mirror of
https://github.com/aap/librw.git
synced 2025-01-23 17:22:23 +00:00
473 lines
9.5 KiB
C++
473 lines
9.5 KiB
C++
#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 "rwgl3.h"
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#include "rwgl3shader.h"
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#include "rwgl3impl.h"
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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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Matrix 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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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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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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if(vertexAlpha != value){
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vertexAlpha = value;
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if(vertexAlpha)
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glEnable(GL_BLEND);
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else if(!textureAlpha)
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glDisable(GL_BLEND);
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}
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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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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 uniformState.alphaRef*255.0f;
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}
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return 0;
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}
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void
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resetRenderState(void)
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{
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uniformState.alphaFunc = ALPHAGREATERTHAN;
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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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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 : 0.0;
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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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void
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setTexture(int32 n, Texture *tex)
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{
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bool32 alpha;
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glActiveTexture(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(textureAlpha != alpha){
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textureAlpha = alpha;
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if(textureAlpha)
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glEnable(GL_BLEND);
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else if(!vertexAlpha)
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glDisable(GL_BLEND);
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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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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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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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// TODO: maybe use matrix flags....
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Matrix::invertOrthonormal(&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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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;
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proj[11] = 1.0f;
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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;
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proj[11] = 0.0f;
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proj[14] = -2.0f*invz;
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proj[15] = 1.0f;
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}
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setProjectionMatrix(proj);
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if(uniformState.fogStart != cam->fogPlane){
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uniformState.fogStart = cam->fogPlane;
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stateDirty = 1;
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}
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if(uniformState.fogEnd != cam->farPlane){
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uniformState.fogEnd = cam->farPlane;
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stateDirty = 1;
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}
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}
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void
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initializeRender(void)
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{
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engine->beginUpdate = beginUpdate;
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engine->clearCamera = clearCamera;
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engine->setRenderState = setRenderState;
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engine->getRenderState = getRenderState;
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engine->im2DRenderIndexedPrimitive = im2DRenderIndexedPrimitive;
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engine->zNear = -1.0f;
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engine->zFar = 1.0f;
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#include "shaders/simple_gl3.inc"
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simpleShader = Shader::fromStrings(simple_vert_src, simple_frag_src);
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glClearColor(0.25, 0.25, 0.25, 1.0);
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resetRenderState();
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glGenBuffers(1, &ubo_state);
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glBindBuffer(GL_UNIFORM_BUFFER, ubo_state);
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glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("State"), ubo_state);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformState), &uniformState,
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GL_DYNAMIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glGenBuffers(1, &ubo_scene);
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glBindBuffer(GL_UNIFORM_BUFFER, ubo_scene);
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glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("Scene"), ubo_scene);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformScene), &uniformScene,
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GL_DYNAMIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glGenBuffers(1, &ubo_object);
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glBindBuffer(GL_UNIFORM_BUFFER, ubo_object);
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glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("Object"), ubo_object);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformObject), &uniformObject,
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GL_DYNAMIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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byte whitepixel[4] = {0xFF, 0xFF, 0xFF, 0xFF};
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glGenTextures(1, &whitetex);
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glBindTexture(GL_TEXTURE_2D, whitetex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1,
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0, GL_RGBA, GL_UNSIGNED_BYTE, &whitepixel);
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im2DInit();
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}
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}
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}
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#endif
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