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/************************************************************************************
AstroMenace (Hardcore 3D space shooter with spaceship upgrade possibilities)
Copyright © 2006-2013 Michael Kurinnoy, Viewizard
AstroMenace is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
AstroMenace is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with AstroMenace. If not, see <http://www.gnu.org/licenses/>.
Web Site: http://www.viewizard.com/
Project: http://sourceforge.net/projects/openastromenace/
E-mail: viewizard@viewizard.com
*************************************************************************************/
#include "RendererInterface.h"
extern PFNGLACTIVETEXTUREARBPROC glActiveTexture_ARB;
extern PFNGLGENERATEMIPMAPPROC glGenerateMipmapEXT;
extern PFNGLTEXSTORAGE2DPROC glTexStorage2DEXT;
//------------------------------------------------------------------------------------
// Создание текстуры
//------------------------------------------------------------------------------------
GLuint vw_BuildTexture(BYTE *ustDIB, int Width, int Height, bool MipMap, int Bytes, int CompressionType)
{
// ничего не передали
if (ustDIB == 0) return 0;
GLuint TextureID = 0;
glGenTextures(1, &TextureID);
vw_BindTexture(0, TextureID);
int Format;
int InternalFormat;
eDevCaps *OpenGL_DevCaps = vw_GetDevCaps();
if (OpenGL_DevCaps->TexturesCompression && (CompressionType > 0))
{
if (Bytes == 4)
{
Format = GL_RGBA;
if (OpenGL_DevCaps->TexturesCompressionBPTC && (CompressionType > 1))
InternalFormat = GL_COMPRESSED_RGBA_BPTC_UNORM_ARB;
else
InternalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
}
else
{
Format = GL_RGB;
if (OpenGL_DevCaps->TexturesCompressionBPTC && (CompressionType > 1))
InternalFormat = GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB;
else
InternalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
}
}
else
{
if (Bytes == 4)
{
Format = GL_RGBA;
InternalFormat = GL_RGBA8;
}
else
{ // считаем 4 слоя (фактически их задействуем)
Format = GL_RGB;
InternalFormat = GL_RGB8;
}
}
if (MipMap)
{ // используем по порядку наиболее новые решения при генерации мипмепов
if ((glGenerateMipmapEXT != NULL) && (glTexStorage2DEXT != NULL))
{
// считаем сколько нужно создавать мипмапов
int NeedMipMapLvl = 1;
int MaxSize = Width;
if (MaxSize < Height) MaxSize = Height;
while (MaxSize > 2) {MaxSize = MaxSize/2; NeedMipMapLvl++;};
glTexStorage2DEXT(GL_TEXTURE_2D, NeedMipMapLvl, InternalFormat, Width, Height);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Width, Height, Format, GL_UNSIGNED_BYTE, ustDIB);
glGenerateMipmapEXT(GL_TEXTURE_2D);
}
else
if (glGenerateMipmapEXT != NULL)
{
glTexImage2D(GL_TEXTURE_2D, 0, InternalFormat, Width, Height, 0, Format, GL_UNSIGNED_BYTE, ustDIB);
glGenerateMipmapEXT(GL_TEXTURE_2D);
}
else
if (OpenGL_DevCaps->HardwareMipMapGeneration)
{
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
glTexImage2D(GL_TEXTURE_2D, 0, InternalFormat, Width, Height, 0, Format, GL_UNSIGNED_BYTE, ustDIB);
}
else
{
// делаем через glu...
gluBuild2DMipmaps(GL_TEXTURE_2D, InternalFormat, Width, Height, Format, GL_UNSIGNED_BYTE, ustDIB);
}
}
else // без мипмепов
{
if (glTexStorage2DEXT != NULL)
{
glTexStorage2DEXT(GL_TEXTURE_2D, 1, InternalFormat, Width, Height);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Width, Height, Format, GL_UNSIGNED_BYTE, ustDIB);
}
else
{
glTexImage2D(GL_TEXTURE_2D, 0, InternalFormat, Width, Height, 0, Format, GL_UNSIGNED_BYTE, ustDIB);
}
}
return TextureID;
}
//------------------------------------------------------------------------------------
// Bind
//------------------------------------------------------------------------------------
void vw_BindTexture(DWORD Stage, GLuint TextureID)
{
if (glActiveTexture_ARB != 0) glActiveTexture_ARB(GL_TEXTURE0 + Stage);
if (TextureID != 0)
{
glBindTexture(GL_TEXTURE_2D, TextureID);
glEnable(GL_TEXTURE_2D);
}
else
{
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
}
}
//------------------------------------------------------------------------------------
// Delete
//------------------------------------------------------------------------------------
void vw_DeleteTexture(GLuint TextureID)
{
if (TextureID != 0) glDeleteTextures(1, &TextureID);
}
//------------------------------------------------------------------------------------
//
//------------------------------------------------------------------------------------
void vw_SetTexture(DWORD Stage, eTexture *Texture)
{
if (Texture == 0) return;
vw_BindTexture(Stage, Texture->TextureID);
}
//------------------------------------------------------------------------------------
//
//------------------------------------------------------------------------------------
void vw_SetTextureBlendMode(int pname, int param)
{
GLenum cmd = GL_COMBINE_RGB;
GLenum arg = GL_REPLACE;
switch (pname)
{
case RI_TBLEND_COLOROP:
cmd = GL_COMBINE_RGB;
break;
case RI_TBLEND_ALPHAOP:
cmd = GL_COMBINE_ALPHA;
break;
case RI_TBLEND_ALPHAARG1:
cmd = GL_OPERAND0_ALPHA;
break;
case RI_TBLEND_ALPHAARG2:
cmd = GL_OPERAND1_ALPHA;
break;
case RI_TBLEND_ALPHAARG3:
cmd = GL_OPERAND2_ALPHA;
break;
case RI_TBLEND_COLORARG1:
cmd = GL_SOURCE0_RGB;
break;
case RI_TBLEND_COLORARG2:
cmd = GL_SOURCE1_RGB;
break;
case RI_TBLEND_COLORARG3:
cmd = GL_SOURCE2_RGB;
break;
default:
fprintf(stderr, "Error in vw_SetTextureBlendMode function call, wrong pname.\n");
return;
}
switch (param)
{
case RI_TBLEND_SOURCE1:
arg = GL_REPLACE;
break;
case RI_TBLEND_SOURCE2:
arg = GL_REPLACE;
break;
case RI_TBLEND_MODULATE:
arg = GL_MODULATE;
break;
case RI_TBLEND_MODULATE2X:
arg = GL_MODULATE;
break;
case RI_TBLEND_MODULATE4X:
arg = GL_MODULATE;
break;
case RI_TBLEND_ADD:
arg = GL_ADD;
break;
case RI_TBLEND_ADDSMOOTH:
arg = GL_ADD;
break;
case RI_TBLEND_ADD_SIGNED:
arg = GL_ADD_SIGNED;
break;
case RI_TBLEND_SUBTRACT:
arg = GL_SUBTRACT;
break;
case RI_TBLEND_DIFFUSE_ALPHA:
case RI_TBLEND_TEXTURE_ALPHA:
case RI_TBLEND_CURRENT_ALPHA:
arg = GL_INTERPOLATE;
break;
case RI_TBLEND_DOTPRODUCT:
arg = GL_DOT3_RGB;
break;
case RI_TBLEND_CURRENT:
arg = GL_PREVIOUS;
break;
case RI_TBLEND_TEXTURE:
arg = GL_TEXTURE;
break;
case RI_TBLEND_CONSTANT:
arg = GL_CONSTANT;
break;
case RI_TBLEND_DIFFUSE:
arg = GL_PRIMARY_COLOR;
break;
case RI_TBLEND_SPECULAR: // ---
arg = 0;
break;
default:
fprintf(stderr, "Error in vw_SetTextureBlendMode function call, wrong param.\n");
return;
}
// работаем с MODULATE
switch (param)
{
case RI_TBLEND_MODULATE2X:
if (pname == RI_TBLEND_COLOROP) glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 2);
else glTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE , 2);
break;
case RI_TBLEND_MODULATE4X:
if (pname == RI_TBLEND_COLOROP) glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 4);
else glTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE , 4);
break;
default:
if (pname == RI_TBLEND_COLOROP) glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 1);
else glTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE , 1);
break;
}
glTexEnvi(GL_TEXTURE_ENV, cmd, arg);
}
//------------------------------------------------------------------------------------
//
//------------------------------------------------------------------------------------
void vw_SetTextureFiltering(int nFiltering)
{
// перебираем по мип-меп фильтру
switch (nFiltering & 0x00000F)
{
case 0: // RI_MIPFILTER_NONE
if ((nFiltering & 0x1030F0) == RI_MINFILTER_POINT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
if ((nFiltering & 0x1030F0) == RI_MINFILTER_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
break;
case 1: // RI_MIPFILTER_POINT
if ((nFiltering & 0x1030F0) == RI_MINFILTER_POINT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
if ((nFiltering & 0x1030F0) == RI_MINFILTER_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
break;
case 2: // RI_MIPFILTER_LINEAR
if ((nFiltering & 0x1030F0) == RI_MINFILTER_POINT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
if ((nFiltering & 0x1030F0) == RI_MINFILTER_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
break;
default:
fprintf(stderr, "Error in vw_SetTextureFiltering function call, wrong nFiltering.\n");
return;
}
// ставим MAG фильтр
if ((nFiltering & 0x103F00) == RI_MAGFILTER_POINT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
if ((nFiltering & 0x103F00) == RI_MAGFILTER_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
//------------------------------------------------------------------------------------
//
//------------------------------------------------------------------------------------
void vw_SetTextureAnisotropy(int AnisotropyLevel)
{
// ставим ANISOTROPY
if (AnisotropyLevel > 1)
{
eDevCaps *OpenGL_DevCaps = vw_GetDevCaps();
if (OpenGL_DevCaps->MaxAnisotropyLevel > 1)
{
if (AnisotropyLevel > OpenGL_DevCaps->MaxAnisotropyLevel) AnisotropyLevel = OpenGL_DevCaps->MaxAnisotropyLevel;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, AnisotropyLevel);
}
}
}
//------------------------------------------------------------------------------------
//
//------------------------------------------------------------------------------------
void vw_SetTextureAddressMode(int nAddressMode)
{
if ((nAddressMode & 0x10410) == RI_WRAP_U)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // не ставить просто GL_CLAMP, нвидия все равно ставит GL_CLAMP_TO_EDGE
if ((nAddressMode & 0x10401) == RI_WRAP_V)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
else
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // не ставить просто GL_CLAMP, нвидия все равно ставит GL_CLAMP_TO_EDGE
}
//------------------------------------------------------------------------------------
// Ставим-убираем альфа тест
//------------------------------------------------------------------------------------
void vw_SetTextureAlphaTest(bool Flag, float Value)
{
if (Flag)
{
glAlphaFunc(GL_GREATER, Value);
glEnable(GL_ALPHA_TEST);
}
else
{
glAlphaFunc(GL_GREATER, 1.0f);
glDisable(GL_ALPHA_TEST);
}
}
//------------------------------------------------------------------------------------
// Режим прозрачности
//------------------------------------------------------------------------------------
void vw_SetTextureBlend(bool Flag, int Src, int Dst)
{
if (!Flag)
{
glDisable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ZERO);
return;
}
int tmpSRC,tmpDST;
switch(Src)
{
case RI_BLEND_ZERO:
tmpSRC = GL_ZERO;
break;
case RI_BLEND_ONE:
tmpSRC = GL_ONE;
break;
case RI_BLEND_SRCCOLOR:
tmpSRC = GL_SRC_COLOR;
break;
case RI_BLEND_INVSRCCOLOR:
tmpSRC = GL_ONE_MINUS_SRC_COLOR;
break;
case RI_BLEND_INVSRCALPHA:
tmpSRC = GL_ONE_MINUS_SRC_ALPHA;
break;
case RI_BLEND_DESTALPHA:
tmpSRC = GL_DST_ALPHA;
break;
case RI_BLEND_INVDESTALPHA:
tmpSRC = GL_ONE_MINUS_DST_ALPHA;
break;
case RI_BLEND_SRCALPHA:
tmpSRC = GL_SRC_ALPHA;
break;
case RI_BLEND_DESTCOLOR:
tmpSRC = GL_DST_COLOR;
break;
case RI_BLEND_INVDESTCOLOR:
tmpSRC = GL_ONE_MINUS_DST_COLOR;
break;
case RI_BLEND_SRCALPHASAT:
tmpSRC = GL_SRC_ALPHA_SATURATE;
break;
default:
tmpSRC = GL_ONE;
break;
}
switch(Dst)
{
case RI_BLEND_ZERO:
tmpDST = GL_ZERO;
break;
case RI_BLEND_ONE:
tmpDST = GL_ONE;
break;
case RI_BLEND_SRCCOLOR:
tmpDST = GL_SRC_COLOR;
break;
case RI_BLEND_INVSRCCOLOR:
tmpDST = GL_ONE_MINUS_SRC_COLOR;
break;
case RI_BLEND_INVSRCALPHA:
tmpDST = GL_ONE_MINUS_SRC_ALPHA;
break;
case RI_BLEND_DESTALPHA:
tmpDST = GL_DST_ALPHA;
break;
case RI_BLEND_INVDESTALPHA:
tmpDST = GL_ONE_MINUS_DST_ALPHA;
break;
case RI_BLEND_SRCALPHA:
tmpDST = GL_SRC_ALPHA;
break;
case RI_BLEND_DESTCOLOR:
tmpDST = GL_DST_COLOR;
break;
case RI_BLEND_INVDESTCOLOR:
tmpDST = GL_ONE_MINUS_DST_COLOR;
break;
case RI_BLEND_SRCALPHASAT:
tmpDST = GL_SRC_ALPHA_SATURATE;
break;
default:
tmpDST = GL_ZERO;
break;
}
glEnable(GL_BLEND);
glBlendFunc(tmpSRC, tmpDST);
}
//------------------------------------------------------------------------------------
// получение GL_RGBA-GL_RGB набора из текстуры...
//------------------------------------------------------------------------------------
void vw_GetTextureImage(eTexture *Texture, void *bits, int BPP)
{
if (Texture == 0) return;
vw_BindTexture(0, Texture->TextureID);
if (BPP == 4)
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, bits);
else
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, bits);
}
//------------------------------------------------------------------------------------
// установка приоритета текстуры 0-1
//------------------------------------------------------------------------------------
void vw_SetPrioritizeTextures(GLuint TextureID, float Prior)
{
glPrioritizeTextures( 1, &TextureID, &Prior);
}
//------------------------------------------------------------------------------------
// получение текущего приоритета
//------------------------------------------------------------------------------------
void vw_GetPrioritizeTextures(GLuint TextureID, float *Prior)
{
vw_BindTexture(0, TextureID);
glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, Prior);
vw_BindTexture(0, 0);
}
//------------------------------------------------------------------------------------
// установка режима и функции сравнения
//------------------------------------------------------------------------------------
void vw_SetTextureCompare(int MODE, int FUNC)
{
switch(MODE)
{
case RI_COMPARE_R_TO_TEXTURE:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
break;
case RI_COMPARE_NONE:
default:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
break;
}
switch(FUNC)
{
case RI_LESSEQUAL:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
break;
case RI_GREATEREQUAL:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_GEQUAL);
break;
case RI_LESS:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
break;
case RI_GREATER:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_GREATER);
break;
case RI_EQUAL:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_EQUAL);
break;
case RI_NOTEQUAL:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_NOTEQUAL);
break;
case RI_ALWAYS:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_ALWAYS);
break;
case RI_NEVER:
default:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_NEVER);
break;
}
}
//------------------------------------------------------------------------------------
// установка режима работы с компонентом глубины
//------------------------------------------------------------------------------------
void vw_SetTextureDepthMode(int MODE)
{
switch(MODE)
{
case RI_DEPTH_TEXTURE_MODE_LUMINANCE:
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
break;
case RI_DEPTH_TEXTURE_MODE_INTENSITY:
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
break;
case RI_DEPTH_TEXTURE_MODE_ALPHA:
default:
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_ALPHA);
break;
}
}
//------------------------------------------------------------------------------------
//
//------------------------------------------------------------------------------------
void vw_SetTextureEnvMode(int param)
{
switch (param)
{
case RI_TENV_DECAL: glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); break;
case RI_TENV_BLEND: glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND); break;
case RI_TENV_REPLACE: glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); break;
case RI_TENV_ADD: glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD); break;
case RI_TENV_COMBINE: glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); break;
default:
case RI_TENV_MODULATE: glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); break;
}
}
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