librw/src/gl/gl3driver.cpp

473 lines
9.5 KiB
C++

#include <cstdio>
#include <cstdlib>
#include <cstring>
#include "../rwbase.h"
#include "../rwerror.h"
#include "../rwplg.h"
#include "../rwpipeline.h"
#include "../rwobjects.h"
#include "../rwengine.h"
#ifdef RW_OPENGL
#include <GL/glew.h>
#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