//
// Written by Harald JOHNSEN, started Jully 2005.
//
-// Copyright (C) 2005 Harald JOHNSEN - hjohnsen@evc.net
+// Copyright (C) 2005 Harald JOHNSEN
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
static GLuint texFresnel = 0;
static GLuint texBackground = 0;
-static const int texBackgroundWidth = 1024, texBackgroundHeight = 1024;
+static int texBackgroundWidth = 1024, texBackgroundHeight = 1024;
+static GLenum texBackgroundTarget = GL_TEXTURE_2D;
+static bool isRectangleTextureSupported = false;
+static bool istexBackgroundRectangle = false;
static bool initDone = false;
static bool haveBackground = false;
#endif
if( ! dlist )
return true;
+
+ GLint viewport[4];
+ glGetIntegerv( GL_VIEWPORT, viewport );
+ const int screen_width = viewport[2];
+ const int screen_height = viewport[3];
if( ! haveBackground ) {
// store the backbuffer in a texture
if( ! texBackground ) {
// allocate our texture here so we don't waste memory if no model use that effect
+ // check if we need a rectangle texture and if the card support it
+ if( (screen_width > 1024 || screen_height > 1024) && isRectangleTextureSupported ) {
+ // Note that the 3 (same) extensions use the same enumerants
+ texBackgroundTarget = GL_TEXTURE_RECTANGLE_NV;
+ istexBackgroundRectangle = true;
+ texBackgroundWidth = screen_width;
+ texBackgroundHeight = screen_height;
+ }
glGenTextures(1, &texBackground);
- glBindTexture(GL_TEXTURE_2D, texBackground);
+ glEnable(texBackgroundTarget);
+ glBindTexture(texBackgroundTarget, texBackground);
// trying to match the backbuffer pixel format
GLint internalFormat = GL_RGB8;
GLint colorBits = 0, alphaBits = 0;
if( alphaBits != 0 )
internalFormat = GL_RGBA8;
}
- glTexImage2D(GL_TEXTURE_2D, 0, internalFormat,
+ glTexImage2D(texBackgroundTarget, 0, internalFormat,
texBackgroundWidth, texBackgroundHeight, 0, GL_RGB, GL_FLOAT, NULL);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glBindTexture(GL_TEXTURE_2D, 0);
+ glTexParameteri(texBackgroundTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(texBackgroundTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(texBackgroundTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(texBackgroundTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
- GLint viewport[4];
- glGetIntegerv( GL_VIEWPORT, viewport );
- const int screen_width = viewport[2];
- const int screen_height = viewport[3];
- glBindTexture(GL_TEXTURE_2D, texBackground);
+ glEnable(texBackgroundTarget);
+ glBindTexture(texBackgroundTarget, texBackground);
// center of texture = center of screen
// obviously we don't have the whole screen if screen_width > texBackgroundWidth
- glCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0,
- (screen_width - texBackgroundWidth) / 2,
- (screen_height - texBackgroundHeight) / 2,
- texBackgroundWidth, texBackgroundHeight );
+ // if rectangle textures are not supported, this give some artifacts on the borders
+ if( istexBackgroundRectangle ) {
+ glCopyTexSubImage2D( texBackgroundTarget, 0, 0, 0,
+ 0, 0, texBackgroundWidth, texBackgroundHeight );
+ } else {
+ glCopyTexSubImage2D( texBackgroundTarget, 0, 0, 0,
+ (screen_width - texBackgroundWidth) / 2,
+ (screen_height - texBackgroundHeight) / 2,
+ texBackgroundWidth, texBackgroundHeight );
+ }
haveBackground = true;
- glBindTexture(GL_TEXTURE_2D, 0);
+ glBindTexture(texBackgroundTarget, 0);
+ glDisable(texBackgroundTarget);
}
ssgSimpleState *sst = ((ssgSimpleState *)leaf->getState());
if ( sst )
// noise texture, tex coord from the model translated by a time factor
glActiveTexturePtr( GL_TEXTURE0_ARB );
glEnable(GL_TEXTURE_2D);
- const float noiseDist = fmodf(- totalTime * my_shader->_factor * my_shader->_speed, 4.0f);
+ const float noiseDist = fmod(- totalTime * my_shader->_factor * my_shader->_speed, 4.0);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef( noiseDist, 0.0f, 0.0f );
// background texture
glActiveTexturePtr( GL_TEXTURE1_ARB );
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, texBackground);
+ glEnable(texBackgroundTarget);
+ glBindTexture(texBackgroundTarget, texBackground);
// automatic generation of texture coordinates
// map to screen space
sgMat4 CameraProjM, CameraViewM;
- GLint viewport[4];
- glGetIntegerv( GL_VIEWPORT, viewport );
- const int screen_width = viewport[2];
- const int screen_height = viewport[3];
glGetFloatv(GL_PROJECTION_MATRIX, (GLfloat *) CameraProjM);
glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *) CameraViewM);
const float dummy_scale = 1.0f; //0.95f;
const float deltaPos = 0.05f;
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
- glTranslatef( 0.5f, 0.5f, 0.0f );
- glScalef( float( screen_width ) / float( texBackgroundWidth ) * 0.5f * dummy_scale,
- float( screen_height ) / float( texBackgroundHeight ) * 0.5f * dummy_scale, 1.0f );
+ if( istexBackgroundRectangle ) {
+ // coords go from 0.0 to n, not from 0.0 to 1.0
+ glTranslatef( texBackgroundWidth * 0.5f, texBackgroundHeight * 0.5f, 0.0f );
+ glScalef( texBackgroundWidth * 0.5f,
+ texBackgroundHeight * 0.5f, 1.0f );
+ } else {
+ glTranslatef( 0.5f, 0.5f, 0.0f );
+ glScalef( float( screen_width ) / float( texBackgroundWidth ) * 0.5f,
+ float( screen_height ) / float( texBackgroundHeight ) * 0.5f, 1.0f );
+ }
glMultMatrixf( (GLfloat *) CameraProjM );
glMultMatrixf( (GLfloat *) CameraViewM );
glTranslatef( deltaPos, deltaPos, deltaPos );
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
- glDisable(GL_TEXTURE_2D);
+ glDisable(texBackgroundTarget);
glActiveTexturePtr( GL_TEXTURE0_ARB );
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
init_shaders();
if( _shader_type == 1 && Shader::is_VP_supported() && shFresnel)
setCallBack( getBranch(), (ssgBase *) this, fresnel_shader_callback );
- else if( _shader_type == 2 )
+ else if( _shader_type == 2 ) {
+ // this is the same extension with different names
+ isRectangleTextureSupported = SGIsOpenGLExtensionSupported("GL_EXT_texture_rectangle") ||
+ SGIsOpenGLExtensionSupported("GL_ARB_texture_rectangle") ||
+ SGIsOpenGLExtensionSupported("GL_NV_texture_rectangle");
setCallBack( getBranch(), (ssgBase *) this, heat_haze_shader_callback );
+ }
else if( _shader_type == 3 )
setCallBack( getBranch(), (ssgBase *) this, chrome_shader_callback );
else