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. extern void* (SDLCALL* bf_SDL_GL_GetProcAddress)(const char* proc);
  33. extern void (SDLCALL* bf_SDL_GetWindowSize)(SDL_Window* window, int* w, int* h);
  34. extern void (SDLCALL* bf_SDL_GL_SwapWindow)(SDL_Window* window);
  35. typedef void (APIENTRYP GL_DEBUGPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam);
  36. static void (APIENTRYP bf_glDebugMessageCallback)(GL_DEBUGPROC callback, const void* userParam);
  37. static void (APIENTRYP bf_glActiveTexture)(GLenum texture);
  38. static void (APIENTRYP bf_glGenVertexArrays)(GLsizei n, GLuint* buffers);
  39. static void (APIENTRYP bf_glBindVertexArray)(GLenum target);
  40. static void (APIENTRYP bf_glGenBuffers)(GLsizei n, GLuint *buffers);
  41. static void (APIENTRYP bf_glBindBuffer)(GLenum target, GLuint buffer);
  42. static void (APIENTRYP bf_glBufferData)(GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage);
  43. static void (APIENTRYP bf_glDeleteBuffers)(GLsizei n, const GLuint *buffers);
  44. static GLvoid* (APIENTRYP bf_glMapBuffer)(GLenum target, GLenum access);
  45. static GLboolean (APIENTRYP bf_glUnmapBuffer)(GLenum target);
  46. static void (APIENTRYP bf_glGetBufferParameteriv)(GLenum target, GLenum pname, GLint *params);
  47. static void (APIENTRYP bf_glColorPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
  48. static void (APIENTRYP bf_glDrawArrays)(GLenum mode, GLint first, GLsizei count);
  49. static void (APIENTRYP bf_glEdgeFlagPointer)(GLsizei stride, const GLboolean *pointer);
  50. static void (APIENTRYP bf_glGetPointerv)(GLenum pname, GLvoid* *params);
  51. static void (APIENTRYP bf_glIndexPointer)(GLenum type, GLsizei stride, const GLvoid *pointer);
  52. static void (APIENTRYP bf_glNormalPointer)(GLenum type, GLsizei stride, const GLvoid *pointer);
  53. static void (APIENTRYP bf_glTexCoordPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
  54. static void (APIENTRYP bf_glVertexPointer)(GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
  55. static void (APIENTRYP bf_glVertexAttribPointer)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
  56. static void (APIENTRYP bf_glDrawElements)(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices);
  57. static void (APIENTRYP bf_glAttachShader)(GLuint program, GLuint shader);
  58. static void (APIENTRYP bf_glBindAttribLocation)(GLuint program, GLuint index, const GLchar *name);
  59. static void (APIENTRYP bf_glCompileShader)(GLuint shader);
  60. static GLuint (APIENTRYP bf_glCreateProgram)(void);
  61. static GLuint (APIENTRYP bf_glCreateShader)(GLenum type);
  62. static void (APIENTRYP bf_glDeleteProgram)(GLuint program);
  63. static void (APIENTRYP bf_glDeleteShader)(GLuint shader);
  64. static void (APIENTRYP bf_glDetachShader)(GLuint program, GLuint shader);
  65. static void (APIENTRYP bf_glDisableVertexAttribArray)(GLuint index);
  66. static void (APIENTRYP bf_glEnableVertexAttribArray)(GLuint index);
  67. static void (APIENTRYP bf_glGetActiveAttrib)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
  68. static void (APIENTRYP bf_glGetActiveUniform)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
  69. static void (APIENTRYP bf_glGetAttachedShaders)(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj);
  70. static GLint (APIENTRYP bf_glGetAttribLocation)(GLuint program, const GLchar *name);
  71. static void (APIENTRYP bf_glGetProgramiv)(GLuint program, GLenum pname, GLint *params);
  72. static void (APIENTRYP bf_glGetProgramInfoLog)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
  73. static void (APIENTRYP bf_glGetShaderiv)(GLuint shader, GLenum pname, GLint *params);
  74. static void (APIENTRYP bf_glGetShaderInfoLog)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
  75. static void (APIENTRYP bf_glGetShaderSource)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
  76. static GLint (APIENTRYP bf_glGetUniformLocation)(GLuint program, const GLchar *name);
  77. static void (APIENTRYP bf_glGetUniformfv)(GLuint program, GLint location, GLfloat *params);
  78. static void (APIENTRYP bf_glGetUniformiv)(GLuint program, GLint location, GLint *params);
  79. static void (APIENTRYP bf_glGetVertexAttribfv)(GLuint index, GLenum pname, GLfloat *params);
  80. static void (APIENTRYP bf_glGetVertexAttribiv)(GLuint index, GLenum pname, GLint *params);
  81. static void (APIENTRYP bf_glGetVertexAttribPointerv)(GLuint index, GLenum pname, GLvoid* *pointer);
  82. static GLboolean (APIENTRYP bf_glIsProgram)(GLuint program);
  83. static GLboolean (APIENTRYP bf_glIsShader)(GLuint shader);
  84. static void (APIENTRYP bf_glLinkProgram)(GLuint program);
  85. static void (APIENTRYP bf_glShaderSource)(GLuint shader, GLsizei count, const GLchar* *string, const GLint *length);
  86. static void (APIENTRYP bf_glUseProgram)(GLuint program);
  87. static void (APIENTRYP bf_glUniform1f)(GLint location, GLfloat v0);
  88. static void (APIENTRYP bf_glUniform2f)(GLint location, GLfloat v0, GLfloat v1);
  89. static void (APIENTRYP bf_glUniform3f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
  90. static void (APIENTRYP bf_glUniform4f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
  91. static void (APIENTRYP bf_glUniformMatrix4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
  92. static void (APIENTRYP bf_glGetObjectParameterivARB)(GLint obj, GLenum pname, GLint *params);
  93. static void (APIENTRYP bf_glCompressedTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
  94. static void (APIENTRYP bf_glClientActiveTexture)(GLenum texture);
  95. #if !defined BF_PLATFORM_OPENGL_ES2
  96. static void (APIENTRYP bf_glGetVertexAttribdv)(GLuint index, GLenum pname, GLdouble *params);
  97. #endif
  98. ///
  99. static int GetPowerOfTwo(int input)
  100. {
  101. int value = 1;
  102. while (value < input)
  103. value <<= 1;
  104. return value;
  105. }
  106. #define GLFAILED(check) ((hr = (check)) != 0)
  107. #define GLCHECK(check) if ((check) != 0) BF_FATAL("GL call failed")
  108. static void CreateOrthographicOffCenter(float left, float right, float bottom, float top, float zNear, float zFar, float matrix[4][4])
  109. {
  110. memset(matrix, 0, sizeof(float) * 4 * 4);
  111. float invRL = 1.0f / (right - left);
  112. float invTB = 1.0f / (top - bottom);
  113. float invFN = 1.0f / (zFar - zNear);
  114. matrix[0][0] = 2.0f * invRL;
  115. matrix[1][1] = 2.0f * invTB;
  116. matrix[2][2] = -2.0f * invFN;
  117. matrix[3][3] = 1.0f;
  118. matrix[3][0] = -(right + left) * invRL;
  119. matrix[3][1] = -(top + bottom) * invTB;
  120. matrix[3][2] = -(zFar + zNear) * invFN;
  121. }
  122. GLShaderParam::GLShaderParam()
  123. {
  124. mGLVariable = 0;
  125. }
  126. GLShaderParam::~GLShaderParam()
  127. {
  128. }
  129. void GLShaderParam::SetTexture(Texture* texture)
  130. {
  131. NOT_IMPL;
  132. //GLTexture* dXTexture = (GLTexture*) texture;
  133. //GLCHECK(mGLVariable->AsShaderResource()->SetResource(dXTexture->mGLTexture));
  134. }
  135. void GLShaderParam::SetFloat4(float x, float y, float z, float w)
  136. {
  137. NOT_IMPL;
  138. //float v[4] = {x, y, z, w};
  139. //GLCHECK(mGLVariable->AsVector()->SetFloatVector(v));
  140. }
  141. ///
  142. GLShader::GLShader()
  143. {
  144. }
  145. GLShader::~GLShader()
  146. {
  147. for (auto paramKV : mParamsMap)
  148. {
  149. delete paramKV.mValue;
  150. }
  151. }
  152. ShaderParam* GLShader::GetShaderParam(const StringImpl& name)
  153. {
  154. NOT_IMPL;
  155. return NULL;
  156. }
  157. ///
  158. GLTexture::GLTexture()
  159. {
  160. mGLTexture = 0;
  161. mGLTexture2 = 0;
  162. //mGLRenderTargetView = NULL;
  163. mRenderDevice = NULL;
  164. mImageData = NULL;
  165. }
  166. GLTexture::~GLTexture()
  167. {
  168. if (mImageData != NULL)
  169. mImageData->Deref();
  170. //if (mGLTexture != NULL)
  171. //mGLTexture->Release();
  172. }
  173. void GLTexture::PhysSetAsTarget()
  174. {
  175. NOT_IMPL;
  176. }
  177. void GLTexture::Blt(ImageData* imageData, int x, int y)
  178. {
  179. if (mImageData != NULL)
  180. {
  181. for (int row = 0; row < imageData->mHeight; row++)
  182. {
  183. memcpy(mImageData->mBits + (y + row) * mImageData->mWidth + x,
  184. imageData->mBits + row * imageData->mWidth, imageData->mWidth * 4);
  185. }
  186. }
  187. else
  188. {
  189. glBindTexture(GL_TEXTURE_2D, mGLTexture);
  190. glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, imageData->mWidth, imageData->mHeight, GL_RGBA, GL_UNSIGNED_BYTE, imageData->mBits);
  191. }
  192. }
  193. ///
  194. GLDrawBatch::GLDrawBatch() : DrawBatch()
  195. {
  196. }
  197. GLDrawBatch::~GLDrawBatch()
  198. {
  199. }
  200. extern int gBFDrawBatchCount;
  201. struct GLVertex3D
  202. {
  203. float x, y, z;
  204. float u, v;
  205. uint32 color;
  206. };
  207. void GLDrawBatch::Render(RenderDevice* renderDevice, RenderWindow* renderWindow)
  208. {
  209. if (mIdxIdx == 0)
  210. return;
  211. gBFDrawBatchCount++;
  212. GLRenderDevice* glRenderDevice = (GLRenderDevice*) gBFApp->mRenderDevice;
  213. GLShader* curShader = (GLShader*)mRenderState->mShader;
  214. if (glRenderDevice->mGLVAO == 0)
  215. {
  216. bf_glGenVertexArrays(1, &glRenderDevice->mGLVAO);
  217. bf_glBindVertexArray(glRenderDevice->mGLVAO);
  218. bf_glGenBuffers(1, &glRenderDevice->mGLVertexBuffer);
  219. bf_glGenBuffers(1, &glRenderDevice->mGLIndexBuffer);
  220. }
  221. auto glVertices = (GLVertex3D*)mVertices;
  222. bf_glBindBuffer(GL_ARRAY_BUFFER, glRenderDevice->mGLVertexBuffer);
  223. bf_glBufferData(GL_ARRAY_BUFFER, mVtxIdx * sizeof(GLVertex3D), mVertices, GL_STREAM_DRAW);
  224. bf_glEnableVertexAttribArray(curShader->mAttribPosition);
  225. bf_glVertexAttribPointer(curShader->mAttribPosition, 3, GL_FLOAT, GL_FALSE, sizeof(GLVertex3D), (void*)offsetof(GLVertex3D, x));
  226. bf_glEnableVertexAttribArray(curShader->mAttribTexCoord0);
  227. bf_glVertexAttribPointer(curShader->mAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(GLVertex3D), (void*)offsetof(GLVertex3D, u));
  228. bf_glEnableVertexAttribArray(curShader->mAttribColor);
  229. bf_glVertexAttribPointer(curShader->mAttribColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(GLVertex3D), (void*)offsetof(GLVertex3D, color));
  230. if (mRenderState != renderDevice->mPhysRenderState)
  231. renderDevice->PhysSetRenderState(mRenderState);
  232. bf_glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, glRenderDevice->mGLIndexBuffer);
  233. bf_glBufferData(GL_ELEMENT_ARRAY_BUFFER, mIdxIdx * sizeof(int16), mIndices, GL_STREAM_DRAW);
  234. bf_glDrawElements(GL_TRIANGLES, mIdxIdx, GL_UNSIGNED_SHORT, NULL);
  235. bf_glBufferData(GL_ELEMENT_ARRAY_BUFFER, 0, NULL, GL_STREAM_DRAW);
  236. bf_glBufferData(GL_ARRAY_BUFFER, 0, NULL, GL_STREAM_DRAW);
  237. }
  238. GLDrawLayer::GLDrawLayer()
  239. {
  240. }
  241. GLDrawLayer::~GLDrawLayer()
  242. {
  243. }
  244. DrawBatch* GLDrawLayer::CreateDrawBatch()
  245. {
  246. return new GLDrawBatch();
  247. }
  248. RenderCmd* GLDrawLayer::CreateSetTextureCmd(int textureIdx, Texture* texture)
  249. {
  250. GLSetTextureCmd* setTextureCmd = AllocRenderCmd<GLSetTextureCmd>();
  251. setTextureCmd->mTextureIdx = textureIdx;
  252. setTextureCmd->mTexture = texture;
  253. return setTextureCmd;
  254. }
  255. void GLDrawLayer::SetShaderConstantData(int usageIdx, int slotIdx, void* constData, int size)
  256. {
  257. }
  258. void GLRenderDevice::PhysSetRenderWindow(RenderWindow* renderWindow)
  259. {
  260. mCurRenderTarget = renderWindow;
  261. mPhysRenderWindow = renderWindow;
  262. ((GLRenderWindow*)renderWindow)->PhysSetAsTarget();
  263. }
  264. void GLRenderDevice::PhysSetRenderTarget(Texture* renderTarget)
  265. {
  266. mCurRenderTarget = renderTarget;
  267. renderTarget->PhysSetAsTarget();
  268. }
  269. ///
  270. template <typename T>
  271. static void BFGetGLProc(T& proc, const char* name)
  272. {
  273. proc = (T)bf_SDL_GL_GetProcAddress(name);
  274. }
  275. #define BF_GET_GLPROC(name) BFGetGLProc(bf_##name, #name)
  276. void GL_DebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam)
  277. {
  278. NOP;
  279. }
  280. GLRenderWindow::GLRenderWindow(GLRenderDevice* renderDevice, SDL_Window* sdlWindow)
  281. {
  282. if (bf_glGenBuffers == NULL)
  283. {
  284. BF_GET_GLPROC(glDebugMessageCallback);
  285. BF_GET_GLPROC(glActiveTexture);
  286. BF_GET_GLPROC(glGenVertexArrays);
  287. BF_GET_GLPROC(glBindVertexArray);
  288. BF_GET_GLPROC(glGenBuffers);
  289. BF_GET_GLPROC(glBindBuffer);
  290. BF_GET_GLPROC(glBufferData);
  291. BF_GET_GLPROC(glDeleteBuffers);
  292. BF_GET_GLPROC(glMapBuffer);
  293. BF_GET_GLPROC(glUnmapBuffer);
  294. BF_GET_GLPROC(glGetBufferParameteriv);
  295. BF_GET_GLPROC(glColorPointer);
  296. BF_GET_GLPROC(glDrawArrays);
  297. BF_GET_GLPROC(glEdgeFlagPointer);
  298. BF_GET_GLPROC(glGetPointerv);
  299. BF_GET_GLPROC(glIndexPointer);
  300. BF_GET_GLPROC(glNormalPointer);
  301. BF_GET_GLPROC(glTexCoordPointer);
  302. BF_GET_GLPROC(glVertexPointer);
  303. BF_GET_GLPROC(glDrawElements);
  304. BF_GET_GLPROC(glVertexAttribPointer);
  305. BF_GET_GLPROC(glAttachShader);
  306. BF_GET_GLPROC(glBindAttribLocation);
  307. BF_GET_GLPROC(glCompileShader);
  308. BF_GET_GLPROC(glCreateProgram);
  309. BF_GET_GLPROC(glCreateShader);
  310. BF_GET_GLPROC(glDeleteProgram);
  311. BF_GET_GLPROC(glDeleteShader);
  312. BF_GET_GLPROC(glDetachShader);
  313. BF_GET_GLPROC(glDisableVertexAttribArray);
  314. BF_GET_GLPROC(glEnableVertexAttribArray);
  315. BF_GET_GLPROC(glGetActiveAttrib);
  316. BF_GET_GLPROC(glGetActiveUniform);
  317. BF_GET_GLPROC(glGetAttachedShaders);
  318. BF_GET_GLPROC(glGetAttribLocation);
  319. BF_GET_GLPROC(glGetProgramiv);
  320. BF_GET_GLPROC(glGetProgramInfoLog);
  321. BF_GET_GLPROC(glGetShaderiv);
  322. BF_GET_GLPROC(glGetShaderInfoLog);
  323. BF_GET_GLPROC(glGetShaderSource);
  324. BF_GET_GLPROC(glGetUniformLocation);
  325. BF_GET_GLPROC(glGetUniformfv);
  326. BF_GET_GLPROC(glGetUniformiv);
  327. BF_GET_GLPROC(glGetVertexAttribfv);
  328. BF_GET_GLPROC(glGetVertexAttribiv);
  329. BF_GET_GLPROC(glGetVertexAttribPointerv);
  330. BF_GET_GLPROC(glIsProgram);
  331. BF_GET_GLPROC(glIsShader);
  332. BF_GET_GLPROC(glLinkProgram);
  333. BF_GET_GLPROC(glShaderSource);
  334. BF_GET_GLPROC(glUseProgram);
  335. BF_GET_GLPROC(glUniform1f);
  336. BF_GET_GLPROC(glUniform2f);
  337. BF_GET_GLPROC(glUniform3f);
  338. BF_GET_GLPROC(glUniform4f);
  339. BF_GET_GLPROC(glUniformMatrix4fv);
  340. BF_GET_GLPROC(glGetObjectParameterivARB);
  341. BF_GET_GLPROC(glCompressedTexImage2D);
  342. BF_GET_GLPROC(glClientActiveTexture);
  343. #if !defined BF_PLATFORM_OPENGL_ES2
  344. BF_GET_GLPROC(glGetVertexAttribdv);
  345. #endif
  346. }
  347. mSDLWindow = sdlWindow;
  348. mRenderDevice = renderDevice;
  349. Resized();
  350. //bf_glDebugMessageCallback(GL_DebugCallback, NULL);
  351. }
  352. GLRenderWindow::~GLRenderWindow()
  353. {
  354. }
  355. void GLRenderWindow::PhysSetAsTarget()
  356. {
  357. GLfloat matrix[4][4];
  358. CreateOrthographicOffCenter(0.0f, (float)mWidth, (float)mHeight, 0.0f, -100.0f, 100.0f, matrix);
  359. glViewport(0, 0, (GLsizei)mWidth, (GLsizei)mHeight);
  360. mHasBeenDrawnTo = true;
  361. }
  362. void GLRenderWindow::SetAsTarget()
  363. {
  364. //TODO: Handle this more elegantly when we actually handle draw layers properly...
  365. //if (mRenderDevice->mCurRenderTarget != NULL)
  366. //mRenderDevice->mCurDrawLayer->Flush();
  367. mHasBeenTargeted = true;
  368. mRenderDevice->mCurRenderTarget = this;
  369. }
  370. void GLRenderWindow::Resized()
  371. {
  372. mRenderDevice->mResizeCount++;
  373. mResizeNum = mRenderDevice->mResizeCount;
  374. bf_SDL_GetWindowSize(mSDLWindow, &mWidth, &mHeight);
  375. //NOT_IMPL;
  376. /*if (mGLSwapChain != NULL)
  377. {
  378. mGLRenderTargetView->Release();
  379. mGLBackBuffer->Release();
  380. GLCHECK(mGLSwapChain->ResizeBuffers(1, mWidth, mHeight, GLGI_FORMAT_R8G8B8A8_UNORM, 0));
  381. GLCHECK(mGLSwapChain->GetBuffer(0, __uuidof(IGL10Texture2D), (LPVOID*)&mGLBackBuffer));
  382. GLCHECK(mRenderDevice->mGLDevice->CreateRenderTargetView(mGLBackBuffer, NULL, &mGLRenderTargetView));
  383. }*/
  384. }
  385. void GLRenderWindow::Present()
  386. {
  387. bf_SDL_GL_SwapWindow(mSDLWindow);
  388. //GLCHECK(mGLSwapChain->Present((mWindow->mFlags & BFWINDOW_VSYNC) ? 1 : 0, 0));
  389. }
  390. void GLRenderWindow::CopyBitsTo(uint32* dest, int width, int height)
  391. {
  392. mCurDrawLayer->Flush();
  393. NOT_IMPL;
  394. /*GL10_TEXTURE2D_DESC texDesc;
  395. texDesc.ArraySize = 1;
  396. texDesc.BindFlags = 0;
  397. texDesc.CPUAccessFlags = 0;
  398. texDesc.Format = GLGI_FORMAT_R8G8B8A8_UNORM;
  399. texDesc.Width = width;
  400. texDesc.Height = height;
  401. texDesc.MipLevels = 1;
  402. texDesc.MiscFlags = 0;
  403. texDesc.SampleDesc.Count = 1;
  404. texDesc.SampleDesc.Quality = 0;
  405. texDesc.Usage = GL10_USAGE_STAGING;
  406. texDesc.CPUAccessFlags = GL10_CPU_ACCESS_READ;
  407. IGL10Texture2D *texture;
  408. GLCHECK(mRenderDevice->mGLDevice->CreateTexture2D(&texDesc, 0, &texture));
  409. mRenderDevice->mGLDevice->CopyResource(texture, mGLBackBuffer);
  410. GL10_MAPPED_TEXTURE2D mapTex;
  411. GLCHECK(texture->Map(GL10CalcSubresource(0, 0, 1), GL10_MAP_READ, 0, &mapTex));
  412. uint8* srcPtr = (uint8*) mapTex.pData;
  413. uint8* destPtr = (uint8*) dest;
  414. for (int y = 0; y < height; y++)
  415. {
  416. memcpy(destPtr, srcPtr, width*sizeof(uint32));
  417. srcPtr += mapTex.RowPitch;
  418. destPtr += width * 4;
  419. }
  420. texture->Unmap(0);
  421. texture->Release();*/
  422. }
  423. ///
  424. GLRenderDevice::GLRenderDevice()
  425. {
  426. //mGLDevice = NULL;
  427. mCurShader = NULL;
  428. mGLVAO = 0;
  429. mGLVertexBuffer = 0;
  430. mGLIndexBuffer = 0;
  431. mBlankTexture = 0;
  432. mFreeBatchHead = NULL;
  433. }
  434. GLRenderDevice::~GLRenderDevice()
  435. {
  436. }
  437. bool GLRenderDevice::Init(BFApp* app)
  438. {
  439. SdlBFApp* winApp = (SdlBFApp*) app;
  440. //RenderState* glRenderState;
  441. if (mDefaultRenderState == NULL)
  442. {
  443. auto dxRenderState = (RenderState*)CreateRenderState(NULL);
  444. mDefaultRenderState = dxRenderState;
  445. mDefaultRenderState->mDepthFunc = DepthFunc_Less;
  446. mDefaultRenderState->mWriteDepthBuffer = true;
  447. mPhysRenderState = mDefaultRenderState;
  448. }
  449. else
  450. {
  451. //glRenderState = (DXRenderState*)mDefaultRenderState;
  452. //glRenderState->ReinitNative();
  453. }
  454. ///
  455. ////Use GL10_CREATE_DEVICE_DEBUG for PIX
  456. //GLCHECK(GL10CreateDevice(NULL, GL10_DRIVER_TYPE_HARDWARE, NULL, GL10_CREATE_DEVICE_DEBUG, GL10_SDK_VERSION, &mGLDevice));
  457. ////GLCHECK(GL10CreateDevice(NULL, GL10_DRIVER_TYPE_HARDWARE, NULL, 0, GL10_SDK_VERSION, &mGLDevice));
  458. //IGLGIDevice* pGLGIDevice = NULL;
  459. //GLCHECK(mGLDevice->QueryInterface(__uuidof(IGLGIDevice), reinterpret_cast<void**>(&pGLGIDevice)));
  460. //IGLGIAdapter* pGLGIAdapter = NULL;
  461. //GLCHECK(pGLGIDevice->GetParent(__uuidof(IGLGIAdapter), reinterpret_cast<void**>(&pGLGIAdapter)));
  462. //IGLGIFactory* pGLGIFactory = NULL;
  463. //GLCHECK(pGLGIAdapter->GetParent(__uuidof(IGLGIFactory), reinterpret_cast<void**>(&mGLGIFactory)));
  464. ////set rasterizer
  465. //GL10_RASTERIZER_DESC rasterizerState;
  466. //rasterizerState.CullMode = GL10_CULL_NONE;
  467. //rasterizerState.FillMode = GL10_FILL_SOLID;
  468. //rasterizerState.FrontCounterClockwise = true;
  469. // rasterizerState.DepthBias = false;
  470. // rasterizerState.DepthBiasClamp = 0;
  471. // rasterizerState.SlopeScaledDepthBias = 0;
  472. // rasterizerState.DepthClipEnable = false;
  473. // rasterizerState.ScissorEnable = true;
  474. // //TODO:rasterizerState.MultisampleEnable = false;
  475. //rasterizerState.MultisampleEnable = true;
  476. // rasterizerState.AntialiasedLineEnable = true;
  477. //
  478. //mGLDevice->CreateRasterizerState( &rasterizerState, &mGLRasterizerStateClipped);
  479. //
  480. //rasterizerState.ScissorEnable = false;
  481. //mGLDevice->CreateRasterizerState( &rasterizerState, &mGLRasterizerStateUnclipped);
  482. //mGLDevice->RSSetState(mGLRasterizerStateUnclipped);
  483. //
  484. //IGL10BlendState* g_pBlendState = NULL;
  485. //GL10_BLEND_DESC BlendState;
  486. //ZeroMemory(&BlendState, sizeof(GL10_BLEND_DESC));
  487. //BlendState.BlendEnable[0] = TRUE;
  488. ////BlendState.SrcBlend = GL10_BLEND_SRC_ALPHA;
  489. //BlendState.SrcBlend = GL10_BLEND_ONE;
  490. //BlendState.DestBlend = GL10_BLEND_INV_SRC_ALPHA;
  491. //BlendState.BlendOp = GL10_BLEND_OP_ADD;
  492. //BlendState.SrcBlendAlpha = GL10_BLEND_ONE;
  493. //BlendState.DestBlendAlpha = GL10_BLEND_ONE;
  494. //BlendState.BlendOpAlpha = GL10_BLEND_OP_ADD;
  495. //BlendState.RenderTargetWriteMask[0] = GL10_COLOR_WRITE_ENABLE_ALL;
  496. //mGLDevice->CreateBlendState(&BlendState, &mGLNormalBlendState);
  497. //BlendState.DestBlend = GL10_BLEND_ONE;
  498. //mGLDevice->CreateBlendState(&BlendState, &mGLAdditiveBlendState);
  499. //PhysSetAdditive(false);
  500. return true;
  501. }
  502. void GLRenderDevice::FrameStart()
  503. {
  504. mCurRenderTarget = NULL;
  505. mPhysRenderWindow = NULL;
  506. for (auto aRenderWindow : mRenderWindowList)
  507. {
  508. aRenderWindow->mHasBeenDrawnTo = false;
  509. aRenderWindow->mHasBeenTargeted = false;
  510. }
  511. }
  512. void GLRenderDevice::FrameEnd()
  513. {
  514. for (auto aRenderWindow : mRenderWindowList)
  515. {
  516. if (aRenderWindow->mHasBeenTargeted)
  517. {
  518. PhysSetRenderWindow(aRenderWindow);
  519. PhysSetRenderState(mDefaultRenderState);
  520. for (auto drawLayer : aRenderWindow->mDrawLayerList)
  521. {
  522. drawLayer->Flush();
  523. }
  524. aRenderWindow->Present();
  525. }
  526. }
  527. }
  528. Texture* GLRenderDevice::LoadTexture(ImageData* imageData, int flags)
  529. {
  530. imageData->mIsAdditive = (flags & TextureFlag_Additive) != 0;
  531. imageData->PremultiplyAlpha();
  532. //int w = power_of_two(imageData->mWidth);
  533. //int h = power_of_two(imageData->mHeight);
  534. GLTexture* glTexture = new GLTexture();
  535. glTexture->mRenderDevice = this;
  536. glTexture->mWidth = imageData->mWidth;
  537. glTexture->mHeight = imageData->mHeight;
  538. glTexture->mImageData = imageData;
  539. glTexture->AddRef();
  540. imageData->AddRef();
  541. return glTexture;
  542. }
  543. Shader* GLRenderDevice::LoadShader(const StringImpl& fileName, VertexDefinition* vertexDefinition)
  544. {
  545. GLShader* glShader = new GLShader();
  546. glShader->mVertexSize = sizeof(GLVertex3D);
  547. glShader->mGLVertexShader = bf_glCreateShader(GL_VERTEX_SHADER);
  548. glShader->mGLFragmentShader = bf_glCreateShader(GL_FRAGMENT_SHADER);
  549. GLint vertProgramLen = 0;
  550. GLint fragProgramLen = 0;
  551. #ifdef BF_PLATFORM_OPENGL_ES2
  552. GLchar* vertProgram = (GLchar*)LoadBinaryData(fileName + "_es.vert", &vertProgramLen);
  553. GLchar* fragProgram = (GLchar*)LoadBinaryData(fileName + "_es.frag", &fragProgramLen);
  554. #else
  555. GLchar* vertProgram = (GLchar*)LoadBinaryData(fileName + ".vert", &vertProgramLen);
  556. GLchar* fragProgram = (GLchar*)LoadBinaryData(fileName + ".frag", &fragProgramLen);
  557. #endif
  558. if ((vertProgram == NULL) || (fragProgram == NULL))
  559. {
  560. delete vertProgram;
  561. delete fragProgram;
  562. return NULL;
  563. }
  564. int infoLogLen = 0;
  565. char infoLog[2048];
  566. bf_glShaderSource(glShader->mGLVertexShader, 1, (const GLchar**)&vertProgram, &vertProgramLen);
  567. bf_glCompileShader(glShader->mGLVertexShader);
  568. bf_glGetShaderInfoLog(glShader->mGLVertexShader, 2048, &infoLogLen, infoLog);
  569. GLint compiled = 0;
  570. //bf_glGetObjectParameterivARB(glShader->mGLVertexShader, GL_COMPILE_STATUS, &compiled);
  571. bf_glGetShaderiv(glShader->mGLVertexShader, GL_COMPILE_STATUS, &compiled);
  572. if (!compiled)
  573. BF_FATAL(StrFormat("Shader error: %s", infoLog).c_str());
  574. bf_glShaderSource(glShader->mGLFragmentShader, 1, (const GLchar**)&fragProgram, &fragProgramLen);
  575. bf_glCompileShader(glShader->mGLFragmentShader);
  576. bf_glGetShaderInfoLog(glShader->mGLFragmentShader, 2048, &infoLogLen, infoLog);
  577. compiled = 0;
  578. //bf_glGetObjectParameterivARB(glShader->mGLFragmentShader, GL_COMPILE_STATUS, &compiled);
  579. bf_glGetShaderiv(glShader->mGLFragmentShader, GL_COMPILE_STATUS, &compiled);
  580. if (!compiled)
  581. BF_FATAL(StrFormat("Shader error: %s", infoLog).c_str());
  582. glShader->mGLProgram = bf_glCreateProgram();
  583. bf_glAttachShader(glShader->mGLProgram, glShader->mGLVertexShader);
  584. bf_glAttachShader(glShader->mGLProgram, glShader->mGLFragmentShader);
  585. bf_glLinkProgram(glShader->mGLProgram);
  586. glShader->mAttribPosition = bf_glGetAttribLocation(glShader->mGLProgram, "position");
  587. glShader->mAttribTexCoord0 = bf_glGetAttribLocation(glShader->mGLProgram, "texCoord0");
  588. glShader->mAttribColor = bf_glGetAttribLocation(glShader->mGLProgram, "color");
  589. glShader->mAttribTex0 = bf_glGetUniformLocation(glShader->mGLProgram, "tex");
  590. glShader->mAttribTex1 = bf_glGetUniformLocation(glShader->mGLProgram, "tex2");
  591. return glShader;
  592. }
  593. void GLRenderDevice::PhysSetRenderState(RenderState* renderState)
  594. {
  595. mCurShader = (GLShader*)renderState->mShader;
  596. if (mCurShader != NULL)
  597. {
  598. bf_glUseProgram(mCurShader->mGLProgram);
  599. GLRenderDevice* aRenderDevice = (GLRenderDevice*)gBFApp->mRenderDevice;
  600. //TODO: Cache more
  601. GLfloat matrix[4][4];
  602. CreateOrthographicOffCenter(0.0f, (float)mPhysRenderWindow->mWidth, (float)mPhysRenderWindow->mHeight, 0.0f, -100.0f, 100.0f, matrix);
  603. GLint matrixLoc = bf_glGetUniformLocation(mCurShader->mGLProgram, "screenMatrix");
  604. //BF_ASSERT(matrixLoc >= 0);
  605. if (matrixLoc >= 0)
  606. bf_glUniformMatrix4fv(matrixLoc, 1, false, (float*)matrix);
  607. }
  608. if (renderState->mClipped)
  609. {
  610. glEnable(GL_SCISSOR_TEST);
  611. glScissor((GLsizei)renderState->mClipRect.x,
  612. mPhysRenderWindow->mHeight - (GLsizei)renderState->mClipRect.y - (GLsizei)renderState->mClipRect.height,
  613. (GLsizei)renderState->mClipRect.width, (GLsizei)renderState->mClipRect.height);
  614. }
  615. else
  616. {
  617. glDisable(GL_SCISSOR_TEST);
  618. }
  619. mPhysRenderState = renderState;
  620. }
  621. Texture* GLRenderDevice::CreateRenderTarget(int width, int height, bool destAlpha)
  622. {
  623. NOT_IMPL;
  624. }
  625. void GLRenderDevice::SetRenderState(RenderState* renderState)
  626. {
  627. mCurRenderState = renderState;
  628. }
  629. void GLSetTextureCmd::Render(RenderDevice* renderDevice, RenderWindow* renderWindow)
  630. {
  631. /*#ifdef BF_PLATFORM_OPENGL_ES2
  632. //bf_glClientActiveTexture(GL_TEXTURE0);
  633. glActiveTexture(GL_TEXTURE0);
  634. glBindTexture(GL_TEXTURE_2D, ((GLTexture*)mTexture)->mGLTexture);
  635. glUniform1i(curShader->mAttribTex0, 0);
  636. //bf_glClientActiveTexture(GL_TEXTURE1);
  637. glActiveTexture(GL_TEXTURE1);
  638. glBindTexture(GL_TEXTURE_2D, ((GLTexture*)mTexture)->mGLTexture2);
  639. glUniform1i(curShader->mAttribTex1, 1);
  640. //glEnable(GL_TEXTURE_2D);
  641. #else
  642. glActiveTexture(GL_TEXTURE0 + mTextureIdx);
  643. glBindTexture(GL_TEXTURE_2D, ((GLTexture*)mTexture)->mGLTexture);
  644. #endif*/
  645. auto glTexture = (GLTexture*)mTexture;
  646. auto glRenderDevice = (GLRenderDevice*)renderDevice;
  647. if (glRenderDevice->mBlankTexture == 0)
  648. {
  649. glGenTextures(1, &glRenderDevice->mBlankTexture);
  650. glBindTexture(GL_TEXTURE_2D, glRenderDevice->mBlankTexture);
  651. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  652. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  653. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  654. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  655. /*if (bf_glCompressedTexImage2D != NULL)
  656. {
  657. uint64 hwData = 0;
  658. bf_glCompressedTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG, 4, 4, 0,
  659. sizeof(hwData), (uint8*)&hwData);
  660. }
  661. else*/
  662. {
  663. uint16 color = 0;
  664. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0,
  665. GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, &color);
  666. }
  667. glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  668. }
  669. if (glTexture->mImageData != NULL)
  670. {
  671. glTexture->mGLTexture2 = glRenderDevice->mBlankTexture;
  672. int texCount = 1;
  673. //texCount = (imageData->mHWBitsType == HWBITS_PVRTC_2X4BPPV1) ? 2 : 1;
  674. for (int texNum = 0; texNum < 2/*texCount*/; texNum++)
  675. {
  676. GLuint glTextureID;
  677. glGenTextures(1, &glTextureID);
  678. glBindTexture(GL_TEXTURE_2D, glTextureID);
  679. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  680. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  681. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  682. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  683. //if (imageData->mHWBits != NULL)
  684. //{
  685. // int internalFormat = (imageData->mHWBitsType == HWBITS_PVRTC_2BPPV1) ?
  686. // GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG :
  687. // GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  688. // int texSize = imageData->mHWBitsLength / texCount;
  689. // bf_glCompressedTexImage2D(GL_TEXTURE_2D, 0, internalFormat, imageData->mWidth, imageData->mHeight, 0,
  690. // texSize, (uint8*)imageData->mHWBits /*+ (texNum * texSize)*/);
  691. //}
  692. //else
  693. {
  694. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, glTexture->mImageData->mWidth, glTexture->mImageData->mHeight, 0,
  695. GL_RGBA, GL_UNSIGNED_BYTE, glTexture->mImageData->mBits);
  696. }
  697. glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  698. if (texNum == 0)
  699. glTexture->mGLTexture = glTextureID;
  700. else
  701. glTexture->mGLTexture2 = glTextureID;
  702. }
  703. glTexture->mImageData->Deref();
  704. glTexture->mImageData = NULL;
  705. }
  706. bf_glActiveTexture(GL_TEXTURE0 + mTextureIdx);
  707. //glUniform1i(curShader->mAttribTex0, 0);
  708. glBindTexture(GL_TEXTURE_2D, glTexture->mGLTexture);
  709. }