diff --git a/src/engine/client/backend_sdl.cpp b/src/engine/client/backend_sdl.cpp index 9be7f66bd..045be6777 100644 --- a/src/engine/client/backend_sdl.cpp +++ b/src/engine/client/backend_sdl.cpp @@ -414,6 +414,24 @@ void CCommandProcessorFragment_OpenGL::SetState(const CCommandBuffer::SState &St { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, m_aTextures[State.m_Texture].m_Tex); + + if(m_aTextures[State.m_Texture].m_LastWrapMode != State.m_WrapMode) + { + switch(State.m_WrapMode) + { + case CCommandBuffer::WRAP_REPEAT: + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + break; + case CCommandBuffer::WRAP_CLAMP: + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + break; + default: + dbg_msg("render", "unknown wrapmode %d\n", State.m_WrapMode); + }; + m_aTextures[State.m_Texture].m_LastWrapMode = State.m_WrapMode; + } } else { @@ -435,20 +453,6 @@ void CCommandProcessorFragment_OpenGL::SetState(const CCommandBuffer::SState &St } } - switch(State.m_WrapMode) - { - case CCommandBuffer::WRAP_REPEAT: - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - break; - case CCommandBuffer::WRAP_CLAMP: - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - break; - default: - dbg_msg("render", "unknown wrapmode %d\n", State.m_WrapMode); - }; - // screen mapping glMatrixMode(GL_PROJECTION); glLoadIdentity(); @@ -560,6 +564,7 @@ void CCommandProcessorFragment_OpenGL::DestroyTexture(int Slot) m_aTextures[Slot].m_Sampler = 0; m_aTextures[Slot].m_Tex2DArray = 0; m_aTextures[Slot].m_Sampler2DArray = 0; + m_aTextures[Slot].m_LastWrapMode = CCommandBuffer::WRAP_REPEAT; } void CCommandProcessorFragment_OpenGL::Cmd_Texture_Destroy(const CCommandBuffer::SCommand_Texture_Destroy *pCommand) @@ -780,6 +785,9 @@ void CCommandProcessorFragment_OpenGL::Cmd_Texture_Create(const CCommandBuffer:: } } + // This is the initial value for the wrap modes + m_aTextures[pCommand->m_Slot].m_LastWrapMode = CCommandBuffer::WRAP_REPEAT; + // calculate memory usage m_aTextures[pCommand->m_Slot].m_MemSize = Width*Height*pCommand->m_PixelSize; while(Width > 2 && Height > 2) @@ -1110,30 +1118,165 @@ void CCommandProcessorFragment_OpenGL2::SetState(const CCommandBuffer::SState &S } } +bool CCommandProcessorFragment_OpenGL2::DoAnalyzeStep(size_t StepN, size_t CheckCount, size_t VerticesCount, uint8_t aFakeTexture[], size_t SingleImageSize) { + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + int Slot = 0; + if(m_HasShaders) + { + CGLSLTWProgram *pProgram = m_pPrimitive3DProgramTextured; + if(StepN == 1) + pProgram = m_pTileProgramTextured; + UseProgram(pProgram); + + pProgram->SetUniform(pProgram->m_LocTextureSampler, Slot); + + if(StepN == 1) + { + float aColor[4] = { 1.f, 1.f, 1.f, 1.f }; + pProgram->SetUniformVec4(((CGLSLTileProgram*)pProgram)->m_LocColor, 1, aColor); + } + + float m[2 * 4] = { + 1, 0, 0, 0, + 0, 1, 0, 0 + }; + + // transpose bcs of column-major order of opengl + glUniformMatrix4x2fv(pProgram->m_LocPos, 1, true, (float*)&m); + } + else + { + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glOrtho(-1, 1, -1, 1, -10.0f, 10.f); + } + + GLuint BufferID = 0; + if(StepN == 1 && m_HasShaders) + { + glGenBuffers(1, &BufferID); + glBindBuffer(GL_ARRAY_BUFFER, BufferID); + glBufferData(GL_ARRAY_BUFFER, VerticesCount * sizeof((m_aStreamVertices[0])), m_aStreamVertices, GL_STATIC_DRAW); + + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 2, GL_FLOAT, false, sizeof((m_aStreamVertices[0])), 0); + glEnableVertexAttribArray(1); + glVertexAttribPointer(1, 3, GL_FLOAT, false, sizeof((m_aStreamVertices[0])), (GLvoid*)(sizeof(vec4) + sizeof(vec2))); + } + else + { + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + + glVertexPointer(2, GL_FLOAT, sizeof(m_aStreamVertices[0]), m_aStreamVertices); + glColorPointer(4, GL_FLOAT, sizeof(m_aStreamVertices[0]), (uint8_t*)m_aStreamVertices + (ptrdiff_t)(sizeof(vec2))); + glTexCoordPointer(3, GL_FLOAT, sizeof(m_aStreamVertices[0]), (uint8_t*)m_aStreamVertices + (ptrdiff_t)(sizeof(vec2) + sizeof(vec4))); + } + + glDrawArrays(GL_QUADS, 0, VerticesCount); + + if(StepN == 1 && m_HasShaders) + { + glDisableVertexAttribArray(0); + glDisableVertexAttribArray(1); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glDeleteBuffers(1, &BufferID); + } + else + { + glDisableClientState(GL_VERTEX_ARRAY); + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + } + + if(m_HasShaders) + { + glUseProgram(0); + } + + glFinish(); + + GLint aViewport[4] = {0,0,0,0}; + glGetIntegerv(GL_VIEWPORT, aViewport); + + int w = aViewport[2]; + int h = aViewport[3]; + + size_t PixelDataSize = w * h * 3; + if(PixelDataSize == 0) + return false; + uint8_t *pPixelData = (uint8_t *)malloc(PixelDataSize); + + // 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); + + // now analyse the image data + bool CheckFailed = false; + int WidthTile = w / 16; + int HeightTile = h / 16; + int StartX = WidthTile / 2; + int StartY = HeightTile / 2; + for(size_t d = 0; d < CheckCount; ++d) + { + int CurX = (int)d % 16; + int CurY = (int)d / 16; + + int CheckX = StartX + CurX * WidthTile; + int CheckY = StartY + CurY * HeightTile; + + ptrdiff_t OffsetPixelData = (CheckY * (w * 3)) + (CheckX * 3); + ptrdiff_t OffsetFakeTexture = SingleImageSize * d; + OffsetPixelData = clamp(OffsetPixelData, 0, (ptrdiff_t)PixelDataSize); + OffsetFakeTexture = clamp(OffsetFakeTexture, 0, (ptrdiff_t)(SingleImageSize * CheckCount)); + uint8_t* pPixel = pPixelData + OffsetPixelData; + uint8_t* pPixelTex = aFakeTexture + OffsetFakeTexture; + for(size_t i = 0; i < 3; ++i) + { + if((pPixel[i] < pPixelTex[i] - 25) || (pPixel[i] > pPixelTex[i] + 25)) + { + CheckFailed = true; + break; + } + } + } + + free(pPixelData); + return !CheckFailed; +} + bool CCommandProcessorFragment_OpenGL2::IsTileMapAnalysisSucceeded() { glClearColor(0, 0, 0, 1); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - // create fake texture 64x64 - uint8_t aFakeTexture[64*64*4]; + // create fake texture 1024x1024 + const size_t ImageWidth = 1024; + const size_t ImageHeight = 1024; + uint8_t* pFakeTexture = (uint8_t*)malloc(sizeof(uint8_t) * ImageWidth * ImageHeight * 4); // fill by colors stepping by 50 => (255 / 50 ~ 5) => 5 times 3(color channels) = 5 ^ 3 = 125 possibilities to check size_t CheckCount = 5 * 5 * 5; // always fill 4 pixels of the texture, so the sampling is accurate int aCurColor[4] = { 25, 25, 25, 255 }; - size_t SingleImageSize = 4 * 4 * 4; + const size_t SingleImageWidth = 64; + const size_t SingleImageHeight = 64; + size_t SingleImageSize = SingleImageWidth * SingleImageHeight * 4; for(size_t d = 0; d < CheckCount; ++d) { - uint8_t *pCurFakeTexture = aFakeTexture + (ptrdiff_t)(SingleImageSize * d); + uint8_t *pCurFakeTexture = pFakeTexture + (ptrdiff_t)(SingleImageSize * d); - uint8_t aCurColorUint8[4 * 4 * 4]; - for(size_t y = 0; y < 4; ++y) + uint8_t aCurColorUint8[SingleImageWidth * SingleImageHeight * 4]; + for(size_t y = 0; y < SingleImageHeight; ++y) { - for(size_t x = 0; x < 4; ++x) + for(size_t x = 0; x < SingleImageWidth; ++x) { for(size_t i = 0; i < 4; ++i) { - aCurColorUint8[(y * 4 * 4) + (x * 4) + i] = (uint8_t)aCurColor[i]; + aCurColorUint8[(y * SingleImageWidth * 4) + (x * 4) + i] = (uint8_t)aCurColor[i]; } } } @@ -1182,7 +1325,7 @@ bool CCommandProcessorFragment_OpenGL2::IsTileMapAnalysisSucceeded() glTexParameteri(Target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(Target, GL_TEXTURE_WRAP_R, GL_MIRRORED_REPEAT); - glTexImage3D(Target, 0, GL_RGBA, 64 / 16, 64 / 16, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, aFakeTexture); + glTexImage3D(Target, 0, GL_RGBA, ImageWidth / 16, ImageHeight / 16, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, pFakeTexture); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); @@ -1195,7 +1338,7 @@ bool CCommandProcessorFragment_OpenGL2::IsTileMapAnalysisSucceeded() { glDisable(m_2DArrayTarget); } - int Slot = 0; + if(!m_Has2DArrayTextures) { glEnable(GL_TEXTURE_3D); @@ -1206,35 +1349,8 @@ bool CCommandProcessorFragment_OpenGL2::IsTileMapAnalysisSucceeded() glEnable(m_2DArrayTarget); glBindTexture(m_2DArrayTarget, FakeTexture); } - - if(m_HasShaders) - { - CGLSLPrimitiveProgram *pProgram = m_pPrimitive3DProgramTextured; - UseProgram(pProgram); - pProgram->SetUniform(pProgram->m_LocTextureSampler, Slot); - - float m[2 * 4] = { - 1, 0, 0, 0, - 0, 1, 0, 0 - }; - - // transpose bcs of column-major order of opengl - glUniformMatrix4x2fv(pProgram->m_LocPos, 1, true, (float*)&m); - } - else { - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glOrtho(-1, 1, -1, 1, -10.0f, 10.f); - } - - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - - glVertexPointer(2, GL_FLOAT, sizeof(m_aStreamVertices[0]), m_aStreamVertices); - glColorPointer(4, GL_FLOAT, sizeof(m_aStreamVertices[0]), (uint8_t*)m_aStreamVertices + (ptrdiff_t)(sizeof(vec2))); - glTexCoordPointer(3, GL_FLOAT, sizeof(m_aStreamVertices[0]), (uint8_t*)m_aStreamVertices + (ptrdiff_t)(sizeof(vec2) + sizeof(vec4))); + static_assert(sizeof(m_aStreamVertices) / sizeof(m_aStreamVertices[0]) >= 256 * 4, "Keep the number of stream vertices >= 256 * 4."); size_t VertexCount = 0; for(size_t i = 0; i < CheckCount; ++i) @@ -1293,210 +1409,177 @@ bool CCommandProcessorFragment_OpenGL2::IsTileMapAnalysisSucceeded() { pVertexBefore[n].m_Tex.w = i; } - else { + else + { pVertexBefore[n].m_Tex.w = (i + 0.5f) / 256.f; } } - - if(VertexCount > sizeof(m_aStreamVertices) / sizeof(m_aStreamVertices[0])) - { - glDrawArrays(GL_QUADS, 0, VertexCount); - VertexCount = 0; - } } - glDrawArrays(GL_QUADS, 0, VertexCount); + //everything build up, now do the analyze steps + bool NoError = DoAnalyzeStep(0, CheckCount, VertexCount, pFakeTexture, SingleImageSize); + if(NoError && m_HasShaders) + NoError &= DoAnalyzeStep(1, CheckCount, VertexCount, pFakeTexture, SingleImageSize); + + glDeleteTextures(1, &FakeTexture); + free(pFakeTexture); - glDisableClientState(GL_VERTEX_ARRAY); - glDisableClientState(GL_COLOR_ARRAY); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - - if(m_HasShaders) - { - glUseProgram(0); - } - - glFinish(); - - 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 - size_t PixelDataSize = w*(h+1)*3; - if(PixelDataSize == 0) - return false; - uint8_t *pPixelData = (uint8_t *)malloc(PixelDataSize); - - // 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); - - // now analyse the image data - bool CheckFailed = false; - int WidthTile = w / 16; - int HeightTile = h / 16; - int StartX = WidthTile / 2; - int StartY = HeightTile / 2; - for(size_t d = 0; d < CheckCount; ++d) - { - int CurX = (int)d % 16; - int CurY = (int)d / 16; - - int CheckX = StartX + CurX * WidthTile; - int CheckY = StartY + CurY * HeightTile; - - ptrdiff_t OffsetPixelData = (CheckY * (w * 3)) + (CheckX * 3); - ptrdiff_t OffsetFakeTexture = SingleImageSize * d; - OffsetPixelData = clamp(OffsetPixelData, 0, (ptrdiff_t)PixelDataSize); - OffsetFakeTexture = clamp(OffsetFakeTexture, 0, (ptrdiff_t)sizeof(aFakeTexture)); - uint8_t* pPixel = pPixelData + OffsetPixelData; - uint8_t* pPixelTex = aFakeTexture + OffsetFakeTexture; - for(size_t i = 0; i < 3; ++i) - { - if((pPixel[i] < pPixelTex[i] - 25) || (pPixel[i] > pPixelTex[i] + 25)) - { - CheckFailed = true; - break; - } - } - } - - free(pPixelData); - return !CheckFailed; + return NoError; } void CCommandProcessorFragment_OpenGL2::Cmd_Init(const SCommand_Init *pCommand) { CCommandProcessorFragment_OpenGL::Cmd_Init(pCommand); + m_HasShaders = pCommand->m_pCapabilities->m_ShaderSupport; + bool HasAllFunc = true; if(m_HasShaders) { - m_pTileProgram = new CGLSLTileProgram; - m_pTileProgramTextured = new CGLSLTileProgram; - m_pPrimitive3DProgram = new CGLSLPrimitiveProgram; - m_pPrimitive3DProgramTextured = new CGLSLPrimitiveProgram; - - CGLSLCompiler ShaderCompiler(g_Config.m_GfxOpenGLMajor, g_Config.m_GfxOpenGLMinor, g_Config.m_GfxOpenGLPatch); - ShaderCompiler.SetHasTextureArray(pCommand->m_pCapabilities->m_2DArrayTextures); - - if(pCommand->m_pCapabilities->m_2DArrayTextures) - ShaderCompiler.SetTextureReplaceType(CGLSLCompiler::GLSL_COMPILER_TEXTURE_REPLACE_TYPE_2D_ARRAY); - else - ShaderCompiler.SetTextureReplaceType(CGLSLCompiler::GLSL_COMPILER_TEXTURE_REPLACE_TYPE_3D); - { - CGLSL PrimitiveVertexShader; - CGLSL PrimitiveFragmentShader; - PrimitiveVertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/pipeline.vert", GL_VERTEX_SHADER); - PrimitiveFragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/pipeline.frag", GL_FRAGMENT_SHADER); - - m_pPrimitive3DProgram->CreateProgram(); - m_pPrimitive3DProgram->AddShader(&PrimitiveVertexShader); - m_pPrimitive3DProgram->AddShader(&PrimitiveFragmentShader); - m_pPrimitive3DProgram->LinkProgram(); - - UseProgram(m_pPrimitive3DProgram); - - m_pPrimitive3DProgram->m_LocPos = m_pPrimitive3DProgram->GetUniformLoc("gPos"); - } - - if(pCommand->m_pCapabilities->m_2DArrayTextures) - ShaderCompiler.SetTextureReplaceType(CGLSLCompiler::GLSL_COMPILER_TEXTURE_REPLACE_TYPE_2D_ARRAY); - else - ShaderCompiler.SetTextureReplaceType(CGLSLCompiler::GLSL_COMPILER_TEXTURE_REPLACE_TYPE_3D); - { - CGLSL PrimitiveVertexShader; - CGLSL PrimitiveFragmentShader; - ShaderCompiler.AddDefine("TW_TEXTURED", ""); - if(!pCommand->m_pCapabilities->m_2DArrayTextures) - ShaderCompiler.AddDefine("TW_3D_TEXTURED", ""); - PrimitiveVertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/pipeline.vert", GL_VERTEX_SHADER); - PrimitiveFragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/pipeline.frag", GL_FRAGMENT_SHADER); - ShaderCompiler.ClearDefines(); - - m_pPrimitive3DProgramTextured->CreateProgram(); - m_pPrimitive3DProgramTextured->AddShader(&PrimitiveVertexShader); - m_pPrimitive3DProgramTextured->AddShader(&PrimitiveFragmentShader); - m_pPrimitive3DProgramTextured->LinkProgram(); - - UseProgram(m_pPrimitive3DProgramTextured); - - m_pPrimitive3DProgramTextured->m_LocPos = m_pPrimitive3DProgramTextured->GetUniformLoc("gPos"); - m_pPrimitive3DProgramTextured->m_LocTextureSampler = m_pPrimitive3DProgramTextured->GetUniformLoc("gTextureSampler"); - } - if(pCommand->m_pCapabilities->m_2DArrayTextures) - ShaderCompiler.SetTextureReplaceType(CGLSLCompiler::GLSL_COMPILER_TEXTURE_REPLACE_TYPE_2D_ARRAY); - else - ShaderCompiler.SetTextureReplaceType(CGLSLCompiler::GLSL_COMPILER_TEXTURE_REPLACE_TYPE_3D); - { - CGLSL VertexShader; - CGLSL FragmentShader; - 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); - m_pTileProgram->AddShader(&FragmentShader); - - glBindAttribLocation(m_pTileProgram->GetProgramID(), 0, "inVertex"); - - m_pTileProgram->LinkProgram(); - - UseProgram(m_pTileProgram); - - m_pTileProgram->m_LocPos = m_pTileProgram->GetUniformLoc("gPos"); - m_pTileProgram->m_LocColor = m_pTileProgram->GetUniformLoc("gVertColor"); - } - if(pCommand->m_pCapabilities->m_2DArrayTextures) - ShaderCompiler.SetTextureReplaceType(CGLSLCompiler::GLSL_COMPILER_TEXTURE_REPLACE_TYPE_2D_ARRAY); - else - ShaderCompiler.SetTextureReplaceType(CGLSLCompiler::GLSL_COMPILER_TEXTURE_REPLACE_TYPE_3D); - { - CGLSL VertexShader; - CGLSL FragmentShader; - ShaderCompiler.AddDefine("TW_TILE_TEXTURED", ""); - if(!pCommand->m_pCapabilities->m_2DArrayTextures) - ShaderCompiler.AddDefine("TW_TILE_3D_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); - m_pTileProgramTextured->AddShader(&FragmentShader); - - glBindAttribLocation(m_pTileProgram->GetProgramID(), 0, "inVertex"); - glBindAttribLocation(m_pTileProgram->GetProgramID(), 1, "inVertexTexCoord"); - - m_pTileProgramTextured->LinkProgram(); - - UseProgram(m_pTileProgramTextured); - - m_pTileProgramTextured->m_LocPos = m_pTileProgramTextured->GetUniformLoc("gPos"); - m_pTileProgramTextured->m_LocTextureSampler = m_pTileProgramTextured->GetUniformLoc("gTextureSampler"); - m_pTileProgramTextured->m_LocColor = m_pTileProgramTextured->GetUniformLoc("gVertColor"); - } - - glUseProgram(0); + HasAllFunc &= (glUniformMatrix4x2fv != NULL) && (glGenBuffers != NULL); + HasAllFunc &= (glBindBuffer != NULL) && (glBufferData != NULL); + HasAllFunc &= (glEnableVertexAttribArray != NULL) && (glVertexAttribPointer != NULL); + HasAllFunc &= (glDisableVertexAttribArray != NULL) && (glDeleteBuffers != NULL); + HasAllFunc &= (glUseProgram != NULL) && (glTexImage3D != NULL); + HasAllFunc &= (glBindAttribLocation != NULL) && (glTexImage3D != NULL); + HasAllFunc &= (glBufferSubData != NULL) && (glGetUniformLocation != NULL); + HasAllFunc &= (glUniform1i != NULL) && (glUniform1f != NULL); + HasAllFunc &= (glUniform1ui != NULL) && (glUniform1i != NULL); + HasAllFunc &= (glUniform1fv != NULL) && (glUniform2fv != NULL); + HasAllFunc &= (glUniform4fv != NULL) && (glGetAttachedShaders != NULL); + HasAllFunc &= (glGetProgramInfoLog != NULL) && (glGetProgramiv != NULL); + HasAllFunc &= (glLinkProgram != NULL) && (glDetachShader != NULL); + HasAllFunc &= (glAttachShader != NULL) && (glDeleteProgram != NULL); + HasAllFunc &= (glCreateProgram != NULL) && (glShaderSource != NULL); + HasAllFunc &= (glCompileShader != NULL) && (glGetShaderiv != NULL); + HasAllFunc &= (glGetShaderInfoLog != NULL) && (glDeleteShader != NULL); + HasAllFunc &= (glCreateShader != NULL); } bool AnalysisCorrect = true; - if(g_Config.m_GfxDid3DTextureAnalysis == 0) + if(HasAllFunc) { - AnalysisCorrect = IsTileMapAnalysisSucceeded(); - if(AnalysisCorrect) + if(m_HasShaders) { - g_Config.m_GfxDid3DTextureAnalysis = 1; + m_pTileProgram = new CGLSLTileProgram; + m_pTileProgramTextured = new CGLSLTileProgram; + m_pPrimitive3DProgram = new CGLSLPrimitiveProgram; + m_pPrimitive3DProgramTextured = new CGLSLPrimitiveProgram; + + CGLSLCompiler ShaderCompiler(g_Config.m_GfxOpenGLMajor, g_Config.m_GfxOpenGLMinor, g_Config.m_GfxOpenGLPatch); + ShaderCompiler.SetHasTextureArray(pCommand->m_pCapabilities->m_2DArrayTextures); + + if(pCommand->m_pCapabilities->m_2DArrayTextures) + ShaderCompiler.SetTextureReplaceType(CGLSLCompiler::GLSL_COMPILER_TEXTURE_REPLACE_TYPE_2D_ARRAY); + else + ShaderCompiler.SetTextureReplaceType(CGLSLCompiler::GLSL_COMPILER_TEXTURE_REPLACE_TYPE_3D); + { + CGLSL PrimitiveVertexShader; + CGLSL PrimitiveFragmentShader; + PrimitiveVertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/pipeline.vert", GL_VERTEX_SHADER); + PrimitiveFragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/pipeline.frag", GL_FRAGMENT_SHADER); + + m_pPrimitive3DProgram->CreateProgram(); + m_pPrimitive3DProgram->AddShader(&PrimitiveVertexShader); + m_pPrimitive3DProgram->AddShader(&PrimitiveFragmentShader); + m_pPrimitive3DProgram->LinkProgram(); + + UseProgram(m_pPrimitive3DProgram); + + m_pPrimitive3DProgram->m_LocPos = m_pPrimitive3DProgram->GetUniformLoc("gPos"); + } + + if(pCommand->m_pCapabilities->m_2DArrayTextures) + ShaderCompiler.SetTextureReplaceType(CGLSLCompiler::GLSL_COMPILER_TEXTURE_REPLACE_TYPE_2D_ARRAY); + else + ShaderCompiler.SetTextureReplaceType(CGLSLCompiler::GLSL_COMPILER_TEXTURE_REPLACE_TYPE_3D); + { + CGLSL PrimitiveVertexShader; + CGLSL PrimitiveFragmentShader; + ShaderCompiler.AddDefine("TW_TEXTURED", ""); + if(!pCommand->m_pCapabilities->m_2DArrayTextures) + ShaderCompiler.AddDefine("TW_3D_TEXTURED", ""); + PrimitiveVertexShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/pipeline.vert", GL_VERTEX_SHADER); + PrimitiveFragmentShader.LoadShader(&ShaderCompiler, pCommand->m_pStorage, "shader/pipeline.frag", GL_FRAGMENT_SHADER); + ShaderCompiler.ClearDefines(); + + m_pPrimitive3DProgramTextured->CreateProgram(); + m_pPrimitive3DProgramTextured->AddShader(&PrimitiveVertexShader); + m_pPrimitive3DProgramTextured->AddShader(&PrimitiveFragmentShader); + m_pPrimitive3DProgramTextured->LinkProgram(); + + UseProgram(m_pPrimitive3DProgramTextured); + + m_pPrimitive3DProgramTextured->m_LocPos = m_pPrimitive3DProgramTextured->GetUniformLoc("gPos"); + m_pPrimitive3DProgramTextured->m_LocTextureSampler = m_pPrimitive3DProgramTextured->GetUniformLoc("gTextureSampler"); + } + if(pCommand->m_pCapabilities->m_2DArrayTextures) + ShaderCompiler.SetTextureReplaceType(CGLSLCompiler::GLSL_COMPILER_TEXTURE_REPLACE_TYPE_2D_ARRAY); + else + ShaderCompiler.SetTextureReplaceType(CGLSLCompiler::GLSL_COMPILER_TEXTURE_REPLACE_TYPE_3D); + { + CGLSL VertexShader; + CGLSL FragmentShader; + 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); + m_pTileProgram->AddShader(&FragmentShader); + + glBindAttribLocation(m_pTileProgram->GetProgramID(), 0, "inVertex"); + + m_pTileProgram->LinkProgram(); + + UseProgram(m_pTileProgram); + + m_pTileProgram->m_LocPos = m_pTileProgram->GetUniformLoc("gPos"); + m_pTileProgram->m_LocColor = m_pTileProgram->GetUniformLoc("gVertColor"); + } + if(pCommand->m_pCapabilities->m_2DArrayTextures) + ShaderCompiler.SetTextureReplaceType(CGLSLCompiler::GLSL_COMPILER_TEXTURE_REPLACE_TYPE_2D_ARRAY); + else + ShaderCompiler.SetTextureReplaceType(CGLSLCompiler::GLSL_COMPILER_TEXTURE_REPLACE_TYPE_3D); + { + CGLSL VertexShader; + CGLSL FragmentShader; + ShaderCompiler.AddDefine("TW_TILE_TEXTURED", ""); + if(!pCommand->m_pCapabilities->m_2DArrayTextures) + ShaderCompiler.AddDefine("TW_TILE_3D_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); + m_pTileProgramTextured->AddShader(&FragmentShader); + + glBindAttribLocation(m_pTileProgram->GetProgramID(), 0, "inVertex"); + glBindAttribLocation(m_pTileProgram->GetProgramID(), 1, "inVertexTexCoord"); + + m_pTileProgramTextured->LinkProgram(); + + UseProgram(m_pTileProgramTextured); + + m_pTileProgramTextured->m_LocPos = m_pTileProgramTextured->GetUniformLoc("gPos"); + m_pTileProgramTextured->m_LocTextureSampler = m_pTileProgramTextured->GetUniformLoc("gTextureSampler"); + m_pTileProgramTextured->m_LocColor = m_pTileProgramTextured->GetUniformLoc("gVertColor"); + } + + glUseProgram(0); + } + + if(g_Config.m_Gfx3DTextureAnalysisDone == 0) + { + AnalysisCorrect = IsTileMapAnalysisSucceeded(); + if(AnalysisCorrect) + { + g_Config.m_Gfx3DTextureAnalysisDone = 1; + } } } - if(!AnalysisCorrect) + if(!AnalysisCorrect || !HasAllFunc) { // downgrade to opengl 1.5 *pCommand->m_pInitError = -2; diff --git a/src/engine/client/backend_sdl.h b/src/engine/client/backend_sdl.h index ec6834ba7..ca5908a8b 100644 --- a/src/engine/client/backend_sdl.h +++ b/src/engine/client/backend_sdl.h @@ -231,6 +231,7 @@ class CCommandProcessorFragment_OpenGL2 : public CCommandProcessorFragment_OpenG std::vector m_BufferObjectIndices; + bool DoAnalyzeStep(size_t StepN, size_t CheckCount, size_t VerticesCount, uint8_t aFakeTexture[], size_t SingleImageSize); bool IsTileMapAnalysisSucceeded(); void RenderBorderTileEmulation(SBufferContainer& BufferContainer, const CCommandBuffer::SState& State, const float* pColor, const char *pBuffOffset, unsigned int DrawNum, const float* pOffset, const float* pDir, int JumpIndex); diff --git a/src/engine/shared/config_variables.h b/src/engine/shared/config_variables.h index 8f32fb3eb..66931a514 100644 --- a/src/engine/shared/config_variables.h +++ b/src/engine/shared/config_variables.h @@ -378,7 +378,7 @@ MACRO_CONFIG_INT(ClDemoKeyboardShortcuts, cl_demo_keyboard_shortcuts, 1, 0, 1, C MACRO_CONFIG_INT(GfxOpenGLMajor, gfx_opengl_major, 3, 1, 10, CFGFLAG_SAVE|CFGFLAG_CLIENT, "OpenGL major version") MACRO_CONFIG_INT(GfxOpenGLMinor, gfx_opengl_minor, 0, 0, 10, CFGFLAG_SAVE|CFGFLAG_CLIENT, "OpenGL minor version") MACRO_CONFIG_INT(GfxOpenGLPatch, gfx_opengl_patch, 0, 0, 10, CFGFLAG_SAVE|CFGFLAG_CLIENT, "OpenGL patch version") -MACRO_CONFIG_INT(GfxDid3DTextureAnalysis, gfx_did_3d_texture_analysis, 0, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Analyzed, if sampling 3D/2D array textures was correct") +MACRO_CONFIG_INT(Gfx3DTextureAnalysisDone, gfx_3d_texture_analysis_done, 0, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Analyzed, if sampling 3D/2D array textures was correct") #if !defined(CONF_PLATFORM_MACOSX) MACRO_CONFIG_INT(GfxEnableTextureUnitOptimization, gfx_enable_texture_unit_optimization, 1, 0, 1, CFGFLAG_SAVE|CFGFLAG_CLIENT, "Use multiple texture units, instead of only one.") #else