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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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133cba1a58
Build Win32 BuilderNative.dll with Mingw-w64
203 lines
6.6 KiB
C++
203 lines
6.6 KiB
C++
/*
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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 "../Backend.h"
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#include "OpenGLContext.h"
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#include <list>
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#include <mutex>
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class GLSharedVertexBuffer;
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class GLShader;
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class GLShaderManager;
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class GLVertexBuffer;
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class GLIndexBuffer;
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class GLTexture;
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class GLRenderDevice : public RenderDevice
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{
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public:
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GLRenderDevice(void* disp, void* window, bool debug);
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~GLRenderDevice();
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void DeclareUniform(UniformName name, const char* glslname, UniformType type) override;
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void DeclareShader(ShaderName index, const char* name, const char* vertexshader, const char* fragmentshader) override;
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void SetShader(ShaderName name) override;
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void SetUniform(UniformName name, const void* values, int count, int bytesize) override;
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void SetVertexBuffer(VertexBuffer* buffer) override;
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void SetIndexBuffer(IndexBuffer* buffer) override;
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void SetAlphaBlendEnable(bool value) override;
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void SetAlphaTestEnable(bool value) override;
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void SetCullMode(Cull mode) override;
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void SetBlendOperation(BlendOperation op) override;
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void SetSourceBlend(Blend blend) override;
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void SetDestinationBlend(Blend blend) override;
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void SetFillMode(FillMode mode) override;
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void SetMultisampleAntialias(bool value) override;
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void SetZEnable(bool value) override;
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void SetZWriteEnable(bool value) override;
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void SetTexture(int unit, Texture* texture) override;
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void SetSamplerFilter(int unit, TextureFilter minfilter, TextureFilter magfilter, MipmapFilter mipfilter, float maxanisotropy) override;
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void SetSamplerState(int unit, TextureAddress address) override;
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bool Draw(PrimitiveType type, int startIndex, int primitiveCount) override;
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bool DrawIndexed(PrimitiveType type, int startIndex, int primitiveCount) override;
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bool DrawData(PrimitiveType type, int startIndex, int primitiveCount, const void* data) override;
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bool StartRendering(bool clear, int backcolor, Texture* target, bool usedepthbuffer) override;
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bool FinishRendering() override;
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bool Present() override;
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bool ClearTexture(int backcolor, Texture* texture) override;
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bool CopyTexture(Texture* dst, CubeMapFace face) override;
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bool SetVertexBufferData(VertexBuffer* buffer, void* data, int64_t size, VertexFormat format) override;
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bool SetVertexBufferSubdata(VertexBuffer* buffer, int64_t destOffset, void* data, int64_t size) override;
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bool SetIndexBufferData(IndexBuffer* buffer, void* data, int64_t size) override;
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bool SetPixels(Texture* texture, const void* data) override;
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bool SetCubePixels(Texture* texture, CubeMapFace face, const void* data) override;
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void* MapPBO(Texture* texture) override;
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bool UnmapPBO(Texture* texture) override;
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bool InvalidateTexture(GLTexture* texture);
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void GarbageCollectBuffer(int size, VertexFormat format);
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bool ApplyViewport();
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bool ApplyChanges();
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bool ApplyVertexBuffer();
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bool ApplyIndexBuffer();
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bool ApplyShader();
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bool ApplyUniforms();
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bool ApplyTextures();
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bool ApplyRasterizerState();
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bool ApplyBlendState();
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bool ApplyDepthState();
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void CheckContext();
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void RequireContext();
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bool CheckGLError();
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GLShader* GetActiveShader();
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GLint GetGLMinFilter(TextureFilter filter, MipmapFilter mipfilter);
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static std::mutex& GetMutex();
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static void DeleteObject(GLVertexBuffer* buffer);
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static void DeleteObject(GLIndexBuffer* buffer);
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static void DeleteObject(GLTexture* texture);
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void ProcessDeleteList(bool finalize = false);
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std::unique_ptr<IOpenGLContext> Context;
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struct DeleteList
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{
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std::vector<GLVertexBuffer*> VertexBuffers;
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std::vector<GLIndexBuffer*> IndexBuffers;
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std::vector<GLTexture*> Textures;
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} mDeleteList;
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struct TextureUnit
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{
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GLTexture* Tex = nullptr;
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TextureAddress WrapMode = TextureAddress::Wrap;
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GLuint SamplerHandle = 0;
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TextureFilter MinFilter = TextureFilter::Nearest;
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TextureFilter MagFilter = TextureFilter::Nearest;
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MipmapFilter MipFilter = MipmapFilter::None;
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float MaxAnisotropy = 1;
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} mTextureUnit[10];
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struct SamplerFilterKey
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{
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GLuint MinFilter = 0;
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GLuint MagFilter = 0;
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float MaxAnisotropy = 0.0f;
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bool operator<(const SamplerFilterKey& b) const { return memcmp(this, &b, sizeof(SamplerFilterKey)) < 0; }
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bool operator==(const SamplerFilterKey& b) const { return memcmp(this, &b, sizeof(SamplerFilterKey)) == 0; }
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bool operator!=(const SamplerFilterKey& b) const { return memcmp(this, &b, sizeof(SamplerFilterKey)) != 0; }
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};
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struct SamplerFilter
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{
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GLuint WrapModes[2] = { 0, 0 };
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};
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std::map<SamplerFilterKey, SamplerFilter> mSamplers;
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SamplerFilterKey GetSamplerFilterKey(TextureFilter filter, MipmapFilter mipFilter, float maxAnisotropy);
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int mVertexBuffer = -1;
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int64_t mVertexBufferStartIndex = 0;
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GLIndexBuffer* mIndexBuffer = nullptr;
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std::unique_ptr<GLSharedVertexBuffer> mSharedVertexBuffers[2];
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std::list<GLTexture*> mTextures;
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std::list<GLIndexBuffer*> mIndexBuffers;
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std::unique_ptr<GLShaderManager> mShaderManager;
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ShaderName mShaderName = {};
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struct UniformInfo
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{
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std::string Name;
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UniformType Type = {};
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int LastUpdate = 0;
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int Count = 0;
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std::vector<uint8_t> Data;
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};
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std::vector<UniformInfo> mUniformInfo;
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GLuint mStreamVertexBuffer = 0;
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GLuint mStreamVAO = 0;
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Cull mCullMode = Cull::None;
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FillMode mFillMode = FillMode::Solid;
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bool mAlphaTest = false;
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bool mAlphaBlend = false;
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BlendOperation mBlendOperation = BlendOperation::Add;
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Blend mSourceBlend = Blend::SourceAlpha;
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Blend mDestinationBlend = Blend::InverseSourceAlpha;
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bool mDepthTest = false;
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bool mDepthWrite = false;
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bool mNeedApply = true;
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bool mShaderChanged = true;
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bool mUniformsChanged = true;
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bool mTexturesChanged = true;
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bool mIndexBufferChanged = true;
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bool mVertexBufferChanged = true;
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bool mDepthStateChanged = true;
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bool mBlendStateChanged = true;
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bool mRasterizerStateChanged = true;
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bool mContextIsCurrent = false;
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int mViewportWidth = 0;
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int mViewportHeight = 0;
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};
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