mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-22 11:51:25 +00:00
Rearrange the code slightly so it is easier to add other backends
This commit is contained in:
parent
84efdad49e
commit
ef6d217623
25 changed files with 1697 additions and 1428 deletions
268
Source/Native/Backend.cpp
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268
Source/Native/Backend.cpp
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@ -0,0 +1,268 @@
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/*
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** BuilderNative Renderer
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** Copyright (c) 2019 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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||||
** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
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||||
**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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||||
** in a product, an acknowledgment in the product documentation would be
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||||
** appreciated but is not required.
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||||
** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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*/
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#include "Precomp.h"
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#include "Backend.h"
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#include "OpenGL/GLBackend.h"
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Backend* Backend::Get()
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{
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static std::unique_ptr<Backend> backend;
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if (!backend)
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backend.reset(new GLBackend());
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return backend.get();
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}
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/////////////////////////////////////////////////////////////////////////////
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extern "C"
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{
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RenderDevice* RenderDevice_New(void* disp, void* window)
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{
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return Backend::Get()->NewRenderDevice(disp, window);
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}
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void RenderDevice_Delete(RenderDevice* device)
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{
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Backend::Get()->DeleteRenderDevice(device);
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}
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const char* RenderDevice_GetError(RenderDevice* device)
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{
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return device->GetError();
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}
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void RenderDevice_DeclareUniform(RenderDevice* device, UniformName name, const char* variablename, UniformType type)
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{
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device->DeclareUniform(name, variablename, type);
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}
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void RenderDevice_DeclareShader(RenderDevice* device, ShaderName index, const char* name, const char* vertexshader, const char* fragmentshader)
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{
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device->DeclareShader(index, name, vertexshader, fragmentshader);
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}
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void RenderDevice_SetShader(RenderDevice* device, ShaderName name)
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{
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device->SetShader(name);
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}
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void RenderDevice_SetUniform(RenderDevice* device, UniformName name, const void* values, int count)
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{
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device->SetUniform(name, values, count);
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}
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void RenderDevice_SetVertexBuffer(RenderDevice* device, VertexBuffer* buffer)
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{
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device->SetVertexBuffer(buffer);
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}
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void RenderDevice_SetIndexBuffer(RenderDevice* device, IndexBuffer* buffer)
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{
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device->SetIndexBuffer(buffer);
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}
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void RenderDevice_SetAlphaBlendEnable(RenderDevice* device, bool value)
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{
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device->SetAlphaBlendEnable(value);
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}
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void RenderDevice_SetAlphaTestEnable(RenderDevice* device, bool value)
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{
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device->SetAlphaTestEnable(value);
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}
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void RenderDevice_SetCullMode(RenderDevice* device, Cull mode)
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{
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device->SetCullMode(mode);
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}
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void RenderDevice_SetBlendOperation(RenderDevice* device, BlendOperation op)
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{
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device->SetBlendOperation(op);
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}
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void RenderDevice_SetSourceBlend(RenderDevice* device, Blend blend)
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{
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device->SetSourceBlend(blend);
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}
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void RenderDevice_SetDestinationBlend(RenderDevice* device, Blend blend)
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{
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device->SetDestinationBlend(blend);
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}
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void RenderDevice_SetFillMode(RenderDevice* device, FillMode mode)
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{
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device->SetFillMode(mode);
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}
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void RenderDevice_SetMultisampleAntialias(RenderDevice* device, bool value)
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{
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device->SetMultisampleAntialias(value);
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}
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void RenderDevice_SetZEnable(RenderDevice* device, bool value)
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{
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device->SetZEnable(value);
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}
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void RenderDevice_SetZWriteEnable(RenderDevice* device, bool value)
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{
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device->SetZWriteEnable(value);
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}
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void RenderDevice_SetTexture(RenderDevice* device, Texture* texture)
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{
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device->SetTexture(texture);
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}
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void RenderDevice_SetSamplerFilter(RenderDevice* device, TextureFilter minfilter, TextureFilter magfilter, TextureFilter mipfilter, float maxanisotropy)
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{
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device->SetSamplerFilter(minfilter, magfilter, mipfilter, maxanisotropy);
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}
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void RenderDevice_SetSamplerState(RenderDevice* device, TextureAddress address)
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{
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device->SetSamplerState(address);
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}
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bool RenderDevice_Draw(RenderDevice* device, PrimitiveType type, int startIndex, int primitiveCount)
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{
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return device->Draw(type, startIndex, primitiveCount);
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}
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bool RenderDevice_DrawIndexed(RenderDevice* device, PrimitiveType type, int startIndex, int primitiveCount)
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{
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return device->DrawIndexed(type, startIndex, primitiveCount);
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}
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bool RenderDevice_DrawData(RenderDevice* device, PrimitiveType type, int startIndex, int primitiveCount, const void* data)
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{
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return device->DrawData(type, startIndex, primitiveCount, data);
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}
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bool RenderDevice_StartRendering(RenderDevice* device, bool clear, int backcolor, Texture* target, bool usedepthbuffer)
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{
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return device->StartRendering(clear, backcolor, target, usedepthbuffer);
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}
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bool RenderDevice_FinishRendering(RenderDevice* device)
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{
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return device->FinishRendering();
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}
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bool RenderDevice_Present(RenderDevice* device)
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{
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return device->Present();
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}
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bool RenderDevice_ClearTexture(RenderDevice* device, int backcolor, Texture* texture)
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{
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return device->ClearTexture(backcolor, texture);
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}
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bool RenderDevice_CopyTexture(RenderDevice* device, Texture* dst, CubeMapFace face)
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{
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return device->CopyTexture(dst, face);
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}
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bool RenderDevice_SetVertexBufferData(RenderDevice* device, VertexBuffer* buffer, void* data, int64_t size, VertexFormat format)
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{
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return device->SetVertexBufferData(buffer, data, size, format);
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}
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bool RenderDevice_SetVertexBufferSubdata(RenderDevice* device, VertexBuffer* buffer, int64_t destOffset, void* data, int64_t size)
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{
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return device->SetVertexBufferSubdata(buffer, destOffset, data, size);
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}
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bool RenderDevice_SetIndexBufferData(RenderDevice* device, IndexBuffer* buffer, void* data, int64_t size)
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{
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return device->SetIndexBufferData(buffer, data, size);
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}
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bool RenderDevice_SetPixels(RenderDevice* device, Texture* texture, const void* data)
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{
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return device->SetPixels(texture, data);
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}
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bool RenderDevice_SetCubePixels(RenderDevice* device, Texture* texture, CubeMapFace face, const void* data)
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{
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return device->SetCubePixels(texture, face, data);
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}
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void* RenderDevice_MapPBO(RenderDevice* device, Texture* texture)
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{
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return device->MapPBO(texture);
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}
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bool RenderDevice_UnmapPBO(RenderDevice* device, Texture* texture)
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{
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return device->UnmapPBO(texture);
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}
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////////////////////////////////////////////////////////////////////////////
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IndexBuffer* IndexBuffer_New()
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{
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return Backend::Get()->NewIndexBuffer();
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}
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void IndexBuffer_Delete(IndexBuffer* buffer)
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{
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Backend::Get()->DeleteIndexBuffer(buffer);
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}
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////////////////////////////////////////////////////////////////////////////
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VertexBuffer* VertexBuffer_New()
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{
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return Backend::Get()->NewVertexBuffer();
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}
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void VertexBuffer_Delete(VertexBuffer* buffer)
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{
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Backend::Get()->DeleteVertexBuffer(buffer);
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}
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////////////////////////////////////////////////////////////////////////////
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Texture* Texture_New()
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{
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return Backend::Get()->NewTexture();
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}
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void Texture_Delete(Texture* tex)
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{
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return Backend::Get()->DeleteTexture(tex);
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}
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void Texture_Set2DImage(Texture* tex, int width, int height)
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{
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tex->Set2DImage(width, height);
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}
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void Texture_SetCubeImage(Texture* tex, int size)
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{
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tex->SetCubeImage(size);
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}
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}
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130
Source/Native/Backend.h
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130
Source/Native/Backend.h
Normal file
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@ -0,0 +1,130 @@
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/*
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** BuilderNative Renderer
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** Copyright (c) 2019 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
|
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
|
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** freely, subject to the following restrictions:
|
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
|
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** in a product, an acknowledgment in the product documentation would be
|
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** appreciated but is not required.
|
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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*/
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#pragma once
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#include <string>
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#include <mutex>
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enum class CubeMapFace : int { PositiveX, PositiveY, PositiveZ, NegativeX, NegativeY, NegativeZ };
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enum class VertexFormat : int32_t { Flat, World };
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enum class DeclarationUsage : int32_t { Position, Color, TextureCoordinate, Normal };
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enum class Cull : int { None, Clockwise };
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enum class Blend : int { InverseSourceAlpha, SourceAlpha, One };
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enum class BlendOperation : int { Add, ReverseSubtract };
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enum class FillMode : int { Solid, Wireframe };
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enum class TextureAddress : int { Wrap, Clamp };
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enum class ShaderFlags : int { None, Debug };
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enum class PrimitiveType : int { LineList, TriangleList, TriangleStrip };
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enum class TextureFilter : int { None, Point, Linear, Anisotropic };
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enum class UniformType : int { Vec4f, Vec3f, Vec2f, Float, Mat4 };
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typedef int UniformName;
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typedef int ShaderName;
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class VertexBuffer;
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class IndexBuffer;
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class Texture;
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class RenderDevice
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{
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public:
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virtual ~RenderDevice() = default;
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virtual const char* GetError() = 0;
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virtual void DeclareUniform(UniformName name, const char* glslname, UniformType type) = 0;
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virtual void DeclareShader(ShaderName index, const char* name, const char* vertexshader, const char* fragmentshader) = 0;
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virtual void SetShader(ShaderName name) = 0;
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virtual void SetUniform(UniformName name, const void* values, int count) = 0;
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virtual void SetVertexBuffer(VertexBuffer* buffer) = 0;
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virtual void SetIndexBuffer(IndexBuffer* buffer) = 0;
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virtual void SetAlphaBlendEnable(bool value) = 0;
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virtual void SetAlphaTestEnable(bool value) = 0;
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virtual void SetCullMode(Cull mode) = 0;
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virtual void SetBlendOperation(BlendOperation op) = 0;
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virtual void SetSourceBlend(Blend blend) = 0;
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virtual void SetDestinationBlend(Blend blend) = 0;
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virtual void SetFillMode(FillMode mode) = 0;
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virtual void SetMultisampleAntialias(bool value) = 0;
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virtual void SetZEnable(bool value) = 0;
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virtual void SetZWriteEnable(bool value) = 0;
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virtual void SetTexture(Texture* texture) = 0;
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virtual void SetSamplerFilter(TextureFilter minfilter, TextureFilter magfilter, TextureFilter mipfilter, float maxanisotropy) = 0;
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virtual void SetSamplerState(TextureAddress address) = 0;
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virtual bool Draw(PrimitiveType type, int startIndex, int primitiveCount) = 0;
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virtual bool DrawIndexed(PrimitiveType type, int startIndex, int primitiveCount) = 0;
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virtual bool DrawData(PrimitiveType type, int startIndex, int primitiveCount, const void* data) = 0;
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virtual bool StartRendering(bool clear, int backcolor, Texture* target, bool usedepthbuffer) = 0;
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virtual bool FinishRendering() = 0;
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virtual bool Present() = 0;
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virtual bool ClearTexture(int backcolor, Texture* texture) = 0;
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virtual bool CopyTexture(Texture* dst, CubeMapFace face) = 0;
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virtual bool SetVertexBufferData(VertexBuffer* buffer, void* data, int64_t size, VertexFormat format) = 0;
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virtual bool SetVertexBufferSubdata(VertexBuffer* buffer, int64_t destOffset, void* data, int64_t size) = 0;
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virtual bool SetIndexBufferData(IndexBuffer* buffer, void* data, int64_t size) = 0;
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virtual bool SetPixels(Texture* texture, const void* data) = 0;
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virtual bool SetCubePixels(Texture* texture, CubeMapFace face, const void* data) = 0;
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virtual void* MapPBO(Texture* texture) = 0;
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virtual bool UnmapPBO(Texture* texture) = 0;
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};
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class VertexBuffer
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{
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public:
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virtual ~VertexBuffer() = default;
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static const int FlatStride = 24;
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static const int WorldStride = 36;
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};
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class IndexBuffer
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{
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public:
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virtual ~IndexBuffer() = default;
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};
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class Texture
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{
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public:
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virtual ~Texture() = default;
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virtual void Set2DImage(int width, int height) = 0;
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virtual void SetCubeImage(int size) = 0;
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};
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class Backend
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{
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public:
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static Backend* Get();
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virtual RenderDevice* NewRenderDevice(void* disp, void* window) = 0;
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virtual void DeleteRenderDevice(RenderDevice* device) = 0;
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virtual VertexBuffer* NewVertexBuffer() = 0;
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virtual void DeleteVertexBuffer(VertexBuffer* buffer) = 0;
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virtual IndexBuffer* NewIndexBuffer() = 0;
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virtual void DeleteIndexBuffer(IndexBuffer* buffer) = 0;
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virtual Texture* NewTexture() = 0;
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virtual void DeleteTexture(Texture* texture) = 0;
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};
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@ -192,15 +192,21 @@
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<None Include="exports.def" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="gl_load\gl_load.c">
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<ClCompile Include="Matrix.cpp" />
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<ClCompile Include="OpenGL\GLBackend.cpp" />
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<ClCompile Include="OpenGL\GLRenderDevice.cpp" />
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<ClCompile Include="OpenGL\GLIndexBuffer.cpp" />
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<ClCompile Include="OpenGL\GLShader.cpp" />
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<ClCompile Include="OpenGL\GLShaderManager.cpp" />
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<ClCompile Include="OpenGL\GLTexture.cpp" />
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<ClCompile Include="OpenGL\GLVertexBuffer.cpp" />
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<ClCompile Include="OpenGL\gl_load\gl_load.c">
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<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">NotUsing</PrecompiledHeader>
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<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">NotUsing</PrecompiledHeader>
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<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">NotUsing</PrecompiledHeader>
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||||
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|x64'">NotUsing</PrecompiledHeader>
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||||
</ClCompile>
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<ClCompile Include="IndexBuffer.cpp" />
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<ClCompile Include="Matrix.cpp" />
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||||
<ClCompile Include="OpenGLContext.cpp" />
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||||
<ClCompile Include="OpenGL\OpenGLContext.cpp" />
|
||||
<ClCompile Include="Precomp.cpp">
|
||||
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Create</PrecompiledHeader>
|
||||
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Create</PrecompiledHeader>
|
||||
|
@ -208,26 +214,25 @@
|
|||
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Create</PrecompiledHeader>
|
||||
</ClCompile>
|
||||
<ClCompile Include="RawMouse.cpp" />
|
||||
<ClCompile Include="RenderDevice.cpp" />
|
||||
<ClCompile Include="Shader.cpp" />
|
||||
<ClCompile Include="ShaderManager.cpp" />
|
||||
<ClCompile Include="Texture.cpp" />
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||||
<ClCompile Include="VertexBuffer.cpp" />
|
||||
<ClCompile Include="Backend.cpp" />
|
||||
</ItemGroup>
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<ItemGroup>
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||||
<ClInclude Include="gl_load\gl_load.h" />
|
||||
<ClInclude Include="gl_load\gl_system.h" />
|
||||
<ClInclude Include="IndexBuffer.h" />
|
||||
<ClInclude Include="OpenGLContext.h" />
|
||||
<ClInclude Include="OpenGL\GLBackend.h" />
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||||
<ClInclude Include="OpenGL\GLRenderDevice.h" />
|
||||
<ClInclude Include="OpenGL\GLIndexBuffer.h" />
|
||||
<ClInclude Include="OpenGL\GLShader.h" />
|
||||
<ClInclude Include="OpenGL\GLShaderManager.h" />
|
||||
<ClInclude Include="OpenGL\GLTexture.h" />
|
||||
<ClInclude Include="OpenGL\GLVertexBuffer.h" />
|
||||
<ClInclude Include="OpenGL\gl_load\gl_load.h" />
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||||
<ClInclude Include="OpenGL\gl_load\gl_system.h" />
|
||||
<ClInclude Include="OpenGL\OpenGLContext.h" />
|
||||
<ClInclude Include="Precomp.h" />
|
||||
<ClInclude Include="RawMouse.h" />
|
||||
<ClInclude Include="RenderDevice.h" />
|
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<ClInclude Include="Shader.h" />
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<ClInclude Include="Texture.h" />
|
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<ClInclude Include="VertexBuffer.h" />
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||||
<ClInclude Include="Backend.h" />
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||||
</ItemGroup>
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||||
<ItemGroup>
|
||||
<Text Include="gl_load\gl_extlist.txt" />
|
||||
<Text Include="OpenGL\gl_load\gl_extlist.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
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<ImportGroup Label="ExtensionTargets">
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|
|
|
@ -1,47 +1,87 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<ClCompile Include="IndexBuffer.cpp" />
|
||||
<ClCompile Include="Matrix.cpp" />
|
||||
<ClCompile Include="RenderDevice.cpp" />
|
||||
<ClCompile Include="Texture.cpp" />
|
||||
<ClCompile Include="VertexBuffer.cpp" />
|
||||
<ClCompile Include="gl_load\gl_load.c">
|
||||
<Filter>gl_load</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="OpenGLContext.cpp" />
|
||||
<ClCompile Include="Precomp.cpp" />
|
||||
<ClCompile Include="Shader.cpp" />
|
||||
<ClCompile Include="ShaderManager.cpp" />
|
||||
<ClCompile Include="RawMouse.cpp" />
|
||||
<ClCompile Include="OpenGL\GLIndexBuffer.cpp">
|
||||
<Filter>OpenGL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="OpenGL\GLShader.cpp">
|
||||
<Filter>OpenGL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="OpenGL\GLShaderManager.cpp">
|
||||
<Filter>OpenGL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="OpenGL\GLTexture.cpp">
|
||||
<Filter>OpenGL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="OpenGL\GLVertexBuffer.cpp">
|
||||
<Filter>OpenGL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="OpenGL\OpenGLContext.cpp">
|
||||
<Filter>OpenGL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="OpenGL\gl_load\gl_load.c">
|
||||
<Filter>OpenGL\gl_load</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Backend.cpp" />
|
||||
<ClCompile Include="OpenGL\GLRenderDevice.cpp">
|
||||
<Filter>OpenGL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="OpenGL\GLBackend.cpp">
|
||||
<Filter>OpenGL</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Matrix.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="IndexBuffer.h" />
|
||||
<ClInclude Include="RenderDevice.h" />
|
||||
<ClInclude Include="Texture.h" />
|
||||
<ClInclude Include="VertexBuffer.h" />
|
||||
<ClInclude Include="gl_load\gl_load.h">
|
||||
<Filter>gl_load</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="gl_load\gl_system.h">
|
||||
<Filter>gl_load</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="OpenGLContext.h" />
|
||||
<ClInclude Include="Precomp.h" />
|
||||
<ClInclude Include="Shader.h" />
|
||||
<ClInclude Include="RawMouse.h" />
|
||||
<ClInclude Include="OpenGL\GLIndexBuffer.h">
|
||||
<Filter>OpenGL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="OpenGL\GLShader.h">
|
||||
<Filter>OpenGL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="OpenGL\GLShaderManager.h">
|
||||
<Filter>OpenGL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="OpenGL\GLTexture.h">
|
||||
<Filter>OpenGL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="OpenGL\GLVertexBuffer.h">
|
||||
<Filter>OpenGL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="OpenGL\OpenGLContext.h">
|
||||
<Filter>OpenGL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="OpenGL\gl_load\gl_load.h">
|
||||
<Filter>OpenGL\gl_load</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="OpenGL\gl_load\gl_system.h">
|
||||
<Filter>OpenGL\gl_load</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Backend.h" />
|
||||
<ClInclude Include="OpenGL\GLRenderDevice.h">
|
||||
<Filter>OpenGL</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="OpenGL\GLBackend.h">
|
||||
<Filter>OpenGL</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="exports.def" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Filter Include="gl_load">
|
||||
<UniqueIdentifier>{6455e9b5-8f21-4621-8d8d-c16489a2b548}</UniqueIdentifier>
|
||||
<Filter Include="OpenGL">
|
||||
<UniqueIdentifier>{116db6ea-72bb-4d44-8563-ba39091f2f0f}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="OpenGL\gl_load">
|
||||
<UniqueIdentifier>{0acc1cd1-c19f-4410-95aa-718746ce8eaf}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Text Include="gl_load\gl_extlist.txt">
|
||||
<Filter>gl_load</Filter>
|
||||
<Text Include="OpenGL\gl_load\gl_extlist.txt">
|
||||
<Filter>OpenGL\gl_load</Filter>
|
||||
</Text>
|
||||
</ItemGroup>
|
||||
</Project>
|
76
Source/Native/OpenGL/GLBackend.cpp
Normal file
76
Source/Native/OpenGL/GLBackend.cpp
Normal file
|
@ -0,0 +1,76 @@
|
|||
/*
|
||||
** BuilderNative Renderer
|
||||
** Copyright (c) 2019 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include "Precomp.h"
|
||||
#include "GLBackend.h"
|
||||
#include "GLRenderDevice.h"
|
||||
#include "GLVertexBuffer.h"
|
||||
#include "GLIndexBuffer.h"
|
||||
#include "GLTexture.h"
|
||||
|
||||
RenderDevice* GLBackend::NewRenderDevice(void* disp, void* window)
|
||||
{
|
||||
GLRenderDevice* device = new GLRenderDevice(disp, window);
|
||||
if (!device->Context)
|
||||
{
|
||||
delete device;
|
||||
return nullptr;
|
||||
}
|
||||
else
|
||||
{
|
||||
return device;
|
||||
}
|
||||
}
|
||||
|
||||
void GLBackend::DeleteRenderDevice(RenderDevice* device)
|
||||
{
|
||||
delete device;
|
||||
}
|
||||
|
||||
VertexBuffer* GLBackend::NewVertexBuffer()
|
||||
{
|
||||
return new GLVertexBuffer();
|
||||
}
|
||||
|
||||
void GLBackend::DeleteVertexBuffer(VertexBuffer* buffer)
|
||||
{
|
||||
GLRenderDevice::DeleteObject(static_cast<GLVertexBuffer*>(buffer));
|
||||
}
|
||||
|
||||
IndexBuffer* GLBackend::NewIndexBuffer()
|
||||
{
|
||||
return new GLIndexBuffer();
|
||||
}
|
||||
|
||||
void GLBackend::DeleteIndexBuffer(IndexBuffer* buffer)
|
||||
{
|
||||
GLRenderDevice::DeleteObject(static_cast<GLIndexBuffer*>(buffer));
|
||||
}
|
||||
|
||||
Texture* GLBackend::NewTexture()
|
||||
{
|
||||
return new GLTexture();
|
||||
}
|
||||
|
||||
void GLBackend::DeleteTexture(Texture* texture)
|
||||
{
|
||||
GLRenderDevice::DeleteObject(static_cast<GLTexture*>(texture));
|
||||
}
|
40
Source/Native/OpenGL/GLBackend.h
Normal file
40
Source/Native/OpenGL/GLBackend.h
Normal file
|
@ -0,0 +1,40 @@
|
|||
/*
|
||||
** BuilderNative Renderer
|
||||
** Copyright (c) 2019 Magnus Norddahl
|
||||
**
|
||||
** This software is provided 'as-is', without any express or implied
|
||||
** warranty. In no event will the authors be held liable for any damages
|
||||
** arising from the use of this software.
|
||||
**
|
||||
** Permission is granted to anyone to use this software for any purpose,
|
||||
** including commercial applications, and to alter it and redistribute it
|
||||
** freely, subject to the following restrictions:
|
||||
**
|
||||
** 1. The origin of this software must not be misrepresented; you must not
|
||||
** claim that you wrote the original software. If you use this software
|
||||
** in a product, an acknowledgment in the product documentation would be
|
||||
** appreciated but is not required.
|
||||
** 2. Altered source versions must be plainly marked as such, and must not be
|
||||
** misrepresented as being the original software.
|
||||
** 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "../Backend.h"
|
||||
|
||||
class GLBackend : public Backend
|
||||
{
|
||||
public:
|
||||
RenderDevice* NewRenderDevice(void* disp, void* window) override;
|
||||
void DeleteRenderDevice(RenderDevice* device) override;
|
||||
|
||||
VertexBuffer* NewVertexBuffer() override;
|
||||
void DeleteVertexBuffer(VertexBuffer* buffer) override;
|
||||
|
||||
IndexBuffer* NewIndexBuffer() override;
|
||||
void DeleteIndexBuffer(IndexBuffer* buffer) override;
|
||||
|
||||
Texture* NewTexture() override;
|
||||
void DeleteTexture(Texture* texture) override;
|
||||
};
|
|
@ -20,10 +20,10 @@
|
|||
*/
|
||||
|
||||
#include "Precomp.h"
|
||||
#include "IndexBuffer.h"
|
||||
#include "RenderDevice.h"
|
||||
#include "GLIndexBuffer.h"
|
||||
#include "GLRenderDevice.h"
|
||||
|
||||
IndexBuffer::~IndexBuffer()
|
||||
GLIndexBuffer::~GLIndexBuffer()
|
||||
{
|
||||
if (Device && mBuffer != 0)
|
||||
{
|
||||
|
@ -32,26 +32,9 @@ IndexBuffer::~IndexBuffer()
|
|||
}
|
||||
}
|
||||
|
||||
GLuint IndexBuffer::GetBuffer()
|
||||
GLuint GLIndexBuffer::GetBuffer()
|
||||
{
|
||||
if (mBuffer == 0)
|
||||
glGenBuffers(1, &mBuffer);
|
||||
return mBuffer;
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
extern "C"
|
||||
{
|
||||
|
||||
IndexBuffer* IndexBuffer_New()
|
||||
{
|
||||
return new IndexBuffer();
|
||||
}
|
||||
|
||||
void IndexBuffer_Delete(IndexBuffer* buffer)
|
||||
{
|
||||
RenderDevice::DeleteObject(buffer);
|
||||
}
|
||||
|
||||
}
|
|
@ -21,16 +21,18 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
class RenderDevice;
|
||||
#include "../Backend.h"
|
||||
|
||||
class IndexBuffer
|
||||
class GLRenderDevice;
|
||||
|
||||
class GLIndexBuffer : public IndexBuffer
|
||||
{
|
||||
public:
|
||||
~IndexBuffer();
|
||||
~GLIndexBuffer();
|
||||
|
||||
GLuint GetBuffer();
|
||||
|
||||
RenderDevice* Device = nullptr;
|
||||
GLRenderDevice* Device = nullptr;
|
||||
|
||||
private:
|
||||
GLuint mBuffer = 0;
|
File diff suppressed because it is too large
Load diff
|
@ -21,84 +21,60 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
#include "../Backend.h"
|
||||
#include "OpenGLContext.h"
|
||||
#include <string>
|
||||
#include <mutex>
|
||||
|
||||
class SharedVertexBuffer;
|
||||
class VertexBuffer;
|
||||
class IndexBuffer;
|
||||
class Texture;
|
||||
class ShaderManager;
|
||||
class Shader;
|
||||
enum class CubeMapFace;
|
||||
enum class VertexFormat;
|
||||
class GLSharedVertexBuffer;
|
||||
class GLShader;
|
||||
class GLShaderManager;
|
||||
class GLVertexBuffer;
|
||||
class GLIndexBuffer;
|
||||
class GLTexture;
|
||||
|
||||
enum class Cull : int { None, Clockwise };
|
||||
enum class Blend : int { InverseSourceAlpha, SourceAlpha, One };
|
||||
enum class BlendOperation : int { Add, ReverseSubtract };
|
||||
enum class FillMode : int { Solid, Wireframe };
|
||||
enum class TextureAddress : int { Wrap, Clamp };
|
||||
enum class ShaderFlags : int { None, Debug };
|
||||
enum class PrimitiveType : int { LineList, TriangleList, TriangleStrip };
|
||||
enum class TextureFilter : int { None, Point, Linear, Anisotropic };
|
||||
|
||||
typedef int UniformName;
|
||||
typedef int ShaderName;
|
||||
|
||||
enum class UniformType : int
|
||||
{
|
||||
Vec4f,
|
||||
Vec3f,
|
||||
Vec2f,
|
||||
Float,
|
||||
Mat4
|
||||
};
|
||||
|
||||
class RenderDevice
|
||||
class GLRenderDevice : public RenderDevice
|
||||
{
|
||||
public:
|
||||
RenderDevice(void* disp, void* window);
|
||||
~RenderDevice();
|
||||
GLRenderDevice(void* disp, void* window);
|
||||
~GLRenderDevice();
|
||||
|
||||
void DeclareUniform(UniformName name, const char* glslname, UniformType type);
|
||||
void DeclareShader(ShaderName index, const char* name, const char* vertexshader, const char* fragmentshader);
|
||||
void SetShader(ShaderName name);
|
||||
void SetUniform(UniformName name, const void* values, int count);
|
||||
void SetVertexBuffer(VertexBuffer* buffer);
|
||||
void SetIndexBuffer(IndexBuffer* buffer);
|
||||
void SetAlphaBlendEnable(bool value);
|
||||
void SetAlphaTestEnable(bool value);
|
||||
void SetCullMode(Cull mode);
|
||||
void SetBlendOperation(BlendOperation op);
|
||||
void SetSourceBlend(Blend blend);
|
||||
void SetDestinationBlend(Blend blend);
|
||||
void SetFillMode(FillMode mode);
|
||||
void SetMultisampleAntialias(bool value);
|
||||
void SetZEnable(bool value);
|
||||
void SetZWriteEnable(bool value);
|
||||
void SetTexture(Texture* texture);
|
||||
void SetSamplerFilter(TextureFilter minfilter, TextureFilter magfilter, TextureFilter mipfilter, float maxanisotropy);
|
||||
void SetSamplerState(TextureAddress address);
|
||||
bool Draw(PrimitiveType type, int startIndex, int primitiveCount);
|
||||
bool DrawIndexed(PrimitiveType type, int startIndex, int primitiveCount);
|
||||
bool DrawData(PrimitiveType type, int startIndex, int primitiveCount, const void* data);
|
||||
bool StartRendering(bool clear, int backcolor, Texture* target, bool usedepthbuffer);
|
||||
bool FinishRendering();
|
||||
bool Present();
|
||||
bool ClearTexture(int backcolor, Texture* texture);
|
||||
bool CopyTexture(Texture* dst, CubeMapFace face);
|
||||
void DeclareUniform(UniformName name, const char* glslname, UniformType type) override;
|
||||
void DeclareShader(ShaderName index, const char* name, const char* vertexshader, const char* fragmentshader) override;
|
||||
void SetShader(ShaderName name) override;
|
||||
void SetUniform(UniformName name, const void* values, int count) override;
|
||||
void SetVertexBuffer(VertexBuffer* buffer) override;
|
||||
void SetIndexBuffer(IndexBuffer* buffer) override;
|
||||
void SetAlphaBlendEnable(bool value) override;
|
||||
void SetAlphaTestEnable(bool value) override;
|
||||
void SetCullMode(Cull mode) override;
|
||||
void SetBlendOperation(BlendOperation op) override;
|
||||
void SetSourceBlend(Blend blend) override;
|
||||
void SetDestinationBlend(Blend blend) override;
|
||||
void SetFillMode(FillMode mode) override;
|
||||
void SetMultisampleAntialias(bool value) override;
|
||||
void SetZEnable(bool value) override;
|
||||
void SetZWriteEnable(bool value) override;
|
||||
void SetTexture(Texture* texture) override;
|
||||
void SetSamplerFilter(TextureFilter minfilter, TextureFilter magfilter, TextureFilter mipfilter, float maxanisotropy) override;
|
||||
void SetSamplerState(TextureAddress address) override;
|
||||
bool Draw(PrimitiveType type, int startIndex, int primitiveCount) override;
|
||||
bool DrawIndexed(PrimitiveType type, int startIndex, int primitiveCount) override;
|
||||
bool DrawData(PrimitiveType type, int startIndex, int primitiveCount, const void* data) override;
|
||||
bool StartRendering(bool clear, int backcolor, Texture* target, bool usedepthbuffer) override;
|
||||
bool FinishRendering() override;
|
||||
bool Present() override;
|
||||
bool ClearTexture(int backcolor, Texture* texture) override;
|
||||
bool CopyTexture(Texture* dst, CubeMapFace face) override;
|
||||
|
||||
bool SetVertexBufferData(VertexBuffer* buffer, void* data, int64_t size, VertexFormat format);
|
||||
bool SetVertexBufferSubdata(VertexBuffer* buffer, int64_t destOffset, void* data, int64_t size);
|
||||
bool SetIndexBufferData(IndexBuffer* buffer, void* data, int64_t size);
|
||||
bool SetVertexBufferData(VertexBuffer* buffer, void* data, int64_t size, VertexFormat format) override;
|
||||
bool SetVertexBufferSubdata(VertexBuffer* buffer, int64_t destOffset, void* data, int64_t size) override;
|
||||
bool SetIndexBufferData(IndexBuffer* buffer, void* data, int64_t size) override;
|
||||
|
||||
bool SetPixels(Texture* texture, const void* data);
|
||||
bool SetCubePixels(Texture* texture, CubeMapFace face, const void* data);
|
||||
void* MapPBO(Texture* texture);
|
||||
bool UnmapPBO(Texture* texture);
|
||||
bool SetPixels(Texture* texture, const void* data) override;
|
||||
bool SetCubePixels(Texture* texture, CubeMapFace face, const void* data) override;
|
||||
void* MapPBO(Texture* texture) override;
|
||||
bool UnmapPBO(Texture* texture) override;
|
||||
|
||||
bool InvalidateTexture(Texture* texture);
|
||||
bool InvalidateTexture(GLTexture* texture);
|
||||
|
||||
void GarbageCollectBuffer(int size, VertexFormat format);
|
||||
|
||||
|
@ -117,14 +93,14 @@ public:
|
|||
void SetError(const char* fmt, ...);
|
||||
const char* GetError();
|
||||
|
||||
Shader* GetActiveShader();
|
||||
GLShader* GetActiveShader();
|
||||
|
||||
GLint GetGLMinFilter(TextureFilter filter, TextureFilter mipfilter);
|
||||
|
||||
static std::mutex& GetMutex();
|
||||
static void DeleteObject(VertexBuffer* buffer);
|
||||
static void DeleteObject(IndexBuffer* buffer);
|
||||
static void DeleteObject(Texture* texture);
|
||||
static void DeleteObject(GLVertexBuffer* buffer);
|
||||
static void DeleteObject(GLIndexBuffer* buffer);
|
||||
static void DeleteObject(GLTexture* texture);
|
||||
|
||||
void ProcessDeleteList();
|
||||
|
||||
|
@ -132,14 +108,14 @@ public:
|
|||
|
||||
struct DeleteList
|
||||
{
|
||||
std::vector<VertexBuffer*> VertexBuffers;
|
||||
std::vector<IndexBuffer*> IndexBuffers;
|
||||
std::vector<Texture*> Textures;
|
||||
std::vector<GLVertexBuffer*> VertexBuffers;
|
||||
std::vector<GLIndexBuffer*> IndexBuffers;
|
||||
std::vector<GLTexture*> Textures;
|
||||
} mDeleteList;
|
||||
|
||||
struct TextureUnit
|
||||
{
|
||||
Texture* Tex = nullptr;
|
||||
GLTexture* Tex = nullptr;
|
||||
TextureAddress WrapMode = TextureAddress::Wrap;
|
||||
GLuint SamplerHandle = 0;
|
||||
} mTextureUnit;
|
||||
|
@ -167,11 +143,11 @@ public:
|
|||
int mVertexBuffer = -1;
|
||||
int64_t mVertexBufferStartIndex = 0;
|
||||
|
||||
IndexBuffer* mIndexBuffer = nullptr;
|
||||
GLIndexBuffer* mIndexBuffer = nullptr;
|
||||
|
||||
std::unique_ptr<SharedVertexBuffer> mSharedVertexBuffers[2];
|
||||
std::unique_ptr<GLSharedVertexBuffer> mSharedVertexBuffers[2];
|
||||
|
||||
std::unique_ptr<ShaderManager> mShaderManager;
|
||||
std::unique_ptr<GLShaderManager> mShaderManager;
|
||||
ShaderName mShaderName = {};
|
||||
|
||||
struct UniformInfo
|
|
@ -20,11 +20,11 @@
|
|||
*/
|
||||
|
||||
#include "Precomp.h"
|
||||
#include "Shader.h"
|
||||
#include "RenderDevice.h"
|
||||
#include "GLShader.h"
|
||||
#include "GLRenderDevice.h"
|
||||
#include <stdexcept>
|
||||
|
||||
void Shader::Setup(const std::string& identifier, const std::string& vertexShader, const std::string& fragmentShader, bool alphatest)
|
||||
void GLShader::Setup(const std::string& identifier, const std::string& vertexShader, const std::string& fragmentShader, bool alphatest)
|
||||
{
|
||||
mIdentifier = identifier;
|
||||
mVertexText = vertexShader;
|
||||
|
@ -32,7 +32,7 @@ void Shader::Setup(const std::string& identifier, const std::string& vertexShade
|
|||
mAlphatest = alphatest;
|
||||
}
|
||||
|
||||
bool Shader::CheckCompile(RenderDevice* device)
|
||||
bool GLShader::CheckCompile(GLRenderDevice* device)
|
||||
{
|
||||
bool firstCall = !mProgramBuilt;
|
||||
if (firstCall)
|
||||
|
@ -47,7 +47,7 @@ bool Shader::CheckCompile(RenderDevice* device)
|
|||
return !mErrors.size();
|
||||
}
|
||||
|
||||
std::string Shader::GetCompileError()
|
||||
std::string GLShader::GetCompileError()
|
||||
{
|
||||
std::string lines = "Error compiling ";
|
||||
if (!mVertexShader)
|
||||
|
@ -66,7 +66,7 @@ std::string Shader::GetCompileError()
|
|||
return lines;
|
||||
}
|
||||
|
||||
void Shader::Bind()
|
||||
void GLShader::Bind()
|
||||
{
|
||||
if (!mProgram || !mProgramBuilt || mErrors.size())
|
||||
return;
|
||||
|
@ -74,7 +74,7 @@ void Shader::Bind()
|
|||
glUseProgram(mProgram);
|
||||
}
|
||||
|
||||
void Shader::CreateProgram(RenderDevice* device)
|
||||
void GLShader::CreateProgram(GLRenderDevice* device)
|
||||
{
|
||||
const char* prefixNAT = R"(
|
||||
#version 150
|
||||
|
@ -136,7 +136,7 @@ void Shader::CreateProgram(RenderDevice* device)
|
|||
}
|
||||
}
|
||||
|
||||
GLuint Shader::CompileShader(const std::string& code, GLenum type)
|
||||
GLuint GLShader::CompileShader(const std::string& code, GLenum type)
|
||||
{
|
||||
GLuint shader = glCreateShader(type);
|
||||
const GLchar* sources[] = { (GLchar*)code.data() };
|
||||
|
@ -159,7 +159,7 @@ GLuint Shader::CompileShader(const std::string& code, GLenum type)
|
|||
return shader;
|
||||
}
|
||||
|
||||
void Shader::ReleaseResources()
|
||||
void GLShader::ReleaseResources()
|
||||
{
|
||||
if (mProgram)
|
||||
glDeleteProgram(mProgram);
|
|
@ -22,17 +22,15 @@
|
|||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include "RenderDevice.h"
|
||||
#include "GLRenderDevice.h"
|
||||
|
||||
enum class DeclarationUsage : int32_t { Position, Color, TextureCoordinate, Normal };
|
||||
|
||||
class Shader
|
||||
class GLShader
|
||||
{
|
||||
public:
|
||||
void ReleaseResources();
|
||||
|
||||
void Setup(const std::string& identifier, const std::string& vertexShader, const std::string& fragmentShader, bool alphatest);
|
||||
bool CheckCompile(RenderDevice *device);
|
||||
bool CheckCompile(GLRenderDevice *device);
|
||||
void Bind();
|
||||
|
||||
std::string GetCompileError();
|
||||
|
@ -41,7 +39,7 @@ public:
|
|||
std::vector<GLuint> UniformLocations;
|
||||
|
||||
private:
|
||||
void CreateProgram(RenderDevice* device);
|
||||
void CreateProgram(GLRenderDevice* device);
|
||||
GLuint CompileShader(const std::string& code, GLenum type);
|
||||
|
||||
std::string mIdentifier;
|
|
@ -20,9 +20,9 @@
|
|||
*/
|
||||
|
||||
#include "Precomp.h"
|
||||
#include "ShaderManager.h"
|
||||
#include "GLShaderManager.h"
|
||||
|
||||
void ShaderManager::DeclareShader(int i, const char* name, const char* vs, const char* ps)
|
||||
void GLShaderManager::DeclareShader(int i, const char* name, const char* vs, const char* ps)
|
||||
{
|
||||
if (Shaders.size() <= (size_t)i)
|
||||
{
|
||||
|
@ -34,7 +34,7 @@ void ShaderManager::DeclareShader(int i, const char* name, const char* vs, const
|
|||
AlphaTestShaders[i].Setup(name, vs, ps, true);
|
||||
}
|
||||
|
||||
void ShaderManager::ReleaseResources()
|
||||
void GLShaderManager::ReleaseResources()
|
||||
{
|
||||
for (size_t i = 0; i < Shaders.size(); i++)
|
||||
{
|
|
@ -1,14 +1,14 @@
|
|||
#pragma once
|
||||
|
||||
#include "Shader.h"
|
||||
#include "GLShader.h"
|
||||
|
||||
class ShaderManager
|
||||
class GLShaderManager
|
||||
{
|
||||
public:
|
||||
void ReleaseResources();
|
||||
|
||||
void DeclareShader(int index, const char* name, const char* vs, const char* ps);
|
||||
|
||||
std::vector<Shader> AlphaTestShaders;
|
||||
std::vector<Shader> Shaders;
|
||||
std::vector<GLShader> AlphaTestShaders;
|
||||
std::vector<GLShader> Shaders;
|
||||
};
|
|
@ -20,47 +20,47 @@
|
|||
*/
|
||||
|
||||
#include "Precomp.h"
|
||||
#include "Texture.h"
|
||||
#include "RenderDevice.h"
|
||||
#include "GLTexture.h"
|
||||
#include "GLRenderDevice.h"
|
||||
#include <stdexcept>
|
||||
|
||||
Texture::Texture()
|
||||
GLTexture::GLTexture()
|
||||
{
|
||||
}
|
||||
|
||||
Texture::~Texture()
|
||||
GLTexture::~GLTexture()
|
||||
{
|
||||
if (Device)
|
||||
Invalidate();
|
||||
}
|
||||
|
||||
void Texture::Set2DImage(int width, int height)
|
||||
void GLTexture::Set2DImage(int width, int height)
|
||||
{
|
||||
mCubeTexture = false;
|
||||
mWidth = width;
|
||||
mHeight = height;
|
||||
}
|
||||
|
||||
void Texture::SetCubeImage(int size)
|
||||
void GLTexture::SetCubeImage(int size)
|
||||
{
|
||||
mCubeTexture = true;
|
||||
mWidth = size;
|
||||
mHeight = size;
|
||||
}
|
||||
|
||||
void Texture::SetPixels(const void* data)
|
||||
void GLTexture::SetPixels(const void* data)
|
||||
{
|
||||
mPixels[0].resize(mWidth * (size_t)mHeight);
|
||||
memcpy(mPixels[0].data(), data, sizeof(uint32_t) * mWidth * mHeight);
|
||||
}
|
||||
|
||||
void Texture::SetCubePixels(CubeMapFace face, const void* data)
|
||||
void GLTexture::SetCubePixels(CubeMapFace face, const void* data)
|
||||
{
|
||||
mPixels[(int)face].resize(mWidth * (size_t)mHeight);
|
||||
memcpy(mPixels[(int)face].data(), data, sizeof(uint32_t) * mWidth * mHeight);
|
||||
}
|
||||
|
||||
void Texture::Invalidate()
|
||||
void GLTexture::Invalidate()
|
||||
{
|
||||
if (mDepthRenderbuffer) glDeleteRenderbuffers(1, &mDepthRenderbuffer);
|
||||
if (mFramebuffer) glDeleteFramebuffers(1, &mFramebuffer);
|
||||
|
@ -73,7 +73,7 @@ void Texture::Invalidate()
|
|||
Device = nullptr;
|
||||
}
|
||||
|
||||
GLuint Texture::GetTexture(RenderDevice* device)
|
||||
GLuint GLTexture::GetTexture(GLRenderDevice* device)
|
||||
{
|
||||
if (mTexture == 0)
|
||||
{
|
||||
|
@ -122,7 +122,7 @@ GLuint Texture::GetTexture(RenderDevice* device)
|
|||
return mTexture;
|
||||
}
|
||||
|
||||
GLuint Texture::GetFramebuffer(RenderDevice* device, bool usedepthbuffer)
|
||||
GLuint GLTexture::GetFramebuffer(GLRenderDevice* device, bool usedepthbuffer)
|
||||
{
|
||||
if (!usedepthbuffer)
|
||||
{
|
||||
|
@ -164,7 +164,7 @@ GLuint Texture::GetFramebuffer(RenderDevice* device, bool usedepthbuffer)
|
|||
}
|
||||
}
|
||||
|
||||
GLuint Texture::GetPBO(RenderDevice* device)
|
||||
GLuint GLTexture::GetPBO(GLRenderDevice* device)
|
||||
{
|
||||
if (mPBO == 0)
|
||||
{
|
||||
|
@ -177,30 +177,3 @@ GLuint Texture::GetPBO(RenderDevice* device)
|
|||
|
||||
return mPBO;
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
extern "C"
|
||||
{
|
||||
|
||||
Texture* Texture_New()
|
||||
{
|
||||
return new Texture();
|
||||
}
|
||||
|
||||
void Texture_Delete(Texture* tex)
|
||||
{
|
||||
RenderDevice::DeleteObject(tex);
|
||||
}
|
||||
|
||||
void Texture_Set2DImage(Texture* handle, int width, int height)
|
||||
{
|
||||
handle->Set2DImage(width, height);
|
||||
}
|
||||
|
||||
void Texture_SetCubeImage(Texture* handle, int size)
|
||||
{
|
||||
handle->SetCubeImage(size);
|
||||
}
|
||||
|
||||
}
|
|
@ -21,26 +21,18 @@
|
|||
|
||||
#pragma once
|
||||
|
||||
enum class CubeMapFace : int
|
||||
{
|
||||
PositiveX,
|
||||
PositiveY,
|
||||
PositiveZ,
|
||||
NegativeX,
|
||||
NegativeY,
|
||||
NegativeZ
|
||||
};
|
||||
#include "../Backend.h"
|
||||
|
||||
class RenderDevice;
|
||||
class GLRenderDevice;
|
||||
|
||||
class Texture
|
||||
class GLTexture : public Texture
|
||||
{
|
||||
public:
|
||||
Texture();
|
||||
~Texture();
|
||||
GLTexture();
|
||||
~GLTexture();
|
||||
|
||||
void Set2DImage(int width, int height);
|
||||
void SetCubeImage(int size);
|
||||
void Set2DImage(int width, int height) override;
|
||||
void SetCubeImage(int size) override;
|
||||
|
||||
void SetPixels(const void* data);
|
||||
void SetCubePixels(CubeMapFace face, const void* data);
|
||||
|
@ -52,11 +44,11 @@ public:
|
|||
bool IsTextureCreated() const { return mTexture; }
|
||||
void Invalidate();
|
||||
|
||||
GLuint GetTexture(RenderDevice* device);
|
||||
GLuint GetFramebuffer(RenderDevice* device, bool usedepthbuffer);
|
||||
GLuint GetPBO(RenderDevice* device);
|
||||
GLuint GetTexture(GLRenderDevice* device);
|
||||
GLuint GetFramebuffer(GLRenderDevice* device, bool usedepthbuffer);
|
||||
GLuint GetPBO(GLRenderDevice* device);
|
||||
|
||||
RenderDevice* Device = nullptr;
|
||||
GLRenderDevice* Device = nullptr;
|
||||
|
||||
private:
|
||||
int mWidth = 0;
|
||||
|
@ -67,6 +59,5 @@ private:
|
|||
GLuint mTexture = 0;
|
||||
GLuint mFramebuffer = 0;
|
||||
GLuint mDepthRenderbuffer = 0;
|
||||
//
|
||||
GLuint mPBO = 0;
|
||||
};
|
|
@ -20,22 +20,18 @@
|
|||
*/
|
||||
|
||||
#include "Precomp.h"
|
||||
#include "VertexBuffer.h"
|
||||
#include "Shader.h"
|
||||
#include "RenderDevice.h"
|
||||
#include "GLVertexBuffer.h"
|
||||
#include "GLShader.h"
|
||||
#include "GLRenderDevice.h"
|
||||
|
||||
SharedVertexBuffer::SharedVertexBuffer(VertexFormat format, int size) : Format(format), Size(size)
|
||||
{
|
||||
}
|
||||
|
||||
GLuint SharedVertexBuffer::GetBuffer()
|
||||
GLuint GLSharedVertexBuffer::GetBuffer()
|
||||
{
|
||||
if (mBuffer == 0)
|
||||
glGenBuffers(1, &mBuffer);
|
||||
return mBuffer;
|
||||
}
|
||||
|
||||
GLuint SharedVertexBuffer::GetVAO()
|
||||
GLuint GLSharedVertexBuffer::GetVAO()
|
||||
{
|
||||
if (!mVAO)
|
||||
{
|
||||
|
@ -51,31 +47,31 @@ GLuint SharedVertexBuffer::GetVAO()
|
|||
return mVAO;
|
||||
}
|
||||
|
||||
void SharedVertexBuffer::SetupFlatVAO()
|
||||
void GLSharedVertexBuffer::SetupFlatVAO()
|
||||
{
|
||||
glEnableVertexAttribArray((int)DeclarationUsage::Position);
|
||||
glEnableVertexAttribArray((int)DeclarationUsage::Color);
|
||||
glEnableVertexAttribArray((int)DeclarationUsage::TextureCoordinate);
|
||||
glVertexAttribPointer((int)DeclarationUsage::Position, 3, GL_FLOAT, GL_FALSE, FlatStride, (const void*)0);
|
||||
glVertexAttribPointer((int)DeclarationUsage::Color, GL_BGRA, GL_UNSIGNED_BYTE, GL_TRUE, FlatStride, (const void*)12);
|
||||
glVertexAttribPointer((int)DeclarationUsage::TextureCoordinate, 2, GL_FLOAT, GL_FALSE, FlatStride, (const void*)16);
|
||||
glVertexAttribPointer((int)DeclarationUsage::Position, 3, GL_FLOAT, GL_FALSE, VertexBuffer::FlatStride, (const void*)0);
|
||||
glVertexAttribPointer((int)DeclarationUsage::Color, GL_BGRA, GL_UNSIGNED_BYTE, GL_TRUE, VertexBuffer::FlatStride, (const void*)12);
|
||||
glVertexAttribPointer((int)DeclarationUsage::TextureCoordinate, 2, GL_FLOAT, GL_FALSE, VertexBuffer::FlatStride, (const void*)16);
|
||||
}
|
||||
|
||||
void SharedVertexBuffer::SetupWorldVAO()
|
||||
void GLSharedVertexBuffer::SetupWorldVAO()
|
||||
{
|
||||
glEnableVertexAttribArray((int)DeclarationUsage::Position);
|
||||
glEnableVertexAttribArray((int)DeclarationUsage::Color);
|
||||
glEnableVertexAttribArray((int)DeclarationUsage::TextureCoordinate);
|
||||
glEnableVertexAttribArray((int)DeclarationUsage::Normal);
|
||||
glVertexAttribPointer((int)DeclarationUsage::Position, 3, GL_FLOAT, GL_FALSE, WorldStride, (const void*)0);
|
||||
glVertexAttribPointer((int)DeclarationUsage::Color, GL_BGRA, GL_UNSIGNED_BYTE, GL_TRUE, WorldStride, (const void*)12);
|
||||
glVertexAttribPointer((int)DeclarationUsage::TextureCoordinate, 2, GL_FLOAT, GL_FALSE, WorldStride, (const void*)16);
|
||||
glVertexAttribPointer((int)DeclarationUsage::Normal, 3, GL_FLOAT, GL_FALSE, WorldStride, (const void*)24);
|
||||
glVertexAttribPointer((int)DeclarationUsage::Position, 3, GL_FLOAT, GL_FALSE, VertexBuffer::WorldStride, (const void*)0);
|
||||
glVertexAttribPointer((int)DeclarationUsage::Color, GL_BGRA, GL_UNSIGNED_BYTE, GL_TRUE, VertexBuffer::WorldStride, (const void*)12);
|
||||
glVertexAttribPointer((int)DeclarationUsage::TextureCoordinate, 2, GL_FLOAT, GL_FALSE, VertexBuffer::WorldStride, (const void*)16);
|
||||
glVertexAttribPointer((int)DeclarationUsage::Normal, 3, GL_FLOAT, GL_FALSE, VertexBuffer::WorldStride, (const void*)24);
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
VertexBuffer::~VertexBuffer()
|
||||
GLVertexBuffer::~GLVertexBuffer()
|
||||
{
|
||||
if (Device)
|
||||
{
|
||||
|
@ -83,20 +79,3 @@ VertexBuffer::~VertexBuffer()
|
|||
Device = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
extern "C"
|
||||
{
|
||||
|
||||
VertexBuffer* VertexBuffer_New()
|
||||
{
|
||||
return new VertexBuffer();
|
||||
}
|
||||
|
||||
void VertexBuffer_Delete(VertexBuffer* buffer)
|
||||
{
|
||||
RenderDevice::DeleteObject(buffer);
|
||||
}
|
||||
|
||||
}
|
|
@ -23,15 +23,15 @@
|
|||
|
||||
#include <list>
|
||||
|
||||
enum class VertexFormat : int32_t { Flat, World };
|
||||
#include "../Backend.h"
|
||||
|
||||
class RenderDevice;
|
||||
class VertexBuffer;
|
||||
class GLRenderDevice;
|
||||
class GLVertexBuffer;
|
||||
|
||||
class SharedVertexBuffer
|
||||
class GLSharedVertexBuffer
|
||||
{
|
||||
public:
|
||||
SharedVertexBuffer(VertexFormat format, int size);
|
||||
GLSharedVertexBuffer(VertexFormat format, int size) : Format(format), Size(size) { }
|
||||
|
||||
GLuint GetBuffer();
|
||||
GLuint GetVAO();
|
||||
|
@ -41,10 +41,7 @@ public:
|
|||
int NextPos = 0;
|
||||
int Size = 0;
|
||||
|
||||
std::list<VertexBuffer*> VertexBuffers;
|
||||
|
||||
static const int FlatStride = 24;
|
||||
static const int WorldStride = 36;
|
||||
std::list<GLVertexBuffer*> VertexBuffers;
|
||||
|
||||
static void SetupFlatVAO();
|
||||
static void SetupWorldVAO();
|
||||
|
@ -54,15 +51,15 @@ private:
|
|||
GLuint mVAO = 0;
|
||||
};
|
||||
|
||||
class VertexBuffer
|
||||
class GLVertexBuffer : public VertexBuffer
|
||||
{
|
||||
public:
|
||||
~VertexBuffer();
|
||||
~GLVertexBuffer();
|
||||
|
||||
VertexFormat Format = VertexFormat::Flat;
|
||||
|
||||
RenderDevice* Device = nullptr;
|
||||
std::list<VertexBuffer*>::iterator ListIt;
|
||||
GLRenderDevice* Device = nullptr;
|
||||
std::list<GLVertexBuffer*>::iterator ListIt;
|
||||
|
||||
int BufferOffset = 0;
|
||||
int BufferStartIndex = 0;
|
|
@ -24,7 +24,7 @@
|
|||
#include <fcntl.h>
|
||||
|
||||
//GL headers
|
||||
#include "gl_load/gl_load.h"
|
||||
#include "OpenGL/gl_load/gl_load.h"
|
||||
|
||||
#if defined(__APPLE__)
|
||||
#include <OpenGL/OpenGL.h>
|
|
@ -34,7 +34,7 @@
|
|||
#undef max
|
||||
#endif
|
||||
|
||||
#include "gl_load/gl_system.h"
|
||||
#include "OpenGL/gl_load/gl_system.h"
|
||||
|
||||
#define APART(x) (static_cast<uint32_t>(x) >> 24)
|
||||
#define RPART(x) ((static_cast<uint32_t>(x) >> 16) & 0xff)
|
||||
|
|
Loading…
Reference in a new issue