diff --git a/src/ClassiCube.vcxproj b/src/ClassiCube.vcxproj index af90e9d24..cb1e96ad7 100644 --- a/src/ClassiCube.vcxproj +++ b/src/ClassiCube.vcxproj @@ -250,6 +250,7 @@ + @@ -259,7 +260,7 @@ - + @@ -275,6 +276,7 @@ + diff --git a/src/ClassiCube.vcxproj.filters b/src/ClassiCube.vcxproj.filters index 4f8c6cb9f..f8d335020 100644 --- a/src/ClassiCube.vcxproj.filters +++ b/src/ClassiCube.vcxproj.filters @@ -327,6 +327,9 @@ Header Files\Platform + + Header Files\Graphics + @@ -554,9 +557,6 @@ Source Files\Graphics - - Source Files\Graphics - Source Files\Network @@ -587,5 +587,11 @@ Source Files\Platform + + Source Files\Graphics + + + Source Files\Graphics + \ No newline at end of file diff --git a/src/Graphics_GL.c b/src/Graphics_GL.c deleted file mode 100644 index 8be8c00a1..000000000 --- a/src/Graphics_GL.c +++ /dev/null @@ -1,1207 +0,0 @@ -#include "Core.h" -#ifdef CC_BUILD_GL -#include "_GraphicsBase.h" -#include "Chat.h" -#include "Errors.h" -#include "Logger.h" -#include "Window.h" -/* The OpenGL backend is a bit of a mess, since it's really 3 backends in one: - * - OpenGL 1.1 (completely lacking GPU, fallbacks to say Windows built-in software rasteriser) - * - OpenGL 1.5 or OpenGL 1.2 + GL_ARB_vertex_buffer_object (default desktop backend) - * - OpenGL 2.0 (alternative modern-ish backend) -*/ - -#if defined CC_BUILD_WIN -/* Avoid pointless includes */ -#define WIN32_LEAN_AND_MEAN -#define NOSERVICE -#define NOMCX -#define NOIME -#include -#include -#elif defined CC_BUILD_IOS -#include -#elif defined CC_BUILD_MACOS -#include -#elif defined CC_BUILD_GLES && defined CC_BUILD_GLMODERN -#include -#elif defined CC_BUILD_GLES -#include -#else -#define GL_GLEXT_PROTOTYPES -#include -#endif - -/* Not present in gl.h on Windows (only up to OpenGL 1.1) */ -#define _GL_ARRAY_BUFFER 0x8892 -#define _GL_ELEMENT_ARRAY_BUFFER 0x8893 -#define _GL_STATIC_DRAW 0x88E4 -#define _GL_DYNAMIC_DRAW 0x88E8 -#define _GL_TEXTURE_MAX_LEVEL 0x813D - -#define _GL_FRAGMENT_SHADER 0x8B30 -#define _GL_VERTEX_SHADER 0x8B31 -#define _GL_COMPILE_STATUS 0x8B81 -#define _GL_LINK_STATUS 0x8B82 -#define _GL_INFO_LOG_LENGTH 0x8B84 - -#if defined CC_BUILD_GL11 -static GLuint activeList; -#define gl_DYNAMICLISTID 1234567891 -static void* dynamicListData; -static cc_uint16 gl_indices[GFX_MAX_INDICES]; -#elif defined CC_BUILD_GLMODERN -#define _glBindBuffer(t,b) glBindBuffer(t,b) -#define _glDeleteBuffers(n,b) glDeleteBuffers(n,b) -#define _glGenBuffers(n,b) glGenBuffers(n,b) -#define _glBufferData(t,s,d,u) glBufferData(t,s,d,u) -#define _glBufferSubData(t,o,s,d) glBufferSubData(t,o,s,d) -#else -/* OpenGL functions use stdcall instead of cdecl on Windows */ -#ifndef APIENTRY -#define APIENTRY -#endif -static void (APIENTRY *_glBindBuffer)(GLenum target, GLuint buffer); -static void (APIENTRY *_glDeleteBuffers)(GLsizei n, const GLuint *buffers); -static void (APIENTRY *_glGenBuffers)(GLsizei n, GLuint *buffers); -static void (APIENTRY *_glBufferData)(GLenum target, cc_uintptr size, const GLvoid* data, GLenum usage); -static void (APIENTRY *_glBufferSubData)(GLenum target, cc_uintptr offset, cc_uintptr size, const GLvoid* data); -#endif - -#if defined CC_BUILD_WEB || defined CC_BUILD_ANDROID -#define PIXEL_FORMAT GL_RGBA -#else -#define PIXEL_FORMAT 0x80E1 /* GL_BGRA_EXT */ -#endif - -#if defined CC_BIG_ENDIAN -/* Pixels are stored in memory as A,R,G,B but GL_UNSIGNED_BYTE will interpret as B,G,R,A */ -/* So use GL_UNSIGNED_INT_8_8_8_8_REV instead to remedy this */ -#define TRANSFER_FORMAT GL_UNSIGNED_INT_8_8_8_8_REV -#else -/* Pixels are stored in memory as B,G,R,A and GL_UNSIGNED_BYTE will interpret as B,G,R,A */ -/* So fine to just use GL_UNSIGNED_BYTE here */ -#define TRANSFER_FORMAT GL_UNSIGNED_BYTE -#endif - -typedef void (*GL_SetupVBFunc)(void); -typedef void (*GL_SetupVBRangeFunc)(int startVertex); -static GL_SetupVBFunc gfx_setupVBFunc; -static GL_SetupVBRangeFunc gfx_setupVBRangeFunc; -/* Current format and size of vertices */ -static int gfx_stride, gfx_format = -1; - -static void GL_UpdateVsync(void) { - GLContext_SetFpsLimit(gfx_vsync, gfx_minFrameMs); -} - -static void GL_CheckSupport(void); -void Gfx_Create(void) { - GLContext_Create(); - glGetIntegerv(GL_MAX_TEXTURE_SIZE, &Gfx.MaxTexWidth); - Gfx.MaxTexHeight = Gfx.MaxTexWidth; - Gfx.Created = true; - - GL_CheckSupport(); - Gfx_RestoreState(); - GL_UpdateVsync(); -} - -cc_bool Gfx_TryRestoreContext(void) { - return GLContext_TryRestore(); -} - -void Gfx_Free(void) { - Gfx_FreeState(); - GLContext_Free(); -} - -#define gl_Toggle(cap) if (enabled) { glEnable(cap); } else { glDisable(cap); } -static void* tmpData; -static int tmpSize; - -static void* FastAllocTempMem(int size) { - if (size > tmpSize) { - Mem_Free(tmpData); - tmpData = Mem_Alloc(size, 1, "Gfx_AllocTempMemory"); - } - - tmpSize = size; - return tmpData; -} - - -/*########################################################################################################################* -*---------------------------------------------------------Textures--------------------------------------------------------* -*#########################################################################################################################*/ -static void Gfx_DoMipmaps(int x, int y, struct Bitmap* bmp, int rowWidth, cc_bool partial) { - BitmapCol* prev = bmp->scan0; - BitmapCol* cur; - - int lvls = CalcMipmapsLevels(bmp->width, bmp->height); - int lvl, width = bmp->width, height = bmp->height; - - for (lvl = 1; lvl <= lvls; lvl++) { - x /= 2; y /= 2; - if (width > 1) width /= 2; - if (height > 1) height /= 2; - - cur = (BitmapCol*)Mem_Alloc(width * height, 4, "mipmaps"); - GenMipmaps(width, height, cur, prev, rowWidth); - - if (partial) { - glTexSubImage2D(GL_TEXTURE_2D, lvl, x, y, width, height, PIXEL_FORMAT, TRANSFER_FORMAT, cur); - } else { - glTexImage2D(GL_TEXTURE_2D, lvl, GL_RGBA, width, height, 0, PIXEL_FORMAT, TRANSFER_FORMAT, cur); - } - - if (prev != bmp->scan0) Mem_Free(prev); - prev = cur; - rowWidth = width; - } - if (prev != bmp->scan0) Mem_Free(prev); -} - -GfxResourceID Gfx_CreateTexture(struct Bitmap* bmp, cc_uint8 flags, cc_bool mipmaps) { - GLuint texId; - glGenTextures(1, &texId); - glBindTexture(GL_TEXTURE_2D, texId); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - - if (!Math_IsPowOf2(bmp->width) || !Math_IsPowOf2(bmp->height)) { - Logger_Abort("Textures must have power of two dimensions"); - } - if (Gfx.LostContext) return 0; - - if (mipmaps) { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR); - if (customMipmapsLevels) { - int lvls = CalcMipmapsLevels(bmp->width, bmp->height); - glTexParameteri(GL_TEXTURE_2D, _GL_TEXTURE_MAX_LEVEL, lvls); - } - } else { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - } - - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bmp->width, bmp->height, 0, PIXEL_FORMAT, TRANSFER_FORMAT, bmp->scan0); - - if (mipmaps) Gfx_DoMipmaps(0, 0, bmp, bmp->width, false); - return texId; -} - -#define UPDATE_FAST_SIZE (64 * 64) -static CC_NOINLINE void UpdateTextureSlow(int x, int y, struct Bitmap* part, int rowWidth) { - BitmapCol buffer[UPDATE_FAST_SIZE]; - void* ptr = (void*)buffer; - int count = part->width * part->height; - - /* cannot allocate memory on the stack for very big updates */ - if (count > UPDATE_FAST_SIZE) { - ptr = Mem_Alloc(count, 4, "Gfx_UpdateTexture temp"); - } - - CopyTextureData(ptr, part->width << 2, part, rowWidth << 2); - glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, part->width, part->height, PIXEL_FORMAT, TRANSFER_FORMAT, ptr); - if (count > UPDATE_FAST_SIZE) Mem_Free(ptr); -} - -void Gfx_UpdateTexture(GfxResourceID texId, int x, int y, struct Bitmap* part, int rowWidth, cc_bool mipmaps) { - glBindTexture(GL_TEXTURE_2D, (GLuint)texId); - /* TODO: Use GL_UNPACK_ROW_LENGTH for Desktop OpenGL */ - - if (part->width == rowWidth) { - glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, part->width, part->height, PIXEL_FORMAT, TRANSFER_FORMAT, part->scan0); - } else { - UpdateTextureSlow(x, y, part, rowWidth); - } - if (mipmaps) Gfx_DoMipmaps(x, y, part, rowWidth, true); -} - -void Gfx_UpdateTexturePart(GfxResourceID texId, int x, int y, struct Bitmap* part, cc_bool mipmaps) { - Gfx_UpdateTexture(texId, x, y, part, part->width, mipmaps); -} - -void Gfx_BindTexture(GfxResourceID texId) { - glBindTexture(GL_TEXTURE_2D, (GLuint)texId); -} - -void Gfx_DeleteTexture(GfxResourceID* texId) { - GLuint id = (GLuint)(*texId); - if (!id) return; - glDeleteTextures(1, &id); - *texId = 0; -} - -void Gfx_EnableMipmaps(void) { } -void Gfx_DisableMipmaps(void) { } - - -/*########################################################################################################################* -*-----------------------------------------------------State management----------------------------------------------------* -*#########################################################################################################################*/ -static PackedCol gfx_clearColor, gfx_fogColor; -static float gfx_fogEnd = -1.0f, gfx_fogDensity = -1.0f; -static int gfx_fogMode = -1; - -void Gfx_SetFaceCulling(cc_bool enabled) { gl_Toggle(GL_CULL_FACE); } -void Gfx_SetAlphaBlending(cc_bool enabled) { gl_Toggle(GL_BLEND); } -void Gfx_SetAlphaArgBlend(cc_bool enabled) { } - -static void GL_ClearCol(PackedCol col) { - glClearColor(PackedCol_R(col) / 255.0f, PackedCol_G(col) / 255.0f, - PackedCol_B(col) / 255.0f, PackedCol_A(col) / 255.0f); -} -void Gfx_ClearCol(PackedCol col) { - if (col == gfx_clearColor) return; - GL_ClearCol(col); - gfx_clearColor = col; -} - -void Gfx_SetColWriteMask(cc_bool r, cc_bool g, cc_bool b, cc_bool a) { - glColorMask(r, g, b, a); -} - -void Gfx_SetDepthWrite(cc_bool enabled) { glDepthMask(enabled); } -void Gfx_SetDepthTest(cc_bool enabled) { gl_Toggle(GL_DEPTH_TEST); } - -void Gfx_CalcOrthoMatrix(float width, float height, struct Matrix* matrix) { - Matrix_Orthographic(matrix, 0.0f, width, 0.0f, height, ORTHO_NEAR, ORTHO_FAR); -} -void Gfx_CalcPerspectiveMatrix(float fov, float aspect, float zFar, struct Matrix* matrix) { - float zNear = 0.1f; - Matrix_PerspectiveFieldOfView(matrix, fov, aspect, zNear, zFar); -} - - -/*########################################################################################################################* -*-------------------------------------------------------Index buffers-----------------------------------------------------* -*#########################################################################################################################*/ -#ifndef CC_BUILD_GL11 -static GLuint GL_GenAndBind(GLenum target) { - GLuint id; - _glGenBuffers(1, &id); - _glBindBuffer(target, id); - return id; -} - -GfxResourceID Gfx_CreateIb(void* indices, int indicesCount) { - GLuint id = GL_GenAndBind(_GL_ELEMENT_ARRAY_BUFFER); - cc_uint32 size = indicesCount * 2; - _glBufferData(_GL_ELEMENT_ARRAY_BUFFER, size, indices, _GL_STATIC_DRAW); - return id; -} - -void Gfx_BindIb(GfxResourceID ib) { _glBindBuffer(_GL_ELEMENT_ARRAY_BUFFER, (GLuint)ib); } - -void Gfx_DeleteIb(GfxResourceID* ib) { - GLuint id = (GLuint)(*ib); - if (!id) return; - _glDeleteBuffers(1, &id); - *ib = 0; -} -#else -GfxResourceID Gfx_CreateIb(void* indices, int indicesCount) { return 0; } -void Gfx_BindIb(GfxResourceID ib) { } -void Gfx_DeleteIb(GfxResourceID* ib) { } -#endif - - -/*########################################################################################################################* -*------------------------------------------------------Vertex buffers-----------------------------------------------------* -*#########################################################################################################################*/ -#ifndef CC_BUILD_GL11 -GfxResourceID Gfx_CreateVb(VertexFormat fmt, int count) { - return GL_GenAndBind(_GL_ARRAY_BUFFER); -} - -void Gfx_BindVb(GfxResourceID vb) { _glBindBuffer(_GL_ARRAY_BUFFER, (GLuint)vb); } - -void Gfx_DeleteVb(GfxResourceID* vb) { - GLuint id = (GLuint)(*vb); - if (!id) return; - _glDeleteBuffers(1, &id); - *vb = 0; -} - -void* Gfx_LockVb(GfxResourceID vb, VertexFormat fmt, int count) { - return FastAllocTempMem(count * strideSizes[fmt]); -} - -void Gfx_UnlockVb(GfxResourceID vb) { - _glBufferData(_GL_ARRAY_BUFFER, tmpSize, tmpData, _GL_STATIC_DRAW); -} -#else -static void UpdateDisplayList(GLuint list, void* vertices, VertexFormat fmt, int count) { - /* We need to restore client state afer building the list */ - int realFormat = gfx_format; - void* dyn_data = dynamicListData; - Gfx_SetVertexFormat(fmt); - dynamicListData = vertices; - - glNewList(list, GL_COMPILE); - gfx_setupVBFunc(); - glDrawElements(GL_TRIANGLES, ICOUNT(count), GL_UNSIGNED_SHORT, gl_indices); - glEndList(); - - Gfx_SetVertexFormat(realFormat); - dynamicListData = dyn_data; -} - -GfxResourceID Gfx_CreateVb(VertexFormat fmt, int count) { return glGenLists(1); } -void Gfx_BindVb(GfxResourceID vb) { activeList = (GLuint)vb; } - -void Gfx_DeleteVb(GfxResourceID* vb) { - GLuint id = (GLuint)(*vb); - if (id) glDeleteLists(id, 1); - *vb = 0; -} - -/* NOTE! Building chunk in Builder.c relies on vb being ignored */ -/* If that changes, you must fix Builder.c to properly call Gfx_LockVb */ -static VertexFormat tmpFormat; -static int tmpCount; -void* Gfx_LockVb(GfxResourceID vb, VertexFormat fmt, int count) { - tmpFormat = fmt; - tmpCount = count; - return FastAllocTempMem(count * strideSizes[fmt]); -} - -void Gfx_UnlockVb(GfxResourceID vb) { - UpdateDisplayList((GLuint)vb, tmpData, tmpFormat, tmpCount); -} - -GfxResourceID Gfx_CreateVb2(void* vertices, VertexFormat fmt, int count) { - GLuint list = glGenLists(1); - UpdateDisplayList(list, vertices, fmt, count); - return list; -} -#endif - - -/*########################################################################################################################* -*--------------------------------------------------Dynamic vertex buffers-------------------------------------------------* -*#########################################################################################################################*/ -#ifndef CC_BUILD_GL11 -GfxResourceID Gfx_CreateDynamicVb(VertexFormat fmt, int maxVertices) { - GLuint id; - cc_uint32 size; - if (Gfx.LostContext) return 0; - - id = GL_GenAndBind(_GL_ARRAY_BUFFER); - size = maxVertices * strideSizes[fmt]; - _glBufferData(_GL_ARRAY_BUFFER, size, NULL, _GL_DYNAMIC_DRAW); - return id; -} - -void* Gfx_LockDynamicVb(GfxResourceID vb, VertexFormat fmt, int count) { - return FastAllocTempMem(count * strideSizes[fmt]); -} - -void Gfx_UnlockDynamicVb(GfxResourceID vb) { - _glBindBuffer(_GL_ARRAY_BUFFER, (GLuint)vb); - _glBufferSubData(_GL_ARRAY_BUFFER, 0, tmpSize, tmpData); -} - -void Gfx_SetDynamicVbData(GfxResourceID vb, void* vertices, int vCount) { - cc_uint32 size = vCount * gfx_stride; - _glBindBuffer(_GL_ARRAY_BUFFER, (GLuint)vb); - _glBufferSubData(_GL_ARRAY_BUFFER, 0, size, vertices); -} -#else -GfxResourceID Gfx_CreateDynamicVb(VertexFormat fmt, int maxVertices) { - return (GfxResourceID)Mem_Alloc(maxVertices, strideSizes[fmt], "creating dynamic vb"); -} - -void Gfx_BindDynamicVb(GfxResourceID vb) { - activeList = gl_DYNAMICLISTID; - dynamicListData = (void*)vb; -} - -void Gfx_DeleteDynamicVb(GfxResourceID* vb) { - void* addr = (void*)(*vb); - if (addr) Mem_Free(addr); - *vb = 0; -} - -void* Gfx_LockDynamicVb(GfxResourceID vb, VertexFormat fmt, int count) { return (void*)vb; } -void Gfx_UnlockDynamicVb(GfxResourceID vb) { Gfx_BindDynamicVb(vb); } - -void Gfx_SetDynamicVbData(GfxResourceID vb, void* vertices, int vCount) { - Gfx_BindDynamicVb(vb); - Mem_Copy((void*)vb, vertices, vCount * gfx_stride); -} -#endif - - -/*########################################################################################################################* -*-----------------------------------------------------------Misc----------------------------------------------------------* -*#########################################################################################################################*/ -static BitmapCol* GL_GetRow(struct Bitmap* bmp, int y) { - /* OpenGL stores bitmap in bottom-up order, so flip order when saving */ - return Bitmap_GetRow(bmp, (bmp->height - 1) - y); -} -cc_result Gfx_TakeScreenshot(struct Stream* output) { - struct Bitmap bmp; - cc_result res; - GLint vp[4]; - - glGetIntegerv(GL_VIEWPORT, vp); /* { x, y, width, height } */ - bmp.width = vp[2]; - bmp.height = vp[3]; - - bmp.scan0 = (BitmapCol*)Mem_TryAlloc(bmp.width * bmp.height, 4); - if (!bmp.scan0) return ERR_OUT_OF_MEMORY; - glReadPixels(0, 0, bmp.width, bmp.height, PIXEL_FORMAT, TRANSFER_FORMAT, bmp.scan0); - - res = Png_Encode(&bmp, output, GL_GetRow, false); - Mem_Free(bmp.scan0); - return res; -} - -static void AppendVRAMStats(cc_string* info) { - static const cc_string memExt = String_FromConst("GL_NVX_gpu_memory_info"); - GLint totalKb, curKb; - float total, cur; - - /* NOTE: glGetString returns UTF8, but I just treat it as code page 437 */ - cc_string exts = String_FromReadonly((const char*)glGetString(GL_EXTENSIONS)); - if (!String_CaselessContains(&exts, &memExt)) return; - - glGetIntegerv(0x9048, &totalKb); - glGetIntegerv(0x9049, &curKb); - if (totalKb <= 0 || curKb <= 0) return; - - total = totalKb / 1024.0f; cur = curKb / 1024.0f; - String_Format2(info, "Video memory: %f2 MB total, %f2 free\n", &total, &cur); -} - -void Gfx_GetApiInfo(cc_string* info) { - GLint depthBits; - int pointerSize = sizeof(void*) * 8; - - glGetIntegerv(GL_DEPTH_BITS, &depthBits); - String_Format1(info, "-- Using OpenGL (%i bit) --\n", &pointerSize); - String_Format1(info, "Vendor: %c\n", glGetString(GL_VENDOR)); - String_Format1(info, "Renderer: %c\n", glGetString(GL_RENDERER)); - String_Format1(info, "GL version: %c\n", glGetString(GL_VERSION)); - AppendVRAMStats(info); - String_Format2(info, "Max texture size: (%i, %i)\n", &Gfx.MaxTexWidth, &Gfx.MaxTexHeight); - String_Format1(info, "Depth buffer bits: %i\n", &depthBits); - GLContext_GetApiInfo(info); -} - -void Gfx_SetFpsLimit(cc_bool vsync, float minFrameMs) { - gfx_minFrameMs = minFrameMs; - gfx_vsync = vsync; - if (Gfx.Created) GL_UpdateVsync(); -} - -void Gfx_BeginFrame(void) { frameStart = Stopwatch_Measure(); } -void Gfx_Clear(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } -void Gfx_EndFrame(void) { - if (!GLContext_SwapBuffers()) Gfx_LoseContext("GLContext lost"); - if (gfx_minFrameMs) LimitFPS(); -} - -void Gfx_OnWindowResize(void) { - GLContext_Update(); - /* In case GLContext_Update changes window bounds */ - /* TODO: Eliminate this nasty hack.. */ - Game_UpdateDimensions(); - glViewport(0, 0, Game.Width, Game.Height); -} - -/*########################################################################################################################* -*------------------------------------------------------OpenGL modern------------------------------------------------------* -*#########################################################################################################################*/ -#ifdef CC_BUILD_GLMODERN -#define FTR_TEXTURE_UV (1 << 0) -#define FTR_ALPHA_TEST (1 << 1) -#define FTR_TEX_OFFSET (1 << 2) -#define FTR_LINEAR_FOG (1 << 3) -#define FTR_DENSIT_FOG (1 << 4) -#define FTR_HASANY_FOG (FTR_LINEAR_FOG | FTR_DENSIT_FOG) -#define FTR_FS_MEDIUMP (1 << 7) - -#define UNI_MVP_MATRIX (1 << 0) -#define UNI_TEX_OFFSET (1 << 1) -#define UNI_FOG_COL (1 << 2) -#define UNI_FOG_END (1 << 3) -#define UNI_FOG_DENS (1 << 4) -#define UNI_MASK_ALL 0x1F - -/* cached uniforms (cached for multiple programs */ -static struct Matrix _view, _proj, _mvp; -static cc_bool gfx_alphaTest, gfx_texTransform; -static float _texX, _texY; - -/* shader programs (emulate fixed function) */ -static struct GLShader { - int features; /* what features are enabled for this shader */ - int uniforms; /* which associated uniforms need to be resent to GPU */ - GLuint program; /* OpenGL program ID (0 if not yet compiled) */ - int locations[5]; /* location of uniforms (not constant) */ -} shaders[6 * 3] = { - /* no fog */ - { 0 }, - { 0 | FTR_ALPHA_TEST }, - { FTR_TEXTURE_UV }, - { FTR_TEXTURE_UV | FTR_ALPHA_TEST }, - { FTR_TEXTURE_UV | FTR_TEX_OFFSET }, - { FTR_TEXTURE_UV | FTR_TEX_OFFSET | FTR_ALPHA_TEST }, - /* linear fog */ - { FTR_LINEAR_FOG | 0 }, - { FTR_LINEAR_FOG | 0 | FTR_ALPHA_TEST }, - { FTR_LINEAR_FOG | FTR_TEXTURE_UV }, - { FTR_LINEAR_FOG | FTR_TEXTURE_UV | FTR_ALPHA_TEST }, - { FTR_LINEAR_FOG | FTR_TEXTURE_UV | FTR_TEX_OFFSET }, - { FTR_LINEAR_FOG | FTR_TEXTURE_UV | FTR_TEX_OFFSET | FTR_ALPHA_TEST }, - /* density fog */ - { FTR_DENSIT_FOG | 0 }, - { FTR_DENSIT_FOG | 0 | FTR_ALPHA_TEST }, - { FTR_DENSIT_FOG | FTR_TEXTURE_UV }, - { FTR_DENSIT_FOG | FTR_TEXTURE_UV | FTR_ALPHA_TEST }, - { FTR_DENSIT_FOG | FTR_TEXTURE_UV | FTR_TEX_OFFSET }, - { FTR_DENSIT_FOG | FTR_TEXTURE_UV | FTR_TEX_OFFSET | FTR_ALPHA_TEST }, -}; -static struct GLShader* gfx_activeShader; - -/* Generates source code for a GLSL vertex shader, based on shader's flags */ -static void GenVertexShader(const struct GLShader* shader, cc_string* dst) { - int uv = shader->features & FTR_TEXTURE_UV; - int tm = shader->features & FTR_TEX_OFFSET; - - String_AppendConst(dst, "attribute vec3 in_pos;\n"); - String_AppendConst(dst, "attribute vec4 in_col;\n"); - if (uv) String_AppendConst(dst, "attribute vec2 in_uv;\n"); - String_AppendConst(dst, "varying vec4 out_col;\n"); - if (uv) String_AppendConst(dst, "varying vec2 out_uv;\n"); - String_AppendConst(dst, "uniform mat4 mvp;\n"); - if (tm) String_AppendConst(dst, "uniform vec2 texOffset;\n"); - - String_AppendConst(dst, "void main() {\n"); - String_AppendConst(dst, " gl_Position = mvp * vec4(in_pos, 1.0);\n"); - String_AppendConst(dst, " out_col = in_col;\n"); - if (uv) String_AppendConst(dst, " out_uv = in_uv;\n"); - if (tm) String_AppendConst(dst, " out_uv = out_uv + texOffset;\n"); - String_AppendConst(dst, "}"); -} - -/* Generates source code for a GLSL fragment shader, based on shader's flags */ -static void GenFragmentShader(const struct GLShader* shader, cc_string* dst) { - int uv = shader->features & FTR_TEXTURE_UV; - int al = shader->features & FTR_ALPHA_TEST; - int fl = shader->features & FTR_LINEAR_FOG; - int fd = shader->features & FTR_DENSIT_FOG; - int fm = shader->features & FTR_HASANY_FOG; - -#ifdef CC_BUILD_GLES - int mp = shader->features & FTR_FS_MEDIUMP; - if (mp) String_AppendConst(dst, "precision mediump float;\n"); - else String_AppendConst(dst, "precision highp float;\n"); -#endif - - String_AppendConst(dst, "varying vec4 out_col;\n"); - if (uv) String_AppendConst(dst, "varying vec2 out_uv;\n"); - if (uv) String_AppendConst(dst, "uniform sampler2D texImage;\n"); - if (fm) String_AppendConst(dst, "uniform vec3 fogCol;\n"); - if (fl) String_AppendConst(dst, "uniform float fogEnd;\n"); - if (fd) String_AppendConst(dst, "uniform float fogDensity;\n"); - - String_AppendConst(dst, "void main() {\n"); - if (uv) String_AppendConst(dst, " vec4 col = texture2D(texImage, out_uv) * out_col;\n"); - else String_AppendConst(dst, " vec4 col = out_col;\n"); - if (al) String_AppendConst(dst, " if (col.a < 0.5) discard;\n"); - if (fm) String_AppendConst(dst, " float depth = gl_FragCoord.z / gl_FragCoord.w;\n"); - if (fl) String_AppendConst(dst, " float f = clamp((fogEnd - depth) / fogEnd, 0.0, 1.0);\n"); - if (fd) String_AppendConst(dst, " float f = clamp(exp(fogDensity * depth), 0.0, 1.0);\n"); - if (fm) String_AppendConst(dst, " col.rgb = mix(fogCol, col.rgb, f);\n"); - String_AppendConst(dst, " gl_FragColor = col;\n"); - String_AppendConst(dst, "}"); -} - -/* Tries to compile GLSL shader code */ -static GLint CompileShader(GLint shader, const cc_string* src) { - const char* str = src->buffer; - int len = src->length; - GLint temp; - - glShaderSource(shader, 1, &str, &len); - glCompileShader(shader); - glGetShaderiv(shader, _GL_COMPILE_STATUS, &temp); - return temp; -} - -/* Logs information then aborts program */ -static void ShaderFailed(GLint shader) { - char logInfo[2048]; - GLint temp; - if (!shader) Logger_Abort("Failed to create shader"); - - temp = 0; - glGetShaderiv(shader, _GL_INFO_LOG_LENGTH, &temp); - - if (temp > 1) { - glGetShaderInfoLog(shader, 2047, NULL, logInfo); - logInfo[2047] = '\0'; - Window_ShowDialog("Failed to compile shader", logInfo); - } - Logger_Abort("Failed to compile shader"); -} - -/* Tries to compile vertex and fragment shaders, then link into an OpenGL program */ -static void CompileProgram(struct GLShader* shader) { - char tmpBuffer[2048]; cc_string tmp; - GLuint vs, fs, program; - GLint temp; - - vs = glCreateShader(_GL_VERTEX_SHADER); - if (!vs) { Platform_LogConst("Failed to create vertex shader"); return; } - - String_InitArray(tmp, tmpBuffer); - GenVertexShader(shader, &tmp); - if (!CompileShader(vs, &tmp)) ShaderFailed(vs); - - fs = glCreateShader(_GL_FRAGMENT_SHADER); - if (!fs) { Platform_LogConst("Failed to create fragment shader"); glDeleteShader(vs); return; } - - tmp.length = 0; - GenFragmentShader(shader, &tmp); - if (!CompileShader(fs, &tmp)) { - /* Sometimes fails 'highp precision is not supported in fragment shader' */ - /* So try compiling shader again without highp precision */ - shader->features |= FTR_FS_MEDIUMP; - - tmp.length = 0; - GenFragmentShader(shader, &tmp); - if (!CompileShader(fs, &tmp)) ShaderFailed(fs); - } - - - program = glCreateProgram(); - if (!program) Logger_Abort("Failed to create program"); - shader->program = program; - - glAttachShader(program, vs); - glAttachShader(program, fs); - - /* Force in_pos/in_col/in_uv attributes to be bound to 0,1,2 locations */ - /* Although most browsers assign the attributes in this order anyways, */ - /* the specification does not require this. (e.g. Safari doesn't) */ - glBindAttribLocation(program, 0, "in_pos"); - glBindAttribLocation(program, 1, "in_col"); - glBindAttribLocation(program, 2, "in_uv"); - - glLinkProgram(program); - glGetProgramiv(program, _GL_LINK_STATUS, &temp); - - if (temp) { - glDetachShader(program, vs); - glDetachShader(program, fs); - - glDeleteShader(vs); - glDeleteShader(fs); - - shader->locations[0] = glGetUniformLocation(program, "mvp"); - shader->locations[1] = glGetUniformLocation(program, "texOffset"); - shader->locations[2] = glGetUniformLocation(program, "fogCol"); - shader->locations[3] = glGetUniformLocation(program, "fogEnd"); - shader->locations[4] = glGetUniformLocation(program, "fogDensity"); - return; - } - temp = 0; - glGetProgramiv(program, _GL_INFO_LOG_LENGTH, &temp); - - if (temp > 0) { - glGetProgramInfoLog(program, 2047, NULL, tmpBuffer); - tmpBuffer[2047] = '\0'; - Window_ShowDialog("Failed to compile program", tmpBuffer); - } - Logger_Abort("Failed to compile program"); -} - -/* Marks a uniform as changed on all programs */ -static void DirtyUniform(int uniform) { - int i; - for (i = 0; i < Array_Elems(shaders); i++) { - shaders[i].uniforms |= uniform; - } -} - -/* Sends changed uniforms to the GPU for current program */ -static void ReloadUniforms(void) { - struct GLShader* s = gfx_activeShader; - if (!s) return; /* NULL if context is lost */ - - if (s->uniforms & UNI_MVP_MATRIX) { - glUniformMatrix4fv(s->locations[0], 1, false, (float*)&_mvp); - s->uniforms &= ~UNI_MVP_MATRIX; - } - if ((s->uniforms & UNI_TEX_OFFSET) && (s->features & FTR_TEX_OFFSET)) { - glUniform2f(s->locations[1], _texX, _texY); - s->uniforms &= ~UNI_TEX_OFFSET; - } - if ((s->uniforms & UNI_FOG_COL) && (s->features & FTR_HASANY_FOG)) { - glUniform3f(s->locations[2], PackedCol_R(gfx_fogColor) / 255.0f, PackedCol_G(gfx_fogColor) / 255.0f, - PackedCol_B(gfx_fogColor) / 255.0f); - s->uniforms &= ~UNI_FOG_COL; - } - if ((s->uniforms & UNI_FOG_END) && (s->features & FTR_LINEAR_FOG)) { - glUniform1f(s->locations[3], gfx_fogEnd); - s->uniforms &= ~UNI_FOG_END; - } - if ((s->uniforms & UNI_FOG_DENS) && (s->features & FTR_DENSIT_FOG)) { - /* See https://docs.microsoft.com/en-us/previous-versions/ms537113(v%3Dvs.85) */ - /* The equation for EXP mode is exp(-density * z), so just negate density here */ - glUniform1f(s->locations[4], -gfx_fogDensity); - s->uniforms &= ~UNI_FOG_DENS; - } -} - -/* Switches program to one that duplicates current fixed function state */ -/* Compiles program and reloads uniforms if needed */ -static void SwitchProgram(void) { - struct GLShader* shader; - int index = 0; - - if (gfx_fogEnabled) { - index += 6; /* linear fog */ - if (gfx_fogMode >= 1) index += 6; /* exp fog */ - } - - if (gfx_format == VERTEX_FORMAT_TEXTURED) index += 2; - if (gfx_texTransform) index += 2; - if (gfx_alphaTest) index += 1; - - shader = &shaders[index]; - if (shader == gfx_activeShader) { ReloadUniforms(); return; } - if (!shader->program) CompileProgram(shader); - - gfx_activeShader = shader; - glUseProgram(shader->program); - ReloadUniforms(); -} - -void Gfx_SetFog(cc_bool enabled) { gfx_fogEnabled = enabled; SwitchProgram(); } -void Gfx_SetFogCol(PackedCol col) { - if (col == gfx_fogColor) return; - gfx_fogColor = col; - DirtyUniform(UNI_FOG_COL); - ReloadUniforms(); -} - -void Gfx_SetFogDensity(float value) { - if (gfx_fogDensity == value) return; - gfx_fogDensity = value; - DirtyUniform(UNI_FOG_DENS); - ReloadUniforms(); -} - -void Gfx_SetFogEnd(float value) { - if (gfx_fogEnd == value) return; - gfx_fogEnd = value; - DirtyUniform(UNI_FOG_END); - ReloadUniforms(); -} - -void Gfx_SetFogMode(FogFunc func) { - if (gfx_fogMode == func) return; - gfx_fogMode = func; - SwitchProgram(); -} - -void Gfx_SetTexturing(cc_bool enabled) { } -void Gfx_SetAlphaTest(cc_bool enabled) { gfx_alphaTest = enabled; SwitchProgram(); } - -void Gfx_LoadMatrix(MatrixType type, const struct Matrix* matrix) { - if (type == MATRIX_VIEW) _view = *matrix; - if (type == MATRIX_PROJECTION) _proj = *matrix; - - Matrix_Mul(&_mvp, &_view, &_proj); - DirtyUniform(UNI_MVP_MATRIX); - ReloadUniforms(); -} -void Gfx_LoadIdentityMatrix(MatrixType type) { - Gfx_LoadMatrix(type, &Matrix_Identity); -} - -void Gfx_EnableTextureOffset(float x, float y) { - _texX = x; _texY = y; - gfx_texTransform = true; - DirtyUniform(UNI_TEX_OFFSET); - SwitchProgram(); -} - -void Gfx_DisableTextureOffset(void) { - gfx_texTransform = false; - SwitchProgram(); -} - -static void GL_CheckSupport(void) { -#ifndef CC_BUILD_GLES - customMipmapsLevels = true; -#endif -} - -static void Gfx_FreeState(void) { - int i; - FreeDefaultResources(); - gfx_activeShader = NULL; - - for (i = 0; i < Array_Elems(shaders); i++) { - glDeleteProgram(shaders[i].program); - shaders[i].program = 0; - } -} - -static void Gfx_RestoreState(void) { - InitDefaultResources(); - glEnableVertexAttribArray(0); - glEnableVertexAttribArray(1); - gfx_format = -1; - - DirtyUniform(UNI_MASK_ALL); - GL_ClearCol(gfx_clearColor); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDepthFunc(GL_LEQUAL); -} -cc_bool Gfx_WarnIfNecessary(void) { return false; } - -static void GL_SetupVbColoured(void) { - glVertexAttribPointer(0, 3, GL_FLOAT, false, SIZEOF_VERTEX_COLOURED, (void*)0); - glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, SIZEOF_VERTEX_COLOURED, (void*)12); -} - -static void GL_SetupVbTextured(void) { - glVertexAttribPointer(0, 3, GL_FLOAT, false, SIZEOF_VERTEX_TEXTURED, (void*)0); - glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, SIZEOF_VERTEX_TEXTURED, (void*)12); - glVertexAttribPointer(2, 2, GL_FLOAT, false, SIZEOF_VERTEX_TEXTURED, (void*)16); -} - -static void GL_SetupVbColoured_Range(int startVertex) { - cc_uint32 offset = startVertex * SIZEOF_VERTEX_COLOURED; - glVertexAttribPointer(0, 3, GL_FLOAT, false, SIZEOF_VERTEX_COLOURED, (void*)(offset)); - glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, SIZEOF_VERTEX_COLOURED, (void*)(offset + 12)); -} - -static void GL_SetupVbTextured_Range(int startVertex) { - cc_uint32 offset = startVertex * SIZEOF_VERTEX_TEXTURED; - glVertexAttribPointer(0, 3, GL_FLOAT, false, SIZEOF_VERTEX_TEXTURED, (void*)(offset)); - glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, SIZEOF_VERTEX_TEXTURED, (void*)(offset + 12)); - glVertexAttribPointer(2, 2, GL_FLOAT, false, SIZEOF_VERTEX_TEXTURED, (void*)(offset + 16)); -} - -void Gfx_SetVertexFormat(VertexFormat fmt) { - if (fmt == gfx_format) return; - gfx_format = fmt; - gfx_stride = strideSizes[fmt]; - - if (fmt == VERTEX_FORMAT_TEXTURED) { - glEnableVertexAttribArray(2); - gfx_setupVBFunc = GL_SetupVbTextured; - gfx_setupVBRangeFunc = GL_SetupVbTextured_Range; - } else { - glDisableVertexAttribArray(2); - gfx_setupVBFunc = GL_SetupVbColoured; - gfx_setupVBRangeFunc = GL_SetupVbColoured_Range; - } - SwitchProgram(); -} - -void Gfx_DrawVb_Lines(int verticesCount) { - gfx_setupVBFunc(); - glDrawArrays(GL_LINES, 0, verticesCount); -} - -void Gfx_DrawVb_IndexedTris_Range(int verticesCount, int startVertex) { - gfx_setupVBRangeFunc(startVertex); - glDrawElements(GL_TRIANGLES, ICOUNT(verticesCount), GL_UNSIGNED_SHORT, NULL); -} - -void Gfx_DrawVb_IndexedTris(int verticesCount) { - gfx_setupVBFunc(); - glDrawElements(GL_TRIANGLES, ICOUNT(verticesCount), GL_UNSIGNED_SHORT, NULL); -} - -void Gfx_BindVb_Textured(GfxResourceID vb) { - Gfx_BindVb(vb); - GL_SetupVbTextured(); -} - -void Gfx_DrawIndexedTris_T2fC4b(int verticesCount, int startVertex) { - if (startVertex + verticesCount > GFX_MAX_VERTICES) { - GL_SetupVbTextured_Range(startVertex); - glDrawElements(GL_TRIANGLES, ICOUNT(verticesCount), GL_UNSIGNED_SHORT, NULL); - GL_SetupVbTextured(); - } else { - /* ICOUNT(startVertex) * 2 = startVertex * 3 */ - glDrawElements(GL_TRIANGLES, ICOUNT(verticesCount), GL_UNSIGNED_SHORT, (void*)(startVertex * 3)); - } -} -#endif - - -/*########################################################################################################################* -*------------------------------------------------------OpenGL legacy------------------------------------------------------* -*#########################################################################################################################*/ -#ifndef CC_BUILD_GLMODERN -void Gfx_SetFog(cc_bool enabled) { - gfx_fogEnabled = enabled; - gl_Toggle(GL_FOG); -} - -void Gfx_SetFogCol(PackedCol col) { - float rgba[4]; - if (col == gfx_fogColor) return; - - rgba[0] = PackedCol_R(col) / 255.0f; rgba[1] = PackedCol_G(col) / 255.0f; - rgba[2] = PackedCol_B(col) / 255.0f; rgba[3] = PackedCol_A(col) / 255.0f; - - glFogfv(GL_FOG_COLOR, rgba); - gfx_fogColor = col; -} - -void Gfx_SetFogDensity(float value) { - if (value == gfx_fogDensity) return; - glFogf(GL_FOG_DENSITY, value); - gfx_fogDensity = value; -} - -void Gfx_SetFogEnd(float value) { - if (value == gfx_fogEnd) return; - glFogf(GL_FOG_END, value); - gfx_fogEnd = value; -} - -void Gfx_SetFogMode(FogFunc func) { - static GLint modes[3] = { GL_LINEAR, GL_EXP, GL_EXP2 }; - if (func == gfx_fogMode) return; - -#ifdef CC_BUILD_GLES - /* OpenGL ES doesn't support glFogi, so use glFogf instead */ - /* https://www.khronos.org/registry/OpenGL-Refpages/es1.1/xhtml/ */ - glFogf(GL_FOG_MODE, modes[func]); -#else - glFogi(GL_FOG_MODE, modes[func]); -#endif - gfx_fogMode = func; -} - -void Gfx_SetTexturing(cc_bool enabled) { gl_Toggle(GL_TEXTURE_2D); } -void Gfx_SetAlphaTest(cc_bool enabled) { gl_Toggle(GL_ALPHA_TEST); } - -static GLenum matrix_modes[3] = { GL_PROJECTION, GL_MODELVIEW, GL_TEXTURE }; -static int lastMatrix; - -void Gfx_LoadMatrix(MatrixType type, const struct Matrix* matrix) { - if (type != lastMatrix) { lastMatrix = type; glMatrixMode(matrix_modes[type]); } - glLoadMatrixf((const float*)matrix); -} - -void Gfx_LoadIdentityMatrix(MatrixType type) { - if (type != lastMatrix) { lastMatrix = type; glMatrixMode(matrix_modes[type]); } - glLoadIdentity(); -} - -static struct Matrix texMatrix = Matrix_IdentityValue; -void Gfx_EnableTextureOffset(float x, float y) { - texMatrix.row4.X = x; texMatrix.row4.Y = y; - Gfx_LoadMatrix(2, &texMatrix); -} - -void Gfx_DisableTextureOffset(void) { Gfx_LoadIdentityMatrix(2); } - -static void Gfx_FreeState(void) { FreeDefaultResources(); } -static void Gfx_RestoreState(void) { - InitDefaultResources(); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - gfx_format = -1; - - glHint(GL_FOG_HINT, GL_NICEST); - glAlphaFunc(GL_GREATER, 0.5f); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDepthFunc(GL_LEQUAL); -} - -cc_bool Gfx_WarnIfNecessary(void) { - cc_string renderer = String_FromReadonly((const char*)glGetString(GL_RENDERER)); - -#ifdef CC_BUILD_GL11 - Chat_AddRaw("&cYou are using the very outdated OpenGL backend."); - Chat_AddRaw("&cAs such you may experience poor performance."); - Chat_AddRaw("&cIt is likely you need to install video card drivers."); -#endif - if (!String_ContainsConst(&renderer, "Intel")) return false; - - Chat_AddRaw("&cIntel graphics cards are known to have issues with the OpenGL build."); - Chat_AddRaw("&cVSync may not work, and you may see disappearing clouds and map edges."); -#ifdef CC_BUILD_WIN - Chat_AddRaw("&cTry downloading the Direct3D 9 build instead."); -#endif - return true; -} - - -/*########################################################################################################################* -*-------------------------------------------------------Compatibility-----------------------------------------------------* -*#########################################################################################################################*/ -#ifdef CC_BUILD_GL11 -static void GL_CheckSupport(void) { MakeIndices(gl_indices, GFX_MAX_INDICES); } -#else -/* fake vertex buffer objects with client side pointers */ -typedef struct fake_buffer { cc_uint8* data; } fake_buffer; -static fake_buffer* cur_ib; -static fake_buffer* cur_vb; -#define fake_GetBuffer(target) (target == _GL_ELEMENT_ARRAY_BUFFER ? &cur_ib : &cur_vb); - -static void APIENTRY fake_glBindBuffer(GLenum target, GLuint src) { - fake_buffer** buffer = fake_GetBuffer(target); - *buffer = (fake_buffer*)src; -} - -static void APIENTRY fake_glDeleteBuffers(GLsizei n, const GLuint *buffers) { - Mem_Free((void*)buffers[0]); -} - -static void APIENTRY fake_glGenBuffers(GLsizei n, GLuint *buffers) { - fake_buffer* buffer = (fake_buffer*)Mem_TryAlloc(1, sizeof(fake_buffer)); - buffer->data = NULL; - buffers[0] = (GLuint)buffer; -} - -static void APIENTRY fake_glBufferData(GLenum target, cc_uintptr size, const GLvoid* data, GLenum usage) { - fake_buffer* buffer = *fake_GetBuffer(target); - Mem_Free(buffer->data); - - buffer->data = Mem_TryAlloc(size, 1); - if (data) Mem_Copy(buffer->data, data, size); -} -static void APIENTRY fake_glBufferSubData(GLenum target, cc_uintptr offset, cc_uintptr size, const GLvoid* data) { - fake_buffer* buffer = *fake_GetBuffer(target); - Mem_Copy(buffer->data, data, size); -} - -static void GL_CheckSupport(void) { - static const struct DynamicLibSym coreVboFuncs[5] = { - DynamicLib_Sym2("glBindBuffer", glBindBuffer), DynamicLib_Sym2("glDeleteBuffers", glDeleteBuffers), - DynamicLib_Sym2("glGenBuffers", glGenBuffers), DynamicLib_Sym2("glBufferData", glBufferData), - DynamicLib_Sym2("glBufferSubData", glBufferSubData) - }; - static const struct DynamicLibSym arbVboFuncs[5] = { - DynamicLib_Sym2("glBindBufferARB", glBindBuffer), DynamicLib_Sym2("glDeleteBuffersARB", glDeleteBuffers), - DynamicLib_Sym2("glGenBuffersARB", glGenBuffers), DynamicLib_Sym2("glBufferDataARB", glBufferData), - DynamicLib_Sym2("glBufferSubDataARB", glBufferSubData) - }; - static const cc_string vboExt = String_FromConst("GL_ARB_vertex_buffer_object"); - cc_string extensions = String_FromReadonly((const char*)glGetString(GL_EXTENSIONS)); - const GLubyte* ver = glGetString(GL_VERSION); - - /* Version string is always: x.y. (and whatever afterwards) */ - int major = ver[0] - '0', minor = ver[2] - '0'; - - /* Supported in core since 1.5 */ - if (major > 1 || (major == 1 && minor >= 5)) { - GLContext_GetAll(coreVboFuncs, Array_Elems(coreVboFuncs)); - } else if (String_CaselessContains(&extensions, &vboExt)) { - GLContext_GetAll(arbVboFuncs, Array_Elems(arbVboFuncs)); - } else { - Logger_Abort("Only OpenGL 1.1 supported.\n\n" \ - "Compile the game with CC_BUILD_GL11, or ask on the ClassiCube forums for it"); - - _glBindBuffer = fake_glBindBuffer; _glDeleteBuffers = fake_glDeleteBuffers; - _glGenBuffers = fake_glGenBuffers; _glBufferData = fake_glBufferData; - _glBufferSubData = fake_glBufferSubData; - } - customMipmapsLevels = true; -} -#endif - - -/*########################################################################################################################* -*----------------------------------------------------------Drawing--------------------------------------------------------* -*#########################################################################################################################*/ -#ifdef CC_BUILD_GL11 -/* point to client side dynamic array */ -#define VB_PTR ((cc_uint8*)dynamicListData) -#define IB_PTR gl_indices -#else -/* no client side array, use vertex buffer object */ -#define VB_PTR 0 -#define IB_PTR NULL -#endif - -static void GL_SetupVbColoured(void) { - glVertexPointer(3, GL_FLOAT, SIZEOF_VERTEX_COLOURED, (void*)(VB_PTR + 0)); - glColorPointer(4, GL_UNSIGNED_BYTE, SIZEOF_VERTEX_COLOURED, (void*)(VB_PTR + 12)); -} - -static void GL_SetupVbTextured(void) { - glVertexPointer(3, GL_FLOAT, SIZEOF_VERTEX_TEXTURED, (void*)(VB_PTR + 0)); - glColorPointer(4, GL_UNSIGNED_BYTE, SIZEOF_VERTEX_TEXTURED, (void*)(VB_PTR + 12)); - glTexCoordPointer(2, GL_FLOAT, SIZEOF_VERTEX_TEXTURED, (void*)(VB_PTR + 16)); -} - -static void GL_SetupVbColoured_Range(int startVertex) { - cc_uint32 offset = startVertex * SIZEOF_VERTEX_COLOURED; - glVertexPointer(3, GL_FLOAT, SIZEOF_VERTEX_COLOURED, (void*)(VB_PTR + offset)); - glColorPointer(4, GL_UNSIGNED_BYTE, SIZEOF_VERTEX_COLOURED, (void*)(VB_PTR + offset + 12)); -} - -static void GL_SetupVbTextured_Range(int startVertex) { - cc_uint32 offset = startVertex * SIZEOF_VERTEX_TEXTURED; - glVertexPointer(3, GL_FLOAT, SIZEOF_VERTEX_TEXTURED, (void*)(VB_PTR + offset)); - glColorPointer(4, GL_UNSIGNED_BYTE, SIZEOF_VERTEX_TEXTURED, (void*)(VB_PTR + offset + 12)); - glTexCoordPointer(2, GL_FLOAT, SIZEOF_VERTEX_TEXTURED, (void*)(VB_PTR + offset + 16)); -} - -void Gfx_SetVertexFormat(VertexFormat fmt) { - if (fmt == gfx_format) return; - gfx_format = fmt; - gfx_stride = strideSizes[fmt]; - - if (fmt == VERTEX_FORMAT_TEXTURED) { - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - gfx_setupVBFunc = GL_SetupVbTextured; - gfx_setupVBRangeFunc = GL_SetupVbTextured_Range; - } else { - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - gfx_setupVBFunc = GL_SetupVbColoured; - gfx_setupVBRangeFunc = GL_SetupVbColoured_Range; - } -} - -void Gfx_DrawVb_Lines(int verticesCount) { - gfx_setupVBFunc(); - glDrawArrays(GL_LINES, 0, verticesCount); -} - -void Gfx_DrawVb_IndexedTris_Range(int verticesCount, int startVertex) { -#ifdef CC_BUILD_GL11 - if (activeList != gl_DYNAMICLISTID) { glCallList(activeList); return; } -#endif - gfx_setupVBRangeFunc(startVertex); - glDrawElements(GL_TRIANGLES, ICOUNT(verticesCount), GL_UNSIGNED_SHORT, IB_PTR); -} - -void Gfx_DrawVb_IndexedTris(int verticesCount) { -#ifdef CC_BUILD_GL11 - if (activeList != gl_DYNAMICLISTID) { glCallList(activeList); return; } -#endif - gfx_setupVBFunc(); - glDrawElements(GL_TRIANGLES, ICOUNT(verticesCount), GL_UNSIGNED_SHORT, IB_PTR); -} - -#ifdef CC_BUILD_GL11 -void Gfx_DrawIndexedTris_T2fC4b(int verticesCount, int startVertex) { glCallList(activeList); } -#else -void Gfx_DrawIndexedTris_T2fC4b(int verticesCount, int startVertex) { - cc_uint32 offset = startVertex * SIZEOF_VERTEX_TEXTURED; - glVertexPointer(3, GL_FLOAT, SIZEOF_VERTEX_TEXTURED, (void*)(VB_PTR + offset)); - glColorPointer(4, GL_UNSIGNED_BYTE, SIZEOF_VERTEX_TEXTURED, (void*)(VB_PTR + offset + 12)); - glTexCoordPointer(2, GL_FLOAT, SIZEOF_VERTEX_TEXTURED, (void*)(VB_PTR + offset + 16)); - glDrawElements(GL_TRIANGLES, ICOUNT(verticesCount), GL_UNSIGNED_SHORT, IB_PTR); -} -#endif /* !CC_BUILD_GL11 */ -#endif /* !CC_BUILD_GLMODERN */ -#endif diff --git a/src/Graphics_GL1.c b/src/Graphics_GL1.c new file mode 100644 index 000000000..fe09280df --- /dev/null +++ b/src/Graphics_GL1.c @@ -0,0 +1,593 @@ +#include "Core.h" +#if defined CC_BUILD_GL && !defined CC_BUILD_GLMODERN +#include "_GraphicsBase.h" +#include "Chat.h" +#include "Errors.h" +#include "Logger.h" +#include "Window.h" +/* The OpenGL backend is a bit of a mess, since it's really 2 backends in one: + * - OpenGL 1.1 (completely lacking GPU, fallbacks to say Windows built-in software rasteriser) + * - OpenGL 1.5 or OpenGL 1.2 + GL_ARB_vertex_buffer_object (default desktop backend) +*/ + +#if defined CC_BUILD_WIN +/* Avoid pointless includes */ +#define WIN32_LEAN_AND_MEAN +#define NOSERVICE +#define NOMCX +#define NOIME +#include +#define GLAPI WINGDIAPI +#else +#define GLAPI extern +#define APIENTRY +#endif + +/* === BEGIN OPENGL HEADERS === */ +typedef unsigned int GLenum; +typedef unsigned char GLboolean; +typedef signed char GLbyte; +typedef int GLint; +typedef int GLsizei; +typedef unsigned char GLubyte; +typedef unsigned int GLuint; +typedef float GLfloat; +typedef void GLvoid; + +#define GL_LEQUAL 0x0203 +#define GL_GREATER 0x0204 + +#define GL_DEPTH_BUFFER_BIT 0x00000100 +#define GL_COLOR_BUFFER_BIT 0x00004000 + +#define GL_LINES 0x0001 +#define GL_TRIANGLES 0x0004 + +#define GL_BLEND 0x0BE2 +#define GL_SRC_ALPHA 0x0302 +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 + +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_UNSIGNED_INT 0x1405 +#define GL_FLOAT 0x1406 +#define GL_RGBA 0x1908 +#define GL_BGRA_EXT 0x80E1 +#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 + +#define GL_FOG 0x0B60 +#define GL_FOG_DENSITY 0x0B62 +#define GL_FOG_END 0x0B64 +#define GL_FOG_MODE 0x0B65 +#define GL_FOG_COLOR 0x0B66 +#define GL_LINEAR 0x2601 +#define GL_EXP 0x0800 +#define GL_EXP2 0x0801 + +#define GL_CULL_FACE 0x0B44 +#define GL_DEPTH_TEST 0x0B71 +#define GL_MATRIX_MODE 0x0BA0 +#define GL_VIEWPORT 0x0BA2 +#define GL_ALPHA_TEST 0x0BC0 +#define GL_MAX_TEXTURE_SIZE 0x0D33 +#define GL_DEPTH_BITS 0x0D56 + +#define GL_FOG_HINT 0x0C54 +#define GL_NICEST 0x1102 +#define GL_COMPILE 0x1300 + +#define GL_MODELVIEW 0x1700 +#define GL_PROJECTION 0x1701 +#define GL_TEXTURE 0x1702 + +#define GL_VENDOR 0x1F00 +#define GL_RENDERER 0x1F01 +#define GL_VERSION 0x1F02 +#define GL_EXTENSIONS 0x1F03 + +#define GL_TEXTURE_2D 0x0DE1 +#define GL_NEAREST 0x2600 +#define GL_NEAREST_MIPMAP_LINEAR 0x2702 +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MIN_FILTER 0x2801 + +#define GL_VERTEX_ARRAY 0x8074 +#define GL_COLOR_ARRAY 0x8076 +#define GL_TEXTURE_COORD_ARRAY 0x8078 + +/* Not present in gl.h on Windows (only up to OpenGL 1.1) */ +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#define GL_STATIC_DRAW 0x88E4 +#define GL_DYNAMIC_DRAW 0x88E8 + +GLAPI void APIENTRY glAlphaFunc(GLenum func, GLfloat ref); +GLAPI void APIENTRY glBindTexture(GLenum target, GLuint texture); +GLAPI void APIENTRY glBlendFunc(GLenum sfactor, GLenum dfactor); +GLAPI void APIENTRY glCallList(GLuint list); +GLAPI void APIENTRY glClear(GLuint mask); +GLAPI void APIENTRY glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI void APIENTRY glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +GLAPI void APIENTRY glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer); +GLAPI void APIENTRY glDeleteLists(GLuint list, GLsizei range); +GLAPI void APIENTRY glDeleteTextures(GLsizei n, const GLuint* textures); +GLAPI void APIENTRY glDepthFunc(GLenum func); +GLAPI void APIENTRY glDepthMask(GLboolean flag); +GLAPI void APIENTRY glDisable(GLenum cap); +GLAPI void APIENTRY glDisableClientState(GLenum array); +GLAPI void APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count); +GLAPI void APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices); +GLAPI void APIENTRY glEnable(GLenum cap); +GLAPI void APIENTRY glEnableClientState(GLenum array); +GLAPI void APIENTRY glEndList(void); +GLAPI void APIENTRY glFogf(GLenum pname, GLfloat param); +GLAPI void APIENTRY glFogfv(GLenum pname, const GLfloat* params); +GLAPI void APIENTRY glFogi(GLenum pname, GLint param); +GLAPI void APIENTRY glFogiv(GLenum pname, const GLint* params); +GLAPI GLuint APIENTRY glGenLists(GLsizei range); +GLAPI void APIENTRY glGenTextures(GLsizei n, GLuint* textures); +GLAPI GLenum APIENTRY glGetError(void); +GLAPI void APIENTRY glGetFloatv(GLenum pname, GLfloat* params); +GLAPI void APIENTRY glGetIntegerv(GLenum pname, GLint* params); +GLAPI const GLubyte* APIENTRY glGetString(GLenum name); +GLAPI void APIENTRY glHint(GLenum target, GLenum mode); +GLAPI void APIENTRY glLoadIdentity(void); +GLAPI void APIENTRY glLoadMatrixf(const GLfloat* m); +GLAPI void APIENTRY glMatrixMode(GLenum mode); +GLAPI void APIENTRY glNewList(GLuint list, GLenum mode); +GLAPI void APIENTRY glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels); +GLAPI void APIENTRY glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer); +GLAPI void APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels); +GLAPI void APIENTRY glTexParameteri(GLenum target, GLenum pname, GLint param); +GLAPI void APIENTRY glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels); +GLAPI void APIENTRY glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer); +GLAPI void APIENTRY glViewport(GLint x, GLint y, GLsizei width, GLsizei height); +/* === END OPENGL HEADERS === */ + + +#if defined CC_BUILD_GL11 +static GLuint activeList; +#define gl_DYNAMICLISTID 1234567891 +static void* dynamicListData; +static cc_uint16 gl_indices[GFX_MAX_INDICES]; +#else +/* OpenGL functions use stdcall instead of cdecl on Windows */ +static void (APIENTRY *_glBindBuffer)(GLenum target, GLuint buffer); +static void (APIENTRY *_glDeleteBuffers)(GLsizei n, const GLuint *buffers); +static void (APIENTRY *_glGenBuffers)(GLsizei n, GLuint *buffers); +static void (APIENTRY *_glBufferData)(GLenum target, cc_uintptr size, const GLvoid* data, GLenum usage); +static void (APIENTRY *_glBufferSubData)(GLenum target, cc_uintptr offset, cc_uintptr size, const GLvoid* data); +#endif +#include "_GLShared.h" + +typedef void (*GL_SetupVBFunc)(void); +typedef void (*GL_SetupVBRangeFunc)(int startVertex); +static GL_SetupVBFunc gfx_setupVBFunc; +static GL_SetupVBRangeFunc gfx_setupVBRangeFunc; +/* Current format and size of vertices */ +static int gfx_stride, gfx_format = -1; + + +/*########################################################################################################################* +*-------------------------------------------------------Index buffers-----------------------------------------------------* +*#########################################################################################################################*/ +#ifndef CC_BUILD_GL11 +static GLuint GL_GenAndBind(GLenum target) { + GLuint id; + _glGenBuffers(1, &id); + _glBindBuffer(target, id); + return id; +} + +GfxResourceID Gfx_CreateIb(void* indices, int indicesCount) { + GLuint id = GL_GenAndBind(GL_ELEMENT_ARRAY_BUFFER); + cc_uint32 size = indicesCount * 2; + _glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, indices, GL_STATIC_DRAW); + return id; +} + +void Gfx_BindIb(GfxResourceID ib) { _glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (GLuint)ib); } + +void Gfx_DeleteIb(GfxResourceID* ib) { + GLuint id = (GLuint)(*ib); + if (!id) return; + _glDeleteBuffers(1, &id); + *ib = 0; +} +#else +GfxResourceID Gfx_CreateIb(void* indices, int indicesCount) { return 0; } +void Gfx_BindIb(GfxResourceID ib) { } +void Gfx_DeleteIb(GfxResourceID* ib) { } +#endif + + +/*########################################################################################################################* +*------------------------------------------------------Vertex buffers-----------------------------------------------------* +*#########################################################################################################################*/ +#ifndef CC_BUILD_GL11 +GfxResourceID Gfx_CreateVb(VertexFormat fmt, int count) { + return GL_GenAndBind(GL_ARRAY_BUFFER); +} + +void Gfx_BindVb(GfxResourceID vb) { _glBindBuffer(GL_ARRAY_BUFFER, (GLuint)vb); } + +void Gfx_DeleteVb(GfxResourceID* vb) { + GLuint id = (GLuint)(*vb); + if (!id) return; + _glDeleteBuffers(1, &id); + *vb = 0; +} + +void* Gfx_LockVb(GfxResourceID vb, VertexFormat fmt, int count) { + return FastAllocTempMem(count * strideSizes[fmt]); +} + +void Gfx_UnlockVb(GfxResourceID vb) { + _glBufferData(GL_ARRAY_BUFFER, tmpSize, tmpData, GL_STATIC_DRAW); +} +#else +static void UpdateDisplayList(GLuint list, void* vertices, VertexFormat fmt, int count); +GfxResourceID Gfx_CreateVb(VertexFormat fmt, int count) { return glGenLists(1); } +void Gfx_BindVb(GfxResourceID vb) { activeList = (GLuint)vb; } + +void Gfx_DeleteVb(GfxResourceID* vb) { + GLuint id = (GLuint)(*vb); + if (id) glDeleteLists(id, 1); + *vb = 0; +} + +/* NOTE! Building chunk in Builder.c relies on vb being ignored */ +/* If that changes, you must fix Builder.c to properly call Gfx_LockVb */ +static VertexFormat tmpFormat; +static int tmpCount; +void* Gfx_LockVb(GfxResourceID vb, VertexFormat fmt, int count) { + tmpFormat = fmt; + tmpCount = count; + return FastAllocTempMem(count * strideSizes[fmt]); +} + +void Gfx_UnlockVb(GfxResourceID vb) { + UpdateDisplayList((GLuint)vb, tmpData, tmpFormat, tmpCount); +} + +GfxResourceID Gfx_CreateVb2(void* vertices, VertexFormat fmt, int count) { + GLuint list = glGenLists(1); + UpdateDisplayList(list, vertices, fmt, count); + return list; +} +#endif + + +/*########################################################################################################################* +*--------------------------------------------------Dynamic vertex buffers-------------------------------------------------* +*#########################################################################################################################*/ +#ifndef CC_BUILD_GL11 +GfxResourceID Gfx_CreateDynamicVb(VertexFormat fmt, int maxVertices) { + GLuint id; + cc_uint32 size; + if (Gfx.LostContext) return 0; + + id = GL_GenAndBind(GL_ARRAY_BUFFER); + size = maxVertices * strideSizes[fmt]; + _glBufferData(GL_ARRAY_BUFFER, size, NULL, GL_DYNAMIC_DRAW); + return id; +} + +void* Gfx_LockDynamicVb(GfxResourceID vb, VertexFormat fmt, int count) { + return FastAllocTempMem(count * strideSizes[fmt]); +} + +void Gfx_UnlockDynamicVb(GfxResourceID vb) { + _glBindBuffer(GL_ARRAY_BUFFER, (GLuint)vb); + _glBufferSubData(GL_ARRAY_BUFFER, 0, tmpSize, tmpData); +} + +void Gfx_SetDynamicVbData(GfxResourceID vb, void* vertices, int vCount) { + cc_uint32 size = vCount * gfx_stride; + _glBindBuffer(GL_ARRAY_BUFFER, (GLuint)vb); + _glBufferSubData(GL_ARRAY_BUFFER, 0, size, vertices); +} +#else +GfxResourceID Gfx_CreateDynamicVb(VertexFormat fmt, int maxVertices) { + return (GfxResourceID)Mem_Alloc(maxVertices, strideSizes[fmt], "creating dynamic vb"); +} + +void Gfx_BindDynamicVb(GfxResourceID vb) { + activeList = gl_DYNAMICLISTID; + dynamicListData = (void*)vb; +} + +void Gfx_DeleteDynamicVb(GfxResourceID* vb) { + void* addr = (void*)(*vb); + if (addr) Mem_Free(addr); + *vb = 0; +} + +void* Gfx_LockDynamicVb(GfxResourceID vb, VertexFormat fmt, int count) { return (void*)vb; } +void Gfx_UnlockDynamicVb(GfxResourceID vb) { Gfx_BindDynamicVb(vb); } + +void Gfx_SetDynamicVbData(GfxResourceID vb, void* vertices, int vCount) { + Gfx_BindDynamicVb(vb); + Mem_Copy((void*)vb, vertices, vCount * gfx_stride); +} +#endif + + +/*########################################################################################################################* +*-----------------------------------------------------State management----------------------------------------------------* +*#########################################################################################################################*/ +static PackedCol gfx_fogColor; +static float gfx_fogEnd = -1.0f, gfx_fogDensity = -1.0f; +static int gfx_fogMode = -1; + +void Gfx_SetFog(cc_bool enabled) { + gfx_fogEnabled = enabled; + if (enabled) { glEnable(GL_FOG); } else { glDisable(GL_FOG); } +} + +void Gfx_SetFogCol(PackedCol col) { + float rgba[4]; + if (col == gfx_fogColor) return; + + rgba[0] = PackedCol_R(col) / 255.0f; rgba[1] = PackedCol_G(col) / 255.0f; + rgba[2] = PackedCol_B(col) / 255.0f; rgba[3] = PackedCol_A(col) / 255.0f; + + glFogfv(GL_FOG_COLOR, rgba); + gfx_fogColor = col; +} + +void Gfx_SetFogDensity(float value) { + if (value == gfx_fogDensity) return; + glFogf(GL_FOG_DENSITY, value); + gfx_fogDensity = value; +} + +void Gfx_SetFogEnd(float value) { + if (value == gfx_fogEnd) return; + glFogf(GL_FOG_END, value); + gfx_fogEnd = value; +} + +void Gfx_SetFogMode(FogFunc func) { + static GLint modes[3] = { GL_LINEAR, GL_EXP, GL_EXP2 }; + if (func == gfx_fogMode) return; + +#ifdef CC_BUILD_GLES + /* OpenGL ES doesn't support glFogi, so use glFogf instead */ + /* https://www.khronos.org/registry/OpenGL-Refpages/es1.1/xhtml/ */ + glFogf(GL_FOG_MODE, modes[func]); +#else + glFogi(GL_FOG_MODE, modes[func]); +#endif + gfx_fogMode = func; +} + +void Gfx_SetTexturing(cc_bool enabled) { + if (enabled) { glEnable(GL_TEXTURE_2D); } else { glDisable(GL_TEXTURE_2D); } +} +void Gfx_SetAlphaTest(cc_bool enabled) { + if (enabled) { glEnable(GL_ALPHA_TEST); } else { glDisable(GL_ALPHA_TEST); } +} + + +/*########################################################################################################################* +*---------------------------------------------------------Matrices--------------------------------------------------------* +*#########################################################################################################################*/ +static GLenum matrix_modes[3] = { GL_PROJECTION, GL_MODELVIEW, GL_TEXTURE }; +static int lastMatrix; + +void Gfx_LoadMatrix(MatrixType type, const struct Matrix* matrix) { + if (type != lastMatrix) { lastMatrix = type; glMatrixMode(matrix_modes[type]); } + glLoadMatrixf((const float*)matrix); +} + +void Gfx_LoadIdentityMatrix(MatrixType type) { + if (type != lastMatrix) { lastMatrix = type; glMatrixMode(matrix_modes[type]); } + glLoadIdentity(); +} + +static struct Matrix texMatrix = Matrix_IdentityValue; +void Gfx_EnableTextureOffset(float x, float y) { + texMatrix.row4.X = x; texMatrix.row4.Y = y; + Gfx_LoadMatrix(2, &texMatrix); +} + +void Gfx_DisableTextureOffset(void) { Gfx_LoadIdentityMatrix(2); } + + +/*########################################################################################################################* +*-------------------------------------------------------State setup-------------------------------------------------------* +*#########################################################################################################################*/ +static void Gfx_FreeState(void) { FreeDefaultResources(); } +static void Gfx_RestoreState(void) { + InitDefaultResources(); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + gfx_format = -1; + + glHint(GL_FOG_HINT, GL_NICEST); + glAlphaFunc(GL_GREATER, 0.5f); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDepthFunc(GL_LEQUAL); +} + +cc_bool Gfx_WarnIfNecessary(void) { + cc_string renderer = String_FromReadonly((const char*)glGetString(GL_RENDERER)); + +#ifdef CC_BUILD_GL11 + Chat_AddRaw("&cYou are using the very outdated OpenGL backend."); + Chat_AddRaw("&cAs such you may experience poor performance."); + Chat_AddRaw("&cIt is likely you need to install video card drivers."); +#endif + if (!String_ContainsConst(&renderer, "Intel")) return false; + + Chat_AddRaw("&cIntel graphics cards are known to have issues with the OpenGL build."); + Chat_AddRaw("&cVSync may not work, and you may see disappearing clouds and map edges."); +#ifdef CC_BUILD_WIN + Chat_AddRaw("&cTry downloading the Direct3D 9 build instead."); +#endif + return true; +} + + +/*########################################################################################################################* +*-------------------------------------------------------Compatibility-----------------------------------------------------* +*#########################################################################################################################*/ +#ifdef CC_BUILD_GL11 +static void GLBackend_Init(void) { MakeIndices(gl_indices, GFX_MAX_INDICES); } +#else +/* fake vertex buffer objects with client side pointers */ +typedef struct fake_buffer { cc_uint8* data; } fake_buffer; +static fake_buffer* cur_ib; +static fake_buffer* cur_vb; +#define fake_GetBuffer(target) (target == GL_ELEMENT_ARRAY_BUFFER ? &cur_ib : &cur_vb); + +static void APIENTRY fake_glBindBuffer(GLenum target, GLuint src) { + fake_buffer** buffer = fake_GetBuffer(target); + *buffer = (fake_buffer*)src; +} + +static void APIENTRY fake_glDeleteBuffers(GLsizei n, const GLuint *buffers) { + Mem_Free((void*)buffers[0]); +} + +static void APIENTRY fake_glGenBuffers(GLsizei n, GLuint *buffers) { + fake_buffer* buffer = (fake_buffer*)Mem_TryAlloc(1, sizeof(fake_buffer)); + buffer->data = NULL; + buffers[0] = (GLuint)buffer; +} + +static void APIENTRY fake_glBufferData(GLenum target, cc_uintptr size, const GLvoid* data, GLenum usage) { + fake_buffer* buffer = *fake_GetBuffer(target); + Mem_Free(buffer->data); + + buffer->data = Mem_TryAlloc(size, 1); + if (data) Mem_Copy(buffer->data, data, size); +} +static void APIENTRY fake_glBufferSubData(GLenum target, cc_uintptr offset, cc_uintptr size, const GLvoid* data) { + fake_buffer* buffer = *fake_GetBuffer(target); + Mem_Copy(buffer->data, data, size); +} + +static void GLBackend_Init(void) { + static const struct DynamicLibSym coreVboFuncs[5] = { + DynamicLib_Sym2("glBindBuffer", glBindBuffer), DynamicLib_Sym2("glDeleteBuffers", glDeleteBuffers), + DynamicLib_Sym2("glGenBuffers", glGenBuffers), DynamicLib_Sym2("glBufferData", glBufferData), + DynamicLib_Sym2("glBufferSubData", glBufferSubData) + }; + static const struct DynamicLibSym arbVboFuncs[5] = { + DynamicLib_Sym2("glBindBufferARB", glBindBuffer), DynamicLib_Sym2("glDeleteBuffersARB", glDeleteBuffers), + DynamicLib_Sym2("glGenBuffersARB", glGenBuffers), DynamicLib_Sym2("glBufferDataARB", glBufferData), + DynamicLib_Sym2("glBufferSubDataARB", glBufferSubData) + }; + static const cc_string vboExt = String_FromConst("GL_ARB_vertex_buffer_object"); + cc_string extensions = String_FromReadonly((const char*)glGetString(GL_EXTENSIONS)); + const GLubyte* ver = glGetString(GL_VERSION); + + /* Version string is always: x.y. (and whatever afterwards) */ + int major = ver[0] - '0', minor = ver[2] - '0'; + + /* Supported in core since 1.5 */ + if (major > 1 || (major == 1 && minor >= 5)) { + GLContext_GetAll(coreVboFuncs, Array_Elems(coreVboFuncs)); + } else if (String_CaselessContains(&extensions, &vboExt)) { + GLContext_GetAll(arbVboFuncs, Array_Elems(arbVboFuncs)); + } else { + Logger_Abort("Only OpenGL 1.1 supported.\n\n" \ + "Compile the game with CC_BUILD_GL11, or ask on the ClassiCube forums for it"); + + _glBindBuffer = fake_glBindBuffer; _glDeleteBuffers = fake_glDeleteBuffers; + _glGenBuffers = fake_glGenBuffers; _glBufferData = fake_glBufferData; + _glBufferSubData = fake_glBufferSubData; + } + customMipmapsLevels = true; +} +#endif + + +/*########################################################################################################################* +*----------------------------------------------------------Drawing--------------------------------------------------------* +*#########################################################################################################################*/ +#ifdef CC_BUILD_GL11 +/* point to client side dynamic array */ +#define VB_PTR ((cc_uint8*)dynamicListData) +#define IB_PTR gl_indices +#else +/* no client side array, use vertex buffer object */ +#define VB_PTR 0 +#define IB_PTR NULL +#endif + +static void GL_SetupVbColoured(void) { + glVertexPointer(3, GL_FLOAT, SIZEOF_VERTEX_COLOURED, (void*)(VB_PTR + 0)); + glColorPointer(4, GL_UNSIGNED_BYTE, SIZEOF_VERTEX_COLOURED, (void*)(VB_PTR + 12)); +} + +static void GL_SetupVbTextured(void) { + glVertexPointer(3, GL_FLOAT, SIZEOF_VERTEX_TEXTURED, (void*)(VB_PTR + 0)); + glColorPointer(4, GL_UNSIGNED_BYTE, SIZEOF_VERTEX_TEXTURED, (void*)(VB_PTR + 12)); + glTexCoordPointer(2, GL_FLOAT, SIZEOF_VERTEX_TEXTURED, (void*)(VB_PTR + 16)); +} + +static void GL_SetupVbColoured_Range(int startVertex) { + cc_uint32 offset = startVertex * SIZEOF_VERTEX_COLOURED; + glVertexPointer(3, GL_FLOAT, SIZEOF_VERTEX_COLOURED, (void*)(VB_PTR + offset)); + glColorPointer(4, GL_UNSIGNED_BYTE, SIZEOF_VERTEX_COLOURED, (void*)(VB_PTR + offset + 12)); +} + +static void GL_SetupVbTextured_Range(int startVertex) { + cc_uint32 offset = startVertex * SIZEOF_VERTEX_TEXTURED; + glVertexPointer(3, GL_FLOAT, SIZEOF_VERTEX_TEXTURED, (void*)(VB_PTR + offset)); + glColorPointer(4, GL_UNSIGNED_BYTE, SIZEOF_VERTEX_TEXTURED, (void*)(VB_PTR + offset + 12)); + glTexCoordPointer(2, GL_FLOAT, SIZEOF_VERTEX_TEXTURED, (void*)(VB_PTR + offset + 16)); +} + +void Gfx_SetVertexFormat(VertexFormat fmt) { + if (fmt == gfx_format) return; + gfx_format = fmt; + gfx_stride = strideSizes[fmt]; + + if (fmt == VERTEX_FORMAT_TEXTURED) { + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + gfx_setupVBFunc = GL_SetupVbTextured; + gfx_setupVBRangeFunc = GL_SetupVbTextured_Range; + } else { + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + gfx_setupVBFunc = GL_SetupVbColoured; + gfx_setupVBRangeFunc = GL_SetupVbColoured_Range; + } +} + +void Gfx_DrawVb_Lines(int verticesCount) { + gfx_setupVBFunc(); + glDrawArrays(GL_LINES, 0, verticesCount); +} + +void Gfx_DrawVb_IndexedTris_Range(int verticesCount, int startVertex) { +#ifdef CC_BUILD_GL11 + if (activeList != gl_DYNAMICLISTID) { glCallList(activeList); return; } +#endif + gfx_setupVBRangeFunc(startVertex); + glDrawElements(GL_TRIANGLES, ICOUNT(verticesCount), GL_UNSIGNED_SHORT, IB_PTR); +} + +void Gfx_DrawVb_IndexedTris(int verticesCount) { +#ifdef CC_BUILD_GL11 + if (activeList != gl_DYNAMICLISTID) { glCallList(activeList); return; } +#endif + gfx_setupVBFunc(); + glDrawElements(GL_TRIANGLES, ICOUNT(verticesCount), GL_UNSIGNED_SHORT, IB_PTR); +} + +#ifdef CC_BUILD_GL11 +void Gfx_DrawIndexedTris_T2fC4b(int verticesCount, int startVertex) { glCallList(activeList); } +#else +void Gfx_DrawIndexedTris_T2fC4b(int verticesCount, int startVertex) { + cc_uint32 offset = startVertex * SIZEOF_VERTEX_TEXTURED; + glVertexPointer(3, GL_FLOAT, SIZEOF_VERTEX_TEXTURED, (void*)(VB_PTR + offset)); + glColorPointer(4, GL_UNSIGNED_BYTE, SIZEOF_VERTEX_TEXTURED, (void*)(VB_PTR + offset + 12)); + glTexCoordPointer(2, GL_FLOAT, SIZEOF_VERTEX_TEXTURED, (void*)(VB_PTR + offset + 16)); + glDrawElements(GL_TRIANGLES, ICOUNT(verticesCount), GL_UNSIGNED_SHORT, IB_PTR); +} +#endif /* !CC_BUILD_GL11 */ +#endif diff --git a/src/Graphics_GL2.c b/src/Graphics_GL2.c new file mode 100644 index 000000000..3ff64947b --- /dev/null +++ b/src/Graphics_GL2.c @@ -0,0 +1,566 @@ +#include "Core.h" +#if defined CC_BUILD_GL && defined CC_BUILD_GLMODERN +#include "_GraphicsBase.h" +#include "Chat.h" +#include "Errors.h" +#include "Logger.h" +#include "Window.h" +/* OpenGL 2.0 backend (alternative modern-ish backend) */ + +#if defined CC_BUILD_WIN +/* Avoid pointless includes */ +#define WIN32_LEAN_AND_MEAN +#define NOSERVICE +#define NOMCX +#define NOIME +#include +#include +#elif defined CC_BUILD_IOS +#include +#elif defined CC_BUILD_MACOS +#include +#elif defined CC_BUILD_GLES +#include +#else +#define GL_GLEXT_PROTOTYPES +#include +#endif + +#include "_GLShared.h" +/* Current format and size of vertices */ +static int gfx_stride, gfx_format = -1; + + +/*########################################################################################################################* +*-------------------------------------------------------Index buffers-----------------------------------------------------* +*#########################################################################################################################*/ +static GLuint GL_GenAndBind(GLenum target) { + GLuint id; + glGenBuffers(1, &id); + glBindBuffer(target, id); + return id; +} + +GfxResourceID Gfx_CreateIb(void* indices, int indicesCount) { + GLuint id = GL_GenAndBind(GL_ELEMENT_ARRAY_BUFFER); + cc_uint32 size = indicesCount * 2; + glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, indices, GL_STATIC_DRAW); + return id; +} + +void Gfx_BindIb(GfxResourceID ib) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (GLuint)ib); } + +void Gfx_DeleteIb(GfxResourceID* ib) { + GLuint id = (GLuint)(*ib); + if (!id) return; + glDeleteBuffers(1, &id); + *ib = 0; +} + + +/*########################################################################################################################* +*------------------------------------------------------Vertex buffers-----------------------------------------------------* +*#########################################################################################################################*/ +GfxResourceID Gfx_CreateVb(VertexFormat fmt, int count) { + return GL_GenAndBind(GL_ARRAY_BUFFER); +} + +void Gfx_BindVb(GfxResourceID vb) { glBindBuffer(GL_ARRAY_BUFFER, (GLuint)vb); } + +void Gfx_DeleteVb(GfxResourceID* vb) { + GLuint id = (GLuint)(*vb); + if (!id) return; + glDeleteBuffers(1, &id); + *vb = 0; +} + +void* Gfx_LockVb(GfxResourceID vb, VertexFormat fmt, int count) { + return FastAllocTempMem(count * strideSizes[fmt]); +} + +void Gfx_UnlockVb(GfxResourceID vb) { + glBufferData(GL_ARRAY_BUFFER, tmpSize, tmpData, GL_STATIC_DRAW); +} + + +/*########################################################################################################################* +*--------------------------------------------------Dynamic vertex buffers-------------------------------------------------* +*#########################################################################################################################*/ +GfxResourceID Gfx_CreateDynamicVb(VertexFormat fmt, int maxVertices) { + GLuint id; + cc_uint32 size; + if (Gfx.LostContext) return 0; + + id = GL_GenAndBind(GL_ARRAY_BUFFER); + size = maxVertices * strideSizes[fmt]; + glBufferData(GL_ARRAY_BUFFER, size, NULL, GL_DYNAMIC_DRAW); + return id; +} + +void* Gfx_LockDynamicVb(GfxResourceID vb, VertexFormat fmt, int count) { + return FastAllocTempMem(count * strideSizes[fmt]); +} + +void Gfx_UnlockDynamicVb(GfxResourceID vb) { + glBindBuffer(GL_ARRAY_BUFFER, (GLuint)vb); + glBufferSubData(GL_ARRAY_BUFFER, 0, tmpSize, tmpData); +} + +void Gfx_SetDynamicVbData(GfxResourceID vb, void* vertices, int vCount) { + cc_uint32 size = vCount * gfx_stride; + glBindBuffer(GL_ARRAY_BUFFER, (GLuint)vb); + glBufferSubData(GL_ARRAY_BUFFER, 0, size, vertices); +} + + +/*########################################################################################################################* +*------------------------------------------------------OpenGL modern------------------------------------------------------* +*#########################################################################################################################*/ +#define FTR_TEXTURE_UV (1 << 0) +#define FTR_ALPHA_TEST (1 << 1) +#define FTR_TEX_OFFSET (1 << 2) +#define FTR_LINEAR_FOG (1 << 3) +#define FTR_DENSIT_FOG (1 << 4) +#define FTR_HASANY_FOG (FTR_LINEAR_FOG | FTR_DENSIT_FOG) +#define FTR_FS_MEDIUMP (1 << 7) + +#define UNI_MVP_MATRIX (1 << 0) +#define UNI_TEX_OFFSET (1 << 1) +#define UNI_FOG_COL (1 << 2) +#define UNI_FOG_END (1 << 3) +#define UNI_FOG_DENS (1 << 4) +#define UNI_MASK_ALL 0x1F + +/* cached uniforms (cached for multiple programs */ +static struct Matrix _view, _proj, _mvp; +static cc_bool gfx_alphaTest, gfx_texTransform; +static float _texX, _texY; +static PackedCol gfx_fogColor; +static float gfx_fogEnd = -1.0f, gfx_fogDensity = -1.0f; +static int gfx_fogMode = -1; + +/* shader programs (emulate fixed function) */ +static struct GLShader { + int features; /* what features are enabled for this shader */ + int uniforms; /* which associated uniforms need to be resent to GPU */ + GLuint program; /* OpenGL program ID (0 if not yet compiled) */ + int locations[5]; /* location of uniforms (not constant) */ +} shaders[6 * 3] = { + /* no fog */ + { 0 }, + { 0 | FTR_ALPHA_TEST }, + { FTR_TEXTURE_UV }, + { FTR_TEXTURE_UV | FTR_ALPHA_TEST }, + { FTR_TEXTURE_UV | FTR_TEX_OFFSET }, + { FTR_TEXTURE_UV | FTR_TEX_OFFSET | FTR_ALPHA_TEST }, + /* linear fog */ + { FTR_LINEAR_FOG | 0 }, + { FTR_LINEAR_FOG | 0 | FTR_ALPHA_TEST }, + { FTR_LINEAR_FOG | FTR_TEXTURE_UV }, + { FTR_LINEAR_FOG | FTR_TEXTURE_UV | FTR_ALPHA_TEST }, + { FTR_LINEAR_FOG | FTR_TEXTURE_UV | FTR_TEX_OFFSET }, + { FTR_LINEAR_FOG | FTR_TEXTURE_UV | FTR_TEX_OFFSET | FTR_ALPHA_TEST }, + /* density fog */ + { FTR_DENSIT_FOG | 0 }, + { FTR_DENSIT_FOG | 0 | FTR_ALPHA_TEST }, + { FTR_DENSIT_FOG | FTR_TEXTURE_UV }, + { FTR_DENSIT_FOG | FTR_TEXTURE_UV | FTR_ALPHA_TEST }, + { FTR_DENSIT_FOG | FTR_TEXTURE_UV | FTR_TEX_OFFSET }, + { FTR_DENSIT_FOG | FTR_TEXTURE_UV | FTR_TEX_OFFSET | FTR_ALPHA_TEST }, +}; +static struct GLShader* gfx_activeShader; + +/* Generates source code for a GLSL vertex shader, based on shader's flags */ +static void GenVertexShader(const struct GLShader* shader, cc_string* dst) { + int uv = shader->features & FTR_TEXTURE_UV; + int tm = shader->features & FTR_TEX_OFFSET; + + String_AppendConst(dst, "attribute vec3 in_pos;\n"); + String_AppendConst(dst, "attribute vec4 in_col;\n"); + if (uv) String_AppendConst(dst, "attribute vec2 in_uv;\n"); + String_AppendConst(dst, "varying vec4 out_col;\n"); + if (uv) String_AppendConst(dst, "varying vec2 out_uv;\n"); + String_AppendConst(dst, "uniform mat4 mvp;\n"); + if (tm) String_AppendConst(dst, "uniform vec2 texOffset;\n"); + + String_AppendConst(dst, "void main() {\n"); + String_AppendConst(dst, " gl_Position = mvp * vec4(in_pos, 1.0);\n"); + String_AppendConst(dst, " out_col = in_col;\n"); + if (uv) String_AppendConst(dst, " out_uv = in_uv;\n"); + if (tm) String_AppendConst(dst, " out_uv = out_uv + texOffset;\n"); + String_AppendConst(dst, "}"); +} + +/* Generates source code for a GLSL fragment shader, based on shader's flags */ +static void GenFragmentShader(const struct GLShader* shader, cc_string* dst) { + int uv = shader->features & FTR_TEXTURE_UV; + int al = shader->features & FTR_ALPHA_TEST; + int fl = shader->features & FTR_LINEAR_FOG; + int fd = shader->features & FTR_DENSIT_FOG; + int fm = shader->features & FTR_HASANY_FOG; + +#ifdef CC_BUILD_GLES + int mp = shader->features & FTR_FS_MEDIUMP; + if (mp) String_AppendConst(dst, "precision mediump float;\n"); + else String_AppendConst(dst, "precision highp float;\n"); +#endif + + String_AppendConst(dst, "varying vec4 out_col;\n"); + if (uv) String_AppendConst(dst, "varying vec2 out_uv;\n"); + if (uv) String_AppendConst(dst, "uniform sampler2D texImage;\n"); + if (fm) String_AppendConst(dst, "uniform vec3 fogCol;\n"); + if (fl) String_AppendConst(dst, "uniform float fogEnd;\n"); + if (fd) String_AppendConst(dst, "uniform float fogDensity;\n"); + + String_AppendConst(dst, "void main() {\n"); + if (uv) String_AppendConst(dst, " vec4 col = texture2D(texImage, out_uv) * out_col;\n"); + else String_AppendConst(dst, " vec4 col = out_col;\n"); + if (al) String_AppendConst(dst, " if (col.a < 0.5) discard;\n"); + if (fm) String_AppendConst(dst, " float depth = gl_FragCoord.z / gl_FragCoord.w;\n"); + if (fl) String_AppendConst(dst, " float f = clamp((fogEnd - depth) / fogEnd, 0.0, 1.0);\n"); + if (fd) String_AppendConst(dst, " float f = clamp(exp(fogDensity * depth), 0.0, 1.0);\n"); + if (fm) String_AppendConst(dst, " col.rgb = mix(fogCol, col.rgb, f);\n"); + String_AppendConst(dst, " gl_FragColor = col;\n"); + String_AppendConst(dst, "}"); +} + +/* Tries to compile GLSL shader code */ +static GLint CompileShader(GLint shader, const cc_string* src) { + const char* str = src->buffer; + int len = src->length; + GLint temp; + + glShaderSource(shader, 1, &str, &len); + glCompileShader(shader); + glGetShaderiv(shader, GL_COMPILE_STATUS, &temp); + return temp; +} + +/* Logs information then aborts program */ +static void ShaderFailed(GLint shader) { + char logInfo[2048]; + GLint temp; + if (!shader) Logger_Abort("Failed to create shader"); + + temp = 0; + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &temp); + + if (temp > 1) { + glGetShaderInfoLog(shader, 2047, NULL, logInfo); + logInfo[2047] = '\0'; + Window_ShowDialog("Failed to compile shader", logInfo); + } + Logger_Abort("Failed to compile shader"); +} + +/* Tries to compile vertex and fragment shaders, then link into an OpenGL program */ +static void CompileProgram(struct GLShader* shader) { + char tmpBuffer[2048]; cc_string tmp; + GLuint vs, fs, program; + GLint temp; + + vs = glCreateShader(GL_VERTEX_SHADER); + if (!vs) { Platform_LogConst("Failed to create vertex shader"); return; } + + String_InitArray(tmp, tmpBuffer); + GenVertexShader(shader, &tmp); + if (!CompileShader(vs, &tmp)) ShaderFailed(vs); + + fs = glCreateShader(GL_FRAGMENT_SHADER); + if (!fs) { Platform_LogConst("Failed to create fragment shader"); glDeleteShader(vs); return; } + + tmp.length = 0; + GenFragmentShader(shader, &tmp); + if (!CompileShader(fs, &tmp)) { + /* Sometimes fails 'highp precision is not supported in fragment shader' */ + /* So try compiling shader again without highp precision */ + shader->features |= FTR_FS_MEDIUMP; + + tmp.length = 0; + GenFragmentShader(shader, &tmp); + if (!CompileShader(fs, &tmp)) ShaderFailed(fs); + } + + + program = glCreateProgram(); + if (!program) Logger_Abort("Failed to create program"); + shader->program = program; + + glAttachShader(program, vs); + glAttachShader(program, fs); + + /* Force in_pos/in_col/in_uv attributes to be bound to 0,1,2 locations */ + /* Although most browsers assign the attributes in this order anyways, */ + /* the specification does not require this. (e.g. Safari doesn't) */ + glBindAttribLocation(program, 0, "in_pos"); + glBindAttribLocation(program, 1, "in_col"); + glBindAttribLocation(program, 2, "in_uv"); + + glLinkProgram(program); + glGetProgramiv(program, GL_LINK_STATUS, &temp); + + if (temp) { + glDetachShader(program, vs); + glDetachShader(program, fs); + + glDeleteShader(vs); + glDeleteShader(fs); + + shader->locations[0] = glGetUniformLocation(program, "mvp"); + shader->locations[1] = glGetUniformLocation(program, "texOffset"); + shader->locations[2] = glGetUniformLocation(program, "fogCol"); + shader->locations[3] = glGetUniformLocation(program, "fogEnd"); + shader->locations[4] = glGetUniformLocation(program, "fogDensity"); + return; + } + temp = 0; + glGetProgramiv(program, GL_INFO_LOG_LENGTH, &temp); + + if (temp > 0) { + glGetProgramInfoLog(program, 2047, NULL, tmpBuffer); + tmpBuffer[2047] = '\0'; + Window_ShowDialog("Failed to compile program", tmpBuffer); + } + Logger_Abort("Failed to compile program"); +} + +/* Marks a uniform as changed on all programs */ +static void DirtyUniform(int uniform) { + int i; + for (i = 0; i < Array_Elems(shaders); i++) { + shaders[i].uniforms |= uniform; + } +} + +/* Sends changed uniforms to the GPU for current program */ +static void ReloadUniforms(void) { + struct GLShader* s = gfx_activeShader; + if (!s) return; /* NULL if context is lost */ + + if (s->uniforms & UNI_MVP_MATRIX) { + glUniformMatrix4fv(s->locations[0], 1, false, (float*)&_mvp); + s->uniforms &= ~UNI_MVP_MATRIX; + } + if ((s->uniforms & UNI_TEX_OFFSET) && (s->features & FTR_TEX_OFFSET)) { + glUniform2f(s->locations[1], _texX, _texY); + s->uniforms &= ~UNI_TEX_OFFSET; + } + if ((s->uniforms & UNI_FOG_COL) && (s->features & FTR_HASANY_FOG)) { + glUniform3f(s->locations[2], PackedCol_R(gfx_fogColor) / 255.0f, PackedCol_G(gfx_fogColor) / 255.0f, + PackedCol_B(gfx_fogColor) / 255.0f); + s->uniforms &= ~UNI_FOG_COL; + } + if ((s->uniforms & UNI_FOG_END) && (s->features & FTR_LINEAR_FOG)) { + glUniform1f(s->locations[3], gfx_fogEnd); + s->uniforms &= ~UNI_FOG_END; + } + if ((s->uniforms & UNI_FOG_DENS) && (s->features & FTR_DENSIT_FOG)) { + /* See https://docs.microsoft.com/en-us/previous-versions/ms537113(v%3Dvs.85) */ + /* The equation for EXP mode is exp(-density * z), so just negate density here */ + glUniform1f(s->locations[4], -gfx_fogDensity); + s->uniforms &= ~UNI_FOG_DENS; + } +} + +/* Switches program to one that duplicates current fixed function state */ +/* Compiles program and reloads uniforms if needed */ +static void SwitchProgram(void) { + struct GLShader* shader; + int index = 0; + + if (gfx_fogEnabled) { + index += 6; /* linear fog */ + if (gfx_fogMode >= 1) index += 6; /* exp fog */ + } + + if (gfx_format == VERTEX_FORMAT_TEXTURED) index += 2; + if (gfx_texTransform) index += 2; + if (gfx_alphaTest) index += 1; + + shader = &shaders[index]; + if (shader == gfx_activeShader) { ReloadUniforms(); return; } + if (!shader->program) CompileProgram(shader); + + gfx_activeShader = shader; + glUseProgram(shader->program); + ReloadUniforms(); +} + + +/*########################################################################################################################* +*-----------------------------------------------------State management----------------------------------------------------* +*#########################################################################################################################*/ +void Gfx_SetFog(cc_bool enabled) { gfx_fogEnabled = enabled; SwitchProgram(); } +void Gfx_SetFogCol(PackedCol col) { + if (col == gfx_fogColor) return; + gfx_fogColor = col; + DirtyUniform(UNI_FOG_COL); + ReloadUniforms(); +} + +void Gfx_SetFogDensity(float value) { + if (gfx_fogDensity == value) return; + gfx_fogDensity = value; + DirtyUniform(UNI_FOG_DENS); + ReloadUniforms(); +} + +void Gfx_SetFogEnd(float value) { + if (gfx_fogEnd == value) return; + gfx_fogEnd = value; + DirtyUniform(UNI_FOG_END); + ReloadUniforms(); +} + +void Gfx_SetFogMode(FogFunc func) { + if (gfx_fogMode == func) return; + gfx_fogMode = func; + SwitchProgram(); +} + +void Gfx_SetTexturing(cc_bool enabled) { } +void Gfx_SetAlphaTest(cc_bool enabled) { gfx_alphaTest = enabled; SwitchProgram(); } + + +/*########################################################################################################################* +*---------------------------------------------------------Matrices--------------------------------------------------------* +*#########################################################################################################################*/ +void Gfx_LoadMatrix(MatrixType type, const struct Matrix* matrix) { + if (type == MATRIX_VIEW) _view = *matrix; + if (type == MATRIX_PROJECTION) _proj = *matrix; + + Matrix_Mul(&_mvp, &_view, &_proj); + DirtyUniform(UNI_MVP_MATRIX); + ReloadUniforms(); +} +void Gfx_LoadIdentityMatrix(MatrixType type) { + Gfx_LoadMatrix(type, &Matrix_Identity); +} + +void Gfx_EnableTextureOffset(float x, float y) { + _texX = x; _texY = y; + gfx_texTransform = true; + DirtyUniform(UNI_TEX_OFFSET); + SwitchProgram(); +} + +void Gfx_DisableTextureOffset(void) { + gfx_texTransform = false; + SwitchProgram(); +} + + +/*########################################################################################################################* +*-------------------------------------------------------State setup-------------------------------------------------------* +*#########################################################################################################################*/ +static void GLBackend_Init(void) { +#ifndef CC_BUILD_GLES + customMipmapsLevels = true; +#endif +} + +static void Gfx_FreeState(void) { + int i; + FreeDefaultResources(); + gfx_activeShader = NULL; + + for (i = 0; i < Array_Elems(shaders); i++) { + glDeleteProgram(shaders[i].program); + shaders[i].program = 0; + } +} + +static void Gfx_RestoreState(void) { + InitDefaultResources(); + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(1); + gfx_format = -1; + + DirtyUniform(UNI_MASK_ALL); + GL_ClearCol(gfx_clearColor); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDepthFunc(GL_LEQUAL); +} +cc_bool Gfx_WarnIfNecessary(void) { return false; } + + +/*########################################################################################################################* +*----------------------------------------------------------Drawing--------------------------------------------------------* +*#########################################################################################################################*/ +typedef void (*GL_SetupVBFunc)(void); +typedef void (*GL_SetupVBRangeFunc)(int startVertex); +static GL_SetupVBFunc gfx_setupVBFunc; +static GL_SetupVBRangeFunc gfx_setupVBRangeFunc; + +static void GL_SetupVbColoured(void) { + glVertexAttribPointer(0, 3, GL_FLOAT, false, SIZEOF_VERTEX_COLOURED, (void*)0); + glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, SIZEOF_VERTEX_COLOURED, (void*)12); +} + +static void GL_SetupVbTextured(void) { + glVertexAttribPointer(0, 3, GL_FLOAT, false, SIZEOF_VERTEX_TEXTURED, (void*)0); + glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, SIZEOF_VERTEX_TEXTURED, (void*)12); + glVertexAttribPointer(2, 2, GL_FLOAT, false, SIZEOF_VERTEX_TEXTURED, (void*)16); +} + +static void GL_SetupVbColoured_Range(int startVertex) { + cc_uint32 offset = startVertex * SIZEOF_VERTEX_COLOURED; + glVertexAttribPointer(0, 3, GL_FLOAT, false, SIZEOF_VERTEX_COLOURED, (void*)(offset)); + glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, SIZEOF_VERTEX_COLOURED, (void*)(offset + 12)); +} + +static void GL_SetupVbTextured_Range(int startVertex) { + cc_uint32 offset = startVertex * SIZEOF_VERTEX_TEXTURED; + glVertexAttribPointer(0, 3, GL_FLOAT, false, SIZEOF_VERTEX_TEXTURED, (void*)(offset)); + glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, SIZEOF_VERTEX_TEXTURED, (void*)(offset + 12)); + glVertexAttribPointer(2, 2, GL_FLOAT, false, SIZEOF_VERTEX_TEXTURED, (void*)(offset + 16)); +} + +void Gfx_SetVertexFormat(VertexFormat fmt) { + if (fmt == gfx_format) return; + gfx_format = fmt; + gfx_stride = strideSizes[fmt]; + + if (fmt == VERTEX_FORMAT_TEXTURED) { + glEnableVertexAttribArray(2); + gfx_setupVBFunc = GL_SetupVbTextured; + gfx_setupVBRangeFunc = GL_SetupVbTextured_Range; + } else { + glDisableVertexAttribArray(2); + gfx_setupVBFunc = GL_SetupVbColoured; + gfx_setupVBRangeFunc = GL_SetupVbColoured_Range; + } + SwitchProgram(); +} + +void Gfx_DrawVb_Lines(int verticesCount) { + gfx_setupVBFunc(); + glDrawArrays(GL_LINES, 0, verticesCount); +} + +void Gfx_DrawVb_IndexedTris_Range(int verticesCount, int startVertex) { + gfx_setupVBRangeFunc(startVertex); + glDrawElements(GL_TRIANGLES, ICOUNT(verticesCount), GL_UNSIGNED_SHORT, NULL); +} + +void Gfx_DrawVb_IndexedTris(int verticesCount) { + gfx_setupVBFunc(); + glDrawElements(GL_TRIANGLES, ICOUNT(verticesCount), GL_UNSIGNED_SHORT, NULL); +} + +void Gfx_BindVb_Textured(GfxResourceID vb) { + Gfx_BindVb(vb); + GL_SetupVbTextured(); +} + +void Gfx_DrawIndexedTris_T2fC4b(int verticesCount, int startVertex) { + if (startVertex + verticesCount > GFX_MAX_VERTICES) { + GL_SetupVbTextured_Range(startVertex); + glDrawElements(GL_TRIANGLES, ICOUNT(verticesCount), GL_UNSIGNED_SHORT, NULL); + GL_SetupVbTextured(); + } else { + /* ICOUNT(startVertex) * 2 = startVertex * 3 */ + glDrawElements(GL_TRIANGLES, ICOUNT(verticesCount), GL_UNSIGNED_SHORT, (void*)(startVertex * 3)); + } +} +#endif diff --git a/src/_GLShared.h b/src/_GLShared.h new file mode 100644 index 000000000..1f38411b8 --- /dev/null +++ b/src/_GLShared.h @@ -0,0 +1,285 @@ +#define _GL_TEXTURE_MAX_LEVEL 0x813D +#define _GL_BGRA_EXT 0x80E1 +#define _GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 + +#if defined CC_BUILD_WEB || defined CC_BUILD_ANDROID +#define PIXEL_FORMAT GL_RGBA +#else +#define PIXEL_FORMAT _GL_BGRA_EXT +#endif + +#if defined CC_BIG_ENDIAN +/* Pixels are stored in memory as A,R,G,B but GL_UNSIGNED_BYTE will interpret as B,G,R,A */ +/* So use GL_UNSIGNED_INT_8_8_8_8_REV instead to remedy this */ +#define TRANSFER_FORMAT _GL_UNSIGNED_INT_8_8_8_8_REV +#else +/* Pixels are stored in memory as B,G,R,A and GL_UNSIGNED_BYTE will interpret as B,G,R,A */ +/* So fine to just use GL_UNSIGNED_BYTE here */ +#define TRANSFER_FORMAT GL_UNSIGNED_BYTE +#endif + + +/*########################################################################################################################* +*---------------------------------------------------------General---------------------------------------------------------* +*#########################################################################################################################*/ +static void GL_UpdateVsync(void) { + GLContext_SetFpsLimit(gfx_vsync, gfx_minFrameMs); +} + +static void GLBackend_Init(void); +void Gfx_Create(void) { + GLContext_Create(); + glGetIntegerv(GL_MAX_TEXTURE_SIZE, &Gfx.MaxTexWidth); + Gfx.MaxTexHeight = Gfx.MaxTexWidth; + Gfx.Created = true; + + GLBackend_Init(); + Gfx_RestoreState(); + GL_UpdateVsync(); +} + +cc_bool Gfx_TryRestoreContext(void) { + return GLContext_TryRestore(); +} + +void Gfx_Free(void) { + Gfx_FreeState(); + GLContext_Free(); +} + +#define gl_Toggle(cap) if (enabled) { glEnable(cap); } else { glDisable(cap); } +static void* tmpData; +static int tmpSize; + +static void* FastAllocTempMem(int size) { + if (size > tmpSize) { + Mem_Free(tmpData); + tmpData = Mem_Alloc(size, 1, "Gfx_AllocTempMemory"); + } + + tmpSize = size; + return tmpData; +} + + +/*########################################################################################################################* +*---------------------------------------------------------Textures--------------------------------------------------------* +*#########################################################################################################################*/ +static void Gfx_DoMipmaps(int x, int y, struct Bitmap* bmp, int rowWidth, cc_bool partial) { + BitmapCol* prev = bmp->scan0; + BitmapCol* cur; + + int lvls = CalcMipmapsLevels(bmp->width, bmp->height); + int lvl, width = bmp->width, height = bmp->height; + + for (lvl = 1; lvl <= lvls; lvl++) { + x /= 2; y /= 2; + if (width > 1) width /= 2; + if (height > 1) height /= 2; + + cur = (BitmapCol*)Mem_Alloc(width * height, 4, "mipmaps"); + GenMipmaps(width, height, cur, prev, rowWidth); + + if (partial) { + glTexSubImage2D(GL_TEXTURE_2D, lvl, x, y, width, height, PIXEL_FORMAT, TRANSFER_FORMAT, cur); + } else { + glTexImage2D(GL_TEXTURE_2D, lvl, GL_RGBA, width, height, 0, PIXEL_FORMAT, TRANSFER_FORMAT, cur); + } + + if (prev != bmp->scan0) Mem_Free(prev); + prev = cur; + rowWidth = width; + } + if (prev != bmp->scan0) Mem_Free(prev); +} + +GfxResourceID Gfx_CreateTexture(struct Bitmap* bmp, cc_uint8 flags, cc_bool mipmaps) { + GLuint texId; + glGenTextures(1, &texId); + glBindTexture(GL_TEXTURE_2D, texId); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + + if (!Math_IsPowOf2(bmp->width) || !Math_IsPowOf2(bmp->height)) { + Logger_Abort("Textures must have power of two dimensions"); + } + if (Gfx.LostContext) return 0; + + if (mipmaps) { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR); + if (customMipmapsLevels) { + int lvls = CalcMipmapsLevels(bmp->width, bmp->height); + glTexParameteri(GL_TEXTURE_2D, _GL_TEXTURE_MAX_LEVEL, lvls); + } + } else { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + } + + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bmp->width, bmp->height, 0, PIXEL_FORMAT, TRANSFER_FORMAT, bmp->scan0); + + if (mipmaps) Gfx_DoMipmaps(0, 0, bmp, bmp->width, false); + return texId; +} + +#define UPDATE_FAST_SIZE (64 * 64) +static CC_NOINLINE void UpdateTextureSlow(int x, int y, struct Bitmap* part, int rowWidth) { + BitmapCol buffer[UPDATE_FAST_SIZE]; + void* ptr = (void*)buffer; + int count = part->width * part->height; + + /* cannot allocate memory on the stack for very big updates */ + if (count > UPDATE_FAST_SIZE) { + ptr = Mem_Alloc(count, 4, "Gfx_UpdateTexture temp"); + } + + CopyTextureData(ptr, part->width << 2, part, rowWidth << 2); + glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, part->width, part->height, PIXEL_FORMAT, TRANSFER_FORMAT, ptr); + if (count > UPDATE_FAST_SIZE) Mem_Free(ptr); +} + +void Gfx_UpdateTexture(GfxResourceID texId, int x, int y, struct Bitmap* part, int rowWidth, cc_bool mipmaps) { + glBindTexture(GL_TEXTURE_2D, (GLuint)texId); + /* TODO: Use GL_UNPACK_ROW_LENGTH for Desktop OpenGL */ + + if (part->width == rowWidth) { + glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, part->width, part->height, PIXEL_FORMAT, TRANSFER_FORMAT, part->scan0); + } else { + UpdateTextureSlow(x, y, part, rowWidth); + } + if (mipmaps) Gfx_DoMipmaps(x, y, part, rowWidth, true); +} + +void Gfx_UpdateTexturePart(GfxResourceID texId, int x, int y, struct Bitmap* part, cc_bool mipmaps) { + Gfx_UpdateTexture(texId, x, y, part, part->width, mipmaps); +} + +void Gfx_BindTexture(GfxResourceID texId) { + glBindTexture(GL_TEXTURE_2D, (GLuint)texId); +} + +void Gfx_DeleteTexture(GfxResourceID* texId) { + GLuint id = (GLuint)(*texId); + if (!id) return; + glDeleteTextures(1, &id); + *texId = 0; +} + +void Gfx_EnableMipmaps(void) { } +void Gfx_DisableMipmaps(void) { } + + +/*########################################################################################################################* +*-----------------------------------------------------State management----------------------------------------------------* +*#########################################################################################################################*/ +static PackedCol gfx_clearColor; +void Gfx_SetFaceCulling(cc_bool enabled) { gl_Toggle(GL_CULL_FACE); } +void Gfx_SetAlphaBlending(cc_bool enabled) { gl_Toggle(GL_BLEND); } +void Gfx_SetAlphaArgBlend(cc_bool enabled) { } + +static void GL_ClearCol(PackedCol col) { + glClearColor(PackedCol_R(col) / 255.0f, PackedCol_G(col) / 255.0f, + PackedCol_B(col) / 255.0f, PackedCol_A(col) / 255.0f); +} +void Gfx_ClearCol(PackedCol col) { + if (col == gfx_clearColor) return; + GL_ClearCol(col); + gfx_clearColor = col; +} + +void Gfx_SetColWriteMask(cc_bool r, cc_bool g, cc_bool b, cc_bool a) { + glColorMask(r, g, b, a); +} + +void Gfx_SetDepthWrite(cc_bool enabled) { glDepthMask(enabled); } +void Gfx_SetDepthTest(cc_bool enabled) { gl_Toggle(GL_DEPTH_TEST); } + + +/*########################################################################################################################* +*---------------------------------------------------------Matrices--------------------------------------------------------* +*#########################################################################################################################*/ +void Gfx_CalcOrthoMatrix(float width, float height, struct Matrix* matrix) { + Matrix_Orthographic(matrix, 0.0f, width, 0.0f, height, ORTHO_NEAR, ORTHO_FAR); +} +void Gfx_CalcPerspectiveMatrix(float fov, float aspect, float zFar, struct Matrix* matrix) { + float zNear = 0.1f; + Matrix_PerspectiveFieldOfView(matrix, fov, aspect, zNear, zFar); +} + + +/*########################################################################################################################* +*-----------------------------------------------------------Misc----------------------------------------------------------* +*#########################################################################################################################*/ +static BitmapCol* GL_GetRow(struct Bitmap* bmp, int y) { + /* OpenGL stores bitmap in bottom-up order, so flip order when saving */ + return Bitmap_GetRow(bmp, (bmp->height - 1) - y); +} +cc_result Gfx_TakeScreenshot(struct Stream* output) { + struct Bitmap bmp; + cc_result res; + GLint vp[4]; + + glGetIntegerv(GL_VIEWPORT, vp); /* { x, y, width, height } */ + bmp.width = vp[2]; + bmp.height = vp[3]; + + bmp.scan0 = (BitmapCol*)Mem_TryAlloc(bmp.width * bmp.height, 4); + if (!bmp.scan0) return ERR_OUT_OF_MEMORY; + glReadPixels(0, 0, bmp.width, bmp.height, PIXEL_FORMAT, TRANSFER_FORMAT, bmp.scan0); + + res = Png_Encode(&bmp, output, GL_GetRow, false); + Mem_Free(bmp.scan0); + return res; +} + +static void AppendVRAMStats(cc_string* info) { + static const cc_string memExt = String_FromConst("GL_NVX_gpu_memory_info"); + GLint totalKb, curKb; + float total, cur; + + /* NOTE: glGetString returns UTF8, but I just treat it as code page 437 */ + cc_string exts = String_FromReadonly((const char*)glGetString(GL_EXTENSIONS)); + if (!String_CaselessContains(&exts, &memExt)) return; + + glGetIntegerv(0x9048, &totalKb); + glGetIntegerv(0x9049, &curKb); + if (totalKb <= 0 || curKb <= 0) return; + + total = totalKb / 1024.0f; cur = curKb / 1024.0f; + String_Format2(info, "Video memory: %f2 MB total, %f2 free\n", &total, &cur); +} + +void Gfx_GetApiInfo(cc_string* info) { + GLint depthBits; + int pointerSize = sizeof(void*) * 8; + + glGetIntegerv(GL_DEPTH_BITS, &depthBits); + String_Format1(info, "-- Using OpenGL (%i bit) --\n", &pointerSize); + String_Format1(info, "Vendor: %c\n", glGetString(GL_VENDOR)); + String_Format1(info, "Renderer: %c\n", glGetString(GL_RENDERER)); + String_Format1(info, "GL version: %c\n", glGetString(GL_VERSION)); + AppendVRAMStats(info); + String_Format2(info, "Max texture size: (%i, %i)\n", &Gfx.MaxTexWidth, &Gfx.MaxTexHeight); + String_Format1(info, "Depth buffer bits: %i\n", &depthBits); + GLContext_GetApiInfo(info); +} + +void Gfx_SetFpsLimit(cc_bool vsync, float minFrameMs) { + gfx_minFrameMs = minFrameMs; + gfx_vsync = vsync; + if (Gfx.Created) GL_UpdateVsync(); +} + +void Gfx_BeginFrame(void) { frameStart = Stopwatch_Measure(); } +void Gfx_Clear(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } + +void Gfx_EndFrame(void) { + if (!GLContext_SwapBuffers()) Gfx_LoseContext("GLContext lost"); + if (gfx_minFrameMs) LimitFPS(); +} + +void Gfx_OnWindowResize(void) { + GLContext_Update(); + /* In case GLContext_Update changes window bounds */ + /* TODO: Eliminate this nasty hack.. */ + Game_UpdateDimensions(); + glViewport(0, 0, Game.Width, Game.Height); +}