mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-12 00:56:40 -04:00
Split up OpenGL1 backend into Graphics_GL1.c and _GLShared.h
This commit is contained in:
parent
ba137e6c2b
commit
7a32b65d19
@ -250,6 +250,7 @@
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<ClInclude Include="Widgets.h" />
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<ClInclude Include="Window.h" />
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<ClInclude Include="World.h" />
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<ClInclude Include="_GLShared.h" />
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<ClInclude Include="_GraphicsBase.h" />
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<ClInclude Include="_HttpBase.h" />
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<ClInclude Include="_PlatformBase.h" />
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@ -327,6 +327,9 @@
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<ClInclude Include="_WindowBase.h">
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<Filter>Header Files\Platform</Filter>
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</ClInclude>
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<ClInclude Include="_GLShared.h">
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<Filter>Header Files\Graphics</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="String.c">
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@ -152,7 +152,7 @@ Thus it is **NOT SAFE** to allocate a string on the stack. */
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#ifndef CC_BUILD_MANUAL
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#if defined _WIN32
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#define CC_BUILD_WIN
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#define CC_BUILD_D3D9
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#define CC_BUILD_GL
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#define CC_BUILD_WINGUI
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#define CC_BUILD_WININET
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#define CC_BUILD_WINMM
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@ -5,10 +5,9 @@
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#include "Errors.h"
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#include "Logger.h"
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#include "Window.h"
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/* The OpenGL backend is a bit of a mess, since it's really 3 backends in one:
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/* The OpenGL backend is a bit of a mess, since it's really 2 backends in one:
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* - OpenGL 1.1 (completely lacking GPU, fallbacks to say Windows built-in software rasteriser)
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* - OpenGL 1.5 or OpenGL 1.2 + GL_ARB_vertex_buffer_object (default desktop backend)
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* - OpenGL 2.0 (alternative modern-ish backend)
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*/
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#if defined CC_BUILD_WIN
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@ -159,22 +158,7 @@ static void (APIENTRY *_glGenBuffers)(GLsizei n, GLuint *buffers);
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static void (APIENTRY *_glBufferData)(GLenum target, cc_uintptr size, const GLvoid* data, GLenum usage);
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static void (APIENTRY *_glBufferSubData)(GLenum target, cc_uintptr offset, cc_uintptr size, const GLvoid* data);
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#endif
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#if defined CC_BUILD_WEB || defined CC_BUILD_ANDROID
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#define PIXEL_FORMAT GL_RGBA
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#else
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#define PIXEL_FORMAT 0x80E1 /* GL_BGRA_EXT */
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#endif
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#if defined CC_BIG_ENDIAN
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/* Pixels are stored in memory as A,R,G,B but GL_UNSIGNED_BYTE will interpret as B,G,R,A */
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/* So use GL_UNSIGNED_INT_8_8_8_8_REV instead to remedy this */
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#define TRANSFER_FORMAT GL_UNSIGNED_INT_8_8_8_8_REV
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#else
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/* Pixels are stored in memory as B,G,R,A and GL_UNSIGNED_BYTE will interpret as B,G,R,A */
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/* So fine to just use GL_UNSIGNED_BYTE here */
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#define TRANSFER_FORMAT GL_UNSIGNED_BYTE
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#endif
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#include "_GLShared.h"
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typedef void (*GL_SetupVBFunc)(void);
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typedef void (*GL_SetupVBRangeFunc)(int startVertex);
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@ -183,187 +167,6 @@ static GL_SetupVBRangeFunc gfx_setupVBRangeFunc;
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/* Current format and size of vertices */
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static int gfx_stride, gfx_format = -1;
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static void GL_UpdateVsync(void) {
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GLContext_SetFpsLimit(gfx_vsync, gfx_minFrameMs);
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}
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static void GL_CheckSupport(void);
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void Gfx_Create(void) {
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GLContext_Create();
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &Gfx.MaxTexWidth);
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Gfx.MaxTexHeight = Gfx.MaxTexWidth;
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Gfx.Created = true;
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GL_CheckSupport();
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Gfx_RestoreState();
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GL_UpdateVsync();
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}
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cc_bool Gfx_TryRestoreContext(void) {
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return GLContext_TryRestore();
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}
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void Gfx_Free(void) {
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Gfx_FreeState();
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GLContext_Free();
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}
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#define gl_Toggle(cap) if (enabled) { glEnable(cap); } else { glDisable(cap); }
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static void* tmpData;
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static int tmpSize;
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static void* FastAllocTempMem(int size) {
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if (size > tmpSize) {
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Mem_Free(tmpData);
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tmpData = Mem_Alloc(size, 1, "Gfx_AllocTempMemory");
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}
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tmpSize = size;
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return tmpData;
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}
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/*########################################################################################################################*
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*---------------------------------------------------------Textures--------------------------------------------------------*
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*#########################################################################################################################*/
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static void Gfx_DoMipmaps(int x, int y, struct Bitmap* bmp, int rowWidth, cc_bool partial) {
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BitmapCol* prev = bmp->scan0;
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BitmapCol* cur;
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int lvls = CalcMipmapsLevels(bmp->width, bmp->height);
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int lvl, width = bmp->width, height = bmp->height;
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for (lvl = 1; lvl <= lvls; lvl++) {
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x /= 2; y /= 2;
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if (width > 1) width /= 2;
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if (height > 1) height /= 2;
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cur = (BitmapCol*)Mem_Alloc(width * height, 4, "mipmaps");
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GenMipmaps(width, height, cur, prev, rowWidth);
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if (partial) {
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glTexSubImage2D(GL_TEXTURE_2D, lvl, x, y, width, height, PIXEL_FORMAT, TRANSFER_FORMAT, cur);
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} else {
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glTexImage2D(GL_TEXTURE_2D, lvl, GL_RGBA, width, height, 0, PIXEL_FORMAT, TRANSFER_FORMAT, cur);
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}
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if (prev != bmp->scan0) Mem_Free(prev);
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prev = cur;
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rowWidth = width;
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}
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if (prev != bmp->scan0) Mem_Free(prev);
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}
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GfxResourceID Gfx_CreateTexture(struct Bitmap* bmp, cc_uint8 flags, cc_bool mipmaps) {
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GLuint texId;
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glGenTextures(1, &texId);
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glBindTexture(GL_TEXTURE_2D, texId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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if (!Math_IsPowOf2(bmp->width) || !Math_IsPowOf2(bmp->height)) {
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Logger_Abort("Textures must have power of two dimensions");
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}
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if (Gfx.LostContext) return 0;
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if (mipmaps) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
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if (customMipmapsLevels) {
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int lvls = CalcMipmapsLevels(bmp->width, bmp->height);
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glTexParameteri(GL_TEXTURE_2D, _GL_TEXTURE_MAX_LEVEL, lvls);
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}
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} else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bmp->width, bmp->height, 0, PIXEL_FORMAT, TRANSFER_FORMAT, bmp->scan0);
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if (mipmaps) Gfx_DoMipmaps(0, 0, bmp, bmp->width, false);
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return texId;
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}
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#define UPDATE_FAST_SIZE (64 * 64)
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static CC_NOINLINE void UpdateTextureSlow(int x, int y, struct Bitmap* part, int rowWidth) {
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BitmapCol buffer[UPDATE_FAST_SIZE];
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void* ptr = (void*)buffer;
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int count = part->width * part->height;
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/* cannot allocate memory on the stack for very big updates */
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if (count > UPDATE_FAST_SIZE) {
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ptr = Mem_Alloc(count, 4, "Gfx_UpdateTexture temp");
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}
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CopyTextureData(ptr, part->width << 2, part, rowWidth << 2);
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glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, part->width, part->height, PIXEL_FORMAT, TRANSFER_FORMAT, ptr);
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if (count > UPDATE_FAST_SIZE) Mem_Free(ptr);
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}
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void Gfx_UpdateTexture(GfxResourceID texId, int x, int y, struct Bitmap* part, int rowWidth, cc_bool mipmaps) {
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glBindTexture(GL_TEXTURE_2D, (GLuint)texId);
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/* TODO: Use GL_UNPACK_ROW_LENGTH for Desktop OpenGL */
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if (part->width == rowWidth) {
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glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, part->width, part->height, PIXEL_FORMAT, TRANSFER_FORMAT, part->scan0);
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} else {
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UpdateTextureSlow(x, y, part, rowWidth);
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}
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if (mipmaps) Gfx_DoMipmaps(x, y, part, rowWidth, true);
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}
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void Gfx_UpdateTexturePart(GfxResourceID texId, int x, int y, struct Bitmap* part, cc_bool mipmaps) {
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Gfx_UpdateTexture(texId, x, y, part, part->width, mipmaps);
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}
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void Gfx_BindTexture(GfxResourceID texId) {
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glBindTexture(GL_TEXTURE_2D, (GLuint)texId);
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}
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void Gfx_DeleteTexture(GfxResourceID* texId) {
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GLuint id = (GLuint)(*texId);
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if (!id) return;
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glDeleteTextures(1, &id);
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*texId = 0;
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}
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void Gfx_EnableMipmaps(void) { }
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void Gfx_DisableMipmaps(void) { }
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/*########################################################################################################################*
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*-----------------------------------------------------State management----------------------------------------------------*
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*#########################################################################################################################*/
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static PackedCol gfx_clearColor, gfx_fogColor;
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static float gfx_fogEnd = -1.0f, gfx_fogDensity = -1.0f;
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static int gfx_fogMode = -1;
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void Gfx_SetFaceCulling(cc_bool enabled) { gl_Toggle(GL_CULL_FACE); }
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void Gfx_SetAlphaBlending(cc_bool enabled) { gl_Toggle(GL_BLEND); }
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void Gfx_SetAlphaArgBlend(cc_bool enabled) { }
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static void GL_ClearCol(PackedCol col) {
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glClearColor(PackedCol_R(col) / 255.0f, PackedCol_G(col) / 255.0f,
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PackedCol_B(col) / 255.0f, PackedCol_A(col) / 255.0f);
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}
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void Gfx_ClearCol(PackedCol col) {
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if (col == gfx_clearColor) return;
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GL_ClearCol(col);
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gfx_clearColor = col;
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}
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void Gfx_SetColWriteMask(cc_bool r, cc_bool g, cc_bool b, cc_bool a) {
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glColorMask(r, g, b, a);
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}
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void Gfx_SetDepthWrite(cc_bool enabled) { glDepthMask(enabled); }
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void Gfx_SetDepthTest(cc_bool enabled) { gl_Toggle(GL_DEPTH_TEST); }
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void Gfx_CalcOrthoMatrix(float width, float height, struct Matrix* matrix) {
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Matrix_Orthographic(matrix, 0.0f, width, 0.0f, height, ORTHO_NEAR, ORTHO_FAR);
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}
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void Gfx_CalcPerspectiveMatrix(float fov, float aspect, float zFar, struct Matrix* matrix) {
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float zNear = 0.1f;
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Matrix_PerspectiveFieldOfView(matrix, fov, aspect, zNear, zFar);
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}
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/*########################################################################################################################*
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*-------------------------------------------------------Index buffers-----------------------------------------------------*
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@ -423,22 +226,7 @@ void Gfx_UnlockVb(GfxResourceID vb) {
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_glBufferData(_GL_ARRAY_BUFFER, tmpSize, tmpData, _GL_STATIC_DRAW);
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}
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#else
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static void UpdateDisplayList(GLuint list, void* vertices, VertexFormat fmt, int count) {
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/* We need to restore client state afer building the list */
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int realFormat = gfx_format;
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void* dyn_data = dynamicListData;
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Gfx_SetVertexFormat(fmt);
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dynamicListData = vertices;
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glNewList(list, GL_COMPILE);
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gfx_setupVBFunc();
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glDrawElements(GL_TRIANGLES, ICOUNT(count), GL_UNSIGNED_SHORT, gl_indices);
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glEndList();
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Gfx_SetVertexFormat(realFormat);
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dynamicListData = dyn_data;
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}
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static void UpdateDisplayList(GLuint list, void* vertices, VertexFormat fmt, int count);
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GfxResourceID Gfx_CreateVb(VertexFormat fmt, int count) { return glGenLists(1); }
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void Gfx_BindVb(GfxResourceID vb) { activeList = (GLuint)vb; }
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@ -526,90 +314,15 @@ void Gfx_SetDynamicVbData(GfxResourceID vb, void* vertices, int vCount) {
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/*########################################################################################################################*
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*-----------------------------------------------------------Misc----------------------------------------------------------*
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*-----------------------------------------------------State management----------------------------------------------------*
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*#########################################################################################################################*/
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static BitmapCol* GL_GetRow(struct Bitmap* bmp, int y) {
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/* OpenGL stores bitmap in bottom-up order, so flip order when saving */
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return Bitmap_GetRow(bmp, (bmp->height - 1) - y);
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}
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cc_result Gfx_TakeScreenshot(struct Stream* output) {
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struct Bitmap bmp;
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cc_result res;
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GLint vp[4];
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glGetIntegerv(GL_VIEWPORT, vp); /* { x, y, width, height } */
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bmp.width = vp[2];
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bmp.height = vp[3];
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static PackedCol gfx_fogColor;
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static float gfx_fogEnd = -1.0f, gfx_fogDensity = -1.0f;
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static int gfx_fogMode = -1;
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bmp.scan0 = (BitmapCol*)Mem_TryAlloc(bmp.width * bmp.height, 4);
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if (!bmp.scan0) return ERR_OUT_OF_MEMORY;
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glReadPixels(0, 0, bmp.width, bmp.height, PIXEL_FORMAT, TRANSFER_FORMAT, bmp.scan0);
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res = Png_Encode(&bmp, output, GL_GetRow, false);
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Mem_Free(bmp.scan0);
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return res;
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}
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static void AppendVRAMStats(cc_string* info) {
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static const cc_string memExt = String_FromConst("GL_NVX_gpu_memory_info");
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GLint totalKb, curKb;
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float total, cur;
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/* NOTE: glGetString returns UTF8, but I just treat it as code page 437 */
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cc_string exts = String_FromReadonly((const char*)glGetString(GL_EXTENSIONS));
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if (!String_CaselessContains(&exts, &memExt)) return;
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glGetIntegerv(0x9048, &totalKb);
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glGetIntegerv(0x9049, &curKb);
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if (totalKb <= 0 || curKb <= 0) return;
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total = totalKb / 1024.0f; cur = curKb / 1024.0f;
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String_Format2(info, "Video memory: %f2 MB total, %f2 free\n", &total, &cur);
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}
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void Gfx_GetApiInfo(cc_string* info) {
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GLint depthBits;
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int pointerSize = sizeof(void*) * 8;
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glGetIntegerv(GL_DEPTH_BITS, &depthBits);
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String_Format1(info, "-- Using OpenGL (%i bit) --\n", &pointerSize);
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String_Format1(info, "Vendor: %c\n", glGetString(GL_VENDOR));
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String_Format1(info, "Renderer: %c\n", glGetString(GL_RENDERER));
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String_Format1(info, "GL version: %c\n", glGetString(GL_VERSION));
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AppendVRAMStats(info);
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String_Format2(info, "Max texture size: (%i, %i)\n", &Gfx.MaxTexWidth, &Gfx.MaxTexHeight);
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String_Format1(info, "Depth buffer bits: %i\n", &depthBits);
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GLContext_GetApiInfo(info);
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}
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void Gfx_SetFpsLimit(cc_bool vsync, float minFrameMs) {
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gfx_minFrameMs = minFrameMs;
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gfx_vsync = vsync;
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if (Gfx.Created) GL_UpdateVsync();
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}
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void Gfx_BeginFrame(void) { frameStart = Stopwatch_Measure(); }
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void Gfx_Clear(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); }
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void Gfx_EndFrame(void) {
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if (!GLContext_SwapBuffers()) Gfx_LoseContext("GLContext lost");
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if (gfx_minFrameMs) LimitFPS();
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}
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void Gfx_OnWindowResize(void) {
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GLContext_Update();
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/* In case GLContext_Update changes window bounds */
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/* TODO: Eliminate this nasty hack.. */
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Game_UpdateDimensions();
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glViewport(0, 0, Game.Width, Game.Height);
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}
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/*########################################################################################################################*
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*------------------------------------------------------OpenGL legacy------------------------------------------------------*
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*#########################################################################################################################*/
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void Gfx_SetFog(cc_bool enabled) {
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gfx_fogEnabled = enabled;
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gl_Toggle(GL_FOG);
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if (enabled) { glEnable(GL_FOG); } else { glDisable(GL_FOG); }
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}
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void Gfx_SetFogCol(PackedCol col) {
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@ -649,9 +362,17 @@ void Gfx_SetFogMode(FogFunc func) {
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gfx_fogMode = func;
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}
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void Gfx_SetTexturing(cc_bool enabled) { gl_Toggle(GL_TEXTURE_2D); }
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void Gfx_SetAlphaTest(cc_bool enabled) { gl_Toggle(GL_ALPHA_TEST); }
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void Gfx_SetTexturing(cc_bool enabled) {
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if (enabled) { glEnable(GL_TEXTURE_2D); } else { glDisable(GL_TEXTURE_2D); }
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}
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void Gfx_SetAlphaTest(cc_bool enabled) {
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if (enabled) { glEnable(GL_ALPHA_TEST); } else { glDisable(GL_ALPHA_TEST); }
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}
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/*########################################################################################################################*
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*---------------------------------------------------------Matrices--------------------------------------------------------*
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*#########################################################################################################################*/
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static GLenum matrix_modes[3] = { GL_PROJECTION, GL_MODELVIEW, GL_TEXTURE };
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static int lastMatrix;
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@ -673,6 +394,10 @@ void Gfx_EnableTextureOffset(float x, float y) {
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void Gfx_DisableTextureOffset(void) { Gfx_LoadIdentityMatrix(2); }
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/*########################################################################################################################*
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*-------------------------------------------------------State setup-------------------------------------------------------*
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*#########################################################################################################################*/
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static void Gfx_FreeState(void) { FreeDefaultResources(); }
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static void Gfx_RestoreState(void) {
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InitDefaultResources();
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281
src/_GLShared.h
Normal file
281
src/_GLShared.h
Normal file
@ -0,0 +1,281 @@
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#if defined CC_BUILD_WEB || defined CC_BUILD_ANDROID
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#define PIXEL_FORMAT GL_RGBA
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#else
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#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
|
||||
|
||||
|
||||
/*########################################################################################################################*
|
||||
*---------------------------------------------------------General---------------------------------------------------------*
|
||||
*#########################################################################################################################*/
|
||||
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;
|
||||
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);
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user