Merge pull request #906 from UnknownShadow200/SplitGL

Split OpenGL backend into two source files
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UnknownShadow200 2021-10-30 16:29:19 +11:00 committed by GitHub
commit 00ff8bef25
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6 changed files with 1456 additions and 1211 deletions

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@ -250,6 +250,7 @@
<ClInclude Include="Widgets.h" /> <ClInclude Include="Widgets.h" />
<ClInclude Include="Window.h" /> <ClInclude Include="Window.h" />
<ClInclude Include="World.h" /> <ClInclude Include="World.h" />
<ClInclude Include="_GLShared.h" />
<ClInclude Include="_GraphicsBase.h" /> <ClInclude Include="_GraphicsBase.h" />
<ClInclude Include="_HttpBase.h" /> <ClInclude Include="_HttpBase.h" />
<ClInclude Include="_PlatformBase.h" /> <ClInclude Include="_PlatformBase.h" />
@ -259,7 +260,7 @@
<ClCompile Include="Animations.c" /> <ClCompile Include="Animations.c" />
<ClCompile Include="Graphics_D3D11.c" /> <ClCompile Include="Graphics_D3D11.c" />
<ClCompile Include="Graphics_D3D9.c" /> <ClCompile Include="Graphics_D3D9.c" />
<ClCompile Include="Graphics_GL.c" /> <ClCompile Include="Graphics_GL1.c" />
<ClCompile Include="Audio.c" /> <ClCompile Include="Audio.c" />
<ClCompile Include="Camera.c" /> <ClCompile Include="Camera.c" />
<ClCompile Include="AxisLinesRenderer.c" /> <ClCompile Include="AxisLinesRenderer.c" />
@ -275,6 +276,7 @@
<ClCompile Include="ExtMath.c" /> <ClCompile Include="ExtMath.c" />
<ClCompile Include="Formats.c" /> <ClCompile Include="Formats.c" />
<ClCompile Include="Game.c" /> <ClCompile Include="Game.c" />
<ClCompile Include="Graphics_GL2.c" />
<ClCompile Include="Gui.c" /> <ClCompile Include="Gui.c" />
<ClCompile Include="HeldBlockRenderer.c" /> <ClCompile Include="HeldBlockRenderer.c" />
<ClCompile Include="Http_Web.c" /> <ClCompile Include="Http_Web.c" />

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@ -327,6 +327,9 @@
<ClInclude Include="_WindowBase.h"> <ClInclude Include="_WindowBase.h">
<Filter>Header Files\Platform</Filter> <Filter>Header Files\Platform</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="_GLShared.h">
<Filter>Header Files\Graphics</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="String.c"> <ClCompile Include="String.c">
@ -554,9 +557,6 @@
<ClCompile Include="Graphics_D3D9.c"> <ClCompile Include="Graphics_D3D9.c">
<Filter>Source Files\Graphics</Filter> <Filter>Source Files\Graphics</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="Graphics_GL.c">
<Filter>Source Files\Graphics</Filter>
</ClCompile>
<ClCompile Include="Http_Web.c"> <ClCompile Include="Http_Web.c">
<Filter>Source Files\Network</Filter> <Filter>Source Files\Network</Filter>
</ClCompile> </ClCompile>
@ -587,5 +587,11 @@
<ClCompile Include="Platform_Android.c"> <ClCompile Include="Platform_Android.c">
<Filter>Source Files\Platform</Filter> <Filter>Source Files\Platform</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="Graphics_GL1.c">
<Filter>Source Files\Graphics</Filter>
</ClCompile>
<ClCompile Include="Graphics_GL2.c">
<Filter>Source Files\Graphics</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
</Project> </Project>

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593
src/Graphics_GL1.c Normal file
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@ -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 <windows.h>
#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

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#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 <windows.h>
#include <GL/gl.h>
#elif defined CC_BUILD_IOS
#include <OpenGLES/ES2/gl.h>
#elif defined CC_BUILD_MACOS
#include <OpenGL/gl.h>
#elif defined CC_BUILD_GLES
#include <GLES2/gl2.h>
#else
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#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

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#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);
}