// -*- C++ -*-
/*
* Simple MultimEdia LiTerator(SMELT)
* by Chris Xiong 2015
* GFX implementation based on GLFW/OpenGL 2.1
*
* WARNING: This library is in development and interfaces would be very
* unstable.
*
*/
#include "smelt_internal.hpp"
#include "CxImage/ximage.h"
#define dbg printf("%d: 0x%X\n",__LINE__,glGetError())
static const char* GFX_GLFW_SRCFN="smelt/glfw/gfx_glfw.cpp";
struct glTexture
{
GLuint name,rw,rh,dw,dh;
const char *fn;
DWORD *px,*locpx;
bool isTarget,lost,roloc;
GLint locx,locy,locw,loch;
};
bool SMELT_IMPL::smRenderBegin2D(bool ztest,SMTRG trg)
{
TRenderTargetList *targ=(TRenderTargetList*)trg;
if(vertexArray)
{smLog("%s:" SLINE ": Last frame not closed.\n",GFX_GLFW_SRCFN);return false;}
if(pOpenGLDevice->have_GL_EXT_framebuffer_object)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,(targ)?targ->frame:0);
glDepthFunc(GL_GEQUAL);
ztest?glEnable(GL_DEPTH_TEST):glDisable(GL_DEPTH_TEST);
zbufenabled=ztest;
if(targ)
{
glScissor(0,0,targ->w,targ->h);
glViewport(0,0,targ->w,targ->h);
configProjectionMatrix2D(targ->w,targ->h);
}
else
{
glScissor(0,0,scrw,scrh);
glViewport(0,0,scrw,scrh);
configProjectionMatrix2D(scrw,scrh);
}
sm2DCamera5f3v(NULL,NULL,NULL);
curTarget=targ;tdmode=0;
vertexArray=vertexBuf;
return true;
}
bool SMELT_IMPL::smRenderBegin3D(float fov,bool ztest,SMTRG trg)
{
TRenderTargetList *targ=(TRenderTargetList*)trg;
if(vertexArray)
{smLog("%s:" SLINE ": Last frame not closed.\n",GFX_GLFW_SRCFN);return false;}
if(pOpenGLDevice->have_GL_EXT_framebuffer_object)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,(targ)?targ->frame:0);
glDepthFunc(GL_LESS);
ztest?glEnable(GL_DEPTH_TEST):glDisable(GL_DEPTH_TEST);
zbufenabled=ztest;
if(targ)
{
glScissor(0,0,targ->w,targ->h);
glViewport(0,0,targ->w,targ->h);
configProjectionMatrix3D(targ->w,targ->h,fov);
}
else
{
glScissor(0,0,scrw,scrh);
glViewport(0,0,scrw,scrh);
configProjectionMatrix3D(scrw,scrh,fov);
}
sm3DCamera6f2v(NULL,NULL);
curTarget=targ;tdmode=1;
vertexArray=vertexBuf;
return true;
}
bool SMELT_IMPL::smRenderEnd()
{
batchOGL(true);
if(curTarget&&!pOpenGLDevice->have_GL_EXT_framebuffer_object)
{
glTexture *pTex=(glTexture*)curTarget->tex;
if(pTex&&pTex->lost)
configTexture(pTex,pTex->rw,pTex->rh,pTex->px);
int w=curTarget->w,h=curTarget->h;
glFinish();
DWORD *px=new DWORD[w*h];
glReadPixels(0,0,w,h,GL_RGBA,GL_UNSIGNED_BYTE,px);
glBindTexture(pOpenGLDevice->TextureTarget,pTex->name);
glTexSubImage2D(pOpenGLDevice->TextureTarget,0,0,0,w,h,GL_RGBA,GL_UNSIGNED_BYTE,px);
glBindTexture(pOpenGLDevice->TextureTarget,primTex?(((glTexture*)primTex)->name):0);
delete[] px;
}
if(curTarget&&curTarget->ms)
{
glTexture *pTex=(glTexture*)curTarget->tex;
if(pTex&&pTex->lost)
configTexture(pTex,pTex->rw,pTex->rh,pTex->px);
int w=curTarget->w,h=curTarget->h;
glFinish();
DWORD *px=new DWORD[w*h];
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT,curTarget->frame);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT,curTarget->sframe);
glBlitFramebufferEXT(0,0,w,h,0,0,w,h,GL_COLOR_BUFFER_BIT,GL_NEAREST);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,curTarget->sframe);
glReadPixels(0,0,w,h,GL_RGBA,GL_UNSIGNED_BYTE,px);
glBindTexture(pOpenGLDevice->TextureTarget,pTex->name);
glTexSubImage2D(pOpenGLDevice->TextureTarget,0,0,0,w,h,GL_RGBA,GL_UNSIGNED_BYTE,px);
glBindTexture(pOpenGLDevice->TextureTarget,primTex?(((glTexture*)primTex)->name):0);
delete[] px;
}
if(!curTarget)glfwSwapBuffers((GLFWwindow*)hwnd);
return true;
}
void SMELT_IMPL::smClrscr(DWORD color,bool clearcol,bool cleardep)
{
GLfloat a=(GLfloat)(GETA(color))/255.f;
GLfloat r=(GLfloat)(GETR(color))/255.f;
GLfloat g=(GLfloat)(GETG(color))/255.f;
GLfloat b=(GLfloat)(GETB(color))/255.f;
if(clearcol)
glClearColor(r,g,b,a);
if(tdmode)glClearDepth(1);
else if(zbufenabled)glClearDepth(0);
glClear((clearcol?GL_COLOR_BUFFER_BIT:0)|(((zbufenabled||tdmode)&&cleardep)?GL_DEPTH_BUFFER_BIT:0));
}
void SMELT_IMPL::sm3DCamera6f2v(float *pos,float *rot)
{
batchOGL();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if(!pos||!rot)return;
glRotatef((GLfloat)-rot[0],1,0,0);
glRotatef((GLfloat)-rot[1],0,1,0);
glRotatef((GLfloat)-rot[2],0,0,1);
glTranslatef((GLfloat)-pos[0],(GLfloat)-pos[1],(GLfloat)-pos[2]);
}
void SMELT_IMPL::smMultViewMatrix(float *mat)
{
glMatrixMode(GL_MODELVIEW);
glMultMatrixf(mat);
}
void SMELT_IMPL::sm2DCamera5f3v(float *pos,float *dpos,float *rot)
{
batchOGL();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if(!pos||!dpos||!rot)return;
glTranslatef(-pos[0],-pos[1],0.0f);
glRotatef(*rot,0.0f,0.0f,1.0f);
glTranslatef(pos[0]+dpos[0],pos[1]+dpos[1],0.0f);
}
void SMELT_IMPL::smRenderLinefd(float x1,float y1,float z1,float x2,float y2,float z2,DWORD color)
{
if(vertexArray)
{
if(primType!=PRIM_LINES||primcnt>=VERTEX_BUFFER_SIZE/PRIM_LINES||primTex||primBlend!=BLEND_ALPHABLEND)
{
batchOGL();
primType=PRIM_LINES;
if(primBlend!=BLEND_ALPHAADD)setBlend(BLEND_ALPHAADD);
bindTexture(NULL);
}
int i=(primcnt++)*PRIM_LINES;
vertexArray[i].x=x1,vertexArray[i+1].x=x2;
vertexArray[i].y=y1,vertexArray[i+1].y=y2;
vertexArray[i].x=z1,vertexArray[i+1].x=z2;
vertexArray[i].col=vertexArray[i+1].col=color;
vertexArray[i].tx=vertexArray[i+1].tx=.0;
vertexArray[i].ty=vertexArray[i+1].ty=.0;
}
}
void SMELT_IMPL::smRenderLinefvd(float *p1,float *p2,DWORD color)
{
if(vertexArray&&p1&&p2)
{
if(primType!=PRIM_LINES||primcnt>=VERTEX_BUFFER_SIZE/PRIM_LINES||primTex||primBlend!=BLEND_ALPHABLEND)
{
batchOGL();
primType=PRIM_LINES;
if(primBlend!=BLEND_ALPHAADD)setBlend(BLEND_ALPHAADD);
bindTexture(NULL);
}
int i=(primcnt++)*PRIM_LINES;
vertexArray[i].x=p1[0],vertexArray[i+1].x=p2[0];
vertexArray[i].y=p1[1],vertexArray[i+1].y=p2[1];
vertexArray[i].x=p2[2],vertexArray[i+1].x=p2[2];
vertexArray[i].col=vertexArray[i+1].col=color;
vertexArray[i].tx=vertexArray[i+1].tx=.0;
vertexArray[i].ty=vertexArray[i+1].ty=.0;
}
}
void SMELT_IMPL::smRenderTriangle(smTriangle *t)
{
if(vertexArray)
{
if(primType!=PRIM_TRIANGLES||primcnt>=VERTEX_BUFFER_SIZE/PRIM_TRIANGLES||
primTex!=t->tex||primBlend!=t->blend)
{
batchOGL();
primType=PRIM_TRIANGLES;
if(primBlend!=t->blend)setBlend(t->blend);
bindTexture((glTexture*)t->tex);
}
memcpy(&vertexArray[(primcnt++)*PRIM_TRIANGLES],t->v,sizeof(smVertex)*PRIM_TRIANGLES);
}
}
void SMELT_IMPL::smRenderQuad(smQuad *q)
{
if(vertexArray)
{
if(primType!=PRIM_QUADS||primcnt>=VERTEX_BUFFER_SIZE/PRIM_QUADS||
primTex!=q->tex||primBlend!=q->blend)
{
batchOGL();
primType=PRIM_QUADS;
if(primBlend!=q->blend)setBlend(q->blend);
bindTexture((glTexture*)q->tex);
}
memcpy(&vertexArray[(primcnt++)*PRIM_QUADS],q->v,sizeof(smVertex)*PRIM_QUADS);
}
}
smVertex* SMELT_IMPL::smGetVertArray()
{
if(vertexArray)
{
batchOGL();
return vertexArray;
}
else return NULL;
}
void SMELT_IMPL::smDrawVertArray(int prim,SMTEX texture,int blend,int _primcnt)
{
primType=prim;
bindTexture((glTexture*)texture);
if(primBlend!=blend)setBlend(blend);
primcnt=primcnt;
}
void SMELT_IMPL::smDrawCustomIndexedVertices(smVertex* vb,WORD* ib,int vbc,int ibc,int blend,SMTEX texture)
{
if(vertexArray)
{
batchOGL();
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,0);
glVertexPointer(3,GL_FLOAT,sizeof(smVertex),&vb[0].x);
glColorPointer(4,GL_UNSIGNED_BYTE,sizeof(smVertex),&vb[0].col);
glTexCoordPointer(2,GL_FLOAT,sizeof(smVertex),&vb[0].tx);
float twm=1.,thm=1.;
if(texture)
{
if(filtermode==TFLT_NEAREST)
{
glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
}
if(filtermode==TFLT_LINEAR)
{
glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}
glTexture *ptex=(glTexture*)texture;
if(pOpenGLDevice->TextureTarget==GL_TEXTURE_RECTANGLE_ARB)
{twm=ptex->rw;thm=ptex->rh;}
else if(ptex->dw&&ptex->dh)
{
twm=(ptex->rw)/(float)(ptex->dw);
thm=(ptex->rh)/(float)(ptex->dh);
}
}
if(!tdmode)
{
float h=curTarget?curTarget->h:scrh;
for(int i=0;i<vbc;++i)
{
vertexArray[i].y=h-vertexArray[i].y;
vertexArray[i].z=-vertexArray[i].z;
}
}
for(int i=0;i<vbc;++i)
{
vb[i].tx*=twm;
vb[i].ty=(1.-vb[i].ty)*thm;
DWORD color=vb[i].col;
BYTE *col=(BYTE*)&vb[i].col;
BYTE a=((color>>24)&0xFF);
BYTE r=((color>>16)&0xFF);
BYTE g=((color>> 8)&0xFF);
BYTE b=((color>> 0)&0xFF);
col[0]=r;col[1]=g;
col[2]=b;col[3]=a;
}
if(texture!=primTex)bindTexture((glTexture*)texture);
if(blend!=primBlend)setBlend(blend);
glDrawElements(GL_TRIANGLES,ibc,GL_UNSIGNED_SHORT,ib);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,IndexBufferObject);
glVertexPointer(3,GL_FLOAT,sizeof(smVertex),&vertexBuf[0].x);
glColorPointer(4,GL_UNSIGNED_BYTE,sizeof(smVertex),&vertexBuf[0].col);
glTexCoordPointer(2,GL_FLOAT,sizeof(smVertex),&vertexBuf[0].tx);
}
}
SMTRG SMELT_IMPL::smTargetCreate(int w,int h,int ms)
{
bool ok=false;
TRenderTargetList *pTarget=new TRenderTargetList;
memset(pTarget,0,sizeof(TRenderTargetList));
pTarget->tex=buildTexture(w,h,NULL);
glTexture *gltex=(glTexture*)pTarget->tex;
gltex->isTarget=true;gltex->lost=false;
configTexture(gltex,w,h,NULL,false);
pTarget->w=w;pTarget->h=h;
ok=buildTarget(pTarget,gltex->name,w,h,ms);
if(!ok)
{
smLog("%s:" SLINE ": Failed to create render target.\n",GFX_GLFW_SRCFN);
smTextureFree(pTarget->tex);
delete pTarget;
return 0;
}
pTarget->next=targets;
targets=pTarget;
return (SMTRG)pTarget;
}
SMTEX SMELT_IMPL::smTargetTexture(SMTRG targ)
{
TRenderTargetList *pTarg=(TRenderTargetList*)targ;
return targ?pTarg->tex:0;
}
void SMELT_IMPL::smTargetFree(SMTRG targ)
{
TRenderTargetList *pTarget=targets,*pLastTarg=NULL;
while(pTarget)
{
if((TRenderTargetList*)targ==pTarget)
{
if(pLastTarg)pLastTarg->next=pTarget->next;
else targets=pTarget->next;
if(pOpenGLDevice->have_GL_EXT_framebuffer_object)
{
if(curTarget==(TRenderTargetList*)targ)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,0);
if(pTarget->depth)
glDeleteRenderbuffersEXT(1,&pTarget->depth);
glDeleteFramebuffersEXT(1,&pTarget->frame);
if(pTarget->ms)
{
glDeleteRenderbuffersEXT(1,&pTarget->colorms);
glDeleteRenderbuffersEXT(1,&pTarget->scolor);
glDeleteRenderbuffersEXT(1,&pTarget->sdepth);
glDeleteFramebuffersEXT(1,&pTarget->sframe);
}
}
if(curTarget==(TRenderTargetList*)targ)curTarget=0;
smTextureFree(pTarget->tex);
delete pTarget;
return;
}
pLastTarg=pTarget;
pTarget=pTarget->next;
}
}
SMTEX SMELT_IMPL::smTextureCreate(int w,int h)
{
DWORD *px=new DWORD[w*h];
memset(px,0,sizeof(DWORD)*w*h);
SMTEX ret=buildTexture(w,h,px);
if(ret)
{
TTextureList *tex=new TTextureList;
tex->tex=ret;
tex->w=w;
tex->h=h;
tex->next=textures;
textures=tex;
}
return ret;
}
SMTEX SMELT_IMPL::smTextureLoad(const char *path)
{
FILE *pFile;DWORD size,rsize;char *buff;
SMTEX ret=0;
pFile=fopen(path,"rb");
if(!pFile)return 0;
fseek(pFile,0,SEEK_END);size=ftell(pFile);rewind(pFile);
buff=(char*)malloc(sizeof(char)*size);
if(!buff)return 0;
rsize=fread(buff,1,size,pFile);
if(rsize!=size)return 0;
ret=smTextureLoadFromMemory(buff,size);if(!ret)return 0;
glTexture *t=(glTexture*)ret;
configTexture(t,t->rw,t->rh,t->px);
delete[] t->px;t->px=NULL;
t->fn=strcpy(new char[strlen(path)+1],path);
free(buff);
fclose(pFile);
return ret;
}
SMTEX SMELT_IMPL::smTextureLoadFromMemory(const char *ptr,DWORD size)
{
int w=0,h=0;SMTEX ret=0;
DWORD *px=decodeImage((BYTE*)ptr,NULL,size,w,h);
if(px)ret=buildTexture(w,h,px);
if(ret)
{
TTextureList *tex=new TTextureList;
tex->tex=ret;tex->w=w;tex->h=h;
tex->next=textures;textures=tex;
}else smLog("%s:" SLINE ": Unsupported texture format.\n",GFX_GLFW_SRCFN);
return ret;
}
void SMELT_IMPL::smTextureFree(SMTEX tex)
{
if(!pOpenGLDevice)return;
TTextureList *ctex=textures,*lasttex=NULL;
while(ctex)
{
if(ctex->tex==tex)
{
if(lasttex)lasttex->next=ctex->next;
else textures=ctex->next;
delete ctex;
break;
}
lasttex=ctex;
ctex=ctex->next;
}
if(tex)
{
glTexture *ptex=(glTexture*)tex;
delete[] ptex->fn;delete[] ptex->locpx;delete[] ptex->px;
glDeleteTextures(1,&ptex->name);
delete ptex;
}
}
void SMELT_IMPL::smTextureOpt(int potopt,int filter)
{
batchOGL();
if(potopt==TPOT_NONPOT)
{
if(pOpenGLDevice->have_GL_ARB_texture_rectangle)
pOpenGLDevice->TextureTarget=GL_TEXTURE_RECTANGLE_ARB;
else if(pOpenGLDevice->have_GL_ARB_texture_non_power_of_two)
pOpenGLDevice->TextureTarget=GL_TEXTURE_2D;
else pOpenGLDevice->TextureTarget=GL_TEXTURE_2D;
glDisable(GL_TEXTURE_2D);
if(pOpenGLDevice->have_GL_ARB_texture_rectangle)glDisable(GL_TEXTURE_RECTANGLE_ARB);
glEnable(pOpenGLDevice->TextureTarget);
glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_R,GL_CLAMP_TO_EDGE);
}
if(potopt==TPOT_POT)
{
pOpenGLDevice->TextureTarget=GL_TEXTURE_2D;
glDisable(GL_TEXTURE_2D);
if(pOpenGLDevice->have_GL_ARB_texture_rectangle)glDisable(GL_TEXTURE_RECTANGLE_ARB);
glEnable(pOpenGLDevice->TextureTarget);
glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_R,GL_REPEAT);
}
filtermode=filter;
if(filter==TFLT_NEAREST)
{
glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
}
if(filter==TFLT_LINEAR)
{
glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}
}
int SMELT_IMPL::smTextureGetWidth(SMTEX tex,bool original)
{
if(original)
{
TTextureList *ctex=textures;
while(ctex){if(ctex->tex==tex)return ctex->w;ctex=ctex->next;}
}
else return ((glTexture*)tex)->rw;
return 0;
}
int SMELT_IMPL::smTextureGetHeight(SMTEX tex,bool original)
{
if(original)
{
TTextureList *ctex=textures;
while(ctex){if(ctex->tex==tex)return ctex->h;ctex=ctex->next;}
}
else return ((glTexture*)tex)->rh;
return 0;
}
DWORD* SMELT_IMPL::smTextureLock(SMTEX tex,int l,int t,int w,int h,bool ro)
{
glTexture *ptex=(glTexture*)tex;
if(ptex->locpx)return NULL;
bool fromfile=(ptex->px==NULL&&ptex->fn);
if(fromfile)
{
FILE *pFile;DWORD size,rsize;char *buff;
pFile=fopen(ptex->fn,"rb");
if(!pFile)return 0;
fseek(pFile,0,SEEK_END);size=ftell(pFile);rewind(pFile);
buff=(char*)malloc(sizeof(char)*size);
if(!buff)return 0;
rsize=fread(buff,1,size,pFile);
if(rsize!=size)return 0;
int _w,_h;
ptex->px=decodeImage((BYTE*)buff,ptex->fn,size,_w,_h);
if(_w!=(int)ptex->rw||_h!=(int)ptex->rh)
{delete[] ptex->px;ptex->px=NULL;}
free(buff);
fclose(pFile);
if(ptex->px&&!ro){delete[] ptex->fn;ptex->fn=NULL;}
}
if(!ptex->px&&!ptex->isTarget)return 0;
if(!w)w=ptex->rw;if(!h)h=ptex->rh;
//asserts...
ptex->roloc=ro;ptex->locx=l;ptex->locy=t;ptex->locw=w;ptex->loch=h;
ptex->locpx=new DWORD[w*h];
if(!ptex->isTarget)
{
DWORD *dst=ptex->locpx,*src=ptex->px+((t*ptex->rw)+l);
for(int i=0;i<h;++i)//TODO: flip it...
{
memcpy(dst,src,w*sizeof(DWORD));
dst+=w;src+=ptex->rw;
}
}
else return 0;
return ptex->locpx;
}
void SMELT_IMPL::smTexutreUnlock(SMTEX tex)
{
glTexture *ptex=(glTexture*)tex;
if(!ptex->locpx)return;
if(!ptex->roloc)
{
DWORD *src=ptex->locpx,*dst=ptex->px+((ptex->locy*ptex->rw)+ptex->locx);
for(int i=0;i<ptex->loch;++i)//TODO: flip it...
{
memcpy(dst,src,ptex->locw*sizeof(DWORD));
dst+=ptex->rw;src+=ptex->locw;
}
if(ptex->lost)configTexture(ptex,ptex->rw,ptex->rh,ptex->px);
else
{
glBindTexture(pOpenGLDevice->TextureTarget,ptex->name);
glTexSubImage2D(pOpenGLDevice->TextureTarget,0,ptex->locx,
(ptex->rh-ptex->locy)-ptex->loch,ptex->locw,ptex->loch,GL_RGBA,
GL_UNSIGNED_BYTE,ptex->locpx);
glBindTexture(pOpenGLDevice->TextureTarget,primTex?(((glTexture*)primTex)->name):0);
}
}
if(ptex->fn&&ptex->roloc){delete[] ptex->px;ptex->px=NULL;}
delete[] ptex->locpx;ptex->locpx=NULL;
ptex->roloc=false;
ptex->locx=ptex->locy=ptex->locw=ptex->loch=-1;
}
inline bool ispot(GLuint x){return((x&(x-1))==0);}
inline GLuint npot(GLuint x)
{
--x;
for(unsigned i=1;i<sizeof(GLuint)*8;i<<=1)x|=x>>i;
return x+1;
}
DWORD* SMELT_IMPL::decodeImage(BYTE *data,const char *fn,DWORD size,int &w,int &h)
{
w=h=0;
DWORD *px=NULL;
int fnlen=fn?strlen(fn):0;
if((fnlen>5)&&(strcasecmp((fn+fnlen)-5,".rgba"))==0)//raw image... pending remove
{
DWORD *ptr=(DWORD*)data;
DWORD _w=ptr[0],_h=ptr[1];
if(((_w*_h*4)+8)==size)
{
w=_w;h=_h;
px=new DWORD[w*h];
memcpy(px,ptr+2,w*h*4);
}
return px;
}
CxImage img;
img.Decode(data,size,CXIMAGE_FORMAT_UNKNOWN);
if(img.IsValid())
{
w=img.GetWidth();h=img.GetHeight();
px=new DWORD[w*h];
BYTE *sptr=(BYTE*)px;
bool atunnel=img.AlphaIsValid();
for(int i=0;i<h;++i)
for(int j=0;j<w;++j)
{
RGBQUAD rgb=img.GetPixelColor(j,i,true);
*(sptr++)=rgb.rgbRed;
*(sptr++)=rgb.rgbGreen;
*(sptr++)=rgb.rgbBlue;
*(sptr++)=atunnel?rgb.rgbReserved:0xFF;
}
}
return px;
}
void SMELT_IMPL::bindTexture(glTexture *t)
{
if(t&&t->lost)
configTexture(t,t->rw,t->rh,t->px);
if(((SMTEX)t)!=primTex)
{
glBindTexture(pOpenGLDevice->TextureTarget,t?t->name:0);
primTex=(SMTEX)t;
}
}
bool SMELT_IMPL::buildTarget(TRenderTargetList *pTarget,GLuint texid,int w,int h,int ms=0)
{
bool ok=true;
if(ms)
{
if(!pOpenGLDevice->have_GL_EXT_framebuffer_object||
!pOpenGLDevice->have_GL_EXT_framebuffer_multisample||
!pOpenGLDevice->have_GL_EXT_framebuffer_blit)
ms=0;
else
{
glGenFramebuffersEXT(1,&pTarget->sframe);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,pTarget->sframe);
glGenRenderbuffersEXT(1,&pTarget->scolor);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,pTarget->scolor);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,GL_RGBA,w,h);
glGenRenderbuffersEXT(1,&pTarget->sdepth);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,pTarget->sdepth);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,GL_DEPTH_COMPONENT24,w,h);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_COLOR_ATTACHMENT0_EXT,GL_RENDERBUFFER_EXT,pTarget->scolor);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_DEPTH_ATTACHMENT_EXT,GL_RENDERBUFFER_EXT,pTarget->sdepth);
glGenFramebuffersEXT(1,&pTarget->frame);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,pTarget->frame);
glGenRenderbuffersEXT(1,&pTarget->colorms);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,pTarget->colorms);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT,ms,GL_RGBA,w,h);
glGenRenderbuffersEXT(1,&pTarget->depth);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,pTarget->depth);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT,ms,GL_DEPTH_COMPONENT24,w,h);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_COLOR_ATTACHMENT0_EXT,GL_RENDERBUFFER_EXT,pTarget->colorms);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_DEPTH_ATTACHMENT_EXT,GL_RENDERBUFFER_EXT,pTarget->depth);
GLenum rc=glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if((rc==GL_FRAMEBUFFER_COMPLETE_EXT)&&(glGetError()==GL_NO_ERROR))
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
ok=true;pTarget->ms=ms;
}
else
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,0);
glDeleteRenderbuffersEXT(1,&pTarget->colorms);
glDeleteRenderbuffersEXT(1,&pTarget->depth);
glDeleteFramebuffersEXT(1,&pTarget->frame);
glDeleteFramebuffersEXT(1,&pTarget->sframe);
ok=false;ms=0;
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,curTarget?curTarget->frame:0);
}
}
if(!ms)
if(pOpenGLDevice->have_GL_EXT_framebuffer_object)
{
glGenFramebuffersEXT(1,&pTarget->frame);
glGenRenderbuffersEXT(1,&pTarget->depth);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,pTarget->frame);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,GL_COLOR_ATTACHMENT0_EXT,pOpenGLDevice->TextureTarget,texid,0);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,pTarget->depth);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,GL_DEPTH_COMPONENT24,w,h);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_DEPTH_ATTACHMENT_EXT,GL_RENDERBUFFER_EXT,pTarget->depth);
GLenum rc=glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if((rc==GL_FRAMEBUFFER_COMPLETE_EXT)&&(glGetError()==GL_NO_ERROR))
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
ok=true;pTarget->ms=0;
}
else
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,0);
glDeleteRenderbuffersEXT(1,&pTarget->depth);
glDeleteFramebuffersEXT(1,&pTarget->frame);
ok=false;
}
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,curTarget?curTarget->frame:0);
}
return ok;
}
void SMELT_IMPL::configTexture(glTexture *t,int w,int h,DWORD *px,bool compressed)
{
GLuint tex=0;
glGenTextures(1,&tex);
t->lost=false;t->name=tex;t->rw=w;t->rh=h;t->px=px;
t->dw=t->dh=0;
bool fromfile=(!px&&(t->fn));
if(fromfile)
{
FILE *pFile;DWORD size,rsize;char *buff;
pFile=fopen(t->fn,"rb");
if(!pFile)return;
fseek(pFile,0,SEEK_END);size=ftell(pFile);rewind(pFile);
buff=(char*)malloc(sizeof(char)*size);
if(!buff)return;
rsize=fread(buff,1,size,pFile);
if(rsize!=size)return;
int _w,_h;
px=decodeImage((BYTE*)buff,t->fn,size,_w,_h);
if(_w!=w||_h!=h){delete[] px;px=NULL;}
free(buff);
fclose(pFile);
}
glBindTexture(pOpenGLDevice->TextureTarget,tex);
if(pOpenGLDevice->TextureTarget!=GL_TEXTURE_RECTANGLE_ARB)
{
glTexParameterf(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_LOD,0.0f);
glTexParameterf(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAX_LOD,0.0f);
glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_BASE_LEVEL,0);
glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAX_LEVEL,0);
}
const GLenum fmt=pOpenGLDevice->have_GL_EXT_texture_compression_s3tc&&compressed?/*GL_COMPRESSED_RGBA_S3TC_DXT5_EXT*/GL_COMPRESSED_RGBA_ARB:GL_RGBA8;
if((pOpenGLDevice->have_GL_ARB_texture_rectangle)||(pOpenGLDevice->have_GL_ARB_texture_non_power_of_two)||(ispot(w)&&ispot(h)))
{
glTexImage2D(pOpenGLDevice->TextureTarget,0,fmt,w,h,0,GL_RGBA,GL_UNSIGNED_BYTE,px);
}
else
{
t->dw=npot(w);
t->dh=npot(h);
glTexImage2D(pOpenGLDevice->TextureTarget,0,fmt,t->dw,t->dh,0,GL_RGBA,GL_UNSIGNED_BYTE,NULL);
glTexSubImage2D(pOpenGLDevice->TextureTarget,0,0,0,w,h,GL_RGBA,GL_UNSIGNED_BYTE,px);
}
glBindTexture(pOpenGLDevice->TextureTarget,primTex?(((glTexture*)primTex)->name):0);
if (fromfile)delete[] px;
}
SMTEX SMELT_IMPL::buildTexture(int w,int h,DWORD *px)
{
glTexture *ret=new glTexture;
memset(ret,0,sizeof(glTexture));
ret->lost=true;
ret->rw=w;ret->rh=h;ret->px=px;
return (SMTEX)ret;
}
void SMELT_IMPL::configProjectionMatrix2D(int w,int h)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0,(float)w,0,(float)h,0.0f,1.0f);
}
void SMELT_IMPL::configProjectionMatrix3D(int w,int h,float fov)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLfloat matrix[16]={0.0f};
float f=1./tanf(M_PI*fov/360.);
float ar=(float)w/(float)h;
float Near=0.1,Far=1000.;
matrix[0]=f/ar;matrix[5]=f;
matrix[10]=(Far+Near)/(Near-Far);matrix[11]=-1.0f;
matrix[14]=(2*Far*Near)/(Near-Far);
glMultMatrixf(matrix);
}
void SMELT_IMPL::batchOGL(bool endScene)
{
if(vertexArray&&primcnt)
{
float twm=1.,thm=1.;
if(primTex)
{
if(filtermode==TFLT_NEAREST)
{
glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
}
if(filtermode==TFLT_LINEAR)
{
glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}
glTexture *ptex=(glTexture*)primTex;
if(pOpenGLDevice->TextureTarget==GL_TEXTURE_RECTANGLE_ARB)
{twm=ptex->rw;thm=ptex->rh;}
else if(ptex->dw&&ptex->dh)
{
twm=(ptex->rw)/(float)(ptex->dw);
thm=(ptex->rh)/(float)(ptex->dh);
}
}
if(!tdmode)
{
float h=curTarget?curTarget->h:scrh;
for(int i=0;i<primcnt*primType;++i)
{
vertexArray[i].y=h-vertexArray[i].y;
vertexArray[i].z=-vertexArray[i].z;
}
}
for(int i=0;i<primcnt*primType;++i)
{
vertexArray[i].tx*=twm;
vertexArray[i].ty=(1.-vertexArray[i].ty)*thm;
DWORD color=vertexArray[i].col;
BYTE *col=(BYTE*)&vertexArray[i].col;
BYTE a=((color>>24)&0xFF);
BYTE r=((color>>16)&0xFF);
BYTE g=((color>> 8)&0xFF);
BYTE b=((color>> 0)&0xFF);
col[0]=r;col[1]=g;
col[2]=b;col[3]=a;
}
switch(primType)
{
case PRIM_LINES:
glDrawArrays(GL_LINES,0,2*primcnt);
break;
case PRIM_TRIANGLES:
glDrawArrays(GL_TRIANGLES,0,3*primcnt);
break;
case PRIM_QUADS:
glDrawElements(GL_TRIANGLES,6*primcnt,GL_UNSIGNED_SHORT,pOpenGLDevice->have_GL_ARB_vertex_buffer_object?0:indexBuf);
#if 0
for (int i=0;i<primcnt*6;i+=3)
{
printf("idxbuf:%d\n",indexBuf[i]);
printf("QUAD'S TRIANGLE:\n");
#define printVertex(a) printf("(%.2f,%.2f,%.2f),0x%X,(%.2f,%.2f)\n",a.x,a.y,a.z,a.col,a.tx,a.ty);
printf("#%d: ",indexBuf[i+0]);printVertex(vertexBuf[indexBuf[i+0]]);
printf("#%d: ",indexBuf[i+1]);printVertex(vertexBuf[indexBuf[i+1]]);
printf("#%d: ",indexBuf[i+2]);printVertex(vertexBuf[indexBuf[i+2]]);
#undef printVertex
}
#endif
break;
}
primcnt=0;
}
if(vertexArray)vertexArray=endScene?0:vertexBuf;
}
void SMELT_IMPL::setBlend(int blend)
{
if((blend&BLEND_ALPHABLEND)!=(primBlend&BLEND_ALPHABLEND))
{
if(blend&BLEND_ALPHABLEND)glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
else glBlendFunc(blend&BLEND_COLORINV?GL_ONE_MINUS_DST_COLOR:GL_SRC_ALPHA,blend&BLEND_COLORINV?GL_ZERO:GL_ONE);
}
if((blend&BLEND_ZWRITE)!=(primBlend&BLEND_ZWRITE))
{
if(blend&BLEND_ZWRITE||tdmode)glDepthMask(GL_TRUE);
else glDepthMask(GL_FALSE);
}
if((blend&BLEND_COLORADD)!=(primBlend&BLEND_COLORADD))
{
if(blend&BLEND_COLORADD)glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_ADD);
else glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
}
if((blend&BLEND_COLORINV)!=(primBlend&BLEND_COLORINV))
{
if(blend&BLEND_COLORINV)glBlendFunc(GL_ONE_MINUS_DST_COLOR,GL_ZERO);
else glBlendFunc(GL_SRC_ALPHA,blend&BLEND_ALPHABLEND?GL_ONE_MINUS_SRC_ALPHA:GL_ONE);
}
primBlend=blend;
}
void SMELT_IMPL::unloadGLEntryPoints()
{
}
bool SMELT_IMPL::checkGLExtension(const char *extlist,const char *ext)
{
const char *ptr=strstr(extlist,ext);
if(ptr==NULL)return false;
const char endchar=ptr[strlen(ext)];
if((endchar=='\0')||(endchar==' '))return true;
return false;
}
bool SMELT_IMPL::loadGLEntryPoints()
{
smLog("%s:" SLINE ": OpenGL: loading entry points and examining extensions...\n",GFX_GLFW_SRCFN);
pOpenGLDevice->have_base_opengl=true;
pOpenGLDevice->have_GL_ARB_texture_rectangle=true;
pOpenGLDevice->have_GL_ARB_texture_non_power_of_two=true;
pOpenGLDevice->have_GL_EXT_framebuffer_object=true;
pOpenGLDevice->have_GL_EXT_texture_compression_s3tc=false;
pOpenGLDevice->have_GL_ARB_vertex_buffer_object=true;
pOpenGLDevice->have_GL_EXT_framebuffer_multisample=true;
pOpenGLDevice->have_GL_EXT_framebuffer_blit=true;
GLenum glewret=glewInit();
if(glewret)
{
smLog("%s:" SLINE ": glewInit() failed with error %s\n",GFX_GLFW_SRCFN,glewGetErrorString(glewret));
return false;
}
if (!pOpenGLDevice->have_base_opengl)
{
unloadGLEntryPoints();
return false;
}
smLog("%s:" SLINE ": GL_RENDERER: %s\n",GFX_GLFW_SRCFN,(const char *)glGetString(GL_RENDERER));
smLog("%s:" SLINE ": GL_VENDOR: %s\n",GFX_GLFW_SRCFN,(const char *)glGetString(GL_VENDOR));
smLog("%s:" SLINE ": GL_VERSION: %s\n",GFX_GLFW_SRCFN,(const char *)glGetString(GL_VERSION));
const char *verstr=(const char*)glGetString(GL_VERSION);
int maj=0,min=0;
sscanf(verstr,"%d.%d",&maj,&min);
if((maj<1)||((maj==1)&&(min<2)))
{
smLog("%s:" SLINE ": OpenGL implementation must be at least version 1.2.\n",GFX_GLFW_SRCFN);
unloadGLEntryPoints();
return false;
}
const char *exts=(const char*)glGetString(GL_EXTENSIONS);
pOpenGLDevice->have_GL_ARB_texture_rectangle=
checkGLExtension(exts,"GL_ARB_texture_rectangle")||
checkGLExtension(exts,"GL_EXT_texture_rectangle")||
checkGLExtension(exts, "GL_NV_texture_rectangle");
pOpenGLDevice->have_GL_ARB_texture_non_power_of_two=
maj>=2||checkGLExtension(exts,"GL_ARB_texture_non_power_of_two");
if(pOpenGLDevice->have_GL_ARB_texture_rectangle)
{
smLog("%s:" SLINE ": OpenGL: Using GL_ARB_texture_rectangle.\n",GFX_GLFW_SRCFN);
pOpenGLDevice->TextureTarget=GL_TEXTURE_RECTANGLE_ARB;
}
else if(pOpenGLDevice->have_GL_ARB_texture_non_power_of_two)
{
smLog("%s:" SLINE ": OpenGL: Using GL_ARB_texture_non_power_of_two.\n",GFX_GLFW_SRCFN);
pOpenGLDevice->TextureTarget=GL_TEXTURE_2D;
}
else
{
smLog("%s:" SLINE ": OpenGL: Using power-of-two textures. This costs more memory!\n",GFX_GLFW_SRCFN);
pOpenGLDevice->TextureTarget=GL_TEXTURE_2D;
}
if(pOpenGLDevice->have_GL_EXT_framebuffer_object)
pOpenGLDevice->have_GL_EXT_framebuffer_object=
checkGLExtension(exts, "GL_EXT_framebuffer_object");
if(pOpenGLDevice->have_GL_EXT_framebuffer_object)
smLog("%s:" SLINE ": OpenGL: Using GL_EXT_framebuffer_object.\n",GFX_GLFW_SRCFN);
else
smLog("%s:" SLINE ": OpenGL: WARNING! No render-to-texture support. Things may render badly.\n",GFX_GLFW_SRCFN);
if(pOpenGLDevice->have_GL_EXT_texture_compression_s3tc)
pOpenGLDevice->have_GL_EXT_texture_compression_s3tc=
checkGLExtension(exts,"GL_ARB_texture_compression")&&
checkGLExtension(exts,"GL_EXT_texture_compression_s3tc");
if(pOpenGLDevice->have_GL_EXT_texture_compression_s3tc)
smLog("%s:" SLINE ": OpenGL: Using GL_EXT_texture_compression_s3tc.\n",GFX_GLFW_SRCFN);
else if (true)
{
smLog("%s:" SLINE ": OpenGL: Texture compression disabled!\n",GFX_GLFW_SRCFN);
}
if(pOpenGLDevice->have_GL_ARB_vertex_buffer_object)
{
pOpenGLDevice->have_GL_ARB_vertex_buffer_object=
checkGLExtension(exts,"GL_ARB_vertex_buffer_object");
}
if(pOpenGLDevice->have_GL_ARB_vertex_buffer_object)
smLog("%s:" SLINE ": OpenGL: Using GL_ARB_vertex_buffer_object.\n",GFX_GLFW_SRCFN);
else
smLog("%s:" SLINE ": OpenGL: WARNING! No VBO support; performance may suffer.\n",GFX_GLFW_SRCFN);
pOpenGLDevice->have_GL_EXT_framebuffer_multisample=
checkGLExtension(exts,"GL_EXT_framebuffer_multisample");
pOpenGLDevice->have_GL_EXT_framebuffer_blit=
checkGLExtension(exts,"GL_EXT_framebuffer_blit");
if(!pOpenGLDevice->have_GL_EXT_framebuffer_multisample||!pOpenGLDevice->have_GL_EXT_framebuffer_blit)
smLog("%s:" SLINE ": Multisampling is not supported.\n",GFX_GLFW_SRCFN);
else
smLog("%s:" SLINE ": Multisampling is supported. Still experimental!\n",GFX_GLFW_SRCFN);
return true;
}
bool SMELT_IMPL::initOGL()
{
primTex=0;
if(pOpenGLDevice){smLog("%s:" SLINE ": Multiple initialization!\n",GFX_GLFW_SRCFN);return false;}
pOpenGLDevice=new TOpenGLDevice;
if(!loadGLEntryPoints())return false;
smLog("%s:" SLINE ": Mode: %d x %d\n",GFX_GLFW_SRCFN,scrw,scrh);
vertexArray=NULL;textures=NULL;IndexBufferObject=0;
if(!confOGL())return false;
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
if(!curTarget)glfwSwapBuffers((GLFWwindow*)hwnd);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
if(!curTarget)glfwSwapBuffers((GLFWwindow*)hwnd);
return true;
}
void SMELT_IMPL::finiOGL()
{
while(textures)smTextureFree(textures->tex);
while(targets)smTargetFree((SMTRG)targets);
textures=NULL;targets=NULL;vertexArray=NULL;
delete[] vertexBuf;vertexBuf=NULL;
delete[] indexBuf;indexBuf=NULL;
if(pOpenGLDevice)
{
if (pOpenGLDevice->have_GL_ARB_vertex_buffer_object)
{
if (IndexBufferObject!=0)
{
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,0);
glDeleteBuffersARB(1,&IndexBufferObject);
IndexBufferObject=0;
}
}
delete pOpenGLDevice;
pOpenGLDevice=NULL;
}
}
bool SMELT_IMPL::restOGL()
{
if(!pOpenGLDevice)return false;
delete[] vertexBuf;vertexBuf=NULL;
delete[] indexBuf;indexBuf=NULL;
unloadGLEntryPoints();
if(!loadGLEntryPoints())return false;
if(!confOGL())return false;
//if()return();//TODO: rest func
return true;
}
bool SMELT_IMPL::confOGL()
{
bindTexture(NULL);
for(TTextureList *i=textures;i;i=i->next)
{
glTexture *t=(glTexture*)i->tex;
if(!t)continue;t->lost=true;t->name=0;
}
TRenderTargetList *target=targets;
while(target)
{
glTexture *tex=(glTexture*)target->tex;
bindTexture(tex);bindTexture(NULL);
buildTarget(target,tex?tex->name:0,target->w,target->h);
target=target->next;
}
vertexBuf=new smVertex[VERTEX_BUFFER_SIZE];
indexBuf=new GLushort[VERTEX_BUFFER_SIZE*6/4];
GLushort* indices=indexBuf;
for(int i=0,n=0;i<VERTEX_BUFFER_SIZE/4;++i)
{
*indices++=n;*indices++=n+1;
*indices++=n+2;*indices++=n+2;
*indices++=n+3;*indices++=n;
n+=4;
}
if(pOpenGLDevice->have_GL_ARB_vertex_buffer_object)
{
glGenBuffersARB(1,&IndexBufferObject);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,IndexBufferObject);
glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER,sizeof(GLushort)*((VERTEX_BUFFER_SIZE*6)/4),indexBuf,GL_STATIC_DRAW);
}
glVertexPointer(3,GL_FLOAT,sizeof(smVertex),&vertexBuf[0].x);
glColorPointer(4,GL_UNSIGNED_BYTE,sizeof(smVertex),&vertexBuf[0].col);
glTexCoordPointer(2,GL_FLOAT,sizeof(smVertex),&vertexBuf[0].tx);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glPixelStorei(GL_PACK_ALIGNMENT,1);
glDisable(GL_TEXTURE_2D);
if(pOpenGLDevice->have_GL_ARB_texture_rectangle)glDisable(GL_TEXTURE_RECTANGLE_ARB);
glEnable(pOpenGLDevice->TextureTarget);
glEnable(GL_SCISSOR_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
glDepthFunc(GL_GEQUAL);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GEQUAL,1.0f/255.0f);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
filtermode=TFLT_LINEAR;
glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
//GL_REPEAT doesn't work with non-pot textures...
glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_R,GL_CLAMP_TO_EDGE);
primcnt=0;primType=PRIM_QUADS;primBlend=BLEND_ALPHABLEND;primTex=0;
glScissor(0,0,scrw,scrh);
glViewport(0,0,scrw,scrh);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
configProjectionMatrix2D(scrw,scrh);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
return true;
}