mirror of
https://github.com/aap/librw.git
synced 2026-07-22 23:07:02 +01:00
starting work on ps2 driver
This commit is contained in:
Executable
+576
@@ -0,0 +1,576 @@
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#include <cstdio>
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#include <cstdlib>
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#include <cstring>
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#include "../rwbase.h"
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#include "../rwerror.h"
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#include "../rwplg.h"
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#include "../rwpipeline.h"
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#include "../rwobjects.h"
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#include "../rwengine.h"
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#ifdef RW_OPENGL
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include "rwgl3.h"
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#include "rwgl3shader.h"
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#include "rwgl3impl.h"
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#define PLUGIN_ID 0
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namespace rw {
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namespace gl3 {
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struct UniformState
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{
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int32 alphaFunc;
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float32 alphaRef;
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int32 fogEnable;
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float32 fogStart;
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float32 fogEnd;
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int32 pad[3];
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RGBAf fogColor;
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};
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struct UniformScene
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{
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float32 proj[16];
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float32 view[16];
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};
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struct UniformLight
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{
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V3d position;
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float32 w;
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V3d direction;
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int32 pad1;
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RGBAf color;
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float32 radius;
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float32 minusCosAngle;
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int32 pad2[2];
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};
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#define MAX_LIGHTS 8
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struct UniformObject
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{
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RawMatrix world;
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RGBAf ambLight;
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int32 numLights;
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int32 pad[3];
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UniformLight lights[MAX_LIGHTS];
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};
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GLuint vao;
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GLuint ubo_state, ubo_scene, ubo_object;
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GLuint whitetex;
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UniformState uniformState;
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UniformScene uniformScene;
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UniformObject uniformObject;
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Shader *simpleShader;
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static bool32 stateDirty = 1;
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static bool32 sceneDirty = 1;
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static bool32 objectDirty = 1;
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// cached render states
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static bool32 vertexAlpha;
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static bool32 textureAlpha;
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static uint32 srcblend, destblend;
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static uint32 zwrite;
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static uint32 ztest;
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static int32 activeTexture;
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static uint32 blendMap[] = {
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GL_ZERO,
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GL_ONE,
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GL_SRC_COLOR,
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GL_ONE_MINUS_SRC_COLOR,
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GL_SRC_ALPHA,
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GL_ONE_MINUS_SRC_ALPHA,
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GL_DST_ALPHA,
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GL_ONE_MINUS_DST_ALPHA,
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GL_DST_COLOR,
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GL_ONE_MINUS_DST_COLOR,
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GL_SRC_ALPHA_SATURATE,
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};
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static void
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setVertexAlpha(bool32 enable)
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{
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if(vertexAlpha != enable){
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vertexAlpha = enable;
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if(!textureAlpha){
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if(enable)
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glEnable(GL_BLEND);
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else
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glDisable(GL_BLEND);
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}
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}
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}
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static void
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setRenderState(int32 state, uint32 value)
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{
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switch(state){
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case VERTEXALPHA:
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setVertexAlpha(value);
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break;
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case SRCBLEND:
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if(srcblend != value){
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srcblend = value;
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glBlendFunc(blendMap[srcblend], blendMap[destblend]);
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}
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break;
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case DESTBLEND:
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if(destblend != value){
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destblend = value;
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glBlendFunc(blendMap[srcblend], blendMap[destblend]);
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}
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break;
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case ZTESTENABLE:
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if(ztest != value){
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ztest = value;
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if(ztest)
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glEnable(GL_DEPTH_TEST);
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else
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glDisable(GL_DEPTH_TEST);
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}
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break;
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case ZWRITEENABLE:
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if(zwrite != (value ? GL_TRUE : GL_FALSE)){
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zwrite = value ? GL_TRUE : GL_FALSE;
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glDepthMask(zwrite);
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}
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break;
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case FOGENABLE:
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if(uniformState.fogEnable != value){
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uniformState.fogEnable = value;
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stateDirty = 1;
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}
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break;
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case FOGCOLOR:
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// no cache check here...too lazy
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convColor(&uniformState.fogColor, (RGBA*)&value);
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stateDirty = 1;
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break;
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case ALPHATESTFUNC:
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if(uniformState.alphaFunc != value){
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uniformState.alphaFunc = value;
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stateDirty = 1;
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}
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break;
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case ALPHATESTREF:
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if(uniformState.alphaRef != value/255.0f){
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uniformState.alphaRef = value/255.0f;
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stateDirty = 1;
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}
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break;
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}
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}
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static uint32
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getRenderState(int32 state)
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{
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RGBA rgba;
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switch(state){
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case VERTEXALPHA:
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return vertexAlpha;
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case SRCBLEND:
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return srcblend;
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case DESTBLEND:
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return destblend;
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case ZTESTENABLE:
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return ztest;
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case ZWRITEENABLE:
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return zwrite;
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case FOGENABLE:
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return uniformState.fogEnable;
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case FOGCOLOR:
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convColor(&rgba, &uniformState.fogColor);
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return *(uint32*)&rgba;
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case ALPHATESTFUNC:
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return uniformState.alphaFunc;
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case ALPHATESTREF:
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return (uint32)(uniformState.alphaRef*255.0f);
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}
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return 0;
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}
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static void
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resetRenderState(void)
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{
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uniformState.alphaFunc = ALPHAGREATEREQUAL;
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uniformState.alphaRef = 10.0f/255.0f;
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uniformState.fogEnable = 0;
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uniformState.fogStart = 0.0f;
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uniformState.fogColor = { 1.0f, 1.0f, 1.0f, 1.0f };
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stateDirty = 1;
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vertexAlpha = 0;
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textureAlpha = 0;
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glDisable(GL_BLEND);
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srcblend = BLENDSRCALPHA;
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destblend = BLENDINVSRCALPHA;
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glBlendFunc(blendMap[srcblend], blendMap[destblend]);
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zwrite = GL_TRUE;
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glDepthMask(zwrite);
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ztest = 1;
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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for(int i = 0; i < 8; i++){
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glActiveTexture(GL_TEXTURE0+i);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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}
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void
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setWorldMatrix(Matrix *mat)
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{
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convMatrix(&uniformObject.world, mat);
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objectDirty = 1;
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}
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void
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setAmbientLight(RGBAf *amb)
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{
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uniformObject.ambLight = *amb;
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objectDirty = 1;
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}
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void
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setNumLights(int32 n)
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{
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uniformObject.numLights = n;
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objectDirty = 1;
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}
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void
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setLight(int32 n, Light *light)
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{
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UniformLight *l;
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Frame *f;
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Matrix *m;
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l = &uniformObject.lights[n];
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f = light->getFrame();
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if(f){
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m = f->getLTM();
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l->position = m->pos;
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l->direction = m->at;
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}
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// light has position
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l->w = light->getType() >= Light::POINT ? 1.0f : 0.0f;
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l->color = light->color;
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l->radius = light->radius;
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l->minusCosAngle = light->minusCosAngle;
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objectDirty = 1;
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}
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void
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setProjectionMatrix(float32 *mat)
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{
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memcpy(&uniformScene.proj, mat, 64);
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sceneDirty = 1;
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}
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void
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setViewMatrix(float32 *mat)
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{
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memcpy(&uniformScene.view, mat, 64);
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sceneDirty = 1;
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}
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static void
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setActiveTexture(int32 n)
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{
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if(activeTexture != n){
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activeTexture = n;
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glActiveTexture(n);
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}
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}
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void
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setTexture(int32 n, Texture *tex)
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{
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bool32 alpha;
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setActiveTexture(GL_TEXTURE0+n);
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if(tex == nil || tex->raster->platform != PLATFORM_GL3 ||
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tex->raster->width == 0){
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glBindTexture(GL_TEXTURE_2D, whitetex);
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alpha = 0;
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}else{
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Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, tex->raster,
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nativeRasterOffset);
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glBindTexture(GL_TEXTURE_2D, natras->texid);
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alpha = natras->hasAlpha;
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}
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if(n == 0){
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if(alpha != textureAlpha){
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textureAlpha = alpha;
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if(!vertexAlpha){
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if(alpha)
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glEnable(GL_BLEND);
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else
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glDisable(GL_BLEND);
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}
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}
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}
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}
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void
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flushCache(void)
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{
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if(objectDirty){
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glBindBuffer(GL_UNIFORM_BUFFER, ubo_object);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformObject),
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&uniformObject);
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objectDirty = 0;
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}
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if(sceneDirty){
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glBindBuffer(GL_UNIFORM_BUFFER, ubo_scene);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformScene),
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&uniformScene);
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sceneDirty = 0;
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}
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if(stateDirty){
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glBindBuffer(GL_UNIFORM_BUFFER, ubo_state);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformState),
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&uniformState);
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stateDirty = 0;
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}
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}
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static void
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clearCamera(Camera *cam, RGBA *col, uint32 mode)
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{
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RGBAf colf;
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GLbitfield mask;
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convColor(&colf, col);
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glClearColor(colf.red, colf.green, colf.blue, colf.alpha);
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mask = 0;
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if(mode & Camera::CLEARIMAGE)
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mask |= GL_COLOR_BUFFER_BIT;
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if(mode & Camera::CLEARZ)
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mask |= GL_DEPTH_BUFFER_BIT;
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glClear(mask);
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}
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static GLFWwindow *glfwwindow;
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static void
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showRaster(Raster *raster)
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{
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// TODO: do this properly!
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glfwSwapBuffers(glfwwindow);
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}
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static void
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beginUpdate(Camera *cam)
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{
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float view[16], proj[16];
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// View Matrix
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Matrix inv;
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Matrix::invert(&inv, cam->getFrame()->getLTM());
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// Since we're looking into positive Z,
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// flip X to ge a left handed view space.
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view[0] = -inv.right.x;
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view[1] = inv.right.y;
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view[2] = inv.right.z;
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view[3] = 0.0f;
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view[4] = -inv.up.x;
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view[5] = inv.up.y;
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view[6] = inv.up.z;
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view[7] = 0.0f;
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view[8] = -inv.at.x;
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view[9] = inv.at.y;
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view[10] = inv.at.z;
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view[11] = 0.0f;
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view[12] = -inv.pos.x;
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view[13] = inv.pos.y;
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view[14] = inv.pos.z;
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view[15] = 1.0f;
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setViewMatrix(view);
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// Projection Matrix
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float32 invwx = 1.0f/cam->viewWindow.x;
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float32 invwy = 1.0f/cam->viewWindow.y;
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float32 invz = 1.0f/(cam->farPlane-cam->nearPlane);
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proj[0] = invwx;
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proj[1] = 0.0f;
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proj[2] = 0.0f;
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proj[3] = 0.0f;
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||||
proj[4] = 0.0f;
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proj[5] = invwy;
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proj[6] = 0.0f;
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||||
proj[7] = 0.0f;
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||||
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||||
proj[8] = cam->viewOffset.x*invwx;
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proj[9] = cam->viewOffset.y*invwy;
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proj[12] = -proj[8];
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proj[13] = -proj[9];
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if(cam->projection == Camera::PERSPECTIVE){
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proj[10] = (cam->farPlane+cam->nearPlane)*invz;
|
||||
proj[11] = 1.0f;
|
||||
|
||||
proj[14] = -2.0f*cam->nearPlane*cam->farPlane*invz;
|
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proj[15] = 0.0f;
|
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}else{
|
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proj[10] = -(cam->farPlane+cam->nearPlane)*invz;
|
||||
proj[11] = 0.0f;
|
||||
|
||||
proj[14] = -2.0f*invz;
|
||||
proj[15] = 1.0f;
|
||||
}
|
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setProjectionMatrix(proj);
|
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|
||||
if(uniformState.fogStart != cam->fogPlane){
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uniformState.fogStart = cam->fogPlane;
|
||||
stateDirty = 1;
|
||||
}
|
||||
if(uniformState.fogEnd != cam->farPlane){
|
||||
uniformState.fogEnd = cam->farPlane;
|
||||
stateDirty = 1;
|
||||
}
|
||||
}
|
||||
|
||||
static int
|
||||
startGLFW(EngineStartParams *startparams)
|
||||
{
|
||||
GLenum status;
|
||||
GLFWwindow *win;
|
||||
|
||||
/* Init GLFW */
|
||||
if(!glfwInit()){
|
||||
RWERROR((ERR_GENERAL, "glfwInit() failed"));
|
||||
return 0;
|
||||
}
|
||||
glfwWindowHint(GLFW_SAMPLES, 4);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
win = glfwCreateWindow(startparams->width, startparams->height, startparams->windowtitle, 0, 0);
|
||||
if(win == nil){
|
||||
RWERROR((ERR_GENERAL, "glfwCreateWindow() failed"));
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
glfwMakeContextCurrent(win);
|
||||
|
||||
/* Init GLEW */
|
||||
glewExperimental = GL_TRUE;
|
||||
status = glewInit();
|
||||
if(status != GLEW_OK){
|
||||
RWERROR((ERR_GENERAL, glewGetErrorString(status)));
|
||||
glfwDestroyWindow(win);
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
if(!GLEW_VERSION_3_3){
|
||||
RWERROR((ERR_GENERAL, "OpenGL 3.3 needed"));
|
||||
glfwDestroyWindow(win);
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
glfwwindow = win;
|
||||
*startparams->window = win;
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int
|
||||
stopGLFW(void)
|
||||
{
|
||||
glfwDestroyWindow(glfwwindow);
|
||||
glfwTerminate();
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int
|
||||
initOpenGL(void)
|
||||
{
|
||||
#include "shaders/simple_gl3.inc"
|
||||
simpleShader = Shader::fromStrings(simple_vert_src, simple_frag_src);
|
||||
|
||||
glClearColor(0.25, 0.25, 0.25, 1.0);
|
||||
|
||||
resetRenderState();
|
||||
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
|
||||
glGenBuffers(1, &ubo_state);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, ubo_state);
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("State"), ubo_state);
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformState), &uniformState,
|
||||
GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
|
||||
glGenBuffers(1, &ubo_scene);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, ubo_scene);
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("Scene"), ubo_scene);
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformScene), &uniformScene,
|
||||
GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
|
||||
glGenBuffers(1, &ubo_object);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, ubo_object);
|
||||
glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("Object"), ubo_object);
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformObject), &uniformObject,
|
||||
GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
|
||||
byte whitepixel[4] = {0xFF, 0xFF, 0xFF, 0xFF};
|
||||
glGenTextures(1, &whitetex);
|
||||
glBindTexture(GL_TEXTURE_2D, whitetex);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1,
|
||||
0, GL_RGBA, GL_UNSIGNED_BYTE, &whitepixel);
|
||||
|
||||
im2DInit();
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int
|
||||
deviceSystem(DeviceReq req, void *arg0)
|
||||
{
|
||||
switch(req){
|
||||
case DEVICESTART:
|
||||
return startGLFW((EngineStartParams*)arg0);
|
||||
case DEVICEINIT:
|
||||
return initOpenGL();
|
||||
case DEVICESTOP:
|
||||
return stopGLFW();
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
Device renderdevice = {
|
||||
-1.0f, 1.0f,
|
||||
gl3::beginUpdate,
|
||||
null::endUpdate,
|
||||
gl3::clearCamera,
|
||||
gl3::showRaster,
|
||||
gl3::setRenderState,
|
||||
gl3::getRenderState,
|
||||
gl3::im2DRenderIndexedPrimitive,
|
||||
gl3::deviceSystem
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user