/* ** 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 "GLRenderDevice.h" #include "GLVertexBuffer.h" #include "GLIndexBuffer.h" #include "GLTexture.h" #include "GLShaderManager.h" #include #include #include #include static bool GLLogStarted = false; static void APIENTRY GLLogCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam) { FILE* f = fopen("OpenGLDebug.log", GLLogStarted ? "a" : "w"); if (!f) return; GLLogStarted = true; fprintf(f, "%s\r\n", message); fclose(f); } GLRenderDevice::GLRenderDevice(void* disp, void* window) { Context = IOpenGLContext::Create(disp, window); if (Context) { Context->MakeCurrent(); #ifdef _DEBUG glEnable(GL_DEBUG_OUTPUT); glDebugMessageCallback(&GLLogCallback, nullptr); #endif glGenVertexArrays(1, &mStreamVAO); glGenBuffers(1, &mStreamVertexBuffer); glBindVertexArray(mStreamVAO); glBindBuffer(GL_ARRAY_BUFFER, mStreamVertexBuffer); GLSharedVertexBuffer::SetupFlatVAO(); int i = 0; for (auto& sharedbuf : mSharedVertexBuffers) { sharedbuf.reset(new GLSharedVertexBuffer((VertexFormat)i, (int64_t)16 * 1024 * 1024)); glBindBuffer(GL_ARRAY_BUFFER, sharedbuf->GetBuffer()); glBufferData(GL_ARRAY_BUFFER, sharedbuf->Size, nullptr, GL_STATIC_DRAW); i++; } glBindBuffer(GL_ARRAY_BUFFER, 0); mShaderManager = std::make_unique(); CheckGLError(); } } GLRenderDevice::~GLRenderDevice() { if (Context) { Context->MakeCurrent(); ProcessDeleteList(); for (GLTexture* tex : mTextures) mDeleteList.Textures.push_back(tex); for (GLIndexBuffer* buffer : mIndexBuffers) mDeleteList.IndexBuffers.push_back(buffer); for (GLVertexBuffer* buffer : mSharedVertexBuffers[0]->VertexBuffers) mDeleteList.VertexBuffers.push_back(buffer); for (GLVertexBuffer* buffer : mSharedVertexBuffers[1]->VertexBuffers) mDeleteList.VertexBuffers.push_back(buffer); ProcessDeleteList(true); glDeleteBuffers(1, &mStreamVertexBuffer); glDeleteVertexArrays(1, &mStreamVAO); for (auto& sharedbuf : mSharedVertexBuffers) { GLuint handle = sharedbuf->GetBuffer(); glDeleteBuffers(1, &handle); handle = sharedbuf->GetVAO(); glDeleteVertexArrays(1, &handle); } for (auto& it : mSamplers) { for (GLuint handle : it.second.WrapModes) { if (handle != 0) glDeleteSamplers(1, &handle); } } mShaderManager->ReleaseResources(); Context->ClearCurrent(); } } void GLRenderDevice::DeclareShader(ShaderName index, const char* name, const char* vertexshader, const char* fragmentshader) { CheckContext(); mShaderManager->DeclareShader(index, name, vertexshader, fragmentshader); } void GLRenderDevice::SetVertexBuffer(VertexBuffer* ibuffer) { GLVertexBuffer* buffer = static_cast(ibuffer); if (buffer != nullptr) { mVertexBufferStartIndex = buffer->BufferStartIndex; if (mVertexBuffer != (int)buffer->Format) { mVertexBuffer = (int)buffer->Format; mNeedApply = true; mVertexBufferChanged = true; } } else { mVertexBufferStartIndex = 0; if (mVertexBuffer != -1) { mVertexBuffer = -1; mNeedApply = true; mVertexBufferChanged = true; } } } void GLRenderDevice::SetIndexBuffer(IndexBuffer* buffer) { if (mIndexBuffer != buffer) { mIndexBuffer = static_cast(buffer); mNeedApply = true; mIndexBufferChanged = true; } } void GLRenderDevice::SetAlphaBlendEnable(bool value) { if (mAlphaBlend != value) { mAlphaBlend = value; mNeedApply = true; mBlendStateChanged = true; } } void GLRenderDevice::SetAlphaTestEnable(bool value) { if (mAlphaTest != value) { mAlphaTest = value; mNeedApply = true; mShaderChanged = true; mUniformsChanged = true; } } void GLRenderDevice::SetCullMode(Cull mode) { if (mCullMode != mode) { mCullMode = mode; mNeedApply = true; mRasterizerStateChanged = true; } } void GLRenderDevice::SetBlendOperation(BlendOperation op) { if (mBlendOperation != op) { mBlendOperation = op; mNeedApply = true; mBlendStateChanged = true; } } void GLRenderDevice::SetSourceBlend(Blend blend) { if (mSourceBlend != blend) { mSourceBlend = blend; mNeedApply = true; mBlendStateChanged = true; } } void GLRenderDevice::SetDestinationBlend(Blend blend) { if (mDestinationBlend != blend) { mDestinationBlend = blend; mNeedApply = true; mBlendStateChanged = true; } } void GLRenderDevice::SetFillMode(FillMode mode) { if (mFillMode != mode) { mFillMode = mode; mNeedApply = true; mRasterizerStateChanged = true; } } void GLRenderDevice::SetMultisampleAntialias(bool value) { } void GLRenderDevice::SetZEnable(bool value) { if (mDepthTest != value) { mDepthTest = value; mNeedApply = true; mDepthStateChanged = true; } } void GLRenderDevice::SetZWriteEnable(bool value) { if (mDepthWrite != value) { mDepthWrite = value; mNeedApply = true; mDepthStateChanged = true; } } void GLRenderDevice::SetTexture(Texture* texture) { if (mTextureUnit.Tex != texture) { mTextureUnit.Tex = static_cast(texture); mNeedApply = true; mTexturesChanged = true; } } void GLRenderDevice::SetSamplerFilter(TextureFilter minfilter, TextureFilter magfilter, MipmapFilter mipfilter, float maxanisotropy) { SamplerFilterKey key; key.MinFilter = GetGLMinFilter(minfilter, mipfilter); key.MagFilter = (magfilter == TextureFilter::Nearest) ? GL_NEAREST : GL_LINEAR; key.MaxAnisotropy = maxanisotropy; if (mSamplerFilterKey != key) { mSamplerFilterKey = key; mSamplerFilter = &mSamplers[mSamplerFilterKey]; mNeedApply = true; mTexturesChanged = true; } } GLint GLRenderDevice::GetGLMinFilter(TextureFilter filter, MipmapFilter mipfilter) { if (mipfilter == MipmapFilter::Linear) { if (filter == TextureFilter::Nearest) return GL_NEAREST_MIPMAP_LINEAR; else return GL_LINEAR_MIPMAP_LINEAR; } else if (mipfilter == MipmapFilter::Nearest) { if (filter == TextureFilter::Nearest) return GL_NEAREST_MIPMAP_NEAREST; else return GL_LINEAR_MIPMAP_NEAREST; } else { if (filter == TextureFilter::Nearest) return GL_NEAREST; else return GL_LINEAR; } } void GLRenderDevice::SetSamplerState(TextureAddress address) { if (mTextureUnit.WrapMode != address) { mTextureUnit.WrapMode = address; mNeedApply = true; mTexturesChanged = true; } } bool GLRenderDevice::Draw(PrimitiveType type, int startIndex, int primitiveCount) { static const int modes[] = { GL_LINES, GL_TRIANGLES, GL_TRIANGLE_STRIP }; static const int toVertexCount[] = { 2, 3, 1 }; static const int toVertexStart[] = { 0, 0, 2 }; if (mNeedApply && !ApplyChanges()) return false; glDrawArrays(modes[(int)type], mVertexBufferStartIndex + startIndex, toVertexStart[(int)type] + primitiveCount * toVertexCount[(int)type]); return CheckGLError(); } bool GLRenderDevice::DrawIndexed(PrimitiveType type, int startIndex, int primitiveCount) { static const int modes[] = { GL_LINES, GL_TRIANGLES, GL_TRIANGLE_STRIP }; static const int toVertexCount[] = { 2, 3, 1 }; static const int toVertexStart[] = { 0, 0, 2 }; if (mNeedApply && !ApplyChanges()) return false; glDrawElementsBaseVertex(modes[(int)type], toVertexStart[(int)type] + primitiveCount * toVertexCount[(int)type], GL_UNSIGNED_INT, (const void*)(startIndex * sizeof(uint32_t)), mVertexBufferStartIndex); return CheckGLError(); } bool GLRenderDevice::DrawData(PrimitiveType type, int startIndex, int primitiveCount, const void* data) { static const int modes[] = { GL_LINES, GL_TRIANGLES, GL_TRIANGLE_STRIP }; static const int toVertexCount[] = { 2, 3, 1 }; static const int toVertexStart[] = { 0, 0, 2 }; int vertcount = toVertexStart[(int)type] + primitiveCount * toVertexCount[(int)type]; if (mNeedApply && !ApplyChanges()) return false; glBindBuffer(GL_ARRAY_BUFFER, mStreamVertexBuffer); glBufferData(GL_ARRAY_BUFFER, vertcount * (size_t)VertexBuffer::FlatStride, static_cast(data) + startIndex * (size_t)VertexBuffer::FlatStride, GL_STREAM_DRAW); glBindVertexArray(mStreamVAO); glDrawArrays(modes[(int)type], 0, vertcount); if (!CheckGLError()) return false; return ApplyVertexBuffer(); } void GLRenderDevice::RequireContext() { Context->MakeCurrent(); mContextIsCurrent = true; } void GLRenderDevice::CheckContext() { if (!mContextIsCurrent) Context->MakeCurrent(); mContextIsCurrent = true; } bool GLRenderDevice::StartRendering(bool clear, int backcolor, Texture* itarget, bool usedepthbuffer) { RequireContext(); GLTexture* target = static_cast(itarget); if (target) { GLuint framebuffer = 0; try { framebuffer = target->GetFramebuffer(this, usedepthbuffer); } catch (std::runtime_error& e) { SetError("Error setting render target: %s", e.what()); return false; } glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); mViewportWidth = target->GetWidth(); mViewportHeight = target->GetHeight(); if (!ApplyViewport()) return false; } else { glBindFramebuffer(GL_FRAMEBUFFER, 0); mViewportWidth = Context->GetWidth(); mViewportHeight = Context->GetHeight(); if (!ApplyViewport()) return false; } if (clear && usedepthbuffer) { glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); glClearColor(RPART(backcolor) / 255.0f, GPART(backcolor) / 255.0f, BPART(backcolor) / 255.0f, APART(backcolor) / 255.0f); glClearDepthf(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } else if (clear) { glClearColor(RPART(backcolor) / 255.0f, GPART(backcolor) / 255.0f, BPART(backcolor) / 255.0f, APART(backcolor) / 255.0f); glClear(GL_COLOR_BUFFER_BIT); } mNeedApply = true; mShaderChanged = true; mUniformsChanged = true; mTexturesChanged = true; mIndexBufferChanged = true; mVertexBufferChanged = true; mDepthStateChanged = true; mBlendStateChanged = true; mRasterizerStateChanged = true; return CheckGLError(); } bool GLRenderDevice::FinishRendering() { mContextIsCurrent = false; return true; } bool GLRenderDevice::Present() { Context->MakeCurrent(); Context->SwapBuffers(); ProcessDeleteList(); return CheckGLError(); } bool GLRenderDevice::ClearTexture(int backcolor, Texture* texture) { if (!StartRendering(true, backcolor, texture, false)) return false; return FinishRendering(); } bool GLRenderDevice::CopyTexture(Texture* idst, CubeMapFace face) { GLTexture* dst = static_cast(idst); static const GLenum facegl[] = { GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z }; CheckContext(); GLint oldTexture = 0; glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &oldTexture); glBindTexture(GL_TEXTURE_CUBE_MAP, dst->GetTexture(this)); glCopyTexSubImage2D(facegl[(int)face], 0, 0, 0, 0, 0, dst->GetWidth(), dst->GetHeight()); if (face == CubeMapFace::NegativeZ) glGenerateMipmap(GL_TEXTURE_CUBE_MAP); glBindTexture(GL_TEXTURE_CUBE_MAP, oldTexture); bool result = CheckGLError(); return result; } void GLRenderDevice::GarbageCollectBuffer(int size, VertexFormat format) { auto& sharedbuf = mSharedVertexBuffers[(int)format]; if (sharedbuf->NextPos + size <= sharedbuf->Size) return; int totalSize = size; for (GLVertexBuffer* buf : sharedbuf->VertexBuffers) totalSize += buf->Size; // If buffer is only half full we only need to GC. Otherwise we also need to expand the buffer size. int newSize = std::max(totalSize, sharedbuf->Size); if (newSize < totalSize * 2) newSize *= 2; std::unique_ptr old = std::move(sharedbuf); sharedbuf.reset(new GLSharedVertexBuffer(format, newSize)); GLint oldarray = 0, oldvao = 0; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &oldarray); glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &oldvao); glBindBuffer(GL_ARRAY_BUFFER, sharedbuf->GetBuffer()); glBufferData(GL_ARRAY_BUFFER, sharedbuf->Size, nullptr, GL_STATIC_DRAW); glBindBuffer(GL_COPY_READ_BUFFER, old->GetBuffer()); // Copy all ranges still in use to the new buffer int stride = (format == VertexFormat::Flat ? VertexBuffer::FlatStride : VertexBuffer::WorldStride); int readPos = 0; int writePos = 0; int copySize = 0; for (GLVertexBuffer* buf : old->VertexBuffers) { if (buf->BufferOffset != readPos + copySize) { if (copySize != 0) glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_ARRAY_BUFFER, readPos, writePos, copySize); readPos = buf->BufferOffset; writePos += copySize; copySize = 0; } buf->BufferOffset = sharedbuf->NextPos; buf->BufferStartIndex = buf->BufferOffset / stride; sharedbuf->NextPos += buf->Size; copySize += buf->Size; } if (copySize != 0) glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_ARRAY_BUFFER, readPos, writePos, copySize); sharedbuf->VertexBuffers.swap(old->VertexBuffers); glBindBuffer(GL_COPY_READ_BUFFER, 0); GLuint handle = old->GetVAO(); glDeleteVertexArrays(1, &handle); if (handle == oldvao) oldvao = sharedbuf->GetVAO(); handle = old->GetBuffer(); glDeleteBuffers(1, &handle); if (handle == oldarray) oldarray = sharedbuf->GetBuffer(); glBindBuffer(GL_ARRAY_BUFFER, oldarray); glBindVertexArray(oldvao); mVertexBufferChanged = true; mNeedApply = true; } bool GLRenderDevice::SetVertexBufferData(VertexBuffer* ibuffer, void* data, int64_t size, VertexFormat format) { CheckContext(); GLVertexBuffer* buffer = static_cast(ibuffer); if (buffer->Device) { buffer->Device->mSharedVertexBuffers[(int)buffer->Format]->VertexBuffers.erase(buffer->ListIt); buffer->Device = nullptr; } GarbageCollectBuffer(size, format); auto& sharedbuf = mSharedVertexBuffers[(int)format]; GLint oldbinding = 0; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &oldbinding); glBindBuffer(GL_ARRAY_BUFFER, sharedbuf->GetBuffer()); buffer->ListIt = sharedbuf->VertexBuffers.insert(sharedbuf->VertexBuffers.end(), buffer); buffer->Device = this; buffer->Size = size; buffer->Format = format; buffer->BufferOffset = sharedbuf->NextPos; buffer->BufferStartIndex = buffer->BufferOffset / (format == VertexFormat::Flat ? VertexBuffer::FlatStride : VertexBuffer::WorldStride); sharedbuf->NextPos += size; glBufferSubData(GL_ARRAY_BUFFER, buffer->BufferOffset, size, data); glBindBuffer(GL_ARRAY_BUFFER, oldbinding); bool result = CheckGLError(); return result; } bool GLRenderDevice::SetVertexBufferSubdata(VertexBuffer* ibuffer, int64_t destOffset, void* data, int64_t size) { CheckContext(); GLVertexBuffer* buffer = static_cast(ibuffer); GLint oldbinding = 0; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &oldbinding); glBindBuffer(GL_ARRAY_BUFFER, mSharedVertexBuffers[(int)buffer->Format]->GetBuffer()); glBufferSubData(GL_ARRAY_BUFFER, buffer->BufferOffset + destOffset, size, data); glBindBuffer(GL_ARRAY_BUFFER, oldbinding); bool result = CheckGLError(); return result; } bool GLRenderDevice::SetIndexBufferData(IndexBuffer* ibuffer, void* data, int64_t size) { CheckContext(); GLIndexBuffer* buffer = static_cast(ibuffer); if (buffer->Device == nullptr) { buffer->ItBuffer = mIndexBuffers.insert(mIndexBuffers.end(), buffer); buffer->Device = this; } GLint oldbinding = 0; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &oldbinding); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer->GetBuffer()); glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, data, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oldbinding); bool result = CheckGLError(); return result; } bool GLRenderDevice::SetPixels(Texture* itexture, const void* data) { CheckContext(); GLTexture* texture = static_cast(itexture); texture->SetPixels(this, data); return CheckGLError(); } bool GLRenderDevice::SetCubePixels(Texture* itexture, CubeMapFace face, const void* data) { GLTexture* texture = static_cast(itexture); texture->SetCubePixels(this, face, data); return CheckGLError(); } void* GLRenderDevice::MapPBO(Texture* itexture) { CheckContext(); GLTexture* texture = static_cast(itexture); GLint pbo = texture->GetPBO(this); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo); void* buf = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY); bool result = CheckGLError(); if (!result && buf) { glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); buf = nullptr; } return buf; } bool GLRenderDevice::UnmapPBO(Texture* itexture) { CheckContext(); GLTexture* texture = static_cast(itexture); GLint pbo = texture->GetPBO(this); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo); glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); glBindTexture(GL_TEXTURE_2D, texture->GetTexture(this)); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, texture->GetWidth(), texture->GetHeight(), 0, GL_BGRA, GL_UNSIGNED_BYTE, nullptr); bool result = CheckGLError(); mNeedApply = true; mTexturesChanged = true; return result; } bool GLRenderDevice::InvalidateTexture(GLTexture* texture) { if (texture->IsTextureCreated()) { CheckContext(); texture->Invalidate(); bool result = CheckGLError(); mNeedApply = true; mTexturesChanged = true; return result; } else { return true; } } bool GLRenderDevice::CheckGLError() { if (!Context->IsCurrent()) { SetError("Unexpected current OpenGL context"); } GLenum error = glGetError(); if (error == GL_NO_ERROR) return true; SetError("OpenGL error: %d", error); return false; } GLShader* GLRenderDevice::GetActiveShader() { if (mAlphaTest) return &mShaderManager->AlphaTestShaders[(int)mShaderName]; else return &mShaderManager->Shaders[(int)mShaderName]; } void GLRenderDevice::SetShader(ShaderName name) { if (name != mShaderName) { mShaderName = name; mNeedApply = true; mShaderChanged = true; mUniformsChanged = true; } } void GLRenderDevice::SetUniform(UniformName name, const void* values, int count, int bytesize) { // "count" should be in bytes now UniformInfo& info = mUniformInfo[(int)name]; info.Count = count; info.Data.resize(bytesize); uint8_t* dest = info.Data.data(); if (memcmp(dest, values, bytesize) != 0) { memcpy(dest, values, bytesize); mUniformInfo[(int)name].LastUpdate++; mNeedApply = true; mUniformsChanged = true; } } bool GLRenderDevice::ApplyChanges() { if (mShaderChanged && !ApplyShader()) return false; if (mVertexBufferChanged && !ApplyVertexBuffer()) return false; if (mIndexBufferChanged && !ApplyIndexBuffer()) return false; if (mUniformsChanged && !ApplyUniforms()) return false; if (mTexturesChanged && !ApplyTextures()) return false; if (mRasterizerStateChanged && !ApplyRasterizerState()) return false; if (mBlendStateChanged && !ApplyBlendState()) return false; if (mDepthStateChanged && !ApplyDepthState()) return false; mNeedApply = false; return true; } bool GLRenderDevice::ApplyViewport() { glViewport(0, 0, mViewportWidth, mViewportHeight); return CheckGLError(); } bool GLRenderDevice::ApplyShader() { GLShader* curShader = GetActiveShader(); if (!curShader->CheckCompile(this)) { SetError("Failed to bind shader:\r\n%s", curShader->GetCompileError().c_str()); return false; } curShader->Bind(); mShaderChanged = false; return CheckGLError(); } bool GLRenderDevice::ApplyRasterizerState() { if (mCullMode == Cull::None) { glDisable(GL_CULL_FACE); } else { glEnable(GL_CULL_FACE); glFrontFace(GL_CW); } GLenum fillMode2GL[] = { GL_FILL, GL_LINE }; glPolygonMode(GL_FRONT_AND_BACK, fillMode2GL[(int)mFillMode]); mRasterizerStateChanged = false; return CheckGLError(); } bool GLRenderDevice::ApplyBlendState() { if (mAlphaBlend) { static const GLenum blendOp2GL[] = { GL_FUNC_ADD, GL_FUNC_REVERSE_SUBTRACT }; static const GLenum blendFunc2GL[] = { GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA, GL_ONE }; glEnable(GL_BLEND); glBlendEquation(blendOp2GL[(int)mBlendOperation]); glBlendFunc(blendFunc2GL[(int)mSourceBlend], blendFunc2GL[(int)mDestinationBlend]); } else { glDisable(GL_BLEND); } mBlendStateChanged = false; return CheckGLError(); } bool GLRenderDevice::ApplyDepthState() { if (mDepthTest) { glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glDepthMask(mDepthWrite ? GL_TRUE : GL_FALSE); } else { glDisable(GL_DEPTH_TEST); } mDepthStateChanged = false; return CheckGLError(); } bool GLRenderDevice::ApplyIndexBuffer() { if (mIndexBuffer) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer->GetBuffer()); } else { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } mIndexBufferChanged = false; return CheckGLError(); } bool GLRenderDevice::ApplyVertexBuffer() { if (mVertexBuffer != -1) glBindVertexArray(mSharedVertexBuffers[mVertexBuffer]->GetVAO()); mVertexBufferChanged = false; return CheckGLError(); } void GLRenderDevice::DeclareUniform(UniformName name, const char* glslname, UniformType type) { size_t index = (size_t)name; if (mUniformInfo.size() <= index) mUniformInfo.resize(index + 1); UniformInfo& info = mUniformInfo[index]; info.Name = glslname; info.Type = type; } bool GLRenderDevice::ApplyUniforms() { GLShader* shader = GetActiveShader(); GLuint* locations = shader->UniformLocations.data(); int* lastupdates = shader->UniformLastUpdates.data(); int count = (int)mUniformInfo.size(); for (int i = 0; i < count; i++) { UniformInfo& info = mUniformInfo.data()[i]; if (lastupdates[i] != info.LastUpdate) { float* data = (float*)info.Data.data(); int* idata = (int*)info.Data.data(); GLuint location = locations[i]; switch (mUniformInfo[i].Type) { default: case UniformType::Vec4f: glUniform4fv(location, 1, data); break; case UniformType::Vec3f: glUniform3fv(location, 1, data); break; case UniformType::Vec2f: glUniform2fv(location, 1, data); break; case UniformType::Float: glUniform1fv(location, 1, data); break; case UniformType::Mat4: glUniformMatrix4fv(location, 1, GL_FALSE, data); break; } lastupdates[i] = mUniformInfo[i].LastUpdate; } } mUniformsChanged = false; return CheckGLError(); } bool GLRenderDevice::ApplyTextures() { glActiveTexture(GL_TEXTURE0); if (mTextureUnit.Tex) { GLenum target = mTextureUnit.Tex->IsCubeTexture() ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D; glBindTexture(target, mTextureUnit.Tex->GetTexture(this)); GLuint& samplerHandle = mSamplerFilter->WrapModes[(int)mTextureUnit.WrapMode]; if (samplerHandle == 0) { static const int wrapMode[] = { GL_REPEAT, GL_CLAMP_TO_EDGE }; glGenSamplers(1, &samplerHandle); glSamplerParameteri(samplerHandle, GL_TEXTURE_MIN_FILTER, mSamplerFilterKey.MinFilter); glSamplerParameteri(samplerHandle, GL_TEXTURE_MAG_FILTER, mSamplerFilterKey.MagFilter); glSamplerParameteri(samplerHandle, GL_TEXTURE_WRAP_S, wrapMode[(int)mTextureUnit.WrapMode]); glSamplerParameteri(samplerHandle, GL_TEXTURE_WRAP_T, wrapMode[(int)mTextureUnit.WrapMode]); glSamplerParameteri(samplerHandle, GL_TEXTURE_WRAP_R, wrapMode[(int)mTextureUnit.WrapMode]); if (mSamplerFilterKey.MaxAnisotropy > 0.0f) glSamplerParameterf(samplerHandle, GL_TEXTURE_MAX_ANISOTROPY_EXT, mSamplerFilterKey.MaxAnisotropy); } if (mTextureUnit.SamplerHandle != samplerHandle) { mTextureUnit.SamplerHandle = samplerHandle; glBindSampler(0, samplerHandle); } } else { glBindTexture(GL_TEXTURE_2D, 0); } mTexturesChanged = false; return CheckGLError(); } std::mutex& GLRenderDevice::GetMutex() { static std::mutex m; return m; } void GLRenderDevice::DeleteObject(GLVertexBuffer* buffer) { std::unique_lock lock(GLRenderDevice::GetMutex()); if (buffer->Device) buffer->Device->mDeleteList.VertexBuffers.push_back(buffer); else delete buffer; } void GLRenderDevice::DeleteObject(GLIndexBuffer* buffer) { std::unique_lock lock(GLRenderDevice::GetMutex()); if (buffer->Device) buffer->Device->mDeleteList.IndexBuffers.push_back(buffer); else delete buffer; } void GLRenderDevice::DeleteObject(GLTexture* texture) { std::unique_lock lock(GLRenderDevice::GetMutex()); if (texture->Device) texture->Device->mDeleteList.Textures.push_back(texture); else delete texture; } void GLRenderDevice::ProcessDeleteList(bool finalize) { std::unique_lock lock(GLRenderDevice::GetMutex()); if (!finalize) { for (auto buffer : mDeleteList.IndexBuffers) delete buffer; for (auto buffer : mDeleteList.VertexBuffers) delete buffer; for (auto texture : mDeleteList.Textures) delete texture; } else { for (auto buffer : mDeleteList.IndexBuffers) buffer->Finalize(); for (auto buffer : mDeleteList.VertexBuffers) buffer->Finalize(); for (auto texture : mDeleteList.Textures) texture->Finalize(); } mDeleteList.IndexBuffers.clear(); mDeleteList.VertexBuffers.clear(); mDeleteList.Textures.clear(); }