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CoreEngine.cpp
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2408 lines (1947 loc) · 73.9 KB
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/*
================================================================
classes contained are:
class CoreEngine
================================================================
*/
#include "CoreEngine.h"
/*
================================================================
multitexturing capabilities extension capabilities
================================================================
*/
#include "GL_MultiTextureAssigners.h"
namespace DifferentialArts
{
/*
================================================================
Extensions
================================================================
*/
/*
================================================================
WINDOWS SPECIFIC VSYNC CONTROL.. USING WGL
================================================================
*/
typedef BOOL (APIENTRY *PFNWGLSWAPINTERVALFARPROC)( int );
RX_API PFNWGLSWAPINTERVALFARPROC wglSwapIntervalEXT = 0;
/*
================================================================
WGL function used for AntiAliasing
================================================================
*/
typedef BOOL (APIENTRY *PFNWGLCHOOSEPIXELFORMATARBPROC) (HDC, const int *, const FLOAT *, UINT, int *, UINT *);
RX_API PFNWGLCHOOSEPIXELFORMATARBPROC wglChoosePixelFormatARB = 0;
/*
================================================================
ARB_vertex_buffer_object
================================================================
*/
RX_API PFNGLBINDBUFFERARBPROC glBindBufferARB = NULL;
RX_API PFNGLDELETEBUFFERSARBPROC glDeleteBuffersARB = NULL;
RX_API PFNGLGENBUFFERSARBPROC glGenBuffersARB = NULL;
RX_API PFNGLISBUFFERARBPROC glIsBufferARB = NULL;
RX_API PFNGLBUFFERDATAARBPROC glBufferDataARB = NULL;
RX_API PFNGLBUFFERSUBDATAARBPROC glBufferSubDataARB = NULL;
RX_API PFNGLGETBUFFERSUBDATAARBPROC glGetBufferSubDataARB = NULL;
RX_API PFNGLMAPBUFFERARBPROC glMapBufferARB = NULL;
RX_API PFNGLUNMAPBUFFERARBPROC glUnmapBufferARB = NULL;
RX_API PFNGLGETBUFFERPARAMETERIVARBPROC glGetBufferParameterivARB = NULL;
RX_API PFNGLGETBUFFERPOINTERVARBPROC glGetBufferPointervARB = NULL;
RX_API PFNGLMULTIDRAWELEMENTSPROC glMultiDrawElements = NULL; //For glMultiDrawElements
/*
================================================================
OpenGL Hardware occlusion query extensions
================================================================
*/
RX_API PFNGLGENQUERIESARBPROC glGenQueriesARB = NULL;
RX_API PFNGLDELETEQUERIESARBPROC glDeleteQueriesARB = NULL;
RX_API PFNGLISQUERYARBPROC glIsQueryARB = NULL;
RX_API PFNGLBEGINQUERYARBPROC glBeginQueryARB = NULL;
RX_API PFNGLENDQUERYARBPROC glEndQueryARB = NULL;
RX_API PFNGLGETQUERYIVARBPROC glGetQueryivARB = NULL;
RX_API PFNGLGETQUERYOBJECTIVARBPROC glGetQueryObjectivARB = NULL;
RX_API PFNGLGETQUERYOBJECTUIVARBPROC glGetQueryObjectuivARB = NULL;
/*
================================================================
OpenGL Frame buffer objects extensions
================================================================
*/
RX_API PFNGLISRENDERBUFFEREXTPROC glIsRenderbufferEXT = NULL;
RX_API PFNGLBINDRENDERBUFFEREXTPROC glBindRenderbufferEXT = NULL;
RX_API PFNGLDELETERENDERBUFFERSEXTPROC glDeleteRenderbuffersEXT = NULL;
RX_API PFNGLGENRENDERBUFFERSEXTPROC glGenRenderbuffersEXT = NULL;
RX_API PFNGLRENDERBUFFERSTORAGEEXTPROC glRenderbufferStorageEXT = NULL;
RX_API PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC glGetRenderbufferParameterivEXT = NULL;
RX_API PFNGLISFRAMEBUFFEREXTPROC glIsFramebufferEXT = NULL;
RX_API PFNGLBINDFRAMEBUFFEREXTPROC glBindFramebufferEXT = NULL;
RX_API PFNGLDELETEFRAMEBUFFERSEXTPROC glDeleteFramebuffersEXT = NULL;
RX_API PFNGLGENFRAMEBUFFERSEXTPROC glGenFramebuffersEXT = NULL;
RX_API PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC glCheckFramebufferStatusEXT = NULL;
RX_API PFNGLFRAMEBUFFERTEXTURE1DEXTPROC glFramebufferTexture1DEXT = NULL;
RX_API PFNGLFRAMEBUFFERTEXTURE2DEXTPROC glFramebufferTexture2DEXT = NULL;
RX_API PFNGLFRAMEBUFFERTEXTURE3DEXTPROC glFramebufferTexture3DEXT = NULL;
RX_API PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC glFramebufferRenderbufferEXT = NULL;
RX_API PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC glGetFramebufferAttachmentParameterivEXT = NULL;
RX_API PFNGLGENERATEMIPMAPEXTPROC glGenerateMipmapEXT = NULL;
RX_API PFNGLDRAWBUFFERSPROC glDrawBuffers = NULL;
RX_API PFNGLDRAWBUFFERSPROC glReadBuffers = NULL;
/*
================================================================
FOR MSAA in frame buffers
================================================================
*/
RX_API PFNGLBLITFRAMEBUFFEREXTPROC glBlitFramebufferEXT = NULL;
RX_API PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC glRenderbufferStorageMultisampleEXT = NULL;
RX_API PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC glRenderbufferStorageMultisampleCoverageNV = NULL;
/*
================================================================
For 3D Textures
================================================================
*/
RX_API PFNGLTEXIMAGE3DPROC glTexImage3D = NULL;
/*
================================================================
For ARB point sprites extension
================================================================
*/
RX_API PFNGLPOINTPARAMETERFARBPROC glPointParameterfARB = NULL;
RX_API PFNGLPOINTPARAMETERFVARBPROC glPointParameterfvARB = NULL;
/*
================================================================
OpenGL Shader functions
================================================================
*/
RX_API PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB = NULL;
RX_API PFNGLSHADERSOURCEARBPROC glShaderSourceARB = NULL;
RX_API PFNGLCOMPILESHADERARBPROC glCompileShaderARB = NULL;
RX_API PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB = NULL;
RX_API PFNGLATTACHOBJECTARBPROC glAttachObjectARB = NULL;
RX_API PFNGLLINKPROGRAMARBPROC glLinkProgramARB = NULL;
RX_API PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB = NULL;
RX_API PFNGLUNIFORM1IARBPROC glUniform1iARB = NULL;
RX_API PFNGLUNIFORM1FARBPROC glUniform1fARB = NULL;
RX_API PFNGLUNIFORM2FARBPROC glUniform2fARB = NULL;
RX_API PFNGLUNIFORM3FARBPROC glUniform3fARB = NULL;
RX_API PFNGLUNIFORM4FARBPROC glUniform4fARB = NULL;
RX_API PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB = NULL;
RX_API PFNGLDETACHOBJECTARBPROC glDetachObjectARB = NULL;
RX_API PFNGLDELETEOBJECTARBPROC glDeleteObjectARB = NULL;
RX_API PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB = NULL;
RX_API PFNGLGETINFOLOGARBPROC glGetInfoLogARB = NULL;
//====================================
void CoreEngine::Default_Constructor(void)
{
this->mAppObject.width = 800;
this->mAppObject.height = 600;
this->mAppObject.mColorBits = 24;
this->mAppObject.mRefreshRate = 60;
this->mAppObject.mStencilBits = 0;
this->mAppObject.mAlphaBits = 0;
this->mAppObject.mDepthBits = 24;
this->mAppObject.mouseSensitivity = 0.01f;
fov = 45.0f;
zNear = 1.0;
zFar = 1000.0;
//pause = false;
currentMenu = 0;
this->lastBlurTime = 0.0f;
this->mBlurQuality = HIGH_QUALITY;
this->mfBlurAlpha = 0.8f;
this->mfBlurRate = 0.02f;
//this->active = false;
this->mAppObject.volume = 1;
this->mPresentID = 0;
this->mbEnginePaused = false;
this->bUseEngineSound = false;
this->bUseOpenAL = true;
this->bMSAA = false;
this->bCSAA = false;
this->b3Dtexture = false;
this->miHDRITextureFormat = GL_RGBA16F_ARB; //WARNING
this->mbHDR = false;
this->mLuaScriptEngine = 0;
this->bPointSprites = false;
}
CoreEngine::CoreEngine(void)
{
this->Default_Constructor();
}
CoreEngine::~CoreEngine(void)
{
}
void CoreEngine::useEngineSound(bool bOpenAL)
{
this->bUseEngineSound = true;
this->bUseOpenAL = bOpenAL;
}
bool CoreEngine::usingEngineSound(void) const
{
return bUseEngineSound;
}
bool CoreEngine::isUsingOpenAL(void) const
{
return bUseOpenAL;
}
void CoreEngine::SetFullScreen(bool value)
{
if(this->mAppObject.m_bFullScreen != (int)value)
{
if(!this->mAppObject.m_bFullScreen)
{
ChangeDisplaySettings(NULL, 0);
this->mAppObject.m_bFullScreen = value;
} else {
this->mAppObject.ChangeToFullScreen();
this->mAppObject.m_bFullScreen = value;
}
}
}
void CoreEngine::InitGLGAME(HWND hWnd)
{
ilInit();
ilutInit();
this->bVSYNCsupport = false;
this->bVBO = false;
this->bAntiAliasSupport = false;
this->bShaderSupport = false;
this->mAppObject.m_hWnd = hWnd;// Assign the window handle to our member window handle
this->mbHDR = false;
this->miHDRITextureFormat = GL_RGBA16F_ARB;
if (ilGetInteger(IL_VERSION_NUM) < IL_VERSION || ilutGetInteger(ILUT_VERSION_NUM) < ILUT_VERSION)
{
MessageBox(NULL, "Older version of DevIL detected...exiting!", "Error", MB_OK);
mlog.LogError(LString("Older version for DevIL!"));
this->getApp()->end();
return;
}
ilEnable(IL_FILE_OVERWRITE);
GetClientRect(this->mAppObject.m_hWnd, &this->mAppObject.m_rRect); // Assign the windows rectangle to a global RECT
GetWindowRect(this->mAppObject.m_hWnd, &this->mAppObject.m_rWindowRect);
InitializeOpenGL(this->mAppObject.m_rRect.right, this->mAppObject.m_rRect.bottom); // Init OpenGL with the global rect
/* Get Extensions and other System Information */
this->QuerySystemInformation();
this->glExtensions = (char*)glGetString(GL_EXTENSIONS);
/* initialize our multitexturing functions */
glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) wglGetProcAddress("glActiveTextureARB");
glMultiTexCoord2fARB = (PFNGLMULTITEXCOORD2FARBPROC) wglGetProcAddress("glMultiTexCoord2fARB");
glMultiTexCoord4fARB = (PFNGLMULTITEXCOORD4FARBPROC) wglGetProcAddress("glMultiTexCoord4fARB");
glMultiTexCoord4fvARB = (PFNGLMULTITEXCOORD4FVARBPROC) wglGetProcAddress("glMultiTexCoord4fvARB");
glClientActiveTextureARB = (PFNGLCLIENTACTIVETEXTUREARBPROC) wglGetProcAddress("glClientActiveTextureARB");
this->bMultiTexture = true;
if(!glActiveTextureARB || !glMultiTexCoord2fARB || !glClientActiveTextureARB)
{
this->bMultiTexture = false;
mlog.LogInfo(LString("MultiTexturing is NOT available!"));
}
if(this->bMultiTexture)
{
mlog.LogInfo(LString("MultiTexturing is available!"));
int maxTexUnits;
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxTexUnits);
mlog.LogInfo(LString("Total Texture units available: %d", maxTexUnits));
} else {
mlog.LogInfo(LString("MultiTexturing is 'NOT' available!"));
}
this->InitializeVertexBufferObjects();
this->InitializeVSYNC();
this->InitializeHarwareOcclusionQuery();
this->InitializeFrameBufferObjects();
this->InitializeHDRExtensions();
this->InitializePointSprite();
this->mAppObject.windowPosition.x = 0;
this->mAppObject.windowPosition.y = 0;
currentMenu = 0;
this->mAppObject.Mouse.mouseWheel = 0;
RECT sysRect;
GetWindowRect(GetDesktopWindow(), &sysRect);
this->mAppObject.systemResolution.x = sysRect.right;
this->mAppObject.systemResolution.y = sysRect.bottom;
//Setup ilut to know the graphic adapters info
//ilutRenderer(ILUT_OPENGL);
mlog.LogInfo(LString("System Resolution:"));
mlog.LogInfo(LString(" Width: %d", this->mAppObject.systemResolution.x));
mlog.LogInfo(LString(" Height: %d", this->mAppObject.systemResolution.y));
this->mAppObject.frLastTime = 0;
//pause = false;
this->mLightHandler.Initialize();
char temp[256];
for(int i = 0; i < RX_CUSTOM_MAX_LIGHTS; i++)
{
sprintf(temp, "light[%d].pos", i);
this->mlog.bindFloatVariable(temp, &this->mLightHandler.light[i].pos.x, &this->mLightHandler.light[i].pos.y, &this->mLightHandler.light[i].pos.z);
sprintf(temp, "light[%d].enabled", i);
this->mlog.bindBooleanVariable(temp, &this->mLightHandler.light[i].bEnabled);
}
this->mTextureStateSystem = TextureStateHandler();
mlog.LogSuccessText(LString("Lighting engine initialized!"));
this->mLuaScriptEngine = new LuaScriptEngine();
if(!this->mLuaScriptEngine)
{
this->mlog.LogError(LString("Error initializing LUA scripting engine"));
} else {
this->mLuaScriptEngine->Initialize(true);
}
this->mAppObject.m_fGameTime = 0.0f;
this->mAppObject.m_fActualTime = 0.0f;
this->mAppObject.m_ftRatio = 1.0f;
this->lastBlurTime = 0.0f;
this->mBlurQuality = HIGH_QUALITY;
this->mfBlurAlpha = 0.8f;
this->mfBlurRate = 0.02f;
this->mbEnginePaused = false;
//Max render targets query
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &this->iMaxRenderTargets);
this->mlog.LogInfo(LString("Max Render Targets: %d", this->iMaxRenderTargets));
glGetIntegerv(GL_MAX_SAMPLES_EXT, &this->iMaxSamples);
this->mlog.LogInfo(LString("Max Samples for FBO: %d", this->iMaxSamples));
this->mlog.LogInfo(LString("Creating SoundSystem sound object..."));
this->mSoundSystem = 0;
this->mSoundSystem = new SoundSystem;
if(!this->mSoundSystem)
{
this->mlog.LogError(LString("There was an error allocating memory for SoundSystem sound object!"));
this->getApp()->end();
}
this->mlog.LogSuccessText(LString("Sound object CRxSoundSystem successfully created!"));
}
void CoreEngine::ForceSwapBuffers(void)
{
SwapBuffers(this->getApp()->getDC());
}
void CoreEngine::SetHDRITextureFormat(HDRI_Texture_formats format)
{
this->miHDRITextureFormat = format;
}
bool CoreEngine::isHDRSupported(void)
{
return this->mbHDR;
}
void CoreEngine::InitializeOpenGL(int width, int height)
{
mlog.LogInfo(LString("Initializing OpenGL..."));
this->mAppObject.m_hDC = GetDC(this->mAppObject.m_hWnd); // This sets our global HDC
// We don't free this hdc until the end of our program
if (!this->mAppObject.bSetupPixelFormat(this->mAppObject.m_hDC)) // This sets our pixel format/information
{
mlog.LogError(LString("Error setting up of pixel format"));
PostQuitMessage (0); // If there's an error, quit
return;
}
mlog.LogSuccessText(LString("Setup of pixel format successful"));
this->mAppObject.m_hRC = wglCreateContext(this->mAppObject.m_hDC); // This creates a rendering context from our hdc
wglMakeCurrent(this->mAppObject.m_hDC, this->mAppObject.m_hRC); // This makes the rendering context we just created the one we want to use
SizeOpenGLScreen(this->mAppObject.width, this->mAppObject.height); // Setup the screen translations and viewport
mlog.LogInfo(LString("Dimensions for OpenGL to use:"));
mlog.LogInfo(LString(" Width: %d", this->mAppObject.width));
mlog.LogInfo(LString(" Height: %d", this->mAppObject.height));
mlog.LogInfo(LString(" Color bits: %d", this->mAppObject.mColorBits));
mlog.LogInfo(LString(" Depth bits: %d", this->mAppObject.mDepthBits));
mlog.LogInfo(LString(" Alpha bits: %d", this->mAppObject.mAlphaBits));
mlog.LogInfo(LString(" Stencil bits: %d", this->mAppObject.mStencilBits));
mlog.LogInfo(LString(" Refresh Rate: %d", this->mAppObject.mRefreshRate));
mlog.LogInfo(LString("================="));
this->mAppObject.windowPosition.x = 0;
this->mAppObject.windowPosition.y = 0;
//pause = false;
this->mAppObject.m_fGameTime = 0.0f;
this->mAppObject.m_fActualTime = 0.0f;
this->mAppObject.m_ftRatio = 1.0f;
mlog.LogSuccessText(LString("OpenGL Succesfully Initialized!"));
}
void CoreEngine::SizeOpenGLScreen(int w, int h)
{
if(h == 0)
h = 1;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(this->fov, (float)w/(float)h, this->zNear, this->zFar);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
double CoreEngine::getZNear(void)
{
return this->zNear;
}
double CoreEngine::getZFar(void)
{
return this->zFar;
}
float CoreEngine::getFOV(void)
{
return this->fov;
}
void CoreEngine::ChangeFOV(float newFOV)
{
this->fov = newFOV;
SizeOpenGLScreen(this->mAppObject.width, this->mAppObject.height);
}
void CoreEngine::IncreaseFOV(float df)
{
this->fov += df;
SizeOpenGLScreen(this->mAppObject.width, this->mAppObject.height);
}
void CoreEngine::DecreaseFOV(float df)
{
this->fov -= df;
SizeOpenGLScreen(this->mAppObject.width, this->mAppObject.height);
}
ILuint CoreEngine::GenerateSingleImage(void) const
{
ILuint ImageName; // The image name to return.
ilGenImages(1, &ImageName); // Grab a new image name.
return ImageName; // Go wild with the return value.
}
void CoreEngine::DeleteSingleImage(ILuint ImageName) const
{
ilDeleteImages(1, &ImageName); // Delete the image name.
return;
}
void CoreEngine::DeInit()
{
if(this->mLuaScriptEngine)
{
this->mLuaScriptEngine->Free();
delete this->mLuaScriptEngine;
this->mLuaScriptEngine = 0;
}
this->mSkyBox.Free();
this->mAppObject.DestroyWindowObject();
this->mAppObject.winMessage = false;
ilShutDown();
time_t curTime;
time(& curTime);
mlog.LogInfo( LString("<h3>RX Engine Log Closed</h3>") );
mlog.LogInfo( LString("<b>Log Shutdown Time:</b> <u>%s</u>", ctime(&curTime)) );
mlog.log.LogText(LString("</table><br><h2><font color = ffffff>Program closed Successfully from DeInit!</br></h2><hr></html>"));
UnregisterClass(CLASSNAME, this->mAppObject.m_hInstance);
}
bool CoreEngine::SetupFromConfigurationFile(char* fileName)
{
const int size = 32;
char holdingString[size];
this->mAppObject.width = -1;
short tempBoolToShort;
std::ifstream fin(fileName);
if(fin.fail())
{
return false;
}
fin>>holdingString>>this->mAppObject.m_bFullScreen;
fin>>holdingString>>this->mAppObject.width;
if(this->mAppObject.width == -1) return false;
fin>>holdingString>>this->mAppObject.height;
fin>>holdingString>>this->mAppObject.mRefreshRate;
fin>>holdingString>>this->mAppObject.mColorBits;
fin>>holdingString>>this->mAppObject.mouseSensitivity;
fin>>holdingString>>this->mAppObject.volume;
fin>>holdingString>>tempBoolToShort;
this->mAppObject.useMouse = (tempBoolToShort == 1);
fin.close();
mlog.LogSuccessText(LString("SetupFromConfigurationFile is SUCCESS!"));
if(this->mAppObject.m_bFullScreen)
{
this->mAppObject.ChangeToFullScreen();
this->mAppObject.dwStyle = WS_EX_TOPMOST | WS_CLIPSIBLINGS | WS_CLIPCHILDREN|WS_POPUP;
mlog.LogInfo(LString("Fullscreen detected... not hiding cursor! You should hide cursor manually!"));
} else {
this->mAppObject.dwStyle = WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS | WS_CLIPCHILDREN;
}
return true;
}
bool CoreEngine::SaveScreenshot(const char* fileName, const char* format) const
{
glPushAttrib(GL_ENABLE_BIT);
unsigned int tempshot = 0;
char append[16];
char extension[16];
char final[256];
FILE* fp = 0;
do
{
if(fp)
{
fclose(fp);
}
memset(append, 0, sizeof(char)*16);
memset(final, 0, sizeof(char)*256);
sprintf(append, "_%d.", tempshot);
sprintf(extension, "%s", format);
strcpy(final, fileName);
strcat(final, append);
strcat(final, extension);
fp = fopen(final, "rb");
tempshot++;
} while(fp);
int width = this->mAppObject.width;
int height = this->mAppObject.height;
//ilutRenderer(ILUT_OPENGL);
ILuint myImage;
myImage = GenerateSingleImage();
if(!ilIsImage(myImage))
{
return false;
}
ilBindImage(myImage);
if(!ilutGLScreen())
return false;
ilSaveImage(final);
DeleteSingleImage(myImage);
glPopAttrib();
return true;
}
char* CoreEngine::GetExtensions(void)
{
return this->glExtensions;
}
bool CoreEngine::supportsMultiTexture(void)
{
return this->bMultiTexture;
}
void CoreEngine::QuerySystemInformation(void)
{
this->mySystem.strVendor = (char*)glGetString(GL_VENDOR);
this->mySystem.strRenderer = (char*)glGetString(GL_RENDERER);
this->mySystem.strGLVersion = (char*)glGetString(GL_VERSION);
this->mySystem.glslVersion = (char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
}
/*
================================================================
Should be called only after QuerySystemInformation is called
================================================================
*/
void CoreEngine::OutputSystemInformation(void)
{
mlog.LogInfo(LString("========System Information========"));
mlog.LogInfo(LString("System GPU Vendor: %s", this->mySystem.strVendor));
mlog.LogInfo(LString("System Renderer: %s", this->mySystem.strRenderer));
mlog.LogInfo(LString("System OpenGL Version: %s", this->mySystem.strGLVersion));
mlog.LogInfo(LString("System GLSL Version: %s", this->mySystem.glslVersion));
//mlog.OutInfo(LString("System OpenGL Supported extensions:\n\n %s\n", this->glExtensions));
char* tempString;
tempString = new char[8192];
if(!tempString)
{
return;
}
sprintf(tempString, "System OpenGL Supported extensions:\n\n %s\n", this->glExtensions);
mlog.OutInfo(tempString);
mlog.LogInfo(LString("========End of System Information========\n"));
delete[] tempString;
tempString = 0;
}
TypeSystemInformation CoreEngine::getSystemInfo(void)
{
return this->mySystem;
}
void CoreEngine::Setup2DScreen(int width, int height)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, width, height, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void CoreEngine::SaveAndSetup2DScreen(int width, int height)
{
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, width, height, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
}
void CoreEngine::RestoreOldScreen(void)
{
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void CoreEngine::Setup3DScreen(float fov, double zNear, double zFar)
{
this->fov = fov;
this->zFar = zFar;
this->zNear = zNear;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(this->fov, (float)this->mAppObject.getDimensions().x/(float)this->mAppObject.getDimensions().y, zNear, zFar);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void CoreEngine::SetupAppropriate3DScreen(void)
{
this->fov = fov;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(this->fov, (float)this->mAppObject.getDimensions().x/(float)this->mAppObject.getDimensions().y, this->zNear, this->zFar);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void CoreEngine::Setup3DScreenView(float fov, float width, float height, double zNear, double zFar)
{
this->fov = fov;
this->zFar = zFar;
this->zNear = zNear;
glViewport(0, 0, (GLsizei)width, (GLsizei)height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(this->fov, (float)width/(float)height, zNear, zFar);
glMatrixMode(GL_MODELVIEW);
}
void CoreEngine::SetupCubeMapView(int cubeFace, const Math::Vector3 &objPos)
{
switch(cubeFace)
{
case 0:
glRotatef(-90.0f, 0.0f, 1.0f, 0.0f);
glRotatef(180.0f, 0.0f, 0.0f, 1.0f);
break;
case 1:
glRotatef( 90.0f, 0.0f, 1.0f, 0.0f);
glRotatef(180.0f, 0.0f, 0.0f, 1.0f);
break;
case 2:
glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
break;
case 3:
glRotatef( 90.0f, 1.0f, 0.0f, 0.0f);
break;
case 4:
glRotatef(180.0f, 1.0f, 0.0f, 0.0f);
break;
case 5:
glRotatef(180.0f, 0.0f, 0.0f, 1.0f);
break;
}
glTranslatef(-objPos.x, -objPos.y, -objPos.z);
}
void CoreEngine::set(float fov, double zNear, double zFar, LPCTSTR programTitle)
{
this->mAppObject.m_FrameInterval = 0;
this->mAppObject.m_FPS = 0;
this->mAppObject.m_fFrameIntervalSeconds = 0.0f;
this->mAppObject.winMessage = true;
this->fov = fov;
this->zNear = zNear;
this->zFar = zFar;
this->mAppObject.frLastTime = 0;
this->mAppObject.dwStyle = 0;
this->mAppObject.tFPS = 0;
//pause = false;
this->mAppObject.windowPosition.x = 0;
this->mAppObject.windowPosition.y = 0;
currentMenu = 0;
this->mAppObject.Mouse.mouseWheel = 0;
this->mAppObject.mWindowName = programTitle;
initRender = false;
bMultiTexture = false;
}
void CoreEngine::set(float fov, double zNear, double zFar, LPCTSTR programTitle, int x, int y)
{
this->mAppObject.m_FrameInterval = 0;
this->mAppObject.m_FPS = 0;
this->mAppObject.m_fFrameIntervalSeconds = 0.0f;
this->mAppObject.winMessage = true;
this->fov = fov;
this->zNear = zNear;
this->zFar = zFar;
this->mAppObject.frLastTime = 0;
this->mAppObject.dwStyle = 0;
this->mAppObject.tFPS = 0;
//pause = false;
this->mAppObject.windowPosition.x = x;
this->mAppObject.windowPosition.y = y;
currentMenu = 0;
this->mAppObject.Mouse.mouseWheel = 0;
this->mAppObject.mWindowName = programTitle;
initRender = false;
bMultiTexture = false;
}
void CoreEngine::renderInitialized(void)
{
this->initRender = true;
this->mlog.LogSuccessText(LString("InitRender success!"));
}
bool CoreEngine::isRenderInitialized(void)
{
return this->initRender;
}
void CoreEngine::SetupFogGame(float start, float end, int mode /* GL_LINEAR, GL_EXP, GL_EXP2 */,
float* fogColor, float density)
{
glFogi(GL_FOG_MODE, mode);
glFogf(GL_FOG_START, start);
glFogf(GL_FOG_END, end);
glFogfv(GL_FOG_COLOR, fogColor);
glFogf(GL_FOG_DENSITY, density);
}
void CoreEngine::PrepareForParticleRender(void)
{
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glDisable(GL_LIGHTING);
glDepthMask(GL_FALSE);
}
void CoreEngine::EndParticleRender(void)
{
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
}
void CoreEngine::tempSetViewport(int w, int h)
{
glViewport(0, 0, w, h);
}
void CoreEngine::resetViewport(void)
{
glViewport(0, 0, this->mAppObject.width, this->mAppObject.height);
}
void CoreEngine::PrepareForCursorRender(void)
{
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, 1024, 0, 768, 0, 1.0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glDepthMask(GL_FALSE);
}
void CoreEngine::EndCursorRender(void)
{
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void CoreEngine::DrawCursor(GLuint texture, float x, float y, float sx, float sy)
{
glPushMatrix();
//glEnable(GL_BLEND);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
glTranslatef(x/float(this->mAppObject.getRect().right)*1024, (1 - y/float(this->mAppObject.getRect().bottom))*768, 0);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 1.0f); glVertex2i((int)sx, (int)sy);
glTexCoord2f(0, 1.0f); glVertex2i(0, (int)sy);
glTexCoord2f(0, 0); glVertex2i(0, 0);
glTexCoord2f(1.0f, 0); glVertex2i((int)sx, 0);
glEnd();
//glDisable(GL_BLEND);
glPopMatrix();
}
void CoreEngine::DrawCursorDirect(GLuint texture, float x, float y, float sx, float sy)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, 1024, 0, 768, 0, 1.0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
glTranslatef(x/float(this->mAppObject.getRect().right)*1024, (1 - y/float(this->mAppObject.getRect().bottom))*768, 0);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 1.0f); glVertex2i((int)sx, (int)sy);
glTexCoord2f(0, 1.0f); glVertex2i(0, (int)sy);
glTexCoord2f(0, 0); glVertex2i(0, 0);
glTexCoord2f(1.0f, 0); glVertex2i((int)sx, 0);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glDisable(GL_BLEND);
}
void CoreEngine::RenderMotionBlurTexture(void)
{
this->SaveAndSetup2DScreen(this->mBlurQuality, this->mBlurQuality);
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glColor4f(1, 1, 1, this->mfBlurAlpha);
glBindTexture(GL_TEXTURE_2D, this->mBlurTexture);
glBegin(GL_QUADS);
glTexCoord2f(0, -1); glVertex2i(0, this->mBlurQuality);
glTexCoord2f(1, -1); glVertex2i(this->mBlurQuality, this->mBlurQuality);
glTexCoord2f(1, 0); glVertex2i(this->mBlurQuality, 0);
glTexCoord2f(0, 0); glVertex2i(0, 0);
glEnd();
this->RestoreOldScreen();
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
}
void CoreEngine::PrepareBlurTexture(void)
{
glGenTextures(1, (GLuint*)&this->mBlurTexture);
glBindTexture(GL_TEXTURE_2D, this->mBlurTexture);
// Create the texture and store it on the video card
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, this->mBlurTexture, this->mBlurTexture, 0, GL_RGB, GL_UNSIGNED_INT, 0);
// Set the texture quality
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}
void CoreEngine::InitMotionBlurSystem(GLuint quality, float alpha, float blurRate)
{
this->mBlurQuality = quality;
this->mfBlurRate = blurRate;