#include #include #include #include "../rwbase.h" #include "../rwerror.h" #include "../rwplg.h" #include "../rwpipeline.h" #include "../rwobjects.h" #include "../rwengine.h" #ifdef RW_OPENGL #include #include "rwgl3.h" #include "rwgl3shader.h" #include "rwgl3impl.h" namespace rw { namespace gl3 { struct UniformState { int32 alphaFunc; float32 alphaRef; int32 fogEnable; float32 fogStart; float32 fogEnd; int32 pad[3]; RGBAf fogColor; }; struct UniformScene { float32 proj[16]; float32 view[16]; }; struct UniformLight { V3d position; float32 w; V3d direction; int32 pad1; RGBAf color; float32 radius; float32 minusCosAngle; int32 pad2[2]; }; #define MAX_LIGHTS 8 struct UniformObject { Matrix world; RGBAf ambLight; int32 numLights; int32 pad[3]; UniformLight lights[MAX_LIGHTS]; }; GLuint vao; GLuint ubo_state, ubo_scene, ubo_object; GLuint whitetex; UniformState uniformState; UniformScene uniformScene; UniformObject uniformObject; Shader *simpleShader; static bool32 stateDirty = 1; static bool32 sceneDirty = 1; static bool32 objectDirty = 1; // cached render states static bool32 vertexAlpha; static bool32 textureAlpha; static uint32 srcblend, destblend; static uint32 zwrite; static uint32 ztest; uint32 blendMap[] = { 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, }; void setRenderState(int32 state, uint32 value) { switch(state){ case VERTEXALPHA: if(vertexAlpha != value){ vertexAlpha = value; if(vertexAlpha) glEnable(GL_BLEND); else if(!textureAlpha) glDisable(GL_BLEND); } break; case SRCBLEND: if(srcblend != value){ srcblend = value; glBlendFunc(blendMap[srcblend], blendMap[destblend]); } break; case DESTBLEND: if(destblend != value){ destblend = value; glBlendFunc(blendMap[srcblend], blendMap[destblend]); } break; case ZTESTENABLE: if(ztest != value){ ztest = value; if(ztest) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); } break; case ZWRITEENABLE: if(zwrite != (value ? GL_TRUE : GL_FALSE)){ zwrite = value ? GL_TRUE : GL_FALSE; glDepthMask(zwrite); } break; case FOGENABLE: if(uniformState.fogEnable != value){ uniformState.fogEnable = value; stateDirty = 1; } break; case FOGCOLOR: // no cache check here...too lazy convColor(&uniformState.fogColor, (RGBA*)&value); stateDirty = 1; break; case ALPHATESTFUNC: if(uniformState.alphaFunc != value){ uniformState.alphaFunc = value; stateDirty = 1; } break; case ALPHATESTREF: if(uniformState.alphaRef != value/255.0f){ uniformState.alphaRef = value/255.0f; stateDirty = 1; } break; } } uint32 getRenderState(int32 state) { RGBA rgba; switch(state){ case VERTEXALPHA: return vertexAlpha; case SRCBLEND: return srcblend; case DESTBLEND: return destblend; case ZTESTENABLE: return ztest; case ZWRITEENABLE: return zwrite; case FOGENABLE: return uniformState.fogEnable; case FOGCOLOR: convColor(&rgba, &uniformState.fogColor); return *(uint32*)&rgba; case ALPHATESTFUNC: return uniformState.alphaFunc; case ALPHATESTREF: return uniformState.alphaRef*255.0f; } return 0; } void resetRenderState(void) { uniformState.alphaFunc = ALPHAGREATERTHAN; uniformState.alphaRef = 10.0f/255.0f; uniformState.fogEnable = 0; uniformState.fogStart = 0.0f; uniformState.fogColor = { 1.0f, 1.0f, 1.0f, 1.0f }; stateDirty = 1; vertexAlpha = 0; textureAlpha = 0; glDisable(GL_BLEND); srcblend = BLENDSRCALPHA; destblend = BLENDINVSRCALPHA; glBlendFunc(blendMap[srcblend], blendMap[destblend]); zwrite = GL_TRUE; glDepthMask(zwrite); ztest = 1; glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); for(int i = 0; i < 8; i++){ glActiveTexture(GL_TEXTURE0+i); glBindTexture(GL_TEXTURE_2D, 0); } } void setWorldMatrix(Matrix *mat) { uniformObject.world = *mat; objectDirty = 1; } void setAmbientLight(RGBAf *amb) { uniformObject.ambLight = *amb; objectDirty = 1; } void setNumLights(int32 n) { uniformObject.numLights = n; objectDirty = 1; } void setLight(int32 n, Light *light) { UniformLight *l; Frame *f; Matrix *m; l = &uniformObject.lights[n]; f = light->getFrame(); if(f){ m = f->getLTM(); l->position = m->pos; l->direction = m->at; } // light has position l->w = light->getType() >= Light::POINT ? 1.0f : 0.0; l->color = light->color; l->radius = light->radius; l->minusCosAngle = light->minusCosAngle; objectDirty = 1; } void setProjectionMatrix(float32 *mat) { memcpy(&uniformScene.proj, mat, 64); sceneDirty = 1; } void setViewMatrix(float32 *mat) { memcpy(&uniformScene.view, mat, 64); sceneDirty = 1; } void setTexture(int32 n, Texture *tex) { bool32 alpha; glActiveTexture(GL_TEXTURE0+n); if(tex == nil || tex->raster->platform != PLATFORM_GL3 || tex->raster->width == 0){ glBindTexture(GL_TEXTURE_2D, whitetex); alpha = 0; }else{ Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, tex->raster, nativeRasterOffset); glBindTexture(GL_TEXTURE_2D, natras->texid); alpha = natras->hasAlpha; } if(textureAlpha != alpha){ textureAlpha = alpha; if(textureAlpha) glEnable(GL_BLEND); else if(!vertexAlpha) glDisable(GL_BLEND); } } void flushCache(void) { if(objectDirty){ glBindBuffer(GL_UNIFORM_BUFFER, ubo_object); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformObject), &uniformObject); objectDirty = 0; } if(sceneDirty){ glBindBuffer(GL_UNIFORM_BUFFER, ubo_scene); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformScene), &uniformScene); sceneDirty = 0; } if(stateDirty){ glBindBuffer(GL_UNIFORM_BUFFER, ubo_state); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformState), &uniformState); stateDirty = 0; } } void clearCamera(Camera *cam, RGBA *col, uint32 mode) { RGBAf colf; GLbitfield mask; 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; glClear(mask); } void beginUpdate(Camera *cam) { float view[16], proj[16]; // View Matrix Matrix inv; // TODO: maybe use matrix flags.... Matrix::invertOrthonormal(&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; 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; } setProjectionMatrix(proj); if(uniformState.fogStart != cam->fogPlane){ uniformState.fogStart = cam->fogPlane; stateDirty = 1; } if(uniformState.fogEnd != cam->farPlane){ uniformState.fogEnd = cam->farPlane; stateDirty = 1; } } void initializeRender(void) { engine->beginUpdate = beginUpdate; engine->clearCamera = clearCamera; engine->setRenderState = setRenderState; engine->getRenderState = getRenderState; engine->im2DRenderIndexedPrimitive = im2DRenderIndexedPrimitive; engine->zNear = -1.0f; engine->zFar = 1.0f; #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(); } } } #endif