, int len, int prevGlyph, int * rPrevGlyph)
{
- OGLSurface oglSurface = surface.driverData;
- OGLSystem oglSystem = display.displaySystem.driverData;
- oglSystem.loadingFont = true;
+ if(len && text[0] && surface.font)
+ {
+ OGLSurface oglSurface = surface.driverData;
+ OGLSystem oglSystem = display.displaySystem.driverData;
+ oglSystem.loadingFont = true;
- //glTranslated(-0.375, -0.375, 0.0);
+ //glTranslated(-0.375, -0.375, 0.0);
- //Logf("Blit\n");
+ if(surface.textOpacity)
+ {
+ int w = 0, h, adv = 0;
+ FontExtent(display.displaySystem, surface.font, text, len, &w, &h, 0, null, &adv);
+ w += adv;
+ display.displaySystem.driver.Area(display, surface,x,y,x+w-1,y+h-1);
+ }
- if(surface.textOpacity)
- {
- int w, h;
- FontExtent(display.displaySystem, surface.font, text, len, &w, &h);
- display.displaySystem.driver.Area(display, surface,x,y,x+w-1,y+h-1);
- }
+ oglSurface.writingText = true;
+
+ GLSetupTexturing(true);
+
+ x <<= 6;
+ if(surface.font.outlineSize)
+ {
+ ColorAlpha outlineColor = surface.outlineColor;
+ int fx = x;
+
+ GLColor4ub(outlineColor.color.r, outlineColor.color.g, outlineColor.color.b, outlineColor.a);
+ oglSurface.writingOutline = true;
+ lastBlitTex = 0;
+ oglSurface.font.ProcessString(surface.displaySystem, (const byte *)text, len, true, surface, display, &fx, y, prevGlyph, rPrevGlyph, null);
+ if(lastBlitTex) GLEnd();
+ oglSurface.writingOutline = false;
+ }
+ GLColor4fv(oglSurface.foreground);
- oglSurface.writingText = true;
+ lastBlitTex = 0;
+ oglSurface.font.ProcessString(surface.displaySystem, (const byte *)text, len, true, surface, display, &x, y, prevGlyph, rPrevGlyph, null);
- glEnable(GL_TEXTURE_2D);
- glColor4fv(oglSurface.foreground);
+ if(lastBlitTex) GLEnd();
+ lastBlitTex = 0;
- ((subclass(DisplayDriver))class(LFBDisplayDriver)).WriteText(display, surface, x, y, text, len);
- oglSurface.writingText = false;
- oglSystem.loadingFont = false;
+ oglSurface.writingText = false;
+ oglSystem.loadingFont = false;
- glDisable(GL_TEXTURE_2D);
+ GLSetupTexturing(false);
- //glTranslated(0.375, 0.375, 0.0);
+ //glTranslated(0.375, 0.375, 0.0);
+ }
}
void TextFont(Display display, Surface surface, Font font)
oglSurface.opaqueText = opaque;
}
- void TextExtent(Display display, Surface surface, char * text, int len, int * width, int * height)
+ void TextExtent(Display display, Surface surface, const char * text, int len, int * width, int * height, int prevGlyph, int * rPrevGlyph, int * adv)
{
OGLSurface oglSurface = surface.driverData;
OGLSystem oglSystem = display.displaySystem.driverData;
oglSystem.loadingFont = true;
- FontExtent(display.displaySystem, oglSurface.font, text, len, width, height);
+ FontExtent(display.displaySystem, oglSurface.font, text, len, width, height, prevGlyph, rPrevGlyph, adv);
oglSystem.loadingFont = false;
}
void LineStipple(Display display, Surface surface, uint32 stipple)
{
- //Logf("Stipple\n");
-
if(stipple)
{
-#if defined(__ANDROID__)
- stippleEnabled = true;
- glesLineStipple(1, (uint16)stipple);
-#else
- glLineStipple(1, (uint16)stipple);
- glEnable(GL_LINE_STIPPLE);
+#if ENABLE_GL_LEGACY
+ if(glCaps_legacy)
+ {
+ glLineStipple(1, (uint16)stipple);
+ glEnable(GL_LINE_STIPPLE);
+ }
+ else
#endif
+ {
+ stippleEnabled = true;
+ glsupLineStipple(1, (uint16)stipple);
+ }
}
else
{
-#if defined(__ANDROID__)
- stippleEnabled = false;
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
- glMatrixMode(GL_PROJECTION);
- glDisable(GL_TEXTURE_2D);
-#else
- glDisable(GL_LINE_STIPPLE);
+#if ENABLE_GL_LEGACY
+ if(glCaps_legacy)
+ glDisable(GL_LINE_STIPPLE);
+ else
#endif
+ {
+ stippleEnabled = false;
+ GLMatrixMode(GL_TEXTURE);
+ GLLoadIdentity();
+ GLMatrixMode(MatrixMode::projection);
+ GLSetupTexturing(false); // TODO: Special shading code for stipple?
+ }
+ }
+ }
+#if ENABLE_GL_FFP
+ void ::disableRemainingTMUs(Display display, int lastTMU)
+ {
+ OGLDisplay oglDisplay = display.driverData;
+ int t;
+ for(t = lastTMU; t < oglDisplay.maxTMU; t++)
+ {
+ glActiveTexture(GL_TEXTURE0 + t);
+ glClientActiveTexture(GL_TEXTURE0 + t);
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_TEXTURE_CUBE_MAP);
+ GLDisableClientState(TEXCOORDS);
}
+ glActiveTexture(GL_TEXTURE0);
+ glClientActiveTexture(GL_TEXTURE0);
+ oglDisplay.maxTMU = lastTMU;
}
+#endif
+
#if !defined(ECERE_NO3D) && !defined(ECERE_VANILLA)
void SetRenderState(Display display, RenderState state, uint value)
{
OGLDisplay oglDisplay = display.driverData;
- //Logf("RenderState\n");
-
switch(state)
{
case antiAlias:
+#ifndef __EMSCRIPTEN__
if(value)
- glEnable(GL_MULTISAMPLE_ARB);
+ glEnable(GL_MULTISAMPLE);
else
- glDisable(GL_MULTISAMPLE_ARB);
+ glDisable(GL_MULTISAMPLE);
+#endif
break;
case fillMode:
- glPolygonMode(GL_FRONT_AND_BACK, ((FillModeValue)value == solid) ? GL_FILL : GL_LINE);
+#if ENABLE_GL_LEGACY
+ if(glCaps_legacy)
+ glPolygonMode(GL_FRONT_AND_BACK, ((FillModeValue)value == solid) ? GL_FILL : GL_LINE);
+#endif
break;
case depthTest:
if(value) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
break;
case depthWrite:
if(value) glDepthMask((byte)bool::true); else glDepthMask((byte)bool::false);
- oglDisplay.depthWrite = value;
+ oglDisplay.depthWrite = (bool)value;
break;
case fogColor:
{
float color[4] = { ((Color)value).r/255.0f, ((Color)value).g/255.0f, ((Color)value).b/255.0f, 1.0f };
- glFogfv(GL_FOG_COLOR, (float *)&color);
+#if ENABLE_GL_SHADERS
+ if(glCaps_shaders)
+ defaultShader.setFogColor(color[0], color[1], color[2]);
+#endif
+
+#if ENABLE_GL_FFP
+ if(!glCaps_shaders)
+ glFogfv(GL_FOG_COLOR, (float *)&color);
+#endif
break;
}
case fogDensity:
- value *= nearPlane;
- glFogf(GL_FOG_DENSITY, *(float *)(void *)&value);
+#if ENABLE_GL_SHADERS
+ if(glCaps_shaders)
+ defaultShader.setFogDensity((float)(RenderStateFloat { ui = value }.f * nearPlane));
+#endif
+
+#if ENABLE_GL_FFP
+ if(!glCaps_shaders)
+ glFogf(GL_FOG_DENSITY, (float)(RenderStateFloat { ui = value }.f * nearPlane));
+#endif
break;
case blend:
+//#if !defined(__EMSCRIPTEN__)
if(value) glEnable(GL_BLEND); else glDisable(GL_BLEND);
+//#endif
break;
case ambient:
{
- float ambient[4] = { ((Color)value).r/255.0f, ((Color)value).g/255.0f, ((Color)value).b/255.0f, 1.0f };
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
+#if ENABLE_GL_SHADERS
+ if(glCaps_shaders)
+ defaultShader.setGlobalAmbient(((Color)value).r / 255.0f, ((Color)value).g / 255.0f, ((Color)value).b / 255.0f, 1.0f);
+#endif
+
+#if ENABLE_GL_FFP
+ if(!glCaps_shaders)
+ {
+ float ambient[4] = { ((Color)value).r/255.0f, ((Color)value).g/255.0f, ((Color)value).b/255.0f, 1.0f };
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
+ }
+#endif
break;
}
case alphaWrite:
case vSync:
{
#if defined(__WIN32__)
- wglSwapIntervalEXT(value ? 1 : 0);
+ if(wglSwapIntervalEXT)
+ wglSwapIntervalEXT(value ? 1 : 0);
#endif
break;
}
void SetLight(Display display, int id, Light light)
{
- //Logf("SetLight\n");
+#if ENABLE_GL_SHADERS
+ if(glCaps_shaders)
+ defaultShader.setLight(display, id, light);
+#endif
- if(light != null)
+#if ENABLE_GL_FFP
+ if(!glCaps_shaders)
{
- Object lightObject = light.lightObject;
- float position[4] = { 0, 0, 0, 0 };
- float color[4] = { 0, 0, 0, 1 };
+ if(light != null && !light.flags.off)
+ {
+ Object lightObject = light.lightObject;
+ float position[4] = { 0, 0, 0, 0 };
+ float color[4] = { 0, 0, 0, 1 };
+ Vector3D l;
- glEnable(GL_LIGHT0 + id);
- /*
- glLightfv(GL_LIGHT0 + id, GL_DIFFUSE, (float *)&light.diffuse);
- glLightfv(GL_LIGHT0 + id, GL_AMBIENT, (float *)&light.ambient);
- glLightfv(GL_LIGHT0 + id, GL_SPECULAR,(float *)&light.specular);
- */
+ glEnable(GL_LIGHT0 + id);
- if(!light.multiplier) light.multiplier = 1.0f;
+ if(!light.multiplier) light.multiplier = 1.0f;
- color[0] = light.diffuse.r * light.multiplier;
- color[1] = light.diffuse.g * light.multiplier;
- color[2] = light.diffuse.b * light.multiplier;
- glLightfv(GL_LIGHT0 + id, GL_DIFFUSE, color);
+ GLFlushMatrices();
- color[0] = light.ambient.r * light.multiplier;
- color[1] = light.ambient.g * light.multiplier;
- color[2] = light.ambient.b * light.multiplier;
- glLightfv(GL_LIGHT0 + id, GL_AMBIENT, color);
- color[0] = light.specular.r * light.multiplier;
- color[1] = light.specular.g * light.multiplier;
- color[2] = light.specular.b * light.multiplier;
- glLightfv(GL_LIGHT0 + id, GL_SPECULAR,color);
+ color[0] = light.diffuse.r * light.multiplier;
+ color[1] = light.diffuse.g * light.multiplier;
+ color[2] = light.diffuse.b * light.multiplier;
+ glLightfv(GL_LIGHT0 + id, GL_DIFFUSE, color);
- if(lightObject)
- {
- Vector3D positionVector;
- if(light.flags.spot)
+ color[0] = light.ambient.r * light.multiplier;
+ color[1] = light.ambient.g * light.multiplier;
+ color[2] = light.ambient.b * light.multiplier;
+ glLightfv(GL_LIGHT0 + id, GL_AMBIENT, color);
+
+ color[0] = light.specular.r * light.multiplier;
+ color[1] = light.specular.g * light.multiplier;
+ color[2] = light.specular.b * light.multiplier;
+ glLightfv(GL_LIGHT0 + id, GL_SPECULAR,color);
+
+ if(lightObject)
{
- if(lightObject.flags.root || !lightObject.parent)
+ // Positional Lights, including Spot Lights (and omni light with flags.spot not set)
+ Matrix * mat = &lightObject.matrix;
+ l = { mat->m[3][0], mat->m[3][1], mat->m[3][2] };
+ if(display.display3D && display.display3D.camera)
+ l.Subtract(l, display.display3D.camera.cPosition);
+
+ position[0] = (float)l.x, position[1] = (float)l.y, position[2] = (float)l.z, position[3] = 1;
+
+ if(light.flags.attenuation)
{
- positionVector = lightObject.transform.position;
- positionVector.Subtract(positionVector, display.display3D.camera.cPosition);
+ glLightf(GL_LIGHT0 + id, GL_CONSTANT_ATTENUATION, light.Kc);
+ glLightf(GL_LIGHT0 + id, GL_LINEAR_ATTENUATION, light.Kl);
+ glLightf(GL_LIGHT0 + id, GL_QUADRATIC_ATTENUATION, light.Kq);
}
else
{
- positionVector.MultMatrix(lightObject.transform.position, lightObject.parent.matrix);
- if(display.display3D.camera)
- positionVector.Subtract(positionVector, display.display3D.camera.cPosition);
+ glLightf(GL_LIGHT0 + id, GL_CONSTANT_ATTENUATION, 1);
+ glLightf(GL_LIGHT0 + id, GL_LINEAR_ATTENUATION, 0);
+ glLightf(GL_LIGHT0 + id, GL_QUADRATIC_ATTENUATION, 0);
}
- position[3] = 1;
- }
- else
- {
- if(!light.direction.x && !light.direction.y && !light.direction.z)
+
+ if((light.flags.spot && light.fallOff < 360) || (lightObject && (light.direction.x || light.direction.y || light.direction.z)))
{
- Vector3Df vector { 0,0,-1 };
- Matrix mat;
- mat.RotationQuaternion(light.orientation);
- positionVector.MultMatrixf(vector, mat);
+ // Figure out exponent out of the hot spot
+ #define MAXLIGHT 0.9
+ float exponent = light.flags.spot ? (float)(log(MAXLIGHT) / log(cos(light.hotSpot / 2))) : 1;
+ Degrees cutOff = light.flags.spot ? light.fallOff/2 : 90;
+ float direction[4] = { (float)light.direction.x, (float)light.direction.y, (float)light.direction.z, 1 };
+
+ glLightfv(GL_LIGHT0 + id, GL_SPOT_DIRECTION, direction);
+ glLightf(GL_LIGHT0 + id, GL_SPOT_CUTOFF, (float)cutOff);
+ glLightf(GL_LIGHT0 + id, GL_SPOT_EXPONENT, exponent);
}
else
{
- positionVector = light.direction;
- position[3] = 1;
+ float d[4] = { 0, 0, 1, 0 };
+ glLightfv(GL_LIGHT0 + id, GL_SPOT_DIRECTION, d);
+ glLightf(GL_LIGHT0 + id, GL_SPOT_CUTOFF, 180);
+ glLightf(GL_LIGHT0 + id, GL_SPOT_EXPONENT, 1);
}
- }
- position[0] = (float)positionVector.x;
- position[1] = (float)positionVector.y;
- position[2] = (float)positionVector.z;
-
- glLightfv(GL_LIGHT0 + id, GL_POSITION, position);
+ /*
+ if(lightObject)
+ {
+ // Display Light Position
+ glDisable(GL_LIGHTING);
+ glDisable(GL_DEPTH_TEST);
+ glColor3f(1,1,1);
+ glPointSize(10);
+ glBegin(GL_POINTS);
+ glVertex3fv(position);
+ glEnd();
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_LIGHTING);
+
+
+ // Display Target
+ if(lightObject.flags.root || !lightObject.parent)
+ {
+ positionVector = light.target.transform.position;
+ positionVector.Subtract(positionVector, display.camera.cPosition);
+ }
+ else
+ {
+ positionVector.MultMatrix(light.target.transform.position,
+ lightObject.light.target.parent.matrix);
+ positionVector.Subtract(positionVector, display.camera.cPosition);
+ }
- /*
- // Display Light Position
- glDisable(GL_LIGHTING);
- glDisable(GL_DEPTH_TEST);
- glColor3f(1,1,1);
- glPointSize(10);
- glBegin(GL_POINTS);
- glVertex3fv(position);
- glEnd();
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_LIGHTING);
-
-
- // Display Target
- if(lightObject.flags.root || !lightObject.parent)
- {
- positionVector = light.target.transform.position;
- positionVector.Subtract(positionVector, display.camera.cPosition);
+ position[0] = positionVector.x;
+ position[1] = positionVector.y;
+ position[2] = positionVector.z;
+
+ glDisable(GL_LIGHTING);
+ glDisable(GL_DEPTH_TEST);
+ glColor3f(1,1,0);
+ glPointSize(10);
+ glBegin(GL_POINTS);
+ glVertex3fv(position);
+ glEnd();
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_LIGHTING);
+ }
+ */
}
else
{
- positionVector.MultMatrix(light.target.transform.position,
- lightObject.light.target.parent.matrix);
- positionVector.Subtract(positionVector, display.camera.cPosition);
- }
-
- position[0] = positionVector.x;
- position[1] = positionVector.y;
- position[2] = positionVector.z;
-
- glDisable(GL_LIGHTING);
- glDisable(GL_DEPTH_TEST);
- glColor3f(1,1,0);
- glPointSize(10);
- glBegin(GL_POINTS);
- glVertex3fv(position);
- glEnd();
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_LIGHTING);
- */
-
- if(light.flags.attenuation)
- {
- glLightf(GL_LIGHT0 + id, GL_CONSTANT_ATTENUATION, light.Kc);
- glLightf(GL_LIGHT0 + id, GL_LINEAR_ATTENUATION, light.Kl);
- glLightf(GL_LIGHT0 + id, GL_QUADRATIC_ATTENUATION, light.Kq);
+ // Directional Light
+ Vector3D vector { 0,0,-1 };
+ Vector3D direction;
+ Matrix mat;
+ mat.RotationQuaternion(light.orientation);
+ direction.MultMatrix(vector, mat);
+ l.Normalize(direction);
+ position[0] = (float)l.x, position[1] = (float)l.y, position[2] = (float)l.z, position[3] = 0;
}
-
- if(light.flags.spot)
+ glLightfv(GL_LIGHT0 + id, GL_POSITION, position);
+ if(display.display3D)
{
- float exponent = 0;
- #define MAXLIGHT 0.9
- float direction[4] = { (float)light.direction.x, (float)light.direction.y, (float)light.direction.z, 1 };
- // Figure out exponent out of the hot spot
- exponent = (float)(log(MAXLIGHT) / log(cos((light.hotSpot / 2))));
-
- glLightfv(GL_LIGHT0 + id, GL_SPOT_DIRECTION, direction);
- glLightf(GL_LIGHT0 + id, GL_SPOT_CUTOFF, (float)(light.fallOff / 2));
- glLightf(GL_LIGHT0 + id, GL_SPOT_EXPONENT, exponent);
+ Matrix m;
+ Vector3Df v { position[0], position[1], position[2] };
+ Vector3Df l;
+ float * lp = display.display3D.light0Pos;
+ if(display.display3D.camera)
+ m = display.display3D.camera.viewMatrix;
+ else
+ m.Identity();
+ l.MultMatrix(v, m);
+ lp[0] = l.x;
+ lp[1] =-l.y;
+ lp[2] =-l.z;
+ lp[3] = position[3];
}
}
else
- {
-
- Vector3Df vector { 0,0,-1 };
- Vector3Df direction;
- Matrix mat;
-
- mat.RotationQuaternion(light.orientation);
- direction.MultMatrix(vector, mat);
-
- position[0] = direction.x;
- position[1] = direction.y;
- position[2] = direction.z;
-
- glLightfv(GL_LIGHT0 + id, GL_POSITION, position);
- }
+ glDisable(GL_LIGHT0 + id);
}
- else
- glDisable(GL_LIGHT0 + id);
+#endif
}
void SetCamera(Display display, Surface surface, Camera camera)
{
OGLDisplay oglDisplay = display.driverData;
- //Logf("SetCamera\n");
- if(camera)
+ if(surface && camera)
{
int left = surface.box.left + surface.offset.x;
int top = surface.box.top + surface.offset.y;
// *** ViewPort ***
glViewport(x, y, w, h);
- // *** Projection Matrix ***
- if(!display.display3D.camera)
- glPushMatrix();
- else
- glMatrixMode(GL_PROJECTION);
- if(display.display3D.collectingHits)
+ GLMatrixMode(MatrixMode::texture);
+ if(!display.display3D.camera)
+ GLPushMatrix();
+ GLLoadIdentity();
+
+ // *** Projection Matrix ***
+ GLMatrixMode(MatrixMode::projection);
+ if(!display.display3D.camera)
+ GLPushMatrix();
+
+ if(display.display3D.collectingHits)
+ {
+ float pickX = display.display3D.pickX + surface.offset.x;
+ float pickY = display.height - (display.display3D.pickY + surface.offset.y) - 1;
+ Matrix pickMatrix
+ {
+ {
+ w / display.display3D.pickWidth, 0, 0, 0,
+ 0, h / display.display3D.pickHeight, 0, 0,
+ 0, 0, 1, 0,
+ (w + 2.0f * (x - pickX)) / display.display3D.pickWidth,
+ (h + 2.0f * (y - pickY)) / display.display3D.pickHeight, 0, 1
+ }
+ };
+ GLLoadMatrixd(pickMatrix.array);
+ }
+ else
+ GLLoadIdentity();
+ GLFrustum(
+ (left - origX) * camera.zMin / camera.focalX,
+ (right - origX) * camera.zMin / camera.focalX,
+ (bottom - origY) * camera.zMin / camera.focalY,
+ (top - origY) * camera.zMin / camera.focalY,
+ camera.zMin, camera.zMax);
+
+ glDisable(GL_BLEND);
+
+ // *** Z Inverted Identity Matrix ***
+ GLMatrixMode(MatrixMode::modelView);
+ if(!display.display3D.camera)
+ GLPushMatrix();
+
+ GLLoadIdentity();
+
+ GLScaled(1.0/nearPlane, 1.0/nearPlane, -1.0/nearPlane);
+
+ // *** View Matrix ***
+ GLMultMatrixd(camera.viewMatrix.array);
+
+#if ENABLE_GL_SHADERS
+ if(glCaps_shaders)
+ {
+ defaultShader.select();
+ defaultShader.setCamera(camera);
+ }
+#endif
+
+ // *** Lights ***
+ // ...
+
+ glEnable(GL_DEPTH_TEST);
+
+ GLSetupLighting(true);
+#if ENABLE_GL_FFP
+ if(!glCaps_shaders)
+ glShadeModel(GL_SMOOTH);
+#endif
+ glDepthMask((byte)bool::true);
+ oglDisplay.depthWrite = true;
+
+#ifndef __EMSCRIPTEN__
+ glEnable(GL_MULTISAMPLE);
+#endif
+ }
+ else if(surface && display.display3D.camera)
+ {
+ nearPlane = 1;
+ oglDisplay.depthWrite = false;
+ glViewport(0,0,display.width,display.height);
+
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+
+ GLDisableClientState(COLORS);
+#if ENABLE_GL_SHADERS
+ if(glCaps_shaders)
+ {
+ GLDisableClientState(TANGENTS1);
+ GLDisableClientState(TANGENTS2);
+ }
+#endif
+ GLDisableClientState(NORMALS);
+#if ENABLE_GL_FFP
+ if(!glCaps_shaders)
+ GLDisableClientState(LIGHTVECTORS);
+#endif
+
+ // *** Restore 2D MODELVIEW Matrix ***
+ GLMatrixMode(MatrixMode::modelView);
+ GLPopMatrix();
+
+ // *** Restore 2D TEXTURE Matrix ***
+ GLMatrixMode(MatrixMode::texture);
+ GLPopMatrix();
+
+ // *** Restore 2D PROJECTION Matrix ***
+ GLMatrixMode(MatrixMode::projection);
+ GLPopMatrix();
+
+ // NOTE: We expect the 2D projection matrix to be the active one for GetSurface to call glOrtho()
+
+#if ENABLE_GL_SHADERS
+ if(glCaps_shaders)
+ defaultShader.select();
+#endif
+
+#if ENABLE_GL_FFP
+ if(!glCaps_shaders)
+ {
+ disableRemainingTMUs(display, 0);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+ glDisable(GL_TEXTURE_CUBE_MAP);
+ #if _GLES
+ glDisable(GL_TEXTURE_GEN_STR);
+ #else
+ glDisable(GL_TEXTURE_GEN_R);
+ glDisable(GL_TEXTURE_GEN_S);
+ glDisable(GL_TEXTURE_GEN_T);
+ #endif
+ }
+#endif
+
+ GLSetupTexturing(false);
+ GLSetupLighting(false);
+ GLSetupFog(false);
+
+#if ENABLE_GL_SHADERS
+ if(glCaps_shaders)
+ {
+ defaultShader.setPerVertexColor(false);
+ defaultShader.setMaterial(null, 0);
+ }
+#endif
+
+#if ENABLE_GL_FFP
+ if(!glCaps_shaders)
+ glShadeModel(GL_FLAT);
+#endif
+ glEnable(GL_BLEND);
+#if !defined(__EMSCRIPTEN__)
+ glDisable(GL_MULTISAMPLE);
+#endif
+ }
+ }
+
+ void ApplyMaterial(Display display, Material material, Mesh mesh)
+ {
+ Shader shader = material.shader ? material.shader : defaultShader;
+ MaterialFlags flags = material.flags;
+#if ENABLE_GL_FFP
+ static int lastSeparate = 0;
+ int tmu = 0;
+ bool normalMapped = false;
+ OGLMesh oglMesh = mesh ? mesh.data : null;
+#endif
+
+#if ENABLE_GL_SHADERS
+ if(glCaps_shaders && shader)
+ shader.select();
+#endif
+
+ // Basic Properties
+ if(flags.doubleSided)
+ {
+#if ENABLE_GL_FFP
+ if(!glCaps_shaders)
+ GLLightModeli(GL_LIGHT_MODEL_TWO_SIDE, !flags.singleSideLight);
+#endif
+ glDisable(GL_CULL_FACE);
+ }
+ else
+ {
+#if ENABLE_GL_FFP
+ if(!glCaps_shaders)
+ GLLightModeli(GL_LIGHT_MODEL_TWO_SIDE, bool::false);
+#endif
+ glEnable(GL_CULL_FACE);
+ }
+
+ // Fog
+ GLSetupFog(!flags.noFog);
+
+#if ENABLE_GL_SHADERS
+ if(glCaps_shaders)
+ activeShader.setMaterial(material, mesh.flags);
+#endif
+
+#if ENABLE_GL_FFP
+ if(!glCaps_shaders)
+ {
+ if(material.bumpMap && mesh.lightVectors)
+ {
+ float color[4] = { 1,1,1,1 };
+ glActiveTexture(GL_TEXTURE0 + tmu);
+ glClientActiveTexture(GL_TEXTURE0 + tmu++);
+ glBindTexture(GL_TEXTURE_2D, (GLuint)(uintptr)material.bumpMap.driverData);
+ glDisable(GL_TEXTURE_CUBE_MAP);
+ glEnable(GL_TEXTURE_2D);
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB);
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PRIMARY_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
+
+ if(0) //((DefaultShaderBits)defaultShader.state).debugging)
+ {
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PRIMARY_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_CONSTANT);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);
+ glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color );
+ }
+
+ #if _GLES
+ glDisable(GL_TEXTURE_GEN_STR);
+ #else
+ glDisable(GL_TEXTURE_GEN_R);
+ glDisable(GL_TEXTURE_GEN_S);
+ glDisable(GL_TEXTURE_GEN_T);
+ #endif
+ glDisable(GL_LIGHTING);
+ lightingEnabled = false;
+
+ GLMatrixMode(GL_TEXTURE);
+ GLLoadIdentity();
+ if(material.uScale && material.vScale)
+ GLScalef(material.uScale, material.vScale, 1);
+ GLMatrixMode(MatrixMode::modelView);
+
+ if(flags.tile)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ }
+ else
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ }
+
+ glActiveTexture(GL_TEXTURE0 + tmu);
+ glClientActiveTexture(GL_TEXTURE0 + tmu);
+
+ normalMapped = true;
+
+ // Modulate base color
+ if(material.diffuse.r < 1 || material.diffuse.g < 1 || material.diffuse.b < 1)
+ {
+ tmu++;
+ glDisable(GL_TEXTURE_CUBE_MAP);
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, (GLuint)(uintptr)material.bumpMap.driverData);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_CONSTANT);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_CONSTANT);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
+
+ color[0] = material.diffuse.r, color[1] = material.diffuse.g, color[2] = material.diffuse.b, color[3] = 1.0;
+ glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color );
+ glActiveTexture(GL_TEXTURE0 + tmu);
+ glClientActiveTexture(GL_TEXTURE0 + tmu);
+ }
+
+ // Add ambient light
+ {
+ ColorRGB ambient { material.ambient.r * 0.2f, material.ambient.g * 0.2f, material.ambient.g * 0.2f };
+ if(ambient.r > 0 || ambient.g > 0 || ambient.b > 0)
+ {
+ tmu++;
+ glDisable(GL_TEXTURE_CUBE_MAP);
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, (GLuint)(uintptr)material.bumpMap.driverData);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD);
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_CONSTANT);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_CONSTANT);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
+
+ color[0] = ambient.r, color[1] = ambient.g, color[2] = ambient.b, color[3] = 1.0;
+ glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color );
+ glActiveTexture(GL_TEXTURE0 + tmu);
+ glClientActiveTexture(GL_TEXTURE0 + tmu);
+ }
+ }
+ }
+ else
+ {
+ GLDisableClientState(LIGHTVECTORS);
+ if(!lightingEnabled)
+ {
+ glEnable(GL_LIGHTING);
+ lightingEnabled = true;
+ }
+ }
+ }
+#endif
+ // Maps
+ if(flags.cubeMap || (material.baseMap && (mesh.texCoords || mesh.flags.texCoords1)))
+ {
+ Bitmap map = material.baseMap;
+ int diffuseTarget = flags.cubeMap ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
+
+#if ENABLE_GL_FFP
+ if(!glCaps_shaders)
+ {
+ glActiveTexture(GL_TEXTURE0 + tmu);
+ glClientActiveTexture(GL_TEXTURE0 + tmu++);
+ glEnable(diffuseTarget);
+ glDisable(flags.cubeMap ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP);
+ }
+#endif
+
+#if ENABLE_GL_SHADERS
+ if(glCaps_shaders && !flags.cubeMap)
+ GLSetupTexturing(true);
+#endif
+
+ glBindTexture(diffuseTarget, (GLuint)(uintptr)map.driverData);
+
+#if ENABLE_GL_FFP
+ if(!glCaps_shaders)
+ {
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ /* // This did not have the desired effect with a GL_ALPHA texture
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
+ */
+
+ if(flags.cubeMap)
+ {
+ #if _GLES
+ glEnable(GL_TEXTURE_GEN_STR);
+ // GL_OBJECT_LINEAR: No extension support?
+ // glTexGeni(GL_TEXTURE_GEN_STR_OES, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ #else
+ GLfloat xPlane[] = { 1.0f, 0.0f, 0.0f, 0 };
+ GLfloat yPlane[] = { 0.0f,-1.0f, 0.0f, 0 };
+ GLfloat zPlane[] = { 0.0f, 0.0f,-1.0f, 0 };
+ glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
+ glTexGenfv(GL_R, GL_OBJECT_PLANE, zPlane);
+ glTexGenfv(GL_S, GL_OBJECT_PLANE, xPlane);
+ glTexGenfv(GL_T, GL_OBJECT_PLANE, yPlane);
+
+ glEnable(GL_TEXTURE_GEN_R);
+ glEnable(GL_TEXTURE_GEN_S);
+ glEnable(GL_TEXTURE_GEN_T);
+ #endif
+
+ GLDisableClientState(TEXCOORDS);
+ }
+ else
+ {
+ #if _GLES
+ glDisable(GL_TEXTURE_GEN_STR);
+ #else
+ glDisable(GL_TEXTURE_GEN_R);
+ glDisable(GL_TEXTURE_GEN_S);
+ glDisable(GL_TEXTURE_GEN_T);
+ #endif
+
+ if(tmu > 1)
+ oglMesh.texCoords.use(texCoord, 2, GL_FLOAT, 0, oglMesh.texCoords.buffer ? null : mesh.texCoords);
+ GLEnableClientState(TEXCOORDS);
+ }
+ glClientActiveTexture(GL_TEXTURE0);
+ }
+#endif
+ if(flags.tile)
+ {
+ glTexParameteri(diffuseTarget, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(diffuseTarget, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ }
+ else
+ {
+ glTexParameteri(diffuseTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(diffuseTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ }
+ }
+ else
+ {
+ GLSetupTexturing(false);
+ }
+
+#if ENABLE_GL_FFP && !defined(_GLES)
+ if(!glCaps_shaders)
+ {
+ int separate = material.flags.separateSpecular ? GL_SEPARATE_SPECULAR_COLOR : GL_SINGLE_COLOR;
+ if(separate != lastSeparate)
{
- float pickX = display.display3D.pickX + surface.offset.x;
- float pickY = display.height - (display.display3D.pickY + surface.offset.y) - 1;
- Matrix pickMatrix =
- {
- {
- w / display.display3D.pickWidth, 0, 0, 0,
- 0, h / display.display3D.pickHeight, 0, 0,
- 0, 0, 1, 0,
- (w + 2.0f * (x - pickX)) / display.display3D.pickWidth,
- (h + 2.0f * (y - pickY)) / display.display3D.pickHeight, 0, 1
- }
- };
- glLoadMatrixd(pickMatrix.array);
+ GLLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, separate);
+ lastSeparate = separate;
}
- else
- glLoadIdentity();
- glFrustum(
- (left - origX) * camera.zMin / camera.focalX,
- (right - origX) * camera.zMin / camera.focalX,
- (bottom - origY) * camera.zMin / camera.focalY,
- (top - origY) * camera.zMin / camera.focalY,
- camera.zMin, camera.zMax);
+ }
+#endif
- glDisable(GL_BLEND);
+ if((flags.cubeMap && material.baseMap) ||
+ (mesh.texCoords && (material.baseMap || material.bumpMap || material.specularMap || material.reflectMap)))
+ {
+#if ENABLE_GL_FFP
+ if(!glCaps_shaders)
+ {
+ glActiveTexture(GL_TEXTURE0 + tmu - 1);
+ glClientActiveTexture(GL_TEXTURE0 + tmu - 1);
+ }
+#endif
+ GLMatrixMode(GL_TEXTURE);
+ GLLoadIdentity();
+ if(material.uScale && material.vScale)
+ GLScalef(material.uScale, material.vScale, 1);
+ GLMatrixMode(MatrixMode::modelView);
+#if ENABLE_GL_FFP
+ if(!glCaps_shaders)
+ {
+ glActiveTexture(GL_TEXTURE0);
+ glClientActiveTexture(GL_TEXTURE0);
+ }
+#endif
+ }
- // *** Z Inverted Identity Matrix ***
- glMatrixMode(GL_MODELVIEW);
- if(!display.display3D.camera)
- glPushMatrix();
+#if ENABLE_GL_FFP
+ if(!glCaps_shaders)
+ {
+ if(material.envMap && material.refractiveIndex)
+ {
+ float color[4] = { material.opacity, material.opacity, material.opacity, 1.0 };
+ glActiveTexture(GL_TEXTURE0 + tmu);
+ glClientActiveTexture(GL_TEXTURE0 + tmu++);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, (GLuint)(uintptr)material.envMap.driverData);
+ glEnable(GL_TEXTURE_CUBE_MAP);
+ #if _GLES
+ glEnable(GL_TEXTURE_GEN_STR);
+ glTexGeni(GL_TEXTURE_GEN_STR_OES, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
+ #else
+ glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
+ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
+ glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
+ glEnable(GL_TEXTURE_GEN_R);
+ glEnable(GL_TEXTURE_GEN_S);
+ glEnable(GL_TEXTURE_GEN_T);
+ #endif
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
+
+ if(normalMapped)
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
+ else
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
- glLoadIdentity();
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS);
- glScaled(1.0/nearPlane, 1.0/nearPlane, -1.0/nearPlane);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE);
- // *** View Matrix ***
- glMultMatrixd(camera.viewMatrix.array);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
- // *** Lights ***
- // ...
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_LIGHTING);
- glShadeModel(GL_SMOOTH);
- glDepthMask((byte)bool::true);
- oglDisplay.depthWrite = true;
+ if(!normalMapped)
+ {
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_CONSTANT);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_ALPHA, GL_CONSTANT);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA);
+ }
- glEnable(GL_MULTISAMPLE_ARB);
- }
- else if(display.display3D.camera)
- {
- oglDisplay.depthWrite = false;
- glViewport(0,0,display.width,display.height);
+ glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color );
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_LIGHTING);
- glDisable(GL_FOG);
- glDisable(GL_TEXTURE_2D);
- glShadeModel(GL_FLAT);
- glEnable(GL_BLEND);
- glDisable(GL_MULTISAMPLE_ARB);
+ GLMatrixMode(MatrixMode::texture);
+ {
+ double * s = display.display3D.camera.viewMatrix.array;
+ double k = 2.0;
+ Matrix m
+ { {
+ k*s[0],-k*s[4],-k*s[8], 0,
+ k*s[1],-k*s[5],-k*s[9], 0,
+ k*s[2],-k*s[6],-k*s[10],0,
+ 0,0,0,1
+ } };
+ GLLoadMatrixd(m.array);
+ }
+ GLMatrixMode(MatrixMode::modelView);
+ }
- // *** Restore 2D MODELVIEW Matrix ***
- glPopMatrix();
+ if(material.envMap && material.reflectivity)
+ {
+ float color[4] = { 1.0f - material.reflectivity, 1.0f - material.reflectivity, 1.0f - material.reflectivity, 1.0 };
+ glActiveTexture(GL_TEXTURE0 + tmu);
+ glClientActiveTexture(GL_TEXTURE0 + tmu++);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, (GLuint)(uintptr)material.envMap.driverData);
+ glEnable(GL_TEXTURE_CUBE_MAP);
+ #if _GLES
+ glEnable(GL_TEXTURE_GEN_STR);
+ glTexGeni(GL_TEXTURE_GEN_STR_OES, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
+ #else
+ glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
+ glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
+ glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
+ glEnable(GL_TEXTURE_GEN_R);
+ glEnable(GL_TEXTURE_GEN_S);
+ glEnable(GL_TEXTURE_GEN_T);
+ #endif
+
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
+
+ if(normalMapped)
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
+ else
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
- // *** Restore 2D PROJECTION Matrix ***
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- }
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS);
- GLBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
- }
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
- void ApplyMaterial(Display display, Material material, Mesh mesh)
- {
- //Logf("ApplyMaterial\n");
+ if(!normalMapped)
+ {
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_CONSTANT);
+ glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_ALPHA, GL_CONSTANT);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR);
+ glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA, GL_SRC_ALPHA);
+ }
- // Basic Properties
- if(material.flags.doubleSided)
- {
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, !material.flags.singleSideLight);
- glDisable(GL_CULL_FACE);
- }
- else
- {
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, bool::false);
- glEnable(GL_CULL_FACE);
- }
+ glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color );
- // Fog
- if(material.flags.noFog)
- glDisable(GL_FOG);
- else
- glEnable(GL_FOG);
+ GLMatrixMode(MatrixMode::texture);
+ {
+ double * s = display.display3D.camera.inverseTranspose.array;
+ Matrix m
+ { {
+ s[0],s[1],-s[2],0,
+ s[4],-s[5],-s[6],0,
+ -s[8],s[9],s[10],0,
+ 0,0,0,1
+ } };
+ GLLoadMatrixd(m.array);
+ }
+ GLMatrixMode(MatrixMode::modelView);
+ }
+ }
+#endif
- // Maps
- if(material.baseMap && mesh.texCoords)
+#if ENABLE_GL_FFP
+ if(!glCaps_shaders)
{
- Bitmap map = material.baseMap;
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, (uint)map.driverData);
+ disableRemainingTMUs(display, tmu);
- if(material.flags.tile)
+ if(mesh.flags.colors)
{
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ GLColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
+ glEnable(GL_COLOR_MATERIAL);
}
else
{
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glDisable(GL_COLOR_MATERIAL);
+ {
+ float color[4] = { material.diffuse.r, material.diffuse.g, material.diffuse.b, material.opacity };
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color);
+ }
+ {
+ float color[4] = { material.ambient.r, material.ambient.g, material.ambient.b, 0 };
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color);
+ }
}
- }
- else
- glDisable(GL_TEXTURE_2D);
-
- if(mesh.flags.colors)
- {
- glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
- glEnable(GL_COLOR_MATERIAL);
- }
- else
- {
- glDisable(GL_COLOR_MATERIAL);
+ if(material.power > 0.1)
{
- float color[4] = { material.diffuse.r, material.diffuse.g, material.diffuse.b, material.opacity };
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color);
+ float color[4] = { material.specular.r, material.specular.g, material.specular.b, 0 };
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color);
}
+ else
{
- float color[4] = { material.ambient.r, material.ambient.g, material.ambient.b, 0 };
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color);
+ float color[4] = { 0,0,0,0 };
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color);
}
+ {
+ float color[4] = { material.emissive.r, material.emissive.g, material.emissive.b, 0 };
+ glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, color);
+ }
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, &material.power);
}
- {
- float color[4] = { material.specular.r, material.specular.g, material.specular.b, 0 };
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color);
- }
- {
- float color[4] = { material.emissive.r, material.emissive.g, material.emissive.b, 0 };
- glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, color);
- }
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, &material.power);
+#endif
}
void FreeMesh(DisplaySystem displaySystem, Mesh mesh)
OGLMesh oglMesh = mesh.data;
if(oglMesh)
{
+ OGLSystem oglSystem = displaySystem.driverData;
+ GLCapabilities caps = glCaps;
+ SETCAPS(oglSystem.capabilities);
+
if(!mesh.flags.vertices)
{
- if(oglMesh.vertices)
- {
- GLDeleteBuffers(1, &oglMesh.vertices);
- oglMesh.vertices = 0;
- }
+ oglMesh.vertices.free();
delete mesh.vertices;
}
if(!mesh.flags.normals)
{
- if(oglMesh.normals)
- {
- GLDeleteBuffers(1, &oglMesh.normals);
- oglMesh.normals = 0;
- }
+ oglMesh.normals.free();
delete mesh.normals;
}
+ if(!mesh.flags.tangents)
+ {
+ oglMesh.tangents.free();
+ delete mesh.tangents;
+ }
+ if(!mesh.flags.lightVectors)
+ {
+ oglMesh.lightVectors.free();
+ delete mesh.lightVectors;
+ }
if(!mesh.flags.texCoords1)
{
- if(oglMesh.texCoords)
- {
- GLDeleteBuffers(1, &oglMesh.texCoords);
- oglMesh.texCoords = 0;
- }
+ oglMesh.texCoords.free();
delete mesh.texCoords;
}
if(!mesh.flags.texCoords2)
{
- if(oglMesh.texCoords2)
- {
- GLDeleteBuffers(1, &oglMesh.texCoords2);
- oglMesh.texCoords2 = 0;
- }
- /*
- delete mesh.texCoords2;
- */
+ oglMesh.texCoords2.free();
+ // delete mesh.texCoords2;
}
if(!mesh.flags.colors)
{
- if(oglMesh.colors)
- {
- GLDeleteBuffers(1, &oglMesh.colors);
- oglMesh.colors = 0;
- }
+ oglMesh.colors.free();
+ delete mesh.colors;
}
if(!mesh.flags)
{
delete oglMesh;
mesh.data = null;
}
+ SETCAPS(caps);
}
}
- bool AllocateMesh(DisplaySystem displaySystem, Mesh mesh)
+ bool AllocateMesh(DisplaySystem displaySystem, Mesh mesh, MeshFeatures flags, int nVertices)
{
bool result = false;
mesh.data = OGLMesh { };
if(mesh.data)
{
- OGLMesh oglMesh = mesh.data;
-
- if(mesh.flags.vertices && !oglMesh.vertices && !mesh.vertices)
- {
- mesh.vertices = mesh.flags.doubleVertices ? (Vector3Df *)new Vector3D[mesh.nVertices] : new Vector3Df[mesh.nVertices];
- GLGenBuffers(1, &oglMesh.vertices);
- }
- if(mesh.flags.normals && !oglMesh.normals && !mesh.normals)
+ if(mesh.nVertices == nVertices)
{
- GLGenBuffers( 1, &oglMesh.normals);
- mesh.normals = mesh.flags.doubleNormals ? (Vector3Df *)new Vector3D[mesh.nVertices] : new Vector3Df[mesh.nVertices];
- }
- if(mesh.flags.texCoords1 && !oglMesh.texCoords && !mesh.texCoords)
- {
- GLGenBuffers( 1, &oglMesh.texCoords);
- mesh.texCoords = new Pointf[mesh.nVertices];
+ // Same number of vertices, adding features (Leaves the other features pointers alone)
+ if(mesh.flags != flags)
+ {
+ if(!mesh.flags.vertices && flags.vertices)
+ {
+ if(flags.doubleVertices)
+ {
+ mesh.vertices = (Vector3Df *)new Vector3D[nVertices];
+ }
+ else
+ mesh.vertices = new Vector3Df[nVertices];
+ }
+ if(!mesh.flags.normals && flags.normals)
+ {
+ if(flags.doubleNormals)
+ {
+ mesh.normals = (Vector3Df *)new Vector3D[nVertices];
+ }
+ else
+ mesh.normals = new Vector3Df[nVertices];
+ }
+ if(!mesh.flags.tangents && flags.tangents)
+ {
+ mesh.tangents = new Vector3Df[2*nVertices];
+ }
+ if(!mesh.flags.lightVectors && flags.lightVectors)
+ {
+ mesh.lightVectors = new ColorRGB[nVertices];
+ }
+ if(!mesh.flags.texCoords1 && flags.texCoords1)
+ {
+ mesh.texCoords = new Pointf[nVertices];
+ }
+ if(!mesh.flags.colors && flags.colors)
+ {
+ mesh.colors = new ColorRGBAf[nVertices];
+ }
+ }
}
- if(mesh.flags.colors && !oglMesh.colors && !mesh.colors)
+ else
{
- GLGenBuffers( 1, &oglMesh.colors);
- mesh.colors = new ColorRGBAf[mesh.nVertices];
+ // New number of vertices, reallocate all current and new features
+ flags |= mesh.flags;
+ if(flags.vertices)
+ {
+ if(flags.doubleVertices)
+ {
+ mesh.vertices = (Vector3Df *)renew mesh.vertices Vector3D[nVertices];
+ }
+ else
+ mesh.vertices = renew mesh.vertices Vector3Df[nVertices];
+ }
+ if(flags.normals)
+ {
+ if(flags.doubleNormals)
+ {
+ mesh.normals = (Vector3Df *)renew mesh.normals Vector3D[nVertices];
+ }
+ else
+ mesh.normals = renew mesh.normals Vector3Df[nVertices];
+ }
+ if(flags.texCoords1)
+ {
+ mesh.texCoords = renew mesh.texCoords Pointf[nVertices];
+ }
+ if(flags.colors)
+ {
+ mesh.colors = renew mesh.colors ColorRGBAf[nVertices];
+ }
+ if(flags.tangents)
+ {
+ mesh.tangents = renew mesh.tangents Vector3Df[2 * nVertices];
+ }
+ if(flags.lightVectors)
+ {
+ mesh.lightVectors = renew mesh.lightVectors ColorRGB[nVertices];
+ }
}
result = true;
}
void UnlockMesh(DisplaySystem displaySystem, Mesh mesh, MeshFeatures flags)
{
- OGLMesh oglMesh = mesh.data;
- if(!flags) flags = mesh.flags;
+ OGLSystem oglSystem = displaySystem.driverData;
+ GLCapabilities caps = glCaps;
+ SETCAPS(oglSystem.capabilities);
- if(vboAvailable)
+ if(glCaps_vertexBuffer)
{
- if(!(flags.vertices) || oglMesh.vertices)
- {
- GLBindBuffer(GL_ARRAY_BUFFER_ARB, oglMesh.vertices);
- GLBufferData( mesh.flags.doubleVertices ? GL_DOUBLE : GL_FLOAT, GL_ARRAY_BUFFER_ARB, mesh.nVertices * (mesh.flags.doubleVertices ? sizeof(Vector3D) : sizeof(Vector3Df)), mesh.vertices, GL_STATIC_DRAW_ARB );
- }
+ OGLMesh oglMesh = mesh.data;
+ if(!flags) flags = mesh.flags;
+ if(flags.vertices)
+ oglMesh.vertices.allocate(
+ mesh.nVertices * (mesh.flags.doubleVertices ? sizeof(Vector3D) : sizeof(Vector3Df)), mesh.vertices, staticDraw);
- if(!(flags.normals) || oglMesh.normals)
- {
- GLBindBuffer(GL_ARRAY_BUFFER_ARB, oglMesh.normals);
- GLBufferData( mesh.flags.doubleNormals ? GL_DOUBLE : GL_FLOAT, GL_ARRAY_BUFFER_ARB, mesh.nVertices * (mesh.flags.doubleNormals ? sizeof(Vector3D) : sizeof(Vector3Df)), mesh.normals, GL_STATIC_DRAW_ARB );
- }
+ if(flags.normals)
+ oglMesh.normals.allocate(
+ mesh.nVertices * (mesh.flags.doubleNormals ? sizeof(Vector3D) : sizeof(Vector3Df)), mesh.normals, staticDraw);
- if(!(flags.texCoords1) || oglMesh.texCoords)
- {
- GLBindBuffer(GL_ARRAY_BUFFER_ARB, oglMesh.texCoords);
- GLBufferData( GL_FLOAT, GL_ARRAY_BUFFER_ARB, mesh.nVertices * sizeof(Pointf), mesh.texCoords, GL_STATIC_DRAW_ARB );
- }
+ if(flags.texCoords1)
+ oglMesh.texCoords.allocate(
+ mesh.nVertices * sizeof(Pointf), mesh.texCoords, staticDraw);
- if(!(flags.colors) || oglMesh.colors)
- {
- GLBindBuffer( GL_ARRAY_BUFFER_ARB, oglMesh.colors);
- GLBufferData( GL_FLOAT, GL_ARRAY_BUFFER_ARB, mesh.nVertices * sizeof(ColorRGBAf), mesh.colors, GL_STATIC_DRAW_ARB );
- }
+ if(flags.colors)
+ oglMesh.colors.allocate(
+ mesh.nVertices * sizeof(ColorRGBAf), mesh.colors, staticDraw);
- GLBindBuffer( GL_ARRAY_BUFFER_ARB, 0);
+ if(flags.tangents)
+ oglMesh.tangents.allocate(mesh.nVertices * 2*sizeof(Vector3Df), mesh.tangents, staticDraw);
+
+ if(flags.lightVectors)
+ oglMesh.lightVectors.allocate(mesh.nVertices * sizeof(ColorRGB), mesh.lightVectors, staticDraw);
}
+ SETCAPS(caps);
}
bool LockMesh(DisplaySystem displaySystem, Mesh mesh, MeshFeatures flags)
{
bool result = true;
- return result;
+ return result;
}
void FreeIndices(DisplaySystem displaySystem, OGLIndices oglIndices)
{
+ OGLSystem oglSystem = displaySystem.driverData;
+ GLCapabilities caps = glCaps;
+ SETCAPS(oglSystem.capabilities);
+
if(oglIndices)
{
- if(oglIndices.buffer)
- GLDeleteBuffers(1, &oglIndices.buffer);
+ oglIndices.buffer.free();
delete oglIndices.indices;
delete oglIndices;
}
+ SETCAPS(caps);
}
void * AllocateIndices(DisplaySystem displaySystem, int nIndices, bool indices32bit)
if(oglIndices)
{
oglIndices.indices = (void *)(indices32bit ? new uint32[nIndices] : new uint16[nIndices]);
- GLGenBuffers( 1, &oglIndices.buffer);
oglIndices.nIndices = nIndices;
}
return oglIndices;
void UnlockIndices(DisplaySystem displaySystem, OGLIndices oglIndices, bool indices32bit, int nIndices)
{
- if(vboAvailable)
+ OGLSystem oglSystem = displaySystem.driverData;
+ GLCapabilities caps = glCaps;
+ SETCAPS(oglSystem.capabilities);
+
+ if(glCaps_vertexBuffer)
{
- GLBindBuffer( GL_ELEMENT_ARRAY_BUFFER_ARB, oglIndices.buffer);
- GLBufferData( indices32bit ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, GL_ELEMENT_ARRAY_BUFFER_ARB, nIndices * (indices32bit ? sizeof(uint32) : sizeof(uint16)),
- oglIndices.indices, GL_STATIC_DRAW_ARB);
- GLBindBuffer( GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+ if(!glCaps_intAndDouble && indices32bit)
+ {
+ if(!oglIndices.buffer.buffer)
+ glGenBuffers(1, &oglIndices.buffer.buffer);
+ if(glabCurElementBuffer != oglIndices.buffer.buffer)
+ GLABBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oglIndices.buffer.buffer);
+
+ {
+ uint * pointer = (uint *)oglIndices.indices;
+ int i;
+ uint16 * b;
+ if(nIndices > oglSystem.shortBDSize)
+ {
+ oglSystem.shortBDSize = nIndices;
+ oglSystem.shortBDBuffer = renew oglSystem.shortBDBuffer uint16[oglSystem.shortBDSize];
+ }
+ b = oglSystem.shortBDBuffer;
+ for(i = 0; i < nIndices; i++)
+ b[i] = (uint16)pointer[i];
+
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, nIndices * sizeof(uint16), b, GL_STATIC_DRAW);
+ }
+ }
+ else
+ oglIndices.buffer.allocate(
+ nIndices * (indices32bit ? sizeof(uint32) : sizeof(uint16)),
+ oglIndices.indices, staticDraw);
}
+ SETCAPS(caps);
}
uint16 * LockIndices(DisplaySystem displaySystem, OGLIndices oglIndices)
void SelectMesh(Display display, Mesh mesh)
{
- //Logf("SelectMesh\n");
-
-#if !defined( __ANDROID__) && !defined(__APPLE__)
- if(display.display3D.mesh && glUnlockArraysEXT)
- glUnlockArraysEXT();
+#if !defined( __ANDROID__) && !defined(__APPLE__) && !defined(__ODROID__) && !defined(__EMSCRIPTEN__)
+#if defined(__WIN32__)
+ if(glUnlockArraysEXT)
+#endif
+ if(!glCaps_vertexBuffer && display.display3D.mesh)
+ glUnlockArraysEXT();
#endif
if(mesh)
{
- OGLDisplay oglDisplay = display.driverData;
OGLMesh oglMesh = mesh.data;
// *** Vertex Stream ***
- glEnableClientState(GL_VERTEX_ARRAY);
+ GLEnableClientState(VERTICES);
if(!display.display3D.collectingHits && oglMesh)
{
- GLBindBuffer(GL_ARRAY_BUFFER_ARB, oglMesh.vertices );
- glVertexPointer(3, mesh.flags.doubleVertices ? GL_DOUBLE : GL_FLOAT, 0, vboAvailable ? null : mesh.vertices);
+ oglMesh.vertices.use(vertex, 3, (mesh.flags.doubleVertices ? GL_DOUBLE : GL_FLOAT), 0, oglMesh.vertices.buffer ? null : (double *)mesh.vertices);
// *** Normals Stream ***
- if(mesh.normals)
+ if(mesh.normals || mesh.flags.normals)
{
- glEnableClientState(GL_NORMAL_ARRAY);
- GLBindBuffer(GL_ARRAY_BUFFER_ARB, oglMesh.normals);
- glNormalPointer(mesh.flags.doubleNormals ? GL_DOUBLE : GL_FLOAT, 0, vboAvailable ? null : mesh.normals);
+ GLEnableClientState(NORMALS);
+ oglMesh.normals.use(normal, 3, GL_FLOAT, 0, oglMesh.normals.buffer ? null : mesh.normals);
}
else
- glDisableClientState(GL_NORMAL_ARRAY);
+ GLDisableClientState(NORMALS);
+
+#if ENABLE_GL_SHADERS
+ if(glCaps_shaders)
+ {
+ // *** Tangents Stream ***
+ if(mesh.tangents || mesh.flags.tangents)
+ {
+ GLEnableClientState(TANGENTS1);
+ GLEnableClientState(TANGENTS2);
+ oglMesh.tangents.use(tangent1, 3, GL_FLOAT, sizeof(Vector3Df)*2, oglMesh.tangents.buffer ? null : mesh.tangents);
+ oglMesh.tangents.use(tangent2, 3, GL_FLOAT, sizeof(Vector3Df)*2, oglMesh.tangents.buffer ? (void *)sizeof(Vector3Df) : mesh.tangents+1);
+ }
+ else
+ {
+ GLDisableClientState(TANGENTS1);
+ GLDisableClientState(TANGENTS2);
+ }
+ }
+#endif
// *** Texture Coordinates Stream ***
- if(mesh.texCoords)
+ if(mesh.texCoords || mesh.flags.texCoords1)
{
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- GLBindBuffer( GL_ARRAY_BUFFER_ARB, oglMesh.texCoords);
- glTexCoordPointer(2, GL_FLOAT, 0, vboAvailable ? null : mesh.texCoords);
+ GLEnableClientState(TEXCOORDS);
+ oglMesh.texCoords.use(texCoord, 2, GL_FLOAT, 0, oglMesh.texCoords.buffer ? null : mesh.texCoords);
}
else
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ GLDisableClientState(TEXCOORDS);
+#if ENABLE_GL_FFP
+ if(!glCaps_shaders)
+ {
+ // *** Normal Map Aligned Light Vector ***
+ if(mesh.lightVectors || mesh.flags.lightVectors)
+ {
+ GLEnableClientState(LIGHTVECTORS);
+ oglMesh.lightVectors.use(lightVector, 3, GL_FLOAT, 0, oglMesh.lightVectors.buffer ? null : mesh.lightVectors);
+ }
+ else
+ GLDisableClientState(LIGHTVECTORS);
+ }
+ else
+#endif
// *** Color Stream ***
- if(mesh.colors)
+ if(mesh.colors || mesh.flags.colors)
{
- glEnableClientState(GL_COLOR_ARRAY);
- GLBindBuffer( GL_ARRAY_BUFFER_ARB, oglMesh.colors);
- glColorPointer(4, GL_FLOAT, 0, vboAvailable ? null : mesh.colors);
+ GLEnableClientState(COLORS);
+ oglMesh.colors.use(color, 4, GL_FLOAT, 0, oglMesh.colors.buffer ? null : mesh.colors);
}
else
- glDisableClientState(GL_COLOR_ARRAY);
-
+ GLDisableClientState(COLORS);
}
else
{
- GLBindBuffer( GL_ARRAY_BUFFER_ARB, 0);
- glVertexPointer(3,mesh.flags.doubleVertices ? GL_DOUBLE : GL_FLOAT,0,mesh.vertices);
- if(mesh.normals && !display.display3D.collectingHits)
+ noAB.use(vertex, 3, (mesh.flags.doubleVertices ? GL_DOUBLE : GL_FLOAT), 0, (double *)mesh.vertices);
+ if((mesh.normals || mesh.flags.normals) && !display.display3D.collectingHits)
+ {
+ GLEnableClientState(NORMALS);
+ noAB.use(normal, 3, GL_FLOAT, 0, mesh.normals);
+ }
+ else
+ GLDisableClientState(NORMALS);
+#if ENABLE_GL_SHADERS
+ if(glCaps_shaders)
+ {
+ if((mesh.tangents || mesh.flags.tangents) && !display.display3D.collectingHits)
+ {
+ GLEnableClientState(TANGENTS1);
+ GLEnableClientState(TANGENTS2);
+ noAB.use(tangent1, 3, GL_FLOAT, sizeof(Vector3Df)*2, mesh.tangents);
+ noAB.use(tangent2, 3, GL_FLOAT, sizeof(Vector3Df)*2, mesh.tangents+1);
+ }
+ else
+ {
+ GLDisableClientState(TANGENTS1);
+ GLDisableClientState(TANGENTS2);
+ }
+ }
+#endif
+
+ if((mesh.texCoords || mesh.flags.texCoords1) && !display.display3D.collectingHits)
{
- glEnableClientState(GL_NORMAL_ARRAY);
- glNormalPointer(mesh.flags.doubleNormals ? GL_DOUBLE : GL_FLOAT, 0, mesh.normals);
+ GLEnableClientState(TEXCOORDS);
+ noAB.use(texCoord, 2, GL_FLOAT, 0, mesh.texCoords);
}
else
- glDisableClientState(GL_NORMAL_ARRAY);
- if(mesh.texCoords && !display.display3D.collectingHits)
+ GLDisableClientState(TEXCOORDS);
+
+#if ENABLE_GL_FFP
+ if(!glCaps_shaders)
{
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glTexCoordPointer(2, GL_FLOAT, 0, mesh.texCoords);
+ if((mesh.lightVectors || mesh.flags.lightVectors) && !display.display3D.collectingHits)
+ {
+ GLEnableClientState(LIGHTVECTORS);
+ noAB.use(lightVector, 3, GL_FLOAT, sizeof(ColorRGB), mesh.lightVectors);
+ }
+ else
+ GLDisableClientState(LIGHTVECTORS);
}
else
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- if(mesh.colors && !display.display3D.collectingHits)
+#endif
+ if((mesh.colors || mesh.flags.colors) && !display.display3D.collectingHits)
{
- glEnableClientState(GL_COLOR_ARRAY);
- glColorPointer(4, GL_FLOAT, 0, mesh.colors);
+ GLEnableClientState(COLORS);
+ noAB.use(color, 4, GL_FLOAT, 0, mesh.colors);
}
else
- glDisableClientState(GL_COLOR_ARRAY);
+ GLDisableClientState(COLORS);
}
-#if !defined(__ANDROID__) && !defined(__APPLE__)
- if(glLockArraysEXT) glLockArraysEXT(0, mesh.nVertices);
+#if !defined(__ANDROID__) && !defined(__APPLE__) && !defined(__ODROID__) && !defined(__EMSCRIPTEN__)
+
+#if defined(__WIN32__)
+ if(glLockArraysEXT)
+#endif
+ if(!glCaps_vertexBuffer)
+ glLockArraysEXT(0, mesh.nVertices);
#endif
}
- else
- GLBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
}
void DrawPrimitives(Display display, PrimitiveSingle * primitive, Mesh mesh)
{
- OGLDisplay oglDisplay = display.driverData;
- //Logf("DrawPrimitives\n");
-
if(primitive->type.vertexRange)
- glDrawArrays(primitiveTypes[primitive->type.primitiveType], primitive->first, primitive->nVertices);
+ {
+ GLFlushMatrices();
+ glDrawArrays(getPrimitiveType(primitive->type.primitiveType), primitive->first, primitive->nVertices);
+ }
else
{
- // *** Hoping the data won't be uploaded at all (Won't really work if another group of the mesh is using the mesh ) ***
- // HACK TO SPEED THINGS UP...
-#ifndef __ANDROID__
- GLBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
- if(primitive->nIndices < (mesh.nVertices >> 2) && !primitive->type.indices32bit)
+ OGLIndices oglIndices = primitive->data;
+ GLEAB eab = ((!display.display3D.collectingHits && oglIndices && glCaps_vertexBuffer) ? oglIndices.buffer : noEAB);
+ if(!glCaps_intAndDouble && !glCaps_vertexBuffer && primitive->type.indices32bit)
{
- int c;
- glBegin(primitiveTypes[primitive->type.primitiveType]);
- if(primitive->data)
- {
- OGLIndices oglIndices = primitive->data;
- MeshFeatures flags = mesh.flags;
- for(c = 0; c<primitive->nIndices; c++)
- {
- short index = ((short *) oglIndices.indices)[c];
- if(flags.normals) glNormal3fv((float *)&mesh.normals[index]);
- if(flags.texCoords1) glTexCoord2fv((float *)&mesh.texCoords[index]);
- if(flags.colors) glColor4fv((float *)&mesh.colors[index]);
- glVertex3fv((float *)&mesh.vertices[index]);
- }
- }
- glEnd();
+ uint16 * temp = new uint16[primitive->nIndices];
+ uint32 * src = (uint32 *)(oglIndices ? oglIndices.indices : primitive->indices);
+ int i;
+ for(i = 0; i < primitive->nIndices; i++)
+ temp[i] = (uint16)src[i];
+ eab.draw(getPrimitiveType(primitive->type.primitiveType), primitive->nIndices, GL_UNSIGNED_SHORT, temp);
+ delete temp;
}
else
-#endif
- {
- OGLIndices oglIndices = primitive->data;
-
- if(!display.display3D.collectingHits && vboAvailable && oglIndices)
- {
- GLBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, oglIndices.buffer);
- glDrawElements(primitiveTypes[primitive->type.primitiveType], primitive->nIndices,
- primitive->type.indices32bit ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
- GLBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
- }
- else
- glDrawElements(primitiveTypes[primitive->type.primitiveType], primitive->nIndices,
- primitive->type.indices32bit ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, oglIndices ? oglIndices.indices : primitive->indices);
- }
+ eab.draw(getPrimitiveType(primitive->type.primitiveType), primitive->nIndices,
+ primitive->type.indices32bit ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT,
+ eab.buffer ? 0 : (oglIndices ? oglIndices.indices : primitive->indices));
+ GLABBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
}
void PushMatrix(Display display)
{
- glPushMatrix();
+ GLPushMatrix();
}
void PopMatrix(Display display, bool setMatrix)
{
- glPopMatrix();
+ GLPopMatrix();
}
void SetTransform(Display display, Matrix transMatrix, bool viewSpace, bool useCamera)
if(viewSpace)
{
- glLoadIdentity();
- glScaled(1.0/nearPlane, 1.0/nearPlane, -1.0/nearPlane);
+ GLLoadIdentity();
+ GLScaled(1.0/nearPlane, 1.0/nearPlane, -1.0/nearPlane);
}
else if(camera)
{
- glTranslated(
+ GLTranslated(
matrix.m[3][0] - camera.cPosition.x,
matrix.m[3][1] - camera.cPosition.y,
matrix.m[3][2] - camera.cPosition.z);
}
else
- glTranslated(
+ GLTranslated(
matrix.m[3][0],
matrix.m[3][1],
matrix.m[3][2]);
matrix.m[3][1] = 0;
matrix.m[3][2] = 0;
- glMultMatrixd(matrix.array);
+ GLMultMatrixd(matrix.array);
}
#endif
}
useSingleGLContext = useSingle;
}
-default dllexport void * __attribute__((stdcall)) IS_GLGetContext(DisplaySystem displaySystem)
+default dllexport void *
+#if defined(__WIN32__)
+__attribute__((stdcall))
+#endif
+IS_GLGetContext(DisplaySystem displaySystem)
{
- void * context = null;
if(displaySystem)
{
- OGLSystem system = displaySystem.driverData;
#if defined(__WIN32__)
+ OGLSystem system = displaySystem.driverData;
return system.glrc;
+#elif defined(__ANDROID__) || defined(__ODROID__)
+ return eglContext;
+#elif defined(__EMSCRIPTEN__)
+ OGLSystem system = displaySystem.driverData;
+ return (void *)system.glc;
#else
+ OGLSystem system = displaySystem.driverData;
return system.glContext;
#endif
}