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Diffstat (limited to 'smelt/w32/gfx_d3d.cpp')
-rw-r--r--smelt/w32/gfx_d3d.cpp1086
1 files changed, 1086 insertions, 0 deletions
diff --git a/smelt/w32/gfx_d3d.cpp b/smelt/w32/gfx_d3d.cpp
new file mode 100644
index 0000000..c8255f8
--- /dev/null
+++ b/smelt/w32/gfx_d3d.cpp
@@ -0,0 +1,1086 @@
+// -*- C++ -*-
+/*
+ * Simple MultimEdia LiTerator(SMELT)
+ * by Chris Xiong 2015
+ * GFX implementation based on DirectX 9 and hge
+ *
+ * WARNING: This library is in development and interfaces would be very
+ * unstable.
+ *
+ */
+#include "smelt_internal.hpp"
+
+static const char* GFX_SDL_SRCFN="smelt/sdl/gfx_d3d.cpp";
+bool SMELT_IMPL::smRenderBegin2D(bool ztest,SMTRG trg)
+{
+ TRenderTargetList *targ=(TRenderTargetList*)trg;
+ if(vertexArray)
+ {smLog("%s:" SLINE ": Last frame not closed.\n",GFX_SDL_SRCFN);return false;}
+ if(pOpenGLDevice->have_GL_EXT_framebuffer_object)
+ pOpenGLDevice->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,(targ)?targ->frame:0);
+ pOpenGLDevice->glDepthFunc(GL_GEQUAL);
+ ztest?pOpenGLDevice->glEnable(GL_DEPTH_TEST):pOpenGLDevice->glDisable(GL_DEPTH_TEST);
+ zbufenabled=ztest;
+ if(targ)
+ {
+ pOpenGLDevice->glScissor(0,0,targ->w,targ->h);
+ pOpenGLDevice->glViewport(0,0,targ->w,targ->h);
+ configProjectionMatrix2D(targ->w,targ->h);
+ }
+ else
+ {
+ pOpenGLDevice->glScissor(0,0,scrw,scrh);
+ pOpenGLDevice->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_SDL_SRCFN);return false;}
+ if(pOpenGLDevice->have_GL_EXT_framebuffer_object)
+ pOpenGLDevice->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,(targ)?targ->frame:0);
+ pOpenGLDevice->glDepthFunc(GL_LESS);
+ ztest?pOpenGLDevice->glEnable(GL_DEPTH_TEST):pOpenGLDevice->glDisable(GL_DEPTH_TEST);
+ zbufenabled=ztest;
+ if(targ)
+ {
+ pOpenGLDevice->glScissor(0,0,targ->w,targ->h);
+ pOpenGLDevice->glViewport(0,0,targ->w,targ->h);
+ configProjectionMatrix3D(targ->w,targ->h,fov);
+ }
+ else
+ {
+ pOpenGLDevice->glScissor(0,0,scrw,scrh);
+ pOpenGLDevice->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;
+ pOpenGLDevice->glFinish();
+ DWORD *px=new DWORD[w*h];
+ pOpenGLDevice->glReadPixels(0,0,w,h,GL_RGBA,GL_UNSIGNED_BYTE,px);
+ pOpenGLDevice->glBindTexture(pOpenGLDevice->TextureTarget,pTex->name);
+ pOpenGLDevice->glTexSubImage2D(pOpenGLDevice->TextureTarget,0,0,0,w,h,GL_RGBA,GL_UNSIGNED_BYTE,px);
+ pOpenGLDevice->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;
+ pOpenGLDevice->glFinish();
+ DWORD *px=new DWORD[w*h];
+ pOpenGLDevice->glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT,curTarget->frame);
+ pOpenGLDevice->glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT,curTarget->sframe);
+ pOpenGLDevice->glBlitFramebufferEXT(0,0,w,h,0,0,w,h,GL_COLOR_BUFFER_BIT,GL_NEAREST);
+ pOpenGLDevice->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,curTarget->sframe);
+ pOpenGLDevice->glReadPixels(0,0,w,h,GL_RGBA,GL_UNSIGNED_BYTE,px);
+ pOpenGLDevice->glBindTexture(pOpenGLDevice->TextureTarget,pTex->name);
+ pOpenGLDevice->glTexSubImage2D(pOpenGLDevice->TextureTarget,0,0,0,w,h,GL_RGBA,GL_UNSIGNED_BYTE,px);
+ pOpenGLDevice->glBindTexture(pOpenGLDevice->TextureTarget,primTex?(((glTexture*)primTex)->name):0);
+ delete[] px;
+ }
+ if(!curTarget)SDL_GL_SwapWindow((SDL_Window*)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)
+ pOpenGLDevice->glClearColor(r,g,b,a);
+ if(tdmode)pOpenGLDevice->glClearDepth(1);
+ else if(zbufenabled)pOpenGLDevice->glClearDepth(0);
+ pOpenGLDevice->glClear((clearcol?GL_COLOR_BUFFER_BIT:0)|(((zbufenabled||tdmode)&&cleardep)?GL_DEPTH_BUFFER_BIT:0));
+}
+void SMELT_IMPL::sm3DCamera6f2v(float *pos,float *rot)
+{
+ batchOGL();
+ pOpenGLDevice->glMatrixMode(GL_MODELVIEW);
+ pOpenGLDevice->glLoadIdentity();
+ if(!pos||!rot)return;
+ pOpenGLDevice->glRotatef((GLfloat)-rot[0],1,0,0);
+ pOpenGLDevice->glRotatef((GLfloat)-rot[1],0,1,0);
+ pOpenGLDevice->glRotatef((GLfloat)-rot[2],0,0,1);
+ pOpenGLDevice->glTranslatef((GLfloat)-pos[0],(GLfloat)-pos[1],(GLfloat)-pos[2]);
+}
+void SMELT_IMPL::smMultViewMatrix(float *mat)
+{
+ pOpenGLDevice->glMatrixMode(GL_MODELVIEW);
+ pOpenGLDevice->glMultMatrixf(mat);
+}
+void SMELT_IMPL::sm2DCamera5f3v(float *pos,float *dpos,float *rot)
+{
+ batchOGL();
+ pOpenGLDevice->glMatrixMode(GL_MODELVIEW);
+ pOpenGLDevice->glLoadIdentity();
+ if(!pos||!dpos||!rot)return;
+ pOpenGLDevice->glTranslatef(-pos[0],-pos[1],0.0f);
+ pOpenGLDevice->glRotatef(*rot,0.0f,0.0f,1.0f);
+ pOpenGLDevice->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();
+ pOpenGLDevice->glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,0);
+ pOpenGLDevice->glVertexPointer(3,GL_FLOAT,sizeof(smVertex),&vb[0].x);
+ pOpenGLDevice->glColorPointer(4,GL_UNSIGNED_BYTE,sizeof(smVertex),&vb[0].col);
+ pOpenGLDevice->glTexCoordPointer(2,GL_FLOAT,sizeof(smVertex),&vb[0].tx);
+
+ float twm=1.,thm=1.;
+ if(texture)
+ {
+ if(filtermode==TFLT_NEAREST)
+ {
+ pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
+ pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
+ }
+ if(filtermode==TFLT_LINEAR)
+ {
+ pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+ pOpenGLDevice->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);
+ pOpenGLDevice->glDrawElements(GL_TRIANGLES,ibc,GL_UNSIGNED_SHORT,ib);
+
+ pOpenGLDevice->glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,IndexBufferObject);
+ pOpenGLDevice->glVertexPointer(3,GL_FLOAT,sizeof(smVertex),&vertexBuf[0].x);
+ pOpenGLDevice->glColorPointer(4,GL_UNSIGNED_BYTE,sizeof(smVertex),&vertexBuf[0].col);
+ pOpenGLDevice->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_SDL_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)
+ pOpenGLDevice->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,0);
+ if(pTarget->depth)
+ pOpenGLDevice->glDeleteRenderbuffersEXT(1,&pTarget->depth);
+ pOpenGLDevice->glDeleteFramebuffersEXT(1,&pTarget->frame);
+ if(pTarget->ms)
+ {
+ pOpenGLDevice->glDeleteRenderbuffersEXT(1,&pTarget->colorms);
+ pOpenGLDevice->glDeleteRenderbuffersEXT(1,&pTarget->scolor);
+ pOpenGLDevice->glDeleteRenderbuffersEXT(1,&pTarget->sdepth);
+ pOpenGLDevice->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_SDL_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;
+ pOpenGLDevice->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;
+ pOpenGLDevice->glDisable(GL_TEXTURE_2D);
+ if(pOpenGLDevice->have_GL_ARB_texture_rectangle)pOpenGLDevice->glDisable(GL_TEXTURE_RECTANGLE_ARB);
+ pOpenGLDevice->glEnable(pOpenGLDevice->TextureTarget);
+ pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
+ pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
+ pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_R,GL_CLAMP_TO_EDGE);
+ }
+ if(potopt==TPOT_POT)
+ {
+ pOpenGLDevice->TextureTarget=GL_TEXTURE_2D;
+ pOpenGLDevice->glDisable(GL_TEXTURE_2D);
+ if(pOpenGLDevice->have_GL_ARB_texture_rectangle)pOpenGLDevice->glDisable(GL_TEXTURE_RECTANGLE_ARB);
+ pOpenGLDevice->glEnable(pOpenGLDevice->TextureTarget);
+ pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_S,GL_REPEAT);
+ pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_T,GL_REPEAT);
+ pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_R,GL_REPEAT);
+ }
+ filtermode=filter;
+ if(filter==TFLT_NEAREST)
+ {
+ pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
+ pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
+ }
+ if(filter==TFLT_LINEAR)
+ {
+ pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+ pOpenGLDevice->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
+ {
+ pOpenGLDevice->glBindTexture(pOpenGLDevice->TextureTarget,ptex->name);
+ pOpenGLDevice->glTexSubImage2D(pOpenGLDevice->TextureTarget,0,ptex->locx,
+ (ptex->rh-ptex->locy)-ptex->loch,ptex->locw,ptex->loch,GL_RGBA,
+ GL_UNSIGNED_BYTE,ptex->locpx);
+ pOpenGLDevice->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)
+ {
+ pOpenGLDevice->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
+ {
+ pOpenGLDevice->glGenFramebuffersEXT(1,&pTarget->sframe);
+ pOpenGLDevice->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,pTarget->sframe);
+ pOpenGLDevice->glGenRenderbuffersEXT(1,&pTarget->scolor);
+ pOpenGLDevice->glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,pTarget->scolor);
+ pOpenGLDevice->glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,GL_RGBA,w,h);
+ pOpenGLDevice->glGenRenderbuffersEXT(1,&pTarget->sdepth);
+ pOpenGLDevice->glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,pTarget->sdepth);
+ pOpenGLDevice->glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,GL_DEPTH_COMPONENT24,w,h);
+ pOpenGLDevice->glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_COLOR_ATTACHMENT0_EXT,GL_RENDERBUFFER_EXT,pTarget->scolor);
+ pOpenGLDevice->glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_DEPTH_ATTACHMENT_EXT,GL_RENDERBUFFER_EXT,pTarget->sdepth);
+
+ pOpenGLDevice->glGenFramebuffersEXT(1,&pTarget->frame);
+ pOpenGLDevice->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,pTarget->frame);
+ pOpenGLDevice->glGenRenderbuffersEXT(1,&pTarget->colorms);
+ pOpenGLDevice->glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,pTarget->colorms);
+ pOpenGLDevice->glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT,ms,GL_RGBA,w,h);
+ pOpenGLDevice->glGenRenderbuffersEXT(1,&pTarget->depth);
+ pOpenGLDevice->glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,pTarget->depth);
+ pOpenGLDevice->glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT,ms,GL_DEPTH_COMPONENT24,w,h);
+ pOpenGLDevice->glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_COLOR_ATTACHMENT0_EXT,GL_RENDERBUFFER_EXT,pTarget->colorms);
+ pOpenGLDevice->glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_DEPTH_ATTACHMENT_EXT,GL_RENDERBUFFER_EXT,pTarget->depth);
+ GLenum rc=pOpenGLDevice->glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ if((rc==GL_FRAMEBUFFER_COMPLETE_EXT)&&(pOpenGLDevice->glGetError()==GL_NO_ERROR))
+ {
+ pOpenGLDevice->glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+ ok=true;pTarget->ms=ms;
+ }
+ else
+ {
+ pOpenGLDevice->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,0);
+ pOpenGLDevice->glDeleteRenderbuffersEXT(1,&pTarget->colorms);
+ pOpenGLDevice->glDeleteRenderbuffersEXT(1,&pTarget->depth);
+ pOpenGLDevice->glDeleteFramebuffersEXT(1,&pTarget->frame);
+ pOpenGLDevice->glDeleteFramebuffersEXT(1,&pTarget->sframe);
+ ok=false;ms=0;
+ }
+ pOpenGLDevice->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,curTarget?curTarget->frame:0);
+ }
+ }
+ if(!ms)
+ if(pOpenGLDevice->have_GL_EXT_framebuffer_object)
+ {
+ pOpenGLDevice->glGenFramebuffersEXT(1,&pTarget->frame);
+ pOpenGLDevice->glGenRenderbuffersEXT(1,&pTarget->depth);
+ pOpenGLDevice->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,pTarget->frame);
+ pOpenGLDevice->glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,GL_COLOR_ATTACHMENT0_EXT,pOpenGLDevice->TextureTarget,texid,0);
+ pOpenGLDevice->glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,pTarget->depth);
+ pOpenGLDevice->glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,GL_DEPTH_COMPONENT24,w,h);
+ pOpenGLDevice->glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_DEPTH_ATTACHMENT_EXT,GL_RENDERBUFFER_EXT,pTarget->depth);
+ GLenum rc=pOpenGLDevice->glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ if((rc==GL_FRAMEBUFFER_COMPLETE_EXT)&&(pOpenGLDevice->glGetError()==GL_NO_ERROR))
+ {
+ pOpenGLDevice->glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+ ok=true;pTarget->ms=0;
+ }
+ else
+ {
+ pOpenGLDevice->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,0);
+ pOpenGLDevice->glDeleteRenderbuffersEXT(1,&pTarget->depth);
+ pOpenGLDevice->glDeleteFramebuffersEXT(1,&pTarget->frame);
+ ok=false;
+ }
+ pOpenGLDevice->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;
+ pOpenGLDevice->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);
+ }
+ pOpenGLDevice->glBindTexture(pOpenGLDevice->TextureTarget,tex);
+ if(pOpenGLDevice->TextureTarget!=GL_TEXTURE_RECTANGLE_ARB)
+ {
+ pOpenGLDevice->glTexParameterf(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_LOD,0.0f);
+ pOpenGLDevice->glTexParameterf(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAX_LOD,0.0f);
+ pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_BASE_LEVEL,0);
+ pOpenGLDevice->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)))
+ {
+ pOpenGLDevice->glTexImage2D(pOpenGLDevice->TextureTarget,0,fmt,w,h,0,GL_RGBA,GL_UNSIGNED_BYTE,px);
+ }
+ else
+ {
+ t->dw=npot(w);
+ t->dh=npot(h);
+ pOpenGLDevice->glTexImage2D(pOpenGLDevice->TextureTarget,0,fmt,t->dw,t->dh,0,GL_RGBA,GL_UNSIGNED_BYTE,NULL);
+ pOpenGLDevice->glTexSubImage2D(pOpenGLDevice->TextureTarget,0,0,0,w,h,GL_RGBA,GL_UNSIGNED_BYTE,px);
+ }
+ pOpenGLDevice->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)
+{
+ pOpenGLDevice->glMatrixMode(GL_PROJECTION);
+ pOpenGLDevice->glLoadIdentity();
+ pOpenGLDevice->glOrtho(0,(float)w,0,(float)h,0.0f,1.0f);
+}
+void SMELT_IMPL::configProjectionMatrix3D(int w,int h,float fov)
+{
+ pOpenGLDevice->glMatrixMode(GL_PROJECTION);
+ pOpenGLDevice->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);
+ pOpenGLDevice->glMultMatrixf(matrix);
+}
+void SMELT_IMPL::batchOGL(bool endScene)
+{
+ if(vertexArray&&primcnt)
+ {
+ float twm=1.,thm=1.;
+ if(primTex)
+ {
+ if(filtermode==TFLT_NEAREST)
+ {
+ pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
+ pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
+ }
+ if(filtermode==TFLT_LINEAR)
+ {
+ pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+ pOpenGLDevice->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:
+ pOpenGLDevice->glDrawArrays(GL_LINES,0,2*primcnt);
+ break;
+ case PRIM_TRIANGLES:
+ pOpenGLDevice->glDrawArrays(GL_TRIANGLES,0,3*primcnt);
+ break;
+ case PRIM_QUADS:
+ pOpenGLDevice->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)pOpenGLDevice->glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ else pOpenGLDevice->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)pOpenGLDevice->glDepthMask(GL_TRUE);
+ else pOpenGLDevice->glDepthMask(GL_FALSE);
+ }
+ if((blend&BLEND_COLORADD)!=(primBlend&BLEND_COLORADD))
+ {
+ if(blend&BLEND_COLORADD)pOpenGLDevice->glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_ADD);
+ else pOpenGLDevice->glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
+ }
+ if((blend&BLEND_COLORINV)!=(primBlend&BLEND_COLORINV))
+ {
+ if(blend&BLEND_COLORINV)pOpenGLDevice->glBlendFunc(GL_ONE_MINUS_DST_COLOR,GL_ZERO);
+ else pOpenGLDevice->glBlendFunc(GL_SRC_ALPHA,blend&BLEND_ALPHABLEND?GL_ONE_MINUS_SRC_ALPHA:GL_ONE);
+ }
+ primBlend=blend;
+}
+void SMELT_IMPL::unloadGLEntryPoints()
+{
+ #define GL_PROC(ext,fn,call,ret,params) pOpenGLDevice->fn=NULL;
+ #include "glimports.hpp"
+ #undef GL_PROC
+}
+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_SDL_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;
+ #define GL_PROC(ext,fn,call,ret,params) \
+ if(pOpenGLDevice->have_##ext) \
+ { \
+ if((pOpenGLDevice->fn=(_PFN_##fn) SDL_GL_GetProcAddress(#fn))==NULL) \
+ { \
+ smLog("%s: Failed to load OpenGL entry point '" #fn "'\n",GFX_SDL_SRCFN); \
+ pOpenGLDevice->have_##ext = false; \
+ } \
+ } else {}
+ #include "glimports.hpp"
+ #undef GL_PROC
+ if (!pOpenGLDevice->have_base_opengl)
+ {
+ unloadGLEntryPoints();
+ return false;
+ }
+ smLog("%s:" SLINE ": GL_RENDERER: %s\n",GFX_SDL_SRCFN,(const char *)pOpenGLDevice->glGetString(GL_RENDERER));
+ smLog("%s:" SLINE ": GL_VENDOR: %s\n",GFX_SDL_SRCFN,(const char *)pOpenGLDevice->glGetString(GL_VENDOR));
+ smLog("%s:" SLINE ": GL_VERSION: %s\n",GFX_SDL_SRCFN,(const char *)pOpenGLDevice->glGetString(GL_VERSION));
+ const char *verstr=(const char*)pOpenGLDevice->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_SDL_SRCFN);
+ unloadGLEntryPoints();
+ return false;
+ }
+ const char *exts=(const char*)pOpenGLDevice->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_SDL_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_SDL_SRCFN);
+ pOpenGLDevice->TextureTarget=GL_TEXTURE_2D;
+ }
+ else
+ {
+ smLog("%s:" SLINE ": OpenGL: Using power-of-two textures. This costs more memory!\n",GFX_SDL_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_SDL_SRCFN);
+ else
+ smLog("%s:" SLINE ": OpenGL: WARNING! No render-to-texture support. Things may render badly.\n",GFX_SDL_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_SDL_SRCFN);
+ else if (true)
+ {
+ smLog("%s:" SLINE ": OpenGL: Texture compression disabled!\n",GFX_SDL_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_SDL_SRCFN);
+ else
+ smLog("%s:" SLINE ": OpenGL: WARNING! No VBO support; performance may suffer.\n",GFX_SDL_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_SDL_SRCFN);
+ else
+ smLog("%s:" SLINE ": Multisampling is supported. Still experimental!\n",GFX_SDL_SRCFN);
+ return true;
+}
+bool SMELT_IMPL::initOGL()
+{
+ primTex=0;
+ if(pOpenGLDevice){smLog("%s:" SLINE ": Multiple initialization!\n",GFX_SDL_SRCFN);return false;}
+ pOpenGLDevice=new TOpenGLDevice;
+ if(!loadGLEntryPoints())return false;
+ smLog("%s:" SLINE ": Mode: %d x %d\n",GFX_SDL_SRCFN,scrw,scrh);
+ vertexArray=NULL;textures=NULL;IndexBufferObject=0;
+ if(!confOGL())return false;
+ pOpenGLDevice->glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+ if(!curTarget)SDL_GL_SwapWindow((SDL_Window*)hwnd);
+ pOpenGLDevice->glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+ if(!curTarget)SDL_GL_SwapWindow((SDL_Window*)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)
+ {
+ pOpenGLDevice->glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,0);
+ pOpenGLDevice->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)
+ {
+ pOpenGLDevice->glGenBuffersARB(1,&IndexBufferObject);
+ pOpenGLDevice->glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,IndexBufferObject);
+ pOpenGLDevice->glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER,sizeof(GLushort)*((VERTEX_BUFFER_SIZE*6)/4),indexBuf,GL_STATIC_DRAW);
+ }
+ pOpenGLDevice->glVertexPointer(3,GL_FLOAT,sizeof(smVertex),&vertexBuf[0].x);
+ pOpenGLDevice->glColorPointer(4,GL_UNSIGNED_BYTE,sizeof(smVertex),&vertexBuf[0].col);
+ pOpenGLDevice->glTexCoordPointer(2,GL_FLOAT,sizeof(smVertex),&vertexBuf[0].tx);
+ pOpenGLDevice->glEnableClientState(GL_VERTEX_ARRAY);
+ pOpenGLDevice->glEnableClientState(GL_COLOR_ARRAY);
+ pOpenGLDevice->glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ pOpenGLDevice->glPixelStorei(GL_UNPACK_ALIGNMENT,1);
+ pOpenGLDevice->glPixelStorei(GL_PACK_ALIGNMENT,1);
+ pOpenGLDevice->glDisable(GL_TEXTURE_2D);
+ if(pOpenGLDevice->have_GL_ARB_texture_rectangle)pOpenGLDevice->glDisable(GL_TEXTURE_RECTANGLE_ARB);
+ pOpenGLDevice->glEnable(pOpenGLDevice->TextureTarget);
+ pOpenGLDevice->glEnable(GL_SCISSOR_TEST);
+ pOpenGLDevice->glDisable(GL_CULL_FACE);
+ pOpenGLDevice->glDisable(GL_LIGHTING);
+ pOpenGLDevice->glDepthFunc(GL_GEQUAL);
+ pOpenGLDevice->glEnable(GL_DEPTH_TEST);
+ pOpenGLDevice->glEnable(GL_BLEND);
+ pOpenGLDevice->glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ pOpenGLDevice->glEnable(GL_ALPHA_TEST);
+ pOpenGLDevice->glAlphaFunc(GL_GEQUAL,1.0f/255.0f);
+ pOpenGLDevice->glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
+ filtermode=TFLT_LINEAR;
+ pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+ pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
+ //GL_REPEAT doesn't work with non-pot textures...
+ pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
+ pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
+ pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_R,GL_CLAMP_TO_EDGE);
+ primcnt=0;primType=PRIM_QUADS;primBlend=BLEND_ALPHABLEND;primTex=0;
+ pOpenGLDevice->glScissor(0,0,scrw,scrh);
+ pOpenGLDevice->glViewport(0,0,scrw,scrh);
+ pOpenGLDevice->glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+ configProjectionMatrix2D(scrw,scrh);
+ pOpenGLDevice->glMatrixMode(GL_MODELVIEW);
+ pOpenGLDevice->glLoadIdentity();
+ return true;
+}