#include #include #include #include #include "../rwbase.h" #include "../rwerror.h" #include "../rwplg.h" #include "../rwrender.h" #include "../rwengine.h" #include "../rwpipeline.h" #include "../rwobjects.h" #ifdef RW_OPENGL #include #ifdef LIBRW_SDL2 #include #else #include #endif #include "rwgl3.h" #include "rwgl3shader.h" #include "rwgl3impl.h" #define PLUGIN_ID 0 namespace rw { namespace gl3 { #ifndef LIBRW_SDL2 struct DisplayMode { GLFWvidmode mode; int32 depth; uint32 flags; }; #endif struct GlGlobals { #ifdef LIBRW_SDL2 SDL_Window *window; SDL_GLContext glcontext; #else GLFWwindow *window; GLFWmonitor *monitor; int numMonitors; int currentMonitor; DisplayMode *modes; int numModes; int currentMode; GLFWwindow **pWindow; #endif int presentWidth, presentHeight; int presentOffX, presentOffY; // for opening the window int winWidth, winHeight; const char *winTitle; uint32 numSamples; } glGlobals; Gl3Caps gl3Caps; // terrible hack for GLES bool32 needToReadBackTextures; int32 alphaFunc; float32 alphaRef; struct UniformState { float32 alphaRefLow; float32 alphaRefHigh; int32 pad[2]; float32 fogStart; float32 fogEnd; float32 fogRange; float32 fogDisable; RGBAf fogColor; }; struct UniformScene { float32 proj[16]; float32 view[16]; }; #define MAX_LIGHTS 8 struct UniformObject { RawMatrix world; RGBAf ambLight; struct { float type; float radius; float minusCosAngle; float hardSpot; } lightParams[MAX_LIGHTS]; V4d lightPosition[MAX_LIGHTS]; V4d lightDirection[MAX_LIGHTS]; RGBAf lightColor[MAX_LIGHTS]; }; struct GLShaderState { RGBA matColor; SurfaceProperties surfProps; }; const char *shaderDecl120 = "#version 120\n" "#define GL2\n" "#define texture texture2D\n" "#define VSIN(index) attribute\n" "#define VSOUT varying\n" "#define FSIN varying\n" "#define FRAGCOLOR(c) (gl_FragColor = c)\n"; const char *shaderDecl330 = "#version 330\n" "#define VSIN(index) layout(location = index) in\n" "#define VSOUT out\n" "#define FSIN in\n" "#define FRAGCOLOR(c) (fragColor = c)\n"; const char *shaderDecl100es = "#version 100\n" "#define GL2\n" "#define texture texture2D\n" "#define VSIN(index) attribute\n" "#define VSOUT varying\n" "#define FSIN varying\n" "#define FRAGCOLOR(c) (gl_FragColor = c)\n" "precision highp float;\n" "precision highp int;\n"; const char *shaderDecl310es = "#version 310 es\n" "#define VSIN(index) layout(location = index) in\n" "#define VSOUT out\n" "#define FSIN in\n" "#define FRAGCOLOR(c) (fragColor = c)\n" "precision highp float;\n" "precision highp int;\n"; const char *shaderDecl; // this needs a define in the shaders as well! //#define RW_GL_USE_UBOS static GLuint vao; #ifdef RW_GL_USE_UBOS static GLuint ubo_state, ubo_scene, ubo_object; #endif static GLuint whitetex; static UniformState uniformState; static UniformScene uniformScene; static UniformObject uniformObject; static GLShaderState shaderState; #ifndef RW_GL_USE_UBOS // State int32 u_alphaRef; int32 u_fogData; //int32 u_fogStart; //int32 u_fogEnd; //int32 u_fogRange; //int32 u_fogDisable; int32 u_fogColor; // Scene int32 u_proj; int32 u_view; // Object int32 u_world; int32 u_ambLight; int32 u_lightParams; int32 u_lightPosition; int32 u_lightDirection; int32 u_lightColor; #endif int32 u_matColor; int32 u_surfProps; Shader *defaultShader; static bool32 stateDirty = 1; static bool32 sceneDirty = 1; static bool32 objectDirty = 1; struct RwRasterStateCache { Raster *raster; Texture::Addressing addressingU; Texture::Addressing addressingV; Texture::FilterMode filter; }; #define MAXNUMSTAGES 8 // cached RW render states struct RwStateCache { bool32 vertexAlpha; uint32 alphaTestEnable; uint32 alphaFunc; bool32 textureAlpha; bool32 blendEnable; uint32 srcblend, destblend; uint32 zwrite; uint32 ztest; uint32 cullmode; uint32 stencilenable; uint32 stencilpass; uint32 stencilfail; uint32 stencilzfail; uint32 stencilfunc; uint32 stencilref; uint32 stencilmask; uint32 stencilwritemask; uint32 fogEnable; float32 fogStart; float32 fogEnd; // emulation of PS2 GS bool32 gsalpha; uint32 gsalpharef; RwRasterStateCache texstage[MAXNUMSTAGES]; }; static RwStateCache rwStateCache; enum { // actual gl states RWGL_BLEND, RWGL_SRCBLEND, RWGL_DESTBLEND, RWGL_DEPTHTEST, RWGL_DEPTHFUNC, RWGL_DEPTHMASK, RWGL_CULL, RWGL_CULLFACE, RWGL_STENCIL, RWGL_STENCILFUNC, RWGL_STENCILFAIL, RWGL_STENCILZFAIL, RWGL_STENCILPASS, RWGL_STENCILREF, RWGL_STENCILMASK, RWGL_STENCILWRITEMASK, // uniforms RWGL_ALPHAFUNC, RWGL_ALPHAREF, RWGL_FOG, RWGL_FOGSTART, RWGL_FOGEND, RWGL_FOGCOLOR, RWGL_NUM_STATES }; static bool uniformStateDirty[RWGL_NUM_STATES]; struct GlState { bool32 blendEnable; uint32 srcblend, destblend; bool32 depthTest; uint32 depthFunc; uint32 depthMask; bool32 cullEnable; uint32 cullFace; bool32 stencilEnable; // glStencilFunc uint32 stencilFunc; uint32 stencilRef; uint32 stencilMask; // glStencilOp uint32 stencilPass; uint32 stencilFail; uint32 stencilZFail; // glStencilMask uint32 stencilWriteMask; }; static GlState curGlState, oldGlState; static int32 activeTexture; static uint32 boundTexture[MAXNUMSTAGES]; static uint32 currentFramebuffer; static uint32 blendMap[] = { GL_ZERO, // actually invalid GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA_SATURATE, }; static uint32 stencilOpMap[] = { GL_KEEP, // actually invalid GL_KEEP, GL_ZERO, GL_REPLACE, GL_INCR, GL_DECR, GL_INVERT, GL_INCR_WRAP, GL_DECR_WRAP }; static uint32 stencilFuncMap[] = { GL_NEVER, // actually invalid GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS }; static float maxAnisotropy; /* * GL state cache */ void setGlRenderState(uint32 state, uint32 value) { switch(state){ case RWGL_BLEND: curGlState.blendEnable = value; break; case RWGL_SRCBLEND: curGlState.srcblend = value; break; case RWGL_DESTBLEND: curGlState.destblend = value; break; case RWGL_DEPTHTEST: curGlState.depthTest = value; break; case RWGL_DEPTHFUNC: curGlState.depthFunc = value; break; case RWGL_DEPTHMASK: curGlState.depthMask = value; break; case RWGL_CULL: curGlState.cullEnable = value; break; case RWGL_CULLFACE: curGlState.cullFace = value; break; case RWGL_STENCIL: curGlState.stencilEnable = value; break; case RWGL_STENCILFUNC: curGlState.stencilFunc = value; break; case RWGL_STENCILFAIL: curGlState.stencilFail = value; break; case RWGL_STENCILZFAIL: curGlState.stencilZFail = value; break; case RWGL_STENCILPASS: curGlState.stencilPass = value; break; case RWGL_STENCILREF: curGlState.stencilRef = value; break; case RWGL_STENCILMASK: curGlState.stencilMask = value; break; case RWGL_STENCILWRITEMASK: curGlState.stencilWriteMask = value; break; } } void flushGlRenderState(void) { if(oldGlState.blendEnable != curGlState.blendEnable){ oldGlState.blendEnable = curGlState.blendEnable; (oldGlState.blendEnable ? glEnable : glDisable)(GL_BLEND); } if(oldGlState.srcblend != curGlState.srcblend || oldGlState.destblend != curGlState.destblend){ oldGlState.srcblend = curGlState.srcblend; oldGlState.destblend = curGlState.destblend; glBlendFunc(oldGlState.srcblend, oldGlState.destblend); } if(oldGlState.depthTest != curGlState.depthTest){ oldGlState.depthTest = curGlState.depthTest; (oldGlState.depthTest ? glEnable : glDisable)(GL_DEPTH_TEST); } if(oldGlState.depthFunc != curGlState.depthFunc){ oldGlState.depthFunc = curGlState.depthFunc; glDepthFunc(oldGlState.depthFunc); } if(oldGlState.depthMask != curGlState.depthMask){ oldGlState.depthMask = curGlState.depthMask; glDepthMask(oldGlState.depthMask); } if(oldGlState.stencilEnable != curGlState.stencilEnable){ oldGlState.stencilEnable = curGlState.stencilEnable; (oldGlState.stencilEnable ? glEnable : glDisable)(GL_STENCIL_TEST); } if(oldGlState.stencilFunc != curGlState.stencilFunc || oldGlState.stencilRef != curGlState.stencilRef || oldGlState.stencilMask != curGlState.stencilMask){ oldGlState.stencilFunc = curGlState.stencilFunc; oldGlState.stencilRef = curGlState.stencilRef; oldGlState.stencilMask = curGlState.stencilMask; glStencilFunc(oldGlState.stencilFunc, oldGlState.stencilRef, oldGlState.stencilMask); } if(oldGlState.stencilPass != curGlState.stencilPass || oldGlState.stencilFail != curGlState.stencilFail || oldGlState.stencilZFail != curGlState.stencilZFail){ oldGlState.stencilPass = curGlState.stencilPass; oldGlState.stencilFail = curGlState.stencilFail; oldGlState.stencilZFail = curGlState.stencilZFail; glStencilOp(oldGlState.stencilFail, oldGlState.stencilZFail, oldGlState.stencilPass); } if(oldGlState.stencilWriteMask != curGlState.stencilWriteMask){ oldGlState.stencilWriteMask = curGlState.stencilWriteMask; glStencilMask(oldGlState.stencilWriteMask); } if(oldGlState.cullEnable != curGlState.cullEnable){ oldGlState.cullEnable = curGlState.cullEnable; (oldGlState.cullEnable ? glEnable : glDisable)(GL_CULL_FACE); } if(oldGlState.cullFace != curGlState.cullFace){ oldGlState.cullFace = curGlState.cullFace; glCullFace(oldGlState.cullFace); } } void setAlphaBlend(bool32 enable) { if(rwStateCache.blendEnable != enable){ rwStateCache.blendEnable = enable; setGlRenderState(RWGL_BLEND, enable); } } bool32 getAlphaBlend(void) { return rwStateCache.blendEnable; } static void setDepthTest(bool32 enable) { if(rwStateCache.ztest != enable){ rwStateCache.ztest = enable; if(rwStateCache.zwrite && !enable){ // If we still want to write, enable but set mode to always setGlRenderState(RWGL_DEPTHTEST, true); setGlRenderState(RWGL_DEPTHFUNC, GL_ALWAYS); }else{ setGlRenderState(RWGL_DEPTHTEST, rwStateCache.ztest); setGlRenderState(RWGL_DEPTHFUNC, GL_LEQUAL); } } } static void setDepthWrite(bool32 enable) { enable = enable ? GL_TRUE : GL_FALSE; if(rwStateCache.zwrite != enable){ rwStateCache.zwrite = enable; if(enable && !rwStateCache.ztest){ // Have to switch on ztest so writing can work setGlRenderState(RWGL_DEPTHTEST, true); setGlRenderState(RWGL_DEPTHFUNC, GL_ALWAYS); } setGlRenderState(RWGL_DEPTHMASK, rwStateCache.zwrite); } } static void setAlphaTest(bool32 enable) { uint32 shaderfunc; if(rwStateCache.alphaTestEnable != enable){ rwStateCache.alphaTestEnable = enable; shaderfunc = rwStateCache.alphaTestEnable ? rwStateCache.alphaFunc : ALPHAALWAYS; if(alphaFunc != shaderfunc){ alphaFunc = shaderfunc; uniformStateDirty[RWGL_ALPHAFUNC] = true; stateDirty = 1; } } } static void setAlphaTestFunction(uint32 function) { uint32 shaderfunc; if(rwStateCache.alphaFunc != function){ rwStateCache.alphaFunc = function; shaderfunc = rwStateCache.alphaTestEnable ? rwStateCache.alphaFunc : ALPHAALWAYS; if(alphaFunc != shaderfunc){ alphaFunc = shaderfunc; uniformStateDirty[RWGL_ALPHAFUNC] = true; stateDirty = 1; } } } static void setVertexAlpha(bool32 enable) { if(rwStateCache.vertexAlpha != enable){ if(!rwStateCache.textureAlpha){ setAlphaBlend(enable); setAlphaTest(enable); } rwStateCache.vertexAlpha = enable; } } static void setActiveTexture(int32 n) { if(activeTexture != n){ activeTexture = n; glActiveTexture(GL_TEXTURE0+n); } } uint32 bindTexture(uint32 texid) { uint32 prev = boundTexture[activeTexture]; boundTexture[activeTexture] = texid; glBindTexture(GL_TEXTURE_2D, texid); return prev; } void bindFramebuffer(uint32 fbo) { if(currentFramebuffer != fbo){ glBindFramebuffer(GL_FRAMEBUFFER, fbo); currentFramebuffer = fbo; } } static GLint filterConvMap_NoMIP[] = { 0, GL_NEAREST, GL_LINEAR, GL_NEAREST, GL_LINEAR, GL_NEAREST, GL_LINEAR }; static GLint filterConvMap_MIP[] = { 0, GL_NEAREST, GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_LINEAR }; static GLint addressConvMap[] = { 0, GL_REPEAT, GL_MIRRORED_REPEAT, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER }; static void setFilterMode(uint32 stage, int32 filter) { if(rwStateCache.texstage[stage].filter != (Texture::FilterMode)filter){ rwStateCache.texstage[stage].filter = (Texture::FilterMode)filter; Raster *raster = rwStateCache.texstage[stage].raster; if(raster){ Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, rwStateCache.texstage[stage].raster, nativeRasterOffset); if(natras->filterMode != filter){ setActiveTexture(stage); if(natras->autogenMipmap || natras->numLevels > 1){ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filterConvMap_MIP[filter]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filterConvMap_MIP[filter]); }else{ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filterConvMap_NoMIP[filter]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filterConvMap_NoMIP[filter]); } natras->filterMode = filter; } } } } static void setAddressU(uint32 stage, int32 addressing) { if(rwStateCache.texstage[stage].addressingU != (Texture::Addressing)addressing){ rwStateCache.texstage[stage].addressingU = (Texture::Addressing)addressing; Raster *raster = rwStateCache.texstage[stage].raster; if(raster){ Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, raster, nativeRasterOffset); if(natras->addressU == addressing){ setActiveTexture(stage); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, addressConvMap[addressing]); natras->addressU = addressing; } } } } static void setAddressV(uint32 stage, int32 addressing) { if(rwStateCache.texstage[stage].addressingV != (Texture::Addressing)addressing){ rwStateCache.texstage[stage].addressingV = (Texture::Addressing)addressing; Raster *raster = rwStateCache.texstage[stage].raster; if(raster){ Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, rwStateCache.texstage[stage].raster, nativeRasterOffset); if(natras->addressV == addressing){ setActiveTexture(stage); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, addressConvMap[addressing]); natras->addressV = addressing; } } } } static void setRasterStageOnly(uint32 stage, Raster *raster) { bool32 alpha; if(raster != rwStateCache.texstage[stage].raster){ rwStateCache.texstage[stage].raster = raster; setActiveTexture(stage); if(raster){ assert(raster->platform == PLATFORM_GL3); Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, raster, nativeRasterOffset); bindTexture(natras->texid); rwStateCache.texstage[stage].filter = (rw::Texture::FilterMode)natras->filterMode; rwStateCache.texstage[stage].addressingU = (rw::Texture::Addressing)natras->addressU; rwStateCache.texstage[stage].addressingV = (rw::Texture::Addressing)natras->addressV; alpha = natras->hasAlpha; }else{ bindTexture(whitetex); alpha = 0; } if(stage == 0){ if(alpha != rwStateCache.textureAlpha){ rwStateCache.textureAlpha = alpha; if(!rwStateCache.vertexAlpha){ setAlphaBlend(alpha); setAlphaTest(alpha); } } } } } static void setRasterStage(uint32 stage, Raster *raster) { bool32 alpha; if(raster != rwStateCache.texstage[stage].raster){ rwStateCache.texstage[stage].raster = raster; setActiveTexture(stage); if(raster){ assert(raster->platform == PLATFORM_GL3); Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, raster, nativeRasterOffset); bindTexture(natras->texid); uint32 filter = rwStateCache.texstage[stage].filter; uint32 addrU = rwStateCache.texstage[stage].addressingU; uint32 addrV = rwStateCache.texstage[stage].addressingV; if(natras->filterMode != filter){ if(natras->autogenMipmap || natras->numLevels > 1){ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filterConvMap_MIP[filter]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filterConvMap_MIP[filter]); }else{ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filterConvMap_NoMIP[filter]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filterConvMap_NoMIP[filter]); } natras->filterMode = filter; } if(natras->addressU != addrU){ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, addressConvMap[addrU]); natras->addressU = addrU; } if(natras->addressV != addrV){ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, addressConvMap[addrV]); natras->addressV = addrV; } alpha = natras->hasAlpha; }else{ bindTexture(whitetex); alpha = 0; } if(stage == 0){ if(alpha != rwStateCache.textureAlpha){ rwStateCache.textureAlpha = alpha; if(!rwStateCache.vertexAlpha){ setAlphaBlend(alpha); setAlphaTest(alpha); } } } } } void setTexture(int32 stage, Texture *tex) { if(tex == nil || tex->raster == nil){ setRasterStage(stage, nil); return; } setRasterStageOnly(stage, tex->raster); setFilterMode(stage, tex->getFilter()); setAddressU(stage, tex->getAddressU()); setAddressV(stage, tex->getAddressV()); } static void setRenderState(int32 state, void *pvalue) { uint32 value = (uint32)(uintptr)pvalue; switch(state){ case TEXTURERASTER: setRasterStage(0, (Raster*)pvalue); break; case TEXTUREADDRESS: setAddressU(0, value); setAddressV(0, value); break; case TEXTUREADDRESSU: setAddressU(0, value); break; case TEXTUREADDRESSV: setAddressV(0, value); break; case TEXTUREFILTER: setFilterMode(0, value); break; case VERTEXALPHA: setVertexAlpha(value); break; case SRCBLEND: if(rwStateCache.srcblend != value){ rwStateCache.srcblend = value; setGlRenderState(RWGL_SRCBLEND, blendMap[rwStateCache.srcblend]); } break; case DESTBLEND: if(rwStateCache.destblend != value){ rwStateCache.destblend = value; setGlRenderState(RWGL_DESTBLEND, blendMap[rwStateCache.destblend]); } break; case ZTESTENABLE: setDepthTest(value); break; case ZWRITEENABLE: setDepthWrite(value); break; case FOGENABLE: if(rwStateCache.fogEnable != value){ rwStateCache.fogEnable = value; uniformStateDirty[RWGL_FOG] = true; stateDirty = 1; } break; case FOGCOLOR: // no cache check here...too lazy RGBA c; c.red = value; c.green = value>>8; c.blue = value>>16; c.alpha = value>>24; convColor(&uniformState.fogColor, &c); uniformStateDirty[RWGL_FOGCOLOR] = true; stateDirty = 1; break; case CULLMODE: if(rwStateCache.cullmode != value){ rwStateCache.cullmode = value; if(rwStateCache.cullmode == CULLNONE) setGlRenderState(RWGL_CULL, false); else{ setGlRenderState(RWGL_CULL, true); setGlRenderState(RWGL_CULLFACE, rwStateCache.cullmode == CULLBACK ? GL_BACK : GL_FRONT); } } break; case STENCILENABLE: if(rwStateCache.stencilenable != value){ rwStateCache.stencilenable = value; setGlRenderState(RWGL_STENCIL, value); } break; case STENCILFAIL: if(rwStateCache.stencilfail != value){ rwStateCache.stencilfail = value; setGlRenderState(RWGL_STENCILFAIL, stencilOpMap[value]); } break; case STENCILZFAIL: if(rwStateCache.stencilzfail != value){ rwStateCache.stencilzfail = value; setGlRenderState(RWGL_STENCILZFAIL, stencilOpMap[value]); } break; case STENCILPASS: if(rwStateCache.stencilpass != value){ rwStateCache.stencilpass = value; setGlRenderState(RWGL_STENCILPASS, stencilOpMap[value]); } break; case STENCILFUNCTION: if(rwStateCache.stencilfunc != value){ rwStateCache.stencilfunc = value; setGlRenderState(RWGL_STENCILFUNC, stencilFuncMap[value]); } break; case STENCILFUNCTIONREF: if(rwStateCache.stencilref != value){ rwStateCache.stencilref = value; setGlRenderState(RWGL_STENCILREF, value); } break; case STENCILFUNCTIONMASK: if(rwStateCache.stencilmask != value){ rwStateCache.stencilmask = value; setGlRenderState(RWGL_STENCILMASK, value); } break; case STENCILFUNCTIONWRITEMASK: if(rwStateCache.stencilwritemask != value){ rwStateCache.stencilwritemask = value; setGlRenderState(RWGL_STENCILWRITEMASK, value); } break; case ALPHATESTFUNC: setAlphaTestFunction(value); break; case ALPHATESTREF: if(alphaRef != value/255.0f){ alphaRef = value/255.0f; uniformStateDirty[RWGL_ALPHAREF] = true; stateDirty = 1; } break; case GSALPHATEST: rwStateCache.gsalpha = value; break; case GSALPHATESTREF: rwStateCache.gsalpharef = value; } } static void* getRenderState(int32 state) { uint32 val; RGBA rgba; switch(state){ case TEXTURERASTER: return rwStateCache.texstage[0].raster; case TEXTUREADDRESS: if(rwStateCache.texstage[0].addressingU == rwStateCache.texstage[0].addressingV) val = rwStateCache.texstage[0].addressingU; else val = 0; // invalid break; case TEXTUREADDRESSU: val = rwStateCache.texstage[0].addressingU; break; case TEXTUREADDRESSV: val = rwStateCache.texstage[0].addressingV; break; case TEXTUREFILTER: val = rwStateCache.texstage[0].filter; break; case VERTEXALPHA: val = rwStateCache.vertexAlpha; break; case SRCBLEND: val = rwStateCache.srcblend; break; case DESTBLEND: val = rwStateCache.destblend; break; case ZTESTENABLE: val = rwStateCache.ztest; break; case ZWRITEENABLE: val = rwStateCache.zwrite; break; case FOGENABLE: val = rwStateCache.fogEnable; break; case FOGCOLOR: convColor(&rgba, &uniformState.fogColor); val = RWRGBAINT(rgba.red, rgba.green, rgba.blue, rgba.alpha); break; case CULLMODE: val = rwStateCache.cullmode; break; case STENCILENABLE: val = rwStateCache.stencilenable; break; case STENCILFAIL: val = rwStateCache.stencilfail; break; case STENCILZFAIL: val = rwStateCache.stencilzfail; break; case STENCILPASS: val = rwStateCache.stencilpass; break; case STENCILFUNCTION: val = rwStateCache.stencilfunc; break; case STENCILFUNCTIONREF: val = rwStateCache.stencilref; break; case STENCILFUNCTIONMASK: val = rwStateCache.stencilmask; break; case STENCILFUNCTIONWRITEMASK: val = rwStateCache.stencilwritemask; break; case ALPHATESTFUNC: val = rwStateCache.alphaFunc; break; case ALPHATESTREF: val = (uint32)(alphaRef*255.0f); break; case GSALPHATEST: val = rwStateCache.gsalpha; break; case GSALPHATESTREF: val = rwStateCache.gsalpharef; break; default: val = 0; } return (void*)(uintptr)val; } static void resetRenderState(void) { rwStateCache.alphaFunc = ALPHAGREATEREQUAL; alphaFunc = 0; alphaRef = 10.0f/255.0f; uniformState.fogDisable = 1.0f; uniformState.fogStart = 0.0f; uniformState.fogEnd = 0.0f; uniformState.fogRange = 0.0f; uniformState.fogColor = { 1.0f, 1.0f, 1.0f, 1.0f }; rwStateCache.gsalpha = 0; rwStateCache.gsalpharef = 128; stateDirty = 1; rwStateCache.vertexAlpha = 0; rwStateCache.textureAlpha = 0; rwStateCache.alphaTestEnable = 0; memset(&oldGlState, 0xFE, sizeof(oldGlState)); rwStateCache.blendEnable = 0; setGlRenderState(RWGL_BLEND, false); rwStateCache.srcblend = BLENDSRCALPHA; rwStateCache.destblend = BLENDINVSRCALPHA; setGlRenderState(RWGL_SRCBLEND, blendMap[rwStateCache.srcblend]); setGlRenderState(RWGL_DESTBLEND, blendMap[rwStateCache.destblend]); rwStateCache.zwrite = GL_TRUE; setGlRenderState(RWGL_DEPTHMASK, rwStateCache.zwrite); rwStateCache.ztest = 1; setGlRenderState(RWGL_DEPTHTEST, true); setGlRenderState(RWGL_DEPTHFUNC, GL_LEQUAL); rwStateCache.cullmode = CULLNONE; setGlRenderState(RWGL_CULL, false); setGlRenderState(RWGL_CULLFACE, GL_BACK); rwStateCache.stencilenable = 0; setGlRenderState(RWGL_STENCIL, GL_FALSE); rwStateCache.stencilfail = STENCILKEEP; setGlRenderState(RWGL_STENCILFAIL, GL_KEEP); rwStateCache.stencilzfail = STENCILKEEP; setGlRenderState(RWGL_STENCILZFAIL, GL_KEEP); rwStateCache.stencilpass = STENCILKEEP; setGlRenderState(RWGL_STENCILPASS, GL_KEEP); rwStateCache.stencilfunc = STENCILALWAYS; setGlRenderState(RWGL_STENCILFUNC, GL_ALWAYS); rwStateCache.stencilref = 0; setGlRenderState(RWGL_STENCILREF, 0); rwStateCache.stencilmask = 0xFFFFFFFF; setGlRenderState(RWGL_STENCILMASK, 0xFFFFFFFF); rwStateCache.stencilwritemask = 0xFFFFFFFF; setGlRenderState(RWGL_STENCILWRITEMASK, 0xFFFFFFFF); activeTexture = -1; for(int i = 0; i < MAXNUMSTAGES; i++){ setActiveTexture(i); bindTexture(whitetex); } setActiveTexture(0); } void setWorldMatrix(Matrix *mat) { convMatrix(&uniformObject.world, mat); objectDirty = 1; } int32 setLights(WorldLights *lightData) { int i, n; Light *l; int32 bits; uniformObject.ambLight = lightData->ambient; bits = 0; if(lightData->numAmbients) bits |= VSLIGHT_AMBIENT; n = 0; for(i = 0; i < lightData->numDirectionals && i < 8; i++){ l = lightData->directionals[i]; uniformObject.lightParams[n].type = 1.0f; uniformObject.lightColor[n] = l->color; memcpy(&uniformObject.lightDirection[n], &l->getFrame()->getLTM()->at, sizeof(V3d)); bits |= VSLIGHT_POINT; n++; if(n >= MAX_LIGHTS) goto out; } for(i = 0; i < lightData->numLocals; i++){ Light *l = lightData->locals[i]; switch(l->getType()){ case Light::POINT: uniformObject.lightParams[n].type = 2.0f; uniformObject.lightParams[n].radius = l->radius; uniformObject.lightColor[n] = l->color; memcpy(&uniformObject.lightPosition[n], &l->getFrame()->getLTM()->pos, sizeof(V3d)); bits |= VSLIGHT_POINT; n++; if(n >= MAX_LIGHTS) goto out; break; case Light::SPOT: case Light::SOFTSPOT: uniformObject.lightParams[n].type = 3.0f; uniformObject.lightParams[n].minusCosAngle = l->minusCosAngle; uniformObject.lightParams[n].radius = l->radius; uniformObject.lightColor[n] = l->color; memcpy(&uniformObject.lightPosition[n], &l->getFrame()->getLTM()->pos, sizeof(V3d)); memcpy(&uniformObject.lightDirection[n], &l->getFrame()->getLTM()->at, sizeof(V3d)); // lower bound of falloff if(l->getType() == Light::SOFTSPOT) uniformObject.lightParams[n].hardSpot = 0.0f; else uniformObject.lightParams[n].hardSpot = 1.0f; bits |= VSLIGHT_SPOT; n++; if(n >= MAX_LIGHTS) goto out; break; } } uniformObject.lightParams[n].type = 0.0f; out: objectDirty = 1; return bits; } void setProjectionMatrix(float32 *mat) { memcpy(&uniformScene.proj, mat, 64); sceneDirty = 1; } void setViewMatrix(float32 *mat) { memcpy(&uniformScene.view, mat, 64); sceneDirty = 1; } Shader *lastShaderUploaded; #define U(i) currentShader->uniformLocations[i] void setMaterial(const RGBA &color, const SurfaceProperties &surfaceprops) { bool force = lastShaderUploaded != currentShader; if(force || !equal(shaderState.matColor, color)){ rw::RGBAf col; convColor(&col, &color); glUniform4fv(U(u_matColor), 1, (GLfloat*)&col); shaderState.matColor = color; } if(force || shaderState.surfProps.ambient != surfaceprops.ambient || shaderState.surfProps.specular != surfaceprops.specular || shaderState.surfProps.diffuse != surfaceprops.diffuse){ float surfProps[4]; surfProps[0] = surfaceprops.ambient; surfProps[1] = surfaceprops.specular; surfProps[2] = surfaceprops.diffuse; surfProps[3] = 0.0f; glUniform4fv(U(u_surfProps), 1, surfProps); shaderState.surfProps = surfaceprops; } } void flushCache(void) { flushGlRenderState(); #ifndef RW_GL_USE_UBOS // TODO: this is probably a stupid way to do it without UBOs if(lastShaderUploaded != currentShader){ lastShaderUploaded = currentShader; objectDirty = 1; sceneDirty = 1; stateDirty = 1; int i; for(i = 0; i < RWGL_NUM_STATES; i++) uniformStateDirty[i] = true; } if(sceneDirty){ glUniformMatrix4fv(U(u_proj), 1, 0, uniformScene.proj); glUniformMatrix4fv(U(u_view), 1, 0, uniformScene.view); sceneDirty = 0; } if(objectDirty){ glUniformMatrix4fv(U(u_world), 1, 0, (float*)&uniformObject.world); glUniform4fv(U(u_ambLight), 1, (float*)&uniformObject.ambLight); glUniform4fv(U(u_lightParams), MAX_LIGHTS, (float*)uniformObject.lightParams); glUniform4fv(U(u_lightPosition), MAX_LIGHTS, (float*)uniformObject.lightPosition); glUniform4fv(U(u_lightDirection), MAX_LIGHTS, (float*)uniformObject.lightDirection); glUniform4fv(U(u_lightColor), MAX_LIGHTS, (float*)uniformObject.lightColor); objectDirty = 0; } // if(stateDirty){ uniformState.fogDisable = rwStateCache.fogEnable ? 0.0f : 1.0f; uniformState.fogStart = rwStateCache.fogStart; uniformState.fogEnd = rwStateCache.fogEnd; uniformState.fogRange = 1.0f/(rwStateCache.fogStart - rwStateCache.fogEnd); if(uniformStateDirty[RWGL_ALPHAFUNC] || uniformStateDirty[RWGL_ALPHAREF]){ switch(alphaFunc){ case ALPHAALWAYS: default: glUniform2f(U(u_alphaRef), -1000.0f, 1000.0f); break; case ALPHAGREATEREQUAL: glUniform2f(U(u_alphaRef), alphaRef, 1000.0f); break; case ALPHALESS: glUniform2f(U(u_alphaRef), -1000.0f, alphaRef); break; } uniformStateDirty[RWGL_ALPHAFUNC] = false; uniformStateDirty[RWGL_ALPHAREF] = false; } if(uniformStateDirty[RWGL_FOG] || uniformStateDirty[RWGL_FOGSTART] || uniformStateDirty[RWGL_FOGEND]){ float fogData[4] = { uniformState.fogStart, uniformState.fogEnd, uniformState.fogRange, uniformState.fogDisable }; glUniform4fv(U(u_fogData), 1, fogData); uniformStateDirty[RWGL_FOG] = false; uniformStateDirty[RWGL_FOGSTART] = false; uniformStateDirty[RWGL_FOGEND] = false; } if(uniformStateDirty[RWGL_FOGCOLOR]){ glUniform4fv(U(u_fogColor), 1, (float*)&uniformState.fogColor); uniformStateDirty[RWGL_FOGCOLOR] = false; } // stateDirty = 0; // } #else if(objectDirty){ glBindBuffer(GL_UNIFORM_BUFFER, ubo_object); glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformObject), nil, GL_STREAM_DRAW); glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformObject), &uniformObject, GL_STREAM_DRAW); objectDirty = 0; } if(sceneDirty){ glBindBuffer(GL_UNIFORM_BUFFER, ubo_scene); glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformScene), nil, GL_STREAM_DRAW); glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformScene), &uniformScene, GL_STREAM_DRAW); sceneDirty = 0; } if(stateDirty){ switch(alphaFunc){ case ALPHAALWAYS: default: uniformState.alphaRefLow = -1000.0f; uniformState.alphaRefHigh = 1000.0f; break; case ALPHAGREATEREQUAL: uniformState.alphaRefLow = alphaRef; uniformState.alphaRefHigh = 1000.0f; break; case ALPHALESS: uniformState.alphaRefLow = -1000.0f; uniformState.alphaRefHigh = alphaRef; break; } uniformState.fogDisable = rwStateCache.fogEnable ? 0.0f : 1.0f; uniformState.fogStart = rwStateCache.fogStart; uniformState.fogEnd = rwStateCache.fogEnd; uniformState.fogRange = 1.0f/(rwStateCache.fogStart - rwStateCache.fogEnd); glBindBuffer(GL_UNIFORM_BUFFER, ubo_state); glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformState), nil, GL_STREAM_DRAW); glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformState), &uniformState, GL_STREAM_DRAW); stateDirty = 0; } #endif } static void setFrameBuffer(Camera *cam) { Raster *fbuf = cam->frameBuffer->parent; Raster *zbuf = cam->zBuffer->parent; assert(fbuf); Gl3Raster *natfb = PLUGINOFFSET(Gl3Raster, fbuf, nativeRasterOffset); Gl3Raster *natzb = PLUGINOFFSET(Gl3Raster, zbuf, nativeRasterOffset); assert(fbuf->type == Raster::CAMERA || fbuf->type == Raster::CAMERATEXTURE); // Have to make sure depth buffer is attached to FB's fbo bindFramebuffer(natfb->fbo); if(zbuf){ if(natfb->fboMate == zbuf){ // all good assert(natzb->fboMate == fbuf); }else{ if(natzb->fboMate){ // have to detatch from fbo first! Gl3Raster *oldfb = PLUGINOFFSET(Gl3Raster, natzb->fboMate, nativeRasterOffset); if(oldfb->fbo){ bindFramebuffer(oldfb->fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0); bindFramebuffer(natfb->fbo); } oldfb->fboMate = nil; } natfb->fboMate = zbuf; natzb->fboMate = fbuf; if(natfb->fbo){ if(gl3Caps.gles) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, natzb->texid); else glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, natzb->texid, 0); } } }else{ // remove z-buffer if(natfb->fboMate && natfb->fbo) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, 0, 0); natfb->fboMate = nil; } } static void beginUpdate(Camera *cam) { float view[16], proj[16]; // View Matrix Matrix inv; Matrix::invert(&inv, cam->getFrame()->getLTM()); // Since we're looking into positive Z, // flip X to ge a left handed view space. view[0] = -inv.right.x; view[1] = inv.right.y; view[2] = inv.right.z; view[3] = 0.0f; view[4] = -inv.up.x; view[5] = inv.up.y; view[6] = inv.up.z; view[7] = 0.0f; view[8] = -inv.at.x; view[9] = inv.at.y; view[10] = inv.at.z; view[11] = 0.0f; view[12] = -inv.pos.x; view[13] = inv.pos.y; view[14] = inv.pos.z; view[15] = 1.0f; memcpy(&cam->devView, &view, sizeof(RawMatrix)); setViewMatrix(view); // Projection Matrix float32 invwx = 1.0f/cam->viewWindow.x; float32 invwy = 1.0f/cam->viewWindow.y; float32 invz = 1.0f/(cam->farPlane-cam->nearPlane); proj[0] = invwx; proj[1] = 0.0f; proj[2] = 0.0f; proj[3] = 0.0f; proj[4] = 0.0f; proj[5] = invwy; proj[6] = 0.0f; proj[7] = 0.0f; proj[8] = cam->viewOffset.x*invwx; proj[9] = cam->viewOffset.y*invwy; proj[12] = -proj[8]; proj[13] = -proj[9]; if(cam->projection == Camera::PERSPECTIVE){ proj[10] = (cam->farPlane+cam->nearPlane)*invz; proj[11] = 1.0f; proj[14] = -2.0f*cam->nearPlane*cam->farPlane*invz; proj[15] = 0.0f; }else{ proj[10] = -(cam->farPlane+cam->nearPlane)*invz; proj[11] = 0.0f; proj[14] = 2.0f*invz; proj[15] = 1.0f; } memcpy(&cam->devProj, &proj, sizeof(RawMatrix)); setProjectionMatrix(proj); if(rwStateCache.fogStart != cam->fogPlane){ rwStateCache.fogStart = cam->fogPlane; uniformStateDirty[RWGL_FOGSTART] = true; stateDirty = 1; } if(rwStateCache.fogEnd != cam->farPlane){ rwStateCache.fogEnd = cam->farPlane; uniformStateDirty[RWGL_FOGEND] = true; stateDirty = 1; } setFrameBuffer(cam); int w, h; int x, y; Raster *fb = cam->frameBuffer->parent; if(fb->type == Raster::CAMERA){ #ifdef LIBRW_SDL2 SDL_GetWindowSize(glGlobals.window, &w, &h); #else glfwGetWindowSize(glGlobals.window, &w, &h); #endif }else{ w = fb->width; h = fb->height; } x = 0; y = 0; // Got a subraster if(cam->frameBuffer != fb){ x = cam->frameBuffer->offsetX; // GL y offset is from bottom y = h - cam->frameBuffer->height - cam->frameBuffer->offsetY; w = cam->frameBuffer->width; h = cam->frameBuffer->height; } if(w != glGlobals.presentWidth || h != glGlobals.presentHeight || x != glGlobals.presentOffX || y != glGlobals.presentOffY){ glViewport(x, y, w, h); glGlobals.presentWidth = w; glGlobals.presentHeight = h; glGlobals.presentOffX = x; glGlobals.presentOffY = y; } } static void endUpdate(Camera *cam) { } static void clearCamera(Camera *cam, RGBA *col, uint32 mode) { RGBAf colf; GLbitfield mask; setFrameBuffer(cam); convColor(&colf, col); glClearColor(colf.red, colf.green, colf.blue, colf.alpha); mask = 0; if(mode & Camera::CLEARIMAGE) mask |= GL_COLOR_BUFFER_BIT; if(mode & Camera::CLEARZ) mask |= GL_DEPTH_BUFFER_BIT; if(mode & Camera::CLEARSTENCIL) mask |= GL_STENCIL_BUFFER_BIT; glDepthMask(GL_TRUE); glClear(mask); glDepthMask(rwStateCache.zwrite); } static void showRaster(Raster *raster, uint32 flags) { // TODO: do this properly! #ifdef LIBRW_SDL2 SDL_GL_SwapWindow(glGlobals.window); #else if(flags & Raster::FLIPWAITVSYNCH) glfwSwapInterval(1); else glfwSwapInterval(0); glfwSwapBuffers(glGlobals.window); #endif } static bool32 rasterRenderFast(Raster *raster, int32 x, int32 y) { 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; } #ifdef LIBRW_SDL2 static int openSDL2(EngineOpenParams *openparams) { if (!openparams){ RWERROR((ERR_GENERAL, "openparams invalid")); return 0; } GLenum status; SDL_Window *win; SDL_GLContext ctx; /* Init SDL */ if(SDL_InitSubSystem(SDL_INIT_VIDEO)){ RWERROR((ERR_ENGINEOPEN, SDL_GetError())); return 0; } SDL_ClearHints(); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); int flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL; if (openparams->fullscreen) flags |= SDL_WINDOW_FULLSCREEN; win = SDL_CreateWindow(openparams->windowtitle, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, openparams->width, openparams->height, flags); if(win == nil){ RWERROR((ERR_ENGINEOPEN, SDL_GetError())); SDL_QuitSubSystem(SDL_INIT_VIDEO); return 0; } ctx = SDL_GL_CreateContext(win); /* Init GLEW */ glewExperimental = GL_TRUE; status = glewInit(); if(status != GLEW_OK){ RWERROR((ERR_ENGINEOPEN, glewGetErrorString(status))); SDL_GL_DeleteContext(ctx); SDL_DestroyWindow(win); SDL_QuitSubSystem(SDL_INIT_VIDEO); return 0; } if(!GLEW_VERSION_3_3){ RWERROR((ERR_VERSION, "OpenGL 3.3 needed")); SDL_GL_DeleteContext(ctx); SDL_DestroyWindow(win); SDL_QuitSubSystem(SDL_INIT_VIDEO); return 0; } glGlobals.window = win; glGlobals.glcontext = ctx; *openparams->window = win; return 1; } static int closeSDL2(void) { SDL_GL_DeleteContext(glGlobals.glcontext); SDL_DestroyWindow(glGlobals.window); SDL_QuitSubSystem(SDL_INIT_VIDEO); return 1; } #else static void addVideoMode(const GLFWvidmode *mode) { int i; for(i = 1; i < glGlobals.numModes; i++){ if(glGlobals.modes[i].mode.width == mode->width && glGlobals.modes[i].mode.height == mode->height && glGlobals.modes[i].mode.redBits == mode->redBits && glGlobals.modes[i].mode.greenBits == mode->greenBits && glGlobals.modes[i].mode.blueBits == mode->blueBits){ // had this mode already, remember highest refresh rate if(mode->refreshRate > glGlobals.modes[i].mode.refreshRate) glGlobals.modes[i].mode.refreshRate = mode->refreshRate; return; } } // none found, add glGlobals.modes[glGlobals.numModes].mode = *mode; glGlobals.modes[glGlobals.numModes].flags = VIDEOMODEEXCLUSIVE; glGlobals.numModes++; } static void makeVideoModeList(void) { int i, num; const GLFWvidmode *modes; modes = glfwGetVideoModes(glGlobals.monitor, &num); rwFree(glGlobals.modes); glGlobals.modes = rwNewT(DisplayMode, num+1, ID_DRIVER | MEMDUR_EVENT); glGlobals.modes[0].mode = *glfwGetVideoMode(glGlobals.monitor); glGlobals.modes[0].flags = 0; glGlobals.numModes = 1; for(i = 0; i < num; i++) addVideoMode(&modes[i]); for(i = 0; i < glGlobals.numModes; i++){ num = glGlobals.modes[i].mode.redBits + glGlobals.modes[i].mode.greenBits + glGlobals.modes[i].mode.blueBits; // set depth to power of two for(glGlobals.modes[i].depth = 1; glGlobals.modes[i].depth < num; glGlobals.modes[i].depth <<= 1); } } static int openGLFW(EngineOpenParams *openparams) { glGlobals.winWidth = openparams->width; glGlobals.winHeight = openparams->height; glGlobals.winTitle = openparams->windowtitle; glGlobals.pWindow = openparams->window; memset(&gl3Caps, 0, sizeof(gl3Caps)); /* Init GLFW */ if(!glfwInit()){ RWERROR((ERR_GENERAL, "glfwInit() failed")); return 0; } glGlobals.monitor = glfwGetMonitors(&glGlobals.numMonitors)[0]; makeVideoModeList(); return 1; } static int closeGLFW(void) { glfwTerminate(); return 1; } static void glfwerr(int error, const char *desc) { fprintf(stderr, "GLFW Error: %s\n", desc); } static struct { int gl; int major, minor; } profiles[] = { { GLFW_OPENGL_API, 3, 3 }, { GLFW_OPENGL_API, 2, 1 }, { GLFW_OPENGL_ES_API, 3, 1 }, { GLFW_OPENGL_ES_API, 2, 0 }, { 0, 0, 0 }, }; static int startGLFW(void) { GLenum status; GLFWwindow *win; DisplayMode *mode; mode = &glGlobals.modes[glGlobals.currentMode]; glfwSetErrorCallback(glfwerr); glfwWindowHint(GLFW_RED_BITS, mode->mode.redBits); glfwWindowHint(GLFW_GREEN_BITS, mode->mode.greenBits); glfwWindowHint(GLFW_BLUE_BITS, mode->mode.blueBits); glfwWindowHint(GLFW_REFRESH_RATE, mode->mode.refreshRate); glfwWindowHint(GLFW_SAMPLES, glGlobals.numSamples); int i; for(i = 0; profiles[i].gl; i++){ glfwWindowHint(GLFW_CLIENT_API, profiles[i].gl); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, profiles[i].major); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, profiles[i].minor); if(mode->flags & VIDEOMODEEXCLUSIVE) win = glfwCreateWindow(mode->mode.width, mode->mode.height, glGlobals.winTitle, glGlobals.monitor, nil); else win = glfwCreateWindow(glGlobals.winWidth, glGlobals.winHeight, glGlobals.winTitle, nil, nil); if(win){ gl3Caps.gles = profiles[i].gl == GLFW_OPENGL_ES_API; gl3Caps.glversion = profiles[i].major*10 + profiles[i].minor; break; } } if(win == nil){ RWERROR((ERR_GENERAL, "glfwCreateWindow() failed")); return 0; } glfwMakeContextCurrent(win); printf("OpenGL version: %s\n", glGetString(GL_VERSION)); /* Init GLEW */ glewExperimental = GL_TRUE; status = glewInit(); if(status != GLEW_OK){ RWERROR((ERR_GENERAL, glewGetErrorString(status))); glfwDestroyWindow(win); return 0; } if(!GLEW_VERSION_3_3){ RWERROR((ERR_GENERAL, "OpenGL 3.3 needed")); glfwDestroyWindow(win); return 0; } glGlobals.window = win; *glGlobals.pWindow = win; glGlobals.presentWidth = 0; glGlobals.presentHeight = 0; glGlobals.presentOffX = 0; glGlobals.presentOffY = 0; return 1; } static int stopGLFW(void) { glfwDestroyWindow(glGlobals.window); return 1; } #endif static int initOpenGL(void) { int numExt; glGetIntegerv(GL_NUM_EXTENSIONS, &numExt); for(int i = 0; i < numExt; i++){ const char *ext = (const char*)glGetStringi(GL_EXTENSIONS, i); if(strcmp(ext, "GL_EXT_texture_compression_s3tc") == 0) gl3Caps.dxtSupported = true; else if(strcmp(ext, "GL_KHR_texture_compression_astc_ldr") == 0) gl3Caps.astcSupported = true; // printf("%d %s\n", i, ext); } if(gl3Caps.gles){ if(gl3Caps.glversion >= 30) shaderDecl = shaderDecl310es; else shaderDecl = shaderDecl100es; }else{ if(gl3Caps.glversion >= 30) shaderDecl = shaderDecl330; else shaderDecl = shaderDecl120; } #ifndef RW_GL_USE_UBOS u_alphaRef = registerUniform("u_alphaRef"); u_fogData = registerUniform("u_fogData"); // u_fogStart = registerUniform("u_fogStart"); // u_fogEnd = registerUniform("u_fogEnd"); // u_fogRange = registerUniform("u_fogRange"); // u_fogDisable = registerUniform("u_fogDisable"); u_fogColor = registerUniform("u_fogColor"); u_proj = registerUniform("u_proj"); u_view = registerUniform("u_view"); u_world = registerUniform("u_world"); u_ambLight = registerUniform("u_ambLight"); u_lightParams = registerUniform("u_lightParams"); u_lightPosition = registerUniform("u_lightPosition"); u_lightDirection = registerUniform("u_lightDirection"); u_lightColor = registerUniform("u_lightColor"); lastShaderUploaded = nil; #else registerBlock("Scene"); registerBlock("Object"); registerBlock("State"); #endif u_matColor = registerUniform("u_matColor"); u_surfProps = registerUniform("u_surfProps"); glClearColor(0.25, 0.25, 0.25, 1.0); byte whitepixel[4] = {0xFF, 0xFF, 0xFF, 0xFF}; glGenTextures(1, &whitetex); glBindTexture(GL_TEXTURE_2D, whitetex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &whitepixel); resetRenderState(); glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy); if(gl3Caps.glversion >= 30){ glGenVertexArrays(1, &vao); glBindVertexArray(vao); } #ifdef RW_GL_USE_UBOS 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_STREAM_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_STREAM_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_STREAM_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); #endif #include "shaders/default_vs_gl.inc" #include "shaders/simple_fs_gl.inc" const char *vs[] = { shaderDecl, header_vert_src, default_vert_src, nil }; const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil }; defaultShader = Shader::create(vs, fs); assert(defaultShader); openIm2D(); openIm3D(); return 1; } static int termOpenGL(void) { closeIm3D(); closeIm2D(); return 1; } static int finalizeOpenGL(void) { return 1; } #ifdef LIBRW_SDL2 static int deviceSystemSDL2(DeviceReq req, void *arg, int32 n) { switch(req){ case DEVICEOPEN: return openSDL2((EngineOpenParams*)arg); case DEVICECLOSE: return closeSDL2(); case DEVICEINIT: return initOpenGL(); case DEVICETERM: return termOpenGL(); // TODO: implement subsystems and video modes default: assert(0 && "not implemented"); return 0; } return 1; } #else static int deviceSystemGLFW(DeviceReq req, void *arg, int32 n) { GLFWmonitor **monitors; VideoMode *rwmode; switch(req){ case DEVICEOPEN: return openGLFW((EngineOpenParams*)arg); case DEVICECLOSE: return closeGLFW(); case DEVICEINIT: return startGLFW() && initOpenGL(); case DEVICETERM: return termOpenGL() && stopGLFW(); case DEVICEFINALIZE: return finalizeOpenGL(); case DEVICEGETNUMSUBSYSTEMS: return glGlobals.numMonitors; case DEVICEGETCURRENTSUBSYSTEM: return glGlobals.currentMonitor; case DEVICESETSUBSYSTEM: monitors = glfwGetMonitors(&glGlobals.numMonitors); if(n >= glGlobals.numMonitors) return 0; glGlobals.currentMonitor = n; glGlobals.monitor = monitors[glGlobals.currentMonitor]; return 1; case DEVICEGETSUBSSYSTEMINFO: monitors = glfwGetMonitors(&glGlobals.numMonitors); if(n >= glGlobals.numMonitors) return 0; strncpy(((SubSystemInfo*)arg)->name, glfwGetMonitorName(monitors[n]), sizeof(SubSystemInfo::name)); return 1; case DEVICEGETNUMVIDEOMODES: return glGlobals.numModes; case DEVICEGETCURRENTVIDEOMODE: return glGlobals.currentMode; case DEVICESETVIDEOMODE: if(n >= glGlobals.numModes) return 0; glGlobals.currentMode = n; return 1; case DEVICEGETVIDEOMODEINFO: rwmode = (VideoMode*)arg; rwmode->width = glGlobals.modes[n].mode.width; rwmode->height = glGlobals.modes[n].mode.height; rwmode->depth = glGlobals.modes[n].depth; rwmode->flags = glGlobals.modes[n].flags; return 1; case DEVICEGETMAXMULTISAMPLINGLEVELS: { GLint maxSamples; glGetIntegerv(GL_MAX_SAMPLES, &maxSamples); if(maxSamples == 0) return 1; return maxSamples; } case DEVICEGETMULTISAMPLINGLEVELS: if(glGlobals.numSamples == 0) return 1; return glGlobals.numSamples; case DEVICESETMULTISAMPLINGLEVELS: glGlobals.numSamples = (uint32)n; return 1; default: assert(0 && "not implemented"); return 0; } return 1; } #endif Device renderdevice = { -1.0f, 1.0f, gl3::beginUpdate, gl3::endUpdate, gl3::clearCamera, gl3::showRaster, gl3::rasterRenderFast, gl3::setRenderState, gl3::getRenderState, gl3::im2DRenderLine, gl3::im2DRenderTriangle, gl3::im2DRenderPrimitive, gl3::im2DRenderIndexedPrimitive, gl3::im3DTransform, gl3::im3DRenderPrimitive, gl3::im3DRenderIndexedPrimitive, gl3::im3DEnd, #ifdef LIBRW_SDL2 gl3::deviceSystemSDL2 #else gl3::deviceSystemGLFW #endif }; } } #else // urgh, probably should get rid of that eventually #include "rwgl3.h" namespace rw { namespace gl3 { Gl3Caps gl3Caps; bool32 needToReadBackTextures; } } #endif