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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