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1946 lines
64 KiB
C++
1946 lines
64 KiB
C++
#include <base/detect.h>
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#if defined(CONF_FAMILY_WINDOWS)
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// For FlashWindowEx, FLASHWINFO, FLASHW_TRAY
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#define _WIN32_WINNT 0x0501
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#define WINVER 0x0501
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#endif
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#include "engine/external/glew/GL/glew.h"
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#include <base/detect.h>
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#include <base/math.h>
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#include <stdlib.h>
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#include "SDL.h"
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#include "SDL_syswm.h"
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#if defined(__ANDROID__)
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#define GL_GLEXT_PROTOTYPES
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#include <GLES/gl.h>
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#include <GLES/glext.h>
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#include <GL/glu.h>
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#define glOrtho glOrthof
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#else
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#if defined(CONF_PLATFORM_MACOSX)
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#include "OpenGL/glu.h"
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#else
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#include "SDL_opengl.h"
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#include "GL/glu.h"
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#endif
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#endif
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#if defined(SDL_VIDEO_DRIVER_X11)
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#include <X11/Xutil.h>
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#include <X11/Xlib.h>
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#endif
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#include <engine/shared/config.h>
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#include <base/tl/threading.h>
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#include "graphics_threaded.h"
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#include "backend_sdl.h"
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#include "opengl_sl_program.h"
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#include "opengl_sl.h"
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#ifdef __MINGW32__
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extern "C"
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{
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int putenv(const char *);
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}
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#endif
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// ------------ CGraphicsBackend_Threaded
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void CGraphicsBackend_Threaded::ThreadFunc(void *pUser)
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{
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CGraphicsBackend_Threaded *pThis = (CGraphicsBackend_Threaded *)pUser;
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while(!pThis->m_Shutdown)
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{
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pThis->m_Activity.wait();
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if(pThis->m_pBuffer)
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{
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#ifdef CONF_PLATFORM_MACOSX
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CAutoreleasePool AutoreleasePool;
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#endif
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pThis->m_pProcessor->RunBuffer(pThis->m_pBuffer);
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sync_barrier();
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pThis->m_pBuffer = 0x0;
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pThis->m_BufferDone.signal();
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}
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}
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}
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CGraphicsBackend_Threaded::CGraphicsBackend_Threaded()
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{
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m_pBuffer = 0x0;
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m_pProcessor = 0x0;
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m_pThread = 0x0;
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}
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void CGraphicsBackend_Threaded::StartProcessor(ICommandProcessor *pProcessor)
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{
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m_Shutdown = false;
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m_pProcessor = pProcessor;
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m_pThread = thread_init(ThreadFunc, this);
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m_BufferDone.signal();
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}
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void CGraphicsBackend_Threaded::StopProcessor()
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{
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m_Shutdown = true;
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m_Activity.signal();
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thread_wait(m_pThread);
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}
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void CGraphicsBackend_Threaded::RunBuffer(CCommandBuffer *pBuffer)
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{
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WaitForIdle();
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m_pBuffer = pBuffer;
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m_Activity.signal();
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}
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bool CGraphicsBackend_Threaded::IsIdle() const
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{
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return m_pBuffer == 0x0;
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}
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void CGraphicsBackend_Threaded::WaitForIdle()
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{
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while(m_pBuffer != 0x0)
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m_BufferDone.wait();
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}
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// ------------ CCommandProcessorFragment_General
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void CCommandProcessorFragment_General::Cmd_Signal(const CCommandBuffer::SCommand_Signal *pCommand)
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{
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pCommand->m_pSemaphore->signal();
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}
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bool CCommandProcessorFragment_General::RunCommand(const CCommandBuffer::SCommand * pBaseCommand)
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{
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switch(pBaseCommand->m_Cmd)
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{
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case CCommandBuffer::CMD_NOP: break;
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case CCommandBuffer::CMD_SIGNAL: Cmd_Signal(static_cast<const CCommandBuffer::SCommand_Signal *>(pBaseCommand)); break;
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default: return false;
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}
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return true;
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}
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// ------------ CCommandProcessorFragment_OpenGL
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int CCommandProcessorFragment_OpenGL::TexFormatToOpenGLFormat(int TexFormat)
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{
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if(TexFormat == CCommandBuffer::TEXFORMAT_RGB) return GL_RGB;
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if(TexFormat == CCommandBuffer::TEXFORMAT_ALPHA) return GL_ALPHA;
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if(TexFormat == CCommandBuffer::TEXFORMAT_RGBA) return GL_RGBA;
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return GL_RGBA;
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}
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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)
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{
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int Value = 0;
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for(int x = 0; x < ScaleW; x++)
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for(int y = 0; y < ScaleH; y++)
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Value += pData[((v+y)*w+(u+x))*Bpp+Offset];
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return Value/(ScaleW*ScaleH);
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}
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void *CCommandProcessorFragment_OpenGL::Rescale(int Width, int Height, int NewWidth, int NewHeight, int Format, const unsigned char *pData)
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{
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unsigned char *pTmpData;
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int ScaleW = Width/NewWidth;
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int ScaleH = Height/NewHeight;
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int Bpp = 3;
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if(Format == CCommandBuffer::TEXFORMAT_RGBA)
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Bpp = 4;
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pTmpData = (unsigned char *)mem_alloc(NewWidth*NewHeight*Bpp, 1);
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int c = 0;
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for(int y = 0; y < NewHeight; y++)
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for(int x = 0; x < NewWidth; x++, c++)
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{
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pTmpData[c*Bpp] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 0, ScaleW, ScaleH, Bpp);
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pTmpData[c*Bpp+1] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 1, ScaleW, ScaleH, Bpp);
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pTmpData[c*Bpp+2] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 2, ScaleW, ScaleH, Bpp);
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if(Bpp == 4)
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pTmpData[c*Bpp+3] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 3, ScaleW, ScaleH, Bpp);
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}
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return pTmpData;
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}
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void CCommandProcessorFragment_OpenGL::SetState(const CCommandBuffer::SState &State)
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{
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// blend
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switch(State.m_BlendMode)
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{
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case CCommandBuffer::BLEND_NONE:
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glDisable(GL_BLEND);
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break;
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case CCommandBuffer::BLEND_ALPHA:
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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break;
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case CCommandBuffer::BLEND_ADDITIVE:
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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break;
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default:
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dbg_msg("render", "unknown blendmode %d\n", State.m_BlendMode);
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};
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// clip
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if(State.m_ClipEnable)
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{
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glScissor(State.m_ClipX, State.m_ClipY, State.m_ClipW, State.m_ClipH);
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glEnable(GL_SCISSOR_TEST);
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}
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else
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glDisable(GL_SCISSOR_TEST);
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// texture
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if(State.m_Texture >= 0 && State.m_Texture < CCommandBuffer::MAX_TEXTURES)
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{
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, m_aTextures[State.m_Texture].m_Tex);
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}
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else
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glDisable(GL_TEXTURE_2D);
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switch(State.m_WrapMode)
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{
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case CCommandBuffer::WRAP_REPEAT:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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break;
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case CCommandBuffer::WRAP_CLAMP:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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break;
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default:
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dbg_msg("render", "unknown wrapmode %d\n", State.m_WrapMode);
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};
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// screen mapping
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(State.m_ScreenTL.x, State.m_ScreenBR.x, State.m_ScreenBR.y, State.m_ScreenTL.y, -10.0f, 10.f);
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}
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void CCommandProcessorFragment_OpenGL::Cmd_Init(const SCommand_Init *pCommand)
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{
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m_pTextureMemoryUsage = pCommand->m_pTextureMemoryUsage;
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}
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void CCommandProcessorFragment_OpenGL::Cmd_Texture_Update(const CCommandBuffer::SCommand_Texture_Update *pCommand)
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{
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glBindTexture(GL_TEXTURE_2D, m_aTextures[pCommand->m_Slot].m_Tex);
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glTexSubImage2D(GL_TEXTURE_2D, 0, pCommand->m_X, pCommand->m_Y, pCommand->m_Width, pCommand->m_Height,
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TexFormatToOpenGLFormat(pCommand->m_Format), GL_UNSIGNED_BYTE, pCommand->m_pData);
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mem_free(pCommand->m_pData);
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}
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void CCommandProcessorFragment_OpenGL::Cmd_Texture_Destroy(const CCommandBuffer::SCommand_Texture_Destroy *pCommand)
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{
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glDeleteTextures(1, &m_aTextures[pCommand->m_Slot].m_Tex);
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*m_pTextureMemoryUsage -= m_aTextures[pCommand->m_Slot].m_MemSize;
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}
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void CCommandProcessorFragment_OpenGL::Cmd_Texture_Create(const CCommandBuffer::SCommand_Texture_Create *pCommand)
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{
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int Width = pCommand->m_Width;
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int Height = pCommand->m_Height;
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void *pTexData = pCommand->m_pData;
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// resample if needed
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if(pCommand->m_Format == CCommandBuffer::TEXFORMAT_RGBA || pCommand->m_Format == CCommandBuffer::TEXFORMAT_RGB)
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{
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int MaxTexSize;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &MaxTexSize);
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if(Width > MaxTexSize || Height > MaxTexSize)
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{
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do
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{
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Width>>=1;
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Height>>=1;
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}
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while(Width > MaxTexSize || Height > MaxTexSize);
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void *pTmpData = Rescale(pCommand->m_Width, pCommand->m_Height, Width, Height, pCommand->m_Format, static_cast<const unsigned char *>(pCommand->m_pData));
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mem_free(pTexData);
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pTexData = pTmpData;
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}
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else if(Width > 16 && Height > 16 && (pCommand->m_Flags&CCommandBuffer::TEXFLAG_QUALITY) == 0)
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{
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Width>>=1;
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Height>>=1;
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void *pTmpData = Rescale(pCommand->m_Width, pCommand->m_Height, Width, Height, pCommand->m_Format, static_cast<const unsigned char *>(pCommand->m_pData));
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mem_free(pTexData);
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pTexData = pTmpData;
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}
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}
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int Oglformat = TexFormatToOpenGLFormat(pCommand->m_Format);
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int StoreOglformat = TexFormatToOpenGLFormat(pCommand->m_StoreFormat);
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#if defined(__ANDROID__)
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StoreOglformat = Oglformat;
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#else
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if(pCommand->m_Flags&CCommandBuffer::TEXFLAG_COMPRESSED)
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{
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switch(StoreOglformat)
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{
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case GL_RGB: StoreOglformat = GL_COMPRESSED_RGB_ARB; break;
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case GL_ALPHA: StoreOglformat = GL_COMPRESSED_ALPHA_ARB; break;
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case GL_RGBA: StoreOglformat = GL_COMPRESSED_RGBA_ARB; break;
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default: StoreOglformat = GL_COMPRESSED_RGBA_ARB;
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}
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}
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#endif
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glGenTextures(1, &m_aTextures[pCommand->m_Slot].m_Tex);
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glBindTexture(GL_TEXTURE_2D, m_aTextures[pCommand->m_Slot].m_Tex);
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if(pCommand->m_Flags&CCommandBuffer::TEXFLAG_NOMIPMAPS)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, StoreOglformat, Width, Height, 0, Oglformat, GL_UNSIGNED_BYTE, pTexData);
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}
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else
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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gluBuild2DMipmaps(GL_TEXTURE_2D, StoreOglformat, Width, Height, Oglformat, GL_UNSIGNED_BYTE, pTexData);
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}
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// calculate memory usage
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m_aTextures[pCommand->m_Slot].m_MemSize = Width*Height*pCommand->m_PixelSize;
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while(Width > 2 && Height > 2)
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{
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Width>>=1;
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Height>>=1;
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m_aTextures[pCommand->m_Slot].m_MemSize += Width*Height*pCommand->m_PixelSize;
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}
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*m_pTextureMemoryUsage += m_aTextures[pCommand->m_Slot].m_MemSize;
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mem_free(pTexData);
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}
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void CCommandProcessorFragment_OpenGL::Cmd_Clear(const CCommandBuffer::SCommand_Clear *pCommand)
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{
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glClearColor(pCommand->m_Color.r, pCommand->m_Color.g, pCommand->m_Color.b, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void CCommandProcessorFragment_OpenGL::Cmd_Render(const CCommandBuffer::SCommand_Render *pCommand)
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{
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SetState(pCommand->m_State);
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glVertexPointer(2, GL_FLOAT, sizeof(CCommandBuffer::SVertexOld), (char*)pCommand->m_pVertices);
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glTexCoordPointer(2, GL_FLOAT, sizeof(CCommandBuffer::SVertexOld), (char*)pCommand->m_pVertices + sizeof(float)*2);
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glColorPointer(4, GL_FLOAT, sizeof(CCommandBuffer::SVertexOld), (char*)pCommand->m_pVertices + sizeof(float)*4);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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switch(pCommand->m_PrimType)
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{
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case CCommandBuffer::PRIMTYPE_QUADS:
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#if defined(__ANDROID__)
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for( unsigned i = 0, j = pCommand->m_PrimCount; i < j; i++ )
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glDrawArrays(GL_TRIANGLE_FAN, i*4, 4);
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#else
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glDrawArrays(GL_QUADS, 0, pCommand->m_PrimCount*4);
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#endif
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break;
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case CCommandBuffer::PRIMTYPE_LINES:
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glDrawArrays(GL_LINES, 0, pCommand->m_PrimCount*2);
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break;
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case CCommandBuffer::PRIMTYPE_TRIANGLES:
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glDrawArrays(GL_TRIANGLES, 0, pCommand->m_PrimCount*3);
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break;
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default:
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dbg_msg("render", "unknown primtype %d\n", pCommand->m_Cmd);
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};
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}
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void CCommandProcessorFragment_OpenGL::Cmd_Screenshot(const CCommandBuffer::SCommand_Screenshot *pCommand)
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{
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// fetch image data
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GLint aViewport[4] = {0,0,0,0};
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glGetIntegerv(GL_VIEWPORT, aViewport);
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int w = aViewport[2];
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int h = aViewport[3];
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// we allocate one more row to use when we are flipping the texture
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unsigned char *pPixelData = (unsigned char *)mem_alloc(w*(h+1)*3, 1);
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unsigned char *pTempRow = pPixelData+w*h*3;
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// fetch the pixels
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GLint Alignment;
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glGetIntegerv(GL_PACK_ALIGNMENT, &Alignment);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glReadPixels(0,0, w, h, GL_RGB, GL_UNSIGNED_BYTE, pPixelData);
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glPixelStorei(GL_PACK_ALIGNMENT, Alignment);
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// flip the pixel because opengl works from bottom left corner
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for(int y = 0; y < h/2; y++)
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{
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mem_copy(pTempRow, pPixelData+y*w*3, w*3);
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mem_copy(pPixelData+y*w*3, pPixelData+(h-y-1)*w*3, w*3);
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mem_copy(pPixelData+(h-y-1)*w*3, pTempRow,w*3);
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}
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// fill in the information
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pCommand->m_pImage->m_Width = w;
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pCommand->m_pImage->m_Height = h;
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pCommand->m_pImage->m_Format = CImageInfo::FORMAT_RGB;
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pCommand->m_pImage->m_pData = pPixelData;
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}
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CCommandProcessorFragment_OpenGL::CCommandProcessorFragment_OpenGL()
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{
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mem_zero(m_aTextures, sizeof(m_aTextures));
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m_pTextureMemoryUsage = 0;
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}
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bool CCommandProcessorFragment_OpenGL::RunCommand(const CCommandBuffer::SCommand * pBaseCommand)
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{
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switch(pBaseCommand->m_Cmd)
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{
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case CMD_INIT: Cmd_Init(static_cast<const SCommand_Init *>(pBaseCommand)); break;
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case CCommandBuffer::CMD_TEXTURE_CREATE: Cmd_Texture_Create(static_cast<const CCommandBuffer::SCommand_Texture_Create *>(pBaseCommand)); break;
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case CCommandBuffer::CMD_TEXTURE_DESTROY: Cmd_Texture_Destroy(static_cast<const CCommandBuffer::SCommand_Texture_Destroy *>(pBaseCommand)); break;
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case CCommandBuffer::CMD_TEXTURE_UPDATE: Cmd_Texture_Update(static_cast<const CCommandBuffer::SCommand_Texture_Update *>(pBaseCommand)); break;
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case CCommandBuffer::CMD_CLEAR: Cmd_Clear(static_cast<const CCommandBuffer::SCommand_Clear *>(pBaseCommand)); break;
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case CCommandBuffer::CMD_RENDER: Cmd_Render(static_cast<const CCommandBuffer::SCommand_Render *>(pBaseCommand)); break;
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case CCommandBuffer::CMD_SCREENSHOT: Cmd_Screenshot(static_cast<const CCommandBuffer::SCommand_Screenshot *>(pBaseCommand)); break;
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default: return false;
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}
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return true;
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}
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// ------------ CCommandProcessorFragment_OpenGL3_3
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int CCommandProcessorFragment_OpenGL3_3::TexFormatToOpenGLFormat(int TexFormat)
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{
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if(TexFormat == CCommandBuffer::TEXFORMAT_RGB) return GL_RGB;
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if(TexFormat == CCommandBuffer::TEXFORMAT_ALPHA) return GL_RED;
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if(TexFormat == CCommandBuffer::TEXFORMAT_RGBA) return GL_RGBA;
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return GL_RGBA;
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}
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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)
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{
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int Value = 0;
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for(int x = 0; x < ScaleW; x++)
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for(int y = 0; y < ScaleH; y++)
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Value += pData[((v+y)*w+(u+x))*Bpp+Offset];
|
|
return Value/(ScaleW*ScaleH);
|
|
}
|
|
|
|
void *CCommandProcessorFragment_OpenGL3_3::Rescale(int Width, int Height, int NewWidth, int NewHeight, int Format, const unsigned char *pData)
|
|
{
|
|
unsigned char *pTmpData;
|
|
int ScaleW = Width/NewWidth;
|
|
int ScaleH = Height/NewHeight;
|
|
|
|
int Bpp = 3;
|
|
if(Format == CCommandBuffer::TEXFORMAT_RGBA)
|
|
Bpp = 4;
|
|
|
|
pTmpData = (unsigned char *)mem_alloc(NewWidth*NewHeight*Bpp, 1);
|
|
|
|
int c = 0;
|
|
for(int y = 0; y < NewHeight; y++)
|
|
for(int x = 0; x < NewWidth; x++, c++)
|
|
{
|
|
pTmpData[c*Bpp] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 0, ScaleW, ScaleH, Bpp);
|
|
pTmpData[c*Bpp+1] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 1, ScaleW, ScaleH, Bpp);
|
|
pTmpData[c*Bpp+2] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 2, ScaleW, ScaleH, Bpp);
|
|
if(Bpp == 4)
|
|
pTmpData[c*Bpp+3] = Sample(Width, Height, pData, x*ScaleW, y*ScaleH, 3, ScaleW, ScaleH, Bpp);
|
|
}
|
|
|
|
return pTmpData;
|
|
}
|
|
|
|
void CCommandProcessorFragment_OpenGL3_3::SetState(const CCommandBuffer::SState &State, CGLSLTWProgram* pProgram)
|
|
{
|
|
if(State.m_BlendMode != m_LastBlendMode && State.m_BlendMode != CCommandBuffer::BLEND_NONE)
|
|
{
|
|
// blend
|
|
switch(State.m_BlendMode)
|
|
{
|
|
case CCommandBuffer::BLEND_NONE:
|
|
//we don't really need this anymore
|
|
//glDisable(GL_BLEND);
|
|
break;
|
|
case CCommandBuffer::BLEND_ALPHA:
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
break;
|
|
case CCommandBuffer::BLEND_ADDITIVE:
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
break;
|
|
default:
|
|
dbg_msg("render", "unknown blendmode %d\n", State.m_BlendMode);
|
|
};
|
|
|
|
m_LastBlendMode = State.m_BlendMode;
|
|
}
|
|
|
|
// clip
|
|
if(State.m_ClipEnable)
|
|
{
|
|
glScissor(State.m_ClipX, State.m_ClipY, State.m_ClipW, State.m_ClipH);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
m_LastClipEnable = true;
|
|
}
|
|
else if(m_LastClipEnable)
|
|
{
|
|
//dont disable it always
|
|
glDisable(GL_SCISSOR_TEST);
|
|
m_LastClipEnable = false;
|
|
}
|
|
|
|
// texture
|
|
if(State.m_Texture >= 0 && State.m_Texture < CCommandBuffer::MAX_TEXTURES)
|
|
{
|
|
int Slot = State.m_Texture % m_MaxTextureUnits;
|
|
|
|
if(m_UseMultipleTextureUnits)
|
|
{
|
|
if(!IsAndUpdateTextureSlotBound(Slot, State.m_Texture))
|
|
{
|
|
glActiveTexture(GL_TEXTURE0 + Slot);
|
|
glBindTexture(GL_TEXTURE_2D, m_aTextures[State.m_Texture].m_Tex);
|
|
glBindSampler(Slot, m_aTextures[State.m_Texture].m_Sampler);
|
|
}
|
|
} else
|
|
{
|
|
Slot = 0;
|
|
glBindTexture(GL_TEXTURE_2D, m_aTextures[State.m_Texture].m_Tex);
|
|
glBindSampler(Slot, m_aTextures[State.m_Texture].m_Sampler);
|
|
}
|
|
if(pProgram->m_LocIsTextured != -1) pProgram->SetUniform(pProgram->m_LocIsTextured, (int)1);
|
|
pProgram->SetUniform(pProgram->m_LocTextureSampler, (int)Slot);
|
|
|
|
if(m_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) pProgram->SetUniform(pProgram->m_LocIsTextured, (int)0);
|
|
}
|
|
|
|
// screen mapping
|
|
//orthographic projection matrix
|
|
//if we use the same z coordinate for every vertex, we can 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::Cmd_Init(const SCommand_Init *pCommand)
|
|
{
|
|
m_UseMultipleTextureUnits = g_Config.m_GfxEnableTextureUnitOptimization;
|
|
if(!m_UseMultipleTextureUnits)
|
|
{
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
|
|
m_pTextureMemoryUsage = pCommand->m_pTextureMemoryUsage;
|
|
m_LastBlendMode = -1;
|
|
m_LastClipEnable = false;
|
|
m_pPrimitiveProgram = new CGLSLPrimitiveProgram;
|
|
m_pTileProgram = new CGLSLTileProgram;
|
|
m_pTileProgramTextured = new CGLSLTileProgram;
|
|
m_pBorderTileProgram = new CGLSLBorderTileProgram;
|
|
m_pBorderTileProgramTextured = new CGLSLBorderTileProgram;
|
|
m_pBorderTileLineProgram = new CGLSLBorderTileLineProgram;
|
|
m_pBorderTileLineProgramTextured = new CGLSLBorderTileLineProgram;
|
|
|
|
{
|
|
CGLSL PrimitiveVertexShader;
|
|
CGLSL PrimitiveFragmentShader;
|
|
PrimitiveVertexShader.LoadShader("./shader/prim.vert", GL_VERTEX_SHADER);
|
|
PrimitiveFragmentShader.LoadShader("./shader/prim.frag", GL_FRAGMENT_SHADER);
|
|
|
|
m_pPrimitiveProgram->CreateProgram();
|
|
m_pPrimitiveProgram->AddShader(&PrimitiveVertexShader);
|
|
m_pPrimitiveProgram->AddShader(&PrimitiveFragmentShader);
|
|
m_pPrimitiveProgram->LinkProgram();
|
|
|
|
m_pPrimitiveProgram->UseProgram();
|
|
|
|
m_pPrimitiveProgram->m_LocPos = m_pPrimitiveProgram->GetUniformLoc("Pos");
|
|
m_pPrimitiveProgram->m_LocIsTextured = m_pPrimitiveProgram->GetUniformLoc("isTextured");
|
|
m_pPrimitiveProgram->m_LocTextureSampler = m_pPrimitiveProgram->GetUniformLoc("textureSampler");
|
|
}
|
|
{
|
|
CGLSL VertexShader;
|
|
CGLSL FragmentShader;
|
|
VertexShader.LoadShader("./shader/tile.vert", GL_VERTEX_SHADER);
|
|
FragmentShader.LoadShader("./shader/tile.frag", GL_FRAGMENT_SHADER);
|
|
|
|
m_pTileProgram->CreateProgram();
|
|
m_pTileProgram->AddShader(&VertexShader);
|
|
m_pTileProgram->AddShader(&FragmentShader);
|
|
m_pTileProgram->LinkProgram();
|
|
|
|
m_pTileProgram->UseProgram();
|
|
|
|
m_pTileProgram->m_LocPos = m_pTileProgram->GetUniformLoc("Pos");
|
|
m_pTileProgram->m_LocIsTextured = -1;
|
|
m_pTileProgram->m_LocTextureSampler = -1;
|
|
m_pTileProgram->m_LocColor = m_pTileProgram->GetUniformLoc("vertColor");
|
|
m_pTileProgram->m_LocLOD = -1;
|
|
}
|
|
{
|
|
CGLSL VertexShader;
|
|
CGLSL FragmentShader;
|
|
VertexShader.LoadShader("./shader/tiletex.vert", GL_VERTEX_SHADER);
|
|
FragmentShader.LoadShader("./shader/tiletex.frag", GL_FRAGMENT_SHADER);
|
|
|
|
m_pTileProgramTextured->CreateProgram();
|
|
m_pTileProgramTextured->AddShader(&VertexShader);
|
|
m_pTileProgramTextured->AddShader(&FragmentShader);
|
|
m_pTileProgramTextured->LinkProgram();
|
|
|
|
m_pTileProgramTextured->UseProgram();
|
|
|
|
m_pTileProgramTextured->m_LocPos = m_pTileProgramTextured->GetUniformLoc("Pos");
|
|
m_pTileProgramTextured->m_LocIsTextured = -1;
|
|
m_pTileProgramTextured->m_LocTextureSampler = m_pTileProgramTextured->GetUniformLoc("textureSampler");
|
|
m_pTileProgramTextured->m_LocColor = m_pTileProgramTextured->GetUniformLoc("vertColor");
|
|
m_pTileProgramTextured->m_LocLOD = m_pTileProgramTextured->GetUniformLoc("LOD");
|
|
}
|
|
{
|
|
CGLSL VertexShader;
|
|
CGLSL FragmentShader;
|
|
VertexShader.LoadShader("./shader/bordertile.vert", GL_VERTEX_SHADER);
|
|
FragmentShader.LoadShader("./shader/bordertile.frag", GL_FRAGMENT_SHADER);
|
|
|
|
m_pBorderTileProgram->CreateProgram();
|
|
m_pBorderTileProgram->AddShader(&VertexShader);
|
|
m_pBorderTileProgram->AddShader(&FragmentShader);
|
|
m_pBorderTileProgram->LinkProgram();
|
|
|
|
m_pBorderTileProgram->UseProgram();
|
|
|
|
m_pBorderTileProgram->m_LocPos = m_pBorderTileProgram->GetUniformLoc("Pos");
|
|
m_pBorderTileProgram->m_LocIsTextured = -1;
|
|
m_pBorderTileProgram->m_LocTextureSampler = -1;
|
|
m_pBorderTileProgram->m_LocColor = m_pBorderTileProgram->GetUniformLoc("vertColor");
|
|
m_pBorderTileProgram->m_LocLOD = -1;
|
|
m_pBorderTileProgram->m_LocOffset = m_pBorderTileProgram->GetUniformLoc("Offset");
|
|
m_pBorderTileProgram->m_LocDir = m_pBorderTileProgram->GetUniformLoc("Dir");
|
|
m_pBorderTileProgram->m_LocJumpIndex = m_pBorderTileProgram->GetUniformLoc("JumpIndex");
|
|
}
|
|
{
|
|
CGLSL VertexShader;
|
|
CGLSL FragmentShader;
|
|
VertexShader.LoadShader("./shader/bordertiletex.vert", GL_VERTEX_SHADER);
|
|
FragmentShader.LoadShader("./shader/bordertiletex.frag", GL_FRAGMENT_SHADER);
|
|
|
|
m_pBorderTileProgramTextured->CreateProgram();
|
|
m_pBorderTileProgramTextured->AddShader(&VertexShader);
|
|
m_pBorderTileProgramTextured->AddShader(&FragmentShader);
|
|
m_pBorderTileProgramTextured->LinkProgram();
|
|
|
|
m_pBorderTileProgramTextured->UseProgram();
|
|
|
|
m_pBorderTileProgramTextured->m_LocPos = m_pBorderTileProgramTextured->GetUniformLoc("Pos");
|
|
m_pBorderTileProgramTextured->m_LocIsTextured = -1;
|
|
m_pBorderTileProgramTextured->m_LocTextureSampler = m_pBorderTileProgramTextured->GetUniformLoc("textureSampler");
|
|
m_pBorderTileProgramTextured->m_LocColor = m_pBorderTileProgramTextured->GetUniformLoc("vertColor");
|
|
m_pBorderTileProgramTextured->m_LocLOD = m_pBorderTileProgramTextured->GetUniformLoc("LOD");
|
|
m_pBorderTileProgramTextured->m_LocOffset = m_pBorderTileProgramTextured->GetUniformLoc("Offset");
|
|
m_pBorderTileProgramTextured->m_LocDir = m_pBorderTileProgramTextured->GetUniformLoc("Dir");
|
|
m_pBorderTileProgramTextured->m_LocJumpIndex = m_pBorderTileProgramTextured->GetUniformLoc("JumpIndex");
|
|
}
|
|
{
|
|
CGLSL VertexShader;
|
|
CGLSL FragmentShader;
|
|
VertexShader.LoadShader("./shader/bordertileline.vert", GL_VERTEX_SHADER);
|
|
FragmentShader.LoadShader("./shader/bordertileline.frag", GL_FRAGMENT_SHADER);
|
|
|
|
m_pBorderTileLineProgram->CreateProgram();
|
|
m_pBorderTileLineProgram->AddShader(&VertexShader);
|
|
m_pBorderTileLineProgram->AddShader(&FragmentShader);
|
|
m_pBorderTileLineProgram->LinkProgram();
|
|
|
|
m_pBorderTileLineProgram->UseProgram();
|
|
|
|
m_pBorderTileLineProgram->m_LocPos = m_pBorderTileLineProgram->GetUniformLoc("Pos");
|
|
m_pBorderTileLineProgram->m_LocIsTextured = -1;
|
|
m_pBorderTileLineProgram->m_LocTextureSampler = -1;
|
|
m_pBorderTileLineProgram->m_LocColor = m_pBorderTileLineProgram->GetUniformLoc("vertColor");
|
|
m_pBorderTileLineProgram->m_LocLOD = -1;
|
|
m_pBorderTileLineProgram->m_LocDir = m_pBorderTileLineProgram->GetUniformLoc("Dir");
|
|
}
|
|
{
|
|
CGLSL VertexShader;
|
|
CGLSL FragmentShader;
|
|
VertexShader.LoadShader("./shader/bordertilelinetex.vert", GL_VERTEX_SHADER);
|
|
FragmentShader.LoadShader("./shader/bordertilelinetex.frag", GL_FRAGMENT_SHADER);
|
|
|
|
m_pBorderTileLineProgramTextured->CreateProgram();
|
|
m_pBorderTileLineProgramTextured->AddShader(&VertexShader);
|
|
m_pBorderTileLineProgramTextured->AddShader(&FragmentShader);
|
|
m_pBorderTileLineProgramTextured->LinkProgram();
|
|
|
|
m_pBorderTileLineProgramTextured->UseProgram();
|
|
|
|
m_pBorderTileLineProgramTextured->m_LocPos = m_pBorderTileLineProgramTextured->GetUniformLoc("Pos");
|
|
m_pBorderTileLineProgramTextured->m_LocIsTextured = -1;
|
|
m_pBorderTileLineProgramTextured->m_LocTextureSampler = m_pBorderTileLineProgramTextured->GetUniformLoc("textureSampler");
|
|
m_pBorderTileLineProgramTextured->m_LocColor = m_pBorderTileLineProgramTextured->GetUniformLoc("vertColor");
|
|
m_pBorderTileLineProgramTextured->m_LocLOD = m_pBorderTileLineProgramTextured->GetUniformLoc("LOD");
|
|
m_pBorderTileLineProgramTextured->m_LocDir = m_pBorderTileLineProgramTextured->GetUniformLoc("Dir");
|
|
}
|
|
|
|
glGenBuffers(1, &m_PrimitiveDrawBufferID);
|
|
glGenVertexArrays(1, &m_PrimitiveDrawVertexID);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, m_PrimitiveDrawBufferID);
|
|
glBindVertexArray(m_PrimitiveDrawVertexID);
|
|
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));
|
|
|
|
m_UsePreinitializedVertexBuffer = g_Config.m_GfxUsePreinitBuffer;
|
|
|
|
if(m_UsePreinitializedVertexBuffer)
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(CCommandBuffer::SVertex) * CCommandBuffer::MAX_VERTICES, NULL, GL_STREAM_DRAW);
|
|
|
|
//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);
|
|
m_LastIndexBufferBound = 0;
|
|
|
|
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;
|
|
}
|
|
|
|
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(1, &m_PrimitiveDrawBufferID);
|
|
glDeleteBuffers(1, &m_QuadDrawIndexBufferID);
|
|
glDeleteVertexArrays(1, &m_PrimitiveDrawVertexID);
|
|
|
|
for(int i = 0; i < CCommandBuffer::MAX_TEXTURES; ++i)
|
|
{
|
|
DestroyTexture(i);
|
|
}
|
|
|
|
for(size_t i = 0; i < m_VisualObjects.size(); ++i)
|
|
{
|
|
DestroyVisualObjects(i);
|
|
}
|
|
m_VisualObjects.clear();
|
|
|
|
}
|
|
|
|
void CCommandProcessorFragment_OpenGL3_3::Cmd_Texture_Update(const CCommandBuffer::SCommand_Texture_Update *pCommand)
|
|
{
|
|
if(m_UseMultipleTextureUnits)
|
|
{
|
|
int Slot = pCommand->m_Slot % m_MaxTextureUnits;
|
|
//just tell, that we using this texture now
|
|
IsAndUpdateTextureSlotBound(Slot, pCommand->m_Slot);
|
|
glActiveTexture(GL_TEXTURE0 + Slot);
|
|
glBindSampler(Slot, m_aTextures[pCommand->m_Slot].m_Sampler);
|
|
}
|
|
|
|
//fix the alignment to allow even 1byte changes, e.g. for alpha components
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
glBindTexture(GL_TEXTURE_2D, m_aTextures[pCommand->m_Slot].m_Tex);
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, pCommand->m_X, pCommand->m_Y, pCommand->m_Width, pCommand->m_Height,
|
|
TexFormatToOpenGLFormat(pCommand->m_Format), GL_UNSIGNED_BYTE, pCommand->m_pData);
|
|
mem_free(pCommand->m_pData);
|
|
}
|
|
|
|
void CCommandProcessorFragment_OpenGL3_3::Cmd_Texture_Destroy(const CCommandBuffer::SCommand_Texture_Destroy *pCommand)
|
|
{
|
|
int Slot = 0;
|
|
if(m_UseMultipleTextureUnits)
|
|
{
|
|
Slot = pCommand->m_Slot % m_MaxTextureUnits;
|
|
IsAndUpdateTextureSlotBound(Slot, pCommand->m_Slot);
|
|
glActiveTexture(GL_TEXTURE0 + Slot);
|
|
}
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glBindSampler(Slot, 0);
|
|
m_TextureSlotBoundToUnit[Slot].m_TextureSlot = -1;
|
|
DestroyTexture(pCommand->m_Slot);
|
|
}
|
|
|
|
void CCommandProcessorFragment_OpenGL3_3::Cmd_Texture_Create(const CCommandBuffer::SCommand_Texture_Create *pCommand)
|
|
{
|
|
int Width = pCommand->m_Width;
|
|
int Height = pCommand->m_Height;
|
|
void *pTexData = pCommand->m_pData;
|
|
|
|
// resample if needed
|
|
if(pCommand->m_Format == CCommandBuffer::TEXFORMAT_RGBA || pCommand->m_Format == CCommandBuffer::TEXFORMAT_RGB)
|
|
{
|
|
int MaxTexSize;
|
|
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &MaxTexSize);
|
|
if(Width > MaxTexSize || Height > MaxTexSize)
|
|
{
|
|
do
|
|
{
|
|
Width>>=1;
|
|
Height>>=1;
|
|
}
|
|
while(Width > MaxTexSize || Height > MaxTexSize);
|
|
|
|
void *pTmpData = Rescale(pCommand->m_Width, pCommand->m_Height, Width, Height, pCommand->m_Format, static_cast<const unsigned char *>(pCommand->m_pData));
|
|
mem_free(pTexData);
|
|
pTexData = pTmpData;
|
|
}
|
|
else if(Width > 16 && Height > 16 && (pCommand->m_Flags&CCommandBuffer::TEXFLAG_QUALITY) == 0)
|
|
{
|
|
Width>>=1;
|
|
Height>>=1;
|
|
|
|
void *pTmpData = Rescale(pCommand->m_Width, pCommand->m_Height, Width, Height, pCommand->m_Format, static_cast<const unsigned char *>(pCommand->m_pData));
|
|
mem_free(pTexData);
|
|
pTexData = pTmpData;
|
|
}
|
|
}
|
|
|
|
int Oglformat = TexFormatToOpenGLFormat(pCommand->m_Format);
|
|
int StoreOglformat = TexFormatToOpenGLFormat(pCommand->m_StoreFormat);
|
|
|
|
#if defined(__ANDROID__)
|
|
StoreOglformat = Oglformat;
|
|
#else
|
|
if(pCommand->m_Flags&CCommandBuffer::TEXFLAG_COMPRESSED)
|
|
{
|
|
switch(StoreOglformat)
|
|
{
|
|
case GL_RGB: StoreOglformat = GL_COMPRESSED_RGB; break;
|
|
//this needs further checks. it seems on some gpus COMPRESSED_ALPHA isnt in the core profile
|
|
case GL_RED: StoreOglformat = GL_COMPRESSED_RGBA; break;
|
|
case GL_RGBA: StoreOglformat = GL_COMPRESSED_RGBA; break;
|
|
default: StoreOglformat = GL_COMPRESSED_RGBA;
|
|
}
|
|
}
|
|
#endif
|
|
int Slot = 0;
|
|
if(m_UseMultipleTextureUnits)
|
|
{
|
|
Slot = pCommand->m_Slot % m_MaxTextureUnits;
|
|
//just tell, that we using this texture now
|
|
IsAndUpdateTextureSlotBound(Slot, pCommand->m_Slot);
|
|
glActiveTexture(GL_TEXTURE0 + Slot);
|
|
}
|
|
glGenTextures(1, &m_aTextures[pCommand->m_Slot].m_Tex);
|
|
glBindTexture(GL_TEXTURE_2D, m_aTextures[pCommand->m_Slot].m_Tex);
|
|
|
|
glGenSamplers(1, &m_aTextures[pCommand->m_Slot].m_Sampler);
|
|
glBindSampler(Slot, m_aTextures[pCommand->m_Slot].m_Sampler);
|
|
|
|
if(Oglformat == GL_RED)
|
|
{
|
|
//Bind the texture 2D.
|
|
GLint swizzleMask[] = {GL_ONE, GL_ONE, GL_ONE, GL_RED};
|
|
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
|
|
StoreOglformat = GL_RGBA;
|
|
}
|
|
|
|
if(pCommand->m_Flags&CCommandBuffer::TEXFLAG_NOMIPMAPS)
|
|
{
|
|
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;
|
|
|
|
mem_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::Cmd_Render(const CCommandBuffer::SCommand_Render *pCommand)
|
|
{
|
|
m_pPrimitiveProgram->UseProgram();
|
|
SetState(pCommand->m_State, m_pPrimitiveProgram);
|
|
|
|
int Count = 0;
|
|
switch(pCommand->m_PrimType)
|
|
{
|
|
case CCommandBuffer::PRIMTYPE_LINES:
|
|
Count = pCommand->m_PrimCount*2;
|
|
break;
|
|
case CCommandBuffer::PRIMTYPE_QUADS:
|
|
Count = pCommand->m_PrimCount*4;
|
|
break;
|
|
default:
|
|
return;
|
|
};
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, m_PrimitiveDrawBufferID);
|
|
|
|
if(!m_UsePreinitializedVertexBuffer)
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(CCommandBuffer::SVertex) * Count, (char*)pCommand->m_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 dependend)
|
|
void* pData = glMapBufferRange(GL_ARRAY_BUFFER, 0, sizeof(CCommandBuffer::SVertex) * Count, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
|
|
|
mem_copy(pData, pCommand->m_pVertices, sizeof(CCommandBuffer::SVertex) * Count);
|
|
|
|
glUnmapBuffer(GL_ARRAY_BUFFER);
|
|
}
|
|
|
|
glBindVertexArray(m_PrimitiveDrawVertexID);
|
|
|
|
switch(pCommand->m_PrimType)
|
|
{
|
|
//we dont support GL_QUADS due to core profile
|
|
case CCommandBuffer::PRIMTYPE_LINES:
|
|
glDrawArrays(GL_LINES, 0, pCommand->m_PrimCount*2);
|
|
break;
|
|
case CCommandBuffer::PRIMTYPE_QUADS:
|
|
if (m_LastIndexBufferBound != m_QuadDrawIndexBufferID)
|
|
{
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID);
|
|
m_LastIndexBufferBound = 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);
|
|
};
|
|
}
|
|
|
|
void CCommandProcessorFragment_OpenGL3_3::Cmd_Screenshot(const CCommandBuffer::SCommand_Screenshot *pCommand)
|
|
{
|
|
// fetch image data
|
|
GLint aViewport[4] = {0,0,0,0};
|
|
glGetIntegerv(GL_VIEWPORT, aViewport);
|
|
|
|
int w = aViewport[2];
|
|
int h = aViewport[3];
|
|
|
|
// we allocate one more row to use when we are flipping the texture
|
|
unsigned char *pPixelData = (unsigned char *)mem_alloc(w*(h+1)*3, 1);
|
|
unsigned char *pTempRow = pPixelData+w*h*3;
|
|
|
|
// fetch the pixels
|
|
GLint Alignment;
|
|
glGetIntegerv(GL_PACK_ALIGNMENT, &Alignment);
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
glReadPixels(0,0, w, h, GL_RGB, GL_UNSIGNED_BYTE, pPixelData);
|
|
glPixelStorei(GL_PACK_ALIGNMENT, Alignment);
|
|
|
|
// flip the pixel because opengl works from bottom left corner
|
|
for(int y = 0; y < h/2; y++)
|
|
{
|
|
mem_copy(pTempRow, pPixelData+y*w*3, w*3);
|
|
mem_copy(pPixelData+y*w*3, pPixelData+(h-y-1)*w*3, w*3);
|
|
mem_copy(pPixelData+(h-y-1)*w*3, pTempRow,w*3);
|
|
}
|
|
|
|
// fill in the information
|
|
pCommand->m_pImage->m_Width = w;
|
|
pCommand->m_pImage->m_Height = h;
|
|
pCommand->m_pImage->m_Format = CImageInfo::FORMAT_RGB;
|
|
pCommand->m_pImage->m_pData = pPixelData;
|
|
}
|
|
|
|
CCommandProcessorFragment_OpenGL3_3::CCommandProcessorFragment_OpenGL3_3()
|
|
{
|
|
mem_zero(m_aTextures, sizeof(m_aTextures));
|
|
m_pTextureMemoryUsage = 0;
|
|
}
|
|
|
|
bool CCommandProcessorFragment_OpenGL3_3::RunCommand(const CCommandBuffer::SCommand * pBaseCommand)
|
|
{
|
|
switch(pBaseCommand->m_Cmd)
|
|
{
|
|
case CMD_INIT: Cmd_Init(static_cast<const SCommand_Init *>(pBaseCommand)); break;
|
|
case CMD_SHUTDOWN: Cmd_Shutdown(static_cast<const SCommand_Shutdown *>(pBaseCommand)); break;
|
|
case CCommandBuffer::CMD_TEXTURE_CREATE: Cmd_Texture_Create(static_cast<const CCommandBuffer::SCommand_Texture_Create *>(pBaseCommand)); break;
|
|
case CCommandBuffer::CMD_TEXTURE_DESTROY: Cmd_Texture_Destroy(static_cast<const CCommandBuffer::SCommand_Texture_Destroy *>(pBaseCommand)); break;
|
|
case CCommandBuffer::CMD_TEXTURE_UPDATE: Cmd_Texture_Update(static_cast<const CCommandBuffer::SCommand_Texture_Update *>(pBaseCommand)); break;
|
|
case CCommandBuffer::CMD_CLEAR: Cmd_Clear(static_cast<const CCommandBuffer::SCommand_Clear *>(pBaseCommand)); break;
|
|
case CCommandBuffer::CMD_RENDER: Cmd_Render(static_cast<const CCommandBuffer::SCommand_Render *>(pBaseCommand)); break;
|
|
case CCommandBuffer::CMD_SCREENSHOT: Cmd_Screenshot(static_cast<const CCommandBuffer::SCommand_Screenshot *>(pBaseCommand)); break;
|
|
|
|
case CCommandBuffer::CMD_CREATE_VERTEX_BUFFER_OBJECT: Cmd_CreateVertBuffer(static_cast<const CCommandBuffer::SCommand_CreateVertexBufferObject *>(pBaseCommand)); break;
|
|
case CCommandBuffer::CMD_APPEND_VERTEX_BUFFER_OBJECT: Cmd_AppendVertBuffer(static_cast<const CCommandBuffer::SCommand_AppendVertexBufferObject *>(pBaseCommand)); break;
|
|
case CCommandBuffer::CMD_CREATE_VERTEX_ARRAY_OBJECT: Cmd_CreateVertArray(static_cast<const CCommandBuffer::SCommand_CreateVertexArrayObject *>(pBaseCommand)); break;
|
|
case CCommandBuffer::CMD_RENDER_IBO_VERTEX_ARRAY: Cmd_RenderVertexArray(static_cast<const CCommandBuffer::SCommand_RenderVertexArray *>(pBaseCommand)); break;
|
|
case CCommandBuffer::CMD_DESTROY_VISUAL: Cmd_DestroyVertexArray(static_cast<const CCommandBuffer::SCommand_DestroyVisual *>(pBaseCommand)); break;
|
|
case CCommandBuffer::CMD_RENDER_BORDER_TILE: Cmd_RenderBorderTile(static_cast<const CCommandBuffer::SCommand_RenderBorderTile *>(pBaseCommand)); break;
|
|
case CCommandBuffer::CMD_RENDER_BORDER_TILE_LINE: Cmd_RenderBorderTileLine(static_cast<const CCommandBuffer::SCommand_RenderBorderTileLine *>(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::DestroyVisualObjects(int Index)
|
|
{
|
|
SVisualObject& VisualObject = m_VisualObjects[Index];
|
|
if (VisualObject.m_VertArrayID != 0) glDeleteVertexArrays(1, &VisualObject.m_VertArrayID);
|
|
|
|
// this is required, due to a driver bug for AMD under windows
|
|
if(VisualObject.m_VertBufferID != 0) glDeleteBuffers(1, &VisualObject.m_VertBufferID);
|
|
|
|
VisualObject.m_NumElements = 0;
|
|
VisualObject.m_IsTextured = false;
|
|
VisualObject.m_VertBufferID = VisualObject.m_VertArrayID = 0;
|
|
VisualObject.m_LastIndexBufferBound = 0;
|
|
}
|
|
|
|
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;
|
|
|
|
m_LastIndexBufferBound = 0;
|
|
for (size_t i = 0; i < m_VisualObjects.size(); ++i) {
|
|
m_VisualObjects[i].m_LastIndexBufferBound = 0;
|
|
}
|
|
|
|
m_CurrentIndicesInBuffer = NewIndicesCount;
|
|
delete[] Indices;
|
|
}
|
|
|
|
void CCommandProcessorFragment_OpenGL3_3::Cmd_DestroyVertexArray(const CCommandBuffer::SCommand_DestroyVisual *pCommand)
|
|
{
|
|
int Index = pCommand->m_VisualObjectIDX;
|
|
if((size_t)Index >= m_VisualObjects.size())
|
|
return;
|
|
|
|
DestroyVisualObjects(Index);
|
|
}
|
|
|
|
void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderBorderTile(const CCommandBuffer::SCommand_RenderBorderTile *pCommand)
|
|
{
|
|
int Index = pCommand->m_VisualObjectIDX;
|
|
//if space not there return
|
|
if((size_t)Index >= m_VisualObjects.size())
|
|
return;
|
|
|
|
SVisualObject& VisualObject = m_VisualObjects[Index];
|
|
if(VisualObject.m_VertArrayID == 0) return;
|
|
|
|
CGLSLBorderTileProgram* pProgram = NULL;
|
|
if(VisualObject.m_IsTextured)
|
|
{
|
|
pProgram = m_pBorderTileProgramTextured;
|
|
}
|
|
else pProgram = m_pBorderTileProgram;
|
|
pProgram->UseProgram();
|
|
if(pProgram->m_LocLOD != -1) pProgram->SetUniform(pProgram->m_LocLOD, (float)(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(VisualObject.m_VertArrayID);
|
|
if (VisualObject.m_LastIndexBufferBound != m_QuadDrawIndexBufferID)
|
|
{
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID);
|
|
VisualObject.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_VisualObjectIDX;
|
|
//if space not there return
|
|
if((size_t)Index >= m_VisualObjects.size())
|
|
return;
|
|
|
|
SVisualObject& VisualObject = m_VisualObjects[Index];
|
|
if(VisualObject.m_VertArrayID == 0) return;
|
|
|
|
CGLSLBorderTileLineProgram* pProgram = NULL;
|
|
if(VisualObject.m_IsTextured)
|
|
{
|
|
pProgram = m_pBorderTileLineProgramTextured;
|
|
}
|
|
else pProgram = m_pBorderTileLineProgram;
|
|
pProgram->UseProgram();
|
|
if(pProgram->m_LocLOD != -1) pProgram->SetUniform(pProgram->m_LocLOD, (float)(pCommand->m_LOD));
|
|
|
|
SetState(pCommand->m_State, pProgram);
|
|
pProgram->SetUniformVec4(pProgram->m_LocColor, 1, (float*)&pCommand->m_Color);
|
|
pProgram->SetUniformVec2(pProgram->m_LocDir, 1, (float*)&pCommand->m_Dir);
|
|
|
|
glBindVertexArray(VisualObject.m_VertArrayID);
|
|
if (VisualObject.m_LastIndexBufferBound != m_QuadDrawIndexBufferID)
|
|
{
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID);
|
|
VisualObject.m_LastIndexBufferBound = m_QuadDrawIndexBufferID;
|
|
}
|
|
glDrawElementsInstanced(GL_TRIANGLES, pCommand->m_IndexDrawNum, GL_UNSIGNED_INT, pCommand->m_pIndicesOffset, pCommand->m_DrawNum);
|
|
}
|
|
|
|
void CCommandProcessorFragment_OpenGL3_3::Cmd_RenderVertexArray(const CCommandBuffer::SCommand_RenderVertexArray *pCommand)
|
|
{
|
|
int Index = pCommand->m_VisualObjectIDX;
|
|
//if space not there return
|
|
if((size_t)Index >= m_VisualObjects.size())
|
|
return;
|
|
|
|
SVisualObject& VisualObject = m_VisualObjects[Index];
|
|
if(VisualObject.m_VertArrayID == 0) return;
|
|
|
|
if (pCommand->m_IndicesDrawNum == 0)
|
|
{
|
|
return; //nothing to draw
|
|
}
|
|
|
|
CGLSLTileProgram* pProgram = NULL;
|
|
if(VisualObject.m_IsTextured)
|
|
{
|
|
pProgram = m_pTileProgramTextured;
|
|
}
|
|
else pProgram = m_pTileProgram;
|
|
|
|
pProgram->UseProgram();
|
|
if(pProgram->m_LocLOD != -1) pProgram->SetUniform(pProgram->m_LocLOD, (float)(pCommand->m_LOD));
|
|
|
|
SetState(pCommand->m_State, pProgram);
|
|
pProgram->SetUniformVec4(pProgram->m_LocColor, 1, (float*)&pCommand->m_Color);
|
|
|
|
glBindVertexArray(VisualObject.m_VertArrayID);
|
|
if (VisualObject.m_LastIndexBufferBound != m_QuadDrawIndexBufferID)
|
|
{
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_QuadDrawIndexBufferID);
|
|
VisualObject.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_CreateVertBuffer(const CCommandBuffer::SCommand_CreateVertexBufferObject *pCommand)
|
|
{
|
|
int Index = pCommand->m_VisualObjectIDX;
|
|
//create necessary space
|
|
if((size_t)Index >= m_VisualObjects.size())
|
|
{
|
|
for(int i = m_VisualObjects.size(); i < Index + 1; ++i)
|
|
{
|
|
m_VisualObjects.push_back(SVisualObject());
|
|
}
|
|
}
|
|
|
|
SVisualObject& VisualObject = m_VisualObjects[Index];
|
|
VisualObject.m_NumElements = pCommand->m_NumVertices;
|
|
VisualObject.m_IsTextured = pCommand->m_IsTextured;
|
|
|
|
glGenBuffers(1, &VisualObject.m_VertBufferID);
|
|
glBindBuffer(GL_ARRAY_BUFFER, VisualObject.m_VertBufferID);
|
|
|
|
GLsizeiptr size = (VisualObject.m_IsTextured ? (sizeof(float) + sizeof(unsigned char) * 2) : (sizeof(float)));
|
|
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(VisualObject.m_NumElements * size), pCommand->m_Elements, GL_STATIC_DRAW);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
void CCommandProcessorFragment_OpenGL3_3::Cmd_AppendVertBuffer(const CCommandBuffer::SCommand_AppendVertexBufferObject *pCommand)
|
|
{
|
|
int Index = pCommand->m_VisualObjectIDX;
|
|
|
|
//if space not there return
|
|
if((size_t)Index >= m_VisualObjects.size())
|
|
{
|
|
return;
|
|
}
|
|
|
|
SVisualObject& VisualObject = m_VisualObjects[Index];
|
|
|
|
glBindBuffer(GL_COPY_READ_BUFFER, VisualObject.m_VertBufferID);
|
|
GLuint NewVerBufferID;
|
|
glGenBuffers(1, &NewVerBufferID);
|
|
glBindBuffer(GL_COPY_WRITE_BUFFER, NewVerBufferID);
|
|
GLsizeiptr size = (VisualObject.m_IsTextured ? (sizeof(float) + sizeof(unsigned char) * 2) : (sizeof(float)));
|
|
glBufferData(GL_COPY_WRITE_BUFFER, (GLsizeiptr)((VisualObject.m_NumElements + pCommand->m_NumVertices) * size), NULL, GL_STATIC_DRAW);
|
|
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, (GLsizeiptr)(VisualObject.m_NumElements * size));
|
|
glBufferSubData(GL_COPY_WRITE_BUFFER, (GLsizeiptr)(VisualObject.m_NumElements * size), (GLsizeiptr)(pCommand->m_NumVertices * size), pCommand->m_Elements);
|
|
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
|
|
glBindBuffer(GL_COPY_READ_BUFFER, 0);
|
|
|
|
glDeleteBuffers(1, &VisualObject.m_VertBufferID);
|
|
VisualObject.m_VertBufferID = NewVerBufferID;
|
|
|
|
VisualObject.m_NumElements += pCommand->m_NumVertices;
|
|
}
|
|
|
|
void CCommandProcessorFragment_OpenGL3_3::Cmd_CreateVertArray(const CCommandBuffer::SCommand_CreateVertexArrayObject *pCommand)
|
|
{
|
|
int Index = pCommand->m_VisualObjectIDX;
|
|
//if space not there return
|
|
if((size_t)Index >= m_VisualObjects.size())
|
|
return;
|
|
|
|
if(pCommand->m_RequiredIndicesCount > m_CurrentIndicesInBuffer)
|
|
AppendIndices(pCommand->m_RequiredIndicesCount);
|
|
|
|
SVisualObject& VisualObject = m_VisualObjects[Index];
|
|
|
|
glGenVertexArrays(1, &VisualObject.m_VertArrayID);
|
|
glBindVertexArray(VisualObject.m_VertArrayID);
|
|
|
|
glEnableVertexAttribArray(0);
|
|
if(VisualObject.m_IsTextured)
|
|
{
|
|
glEnableVertexAttribArray(1);
|
|
glEnableVertexAttribArray(2);
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, VisualObject.m_VertBufferID);
|
|
GLsizei stride = sizeof(float) * 2 + sizeof(unsigned char) * 2 * 2;
|
|
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, (GLsizei)(VisualObject.m_IsTextured ? stride : 0) , 0);
|
|
if(VisualObject.m_IsTextured)
|
|
{
|
|
glVertexAttribPointer(1, 2, GL_UNSIGNED_BYTE, GL_FALSE, (GLsizei)(VisualObject.m_IsTextured ? stride : 0), (void*)(sizeof(float)*2));
|
|
glVertexAttribIPointer(2, 2, GL_UNSIGNED_BYTE, (GLsizei)(VisualObject.m_IsTextured ? stride : 0), (void*)(sizeof(float)*2 + sizeof(unsigned char)*2));
|
|
}
|
|
|
|
glBindVertexArray(0);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
// due to a driver bug for AMD hardware (https://stackoverflow.com/questions/41520764/should-i-delete-vertex-buffer-object-after-binding-it-to-vertex-array-objects)
|
|
// we don't delete the VBO bound to the VAO
|
|
}
|
|
|
|
// ------------ CCommandProcessorFragment_SDL
|
|
|
|
void CCommandProcessorFragment_SDL::Cmd_Init(const SCommand_Init *pCommand)
|
|
{
|
|
m_GLContext = pCommand->m_GLContext;
|
|
m_pWindow = pCommand->m_pWindow;
|
|
SDL_GL_MakeCurrent(m_pWindow, m_GLContext);
|
|
|
|
// set some default settings
|
|
glEnable(GL_BLEND);
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
glAlphaFunc(GL_GREATER, 0);
|
|
glEnable(GL_ALPHA_TEST);
|
|
glDepthMask(0);
|
|
}
|
|
|
|
void CCommandProcessorFragment_SDL::Cmd_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<const CCommandBuffer::SCommand_Swap *>(pBaseCommand)); break;
|
|
case CCommandBuffer::CMD_VSYNC: Cmd_VSync(static_cast<const CCommandBuffer::SCommand_VSync *>(pBaseCommand)); break;
|
|
case CCommandBuffer::CMD_RESIZE: Cmd_Resize(static_cast<const CCommandBuffer::SCommand_Resize *>(pBaseCommand)); break;
|
|
case CCommandBuffer::CMD_VIDEOMODES: Cmd_VideoModes(static_cast<const CCommandBuffer::SCommand_VideoModes *>(pBaseCommand)); break;
|
|
case CMD_INIT: Cmd_Init(static_cast<const SCommand_Init *>(pBaseCommand)); break;
|
|
case CMD_SHUTDOWN: Cmd_Shutdown(static_cast<const SCommand_Shutdown *>(pBaseCommand)); break;
|
|
case CMD_UPDATE_VIEWPORT: Cmd_Update_Viewport(static_cast<const SCommand_Update_Viewport *>(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)
|
|
{
|
|
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 dependend
|
|
static bool s_InitDefaultParams = false;
|
|
static int s_SDLGLContextProfileMask, s_SDLGLContextMajorVersion, s_SDLGLContextMinorVersion;
|
|
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;
|
|
}
|
|
|
|
m_UseOpenGL3_3 = false;
|
|
if (g_Config.m_GfxOpenGL3 && 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
|
|
#ifdef __ANDROID__
|
|
*pWidth = *pDesktopWidth;
|
|
*pHeight = *pDesktopHeight;
|
|
/*
|
|
#elif defined(CONF_FAMILY_WINDOWS)
|
|
if(*pWidth == 0 || *pHeight == 0)
|
|
{
|
|
*pWidth = *pDesktopWidth;
|
|
*pHeight = *pDesktopHeight;
|
|
}
|
|
else
|
|
{
|
|
float dpi = -1;
|
|
SDL_GetDisplayDPI(0, NULL, &dpi, NULL);
|
|
if(dpi > 0)
|
|
{
|
|
*pWidth = *pWidth * 96 / dpi;
|
|
*pHeight = *pHeight * 96 / dpi;
|
|
}
|
|
}
|
|
*/
|
|
#else
|
|
if(*pWidth == 0 || *pHeight == 0)
|
|
{
|
|
*pWidth = *pDesktopWidth;
|
|
*pHeight = *pDesktopHeight;
|
|
}
|
|
#endif
|
|
|
|
// set flags
|
|
int SdlFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_HIDDEN | SDL_WINDOW_ALLOW_HIGHDPI;
|
|
#if defined(SDL_VIDEO_DRIVER_X11)
|
|
if(Flags&IGraphicsBackend::INITFLAG_RESIZABLE)
|
|
SdlFlags |= SDL_WINDOW_RESIZABLE;
|
|
#endif
|
|
if(Flags&IGraphicsBackend::INITFLAG_BORDERLESS)
|
|
SdlFlags |= SDL_WINDOW_BORDERLESS;
|
|
if(Flags&IGraphicsBackend::INITFLAG_FULLSCREEN)
|
|
{
|
|
#if defined(CONF_PLATFORM_MACOSX) // Todo SDL: remove this when fixed (game freezes when losing focus in fullscreen)
|
|
SdlFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP; // always use "fake" fullscreen
|
|
*pWidth = *pDesktopWidth;
|
|
*pHeight = *pDesktopHeight;
|
|
#else
|
|
//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;
|
|
#endif
|
|
}
|
|
|
|
// set gl attributes
|
|
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
|
if(FsaaSamples)
|
|
{
|
|
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
|
|
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, FsaaSamples);
|
|
}
|
|
else
|
|
{
|
|
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
|
|
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
|
|
}
|
|
|
|
if(g_Config.m_InpMouseOld)
|
|
SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_WARP, "1");
|
|
|
|
m_pWindow = SDL_CreateWindow(
|
|
pName,
|
|
SDL_WINDOWPOS_UNDEFINED,
|
|
SDL_WINDOWPOS_UNDEFINED,
|
|
*pWidth,
|
|
*pHeight,
|
|
SdlFlags);
|
|
|
|
// set caption
|
|
if(m_pWindow == NULL)
|
|
{
|
|
dbg_msg("gfx", "unable to create window: %s", SDL_GetError());
|
|
return -1;
|
|
}
|
|
|
|
m_GLContext = SDL_GL_CreateContext(m_pWindow);
|
|
|
|
if(m_GLContext == NULL)
|
|
{
|
|
dbg_msg("gfx", "unable to create OpenGL context: %s", SDL_GetError());
|
|
return -1;
|
|
}
|
|
|
|
//support graphic cards that are pretty old(and linux)
|
|
glewExperimental = GL_TRUE;
|
|
if (GLEW_OK != glewInit())
|
|
return -1;
|
|
|
|
SDL_GL_GetDrawableSize(m_pWindow, pWidth, pHeight);
|
|
SDL_GL_SetSwapInterval(Flags&IGraphicsBackend::INITFLAG_VSYNC ? 1 : 0);
|
|
SDL_GL_MakeCurrent(NULL, NULL);
|
|
|
|
// start the command processor
|
|
m_pProcessor = new CCommandProcessor_SDL_OpenGL;
|
|
((CCommandProcessor_SDL_OpenGL*)m_pProcessor)->UseOpenGL3_3(m_UseOpenGL3_3);
|
|
StartProcessor(m_pProcessor);
|
|
|
|
// issue init commands for OpenGL and SDL
|
|
CCommandBuffer CmdBuffer(1024, 512);
|
|
if(m_UseOpenGL3_3)
|
|
{
|
|
//run sdl first to have the context in the thread
|
|
CCommandProcessorFragment_SDL::SCommand_Init CmdSDL;
|
|
CmdSDL.m_pWindow = m_pWindow;
|
|
CmdSDL.m_GLContext = m_GLContext;
|
|
CmdBuffer.AddCommand(CmdSDL);
|
|
RunBuffer(&CmdBuffer);
|
|
WaitForIdle();
|
|
CCommandProcessorFragment_OpenGL3_3::SCommand_Init CmdOpenGL;
|
|
CmdOpenGL.m_pTextureMemoryUsage = &m_TextureMemoryUsage;
|
|
CmdBuffer.AddCommand(CmdOpenGL);
|
|
RunBuffer(&CmdBuffer);
|
|
WaitForIdle();
|
|
}
|
|
else
|
|
{
|
|
CCommandProcessorFragment_OpenGL::SCommand_Init CmdOpenGL;
|
|
CmdOpenGL.m_pTextureMemoryUsage = &m_TextureMemoryUsage;
|
|
CmdBuffer.AddCommand(CmdOpenGL);
|
|
CCommandProcessorFragment_SDL::SCommand_Init CmdSDL;
|
|
CmdSDL.m_pWindow = m_pWindow;
|
|
CmdSDL.m_GLContext = m_GLContext;
|
|
CmdBuffer.AddCommand(CmdSDL);
|
|
RunBuffer(&CmdBuffer);
|
|
WaitForIdle();
|
|
}
|
|
|
|
*pCurrentWidth = *pWidth;
|
|
*pCurrentHeight = *pHeight;
|
|
|
|
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()
|
|
{
|
|
// 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; }
|