little work on gl3 rasters

This commit is contained in:
aap 2020-04-16 17:46:42 +02:00
parent f1c9112f27
commit eb49dd007c
4 changed files with 165 additions and 55 deletions

View File

@ -2,7 +2,7 @@ newoption {
trigger = "glewdir",
value = "PATH",
description = "Directory of GLEW",
default = "C:/Users/aap/src/glew-2.1.0",
default = "../glew-2.1.0",
}
newoption {
@ -20,14 +20,21 @@ newoption {
trigger = "glfwdir",
value = "PATH",
description = "Directory of glfw",
default = "C:/Users/aap/src/glfw-3.2.1.bin.WIN64",
default = "../glfw-3.3.2.bin.WIN64",
}
newoption {
trigger = "glfwdir32",
value = "PATH",
description = "Directory of glfw",
default = "../glfw-3.3.2.bin.WIN32",
}
newoption {
trigger = "sdl2dir",
value = "PATH",
description = "Directory of sdl2",
default = "C:/Users/aap/src/SDL2-2.0.8",
default = "../SDL2-2.0.8",
}
workspace "librw"
@ -138,6 +145,7 @@ function findlibs()
libdirs { path.join(_OPTIONS["sdl2dir"], "lib/x64") }
filter { "platforms:win-x86-gl3" }
libdirs { path.join(_OPTIONS["glewdir"], "lib/Release/Win32") }
libdirs { path.join(_OPTIONS["glfwdir32"], "lib-vc2015") }
libdirs { path.join(_OPTIONS["sdl2dir"], "lib/x86") }
filter { "platforms:win*gl3" }
links { "opengl32" }

View File

@ -495,6 +495,8 @@ rasterCreateTexture(Raster *raster)
assert(natras->texture && "couldn't create d3d texture");
}
#ifdef RW_D3D9
static void
rasterCreateCameraTexture(Raster *raster)
{
@ -506,7 +508,6 @@ rasterCreateCameraTexture(Raster *raster)
D3dRaster *natras = PLUGINOFFSET(D3dRaster, raster, nativeRasterOffset);
levels = Raster::calculateNumLevels(raster->width, raster->height);
#ifdef RW_D3D9
IDirect3DTexture9 *tex;
d3ddevice->CreateTexture(raster->width, raster->height,
raster->format & Raster::MIPMAP ? levels : 1,
@ -514,9 +515,6 @@ rasterCreateCameraTexture(Raster *raster)
(D3DFORMAT)natras->format, D3DPOOL_DEFAULT, &tex, nil);
natras->texture = tex;
addVidmemRaster(raster);
#else
natras->texture = nil;
#endif
}
static void
@ -529,10 +527,8 @@ rasterCreateCamera(Raster *raster)
raster->stride = 0;
raster->pixels = nil;
#ifdef RW_D3D9
natras->format = d3d9Globals.present.BackBufferFormat;
raster->depth = findFormatDepth(natras->format);
#endif
}
static void
@ -545,11 +541,10 @@ rasterCreateZbuffer(Raster *raster)
raster->stride = 0;
raster->pixels = nil;
#ifdef RW_D3D9
natras->format = d3d9Globals.present.AutoDepthStencilFormat;
raster->depth = findFormatDepth(natras->format);
#endif
}
#endif
void
rasterCreate(Raster *raster)
@ -574,6 +569,7 @@ rasterCreate(Raster *raster)
rasterCreateTexture(raster);
break;
#ifdef RW_D3D9
case Raster::CAMERATEXTURE:
if(raster->flags & Raster::DONTALLOCATE)
return;
@ -586,6 +582,7 @@ rasterCreate(Raster *raster)
case Raster::CAMERA:
rasterCreateCamera(raster);
break;
#endif
}
}

View File

@ -137,6 +137,7 @@ struct RwStateCache {
static RwStateCache rwStateCache;
static int32 activeTexture;
static uint32 boundTexture[MAXNUMSTAGES];
static uint32 blendMap[] = {
GL_ZERO, // actually invalid
@ -198,10 +199,17 @@ setActiveTexture(int32 n)
{
if(activeTexture != n){
activeTexture = n;
glActiveTexture(n);
glActiveTexture(GL_TEXTURE0+n);
}
}
static void
bindTexture(uint32 texid)
{
boundTexture[activeTexture] = texid;
glBindTexture(GL_TEXTURE_2D, texid);
}
// TODO: support mipmaps
static GLint filterConvMap_NoMIP[] = {
0, GL_NEAREST, GL_LINEAR,
@ -272,11 +280,11 @@ setRasterStageOnly(uint32 stage, Raster *raster)
bool32 alpha;
if(raster != rwStateCache.texstage[stage].raster){
rwStateCache.texstage[stage].raster = raster;
setActiveTexture(GL_TEXTURE0+stage);
setActiveTexture(stage);
if(raster){
assert(raster->platform == PLATFORM_GL3);
Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, raster, nativeRasterOffset);
glBindTexture(GL_TEXTURE_2D, natras->texid);
bindTexture(natras->texid);
rwStateCache.texstage[stage].filter = (rw::Texture::FilterMode)natras->filterMode;
rwStateCache.texstage[stage].addressingU = (rw::Texture::Addressing)natras->addressU;
@ -284,7 +292,7 @@ setRasterStageOnly(uint32 stage, Raster *raster)
alpha = natras->hasAlpha;
}else{
glBindTexture(GL_TEXTURE_2D, whitetex);
bindTexture(whitetex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
@ -310,11 +318,11 @@ setRasterStage(uint32 stage, Raster *raster)
bool32 alpha;
if(raster != rwStateCache.texstage[stage].raster){
rwStateCache.texstage[stage].raster = raster;
setActiveTexture(GL_TEXTURE0+stage);
setActiveTexture(stage);
if(raster){
assert(raster->platform == PLATFORM_GL3);
Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, raster, nativeRasterOffset);
glBindTexture(GL_TEXTURE_2D, natras->texid);
bindTexture(natras->texid);
uint32 filter = rwStateCache.texstage[stage].filter;
uint32 addrU = rwStateCache.texstage[stage].addressingU;
uint32 addrV = rwStateCache.texstage[stage].addressingV;
@ -333,7 +341,7 @@ setRasterStage(uint32 stage, Raster *raster)
}
alpha = natras->hasAlpha;
}else{
glBindTexture(GL_TEXTURE_2D, whitetex);
bindTexture(whitetex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
@ -549,10 +557,12 @@ resetRenderState(void)
rwStateCache.cullmode = CULLNONE;
glDisable(GL_CULL_FACE);
activeTexture = -1;
for(int i = 0; i < MAXNUMSTAGES; i++){
glActiveTexture(GL_TEXTURE0+i);
glBindTexture(GL_TEXTURE_2D, whitetex);
setActiveTexture(i);
bindTexture(whitetex);
}
setActiveTexture(0);
}
void
@ -665,7 +675,26 @@ showRaster(Raster *raster)
static bool32
rasterRenderFast(Raster *raster, int32 x, int32 y)
{
// use glCopyTexSubImage2D
Raster *src = raster;
Raster *dst = Raster::getCurrentContext();
Gl3Raster *natdst = PLUGINOFFSET(Gl3Raster, dst, nativeRasterOffset);
Gl3Raster *natsrc = PLUGINOFFSET(Gl3Raster, src, nativeRasterOffset);
switch(dst->type){
case Raster::NORMAL:
case Raster::TEXTURE:
case Raster::CAMERATEXTURE:
switch(src->type){
case Raster::CAMERA:
setActiveTexture(0);
glBindTexture(GL_TEXTURE_2D, natdst->texid);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, x, (dst->height-src->height)-y,
0, 0, src->width, src->height);
glBindTexture(GL_TEXTURE_2D, boundTexture[0]);
return 1;
}
break;
}
return 0;
}
@ -1056,7 +1085,6 @@ deviceSystemGLFW(DeviceReq req, void *arg, int32 n)
{
GLFWmonitor **monitors;
VideoMode *rwmode;
int num;
switch(req){
case DEVICEOPEN:

View File

@ -20,40 +20,9 @@ namespace gl3 {
int32 nativeRasterOffset;
void
rasterCreate(Raster *raster)
static void
rasterCreateTexture(Raster *raster)
{
// Dummy to use as subraster
if(raster->width == 0 || raster->height == 0){
raster->flags |= Raster::DONTALLOCATE;
raster->stride = 0;
return;
}
switch(raster->type){
case Raster::CAMERA:
// TODO: set/check width, height, depth, format?
raster->flags |= Raster::DONTALLOCATE;
raster->originalWidth = raster->width;
raster->originalHeight = raster->height;
raster->stride = 0;
raster->pixels = nil;
break;
case Raster::ZBUFFER:
// TODO: set/check width, height, depth, format?
raster->flags |= Raster::DONTALLOCATE;
break;
case Raster::NORMAL:
case Raster::TEXTURE:
// continue below
break;
default:
assert(0 && "unsupported format");
}
if(raster->flags & Raster::DONTALLOCATE)
return;
#ifdef RW_OPENGL
Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, raster, nativeRasterOffset);
switch(raster->format & 0xF00){
@ -93,6 +62,114 @@ rasterCreate(Raster *raster)
#endif
}
#ifdef RW_OPENGL
// This is totally fake right now, can't render to it. Only used to copy into from FB
// For rendering the idea would probably be to render to the backbuffer and copy it here afterwards.
// alternatively just use FBOs but that probably needs some more infrastructure.
static void
rasterCreateCameraTexture(Raster *raster)
{
if(raster->format & (Raster::PAL4 | Raster::PAL8))
// TODO: give some error
return;
// TODO: figure out what the backbuffer is and use that as a default
Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, raster, nativeRasterOffset);
switch(raster->format & 0xF00){
case Raster::C8888:
default:
natras->internalFormat = GL_RGBA;
natras->format = GL_RGBA;
natras->type = GL_UNSIGNED_BYTE;
natras->hasAlpha = 1;
break;
case Raster::C888:
natras->internalFormat = GL_RGB;
natras->format = GL_RGB;
natras->type = GL_UNSIGNED_BYTE;
natras->hasAlpha = 0;
break;
case Raster::C1555:
// TODO: check if this is correct
natras->internalFormat = GL_RGBA;
natras->format = GL_RGBA;
natras->type = GL_UNSIGNED_SHORT_5_5_5_1;
natras->hasAlpha = 1;
break;
}
glGenTextures(1, &natras->texid);
glBindTexture(GL_TEXTURE_2D, natras->texid);
glTexImage2D(GL_TEXTURE_2D, 0, natras->internalFormat,
raster->width, raster->height,
0, natras->format, natras->type, nil);
natras->filterMode = 0;
natras->addressU = 0;
natras->addressV = 0;
glBindTexture(GL_TEXTURE_2D, 0);
}
static void
rasterCreateCamera(Raster *raster)
{
// TODO: set/check width, height, depth, format?
raster->flags |= Raster::DONTALLOCATE;
raster->originalWidth = raster->width;
raster->originalHeight = raster->height;
raster->stride = 0;
raster->pixels = nil;
}
static void
rasterCreateZbuffer(Raster *raster)
{
// TODO: set/check width, height, depth, format?
raster->flags |= Raster::DONTALLOCATE;
}
#endif
void
rasterCreate(Raster *raster)
{
switch(raster->type){
case Raster::NORMAL:
case Raster::TEXTURE:
// Dummy to use as subraster
// ^ what did i do there?
if(raster->width == 0 || raster->height == 0){
raster->flags |= Raster::DONTALLOCATE;
raster->stride = 0;
return;
}
if(raster->flags & Raster::DONTALLOCATE)
return;
rasterCreateTexture(raster);
break;
#ifdef RW_OPENGL
case Raster::CAMERATEXTURE:
if(raster->flags & Raster::DONTALLOCATE)
return;
rasterCreateCameraTexture(raster);
break;
case Raster::ZBUFFER:
rasterCreateZbuffer(raster);
break;
case Raster::CAMERA:
rasterCreateCamera(raster);
break;
#endif
default:
assert(0 && "unsupported format");
}
}
uint8*
rasterLock(Raster*, int32 level, int32 lockMode)
{