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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "gfx/gl/gfxGLDevice.h"
- #include "gfx/gfxCubemap.h"
- #include "gfx/screenshot.h"
- #include "gfx/gfxDrawUtil.h"
- #include "gfx/gl/gfxGLEnumTranslate.h"
- #include "gfx/gl/gfxGLVertexBuffer.h"
- #include "gfx/gl/gfxGLPrimitiveBuffer.h"
- #include "gfx/gl/gfxGLTextureTarget.h"
- #include "gfx/gl/gfxGLTextureManager.h"
- #include "gfx/gl/gfxGLTextureObject.h"
- #include "gfx/gl/gfxGLCubemap.h"
- #include "gfx/gl/gfxGLCardProfiler.h"
- #include "gfx/gl/gfxGLWindowTarget.h"
- #include "gfx/gl/ggl/ggl.h"
- #include "platform/platformDlibrary.h"
- #include "gfx/gl/gfxGLShader.h"
- #include "gfx/primBuilder.h"
- #include "console/console.h"
- #include "gfx/gl/gfxGLOcclusionQuery.h"
- GFXAdapter::CreateDeviceInstanceDelegate GFXGLDevice::mCreateDeviceInstance(GFXGLDevice::createInstance);
- GFXDevice *GFXGLDevice::createInstance( U32 adapterIndex )
- {
- return new GFXGLDevice(adapterIndex);
- }
- namespace GL
- {
- extern void gglPerformBinds();
- extern void gglPerformExtensionBinds(void *context);
- }
- void loadGLCore()
- {
- static bool coreLoaded = false; // Guess what this is for.
- if(coreLoaded)
- return;
- coreLoaded = true;
-
- // Make sure we've got our GL bindings.
- GL::gglPerformBinds();
- }
- void loadGLExtensions(void *context)
- {
- static bool extensionsLoaded = false;
- if(extensionsLoaded)
- return;
- extensionsLoaded = true;
-
- GL::gglPerformExtensionBinds(context);
- }
- void GFXGLDevice::initGLState()
- {
- // We don't currently need to sync device state with a known good place because we are
- // going to set everything in GFXGLStateBlock, but if we change our GFXGLStateBlock strategy, this may
- // need to happen.
-
- // Deal with the card profiler here when we know we have a valid context.
- mCardProfiler = new GFXGLCardProfiler();
- mCardProfiler->init();
- glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, (GLint*)&mMaxShaderTextures);
- glGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&mMaxFFTextures);
-
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
- // Apple's drivers lie and claim that everything supports fragment shaders. Conveniently they don't lie about the number
- // of supported image units. Checking for 16 or more image units ensures that we don't try and use pixel shaders on
- // cards which don't support them.
- if(mCardProfiler->queryProfile("GL::suppFragmentShader") && mMaxShaderTextures >= 16)
- mPixelShaderVersion = 2.0f;
- else
- mPixelShaderVersion = 0.0f;
-
- // MACHAX - Setting mPixelShaderVersion to 3.0 will allow Advanced Lighting
- // to run. At the time of writing (6/18) it doesn't quite work yet.
- if(Con::getBoolVariable("$pref::machax::enableAdvancedLighting", false))
- mPixelShaderVersion = 3.0f;
-
- mSupportsAnisotropic = mCardProfiler->queryProfile( "GL::suppAnisotropic" );
- }
- GFXGLDevice::GFXGLDevice(U32 adapterIndex) :
- mAdapterIndex(adapterIndex),
- mCurrentVB(NULL),
- mCurrentPB(NULL),
- m_mCurrentWorld(true),
- m_mCurrentView(true),
- mContext(NULL),
- mPixelFormat(NULL),
- mPixelShaderVersion(0.0f),
- mMaxShaderTextures(2),
- mMaxFFTextures(2),
- mClip(0, 0, 0, 0)
- {
- loadGLCore();
- GFXGLEnumTranslate::init();
- GFXVertexColor::setSwizzle( &Swizzles::rgba );
- mDeviceSwizzle32 = &Swizzles::bgra;
- mDeviceSwizzle24 = &Swizzles::bgr;
- mTextureManager = new GFXGLTextureManager();
- gScreenShot = new ScreenShot();
- for(U32 i = 0; i < TEXTURE_STAGE_COUNT; i++)
- mActiveTextureType[i] = GL_ZERO;
- }
- GFXGLDevice::~GFXGLDevice()
- {
- mCurrentStateBlock = NULL;
- mCurrentPB = NULL;
- mCurrentVB = NULL;
- for(U32 i = 0; i < mVolatileVBs.size(); i++)
- mVolatileVBs[i] = NULL;
- for(U32 i = 0; i < mVolatilePBs.size(); i++)
- mVolatilePBs[i] = NULL;
- GFXResource* walk = mResourceListHead;
- while(walk)
- {
- walk->zombify();
- walk = walk->getNextResource();
- }
-
- if( mCardProfiler )
- SAFE_DELETE( mCardProfiler );
- SAFE_DELETE( gScreenShot );
- }
- void GFXGLDevice::zombify()
- {
- mTextureManager->zombify();
- if(mCurrentVB)
- mCurrentVB->finish();
- if(mCurrentPB)
- mCurrentPB->finish();
- //mVolatileVBs.clear();
- //mVolatilePBs.clear();
- GFXResource* walk = mResourceListHead;
- while(walk)
- {
- walk->zombify();
- walk = walk->getNextResource();
- }
- }
- void GFXGLDevice::resurrect()
- {
- GFXResource* walk = mResourceListHead;
- while(walk)
- {
- walk->resurrect();
- walk = walk->getNextResource();
- }
- if(mCurrentVB)
- mCurrentVB->prepare();
- if(mCurrentPB)
- mCurrentPB->prepare();
- mTextureManager->resurrect();
- }
- GFXVertexBuffer* GFXGLDevice::findVolatileVBO(U32 numVerts, const GFXVertexFormat *vertexFormat, U32 vertSize)
- {
- for(U32 i = 0; i < mVolatileVBs.size(); i++)
- if ( mVolatileVBs[i]->mNumVerts >= numVerts &&
- mVolatileVBs[i]->mVertexFormat.isEqual( *vertexFormat ) &&
- mVolatileVBs[i]->mVertexSize == vertSize &&
- mVolatileVBs[i]->getRefCount() == 1 )
- return mVolatileVBs[i];
- // No existing VB, so create one
- StrongRefPtr<GFXGLVertexBuffer> buf(new GFXGLVertexBuffer(GFX, numVerts, vertexFormat, vertSize, GFXBufferTypeVolatile));
- buf->registerResourceWithDevice(this);
- mVolatileVBs.push_back(buf);
- return buf.getPointer();
- }
- GFXPrimitiveBuffer* GFXGLDevice::findVolatilePBO(U32 numIndices, U32 numPrimitives)
- {
- for(U32 i = 0; i < mVolatilePBs.size(); i++)
- if((mVolatilePBs[i]->mIndexCount >= numIndices) && (mVolatilePBs[i]->getRefCount() == 1))
- return mVolatilePBs[i];
-
- // No existing PB, so create one
- StrongRefPtr<GFXGLPrimitiveBuffer> buf(new GFXGLPrimitiveBuffer(GFX, numIndices, numPrimitives, GFXBufferTypeVolatile));
- buf->registerResourceWithDevice(this);
- mVolatilePBs.push_back(buf);
- return buf.getPointer();
- }
- GFXVertexBuffer *GFXGLDevice::allocVertexBuffer( U32 numVerts,
- const GFXVertexFormat *vertexFormat,
- U32 vertSize,
- GFXBufferType bufferType )
- {
- if(bufferType == GFXBufferTypeVolatile)
- return findVolatileVBO(numVerts, vertexFormat, vertSize);
-
- GFXGLVertexBuffer* buf = new GFXGLVertexBuffer( GFX, numVerts, vertexFormat, vertSize, bufferType );
- buf->registerResourceWithDevice(this);
- return buf;
- }
- GFXPrimitiveBuffer *GFXGLDevice::allocPrimitiveBuffer( U32 numIndices, U32 numPrimitives, GFXBufferType bufferType )
- {
- if(bufferType == GFXBufferTypeVolatile)
- return findVolatilePBO(numIndices, numPrimitives);
-
- GFXGLPrimitiveBuffer* buf = new GFXGLPrimitiveBuffer(GFX, numIndices, numPrimitives, bufferType);
- buf->registerResourceWithDevice(this);
- return buf;
- }
- void GFXGLDevice::setVertexStream( U32 stream, GFXVertexBuffer *buffer )
- {
- AssertFatal( stream == 0, "GFXGLDevice::setVertexStream - We don't support multiple vertex streams!" );
- // Reset the state the old VB required, then set the state the new VB requires.
- if ( mCurrentVB )
- mCurrentVB->finish();
- mCurrentVB = static_cast<GFXGLVertexBuffer*>( buffer );
- if ( mCurrentVB )
- mCurrentVB->prepare();
- }
- void GFXGLDevice::setVertexStreamFrequency( U32 stream, U32 frequency )
- {
- // We don't support vertex stream frequency or mesh instancing in OGL yet.
- }
- GFXCubemap* GFXGLDevice::createCubemap()
- {
- GFXGLCubemap* cube = new GFXGLCubemap();
- cube->registerResourceWithDevice(this);
- return cube;
- };
- void GFXGLDevice::endSceneInternal()
- {
- // nothing to do for opengl
- mCanCurrentlyRender = false;
- }
- void GFXGLDevice::clear(U32 flags, ColorI color, F32 z, U32 stencil)
- {
- // Make sure we have flushed our render target state.
- _updateRenderTargets();
-
- bool zwrite = true;
- if (mCurrentGLStateBlock)
- {
- zwrite = mCurrentGLStateBlock->getDesc().zWriteEnable;
- }
-
- glDepthMask(true);
- ColorF c = color;
- glClearColor(c.red, c.green, c.blue, c.alpha);
- glClearDepth(z);
- glClearStencil(stencil);
- GLbitfield clearflags = 0;
- clearflags |= (flags & GFXClearTarget) ? GL_COLOR_BUFFER_BIT : 0;
- clearflags |= (flags & GFXClearZBuffer) ? GL_DEPTH_BUFFER_BIT : 0;
- clearflags |= (flags & GFXClearStencil) ? GL_STENCIL_BUFFER_BIT : 0;
- glClear(clearflags);
-
- if(!zwrite)
- glDepthMask(false);
- }
- // Given a primitive type and a number of primitives, return the number of indexes/vertexes used.
- GLsizei GFXGLDevice::primCountToIndexCount(GFXPrimitiveType primType, U32 primitiveCount)
- {
- switch (primType)
- {
- case GFXPointList :
- return primitiveCount;
- break;
- case GFXLineList :
- return primitiveCount * 2;
- break;
- case GFXLineStrip :
- return primitiveCount + 1;
- break;
- case GFXTriangleList :
- return primitiveCount * 3;
- break;
- case GFXTriangleStrip :
- return 2 + primitiveCount;
- break;
- case GFXTriangleFan :
- return 2 + primitiveCount;
- break;
- default:
- AssertFatal(false, "GFXGLDevice::primCountToIndexCount - unrecognized prim type");
- break;
- }
-
- return 0;
- }
- inline void GFXGLDevice::preDrawPrimitive()
- {
- if( mStateDirty )
- {
- updateStates();
- }
-
- if(mCurrentShaderConstBuffer)
- setShaderConstBufferInternal(mCurrentShaderConstBuffer);
- }
- inline void GFXGLDevice::postDrawPrimitive(U32 primitiveCount)
- {
- mDeviceStatistics.mDrawCalls++;
- mDeviceStatistics.mPolyCount += primitiveCount;
- }
- void GFXGLDevice::drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount )
- {
- preDrawPrimitive();
-
- // There are some odd performance issues if a buffer is bound to GL_ELEMENT_ARRAY_BUFFER when glDrawArrays is called. Unbinding the buffer
- // improves performance by 10%.
- if(mCurrentPB)
- mCurrentPB->finish();
- glDrawArrays(GFXGLPrimType[primType], vertexStart, primCountToIndexCount(primType, primitiveCount));
-
- if(mCurrentPB)
- mCurrentPB->prepare();
- postDrawPrimitive(primitiveCount);
- }
- void GFXGLDevice::drawIndexedPrimitive( GFXPrimitiveType primType,
- U32 startVertex,
- U32 minIndex,
- U32 numVerts,
- U32 startIndex,
- U32 primitiveCount )
- {
- AssertFatal( startVertex == 0, "GFXGLDevice::drawIndexedPrimitive() - Non-zero startVertex unsupported!" );
- preDrawPrimitive();
- U16* buf = (U16*)static_cast<GFXGLPrimitiveBuffer*>(mCurrentPrimitiveBuffer.getPointer())->getBuffer() + startIndex;
- glDrawElements(GFXGLPrimType[primType], primCountToIndexCount(primType, primitiveCount), GL_UNSIGNED_SHORT, buf);
- postDrawPrimitive(primitiveCount);
- }
- void GFXGLDevice::setPB(GFXGLPrimitiveBuffer* pb)
- {
- if(mCurrentPB)
- mCurrentPB->finish();
- mCurrentPB = pb;
- }
- void GFXGLDevice::setLightInternal(U32 lightStage, const GFXLightInfo light, bool lightEnable)
- {
- if(!lightEnable)
- {
- glDisable(GL_LIGHT0 + lightStage);
- return;
- }
- if(light.mType == GFXLightInfo::Ambient)
- {
- AssertFatal(false, "Instead of setting an ambient light you should set the global ambient color.");
- return;
- }
- GLenum lightEnum = GL_LIGHT0 + lightStage;
- glLightfv(lightEnum, GL_AMBIENT, (GLfloat*)&light.mAmbient);
- glLightfv(lightEnum, GL_DIFFUSE, (GLfloat*)&light.mColor);
- glLightfv(lightEnum, GL_SPECULAR, (GLfloat*)&light.mColor);
- F32 pos[4];
- if(light.mType != GFXLightInfo::Vector)
- {
- dMemcpy(pos, &light.mPos, sizeof(light.mPos));
- pos[3] = 1.0;
- }
- else
- {
- dMemcpy(pos, &light.mDirection, sizeof(light.mDirection));
- pos[3] = 0.0;
- }
- // Harcoded attenuation
- glLightf(lightEnum, GL_CONSTANT_ATTENUATION, 1.0f);
- glLightf(lightEnum, GL_LINEAR_ATTENUATION, 0.1f);
- glLightf(lightEnum, GL_QUADRATIC_ATTENUATION, 0.0f);
- glLightfv(lightEnum, GL_POSITION, (GLfloat*)&pos);
- glEnable(lightEnum);
- }
- void GFXGLDevice::setLightMaterialInternal(const GFXLightMaterial mat)
- {
- // CodeReview - Setting these for front and back is unnecessary. We should consider
- // checking what faces we're culling and setting this only for the unculled faces.
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (GLfloat*)&mat.ambient);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (GLfloat*)&mat.diffuse);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (GLfloat*)&mat.specular);
- glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (GLfloat*)&mat.emissive);
- glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, mat.shininess);
- }
- void GFXGLDevice::setGlobalAmbientInternal(ColorF color)
- {
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (GLfloat*)&color);
- }
- void GFXGLDevice::setTextureInternal(U32 textureUnit, const GFXTextureObject*texture)
- {
- const GFXGLTextureObject *tex = static_cast<const GFXGLTextureObject*>(texture);
- glActiveTexture(GL_TEXTURE0 + textureUnit);
- if (tex)
- {
- // GFXGLTextureObject::bind also handles applying the current sampler state.
- if(mActiveTextureType[textureUnit] != tex->getBinding() && mActiveTextureType[textureUnit] != GL_ZERO)
- {
- glBindTexture(mActiveTextureType[textureUnit], 0);
- glDisable(mActiveTextureType[textureUnit]);
- }
- mActiveTextureType[textureUnit] = tex->getBinding();
- tex->bind(textureUnit);
- }
- else if(mActiveTextureType[textureUnit] != GL_ZERO)
- {
- glBindTexture(mActiveTextureType[textureUnit], 0);
- glDisable(mActiveTextureType[textureUnit]);
- mActiveTextureType[textureUnit] = GL_ZERO;
- }
-
- glActiveTexture(GL_TEXTURE0);
- }
- void GFXGLDevice::setCubemapInternal(U32 textureUnit, const GFXGLCubemap* texture)
- {
- glActiveTexture(GL_TEXTURE0 + textureUnit);
- if(texture)
- {
- if(mActiveTextureType[textureUnit] != GL_TEXTURE_CUBE_MAP && mActiveTextureType[textureUnit] != GL_ZERO)
- {
- glBindTexture(mActiveTextureType[textureUnit], 0);
- glDisable(mActiveTextureType[textureUnit]);
- }
- mActiveTextureType[textureUnit] = GL_TEXTURE_CUBE_MAP;
- texture->bind(textureUnit);
- }
- else if(mActiveTextureType[textureUnit] != GL_ZERO)
- {
- glBindTexture(mActiveTextureType[textureUnit], 0);
- glDisable(mActiveTextureType[textureUnit]);
- mActiveTextureType[textureUnit] = GL_ZERO;
- }
- glActiveTexture(GL_TEXTURE0);
- }
- void GFXGLDevice::setMatrix( GFXMatrixType mtype, const MatrixF &mat )
- {
- MatrixF modelview;
- switch (mtype)
- {
- case GFXMatrixWorld :
- {
- glMatrixMode(GL_MODELVIEW);
- m_mCurrentWorld = mat;
- modelview = m_mCurrentWorld;
- modelview *= m_mCurrentView;
- modelview.transpose();
- glLoadMatrixf((F32*) modelview);
- }
- break;
- case GFXMatrixView :
- {
- glMatrixMode(GL_MODELVIEW);
- m_mCurrentView = mat;
- modelview = m_mCurrentView;
- modelview *= m_mCurrentWorld;
- modelview.transpose();
- glLoadMatrixf((F32*) modelview);
- }
- break;
- case GFXMatrixProjection :
- {
- glMatrixMode(GL_PROJECTION);
- MatrixF t(mat);
- t.transpose();
- glLoadMatrixf((F32*) t);
- glMatrixMode(GL_MODELVIEW);
- }
- break;
- // CodeReview - Add support for texture transform matrix types
- default:
- AssertFatal(false, "GFXGLDevice::setMatrix - Unknown matrix mode!");
- return;
- }
- }
- void GFXGLDevice::setClipRect( const RectI &inRect )
- {
- AssertFatal(mCurrentRT.isValid(), "GFXGLDevice::setClipRect - must have a render target set to do any rendering operations!");
- // Clip the rect against the renderable size.
- Point2I size = mCurrentRT->getSize();
- RectI maxRect(Point2I(0,0), size);
- mClip = inRect;
- mClip.intersect(maxRect);
- // Create projection matrix. See http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/ortho.html
- const F32 left = mClip.point.x;
- const F32 right = mClip.point.x + mClip.extent.x;
- const F32 bottom = mClip.extent.y;
- const F32 top = 0.0f;
- const F32 near = 0.0f;
- const F32 far = 1.0f;
-
- const F32 tx = -(right + left)/(right - left);
- const F32 ty = -(top + bottom)/(top - bottom);
- const F32 tz = -(far + near)/(far - near);
-
- static Point4F pt;
- pt.set(2.0f / (right - left), 0.0f, 0.0f, 0.0f);
- mProjectionMatrix.setColumn(0, pt);
-
- pt.set(0.0f, 2.0f/(top - bottom), 0.0f, 0.0f);
- mProjectionMatrix.setColumn(1, pt);
-
- pt.set(0.0f, 0.0f, -2.0f/(far - near), 0.0f);
- mProjectionMatrix.setColumn(2, pt);
-
- pt.set(tx, ty, tz, 1.0f);
- mProjectionMatrix.setColumn(3, pt);
-
- // Translate projection matrix.
- static MatrixF translate(true);
- pt.set(0.0f, -mClip.point.y, 0.0f, 1.0f);
- translate.setColumn(3, pt);
-
- mProjectionMatrix *= translate;
-
- setMatrix(GFXMatrixProjection, mProjectionMatrix);
-
- MatrixF mTempMatrix(true);
- setViewMatrix( mTempMatrix );
- setWorldMatrix( mTempMatrix );
- // Set the viewport to the clip rect (with y flip)
- RectI viewport(mClip.point.x, size.y - (mClip.point.y + mClip.extent.y), mClip.extent.x, mClip.extent.y);
- setViewport(viewport);
- }
- /// Creates a state block object based on the desc passed in. This object
- /// represents an immutable state.
- GFXStateBlockRef GFXGLDevice::createStateBlockInternal(const GFXStateBlockDesc& desc)
- {
- return GFXStateBlockRef(new GFXGLStateBlock(desc));
- }
- /// Activates a stateblock
- void GFXGLDevice::setStateBlockInternal(GFXStateBlock* block, bool force)
- {
- AssertFatal(dynamic_cast<GFXGLStateBlock*>(block), "GFXGLDevice::setStateBlockInternal - Incorrect stateblock type for this device!");
- GFXGLStateBlock* glBlock = static_cast<GFXGLStateBlock*>(block);
- GFXGLStateBlock* glCurrent = static_cast<GFXGLStateBlock*>(mCurrentStateBlock.getPointer());
- if (force)
- glCurrent = NULL;
-
- glBlock->activate(glCurrent); // Doesn't use current yet.
- mCurrentGLStateBlock = glBlock;
- }
- //------------------------------------------------------------------------------
- GFXTextureTarget * GFXGLDevice::allocRenderToTextureTarget()
- {
- GFXGLTextureTarget *targ = new GFXGLTextureTarget();
- targ->registerResourceWithDevice(this);
- return targ;
- }
- GFXFence * GFXGLDevice::createFence()
- {
- GFXFence* fence = _createPlatformSpecificFence();
- if(!fence)
- fence = new GFXGeneralFence( this );
-
- fence->registerResourceWithDevice(this);
- return fence;
- }
- GFXOcclusionQuery* GFXGLDevice::createOcclusionQuery()
- {
- GFXOcclusionQuery *query = new GFXGLOcclusionQuery( this );
- query->registerResourceWithDevice(this);
- return query;
- }
- void GFXGLDevice::setupGenericShaders( GenericShaderType type )
- {
- TORQUE_UNUSED(type);
- // We have FF support, use that.
- disableShaders();
- }
- GFXShader* GFXGLDevice::createShader()
- {
- GFXGLShader* shader = new GFXGLShader();
- shader->registerResourceWithDevice( this );
- return shader;
- }
- void GFXGLDevice::setShader( GFXShader *shader )
- {
- if ( shader )
- {
- GFXGLShader *glShader = static_cast<GFXGLShader*>( shader );
- glShader->useProgram();
- }
- else
- glUseProgram(0);
- }
- void GFXGLDevice::disableShaders()
- {
- setShader(NULL);
- setShaderConstBuffer( NULL );
- }
- void GFXGLDevice::setShaderConstBufferInternal(GFXShaderConstBuffer* buffer)
- {
- static_cast<GFXGLShaderConstBuffer*>(buffer)->activate();
- }
- U32 GFXGLDevice::getNumSamplers() const
- {
- return mPixelShaderVersion > 0.001f ? mMaxShaderTextures : mMaxFFTextures;
- }
- U32 GFXGLDevice::getNumRenderTargets() const
- {
- return 1;
- }
- void GFXGLDevice::_updateRenderTargets()
- {
- if ( mRTDirty || mCurrentRT->isPendingState() )
- {
- if ( mRTDeactivate )
- {
- mRTDeactivate->deactivate();
- mRTDeactivate = NULL;
- }
-
- // NOTE: The render target changes is not really accurate
- // as the GFXTextureTarget supports MRT internally. So when
- // we activate a GFXTarget it could result in multiple calls
- // to SetRenderTarget on the actual device.
- mDeviceStatistics.mRenderTargetChanges++;
- GFXGLTextureTarget *tex = dynamic_cast<GFXGLTextureTarget*>( mCurrentRT.getPointer() );
- if ( tex )
- {
- tex->applyState();
- tex->makeActive();
- }
- else
- {
- GFXGLWindowTarget *win = dynamic_cast<GFXGLWindowTarget*>( mCurrentRT.getPointer() );
- AssertFatal( win != NULL,
- "GFXGLDevice::_updateRenderTargets() - invalid target subclass passed!" );
-
- win->makeActive();
-
- if( win->mContext != static_cast<GFXGLDevice*>(GFX)->mContext )
- {
- mRTDirty = false;
- GFX->updateStates(true);
- }
- }
-
- mRTDirty = false;
- }
-
- if ( mViewportDirty )
- {
- glViewport( mViewport.point.x, mViewport.point.y, mViewport.extent.x, mViewport.extent.y );
- mViewportDirty = false;
- }
- }
- GFXFormat GFXGLDevice::selectSupportedFormat( GFXTextureProfile* profile,
- const Vector<GFXFormat>& formats,
- bool texture,
- bool mustblend,
- bool mustfilter )
- {
- for(U32 i = 0; i < formats.size(); i++)
- {
- // Single channel textures are not supported by FBOs.
- if(profile->testFlag(GFXTextureProfile::RenderTarget) && (formats[i] == GFXFormatA8 || formats[i] == GFXFormatL8 || formats[i] == GFXFormatL16))
- continue;
- if(GFXGLTextureInternalFormat[formats[i]] == GL_ZERO)
- continue;
-
- return formats[i];
- }
-
- return GFXFormatR8G8B8A8;
- }
- //
- // Register this device with GFXInit
- //
- class GFXGLRegisterDevice
- {
- public:
- GFXGLRegisterDevice()
- {
- GFXInit::getRegisterDeviceSignal().notify(&GFXGLDevice::enumerateAdapters);
- }
- };
- static GFXGLRegisterDevice pGLRegisterDevice;
- ConsoleFunction(cycleResources, void, 1, 1, "")
- {
- static_cast<GFXGLDevice*>(GFX)->zombify();
- static_cast<GFXGLDevice*>(GFX)->resurrect();
- }
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