mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-23 12:22:35 +00:00
995 lines
26 KiB
C++
995 lines
26 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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#include "Precomp.h"
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#include "GLRenderDevice.h"
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#include "GLVertexBuffer.h"
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#include "GLIndexBuffer.h"
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#include "GLTexture.h"
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#include "GLShaderManager.h"
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#include <stdexcept>
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#include <cstdarg>
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#include <algorithm>
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#include <cmath>
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static void APIENTRY GLLogCallback(GLenum source, GLenum type, GLuint id,
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GLenum severity, GLsizei length, const GLchar* message, const void* userParam)
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{
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FILE* f = fopen("OpenGLDebug.log", "ab");
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if (!f) return;
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fprintf(f, "%s\r\n", message);
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fclose(f);
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}
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static const char* GLLogCheckNull(const GLubyte* str)
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{
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return str ? (const char*)str : "null";
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}
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GLRenderDevice::GLRenderDevice(void* disp, void* window)
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{
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Context = IOpenGLContext::Create(disp, window);
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if (Context)
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{
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Context->MakeCurrent();
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#ifdef _DEBUG
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FILE* f = fopen("OpenGLDebug.log", "wb");
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if (f)
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{
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fprintf(f, "GL_VENDOR = %s\r\n", GLLogCheckNull(glGetString(GL_VENDOR)));
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fprintf(f, "GL_RENDERER = %s\r\n", GLLogCheckNull(glGetString(GL_RENDERER)));
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fprintf(f, "GL_VERSION = %s\r\n", GLLogCheckNull(glGetString(GL_VERSION)));
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fprintf(f, "GL_SHADING_LANGUAGE_VERSION = %s\r\n", GLLogCheckNull(glGetString(GL_SHADING_LANGUAGE_VERSION)));
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fclose(f);
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glEnable(GL_DEBUG_OUTPUT);
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glDebugMessageCallback(&GLLogCallback, nullptr);
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}
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#endif
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glGenVertexArrays(1, &mStreamVAO);
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glGenBuffers(1, &mStreamVertexBuffer);
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glBindVertexArray(mStreamVAO);
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glBindBuffer(GL_ARRAY_BUFFER, mStreamVertexBuffer);
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GLSharedVertexBuffer::SetupFlatVAO();
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int i = 0;
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for (auto& sharedbuf : mSharedVertexBuffers)
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{
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sharedbuf.reset(new GLSharedVertexBuffer((VertexFormat)i, (int64_t)16 * 1024 * 1024));
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glBindBuffer(GL_ARRAY_BUFFER, sharedbuf->GetBuffer());
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glBufferData(GL_ARRAY_BUFFER, sharedbuf->Size, nullptr, GL_STATIC_DRAW);
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i++;
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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mShaderManager = std::make_unique<GLShaderManager>();
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CheckGLError();
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}
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}
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GLRenderDevice::~GLRenderDevice()
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{
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if (Context)
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{
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Context->MakeCurrent();
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ProcessDeleteList();
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for (GLTexture* tex : mTextures) mDeleteList.Textures.push_back(tex);
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for (GLIndexBuffer* buffer : mIndexBuffers) mDeleteList.IndexBuffers.push_back(buffer);
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for (GLVertexBuffer* buffer : mSharedVertexBuffers[0]->VertexBuffers) mDeleteList.VertexBuffers.push_back(buffer);
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for (GLVertexBuffer* buffer : mSharedVertexBuffers[1]->VertexBuffers) mDeleteList.VertexBuffers.push_back(buffer);
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ProcessDeleteList(true);
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glDeleteBuffers(1, &mStreamVertexBuffer);
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glDeleteVertexArrays(1, &mStreamVAO);
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for (auto& sharedbuf : mSharedVertexBuffers)
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{
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GLuint handle = sharedbuf->GetBuffer();
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glDeleteBuffers(1, &handle);
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handle = sharedbuf->GetVAO();
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glDeleteVertexArrays(1, &handle);
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}
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for (auto& it : mSamplers)
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{
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for (GLuint handle : it.second.WrapModes)
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{
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if (handle != 0)
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glDeleteSamplers(1, &handle);
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}
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}
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mShaderManager->ReleaseResources();
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Context->ClearCurrent();
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}
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}
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void GLRenderDevice::DeclareShader(ShaderName index, const char* name, const char* vertexshader, const char* fragmentshader)
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{
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CheckContext();
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mShaderManager->DeclareShader(index, name, vertexshader, fragmentshader);
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}
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void GLRenderDevice::SetVertexBuffer(VertexBuffer* ibuffer)
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{
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GLVertexBuffer* buffer = static_cast<GLVertexBuffer*>(ibuffer);
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if (buffer != nullptr)
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{
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mVertexBufferStartIndex = buffer->BufferStartIndex;
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if (mVertexBuffer != (int)buffer->Format)
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{
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mVertexBuffer = (int)buffer->Format;
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mNeedApply = true;
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mVertexBufferChanged = true;
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}
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}
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else
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{
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mVertexBufferStartIndex = 0;
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if (mVertexBuffer != -1)
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{
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mVertexBuffer = -1;
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mNeedApply = true;
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mVertexBufferChanged = true;
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}
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}
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}
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void GLRenderDevice::SetIndexBuffer(IndexBuffer* buffer)
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{
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if (mIndexBuffer != buffer)
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{
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mIndexBuffer = static_cast<GLIndexBuffer*>(buffer);
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mNeedApply = true;
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mIndexBufferChanged = true;
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}
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}
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void GLRenderDevice::SetAlphaBlendEnable(bool value)
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{
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if (mAlphaBlend != value)
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{
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mAlphaBlend = value;
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mNeedApply = true;
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mBlendStateChanged = true;
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}
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}
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void GLRenderDevice::SetAlphaTestEnable(bool value)
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{
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if (mAlphaTest != value)
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{
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mAlphaTest = value;
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mNeedApply = true;
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mShaderChanged = true;
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mUniformsChanged = true;
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}
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}
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void GLRenderDevice::SetCullMode(Cull mode)
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{
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if (mCullMode != mode)
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{
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mCullMode = mode;
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mNeedApply = true;
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mRasterizerStateChanged = true;
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}
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}
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void GLRenderDevice::SetBlendOperation(BlendOperation op)
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{
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if (mBlendOperation != op)
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{
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mBlendOperation = op;
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mNeedApply = true;
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mBlendStateChanged = true;
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}
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}
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void GLRenderDevice::SetSourceBlend(Blend blend)
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{
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if (mSourceBlend != blend)
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{
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mSourceBlend = blend;
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mNeedApply = true;
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mBlendStateChanged = true;
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}
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}
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void GLRenderDevice::SetDestinationBlend(Blend blend)
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{
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if (mDestinationBlend != blend)
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{
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mDestinationBlend = blend;
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mNeedApply = true;
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mBlendStateChanged = true;
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}
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}
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void GLRenderDevice::SetFillMode(FillMode mode)
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{
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if (mFillMode != mode)
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{
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mFillMode = mode;
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mNeedApply = true;
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mRasterizerStateChanged = true;
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}
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}
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void GLRenderDevice::SetMultisampleAntialias(bool value)
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{
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}
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void GLRenderDevice::SetZEnable(bool value)
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{
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if (mDepthTest != value)
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{
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mDepthTest = value;
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mNeedApply = true;
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mDepthStateChanged = true;
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}
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}
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void GLRenderDevice::SetZWriteEnable(bool value)
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{
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if (mDepthWrite != value)
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{
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mDepthWrite = value;
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mNeedApply = true;
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mDepthStateChanged = true;
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}
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}
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void GLRenderDevice::SetTexture(Texture* texture)
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{
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if (mTextureUnit.Tex != texture)
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{
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mTextureUnit.Tex = static_cast<GLTexture*>(texture);
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mNeedApply = true;
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mTexturesChanged = true;
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}
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}
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void GLRenderDevice::SetSamplerFilter(TextureFilter minfilter, TextureFilter magfilter, MipmapFilter mipfilter, float maxanisotropy)
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{
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SamplerFilterKey key;
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key.MinFilter = GetGLMinFilter(minfilter, mipfilter);
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key.MagFilter = (magfilter == TextureFilter::Nearest) ? GL_NEAREST : GL_LINEAR;
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key.MaxAnisotropy = maxanisotropy;
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if (mSamplerFilterKey != key)
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{
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mSamplerFilterKey = key;
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mSamplerFilter = &mSamplers[mSamplerFilterKey];
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mNeedApply = true;
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mTexturesChanged = true;
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}
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}
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GLint GLRenderDevice::GetGLMinFilter(TextureFilter filter, MipmapFilter mipfilter)
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{
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if (mipfilter == MipmapFilter::Linear)
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{
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if (filter == TextureFilter::Nearest)
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return GL_NEAREST_MIPMAP_LINEAR;
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else
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return GL_LINEAR_MIPMAP_LINEAR;
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}
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else if (mipfilter == MipmapFilter::Nearest)
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{
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if (filter == TextureFilter::Nearest)
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return GL_NEAREST_MIPMAP_NEAREST;
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else
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return GL_LINEAR_MIPMAP_NEAREST;
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}
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else
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{
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if (filter == TextureFilter::Nearest)
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return GL_NEAREST;
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else
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return GL_LINEAR;
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}
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}
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void GLRenderDevice::SetSamplerState(TextureAddress address)
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{
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if (mTextureUnit.WrapMode != address)
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{
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mTextureUnit.WrapMode = address;
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mNeedApply = true;
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mTexturesChanged = true;
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}
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}
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bool GLRenderDevice::Draw(PrimitiveType type, int startIndex, int primitiveCount)
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{
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static const int modes[] = { GL_LINES, GL_TRIANGLES, GL_TRIANGLE_STRIP };
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static const int toVertexCount[] = { 2, 3, 1 };
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static const int toVertexStart[] = { 0, 0, 2 };
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if (mNeedApply && !ApplyChanges()) return false;
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glDrawArrays(modes[(int)type], mVertexBufferStartIndex + startIndex, toVertexStart[(int)type] + primitiveCount * toVertexCount[(int)type]);
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return CheckGLError();
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}
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bool GLRenderDevice::DrawIndexed(PrimitiveType type, int startIndex, int primitiveCount)
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{
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static const int modes[] = { GL_LINES, GL_TRIANGLES, GL_TRIANGLE_STRIP };
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static const int toVertexCount[] = { 2, 3, 1 };
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static const int toVertexStart[] = { 0, 0, 2 };
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if (mNeedApply && !ApplyChanges()) return false;
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glDrawElementsBaseVertex(modes[(int)type], toVertexStart[(int)type] + primitiveCount * toVertexCount[(int)type], GL_UNSIGNED_INT, (const void*)(startIndex * sizeof(uint32_t)), mVertexBufferStartIndex);
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return CheckGLError();
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}
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bool GLRenderDevice::DrawData(PrimitiveType type, int startIndex, int primitiveCount, const void* data)
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{
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static const int modes[] = { GL_LINES, GL_TRIANGLES, GL_TRIANGLE_STRIP };
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static const int toVertexCount[] = { 2, 3, 1 };
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static const int toVertexStart[] = { 0, 0, 2 };
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int vertcount = toVertexStart[(int)type] + primitiveCount * toVertexCount[(int)type];
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if (mNeedApply && !ApplyChanges()) return false;
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glBindBuffer(GL_ARRAY_BUFFER, mStreamVertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, vertcount * (size_t)VertexBuffer::FlatStride, static_cast<const uint8_t*>(data) + startIndex * (size_t)VertexBuffer::FlatStride, GL_STREAM_DRAW);
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glBindVertexArray(mStreamVAO);
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glDrawArrays(modes[(int)type], 0, vertcount);
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if (!CheckGLError()) return false;
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return ApplyVertexBuffer();
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}
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void GLRenderDevice::RequireContext()
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{
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Context->MakeCurrent();
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mContextIsCurrent = true;
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}
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void GLRenderDevice::CheckContext()
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{
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if (!mContextIsCurrent) Context->MakeCurrent();
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mContextIsCurrent = true;
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}
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bool GLRenderDevice::StartRendering(bool clear, int backcolor, Texture* itarget, bool usedepthbuffer)
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{
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RequireContext();
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GLTexture* target = static_cast<GLTexture*>(itarget);
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if (target)
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{
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GLuint framebuffer = 0;
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try
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{
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framebuffer = target->GetFramebuffer(this, usedepthbuffer);
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}
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catch (std::runtime_error& e)
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{
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SetError("Error setting render target: %s", e.what());
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return false;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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mViewportWidth = target->GetWidth();
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mViewportHeight = target->GetHeight();
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if (!ApplyViewport()) return false;
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}
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else
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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mViewportWidth = Context->GetWidth();
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mViewportHeight = Context->GetHeight();
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if (!ApplyViewport()) return false;
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}
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if (clear && usedepthbuffer)
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{
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glClearColor(RPART(backcolor) / 255.0f, GPART(backcolor) / 255.0f, BPART(backcolor) / 255.0f, APART(backcolor) / 255.0f);
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glClearDepthf(1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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else if (clear)
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{
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glClearColor(RPART(backcolor) / 255.0f, GPART(backcolor) / 255.0f, BPART(backcolor) / 255.0f, APART(backcolor) / 255.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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mNeedApply = true;
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mShaderChanged = true;
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mUniformsChanged = true;
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mTexturesChanged = true;
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mIndexBufferChanged = true;
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mVertexBufferChanged = true;
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mDepthStateChanged = true;
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mBlendStateChanged = true;
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mRasterizerStateChanged = true;
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return CheckGLError();
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}
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bool GLRenderDevice::FinishRendering()
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{
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mContextIsCurrent = false;
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return true;
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}
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bool GLRenderDevice::Present()
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{
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Context->MakeCurrent();
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Context->SwapBuffers();
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ProcessDeleteList();
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return CheckGLError();
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}
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bool GLRenderDevice::ClearTexture(int backcolor, Texture* texture)
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{
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if (!StartRendering(true, backcolor, texture, false)) return false;
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return FinishRendering();
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}
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bool GLRenderDevice::CopyTexture(Texture* idst, CubeMapFace face)
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{
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GLTexture* dst = static_cast<GLTexture*>(idst);
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static const GLenum facegl[] = {
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GL_TEXTURE_CUBE_MAP_POSITIVE_X,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
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};
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CheckContext();
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GLint oldTexture = 0;
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glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &oldTexture);
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glBindTexture(GL_TEXTURE_CUBE_MAP, dst->GetTexture(this));
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glCopyTexSubImage2D(facegl[(int)face], 0, 0, 0, 0, 0, dst->GetWidth(), dst->GetHeight());
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if (face == CubeMapFace::NegativeZ)
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glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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glBindTexture(GL_TEXTURE_CUBE_MAP, oldTexture);
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bool result = CheckGLError();
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return result;
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}
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void GLRenderDevice::GarbageCollectBuffer(int size, VertexFormat format)
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{
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auto& sharedbuf = mSharedVertexBuffers[(int)format];
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if (sharedbuf->NextPos + size <= sharedbuf->Size)
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return;
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int totalSize = size;
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for (GLVertexBuffer* buf : sharedbuf->VertexBuffers)
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totalSize += buf->Size;
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// If buffer is only half full we only need to GC. Otherwise we also need to expand the buffer size.
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int newSize = std::max(totalSize, sharedbuf->Size);
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if (newSize < totalSize * 2) newSize *= 2;
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std::unique_ptr<GLSharedVertexBuffer> old = std::move(sharedbuf);
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sharedbuf.reset(new GLSharedVertexBuffer(format, newSize));
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GLint oldarray = 0, oldvao = 0;
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &oldarray);
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &oldvao);
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glBindBuffer(GL_ARRAY_BUFFER, sharedbuf->GetBuffer());
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glBufferData(GL_ARRAY_BUFFER, sharedbuf->Size, nullptr, GL_STATIC_DRAW);
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glBindBuffer(GL_COPY_READ_BUFFER, old->GetBuffer());
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// Copy all ranges still in use to the new buffer
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int stride = (format == VertexFormat::Flat ? VertexBuffer::FlatStride : VertexBuffer::WorldStride);
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int readPos = 0;
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int writePos = 0;
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int copySize = 0;
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for (GLVertexBuffer* buf : old->VertexBuffers)
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{
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if (buf->BufferOffset != readPos + copySize)
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{
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if (copySize != 0)
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glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_ARRAY_BUFFER, readPos, writePos, copySize);
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readPos = buf->BufferOffset;
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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<GLVertexBuffer*>(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<GLVertexBuffer*>(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<GLIndexBuffer*>(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<GLTexture*>(itexture);
|
|
texture->SetPixels(this, data);
|
|
return CheckGLError();
|
|
}
|
|
|
|
bool GLRenderDevice::SetCubePixels(Texture* itexture, CubeMapFace face, const void* data)
|
|
{
|
|
GLTexture* texture = static_cast<GLTexture*>(itexture);
|
|
texture->SetCubePixels(this, face, data);
|
|
return CheckGLError();
|
|
}
|
|
|
|
void* GLRenderDevice::MapPBO(Texture* itexture)
|
|
{
|
|
CheckContext();
|
|
GLTexture* texture = static_cast<GLTexture*>(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<GLTexture*>(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: break;
|
|
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;
|
|
case UniformType::Vec4i: glUniform4iv(location, 1, idata); break;
|
|
case UniformType::Vec3i: glUniform3iv(location, 1, idata); break;
|
|
case UniformType::Vec2i: glUniform2iv(location, 1, idata); break;
|
|
case UniformType::Int: glUniform1iv(location, 1, idata); break;
|
|
case UniformType::Vec4fArray: glUniform4fv(location, info.Count, data); break;
|
|
case UniformType::Vec3fArray: glUniform3fv(location, info.Count, data); break;
|
|
case UniformType::Vec2fArray: glUniform2fv(location, info.Count, 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<std::mutex> lock(GLRenderDevice::GetMutex());
|
|
if (buffer->Device)
|
|
buffer->Device->mDeleteList.VertexBuffers.push_back(buffer);
|
|
else
|
|
delete buffer;
|
|
}
|
|
|
|
void GLRenderDevice::DeleteObject(GLIndexBuffer* buffer)
|
|
{
|
|
std::unique_lock<std::mutex> lock(GLRenderDevice::GetMutex());
|
|
if (buffer->Device)
|
|
buffer->Device->mDeleteList.IndexBuffers.push_back(buffer);
|
|
else
|
|
delete buffer;
|
|
}
|
|
|
|
void GLRenderDevice::DeleteObject(GLTexture* texture)
|
|
{
|
|
std::unique_lock<std::mutex> lock(GLRenderDevice::GetMutex());
|
|
if (texture->Device)
|
|
texture->Device->mDeleteList.Textures.push_back(texture);
|
|
else
|
|
delete texture;
|
|
}
|
|
|
|
void GLRenderDevice::ProcessDeleteList(bool finalize)
|
|
{
|
|
std::unique_lock<std::mutex> 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();
|
|
}
|