RmlUi_Renderer_GL3.cpp 71 KB

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  1. /*
  2. * This source file is part of RmlUi, the HTML/CSS Interface Middleware
  3. *
  4. * For the latest information, see http://github.com/mikke89/RmlUi
  5. *
  6. * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
  7. * Copyright (c) 2019-2023 The RmlUi Team, and contributors
  8. *
  9. * Permission is hereby granted, free of charge, to any person obtaining a copy
  10. * of this software and associated documentation files (the "Software"), to deal
  11. * in the Software without restriction, including without limitation the rights
  12. * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  13. * copies of the Software, and to permit persons to whom the Software is
  14. * furnished to do so, subject to the following conditions:
  15. *
  16. * The above copyright notice and this permission notice shall be included in
  17. * all copies or substantial portions of the Software.
  18. *
  19. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  20. * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  21. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  22. * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  23. * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  24. * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  25. * THE SOFTWARE.
  26. *
  27. */
  28. #include "RmlUi_Renderer_GL3.h"
  29. #include <RmlUi/Core/Core.h>
  30. #include <RmlUi/Core/DecorationTypes.h>
  31. #include <RmlUi/Core/FileInterface.h>
  32. #include <RmlUi/Core/Geometry.h>
  33. #include <RmlUi/Core/Log.h>
  34. #include <RmlUi/Core/MeshUtilities.h>
  35. #include <RmlUi/Core/Platform.h>
  36. #include <RmlUi/Core/SystemInterface.h>
  37. #include <string.h>
  38. #if defined(RMLUI_PLATFORM_WIN32) && !defined(__MINGW32__)
  39. // function call missing argument list
  40. #pragma warning(disable : 4551)
  41. // unreferenced local function has been removed
  42. #pragma warning(disable : 4505)
  43. #endif
  44. #if defined RMLUI_PLATFORM_EMSCRIPTEN
  45. #define RMLUI_SHADER_HEADER_VERSION "#version 300 es\nprecision highp float;\n"
  46. #include <GLES3/gl3.h>
  47. #elif defined RMLUI_GL3_CUSTOM_LOADER
  48. #define RMLUI_SHADER_HEADER_VERSION "#version 330\n"
  49. #include RMLUI_GL3_CUSTOM_LOADER
  50. #else
  51. #define RMLUI_SHADER_HEADER_VERSION "#version 330\n"
  52. #define GLAD_GL_IMPLEMENTATION
  53. #include "RmlUi_Include_GL3.h"
  54. #endif
  55. // Determines the anti-aliasing quality when creating layers. Enables better-looking visuals, especially when transforms are applied.
  56. static constexpr int NUM_MSAA_SAMPLES = 2;
  57. #define MAX_NUM_STOPS 16
  58. #define BLUR_SIZE 7
  59. #define BLUR_NUM_WEIGHTS ((BLUR_SIZE + 1) / 2)
  60. #define RMLUI_STRINGIFY_IMPL(x) #x
  61. #define RMLUI_STRINGIFY(x) RMLUI_STRINGIFY_IMPL(x)
  62. #define RMLUI_SHADER_HEADER \
  63. RMLUI_SHADER_HEADER_VERSION "#define MAX_NUM_STOPS " RMLUI_STRINGIFY(MAX_NUM_STOPS) "\n#line " RMLUI_STRINGIFY(__LINE__) "\n"
  64. static const char* shader_vert_main = RMLUI_SHADER_HEADER R"(
  65. uniform vec2 _translate;
  66. uniform mat4 _transform;
  67. in vec2 inPosition;
  68. in vec4 inColor0;
  69. in vec2 inTexCoord0;
  70. out vec2 fragTexCoord;
  71. out vec4 fragColor;
  72. void main() {
  73. fragTexCoord = inTexCoord0;
  74. fragColor = inColor0;
  75. vec2 translatedPos = inPosition + _translate;
  76. vec4 outPos = _transform * vec4(translatedPos, 0.0, 1.0);
  77. gl_Position = outPos;
  78. }
  79. )";
  80. static const char* shader_frag_texture = RMLUI_SHADER_HEADER R"(
  81. uniform sampler2D _tex;
  82. in vec2 fragTexCoord;
  83. in vec4 fragColor;
  84. out vec4 finalColor;
  85. void main() {
  86. vec4 texColor = texture(_tex, fragTexCoord);
  87. finalColor = fragColor * texColor;
  88. }
  89. )";
  90. static const char* shader_frag_color = RMLUI_SHADER_HEADER R"(
  91. in vec2 fragTexCoord;
  92. in vec4 fragColor;
  93. out vec4 finalColor;
  94. void main() {
  95. finalColor = fragColor;
  96. }
  97. )";
  98. enum class ShaderGradientFunction { Linear, Radial, Conic, RepeatingLinear, RepeatingRadial, RepeatingConic }; // Must match shader definitions below.
  99. static const char* shader_frag_gradient = RMLUI_SHADER_HEADER R"(
  100. #define LINEAR 0
  101. #define RADIAL 1
  102. #define CONIC 2
  103. #define REPEATING_LINEAR 3
  104. #define REPEATING_RADIAL 4
  105. #define REPEATING_CONIC 5
  106. #define PI 3.14159265
  107. uniform int _func; // one of the above definitions
  108. uniform vec2 _p; // linear: starting point, radial: center, conic: center
  109. uniform vec2 _v; // linear: vector to ending point, radial: 2d curvature (inverse radius), conic: angled unit vector
  110. uniform vec4 _stop_colors[MAX_NUM_STOPS];
  111. uniform float _stop_positions[MAX_NUM_STOPS]; // normalized, 0 -> starting point, 1 -> ending point
  112. uniform int _num_stops;
  113. in vec2 fragTexCoord;
  114. in vec4 fragColor;
  115. out vec4 finalColor;
  116. vec4 mix_stop_colors(float t) {
  117. vec4 color = _stop_colors[0];
  118. for (int i = 1; i < _num_stops; i++)
  119. color = mix(color, _stop_colors[i], smoothstep(_stop_positions[i-1], _stop_positions[i], t));
  120. return color;
  121. }
  122. void main() {
  123. float t = 0.0;
  124. if (_func == LINEAR || _func == REPEATING_LINEAR)
  125. {
  126. float dist_square = dot(_v, _v);
  127. vec2 V = fragTexCoord - _p;
  128. t = dot(_v, V) / dist_square;
  129. }
  130. else if (_func == RADIAL || _func == REPEATING_RADIAL)
  131. {
  132. vec2 V = fragTexCoord - _p;
  133. t = length(_v * V);
  134. }
  135. else if (_func == CONIC || _func == REPEATING_CONIC)
  136. {
  137. mat2 R = mat2(_v.x, -_v.y, _v.y, _v.x);
  138. vec2 V = R * (fragTexCoord - _p);
  139. t = 0.5 + atan(-V.x, V.y) / (2.0 * PI);
  140. }
  141. if (_func == REPEATING_LINEAR || _func == REPEATING_RADIAL || _func == REPEATING_CONIC)
  142. {
  143. float t0 = _stop_positions[0];
  144. float t1 = _stop_positions[_num_stops - 1];
  145. t = t0 + mod(t - t0, t1 - t0);
  146. }
  147. finalColor = fragColor * mix_stop_colors(t);
  148. }
  149. )";
  150. // "Creation" by Danilo Guanabara, based on: https://www.shadertoy.com/view/XsXXDn
  151. static const char* shader_frag_creation = RMLUI_SHADER_HEADER R"(
  152. uniform float _value;
  153. uniform vec2 _dimensions;
  154. in vec2 fragTexCoord;
  155. in vec4 fragColor;
  156. out vec4 finalColor;
  157. void main() {
  158. float t = _value;
  159. vec3 c;
  160. float l;
  161. for (int i = 0; i < 3; i++) {
  162. vec2 p = fragTexCoord;
  163. vec2 uv = p;
  164. p -= .5;
  165. p.x *= _dimensions.x / _dimensions.y;
  166. float z = t + float(i) * .07;
  167. l = length(p);
  168. uv += p / l * (sin(z) + 1.) * abs(sin(l * 9. - z - z));
  169. c[i] = .01 / length(mod(uv, 1.) - .5);
  170. }
  171. finalColor = vec4(c / l, fragColor.a);
  172. }
  173. )";
  174. static const char* shader_vert_passthrough = RMLUI_SHADER_HEADER R"(
  175. in vec2 inPosition;
  176. in vec2 inTexCoord0;
  177. out vec2 fragTexCoord;
  178. void main() {
  179. fragTexCoord = inTexCoord0;
  180. gl_Position = vec4(inPosition, 0.0, 1.0);
  181. }
  182. )";
  183. static const char* shader_frag_passthrough = RMLUI_SHADER_HEADER R"(
  184. uniform sampler2D _tex;
  185. in vec2 fragTexCoord;
  186. out vec4 finalColor;
  187. void main() {
  188. finalColor = texture(_tex, fragTexCoord);
  189. }
  190. )";
  191. static const char* shader_frag_color_matrix = RMLUI_SHADER_HEADER R"(
  192. uniform sampler2D _tex;
  193. uniform mat4 _color_matrix;
  194. in vec2 fragTexCoord;
  195. out vec4 finalColor;
  196. void main() {
  197. // The general case uses a 4x5 color matrix for full rgba transformation, plus a constant term with the last column.
  198. // However, we only consider the case of rgb transformations. Thus, we could in principle use a 3x4 matrix, but we
  199. // keep the alpha row for simplicity.
  200. // In the general case we should do the matrix transformation in non-premultiplied space. However, without alpha
  201. // transformations, we can do it directly in premultiplied space to avoid the extra division and multiplication
  202. // steps. In this space, the constant term needs to be multiplied by the alpha value, instead of unity.
  203. vec4 texColor = texture(_tex, fragTexCoord);
  204. vec3 transformedColor = vec3(_color_matrix * texColor);
  205. finalColor = vec4(transformedColor, texColor.a);
  206. }
  207. )";
  208. static const char* shader_frag_blend_mask = RMLUI_SHADER_HEADER R"(
  209. uniform sampler2D _tex;
  210. uniform sampler2D _texMask;
  211. in vec2 fragTexCoord;
  212. out vec4 finalColor;
  213. void main() {
  214. vec4 texColor = texture(_tex, fragTexCoord);
  215. float maskAlpha = texture(_texMask, fragTexCoord).a;
  216. finalColor = texColor * maskAlpha;
  217. }
  218. )";
  219. #define RMLUI_SHADER_BLUR_HEADER \
  220. RMLUI_SHADER_HEADER "\n#define BLUR_SIZE " RMLUI_STRINGIFY(BLUR_SIZE) "\n#define BLUR_NUM_WEIGHTS " RMLUI_STRINGIFY(BLUR_NUM_WEIGHTS)
  221. static const char* shader_vert_blur = RMLUI_SHADER_BLUR_HEADER R"(
  222. uniform vec2 _texelOffset;
  223. in vec3 inPosition;
  224. in vec2 inTexCoord0;
  225. out vec2 fragTexCoord[BLUR_SIZE];
  226. void main() {
  227. for(int i = 0; i < BLUR_SIZE; i++)
  228. fragTexCoord[i] = inTexCoord0 - float(i - BLUR_NUM_WEIGHTS + 1) * _texelOffset;
  229. gl_Position = vec4(inPosition, 1.0);
  230. }
  231. )";
  232. static const char* shader_frag_blur = RMLUI_SHADER_BLUR_HEADER R"(
  233. uniform sampler2D _tex;
  234. uniform float _weights[BLUR_NUM_WEIGHTS];
  235. uniform vec2 _texCoordMin;
  236. uniform vec2 _texCoordMax;
  237. in vec2 fragTexCoord[BLUR_SIZE];
  238. out vec4 finalColor;
  239. void main() {
  240. vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
  241. for(int i = 0; i < BLUR_SIZE; i++)
  242. {
  243. vec2 in_region = step(_texCoordMin, fragTexCoord[i]) * step(fragTexCoord[i], _texCoordMax);
  244. color += texture(_tex, fragTexCoord[i]) * in_region.x * in_region.y * _weights[abs(i - BLUR_NUM_WEIGHTS + 1)];
  245. }
  246. finalColor = color;
  247. }
  248. )";
  249. static const char* shader_frag_drop_shadow = RMLUI_SHADER_HEADER R"(
  250. uniform sampler2D _tex;
  251. uniform vec2 _texCoordMin;
  252. uniform vec2 _texCoordMax;
  253. uniform vec4 _color;
  254. in vec2 fragTexCoord;
  255. out vec4 finalColor;
  256. void main() {
  257. vec2 in_region = step(_texCoordMin, fragTexCoord) * step(fragTexCoord, _texCoordMax);
  258. finalColor = texture(_tex, fragTexCoord).a * in_region.x * in_region.y * _color;
  259. }
  260. )";
  261. enum class ProgramId {
  262. None,
  263. Color,
  264. Texture,
  265. Gradient,
  266. Creation,
  267. Passthrough,
  268. ColorMatrix,
  269. BlendMask,
  270. Blur,
  271. DropShadow,
  272. Count,
  273. };
  274. enum class VertShaderId {
  275. Main,
  276. Passthrough,
  277. Blur,
  278. Count,
  279. };
  280. enum class FragShaderId {
  281. Color,
  282. Texture,
  283. Gradient,
  284. Creation,
  285. Passthrough,
  286. ColorMatrix,
  287. BlendMask,
  288. Blur,
  289. DropShadow,
  290. Count,
  291. };
  292. enum class UniformId {
  293. Translate,
  294. Transform,
  295. Tex,
  296. Color,
  297. ColorMatrix,
  298. TexelOffset,
  299. TexCoordMin,
  300. TexCoordMax,
  301. TexMask,
  302. Weights,
  303. Func,
  304. P,
  305. V,
  306. StopColors,
  307. StopPositions,
  308. NumStops,
  309. Value,
  310. Dimensions,
  311. Count,
  312. };
  313. namespace Gfx {
  314. static const char* const program_uniform_names[(size_t)UniformId::Count] = {"_translate", "_transform", "_tex", "_color", "_color_matrix",
  315. "_texelOffset", "_texCoordMin", "_texCoordMax", "_texMask", "_weights[0]", "_func", "_p", "_v", "_stop_colors[0]", "_stop_positions[0]",
  316. "_num_stops", "_value", "_dimensions"};
  317. enum class VertexAttribute { Position, Color0, TexCoord0, Count };
  318. static const char* const vertex_attribute_names[(size_t)VertexAttribute::Count] = {"inPosition", "inColor0", "inTexCoord0"};
  319. struct VertShaderDefinition {
  320. VertShaderId id;
  321. const char* name_str;
  322. const char* code_str;
  323. };
  324. struct FragShaderDefinition {
  325. FragShaderId id;
  326. const char* name_str;
  327. const char* code_str;
  328. };
  329. struct ProgramDefinition {
  330. ProgramId id;
  331. const char* name_str;
  332. VertShaderId vert_shader;
  333. FragShaderId frag_shader;
  334. };
  335. // clang-format off
  336. static const VertShaderDefinition vert_shader_definitions[] = {
  337. {VertShaderId::Main, "main", shader_vert_main},
  338. {VertShaderId::Passthrough, "passthrough", shader_vert_passthrough},
  339. {VertShaderId::Blur, "blur", shader_vert_blur},
  340. };
  341. static const FragShaderDefinition frag_shader_definitions[] = {
  342. {FragShaderId::Color, "color", shader_frag_color},
  343. {FragShaderId::Texture, "texture", shader_frag_texture},
  344. {FragShaderId::Gradient, "gradient", shader_frag_gradient},
  345. {FragShaderId::Creation, "creation", shader_frag_creation},
  346. {FragShaderId::Passthrough, "passthrough", shader_frag_passthrough},
  347. {FragShaderId::ColorMatrix, "color_matrix", shader_frag_color_matrix},
  348. {FragShaderId::BlendMask, "blend_mask", shader_frag_blend_mask},
  349. {FragShaderId::Blur, "blur", shader_frag_blur},
  350. {FragShaderId::DropShadow, "drop_shadow", shader_frag_drop_shadow},
  351. };
  352. static const ProgramDefinition program_definitions[] = {
  353. {ProgramId::Color, "color", VertShaderId::Main, FragShaderId::Color},
  354. {ProgramId::Texture, "texture", VertShaderId::Main, FragShaderId::Texture},
  355. {ProgramId::Gradient, "gradient", VertShaderId::Main, FragShaderId::Gradient},
  356. {ProgramId::Creation, "creation", VertShaderId::Main, FragShaderId::Creation},
  357. {ProgramId::Passthrough, "passthrough", VertShaderId::Passthrough, FragShaderId::Passthrough},
  358. {ProgramId::ColorMatrix, "color_matrix", VertShaderId::Passthrough, FragShaderId::ColorMatrix},
  359. {ProgramId::BlendMask, "blend_mask", VertShaderId::Passthrough, FragShaderId::BlendMask},
  360. {ProgramId::Blur, "blur", VertShaderId::Blur, FragShaderId::Blur},
  361. {ProgramId::DropShadow, "drop_shadow", VertShaderId::Passthrough, FragShaderId::DropShadow},
  362. };
  363. // clang-format on
  364. template <typename T, typename Enum>
  365. class EnumArray {
  366. public:
  367. const T& operator[](Enum id) const
  368. {
  369. RMLUI_ASSERT((size_t)id < (size_t)Enum::Count);
  370. return ids[size_t(id)];
  371. }
  372. T& operator[](Enum id)
  373. {
  374. RMLUI_ASSERT((size_t)id < (size_t)Enum::Count);
  375. return ids[size_t(id)];
  376. }
  377. auto begin() const { return ids.begin(); }
  378. auto end() const { return ids.end(); }
  379. private:
  380. Rml::Array<T, (size_t)Enum::Count> ids = {};
  381. };
  382. using Programs = EnumArray<GLuint, ProgramId>;
  383. using VertShaders = EnumArray<GLuint, VertShaderId>;
  384. using FragShaders = EnumArray<GLuint, FragShaderId>;
  385. class Uniforms {
  386. public:
  387. GLint Get(ProgramId id, UniformId uniform) const
  388. {
  389. auto it = map.find(ToKey(id, uniform));
  390. if (it != map.end())
  391. return it->second;
  392. return -1;
  393. }
  394. void Insert(ProgramId id, UniformId uniform, GLint location) { map[ToKey(id, uniform)] = location; }
  395. private:
  396. using Key = uint64_t;
  397. Key ToKey(ProgramId id, UniformId uniform) const { return (static_cast<Key>(id) << 32) | static_cast<Key>(uniform); }
  398. Rml::UnorderedMap<Key, GLint> map;
  399. };
  400. struct ProgramData {
  401. Programs programs;
  402. VertShaders vert_shaders;
  403. FragShaders frag_shaders;
  404. Uniforms uniforms;
  405. };
  406. struct CompiledGeometryData {
  407. GLuint vao;
  408. GLuint vbo;
  409. GLuint ibo;
  410. GLsizei draw_count;
  411. };
  412. struct FramebufferData {
  413. int width, height;
  414. GLuint framebuffer;
  415. GLuint color_tex_buffer;
  416. GLuint color_render_buffer;
  417. GLuint depth_stencil_buffer;
  418. bool owns_depth_stencil_buffer;
  419. };
  420. enum class FramebufferAttachment { None, Depth, DepthStencil };
  421. static void CheckGLError(const char* operation_name)
  422. {
  423. #ifdef RMLUI_DEBUG
  424. GLenum error_code = glGetError();
  425. if (error_code != GL_NO_ERROR)
  426. {
  427. static const Rml::Pair<GLenum, const char*> error_names[] = {{GL_INVALID_ENUM, "GL_INVALID_ENUM"}, {GL_INVALID_VALUE, "GL_INVALID_VALUE"},
  428. {GL_INVALID_OPERATION, "GL_INVALID_OPERATION"}, {GL_OUT_OF_MEMORY, "GL_OUT_OF_MEMORY"}};
  429. const char* error_str = "''";
  430. for (auto& err : error_names)
  431. {
  432. if (err.first == error_code)
  433. {
  434. error_str = err.second;
  435. break;
  436. }
  437. }
  438. Rml::Log::Message(Rml::Log::LT_ERROR, "OpenGL error during %s. Error code 0x%x (%s).", operation_name, error_code, error_str);
  439. }
  440. #endif
  441. (void)operation_name;
  442. }
  443. // Create the shader, 'shader_type' is either GL_VERTEX_SHADER or GL_FRAGMENT_SHADER.
  444. static bool CreateShader(GLuint& out_shader_id, GLenum shader_type, const char* code_string)
  445. {
  446. RMLUI_ASSERT(shader_type == GL_VERTEX_SHADER || shader_type == GL_FRAGMENT_SHADER);
  447. GLuint id = glCreateShader(shader_type);
  448. glShaderSource(id, 1, (const GLchar**)&code_string, NULL);
  449. glCompileShader(id);
  450. GLint status = 0;
  451. glGetShaderiv(id, GL_COMPILE_STATUS, &status);
  452. if (status == GL_FALSE)
  453. {
  454. GLint info_log_length = 0;
  455. glGetShaderiv(id, GL_INFO_LOG_LENGTH, &info_log_length);
  456. char* info_log_string = new char[info_log_length + 1];
  457. glGetShaderInfoLog(id, info_log_length, NULL, info_log_string);
  458. Rml::Log::Message(Rml::Log::LT_ERROR, "Compile failure in OpenGL shader: %s", info_log_string);
  459. delete[] info_log_string;
  460. glDeleteShader(id);
  461. return false;
  462. }
  463. CheckGLError("CreateShader");
  464. out_shader_id = id;
  465. return true;
  466. }
  467. static bool CreateProgram(GLuint& out_program, Uniforms& inout_uniform_map, ProgramId program_id, GLuint vertex_shader, GLuint fragment_shader)
  468. {
  469. GLuint id = glCreateProgram();
  470. RMLUI_ASSERT(id);
  471. for (GLuint i = 0; i < (GLuint)VertexAttribute::Count; i++)
  472. glBindAttribLocation(id, i, vertex_attribute_names[i]);
  473. CheckGLError("BindAttribLocations");
  474. glAttachShader(id, vertex_shader);
  475. glAttachShader(id, fragment_shader);
  476. glLinkProgram(id);
  477. glDetachShader(id, vertex_shader);
  478. glDetachShader(id, fragment_shader);
  479. GLint status = 0;
  480. glGetProgramiv(id, GL_LINK_STATUS, &status);
  481. if (status == GL_FALSE)
  482. {
  483. GLint info_log_length = 0;
  484. glGetProgramiv(id, GL_INFO_LOG_LENGTH, &info_log_length);
  485. char* info_log_string = new char[info_log_length + 1];
  486. glGetProgramInfoLog(id, info_log_length, NULL, info_log_string);
  487. Rml::Log::Message(Rml::Log::LT_ERROR, "OpenGL program linking failure: %s", info_log_string);
  488. delete[] info_log_string;
  489. glDeleteProgram(id);
  490. return false;
  491. }
  492. out_program = id;
  493. // Make a lookup table for the uniform locations.
  494. GLint num_active_uniforms = 0;
  495. glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &num_active_uniforms);
  496. constexpr size_t name_size = 64;
  497. GLchar name_buf[name_size] = "";
  498. for (int unif = 0; unif < num_active_uniforms; ++unif)
  499. {
  500. GLint array_size = 0;
  501. GLenum type = 0;
  502. GLsizei actual_length = 0;
  503. glGetActiveUniform(id, unif, name_size, &actual_length, &array_size, &type, name_buf);
  504. GLint location = glGetUniformLocation(id, name_buf);
  505. // See if we have the name in our pre-defined name list.
  506. UniformId program_uniform = UniformId::Count;
  507. for (int i = 0; i < (int)UniformId::Count; i++)
  508. {
  509. const char* uniform_name = program_uniform_names[i];
  510. if (strcmp(name_buf, uniform_name) == 0)
  511. {
  512. program_uniform = (UniformId)i;
  513. break;
  514. }
  515. }
  516. if ((size_t)program_uniform < (size_t)UniformId::Count)
  517. {
  518. inout_uniform_map.Insert(program_id, program_uniform, location);
  519. }
  520. else
  521. {
  522. Rml::Log::Message(Rml::Log::LT_ERROR, "OpenGL program uses unknown uniform '%s'.", name_buf);
  523. return false;
  524. }
  525. }
  526. CheckGLError("CreateProgram");
  527. return true;
  528. }
  529. static bool CreateFramebuffer(FramebufferData& out_fb, int width, int height, int samples, FramebufferAttachment attachment,
  530. GLuint shared_depth_stencil_buffer)
  531. {
  532. #ifdef RMLUI_PLATFORM_EMSCRIPTEN
  533. constexpr GLint wrap_mode = GL_CLAMP_TO_EDGE;
  534. #else
  535. constexpr GLint wrap_mode = GL_CLAMP_TO_BORDER; // GL_REPEAT GL_MIRRORED_REPEAT GL_CLAMP_TO_EDGE
  536. #endif
  537. constexpr GLenum color_format = GL_RGBA8; // GL_RGBA8 GL_SRGB8_ALPHA8 GL_RGBA16F
  538. constexpr GLint min_mag_filter = GL_LINEAR; // GL_NEAREST
  539. const Rml::Colourf border_color(0.f, 0.f);
  540. GLuint framebuffer = 0;
  541. glGenFramebuffers(1, &framebuffer);
  542. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
  543. GLuint color_tex_buffer = 0;
  544. GLuint color_render_buffer = 0;
  545. if (samples > 0)
  546. {
  547. glGenRenderbuffers(1, &color_render_buffer);
  548. glBindRenderbuffer(GL_RENDERBUFFER, color_render_buffer);
  549. glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, color_format, width, height);
  550. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_render_buffer);
  551. }
  552. else
  553. {
  554. glGenTextures(1, &color_tex_buffer);
  555. glBindTexture(GL_TEXTURE_2D, color_tex_buffer);
  556. glTexImage2D(GL_TEXTURE_2D, 0, color_format, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  557. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_mag_filter);
  558. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, min_mag_filter);
  559. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap_mode);
  560. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap_mode);
  561. #ifndef RMLUI_PLATFORM_EMSCRIPTEN
  562. glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, &border_color[0]);
  563. #endif
  564. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_tex_buffer, 0);
  565. }
  566. // Create depth/stencil buffer storage attachment.
  567. GLuint depth_stencil_buffer = 0;
  568. if (attachment != FramebufferAttachment::None)
  569. {
  570. if (shared_depth_stencil_buffer)
  571. {
  572. // Share depth/stencil buffer
  573. depth_stencil_buffer = shared_depth_stencil_buffer;
  574. }
  575. else
  576. {
  577. // Create new depth/stencil buffer
  578. glGenRenderbuffers(1, &depth_stencil_buffer);
  579. glBindRenderbuffer(GL_RENDERBUFFER, depth_stencil_buffer);
  580. const GLenum internal_format = (attachment == FramebufferAttachment::DepthStencil ? GL_DEPTH24_STENCIL8 : GL_DEPTH_COMPONENT24);
  581. glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, internal_format, width, height);
  582. }
  583. const GLenum attachment_type = (attachment == FramebufferAttachment::DepthStencil ? GL_DEPTH_STENCIL_ATTACHMENT : GL_DEPTH_ATTACHMENT);
  584. glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment_type, GL_RENDERBUFFER, depth_stencil_buffer);
  585. }
  586. const GLuint framebuffer_status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  587. if (framebuffer_status != GL_FRAMEBUFFER_COMPLETE)
  588. {
  589. Rml::Log::Message(Rml::Log::LT_ERROR, "OpenGL framebuffer could not be generated. Error code %x.", framebuffer_status);
  590. return false;
  591. }
  592. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  593. glBindTexture(GL_TEXTURE_2D, 0);
  594. glBindRenderbuffer(GL_RENDERBUFFER, 0);
  595. CheckGLError("CreateFramebuffer");
  596. out_fb = {};
  597. out_fb.width = width;
  598. out_fb.height = height;
  599. out_fb.framebuffer = framebuffer;
  600. out_fb.color_tex_buffer = color_tex_buffer;
  601. out_fb.color_render_buffer = color_render_buffer;
  602. out_fb.depth_stencil_buffer = depth_stencil_buffer;
  603. out_fb.owns_depth_stencil_buffer = !shared_depth_stencil_buffer;
  604. return true;
  605. }
  606. static void DestroyFramebuffer(FramebufferData& fb)
  607. {
  608. if (fb.framebuffer)
  609. glDeleteFramebuffers(1, &fb.framebuffer);
  610. if (fb.color_tex_buffer)
  611. glDeleteTextures(1, &fb.color_tex_buffer);
  612. if (fb.color_render_buffer)
  613. glDeleteRenderbuffers(1, &fb.color_render_buffer);
  614. if (fb.owns_depth_stencil_buffer && fb.depth_stencil_buffer)
  615. glDeleteRenderbuffers(1, &fb.depth_stencil_buffer);
  616. fb = {};
  617. }
  618. static void BindTexture(const FramebufferData& fb)
  619. {
  620. if (!fb.color_tex_buffer)
  621. {
  622. RMLUI_ERRORMSG("Only framebuffers with color textures can be bound as textures. This framebuffer probably uses multisampling which needs a "
  623. "blit step first.");
  624. }
  625. glBindTexture(GL_TEXTURE_2D, fb.color_tex_buffer);
  626. }
  627. static bool CreateShaders(ProgramData& data)
  628. {
  629. RMLUI_ASSERT(std::all_of(data.vert_shaders.begin(), data.vert_shaders.end(), [](auto&& value) { return value == 0; }));
  630. RMLUI_ASSERT(std::all_of(data.frag_shaders.begin(), data.frag_shaders.end(), [](auto&& value) { return value == 0; }));
  631. RMLUI_ASSERT(std::all_of(data.programs.begin(), data.programs.end(), [](auto&& value) { return value == 0; }));
  632. auto ReportError = [](const char* type, const char* name) {
  633. Rml::Log::Message(Rml::Log::LT_ERROR, "Could not create OpenGL %s: '%s'.", type, name);
  634. return false;
  635. };
  636. for (const VertShaderDefinition& def : vert_shader_definitions)
  637. {
  638. if (!CreateShader(data.vert_shaders[def.id], GL_VERTEX_SHADER, def.code_str))
  639. return ReportError("vertex shader", def.name_str);
  640. }
  641. for (const FragShaderDefinition& def : frag_shader_definitions)
  642. {
  643. if (!CreateShader(data.frag_shaders[def.id], GL_FRAGMENT_SHADER, def.code_str))
  644. return ReportError("fragment shader", def.name_str);
  645. }
  646. for (const ProgramDefinition& def : program_definitions)
  647. {
  648. if (!CreateProgram(data.programs[def.id], data.uniforms, def.id, data.vert_shaders[def.vert_shader], data.frag_shaders[def.frag_shader]))
  649. return ReportError("program", def.name_str);
  650. }
  651. glUseProgram(data.programs[ProgramId::BlendMask]);
  652. glUniform1i(data.uniforms.Get(ProgramId::BlendMask, UniformId::TexMask), 1);
  653. glUseProgram(0);
  654. return true;
  655. }
  656. static void DestroyShaders(const ProgramData& data)
  657. {
  658. for (GLuint id : data.programs)
  659. glDeleteProgram(id);
  660. for (GLuint id : data.vert_shaders)
  661. glDeleteShader(id);
  662. for (GLuint id : data.frag_shaders)
  663. glDeleteShader(id);
  664. }
  665. } // namespace Gfx
  666. RenderInterface_GL3::RenderInterface_GL3()
  667. {
  668. auto mut_program_data = Rml::MakeUnique<Gfx::ProgramData>();
  669. if (Gfx::CreateShaders(*mut_program_data))
  670. {
  671. program_data = std::move(mut_program_data);
  672. Rml::Mesh mesh;
  673. Rml::MeshUtilities::GenerateQuad(mesh, Rml::Vector2f(-1), Rml::Vector2f(2), {});
  674. fullscreen_quad_geometry = RenderInterface_GL3::CompileGeometry(mesh.vertices, mesh.indices);
  675. }
  676. }
  677. RenderInterface_GL3::~RenderInterface_GL3()
  678. {
  679. if (fullscreen_quad_geometry)
  680. {
  681. RenderInterface_GL3::ReleaseGeometry(fullscreen_quad_geometry);
  682. fullscreen_quad_geometry = {};
  683. }
  684. if (program_data)
  685. {
  686. Gfx::DestroyShaders(*program_data);
  687. program_data.reset();
  688. }
  689. }
  690. void RenderInterface_GL3::SetViewport(int width, int height)
  691. {
  692. viewport_width = Rml::Math::Max(width, 1);
  693. viewport_height = Rml::Math::Max(height, 1);
  694. projection = Rml::Matrix4f::ProjectOrtho(0, (float)viewport_width, (float)viewport_height, 0, -10000, 10000);
  695. }
  696. void RenderInterface_GL3::BeginFrame()
  697. {
  698. RMLUI_ASSERT(viewport_width >= 1 && viewport_height >= 1);
  699. // Backup GL state.
  700. glstate_backup.enable_cull_face = glIsEnabled(GL_CULL_FACE);
  701. glstate_backup.enable_blend = glIsEnabled(GL_BLEND);
  702. glstate_backup.enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
  703. glstate_backup.enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  704. glstate_backup.enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  705. glGetIntegerv(GL_VIEWPORT, glstate_backup.viewport);
  706. glGetIntegerv(GL_SCISSOR_BOX, glstate_backup.scissor);
  707. glGetIntegerv(GL_ACTIVE_TEXTURE, &glstate_backup.active_texture);
  708. glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &glstate_backup.stencil_clear_value);
  709. glGetFloatv(GL_COLOR_CLEAR_VALUE, glstate_backup.color_clear_value);
  710. glGetBooleanv(GL_COLOR_WRITEMASK, glstate_backup.color_writemask);
  711. glGetIntegerv(GL_BLEND_EQUATION_RGB, &glstate_backup.blend_equation_rgb);
  712. glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &glstate_backup.blend_equation_alpha);
  713. glGetIntegerv(GL_BLEND_SRC_RGB, &glstate_backup.blend_src_rgb);
  714. glGetIntegerv(GL_BLEND_DST_RGB, &glstate_backup.blend_dst_rgb);
  715. glGetIntegerv(GL_BLEND_SRC_ALPHA, &glstate_backup.blend_src_alpha);
  716. glGetIntegerv(GL_BLEND_DST_ALPHA, &glstate_backup.blend_dst_alpha);
  717. glGetIntegerv(GL_STENCIL_FUNC, &glstate_backup.stencil_front.func);
  718. glGetIntegerv(GL_STENCIL_REF, &glstate_backup.stencil_front.ref);
  719. glGetIntegerv(GL_STENCIL_VALUE_MASK, &glstate_backup.stencil_front.value_mask);
  720. glGetIntegerv(GL_STENCIL_WRITEMASK, &glstate_backup.stencil_front.writemask);
  721. glGetIntegerv(GL_STENCIL_FAIL, &glstate_backup.stencil_front.fail);
  722. glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &glstate_backup.stencil_front.pass_depth_fail);
  723. glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &glstate_backup.stencil_front.pass_depth_pass);
  724. glGetIntegerv(GL_STENCIL_BACK_FUNC, &glstate_backup.stencil_back.func);
  725. glGetIntegerv(GL_STENCIL_BACK_REF, &glstate_backup.stencil_back.ref);
  726. glGetIntegerv(GL_STENCIL_BACK_VALUE_MASK, &glstate_backup.stencil_back.value_mask);
  727. glGetIntegerv(GL_STENCIL_BACK_WRITEMASK, &glstate_backup.stencil_back.writemask);
  728. glGetIntegerv(GL_STENCIL_BACK_FAIL, &glstate_backup.stencil_back.fail);
  729. glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_FAIL, &glstate_backup.stencil_back.pass_depth_fail);
  730. glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_PASS, &glstate_backup.stencil_back.pass_depth_pass);
  731. // Setup expected GL state.
  732. glViewport(0, 0, viewport_width, viewport_height);
  733. glClearStencil(0);
  734. glClearColor(0, 0, 0, 0);
  735. glActiveTexture(GL_TEXTURE0);
  736. glDisable(GL_SCISSOR_TEST);
  737. glDisable(GL_CULL_FACE);
  738. // Set blending function for premultiplied alpha.
  739. glEnable(GL_BLEND);
  740. glBlendEquation(GL_FUNC_ADD);
  741. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  742. #ifndef RMLUI_PLATFORM_EMSCRIPTEN
  743. // We do blending in nonlinear sRGB space because that is the common practice and gives results that we are used to.
  744. glDisable(GL_FRAMEBUFFER_SRGB);
  745. #endif
  746. glEnable(GL_STENCIL_TEST);
  747. glStencilFunc(GL_ALWAYS, 1, GLuint(-1));
  748. glStencilMask(GLuint(-1));
  749. glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
  750. glDisable(GL_DEPTH_TEST);
  751. SetTransform(nullptr);
  752. render_layers.BeginFrame(viewport_width, viewport_height);
  753. glBindFramebuffer(GL_FRAMEBUFFER, render_layers.GetTopLayer().framebuffer);
  754. glClear(GL_COLOR_BUFFER_BIT);
  755. UseProgram(ProgramId::None);
  756. program_transform_dirty.set();
  757. scissor_state = Rml::Rectanglei::MakeInvalid();
  758. Gfx::CheckGLError("BeginFrame");
  759. }
  760. void RenderInterface_GL3::EndFrame()
  761. {
  762. const Gfx::FramebufferData& fb_active = render_layers.GetTopLayer();
  763. const Gfx::FramebufferData& fb_postprocess = render_layers.GetPostprocessPrimary();
  764. // Resolve MSAA to postprocess framebuffer.
  765. glBindFramebuffer(GL_READ_FRAMEBUFFER, fb_active.framebuffer);
  766. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb_postprocess.framebuffer);
  767. glBlitFramebuffer(0, 0, fb_active.width, fb_active.height, 0, 0, fb_postprocess.width, fb_postprocess.height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
  768. // Draw to backbuffer
  769. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  770. // Assuming we have an opaque background, we can just write to it with the premultiplied alpha blend mode and we'll get the correct result.
  771. // Instead, if we had a transparent destination that didn't use premultiplied alpha, we would need to perform a manual un-premultiplication step.
  772. glActiveTexture(GL_TEXTURE0);
  773. Gfx::BindTexture(fb_postprocess);
  774. UseProgram(ProgramId::Passthrough);
  775. DrawFullscreenQuad();
  776. render_layers.EndFrame();
  777. // Restore GL state.
  778. if (glstate_backup.enable_cull_face)
  779. glEnable(GL_CULL_FACE);
  780. else
  781. glDisable(GL_CULL_FACE);
  782. if (glstate_backup.enable_blend)
  783. glEnable(GL_BLEND);
  784. else
  785. glDisable(GL_BLEND);
  786. if (glstate_backup.enable_stencil_test)
  787. glEnable(GL_STENCIL_TEST);
  788. else
  789. glDisable(GL_STENCIL_TEST);
  790. if (glstate_backup.enable_scissor_test)
  791. glEnable(GL_SCISSOR_TEST);
  792. else
  793. glDisable(GL_SCISSOR_TEST);
  794. if (glstate_backup.enable_depth_test)
  795. glEnable(GL_DEPTH_TEST);
  796. else
  797. glDisable(GL_DEPTH_TEST);
  798. glViewport(glstate_backup.viewport[0], glstate_backup.viewport[1], glstate_backup.viewport[2], glstate_backup.viewport[3]);
  799. glScissor(glstate_backup.scissor[0], glstate_backup.scissor[1], glstate_backup.scissor[2], glstate_backup.scissor[3]);
  800. glActiveTexture(glstate_backup.active_texture);
  801. glClearStencil(glstate_backup.stencil_clear_value);
  802. glClearColor(glstate_backup.color_clear_value[0], glstate_backup.color_clear_value[1], glstate_backup.color_clear_value[2],
  803. glstate_backup.color_clear_value[3]);
  804. glColorMask(glstate_backup.color_writemask[0], glstate_backup.color_writemask[1], glstate_backup.color_writemask[2],
  805. glstate_backup.color_writemask[3]);
  806. glBlendEquationSeparate(glstate_backup.blend_equation_rgb, glstate_backup.blend_equation_alpha);
  807. glBlendFuncSeparate(glstate_backup.blend_src_rgb, glstate_backup.blend_dst_rgb, glstate_backup.blend_src_alpha, glstate_backup.blend_dst_alpha);
  808. glStencilFuncSeparate(GL_FRONT, glstate_backup.stencil_front.func, glstate_backup.stencil_front.ref, glstate_backup.stencil_front.value_mask);
  809. glStencilMaskSeparate(GL_FRONT, glstate_backup.stencil_front.writemask);
  810. glStencilOpSeparate(GL_FRONT, glstate_backup.stencil_front.fail, glstate_backup.stencil_front.pass_depth_fail,
  811. glstate_backup.stencil_front.pass_depth_pass);
  812. glStencilFuncSeparate(GL_BACK, glstate_backup.stencil_back.func, glstate_backup.stencil_back.ref, glstate_backup.stencil_back.value_mask);
  813. glStencilMaskSeparate(GL_BACK, glstate_backup.stencil_back.writemask);
  814. glStencilOpSeparate(GL_BACK, glstate_backup.stencil_back.fail, glstate_backup.stencil_back.pass_depth_fail,
  815. glstate_backup.stencil_back.pass_depth_pass);
  816. Gfx::CheckGLError("EndFrame");
  817. }
  818. void RenderInterface_GL3::Clear()
  819. {
  820. glClearColor(0, 0, 0, 1);
  821. glClear(GL_COLOR_BUFFER_BIT);
  822. }
  823. Rml::CompiledGeometryHandle RenderInterface_GL3::CompileGeometry(Rml::Span<const Rml::Vertex> vertices, Rml::Span<const int> indices)
  824. {
  825. constexpr GLenum draw_usage = GL_STATIC_DRAW;
  826. GLuint vao = 0;
  827. GLuint vbo = 0;
  828. GLuint ibo = 0;
  829. glGenVertexArrays(1, &vao);
  830. glGenBuffers(1, &vbo);
  831. glGenBuffers(1, &ibo);
  832. glBindVertexArray(vao);
  833. glBindBuffer(GL_ARRAY_BUFFER, vbo);
  834. glBufferData(GL_ARRAY_BUFFER, sizeof(Rml::Vertex) * vertices.size(), (const void*)vertices.data(), draw_usage);
  835. glEnableVertexAttribArray((GLuint)Gfx::VertexAttribute::Position);
  836. glVertexAttribPointer((GLuint)Gfx::VertexAttribute::Position, 2, GL_FLOAT, GL_FALSE, sizeof(Rml::Vertex),
  837. (const GLvoid*)(offsetof(Rml::Vertex, position)));
  838. glEnableVertexAttribArray((GLuint)Gfx::VertexAttribute::Color0);
  839. glVertexAttribPointer((GLuint)Gfx::VertexAttribute::Color0, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Rml::Vertex),
  840. (const GLvoid*)(offsetof(Rml::Vertex, colour)));
  841. glEnableVertexAttribArray((GLuint)Gfx::VertexAttribute::TexCoord0);
  842. glVertexAttribPointer((GLuint)Gfx::VertexAttribute::TexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(Rml::Vertex),
  843. (const GLvoid*)(offsetof(Rml::Vertex, tex_coord)));
  844. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
  845. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * indices.size(), (const void*)indices.data(), draw_usage);
  846. glBindVertexArray(0);
  847. glBindBuffer(GL_ARRAY_BUFFER, 0);
  848. Gfx::CheckGLError("CompileGeometry");
  849. Gfx::CompiledGeometryData* geometry = new Gfx::CompiledGeometryData;
  850. geometry->vao = vao;
  851. geometry->vbo = vbo;
  852. geometry->ibo = ibo;
  853. geometry->draw_count = (GLsizei)indices.size();
  854. return (Rml::CompiledGeometryHandle)geometry;
  855. }
  856. void RenderInterface_GL3::RenderGeometry(Rml::CompiledGeometryHandle handle, Rml::Vector2f translation, Rml::TextureHandle texture)
  857. {
  858. Gfx::CompiledGeometryData* geometry = (Gfx::CompiledGeometryData*)handle;
  859. if (texture == TexturePostprocess)
  860. {
  861. // Do nothing.
  862. }
  863. else if (texture)
  864. {
  865. UseProgram(ProgramId::Texture);
  866. SubmitTransformUniform(translation);
  867. if (texture != TextureEnableWithoutBinding)
  868. glBindTexture(GL_TEXTURE_2D, (GLuint)texture);
  869. }
  870. else
  871. {
  872. UseProgram(ProgramId::Color);
  873. glBindTexture(GL_TEXTURE_2D, 0);
  874. SubmitTransformUniform(translation);
  875. }
  876. glBindVertexArray(geometry->vao);
  877. glDrawElements(GL_TRIANGLES, geometry->draw_count, GL_UNSIGNED_INT, (const GLvoid*)0);
  878. glBindVertexArray(0);
  879. glBindTexture(GL_TEXTURE_2D, 0);
  880. Gfx::CheckGLError("RenderCompiledGeometry");
  881. }
  882. void RenderInterface_GL3::ReleaseGeometry(Rml::CompiledGeometryHandle handle)
  883. {
  884. Gfx::CompiledGeometryData* geometry = (Gfx::CompiledGeometryData*)handle;
  885. glDeleteVertexArrays(1, &geometry->vao);
  886. glDeleteBuffers(1, &geometry->vbo);
  887. glDeleteBuffers(1, &geometry->ibo);
  888. delete geometry;
  889. }
  890. /// Flip vertical axis of the rectangle, and move its origin to the vertically opposite side of the viewport.
  891. /// @note Changes coordinate system from RmlUi to OpenGL, or equivalently in reverse.
  892. /// @note The Rectangle::Top and Rectangle::Bottom members will have reverse meaning in the returned rectangle.
  893. static Rml::Rectanglei VerticallyFlipped(Rml::Rectanglei rect, int viewport_height)
  894. {
  895. RMLUI_ASSERT(rect.Valid());
  896. Rml::Rectanglei flipped_rect = rect;
  897. flipped_rect.p0.y = viewport_height - rect.p1.y;
  898. flipped_rect.p1.y = viewport_height - rect.p0.y;
  899. return flipped_rect;
  900. }
  901. void RenderInterface_GL3::SetScissor(Rml::Rectanglei region, bool vertically_flip)
  902. {
  903. if (region.Valid() != scissor_state.Valid())
  904. {
  905. if (region.Valid())
  906. glEnable(GL_SCISSOR_TEST);
  907. else
  908. glDisable(GL_SCISSOR_TEST);
  909. }
  910. if (region.Valid() && vertically_flip)
  911. region = VerticallyFlipped(region, viewport_height);
  912. if (region.Valid() && region != scissor_state)
  913. {
  914. // Some render APIs don't like offscreen positions (WebGL in particular), so clamp them to the viewport.
  915. const int x = Rml::Math::Clamp(region.Left(), 0, viewport_width);
  916. const int y = Rml::Math::Clamp(viewport_height - region.Bottom(), 0, viewport_height);
  917. glScissor(x, y, region.Width(), region.Height());
  918. }
  919. Gfx::CheckGLError("SetScissorRegion");
  920. scissor_state = region;
  921. }
  922. void RenderInterface_GL3::EnableScissorRegion(bool enable)
  923. {
  924. // Assume enable is immediately followed by a SetScissorRegion() call, and ignore it here.
  925. if (!enable)
  926. SetScissor(Rml::Rectanglei::MakeInvalid(), false);
  927. }
  928. void RenderInterface_GL3::SetScissorRegion(Rml::Rectanglei region)
  929. {
  930. SetScissor(region);
  931. }
  932. void RenderInterface_GL3::EnableClipMask(bool enable)
  933. {
  934. if (enable)
  935. glEnable(GL_STENCIL_TEST);
  936. else
  937. glDisable(GL_STENCIL_TEST);
  938. }
  939. void RenderInterface_GL3::RenderToClipMask(Rml::ClipMaskOperation operation, Rml::CompiledGeometryHandle geometry, Rml::Vector2f translation)
  940. {
  941. RMLUI_ASSERT(glIsEnabled(GL_STENCIL_TEST));
  942. using Rml::ClipMaskOperation;
  943. const bool clear_stencil = (operation == ClipMaskOperation::Set || operation == ClipMaskOperation::SetInverse);
  944. if (clear_stencil)
  945. {
  946. // @performance Increment the reference value instead of clearing each time.
  947. glClear(GL_STENCIL_BUFFER_BIT);
  948. }
  949. GLint stencil_test_value = 0;
  950. glGetIntegerv(GL_STENCIL_REF, &stencil_test_value);
  951. glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
  952. glStencilFunc(GL_ALWAYS, GLint(1), GLuint(-1));
  953. switch (operation)
  954. {
  955. case ClipMaskOperation::Set:
  956. {
  957. glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
  958. stencil_test_value = 1;
  959. }
  960. break;
  961. case ClipMaskOperation::SetInverse:
  962. {
  963. glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
  964. stencil_test_value = 0;
  965. }
  966. break;
  967. case ClipMaskOperation::Intersect:
  968. {
  969. glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
  970. stencil_test_value += 1;
  971. }
  972. break;
  973. }
  974. RenderGeometry(geometry, translation, {});
  975. // Restore state
  976. // @performance Cache state so we don't toggle it unnecessarily.
  977. glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
  978. glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
  979. glStencilFunc(GL_EQUAL, stencil_test_value, GLuint(-1));
  980. }
  981. // Set to byte packing, or the compiler will expand our struct, which means it won't read correctly from file
  982. #pragma pack(1)
  983. struct TGAHeader {
  984. char idLength;
  985. char colourMapType;
  986. char dataType;
  987. short int colourMapOrigin;
  988. short int colourMapLength;
  989. char colourMapDepth;
  990. short int xOrigin;
  991. short int yOrigin;
  992. short int width;
  993. short int height;
  994. char bitsPerPixel;
  995. char imageDescriptor;
  996. };
  997. // Restore packing
  998. #pragma pack()
  999. Rml::TextureHandle RenderInterface_GL3::LoadTexture(Rml::Vector2i& texture_dimensions, const Rml::String& source)
  1000. {
  1001. Rml::FileInterface* file_interface = Rml::GetFileInterface();
  1002. Rml::FileHandle file_handle = file_interface->Open(source);
  1003. if (!file_handle)
  1004. {
  1005. return false;
  1006. }
  1007. file_interface->Seek(file_handle, 0, SEEK_END);
  1008. size_t buffer_size = file_interface->Tell(file_handle);
  1009. file_interface->Seek(file_handle, 0, SEEK_SET);
  1010. if (buffer_size <= sizeof(TGAHeader))
  1011. {
  1012. Rml::Log::Message(Rml::Log::LT_ERROR, "Texture file size is smaller than TGAHeader, file is not a valid TGA image.");
  1013. file_interface->Close(file_handle);
  1014. return false;
  1015. }
  1016. using Rml::byte;
  1017. Rml::UniquePtr<byte[]> buffer(new byte[buffer_size]);
  1018. file_interface->Read(buffer.get(), buffer_size, file_handle);
  1019. file_interface->Close(file_handle);
  1020. TGAHeader header;
  1021. memcpy(&header, buffer.get(), sizeof(TGAHeader));
  1022. int color_mode = header.bitsPerPixel / 8;
  1023. const size_t image_size = header.width * header.height * 4; // We always make 32bit textures
  1024. if (header.dataType != 2)
  1025. {
  1026. Rml::Log::Message(Rml::Log::LT_ERROR, "Only 24/32bit uncompressed TGAs are supported.");
  1027. return false;
  1028. }
  1029. // Ensure we have at least 3 colors
  1030. if (color_mode < 3)
  1031. {
  1032. Rml::Log::Message(Rml::Log::LT_ERROR, "Only 24 and 32bit textures are supported.");
  1033. return false;
  1034. }
  1035. const byte* image_src = buffer.get() + sizeof(TGAHeader);
  1036. Rml::UniquePtr<byte[]> image_dest_buffer(new byte[image_size]);
  1037. byte* image_dest = image_dest_buffer.get();
  1038. // Targa is BGR, swap to RGB, flip Y axis, and convert to premultiplied alpha.
  1039. for (long y = 0; y < header.height; y++)
  1040. {
  1041. long read_index = y * header.width * color_mode;
  1042. long write_index = ((header.imageDescriptor & 32) != 0) ? read_index : (header.height - y - 1) * header.width * 4;
  1043. for (long x = 0; x < header.width; x++)
  1044. {
  1045. image_dest[write_index] = image_src[read_index + 2];
  1046. image_dest[write_index + 1] = image_src[read_index + 1];
  1047. image_dest[write_index + 2] = image_src[read_index];
  1048. if (color_mode == 4)
  1049. {
  1050. const byte alpha = image_src[read_index + 3];
  1051. for (size_t j = 0; j < 3; j++)
  1052. image_dest[write_index + j] = byte((image_dest[write_index + j] * alpha) / 255);
  1053. image_dest[write_index + 3] = alpha;
  1054. }
  1055. else
  1056. image_dest[write_index + 3] = 255;
  1057. write_index += 4;
  1058. read_index += color_mode;
  1059. }
  1060. }
  1061. texture_dimensions.x = header.width;
  1062. texture_dimensions.y = header.height;
  1063. return GenerateTexture({image_dest, image_size}, texture_dimensions);
  1064. }
  1065. Rml::TextureHandle RenderInterface_GL3::GenerateTexture(Rml::Span<const Rml::byte> source_data, Rml::Vector2i source_dimensions)
  1066. {
  1067. GLuint texture_id = 0;
  1068. glGenTextures(1, &texture_id);
  1069. if (texture_id == 0)
  1070. {
  1071. Rml::Log::Message(Rml::Log::LT_ERROR, "Failed to generate texture.");
  1072. return false;
  1073. }
  1074. glBindTexture(GL_TEXTURE_2D, texture_id);
  1075. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, source_dimensions.x, source_dimensions.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, source_data.data());
  1076. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  1077. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  1078. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  1079. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  1080. glBindTexture(GL_TEXTURE_2D, 0);
  1081. return (Rml::TextureHandle)texture_id;
  1082. }
  1083. void RenderInterface_GL3::DrawFullscreenQuad()
  1084. {
  1085. RenderGeometry(fullscreen_quad_geometry, {}, RenderInterface_GL3::TexturePostprocess);
  1086. }
  1087. void RenderInterface_GL3::DrawFullscreenQuad(Rml::Vector2f uv_offset, Rml::Vector2f uv_scaling)
  1088. {
  1089. Rml::Mesh mesh;
  1090. Rml::MeshUtilities::GenerateQuad(mesh, Rml::Vector2f(-1), Rml::Vector2f(2), {});
  1091. if (uv_offset != Rml::Vector2f() || uv_scaling != Rml::Vector2f(1.f))
  1092. {
  1093. for (Rml::Vertex& vertex : mesh.vertices)
  1094. vertex.tex_coord = (vertex.tex_coord * uv_scaling) + uv_offset;
  1095. }
  1096. const Rml::CompiledGeometryHandle geometry = CompileGeometry(mesh.vertices, mesh.indices);
  1097. RenderGeometry(geometry, {}, RenderInterface_GL3::TexturePostprocess);
  1098. ReleaseGeometry(geometry);
  1099. }
  1100. static Rml::Colourf ConvertToColorf(Rml::ColourbPremultiplied c0)
  1101. {
  1102. Rml::Colourf result;
  1103. for (int i = 0; i < 4; i++)
  1104. result[i] = (1.f / 255.f) * float(c0[i]);
  1105. return result;
  1106. }
  1107. static void SigmaToParameters(const float desired_sigma, int& out_pass_level, float& out_sigma)
  1108. {
  1109. constexpr int max_num_passes = 10;
  1110. static_assert(max_num_passes < 31, "");
  1111. constexpr float max_single_pass_sigma = 3.0f;
  1112. out_pass_level = Rml::Math::Clamp(Rml::Math::Log2(int(desired_sigma * (2.f / max_single_pass_sigma))), 0, max_num_passes);
  1113. out_sigma = Rml::Math::Clamp(desired_sigma / float(1 << out_pass_level), 0.0f, max_single_pass_sigma);
  1114. }
  1115. static void SetTexCoordLimits(GLint tex_coord_min_location, GLint tex_coord_max_location, Rml::Rectanglei rectangle_flipped,
  1116. Rml::Vector2i framebuffer_size)
  1117. {
  1118. // Offset by half-texel values so that texture lookups are clamped to fragment centers, thereby avoiding color
  1119. // bleeding from neighboring texels due to bilinear interpolation.
  1120. const Rml::Vector2f min = (Rml::Vector2f(rectangle_flipped.p0) + Rml::Vector2f(0.5f)) / Rml::Vector2f(framebuffer_size);
  1121. const Rml::Vector2f max = (Rml::Vector2f(rectangle_flipped.p1) - Rml::Vector2f(0.5f)) / Rml::Vector2f(framebuffer_size);
  1122. glUniform2f(tex_coord_min_location, min.x, min.y);
  1123. glUniform2f(tex_coord_max_location, max.x, max.y);
  1124. }
  1125. static void SetBlurWeights(GLint weights_location, float sigma)
  1126. {
  1127. constexpr int num_weights = BLUR_NUM_WEIGHTS;
  1128. float weights[num_weights];
  1129. float normalization = 0.0f;
  1130. for (int i = 0; i < num_weights; i++)
  1131. {
  1132. if (Rml::Math::Absolute(sigma) < 0.1f)
  1133. weights[i] = float(i == 0);
  1134. else
  1135. weights[i] = Rml::Math::Exp(-float(i * i) / (2.0f * sigma * sigma)) / (Rml::Math::SquareRoot(2.f * Rml::Math::RMLUI_PI) * sigma);
  1136. normalization += (i == 0 ? 1.f : 2.0f) * weights[i];
  1137. }
  1138. for (int i = 0; i < num_weights; i++)
  1139. weights[i] /= normalization;
  1140. glUniform1fv(weights_location, (GLsizei)num_weights, &weights[0]);
  1141. }
  1142. void RenderInterface_GL3::RenderBlur(float sigma, const Gfx::FramebufferData& source_destination, const Gfx::FramebufferData& temp,
  1143. const Rml::Rectanglei window_flipped)
  1144. {
  1145. RMLUI_ASSERT(&source_destination != &temp && source_destination.width == temp.width && source_destination.height == temp.height);
  1146. RMLUI_ASSERT(window_flipped.Valid());
  1147. int pass_level = 0;
  1148. SigmaToParameters(sigma, pass_level, sigma);
  1149. const Rml::Rectanglei original_scissor = scissor_state;
  1150. // Begin by downscaling so that the blur pass can be done at a reduced resolution for large sigma.
  1151. Rml::Rectanglei scissor = window_flipped;
  1152. UseProgram(ProgramId::Passthrough);
  1153. SetScissor(scissor, true);
  1154. // Downscale by iterative half-scaling with bilinear filtering, to reduce aliasing.
  1155. glViewport(0, 0, source_destination.width / 2, source_destination.height / 2);
  1156. // Scale UVs if we have even dimensions, such that texture fetches align perfectly between texels, thereby producing a 50% blend of
  1157. // neighboring texels.
  1158. const Rml::Vector2f uv_scaling = {(source_destination.width % 2 == 1) ? (1.f - 1.f / float(source_destination.width)) : 1.f,
  1159. (source_destination.height % 2 == 1) ? (1.f - 1.f / float(source_destination.height)) : 1.f};
  1160. for (int i = 0; i < pass_level; i++)
  1161. {
  1162. scissor.p0 = (scissor.p0 + Rml::Vector2i(1)) / 2;
  1163. scissor.p1 = Rml::Math::Max(scissor.p1 / 2, scissor.p0);
  1164. const bool from_source = (i % 2 == 0);
  1165. Gfx::BindTexture(from_source ? source_destination : temp);
  1166. glBindFramebuffer(GL_FRAMEBUFFER, (from_source ? temp : source_destination).framebuffer);
  1167. SetScissor(scissor, true);
  1168. DrawFullscreenQuad({}, uv_scaling);
  1169. }
  1170. glViewport(0, 0, source_destination.width, source_destination.height);
  1171. // Ensure texture data end up in the temp buffer. Depending on the last downscaling, we might need to move it from the source_destination buffer.
  1172. const bool transfer_to_temp_buffer = (pass_level % 2 == 0);
  1173. if (transfer_to_temp_buffer)
  1174. {
  1175. Gfx::BindTexture(source_destination);
  1176. glBindFramebuffer(GL_FRAMEBUFFER, temp.framebuffer);
  1177. DrawFullscreenQuad();
  1178. }
  1179. // Set up uniforms.
  1180. UseProgram(ProgramId::Blur);
  1181. SetBlurWeights(GetUniformLocation(UniformId::Weights), sigma);
  1182. SetTexCoordLimits(GetUniformLocation(UniformId::TexCoordMin), GetUniformLocation(UniformId::TexCoordMax), scissor,
  1183. {source_destination.width, source_destination.height});
  1184. const GLint texel_offset_location = GetUniformLocation(UniformId::TexelOffset);
  1185. auto SetTexelOffset = [texel_offset_location](Rml::Vector2f blur_direction, int texture_dimension) {
  1186. const Rml::Vector2f texel_offset = blur_direction * (1.0f / float(texture_dimension));
  1187. glUniform2f(texel_offset_location, texel_offset.x, texel_offset.y);
  1188. };
  1189. // Blur render pass - vertical.
  1190. Gfx::BindTexture(temp);
  1191. glBindFramebuffer(GL_FRAMEBUFFER, source_destination.framebuffer);
  1192. SetTexelOffset({0.f, 1.f}, temp.height);
  1193. DrawFullscreenQuad();
  1194. // Blur render pass - horizontal.
  1195. Gfx::BindTexture(source_destination);
  1196. glBindFramebuffer(GL_FRAMEBUFFER, temp.framebuffer);
  1197. SetTexelOffset({1.f, 0.f}, source_destination.width);
  1198. DrawFullscreenQuad();
  1199. // Blit the blurred image to the scissor region with upscaling.
  1200. SetScissor(window_flipped, true);
  1201. glBindFramebuffer(GL_READ_FRAMEBUFFER, temp.framebuffer);
  1202. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, source_destination.framebuffer);
  1203. const Rml::Vector2i src_min = scissor.p0;
  1204. const Rml::Vector2i src_max = scissor.p1;
  1205. const Rml::Vector2i dst_min = window_flipped.p0;
  1206. const Rml::Vector2i dst_max = window_flipped.p1;
  1207. glBlitFramebuffer(src_min.x, src_min.y, src_max.x, src_max.y, dst_min.x, dst_min.y, dst_max.x, dst_max.y, GL_COLOR_BUFFER_BIT, GL_LINEAR);
  1208. // The above upscale blit might be jittery at low resolutions (large pass levels). This is especially noticeable when moving an element with
  1209. // backdrop blur around or when trying to click/hover an element within a blurred region since it may be rendered at an offset. For more stable
  1210. // and accurate rendering we next upscale the blur image by an exact power-of-two. However, this may not fill the edges completely so we need to
  1211. // do the above first. Note that this strategy may sometimes result in visible seams. Alternatively, we could try to enlarge the window to the
  1212. // next power-of-two size and then downsample and blur that.
  1213. const Rml::Vector2i target_min = src_min * (1 << pass_level);
  1214. const Rml::Vector2i target_max = src_max * (1 << pass_level);
  1215. if (target_min != dst_min || target_max != dst_max)
  1216. {
  1217. glBlitFramebuffer(src_min.x, src_min.y, src_max.x, src_max.y, target_min.x, target_min.y, target_max.x, target_max.y, GL_COLOR_BUFFER_BIT,
  1218. GL_LINEAR);
  1219. }
  1220. // Restore render state.
  1221. SetScissor(original_scissor);
  1222. Gfx::CheckGLError("Blur");
  1223. }
  1224. void RenderInterface_GL3::ReleaseTexture(Rml::TextureHandle texture_handle)
  1225. {
  1226. glDeleteTextures(1, (GLuint*)&texture_handle);
  1227. }
  1228. void RenderInterface_GL3::SetTransform(const Rml::Matrix4f* new_transform)
  1229. {
  1230. transform = (new_transform ? (projection * (*new_transform)) : projection);
  1231. program_transform_dirty.set();
  1232. }
  1233. enum class FilterType { Invalid = 0, Passthrough, Blur, DropShadow, ColorMatrix, MaskImage };
  1234. struct CompiledFilter {
  1235. FilterType type;
  1236. // Passthrough
  1237. float blend_factor;
  1238. // Blur
  1239. float sigma;
  1240. // Drop shadow
  1241. Rml::Vector2f offset;
  1242. Rml::ColourbPremultiplied color;
  1243. // ColorMatrix
  1244. Rml::Matrix4f color_matrix;
  1245. };
  1246. Rml::CompiledFilterHandle RenderInterface_GL3::CompileFilter(const Rml::String& name, const Rml::Dictionary& parameters)
  1247. {
  1248. CompiledFilter filter = {};
  1249. if (name == "opacity")
  1250. {
  1251. filter.type = FilterType::Passthrough;
  1252. filter.blend_factor = Rml::Get(parameters, "value", 1.0f);
  1253. }
  1254. else if (name == "blur")
  1255. {
  1256. filter.type = FilterType::Blur;
  1257. filter.sigma = 0.5f * Rml::Get(parameters, "radius", 1.0f);
  1258. }
  1259. else if (name == "drop-shadow")
  1260. {
  1261. filter.type = FilterType::DropShadow;
  1262. filter.sigma = Rml::Get(parameters, "sigma", 0.f);
  1263. filter.color = Rml::Get(parameters, "color", Rml::Colourb()).ToPremultiplied();
  1264. filter.offset = Rml::Get(parameters, "offset", Rml::Vector2f(0.f));
  1265. }
  1266. else if (name == "brightness")
  1267. {
  1268. filter.type = FilterType::ColorMatrix;
  1269. const float value = Rml::Get(parameters, "value", 1.0f);
  1270. filter.color_matrix = Rml::Matrix4f::Diag(value, value, value, 1.f);
  1271. }
  1272. else if (name == "contrast")
  1273. {
  1274. filter.type = FilterType::ColorMatrix;
  1275. const float value = Rml::Get(parameters, "value", 1.0f);
  1276. const float grayness = 0.5f - 0.5f * value;
  1277. filter.color_matrix = Rml::Matrix4f::Diag(value, value, value, 1.f);
  1278. filter.color_matrix.SetColumn(3, Rml::Vector4f(grayness, grayness, grayness, 1.f));
  1279. }
  1280. else if (name == "invert")
  1281. {
  1282. filter.type = FilterType::ColorMatrix;
  1283. const float value = Rml::Math::Clamp(Rml::Get(parameters, "value", 1.0f), 0.f, 1.f);
  1284. const float inverted = 1.f - 2.f * value;
  1285. filter.color_matrix = Rml::Matrix4f::Diag(inverted, inverted, inverted, 1.f);
  1286. filter.color_matrix.SetColumn(3, Rml::Vector4f(value, value, value, 1.f));
  1287. }
  1288. else if (name == "grayscale")
  1289. {
  1290. filter.type = FilterType::ColorMatrix;
  1291. const float value = Rml::Get(parameters, "value", 1.0f);
  1292. const float rev_value = 1.f - value;
  1293. const Rml::Vector3f gray = value * Rml::Vector3f(0.2126f, 0.7152f, 0.0722f);
  1294. // clang-format off
  1295. filter.color_matrix = Rml::Matrix4f::FromRows(
  1296. {gray.x + rev_value, gray.y, gray.z, 0.f},
  1297. {gray.x, gray.y + rev_value, gray.z, 0.f},
  1298. {gray.x, gray.y, gray.z + rev_value, 0.f},
  1299. {0.f, 0.f, 0.f, 1.f}
  1300. );
  1301. // clang-format on
  1302. }
  1303. else if (name == "sepia")
  1304. {
  1305. filter.type = FilterType::ColorMatrix;
  1306. const float value = Rml::Get(parameters, "value", 1.0f);
  1307. const float rev_value = 1.f - value;
  1308. const Rml::Vector3f r_mix = value * Rml::Vector3f(0.393f, 0.769f, 0.189f);
  1309. const Rml::Vector3f g_mix = value * Rml::Vector3f(0.349f, 0.686f, 0.168f);
  1310. const Rml::Vector3f b_mix = value * Rml::Vector3f(0.272f, 0.534f, 0.131f);
  1311. // clang-format off
  1312. filter.color_matrix = Rml::Matrix4f::FromRows(
  1313. {r_mix.x + rev_value, r_mix.y, r_mix.z, 0.f},
  1314. {g_mix.x, g_mix.y + rev_value, g_mix.z, 0.f},
  1315. {b_mix.x, b_mix.y, b_mix.z + rev_value, 0.f},
  1316. {0.f, 0.f, 0.f, 1.f}
  1317. );
  1318. // clang-format on
  1319. }
  1320. else if (name == "hue-rotate")
  1321. {
  1322. // Hue-rotation and saturation values based on: https://www.w3.org/TR/filter-effects-1/#attr-valuedef-type-huerotate
  1323. filter.type = FilterType::ColorMatrix;
  1324. const float value = Rml::Get(parameters, "value", 1.0f);
  1325. const float s = Rml::Math::Sin(value);
  1326. const float c = Rml::Math::Cos(value);
  1327. // clang-format off
  1328. filter.color_matrix = Rml::Matrix4f::FromRows(
  1329. {0.213f + 0.787f * c - 0.213f * s, 0.715f - 0.715f * c - 0.715f * s, 0.072f - 0.072f * c + 0.928f * s, 0.f},
  1330. {0.213f - 0.213f * c + 0.143f * s, 0.715f + 0.285f * c + 0.140f * s, 0.072f - 0.072f * c - 0.283f * s, 0.f},
  1331. {0.213f - 0.213f * c - 0.787f * s, 0.715f - 0.715f * c + 0.715f * s, 0.072f + 0.928f * c + 0.072f * s, 0.f},
  1332. {0.f, 0.f, 0.f, 1.f}
  1333. );
  1334. // clang-format on
  1335. }
  1336. else if (name == "saturate")
  1337. {
  1338. filter.type = FilterType::ColorMatrix;
  1339. const float value = Rml::Get(parameters, "value", 1.0f);
  1340. // clang-format off
  1341. filter.color_matrix = Rml::Matrix4f::FromRows(
  1342. {0.213f + 0.787f * value, 0.715f - 0.715f * value, 0.072f - 0.072f * value, 0.f},
  1343. {0.213f - 0.213f * value, 0.715f + 0.285f * value, 0.072f - 0.072f * value, 0.f},
  1344. {0.213f - 0.213f * value, 0.715f - 0.715f * value, 0.072f + 0.928f * value, 0.f},
  1345. {0.f, 0.f, 0.f, 1.f}
  1346. );
  1347. // clang-format on
  1348. }
  1349. if (filter.type != FilterType::Invalid)
  1350. return reinterpret_cast<Rml::CompiledFilterHandle>(new CompiledFilter(std::move(filter)));
  1351. Rml::Log::Message(Rml::Log::LT_WARNING, "Unsupported filter type '%s'.", name.c_str());
  1352. return {};
  1353. }
  1354. void RenderInterface_GL3::ReleaseFilter(Rml::CompiledFilterHandle filter)
  1355. {
  1356. delete reinterpret_cast<CompiledFilter*>(filter);
  1357. }
  1358. enum class CompiledShaderType { Invalid = 0, Gradient, Creation };
  1359. struct CompiledShader {
  1360. CompiledShaderType type;
  1361. // Gradient
  1362. ShaderGradientFunction gradient_function;
  1363. Rml::Vector2f p;
  1364. Rml::Vector2f v;
  1365. Rml::Vector<float> stop_positions;
  1366. Rml::Vector<Rml::Colourf> stop_colors;
  1367. // Shader
  1368. Rml::Vector2f dimensions;
  1369. };
  1370. Rml::CompiledShaderHandle RenderInterface_GL3::CompileShader(const Rml::String& name, const Rml::Dictionary& parameters)
  1371. {
  1372. auto ApplyColorStopList = [](CompiledShader& shader, const Rml::Dictionary& shader_parameters) {
  1373. auto it = shader_parameters.find("color_stop_list");
  1374. RMLUI_ASSERT(it != shader_parameters.end() && it->second.GetType() == Rml::Variant::COLORSTOPLIST);
  1375. const Rml::ColorStopList& color_stop_list = it->second.GetReference<Rml::ColorStopList>();
  1376. const int num_stops = Rml::Math::Min((int)color_stop_list.size(), MAX_NUM_STOPS);
  1377. shader.stop_positions.resize(num_stops);
  1378. shader.stop_colors.resize(num_stops);
  1379. for (int i = 0; i < num_stops; i++)
  1380. {
  1381. const Rml::ColorStop& stop = color_stop_list[i];
  1382. RMLUI_ASSERT(stop.position.unit == Rml::Unit::NUMBER);
  1383. shader.stop_positions[i] = stop.position.number;
  1384. shader.stop_colors[i] = ConvertToColorf(stop.color);
  1385. }
  1386. };
  1387. CompiledShader shader = {};
  1388. if (name == "linear-gradient")
  1389. {
  1390. shader.type = CompiledShaderType::Gradient;
  1391. const bool repeating = Rml::Get(parameters, "repeating", false);
  1392. shader.gradient_function = (repeating ? ShaderGradientFunction::RepeatingLinear : ShaderGradientFunction::Linear);
  1393. shader.p = Rml::Get(parameters, "p0", Rml::Vector2f(0.f));
  1394. shader.v = Rml::Get(parameters, "p1", Rml::Vector2f(0.f)) - shader.p;
  1395. ApplyColorStopList(shader, parameters);
  1396. }
  1397. else if (name == "radial-gradient")
  1398. {
  1399. shader.type = CompiledShaderType::Gradient;
  1400. const bool repeating = Rml::Get(parameters, "repeating", false);
  1401. shader.gradient_function = (repeating ? ShaderGradientFunction::RepeatingRadial : ShaderGradientFunction::Radial);
  1402. shader.p = Rml::Get(parameters, "center", Rml::Vector2f(0.f));
  1403. shader.v = Rml::Vector2f(1.f) / Rml::Get(parameters, "radius", Rml::Vector2f(1.f));
  1404. ApplyColorStopList(shader, parameters);
  1405. }
  1406. else if (name == "conic-gradient")
  1407. {
  1408. shader.type = CompiledShaderType::Gradient;
  1409. const bool repeating = Rml::Get(parameters, "repeating", false);
  1410. shader.gradient_function = (repeating ? ShaderGradientFunction::RepeatingConic : ShaderGradientFunction::Conic);
  1411. shader.p = Rml::Get(parameters, "center", Rml::Vector2f(0.f));
  1412. const float angle = Rml::Get(parameters, "angle", 0.f);
  1413. shader.v = {Rml::Math::Cos(angle), Rml::Math::Sin(angle)};
  1414. ApplyColorStopList(shader, parameters);
  1415. }
  1416. else if (name == "shader")
  1417. {
  1418. const Rml::String value = Rml::Get(parameters, "value", Rml::String());
  1419. if (value == "creation")
  1420. {
  1421. shader.type = CompiledShaderType::Creation;
  1422. shader.dimensions = Rml::Get(parameters, "dimensions", Rml::Vector2f(0.f));
  1423. }
  1424. }
  1425. if (shader.type != CompiledShaderType::Invalid)
  1426. return reinterpret_cast<Rml::CompiledShaderHandle>(new CompiledShader(std::move(shader)));
  1427. Rml::Log::Message(Rml::Log::LT_WARNING, "Unsupported shader type '%s'.", name.c_str());
  1428. return {};
  1429. }
  1430. void RenderInterface_GL3::RenderShader(Rml::CompiledShaderHandle shader_handle, Rml::CompiledGeometryHandle geometry_handle,
  1431. Rml::Vector2f translation, Rml::TextureHandle /*texture*/)
  1432. {
  1433. RMLUI_ASSERT(shader_handle && geometry_handle);
  1434. const CompiledShader& shader = *reinterpret_cast<CompiledShader*>(shader_handle);
  1435. const CompiledShaderType type = shader.type;
  1436. const Gfx::CompiledGeometryData& geometry = *reinterpret_cast<Gfx::CompiledGeometryData*>(geometry_handle);
  1437. switch (type)
  1438. {
  1439. case CompiledShaderType::Gradient:
  1440. {
  1441. RMLUI_ASSERT(shader.stop_positions.size() == shader.stop_colors.size());
  1442. const int num_stops = (int)shader.stop_positions.size();
  1443. UseProgram(ProgramId::Gradient);
  1444. glUniform1i(GetUniformLocation(UniformId::Func), static_cast<int>(shader.gradient_function));
  1445. glUniform2f(GetUniformLocation(UniformId::P), shader.p.x, shader.p.y);
  1446. glUniform2f(GetUniformLocation(UniformId::V), shader.v.x, shader.v.y);
  1447. glUniform1i(GetUniformLocation(UniformId::NumStops), num_stops);
  1448. glUniform1fv(GetUniformLocation(UniformId::StopPositions), num_stops, shader.stop_positions.data());
  1449. glUniform4fv(GetUniformLocation(UniformId::StopColors), num_stops, shader.stop_colors[0]);
  1450. SubmitTransformUniform(translation);
  1451. glBindVertexArray(geometry.vao);
  1452. glDrawElements(GL_TRIANGLES, geometry.draw_count, GL_UNSIGNED_INT, (const GLvoid*)0);
  1453. glBindVertexArray(0);
  1454. }
  1455. break;
  1456. case CompiledShaderType::Creation:
  1457. {
  1458. const double time = Rml::GetSystemInterface()->GetElapsedTime();
  1459. UseProgram(ProgramId::Creation);
  1460. glUniform1f(GetUniformLocation(UniformId::Value), (float)time);
  1461. glUniform2f(GetUniformLocation(UniformId::Dimensions), shader.dimensions.x, shader.dimensions.y);
  1462. SubmitTransformUniform(translation);
  1463. glBindVertexArray(geometry.vao);
  1464. glDrawElements(GL_TRIANGLES, geometry.draw_count, GL_UNSIGNED_INT, (const GLvoid*)0);
  1465. glBindVertexArray(0);
  1466. }
  1467. break;
  1468. case CompiledShaderType::Invalid:
  1469. {
  1470. Rml::Log::Message(Rml::Log::LT_WARNING, "Unhandled render shader %d.", (int)type);
  1471. }
  1472. break;
  1473. }
  1474. Gfx::CheckGLError("RenderShader");
  1475. }
  1476. void RenderInterface_GL3::ReleaseShader(Rml::CompiledShaderHandle shader_handle)
  1477. {
  1478. delete reinterpret_cast<CompiledShader*>(shader_handle);
  1479. }
  1480. void RenderInterface_GL3::BlitLayerToPostprocessPrimary(Rml::LayerHandle layer_handle)
  1481. {
  1482. const Gfx::FramebufferData& source = render_layers.GetLayer(layer_handle);
  1483. const Gfx::FramebufferData& destination = render_layers.GetPostprocessPrimary();
  1484. glBindFramebuffer(GL_READ_FRAMEBUFFER, source.framebuffer);
  1485. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, destination.framebuffer);
  1486. // Blit and resolve MSAA. Any active scissor state will restrict the size of the blit region.
  1487. glBlitFramebuffer(0, 0, source.width, source.height, 0, 0, destination.width, destination.height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
  1488. }
  1489. void RenderInterface_GL3::RenderFilters(Rml::Span<const Rml::CompiledFilterHandle> filter_handles)
  1490. {
  1491. for (const Rml::CompiledFilterHandle filter_handle : filter_handles)
  1492. {
  1493. const CompiledFilter& filter = *reinterpret_cast<const CompiledFilter*>(filter_handle);
  1494. const FilterType type = filter.type;
  1495. switch (type)
  1496. {
  1497. case FilterType::Passthrough:
  1498. {
  1499. UseProgram(ProgramId::Passthrough);
  1500. glBlendFunc(GL_CONSTANT_ALPHA, GL_ZERO);
  1501. glBlendColor(0.0f, 0.0f, 0.0f, filter.blend_factor);
  1502. const Gfx::FramebufferData& source = render_layers.GetPostprocessPrimary();
  1503. const Gfx::FramebufferData& destination = render_layers.GetPostprocessSecondary();
  1504. Gfx::BindTexture(source);
  1505. glBindFramebuffer(GL_FRAMEBUFFER, destination.framebuffer);
  1506. DrawFullscreenQuad();
  1507. render_layers.SwapPostprocessPrimarySecondary();
  1508. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1509. }
  1510. break;
  1511. case FilterType::Blur:
  1512. {
  1513. glDisable(GL_BLEND);
  1514. const Gfx::FramebufferData& source_destination = render_layers.GetPostprocessPrimary();
  1515. const Gfx::FramebufferData& temp = render_layers.GetPostprocessSecondary();
  1516. const Rml::Rectanglei window_flipped = VerticallyFlipped(scissor_state, viewport_height);
  1517. RenderBlur(filter.sigma, source_destination, temp, window_flipped);
  1518. glEnable(GL_BLEND);
  1519. }
  1520. break;
  1521. case FilterType::DropShadow:
  1522. {
  1523. UseProgram(ProgramId::DropShadow);
  1524. glDisable(GL_BLEND);
  1525. Rml::Colourf color = ConvertToColorf(filter.color);
  1526. glUniform4fv(GetUniformLocation(UniformId::Color), 1, &color[0]);
  1527. const Gfx::FramebufferData& primary = render_layers.GetPostprocessPrimary();
  1528. const Gfx::FramebufferData& secondary = render_layers.GetPostprocessSecondary();
  1529. Gfx::BindTexture(primary);
  1530. glBindFramebuffer(GL_FRAMEBUFFER, secondary.framebuffer);
  1531. const Rml::Rectanglei window_flipped = VerticallyFlipped(scissor_state, viewport_height);
  1532. SetTexCoordLimits(GetUniformLocation(UniformId::TexCoordMin), GetUniformLocation(UniformId::TexCoordMax), window_flipped,
  1533. {primary.width, primary.height});
  1534. const Rml::Vector2f uv_offset = filter.offset / Rml::Vector2f(-(float)viewport_width, (float)viewport_height);
  1535. DrawFullscreenQuad(uv_offset);
  1536. if (filter.sigma >= 0.5f)
  1537. {
  1538. const Gfx::FramebufferData& tertiary = render_layers.GetPostprocessTertiary();
  1539. RenderBlur(filter.sigma, secondary, tertiary, window_flipped);
  1540. }
  1541. UseProgram(ProgramId::Passthrough);
  1542. BindTexture(primary);
  1543. glEnable(GL_BLEND);
  1544. DrawFullscreenQuad();
  1545. render_layers.SwapPostprocessPrimarySecondary();
  1546. }
  1547. break;
  1548. case FilterType::ColorMatrix:
  1549. {
  1550. UseProgram(ProgramId::ColorMatrix);
  1551. glDisable(GL_BLEND);
  1552. const GLint uniform_location = program_data->uniforms.Get(ProgramId::ColorMatrix, UniformId::ColorMatrix);
  1553. constexpr bool transpose = std::is_same<decltype(filter.color_matrix), Rml::RowMajorMatrix4f>::value;
  1554. glUniformMatrix4fv(uniform_location, 1, transpose, filter.color_matrix.data());
  1555. const Gfx::FramebufferData& source = render_layers.GetPostprocessPrimary();
  1556. const Gfx::FramebufferData& destination = render_layers.GetPostprocessSecondary();
  1557. Gfx::BindTexture(source);
  1558. glBindFramebuffer(GL_FRAMEBUFFER, destination.framebuffer);
  1559. DrawFullscreenQuad();
  1560. render_layers.SwapPostprocessPrimarySecondary();
  1561. glEnable(GL_BLEND);
  1562. }
  1563. break;
  1564. case FilterType::MaskImage:
  1565. {
  1566. UseProgram(ProgramId::BlendMask);
  1567. glDisable(GL_BLEND);
  1568. const Gfx::FramebufferData& source = render_layers.GetPostprocessPrimary();
  1569. const Gfx::FramebufferData& blend_mask = render_layers.GetBlendMask();
  1570. const Gfx::FramebufferData& destination = render_layers.GetPostprocessSecondary();
  1571. Gfx::BindTexture(source);
  1572. glActiveTexture(GL_TEXTURE1);
  1573. Gfx::BindTexture(blend_mask);
  1574. glActiveTexture(GL_TEXTURE0);
  1575. glBindFramebuffer(GL_FRAMEBUFFER, destination.framebuffer);
  1576. DrawFullscreenQuad();
  1577. render_layers.SwapPostprocessPrimarySecondary();
  1578. glEnable(GL_BLEND);
  1579. }
  1580. break;
  1581. case FilterType::Invalid:
  1582. {
  1583. Rml::Log::Message(Rml::Log::LT_WARNING, "Unhandled render filter %d.", (int)type);
  1584. }
  1585. break;
  1586. }
  1587. }
  1588. Gfx::CheckGLError("RenderFilter");
  1589. }
  1590. Rml::LayerHandle RenderInterface_GL3::PushLayer()
  1591. {
  1592. const Rml::LayerHandle layer_handle = render_layers.PushLayer();
  1593. glBindFramebuffer(GL_FRAMEBUFFER, render_layers.GetLayer(layer_handle).framebuffer);
  1594. glClear(GL_COLOR_BUFFER_BIT);
  1595. return layer_handle;
  1596. }
  1597. void RenderInterface_GL3::CompositeLayers(Rml::LayerHandle source_handle, Rml::LayerHandle destination_handle, Rml::BlendMode blend_mode,
  1598. Rml::Span<const Rml::CompiledFilterHandle> filters)
  1599. {
  1600. using Rml::BlendMode;
  1601. // Blit source layer to postprocessing buffer. Do this regardless of whether we actually have any filters to be
  1602. // applied, because we need to resolve the multi-sampled framebuffer in any case.
  1603. // @performance If we have BlendMode::Replace and no filters or mask then we can just blit directly to the destination.
  1604. BlitLayerToPostprocessPrimary(source_handle);
  1605. // Render the filters, the PostprocessPrimary framebuffer is used for both input and output.
  1606. RenderFilters(filters);
  1607. // Render to the destination layer.
  1608. glBindFramebuffer(GL_FRAMEBUFFER, render_layers.GetLayer(destination_handle).framebuffer);
  1609. Gfx::BindTexture(render_layers.GetPostprocessPrimary());
  1610. UseProgram(ProgramId::Passthrough);
  1611. if (blend_mode == BlendMode::Replace)
  1612. glDisable(GL_BLEND);
  1613. DrawFullscreenQuad();
  1614. if (blend_mode == BlendMode::Replace)
  1615. glEnable(GL_BLEND);
  1616. if (destination_handle != render_layers.GetTopLayerHandle())
  1617. glBindFramebuffer(GL_FRAMEBUFFER, render_layers.GetTopLayer().framebuffer);
  1618. Gfx::CheckGLError("CompositeLayers");
  1619. }
  1620. void RenderInterface_GL3::PopLayer()
  1621. {
  1622. render_layers.PopLayer();
  1623. glBindFramebuffer(GL_FRAMEBUFFER, render_layers.GetTopLayer().framebuffer);
  1624. }
  1625. Rml::TextureHandle RenderInterface_GL3::SaveLayerAsTexture(Rml::Vector2i dimensions)
  1626. {
  1627. Rml::TextureHandle render_texture = GenerateTexture({}, dimensions);
  1628. if (!render_texture)
  1629. return {};
  1630. BlitLayerToPostprocessPrimary(render_layers.GetTopLayerHandle());
  1631. RMLUI_ASSERT(scissor_state.Valid() && render_texture);
  1632. const Rml::Rectanglei initial_scissor_state = scissor_state;
  1633. EnableScissorRegion(false);
  1634. const Gfx::FramebufferData& source = render_layers.GetPostprocessPrimary();
  1635. const Gfx::FramebufferData& destination = render_layers.GetPostprocessSecondary();
  1636. glBindFramebuffer(GL_READ_FRAMEBUFFER, source.framebuffer);
  1637. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, destination.framebuffer);
  1638. Rml::Rectanglei bounds = initial_scissor_state;
  1639. // Flip the image vertically, as that convention is used for textures, and move to origin.
  1640. glBlitFramebuffer( //
  1641. bounds.Left(), source.height - bounds.Bottom(), // src0
  1642. bounds.Right(), source.height - bounds.Top(), // src1
  1643. 0, bounds.Height(), // dst0
  1644. bounds.Width(), 0, // dst1
  1645. GL_COLOR_BUFFER_BIT, GL_NEAREST //
  1646. );
  1647. glBindTexture(GL_TEXTURE_2D, (GLuint)render_texture);
  1648. const Gfx::FramebufferData& texture_source = destination;
  1649. glBindFramebuffer(GL_READ_FRAMEBUFFER, texture_source.framebuffer);
  1650. glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bounds.Width(), bounds.Height());
  1651. SetScissor(initial_scissor_state);
  1652. glBindFramebuffer(GL_FRAMEBUFFER, render_layers.GetTopLayer().framebuffer);
  1653. Gfx::CheckGLError("SaveLayerAsTexture");
  1654. return render_texture;
  1655. }
  1656. Rml::CompiledFilterHandle RenderInterface_GL3::SaveLayerAsMaskImage()
  1657. {
  1658. BlitLayerToPostprocessPrimary(render_layers.GetTopLayerHandle());
  1659. const Gfx::FramebufferData& source = render_layers.GetPostprocessPrimary();
  1660. const Gfx::FramebufferData& destination = render_layers.GetBlendMask();
  1661. glBindFramebuffer(GL_FRAMEBUFFER, destination.framebuffer);
  1662. BindTexture(source);
  1663. UseProgram(ProgramId::Passthrough);
  1664. glDisable(GL_BLEND);
  1665. DrawFullscreenQuad();
  1666. glEnable(GL_BLEND);
  1667. glBindFramebuffer(GL_FRAMEBUFFER, render_layers.GetTopLayer().framebuffer);
  1668. Gfx::CheckGLError("SaveLayerAsMaskImage");
  1669. CompiledFilter filter = {};
  1670. filter.type = FilterType::MaskImage;
  1671. return reinterpret_cast<Rml::CompiledFilterHandle>(new CompiledFilter(std::move(filter)));
  1672. }
  1673. void RenderInterface_GL3::UseProgram(ProgramId program_id)
  1674. {
  1675. RMLUI_ASSERT(program_data);
  1676. if (active_program != program_id)
  1677. {
  1678. if (program_id != ProgramId::None)
  1679. glUseProgram(program_data->programs[program_id]);
  1680. active_program = program_id;
  1681. }
  1682. }
  1683. int RenderInterface_GL3::GetUniformLocation(UniformId uniform_id) const
  1684. {
  1685. return program_data->uniforms.Get(active_program, uniform_id);
  1686. }
  1687. void RenderInterface_GL3::SubmitTransformUniform(Rml::Vector2f translation)
  1688. {
  1689. static_assert((size_t)ProgramId::Count < MaxNumPrograms, "Maximum number of programs exceeded.");
  1690. const size_t program_index = (size_t)active_program;
  1691. if (program_transform_dirty.test(program_index))
  1692. {
  1693. glUniformMatrix4fv(GetUniformLocation(UniformId::Transform), 1, false, transform.data());
  1694. program_transform_dirty.set(program_index, false);
  1695. }
  1696. glUniform2fv(GetUniformLocation(UniformId::Translate), 1, &translation.x);
  1697. Gfx::CheckGLError("SubmitTransformUniform");
  1698. }
  1699. RenderInterface_GL3::RenderLayerStack::RenderLayerStack()
  1700. {
  1701. fb_postprocess.resize(4);
  1702. }
  1703. RenderInterface_GL3::RenderLayerStack::~RenderLayerStack()
  1704. {
  1705. DestroyFramebuffers();
  1706. }
  1707. Rml::LayerHandle RenderInterface_GL3::RenderLayerStack::PushLayer()
  1708. {
  1709. RMLUI_ASSERT(layers_size <= (int)fb_layers.size());
  1710. if (layers_size == (int)fb_layers.size())
  1711. {
  1712. // All framebuffers should share a single stencil buffer.
  1713. GLuint shared_depth_stencil = (fb_layers.empty() ? 0 : fb_layers.front().depth_stencil_buffer);
  1714. fb_layers.push_back(Gfx::FramebufferData{});
  1715. Gfx::CreateFramebuffer(fb_layers.back(), width, height, NUM_MSAA_SAMPLES, Gfx::FramebufferAttachment::DepthStencil, shared_depth_stencil);
  1716. }
  1717. layers_size += 1;
  1718. return GetTopLayerHandle();
  1719. }
  1720. void RenderInterface_GL3::RenderLayerStack::PopLayer()
  1721. {
  1722. RMLUI_ASSERT(layers_size > 0);
  1723. layers_size -= 1;
  1724. }
  1725. const Gfx::FramebufferData& RenderInterface_GL3::RenderLayerStack::GetLayer(Rml::LayerHandle layer) const
  1726. {
  1727. RMLUI_ASSERT((size_t)layer < (size_t)layers_size);
  1728. return fb_layers[layer];
  1729. }
  1730. const Gfx::FramebufferData& RenderInterface_GL3::RenderLayerStack::GetTopLayer() const
  1731. {
  1732. return GetLayer(GetTopLayerHandle());
  1733. }
  1734. Rml::LayerHandle RenderInterface_GL3::RenderLayerStack::GetTopLayerHandle() const
  1735. {
  1736. RMLUI_ASSERT(layers_size > 0);
  1737. return static_cast<Rml::LayerHandle>(layers_size - 1);
  1738. }
  1739. void RenderInterface_GL3::RenderLayerStack::SwapPostprocessPrimarySecondary()
  1740. {
  1741. std::swap(fb_postprocess[0], fb_postprocess[1]);
  1742. }
  1743. void RenderInterface_GL3::RenderLayerStack::BeginFrame(int new_width, int new_height)
  1744. {
  1745. RMLUI_ASSERT(layers_size == 0);
  1746. if (new_width != width || new_height != height)
  1747. {
  1748. width = new_width;
  1749. height = new_height;
  1750. DestroyFramebuffers();
  1751. }
  1752. PushLayer();
  1753. }
  1754. void RenderInterface_GL3::RenderLayerStack::EndFrame()
  1755. {
  1756. RMLUI_ASSERT(layers_size == 1);
  1757. PopLayer();
  1758. }
  1759. void RenderInterface_GL3::RenderLayerStack::DestroyFramebuffers()
  1760. {
  1761. RMLUI_ASSERTMSG(layers_size == 0, "Do not call this during frame rendering, that is, between BeginFrame() and EndFrame().");
  1762. for (Gfx::FramebufferData& fb : fb_layers)
  1763. Gfx::DestroyFramebuffer(fb);
  1764. fb_layers.clear();
  1765. for (Gfx::FramebufferData& fb : fb_postprocess)
  1766. Gfx::DestroyFramebuffer(fb);
  1767. }
  1768. const Gfx::FramebufferData& RenderInterface_GL3::RenderLayerStack::EnsureFramebufferPostprocess(int index)
  1769. {
  1770. RMLUI_ASSERT(index < (int)fb_postprocess.size())
  1771. Gfx::FramebufferData& fb = fb_postprocess[index];
  1772. if (!fb.framebuffer)
  1773. Gfx::CreateFramebuffer(fb, width, height, 0, Gfx::FramebufferAttachment::None, 0);
  1774. return fb;
  1775. }
  1776. bool RmlGL3::Initialize(Rml::String* out_message)
  1777. {
  1778. #if defined RMLUI_PLATFORM_EMSCRIPTEN
  1779. if (out_message)
  1780. *out_message = "Started Emscripten WebGL renderer.";
  1781. #elif !defined RMLUI_GL3_CUSTOM_LOADER
  1782. const int gl_version = gladLoaderLoadGL();
  1783. if (gl_version == 0)
  1784. {
  1785. if (out_message)
  1786. *out_message = "Failed to initialize OpenGL context.";
  1787. return false;
  1788. }
  1789. if (out_message)
  1790. *out_message = Rml::CreateString("Loaded OpenGL %d.%d.", GLAD_VERSION_MAJOR(gl_version), GLAD_VERSION_MINOR(gl_version));
  1791. #endif
  1792. return true;
  1793. }
  1794. void RmlGL3::Shutdown()
  1795. {
  1796. #if !defined RMLUI_PLATFORM_EMSCRIPTEN && !defined RMLUI_GL3_CUSTOM_LOADER
  1797. gladLoaderUnloadGL();
  1798. #endif
  1799. }