Add OpenGL 4.x support & cleanup

This commit is contained in:
Jupeyy 2020-08-19 07:05:51 +02:00
parent c2ce132ba3
commit 7450e354de
39 changed files with 580 additions and 699 deletions

View file

@ -1107,20 +1107,10 @@ set(EXPECTED_DATA
maps7/Gold\ Mine.map
maps7/readme.txt
particles.png
shader/bordertile.frag
shader/bordertile.vert
shader/bordertileline.frag
shader/bordertileline.vert
shader/bordertilelinetex.frag
shader/bordertilelinetex.vert
shader/bordertiletex.frag
shader/bordertiletex.vert
shader/prim.frag
shader/prim.vert
shader/quad.frag
shader/quad.vert
shader/quadtex.frag
shader/quadtex.vert
shader/sprite.frag
shader/sprite.vert
shader/spritemulti.frag
@ -1129,8 +1119,6 @@ set(EXPECTED_DATA
shader/text.vert
shader/tile.frag
shader/tile.vert
shader/tiletex.frag
shader/tiletex.vert
"skins/Ablush NeoN.png"
skins/Aoe4leg.png
"skins/Apish Coke.png"

View file

@ -1,10 +0,0 @@
#version 330
uniform vec4 vertColor;
out vec4 FragClr;
void main()
{
FragClr = vertColor;
}

View file

@ -1,20 +0,0 @@
#version 330
layout (location = 0) in vec2 inVertex;
uniform mat4x2 Pos;
uniform vec2 Offset;
uniform vec2 Dir;
uniform int JumpIndex;
void main()
{
vec4 VertPos = vec4(inVertex, 0.0, 1.0);
int XCount = gl_InstanceID - (int(gl_InstanceID/JumpIndex) * JumpIndex);
int YCount = (int(gl_InstanceID/JumpIndex));
VertPos.x += Offset.x + Dir.x * XCount;
VertPos.y += Offset.y + Dir.y * YCount;
gl_Position = vec4(Pos * VertPos, 0.0, 1.0);
}

View file

@ -1,9 +0,0 @@
#version 330
uniform vec4 vertColor;
out vec4 FragClr;
void main()
{
FragClr = vertColor;
}

View file

@ -1,17 +0,0 @@
#version 330
layout (location = 0) in vec2 inVertex;
uniform mat4x2 Pos;
uniform vec2 Dir;
uniform vec2 Offset;
void main()
{
vec4 VertPos = vec4(inVertex.x + Offset.x, inVertex.y + Offset.y, 0.0, 1.0);
VertPos.x += Dir.x * gl_InstanceID;
VertPos.y += Dir.y * gl_InstanceID;
gl_Position = vec4(Pos * VertPos, 0.0, 1.0);
}

View file

@ -1,15 +0,0 @@
#version 330
uniform sampler2D textureSampler;
uniform vec4 vertColor;
uniform float LOD;
noperspective in vec2 texCoord;
out vec4 FragClr;
void main()
{
vec4 tex = textureLod(textureSampler, texCoord, LOD);
FragClr = tex * vertColor;
}

View file

@ -1,27 +0,0 @@
#version 330
layout (location = 0) in vec2 inVertex;
layout (location = 1) in vec2 inVertexTexCoord;
layout (location = 2) in ivec2 inVertexTexRightOrBottom;
uniform mat4x2 Pos;
uniform float TexelOffset;
uniform vec2 Dir;
uniform vec2 Offset;
noperspective out vec2 texCoord;
void main()
{
vec4 VertPos = vec4(inVertex.x + Offset.x, inVertex.y + Offset.y, 0.0, 1.0);
VertPos.x += Dir.x * gl_InstanceID;
VertPos.y += Dir.y * gl_InstanceID;
gl_Position = vec4(Pos * VertPos, 0.0, 1.0);
float tx = (inVertexTexCoord.x/(16.0));
float ty = (inVertexTexCoord.y/(16.0));
texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? TexelOffset : -TexelOffset), ty + (inVertexTexRightOrBottom.y == 0 ? TexelOffset : -TexelOffset));
}

View file

@ -1,15 +0,0 @@
#version 330
uniform sampler2D textureSampler;
uniform vec4 vertColor;
uniform float LOD;
noperspective in vec2 texCoord;
out vec4 FragClr;
void main()
{
vec4 tex = textureLod(textureSampler, texCoord, LOD);
FragClr = tex * vertColor;
}

View file

@ -1,30 +0,0 @@
#version 330
layout (location = 0) in vec2 inVertex;
layout (location = 1) in vec2 inVertexTexCoord;
layout (location = 2) in ivec2 inVertexTexRightOrBottom;
uniform mat4x2 Pos;
uniform float TexelOffset;
uniform vec2 Offset;
uniform vec2 Dir;
uniform int JumpIndex;
noperspective out vec2 texCoord;
void main()
{
vec4 VertPos = vec4(inVertex, 0.0, 1.0);
int XCount = gl_InstanceID - (int(gl_InstanceID/JumpIndex) * JumpIndex);
int YCount = (int(gl_InstanceID/JumpIndex));
VertPos.x += Offset.x + Dir.x * XCount;
VertPos.y += Offset.y + Dir.y * YCount;
gl_Position = vec4(Pos * VertPos, 0.0, 1.0);
float tx = (inVertexTexCoord.x/(16.0));
float ty = (inVertexTexCoord.y/(16.0));
texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? TexelOffset : -TexelOffset), ty + (inVertexTexRightOrBottom.y == 0 ? TexelOffset : -TexelOffset));
}

View file

@ -1,5 +1,3 @@
#version 330
uniform int isTextured;
uniform sampler2D textureSampler;

View file

@ -1,5 +1,3 @@
#version 330
layout (location = 0) in vec2 inVertex;
layout (location = 1) in vec2 inVertexTexCoord;
layout (location = 2) in vec4 inVertexColor;

View file

@ -1,11 +1,22 @@
#version 330
#ifdef TW_QUAD_TEXTURED
uniform sampler2D gTextureSampler;
#endif
uniform vec4 vertColor;
uniform vec4 gVertColors[TW_MAX_QUADS];
noperspective in vec4 quadColor;
noperspective in vec4 QuadColor;
flat in int QuadIndex;
#ifdef TW_QUAD_TEXTURED
noperspective in vec2 TexCoord;
#endif
out vec4 FragClr;
void main()
{
FragClr = quadColor * vertColor;
#ifdef TW_QUAD_TEXTURED
vec4 TexColor = texture(gTextureSampler, TexCoord);
FragClr = TexColor * QuadColor * gVertColors[QuadIndex];
#else
FragClr = QuadColor * gVertColors[QuadIndex];
#endif
}

View file

@ -1,31 +1,42 @@
#version 330
layout (location = 0) in vec4 inVertex;
layout (location = 1) in vec4 inColor;
#ifdef TW_QUAD_TEXTURED
layout (location = 2) in vec2 inVertexTexCoord;
#endif
uniform mat4x2 Pos;
uniform mat4x2 gPos;
uniform vec2 Offset;
uniform float Rotation;
uniform vec2 gOffsets[TW_MAX_QUADS];
uniform float gRotations[TW_MAX_QUADS];
noperspective out vec4 quadColor;
noperspective out vec4 QuadColor;
flat out int QuadIndex;
#ifdef TW_QUAD_TEXTURED
noperspective out vec2 TexCoord;
#endif
void main()
{
vec2 FinalPos = vec2(inVertex.xy);
int TmpQuadIndex = int(gl_VertexID / 4);
if(Rotation != 0.0)
if(gRotations[TmpQuadIndex] != 0.0)
{
float X = FinalPos.x - inVertex.z;
float Y = FinalPos.y - inVertex.w;
FinalPos.x = X * cos(Rotation) - Y * sin(Rotation) + inVertex.z;
FinalPos.y = X * sin(Rotation) + Y * cos(Rotation) + inVertex.w;
FinalPos.x = X * cos(gRotations[TmpQuadIndex]) - Y * sin(gRotations[TmpQuadIndex]) + inVertex.z;
FinalPos.y = X * sin(gRotations[TmpQuadIndex]) + Y * cos(gRotations[TmpQuadIndex]) + inVertex.w;
}
FinalPos.x = FinalPos.x / 1024.0 + Offset.x;
FinalPos.y = FinalPos.y / 1024.0 + Offset.y;
FinalPos.x = FinalPos.x / 1024.0 + gOffsets[TmpQuadIndex].x;
FinalPos.y = FinalPos.y / 1024.0 + gOffsets[TmpQuadIndex].y;
gl_Position = vec4(Pos * vec4(FinalPos, 0.0, 1.0), 0.0, 1.0);
quadColor = inColor;
gl_Position = vec4(gPos * vec4(FinalPos, 0.0, 1.0), 0.0, 1.0);
QuadColor = inColor;
QuadIndex = TmpQuadIndex;
#ifdef TW_QUAD_TEXTURED
TexCoord = inVertexTexCoord;
#endif
}

View file

@ -1,15 +0,0 @@
#version 330
uniform sampler2D textureSampler;
uniform vec4 vertColor;
noperspective in vec2 texCoord;
noperspective in vec4 quadColor;
out vec4 FragClr;
void main()
{
vec4 tex = texture(textureSampler, texCoord);
FragClr = tex * quadColor * vertColor;
}

View file

@ -1,34 +0,0 @@
#version 330
layout (location = 0) in vec4 inVertex;
layout (location = 1) in vec2 inVertexTexCoord;
layout (location = 2) in vec4 inColor;
uniform mat4x2 Pos;
uniform vec2 Offset;
uniform float Rotation;
noperspective out vec2 texCoord;
noperspective out vec4 quadColor;
void main()
{
vec2 FinalPos = vec2(inVertex.xy);
if(Rotation != 0.0)
{
float X = FinalPos.x - inVertex.z;
float Y = FinalPos.y - inVertex.w;
FinalPos.x = X * cos(Rotation) - Y * sin(Rotation) + inVertex.z;
FinalPos.y = X * sin(Rotation) + Y * cos(Rotation) + inVertex.w;
}
FinalPos.x = FinalPos.x / 1024.0 + Offset.x;
FinalPos.y = FinalPos.y / 1024.0 + Offset.y;
gl_Position = vec4(Pos * vec4(FinalPos, 0.0, 1.0), 0.0, 1.0);
texCoord = inVertexTexCoord;
quadColor = inColor;
}

View file

@ -1,5 +1,3 @@
#version 330
uniform sampler2D textureSampler;
uniform vec4 VerticesColor;

View file

@ -1,5 +1,3 @@
#version 330
layout (location = 0) in vec2 inVertex;
layout (location = 1) in vec2 inVertexTexCoord;
layout (location = 2) in vec4 inVertexColor;

View file

@ -1,5 +1,3 @@
#version 330
uniform sampler2D textureSampler;
uniform vec4 VerticesColor;

View file

@ -1,5 +1,3 @@
#version 330
layout (location = 0) in vec2 inVertex;
layout (location = 1) in vec2 inVertexTexCoord;
layout (location = 2) in vec4 inVertexColor;

View file

@ -1,5 +1,3 @@
#version 330
uniform sampler2D textSampler;
uniform sampler2D textOutlineSampler;

View file

@ -1,5 +1,3 @@
#version 330
layout (location = 0) in vec2 inVertex;
layout (location = 1) in vec2 inVertexTexCoord;
layout (location = 2) in vec4 inVertexColor;

View file

@ -1,10 +1,24 @@
#version 330
#ifdef TW_TILE_TEXTURED
#ifdef TW_TILE_3D_TEXTURED
uniform sampler3D gTextureSampler;
#else
uniform sampler2DArray gTextureSampler;
#endif
#endif
uniform vec4 vertColor;
uniform vec4 gVertColor;
#ifdef TW_TILE_TEXTURED
noperspective in vec3 TexCoord;
#endif
out vec4 FragClr;
void main()
{
FragClr = vertColor;
#ifdef TW_TILE_TEXTURED
vec4 TexColor = texture(gTextureSampler, TexCoord);
FragClr = TexColor * gVertColor;
#else
FragClr = gVertColor;
#endif
}

View file

@ -1,10 +1,44 @@
#version 330
layout (location = 0) in vec2 inVertex;
#ifdef TW_TILE_TEXTURED
layout (location = 1) in vec3 inVertexTexCoord;
#endif
uniform mat4x2 Pos;
uniform mat4x2 gPos;
#if defined(TW_TILE_BORDER) || defined(TW_TILE_BORDER_LINE)
uniform vec2 gDir;
uniform vec2 gOffset;
#endif
#if defined(TW_TILE_BORDER)
uniform int gJumpIndex;
#endif
#ifdef TW_TILE_TEXTURED
noperspective out vec3 TexCoord;
#endif
void main()
{
gl_Position = vec4(Pos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
#if defined(TW_TILE_BORDER)
vec4 VertPos = vec4(inVertex, 0.0, 1.0);
int XCount = gl_InstanceID - (int(gl_InstanceID/gJumpIndex) * gJumpIndex);
int YCount = (int(gl_InstanceID/gJumpIndex));
VertPos.x += gOffset.x + gDir.x * XCount;
VertPos.y += gOffset.y + gDir.y * YCount;
gl_Position = vec4(gPos * VertPos, 0.0, 1.0);
#elif defined(TW_TILE_BORDER_LINE)
vec4 VertPos = vec4(inVertex.x + gOffset.x, inVertex.y + gOffset.y, 0.0, 1.0);
VertPos.x += gDir.x * gl_InstanceID;
VertPos.y += gDir.y * gl_InstanceID;
gl_Position = vec4(gPos * VertPos, 0.0, 1.0);
#else
gl_Position = vec4(gPos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
#endif
#ifdef TW_TILE_TEXTURED
TexCoord = inVertexTexCoord;
#endif
}

View file

@ -1,15 +0,0 @@
#version 330
uniform sampler2D textureSampler;
uniform vec4 vertColor;
uniform float LOD;
noperspective in vec2 texCoord;
out vec4 FragClr;
void main()
{
vec4 tex = textureLod(textureSampler, texCoord, LOD);
FragClr = tex * vertColor;
}

View file

@ -1,20 +0,0 @@
#version 330
layout (location = 0) in vec2 inVertex;
layout (location = 1) in vec2 inVertexTexCoord;
layout (location = 2) in ivec2 inVertexTexRightOrBottom;
uniform mat4x2 Pos;
uniform float TexelOffset;
noperspective out vec2 texCoord;
void main()
{
gl_Position = vec4(Pos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
float tx = (inVertexTexCoord.x/(16.0));
float ty = (inVertexTexCoord.y/(16.0));
texCoord = vec2(tx + (inVertexTexRightOrBottom.x == 0 ? TexelOffset : -TexelOffset), ty + (inVertexTexRightOrBottom.y == 0 ? TexelOffset : -TexelOffset));
}

View file

@ -130,6 +130,32 @@ void CGraphicsBackend_Threaded::WaitForIdle()
m_BufferDone.wait();
}
static bool Texture2DTo3D(void* pImageBuffer, int ImageWidth, int ImageHeight, int ImageColorChannelCount, int SplitCountWidth, int SplitCountHeight, void* pTarget3DImageData, int& Target3DImageWidth, int& Target3DImageHeight)
{
Target3DImageWidth = ImageWidth / SplitCountWidth;
Target3DImageHeight = ImageHeight / SplitCountHeight;
size_t FullImageWidth = (size_t)(ImageWidth * ImageColorChannelCount);
for(int Y = 0; Y < SplitCountHeight; ++Y)
{
for(int X = 0; X < SplitCountWidth; ++X)
{
for(int Y3D = 0; Y3D < Target3DImageHeight; ++Y3D)
{
int DepthIndex = X + Y * SplitCountWidth;
size_t TargetImageFullWidth = (size_t)(Target3DImageWidth * ImageColorChannelCount);
size_t TargetImageFullSize = (size_t)(TargetImageFullWidth * (size_t)Target3DImageHeight);
ptrdiff_t ImageOffset = (ptrdiff_t)(((size_t)Y * FullImageWidth * (size_t)Target3DImageHeight) + ((size_t)Y3D * FullImageWidth) + ((size_t)X * TargetImageFullWidth));
ptrdiff_t TargetImageOffset = (ptrdiff_t)(TargetImageFullSize * (size_t)DepthIndex + ((size_t)Y3D * TargetImageFullWidth));
mem_copy(((uint8_t*)pTarget3DImageData) + TargetImageOffset, ((uint8_t*)pImageBuffer) + (ptrdiff_t)(ImageOffset), TargetImageFullWidth);
}
}
}
return true;
}
// ------------ CCommandProcessorFragment_General
@ -485,6 +511,14 @@ int CCommandProcessorFragment_OpenGL3_3::TexFormatToOpenGLFormat(int TexFormat)
return GL_RGBA;
}
int CCommandProcessorFragment_OpenGL3_3::TexFormatToImageColorChannelCount(int TexFormat)
{
if(TexFormat == CCommandBuffer::TEXFORMAT_RGB) return 3;
if(TexFormat == CCommandBuffer::TEXFORMAT_ALPHA) return 1;
if(TexFormat == CCommandBuffer::TEXFORMAT_RGBA) return 4;
return 4;
}
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;
@ -520,7 +554,7 @@ void *CCommandProcessorFragment_OpenGL3_3::Rescale(int Width, int Height, int Ne
return pTmpData;
}
void CCommandProcessorFragment_OpenGL3_3::SetState(const CCommandBuffer::SState &State, CGLSLTWProgram *pProgram)
void CCommandProcessorFragment_OpenGL3_3::SetState(const CCommandBuffer::SState &State, CGLSLTWProgram *pProgram, bool Use2DArrayTextures)
{
if(State.m_BlendMode != m_LastBlendMode && State.m_BlendMode != CCommandBuffer::BLEND_NONE)
{
@ -567,17 +601,33 @@ void CCommandProcessorFragment_OpenGL3_3::SetState(const CCommandBuffer::SState
if(m_UseMultipleTextureUnits)
{
if(!IsAndUpdateTextureSlotBound(Slot, State.m_Texture))
if(!IsAndUpdateTextureSlotBound(Slot, State.m_Texture, Use2DArrayTextures))
{
glActiveTexture(GL_TEXTURE0 + Slot);
glBindTexture(GL_TEXTURE_2D, m_aTextures[State.m_Texture].m_Tex);
glBindSampler(Slot, m_aTextures[State.m_Texture].m_Sampler);
if(!Use2DArrayTextures)
{
glBindTexture(GL_TEXTURE_2D, m_aTextures[State.m_Texture].m_Tex);
glBindSampler(Slot, m_aTextures[State.m_Texture].m_Sampler);
}
else
{
glBindTexture(GL_TEXTURE_2D_ARRAY, m_aTextures[State.m_Texture].m_Tex2DArray);
glBindSampler(Slot, m_aTextures[State.m_Texture].m_Sampler2DArray);
}
}
} else
{
Slot = 0;
glBindTexture(GL_TEXTURE_2D, m_aTextures[State.m_Texture].m_Tex);
glBindSampler(Slot, m_aTextures[State.m_Texture].m_Sampler);
if(!Use2DArrayTextures)
{
glBindTexture(GL_TEXTURE_2D, m_aTextures[State.m_Texture].m_Tex);
glBindSampler(Slot, m_aTextures[State.m_Texture].m_Sampler);
}
else
{
glBindTexture(GL_TEXTURE_2D_ARRAY, m_aTextures[State.m_Texture].m_Tex2DArray);
glBindSampler(Slot, m_aTextures[State.m_Texture].m_Sampler2DArray);
}
}
if(pProgram->m_LocIsTextured != -1)
{
@ -594,7 +644,7 @@ void CCommandProcessorFragment_OpenGL3_3::SetState(const CCommandBuffer::SState
pProgram->m_LastTextureSampler = Slot;
}
if(m_aTextures[State.m_Texture].m_LastWrapMode != State.m_WrapMode)
if(m_aTextures[State.m_Texture].m_LastWrapMode != State.m_WrapMode && !Use2DArrayTextures)
{
switch (State.m_WrapMode)
{
@ -667,10 +717,10 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
m_pPrimitiveProgram = new CGLSLPrimitiveProgram;
m_pTileProgram = new CGLSLTileProgram;
m_pTileProgramTextured = new CGLSLTileProgram;
m_pBorderTileProgram = new CGLSLBorderTileProgram;
m_pBorderTileProgramTextured = new CGLSLBorderTileProgram;
m_pBorderTileLineProgram = new CGLSLBorderTileLineProgram;
m_pBorderTileLineProgramTextured = new CGLSLBorderTileLineProgram;
m_pBorderTileProgram = new CGLSLTileProgram;
m_pBorderTileProgramTextured = new CGLSLTileProgram;
m_pBorderTileLineProgram = new CGLSLTileProgram;
m_pBorderTileLineProgramTextured = new CGLSLTileProgram;
m_pQuadProgram = new CGLSLQuadProgram;
m_pQuadProgramTextured = new CGLSLQuadProgram;
m_pTextProgram = new CGLSLTextProgram;
@ -678,11 +728,17 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
m_pSpriteProgramMultiple = new CGLSLSpriteMultipleProgram;
m_LastProgramID = 0;
CGLSLCompiler ShaderCompiler(g_Config.m_GfxOpenGLMajor, g_Config.m_GfxOpenGLMinor, g_Config.m_GfxOpenGLPatch);
GLint CapVal;
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &CapVal);;
m_MaxQuadsAtOnce = minimum<int>(((CapVal - 20) / (3 * 4)), m_MaxQuadsPossible);
{
CGLSL PrimitiveVertexShader;
CGLSL PrimitiveFragmentShader;
PrimitiveVertexShader.LoadShader(pCommand->m_pStorage, "shader/prim.vert", GL_VERTEX_SHADER);
PrimitiveFragmentShader.LoadShader(pCommand->m_pStorage, "shader/prim.frag", GL_FRAGMENT_SHADER);
PrimitiveVertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/prim.vert", GL_VERTEX_SHADER);
PrimitiveFragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/prim.frag", GL_FRAGMENT_SHADER);
m_pPrimitiveProgram->CreateProgram();
m_pPrimitiveProgram->AddShader(&PrimitiveVertexShader);
@ -698,8 +754,8 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
{
CGLSL VertexShader;
CGLSL FragmentShader;
VertexShader.LoadShader(pCommand->m_pStorage, "shader/tile.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(pCommand->m_pStorage, "shader/tile.frag", GL_FRAGMENT_SHADER);
VertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.frag", GL_FRAGMENT_SHADER);
m_pTileProgram->CreateProgram();
m_pTileProgram->AddShader(&VertexShader);
@ -708,19 +764,16 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
UseProgram(m_pTileProgram);
m_pTileProgram->m_LocPos = m_pTileProgram->GetUniformLoc("Pos");
m_pTileProgram->m_LocIsTextured = -1;
m_pTileProgram->m_LocTextureSampler = -1;
m_pTileProgram->m_LocColor = m_pTileProgram->GetUniformLoc("vertColor");
m_pTileProgram->m_LocLOD = -1;
m_pTileProgram->m_LocTexelOffset = -1;
m_pTileProgram->m_LastLOD = -1;
m_pTileProgram->m_LocPos = m_pTileProgram->GetUniformLoc("gPos");
m_pTileProgram->m_LocColor = m_pTileProgram->GetUniformLoc("gVertColor");
}
{
CGLSL VertexShader;
CGLSL FragmentShader;
VertexShader.LoadShader(pCommand->m_pStorage, "shader/tiletex.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(pCommand->m_pStorage, "shader/tiletex.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.AddDefine("TW_TILE_TEXTURED", "");
VertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.ClearDefines();
m_pTileProgramTextured->CreateProgram();
m_pTileProgramTextured->AddShader(&VertexShader);
@ -729,19 +782,17 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
UseProgram(m_pTileProgramTextured);
m_pTileProgramTextured->m_LocPos = m_pTileProgramTextured->GetUniformLoc("Pos");
m_pTileProgramTextured->m_LocIsTextured = -1;
m_pTileProgramTextured->m_LocTextureSampler = m_pTileProgramTextured->GetUniformLoc("textureSampler");
m_pTileProgramTextured->m_LocColor = m_pTileProgramTextured->GetUniformLoc("vertColor");
m_pTileProgramTextured->m_LocLOD = m_pTileProgramTextured->GetUniformLoc("LOD");
m_pTileProgramTextured->m_LocTexelOffset = m_pTileProgramTextured->GetUniformLoc("TexelOffset");
m_pTileProgramTextured->m_LastLOD = -1;
m_pTileProgramTextured->m_LocPos = m_pTileProgramTextured->GetUniformLoc("gPos");
m_pTileProgramTextured->m_LocTextureSampler = m_pTileProgramTextured->GetUniformLoc("gTextureSampler");
m_pTileProgramTextured->m_LocColor = m_pTileProgramTextured->GetUniformLoc("gVertColor");
}
{
CGLSL VertexShader;
CGLSL FragmentShader;
VertexShader.LoadShader(pCommand->m_pStorage, "shader/bordertile.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(pCommand->m_pStorage, "shader/bordertile.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.AddDefine("TW_TILE_BORDER", "");
VertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.ClearDefines();
m_pBorderTileProgram->CreateProgram();
m_pBorderTileProgram->AddShader(&VertexShader);
@ -750,22 +801,20 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
UseProgram(m_pBorderTileProgram);
m_pBorderTileProgram->m_LocPos = m_pBorderTileProgram->GetUniformLoc("Pos");
m_pBorderTileProgram->m_LocIsTextured = -1;
m_pBorderTileProgram->m_LocTextureSampler = -1;
m_pBorderTileProgram->m_LocColor = m_pBorderTileProgram->GetUniformLoc("vertColor");
m_pBorderTileProgram->m_LocLOD = -1;
m_pBorderTileProgram->m_LocTexelOffset = -1;
m_pBorderTileProgram->m_LastLOD = -1;
m_pBorderTileProgram->m_LocOffset = m_pBorderTileProgram->GetUniformLoc("Offset");
m_pBorderTileProgram->m_LocDir = m_pBorderTileProgram->GetUniformLoc("Dir");
m_pBorderTileProgram->m_LocJumpIndex = m_pBorderTileProgram->GetUniformLoc("JumpIndex");
m_pBorderTileProgram->m_LocPos = m_pBorderTileProgram->GetUniformLoc("gPos");
m_pBorderTileProgram->m_LocColor = m_pBorderTileProgram->GetUniformLoc("gVertColor");
m_pBorderTileProgram->m_LocOffset = m_pBorderTileProgram->GetUniformLoc("gOffset");
m_pBorderTileProgram->m_LocDir = m_pBorderTileProgram->GetUniformLoc("gDir");
m_pBorderTileProgram->m_LocJumpIndex = m_pBorderTileProgram->GetUniformLoc("gJumpIndex");
}
{
CGLSL VertexShader;
CGLSL FragmentShader;
VertexShader.LoadShader(pCommand->m_pStorage, "shader/bordertiletex.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(pCommand->m_pStorage, "shader/bordertiletex.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.AddDefine("TW_TILE_BORDER", "");
ShaderCompiler.AddDefine("TW_TILE_TEXTURED", "");
VertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.ClearDefines();
m_pBorderTileProgramTextured->CreateProgram();
m_pBorderTileProgramTextured->AddShader(&VertexShader);
@ -774,22 +823,20 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
UseProgram(m_pBorderTileProgramTextured);
m_pBorderTileProgramTextured->m_LocPos = m_pBorderTileProgramTextured->GetUniformLoc("Pos");
m_pBorderTileProgramTextured->m_LocIsTextured = -1;
m_pBorderTileProgramTextured->m_LocTextureSampler = m_pBorderTileProgramTextured->GetUniformLoc("textureSampler");
m_pBorderTileProgramTextured->m_LocColor = m_pBorderTileProgramTextured->GetUniformLoc("vertColor");
m_pBorderTileProgramTextured->m_LocLOD = m_pBorderTileProgramTextured->GetUniformLoc("LOD");
m_pBorderTileProgramTextured->m_LocTexelOffset = m_pBorderTileProgramTextured->GetUniformLoc("TexelOffset");
m_pBorderTileProgramTextured->m_LastLOD = -1;
m_pBorderTileProgramTextured->m_LocOffset = m_pBorderTileProgramTextured->GetUniformLoc("Offset");
m_pBorderTileProgramTextured->m_LocDir = m_pBorderTileProgramTextured->GetUniformLoc("Dir");
m_pBorderTileProgramTextured->m_LocJumpIndex = m_pBorderTileProgramTextured->GetUniformLoc("JumpIndex");
m_pBorderTileProgramTextured->m_LocPos = m_pBorderTileProgramTextured->GetUniformLoc("gPos");
m_pBorderTileProgramTextured->m_LocTextureSampler = m_pBorderTileProgramTextured->GetUniformLoc("gTextureSampler");
m_pBorderTileProgramTextured->m_LocColor = m_pBorderTileProgramTextured->GetUniformLoc("gVertColor");
m_pBorderTileProgramTextured->m_LocOffset = m_pBorderTileProgramTextured->GetUniformLoc("gOffset");
m_pBorderTileProgramTextured->m_LocDir = m_pBorderTileProgramTextured->GetUniformLoc("gDir");
m_pBorderTileProgramTextured->m_LocJumpIndex = m_pBorderTileProgramTextured->GetUniformLoc("gJumpIndex");
}
{
CGLSL VertexShader;
CGLSL FragmentShader;
VertexShader.LoadShader(pCommand->m_pStorage, "shader/bordertileline.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(pCommand->m_pStorage, "shader/bordertileline.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.AddDefine("TW_TILE_BORDER_LINE", "");
VertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.ClearDefines();
m_pBorderTileLineProgram->CreateProgram();
m_pBorderTileLineProgram->AddShader(&VertexShader);
@ -798,21 +845,19 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
UseProgram(m_pBorderTileLineProgram);
m_pBorderTileLineProgram->m_LocPos = m_pBorderTileLineProgram->GetUniformLoc("Pos");
m_pBorderTileLineProgram->m_LocIsTextured = -1;
m_pBorderTileLineProgram->m_LocTextureSampler = -1;
m_pBorderTileLineProgram->m_LocColor = m_pBorderTileLineProgram->GetUniformLoc("vertColor");
m_pBorderTileLineProgram->m_LocLOD = -1;
m_pBorderTileLineProgram->m_LocTexelOffset = -1;
m_pBorderTileLineProgram->m_LastLOD = -1;
m_pBorderTileLineProgram->m_LocOffset = m_pBorderTileLineProgram->GetUniformLoc("Offset");
m_pBorderTileLineProgram->m_LocDir = m_pBorderTileLineProgram->GetUniformLoc("Dir");
m_pBorderTileLineProgram->m_LocPos = m_pBorderTileLineProgram->GetUniformLoc("gPos");
m_pBorderTileLineProgram->m_LocColor = m_pBorderTileLineProgram->GetUniformLoc("gVertColor");
m_pBorderTileLineProgram->m_LocOffset = m_pBorderTileLineProgram->GetUniformLoc("gOffset");
m_pBorderTileLineProgram->m_LocDir = m_pBorderTileLineProgram->GetUniformLoc("gDir");
}
{
CGLSL VertexShader;
CGLSL FragmentShader;
VertexShader.LoadShader(pCommand->m_pStorage, "shader/bordertilelinetex.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(pCommand->m_pStorage, "shader/bordertilelinetex.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.AddDefine("TW_TILE_BORDER_LINE", "");
ShaderCompiler.AddDefine("TW_TILE_TEXTURED", "");
VertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/tile.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.ClearDefines();
m_pBorderTileLineProgramTextured->CreateProgram();
m_pBorderTileLineProgramTextured->AddShader(&VertexShader);
@ -821,21 +866,19 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
UseProgram(m_pBorderTileLineProgramTextured);
m_pBorderTileLineProgramTextured->m_LocPos = m_pBorderTileLineProgramTextured->GetUniformLoc("Pos");
m_pBorderTileLineProgramTextured->m_LocIsTextured = -1;
m_pBorderTileLineProgramTextured->m_LocTextureSampler = m_pBorderTileLineProgramTextured->GetUniformLoc("textureSampler");
m_pBorderTileLineProgramTextured->m_LocColor = m_pBorderTileLineProgramTextured->GetUniformLoc("vertColor");
m_pBorderTileLineProgramTextured->m_LocLOD = m_pBorderTileLineProgramTextured->GetUniformLoc("LOD");
m_pBorderTileLineProgramTextured->m_LocTexelOffset = m_pBorderTileLineProgramTextured->GetUniformLoc("TexelOffset");
m_pBorderTileLineProgramTextured->m_LastLOD = -1;
m_pBorderTileLineProgramTextured->m_LocOffset = m_pBorderTileLineProgramTextured->GetUniformLoc("Offset");
m_pBorderTileLineProgramTextured->m_LocDir = m_pBorderTileLineProgramTextured->GetUniformLoc("Dir");
m_pBorderTileLineProgramTextured->m_LocPos = m_pBorderTileLineProgramTextured->GetUniformLoc("gPos");
m_pBorderTileLineProgramTextured->m_LocTextureSampler = m_pBorderTileLineProgramTextured->GetUniformLoc("gTextureSampler");
m_pBorderTileLineProgramTextured->m_LocColor = m_pBorderTileLineProgramTextured->GetUniformLoc("gVertColor");
m_pBorderTileLineProgramTextured->m_LocOffset = m_pBorderTileLineProgramTextured->GetUniformLoc("gOffset");
m_pBorderTileLineProgramTextured->m_LocDir = m_pBorderTileLineProgramTextured->GetUniformLoc("gDir");
}
{
CGLSL VertexShader;
CGLSL FragmentShader;
VertexShader.LoadShader(pCommand->m_pStorage, "shader/quad.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(pCommand->m_pStorage, "shader/quad.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.AddDefine("TW_MAX_QUADS", std::to_string(m_MaxQuadsAtOnce).c_str());
VertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/quad.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/quad.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.ClearDefines();
m_pQuadProgram->CreateProgram();
m_pQuadProgram->AddShader(&VertexShader);
@ -844,18 +887,19 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
UseProgram(m_pQuadProgram);
m_pQuadProgram->m_LocPos = m_pQuadProgram->GetUniformLoc("Pos");
m_pQuadProgram->m_LocIsTextured = -1;
m_pQuadProgram->m_LocTextureSampler = -1;
m_pQuadProgram->m_LocColor = m_pQuadProgram->GetUniformLoc("vertColor");
m_pQuadProgram->m_LocRotation = m_pQuadProgram->GetUniformLoc("Rotation");
m_pQuadProgram->m_LocOffset = m_pQuadProgram->GetUniformLoc("Offset");
m_pQuadProgram->m_LocPos = m_pQuadProgram->GetUniformLoc("gPos");
m_pQuadProgram->m_LocColors = m_pQuadProgram->GetUniformLoc("gVertColors");
m_pQuadProgram->m_LocRotations = m_pQuadProgram->GetUniformLoc("gRotations");
m_pQuadProgram->m_LocOffsets = m_pQuadProgram->GetUniformLoc("gOffsets");
}
{
CGLSL VertexShader;
CGLSL FragmentShader;
VertexShader.LoadShader(pCommand->m_pStorage, "shader/quadtex.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(pCommand->m_pStorage, "shader/quadtex.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.AddDefine("TW_QUAD_TEXTURED", "");
ShaderCompiler.AddDefine("TW_MAX_QUADS", std::to_string(m_MaxQuadsAtOnce).c_str());
VertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/quad.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/quad.frag", GL_FRAGMENT_SHADER);
ShaderCompiler.ClearDefines();
m_pQuadProgramTextured->CreateProgram();
m_pQuadProgramTextured->AddShader(&VertexShader);
@ -864,18 +908,17 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
UseProgram(m_pQuadProgramTextured);
m_pQuadProgramTextured->m_LocPos = m_pQuadProgramTextured->GetUniformLoc("Pos");
m_pQuadProgramTextured->m_LocIsTextured = -1;
m_pQuadProgramTextured->m_LocTextureSampler = m_pQuadProgramTextured->GetUniformLoc("textureSampler");
m_pQuadProgramTextured->m_LocColor = m_pQuadProgramTextured->GetUniformLoc("vertColor");
m_pQuadProgramTextured->m_LocRotation = m_pQuadProgramTextured->GetUniformLoc("Rotation");
m_pQuadProgramTextured->m_LocOffset = m_pQuadProgramTextured->GetUniformLoc("Offset");
m_pQuadProgramTextured->m_LocPos = m_pQuadProgramTextured->GetUniformLoc("gPos");
m_pQuadProgramTextured->m_LocTextureSampler = m_pQuadProgramTextured->GetUniformLoc("gTextureSampler");
m_pQuadProgramTextured->m_LocColors = m_pQuadProgramTextured->GetUniformLoc("gVertColors");
m_pQuadProgramTextured->m_LocRotations = m_pQuadProgramTextured->GetUniformLoc("gRotations");
m_pQuadProgramTextured->m_LocOffsets = m_pQuadProgramTextured->GetUniformLoc("gOffsets");
}
{
CGLSL VertexShader;
CGLSL FragmentShader;
VertexShader.LoadShader(pCommand->m_pStorage, "shader/text.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(pCommand->m_pStorage, "shader/text.frag", GL_FRAGMENT_SHADER);
VertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/text.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/text.frag", GL_FRAGMENT_SHADER);
m_pTextProgram->CreateProgram();
m_pTextProgram->AddShader(&VertexShader);
@ -896,8 +939,8 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
{
CGLSL PrimitiveVertexShader;
CGLSL PrimitiveFragmentShader;
PrimitiveVertexShader.LoadShader(pCommand->m_pStorage, "shader/sprite.vert", GL_VERTEX_SHADER);
PrimitiveFragmentShader.LoadShader(pCommand->m_pStorage, "shader/sprite.frag", GL_FRAGMENT_SHADER);
PrimitiveVertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/sprite.vert", GL_VERTEX_SHADER);
PrimitiveFragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/sprite.frag", GL_FRAGMENT_SHADER);
m_pSpriteProgram->CreateProgram();
m_pSpriteProgram->AddShader(&PrimitiveVertexShader);
@ -920,8 +963,8 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
{
CGLSL PrimitiveVertexShader;
CGLSL PrimitiveFragmentShader;
PrimitiveVertexShader.LoadShader(pCommand->m_pStorage, "shader/spritemulti.vert", GL_VERTEX_SHADER);
PrimitiveFragmentShader.LoadShader(pCommand->m_pStorage, "shader/spritemulti.frag", GL_FRAGMENT_SHADER);
PrimitiveVertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/spritemulti.vert", GL_VERTEX_SHADER);
PrimitiveFragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/spritemulti.frag", GL_FRAGMENT_SHADER);
m_pSpriteProgramMultiple->CreateProgram();
m_pSpriteProgramMultiple->AddShader(&PrimitiveVertexShader);
@ -975,6 +1018,7 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand
for(int i = 0; i < m_MaxTextureUnits; ++i)
{
m_TextureSlotBoundToUnit[i].m_TextureSlot = -1;
m_TextureSlotBoundToUnit[i].m_Is2DArray = false;
}
glBindVertexArray(0);
@ -1086,6 +1130,7 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Texture_Destroy(const CCommandBuff
glBindTexture(GL_TEXTURE_2D, 0);
glBindSampler(Slot, 0);
m_TextureSlotBoundToUnit[Slot].m_TextureSlot = -1;
m_TextureSlotBoundToUnit[Slot].m_Is2DArray = false;
DestroyTexture(pCommand->m_Slot);
}
@ -1184,6 +1229,53 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_Texture_Create(const CCommandBuffe
}
glTexImage2D(GL_TEXTURE_2D, 0, StoreOglformat, Width, Height, 0, Oglformat, GL_UNSIGNED_BYTE, pTexData);
glGenerateMipmap(GL_TEXTURE_2D);
if((pCommand->m_Flags&(CCommandBuffer::TEXFLAG_TO_2D_ARRAY_TEXTURE | CCommandBuffer::TEXFLAG_TO_2D_ARRAY_TEXTURE_SINGLE_LAYER)) != 0)
{
glGenTextures(1, &m_aTextures[pCommand->m_Slot].m_Tex2DArray);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_aTextures[pCommand->m_Slot].m_Tex2DArray);
glGenSamplers(1, &m_aTextures[pCommand->m_Slot].m_Sampler2DArray);
glBindSampler(Slot, m_aTextures[pCommand->m_Slot].m_Sampler2DArray);
glSamplerParameteri(m_aTextures[pCommand->m_Slot].m_Sampler2DArray, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(m_aTextures[pCommand->m_Slot].m_Sampler2DArray, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glSamplerParameteri(m_aTextures[pCommand->m_Slot].m_Sampler2DArray, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(m_aTextures[pCommand->m_Slot].m_Sampler2DArray, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameteri(m_aTextures[pCommand->m_Slot].m_Sampler2DArray, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
int ImageColorChannels = TexFormatToImageColorChannelCount(pCommand->m_Format);
uint8_t* p3DImageData = NULL;
bool IsSingleLayer = (pCommand->m_Flags& CCommandBuffer::TEXFLAG_TO_2D_ARRAY_TEXTURE_SINGLE_LAYER) != 0;
if(!IsSingleLayer)
p3DImageData = (uint8_t*)malloc(ImageColorChannels * Width * Height);
int Image3DWidth, Image3DHeight;
if(IsSingleLayer || (Width != 0 && Width % 16 == 0 && Height != 0 && Height % 16 == 0 && Texture2DTo3D(pTexData, Width, Height, ImageColorChannels, 16, 16, p3DImageData, Image3DWidth, Image3DHeight)))
{
if(IsSingleLayer)
{
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, StoreOglformat, Width, Height, 1, 0, Oglformat, GL_UNSIGNED_BYTE, pTexData);
}
else
{
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, StoreOglformat, Image3DWidth, Image3DHeight, 256, 0, Oglformat, GL_UNSIGNED_BYTE, p3DImageData);
}
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
if(StoreOglformat == GL_R8)
{
//Bind the texture 2D.
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_RED};
glTexParameteriv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
}
if(!IsSingleLayer)
free(p3DImageData);
}
}
// This is the initial value for the wrap modes
@ -1352,13 +1444,15 @@ bool CCommandProcessorFragment_OpenGL3_3::RunCommand(const CCommandBuffer::SComm
return true;
}
bool CCommandProcessorFragment_OpenGL3_3::IsAndUpdateTextureSlotBound(int IDX, int Slot)
bool CCommandProcessorFragment_OpenGL3_3::IsAndUpdateTextureSlotBound(int IDX, int Slot, bool Is2DArray)
{
if(m_TextureSlotBoundToUnit[IDX].m_TextureSlot == Slot) return true;
if(m_TextureSlotBoundToUnit[IDX].m_TextureSlot == Slot && m_TextureSlotBoundToUnit[IDX].m_Is2DArray == Is2DArray)
return true;
else
{
//the texture slot uses this index now
m_TextureSlotBoundToUnit[IDX].m_TextureSlot = Slot;
m_TextureSlotBoundToUnit[IDX].m_Is2DArray = Is2DArray;
return false;
}
}
@ -1369,8 +1463,20 @@ void CCommandProcessorFragment_OpenGL3_3::DestroyTexture(int Slot)
glDeleteSamplers(1, &m_aTextures[Slot].m_Sampler);
*m_pTextureMemoryUsage -= m_aTextures[Slot].m_MemSize;
if(m_aTextures[Slot].m_Tex2DArray != 0)
{
glDeleteTextures(1, &m_aTextures[Slot].m_Tex2DArray);
}
if(m_aTextures[Slot].m_Sampler2DArray != 0)
{
glDeleteSamplers(1, &m_aTextures[Slot].m_Sampler2DArray);
}
m_aTextures[Slot].m_Tex = 0;
m_aTextures[Slot].m_Sampler = 0;
m_aTextures[Slot].m_Tex2DArray = 0;
m_aTextures[Slot].m_Sampler2DArray = 0;
}
void CCommandProcessorFragment_OpenGL3_3::DestroyBufferContainer(int Index, bool DeleteBOs)
@ -1588,28 +1694,15 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderBorderTile(const CCommandBuf
SBufferContainer& BufferContainer = m_BufferContainers[Index];
if(BufferContainer.m_VertArrayID == 0) return;
CGLSLBorderTileProgram *pProgram = NULL;
CGLSLTileProgram *pProgram = NULL;
if(pCommand->m_State.m_Texture >= 0 && pCommand->m_State.m_Texture < CCommandBuffer::MAX_TEXTURES)
{
pProgram = m_pBorderTileProgramTextured;
}
else pProgram = m_pBorderTileProgram;
UseProgram(pProgram);
if(pProgram->m_LocLOD != -1)
{
if(pCommand->m_LOD != pProgram->m_LastLOD)
{
pProgram->SetUniform(pProgram->m_LocLOD, (float)(pCommand->m_LOD));
// calculate the texel offset for the current LOD
float TexelOffset = (0.5f / (1024.0f * powf(0.5f, (float)pCommand->m_LOD)));
pProgram->SetUniform(pProgram->m_LocTexelOffset, TexelOffset);
pProgram->m_LastLOD = pCommand->m_LOD;
}
}
SetState(pCommand->m_State, pProgram);
SetState(pCommand->m_State, pProgram, true);
pProgram->SetUniformVec4(pProgram->m_LocColor, 1, (float*)&pCommand->m_Color);
pProgram->SetUniformVec2(pProgram->m_LocOffset, 1, (float*)&pCommand->m_Offset);
@ -1636,28 +1729,15 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderBorderTileLine(const CComman
if(BufferContainer.m_VertArrayID == 0)
return;
CGLSLBorderTileLineProgram *pProgram = NULL;
CGLSLTileProgram *pProgram = NULL;
if(pCommand->m_State.m_Texture >= 0 && pCommand->m_State.m_Texture < CCommandBuffer::MAX_TEXTURES)
{
pProgram = m_pBorderTileLineProgramTextured;
}
else pProgram = m_pBorderTileLineProgram;
UseProgram(pProgram);
if(pProgram->m_LocLOD != -1)
{
if(pCommand->m_LOD != pProgram->m_LastLOD)
{
pProgram->SetUniform(pProgram->m_LocLOD, (float)(pCommand->m_LOD));
// calculate the texel offset for the current LOD
float TexelOffset = (0.5f / (1024.0f * powf(0.5f, (float)pCommand->m_LOD)));
pProgram->SetUniform(pProgram->m_LocTexelOffset, TexelOffset);
pProgram->m_LastLOD = pCommand->m_LOD;
}
}
SetState(pCommand->m_State, pProgram);
SetState(pCommand->m_State, pProgram, true);
pProgram->SetUniformVec4(pProgram->m_LocColor, 1, (float*)&pCommand->m_Color);
pProgram->SetUniformVec2(pProgram->m_LocOffset, 1, (float*)&pCommand->m_Offset);
pProgram->SetUniformVec2(pProgram->m_LocDir, 1, (float*)&pCommand->m_Dir);
@ -1695,21 +1775,8 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderTileLayer(const CCommandBuff
else pProgram = m_pTileProgram;
UseProgram(pProgram);
if(pProgram->m_LocLOD != -1)
{
if(pCommand->m_LOD != pProgram->m_LastLOD)
{
pProgram->SetUniform(pProgram->m_LocLOD, (float)(pCommand->m_LOD));
// calculate the texel offset for the current LOD
float TexelOffset = (0.5f / (1024.0f * powf(0.5f, (float)pCommand->m_LOD)));
pProgram->SetUniform(pProgram->m_LocTexelOffset, TexelOffset);
pProgram->m_LastLOD = pCommand->m_LOD;
}
}
SetState(pCommand->m_State, pProgram);
SetState(pCommand->m_State, pProgram, true);
pProgram->SetUniformVec4(pProgram->m_LocColor, 1, (float*)&pCommand->m_Color);
glBindVertexArray(BufferContainer.m_VertArrayID);
@ -1758,34 +1825,30 @@ void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderQuadLayer(const CCommandBuff
BufferContainer.m_LastIndexBufferBound = m_QuadDrawIndexBufferID;
}
// colors, offsets and rotation probably rarely change
float aColor[4];
mem_copy(aColor, pCommand->m_pQuadInfo[0].m_aColor, sizeof(aColor));
float aOffset[2];
mem_copy(aOffset, pCommand->m_pQuadInfo[0].m_aOffsets, sizeof(aOffset));
float Rotation = pCommand->m_pQuadInfo[0].m_Rotation;
pProgram->SetUniformVec4(pProgram->m_LocColor, 1, (float*)aColor);
pProgram->SetUniformVec2(pProgram->m_LocOffset, 1, (float*)aOffset);
pProgram->SetUniform(pProgram->m_LocRotation, Rotation);
int QuadsLeft = pCommand->m_QuadNum;
size_t QuadOffset = 0;
for(int i = 0; i < pCommand->m_QuadNum; ++i)
vec4 aColors[m_MaxQuadsPossible];
vec2 aOffsets[m_MaxQuadsPossible];
float aRotations[m_MaxQuadsPossible];
while(QuadsLeft > 0)
{
if(aColor[0] != pCommand->m_pQuadInfo[i].m_aColor[0] || aColor[1] != pCommand->m_pQuadInfo[i].m_aColor[1] || aColor[2] != pCommand->m_pQuadInfo[i].m_aColor[2] || aColor[3] != pCommand->m_pQuadInfo[i].m_aColor[3])
{
mem_copy(aColor, pCommand->m_pQuadInfo[i].m_aColor, sizeof(aColor));
pProgram->SetUniformVec4(pProgram->m_LocColor, 1, (float*)aColor);
int ActualQuadCount = minimum<int>(QuadsLeft, m_MaxQuadsAtOnce);
for(size_t i = 0; i < (size_t)ActualQuadCount; ++i) {
mem_copy(&aColors[i], pCommand->m_pQuadInfo[i + QuadOffset].m_aColor, sizeof(vec4));
mem_copy(&aOffsets[i], pCommand->m_pQuadInfo[i + QuadOffset].m_aOffsets, sizeof(vec2));
mem_copy(&aRotations[i], &pCommand->m_pQuadInfo[i + QuadOffset].m_Rotation, sizeof(float));
}
if(aOffset[0] != pCommand->m_pQuadInfo[i].m_aOffsets[0] || aOffset[1] != pCommand->m_pQuadInfo[i].m_aOffsets[1])
{
mem_copy(aOffset, pCommand->m_pQuadInfo[i].m_aOffsets, sizeof(aOffset));
pProgram->SetUniformVec2(pProgram->m_LocOffset, 1, (float*)aOffset);
}
if(Rotation != pCommand->m_pQuadInfo[i].m_Rotation)
{
Rotation = pCommand->m_pQuadInfo[i].m_Rotation;
pProgram->SetUniform(pProgram->m_LocRotation, Rotation);
}
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void*)(i * 6 * sizeof(unsigned int)));
pProgram->SetUniformVec4(pProgram->m_LocColors, ActualQuadCount, (float*)aColors);
pProgram->SetUniformVec2(pProgram->m_LocOffsets, ActualQuadCount, (float*)aOffsets);
pProgram->SetUniform(pProgram->m_LocRotations, ActualQuadCount, (float*)aRotations);
glDrawElements(GL_TRIANGLES, ActualQuadCount * 6, GL_UNSIGNED_INT, (void*)(QuadOffset * 6 * sizeof(unsigned int)));
QuadsLeft -= ActualQuadCount;
QuadOffset += (size_t)ActualQuadCount;
}
}

View file

@ -130,8 +130,6 @@ class CGLSLTWProgram;
class CGLSLPrimitiveProgram;
class CGLSLQuadProgram;
class CGLSLTileProgram;
class CGLSLBorderTileProgram;
class CGLSLBorderTileLineProgram;
class CGLSLTextProgram;
class CGLSLSpriteProgram;
class CGLSLSpriteMultipleProgram;
@ -143,8 +141,11 @@ class CCommandProcessorFragment_OpenGL3_3
struct CTexture
{
CTexture() : m_Tex2DArray(0), m_Sampler2DArray(0) {}
GLuint m_Tex;
GLuint m_Tex2DArray;
GLuint m_Sampler;
GLuint m_Sampler2DArray;
int m_LastWrapMode;
int m_MemSize;
@ -156,13 +157,16 @@ class CCommandProcessorFragment_OpenGL3_3
CTexture m_aTextures[CCommandBuffer::MAX_TEXTURES];
volatile int *m_pTextureMemoryUsage;
int m_MaxQuadsAtOnce;
static const int m_MaxQuadsPossible = 256;
CGLSLPrimitiveProgram *m_pPrimitiveProgram;
CGLSLTileProgram *m_pTileProgram;
CGLSLTileProgram *m_pTileProgramTextured;
CGLSLBorderTileProgram *m_pBorderTileProgram;
CGLSLBorderTileProgram *m_pBorderTileProgramTextured;
CGLSLBorderTileLineProgram *m_pBorderTileLineProgram;
CGLSLBorderTileLineProgram *m_pBorderTileLineProgramTextured;
CGLSLTileProgram *m_pBorderTileProgram;
CGLSLTileProgram *m_pBorderTileProgramTextured;
CGLSLTileProgram *m_pBorderTileLineProgram;
CGLSLTileProgram *m_pBorderTileLineProgramTextured;
CGLSLQuadProgram *m_pQuadProgram;
CGLSLQuadProgram *m_pQuadProgramTextured;
CGLSLTextProgram *m_pTextProgram;
@ -189,10 +193,11 @@ class CCommandProcessorFragment_OpenGL3_3
struct STextureBound{
int m_TextureSlot;
bool m_Is2DArray;
};
std::vector<STextureBound> m_TextureSlotBoundToUnit; //the texture index generated by loadtextureraw is stored in an index calculated by max texture units
bool IsAndUpdateTextureSlotBound(int IDX, int Slot);
bool IsAndUpdateTextureSlotBound(int IDX, int Slot, bool Is2DArray = false);
void DestroyTexture(int Slot);
void DestroyBufferContainer(int Index, bool DeleteBOs = true);
@ -231,10 +236,11 @@ public:
private:
static int TexFormatToOpenGLFormat(int TexFormat);
static int TexFormatToImageColorChannelCount(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, CGLSLTWProgram *pProgram);
void SetState(const CCommandBuffer::SState &State, CGLSLTWProgram *pProgram, bool Use2DArrayTextures = false);
void UseProgram(CGLSLTWProgram *pProgram);
void UploadStreamBufferData(unsigned int PrimitiveType, const void* pVertices, unsigned int PrimitiveCount);
void RenderText(const CCommandBuffer::SState& State, int DrawNum, int TextTextureIndex, int TextOutlineTextureIndex, int TextureSize, const float* pTextColor, const float* pTextOutlineColor);

View file

@ -437,6 +437,14 @@ IGraphics::CTextureHandle CGraphics_Threaded::LoadTextureRaw(int Width, int Heig
Cmd.m_Flags |= CCommandBuffer::TEXFLAG_COMPRESSED;
if(g_Config.m_GfxTextureQuality || Flags&TEXLOAD_NORESAMPLE)
Cmd.m_Flags |= CCommandBuffer::TEXFLAG_QUALITY;
if((Flags&IGraphics::TEXLOAD_TO_2D_ARRAY_TEXTURE) != 0)
Cmd.m_Flags |= CCommandBuffer::TEXFLAG_TO_2D_ARRAY_TEXTURE;
if((Flags&IGraphics::TEXLOAD_TO_3D_TEXTURE) != 0)
Cmd.m_Flags |= CCommandBuffer::TEXFLAG_TO_3D_TEXTURE;
if((Flags&IGraphics::TEXLOAD_TO_2D_ARRAY_TEXTURE_SINGLE_LAYER) != 0)
Cmd.m_Flags |= CCommandBuffer::TEXFLAG_TO_2D_ARRAY_TEXTURE_SINGLE_LAYER;
if((Flags&IGraphics::TEXLOAD_TO_3D_TEXTURE_SINGLE_LAYER) != 0)
Cmd.m_Flags |= CCommandBuffer::TEXFLAG_TO_3D_TEXTURE_SINGLE_LAYER;
// copy texture data
int MemSize = Width*Height*Cmd.m_PixelSize;
@ -1000,15 +1008,6 @@ void CGraphics_Threaded::RenderTileLayer(int BufferContainerIndex, float *pColor
Cmd.m_IndicesDrawNum = NumIndicesOffet;
Cmd.m_BufferContainerIndex = BufferContainerIndex;
mem_copy(&Cmd.m_Color, pColor, sizeof(Cmd.m_Color));
float ScreenZoomRatio = ScreenWidth() / (m_State.m_ScreenBR.x - m_State.m_ScreenTL.x);
//the number of pixels we would skip in the fragment shader -- basically the LOD
float LODFactor = (64.f / (32.f * ScreenZoomRatio));
//log2 gives us the amount of halving the texture for mipmapping
int LOD = (int)log2f(LODFactor);
//5 because log2(1024/(2^5)) is 5 -- 2^5 = 32 which would mean 2 pixels per tile index
if(LOD > 5) LOD = 5;
if(LOD < 0) LOD = 0;
Cmd.m_LOD = LOD;
void *Data = m_pCommandBuffer->AllocData((sizeof(char*) + sizeof(unsigned int))*NumIndicesOffet);
if(Data == 0x0)
@ -1065,16 +1064,6 @@ void CGraphics_Threaded::RenderBorderTiles(int BufferContainerIndex, float *pCol
Cmd.m_DrawNum = DrawNum;
Cmd.m_BufferContainerIndex = BufferContainerIndex;
mem_copy(&Cmd.m_Color, pColor, sizeof(Cmd.m_Color));
float ScreenZoomRatio = ScreenWidth() / (m_State.m_ScreenBR.x - m_State.m_ScreenTL.x);
//the number of pixels we would skip in the fragment shader -- basically the LOD
float LODFactor = (64.f / (32.f * ScreenZoomRatio));
//log2 gives us the amount of halving the texture for mipmapping
int LOD = (int)log2f(LODFactor);
if(LOD > 5)
LOD = 5;
if(LOD < 0)
LOD = 0;
Cmd.m_LOD = LOD;
Cmd.m_pIndicesOffset = pIndexBufferOffset;
Cmd.m_JumpIndex = JumpIndex;
@ -1109,16 +1098,6 @@ void CGraphics_Threaded::RenderBorderTileLines(int BufferContainerIndex, float *
Cmd.m_DrawNum = RedrawNum;
Cmd.m_BufferContainerIndex = BufferContainerIndex;
mem_copy(&Cmd.m_Color, pColor, sizeof(Cmd.m_Color));
float ScreenZoomRatio = ScreenWidth() / (m_State.m_ScreenBR.x - m_State.m_ScreenTL.x);
//the number of pixels we would skip in the fragment shader -- basically the LOD
float LODFactor = (64.f / (32.f * ScreenZoomRatio));
//log2 gives us the amount of halving the texture for mipmapping
int LOD = (int)log2f(LODFactor);
if(LOD > 5)
LOD = 5;
if(LOD < 0)
LOD = 0;
Cmd.m_LOD = LOD;
Cmd.m_pIndicesOffset = pIndexBufferOffset;
@ -2059,6 +2038,7 @@ int CGraphics_Threaded::IssueInit()
int r = m_pBackend->Init("DDNet Client", &g_Config.m_GfxScreen, &g_Config.m_GfxScreenWidth, &g_Config.m_GfxScreenHeight, g_Config.m_GfxFsaaSamples, Flags, &m_DesktopScreenWidth, &m_DesktopScreenHeight, &m_ScreenWidth, &m_ScreenHeight, m_pStorage);
m_IsNewOpenGL = m_pBackend->IsNewOpenGL();
m_OpenGLBufferingEnabled = m_IsNewOpenGL;
m_OpenGLHasTextureArrays = m_IsNewOpenGL;
return r;
}

View file

@ -130,6 +130,10 @@ public:
TEXFLAG_NOMIPMAPS = 1,
TEXFLAG_COMPRESSED = 2,
TEXFLAG_QUALITY = 4,
TEXFLAG_TO_3D_TEXTURE = (1 << 3),
TEXFLAG_TO_2D_ARRAY_TEXTURE = (1 << 4),
TEXFLAG_TO_3D_TEXTURE_SINGLE_LAYER = (1 << 5),
TEXFLAG_TO_2D_ARRAY_TEXTURE_SINGLE_LAYER = (1 << 6),
};
enum
@ -313,7 +317,6 @@ public:
int m_IndicesDrawNum;
int m_BufferContainerIndex;
int m_LOD;
};
struct SCommand_RenderBorderTile : public SCommand
@ -324,7 +327,6 @@ public:
char *m_pIndicesOffset; // you should use the command buffer data to allocate vertices for this command
unsigned int m_DrawNum;
int m_BufferContainerIndex;
int m_LOD;
float m_Offset[2];
float m_Dir[2];
@ -340,7 +342,6 @@ public:
unsigned int m_IndexDrawNum;
unsigned int m_DrawNum;
int m_BufferContainerIndex;
int m_LOD;
float m_Offset[2];
float m_Dir[2];
@ -611,6 +612,7 @@ class CGraphics_Threaded : public IEngineGraphics
CCommandBuffer::SState m_State;
IGraphicsBackend *m_pBackend;
bool m_OpenGLBufferingEnabled;
bool m_OpenGLHasTextureArrays;
bool m_IsNewOpenGL;
CCommandBuffer *m_apCommandBuffers[NUM_CMDBUFFERS];
@ -829,6 +831,7 @@ public:
virtual void WaitForIdle();
virtual bool IsBufferingEnabled() { return m_OpenGLBufferingEnabled; }
virtual bool HasTextureArrays() { return m_OpenGLHasTextureArrays; }
};
extern IGraphicsBackend *CreateGraphicsBackend();

View file

@ -5,7 +5,7 @@
#include <stdio.h>
#include <string>
bool CGLSL::LoadShader(IStorage *pStorage, const char *pFile, int Type)
bool CGLSL::LoadShader(CGLSLCompiler* pCompiler, IStorage *pStorage, const char *pFile, int Type)
{
if (m_IsLoaded)
return true;
@ -14,6 +14,14 @@ bool CGLSL::LoadShader(IStorage *pStorage, const char *pFile, int Type)
std::vector<std::string> Lines;
if (f)
{
//add compiler specific values
Lines.push_back(std::string("#version ") + std::string(std::to_string(pCompiler->m_OpenGLVersionMajor)) + std::string(std::to_string(pCompiler->m_OpenGLVersionMinor)) + std::string(std::to_string(pCompiler->m_OpenGLVersionPatch)) + std::string(" core\r\n"));
for(CGLSLCompiler::SGLSLCompilerDefine& Define : pCompiler->m_Defines)
{
Lines.push_back(std::string("#define ") + Define.m_DefineName + std::string(" ") + Define.m_DefineValue + std::string("\r\n"));
}
CLineReader LineReader;
LineReader.Init(f);
char* ReadLine = NULL;
@ -91,3 +99,25 @@ CGLSL::~CGLSL()
{
DeleteShader();
}
CGLSLCompiler::CGLSLCompiler(int OpenGLVersionMajor, int OpenGLVersionMinor, int OpenGLVersionPatch)
{
m_OpenGLVersionMajor = OpenGLVersionMajor;
m_OpenGLVersionMinor = OpenGLVersionMinor;
m_OpenGLVersionPatch = OpenGLVersionPatch;
}
void CGLSLCompiler::AddDefine(const std::string& DefineName, const std::string& DefineValue)
{
m_Defines.emplace_back(SGLSLCompilerDefine(DefineName, DefineValue));
}
void CGLSLCompiler::AddDefine(const char* pDefineName, const char* pDefineValue)
{
AddDefine(std::string(pDefineName), std::string(pDefineValue));
}
void CGLSLCompiler::ClearDefines()
{
m_Defines.clear();
}

View file

@ -2,10 +2,14 @@
#define ENGINE_CLIENT_OPENGL_SL_H
#include <GL/glew.h>
#include <vector>
#include <string>
class CGLSLCompiler;
class CGLSL {
public:
bool LoadShader(class IStorage *pStorage, const char *pFile, int Type);
bool LoadShader(CGLSLCompiler* pCompiler, class IStorage *pStorage, const char *pFile, int Type);
void DeleteShader();
bool IsLoaded();
@ -19,4 +23,33 @@ private:
bool m_IsLoaded;
};
class CGLSLCompiler
{
private:
friend class CGLSL;
struct SGLSLCompilerDefine
{
SGLSLCompilerDefine(const std::string& DefineName, const std::string& DefineValue)
{
m_DefineName = DefineName;
m_DefineValue = DefineValue;
}
std::string m_DefineName;
std::string m_DefineValue;
};
std::vector<SGLSLCompilerDefine> m_Defines;
int m_OpenGLVersionMajor;
int m_OpenGLVersionMinor;
int m_OpenGLVersionPatch;
public:
CGLSLCompiler(int OpenGLVersionMajor, int OpenGLVersionMinor, int OpenGLVersionPatch);
void AddDefine(const std::string& DefineName, const std::string& DefineValue);
void AddDefine(const char* pDefineName, const char* pDefineValue);
void ClearDefines();
};
#endif // ENGINE_CLIENT_OPENGL_SL_H

View file

@ -77,14 +77,19 @@ void CGLSLProgram::DetachAllShaders()
}
}
void CGLSLProgram::SetUniformVec4(int Loc, int Count, const float* Value)
void CGLSLProgram::SetUniformVec4(int Loc, int Count, const float *pValues)
{
glUniform4fv(Loc, Count, Value);
glUniform4fv(Loc, Count, pValues);
}
void CGLSLProgram::SetUniformVec2(int Loc, int Count, const float* Value)
void CGLSLProgram::SetUniformVec2(int Loc, int Count, const float *pValues)
{
glUniform2fv(Loc, Count, Value);
glUniform2fv(Loc, Count, pValues);
}
void CGLSLProgram::SetUniform(int Loc, int Count, const float *pValues)
{
glUniform1fv(Loc, Count, pValues);
}
void CGLSLProgram::SetUniform(int Loc, const int Value)

View file

@ -21,12 +21,13 @@ public:
void DetachAllShaders();
//Support various types
void SetUniformVec2(int Loc, int Count, const float* Value);
void SetUniformVec4(int Loc, int Count, const float* Value);
void SetUniformVec2(int Loc, int Count, const float *pValue);
void SetUniformVec4(int Loc, int Count, const float *pValue);
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);
void SetUniform(int Loc, int Count, const float *pValues);
//for performance reason we do not use SetUniform with using strings... save the Locations of the variables instead
int GetUniformLoc(const char* Name);
@ -41,7 +42,7 @@ protected:
class CGLSLTWProgram : public CGLSLProgram {
public:
CGLSLTWProgram() : m_LastTextureSampler(-1), m_LastIsTextured(-1)
CGLSLTWProgram() : m_LocPos(-1), m_LocIsTextured(-1), m_LocTextureSampler(-1), m_LastTextureSampler(-1), m_LastIsTextured(-1)
{
m_LastScreen[0] = m_LastScreen[1] = m_LastScreen[2] = m_LastScreen[3] = -1.f;
}
@ -118,33 +119,20 @@ public:
class CGLSLQuadProgram : public CGLSLTWProgram {
public:
int m_LocColor;
int m_LocOffset;
int m_LocRotation;
int m_LocColors;
int m_LocOffsets;
int m_LocRotations;
};
class CGLSLTileProgram : public CGLSLTWProgram {
public:
CGLSLTileProgram() : m_LocColor(-1), m_LocOffset(-1), m_LocDir(-1), m_LocNum(-1), m_LocJumpIndex(-1) {}
int m_LocColor;
int m_LocLOD;
int m_LocTexelOffset;
int m_LastLOD;
};
class CGLSLBorderTileProgram : public CGLSLTileProgram {
public:
int m_LocOffset;
int m_LocDir;
int m_LocNum;
int m_LocJumpIndex;
};
class CGLSLBorderTileLineProgram : public CGLSLTileProgram {
public:
int m_LocOffset;
int m_LocDir;
int m_LocNum;
};
#endif // ENGINE_CLIENT_OPENGL_SL_PROGRAM_H

View file

@ -1712,7 +1712,7 @@ public:
Graphics()->MapScreen(ScreenX0, ScreenY0, ScreenX1, ScreenY1);
}
virtual void UploadEntityLayerText(IGraphics::CTextureHandle Texture, const char *pText, int Length, float x, float y, int FontSize)
virtual void UploadEntityLayerText(void* pTexBuff, int TexWidth, int TexHeight, const char *pText, int Length, float x, float y, int FontSize)
{
if (FontSize < 1)
return;
@ -1751,15 +1751,22 @@ public:
mem_zero(ms_aGlyphData, SlotSize);
if(pBitmap->pixel_mode == FT_PIXEL_MODE_GRAY) // ignore_convention
{
for(py = 0; py < (unsigned)SlotH; py++) // ignore_convention
for(px = 0; px < (unsigned)SlotW; px++)
{
ms_aGlyphData[(py)*SlotW + px] = pBitmap->buffer[py*pBitmap->width + px]; // ignore_convention
}
}
{
for(py = 0; py < (unsigned)SlotH; py++) // ignore_convention
for(px = 0; px < (unsigned)SlotW; px++)
{
ms_aGlyphData[(py)*SlotW + px] = pBitmap->buffer[py*pBitmap->width + px]; // ignore_convention
}
}
uint8_t* pImageBuff = (uint8_t*)pTexBuff;
for(int OffY = 0; OffY < SlotH; ++OffY)
{
size_t ImageOffset = (y + OffY) * TexWidth + (x + WidthLastChars);
size_t GlyphOffset = (OffY) * SlotW;
mem_copy(pImageBuff + ImageOffset, ms_aGlyphData + GlyphOffset, sizeof(uint8_t) * SlotW);
}
Graphics()->LoadTextureRawSub(Texture, x + WidthLastChars, y, SlotW, SlotH, CImageInfo::FORMAT_ALPHA, ms_aGlyphData);
WidthLastChars += (SlotW + 1);
}

View file

@ -111,6 +111,10 @@ public:
TEXLOAD_NORESAMPLE = 1<<0,
TEXLOAD_NOMIPMAPS = 1<<1,
TEXLOAD_NO_COMPRESSION = 1<<2,
TEXLOAD_TO_3D_TEXTURE = (1 << 3),
TEXLOAD_TO_2D_ARRAY_TEXTURE = (1 << 4),
TEXLOAD_TO_3D_TEXTURE_SINGLE_LAYER = (1 << 5),
TEXLOAD_TO_2D_ARRAY_TEXTURE_SINGLE_LAYER = (1 << 6),
};
@ -187,6 +191,7 @@ public:
virtual void IndicesNumRequiredNotify(unsigned int RequiredIndicesCount) = 0;
virtual bool IsBufferingEnabled() = 0;
virtual bool HasTextureArrays() = 0;
struct CLineItem
{

View file

@ -99,7 +99,7 @@ public:
virtual void RenderTextContainer(int TextContainerIndex, STextRenderColor *pTextColor, STextRenderColor *pTextOutlineColor) = 0;
virtual void RenderTextContainer(int TextContainerIndex, STextRenderColor *pTextColor, STextRenderColor *pTextOutlineColor, float X, float Y) = 0;
virtual void UploadEntityLayerText(IGraphics::CTextureHandle Texture, const char *pText, int Length, float x, float y, int FontHeight) = 0;
virtual void UploadEntityLayerText(void* pTexBuff, int TexWidth, int TexHeight, const char *pText, int Length, float x, float y, int FontHeight) = 0;
virtual int AdjustFontSize(const char *pText, int TextLength, int MaxSize = -1) = 0;
virtual int CalculateTextWidth(const char *pText, int TextLength, int FontWidth, int FontHeight) = 0;

View file

@ -19,6 +19,7 @@ CMapImages::CMapImages(int TextureSize)
m_Count = 0;
m_TextureScale = TextureSize;
m_EntitiesIsLoaded = false;
m_SpeedupArrowIsLoaded = false;
}
void CMapImages::OnInit()
@ -35,12 +36,38 @@ void CMapImages::OnMapLoad()
{
Graphics()->UnloadTexture(m_aTextures[i]);
m_aTextures[i] = IGraphics::CTextureHandle();
m_aTextureUsedByLayer[i] = false;
}
m_Count = 0;
int Start;
pMap->GetType(MAPITEMTYPE_IMAGE, &Start, &m_Count);
CLayers *pLayers = m_pClient->Layers();
for(int g = 0; g < pLayers->NumGroups(); g++)
{
CMapItemGroup *pGroup = pLayers->GetGroup(g);
if(!pGroup)
{
continue;
}
for(int l = 0; l < pGroup->m_NumLayers; l++)
{
CMapItemLayer *pLayer = pLayers->GetLayer(pGroup->m_StartLayer+l);
if(pLayer->m_Type == LAYERTYPE_TILES)
{
CMapItemLayerTilemap *pTLayer = (CMapItemLayerTilemap *)pLayer;
if(pTLayer->m_Image != -1 && pTLayer->m_Image < (int)(sizeof(m_aTextures) / sizeof(m_aTextures[0])))
{
m_aTextureUsedByLayer[(size_t)pTLayer->m_Image] = true;
}
}
}
}
int TextureLoadFlag = Graphics()->HasTextureArrays() ? IGraphics::TEXLOAD_TO_2D_ARRAY_TEXTURE : IGraphics::TEXLOAD_TO_3D_TEXTURE;
// load new textures
for(int i = 0; i < m_Count; i++)
{
@ -50,12 +77,12 @@ void CMapImages::OnMapLoad()
char Buf[256];
char *pName = (char *)pMap->GetData(pImg->m_ImageName);
str_format(Buf, sizeof(Buf), "mapres/%s.png", pName);
m_aTextures[i] = Graphics()->LoadTexture(Buf, IStorage::TYPE_ALL, CImageInfo::FORMAT_AUTO, 0);
m_aTextures[i] = Graphics()->LoadTexture(Buf, IStorage::TYPE_ALL, CImageInfo::FORMAT_AUTO, m_aTextureUsedByLayer[i] ? TextureLoadFlag : 0);
}
else
{
void *pData = pMap->GetData(pImg->m_ImageData);
m_aTextures[i] = Graphics()->LoadTextureRaw(pImg->m_Width, pImg->m_Height, CImageInfo::FORMAT_RGBA, pData, CImageInfo::FORMAT_RGBA, 0);
m_aTextures[i] = Graphics()->LoadTextureRaw(pImg->m_Width, pImg->m_Height, CImageInfo::FORMAT_RGBA, pData, CImageInfo::FORMAT_RGBA, m_aTextureUsedByLayer[i] ? TextureLoadFlag : 0);
pMap->UnloadData(pImg->m_ImageData);
}
}
@ -63,35 +90,7 @@ void CMapImages::OnMapLoad()
void CMapImages::LoadBackground(class IMap *pMap)
{
// unload all textures
for(int i = 0; i < m_Count; i++)
{
Graphics()->UnloadTexture(m_aTextures[i]);
m_aTextures[i] = IGraphics::CTextureHandle();
}
m_Count = 0;
int Start;
pMap->GetType(MAPITEMTYPE_IMAGE, &Start, &m_Count);
// load new textures
for(int i = 0; i < m_Count; i++)
{
CMapItemImage *pImg = (CMapItemImage *)pMap->GetItem(Start+i, 0, 0);
if(pImg->m_External)
{
char Buf[256];
char *pName = (char *)pMap->GetData(pImg->m_ImageName);
str_format(Buf, sizeof(Buf), "mapres/%s.png", pName);
m_aTextures[i] = Graphics()->LoadTexture(Buf, IStorage::TYPE_ALL, CImageInfo::FORMAT_AUTO, 0);
}
else
{
void *pData = pMap->GetData(pImg->m_ImageData);
m_aTextures[i] = Graphics()->LoadTextureRaw(pImg->m_Width, pImg->m_Height, CImageInfo::FORMAT_RGBA, pData, CImageInfo::FORMAT_RGBA, 0);
pMap->UnloadData(pImg->m_ImageData);
}
}
CMapImages::OnMapLoad();
}
IGraphics::CTextureHandle CMapImages::GetEntities()
@ -118,13 +117,27 @@ IGraphics::CTextureHandle CMapImages::GetEntities()
if(m_EntitiesTextures >= 0)
Graphics()->UnloadTexture(m_EntitiesTextures);
m_EntitiesTextures = Graphics()->LoadTexture(aPath, IStorage::TYPE_ALL, CImageInfo::FORMAT_AUTO, 0);
int TextureLoadFlag = Graphics()->HasTextureArrays() ? IGraphics::TEXLOAD_TO_2D_ARRAY_TEXTURE : IGraphics::TEXLOAD_TO_3D_TEXTURE;
m_EntitiesTextures = Graphics()->LoadTexture(aPath, IStorage::TYPE_ALL, CImageInfo::FORMAT_AUTO, TextureLoadFlag);
m_EntitiesIsLoaded = true;
m_pEntitiesGameType = pEntities;
}
return m_EntitiesTextures;
}
IGraphics::CTextureHandle CMapImages::GetSpeedupArrow()
{
if(!m_SpeedupArrowIsLoaded)
{
int TextureLoadFlag = Graphics()->HasTextureArrays() ? IGraphics::TEXLOAD_TO_2D_ARRAY_TEXTURE_SINGLE_LAYER : IGraphics::TEXLOAD_TO_3D_TEXTURE_SINGLE_LAYER;
m_SpeedupArrowTexture = Graphics()->LoadTexture(g_pData->m_aImages[IMAGE_SPEEDUP_ARROW].m_pFilename, IStorage::TYPE_ALL, CImageInfo::FORMAT_AUTO, TextureLoadFlag);
m_SpeedupArrowIsLoaded = true;
}
return m_SpeedupArrowTexture;
}
IGraphics::CTextureHandle CMapImages::GetOverlayBottom()
{
return m_OverlayBottomTexture;
@ -166,17 +179,19 @@ int CMapImages::GetTextureScale()
IGraphics::CTextureHandle CMapImages::UploadEntityLayerText(int TextureSize, int YOffset)
{
void *pMem = calloc(1024 * 1024, 1);
IGraphics::CTextureHandle Texture = Graphics()->LoadTextureRaw(1024, 1024, CImageInfo::FORMAT_ALPHA, pMem, CImageInfo::FORMAT_ALPHA, IGraphics::TEXLOAD_NOMIPMAPS);
free(pMem);
UpdateEntityLayerText(Texture, TextureSize, YOffset, 0);
UpdateEntityLayerText(Texture, TextureSize, YOffset, 1);
UpdateEntityLayerText(Texture, TextureSize, YOffset, 2, 255);
UpdateEntityLayerText(pMem, 1024, 1024, TextureSize, YOffset, 0);
UpdateEntityLayerText(pMem, 1024, 1024, TextureSize, YOffset, 1);
UpdateEntityLayerText(pMem, 1024, 1024, TextureSize, YOffset, 2, 255);
int TextureLoadFlag = Graphics()->HasTextureArrays() ? IGraphics::TEXLOAD_TO_2D_ARRAY_TEXTURE : IGraphics::TEXLOAD_TO_3D_TEXTURE;
IGraphics::CTextureHandle Texture = Graphics()->LoadTextureRaw(1024, 1024, CImageInfo::FORMAT_ALPHA, pMem, CImageInfo::FORMAT_ALPHA, TextureLoadFlag);
free(pMem);
return Texture;
}
void CMapImages::UpdateEntityLayerText(IGraphics::CTextureHandle Texture, int TextureSize, int YOffset, int NumbersPower, int MaxNumber)
void CMapImages::UpdateEntityLayerText(void* pTexBuffer, int TexWidth, int TexHeight, int TextureSize, int YOffset, int NumbersPower, int MaxNumber)
{
char aBuf[4];
int DigitsCount = NumbersPower+1;
@ -202,7 +217,7 @@ void CMapImages::UpdateEntityLayerText(IGraphics::CTextureHandle Texture, int Te
float x = (CurrentNumber%16)*64;
float y = (CurrentNumber/16)*64;
TextRender()->UploadEntityLayerText(Texture, aBuf, DigitsCount, x+XOffSet, y+YOffset, UniversalSuitableFontSize);
TextRender()->UploadEntityLayerText(pTexBuffer, TexWidth, TexHeight, aBuf, DigitsCount, x+XOffSet, y+YOffset, UniversalSuitableFontSize);
}
}

View file

@ -9,6 +9,7 @@ class CMapImages : public CComponent
friend class CBackground;
IGraphics::CTextureHandle m_aTextures[64];
bool m_aTextureUsedByLayer[64];
int m_Count;
const char *m_pEntitiesGameType;
@ -25,6 +26,7 @@ public:
// DDRace
IGraphics::CTextureHandle GetEntities();
IGraphics::CTextureHandle GetSpeedupArrow();
IGraphics::CTextureHandle GetOverlayBottom();
IGraphics::CTextureHandle GetOverlayTop();
@ -34,9 +36,10 @@ public:
int GetTextureScale();
private:
bool m_EntitiesIsLoaded;
bool m_SpeedupArrowIsLoaded;
IGraphics::CTextureHandle m_EntitiesTextures;
IGraphics::CTextureHandle m_SpeedupArrowTexture;
IGraphics::CTextureHandle m_OverlayBottomTexture;
IGraphics::CTextureHandle m_OverlayTopTexture;
IGraphics::CTextureHandle m_OverlayCenterTexture;
@ -44,7 +47,7 @@ private:
void InitOverlayTextures();
IGraphics::CTextureHandle UploadEntityLayerText(int TextureSize, int YOffset);
void UpdateEntityLayerText(IGraphics::CTextureHandle Texture, int TextureSize, int YOffset, int NumbersPower, int MaxNumber = -1);
void UpdateEntityLayerText(void* pTexBuffer, int TexWidth, int TexHeight, int TextureSize, int YOffset, int NumbersPower, int MaxNumber = -1);
};
#endif

View file

@ -132,23 +132,13 @@ struct STmpTile
vec2 m_BottomRight;
vec2 m_BottomLeft;
};
struct STmpTileTexCoord
{
STmpTileTexCoord()
{
m_TexCoordTopLeftRightOrBottom[0] = m_TexCoordTopLeftRightOrBottom[1] = 0;
m_TexCoordBottomLeftRightOrBottom[0] = 0; m_TexCoordBottomLeftRightOrBottom[1] = 1;
m_TexCoordTopRightRightOrBottom[0] = 1; m_TexCoordTopRightRightOrBottom[1] = 0;
m_TexCoordBottomRightRightOrBottom[0] = m_TexCoordBottomRightRightOrBottom[1] = 1;
}
unsigned char m_TexCoordTopLeft[2];
unsigned char m_TexCoordTopLeftRightOrBottom[2];
unsigned char m_TexCoordTopRight[2];
unsigned char m_TexCoordTopRightRightOrBottom[2];
unsigned char m_TexCoordBottomRight[2];
unsigned char m_TexCoordBottomRightRightOrBottom[2];
unsigned char m_TexCoordBottomLeft[2];
unsigned char m_TexCoordBottomLeftRightOrBottom[2];
vec3 m_TexCoordTopLeft;
vec3 m_TexCoordTopRight;
vec3 m_TexCoordBottomRight;
vec3 m_TexCoordBottomLeft;
};
void FillTmpTileSpeedup(STmpTile* pTmpTile, STmpTileTexCoord* pTmpTex, unsigned char Flags, unsigned char Index, int x, int y, int Scale, CMapItemGroup* pGroup, short AngleRotate)
@ -157,39 +147,25 @@ void FillTmpTileSpeedup(STmpTile* pTmpTile, STmpTileTexCoord* pTmpTex, unsigned
{
unsigned char x0 = 0;
unsigned char y0 = 0;
unsigned char x1 = 16;
unsigned char y1 = 0;
unsigned char x2 = 16;
unsigned char y2 = 16;
unsigned char x3 = 0;
unsigned char y3 = 16;
unsigned char x1 = x0 + 1;
unsigned char y1 = y0;
unsigned char x2 = x0 + 1;
unsigned char y2 = y0 + 1;
unsigned char x3 = x0;
unsigned char y3 = y0 + 1;
unsigned char bx0 = 0;
unsigned char by0 = 0;
unsigned char bx1 = 1;
unsigned char by1 = 0;
unsigned char bx2 = 1;
unsigned char by2 = 1;
unsigned char bx3 = 0;
unsigned char by3 = 1;
pTmpTex->m_TexCoordTopLeft[0] = x0;
pTmpTex->m_TexCoordTopLeft[1] = y0;
pTmpTex->m_TexCoordBottomLeft[0] = x3;
pTmpTex->m_TexCoordBottomLeft[1] = y3;
pTmpTex->m_TexCoordTopRight[0] = x1;
pTmpTex->m_TexCoordTopRight[1] = y1;
pTmpTex->m_TexCoordBottomRight[0] = x2;
pTmpTex->m_TexCoordBottomRight[1] = y2;
pTmpTex->m_TexCoordTopLeftRightOrBottom[0] = bx0;
pTmpTex->m_TexCoordTopLeftRightOrBottom[1] = by0;
pTmpTex->m_TexCoordBottomLeftRightOrBottom[0] = bx3;
pTmpTex->m_TexCoordBottomLeftRightOrBottom[1] = by3;
pTmpTex->m_TexCoordTopRightRightOrBottom[0] = bx1;
pTmpTex->m_TexCoordTopRightRightOrBottom[1] = by1;
pTmpTex->m_TexCoordBottomRightRightOrBottom[0] = bx2;
pTmpTex->m_TexCoordBottomRightRightOrBottom[1] = by2;
pTmpTex->m_TexCoordTopLeft.x = x0;
pTmpTex->m_TexCoordTopLeft.y = y0;
pTmpTex->m_TexCoordTopLeft.z = Index;
pTmpTex->m_TexCoordBottomLeft.x = x3;
pTmpTex->m_TexCoordBottomLeft.y = y3;
pTmpTex->m_TexCoordBottomLeft.z = Index;
pTmpTex->m_TexCoordTopRight.x = x1;
pTmpTex->m_TexCoordTopRight.y = y1;
pTmpTex->m_TexCoordTopRight.z = Index;
pTmpTex->m_TexCoordBottomRight.x = x2;
pTmpTex->m_TexCoordBottomRight.y = y2;
pTmpTex->m_TexCoordBottomRight.z = Index;
}
//same as in rotate from Graphics()
@ -228,27 +204,14 @@ void FillTmpTile(STmpTile* pTmpTile, STmpTileTexCoord* pTmpTex, unsigned char Fl
{
if(pTmpTex)
{
unsigned char tx = Index%16;
unsigned char ty = Index/16;
unsigned char x0 = tx;
unsigned char y0 = ty;
unsigned char x1 = tx+1;
unsigned char y1 = ty;
unsigned char x2 = tx+1;
unsigned char y2 = ty+1;
unsigned char x3 = tx;
unsigned char y3 = ty+1;
unsigned char bx0 = 0;
unsigned char by0 = 0;
unsigned char bx1 = 1;
unsigned char by1 = 0;
unsigned char bx2 = 1;
unsigned char by2 = 1;
unsigned char bx3 = 0;
unsigned char by3 = 1;
unsigned char x0 = 0;
unsigned char y0 = 0;
unsigned char x1 = x0 + 1;
unsigned char y1 = y0;
unsigned char x2 = x0 + 1;
unsigned char y2 = y0 + 1;
unsigned char x3 = x0;
unsigned char y3 = y0 + 1;
if(Flags&TILEFLAG_VFLIP)
{
@ -256,11 +219,6 @@ void FillTmpTile(STmpTile* pTmpTile, STmpTileTexCoord* pTmpTex, unsigned char Fl
x1 = x3;
x2 = x3;
x3 = x0;
bx0 = bx2;
bx1 = bx3;
bx2 = bx3;
bx3 = bx0;
}
if(Flags&TILEFLAG_HFLIP)
@ -269,11 +227,6 @@ void FillTmpTile(STmpTile* pTmpTile, STmpTileTexCoord* pTmpTex, unsigned char Fl
y2 = y1;
y3 = y1;
y1 = y0;
by0 = by3;
by2 = by1;
by3 = by1;
by1 = by0;
}
if(Flags&TILEFLAG_ROTATE)
@ -288,36 +241,20 @@ void FillTmpTile(STmpTile* pTmpTile, STmpTileTexCoord* pTmpTex, unsigned char Fl
y3 = y2;
y2 = y1;
y1 = Tmp;
Tmp = bx0;
bx0 = bx3;
bx3 = bx2;
bx2 = bx1;
bx1 = Tmp;
Tmp = by0;
by0 = by3;
by3 = by2;
by2 = by1;
by1 = Tmp;
}
pTmpTex->m_TexCoordTopLeft[0] = x0;
pTmpTex->m_TexCoordTopLeft[1] = y0;
pTmpTex->m_TexCoordBottomLeft[0] = x3;
pTmpTex->m_TexCoordBottomLeft[1] = y3;
pTmpTex->m_TexCoordTopRight[0] = x1;
pTmpTex->m_TexCoordTopRight[1] = y1;
pTmpTex->m_TexCoordBottomRight[0] = x2;
pTmpTex->m_TexCoordBottomRight[1] = y2;
pTmpTex->m_TexCoordTopLeftRightOrBottom[0] = bx0;
pTmpTex->m_TexCoordTopLeftRightOrBottom[1] = by0;
pTmpTex->m_TexCoordBottomLeftRightOrBottom[0] = bx3;
pTmpTex->m_TexCoordBottomLeftRightOrBottom[1] = by3;
pTmpTex->m_TexCoordTopRightRightOrBottom[0] = bx1;
pTmpTex->m_TexCoordTopRightRightOrBottom[1] = by1;
pTmpTex->m_TexCoordBottomRightRightOrBottom[0] = bx2;
pTmpTex->m_TexCoordBottomRightRightOrBottom[1] = by2;
pTmpTex->m_TexCoordTopLeft.x = x0;
pTmpTex->m_TexCoordTopLeft.y = y0;
pTmpTex->m_TexCoordTopLeft.z = Index;
pTmpTex->m_TexCoordBottomLeft.x = x3;
pTmpTex->m_TexCoordBottomLeft.y = y3;
pTmpTex->m_TexCoordBottomLeft.z = Index;
pTmpTex->m_TexCoordTopRight.x = x1;
pTmpTex->m_TexCoordTopRight.y = y1;
pTmpTex->m_TexCoordTopRight.z = Index;
pTmpTex->m_TexCoordBottomRight.x = x2;
pTmpTex->m_TexCoordBottomRight.y = y2;
pTmpTex->m_TexCoordBottomRight.z = Index;
}
pTmpTile->m_TopLeft.x = x*Scale;
@ -401,8 +338,8 @@ bool AddTile(std::vector<STmpTile>& TmpTiles, std::vector<STmpTileTexCoord>& Tmp
struct STmpQuadVertexTextured
{
float m_X, m_Y, m_CenterX, m_CenterY;
float m_U, m_V;
unsigned char m_R, m_G, m_B, m_A;
float m_U, m_V;
};
struct STmpQuadVertex
@ -839,10 +776,10 @@ void CMapLayers::OnMapLoad()
size_t UploadDataSize = tmpTileTexCoords.size() * sizeof(STmpTileTexCoord) + tmpTiles.size() * sizeof(STmpTile);
char* pUploadData = new char[UploadDataSize];
mem_copy_special(pUploadData, pTmpTiles, sizeof(vec2), tmpTiles.size() * 4, (DoTextureCoords ? (sizeof(unsigned char) * 2 * 2) : 0));
mem_copy_special(pUploadData, pTmpTiles, sizeof(vec2), tmpTiles.size() * 4, (DoTextureCoords ? sizeof(vec3) : 0));
if(DoTextureCoords)
{
mem_copy_special(pUploadData + sizeof(vec2), pTmpTileTexCoords, sizeof(unsigned char) * 2 * 2, tmpTiles.size() * 4, (DoTextureCoords ? (sizeof(vec2)) : 0));
mem_copy_special(pUploadData + sizeof(vec2), pTmpTileTexCoords, sizeof(vec3), tmpTiles.size() * 4, (DoTextureCoords ? (sizeof(vec2)) : 0));
}
// first create the buffer object
@ -851,7 +788,7 @@ void CMapLayers::OnMapLoad()
// then create the buffer container
SBufferContainerInfo ContainerInfo;
ContainerInfo.m_Stride = (DoTextureCoords ? (sizeof(float) * 2 + sizeof(unsigned char) * 2 * 2) : 0);
ContainerInfo.m_Stride = (DoTextureCoords ? (sizeof(float) * 2 + sizeof(vec3)) : 0);
ContainerInfo.m_Attributes.push_back(SBufferContainerInfo::SAttribute());
SBufferContainerInfo::SAttribute* pAttr = &ContainerInfo.m_Attributes.back();
pAttr->m_DataTypeCount = 2;
@ -864,21 +801,12 @@ void CMapLayers::OnMapLoad()
{
ContainerInfo.m_Attributes.push_back(SBufferContainerInfo::SAttribute());
pAttr = &ContainerInfo.m_Attributes.back();
pAttr->m_DataTypeCount = 2;
pAttr->m_Type = GRAPHICS_TYPE_UNSIGNED_BYTE;
pAttr->m_DataTypeCount = 3;
pAttr->m_Type = GRAPHICS_TYPE_FLOAT;
pAttr->m_Normalized = false;
pAttr->m_pOffset = (void*)(sizeof(vec2));
pAttr->m_FuncType = 0;
pAttr->m_VertBufferBindingIndex = BufferObjectIndex;
ContainerInfo.m_Attributes.push_back(SBufferContainerInfo::SAttribute());
pAttr = &ContainerInfo.m_Attributes.back();
pAttr->m_DataTypeCount = 2;
pAttr->m_Type = GRAPHICS_TYPE_UNSIGNED_BYTE;
pAttr->m_Normalized = false;
pAttr->m_pOffset = (void*)(sizeof(vec2) + sizeof(unsigned char) * 2);
pAttr->m_FuncType = 1;
pAttr->m_VertBufferBindingIndex = BufferObjectIndex;
}
Visuals.m_BufferContainerIndex = Graphics()->CreateBufferContainer(&ContainerInfo);
@ -971,6 +899,14 @@ void CMapLayers::OnMapLoad()
pAttr->m_pOffset = 0;
pAttr->m_FuncType = 0;
pAttr->m_VertBufferBindingIndex = BufferObjectIndex;
ContainerInfo.m_Attributes.push_back(SBufferContainerInfo::SAttribute());
pAttr = &ContainerInfo.m_Attributes.back();
pAttr->m_DataTypeCount = 4;
pAttr->m_Type = GRAPHICS_TYPE_UNSIGNED_BYTE;
pAttr->m_Normalized = true;
pAttr->m_pOffset = (void*)(sizeof(float) * 4);
pAttr->m_FuncType = 0;
pAttr->m_VertBufferBindingIndex = BufferObjectIndex;
if(Textured)
{
ContainerInfo.m_Attributes.push_back(SBufferContainerInfo::SAttribute());
@ -978,18 +914,10 @@ void CMapLayers::OnMapLoad()
pAttr->m_DataTypeCount = 2;
pAttr->m_Type = GRAPHICS_TYPE_FLOAT;
pAttr->m_Normalized = false;
pAttr->m_pOffset = (void*)(sizeof(float) * 4);
pAttr->m_pOffset = (void*)(sizeof(float) * 4 + sizeof(unsigned char) * 4);
pAttr->m_FuncType = 0;
pAttr->m_VertBufferBindingIndex = BufferObjectIndex;
}
ContainerInfo.m_Attributes.push_back(SBufferContainerInfo::SAttribute());
pAttr = &ContainerInfo.m_Attributes.back();
pAttr->m_DataTypeCount = 4;
pAttr->m_Type = GRAPHICS_TYPE_UNSIGNED_BYTE;
pAttr->m_Normalized = true;
pAttr->m_pOffset = (void*)(sizeof(float) * 4 + (Textured ? (sizeof(float) * 2) : 0));
pAttr->m_FuncType = 0;
pAttr->m_VertBufferBindingIndex = BufferObjectIndex;
pQLayerVisuals->m_BufferContainerIndex = Graphics()->CreateBufferContainer(&ContainerInfo);
// and finally inform the backend how many indices are required
@ -1935,7 +1863,7 @@ void CMapLayers::OnRender()
// draw arrow -- clamp to the edge of the arrow image
Graphics()->WrapClamp();
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_SPEEDUP_ARROW].m_Id);
Graphics()->TextureSet(m_pImages->GetSpeedupArrow());
RenderTileLayer(TileLayerCounter-3, &Color, pTMap, pGroup);
Graphics()->WrapNormal();
if(g_Config.m_ClTextEntities)