/
ogl.cpp
executable file
·505 lines (451 loc) · 13.6 KB
/
ogl.cpp
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/* --------------------------------------------------------------------
EXTREME TUXRACER
Copyright (C) 1999-2001 Jasmin F. Patry (Tuxracer)
Copyright (C) 2010 Extreme Tuxracer Team
This program 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 2
of the License, or (at your option) any later version.
This program 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.
---------------------------------------------------------------------*/
#ifdef HAVE_CONFIG_H
#include <etr_config.h>
#endif
#include "ogl.h"
#include "spx.h"
#include "winsys.h"
#include <cstdarg>
#include <stack>
struct gl_value_t {
char name[40];
GLenum value;
GLenum type;
};
static const gl_value_t gl_values[] = {
{ "maximum lights", GL_MAX_LIGHTS, GL_INT },
{ "modelview stack depth", GL_MAX_MODELVIEW_STACK_DEPTH, GL_INT },
{ "projection stack depth", GL_MAX_PROJECTION_STACK_DEPTH, GL_INT },
{ "max texture size", GL_MAX_TEXTURE_SIZE, GL_INT },
{ "double buffering", GL_DOUBLEBUFFER, GL_UNSIGNED_BYTE },
{ "red bits", GL_RED_BITS, GL_INT },
{ "green bits", GL_GREEN_BITS, GL_INT },
{ "blue bits", GL_BLUE_BITS, GL_INT },
{ "alpha bits", GL_ALPHA_BITS, GL_INT },
{ "depth bits", GL_DEPTH_BITS, GL_INT },
{ "stencil bits", GL_STENCIL_BITS, GL_INT } };
void check_gl_error() {
GLenum error = glGetError();
if (error != GL_NO_ERROR) {
const char* errstr = (const char*)gluErrorString(error);
Message ("OpenGL Error: ", errstr ? errstr : "");
}
}
void init_glfloat_array (int num, GLfloat arr[], ...) {
va_list args;
va_start (args, arr);
for (int i=0; i<num; i++) arr[i] = va_arg(args, double);
va_end (args);
}
PFNGLLOCKARRAYSEXTPROC glLockArraysEXT_p = NULL;
PFNGLUNLOCKARRAYSEXTPROC glUnlockArraysEXT_p = NULL;
typedef void (*(*get_gl_proc_fptr_t)(const GLubyte *))();
void InitOpenglExtensions () {
get_gl_proc_fptr_t get_gl_proc;
#if defined (HAVE_SDL)
get_gl_proc = (get_gl_proc_fptr_t) SDL_GL_GetProcAddress;
#elif defined (OS_WIN32_MSC)
get_gl_proc = (get_gl_proc_fptr_t) wglGetProcAddress;
#else
get_gl_proc = NULL;
#endif
if (get_gl_proc) {
glLockArraysEXT_p = (PFNGLLOCKARRAYSEXTPROC)
(*get_gl_proc)((GLubyte*) "glLockArraysEXT");
glUnlockArraysEXT_p = (PFNGLUNLOCKARRAYSEXTPROC)
(*get_gl_proc)((GLubyte*) "glUnlockArraysEXT");
if (glLockArraysEXT_p != NULL && glUnlockArraysEXT_p != NULL) {
} else {
Message ("GL_EXT_compiled_vertex_array extension NOT supported", "");
glLockArraysEXT_p = NULL;
glUnlockArraysEXT_p = NULL;
}
} else {
Message ("No function available for obtaining GL proc addresses", "");
}
}
void PrintGLInfo () {
GLint int_val;
GLfloat float_val;
GLboolean boolean_val;
string ss;
Message ("Gl vendor: ", (char*)glGetString (GL_VENDOR));
Message ("Gl renderer: ", (char*)glGetString (GL_RENDERER));
Message ("Gl version: ", (char*)glGetString (GL_VERSION));
string extensions = (char*)glGetString (GL_EXTENSIONS);
Message ("", "");
Message ("Gl extensions:", "");
Message ("", "");
size_t oldpos = 0;
size_t pos;
while ((pos = extensions.find(' ', oldpos)) != string::npos) {
string s = extensions.substr(oldpos, pos-oldpos);
Message(s, "");
oldpos = pos+1;
}
Message(extensions.substr(oldpos), "");
Message ("", "");
for (int i=0; i<(int)(sizeof(gl_values)/sizeof(gl_values[0])); i++) {
switch (gl_values[i].type) {
case GL_INT:
glGetIntegerv (gl_values[i].value, &int_val);
ss = Int_StrN (int_val);
Message (gl_values[i].name, ss);
break;
case GL_FLOAT:
glGetFloatv (gl_values[i].value, &float_val);
ss = Float_StrN (float_val, 2);
Message (gl_values[i].name, ss);
break;
case GL_UNSIGNED_BYTE:
glGetBooleanv (gl_values[i].value, &boolean_val);
ss = Int_StrN (boolean_val);
Message (gl_values[i].name, ss);
break;
default:
Message ("","");
}
}
}
void set_material (const TColor& diffuse_colour, const TColor& specular_colour, double specular_exp) {
GLfloat mat_amb_diff[4];
GLfloat mat_specular[4];
mat_amb_diff[0] = diffuse_colour.r;
mat_amb_diff[1] = diffuse_colour.g;
mat_amb_diff[2] = diffuse_colour.b;
mat_amb_diff[3] = diffuse_colour.a;
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat_amb_diff);
mat_specular[0] = specular_colour.r;
mat_specular[1] = specular_colour.g;
mat_specular[2] = specular_colour.b;
mat_specular[3] = specular_colour.a;
glMaterialfv (GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, specular_exp);
glColor4f (diffuse_colour.r, diffuse_colour.g, diffuse_colour.b,
diffuse_colour.a);
}
void ClearRenderContext () {
glDepthMask (GL_TRUE);
glClearColor (colBackgr.r, colBackgr.g, colBackgr.b, colBackgr.a);
glClearStencil (0);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
void ClearRenderContext (const TColor& col) {
glDepthMask (GL_TRUE);
glClearColor (col.r, col.g, col.b, col.a);
glClearStencil (0);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
void SetupGuiDisplay () {
double offset = 0.0;
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glOrtho (0, Winsys.resolution.width, 0, Winsys.resolution.height, -1.0, 1.0);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
glTranslatef (offset, offset, -1.0);
glColor4f (1.0, 1.0, 1.0, 1.0);
}
void Reshape (int w, int h) {
double far_clip_dist;
glViewport (0, 0, (GLint) w, (GLint) h );
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
far_clip_dist = param.forward_clip_distance + FAR_CLIP_FUDGE_AMOUNT;
gluPerspective (param.fov, (double)w/h, NEAR_CLIP_DIST, far_clip_dist );
glMatrixMode (GL_MODELVIEW);
}
// ====================================================================
// GL options
// ====================================================================
TRenderMode currentMode = (TRenderMode)-1;
void set_gl_options (TRenderMode mode)
{
currentMode = mode;
switch (mode) {
case GUI:
glEnable (GL_TEXTURE_2D);
glDisable (GL_DEPTH_TEST);
glDisable (GL_CULL_FACE);
glDisable (GL_LIGHTING);
glDisable (GL_NORMALIZE);
glDisable (GL_ALPHA_TEST);
glEnable (GL_BLEND);
glDisable (GL_STENCIL_TEST);
glDisable (GL_TEXTURE_GEN_S);
glDisable (GL_TEXTURE_GEN_T);
glDisable (GL_COLOR_MATERIAL);
glDepthMask (GL_TRUE);
glShadeModel (GL_SMOOTH);
glDepthFunc (GL_LESS);
glDisable (GL_FOG);
break;
case GAUGE_BARS:
glEnable (GL_TEXTURE_2D);
glDisable (GL_DEPTH_TEST);
glDisable (GL_CULL_FACE);
glDisable (GL_LIGHTING);
glDisable (GL_NORMALIZE);
glDisable (GL_ALPHA_TEST);
glEnable (GL_BLEND);
glDisable (GL_STENCIL_TEST);
glEnable (GL_TEXTURE_GEN_S);
glEnable (GL_TEXTURE_GEN_T);
glDisable (GL_COLOR_MATERIAL);
glDepthMask (GL_TRUE);
glShadeModel (GL_SMOOTH);
glDepthFunc (GL_LESS);
glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
break;
case TEXFONT:
glEnable (GL_TEXTURE_2D);
glDisable (GL_DEPTH_TEST);
glDisable (GL_CULL_FACE);
glDisable (GL_LIGHTING);
glDisable (GL_NORMALIZE);
glDisable (GL_ALPHA_TEST);
glEnable (GL_BLEND);
glDisable (GL_STENCIL_TEST);
glDisable (GL_TEXTURE_GEN_S);
glDisable (GL_TEXTURE_GEN_T);
glDisable (GL_COLOR_MATERIAL);
glDepthMask (GL_TRUE);
glShadeModel (GL_SMOOTH);
glDepthFunc (GL_LESS);
break;
case COURSE:
glEnable (GL_TEXTURE_2D);
glEnable (GL_DEPTH_TEST);
glEnable (GL_CULL_FACE);
glEnable (GL_LIGHTING);
glDisable (GL_NORMALIZE);
glDisable (GL_ALPHA_TEST);
glEnable (GL_BLEND);
glDisable (GL_STENCIL_TEST);
glEnable (GL_TEXTURE_GEN_S);
glEnable (GL_TEXTURE_GEN_T);
glEnable (GL_COLOR_MATERIAL);
glDepthMask (GL_TRUE);
glShadeModel (GL_SMOOTH);
glDepthFunc (GL_LEQUAL);
glTexGeni (GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni (GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
break;
case TREES:
glEnable (GL_TEXTURE_2D);
glEnable (GL_DEPTH_TEST);
glDisable (GL_CULL_FACE);
glEnable (GL_LIGHTING);
glDisable (GL_NORMALIZE);
glEnable (GL_ALPHA_TEST);
glEnable (GL_BLEND);
glDisable (GL_STENCIL_TEST);
glDisable (GL_TEXTURE_GEN_S);
glDisable (GL_TEXTURE_GEN_T);
glDisable (GL_COLOR_MATERIAL);
glDepthMask (GL_TRUE);
glShadeModel (GL_SMOOTH);
glDepthFunc (GL_LESS);
glAlphaFunc (GL_GEQUAL, 0.5);
break;
case PARTICLES:
glEnable (GL_TEXTURE_2D);
glEnable (GL_DEPTH_TEST);
glDisable (GL_CULL_FACE);
glDisable (GL_LIGHTING);
glDisable (GL_NORMALIZE);
glEnable (GL_ALPHA_TEST);
glEnable (GL_BLEND);
glDisable (GL_STENCIL_TEST);
glDisable (GL_TEXTURE_GEN_S);
glDisable (GL_TEXTURE_GEN_T);
glDisable (GL_COLOR_MATERIAL);
glDepthMask (GL_TRUE);
glShadeModel (GL_SMOOTH);
glDepthFunc (GL_LESS);
glAlphaFunc (GL_GEQUAL, 0.5);
break;
case SKY:
glEnable (GL_TEXTURE_2D);
glDisable (GL_DEPTH_TEST);
glDisable (GL_CULL_FACE);
glDisable (GL_LIGHTING);
glDisable (GL_NORMALIZE);
glDisable (GL_ALPHA_TEST);
glEnable (GL_BLEND);
glDisable (GL_STENCIL_TEST);
glDisable (GL_TEXTURE_GEN_S);
glDisable (GL_TEXTURE_GEN_T);
glDisable (GL_COLOR_MATERIAL);
glDepthMask (GL_FALSE);
glShadeModel (GL_SMOOTH);
glDepthFunc (GL_LESS);
break;
case FOG_PLANE:
glDisable (GL_TEXTURE_2D);
glEnable (GL_DEPTH_TEST);
glDisable (GL_CULL_FACE);
glDisable (GL_LIGHTING);
glDisable (GL_NORMALIZE);
glDisable (GL_ALPHA_TEST);
glEnable (GL_BLEND);
glDisable (GL_STENCIL_TEST);
glDisable (GL_TEXTURE_GEN_S);
glDisable (GL_TEXTURE_GEN_T);
glDisable (GL_COLOR_MATERIAL);
glDepthMask (GL_TRUE);
glShadeModel (GL_SMOOTH);
glDepthFunc (GL_LESS);
break;
case TUX:
glDisable (GL_TEXTURE_2D);
glEnable (GL_DEPTH_TEST);
glEnable (GL_CULL_FACE);
glEnable (GL_LIGHTING);
glEnable (GL_NORMALIZE);
glDisable (GL_ALPHA_TEST);
glEnable (GL_BLEND);
glDisable (GL_STENCIL_TEST);
glDisable (GL_TEXTURE_GEN_S);
glDisable (GL_TEXTURE_GEN_T);
glDisable (GL_COLOR_MATERIAL);
glDepthMask (GL_TRUE);
glShadeModel (GL_SMOOTH);
glDepthFunc (GL_LESS);
break;
case TUX_SHADOW:
glDisable (GL_TEXTURE_2D);
glEnable (GL_DEPTH_TEST);
glDisable (GL_LIGHTING);
glDisable (GL_NORMALIZE);
glDisable (GL_ALPHA_TEST);
glEnable (GL_BLEND);
glDisable (GL_COLOR_MATERIAL);
glShadeModel (GL_SMOOTH);
glDepthFunc (GL_LESS);
#ifdef USE_STENCIL_BUFFER
glDisable (GL_CULL_FACE);
glEnable (GL_STENCIL_TEST);
glDepthMask (GL_FALSE);
glStencilFunc (GL_EQUAL, 0, ~0);
glStencilOp (GL_KEEP, GL_KEEP, GL_INCR);
#else
glEnable (GL_CULL_FACE);
glDisable (GL_STENCIL_TEST);
glDepthMask (GL_TRUE);
#endif
break;
case TRACK_MARKS:
glEnable (GL_TEXTURE_2D);
glEnable (GL_DEPTH_TEST);
glDisable (GL_CULL_FACE);
glEnable (GL_LIGHTING);
glDisable (GL_NORMALIZE);
glDisable (GL_ALPHA_TEST);
glEnable (GL_BLEND);
glDisable (GL_STENCIL_TEST);
glDisable (GL_COLOR_MATERIAL);
glDisable (GL_TEXTURE_GEN_S);
glDisable (GL_TEXTURE_GEN_T);
glDepthMask (GL_FALSE);
glShadeModel (GL_SMOOTH);
glDepthFunc (GL_LEQUAL);
break;
default:
Message ("not a valid render mode", "");
}
}
/* defined but not used
case TEXT:
glDisable (GL_TEXTURE_2D);
glDisable (GL_DEPTH_TEST);
glDisable (GL_CULL_FACE);
glDisable (GL_LIGHTING);
glDisable (GL_NORMALIZE);
glDisable (GL_ALPHA_TEST);
glEnable (GL_BLEND);
glDisable (GL_STENCIL_TEST);
glDisable (GL_TEXTURE_GEN_S);
glDisable (GL_TEXTURE_GEN_T);
glDisable (GL_COLOR_MATERIAL);
glDepthMask (GL_TRUE);
glShadeModel (GL_SMOOTH);
glDepthFunc (GL_LESS);
break;
case SPLASH_SCREEN:
glDisable (GL_TEXTURE_2D);
glDisable (GL_DEPTH_TEST);
glDisable (GL_CULL_FACE);
glDisable (GL_LIGHTING);
glDisable (GL_NORMALIZE);
glDisable (GL_ALPHA_TEST);
glEnable (GL_BLEND);
glDisable (GL_STENCIL_TEST);
glDisable (GL_TEXTURE_GEN_S);
glDisable (GL_TEXTURE_GEN_T);
glDisable (GL_COLOR_MATERIAL);
glDepthMask (GL_TRUE);
glShadeModel (GL_SMOOTH);
glDepthFunc (GL_LESS);
break;
case PARTICLE_SHADOWS:
glDisable (GL_TEXTURE_2D);
glEnable (GL_DEPTH_TEST);
glDisable (GL_CULL_FACE);
glDisable (GL_LIGHTING);
glDisable (GL_NORMALIZE);
glDisable (GL_ALPHA_TEST);
glEnable (GL_BLEND);
glDisable (GL_STENCIL_TEST);
glDisable (GL_TEXTURE_GEN_S);
glDisable (GL_TEXTURE_GEN_T);
glDisable (GL_COLOR_MATERIAL);
glDepthMask (GL_TRUE);
glShadeModel (GL_SMOOTH);
glDepthFunc (GL_LESS);
break;
case OVERLAYS:
glEnable (GL_TEXTURE_2D);
glDisable (GL_DEPTH_TEST);
glDisable (GL_CULL_FACE);
glDisable (GL_LIGHTING);
glDisable (GL_NORMALIZE);
glEnable (GL_ALPHA_TEST);
glEnable (GL_BLEND);
glDisable (GL_STENCIL_TEST);
glDisable (GL_TEXTURE_GEN_S);
glDisable (GL_TEXTURE_GEN_T);
glDisable (GL_COLOR_MATERIAL);
glDepthMask (GL_TRUE);
glShadeModel (GL_SMOOTH);
glDepthFunc (GL_LESS);
glAlphaFunc (GL_GEQUAL, 0.5);
break;
*/
stack<TRenderMode> modestack;
void PushRenderMode(TRenderMode mode)
{
if(currentMode != mode)
set_gl_options(mode);
modestack.push(mode);
}
void PopRenderMode()
{
TRenderMode mode = modestack.top();
modestack.pop();
if(!modestack.empty() && modestack.top() != mode)
set_gl_options(modestack.top());
}