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glx.c
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/*
Copyright (c) 2017-2020 ByteBit
This file is part of BetterSpades.
BetterSpades 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.
BetterSpades 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 BetterSpades. If not, see <http://www.gnu.org/licenses/>.
*/
#include <stdlib.h>
#include <math.h>
#include "common.h"
#include "camera.h"
#include "config.h"
#include "map.h"
#include "matrix.h"
#include "texture.h"
#include "glx.h"
// for future opengl-es abstraction layer
int glx_version = 0;
int glx_fog = 0;
static int glx_major_ver() {
#ifdef OPENGL_ES
return 2;
#else
return atoi(glGetString(GL_VERSION));
#endif
}
void glx_init() {
#ifndef OPENGL_ES
glx_version = glx_major_ver() >= 2;
#else
glx_version = 0;
#endif
}
int glx_shader(const char* vertex, const char* fragment) {
#ifndef OPENGL_ES
int v, f;
if(vertex) {
v = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(v, 1, (const GLchar* const*)&vertex, NULL);
glCompileShader(v);
}
if(fragment) {
f = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(f, 1, (const GLchar* const*)&fragment, NULL);
glCompileShader(f);
}
int program = glCreateProgram();
if(vertex)
glAttachShader(program, v);
if(vertex)
glAttachShader(program, f);
glLinkProgram(program);
return program;
#else
return 0;
#endif
}
void glx_displaylist_create(struct glx_displaylist* x, bool has_color, bool has_normal) {
x->has_color = has_color;
x->has_normal = has_normal;
#ifndef OPENGL_ES
if(!glx_version || settings.force_displaylist) {
x->legacy = glGenLists(1);
} else {
glGenBuffers(1, &x->modern);
}
#else
glGenBuffers(1, &x->modern);
#endif
x->buffer_size = 0;
}
void glx_displaylist_destroy(struct glx_displaylist* x) {
#ifndef OPENGL_ES
if(!glx_version || settings.force_displaylist) {
glDeleteLists(x->legacy, 1);
} else {
glDeleteBuffers(1, &x->modern);
}
#else
glDeleteBuffers(1, &x->modern);
#endif
}
void glx_displaylist_update(struct glx_displaylist* x, size_t size, int type, void* color, void* vertex, void* normal) {
int grow_buffer = size > x->buffer_size;
x->buffer_size = max(x->buffer_size, size);
x->size = size;
#ifndef OPENGL_ES
if(!glx_version || settings.force_displaylist) {
glEnableClientState(GL_VERTEX_ARRAY);
if(x->has_color)
glEnableClientState(GL_COLOR_ARRAY);
if(x->has_normal)
glEnableClientState(GL_NORMAL_ARRAY);
glNewList(x->legacy, GL_COMPILE);
if(size > 0) {
if(x->has_color)
glColorPointer(4, GL_UNSIGNED_BYTE, 0, color);
switch(type) {
case GLX_DISPLAYLIST_NORMAL: glVertexPointer(3, GL_SHORT, 0, vertex); break;
case GLX_DISPLAYLIST_POINTS:
case GLX_DISPLAYLIST_ENHANCED: glVertexPointer(3, GL_FLOAT, 0, vertex); break;
}
if(x->has_normal)
glNormalPointer(GL_BYTE, 0, normal);
glDrawArrays((type == GLX_DISPLAYLIST_POINTS) ? GL_POINTS : GL_QUADS, 0, x->size);
}
glEndList();
glDisableClientState(GL_VERTEX_ARRAY);
if(x->has_color)
glDisableClientState(GL_COLOR_ARRAY);
if(x->has_normal)
glDisableClientState(GL_NORMAL_ARRAY);
} else {
#endif
size_t len_vertex = ((type == GLX_DISPLAYLIST_NORMAL) ? sizeof(GLshort) : sizeof(GLfloat)) * 3;
size_t len_color = x->has_color ? (sizeof(GLubyte) * 4) : 0;
size_t len_normal = x->has_normal ? (sizeof(GLbyte) * 3) : 0;
glBindBuffer(GL_ARRAY_BUFFER, x->modern);
if(grow_buffer) {
glBufferData(GL_ARRAY_BUFFER, x->size * (len_vertex + len_color + len_normal), NULL, GL_STATIC_DRAW);
}
glBufferSubData(GL_ARRAY_BUFFER, 0, x->size * len_vertex, vertex);
if(x->has_color) {
glBufferSubData(GL_ARRAY_BUFFER, x->size * len_vertex, x->size * len_color, color);
}
if(x->has_normal) {
glBufferSubData(GL_ARRAY_BUFFER, x->size * (len_vertex + len_color), x->size * len_normal, normal);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
#ifndef OPENGL_ES
}
#endif
}
void glx_displaylist_draw(struct glx_displaylist* x, int type) {
#ifndef OPENGL_ES
if(!glx_version || settings.force_displaylist) {
glCallList(x->legacy);
} else {
#endif
glEnableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, x->modern);
size_t len_vertex = ((type == GLX_DISPLAYLIST_NORMAL) ? sizeof(GLshort) : sizeof(GLfloat)) * 3;
size_t len_color = x->has_color ? (sizeof(GLubyte) * 4) : 0;
size_t len_normal = x->has_normal ? (sizeof(GLbyte) * 3) : 0;
switch(type) {
case GLX_DISPLAYLIST_NORMAL: glVertexPointer(3, GL_SHORT, 0, NULL); break;
case GLX_DISPLAYLIST_POINTS:
case GLX_DISPLAYLIST_ENHANCED: glVertexPointer(3, GL_FLOAT, 0, NULL); break;
}
if(x->has_color) {
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, (const void*)(x->size * len_vertex));
}
if(x->has_normal) {
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_BYTE, 0, (const void*)(x->size * (len_vertex + len_color)));
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
if(type == GLX_DISPLAYLIST_POINTS) {
glDrawArrays(GL_POINTS, 0, x->size);
} else {
#ifdef OPENGL_ES
glDrawArrays(GL_TRIANGLES, 0, x->size);
#else
glDrawArrays(GL_QUADS, 0, x->size);
#endif
}
if(x->has_normal)
glDisableClientState(GL_NORMAL_ARRAY);
if(x->has_color)
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
#ifndef OPENGL_ES
}
#endif
}
void glx_enable_sphericalfog() {
#ifndef OPENGL_ES
if(!settings.smooth_fog) {
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, (float[]) {fog_color[0], fog_color[1], fog_color[2], 1.0F});
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
glBindTexture(GL_TEXTURE_2D, texture_gradient.texture_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_T, GL_EYE_PLANE,
(float[]) {1.0F / settings.render_distance / 2.0F, 0.0F, 0.0F,
-camera_x / settings.render_distance / 2.0F + 0.5F});
glTexGenfv(GL_S, GL_EYE_PLANE,
(float[]) {0.0F, 0.0F, 1.0F / settings.render_distance / 2.0F,
-camera_z / settings.render_distance / 2.0F + 0.5F});
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_S);
glActiveTexture(GL_TEXTURE0);
} else {
matrix_push(matrix_model);
matrix_identity(matrix_model);
matrix_upload();
matrix_pop(matrix_model);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT1);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_DIFFUSE);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (float[]) {fog_color[0], fog_color[1], fog_color[2], 1.0F});
glLightfv(GL_LIGHT1, GL_POSITION,
(float[]) {camera_x, (settings.render_distance * map_size_y) / 16.0F, camera_z, 1.0F});
glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, (float[]) {0.0F, -1.0F, 0.0F});
glLightfv(GL_LIGHT1, GL_DIFFUSE, (float[]) {1.0F, 1.0F, 1.0F, 1.0F});
glLightfv(GL_LIGHT1, GL_AMBIENT, (float[]) {-fog_color[0], -fog_color[1], -fog_color[2], 1.0F});
glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, tan(16.0F / map_size_y) / PI * 180.0F);
glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, 128.0F);
glNormal3f(0.0F, 1.0F, 0.0F);
}
#else
matrix_push(matrix_model);
matrix_identity(matrix_model);
matrix_upload();
matrix_pop(matrix_model);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT1);
glEnable(GL_COLOR_MATERIAL);
// glColorMaterial(GL_FRONT,GL_AMBIENT_AND_DIFFUSE);
float amb[4] = {0.0F, 0.0F, 0.0F, 1.0F};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, amb);
float lpos[4] = {camera_x, (settings.render_distance * map_size_y) / 16.0F, camera_z, 1.0F};
glLightfv(GL_LIGHT1, GL_POSITION, lpos);
float dir[3] = {0.0F, -1.0F, 0.0F};
glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, dir);
float dif[4] = {0.0F, 0.0F, 0.0F, 1.0F};
glLightfv(GL_LIGHT1, GL_DIFFUSE, dif);
float amb2[4] = {1.0F, 1.0F, 1.0F, 1.0F};
glLightfv(GL_LIGHT1, GL_AMBIENT, amb2);
glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, tan(16.0F / map_size_y) / PI * 180.0F);
glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, 128.0F);
glNormal3f(0.0F, 1.0F, 0.0F);
glEnable(GL_FOG);
glFogf(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_START, 0.0F);
glFogf(GL_FOG_END, settings.render_distance);
glFogfv(GL_FOG_COLOR, fog_color);
#endif
glx_fog = 1;
}
void glx_disable_sphericalfog() {
#ifndef OPENGL_ES
if(!settings.smooth_fog) {
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_S);
glBindTexture(GL_TEXTURE_2D, 0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
} else {
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHT1);
glDisable(GL_LIGHTING);
float a[4] = {0.2F, 0.2F, 0.2F, 1.0F};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, a);
}
#else
glDisable(GL_FOG);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHT1);
glDisable(GL_LIGHTING);
float a[4] = {0.2F, 0.2F, 0.2F, 1.0F};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, a);
#endif
glx_fog = 0;
}