#include
#if defined(CONF_FAMILY_WINDOWS)
// For FlashWindowEx, FLASHWINFO, FLASHW_TRAY
#define _WIN32_WINNT 0x0501
#define WINVER 0x0501
#endif
#include "GL/glew.h"
#include
#include
#include
#include "SDL.h"
#include "SDL_syswm.h"
#if defined(__ANDROID__)
#define GL_GLEXT_PROTOTYPES
#include
#include
#include
#define glOrtho glOrthof
#else
#include "SDL_opengl.h"
#if defined(CONF_PLATFORM_MACOSX)
#include "OpenGL/glu.h"
#else
#include "GL/glu.h"
#endif
#endif
#if defined(SDL_VIDEO_DRIVER_X11)
#include
#include
#endif
#include
#include
#include "graphics_threaded.h"
#include "backend_sdl.h"
#include "opengl_sl_program.h"
#include "opengl_sl.h"
// ------------ CGraphicsBackend_Threaded
void CGraphicsBackend_Threaded::ThreadFunc(void *pUser)
{
CGraphicsBackend_Threaded *pThis = (CGraphicsBackend_Threaded *)pUser;
while(!pThis->m_Shutdown)
{
pThis->m_Activity.wait();
if(pThis->m_pBuffer)
{
#ifdef CONF_PLATFORM_MACOSX
CAutoreleasePool AutoreleasePool;
#endif
pThis->m_pProcessor->RunBuffer(pThis->m_pBuffer);
sync_barrier();
pThis->m_pBuffer = 0x0;
pThis->m_BufferDone.signal();
}
}
}
CGraphicsBackend_Threaded::CGraphicsBackend_Threaded()
{
m_pBuffer = 0x0;
m_pProcessor = 0x0;
m_pThread = 0x0;
}
void CGraphicsBackend_Threaded::StartProcessor(ICommandProcessor *pProcessor)
{
m_Shutdown = false;
m_pProcessor = pProcessor;
m_pThread = thread_init(ThreadFunc, this);
m_BufferDone.signal();
}
void CGraphicsBackend_Threaded::StopProcessor()
{
m_Shutdown = true;
m_Activity.signal();
thread_wait(m_pThread);
}
void CGraphicsBackend_Threaded::RunBuffer(CCommandBuffer *pBuffer)
{
WaitForIdle();
m_pBuffer = pBuffer;
m_Activity.signal();
}
bool CGraphicsBackend_Threaded::IsIdle() const
{
return m_pBuffer == 0x0;
}
void CGraphicsBackend_Threaded::WaitForIdle()
{
while(m_pBuffer != 0x0)
m_BufferDone.wait();
}
// ------------ CCommandProcessorFragment_General
void CCommandProcessorFragment_General::Cmd_Signal(const CCommandBuffer::SCommand_Signal *pCommand)
{
pCommand->m_pSemaphore->signal();
}
bool CCommandProcessorFragment_General::RunCommand(const CCommandBuffer::SCommand * pBaseCommand)
{
switch(pBaseCommand->m_Cmd)
{
case CCommandBuffer::CMD_NOP: break;
case CCommandBuffer::CMD_SIGNAL: Cmd_Signal(static_cast(pBaseCommand)); break;
default: return false;
}
return true;
}
// ------------ CCommandProcessorFragment_OpenGL
int CCommandProcessorFragment_OpenGL::TexFormatToOpenGLFormat(int TexFormat)
{
if(TexFormat == CCommandBuffer::TEXFORMAT_RGB) return GL_RGB;
if(TexFormat == CCommandBuffer::TEXFORMAT_ALPHA) return GL_ALPHA;
if(TexFormat == CCommandBuffer::TEXFORMAT_RGBA) return GL_RGBA;
return GL_RGBA;
}
unsigned char CCommandProcessorFragment_OpenGL::Sample(int w, int h, const unsigned char *pData, int u, int v, int Offset, int ScaleW, int ScaleH, int Bpp)
{
int Value = 0;
for(int x = 0; x < ScaleW; x++)
for(int y = 0; y < ScaleH; y++)
Value += pData[((v+y)*w+(u+x))*Bpp+Offset];
return Value/(ScaleW*ScaleH);
}
void *CCommandProcessorFragment_OpenGL::Rescale(int Width, int Height, int NewWidth, int NewHeight, int Format, const unsigned char *pData)
{
unsigned char *pTmpData;
int ScaleW = Width/NewWidth;
int ScaleH = Height/NewHeight;
int Bpp = 3;
if(Format == CCommandBuffer::TEXFORMAT_RGBA)
Bpp = 4;
pTmpData = (unsigned char *)mem_alloc(NewWidth*NewHeight*Bpp, 1);
int c = 0;
for(int y = 0; y < NewHeight; y++)
for(int x = 0; x < NewWidth; x++, c++)
{
pTmpData[c*Bpp] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 0, ScaleW, ScaleH, Bpp);
pTmpData[c*Bpp+1] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 1, ScaleW, ScaleH, Bpp);
pTmpData[c*Bpp+2] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 2, ScaleW, ScaleH, Bpp);
if(Bpp == 4)
pTmpData[c*Bpp+3] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 3, ScaleW, ScaleH, Bpp);
}
return pTmpData;
}
void CCommandProcessorFragment_OpenGL::SetState(const CCommandBuffer::SState &State)
{
// blend
switch(State.m_BlendMode)
{
case CCommandBuffer::BLEND_NONE:
glDisable(GL_BLEND);
break;
case CCommandBuffer::BLEND_ALPHA:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case CCommandBuffer::BLEND_ADDITIVE:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
default:
dbg_msg("render", "unknown blendmode %d\n", State.m_BlendMode);
};
// clip
if(State.m_ClipEnable)
{
glScissor(State.m_ClipX, State.m_ClipY, State.m_ClipW, State.m_ClipH);
glEnable(GL_SCISSOR_TEST);
}
else
glDisable(GL_SCISSOR_TEST);
// texture
if(State.m_Texture >= 0 && State.m_Texture < CCommandBuffer::MAX_TEXTURES)
{
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, m_aTextures[State.m_Texture].m_Tex);
}
else
glDisable(GL_TEXTURE_2D);
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();
glOrtho(State.m_ScreenTL.x, State.m_ScreenBR.x, State.m_ScreenBR.y, State.m_ScreenTL.y, -10.0f, 10.f);
}
void CCommandProcessorFragment_OpenGL::Cmd_Init(const SCommand_Init *pCommand)
{
m_pTextureMemoryUsage = pCommand->m_pTextureMemoryUsage;
}
void CCommandProcessorFragment_OpenGL::Cmd_Texture_Update(const CCommandBuffer::SCommand_Texture_Update *pCommand)
{
glBindTexture(GL_TEXTURE_2D, m_aTextures[pCommand->m_Slot].m_Tex);
glTexSubImage2D(GL_TEXTURE_2D, 0, pCommand->m_X, pCommand->m_Y, pCommand->m_Width, pCommand->m_Height,
TexFormatToOpenGLFormat(pCommand->m_Format), GL_UNSIGNED_BYTE, pCommand->m_pData);
mem_free(pCommand->m_pData);
}
void CCommandProcessorFragment_OpenGL::Cmd_Texture_Destroy(const CCommandBuffer::SCommand_Texture_Destroy *pCommand)
{
glDeleteTextures(1, &m_aTextures[pCommand->m_Slot].m_Tex);
*m_pTextureMemoryUsage -= m_aTextures[pCommand->m_Slot].m_MemSize;
}
void CCommandProcessorFragment_OpenGL::Cmd_Texture_Create(const CCommandBuffer::SCommand_Texture_Create *pCommand)
{
int Width = pCommand->m_Width;
int Height = pCommand->m_Height;
void *pTexData = pCommand->m_pData;
// resample if needed
if(pCommand->m_Format == CCommandBuffer::TEXFORMAT_RGBA || pCommand->m_Format == CCommandBuffer::TEXFORMAT_RGB)
{
int MaxTexSize;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &MaxTexSize);
if(Width > MaxTexSize || Height > MaxTexSize)
{
do
{
Width>>=1;
Height>>=1;
}
while(Width > MaxTexSize || Height > MaxTexSize);
void *pTmpData = Rescale(pCommand->m_Width, pCommand->m_Height, Width, Height, pCommand->m_Format, static_cast(pCommand->m_pData));
mem_free(pTexData);
pTexData = pTmpData;
}
else if(Width > 16 && Height > 16 && (pCommand->m_Flags&CCommandBuffer::TEXFLAG_QUALITY) == 0)
{
Width>>=1;
Height>>=1;
void *pTmpData = Rescale(pCommand->m_Width, pCommand->m_Height, Width, Height, pCommand->m_Format, static_cast(pCommand->m_pData));
mem_free(pTexData);
pTexData = pTmpData;
}
}
int Oglformat = TexFormatToOpenGLFormat(pCommand->m_Format);
int StoreOglformat = TexFormatToOpenGLFormat(pCommand->m_StoreFormat);
#if defined(__ANDROID__)
StoreOglformat = Oglformat;
#else
if(pCommand->m_Flags&CCommandBuffer::TEXFLAG_COMPRESSED)
{
switch(StoreOglformat)
{
case GL_RGB: StoreOglformat = GL_COMPRESSED_RGB_ARB; break;
case GL_ALPHA: StoreOglformat = GL_COMPRESSED_ALPHA_ARB; break;
case GL_RGBA: StoreOglformat = GL_COMPRESSED_RGBA_ARB; break;
default: StoreOglformat = GL_COMPRESSED_RGBA_ARB;
}
}
#endif
glGenTextures(1, &m_aTextures[pCommand->m_Slot].m_Tex);
glBindTexture(GL_TEXTURE_2D, m_aTextures[pCommand->m_Slot].m_Tex);
if(pCommand->m_Flags&CCommandBuffer::TEXFLAG_NOMIPMAPS)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, StoreOglformat, Width, Height, 0, Oglformat, GL_UNSIGNED_BYTE, pTexData);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, StoreOglformat, Width, Height, Oglformat, GL_UNSIGNED_BYTE, pTexData);
}
// calculate memory usage
m_aTextures[pCommand->m_Slot].m_MemSize = Width*Height*pCommand->m_PixelSize;
while(Width > 2 && Height > 2)
{
Width>>=1;
Height>>=1;
m_aTextures[pCommand->m_Slot].m_MemSize += Width*Height*pCommand->m_PixelSize;
}
*m_pTextureMemoryUsage += m_aTextures[pCommand->m_Slot].m_MemSize;
mem_free(pTexData);
}
void CCommandProcessorFragment_OpenGL::Cmd_Clear(const CCommandBuffer::SCommand_Clear *pCommand)
{
glClearColor(pCommand->m_Color.r, pCommand->m_Color.g, pCommand->m_Color.b, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void CCommandProcessorFragment_OpenGL::Cmd_Render(const CCommandBuffer::SCommand_Render *pCommand)
{
SetState(pCommand->m_State);
glVertexPointer(2, GL_FLOAT, sizeof(CCommandBuffer::SVertex), (char*)pCommand->m_pVertices);
glTexCoordPointer(2, GL_FLOAT, sizeof(CCommandBuffer::SVertex), (char*)pCommand->m_pVertices + sizeof(float)*2);
glColorPointer(4, GL_FLOAT, sizeof(CCommandBuffer::SVertex), (char*)pCommand->m_pVertices + sizeof(float)*4);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
switch(pCommand->m_PrimType)
{
case CCommandBuffer::PRIMTYPE_QUADS:
#if defined(__ANDROID__)
for( unsigned i = 0, j = pCommand->m_PrimCount; i < j; i++ )
glDrawArrays(GL_TRIANGLE_FAN, i*4, 4);
#else
glDrawArrays(GL_QUADS, 0, pCommand->m_PrimCount*4);
#endif
break;
case CCommandBuffer::PRIMTYPE_LINES:
glDrawArrays(GL_LINES, 0, pCommand->m_PrimCount*2);
break;
case CCommandBuffer::PRIMTYPE_TRIANGLES:
glDrawArrays(GL_TRIANGLES, 0, pCommand->m_PrimCount*3);
break;
default:
dbg_msg("render", "unknown primtype %d\n", pCommand->m_Cmd);
};
}
void CCommandProcessorFragment_OpenGL::Cmd_Screenshot(const CCommandBuffer::SCommand_Screenshot *pCommand)
{
// fetch image data
GLint aViewport[4] = {0,0,0,0};
glGetIntegerv(GL_VIEWPORT, aViewport);
int w = aViewport[2];
int h = aViewport[3];
// we allocate one more row to use when we are flipping the texture
unsigned char *pPixelData = (unsigned char *)mem_alloc(w*(h+1)*3, 1);
unsigned char *pTempRow = pPixelData+w*h*3;
// fetch the pixels
GLint Alignment;
glGetIntegerv(GL_PACK_ALIGNMENT, &Alignment);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0,0, w, h, GL_RGB, GL_UNSIGNED_BYTE, pPixelData);
glPixelStorei(GL_PACK_ALIGNMENT, Alignment);
// flip the pixel because opengl works from bottom left corner
for(int y = 0; y < h/2; y++)
{
mem_copy(pTempRow, pPixelData+y*w*3, w*3);
mem_copy(pPixelData+y*w*3, pPixelData+(h-y-1)*w*3, w*3);
mem_copy(pPixelData+(h-y-1)*w*3, pTempRow,w*3);
}
// fill in the information
pCommand->m_pImage->m_Width = w;
pCommand->m_pImage->m_Height = h;
pCommand->m_pImage->m_Format = CImageInfo::FORMAT_RGB;
pCommand->m_pImage->m_pData = pPixelData;
}
CCommandProcessorFragment_OpenGL::CCommandProcessorFragment_OpenGL()
{
mem_zero(m_aTextures, sizeof(m_aTextures));
m_pTextureMemoryUsage = 0;
}
bool CCommandProcessorFragment_OpenGL::RunCommand(const CCommandBuffer::SCommand * pBaseCommand)
{
switch(pBaseCommand->m_Cmd)
{
case CMD_INIT: Cmd_Init(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_TEXTURE_CREATE: Cmd_Texture_Create(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_TEXTURE_DESTROY: Cmd_Texture_Destroy(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_TEXTURE_UPDATE: Cmd_Texture_Update(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_CLEAR: Cmd_Clear(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_RENDER: Cmd_Render(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_SCREENSHOT: Cmd_Screenshot(static_cast(pBaseCommand)); break;
default: return false;
}
return true;
}
// ------------ CCommandProcessorFragment_OpenGL3_3
int CCommandProcessorFragment_OpenGL3_3::TexFormatToOpenGLFormat(int TexFormat)
{
if(TexFormat == CCommandBuffer::TEXFORMAT_RGB) return GL_RGB;
if(TexFormat == CCommandBuffer::TEXFORMAT_ALPHA) return GL_RED;
if(TexFormat == CCommandBuffer::TEXFORMAT_RGBA) return GL_RGBA;
return GL_RGBA;
}
unsigned char CCommandProcessorFragment_OpenGL3_3::Sample(int w, int h, const unsigned char *pData, int u, int v, int Offset, int ScaleW, int ScaleH, int Bpp)
{
int Value = 0;
for(int x = 0; x < ScaleW; x++)
for(int y = 0; y < ScaleH; y++)
Value += pData[((v+y)*w+(u+x))*Bpp+Offset];
return Value/(ScaleW*ScaleH);
}
void *CCommandProcessorFragment_OpenGL3_3::Rescale(int Width, int Height, int NewWidth, int NewHeight, int Format, const unsigned char *pData)
{
unsigned char *pTmpData;
int ScaleW = Width/NewWidth;
int ScaleH = Height/NewHeight;
int Bpp = 3;
if(Format == CCommandBuffer::TEXFORMAT_RGBA)
Bpp = 4;
pTmpData = (unsigned char *)mem_alloc(NewWidth*NewHeight*Bpp, 1);
int c = 0;
for(int y = 0; y < NewHeight; y++)
for(int x = 0; x < NewWidth; x++, c++)
{
pTmpData[c*Bpp] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 0, ScaleW, ScaleH, Bpp);
pTmpData[c*Bpp+1] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 1, ScaleW, ScaleH, Bpp);
pTmpData[c*Bpp+2] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 2, ScaleW, ScaleH, Bpp);
if(Bpp == 4)
pTmpData[c*Bpp+3] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 3, ScaleW, ScaleH, Bpp);
}
return pTmpData;
}
void CCommandProcessorFragment_OpenGL3_3::SetState(const CCommandBuffer::SState &State, CGLSLTWProgram* pProgram)
{
if(State.m_BlendMode != m_LastBlendMode && State.m_BlendMode != CCommandBuffer::BLEND_NONE)
{
// blend
switch(State.m_BlendMode)
{
case CCommandBuffer::BLEND_NONE:
//we don't really need this anymore
//glDisable(GL_BLEND);
break;
case CCommandBuffer::BLEND_ALPHA:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case CCommandBuffer::BLEND_ADDITIVE:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
default:
dbg_msg("render", "unknown blendmode %d\n", State.m_BlendMode);
};
m_LastBlendMode = State.m_BlendMode;
}
// clip
if(State.m_ClipEnable)
{
glScissor(State.m_ClipX, State.m_ClipY, State.m_ClipW, State.m_ClipH);
glEnable(GL_SCISSOR_TEST);
m_LastClipEnable = true;
}
else if(m_LastClipEnable)
{
//dont disable it always
glDisable(GL_SCISSOR_TEST);
m_LastClipEnable = false;
}
// texture
if(State.m_Texture >= 0 && State.m_Texture < CCommandBuffer::MAX_TEXTURES)
{
int Slot = State.m_Texture % m_MaxTextureUnits;
if(m_UseMultipleTextureUnits)
{
if(!IsAndUpdateTextureSlotBound(Slot, State.m_Texture))
{
glActiveTexture(GL_TEXTURE0 + Slot);
glBindTexture(GL_TEXTURE_2D, m_aTextures[State.m_Texture].m_Tex);
glBindSampler(Slot, m_aTextures[State.m_Texture].m_Sampler);
}
} else {
Slot = 0;
glBindTexture(GL_TEXTURE_2D, m_aTextures[State.m_Texture].m_Tex);
glBindSampler(Slot, m_aTextures[State.m_Texture].m_Sampler);
}
if(pProgram->m_LocIsTextured != -1) pProgram->SetUniform(pProgram->m_LocIsTextured, (int)1);
pProgram->SetUniform(pProgram->m_LocTextureSampler, (int)Slot);
if(m_TextureSlotBoundToUnit[Slot].m_LastWrapMode != State.m_WrapMode)
{
switch (State.m_WrapMode)
{
case CCommandBuffer::WRAP_REPEAT:
glSamplerParameteri(m_aTextures[State.m_Texture].m_Sampler, GL_TEXTURE_WRAP_S, GL_REPEAT);
glSamplerParameteri(m_aTextures[State.m_Texture].m_Sampler, GL_TEXTURE_WRAP_T, GL_REPEAT);
break;
case CCommandBuffer::WRAP_CLAMP:
glSamplerParameteri(m_aTextures[State.m_Texture].m_Sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(m_aTextures[State.m_Texture].m_Sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
break;
default:
dbg_msg("render", "unknown wrapmode %d\n", State.m_WrapMode);
};
m_TextureSlotBoundToUnit[Slot].m_LastWrapMode = State.m_WrapMode;
}
}
else {
if(pProgram->m_LocIsTextured != -1) pProgram->SetUniform(pProgram->m_LocIsTextured, (int)0);
}
// screen mapping
//ortho matrix... we only need this projection... just made all structs here..
struct vec4{
vec4() {}
vec4(float a, float b, float c, float d) : x(a), y(b), z(c), w(d) {}
vec4(vec4& v) : x(v.x), y(v.y), z(v.z), w(v.w) {}
float x;
float y;
float z;
float w;
};
struct mat4{
mat4(vec4& r1, vec4& r2, vec4& r3, vec4& r4) { r[0] = r1; r[1] = r2; r[2] = r3; r[3] = r4; }
vec4 r[4];
};
vec4 r1( (2.f/(State.m_ScreenBR.x - State.m_ScreenTL.x)), 0, 0, -((State.m_ScreenBR.x + State.m_ScreenTL.x)/(State.m_ScreenBR.x - State.m_ScreenTL.x)));
vec4 r2( 0, (2.f/(State.m_ScreenTL.y - State.m_ScreenBR.y)), 0, -((State.m_ScreenTL.y + State.m_ScreenBR.y)/(State.m_ScreenTL.y - State.m_ScreenBR.y)));
vec4 r3( 0, 0, -(2.f/(9.f)), -((11.f)/(9.f)));
vec4 r4( 0, 0, 0, 1.0f);
mat4 m(r1,r2,r3,r4);
//transpose bcs of column-major order of opengl
glUniformMatrix4fv(pProgram->m_LocPos, 1, true, (float*)&m);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_Init(const SCommand_Init *pCommand)
{
m_UseMultipleTextureUnits = g_Config.m_GfxEnableTextureUnitOptimization;
if(!m_UseMultipleTextureUnits)
{
glActiveTexture(GL_TEXTURE0);
}
m_pTextureMemoryUsage = pCommand->m_pTextureMemoryUsage;
m_LastBlendMode = -1;
m_LastClipEnable = false;
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;
{
CGLSL PrimitiveVertexShader;
CGLSL PrimitiveFragmentShader;
PrimitiveVertexShader.LoadShader("./shader/prim.vert", GL_VERTEX_SHADER);
PrimitiveFragmentShader.LoadShader("./shader/prim.frag", GL_FRAGMENT_SHADER);
m_pPrimitiveProgram->CreateProgram();
m_pPrimitiveProgram->AddShader(&PrimitiveVertexShader);
m_pPrimitiveProgram->AddShader(&PrimitiveFragmentShader);
m_pPrimitiveProgram->LinkProgram();
//detach shader, they are not needed anymore after linking
m_pPrimitiveProgram->DetachShader(&PrimitiveVertexShader);
m_pPrimitiveProgram->DetachShader(&PrimitiveFragmentShader);
m_pPrimitiveProgram->UseProgram();
m_pPrimitiveProgram->m_LocPos = m_pPrimitiveProgram->GetUniformLoc("Pos");
m_pPrimitiveProgram->m_LocIsTextured = m_pPrimitiveProgram->GetUniformLoc("isTextured");
m_pPrimitiveProgram->m_LocTextureSampler = m_pPrimitiveProgram->GetUniformLoc("textureSampler");
}
{
CGLSL VertexShader;
CGLSL FragmentShader;
VertexShader.LoadShader("./shader/tile.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader("./shader/tile.frag", GL_FRAGMENT_SHADER);
m_pTileProgram->CreateProgram();
m_pTileProgram->AddShader(&VertexShader);
m_pTileProgram->AddShader(&FragmentShader);
m_pTileProgram->LinkProgram();
//detach shader, they are not needed anymore after linking
m_pTileProgram->DetachShader(&VertexShader);
m_pTileProgram->DetachShader(&FragmentShader);
m_pTileProgram->UseProgram();
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_LocZoomFactor = -1;
}
{
CGLSL VertexShader;
CGLSL FragmentShader;
VertexShader.LoadShader("./shader/tiletex.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader("./shader/tiletex.frag", GL_FRAGMENT_SHADER);
m_pTileProgramTextured->CreateProgram();
m_pTileProgramTextured->AddShader(&VertexShader);
m_pTileProgramTextured->AddShader(&FragmentShader);
m_pTileProgramTextured->LinkProgram();
//detach shader, they are not needed anymore after linking
m_pTileProgramTextured->DetachShader(&VertexShader);
m_pTileProgramTextured->DetachShader(&FragmentShader);
m_pTileProgramTextured->UseProgram();
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_LocZoomFactor = m_pTileProgramTextured->GetUniformLoc("ZoomFactor");
}
{
CGLSL VertexShader;
CGLSL FragmentShader;
VertexShader.LoadShader("./shader/bordertile.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader("./shader/bordertile.frag", GL_FRAGMENT_SHADER);
m_pBorderTileProgram->CreateProgram();
m_pBorderTileProgram->AddShader(&VertexShader);
m_pBorderTileProgram->AddShader(&FragmentShader);
m_pBorderTileProgram->LinkProgram();
//detach shader, they are not needed anymore after linking
m_pBorderTileProgram->DetachShader(&VertexShader);
m_pBorderTileProgram->DetachShader(&FragmentShader);
m_pBorderTileProgram->UseProgram();
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_LocZoomFactor = -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");
}
{
CGLSL VertexShader;
CGLSL FragmentShader;
VertexShader.LoadShader("./shader/bordertiletex.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader("./shader/bordertiletex.frag", GL_FRAGMENT_SHADER);
m_pBorderTileProgramTextured->CreateProgram();
m_pBorderTileProgramTextured->AddShader(&VertexShader);
m_pBorderTileProgramTextured->AddShader(&FragmentShader);
m_pBorderTileProgramTextured->LinkProgram();
//detach shader, they are not needed anymore after linking
m_pBorderTileProgramTextured->DetachShader(&VertexShader);
m_pBorderTileProgramTextured->DetachShader(&FragmentShader);
m_pBorderTileProgramTextured->UseProgram();
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_LocZoomFactor = m_pBorderTileProgramTextured->GetUniformLoc("ZoomFactor");
m_pBorderTileProgramTextured->m_LocOffset = m_pBorderTileProgramTextured->GetUniformLoc("Offset");
m_pBorderTileProgramTextured->m_LocDir = m_pBorderTileProgramTextured->GetUniformLoc("Dir");
m_pBorderTileProgramTextured->m_LocJumpIndex = m_pBorderTileProgramTextured->GetUniformLoc("JumpIndex");
}
{
CGLSL VertexShader;
CGLSL FragmentShader;
VertexShader.LoadShader("./shader/bordertileline.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader("./shader/bordertileline.frag", GL_FRAGMENT_SHADER);
m_pBorderTileLineProgram->CreateProgram();
m_pBorderTileLineProgram->AddShader(&VertexShader);
m_pBorderTileLineProgram->AddShader(&FragmentShader);
m_pBorderTileLineProgram->LinkProgram();
//detach shader, they are not needed anymore after linking
m_pBorderTileLineProgram->DetachShader(&VertexShader);
m_pBorderTileLineProgram->DetachShader(&FragmentShader);
m_pBorderTileLineProgram->UseProgram();
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_LocZoomFactor = -1;
m_pBorderTileLineProgram->m_LocDir = m_pBorderTileLineProgram->GetUniformLoc("Dir");
}
{
CGLSL VertexShader;
CGLSL FragmentShader;
VertexShader.LoadShader("./shader/bordertilelinetex.vert", GL_VERTEX_SHADER);
FragmentShader.LoadShader("./shader/bordertilelinetex.frag", GL_FRAGMENT_SHADER);
m_pBorderTileLineProgramTextured->CreateProgram();
m_pBorderTileLineProgramTextured->AddShader(&VertexShader);
m_pBorderTileLineProgramTextured->AddShader(&FragmentShader);
m_pBorderTileLineProgramTextured->LinkProgram();
//detach shader, they are not needed anymore after linking
m_pBorderTileLineProgramTextured->DetachShader(&VertexShader);
m_pBorderTileLineProgramTextured->DetachShader(&FragmentShader);
m_pBorderTileLineProgramTextured->UseProgram();
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_LocZoomFactor = m_pBorderTileLineProgramTextured->GetUniformLoc("ZoomFactor");
m_pBorderTileLineProgramTextured->m_LocDir = m_pBorderTileLineProgramTextured->GetUniformLoc("Dir");
}
glGenBuffers(1, &m_PrimitiveDrawBufferID);
glBindBuffer(GL_ARRAY_BUFFER, m_PrimitiveDrawBufferID);
glGenVertexArrays(1, &m_PrimitiveDrawVertexID);
glBindVertexArray(m_PrimitiveDrawVertexID);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
//query maximum of allowed textures
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &m_MaxTextureUnits);
m_TextureSlotBoundToUnit.resize(m_MaxTextureUnits);
for(int i = 0; i < m_MaxTextureUnits; ++i)
{
m_TextureSlotBoundToUnit[i].m_TextureSlot = -1;
m_TextureSlotBoundToUnit[i].m_LastWrapMode = -1;
}
glGenBuffers(1, &m_PrimitiveDrawIndexBufferID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_PrimitiveDrawIndexBufferID);
unsigned int Indices[CCommandBuffer::MAX_VERTICES/4 * 6];
int Primq = 0;
for(int i = 0; i < CCommandBuffer::MAX_VERTICES/4 * 6; i+=6)
{
Indices[i] = Primq;
Indices[i+1] = Primq + 3;
Indices[i+2] = Primq + 1;
Indices[i+3] = Primq + 3;
Indices[i+4] = Primq + 1;
Indices[i+5] = Primq + 2;
Primq+=4;
}
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * CCommandBuffer::MAX_VERTICES/4 * 6, Indices, GL_STATIC_DRAW);
mem_zero(m_aTextures, sizeof(m_aTextures));
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_Shutdown(const SCommand_Shutdown *pCommand)
{
//clean up everything
m_pPrimitiveProgram->DeleteProgram();
//m_QuadProgram->DeleteProgram();
m_pTileProgram->DeleteProgram();
m_pTileProgramTextured->DeleteProgram();
m_pBorderTileProgram->DeleteProgram();
m_pBorderTileProgramTextured->DeleteProgram();
m_pBorderTileLineProgram->DeleteProgram();
m_pBorderTileLineProgramTextured->DeleteProgram();
delete m_pPrimitiveProgram;
//delete m_QuadProgram;
delete m_pTileProgram;
delete m_pTileProgramTextured;
delete m_pBorderTileProgram;
delete m_pBorderTileProgramTextured;
delete m_pBorderTileLineProgram;
delete m_pBorderTileLineProgramTextured;
glBindVertexArray(0);
glDeleteBuffers(1, &m_PrimitiveDrawBufferID);
glDeleteBuffers(1, &m_PrimitiveDrawIndexBufferID);
glDeleteVertexArrays(1, &m_PrimitiveDrawVertexID);
for(int i = 0; i < CCommandBuffer::MAX_TEXTURES; ++i)
{
DestroyTexture(i);
}
for(int i = 0; i < m_VisualObjects.size(); ++i)
{
DestroyVisualObjects(i);
}
m_VisualObjects.clear();
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_Texture_Update(const CCommandBuffer::SCommand_Texture_Update *pCommand)
{
if(m_UseMultipleTextureUnits)
{
int Slot = pCommand->m_Slot % m_MaxTextureUnits;
//just tell, that we using this texture now
IsAndUpdateTextureSlotBound(Slot, pCommand->m_Slot);
glActiveTexture(GL_TEXTURE0 + Slot);
}
glBindTexture(GL_TEXTURE_2D, m_aTextures[pCommand->m_Slot].m_Tex);
glTexSubImage2D(GL_TEXTURE_2D, 0, pCommand->m_X, pCommand->m_Y, pCommand->m_Width, pCommand->m_Height,
TexFormatToOpenGLFormat(pCommand->m_Format), GL_UNSIGNED_BYTE, pCommand->m_pData);
mem_free(pCommand->m_pData);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_Texture_Destroy(const CCommandBuffer::SCommand_Texture_Destroy *pCommand)
{
int Slot = 0;
if(m_UseMultipleTextureUnits)
{
Slot = pCommand->m_Slot % m_MaxTextureUnits;
IsAndUpdateTextureSlotBound(Slot, pCommand->m_Slot);
glActiveTexture(GL_TEXTURE0 + Slot);
}
glBindTexture(GL_TEXTURE_2D, 0);
glBindSampler(Slot, 0);
m_TextureSlotBoundToUnit[Slot].m_TextureSlot = -1;
m_TextureSlotBoundToUnit[Slot].m_LastWrapMode = -1;
DestroyTexture(pCommand->m_Slot);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_Texture_Create(const CCommandBuffer::SCommand_Texture_Create *pCommand)
{
int Width = pCommand->m_Width;
int Height = pCommand->m_Height;
void *pTexData = pCommand->m_pData;
// resample if needed
if(pCommand->m_Format == CCommandBuffer::TEXFORMAT_RGBA || pCommand->m_Format == CCommandBuffer::TEXFORMAT_RGB)
{
int MaxTexSize;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &MaxTexSize);
if(Width > MaxTexSize || Height > MaxTexSize)
{
do
{
Width>>=1;
Height>>=1;
}
while(Width > MaxTexSize || Height > MaxTexSize);
void *pTmpData = Rescale(pCommand->m_Width, pCommand->m_Height, Width, Height, pCommand->m_Format, static_cast(pCommand->m_pData));
mem_free(pTexData);
pTexData = pTmpData;
}
else if(Width > 16 && Height > 16 && (pCommand->m_Flags&CCommandBuffer::TEXFLAG_QUALITY) == 0)
{
Width>>=1;
Height>>=1;
void *pTmpData = Rescale(pCommand->m_Width, pCommand->m_Height, Width, Height, pCommand->m_Format, static_cast(pCommand->m_pData));
mem_free(pTexData);
pTexData = pTmpData;
}
}
int Oglformat = TexFormatToOpenGLFormat(pCommand->m_Format);
int StoreOglformat = TexFormatToOpenGLFormat(pCommand->m_StoreFormat);
#if defined(__ANDROID__)
StoreOglformat = Oglformat;
#else
if(pCommand->m_Flags&CCommandBuffer::TEXFLAG_COMPRESSED)
{
switch(StoreOglformat)
{
case GL_RGB: StoreOglformat = GL_COMPRESSED_RGB; break;
//this needs further checks. it seems on some gpus COMPRESSED_ALPHA isnt in the core profile
case GL_RED: StoreOglformat = GL_COMPRESSED_RGBA; break;
case GL_RGBA: StoreOglformat = GL_COMPRESSED_RGBA; break;
default: StoreOglformat = GL_COMPRESSED_RGBA;
}
}
#endif
int Slot = 0;
if(m_UseMultipleTextureUnits)
{
Slot = pCommand->m_Slot % m_MaxTextureUnits;
//just tell, that we using this texture now
IsAndUpdateTextureSlotBound(Slot, pCommand->m_Slot);
glActiveTexture(GL_TEXTURE0 + Slot);
}
glGenTextures(1, &m_aTextures[pCommand->m_Slot].m_Tex);
glBindTexture(GL_TEXTURE_2D, m_aTextures[pCommand->m_Slot].m_Tex);
glGenSamplers(1, &m_aTextures[pCommand->m_Slot].m_Sampler);
glBindSampler(Slot, m_aTextures[pCommand->m_Slot].m_Sampler);
if(Oglformat == GL_RED)
{
//Bind the texture 2D.
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_RED};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
StoreOglformat = GL_RGBA;
}
if(pCommand->m_Flags&CCommandBuffer::TEXFLAG_NOMIPMAPS)
{
glSamplerParameteri(m_aTextures[pCommand->m_Slot].m_Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(m_aTextures[pCommand->m_Slot].m_Sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, StoreOglformat, Width, Height, 0, Oglformat, GL_UNSIGNED_BYTE, pTexData);
}
else
{
glSamplerParameteri(m_aTextures[pCommand->m_Slot].m_Sampler, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameteri(m_aTextures[pCommand->m_Slot].m_Sampler, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, StoreOglformat, Width, Height, Oglformat, GL_UNSIGNED_BYTE, pTexData);
}
// calculate memory usage
m_aTextures[pCommand->m_Slot].m_MemSize = Width*Height*pCommand->m_PixelSize;
while(Width > 2 && Height > 2)
{
Width>>=1;
Height>>=1;
m_aTextures[pCommand->m_Slot].m_MemSize += Width*Height*pCommand->m_PixelSize;
}
*m_pTextureMemoryUsage += m_aTextures[pCommand->m_Slot].m_MemSize;
mem_free(pTexData);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_Clear(const CCommandBuffer::SCommand_Clear *pCommand)
{
glClearColor(pCommand->m_Color.r, pCommand->m_Color.g, pCommand->m_Color.b, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_Render(const CCommandBuffer::SCommand_Render *pCommand)
{
m_pPrimitiveProgram->UseProgram();
SetState(pCommand->m_State, m_pPrimitiveProgram);
int Count = 0;
switch(pCommand->m_PrimType)
{
case CCommandBuffer::PRIMTYPE_LINES:
Count = pCommand->m_PrimCount*2;
break;
case CCommandBuffer::PRIMTYPE_QUADS:
Count = pCommand->m_PrimCount*4;
break;
default:
return;
};
glBindBuffer(GL_ARRAY_BUFFER, m_PrimitiveDrawBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(CCommandBuffer::SVertex) * Count, (char*)pCommand->m_pVertices, GL_STREAM_DRAW);
glBindVertexArray(m_PrimitiveDrawVertexID);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(CCommandBuffer::SVertex), 0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(CCommandBuffer::SVertex), (void*)(sizeof(float) * 2));
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(CCommandBuffer::SVertex), (void*)(sizeof(float) * 4));
switch(pCommand->m_PrimType)
{
//we dont support GL_QUADS due to core profile
case CCommandBuffer::PRIMTYPE_LINES:
glDrawArrays(GL_LINES, 0, pCommand->m_PrimCount*2);
break;
case CCommandBuffer::PRIMTYPE_QUADS:
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_PrimitiveDrawIndexBufferID);
glDrawElements(GL_TRIANGLES, pCommand->m_PrimCount*6, GL_UNSIGNED_INT, 0);
break;
default:
dbg_msg("render", "unknown primtype %d\n", pCommand->m_Cmd);
};
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_Screenshot(const CCommandBuffer::SCommand_Screenshot *pCommand)
{
// fetch image data
GLint aViewport[4] = {0,0,0,0};
glGetIntegerv(GL_VIEWPORT, aViewport);
int w = aViewport[2];
int h = aViewport[3];
// we allocate one more row to use when we are flipping the texture
unsigned char *pPixelData = (unsigned char *)mem_alloc(w*(h+1)*3, 1);
unsigned char *pTempRow = pPixelData+w*h*3;
// fetch the pixels
GLint Alignment;
glGetIntegerv(GL_PACK_ALIGNMENT, &Alignment);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0,0, w, h, GL_RGB, GL_UNSIGNED_BYTE, pPixelData);
glPixelStorei(GL_PACK_ALIGNMENT, Alignment);
// flip the pixel because opengl works from bottom left corner
for(int y = 0; y < h/2; y++)
{
mem_copy(pTempRow, pPixelData+y*w*3, w*3);
mem_copy(pPixelData+y*w*3, pPixelData+(h-y-1)*w*3, w*3);
mem_copy(pPixelData+(h-y-1)*w*3, pTempRow,w*3);
}
// fill in the information
pCommand->m_pImage->m_Width = w;
pCommand->m_pImage->m_Height = h;
pCommand->m_pImage->m_Format = CImageInfo::FORMAT_RGB;
pCommand->m_pImage->m_pData = pPixelData;
}
CCommandProcessorFragment_OpenGL3_3::CCommandProcessorFragment_OpenGL3_3()
{
mem_zero(m_aTextures, sizeof(m_aTextures));
m_pTextureMemoryUsage = 0;
}
bool CCommandProcessorFragment_OpenGL3_3::RunCommand(const CCommandBuffer::SCommand * pBaseCommand)
{
switch(pBaseCommand->m_Cmd)
{
case CMD_INIT: Cmd_Init(static_cast(pBaseCommand)); break;
case CMD_SHUTDOWN: Cmd_Shutdown(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_TEXTURE_CREATE: Cmd_Texture_Create(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_TEXTURE_DESTROY: Cmd_Texture_Destroy(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_TEXTURE_UPDATE: Cmd_Texture_Update(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_CLEAR: Cmd_Clear(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_RENDER: Cmd_Render(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_SCREENSHOT: Cmd_Screenshot(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_CREATE_VERTEX_BUFFER_OBJECT: Cmd_CreateVertBuffer(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_APPEND_VERTEX_BUFFER_OBJECT: Cmd_AppendVertBuffer(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_CREATE_VERTEX_ARRAY_OBJECT: Cmd_CreateVertArray(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_CREATE_INDEX_BUFFER_OBJECT: Cmd_CreateIndexBuffer(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_APPEND_INDEX_BUFFER_OBJECT: Cmd_AppendIndexBuffer(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_RENDER_IBO_VERTEX_ARRAY: Cmd_RenderVertexArray(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_DESTROY_VISUAL: Cmd_DestroyVertexArray(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_RENDER_BORDER_TILE: Cmd_RenderBorderTile(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_RENDER_BORDER_TILE_LINE: Cmd_RenderBorderTileLine(static_cast(pBaseCommand)); break;
default: return false;
}
return true;
}
bool CCommandProcessorFragment_OpenGL3_3::IsAndUpdateTextureSlotBound(int IDX, int Slot)
{
if(m_TextureSlotBoundToUnit[IDX].m_TextureSlot == Slot) return true;
else {
//the texture slot uses this index now
m_TextureSlotBoundToUnit[IDX].m_TextureSlot = Slot;
m_TextureSlotBoundToUnit[IDX].m_LastWrapMode = -1;
return false;
}
}
void CCommandProcessorFragment_OpenGL3_3::DestroyTexture(int Slot)
{
glDeleteTextures(1, &m_aTextures[Slot].m_Tex);
glDeleteSamplers(1, &m_aTextures[Slot].m_Sampler);
*m_pTextureMemoryUsage -= m_aTextures[Slot].m_MemSize;
m_aTextures[Slot].m_Tex = 0;
m_aTextures[Slot].m_Sampler = 0;
}
void CCommandProcessorFragment_OpenGL3_3::DestroyVisualObjects(int Index)
{
SVisualObject& VisualObject = m_VisualObjects[Index];
if(VisualObject.m_VertArrayID != 0) glDeleteVertexArrays(1, &VisualObject.m_VertArrayID);
if(VisualObject.m_VertBufferID != 0) glDeleteBuffers(1, &VisualObject.m_VertBufferID);//this line should never be called
if(VisualObject.m_IndexBufferID != 0) glDeleteBuffers(1, &VisualObject.m_IndexBufferID);
VisualObject.m_NumElements = 0;
VisualObject.m_IsTextured = false;
VisualObject.m_NumIndices = 0;
VisualObject.m_IndexBufferID = VisualObject.m_VertBufferID = VisualObject.m_VertArrayID = 0;
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_DestroyVertexArray(const CCommandBuffer::SCommand_DestroyVisual *pCommand)
{
int Index = pCommand->m_VisualObjectIDX;
if(Index >= m_VisualObjects.size())
return;
DestroyVisualObjects(Index);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderBorderTile(const CCommandBuffer::SCommand_RenderBorderTile *pCommand)
{
int Index = pCommand->m_VisualObjectIDX;
//if space not there return
if(Index >= m_VisualObjects.size())
return;
SVisualObject& VisualObject = m_VisualObjects[Index];
if(VisualObject.m_VertArrayID == 0 || VisualObject.m_IndexBufferID == 0) return;
CGLSLBorderTileProgram* pProgram = NULL;
if(VisualObject.m_IsTextured)
{
pProgram = m_pBorderTileProgramTextured;
}
else pProgram = m_pBorderTileProgram;
pProgram->UseProgram();
if(pProgram->m_LocZoomFactor != -1) pProgram->SetUniform(pProgram->m_LocZoomFactor, (float)(pCommand->m_ZoomScreenRatio < .5f ? .5f : pCommand->m_ZoomScreenRatio));
SetState(pCommand->m_State, pProgram);
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);
pProgram->SetUniform(pProgram->m_LocJumpIndex, (int)pCommand->m_JumpIndex);
glBindVertexArray(VisualObject.m_VertArrayID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, VisualObject.m_IndexBufferID);
glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, pCommand->m_pIndicesOffset, pCommand->m_DrawNum);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderBorderTileLine(const CCommandBuffer::SCommand_RenderBorderTileLine *pCommand)
{
int Index = pCommand->m_VisualObjectIDX;
//if space not there return
if(Index >= m_VisualObjects.size())
return;
SVisualObject& VisualObject = m_VisualObjects[Index];
if(VisualObject.m_VertArrayID == 0 || VisualObject.m_IndexBufferID == 0) return;
CGLSLBorderTileLineProgram* pProgram = NULL;
if(VisualObject.m_IsTextured)
{
pProgram = m_pBorderTileLineProgramTextured;
}
else pProgram = m_pBorderTileLineProgram;
pProgram->UseProgram();
if(pProgram->m_LocZoomFactor != -1) pProgram->SetUniform(pProgram->m_LocZoomFactor, (float)(pCommand->m_ZoomScreenRatio < .5f ? .5f : pCommand->m_ZoomScreenRatio));
SetState(pCommand->m_State, pProgram);
pProgram->SetUniformVec4(pProgram->m_LocColor, 1, (float*)&pCommand->m_Color);
pProgram->SetUniformVec2(pProgram->m_LocDir, 1, (float*)&pCommand->m_Dir);
glBindVertexArray(VisualObject.m_VertArrayID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, VisualObject.m_IndexBufferID);
glDrawElementsInstanced(GL_TRIANGLES, pCommand->m_IndexDrawNum, GL_UNSIGNED_INT, pCommand->m_pIndicesOffset, pCommand->m_DrawNum);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderVertexArray(const CCommandBuffer::SCommand_RenderVertexArray *pCommand)
{
int Index = pCommand->m_VisualObjectIDX;
//if space not there return
if(Index >= m_VisualObjects.size())
return;
SVisualObject& VisualObject = m_VisualObjects[Index];
if(VisualObject.m_VertArrayID == 0 || VisualObject.m_IndexBufferID == 0) return;
GLsizei* DrawCount = new GLsizei[pCommand->m_IndicesDrawNum];
GLvoid** Offsets = new GLvoid*[pCommand->m_IndicesDrawNum];
int c = 0;
for (int i = 0; i < pCommand->m_IndicesDrawNum; ++i)
{
if (pCommand->m_pIndicesOffsets[i].m_DrawCount == 0) continue;
DrawCount[c] = pCommand->m_pIndicesOffsets[i].m_DrawCount;
Offsets[c++] = pCommand->m_pIndicesOffsets[i].m_Offset;
}
if (c == 0)
{
delete[] DrawCount;
delete[] Offsets;
return; //nothing to draw
}
CGLSLTileProgram* pProgram = NULL;
if(VisualObject.m_IsTextured)
{
pProgram = m_pTileProgramTextured;
}
else pProgram = m_pTileProgram;
pProgram->UseProgram();
if(pProgram->m_LocZoomFactor != -1) pProgram->SetUniform(pProgram->m_LocZoomFactor, (float)(pCommand->m_ZoomScreenRatio < .5f ? .5f : pCommand->m_ZoomScreenRatio));
SetState(pCommand->m_State, pProgram);
pProgram->SetUniformVec4(pProgram->m_LocColor, 1, (float*)&pCommand->m_Color);
glBindVertexArray(VisualObject.m_VertArrayID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, VisualObject.m_IndexBufferID);
//for some reasons this function seems not to be in the coreprofile for quite some gpus
//glMultiDrawElements(GL_TRIANGLES, DrawCount, GL_UNSIGNED_INT, Offsets, c);
for (int i = 0; i < c; ++i)
{
glDrawElements(GL_TRIANGLES, DrawCount[i], GL_UNSIGNED_INT, Offsets[i]);
}
delete[] DrawCount;
delete[] Offsets;
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_CreateVertBuffer(const CCommandBuffer::SCommand_CreateVertexBufferObject *pCommand)
{
int Index = pCommand->m_VisualObjectIDX;
//create necessary space
if(Index >= m_VisualObjects.size())
{
for(int i = m_VisualObjects.size(); i < Index + 1; ++i)
{
m_VisualObjects.push_back(SVisualObject());
}
}
SVisualObject& VisualObject = m_VisualObjects[Index];
VisualObject.m_NumElements = pCommand->m_NumVertices;
VisualObject.m_IsTextured = pCommand->m_IsTextured;
glGenBuffers(1, &VisualObject.m_VertBufferID);
glBindBuffer(GL_ARRAY_BUFFER, VisualObject.m_VertBufferID);
GLsizeiptr size = (VisualObject.m_IsTextured ? (sizeof(float) + sizeof(unsigned char) * 2) : (sizeof(float)));
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(VisualObject.m_NumElements * size), pCommand->m_Elements, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_AppendVertBuffer(const CCommandBuffer::SCommand_AppendVertexBufferObject *pCommand)
{
int Index = pCommand->m_VisualObjectIDX;
//if space not there return
if(Index >= m_VisualObjects.size())
{
return;
}
SVisualObject& VisualObject = m_VisualObjects[Index];
glBindBuffer(GL_COPY_READ_BUFFER, VisualObject.m_VertBufferID);
GLuint NewVerBufferID;
glGenBuffers(1, &NewVerBufferID);
glBindBuffer(GL_COPY_WRITE_BUFFER, NewVerBufferID);
GLsizeiptr size = (VisualObject.m_IsTextured ? (sizeof(float) + sizeof(unsigned char) * 2) : (sizeof(float)));
glBufferData(GL_COPY_WRITE_BUFFER, (GLsizeiptr)((VisualObject.m_NumElements + pCommand->m_NumVertices) * size), NULL, GL_STATIC_DRAW);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, (GLsizeiptr)(VisualObject.m_NumElements * size));
glBufferSubData(GL_COPY_WRITE_BUFFER, (GLsizeiptr)(VisualObject.m_NumElements * size), (GLsizeiptr)(pCommand->m_NumVertices * size), pCommand->m_Elements);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
glBindBuffer(GL_COPY_READ_BUFFER, 0);
glDeleteBuffers(1, &VisualObject.m_VertBufferID);
VisualObject.m_VertBufferID = NewVerBufferID;
VisualObject.m_NumElements += pCommand->m_NumVertices;
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_CreateVertArray(const CCommandBuffer::SCommand_CreateVertexArrayObject *pCommand)
{
int Index = pCommand->m_VisualObjectIDX;
//if space not there return
if(Index >= m_VisualObjects.size())
return;
SVisualObject& VisualObject = m_VisualObjects[Index];
glGenVertexArrays(1, &VisualObject.m_VertArrayID);
glBindVertexArray(VisualObject.m_VertArrayID);
glEnableVertexAttribArray(0);
if(VisualObject.m_IsTextured)
{
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
}
glBindBuffer(GL_ARRAY_BUFFER, VisualObject.m_VertBufferID);
GLsizei stride = sizeof(float) * 2 + sizeof(unsigned char) * 2 * 2;
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, (GLsizei)(VisualObject.m_IsTextured ? stride : 0) , 0);
if(VisualObject.m_IsTextured)
{
glVertexAttribPointer(1, 2, GL_UNSIGNED_BYTE, GL_FALSE, (GLsizei)(VisualObject.m_IsTextured ? stride : 0), (void*)(sizeof(float)*2));
glVertexAttribIPointer(2, 2, GL_UNSIGNED_BYTE, (GLsizei)(VisualObject.m_IsTextured ? stride : 0), (void*)(sizeof(float)*2 + sizeof(unsigned char)*2));
}
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
//TODO: destroy the VBO here? it shouldn't be needed anymore
glDeleteBuffers(1, &VisualObject.m_VertBufferID);
VisualObject.m_VertBufferID = 0;
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_CreateIndexBuffer(const CCommandBuffer::SCommand_CreateIndexBufferObject *pCommand)
{
int Index = pCommand->m_VisualObjectIDX;
//if space not there return
if(Index >= m_VisualObjects.size())
{
return;
}
SVisualObject& VisualObject = m_VisualObjects[Index];
VisualObject.m_NumIndices = pCommand->m_NumIndices;
glGenBuffers(1, &VisualObject.m_IndexBufferID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, VisualObject.m_IndexBufferID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)(VisualObject.m_NumIndices * sizeof(unsigned int)), pCommand->m_Indices, GL_STATIC_DRAW);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_AppendIndexBuffer(const CCommandBuffer::SCommand_AppendIndexBufferObject *pCommand)
{
int Index = pCommand->m_VisualObjectIDX;
//if space not there return
if(Index >= m_VisualObjects.size())
{
return;
}
SVisualObject& VisualObject = m_VisualObjects[Index];
glBindBuffer(GL_COPY_READ_BUFFER, VisualObject.m_IndexBufferID);
GLuint NewIndexBufferID;
glGenBuffers(1, &NewIndexBufferID);
glBindBuffer(GL_COPY_WRITE_BUFFER, NewIndexBufferID);
glBufferData(GL_COPY_WRITE_BUFFER, (GLsizeiptr)((VisualObject.m_NumIndices + pCommand->m_NumIndices) * sizeof(unsigned int)), NULL, GL_STATIC_DRAW);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, (GLsizeiptr)(VisualObject.m_NumIndices * sizeof(unsigned int)));
glBufferSubData(GL_COPY_WRITE_BUFFER, (GLsizeiptr)(VisualObject.m_NumIndices * sizeof(unsigned int)), (GLsizeiptr)(pCommand->m_NumIndices * sizeof(unsigned int)), pCommand->m_Indices);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
glBindBuffer(GL_COPY_READ_BUFFER, 0);
glDeleteBuffers(1, &VisualObject.m_IndexBufferID);
VisualObject.m_IndexBufferID = NewIndexBufferID;
VisualObject.m_NumIndices += pCommand->m_NumIndices;
}
// ------------ CCommandProcessorFragment_SDL
void CCommandProcessorFragment_SDL::Cmd_Init(const SCommand_Init *pCommand)
{
m_GLContext = pCommand->m_GLContext;
m_pWindow = pCommand->m_pWindow;
SDL_GL_MakeCurrent(m_pWindow, m_GLContext);
// set some default settings
glEnable(GL_BLEND);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glAlphaFunc(GL_GREATER, 0);
glEnable(GL_ALPHA_TEST);
glDepthMask(0);
}
void CCommandProcessorFragment_SDL::Cmd_Shutdown(const SCommand_Shutdown *pCommand)
{
SDL_GL_MakeCurrent(NULL, NULL);
}
void CCommandProcessorFragment_SDL::Cmd_Swap(const CCommandBuffer::SCommand_Swap *pCommand)
{
SDL_GL_SwapWindow(m_pWindow);
if(pCommand->m_Finish)
glFinish();
}
void CCommandProcessorFragment_SDL::Cmd_VSync(const CCommandBuffer::SCommand_VSync *pCommand)
{
*pCommand->m_pRetOk = SDL_GL_SetSwapInterval(pCommand->m_VSync) == 0;
}
void CCommandProcessorFragment_SDL::Cmd_Resize(const CCommandBuffer::SCommand_Resize *pCommand)
{
SDL_SetWindowSize(m_pWindow, pCommand->m_Width, pCommand->m_Height);
glViewport(0, 0, pCommand->m_Width, pCommand->m_Height);
}
void CCommandProcessorFragment_SDL::Cmd_VideoModes(const CCommandBuffer::SCommand_VideoModes *pCommand)
{
SDL_DisplayMode mode;
int maxModes = SDL_GetNumDisplayModes(pCommand->m_Screen),
numModes = 0;
for(int i = 0; i < maxModes; i++)
{
if(SDL_GetDisplayMode(pCommand->m_Screen, i, &mode) < 0)
{
dbg_msg("gfx", "unable to get display mode: %s", SDL_GetError());
continue;
}
bool AlreadyFound = false;
for(int j = 0; j < numModes; j++)
{
if(pCommand->m_pModes[j].m_Width == mode.w && pCommand->m_pModes[j].m_Height == mode.h)
{
AlreadyFound = true;
break;
}
}
if(AlreadyFound)
continue;
pCommand->m_pModes[numModes].m_Width = mode.w;
pCommand->m_pModes[numModes].m_Height = mode.h;
pCommand->m_pModes[numModes].m_Red = 8;
pCommand->m_pModes[numModes].m_Green = 8;
pCommand->m_pModes[numModes].m_Blue = 8;
numModes++;
}
*pCommand->m_pNumModes = numModes;
}
CCommandProcessorFragment_SDL::CCommandProcessorFragment_SDL()
{
}
bool CCommandProcessorFragment_SDL::RunCommand(const CCommandBuffer::SCommand *pBaseCommand)
{
switch(pBaseCommand->m_Cmd)
{
case CCommandBuffer::CMD_SWAP: Cmd_Swap(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_VSYNC: Cmd_VSync(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_RESIZE: Cmd_Resize(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_VIDEOMODES: Cmd_VideoModes(static_cast(pBaseCommand)); break;
case CMD_INIT: Cmd_Init(static_cast(pBaseCommand)); break;
case CMD_SHUTDOWN: Cmd_Shutdown(static_cast(pBaseCommand)); break;
default: return false;
}
return true;
}
// ------------ CCommandProcessor_SDL_OpenGL
void CCommandProcessor_SDL_OpenGL::RunBuffer(CCommandBuffer *pBuffer)
{
unsigned CmdIndex = 0;
while(1)
{
const CCommandBuffer::SCommand *pBaseCommand = pBuffer->GetCommand(&CmdIndex);
if(pBaseCommand == 0x0)
break;
if(m_UseOpenGL3_3)
{
if(m_OpenGL3_3.RunCommand(pBaseCommand))
continue;
}
else
{
if(m_OpenGL.RunCommand(pBaseCommand))
continue;
}
if(m_SDL.RunCommand(pBaseCommand))
continue;
if(m_General.RunCommand(pBaseCommand))
continue;
dbg_msg("graphics", "unknown command %d", pBaseCommand->m_Cmd);
}
}
// ------------ CGraphicsBackend_SDL_OpenGL
int CGraphicsBackend_SDL_OpenGL::Init(const char *pName, int *Screen, int *pWidth, int *pHeight, int FsaaSamples, int Flags, int *pDesktopWidth, int *pDesktopHeight)
{
if(!SDL_WasInit(SDL_INIT_VIDEO))
{
if(SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
{
dbg_msg("gfx", "unable to init SDL video: %s", SDL_GetError());
return -1;
}
#ifdef CONF_FAMILY_WINDOWS
if(!getenv("SDL_VIDEO_WINDOW_POS") && !getenv("SDL_VIDEO_CENTERED")) // ignore_convention
putenv("SDL_VIDEO_WINDOW_POS=center"); // ignore_convention
#endif
}
m_UseOpenGL3_3 = false;
if (!g_Config.m_GfxForceOldOpenGL && SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE) == 0)
{
if (SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3) == 0 && SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3) == 0)
{
m_UseOpenGL3_3 = true;
int vMaj, vMin;
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &vMaj);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &vMin);
dbg_msg("gfx", "Using OpenGL version %d.%d.", vMaj, vMin);
}
else {
dbg_msg("gfx", "Couldn't create OpenGL 3.3 context.");
}
}
// set screen
SDL_Rect ScreenPos;
m_NumScreens = SDL_GetNumVideoDisplays();
if(m_NumScreens > 0)
{
if(*Screen < 0 || *Screen >= m_NumScreens)
*Screen = 0;
if(SDL_GetDisplayBounds(*Screen, &ScreenPos) != 0)
{
dbg_msg("gfx", "unable to retrieve screen information: %s", SDL_GetError());
return -1;
}
}
else
{
dbg_msg("gfx", "unable to retrieve number of screens: %s", SDL_GetError());
return -1;
}
// store desktop resolution for settings reset button
SDL_DisplayMode DisplayMode;
if(SDL_GetDesktopDisplayMode(*Screen, &DisplayMode))
{
dbg_msg("gfx", "unable to get desktop resolution: %s", SDL_GetError());
return -1;
}
*pDesktopWidth = DisplayMode.w;
*pDesktopHeight = DisplayMode.h;
// use desktop resolution as default resolution
#ifdef __ANDROID__
*pWidth = *pDesktopWidth;
*pHeight = *pDesktopHeight;
/*
#elif defined(CONF_FAMILY_WINDOWS)
if(*pWidth == 0 || *pHeight == 0)
{
*pWidth = *pDesktopWidth;
*pHeight = *pDesktopHeight;
}
else
{
float dpi = -1;
SDL_GetDisplayDPI(0, NULL, &dpi, NULL);
if(dpi > 0)
{
*pWidth = *pWidth * 96 / dpi;
*pHeight = *pHeight * 96 / dpi;
}
}
*/
#else
if(*pWidth == 0 || *pHeight == 0)
{
*pWidth = *pDesktopWidth;
*pHeight = *pDesktopHeight;
}
#endif
// set flags
int SdlFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN | SDL_WINDOW_ALLOW_HIGHDPI;
#if defined(SDL_VIDEO_DRIVER_X11)
if(Flags&IGraphicsBackend::INITFLAG_RESIZABLE)
SdlFlags |= SDL_WINDOW_RESIZABLE;
#endif
if(Flags&IGraphicsBackend::INITFLAG_BORDERLESS)
SdlFlags |= SDL_WINDOW_BORDERLESS;
if(Flags&IGraphicsBackend::INITFLAG_FULLSCREEN)
{
#if defined(CONF_PLATFORM_MACOSX) // Todo SDL: remove this when fixed (game freezes when losing focus in fullscreen)
SdlFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP; // always use "fake" fullscreen
*pWidth = *pDesktopWidth;
*pHeight = *pDesktopHeight;
#else
SdlFlags |= SDL_WINDOW_FULLSCREEN;
#endif
}
// set gl attributes
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
if(FsaaSamples)
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, FsaaSamples);
}
else
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
}
if(g_Config.m_InpMouseOld)
SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_WARP, "1");
m_pWindow = SDL_CreateWindow(
pName,
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
*pWidth,
*pHeight,
SdlFlags);
// set caption
if(m_pWindow == NULL)
{
dbg_msg("gfx", "unable to create window: %s", SDL_GetError());
return -1;
}
m_GLContext = SDL_GL_CreateContext(m_pWindow);
if(m_GLContext == NULL)
{
dbg_msg("gfx", "unable to create OpenGL context: %s", SDL_GetError());
return -1;
}
//support graphic cards that are pretty old(and linux)
glewExperimental = GL_TRUE;
if (GLEW_OK != glewInit())
return -1;
SDL_GL_GetDrawableSize(m_pWindow, pWidth, pHeight);
SDL_GL_SetSwapInterval(Flags&IGraphicsBackend::INITFLAG_VSYNC ? 1 : 0);
SDL_GL_MakeCurrent(NULL, NULL);
// start the command processor
m_pProcessor = new CCommandProcessor_SDL_OpenGL;
((CCommandProcessor_SDL_OpenGL*)m_pProcessor)->UseOpenGL3_3(m_UseOpenGL3_3);
StartProcessor(m_pProcessor);
// issue init commands for OpenGL and SDL
CCommandBuffer CmdBuffer(1024, 512);
if(m_UseOpenGL3_3)
{
//run sdl first to have the context in the thread
CCommandProcessorFragment_SDL::SCommand_Init CmdSDL;
CmdSDL.m_pWindow = m_pWindow;
CmdSDL.m_GLContext = m_GLContext;
CmdBuffer.AddCommand(CmdSDL);
RunBuffer(&CmdBuffer);
WaitForIdle();
CCommandProcessorFragment_OpenGL3_3::SCommand_Init CmdOpenGL;
CmdOpenGL.m_pTextureMemoryUsage = &m_TextureMemoryUsage;
CmdBuffer.AddCommand(CmdOpenGL);
RunBuffer(&CmdBuffer);
WaitForIdle();
} else {
CCommandProcessorFragment_OpenGL::SCommand_Init CmdOpenGL;
CmdOpenGL.m_pTextureMemoryUsage = &m_TextureMemoryUsage;
CmdBuffer.AddCommand(CmdOpenGL);
CCommandProcessorFragment_SDL::SCommand_Init CmdSDL;
CmdSDL.m_pWindow = m_pWindow;
CmdSDL.m_GLContext = m_GLContext;
CmdBuffer.AddCommand(CmdSDL);
RunBuffer(&CmdBuffer);
WaitForIdle();
}
SDL_ShowWindow(m_pWindow);
SetWindowScreen(g_Config.m_GfxScreen);
// return
return 0;
}
int CGraphicsBackend_SDL_OpenGL::Shutdown()
{
// issue a shutdown command
CCommandBuffer CmdBuffer(1024, 512);
if(m_UseOpenGL3_3)
{
CCommandProcessorFragment_OpenGL3_3::SCommand_Shutdown Cmd;
CmdBuffer.AddCommand(Cmd);
}
CCommandProcessorFragment_SDL::SCommand_Shutdown Cmd;
CmdBuffer.AddCommand(Cmd);
RunBuffer(&CmdBuffer);
WaitForIdle();
// stop and delete the processor
StopProcessor();
delete m_pProcessor;
m_pProcessor = 0;
SDL_GL_DeleteContext(m_GLContext);
SDL_DestroyWindow(m_pWindow);
SDL_QuitSubSystem(SDL_INIT_VIDEO);
return 0;
}
int CGraphicsBackend_SDL_OpenGL::MemoryUsage() const
{
return m_TextureMemoryUsage;
}
void CGraphicsBackend_SDL_OpenGL::Minimize()
{
SDL_MinimizeWindow(m_pWindow);
}
void CGraphicsBackend_SDL_OpenGL::Maximize()
{
// TODO: SDL
}
bool CGraphicsBackend_SDL_OpenGL::Fullscreen(bool State)
{
#if defined(CONF_PLATFORM_MACOSX) // Todo SDL: remove this when fixed (game freezes when losing focus in fullscreen)
return SDL_SetWindowFullscreen(m_pWindow, State ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0) == 0;
#else
return SDL_SetWindowFullscreen(m_pWindow, State ? SDL_WINDOW_FULLSCREEN : 0) == 0;
#endif
}
void CGraphicsBackend_SDL_OpenGL::SetWindowBordered(bool State)
{
SDL_SetWindowBordered(m_pWindow, SDL_bool(State));
}
bool CGraphicsBackend_SDL_OpenGL::SetWindowScreen(int Index)
{
if(Index >= 0 && Index < m_NumScreens)
{
SDL_Rect ScreenPos;
if(SDL_GetDisplayBounds(Index, &ScreenPos) == 0)
{
SDL_SetWindowPosition(m_pWindow,
SDL_WINDOWPOS_CENTERED_DISPLAY(Index),
SDL_WINDOWPOS_CENTERED_DISPLAY(Index));
return true;
}
}
return false;
}
int CGraphicsBackend_SDL_OpenGL::GetWindowScreen()
{
return SDL_GetWindowDisplayIndex(m_pWindow);
}
int CGraphicsBackend_SDL_OpenGL::WindowActive()
{
return SDL_GetWindowFlags(m_pWindow)&SDL_WINDOW_INPUT_FOCUS;
}
int CGraphicsBackend_SDL_OpenGL::WindowOpen()
{
return SDL_GetWindowFlags(m_pWindow)&SDL_WINDOW_SHOWN;
}
void CGraphicsBackend_SDL_OpenGL::SetWindowGrab(bool Grab)
{
SDL_SetWindowGrab(m_pWindow, Grab ? SDL_TRUE : SDL_FALSE);
}
void CGraphicsBackend_SDL_OpenGL::NotifyWindow()
{
// get window handle
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if(!SDL_GetWindowWMInfo(m_pWindow, &info))
{
dbg_msg("gfx", "unable to obtain window handle");
return;
}
#if defined(CONF_FAMILY_WINDOWS)
FLASHWINFO desc;
desc.cbSize = sizeof(desc);
desc.hwnd = info.info.win.window;
desc.dwFlags = FLASHW_TRAY;
desc.uCount = 3; // flash 3 times
desc.dwTimeout = 0;
FlashWindowEx(&desc);
#elif defined(SDL_VIDEO_DRIVER_X11) && !defined(CONF_PLATFORM_MACOSX)
Display *dpy = info.info.x11.display;
Window win = info.info.x11.window;
// Old hints
XWMHints *wmhints;
wmhints = XAllocWMHints();
wmhints->flags = XUrgencyHint;
XSetWMHints(dpy, win, wmhints);
XFree(wmhints);
// More modern way of notifying
static Atom demandsAttention = XInternAtom(dpy, "_NET_WM_STATE_DEMANDS_ATTENTION", true);
static Atom wmState = XInternAtom(dpy, "_NET_WM_STATE", true);
XChangeProperty(dpy, win, wmState, XA_ATOM, 32, PropModeReplace,
(unsigned char *) &demandsAttention, 1);
#endif
}
IGraphicsBackend *CreateGraphicsBackend() { return new CGraphicsBackend_SDL_OpenGL; }