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GLRenderDevice.cpp 27 KB

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  1. #include "GLRenderDevice.h"
  2. #include "SdlBFApp.h"
  3. #include "BFWindow.h"
  4. #include "img/ImageData.h"
  5. #include "util/PerfTimer.h"
  6. #include <SDL2/SDL_video.h>
  7. USING_NS_BF;
  8. #ifndef NOT_IMPL
  9. #define NOT_IMPL throw "Not implemented"
  10. #endif
  11. #pragma comment(lib, "SDL2.lib")
  12. #ifdef _WIN32
  13. #ifdef BF_PLATFORM_OPENGL_ES2
  14. #pragma comment(lib, "libEGL.lib")
  15. #pragma comment(lib, "libGLESv2.lib")
  16. #else
  17. #pragma comment(lib, "opengl32.lib")
  18. #endif
  19. #endif
  20. /*#if SDL_VIDEO_DRIVER_WINDOWS
  21. #define APIENTRYP __stdcall *
  22. #elif defined BF_PLATFORM_OPENGL_ES2
  23. #define APIENTRYP *
  24. #endif*/
  25. #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
  26. #define GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01
  27. #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
  28. #define GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03
  29. #if defined BF_PLATFORM_OPENGL_ES2
  30. #define APIENTRYP BF_CALLTYPE *
  31. #endif
  32. typedef void (APIENTRYP GL_DEBUGPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam);
  33. static void (APIENTRYP bf_glDebugMessageCallback)(GL_DEBUGPROC callback, const void* userParam);
  34. static void (APIENTRYP bf_glActiveTexture)(GLenum texture);
  35. static void (APIENTRYP bf_glGenVertexArrays)(GLsizei n, GLuint* buffers);
  36. static void (APIENTRYP bf_glBindVertexArray)(GLenum target);
  37. static void (APIENTRYP bf_glGenBuffers)(GLsizei n, GLuint *buffers);
  38. static void (APIENTRYP bf_glBindBuffer)(GLenum target, GLuint buffer);
  39. static void (APIENTRYP bf_glBufferData)(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage);
  40. static void (APIENTRYP bf_glDeleteBuffers)(GLsizei n, const GLuint *buffers);
  41. static GLvoid* (APIENTRYP bf_glMapBuffer)(GLenum target, GLenum access);
  42. static GLboolean (APIENTRYP bf_glUnmapBuffer)(GLenum target);
  43. static void (APIENTRYP bf_glGetBufferParameteriv)(GLenum target, GLenum pname, GLint *params);
  44. static void (APIENTRYP bf_glColorPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
  45. static void (APIENTRYP bf_glDrawArrays)(GLenum mode, GLint first, GLsizei count);
  46. static void (APIENTRYP bf_glEdgeFlagPointer)(GLsizei stride, const GLboolean *pointer);
  47. static void (APIENTRYP bf_glGetPointerv)(GLenum pname, GLvoid* *params);
  48. static void (APIENTRYP bf_glIndexPointer)(GLenum type, GLsizei stride, const GLvoid *pointer);
  49. static void (APIENTRYP bf_glNormalPointer)(GLenum type, GLsizei stride, const GLvoid *pointer);
  50. static void (APIENTRYP bf_glTexCoordPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
  51. static void (APIENTRYP bf_glVertexPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
  52. static void (APIENTRYP bf_glVertexAttribPointer)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
  53. static void (APIENTRYP bf_glDrawElements)(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices);
  54. static void (APIENTRYP bf_glAttachShader)(GLuint program, GLuint shader);
  55. static void (APIENTRYP bf_glBindAttribLocation)(GLuint program, GLuint index, const GLchar *name);
  56. static void (APIENTRYP bf_glCompileShader)(GLuint shader);
  57. static GLuint (APIENTRYP bf_glCreateProgram)(void);
  58. static GLuint (APIENTRYP bf_glCreateShader)(GLenum type);
  59. static void (APIENTRYP bf_glDeleteProgram)(GLuint program);
  60. static void (APIENTRYP bf_glDeleteShader)(GLuint shader);
  61. static void (APIENTRYP bf_glDetachShader)(GLuint program, GLuint shader);
  62. static void (APIENTRYP bf_glDisableVertexAttribArray)(GLuint index);
  63. static void (APIENTRYP bf_glEnableVertexAttribArray)(GLuint index);
  64. static void (APIENTRYP bf_glGetActiveAttrib)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
  65. static void (APIENTRYP bf_glGetActiveUniform)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
  66. static void (APIENTRYP bf_glGetAttachedShaders)(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj);
  67. static GLint (APIENTRYP bf_glGetAttribLocation)(GLuint program, const GLchar *name);
  68. static void (APIENTRYP bf_glGetProgramiv)(GLuint program, GLenum pname, GLint *params);
  69. static void (APIENTRYP bf_glGetProgramInfoLog)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
  70. static void (APIENTRYP bf_glGetShaderiv)(GLuint shader, GLenum pname, GLint *params);
  71. static void (APIENTRYP bf_glGetShaderInfoLog)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
  72. static void (APIENTRYP bf_glGetShaderSource)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
  73. static GLint (APIENTRYP bf_glGetUniformLocation)(GLuint program, const GLchar *name);
  74. static void (APIENTRYP bf_glGetUniformfv)(GLuint program, GLint location, GLfloat *params);
  75. static void (APIENTRYP bf_glGetUniformiv)(GLuint program, GLint location, GLint *params);
  76. static void (APIENTRYP bf_glGetVertexAttribfv)(GLuint index, GLenum pname, GLfloat *params);
  77. static void (APIENTRYP bf_glGetVertexAttribiv)(GLuint index, GLenum pname, GLint *params);
  78. static void (APIENTRYP bf_glGetVertexAttribPointerv)(GLuint index, GLenum pname, GLvoid* *pointer);
  79. static GLboolean (APIENTRYP bf_glIsProgram)(GLuint program);
  80. static GLboolean (APIENTRYP bf_glIsShader)(GLuint shader);
  81. static void (APIENTRYP bf_glLinkProgram)(GLuint program);
  82. static void (APIENTRYP bf_glShaderSource)(GLuint shader, GLsizei count, const GLchar* *string, const GLint *length);
  83. static void (APIENTRYP bf_glUseProgram)(GLuint program);
  84. static void (APIENTRYP bf_glUniform1f)(GLint location, GLfloat v0);
  85. static void (APIENTRYP bf_glUniform2f)(GLint location, GLfloat v0, GLfloat v1);
  86. static void (APIENTRYP bf_glUniform3f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
  87. static void (APIENTRYP bf_glUniform4f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
  88. static void (APIENTRYP bf_glUniformMatrix4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
  89. static void (APIENTRYP bf_glGetObjectParameterivARB)(GLint obj, GLenum pname, GLint *params);
  90. static void (APIENTRYP bf_glCompressedTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
  91. static void (APIENTRYP bf_glClientActiveTexture)(GLenum texture);
  92. #if !defined BF_PLATFORM_OPENGL_ES2
  93. static void (APIENTRYP bf_glGetVertexAttribdv)(GLuint index, GLenum pname, GLdouble *params);
  94. #endif
  95. ///
  96. static int GetPowerOfTwo(int input)
  97. {
  98. int value = 1;
  99. while (value < input)
  100. value <<= 1;
  101. return value;
  102. }
  103. #define GLFAILED(check) ((hr = (check)) != 0)
  104. #define GLCHECK(check) if ((check) != 0) BF_FATAL("GL call failed")
  105. static void CreateOrthographicOffCenter(float left, float right, float bottom, float top, float zNear, float zFar, float matrix[4][4])
  106. {
  107. memset(matrix, 0, sizeof(float) * 4 * 4);
  108. float invRL = 1.0f / (right - left);
  109. float invTB = 1.0f / (top - bottom);
  110. float invFN = 1.0f / (zFar - zNear);
  111. matrix[0][0] = 2.0f * invRL;
  112. matrix[1][1] = 2.0f * invTB;
  113. matrix[2][2] = -2.0f * invFN;
  114. matrix[3][3] = 1.0f;
  115. matrix[3][0] = -(right + left) * invRL;
  116. matrix[3][1] = -(top + bottom) * invTB;
  117. matrix[3][2] = -(zFar + zNear) * invFN;
  118. }
  119. GLShaderParam::GLShaderParam()
  120. {
  121. mGLVariable = 0;
  122. }
  123. GLShaderParam::~GLShaderParam()
  124. {
  125. }
  126. void GLShaderParam::SetTexture(Texture* texture)
  127. {
  128. NOT_IMPL;
  129. //GLTexture* dXTexture = (GLTexture*) texture;
  130. //GLCHECK(mGLVariable->AsShaderResource()->SetResource(dXTexture->mGLTexture));
  131. }
  132. void GLShaderParam::SetFloat4(float x, float y, float z, float w)
  133. {
  134. NOT_IMPL;
  135. //float v[4] = {x, y, z, w};
  136. //GLCHECK(mGLVariable->AsVector()->SetFloatVector(v));
  137. }
  138. ///
  139. GLShader::GLShader()
  140. {
  141. }
  142. GLShader::~GLShader()
  143. {
  144. for (auto paramKV : mParamsMap)
  145. {
  146. delete paramKV.mValue;
  147. }
  148. }
  149. ShaderParam* GLShader::GetShaderParam(const StringImpl& name)
  150. {
  151. NOT_IMPL;
  152. return NULL;
  153. }
  154. ///
  155. GLTexture::GLTexture()
  156. {
  157. mGLTexture = 0;
  158. mGLTexture2 = 0;
  159. //mGLRenderTargetView = NULL;
  160. mRenderDevice = NULL;
  161. mImageData = NULL;
  162. }
  163. GLTexture::~GLTexture()
  164. {
  165. if (mImageData != NULL)
  166. mImageData->Deref();
  167. //if (mGLTexture != NULL)
  168. //mGLTexture->Release();
  169. }
  170. void GLTexture::PhysSetAsTarget()
  171. {
  172. NOT_IMPL;
  173. }
  174. void GLTexture::Blt(ImageData* imageData, int x, int y)
  175. {
  176. if (mImageData != NULL)
  177. {
  178. for (int row = 0; row < imageData->mHeight; row++)
  179. {
  180. memcpy(mImageData->mBits + (y + row) * mImageData->mWidth + x,
  181. imageData->mBits + row * imageData->mWidth, imageData->mWidth * 4);
  182. }
  183. }
  184. else
  185. {
  186. glBindTexture(GL_TEXTURE_2D, mGLTexture);
  187. glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, imageData->mWidth, imageData->mHeight, GL_RGBA, GL_UNSIGNED_BYTE, imageData->mBits);
  188. }
  189. }
  190. ///
  191. GLDrawBatch::GLDrawBatch() : DrawBatch()
  192. {
  193. }
  194. GLDrawBatch::~GLDrawBatch()
  195. {
  196. }
  197. extern int gBFDrawBatchCount;
  198. struct GLVertex3D
  199. {
  200. float x, y, z;
  201. float u, v;
  202. uint32 color;
  203. };
  204. void GLDrawBatch::Render(RenderDevice* renderDevice, RenderWindow* renderWindow)
  205. {
  206. if (mIdxIdx == 0)
  207. return;
  208. gBFDrawBatchCount++;
  209. GLRenderDevice* glRenderDevice = (GLRenderDevice*) gBFApp->mRenderDevice;
  210. GLShader* curShader = (GLShader*)mRenderState->mShader;
  211. if (glRenderDevice->mGLVAO == 0)
  212. {
  213. bf_glGenVertexArrays(1, &glRenderDevice->mGLVAO);
  214. bf_glBindVertexArray(glRenderDevice->mGLVAO);
  215. bf_glGenBuffers(1, &glRenderDevice->mGLVertexBuffer);
  216. bf_glGenBuffers(1, &glRenderDevice->mGLIndexBuffer);
  217. }
  218. auto glVertices = (GLVertex3D*)mVertices;
  219. bf_glBindBuffer(GL_ARRAY_BUFFER, glRenderDevice->mGLVertexBuffer);
  220. bf_glBufferData(GL_ARRAY_BUFFER, mVtxIdx * sizeof(GLVertex3D), mVertices, GL_STREAM_DRAW);
  221. bf_glEnableVertexAttribArray(curShader->mAttribPosition);
  222. bf_glVertexAttribPointer(curShader->mAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(GLVertex3D), (void*)offsetof(GLVertex3D, x));
  223. bf_glEnableVertexAttribArray(curShader->mAttribTexCoord0);
  224. bf_glVertexAttribPointer(curShader->mAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(GLVertex3D), (void*)offsetof(GLVertex3D, u));
  225. bf_glEnableVertexAttribArray(curShader->mAttribColor);
  226. bf_glVertexAttribPointer(curShader->mAttribColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(GLVertex3D), (void*)offsetof(GLVertex3D, color));
  227. if (mRenderState != renderDevice->mPhysRenderState)
  228. renderDevice->PhysSetRenderState(mRenderState);
  229. bf_glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glRenderDevice->mGLIndexBuffer);
  230. bf_glBufferData(GL_ELEMENT_ARRAY_BUFFER, mIdxIdx * sizeof(int16), mIndices, GL_STREAM_DRAW);
  231. bf_glDrawElements(GL_TRIANGLES, mIdxIdx, GL_UNSIGNED_SHORT, NULL);
  232. bf_glBufferData(GL_ELEMENT_ARRAY_BUFFER, 0, NULL, GL_STREAM_DRAW);
  233. bf_glBufferData(GL_ARRAY_BUFFER, 0, NULL, GL_STREAM_DRAW);
  234. }
  235. GLDrawLayer::GLDrawLayer()
  236. {
  237. }
  238. GLDrawLayer::~GLDrawLayer()
  239. {
  240. }
  241. DrawBatch* GLDrawLayer::CreateDrawBatch()
  242. {
  243. return new GLDrawBatch();
  244. }
  245. RenderCmd* GLDrawLayer::CreateSetTextureCmd(int textureIdx, Texture* texture)
  246. {
  247. GLSetTextureCmd* setTextureCmd = AllocRenderCmd<GLSetTextureCmd>();
  248. setTextureCmd->mTextureIdx = textureIdx;
  249. setTextureCmd->mTexture = texture;
  250. return setTextureCmd;
  251. }
  252. void GLDrawLayer::SetShaderConstantData(int usageIdx, int slotIdx, void* constData, int size)
  253. {
  254. }
  255. void GLRenderDevice::PhysSetRenderWindow(RenderWindow* renderWindow)
  256. {
  257. mCurRenderTarget = renderWindow;
  258. mPhysRenderWindow = renderWindow;
  259. ((GLRenderWindow*)renderWindow)->PhysSetAsTarget();
  260. }
  261. void GLRenderDevice::PhysSetRenderTarget(Texture* renderTarget)
  262. {
  263. mCurRenderTarget = renderTarget;
  264. renderTarget->PhysSetAsTarget();
  265. }
  266. ///
  267. template <typename T>
  268. static void BFGetGLProc(T& proc, const char* name)
  269. {
  270. proc = (T)SDL_GL_GetProcAddress(name);
  271. }
  272. #define BF_GET_GLPROC(name) BFGetGLProc(bf_##name, #name)
  273. void GL_DebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam)
  274. {
  275. NOP;
  276. }
  277. GLRenderWindow::GLRenderWindow(GLRenderDevice* renderDevice, SDL_Window* sdlWindow)
  278. {
  279. if (bf_glGenBuffers == NULL)
  280. {
  281. BF_GET_GLPROC(glDebugMessageCallback);
  282. BF_GET_GLPROC(glActiveTexture);
  283. BF_GET_GLPROC(glGenVertexArrays);
  284. BF_GET_GLPROC(glBindVertexArray);
  285. BF_GET_GLPROC(glGenBuffers);
  286. BF_GET_GLPROC(glBindBuffer);
  287. BF_GET_GLPROC(glBufferData);
  288. BF_GET_GLPROC(glDeleteBuffers);
  289. BF_GET_GLPROC(glMapBuffer);
  290. BF_GET_GLPROC(glUnmapBuffer);
  291. BF_GET_GLPROC(glGetBufferParameteriv);
  292. BF_GET_GLPROC(glColorPointer);
  293. BF_GET_GLPROC(glDrawArrays);
  294. BF_GET_GLPROC(glEdgeFlagPointer);
  295. BF_GET_GLPROC(glGetPointerv);
  296. BF_GET_GLPROC(glIndexPointer);
  297. BF_GET_GLPROC(glNormalPointer);
  298. BF_GET_GLPROC(glTexCoordPointer);
  299. BF_GET_GLPROC(glVertexPointer);
  300. BF_GET_GLPROC(glDrawElements);
  301. BF_GET_GLPROC(glVertexAttribPointer);
  302. BF_GET_GLPROC(glAttachShader);
  303. BF_GET_GLPROC(glBindAttribLocation);
  304. BF_GET_GLPROC(glCompileShader);
  305. BF_GET_GLPROC(glCreateProgram);
  306. BF_GET_GLPROC(glCreateShader);
  307. BF_GET_GLPROC(glDeleteProgram);
  308. BF_GET_GLPROC(glDeleteShader);
  309. BF_GET_GLPROC(glDetachShader);
  310. BF_GET_GLPROC(glDisableVertexAttribArray);
  311. BF_GET_GLPROC(glEnableVertexAttribArray);
  312. BF_GET_GLPROC(glGetActiveAttrib);
  313. BF_GET_GLPROC(glGetActiveUniform);
  314. BF_GET_GLPROC(glGetAttachedShaders);
  315. BF_GET_GLPROC(glGetAttribLocation);
  316. BF_GET_GLPROC(glGetProgramiv);
  317. BF_GET_GLPROC(glGetProgramInfoLog);
  318. BF_GET_GLPROC(glGetShaderiv);
  319. BF_GET_GLPROC(glGetShaderInfoLog);
  320. BF_GET_GLPROC(glGetShaderSource);
  321. BF_GET_GLPROC(glGetUniformLocation);
  322. BF_GET_GLPROC(glGetUniformfv);
  323. BF_GET_GLPROC(glGetUniformiv);
  324. BF_GET_GLPROC(glGetVertexAttribfv);
  325. BF_GET_GLPROC(glGetVertexAttribiv);
  326. BF_GET_GLPROC(glGetVertexAttribPointerv);
  327. BF_GET_GLPROC(glIsProgram);
  328. BF_GET_GLPROC(glIsShader);
  329. BF_GET_GLPROC(glLinkProgram);
  330. BF_GET_GLPROC(glShaderSource);
  331. BF_GET_GLPROC(glUseProgram);
  332. BF_GET_GLPROC(glUniform1f);
  333. BF_GET_GLPROC(glUniform2f);
  334. BF_GET_GLPROC(glUniform3f);
  335. BF_GET_GLPROC(glUniform4f);
  336. BF_GET_GLPROC(glUniformMatrix4fv);
  337. BF_GET_GLPROC(glGetObjectParameterivARB);
  338. BF_GET_GLPROC(glCompressedTexImage2D);
  339. BF_GET_GLPROC(glClientActiveTexture);
  340. #if !defined BF_PLATFORM_OPENGL_ES2
  341. BF_GET_GLPROC(glGetVertexAttribdv);
  342. #endif
  343. }
  344. mSDLWindow = sdlWindow;
  345. mRenderDevice = renderDevice;
  346. Resized();
  347. //bf_glDebugMessageCallback(GL_DebugCallback, NULL);
  348. }
  349. GLRenderWindow::~GLRenderWindow()
  350. {
  351. }
  352. void GLRenderWindow::PhysSetAsTarget()
  353. {
  354. GLfloat matrix[4][4];
  355. CreateOrthographicOffCenter(0.0f, (float)mWidth, (float)mHeight, 0.0f, -100.0f, 100.0f, matrix);
  356. glViewport(0, 0, (GLsizei)mWidth, (GLsizei)mHeight);
  357. mHasBeenDrawnTo = true;
  358. }
  359. void GLRenderWindow::SetAsTarget()
  360. {
  361. //TODO: Handle this more elegantly when we actually handle draw layers properly...
  362. //if (mRenderDevice->mCurRenderTarget != NULL)
  363. //mRenderDevice->mCurDrawLayer->Flush();
  364. mHasBeenTargeted = true;
  365. mRenderDevice->mCurRenderTarget = this;
  366. }
  367. void GLRenderWindow::Resized()
  368. {
  369. mRenderDevice->mResizeCount++;
  370. mResizeNum = mRenderDevice->mResizeCount;
  371. SDL_GetWindowSize(mSDLWindow, &mWidth, &mHeight);
  372. //NOT_IMPL;
  373. /*if (mGLSwapChain != NULL)
  374. {
  375. mGLRenderTargetView->Release();
  376. mGLBackBuffer->Release();
  377. GLCHECK(mGLSwapChain->ResizeBuffers(1, mWidth, mHeight, GLGI_FORMAT_R8G8B8A8_UNORM, 0));
  378. GLCHECK(mGLSwapChain->GetBuffer(0, __uuidof(IGL10Texture2D), (LPVOID*)&mGLBackBuffer));
  379. GLCHECK(mRenderDevice->mGLDevice->CreateRenderTargetView(mGLBackBuffer, NULL, &mGLRenderTargetView));
  380. }*/
  381. }
  382. void GLRenderWindow::Present()
  383. {
  384. SDL_GL_SwapWindow(mSDLWindow);
  385. //GLCHECK(mGLSwapChain->Present((mWindow->mFlags & BFWINDOW_VSYNC) ? 1 : 0, 0));
  386. }
  387. void GLRenderWindow::CopyBitsTo(uint32* dest, int width, int height)
  388. {
  389. mCurDrawLayer->Flush();
  390. NOT_IMPL;
  391. /*GL10_TEXTURE2D_DESC texDesc;
  392. texDesc.ArraySize = 1;
  393. texDesc.BindFlags = 0;
  394. texDesc.CPUAccessFlags = 0;
  395. texDesc.Format = GLGI_FORMAT_R8G8B8A8_UNORM;
  396. texDesc.Width = width;
  397. texDesc.Height = height;
  398. texDesc.MipLevels = 1;
  399. texDesc.MiscFlags = 0;
  400. texDesc.SampleDesc.Count = 1;
  401. texDesc.SampleDesc.Quality = 0;
  402. texDesc.Usage = GL10_USAGE_STAGING;
  403. texDesc.CPUAccessFlags = GL10_CPU_ACCESS_READ;
  404. IGL10Texture2D *texture;
  405. GLCHECK(mRenderDevice->mGLDevice->CreateTexture2D(&texDesc, 0, &texture));
  406. mRenderDevice->mGLDevice->CopyResource(texture, mGLBackBuffer);
  407. GL10_MAPPED_TEXTURE2D mapTex;
  408. GLCHECK(texture->Map(GL10CalcSubresource(0, 0, 1), GL10_MAP_READ, 0, &mapTex));
  409. uint8* srcPtr = (uint8*) mapTex.pData;
  410. uint8* destPtr = (uint8*) dest;
  411. for (int y = 0; y < height; y++)
  412. {
  413. memcpy(destPtr, srcPtr, width*sizeof(uint32));
  414. srcPtr += mapTex.RowPitch;
  415. destPtr += width * 4;
  416. }
  417. texture->Unmap(0);
  418. texture->Release();*/
  419. }
  420. ///
  421. GLRenderDevice::GLRenderDevice()
  422. {
  423. //mGLDevice = NULL;
  424. mCurShader = NULL;
  425. mGLVAO = 0;
  426. mGLVertexBuffer = 0;
  427. mGLIndexBuffer = 0;
  428. mBlankTexture = 0;
  429. mFreeBatchHead = NULL;
  430. }
  431. GLRenderDevice::~GLRenderDevice()
  432. {
  433. }
  434. bool GLRenderDevice::Init(BFApp* app)
  435. {
  436. SdlBFApp* winApp = (SdlBFApp*) app;
  437. //RenderState* glRenderState;
  438. if (mDefaultRenderState == NULL)
  439. {
  440. auto dxRenderState = (RenderState*)CreateRenderState(NULL);
  441. mDefaultRenderState = dxRenderState;
  442. mDefaultRenderState->mDepthFunc = DepthFunc_Less;
  443. mDefaultRenderState->mWriteDepthBuffer = true;
  444. mPhysRenderState = mDefaultRenderState;
  445. }
  446. else
  447. {
  448. //glRenderState = (DXRenderState*)mDefaultRenderState;
  449. //glRenderState->ReinitNative();
  450. }
  451. ///
  452. ////Use GL10_CREATE_DEVICE_DEBUG for PIX
  453. //GLCHECK(GL10CreateDevice(NULL, GL10_DRIVER_TYPE_HARDWARE, NULL, GL10_CREATE_DEVICE_DEBUG, GL10_SDK_VERSION, &mGLDevice));
  454. ////GLCHECK(GL10CreateDevice(NULL, GL10_DRIVER_TYPE_HARDWARE, NULL, 0, GL10_SDK_VERSION, &mGLDevice));
  455. //IGLGIDevice* pGLGIDevice = NULL;
  456. //GLCHECK(mGLDevice->QueryInterface(__uuidof(IGLGIDevice), reinterpret_cast<void**>(&pGLGIDevice)));
  457. //IGLGIAdapter* pGLGIAdapter = NULL;
  458. //GLCHECK(pGLGIDevice->GetParent(__uuidof(IGLGIAdapter), reinterpret_cast<void**>(&pGLGIAdapter)));
  459. //IGLGIFactory* pGLGIFactory = NULL;
  460. //GLCHECK(pGLGIAdapter->GetParent(__uuidof(IGLGIFactory), reinterpret_cast<void**>(&mGLGIFactory)));
  461. ////set rasterizer
  462. //GL10_RASTERIZER_DESC rasterizerState;
  463. //rasterizerState.CullMode = GL10_CULL_NONE;
  464. //rasterizerState.FillMode = GL10_FILL_SOLID;
  465. //rasterizerState.FrontCounterClockwise = true;
  466. // rasterizerState.DepthBias = false;
  467. // rasterizerState.DepthBiasClamp = 0;
  468. // rasterizerState.SlopeScaledDepthBias = 0;
  469. // rasterizerState.DepthClipEnable = false;
  470. // rasterizerState.ScissorEnable = true;
  471. // //TODO:rasterizerState.MultisampleEnable = false;
  472. //rasterizerState.MultisampleEnable = true;
  473. // rasterizerState.AntialiasedLineEnable = true;
  474. //
  475. //mGLDevice->CreateRasterizerState( &rasterizerState, &mGLRasterizerStateClipped);
  476. //
  477. //rasterizerState.ScissorEnable = false;
  478. //mGLDevice->CreateRasterizerState( &rasterizerState, &mGLRasterizerStateUnclipped);
  479. //mGLDevice->RSSetState(mGLRasterizerStateUnclipped);
  480. //
  481. //IGL10BlendState* g_pBlendState = NULL;
  482. //GL10_BLEND_DESC BlendState;
  483. //ZeroMemory(&BlendState, sizeof(GL10_BLEND_DESC));
  484. //BlendState.BlendEnable[0] = TRUE;
  485. ////BlendState.SrcBlend = GL10_BLEND_SRC_ALPHA;
  486. //BlendState.SrcBlend = GL10_BLEND_ONE;
  487. //BlendState.DestBlend = GL10_BLEND_INV_SRC_ALPHA;
  488. //BlendState.BlendOp = GL10_BLEND_OP_ADD;
  489. //BlendState.SrcBlendAlpha = GL10_BLEND_ONE;
  490. //BlendState.DestBlendAlpha = GL10_BLEND_ONE;
  491. //BlendState.BlendOpAlpha = GL10_BLEND_OP_ADD;
  492. //BlendState.RenderTargetWriteMask[0] = GL10_COLOR_WRITE_ENABLE_ALL;
  493. //mGLDevice->CreateBlendState(&BlendState, &mGLNormalBlendState);
  494. //BlendState.DestBlend = GL10_BLEND_ONE;
  495. //mGLDevice->CreateBlendState(&BlendState, &mGLAdditiveBlendState);
  496. //PhysSetAdditive(false);
  497. return true;
  498. }
  499. void GLRenderDevice::FrameStart()
  500. {
  501. mCurRenderTarget = NULL;
  502. mPhysRenderWindow = NULL;
  503. for (auto aRenderWindow : mRenderWindowList)
  504. {
  505. aRenderWindow->mHasBeenDrawnTo = false;
  506. aRenderWindow->mHasBeenTargeted = false;
  507. }
  508. }
  509. void GLRenderDevice::FrameEnd()
  510. {
  511. for (auto aRenderWindow : mRenderWindowList)
  512. {
  513. if (aRenderWindow->mHasBeenTargeted)
  514. {
  515. PhysSetRenderWindow(aRenderWindow);
  516. PhysSetRenderState(mDefaultRenderState);
  517. for (auto drawLayer : aRenderWindow->mDrawLayerList)
  518. {
  519. drawLayer->Flush();
  520. }
  521. aRenderWindow->Present();
  522. }
  523. }
  524. }
  525. Texture* GLRenderDevice::LoadTexture(ImageData* imageData, int flags)
  526. {
  527. imageData->mIsAdditive = (flags & TextureFlag_Additive) != 0;
  528. imageData->PremultiplyAlpha();
  529. //int w = power_of_two(imageData->mWidth);
  530. //int h = power_of_two(imageData->mHeight);
  531. GLTexture* glTexture = new GLTexture();
  532. glTexture->mRenderDevice = this;
  533. glTexture->mWidth = imageData->mWidth;
  534. glTexture->mHeight = imageData->mHeight;
  535. glTexture->mImageData = imageData;
  536. glTexture->AddRef();
  537. imageData->AddRef();
  538. return glTexture;
  539. }
  540. Shader* GLRenderDevice::LoadShader(const StringImpl& fileName, VertexDefinition* vertexDefinition)
  541. {
  542. GLShader* glShader = new GLShader();
  543. glShader->mVertexSize = sizeof(GLVertex3D);
  544. glShader->mGLVertexShader = bf_glCreateShader(GL_VERTEX_SHADER);
  545. glShader->mGLFragmentShader = bf_glCreateShader(GL_FRAGMENT_SHADER);
  546. GLint vertProgramLen = 0;
  547. GLint fragProgramLen = 0;
  548. #ifdef BF_PLATFORM_OPENGL_ES2
  549. GLchar* vertProgram = (GLchar*)LoadBinaryData(fileName + "_es.vert", &vertProgramLen);
  550. GLchar* fragProgram = (GLchar*)LoadBinaryData(fileName + "_es.frag", &fragProgramLen);
  551. #else
  552. GLchar* vertProgram = (GLchar*)LoadBinaryData(fileName + ".vert", &vertProgramLen);
  553. GLchar* fragProgram = (GLchar*)LoadBinaryData(fileName + ".frag", &fragProgramLen);
  554. #endif
  555. if ((vertProgram == NULL) || (fragProgram == NULL))
  556. {
  557. delete vertProgram;
  558. delete fragProgram;
  559. return NULL;
  560. }
  561. int infoLogLen = 0;
  562. char infoLog[2048];
  563. bf_glShaderSource(glShader->mGLVertexShader, 1, (const GLchar**)&vertProgram, &vertProgramLen);
  564. bf_glCompileShader(glShader->mGLVertexShader);
  565. bf_glGetShaderInfoLog(glShader->mGLVertexShader, 2048, &infoLogLen, infoLog);
  566. GLint compiled = 0;
  567. //bf_glGetObjectParameterivARB(glShader->mGLVertexShader, GL_COMPILE_STATUS, &compiled);
  568. bf_glGetShaderiv(glShader->mGLVertexShader, GL_COMPILE_STATUS, &compiled);
  569. if (!compiled)
  570. BF_FATAL(StrFormat("Shader error: %s", infoLog).c_str());
  571. bf_glShaderSource(glShader->mGLFragmentShader, 1, (const GLchar**)&fragProgram, &fragProgramLen);
  572. bf_glCompileShader(glShader->mGLFragmentShader);
  573. bf_glGetShaderInfoLog(glShader->mGLFragmentShader, 2048, &infoLogLen, infoLog);
  574. compiled = 0;
  575. //bf_glGetObjectParameterivARB(glShader->mGLFragmentShader, GL_COMPILE_STATUS, &compiled);
  576. bf_glGetShaderiv(glShader->mGLFragmentShader, GL_COMPILE_STATUS, &compiled);
  577. if (!compiled)
  578. BF_FATAL(StrFormat("Shader error: %s", infoLog).c_str());
  579. glShader->mGLProgram = bf_glCreateProgram();
  580. bf_glAttachShader(glShader->mGLProgram, glShader->mGLVertexShader);
  581. bf_glAttachShader(glShader->mGLProgram, glShader->mGLFragmentShader);
  582. bf_glLinkProgram(glShader->mGLProgram);
  583. glShader->mAttribPosition = bf_glGetAttribLocation(glShader->mGLProgram, "position");
  584. glShader->mAttribTexCoord0 = bf_glGetAttribLocation(glShader->mGLProgram, "texCoord0");
  585. glShader->mAttribColor = bf_glGetAttribLocation(glShader->mGLProgram, "color");
  586. glShader->mAttribTex0 = bf_glGetUniformLocation(glShader->mGLProgram, "tex");
  587. glShader->mAttribTex1 = bf_glGetUniformLocation(glShader->mGLProgram, "tex2");
  588. return glShader;
  589. }
  590. void GLRenderDevice::PhysSetRenderState(RenderState* renderState)
  591. {
  592. mCurShader = (GLShader*)renderState->mShader;
  593. if (mCurShader != NULL)
  594. {
  595. bf_glUseProgram(mCurShader->mGLProgram);
  596. GLRenderDevice* aRenderDevice = (GLRenderDevice*)gBFApp->mRenderDevice;
  597. //TODO: Cache more
  598. GLfloat matrix[4][4];
  599. CreateOrthographicOffCenter(0.0f, (float)mPhysRenderWindow->mWidth, (float)mPhysRenderWindow->mHeight, 0.0f, -100.0f, 100.0f, matrix);
  600. GLint matrixLoc = bf_glGetUniformLocation(mCurShader->mGLProgram, "screenMatrix");
  601. //BF_ASSERT(matrixLoc >= 0);
  602. if (matrixLoc >= 0)
  603. bf_glUniformMatrix4fv(matrixLoc, 1, false, (float*)matrix);
  604. }
  605. if (renderState->mClipped)
  606. {
  607. glEnable(GL_SCISSOR_TEST);
  608. glScissor((GLsizei)renderState->mClipRect.mX,
  609. mPhysRenderWindow->mHeight - (GLsizei)renderState->mClipRect.mY - (GLsizei)renderState->mClipRect.mHeight,
  610. (GLsizei)renderState->mClipRect.mWidth, (GLsizei)renderState->mClipRect.mHeight);
  611. }
  612. else
  613. {
  614. glDisable(GL_SCISSOR_TEST);
  615. }
  616. mPhysRenderState = renderState;
  617. }
  618. Texture* GLRenderDevice::CreateRenderTarget(int width, int height, bool destAlpha)
  619. {
  620. NOT_IMPL;
  621. }
  622. void GLRenderDevice::SetRenderState(RenderState* renderState)
  623. {
  624. mCurRenderState = renderState;
  625. }
  626. void GLSetTextureCmd::Render(RenderDevice* renderDevice, RenderWindow* renderWindow)
  627. {
  628. /*#ifdef BF_PLATFORM_OPENGL_ES2
  629. //bf_glClientActiveTexture(GL_TEXTURE0);
  630. glActiveTexture(GL_TEXTURE0);
  631. glBindTexture(GL_TEXTURE_2D, ((GLTexture*)mTexture)->mGLTexture);
  632. glUniform1i(curShader->mAttribTex0, 0);
  633. //bf_glClientActiveTexture(GL_TEXTURE1);
  634. glActiveTexture(GL_TEXTURE1);
  635. glBindTexture(GL_TEXTURE_2D, ((GLTexture*)mTexture)->mGLTexture2);
  636. glUniform1i(curShader->mAttribTex1, 1);
  637. //glEnable(GL_TEXTURE_2D);
  638. #else
  639. glActiveTexture(GL_TEXTURE0 + mTextureIdx);
  640. glBindTexture(GL_TEXTURE_2D, ((GLTexture*)mTexture)->mGLTexture);
  641. #endif*/
  642. auto glTexture = (GLTexture*)mTexture;
  643. auto glRenderDevice = (GLRenderDevice*)renderDevice;
  644. if (glRenderDevice->mBlankTexture == 0)
  645. {
  646. glGenTextures(1, &glRenderDevice->mBlankTexture);
  647. glBindTexture(GL_TEXTURE_2D, glRenderDevice->mBlankTexture);
  648. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  649. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  650. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  651. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  652. /*if (bf_glCompressedTexImage2D != NULL)
  653. {
  654. uint64 hwData = 0;
  655. bf_glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, 4, 4, 0,
  656. sizeof(hwData), (uint8*)&hwData);
  657. }
  658. else*/
  659. {
  660. uint16 color = 0;
  661. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0,
  662. GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, &color);
  663. }
  664. glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  665. }
  666. if (glTexture->mImageData != NULL)
  667. {
  668. glTexture->mGLTexture2 = glRenderDevice->mBlankTexture;
  669. int texCount = 1;
  670. //texCount = (imageData->mHWBitsType == HWBITS_PVRTC_2X4BPPV1) ? 2 : 1;
  671. for (int texNum = 0; texNum < 2/*texCount*/; texNum++)
  672. {
  673. GLuint glTextureID;
  674. glGenTextures(1, &glTextureID);
  675. glBindTexture(GL_TEXTURE_2D, glTextureID);
  676. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  677. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  678. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  679. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  680. //if (imageData->mHWBits != NULL)
  681. //{
  682. // int internalFormat = (imageData->mHWBitsType == HWBITS_PVRTC_2BPPV1) ?
  683. // GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG :
  684. // GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  685. // int texSize = imageData->mHWBitsLength / texCount;
  686. // bf_glCompressedTexImage2D(GL_TEXTURE_2D, 0, internalFormat, imageData->mWidth, imageData->mHeight, 0,
  687. // texSize, (uint8*)imageData->mHWBits /*+ (texNum * texSize)*/);
  688. //}
  689. //else
  690. {
  691. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, glTexture->mImageData->mWidth, glTexture->mImageData->mHeight, 0,
  692. GL_RGBA, GL_UNSIGNED_BYTE, glTexture->mImageData->mBits);
  693. }
  694. glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  695. if (texNum == 0)
  696. glTexture->mGLTexture = glTextureID;
  697. else
  698. glTexture->mGLTexture2 = glTextureID;
  699. }
  700. glTexture->mImageData->Deref();
  701. glTexture->mImageData = NULL;
  702. }
  703. bf_glActiveTexture(GL_TEXTURE0 + mTextureIdx);
  704. //glUniform1i(curShader->mAttribTex0, 0);
  705. glBindTexture(GL_TEXTURE_2D, glTexture->mGLTexture);
  706. }