#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" #if defined(CONF_PLATFORM_MACOSX) #include "OpenGL/glu.h" #else #include "SDL_opengl.h" #include "GL/glu.h" #endif #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 // ------------ 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()->nextVideoFrame_thread(); #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(); } // ------------ 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); 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; 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; } 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) { 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)) { 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) { 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) { 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 CGLSLBorderTileProgram; m_pBorderTileProgramTextured = new CGLSLBorderTileProgram; m_pBorderTileLineProgram = new CGLSLBorderTileLineProgram; m_pBorderTileLineProgramTextured = new CGLSLBorderTileLineProgram; m_pQuadProgram = new CGLSLQuadProgram; m_pQuadProgramTextured = new CGLSLQuadProgram; m_pTextProgram = new CGLSLTextProgram; m_pSpriteProgram = new CGLSLSpriteProgram; m_pSpriteProgramMultiple = new CGLSLSpriteMultipleProgram; { CGLSL PrimitiveVertexShader; CGLSL PrimitiveFragmentShader; PrimitiveVertexShader.LoadShader(pCommand->m_pStorage, "shader/prim.vert", GL_VERTEX_SHADER); PrimitiveFragmentShader.LoadShader(pCommand->m_pStorage, "shader/prim.frag", GL_FRAGMENT_SHADER); 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(pCommand->m_pStorage, "shader/tile.vert", GL_VERTEX_SHADER); FragmentShader.LoadShader(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("Pos"); m_pTileProgram->m_LocIsTextured = -1; m_pTileProgram->m_LocTextureSampler = -1; m_pTileProgram->m_LocColor = m_pTileProgram->GetUniformLoc("vertColor"); m_pTileProgram->m_LocLOD = -1; m_pTileProgram->m_LocTexelOffset = -1; m_pTileProgram->m_LastLOD = -1; } { CGLSL VertexShader; CGLSL FragmentShader; VertexShader.LoadShader(pCommand->m_pStorage, "shader/tiletex.vert", GL_VERTEX_SHADER); FragmentShader.LoadShader(pCommand->m_pStorage, "shader/tiletex.frag", GL_FRAGMENT_SHADER); m_pTileProgramTextured->CreateProgram(); m_pTileProgramTextured->AddShader(&VertexShader); m_pTileProgramTextured->AddShader(&FragmentShader); m_pTileProgramTextured->LinkProgram(); UseProgram(m_pTileProgramTextured); m_pTileProgramTextured->m_LocPos = m_pTileProgramTextured->GetUniformLoc("Pos"); m_pTileProgramTextured->m_LocIsTextured = -1; m_pTileProgramTextured->m_LocTextureSampler = m_pTileProgramTextured->GetUniformLoc("textureSampler"); m_pTileProgramTextured->m_LocColor = m_pTileProgramTextured->GetUniformLoc("vertColor"); m_pTileProgramTextured->m_LocLOD = m_pTileProgramTextured->GetUniformLoc("LOD"); m_pTileProgramTextured->m_LocTexelOffset = m_pTileProgramTextured->GetUniformLoc("TexelOffset"); m_pTileProgramTextured->m_LastLOD = -1; } { CGLSL VertexShader; CGLSL FragmentShader; VertexShader.LoadShader(pCommand->m_pStorage, "shader/bordertile.vert", GL_VERTEX_SHADER); FragmentShader.LoadShader(pCommand->m_pStorage, "shader/bordertile.frag", GL_FRAGMENT_SHADER); m_pBorderTileProgram->CreateProgram(); m_pBorderTileProgram->AddShader(&VertexShader); m_pBorderTileProgram->AddShader(&FragmentShader); m_pBorderTileProgram->LinkProgram(); UseProgram(m_pBorderTileProgram); m_pBorderTileProgram->m_LocPos = m_pBorderTileProgram->GetUniformLoc("Pos"); m_pBorderTileProgram->m_LocIsTextured = -1; m_pBorderTileProgram->m_LocTextureSampler = -1; m_pBorderTileProgram->m_LocColor = m_pBorderTileProgram->GetUniformLoc("vertColor"); m_pBorderTileProgram->m_LocLOD = -1; m_pBorderTileProgram->m_LocTexelOffset = -1; m_pBorderTileProgram->m_LastLOD = -1; m_pBorderTileProgram->m_LocOffset = m_pBorderTileProgram->GetUniformLoc("Offset"); m_pBorderTileProgram->m_LocDir = m_pBorderTileProgram->GetUniformLoc("Dir"); m_pBorderTileProgram->m_LocJumpIndex = m_pBorderTileProgram->GetUniformLoc("JumpIndex"); } { CGLSL VertexShader; CGLSL FragmentShader; VertexShader.LoadShader(pCommand->m_pStorage, "shader/bordertiletex.vert", GL_VERTEX_SHADER); FragmentShader.LoadShader(pCommand->m_pStorage, "shader/bordertiletex.frag", GL_FRAGMENT_SHADER); m_pBorderTileProgramTextured->CreateProgram(); m_pBorderTileProgramTextured->AddShader(&VertexShader); m_pBorderTileProgramTextured->AddShader(&FragmentShader); m_pBorderTileProgramTextured->LinkProgram(); UseProgram(m_pBorderTileProgramTextured); m_pBorderTileProgramTextured->m_LocPos = m_pBorderTileProgramTextured->GetUniformLoc("Pos"); m_pBorderTileProgramTextured->m_LocIsTextured = -1; m_pBorderTileProgramTextured->m_LocTextureSampler = m_pBorderTileProgramTextured->GetUniformLoc("textureSampler"); m_pBorderTileProgramTextured->m_LocColor = m_pBorderTileProgramTextured->GetUniformLoc("vertColor"); m_pBorderTileProgramTextured->m_LocLOD = m_pBorderTileProgramTextured->GetUniformLoc("LOD"); m_pBorderTileProgramTextured->m_LocTexelOffset = m_pBorderTileProgramTextured->GetUniformLoc("TexelOffset"); m_pBorderTileProgramTextured->m_LastLOD = -1; m_pBorderTileProgramTextured->m_LocOffset = m_pBorderTileProgramTextured->GetUniformLoc("Offset"); m_pBorderTileProgramTextured->m_LocDir = m_pBorderTileProgramTextured->GetUniformLoc("Dir"); m_pBorderTileProgramTextured->m_LocJumpIndex = m_pBorderTileProgramTextured->GetUniformLoc("JumpIndex"); } { CGLSL VertexShader; CGLSL FragmentShader; VertexShader.LoadShader(pCommand->m_pStorage, "shader/bordertileline.vert", GL_VERTEX_SHADER); FragmentShader.LoadShader(pCommand->m_pStorage, "shader/bordertileline.frag", GL_FRAGMENT_SHADER); m_pBorderTileLineProgram->CreateProgram(); m_pBorderTileLineProgram->AddShader(&VertexShader); m_pBorderTileLineProgram->AddShader(&FragmentShader); m_pBorderTileLineProgram->LinkProgram(); UseProgram(m_pBorderTileLineProgram); m_pBorderTileLineProgram->m_LocPos = m_pBorderTileLineProgram->GetUniformLoc("Pos"); m_pBorderTileLineProgram->m_LocIsTextured = -1; m_pBorderTileLineProgram->m_LocTextureSampler = -1; m_pBorderTileLineProgram->m_LocColor = m_pBorderTileLineProgram->GetUniformLoc("vertColor"); m_pBorderTileLineProgram->m_LocLOD = -1; m_pBorderTileLineProgram->m_LocTexelOffset = -1; m_pBorderTileLineProgram->m_LastLOD = -1; m_pBorderTileLineProgram->m_LocOffset = m_pBorderTileLineProgram->GetUniformLoc("Offset"); m_pBorderTileLineProgram->m_LocDir = m_pBorderTileLineProgram->GetUniformLoc("Dir"); } { CGLSL VertexShader; CGLSL FragmentShader; VertexShader.LoadShader(pCommand->m_pStorage, "shader/bordertilelinetex.vert", GL_VERTEX_SHADER); FragmentShader.LoadShader(pCommand->m_pStorage, "shader/bordertilelinetex.frag", GL_FRAGMENT_SHADER); m_pBorderTileLineProgramTextured->CreateProgram(); m_pBorderTileLineProgramTextured->AddShader(&VertexShader); m_pBorderTileLineProgramTextured->AddShader(&FragmentShader); m_pBorderTileLineProgramTextured->LinkProgram(); UseProgram(m_pBorderTileLineProgramTextured); m_pBorderTileLineProgramTextured->m_LocPos = m_pBorderTileLineProgramTextured->GetUniformLoc("Pos"); m_pBorderTileLineProgramTextured->m_LocIsTextured = -1; m_pBorderTileLineProgramTextured->m_LocTextureSampler = m_pBorderTileLineProgramTextured->GetUniformLoc("textureSampler"); m_pBorderTileLineProgramTextured->m_LocColor = m_pBorderTileLineProgramTextured->GetUniformLoc("vertColor"); m_pBorderTileLineProgramTextured->m_LocLOD = m_pBorderTileLineProgramTextured->GetUniformLoc("LOD"); m_pBorderTileLineProgramTextured->m_LocTexelOffset = m_pBorderTileLineProgramTextured->GetUniformLoc("TexelOffset"); m_pBorderTileLineProgramTextured->m_LastLOD = -1; m_pBorderTileLineProgramTextured->m_LocOffset = m_pBorderTileLineProgramTextured->GetUniformLoc("Offset"); m_pBorderTileLineProgramTextured->m_LocDir = m_pBorderTileLineProgramTextured->GetUniformLoc("Dir"); } { CGLSL VertexShader; CGLSL FragmentShader; VertexShader.LoadShader(pCommand->m_pStorage, "shader/quad.vert", GL_VERTEX_SHADER); FragmentShader.LoadShader(pCommand->m_pStorage, "shader/quad.frag", GL_FRAGMENT_SHADER); m_pQuadProgram->CreateProgram(); m_pQuadProgram->AddShader(&VertexShader); m_pQuadProgram->AddShader(&FragmentShader); m_pQuadProgram->LinkProgram(); UseProgram(m_pQuadProgram); m_pQuadProgram->m_LocPos = m_pQuadProgram->GetUniformLoc("Pos"); m_pQuadProgram->m_LocIsTextured = -1; m_pQuadProgram->m_LocTextureSampler = -1; m_pQuadProgram->m_LocColor = m_pQuadProgram->GetUniformLoc("vertColor"); m_pQuadProgram->m_LocRotation = m_pQuadProgram->GetUniformLoc("Rotation"); m_pQuadProgram->m_LocOffset = m_pQuadProgram->GetUniformLoc("Offset"); } { CGLSL VertexShader; CGLSL FragmentShader; VertexShader.LoadShader(pCommand->m_pStorage, "shader/quadtex.vert", GL_VERTEX_SHADER); FragmentShader.LoadShader(pCommand->m_pStorage, "shader/quadtex.frag", GL_FRAGMENT_SHADER); m_pQuadProgramTextured->CreateProgram(); m_pQuadProgramTextured->AddShader(&VertexShader); m_pQuadProgramTextured->AddShader(&FragmentShader); m_pQuadProgramTextured->LinkProgram(); UseProgram(m_pQuadProgramTextured); m_pQuadProgramTextured->m_LocPos = m_pQuadProgramTextured->GetUniformLoc("Pos"); m_pQuadProgramTextured->m_LocIsTextured = -1; m_pQuadProgramTextured->m_LocTextureSampler = m_pQuadProgramTextured->GetUniformLoc("textureSampler"); m_pQuadProgramTextured->m_LocColor = m_pQuadProgramTextured->GetUniformLoc("vertColor"); m_pQuadProgramTextured->m_LocRotation = m_pQuadProgramTextured->GetUniformLoc("Rotation"); m_pQuadProgramTextured->m_LocOffset = m_pQuadProgramTextured->GetUniformLoc("Offset"); } { CGLSL VertexShader; CGLSL FragmentShader; VertexShader.LoadShader(pCommand->m_pStorage, "shader/text.vert", GL_VERTEX_SHADER); FragmentShader.LoadShader(pCommand->m_pStorage, "shader/text.frag", GL_FRAGMENT_SHADER); 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(pCommand->m_pStorage, "shader/sprite.vert", GL_VERTEX_SHADER); PrimitiveFragmentShader.LoadShader(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(pCommand->m_pStorage, "shader/spritemulti.vert", GL_VERTEX_SHADER); PrimitiveFragmentShader.LoadShader(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; } 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; 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); } // 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) { if(m_TextureSlotBoundToUnit[IDX].m_TextureSlot == Slot) return true; else { //the texture slot uses this index now m_TextureSlotBoundToUnit[IDX].m_TextureSlot = Slot; 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::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) { m_BufferContainers.push_back(SBufferContainer()); } } 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; CGLSLBorderTileProgram *pProgram = NULL; if(pCommand->m_State.m_Texture >= 0 && pCommand->m_State.m_Texture < CCommandBuffer::MAX_TEXTURES) { pProgram = m_pBorderTileProgramTextured; } else pProgram = m_pBorderTileProgram; UseProgram(pProgram); if(pProgram->m_LocLOD != -1) { if(pCommand->m_LOD != pProgram->m_LastLOD) { pProgram->SetUniform(pProgram->m_LocLOD, (float)(pCommand->m_LOD)); // calculate the texel offset for the current LOD float TexelOffset = (0.5f / (1024.0f * powf(0.5f, (float)pCommand->m_LOD))); pProgram->SetUniform(pProgram->m_LocTexelOffset, TexelOffset); pProgram->m_LastLOD = pCommand->m_LOD; } } SetState(pCommand->m_State, pProgram); 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; CGLSLBorderTileLineProgram *pProgram = NULL; if(pCommand->m_State.m_Texture >= 0 && pCommand->m_State.m_Texture < CCommandBuffer::MAX_TEXTURES) { pProgram = m_pBorderTileLineProgramTextured; } else pProgram = m_pBorderTileLineProgram; UseProgram(pProgram); if(pProgram->m_LocLOD != -1) { if(pCommand->m_LOD != pProgram->m_LastLOD) { pProgram->SetUniform(pProgram->m_LocLOD, (float)(pCommand->m_LOD)); // calculate the texel offset for the current LOD float TexelOffset = (0.5f / (1024.0f * powf(0.5f, (float)pCommand->m_LOD))); pProgram->SetUniform(pProgram->m_LocTexelOffset, TexelOffset); pProgram->m_LastLOD = pCommand->m_LOD; } } SetState(pCommand->m_State, pProgram); 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); if(pProgram->m_LocLOD != -1) { if(pCommand->m_LOD != pProgram->m_LastLOD) { pProgram->SetUniform(pProgram->m_LocLOD, (float)(pCommand->m_LOD)); // calculate the texel offset for the current LOD float TexelOffset = (0.5f / (1024.0f * powf(0.5f, (float)pCommand->m_LOD))); pProgram->SetUniform(pProgram->m_LocTexelOffset, TexelOffset); pProgram->m_LastLOD = pCommand->m_LOD; } } SetState(pCommand->m_State, pProgram); 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; } // colors, offsets and rotation probably rarely change float aColor[4]; mem_copy(aColor, pCommand->m_pQuadInfo[0].m_aColor, sizeof(aColor)); float aOffset[2]; mem_copy(aOffset, pCommand->m_pQuadInfo[0].m_aOffsets, sizeof(aOffset)); float Rotation = pCommand->m_pQuadInfo[0].m_Rotation; pProgram->SetUniformVec4(pProgram->m_LocColor, 1, (float*)aColor); pProgram->SetUniformVec2(pProgram->m_LocOffset, 1, (float*)aOffset); pProgram->SetUniform(pProgram->m_LocRotation, Rotation); for(int i = 0; i < pCommand->m_QuadNum; ++i) { if(aColor[0] != pCommand->m_pQuadInfo[i].m_aColor[0] || aColor[1] != pCommand->m_pQuadInfo[i].m_aColor[1] || aColor[2] != pCommand->m_pQuadInfo[i].m_aColor[2] || aColor[3] != pCommand->m_pQuadInfo[i].m_aColor[3]) { mem_copy(aColor, pCommand->m_pQuadInfo[i].m_aColor, sizeof(aColor)); pProgram->SetUniformVec4(pProgram->m_LocColor, 1, (float*)aColor); } if(aOffset[0] != pCommand->m_pQuadInfo[i].m_aOffsets[0] || aOffset[1] != pCommand->m_pQuadInfo[i].m_aOffsets[1]) { mem_copy(aOffset, pCommand->m_pQuadInfo[i].m_aOffsets, sizeof(aOffset)); pProgram->SetUniformVec2(pProgram->m_LocOffset, 1, (float*)aOffset); } if(Rotation != pCommand->m_pQuadInfo[i].m_Rotation) { Rotation = pCommand->m_pQuadInfo[i].m_Rotation; pProgram->SetUniform(pProgram->m_LocRotation, Rotation); } glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void*)(i * 6 * sizeof(unsigned int))); } } 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) { 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; } // if OpenGL3 context was tried to be created, but failed, we have to restore the old context attributes if(s_TriedOpenGL3Context && !g_Config.m_GfxOpenGL3) { 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_UseOpenGL3_3 = false; if(g_Config.m_GfxOpenGL3) { 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 3.3: %s.", pErr); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, s_SDLGLContextProfileMask); } else { if(SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3) == 0 && SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3) == 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 3.3: %s.", pErr); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, s_SDLGLContextMajorVersion); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, s_SDLGLContextMinorVersion); } else { 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."); 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); } } // 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 | 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_UseOpenGL3_3) { //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_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; 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_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() { if(!g_Config.m_ClShowNotifications) return; // 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; }