panda3d/panda/src/glstuff/glGraphicsStateGuardian_src.cxx

13572 lines
430 KiB
C++

/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file glGraphicsStateGuardian_src.cxx
* @author drose
* @date 1999-02-02
* @author fperazzi, PandaSE
* @date 2010-05-05
* get_supports_cg_profile)
*/
#include "config_util.h"
#include "displayRegion.h"
#include "renderBuffer.h"
#include "geom.h"
#include "geomVertexData.h"
#include "geomTriangles.h"
#include "geomTristrips.h"
#include "geomTrifans.h"
#include "geomLines.h"
#include "geomLinestrips.h"
#include "geomPoints.h"
#include "geomVertexReader.h"
#include "graphicsWindow.h"
#include "lens.h"
#include "perspectiveLens.h"
#include "directionalLight.h"
#include "pointLight.h"
#include "spotlight.h"
#include "planeNode.h"
#include "fog.h"
#include "clockObject.h"
#include "string_utils.h"
#include "nodePath.h"
#include "dcast.h"
#include "pvector.h"
#include "vector_string.h"
#include "string_utils.h"
#include "pnmImage.h"
#include "config_gobj.h"
#include "lightMutexHolder.h"
#include "indirectLess.h"
#include "pStatTimer.h"
#include "load_prc_file.h"
#include "bamCache.h"
#include "bamCacheRecord.h"
#include "alphaTestAttrib.h"
#include "clipPlaneAttrib.h"
#include "cullFaceAttrib.h"
#include "depthOffsetAttrib.h"
#include "depthWriteAttrib.h"
#include "fogAttrib.h"
#include "lightAttrib.h"
#include "logicOpAttrib.h"
#include "materialAttrib.h"
#include "rescaleNormalAttrib.h"
#include "scissorAttrib.h"
#include "shadeModelAttrib.h"
#include "stencilAttrib.h"
#include "graphicsEngine.h"
#include "shaderGenerator.h"
#include "samplerState.h"
#include "displayInformation.h"
#if defined(HAVE_CG) && !defined(OPENGLES)
#include "Cg/cgGL.h"
#endif
#include <algorithm>
TypeHandle CLP(GraphicsStateGuardian)::_type_handle;
PStatCollector CLP(GraphicsStateGuardian)::_load_display_list_pcollector("Draw:Transfer data:Display lists");
PStatCollector CLP(GraphicsStateGuardian)::_primitive_batches_display_list_pcollector("Primitive batches:Display lists");
PStatCollector CLP(GraphicsStateGuardian)::_vertices_display_list_pcollector("Vertices:Display lists");
PStatCollector CLP(GraphicsStateGuardian)::_vertices_immediate_pcollector("Vertices:Immediate mode");
PStatCollector CLP(GraphicsStateGuardian)::_memory_barrier_pcollector("Draw:Memory barriers");
PStatCollector CLP(GraphicsStateGuardian)::_vertex_array_update_pcollector("Draw:Update arrays");
PStatCollector CLP(GraphicsStateGuardian)::_texture_update_pcollector("Draw:Update texture");
PStatCollector CLP(GraphicsStateGuardian)::_fbo_bind_pcollector("Draw:Bind FBO");
PStatCollector CLP(GraphicsStateGuardian)::_check_error_pcollector("Draw:Check errors");
#ifndef OPENGLES_1
PT(Shader) CLP(GraphicsStateGuardian)::_default_shader = NULL;
#endif
// The following noop functions are assigned to the corresponding glext
// function pointers in the class, in case the functions are not defined by
// the GL, just so it will always be safe to call the extension functions.
static void APIENTRY
null_glPointParameterfv(GLenum, const GLfloat *) {
}
#ifdef OPENGLES_1
// OpenGL ES 1 doesn't support this, period. Might as well macro it.
#define _glDrawRangeElements(mode, start, end, count, type, indices) \
glDrawElements(mode, count, type, indices)
#else
static void APIENTRY
null_glDrawRangeElements(GLenum mode, GLuint start, GLuint end,
GLsizei count, GLenum type, const GLvoid *indices) {
// If we don't support glDrawRangeElements(), just use the original
// glDrawElements() instead.
glDrawElements(mode, count, type, indices);
}
#endif
#if defined(OPENGLES) && !defined(OPENGLES_1)
static void APIENTRY
null_glVertexAttrib4dv(GLuint index, const GLdouble *v) {
GLfloat vf[4] = {(GLfloat)v[0], (GLfloat)v[1], (GLfloat)v[2], (GLfloat)v[3]};
glVertexAttrib4fv(index, vf);
}
#endif
static void APIENTRY
null_glActiveTexture(GLenum gl_texture_stage) {
// If we don't support multitexture, we'd better not try to request a
// texture beyond the first texture stage.
nassertv(gl_texture_stage == GL_TEXTURE0);
}
#ifdef OPENGLES_2
#define _glBlendEquation glBlendEquation
#define _glBlendEquationSeparate glBlendEquationSeparate
#define _glBlendFuncSeparate glBlendFuncSeparate
#define _glBlendColor glBlendColor
#else
static void APIENTRY
null_glBlendEquation(GLenum) {
}
static void APIENTRY
null_glBlendFuncSeparate(GLenum src, GLenum dest, GLenum, GLenum) {
glBlendFunc(src, dest);
}
static void APIENTRY
null_glBlendColor(GLclampf, GLclampf, GLclampf, GLclampf) {
}
#endif
#ifndef OPENGLES_1
// We have a default shader that will be applied when there isn't any shader
// applied (e.g. if it failed to compile). We need this because OpenGL ES
// 2.x and OpenGL 3.2+ core don't have a fixed-function pipeline. This
// default shader just applies a single texture, which is good enough for
// drawing GUIs and such.
static const string default_vshader =
#ifndef OPENGLES
"#version 130\n"
"in vec4 p3d_Vertex;\n"
"in vec4 p3d_Color;\n"
"in vec2 p3d_MultiTexCoord0;\n"
"out vec2 texcoord;\n"
"out vec4 color;\n"
#else
"precision mediump float;\n"
"attribute vec4 p3d_Vertex;\n"
"attribute vec4 p3d_Color;\n"
"attribute vec2 p3d_MultiTexCoord0;\n"
"varying vec2 texcoord;\n"
"varying lowp vec4 color;\n"
#endif
"uniform mat4 p3d_ModelViewProjectionMatrix;\n"
"uniform vec4 p3d_ColorScale;\n"
"void main(void) {\n"
" gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex;\n"
" texcoord = p3d_MultiTexCoord0;\n"
" color = p3d_Color;\n"
"}\n";
static const string default_fshader =
#ifndef OPENGLES
"#version 130\n"
"in vec2 texcoord;\n"
"in vec4 color;\n"
"out vec4 p3d_FragColor;\n"
"uniform sampler2D p3d_Texture0;\n"
"uniform vec4 p3d_TexAlphaOnly;\n"
#else
"precision mediump float;\n"
"varying vec2 texcoord;\n"
"varying lowp vec4 color;\n"
"uniform lowp sampler2D p3d_Texture0;\n"
"uniform lowp vec4 p3d_TexAlphaOnly;\n"
#endif
"void main(void) {\n"
#ifndef OPENGLES
" p3d_FragColor = texture(p3d_Texture0, texcoord);\n"
" p3d_FragColor += p3d_TexAlphaOnly;\n" // Hack for text rendering
" p3d_FragColor *= color;\n"
#else
" gl_FragColor = texture2D(p3d_Texture0, texcoord);\n"
" gl_FragColor += p3d_TexAlphaOnly;\n" // Hack for text rendering
" gl_FragColor *= color;\n"
#endif
"}\n";
#endif
/**
* Recopies the given array of pixels, converting from BGR to RGB arrangement.
*/
static void
uchar_bgr_to_rgb(unsigned char *dest, const unsigned char *source,
int num_pixels) {
for (int i = 0; i < num_pixels; i++) {
dest[0] = source[2];
dest[1] = source[1];
dest[2] = source[0];
dest += 3;
source += 3;
}
}
/**
* Recopies the given array of pixels, converting from BGRA to RGBA
* arrangement.
*/
static void
uchar_bgra_to_rgba(unsigned char *dest, const unsigned char *source,
int num_pixels) {
for (int i = 0; i < num_pixels; i++) {
dest[0] = source[2];
dest[1] = source[1];
dest[2] = source[0];
dest[3] = source[3];
dest += 4;
source += 4;
}
}
/**
* Recopies the given array of pixels, converting from BGR to RGB arrangement.
*/
static void
ushort_bgr_to_rgb(unsigned short *dest, const unsigned short *source,
int num_pixels) {
for (int i = 0; i < num_pixels; i++) {
dest[0] = source[2];
dest[1] = source[1];
dest[2] = source[0];
dest += 3;
source += 3;
}
}
/**
* Recopies the given array of pixels, converting from BGRA to RGBA
* arrangement.
*/
static void
ushort_bgra_to_rgba(unsigned short *dest, const unsigned short *source,
int num_pixels) {
for (int i = 0; i < num_pixels; i++) {
dest[0] = source[2];
dest[1] = source[1];
dest[2] = source[0];
dest[3] = source[3];
dest += 4;
source += 4;
}
}
/**
* Reverses the order of the components within the image, to convert (for
* instance) GL_BGR to GL_RGB. Returns the byte pointer representing the
* converted image, or the original image if it is unchanged.
*
* new_image must be supplied; it is the PTA_uchar that will be used to hold
* the converted image if required. It will be modified only if the
* conversion is necessary, in which case the data will be stored there, and
* this pointer will be returned. If the conversion is not necessary, this
* pointer will be left unchanged.
*/
static const unsigned char *
fix_component_ordering(PTA_uchar &new_image,
const unsigned char *orig_image, size_t orig_image_size,
GLenum external_format, Texture *tex) {
const unsigned char *result = orig_image;
switch (external_format) {
case GL_RGB:
switch (tex->get_component_type()) {
case Texture::T_unsigned_byte:
case Texture::T_byte:
new_image = PTA_uchar::empty_array(orig_image_size);
uchar_bgr_to_rgb(new_image, orig_image, orig_image_size / 3);
result = new_image;
break;
case Texture::T_unsigned_short:
case Texture::T_short:
new_image = PTA_uchar::empty_array(orig_image_size);
ushort_bgr_to_rgb((unsigned short *)new_image.p(),
(const unsigned short *)orig_image,
orig_image_size / 6);
result = new_image;
break;
default:
break;
}
break;
case GL_RGBA:
switch (tex->get_component_type()) {
case Texture::T_unsigned_byte:
case Texture::T_byte:
new_image = PTA_uchar::empty_array(orig_image_size);
uchar_bgra_to_rgba(new_image, orig_image, orig_image_size / 4);
result = new_image;
break;
case Texture::T_unsigned_short:
case Texture::T_short:
new_image = PTA_uchar::empty_array(orig_image_size);
ushort_bgra_to_rgba((unsigned short *)new_image.p(),
(const unsigned short *)orig_image,
orig_image_size / 8);
result = new_image;
break;
default:
break;
}
break;
default:
break;
}
return result;
}
// #--- Zhao Nov2011
string CLP(GraphicsStateGuardian)::get_driver_vendor() { return _gl_vendor; }
string CLP(GraphicsStateGuardian)::get_driver_renderer() { return _gl_renderer; }
string CLP(GraphicsStateGuardian)::get_driver_version() { return _gl_version; }
int CLP(GraphicsStateGuardian)::get_driver_version_major() { return _gl_version_major; }
int CLP(GraphicsStateGuardian)::get_driver_version_minor() { return _gl_version_minor; }
int CLP(GraphicsStateGuardian)::get_driver_shader_version_major() { return _gl_shadlang_ver_major; }
int CLP(GraphicsStateGuardian)::get_driver_shader_version_minor() { return _gl_shadlang_ver_minor; }
/**
*
*/
CLP(GraphicsStateGuardian)::
CLP(GraphicsStateGuardian)(GraphicsEngine *engine, GraphicsPipe *pipe) :
GraphicsStateGuardian(gl_coordinate_system, engine, pipe),
_renderbuffer_residency(get_prepared_objects()->get_name(), "renderbuffer")
{
_error_count = 0;
_last_error_check = -1.0;
// calling glGetError() forces a sync, this turns it on if you want to.
_check_errors = gl_check_errors;
_force_flush = gl_force_flush;
_gl_shadlang_ver_major = 0;
_gl_shadlang_ver_minor = 0;
// Hack. Turn on the flag that we turned off at a higher level, since we
// know this works properly in OpenGL, and we want the performance benefit
// it gives us.
_prepared_objects->_support_released_buffer_cache = true;
// Assume that we will get a hardware-accelerated context, unless the window
// tells us otherwise.
_is_hardware = true;
_scissor_enabled = false;
_scissor_attrib_active = false;
_white_texture = 0;
#ifndef OPENGLES
_shader_point_size = false;
#endif
#ifdef HAVE_CG
_cg_context = 0;
#endif
#ifdef DO_PSTATS
if (gl_finish) {
GLCAT.warning()
<< "The config variable gl-finish is set to true. This may have a substantial negative impact on your render performance.\n";
}
#endif // DO_PSTATS
}
/**
*
*/
CLP(GraphicsStateGuardian)::
~CLP(GraphicsStateGuardian)() {
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "GLGraphicsStateGuardian " << this << " destructing\n";
}
close_gsg();
}
/**
* This is called by the GL if an error occurs, if gl_debug has been enabled
* (and the driver supports the GL_ARB_debug_output extension).
*/
void CLP(GraphicsStateGuardian)::
debug_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, GLvoid *userParam) {
// Determine how to map the severity level.
NotifySeverity level;
switch (severity) {
case GL_DEBUG_SEVERITY_HIGH:
level = NS_error;
break;
case GL_DEBUG_SEVERITY_MEDIUM:
if (type == GL_DEBUG_TYPE_PERFORMANCE) {
// Performance warnings should really be "info".
level = NS_info;
} else {
level = NS_warning;
}
break;
case GL_DEBUG_SEVERITY_LOW:
level = NS_info;
break;
case GL_DEBUG_SEVERITY_NOTIFICATION:
level = NS_debug;
break;
default:
level = NS_fatal; //???
break;
}
string msg_str(message, length);
GLCAT.out(level) << msg_str << "\n";
#ifndef NDEBUG
if (level >= gl_debug_abort_level.get_value()) {
abort();
}
#endif
}
/**
* Resets all internal state as if the gsg were newly created.
*/
void CLP(GraphicsStateGuardian)::
reset() {
_last_error_check = -1.0;
free_pointers();
GraphicsStateGuardian::reset();
// Build _inv_state_mask as a mask of 1's where we don't care, and 0's where
// we do care, about the state. _inv_state_mask =
// RenderState::SlotMask::all_on();
_inv_state_mask.clear_bit(ShaderAttrib::get_class_slot());
_inv_state_mask.clear_bit(AlphaTestAttrib::get_class_slot());
_inv_state_mask.clear_bit(AntialiasAttrib::get_class_slot());
_inv_state_mask.clear_bit(ClipPlaneAttrib::get_class_slot());
_inv_state_mask.clear_bit(ColorAttrib::get_class_slot());
_inv_state_mask.clear_bit(ColorScaleAttrib::get_class_slot());
_inv_state_mask.clear_bit(CullFaceAttrib::get_class_slot());
_inv_state_mask.clear_bit(DepthOffsetAttrib::get_class_slot());
_inv_state_mask.clear_bit(DepthTestAttrib::get_class_slot());
_inv_state_mask.clear_bit(DepthWriteAttrib::get_class_slot());
_inv_state_mask.clear_bit(RenderModeAttrib::get_class_slot());
_inv_state_mask.clear_bit(RescaleNormalAttrib::get_class_slot());
_inv_state_mask.clear_bit(ShadeModelAttrib::get_class_slot());
_inv_state_mask.clear_bit(TransparencyAttrib::get_class_slot());
_inv_state_mask.clear_bit(ColorWriteAttrib::get_class_slot());
_inv_state_mask.clear_bit(ColorBlendAttrib::get_class_slot());
_inv_state_mask.clear_bit(LogicOpAttrib::get_class_slot());
_inv_state_mask.clear_bit(TextureAttrib::get_class_slot());
_inv_state_mask.clear_bit(TexGenAttrib::get_class_slot());
_inv_state_mask.clear_bit(TexMatrixAttrib::get_class_slot());
_inv_state_mask.clear_bit(MaterialAttrib::get_class_slot());
_inv_state_mask.clear_bit(LightAttrib::get_class_slot());
_inv_state_mask.clear_bit(StencilAttrib::get_class_slot());
_inv_state_mask.clear_bit(FogAttrib::get_class_slot());
_inv_state_mask.clear_bit(ScissorAttrib::get_class_slot());
// Output the vendor and version strings.
query_gl_version();
if (_gl_version_major == 0) {
// Couldn't get GL. Fail.
mark_new();
return;
}
// Save the extensions tokens.
_extensions.clear();
// In OpenGL (ES) 3.0 and later, glGetString(GL_EXTENSIONS) is deprecated.
#ifndef OPENGLES_1
if (_gl_version_major >= 3) {
PFNGLGETSTRINGIPROC _glGetStringi =
(PFNGLGETSTRINGIPROC)get_extension_func("glGetStringi");
if (_glGetStringi != NULL) {
GLint n = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &n);
for (GLint i = 0; i < n; ++i) {
const char *extension = (const char *)_glGetStringi(GL_EXTENSIONS, i);
_extensions.insert(string(extension));
}
} else {
GLCAT.error() << "glGetStringi is not available!\n";
save_extensions((const char *)glGetString(GL_EXTENSIONS));
}
} else
#endif
{
save_extensions((const char *)glGetString(GL_EXTENSIONS));
}
get_extra_extensions();
// This needs access to the extensions, so put this after save_extensions.
query_glsl_version();
#ifndef OPENGLES
bool core_profile = is_at_least_gl_version(3, 2) &&
!has_extension("GL_ARB_compatibility");
if (GLCAT.is_debug()) {
if (core_profile) {
GLCAT.debug() << "Using core profile\n";
} else {
GLCAT.debug() << "Using compatibility profile\n";
}
}
#elif defined(OPENGLES_1)
static const bool core_profile = false;
#else
static const bool core_profile = true;
#endif
// Print out a list of all extensions.
report_extensions();
// Initialize OpenGL debugging output first, if enabled and supported.
_supports_debug = false;
_use_object_labels = false;
if (gl_debug) {
PFNGLDEBUGMESSAGECALLBACKPROC_P _glDebugMessageCallback;
PFNGLDEBUGMESSAGECONTROLPROC _glDebugMessageControl;
if (is_at_least_gl_version(4, 3) || has_extension("GL_KHR_debug")) {
#ifdef OPENGLES
_glDebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC_P)
get_extension_func("glDebugMessageCallbackKHR");
_glDebugMessageControl = (PFNGLDEBUGMESSAGECONTROLPROC)
get_extension_func("glDebugMessageControlKHR");
_glObjectLabel = (PFNGLOBJECTLABELPROC)
get_extension_func("glObjectLabelKHR");
#else
_glDebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC_P)
get_extension_func("glDebugMessageCallback");
_glDebugMessageControl = (PFNGLDEBUGMESSAGECONTROLPROC)
get_extension_func("glDebugMessageControl");
_glObjectLabel = (PFNGLOBJECTLABELPROC)
get_extension_func("glObjectLabel");
#endif
glEnable(GL_DEBUG_OUTPUT); // Not supported in ARB version
_supports_debug = true;
_use_object_labels = gl_debug_object_labels;
#ifndef OPENGLES
} else if (has_extension("GL_ARB_debug_output")) {
_glDebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC_P)
get_extension_func("glDebugMessageCallbackARB");
_glDebugMessageControl = (PFNGLDEBUGMESSAGECONTROLPROC)
get_extension_func("glDebugMessageControlARB");
_supports_debug = true;
#endif
}
if (_supports_debug) {
// Set the categories we want to listen to.
_glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_HIGH,
0, NULL, GLCAT.is_error());
_glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM,
0, NULL, GLCAT.is_warning());
_glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW,
0, NULL, GLCAT.is_info());
_glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_NOTIFICATION,
0, NULL, GLCAT.is_debug());
// Enable the callback.
_glDebugMessageCallback((GLDEBUGPROC_P) &debug_callback, (void*)this);
if (gl_debug_synchronous) {
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
}
GLCAT.info() << "gl-debug enabled.\n";
} else {
GLCAT.warning() << "gl-debug enabled, but NOT supported.\n";
}
} else {
// However, still check if it is supported.
_supports_debug = is_at_least_gl_version(4, 3)
|| has_extension("GL_KHR_debug")
|| has_extension("GL_ARB_debug_output");
if (_supports_debug) {
GLCAT.debug() << "gl-debug supported, but NOT enabled.\n";
} else {
GLCAT.debug() << "gl-debug disabled and unsupported.\n";
}
}
_supported_geom_rendering =
#ifndef OPENGLES
Geom::GR_render_mode_wireframe | Geom::GR_render_mode_point |
#endif
Geom::GR_indexed_point |
Geom::GR_point | Geom::GR_point_uniform_size |
Geom::GR_indexed_other |
Geom::GR_triangle_strip | Geom::GR_triangle_fan |
Geom::GR_line_strip |
Geom::GR_flat_last_vertex;
_supports_point_parameters = false;
#ifdef OPENGLES_1
_glPointParameterfv = glPointParameterfv;
#elif defined(OPENGLES)
// Other OpenGL ES versions don't support point parameters.
#else
if (is_at_least_gl_version(1, 4)) {
_supports_point_parameters = true;
_glPointParameterfv = (PFNGLPOINTPARAMETERFVPROC)
get_extension_func("glPointParameterfv");
} else if (has_extension("GL_ARB_point_parameters")) {
_supports_point_parameters = true;
_glPointParameterfv = (PFNGLPOINTPARAMETERFVPROC)
get_extension_func("glPointParameterfvARB");
}
if (_supports_point_parameters) {
if (_glPointParameterfv == NULL) {
GLCAT.warning()
<< "glPointParameterfv advertised as supported by OpenGL runtime, but could not get pointers to extension functions.\n";
_supports_point_parameters = false;
}
}
if (_supports_point_parameters) {
_supported_geom_rendering |= Geom::GR_point_perspective | Geom::GR_point_scale;
} else {
_glPointParameterfv = null_glPointParameterfv;
}
#endif // !OPENGLES_2
#if defined(OPENGLES_2)
// OpenGL ES 2 doesn't have point sprites.
_supports_point_sprite = false;
#elif defined(OPENGLES_1)
_supports_point_sprite = has_extension("GL_OES_point_sprite");
#else
_supports_point_sprite = is_at_least_gl_version(2, 0) ||
has_extension("GL_ARB_point_sprite");
#endif
if (_supports_point_sprite) {
// It appears that the point_sprite extension doesn't support texture
// transforms on the generated texture coordinates. How inconsistent.
// Because of this, we don't advertise GR_point_sprite_tex_matrix.
_supported_geom_rendering |= Geom::GR_point_sprite;
}
#ifdef OPENGLES_1
// OpenGL ES 1.0 does not support primitive restart indices.
#elif defined(OPENGLES)
if (gl_support_primitive_restart_index && is_at_least_gles_version(3, 0)) {
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
_supported_geom_rendering |= Geom::GR_strip_cut_index;
}
#else
_explicit_primitive_restart = false;
_glPrimitiveRestartIndex = NULL;
if (gl_support_primitive_restart_index) {
if ((is_at_least_gl_version(4, 3) || has_extension("GL_ARB_ES3_compatibility")) &&
_gl_renderer.substr(0, 7) != "Gallium") {
// As long as we enable this, OpenGL will always use the highest
// possible index for a numeric type as strip cut index, which coincides
// with our convention. This saves us a call to glPrimitiveRestartIndex
// ... of course, though, the Gallium driver bugs out here. See also:
// https://www.panda3d.org/forums/viewtopic.php?f=5&t=17512
glEnable(GL_PRIMITIVE_RESTART_FIXED_INDEX);
_supported_geom_rendering |= Geom::GR_strip_cut_index;
} else if (is_at_least_gl_version(3, 1)) {
// We have to use an explicit primitive restart enableindex.
_explicit_primitive_restart = true;
_supported_geom_rendering |= Geom::GR_strip_cut_index;
_glPrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC)
get_extension_func("glPrimitiveRestartIndex");
}
}
#endif
#if !defined(OPENGLES) && defined(SUPPORT_FIXED_FUNCTION)
if (is_at_least_gl_version(1, 4)) {
_glSecondaryColorPointer = (PFNGLSECONDARYCOLORPOINTERPROC)
get_extension_func("glSecondaryColorPointer");
} else if (has_extension("GL_EXT_secondary_color")) {
_glSecondaryColorPointer = (PFNGLSECONDARYCOLORPOINTERPROC)
get_extension_func("glSecondaryColorPointerEXT");
}
#endif
#ifndef OPENGLES_1
_glDrawRangeElements = null_glDrawRangeElements;
#ifdef OPENGLES
if (is_at_least_gles_version(3, 0)) {
_glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)
get_extension_func("glDrawRangeElements");
}
#else
if (is_at_least_gl_version(1, 2)) {
_glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)
get_extension_func("glDrawRangeElements");
} else if (has_extension("GL_EXT_draw_range_elements")) {
_glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)
get_extension_func("glDrawRangeElementsEXT");
}
#endif
if (_glDrawRangeElements == NULL) {
GLCAT.warning()
<< "glDrawRangeElements advertised as supported by OpenGL runtime, but could not get pointers to extension functions.\n";
_glDrawRangeElements = null_glDrawRangeElements;
}
#endif // !OPENGLES_1
_supports_3d_texture = false;
#ifndef OPENGLES_1
if (is_at_least_gl_version(1, 2) || is_at_least_gles_version(3, 0)) {
_supports_3d_texture = true;
_glTexImage3D = (PFNGLTEXIMAGE3DPROC_P)
get_extension_func("glTexImage3D");
_glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)
get_extension_func("glTexSubImage3D");
_glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)
get_extension_func("glCopyTexSubImage3D");
#ifndef OPENGLES
} else if (has_extension("GL_EXT_texture3D")) {
_supports_3d_texture = true;
_glTexImage3D = (PFNGLTEXIMAGE3DPROC_P)
get_extension_func("glTexImage3DEXT");
_glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)
get_extension_func("glTexSubImage3DEXT");
_glCopyTexSubImage3D = NULL;
if (has_extension("GL_EXT_copy_texture")) {
_glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)
get_extension_func("glCopyTexSubImage3DEXT");
}
#else
} else if (has_extension("GL_OES_texture_3D")) {
_supports_3d_texture = true;
_glTexImage3D = (PFNGLTEXIMAGE3DPROC_P)
get_extension_func("glTexImage3DOES");
_glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)
get_extension_func("glTexSubImage3DOES");
_glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)
get_extension_func("glCopyTexSubImage3DOES");
_glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DOES)
get_extension_func("glFramebufferTexture3DOES");
#endif
}
if (_supports_3d_texture) {
if (_glTexImage3D == NULL || _glTexSubImage3D == NULL) {
GLCAT.warning()
<< "3-D textures advertised as supported by OpenGL runtime, but could not get pointers to extension functions.\n";
_supports_3d_texture = false;
}
}
#endif // !OPENGLES_1
_supports_tex_storage = false;
#ifdef OPENGLES
if (is_at_least_gles_version(3, 0)) {
#else
if (is_at_least_gl_version(4, 2) || has_extension("GL_ARB_texture_storage")) {
#endif
_supports_tex_storage = true;
_glTexStorage1D = (PFNGLTEXSTORAGE1DPROC)
get_extension_func("glTexStorage1D");
_glTexStorage2D = (PFNGLTEXSTORAGE2DPROC)
get_extension_func("glTexStorage2D");
_glTexStorage3D = (PFNGLTEXSTORAGE3DPROC)
get_extension_func("glTexStorage3D");
}
#ifdef OPENGLES
else if (has_extension("GL_EXT_texture_storage")) {
_supports_tex_storage = true;
_glTexStorage1D = (PFNGLTEXSTORAGE1DPROC)
get_extension_func("glTexStorage1DEXT");
_glTexStorage2D = (PFNGLTEXSTORAGE2DPROC)
get_extension_func("glTexStorage2DEXT");
_glTexStorage3D = (PFNGLTEXSTORAGE3DPROC)
get_extension_func("glTexStorage3DEXT");
}
#endif
if (_supports_tex_storage) {
if (_glTexStorage1D == NULL || _glTexStorage2D == NULL || _glTexStorage3D == NULL) {
GLCAT.warning()
<< "Immutable texture storage advertised as supported by OpenGL runtime, but could not get pointers to extension functions.\n";
_supports_tex_storage = false;
}
}
_supports_clear_texture = false;
#ifndef OPENGLES
if (is_at_least_gl_version(4, 4) || has_extension("GL_ARB_clear_texture")) {
_glClearTexImage = (PFNGLCLEARTEXIMAGEPROC)
get_extension_func("glClearTexImage");
if (_glClearTexImage == NULL) {
GLCAT.warning()
<< "GL_ARB_clear_texture advertised as supported by OpenGL runtime, but could not get pointers to extension function.\n";
} else {
_supports_clear_texture = true;
}
}
#endif
_supports_clear_buffer = false;
#ifndef OPENGLES
if (is_at_least_gl_version(4, 3) || has_extension("GL_ARB_clear_buffer_object")) {
_glClearBufferData = (PFNGLCLEARBUFFERDATAPROC)
get_extension_func("glClearBufferData");
if (_glClearBufferData == NULL) {
GLCAT.warning()
<< "GL_ARB_clear_buffer_object advertised as supported by OpenGL runtime, but could not get pointers to extension function.\n";
} else {
_supports_clear_buffer = true;
}
}
#endif
_supports_2d_texture_array = false;
#ifndef OPENGLES_1
if (_gl_version_major >= 3) {
_supports_2d_texture_array = true;
_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)
get_extension_func("glFramebufferTextureLayer");
#ifndef OPENGLES
} else if (has_extension("GL_EXT_texture_array")) {
_supports_2d_texture_array = true;
_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)
get_extension_func("glFramebufferTextureLayerEXT");
#endif
}
if (_supports_2d_texture_array && _glFramebufferTextureLayer == NULL) {
GLCAT.warning()
<< "Texture arrays advertised as supported by OpenGL runtime, but could not get pointer to glFramebufferTextureLayer function.\n";
}
#endif // !OPENGLES_1
#ifdef OPENGLES_2
_supports_cube_map = true;
#else
_supports_cube_map =
is_at_least_gl_version(1, 3) ||
has_extension("GL_ARB_texture_cube_map") ||
has_extension("GL_OES_texture_cube_map");
#endif
#ifndef OPENGLES
if (_supports_cube_map && gl_cube_map_seamless) {
if (is_at_least_gl_version(3, 2) || has_extension("GL_ARB_seamless_cube_map")) {
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
}
}
#endif
#ifndef OPENGLES
_supports_cube_map_array = is_at_least_gl_version(4, 0) ||
has_extension("GL_ARB_texture_cube_map_array");
#endif
#ifndef OPENGLES
if (is_at_least_gl_version(3, 0)) {
_glTexBuffer = (PFNGLTEXBUFFERPROC)get_extension_func("glTexBuffer");
_supports_buffer_texture = true;
} else if (has_extension("GL_ARB_texture_buffer_object")) {
_glTexBuffer = (PFNGLTEXBUFFERPROC)get_extension_func("glTexBufferARB");
_supports_buffer_texture = true;
}
#endif
#ifdef OPENGLES
_supports_texture_srgb =
is_at_least_gles_version(3, 0) || has_extension("GL_EXT_sRGB");
#else
_supports_texture_srgb =
is_at_least_gl_version(2, 1) || has_extension("GL_EXT_texture_sRGB");
#endif
#ifdef OPENGLES
_supports_compressed_texture = true;
// Supported in the core. 1D textures are not supported by OpenGL ES.
_glCompressedTexImage1D = NULL;
_glCompressedTexImage2D = glCompressedTexImage2D;
_glCompressedTexSubImage1D = NULL;
_glCompressedTexSubImage2D = glCompressedTexSubImage2D;
_glGetCompressedTexImage = NULL;
_glCompressedTexImage3D = NULL;
_glCompressedTexSubImage3D = NULL;
#ifdef OPENGLES_2
if (_supports_3d_texture) {
_glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)
get_extension_func("glCompressedTexImage3DOES");
_glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)
get_extension_func("glCompressedTexSubImageOES");
}
#endif
#else
if (is_at_least_gl_version(1, 3)) {
_supports_compressed_texture = true;
_glCompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC)
get_extension_func("glCompressedTexImage1D");
_glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)
get_extension_func("glCompressedTexImage2D");
_glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)
get_extension_func("glCompressedTexImage3D");
_glCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)
get_extension_func("glCompressedTexSubImage1D");
_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)
get_extension_func("glCompressedTexSubImage2D");
_glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)
get_extension_func("glCompressedTexSubImage3D");
_glGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC)
get_extension_func("glGetCompressedTexImage");
} else if (has_extension("GL_ARB_texture_compression")) {
_supports_compressed_texture = true;
_glCompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC)
get_extension_func("glCompressedTexImage1DARB");
_glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)
get_extension_func("glCompressedTexImage2DARB");
_glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)
get_extension_func("glCompressedTexImage3DARB");
_glCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)
get_extension_func("glCompressedTexSubImage1DARB");
_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)
get_extension_func("glCompressedTexSubImage2DARB");
_glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)
get_extension_func("glCompressedTexSubImage3DARB");
_glGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC)
get_extension_func("glGetCompressedTexImageARB");
} else {
_supports_compressed_texture = false;
}
if (_supports_compressed_texture) {
if (_glCompressedTexImage1D == NULL ||
_glCompressedTexImage2D == NULL ||
_glCompressedTexImage3D == NULL ||
_glCompressedTexSubImage1D == NULL ||
_glCompressedTexSubImage2D == NULL ||
_glCompressedTexSubImage3D == NULL ||
_glGetCompressedTexImage == NULL) {
GLCAT.warning()
<< "Compressed textures advertised as supported by OpenGL runtime, but could not get pointers to extension functions.\n";
_supports_compressed_texture = false;
}
}
#endif
if (_supports_compressed_texture) {
#ifndef OPENGLES
_compressed_texture_formats.set_bit(Texture::CM_on);
#endif
GLint num_compressed_formats = 0;
glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &num_compressed_formats);
GLint *formats = (GLint *)alloca(num_compressed_formats * sizeof(GLint));
glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, formats);
for (int i = 0; i < num_compressed_formats; ++i) {
switch (formats[i]) {
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
_compressed_texture_formats.set_bit(Texture::CM_dxt1);
break;
#ifdef OPENGLES
case GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG:
case GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG:
_compressed_texture_formats.set_bit(Texture::CM_pvr1_2bpp);
break;
case GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG:
case GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG:
_compressed_texture_formats.set_bit(Texture::CM_pvr1_4bpp);
break;
#else
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
_compressed_texture_formats.set_bit(Texture::CM_dxt3);
break;
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
_compressed_texture_formats.set_bit(Texture::CM_dxt5);
break;
case GL_COMPRESSED_RGB_FXT1_3DFX:
case GL_COMPRESSED_RGBA_FXT1_3DFX:
_compressed_texture_formats.set_bit(Texture::CM_fxt1);
break;
#endif
case GL_COMPRESSED_R11_EAC:
case GL_COMPRESSED_RG11_EAC:
_compressed_texture_formats.set_bit(Texture::CM_eac);
break;
case GL_COMPRESSED_RGB8_ETC2:
case GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2:
case GL_COMPRESSED_RGBA8_ETC2_EAC:
_compressed_texture_formats.set_bit(Texture::CM_etc1);
_compressed_texture_formats.set_bit(Texture::CM_etc2);
break;
#ifdef OPENGLES
case GL_ETC1_RGB8_OES:
_compressed_texture_formats.set_bit(Texture::CM_etc1);
break;
#endif
default:
break;
}
}
#ifndef OPENGLES
// The OpenGL spec states that these are not reported by the above
// mechanism, so we have to check for the extension ourselves.
if (is_at_least_gl_version(3, 0) ||
has_extension("GL_ARB_texture_compression_rgtc") ||
has_extension("GL_EXT_texture_compression_rgtc")) {
_compressed_texture_formats.set_bit(Texture::CM_rgtc);
}
#endif
}
#ifdef OPENGLES
// Note that these extensions only offer support for GL_BGRA, not GL_BGR.
_supports_bgr = has_extension("GL_EXT_texture_format_BGRA8888") ||
has_extension("GL_APPLE_texture_format_BGRA8888");
#else
// In regular OpenGL, we have both GL_BGRA and GL_BGR.
_supports_bgr =
is_at_least_gl_version(1, 2) || has_extension("GL_EXT_bgra");
#endif
#ifdef SUPPORT_FIXED_FUNCTION
#ifdef OPENGLES_1
_supports_rescale_normal = true;
#else
_supports_rescale_normal =
!core_profile && gl_support_rescale_normal &&
(is_at_least_gl_version(1, 2) || has_extension("GL_EXT_rescale_normal"));
#endif
#ifndef OPENGLES
_use_separate_specular_color = gl_separate_specular_color &&
(is_at_least_gl_version(1, 2) || has_extension("GL_EXT_separate_specular_color"));
#endif
#endif // SUPPORT_FIXED_FUNCTION
#ifdef OPENGLES
_supports_packed_dabc = false;
_supports_packed_ufloat = false;
#else
_supports_packed_dabc = is_at_least_gl_version(3, 2) ||
has_extension("GL_ARB_vertex_array_bgra") ||
has_extension("GL_EXT_vertex_array_bgra");
_supports_packed_ufloat = is_at_least_gl_version(4, 4) ||
has_extension("GL_ARB_vertex_type_10f_11f_11f_rev");
#endif
#ifdef OPENGLES
//TODO
_supports_multisample = false;
#else
_supports_multisample =
has_extension("GL_ARB_multisample") || is_at_least_gl_version(1, 3);
#endif
#ifdef OPENGLES_1
_supports_generate_mipmap = is_at_least_gles_version(1, 1);
#elif defined(OPENGLES)
_supports_generate_mipmap = true;
#else
_supports_generate_mipmap = is_at_least_gl_version(1, 4) ||
has_extension("GL_SGIS_generate_mipmap");
#endif
#ifdef OPENGLES_1
_supports_tex_non_pow2 = false;
#elif defined(OPENGLES)
_supports_tex_non_pow2 = is_at_least_gles_version(3, 0) ||
has_extension("GL_OES_texture_npot");
#else
_supports_tex_non_pow2 = is_at_least_gl_version(2, 0) ||
has_extension("GL_ARB_texture_non_power_of_two");
#endif
#ifndef OPENGLES_2
bool supports_multitexture = false;
if (is_at_least_gl_version(1, 3) || is_at_least_gles_version(1, 1)) {
supports_multitexture = true;
_glActiveTexture = (PFNGLACTIVETEXTUREPROC)
get_extension_func("glActiveTexture");
#ifdef SUPPORT_FIXED_FUNCTION
_glClientActiveTexture = (PFNGLACTIVETEXTUREPROC)
get_extension_func("glClientActiveTexture");
#endif
#ifdef SUPPORT_IMMEDIATE_MODE
_glMultiTexCoord1f = (PFNGLMULTITEXCOORD1FPROC)
get_extension_func("glMultiTexCoord1f");
_glMultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC)
get_extension_func("glMultiTexCoord2f");
_glMultiTexCoord3f = (PFNGLMULTITEXCOORD3FPROC)
get_extension_func("glMultiTexCoord3f");
_glMultiTexCoord4f = (PFNGLMULTITEXCOORD4FPROC)
get_extension_func("glMultiTexCoord4f");
_glMultiTexCoord1d = (PFNGLMULTITEXCOORD1DPROC)
get_extension_func("glMultiTexCoord1d");
_glMultiTexCoord2d = (PFNGLMULTITEXCOORD2DPROC)
get_extension_func("glMultiTexCoord2d");
_glMultiTexCoord3d = (PFNGLMULTITEXCOORD3DPROC)
get_extension_func("glMultiTexCoord3d");
_glMultiTexCoord4d = (PFNGLMULTITEXCOORD4DPROC)
get_extension_func("glMultiTexCoord4d");
#endif
} else if (has_extension("GL_ARB_multitexture")) {
supports_multitexture = true;
_glActiveTexture = (PFNGLACTIVETEXTUREPROC)
get_extension_func("glActiveTextureARB");
#ifdef SUPPORT_FIXED_FUNCTION
_glClientActiveTexture = (PFNGLACTIVETEXTUREPROC)
get_extension_func("glClientActiveTextureARB");
#endif
#ifdef SUPPORT_IMMEDIATE_MODE
_glMultiTexCoord1f = (PFNGLMULTITEXCOORD1FPROC)
get_extension_func("glMultiTexCoord1fARB");
_glMultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC)
get_extension_func("glMultiTexCoord2fARB");
_glMultiTexCoord3f = (PFNGLMULTITEXCOORD3FPROC)
get_extension_func("glMultiTexCoord3fARB");
_glMultiTexCoord4f = (PFNGLMULTITEXCOORD4FPROC)
get_extension_func("glMultiTexCoord4fARB");
_glMultiTexCoord1d = (PFNGLMULTITEXCOORD1DPROC)
get_extension_func("glMultiTexCoord1dARB");
_glMultiTexCoord2d = (PFNGLMULTITEXCOORD2DPROC)
get_extension_func("glMultiTexCoord2dARB");
_glMultiTexCoord3d = (PFNGLMULTITEXCOORD3DPROC)
get_extension_func("glMultiTexCoord3dARB");
_glMultiTexCoord4d = (PFNGLMULTITEXCOORD4DPROC)
get_extension_func("glMultiTexCoord4dARB");
#endif
} else {
supports_multitexture = false;
}
if (supports_multitexture) {
if (_glActiveTexture == NULL
#ifdef SUPPORT_FIXED_FUNCTION
|| _glClientActiveTexture == NULL
#endif
#ifdef SUPPORT_IMMEDIATE_MODE
|| GLf(_glMultiTexCoord1) == NULL || GLf(_glMultiTexCoord2) == NULL
|| GLf(_glMultiTexCoord3) == NULL || GLf(_glMultiTexCoord4) == NULL
#endif
) {
GLCAT.warning()
<< "Multitexture advertised as supported by OpenGL runtime, but could not get pointers to extension functions.\n";
supports_multitexture = false;
}
}
if (!supports_multitexture) {
// Replace with dummy no-op functions.
_glActiveTexture = null_glActiveTexture;
}
#ifdef SUPPORT_FIXED_FUNCTION
if (!supports_multitexture || core_profile) {
_glClientActiveTexture = null_glActiveTexture;
}
#endif
#endif // OPENGLES_2
#ifdef OPENGLES_1
_supports_depth_texture = false;
_supports_depth_stencil = has_extension("GL_OES_packed_depth_stencil");
_supports_depth24 = has_extension("GL_OES_depth24");
_supports_depth32 = has_extension("GL_OES_depth32");
#elif defined(OPENGLES)
if (is_at_least_gles_version(3, 0)) {
_supports_depth_texture = true;
_supports_depth_stencil = true;
_supports_depth24 = true;
_supports_depth32 = true;
} else {
if (has_extension("GL_ANGLE_depth_texture")) {
// This extension provides both depth textures and depth-stencil support.
_supports_depth_texture = true;
_supports_depth_stencil = true;
} else if (has_extension("GL_OES_depth_texture")) {
_supports_depth_texture = true;
_supports_depth_stencil = has_extension("GL_OES_packed_depth_stencil");
}
_supports_depth24 = has_extension("GL_OES_depth24");
_supports_depth32 = has_extension("GL_OES_depth32");
}
#else
_supports_depth_texture = (is_at_least_gl_version(1, 4) ||
has_extension("GL_ARB_depth_texture"));
_supports_depth_stencil = (is_at_least_gl_version(3, 0) ||
has_extension("GL_ARB_framebuffer_object") ||
has_extension("GL_EXT_packed_depth_stencil"));
#endif
#ifdef OPENGLES_2
if (gl_support_shadow_filter && _supports_depth_texture &&
(is_at_least_gles_version(3, 0) || has_extension("GL_EXT_shadow_samplers"))) {
_supports_shadow_filter = true;
}
#else
if (gl_support_shadow_filter &&
_supports_depth_texture &&
(is_at_least_gl_version(1, 4) || has_extension("GL_ARB_shadow")) &&
has_extension("GL_ARB_fragment_program_shadow")) {
_supports_shadow_filter = true;
}
#endif
// Actually, we can't keep forever disabling ARB_shadow on ATI cards, since
// they do work correctly now. Maybe there is some feature level we can
// check somewhere?
/*if (_gl_vendor.substr(0,3)=="ATI") {
// ATI drivers have never provided correct shadow support.
_supports_shadow_filter = false;
}*/
#ifndef SUPPORT_FIXED_FUNCTION
_supports_texture_combine = false;
_supports_texture_saved_result = false;
_supports_texture_dot3 = false;
#else
if (!core_profile) {
_supports_texture_combine =
is_at_least_gl_version(1, 3) ||
is_at_least_gles_version(1, 1) ||
has_extension("GL_ARB_texture_env_combine");
#ifdef OPENGLES_1
_supports_texture_saved_result =
has_extension("GL_OES_texture_env_crossbar");
#else
_supports_texture_saved_result =
is_at_least_gl_version(1, 4) ||
has_extension("GL_ARB_texture_env_crossbar");
#endif
_supports_texture_dot3 =
is_at_least_gl_version(1, 3) ||
is_at_least_gles_version(1, 1) ||
has_extension("GL_ARB_texture_env_dot3");
}
#endif // SUPPORT_FIXED_FUNCTION
#ifdef OPENGLES_2
_supports_buffers = true;
_glGenBuffers = glGenBuffers;
_glBindBuffer = glBindBuffer;
_glBufferData = glBufferData;
_glBufferSubData = glBufferSubData;
_glDeleteBuffers = glDeleteBuffers;
#else
_supports_buffers = false;
if (is_at_least_gl_version(1, 5) || is_at_least_gles_version(1, 1)) {
_supports_buffers = true;
_glGenBuffers = (PFNGLGENBUFFERSPROC)
get_extension_func("glGenBuffers");
_glBindBuffer = (PFNGLBINDBUFFERPROC)
get_extension_func("glBindBuffer");
_glBufferData = (PFNGLBUFFERDATAPROC)
get_extension_func("glBufferData");
_glBufferSubData = (PFNGLBUFFERSUBDATAPROC)
get_extension_func("glBufferSubData");
_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)
get_extension_func("glDeleteBuffers");
#ifndef OPENGLES
_glMapBuffer = (PFNGLMAPBUFFERPROC)
get_extension_func("glMapBuffer");
_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)
get_extension_func("glUnmapBuffer");
_glGetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC)
get_extension_func("glGetBufferSubData");
#endif
}
#ifndef OPENGLES_1
else if (has_extension("GL_ARB_vertex_buffer_object")) {
_supports_buffers = true;
_glGenBuffers = (PFNGLGENBUFFERSPROC)
get_extension_func("glGenBuffersARB");
_glBindBuffer = (PFNGLBINDBUFFERPROC)
get_extension_func("glBindBufferARB");
_glBufferData = (PFNGLBUFFERDATAPROC)
get_extension_func("glBufferDataARB");
_glBufferSubData = (PFNGLBUFFERSUBDATAPROC)
get_extension_func("glBufferSubDataARB");
_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)
get_extension_func("glDeleteBuffersARB");
_glMapBuffer = (PFNGLMAPBUFFERPROC)
get_extension_func("glMapBufferARB");
_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)
get_extension_func("glUnmapBufferARB");
_glGetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC)
get_extension_func("glGetBufferSubDataARB");
}
#endif // OPENGLES_1
if (_supports_buffers) {
if (_glGenBuffers == NULL || _glBindBuffer == NULL ||
_glBufferData == NULL || _glBufferSubData == NULL ||
_glDeleteBuffers == NULL) {
GLCAT.warning()
<< "Buffers advertised as supported by OpenGL runtime, but could not get pointers to extension functions.\n";
_supports_buffers = false;
}
}
#endif
#ifdef OPENGLES
if (is_at_least_gles_version(3, 0)) {
_glMapBufferRange = (PFNGLMAPBUFFERRANGEEXTPROC)
get_extension_func("glMapBufferRange");
} else if (has_extension("GL_EXT_map_buffer_range")) {
_glMapBufferRange = (PFNGLMAPBUFFERRANGEEXTPROC)
get_extension_func("glMapBufferRangeEXT");
} else {
_glMapBufferRange = NULL;
}
#else
// Check for various advanced buffer management features.
if (is_at_least_gl_version(3, 0) || has_extension("GL_ARB_map_buffer_range")) {
_glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)
get_extension_func("glMapBufferRange");
} else {
_glMapBufferRange = NULL;
}
if (is_at_least_gl_version(4, 4) || has_extension("GL_ARB_buffer_storage")) {
_glBufferStorage = (PFNGLBUFFERSTORAGEPROC)
get_extension_func("glBufferStorage");
if (_glBufferStorage != NULL) {
_supports_buffer_storage = true;
} else {
GLCAT.warning()
<< "Buffer storage advertised as supported by OpenGL runtime, but "
"could not get pointers to extension function.\n";
}
} else {
_supports_buffer_storage = false;
}
#endif
_supports_vao = false;
#ifdef OPENGLES
if (is_at_least_gles_version(3, 0)) {
#else
if (is_at_least_gl_version(3, 0) || has_extension("GL_ARB_vertex_array_object")) {
#endif
_supports_vao = true;
_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)
get_extension_func("glBindVertexArray");
_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)
get_extension_func("glDeleteVertexArrays");
_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)
get_extension_func("glGenVertexArrays");
#ifdef OPENGLES
} else if (has_extension("GL_OES_vertex_array_object")) {
_supports_vao = true;
_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)
get_extension_func("glBindVertexArrayOES");
_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)
get_extension_func("glDeleteVertexArraysOES");
_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)
get_extension_func("glGenVertexArraysOES");
#endif
}
if (_supports_vao) {
if (_glBindVertexArray == NULL || _glDeleteVertexArrays == NULL ||
_glGenVertexArrays == NULL) {
GLCAT.warning()
<< "Vertex array objects advertised as supported by OpenGL runtime, but could not get pointers to extension functions.\n";
_supports_vao = false;
}
}
// Check for GLSL support.
#if defined(OPENGLES_1)
_supports_glsl = false;
_supports_geometry_shaders = false;
_supports_tessellation_shaders = false;
#elif defined(OPENGLES)
_supports_glsl = true;
_supports_geometry_shaders = false;
_supports_tessellation_shaders = false;
#else
_supports_glsl = (_gl_shadlang_ver_major >= 1);
_supports_tessellation_shaders = is_at_least_gl_version(4, 0) || has_extension("GL_ARB_tessellation_shader");
if (is_at_least_gl_version(3, 2)) {
_supports_geometry_shaders = true;
_glFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREARBPROC)
get_extension_func("glFramebufferTexture");
} else if (has_extension("GL_ARB_geometry_shader4")) {
_supports_geometry_shaders = true;
_glFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREARBPROC)
get_extension_func("glFramebufferTextureARB");
_glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)
get_extension_func("glProgramParameteriARB");
} else if (has_extension("GL_EXT_geometry_shader4")) {
_supports_geometry_shaders = true;
_glFramebufferTexture = NULL;
_glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)
get_extension_func("glProgramParameteriEXT");
} else {
_supports_geometry_shaders = false;
_glFramebufferTexture = NULL;
}
#endif
_shader_caps._supports_glsl = _supports_glsl;
// Check for support for other types of shaders that can be used by Cg.
_supports_basic_shaders = false;
#if defined(HAVE_CG) && !defined(OPENGLES)
if (has_extension("GL_ARB_vertex_program") &&
has_extension("GL_ARB_fragment_program")) {
_supports_basic_shaders = true;
_shader_caps._active_vprofile = (int)CG_PROFILE_ARBVP1;
_shader_caps._active_fprofile = (int)CG_PROFILE_ARBFP1;
_shader_caps._active_gprofile = (int)CG_PROFILE_UNKNOWN; // No geometry shader if only using basic
if (basic_shaders_only) {
// We're happy with ARB programs, thanks.
} else if (has_extension("GL_NV_gpu_program5")) {
_shader_caps._active_vprofile = (int)CG_PROFILE_GP5VP;
_shader_caps._active_fprofile = (int)CG_PROFILE_GP5FP;
_shader_caps._active_gprofile = (int)CG_PROFILE_GP5GP;
} else if (has_extension("GL_NV_gpu_program4")) {
_shader_caps._active_vprofile = (int)CG_PROFILE_GP4VP;
_shader_caps._active_fprofile = (int)CG_PROFILE_GP4FP;
_shader_caps._active_gprofile = (int)CG_PROFILE_GP4GP;
} else if (has_extension("GL_NV_vertex_program3") &&
has_extension("GL_NV_fragment_program2")) {
_shader_caps._active_vprofile = (int)CG_PROFILE_VP40;
_shader_caps._active_fprofile = (int)CG_PROFILE_FP40;
_shader_caps._active_gprofile = (int)CG_PROFILE_UNKNOWN;
} else if (has_extension("GL_NV_vertex_program2") &&
has_extension("GL_NV_fragment_program")) {
_shader_caps._active_vprofile = (int)CG_PROFILE_VP30;
_shader_caps._active_fprofile = (int)CG_PROFILE_FP30;
_shader_caps._active_gprofile = (int)CG_PROFILE_UNKNOWN;
} else if (has_extension("GL_NV_vertex_program1_1") &&
has_extension("GL_NV_texture_shader2") &&
has_extension("GL_NV_register_combiners2")) {
_shader_caps._active_vprofile = (int)CG_PROFILE_VP20;
_shader_caps._active_fprofile = (int)CG_PROFILE_FP20;
_shader_caps._active_gprofile = (int)CG_PROFILE_UNKNOWN;
} else if (_supports_glsl) {
// This is what will be available to non-NVIDIA cards. It is the last
// option since it is slower to compile GLSL than the other options.
_shader_caps._active_vprofile = (int)CG_PROFILE_GLSLV;
_shader_caps._active_fprofile = (int)CG_PROFILE_GLSLF;
if (_supports_geometry_shaders) {
_shader_caps._active_gprofile = (int)CG_PROFILE_GLSLG;
}
}
_shader_caps._ultimate_vprofile = (int)CG_PROFILE_VP40;
_shader_caps._ultimate_fprofile = (int)CG_PROFILE_FP40;
_shader_caps._ultimate_gprofile = (int)CG_PROFILE_GPU_GP;
// Bug workaround for radeons.
if (_shader_caps._active_fprofile == CG_PROFILE_ARBFP1) {
if (has_extension("GL_ATI_draw_buffers")) {
_shader_caps._bug_list.insert(Shader::SBUG_ati_draw_buffers);
}
}
} else if (_supports_glsl) {
// No, but we do support GLSL...
_shader_caps._active_vprofile = (int)CG_PROFILE_GLSLV;
_shader_caps._active_fprofile = (int)CG_PROFILE_GLSLF;
if (_supports_geometry_shaders) {
_shader_caps._active_gprofile = (int)CG_PROFILE_GLSLG;
} else {
_shader_caps._active_gprofile = (int)CG_PROFILE_UNKNOWN;
}
}
#endif // HAVE_CG
_supports_compute_shaders = false;
#ifndef OPENGLES_1
#ifdef OPENGLES
if (is_at_least_gles_version(3, 1)) {
#else
if (is_at_least_gl_version(4, 3) || has_extension("GL_ARB_compute_shader")) {
#endif
_glDispatchCompute = (PFNGLDISPATCHCOMPUTEPROC)
get_extension_func("glDispatchCompute");
if (_glDispatchCompute != NULL) {
_supports_compute_shaders = true;
}
}
#endif // !OPENGLES_1
#ifndef OPENGLES
if (_supports_glsl) {
_glAttachShader = (PFNGLATTACHSHADERPROC)
get_extension_func("glAttachShader");
_glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)
get_extension_func("glBindAttribLocation");
_glCompileShader = (PFNGLCOMPILESHADERPROC)
get_extension_func("glCompileShader");
_glCreateProgram = (PFNGLCREATEPROGRAMPROC)
get_extension_func("glCreateProgram");
_glCreateShader = (PFNGLCREATESHADERPROC)
get_extension_func("glCreateShader");
_glDeleteProgram = (PFNGLDELETEPROGRAMPROC)
get_extension_func("glDeleteProgram");
_glDeleteShader = (PFNGLDELETESHADERPROC)
get_extension_func("glDeleteShader");
_glDetachShader = (PFNGLDETACHSHADERPROC)
get_extension_func("glDetachShader");
_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)
get_extension_func("glDisableVertexAttribArray");
_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)
get_extension_func("glEnableVertexAttribArray");
_glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)
get_extension_func("glGetActiveAttrib");
_glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)
get_extension_func("glGetActiveUniform");
_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)
get_extension_func("glGetAttribLocation");
_glGetProgramiv = (PFNGLGETPROGRAMIVPROC)
get_extension_func("glGetProgramiv");
_glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)
get_extension_func("glGetProgramInfoLog");
_glGetShaderiv = (PFNGLGETSHADERIVPROC)
get_extension_func("glGetShaderiv");
_glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)
get_extension_func("glGetShaderInfoLog");
_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)
get_extension_func("glGetUniformLocation");
_glLinkProgram = (PFNGLLINKPROGRAMPROC)
get_extension_func("glLinkProgram");
_glShaderSource = (PFNGLSHADERSOURCEPROC_P)
get_extension_func("glShaderSource");
_glUseProgram = (PFNGLUSEPROGRAMPROC)
get_extension_func("glUseProgram");
_glUniform4f = (PFNGLUNIFORM4FPROC)
get_extension_func("glUniform4f");
_glUniform1i = (PFNGLUNIFORM1IPROC)
get_extension_func("glUniform1i");
_glUniform1fv = (PFNGLUNIFORM1FVPROC)
get_extension_func("glUniform1fv");
_glUniform2fv = (PFNGLUNIFORM2FVPROC)
get_extension_func("glUniform2fv");
_glUniform3fv = (PFNGLUNIFORM3FVPROC)
get_extension_func("glUniform3fv");
_glUniform4fv = (PFNGLUNIFORM4FVPROC)
get_extension_func("glUniform4fv");
_glUniform1iv = (PFNGLUNIFORM1IVPROC)
get_extension_func("glUniform1iv");
_glUniform2iv = (PFNGLUNIFORM2IVPROC)
get_extension_func("glUniform2iv");
_glUniform3iv = (PFNGLUNIFORM3IVPROC)
get_extension_func("glUniform3iv");
_glUniform4iv = (PFNGLUNIFORM4IVPROC)
get_extension_func("glUniform4iv");
_glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)
get_extension_func("glUniformMatrix3fv");
_glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)
get_extension_func("glUniformMatrix4fv");
_glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)
get_extension_func("glValidateProgram");
_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)
get_extension_func("glVertexAttrib4fv");
_glVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC)
get_extension_func("glVertexAttrib4dv");
_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)
get_extension_func("glVertexAttribPointer");
if (is_at_least_gl_version(3, 0)) {
_glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)
get_extension_func("glVertexAttribIPointer");
} else {
_glVertexAttribIPointer = NULL;
}
if (is_at_least_gl_version(4, 1) ||
has_extension("GL_ARB_vertex_attrib_64bit")) {
_glVertexAttribLPointer = (PFNGLVERTEXATTRIBLPOINTERPROC)
get_extension_func("glVertexAttribLPointer");
} else {
_glVertexAttribLPointer = NULL;
}
if (_supports_tessellation_shaders) {
_glPatchParameteri = (PFNGLPATCHPARAMETERIPROC)
get_extension_func("glPatchParameteri");
}
} else if (_supports_basic_shaders) {
// We don't support GLSL, but we support ARB programs.
_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)
get_extension_func("glDisableVertexAttribArrayARB");
_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)
get_extension_func("glEnableVertexAttribArrayARB");
_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)
get_extension_func("glVertexAttrib4fvARB");
_glVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC)
get_extension_func("glVertexAttrib4dvARB");
_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)
get_extension_func("glVertexAttribPointerARB");
_glVertexAttribIPointer = NULL;
_glVertexAttribLPointer = NULL;
}
#endif
#ifdef OPENGLES_2
_glAttachShader = glAttachShader;
_glBindAttribLocation = glBindAttribLocation;
_glCompileShader = glCompileShader;
_glCreateProgram = glCreateProgram;
_glCreateShader = glCreateShader;
_glDeleteProgram = glDeleteProgram;
_glDeleteShader = glDeleteShader;
_glDetachShader = glDetachShader;
_glDisableVertexAttribArray = glDisableVertexAttribArray;
_glEnableVertexAttribArray = glEnableVertexAttribArray;
_glGetActiveAttrib = glGetActiveAttrib;
_glGetActiveUniform = glGetActiveUniform;
_glGetAttribLocation = glGetAttribLocation;
_glGetProgramiv = glGetProgramiv;
_glGetProgramInfoLog = glGetProgramInfoLog;
_glGetShaderiv = glGetShaderiv;
_glGetShaderInfoLog = glGetShaderInfoLog;
_glGetUniformLocation = glGetUniformLocation;
_glLinkProgram = glLinkProgram;
_glShaderSource = (PFNGLSHADERSOURCEPROC_P) glShaderSource;
_glUseProgram = glUseProgram;
_glUniform4f = glUniform4f;
_glUniform1i = glUniform1i;
_glUniform1fv = glUniform1fv;
_glUniform2fv = glUniform2fv;
_glUniform3fv = glUniform3fv;
_glUniform4fv = glUniform4fv;
_glUniformMatrix3fv = glUniformMatrix3fv;
_glUniformMatrix4fv = glUniformMatrix4fv;
_glValidateProgram = glValidateProgram;
_glVertexAttrib4fv = glVertexAttrib4fv;
_glVertexAttrib4dv = null_glVertexAttrib4dv;
_glVertexAttribPointer = glVertexAttribPointer;
_glVertexAttribLPointer = NULL;
if (is_at_least_gles_version(3, 0)) {
_glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)
get_extension_func("glVertexAttribIPointer");
} else {
_glVertexAttribIPointer = NULL;
}
#endif
#ifndef OPENGLES_1
_use_vertex_attrib_binding = false;
#ifdef OPENGLES
if (is_at_least_gles_version(3, 1)) {
#else
if (is_at_least_gl_version(4, 3) || has_extension("GL_ARB_vertex_attrib_binding")) {
#endif
_glBindVertexBuffer = (PFNGLBINDVERTEXBUFFERPROC)
get_extension_func("glBindVertexBuffer");
_glVertexAttribFormat = (PFNGLVERTEXATTRIBFORMATPROC)
get_extension_func("glVertexAttribFormat");
_glVertexAttribIFormat = (PFNGLVERTEXATTRIBIFORMATPROC)
get_extension_func("glVertexAttribIFormat");
_glVertexAttribBinding = (PFNGLVERTEXATTRIBBINDINGPROC)
get_extension_func("glVertexAttribBinding");
_glVertexBindingDivisor = (PFNGLVERTEXBINDINGDIVISORPROC)
get_extension_func("glVertexBindingDivisor");
#ifndef OPENGLES
_glVertexAttribLFormat = (PFNGLVERTEXATTRIBLFORMATPROC)
get_extension_func("glVertexAttribLFormat");
#endif
if (gl_fixed_vertex_attrib_locations) {
_use_vertex_attrib_binding = true;
}
}
#endif
// We need to have a default shader to apply in case something didn't happen
// to have a shader applied, or if it failed to compile. This default
// shader just outputs a red color, indicating that something went wrong.
#ifndef SUPPORT_FIXED_FUNCTION
if (_default_shader == NULL) {
_default_shader = Shader::make(Shader::SL_GLSL, default_vshader, default_fshader);
}
#elif !defined(OPENGLES)
if (_default_shader == NULL && core_profile) {
_default_shader = Shader::make(Shader::SL_GLSL, default_vshader, default_fshader);
}
#endif
#ifndef OPENGLES
// Check for uniform buffers.
#ifdef OPENGLES
if (is_at_least_gl_version(3, 1) || has_extension("GL_ARB_uniform_buffer_object")) {
#else
if (is_at_least_gles_version(3, 0)) {
#endif
_supports_uniform_buffers = true;
_glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)
get_extension_func("glGetActiveUniformsiv");
_glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)
get_extension_func("glGetActiveUniformBlockiv");
_glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)
get_extension_func("glGetActiveUniformBlockName");
_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)
get_extension_func("glBindBufferBase");
} else {
_supports_uniform_buffers = false;
}
#endif
// Check whether we support geometry instancing and instanced vertex
// attribs.
#if defined(OPENGLES_1)
_supports_vertex_attrib_divisor = false;
_supports_geometry_instancing = false;
#elif defined(OPENGLES)
if (is_at_least_gles_version(3, 0)) {
// OpenGL ES 3 has all of this in the core.
_glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)
get_extension_func("glVertexAttribDivisor");
_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)
get_extension_func("glDrawArraysInstanced");
_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)
get_extension_func("glDrawElementsInstanced");
_supports_vertex_attrib_divisor = true;
_supports_geometry_instancing = true;
} else if (has_extension("GL_ANGLE_instanced_arrays")) {
// This extension has both things in one.
#ifdef __EMSCRIPTEN__
// Work around bug - it doesn't allow ANGLE suffix in getProcAddress.
_glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)
get_extension_func("glVertexAttribDivisor");
_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)
get_extension_func("glDrawArraysInstanced");
_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)
get_extension_func("glDrawElementsInstanced");
#else
_glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)
get_extension_func("glVertexAttribDivisorANGLE");
_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)
get_extension_func("glDrawArraysInstancedANGLE");
_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)
get_extension_func("glDrawElementsInstancedANGLE");
#endif
_supports_vertex_attrib_divisor = true;
_supports_geometry_instancing = true;
} else {
// Check separately for geometry instancing and instanced attribs.
if (has_extension("GL_EXT_draw_instanced")) {
_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)
get_extension_func("glDrawArraysInstancedEXT");
_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)
get_extension_func("glDrawElementsInstancedEXT");
_supports_geometry_instancing = true;
} else if (has_extension("GL_NV_draw_instanced")) {
_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)
get_extension_func("glDrawArraysInstancedNV");
_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)
get_extension_func("glDrawElementsInstancedNV");
_supports_geometry_instancing = true;
} else {
_supports_geometry_instancing = false;
}
if (has_extension("GL_EXT_instanced_arrays")) {
_glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)
get_extension_func("glVertexAttribDivisorEXT");
_supports_vertex_attrib_divisor = true;
} else if (has_extension("GL_NV_instanced_arrays")) {
_glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)
get_extension_func("glVertexAttribDivisorNV");
_supports_vertex_attrib_divisor = true;
} else {
_supports_vertex_attrib_divisor = false;
}
}
#else
if (is_at_least_gl_version(3, 3)) {
// This feature is in OpenGL core as of 3.3.
_glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)
get_extension_func("glVertexAttribDivisor");
_supports_vertex_attrib_divisor = true;
} else if (has_extension("GL_ARB_instanced_arrays")) {
_glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)
get_extension_func("glVertexAttribDivisorARB");
_supports_vertex_attrib_divisor = true;
} else {
_supports_vertex_attrib_divisor = false;
}
// Some drivers expose one extension, some expose the other.
if (is_at_least_gl_version(3, 1)) {
_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)
get_extension_func("glDrawArraysInstanced");
_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)
get_extension_func("glDrawElementsInstanced");
_supports_geometry_instancing = true;
} else if (has_extension("GL_ARB_draw_instanced")) {
_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)
get_extension_func("glDrawArraysInstancedARB");
_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)
get_extension_func("glDrawElementsInstancedARB");
_supports_geometry_instancing = true;
} else if (has_extension("GL_EXT_draw_instanced")) {
_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)
get_extension_func("glDrawArraysInstancedEXT");
_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)
get_extension_func("glDrawElementsInstancedEXT");
_supports_geometry_instancing = true;
} else {
_glDrawElementsInstanced = 0;
_glDrawArraysInstanced = 0;
_supports_geometry_instancing = false;
}
#endif
#ifndef OPENGLES_1
if (_supports_geometry_instancing) {
if (_glDrawArraysInstanced == NULL || _glDrawElementsInstanced == NULL) {
GLCAT.warning()
<< "Geometry instancing advertised as supported by OpenGL runtime, but could not get pointers to extension functions.\n";
_supports_geometry_instancing = false;
}
}
if (_supports_vertex_attrib_divisor) {
if (_glVertexAttribDivisor == NULL) {
GLCAT.warning()
<< "Instanced vertex arrays advertised as supported by OpenGL runtime, but could not get pointers to extension functions.\n";
_supports_vertex_attrib_divisor = false;
}
}
#endif
// Check if we support indirect draw.
_supports_indirect_draw = false;
#ifndef OPENGLES_1
#ifdef OPENGLES
if (is_at_least_gles_version(3, 1)) {
#else
if (is_at_least_gl_version(4, 0) || has_extension("GL_ARB_draw_indirect")) {
#endif
_glDrawArraysIndirect = (PFNGLDRAWARRAYSINDIRECTPROC)
get_extension_func("glDrawArraysIndirect");
_glDrawElementsIndirect = (PFNGLDRAWELEMENTSINDIRECTPROC)
get_extension_func("glDrawElementsIndirect");
if (_glDrawArraysIndirect == NULL || _glDrawElementsIndirect == NULL) {
GLCAT.warning()
<< "Indirect draw advertised as supported by OpenGL runtime, but could not get pointers to extension functions.\n";
} else {
_supports_indirect_draw = true;
}
}
#endif
#ifdef OPENGLES_1
_supports_framebuffer_multisample = false;
_supports_framebuffer_blit = false;
if (has_extension("GL_OES_framebuffer_object")) {
_supports_framebuffer_object = true;
_glIsRenderbuffer = (PFNGLISRENDERBUFFEROESPROC)
get_extension_func("glIsRenderbufferOES");
_glBindRenderbuffer = (PFNGLBINDRENDERBUFFEROESPROC)
get_extension_func("glBindRenderbufferOES");
_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSOESPROC)
get_extension_func("glDeleteRenderbuffersOES");
_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSOESPROC)
get_extension_func("glGenRenderbuffersOES");
_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEOESPROC)
get_extension_func("glRenderbufferStorageOES");
_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVOESPROC)
get_extension_func("glGetRenderbufferParameterivOES");
_glIsFramebuffer = (PFNGLISFRAMEBUFFEROESPROC)
get_extension_func("glIsFramebufferOES");
_glBindFramebuffer = (PFNGLBINDFRAMEBUFFEROESPROC)
get_extension_func("glBindFramebufferOES");
_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSOESPROC)
get_extension_func("glDeleteFramebuffersOES");
_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSOESPROC)
get_extension_func("glGenFramebuffersOES");
_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSOESPROC)
get_extension_func("glCheckFramebufferStatusOES");
_glFramebufferTexture1D = NULL;
_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DOESPROC)
get_extension_func("glFramebufferTexture2DOES");
_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFEROESPROC)
get_extension_func("glFramebufferRenderbufferOES");
_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVOESPROC)
get_extension_func("glGetFramebufferAttachmentParameterivOES");
_glGenerateMipmap = (PFNGLGENERATEMIPMAPOESPROC)
get_extension_func("glGenerateMipmapOES");
} else {
_supports_framebuffer_object = false;
_glGenerateMipmap = NULL;
}
#elif defined(OPENGLES)
// In OpenGL ES 2.x, FBO's are supported in the core.
_supports_framebuffer_object = true;
_glIsRenderbuffer = glIsRenderbuffer;
_glBindRenderbuffer = glBindRenderbuffer;
_glDeleteRenderbuffers = glDeleteRenderbuffers;
_glGenRenderbuffers = glGenRenderbuffers;
_glRenderbufferStorage = glRenderbufferStorage;
_glGetRenderbufferParameteriv = glGetRenderbufferParameteriv;
_glIsFramebuffer = glIsFramebuffer;
_glBindFramebuffer = glBindFramebuffer;
_glDeleteFramebuffers = glDeleteFramebuffers;
_glGenFramebuffers = glGenFramebuffers;
_glCheckFramebufferStatus = glCheckFramebufferStatus;
_glFramebufferTexture1D = NULL;
_glFramebufferTexture2D = glFramebufferTexture2D;
_glFramebufferRenderbuffer = glFramebufferRenderbuffer;
_glGetFramebufferAttachmentParameteriv = glGetFramebufferAttachmentParameteriv;
_glGenerateMipmap = glGenerateMipmap;
if (is_at_least_gles_version(3, 0)) {
_supports_framebuffer_multisample = true;
_supports_framebuffer_blit = true;
_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)
get_extension_func("glRenderbufferStorageMultisample");
_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFEREXTPROC)
get_extension_func("glBlitFramebuffer");
} else {
if (has_extension("GL_ANGLE_framebuffer_multisample")) {
_supports_framebuffer_multisample = true;
_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC)
get_extension_func("glRenderbufferStorageMultisampleANGLE");
} else {
_supports_framebuffer_multisample = false;
}
if (has_extension("GL_ANGLE_framebuffer_blit")) {
_supports_framebuffer_blit = true;
_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERANGLEPROC)
get_extension_func("glBlitFramebufferANGLE");
} else {
_supports_framebuffer_blit = false;
}
}
#else // Desktop OpenGL case.
if (is_at_least_gl_version(3, 0) || has_extension("GL_ARB_framebuffer_object")) {
_supports_framebuffer_object = true;
_supports_framebuffer_multisample = true;
_supports_framebuffer_blit = true;
_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)
get_extension_func("glIsRenderbuffer");
_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)
get_extension_func("glBindRenderbuffer");
_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)
get_extension_func("glDeleteRenderbuffers");
_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)
get_extension_func("glGenRenderbuffers");
_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)
get_extension_func("glRenderbufferStorage");
_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)
get_extension_func("glGetRenderbufferParameteriv");
_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)
get_extension_func("glIsFramebuffer");
_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)
get_extension_func("glBindFramebuffer");
_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)
get_extension_func("glDeleteFramebuffers");
_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)
get_extension_func("glGenFramebuffers");
_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)
get_extension_func("glCheckFramebufferStatus");
_glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)
get_extension_func("glFramebufferTexture1D");
_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)
get_extension_func("glFramebufferTexture2D");
_glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)
get_extension_func("glFramebufferTexture3D");
_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)
get_extension_func("glFramebufferRenderbuffer");
_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)
get_extension_func("glGetFramebufferAttachmentParameteriv");
_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)
get_extension_func("glGenerateMipmap");
_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)
get_extension_func("glRenderbufferStorageMultisampleEXT");
_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)
get_extension_func("glBlitFramebuffer");
} else if (has_extension("GL_EXT_framebuffer_object")) {
_supports_framebuffer_object = true;
_glIsRenderbuffer = (PFNGLISRENDERBUFFEREXTPROC)
get_extension_func("glIsRenderbufferEXT");
_glBindRenderbuffer = (PFNGLBINDRENDERBUFFEREXTPROC)
get_extension_func("glBindRenderbufferEXT");
_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSEXTPROC)
get_extension_func("glDeleteRenderbuffersEXT");
_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSEXTPROC)
get_extension_func("glGenRenderbuffersEXT");
_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEEXTPROC)
get_extension_func("glRenderbufferStorageEXT");
_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC)
get_extension_func("glGetRenderbufferParameterivEXT");
_glIsFramebuffer = (PFNGLISFRAMEBUFFEREXTPROC)
get_extension_func("glIsFramebufferEXT");
_glBindFramebuffer = (PFNGLBINDFRAMEBUFFEREXTPROC)
get_extension_func("glBindFramebufferEXT");
_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSEXTPROC)
get_extension_func("glDeleteFramebuffersEXT");
_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSEXTPROC)
get_extension_func("glGenFramebuffersEXT");
_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)
get_extension_func("glCheckFramebufferStatusEXT");
_glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DEXTPROC)
get_extension_func("glFramebufferTexture1DEXT");
_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)
get_extension_func("glFramebufferTexture2DEXT");
_glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DEXTPROC)
get_extension_func("glFramebufferTexture3DEXT");
_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)
get_extension_func("glFramebufferRenderbufferEXT");
_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC)
get_extension_func("glGetFramebufferAttachmentParameterivEXT");
_glGenerateMipmap = (PFNGLGENERATEMIPMAPEXTPROC)
get_extension_func("glGenerateMipmapEXT");
if (has_extension("GL_EXT_framebuffer_multisample")) {
_supports_framebuffer_multisample = true;
_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)
get_extension_func("glRenderbufferStorageMultisampleEXT");
} else {
_supports_framebuffer_multisample = false;
}
if (has_extension("GL_EXT_framebuffer_blit")) {
_supports_framebuffer_blit = true;
_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFEREXTPROC)
get_extension_func("glBlitFramebufferEXT");
} else {
_supports_framebuffer_blit = false;
}
} else {
_supports_framebuffer_object = false;
_supports_framebuffer_multisample = false;
_supports_framebuffer_blit = false;
_glGenerateMipmap = NULL;
}
#endif
#ifndef OPENGLES
if (is_at_least_gl_version(4, 5) || has_extension("GL_ARB_direct_state_access")) {
_glGenerateTextureMipmap = (PFNGLGENERATETEXTUREMIPMAPPROC)
get_extension_func("glGenerateTextureMipmap");
} else {
_glGenerateTextureMipmap = NULL;
}
#endif
#ifndef OPENGLES_1
// Do we support empty framebuffer objects?
#ifdef OPENGLES
if (is_at_least_gles_version(3, 1)) {
#else
if (is_at_least_gl_version(4, 3) || has_extension("GL_ARB_framebuffer_no_attachments")) {
#endif
_glFramebufferParameteri = (PFNGLFRAMEBUFFERPARAMETERIPROC)
get_extension_func("glFramebufferParameteri");
_supports_empty_framebuffer = true;
} else {
_supports_empty_framebuffer = false;
}
#endif // !OPENGLES_1
#ifndef OPENGLES
_supports_framebuffer_multisample_coverage_nv = false;
if (_supports_framebuffer_multisample &&
has_extension("GL_NV_framebuffer_multisample_coverage")) {
_supports_framebuffer_multisample_coverage_nv = true;
_glRenderbufferStorageMultisampleCoverage = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC)
get_extension_func("glRenderbufferStorageMultisampleCoverageNV");
}
#endif
#if defined(OPENGLES_1)
_glDrawBuffers = NULL;
_max_color_targets = 1;
#elif defined(OPENGLES_2)
if (is_at_least_gles_version(3, 0)) {
_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)
get_extension_func("glDrawBuffers");
} else if (has_extension("GL_EXT_draw_buffers")) {
_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)
get_extension_func("glDrawBuffersEXT");
} else if (has_extension("GL_NV_draw_buffers")) {
_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)
get_extension_func("glDrawBuffersNV");
} else {
_glDrawBuffers = NULL;
}
#else
if (is_at_least_gl_version(2, 0)) {
_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)
get_extension_func("glDrawBuffers");
} else if (has_extension("GL_ARB_draw_buffers")) {
_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)
get_extension_func("glDrawBuffersARB");
} else {
_glDrawBuffers = NULL;
}
#endif
#ifndef OPENGLES_1
_max_color_targets = 1;
if (_glDrawBuffers != NULL) {
GLint max_draw_buffers = 0;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &max_draw_buffers);
_max_color_targets = max_draw_buffers;
}
#endif // !OPENGLES_1
#ifndef OPENGLES_1
if (_gl_version_major >= 3) {
_glClearBufferfv = (PFNGLCLEARBUFFERFVPROC)
get_extension_func("glClearBufferfv");
_glClearBufferiv = (PFNGLCLEARBUFFERIVPROC)
get_extension_func("glClearBufferiv");
_glClearBufferfi = (PFNGLCLEARBUFFERFIPROC)
get_extension_func("glClearBufferfi");
} else {
_glClearBufferfv = NULL;
_glClearBufferiv = NULL;
_glClearBufferfi = NULL;
}
#endif // !OPENGLES
#ifndef OPENGLES
_supports_viewport_arrays = false;
if (is_at_least_gl_version(4, 1) || has_extension("GL_ARB_viewport_array")) {
_glViewportArrayv = (PFNGLVIEWPORTARRAYVPROC)
get_extension_func("glViewportArrayv");
_glScissorArrayv = (PFNGLSCISSORARRAYVPROC)
get_extension_func("glScissorArrayv");
_glDepthRangeArrayv = (PFNGLDEPTHRANGEARRAYVPROC)
get_extension_func("glDepthRangeArrayv");
if (_glViewportArrayv == NULL || _glScissorArrayv == NULL || _glDepthRangeArrayv == NULL) {
GLCAT.warning()
<< "Viewport arrays advertised as supported by OpenGL runtime, but could not get pointers to extension functions.\n";
} else {
_supports_viewport_arrays = true;
}
}
#endif // !OPENGLES
_max_fb_samples = 0;
if (_supports_framebuffer_multisample) {
GLint max_samples;
glGetIntegerv(GL_MAX_SAMPLES_EXT, &max_samples);
_max_fb_samples = max_samples;
}
_supports_occlusion_query = false;
#ifndef OPENGLES
if (gl_support_occlusion_query) {
if (is_at_least_gl_version(1, 5)) {
_supports_occlusion_query = true;
_glGenQueries = (PFNGLGENQUERIESPROC)
get_extension_func("glGenQueries");
_glBeginQuery = (PFNGLBEGINQUERYPROC)
get_extension_func("glBeginQuery");
_glEndQuery = (PFNGLENDQUERYPROC)
get_extension_func("glEndQuery");
_glDeleteQueries = (PFNGLDELETEQUERIESPROC)
get_extension_func("glDeleteQueries");
_glGetQueryiv = (PFNGLGETQUERYIVPROC)
get_extension_func("glGetQueryiv");
_glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)
get_extension_func("glGetQueryObjectuiv");
} else if (has_extension("GL_ARB_occlusion_query")) {
_supports_occlusion_query = true;
_glGenQueries = (PFNGLGENQUERIESPROC)
get_extension_func("glGenQueriesARB");
_glBeginQuery = (PFNGLBEGINQUERYPROC)
get_extension_func("glBeginQueryARB");
_glEndQuery = (PFNGLENDQUERYPROC)
get_extension_func("glEndQueryARB");
_glDeleteQueries = (PFNGLDELETEQUERIESPROC)
get_extension_func("glDeleteQueriesARB");
_glGetQueryiv = (PFNGLGETQUERYIVPROC)
get_extension_func("glGetQueryivARB");
_glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)
get_extension_func("glGetQueryObjectuivARB");
}
}
if (_supports_occlusion_query) {
if (_glGenQueries == NULL || _glBeginQuery == NULL ||
_glEndQuery == NULL || _glDeleteQueries == NULL ||
_glGetQueryiv == NULL || _glGetQueryObjectuiv == NULL) {
GLCAT.warning()
<< "Occlusion queries advertised as supported by OpenGL runtime, but could not get pointers to extension functions.\n";
_supports_occlusion_query = false;
} else {
GLint num_bits;
_glGetQueryiv(GL_SAMPLES_PASSED, GL_QUERY_COUNTER_BITS, &num_bits);
if (num_bits == 0) {
_supports_occlusion_query = false;
}
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "Occlusion query counter provides " << num_bits << " bits.\n";
}
}
}
#endif // !OPENGLES
_supports_timer_query = false;
#if defined(DO_PSTATS) && !defined(OPENGLES)
if (is_at_least_gl_version(3, 3) || has_extension("GL_ARB_timer_query")) {
_supports_timer_query = true;
_glQueryCounter = (PFNGLQUERYCOUNTERPROC)
get_extension_func("glQueryCounter");
_glGetQueryObjecti64v = (PFNGLGETQUERYOBJECTI64VPROC)
get_extension_func("glGetQueryObjecti64v");
_glGetQueryObjectui64v = (PFNGLGETQUERYOBJECTUI64VPROC)
get_extension_func("glGetQueryObjectui64v");
_glGetInteger64v = (PFNGLGETINTEGER64VPROC)
get_extension_func("glGetInteger64v");
}
#endif
#ifdef OPENGLES_1
// In OpenGL ES 1, blending is supported via extensions.
if (has_extension("GL_OES_blend_subtract")) {
_glBlendEquation = (PFNGLBLENDEQUATIONPROC)
get_extension_func("glBlendEquationOES");
if (_glBlendEquation == NULL) {
_glBlendEquation = null_glBlendEquation;
GLCAT.warning()
<< "BlendEquationOES advertised as supported by OpenGL ES runtime, but "
"could not get pointer to extension function.\n";
}
} else {
_glBlendEquation = null_glBlendEquation;
}
if (has_extension("GL_OES_blend_equation_separate")) {
_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEOESPROC)
get_extension_func("glBlendEquationSeparateOES");
if (_glBlendEquation == NULL) {
_supports_blend_equation_separate = false;
GLCAT.warning()
<< "BlendEquationSeparateOES advertised as supported by OpenGL ES "
"runtime, but could not get pointer to extension function.\n";
} else {
_supports_blend_equation_separate = true;
}
} else {
_supports_blend_equation_separate = false;
_glBlendEquationSeparate = NULL;
}
if (has_extension("GL_OES_blend_func_separate")) {
_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEOESPROC)
get_extension_func("glBlendFuncSeparateOES");
if (_glBlendFuncSeparate == NULL) {
_glBlendFuncSeparate = null_glBlendFuncSeparate;
GLCAT.warning()
<< "BlendFuncSeparateOES advertised as supported by OpenGL ES runtime, but "
"could not get pointer to extension function.\n";
}
} else {
_glBlendFuncSeparate = null_glBlendFuncSeparate;
}
#elif defined(OPENGLES)
// In OpenGL ES 2.x and above, this is supported in the core.
_supports_blend_equation_separate = false;
#else
if (is_at_least_gl_version(1, 2)) {
_glBlendEquation = (PFNGLBLENDEQUATIONPROC)
get_extension_func("glBlendEquation");
} else if (has_extension("GL_EXT_blend_minmax")) {
_glBlendEquation = (PFNGLBLENDEQUATIONPROC)
get_extension_func("glBlendEquationEXT");
} else {
_glBlendEquation = null_glBlendEquation;
}
if (_glBlendEquation == NULL) {
_glBlendEquation = null_glBlendEquation;
GLCAT.warning()
<< "BlendEquation advertised as supported by OpenGL runtime, but could "
"not get pointer to extension function.\n";
}
if (is_at_least_gl_version(2, 0)) {
_supports_blend_equation_separate = true;
_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)
get_extension_func("glBlendEquationSeparate");
} else if (has_extension("GL_EXT_blend_equation_separate")) {
_supports_blend_equation_separate = true;
_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEEXTPROC)
get_extension_func("glBlendEquationSeparateEXT");
} else {
_supports_blend_equation_separate = false;
_glBlendEquationSeparate = NULL;
}
if (_supports_blend_equation_separate && _glBlendEquationSeparate == NULL) {
_supports_blend_equation_separate = false;
GLCAT.warning()
<< "BlendEquationSeparate advertised as supported by OpenGL runtime, "
"but could not get pointer to extension function.\n";
}
if (is_at_least_gl_version(1, 4)) {
_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)
get_extension_func("glBlendFuncSeparate");
} else if (has_extension("GL_EXT_blend_func_separate")) {
_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEEXTPROC)
get_extension_func("glBlendFuncSeparateEXT");
} else {
_glBlendFuncSeparate = null_glBlendFuncSeparate;
}
if (_glBlendFuncSeparate == NULL) {
_glBlendFuncSeparate = null_glBlendFuncSeparate;
GLCAT.warning()
<< "BlendFuncSeparate advertised as supported by OpenGL runtime, but could not get pointers to extension function.\n";
}
#endif
// In OpenGL ES 2.x, this is supported in the core. In 1.x, not at all.
#ifndef OPENGLES
_glBlendColor = NULL;
bool supports_blend_color = false;
if (is_at_least_gl_version(1, 2)) {
supports_blend_color = true;
_glBlendColor = (PFNGLBLENDCOLORPROC)
get_extension_func("glBlendColor");
} else if (has_extension("GL_EXT_blend_color")) {
supports_blend_color = true;
_glBlendColor = (PFNGLBLENDCOLORPROC)
get_extension_func("glBlendColorEXT");
}
if (supports_blend_color && _glBlendColor == NULL) {
GLCAT.warning()
<< "BlendColor advertised as supported by OpenGL runtime, but could not get pointers to extension function.\n";
}
if (_glBlendColor == NULL) {
_glBlendColor = null_glBlendColor;
}
#endif
#ifdef OPENGLES_1
// OpenGL ES 1 doesn't support dual-source blending.
#elif defined(OPENGLES)
_supports_dual_source_blending = has_extension("GL_EXT_blend_func_extended");
#else
_supports_dual_source_blending =
is_at_least_gl_version(3, 3) || has_extension("GL_ARB_blend_func_extended");
#endif
#ifdef OPENGLES
_edge_clamp = GL_CLAMP_TO_EDGE;
#else
_edge_clamp = GL_CLAMP;
if (is_at_least_gl_version(1, 2) || is_at_least_gles_version(1, 1) ||
has_extension("GL_SGIS_texture_edge_clamp")) {
_edge_clamp = GL_CLAMP_TO_EDGE;
}
#endif
_border_clamp = _edge_clamp;
#ifndef OPENGLES
if (gl_support_clamp_to_border &&
(has_extension("GL_ARB_texture_border_clamp") ||
is_at_least_gl_version(1, 3))) {
_border_clamp = GL_CLAMP_TO_BORDER;
}
#endif
#ifdef OPENGLES_1
_mirror_repeat = GL_REPEAT;
if (has_extension("GL_OES_texture_mirrored_repeat")) {
_mirror_repeat = GL_MIRRORED_REPEAT;
}
#elif defined(OPENGLES)
// OpenGL 2.x and above support this in the core.
_mirror_repeat = GL_MIRRORED_REPEAT;
#else
_mirror_repeat = GL_REPEAT;
if (is_at_least_gl_version(1, 4) ||
has_extension("GL_ARB_texture_mirrored_repeat")) {
_mirror_repeat = GL_MIRRORED_REPEAT;
}
#endif
_mirror_clamp = _edge_clamp;
_mirror_edge_clamp = _edge_clamp;
_mirror_border_clamp = _border_clamp;
#ifndef OPENGLES
if (has_extension("GL_EXT_texture_mirror_clamp")) {
_mirror_clamp = GL_MIRROR_CLAMP_EXT;
_mirror_edge_clamp = GL_MIRROR_CLAMP_TO_EDGE_EXT;
_mirror_border_clamp = GL_MIRROR_CLAMP_TO_BORDER_EXT;
}
#endif
#ifdef OPENGLES
_supports_texture_lod = is_at_least_gles_version(3, 0);
_supports_texture_lod_bias = false;
#else
_supports_texture_lod = false;
_supports_texture_lod_bias = false;
if (gl_support_texture_lod &&
(is_at_least_gl_version(1, 2) || has_extension("GL_SGIS_texture_lod"))) {
_supports_texture_lod = true;
if (is_at_least_gl_version(1, 4) || has_extension("GL_EXT_texture_lod_bias")) {
_supports_texture_lod_bias = true;
}
}
#endif
#ifdef OPENGLES
_supports_texture_max_level = is_at_least_gles_version(3, 0) ||
has_extension("GL_APPLE_texture_max_level");
#else
_supports_texture_max_level = is_at_least_gl_version(1, 2);
#endif
if (_supports_multisample) {
GLint sample_buffers = 0;
glGetIntegerv(GL_SAMPLE_BUFFERS, &sample_buffers);
if (sample_buffers != 1) {
// Even if the API supports multisample, we might have ended up with a
// framebuffer that doesn't have any multisample bits. (It's also
// possible the graphics card doesn't provide any framebuffers with
// multisample.) In this case, we don't really support the multisample
// API's, since they won't do anything.
_supports_multisample = false;
}
}
GLint max_texture_size = 0;
GLint max_3d_texture_size = 0;
GLint max_2d_texture_array_layers = 0;
GLint max_cube_map_size = 0;
GLint max_buffer_texture_size = 0;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
_max_texture_dimension = max_texture_size;
if (_supports_3d_texture) {
#ifndef OPENGLES_1
glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &max_3d_texture_size);
#endif
_max_3d_texture_dimension = max_3d_texture_size;
} else {
_max_3d_texture_dimension = 0;
}
#ifndef OPENGLES_1
if (_supports_2d_texture_array) {
glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &max_2d_texture_array_layers);
_max_2d_texture_array_layers = max_2d_texture_array_layers;
}
#endif
if (_supports_cube_map) {
glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &max_cube_map_size);
_max_cube_map_dimension = max_cube_map_size;
} else {
_max_cube_map_dimension = 0;
}
#ifndef OPENGLES
if (_supports_buffer_texture) {
glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &max_buffer_texture_size);
_max_buffer_texture_size = max_buffer_texture_size;
} else {
_max_buffer_texture_size = 0;
}
#endif // !OPENGLES
GLint max_elements_vertices = 0, max_elements_indices = 0;
#ifndef OPENGLES
if (is_at_least_gl_version(1, 2) || has_extension("GL_EXT_draw_range_elements")) {
glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &max_elements_vertices);
glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &max_elements_indices);
if (max_elements_vertices > 0) {
_max_vertices_per_array = max_elements_vertices;
}
if (max_elements_indices > 0) {
_max_vertices_per_primitive = max_elements_indices;
}
}
#endif // OPENGLES
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "max texture dimension = " << _max_texture_dimension
<< ", max 3d texture = " << _max_3d_texture_dimension
<< ", max 2d texture array = " << max_2d_texture_array_layers
<< ", max cube map = " << _max_cube_map_dimension << "\n";
#ifndef OPENGLES
GLCAT.debug()
<< "max_elements_vertices = " << max_elements_vertices
<< ", max_elements_indices = " << max_elements_indices << "\n";
#endif
if (_supports_buffers) {
if (vertex_buffers) {
GLCAT.debug()
<< "vertex buffer objects are supported.\n";
} else {
GLCAT.debug()
<< "vertex buffer objects are supported (but not enabled).\n";
}
} else {
GLCAT.debug()
<< "vertex buffer objects are NOT supported.\n";
}
#ifdef SUPPORT_IMMEDIATE_MODE
if (!vertex_arrays) {
GLCAT.debug()
<< "immediate mode commands will be used instead of vertex arrays.\n";
}
#endif
if (!_supports_compressed_texture) {
GLCAT.debug()
<< "Texture compression is not supported.\n";
} else {
GLint num_compressed_formats = 0;
glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &num_compressed_formats);
if (num_compressed_formats == 0) {
GLCAT.debug()
<< "No specific compressed texture formats are supported.\n";
} else {
#ifndef NDEBUG
GLCAT.debug()
<< "Supported compressed texture formats:\n";
GLint *formats = (GLint *)alloca(num_compressed_formats * sizeof(GLint));
glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, formats);
for (int i = 0; i < num_compressed_formats; ++i) {
const char *format_str = get_compressed_format_string(formats[i]);
if (format_str != NULL) {
GLCAT.debug(false) << " " << format_str << '\n';
} else {
GLCAT.debug(false)
<< " Unknown compressed format 0x" << hex << formats[i]
<< dec << "\n";
}
}
#endif
}
}
}
_active_texture_stage = -1;
_num_active_texture_stages = 0;
// Check availability of anisotropic texture filtering.
_supports_anisotropy = false;
_max_anisotropy = 1.0;
if (has_extension("GL_EXT_texture_filter_anisotropic")) {
GLfloat max_anisotropy;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy);
_max_anisotropy = (PN_stdfloat)max_anisotropy;
_supports_anisotropy = true;
}
// Check availability of image read/write functionality in shaders.
_max_image_units = 0;
#ifndef OPENGLES_1
#ifdef OPENGLES
if (is_at_least_gl_version(3, 1)) {
#else
if (is_at_least_gl_version(4, 2) || has_extension("GL_ARB_shader_image_load_store")) {
#endif
_glBindImageTexture = (PFNGLBINDIMAGETEXTUREPROC)
get_extension_func("glBindImageTexture");
_glMemoryBarrier = (PFNGLMEMORYBARRIERPROC)
get_extension_func("glMemoryBarrier");
glGetIntegerv(GL_MAX_IMAGE_UNITS, &_max_image_units);
#ifndef OPENGLES
} else if (has_extension("GL_EXT_shader_image_load_store")) {
_glBindImageTexture = (PFNGLBINDIMAGETEXTUREPROC)
get_extension_func("glBindImageTextureEXT");
_glMemoryBarrier = (PFNGLMEMORYBARRIERPROC)
get_extension_func("glMemoryBarrierEXT");
glGetIntegerv(GL_MAX_IMAGE_UNITS_EXT, &_max_image_units);
#endif
} else {
_glBindImageTexture = NULL;
_glMemoryBarrier = NULL;
}
#endif // !OPENGLES_1
_supports_sampler_objects = false;
#ifndef OPENGLES_1
if (gl_support_sampler_objects &&
#ifdef OPENGLES
is_at_least_gles_version(3, 0)) {
#else
(is_at_least_gl_version(3, 3) || has_extension("GL_ARB_sampler_objects"))) {
#endif
_glGenSamplers = (PFNGLGENSAMPLERSPROC) get_extension_func("glGenSamplers");
_glDeleteSamplers = (PFNGLDELETESAMPLERSPROC) get_extension_func("glDeleteSamplers");
_glBindSampler = (PFNGLBINDSAMPLERPROC) get_extension_func("glBindSampler");
_glSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC) get_extension_func("glSamplerParameteri");
_glSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC) get_extension_func("glSamplerParameteriv");
_glSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC) get_extension_func("glSamplerParameterf");
_glSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC) get_extension_func("glSamplerParameterfv");
if (_glGenSamplers == NULL || _glDeleteSamplers == NULL ||
_glBindSampler == NULL || _glSamplerParameteri == NULL ||
_glSamplerParameteriv == NULL || _glSamplerParameterf == NULL ||
_glSamplerParameterfv == NULL) {
GLCAT.warning()
<< "GL_ARB_sampler_objects advertised as supported by OpenGL runtime, but could not get pointers to extension function.\n";
} else {
_supports_sampler_objects = true;
}
}
#endif // !OPENGLES_1
// Check availability of multi-bind functions.
_supports_multi_bind = false;
#ifndef OPENGLES
if (is_at_least_gl_version(4, 4) || has_extension("GL_ARB_multi_bind")) {
_glBindTextures = (PFNGLBINDTEXTURESPROC)
get_extension_func("glBindTextures");
_glBindImageTextures = (PFNGLBINDIMAGETEXTURESPROC)
get_extension_func("glBindImageTextures");
if (_supports_sampler_objects) {
_glBindSamplers = (PFNGLBINDSAMPLERSPROC)
get_extension_func("glBindSamplers");
}
if (_use_vertex_attrib_binding) {
_glBindVertexBuffers = (PFNGLBINDVERTEXBUFFERSPROC)
get_extension_func("glBindVertexBuffers");
}
if (_glBindTextures != NULL && _glBindImageTextures != NULL) {
_supports_multi_bind = true;
} else {
GLCAT.warning()
<< "ARB_multi_bind advertised as supported by OpenGL runtime, but could not get pointers to extension function.\n";
}
}
#endif // !OPENGLES
#ifndef OPENGLES_1
#ifdef OPENGLES
if (is_at_least_gl_version(3, 0)) {
#else
if (is_at_least_gl_version(4, 3) || has_extension("GL_ARB_internalformat_query2")) {
#endif
_glGetInternalformativ = (PFNGLGETINTERNALFORMATIVPROC)
get_extension_func("glGetInternalformativ");
if (_glGetInternalformativ == NULL) {
GLCAT.warning()
<< "ARB_internalformat_query2 advertised as supported by OpenGL runtime, but could not get pointers to extension function.\n";
}
}
#endif // !OPENGLES_1
_supports_bindless_texture = false;
#ifndef OPENGLES
if (has_extension("GL_ARB_bindless_texture")) {
_glGetTextureHandle = (PFNGLGETTEXTUREHANDLEPROC)
get_extension_func("glGetTextureHandleARB");
_glGetTextureSamplerHandle = (PFNGLGETTEXTURESAMPLERHANDLEPROC)
get_extension_func("glGetTextureSamplerHandleARB");
_glMakeTextureHandleResident = (PFNGLMAKETEXTUREHANDLERESIDENTPROC)
get_extension_func("glMakeTextureHandleResidentARB");
_glUniformHandleui64 = (PFNGLUNIFORMHANDLEUI64PROC)
get_extension_func("glUniformHandleui64ARB");
if (_glGetTextureHandle == NULL || _glMakeTextureHandleResident == NULL ||
_glUniformHandleui64 == NULL) {
GLCAT.warning()
<< "GL_ARB_bindless_texture advertised as supported by OpenGL runtime, but could not get pointers to extension function.\n";
} else {
_supports_bindless_texture = true;
}
}
#endif // !OPENGLES
#ifndef OPENGLES_1
_supports_get_program_binary = false;
_program_binary_formats.clear();
#ifdef OPENGLES
if (is_at_least_gles_version(3, 0)) {
#else
if (is_at_least_gl_version(4, 1) || has_extension("GL_ARB_get_program_binary")) {
#endif
_glGetProgramBinary = (PFNGLGETPROGRAMBINARYPROC)
get_extension_func("glGetProgramBinary");
_glProgramBinary = (PFNGLPROGRAMBINARYPROC)
get_extension_func("glProgramBinary");
_glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)
get_extension_func("glProgramParameteri");
GLint num_binary_formats = 0;
if (_glGetProgramBinary != NULL &&
_glProgramBinary != NULL &&
_glProgramParameteri != NULL) {
glGetIntegerv(GL_NUM_PROGRAM_BINARY_FORMATS, &num_binary_formats);
}
if (num_binary_formats > 0) {
_supports_get_program_binary = true;
GLenum *binary_formats = (GLenum *)alloca(sizeof(GLenum) * num_binary_formats);
glGetIntegerv(GL_PROGRAM_BINARY_FORMATS, (GLint *)binary_formats);
for (int i = 0; i < num_binary_formats; ++i) {
_program_binary_formats.insert(binary_formats[i]);
}
}
}
#endif // !OPENGLES_1
report_my_gl_errors();
if (core_profile) {
// TODO: better detection mechanism?
_supports_stencil = support_stencil;
}
#ifdef SUPPORT_FIXED_FUNCTION
else if (support_stencil) {
GLint num_stencil_bits;
glGetIntegerv(GL_STENCIL_BITS, &num_stencil_bits);
_supports_stencil = (num_stencil_bits != 0);
}
#endif
#ifdef OPENGLES_1
_supports_stencil_wrap = has_extension("GL_OES_stencil_wrap");
#elif defined(OPENGLES)
_supports_stencil_wrap = true;
#else
_supports_stencil_wrap = is_at_least_gl_version(1, 4) ||
has_extension("GL_EXT_stencil_wrap");
#endif
_supports_two_sided_stencil = false;
#ifndef OPENGLES
//TODO: support the two-sided stencil functions that ended up in core.
if (has_extension("GL_EXT_stencil_two_side")) {
_glActiveStencilFaceEXT = (PFNGLACTIVESTENCILFACEEXTPROC)
get_extension_func("glActiveStencilFaceEXT");
_supports_two_sided_stencil = true;
} else {
_glActiveStencilFaceEXT = 0;
}
#endif
// Ensure the initial state is what we say it should be (in some cases, we
// don't want the GL default settings; in others, we have to force the point
// with some drivers that aren't strictly compliant w.r.t. initial
// settings).
glFrontFace(GL_CCW);
#ifndef OPENGLES_2
glDisable(GL_LINE_SMOOTH);
#endif
#ifdef SUPPORT_FIXED_FUNCTION
if (!core_profile) {
glDisable(GL_POINT_SMOOTH);
}
#endif
#ifndef OPENGLES
glDisable(GL_POLYGON_SMOOTH);
#endif // OPENGLES
#ifndef OPENGLES_2
if (_supports_multisample) {
glDisable(GL_MULTISAMPLE);
}
#endif
// Set up all the enableddisabled flags to GL's known initial values:
// everything off.
_multisample_mode = 0;
_line_smooth_enabled = false;
_point_smooth_enabled = false;
_polygon_smooth_enabled = false;
_stencil_test_enabled = false;
_blend_enabled = false;
_depth_test_enabled = false;
_fog_enabled = false;
_alpha_test_enabled = false;
_polygon_offset_enabled = false;
_flat_shade_model = false;
_decal_level = 0;
_active_color_write_mask = ColorWriteAttrib::C_all;
_tex_gen_point_sprite = false;
#ifndef OPENGLES_1
_enabled_vertex_attrib_arrays.clear();
memset(_vertex_attrib_divisors, 0, sizeof(GLint) * 32);
#endif
// Dither is on by default in GL; let's turn it off
glDisable(GL_DITHER);
_dithering_enabled = false;
#ifndef OPENGLES_1
_current_shader = (Shader *)NULL;
_current_shader_context = (ShaderContext *)NULL;
_vertex_array_shader = (Shader *)NULL;
_vertex_array_shader_context = (ShaderContext *)NULL;
_texture_binding_shader = (Shader *)NULL;
_texture_binding_shader_context = (ShaderContext *)NULL;
#endif
// Count the max number of lights
_max_lights = 0;
#ifdef SUPPORT_FIXED_FUNCTION
if (!core_profile) {
GLint max_lights = 0;
glGetIntegerv(GL_MAX_LIGHTS, &max_lights);
_max_lights = max_lights;
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "max lights = " << _max_lights << "\n";
}
}
#endif
// Count the max number of clipping planes
_max_clip_planes = 0;
#ifdef SUPPORT_FIXED_FUNCTION
if (!core_profile) {
GLint max_clip_planes = 0;
glGetIntegerv(GL_MAX_CLIP_PLANES, &max_clip_planes);
_max_clip_planes = max_clip_planes;
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "max clip planes = " << _max_clip_planes << "\n";
}
}
#endif
_max_texture_stages = 1;
#ifdef SUPPORT_FIXED_FUNCTION
if (supports_multitexture && !core_profile) {
GLint max_texture_stages = 0;
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &max_texture_stages);
_max_texture_stages = max_texture_stages;
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "max texture stages = " << _max_texture_stages << "\n";
}
}
#endif
_current_vbuffer_index = 0;
_current_ibuffer_index = 0;
_current_vao_index = 0;
_current_fbo = 0;
_auto_antialias_mode = false;
_render_mode = RenderModeAttrib::M_filled;
_point_size = 1.0f;
_point_perspective = false;
#ifndef OPENGLES
_current_vertex_buffers.clear();
_current_vertex_format.clear();
memset(_vertex_attrib_columns, 0, sizeof(const GeomVertexColumn *) * 32);
#endif
report_my_gl_errors();
#ifdef SUPPORT_FIXED_FUNCTION
if (!core_profile) {
if (gl_cheap_textures) {
GLCAT.info()
<< "Setting glHint() for fastest textures.\n";
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
}
// Use per-vertex fog if per-pixel fog requires SW renderer
glHint(GL_FOG_HINT, GL_DONT_CARE);
}
#endif
#ifdef SUPPORT_FIXED_FUNCTION
if (!core_profile) {
GLint num_red_bits = 0;
glGetIntegerv(GL_RED_BITS, &num_red_bits);
if (num_red_bits < 8) {
glEnable(GL_DITHER);
_dithering_enabled = true;
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "frame buffer depth = " << num_red_bits
<< " bits/channel, enabling dithering\n";
}
}
}
#endif
_error_count = 0;
report_my_gl_errors();
#ifndef OPENGLES_1
if (GLCAT.is_debug()) {
if (_supports_get_program_binary) {
GLCAT.debug()
<< "Supported shader binary formats:\n";
GLCAT.debug() << " ";
pset<GLenum>::const_iterator it;
for (it = _program_binary_formats.begin();
it != _program_binary_formats.end(); ++it) {
char number[16];
sprintf(number, "0x%04X", *it);
GLCAT.debug(false) << " " << number << "";
}
GLCAT.debug(false) << "\n";
} else {
GLCAT.debug() << "No shader binary formats supported.\n";
}
}
#endif
#ifndef OPENGLES
if (_gl_shadlang_ver_major >= 4 || has_extension("GL_NV_gpu_program5")) {
// gp5fp - OpenGL fragment profile for GeForce 400 Series and up
_shader_model = SM_50;
} else if (_gl_shadlang_ver_major >= 3 ||
has_extension("GL_NV_gpu_program4")) {
// gp4fp - OpenGL fragment profile for G8x (GeForce 8xxx and up)
_shader_model = SM_40;
} else if (has_extension("GL_NV_fragment_program2")) {
// fp40 - OpenGL fragment profile for NV4x (GeForce 6xxx and 7xxx Series,
// NV4x-based Quadro FX, etc.)
_shader_model = SM_30;
} else if (has_extension("GL_NV_fragment_program")) {
// fp30 - OpenGL fragment profile for NV3x (GeForce FX, Quadro FX, etc.)
_shader_model = SM_2X;
} else if (_gl_shadlang_ver_major >= 1 ||
has_extension("GL_ARB_fragment_program")) {
// This OpenGL profile corresponds to the per-fragment functionality
// introduced by GeForce FX and other DirectX 9 GPUs.
_shader_model = SM_20;
} else if (has_extension("GL_NV_texture_shader2")) {
// fp20 - OpenGL fragment profile for NV2x (GeForce3, GeForce4 Ti, Quadro
// DCC, etc.)
_shader_model = SM_11;
} else {
// No shader support
_shader_model = SM_00;
}
// DisplayInformation may have better shader model detection
{
GraphicsPipe *pipe;
DisplayInformation *display_information;
pipe = this->get_pipe();
if (pipe) {
display_information = pipe->get_display_information ();
if (display_information) {
if (display_information->get_shader_model() > _shader_model) {
_shader_model = display_information->get_shader_model();
}
}
}
}
_auto_detect_shader_model = _shader_model;
if (GLCAT.is_debug()) {
#ifdef HAVE_CG
#if CG_VERSION_NUM >= 2200
GLCAT.debug() << "Supported Cg profiles:\n";
int num_profiles = cgGetNumSupportedProfiles();
for (int i = 0; i < num_profiles; ++i) {
CGprofile profile = cgGetSupportedProfile(i);
if (cgGLIsProfileSupported(profile)) {
GLCAT.debug() << " " << cgGetProfileString(profile) << "\n";
}
}
#endif // CG_VERSION_NUM >= 2200
#if CG_VERSION_NUM >= 3100
GLCAT.debug() << "Cg GLSL version = "
<< cgGLGetGLSLVersionString(cgGLDetectGLSLVersion()) << "\n";
#endif
GLCAT.debug()
<< "Cg latest vertex profile = "
<< cgGetProfileString(cgGLGetLatestProfile(CG_GL_VERTEX)) << "\n";
GLCAT.debug()
<< "Cg latest fragment profile = "
<< cgGetProfileString(cgGLGetLatestProfile(CG_GL_FRAGMENT)) << "\n";
#if CG_VERSION_NUM >= 2000
GLCAT.debug()
<< "Cg latest geometry profile = "
<< cgGetProfileString(cgGLGetLatestProfile(CG_GL_GEOMETRY)) << "\n";
#endif
GLCAT.debug() << "basic-shaders-only " << basic_shaders_only << "\n";
GLCAT.debug()
<< "Cg active vertex profile = "
<< cgGetProfileString((CGprofile)_shader_caps._active_vprofile) << "\n";
GLCAT.debug()
<< "Cg active fragment profile = "
<< cgGetProfileString((CGprofile)_shader_caps._active_fprofile) << "\n";
GLCAT.debug()
<< "Cg active geometry profile = "
<< cgGetProfileString((CGprofile)_shader_caps._active_gprofile) << "\n";
#endif // HAVE_CG
GLCAT.debug() << "shader model = " << _shader_model << "\n";
}
#endif // !OPENGLES
// OpenGL core profile requires a VAO to be bound. It's a bit silly,
// because we can just bind a VAO and then forget about it.
#if !defined(OPENGLES)
if (core_profile) {
if (_supports_vao) {
_glGenVertexArrays(1, &_current_vao_index);
_glBindVertexArray(_current_vao_index);
} else {
GLCAT.error()
<< "Core profile enabled, but vertex array objects not supported!\n";
}
}
#endif
// Now that the GSG has been initialized, make it available for
// optimizations.
add_gsg(this);
}
/**
* Force the graphics card to finish drawing before returning. !!!!!HACK
* WARNING!!!! glfinish does not actually wait for the graphics card to finish
* drawing only for draw calls to finish. Thus flip may not happene
* immediately. Instead we read a single pixel from the framebuffer. This
* forces the graphics card to finish drawing the frame before returning.
*/
void CLP(GraphicsStateGuardian)::
finish() {
// Rather than call glfinish which returns immediately if draw commands have
// been submitted, we will read a single pixel from the frame. That will
// force the graphics card to finish drawing before it is called
char data[4];
glReadPixels(0,0,1,1,GL_RGBA,GL_UNSIGNED_BYTE,&data);
// glFinish();
}
/**
* Clears the framebuffer within the current DisplayRegion, according to the
* flags indicated by the given DrawableRegion object.
*
* This does not set the DisplayRegion first. You should call
* prepare_display_region() to specify the region you wish the clear operation
* to apply to.
*/
void CLP(GraphicsStateGuardian)::
clear(DrawableRegion *clearable) {
PStatGPUTimer timer(this, _clear_pcollector);
report_my_gl_errors();
if (!clearable->is_any_clear_active()) {
return;
}
// XXX rdb: Is this line really necessary? Could we perhaps just reset the
// color write mask and other relevant attributes?
set_state_and_transform(RenderState::make_empty(), _internal_transform);
int mask = 0;
#ifndef OPENGLES_1
if (_current_fbo != 0 && _glClearBufferfv != NULL) {
// We can use glClearBuffer to clear all the color attachments, which
// protects us from the overhead of having to call set_draw_buffer for
// every single attachment.
int index = 0;
if (_current_properties->get_color_bits() > 0) {
if (_current_properties->is_stereo()) {
// Clear both left and right attachments.
if (clearable->get_clear_active(GraphicsOutput::RTP_color)) {
LColorf v = LCAST(float, clearable->get_clear_value(GraphicsOutput::RTP_color));
_glClearBufferfv(GL_COLOR, index, v.get_data());
_glClearBufferfv(GL_COLOR, index + 1, v.get_data());
}
index += 2;
} else {
if (clearable->get_clear_active(GraphicsOutput::RTP_color)) {
LColorf v = LCAST(float, clearable->get_clear_value(GraphicsOutput::RTP_color));
_glClearBufferfv(GL_COLOR, index, v.get_data());
}
++index;
}
}
for (int i = 0; i < _current_properties->get_aux_rgba(); ++i) {
int layerid = GraphicsOutput::RTP_aux_rgba_0 + i;
if (clearable->get_clear_active(layerid)) {
LColorf v = LCAST(float, clearable->get_clear_value(layerid));
_glClearBufferfv(GL_COLOR, index, v.get_data());
}
++index;
}
for (int i = 0; i < _current_properties->get_aux_hrgba(); ++i) {
int layerid = GraphicsOutput::RTP_aux_hrgba_0 + i;
if (clearable->get_clear_active(layerid)) {
LColorf v = LCAST(float, clearable->get_clear_value(layerid));
_glClearBufferfv(GL_COLOR, index, v.get_data());
}
++index;
}
for (int i = 0; i < _current_properties->get_aux_float(); ++i) {
int layerid = GraphicsOutput::RTP_aux_float_0 + i;
if (clearable->get_clear_active(layerid)) {
LColorf v = LCAST(float, clearable->get_clear_value(layerid));
_glClearBufferfv(GL_COLOR, index, v.get_data());
}
++index;
}
} else
#endif
{
if (_current_properties->get_aux_mask() != 0) {
for (int i = 0; i < _current_properties->get_aux_rgba(); ++i) {
int layerid = GraphicsOutput::RTP_aux_rgba_0 + i;
int layerbit = RenderBuffer::T_aux_rgba_0 << i;
if (clearable->get_clear_active(layerid)) {
LColor v = clearable->get_clear_value(layerid);
glClearColor(v[0], v[1], v[2], v[3]);
set_draw_buffer(layerbit);
glClear(GL_COLOR_BUFFER_BIT);
}
}
for (int i = 0; i < _current_properties->get_aux_hrgba(); ++i) {
int layerid = GraphicsOutput::RTP_aux_hrgba_0 + i;
int layerbit = RenderBuffer::T_aux_hrgba_0 << i;
if (clearable->get_clear_active(layerid)) {
LColor v = clearable->get_clear_value(layerid);
glClearColor(v[0], v[1], v[2], v[3]);
set_draw_buffer(layerbit);
glClear(GL_COLOR_BUFFER_BIT);
}
}
for (int i = 0; i < _current_properties->get_aux_float(); ++i) {
int layerid = GraphicsOutput::RTP_aux_float_0 + i;
int layerbit = RenderBuffer::T_aux_float_0 << i;
if (clearable->get_clear_active(layerid)) {
LColor v = clearable->get_clear_value(layerid);
glClearColor(v[0], v[1], v[2], v[3]);
set_draw_buffer(layerbit);
glClear(GL_COLOR_BUFFER_BIT);
}
}
// In the past, it was possible to set the draw buffer once in
// prepare_display_region and then forget about it. Now, with aux
// layers, it is necessary to occasionally change the draw buffer. In
// time, I think there will need to be a draw buffer attrib. Until
// then, this little hack to put things back the way they were after
// prepare_display_region will do.
set_draw_buffer(_draw_buffer_type);
}
if (_current_properties->get_color_bits() > 0) {
if (clearable->get_clear_color_active()) {
LColor v = clearable->get_clear_color();
glClearColor(v[0], v[1], v[2], v[3]);
clear_color_write_mask();
_state_mask.clear_bit(ColorWriteAttrib::get_class_slot());
mask |= GL_COLOR_BUFFER_BIT;
}
}
}
if (clearable->get_clear_depth_active()) {
#ifdef OPENGLES
glClearDepthf(clearable->get_clear_depth());
#else
glClearDepth(clearable->get_clear_depth());
#endif // OPENGLES
#ifdef GSG_VERBOSE
GLCAT.spam()
<< "glDepthMask(GL_TRUE)" << endl;
#endif
glDepthMask(GL_TRUE);
_state_mask.clear_bit(DepthWriteAttrib::get_class_slot());
mask |= GL_DEPTH_BUFFER_BIT;
}
if (_supports_stencil && clearable->get_clear_stencil_active()) {
glStencilMask(~0);
glClearStencil(clearable->get_clear_stencil());
mask |= GL_STENCIL_BUFFER_BIT;
}
if (mask != 0) {
glClear(mask);
if (GLCAT.is_spam()) {
string clear_flags;
if (mask & GL_COLOR_BUFFER_BIT) {
clear_flags += " | GL_COLOR_BUFFER_BIT";
}
if (mask & GL_DEPTH_BUFFER_BIT) {
clear_flags += " | GL_DEPTH_BUFFER_BIT";
}
if (mask & GL_STENCIL_BUFFER_BIT) {
clear_flags += " | GL_STENCIL_BUFFER_BIT";
}
#ifndef OPENGLES
if (mask & GL_ACCUM_BUFFER_BIT) {
clear_flags += " | GL_ACCUM_BUFFER_BIT";
}
#endif
GLCAT.spam() << "glClear(" << (clear_flags.c_str() + 3) << ")\n";
}
}
report_my_gl_errors();
}
/**
* Prepare a display region for rendering (set up scissor region and viewport)
*/
void CLP(GraphicsStateGuardian)::
prepare_display_region(DisplayRegionPipelineReader *dr) {
nassertv(dr != (DisplayRegionPipelineReader *)NULL);
GraphicsStateGuardian::prepare_display_region(dr);
int l, b, w, h;
dr->get_region_pixels(l, b, w, h);
_viewport_x = l;
_viewport_y = b;
_viewport_width = w;
_viewport_height = h;
GLint x = GLint(l);
GLint y = GLint(b);
GLsizei width = GLsizei(w);
GLsizei height = GLsizei(h);
_draw_buffer_type = dr->get_object()->get_draw_buffer_type() & _current_properties->get_buffer_mask() & _stereo_buffer_mask;
_draw_buffer_type |= _current_properties->get_aux_mask();
set_draw_buffer(_draw_buffer_type);
int count = dr->get_num_regions();
if (dr->get_scissor_enabled()) {
if (GLCAT.is_spam()) {
GLCAT.spam()
<< "glEnable(GL_SCISSOR_TEST)\n";
}
glEnable(GL_SCISSOR_TEST);
_scissor_enabled = true;
_scissor_array.resize(count);
} else {
if (GLCAT.is_spam()) {
GLCAT.spam()
<< "glDisable(GL_SCISSOR_TEST)\n";
}
glDisable(GL_SCISSOR_TEST);
_scissor_enabled = false;
_scissor_array.clear();
}
_scissor_attrib_active = false;
#ifndef OPENGLES
if (_supports_viewport_arrays) {
GLfloat *viewports = (GLfloat *)alloca(sizeof(GLfloat) * 4 * count);
// We store the scissor regions in a vector since we may need to switch
// back to it in do_issue_scissor.
for (int i = 0; i < count; ++i) {
LVecBase4i sr;
dr->get_region_pixels(i, sr[0], sr[1], sr[2], sr[3]);
GLfloat *vr = viewports + i * 4;
vr[0] = (GLfloat) sr[0];
vr[1] = (GLfloat) sr[1];
vr[2] = (GLfloat) sr[2];
vr[3] = (GLfloat) sr[3];
if (_scissor_enabled) {
_scissor_array[i] = sr;
}
}
_glViewportArrayv(0, count, viewports);
if (_scissor_enabled) {
_glScissorArrayv(0, count, _scissor_array[0].get_data());
}
if (GLCAT.is_spam()) {
GLCAT.spam()
<< "glViewportArrayv(0, " << count << ",";
for (int i = 0; i < count; ++i) {
GLfloat *vr = viewports + i * 4;
GLCAT.spam(false) << " [" << vr[0] << " " << vr[1] << " " << vr[2] << " " << vr[3] << "]";
}
GLCAT.spam(false) << ")\n";
if (_scissor_enabled) {
GLCAT.spam()
<< "glScissorArrayv(0, " << count << ",";
for (int i = 0; i < count; ++i) {
const LVecBase4i &sr = _scissor_array[i];
GLCAT.spam(false) << " [" << sr << "]";
}
GLCAT.spam(false) << ")\n";
}
}
} else
#endif // OPENGLES
{
glViewport(x, y, width, height);
if (_scissor_enabled) {
glScissor(x, y, width, height);
_scissor_array.resize(1);
_scissor_array[0].set(x, y, width, height);
}
if (GLCAT.is_spam()) {
GLCAT.spam()
<< "glViewport(" << x << ", " << y << ", " << width << ", " << height << ")\n";
if (dr->get_scissor_enabled()) {
GLCAT.spam()
<< "glScissor(" << x << ", " << y << ", " << width << ", " << height << ")\n";
}
}
}
report_my_gl_errors();
}
/**
* Resets any non-standard graphics state that might give a callback apoplexy.
* Some drivers require that the graphics state be restored to neutral before
* performing certain operations. In OpenGL, for instance, this closes any
* open vertex buffers.
*/
void CLP(GraphicsStateGuardian)::
clear_before_callback() {
#ifdef SUPPORT_FIXED_FUNCTION
disable_standard_vertex_arrays();
#endif
#ifndef OPENGLES_1
if (_vertex_array_shader_context != 0) {
_vertex_array_shader_context->disable_shader_vertex_arrays();
_vertex_array_shader = (Shader *)NULL;
_vertex_array_shader_context = (ShaderContext *)NULL;
}
#endif
unbind_buffers();
// Some callbacks may quite reasonably assume that the active texture stage
// is still set to stage 0. CEGUI, in particular, makes this assumption.
set_active_texture_stage(0);
#ifdef SUPPORT_FIXED_FUNCTION
_glClientActiveTexture(GL_TEXTURE0);
#endif
// Clear the bound sampler object, so that we do not inadvertently override
// the callback's desired sampler settings.
#ifndef OPENGLES_1
if (_supports_sampler_objects) {
_glBindSampler(0, 0);
if (GLCAT.is_spam()) {
GLCAT.spam()
<< "glBindSampler(0, 0)\n";
}
}
#endif
}
/**
* Given a lens, calculates the appropriate projection matrix for use with
* this gsg. Note that the projection matrix depends a lot upon the
* coordinate system of the rendering API.
*
* The return value is a TransformState if the lens is acceptable, NULL if it
* is not.
*/
CPT(TransformState) CLP(GraphicsStateGuardian)::
calc_projection_mat(const Lens *lens) {
if (lens == (Lens *)NULL) {
return NULL;
}
if (!lens->is_linear()) {
return NULL;
}
// The projection matrix must always be right-handed Y-up, even if our
// coordinate system of choice is otherwise, because certain GL calls
// (specifically glTexGen(GL_SPHERE_MAP)) assume this kind of a coordinate
// system. Sigh. In order to implement a Z-up (or other arbitrary)
// coordinate system, we'll use a Y-up projection matrix, and store the
// conversion to our coordinate system of choice in the modelview matrix.
LMatrix4 result =
LMatrix4::convert_mat(_internal_coordinate_system,
lens->get_coordinate_system()) *
lens->get_projection_mat(_current_stereo_channel);
if (_scene_setup->get_inverted()) {
// If the scene is supposed to be inverted, then invert the projection
// matrix.
result *= LMatrix4::scale_mat(1.0f, -1.0f, 1.0f);
}
return TransformState::make_mat(result);
}
/**
* Makes the current lens (whichever lens was most recently specified with
* set_scene()) active, so that it will transform future rendered geometry.
* Normally this is only called from the draw process, and usually it is
* called by set_scene().
*
* The return value is true if the lens is acceptable, false if it is not.
*/
bool CLP(GraphicsStateGuardian)::
prepare_lens() {
#ifdef SUPPORT_FIXED_FUNCTION
if (GLCAT.is_spam()) {
GLCAT.spam()
<< "glMatrixMode(GL_PROJECTION): " << _projection_mat->get_mat() << endl;
}
glMatrixMode(GL_PROJECTION);
call_glLoadMatrix(_projection_mat->get_mat());
report_my_gl_errors();
do_point_size();
#endif
#ifndef OPENGLES_1
if (_current_shader_context) {
_current_shader_context->issue_parameters(Shader::SSD_transform);
}
#endif
return true;
}
/**
* Called before each frame is rendered, to allow the GSG a chance to do any
* internal cleanup before beginning the frame.
*
* The return value is true if successful (in which case the frame will be
* drawn and end_frame() will be called later), or false if unsuccessful (in
* which case nothing will be drawn and end_frame() will not be called).
*/
bool CLP(GraphicsStateGuardian)::
begin_frame(Thread *current_thread) {
if (!GraphicsStateGuardian::begin_frame(current_thread)) {
return false;
}
_renderbuffer_residency.begin_frame(current_thread);
report_my_gl_errors();
#ifdef DO_PSTATS
_vertices_display_list_pcollector.clear_level();
_vertices_immediate_pcollector.clear_level();
_primitive_batches_display_list_pcollector.clear_level();
#endif
#ifndef NDEBUG
_show_texture_usage = false;
if (gl_show_texture_usage) {
// When this is true, then every other second, we show the usage textures
// instead of the real textures.
double now = ClockObject::get_global_clock()->get_frame_time();
int this_second = (int)floor(now);
if (this_second & 1) {
_show_texture_usage = true;
_show_texture_usage_index = this_second >> 1;
int max_size = gl_show_texture_usage_max_size;
if (max_size != _show_texture_usage_max_size) {
// Remove the cache of usage textures; we've changed the max size.
UsageTextures::iterator ui;
for (ui = _usage_textures.begin();
ui != _usage_textures.end();
++ui) {
GLuint index = (*ui).second;
glDeleteTextures(1, &index);
}
_usage_textures.clear();
_show_texture_usage_max_size = max_size;
}
}
}
#endif // NDEBUG
#ifdef DO_PSTATS
/*if (_supports_timer_query) {
// Measure the difference between the OpenGL clock and the PStats clock.
GLint64 time_ns;
_glGetInteger64v(GL_TIMESTAMP, &time_ns);
_timer_delta = time_ns * -0.000000001;
_timer_delta += PStatClient::get_global_pstats()->get_real_time();
}*/
#endif
#ifndef OPENGLES
if (_current_properties->get_srgb_color()) {
glEnable(GL_FRAMEBUFFER_SRGB);
}
#endif
report_my_gl_errors();
return true;
}
/**
* Called between begin_frame() and end_frame() to mark the beginning of
* drawing commands for a "scene" (usually a particular DisplayRegion) within
* a frame. All 3-D drawing commands, except the clear operation, must be
* enclosed within begin_scene() .. end_scene().
*
* The return value is true if successful (in which case the scene will be
* drawn and end_scene() will be called later), or false if unsuccessful (in
* which case nothing will be drawn and end_scene() will not be called).
*/
bool CLP(GraphicsStateGuardian)::
begin_scene() {
return GraphicsStateGuardian::begin_scene();
}
/**
* Called between begin_frame() and end_frame() to mark the end of drawing
* commands for a "scene" (usually a particular DisplayRegion) within a frame.
* All 3-D drawing commands, except the clear operation, must be enclosed
* within begin_scene() .. end_scene().
*/
void CLP(GraphicsStateGuardian)::
end_scene() {
GraphicsStateGuardian::end_scene();
_dlights.clear();
report_my_gl_errors();
}
/**
* Called after each frame is rendered, to allow the GSG a chance to do any
* internal cleanup after rendering the frame, and before the window flips.
*/
void CLP(GraphicsStateGuardian)::
end_frame(Thread *current_thread) {
report_my_gl_errors();
#ifndef OPENGLES
if (_current_properties->get_srgb_color()) {
glDisable(GL_FRAMEBUFFER_SRGB);
}
#endif
#ifdef DO_PSTATS
// Check for textures, etc., that are no longer resident. These calls might
// be measurably expensive, and they don't have any benefit unless we are
// actually viewing PStats, so don't do them unless we're connected. That
// will just mean that we'll count everything as resident until the user
// connects PStats, at which point it will then correct the assessment. No
// harm done.
if (PStatClient::is_connected()) {
check_nonresident_texture(_prepared_objects->_texture_residency.get_inactive_resident());
check_nonresident_texture(_prepared_objects->_texture_residency.get_active_resident());
// OpenGL provides no methods for querying whether a buffer object (vertex
// buffer) is resident. In fact, the API appears geared towards the
// assumption that such buffers are always resident. OK.
}
#endif
#ifndef OPENGLES_1
// This breaks shaders across multiple regions.
if (_vertex_array_shader_context != 0) {
_vertex_array_shader_context->disable_shader_vertex_arrays();
_vertex_array_shader = (Shader *)NULL;
_vertex_array_shader_context = (ShaderContext *)NULL;
}
if (_texture_binding_shader_context != 0) {
_texture_binding_shader_context->disable_shader_texture_bindings();
_texture_binding_shader = (Shader *)NULL;
_texture_binding_shader_context = (ShaderContext *)NULL;
}
if (_current_shader_context != 0) {
_current_shader_context->unbind();
_current_shader = (Shader *)NULL;
_current_shader_context = (ShaderContext *)NULL;
}
#endif
// Respecify the active texture next frame, for good measure.
_active_texture_stage = -1;
// Calling glFlush() at the end of the frame is particularly necessary if
// this is a single-buffered visual, so that the frame will be finished
// drawing before we return to the application. It's not clear what effect
// this has on our total frame time. if (_force_flush ||
// _current_properties->is_single_buffered()) { gl_flush(); }
maybe_gl_finish();
GraphicsStateGuardian::end_frame(current_thread);
_renderbuffer_residency.end_frame(current_thread);
// Flush any PCollectors specific to this kind of GSG.
_primitive_batches_display_list_pcollector.flush_level();
_vertices_display_list_pcollector.flush_level();
_vertices_immediate_pcollector.flush_level();
// Now is a good time to delete any pending display lists.
#ifndef OPENGLES
#ifdef SUPPORT_FIXED_FUNCTION
if (display_lists) {
LightMutexHolder holder(_lock);
if (!_deleted_display_lists.empty()) {
DeletedNames::iterator ddli;
for (ddli = _deleted_display_lists.begin();
ddli != _deleted_display_lists.end();
++ddli) {
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "releasing display list index " << (int)(*ddli) << "\n";
}
glDeleteLists((*ddli), 1);
}
_deleted_display_lists.clear();
}
}
#endif
// And deleted queries, too, unless we're using query timers in which case
// we'll need to reuse lots of them.
if (_supports_occlusion_query && !get_timer_queries_active()) {
LightMutexHolder holder(_lock);
if (!_deleted_queries.empty()) {
if (GLCAT.is_spam()) {
DeletedNames::iterator dqi;
for (dqi = _deleted_queries.begin();
dqi != _deleted_queries.end();
++dqi) {
GLCAT.spam()
<< "releasing query index " << (int)(*dqi) << "\n";
}
}
_glDeleteQueries(_deleted_queries.size(), &_deleted_queries[0]);
_deleted_queries.clear();
}
}
#endif // OPENGLES
#ifndef NDEBUG
if (_check_errors || (_supports_debug && gl_debug)) {
report_my_gl_errors();
} else {
// If _check_errors is false, we still want to check for errors once every
// second, so that we know if anything went wrong at all.
double current = ClockObject::get_global_clock()->get_frame_time();
if (current - _last_error_check >= 1.0) {
_last_error_check = current;
PStatTimer timer(_check_error_pcollector);
GLenum error_code = glGetError();
if (error_code != GL_NO_ERROR) {
int error_count = 0;
do {
++error_count;
GLCAT.error()
<< "GL error 0x" << hex << error_code << dec << " : "
<< get_error_string(error_code) << "\n";
error_code = glGetError();
} while (error_code != GL_NO_ERROR);
if (error_count == 1) {
GLCAT.error()
<< "An OpenGL error has occurred.";
} else {
GLCAT.error()
<< error_count << " OpenGL errors have occurred.";
}
if (_supports_debug) {
GLCAT.error(false) << " Set gl-debug #t "
<< "in your PRC file to display more information.\n";
} else {
GLCAT.error(false) << " Set gl-check-errors #t "
<< "in your PRC file to display more information.\n";
}
_error_count += error_count;
if (_error_count >= gl_max_errors) {
panic_deactivate();
}
}
}
}
#endif
// Add in a newline to the spam output for improved legibility.
if (GLCAT.is_spam()) {
GLCAT.spam(false) << endl;
}
}
/**
* Called before a sequence of draw_primitive() functions are called, this
* should prepare the vertex data for rendering. It returns true if the
* vertices are ok, false to abort this group of primitives.
*/
bool CLP(GraphicsStateGuardian)::
begin_draw_primitives(const GeomPipelineReader *geom_reader,
const GeomMunger *munger,
const GeomVertexDataPipelineReader *data_reader,
bool force) {
#ifndef NDEBUG
if (GLCAT.is_spam()) {
GLCAT.spam() << "begin_draw_primitives: " << *(data_reader->get_object()) << "\n";
}
#endif // NDEBUG
#ifndef SUPPORT_FIXED_FUNCTION
// We can't draw without a shader bound in OpenGL ES 2. This shouldn't
// happen anyway unless the default shader failed to compile somehow.
if (_current_shader_context == NULL) {
return false;
}
#endif
if (!GraphicsStateGuardian::begin_draw_primitives(geom_reader, munger, data_reader, force)) {
return false;
}
nassertr(_data_reader != (GeomVertexDataPipelineReader *)NULL, false);
_geom_display_list = 0;
if (_auto_antialias_mode) {
switch (geom_reader->get_primitive_type()) {
case GeomPrimitive::PT_polygons:
case GeomPrimitive::PT_patches:
setup_antialias_polygon();
break;
case GeomPrimitive::PT_points:
setup_antialias_point();
break;
case GeomPrimitive::PT_lines:
setup_antialias_line();
break;
case GeomPrimitive::PT_none:
break;
}
int transparency_slot = TransparencyAttrib::get_class_slot();
int color_write_slot = ColorWriteAttrib::get_class_slot();
int color_blend_slot = ColorBlendAttrib::get_class_slot();
if (!_state_mask.get_bit(transparency_slot) ||
!_state_mask.get_bit(color_write_slot) ||
!_state_mask.get_bit(color_blend_slot)) {
do_issue_blending();
_state_mask.set_bit(transparency_slot);
_state_mask.set_bit(color_write_slot);
_state_mask.set_bit(color_blend_slot);
}
}
#ifdef SUPPORT_FIXED_FUNCTION
if (_data_reader->is_vertex_transformed()) {
// If the vertex data claims to be already transformed into clip
// coordinates, wipe out the current projection and modelview matrix (so
// we don't attempt to transform it again).
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
}
#endif
#if !defined(OPENGLES) && defined(SUPPORT_FIXED_FUNCTION) // Display lists not supported by OpenGL ES.
if (/*geom_reader->get_usage_hint() == Geom::UH_static &&*/
_data_reader->get_usage_hint() == Geom::UH_static &&
display_lists) {
// If the geom claims to be totally static, try to build it into a display
// list.
// Before we compile or call a display list, make sure the current buffers
// are unbound, or the nVidia drivers may crash.
unbind_buffers();
GeomContext *gc = geom_reader->prepare_now(get_prepared_objects(), this);
nassertr(gc != (GeomContext *)NULL, false);
CLP(GeomContext) *ggc = DCAST(CLP(GeomContext), gc);
const CLP(GeomMunger) *gmunger = DCAST(CLP(GeomMunger), _munger);
UpdateSeq modified = max(geom_reader->get_modified(), _data_reader->get_modified());
if (ggc->get_display_list(_geom_display_list, gmunger, modified)) {
// If it hasn't been modified, just play the display list again.
if (GLCAT.is_spam()) {
GLCAT.spam()
<< "calling display list " << (int)_geom_display_list << "\n";
}
glCallList(_geom_display_list);
#ifdef DO_PSTATS
_vertices_display_list_pcollector.add_level(ggc->_num_verts);
_primitive_batches_display_list_pcollector.add_level(1);
#endif
// And now we don't need to do anything else for this geom.
_geom_display_list = 0;
end_draw_primitives();
return false;
}
// Since we start this collector explicitly, we have to be sure to stop it
// again.
_load_display_list_pcollector.start();
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "compiling display list " << (int)_geom_display_list << "\n";
}
// If it has been modified, or this is the first time, then we need to
// build the display list up.
if (gl_compile_and_execute) {
glNewList(_geom_display_list, GL_COMPILE_AND_EXECUTE);
} else {
glNewList(_geom_display_list, GL_COMPILE);
}
#ifdef DO_PSTATS
// Count up the number of vertices used by primitives in the Geom, for
// PStats reporting.
ggc->_num_verts = 0;
for (int i = 0; i < geom_reader->get_num_primitives(); i++) {
ggc->_num_verts += geom_reader->get_primitive(i)->get_num_vertices();
}
#endif
}
#endif // OPENGLES
// Enable the appropriate vertex arrays, and disable any extra vertex arrays
// used by the previous rendering mode.
#ifdef SUPPORT_IMMEDIATE_MODE
_use_sender = !vertex_arrays;
#endif
#ifndef OPENGLES_1
if (_use_vertex_attrib_binding) {
const GeomVertexFormat *format = data_reader->get_format();
if (format != _current_vertex_format) {
update_shader_vertex_format(format);
}
}
#endif
{
// PStatGPUTimer timer(this, _vertex_array_update_pcollector);
#ifdef OPENGLES_1
if (!update_standard_vertex_arrays(force)) {
return false;
}
#else
if (_current_shader_context == 0) {
// No shader.
if (_vertex_array_shader_context != 0) {
_vertex_array_shader_context->disable_shader_vertex_arrays();
}
#ifdef SUPPORT_FIXED_FUNCTION
if (!update_standard_vertex_arrays(force)) {
return false;
}
#endif
} else {
#ifdef SUPPORT_FIXED_FUNCTION
// Shader.
if (_vertex_array_shader_context == 0 ||
_vertex_array_shader_context->uses_standard_vertex_arrays()) {
// Previous shader used standard arrays.
if (_current_shader_context->uses_standard_vertex_arrays()) {
// So does the current, so update them.
if (!update_standard_vertex_arrays(force)) {
return false;
}
} else {
// The current shader does not, so disable them entirely.
disable_standard_vertex_arrays();
}
}
#ifdef HAVE_CG
else if (_vertex_array_shader_context->is_of_type(CLP(CgShaderContext)::get_class_type())) {
// The previous shader was a Cg shader, which can leave a messy
// situation.
_vertex_array_shader_context->disable_shader_vertex_arrays();
}
#endif
#endif // SUPPORT_FIXED_FUNCTION
// Now update the vertex arrays for the current shader.
if (!_current_shader_context->
update_shader_vertex_arrays(_vertex_array_shader_context, force)) {
return false;
}
}
_vertex_array_shader = _current_shader;
_vertex_array_shader_context = _current_shader_context;
#endif // OPENGLES_1
}
report_my_gl_errors();
return true;
}
#ifdef SUPPORT_FIXED_FUNCTION
/**
* Disables any unneeded vertex arrays that were previously enabled, and
* enables any vertex arrays that are needed that were not previously enabled
* (or, sets up an immediate-mode sender). Called only from
* begin_draw_primitives. Used only when the standard (non-shader) pipeline
* is about to be used - glShaderContexts are responsible for setting up their
* own vertex arrays.
*/
bool CLP(GraphicsStateGuardian)::
update_standard_vertex_arrays(bool force) {
#ifdef SUPPORT_IMMEDIATE_MODE
if (_use_sender) {
// We must use immediate mode to render primitives.
_sender.clear();
_sender.add_column(_data_reader, InternalName::get_normal(),
NULL, NULL, GLPf(Normal3), NULL);
#ifndef NDEBUG
if (_show_texture_usage) {
// In show_texture_usage mode, all colors are white, so as not to
// contaminate the texture color.
GLPf(Color4)(1.0f, 1.0f, 1.0f, 1.0f);
} else
#endif // NDEBUG
if (!_sender.add_column(_data_reader, InternalName::get_color(),
NULL, NULL, GLPf(Color3), GLPf(Color4))) {
// If we didn't have a color column, the item color is white.
GLPf(Color4)(1.0f, 1.0f, 1.0f, 1.0f);
}
// Now set up each of the active texture coordinate stages--or at least
// those for which we're not generating texture coordinates automatically.
int max_stage_index = _target_texture->get_num_on_ff_stages();
int stage_index = 0;
while (stage_index < max_stage_index) {
TextureStage *stage = _target_texture->get_on_ff_stage(stage_index);
if (!_target_tex_gen->has_gen_texcoord_stage(stage)) {
// This stage is not one of the stages that doesn't need texcoords
// issued for it.
const InternalName *name = stage->get_texcoord_name();
if (stage_index == 0) {
// Use the original functions for stage 0, in case we don't support
// multitexture.
_sender.add_column(_data_reader, name,
GLPf(TexCoord1), GLPf(TexCoord2),
GLPf(TexCoord3), GLPf(TexCoord4));
} else {
// Other stages require the multitexture functions.
_sender.add_texcoord_column(_data_reader, name, stage_index,
GLf(_glMultiTexCoord1), GLf(_glMultiTexCoord2),
GLf(_glMultiTexCoord3), GLf(_glMultiTexCoord4));
}
}
++stage_index;
}
// Be sure also to disable any texture stages we had enabled before.
while (stage_index < _last_max_stage_index) {
_glClientActiveTexture(GL_TEXTURE0 + stage_index);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
++stage_index;
}
_last_max_stage_index = max_stage_index;
// We must add vertex last, because glVertex3f() is the key function call
// that actually issues the vertex.
_sender.add_column(_data_reader, InternalName::get_vertex(),
NULL, GLPf(Vertex2), GLPf(Vertex3), GLPf(Vertex4));
} else
#endif // SUPPORT_IMMEDIATE_MODE
{
// We may use vertex arrays or buffers to render primitives.
const GeomVertexArrayDataHandle *array_reader;
const unsigned char *client_pointer;
int num_values;
Geom::NumericType numeric_type;
int start;
int stride;
if (_data_reader->get_normal_info(array_reader, numeric_type,
start, stride)) {
if (!setup_array_data(client_pointer, array_reader, force)) {
return false;
}
glNormalPointer(get_numeric_type(numeric_type), stride,
client_pointer + start);
glEnableClientState(GL_NORMAL_ARRAY);
} else {
glDisableClientState(GL_NORMAL_ARRAY);
}
#ifndef NDEBUG
if (_show_texture_usage) {
// In show_texture_usage mode, all colors are white, so as not to
// contaminate the texture color.
glDisableClientState(GL_COLOR_ARRAY);
GLPf(Color4)(1.0f, 1.0f, 1.0f, 1.0f);
} else
#endif // NDEBUG
if (_data_reader->get_color_info(array_reader, num_values, numeric_type,
start, stride)) {
if (!setup_array_data(client_pointer, array_reader, force)) {
return false;
}
if (numeric_type == Geom::NT_packed_dabc) {
glColorPointer(GL_BGRA, GL_UNSIGNED_BYTE,
stride, client_pointer + start);
} else {
glColorPointer(num_values, get_numeric_type(numeric_type),
stride, client_pointer + start);
}
glEnableClientState(GL_COLOR_ARRAY);
} else {
glDisableClientState(GL_COLOR_ARRAY);
// Since we don't have per-vertex color, the implicit color is white.
GLPf(Color4)(1.0f, 1.0f, 1.0f, 1.0f);
}
// Now set up each of the active texture coordinate stages--or at least
// those for which we're not generating texture coordinates automatically.
int max_stage_index = _target_texture->get_num_on_ff_stages();
int stage_index = 0;
while (stage_index < max_stage_index) {
_glClientActiveTexture(GL_TEXTURE0 + stage_index);
TextureStage *stage = _target_texture->get_on_ff_stage(stage_index);
if (!_target_tex_gen->has_gen_texcoord_stage(stage)) {
// This stage is not one of the stages that doesn't need texcoords
// issued for it.
const InternalName *name = stage->get_texcoord_name();
if (_data_reader->get_array_info(name, array_reader, num_values,
numeric_type, start, stride)) {
// The vertex data does have texcoords for this stage.
if (!setup_array_data(client_pointer, array_reader, force)) {
return false;
}
glTexCoordPointer(num_values, get_numeric_type(numeric_type),
stride, client_pointer + start);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
} else {
// The vertex data doesn't have texcoords for this stage (even
// though they're needed).
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
} else {
// No texcoords are needed for this stage.
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
++stage_index;
}
// Be sure also to disable any texture stages we had enabled before.
while (stage_index < _last_max_stage_index) {
_glClientActiveTexture(GL_TEXTURE0 + stage_index);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
++stage_index;
}
_last_max_stage_index = max_stage_index;
// There's no requirement that we add vertices last, but we do anyway.
if (_data_reader->get_vertex_info(array_reader, num_values, numeric_type,
start, stride)) {
if (!setup_array_data(client_pointer, array_reader, force)) {
return false;
}
glVertexPointer(num_values, get_numeric_type(numeric_type),
stride, client_pointer + start);
glEnableClientState(GL_VERTEX_ARRAY);
}
}
return true;
}
#endif // SUPPORT_FIXED_FUNCTION
/**
* Ensures the vertex and array buffers are no longer bound. Some graphics
* drivers crash if these are left bound indiscriminantly.
*/
void CLP(GraphicsStateGuardian)::
unbind_buffers() {
if (_current_vbuffer_index != 0) {
if (GLCAT.is_spam() && gl_debug_buffers) {
GLCAT.spam()
<< "unbinding vertex buffer\n";
}
_glBindBuffer(GL_ARRAY_BUFFER, 0);
_current_vbuffer_index = 0;
}
if (_current_ibuffer_index != 0) {
if (GLCAT.is_spam() && gl_debug_buffers) {
GLCAT.spam()
<< "unbinding index buffer\n";
}
_glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
_current_ibuffer_index = 0;
}
#ifndef OPENGLES
if (_current_vertex_buffers.size() > 1 && _supports_multi_bind) {
_glBindVertexBuffers(0, _current_vertex_buffers.size(), NULL, NULL, NULL);
} else {
for (int i = 0; i < _current_vertex_buffers.size(); ++i) {
if (_current_vertex_buffers[i] != 0) {
_glBindVertexBuffer(i, 0, 0, 0);
}
}
}
_current_vertex_buffers.clear();
#endif
#ifdef SUPPORT_FIXED_FUNCTION
disable_standard_vertex_arrays();
#endif
}
#ifdef SUPPORT_FIXED_FUNCTION
/**
* Used to disable all the standard vertex arrays that are currently enabled.
* glShaderContexts are responsible for setting up their own vertex arrays,
* but before they can do so, the standard vertex arrays need to be disabled
* to get them "out of the way." Called only from begin_draw_primitives.
*/
void CLP(GraphicsStateGuardian)::
disable_standard_vertex_arrays() {
#ifdef SUPPORT_IMMEDIATE_MODE
if (_use_sender) return;
#endif
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
GLPf(Color4)(1.0f, 1.0f, 1.0f, 1.0f);
for (int stage_index=0; stage_index < _last_max_stage_index; stage_index++) {
_glClientActiveTexture(GL_TEXTURE0 + stage_index);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
_last_max_stage_index = 0;
glDisableClientState(GL_VERTEX_ARRAY);
report_my_gl_errors();
}
#endif // SUPPORT_FIXED_FUNCTION
#ifndef OPENGLES_1
/**
* Updates the vertex format used by the shader. This is still an
* experimental feature.
*/
void CLP(GraphicsStateGuardian)::
update_shader_vertex_format(const GeomVertexFormat *format) {
size_t num_columns = format->get_num_columns();
for (size_t ci = 0; ci < num_columns; ++ci) {
GLuint binding = format->get_array_with(ci);
const GeomVertexColumn *column = format->get_column(ci);
// Needs improvement, obviously.
const InternalName *name = column->get_name();
GLuint loc;
if (name == InternalName::get_vertex()) {
loc = 0;
} else if (name == InternalName::get_transform_weight()) {
loc = 1;
} else if (name == InternalName::get_normal()) {
loc = 2;
} else if (name == InternalName::get_color()) {
loc = 3;
} else if (name == InternalName::get_transform_index()) {
loc = 7;
} else if (name == InternalName::get_texcoord()) {
loc = 8;
} else {
// Not yet supported, ignore for now. This system will be improved.
continue;
}
if (_vertex_attrib_columns[loc] != NULL &&
_vertex_attrib_columns[loc]->compare_to(*column) == 0) {
continue;
}
_vertex_attrib_columns[loc] = column;
GLuint offset = column->get_start();
GLenum type = get_numeric_type(column->get_numeric_type());
GLboolean normalized = (column->get_contents() == GeomEnums::C_color);
GLint size = column->get_num_values();
if (column->get_numeric_type() == GeomEnums::NT_packed_dabc) {
// GL_BGRA is a special accepted value available since OpenGL 3.2. It
// requires us to pass GL_TRUE for normalized.
size = GL_BGRA;
normalized = GL_TRUE;
}
for (int i = 0; i < column->get_num_elements(); ++i) {
if (loc == 7) { // Temp hack
_glVertexAttribIFormat(loc, size, type, offset);
} else {
_glVertexAttribFormat(loc, size, type, normalized, offset);
}
_glVertexAttribBinding(loc, binding);
offset += column->get_element_stride();
++loc;
}
}
size_t num_arrays = format->get_num_arrays();
for (size_t ai = 0; ai < num_arrays; ++ai) {
_glVertexBindingDivisor(ai, format->get_array(ai)->get_divisor());
}
_current_vertex_format = format;
}
#endif
/**
* Draws a series of disconnected triangles.
*/
bool CLP(GraphicsStateGuardian)::
draw_triangles(const GeomPrimitivePipelineReader *reader, bool force) {
// PStatGPUTimer timer(this, _draw_primitive_pcollector,
// reader->get_current_thread());
#ifndef NDEBUG
if (GLCAT.is_spam()) {
GLCAT.spam() << "draw_triangles: " << *(reader->get_object()) << "\n";
}
#endif // NDEBUG
#ifdef SUPPORT_IMMEDIATE_MODE
if (_use_sender) {
draw_immediate_simple_primitives(reader, GL_TRIANGLES);
} else
#endif // SUPPORT_IMMEDIATE_MODE
{
int num_vertices = reader->get_num_vertices();
_vertices_tri_pcollector.add_level(num_vertices);
_primitive_batches_tri_pcollector.add_level(1);
if (reader->is_indexed()) {
const unsigned char *client_pointer;
if (!setup_primitive(client_pointer, reader, force)) {
return false;
}
#ifndef OPENGLES_1
if (_supports_geometry_instancing && _instance_count > 0) {
_glDrawElementsInstanced(GL_TRIANGLES, num_vertices,
get_numeric_type(reader->get_index_type()),
client_pointer, _instance_count);
} else
#endif
{
_glDrawRangeElements(GL_TRIANGLES,
reader->get_min_vertex(),
reader->get_max_vertex(),
num_vertices,
get_numeric_type(reader->get_index_type()),
client_pointer);
}
} else {
#ifndef OPENGLES_1
if (_supports_geometry_instancing && _instance_count > 0) {
_glDrawArraysInstanced(GL_TRIANGLES,
reader->get_first_vertex(),
num_vertices, _instance_count);
} else
#endif
{
glDrawArrays(GL_TRIANGLES,
reader->get_first_vertex(),
num_vertices);
}
}
}
report_my_gl_errors();
return true;
}
/**
* Draws a series of triangle strips.
*/
bool CLP(GraphicsStateGuardian)::
draw_tristrips(const GeomPrimitivePipelineReader *reader, bool force) {
// PStatGPUTimer timer(this, _draw_primitive_pcollector,
// reader->get_current_thread());
report_my_gl_errors();
#ifndef NDEBUG
if (GLCAT.is_spam()) {
GLCAT.spam() << "draw_tristrips: " << *(reader->get_object()) << "\n";
}
#endif // NDEBUG
#ifdef SUPPORT_IMMEDIATE_MODE
if (_use_sender) {
draw_immediate_composite_primitives(reader, GL_TRIANGLE_STRIP);
} else
#endif // SUPPORT_IMMEDIATE_MODE
{
if (connect_triangle_strips && _render_mode != RenderModeAttrib::M_wireframe) {
// One long triangle strip, connected by the degenerate vertices that
// have already been set up within the primitive.
int num_vertices = reader->get_num_vertices();
_vertices_tristrip_pcollector.add_level(num_vertices);
_primitive_batches_tristrip_pcollector.add_level(1);
if (reader->is_indexed()) {
const unsigned char *client_pointer;
if (!setup_primitive(client_pointer, reader, force)) {
return false;
}
#ifndef OPENGLES_1
if (_supports_geometry_instancing && _instance_count > 0) {
_glDrawElementsInstanced(GL_TRIANGLE_STRIP, num_vertices,
get_numeric_type(reader->get_index_type()),
client_pointer, _instance_count);
} else
#endif
{
_glDrawRangeElements(GL_TRIANGLE_STRIP,
reader->get_min_vertex(),
reader->get_max_vertex(),
num_vertices,
get_numeric_type(reader->get_index_type()),
client_pointer);
}
} else {
#ifndef OPENGLES_1
if (_supports_geometry_instancing && _instance_count > 0) {
_glDrawArraysInstanced(GL_TRIANGLE_STRIP,
reader->get_first_vertex(),
num_vertices, _instance_count);
} else
#endif
{
glDrawArrays(GL_TRIANGLE_STRIP,
reader->get_first_vertex(),
num_vertices);
}
}
} else {
// Send the individual triangle strips, stepping over the degenerate
// vertices.
CPTA_int ends = reader->get_ends();
_primitive_batches_tristrip_pcollector.add_level(ends.size());
if (reader->is_indexed()) {
const unsigned char *client_pointer;
if (!setup_primitive(client_pointer, reader, force)) {
return false;
}
int index_stride = reader->get_index_stride();
GeomVertexReader mins(reader->get_mins(), 0);
GeomVertexReader maxs(reader->get_maxs(), 0);
nassertr(reader->get_mins()->get_num_rows() == (int)ends.size() &&
reader->get_maxs()->get_num_rows() == (int)ends.size(), false);
unsigned int start = 0;
for (size_t i = 0; i < ends.size(); i++) {
_vertices_tristrip_pcollector.add_level(ends[i] - start);
#ifndef OPENGLES_1
if (_supports_geometry_instancing && _instance_count > 0) {
_glDrawElementsInstanced(GL_TRIANGLE_STRIP, ends[i] - start,
get_numeric_type(reader->get_index_type()),
client_pointer + start * index_stride,
_instance_count);
} else
#endif
{
_glDrawRangeElements(GL_TRIANGLE_STRIP,
mins.get_data1i(), maxs.get_data1i(),
ends[i] - start,
get_numeric_type(reader->get_index_type()),
client_pointer + start * index_stride);
}
start = ends[i] + 2;
}
} else {
unsigned int start = 0;
int first_vertex = reader->get_first_vertex();
for (size_t i = 0; i < ends.size(); i++) {
_vertices_tristrip_pcollector.add_level(ends[i] - start);
#ifndef OPENGLES_1
if (_supports_geometry_instancing && _instance_count > 0) {
_glDrawArraysInstanced(GL_TRIANGLE_STRIP, first_vertex + start,
ends[i] - start, _instance_count);
} else
#endif
{
glDrawArrays(GL_TRIANGLE_STRIP, first_vertex + start,
ends[i] - start);
}
start = ends[i] + 2;
}
}
}
}
report_my_gl_errors();
return true;
}
/**
* Draws a series of triangle fans.
*/
bool CLP(GraphicsStateGuardian)::
draw_trifans(const GeomPrimitivePipelineReader *reader, bool force) {
// PStatGPUTimer timer(this, _draw_primitive_pcollector,
// reader->get_current_thread());
#ifndef NDEBUG
if (GLCAT.is_spam()) {
GLCAT.spam() << "draw_trifans: " << *(reader->get_object()) << "\n";
}
#endif // NDEBUG
#ifdef SUPPORT_IMMEDIATE_MODE
if (_use_sender) {
draw_immediate_composite_primitives(reader, GL_TRIANGLE_FAN);
} else
#endif // SUPPORT_IMMEDIATE_MODE
{
// Send the individual triangle fans. There's no connecting fans with
// degenerate vertices, so no worries about that.
CPTA_int ends = reader->get_ends();
_primitive_batches_trifan_pcollector.add_level(ends.size());
if (reader->is_indexed()) {
const unsigned char *client_pointer;
if (!setup_primitive(client_pointer, reader, force)) {
return false;
}
int index_stride = reader->get_index_stride();
GeomVertexReader mins(reader->get_mins(), 0);
GeomVertexReader maxs(reader->get_maxs(), 0);
nassertr(reader->get_mins()->get_num_rows() == (int)ends.size() &&
reader->get_maxs()->get_num_rows() == (int)ends.size(), false);
unsigned int start = 0;
for (size_t i = 0; i < ends.size(); i++) {
_vertices_trifan_pcollector.add_level(ends[i] - start);
#ifndef OPENGLES_1
if (_supports_geometry_instancing && _instance_count > 0) {
_glDrawElementsInstanced(GL_TRIANGLE_FAN, ends[i] - start,
get_numeric_type(reader->get_index_type()),
client_pointer + start * index_stride,
_instance_count);
} else
#endif
{
_glDrawRangeElements(GL_TRIANGLE_FAN,
mins.get_data1i(), maxs.get_data1i(), ends[i] - start,
get_numeric_type(reader->get_index_type()),
client_pointer + start * index_stride);
}
start = ends[i];
}
} else {
unsigned int start = 0;
int first_vertex = reader->get_first_vertex();
for (size_t i = 0; i < ends.size(); i++) {
_vertices_trifan_pcollector.add_level(ends[i] - start);
#ifndef OPENGLES_1
if (_supports_geometry_instancing && _instance_count > 0) {
_glDrawArraysInstanced(GL_TRIANGLE_FAN, first_vertex + start,
ends[i] - start, _instance_count);
} else
#endif
{
glDrawArrays(GL_TRIANGLE_FAN, first_vertex + start,
ends[i] - start);
}
start = ends[i];
}
}
}
report_my_gl_errors();
return true;
}
/**
* Draws a series of "patches", which can only be processed by a tessellation
* shader.
*/
bool CLP(GraphicsStateGuardian)::
draw_patches(const GeomPrimitivePipelineReader *reader, bool force) {
// PStatGPUTimer timer(this, _draw_primitive_pcollector,
// reader->get_current_thread());
#ifndef NDEBUG
if (GLCAT.is_spam()) {
GLCAT.spam() << "draw_patches: " << *(reader->get_object()) << "\n";
}
#endif // NDEBUG
if (!get_supports_tessellation_shaders()) {
return false;
}
#ifndef OPENGLES
_glPatchParameteri(GL_PATCH_VERTICES, reader->get_object()->get_num_vertices_per_primitive());
#ifdef SUPPORT_IMMEDIATE_MODE
if (_use_sender) {
draw_immediate_simple_primitives(reader, GL_PATCHES);
} else
#endif // SUPPORT_IMMEDIATE_MODE
{
int num_vertices = reader->get_num_vertices();
_vertices_patch_pcollector.add_level(num_vertices);
_primitive_batches_patch_pcollector.add_level(1);
if (reader->is_indexed()) {
const unsigned char *client_pointer;
if (!setup_primitive(client_pointer, reader, force)) {
return false;
}
#ifndef OPENGLES_1
if (_supports_geometry_instancing && _instance_count > 0) {
_glDrawElementsInstanced(GL_PATCHES, num_vertices,
get_numeric_type(reader->get_index_type()),
client_pointer, _instance_count);
} else
#endif
{
_glDrawRangeElements(GL_PATCHES,
reader->get_min_vertex(),
reader->get_max_vertex(),
num_vertices,
get_numeric_type(reader->get_index_type()),
client_pointer);
}
} else {
#ifndef OPENGLES_1
if (_supports_geometry_instancing && _instance_count > 0) {
_glDrawArraysInstanced(GL_PATCHES,
reader->get_first_vertex(),
num_vertices, _instance_count);
} else
#endif
{
glDrawArrays(GL_PATCHES,
reader->get_first_vertex(),
num_vertices);
}
}
}
#endif // OPENGLES
report_my_gl_errors();
return true;
}
/**
* Draws a series of disconnected line segments.
*/
bool CLP(GraphicsStateGuardian)::
draw_lines(const GeomPrimitivePipelineReader *reader, bool force) {
// PStatGPUTimer timer(this, _draw_primitive_pcollector,
// reader->get_current_thread());
#ifndef NDEBUG
if (GLCAT.is_spam()) {
GLCAT.spam() << "draw_lines: " << *(reader->get_object()) << "\n";
}
#endif // NDEBUG
#ifdef SUPPORT_IMMEDIATE_MODE
if (_use_sender) {
draw_immediate_simple_primitives(reader, GL_LINES);
} else
#endif // SUPPORT_IMMEDIATE_MODE
{
int num_vertices = reader->get_num_vertices();
_vertices_other_pcollector.add_level(num_vertices);
_primitive_batches_other_pcollector.add_level(1);
if (reader->is_indexed()) {
const unsigned char *client_pointer;
if (!setup_primitive(client_pointer, reader, force)) {
return false;
}
#ifndef OPENGLES_1
if (_supports_geometry_instancing && _instance_count > 0) {
_glDrawElementsInstanced(GL_LINES, num_vertices,
get_numeric_type(reader->get_index_type()),
client_pointer, _instance_count);
} else
#endif
{
_glDrawRangeElements(GL_LINES,
reader->get_min_vertex(),
reader->get_max_vertex(),
num_vertices,
get_numeric_type(reader->get_index_type()),
client_pointer);
}
} else {
#ifndef OPENGLES_1
if (_supports_geometry_instancing && _instance_count > 0) {
_glDrawArraysInstanced(GL_LINES,
reader->get_first_vertex(),
num_vertices, _instance_count);
} else
#endif
{
glDrawArrays(GL_LINES,
reader->get_first_vertex(),
num_vertices);
}
}
}
report_my_gl_errors();
return true;
}
/**
* Draws a series of line strips.
*/
bool CLP(GraphicsStateGuardian)::
draw_linestrips(const GeomPrimitivePipelineReader *reader, bool force) {
// PStatGPUTimer timer(this, _draw_primitive_pcollector,
// reader->get_current_thread());
report_my_gl_errors();
#ifndef NDEBUG
if (GLCAT.is_spam()) {
GLCAT.spam() << "draw_linestrips: " << *(reader->get_object()) << "\n";
}
#endif // NDEBUG
#ifdef SUPPORT_IMMEDIATE_MODE
if (_use_sender) {
draw_immediate_composite_primitives(reader, GL_LINE_STRIP);
} else
#endif // SUPPORT_IMMEDIATE_MODE
{
if (reader->is_indexed() &&
(_supported_geom_rendering & GeomEnums::GR_strip_cut_index) != 0) {
// One long triangle strip, connected by strip cut indices.
#ifndef OPENGLES
if (_explicit_primitive_restart) {
glEnable(GL_PRIMITIVE_RESTART);
_glPrimitiveRestartIndex(reader->get_strip_cut_index());
}
#endif // !OPENGLES
int num_vertices = reader->get_num_vertices();
_vertices_other_pcollector.add_level(num_vertices);
_primitive_batches_other_pcollector.add_level(1);
const unsigned char *client_pointer;
if (!setup_primitive(client_pointer, reader, force)) {
return false;
}
#ifndef OPENGLES_1
if (_supports_geometry_instancing && _instance_count > 0) {
_glDrawElementsInstanced(GL_LINE_STRIP, num_vertices,
get_numeric_type(reader->get_index_type()),
client_pointer, _instance_count);
} else
#endif // !OPENGLES
{
_glDrawRangeElements(GL_LINE_STRIP,
reader->get_min_vertex(),
reader->get_max_vertex(),
num_vertices,
get_numeric_type(reader->get_index_type()),
client_pointer);
}
#ifndef OPENGLES
if (_explicit_primitive_restart) {
glDisable(GL_PRIMITIVE_RESTART);
}
#endif // !OPENGLES
} else {
// Send the individual line strips, stepping over the strip-cut indices.
CPTA_int ends = reader->get_ends();
_primitive_batches_other_pcollector.add_level(ends.size());
if (reader->is_indexed()) {
const unsigned char *client_pointer;
if (!setup_primitive(client_pointer, reader, force)) {
return false;
}
int index_stride = reader->get_index_stride();
GeomVertexReader mins(reader->get_mins(), 0);
GeomVertexReader maxs(reader->get_maxs(), 0);
nassertr(reader->get_mins()->get_num_rows() == (int)ends.size() &&
reader->get_maxs()->get_num_rows() == (int)ends.size(), false);
unsigned int start = 0;
for (size_t i = 0; i < ends.size(); i++) {
_vertices_other_pcollector.add_level(ends[i] - start);
#ifndef OPENGLES_1
if (_supports_geometry_instancing && _instance_count > 0) {
_glDrawElementsInstanced(GL_LINE_STRIP, ends[i] - start,
get_numeric_type(reader->get_index_type()),
client_pointer + start * index_stride,
_instance_count);
} else
#endif
{
_glDrawRangeElements(GL_LINE_STRIP,
mins.get_data1i(), maxs.get_data1i(),
ends[i] - start,
get_numeric_type(reader->get_index_type()),
client_pointer + start * index_stride);
}
start = ends[i] + 1;
}
} else {
unsigned int start = 0;
int first_vertex = reader->get_first_vertex();
for (size_t i = 0; i < ends.size(); i++) {
_vertices_other_pcollector.add_level(ends[i] - start);
#ifndef OPENGLES_1
if (_supports_geometry_instancing && _instance_count > 0) {
_glDrawArraysInstanced(GL_LINE_STRIP, first_vertex + start,
ends[i] - start, _instance_count);
} else
#endif
{
glDrawArrays(GL_LINE_STRIP, first_vertex + start, ends[i] - start);
}
start = ends[i] + 1;
}
}
}
}
report_my_gl_errors();
return true;
}
/**
* Draws a series of disconnected points.
*/
bool CLP(GraphicsStateGuardian)::
draw_points(const GeomPrimitivePipelineReader *reader, bool force) {
// PStatGPUTimer timer(this, _draw_primitive_pcollector,
// reader->get_current_thread());
#ifndef NDEBUG
if (GLCAT.is_spam()) {
GLCAT.spam() << "draw_points: " << *(reader->get_object()) << "\n";
}
#endif // NDEBUG
#ifdef SUPPORT_IMMEDIATE_MODE
if (_use_sender) {
draw_immediate_simple_primitives(reader, GL_POINTS);
} else
#endif // SUPPORT_IMMEDIATE_MODE
{
int num_vertices = reader->get_num_vertices();
_vertices_other_pcollector.add_level(num_vertices);
_primitive_batches_other_pcollector.add_level(1);
if (reader->is_indexed()) {
const unsigned char *client_pointer;
if (!setup_primitive(client_pointer, reader, force)) {
return false;
}
#ifndef OPENGLES_1
if (_supports_geometry_instancing && _instance_count > 0) {
_glDrawElementsInstanced(GL_POINTS, num_vertices,
get_numeric_type(reader->get_index_type()),
client_pointer, _instance_count);
} else
#endif
{
_glDrawRangeElements(GL_POINTS,
reader->get_min_vertex(),
reader->get_max_vertex(),
num_vertices,
get_numeric_type(reader->get_index_type()),
client_pointer);
}
} else {
#ifndef OPENGLES_1
if (_supports_geometry_instancing && _instance_count > 0) {
_glDrawArraysInstanced(GL_POINTS,
reader->get_first_vertex(),
num_vertices, _instance_count);
} else
#endif
{
glDrawArrays(GL_POINTS, reader->get_first_vertex(), num_vertices);
}
}
}
report_my_gl_errors();
return true;
}
/**
* Called after a sequence of draw_primitive() functions are called, this
* should do whatever cleanup is appropriate.
*/
void CLP(GraphicsStateGuardian)::
end_draw_primitives() {
#if !defined(OPENGLES) && defined(SUPPORT_FIXED_FUNCTION) // Display lists not supported by OpenGL ES.
if (_geom_display_list != 0) {
// If we were building a display list, close it now.
glEndList();
_load_display_list_pcollector.stop();
if (!gl_compile_and_execute) {
glCallList(_geom_display_list);
}
_primitive_batches_display_list_pcollector.add_level(1);
}
_geom_display_list = 0;
#endif
#ifdef SUPPORT_FIXED_FUNCTION
if (_transform_stale) {
glMatrixMode(GL_MODELVIEW);
call_glLoadMatrix(_internal_transform->get_mat());
}
if (_data_reader->is_vertex_transformed()) {
// Restore the matrices that we pushed above.
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
#endif
GraphicsStateGuardian::end_draw_primitives();
maybe_gl_finish();
report_my_gl_errors();
}
#ifndef OPENGLES_1
/**
* Issues the given memory barriers, and clears the list of textures marked as
* incoherent for the given bits.
*/
void CLP(GraphicsStateGuardian)::
issue_memory_barrier(GLbitfield barriers) {
if (!gl_enable_memory_barriers || _glMemoryBarrier == NULL) {
return;
}
PStatGPUTimer timer(this, _memory_barrier_pcollector);
if (GLCAT.is_spam()) {
GLCAT.spam() << "Issuing memory barriers:";
}
_glMemoryBarrier(barriers);
// Indicate that barriers no longer need to be issued for the relevant lists
// of textures.
if (barriers & GL_TEXTURE_FETCH_BARRIER_BIT) {
_textures_needing_fetch_barrier.clear();
GLCAT.spam(false) << " texture_fetch";
}
if (barriers & GL_SHADER_IMAGE_ACCESS_BARRIER_BIT) {
_textures_needing_image_access_barrier.clear();
GLCAT.spam(false) << " shader_image_access";
}
if (barriers & GL_TEXTURE_UPDATE_BARRIER_BIT) {
_textures_needing_update_barrier.clear();
GLCAT.spam(false) << " texture_update";
}
if (barriers & GL_FRAMEBUFFER_BARRIER_BIT) {
_textures_needing_framebuffer_barrier.clear();
GLCAT.spam(false) << " framebuffer";
}
GLCAT.spam(false) << "\n";
report_my_gl_errors();
}
#endif // OPENGLES_1
/**
* Creates whatever structures the GSG requires to represent the texture
* internally, and returns a newly-allocated TextureContext object with this
* data. It is the responsibility of the calling function to later call
* release_texture() with this same pointer (which will also delete the
* pointer).
*
* This function should not be called directly to prepare a texture. Instead,
* call Texture::prepare().
*/
TextureContext *CLP(GraphicsStateGuardian)::
prepare_texture(Texture *tex, int view) {
PStatGPUTimer timer(this, _prepare_texture_pcollector);
report_my_gl_errors();
// Make sure we'll support this texture when it's rendered. Don't bother to
// prepare it if we won't.
switch (tex->get_texture_type()) {
case Texture::TT_3d_texture:
if (!_supports_3d_texture) {
GLCAT.warning()
<< "3-D textures are not supported by this OpenGL driver.\n";
return NULL;
}
break;
case Texture::TT_2d_texture_array:
if (!_supports_2d_texture_array) {
GLCAT.warning()
<< "2-D texture arrays are not supported by this OpenGL driver.\n";
return NULL;
}
break;
case Texture::TT_cube_map:
if (!_supports_cube_map) {
GLCAT.warning()
<< "Cube map textures are not supported by this OpenGL driver.\n";
return NULL;
}
break;
case Texture::TT_buffer_texture:
if (!_supports_buffer_texture) {
GLCAT.warning()
<< "Buffer textures are not supported by this OpenGL driver.\n";
return NULL;
}
break;
case Texture::TT_cube_map_array:
if (!_supports_cube_map_array) {
GLCAT.warning()
<< "Cube map arrays are not supported by this OpenGL driver.\n";
return NULL;
}
break;
default:
break;
}
CLP(TextureContext) *gtc = new CLP(TextureContext)(this, _prepared_objects, tex, view);
report_my_gl_errors();
return gtc;
}
/**
* Ensures that the current Texture data is refreshed onto the GSG. This
* means updating the texture properties and/or re-uploading the texture
* image, if necessary. This should only be called within the draw thread.
*
* If force is true, this function will not return until the texture has been
* fully uploaded. If force is false, the function may choose to upload a
* simple version of the texture instead, if the texture is not fully resident
* (and if get_incomplete_render() is true).
*/
bool CLP(GraphicsStateGuardian)::
update_texture(TextureContext *tc, bool force) {
CLP(TextureContext) *gtc;
DCAST_INTO_R(gtc, tc, false);
if (gtc->was_image_modified() || !gtc->_has_storage) {
PStatGPUTimer timer(this, _texture_update_pcollector);
// If the texture image was modified, reload the texture.
apply_texture(gtc);
Texture *tex = tc->get_texture();
if (gtc->was_properties_modified()) {
specify_texture(gtc, tex->get_default_sampler());
}
bool okflag = upload_texture(gtc, force, tex->uses_mipmaps());
if (!okflag) {
GLCAT.error()
<< "Could not load " << *tex << "\n";
return false;
}
} else if (gtc->was_properties_modified()) {
PStatGPUTimer timer(this, _texture_update_pcollector);
// If only the properties have been modified, we don't necessarily need to
// reload the texture.
apply_texture(gtc);
Texture *tex = tc->get_texture();
if (specify_texture(gtc, tex->get_default_sampler())) {
// Actually, looks like the texture *does* need to be reloaded.
gtc->mark_needs_reload();
bool okflag = upload_texture(gtc, force, tex->uses_mipmaps());
if (!okflag) {
GLCAT.error()
<< "Could not load " << *tex << "\n";
return false;
}
} else {
// The texture didn't need reloading, but mark it fully updated now.
gtc->mark_loaded();
}
}
gtc->enqueue_lru(&_prepared_objects->_graphics_memory_lru);
report_my_gl_errors();
return true;
}
/**
* Frees the GL resources previously allocated for the texture. This function
* should never be called directly; instead, call Texture::release() (or
* simply let the Texture destruct).
*/
void CLP(GraphicsStateGuardian)::
release_texture(TextureContext *tc) {
CLP(TextureContext) *gtc = DCAST(CLP(TextureContext), tc);
#ifndef OPENGLES_1
_textures_needing_fetch_barrier.erase(gtc);
_textures_needing_image_access_barrier.erase(gtc);
_textures_needing_update_barrier.erase(gtc);
_textures_needing_framebuffer_barrier.erase(gtc);
#endif
glDeleteTextures(1, &gtc->_index);
if (gtc->_buffer != 0) {
_glDeleteBuffers(1, &gtc->_buffer);
}
delete gtc;
}
/**
* This method should only be called by the GraphicsEngine. Do not call it
* directly; call GraphicsEngine::extract_texture_data() instead.
*
* This method will be called in the draw thread to download the texture
* memory's image into its ram_image value. It returns true on success, false
* otherwise.
*/
bool CLP(GraphicsStateGuardian)::
extract_texture_data(Texture *tex) {
bool success = true;
// Make sure the error stack is cleared out before we begin.
report_my_gl_errors();
int num_views = tex->get_num_views();
for (int view = 0; view < num_views; ++view) {
TextureContext *tc = tex->prepare_now(view, get_prepared_objects(), this);
nassertr(tc != (TextureContext *)NULL, false);
CLP(TextureContext) *gtc = DCAST(CLP(TextureContext), tc);
if (!do_extract_texture_data(gtc)) {
success = false;
}
}
return success;
}
#ifndef OPENGLES_1
/**
* Creates whatever structures the GSG requires to represent the sampler state
* internally, and returns a newly-allocated SamplerContext object with this
* data. It is the responsibility of the calling function to later call
* release_sampler() with this same pointer (which will also delete the
* pointer).
*
* This function should not be called directly to prepare a sampler object.
* Instead, call SamplerState::prepare().
*/
SamplerContext *CLP(GraphicsStateGuardian)::
prepare_sampler(const SamplerState &sampler) {
nassertr(_supports_sampler_objects, NULL);
PStatGPUTimer timer(this, _prepare_sampler_pcollector);
CLP(SamplerContext) *gsc = new CLP(SamplerContext)(this, sampler);
GLuint index = gsc->_index;
// Sampler contexts are immutable in Panda, so might as well just initialize
// all the settings here.
_glSamplerParameteri(index, GL_TEXTURE_WRAP_S,
get_texture_wrap_mode(sampler.get_wrap_u()));
_glSamplerParameteri(index, GL_TEXTURE_WRAP_T,
get_texture_wrap_mode(sampler.get_wrap_v()));
_glSamplerParameteri(index, GL_TEXTURE_WRAP_R,
get_texture_wrap_mode(sampler.get_wrap_w()));
#ifndef OPENGLES
#ifdef STDFLOAT_DOUBLE
LVecBase4f fvalue = LCAST(float, sampler.get_border_color());
_glSamplerParameterfv(index, GL_TEXTURE_BORDER_COLOR, fvalue.get_data());
#else
_glSamplerParameterfv(index, GL_TEXTURE_BORDER_COLOR,
sampler.get_border_color().get_data());
#endif
#endif // OPENGLES
SamplerState::FilterType minfilter = sampler.get_effective_minfilter();
SamplerState::FilterType magfilter = sampler.get_effective_magfilter();
bool uses_mipmaps = SamplerState::is_mipmap(minfilter) && !gl_ignore_mipmaps;
#ifndef NDEBUG
if (gl_force_mipmaps) {
minfilter = SamplerState::FT_linear_mipmap_linear;
magfilter = SamplerState::FT_linear;
uses_mipmaps = true;
}
#endif
_glSamplerParameteri(index, GL_TEXTURE_MIN_FILTER,
get_texture_filter_type(minfilter, !uses_mipmaps));
_glSamplerParameteri(index, GL_TEXTURE_MAG_FILTER,
get_texture_filter_type(magfilter, true));
// Set anisotropic filtering.
if (_supports_anisotropy) {
PN_stdfloat anisotropy = sampler.get_effective_anisotropic_degree();
anisotropy = min(anisotropy, _max_anisotropy);
anisotropy = max(anisotropy, (PN_stdfloat)1.0);
_glSamplerParameterf(index, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropy);
}
if (_supports_shadow_filter) {
if ((sampler.get_magfilter() == SamplerState::FT_shadow) ||
(sampler.get_minfilter() == SamplerState::FT_shadow)) {
_glSamplerParameteri(index, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
_glSamplerParameteri(index, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
} else {
_glSamplerParameteri(index, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
_glSamplerParameteri(index, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
}
}
if (_supports_texture_lod) {
_glSamplerParameterf(index, GL_TEXTURE_MIN_LOD, sampler.get_min_lod());
_glSamplerParameterf(index, GL_TEXTURE_MAX_LOD, sampler.get_max_lod());
}
#ifndef OPENGLES
if (_supports_texture_lod_bias) {
_glSamplerParameterf(index, GL_TEXTURE_LOD_BIAS, sampler.get_lod_bias());
}
#endif
gsc->enqueue_lru(&_prepared_objects->_sampler_object_lru);
report_my_gl_errors();
return gsc;
}
#endif // !OPENGLES_1
#ifndef OPENGLES_1
/**
* Frees the GL resources previously allocated for the sampler. This function
* should never be called directly; instead, call SamplerState::release().
*/
void CLP(GraphicsStateGuardian)::
release_sampler(SamplerContext *sc) {
CLP(SamplerContext) *gsc = DCAST(CLP(SamplerContext), sc);
if (gsc->_index != 0) {
_glDeleteSamplers(1, &gsc->_index);
}
delete gsc;
}
#endif // !OPENGLES_1
/**
* Creates a new retained-mode representation of the given geom, and returns a
* newly-allocated GeomContext pointer to reference it. It is the
* responsibility of the calling function to later call release_geom() with
* this same pointer (which will also delete the pointer).
*
* This function should not be called directly to prepare a geom. Instead,
* call Geom::prepare().
*/
GeomContext *CLP(GraphicsStateGuardian)::
prepare_geom(Geom *geom) {
PStatGPUTimer timer(this, _prepare_geom_pcollector);
return new CLP(GeomContext)(geom);
}
/**
* Frees the GL resources previously allocated for the geom. This function
* should never be called directly; instead, call Geom::release() (or simply
* let the Geom destruct).
*/
void CLP(GraphicsStateGuardian)::
release_geom(GeomContext *gc) {
CLP(GeomContext) *ggc = DCAST(CLP(GeomContext), gc);
ggc->release_display_lists();
report_my_gl_errors();
delete ggc;
}
/**
*
*/
ShaderContext *CLP(GraphicsStateGuardian)::
prepare_shader(Shader *se) {
PStatGPUTimer timer(this, _prepare_shader_pcollector);
#ifndef OPENGLES_1
ShaderContext *result = NULL;
switch (se->get_language()) {
case Shader::SL_GLSL:
if (_supports_glsl) {
result = new CLP(ShaderContext)(this, se);
break;
} else {
GLCAT.error()
<< "Tried to load GLSL shader, but GLSL shaders not supported.\n";
return NULL;
}
case Shader::SL_Cg:
#if defined(HAVE_CG) && !defined(OPENGLES)
if (_supports_basic_shaders) {
result = new CLP(CgShaderContext)(this, se);
break;
} else {
GLCAT.error()
<< "Tried to load Cg shader, but basic shaders not supported.\n";
return NULL;
}
#elif defined(OPENGLES)
GLCAT.error()
<< "Tried to load Cg shader, but Cg support is not available for OpenGL ES.\n";
return NULL;
#else
GLCAT.error()
<< "Tried to load Cg shader, but Cg support not compiled in.\n";
return NULL;
#endif
default:
GLCAT.error()
<< "Tried to load shader with unsupported shader language!\n";
return NULL;
}
if (result->valid()) {
return result;
}
delete result;
#endif // OPENGLES_1
return NULL;
}
/**
*
*/
void CLP(GraphicsStateGuardian)::
release_shader(ShaderContext *sc) {
#ifndef OPENGLES_1
if (sc->is_of_type(CLP(ShaderContext)::get_class_type())) {
((CLP(ShaderContext) *)sc)->release_resources();
}
#if defined(HAVE_CG) && !defined(OPENGLES_2)
else if (sc->is_of_type(CLP(CgShaderContext)::get_class_type())) {
((CLP(CgShaderContext) *)sc)->release_resources();
}
#endif
#endif
delete sc;
}
/**
* This is intended to be called only from the GLGeomContext destructor. It
* saves the indicated display list index in the list to be deleted at the end
* of the frame.
*/
void CLP(GraphicsStateGuardian)::
record_deleted_display_list(GLuint index) {
LightMutexHolder holder(_lock);
_deleted_display_lists.push_back(index);
}
/**
* Creates a new retained-mode representation of the given data, and returns a
* newly-allocated VertexBufferContext pointer to reference it. It is the
* responsibility of the calling function to later call
* release_vertex_buffer() with this same pointer (which will also delete the
* pointer).
*
* This function should not be called directly to prepare a buffer. Instead,
* call Geom::prepare().
*/
VertexBufferContext *CLP(GraphicsStateGuardian)::
prepare_vertex_buffer(GeomVertexArrayData *data) {
if (_supports_buffers) {
PStatGPUTimer timer(this, _prepare_vertex_buffer_pcollector);
CLP(VertexBufferContext) *gvbc = new CLP(VertexBufferContext)(this, _prepared_objects, data);
_glGenBuffers(1, &gvbc->_index);
if (GLCAT.is_debug() && gl_debug_buffers) {
GLCAT.debug()
<< "creating vertex buffer " << (int)gvbc->_index << ": "
<< data->get_num_rows() << " vertices "
<< *data->get_array_format() << "\n";
}
report_my_gl_errors();
update_vertex_buffer(gvbc, data->get_handle(), false);
return gvbc;
}
return NULL;
}
/**
* Makes sure that the data in the vertex buffer is up-to-date. This may bind
* it to the GL_ARRAY_BUFFER binding point if necessary.
*/
bool CLP(GraphicsStateGuardian)::
update_vertex_buffer(CLP(VertexBufferContext) *gvbc,
const GeomVertexArrayDataHandle *reader, bool force) {
nassertr(_supports_buffers, false);
if (reader->get_modified() == UpdateSeq::initial()) {
// No need to re-apply.
return true;
}
gvbc->set_active(true);
if (gvbc->was_modified(reader)) {
int num_bytes = reader->get_data_size_bytes();
if (GLCAT.is_debug() && gl_debug_buffers) {
GLCAT.debug()
<< "copying " << num_bytes
<< " bytes into vertex buffer " << (int)gvbc->_index << "\n";
}
if (num_bytes != 0) {
const unsigned char *client_pointer = reader->get_read_pointer(force);
if (client_pointer == NULL) {
return false;
}
PStatGPUTimer timer(this, _load_vertex_buffer_pcollector, reader->get_current_thread());
if (_current_vbuffer_index != gvbc->_index) {
if (GLCAT.is_spam() && gl_debug_buffers) {
GLCAT.spam()
<< "binding vertex buffer " << (int)gvbc->_index << "\n";
}
_glBindBuffer(GL_ARRAY_BUFFER, gvbc->_index);
_current_vbuffer_index = gvbc->_index;
}
if (gvbc->changed_size(reader) || gvbc->changed_usage_hint(reader)) {
_glBufferData(GL_ARRAY_BUFFER, num_bytes, client_pointer,
get_usage(reader->get_usage_hint()));
} else {
_glBufferSubData(GL_ARRAY_BUFFER, 0, num_bytes, client_pointer);
}
_data_transferred_pcollector.add_level(num_bytes);
}
gvbc->mark_loaded(reader);
}
gvbc->enqueue_lru(&_prepared_objects->_graphics_memory_lru);
maybe_gl_finish();
report_my_gl_errors();
return true;
}
/**
* Frees the GL resources previously allocated for the data. This function
* should never be called directly; instead, call Data::release() (or simply
* let the Data destruct).
*/
void CLP(GraphicsStateGuardian)::
release_vertex_buffer(VertexBufferContext *vbc) {
nassertv(_supports_buffers);
CLP(VertexBufferContext) *gvbc = DCAST(CLP(VertexBufferContext), vbc);
if (GLCAT.is_debug() && gl_debug_buffers) {
GLCAT.debug()
<< "deleting vertex buffer " << (int)gvbc->_index << "\n";
}
// Make sure the buffer is unbound before we delete it. Not strictly
// necessary according to the OpenGL spec, but it might help out a flaky
// driver, and we need to keep our internal state consistent anyway.
if (_current_vbuffer_index == gvbc->_index) {
if (GLCAT.is_spam() && gl_debug_buffers) {
GLCAT.spam()
<< "unbinding vertex buffer\n";
}
_glBindBuffer(GL_ARRAY_BUFFER, 0);
_current_vbuffer_index = 0;
}
_glDeleteBuffers(1, &gvbc->_index);
report_my_gl_errors();
gvbc->_index = 0;
delete gvbc;
}
/**
* Internal function to bind a buffer object for the indicated data array, if
* appropriate, or to unbind a buffer object if it should be rendered from
* client memory.
*
* If the buffer object is bound, this function sets client_pointer to NULL
* (representing the start of the buffer object in server memory); if the
* buffer object is not bound, this function sets client_pointer the pointer
* to the data array in client memory, that is, the data array passed in.
*
* If force is not true, the function may return false indicating the data is
* not currently available.
*/
bool CLP(GraphicsStateGuardian)::
setup_array_data(const unsigned char *&client_pointer,
const GeomVertexArrayDataHandle *array_reader,
bool force) {
if (!_supports_buffers) {
// No support for buffer objects; always render from client.
client_pointer = array_reader->get_read_pointer(force);
return (client_pointer != NULL);
}
if (!vertex_buffers || _geom_display_list != 0 ||
array_reader->get_usage_hint() < gl_min_buffer_usage_hint) {
// The array specifies client rendering only, or buffer objects are
// configured off.
if (_current_vbuffer_index != 0) {
if (GLCAT.is_spam() && gl_debug_buffers) {
GLCAT.spam()
<< "unbinding vertex buffer\n";
}
_glBindBuffer(GL_ARRAY_BUFFER, 0);
_current_vbuffer_index = 0;
}
client_pointer = array_reader->get_read_pointer(force);
return (client_pointer != NULL);
}
// Prepare the buffer object and bind it.
CLP(VertexBufferContext) *gvbc = DCAST(CLP(VertexBufferContext),
array_reader->prepare_now(get_prepared_objects(), this));
nassertr(gvbc != (CLP(VertexBufferContext) *)NULL, false);
if (!update_vertex_buffer(gvbc, array_reader, force)) {
return false;
}
if (_current_vbuffer_index != gvbc->_index) {
if (GLCAT.is_spam() && gl_debug_buffers) {
GLCAT.spam()
<< "binding vertex buffer " << (int)gvbc->_index << "\n";
}
_glBindBuffer(GL_ARRAY_BUFFER, gvbc->_index);
_current_vbuffer_index = gvbc->_index;
}
// NULL is the OpenGL convention for the first byte of the buffer object.
client_pointer = NULL;
return true;
}
/**
* Creates a new retained-mode representation of the given data, and returns a
* newly-allocated IndexBufferContext pointer to reference it. It is the
* responsibility of the calling function to later call release_index_buffer()
* with this same pointer (which will also delete the pointer).
*
* This function should not be called directly to prepare a buffer. Instead,
* call Geom::prepare().
*/
IndexBufferContext *CLP(GraphicsStateGuardian)::
prepare_index_buffer(GeomPrimitive *data) {
if (_supports_buffers) {
PStatGPUTimer timer(this, _prepare_index_buffer_pcollector);
CLP(IndexBufferContext) *gibc = new CLP(IndexBufferContext)(this, _prepared_objects, data);
_glGenBuffers(1, &gibc->_index);
if (GLCAT.is_debug() && gl_debug_buffers) {
GLCAT.debug()
<< "creating index buffer " << (int)gibc->_index << ": "
<< data->get_num_vertices() << " indices ("
<< data->get_vertices()->get_array_format()->get_column(0)->get_numeric_type()
<< ")\n";
}
report_my_gl_errors();
GeomPrimitivePipelineReader reader(data, Thread::get_current_thread());
apply_index_buffer(gibc, &reader, false);
return gibc;
}
return NULL;
}
/**
* Makes the data the currently available data for rendering.
*/
bool CLP(GraphicsStateGuardian)::
apply_index_buffer(IndexBufferContext *ibc,
const GeomPrimitivePipelineReader *reader,
bool force) {
nassertr(_supports_buffers, false);
if (reader->get_modified() == UpdateSeq::initial()) {
// No need to re-apply.
return true;
}
CLP(IndexBufferContext) *gibc = DCAST(CLP(IndexBufferContext), ibc);
if (_current_ibuffer_index != gibc->_index) {
if (GLCAT.is_spam() && gl_debug_buffers) {
GLCAT.spam()
<< "binding index buffer " << (int)gibc->_index << "\n";
}
_glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gibc->_index);
_current_ibuffer_index = gibc->_index;
gibc->set_active(true);
}
if (gibc->was_modified(reader)) {
int num_bytes = reader->get_data_size_bytes();
if (GLCAT.is_debug() && gl_debug_buffers) {
GLCAT.debug()
<< "copying " << num_bytes
<< " bytes into index buffer " << (int)gibc->_index << "\n";
}
if (num_bytes != 0) {
const unsigned char *client_pointer = reader->get_read_pointer(force);
if (client_pointer == NULL) {
return false;
}
PStatGPUTimer timer(this, _load_index_buffer_pcollector, reader->get_current_thread());
if (gibc->changed_size(reader) || gibc->changed_usage_hint(reader)) {
_glBufferData(GL_ELEMENT_ARRAY_BUFFER, num_bytes, client_pointer,
get_usage(reader->get_usage_hint()));
} else {
_glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, num_bytes,
client_pointer);
}
_data_transferred_pcollector.add_level(num_bytes);
}
gibc->mark_loaded(reader);
}
gibc->enqueue_lru(&_prepared_objects->_graphics_memory_lru);
maybe_gl_finish();
report_my_gl_errors();
return true;
}
/**
* Frees the GL resources previously allocated for the data. This function
* should never be called directly; instead, call Data::release() (or simply
* let the Data destruct).
*/
void CLP(GraphicsStateGuardian)::
release_index_buffer(IndexBufferContext *ibc) {
nassertv(_supports_buffers);
CLP(IndexBufferContext) *gibc = DCAST(CLP(IndexBufferContext), ibc);
if (GLCAT.is_debug() && gl_debug_buffers) {
GLCAT.debug()
<< "deleting index buffer " << (int)gibc->_index << "\n";
}
// Make sure the buffer is unbound before we delete it. Not strictly
// necessary according to the OpenGL spec, but it might help out a flaky
// driver, and we need to keep our internal state consistent anyway.
if (_current_ibuffer_index == gibc->_index) {
if (GLCAT.is_spam() && gl_debug_buffers) {
GLCAT.spam()
<< "unbinding index buffer\n";
}
_glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
_current_ibuffer_index = 0;
}
_glDeleteBuffers(1, &gibc->_index);
report_my_gl_errors();
gibc->_index = 0;
delete gibc;
}
/**
* Internal function to bind a buffer object for the indicated primitive's
* index list, if appropriate, or to unbind a buffer object if it should be
* rendered from client memory.
*
* If the buffer object is bound, this function sets client_pointer to NULL
* (representing the start of the buffer object in server memory); if the
* buffer object is not bound, this function sets client_pointer to to the
* data array in client memory, that is, the data array passed in.
*
* If force is not true, the function may return false indicating the data is
* not currently available.
*/
bool CLP(GraphicsStateGuardian)::
setup_primitive(const unsigned char *&client_pointer,
const GeomPrimitivePipelineReader *reader,
bool force) {
if (!_supports_buffers) {
// No support for buffer objects; always render from client.
client_pointer = reader->get_read_pointer(force);
return (client_pointer != NULL);
}
if (!vertex_buffers || _geom_display_list != 0 ||
reader->get_usage_hint() == Geom::UH_client) {
// The array specifies client rendering only, or buffer objects are
// configured off.
if (_current_ibuffer_index != 0) {
if (GLCAT.is_spam() && gl_debug_buffers) {
GLCAT.spam()
<< "unbinding index buffer\n";
}
_glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
_current_ibuffer_index = 0;
}
client_pointer = reader->get_read_pointer(force);
return (client_pointer != NULL);
}
// Prepare the buffer object and bind it.
IndexBufferContext *ibc = reader->prepare_now(get_prepared_objects(), this);
nassertr(ibc != (IndexBufferContext *)NULL, false);
if (!apply_index_buffer(ibc, reader, force)) {
return false;
}
// NULL is the OpenGL convention for the first byte of the buffer object.
client_pointer = NULL;
return true;
}
#ifndef OPENGLES
/**
* Begins a new occlusion query. After this call, you may call
* begin_draw_primitives() and draw_triangles()/draw_whatever() repeatedly.
* Eventually, you should call end_occlusion_query() before the end of the
* frame; that will return a new OcclusionQueryContext object that will tell
* you how many pixels represented by the bracketed geometry passed the depth
* test.
*
* It is not valid to call begin_occlusion_query() between another
* begin_occlusion_query() .. end_occlusion_query() sequence.
*/
void CLP(GraphicsStateGuardian)::
begin_occlusion_query() {
nassertv(_supports_occlusion_query);
nassertv(_current_occlusion_query == (OcclusionQueryContext *)NULL);
PT(CLP(OcclusionQueryContext)) query = new CLP(OcclusionQueryContext)(this);
_glGenQueries(1, &query->_index);
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "beginning occlusion query index " << (int)query->_index << "\n";
}
_glBeginQuery(GL_SAMPLES_PASSED, query->_index);
_current_occlusion_query = query;
report_my_gl_errors();
}
#endif // !OPENGLES
#ifndef OPENGLES
/**
* Ends a previous call to begin_occlusion_query(). This call returns the
* OcclusionQueryContext object that will (eventually) report the number of
* pixels that passed the depth test between the call to
* begin_occlusion_query() and end_occlusion_query().
*/
PT(OcclusionQueryContext) CLP(GraphicsStateGuardian)::
end_occlusion_query() {
nassertr(_current_occlusion_query != (OcclusionQueryContext *)NULL, NULL);
PT(OcclusionQueryContext) result = _current_occlusion_query;
GLuint index = DCAST(CLP(OcclusionQueryContext), result)->_index;
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "ending occlusion query index " << (int)index << "\n";
}
_current_occlusion_query = NULL;
_glEndQuery(GL_SAMPLES_PASSED);
// Temporary hack to try working around an apparent driver bug on iMacs.
// Occlusion queries sometimes incorrectly report 0 samples, unless we stall
// the pipe to keep fewer than a certain maximum number of queries pending
// at once.
static ConfigVariableInt limit_occlusion_queries("limit-occlusion-queries", 0);
if (limit_occlusion_queries > 0) {
if (index > (unsigned int)limit_occlusion_queries) {
PStatGPUTimer timer(this, _wait_occlusion_pcollector);
GLuint result;
_glGetQueryObjectuiv(index - (unsigned int)limit_occlusion_queries,
GL_QUERY_RESULT, &result);
}
}
report_my_gl_errors();
return result;
}
#endif // !OPENGLES
/**
* Adds a timer query to the command stream, associated with the given PStats
* collector index.
*/
PT(TimerQueryContext) CLP(GraphicsStateGuardian)::
issue_timer_query(int pstats_index) {
#if defined(DO_PSTATS) && !defined(OPENGLES)
nassertr(_supports_timer_query, NULL);
PT(CLP(TimerQueryContext)) query;
// Hack
if (pstats_index == _command_latency_pcollector.get_index()) {
query = new CLP(LatencyQueryContext)(this, pstats_index);
} else {
query = new CLP(TimerQueryContext)(this, pstats_index);
}
if (_deleted_queries.size() >= 1) {
query->_index = _deleted_queries.back();
_deleted_queries.pop_back();
} else {
_glGenQueries(1, &query->_index);
if (GLCAT.is_spam()) {
GLCAT.spam() << "Generating query for " << pstats_index
<< ": " << query->_index << "\n";
}
}
// Issue the timestamp query.
_glQueryCounter(query->_index, GL_TIMESTAMP);
if (_use_object_labels) {
// Assign a label to it based on the PStatCollector name.
const PStatClient *client = PStatClient::get_global_pstats();
string name = client->get_collector_fullname(pstats_index & 0x7fff);
_glObjectLabel(GL_QUERY, query->_index, name.size(), name.data());
}
_pending_timer_queries.push_back((TimerQueryContext *)query);
return (TimerQueryContext *)query;
#else
return NULL;
#endif
}
#ifndef OPENGLES_1
/**
* Dispatches a currently bound compute shader using the given work group
* counts.
*/
void CLP(GraphicsStateGuardian)::
dispatch_compute(int num_groups_x, int num_groups_y, int num_groups_z) {
maybe_gl_finish();
PStatGPUTimer timer(this, _compute_dispatch_pcollector);
nassertv(_supports_compute_shaders);
nassertv(_current_shader_context != NULL);
_glDispatchCompute(num_groups_x, num_groups_y, num_groups_z);
maybe_gl_finish();
}
#endif // !OPENGLES_1
/**
* Creates a new GeomMunger object to munge vertices appropriate to this GSG
* for the indicated state.
*/
PT(GeomMunger) CLP(GraphicsStateGuardian)::
make_geom_munger(const RenderState *state, Thread *current_thread) {
PT(CLP(GeomMunger)) munger = new CLP(GeomMunger)(this, state);
return GeomMunger::register_munger(munger, current_thread);
}
/**
* This function will compute the distance to the indicated point, assumed to
* be in eye coordinates, from the camera plane. The point is assumed to be
* in the GSG's internal coordinate system.
*/
PN_stdfloat CLP(GraphicsStateGuardian)::
compute_distance_to(const LPoint3 &point) const {
return -point[2];
}
/**
* Copy the pixels within the indicated display region from the framebuffer
* into texture memory.
*
* If z > -1, it is the cube map index or layer index into which to copy.
*/
bool CLP(GraphicsStateGuardian)::
framebuffer_copy_to_texture(Texture *tex, int view, int z,
const DisplayRegion *dr, const RenderBuffer &rb) {
nassertr(tex != NULL && dr != NULL, false);
set_read_buffer(rb._buffer_type);
clear_color_write_mask();
int xo, yo, w, h;
dr->get_region_pixels(xo, yo, w, h);
tex->set_size_padded(w, h, tex->get_z_size());
if (tex->get_compression() == Texture::CM_default) {
// Unless the user explicitly turned on texture compression, turn it off
// for the copy-to-texture case.
tex->set_compression(Texture::CM_off);
}
// Sanity check everything.
if (z >= 0) {
if (z >= tex->get_z_size()) {
// This can happen, when textures with different layer counts are
// attached to a buffer. We simply ignore this if it happens.
return false;
}
if ((w != tex->get_x_size()) ||
(h != tex->get_y_size())) {
return false;
}
if (tex->get_texture_type() == Texture::TT_cube_map) {
if (!_supports_cube_map) {
return false;
}
nassertr(z < 6, false);
if (w != h) {
return false;
}
} else if (tex->get_texture_type() == Texture::TT_3d_texture) {
if (!_supports_3d_texture) {
return false;
}
} else if (tex->get_texture_type() == Texture::TT_2d_texture_array) {
if (!_supports_2d_texture_array) {
return false;
}
} else {
GLCAT.error()
<< "Don't know how to copy framebuffer to texture " << *tex << "\n";
}
} else {
nassertr(tex->get_texture_type() == Texture::TT_2d_texture, false);
}
// Match framebuffer format if necessary.
if (tex->get_match_framebuffer_format()) {
switch (tex->get_format()) {
case Texture::F_depth_component:
case Texture::F_depth_component16:
case Texture::F_depth_component24:
case Texture::F_depth_component32:
case Texture::F_depth_stencil:
// Don't remap if we're one of these special format.
break;
default:
// If the texture is a color format, we want to match the presence of
// sRGB and alpha according to the framebuffer.
if (_current_properties->get_srgb_color()) {
if (_current_properties->get_alpha_bits()) {
tex->set_format(Texture::F_srgb_alpha);
} else {
tex->set_format(Texture::F_srgb);
}
} else {
if (_current_properties->get_alpha_bits()) {
tex->set_format(Texture::F_rgba);
} else {
tex->set_format(Texture::F_rgb);
}
}
}
}
TextureContext *tc = tex->prepare_now(view, get_prepared_objects(), this);
nassertr(tc != (TextureContext *)NULL, false);
CLP(TextureContext) *gtc = DCAST(CLP(TextureContext), tc);
apply_texture(gtc);
bool needs_reload = specify_texture(gtc, tex->get_default_sampler());
GLenum target = get_texture_target(tex->get_texture_type());
GLint internal_format = get_internal_image_format(tex);
int width = tex->get_x_size();
int height = tex->get_y_size();
int depth = tex->get_z_size();
bool uses_mipmaps = tex->uses_mipmaps() && !gl_ignore_mipmaps;
if (uses_mipmaps) {
if (_supports_generate_mipmap) {
#ifndef OPENGLES_2
if (_glGenerateMipmap == NULL) {
glTexParameteri(target, GL_GENERATE_MIPMAP, true);
}
#endif
} else {
// If we can't auto-generate mipmaps, do without mipmaps.
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
uses_mipmaps = false;
}
}
bool new_image = needs_reload || gtc->was_image_modified();
if (z >= 0) {
if (target == GL_TEXTURE_CUBE_MAP) {
// Copy to a cube map face, which is treated as a 2D texture.
target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + z;
depth = 1;
z = -1;
// Cube map faces seem to have trouble with CopyTexSubImage, so we
// always reload the image.
new_image = true;
}
}
if (!gtc->_has_storage ||
internal_format != gtc->_internal_format ||
uses_mipmaps != gtc->_uses_mipmaps ||
width != gtc->_width ||
height != gtc->_height ||
depth != gtc->_depth) {
// If the texture properties have changed, we need to reload the image.
new_image = true;
}
if (new_image && gtc->_immutable) {
gtc->reset_data();
glBindTexture(target, gtc->_index);
if (GLCAT.is_spam()) {
GLCAT.spam()
<< "glBindTexture(0x" << hex << target << dec << ", " << gtc->_index << ")\n";
}
}
#ifndef OPENGLES_1
if (gtc->needs_barrier(GL_TEXTURE_UPDATE_BARRIER_BIT)) {
// Make sure that any incoherent writes to this texture have been synced.
issue_memory_barrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
}
#endif
if (z >= 0) {
#ifndef OPENGLES_1
if (new_image) {
// These won't be used because we pass a NULL image, but we still have
// to specify them. Might as well use the actual values.
GLint external_format = get_external_image_format(tex);
GLint component_type = get_component_type(tex->get_component_type());
_glTexImage3D(target, 0, internal_format, width, height, depth, 0, external_format, component_type, NULL);
}
_glCopyTexSubImage3D(target, 0, 0, 0, z, xo, yo, w, h);
#endif
} else {
if (new_image) {
// We have to create a new image. It seems that OpenGL accepts a size
// higher than the framebuffer, but if we run into trouble we'll have to
// replace this with something smarter.
glCopyTexImage2D(target, 0, internal_format, xo, yo, width, height, 0);
} else {
// We can overlay the existing image.
glCopyTexSubImage2D(target, 0, 0, 0, xo, yo, w, h);
}
}
if (uses_mipmaps && _glGenerateMipmap != NULL) {
glEnable(target);
_glGenerateMipmap(target);
glDisable(target);
}
gtc->_has_storage = true;
gtc->_uses_mipmaps = uses_mipmaps;
gtc->_internal_format = internal_format;
gtc->_width = width;
gtc->_height = height;
gtc->_depth = depth;
gtc->mark_loaded();
gtc->enqueue_lru(&_prepared_objects->_graphics_memory_lru);
report_my_gl_errors();
// Force reload of texture state, since we've just monkeyed with it.
_state_mask.clear_bit(TextureAttrib::get_class_slot());
return true;
}
/**
* Copy the pixels within the indicated display region from the framebuffer
* into system memory, not texture memory. Returns true on success, false on
* failure.
*
* This completely redefines the ram image of the indicated texture.
*/
bool CLP(GraphicsStateGuardian)::
framebuffer_copy_to_ram(Texture *tex, int view, int z,
const DisplayRegion *dr, const RenderBuffer &rb) {
nassertr(tex != NULL && dr != NULL, false);
set_read_buffer(rb._buffer_type);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
clear_color_write_mask();
// Bug fix for RE, RE2, and VTX - need to disable texturing in order for
// glReadPixels() to work NOTE: reading the depth buffer is *much* slower
// than reading the color buffer
set_state_and_transform(RenderState::make_empty(), _internal_transform);
int xo, yo, w, h;
dr->get_region_pixels(xo, yo, w, h);
Texture::ComponentType component_type = tex->get_component_type();
Texture::Format format = tex->get_format();
switch (format) {
case Texture::F_depth_stencil:
if (_current_properties->get_float_depth()) {
component_type = Texture::T_float;
} else {
component_type = Texture::T_unsigned_int_24_8;
}
break;
case Texture::F_depth_component:
if (_current_properties->get_float_depth()) {
component_type = Texture::T_float;
} else if (_current_properties->get_depth_bits() <= 8) {
component_type = Texture::T_unsigned_byte;
} else if (_current_properties->get_depth_bits() <= 16) {
component_type = Texture::T_unsigned_short;
} else {
component_type = Texture::T_float;
}
break;
default:
if (_current_properties->get_srgb_color()) {
if (_current_properties->get_alpha_bits()) {
format = Texture::F_srgb_alpha;
} else {
format = Texture::F_srgb;
}
} else {
if (_current_properties->get_alpha_bits()) {
format = Texture::F_rgba;
} else {
format = Texture::F_rgb;
}
}
if (_current_properties->get_float_color()) {
component_type = Texture::T_float;
} else if (_current_properties->get_color_bits() <= 24) {
component_type = Texture::T_unsigned_byte;
} else {
component_type = Texture::T_unsigned_short;
}
}
Texture::TextureType texture_type;
int z_size;
// TODO: should be extended to support 3D textures, 2D arrays and cube map
// arrays.
if (z >= 0) {
texture_type = Texture::TT_cube_map;
z_size = 6;
} else {
texture_type = Texture::TT_2d_texture;
z_size = 1;
}
if (tex->get_x_size() != w || tex->get_y_size() != h ||
tex->get_z_size() != z_size ||
tex->get_component_type() != component_type ||
tex->get_format() != format ||
tex->get_texture_type() != texture_type) {
// Re-setup the texture; its properties have changed.
tex->setup_texture(texture_type, w, h, z_size,
component_type, format);
}
nassertr(z < tex->get_z_size(), false);
GLenum external_format = get_external_image_format(tex);
if (GLCAT.is_spam()) {
GLCAT.spam()
<< "glReadPixels(" << xo << ", " << yo << ", " << w << ", " << h << ", ";
switch (external_format) {
case GL_DEPTH_COMPONENT:
GLCAT.spam(false) << "GL_DEPTH_COMPONENT, ";
break;
case GL_DEPTH_STENCIL:
GLCAT.spam(false) << "GL_DEPTH_STENCIL, ";
break;
#ifndef OPENGLES_1
case GL_RG:
GLCAT.spam(false) << "GL_RG, ";
break;
#endif
case GL_RGB:
GLCAT.spam(false) << "GL_RGB, ";
break;
case GL_RGBA:
GLCAT.spam(false) << "GL_RGBA, ";
break;
#ifndef OPENGLES
case GL_BGR:
GLCAT.spam(false) << "GL_BGR, ";
break;
#endif
case GL_BGRA:
GLCAT.spam(false) << "GL_BGRA, ";
break;
default:
GLCAT.spam(false) << "unknown, ";
break;
}
switch (get_component_type(component_type)) {
case GL_UNSIGNED_BYTE:
GLCAT.spam(false) << "GL_UNSIGNED_BYTE";
break;
case GL_UNSIGNED_SHORT:
GLCAT.spam(false) << "GL_UNSIGNED_SHORT";
break;
case GL_FLOAT:
GLCAT.spam(false) << "GL_FLOAT";
break;
#ifndef OPENGLES_1
case GL_INT:
GLCAT.spam(false) << "GL_INT";
break;
#endif
default:
GLCAT.spam(false) << "unknown";
break;
}
GLCAT.spam(false)
<< ")" << endl;
}
unsigned char *image_ptr = tex->modify_ram_image();
size_t image_size = tex->get_ram_image_size();
if (z >= 0 || view > 0) {
image_size = tex->get_expected_ram_page_size();
if (z >= 0) {
image_ptr += z * image_size;
}
if (view > 0) {
image_ptr += (view * tex->get_z_size()) * image_size;
}
}
glReadPixels(xo, yo, w, h, external_format,
get_component_type(component_type), image_ptr);
// We may have to reverse the byte ordering of the image if GL didn't do it
// for us.
if (external_format == GL_RGBA || external_format == GL_RGB) {
PTA_uchar new_image;
const unsigned char *result =
fix_component_ordering(new_image, image_ptr, image_size,
external_format, tex);
if (result != image_ptr) {
memcpy(image_ptr, result, image_size);
}
}
report_my_gl_errors();
return true;
}
#ifdef SUPPORT_FIXED_FUNCTION
/**
*
*/
void CLP(GraphicsStateGuardian)::
apply_fog(Fog *fog) {
Fog::Mode fmode = fog->get_mode();
glFogf(GL_FOG_MODE, get_fog_mode_type(fmode));
if (fmode == Fog::M_linear) {
PN_stdfloat onset, opaque;
fog->get_linear_range(onset, opaque);
glFogf(GL_FOG_START, onset);
glFogf(GL_FOG_END, opaque);
} else {
// Exponential fog is always camera-relative.
glFogf(GL_FOG_DENSITY, fog->get_exp_density());
}
call_glFogfv(GL_FOG_COLOR, fog->get_color());
report_my_gl_errors();
}
#endif // SUPPORT_FIXED_FUNCTION
/**
* Sends the indicated transform matrix to the graphics API to be applied to
* future vertices.
*
* This transform is the internal_transform, already converted into the GSG's
* internal coordinate system.
*/
void CLP(GraphicsStateGuardian)::
do_issue_transform() {
#ifdef SUPPORT_FIXED_FUNCTION
// OpenGL ES 2 does not support glLoadMatrix.
const TransformState *transform = _internal_transform;
if (GLCAT.is_spam()) {
GLCAT.spam()
<< "glLoadMatrix(GL_MODELVIEW): " << transform->get_mat() << endl;
}
DO_PSTATS_STUFF(_transform_state_pcollector.add_level(1));
glMatrixMode(GL_MODELVIEW);
call_glLoadMatrix(transform->get_mat());
#endif
_transform_stale = false;
report_my_gl_errors();
}
#ifdef SUPPORT_FIXED_FUNCTION
/**
*
*/
void CLP(GraphicsStateGuardian)::
do_issue_shade_model() {
const ShadeModelAttrib *target_shade_model;
_target_rs->get_attrib_def(target_shade_model);
switch (target_shade_model->get_mode()) {
case ShadeModelAttrib::M_smooth:
glShadeModel(GL_SMOOTH);
_flat_shade_model = false;
break;
case ShadeModelAttrib::M_flat:
glShadeModel(GL_FLAT);
_flat_shade_model = true;
break;
}
}
#endif // SUPPORT_FIXED_FUNCTION
#ifndef OPENGLES_1
/**
*
*/
void CLP(GraphicsStateGuardian)::
do_issue_shader() {
ShaderContext *context = 0;
Shader *shader = (Shader *)_target_shader->get_shader();
#ifndef SUPPORT_FIXED_FUNCTION
// If we don't have a shader, apply the default shader.
if (!shader) {
shader = _default_shader;
nassertv(shader != NULL);
}
#endif
if (shader) {
context = shader->prepare_now(get_prepared_objects(), this);
}
#ifndef SUPPORT_FIXED_FUNCTION
// If it failed, try applying the default shader.
if (shader != _default_shader && (context == 0 || !context->valid())) {
shader = _default_shader;
nassertv(shader != NULL);
context = shader->prepare_now(get_prepared_objects(), this);
}
#endif
if (context == 0 || (context->valid() == false)) {
if (_current_shader_context != 0) {
_current_shader_context->unbind();
_current_shader = 0;
_current_shader_context = 0;
}
} else {
if (context != _current_shader_context) {
// Use a completely different shader than before. Unbind old shader,
// bind the new one.
if (_current_shader_context != NULL &&
_current_shader->get_language() != shader->get_language()) {
_current_shader_context->unbind();
}
context->bind();
_current_shader = shader;
_current_shader_context = context;
}
}
#ifndef OPENGLES
// Is the point size provided by the shader or by OpenGL?
bool shader_point_size = _target_shader->get_flag(ShaderAttrib::F_shader_point_size);
if (shader_point_size != _shader_point_size) {
if (shader_point_size) {
glEnable(GL_PROGRAM_POINT_SIZE);
} else {
glDisable(GL_PROGRAM_POINT_SIZE);
}
_shader_point_size = shader_point_size;
}
#endif
report_my_gl_errors();
}
#endif // !OPENGLES_1
/**
*
*/
void CLP(GraphicsStateGuardian)::
do_issue_render_mode() {
const RenderModeAttrib *target_render_mode;
_target_rs->get_attrib_def(target_render_mode);
_render_mode = target_render_mode->get_mode();
PN_stdfloat thickness = target_render_mode->get_thickness();
_point_perspective = target_render_mode->get_perspective();
#ifndef OPENGLES // glPolygonMode not supported by OpenGL ES.
switch (_render_mode) {
case RenderModeAttrib::M_unchanged:
case RenderModeAttrib::M_filled:
case RenderModeAttrib::M_filled_flat:
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
break;
case RenderModeAttrib::M_wireframe:
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
break;
case RenderModeAttrib::M_point:
glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
break;
default:
GLCAT.error()
<< "Unknown render mode " << (int)_render_mode << endl;
}
#endif // OPENGLES
// The thickness affects both the line width and the point size.
if (thickness != _point_size) {
if (GLCAT.is_spam()) {
GLCAT.spam() << "setting thickness to " << thickness << "\n";
}
glLineWidth(thickness);
#ifndef OPENGLES_2
glPointSize(thickness);
#endif
_point_size = thickness;
}
report_my_gl_errors();
#ifdef SUPPORT_FIXED_FUNCTION
do_point_size();
#endif
}
/**
*
*/
void CLP(GraphicsStateGuardian)::
do_issue_antialias() {
const AntialiasAttrib *target_antialias;
_target_rs->get_attrib_def(target_antialias);
if (target_antialias->get_mode_type() == AntialiasAttrib::M_auto) {
// In this special mode, we must enable antialiasing on a case-by-case
// basis, because we enable it differently for polygons and for points and
// lines.
_auto_antialias_mode = true;
} else {
// Otherwise, explicitly enable or disable according to the bits that are
// set. But if multisample is requested and supported, don't use the
// other bits at all (they will be ignored by GL anyway).
_auto_antialias_mode = false;
unsigned short mode = target_antialias->get_mode();
if (_supports_multisample &&
(mode & AntialiasAttrib::M_multisample) != 0) {
enable_multisample_antialias(true);
} else {
enable_multisample_antialias(false);
enable_line_smooth((mode & AntialiasAttrib::M_line) != 0);
enable_point_smooth((mode & AntialiasAttrib::M_point) != 0);
enable_polygon_smooth((mode & AntialiasAttrib::M_polygon) != 0);
}
}
#ifndef OPENGLES_2
GLenum quality;
switch (target_antialias->get_mode_quality()) {
case AntialiasAttrib::M_faster:
quality = GL_FASTEST;
break;
case AntialiasAttrib::M_better:
quality = GL_NICEST;
break;
default:
quality = GL_DONT_CARE;
break;
}
if (_line_smooth_enabled) {
glHint(GL_LINE_SMOOTH_HINT, quality);
}
if (_point_smooth_enabled) {
glHint(GL_POINT_SMOOTH_HINT, quality);
}
#ifndef OPENGLES
if (_polygon_smooth_enabled) {
glHint(GL_POLYGON_SMOOTH_HINT, quality);
}
#endif
#endif // !OPENGLES_2
report_my_gl_errors();
}
#ifdef SUPPORT_FIXED_FUNCTION // OpenGL ES 2.0 doesn't support rescaling normals.
/**
*
*/
void CLP(GraphicsStateGuardian)::
do_issue_rescale_normal() {
RescaleNormalAttrib::Mode mode = RescaleNormalAttrib::M_none;
const RescaleNormalAttrib *target_rescale_normal;
if (_target_rs->get_attrib(target_rescale_normal)) {
mode = target_rescale_normal->get_mode();
}
switch (mode) {
case RescaleNormalAttrib::M_none:
glDisable(GL_NORMALIZE);
if (_supports_rescale_normal && support_rescale_normal) {
glDisable(GL_RESCALE_NORMAL);
}
break;
case RescaleNormalAttrib::M_rescale:
if (_supports_rescale_normal && support_rescale_normal) {
glEnable(GL_RESCALE_NORMAL);
glDisable(GL_NORMALIZE);
} else {
glEnable(GL_NORMALIZE);
}
break;
case RescaleNormalAttrib::M_normalize:
glEnable(GL_NORMALIZE);
if (_supports_rescale_normal && support_rescale_normal) {
glDisable(GL_RESCALE_NORMAL);
}
break;
default:
GLCAT.error()
<< "Unknown rescale_normal mode " << (int)mode << endl;
}
report_my_gl_errors();
}
#endif // SUPPORT_FIXED_FUNCTION
// PandaCompareFunc - 1 + 0x200 === GL_NEVER, etc. order is sequential
#define PANDA_TO_GL_COMPAREFUNC(PANDACMPFUNC) (PANDACMPFUNC-1 +0x200)
/**
*
*/
void CLP(GraphicsStateGuardian)::
do_issue_depth_test() {
const DepthTestAttrib *target_depth_test;
_target_rs->get_attrib_def(target_depth_test);
DepthTestAttrib::PandaCompareFunc mode = target_depth_test->get_mode();
if (mode == DepthTestAttrib::M_none) {
enable_depth_test(false);
} else {
enable_depth_test(true);
glDepthFunc(PANDA_TO_GL_COMPAREFUNC(mode));
}
report_my_gl_errors();
}
#ifdef SUPPORT_FIXED_FUNCTION
/**
*
*/
void CLP(GraphicsStateGuardian)::
do_issue_alpha_test() {
#ifndef OPENGLES_1
if (_target_shader->get_flag(ShaderAttrib::F_subsume_alpha_test)) {
enable_alpha_test(false);
} else
#endif
{
const AlphaTestAttrib *target_alpha_test;
_target_rs->get_attrib_def(target_alpha_test);
AlphaTestAttrib::PandaCompareFunc mode = target_alpha_test->get_mode();
if (mode == AlphaTestAttrib::M_none) {
enable_alpha_test(false);
} else {
nassertv(GL_NEVER == (AlphaTestAttrib::M_never-1+0x200));
glAlphaFunc(PANDA_TO_GL_COMPAREFUNC(mode), target_alpha_test->get_reference_alpha());
enable_alpha_test(true);
}
}
}
#endif // SUPPORT_FIXED_FUNCTION
/**
*
*/
void CLP(GraphicsStateGuardian)::
do_issue_depth_write() {
const DepthWriteAttrib *target_depth_write;
_target_rs->get_attrib_def(target_depth_write);
DepthWriteAttrib::Mode mode = target_depth_write->get_mode();
if (mode == DepthWriteAttrib::M_off) {
#ifdef GSG_VERBOSE
GLCAT.spam()
<< "glDepthMask(GL_FALSE)" << endl;
#endif
glDepthMask(GL_FALSE);
} else {
#ifdef GSG_VERBOSE
GLCAT.spam()
<< "glDepthMask(GL_TRUE)" << endl;
#endif
glDepthMask(GL_TRUE);
}
report_my_gl_errors();
}
/**
*
*/
void CLP(GraphicsStateGuardian)::
do_issue_cull_face() {
const CullFaceAttrib *target_cull_face;
_target_rs->get_attrib_def(target_cull_face);
CullFaceAttrib::Mode mode = target_cull_face->get_effective_mode();
switch (mode) {
case CullFaceAttrib::M_cull_none:
glDisable(GL_CULL_FACE);
break;
case CullFaceAttrib::M_cull_clockwise:
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
break;
case CullFaceAttrib::M_cull_counter_clockwise:
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
break;
default:
GLCAT.error()
<< "invalid cull face mode " << (int)mode << endl;
break;
}
report_my_gl_errors();
}
#ifdef SUPPORT_FIXED_FUNCTION
/**
*
*/
void CLP(GraphicsStateGuardian)::
do_issue_fog() {
const FogAttrib *target_fog;
_target_rs->get_attrib_def(target_fog);
if (!target_fog->is_off()) {
enable_fog(true);
Fog *fog = target_fog->get_fog();
nassertv(fog != (Fog *)NULL);
apply_fog(fog);
} else {
enable_fog(false);
}
report_my_gl_errors();
}
#endif // SUPPORT_FIXED_FUNCTION
/**
*
*/
void CLP(GraphicsStateGuardian)::
do_issue_depth_offset() {
const DepthOffsetAttrib *target_depth_offset = (const DepthOffsetAttrib *)
_target_rs->get_attrib_def(DepthOffsetAttrib::get_class_slot());
int offset = target_depth_offset->get_offset();
if (offset != 0) {
// The relationship between these two parameters is a little unclear and
// poorly explained in the GL man pages.
glPolygonOffset((GLfloat) -offset, (GLfloat) -offset);
enable_polygon_offset(true);
} else {
enable_polygon_offset(false);
}
PN_stdfloat min_value = target_depth_offset->get_min_value();
PN_stdfloat max_value = target_depth_offset->get_max_value();
#ifdef GSG_VERBOSE
GLCAT.spam()
<< "glDepthRange(" << min_value << ", " << max_value << ")" << endl;
#endif
#ifdef OPENGLES
// OpenGL ES uses a single-precision call.
glDepthRangef((GLclampf)min_value, (GLclampf)max_value);
#else
// Mainline OpenGL uses a double-precision call.
glDepthRange((GLclampd)min_value, (GLclampd)max_value);
#endif // OPENGLES
report_my_gl_errors();
}
#ifdef SUPPORT_FIXED_FUNCTION
/**
*
*/
void CLP(GraphicsStateGuardian)::
do_issue_material() {
static Material empty;
const Material *material;
const MaterialAttrib *target_material;
_target_rs->get_attrib_def(target_material);
if (target_material == (MaterialAttrib *)NULL ||
target_material->is_off()) {
material = &empty;
} else {
material = target_material->get_material();
}
bool has_material_force_color = _has_material_force_color;
#ifndef NDEBUG
if (_show_texture_usage) {
// In show_texture_usage mode, all colors are white, so as not to
// contaminate the texture color. This means we disable lighting
// materials too.
material = &empty;
has_material_force_color = false;
}
#endif // NDEBUG
#ifdef OPENGLES
const GLenum face = GL_FRONT_AND_BACK;
#else
GLenum face = material->get_twoside() ? GL_FRONT_AND_BACK : GL_FRONT;
#endif
call_glMaterialfv(face, GL_SPECULAR, material->get_specular());
call_glMaterialfv(face, GL_EMISSION, material->get_emission());
glMaterialf(face, GL_SHININESS, max(min(material->get_shininess(), (PN_stdfloat)128), (PN_stdfloat)0));
if (material->has_ambient() && material->has_diffuse()) {
// The material has both an ambient and diffuse specified. This means we
// do not need glMaterialColor().
glDisable(GL_COLOR_MATERIAL);
call_glMaterialfv(face, GL_AMBIENT, material->get_ambient());
call_glMaterialfv(face, GL_DIFFUSE, material->get_diffuse());
} else if (material->has_ambient()) {
// The material specifies an ambient, but not a diffuse component. The
// diffuse component comes from the object's color.
call_glMaterialfv(face, GL_AMBIENT, material->get_ambient());
if (has_material_force_color) {
glDisable(GL_COLOR_MATERIAL);
call_glMaterialfv(face, GL_DIFFUSE, _material_force_color);
} else {
#ifndef OPENGLES
glColorMaterial(face, GL_DIFFUSE);
#endif // OPENGLES
glEnable(GL_COLOR_MATERIAL);
}
} else if (material->has_diffuse()) {
// The material specifies a diffuse, but not an ambient component. The
// ambient component comes from the object's color.
call_glMaterialfv(face, GL_DIFFUSE, material->get_diffuse());
if (has_material_force_color) {
glDisable(GL_COLOR_MATERIAL);
call_glMaterialfv(face, GL_AMBIENT, _material_force_color);
} else {
#ifndef OPENGLES
glColorMaterial(face, GL_AMBIENT);
#endif // OPENGLES
glEnable(GL_COLOR_MATERIAL);
}
} else {
// The material specifies neither a diffuse nor an ambient component.
// Both components come from the object's color.
if (has_material_force_color) {
glDisable(GL_COLOR_MATERIAL);
call_glMaterialfv(face, GL_AMBIENT, _material_force_color);
call_glMaterialfv(face, GL_DIFFUSE, _material_force_color);
} else {
#ifndef OPENGLES
glColorMaterial(face, GL_AMBIENT_AND_DIFFUSE);
#endif // OPENGLES
glEnable(GL_COLOR_MATERIAL);
}
}
#ifndef OPENGLES
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, material->get_local());
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, material->get_twoside());
if (_use_separate_specular_color) {
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
} else {
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
}
#endif
report_my_gl_errors();
}
#endif // SUPPORT_FIXED_FUNCTION
/**
* Issues the logic operation attribute to the GL.
*/
#if !defined(OPENGLES) || defined(OPENGLES_1)
void CLP(GraphicsStateGuardian)::
do_issue_logic_op() {
const LogicOpAttrib *target_logic_op;
_target_rs->get_attrib_def(target_logic_op);
if (target_logic_op->get_operation() != LogicOpAttrib::O_none) {
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(GL_CLEAR - 1 + (int)target_logic_op->get_operation());
if (GLCAT.is_spam()) {
GLCAT.spam() << "glEnable(GL_COLOR_LOGIC_OP)\n";
GLCAT.spam() << "glLogicOp(" << target_logic_op->get_operation() << ")\n";
}
} else {
glDisable(GL_COLOR_LOGIC_OP);
glLogicOp(GL_COPY);
if (GLCAT.is_spam()) {
GLCAT.spam() << "glDisable(GL_COLOR_LOGIC_OP)\n";
}
}
}
#endif
/**
*
*/
void CLP(GraphicsStateGuardian)::
do_issue_blending() {
// Handle the color_write attrib. If color_write is off, then all the other
// blending-related stuff doesn't matter. If the device doesn't support
// color-write, we use blending tricks to effectively disable color write.
const ColorWriteAttrib *target_color_write;
_target_rs->get_attrib_def(target_color_write);
unsigned int color_channels =
target_color_write->get_channels() & _color_write_mask;
#ifndef OPENGLES_1
if (_target_shader->get_flag(ShaderAttrib::F_disable_alpha_write)) {
color_channels &= ~(ColorWriteAttrib::C_alpha);
}
#endif
if (color_channels == ColorWriteAttrib::C_off) {
int color_write_slot = ColorWriteAttrib::get_class_slot();
enable_multisample_alpha_one(false);
enable_multisample_alpha_mask(false);
if (gl_color_mask) {
enable_blend(false);
set_color_write_mask(ColorWriteAttrib::C_off);
} else {
enable_blend(true);
_glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ZERO, GL_ONE);
}
if (GLCAT.is_spam()) {
GLCAT.spam() << "glBlendEquation(GL_FUNC_ADD)\n";
GLCAT.spam() << "glBlendFunc(GL_ZERO, GL_ONE)\n";
}
return;
} else {
set_color_write_mask(color_channels);
}
const ColorBlendAttrib *target_color_blend;
_target_rs->get_attrib_def(target_color_blend);
CPT(ColorBlendAttrib) color_blend = target_color_blend;
ColorBlendAttrib::Mode color_blend_mode = target_color_blend->get_mode();
ColorBlendAttrib::Mode alpha_blend_mode = target_color_blend->get_alpha_mode();
const TransparencyAttrib *target_transparency;
_target_rs->get_attrib_def(target_transparency);
TransparencyAttrib::Mode transparency_mode = target_transparency->get_mode();
_color_blend_involves_color_scale = color_blend->involves_color_scale();
// Is there a color blend set?
if (color_blend_mode != ColorBlendAttrib::M_none) {
enable_multisample_alpha_one(false);
enable_multisample_alpha_mask(false);
enable_blend(true);
if (_supports_blend_equation_separate) {
_glBlendEquationSeparate(get_blend_equation_type(color_blend_mode),
get_blend_equation_type(alpha_blend_mode));
} else {
_glBlendEquation(get_blend_equation_type(color_blend_mode));
}
_glBlendFuncSeparate(get_blend_func(color_blend->get_operand_a()),
get_blend_func(color_blend->get_operand_b()),
get_blend_func(color_blend->get_alpha_operand_a()),
get_blend_func(color_blend->get_alpha_operand_b()));
#ifndef OPENGLES_1
LColor c;
if (_color_blend_involves_color_scale) {
// Apply the current color scale to the blend mode.
c = _current_color_scale;
} else {
c = color_blend->get_color();
}
_glBlendColor(c[0], c[1], c[2], c[3]);
#endif
if (GLCAT.is_spam()) {
if (_supports_blend_equation_separate) {
GLCAT.spam() << "glBlendEquationSeparate(" << color_blend_mode << ", "
<< alpha_blend_mode << ")\n";
} else {
GLCAT.spam() << "glBlendEquation(" << color_blend_mode << ")\n";
}
GLCAT.spam() << "glBlendFuncSeparate("
<< color_blend->get_operand_a() << ", "
<< color_blend->get_operand_b() << ", "
<< color_blend->get_alpha_operand_a() << ", "
<< color_blend->get_alpha_operand_b() << ")\n";
#ifndef OPENGLES_1
GLCAT.spam() << "glBlendColor(" << c << ")\n";
#endif
}
return;
}
// No color blend; is there a transparency set?
switch (transparency_mode) {
case TransparencyAttrib::M_none:
case TransparencyAttrib::M_binary:
break;
case TransparencyAttrib::M_alpha:
case TransparencyAttrib::M_dual:
enable_multisample_alpha_one(false);
enable_multisample_alpha_mask(false);
enable_blend(true);
_glBlendEquation(GL_FUNC_ADD);
if (old_alpha_blend) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
} else {
_glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
if (GLCAT.is_spam()) {
GLCAT.spam() << "glBlendEquation(GL_FUNC_ADD)\n";
if (_supports_blend_equation_separate && !old_alpha_blend) {
GLCAT.spam() << "glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA)\n";
} else {
GLCAT.spam() << "glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)\n";
}
}
return;
case TransparencyAttrib::M_premultiplied_alpha:
enable_multisample_alpha_one(false);
enable_multisample_alpha_mask(false);
enable_blend(true);
_glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
if (GLCAT.is_spam()) {
GLCAT.spam() << "glBlendEquation(GL_FUNC_ADD)\n";
GLCAT.spam() << "glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)\n";
}
return;
case TransparencyAttrib::M_multisample:
// We need to enable *both* of these in M_multisample case.
enable_multisample_alpha_one(true);
enable_multisample_alpha_mask(true);
enable_blend(false);
return;
case TransparencyAttrib::M_multisample_mask:
enable_multisample_alpha_one(false);
enable_multisample_alpha_mask(true);
enable_blend(false);
return;
default:
GLCAT.error()
<< "invalid transparency mode " << (int)transparency_mode << endl;
break;
}
if (_line_smooth_enabled || _point_smooth_enabled) {
// If we have either of these turned on, we also need to have blend mode
// enabled in order to see it.
enable_multisample_alpha_one(false);
enable_multisample_alpha_mask(false);
enable_blend(true);
_glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (GLCAT.is_spam()) {
GLCAT.spam() << "glBlendEquation(GL_FUNC_ADD)\n";
GLCAT.spam() << "glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)\n";
}
return;
}
/*
* For best polygon smoothing, we need: (1) a frame buffer that supports alpha
* (2) sort polygons front-to-back (3) glBlendFunc(GL_SRC_ALPHA_SATURATE,
* GL_ONE); Since these modes have other implications for the application, we
* don't attempt to do this by default. If you really want good polygon
* smoothing (and you don't have multisample support), do all this yourself.
*/
// Nothing's set, so disable blending.
enable_multisample_alpha_one(false);
enable_multisample_alpha_mask(false);
enable_blend(false);
}
#ifdef SUPPORT_FIXED_FUNCTION
/**
* Called the first time a particular light has been bound to a given id
* within a frame, this should set up the associated hardware light with the
* light's properties.
*/
void CLP(GraphicsStateGuardian)::
bind_light(PointLight *light_obj, const NodePath &light, int light_id) {
// static PStatCollector
// _draw_set_state_light_bind_point_pcollector("Draw:Set
// State:Light:Bind:Point"); PStatGPUTimer timer(this,
// _draw_set_state_light_bind_point_pcollector);
GLenum id = get_light_id(light_id);
static const LColor black(0.0f, 0.0f, 0.0f, 1.0f);
call_glLightfv(id, GL_AMBIENT, black);
call_glLightfv(id, GL_DIFFUSE, get_light_color(light_obj));
call_glLightfv(id, GL_SPECULAR, light_obj->get_specular_color());
// Position needs to specify x, y, z, and w w == 1 implies non-infinite
// position
CPT(TransformState) transform = light.get_transform(_scene_setup->get_scene_root().get_parent());
LPoint3 pos = light_obj->get_point() * transform->get_mat();
LPoint4 fpos(pos[0], pos[1], pos[2], 1.0f);
call_glLightfv(id, GL_POSITION, fpos);
// GL_SPOT_DIRECTION is not significant when cutoff == 180
// Exponent == 0 implies uniform light distribution
glLightf(id, GL_SPOT_EXPONENT, 0.0f);
// Cutoff == 180 means uniform point light source
glLightf(id, GL_SPOT_CUTOFF, 180.0f);
const LVecBase3 &att = light_obj->get_attenuation();
glLightf(id, GL_CONSTANT_ATTENUATION, att[0]);
glLightf(id, GL_LINEAR_ATTENUATION, att[1]);
glLightf(id, GL_QUADRATIC_ATTENUATION, att[2]);
report_my_gl_errors();
}
#endif // SUPPORT_FIXED_FUNCTION
#ifdef SUPPORT_FIXED_FUNCTION
/**
* Called the first time a particular light has been bound to a given id
* within a frame, this should set up the associated hardware light with the
* light's properties.
*/
void CLP(GraphicsStateGuardian)::
bind_light(DirectionalLight *light_obj, const NodePath &light, int light_id) {
// static PStatCollector
// _draw_set_state_light_bind_directional_pcollector("Draw:Set
// State:Light:Bind:Directional"); PStatGPUTimer timer(this,
// _draw_set_state_light_bind_directional_pcollector);
pair<DirectionalLights::iterator, bool> lookup = _dlights.insert(DirectionalLights::value_type(light, DirectionalLightFrameData()));
DirectionalLightFrameData &fdata = (*lookup.first).second;
if (lookup.second) {
// The light was not computed yet this frame. Compute it now.
CPT(TransformState) transform = light.get_transform(_scene_setup->get_scene_root().get_parent());
LVector3 dir = light_obj->get_direction() * transform->get_mat();
fdata._neg_dir.set(-dir[0], -dir[1], -dir[2], 0);
}
GLenum id = get_light_id( light_id );
static const LColor black(0.0f, 0.0f, 0.0f, 1.0f);
call_glLightfv(id, GL_AMBIENT, black);
call_glLightfv(id, GL_DIFFUSE, get_light_color(light_obj));
call_glLightfv(id, GL_SPECULAR, light_obj->get_specular_color());
// Position needs to specify x, y, z, and w. w == 0 implies light is at
// infinity
call_glLightfv(id, GL_POSITION, fdata._neg_dir);
// GL_SPOT_DIRECTION is not significant when cutoff == 180 In this case,
// position x, y, z specifies direction
// Exponent == 0 implies uniform light distribution
glLightf(id, GL_SPOT_EXPONENT, 0.0f);
// Cutoff == 180 means uniform point light source
glLightf(id, GL_SPOT_CUTOFF, 180.0f);
// Default attenuation values (only spotlight and point light can modify
// these)
glLightf(id, GL_CONSTANT_ATTENUATION, 1.0f);
glLightf(id, GL_LINEAR_ATTENUATION, 0.0f);
glLightf(id, GL_QUADRATIC_ATTENUATION, 0.0f);
report_my_gl_errors();
}
#endif // SUPPORT_FIXED_FUNCTION
#ifdef SUPPORT_FIXED_FUNCTION
/**
* Called the first time a particular light has been bound to a given id
* within a frame, this should set up the associated hardware light with the
* light's properties.
*/
void CLP(GraphicsStateGuardian)::
bind_light(Spotlight *light_obj, const NodePath &light, int light_id) {
// static PStatCollector
// _draw_set_state_light_bind_spotlight_pcollector("Draw:Set
// State:Light:Bind:Spotlight"); PStatGPUTimer timer(this,
// _draw_set_state_light_bind_spotlight_pcollector);
Lens *lens = light_obj->get_lens();
nassertv(lens != (Lens *)NULL);
GLenum id = get_light_id(light_id);
static const LColor black(0.0f, 0.0f, 0.0f, 1.0f);
call_glLightfv(id, GL_AMBIENT, black);
call_glLightfv(id, GL_DIFFUSE, get_light_color(light_obj));
call_glLightfv(id, GL_SPECULAR, light_obj->get_specular_color());
// Position needs to specify x, y, z, and w w == 1 implies non-infinite
// position
CPT(TransformState) transform = light.get_transform(_scene_setup->get_scene_root().get_parent());
const LMatrix4 &light_mat = transform->get_mat();
LPoint3 pos = lens->get_nodal_point() * light_mat;
LVector3 dir = lens->get_view_vector() * light_mat;
LPoint4 fpos(pos[0], pos[1], pos[2], 1.0f);
call_glLightfv(id, GL_POSITION, fpos);
call_glLightfv(id, GL_SPOT_DIRECTION, dir);
glLightf(id, GL_SPOT_EXPONENT, max(min(light_obj->get_exponent(), (PN_stdfloat)128), (PN_stdfloat)0));
glLightf(id, GL_SPOT_CUTOFF, lens->get_hfov() * 0.5f);
const LVecBase3 &att = light_obj->get_attenuation();
glLightf(id, GL_CONSTANT_ATTENUATION, att[0]);
glLightf(id, GL_LINEAR_ATTENUATION, att[1]);
glLightf(id, GL_QUADRATIC_ATTENUATION, att[2]);
report_my_gl_errors();
}
#endif // SUPPORT_FIXED_FUNCTION
#ifdef SUPPORT_IMMEDIATE_MODE
/**
* Uses the ImmediateModeSender to draw a series of primitives of the
* indicated type.
*/
void CLP(GraphicsStateGuardian)::
draw_immediate_simple_primitives(const GeomPrimitivePipelineReader *reader, GLenum mode) {
int num_vertices = reader->get_num_vertices();
_vertices_immediate_pcollector.add_level(num_vertices);
glBegin(mode);
if (reader->is_indexed()) {
for (int v = 0; v < num_vertices; ++v) {
_sender.set_vertex(reader->get_vertex(v));
_sender.issue_vertex();
}
} else {
_sender.set_vertex(reader->get_first_vertex());
for (int v = 0; v < num_vertices; ++v) {
_sender.issue_vertex();
}
}
glEnd();
}
#endif // SUPPORT_IMMEDIATE_MODE
#ifdef SUPPORT_IMMEDIATE_MODE
/**
* Uses the ImmediateModeSender to draw a series of primitives of the
* indicated type. This form is for primitive types like tristrips which must
* involve several begin/end groups.
*/
void CLP(GraphicsStateGuardian)::
draw_immediate_composite_primitives(const GeomPrimitivePipelineReader *reader, GLenum mode) {
int num_vertices = reader->get_num_vertices();
_vertices_immediate_pcollector.add_level(num_vertices);
CPTA_int ends = reader->get_ends();
int num_unused_vertices_per_primitive = reader->get_object()->get_num_unused_vertices_per_primitive();
if (reader->is_indexed()) {
int begin = 0;
CPTA_int::const_iterator ei;
for (ei = ends.begin(); ei != ends.end(); ++ei) {
int end = (*ei);
glBegin(mode);
for (int v = begin; v < end; ++v) {
_sender.set_vertex(reader->get_vertex(v));
_sender.issue_vertex();
}
glEnd();
begin = end + num_unused_vertices_per_primitive;
}
} else {
_sender.set_vertex(reader->get_first_vertex());
int begin = 0;
CPTA_int::const_iterator ei;
for (ei = ends.begin(); ei != ends.end(); ++ei) {
int end = (*ei);
glBegin(mode);
for (int v = begin; v < end; ++v) {
_sender.issue_vertex();
}
glEnd();
begin = end + num_unused_vertices_per_primitive;
}
}
}
#endif // SUPPORT_IMMEDIATE_MODE
/**
* Calls glFlush().
*/
void CLP(GraphicsStateGuardian)::
gl_flush() const {
PStatTimer timer(_flush_pcollector);
glFlush();
}
/**
* Returns the result of glGetError().
*/
GLenum CLP(GraphicsStateGuardian)::
gl_get_error() const {
if (_check_errors) {
PStatTimer timer(_check_error_pcollector);
return glGetError();
} else {
return GL_NO_ERROR;
}
}
/**
* The internal implementation of report_errors(). Don't call this function;
* use report_errors() instead. The return value is true if everything is ok,
* or false if we should shut down.
*/
bool CLP(GraphicsStateGuardian)::
report_errors_loop(int line, const char *source_file, GLenum error_code,
int &error_count) {
while ((gl_max_errors < 0 || error_count < gl_max_errors) &&
(error_code != GL_NO_ERROR)) {
GLCAT.error()
<< "at " << line << " of " << source_file << " : "
<< get_error_string(error_code) << "\n";
error_code = glGetError();
error_count++;
}
return (error_code == GL_NO_ERROR);
}
/**
* Returns an error string for an OpenGL error code.
*/
string CLP(GraphicsStateGuardian)::
get_error_string(GLenum error_code) {
// We used to use gluErrorString here, but I (rdb) took it out because that
// was really the only function we used from GLU. The idea with the error
// table was taken from SGI's sample implementation.
static const char *error_strings[] = {
"invalid enumerant",
"invalid value",
"invalid operation",
"stack overflow",
"stack underflow",
"out of memory",
"invalid framebuffer operation",
"context lost",
};
if (error_code == GL_NO_ERROR) {
return "no error";
#ifndef OPENGLES
} else if (error_code == GL_TABLE_TOO_LARGE) {
return "table too large";
#endif
} else if (error_code >= 0x0500 && error_code <= 0x0507) {
return error_strings[error_code - 0x0500];
}
// Other error, somehow? Just display the error code then.
ostringstream strm;
strm << "GL error " << (int)error_code;
return strm.str();
}
/**
* Outputs the result of glGetString() on the indicated tag. The output
* string is returned.
*/
string CLP(GraphicsStateGuardian)::
show_gl_string(const string &name, GLenum id) {
string result;
const GLubyte *text = glGetString(id);
if (text == (const GLubyte *)NULL) {
GLCAT.warning()
<< "Unable to query " << name << "\n";
} else {
result = (const char *)text;
if (GLCAT.is_debug()) {
GLCAT.debug()
<< name << " = " << result << "\n";
}
}
return result;
}
/**
* Queries the runtime version of OpenGL in use.
*/
void CLP(GraphicsStateGuardian)::
query_gl_version() {
_gl_vendor = show_gl_string("GL_VENDOR", GL_VENDOR);
_gl_renderer = show_gl_string("GL_RENDERER", GL_RENDERER);
_gl_version = show_gl_string("GL_VERSION", GL_VERSION);
_gl_version_major = 0;
_gl_version_minor = 0;
// This is the most preposterous driver bug: NVIDIA drivers will claim
// that the version is 1.2 as long as the process is named pview.exe!
#ifndef OPENGLES
if (_gl_version.substr(0, 10) == "1.2 NVIDIA") {
Filename exec_name = ExecutionEnvironment::get_binary_name();
if (cmp_nocase(exec_name.get_basename(), "pview.exe") == 0) {
glGetIntegerv(GL_MAJOR_VERSION, &_gl_version_major);
glGetIntegerv(GL_MINOR_VERSION, &_gl_version_minor);
if (glGetError() == GL_INVALID_ENUM) {
_gl_version_major = 1;
_gl_version_minor = 2;
GLCAT.warning()
<< "Driver possibly misreported GL_VERSION! Unable to detect "
"correct OpenGL version.\n";
} else if (_gl_version_major != 1 || _gl_version_minor != 2) {
GLCAT.debug()
<< "Driver misreported GL_VERSION! Correct version detected as "
<< _gl_version_major << "." << _gl_version_minor << "\n";
}
return;
}
}
// If we asked for a GL 3 context, let's first try and see if we can use the
// OpenGL 3 way to query version.
if (gl_version.get_num_words() > 0 && gl_version[0] >= 3) {
glGetIntegerv(GL_MAJOR_VERSION, &_gl_version_major);
glGetIntegerv(GL_MINOR_VERSION, &_gl_version_minor);
if (_gl_version_major >= 1) {
// Fair enough, seems to check out.
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "Detected OpenGL version: "
<< _gl_version_major << "." << _gl_version_minor << "\n";
}
return;
}
}
#endif // !OPENGLES
// Otherwise, parse the GL_VERSION string.
if (_gl_version.empty()) {
GLCAT.error() << "Unable to detect OpenGL version\n";
} else {
string input = _gl_version;
// Skip any initial words that don't begin with a digit.
while (!input.empty() && !isdigit(input[0])) {
size_t space = input.find(' ');
if (space == string::npos) {
break;
}
size_t next = space + 1;
while (next < input.length() && isspace(input[next])) {
++next;
}
input = input.substr(next);
}
// Truncate after the first space.
size_t space = input.find(' ');
if (space != string::npos) {
input = input.substr(0, space);
}
vector_string components;
tokenize(input, components, ".");
if (components.size() >= 1) {
string_to_int(components[0], _gl_version_major);
}
if (components.size() >= 2) {
string_to_int(components[1], _gl_version_minor);
}
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "GL_VERSION decoded to: "
<< _gl_version_major << "." << _gl_version_minor
<< "\n";
}
}
}
/**
* Queries the supported GLSL version.
*/
void CLP(GraphicsStateGuardian)::
query_glsl_version() {
_gl_shadlang_ver_major = 0;
_gl_shadlang_ver_minor = 0;
#ifndef OPENGLES_1
#ifndef OPENGLES
// OpenGL 2.0 introduces GLSL in the core. In 1.x, it is an extension.
if (_gl_version_major >= 2 || has_extension("GL_ARB_shading_language_100")) {
string ver = show_gl_string("GL_SHADING_LANGUAGE_VERSION", GL_SHADING_LANGUAGE_VERSION);
_gl_shadlang_ver_major = 1;
_gl_shadlang_ver_minor = (_gl_version_major >= 2) ? 1 : 0;
if (ver.empty() ||
sscanf(ver.c_str(), "%d.%d", &_gl_shadlang_ver_major,
&_gl_shadlang_ver_minor) != 2) {
GLCAT.warning() << "Invalid GL_SHADING_LANGUAGE_VERSION format.\n";
}
}
#else
// OpenGL ES 2.0 and above has shader support built-in.
string ver = show_gl_string("GL_SHADING_LANGUAGE_VERSION", GL_SHADING_LANGUAGE_VERSION);
_gl_shadlang_ver_major = 1;
_gl_shadlang_ver_minor = 0;
if (ver.empty() ||
sscanf(ver.c_str(), "OpenGL ES GLSL ES %d.%d", &_gl_shadlang_ver_major,
&_gl_shadlang_ver_minor) != 2) {
GLCAT.warning() << "Invalid GL_SHADING_LANGUAGE_VERSION format.\n";
}
#endif
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "Detected GLSL "
#ifdef OPENGLES
"ES "
#endif
"version: "
<< _gl_shadlang_ver_major << "." << _gl_shadlang_ver_minor << "\n";
}
#endif // !OPENGLES_1
}
/**
* Separates the string returned by GL_EXTENSIONS (or glx or wgl extensions)
* into its individual tokens and saves them in the _extensions member.
*/
void CLP(GraphicsStateGuardian)::
save_extensions(const char *extensions) {
if (extensions != (const char *)NULL) {
vector_string tokens;
extract_words(extensions, tokens);
vector_string::iterator ti;
for (ti = tokens.begin(); ti != tokens.end(); ++ti) {
_extensions.insert(*ti);
}
}
}
/**
* This may be redefined by a derived class (e.g. glx or wgl) to get whatever
* further extensions strings may be appropriate to that interface, in
* addition to the GL extension strings return by glGetString().
*/
void CLP(GraphicsStateGuardian)::
get_extra_extensions() {
}
/**
* Outputs the list of GL extensions to notify, if debug mode is enabled.
*/
void CLP(GraphicsStateGuardian)::
report_extensions() const {
if (GLCAT.is_debug()) {
ostream &out = GLCAT.debug();
out << "GL Extensions:\n";
size_t maxlen = 0;
pset<string>::const_iterator ei;
for (ei = _extensions.begin(); ei != _extensions.end(); ++ei) {
size_t len = (*ei).size();
out << " " << (*ei);
// Display a second column.
if (len <= 38) {
if (++ei != _extensions.end()) {
for (int i = len; i < 38; ++i) {
out.put(' ');
}
out << ' ' << (*ei);
} else {
out.put('\n');
break;
}
}
out.put('\n');
}
}
}
/**
* Returns the pointer to the GL extension function with the indicated name,
* or NULL if the function is not available.
*/
void *CLP(GraphicsStateGuardian)::
get_extension_func(const char *name) {
// First, look in the static-compiled namespace. If we were compiled to
// expect at least a certain minimum runtime version of OpenGL, then we can
// expect those extension functions to be available at compile time.
// Somewhat more reliable than poking around in the runtime pointers.
static struct {
const char *name;
void *fptr;
} compiled_function_table[] = {
#ifdef EXPECT_GL_VERSION_1_2
{ "glBlendColor", (void *)&glBlendColor },
{ "glBlendEquation", (void *)&glBlendEquation },
{ "glDrawRangeElements", (void *)&glDrawRangeElements },
{ "glTexImage3D", (void *)&glTexImage3D },
{ "glTexSubImage3D", (void *)&glTexSubImage3D },
{ "glCopyTexSubImage3D", (void *)&glCopyTexSubImage3D },
#endif
#ifdef EXPECT_GL_VERSION_1_3
{ "glActiveTexture", (void *)&glActiveTexture },
{ "glClientActiveTexture", (void *)&glClientActiveTexture },
{ "glCompressedTexImage1D", (void *)&glCompressedTexImage1D },
{ "glCompressedTexImage2D", (void *)&glCompressedTexImage2D },
{ "glCompressedTexImage3D", (void *)&glCompressedTexImage3D },
{ "glCompressedTexSubImage1D", (void *)&glCompressedTexSubImage1D },
{ "glCompressedTexSubImage2D", (void *)&glCompressedTexSubImage2D },
{ "glCompressedTexSubImage3D", (void *)&glCompressedTexSubImage3D },
{ "glGetCompressedTexImage", (void *)&glGetCompressedTexImage },
{ "glMultiTexCoord1f", (void *)&glMultiTexCoord1f },
{ "glMultiTexCoord2", (void *)&glMultiTexCoord2 },
{ "glMultiTexCoord3", (void *)&glMultiTexCoord3 },
{ "glMultiTexCoord4", (void *)&glMultiTexCoord4 },
#endif
#ifdef EXPECT_GL_VERSION_1_4
{ "glPointParameterfv", (void *)&glPointParameterfv },
{ "glSecondaryColorPointer", (void *)&glSecondaryColorPointer },
#endif
#ifdef EXPECT_GL_VERSION_1_5
{ "glBeginQuery", (void *)&glBeginQuery },
{ "glBindBuffer", (void *)&glBindBuffer },
{ "glBufferData", (void *)&glBufferData },
{ "glBufferSubData", (void *)&glBufferSubData },
{ "glDeleteBuffers", (void *)&glDeleteBuffers },
{ "glDeleteQueries", (void *)&glDeleteQueries },
{ "glEndQuery", (void *)&glEndQuery },
{ "glGenBuffers", (void *)&glGenBuffers },
{ "glGenQueries", (void *)&glGenQueries },
{ "glGetQueryObjectuiv", (void *)&glGetQueryObjectuiv },
{ "glGetQueryiv", (void *)&glGetQueryiv },
#endif
#ifdef OPENGLES
{ "glActiveTexture", (void *)&glActiveTexture },
#ifndef OPENGLES_2
{ "glClientActiveTexture", (void *)&glClientActiveTexture },
#endif
{ "glBindBuffer", (void *)&glBindBuffer },
{ "glBufferData", (void *)&glBufferData },
{ "glBufferSubData", (void *)&glBufferSubData },
{ "glDeleteBuffers", (void *)&glDeleteBuffers },
{ "glGenBuffers", (void *)&glGenBuffers },
#endif
{ NULL, NULL }
};
int i = 0;
while (compiled_function_table[i].name != NULL) {
if (strcmp(compiled_function_table[i].name, name) == 0) {
return compiled_function_table[i].fptr;
}
++i;
}
// If the extension function wasn't compiled in, then go get it from the
// runtime. There's a different interface for each API.
return do_get_extension_func(name);
}
/**
* This is the virtual implementation of get_extension_func(). Each API-
* specific GL implementation will map this method to the appropriate API call
* to retrieve the extension function pointer. Returns NULL if the function
* is not available.
*/
void *CLP(GraphicsStateGuardian)::
do_get_extension_func(const char *) {
return NULL;
}
/**
* Sets up the glDrawBuffer to render into the buffer indicated by the
* RenderBuffer object. This only sets up the color and aux bits; it does not
* affect the depth, stencil, accum layers.
*/
void CLP(GraphicsStateGuardian)::
set_draw_buffer(int rbtype) {
#ifndef OPENGLES // Draw buffers not supported by OpenGL ES. (TODO!)
if (_current_fbo) {
GLuint buffers[16];
int nbuffers = 0;
int index = 0;
if (_current_properties->get_color_bits() > 0) {
if (rbtype & RenderBuffer::T_left) {
buffers[nbuffers++] = GL_COLOR_ATTACHMENT0_EXT + index;
}
++index;
if (_current_properties->is_stereo()) {
if (rbtype & RenderBuffer::T_right) {
buffers[nbuffers++] = GL_COLOR_ATTACHMENT0_EXT + index;
}
++index;
}
}
for (int i = 0; i < _current_properties->get_aux_rgba(); ++i) {
if (rbtype & (RenderBuffer::T_aux_rgba_0 << i)) {
buffers[nbuffers++] = GL_COLOR_ATTACHMENT0_EXT + index;
}
++index;
}
for (int i = 0; i < _current_properties->get_aux_hrgba(); ++i) {
if (rbtype & (RenderBuffer::T_aux_hrgba_0 << i)) {
buffers[nbuffers++] = GL_COLOR_ATTACHMENT0_EXT + index;
}
++index;
}
for (int i = 0; i < _current_properties->get_aux_float(); ++i) {
if (rbtype & (RenderBuffer::T_aux_float_0 << i)) {
buffers[nbuffers++] = GL_COLOR_ATTACHMENT0_EXT + index;
}
++index;
}
_glDrawBuffers(nbuffers, buffers);
} else {
switch (rbtype & RenderBuffer::T_color) {
case RenderBuffer::T_front:
glDrawBuffer(GL_FRONT);
break;
case RenderBuffer::T_back:
glDrawBuffer(GL_BACK);
break;
case RenderBuffer::T_right:
glDrawBuffer(GL_RIGHT);
break;
case RenderBuffer::T_left:
glDrawBuffer(GL_LEFT);
break;
case RenderBuffer::T_front_right:
nassertv(_current_properties->is_stereo());
glDrawBuffer(GL_FRONT_RIGHT);
break;
case RenderBuffer::T_front_left:
nassertv(_current_properties->is_stereo());
glDrawBuffer(GL_FRONT_LEFT);
break;
case RenderBuffer::T_back_right:
nassertv(_current_properties->is_stereo());
glDrawBuffer(GL_BACK_RIGHT);
break;
case RenderBuffer::T_back_left:
nassertv(_current_properties->is_stereo());
glDrawBuffer(GL_BACK_LEFT);
break;
default:
break;
}
}
#endif // OPENGLES
// Also ensure that any global color channels are masked out.
set_color_write_mask(_color_write_mask);
report_my_gl_errors();
}
/**
* Sets up the glReadBuffer to render into the buffer indicated by the
* RenderBuffer object. This only sets up the color bits; it does not affect
* the depth, stencil, accum layers.
*/
void CLP(GraphicsStateGuardian)::
set_read_buffer(int rbtype) {
#ifndef OPENGLES // Draw buffers not supported by OpenGL ES. (TODO!)
if (rbtype & (RenderBuffer::T_depth | RenderBuffer::T_stencil)) {
// Special case: don't have to call ReadBuffer for these.
return;
}
if (_current_fbo) {
GLuint buffer = GL_COLOR_ATTACHMENT0_EXT;
int index = 1;
if (_current_properties->is_stereo()) {
if (rbtype & RenderBuffer::T_right) {
buffer = GL_COLOR_ATTACHMENT1_EXT;
}
++index;
}
for (int i = 0; i < _current_properties->get_aux_rgba(); ++i) {
if (rbtype & (RenderBuffer::T_aux_rgba_0 << i)) {
buffer = GL_COLOR_ATTACHMENT0_EXT + index;
}
++index;
}
for (int i = 0; i < _current_properties->get_aux_hrgba(); ++i) {
if (rbtype & (RenderBuffer::T_aux_hrgba_0 << i)) {
buffer = GL_COLOR_ATTACHMENT0_EXT + index;
}
++index;
}
for (int i = 0; i < _current_properties->get_aux_float(); ++i) {
if (rbtype & (RenderBuffer::T_aux_float_0 << i)) {
buffer = GL_COLOR_ATTACHMENT0_EXT + index;
}
++index;
}
glReadBuffer(buffer);
} else {
switch (rbtype & RenderBuffer::T_color) {
case RenderBuffer::T_front:
glReadBuffer(GL_FRONT);
break;
case RenderBuffer::T_back:
glReadBuffer(GL_BACK);
break;
case RenderBuffer::T_right:
glReadBuffer(GL_RIGHT);
break;
case RenderBuffer::T_left:
glReadBuffer(GL_LEFT);
break;
case RenderBuffer::T_front_right:
glReadBuffer(GL_FRONT_RIGHT);
break;
case RenderBuffer::T_front_left:
glReadBuffer(GL_FRONT_LEFT);
break;
case RenderBuffer::T_back_right:
glReadBuffer(GL_BACK_RIGHT);
break;
case RenderBuffer::T_back_left:
glReadBuffer(GL_BACK_LEFT);
break;
default:
break;
}
}
report_my_gl_errors();
#endif // OPENGLES
}
/**
* Maps from the Geom's internal numeric type symbols to GL's.
*/
GLenum CLP(GraphicsStateGuardian)::
get_numeric_type(Geom::NumericType numeric_type) {
switch (numeric_type) {
case Geom::NT_uint16:
return GL_UNSIGNED_SHORT;
case Geom::NT_uint32:
#ifndef OPENGLES_1
return GL_UNSIGNED_INT;
#else
break;
#endif
case Geom::NT_uint8:
case Geom::NT_packed_dcba:
case Geom::NT_packed_dabc:
return GL_UNSIGNED_BYTE;
case Geom::NT_float32:
return GL_FLOAT;
case Geom::NT_float64:
#ifndef OPENGLES
return GL_DOUBLE;
#else
break;
#endif
case Geom::NT_stdfloat:
// Shouldn't happen, display error.
break;
case Geom::NT_int8:
return GL_BYTE;
case Geom::NT_int16:
return GL_SHORT;
case Geom::NT_int32:
#ifndef OPENGLES_1
return GL_INT;
#else
break;
#endif
case Geom::NT_packed_ufloat:
#ifndef OPENGLES_1
return GL_UNSIGNED_INT_10F_11F_11F_REV;
#else
break;
#endif
}
GLCAT.error()
<< "Invalid NumericType value (" << (int)numeric_type << ")\n";
return GL_UNSIGNED_BYTE;
}
/**
* Maps from the Texture's texture type symbols to GL's.
*/
GLenum CLP(GraphicsStateGuardian)::
get_texture_target(Texture::TextureType texture_type) const {
switch (texture_type) {
case Texture::TT_1d_texture:
// There are no 1D textures in OpenGL ES. Fall back to 2D textures.
#ifndef OPENGLES
return GL_TEXTURE_1D;
#endif
case Texture::TT_1d_texture_array:
// There are no 1D array textures in OpenGL ES. Fall back to 2D textures.
#ifndef OPENGLES
return GL_TEXTURE_1D_ARRAY;
#endif
case Texture::TT_2d_texture:
return GL_TEXTURE_2D;
case Texture::TT_3d_texture:
#ifndef OPENGLES_1
if (_supports_3d_texture) {
return GL_TEXTURE_3D;
}
#endif
return GL_NONE;
case Texture::TT_2d_texture_array:
#ifndef OPENGLES_1
if (_supports_2d_texture_array) {
return GL_TEXTURE_2D_ARRAY;
}
#endif
return GL_NONE;
case Texture::TT_cube_map:
if (_supports_cube_map) {
return GL_TEXTURE_CUBE_MAP;
} else {
return GL_NONE;
}
case Texture::TT_cube_map_array:
#ifndef OPENGLES
if (_supports_cube_map_array) {
return GL_TEXTURE_CUBE_MAP_ARRAY;
}
#endif
return GL_NONE;
case Texture::TT_buffer_texture:
#ifndef OPENGLES
if (_supports_buffer_texture) {
return GL_TEXTURE_BUFFER;
}
#endif
return GL_NONE;
}
GLCAT.error() << "Invalid Texture::TextureType value!\n";
return GL_TEXTURE_2D;
}
/**
* Maps from the Texture's internal wrap mode symbols to GL's.
*/
GLenum CLP(GraphicsStateGuardian)::
get_texture_wrap_mode(SamplerState::WrapMode wm) const {
if (gl_ignore_clamp) {
return GL_REPEAT;
}
switch (wm) {
case SamplerState::WM_clamp:
return _edge_clamp;
case SamplerState::WM_repeat:
return GL_REPEAT;
case SamplerState::WM_mirror:
return _mirror_repeat;
case SamplerState::WM_mirror_once:
return _mirror_border_clamp;
case SamplerState::WM_border_color:
return _border_clamp;
case SamplerState::WM_invalid:
break;
}
GLCAT.error() << "Invalid SamplerState::WrapMode value!\n";
return _edge_clamp;
}
/**
* Maps from the GL's internal wrap mode symbols to Panda's.
*/
SamplerState::WrapMode CLP(GraphicsStateGuardian)::
get_panda_wrap_mode(GLenum wm) {
switch (wm) {
#ifndef OPENGLES
case GL_CLAMP:
#endif
case GL_CLAMP_TO_EDGE:
return SamplerState::WM_clamp;
#ifndef OPENGLES
case GL_CLAMP_TO_BORDER:
return SamplerState::WM_border_color;
#endif
case GL_REPEAT:
return SamplerState::WM_repeat;
#ifndef OPENGLES
case GL_MIRROR_CLAMP_EXT:
case GL_MIRROR_CLAMP_TO_EDGE_EXT:
return SamplerState::WM_mirror;
case GL_MIRROR_CLAMP_TO_BORDER_EXT:
return SamplerState::WM_mirror_once;
#endif
}
GLCAT.error() << "Unexpected GL wrap mode " << (int)wm << "\n";
return SamplerState::WM_clamp;
}
/**
* Maps from the Texture's internal filter type symbols to GL's.
*/
GLenum CLP(GraphicsStateGuardian)::
get_texture_filter_type(SamplerState::FilterType ft, bool ignore_mipmaps) {
if (gl_ignore_filters) {
return GL_NEAREST;
} else if (ignore_mipmaps) {
switch (ft) {
case SamplerState::FT_nearest_mipmap_nearest:
case SamplerState::FT_nearest:
return GL_NEAREST;
case SamplerState::FT_linear:
case SamplerState::FT_linear_mipmap_nearest:
case SamplerState::FT_nearest_mipmap_linear:
case SamplerState::FT_linear_mipmap_linear:
return GL_LINEAR;
case SamplerState::FT_shadow:
return GL_LINEAR;
case SamplerState::FT_default:
case SamplerState::FT_invalid:
break;
}
} else {
switch (ft) {
case SamplerState::FT_nearest:
return GL_NEAREST;
case SamplerState::FT_linear:
return GL_LINEAR;
case SamplerState::FT_nearest_mipmap_nearest:
return GL_NEAREST_MIPMAP_NEAREST;
case SamplerState::FT_linear_mipmap_nearest:
return GL_LINEAR_MIPMAP_NEAREST;
case SamplerState::FT_nearest_mipmap_linear:
return GL_NEAREST_MIPMAP_LINEAR;
case SamplerState::FT_linear_mipmap_linear:
return GL_LINEAR_MIPMAP_LINEAR;
case SamplerState::FT_shadow:
return GL_LINEAR;
case SamplerState::FT_default:
case SamplerState::FT_invalid:
break;
}
}
GLCAT.error() << "Invalid SamplerState::FilterType value!\n";
return GL_NEAREST;
}
/**
* Maps from the GL's internal filter type symbols to Panda's.
*/
SamplerState::FilterType CLP(GraphicsStateGuardian)::
get_panda_filter_type(GLenum ft) {
switch (ft) {
case GL_NEAREST:
return SamplerState::FT_nearest;
case GL_LINEAR:
return SamplerState::FT_linear;
case GL_NEAREST_MIPMAP_NEAREST:
return SamplerState::FT_nearest_mipmap_nearest;
case GL_LINEAR_MIPMAP_NEAREST:
return SamplerState::FT_linear_mipmap_nearest;
case GL_NEAREST_MIPMAP_LINEAR:
return SamplerState::FT_nearest_mipmap_linear;
case GL_LINEAR_MIPMAP_LINEAR:
return SamplerState::FT_linear_mipmap_linear;
}
GLCAT.error() << "Unexpected GL filter type " << (int)ft << "\n";
return SamplerState::FT_linear;
}
/**
* Maps from the Texture's internal ComponentType symbols to GL's.
*/
GLenum CLP(GraphicsStateGuardian)::
get_component_type(Texture::ComponentType component_type) {
switch (component_type) {
case Texture::T_unsigned_byte:
return GL_UNSIGNED_BYTE;
case Texture::T_unsigned_short:
return GL_UNSIGNED_SHORT;
case Texture::T_float:
return GL_FLOAT;
case Texture::T_unsigned_int_24_8:
if (_supports_depth_stencil) {
return GL_UNSIGNED_INT_24_8_EXT;
} else {
return GL_UNSIGNED_BYTE;
}
case Texture::T_int:
#ifndef OPENGLES_1
return GL_INT;
#endif
case Texture::T_byte:
return GL_BYTE;
case Texture::T_short:
return GL_SHORT;
#ifndef OPENGLES_1
case Texture::T_half_float:
return GL_HALF_FLOAT;
#endif
#ifndef OPENGLES_1
case Texture::T_unsigned_int:
return GL_UNSIGNED_INT;
#endif
default:
GLCAT.error() << "Invalid Texture::Type value!\n";
return GL_UNSIGNED_BYTE;
}
}
/**
* Maps from the Texture's Format symbols to GL's.
*/
GLint CLP(GraphicsStateGuardian)::
get_external_image_format(Texture *tex) const {
Texture::CompressionMode compression = tex->get_ram_image_compression();
Texture::Format format = tex->get_format();
if (compression != Texture::CM_off &&
get_supports_compressed_texture_format(compression)) {
switch (compression) {
case Texture::CM_on:
#ifndef OPENGLES
switch (format) {
case Texture::F_color_index:
case Texture::F_depth_component:
case Texture::F_depth_component16:
case Texture::F_depth_component24:
case Texture::F_depth_component32:
case Texture::F_depth_stencil:
case Texture::F_r11_g11_b10:
case Texture::F_rgb9_e5:
// This shouldn't be possible.
nassertr(false, GL_RGB);
break;
case Texture::F_rgba:
case Texture::F_rgbm:
case Texture::F_rgba4:
case Texture::F_rgba8:
case Texture::F_rgba12:
case Texture::F_rgba16:
case Texture::F_rgba32:
case Texture::F_rgba8i:
case Texture::F_rgb10_a2:
return GL_COMPRESSED_RGBA;
case Texture::F_rgb:
case Texture::F_rgb5:
case Texture::F_rgba5:
case Texture::F_rgb8:
case Texture::F_rgb8i:
case Texture::F_rgb12:
case Texture::F_rgb332:
case Texture::F_rgb16:
case Texture::F_rgb32:
return GL_COMPRESSED_RGB;
case Texture::F_alpha:
return GL_COMPRESSED_ALPHA;
case Texture::F_red:
case Texture::F_green:
case Texture::F_blue:
case Texture::F_r8i:
case Texture::F_r16:
case Texture::F_r16i:
case Texture::F_r32:
case Texture::F_r32i:
return GL_COMPRESSED_RED;
case Texture::F_rg:
case Texture::F_rg8i:
case Texture::F_rg16:
case Texture::F_rg32:
return GL_COMPRESSED_RG;
case Texture::F_luminance:
return GL_COMPRESSED_LUMINANCE;
case Texture::F_luminance_alpha:
case Texture::F_luminance_alphamask:
return GL_COMPRESSED_LUMINANCE_ALPHA;
case Texture::F_srgb:
return GL_COMPRESSED_SRGB;
case Texture::F_srgb_alpha:
return GL_COMPRESSED_SRGB_ALPHA;
case Texture::F_sluminance:
return GL_COMPRESSED_SLUMINANCE;
case Texture::F_sluminance_alpha:
return GL_COMPRESSED_SLUMINANCE_ALPHA;
}
#endif
break;
case Texture::CM_dxt1:
#ifndef OPENGLES
if (format == Texture::F_srgb_alpha) {
return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
} else if (format == Texture::F_srgb) {
return GL_COMPRESSED_SRGB_S3TC_DXT1_EXT;
} else
#endif
if (Texture::has_alpha(format)) {
return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
} else {
return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
}
case Texture::CM_dxt3:
#ifndef OPENGLES
if (format == Texture::F_srgb || format == Texture::F_srgb_alpha) {
return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
}
#endif
#ifndef OPENGLES_1
return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
#endif
break;
case Texture::CM_dxt5:
#ifndef OPENGLES
if (format == Texture::F_srgb || format == Texture::F_srgb_alpha) {
return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
}
#endif
#ifndef OPENGLES_1
return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
#endif
break;
case Texture::CM_fxt1:
#ifndef OPENGLES
if (Texture::has_alpha(format)) {
return GL_COMPRESSED_RGBA_FXT1_3DFX;
} else {
return GL_COMPRESSED_RGB_FXT1_3DFX;
}
#endif
break;
#ifdef OPENGLES
case Texture::CM_pvr1_2bpp:
if (Texture::has_alpha(format)) {
return GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
} else {
return GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
}
case Texture::CM_pvr1_4bpp:
if (Texture::has_alpha(format)) {
return GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
} else {
return GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
}
#else
case Texture::CM_pvr1_2bpp:
case Texture::CM_pvr1_4bpp:
break;
#endif // OPENGLES
case Texture::CM_rgtc:
#ifndef OPENGLES
if (format == Texture::F_luminance) {
return GL_COMPRESSED_LUMINANCE_LATC1_EXT;
} else if (format == Texture::F_luminance_alpha) {
return GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT;
} else if (tex->get_num_components() == 1) {
return GL_COMPRESSED_RED_RGTC1;
} else {
return GL_COMPRESSED_RG_RGTC2;
}
#endif
break;
case Texture::CM_etc1:
#ifdef OPENGLES
return GL_ETC1_RGB8_OES;
#endif
// Fall through - ETC2 is backward compatible
case Texture::CM_etc2:
if (format == Texture::F_rgbm) {
return GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
} else if (format == Texture::F_srgb_alpha) {
return GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC;
} else if (format == Texture::F_srgb) {
return GL_COMPRESSED_SRGB8_ETC2;
} else if (Texture::has_alpha(format)) {
return GL_COMPRESSED_RGBA8_ETC2_EAC;
} else {
return GL_COMPRESSED_RGB8_ETC2;
}
break;
case Texture::CM_eac:
if (Texture::is_unsigned(tex->get_component_type())) {
if (tex->get_num_components() == 1) {
return GL_COMPRESSED_R11_EAC;
} else {
return GL_COMPRESSED_RG11_EAC;
}
} else {
if (tex->get_num_components() == 1) {
return GL_COMPRESSED_SIGNED_R11_EAC;
} else {
return GL_COMPRESSED_SIGNED_RG11_EAC;
}
}
break;
case Texture::CM_default:
case Texture::CM_off:
case Texture::CM_dxt2:
case Texture::CM_dxt4:
// This shouldn't happen.
nassertr(false, GL_RGB);
break;
}
}
switch (format) {
#ifndef OPENGLES
case Texture::F_color_index:
return GL_COLOR_INDEX;
#endif
case Texture::F_depth_component:
case Texture::F_depth_component16:
case Texture::F_depth_component24:
case Texture::F_depth_component32:
return GL_DEPTH_COMPONENT;
case Texture::F_depth_stencil:
return _supports_depth_stencil ? GL_DEPTH_STENCIL : GL_DEPTH_COMPONENT;
#ifndef OPENGLES
case Texture::F_red:
case Texture::F_r16:
case Texture::F_r32:
return GL_RED;
case Texture::F_green:
return GL_GREEN;
case Texture::F_blue:
return GL_BLUE;
#endif
case Texture::F_alpha:
#if defined(SUPPORT_FIXED_FUNCTION) || defined(OPENGLES)
return GL_ALPHA;
#else
return GL_RED;
#endif
#ifndef OPENGLES_1
case Texture::F_rg:
case Texture::F_rg16:
case Texture::F_rg32:
return GL_RG;
#endif
case Texture::F_rgb:
case Texture::F_rgb5:
case Texture::F_rgb8:
case Texture::F_rgb12:
case Texture::F_rgb332:
case Texture::F_rgb16:
case Texture::F_rgb32:
case Texture::F_srgb:
case Texture::F_r11_g11_b10:
case Texture::F_rgb9_e5:
#ifdef OPENGLES
// OpenGL ES never supports BGR, even if _supports_bgr is true.
return GL_RGB;
#else
return _supports_bgr ? GL_BGR : GL_RGB;
#endif
case Texture::F_rgba:
case Texture::F_rgbm:
case Texture::F_rgba4:
case Texture::F_rgba5:
case Texture::F_rgba8:
case Texture::F_rgba12:
case Texture::F_rgba16:
case Texture::F_rgba32:
case Texture::F_srgb_alpha:
case Texture::F_rgb10_a2:
return _supports_bgr ? GL_BGRA : GL_RGBA;
case Texture::F_luminance:
case Texture::F_sluminance:
#if defined(SUPPORT_FIXED_FUNCTION) || defined(OPENGLES)
return GL_LUMINANCE;
#else
return GL_RED;
#endif
case Texture::F_luminance_alphamask:
case Texture::F_luminance_alpha:
case Texture::F_sluminance_alpha:
#if defined(SUPPORT_FIXED_FUNCTION) || defined(OPENGLES)
return GL_LUMINANCE_ALPHA;
#else
return GL_RG;
#endif
#ifndef OPENGLES_1
case Texture::F_r8i:
case Texture::F_r16i:
case Texture::F_r32i:
return GL_RED_INTEGER;
case Texture::F_rg8i:
return GL_RG_INTEGER;
case Texture::F_rgb8i:
return GL_RGB_INTEGER;
case Texture::F_rgba8i:
return GL_RGBA_INTEGER;
#endif
default:
break;
}
GLCAT.error()
<< "Invalid Texture::Format value in get_external_image_format(): "
<< format << "\n";
return GL_RGB;
}
/**
* Maps from the Texture's Format symbols to a suitable internal format for GL
* textures.
*/
GLint CLP(GraphicsStateGuardian)::
get_internal_image_format(Texture *tex, bool force_sized) const {
Texture::CompressionMode compression = tex->get_compression();
if (compression == Texture::CM_default) {
compression = (compressed_textures) ? Texture::CM_on : Texture::CM_off;
}
Texture::Format format = tex->get_format();
if (tex->get_render_to_texture()) {
// no compression for render targets
compression = Texture::CM_off;
}
bool is_3d = (tex->get_texture_type() == Texture::TT_3d_texture ||
tex->get_texture_type() == Texture::TT_2d_texture_array);
if (get_supports_compressed_texture_format(compression)) {
switch (compression) {
case Texture::CM_on:
// The user asked for just generic compression. OpenGL supports
// requesting just generic compression, but we'd like to go ahead and
// request a specific type (if we can figure out an appropriate choice),
// since that makes saving the result as a pre-compressed texture more
// dependable--this way, we will know which compression algorithm was
// applied.
switch (format) {
case Texture::F_color_index:
case Texture::F_depth_component:
case Texture::F_depth_component16:
case Texture::F_depth_component24:
case Texture::F_depth_component32:
case Texture::F_depth_stencil:
case Texture::F_r8i:
case Texture::F_rg8i:
case Texture::F_rgb8i:
case Texture::F_rgba8i:
case Texture::F_r16i:
case Texture::F_r32i:
case Texture::F_r11_g11_b10:
case Texture::F_rgb9_e5:
// Unsupported; fall through to below.
break;
case Texture::F_rgbm:
case Texture::F_rgba5:
case Texture::F_rgb10_a2:
if (get_supports_compressed_texture_format(Texture::CM_dxt1) && !is_3d) {
return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
}
if (get_supports_compressed_texture_format(Texture::CM_etc2) && !is_3d) {
return GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
}
#ifndef OPENGLES
if (get_supports_compressed_texture_format(Texture::CM_fxt1) && !is_3d) {
return GL_COMPRESSED_RGBA_FXT1_3DFX;
}
return GL_COMPRESSED_RGBA;
#endif
break;
case Texture::F_rgba4:
#ifndef OPENGLES_1
if (get_supports_compressed_texture_format(Texture::CM_dxt3) && !is_3d) {
return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
}
#endif
if (get_supports_compressed_texture_format(Texture::CM_etc2) && !is_3d) {
return GL_COMPRESSED_RGBA8_ETC2_EAC;
}
#ifndef OPENGLES
if (get_supports_compressed_texture_format(Texture::CM_fxt1) && !is_3d) {
return GL_COMPRESSED_RGBA_FXT1_3DFX;
}
return GL_COMPRESSED_RGBA;
#endif
break;
case Texture::F_rgba:
case Texture::F_rgba8:
case Texture::F_rgba12:
case Texture::F_rgba16:
case Texture::F_rgba32:
#ifndef OPENGLES_1
if (get_supports_compressed_texture_format(Texture::CM_dxt5) && !is_3d) {
return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
}
#endif
if (get_supports_compressed_texture_format(Texture::CM_etc2) && !is_3d) {
return GL_COMPRESSED_RGBA8_ETC2_EAC;
}
#ifndef OPENGLES
if (get_supports_compressed_texture_format(Texture::CM_fxt1) && !is_3d) {
return GL_COMPRESSED_RGBA_FXT1_3DFX;
}
return GL_COMPRESSED_RGBA;
#endif
break;
case Texture::F_rgb:
case Texture::F_rgb5:
case Texture::F_rgb8:
case Texture::F_rgb12:
case Texture::F_rgb332:
case Texture::F_rgb16:
case Texture::F_rgb32:
if (get_supports_compressed_texture_format(Texture::CM_dxt1) && !is_3d) {
return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
}
if (get_supports_compressed_texture_format(Texture::CM_etc2) && !is_3d) {
return GL_COMPRESSED_RGB8_ETC2;
}
#ifdef OPENGLES
if (get_supports_compressed_texture_format(Texture::CM_etc1) && !is_3d) {
return GL_ETC1_RGB8_OES;
}
#else
if (get_supports_compressed_texture_format(Texture::CM_fxt1) && !is_3d) {
return GL_COMPRESSED_RGB_FXT1_3DFX;
}
return GL_COMPRESSED_RGB;
#endif
break;
case Texture::F_alpha:
#ifndef OPENGLES_1
if (get_supports_compressed_texture_format(Texture::CM_dxt5) && !is_3d) {
return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
}
#endif
#ifndef OPENGLES
if (get_supports_compressed_texture_format(Texture::CM_fxt1) && !is_3d) {
return GL_COMPRESSED_RGBA_FXT1_3DFX;
}
return GL_COMPRESSED_ALPHA;
#endif
break;
case Texture::F_red:
case Texture::F_green:
case Texture::F_blue:
case Texture::F_r16:
case Texture::F_r32:
#ifndef OPENGLES
if (get_supports_compressed_texture_format(Texture::CM_rgtc) && !is_3d) {
return GL_COMPRESSED_RED_RGTC1;
}
#endif
if (get_supports_compressed_texture_format(Texture::CM_eac) && !is_3d) {
if (Texture::is_unsigned(tex->get_component_type())) {
return GL_COMPRESSED_R11_EAC;
} else {
return GL_COMPRESSED_SIGNED_R11_EAC;
}
}
if (get_supports_compressed_texture_format(Texture::CM_dxt1) && !is_3d) {
return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
}
#ifndef OPENGLES
if (get_supports_compressed_texture_format(Texture::CM_fxt1) && !is_3d) {
return GL_COMPRESSED_RGB_FXT1_3DFX;
}
return GL_COMPRESSED_RED;
#endif
break;
case Texture::F_rg:
case Texture::F_rg16:
case Texture::F_rg32:
#ifndef OPENGLES
if (get_supports_compressed_texture_format(Texture::CM_rgtc) && !is_3d) {
return GL_COMPRESSED_RG_RGTC2;
}
#endif
if (get_supports_compressed_texture_format(Texture::CM_eac) && !is_3d) {
if (Texture::is_unsigned(tex->get_component_type())) {
return GL_COMPRESSED_RG11_EAC;
} else {
return GL_COMPRESSED_SIGNED_RG11_EAC;
}
}
if (get_supports_compressed_texture_format(Texture::CM_dxt1) && !is_3d) {
return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
}
#ifndef OPENGLES
if (get_supports_compressed_texture_format(Texture::CM_fxt1) && !is_3d) {
return GL_COMPRESSED_RGB_FXT1_3DFX;
}
return GL_COMPRESSED_RG;
#endif
break;
case Texture::F_luminance:
if (get_supports_compressed_texture_format(Texture::CM_dxt1) && !is_3d) {
return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
}
#ifndef OPENGLES
if (get_supports_compressed_texture_format(Texture::CM_fxt1) && !is_3d) {
return GL_COMPRESSED_RGB_FXT1_3DFX;
}
return GL_COMPRESSED_LUMINANCE;
#endif
break;
case Texture::F_luminance_alpha:
case Texture::F_luminance_alphamask:
#ifndef OPENGLES_1
if (get_supports_compressed_texture_format(Texture::CM_dxt5) && !is_3d) {
return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
}
#endif
#ifndef OPENGLES
if (get_supports_compressed_texture_format(Texture::CM_fxt1) && !is_3d) {
return GL_COMPRESSED_RGBA_FXT1_3DFX;
}
return GL_COMPRESSED_LUMINANCE_ALPHA;
#endif
break;
#ifndef OPENGLES
case Texture::F_srgb:
if (get_supports_compressed_texture_format(Texture::CM_dxt1) && !is_3d) {
return GL_COMPRESSED_SRGB_S3TC_DXT1_EXT;
}
if (get_supports_compressed_texture_format(Texture::CM_etc2) && !is_3d) {
return GL_COMPRESSED_SRGB8_ETC2;
}
return GL_COMPRESSED_SRGB;
case Texture::F_srgb_alpha:
if (get_supports_compressed_texture_format(Texture::CM_dxt5) && !is_3d) {
return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
}
if (get_supports_compressed_texture_format(Texture::CM_etc2) && !is_3d) {
return GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC;
}
return GL_COMPRESSED_SRGB_ALPHA;
case Texture::F_sluminance:
return GL_COMPRESSED_SLUMINANCE;
case Texture::F_sluminance_alpha:
return GL_COMPRESSED_SLUMINANCE_ALPHA;
#else
// For now, we don't support compressed sRGB textures in OpenGL ES.
case Texture::F_srgb:
case Texture::F_srgb_alpha:
case Texture::F_sluminance:
case Texture::F_sluminance_alpha:
break;
#endif
}
break;
case Texture::CM_dxt1:
#ifndef OPENGLES
if (format == Texture::F_srgb_alpha) {
return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
} else if (format == Texture::F_srgb) {
return GL_COMPRESSED_SRGB_S3TC_DXT1_EXT;
} else
#endif
if (Texture::has_alpha(format)) {
return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
} else {
return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
}
case Texture::CM_dxt3:
#ifndef OPENGLES
if (format == Texture::F_srgb || format == Texture::F_srgb_alpha) {
return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
}
#endif
#ifndef OPENGLES_1
return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
#endif
break;
case Texture::CM_dxt5:
#ifndef OPENGLES
if (format == Texture::F_srgb || format == Texture::F_srgb_alpha) {
return GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
}
#endif
#ifndef OPENGLES_1
return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
#endif
case Texture::CM_fxt1:
#ifndef OPENGLES
if (Texture::has_alpha(format)) {
return GL_COMPRESSED_RGBA_FXT1_3DFX;
} else {
return GL_COMPRESSED_RGB_FXT1_3DFX;
}
#endif
break;
#ifdef OPENGLES
case Texture::CM_pvr1_2bpp:
if (Texture::has_alpha(format)) {
return GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
} else {
return GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
}
case Texture::CM_pvr1_4bpp:
if (Texture::has_alpha(format)) {
return GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
} else {
return GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
}
#else
case Texture::CM_pvr1_2bpp:
case Texture::CM_pvr1_4bpp:
break;
#endif
case Texture::CM_rgtc:
#ifndef OPENGLES
if (format == Texture::F_luminance) {
return GL_COMPRESSED_LUMINANCE_LATC1_EXT;
} else if (format == Texture::F_luminance_alpha) {
return GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT;
} else if (tex->get_num_components() == 1) {
return GL_COMPRESSED_RED_RGTC1;
} else if (tex->get_num_components() == 2) {
return GL_COMPRESSED_RG_RGTC2;
}
#endif
break;
case Texture::CM_etc1:
#ifdef OPENGLES
return GL_ETC1_RGB8_OES;
#endif
// Fall through - ETC2 is backward compatible
case Texture::CM_etc2:
if (format == Texture::F_rgbm) {
return GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
} else if (format == Texture::F_srgb_alpha) {
return GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC;
} else if (format == Texture::F_srgb) {
return GL_COMPRESSED_SRGB8_ETC2;
} else if (Texture::has_alpha(format)) {
return GL_COMPRESSED_RGBA8_ETC2_EAC;
} else {
return GL_COMPRESSED_RGB8_ETC2;
}
break;
case Texture::CM_eac:
if (Texture::is_unsigned(tex->get_component_type())) {
if (tex->get_num_components() == 1) {
return GL_COMPRESSED_R11_EAC;
} else {
return GL_COMPRESSED_RG11_EAC;
}
} else {
if (tex->get_num_components() == 1) {
return GL_COMPRESSED_SIGNED_R11_EAC;
} else {
return GL_COMPRESSED_SIGNED_RG11_EAC;
}
}
break;
case Texture::CM_default:
case Texture::CM_off:
case Texture::CM_dxt2:
case Texture::CM_dxt4:
// No compression: fall through to below.
break;
}
}
switch (format) {
#ifndef OPENGLES
case Texture::F_color_index:
return GL_COLOR_INDEX;
#endif
case Texture::F_depth_stencil:
if (_supports_depth_stencil) {
#ifndef OPENGLES
if (tex->get_component_type() == Texture::T_float) {
return GL_DEPTH32F_STENCIL8;
} else
#endif
{
return force_sized ? GL_DEPTH24_STENCIL8 : GL_DEPTH_STENCIL;
}
}
// Fall through.
case Texture::F_depth_component:
#ifndef OPENGLES
if (tex->get_component_type() == Texture::T_float) {
return GL_DEPTH_COMPONENT32F;
} else
#endif
{
return force_sized ? GL_DEPTH_COMPONENT16 : GL_DEPTH_COMPONENT;
}
case Texture::F_depth_component16:
#ifdef OPENGLES
return GL_DEPTH_COMPONENT16_OES;
#else
return GL_DEPTH_COMPONENT16;
#endif
case Texture::F_depth_component24:
#ifdef OPENGLES
if (_supports_depth24) {
return GL_DEPTH_COMPONENT24_OES;
} else {
return GL_DEPTH_COMPONENT16_OES;
}
#else
return GL_DEPTH_COMPONENT24;
#endif
case Texture::F_depth_component32:
#ifdef OPENGLES
if (_supports_depth32) {
return GL_DEPTH_COMPONENT32_OES;
} else if (_supports_depth24) {
return GL_DEPTH_COMPONENT24_OES;
} else {
return GL_DEPTH_COMPONENT16_OES;
}
#else
if (tex->get_component_type() == Texture::T_float) {
return GL_DEPTH_COMPONENT32F;
} else {
return GL_DEPTH_COMPONENT32;
}
#endif
case Texture::F_rgba:
case Texture::F_rgbm:
#ifndef OPENGLES_1
if (tex->get_component_type() == Texture::T_float) {
return GL_RGBA16F;
} else
#endif
#ifndef OPENGLES
if (tex->get_component_type() == Texture::T_unsigned_short) {
return GL_RGBA16;
} else if (tex->get_component_type() == Texture::T_short) {
return GL_RGBA16_SNORM;
} else if (tex->get_component_type() == Texture::T_byte) {
return GL_RGBA8_SNORM;
} else
#endif
{
return force_sized ? GL_RGBA8 : GL_RGBA;
}
case Texture::F_rgba4:
return GL_RGBA4;
#ifdef OPENGLES
case Texture::F_rgba8:
return GL_RGBA8_OES;
case Texture::F_rgba12:
return force_sized ? GL_RGBA8 : GL_RGBA;
#else
case Texture::F_rgba8:
if (Texture::is_unsigned(tex->get_component_type())) {
return GL_RGBA8;
} else {
return GL_RGBA8_SNORM;
}
case Texture::F_r8i:
if (Texture::is_unsigned(tex->get_component_type())) {
return GL_R8UI;
} else {
return GL_R8I;
}
case Texture::F_rg8i:
if (Texture::is_unsigned(tex->get_component_type())) {
return GL_RG8UI;
} else {
return GL_RG8I;
}
case Texture::F_rgb8i:
if (Texture::is_unsigned(tex->get_component_type())) {
return GL_RGB8UI;
} else {
return GL_RGB8I;
}
case Texture::F_rgba8i:
if (Texture::is_unsigned(tex->get_component_type())) {
return GL_RGBA8UI;
} else {
return GL_RGBA8I;
}
case Texture::F_rgba12:
return GL_RGBA12;
#endif // OPENGLES
#ifndef OPENGLES
case Texture::F_rgba16:
if (tex->get_component_type() == Texture::T_float) {
return GL_RGBA16F;
} else if (Texture::is_unsigned(tex->get_component_type())) {
return GL_RGBA16;
} else {
return GL_RGBA16_SNORM;
}
case Texture::F_rgba32:
return GL_RGBA32F;
#endif // OPENGLES
case Texture::F_rgb:
switch (tex->get_component_type()) {
case Texture::T_float: return GL_RGB16F;
#ifndef OPENGLES
case Texture::T_unsigned_short: return GL_RGB16;
case Texture::T_short: return GL_RGB16_SNORM;
case Texture::T_byte: return GL_RGB8_SNORM;
#endif
default:
return force_sized ? GL_RGB8 : GL_RGB;
}
case Texture::F_rgb5:
#ifdef OPENGLES
// Close enough.
return GL_RGB565_OES;
#else
return GL_RGB5;
#endif
case Texture::F_rgba5:
return GL_RGB5_A1;
#ifdef OPENGLES
case Texture::F_rgb8:
return GL_RGB8_OES;
case Texture::F_rgb12:
return force_sized ? GL_RGB8 : GL_RGB;
case Texture::F_rgb16:
return GL_RGB16F;
#else
case Texture::F_rgb8:
if (Texture::is_unsigned(tex->get_component_type())) {
return GL_RGB8;
} else {
return GL_RGB8_SNORM;
}
case Texture::F_rgb12:
return GL_RGB12;
case Texture::F_rgb16:
if (tex->get_component_type() == Texture::T_float) {
return GL_RGB16F;
} else if (Texture::is_unsigned(tex->get_component_type())) {
return GL_RGB16;
} else {
return GL_RGB16_SNORM;
}
#endif // OPENGLES
case Texture::F_rgb32:
return GL_RGB32F;
#ifndef OPENGLES
case Texture::F_rgb332:
return GL_R3_G3_B2;
#endif
#if defined(OPENGLES_2)
case Texture::F_r16:
return GL_R16F_EXT;
case Texture::F_rg16:
return GL_RG16F_EXT;
#elif !defined(OPENGLES_1)
case Texture::F_r16:
if (tex->get_component_type() == Texture::T_float) {
return GL_R16F;
} else if (Texture::is_unsigned(tex->get_component_type())) {
return GL_R16;
} else {
return GL_R16_SNORM;
}
case Texture::F_r16i:
if (Texture::is_unsigned(tex->get_component_type())) {
return GL_R16UI;
} else {
return GL_R16I;
}
case Texture::F_rg16:
if (tex->get_component_type() == Texture::T_float) {
return GL_RG16F;
} else if (Texture::is_unsigned(tex->get_component_type())) {
return GL_RG16;
} else {
return GL_RG16_SNORM;
}
#endif
#ifndef OPENGLES_1
case Texture::F_r32:
return GL_R32F;
case Texture::F_rg32:
return GL_RG32F;
case Texture::F_red:
case Texture::F_green:
case Texture::F_blue:
#ifndef OPENGLES
if (!Texture::is_unsigned(tex->get_component_type())) {
return GL_R8_SNORM;
} else
#endif
{
return force_sized ? GL_R8 : GL_RED;
}
#endif
case Texture::F_alpha:
#if defined(SUPPORT_FIXED_FUNCTION) || defined(OPENGLES)
return force_sized ? GL_ALPHA8 : GL_ALPHA;
#else
return force_sized ? GL_R8 : GL_RED;
#endif
case Texture::F_luminance:
#if defined(SUPPORT_FIXED_FUNCTION) || defined(OPENGLES)
#ifndef OPENGLES
if (tex->get_component_type() == Texture::T_float) {
return GL_LUMINANCE16F_ARB;
} else if (tex->get_component_type() == Texture::T_short) {
return GL_LUMINANCE16_SNORM;
} else if (tex->get_component_type() == Texture::T_unsigned_short) {
return GL_LUMINANCE16;
} else
#endif // OPENGLES
{
return force_sized ? GL_LUMINANCE8 : GL_LUMINANCE;
}
#else
return force_sized ? GL_R8 : GL_RED;
#endif
case Texture::F_luminance_alpha:
case Texture::F_luminance_alphamask:
#if defined(SUPPORT_FIXED_FUNCTION) || defined(OPENGLES)
#ifndef OPENGLES
if (tex->get_component_type() == Texture::T_float || tex->get_component_type() == Texture::T_unsigned_short) {
return GL_LUMINANCE_ALPHA16F_ARB;
} else
#endif // OPENGLES
{
return force_sized ? GL_LUMINANCE8_ALPHA8 : GL_LUMINANCE_ALPHA;
}
#else
return force_sized ? GL_RG8 : GL_RG;
#endif
#ifndef OPENGLES_1
case Texture::F_rg:
return force_sized ? GL_RG8 : GL_RG;
#endif
#ifndef OPENGLES_1
case Texture::F_srgb:
#ifndef OPENGLES
return GL_SRGB8;
#endif
case Texture::F_srgb_alpha:
return GL_SRGB8_ALPHA8;
#endif
#ifndef OPENGLES
case Texture::F_sluminance:
return GL_SLUMINANCE8;
case Texture::F_sluminance_alpha:
return GL_SLUMINANCE8_ALPHA8;
#endif
#ifndef OPENGLES
case Texture::F_r32i:
return GL_R32I;
#endif
#ifndef OPENGLES_1
case Texture::F_r11_g11_b10:
return GL_R11F_G11F_B10F;
case Texture::F_rgb9_e5:
return GL_RGB9_E5;
case Texture::F_rgb10_a2:
return GL_RGB10_A2;
#endif
default:
GLCAT.error()
<< "Invalid image format in get_internal_image_format(): "
<< (int)format << "\n";
return force_sized ? GL_RGB8 : GL_RGB;
}
}
/**
* Returns true if the indicated GL minfilter type represents a mipmap format,
* false otherwise.
*/
bool CLP(GraphicsStateGuardian)::
is_mipmap_filter(GLenum min_filter) {
switch (min_filter) {
case GL_NEAREST_MIPMAP_NEAREST:
case GL_LINEAR_MIPMAP_NEAREST:
case GL_NEAREST_MIPMAP_LINEAR:
case GL_LINEAR_MIPMAP_LINEAR:
return true;
default:
return false;
}
}
/**
* Returns true if the indicated GL internal format represents a compressed
* texture format, false otherwise.
*/
bool CLP(GraphicsStateGuardian)::
is_compressed_format(GLenum format) {
switch (format) {
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
#ifdef OPENGLES
case GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG:
case GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG:
case GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG:
case GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG:
#else
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
case GL_COMPRESSED_RGB_FXT1_3DFX:
case GL_COMPRESSED_RGBA_FXT1_3DFX:
case GL_COMPRESSED_RED_RGTC1:
case GL_COMPRESSED_SIGNED_RED_RGTC1:
case GL_COMPRESSED_RG_RGTC2:
case GL_COMPRESSED_SIGNED_RG_RGTC2:
case GL_COMPRESSED_LUMINANCE_LATC1_EXT:
case GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT:
case GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT:
case GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT:
case GL_COMPRESSED_RGB:
case GL_COMPRESSED_SRGB_EXT:
case GL_COMPRESSED_RGBA:
case GL_COMPRESSED_SRGB_ALPHA_EXT:
case GL_COMPRESSED_ALPHA:
case GL_COMPRESSED_LUMINANCE:
case GL_COMPRESSED_LUMINANCE_ALPHA:
#endif
return true;
default:
return false;
}
}
/**
* Maps from the texture stage's mode types to the corresponding OpenGL ids
*/
GLint CLP(GraphicsStateGuardian)::
get_texture_apply_mode_type(TextureStage::Mode am) {
#ifdef SUPPORT_FIXED_FUNCTION
switch (am) {
case TextureStage::M_modulate: return GL_MODULATE;
case TextureStage::M_decal: return GL_DECAL;
case TextureStage::M_blend: return GL_BLEND;
case TextureStage::M_replace: return GL_REPLACE;
case TextureStage::M_add: return GL_ADD;
case TextureStage::M_combine: return GL_COMBINE;
case TextureStage::M_blend_color_scale: return GL_BLEND;
case TextureStage::M_modulate_glow: return GL_MODULATE;
case TextureStage::M_modulate_gloss: return GL_MODULATE;
default:
// Other modes shouldn't get here. Fall through and error.
break;
}
GLCAT.error()
<< "Invalid TextureStage::Mode value" << endl;
return GL_MODULATE;
#else
return 0;
#endif
}
/**
* Maps from the texture stage's CombineMode types to the corresponding OpenGL
* ids
*/
GLint CLP(GraphicsStateGuardian)::
get_texture_combine_type(TextureStage::CombineMode cm) {
#ifdef SUPPORT_FIXED_FUNCTION
switch (cm) {
case TextureStage::CM_undefined: // fall through
case TextureStage::CM_replace: return GL_REPLACE;
case TextureStage::CM_modulate: return GL_MODULATE;
case TextureStage::CM_add: return GL_ADD;
case TextureStage::CM_add_signed: return GL_ADD_SIGNED;
case TextureStage::CM_interpolate: return GL_INTERPOLATE;
case TextureStage::CM_subtract: return GL_SUBTRACT;
case TextureStage::CM_dot3_rgb: return GL_DOT3_RGB;
case TextureStage::CM_dot3_rgba: return GL_DOT3_RGBA;
}
GLCAT.error()
<< "Invalid TextureStage::CombineMode value" << endl;
#endif
return GL_REPLACE;
}
/**
* Maps from the texture stage's CombineSource types to the corresponding
* OpenGL ids
*/
GLint CLP(GraphicsStateGuardian)::
get_texture_src_type(TextureStage::CombineSource cs,
int last_stage, int last_saved_result,
int this_stage) const {
#ifdef SUPPORT_FIXED_FUNCTION
switch (cs) {
case TextureStage::CS_undefined: // fall through
case TextureStage::CS_texture: return GL_TEXTURE;
case TextureStage::CS_constant: return GL_CONSTANT;
case TextureStage::CS_primary_color: return GL_PRIMARY_COLOR;
case TextureStage::CS_constant_color_scale: return GL_CONSTANT;
case TextureStage::CS_previous:
if (last_stage == this_stage - 1) {
return GL_PREVIOUS;
} else if (last_stage == -1) {
return GL_PRIMARY_COLOR;
} else if (_supports_texture_saved_result) {
return GL_TEXTURE0 + last_stage;
} else {
GLCAT.warning()
<< "Current OpenGL driver does not support texture crossbar blending.\n";
return GL_PRIMARY_COLOR;
}
case TextureStage::CS_last_saved_result:
if (last_saved_result == this_stage - 1) {
return GL_PREVIOUS;
} else if (last_saved_result == -1) {
return GL_PRIMARY_COLOR;
} else if (_supports_texture_saved_result) {
return GL_TEXTURE0 + last_saved_result;
} else {
GLCAT.warning()
<< "Current OpenGL driver does not support texture crossbar blending.\n";
return GL_PRIMARY_COLOR;
}
}
GLCAT.error()
<< "Invalid TextureStage::CombineSource value" << endl;
#endif
return GL_TEXTURE;
}
/**
* Maps from the texture stage's CombineOperand types to the corresponding
* OpenGL ids
*/
GLint CLP(GraphicsStateGuardian)::
get_texture_operand_type(TextureStage::CombineOperand co) {
switch (co) {
case TextureStage::CO_undefined: // fall through
case TextureStage::CO_src_alpha: return GL_SRC_ALPHA;
case TextureStage::CO_one_minus_src_alpha: return GL_ONE_MINUS_SRC_ALPHA;
case TextureStage::CO_src_color: return GL_SRC_COLOR;
case TextureStage::CO_one_minus_src_color: return GL_ONE_MINUS_SRC_COLOR;
}
GLCAT.error()
<< "Invalid TextureStage::CombineOperand value" << endl;
return GL_SRC_COLOR;
}
#ifdef SUPPORT_FIXED_FUNCTION
/**
* Maps from the fog types to gl version
*/
GLenum CLP(GraphicsStateGuardian)::
get_fog_mode_type(Fog::Mode m) {
switch(m) {
case Fog::M_linear: return GL_LINEAR;
case Fog::M_exponential: return GL_EXP;
case Fog::M_exponential_squared: return GL_EXP2;
/*
case Fog::M_spline: return GL_FOG_FUNC_SGIS;
*/
default:
GLCAT.error() << "Invalid Fog::Mode value" << endl;
return GL_EXP;
}
}
#endif
/**
* Maps from ColorBlendAttrib::Mode to glBlendEquation value.
*/
GLenum CLP(GraphicsStateGuardian)::
get_blend_equation_type(ColorBlendAttrib::Mode mode) {
switch (mode) {
case ColorBlendAttrib::M_none:
case ColorBlendAttrib::M_add:
return GL_FUNC_ADD;
case ColorBlendAttrib::M_subtract:
return GL_FUNC_SUBTRACT;
case ColorBlendAttrib::M_inv_subtract:
return GL_FUNC_REVERSE_SUBTRACT;
#ifdef OPENGLES
case ColorBlendAttrib::M_min:
return GL_MIN_EXT;
case ColorBlendAttrib::M_max:
return GL_MAX_EXT;
#else
case ColorBlendAttrib::M_min:
return GL_MIN;
case ColorBlendAttrib::M_max:
return GL_MAX;
#endif
}
GLCAT.error()
<< "Unknown color blend mode " << (int)mode << endl;
return GL_FUNC_ADD;
}
/**
* Maps from ColorBlendAttrib::Operand to glBlendFunc value.
*/
GLenum CLP(GraphicsStateGuardian)::
get_blend_func(ColorBlendAttrib::Operand operand) {
switch (operand) {
case ColorBlendAttrib::O_zero:
return GL_ZERO;
case ColorBlendAttrib::O_one:
return GL_ONE;
case ColorBlendAttrib::O_incoming_color:
return GL_SRC_COLOR;
case ColorBlendAttrib::O_one_minus_incoming_color:
return GL_ONE_MINUS_SRC_COLOR;
case ColorBlendAttrib::O_fbuffer_color:
return GL_DST_COLOR;
case ColorBlendAttrib::O_one_minus_fbuffer_color:
return GL_ONE_MINUS_DST_COLOR;
case ColorBlendAttrib::O_incoming_alpha:
return GL_SRC_ALPHA;
case ColorBlendAttrib::O_one_minus_incoming_alpha:
return GL_ONE_MINUS_SRC_ALPHA;
case ColorBlendAttrib::O_fbuffer_alpha:
return GL_DST_ALPHA;
case ColorBlendAttrib::O_one_minus_fbuffer_alpha:
return GL_ONE_MINUS_DST_ALPHA;
#ifdef OPENGLES_1
// OpenGL ES 1 has no constant blend factor.
case ColorBlendAttrib::O_constant_color:
case ColorBlendAttrib::O_color_scale:
case ColorBlendAttrib::O_one_minus_constant_color:
case ColorBlendAttrib::O_one_minus_color_scale:
case ColorBlendAttrib::O_constant_alpha:
case ColorBlendAttrib::O_alpha_scale:
case ColorBlendAttrib::O_one_minus_constant_alpha:
case ColorBlendAttrib::O_one_minus_alpha_scale:
break;
// No dual-source blending, either.
case ColorBlendAttrib::O_incoming1_color:
case ColorBlendAttrib::O_one_minus_incoming1_color:
case ColorBlendAttrib::O_incoming1_alpha:
case ColorBlendAttrib::O_one_minus_incoming1_alpha:
break;
#else
case ColorBlendAttrib::O_constant_color:
case ColorBlendAttrib::O_color_scale:
return GL_CONSTANT_COLOR;
case ColorBlendAttrib::O_one_minus_constant_color:
case ColorBlendAttrib::O_one_minus_color_scale:
return GL_ONE_MINUS_CONSTANT_COLOR;
case ColorBlendAttrib::O_constant_alpha:
case ColorBlendAttrib::O_alpha_scale:
return GL_CONSTANT_ALPHA;
case ColorBlendAttrib::O_one_minus_constant_alpha:
case ColorBlendAttrib::O_one_minus_alpha_scale:
return GL_ONE_MINUS_CONSTANT_ALPHA;
case ColorBlendAttrib::O_incoming1_color:
return GL_SRC1_COLOR;
case ColorBlendAttrib::O_one_minus_incoming1_color:
return GL_ONE_MINUS_SRC1_COLOR;
case ColorBlendAttrib::O_incoming1_alpha:
return GL_SRC1_ALPHA;
case ColorBlendAttrib::O_one_minus_incoming1_alpha:
return GL_ONE_MINUS_SRC1_ALPHA;
#endif
case ColorBlendAttrib::O_incoming_color_saturate:
return GL_SRC_ALPHA_SATURATE;
}
GLCAT.error()
<< "Unknown color blend operand " << (int)operand << endl;
return GL_ZERO;
}
/**
* Maps from UsageHint to the GL symbol.
*/
GLenum CLP(GraphicsStateGuardian)::
get_usage(Geom::UsageHint usage_hint) {
switch (usage_hint) {
case Geom::UH_stream:
#ifdef OPENGLES_1
return GL_DYNAMIC_DRAW;
#else
return GL_STREAM_DRAW;
#endif // OPENGLES
case Geom::UH_static:
case Geom::UH_unspecified:
return GL_STATIC_DRAW;
case Geom::UH_dynamic:
return GL_DYNAMIC_DRAW;
case Geom::UH_client:
break;
}
GLCAT.error()
<< "Unexpected usage_hint " << (int)usage_hint << endl;
return GL_STATIC_DRAW;
}
#ifndef NDEBUG
/**
* Returns a string describing an compression format.
*/
const char *CLP(GraphicsStateGuardian)::
get_compressed_format_string(GLenum format) {
switch (format) {
case 0x83F0: return "GL_COMPRESSED_RGB_S3TC_DXT1_EXT";
case 0x83F1: return "GL_COMPRESSED_RGBA_S3TC_DXT1_EXT";
case 0x83F2: return "GL_COMPRESSED_RGBA_S3TC_DXT3_EXT";
case 0x83F3: return "GL_COMPRESSED_RGBA_S3TC_DXT5_EXT";
case 0x86B0: return "GL_COMPRESSED_RGB_FXT1_3DFX";
case 0x86B1: return "GL_COMPRESSED_RGBA_FXT1_3DFX";
case 0x88EE: return "GL_ETC1_SRGB8_NV";
case 0x8A54: return "GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT";
case 0x8A55: return "GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT";
case 0x8A56: return "GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT";
case 0x8A57: return "GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT";
case 0x8B90: return "GL_PALETTE4_RGB8_OES";
case 0x8B91: return "GL_PALETTE4_RGBA8_OES";
case 0x8B92: return "GL_PALETTE4_R5_G6_B5_OES";
case 0x8B93: return "GL_PALETTE4_RGBA4_OES";
case 0x8B94: return "GL_PALETTE4_RGB5_A1_OES";
case 0x8B95: return "GL_PALETTE8_RGB8_OES";
case 0x8B96: return "GL_PALETTE8_RGBA8_OES";
case 0x8B97: return "GL_PALETTE8_R5_G6_B5_OES";
case 0x8B98: return "GL_PALETTE8_RGBA4_OES";
case 0x8B99: return "GL_PALETTE8_RGB5_A1_OES";
case 0x8C00: return "GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG";
case 0x8C01: return "GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG";
case 0x8C02: return "GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG";
case 0x8C03: return "GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG";
case 0x8C48: return "GL_COMPRESSED_SRGB_EXT";
case 0x8C49: return "GL_COMPRESSED_SRGB_ALPHA_EXT";
case 0x8C4A: return "GL_COMPRESSED_SLUMINANCE_EXT";
case 0x8C4B: return "GL_COMPRESSED_SLUMINANCE_ALPHA_EXT";
case 0x8C4C: return "GL_COMPRESSED_SRGB_S3TC_DXT1_EXT";
case 0x8C4D: return "GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT";
case 0x8C4E: return "GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT";
case 0x8C4F: return "GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT";
case 0x8C70: return "GL_COMPRESSED_LUMINANCE_LATC1_EXT";
case 0x8C71: return "GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT";
case 0x8C72: return "GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT";
case 0x8C73: return "GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT";
case 0x8D64: return "GL_ETC1_RGB8_OES";
case 0x8DBB: return "GL_COMPRESSED_RED_RGTC1";
case 0x8DBC: return "GL_COMPRESSED_SIGNED_RED_RGTC1";
case 0x8DBD: return "GL_COMPRESSED_RG_RGTC2";
case 0x8DBE: return "GL_COMPRESSED_SIGNED_RG_RGTC2";
case 0x8E8C: return "GL_COMPRESSED_RGBA_BPTC_UNORM";
case 0x8E8D: return "GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM";
case 0x8E8E: return "GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT";
case 0x8E8F: return "GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT";
case 0x9137: return "GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG";
case 0x9138: return "GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG";
case 0x9270: return "GL_COMPRESSED_R11_EAC";
case 0x9271: return "GL_COMPRESSED_SIGNED_R11_EAC";
case 0x9272: return "GL_COMPRESSED_RG11_EAC";
case 0x9273: return "GL_COMPRESSED_SIGNED_RG11_EAC";
case 0x9274: return "GL_COMPRESSED_RGB8_ETC2";
case 0x9275: return "GL_COMPRESSED_SRGB8_ETC2";
case 0x9276: return "GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2";
case 0x9277: return "GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2";
case 0x9278: return "GL_COMPRESSED_RGBA8_ETC2_EAC";
case 0x9279: return "GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC";
case 0x93B0: return "GL_COMPRESSED_RGBA_ASTC_4x4_KHR";
case 0x93B1: return "GL_COMPRESSED_RGBA_ASTC_5x4_KHR";
case 0x93B2: return "GL_COMPRESSED_RGBA_ASTC_5x5_KHR";
case 0x93B3: return "GL_COMPRESSED_RGBA_ASTC_6x5_KHR";
case 0x93B4: return "GL_COMPRESSED_RGBA_ASTC_6x6_KHR";
case 0x93B5: return "GL_COMPRESSED_RGBA_ASTC_8x5_KHR";
case 0x93B6: return "GL_COMPRESSED_RGBA_ASTC_8x6_KHR";
case 0x93B7: return "GL_COMPRESSED_RGBA_ASTC_8x8_KHR";
case 0x93B8: return "GL_COMPRESSED_RGBA_ASTC_10x5_KHR";
case 0x93B9: return "GL_COMPRESSED_RGBA_ASTC_10x6_KHR";
case 0x93BA: return "GL_COMPRESSED_RGBA_ASTC_10x8_KHR";
case 0x93BB: return "GL_COMPRESSED_RGBA_ASTC_10x10_KHR";
case 0x93BC: return "GL_COMPRESSED_RGBA_ASTC_12x10_KHR";
case 0x93BD: return "GL_COMPRESSED_RGBA_ASTC_12x12_KHR";
case 0x93C0: return "GL_COMPRESSED_RGBA_ASTC_3x3x3_OES";
case 0x93C1: return "GL_COMPRESSED_RGBA_ASTC_4x3x3_OES";
case 0x93C2: return "GL_COMPRESSED_RGBA_ASTC_4x4x3_OES";
case 0x93C3: return "GL_COMPRESSED_RGBA_ASTC_4x4x4_OES";
case 0x93C4: return "GL_COMPRESSED_RGBA_ASTC_5x4x4_OES";
case 0x93C5: return "GL_COMPRESSED_RGBA_ASTC_5x5x4_OES";
case 0x93C6: return "GL_COMPRESSED_RGBA_ASTC_5x5x5_OES";
case 0x93C7: return "GL_COMPRESSED_RGBA_ASTC_6x5x5_OES";
case 0x93C8: return "GL_COMPRESSED_RGBA_ASTC_6x6x5_OES";
case 0x93C9: return "GL_COMPRESSED_RGBA_ASTC_6x6x6_OES";
case 0x93D0: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR";
case 0x93D1: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR";
case 0x93D2: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR";
case 0x93D3: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR";
case 0x93D4: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR";
case 0x93D5: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR";
case 0x93D6: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR";
case 0x93D7: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR";
case 0x93D8: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR";
case 0x93D9: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR";
case 0x93DA: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR";
case 0x93DB: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR";
case 0x93DC: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR";
case 0x93DD: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR";
case 0x93E0: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_3x3x3_OES";
case 0x93E1: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x3x3_OES";
case 0x93E2: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x3_OES";
case 0x93E3: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x4_OES";
case 0x93E4: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4x4_OES";
case 0x93E5: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x4_OES";
case 0x93E6: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x5_OES";
case 0x93E7: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5x5_OES";
case 0x93E8: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x5_OES";
case 0x93E9: return "GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x6_OES";
case 0x93F0: return "GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV2_IMG";
case 0x93F1: return "GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV2_IMG";
default:
return NULL;
}
}
#endif
/**
* Returns the value that that should be issued as the light's color, as
* scaled by the current value of _light_color_scale, in the case of
* color_scale_via_lighting.
*/
LVecBase4 CLP(GraphicsStateGuardian)::
get_light_color(Light *light) const {
#ifndef NDEBUG
if (_show_texture_usage) {
// In show_texture_usage mode, all lights are white, so as not to
// contaminate the texture color.
return LVecBase4(1.0, 1.0, 1.0, 1.0);
}
#endif // NDEBUG
const LColor &c = light->get_color();
LVecBase4 light_color(c[0] * _light_color_scale[0],
c[1] * _light_color_scale[1],
c[2] * _light_color_scale[2],
c[3] * _light_color_scale[3]);
return light_color;
}
/**
* Called by clear_state_and_transform() to ensure that the current modelview
* and projection matrices are properly loaded in the graphics state, after a
* callback might have mucked them up.
*/
void CLP(GraphicsStateGuardian)::
reissue_transforms() {
prepare_lens();
do_issue_transform();
_active_texture_stage = -1;
#ifndef OPENGLES_1
// Might also want to reissue the vertex format, for good measure.
_current_vertex_format.clear();
memset(_vertex_attrib_columns, 0, sizeof(const GeomVertexColumn *) * 32);
#endif
}
#ifdef SUPPORT_FIXED_FUNCTION
/**
* Intended to be overridden by a derived class to enable or disable the use
* of lighting overall. This is called by do_issue_light() according to
* whether any lights are in use or not.
*/
void CLP(GraphicsStateGuardian)::
enable_lighting(bool enable) {
// static PStatCollector
// _draw_set_state_light_enable_lighting_pcollector("Draw:Set
// State:Light:Enable lighting"); PStatGPUTimer timer(this,
// _draw_set_state_light_enable_lighting_pcollector);
if (enable) {
glEnable(GL_LIGHTING);
} else {
glDisable(GL_LIGHTING);
}
}
#endif // SUPPORT_FIXED_FUNCTION
#ifdef SUPPORT_FIXED_FUNCTION
/**
* Intended to be overridden by a derived class to indicate the color of the
* ambient light that should be in effect. This is called by do_issue_light()
* after all other lights have been enabled or disabled.
*/
void CLP(GraphicsStateGuardian)::
set_ambient_light(const LColor &color) {
// static PStatCollector _draw_set_state_light_ambient_pcollector("Draw:Set
// State:Light:Ambient"); PStatGPUTimer timer(this,
// _draw_set_state_light_ambient_pcollector);
LColor c = color;
c.set(c[0] * _light_color_scale[0],
c[1] * _light_color_scale[1],
c[2] * _light_color_scale[2],
c[3] * _light_color_scale[3]);
call_glLightModelfv(GL_LIGHT_MODEL_AMBIENT, c);
}
#endif // SUPPORT_FIXED_FUNCTION
#ifdef SUPPORT_FIXED_FUNCTION
/**
* Intended to be overridden by a derived class to enable the indicated light
* id. A specific Light will already have been bound to this id via
* bind_light().
*/
void CLP(GraphicsStateGuardian)::
enable_light(int light_id, bool enable) {
// static PStatCollector
// _draw_set_state_light_enable_light_pcollector("Draw:Set
// State:Light:Enable light"); PStatGPUTimer timer(this,
// _draw_set_state_light_enable_light_pcollector);
if (enable) {
glEnable(get_light_id(light_id));
} else {
glDisable(get_light_id(light_id));
}
}
#endif // SUPPORT_FIXED_FUNCTION
#ifdef SUPPORT_FIXED_FUNCTION
/**
* Called immediately before bind_light() is called, this is intended to
* provide the derived class a hook in which to set up some state (like
* transform) that might apply to several lights.
*
* The sequence is: begin_bind_lights() will be called, then one or more
* bind_light() calls, then end_bind_lights().
*/
void CLP(GraphicsStateGuardian)::
begin_bind_lights() {
// static PStatCollector
// _draw_set_state_light_begin_bind_pcollector("Draw:Set State:Light:Begin
// bind"); PStatGPUTimer timer(this,
// _draw_set_state_light_begin_bind_pcollector);
// We need to temporarily load a new matrix so we can define the light in a
// known coordinate system. We pick the transform of the root.
// (Alternatively, we could leave the current transform where it is and
// compute the light position relative to that transform instead of relative
// to the root, by composing with the matrix computed by
// _internal_transform->invert_compose(render_transform). But I think
// loading a completely new matrix is simpler.)
CPT(TransformState) render_transform =
_cs_transform->compose(_scene_setup->get_world_transform());
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
call_glLoadMatrix(render_transform->get_mat());
}
#endif // SUPPORT_FIXED_FUNCTION
#ifdef SUPPORT_FIXED_FUNCTION
/**
* Called after before bind_light() has been called one or more times (but
* before any geometry is issued or additional state is changed), this is
* intended to clean up any temporary changes to the state that may have been
* made by begin_bind_lights().
*/
void CLP(GraphicsStateGuardian)::
end_bind_lights() {
// static PStatCollector _draw_set_state_light_end_bind_pcollector("Draw:Set
// State:Light:End bind"); PStatGPUTimer timer(this,
// _draw_set_state_light_end_bind_pcollector);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
#endif // SUPPORT_FIXED_FUNCTION
#ifdef SUPPORT_FIXED_FUNCTION
/**
* Intended to be overridden by a derived class to enable the indicated
* clip_plane id. A specific PlaneNode will already have been bound to this
* id via bind_clip_plane().
*/
void CLP(GraphicsStateGuardian)::
enable_clip_plane(int plane_id, bool enable) {
if (enable) {
glEnable(get_clip_plane_id(plane_id));
} else {
glDisable(get_clip_plane_id(plane_id));
}
}
#endif // SUPPORT_FIXED_FUNCTION
#ifdef SUPPORT_FIXED_FUNCTION
/**
* Called immediately before bind_clip_plane() is called, this is intended to
* provide the derived class a hook in which to set up some state (like
* transform) that might apply to several clip_planes.
*
* The sequence is: begin_bind_clip_planes() will be called, then one or more
* bind_clip_plane() calls, then end_bind_clip_planes().
*/
void CLP(GraphicsStateGuardian)::
begin_bind_clip_planes() {
// We need to temporarily load a new matrix so we can define the clip_plane
// in a known coordinate system. We pick the transform of the root.
// (Alternatively, we could leave the current transform where it is and
// compute the clip_plane position relative to that transform instead of
// relative to the root, by composing with the matrix computed by
// _internal_transform->invert_compose(render_transform). But I think
// loading a completely new matrix is simpler.)
CPT(TransformState) render_transform =
_cs_transform->compose(_scene_setup->get_world_transform());
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
call_glLoadMatrix(render_transform->get_mat());
}
#endif // SUPPORT_FIXED_FUNCTION
#ifdef SUPPORT_FIXED_FUNCTION
/**
* Called the first time a particular clip_plane has been bound to a given id
* within a frame, this should set up the associated hardware clip_plane with
* the clip_plane's properties.
*/
void CLP(GraphicsStateGuardian)::
bind_clip_plane(const NodePath &plane, int plane_id) {
GLenum id = get_clip_plane_id(plane_id);
CPT(TransformState) transform = plane.get_transform(_scene_setup->get_scene_root().get_parent());
const PlaneNode *plane_node;
DCAST_INTO_V(plane_node, plane.node());
LPlane xformed_plane = plane_node->get_plane() * transform->get_mat();
#ifdef OPENGLES
// OpenGL ES uses a single-precision call.
LPlanef single_plane(LCAST(float, xformed_plane));
glClipPlanef(id, single_plane.get_data());
#else
// Mainline OpenGL uses a double-precision call.
LPlaned double_plane(LCAST(double, xformed_plane));
glClipPlane(id, double_plane.get_data());
#endif // OPENGLES
report_my_gl_errors();
}
#endif // SUPPORT_FIXED_FUNCTION
#ifdef SUPPORT_FIXED_FUNCTION
/**
* Called after before bind_clip_plane() has been called one or more times
* (but before any geometry is issued or additional state is changed), this is
* intended to clean up any temporary changes to the state that may have been
* made by begin_bind_clip_planes().
*/
void CLP(GraphicsStateGuardian)::
end_bind_clip_planes() {
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
#endif // SUPPORT_FIXED_FUNCTION
/**
* Simultaneously resets the render state and the transform state.
*
* This transform specified is the "internal" net transform, already converted
* into the GSG's internal coordinate space by composing it to
* get_cs_transform(). (Previously, this used to be the "external" net
* transform, with the assumption that that GSG would convert it internally,
* but that is no longer the case.)
*
* Special case: if (state==NULL), then the target state is already stored in
* _target.
*/
void CLP(GraphicsStateGuardian)::
set_state_and_transform(const RenderState *target,
const TransformState *transform) {
report_my_gl_errors();
#ifndef NDEBUG
if (gsg_cat.is_spam()) {
gsg_cat.spam() << "Setting GSG state to " << (void *)target << ":\n";
target->write(gsg_cat.spam(false), 2);
}
#endif
_state_pcollector.add_level(1);
PStatGPUTimer timer1(this, _draw_set_state_pcollector);
if (transform != _internal_transform) {
// PStatGPUTimer timer(this, _draw_set_state_transform_pcollector);
_transform_state_pcollector.add_level(1);
_internal_transform = transform;
do_issue_transform();
}
if (target == _state_rs && (_state_mask | _inv_state_mask).is_all_on()) {
return;
}
_target_rs = target;
#ifndef OPENGLES_1
_target_shader = (const ShaderAttrib *)
_target_rs->get_attrib_def(ShaderAttrib::get_class_slot());
_instance_count = _target_shader->get_instance_count();
if (_target_shader != _state_shader) {
// PStatGPUTimer timer(this, _draw_set_state_shader_pcollector);
do_issue_shader();
_state_shader = _target_shader;
_state_mask.clear_bit(TextureAttrib::get_class_slot());
}
#ifndef SUPPORT_FIXED_FUNCTION
else if (_current_shader == NULL) { // In the case of OpenGL ES 2.x, we need to glUseShader before we draw anything.
do_issue_shader();
_state_mask.clear_bit(TextureAttrib::get_class_slot());
}
#endif
if (_current_shader_context != NULL) {
_current_shader_context->set_state_and_transform(target, transform, _projection_mat);
}
#endif
#ifdef SUPPORT_FIXED_FUNCTION
int alpha_test_slot = AlphaTestAttrib::get_class_slot();
if (_target_rs->get_attrib(alpha_test_slot) != _state_rs->get_attrib(alpha_test_slot) ||
!_state_mask.get_bit(alpha_test_slot)
#ifndef OPENGLES_1
|| (_target_shader->get_flag(ShaderAttrib::F_subsume_alpha_test) !=
_state_shader->get_flag(ShaderAttrib::F_subsume_alpha_test))
#endif
) {
// PStatGPUTimer timer(this, _draw_set_state_alpha_test_pcollector);
do_issue_alpha_test();
_state_mask.set_bit(alpha_test_slot);
}
#endif
int antialias_slot = AntialiasAttrib::get_class_slot();
if (_target_rs->get_attrib(antialias_slot) != _state_rs->get_attrib(antialias_slot) ||
!_state_mask.get_bit(antialias_slot)) {
// PStatGPUTimer timer(this, _draw_set_state_antialias_pcollector);
do_issue_antialias();
_state_mask.set_bit(antialias_slot);
}
int clip_plane_slot = ClipPlaneAttrib::get_class_slot();
if (_target_rs->get_attrib(clip_plane_slot) != _state_rs->get_attrib(clip_plane_slot) ||
!_state_mask.get_bit(clip_plane_slot)) {
// PStatGPUTimer timer(this, _draw_set_state_clip_plane_pcollector);
do_issue_clip_plane();
_state_mask.set_bit(clip_plane_slot);
}
int color_slot = ColorAttrib::get_class_slot();
int color_scale_slot = ColorScaleAttrib::get_class_slot();
if (_target_rs->get_attrib(color_slot) != _state_rs->get_attrib(color_slot) ||
_target_rs->get_attrib(color_scale_slot) != _state_rs->get_attrib(color_scale_slot) ||
!_state_mask.get_bit(color_slot) ||
!_state_mask.get_bit(color_scale_slot)) {
// PStatGPUTimer timer(this, _draw_set_state_color_pcollector);
do_issue_color();
do_issue_color_scale();
_state_mask.set_bit(color_slot);
_state_mask.set_bit(color_scale_slot);
}
int cull_face_slot = CullFaceAttrib::get_class_slot();
if (_target_rs->get_attrib(cull_face_slot) != _state_rs->get_attrib(cull_face_slot) ||
!_state_mask.get_bit(cull_face_slot)) {
// PStatGPUTimer timer(this, _draw_set_state_cull_face_pcollector);
do_issue_cull_face();
_state_mask.set_bit(cull_face_slot);
}
int depth_offset_slot = DepthOffsetAttrib::get_class_slot();
if (_target_rs->get_attrib(depth_offset_slot) != _state_rs->get_attrib(depth_offset_slot) ||
!_state_mask.get_bit(depth_offset_slot)) {
// PStatGPUTimer timer(this, _draw_set_state_depth_offset_pcollector);
do_issue_depth_offset();
_state_mask.set_bit(depth_offset_slot);
}
int depth_test_slot = DepthTestAttrib::get_class_slot();
if (_target_rs->get_attrib(depth_test_slot) != _state_rs->get_attrib(depth_test_slot) ||
!_state_mask.get_bit(depth_test_slot)) {
// PStatGPUTimer timer(this, _draw_set_state_depth_test_pcollector);
do_issue_depth_test();
_state_mask.set_bit(depth_test_slot);
}
int depth_write_slot = DepthWriteAttrib::get_class_slot();
if (_target_rs->get_attrib(depth_write_slot) != _state_rs->get_attrib(depth_write_slot) ||
!_state_mask.get_bit(depth_write_slot)) {
// PStatGPUTimer timer(this, _draw_set_state_depth_write_pcollector);
do_issue_depth_write();
_state_mask.set_bit(depth_write_slot);
}
int render_mode_slot = RenderModeAttrib::get_class_slot();
if (_target_rs->get_attrib(render_mode_slot) != _state_rs->get_attrib(render_mode_slot) ||
!_state_mask.get_bit(render_mode_slot)) {
// PStatGPUTimer timer(this, _draw_set_state_render_mode_pcollector);
do_issue_render_mode();
_state_mask.set_bit(render_mode_slot);
}
#ifdef SUPPORT_FIXED_FUNCTION
int rescale_normal_slot = RescaleNormalAttrib::get_class_slot();
if (_target_rs->get_attrib(rescale_normal_slot) != _state_rs->get_attrib(rescale_normal_slot) ||
!_state_mask.get_bit(rescale_normal_slot)) {
// PStatGPUTimer timer(this, _draw_set_state_rescale_normal_pcollector);
do_issue_rescale_normal();
_state_mask.set_bit(rescale_normal_slot);
}
#endif
#ifdef SUPPORT_FIXED_FUNCTION
int shade_model_slot = ShadeModelAttrib::get_class_slot();
if (_target_rs->get_attrib(shade_model_slot) != _state_rs->get_attrib(shade_model_slot) ||
!_state_mask.get_bit(shade_model_slot)) {
// PStatGPUTimer timer(this, _draw_set_state_shade_model_pcollector);
do_issue_shade_model();
_state_mask.set_bit(shade_model_slot);
}
#endif
#if !defined(OPENGLES) || defined(OPENGLES_1)
int logic_op_slot = LogicOpAttrib::get_class_slot();
if (_target_rs->get_attrib(logic_op_slot) != _state_rs->get_attrib(logic_op_slot) ||
!_state_mask.get_bit(logic_op_slot)) {
// PStatGPUTimer timer(this, _draw_set_state_logic_op_pcollector);
do_issue_logic_op();
_state_mask.set_bit(logic_op_slot);
}
#endif
int transparency_slot = TransparencyAttrib::get_class_slot();
int color_write_slot = ColorWriteAttrib::get_class_slot();
int color_blend_slot = ColorBlendAttrib::get_class_slot();
if (_target_rs->get_attrib(transparency_slot) != _state_rs->get_attrib(transparency_slot) ||
_target_rs->get_attrib(color_write_slot) != _state_rs->get_attrib(color_write_slot) ||
_target_rs->get_attrib(color_blend_slot) != _state_rs->get_attrib(color_blend_slot) ||
!_state_mask.get_bit(transparency_slot) ||
!_state_mask.get_bit(color_write_slot) ||
!_state_mask.get_bit(color_blend_slot)
#ifndef OPENGLES_1
|| (_target_shader->get_flag(ShaderAttrib::F_disable_alpha_write) !=
_state_shader->get_flag(ShaderAttrib::F_disable_alpha_write))
#endif
) {
// PStatGPUTimer timer(this, _draw_set_state_blending_pcollector);
do_issue_blending();
_state_mask.set_bit(transparency_slot);
_state_mask.set_bit(color_write_slot);
_state_mask.set_bit(color_blend_slot);
}
int texture_slot = TextureAttrib::get_class_slot();
if (_target_rs->get_attrib(texture_slot) != _state_rs->get_attrib(texture_slot) ||
!_state_mask.get_bit(texture_slot)) {
// PStatGPUTimer timer(this, _draw_set_state_texture_pcollector);
determine_target_texture();
int prev_active = _num_active_texture_stages;
do_issue_texture();
// Since the TexGen and TexMatrix states depend partly on the particular
// set of textures in use, we should force both of those to be reissued
// every time we change the texture state.
_state_mask.clear_bit(TexGenAttrib::get_class_slot());
_state_mask.clear_bit(TexMatrixAttrib::get_class_slot());
_state_texture = _target_texture;
_state_mask.set_bit(texture_slot);
}
// If one of the previously-loaded TexGen modes modified the texture matrix,
// then if either state changed, we have to change both of them now.
if (_tex_gen_modifies_mat) {
int tex_gen_slot = TexGenAttrib::get_class_slot();
int tex_matrix_slot = TexMatrixAttrib::get_class_slot();
if (_target_rs->get_attrib(tex_gen_slot) != _state_rs->get_attrib(tex_gen_slot) ||
_target_rs->get_attrib(tex_matrix_slot) != _state_rs->get_attrib(tex_matrix_slot) ||
!_state_mask.get_bit(tex_gen_slot) ||
!_state_mask.get_bit(tex_matrix_slot)) {
_state_mask.clear_bit(tex_gen_slot);
_state_mask.clear_bit(tex_matrix_slot);
}
}
int tex_matrix_slot = TexMatrixAttrib::get_class_slot();
if (_target_rs->get_attrib(tex_matrix_slot) != _state_rs->get_attrib(tex_matrix_slot) ||
!_state_mask.get_bit(tex_matrix_slot)) {
// PStatGPUTimer timer(this, _draw_set_state_tex_matrix_pcollector);
#ifdef SUPPORT_FIXED_FUNCTION
do_issue_tex_matrix();
#endif
_state_mask.set_bit(tex_matrix_slot);
#ifndef OPENGLES_1
if (_current_shader_context) {
_current_shader_context->issue_parameters(Shader::SSD_tex_matrix);
}
#endif
}
#ifdef SUPPORT_FIXED_FUNCTION
int tex_gen_slot = TexGenAttrib::get_class_slot();
if (_target_tex_gen != _state_tex_gen ||
!_state_mask.get_bit(tex_gen_slot)) {
// PStatGPUTimer timer(this, _draw_set_state_tex_gen_pcollector);
do_issue_tex_gen();
_state_tex_gen = _target_tex_gen;
_state_mask.set_bit(tex_gen_slot);
}
#endif
int material_slot = MaterialAttrib::get_class_slot();
if (_target_rs->get_attrib(material_slot) != _state_rs->get_attrib(material_slot) ||
!_state_mask.get_bit(material_slot)) {
// PStatGPUTimer timer(this, _draw_set_state_material_pcollector);
#ifdef SUPPORT_FIXED_FUNCTION
do_issue_material();
#endif
_state_mask.set_bit(material_slot);
}
int light_slot = LightAttrib::get_class_slot();
if (_target_rs->get_attrib(light_slot) != _state_rs->get_attrib(light_slot) ||
!_state_mask.get_bit(light_slot)) {
// PStatGPUTimer timer(this, _draw_set_state_light_pcollector);
#ifdef SUPPORT_FIXED_FUNCTION
do_issue_light();
#endif
_state_mask.set_bit(light_slot);
}
int stencil_slot = StencilAttrib::get_class_slot();
if (_target_rs->get_attrib(stencil_slot) != _state_rs->get_attrib(stencil_slot) ||
!_state_mask.get_bit(stencil_slot)) {
// PStatGPUTimer timer(this, _draw_set_state_stencil_pcollector);
do_issue_stencil();
_state_mask.set_bit(stencil_slot);
}
int fog_slot = FogAttrib::get_class_slot();
if (_target_rs->get_attrib(fog_slot) != _state_rs->get_attrib(fog_slot) ||
!_state_mask.get_bit(fog_slot)) {
// PStatGPUTimer timer(this, _draw_set_state_fog_pcollector);
#ifdef SUPPORT_FIXED_FUNCTION
do_issue_fog();
#endif
_state_mask.set_bit(fog_slot);
}
int scissor_slot = ScissorAttrib::get_class_slot();
if (_target_rs->get_attrib(scissor_slot) != _state_rs->get_attrib(scissor_slot) ||
!_state_mask.get_bit(scissor_slot)) {
// PStatGPUTimer timer(this, _draw_set_state_scissor_pcollector);
do_issue_scissor();
_state_mask.set_bit(scissor_slot);
}
_state_rs = _target_rs;
maybe_gl_finish();
report_my_gl_errors();
}
/**
* Frees some memory that was explicitly allocated within the glgsg.
*/
void CLP(GraphicsStateGuardian)::
free_pointers() {
#if defined(HAVE_CG) && !defined(OPENGLES)
if (_cg_context != 0) {
cgDestroyContext(_cg_context);
_cg_context = 0;
}
#endif
}
/**
* This is called by set_state_and_transform() when the texture state has
* changed.
*/
void CLP(GraphicsStateGuardian)::
do_issue_texture() {
DO_PSTATS_STUFF(_texture_state_pcollector.add_level(1));
#ifdef OPENGLES_1
update_standard_texture_bindings();
#else
if (_current_shader_context == 0) {
// No shader, or a non-Cg shader.
if (_texture_binding_shader_context != 0) {
_texture_binding_shader_context->disable_shader_texture_bindings();
}
#ifdef SUPPORT_FIXED_FUNCTION
update_standard_texture_bindings();
#endif
} else {
if (_texture_binding_shader_context == 0) {
#ifdef SUPPORT_FIXED_FUNCTION
disable_standard_texture_bindings();
#endif
_current_shader_context->update_shader_texture_bindings(NULL);
} else {
_current_shader_context->
update_shader_texture_bindings(_texture_binding_shader_context);
}
}
_texture_binding_shader = _current_shader;
_texture_binding_shader_context = _current_shader_context;
#endif
}
#ifdef SUPPORT_FIXED_FUNCTION
/**
* Applies the appropriate set of textures for the current state, using the
* standard fixed-function pipeline.
*/
void CLP(GraphicsStateGuardian)::
update_standard_texture_bindings() {
#ifndef NDEBUG
if (_show_texture_usage) {
update_show_usage_texture_bindings(-1);
return;
}
#endif // NDEBUG
int num_stages = _target_texture->get_num_on_ff_stages();
#ifndef NDEBUG
// Also check the _flash_texture. If it is non-NULL, we need to check to
// see if our flash_texture is in the texture stack here. If so, then we
// need to call the special show_texture method instead of the normal
// texture stack.
if (_flash_texture != (Texture *)NULL) {
double now = ClockObject::get_global_clock()->get_frame_time();
int this_second = (int)floor(now);
if (this_second & 1) {
int show_stage_index = -1;
for (int i = 0; i < num_stages && show_stage_index < 0; ++i) {
TextureStage *stage = _target_texture->get_on_ff_stage(i);
Texture *texture = _target_texture->get_on_texture(stage);
if (texture == _flash_texture) {
show_stage_index = i;
}
}
if (show_stage_index >= 0) {
update_show_usage_texture_bindings(show_stage_index);
return;
}
}
}
#endif // NDEBUG
nassertv(num_stages <= _max_texture_stages &&
_num_active_texture_stages <= _max_texture_stages);
_texture_involves_color_scale = false;
int last_saved_result = -1;
int last_stage = -1;
int i;
for (i = 0; i < num_stages; i++) {
TextureStage *stage = _target_texture->get_on_ff_stage(i);
Texture *texture = _target_texture->get_on_texture(stage);
nassertv(texture != (Texture *)NULL);
// Issue the texture on stage i.
set_active_texture_stage(i);
// First, turn off the previous texture mode.
glDisable(GL_TEXTURE_2D);
if (_supports_cube_map) {
glDisable(GL_TEXTURE_CUBE_MAP);
}
#ifndef OPENGLES
glDisable(GL_TEXTURE_1D);
if (_supports_3d_texture) {
glDisable(GL_TEXTURE_3D);
}
#endif // OPENGLES
int view = get_current_tex_view_offset() + stage->get_tex_view_offset();
TextureContext *tc = texture->prepare_now(view, _prepared_objects, this);
if (tc == (TextureContext *)NULL) {
// Something wrong with this texture; skip it.
continue;
}
// Then, turn on the current texture mode.
GLenum target = get_texture_target(texture->get_texture_type());
if (target == GL_NONE) {
// Unsupported texture mode.
continue;
}
#ifndef OPENGLES_1
if (target == GL_TEXTURE_2D_ARRAY || target == GL_TEXTURE_CUBE_MAP_ARRAY) {
// Cannot be applied via the FFP.
continue;
}
#endif // OPENGLES
glEnable(target);
if (!update_texture(tc, false)) {
glDisable(target);
continue;
}
// Don't DCAST(); we already did the verification in update_texture.
CLP(TextureContext) *gtc = (CLP(TextureContext) *)tc;
apply_texture(gtc);
apply_sampler(i, _target_texture->get_on_sampler(stage), gtc);
if (stage->involves_color_scale() && _color_scale_enabled) {
LColor color = stage->get_color();
color.set(color[0] * _current_color_scale[0],
color[1] * _current_color_scale[1],
color[2] * _current_color_scale[2],
color[3] * _current_color_scale[3]);
_texture_involves_color_scale = true;
call_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
} else {
call_glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, stage->get_color());
}
if (stage->get_mode() == TextureStage::M_decal) {
if (texture->get_num_components() < 3 && _supports_texture_combine) {
// Make a special case for 1- and 2-channel decal textures. OpenGL
// does not define their use with GL_DECAL for some reason, so
// implement them using the combiner instead.
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, 1);
glTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
} else {
// Normal 3- and 4-channel decal textures.
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
}
} else if (stage->get_mode() == TextureStage::M_combine) {
if (!_supports_texture_combine) {
GLCAT.warning()
<< "TextureStage::M_combine mode is not supported.\n";
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
} else {
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE, stage->get_rgb_scale());
glTexEnvi(GL_TEXTURE_ENV, GL_ALPHA_SCALE, stage->get_alpha_scale());
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB,
get_texture_combine_type(stage->get_combine_rgb_mode()));
switch (stage->get_num_combine_rgb_operands()) {
case 3:
glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_RGB,
get_texture_src_type(stage->get_combine_rgb_source2(),
last_stage, last_saved_result, i));
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB,
get_texture_operand_type(stage->get_combine_rgb_operand2()));
// fall through
case 2:
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB,
get_texture_src_type(stage->get_combine_rgb_source1(),
last_stage, last_saved_result, i));
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB,
get_texture_operand_type(stage->get_combine_rgb_operand1()));
// fall through
case 1:
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB,
get_texture_src_type(stage->get_combine_rgb_source0(),
last_stage, last_saved_result, i));
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
get_texture_operand_type(stage->get_combine_rgb_operand0()));
// fall through
default:
break;
}
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA,
get_texture_combine_type(stage->get_combine_alpha_mode()));
switch (stage->get_num_combine_alpha_operands()) {
case 3:
glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_ALPHA,
get_texture_src_type(stage->get_combine_alpha_source2(),
last_stage, last_saved_result, i));
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA,
get_texture_operand_type(stage->get_combine_alpha_operand2()));
// fall through
case 2:
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA,
get_texture_src_type(stage->get_combine_alpha_source1(),
last_stage, last_saved_result, i));
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA,
get_texture_operand_type(stage->get_combine_alpha_operand1()));
// fall through
case 1:
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA,
get_texture_src_type(stage->get_combine_alpha_source0(),
last_stage, last_saved_result, i));
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA,
get_texture_operand_type(stage->get_combine_alpha_operand0()));
// fall through
default:
break;
}
}
} else {
GLint glmode = get_texture_apply_mode_type(stage->get_mode());
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, glmode);
}
if (stage->get_saved_result()) {
// This texture's result will be "saved" for a future stage's input.
last_saved_result = i;
} else {
// This is a regular texture stage; it will be the "previous" input for
// the next stage.
last_stage = i;
}
}
// Disable the texture stages that are no longer used.
for (i = num_stages; i < _num_active_texture_stages; i++) {
set_active_texture_stage(i);
glDisable(GL_TEXTURE_2D);
if (_supports_cube_map) {
glDisable(GL_TEXTURE_CUBE_MAP);
}
#ifndef OPENGLES
glDisable(GL_TEXTURE_1D);
if (_supports_3d_texture) {
glDisable(GL_TEXTURE_3D);
}
#endif // OPENGLES
}
// Save the count of texture stages for next time.
_num_active_texture_stages = num_stages;
report_my_gl_errors();
}
#endif // SUPPORT_FIXED_FUNCTION
/**
* Applies a white dummy texture. This is useful to bind to a texture slot
* when a texture is missing.
*/
void CLP(GraphicsStateGuardian)::
apply_white_texture() {
if (_white_texture != 0) {
glBindTexture(GL_TEXTURE_2D, _white_texture);
return;
}
glGenTextures(1, &_white_texture);
glBindTexture(GL_TEXTURE_2D, _white_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
unsigned char data[] = {0xff, 0xff, 0xff, 0xff};
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0,
GL_RGBA, GL_UNSIGNED_BYTE, data);
}
/**
* Returns a white dummy texture. This is useful to bind to a texture slot
* when a texture is missing.
*/
GLuint CLP(GraphicsStateGuardian)::
get_white_texture() {
if (_white_texture == 0) {
apply_white_texture();
}
return _white_texture;
}
#ifndef NDEBUG
/**
* This is a special function that loads the usage textures in gl-show-
* texture-usage mode, instead of loading the actual used textures.
*
* If the indicated stage_index is >= 0, then it is the particular texture
* that is shown. Otherwise, the textures are rotated through based on
* show_texture_usage_index.
*/
void CLP(GraphicsStateGuardian)::
update_show_usage_texture_bindings(int show_stage_index) {
int num_stages = _target_texture->get_num_on_ff_stages();
nassertv(num_stages <= _max_texture_stages &&
_num_active_texture_stages <= _max_texture_stages);
_texture_involves_color_scale = false;
// First, we walk through the list of textures and pretend to render them
// all, even though we don't actually render them, just so Panda will keep
// track of the list of "active" textures correctly during the flash.
int i;
for (i = 0; i < num_stages; i++) {
TextureStage *stage = _target_texture->get_on_ff_stage(i);
Texture *texture = _target_texture->get_on_texture(stage);
nassertv(texture != (Texture *)NULL);
int view = get_current_tex_view_offset() + stage->get_tex_view_offset();
TextureContext *tc = texture->prepare_now(view, _prepared_objects, this);
if (tc == (TextureContext *)NULL) {
// Something wrong with this texture; skip it.
break;
}
tc->enqueue_lru(&_prepared_objects->_graphics_memory_lru);
}
#ifdef SUPPORT_FIXED_FUNCTION
// Disable all texture stages.
for (i = 0; i < _num_active_texture_stages; i++) {
set_active_texture_stage(i);
#ifndef OPENGLES
glDisable(GL_TEXTURE_1D);
#endif // OPENGLES
glDisable(GL_TEXTURE_2D);
if (_supports_3d_texture) {
#ifndef OPENGLES_1
glDisable(GL_TEXTURE_3D);
#endif // OPENGLES_1
}
if (_supports_cube_map) {
glDisable(GL_TEXTURE_CUBE_MAP);
}
}
#endif
// Save the count of texture stages for next time.
_num_active_texture_stages = num_stages;
if (num_stages > 0) {
// Now, pick just one texture stage to apply.
if (show_stage_index >= 0 && show_stage_index < num_stages) {
i = show_stage_index;
} else {
i = _show_texture_usage_index % num_stages;
}
TextureStage *stage = _target_texture->get_on_ff_stage(i);
Texture *texture = _target_texture->get_on_texture(stage);
nassertv(texture != (Texture *)NULL);
// Choose the corresponding usage texture and apply it.
set_active_texture_stage(i);
#ifdef SUPPORT_FIXED_FUNCTION
glEnable(GL_TEXTURE_2D);
#endif
UsageTextureKey key(texture->get_x_size(), texture->get_y_size());
UsageTextures::iterator ui = _usage_textures.find(key);
GLuint index;
if (ui == _usage_textures.end()) {
// Need to create a new texture for this size.
glGenTextures(1, &index);
glBindTexture(GL_TEXTURE_2D, index);
// TODO: this could be a lot simpler with glTexStorage2D followed by a
// call to glClearTexImage.
upload_usage_texture(texture->get_x_size(), texture->get_y_size());
_usage_textures[key] = index;
} else {
// Just bind the previously-created texture.
index = (*ui).second;
glBindTexture(GL_TEXTURE_2D, index);
}
if (GLCAT.is_spam()) {
GLCAT.spam()
<< "glBindTexture(GL_TEXTURE_2D, " << index << ")\n";
}
// TODO: glBindSampler(0) ?
}
report_my_gl_errors();
}
#endif // NDEBUG
#ifndef NDEBUG
/**
* Uploads a special "usage" texture intended to be applied only in gl-show-
* texture-usage mode, to reveal where texture memory is being spent.
*/
void CLP(GraphicsStateGuardian)::
upload_usage_texture(int width, int height) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "upload_usage_texture(" << width << ", " << height << ")\n";
}
static LColor colors[3] = {
LColor(0.4, 0.5f, 0.8f, 1.0f), // mipmap 0: blue
LColor(1.0f, 1.0f, 0.0f, 1.0f), // mipmap 1: yellow
LColor(0.8f, 0.3, 0.3, 1.0f), // mipmap 2 and higher: red
};
// Allocate a temporary array large enough to contain the toplevel mipmap.
uint32_t *buffer = (uint32_t *)PANDA_MALLOC_ARRAY(width * height * 4);
int n = 0;
while (true) {
// Choose the color for the nth mipmap.
LColor c = colors[min(n, 2)];
// A simple union to store the colors values bytewise, and get the answer
// wordwise, independently of machine byte-ordernig.
union {
struct {
unsigned char r, g, b, a;
} b;
uint32_t w;
} store;
store.b.r = (unsigned char)(c[0] * 255.0f);
store.b.g = (unsigned char)(c[1] * 255.0f);
store.b.b = (unsigned char)(c[2] * 255.0f);
store.b.a = 0xff;
// Fill in the array.
int num_pixels = width * height;
for (int p = 0; p < num_pixels; ++p) {
buffer[p] = store.w;
}
glTexImage2D(GL_TEXTURE_2D, n, GL_RGBA, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, buffer);
if (width == 1 && height == 1) {
// That was the last mipmap level.
break;
}
width = max(width >> 1, 1);
height = max(height >> 1, 1);
++n;
}
PANDA_FREE_ARRAY(buffer);
}
#endif // NDEBUG
#ifdef SUPPORT_FIXED_FUNCTION
/**
*
*/
void CLP(GraphicsStateGuardian)::
disable_standard_texture_bindings() {
// Disable the texture stages that are no longer used.
for (int i = 0; i < _num_active_texture_stages; i++) {
set_active_texture_stage(i);
#ifndef OPENGLES
glDisable(GL_TEXTURE_1D);
#endif // OPENGLES
glDisable(GL_TEXTURE_2D);
if (_supports_3d_texture) {
#ifndef OPENGLES_1
glDisable(GL_TEXTURE_3D);
#endif // OPENGLES_1
}
if (_supports_cube_map) {
glDisable(GL_TEXTURE_CUBE_MAP);
}
}
_num_active_texture_stages = 0;
report_my_gl_errors();
}
#endif // SUPPORT_FIXED_FUNCTION
#ifdef SUPPORT_FIXED_FUNCTION
/**
*
*/
void CLP(GraphicsStateGuardian)::
do_issue_tex_matrix() {
nassertv(_num_active_texture_stages <= _max_texture_stages);
for (int i = 0; i < _num_active_texture_stages; i++) {
TextureStage *stage = _target_texture->get_on_ff_stage(i);
set_active_texture_stage(i);
glMatrixMode(GL_TEXTURE);
const TexMatrixAttrib *target_tex_matrix;
_target_rs->get_attrib_def(target_tex_matrix);
if (target_tex_matrix->has_stage(stage)) {
call_glLoadMatrix(target_tex_matrix->get_mat(stage));
} else {
glLoadIdentity();
// For some reason, the glLoadIdentity() call doesn't work on my Dell
// laptop's IBM OpenGL driver, when used in conjunction with glTexGen(),
// below. But explicitly loading an identity matrix does work. But
// this buggy-driver workaround might have other performance
// implications, so I leave it out.
// call_glLoadMatrix(LMatrix4::ident_mat());
}
}
report_my_gl_errors();
}
#endif // SUPPORT_FIXED_FUNCTION
#ifdef SUPPORT_FIXED_FUNCTION
/**
*
*/
void CLP(GraphicsStateGuardian)::
do_issue_tex_gen() {
nassertv(_num_active_texture_stages <= _max_texture_stages);
// These are passed in for the four OBJECT_PLANE or EYE_PLANE values; they
// effectively define an identity matrix that maps the spatial coordinates
// one-for-one to UV's. If you want a mapping other than identity, use a
// TexMatrixAttrib (or a TexProjectorEffect).
static const PN_stdfloat s_data[4] = { 1, 0, 0, 0 };
static const PN_stdfloat t_data[4] = { 0, 1, 0, 0 };
static const PN_stdfloat r_data[4] = { 0, 0, 1, 0 };
static const PN_stdfloat q_data[4] = { 0, 0, 0, 1 };
_tex_gen_modifies_mat = false;
bool got_point_sprites = false;
for (int i = 0; i < _num_active_texture_stages; i++) {
TextureStage *stage = _target_texture->get_on_ff_stage(i);
set_active_texture_stage(i);
if (_supports_point_sprite) {
#ifdef OPENGLES
glTexEnvi(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, GL_FALSE);
#else
glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_FALSE);
#endif // OPENGLES
}
#ifndef OPENGLES // TexGen not supported by OpenGL ES.
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
TexGenAttrib::Mode mode = _target_tex_gen->get_mode(stage);
switch (mode) {
case TexGenAttrib::M_off:
case TexGenAttrib::M_unused2:
break;
case TexGenAttrib::M_eye_sphere_map:
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
break;
case TexGenAttrib::M_eye_cube_map:
if (_supports_cube_map) {
// We need to rotate the normals out of GL's coordinate system and
// into the user's coordinate system. We do this by composing a
// transform onto the texture matrix.
LMatrix4 mat = _inv_cs_transform->get_mat();
mat.set_row(3, LVecBase3(0.0f, 0.0f, 0.0f));
glMatrixMode(GL_TEXTURE);
GLPf(MultMatrix)(mat.get_data());
// Now we need to reset the texture matrix next time around to undo
// this.
_tex_gen_modifies_mat = true;
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
}
break;
case TexGenAttrib::M_world_cube_map:
if (_supports_cube_map) {
// We dynamically transform normals from eye space to world space by
// applying the appropriate rotation transform to the current texture
// matrix. Unlike M_world_position, we can't achieve this effect by
// monkeying with the modelview transform, since the current modelview
// doesn't affect GL_REFLECTION_MAP.
CPT(TransformState) camera_transform = _scene_setup->get_camera_transform()->compose(_inv_cs_transform);
LMatrix4 mat = camera_transform->get_mat();
mat.set_row(3, LVecBase3(0.0f, 0.0f, 0.0f));
glMatrixMode(GL_TEXTURE);
GLPf(MultMatrix)(mat.get_data());
// Now we need to reset the texture matrix next time around to undo
// this.
_tex_gen_modifies_mat = true;
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
}
break;
case TexGenAttrib::M_eye_normal:
if (_supports_cube_map) {
// We need to rotate the normals out of GL's coordinate system and
// into the user's coordinate system. We do this by composing a
// transform onto the texture matrix.
LMatrix4 mat = _inv_cs_transform->get_mat();
mat.set_row(3, LVecBase3(0.0f, 0.0f, 0.0f));
glMatrixMode(GL_TEXTURE);
GLPf(MultMatrix)(mat.get_data());
// Now we need to reset the texture matrix next time around to undo
// this.
_tex_gen_modifies_mat = true;
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
}
break;
case TexGenAttrib::M_world_normal:
if (_supports_cube_map) {
// We dynamically transform normals from eye space to world space by
// applying the appropriate rotation transform to the current texture
// matrix. Unlike M_world_position, we can't achieve this effect by
// monkeying with the modelview transform, since the current modelview
// doesn't affect GL_NORMAL_MAP.
CPT(TransformState) camera_transform = _scene_setup->get_camera_transform()->compose(_inv_cs_transform);
LMatrix4 mat = camera_transform->get_mat();
mat.set_row(3, LVecBase3(0.0f, 0.0f, 0.0f));
glMatrixMode(GL_TEXTURE);
GLPf(MultMatrix)(mat.get_data());
// Now we need to reset the texture matrix next time around to undo
// this.
_tex_gen_modifies_mat = true;
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
}
break;
case TexGenAttrib::M_eye_position:
// To represent eye position correctly, we need to temporarily load the
// coordinate-system transform.
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
call_glLoadMatrix(_cs_transform->get_mat());
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
GLPfv(TexGen)(GL_S, GL_EYE_PLANE, s_data);
GLPfv(TexGen)(GL_T, GL_EYE_PLANE, t_data);
GLPfv(TexGen)(GL_R, GL_EYE_PLANE, r_data);
GLPfv(TexGen)(GL_Q, GL_EYE_PLANE, q_data);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
glEnable(GL_TEXTURE_GEN_Q);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
break;
case TexGenAttrib::M_world_position:
// We achieve world position coordinates by using the eye position mode,
// and loading the transform of the root node--thus putting the "eye" at
// the root.
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
CPT(TransformState) root_transform = _cs_transform->compose(_scene_setup->get_world_transform());
call_glLoadMatrix(root_transform->get_mat());
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
GLPfv(TexGen)(GL_S, GL_EYE_PLANE, s_data);
GLPfv(TexGen)(GL_T, GL_EYE_PLANE, t_data);
GLPfv(TexGen)(GL_R, GL_EYE_PLANE, r_data);
GLPfv(TexGen)(GL_Q, GL_EYE_PLANE, q_data);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
glEnable(GL_TEXTURE_GEN_Q);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
break;
case TexGenAttrib::M_point_sprite:
if (_supports_point_sprite) {
#ifdef OPENGLES
glTexEnvi(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, GL_TRUE);
#else
glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
#endif
got_point_sprites = true;
}
break;
case TexGenAttrib::M_constant:
// To generate a constant UV(w) coordinate everywhere, we use EYE_LINEAR
// mode, but we construct a special matrix that flattens the vertex
// position to zero and then adds our desired value.
{
const LTexCoord3 &v = _target_tex_gen->get_constant_value(stage);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
LVecBase4 s(0.0f, 0.0f, 0.0f, v[0]);
LVecBase4 t(0.0f, 0.0f, 0.0f, v[1]);
LVecBase4 r(0.0f, 0.0f, 0.0f, v[2]);
GLPfv(TexGen)(GL_S, GL_OBJECT_PLANE, s.get_data());
GLPfv(TexGen)(GL_T, GL_OBJECT_PLANE, t.get_data());
GLPfv(TexGen)(GL_R, GL_OBJECT_PLANE, r.get_data());
GLPfv(TexGen)(GL_Q, GL_OBJECT_PLANE, q_data);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
glEnable(GL_TEXTURE_GEN_Q);
}
break;
case TexGenAttrib::M_unused:
break;
}
#endif // OPENGLES
}
if (got_point_sprites != _tex_gen_point_sprite) {
_tex_gen_point_sprite = got_point_sprites;
#ifdef OPENGLES
if (_tex_gen_point_sprite) {
glEnable(GL_POINT_SPRITE_OES);
} else {
glDisable(GL_POINT_SPRITE_OES);
}
#else
if (_tex_gen_point_sprite) {
glEnable(GL_POINT_SPRITE_ARB);
} else {
glDisable(GL_POINT_SPRITE_ARB);
}
#endif // OPENGLES
}
report_my_gl_errors();
}
#endif // SUPPORT_FIXED_FUNCTION
/**
* Specifies the texture parameters. Returns true if the texture may need to
* be reloaded. Pass non-NULL sampler argument to use different sampler
* settings.
*/
bool CLP(GraphicsStateGuardian)::
specify_texture(CLP(TextureContext) *gtc, const SamplerState &sampler) {
#ifndef OPENGLES
nassertr(gtc->_handle == 0 /* can't modify tex with active handle */, false);
#endif
Texture *tex = gtc->get_texture();
GLenum target = get_texture_target(tex->get_texture_type());
if (target == GL_NONE) {
// Unsupported target (e.g. 3-d texturing on GL 1.1).
return false;
}
#ifndef OPENGLES
if (target == GL_TEXTURE_BUFFER) {
// Buffer textures may not receive texture parameters.
return false;
}
#endif // OPENGLES
// Record the active sampler settings.
gtc->_active_sampler = sampler;
glTexParameteri(target, GL_TEXTURE_WRAP_S,
get_texture_wrap_mode(sampler.get_wrap_u()));
#ifndef OPENGLES
if (target != GL_TEXTURE_1D)
#endif
{
glTexParameteri(target, GL_TEXTURE_WRAP_T,
get_texture_wrap_mode(sampler.get_wrap_v()));
}
#ifndef OPENGLES_1
if (target == GL_TEXTURE_3D) {
glTexParameteri(target, GL_TEXTURE_WRAP_R,
get_texture_wrap_mode(sampler.get_wrap_w()));
}
#endif
#ifndef OPENGLES
LColor border_color = sampler.get_border_color();
call_glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, border_color);
#endif // OPENGLES
SamplerState::FilterType minfilter = sampler.get_effective_minfilter();
SamplerState::FilterType magfilter = sampler.get_effective_magfilter();
bool uses_mipmaps = SamplerState::is_mipmap(minfilter) && !gl_ignore_mipmaps;
#ifndef NDEBUG
if (gl_force_mipmaps) {
minfilter = SamplerState::FT_linear_mipmap_linear;
magfilter = SamplerState::FT_linear;
uses_mipmaps = true;
}
#endif
if (!tex->might_have_ram_image()) {
// If it's a dynamically generated texture (that is, the RAM image isn't
// available so it didn't pass through the CPU), we should enable GL-
// generated mipmaps if we can.
if (!_supports_generate_mipmap) {
// However, if the GPU doesn't support mipmap generation, we have to
// turn it off.
uses_mipmaps = false;
}
}
glTexParameteri(target, GL_TEXTURE_MIN_FILTER,
get_texture_filter_type(minfilter, !uses_mipmaps));
glTexParameteri(target, GL_TEXTURE_MAG_FILTER,
get_texture_filter_type(magfilter, true));
// Set anisotropic filtering.
if (_supports_anisotropy) {
PN_stdfloat anisotropy = sampler.get_effective_anisotropic_degree();
anisotropy = min(anisotropy, _max_anisotropy);
anisotropy = max(anisotropy, (PN_stdfloat)1.0);
glTexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropy);
}
#ifndef OPENGLES_1
if (tex->get_format() == Texture::F_depth_stencil ||
tex->get_format() == Texture::F_depth_component ||
tex->get_format() == Texture::F_depth_component16 ||
tex->get_format() == Texture::F_depth_component24 ||
tex->get_format() == Texture::F_depth_component32) {
#ifdef SUPPORT_FIXED_FUNCTION
glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);
#endif
if (_supports_shadow_filter) {
if ((sampler.get_magfilter() == SamplerState::FT_shadow) ||
(sampler.get_minfilter() == SamplerState::FT_shadow)) {
glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB);
glTexParameteri(target, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
} else {
glTexParameteri(target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
glTexParameteri(target, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
}
}
}
#endif
#ifndef OPENGLES_1
if (_supports_texture_lod) {
glTexParameterf(target, GL_TEXTURE_MIN_LOD, sampler.get_min_lod());
glTexParameterf(target, GL_TEXTURE_MAX_LOD, sampler.get_max_lod());
}
#endif
#ifndef OPENGLES
if (_supports_texture_lod_bias) {
glTexParameterf(target, GL_TEXTURE_LOD_BIAS, sampler.get_lod_bias());
}
#endif
report_my_gl_errors();
if (uses_mipmaps && !gtc->_uses_mipmaps) {
// Suddenly we require mipmaps. This means the texture may need
// reloading.
return true;
}
return false;
}
/**
* Updates OpenGL with the current information for this texture, and makes it
* the current texture available for rendering.
*/
bool CLP(GraphicsStateGuardian)::
apply_texture(CLP(TextureContext) *gtc) {
gtc->set_active(true);
GLenum target = get_texture_target(gtc->get_texture()->get_texture_type());
if (target == GL_NONE) {
return false;
}
if (gtc->_target != target) {
// The target has changed. That means we have to re-bind a new texture
// object.
gtc->reset_data();
gtc->_target = target;
}
glBindTexture(target, gtc->_index);
if (GLCAT.is_spam()) {
GLCAT.spam()
<< "glBindTexture(0x" << hex << target << dec << ", " << gtc->_index << ")\n";
}
report_my_gl_errors();
return true;
}
/**
* Updates OpenGL with the current information for this sampler, and makes it
* the current sampler available for rendering. Use NULL to unbind the
* sampler.
*
* If the GSG doesn't support sampler objects, the sampler settings are
* applied to the given texture context instead.
*/
bool CLP(GraphicsStateGuardian)::
apply_sampler(GLuint unit, const SamplerState &sampler, CLP(TextureContext) *gtc) {
#ifndef OPENGLES_1
if (_supports_sampler_objects) {
// We support sampler objects. Prepare the sampler object and bind it to
// the indicated texture unit.
SamplerContext *sc = sampler.prepare_now(get_prepared_objects(), this);
nassertr(sc != (SamplerContext *)NULL, false);
CLP(SamplerContext) *gsc = DCAST(CLP(SamplerContext), sc);
gsc->enqueue_lru(&_prepared_objects->_sampler_object_lru);
_glBindSampler(unit, gsc->_index);
if (GLCAT.is_spam()) {
GLCAT.spam() << "glBindSampler(" << unit << ", "
<< gsc->_index << "): " << sampler << "\n";
}
} else
#endif // !OPENGLES_1
{
// We don't support sampler objects. We'll have to bind the texture and
// change the texture parameters if they don't match.
if (gtc->_active_sampler != sampler) {
set_active_texture_stage(unit);
apply_texture(gtc);
specify_texture(gtc, sampler);
}
}
if (sampler.uses_mipmaps() && !gtc->_uses_mipmaps && !gl_ignore_mipmaps) {
// The texture wasn't created with mipmaps, but we are trying to sample it
// with mipmaps. We will need to reload it.
GLCAT.info()
<< "reloading texture " << gtc->get_texture()->get_name()
<< " with mipmaps\n";
apply_texture(gtc);
gtc->mark_needs_reload();
bool okflag = upload_texture(gtc, false, true);
if (!okflag) {
GLCAT.error()
<< "Could not load " << *gtc->get_texture() << "\n";
return false;
}
}
report_my_gl_errors();
return true;
}
/**
* Uploads the entire texture image to OpenGL, including all pages.
*
* The return value is true if successful, or false if the texture has no
* image.
*/
bool CLP(GraphicsStateGuardian)::
upload_texture(CLP(TextureContext) *gtc, bool force, bool uses_mipmaps) {
PStatGPUTimer timer(this, _load_texture_pcollector);
Texture *tex = gtc->get_texture();
if (_effective_incomplete_render && !force) {
bool has_image = _supports_compressed_texture ? tex->has_ram_image() : tex->has_uncompressed_ram_image();
if (!has_image && tex->might_have_ram_image() &&
tex->has_simple_ram_image() &&
!_loader.is_null()) {
// If we don't have the texture data right now, go get it, but in the
// meantime load a temporary simple image in its place.
async_reload_texture(gtc);
has_image = _supports_compressed_texture ? tex->has_ram_image() : tex->has_uncompressed_ram_image();
if (!has_image) {
if (gtc->was_simple_image_modified()) {
return upload_simple_texture(gtc);
}
return true;
}
}
}
CPTA_uchar image;
if (_supports_compressed_texture) {
image = tex->get_ram_image();
} else {
image = tex->get_uncompressed_ram_image();
}
Texture::CompressionMode image_compression;
if (image.is_null()) {
image_compression = Texture::CM_off;
} else {
image_compression = tex->get_ram_image_compression();
}
if (!get_supports_compressed_texture_format(image_compression)) {
image = tex->get_uncompressed_ram_image();
image_compression = Texture::CM_off;
// If this triggers, Panda cannot decompress the texture. Compile with
// libsquish support or precompress the texture.
nassertr(!image.is_null(), false);
}
int mipmap_bias = 0;
int width = tex->get_x_size();
int height = tex->get_y_size();
int depth = tex->get_z_size();
// If we'll use immutable texture storage, we have to pick a sized image
// format.
bool force_sized = (gl_immutable_texture_storage && _supports_tex_storage) ||
(tex->get_texture_type() == Texture::TT_buffer_texture);
GLint internal_format = get_internal_image_format(tex, force_sized);
GLint external_format = get_external_image_format(tex);
GLenum component_type = get_component_type(tex->get_component_type());
if (GLCAT.is_debug()) {
if (image.is_null()) {
GLCAT.debug()
<< "loading texture with NULL image";
} else if (image_compression != Texture::CM_off) {
GLCAT.debug()
<< "loading pre-compressed texture";
} else if (is_compressed_format(internal_format)) {
GLCAT.debug()
<< "loading compressed texture";
} else {
GLCAT.debug()
<< "loading uncompressed texture";
}
GLCAT.debug(false) << " " << tex->get_name() << "\n";
}
// Ensure that the texture fits within the GL's specified limits. Need to
// split dimensions because of texture arrays
int max_dimension_x;
int max_dimension_y;
int max_dimension_z;
switch (tex->get_texture_type()) {
case Texture::TT_3d_texture:
max_dimension_x = _max_3d_texture_dimension;
max_dimension_y = _max_3d_texture_dimension;
max_dimension_z = _max_3d_texture_dimension;
break;
case Texture::TT_cube_map:
max_dimension_x = _max_cube_map_dimension;
max_dimension_y = _max_cube_map_dimension;
max_dimension_z = 6;
break;
case Texture::TT_2d_texture_array:
max_dimension_x = _max_texture_dimension;
max_dimension_y = _max_texture_dimension;
max_dimension_z = _max_2d_texture_array_layers;
break;
case Texture::TT_cube_map_array:
max_dimension_x = _max_texture_dimension;
max_dimension_y = _max_texture_dimension;
max_dimension_z = int(_max_2d_texture_array_layers / 6) * 6;
break;
case Texture::TT_buffer_texture:
max_dimension_x = _max_buffer_texture_size;
max_dimension_y = 1;
max_dimension_z = 1;
break;
default:
max_dimension_x = _max_texture_dimension;
max_dimension_y = _max_texture_dimension;
max_dimension_z = 1;
}
if (max_dimension_x == 0 || max_dimension_y == 0 || max_dimension_z == 0) {
// Guess this GL doesn't support cube mapping3d textures2d texture arrays.
report_my_gl_errors();
return false;
}
// If it doesn't fit, we have to reduce it on-the-fly. We do this by
// incrementing the mipmap_bias, so we're effectively loading a lower mipmap
// level. This requires generating the mipmaps on the CPU if they haven't
// already been generated. It would have been better if the user had
// specified max-texture-dimension to reduce the texture at load time
// instead; of course, the user doesn't always know ahead of time what the
// hardware limits are.
if ((max_dimension_x > 0 && max_dimension_y > 0 && max_dimension_z > 0) &&
image_compression == Texture::CM_off) {
while (tex->get_expected_mipmap_x_size(mipmap_bias) > max_dimension_x ||
tex->get_expected_mipmap_y_size(mipmap_bias) > max_dimension_y ||
tex->get_expected_mipmap_z_size(mipmap_bias) > max_dimension_z) {
++mipmap_bias;
}
if (mipmap_bias >= tex->get_num_ram_mipmap_images()) {
// We need to generate some more mipmap images.
if (tex->has_ram_image()) {
tex->generate_ram_mipmap_images();
if (mipmap_bias >= tex->get_num_ram_mipmap_images()) {
// It didn't work. Send the smallest we've got, and hope for the
// best.
mipmap_bias = tex->get_num_ram_mipmap_images() - 1;
}
}
}
width = tex->get_expected_mipmap_x_size(mipmap_bias);
height = tex->get_expected_mipmap_y_size(mipmap_bias);
depth = tex->get_expected_mipmap_z_size(mipmap_bias);
if (mipmap_bias != 0) {
GLCAT.info()
<< "Reducing image " << tex->get_name()
<< " from " << tex->get_x_size() << " x " << tex->get_y_size()
<< " x " << tex->get_z_size() << " to "
<< width << " x " << height << " x " << depth << "\n";
}
}
if (image_compression != Texture::CM_off) {
Texture::QualityLevel quality_level = tex->get_effective_quality_level();
#ifndef OPENGLES
switch (quality_level) {
case Texture::QL_fastest:
glHint(GL_TEXTURE_COMPRESSION_HINT, GL_FASTEST);
break;
case Texture::QL_default:
case Texture::QL_normal:
glHint(GL_TEXTURE_COMPRESSION_HINT, GL_DONT_CARE);
break;
case Texture::QL_best:
glHint(GL_TEXTURE_COMPRESSION_HINT, GL_NICEST);
break;
}
#endif
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
GLenum target = get_texture_target(tex->get_texture_type());
uses_mipmaps = (uses_mipmaps && !gl_ignore_mipmaps) || gl_force_mipmaps;
#ifndef OPENGLES
if (target == GL_TEXTURE_BUFFER) {
// Buffer textures may not have mipmaps.
uses_mipmaps = false;
}
#endif // OPENGLES
bool needs_reload = false;
if (!gtc->_has_storage ||
gtc->_uses_mipmaps != uses_mipmaps ||
gtc->_internal_format != internal_format ||
gtc->_width != width ||
gtc->_height != height ||
gtc->_depth != depth) {
// We need to reload a new GL Texture object.
needs_reload = true;
if (_use_object_labels) {
// This seems like a good time to assign a label for the debug messages.
const string &name = tex->get_name();
_glObjectLabel(GL_TEXTURE, gtc->_index, name.size(), name.data());
}
}
if (needs_reload && gtc->_immutable) {
GLCAT.info() << "Attempt to modify texture with immutable storage, recreating texture.\n";
gtc->reset_data();
glBindTexture(target, gtc->_index);
if (GLCAT.is_spam()) {
GLCAT.spam()
<< "glBindTexture(0x" << hex << target << dec << ", " << gtc->_index << ")\n";
}
}
#ifndef OPENGLES
if (target == GL_TEXTURE_BUFFER) {
// Buffer textures don't support mipmappping.
gtc->_generate_mipmaps = false;
if (gtc->_buffer == 0) {
// The buffer object wasn't created yet.
_glGenBuffers(1, &gtc->_buffer);
_glBindBuffer(GL_TEXTURE_BUFFER, gtc->_buffer);
_glTexBuffer(GL_TEXTURE_BUFFER, internal_format, gtc->_buffer);
needs_reload = true;
} else {
_glBindBuffer(GL_TEXTURE_BUFFER, gtc->_buffer);
if (gtc->_internal_format != internal_format) {
_glTexBuffer(GL_TEXTURE_BUFFER, internal_format, gtc->_buffer);
}
}
} else
#endif // !OPENGLES
if (needs_reload) {
// Figure out whether mipmaps will be generated by the GPU or by Panda (or
// not at all), and how many mipmap levels should be created.
gtc->_generate_mipmaps = false;
int num_levels = 1;
CPTA_uchar image = tex->get_ram_mipmap_image(mipmap_bias);
if (image.is_null()) {
// We don't even have a RAM image, so we have no choice but to let
// mipmaps be generated on the GPU.
if (uses_mipmaps) {
if (_supports_generate_mipmap) {
num_levels = tex->get_expected_num_mipmap_levels() - mipmap_bias;
gtc->_generate_mipmaps = true;
} else {
// If it can't, do without mipmaps.
num_levels = 1;
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
}
} else {
if (uses_mipmaps) {
num_levels = tex->get_num_ram_mipmap_images() - mipmap_bias;
if (num_levels <= 1) {
// No RAM mipmap levels available. Should we generate some?
if (!_supports_generate_mipmap || !driver_generate_mipmaps ||
image_compression != Texture::CM_off) {
// Yes, the GL can't or won't generate them, so we need to. Note
// that some drivers (nVidia) will *corrupt memory* if you ask
// them to generate mipmaps for a pre-compressed texture.
tex->generate_ram_mipmap_images();
num_levels = tex->get_num_ram_mipmap_images() - mipmap_bias;
}
}
if (num_levels <= 1) {
// We don't have mipmap levels in RAM. Ask the GL to generate them
// if it can.
if (_supports_generate_mipmap) {
num_levels = tex->get_expected_num_mipmap_levels() - mipmap_bias;
gtc->_generate_mipmaps = true;
} else {
// If it can't, do without mipmaps.
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
num_levels = 1;
}
}
}
}
if (_supports_texture_max_level) {
// By the time we get here, we have a pretty good prediction for the
// number of mipmaps we're going to have, so tell the GL that's all it's
// going to get.
glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, num_levels - 1);
}
#ifndef OPENGLES_2
if (gtc->_generate_mipmaps && _glGenerateMipmap == NULL) {
// The old, deprecated way to generate mipmaps.
glTexParameteri(target, GL_GENERATE_MIPMAP, GL_TRUE);
}
#endif
#if !defined(SUPPORT_FIXED_FUNCTION) && !defined(OPENGLES)
// Do we need to apply a swizzle mask to emulate these deprecated texture
// formats?
switch (tex->get_format()) {
case Texture::F_alpha:
glTexParameteri(target, GL_TEXTURE_SWIZZLE_R, GL_ZERO);
glTexParameteri(target, GL_TEXTURE_SWIZZLE_G, GL_ZERO);
glTexParameteri(target, GL_TEXTURE_SWIZZLE_B, GL_ZERO);
glTexParameteri(target, GL_TEXTURE_SWIZZLE_A, GL_RED);
break;
case Texture::F_luminance:
glTexParameteri(target, GL_TEXTURE_SWIZZLE_R, GL_RED);
glTexParameteri(target, GL_TEXTURE_SWIZZLE_G, GL_RED);
glTexParameteri(target, GL_TEXTURE_SWIZZLE_B, GL_RED);
glTexParameteri(target, GL_TEXTURE_SWIZZLE_A, GL_ONE);
break;
case Texture::F_luminance_alpha:
glTexParameteri(target, GL_TEXTURE_SWIZZLE_R, GL_RED);
glTexParameteri(target, GL_TEXTURE_SWIZZLE_G, GL_RED);
glTexParameteri(target, GL_TEXTURE_SWIZZLE_B, GL_RED);
glTexParameteri(target, GL_TEXTURE_SWIZZLE_A, GL_GREEN);
break;
default:
break;
}
#endif
// Allocate immutable storage for the texture, after which we can subload
// it. Pre-allocating storage using glTexStorage is more efficient than
// using glTexImage to load all of the individual images one by one later,
// but we are not allowed to change the texture size or number of mipmap
// levels after this point.
if (gl_immutable_texture_storage && _supports_tex_storage && !gtc->_has_storage) {
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "allocating storage for texture " << tex->get_name() << ", " << width
<< " x " << height << " x " << depth << ", mipmaps " << num_levels
<< ", uses_mipmaps = " << uses_mipmaps << "\n";
}
switch (tex->get_texture_type()) {
case Texture::TT_buffer_texture:
// Won't get here, but squelch compiler warning
case Texture::TT_1d_texture:
_glTexStorage1D(target, num_levels, internal_format, width);
break;
case Texture::TT_2d_texture:
case Texture::TT_cube_map:
case Texture::TT_1d_texture_array:
_glTexStorage2D(target, num_levels, internal_format, width, height);
break;
case Texture::TT_3d_texture:
case Texture::TT_2d_texture_array:
case Texture::TT_cube_map_array:
_glTexStorage3D(target, num_levels, internal_format, width, height, depth);
break;
}
gtc->_has_storage = true;
gtc->_immutable = true;
gtc->_uses_mipmaps = uses_mipmaps;
gtc->_internal_format = internal_format;
gtc->_width = width;
gtc->_height = height;
gtc->_depth = depth;
gtc->update_data_size_bytes(get_texture_memory_size(gtc));
needs_reload = false;
}
} else {
// Maybe we need to generate mipmaps on the CPU.
if (!image.is_null() && uses_mipmaps) {
if (tex->get_num_ram_mipmap_images() - mipmap_bias <= 1) {
// No RAM mipmap levels available. Should we generate some?
if (!_supports_generate_mipmap || !driver_generate_mipmaps ||
image_compression != Texture::CM_off) {
// Yes, the GL can't or won't generate them, so we need to. Note
// that some drivers (nVidia) will *corrupt memory* if you ask them
// to generate mipmaps for a pre-compressed texture.
tex->generate_ram_mipmap_images();
}
}
}
}
bool success = true;
if (tex->get_texture_type() == Texture::TT_cube_map) {
// A cube map must load six different 2-d images (which are stored as the
// six pages of the system ram image).
if (!_supports_cube_map) {
report_my_gl_errors();
return false;
}
nassertr(target == GL_TEXTURE_CUBE_MAP, false);
success = success && upload_texture_image
(gtc, needs_reload, uses_mipmaps, mipmap_bias,
GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_POSITIVE_X,
internal_format, external_format, component_type,
true, 0, image_compression);
success = success && upload_texture_image
(gtc, needs_reload, uses_mipmaps, mipmap_bias,
GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
internal_format, external_format, component_type,
true, 1, image_compression);
success = success && upload_texture_image
(gtc, needs_reload, uses_mipmaps, mipmap_bias,
GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
internal_format, external_format, component_type,
true, 2, image_compression);
success = success && upload_texture_image
(gtc, needs_reload, uses_mipmaps, mipmap_bias,
GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
internal_format, external_format, component_type,
true, 3, image_compression);
success = success && upload_texture_image
(gtc, needs_reload, uses_mipmaps, mipmap_bias,
GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
internal_format, external_format, component_type,
true, 4, image_compression);
success = success && upload_texture_image
(gtc, needs_reload, uses_mipmaps, mipmap_bias,
GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
internal_format, external_format, component_type,
true, 5, image_compression);
} else {
// Any other kind of texture can be loaded all at once.
success = upload_texture_image
(gtc, needs_reload, uses_mipmaps, mipmap_bias, target,
target, internal_format, external_format,
component_type, false, 0, image_compression);
}
if (gtc->_generate_mipmaps && _glGenerateMipmap != NULL &&
!image.is_null()) {
// We uploaded an image; we may need to generate mipmaps.
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "generating mipmaps for texture " << tex->get_name() << ", "
<< width << " x " << height << " x " << depth
<< ", uses_mipmaps = " << uses_mipmaps << "\n";
}
_glGenerateMipmap(target);
}
maybe_gl_finish();
if (success) {
if (needs_reload) {
gtc->_has_storage = true;
gtc->_uses_mipmaps = uses_mipmaps;
gtc->_internal_format = internal_format;
gtc->_width = width;
gtc->_height = height;
gtc->_depth = depth;
gtc->update_data_size_bytes(get_texture_memory_size(gtc));
}
nassertr(gtc->_has_storage, false);
if (tex->get_post_load_store_cache()) {
tex->set_post_load_store_cache(false);
// OK, get the RAM image, and save it in a BamCache record.
if (do_extract_texture_data(gtc)) {
if (tex->has_ram_image()) {
BamCache *cache = BamCache::get_global_ptr();
PT(BamCacheRecord) record = cache->lookup(tex->get_fullpath(), "txo");
if (record != (BamCacheRecord *)NULL) {
record->set_data(tex, tex);
cache->store(record);
}
}
}
}
GraphicsEngine *engine = get_engine();
nassertr(engine != (GraphicsEngine *)NULL, false);
engine->texture_uploaded(tex);
gtc->mark_loaded();
report_my_gl_errors();
return true;
}
report_my_gl_errors();
return false;
}
/**
* Loads a texture image, or one page of a cube map image, from system RAM to
* texture memory.
*
* texture_target is normally the same thing as page_target; both represent
* the GL target onto which the texture image is loaded, e.g. GL_TEXTURE_1D,
* GL_TEXTURE_2D, etc. The only time they may differ is in the case of cube
* mapping, in which case texture_target will be target for the overall
* texture, e.g. GL_TEXTURE_CUBE_MAP, and page_target will be the target for
* this particular page, e.g. GL_TEXTURE_CUBE_MAP_POSITIVE_X.
*/
bool CLP(GraphicsStateGuardian)::
upload_texture_image(CLP(TextureContext) *gtc, bool needs_reload,
bool uses_mipmaps, int mipmap_bias,
GLenum texture_target, GLenum page_target,
GLint internal_format,
GLint external_format, GLenum component_type,
bool one_page_only, int z,
Texture::CompressionMode image_compression) {
// Make sure the error stack is cleared out before we begin.
clear_my_gl_errors();
if (texture_target == GL_NONE) {
// Unsupported target (e.g. 3-d texturing on GL 1.1).
return false;
}
if (image_compression != Texture::CM_off && !_supports_compressed_texture) {
return false;
}
Texture *tex = gtc->get_texture();
nassertr(tex != (Texture *)NULL, false);
CPTA_uchar image = tex->get_ram_mipmap_image(mipmap_bias);
int width = tex->get_expected_mipmap_x_size(mipmap_bias);
int height = tex->get_expected_mipmap_y_size(mipmap_bias);
int depth = tex->get_expected_mipmap_z_size(mipmap_bias);
// Determine the number of images to upload.
int num_levels = 1;
if (uses_mipmaps) {
num_levels = tex->get_expected_num_mipmap_levels();
}
int num_ram_mipmap_levels = 0;
if (!image.is_null()) {
if (uses_mipmaps) {
num_ram_mipmap_levels = tex->get_num_ram_mipmap_images();
} else {
num_ram_mipmap_levels = 1;
}
}
#ifndef OPENGLES_1
if (needs_reload || num_ram_mipmap_levels > 0) {
// Make sure that any incoherent writes to this texture have been synced.
if (gtc->needs_barrier(GL_TEXTURE_UPDATE_BARRIER_BIT)) {
issue_memory_barrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
}
}
#endif
if (!needs_reload) {
// Try to subload the image over the existing GL Texture object, possibly
// saving on texture memory fragmentation.
if (GLCAT.is_debug()) {
if (num_ram_mipmap_levels == 0) {
if (tex->has_clear_color()) {
GLCAT.debug()
<< "clearing texture " << tex->get_name() << ", "
<< width << " x " << height << " x " << depth << ", z = " << z
<< ", uses_mipmaps = " << uses_mipmaps << ", clear_color = "
<< tex->get_clear_color() << "\n";
} else {
GLCAT.debug()
<< "not loading NULL image for texture " << tex->get_name()
<< ", " << width << " x " << height << " x " << depth
<< ", z = " << z << ", uses_mipmaps = " << uses_mipmaps << "\n";
}
} else {
GLCAT.debug()
<< "updating image data of texture " << tex->get_name()
<< ", " << width << " x " << height << " x " << depth
<< ", z = " << z << ", mipmaps " << num_ram_mipmap_levels
<< ", uses_mipmaps = " << uses_mipmaps << "\n";
}
}
for (int n = mipmap_bias; n < num_levels; ++n) {
// we grab the mipmap pointer first, if it is NULL we grab the normal
// mipmap image pointer which is a PTA_uchar
const unsigned char *image_ptr = (unsigned char*)tex->get_ram_mipmap_pointer(n);
CPTA_uchar ptimage;
if (image_ptr == (const unsigned char *)NULL) {
ptimage = tex->get_ram_mipmap_image(n);
if (ptimage.is_null()) {
if (n < num_ram_mipmap_levels) {
// We were told we'd have this many RAM mipmap images, but we
// don't. Raise a warning.
GLCAT.warning()
<< "No mipmap level " << n << " defined for " << tex->get_name()
<< "\n";
break;
}
if (tex->has_clear_color()) {
// The texture has a clear color, so we should fill this mipmap
// level to a solid color.
#ifndef OPENGLES
if (texture_target != GL_TEXTURE_BUFFER) {
if (_supports_clear_texture) {
// We can do that with the convenient glClearTexImage
// function.
string clear_data = tex->get_clear_data();
_glClearTexImage(gtc->_index, n - mipmap_bias, external_format,
component_type, (void *)clear_data.data());
continue;
}
} else {
if (_supports_clear_buffer) {
// For buffer textures we need to clear the underlying
// storage.
string clear_data = tex->get_clear_data();
_glClearBufferData(GL_TEXTURE_BUFFER, internal_format, external_format,
component_type, (const void *)clear_data.data());
continue;
}
}
#endif // OPENGLES
// Ask the Texture class to create the mipmap level in RAM. It'll
// fill it in with the correct clear color, which we can then
// upload.
ptimage = tex->make_ram_mipmap_image(n);
} else {
// No clear color and no more images.
break;
}
}
image_ptr = ptimage;
}
PTA_uchar bgr_image;
size_t view_size = tex->get_ram_mipmap_view_size(n);
if (image_ptr != (const unsigned char *)NULL) {
const unsigned char *orig_image_ptr = image_ptr;
image_ptr += view_size * gtc->get_view();
if (one_page_only) {
view_size = tex->get_ram_mipmap_page_size(n);
image_ptr += view_size * z;
}
nassertr(image_ptr >= orig_image_ptr && image_ptr + view_size <= orig_image_ptr + tex->get_ram_mipmap_image_size(n), false);
if (image_compression == Texture::CM_off) {
// If the GL doesn't claim to support BGR, we may have to reverse
// the component ordering of the image.
image_ptr = fix_component_ordering(bgr_image, image_ptr, view_size,
external_format, tex);
}
}
int width = tex->get_expected_mipmap_x_size(n);
int height = tex->get_expected_mipmap_y_size(n);
int depth = tex->get_expected_mipmap_z_size(n);
#ifdef DO_PSTATS
_data_transferred_pcollector.add_level(view_size);
#endif
switch (texture_target) {
#ifndef OPENGLES_1
case GL_TEXTURE_3D:
if (_supports_3d_texture) {
if (image_compression == Texture::CM_off) {
_glTexSubImage3D(page_target, n - mipmap_bias, 0, 0, 0, width, height, depth,
external_format, component_type, image_ptr);
} else {
_glCompressedTexSubImage3D(page_target, n - mipmap_bias, 0, 0, 0, width, height, depth,
external_format, view_size, image_ptr);
}
} else {
report_my_gl_errors();
return false;
}
break;
#endif // OPENGLES_1
#ifndef OPENGLES
case GL_TEXTURE_1D:
if (image_compression == Texture::CM_off) {
glTexSubImage1D(page_target, n - mipmap_bias, 0, width,
external_format, component_type, image_ptr);
} else {
_glCompressedTexSubImage1D(page_target, n - mipmap_bias, 0, width,
external_format, view_size, image_ptr);
}
break;
#endif // OPENGLES
#ifndef OPENGLES_1
case GL_TEXTURE_2D_ARRAY:
case GL_TEXTURE_CUBE_MAP_ARRAY:
if (_supports_2d_texture_array) {
if (image_compression == Texture::CM_off) {
_glTexSubImage3D(page_target, n - mipmap_bias, 0, 0, 0, width, height, depth,
external_format, component_type, image_ptr);
} else {
_glCompressedTexSubImage3D(page_target, n - mipmap_bias, 0, 0, 0, width, height, depth,
external_format, view_size, image_ptr);
}
} else {
report_my_gl_errors();
return false;
}
break;
#endif // OPENGLES_1
#ifndef OPENGLES
case GL_TEXTURE_BUFFER:
if (_supports_buffer_texture) {
_glBufferSubData(GL_TEXTURE_BUFFER, 0, view_size, image_ptr);
} else {
report_my_gl_errors();
return false;
}
break;
#endif // OPENGLES
default:
if (image_compression == Texture::CM_off) {
if (n==0) {
// It's unfortunate that we can't adjust the width, too, but
// TexSubImage2D doesn't accept a row-stride parameter.
height = tex->get_y_size() - tex->get_pad_y_size();
}
glTexSubImage2D(page_target, n - mipmap_bias, 0, 0, width, height,
external_format, component_type, image_ptr);
} else {
_glCompressedTexSubImage2D(page_target, n - mipmap_bias, 0, 0, width, height,
external_format, view_size, image_ptr);
}
break;
}
}
// Did that fail? If it did, we'll immediately try again, this time
// loading the texture from scratch.
GLenum error_code = gl_get_error();
if (error_code != GL_NO_ERROR) {
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "GL texture subload failed for " << tex->get_name()
<< " : " << get_error_string(error_code) << "\n";
}
needs_reload = true;
}
}
if (needs_reload) {
// Load the image up from scratch, creating a new GL Texture object.
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "loading new texture object for " << tex->get_name() << ", " << width
<< " x " << height << " x " << depth << ", z = " << z << ", mipmaps "
<< num_ram_mipmap_levels << ", uses_mipmaps = " << uses_mipmaps << "\n";
}
// If there is immutable storage, this is impossible to do, and we should
// not have gotten here at all.
nassertr(!gtc->_immutable, false);
if (num_ram_mipmap_levels == 0) {
if (GLCAT.is_debug()) {
GLCAT.debug()
<< " (initializing NULL image)\n";
}
if ((external_format == GL_DEPTH_STENCIL) && get_supports_depth_stencil()) {
#ifdef OPENGLES
component_type = GL_UNSIGNED_INT_24_8_OES;
#else
component_type = GL_UNSIGNED_INT_24_8_EXT;
#endif
}
}
for (int n = mipmap_bias; n < num_levels; ++n) {
const unsigned char *image_ptr = (unsigned char*)tex->get_ram_mipmap_pointer(n);
CPTA_uchar ptimage;
if (image_ptr == (const unsigned char *)NULL) {
ptimage = tex->get_ram_mipmap_image(n);
if (ptimage.is_null()) {
if (n < num_ram_mipmap_levels) {
// We were told we'd have this many RAM mipmap images, but we
// don't. Raise a warning.
GLCAT.warning()
<< "No mipmap level " << n << " defined for " << tex->get_name()
<< "\n";
if (_supports_texture_max_level) {
// Tell the GL we have no more mipmaps for it to use.
glTexParameteri(texture_target, GL_TEXTURE_MAX_LEVEL, n - mipmap_bias);
}
break;
}
if (tex->has_clear_color()) {
// Ask the Texture class to create the mipmap level in RAM. It'll
// fill it in with the correct clear color, which we can then
// upload.
ptimage = tex->make_ram_mipmap_image(n);
} else if (image_compression != Texture::CM_off) {
// We can't upload a NULL compressed texture.
if (_supports_texture_max_level) {
// Tell the GL we have no more mipmaps for it to use.
glTexParameteri(texture_target, GL_TEXTURE_MAX_LEVEL, n - mipmap_bias);
}
break;
}
}
image_ptr = ptimage;
}
PTA_uchar bgr_image;
size_t view_size = tex->get_ram_mipmap_view_size(n);
if (image_ptr != (const unsigned char *)NULL) {
const unsigned char *orig_image_ptr = image_ptr;
image_ptr += view_size * gtc->get_view();
if (one_page_only) {
view_size = tex->get_ram_mipmap_page_size(n);
image_ptr += view_size * z;
}
nassertr(image_ptr >= orig_image_ptr && image_ptr + view_size <= orig_image_ptr + tex->get_ram_mipmap_image_size(n), false);
if (image_compression == Texture::CM_off) {
// If the GL doesn't claim to support BGR, we may have to reverse
// the component ordering of the image.
image_ptr = fix_component_ordering(bgr_image, image_ptr, view_size,
external_format, tex);
}
}
int width = tex->get_expected_mipmap_x_size(n);
int height = tex->get_expected_mipmap_y_size(n);
int depth = tex->get_expected_mipmap_z_size(n);
#ifdef DO_PSTATS
_data_transferred_pcollector.add_level(view_size);
#endif
switch (texture_target) {
#ifndef OPENGLES // 1-d textures not supported by OpenGL ES. Fall through.
case GL_TEXTURE_1D:
if (image_compression == Texture::CM_off) {
glTexImage1D(page_target, n - mipmap_bias, internal_format,
width, 0,
external_format, component_type, image_ptr);
} else {
_glCompressedTexImage1D(page_target, n - mipmap_bias, external_format, width,
0, view_size, image_ptr);
}
break;
#endif // OPENGLES // OpenGL ES will fall through.
#ifndef OPENGLES_1
case GL_TEXTURE_3D:
if (_supports_3d_texture) {
if (image_compression == Texture::CM_off) {
_glTexImage3D(page_target, n - mipmap_bias, internal_format,
width, height, depth, 0,
external_format, component_type, image_ptr);
} else {
_glCompressedTexImage3D(page_target, n - mipmap_bias, external_format, width,
height, depth,
0, view_size, image_ptr);
}
} else {
report_my_gl_errors();
return false;
}
break;
#endif // OPENGLES_1
#ifndef OPENGLES_1
case GL_TEXTURE_2D_ARRAY:
case GL_TEXTURE_CUBE_MAP_ARRAY:
if (_supports_2d_texture_array) {
if (image_compression == Texture::CM_off) {
_glTexImage3D(page_target, n - mipmap_bias, internal_format,
width, height, depth, 0,
external_format, component_type, image_ptr);
} else {
_glCompressedTexImage3D(page_target, n - mipmap_bias, external_format, width,
height, depth,
0, view_size, image_ptr);
}
} else {
report_my_gl_errors();
return false;
}
break;
#endif // OPENGLES_1
#ifndef OPENGLES
case GL_TEXTURE_BUFFER:
if (_supports_buffer_texture) {
_glBufferData(GL_TEXTURE_BUFFER, view_size, image_ptr,
get_usage(tex->get_usage_hint()));
} else {
report_my_gl_errors();
return false;
}
break;
#endif // OPENGLES
default:
if (image_compression == Texture::CM_off) {
glTexImage2D(page_target, n - mipmap_bias, internal_format,
width, height, 0,
external_format, component_type, image_ptr);
} else {
_glCompressedTexImage2D(page_target, n - mipmap_bias, external_format,
width, height, 0, view_size, image_ptr);
}
}
}
// Report the error message explicitly if the GL texture creation failed.
GLenum error_code = gl_get_error();
if (error_code != GL_NO_ERROR) {
GLCAT.error()
<< "GL texture creation failed for " << tex->get_name()
<< " : " << get_error_string(error_code) << "\n";
gtc->_has_storage = false;
return false;
}
}
report_my_gl_errors();
return true;
}
/**
* Causes mipmaps to be generated for an uploaded texture.
*/
void CLP(GraphicsStateGuardian)::
generate_mipmaps(CLP(TextureContext) *gtc) {
#ifndef OPENGLES
if (_glGenerateTextureMipmap != NULL) {
// OpenGL 4.5 offers an easy way to do this without binding.
_glGenerateTextureMipmap(gtc->_index);
return;
}
#endif
if (_glGenerateMipmap != NULL) {
_state_texture = 0;
update_texture(gtc, true);
apply_texture(gtc);
_glGenerateMipmap(gtc->_target);
glBindTexture(gtc->_target, 0);
}
}
/**
* This is used as a standin for upload_texture when the texture in question
* is unavailable (e.g. it hasn't yet been loaded from disk). Until the
* texture image itself becomes available, we will render the texture's
* "simple" image--a sharply reduced version of the same texture.
*/
bool CLP(GraphicsStateGuardian)::
upload_simple_texture(CLP(TextureContext) *gtc) {
report_my_gl_errors();
PStatGPUTimer timer(this, _load_texture_pcollector);
Texture *tex = gtc->get_texture();
nassertr(tex != (Texture *)NULL, false);
GLenum internal_format = GL_RGBA;
GLenum external_format = GL_BGRA;
const unsigned char *image_ptr = tex->get_simple_ram_image();
if (image_ptr == (const unsigned char *)NULL) {
return false;
}
size_t image_size = tex->get_simple_ram_image_size();
PTA_uchar bgr_image;
if (!_supports_bgr) {
// If the GL doesn't claim to support BGR, we may have to reverse the
// component ordering of the image.
external_format = GL_RGBA;
image_ptr = fix_component_ordering(bgr_image, image_ptr, image_size,
external_format, tex);
}
int width = tex->get_simple_x_size();
int height = tex->get_simple_y_size();
GLenum component_type = GL_UNSIGNED_BYTE;
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "loading simple image for " << tex->get_name() << "\n";
}
// Turn off mipmaps for the simple texture.
if (tex->uses_mipmaps() && _supports_texture_max_level) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
}
#ifdef DO_PSTATS
_data_transferred_pcollector.add_level(image_size);
#endif
glTexImage2D(GL_TEXTURE_2D, 0, internal_format,
width, height, 0,
external_format, component_type, image_ptr);
gtc->mark_simple_loaded();
report_my_gl_errors();
return true;
}
/**
* Asks OpenGL how much texture memory is consumed by the indicated texture
* (which is also the currently-selected texture).
*/
size_t CLP(GraphicsStateGuardian)::
get_texture_memory_size(CLP(TextureContext) *gtc) {
Texture *tex = gtc->get_texture();
#ifdef OPENGLES // Texture querying not supported on OpenGL ES.
int width = tex->get_x_size();
int height = tex->get_y_size();
int depth = 1;
int scale = 1;
bool has_mipmaps = tex->uses_mipmaps();
size_t num_bytes = 2; // Temporary assumption?
#else
GLenum target = get_texture_target(tex->get_texture_type());
GLenum page_target = target;
GLint scale = 1;
if (target == GL_TEXTURE_CUBE_MAP) {
// We need a particular page to get the level parameter from.
page_target = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
scale = 6;
} else if (target == GL_TEXTURE_BUFFER) {
// In the case of buffer textures, we provided the size to begin with, so
// no point in querying anything. Plus, glGetTexParameter is not even
// supported for buffer textures.
return tex->get_expected_ram_image_size();
}
clear_my_gl_errors();
GLint internal_format;
glGetTexLevelParameteriv(page_target, 0, GL_TEXTURE_INTERNAL_FORMAT, &internal_format);
if (is_compressed_format(internal_format)) {
// Try to get the compressed size.
GLint image_size;
glGetTexLevelParameteriv(page_target, 0,
GL_TEXTURE_COMPRESSED_IMAGE_SIZE, &image_size);
GLenum error_code = gl_get_error();
if (error_code != GL_NO_ERROR) {
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "Couldn't get compressed size for " << tex->get_name()
<< " : " << get_error_string(error_code) << "\n";
}
// Fall through to the noncompressed case.
} else {
return image_size * scale;
}
}
// OK, get the noncompressed size.
GLint red_size, green_size, blue_size, alpha_size,
luminance_size, intensity_size;
GLint depth_size = 0;
glGetTexLevelParameteriv(page_target, 0,
GL_TEXTURE_RED_SIZE, &red_size);
glGetTexLevelParameteriv(page_target, 0,
GL_TEXTURE_GREEN_SIZE, &green_size);
glGetTexLevelParameteriv(page_target, 0,
GL_TEXTURE_BLUE_SIZE, &blue_size);
glGetTexLevelParameteriv(page_target, 0,
GL_TEXTURE_ALPHA_SIZE, &alpha_size);
glGetTexLevelParameteriv(page_target, 0,
GL_TEXTURE_LUMINANCE_SIZE, &luminance_size);
glGetTexLevelParameteriv(page_target, 0,
GL_TEXTURE_INTENSITY_SIZE, &intensity_size);
if (_supports_depth_texture) {
glGetTexLevelParameteriv(page_target, 0,
GL_TEXTURE_DEPTH_SIZE, &depth_size);
}
GLint width = 1, height = 1, depth = 1;
glGetTexLevelParameteriv(page_target, 0, GL_TEXTURE_WIDTH, &width);
glGetTexLevelParameteriv(page_target, 0, GL_TEXTURE_HEIGHT, &height);
if (_supports_3d_texture || _supports_2d_texture_array) {
glGetTexLevelParameteriv(page_target, 0, GL_TEXTURE_DEPTH, &depth);
}
report_my_gl_errors();
size_t num_bits = (red_size + green_size + blue_size + alpha_size + luminance_size + intensity_size + depth_size);
size_t num_bytes = (num_bits + 7) / 8;
#endif // OPENGLES
size_t result = num_bytes * width * height * depth * scale;
if (gtc->_uses_mipmaps) {
result = (result * 4) / 3;
}
return result;
}
/**
* Checks the list of resident texture objects to see if any have recently
* been evicted.
*/
void CLP(GraphicsStateGuardian)::
check_nonresident_texture(BufferContextChain &chain) {
#if defined(SUPPORT_FIXED_FUNCTION) && !defined(OPENGLES) // Residency queries not supported by OpenGL ES.
size_t num_textures = chain.get_count();
if (num_textures == 0) {
return;
}
CLP(TextureContext) **gtc_list = (CLP(TextureContext) **)alloca(num_textures * sizeof(CLP(TextureContext) *));
GLuint *texture_list = (GLuint *)alloca(num_textures * sizeof(GLuint));
size_t ti = 0;
BufferContext *node = chain.get_first();
while (node != (BufferContext *)NULL) {
CLP(TextureContext) *gtc = DCAST(CLP(TextureContext), node);
gtc_list[ti] = gtc;
texture_list[ti] = gtc->_index;
node = node->get_next();
++ti;
}
nassertv(ti == num_textures);
GLboolean *results = (GLboolean *)alloca(num_textures * sizeof(GLboolean));
bool all_resident = (glAreTexturesResident(num_textures, texture_list, results) != 0);
report_my_gl_errors();
if (!all_resident) {
// Some are now nonresident.
for (ti = 0; ti < num_textures; ++ti) {
if (!results[ti]) {
gtc_list[ti]->set_resident(false);
}
}
}
#endif // OPENGLES
}
/**
* The internal implementation of extract_texture_data(), given an already-
* created TextureContext.
*/
bool CLP(GraphicsStateGuardian)::
do_extract_texture_data(CLP(TextureContext) *gtc) {
report_my_gl_errors();
GLenum target = gtc->_target;
if (target == GL_NONE) {
return false;
}
#ifndef OPENGLES_1
// Make sure any incoherent writes to the texture have been synced.
if (gtc->needs_barrier(GL_TEXTURE_UPDATE_BARRIER_BIT)) {
issue_memory_barrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
}
#endif
glBindTexture(target, gtc->_index);
if (GLCAT.is_spam()) {
GLCAT.spam()
<< "glBindTexture(0x" << hex << target << dec << ", " << gtc->_index << ")\n";
}
Texture *tex = gtc->get_texture();
GLint wrap_u, wrap_v, wrap_w;
GLint minfilter, magfilter;
GLfloat border_color[4];
#ifdef OPENGLES
if (true) {
#else
if (target != GL_TEXTURE_BUFFER) {
#endif
glGetTexParameteriv(target, GL_TEXTURE_WRAP_S, &wrap_u);
glGetTexParameteriv(target, GL_TEXTURE_WRAP_T, &wrap_v);
wrap_w = GL_REPEAT;
#ifndef OPENGLES_1
if (_supports_3d_texture) {
glGetTexParameteriv(target, GL_TEXTURE_WRAP_R, &wrap_w);
}
#endif
glGetTexParameteriv(target, GL_TEXTURE_MIN_FILTER, &minfilter);
glGetTexParameteriv(target, GL_TEXTURE_MAG_FILTER, &magfilter);
#ifndef OPENGLES
glGetTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, border_color);
#endif
}
GLenum page_target = target;
if (target == GL_TEXTURE_CUBE_MAP) {
// We need a particular page to get the level parameter from.
page_target = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
}
GLint width = gtc->_width, height = gtc->_height, depth = gtc->_depth;
#ifndef OPENGLES
glGetTexLevelParameteriv(page_target, 0, GL_TEXTURE_WIDTH, &width);
if (target != GL_TEXTURE_1D) {
glGetTexLevelParameteriv(page_target, 0, GL_TEXTURE_HEIGHT, &height);
}
if (_supports_3d_texture && target == GL_TEXTURE_3D) {
glGetTexLevelParameteriv(page_target, 0, GL_TEXTURE_DEPTH, &depth);
} else if (target == GL_TEXTURE_2D_ARRAY || target == GL_TEXTURE_CUBE_MAP_ARRAY) {
glGetTexLevelParameteriv(page_target, 0, GL_TEXTURE_DEPTH, &depth);
} else if (target == GL_TEXTURE_CUBE_MAP) {
depth = 6;
}
#endif
clear_my_gl_errors();
if (width <= 0 || height <= 0 || depth <= 0) {
GLCAT.error()
<< "No texture data for " << tex->get_name() << "\n";
return false;
}
GLint internal_format = GL_RGBA;
#ifndef OPENGLES
glGetTexLevelParameteriv(page_target, 0, GL_TEXTURE_INTERNAL_FORMAT, &internal_format);
#endif // OPENGLES
// Make sure we were able to query those parameters properly.
GLenum error_code = gl_get_error();
if (error_code != GL_NO_ERROR) {
GLCAT.error()
<< "Unable to query texture parameters for " << tex->get_name()
<< " : " << get_error_string(error_code) << "\n";
return false;
}
Texture::ComponentType type = Texture::T_unsigned_byte;
Texture::Format format = Texture::F_rgb;
Texture::CompressionMode compression = Texture::CM_off;
switch (internal_format) {
#ifndef OPENGLES
case GL_COLOR_INDEX:
format = Texture::F_color_index;
break;
#endif
#if GL_DEPTH_COMPONENT != GL_DEPTH_COMPONENT24
case GL_DEPTH_COMPONENT:
#endif
case GL_DEPTH_COMPONENT16:
case GL_DEPTH_COMPONENT24:
case GL_DEPTH_COMPONENT32:
type = Texture::T_unsigned_short;
format = Texture::F_depth_component;
break;
#ifndef OPENGLES
case GL_DEPTH_COMPONENT32F:
type = Texture::T_float;
format = Texture::F_depth_component;
break;
#endif
case GL_DEPTH_STENCIL:
case GL_DEPTH24_STENCIL8:
type = Texture::T_unsigned_int_24_8;
format = Texture::F_depth_stencil;
break;
#ifndef OPENGLES
case GL_DEPTH32F_STENCIL8:
type = Texture::T_float;
format = Texture::F_depth_stencil;
break;
#endif
case GL_RGBA:
case 4:
format = Texture::F_rgba;
break;
case GL_RGBA4:
format = Texture::F_rgba4;
break;
#ifdef OPENGLES
case GL_RGBA8_OES:
format = Texture::F_rgba8;
break;
#else
case GL_RGBA8:
format = Texture::F_rgba8;
break;
#endif
#ifndef OPENGLES
case GL_RGBA12:
type = Texture::T_unsigned_short;
format = Texture::F_rgba12;
break;
#endif
case GL_RGB:
case 3:
format = Texture::F_rgb;
break;
#ifndef OPENGLES
case GL_RGB5:
format = Texture::F_rgb5;
break;
#endif
case GL_RGB5_A1:
format = Texture::F_rgba5;
break;
#ifndef OPENGLES
case GL_RGB8:
format = Texture::F_rgb8;
break;
case GL_RGB12:
format = Texture::F_rgb12;
break;
case GL_RGBA16:
format = Texture::F_rgba16;
break;
case GL_R3_G3_B2:
format = Texture::F_rgb332;
break;
case GL_R8I:
type = Texture::T_byte;
format = Texture::F_r8i;
break;
case GL_RG8I:
type = Texture::T_byte;
format = Texture::F_rg8i;
break;
case GL_RGB8I:
type = Texture::T_byte;
format = Texture::F_rgb8i;
break;
case GL_RGBA8I:
type = Texture::T_byte;
format = Texture::F_rgba8i;
break;
case GL_R8UI:
type = Texture::T_unsigned_byte;
format = Texture::F_r8i;
break;
case GL_RG8UI:
type = Texture::T_unsigned_byte;
format = Texture::F_rg8i;
break;
case GL_RGB8UI:
type = Texture::T_unsigned_byte;
format = Texture::F_rgb8i;
break;
case GL_RGBA8UI:
type = Texture::T_unsigned_byte;
format = Texture::F_rgba8i;
break;
case GL_R16I:
type = Texture::T_short;
format = Texture::F_r16i;
break;
case GL_R16UI:
type = Texture::T_unsigned_short;
format = Texture::F_r16i;
break;
#endif
#ifndef OPENGLES_1
case GL_RGBA16F:
type = Texture::T_float;
format = Texture::F_rgba16;
break;
case GL_RGB16F:
type = Texture::T_float;
format = Texture::F_rgb16;
break;
case GL_RG16F:
type = Texture::T_float;
format = Texture::F_rg16;
break;
case GL_R16F:
type = Texture::T_float;
format = Texture::F_r16;
break;
case GL_RGBA32F:
type = Texture::T_float;
format = Texture::F_rgba32;
break;
case GL_RGB32F:
type = Texture::T_float;
format = Texture::F_rgb32;
break;
case GL_RG32F:
type = Texture::T_float;
format = Texture::F_rg32;
break;
case GL_R32F:
type = Texture::T_float;
format = Texture::F_r32;
break;
#endif
#ifndef OPENGLES
case GL_RGB16:
type = Texture::T_unsigned_short;
format = Texture::F_rgb16;
break;
case GL_RG16:
type = Texture::T_unsigned_short;
format = Texture::F_rg16;
break;
case GL_R16:
type = Texture::T_unsigned_short;
format = Texture::F_r16;
break;
case GL_RGB16_SNORM:
type = Texture::T_short;
format = Texture::F_rgb16;
break;
case GL_RG16_SNORM:
type = Texture::T_short;
format = Texture::F_rg16;
break;
case GL_R16_SNORM:
type = Texture::T_short;
format = Texture::F_r16;
break;
#endif
#ifndef OPENGLES_1
case GL_R11F_G11F_B10F:
type = Texture::T_float;
format = Texture::F_r11_g11_b10;
break;
case GL_RGB9_E5:
type = Texture::T_float;
format = Texture::F_rgb9_e5;
break;
case GL_RGB10_A2:
type = Texture::T_unsigned_short;
format = Texture::F_rgb10_a2;
break;
#endif
#ifdef OPENGLES_2
case GL_RED_EXT:
case GL_R8_EXT:
format = Texture::F_red;
break;
#endif
#ifndef OPENGLES
case GL_R32I:
type = Texture::T_int;
format = Texture::F_r32i;
break;
#endif
#ifndef OPENGLES
case GL_RED:
format = Texture::F_red;
break;
case GL_GREEN:
format = Texture::F_green;
break;
case GL_BLUE:
format = Texture::F_blue;
break;
#endif // OPENGLES
case GL_ALPHA:
format = Texture::F_alpha;
break;
case GL_LUMINANCE:
#ifndef OPENGLES
case GL_LUMINANCE16:
case GL_LUMINANCE16F_ARB:
#endif
case 1:
format = Texture::F_luminance;
break;
case GL_LUMINANCE_ALPHA:
#ifndef OPENGLES
case GL_LUMINANCE_ALPHA16F_ARB:
#endif
case 2:
format = Texture::F_luminance_alpha;
break;
#ifndef OPENGLES_1
case GL_SRGB:
#ifndef OPENGLES
case GL_SRGB8:
#endif
format = Texture::F_srgb;
break;
case GL_SRGB_ALPHA:
case GL_SRGB8_ALPHA8:
format = Texture::F_srgb_alpha;
break;
#endif // OPENGLES_1
#ifndef OPENGLES
case GL_SLUMINANCE:
case GL_SLUMINANCE8:
format = Texture::F_sluminance;
break;
case GL_SLUMINANCE_ALPHA:
case GL_SLUMINANCE8_ALPHA8:
format = Texture::F_sluminance_alpha;
break;
#endif // OPENGLES
#ifndef OPENGLES
case GL_COMPRESSED_RGB:
format = Texture::F_rgb;
compression = Texture::CM_on;
break;
case GL_COMPRESSED_RGBA:
format = Texture::F_rgba;
compression = Texture::CM_on;
break;
case GL_COMPRESSED_ALPHA:
format = Texture::F_alpha;
compression = Texture::CM_on;
break;
case GL_COMPRESSED_LUMINANCE:
format = Texture::F_luminance;
compression = Texture::CM_on;
break;
case GL_COMPRESSED_LUMINANCE_ALPHA:
format = Texture::F_luminance_alpha;
compression = Texture::CM_on;
break;
case GL_COMPRESSED_SRGB:
format = Texture::F_srgb;
compression = Texture::CM_on;
break;
case GL_COMPRESSED_SRGB_ALPHA:
format = Texture::F_srgb_alpha;
compression = Texture::CM_on;
break;
case GL_COMPRESSED_SLUMINANCE:
format = Texture::F_sluminance;
compression = Texture::CM_on;
break;
case GL_COMPRESSED_SLUMINANCE_ALPHA:
format = Texture::F_sluminance_alpha;
compression = Texture::CM_on;
break;
#endif
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
format = Texture::F_rgb;
compression = Texture::CM_dxt1;
break;
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
format = Texture::F_rgbm;
compression = Texture::CM_dxt1;
break;
#ifndef OPENGLES
case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
format = Texture::F_srgb;
compression = Texture::CM_dxt1;
break;
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
format = Texture::F_srgb_alpha;
compression = Texture::CM_dxt1;
break;
#endif
#ifdef OPENGLES
case GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG:
format = Texture::F_rgb;
compression = Texture::CM_pvr1_2bpp;
break;
case GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG:
format = Texture::F_rgba;
compression = Texture::CM_pvr1_2bpp;
break;
case GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG:
format = Texture::F_rgb;
compression = Texture::CM_pvr1_4bpp;
break;
case GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG:
format = Texture::F_rgba;
compression = Texture::CM_pvr1_4bpp;
break;
#else
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
format = Texture::F_rgba;
compression = Texture::CM_dxt3;
break;
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
format = Texture::F_rgba;
compression = Texture::CM_dxt5;
break;
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
format = Texture::F_srgb_alpha;
compression = Texture::CM_dxt3;
break;
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
format = Texture::F_srgb_alpha;
compression = Texture::CM_dxt5;
break;
case GL_COMPRESSED_RGB_FXT1_3DFX:
format = Texture::F_rgb;
compression = Texture::CM_fxt1;
break;
case GL_COMPRESSED_RGBA_FXT1_3DFX:
format = Texture::F_rgba;
compression = Texture::CM_fxt1;
break;
case GL_COMPRESSED_LUMINANCE_LATC1_EXT:
format = Texture::F_luminance;
compression = Texture::CM_rgtc;
break;
case GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT:
format = Texture::F_luminance_alpha;
compression = Texture::CM_rgtc;
break;
case GL_COMPRESSED_RED_RGTC1:
format = Texture::F_red;
compression = Texture::CM_rgtc;
break;
case GL_COMPRESSED_SIGNED_RED_RGTC1:
type = Texture::T_byte;
format = Texture::F_red;
compression = Texture::CM_rgtc;
break;
case GL_COMPRESSED_RG_RGTC2:
format = Texture::F_rg;
compression = Texture::CM_rgtc;
break;
case GL_COMPRESSED_SIGNED_RG_RGTC2:
type = Texture::T_byte;
format = Texture::F_rg;
compression = Texture::CM_rgtc;
break;
#endif
default:
GLCAT.warning()
<< "Unhandled internal format for " << tex->get_name()
<< " : " << hex << "0x" << internal_format << dec << "\n";
return false;
}
// We don't want to call setup_texture() again; that resets too much.
// Instead, we'll just set the individual components.
tex->set_x_size(width);
tex->set_y_size(height);
tex->set_z_size(depth);
tex->set_component_type(type);
tex->set_format(format);
#ifdef OPENGLES
if (true) {
#else
if (target != GL_TEXTURE_BUFFER) {
#endif
tex->set_wrap_u(get_panda_wrap_mode(wrap_u));
tex->set_wrap_v(get_panda_wrap_mode(wrap_v));
tex->set_wrap_w(get_panda_wrap_mode(wrap_w));
tex->set_border_color(LColor(border_color[0], border_color[1],
border_color[2], border_color[3]));
tex->set_minfilter(get_panda_filter_type(minfilter));
//tex->set_magfilter(get_panda_filter_type(magfilter));
}
PTA_uchar image;
size_t page_size = 0;
if (!extract_texture_image(image, page_size, tex, target, page_target,
type, compression, 0)) {
return false;
}
tex->set_ram_image(image, compression, page_size);
if (gtc->_uses_mipmaps) {
// Also get the mipmap levels.
GLint num_expected_levels = tex->get_expected_num_mipmap_levels();
GLint highest_level = num_expected_levels;
if (_supports_texture_max_level) {
glGetTexParameteriv(target, GL_TEXTURE_MAX_LEVEL, &highest_level);
highest_level = min(highest_level, num_expected_levels);
}
for (int n = 1; n <= highest_level; ++n) {
if (!extract_texture_image(image, page_size, tex, target, page_target,
type, compression, n)) {
return false;
}
tex->set_ram_mipmap_image(n, image, page_size);
}
}
return true;
}
/**
* Called from extract_texture_data(), this gets just the image array for a
* particular mipmap level (or for the base image).
*/
bool CLP(GraphicsStateGuardian)::
extract_texture_image(PTA_uchar &image, size_t &page_size,
Texture *tex, GLenum target, GLenum page_target,
Texture::ComponentType type,
Texture::CompressionMode compression, int n) {
#ifdef OPENGLES // Extracting texture data unsupported in OpenGL ES.
nassertr(false, false);
return false;
#else
// Make sure the GL driver does not align textures, otherwise we get corrupt
// memory, since we don't take alignment into account.
glPixelStorei(GL_PACK_ALIGNMENT, 1);
if (target == GL_TEXTURE_CUBE_MAP) {
// A cube map, compressed or uncompressed. This we must extract one page
// at a time.
// If the cube map is compressed, we assume that all the compressed pages
// are exactly the same size. OpenGL doesn't make this assumption, but it
// happens to be true for all currently extant compression schemes, and it
// makes things simpler for us. (It also makes things much simpler for
// the graphics hardware, so it's likely to continue to be true for a
// while at least.)
GLenum external_format = get_external_image_format(tex);
GLenum pixel_type = get_component_type(type);
page_size = tex->get_expected_ram_mipmap_page_size(n);
if (compression != Texture::CM_off) {
GLint image_size;
glGetTexLevelParameteriv(page_target, n,
GL_TEXTURE_COMPRESSED_IMAGE_SIZE, &image_size);
nassertr(image_size <= (int)page_size, false);
page_size = image_size;
}
image = PTA_uchar::empty_array(page_size * 6);
for (int z = 0; z < 6; ++z) {
page_target = GL_TEXTURE_CUBE_MAP_POSITIVE_X + z;
if (compression == Texture::CM_off) {
glGetTexImage(page_target, n, external_format, pixel_type,
image.p() + z * page_size);
} else {
_glGetCompressedTexImage(page_target, 0, image.p() + z * page_size);
}
}
#ifndef OPENGLES
} else if (target == GL_TEXTURE_BUFFER) {
// In the case of a buffer texture, we need to get it from the buffer.
image = PTA_uchar::empty_array(tex->get_expected_ram_mipmap_image_size(n));
_glGetBufferSubData(target, 0, image.size(), image.p());
#endif
} else if (compression == Texture::CM_off) {
// An uncompressed 1-d, 2-d, or 3-d texture.
image = PTA_uchar::empty_array(tex->get_expected_ram_mipmap_image_size(n));
GLenum external_format = get_external_image_format(tex);
GLenum pixel_type = get_component_type(type);
glGetTexImage(target, n, external_format, pixel_type, image.p());
} else {
// A compressed 1-d, 2-d, or 3-d texture.
GLint image_size;
glGetTexLevelParameteriv(target, n, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, &image_size);
page_size = image_size / tex->get_z_size();
image = PTA_uchar::empty_array(image_size);
// Some drivers (ATI!) seem to try to overstuff more bytes in the array
// than they asked us to allocate (that is, more bytes than
// GL_TEXTURE_COMPRESSED_IMAGE_SIZE), requiring us to overallocate and
// then copy the result into our final buffer. Sheesh.
// We'll only do this for small textures (the ATI bug doesn't *seem* to
// affect large textures), to save on the overhead of the double-copy, and
// reduce risk from an overly-large alloca().
#ifndef NDEBUG
static const int max_trouble_buffer = 102400;
#else
static const int max_trouble_buffer = 1024;
#endif
if (image_size < max_trouble_buffer) {
static const int extra_space = 32;
unsigned char *buffer = (unsigned char *)alloca(image_size + extra_space);
#ifndef NDEBUG
// Tag the buffer with a specific byte so we can report on whether that
// driver bug is still active.
static unsigned char keep_token = 0x00;
unsigned char token = ++keep_token;
memset(buffer + image_size, token, extra_space);
#endif
_glGetCompressedTexImage(target, n, buffer);
memcpy(image.p(), buffer, image_size);
#ifndef NDEBUG
int count = extra_space;
while (count > 0 && buffer[image_size + count - 1] == token) {
--count;
}
if (count != 0) {
GLCAT.warning()
<< "GL graphics driver overfilled " << count
<< " bytes into a " << image_size
<< "-byte buffer provided to glGetCompressedTexImage()\n";
}
// This had better not equal the amount of buffer space we set aside.
// If it does, we assume the driver might have overfilled even our
// provided extra buffer.
nassertr(count != extra_space, true)
#endif // NDEBUG
} else {
_glGetCompressedTexImage(target, n, image.p());
}
}
// Now see if we were successful.
GLenum error_code = gl_get_error();
if (error_code != GL_NO_ERROR) {
GLCAT.error()
<< "Unable to extract texture for " << *tex
<< ", mipmap level " << n
<< " : " << get_error_string(error_code) << "\n";
nassertr(false, false);
return false;
}
return true;
#endif // OPENGLES
}
/**
* Internally sets the point size parameters after any of the properties have
* changed that might affect this.
*/
#ifdef SUPPORT_FIXED_FUNCTION
void CLP(GraphicsStateGuardian)::
do_point_size() {
if (!_point_perspective) {
// Normal, constant-sized points. Here _point_size is a width in pixels.
static LVecBase3f constant(1.0f, 0.0f, 0.0f);
_glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, constant.get_data());
} else {
// Perspective-sized points. Here _point_size is a width in 3-d units.
// To arrange that, we need to figure out the appropriate scaling factor
// based on the current viewport and projection matrix.
LVector3 height(0.0f, _point_size, 1.0f);
height = height * _projection_mat->get_mat();
height = height * _internal_transform->get_scale()[1];
PN_stdfloat s = height[1] * _viewport_height / _point_size;
if (_current_lens->is_orthographic()) {
// If we have an orthographic lens in effect, we don't actually apply a
// perspective transform: we just scale the points once, regardless of
// the distance from the camera.
LVecBase3f constant(1.0f / (s * s), 0.0f, 0.0f);
_glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, constant.get_data());
} else {
// Otherwise, we give it a true perspective adjustment.
LVecBase3f square(0.0f, 0.0f, 1.0f / (s * s));
_glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, square.get_data());
}
}
report_my_gl_errors();
}
#endif
/**
* Returns true if this particular GSG supports the specified Cg Shader
* Profile.
*/
bool CLP(GraphicsStateGuardian)::
get_supports_cg_profile(const string &name) const {
#if !defined(HAVE_CG) || defined(OPENGLES)
return false;
#else
CGprofile profile = cgGetProfile(name.c_str());
if (profile == CG_PROFILE_UNKNOWN) {
GLCAT.error() << name << ", unknown Cg-profile\n";
return false;
}
return (cgGLIsProfileSupported(profile) != 0);
#endif
}
/**
* Binds a framebuffer object.
*/
void CLP(GraphicsStateGuardian)::
bind_fbo(GLuint fbo) {
if (_current_fbo == fbo) {
return;
}
PStatGPUTimer timer(this, _fbo_bind_pcollector);
nassertv(_glBindFramebuffer != 0);
#if defined(OPENGLES_2)
_glBindFramebuffer(GL_FRAMEBUFFER, fbo);
#elif defined(OPENGLES_1)
_glBindFramebuffer(GL_FRAMEBUFFER_OES, fbo);
#else
_glBindFramebuffer(GL_FRAMEBUFFER_EXT, fbo);
#endif
_current_fbo = fbo;
}
// GL stencil code section
static int gl_stencil_operations_array[] = {
GL_KEEP,
GL_ZERO,
GL_REPLACE,
#ifdef OPENGLES_1
GL_INCR_WRAP_OES,
GL_DECR_WRAP_OES,
#else
GL_INCR_WRAP,
GL_DECR_WRAP,
#endif
GL_INVERT,
GL_INCR,
GL_DECR,
};
/**
* Set stencil render states.
*/
void CLP(GraphicsStateGuardian)::
do_issue_stencil() {
if (!_supports_stencil) {
return;
}
const StencilAttrib *stencil;
if (_target_rs->get_attrib(stencil)) {
// DEBUG
if (false) {
GLCAT.debug() << "STENCIL STATE CHANGE\n";
GLCAT.debug() << "\n"
<< "SRS_front_comparison_function " << (int)stencil->get_render_state(StencilAttrib::SRS_front_comparison_function) << "\n"
<< "SRS_front_stencil_fail_operation " << (int)stencil->get_render_state(StencilAttrib::SRS_front_stencil_fail_operation) << "\n"
<< "SRS_front_stencil_pass_z_fail_operation " << (int)stencil->get_render_state(StencilAttrib::SRS_front_stencil_pass_z_fail_operation) << "\n"
<< "SRS_front_stencil_pass_z_pass_operation " << (int)stencil->get_render_state(StencilAttrib::SRS_front_stencil_pass_z_pass_operation) << "\n"
<< "SRS_reference " << (int)stencil->get_render_state(StencilAttrib::SRS_reference) << "\n"
<< "SRS_read_mask " << (int)stencil->get_render_state(StencilAttrib::SRS_read_mask) << "\n"
<< "SRS_write_mask " << (int)stencil->get_render_state(StencilAttrib::SRS_write_mask) << "\n"
<< "SRS_back_comparison_function " << (int)stencil->get_render_state(StencilAttrib::SRS_back_comparison_function) << "\n"
<< "SRS_back_stencil_fail_operation " << (int)stencil->get_render_state(StencilAttrib::SRS_back_stencil_fail_operation) << "\n"
<< "SRS_back_stencil_pass_z_fail_operation " << (int)stencil->get_render_state(StencilAttrib::SRS_back_stencil_pass_z_fail_operation) << "\n"
<< "SRS_back_stencil_pass_z_pass_operation " << (int)stencil->get_render_state(StencilAttrib::SRS_back_stencil_pass_z_pass_operation) << "\n";
}
#ifndef OPENGLES
if (_supports_two_sided_stencil) {
// TODO: add support for OpenGL 2.0-style glStencilFuncSeparate.
unsigned int back_compare;
back_compare = stencil->get_render_state(StencilAttrib::SRS_back_comparison_function);
if (back_compare != RenderAttrib::M_none) {
glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
_glActiveStencilFaceEXT(GL_BACK);
glStencilFunc(
PANDA_TO_GL_COMPAREFUNC(back_compare),
stencil->get_render_state(StencilAttrib::SRS_reference),
stencil->get_render_state(StencilAttrib::SRS_read_mask));
glStencilOp(
gl_stencil_operations_array[stencil->get_render_state(StencilAttrib::SRS_back_stencil_fail_operation)],
gl_stencil_operations_array[stencil->get_render_state(StencilAttrib::SRS_back_stencil_pass_z_fail_operation)],
gl_stencil_operations_array[stencil->get_render_state(StencilAttrib::SRS_back_stencil_pass_z_pass_operation)]
);
glStencilMask(stencil->get_render_state(StencilAttrib::SRS_write_mask));
} else {
glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
}
_glActiveStencilFaceEXT(GL_FRONT);
}
#endif // OPENGLES
unsigned int front_compare;
front_compare = stencil->get_render_state(StencilAttrib::SRS_front_comparison_function);
if (front_compare != RenderAttrib::M_none) {
glEnable(GL_STENCIL_TEST);
glStencilFunc(
PANDA_TO_GL_COMPAREFUNC(front_compare),
stencil->get_render_state(StencilAttrib::SRS_reference),
stencil->get_render_state(StencilAttrib::SRS_read_mask));
glStencilOp(
gl_stencil_operations_array[stencil->get_render_state(StencilAttrib::SRS_front_stencil_fail_operation)],
gl_stencil_operations_array[stencil->get_render_state(StencilAttrib::SRS_front_stencil_pass_z_fail_operation)],
gl_stencil_operations_array[stencil->get_render_state(StencilAttrib::SRS_front_stencil_pass_z_pass_operation)]
);
glStencilMask(stencil->get_render_state(StencilAttrib::SRS_write_mask));
} else {
glDisable(GL_STENCIL_TEST);
}
if (stencil->get_render_state(StencilAttrib::SRS_clear)) {
// clear stencil buffer
glClearStencil(stencil->get_render_state(StencilAttrib::SRS_clear_value));
glClear(GL_STENCIL_BUFFER_BIT);
}
} else {
glDisable(GL_STENCIL_TEST);
#ifndef OPENGLES
if (_supports_two_sided_stencil) {
glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
}
#endif // OPENGLES
}
}
/**
*
*/
void CLP(GraphicsStateGuardian)::
do_issue_scissor() {
const ScissorAttrib *target_scissor;
_target_rs->get_attrib_def(target_scissor);
if (!target_scissor->is_off()) {
// A non-off ScissorAttrib means to override the scissor setting that was
// specified by the DisplayRegion.
if (!_scissor_enabled) {
if (GLCAT.is_spam()) {
GLCAT.spam()
<< "glEnable(GL_SCISSOR_TEST)\n";
}
glEnable(GL_SCISSOR_TEST);
_scissor_enabled = true;
}
const LVecBase4 &frame = target_scissor->get_frame();
int x = (int)(_viewport_x + _viewport_width * frame[0] + 0.5f);
int y = (int)(_viewport_y + _viewport_height * frame[2] + 0.5f);
int width = (int)(_viewport_width * (frame[1] - frame[0]) + 0.5f);
int height = (int)(_viewport_height * (frame[3] - frame[2]) + 0.5f);
if (GLCAT.is_spam()) {
GLCAT.spam()
<< "glScissor(" << x << ", " << y << ", " << width << ", " << height << ")\n";
}
glScissor(x, y, width, height);
_scissor_attrib_active = true;
} else if (_scissor_attrib_active) {
_scissor_attrib_active = false;
if (_scissor_array.size() > 0) {
// Scissoring is enabled on the display region. Revert to the scissor
// state specified in the DisplayRegion.
#ifndef OPENGLES
if (_supports_viewport_arrays) {
_glScissorArrayv(0, _scissor_array.size(), _scissor_array[0].get_data());
} else
#endif // OPENGLES
{
const LVecBase4i sr = _scissor_array[0];
glScissor(sr[0], sr[1], sr[2], sr[3]);
}
} else if (_scissor_enabled) {
// The display region had no scissor enabled. Disable scissoring.
if (GLCAT.is_spam()) {
GLCAT.spam()
<< "glDisable(GL_SCISSOR_TEST)\n";
}
glDisable(GL_SCISSOR_TEST);
_scissor_enabled = false;
}
}
}