2025-04-18 11:29:14 +09:00

153 lines
4.1 KiB
C

#define GF_EXPOSE_DRAW_DRIVER
#define GF_EXPOSE_DRAW
#define GF_EXPOSE_TEXTURE
#include <gf_pre.h>
/* External library */
#include <gf_opengl.h>
/* Interface */
#include <gf_draw_driver.h>
/* Engine */
#include <gf_draw_platform.h>
#include <gf_texture.h>
#include <gf_draw.h>
#include <gf_log.h>
#include <gf_math.h>
#include <gf_graphic.h>
/* Standard */
#include <stdlib.h>
#include <string.h>
GLfloat lightwht[] = {1.0f, 1.0f, 1.0f, 1.0f};
GLfloat lightgry[] = {0.6f, 0.6f, 0.6f, 1.0f};
GLfloat lightdim[] = {0.2f, 0.2f, 0.2f, 1.0f};
GLfloat lightblk[] = {0.0f, 0.0f, 0.0f, 1.0f};
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) {
gf_draw_driver_texture_t* r = malloc(sizeof(*r));
int w = gf_math_nearest_2pow(width);
int h = gf_math_nearest_2pow(height);
int x, y;
unsigned char* d = malloc(w * h * 4);
*iwidth = w;
*iheight = h;
memset(d, 0, w * h * 4);
for(y = 0; y < height; y++) {
for(x = 0; x < width; x++) {
int pos = (y * w + x) * 4;
int ogpos = (y * width + x) * 4;
memcpy(d + pos + 0, data + ogpos + 0, 4);
}
}
glGenTextures(1, &r->id);
glBindTexture(GL_TEXTURE_2D, r->id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, d);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
#if 0
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
#endif
glBindTexture(GL_TEXTURE_2D, 0);
return r;
}
void gf_draw_driver_destroy_texture(gf_draw_driver_texture_t* t) {
glDeleteTextures(1, &t->id);
free(t);
}
gf_draw_driver_t* gf_draw_driver_create(gf_engine_t* engine, gf_draw_t* draw) {
gf_draw_driver_t* draw_driver = malloc(sizeof(*draw_driver));
memset(draw_driver, 0, sizeof(*draw_driver));
draw_driver->engine = engine;
gf_log_function(engine, "OpenGL renderer: %s", (char*)glGetString(GL_RENDERER));
glEnable(GL_BLEND);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glCullFace(GL_BACK);
glShadeModel(GL_SMOOTH);
glLightfv(GL_LIGHT0, GL_AMBIENT, lightgry);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightwht);
glLightfv(GL_LIGHT0, GL_SPECULAR, lightwht);
glClearColor(0, 0, 0, 1);
return draw_driver;
}
int gf_draw_driver_has_extension(gf_draw_t* draw, const char* query) {
int ret = gf_draw_platform_has_extension(draw, query);
const char* ext = NULL;
const char* ptr;
const int len = strlen(query);
if(ret != 0) return ret;
ext = glGetString(GL_EXTENSIONS);
ptr = strstr(ext, query);
return ((ptr != NULL) && ((ptr[len] == ' ') || (ptr[len] == '\0')));
}
void gf_draw_driver_reshape(gf_draw_t* draw) {
glViewport(0, 0, (GLint)draw->width, (GLint)draw->height);
glMatrixMode(GL_PROJECTION);
gf_graphic_perspective(draw, 30, 1.0, 1000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void gf_draw_driver_begin_texture_2d(gf_draw_t* draw, gf_texture_t* texture) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture->draw_driver_texture->id);
}
void gf_draw_driver_end_texture_2d(gf_draw_t* draw) {
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
}
void gf_draw_driver_set_color(gf_draw_t* draw, gf_graphic_color_t color) { glColor4f(color.r / 255, color.g / 255, color.b / 255, color.a / 255); }
void gf_draw_driver_destroy(gf_draw_driver_t* driver) {
gf_log_function(driver->engine, "Destroyed drawing driver", "");
free(driver);
}
void gf_draw_driver_before(gf_draw_t* draw) {
GLfloat lightpos[4];
GF_MATH_VECTOR_COPY(draw->light, lightpos);
lightpos[3] = draw->light[3];
gf_draw_driver_reshape(draw);
gf_graphic_set_camera(draw);
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
gf_graphic_clear(draw);
}
void gf_draw_driver_after(gf_draw_t* draw) { glFlush(); }