Split up OpenGL1 backend into Graphics_GL1.c and _GLShared.h

This commit is contained in:
UnknownShadow200 2021-10-30 14:16:51 +11:00
parent ba137e6c2b
commit 7a32b65d19
5 changed files with 308 additions and 298 deletions

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@ -250,6 +250,7 @@
<ClInclude Include="Widgets.h" />
<ClInclude Include="Window.h" />
<ClInclude Include="World.h" />
<ClInclude Include="_GLShared.h" />
<ClInclude Include="_GraphicsBase.h" />
<ClInclude Include="_HttpBase.h" />
<ClInclude Include="_PlatformBase.h" />

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@ -327,6 +327,9 @@
<ClInclude Include="_WindowBase.h">
<Filter>Header Files\Platform</Filter>
</ClInclude>
<ClInclude Include="_GLShared.h">
<Filter>Header Files\Graphics</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="String.c">

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@ -152,7 +152,7 @@ Thus it is **NOT SAFE** to allocate a string on the stack. */
#ifndef CC_BUILD_MANUAL
#if defined _WIN32
#define CC_BUILD_WIN
#define CC_BUILD_D3D9
#define CC_BUILD_GL
#define CC_BUILD_WINGUI
#define CC_BUILD_WININET
#define CC_BUILD_WINMM

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

281
src/_GLShared.h Normal file
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@ -0,0 +1,281 @@
#if defined CC_BUILD_WEB || defined CC_BUILD_ANDROID
#define PIXEL_FORMAT GL_RGBA
#else
#define PIXEL_FORMAT 0x80E1 /* GL_BGRA_EXT */
#endif
#if defined CC_BIG_ENDIAN
/* Pixels are stored in memory as A,R,G,B but GL_UNSIGNED_BYTE will interpret as B,G,R,A */
/* So use GL_UNSIGNED_INT_8_8_8_8_REV instead to remedy this */
#define TRANSFER_FORMAT GL_UNSIGNED_INT_8_8_8_8_REV
#else
/* Pixels are stored in memory as B,G,R,A and GL_UNSIGNED_BYTE will interpret as B,G,R,A */
/* So fine to just use GL_UNSIGNED_BYTE here */
#define TRANSFER_FORMAT GL_UNSIGNED_BYTE
#endif
/*########################################################################################################################*
*---------------------------------------------------------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);
}