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/*
render/state.cc
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2
*/
#include <string>
#include <sstream>
#include "SDL/SDL.h"
#include "render/state.h"
#include "render/gl.h"
#include "render/render.h"
namespace render
{
int State::state_width = 0;
int State::state_height = 0;
float State::state_aspect = 0;
bool State::state_has_generate_mipmaps = false;
bool State::state_has_vbo = false;
GLuint State::state_vbo = 0;
math::Color State::state_color_primary;
math::Color State::state_color_secondary;
math::Color State::state_color_engine;
bool State::state_power = true;
void State::init(int width, int height)
{
resize(width, height);
state_has_generate_mipmaps = false;
std::string version(gl::version());
for (size_t i = 0; i < version.size(); i++) {
if (version[i] == '.')
version[i] = ' ';
}
std::stringstream versionstream(version);
int major, minor;
if (versionstream >> major >> minor) {
if (major > 1) {
state_has_generate_mipmaps = true;
} else if (major == 1) {
if (minor > 3)
state_has_generate_mipmaps = true;
}
} else {
con_warn << "Could not determine OpenGL version!" << std::endl;
}
con_print << " hardware generated mipmaps ";
if (state_has_generate_mipmaps)
con_print << "available" << std::endl;
else
con_print << "not available" << std::endl;
// initialize gl functions
state_has_vbo = true;
gl::genbuffers = (gl::genbuffers_func) SDL_GL_GetProcAddress("glGenBuffers");
if (!gl::genbuffers) {
con_debug << " glGenBuffers not available" << std::endl;
state_has_vbo = false;
}
gl::deletebuffers = (gl::deletebuffers_func) SDL_GL_GetProcAddress("glDeleteBuffers");
if (!gl::deletebuffers) {
con_debug << " glDeleteBuffers not available" << std::endl;
state_has_vbo = false;
}
gl::bindbuffer = (gl::bindbuffer_func) SDL_GL_GetProcAddress("glBindBuffer");
if (!gl::bindbuffer) {
con_debug << " glBindBuffer not available" << std::endl;
state_has_vbo = false;
}
gl::bufferdata = (gl::bufferdata_func) SDL_GL_GetProcAddress("glBufferData");
if (!gl::bufferdata) {
con_debug << " glBufferData not available" << std::endl;
state_has_vbo = false;
}
con_print << " vertex bufer objects ";
if (state_has_vbo)
con_print << "enabled" << std::endl;
else
con_print << "disabled" << std::endl;
// Generate VBO
if (state_has_vbo)
gl::genbuffers(1, &state_vbo);
}
void State::shutdown()
{
// Delete VBO
if (state_has_vbo)
gl::deletebuffers(1, &state_vbo);
}
void State::resize(int width, int height)
{
state_width = width;
state_height = height;
state_aspect = (float) width / (float) height;
clear();
}
void State::clear()
{
// set viewport
gl::viewport(0, 0, state_width, state_height);
// set clear color
gl::clearcolor(0.0f, 0.0f, 0.0f, 1.0f);
// load identity matrices
gl::matrixmode(GL_PROJECTION);
gl::loadidentity();
gl::matrixmode(GL_MODELVIEW);
gl::loadidentity();
// shading model: Gouraud (smooth, the default)
gl::shademodel(GL_SMOOTH);
//gl::shademodel(GL_FLAT);
// lighting model
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
// color tracking
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
// alpha blending function
gl::blendfunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl::disable(GL_LIGHTING);
gl::disable(GL_COLOR_MATERIAL);
gl::cullface(GL_BACK);
gl::frontface(GL_CCW);
gl::disable(GL_CULL_FACE);
gl::disable(GL_DEPTH_TEST);
gl::disable(GL_BLEND);
gl::disable(GL_TEXTURE_2D);
}
void State::set_normalize(const bool enable)
{
if (r_normalize && r_normalize->value()) {
// enable full normalization
if(enable) {
gl::enable(GL_NORMALIZE);
} else {
gl::disable(GL_NORMALIZE);
}
} else {
// enable rescaling of normals
if(enable) {
gl::enable(GL_RESCALE_NORMAL);
} else {
gl::disable(GL_RESCALE_NORMAL);
}
}
}
void State::set_color(const math::Color & color)
{
state_color_primary.assign(color);
}
void State::set_color_second(const math::Color & color)
{
state_color_secondary.assign(color);
}
void State::set_color_engine(const math::Color & color) {
state_color_engine.assign(color);
}
void State::set_color(const core::Entity *entity)
{
state_color_primary.assign(entity->color());
state_color_secondary.assign(entity->color_second());
}
void State::set_power(const bool power)
{
state_power = power;
}
void State::use_material(const model::Material * material) {
math::Color color;
reset();
// material settings
glMateriali(GL_FRONT, GL_SHININESS, 8);
GLfloat specular_reflectance[3];
if (!material) {
color.assign(1.0f, 0.0f, 1.0f);
gl::color(color);
return;
}
// assign the opengl drawing color according to material flags
if (material->flags() & model::Material::Engine) {
// use current engine color
color.assign(state_color_engine);
} else if (material->flags() & model::Material::Tertiary) {
// use entity colors
if ((material->flags() & model::Material::Tertiary) == model::Material::Tertiary) {
for (size_t i = 0; i < 3; i++)
color[i] = (state_color_primary[i] + state_color_secondary[i]) / 2;
} else if ((material->flags() & model::Material::Secondary) == model::Material::Secondary) {
color.assign(state_color_secondary);
} else if ((material->flags() & model::Material::Primary) == model::Material::Primary) {
color.assign(state_color_primary);
}
color.r *= material->color().r;
color.g *= material->color().g;
color.b *= material->color().b;
} else {
// use material color
color.assign(material->color());
}
// lighted or fullbright
if (state_power && (material->flags() & model::Material::Bright)) {
gl::disable(GL_LIGHTING);
} else if (state_power && (material->flags() & model::Material::Engine)) {
gl::disable(GL_LIGHTING);
} else {
gl::enable(GL_LIGHTING);
}
// texture
if (material->flags() & model::Material::Texture) {
Textures::bind(material->texture_id());
gl::enable(GL_TEXTURE_2D);
if (material->flags() & model::Material::Environment) {
gl::texgeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
gl::texgeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
gl::enable(GL_TEXTURE_GEN_S);
gl::enable(GL_TEXTURE_GEN_T);
}
} else {
// envmapped without texture: use the skybox as envmap
if (material->flags() & model::Material::Environment) {
if (core::localplayer()->zone()->sky().size()) {
gl::enable(GL_TEXTURE_CUBE_MAP);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
gl::enable(GL_TEXTURE_GEN_S);
gl::enable(GL_TEXTURE_GEN_T);
gl::enable(GL_TEXTURE_GEN_R);
} else {
color.assign(0.0f, 0.0f, 0.0f);
}
specular_reflectance[0] = 1.0f;
specular_reflectance[1] = 1.0f;
specular_reflectance[2] = 1.0f;
glMateriali(GL_FRONT, GL_SHININESS, 4);
glMaterialfv(GL_FRONT, GL_SPECULAR, specular_reflectance);
gl::color(color);
return;
}
}
specular_reflectance[0] = color.r;
specular_reflectance[1] = color.g;
specular_reflectance[2] = color.b;
glMaterialfv(GL_FRONT, GL_SPECULAR, specular_reflectance);
gl::color(color);
}
void State::reset() {
gl::disable(GL_TEXTURE_GEN_S);
gl::disable(GL_TEXTURE_GEN_T);
gl::disable(GL_TEXTURE_GEN_R);
gl::disable(GL_LIGHTING);
gl::disable(GL_TEXTURE_CUBE_MAP);
gl::disable(GL_TEXTURE_2D);
gl::color(1.0f, 1.0f, 1.0f, 1.0f);
}
} // namespace render
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