#include
#if defined(CONF_FAMILY_WINDOWS)
// For FlashWindowEx, FLASHWINFO, FLASHW_TRAY
#define _WIN32_WINNT 0x0501
#define WINVER 0x0501
#endif
#include
#include
#include
#include
#include
#include
#include "SDL.h"
#include "SDL_syswm.h"
#include "SDL_opengl.h"
#if defined(SDL_VIDEO_DRIVER_X11)
#include
#include
#endif
#include
#include
#if defined(CONF_VIDEORECORDER)
#include "video.h"
#endif
#include "graphics_threaded.h"
#include "backend_sdl.h"
#include "opengl_sl_program.h"
#include "opengl_sl.h"
#ifdef __MINGW32__
extern "C"
{
int putenv(const char *);
}
#endif
/*
sync_barrier - creates a full hardware fence
*/
#if defined(__GNUC__)
inline void sync_barrier()
{
__sync_synchronize();
}
#elif defined(_MSC_VER)
#define WIN32_LEAN_AND_MEAN
#include
inline void sync_barrier()
{
MemoryBarrier();
}
#else
#error missing atomic implementation for this compiler
#endif
// ------------ 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();
}
#if defined(CONF_VIDEORECORDER)
if (IVideo::Current())
IVideo::Current()->NextVideoFrameThread();
#endif
}
}
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, "CGraphicsBackend_Threaded");
m_BufferDone.signal();
}
void CGraphicsBackend_Threaded::StopProcessor()
{
m_Shutdown = true;
m_Activity.signal();
if(m_pThread)
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();
}
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
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;
else if(Format == CCommandBuffer::TEXFORMAT_ALPHA)
Bpp = 1;
pTmpData = (unsigned char *)malloc(NewWidth * NewHeight * Bpp);
int c = 0;
for(int y = 0; y < NewHeight; y++)
for(int x = 0; x < NewWidth; x++, c++)
{
for(int i = 0; i < Bpp; ++i) {
pTmpData[c*Bpp + i] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, i, 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;
m_MaxTexSize = -1;
}
void CCommandProcessorFragment_OpenGL::Cmd_Texture_Update(const CCommandBuffer::SCommand_Texture_Update *pCommand)
{
glBindTexture(GL_TEXTURE_2D, m_aTextures[pCommand->m_Slot].m_Tex);
void* pTexData = pCommand->m_pData;
int Width = pCommand->m_Width;
int Height = pCommand->m_Height;
int X = pCommand->m_X;
int Y = pCommand->m_Y;
if(m_aTextures[pCommand->m_Slot].m_RescaleCount > 0)
{
for(int i = 0; i < m_aTextures[pCommand->m_Slot].m_RescaleCount; ++i)
{
Width >>= 1;
Height >>= 1;
X /= 2;
Y /= 2;
}
void *pTmpData = Rescale(pCommand->m_Width, pCommand->m_Height, Width, Height, pCommand->m_Format, static_cast(pCommand->m_pData));
free(pTexData);
pTexData = pTmpData;
}
glTexSubImage2D(GL_TEXTURE_2D, 0, X, Y, Width, Height,
TexFormatToOpenGLFormat(pCommand->m_Format), GL_UNSIGNED_BYTE, pTexData);
free(pTexData);
}
void CCommandProcessorFragment_OpenGL::Cmd_Texture_Destroy(const CCommandBuffer::SCommand_Texture_Destroy *pCommand)
{
glDeleteTextures(1, &m_aTextures[pCommand->m_Slot].m_Tex);
m_aTextures[pCommand->m_Slot].m_Tex = 0;
*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;
if(m_MaxTexSize == -1)
{
// fix the alignment to allow even 1byte changes, e.g. for alpha components
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &m_MaxTexSize);
}
int RescaleCount = 0;
if(pCommand->m_Format == CCommandBuffer::TEXFORMAT_RGBA || pCommand->m_Format == CCommandBuffer::TEXFORMAT_RGB || pCommand->m_Format == CCommandBuffer::TEXFORMAT_ALPHA)
{
if(Width > m_MaxTexSize || Height > m_MaxTexSize)
{
do
{
Width >>= 1;
Height >>= 1;
++RescaleCount;
} while(Width > m_MaxTexSize || Height > m_MaxTexSize);
void *pTmpData = Rescale(pCommand->m_Width, pCommand->m_Height, Width, Height, pCommand->m_Format, static_cast(pCommand->m_pData));
free(pTexData);
pTexData = pTmpData;
}
else if(pCommand->m_Format != CCommandBuffer::TEXFORMAT_ALPHA && (Width > 16 && Height > 16 && (pCommand->m_Flags&CCommandBuffer::TEXFLAG_QUALITY) == 0))
{
Width >>= 1;
Height >>= 1;
++RescaleCount;
void *pTmpData = Rescale(pCommand->m_Width, pCommand->m_Height, Width, Height, pCommand->m_Format, static_cast(pCommand->m_pData));
free(pTexData);
pTexData = pTmpData;
}
}
m_aTextures[pCommand->m_Slot].m_Width = Width;
m_aTextures[pCommand->m_Slot].m_Height = Height;
m_aTextures[pCommand->m_Slot].m_RescaleCount = RescaleCount;
int Oglformat = TexFormatToOpenGLFormat(pCommand->m_Format);
int StoreOglformat = TexFormatToOpenGLFormat(pCommand->m_StoreFormat);
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;
}
}
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);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
glTexImage2D(GL_TEXTURE_2D, 0, StoreOglformat, Width, Height, 0, 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;
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_UNSIGNED_BYTE, 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:
glDrawArrays(GL_QUADS, 0, pCommand->m_PrimCount*4);
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 *)malloc(w*(h+1)*3);
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;
}
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;
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;
else if(Format == CCommandBuffer::TEXFORMAT_ALPHA)
Bpp = 1;
pTmpData = (unsigned char *)malloc(NewWidth*NewHeight*Bpp);
int c = 0;
for(int y = 0; y < NewHeight; y++)
for(int x = 0; x < NewWidth; x++, c++)
{
for(int i = 0; i < Bpp; ++i) {
pTmpData[c*Bpp + i] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, i, ScaleW, ScaleH, Bpp);
}
}
return pTmpData;
}
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)
{
// 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)
{
// Don't 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, Use2DArrayTextures))
{
glActiveTexture(GL_TEXTURE0 + Slot);
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;
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)
{
if(pProgram->m_LastIsTextured != 1)
{
pProgram->SetUniform(pProgram->m_LocIsTextured, 1);
pProgram->m_LastIsTextured = 1;
}
}
if(pProgram->m_LastTextureSampler != Slot)
{
pProgram->SetUniform(pProgram->m_LocTextureSampler, Slot);
pProgram->m_LastTextureSampler = Slot;
}
if(m_aTextures[State.m_Texture].m_LastWrapMode != State.m_WrapMode && !Use2DArrayTextures)
{
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_aTextures[State.m_Texture].m_LastWrapMode = State.m_WrapMode;
}
}
else
{
if(pProgram->m_LocIsTextured != -1)
{
if(pProgram->m_LastIsTextured != 0)
{
pProgram->SetUniform(pProgram->m_LocIsTextured, 0);
pProgram->m_LastIsTextured = 0;
}
}
}
if(pProgram->m_LastScreen[0] != State.m_ScreenTL.x || pProgram->m_LastScreen[1] != State.m_ScreenTL.y || pProgram->m_LastScreen[2] != State.m_ScreenBR.x || pProgram->m_LastScreen[3] != State.m_ScreenBR.y)
{
pProgram->m_LastScreen[0] = State.m_ScreenTL.x;
pProgram->m_LastScreen[1] = State.m_ScreenTL.y;
pProgram->m_LastScreen[2] = State.m_ScreenBR.x;
pProgram->m_LastScreen[3] = State.m_ScreenBR.y;
// screen mapping
// orthographic projection matrix
// the z coordinate is the same for every vertex, so just ignore the z coordinate and set it in the shaders
float m[2 * 4] = {
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)),
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)),
//0, 0, -(2.f/(9.f)), -((11.f)/(9.f)),
//0, 0, 0, 1.0f
};
// transpose bcs of column-major order of opengl
glUniformMatrix4x2fv(pProgram->m_LocPos, 1, true, (float*)&m);
}
}
void CCommandProcessorFragment_OpenGL3_3::UseProgram(CGLSLTWProgram *pProgram)
{
if(m_LastProgramID != pProgram->GetProgramID()) {
pProgram->UseProgram();
m_LastProgramID = pProgram->GetProgramID();
}
}
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 = CCommandBuffer::BLEND_ALPHA;
m_LastClipEnable = false;
m_pPrimitiveProgram = new CGLSLPrimitiveProgram;
m_pTileProgram = new CGLSLTileProgram;
m_pTileProgramTextured = new CGLSLTileProgram;
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;
m_pSpriteProgram = new CGLSLSpriteProgram;
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(((CapVal - 20) / (3 * 4)), m_MaxQuadsPossible);
{
CGLSL PrimitiveVertexShader;
CGLSL PrimitiveFragmentShader;
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);
m_pPrimitiveProgram->AddShader(&PrimitiveFragmentShader);
m_pPrimitiveProgram->LinkProgram();
UseProgram(m_pPrimitiveProgram);
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(&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);
m_pTileProgram->LinkProgram();
UseProgram(m_pTileProgram);
m_pTileProgram->m_LocPos = m_pTileProgram->GetUniformLoc("gPos");
m_pTileProgram->m_LocColor = m_pTileProgram->GetUniformLoc("gVertColor");
}
{
CGLSL VertexShader;
CGLSL FragmentShader;
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);
m_pTileProgramTextured->AddShader(&FragmentShader);
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");
}
{
CGLSL VertexShader;
CGLSL FragmentShader;
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);
m_pBorderTileProgram->AddShader(&FragmentShader);
m_pBorderTileProgram->LinkProgram();
UseProgram(m_pBorderTileProgram);
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;
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);
m_pBorderTileProgramTextured->AddShader(&FragmentShader);
m_pBorderTileProgramTextured->LinkProgram();
UseProgram(m_pBorderTileProgramTextured);
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;
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);
m_pBorderTileLineProgram->AddShader(&FragmentShader);
m_pBorderTileLineProgram->LinkProgram();
UseProgram(m_pBorderTileLineProgram);
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;
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);
m_pBorderTileLineProgramTextured->AddShader(&FragmentShader);
m_pBorderTileLineProgramTextured->LinkProgram();
UseProgram(m_pBorderTileLineProgramTextured);
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;
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);
m_pQuadProgram->AddShader(&FragmentShader);
m_pQuadProgram->LinkProgram();
UseProgram(m_pQuadProgram);
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;
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);
m_pQuadProgramTextured->AddShader(&FragmentShader);
m_pQuadProgramTextured->LinkProgram();
UseProgram(m_pQuadProgramTextured);
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(&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);
m_pTextProgram->AddShader(&FragmentShader);
m_pTextProgram->LinkProgram();
UseProgram(m_pTextProgram);
m_pTextProgram->m_LocPos = m_pTextProgram->GetUniformLoc("Pos");
m_pTextProgram->m_LocIsTextured = -1;
m_pTextProgram->m_LocTextureSampler = -1;
m_pTextProgram->m_LocTextSampler = m_pTextProgram->GetUniformLoc("textSampler");
m_pTextProgram->m_LocTextOutlineSampler = m_pTextProgram->GetUniformLoc("textOutlineSampler");
m_pTextProgram->m_LocColor = m_pTextProgram->GetUniformLoc("vertColor");
m_pTextProgram->m_LocOutlineColor = m_pTextProgram->GetUniformLoc("vertOutlineColor");
m_pTextProgram->m_LocTextureSize = m_pTextProgram->GetUniformLoc("textureSize");
}
{
CGLSL PrimitiveVertexShader;
CGLSL PrimitiveFragmentShader;
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);
m_pSpriteProgram->AddShader(&PrimitiveFragmentShader);
m_pSpriteProgram->LinkProgram();
UseProgram(m_pSpriteProgram);
m_pSpriteProgram->m_LocPos = m_pSpriteProgram->GetUniformLoc("Pos");
m_pSpriteProgram->m_LocIsTextured = -1;
m_pSpriteProgram->m_LocTextureSampler = m_pSpriteProgram->GetUniformLoc("textureSampler");
m_pSpriteProgram->m_LocRotation = m_pSpriteProgram->GetUniformLoc("Rotation");
m_pSpriteProgram->m_LocCenter = m_pSpriteProgram->GetUniformLoc("Center");
m_pSpriteProgram->m_LocVertciesColor = m_pSpriteProgram->GetUniformLoc("VerticesColor");
m_pSpriteProgram->SetUniform(m_pSpriteProgram->m_LocRotation, 0);
float Center[2] = { 0.f, 0.f };
m_pSpriteProgram->SetUniformVec2(m_pSpriteProgram->m_LocCenter, 1, Center);
}
{
CGLSL PrimitiveVertexShader;
CGLSL PrimitiveFragmentShader;
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);
m_pSpriteProgramMultiple->AddShader(&PrimitiveFragmentShader);
m_pSpriteProgramMultiple->LinkProgram();
UseProgram(m_pSpriteProgramMultiple);
m_pSpriteProgramMultiple->m_LocPos = m_pSpriteProgramMultiple->GetUniformLoc("Pos");
m_pSpriteProgramMultiple->m_LocIsTextured = -1;
m_pSpriteProgramMultiple->m_LocTextureSampler = m_pSpriteProgramMultiple->GetUniformLoc("textureSampler");
m_pSpriteProgramMultiple->m_LocRSP = m_pSpriteProgramMultiple->GetUniformLoc("RSP[0]");
m_pSpriteProgramMultiple->m_LocCenter = m_pSpriteProgramMultiple->GetUniformLoc("Center");
m_pSpriteProgramMultiple->m_LocVertciesColor = m_pSpriteProgramMultiple->GetUniformLoc("VerticesColor");
float Center[2] = { 0.f, 0.f };
m_pSpriteProgramMultiple->SetUniformVec2(m_pSpriteProgramMultiple->m_LocCenter, 1, Center);
}
m_LastStreamBuffer = 0;
glGenBuffers(MAX_STREAM_BUFFER_COUNT, m_PrimitiveDrawBufferID);
glGenVertexArrays(MAX_STREAM_BUFFER_COUNT, m_PrimitiveDrawVertexID);
m_UsePreinitializedVertexBuffer = g_Config.m_GfxUsePreinitBuffer;
for(int i = 0; i < MAX_STREAM_BUFFER_COUNT; ++i)
{
glBindBuffer(GL_ARRAY_BUFFER, m_PrimitiveDrawBufferID[i]);
glBindVertexArray(m_PrimitiveDrawVertexID[i]);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
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_UNSIGNED_BYTE, GL_TRUE, sizeof(CCommandBuffer::SVertex), (void*)(sizeof(float) * 4));
if(m_UsePreinitializedVertexBuffer)
glBufferData(GL_ARRAY_BUFFER, sizeof(CCommandBuffer::SVertex) * CCommandBuffer::MAX_VERTICES, NULL, GL_STREAM_DRAW);
m_LastIndexBufferBound[i] = 0;
}
//query the image max size only once
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &m_MaxTexSize);
//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_Is2DArray = false;
}
glBindVertexArray(0);
glGenBuffers(1, &m_QuadDrawIndexBufferID);
glBindBuffer(GL_COPY_WRITE_BUFFER, m_QuadDrawIndexBufferID);
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 + 1;
Indices[i+2] = Primq + 2;
Indices[i+3] = Primq;
Indices[i+4] = Primq + 2;
Indices[i+5] = Primq + 3;
Primq+=4;
}
glBufferData(GL_COPY_WRITE_BUFFER, sizeof(unsigned int) * CCommandBuffer::MAX_VERTICES/4 * 6, Indices, GL_STATIC_DRAW);
m_CurrentIndicesInBuffer = CCommandBuffer::MAX_VERTICES/4 * 6;
mem_zero(m_aTextures, sizeof(m_aTextures));
m_ClearColor.r = m_ClearColor.g = m_ClearColor.b = -1.f;
// fix the alignment to allow even 1byte changes, e.g. for alpha components
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_Shutdown(const SCommand_Shutdown *pCommand)
{
//clean up everything
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(MAX_STREAM_BUFFER_COUNT, m_PrimitiveDrawBufferID);
glDeleteBuffers(1, &m_QuadDrawIndexBufferID);
glDeleteVertexArrays(MAX_STREAM_BUFFER_COUNT, m_PrimitiveDrawVertexID);
for(int i = 0; i < CCommandBuffer::MAX_TEXTURES; ++i)
{
DestroyTexture(i);
}
for(size_t i = 0; i < m_BufferContainers.size(); ++i)
{
DestroyBufferContainer(i);
}
m_BufferContainers.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);
glBindSampler(Slot, m_aTextures[pCommand->m_Slot].m_Sampler);
}
glBindTexture(GL_TEXTURE_2D, m_aTextures[pCommand->m_Slot].m_Tex);
void* pTexData = pCommand->m_pData;
int Width = pCommand->m_Width;
int Height = pCommand->m_Height;
int X = pCommand->m_X;
int Y = pCommand->m_Y;
if(m_aTextures[pCommand->m_Slot].m_RescaleCount > 0)
{
for(int i = 0; i < m_aTextures[pCommand->m_Slot].m_RescaleCount; ++i)
{
Width >>= 1;
Height >>= 1;
X /= 2;
Y /= 2;
}
void *pTmpData = Rescale(pCommand->m_Width, pCommand->m_Height, Width, Height, pCommand->m_Format, static_cast(pCommand->m_pData));
free(pTexData);
pTexData = pTmpData;
}
glTexSubImage2D(GL_TEXTURE_2D, 0, X, Y, Width, Height,
TexFormatToOpenGLFormat(pCommand->m_Format), GL_UNSIGNED_BYTE, pTexData);
free(pTexData);
}
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_Is2DArray = false;
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
int RescaleCount = 0;
if(pCommand->m_Format == CCommandBuffer::TEXFORMAT_RGBA || pCommand->m_Format == CCommandBuffer::TEXFORMAT_RGB || pCommand->m_Format == CCommandBuffer::TEXFORMAT_ALPHA)
{
if(Width > m_MaxTexSize || Height > m_MaxTexSize)
{
do
{
Width>>=1;
Height>>=1;
++RescaleCount;
}
while(Width > m_MaxTexSize || Height > m_MaxTexSize);
void *pTmpData = Rescale(pCommand->m_Width, pCommand->m_Height, Width, Height, pCommand->m_Format, static_cast(pCommand->m_pData));
free(pTexData);
pTexData = pTmpData;
}
else if(pCommand->m_Format != CCommandBuffer::TEXFORMAT_ALPHA && (Width > 16 && Height > 16 && (pCommand->m_Flags&CCommandBuffer::TEXFLAG_QUALITY) == 0))
{
Width>>=1;
Height>>=1;
++RescaleCount;
void *pTmpData = Rescale(pCommand->m_Width, pCommand->m_Height, Width, Height, pCommand->m_Format, static_cast(pCommand->m_pData));
free(pTexData);
pTexData = pTmpData;
}
}
m_aTextures[pCommand->m_Slot].m_Width = Width;
m_aTextures[pCommand->m_Slot].m_Height = Height;
m_aTextures[pCommand->m_Slot].m_RescaleCount = RescaleCount;
int Oglformat = TexFormatToOpenGLFormat(pCommand->m_Format);
int StoreOglformat = TexFormatToOpenGLFormat(pCommand->m_StoreFormat);
if(pCommand->m_Flags&CCommandBuffer::TEXFLAG_COMPRESSED)
{
switch(StoreOglformat)
{
case GL_RGB: StoreOglformat = GL_COMPRESSED_RGB; break;
// COMPRESSED_ALPHA is deprecated, so use different single channel format.
case GL_RED: StoreOglformat = GL_COMPRESSED_RED; break;
case GL_RGBA: StoreOglformat = GL_COMPRESSED_RGBA; break;
default: StoreOglformat = GL_COMPRESSED_RGBA;
}
}
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_R8;
}
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);
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);
//prevent mipmap display bugs, when zooming out far
if(Width >= 1024 && Height >= 1024)
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 5.f);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 5);
}
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
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)
{
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;
free(pTexData);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_Clear(const CCommandBuffer::SCommand_Clear *pCommand)
{
if(pCommand->m_Color.r != m_ClearColor.r || pCommand->m_Color.g != m_ClearColor.g || pCommand->m_Color.b != m_ClearColor.b)
{
glClearColor(pCommand->m_Color.r, pCommand->m_Color.g, pCommand->m_Color.b, 0.0f);
m_ClearColor = pCommand->m_Color;
}
glClear(GL_COLOR_BUFFER_BIT);
}
void CCommandProcessorFragment_OpenGL3_3::UploadStreamBufferData(unsigned int PrimitiveType, const void* pVertices, unsigned int PrimitiveCount)
{
int Count = 0;
switch (PrimitiveType)
{
case CCommandBuffer::PRIMTYPE_LINES:
Count = PrimitiveCount * 2;
break;
case CCommandBuffer::PRIMTYPE_QUADS:
Count = PrimitiveCount * 4;
break;
default:
return;
};
glBindBuffer(GL_ARRAY_BUFFER, m_PrimitiveDrawBufferID[m_LastStreamBuffer]);
if(!m_UsePreinitializedVertexBuffer)
glBufferData(GL_ARRAY_BUFFER, sizeof(CCommandBuffer::SVertex) * Count, pVertices, GL_STREAM_DRAW);
else
{
// This is better for some iGPUs. Probably due to not initializing a new buffer in the system memory again and again...(driver dependent)
void *pData = glMapBufferRange(GL_ARRAY_BUFFER, 0, sizeof(CCommandBuffer::SVertex) * Count, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
mem_copy(pData, pVertices, sizeof(CCommandBuffer::SVertex) * Count);
glUnmapBuffer(GL_ARRAY_BUFFER);
}
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_Render(const CCommandBuffer::SCommand_Render *pCommand)
{
UseProgram(m_pPrimitiveProgram);
SetState(pCommand->m_State, m_pPrimitiveProgram);
UploadStreamBufferData(pCommand->m_PrimType, pCommand->m_pVertices, pCommand->m_PrimCount);
glBindVertexArray(m_PrimitiveDrawVertexID[m_LastStreamBuffer]);
switch(pCommand->m_PrimType)
{
// We don't support GL_QUADS due to core profile
case CCommandBuffer::PRIMTYPE_LINES:
glDrawArrays(GL_LINES, 0, pCommand->m_PrimCount*2);
break;
case CCommandBuffer::PRIMTYPE_QUADS:
if(m_LastIndexBufferBound[m_LastStreamBuffer] != m_QuadDrawIndexBufferID)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID);
m_LastIndexBufferBound[m_LastStreamBuffer] = m_QuadDrawIndexBufferID;
}
glDrawElements(GL_TRIANGLES, pCommand->m_PrimCount*6, GL_UNSIGNED_INT, 0);
break;
default:
dbg_msg("render", "unknown primtype %d\n", pCommand->m_Cmd);
};
m_LastStreamBuffer = (m_LastStreamBuffer + 1 >= MAX_STREAM_BUFFER_COUNT ? 0 : m_LastStreamBuffer + 1);
}
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 *)malloc(w*(h+1)*3);
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_BUFFER_OBJECT: Cmd_CreateBufferObject(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_UPDATE_BUFFER_OBJECT: Cmd_UpdateBufferObject(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_RECREATE_BUFFER_OBJECT: Cmd_RecreateBufferObject(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_COPY_BUFFER_OBJECT: Cmd_CopyBufferObject(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_DELETE_BUFFER_OBJECT: Cmd_DeleteBufferObject(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_CREATE_BUFFER_CONTAINER: Cmd_CreateBufferContainer(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_UPDATE_BUFFER_CONTAINER: Cmd_UpdateBufferContainer(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_DELETE_BUFFER_CONTAINER: Cmd_DeleteBufferContainer(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_INDICES_REQUIRED_NUM_NOTIFY: Cmd_IndicesRequiredNumNotify(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_RENDER_TILE_LAYER: Cmd_RenderTileLayer(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;
case CCommandBuffer::CMD_RENDER_QUAD_LAYER: Cmd_RenderQuadLayer(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_RENDER_TEXT: Cmd_RenderText(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_RENDER_TEXT_STREAM: Cmd_RenderTextStream(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_RENDER_QUAD_CONTAINER: Cmd_RenderQuadContainer(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_RENDER_QUAD_CONTAINER_SPRITE: Cmd_RenderQuadContainerAsSprite(static_cast(pBaseCommand)); break;
case CCommandBuffer::CMD_RENDER_QUAD_CONTAINER_SPRITE_MULTIPLE: Cmd_RenderQuadContainerAsSpriteMultiple(static_cast(pBaseCommand)); break;
default: return false;
}
return true;
}
bool CCommandProcessorFragment_OpenGL3_3::IsAndUpdateTextureSlotBound(int IDX, int Slot, bool Is2DArray)
{
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;
}
}
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;
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)
{
SBufferContainer& BufferContainer = m_BufferContainers[Index];
if(BufferContainer.m_VertArrayID != 0)
glDeleteVertexArrays(1, &BufferContainer.m_VertArrayID);
// all buffer objects can deleted automatically, so the program doesn't need to deal with them (e.g. causing crashes because of driver bugs)
if(DeleteBOs)
{
for(size_t i = 0; i < BufferContainer.m_ContainerInfo.m_Attributes.size(); ++i)
{
int VertBufferID = BufferContainer.m_ContainerInfo.m_Attributes[i].m_VertBufferBindingIndex;
if(VertBufferID != -1)
{
for(size_t j = 0; j < BufferContainer.m_ContainerInfo.m_Attributes.size(); ++j)
{
// set all equal ids to zero to not double delete
if(VertBufferID == BufferContainer.m_ContainerInfo.m_Attributes[j].m_VertBufferBindingIndex) {
BufferContainer.m_ContainerInfo.m_Attributes[j].m_VertBufferBindingIndex = -1;
}
}
glDeleteBuffers(1, &m_BufferObjectIndices[VertBufferID]);
}
}
}
BufferContainer.m_LastIndexBufferBound = 0;
BufferContainer.m_ContainerInfo.m_Attributes.clear();
}
void CCommandProcessorFragment_OpenGL3_3::AppendIndices(unsigned int NewIndicesCount)
{
if(NewIndicesCount <= m_CurrentIndicesInBuffer) return;
unsigned int AddCount = NewIndicesCount - m_CurrentIndicesInBuffer;
unsigned int *Indices = new unsigned int[AddCount];
int Primq = (m_CurrentIndicesInBuffer/6) * 4;
for(unsigned int i = 0; i < AddCount; i+=6)
{
Indices[i] = Primq;
Indices[i+1] = Primq + 1;
Indices[i+2] = Primq + 2;
Indices[i+3] = Primq;
Indices[i+4] = Primq + 2;
Indices[i+5] = Primq + 3;
Primq+=4;
}
glBindBuffer(GL_COPY_READ_BUFFER, m_QuadDrawIndexBufferID);
GLuint NewIndexBufferID;
glGenBuffers(1, &NewIndexBufferID);
glBindBuffer(GL_COPY_WRITE_BUFFER, NewIndexBufferID);
GLsizeiptr size = sizeof(unsigned int);
glBufferData(GL_COPY_WRITE_BUFFER, (GLsizeiptr)NewIndicesCount * size, NULL, GL_STATIC_DRAW);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, (GLsizeiptr)m_CurrentIndicesInBuffer * size);
glBufferSubData(GL_COPY_WRITE_BUFFER, (GLsizeiptr)m_CurrentIndicesInBuffer * size, (GLsizeiptr)AddCount * size, Indices);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
glBindBuffer(GL_COPY_READ_BUFFER, 0);
glDeleteBuffers(1, &m_QuadDrawIndexBufferID);
m_QuadDrawIndexBufferID = NewIndexBufferID;
for(int i = 0; i < MAX_STREAM_BUFFER_COUNT; ++i)
m_LastIndexBufferBound[i] = 0;
for(size_t i = 0; i < m_BufferContainers.size(); ++i)
{
m_BufferContainers[i].m_LastIndexBufferBound = 0;
}
m_CurrentIndicesInBuffer = NewIndicesCount;
delete[] Indices;
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_CreateBufferObject(const CCommandBuffer::SCommand_CreateBufferObject *pCommand)
{
int Index = pCommand->m_BufferIndex;
//create necessary space
if((size_t)Index >= m_BufferObjectIndices.size())
{
for(int i = m_BufferObjectIndices.size(); i < Index + 1; ++i)
{
m_BufferObjectIndices.push_back(0);
}
}
GLuint VertBufferID = 0;
glGenBuffers(1, &VertBufferID);
glBindBuffer(GL_COPY_WRITE_BUFFER, VertBufferID);
glBufferData(GL_COPY_WRITE_BUFFER, (GLsizeiptr)(pCommand->m_DataSize), pCommand->m_pUploadData, GL_STATIC_DRAW);
m_BufferObjectIndices[Index] = VertBufferID;
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_RecreateBufferObject(const CCommandBuffer::SCommand_RecreateBufferObject *pCommand)
{
int Index = pCommand->m_BufferIndex;
glBindBuffer(GL_COPY_WRITE_BUFFER, m_BufferObjectIndices[Index]);
glBufferData(GL_COPY_WRITE_BUFFER, (GLsizeiptr)(pCommand->m_DataSize), pCommand->m_pUploadData, GL_STATIC_DRAW);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_UpdateBufferObject(const CCommandBuffer::SCommand_UpdateBufferObject *pCommand)
{
int Index = pCommand->m_BufferIndex;
glBindBuffer(GL_COPY_WRITE_BUFFER, m_BufferObjectIndices[Index]);
glBufferSubData(GL_COPY_WRITE_BUFFER, (GLintptr)(pCommand->m_pOffset), (GLsizeiptr)(pCommand->m_DataSize), pCommand->m_pUploadData);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_CopyBufferObject(const CCommandBuffer::SCommand_CopyBufferObject *pCommand)
{
int WriteIndex = pCommand->m_WriteBufferIndex;
int ReadIndex = pCommand->m_ReadBufferIndex;
glBindBuffer(GL_COPY_WRITE_BUFFER, m_BufferObjectIndices[WriteIndex]);
glBindBuffer(GL_COPY_READ_BUFFER, m_BufferObjectIndices[ReadIndex]);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, (GLsizeiptr)(pCommand->m_pReadOffset), (GLsizeiptr)(pCommand->m_pWriteOffset), (GLsizeiptr)pCommand->m_CopySize);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_DeleteBufferObject(const CCommandBuffer::SCommand_DeleteBufferObject *pCommand)
{
int Index = pCommand->m_BufferIndex;
glDeleteBuffers(1, &m_BufferObjectIndices[Index]);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_CreateBufferContainer(const CCommandBuffer::SCommand_CreateBufferContainer *pCommand)
{
int Index = pCommand->m_BufferContainerIndex;
//create necessary space
if((size_t)Index >= m_BufferContainers.size())
{
for(int i = m_BufferContainers.size(); i < Index + 1; ++i)
{
SBufferContainer Container;
Container.m_ContainerInfo.m_Stride = 0;
m_BufferContainers.push_back(Container);
}
}
SBufferContainer& BufferContainer = m_BufferContainers[Index];
glGenVertexArrays(1, &BufferContainer.m_VertArrayID);
glBindVertexArray(BufferContainer.m_VertArrayID);
BufferContainer.m_LastIndexBufferBound = 0;
for(int i = 0; i < pCommand->m_AttrCount; ++i)
{
glEnableVertexAttribArray((GLuint)i);
glBindBuffer(GL_ARRAY_BUFFER, m_BufferObjectIndices[pCommand->m_Attributes[i].m_VertBufferBindingIndex]);
SBufferContainerInfo::SAttribute& Attr = pCommand->m_Attributes[i];
if(Attr.m_FuncType == 0)
glVertexAttribPointer((GLuint)i, Attr.m_DataTypeCount, Attr.m_Type, (GLboolean)Attr.m_Normalized, pCommand->m_Stride, Attr.m_pOffset);
else if(Attr.m_FuncType == 1)
glVertexAttribIPointer((GLuint)i, Attr.m_DataTypeCount, Attr.m_Type, pCommand->m_Stride, Attr.m_pOffset);
BufferContainer.m_ContainerInfo.m_Attributes.push_back(Attr);
}
BufferContainer.m_ContainerInfo.m_Stride = pCommand->m_Stride;
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_UpdateBufferContainer(const CCommandBuffer::SCommand_UpdateBufferContainer *pCommand)
{
SBufferContainer& BufferContainer = m_BufferContainers[pCommand->m_BufferContainerIndex];
glBindVertexArray(BufferContainer.m_VertArrayID);
//disable all old attributes
for(size_t i = 0; i < BufferContainer.m_ContainerInfo.m_Attributes.size(); ++i) {
glDisableVertexAttribArray((GLuint)i);
}
BufferContainer.m_ContainerInfo.m_Attributes.clear();
for(int i = 0; i < pCommand->m_AttrCount; ++i) {
glEnableVertexAttribArray((GLuint)i);
glBindBuffer(GL_ARRAY_BUFFER, m_BufferObjectIndices[pCommand->m_Attributes[i].m_VertBufferBindingIndex]);
SBufferContainerInfo::SAttribute& Attr = pCommand->m_Attributes[i];
if(Attr.m_FuncType == 0)
glVertexAttribPointer((GLuint)i, Attr.m_DataTypeCount, Attr.m_Type, Attr.m_Normalized, pCommand->m_Stride, Attr.m_pOffset);
else if(Attr.m_FuncType == 1)
glVertexAttribIPointer((GLuint)i, Attr.m_DataTypeCount, Attr.m_Type, pCommand->m_Stride, Attr.m_pOffset);
BufferContainer.m_ContainerInfo.m_Attributes.push_back(Attr);
}
BufferContainer.m_ContainerInfo.m_Stride = pCommand->m_Stride;
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_DeleteBufferContainer(const CCommandBuffer::SCommand_DeleteBufferContainer *pCommand)
{
DestroyBufferContainer(pCommand->m_BufferContainerIndex, pCommand->m_DestroyAllBO);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_IndicesRequiredNumNotify(const CCommandBuffer::SCommand_IndicesRequiredNumNotify *pCommand)
{
if(pCommand->m_RequiredIndicesNum > m_CurrentIndicesInBuffer)
AppendIndices(pCommand->m_RequiredIndicesNum);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderBorderTile(const CCommandBuffer::SCommand_RenderBorderTile *pCommand)
{
int Index = pCommand->m_BufferContainerIndex;
//if space not there return
if((size_t)Index >= m_BufferContainers.size())
return;
SBufferContainer& BufferContainer = m_BufferContainers[Index];
if(BufferContainer.m_VertArrayID == 0) return;
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);
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);
pProgram->SetUniform(pProgram->m_LocJumpIndex, (int)pCommand->m_JumpIndex);
glBindVertexArray(BufferContainer.m_VertArrayID);
if(BufferContainer.m_LastIndexBufferBound != m_QuadDrawIndexBufferID)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID);
BufferContainer.m_LastIndexBufferBound = m_QuadDrawIndexBufferID;
}
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_BufferContainerIndex;
//if space not there return
if((size_t)Index >= m_BufferContainers.size())
return;
SBufferContainer& BufferContainer = m_BufferContainers[Index];
if(BufferContainer.m_VertArrayID == 0)
return;
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);
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);
glBindVertexArray(BufferContainer.m_VertArrayID);
if(BufferContainer.m_LastIndexBufferBound != m_QuadDrawIndexBufferID)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID);
BufferContainer.m_LastIndexBufferBound = m_QuadDrawIndexBufferID;
}
glDrawElementsInstanced(GL_TRIANGLES, pCommand->m_IndexDrawNum, GL_UNSIGNED_INT, pCommand->m_pIndicesOffset, pCommand->m_DrawNum);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderTileLayer(const CCommandBuffer::SCommand_RenderTileLayer *pCommand)
{
int Index = pCommand->m_BufferContainerIndex;
//if space not there return
if((size_t)Index >= m_BufferContainers.size())
return;
SBufferContainer& BufferContainer = m_BufferContainers[Index];
if(BufferContainer.m_VertArrayID == 0)
return;
if(pCommand->m_IndicesDrawNum == 0)
{
return; //nothing to draw
}
CGLSLTileProgram *pProgram = NULL;
if(pCommand->m_State.m_Texture >= 0 && pCommand->m_State.m_Texture < CCommandBuffer::MAX_TEXTURES)
{
pProgram = m_pTileProgramTextured;
}
else pProgram = m_pTileProgram;
UseProgram(pProgram);
SetState(pCommand->m_State, pProgram, true);
pProgram->SetUniformVec4(pProgram->m_LocColor, 1, (float*)&pCommand->m_Color);
glBindVertexArray(BufferContainer.m_VertArrayID);
if(BufferContainer.m_LastIndexBufferBound != m_QuadDrawIndexBufferID)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID);
BufferContainer.m_LastIndexBufferBound = m_QuadDrawIndexBufferID;
}
for(int i = 0; i < pCommand->m_IndicesDrawNum; ++i)
{
glDrawElements(GL_TRIANGLES, pCommand->m_pDrawCount[i], GL_UNSIGNED_INT, pCommand->m_pIndicesOffsets[i]);
}
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderQuadLayer(const CCommandBuffer::SCommand_RenderQuadLayer *pCommand)
{
int Index = pCommand->m_BufferContainerIndex;
//if space not there return
if((size_t)Index >= m_BufferContainers.size())
return;
SBufferContainer& BufferContainer = m_BufferContainers[Index];
if(BufferContainer.m_VertArrayID == 0)
return;
if(pCommand->m_QuadNum == 0)
{
return; //nothing to draw
}
CGLSLQuadProgram *pProgram = NULL;
if(pCommand->m_State.m_Texture >= 0 && pCommand->m_State.m_Texture < CCommandBuffer::MAX_TEXTURES)
{
pProgram = m_pQuadProgramTextured;
}
else
pProgram = m_pQuadProgram;
UseProgram(pProgram);
SetState(pCommand->m_State, pProgram);
glBindVertexArray(BufferContainer.m_VertArrayID);
if(BufferContainer.m_LastIndexBufferBound != m_QuadDrawIndexBufferID)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID);
BufferContainer.m_LastIndexBufferBound = m_QuadDrawIndexBufferID;
}
int QuadsLeft = pCommand->m_QuadNum;
size_t QuadOffset = 0;
vec4 aColors[m_MaxQuadsPossible];
vec2 aOffsets[m_MaxQuadsPossible];
float aRotations[m_MaxQuadsPossible];
while(QuadsLeft > 0)
{
int ActualQuadCount = minimum(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));
}
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;
}
}
void CCommandProcessorFragment_OpenGL3_3::RenderText(const CCommandBuffer::SState& State, int DrawNum, int TextTextureIndex, int TextOutlineTextureIndex, int TextureSize, const float* pTextColor, const float* pTextOutlineColor)
{
if(DrawNum == 0)
{
return; //nothing to draw
}
UseProgram(m_pTextProgram);
int SlotText = 0;
int SlotTextOutline = 0;
if(m_UseMultipleTextureUnits)
{
SlotText = TextTextureIndex % m_MaxTextureUnits;
SlotTextOutline = TextOutlineTextureIndex % m_MaxTextureUnits;
if(SlotText == SlotTextOutline)
SlotTextOutline = (TextOutlineTextureIndex + 1) % m_MaxTextureUnits;
if(!IsAndUpdateTextureSlotBound(SlotText, TextTextureIndex))
{
glActiveTexture(GL_TEXTURE0 + SlotText);
glBindTexture(GL_TEXTURE_2D, m_aTextures[TextTextureIndex].m_Tex);
glBindSampler(SlotText, m_aTextures[TextTextureIndex].m_Sampler);
}
if(!IsAndUpdateTextureSlotBound(SlotTextOutline, TextOutlineTextureIndex))
{
glActiveTexture(GL_TEXTURE0 + SlotTextOutline);
glBindTexture(GL_TEXTURE_2D, m_aTextures[TextOutlineTextureIndex].m_Tex);
glBindSampler(SlotTextOutline, m_aTextures[TextOutlineTextureIndex].m_Sampler);
}
}
else
{
SlotText = 0;
SlotTextOutline = 1;
glBindTexture(GL_TEXTURE_2D, m_aTextures[TextTextureIndex].m_Tex);
glBindSampler(SlotText, m_aTextures[TextTextureIndex].m_Sampler);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_aTextures[TextOutlineTextureIndex].m_Tex);
glBindSampler(SlotTextOutline, m_aTextures[TextOutlineTextureIndex].m_Sampler);
glActiveTexture(GL_TEXTURE0);
}
if(m_pTextProgram->m_LastTextSampler != SlotText)
{
m_pTextProgram->SetUniform(m_pTextProgram->m_LocTextSampler, SlotText);
m_pTextProgram->m_LastTextSampler = SlotText;
}
if(m_pTextProgram->m_LastTextOutlineSampler != SlotTextOutline)
{
m_pTextProgram->SetUniform(m_pTextProgram->m_LocTextOutlineSampler, SlotTextOutline);
m_pTextProgram->m_LastTextOutlineSampler = SlotTextOutline;
}
SetState(State, m_pTextProgram);
if(m_pTextProgram->m_LastTextureSize != TextureSize)
{
m_pTextProgram->SetUniform(m_pTextProgram->m_LocTextureSize, (float)TextureSize);
m_pTextProgram->m_LastTextureSize = TextureSize;
}
if(m_pTextProgram->m_LastOutlineColor[0] != pTextOutlineColor[0] || m_pTextProgram->m_LastOutlineColor[1] != pTextOutlineColor[1] || m_pTextProgram->m_LastOutlineColor[2] != pTextOutlineColor[2] || m_pTextProgram->m_LastOutlineColor[3] != pTextOutlineColor[3])
{
m_pTextProgram->SetUniformVec4(m_pTextProgram->m_LocOutlineColor, 1, (float*)pTextOutlineColor);
m_pTextProgram->m_LastOutlineColor[0] = pTextOutlineColor[0];
m_pTextProgram->m_LastOutlineColor[1] = pTextOutlineColor[1];
m_pTextProgram->m_LastOutlineColor[2] = pTextOutlineColor[2];
m_pTextProgram->m_LastOutlineColor[3] = pTextOutlineColor[3];
}
if(m_pTextProgram->m_LastColor[0] != pTextColor[0] || m_pTextProgram->m_LastColor[1] != pTextColor[1] || m_pTextProgram->m_LastColor[2] != pTextColor[2] || m_pTextProgram->m_LastColor[3] != pTextColor[3])
{
m_pTextProgram->SetUniformVec4(m_pTextProgram->m_LocColor, 1, (float*)pTextColor);
m_pTextProgram->m_LastColor[0] = pTextColor[0];
m_pTextProgram->m_LastColor[1] = pTextColor[1];
m_pTextProgram->m_LastColor[2] = pTextColor[2];
m_pTextProgram->m_LastColor[3] = pTextColor[3];
}
glDrawElements(GL_TRIANGLES, DrawNum, GL_UNSIGNED_INT, (void*)(0));
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderText(const CCommandBuffer::SCommand_RenderText *pCommand)
{
int Index = pCommand->m_BufferContainerIndex;
//if space not there return
if((size_t)Index >= m_BufferContainers.size())
return;
SBufferContainer& BufferContainer = m_BufferContainers[Index];
if(BufferContainer.m_VertArrayID == 0)
return;
glBindVertexArray(BufferContainer.m_VertArrayID);
if(BufferContainer.m_LastIndexBufferBound != m_QuadDrawIndexBufferID)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID);
BufferContainer.m_LastIndexBufferBound = m_QuadDrawIndexBufferID;
}
RenderText(pCommand->m_State, pCommand->m_DrawNum, pCommand->m_TextTextureIndex, pCommand->m_TextOutlineTextureIndex, pCommand->m_TextureSize, pCommand->m_aTextColor, pCommand->m_aTextOutlineColor);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderTextStream(const CCommandBuffer::SCommand_RenderTextStream *pCommand)
{
if(pCommand->m_QuadNum == 0)
{
return; //nothing to draw
}
UploadStreamBufferData(CCommandBuffer::PRIMTYPE_QUADS, pCommand->m_pVertices, pCommand->m_QuadNum);
glBindVertexArray(m_PrimitiveDrawVertexID[m_LastStreamBuffer]);
if(m_LastIndexBufferBound[m_LastStreamBuffer] != m_QuadDrawIndexBufferID)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID);
m_LastIndexBufferBound[m_LastStreamBuffer] = m_QuadDrawIndexBufferID;
}
float aTextColor[4] = { 1.f, 1.f, 1.f, 1.f };
RenderText(pCommand->m_State, pCommand->m_QuadNum * 6, pCommand->m_TextTextureIndex, pCommand->m_TextOutlineTextureIndex, pCommand->m_TextureSize, aTextColor, pCommand->m_aTextOutlineColor);
m_LastStreamBuffer = (m_LastStreamBuffer + 1 >= MAX_STREAM_BUFFER_COUNT ? 0 : m_LastStreamBuffer + 1);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderQuadContainer(const CCommandBuffer::SCommand_RenderQuadContainer *pCommand)
{
if(pCommand->m_DrawNum == 0)
{
return; //nothing to draw
}
int Index = pCommand->m_BufferContainerIndex;
//if space not there return
if((size_t)Index >= m_BufferContainers.size())
return;
SBufferContainer& BufferContainer = m_BufferContainers[Index];
if(BufferContainer.m_VertArrayID == 0)
return;
glBindVertexArray(BufferContainer.m_VertArrayID);
if(BufferContainer.m_LastIndexBufferBound != m_QuadDrawIndexBufferID)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID);
BufferContainer.m_LastIndexBufferBound = m_QuadDrawIndexBufferID;
}
UseProgram(m_pPrimitiveProgram);
SetState(pCommand->m_State, m_pPrimitiveProgram);
glDrawElements(GL_TRIANGLES, pCommand->m_DrawNum, GL_UNSIGNED_INT, pCommand->m_pOffset);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderQuadContainerAsSprite(const CCommandBuffer::SCommand_RenderQuadContainerAsSprite *pCommand)
{
if(pCommand->m_DrawNum == 0)
{
return; //nothing to draw
}
int Index = pCommand->m_BufferContainerIndex;
//if space not there return
if((size_t)Index >= m_BufferContainers.size())
return;
SBufferContainer& BufferContainer = m_BufferContainers[Index];
if(BufferContainer.m_VertArrayID == 0)
return;
glBindVertexArray(BufferContainer.m_VertArrayID);
if(BufferContainer.m_LastIndexBufferBound != m_QuadDrawIndexBufferID)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID);
BufferContainer.m_LastIndexBufferBound = m_QuadDrawIndexBufferID;
}
UseProgram(m_pSpriteProgram);
SetState(pCommand->m_State, m_pSpriteProgram);
if(pCommand->m_Rotation != 0.0f && (m_pSpriteProgram->m_LastCenter[0] != pCommand->m_Center.x || m_pSpriteProgram->m_LastCenter[1] != pCommand->m_Center.y))
{
m_pSpriteProgram->SetUniformVec2(m_pSpriteProgram->m_LocCenter, 1, (float*)&pCommand->m_Center);
m_pSpriteProgram->m_LastCenter[0] = pCommand->m_Center.x;
m_pSpriteProgram->m_LastCenter[1] = pCommand->m_Center.y;
}
if(m_pSpriteProgram->m_LastRotation != pCommand->m_Rotation)
{
m_pSpriteProgram->SetUniform(m_pSpriteProgram->m_LocRotation, pCommand->m_Rotation);
m_pSpriteProgram->m_LastRotation = pCommand->m_Rotation;
}
if(m_pSpriteProgram->m_LastVertciesColor[0] != pCommand->m_VertexColor.r || m_pSpriteProgram->m_LastVertciesColor[1] != pCommand->m_VertexColor.g || m_pSpriteProgram->m_LastVertciesColor[2] != pCommand->m_VertexColor.b || m_pSpriteProgram->m_LastVertciesColor[3] != pCommand->m_VertexColor.a)
{
m_pSpriteProgram->SetUniformVec4(m_pSpriteProgram->m_LocVertciesColor, 1, (float*)&pCommand->m_VertexColor);
m_pSpriteProgram->m_LastVertciesColor[0] = pCommand->m_VertexColor.r;
m_pSpriteProgram->m_LastVertciesColor[1] = pCommand->m_VertexColor.g;
m_pSpriteProgram->m_LastVertciesColor[2] = pCommand->m_VertexColor.b;
m_pSpriteProgram->m_LastVertciesColor[3] = pCommand->m_VertexColor.a;
}
glDrawElements(GL_TRIANGLES, pCommand->m_DrawNum, GL_UNSIGNED_INT, pCommand->m_pOffset);
}
void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderQuadContainerAsSpriteMultiple(const CCommandBuffer::SCommand_RenderQuadContainerAsSpriteMultiple *pCommand)
{
if(pCommand->m_DrawNum == 0 || pCommand->m_DrawCount == 0)
{
return; //nothing to draw
}
int Index = pCommand->m_BufferContainerIndex;
//if space not there return
if((size_t)Index >= m_BufferContainers.size())
return;
SBufferContainer& BufferContainer = m_BufferContainers[Index];
if(BufferContainer.m_VertArrayID == 0)
return;
glBindVertexArray(BufferContainer.m_VertArrayID);
if(BufferContainer.m_LastIndexBufferBound != m_QuadDrawIndexBufferID)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID);
BufferContainer.m_LastIndexBufferBound = m_QuadDrawIndexBufferID;
}
UseProgram(m_pSpriteProgramMultiple);
SetState(pCommand->m_State, m_pSpriteProgramMultiple);
if((m_pSpriteProgramMultiple->m_LastCenter[0] != pCommand->m_Center.x || m_pSpriteProgramMultiple->m_LastCenter[1] != pCommand->m_Center.y))
{
m_pSpriteProgramMultiple->SetUniformVec2(m_pSpriteProgramMultiple->m_LocCenter, 1, (float*)&pCommand->m_Center);
m_pSpriteProgramMultiple->m_LastCenter[0] = pCommand->m_Center.x;
m_pSpriteProgramMultiple->m_LastCenter[1] = pCommand->m_Center.y;
}
if(m_pSpriteProgramMultiple->m_LastVertciesColor[0] != pCommand->m_VertexColor.r || m_pSpriteProgramMultiple->m_LastVertciesColor[1] != pCommand->m_VertexColor.g || m_pSpriteProgramMultiple->m_LastVertciesColor[2] != pCommand->m_VertexColor.b || m_pSpriteProgramMultiple->m_LastVertciesColor[3] != pCommand->m_VertexColor.a)
{
m_pSpriteProgramMultiple->SetUniformVec4(m_pSpriteProgramMultiple->m_LocVertciesColor, 1, (float*)&pCommand->m_VertexColor);
m_pSpriteProgramMultiple->m_LastVertciesColor[0] = pCommand->m_VertexColor.r;
m_pSpriteProgramMultiple->m_LastVertciesColor[1] = pCommand->m_VertexColor.g;
m_pSpriteProgramMultiple->m_LastVertciesColor[2] = pCommand->m_VertexColor.b;
m_pSpriteProgramMultiple->m_LastVertciesColor[3] = pCommand->m_VertexColor.a;
}
int DrawCount = pCommand->m_DrawCount;
size_t RenderOffset = 0;
// 4 for the center (always use vec4) and 16 for the matrix(just to be sure), 4 for the sampler and vertex color
const int RSPCount = 256 - 4 - 16 - 8;
while(DrawCount > 0)
{
int UniformCount = (DrawCount > RSPCount ? RSPCount : DrawCount);
m_pSpriteProgramMultiple->SetUniformVec4(m_pSpriteProgramMultiple->m_LocRSP, UniformCount, (float*)(pCommand->m_pRenderInfo + RenderOffset));
glDrawElementsInstanced(GL_TRIANGLES, pCommand->m_DrawNum, GL_UNSIGNED_INT, pCommand->m_pOffset, UniformCount);
RenderOffset += RSPCount;
DrawCount -= RSPCount;
}
}
// ------------ 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);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glAlphaFunc(GL_GREATER, 0);
glEnable(GL_ALPHA_TEST);
glDepthMask(0);
}
void CCommandProcessorFragment_SDL::Cmd_Update_Viewport(const SCommand_Update_Viewport *pCommand)
{
glViewport(pCommand->m_X, pCommand->m_Y, pCommand->m_Width, pCommand->m_Height);
}
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;
case CMD_UPDATE_VIEWPORT: Cmd_Update_Viewport(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, int *pCurrentWidth, int *pCurrentHeight, IStorage *pStorage)
{
// print sdl version
{
SDL_version Compiled;
SDL_version Linked;
SDL_VERSION(&Compiled);
SDL_GetVersion(&Linked);
dbg_msg("sdl", "SDL version %d.%d.%d (compiled = %d.%d.%d)", Linked.major, Linked.minor, Linked.patch,
Compiled.major, Compiled.minor, Compiled.patch);
}
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
}
SDL_ClearError();
const char *pErr = NULL;
// Query default values, since they are platform dependent
static bool s_InitDefaultParams = false;
static int s_SDLGLContextProfileMask, s_SDLGLContextMajorVersion, s_SDLGLContextMinorVersion;
static bool s_TriedOpenGL3Context = false;
if(!s_InitDefaultParams)
{
SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &s_SDLGLContextProfileMask);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &s_SDLGLContextMajorVersion);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &s_SDLGLContextMinorVersion);
s_InitDefaultParams = true;
}
//clamp the versions to existing versions(only for OpenGL major <= 3)
if(g_Config.m_GfxOpenGLMajor == 1)
{
g_Config.m_GfxOpenGLMinor = clamp(g_Config.m_GfxOpenGLMinor, 1, 5);
if(g_Config.m_GfxOpenGLMinor == 2)
g_Config.m_GfxOpenGLPatch = clamp(g_Config.m_GfxOpenGLPatch, 0, 1);
else
g_Config.m_GfxOpenGLPatch = 0;
}
else if(g_Config.m_GfxOpenGLMajor == 2)
{
g_Config.m_GfxOpenGLMinor = clamp(g_Config.m_GfxOpenGLMinor, 0, 1);
g_Config.m_GfxOpenGLPatch = 0;
}
else if(g_Config.m_GfxOpenGLMajor == 3)
{
g_Config.m_GfxOpenGLMinor = clamp(g_Config.m_GfxOpenGLMinor, 0, 3);
g_Config.m_GfxOpenGLPatch = 0;
}
// if OpenGL3 context was tried to be created, but failed, we have to restore the old context attributes
bool IsNewOpenGL = (g_Config.m_GfxOpenGLMajor == 3 && g_Config.m_GfxOpenGLMinor == 3) || g_Config.m_GfxOpenGLMajor >= 4;
if(s_TriedOpenGL3Context && !IsNewOpenGL)
{
s_TriedOpenGL3Context = false;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, s_SDLGLContextProfileMask);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, s_SDLGLContextMajorVersion);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, s_SDLGLContextMinorVersion);
}
m_UseNewOpenGL = false;
if(IsNewOpenGL)
{
s_TriedOpenGL3Context = true;
if(SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE) == 0)
{
pErr = SDL_GetError();
if(pErr[0] != '\0')
{
dbg_msg("gfx", "Using old OpenGL context, because an error occurred while trying to use OpenGL context %zu.%zu: %s.", (size_t)g_Config.m_GfxOpenGLMajor, (size_t)g_Config.m_GfxOpenGLMinor, pErr);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, s_SDLGLContextProfileMask);
}
else
{
if(SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, g_Config.m_GfxOpenGLMajor) == 0 && SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, g_Config.m_GfxOpenGLMinor) == 0)
{
pErr = SDL_GetError();
if(pErr[0] != '\0')
{
dbg_msg("gfx", "Using old OpenGL context, because an error occurred while trying to use OpenGL context %zu.%zu: %s.", (size_t)g_Config.m_GfxOpenGLMajor, (size_t)g_Config.m_GfxOpenGLMinor, pErr);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, s_SDLGLContextMajorVersion);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, s_SDLGLContextMinorVersion);
}
else
{
m_UseNewOpenGL = 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 %zu.%zu context.", (size_t)g_Config.m_GfxOpenGLMajor, (size_t)g_Config.m_GfxOpenGLMinor);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, s_SDLGLContextMajorVersion);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, s_SDLGLContextMinorVersion);
}
}
}
else
{
//set default attributes
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, s_SDLGLContextProfileMask);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, s_SDLGLContextMajorVersion);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, s_SDLGLContextMinorVersion);
}
}
//if non standard opengl, set it
else if(s_SDLGLContextMajorVersion != g_Config.m_GfxOpenGLMajor || s_SDLGLContextMinorVersion != g_Config.m_GfxOpenGLMinor) {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, g_Config.m_GfxOpenGLMajor);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, g_Config.m_GfxOpenGLMinor);
dbg_msg("gfx", "Created OpenGL %zu.%zu context.", (size_t)g_Config.m_GfxOpenGLMajor, (size_t)g_Config.m_GfxOpenGLMinor);
}
// 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
if(*pWidth == 0 || *pHeight == 0)
{
*pWidth = *pDesktopWidth;
*pHeight = *pDesktopHeight;
}
// set flags
int SdlFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN;
if(Flags&IGraphicsBackend::INITFLAG_HIGHDPI)
SdlFlags |= SDL_WINDOW_ALLOW_HIGHDPI;
#if defined(SDL_VIDEO_DRIVER_X11)
if(Flags&IGraphicsBackend::INITFLAG_RESIZABLE)
SdlFlags |= SDL_WINDOW_RESIZABLE;
#endif
#if defined(CONF_PLATFORM_MACOSX) // TODO: remove this when fixed in SDL
if(Flags&IGraphicsBackend::INITFLAG_BORDERLESS)
SdlFlags |= SDL_WINDOW_BORDERLESS;
#endif
if(Flags&IGraphicsBackend::INITFLAG_FULLSCREEN)
{
// when we are at fullscreen, we really shouldn't allow window sizes, that aren't supported by the driver
bool SupportedResolution = false;
SDL_DisplayMode mode;
int maxModes = SDL_GetNumDisplayModes(g_Config.m_GfxScreen);
for(int i = 0; i < maxModes; i++)
{
if(SDL_GetDisplayMode(g_Config.m_GfxScreen, i, &mode) < 0)
{
dbg_msg("gfx", "unable to get display mode: %s", SDL_GetError());
continue;
}
if(*pWidth == mode.w && *pHeight == mode.h)
{
SupportedResolution = true;
break;
}
}
if(SupportedResolution)
SdlFlags |= SDL_WINDOW_FULLSCREEN;
else
SdlFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
}
// 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;
}
if(m_UseNewOpenGL)
{
//support graphic cards that are pretty old(and linux)
glewExperimental = GL_TRUE;
if(GLEW_OK != glewInit())
return -1;
}
SDL_GL_GetDrawableSize(m_pWindow, pCurrentWidth, pCurrentHeight);
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_UseNewOpenGL);
StartProcessor(m_pProcessor);
// issue init commands for OpenGL and SDL
CCommandBuffer CmdBuffer(1024, 512);
if(m_UseNewOpenGL)
{
//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;
CmdOpenGL.m_pStorage = pStorage;
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);
if(SetWindowScreen(g_Config.m_GfxScreen))
{
// query the current displaymode, when running in fullscreen
// this is required if DPI scaling is active
if(SdlFlags&SDL_WINDOW_FULLSCREEN)
{
SDL_DisplayMode CurrentDisplayMode;
SDL_GetCurrentDisplayMode(g_Config.m_GfxScreen, &CurrentDisplayMode);
*pCurrentWidth = CurrentDisplayMode.w;
*pCurrentHeight = CurrentDisplayMode.h;
// since the window is centered, calculate how much the viewport has to be fixed
//int XOverflow = (*pWidth > *pCurrentWidth ? (*pWidth - *pCurrentWidth) : 0);
//int YOverflow = (*pHeight > *pCurrentHeight ? (*pHeight - *pCurrentHeight) : 0);
//TODO: current problem is, that the opengl driver knows about the scaled display,
//so the viewport cannot be adjusted for resolutions, that are higher than allowed by the display driver
CCommandProcessorFragment_SDL::SCommand_Update_Viewport CmdSDL;
CmdSDL.m_X = 0;
CmdSDL.m_Y = 0;
CmdSDL.m_Width = CurrentDisplayMode.w;
CmdSDL.m_Height = CurrentDisplayMode.h;
CmdBuffer.AddCommand(CmdSDL);
RunBuffer(&CmdBuffer);
WaitForIdle();
}
}
// return
return 0;
}
int CGraphicsBackend_SDL_OpenGL::Shutdown()
{
// issue a shutdown command
CCommandBuffer CmdBuffer(1024, 512);
if(m_UseNewOpenGL)
{
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; }