diff --git a/bam.lua b/bam.lua index 8df58b7b2..6859b66d3 100644 --- a/bam.lua +++ b/bam.lua @@ -18,6 +18,7 @@ Import("other/freetype.lua") Import("other/curl.lua") Import("other/opusfile.lua") Import("other/mysql.lua") +Import("other/glew.lua") --- Setup Config ------- config = NewConfig() @@ -31,6 +32,7 @@ config:Add(FreeType.OptFind("freetype", true)) config:Add(Curl.OptFind("curl", true)) config:Add(Opusfile.OptFind("opusfile", true)) config:Add(Mysql.OptFind("mysql", false)) +config:Add(Glew.OptFind("glew", true)) config:Add(OptString("websockets", false)) config:Finalize("config.lua") @@ -144,6 +146,7 @@ if family == "windows" then if platform == "win32" then table.insert(client_depends, CopyToDirectory(".", "ddnet-libs/freetype/windows/lib32/libfreetype.dll")) table.insert(client_depends, CopyToDirectory(".", "ddnet-libs/sdl/windows/lib32/SDL2.dll")) + table.insert(client_depends, CopyToDirectory(".", "ddnet-libs/glew/windows/lib32/glew32.dll")) table.insert(client_depends, CopyToDirectory(".", "ddnet-libs/curl/windows/lib32/libcurl.dll")) table.insert(client_depends, CopyToDirectory(".", "ddnet-libs/opus/windows/lib32/libwinpthread-1.dll")) table.insert(client_depends, CopyToDirectory(".", "ddnet-libs/opus/windows/lib32/libgcc_s_sjlj-1.dll")) @@ -153,6 +156,7 @@ if family == "windows" then else table.insert(client_depends, CopyToDirectory(".", "ddnet-libs/freetype/windows/lib64/libfreetype.dll")) table.insert(client_depends, CopyToDirectory(".", "ddnet-libs/sdl/windows/lib64/SDL2.dll")) + table.insert(client_depends, CopyToDirectory(".", "ddnet-libs/glew/windows/lib64/glew32.dll")) table.insert(client_depends, CopyToDirectory(".", "ddnet-libs/curl/windows/lib64/libcurl.dll")) table.insert(client_depends, CopyToDirectory(".", "ddnet-libs/opus/windows/lib64/libwinpthread-1.dll")) table.insert(client_depends, CopyToDirectory(".", "ddnet-libs/opus/windows/lib64/libogg.dll")) @@ -333,6 +337,7 @@ function build(settings) end config.sdl:Apply(client_settings) + config.glew:Apply(client_settings) config.freetype:Apply(client_settings) config.curl:Apply(client_settings) config.opusfile:Apply(client_settings) diff --git a/other/glew.lua b/other/glew.lua new file mode 100644 index 000000000..4f4d280e6 --- /dev/null +++ b/other/glew.lua @@ -0,0 +1,71 @@ +Glew = { + OptFind = function (name, required) + local check = function(option, settings) + option.value = false + option.use_winlib = 0 + option.use_macosxframwork = 0 + + if platform == "win32" then + option.value = true + option.use_winlib = 32 + elseif platform == "win64" then + option.value = true + option.use_winlib = 64 + elseif platform == "macosx" and string.find(settings.config_name, "32") then + option.value = true + option.use_macosxframwork = 32 + elseif platform == "macosx" and string.find(settings.config_name, "64") then + option.value = true + option.use_macosxframwork = 64 + elseif platform == "linux" and arch == "ia32" then + option.value = true + elseif platform == "linux" and arch == "amd64" then + option.value = true + end + end + + local apply = function(option, settings) + settings.cc.includes:Add("ddnet-libs/glew/include") + + if option.use_winlib > 0 then + if option.use_winlib == 32 then + settings.link.libpath:Add("ddnet-libs/glew/windows/lib32") + elseif option.use_winlib == 64 then + settings.link.libpath:Add("ddnet-libs/glew/windows/lib64") + end + + settings.link.libs:Add("glew32") + elseif option.use_macosxframwork > 0 then + --todo + else + settings.link.libs:Add("GLEW") + end + end + + local save = function(option, output) + output:option(option, "value") + output:option(option, "use_winlib") + end + + local display = function(option) + if option.value == true then + if option.use_winlib == 32 then return "using supplied win32 libraries" end + if option.use_winlib == 64 then return "using supplied win64 libraries" end + return "using value" + else + if option.required then + return "not found (required)" + else + return "not found (optional)" + end + end + end + + local o = MakeOption(name, 0, check, save, display) + o.Apply = apply + o.include_path = nil + o.lib_path = nil + o.required = required + return o + end +} diff --git a/shader/quad.frag b/shader/quad.frag new file mode 100644 index 000000000..9ac182517 --- /dev/null +++ b/shader/quad.frag @@ -0,0 +1,16 @@ +#version 330 + +uniform int isTextured; +uniform sampler2D textureSampler; + +smooth in vec2 texCoord; +smooth in vec4 vertColor; + +void main() +{ + if(isTextured == 1) { + vec4 tex = texture2D(textureSampler, texCoord); + gl_FragColor = tex * vertColor; + } + else gl_FragColor = vertColor; +} \ No newline at end of file diff --git a/shader/quad.vert b/shader/quad.vert new file mode 100644 index 000000000..27f9766ea --- /dev/null +++ b/shader/quad.vert @@ -0,0 +1,17 @@ +#version 330 + +layout (location = 0) in vec3 inVertex; +layout (location = 1) in vec2 inVertexTexCoord; +layout (location = 2) in vec4 inVertexColor; + +uniform mat4 Pos; + +smooth out vec2 texCoord; +smooth out vec4 vertColor; + +void main() +{ + gl_Position = Pos * vec4(inVertex, 1.0); + texCoord = inVertexTexCoord; + vertColor = inVertexColor; +} \ No newline at end of file diff --git a/src/engine/client/backend_sdl.cpp b/src/engine/client/backend_sdl.cpp index 1e2dad36d..8bdfa442a 100644 --- a/src/engine/client/backend_sdl.cpp +++ b/src/engine/client/backend_sdl.cpp @@ -6,6 +6,7 @@ #define WINVER 0x0501 #endif +#include "GL/glew.h" #include #include #include @@ -38,6 +39,9 @@ #include "graphics_threaded.h" #include "backend_sdl.h" +#include "opengl_sl_program.h" +#include "opengl_sl.h" + // ------------ CGraphicsBackend_Threaded void CGraphicsBackend_Threaded::ThreadFunc(void *pUser) @@ -309,7 +313,7 @@ void CCommandProcessorFragment_OpenGL::Cmd_Texture_Create(const CCommandBuffer:: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); gluBuild2DMipmaps(GL_TEXTURE_2D, StoreOglformat, Width, Height, Oglformat, GL_UNSIGNED_BYTE, pTexData); } - + // calculate memory usage m_aTextures[pCommand->m_Slot].m_MemSize = Width*Height*pCommand->m_PixelSize; while(Width > 2 && Height > 2) @@ -419,6 +423,406 @@ bool CCommandProcessorFragment_OpenGL::RunCommand(const CCommandBuffer::SCommand return true; } +// ------------ CCommandProcessorFragment_OpenGL3_3 + +int CCommandProcessorFragment_OpenGL3_3::TexFormatToOpenGLFormat(int TexFormat) +{ + if(TexFormat == CCommandBuffer::TEXFORMAT_RGB) return GL_RGB; + if(TexFormat == CCommandBuffer::TEXFORMAT_ALPHA) return GL_RED; + if(TexFormat == CCommandBuffer::TEXFORMAT_RGBA) return GL_RGBA; + return GL_RGBA; +} + +unsigned char CCommandProcessorFragment_OpenGL3_3::Sample(int w, int h, const unsigned char *pData, int u, int v, int Offset, int ScaleW, int ScaleH, int Bpp) +{ + int Value = 0; + for(int x = 0; x < ScaleW; x++) + for(int y = 0; y < ScaleH; y++) + Value += pData[((v+y)*w+(u+x))*Bpp+Offset]; + return Value/(ScaleW*ScaleH); +} + +void *CCommandProcessorFragment_OpenGL3_3::Rescale(int Width, int Height, int NewWidth, int NewHeight, int Format, const unsigned char *pData) +{ + unsigned char *pTmpData; + int ScaleW = Width/NewWidth; + int ScaleH = Height/NewHeight; + + int Bpp = 3; + if(Format == CCommandBuffer::TEXFORMAT_RGBA) + Bpp = 4; + + pTmpData = (unsigned char *)mem_alloc(NewWidth*NewHeight*Bpp, 1); + + int c = 0; + for(int y = 0; y < NewHeight; y++) + for(int x = 0; x < NewWidth; x++, c++) + { + pTmpData[c*Bpp] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 0, ScaleW, ScaleH, Bpp); + pTmpData[c*Bpp+1] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 1, ScaleW, ScaleH, Bpp); + pTmpData[c*Bpp+2] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 2, ScaleW, ScaleH, Bpp); + if(Bpp == 4) + pTmpData[c*Bpp+3] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 3, ScaleW, ScaleH, Bpp); + } + + return pTmpData; +} + +void CCommandProcessorFragment_OpenGL3_3::SetState(const CCommandBuffer::SState &State) +{ + // blend + switch(State.m_BlendMode) + { + case CCommandBuffer::BLEND_NONE: + glDisable(GL_BLEND); + break; + case CCommandBuffer::BLEND_ALPHA: + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + break; + case CCommandBuffer::BLEND_ADDITIVE: + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE); + break; + default: + dbg_msg("render", "unknown blendmode %d\n", State.m_BlendMode); + }; + + // clip + if(State.m_ClipEnable) + { + glScissor(State.m_ClipX, State.m_ClipY, State.m_ClipW, State.m_ClipH); + glEnable(GL_SCISSOR_TEST); + } + else + glDisable(GL_SCISSOR_TEST); + + // texture + if(State.m_Texture >= 0 && State.m_Texture < CCommandBuffer::MAX_TEXTURES) + { + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, m_aTextures[State.m_Texture].m_Tex); + glBindSampler(0, m_aTextures[State.m_Texture].m_Sampler); + m_QuadProgram->SetUniform(m_QuadProgram->m_LocIsTextured, (int)1); + m_QuadProgram->SetUniform(m_QuadProgram->m_LocTextureSampler, (int)0); + + switch (State.m_WrapMode) + { + case CCommandBuffer::WRAP_REPEAT: + glSamplerParameteri(m_aTextures[State.m_Texture].m_Sampler, GL_TEXTURE_WRAP_S, GL_REPEAT); + glSamplerParameteri(m_aTextures[State.m_Texture].m_Sampler, GL_TEXTURE_WRAP_T, GL_REPEAT); + break; + case CCommandBuffer::WRAP_CLAMP: + glSamplerParameteri(m_aTextures[State.m_Texture].m_Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glSamplerParameteri(m_aTextures[State.m_Texture].m_Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + break; + default: + dbg_msg("render", "unknown wrapmode %d\n", State.m_WrapMode); + }; + } + else { + m_QuadProgram->SetUniform(m_QuadProgram->m_LocIsTextured, (int)0); + } + + // screen mapping + //ortho matrix... we only need this projection... so no real need just made all structs here.. + struct vec4{ + vec4() {} + vec4(float a, float b, float c, float d) : x(a), y(b), z(c), w(d) {} + vec4(vec4& v) : x(v.x), y(v.y), z(v.z), w(v.w) {} + float x; + float y; + float z; + float w; + }; + + struct mat4{ + mat4(vec4& r1, vec4& r2, vec4& r3, vec4& r4) { r[0] = r1; r[1] = r2; r[2] = r3; r[3] = r4; } + vec4 r[4]; + }; + + vec4 r1( (2.f/(State.m_ScreenBR.x - State.m_ScreenTL.x)), 0, 0, -((State.m_ScreenBR.x + State.m_ScreenTL.x)/(State.m_ScreenBR.x - State.m_ScreenTL.x))); + vec4 r2( 0, (2.f/(State.m_ScreenTL.y - State.m_ScreenBR.y)), 0, -((State.m_ScreenTL.y + State.m_ScreenBR.y)/(State.m_ScreenTL.y - State.m_ScreenBR.y))); + vec4 r3( 0, 0, -(2.f/(9.f)), -((11.f)/(9.f))); + vec4 r4( 0, 0, 0, 1.f); + + mat4 m(r1,r2,r3,r4); + + glUniformMatrix4fv(m_QuadProgram->m_LocPos, 1, true, (float*)&m); +} + +void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand) +{ + m_pTextureMemoryUsage = pCommand->m_pTextureMemoryUsage; + m_QuadProgram = new CGLSLQuadProgram; + + CGLSL QuadVertexShader; + CGLSL QuadFragmentShader; + QuadVertexShader.LoadShader("./shader/quad.vert", GL_VERTEX_SHADER); + QuadFragmentShader.LoadShader("./shader/quad.frag", GL_FRAGMENT_SHADER); + + m_QuadProgram->CreateProgram(); + m_QuadProgram->AddShader(&QuadVertexShader); + m_QuadProgram->AddShader(&QuadFragmentShader); + m_QuadProgram->LinkProgram(); + + //detach shader, they are not needed anymore after linking + m_QuadProgram->DetachShader(&QuadVertexShader); + m_QuadProgram->DetachShader(&QuadFragmentShader); + + m_QuadProgram->UseProgram(); + + m_QuadProgram->m_LocPos = m_QuadProgram->GetUniformLoc("Pos"); + m_QuadProgram->m_LocIsTextured = m_QuadProgram->GetUniformLoc("isTextured"); + m_QuadProgram->m_LocTextureSampler = m_QuadProgram->GetUniformLoc("textureSampler"); + + glActiveTexture(GL_TEXTURE0); + //glEnableClientState(GL_VERTEX_ARRAY); + + glGenBuffers(1, &QuadDrawBufferID); + glGenVertexArrays(1, &QuadDrawVertexID); + glBindVertexArray(QuadDrawVertexID); + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(1); + glEnableVertexAttribArray(2); +} + +void CCommandProcessorFragment_OpenGL3_3::Cmd_Shutdown(const SCommand_Shutdown *pCommand) +{ + m_pTextureMemoryUsage = pCommand->m_pTextureMemoryUsage; + delete m_QuadProgram; + + glBindVertexArray(0); + glDeleteBuffers(1, &QuadDrawBufferID); + glDeleteVertexArrays(1, &QuadDrawVertexID); +} + +void CCommandProcessorFragment_OpenGL3_3::Cmd_Texture_Update(const CCommandBuffer::SCommand_Texture_Update *pCommand) +{ + glBindTexture(GL_TEXTURE_2D, m_aTextures[pCommand->m_Slot].m_Tex); + glTexSubImage2D(GL_TEXTURE_2D, 0, pCommand->m_X, pCommand->m_Y, pCommand->m_Width, pCommand->m_Height, + TexFormatToOpenGLFormat(pCommand->m_Format), GL_UNSIGNED_BYTE, pCommand->m_pData); + mem_free(pCommand->m_pData); +} + +void CCommandProcessorFragment_OpenGL3_3::Cmd_Texture_Destroy(const CCommandBuffer::SCommand_Texture_Destroy *pCommand) +{ + glDeleteTextures(1, &m_aTextures[pCommand->m_Slot].m_Tex); + glDeleteSamplers(1, &m_aTextures[pCommand->m_Slot].m_Sampler); + *m_pTextureMemoryUsage -= m_aTextures[pCommand->m_Slot].m_MemSize; +} + +void CCommandProcessorFragment_OpenGL3_3::Cmd_Texture_Create(const CCommandBuffer::SCommand_Texture_Create *pCommand) +{ + int Width = pCommand->m_Width; + int Height = pCommand->m_Height; + void *pTexData = pCommand->m_pData; + + // resample if needed + if(pCommand->m_Format == CCommandBuffer::TEXFORMAT_RGBA || pCommand->m_Format == CCommandBuffer::TEXFORMAT_RGB) + { + int MaxTexSize; + glGetIntegerv(GL_MAX_TEXTURE_SIZE, &MaxTexSize); + if(Width > MaxTexSize || Height > MaxTexSize) + { + do + { + Width>>=1; + Height>>=1; + } + while(Width > MaxTexSize || Height > MaxTexSize); + + void *pTmpData = Rescale(pCommand->m_Width, pCommand->m_Height, Width, Height, pCommand->m_Format, static_cast(pCommand->m_pData)); + mem_free(pTexData); + pTexData = pTmpData; + } + else if(Width > 16 && Height > 16 && (pCommand->m_Flags&CCommandBuffer::TEXFLAG_QUALITY) == 0) + { + Width>>=1; + Height>>=1; + + void *pTmpData = Rescale(pCommand->m_Width, pCommand->m_Height, Width, Height, pCommand->m_Format, static_cast(pCommand->m_pData)); + mem_free(pTexData); + pTexData = pTmpData; + } + } + + int Oglformat = TexFormatToOpenGLFormat(pCommand->m_Format); + int StoreOglformat = TexFormatToOpenGLFormat(pCommand->m_StoreFormat); + +#if defined(__ANDROID__) + StoreOglformat = Oglformat; +#else + if(pCommand->m_Flags&CCommandBuffer::TEXFLAG_COMPRESSED) + { + switch(StoreOglformat) + { + case GL_RGB: StoreOglformat = GL_COMPRESSED_RGB; break; + case GL_RED: StoreOglformat = GL_COMPRESSED_ALPHA; break; + case GL_RGBA: StoreOglformat = GL_COMPRESSED_RGBA; break; + default: StoreOglformat = GL_COMPRESSED_RGBA; + } + } +#endif + glActiveTexture(GL_TEXTURE0); + glGenTextures(1, &m_aTextures[pCommand->m_Slot].m_Tex); + glBindTexture(GL_TEXTURE_2D, m_aTextures[pCommand->m_Slot].m_Tex); + + glGenSamplers(1, &m_aTextures[pCommand->m_Slot].m_Sampler); + glBindSampler(0, m_aTextures[pCommand->m_Slot].m_Sampler); + + + if(Oglformat == GL_RED) { + //Bind the texture 2D. + GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_RED}; + glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); + } + + if(pCommand->m_Flags&CCommandBuffer::TEXFLAG_NOMIPMAPS) + { + glSamplerParameteri(m_aTextures[pCommand->m_Slot].m_Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glSamplerParameteri(m_aTextures[pCommand->m_Slot].m_Sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexImage2D(GL_TEXTURE_2D, 0, StoreOglformat, Width, Height, 0, Oglformat, GL_UNSIGNED_BYTE, pTexData); + } + else + { + glSamplerParameteri(m_aTextures[pCommand->m_Slot].m_Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glSamplerParameteri(m_aTextures[pCommand->m_Slot].m_Sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); + gluBuild2DMipmaps(GL_TEXTURE_2D, StoreOglformat, Width, Height, Oglformat, GL_UNSIGNED_BYTE, pTexData); + } + + // calculate memory usage + m_aTextures[pCommand->m_Slot].m_MemSize = Width*Height*pCommand->m_PixelSize; + while(Width > 2 && Height > 2) + { + Width>>=1; + Height>>=1; + m_aTextures[pCommand->m_Slot].m_MemSize += Width*Height*pCommand->m_PixelSize; + } + *m_pTextureMemoryUsage += m_aTextures[pCommand->m_Slot].m_MemSize; + + mem_free(pTexData); +} + +void CCommandProcessorFragment_OpenGL3_3::Cmd_Clear(const CCommandBuffer::SCommand_Clear *pCommand) +{ + glClearColor(pCommand->m_Color.r, pCommand->m_Color.g, pCommand->m_Color.b, 0.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); +} + +void CCommandProcessorFragment_OpenGL3_3::Cmd_Render(const CCommandBuffer::SCommand_Render *pCommand) +{ + SetState(pCommand->m_State); + + int Count = 0; + switch(pCommand->m_PrimType) + { + case CCommandBuffer::PRIMTYPE_QUADS: + Count = pCommand->m_PrimCount*4; + break; + case CCommandBuffer::PRIMTYPE_LINES: + Count = pCommand->m_PrimCount*2; + break; + case CCommandBuffer::PRIMTYPE_TRIANGLES: + Count = pCommand->m_PrimCount*3; + break; + }; + + glBindBuffer(GL_ARRAY_BUFFER, QuadDrawBufferID); + glBindVertexArray(QuadDrawVertexID); + glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 9 * Count, (char*)pCommand->m_pVertices, GL_STATIC_DRAW); + + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(CCommandBuffer::SVertex), 0); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(CCommandBuffer::SVertex), (void*)(sizeof(float) * 3)); + glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(CCommandBuffer::SVertex), (void*)(sizeof(float) * 5)); + //glBindBuffer(GL_ARRAY_BUFFER, 0); + /*glVertexPointer(3, GL_FLOAT, sizeof(CCommandBuffer::SVertex), (char*)pCommand->m_pVertices); + glTexCoordPointer(2, GL_FLOAT, sizeof(CCommandBuffer::SVertex), (char*)pCommand->m_pVertices + sizeof(float)*3); + glColorPointer(4, GL_FLOAT, sizeof(CCommandBuffer::SVertex), (char*)pCommand->m_pVertices + sizeof(float)*5); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY);*/ + + switch(pCommand->m_PrimType) + { + case CCommandBuffer::PRIMTYPE_QUADS: +#if defined(__ANDROID__) + for( unsigned i = 0, j = pCommand->m_PrimCount; i < j; i++ ) + glDrawArrays(GL_TRIANGLE_FAN, i*4, 4); +#else + glDrawArrays(GL_QUADS, 0, pCommand->m_PrimCount*4); +#endif + break; + case CCommandBuffer::PRIMTYPE_LINES: + glDrawArrays(GL_LINES, 0, pCommand->m_PrimCount*2); + break; + case CCommandBuffer::PRIMTYPE_TRIANGLES: + glDrawArrays(GL_TRIANGLES, 0, pCommand->m_PrimCount*3); + break; + default: + dbg_msg("render", "unknown primtype %d\n", pCommand->m_Cmd); + }; +} + +void CCommandProcessorFragment_OpenGL3_3::Cmd_Screenshot(const CCommandBuffer::SCommand_Screenshot *pCommand) +{ + // fetch image data + GLint aViewport[4] = {0,0,0,0}; + glGetIntegerv(GL_VIEWPORT, aViewport); + + int w = aViewport[2]; + int h = aViewport[3]; + + // we allocate one more row to use when we are flipping the texture + unsigned char *pPixelData = (unsigned char *)mem_alloc(w*(h+1)*3, 1); + unsigned char *pTempRow = pPixelData+w*h*3; + + // fetch the pixels + GLint Alignment; + glGetIntegerv(GL_PACK_ALIGNMENT, &Alignment); + glPixelStorei(GL_PACK_ALIGNMENT, 1); + glReadPixels(0,0, w, h, GL_RGB, GL_UNSIGNED_BYTE, pPixelData); + glPixelStorei(GL_PACK_ALIGNMENT, Alignment); + + // flip the pixel because opengl works from bottom left corner + for(int y = 0; y < h/2; y++) + { + mem_copy(pTempRow, pPixelData+y*w*3, w*3); + mem_copy(pPixelData+y*w*3, pPixelData+(h-y-1)*w*3, w*3); + mem_copy(pPixelData+(h-y-1)*w*3, pTempRow,w*3); + } + + // fill in the information + pCommand->m_pImage->m_Width = w; + pCommand->m_pImage->m_Height = h; + pCommand->m_pImage->m_Format = CImageInfo::FORMAT_RGB; + pCommand->m_pImage->m_pData = pPixelData; +} + +CCommandProcessorFragment_OpenGL3_3::CCommandProcessorFragment_OpenGL3_3() +{ + mem_zero(m_aTextures, sizeof(m_aTextures)); + m_pTextureMemoryUsage = 0; +} + +bool CCommandProcessorFragment_OpenGL3_3::RunCommand(const CCommandBuffer::SCommand * pBaseCommand) +{ + switch(pBaseCommand->m_Cmd) + { + case CMD_INIT: Cmd_Init(static_cast(pBaseCommand)); break; + case CMD_SHUTDOWN: Cmd_Shutdown(static_cast(pBaseCommand)); break; + case CCommandBuffer::CMD_TEXTURE_CREATE: Cmd_Texture_Create(static_cast(pBaseCommand)); break; + case CCommandBuffer::CMD_TEXTURE_DESTROY: Cmd_Texture_Destroy(static_cast(pBaseCommand)); break; + case CCommandBuffer::CMD_TEXTURE_UPDATE: Cmd_Texture_Update(static_cast(pBaseCommand)); break; + case CCommandBuffer::CMD_CLEAR: Cmd_Clear(static_cast(pBaseCommand)); break; + case CCommandBuffer::CMD_RENDER: Cmd_Render(static_cast(pBaseCommand)); break; + case CCommandBuffer::CMD_SCREENSHOT: Cmd_Screenshot(static_cast(pBaseCommand)); break; + default: return false; + } + + return true; +} + // ------------ CCommandProcessorFragment_SDL @@ -530,10 +934,15 @@ void CCommandProcessor_SDL_OpenGL::RunBuffer(CCommandBuffer *pBuffer) const CCommandBuffer::SCommand *pBaseCommand = pBuffer->GetCommand(&CmdIndex); if(pBaseCommand == 0x0) break; - - if(m_OpenGL.RunCommand(pBaseCommand)) - continue; - + + if(m_UseOpenGL3_3) { + if(m_OpenGL3_3.RunCommand(pBaseCommand)) + continue; + } + else { + if(m_OpenGL.RunCommand(pBaseCommand)) + continue; + } if(m_SDL.RunCommand(pBaseCommand)) continue; @@ -547,7 +956,7 @@ void CCommandProcessor_SDL_OpenGL::RunBuffer(CCommandBuffer *pBuffer) // ------------ CGraphicsBackend_SDL_OpenGL int CGraphicsBackend_SDL_OpenGL::Init(const char *pName, int *Screen, int *pWidth, int *pHeight, int FsaaSamples, int Flags, int *pDesktopWidth, int *pDesktopHeight) -{ +{ if(!SDL_WasInit(SDL_INIT_VIDEO)) { if(SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) @@ -562,6 +971,20 @@ int CGraphicsBackend_SDL_OpenGL::Init(const char *pName, int *Screen, int *pWidt #endif } + m_UseOpenGL3_3 = false; + if (SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE) == 0) { + if (SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3) == 0 && SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3) == 0) { + m_UseOpenGL3_3 = true; + int vMaj, vMin; + SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &vMaj); + SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &vMin); + dbg_msg("gfx", "Using OpenGL version %d.%d.", vMaj, vMin); + } + else { + dbg_msg("gfx", "Couldn't create OpenGL 3.3 context."); + } + } + // set screen SDL_Rect ScreenPos; m_NumScreens = SDL_GetNumVideoDisplays(); @@ -679,6 +1102,11 @@ int CGraphicsBackend_SDL_OpenGL::Init(const char *pName, int *Screen, int *pWidt dbg_msg("gfx", "unable to create OpenGL context: %s", SDL_GetError()); return -1; } + + //support graphic cards that are pretty old(and linux) + glewExperimental = GL_TRUE; + if (GLEW_OK != glewInit()) + return -1; SDL_GL_GetDrawableSize(m_pWindow, pWidth, pHeight); SDL_GL_SetSwapInterval(Flags&IGraphicsBackend::INITFLAG_VSYNC ? 1 : 0); @@ -686,19 +1114,35 @@ int CGraphicsBackend_SDL_OpenGL::Init(const char *pName, int *Screen, int *pWidt // start the command processor m_pProcessor = new CCommandProcessor_SDL_OpenGL; + ((CCommandProcessor_SDL_OpenGL*)m_pProcessor)->UseOpenGL3_3(m_UseOpenGL3_3); StartProcessor(m_pProcessor); // issue init commands for OpenGL and SDL CCommandBuffer CmdBuffer(1024, 512); - CCommandProcessorFragment_OpenGL::SCommand_Init CmdOpenGL; - CmdOpenGL.m_pTextureMemoryUsage = &m_TextureMemoryUsage; - CmdBuffer.AddCommand(CmdOpenGL); - CCommandProcessorFragment_SDL::SCommand_Init CmdSDL; - CmdSDL.m_pWindow = m_pWindow; - CmdSDL.m_GLContext = m_GLContext; - CmdBuffer.AddCommand(CmdSDL); - RunBuffer(&CmdBuffer); - WaitForIdle(); + if(m_UseOpenGL3_3) { + //run sdl first to have the context in the thread + CCommandProcessorFragment_SDL::SCommand_Init CmdSDL; + CmdSDL.m_pWindow = m_pWindow; + CmdSDL.m_GLContext = m_GLContext; + CmdBuffer.AddCommand(CmdSDL); + RunBuffer(&CmdBuffer); + WaitForIdle(); + CCommandProcessorFragment_OpenGL3_3::SCommand_Init CmdOpenGL; + CmdOpenGL.m_pTextureMemoryUsage = &m_TextureMemoryUsage; + CmdBuffer.AddCommand(CmdOpenGL); + RunBuffer(&CmdBuffer); + WaitForIdle(); + } else { + CCommandProcessorFragment_OpenGL::SCommand_Init CmdOpenGL; + CmdOpenGL.m_pTextureMemoryUsage = &m_TextureMemoryUsage; + CmdBuffer.AddCommand(CmdOpenGL); + CCommandProcessorFragment_SDL::SCommand_Init CmdSDL; + CmdSDL.m_pWindow = m_pWindow; + CmdSDL.m_GLContext = m_GLContext; + CmdBuffer.AddCommand(CmdSDL); + RunBuffer(&CmdBuffer); + WaitForIdle(); + } SDL_ShowWindow(m_pWindow); SetWindowScreen(g_Config.m_GfxScreen); @@ -711,6 +1155,10 @@ int CGraphicsBackend_SDL_OpenGL::Shutdown() { // issue a shutdown command CCommandBuffer CmdBuffer(1024, 512); + if(m_UseOpenGL3_3){ + CCommandProcessorFragment_OpenGL3_3::SCommand_Shutdown Cmd; + CmdBuffer.AddCommand(Cmd); + } CCommandProcessorFragment_SDL::SCommand_Shutdown Cmd; CmdBuffer.AddCommand(Cmd); RunBuffer(&CmdBuffer); diff --git a/src/engine/client/backend_sdl.h b/src/engine/client/backend_sdl.h index fa3316eb8..fca1175a5 100644 --- a/src/engine/client/backend_sdl.h +++ b/src/engine/client/backend_sdl.h @@ -117,6 +117,66 @@ public: bool RunCommand(const CCommandBuffer::SCommand * pBaseCommand); }; + +class CGLSLProgram; +class CGLSLQuadProgram; +// takes care of opengl 3.2 related rendering +class CCommandProcessorFragment_OpenGL3_3 +{ + struct CTexture + { + GLuint m_Tex; + GLuint m_Sampler; + int m_MemSize; + }; + CTexture m_aTextures[CCommandBuffer::MAX_TEXTURES]; + volatile int *m_pTextureMemoryUsage; + + CGLSLQuadProgram* m_QuadProgram; + + GLuint QuadDrawVertexID; + GLuint QuadDrawBufferID; +public: + enum + { + CMD_INIT = CCommandBuffer::CMDGROUP_PLATFORM_OPENGL3_3, + CMD_SHUTDOWN, + }; + + struct SCommand_Init : public CCommandBuffer::SCommand + { + SCommand_Init() : SCommand(CMD_INIT) {} + volatile int *m_pTextureMemoryUsage; + }; + + struct SCommand_Shutdown : public CCommandBuffer::SCommand + { + SCommand_Shutdown() : SCommand(CMD_SHUTDOWN) {} + volatile int *m_pTextureMemoryUsage; + }; + +private: + static int TexFormatToOpenGLFormat(int TexFormat); + static unsigned char Sample(int w, int h, const unsigned char *pData, int u, int v, int Offset, int ScaleW, int ScaleH, int Bpp); + static void *Rescale(int Width, int Height, int NewWidth, int NewHeight, int Format, const unsigned char *pData); + + void SetState(const CCommandBuffer::SState &State); + + void Cmd_Init(const SCommand_Init *pCommand); + void Cmd_Shutdown(const SCommand_Shutdown *pCommand); + void Cmd_Texture_Update(const CCommandBuffer::SCommand_Texture_Update *pCommand); + void Cmd_Texture_Destroy(const CCommandBuffer::SCommand_Texture_Destroy *pCommand); + void Cmd_Texture_Create(const CCommandBuffer::SCommand_Texture_Create *pCommand); + void Cmd_Clear(const CCommandBuffer::SCommand_Clear *pCommand); + void Cmd_Render(const CCommandBuffer::SCommand_Render *pCommand); + void Cmd_Screenshot(const CCommandBuffer::SCommand_Screenshot *pCommand); + +public: + CCommandProcessorFragment_OpenGL3_3(); + + bool RunCommand(const CCommandBuffer::SCommand * pBaseCommand); +}; + // takes care of sdl related commands class CCommandProcessorFragment_SDL { @@ -159,9 +219,13 @@ public: class CCommandProcessor_SDL_OpenGL : public CGraphicsBackend_Threaded::ICommandProcessor { CCommandProcessorFragment_OpenGL m_OpenGL; + CCommandProcessorFragment_OpenGL3_3 m_OpenGL3_3; CCommandProcessorFragment_SDL m_SDL; CCommandProcessorFragment_General m_General; + + bool m_UseOpenGL3_3; public: + void UseOpenGL3_3(bool Use) { m_UseOpenGL3_3 = Use; } virtual void RunBuffer(CCommandBuffer *pBuffer); }; @@ -173,6 +237,8 @@ class CGraphicsBackend_SDL_OpenGL : public CGraphicsBackend_Threaded ICommandProcessor *m_pProcessor; volatile int m_TextureMemoryUsage; int m_NumScreens; + + bool m_UseOpenGL3_3; public: virtual int Init(const char *pName, int *Screen, int *pWidth, int *pHeight, int FsaaSamples, int Flags, int *pDesktopWidth, int *pDesktopHeight); virtual int Shutdown(); diff --git a/src/engine/client/graphics_threaded.h b/src/engine/client/graphics_threaded.h index bc14fba3a..82f8da3e7 100644 --- a/src/engine/client/graphics_threaded.h +++ b/src/engine/client/graphics_threaded.h @@ -59,6 +59,7 @@ public: CMDGROUP_CORE = 0, // commands that everyone has to implement CMDGROUP_PLATFORM_OPENGL = 10000, // commands specific to a platform CMDGROUP_PLATFORM_SDL = 20000, + CMDGROUP_PLATFORM_OPENGL3_3 = 30000, // CMD_NOP = CMDGROUP_CORE, diff --git a/src/engine/client/opengl_sl.cpp b/src/engine/client/opengl_sl.cpp new file mode 100644 index 000000000..08466cd96 --- /dev/null +++ b/src/engine/client/opengl_sl.cpp @@ -0,0 +1,75 @@ +#include "opengl_sl.h" +#include +#include +#include +#include + +bool CGLSL::LoadShader(const char* pFile, int Type) { + if (m_IsLoaded) return true; + IOHANDLE f; + //support read text in system.h/cpp + f = (IOHANDLE)fopen(pFile, "rt"); + + std::vector Lines; + char buff[500]; + if (f) { + //support fgets in system.h/cpp + while (fgets(buff, 500, (FILE*)f)) Lines.push_back(buff); + io_close(f); + + const char** ShaderCode = new const char*[Lines.size()]; + + for (int i = 0; i < Lines.size(); ++i) { + ShaderCode[i] = Lines[i].c_str(); + } + + GLuint shader = glCreateShader(Type); + + glShaderSource(shader, Lines.size(), ShaderCode, NULL); + glCompileShader(shader); + + delete[] ShaderCode; + + int CompilationStatus; + glGetShaderiv(shader, GL_COMPILE_STATUS, &CompilationStatus); + + if (CompilationStatus == GL_FALSE) { + char buff[3000]; + + GLint maxLength = 0; + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); + + glGetShaderInfoLog(shader, maxLength, &maxLength, buff); + + dbg_msg("GLSL", buff); + glDeleteShader(shader); + return false; + } + m_Type = Type; + m_IsLoaded = true; + + m_ShaderID = shader; + + return true; + } + else return false; + +} + +void CGLSL::DeleteShader() { + if (!IsLoaded()) return; + m_IsLoaded = false; + glDeleteShader(m_ShaderID); +} + +bool CGLSL::IsLoaded() { + return m_IsLoaded; +} + +GLuint CGLSL::GetShaderID() { + return m_ShaderID; +} + +CGLSL::CGLSL(){ + m_IsLoaded = false; +} \ No newline at end of file diff --git a/src/engine/client/opengl_sl.h b/src/engine/client/opengl_sl.h new file mode 100644 index 000000000..3bc5039e5 --- /dev/null +++ b/src/engine/client/opengl_sl.h @@ -0,0 +1,18 @@ +#pragma once + +#include "GL/glew.h" + +class CGLSL { +public: + bool LoadShader(const char* pFile, int Type); + void DeleteShader(); + + bool IsLoaded(); + GLuint GetShaderID(); + + CGLSL(); +private: + GLuint m_ShaderID; + int m_Type; + bool m_IsLoaded; +}; \ No newline at end of file diff --git a/src/engine/client/opengl_sl_program.cpp b/src/engine/client/opengl_sl_program.cpp new file mode 100644 index 000000000..005c66256 --- /dev/null +++ b/src/engine/client/opengl_sl_program.cpp @@ -0,0 +1,82 @@ +#include "opengl_sl_program.h" +#include "opengl_sl.h" +#include + +void CGLSLProgram::CreateProgram() { + m_ProgramID = glCreateProgram(); +} + +void CGLSLProgram::DeleteProgram() { + if (!m_IsLinked) return; + m_IsLinked = false; + glDeleteProgram(m_ProgramID); +} + +bool CGLSLProgram::AddShader(CGLSL* pShader) { + if (pShader->IsLoaded()) { + glAttachShader(m_ProgramID, pShader->GetShaderID()); + return true; + } + return false; +} + +void CGLSLProgram::DetachShader(CGLSL* pShader) { + if (pShader->IsLoaded()) { + glDetachShader(m_ProgramID, pShader->GetShaderID()); + } +} + +void CGLSLProgram::LinkProgram() { + glLinkProgram(m_ProgramID); + int LinkStatus; + glGetProgramiv(m_ProgramID, GL_LINK_STATUS, &LinkStatus); + m_IsLinked = LinkStatus == GL_TRUE; + if (!m_IsLinked) { + char sInfoLog[1024]; + char sFinalMessage[1536]; + int iLogLength; + glGetProgramInfoLog(m_ProgramID, 1024, &iLogLength, sInfoLog); + str_format(sFinalMessage, 1536, "Error! Shader program wasn't linked! The linker returned:\n\n%s", sInfoLog); + dbg_msg("GLSL Program", sFinalMessage); + } +} + +void CGLSLProgram::SetUniformVec4(int Loc, int Count, const float* Value) { + glUniform4fv(Loc, Count, Value); +} + +void CGLSLProgram::SetUniform(int Loc, const int Value) { + glUniform1i(Loc, Value); +} + +void CGLSLProgram::SetUniform(int Loc, const unsigned int Value) { + glUniform1ui(Loc, Value); +} + +void CGLSLProgram::SetUniform(int Loc, const float Value) { + glUniform1f(Loc, Value); +} + +void CGLSLProgram::SetUniform(int Loc, const bool Value) { + glUniform1i(Loc, (int)Value); +} + +int CGLSLProgram::GetUniformLoc(const char* Name) { + return glGetUniformLocation(m_ProgramID, Name); +} + +void CGLSLProgram::UseProgram() { + if(m_IsLinked) glUseProgram(m_ProgramID); +} + +GLuint CGLSLProgram::GetProgramID() { + return m_ProgramID; +} + +CGLSLProgram::CGLSLProgram() { + m_IsLinked = false; +} + +CGLSLProgram::~CGLSLProgram() { + DeleteProgram(); +} \ No newline at end of file diff --git a/src/engine/client/opengl_sl_program.h b/src/engine/client/opengl_sl_program.h new file mode 100644 index 000000000..f67866340 --- /dev/null +++ b/src/engine/client/opengl_sl_program.h @@ -0,0 +1,44 @@ +#pragma once + +#include "GL/glew.h" + +class CGLSL; + +class CGLSLProgram { +public: + void CreateProgram(); + void DeleteProgram(); + + bool AddShader(CGLSL* pShader); + + void LinkProgram(); + void UseProgram(); + GLuint GetProgramID(); + + void DetachShader(CGLSL* pShader); + + //Support various types + void SetUniformVec4(int Loc, int Count, const float* Value); + void SetUniform(int Loc, const int Value); + void SetUniform(int Loc, const unsigned int Value); + void SetUniform(int Loc, const bool Value); + void SetUniform(int Loc, const float Value); + + //for performance reason we do not use SetUniform with using strings... save the Locations of the variables instead + int GetUniformLoc(const char* Name); + + CGLSLProgram(); + ~CGLSLProgram(); + +protected: + GLuint m_ProgramID; + bool m_IsLinked; +}; + +class CGLSLQuadProgram : public CGLSLProgram { +public: + int m_LocPos; + int m_LocIsTextured; + int m_LocTextureSampler; + +}; \ No newline at end of file