1#define GF_EXPOSE_DRAW_DRIVER
3#define GF_EXPOSE_TEXTURE
25GLfloat lightwht[] = {1.0f, 1.0f, 1.0f, 1.0f};
26GLfloat lightgry[] = {0.6f, 0.6f, 0.6f, 1.0f};
27GLfloat lightdim[] = {0.2f, 0.2f, 0.2f, 1.0f};
28GLfloat lightblk[] = {0.0f, 0.0f, 0.0f, 1.0f};
35 unsigned char* d = malloc(w * h * 4);
40 memset(d, 0, w * h * 4);
41 for(y = 0; y < height; y++) {
42 for(x = 0; x < width; x++) {
43 int pos = (y * w + x) * 4;
44 int ogpos = (y * width + x) * 4;
45 memcpy(d + pos + 0, data + ogpos + 0, 4);
49 glGenTextures(1, &r->id);
50 glBindTexture(GL_TEXTURE_2D, r->id);
51 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, d);
52 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
53 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
55 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
56 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
58 glBindTexture(GL_TEXTURE_2D, 0);
64 glDeleteTextures(1, &t->id);
70 memset(draw_driver, 0,
sizeof(*draw_driver));
71 draw_driver->engine = engine;
73 gf_log_function(engine,
"OpenGL renderer: %s", (
char*)glGetString(GL_RENDERER));
76 glEnable(GL_NORMALIZE);
77 glEnable(GL_COLOR_MATERIAL);
78 glEnable(GL_DEPTH_TEST);
79 glEnable(GL_CULL_FACE);
80 glEnable(GL_LIGHTING);
83 glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
85 glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
87 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
91 glShadeModel(GL_SMOOTH);
92 glLightfv(GL_LIGHT0, GL_AMBIENT, lightgry);
93 glLightfv(GL_LIGHT0, GL_DIFFUSE, lightwht);
94 glLightfv(GL_LIGHT0, GL_SPECULAR, lightwht);
96 glClearColor(0, 0, 0, 1);
103 const char* ext = NULL;
105 const int len = strlen(query);
106 if(ret != 0)
return ret;
108 ext = glGetString(GL_EXTENSIONS);
109 ptr = strstr(ext, query);
110 return ((ptr != NULL) && ((ptr[len] ==
' ') || (ptr[len] ==
'\0')));
114 glViewport(0, 0, (GLint)draw->
width, (GLint)draw->
height);
115 glMatrixMode(GL_PROJECTION);
118 glMatrixMode(GL_MODELVIEW);
123 glEnable(GL_TEXTURE_2D);
128 glDisable(GL_TEXTURE_2D);
129 glBindTexture(GL_TEXTURE_2D, 0);
142 lightpos[3] = draw->
light[3];
148 glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
gf_draw_driver_texture_t * gf_draw_driver_register_texture(gf_draw_t *draw, int width, int height, int *iwidth, int *iheight, unsigned char *data)
Register driver-dependent texture.
void gf_draw_driver_set_color(gf_draw_t *draw, gf_graphic_color_t color)
Set color.
void gf_draw_driver_end_texture_2d(gf_draw_t *draw)
End 2D texture mode.
void gf_draw_driver_before(gf_draw_t *draw)
Called before gf_draw_frame.
void gf_draw_driver_after(gf_draw_t *draw)
Called after gf_draw_frame.
int gf_draw_driver_has_extension(gf_draw_t *draw, const char *query)
Check if renderer has extension.
void gf_draw_driver_destroy_texture(gf_draw_driver_texture_t *texture)
Destroy driver-dependent texture.
void gf_draw_driver_begin_texture_2d(gf_draw_t *draw, gf_texture_t *texture)
Begin 2D texture mode.
gf_draw_driver_t * gf_draw_driver_create(gf_engine_t *engine, gf_draw_t *draw)
Initialize drawing driver.
void gf_draw_driver_reshape(gf_draw_t *draw)
Do stuffs required on resizing window.
void gf_draw_driver_destroy(gf_draw_driver_t *driver)
Destroy drawing driver.
void gf_graphic_clear(gf_draw_t *draw)
Clear the screen.
void gf_graphic_perspective(gf_draw_t *draw, double fovy, double znear, double zfar)
Set perspective.
void gf_graphic_set_camera(gf_draw_t *draw)
Set camera.
#define gf_log_function(engine, fmt,...)
Output log with line number and function name.
#define GF_MATH_VECTOR_COPY(from, to)
Copy vector.
double gf_math_nearest_2pow(double x)
Get nearest 2^n.
Required headers before anything.
Driver-dependent texture.
gf_math_vector_t light
Light location.
int width
Width of window.
int height
Height of window.
gf_draw_driver_texture_t * draw_driver_texture
Driver-dependent texture.