initial port to opengl3.3 (without any optimazations)

This commit is contained in:
Jupeyy 2017-09-02 15:24:07 +02:00
parent e64e59a839
commit 1053bc735d
11 changed files with 858 additions and 15 deletions

View file

@ -18,6 +18,7 @@ Import("other/freetype.lua")
Import("other/curl.lua") Import("other/curl.lua")
Import("other/opusfile.lua") Import("other/opusfile.lua")
Import("other/mysql.lua") Import("other/mysql.lua")
Import("other/glew.lua")
--- Setup Config ------- --- Setup Config -------
config = NewConfig() config = NewConfig()
@ -31,6 +32,7 @@ config:Add(FreeType.OptFind("freetype", true))
config:Add(Curl.OptFind("curl", true)) config:Add(Curl.OptFind("curl", true))
config:Add(Opusfile.OptFind("opusfile", true)) config:Add(Opusfile.OptFind("opusfile", true))
config:Add(Mysql.OptFind("mysql", false)) config:Add(Mysql.OptFind("mysql", false))
config:Add(Glew.OptFind("glew", true))
config:Add(OptString("websockets", false)) config:Add(OptString("websockets", false))
config:Finalize("config.lua") config:Finalize("config.lua")
@ -144,6 +146,7 @@ if family == "windows" then
if platform == "win32" then if platform == "win32" then
table.insert(client_depends, CopyToDirectory(".", "ddnet-libs/freetype/windows/lib32/libfreetype.dll")) 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/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/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/libwinpthread-1.dll"))
table.insert(client_depends, CopyToDirectory(".", "ddnet-libs/opus/windows/lib32/libgcc_s_sjlj-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 else
table.insert(client_depends, CopyToDirectory(".", "ddnet-libs/freetype/windows/lib64/libfreetype.dll")) 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/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/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/libwinpthread-1.dll"))
table.insert(client_depends, CopyToDirectory(".", "ddnet-libs/opus/windows/lib64/libogg.dll")) table.insert(client_depends, CopyToDirectory(".", "ddnet-libs/opus/windows/lib64/libogg.dll"))
@ -333,6 +337,7 @@ function build(settings)
end end
config.sdl:Apply(client_settings) config.sdl:Apply(client_settings)
config.glew:Apply(client_settings)
config.freetype:Apply(client_settings) config.freetype:Apply(client_settings)
config.curl:Apply(client_settings) config.curl:Apply(client_settings)
config.opusfile:Apply(client_settings) config.opusfile:Apply(client_settings)

71
other/glew.lua Normal file
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@ -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
}

16
shader/quad.frag Normal file
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@ -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;
}

17
shader/quad.vert Normal file
View file

@ -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;
}

View file

@ -6,6 +6,7 @@
#define WINVER 0x0501 #define WINVER 0x0501
#endif #endif
#include "GL/glew.h"
#include <base/detect.h> #include <base/detect.h>
#include <base/math.h> #include <base/math.h>
#include <stdlib.h> #include <stdlib.h>
@ -38,6 +39,9 @@
#include "graphics_threaded.h" #include "graphics_threaded.h"
#include "backend_sdl.h" #include "backend_sdl.h"
#include "opengl_sl_program.h"
#include "opengl_sl.h"
// ------------ CGraphicsBackend_Threaded // ------------ CGraphicsBackend_Threaded
void CGraphicsBackend_Threaded::ThreadFunc(void *pUser) void CGraphicsBackend_Threaded::ThreadFunc(void *pUser)
@ -419,6 +423,406 @@ bool CCommandProcessorFragment_OpenGL::RunCommand(const CCommandBuffer::SCommand
return true; 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<const unsigned char *>(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<const unsigned char *>(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<const SCommand_Init *>(pBaseCommand)); break;
case CMD_SHUTDOWN: Cmd_Shutdown(static_cast<const SCommand_Shutdown *>(pBaseCommand)); break;
case CCommandBuffer::CMD_TEXTURE_CREATE: Cmd_Texture_Create(static_cast<const CCommandBuffer::SCommand_Texture_Create *>(pBaseCommand)); break;
case CCommandBuffer::CMD_TEXTURE_DESTROY: Cmd_Texture_Destroy(static_cast<const CCommandBuffer::SCommand_Texture_Destroy *>(pBaseCommand)); break;
case CCommandBuffer::CMD_TEXTURE_UPDATE: Cmd_Texture_Update(static_cast<const CCommandBuffer::SCommand_Texture_Update *>(pBaseCommand)); break;
case CCommandBuffer::CMD_CLEAR: Cmd_Clear(static_cast<const CCommandBuffer::SCommand_Clear *>(pBaseCommand)); break;
case CCommandBuffer::CMD_RENDER: Cmd_Render(static_cast<const CCommandBuffer::SCommand_Render *>(pBaseCommand)); break;
case CCommandBuffer::CMD_SCREENSHOT: Cmd_Screenshot(static_cast<const CCommandBuffer::SCommand_Screenshot *>(pBaseCommand)); break;
default: return false;
}
return true;
}
// ------------ CCommandProcessorFragment_SDL // ------------ CCommandProcessorFragment_SDL
@ -531,9 +935,14 @@ void CCommandProcessor_SDL_OpenGL::RunBuffer(CCommandBuffer *pBuffer)
if(pBaseCommand == 0x0) if(pBaseCommand == 0x0)
break; break;
if(m_OpenGL.RunCommand(pBaseCommand)) if(m_UseOpenGL3_3) {
continue; if(m_OpenGL3_3.RunCommand(pBaseCommand))
continue;
}
else {
if(m_OpenGL.RunCommand(pBaseCommand))
continue;
}
if(m_SDL.RunCommand(pBaseCommand)) if(m_SDL.RunCommand(pBaseCommand))
continue; continue;
@ -562,6 +971,20 @@ int CGraphicsBackend_SDL_OpenGL::Init(const char *pName, int *Screen, int *pWidt
#endif #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 // set screen
SDL_Rect ScreenPos; SDL_Rect ScreenPos;
m_NumScreens = SDL_GetNumVideoDisplays(); m_NumScreens = SDL_GetNumVideoDisplays();
@ -680,25 +1103,46 @@ int CGraphicsBackend_SDL_OpenGL::Init(const char *pName, int *Screen, int *pWidt
return -1; 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_GetDrawableSize(m_pWindow, pWidth, pHeight);
SDL_GL_SetSwapInterval(Flags&IGraphicsBackend::INITFLAG_VSYNC ? 1 : 0); SDL_GL_SetSwapInterval(Flags&IGraphicsBackend::INITFLAG_VSYNC ? 1 : 0);
SDL_GL_MakeCurrent(NULL, NULL); SDL_GL_MakeCurrent(NULL, NULL);
// start the command processor // start the command processor
m_pProcessor = new CCommandProcessor_SDL_OpenGL; m_pProcessor = new CCommandProcessor_SDL_OpenGL;
((CCommandProcessor_SDL_OpenGL*)m_pProcessor)->UseOpenGL3_3(m_UseOpenGL3_3);
StartProcessor(m_pProcessor); StartProcessor(m_pProcessor);
// issue init commands for OpenGL and SDL // issue init commands for OpenGL and SDL
CCommandBuffer CmdBuffer(1024, 512); CCommandBuffer CmdBuffer(1024, 512);
CCommandProcessorFragment_OpenGL::SCommand_Init CmdOpenGL; if(m_UseOpenGL3_3) {
CmdOpenGL.m_pTextureMemoryUsage = &m_TextureMemoryUsage; //run sdl first to have the context in the thread
CmdBuffer.AddCommand(CmdOpenGL); CCommandProcessorFragment_SDL::SCommand_Init CmdSDL;
CCommandProcessorFragment_SDL::SCommand_Init CmdSDL; CmdSDL.m_pWindow = m_pWindow;
CmdSDL.m_pWindow = m_pWindow; CmdSDL.m_GLContext = m_GLContext;
CmdSDL.m_GLContext = m_GLContext; CmdBuffer.AddCommand(CmdSDL);
CmdBuffer.AddCommand(CmdSDL); RunBuffer(&CmdBuffer);
RunBuffer(&CmdBuffer); WaitForIdle();
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); SDL_ShowWindow(m_pWindow);
SetWindowScreen(g_Config.m_GfxScreen); SetWindowScreen(g_Config.m_GfxScreen);
@ -711,6 +1155,10 @@ int CGraphicsBackend_SDL_OpenGL::Shutdown()
{ {
// issue a shutdown command // issue a shutdown command
CCommandBuffer CmdBuffer(1024, 512); CCommandBuffer CmdBuffer(1024, 512);
if(m_UseOpenGL3_3){
CCommandProcessorFragment_OpenGL3_3::SCommand_Shutdown Cmd;
CmdBuffer.AddCommand(Cmd);
}
CCommandProcessorFragment_SDL::SCommand_Shutdown Cmd; CCommandProcessorFragment_SDL::SCommand_Shutdown Cmd;
CmdBuffer.AddCommand(Cmd); CmdBuffer.AddCommand(Cmd);
RunBuffer(&CmdBuffer); RunBuffer(&CmdBuffer);

View file

@ -117,6 +117,66 @@ public:
bool RunCommand(const CCommandBuffer::SCommand * pBaseCommand); 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 // takes care of sdl related commands
class CCommandProcessorFragment_SDL class CCommandProcessorFragment_SDL
{ {
@ -159,9 +219,13 @@ public:
class CCommandProcessor_SDL_OpenGL : public CGraphicsBackend_Threaded::ICommandProcessor class CCommandProcessor_SDL_OpenGL : public CGraphicsBackend_Threaded::ICommandProcessor
{ {
CCommandProcessorFragment_OpenGL m_OpenGL; CCommandProcessorFragment_OpenGL m_OpenGL;
CCommandProcessorFragment_OpenGL3_3 m_OpenGL3_3;
CCommandProcessorFragment_SDL m_SDL; CCommandProcessorFragment_SDL m_SDL;
CCommandProcessorFragment_General m_General; CCommandProcessorFragment_General m_General;
bool m_UseOpenGL3_3;
public: public:
void UseOpenGL3_3(bool Use) { m_UseOpenGL3_3 = Use; }
virtual void RunBuffer(CCommandBuffer *pBuffer); virtual void RunBuffer(CCommandBuffer *pBuffer);
}; };
@ -173,6 +237,8 @@ class CGraphicsBackend_SDL_OpenGL : public CGraphicsBackend_Threaded
ICommandProcessor *m_pProcessor; ICommandProcessor *m_pProcessor;
volatile int m_TextureMemoryUsage; volatile int m_TextureMemoryUsage;
int m_NumScreens; int m_NumScreens;
bool m_UseOpenGL3_3;
public: public:
virtual int Init(const char *pName, int *Screen, int *pWidth, int *pHeight, int FsaaSamples, int Flags, int *pDesktopWidth, int *pDesktopHeight); virtual int Init(const char *pName, int *Screen, int *pWidth, int *pHeight, int FsaaSamples, int Flags, int *pDesktopWidth, int *pDesktopHeight);
virtual int Shutdown(); virtual int Shutdown();

View file

@ -59,6 +59,7 @@ public:
CMDGROUP_CORE = 0, // commands that everyone has to implement CMDGROUP_CORE = 0, // commands that everyone has to implement
CMDGROUP_PLATFORM_OPENGL = 10000, // commands specific to a platform CMDGROUP_PLATFORM_OPENGL = 10000, // commands specific to a platform
CMDGROUP_PLATFORM_SDL = 20000, CMDGROUP_PLATFORM_SDL = 20000,
CMDGROUP_PLATFORM_OPENGL3_3 = 30000,
// //
CMD_NOP = CMDGROUP_CORE, CMD_NOP = CMDGROUP_CORE,

View file

@ -0,0 +1,75 @@
#include "opengl_sl.h"
#include <base/system.h>
#include <vector>
#include <stdio.h>
#include <string>
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<std::string> 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;
}

View file

@ -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;
};

View file

@ -0,0 +1,82 @@
#include "opengl_sl_program.h"
#include "opengl_sl.h"
#include <base/system.h>
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();
}

View file

@ -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;
};