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- //
- // Copyright (c) 2008-2016 the Urho3D project.
- //
- // 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 "../../Precompiled.h"
- #include "../../Core/Context.h"
- #include "../../Core/Mutex.h"
- #include "../../Core/ProcessUtils.h"
- #include "../../Core/Profiler.h"
- #include "../../Graphics/ConstantBuffer.h"
- #include "../../Graphics/Graphics.h"
- #include "../../Graphics/GraphicsEvents.h"
- #include "../../Graphics/GraphicsImpl.h"
- #include "../../Graphics/IndexBuffer.h"
- #include "../../Graphics/RenderSurface.h"
- #include "../../Graphics/Shader.h"
- #include "../../Graphics/ShaderPrecache.h"
- #include "../../Graphics/ShaderProgram.h"
- #include "../../Graphics/ShaderVariation.h"
- #include "../../Graphics/Texture2D.h"
- #include "../../Graphics/VertexBuffer.h"
- #include "../../IO/File.h"
- #include "../../IO/Log.h"
- #include "../../Resource/ResourceCache.h"
- // ATOMIC BEGIN
- #include <SDL/include/SDL.h>
- // ATOMIC END
- #include "../../DebugNew.h"
- #ifdef GL_ES_VERSION_2_0
- #define GL_DEPTH_COMPONENT24 GL_DEPTH_COMPONENT24_OES
- #define glClearDepth glClearDepthf
- #endif
- #ifdef __EMSCRIPTEN__
- // Emscripten provides even all GL extension functions via static linking. However there is
- // no GLES2-specific extension header at the moment to include instanced rendering declarations,
- // so declare them manually from GLES3 gl2ext.h. Emscripten will provide these when linking final output.
- extern "C"
- {
- GL_APICALL void GL_APIENTRY glDrawArraysInstancedANGLE (GLenum mode, GLint first, GLsizei count, GLsizei primcount);
- GL_APICALL void GL_APIENTRY glDrawElementsInstancedANGLE (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);
- GL_APICALL void GL_APIENTRY glVertexAttribDivisorANGLE (GLuint index, GLuint divisor);
- }
- #endif
- #ifdef _WIN32
- // Prefer the high-performance GPU on switchable GPU systems
- #include <windows.h>
- extern "C"
- {
- __declspec(dllexport) DWORD NvOptimusEnablement = 1;
- __declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1;
- }
- #endif
- namespace Atomic
- {
- static const unsigned glCmpFunc[] =
- {
- GL_ALWAYS,
- GL_EQUAL,
- GL_NOTEQUAL,
- GL_LESS,
- GL_LEQUAL,
- GL_GREATER,
- GL_GEQUAL
- };
- static const unsigned glSrcBlend[] =
- {
- GL_ONE,
- GL_ONE,
- GL_DST_COLOR,
- GL_SRC_ALPHA,
- GL_SRC_ALPHA,
- GL_ONE,
- GL_ONE_MINUS_DST_ALPHA,
- GL_ONE,
- GL_SRC_ALPHA
- };
- static const unsigned glDestBlend[] =
- {
- GL_ZERO,
- GL_ONE,
- GL_ZERO,
- GL_ONE_MINUS_SRC_ALPHA,
- GL_ONE,
- GL_ONE_MINUS_SRC_ALPHA,
- GL_DST_ALPHA,
- GL_ONE,
- GL_ONE
- };
- static const unsigned glBlendOp[] =
- {
- GL_FUNC_ADD,
- GL_FUNC_ADD,
- GL_FUNC_ADD,
- GL_FUNC_ADD,
- GL_FUNC_ADD,
- GL_FUNC_ADD,
- GL_FUNC_ADD,
- GL_FUNC_REVERSE_SUBTRACT,
- GL_FUNC_REVERSE_SUBTRACT
- };
- #ifndef GL_ES_VERSION_2_0
- static const unsigned glFillMode[] =
- {
- GL_FILL,
- GL_LINE,
- GL_POINT
- };
- static const unsigned glStencilOps[] =
- {
- GL_KEEP,
- GL_ZERO,
- GL_REPLACE,
- GL_INCR_WRAP,
- GL_DECR_WRAP
- };
- #endif
- static const unsigned glElementTypes[] =
- {
- GL_INT,
- GL_FLOAT,
- GL_FLOAT,
- GL_FLOAT,
- GL_FLOAT,
- GL_UNSIGNED_BYTE,
- GL_UNSIGNED_BYTE
- };
- static const unsigned glElementComponents[] =
- {
- 1,
- 1,
- 2,
- 3,
- 4,
- 4,
- 4
- };
- #ifdef GL_ES_VERSION_2_0
- static unsigned glesDepthStencilFormat = GL_DEPTH_COMPONENT16;
- static unsigned glesReadableDepthFormat = GL_DEPTH_COMPONENT;
- #endif
- static String extensions;
- bool CheckExtension(const String& name)
- {
- if (extensions.Empty())
- extensions = (const char*)glGetString(GL_EXTENSIONS);
- return extensions.Contains(name);
- }
- static void GetGLPrimitiveType(unsigned elementCount, PrimitiveType type, unsigned& primitiveCount, GLenum& glPrimitiveType)
- {
- switch (type)
- {
- case TRIANGLE_LIST:
- primitiveCount = elementCount / 3;
- glPrimitiveType = GL_TRIANGLES;
- break;
- case LINE_LIST:
- primitiveCount = elementCount / 2;
- glPrimitiveType = GL_LINES;
- break;
- case POINT_LIST:
- primitiveCount = elementCount;
- glPrimitiveType = GL_POINTS;
- break;
- case TRIANGLE_STRIP:
- primitiveCount = elementCount - 2;
- glPrimitiveType = GL_TRIANGLE_STRIP;
- break;
- case LINE_STRIP:
- primitiveCount = elementCount - 1;
- glPrimitiveType = GL_LINE_STRIP;
- break;
- case TRIANGLE_FAN:
- primitiveCount = elementCount - 2;
- glPrimitiveType = GL_TRIANGLE_FAN;
- break;
- }
- }
- const Vector2 Graphics::pixelUVOffset(0.0f, 0.0f);
- bool Graphics::gl3Support = false;
- Graphics::Graphics(Context* context_) :
- Object(context_),
- impl_(new GraphicsImpl()),
- window_(0),
- externalWindow_(0),
- width_(0),
- height_(0),
- position_(SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED),
- multiSample_(1),
- fullscreen_(false),
- borderless_(false),
- resizable_(false),
- highDPI_(false),
- vsync_(false),
- tripleBuffer_(false),
- sRGB_(false),
- forceGL2_(false),
- instancingSupport_(false),
- lightPrepassSupport_(false),
- deferredSupport_(false),
- anisotropySupport_(false),
- dxtTextureSupport_(false),
- etcTextureSupport_(false),
- pvrtcTextureSupport_(false),
- hardwareShadowSupport_(false),
- sRGBSupport_(false),
- sRGBWriteSupport_(false),
- numPrimitives_(0),
- numBatches_(0),
- maxScratchBufferRequest_(0),
- dummyColorFormat_(0),
- shadowMapFormat_(GL_DEPTH_COMPONENT16),
- hiresShadowMapFormat_(GL_DEPTH_COMPONENT24),
- defaultTextureFilterMode_(FILTER_TRILINEAR),
- defaultTextureAnisotropy_(4),
- shaderPath_("Shaders/GLSL/"),
- shaderExtension_(".glsl"),
- orientations_("LandscapeLeft LandscapeRight"),
- #ifndef GL_ES_VERSION_2_0
- apiName_("GL2")
- #else
- apiName_("GLES2")
- #endif
- {
- SetTextureUnitMappings();
- ResetCachedState();
- // Initialize SDL now. Graphics should be the first SDL-using subsystem to be created
- SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_NOPARACHUTE
- | SDL_INIT_TIMER | SDL_INIT_HAPTIC ); // ATOMIC BEGIN HAPTIC //ATOMIC END
- // Register Graphics library object factories
- RegisterGraphicsLibrary(context_);
- }
- Graphics::~Graphics()
- {
- Close();
- delete impl_;
- impl_ = 0;
- // Shut down SDL now. Graphics should be the last SDL-using subsystem to be destroyed
- SDL_Quit();
- }
- bool Graphics::SetMode(int width, int height, bool fullscreen, bool borderless, bool resizable, bool highDPI, bool vsync,
- bool tripleBuffer, int multiSample)
- {
- ATOMIC_PROFILE(SetScreenMode);
- bool maximize = false;
- #if defined(IOS) || defined(TVOS)
- // iOS and tvOS app always take the fullscreen (and with status bar hidden)
- fullscreen = true;
- #endif
- // Fullscreen or Borderless can not be resizable
- if (fullscreen || borderless)
- resizable = false;
- // Borderless cannot be fullscreen, they are mutually exclusive
- if (borderless)
- fullscreen = false;
- multiSample = Clamp(multiSample, 1, 16);
- if (IsInitialized() && width == width_ && height == height_ && fullscreen == fullscreen_ && borderless == borderless_ &&
- resizable == resizable_ && vsync == vsync_ && tripleBuffer == tripleBuffer_ && multiSample == multiSample_)
- return true;
- // If only vsync changes, do not destroy/recreate the context
- if (IsInitialized() && width == width_ && height == height_ && fullscreen == fullscreen_ && borderless == borderless_ &&
- resizable == resizable_ && tripleBuffer == tripleBuffer_ && multiSample == multiSample_ && vsync != vsync_)
- {
- SDL_GL_SetSwapInterval(vsync ? 1 : 0);
- vsync_ = vsync;
- return true;
- }
- // If zero dimensions in windowed mode, set windowed mode to maximize and set a predefined default restored window size.
- // If zero in fullscreen, use desktop mode
- if (!width || !height)
- {
- if (fullscreen || borderless)
- {
- SDL_DisplayMode mode;
- SDL_GetDesktopDisplayMode(0, &mode);
- width = mode.w;
- height = mode.h;
- }
- else
- {
- maximize = resizable;
- width = 1024;
- height = 768;
- }
- }
- // Check fullscreen mode validity (desktop only). Use a closest match if not found
- #ifdef DESKTOP_GRAPHICS
- if (fullscreen)
- {
- PODVector<IntVector2> resolutions = GetResolutions();
- if (resolutions.Size())
- {
- unsigned best = 0;
- unsigned bestError = M_MAX_UNSIGNED;
- for (unsigned i = 0; i < resolutions.Size(); ++i)
- {
- unsigned error = Abs(resolutions[i].x_ - width) + Abs(resolutions[i].y_ - height);
- if (error < bestError)
- {
- best = i;
- bestError = error;
- }
- }
- width = resolutions[best].x_;
- height = resolutions[best].y_;
- }
- }
- #endif
- // With an external window, only the size can change after initial setup, so do not recreate context
- if (!externalWindow_ || !impl_->context_)
- {
- // Close the existing window and OpenGL context, mark GPU objects as lost
- Release(false, true);
- #ifdef IOS
- // On iOS window needs to be resizable to handle orientation changes properly
- resizable = true;
- #endif
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
- #ifndef GL_ES_VERSION_2_0
- SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
- SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
- SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
- SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
- if (externalWindow_)
- SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
- else
- SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
- SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
- if (!forceGL2_)
- {
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
- }
- else
- {
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 0);
- }
- #else
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
- #endif
- if (multiSample > 1)
- {
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, multiSample);
- }
- else
- {
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
- }
- int x = fullscreen ? 0 : position_.x_;
- int y = fullscreen ? 0 : position_.y_;
- unsigned flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
- if (fullscreen)
- flags |= SDL_WINDOW_FULLSCREEN;
- if (borderless)
- flags |= SDL_WINDOW_BORDERLESS;
- if (resizable)
- flags |= SDL_WINDOW_RESIZABLE;
- if (highDPI)
- flags |= SDL_WINDOW_ALLOW_HIGHDPI;
- SDL_SetHint(SDL_HINT_ORIENTATIONS, orientations_.CString());
- for (;;)
- {
- if (!externalWindow_)
- window_ = SDL_CreateWindow(windowTitle_.CString(), x, y, width, height, flags);
- else
- {
- #ifndef __EMSCRIPTEN__
- if (!window_)
- window_ = SDL_CreateWindowFrom(externalWindow_, SDL_WINDOW_OPENGL);
- fullscreen = false;
- #endif
- }
- if (window_)
- break;
- else
- {
- if (multiSample > 1)
- {
- // If failed with multisampling, retry first without
- multiSample = 1;
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
- }
- else
- {
- ATOMIC_LOGERRORF("Could not create window, root cause: '%s'", SDL_GetError());
- return false;
- }
- }
- }
- CreateWindowIcon();
- if (maximize)
- {
- Maximize();
- SDL_GL_GetDrawableSize(window_, &width, &height);
- }
- // Create/restore context and GPU objects and set initial renderstate
- Restore();
- // Specific error message is already logged by Restore() when context creation or OpenGL extensions check fails
- if (!impl_->context_)
- return false;
- }
- // Set vsync
- SDL_GL_SetSwapInterval(vsync ? 1 : 0);
- // Store the system FBO on IOS now
- #ifdef IOS
- glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&impl_->systemFBO_);
- #endif
- fullscreen_ = fullscreen;
- borderless_ = borderless;
- resizable_ = resizable;
- highDPI_ = highDPI;
- vsync_ = vsync;
- tripleBuffer_ = tripleBuffer;
- multiSample_ = multiSample;
- SDL_GL_GetDrawableSize(window_, &width_, &height_);
- if (!fullscreen)
- SDL_GetWindowPosition(window_, &position_.x_, &position_.y_);
- // Reset rendertargets and viewport for the new screen mode
- ResetRenderTargets();
- // Clear the initial window contents to black
- Clear(CLEAR_COLOR);
- SDL_GL_SwapWindow(window_);
- CheckFeatureSupport();
- #ifdef ATOMIC_LOGGING
- String msg;
- msg.AppendWithFormat("Set screen mode %dx%d %s", width_, height_, (fullscreen_ ? "fullscreen" : "windowed"));
- if (borderless_)
- msg.Append(" borderless");
- if (resizable_)
- msg.Append(" resizable");
- if (multiSample > 1)
- msg.AppendWithFormat(" multisample %d", multiSample);
- ATOMIC_LOGINFO(msg);
- #endif
- using namespace ScreenMode;
- VariantMap& eventData = GetEventDataMap();
- eventData[P_WIDTH] = width_;
- eventData[P_HEIGHT] = height_;
- eventData[P_FULLSCREEN] = fullscreen_;
- eventData[P_BORDERLESS] = borderless_;
- eventData[P_RESIZABLE] = resizable_;
- eventData[P_HIGHDPI] = highDPI_;
- SendEvent(E_SCREENMODE, eventData);
- return true;
- }
- bool Graphics::SetMode(int width, int height)
- {
- return SetMode(width, height, fullscreen_, borderless_, resizable_, highDPI_, vsync_, tripleBuffer_, multiSample_);
- }
- void Graphics::SetSRGB(bool enable)
- {
- enable &= sRGBWriteSupport_;
- if (enable != sRGB_)
- {
- sRGB_ = enable;
- impl_->fboDirty_ = true;
- }
- }
- void Graphics::SetDither(bool enable)
- {
- if (enable)
- glEnable(GL_DITHER);
- else
- glDisable(GL_DITHER);
- }
- void Graphics::SetFlushGPU(bool enable)
- {
- // Currently unimplemented on OpenGL
- }
- void Graphics::SetForceGL2(bool enable)
- {
- if (IsInitialized())
- {
- ATOMIC_LOGERROR("OpenGL 2 can only be forced before setting the initial screen mode");
- return;
- }
- forceGL2_ = enable;
- }
- void Graphics::Close()
- {
- if (!IsInitialized())
- return;
- // Actually close the window
- Release(true, true);
- }
- bool Graphics::TakeScreenShot(Image* destImage)
- {
- ATOMIC_PROFILE(TakeScreenShot);
- if (!IsInitialized())
- return false;
- if (IsDeviceLost())
- {
- ATOMIC_LOGERROR("Can not take screenshot while device is lost");
- return false;
- }
- ResetRenderTargets();
- #ifndef GL_ES_VERSION_2_0
- destImage->SetSize(width_, height_, 3);
- glReadPixels(0, 0, width_, height_, GL_RGB, GL_UNSIGNED_BYTE, destImage->GetData());
- #else
- // Use RGBA format on OpenGL ES, as otherwise (at least on Android) the produced image is all black
- destImage->SetSize(width_, height_, 4);
- glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, destImage->GetData());
- #endif
- // On OpenGL we need to flip the image vertically after reading
- destImage->FlipVertical();
- return true;
- }
- bool Graphics::BeginFrame()
- {
- if (!IsInitialized() || IsDeviceLost())
- return false;
- // If using an external window, check it for size changes, and reset screen mode if necessary
- if (externalWindow_)
- {
- int width, height;
- SDL_GL_GetDrawableSize(window_, &width, &height);
- if (width != width_ || height != height_)
- SetMode(width, height);
- }
- // Re-enable depth test and depth func in case a third party program has modified it
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(glCmpFunc[depthTestMode_]);
- // Set default rendertarget and depth buffer
- ResetRenderTargets();
- // Cleanup textures from previous frame
- for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
- SetTexture(i, 0);
- // Enable color and depth write
- SetColorWrite(true);
- SetDepthWrite(true);
- numPrimitives_ = 0;
- numBatches_ = 0;
- SendEvent(E_BEGINRENDERING);
- return true;
- }
- void Graphics::EndFrame()
- {
- if (!IsInitialized())
- return;
- ATOMIC_PROFILE(Present);
- SendEvent(E_ENDRENDERING);
- SDL_GL_SwapWindow(window_);
- // Clean up too large scratch buffers
- CleanupScratchBuffers();
- }
- void Graphics::Clear(unsigned flags, const Color& color, float depth, unsigned stencil)
- {
- PrepareDraw();
- #ifdef GL_ES_VERSION_2_0
- flags &= ~CLEAR_STENCIL;
- #endif
- bool oldColorWrite = colorWrite_;
- bool oldDepthWrite = depthWrite_;
- if (flags & CLEAR_COLOR && !oldColorWrite)
- SetColorWrite(true);
- if (flags & CLEAR_DEPTH && !oldDepthWrite)
- SetDepthWrite(true);
- if (flags & CLEAR_STENCIL && stencilWriteMask_ != M_MAX_UNSIGNED)
- glStencilMask(M_MAX_UNSIGNED);
- unsigned glFlags = 0;
- if (flags & CLEAR_COLOR)
- {
- glFlags |= GL_COLOR_BUFFER_BIT;
- glClearColor(color.r_, color.g_, color.b_, color.a_);
- }
- if (flags & CLEAR_DEPTH)
- {
- glFlags |= GL_DEPTH_BUFFER_BIT;
- glClearDepth(depth);
- }
- if (flags & CLEAR_STENCIL)
- {
- glFlags |= GL_STENCIL_BUFFER_BIT;
- glClearStencil(stencil);
- }
- // If viewport is less than full screen, set a scissor to limit the clear
- /// \todo Any user-set scissor test will be lost
- IntVector2 viewSize = GetRenderTargetDimensions();
- if (viewport_.left_ != 0 || viewport_.top_ != 0 || viewport_.right_ != viewSize.x_ || viewport_.bottom_ != viewSize.y_)
- SetScissorTest(true, IntRect(0, 0, viewport_.Width(), viewport_.Height()));
- else
- SetScissorTest(false);
- glClear(glFlags);
- SetScissorTest(false);
- SetColorWrite(oldColorWrite);
- SetDepthWrite(oldDepthWrite);
- if (flags & CLEAR_STENCIL && stencilWriteMask_ != M_MAX_UNSIGNED)
- glStencilMask(stencilWriteMask_);
- }
- bool Graphics::ResolveToTexture(Texture2D* destination, const IntRect& viewport)
- {
- if (!destination || !destination->GetRenderSurface())
- return false;
- ATOMIC_PROFILE(ResolveToTexture);
- IntRect vpCopy = viewport;
- if (vpCopy.right_ <= vpCopy.left_)
- vpCopy.right_ = vpCopy.left_ + 1;
- if (vpCopy.bottom_ <= vpCopy.top_)
- vpCopy.bottom_ = vpCopy.top_ + 1;
- vpCopy.left_ = Clamp(vpCopy.left_, 0, width_);
- vpCopy.top_ = Clamp(vpCopy.top_, 0, height_);
- vpCopy.right_ = Clamp(vpCopy.right_, 0, width_);
- vpCopy.bottom_ = Clamp(vpCopy.bottom_, 0, height_);
- // Make sure the FBO is not in use
- ResetRenderTargets();
- // Use Direct3D convention with the vertical coordinates ie. 0 is top
- SetTextureForUpdate(destination);
- glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, vpCopy.left_, height_ - vpCopy.bottom_, vpCopy.Width(), vpCopy.Height());
- SetTexture(0, 0);
- return true;
- }
- void Graphics::Draw(PrimitiveType type, unsigned vertexStart, unsigned vertexCount)
- {
- if (!vertexCount)
- return;
- PrepareDraw();
- unsigned primitiveCount;
- GLenum glPrimitiveType;
- GetGLPrimitiveType(vertexCount, type, primitiveCount, glPrimitiveType);
- glDrawArrays(glPrimitiveType, vertexStart, vertexCount);
- numPrimitives_ += primitiveCount;
- ++numBatches_;
- }
- void Graphics::Draw(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount)
- {
- if (!indexCount || !indexBuffer_ || !indexBuffer_->GetGPUObjectName())
- return;
- PrepareDraw();
- unsigned indexSize = indexBuffer_->GetIndexSize();
- unsigned primitiveCount;
- GLenum glPrimitiveType;
- GetGLPrimitiveType(indexCount, type, primitiveCount, glPrimitiveType);
- GLenum indexType = indexSize == sizeof(unsigned short) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
- glDrawElements(glPrimitiveType, indexCount, indexType, reinterpret_cast<const GLvoid*>(indexStart * indexSize));
- numPrimitives_ += primitiveCount;
- ++numBatches_;
- }
- void Graphics::Draw(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned baseVertexIndex, unsigned minVertex, unsigned vertexCount)
- {
- #ifndef GL_ES_VERSION_2_0
- if (!gl3Support || !indexCount || !indexBuffer_ || !indexBuffer_->GetGPUObjectName())
- return;
- PrepareDraw();
- unsigned indexSize = indexBuffer_->GetIndexSize();
- unsigned primitiveCount;
- GLenum glPrimitiveType;
- GetGLPrimitiveType(indexCount, type, primitiveCount, glPrimitiveType);
- GLenum indexType = indexSize == sizeof(unsigned short) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
- glDrawElementsBaseVertex(glPrimitiveType, indexCount, indexType, reinterpret_cast<GLvoid*>(indexStart * indexSize), baseVertexIndex);
- numPrimitives_ += primitiveCount;
- ++numBatches_;
- #endif
- }
- void Graphics::DrawInstanced(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount,
- unsigned instanceCount)
- {
- #if !defined(GL_ES_VERSION_2_0) || defined(__EMSCRIPTEN__)
- if (!indexCount || !indexBuffer_ || !indexBuffer_->GetGPUObjectName() || !instancingSupport_)
- return;
- PrepareDraw();
- unsigned indexSize = indexBuffer_->GetIndexSize();
- unsigned primitiveCount;
- GLenum glPrimitiveType;
- GetGLPrimitiveType(indexCount, type, primitiveCount, glPrimitiveType);
- GLenum indexType = indexSize == sizeof(unsigned short) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
- #ifdef __EMSCRIPTEN__
- glDrawElementsInstancedANGLE(glPrimitiveType, indexCount, indexType, reinterpret_cast<const GLvoid*>(indexStart * indexSize),
- instanceCount);
- #else
- if (gl3Support)
- {
- glDrawElementsInstanced(glPrimitiveType, indexCount, indexType, reinterpret_cast<const GLvoid*>(indexStart * indexSize),
- instanceCount);
- }
- else
- {
- glDrawElementsInstancedARB(glPrimitiveType, indexCount, indexType, reinterpret_cast<const GLvoid*>(indexStart * indexSize),
- instanceCount);
- }
- #endif
- numPrimitives_ += instanceCount * primitiveCount;
- ++numBatches_;
- #endif
- }
- void Graphics::DrawInstanced(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned baseVertexIndex, unsigned minVertex,
- unsigned vertexCount, unsigned instanceCount)
- {
- #ifndef GL_ES_VERSION_2_0
- if (!gl3Support || !indexCount || !indexBuffer_ || !indexBuffer_->GetGPUObjectName() || !instancingSupport_)
- return;
- PrepareDraw();
- unsigned indexSize = indexBuffer_->GetIndexSize();
- unsigned primitiveCount;
- GLenum glPrimitiveType;
- GetGLPrimitiveType(indexCount, type, primitiveCount, glPrimitiveType);
- GLenum indexType = indexSize == sizeof(unsigned short) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
- glDrawElementsInstancedBaseVertex(glPrimitiveType, indexCount, indexType, reinterpret_cast<const GLvoid*>(indexStart * indexSize),
- instanceCount, baseVertexIndex);
- numPrimitives_ += instanceCount * primitiveCount;
- ++numBatches_;
- #endif
- }
- void Graphics::SetVertexBuffer(VertexBuffer* buffer)
- {
- // Note: this is not multi-instance safe
- static PODVector<VertexBuffer*> vertexBuffers(1);
- vertexBuffers[0] = buffer;
- SetVertexBuffers(vertexBuffers);
- }
- bool Graphics::SetVertexBuffers(const PODVector<VertexBuffer*>& buffers, unsigned instanceOffset)
- {
- if (buffers.Size() > MAX_VERTEX_STREAMS)
- {
- ATOMIC_LOGERROR("Too many vertex buffers");
- return false;
- }
- if (instanceOffset != impl_->lastInstanceOffset_)
- {
- impl_->lastInstanceOffset_ = instanceOffset;
- impl_->vertexBuffersDirty_ = true;
- }
- for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
- {
- VertexBuffer* buffer = 0;
- if (i < buffers.Size())
- buffer = buffers[i];
- if (buffer != vertexBuffers_[i])
- {
- vertexBuffers_[i] = buffer;
- impl_->vertexBuffersDirty_ = true;
- }
- }
- return true;
- }
- bool Graphics::SetVertexBuffers(const Vector<SharedPtr<VertexBuffer> >& buffers, unsigned instanceOffset)
- {
- return SetVertexBuffers(reinterpret_cast<const PODVector<VertexBuffer*>&>(buffers), instanceOffset);
- }
- void Graphics::SetIndexBuffer(IndexBuffer* buffer)
- {
- if (indexBuffer_ == buffer)
- return;
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer ? buffer->GetGPUObjectName() : 0);
- indexBuffer_ = buffer;
- }
- void Graphics::SetShaders(ShaderVariation* vs, ShaderVariation* ps)
- {
- if (vs == vertexShader_ && ps == pixelShader_)
- return;
- // Compile the shaders now if not yet compiled. If already attempted, do not retry
- if (vs && !vs->GetGPUObjectName())
- {
- if (vs->GetCompilerOutput().Empty())
- {
- ATOMIC_PROFILE(CompileVertexShader);
- bool success = vs->Create();
- if (success)
- ATOMIC_LOGDEBUG("Compiled vertex shader " + vs->GetFullName());
- else
- {
- ATOMIC_LOGERROR("Failed to compile vertex shader " + vs->GetFullName() + ":\n" + vs->GetCompilerOutput());
- vs = 0;
- }
- }
- else
- vs = 0;
- }
- if (ps && !ps->GetGPUObjectName())
- {
- if (ps->GetCompilerOutput().Empty())
- {
- ATOMIC_PROFILE(CompilePixelShader);
- bool success = ps->Create();
- if (success)
- ATOMIC_LOGDEBUG("Compiled pixel shader " + ps->GetFullName());
- else
- {
- ATOMIC_LOGERROR("Failed to compile pixel shader " + ps->GetFullName() + ":\n" + ps->GetCompilerOutput());
- ps = 0;
- }
- }
- else
- ps = 0;
- }
- if (!vs || !ps)
- {
- glUseProgram(0);
- vertexShader_ = 0;
- pixelShader_ = 0;
- impl_->shaderProgram_ = 0;
- }
- else
- {
- vertexShader_ = vs;
- pixelShader_ = ps;
- Pair<ShaderVariation*, ShaderVariation*> combination(vs, ps);
- ShaderProgramMap::Iterator i = impl_->shaderPrograms_.Find(combination);
- if (i != impl_->shaderPrograms_.End())
- {
- // Use the existing linked program
- if (i->second_->GetGPUObjectName())
- {
- glUseProgram(i->second_->GetGPUObjectName());
- impl_->shaderProgram_ = i->second_;
- }
- else
- {
- glUseProgram(0);
- impl_->shaderProgram_ = 0;
- }
- }
- else
- {
- // Link a new combination
- ATOMIC_PROFILE(LinkShaders);
- SharedPtr<ShaderProgram> newProgram(new ShaderProgram(this, vs, ps));
- if (newProgram->Link())
- {
- ATOMIC_LOGDEBUG("Linked vertex shader " + vs->GetFullName() + " and pixel shader " + ps->GetFullName());
- // Note: Link() calls glUseProgram() to set the texture sampler uniforms,
- // so it is not necessary to call it again
- impl_->shaderProgram_ = newProgram;
- }
- else
- {
- ATOMIC_LOGERROR("Failed to link vertex shader " + vs->GetFullName() + " and pixel shader " + ps->GetFullName() + ":\n" +
- newProgram->GetLinkerOutput());
- glUseProgram(0);
- impl_->shaderProgram_ = 0;
- }
- impl_->shaderPrograms_[combination] = newProgram;
- }
- }
- // Update the clip plane uniform on GL3, and set constant buffers
- #ifndef GL_ES_VERSION_2_0
- if (gl3Support && impl_->shaderProgram_)
- {
- const SharedPtr<ConstantBuffer>* constantBuffers = impl_->shaderProgram_->GetConstantBuffers();
- for (unsigned i = 0; i < MAX_SHADER_PARAMETER_GROUPS * 2; ++i)
- {
- ConstantBuffer* buffer = constantBuffers[i].Get();
- if (buffer != impl_->constantBuffers_[i])
- {
- unsigned object = buffer ? buffer->GetGPUObjectName() : 0;
- glBindBufferBase(GL_UNIFORM_BUFFER, i, object);
- // Calling glBindBufferBase also affects the generic buffer binding point
- impl_->boundUBO_ = object;
- impl_->constantBuffers_[i] = buffer;
- ShaderProgram::ClearGlobalParameterSource((ShaderParameterGroup)(i % MAX_SHADER_PARAMETER_GROUPS));
- }
- }
- SetShaderParameter(VSP_CLIPPLANE, useClipPlane_ ? clipPlane_ : Vector4(0.0f, 0.0f, 0.0f, 1.0f));
- }
- #endif
- // Store shader combination if shader dumping in progress
- if (shaderPrecache_)
- shaderPrecache_->StoreShaders(vertexShader_, pixelShader_);
- if (impl_->shaderProgram_)
- {
- impl_->usedVertexAttributes_ = impl_->shaderProgram_->GetUsedVertexAttributes();
- impl_->vertexAttributes_ = &impl_->shaderProgram_->GetVertexAttributes();
- }
- else
- {
- impl_->usedVertexAttributes_ = 0;
- impl_->vertexAttributes_ = 0;
- }
- impl_->vertexBuffersDirty_ = true;
- }
- void Graphics::SetShaderParameter(StringHash param, const float* data, unsigned count)
- {
- if (impl_->shaderProgram_)
- {
- const ShaderParameter* info = impl_->shaderProgram_->GetParameter(param);
- if (info)
- {
- if (info->bufferPtr_)
- {
- ConstantBuffer* buffer = info->bufferPtr_;
- if (!buffer->IsDirty())
- impl_->dirtyConstantBuffers_.Push(buffer);
- buffer->SetParameter(info->offset_, (unsigned)(count * sizeof(float)), data);
- return;
- }
- switch (info->glType_)
- {
- case GL_FLOAT:
- glUniform1fv(info->location_, count, data);
- break;
- case GL_FLOAT_VEC2:
- glUniform2fv(info->location_, count / 2, data);
- break;
- case GL_FLOAT_VEC3:
- glUniform3fv(info->location_, count / 3, data);
- break;
- case GL_FLOAT_VEC4:
- glUniform4fv(info->location_, count / 4, data);
- break;
- case GL_FLOAT_MAT3:
- glUniformMatrix3fv(info->location_, count / 9, GL_FALSE, data);
- break;
- case GL_FLOAT_MAT4:
- glUniformMatrix4fv(info->location_, count / 16, GL_FALSE, data);
- break;
- default: break;
- }
- }
- }
- }
- void Graphics::SetShaderParameter(StringHash param, float value)
- {
- if (impl_->shaderProgram_)
- {
- const ShaderParameter* info = impl_->shaderProgram_->GetParameter(param);
- if (info)
- {
- if (info->bufferPtr_)
- {
- ConstantBuffer* buffer = info->bufferPtr_;
- if (!buffer->IsDirty())
- impl_->dirtyConstantBuffers_.Push(buffer);
- buffer->SetParameter(info->offset_, sizeof(float), &value);
- return;
- }
- glUniform1fv(info->location_, 1, &value);
- }
- }
- }
- void Graphics::SetShaderParameter(StringHash param, bool value)
- {
- // \todo Not tested
- if (impl_->shaderProgram_)
- {
- const ShaderParameter* info = impl_->shaderProgram_->GetParameter(param);
- if (info)
- {
- if (info->bufferPtr_)
- {
- ConstantBuffer* buffer = info->bufferPtr_;
- if (!buffer->IsDirty())
- impl_->dirtyConstantBuffers_.Push(buffer);
- buffer->SetParameter(info->offset_, sizeof(bool), &value);
- return;
- }
- glUniform1i(info->location_, (int)value);
- }
- }
- }
- void Graphics::SetShaderParameter(StringHash param, const Color& color)
- {
- SetShaderParameter(param, color.Data(), 4);
- }
- void Graphics::SetShaderParameter(StringHash param, const Vector2& vector)
- {
- if (impl_->shaderProgram_)
- {
- const ShaderParameter* info = impl_->shaderProgram_->GetParameter(param);
- if (info)
- {
- if (info->bufferPtr_)
- {
- ConstantBuffer* buffer = info->bufferPtr_;
- if (!buffer->IsDirty())
- impl_->dirtyConstantBuffers_.Push(buffer);
- buffer->SetParameter(info->offset_, sizeof(Vector2), &vector);
- return;
- }
- // Check the uniform type to avoid mismatch
- switch (info->glType_)
- {
- case GL_FLOAT:
- glUniform1fv(info->location_, 1, vector.Data());
- break;
- case GL_FLOAT_VEC2:
- glUniform2fv(info->location_, 1, vector.Data());
- break;
- default: break;
- }
- }
- }
- }
- void Graphics::SetShaderParameter(StringHash param, const Matrix3& matrix)
- {
- if (impl_->shaderProgram_)
- {
- const ShaderParameter* info = impl_->shaderProgram_->GetParameter(param);
- if (info)
- {
- if (info->bufferPtr_)
- {
- ConstantBuffer* buffer = info->bufferPtr_;
- if (!buffer->IsDirty())
- impl_->dirtyConstantBuffers_.Push(buffer);
- buffer->SetVector3ArrayParameter(info->offset_, 3, &matrix);
- return;
- }
- glUniformMatrix3fv(info->location_, 1, GL_FALSE, matrix.Data());
- }
- }
- }
- void Graphics::SetShaderParameter(StringHash param, const Vector3& vector)
- {
- if (impl_->shaderProgram_)
- {
- const ShaderParameter* info = impl_->shaderProgram_->GetParameter(param);
- if (info)
- {
- if (info->bufferPtr_)
- {
- ConstantBuffer* buffer = info->bufferPtr_;
- if (!buffer->IsDirty())
- impl_->dirtyConstantBuffers_.Push(buffer);
- buffer->SetParameter(info->offset_, sizeof(Vector3), &vector);
- return;
- }
- // Check the uniform type to avoid mismatch
- switch (info->glType_)
- {
- case GL_FLOAT:
- glUniform1fv(info->location_, 1, vector.Data());
- break;
- case GL_FLOAT_VEC2:
- glUniform2fv(info->location_, 1, vector.Data());
- break;
- case GL_FLOAT_VEC3:
- glUniform3fv(info->location_, 1, vector.Data());
- break;
- default: break;
- }
- }
- }
- }
- void Graphics::SetShaderParameter(StringHash param, const Matrix4& matrix)
- {
- if (impl_->shaderProgram_)
- {
- const ShaderParameter* info = impl_->shaderProgram_->GetParameter(param);
- if (info)
- {
- if (info->bufferPtr_)
- {
- ConstantBuffer* buffer = info->bufferPtr_;
- if (!buffer->IsDirty())
- impl_->dirtyConstantBuffers_.Push(buffer);
- buffer->SetParameter(info->offset_, sizeof(Matrix4), &matrix);
- return;
- }
- glUniformMatrix4fv(info->location_, 1, GL_FALSE, matrix.Data());
- }
- }
- }
- void Graphics::SetShaderParameter(StringHash param, const Vector4& vector)
- {
- if (impl_->shaderProgram_)
- {
- const ShaderParameter* info = impl_->shaderProgram_->GetParameter(param);
- if (info)
- {
- if (info->bufferPtr_)
- {
- ConstantBuffer* buffer = info->bufferPtr_;
- if (!buffer->IsDirty())
- impl_->dirtyConstantBuffers_.Push(buffer);
- buffer->SetParameter(info->offset_, sizeof(Vector4), &vector);
- return;
- }
- // Check the uniform type to avoid mismatch
- switch (info->glType_)
- {
- case GL_FLOAT:
- glUniform1fv(info->location_, 1, vector.Data());
- break;
- case GL_FLOAT_VEC2:
- glUniform2fv(info->location_, 1, vector.Data());
- break;
- case GL_FLOAT_VEC3:
- glUniform3fv(info->location_, 1, vector.Data());
- break;
- case GL_FLOAT_VEC4:
- glUniform4fv(info->location_, 1, vector.Data());
- break;
- default: break;
- }
- }
- }
- }
- void Graphics::SetShaderParameter(StringHash param, const Matrix3x4& matrix)
- {
- if (impl_->shaderProgram_)
- {
- const ShaderParameter* info = impl_->shaderProgram_->GetParameter(param);
- if (info)
- {
- // Expand to a full Matrix4
- static Matrix4 fullMatrix;
- fullMatrix.m00_ = matrix.m00_;
- fullMatrix.m01_ = matrix.m01_;
- fullMatrix.m02_ = matrix.m02_;
- fullMatrix.m03_ = matrix.m03_;
- fullMatrix.m10_ = matrix.m10_;
- fullMatrix.m11_ = matrix.m11_;
- fullMatrix.m12_ = matrix.m12_;
- fullMatrix.m13_ = matrix.m13_;
- fullMatrix.m20_ = matrix.m20_;
- fullMatrix.m21_ = matrix.m21_;
- fullMatrix.m22_ = matrix.m22_;
- fullMatrix.m23_ = matrix.m23_;
- if (info->bufferPtr_)
- {
- ConstantBuffer* buffer = info->bufferPtr_;
- if (!buffer->IsDirty())
- impl_->dirtyConstantBuffers_.Push(buffer);
- buffer->SetParameter(info->offset_, sizeof(Matrix4), &fullMatrix);
- return;
- }
- glUniformMatrix4fv(info->location_, 1, GL_FALSE, fullMatrix.Data());
- }
- }
- }
- void Graphics::SetShaderParameter(StringHash param, const Variant& value)
- {
- switch (value.GetType())
- {
- case VAR_BOOL:
- SetShaderParameter(param, value.GetBool());
- break;
- case VAR_FLOAT:
- SetShaderParameter(param, value.GetFloat());
- break;
- case VAR_VECTOR2:
- SetShaderParameter(param, value.GetVector2());
- break;
- case VAR_VECTOR3:
- SetShaderParameter(param, value.GetVector3());
- break;
- case VAR_VECTOR4:
- SetShaderParameter(param, value.GetVector4());
- break;
- case VAR_COLOR:
- SetShaderParameter(param, value.GetColor());
- break;
- case VAR_MATRIX3:
- SetShaderParameter(param, value.GetMatrix3());
- break;
- case VAR_MATRIX3X4:
- SetShaderParameter(param, value.GetMatrix3x4());
- break;
- case VAR_MATRIX4:
- SetShaderParameter(param, value.GetMatrix4());
- break;
- case VAR_BUFFER:
- {
- const PODVector<unsigned char>& buffer = value.GetBuffer();
- if (buffer.Size() >= sizeof(float))
- SetShaderParameter(param, reinterpret_cast<const float*>(&buffer[0]), buffer.Size() / sizeof(float));
- }
- break;
- default:
- // Unsupported parameter type, do nothing
- break;
- }
- }
- bool Graphics::NeedParameterUpdate(ShaderParameterGroup group, const void* source)
- {
- return impl_->shaderProgram_ ? impl_->shaderProgram_->NeedParameterUpdate(group, source) : false;
- }
- bool Graphics::HasShaderParameter(StringHash param)
- {
- return impl_->shaderProgram_ && impl_->shaderProgram_->HasParameter(param);
- }
- bool Graphics::HasTextureUnit(TextureUnit unit)
- {
- return impl_->shaderProgram_ && impl_->shaderProgram_->HasTextureUnit(unit);
- }
- void Graphics::ClearParameterSource(ShaderParameterGroup group)
- {
- if (impl_->shaderProgram_)
- impl_->shaderProgram_->ClearParameterSource(group);
- }
- void Graphics::ClearParameterSources()
- {
- ShaderProgram::ClearParameterSources();
- }
- void Graphics::ClearTransformSources()
- {
- if (impl_->shaderProgram_)
- {
- impl_->shaderProgram_->ClearParameterSource(SP_CAMERA);
- impl_->shaderProgram_->ClearParameterSource(SP_OBJECT);
- }
- }
- void Graphics::SetTexture(unsigned index, Texture* texture)
- {
- if (index >= MAX_TEXTURE_UNITS)
- return;
- // Check if texture is currently bound as a rendertarget. In that case, use its backup texture, or blank if not defined
- if (texture)
- {
- if (renderTargets_[0] && renderTargets_[0]->GetParentTexture() == texture)
- texture = texture->GetBackupTexture();
- }
- if (textures_[index] != texture)
- {
- if (impl_->activeTexture_ != index)
- {
- glActiveTexture(GL_TEXTURE0 + index);
- impl_->activeTexture_ = index;
- }
- if (texture)
- {
- unsigned glType = texture->GetTarget();
- // Unbind old texture type if necessary
- if (impl_->textureTypes_[index] && impl_->textureTypes_[index] != glType)
- glBindTexture(impl_->textureTypes_[index], 0);
- glBindTexture(glType, texture->GetGPUObjectName());
- impl_->textureTypes_[index] = glType;
- if (texture->GetParametersDirty())
- texture->UpdateParameters();
- }
- else if (impl_->textureTypes_[index])
- {
- glBindTexture(impl_->textureTypes_[index], 0);
- impl_->textureTypes_[index] = 0;
- }
- textures_[index] = texture;
- }
- else
- {
- if (texture && texture->GetParametersDirty())
- {
- if (impl_->activeTexture_ != index)
- {
- glActiveTexture(GL_TEXTURE0 + index);
- impl_->activeTexture_ = index;
- }
- glBindTexture(texture->GetTarget(), texture->GetGPUObjectName());
- texture->UpdateParameters();
- }
- }
- }
- void Graphics::SetTextureForUpdate(Texture* texture)
- {
- if (impl_->activeTexture_ != 0)
- {
- glActiveTexture(GL_TEXTURE0);
- impl_->activeTexture_ = 0;
- }
- unsigned glType = texture->GetTarget();
- // Unbind old texture type if necessary
- if (impl_->textureTypes_[0] && impl_->textureTypes_[0] != glType)
- glBindTexture(impl_->textureTypes_[0], 0);
- glBindTexture(glType, texture->GetGPUObjectName());
- impl_->textureTypes_[0] = glType;
- textures_[0] = texture;
- }
- void Graphics::SetDefaultTextureFilterMode(TextureFilterMode mode)
- {
- if (mode != defaultTextureFilterMode_)
- {
- defaultTextureFilterMode_ = mode;
- SetTextureParametersDirty();
- }
- }
- void Graphics::SetDefaultTextureAnisotropy(unsigned level)
- {
- level = Max(level, 1U);
-
- if (level != defaultTextureAnisotropy_)
- {
- defaultTextureAnisotropy_ = level;
- SetTextureParametersDirty();
- }
- }
- void Graphics::SetTextureParametersDirty()
- {
- MutexLock lock(gpuObjectMutex_);
- for (PODVector<GPUObject*>::Iterator i = gpuObjects_.Begin(); i != gpuObjects_.End(); ++i)
- {
- Texture* texture = dynamic_cast<Texture*>(*i);
- if (texture)
- texture->SetParametersDirty();
- }
- }
- void Graphics::ResetRenderTargets()
- {
- for (unsigned i = 0; i < MAX_RENDERTARGETS; ++i)
- SetRenderTarget(i, (RenderSurface*)0);
- SetDepthStencil((RenderSurface*)0);
- SetViewport(IntRect(0, 0, width_, height_));
- }
- void Graphics::ResetRenderTarget(unsigned index)
- {
- SetRenderTarget(index, (RenderSurface*)0);
- }
- void Graphics::ResetDepthStencil()
- {
- SetDepthStencil((RenderSurface*)0);
- }
- void Graphics::SetRenderTarget(unsigned index, RenderSurface* renderTarget)
- {
- if (index >= MAX_RENDERTARGETS)
- return;
- if (renderTarget != renderTargets_[index])
- {
- renderTargets_[index] = renderTarget;
- // If the rendertarget is also bound as a texture, replace with backup texture or null
- if (renderTarget)
- {
- Texture* parentTexture = renderTarget->GetParentTexture();
- for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
- {
- if (textures_[i] == parentTexture)
- SetTexture(i, textures_[i]->GetBackupTexture());
- }
- }
- impl_->fboDirty_ = true;
- }
- }
- void Graphics::SetRenderTarget(unsigned index, Texture2D* texture)
- {
- RenderSurface* renderTarget = 0;
- if (texture)
- renderTarget = texture->GetRenderSurface();
- SetRenderTarget(index, renderTarget);
- }
- void Graphics::SetDepthStencil(RenderSurface* depthStencil)
- {
- // If we are using a rendertarget texture, it is required in OpenGL to also have an own depth-stencil
- // Create a new depth-stencil texture as necessary to be able to provide similar behaviour as Direct3D9
- if (renderTargets_[0] && !depthStencil)
- {
- int width = renderTargets_[0]->GetWidth();
- int height = renderTargets_[0]->GetHeight();
- // Direct3D9 default depth-stencil can not be used when rendertarget is larger than the window.
- // Check size similarly
- if (width <= width_ && height <= height_)
- {
- int searchKey = (width << 16) | height;
- HashMap<int, SharedPtr<Texture2D> >::Iterator i = impl_->depthTextures_.Find(searchKey);
- if (i != impl_->depthTextures_.End())
- depthStencil = i->second_->GetRenderSurface();
- else
- {
- SharedPtr<Texture2D> newDepthTexture(new Texture2D(context_));
- newDepthTexture->SetSize(width, height, GetDepthStencilFormat(), TEXTURE_DEPTHSTENCIL);
- impl_->depthTextures_[searchKey] = newDepthTexture;
- depthStencil = newDepthTexture->GetRenderSurface();
- }
- }
- }
- if (depthStencil != depthStencil_)
- {
- depthStencil_ = depthStencil;
- impl_->fboDirty_ = true;
- }
- }
- void Graphics::SetDepthStencil(Texture2D* texture)
- {
- RenderSurface* depthStencil = 0;
- if (texture)
- depthStencil = texture->GetRenderSurface();
- SetDepthStencil(depthStencil);
- }
- void Graphics::SetViewport(const IntRect& rect)
- {
- PrepareDraw();
- IntVector2 rtSize = GetRenderTargetDimensions();
- IntRect rectCopy = rect;
- if (rectCopy.right_ <= rectCopy.left_)
- rectCopy.right_ = rectCopy.left_ + 1;
- if (rectCopy.bottom_ <= rectCopy.top_)
- rectCopy.bottom_ = rectCopy.top_ + 1;
- rectCopy.left_ = Clamp(rectCopy.left_, 0, rtSize.x_);
- rectCopy.top_ = Clamp(rectCopy.top_, 0, rtSize.y_);
- rectCopy.right_ = Clamp(rectCopy.right_, 0, rtSize.x_);
- rectCopy.bottom_ = Clamp(rectCopy.bottom_, 0, rtSize.y_);
- // Use Direct3D convention with the vertical coordinates ie. 0 is top
- glViewport(rectCopy.left_, rtSize.y_ - rectCopy.bottom_, rectCopy.Width(), rectCopy.Height());
- viewport_ = rectCopy;
- // Disable scissor test, needs to be re-enabled by the user
- SetScissorTest(false);
- }
- void Graphics::SetBlendMode(BlendMode mode, bool alphaToCoverage)
- {
- if (mode != blendMode_)
- {
- if (mode == BLEND_REPLACE)
- glDisable(GL_BLEND);
- else
- {
- glEnable(GL_BLEND);
- glBlendFunc(glSrcBlend[mode], glDestBlend[mode]);
- glBlendEquation(glBlendOp[mode]);
- }
- blendMode_ = mode;
- }
- if (alphaToCoverage != alphaToCoverage_)
- {
- if (alphaToCoverage)
- glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
- else
- glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
- alphaToCoverage_ = alphaToCoverage;
- }
- }
- void Graphics::SetColorWrite(bool enable)
- {
- if (enable != colorWrite_)
- {
- if (enable)
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- else
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- colorWrite_ = enable;
- }
- }
- void Graphics::SetCullMode(CullMode mode)
- {
- if (mode != cullMode_)
- {
- if (mode == CULL_NONE)
- glDisable(GL_CULL_FACE);
- else
- {
- // Use Direct3D convention, ie. clockwise vertices define a front face
- glEnable(GL_CULL_FACE);
- glCullFace(mode == CULL_CCW ? GL_FRONT : GL_BACK);
- }
- cullMode_ = mode;
- }
- }
- void Graphics::SetDepthBias(float constantBias, float slopeScaledBias)
- {
- if (constantBias != constantDepthBias_ || slopeScaledBias != slopeScaledDepthBias_)
- {
- #ifndef GL_ES_VERSION_2_0
- if (slopeScaledBias != 0.0f)
- {
- // OpenGL constant bias is unreliable and dependant on depth buffer bitdepth, apply in the projection matrix instead
- glEnable(GL_POLYGON_OFFSET_FILL);
- glPolygonOffset(slopeScaledBias, 0.0f);
- }
- else
- glDisable(GL_POLYGON_OFFSET_FILL);
- #endif
- constantDepthBias_ = constantBias;
- slopeScaledDepthBias_ = slopeScaledBias;
- // Force update of the projection matrix shader parameter
- ClearParameterSource(SP_CAMERA);
- }
- }
- void Graphics::SetDepthTest(CompareMode mode)
- {
- if (mode != depthTestMode_)
- {
- glDepthFunc(glCmpFunc[mode]);
- depthTestMode_ = mode;
- }
- }
- void Graphics::SetDepthWrite(bool enable)
- {
- if (enable != depthWrite_)
- {
- glDepthMask(enable ? GL_TRUE : GL_FALSE);
- depthWrite_ = enable;
- }
- }
- void Graphics::SetFillMode(FillMode mode)
- {
- #ifndef GL_ES_VERSION_2_0
- if (mode != fillMode_)
- {
- glPolygonMode(GL_FRONT_AND_BACK, glFillMode[mode]);
- fillMode_ = mode;
- }
- #endif
- }
- void Graphics::SetScissorTest(bool enable, const Rect& rect, bool borderInclusive)
- {
- // During some light rendering loops, a full rect is toggled on/off repeatedly.
- // Disable scissor in that case to reduce state changes
- if (rect.min_.x_ <= 0.0f && rect.min_.y_ <= 0.0f && rect.max_.x_ >= 1.0f && rect.max_.y_ >= 1.0f)
- enable = false;
- if (enable)
- {
- IntVector2 rtSize(GetRenderTargetDimensions());
- IntVector2 viewSize(viewport_.Size());
- IntVector2 viewPos(viewport_.left_, viewport_.top_);
- IntRect intRect;
- int expand = borderInclusive ? 1 : 0;
- intRect.left_ = Clamp((int)((rect.min_.x_ + 1.0f) * 0.5f * viewSize.x_) + viewPos.x_, 0, rtSize.x_ - 1);
- intRect.top_ = Clamp((int)((-rect.max_.y_ + 1.0f) * 0.5f * viewSize.y_) + viewPos.y_, 0, rtSize.y_ - 1);
- intRect.right_ = Clamp((int)((rect.max_.x_ + 1.0f) * 0.5f * viewSize.x_) + viewPos.x_ + expand, 0, rtSize.x_);
- intRect.bottom_ = Clamp((int)((-rect.min_.y_ + 1.0f) * 0.5f * viewSize.y_) + viewPos.y_ + expand, 0, rtSize.y_);
- if (intRect.right_ == intRect.left_)
- intRect.right_++;
- if (intRect.bottom_ == intRect.top_)
- intRect.bottom_++;
- if (intRect.right_ < intRect.left_ || intRect.bottom_ < intRect.top_)
- enable = false;
- if (enable && scissorRect_ != intRect)
- {
- // Use Direct3D convention with the vertical coordinates ie. 0 is top
- glScissor(intRect.left_, rtSize.y_ - intRect.bottom_, intRect.Width(), intRect.Height());
- scissorRect_ = intRect;
- }
- }
- else
- scissorRect_ = IntRect::ZERO;
- if (enable != scissorTest_)
- {
- if (enable)
- glEnable(GL_SCISSOR_TEST);
- else
- glDisable(GL_SCISSOR_TEST);
- scissorTest_ = enable;
- }
- }
- void Graphics::SetScissorTest(bool enable, const IntRect& rect)
- {
- IntVector2 rtSize(GetRenderTargetDimensions());
- IntVector2 viewPos(viewport_.left_, viewport_.top_);
- if (enable)
- {
- IntRect intRect;
- intRect.left_ = Clamp(rect.left_ + viewPos.x_, 0, rtSize.x_ - 1);
- intRect.top_ = Clamp(rect.top_ + viewPos.y_, 0, rtSize.y_ - 1);
- intRect.right_ = Clamp(rect.right_ + viewPos.x_, 0, rtSize.x_);
- intRect.bottom_ = Clamp(rect.bottom_ + viewPos.y_, 0, rtSize.y_);
- if (intRect.right_ == intRect.left_)
- intRect.right_++;
- if (intRect.bottom_ == intRect.top_)
- intRect.bottom_++;
- if (intRect.right_ < intRect.left_ || intRect.bottom_ < intRect.top_)
- enable = false;
- if (enable && scissorRect_ != intRect)
- {
- // Use Direct3D convention with the vertical coordinates ie. 0 is top
- glScissor(intRect.left_, rtSize.y_ - intRect.bottom_, intRect.Width(), intRect.Height());
- scissorRect_ = intRect;
- }
- }
- else
- scissorRect_ = IntRect::ZERO;
- if (enable != scissorTest_)
- {
- if (enable)
- glEnable(GL_SCISSOR_TEST);
- else
- glDisable(GL_SCISSOR_TEST);
- scissorTest_ = enable;
- }
- }
- void Graphics::SetClipPlane(bool enable, const Plane& clipPlane, const Matrix3x4& view, const Matrix4& projection)
- {
- #ifndef GL_ES_VERSION_2_0
- if (enable != useClipPlane_)
- {
- if (enable)
- glEnable(GL_CLIP_PLANE0);
- else
- glDisable(GL_CLIP_PLANE0);
- useClipPlane_ = enable;
- }
- if (enable)
- {
- Matrix4 viewProj = projection * view;
- clipPlane_ = clipPlane.Transformed(viewProj).ToVector4();
- if (!gl3Support)
- {
- GLdouble planeData[4];
- planeData[0] = clipPlane_.x_;
- planeData[1] = clipPlane_.y_;
- planeData[2] = clipPlane_.z_;
- planeData[3] = clipPlane_.w_;
- glClipPlane(GL_CLIP_PLANE0, &planeData[0]);
- }
- }
- #endif
- }
- void Graphics::SetStencilTest(bool enable, CompareMode mode, StencilOp pass, StencilOp fail, StencilOp zFail, unsigned stencilRef,
- unsigned compareMask, unsigned writeMask)
- {
- #ifndef GL_ES_VERSION_2_0
- if (enable != stencilTest_)
- {
- if (enable)
- glEnable(GL_STENCIL_TEST);
- else
- glDisable(GL_STENCIL_TEST);
- stencilTest_ = enable;
- }
- if (enable)
- {
- if (mode != stencilTestMode_ || stencilRef != stencilRef_ || compareMask != stencilCompareMask_)
- {
- glStencilFunc(glCmpFunc[mode], stencilRef, compareMask);
- stencilTestMode_ = mode;
- stencilRef_ = stencilRef;
- stencilCompareMask_ = compareMask;
- }
- if (writeMask != stencilWriteMask_)
- {
- glStencilMask(writeMask);
- stencilWriteMask_ = writeMask;
- }
- if (pass != stencilPass_ || fail != stencilFail_ || zFail != stencilZFail_)
- {
- glStencilOp(glStencilOps[fail], glStencilOps[zFail], glStencilOps[pass]);
- stencilPass_ = pass;
- stencilFail_ = fail;
- stencilZFail_ = zFail;
- }
- }
- #endif
- }
- void Graphics::BeginDumpShaders(const String& fileName)
- {
- shaderPrecache_ = new ShaderPrecache(context_, fileName);
- }
- void Graphics::EndDumpShaders()
- {
- shaderPrecache_.Reset();
- }
- void Graphics::PrecacheShaders(Deserializer& source)
- {
- ATOMIC_PROFILE(PrecacheShaders);
- ShaderPrecache::LoadShaders(this, source);
- }
- bool Graphics::IsInitialized() const
- {
- return window_ != 0;
- }
- bool Graphics::GetDither() const
- {
- return glIsEnabled(GL_DITHER) ? true : false;
- }
- bool Graphics::IsDeviceLost() const
- {
- // On iOS treat window minimization as device loss, as it is forbidden to access OpenGL when minimized
- #ifdef IOS
- if (window_ && (SDL_GetWindowFlags(window_) & SDL_WINDOW_MINIMIZED) != 0)
- return true;
- #endif
- return impl_->context_ == 0;
- }
- PODVector<int> Graphics::GetMultiSampleLevels() const
- {
- PODVector<int> ret;
- // No multisampling always supported
- ret.Push(1);
- /// \todo Implement properly, if possible
- return ret;
- }
- unsigned Graphics::GetFormat(CompressedFormat format) const
- {
- switch (format)
- {
- case CF_RGBA:
- return GL_RGBA;
- case CF_DXT1:
- return dxtTextureSupport_ ? GL_COMPRESSED_RGBA_S3TC_DXT1_EXT : 0;
- #if !defined(GL_ES_VERSION_2_0) || defined(__EMSCRIPTEN__)
- case CF_DXT3:
- return dxtTextureSupport_ ? GL_COMPRESSED_RGBA_S3TC_DXT3_EXT : 0;
- case CF_DXT5:
- return dxtTextureSupport_ ? GL_COMPRESSED_RGBA_S3TC_DXT5_EXT : 0;
- #endif
- #ifdef GL_ES_VERSION_2_0
- case CF_ETC1:
- return etcTextureSupport_ ? GL_ETC1_RGB8_OES : 0;
- case CF_PVRTC_RGB_2BPP:
- return pvrtcTextureSupport_ ? COMPRESSED_RGB_PVRTC_2BPPV1_IMG : 0;
- case CF_PVRTC_RGB_4BPP:
- return pvrtcTextureSupport_ ? COMPRESSED_RGB_PVRTC_4BPPV1_IMG : 0;
- case CF_PVRTC_RGBA_2BPP:
- return pvrtcTextureSupport_ ? COMPRESSED_RGBA_PVRTC_2BPPV1_IMG : 0;
- case CF_PVRTC_RGBA_4BPP:
- return pvrtcTextureSupport_ ? COMPRESSED_RGBA_PVRTC_4BPPV1_IMG : 0;
- #endif
- default:
- return 0;
- }
- }
- unsigned Graphics::GetMaxBones()
- {
- #ifdef RPI
- // At the moment all RPI GPUs are low powered and only have limited number of uniforms
- return 32;
- #else
- return gl3Support ? 128 : 64;
- #endif
- }
- bool Graphics::GetGL3Support()
- {
- return gl3Support;
- }
- ShaderVariation* Graphics::GetShader(ShaderType type, const String& name, const String& defines) const
- {
- return GetShader(type, name.CString(), defines.CString());
- }
- ShaderVariation* Graphics::GetShader(ShaderType type, const char* name, const char* defines) const
- {
- if (lastShaderName_ != name || !lastShader_)
- {
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- String fullShaderName = shaderPath_ + name + shaderExtension_;
- // Try to reduce repeated error log prints because of missing shaders
- if (lastShaderName_ == name && !cache->Exists(fullShaderName))
- return 0;
- lastShader_ = cache->GetResource<Shader>(fullShaderName);
- lastShaderName_ = name;
- }
- return lastShader_ ? lastShader_->GetVariation(type, defines) : (ShaderVariation*)0;
- }
- VertexBuffer* Graphics::GetVertexBuffer(unsigned index) const
- {
- return index < MAX_VERTEX_STREAMS ? vertexBuffers_[index] : 0;
- }
- ShaderProgram* Graphics::GetShaderProgram() const
- {
- return impl_->shaderProgram_;
- }
- TextureUnit Graphics::GetTextureUnit(const String& name)
- {
- HashMap<String, TextureUnit>::Iterator i = textureUnits_.Find(name);
- if (i != textureUnits_.End())
- return i->second_;
- else
- return MAX_TEXTURE_UNITS;
- }
- const String& Graphics::GetTextureUnitName(TextureUnit unit)
- {
- for (HashMap<String, TextureUnit>::Iterator i = textureUnits_.Begin(); i != textureUnits_.End(); ++i)
- {
- if (i->second_ == unit)
- return i->first_;
- }
- return String::EMPTY;
- }
- Texture* Graphics::GetTexture(unsigned index) const
- {
- return index < MAX_TEXTURE_UNITS ? textures_[index] : 0;
- }
- RenderSurface* Graphics::GetRenderTarget(unsigned index) const
- {
- return index < MAX_RENDERTARGETS ? renderTargets_[index] : 0;
- }
- IntVector2 Graphics::GetRenderTargetDimensions() const
- {
- int width, height;
- if (renderTargets_[0])
- {
- width = renderTargets_[0]->GetWidth();
- height = renderTargets_[0]->GetHeight();
- }
- else if (depthStencil_)
- {
- width = depthStencil_->GetWidth();
- height = depthStencil_->GetHeight();
- }
- else
- {
- width = width_;
- height = height_;
- }
- return IntVector2(width, height);
- }
- void Graphics::OnWindowResized()
- {
- if (!window_)
- return;
- int newWidth, newHeight;
- SDL_GL_GetDrawableSize(window_, &newWidth, &newHeight);
- if (newWidth == width_ && newHeight == height_)
- return;
- width_ = newWidth;
- height_ = newHeight;
- // Reset rendertargets and viewport for the new screen size. Also clean up any FBO's, as they may be screen size dependent
- CleanupFramebuffers();
- ResetRenderTargets();
- ATOMIC_LOGDEBUGF("Window was resized to %dx%d", width_, height_);
- using namespace ScreenMode;
- VariantMap& eventData = GetEventDataMap();
- eventData[P_WIDTH] = width_;
- eventData[P_HEIGHT] = height_;
- eventData[P_FULLSCREEN] = fullscreen_;
- eventData[P_RESIZABLE] = resizable_;
- eventData[P_BORDERLESS] = borderless_;
- SendEvent(E_SCREENMODE, eventData);
- }
- void Graphics::OnWindowMoved()
- {
- if (!window_ || fullscreen_)
- return;
- int newX, newY;
- SDL_GetWindowPosition(window_, &newX, &newY);
- if (newX == position_.x_ && newY == position_.y_)
- return;
- position_.x_ = newX;
- position_.y_ = newY;
- ATOMIC_LOGDEBUGF("Window was moved to %d,%d", position_.x_, position_.y_);
- using namespace WindowPos;
- VariantMap& eventData = GetEventDataMap();
- eventData[P_X] = position_.x_;
- eventData[P_Y] = position_.y_;
- SendEvent(E_WINDOWPOS, eventData);
- }
- void Graphics::CleanupRenderSurface(RenderSurface* surface)
- {
- if (!surface)
- return;
- // Flush pending FBO changes first if any
- PrepareDraw();
- unsigned currentFBO = impl_->boundFBO_;
- // Go through all FBOs and clean up the surface from them
- for (HashMap<unsigned long long, FrameBufferObject>::Iterator i = impl_->frameBuffers_.Begin();
- i != impl_->frameBuffers_.End(); ++i)
- {
- for (unsigned j = 0; j < MAX_RENDERTARGETS; ++j)
- {
- if (i->second_.colorAttachments_[j] == surface)
- {
- if (currentFBO != i->second_.fbo_)
- {
- BindFramebuffer(i->second_.fbo_);
- currentFBO = i->second_.fbo_;
- }
- BindColorAttachment(j, GL_TEXTURE_2D, 0);
- i->second_.colorAttachments_[j] = 0;
- // Mark drawbuffer bits to need recalculation
- i->second_.drawBuffers_ = M_MAX_UNSIGNED;
- }
- }
- if (i->second_.depthAttachment_ == surface)
- {
- if (currentFBO != i->second_.fbo_)
- {
- BindFramebuffer(i->second_.fbo_);
- currentFBO = i->second_.fbo_;
- }
- BindDepthAttachment(0, false);
- BindStencilAttachment(0, false);
- i->second_.depthAttachment_ = 0;
- }
- }
- // Restore previously bound FBO now if needed
- if (currentFBO != impl_->boundFBO_)
- BindFramebuffer(impl_->boundFBO_);
- }
- void Graphics::CleanupShaderPrograms(ShaderVariation* variation)
- {
- for (ShaderProgramMap::Iterator i = impl_->shaderPrograms_.Begin(); i != impl_->shaderPrograms_.End();)
- {
- if (i->second_->GetVertexShader() == variation || i->second_->GetPixelShader() == variation)
- i = impl_->shaderPrograms_.Erase(i);
- else
- ++i;
- }
- if (vertexShader_ == variation || pixelShader_ == variation)
- impl_->shaderProgram_ = 0;
- }
- ConstantBuffer* Graphics::GetOrCreateConstantBuffer(ShaderType /*type*/, unsigned bindingIndex, unsigned size)
- {
- // Note: shaderType parameter is not used on OpenGL, instead binding index should already use the PS range
- // for PS constant buffers
- unsigned key = (bindingIndex << 16) | size;
- HashMap<unsigned, SharedPtr<ConstantBuffer> >::Iterator i = impl_->allConstantBuffers_.Find(key);
- if (i == impl_->allConstantBuffers_.End())
- {
- i = impl_->allConstantBuffers_.Insert(MakePair(key, SharedPtr<ConstantBuffer>(new ConstantBuffer(context_))));
- i->second_->SetSize(size);
- }
- return i->second_.Get();
- }
- void Graphics::Release(bool clearGPUObjects, bool closeWindow)
- {
- if (!window_)
- return;
- {
- MutexLock lock(gpuObjectMutex_);
- if (clearGPUObjects)
- {
- // Shutting down: release all GPU objects that still exist
- // Shader programs are also GPU objects; clear them first to avoid list modification during iteration
- impl_->shaderPrograms_.Clear();
- for (PODVector<GPUObject*>::Iterator i = gpuObjects_.Begin(); i != gpuObjects_.End(); ++i)
- (*i)->Release();
- gpuObjects_.Clear();
- }
- else
- {
- // We are not shutting down, but recreating the context: mark GPU objects lost
- for (PODVector<GPUObject*>::Iterator i = gpuObjects_.Begin(); i != gpuObjects_.End(); ++i)
- (*i)->OnDeviceLost();
- // In this case clear shader programs last so that they do not attempt to delete their OpenGL program
- // from a context that may no longer exist
- impl_->shaderPrograms_.Clear();
- SendEvent(E_DEVICELOST);
- }
- }
- CleanupFramebuffers();
- impl_->depthTextures_.Clear();
- // End fullscreen mode first to counteract transition and getting stuck problems on OS X
- #if defined(__APPLE__) && !defined(IOS)
- if (closeWindow && fullscreen_ && !externalWindow_)
- SDL_SetWindowFullscreen(window_, 0);
- #endif
- if (impl_->context_)
- {
- // Do not log this message if we are exiting
- if (!clearGPUObjects)
- ATOMIC_LOGINFO("OpenGL context lost");
- SDL_GL_DeleteContext(impl_->context_);
- impl_->context_ = 0;
- }
- if (closeWindow)
- {
- SDL_ShowCursor(SDL_TRUE);
- // Do not destroy external window except when shutting down
- if (!externalWindow_ || clearGPUObjects)
- {
- SDL_DestroyWindow(window_);
- window_ = 0;
- }
- }
- }
- void Graphics::Restore()
- {
- if (!window_)
- return;
- #ifdef __ANDROID__
- // On Android the context may be lost behind the scenes as the application is minimized
- if (impl_->context_ && !SDL_GL_GetCurrentContext())
- {
- impl_->context_ = 0;
- // Mark GPU objects lost without a current context. In this case they just mark their internal state lost
- // but do not perform OpenGL commands to delete the GL objects
- Release(false, false);
- }
- #endif
- // Ensure first that the context exists
- if (!impl_->context_)
- {
- impl_->context_ = SDL_GL_CreateContext(window_);
- // ATOMIC BEGIN
- #if defined(__linux__)
- String driverx( (const char*)glGetString(GL_VERSION) );
- Vector<String>tokens = driverx.Split (' ');
- if (tokens.Size() > 2) // must have enough tokens to work with
- {
- // Size() - 2 is the manufacturer, "Mesa" is the target
- if ( tokens[ tokens.Size()-2].Compare ( "Mesa", false ) == 0 )
- {
- // Size() - 1 is the version number, convert to long, can be n | n.n | n.n.n
- Vector<String>versionx = tokens[tokens.Size()-1].Split ('.');
- int majver = 0;
- int minver = 0;
- int pointver = 0;
- if ( tokens.Size() > 1 ) majver = atoi(versionx[0].CString());
- if ( tokens.Size() > 2 ) minver = atoi(versionx[1].CString());
- if ( tokens.Size() > 3 ) pointver = atoi(versionx[2].CString());
- int allver = (majver * 10000) + (minver * 1000) + pointver;
- if ( allver < 101004 ) // Mesa drivers less than this version cause linux display artifacts
- { // so remove this context and let it fall back to GL2
- SDL_GL_DeleteContext(impl_->context_);
- impl_->context_ = NULL;
- ATOMIC_LOGINFOF ( "Mesa GL Driver: %s detected, forcing GL2 context creation. Please use gl2 command line option to avoid this warning.", driverx.CString() );
- }
- }
- }
- #endif
- // ATOMIC END
- #ifndef GL_ES_VERSION_2_0
- // If we're trying to use OpenGL 3, but context creation fails, retry with 2
- if (!forceGL2_ && !impl_->context_)
- {
- forceGL2_ = true;
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 0);
- impl_->context_ = SDL_GL_CreateContext(window_);
- }
- #endif
- #ifdef IOS
- glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&impl_->systemFBO_);
- #endif
- if (!impl_->context_)
- {
- ATOMIC_LOGERRORF("Could not create OpenGL context, root cause '%s'", SDL_GetError());
- return;
- }
- // Clear cached extensions string from the previous context
- extensions.Clear();
- // Initialize OpenGL extensions library (desktop only)
- #ifndef GL_ES_VERSION_2_0
- GLenum err = glewInit();
- if (GLEW_OK != err)
- {
- ATOMIC_LOGERRORF("Could not initialize OpenGL extensions, root cause: '%s'", glewGetErrorString(err));
- return;
- }
- if (!forceGL2_ && GLEW_VERSION_3_2)
- {
- gl3Support = true;
- apiName_ = "GL3";
- // Create and bind a vertex array object that will stay in use throughout
- unsigned vertexArrayObject;
- glGenVertexArrays(1, &vertexArrayObject);
- glBindVertexArray(vertexArrayObject);
- }
- else if (GLEW_VERSION_2_0)
- {
- if (!GLEW_EXT_framebuffer_object || !GLEW_EXT_packed_depth_stencil)
- {
- ATOMIC_LOGERROR("EXT_framebuffer_object and EXT_packed_depth_stencil OpenGL extensions are required");
- return;
- }
- gl3Support = false;
- apiName_ = "GL2";
- }
- else
- {
- ATOMIC_LOGERROR("OpenGL 2.0 is required");
- return;
- }
- // Enable seamless cubemap if possible
- // Note: even though we check the extension, this can lead to software fallback on some old GPU's
- // See https://github.com/urho3d/Urho3D/issues/1380 or
- // http://distrustsimplicity.net/articles/gl_texture_cube_map_seamless-on-os-x/
- // In case of trouble or for wanting maximum compatibility, simply remove the glEnable below.
- if (gl3Support || GLEW_ARB_seamless_cube_map)
- glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
- #endif
- // Set up texture data read/write alignment. It is important that this is done before uploading any texture data
- glPixelStorei(GL_PACK_ALIGNMENT, 1);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- ResetCachedState();
- }
- {
- MutexLock lock(gpuObjectMutex_);
- for (PODVector<GPUObject*>::Iterator i = gpuObjects_.Begin(); i != gpuObjects_.End(); ++i)
- (*i)->OnDeviceReset();
- }
- SendEvent(E_DEVICERESET);
- }
- void Graphics::MarkFBODirty()
- {
- impl_->fboDirty_ = true;
- }
- void Graphics::SetVBO(unsigned object)
- {
- if (impl_->boundVBO_ != object)
- {
- if (object)
- glBindBuffer(GL_ARRAY_BUFFER, object);
- impl_->boundVBO_ = object;
- }
- }
- void Graphics::SetUBO(unsigned object)
- {
- #ifndef GL_ES_VERSION_2_0
- if (impl_->boundUBO_ != object)
- {
- if (object)
- glBindBuffer(GL_UNIFORM_BUFFER, object);
- impl_->boundUBO_ = object;
- }
- #endif
- }
- unsigned Graphics::GetAlphaFormat()
- {
- #ifndef GL_ES_VERSION_2_0
- // Alpha format is deprecated on OpenGL 3+
- if (gl3Support)
- return GL_R8;
- #endif
- return GL_ALPHA;
- }
- unsigned Graphics::GetLuminanceFormat()
- {
- #ifndef GL_ES_VERSION_2_0
- // Luminance format is deprecated on OpenGL 3+
- if (gl3Support)
- return GL_R8;
- #endif
- return GL_LUMINANCE;
- }
- unsigned Graphics::GetLuminanceAlphaFormat()
- {
- #ifndef GL_ES_VERSION_2_0
- // Luminance alpha format is deprecated on OpenGL 3+
- if (gl3Support)
- return GL_RG8;
- #endif
- return GL_LUMINANCE_ALPHA;
- }
- unsigned Graphics::GetRGBFormat()
- {
- return GL_RGB;
- }
- unsigned Graphics::GetRGBAFormat()
- {
- return GL_RGBA;
- }
- unsigned Graphics::GetRGBA16Format()
- {
- #ifndef GL_ES_VERSION_2_0
- return GL_RGBA16;
- #else
- return GL_RGBA;
- #endif
- }
- unsigned Graphics::GetRGBAFloat16Format()
- {
- #ifndef GL_ES_VERSION_2_0
- return GL_RGBA16F_ARB;
- #else
- return GL_RGBA;
- #endif
- }
- unsigned Graphics::GetRGBAFloat32Format()
- {
- #ifndef GL_ES_VERSION_2_0
- return GL_RGBA32F_ARB;
- #else
- return GL_RGBA;
- #endif
- }
- unsigned Graphics::GetRG16Format()
- {
- #ifndef GL_ES_VERSION_2_0
- return GL_RG16;
- #else
- return GL_RGBA;
- #endif
- }
- unsigned Graphics::GetRGFloat16Format()
- {
- #ifndef GL_ES_VERSION_2_0
- return GL_RG16F;
- #else
- return GL_RGBA;
- #endif
- }
- unsigned Graphics::GetRGFloat32Format()
- {
- #ifndef GL_ES_VERSION_2_0
- return GL_RG32F;
- #else
- return GL_RGBA;
- #endif
- }
- unsigned Graphics::GetFloat16Format()
- {
- #ifndef GL_ES_VERSION_2_0
- return GL_R16F;
- #else
- return GL_LUMINANCE;
- #endif
- }
- unsigned Graphics::GetFloat32Format()
- {
- #ifndef GL_ES_VERSION_2_0
- return GL_R32F;
- #else
- return GL_LUMINANCE;
- #endif
- }
- unsigned Graphics::GetLinearDepthFormat()
- {
- #ifndef GL_ES_VERSION_2_0
- // OpenGL 3 can use different color attachment formats
- if (gl3Support)
- return GL_R32F;
- #endif
- // OpenGL 2 requires color attachments to have the same format, therefore encode deferred depth to RGBA manually
- // if not using a readable hardware depth texture
- return GL_RGBA;
- }
- unsigned Graphics::GetDepthStencilFormat()
- {
- #ifndef GL_ES_VERSION_2_0
- return GL_DEPTH24_STENCIL8_EXT;
- #else
- return glesDepthStencilFormat;
- #endif
- }
- unsigned Graphics::GetReadableDepthFormat()
- {
- #ifndef GL_ES_VERSION_2_0
- return GL_DEPTH_COMPONENT24;
- #else
- return glesReadableDepthFormat;
- #endif
- }
- unsigned Graphics::GetFormat(const String& formatName)
- {
- String nameLower = formatName.ToLower().Trimmed();
- if (nameLower == "a")
- return GetAlphaFormat();
- if (nameLower == "l")
- return GetLuminanceFormat();
- if (nameLower == "la")
- return GetLuminanceAlphaFormat();
- if (nameLower == "rgb")
- return GetRGBFormat();
- if (nameLower == "rgba")
- return GetRGBAFormat();
- if (nameLower == "rgba16")
- return GetRGBA16Format();
- if (nameLower == "rgba16f")
- return GetRGBAFloat16Format();
- if (nameLower == "rgba32f")
- return GetRGBAFloat32Format();
- if (nameLower == "rg16")
- return GetRG16Format();
- if (nameLower == "rg16f")
- return GetRGFloat16Format();
- if (nameLower == "rg32f")
- return GetRGFloat32Format();
- if (nameLower == "r16f")
- return GetFloat16Format();
- if (nameLower == "r32f" || nameLower == "float")
- return GetFloat32Format();
- if (nameLower == "lineardepth" || nameLower == "depth")
- return GetLinearDepthFormat();
- if (nameLower == "d24s8")
- return GetDepthStencilFormat();
- if (nameLower == "readabledepth" || nameLower == "hwdepth")
- return GetReadableDepthFormat();
- return GetRGBFormat();
- }
- void Graphics::CheckFeatureSupport()
- {
- // Check supported features: light pre-pass, deferred rendering and hardware depth texture
- lightPrepassSupport_ = false;
- deferredSupport_ = false;
- #ifndef GL_ES_VERSION_2_0
- int numSupportedRTs = 1;
- if (gl3Support)
- {
- // Work around GLEW failure to check extensions properly from a GL3 context
- instancingSupport_ = glDrawElementsInstanced != 0 && glVertexAttribDivisor != 0;
- dxtTextureSupport_ = true;
- anisotropySupport_ = true;
- sRGBSupport_ = true;
- sRGBWriteSupport_ = true;
- glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &numSupportedRTs);
- }
- else
- {
- instancingSupport_ = GLEW_ARB_instanced_arrays != 0;
- dxtTextureSupport_ = GLEW_EXT_texture_compression_s3tc != 0;
- anisotropySupport_ = GLEW_EXT_texture_filter_anisotropic != 0;
- sRGBSupport_ = GLEW_EXT_texture_sRGB != 0;
- sRGBWriteSupport_ = GLEW_EXT_framebuffer_sRGB != 0;
- glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &numSupportedRTs);
- }
- // Must support 2 rendertargets for light pre-pass, and 4 for deferred
- if (numSupportedRTs >= 2)
- lightPrepassSupport_ = true;
- if (numSupportedRTs >= 4)
- deferredSupport_ = true;
- #if defined(__APPLE__) && !defined(IOS)
- // On OS X check for an Intel driver and use shadow map RGBA dummy color textures, because mixing
- // depth-only FBO rendering and backbuffer rendering will bug, resulting in a black screen in full
- // screen mode, and incomplete shadow maps in windowed mode
- String renderer((const char*)glGetString(GL_RENDERER));
- if (renderer.Contains("Intel", false))
- dummyColorFormat_ = GetRGBAFormat();
- #endif
- #else
- // Check for supported compressed texture formats
- #ifdef __EMSCRIPTEN__
- dxtTextureSupport_ = CheckExtension("WEBGL_compressed_texture_s3tc"); // https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/
- etcTextureSupport_ = CheckExtension("WEBGL_compressed_texture_etc1"); // https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/
- pvrtcTextureSupport_ = CheckExtension("WEBGL_compressed_texture_pvrtc"); // https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/
- // Instancing is in core in WebGL 2, so the extension may not be present anymore. In WebGL 1, find https://www.khronos.org/registry/webgl/extensions/ANGLE_instanced_arrays/
- // TODO: In the distant future, this may break if WebGL 3 is introduced, so either improve the GL_VERSION parsing here, or keep track of which WebGL version we attempted to initialize.
- instancingSupport_ = (strstr((const char *)glGetString(GL_VERSION), "WebGL 2.") != 0) || CheckExtension("ANGLE_instanced_arrays");
- #else
- dxtTextureSupport_ = CheckExtension("EXT_texture_compression_dxt1");
- etcTextureSupport_ = CheckExtension("OES_compressed_ETC1_RGB8_texture");
- pvrtcTextureSupport_ = CheckExtension("IMG_texture_compression_pvrtc");
- #endif
- // Check for best supported depth renderbuffer format for GLES2
- if (CheckExtension("GL_OES_depth24"))
- glesDepthStencilFormat = GL_DEPTH_COMPONENT24_OES;
- if (CheckExtension("GL_OES_packed_depth_stencil"))
- glesDepthStencilFormat = GL_DEPTH24_STENCIL8_OES;
- #ifdef __EMSCRIPTEN__
- if (!CheckExtension("WEBGL_depth_texture"))
- #else
- if (!CheckExtension("GL_OES_depth_texture"))
- #endif
- {
- shadowMapFormat_ = 0;
- hiresShadowMapFormat_ = 0;
- glesReadableDepthFormat = 0;
- }
- else
- {
- #ifdef IOS
- // iOS hack: depth renderbuffer seems to fail, so use depth textures for everything
- // if supported
- glesDepthStencilFormat = GL_DEPTH_COMPONENT;
- #endif
- shadowMapFormat_ = GL_DEPTH_COMPONENT;
- hiresShadowMapFormat_ = 0;
- // WebGL shadow map rendering seems to be extremely slow without an attached dummy color texture
- #ifdef __EMSCRIPTEN__
- dummyColorFormat_ = GetRGBAFormat();
- #endif
- }
- #endif
- // Consider OpenGL shadows always hardware sampled, if supported at all
- hardwareShadowSupport_ = shadowMapFormat_ != 0;
- }
- void Graphics::PrepareDraw()
- {
- #ifndef GL_ES_VERSION_2_0
- if (gl3Support)
- {
- for (PODVector<ConstantBuffer*>::Iterator i = impl_->dirtyConstantBuffers_.Begin(); i != impl_->dirtyConstantBuffers_.End(); ++i)
- (*i)->Apply();
- impl_->dirtyConstantBuffers_.Clear();
- }
- #endif
- if (impl_->fboDirty_)
- {
- impl_->fboDirty_ = false;
- // First check if no framebuffer is needed. In that case simply return to backbuffer rendering
- bool noFbo = !depthStencil_;
- if (noFbo)
- {
- for (unsigned i = 0; i < MAX_RENDERTARGETS; ++i)
- {
- if (renderTargets_[i])
- {
- noFbo = false;
- break;
- }
- }
- }
- if (noFbo)
- {
- if (impl_->boundFBO_ != impl_->systemFBO_)
- {
- BindFramebuffer(impl_->systemFBO_);
- impl_->boundFBO_ = impl_->systemFBO_;
- }
- #ifndef GL_ES_VERSION_2_0
- // Disable/enable sRGB write
- if (sRGBWriteSupport_)
- {
- bool sRGBWrite = sRGB_;
- if (sRGBWrite != impl_->sRGBWrite_)
- {
- if (sRGBWrite)
- glEnable(GL_FRAMEBUFFER_SRGB_EXT);
- else
- glDisable(GL_FRAMEBUFFER_SRGB_EXT);
- impl_->sRGBWrite_ = sRGBWrite;
- }
- }
- #endif
- return;
- }
- // Search for a new framebuffer based on format & size, or create new
- IntVector2 rtSize = Graphics::GetRenderTargetDimensions();
- unsigned format = 0;
- if (renderTargets_[0])
- format = renderTargets_[0]->GetParentTexture()->GetFormat();
- else if (depthStencil_)
- format = depthStencil_->GetParentTexture()->GetFormat();
- unsigned long long fboKey = (rtSize.x_ << 16 | rtSize.y_) | (((unsigned long long)format) << 32);
- HashMap<unsigned long long, FrameBufferObject>::Iterator i = impl_->frameBuffers_.Find(fboKey);
- if (i == impl_->frameBuffers_.End())
- {
- FrameBufferObject newFbo;
- newFbo.fbo_ = CreateFramebuffer();
- i = impl_->frameBuffers_.Insert(MakePair(fboKey, newFbo));
- }
- if (impl_->boundFBO_ != i->second_.fbo_)
- {
- BindFramebuffer(i->second_.fbo_);
- impl_->boundFBO_ = i->second_.fbo_;
- }
- #ifndef GL_ES_VERSION_2_0
- // Setup readbuffers & drawbuffers if needed
- if (i->second_.readBuffers_ != GL_NONE)
- {
- glReadBuffer(GL_NONE);
- i->second_.readBuffers_ = GL_NONE;
- }
- // Calculate the bit combination of non-zero color rendertargets to first check if the combination changed
- unsigned newDrawBuffers = 0;
- for (unsigned j = 0; j < MAX_RENDERTARGETS; ++j)
- {
- if (renderTargets_[j])
- newDrawBuffers |= 1 << j;
- }
- if (newDrawBuffers != i->second_.drawBuffers_)
- {
- // Check for no color rendertargets (depth rendering only)
- if (!newDrawBuffers)
- glDrawBuffer(GL_NONE);
- else
- {
- int drawBufferIds[MAX_RENDERTARGETS];
- unsigned drawBufferCount = 0;
- for (unsigned j = 0; j < MAX_RENDERTARGETS; ++j)
- {
- if (renderTargets_[j])
- {
- if (!gl3Support)
- drawBufferIds[drawBufferCount++] = GL_COLOR_ATTACHMENT0_EXT + j;
- else
- drawBufferIds[drawBufferCount++] = GL_COLOR_ATTACHMENT0 + j;
- }
- }
- glDrawBuffers(drawBufferCount, (const GLenum*)drawBufferIds);
- }
- i->second_.drawBuffers_ = newDrawBuffers;
- }
- #endif
- for (unsigned j = 0; j < MAX_RENDERTARGETS; ++j)
- {
- if (renderTargets_[j])
- {
- Texture* texture = renderTargets_[j]->GetParentTexture();
- // If texture's parameters are dirty, update before attaching
- if (texture->GetParametersDirty())
- {
- SetTextureForUpdate(texture);
- texture->UpdateParameters();
- SetTexture(0, 0);
- }
- if (i->second_.colorAttachments_[j] != renderTargets_[j])
- {
- BindColorAttachment(j, renderTargets_[j]->GetTarget(), texture->GetGPUObjectName());
- i->second_.colorAttachments_[j] = renderTargets_[j];
- }
- }
- else
- {
- if (i->second_.colorAttachments_[j])
- {
- BindColorAttachment(j, GL_TEXTURE_2D, 0);
- i->second_.colorAttachments_[j] = 0;
- }
- }
- }
- if (depthStencil_)
- {
- // Bind either a renderbuffer or a depth texture, depending on what is available
- Texture* texture = depthStencil_->GetParentTexture();
- #ifndef GL_ES_VERSION_2_0
- bool hasStencil = texture->GetFormat() == GL_DEPTH24_STENCIL8_EXT;
- #else
- bool hasStencil = texture->GetFormat() == GL_DEPTH24_STENCIL8_OES;
- #endif
- unsigned renderBufferID = depthStencil_->GetRenderBuffer();
- if (!renderBufferID)
- {
- // If texture's parameters are dirty, update before attaching
- if (texture->GetParametersDirty())
- {
- SetTextureForUpdate(texture);
- texture->UpdateParameters();
- SetTexture(0, 0);
- }
- if (i->second_.depthAttachment_ != depthStencil_)
- {
- BindDepthAttachment(texture->GetGPUObjectName(), false);
- BindStencilAttachment(hasStencil ? texture->GetGPUObjectName() : 0, false);
- i->second_.depthAttachment_ = depthStencil_;
- }
- }
- else
- {
- if (i->second_.depthAttachment_ != depthStencil_)
- {
- BindDepthAttachment(renderBufferID, true);
- BindStencilAttachment(hasStencil ? renderBufferID : 0, true);
- i->second_.depthAttachment_ = depthStencil_;
- }
- }
- }
- else
- {
- if (i->second_.depthAttachment_)
- {
- BindDepthAttachment(0, false);
- BindStencilAttachment(0, false);
- i->second_.depthAttachment_ = 0;
- }
- }
- #ifndef GL_ES_VERSION_2_0
- // Disable/enable sRGB write
- if (sRGBWriteSupport_)
- {
- bool sRGBWrite = renderTargets_[0] ? renderTargets_[0]->GetParentTexture()->GetSRGB() : sRGB_;
- if (sRGBWrite != impl_->sRGBWrite_)
- {
- if (sRGBWrite)
- glEnable(GL_FRAMEBUFFER_SRGB_EXT);
- else
- glDisable(GL_FRAMEBUFFER_SRGB_EXT);
- impl_->sRGBWrite_ = sRGBWrite;
- }
- }
- #endif
- }
- if (impl_->vertexBuffersDirty_)
- {
- // Go through currently bound vertex buffers and set the attribute pointers that are available & required
- // Use reverse order so that elements from higher index buffers will override lower index buffers
- unsigned assignedLocations = 0;
- for (unsigned i = MAX_VERTEX_STREAMS - 1; i < MAX_VERTEX_STREAMS; --i)
- {
- VertexBuffer* buffer = vertexBuffers_[i];
- // Beware buffers with missing OpenGL objects, as binding a zero buffer object means accessing CPU memory for vertex data,
- // in which case the pointer will be invalid and cause a crash
- if (!buffer || !buffer->GetGPUObjectName() || !impl_->vertexAttributes_)
- continue;
- const PODVector<VertexElement>& elements = buffer->GetElements();
- for (PODVector<VertexElement>::ConstIterator j = elements.Begin(); j != elements.End(); ++j)
- {
- const VertexElement& element = *j;
- HashMap<Pair<unsigned char, unsigned char>, unsigned>::ConstIterator k =
- impl_->vertexAttributes_->Find(MakePair((unsigned char)element.semantic_, element.index_));
- if (k != impl_->vertexAttributes_->End())
- {
- unsigned location = k->second_;
- unsigned locationMask = 1 << location;
- if (assignedLocations & locationMask)
- continue; // Already assigned by higher index vertex buffer
- assignedLocations |= locationMask;
- // Enable attribute if not enabled yet
- if (!(impl_->enabledVertexAttributes_ & locationMask))
- {
- glEnableVertexAttribArray(location);
- impl_->enabledVertexAttributes_ |= locationMask;
- }
- // Enable/disable instancing divisor as necessary
- unsigned dataStart = element.offset_;
- if (element.perInstance_)
- {
- dataStart += impl_->lastInstanceOffset_ * buffer->GetVertexSize();
- if (!(impl_->instancingVertexAttributes_ & locationMask))
- {
- SetVertexAttribDivisor(location, 1);
- impl_->instancingVertexAttributes_ |= locationMask;
- }
- }
- else
- {
- if (impl_->instancingVertexAttributes_ & locationMask)
- {
- SetVertexAttribDivisor(location, 0);
- impl_->instancingVertexAttributes_ &= ~locationMask;
- }
- }
- SetVBO(buffer->GetGPUObjectName());
- glVertexAttribPointer(location, glElementComponents[element.type_], glElementTypes[element.type_],
- element.type_ == TYPE_UBYTE4_NORM ? GL_TRUE : GL_FALSE, (unsigned)buffer->GetVertexSize(),
- (const void *)(size_t)dataStart);
- }
- }
- }
- // Finally disable unnecessary vertex attributes
- unsigned disableVertexAttributes = impl_->enabledVertexAttributes_ & (~impl_->usedVertexAttributes_);
- unsigned location = 0;
- while (disableVertexAttributes)
- {
- if (disableVertexAttributes & 1)
- {
- glDisableVertexAttribArray(location);
- impl_->enabledVertexAttributes_ &= ~(1 << location);
- }
- ++location;
- disableVertexAttributes >>= 1;
- }
- impl_->vertexBuffersDirty_ = false;
- }
- }
- void Graphics::CleanupFramebuffers()
- {
- if (!IsDeviceLost())
- {
- BindFramebuffer(impl_->systemFBO_);
- impl_->boundFBO_ = impl_->systemFBO_;
- impl_->fboDirty_ = true;
- for (HashMap<unsigned long long, FrameBufferObject>::Iterator i = impl_->frameBuffers_.Begin();
- i != impl_->frameBuffers_.End(); ++i)
- DeleteFramebuffer(i->second_.fbo_);
- }
- else
- impl_->boundFBO_ = 0;
- impl_->frameBuffers_.Clear();
- }
- void Graphics::ResetCachedState()
- {
- for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
- vertexBuffers_[i] = 0;
- for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
- {
- textures_[i] = 0;
- impl_->textureTypes_[i] = 0;
- }
- for (unsigned i = 0; i < MAX_RENDERTARGETS; ++i)
- renderTargets_[i] = 0;
- depthStencil_ = 0;
- viewport_ = IntRect(0, 0, 0, 0);
- indexBuffer_ = 0;
- vertexShader_ = 0;
- pixelShader_ = 0;
- blendMode_ = BLEND_REPLACE;
- alphaToCoverage_ = false;
- colorWrite_ = true;
- cullMode_ = CULL_NONE;
- constantDepthBias_ = 0.0f;
- slopeScaledDepthBias_ = 0.0f;
- depthTestMode_ = CMP_ALWAYS;
- depthWrite_ = false;
- fillMode_ = FILL_SOLID;
- scissorTest_ = false;
- scissorRect_ = IntRect::ZERO;
- stencilTest_ = false;
- stencilTestMode_ = CMP_ALWAYS;
- stencilPass_ = OP_KEEP;
- stencilFail_ = OP_KEEP;
- stencilZFail_ = OP_KEEP;
- stencilRef_ = 0;
- stencilCompareMask_ = M_MAX_UNSIGNED;
- stencilWriteMask_ = M_MAX_UNSIGNED;
- useClipPlane_ = false;
- impl_->shaderProgram_ = 0;
- impl_->lastInstanceOffset_ = 0;
- impl_->activeTexture_ = 0;
- impl_->enabledVertexAttributes_ = 0;
- impl_->usedVertexAttributes_ = 0;
- impl_->instancingVertexAttributes_ = 0;
- impl_->boundFBO_ = impl_->systemFBO_;
- impl_->boundVBO_ = 0;
- impl_->boundUBO_ = 0;
- impl_->sRGBWrite_ = false;
- // Set initial state to match Direct3D
- if (impl_->context_)
- {
- glEnable(GL_DEPTH_TEST);
- SetCullMode(CULL_CCW);
- SetDepthTest(CMP_LESSEQUAL);
- SetDepthWrite(true);
- }
- for (unsigned i = 0; i < MAX_SHADER_PARAMETER_GROUPS * 2; ++i)
- impl_->constantBuffers_[i] = 0;
- impl_->dirtyConstantBuffers_.Clear();
- }
- void Graphics::SetTextureUnitMappings()
- {
- textureUnits_["DiffMap"] = TU_DIFFUSE;
- textureUnits_["DiffCubeMap"] = TU_DIFFUSE;
- textureUnits_["AlbedoBuffer"] = TU_ALBEDOBUFFER;
- textureUnits_["NormalMap"] = TU_NORMAL;
- textureUnits_["NormalBuffer"] = TU_NORMALBUFFER;
- textureUnits_["SpecMap"] = TU_SPECULAR;
- textureUnits_["EmissiveMap"] = TU_EMISSIVE;
- textureUnits_["EnvMap"] = TU_ENVIRONMENT;
- textureUnits_["EnvCubeMap"] = TU_ENVIRONMENT;
- textureUnits_["LightRampMap"] = TU_LIGHTRAMP;
- textureUnits_["LightSpotMap"] = TU_LIGHTSHAPE;
- textureUnits_["LightCubeMap"] = TU_LIGHTSHAPE;
- textureUnits_["ShadowMap"] = TU_SHADOWMAP;
- #ifndef GL_ES_VERSION_2_0
- textureUnits_["VolumeMap"] = TU_VOLUMEMAP;
- textureUnits_["FaceSelectCubeMap"] = TU_FACESELECT;
- textureUnits_["IndirectionCubeMap"] = TU_INDIRECTION;
- textureUnits_["DepthBuffer"] = TU_DEPTHBUFFER;
- textureUnits_["LightBuffer"] = TU_LIGHTBUFFER;
- textureUnits_["ZoneCubeMap"] = TU_ZONE;
- textureUnits_["ZoneVolumeMap"] = TU_ZONE;
- #endif
- }
- unsigned Graphics::CreateFramebuffer()
- {
- unsigned newFbo = 0;
- #ifndef GL_ES_VERSION_2_0
- if (!gl3Support)
- glGenFramebuffersEXT(1, &newFbo);
- else
- #endif
- glGenFramebuffers(1, &newFbo);
- return newFbo;
- }
- void Graphics::DeleteFramebuffer(unsigned fbo)
- {
- #ifndef GL_ES_VERSION_2_0
- if (!gl3Support)
- glDeleteFramebuffersEXT(1, &fbo);
- else
- #endif
- glDeleteFramebuffers(1, &fbo);
- }
- void Graphics::BindFramebuffer(unsigned fbo)
- {
- #ifndef GL_ES_VERSION_2_0
- if (!gl3Support)
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
- else
- #endif
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- }
- void Graphics::BindColorAttachment(unsigned index, unsigned target, unsigned object)
- {
- #ifndef GL_ES_VERSION_2_0
- if (!gl3Support)
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, target, object, 0);
- else
- #endif
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + index, target, object, 0);
- }
- void Graphics::BindDepthAttachment(unsigned object, bool isRenderBuffer)
- {
- if (!object)
- isRenderBuffer = false;
- #ifndef GL_ES_VERSION_2_0
- if (!gl3Support)
- {
- if (!isRenderBuffer)
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, object, 0);
- else
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, object);
- }
- else
- #endif
- {
- if (!isRenderBuffer)
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, object, 0);
- else
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, object);
- }
- }
- void Graphics::BindStencilAttachment(unsigned object, bool isRenderBuffer)
- {
- if (!object)
- isRenderBuffer = false;
- #ifndef GL_ES_VERSION_2_0
- if (!gl3Support)
- {
- if (!isRenderBuffer)
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, object, 0);
- else
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, object);
- }
- else
- #endif
- {
- if (!isRenderBuffer)
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, object, 0);
- else
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, object);
- }
- }
- bool Graphics::CheckFramebuffer()
- {
- #ifndef GL_ES_VERSION_2_0
- if (!gl3Support)
- return glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT;
- else
- #endif
- return glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
- }
- void Graphics::SetVertexAttribDivisor(unsigned location, unsigned divisor)
- {
- #ifndef GL_ES_VERSION_2_0
- if (gl3Support && instancingSupport_)
- glVertexAttribDivisor(location, divisor);
- else if (instancingSupport_)
- glVertexAttribDivisorARB(location, divisor);
- #else
- #ifdef __EMSCRIPTEN__
- if (instancingSupport_)
- glVertexAttribDivisorANGLE(location, divisor);
- #endif
- #endif
- }
- }
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