RmlUi_Renderer_GL3.cpp 72 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 <algorithm>
  38. #include <string.h>
  39. #if defined RMLUI_PLATFORM_WIN32_NATIVE
  40. // function call missing argument list
  41. #pragma warning(disable : 4551)
  42. // unreferenced local function has been removed
  43. #pragma warning(disable : 4505)
  44. #endif
  45. #if defined RMLUI_PLATFORM_EMSCRIPTEN
  46. #define RMLUI_SHADER_HEADER_VERSION "#version 300 es\nprecision highp float;\n"
  47. #include <GLES3/gl3.h>
  48. #elif defined RMLUI_GL3_CUSTOM_LOADER
  49. #define RMLUI_SHADER_HEADER_VERSION "#version 330\n"
  50. #include RMLUI_GL3_CUSTOM_LOADER
  51. #else
  52. #define RMLUI_SHADER_HEADER_VERSION "#version 330\n"
  53. #define GLAD_GL_IMPLEMENTATION
  54. #include "RmlUi_Include_GL3.h"
  55. #endif
  56. // Determines the anti-aliasing quality when creating layers. Enables better-looking visuals, especially when transforms are applied.
  57. #ifndef RMLUI_NUM_MSAA_SAMPLES
  58. #define RMLUI_NUM_MSAA_SAMPLES 2
  59. #endif
  60. #define MAX_NUM_STOPS 16
  61. #define BLUR_SIZE 7
  62. #define BLUR_NUM_WEIGHTS ((BLUR_SIZE + 1) / 2)
  63. #define RMLUI_STRINGIFY_IMPL(x) #x
  64. #define RMLUI_STRINGIFY(x) RMLUI_STRINGIFY_IMPL(x)
  65. #define RMLUI_SHADER_HEADER \
  66. RMLUI_SHADER_HEADER_VERSION "#define MAX_NUM_STOPS " RMLUI_STRINGIFY(MAX_NUM_STOPS) "\n#line " RMLUI_STRINGIFY(__LINE__) "\n"
  67. static const char* shader_vert_main = RMLUI_SHADER_HEADER R"(
  68. uniform vec2 _translate;
  69. uniform mat4 _transform;
  70. in vec2 inPosition;
  71. in vec4 inColor0;
  72. in vec2 inTexCoord0;
  73. out vec2 fragTexCoord;
  74. out vec4 fragColor;
  75. void main() {
  76. fragTexCoord = inTexCoord0;
  77. fragColor = inColor0;
  78. vec2 translatedPos = inPosition + _translate;
  79. vec4 outPos = _transform * vec4(translatedPos, 0.0, 1.0);
  80. gl_Position = outPos;
  81. }
  82. )";
  83. static const char* shader_frag_texture = RMLUI_SHADER_HEADER R"(
  84. uniform sampler2D _tex;
  85. in vec2 fragTexCoord;
  86. in vec4 fragColor;
  87. out vec4 finalColor;
  88. void main() {
  89. vec4 texColor = texture(_tex, fragTexCoord);
  90. finalColor = fragColor * texColor;
  91. }
  92. )";
  93. static const char* shader_frag_color = RMLUI_SHADER_HEADER R"(
  94. in vec2 fragTexCoord;
  95. in vec4 fragColor;
  96. out vec4 finalColor;
  97. void main() {
  98. finalColor = fragColor;
  99. }
  100. )";
  101. enum class ShaderGradientFunction { Linear, Radial, Conic, RepeatingLinear, RepeatingRadial, RepeatingConic }; // Must match shader definitions below.
  102. static const char* shader_frag_gradient = RMLUI_SHADER_HEADER R"(
  103. #define LINEAR 0
  104. #define RADIAL 1
  105. #define CONIC 2
  106. #define REPEATING_LINEAR 3
  107. #define REPEATING_RADIAL 4
  108. #define REPEATING_CONIC 5
  109. #define PI 3.14159265
  110. uniform int _func; // one of the above definitions
  111. uniform vec2 _p; // linear: starting point, radial: center, conic: center
  112. uniform vec2 _v; // linear: vector to ending point, radial: 2d curvature (inverse radius), conic: angled unit vector
  113. uniform vec4 _stop_colors[MAX_NUM_STOPS];
  114. uniform float _stop_positions[MAX_NUM_STOPS]; // normalized, 0 -> starting point, 1 -> ending point
  115. uniform int _num_stops;
  116. in vec2 fragTexCoord;
  117. in vec4 fragColor;
  118. out vec4 finalColor;
  119. vec4 mix_stop_colors(float t) {
  120. vec4 color = _stop_colors[0];
  121. for (int i = 1; i < _num_stops; i++)
  122. color = mix(color, _stop_colors[i], smoothstep(_stop_positions[i-1], _stop_positions[i], t));
  123. return color;
  124. }
  125. void main() {
  126. float t = 0.0;
  127. if (_func == LINEAR || _func == REPEATING_LINEAR)
  128. {
  129. float dist_square = dot(_v, _v);
  130. vec2 V = fragTexCoord - _p;
  131. t = dot(_v, V) / dist_square;
  132. }
  133. else if (_func == RADIAL || _func == REPEATING_RADIAL)
  134. {
  135. vec2 V = fragTexCoord - _p;
  136. t = length(_v * V);
  137. }
  138. else if (_func == CONIC || _func == REPEATING_CONIC)
  139. {
  140. mat2 R = mat2(_v.x, -_v.y, _v.y, _v.x);
  141. vec2 V = R * (fragTexCoord - _p);
  142. t = 0.5 + atan(-V.x, V.y) / (2.0 * PI);
  143. }
  144. if (_func == REPEATING_LINEAR || _func == REPEATING_RADIAL || _func == REPEATING_CONIC)
  145. {
  146. float t0 = _stop_positions[0];
  147. float t1 = _stop_positions[_num_stops - 1];
  148. t = t0 + mod(t - t0, t1 - t0);
  149. }
  150. finalColor = fragColor * mix_stop_colors(t);
  151. }
  152. )";
  153. // "Creation" by Danilo Guanabara, based on: https://www.shadertoy.com/view/XsXXDn
  154. static const char* shader_frag_creation = RMLUI_SHADER_HEADER R"(
  155. uniform float _value;
  156. uniform vec2 _dimensions;
  157. in vec2 fragTexCoord;
  158. in vec4 fragColor;
  159. out vec4 finalColor;
  160. void main() {
  161. float t = _value;
  162. vec3 c;
  163. float l;
  164. for (int i = 0; i < 3; i++) {
  165. vec2 p = fragTexCoord;
  166. vec2 uv = p;
  167. p -= .5;
  168. p.x *= _dimensions.x / _dimensions.y;
  169. float z = t + float(i) * .07;
  170. l = length(p);
  171. uv += p / l * (sin(z) + 1.) * abs(sin(l * 9. - z - z));
  172. c[i] = .01 / length(mod(uv, 1.) - .5);
  173. }
  174. finalColor = vec4(c / l, fragColor.a);
  175. }
  176. )";
  177. static const char* shader_vert_passthrough = RMLUI_SHADER_HEADER R"(
  178. in vec2 inPosition;
  179. in vec2 inTexCoord0;
  180. out vec2 fragTexCoord;
  181. void main() {
  182. fragTexCoord = inTexCoord0;
  183. gl_Position = vec4(inPosition, 0.0, 1.0);
  184. }
  185. )";
  186. static const char* shader_frag_passthrough = RMLUI_SHADER_HEADER R"(
  187. uniform sampler2D _tex;
  188. in vec2 fragTexCoord;
  189. out vec4 finalColor;
  190. void main() {
  191. finalColor = texture(_tex, fragTexCoord);
  192. }
  193. )";
  194. static const char* shader_frag_color_matrix = RMLUI_SHADER_HEADER R"(
  195. uniform sampler2D _tex;
  196. uniform mat4 _color_matrix;
  197. in vec2 fragTexCoord;
  198. out vec4 finalColor;
  199. void main() {
  200. // The general case uses a 4x5 color matrix for full rgba transformation, plus a constant term with the last column.
  201. // However, we only consider the case of rgb transformations. Thus, we could in principle use a 3x4 matrix, but we
  202. // keep the alpha row for simplicity.
  203. // In the general case we should do the matrix transformation in non-premultiplied space. However, without alpha
  204. // transformations, we can do it directly in premultiplied space to avoid the extra division and multiplication
  205. // steps. In this space, the constant term needs to be multiplied by the alpha value, instead of unity.
  206. vec4 texColor = texture(_tex, fragTexCoord);
  207. vec3 transformedColor = vec3(_color_matrix * texColor);
  208. finalColor = vec4(transformedColor, texColor.a);
  209. }
  210. )";
  211. static const char* shader_frag_blend_mask = RMLUI_SHADER_HEADER R"(
  212. uniform sampler2D _tex;
  213. uniform sampler2D _texMask;
  214. in vec2 fragTexCoord;
  215. out vec4 finalColor;
  216. void main() {
  217. vec4 texColor = texture(_tex, fragTexCoord);
  218. float maskAlpha = texture(_texMask, fragTexCoord).a;
  219. finalColor = texColor * maskAlpha;
  220. }
  221. )";
  222. #define RMLUI_SHADER_BLUR_HEADER \
  223. RMLUI_SHADER_HEADER "\n#define BLUR_SIZE " RMLUI_STRINGIFY(BLUR_SIZE) "\n#define BLUR_NUM_WEIGHTS " RMLUI_STRINGIFY(BLUR_NUM_WEIGHTS)
  224. static const char* shader_vert_blur = RMLUI_SHADER_BLUR_HEADER R"(
  225. uniform vec2 _texelOffset;
  226. in vec3 inPosition;
  227. in vec2 inTexCoord0;
  228. out vec2 fragTexCoord[BLUR_SIZE];
  229. void main() {
  230. for(int i = 0; i < BLUR_SIZE; i++)
  231. fragTexCoord[i] = inTexCoord0 - float(i - BLUR_NUM_WEIGHTS + 1) * _texelOffset;
  232. gl_Position = vec4(inPosition, 1.0);
  233. }
  234. )";
  235. static const char* shader_frag_blur = RMLUI_SHADER_BLUR_HEADER R"(
  236. uniform sampler2D _tex;
  237. uniform float _weights[BLUR_NUM_WEIGHTS];
  238. uniform vec2 _texCoordMin;
  239. uniform vec2 _texCoordMax;
  240. in vec2 fragTexCoord[BLUR_SIZE];
  241. out vec4 finalColor;
  242. void main() {
  243. vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
  244. for(int i = 0; i < BLUR_SIZE; i++)
  245. {
  246. vec2 in_region = step(_texCoordMin, fragTexCoord[i]) * step(fragTexCoord[i], _texCoordMax);
  247. color += texture(_tex, fragTexCoord[i]) * in_region.x * in_region.y * _weights[abs(i - BLUR_NUM_WEIGHTS + 1)];
  248. }
  249. finalColor = color;
  250. }
  251. )";
  252. static const char* shader_frag_drop_shadow = RMLUI_SHADER_HEADER R"(
  253. uniform sampler2D _tex;
  254. uniform vec2 _texCoordMin;
  255. uniform vec2 _texCoordMax;
  256. uniform vec4 _color;
  257. in vec2 fragTexCoord;
  258. out vec4 finalColor;
  259. void main() {
  260. vec2 in_region = step(_texCoordMin, fragTexCoord) * step(fragTexCoord, _texCoordMax);
  261. finalColor = texture(_tex, fragTexCoord).a * in_region.x * in_region.y * _color;
  262. }
  263. )";
  264. enum class ProgramId {
  265. None,
  266. Color,
  267. Texture,
  268. Gradient,
  269. Creation,
  270. Passthrough,
  271. ColorMatrix,
  272. BlendMask,
  273. Blur,
  274. DropShadow,
  275. Count,
  276. };
  277. enum class VertShaderId {
  278. Main,
  279. Passthrough,
  280. Blur,
  281. Count,
  282. };
  283. enum class FragShaderId {
  284. Color,
  285. Texture,
  286. Gradient,
  287. Creation,
  288. Passthrough,
  289. ColorMatrix,
  290. BlendMask,
  291. Blur,
  292. DropShadow,
  293. Count,
  294. };
  295. enum class UniformId {
  296. Translate,
  297. Transform,
  298. Tex,
  299. Color,
  300. ColorMatrix,
  301. TexelOffset,
  302. TexCoordMin,
  303. TexCoordMax,
  304. TexMask,
  305. Weights,
  306. Func,
  307. P,
  308. V,
  309. StopColors,
  310. StopPositions,
  311. NumStops,
  312. Value,
  313. Dimensions,
  314. Count,
  315. };
  316. namespace Gfx {
  317. static const char* const program_uniform_names[(size_t)UniformId::Count] = {"_translate", "_transform", "_tex", "_color", "_color_matrix",
  318. "_texelOffset", "_texCoordMin", "_texCoordMax", "_texMask", "_weights[0]", "_func", "_p", "_v", "_stop_colors[0]", "_stop_positions[0]",
  319. "_num_stops", "_value", "_dimensions"};
  320. enum class VertexAttribute { Position, Color0, TexCoord0, Count };
  321. static const char* const vertex_attribute_names[(size_t)VertexAttribute::Count] = {"inPosition", "inColor0", "inTexCoord0"};
  322. struct VertShaderDefinition {
  323. VertShaderId id;
  324. const char* name_str;
  325. const char* code_str;
  326. };
  327. struct FragShaderDefinition {
  328. FragShaderId id;
  329. const char* name_str;
  330. const char* code_str;
  331. };
  332. struct ProgramDefinition {
  333. ProgramId id;
  334. const char* name_str;
  335. VertShaderId vert_shader;
  336. FragShaderId frag_shader;
  337. };
  338. // clang-format off
  339. static const VertShaderDefinition vert_shader_definitions[] = {
  340. {VertShaderId::Main, "main", shader_vert_main},
  341. {VertShaderId::Passthrough, "passthrough", shader_vert_passthrough},
  342. {VertShaderId::Blur, "blur", shader_vert_blur},
  343. };
  344. static const FragShaderDefinition frag_shader_definitions[] = {
  345. {FragShaderId::Color, "color", shader_frag_color},
  346. {FragShaderId::Texture, "texture", shader_frag_texture},
  347. {FragShaderId::Gradient, "gradient", shader_frag_gradient},
  348. {FragShaderId::Creation, "creation", shader_frag_creation},
  349. {FragShaderId::Passthrough, "passthrough", shader_frag_passthrough},
  350. {FragShaderId::ColorMatrix, "color_matrix", shader_frag_color_matrix},
  351. {FragShaderId::BlendMask, "blend_mask", shader_frag_blend_mask},
  352. {FragShaderId::Blur, "blur", shader_frag_blur},
  353. {FragShaderId::DropShadow, "drop_shadow", shader_frag_drop_shadow},
  354. };
  355. static const ProgramDefinition program_definitions[] = {
  356. {ProgramId::Color, "color", VertShaderId::Main, FragShaderId::Color},
  357. {ProgramId::Texture, "texture", VertShaderId::Main, FragShaderId::Texture},
  358. {ProgramId::Gradient, "gradient", VertShaderId::Main, FragShaderId::Gradient},
  359. {ProgramId::Creation, "creation", VertShaderId::Main, FragShaderId::Creation},
  360. {ProgramId::Passthrough, "passthrough", VertShaderId::Passthrough, FragShaderId::Passthrough},
  361. {ProgramId::ColorMatrix, "color_matrix", VertShaderId::Passthrough, FragShaderId::ColorMatrix},
  362. {ProgramId::BlendMask, "blend_mask", VertShaderId::Passthrough, FragShaderId::BlendMask},
  363. {ProgramId::Blur, "blur", VertShaderId::Blur, FragShaderId::Blur},
  364. {ProgramId::DropShadow, "drop_shadow", VertShaderId::Passthrough, FragShaderId::DropShadow},
  365. };
  366. // clang-format on
  367. template <typename T, typename Enum>
  368. class EnumArray {
  369. public:
  370. const T& operator[](Enum id) const
  371. {
  372. RMLUI_ASSERT((size_t)id < (size_t)Enum::Count);
  373. return ids[size_t(id)];
  374. }
  375. T& operator[](Enum id)
  376. {
  377. RMLUI_ASSERT((size_t)id < (size_t)Enum::Count);
  378. return ids[size_t(id)];
  379. }
  380. auto begin() const { return ids.begin(); }
  381. auto end() const { return ids.end(); }
  382. private:
  383. Rml::Array<T, (size_t)Enum::Count> ids = {};
  384. };
  385. using Programs = EnumArray<GLuint, ProgramId>;
  386. using VertShaders = EnumArray<GLuint, VertShaderId>;
  387. using FragShaders = EnumArray<GLuint, FragShaderId>;
  388. class Uniforms {
  389. public:
  390. GLint Get(ProgramId id, UniformId uniform) const
  391. {
  392. auto it = map.find(ToKey(id, uniform));
  393. if (it != map.end())
  394. return it->second;
  395. return -1;
  396. }
  397. void Insert(ProgramId id, UniformId uniform, GLint location) { map[ToKey(id, uniform)] = location; }
  398. private:
  399. using Key = uint64_t;
  400. Key ToKey(ProgramId id, UniformId uniform) const { return (static_cast<Key>(id) << 32) | static_cast<Key>(uniform); }
  401. Rml::UnorderedMap<Key, GLint> map;
  402. };
  403. struct ProgramData {
  404. Programs programs;
  405. VertShaders vert_shaders;
  406. FragShaders frag_shaders;
  407. Uniforms uniforms;
  408. };
  409. struct CompiledGeometryData {
  410. GLuint vao;
  411. GLuint vbo;
  412. GLuint ibo;
  413. GLsizei draw_count;
  414. };
  415. struct FramebufferData {
  416. int width, height;
  417. GLuint framebuffer;
  418. GLuint color_tex_buffer;
  419. GLuint color_render_buffer;
  420. GLuint depth_stencil_buffer;
  421. bool owns_depth_stencil_buffer;
  422. };
  423. enum class FramebufferAttachment { None, DepthStencil };
  424. static void CheckGLError(const char* operation_name)
  425. {
  426. #ifdef RMLUI_DEBUG
  427. GLenum error_code = glGetError();
  428. if (error_code != GL_NO_ERROR)
  429. {
  430. static const Rml::Pair<GLenum, const char*> error_names[] = {{GL_INVALID_ENUM, "GL_INVALID_ENUM"}, {GL_INVALID_VALUE, "GL_INVALID_VALUE"},
  431. {GL_INVALID_OPERATION, "GL_INVALID_OPERATION"}, {GL_OUT_OF_MEMORY, "GL_OUT_OF_MEMORY"}};
  432. const char* error_str = "''";
  433. for (auto& err : error_names)
  434. {
  435. if (err.first == error_code)
  436. {
  437. error_str = err.second;
  438. break;
  439. }
  440. }
  441. Rml::Log::Message(Rml::Log::LT_ERROR, "OpenGL error during %s. Error code 0x%x (%s).", operation_name, error_code, error_str);
  442. }
  443. #endif
  444. (void)operation_name;
  445. }
  446. // Create the shader, 'shader_type' is either GL_VERTEX_SHADER or GL_FRAGMENT_SHADER.
  447. static bool CreateShader(GLuint& out_shader_id, GLenum shader_type, const char* code_string)
  448. {
  449. RMLUI_ASSERT(shader_type == GL_VERTEX_SHADER || shader_type == GL_FRAGMENT_SHADER);
  450. GLuint id = glCreateShader(shader_type);
  451. glShaderSource(id, 1, (const GLchar**)&code_string, NULL);
  452. glCompileShader(id);
  453. GLint status = 0;
  454. glGetShaderiv(id, GL_COMPILE_STATUS, &status);
  455. if (status == GL_FALSE)
  456. {
  457. GLint info_log_length = 0;
  458. glGetShaderiv(id, GL_INFO_LOG_LENGTH, &info_log_length);
  459. char* info_log_string = new char[info_log_length + 1];
  460. glGetShaderInfoLog(id, info_log_length, NULL, info_log_string);
  461. Rml::Log::Message(Rml::Log::LT_ERROR, "Compile failure in OpenGL shader: %s", info_log_string);
  462. delete[] info_log_string;
  463. glDeleteShader(id);
  464. return false;
  465. }
  466. CheckGLError("CreateShader");
  467. out_shader_id = id;
  468. return true;
  469. }
  470. static bool CreateProgram(GLuint& out_program, Uniforms& inout_uniform_map, ProgramId program_id, GLuint vertex_shader, GLuint fragment_shader)
  471. {
  472. GLuint id = glCreateProgram();
  473. RMLUI_ASSERT(id);
  474. for (GLuint i = 0; i < (GLuint)VertexAttribute::Count; i++)
  475. glBindAttribLocation(id, i, vertex_attribute_names[i]);
  476. CheckGLError("BindAttribLocations");
  477. glAttachShader(id, vertex_shader);
  478. glAttachShader(id, fragment_shader);
  479. glLinkProgram(id);
  480. glDetachShader(id, vertex_shader);
  481. glDetachShader(id, fragment_shader);
  482. GLint status = 0;
  483. glGetProgramiv(id, GL_LINK_STATUS, &status);
  484. if (status == GL_FALSE)
  485. {
  486. GLint info_log_length = 0;
  487. glGetProgramiv(id, GL_INFO_LOG_LENGTH, &info_log_length);
  488. char* info_log_string = new char[info_log_length + 1];
  489. glGetProgramInfoLog(id, info_log_length, NULL, info_log_string);
  490. Rml::Log::Message(Rml::Log::LT_ERROR, "OpenGL program linking failure: %s", info_log_string);
  491. delete[] info_log_string;
  492. glDeleteProgram(id);
  493. return false;
  494. }
  495. out_program = id;
  496. // Make a lookup table for the uniform locations.
  497. GLint num_active_uniforms = 0;
  498. glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &num_active_uniforms);
  499. constexpr size_t name_size = 64;
  500. GLchar name_buf[name_size] = "";
  501. for (int unif = 0; unif < num_active_uniforms; ++unif)
  502. {
  503. GLint array_size = 0;
  504. GLenum type = 0;
  505. GLsizei actual_length = 0;
  506. glGetActiveUniform(id, unif, name_size, &actual_length, &array_size, &type, name_buf);
  507. GLint location = glGetUniformLocation(id, name_buf);
  508. // See if we have the name in our pre-defined name list.
  509. UniformId program_uniform = UniformId::Count;
  510. for (int i = 0; i < (int)UniformId::Count; i++)
  511. {
  512. const char* uniform_name = program_uniform_names[i];
  513. if (strcmp(name_buf, uniform_name) == 0)
  514. {
  515. program_uniform = (UniformId)i;
  516. break;
  517. }
  518. }
  519. if ((size_t)program_uniform < (size_t)UniformId::Count)
  520. {
  521. inout_uniform_map.Insert(program_id, program_uniform, location);
  522. }
  523. else
  524. {
  525. Rml::Log::Message(Rml::Log::LT_ERROR, "OpenGL program uses unknown uniform '%s'.", name_buf);
  526. return false;
  527. }
  528. }
  529. CheckGLError("CreateProgram");
  530. return true;
  531. }
  532. static bool CreateFramebuffer(FramebufferData& out_fb, int width, int height, int samples, FramebufferAttachment attachment,
  533. GLuint shared_depth_stencil_buffer)
  534. {
  535. #ifdef RMLUI_PLATFORM_EMSCRIPTEN
  536. constexpr GLint wrap_mode = GL_CLAMP_TO_EDGE;
  537. #else
  538. constexpr GLint wrap_mode = GL_CLAMP_TO_BORDER; // GL_REPEAT GL_MIRRORED_REPEAT GL_CLAMP_TO_EDGE
  539. #endif
  540. constexpr GLenum color_format = GL_RGBA8; // GL_RGBA8 GL_SRGB8_ALPHA8 GL_RGBA16F
  541. constexpr GLint min_mag_filter = GL_LINEAR; // GL_NEAREST
  542. const Rml::Colourf border_color(0.f, 0.f);
  543. GLuint framebuffer = 0;
  544. glGenFramebuffers(1, &framebuffer);
  545. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
  546. GLuint color_tex_buffer = 0;
  547. GLuint color_render_buffer = 0;
  548. if (samples > 0)
  549. {
  550. glGenRenderbuffers(1, &color_render_buffer);
  551. glBindRenderbuffer(GL_RENDERBUFFER, color_render_buffer);
  552. glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, color_format, width, height);
  553. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_render_buffer);
  554. }
  555. else
  556. {
  557. glGenTextures(1, &color_tex_buffer);
  558. glBindTexture(GL_TEXTURE_2D, color_tex_buffer);
  559. glTexImage2D(GL_TEXTURE_2D, 0, color_format, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  560. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_mag_filter);
  561. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, min_mag_filter);
  562. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap_mode);
  563. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap_mode);
  564. #ifndef RMLUI_PLATFORM_EMSCRIPTEN
  565. glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, &border_color[0]);
  566. #endif
  567. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_tex_buffer, 0);
  568. }
  569. // Create depth/stencil buffer storage attachment.
  570. GLuint depth_stencil_buffer = 0;
  571. if (attachment != FramebufferAttachment::None)
  572. {
  573. if (shared_depth_stencil_buffer)
  574. {
  575. // Share depth/stencil buffer
  576. depth_stencil_buffer = shared_depth_stencil_buffer;
  577. }
  578. else
  579. {
  580. // Create new depth/stencil buffer
  581. glGenRenderbuffers(1, &depth_stencil_buffer);
  582. glBindRenderbuffer(GL_RENDERBUFFER, depth_stencil_buffer);
  583. glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, GL_DEPTH24_STENCIL8, width, height);
  584. }
  585. glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depth_stencil_buffer);
  586. }
  587. const GLuint framebuffer_status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  588. if (framebuffer_status != GL_FRAMEBUFFER_COMPLETE)
  589. {
  590. Rml::Log::Message(Rml::Log::LT_ERROR, "OpenGL framebuffer could not be generated. Error code %x.", framebuffer_status);
  591. return false;
  592. }
  593. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  594. glBindTexture(GL_TEXTURE_2D, 0);
  595. glBindRenderbuffer(GL_RENDERBUFFER, 0);
  596. CheckGLError("CreateFramebuffer");
  597. out_fb = {};
  598. out_fb.width = width;
  599. out_fb.height = height;
  600. out_fb.framebuffer = framebuffer;
  601. out_fb.color_tex_buffer = color_tex_buffer;
  602. out_fb.color_render_buffer = color_render_buffer;
  603. out_fb.depth_stencil_buffer = depth_stencil_buffer;
  604. out_fb.owns_depth_stencil_buffer = !shared_depth_stencil_buffer;
  605. return true;
  606. }
  607. static void DestroyFramebuffer(FramebufferData& fb)
  608. {
  609. if (fb.framebuffer)
  610. glDeleteFramebuffers(1, &fb.framebuffer);
  611. if (fb.color_tex_buffer)
  612. glDeleteTextures(1, &fb.color_tex_buffer);
  613. if (fb.color_render_buffer)
  614. glDeleteRenderbuffers(1, &fb.color_render_buffer);
  615. if (fb.owns_depth_stencil_buffer && fb.depth_stencil_buffer)
  616. glDeleteRenderbuffers(1, &fb.depth_stencil_buffer);
  617. fb = {};
  618. }
  619. static GLuint CreateTexture(Rml::Span<const Rml::byte> source_data, Rml::Vector2i source_dimensions)
  620. {
  621. GLuint texture_id = 0;
  622. glGenTextures(1, &texture_id);
  623. if (texture_id == 0)
  624. return 0;
  625. glBindTexture(GL_TEXTURE_2D, texture_id);
  626. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, source_dimensions.x, source_dimensions.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, source_data.data());
  627. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  628. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  629. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  630. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  631. glBindTexture(GL_TEXTURE_2D, 0);
  632. return texture_id;
  633. }
  634. static void BindTexture(const FramebufferData& fb)
  635. {
  636. if (!fb.color_tex_buffer)
  637. {
  638. RMLUI_ERRORMSG("Only framebuffers with color textures can be bound as textures. This framebuffer probably uses multisampling which needs a "
  639. "blit step first.");
  640. }
  641. glBindTexture(GL_TEXTURE_2D, fb.color_tex_buffer);
  642. }
  643. static bool CreateShaders(ProgramData& data)
  644. {
  645. RMLUI_ASSERT(std::all_of(data.vert_shaders.begin(), data.vert_shaders.end(), [](auto&& value) { return value == 0; }));
  646. RMLUI_ASSERT(std::all_of(data.frag_shaders.begin(), data.frag_shaders.end(), [](auto&& value) { return value == 0; }));
  647. RMLUI_ASSERT(std::all_of(data.programs.begin(), data.programs.end(), [](auto&& value) { return value == 0; }));
  648. auto ReportError = [](const char* type, const char* name) {
  649. Rml::Log::Message(Rml::Log::LT_ERROR, "Could not create OpenGL %s: '%s'.", type, name);
  650. return false;
  651. };
  652. for (const VertShaderDefinition& def : vert_shader_definitions)
  653. {
  654. if (!CreateShader(data.vert_shaders[def.id], GL_VERTEX_SHADER, def.code_str))
  655. return ReportError("vertex shader", def.name_str);
  656. }
  657. for (const FragShaderDefinition& def : frag_shader_definitions)
  658. {
  659. if (!CreateShader(data.frag_shaders[def.id], GL_FRAGMENT_SHADER, def.code_str))
  660. return ReportError("fragment shader", def.name_str);
  661. }
  662. for (const ProgramDefinition& def : program_definitions)
  663. {
  664. if (!CreateProgram(data.programs[def.id], data.uniforms, def.id, data.vert_shaders[def.vert_shader], data.frag_shaders[def.frag_shader]))
  665. return ReportError("program", def.name_str);
  666. }
  667. glUseProgram(data.programs[ProgramId::BlendMask]);
  668. glUniform1i(data.uniforms.Get(ProgramId::BlendMask, UniformId::TexMask), 1);
  669. glUseProgram(0);
  670. return true;
  671. }
  672. static void DestroyShaders(const ProgramData& data)
  673. {
  674. for (GLuint id : data.programs)
  675. glDeleteProgram(id);
  676. for (GLuint id : data.vert_shaders)
  677. glDeleteShader(id);
  678. for (GLuint id : data.frag_shaders)
  679. glDeleteShader(id);
  680. }
  681. } // namespace Gfx
  682. RenderInterface_GL3::RenderInterface_GL3()
  683. {
  684. auto mut_program_data = Rml::MakeUnique<Gfx::ProgramData>();
  685. if (Gfx::CreateShaders(*mut_program_data))
  686. {
  687. program_data = std::move(mut_program_data);
  688. Rml::Mesh mesh;
  689. Rml::MeshUtilities::GenerateQuad(mesh, Rml::Vector2f(-1), Rml::Vector2f(2), {});
  690. fullscreen_quad_geometry = RenderInterface_GL3::CompileGeometry(mesh.vertices, mesh.indices);
  691. }
  692. }
  693. RenderInterface_GL3::~RenderInterface_GL3()
  694. {
  695. if (fullscreen_quad_geometry)
  696. {
  697. RenderInterface_GL3::ReleaseGeometry(fullscreen_quad_geometry);
  698. fullscreen_quad_geometry = {};
  699. }
  700. if (program_data)
  701. {
  702. Gfx::DestroyShaders(*program_data);
  703. program_data.reset();
  704. }
  705. }
  706. void RenderInterface_GL3::SetViewport(int width, int height, int offset_x, int offset_y)
  707. {
  708. viewport_width = Rml::Math::Max(width, 1);
  709. viewport_height = Rml::Math::Max(height, 1);
  710. viewport_offset_x = offset_x;
  711. viewport_offset_y = offset_y;
  712. projection = Rml::Matrix4f::ProjectOrtho(0, (float)viewport_width, (float)viewport_height, 0, -10000, 10000);
  713. }
  714. void RenderInterface_GL3::BeginFrame()
  715. {
  716. RMLUI_ASSERT(viewport_width >= 1 && viewport_height >= 1);
  717. // Backup GL state.
  718. glstate_backup.enable_cull_face = glIsEnabled(GL_CULL_FACE);
  719. glstate_backup.enable_blend = glIsEnabled(GL_BLEND);
  720. glstate_backup.enable_stencil_test = glIsEnabled(GL_STENCIL_TEST);
  721. glstate_backup.enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
  722. glstate_backup.enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
  723. glGetIntegerv(GL_VIEWPORT, glstate_backup.viewport);
  724. glGetIntegerv(GL_SCISSOR_BOX, glstate_backup.scissor);
  725. glGetIntegerv(GL_ACTIVE_TEXTURE, &glstate_backup.active_texture);
  726. glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &glstate_backup.stencil_clear_value);
  727. glGetFloatv(GL_COLOR_CLEAR_VALUE, glstate_backup.color_clear_value);
  728. glGetBooleanv(GL_COLOR_WRITEMASK, glstate_backup.color_writemask);
  729. glGetIntegerv(GL_BLEND_EQUATION_RGB, &glstate_backup.blend_equation_rgb);
  730. glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &glstate_backup.blend_equation_alpha);
  731. glGetIntegerv(GL_BLEND_SRC_RGB, &glstate_backup.blend_src_rgb);
  732. glGetIntegerv(GL_BLEND_DST_RGB, &glstate_backup.blend_dst_rgb);
  733. glGetIntegerv(GL_BLEND_SRC_ALPHA, &glstate_backup.blend_src_alpha);
  734. glGetIntegerv(GL_BLEND_DST_ALPHA, &glstate_backup.blend_dst_alpha);
  735. glGetIntegerv(GL_STENCIL_FUNC, &glstate_backup.stencil_front.func);
  736. glGetIntegerv(GL_STENCIL_REF, &glstate_backup.stencil_front.ref);
  737. glGetIntegerv(GL_STENCIL_VALUE_MASK, &glstate_backup.stencil_front.value_mask);
  738. glGetIntegerv(GL_STENCIL_WRITEMASK, &glstate_backup.stencil_front.writemask);
  739. glGetIntegerv(GL_STENCIL_FAIL, &glstate_backup.stencil_front.fail);
  740. glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &glstate_backup.stencil_front.pass_depth_fail);
  741. glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &glstate_backup.stencil_front.pass_depth_pass);
  742. glGetIntegerv(GL_STENCIL_BACK_FUNC, &glstate_backup.stencil_back.func);
  743. glGetIntegerv(GL_STENCIL_BACK_REF, &glstate_backup.stencil_back.ref);
  744. glGetIntegerv(GL_STENCIL_BACK_VALUE_MASK, &glstate_backup.stencil_back.value_mask);
  745. glGetIntegerv(GL_STENCIL_BACK_WRITEMASK, &glstate_backup.stencil_back.writemask);
  746. glGetIntegerv(GL_STENCIL_BACK_FAIL, &glstate_backup.stencil_back.fail);
  747. glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_FAIL, &glstate_backup.stencil_back.pass_depth_fail);
  748. glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_PASS, &glstate_backup.stencil_back.pass_depth_pass);
  749. // Setup expected GL state.
  750. glViewport(0, 0, viewport_width, viewport_height);
  751. glClearStencil(0);
  752. glClearColor(0, 0, 0, 0);
  753. glActiveTexture(GL_TEXTURE0);
  754. glDisable(GL_SCISSOR_TEST);
  755. glDisable(GL_CULL_FACE);
  756. // Set blending function for premultiplied alpha.
  757. glEnable(GL_BLEND);
  758. glBlendEquation(GL_FUNC_ADD);
  759. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  760. #ifndef RMLUI_PLATFORM_EMSCRIPTEN
  761. // We do blending in nonlinear sRGB space because that is the common practice and gives results that we are used to.
  762. glDisable(GL_FRAMEBUFFER_SRGB);
  763. #endif
  764. glEnable(GL_STENCIL_TEST);
  765. glStencilFunc(GL_ALWAYS, 1, GLuint(-1));
  766. glStencilMask(GLuint(-1));
  767. glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
  768. glDisable(GL_DEPTH_TEST);
  769. SetTransform(nullptr);
  770. render_layers.BeginFrame(viewport_width, viewport_height);
  771. glBindFramebuffer(GL_FRAMEBUFFER, render_layers.GetTopLayer().framebuffer);
  772. glClear(GL_COLOR_BUFFER_BIT);
  773. UseProgram(ProgramId::None);
  774. program_transform_dirty.set();
  775. scissor_state = Rml::Rectanglei::MakeInvalid();
  776. Gfx::CheckGLError("BeginFrame");
  777. }
  778. void RenderInterface_GL3::EndFrame()
  779. {
  780. const Gfx::FramebufferData& fb_active = render_layers.GetTopLayer();
  781. const Gfx::FramebufferData& fb_postprocess = render_layers.GetPostprocessPrimary();
  782. // Resolve MSAA to postprocess framebuffer.
  783. glBindFramebuffer(GL_READ_FRAMEBUFFER, fb_active.framebuffer);
  784. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb_postprocess.framebuffer);
  785. glBlitFramebuffer(0, 0, fb_active.width, fb_active.height, 0, 0, fb_postprocess.width, fb_postprocess.height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
  786. // Draw to backbuffer
  787. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  788. glViewport(viewport_offset_x, viewport_offset_y, viewport_width, viewport_height);
  789. // 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.
  790. // Instead, if we had a transparent destination that didn't use premultiplied alpha, we would need to perform a manual un-premultiplication step.
  791. glActiveTexture(GL_TEXTURE0);
  792. Gfx::BindTexture(fb_postprocess);
  793. UseProgram(ProgramId::Passthrough);
  794. DrawFullscreenQuad();
  795. render_layers.EndFrame();
  796. // Restore GL state.
  797. if (glstate_backup.enable_cull_face)
  798. glEnable(GL_CULL_FACE);
  799. else
  800. glDisable(GL_CULL_FACE);
  801. if (glstate_backup.enable_blend)
  802. glEnable(GL_BLEND);
  803. else
  804. glDisable(GL_BLEND);
  805. if (glstate_backup.enable_stencil_test)
  806. glEnable(GL_STENCIL_TEST);
  807. else
  808. glDisable(GL_STENCIL_TEST);
  809. if (glstate_backup.enable_scissor_test)
  810. glEnable(GL_SCISSOR_TEST);
  811. else
  812. glDisable(GL_SCISSOR_TEST);
  813. if (glstate_backup.enable_depth_test)
  814. glEnable(GL_DEPTH_TEST);
  815. else
  816. glDisable(GL_DEPTH_TEST);
  817. glViewport(glstate_backup.viewport[0], glstate_backup.viewport[1], glstate_backup.viewport[2], glstate_backup.viewport[3]);
  818. glScissor(glstate_backup.scissor[0], glstate_backup.scissor[1], glstate_backup.scissor[2], glstate_backup.scissor[3]);
  819. glActiveTexture(glstate_backup.active_texture);
  820. glClearStencil(glstate_backup.stencil_clear_value);
  821. glClearColor(glstate_backup.color_clear_value[0], glstate_backup.color_clear_value[1], glstate_backup.color_clear_value[2],
  822. glstate_backup.color_clear_value[3]);
  823. glColorMask(glstate_backup.color_writemask[0], glstate_backup.color_writemask[1], glstate_backup.color_writemask[2],
  824. glstate_backup.color_writemask[3]);
  825. glBlendEquationSeparate(glstate_backup.blend_equation_rgb, glstate_backup.blend_equation_alpha);
  826. glBlendFuncSeparate(glstate_backup.blend_src_rgb, glstate_backup.blend_dst_rgb, glstate_backup.blend_src_alpha, glstate_backup.blend_dst_alpha);
  827. glStencilFuncSeparate(GL_FRONT, glstate_backup.stencil_front.func, glstate_backup.stencil_front.ref, glstate_backup.stencil_front.value_mask);
  828. glStencilMaskSeparate(GL_FRONT, glstate_backup.stencil_front.writemask);
  829. glStencilOpSeparate(GL_FRONT, glstate_backup.stencil_front.fail, glstate_backup.stencil_front.pass_depth_fail,
  830. glstate_backup.stencil_front.pass_depth_pass);
  831. glStencilFuncSeparate(GL_BACK, glstate_backup.stencil_back.func, glstate_backup.stencil_back.ref, glstate_backup.stencil_back.value_mask);
  832. glStencilMaskSeparate(GL_BACK, glstate_backup.stencil_back.writemask);
  833. glStencilOpSeparate(GL_BACK, glstate_backup.stencil_back.fail, glstate_backup.stencil_back.pass_depth_fail,
  834. glstate_backup.stencil_back.pass_depth_pass);
  835. Gfx::CheckGLError("EndFrame");
  836. }
  837. void RenderInterface_GL3::Clear()
  838. {
  839. glClearColor(0, 0, 0, 1);
  840. glClear(GL_COLOR_BUFFER_BIT);
  841. }
  842. Rml::CompiledGeometryHandle RenderInterface_GL3::CompileGeometry(Rml::Span<const Rml::Vertex> vertices, Rml::Span<const int> indices)
  843. {
  844. constexpr GLenum draw_usage = GL_STATIC_DRAW;
  845. GLuint vao = 0;
  846. GLuint vbo = 0;
  847. GLuint ibo = 0;
  848. glGenVertexArrays(1, &vao);
  849. glGenBuffers(1, &vbo);
  850. glGenBuffers(1, &ibo);
  851. glBindVertexArray(vao);
  852. glBindBuffer(GL_ARRAY_BUFFER, vbo);
  853. glBufferData(GL_ARRAY_BUFFER, sizeof(Rml::Vertex) * vertices.size(), (const void*)vertices.data(), draw_usage);
  854. glEnableVertexAttribArray((GLuint)Gfx::VertexAttribute::Position);
  855. glVertexAttribPointer((GLuint)Gfx::VertexAttribute::Position, 2, GL_FLOAT, GL_FALSE, sizeof(Rml::Vertex),
  856. (const GLvoid*)(offsetof(Rml::Vertex, position)));
  857. glEnableVertexAttribArray((GLuint)Gfx::VertexAttribute::Color0);
  858. glVertexAttribPointer((GLuint)Gfx::VertexAttribute::Color0, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Rml::Vertex),
  859. (const GLvoid*)(offsetof(Rml::Vertex, colour)));
  860. glEnableVertexAttribArray((GLuint)Gfx::VertexAttribute::TexCoord0);
  861. glVertexAttribPointer((GLuint)Gfx::VertexAttribute::TexCoord0, 2, GL_FLOAT, GL_FALSE, sizeof(Rml::Vertex),
  862. (const GLvoid*)(offsetof(Rml::Vertex, tex_coord)));
  863. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
  864. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * indices.size(), (const void*)indices.data(), draw_usage);
  865. glBindVertexArray(0);
  866. glBindBuffer(GL_ARRAY_BUFFER, 0);
  867. Gfx::CheckGLError("CompileGeometry");
  868. Gfx::CompiledGeometryData* geometry = new Gfx::CompiledGeometryData;
  869. geometry->vao = vao;
  870. geometry->vbo = vbo;
  871. geometry->ibo = ibo;
  872. geometry->draw_count = (GLsizei)indices.size();
  873. return (Rml::CompiledGeometryHandle)geometry;
  874. }
  875. void RenderInterface_GL3::RenderGeometry(Rml::CompiledGeometryHandle handle, Rml::Vector2f translation, Rml::TextureHandle texture)
  876. {
  877. Gfx::CompiledGeometryData* geometry = (Gfx::CompiledGeometryData*)handle;
  878. if (texture == TexturePostprocess)
  879. {
  880. // Do nothing.
  881. }
  882. else if (texture)
  883. {
  884. UseProgram(ProgramId::Texture);
  885. SubmitTransformUniform(translation);
  886. if (texture != TextureEnableWithoutBinding)
  887. glBindTexture(GL_TEXTURE_2D, (GLuint)texture);
  888. }
  889. else
  890. {
  891. UseProgram(ProgramId::Color);
  892. glBindTexture(GL_TEXTURE_2D, 0);
  893. SubmitTransformUniform(translation);
  894. }
  895. glBindVertexArray(geometry->vao);
  896. glDrawElements(GL_TRIANGLES, geometry->draw_count, GL_UNSIGNED_INT, (const GLvoid*)0);
  897. glBindVertexArray(0);
  898. glBindTexture(GL_TEXTURE_2D, 0);
  899. Gfx::CheckGLError("RenderCompiledGeometry");
  900. }
  901. void RenderInterface_GL3::ReleaseGeometry(Rml::CompiledGeometryHandle handle)
  902. {
  903. Gfx::CompiledGeometryData* geometry = (Gfx::CompiledGeometryData*)handle;
  904. glDeleteVertexArrays(1, &geometry->vao);
  905. glDeleteBuffers(1, &geometry->vbo);
  906. glDeleteBuffers(1, &geometry->ibo);
  907. delete geometry;
  908. }
  909. /// Flip vertical axis of the rectangle, and move its origin to the vertically opposite side of the viewport.
  910. /// @note Changes coordinate system from RmlUi to OpenGL, or equivalently in reverse.
  911. /// @note The Rectangle::Top and Rectangle::Bottom members will have reverse meaning in the returned rectangle.
  912. static Rml::Rectanglei VerticallyFlipped(Rml::Rectanglei rect, int viewport_height)
  913. {
  914. RMLUI_ASSERT(rect.Valid());
  915. Rml::Rectanglei flipped_rect = rect;
  916. flipped_rect.p0.y = viewport_height - rect.p1.y;
  917. flipped_rect.p1.y = viewport_height - rect.p0.y;
  918. return flipped_rect;
  919. }
  920. void RenderInterface_GL3::SetScissor(Rml::Rectanglei region, bool vertically_flip)
  921. {
  922. if (region.Valid() != scissor_state.Valid())
  923. {
  924. if (region.Valid())
  925. glEnable(GL_SCISSOR_TEST);
  926. else
  927. glDisable(GL_SCISSOR_TEST);
  928. }
  929. if (region.Valid() && vertically_flip)
  930. region = VerticallyFlipped(region, viewport_height);
  931. if (region.Valid() && region != scissor_state)
  932. {
  933. // Some render APIs don't like offscreen positions (WebGL in particular), so clamp them to the viewport.
  934. const int x = Rml::Math::Clamp(region.Left(), 0, viewport_width);
  935. const int y = Rml::Math::Clamp(viewport_height - region.Bottom(), 0, viewport_height);
  936. glScissor(x, y, region.Width(), region.Height());
  937. }
  938. Gfx::CheckGLError("SetScissorRegion");
  939. scissor_state = region;
  940. }
  941. void RenderInterface_GL3::EnableScissorRegion(bool enable)
  942. {
  943. // Assume enable is immediately followed by a SetScissorRegion() call, and ignore it here.
  944. if (!enable)
  945. SetScissor(Rml::Rectanglei::MakeInvalid(), false);
  946. }
  947. void RenderInterface_GL3::SetScissorRegion(Rml::Rectanglei region)
  948. {
  949. SetScissor(region);
  950. }
  951. void RenderInterface_GL3::EnableClipMask(bool enable)
  952. {
  953. if (enable)
  954. glEnable(GL_STENCIL_TEST);
  955. else
  956. glDisable(GL_STENCIL_TEST);
  957. }
  958. void RenderInterface_GL3::RenderToClipMask(Rml::ClipMaskOperation operation, Rml::CompiledGeometryHandle geometry, Rml::Vector2f translation)
  959. {
  960. RMLUI_ASSERT(glIsEnabled(GL_STENCIL_TEST));
  961. using Rml::ClipMaskOperation;
  962. const bool clear_stencil = (operation == ClipMaskOperation::Set || operation == ClipMaskOperation::SetInverse);
  963. if (clear_stencil)
  964. {
  965. // @performance Increment the reference value instead of clearing each time.
  966. glClear(GL_STENCIL_BUFFER_BIT);
  967. }
  968. GLint stencil_test_value = 0;
  969. glGetIntegerv(GL_STENCIL_REF, &stencil_test_value);
  970. glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
  971. glStencilFunc(GL_ALWAYS, GLint(1), GLuint(-1));
  972. switch (operation)
  973. {
  974. case ClipMaskOperation::Set:
  975. {
  976. glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
  977. stencil_test_value = 1;
  978. }
  979. break;
  980. case ClipMaskOperation::SetInverse:
  981. {
  982. glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
  983. stencil_test_value = 0;
  984. }
  985. break;
  986. case ClipMaskOperation::Intersect:
  987. {
  988. glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
  989. stencil_test_value += 1;
  990. }
  991. break;
  992. }
  993. RenderGeometry(geometry, translation, {});
  994. // Restore state
  995. // @performance Cache state so we don't toggle it unnecessarily.
  996. glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
  997. glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
  998. glStencilFunc(GL_EQUAL, stencil_test_value, GLuint(-1));
  999. }
  1000. // Set to byte packing, or the compiler will expand our struct, which means it won't read correctly from file
  1001. #pragma pack(1)
  1002. struct TGAHeader {
  1003. char idLength;
  1004. char colourMapType;
  1005. char dataType;
  1006. short int colourMapOrigin;
  1007. short int colourMapLength;
  1008. char colourMapDepth;
  1009. short int xOrigin;
  1010. short int yOrigin;
  1011. short int width;
  1012. short int height;
  1013. char bitsPerPixel;
  1014. char imageDescriptor;
  1015. };
  1016. // Restore packing
  1017. #pragma pack()
  1018. Rml::TextureHandle RenderInterface_GL3::LoadTexture(Rml::Vector2i& texture_dimensions, const Rml::String& source)
  1019. {
  1020. Rml::FileInterface* file_interface = Rml::GetFileInterface();
  1021. Rml::FileHandle file_handle = file_interface->Open(source);
  1022. if (!file_handle)
  1023. {
  1024. return false;
  1025. }
  1026. file_interface->Seek(file_handle, 0, SEEK_END);
  1027. size_t buffer_size = file_interface->Tell(file_handle);
  1028. file_interface->Seek(file_handle, 0, SEEK_SET);
  1029. if (buffer_size <= sizeof(TGAHeader))
  1030. {
  1031. Rml::Log::Message(Rml::Log::LT_ERROR, "Texture file size is smaller than TGAHeader, file is not a valid TGA image.");
  1032. file_interface->Close(file_handle);
  1033. return false;
  1034. }
  1035. using Rml::byte;
  1036. Rml::UniquePtr<byte[]> buffer(new byte[buffer_size]);
  1037. file_interface->Read(buffer.get(), buffer_size, file_handle);
  1038. file_interface->Close(file_handle);
  1039. TGAHeader header;
  1040. memcpy(&header, buffer.get(), sizeof(TGAHeader));
  1041. int color_mode = header.bitsPerPixel / 8;
  1042. const size_t image_size = header.width * header.height * 4; // We always make 32bit textures
  1043. if (header.dataType != 2)
  1044. {
  1045. Rml::Log::Message(Rml::Log::LT_ERROR, "Only 24/32bit uncompressed TGAs are supported.");
  1046. return false;
  1047. }
  1048. // Ensure we have at least 3 colors
  1049. if (color_mode < 3)
  1050. {
  1051. Rml::Log::Message(Rml::Log::LT_ERROR, "Only 24 and 32bit textures are supported.");
  1052. return false;
  1053. }
  1054. const byte* image_src = buffer.get() + sizeof(TGAHeader);
  1055. Rml::UniquePtr<byte[]> image_dest_buffer(new byte[image_size]);
  1056. byte* image_dest = image_dest_buffer.get();
  1057. // Targa is BGR, swap to RGB, flip Y axis, and convert to premultiplied alpha.
  1058. for (long y = 0; y < header.height; y++)
  1059. {
  1060. long read_index = y * header.width * color_mode;
  1061. long write_index = ((header.imageDescriptor & 32) != 0) ? read_index : (header.height - y - 1) * header.width * 4;
  1062. for (long x = 0; x < header.width; x++)
  1063. {
  1064. image_dest[write_index] = image_src[read_index + 2];
  1065. image_dest[write_index + 1] = image_src[read_index + 1];
  1066. image_dest[write_index + 2] = image_src[read_index];
  1067. if (color_mode == 4)
  1068. {
  1069. const byte alpha = image_src[read_index + 3];
  1070. for (size_t j = 0; j < 3; j++)
  1071. image_dest[write_index + j] = byte((image_dest[write_index + j] * alpha) / 255);
  1072. image_dest[write_index + 3] = alpha;
  1073. }
  1074. else
  1075. image_dest[write_index + 3] = 255;
  1076. write_index += 4;
  1077. read_index += color_mode;
  1078. }
  1079. }
  1080. texture_dimensions.x = header.width;
  1081. texture_dimensions.y = header.height;
  1082. return GenerateTexture({image_dest, image_size}, texture_dimensions);
  1083. }
  1084. Rml::TextureHandle RenderInterface_GL3::GenerateTexture(Rml::Span<const Rml::byte> source_data, Rml::Vector2i source_dimensions)
  1085. {
  1086. RMLUI_ASSERT(source_data.data() && source_data.size() == size_t(source_dimensions.x * source_dimensions.y * 4));
  1087. GLuint texture_id = Gfx::CreateTexture(source_data, source_dimensions);
  1088. if (texture_id == 0)
  1089. {
  1090. Rml::Log::Message(Rml::Log::LT_ERROR, "Failed to generate texture.");
  1091. return {};
  1092. }
  1093. return (Rml::TextureHandle)texture_id;
  1094. }
  1095. void RenderInterface_GL3::DrawFullscreenQuad()
  1096. {
  1097. RenderGeometry(fullscreen_quad_geometry, {}, RenderInterface_GL3::TexturePostprocess);
  1098. }
  1099. void RenderInterface_GL3::DrawFullscreenQuad(Rml::Vector2f uv_offset, Rml::Vector2f uv_scaling)
  1100. {
  1101. Rml::Mesh mesh;
  1102. Rml::MeshUtilities::GenerateQuad(mesh, Rml::Vector2f(-1), Rml::Vector2f(2), {});
  1103. if (uv_offset != Rml::Vector2f() || uv_scaling != Rml::Vector2f(1.f))
  1104. {
  1105. for (Rml::Vertex& vertex : mesh.vertices)
  1106. vertex.tex_coord = (vertex.tex_coord * uv_scaling) + uv_offset;
  1107. }
  1108. const Rml::CompiledGeometryHandle geometry = CompileGeometry(mesh.vertices, mesh.indices);
  1109. RenderGeometry(geometry, {}, RenderInterface_GL3::TexturePostprocess);
  1110. ReleaseGeometry(geometry);
  1111. }
  1112. static Rml::Colourf ConvertToColorf(Rml::ColourbPremultiplied c0)
  1113. {
  1114. Rml::Colourf result;
  1115. for (int i = 0; i < 4; i++)
  1116. result[i] = (1.f / 255.f) * float(c0[i]);
  1117. return result;
  1118. }
  1119. static void SigmaToParameters(const float desired_sigma, int& out_pass_level, float& out_sigma)
  1120. {
  1121. constexpr int max_num_passes = 10;
  1122. static_assert(max_num_passes < 31, "");
  1123. constexpr float max_single_pass_sigma = 3.0f;
  1124. out_pass_level = Rml::Math::Clamp(Rml::Math::Log2(int(desired_sigma * (2.f / max_single_pass_sigma))), 0, max_num_passes);
  1125. out_sigma = Rml::Math::Clamp(desired_sigma / float(1 << out_pass_level), 0.0f, max_single_pass_sigma);
  1126. }
  1127. static void SetTexCoordLimits(GLint tex_coord_min_location, GLint tex_coord_max_location, Rml::Rectanglei rectangle_flipped,
  1128. Rml::Vector2i framebuffer_size)
  1129. {
  1130. // Offset by half-texel values so that texture lookups are clamped to fragment centers, thereby avoiding color
  1131. // bleeding from neighboring texels due to bilinear interpolation.
  1132. const Rml::Vector2f min = (Rml::Vector2f(rectangle_flipped.p0) + Rml::Vector2f(0.5f)) / Rml::Vector2f(framebuffer_size);
  1133. const Rml::Vector2f max = (Rml::Vector2f(rectangle_flipped.p1) - Rml::Vector2f(0.5f)) / Rml::Vector2f(framebuffer_size);
  1134. glUniform2f(tex_coord_min_location, min.x, min.y);
  1135. glUniform2f(tex_coord_max_location, max.x, max.y);
  1136. }
  1137. static void SetBlurWeights(GLint weights_location, float sigma)
  1138. {
  1139. constexpr int num_weights = BLUR_NUM_WEIGHTS;
  1140. float weights[num_weights];
  1141. float normalization = 0.0f;
  1142. for (int i = 0; i < num_weights; i++)
  1143. {
  1144. if (Rml::Math::Absolute(sigma) < 0.1f)
  1145. weights[i] = float(i == 0);
  1146. else
  1147. weights[i] = Rml::Math::Exp(-float(i * i) / (2.0f * sigma * sigma)) / (Rml::Math::SquareRoot(2.f * Rml::Math::RMLUI_PI) * sigma);
  1148. normalization += (i == 0 ? 1.f : 2.0f) * weights[i];
  1149. }
  1150. for (int i = 0; i < num_weights; i++)
  1151. weights[i] /= normalization;
  1152. glUniform1fv(weights_location, (GLsizei)num_weights, &weights[0]);
  1153. }
  1154. void RenderInterface_GL3::RenderBlur(float sigma, const Gfx::FramebufferData& source_destination, const Gfx::FramebufferData& temp,
  1155. const Rml::Rectanglei window_flipped)
  1156. {
  1157. RMLUI_ASSERT(&source_destination != &temp && source_destination.width == temp.width && source_destination.height == temp.height);
  1158. RMLUI_ASSERT(window_flipped.Valid());
  1159. int pass_level = 0;
  1160. SigmaToParameters(sigma, pass_level, sigma);
  1161. const Rml::Rectanglei original_scissor = scissor_state;
  1162. // Begin by downscaling so that the blur pass can be done at a reduced resolution for large sigma.
  1163. Rml::Rectanglei scissor = window_flipped;
  1164. UseProgram(ProgramId::Passthrough);
  1165. SetScissor(scissor, true);
  1166. // Downscale by iterative half-scaling with bilinear filtering, to reduce aliasing.
  1167. glViewport(0, 0, source_destination.width / 2, source_destination.height / 2);
  1168. // Scale UVs if we have even dimensions, such that texture fetches align perfectly between texels, thereby producing a 50% blend of
  1169. // neighboring texels.
  1170. const Rml::Vector2f uv_scaling = {(source_destination.width % 2 == 1) ? (1.f - 1.f / float(source_destination.width)) : 1.f,
  1171. (source_destination.height % 2 == 1) ? (1.f - 1.f / float(source_destination.height)) : 1.f};
  1172. for (int i = 0; i < pass_level; i++)
  1173. {
  1174. scissor.p0 = (scissor.p0 + Rml::Vector2i(1)) / 2;
  1175. scissor.p1 = Rml::Math::Max(scissor.p1 / 2, scissor.p0);
  1176. const bool from_source = (i % 2 == 0);
  1177. Gfx::BindTexture(from_source ? source_destination : temp);
  1178. glBindFramebuffer(GL_FRAMEBUFFER, (from_source ? temp : source_destination).framebuffer);
  1179. SetScissor(scissor, true);
  1180. DrawFullscreenQuad({}, uv_scaling);
  1181. }
  1182. glViewport(0, 0, source_destination.width, source_destination.height);
  1183. // 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.
  1184. const bool transfer_to_temp_buffer = (pass_level % 2 == 0);
  1185. if (transfer_to_temp_buffer)
  1186. {
  1187. Gfx::BindTexture(source_destination);
  1188. glBindFramebuffer(GL_FRAMEBUFFER, temp.framebuffer);
  1189. DrawFullscreenQuad();
  1190. }
  1191. // Set up uniforms.
  1192. UseProgram(ProgramId::Blur);
  1193. SetBlurWeights(GetUniformLocation(UniformId::Weights), sigma);
  1194. SetTexCoordLimits(GetUniformLocation(UniformId::TexCoordMin), GetUniformLocation(UniformId::TexCoordMax), scissor,
  1195. {source_destination.width, source_destination.height});
  1196. const GLint texel_offset_location = GetUniformLocation(UniformId::TexelOffset);
  1197. auto SetTexelOffset = [texel_offset_location](Rml::Vector2f blur_direction, int texture_dimension) {
  1198. const Rml::Vector2f texel_offset = blur_direction * (1.0f / float(texture_dimension));
  1199. glUniform2f(texel_offset_location, texel_offset.x, texel_offset.y);
  1200. };
  1201. // Blur render pass - vertical.
  1202. Gfx::BindTexture(temp);
  1203. glBindFramebuffer(GL_FRAMEBUFFER, source_destination.framebuffer);
  1204. SetTexelOffset({0.f, 1.f}, temp.height);
  1205. DrawFullscreenQuad();
  1206. // Blur render pass - horizontal.
  1207. Gfx::BindTexture(source_destination);
  1208. glBindFramebuffer(GL_FRAMEBUFFER, temp.framebuffer);
  1209. // Add a 1px transparent border around the blur region by first clearing with a padded scissor. This helps prevent
  1210. // artifacts when upscaling the blur result in the later step. On Intel and AMD, we have observed that during
  1211. // blitting with linear filtering, pixels outside the 'src' region can be blended into the output. On the other
  1212. // hand, it looks like Nvidia clamps the pixels to the source edge, which is what we really want. Regardless, we
  1213. // work around the issue with this extra step.
  1214. SetScissor(scissor.Extend(1), true);
  1215. glClear(GL_COLOR_BUFFER_BIT);
  1216. SetScissor(scissor, true);
  1217. SetTexelOffset({1.f, 0.f}, source_destination.width);
  1218. DrawFullscreenQuad();
  1219. // Blit the blurred image to the scissor region with upscaling.
  1220. SetScissor(window_flipped, true);
  1221. glBindFramebuffer(GL_READ_FRAMEBUFFER, temp.framebuffer);
  1222. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, source_destination.framebuffer);
  1223. const Rml::Vector2i src_min = scissor.p0;
  1224. const Rml::Vector2i src_max = scissor.p1;
  1225. const Rml::Vector2i dst_min = window_flipped.p0;
  1226. const Rml::Vector2i dst_max = window_flipped.p1;
  1227. 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);
  1228. // The above upscale blit might be jittery at low resolutions (large pass levels). This is especially noticeable when moving an element with
  1229. // 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
  1230. // 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
  1231. // do the above first. Note that this strategy may sometimes result in visible seams. Alternatively, we could try to enlarge the window to the
  1232. // next power-of-two size and then downsample and blur that.
  1233. const Rml::Vector2i target_min = src_min * (1 << pass_level);
  1234. const Rml::Vector2i target_max = src_max * (1 << pass_level);
  1235. if (target_min != dst_min || target_max != dst_max)
  1236. {
  1237. 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,
  1238. GL_LINEAR);
  1239. }
  1240. // Restore render state.
  1241. SetScissor(original_scissor);
  1242. Gfx::CheckGLError("Blur");
  1243. }
  1244. void RenderInterface_GL3::ReleaseTexture(Rml::TextureHandle texture_handle)
  1245. {
  1246. glDeleteTextures(1, (GLuint*)&texture_handle);
  1247. }
  1248. void RenderInterface_GL3::SetTransform(const Rml::Matrix4f* new_transform)
  1249. {
  1250. transform = (new_transform ? (projection * (*new_transform)) : projection);
  1251. program_transform_dirty.set();
  1252. }
  1253. enum class FilterType { Invalid = 0, Passthrough, Blur, DropShadow, ColorMatrix, MaskImage };
  1254. struct CompiledFilter {
  1255. FilterType type;
  1256. // Passthrough
  1257. float blend_factor;
  1258. // Blur
  1259. float sigma;
  1260. // Drop shadow
  1261. Rml::Vector2f offset;
  1262. Rml::ColourbPremultiplied color;
  1263. // ColorMatrix
  1264. Rml::Matrix4f color_matrix;
  1265. };
  1266. Rml::CompiledFilterHandle RenderInterface_GL3::CompileFilter(const Rml::String& name, const Rml::Dictionary& parameters)
  1267. {
  1268. CompiledFilter filter = {};
  1269. if (name == "opacity")
  1270. {
  1271. filter.type = FilterType::Passthrough;
  1272. filter.blend_factor = Rml::Get(parameters, "value", 1.0f);
  1273. }
  1274. else if (name == "blur")
  1275. {
  1276. filter.type = FilterType::Blur;
  1277. filter.sigma = Rml::Get(parameters, "sigma", 1.0f);
  1278. }
  1279. else if (name == "drop-shadow")
  1280. {
  1281. filter.type = FilterType::DropShadow;
  1282. filter.sigma = Rml::Get(parameters, "sigma", 0.f);
  1283. filter.color = Rml::Get(parameters, "color", Rml::Colourb()).ToPremultiplied();
  1284. filter.offset = Rml::Get(parameters, "offset", Rml::Vector2f(0.f));
  1285. }
  1286. else if (name == "brightness")
  1287. {
  1288. filter.type = FilterType::ColorMatrix;
  1289. const float value = Rml::Get(parameters, "value", 1.0f);
  1290. filter.color_matrix = Rml::Matrix4f::Diag(value, value, value, 1.f);
  1291. }
  1292. else if (name == "contrast")
  1293. {
  1294. filter.type = FilterType::ColorMatrix;
  1295. const float value = Rml::Get(parameters, "value", 1.0f);
  1296. const float grayness = 0.5f - 0.5f * value;
  1297. filter.color_matrix = Rml::Matrix4f::Diag(value, value, value, 1.f);
  1298. filter.color_matrix.SetColumn(3, Rml::Vector4f(grayness, grayness, grayness, 1.f));
  1299. }
  1300. else if (name == "invert")
  1301. {
  1302. filter.type = FilterType::ColorMatrix;
  1303. const float value = Rml::Math::Clamp(Rml::Get(parameters, "value", 1.0f), 0.f, 1.f);
  1304. const float inverted = 1.f - 2.f * value;
  1305. filter.color_matrix = Rml::Matrix4f::Diag(inverted, inverted, inverted, 1.f);
  1306. filter.color_matrix.SetColumn(3, Rml::Vector4f(value, value, value, 1.f));
  1307. }
  1308. else if (name == "grayscale")
  1309. {
  1310. filter.type = FilterType::ColorMatrix;
  1311. const float value = Rml::Get(parameters, "value", 1.0f);
  1312. const float rev_value = 1.f - value;
  1313. const Rml::Vector3f gray = value * Rml::Vector3f(0.2126f, 0.7152f, 0.0722f);
  1314. // clang-format off
  1315. filter.color_matrix = Rml::Matrix4f::FromRows(
  1316. {gray.x + rev_value, gray.y, gray.z, 0.f},
  1317. {gray.x, gray.y + rev_value, gray.z, 0.f},
  1318. {gray.x, gray.y, gray.z + rev_value, 0.f},
  1319. {0.f, 0.f, 0.f, 1.f}
  1320. );
  1321. // clang-format on
  1322. }
  1323. else if (name == "sepia")
  1324. {
  1325. filter.type = FilterType::ColorMatrix;
  1326. const float value = Rml::Get(parameters, "value", 1.0f);
  1327. const float rev_value = 1.f - value;
  1328. const Rml::Vector3f r_mix = value * Rml::Vector3f(0.393f, 0.769f, 0.189f);
  1329. const Rml::Vector3f g_mix = value * Rml::Vector3f(0.349f, 0.686f, 0.168f);
  1330. const Rml::Vector3f b_mix = value * Rml::Vector3f(0.272f, 0.534f, 0.131f);
  1331. // clang-format off
  1332. filter.color_matrix = Rml::Matrix4f::FromRows(
  1333. {r_mix.x + rev_value, r_mix.y, r_mix.z, 0.f},
  1334. {g_mix.x, g_mix.y + rev_value, g_mix.z, 0.f},
  1335. {b_mix.x, b_mix.y, b_mix.z + rev_value, 0.f},
  1336. {0.f, 0.f, 0.f, 1.f}
  1337. );
  1338. // clang-format on
  1339. }
  1340. else if (name == "hue-rotate")
  1341. {
  1342. // Hue-rotation and saturation values based on: https://www.w3.org/TR/filter-effects-1/#attr-valuedef-type-huerotate
  1343. filter.type = FilterType::ColorMatrix;
  1344. const float value = Rml::Get(parameters, "value", 1.0f);
  1345. const float s = Rml::Math::Sin(value);
  1346. const float c = Rml::Math::Cos(value);
  1347. // clang-format off
  1348. filter.color_matrix = Rml::Matrix4f::FromRows(
  1349. {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},
  1350. {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},
  1351. {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},
  1352. {0.f, 0.f, 0.f, 1.f}
  1353. );
  1354. // clang-format on
  1355. }
  1356. else if (name == "saturate")
  1357. {
  1358. filter.type = FilterType::ColorMatrix;
  1359. const float value = Rml::Get(parameters, "value", 1.0f);
  1360. // clang-format off
  1361. filter.color_matrix = Rml::Matrix4f::FromRows(
  1362. {0.213f + 0.787f * value, 0.715f - 0.715f * value, 0.072f - 0.072f * value, 0.f},
  1363. {0.213f - 0.213f * value, 0.715f + 0.285f * value, 0.072f - 0.072f * value, 0.f},
  1364. {0.213f - 0.213f * value, 0.715f - 0.715f * value, 0.072f + 0.928f * value, 0.f},
  1365. {0.f, 0.f, 0.f, 1.f}
  1366. );
  1367. // clang-format on
  1368. }
  1369. if (filter.type != FilterType::Invalid)
  1370. return reinterpret_cast<Rml::CompiledFilterHandle>(new CompiledFilter(std::move(filter)));
  1371. Rml::Log::Message(Rml::Log::LT_WARNING, "Unsupported filter type '%s'.", name.c_str());
  1372. return {};
  1373. }
  1374. void RenderInterface_GL3::ReleaseFilter(Rml::CompiledFilterHandle filter)
  1375. {
  1376. delete reinterpret_cast<CompiledFilter*>(filter);
  1377. }
  1378. enum class CompiledShaderType { Invalid = 0, Gradient, Creation };
  1379. struct CompiledShader {
  1380. CompiledShaderType type;
  1381. // Gradient
  1382. ShaderGradientFunction gradient_function;
  1383. Rml::Vector2f p;
  1384. Rml::Vector2f v;
  1385. Rml::Vector<float> stop_positions;
  1386. Rml::Vector<Rml::Colourf> stop_colors;
  1387. // Shader
  1388. Rml::Vector2f dimensions;
  1389. };
  1390. Rml::CompiledShaderHandle RenderInterface_GL3::CompileShader(const Rml::String& name, const Rml::Dictionary& parameters)
  1391. {
  1392. auto ApplyColorStopList = [](CompiledShader& shader, const Rml::Dictionary& shader_parameters) {
  1393. auto it = shader_parameters.find("color_stop_list");
  1394. RMLUI_ASSERT(it != shader_parameters.end() && it->second.GetType() == Rml::Variant::COLORSTOPLIST);
  1395. const Rml::ColorStopList& color_stop_list = it->second.GetReference<Rml::ColorStopList>();
  1396. const int num_stops = Rml::Math::Min((int)color_stop_list.size(), MAX_NUM_STOPS);
  1397. shader.stop_positions.resize(num_stops);
  1398. shader.stop_colors.resize(num_stops);
  1399. for (int i = 0; i < num_stops; i++)
  1400. {
  1401. const Rml::ColorStop& stop = color_stop_list[i];
  1402. RMLUI_ASSERT(stop.position.unit == Rml::Unit::NUMBER);
  1403. shader.stop_positions[i] = stop.position.number;
  1404. shader.stop_colors[i] = ConvertToColorf(stop.color);
  1405. }
  1406. };
  1407. CompiledShader shader = {};
  1408. if (name == "linear-gradient")
  1409. {
  1410. shader.type = CompiledShaderType::Gradient;
  1411. const bool repeating = Rml::Get(parameters, "repeating", false);
  1412. shader.gradient_function = (repeating ? ShaderGradientFunction::RepeatingLinear : ShaderGradientFunction::Linear);
  1413. shader.p = Rml::Get(parameters, "p0", Rml::Vector2f(0.f));
  1414. shader.v = Rml::Get(parameters, "p1", Rml::Vector2f(0.f)) - shader.p;
  1415. ApplyColorStopList(shader, parameters);
  1416. }
  1417. else if (name == "radial-gradient")
  1418. {
  1419. shader.type = CompiledShaderType::Gradient;
  1420. const bool repeating = Rml::Get(parameters, "repeating", false);
  1421. shader.gradient_function = (repeating ? ShaderGradientFunction::RepeatingRadial : ShaderGradientFunction::Radial);
  1422. shader.p = Rml::Get(parameters, "center", Rml::Vector2f(0.f));
  1423. shader.v = Rml::Vector2f(1.f) / Rml::Get(parameters, "radius", Rml::Vector2f(1.f));
  1424. ApplyColorStopList(shader, parameters);
  1425. }
  1426. else if (name == "conic-gradient")
  1427. {
  1428. shader.type = CompiledShaderType::Gradient;
  1429. const bool repeating = Rml::Get(parameters, "repeating", false);
  1430. shader.gradient_function = (repeating ? ShaderGradientFunction::RepeatingConic : ShaderGradientFunction::Conic);
  1431. shader.p = Rml::Get(parameters, "center", Rml::Vector2f(0.f));
  1432. const float angle = Rml::Get(parameters, "angle", 0.f);
  1433. shader.v = {Rml::Math::Cos(angle), Rml::Math::Sin(angle)};
  1434. ApplyColorStopList(shader, parameters);
  1435. }
  1436. else if (name == "shader")
  1437. {
  1438. const Rml::String value = Rml::Get(parameters, "value", Rml::String());
  1439. if (value == "creation")
  1440. {
  1441. shader.type = CompiledShaderType::Creation;
  1442. shader.dimensions = Rml::Get(parameters, "dimensions", Rml::Vector2f(0.f));
  1443. }
  1444. }
  1445. if (shader.type != CompiledShaderType::Invalid)
  1446. return reinterpret_cast<Rml::CompiledShaderHandle>(new CompiledShader(std::move(shader)));
  1447. Rml::Log::Message(Rml::Log::LT_WARNING, "Unsupported shader type '%s'.", name.c_str());
  1448. return {};
  1449. }
  1450. void RenderInterface_GL3::RenderShader(Rml::CompiledShaderHandle shader_handle, Rml::CompiledGeometryHandle geometry_handle,
  1451. Rml::Vector2f translation, Rml::TextureHandle /*texture*/)
  1452. {
  1453. RMLUI_ASSERT(shader_handle && geometry_handle);
  1454. const CompiledShader& shader = *reinterpret_cast<CompiledShader*>(shader_handle);
  1455. const CompiledShaderType type = shader.type;
  1456. const Gfx::CompiledGeometryData& geometry = *reinterpret_cast<Gfx::CompiledGeometryData*>(geometry_handle);
  1457. switch (type)
  1458. {
  1459. case CompiledShaderType::Gradient:
  1460. {
  1461. RMLUI_ASSERT(shader.stop_positions.size() == shader.stop_colors.size());
  1462. const int num_stops = (int)shader.stop_positions.size();
  1463. UseProgram(ProgramId::Gradient);
  1464. glUniform1i(GetUniformLocation(UniformId::Func), static_cast<int>(shader.gradient_function));
  1465. glUniform2f(GetUniformLocation(UniformId::P), shader.p.x, shader.p.y);
  1466. glUniform2f(GetUniformLocation(UniformId::V), shader.v.x, shader.v.y);
  1467. glUniform1i(GetUniformLocation(UniformId::NumStops), num_stops);
  1468. glUniform1fv(GetUniformLocation(UniformId::StopPositions), num_stops, shader.stop_positions.data());
  1469. glUniform4fv(GetUniformLocation(UniformId::StopColors), num_stops, shader.stop_colors[0]);
  1470. SubmitTransformUniform(translation);
  1471. glBindVertexArray(geometry.vao);
  1472. glDrawElements(GL_TRIANGLES, geometry.draw_count, GL_UNSIGNED_INT, (const GLvoid*)0);
  1473. glBindVertexArray(0);
  1474. }
  1475. break;
  1476. case CompiledShaderType::Creation:
  1477. {
  1478. const double time = Rml::GetSystemInterface()->GetElapsedTime();
  1479. UseProgram(ProgramId::Creation);
  1480. glUniform1f(GetUniformLocation(UniformId::Value), (float)time);
  1481. glUniform2f(GetUniformLocation(UniformId::Dimensions), shader.dimensions.x, shader.dimensions.y);
  1482. SubmitTransformUniform(translation);
  1483. glBindVertexArray(geometry.vao);
  1484. glDrawElements(GL_TRIANGLES, geometry.draw_count, GL_UNSIGNED_INT, (const GLvoid*)0);
  1485. glBindVertexArray(0);
  1486. }
  1487. break;
  1488. case CompiledShaderType::Invalid:
  1489. {
  1490. Rml::Log::Message(Rml::Log::LT_WARNING, "Unhandled render shader %d.", (int)type);
  1491. }
  1492. break;
  1493. }
  1494. Gfx::CheckGLError("RenderShader");
  1495. }
  1496. void RenderInterface_GL3::ReleaseShader(Rml::CompiledShaderHandle shader_handle)
  1497. {
  1498. delete reinterpret_cast<CompiledShader*>(shader_handle);
  1499. }
  1500. void RenderInterface_GL3::BlitLayerToPostprocessPrimary(Rml::LayerHandle layer_handle)
  1501. {
  1502. const Gfx::FramebufferData& source = render_layers.GetLayer(layer_handle);
  1503. const Gfx::FramebufferData& destination = render_layers.GetPostprocessPrimary();
  1504. glBindFramebuffer(GL_READ_FRAMEBUFFER, source.framebuffer);
  1505. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, destination.framebuffer);
  1506. // Blit and resolve MSAA. Any active scissor state will restrict the size of the blit region.
  1507. glBlitFramebuffer(0, 0, source.width, source.height, 0, 0, destination.width, destination.height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
  1508. }
  1509. void RenderInterface_GL3::RenderFilters(Rml::Span<const Rml::CompiledFilterHandle> filter_handles)
  1510. {
  1511. for (const Rml::CompiledFilterHandle filter_handle : filter_handles)
  1512. {
  1513. const CompiledFilter& filter = *reinterpret_cast<const CompiledFilter*>(filter_handle);
  1514. const FilterType type = filter.type;
  1515. switch (type)
  1516. {
  1517. case FilterType::Passthrough:
  1518. {
  1519. UseProgram(ProgramId::Passthrough);
  1520. glBlendFunc(GL_CONSTANT_COLOR, GL_ZERO);
  1521. glBlendColor(filter.blend_factor, filter.blend_factor, filter.blend_factor, filter.blend_factor);
  1522. const Gfx::FramebufferData& source = render_layers.GetPostprocessPrimary();
  1523. const Gfx::FramebufferData& destination = render_layers.GetPostprocessSecondary();
  1524. Gfx::BindTexture(source);
  1525. glBindFramebuffer(GL_FRAMEBUFFER, destination.framebuffer);
  1526. DrawFullscreenQuad();
  1527. render_layers.SwapPostprocessPrimarySecondary();
  1528. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1529. }
  1530. break;
  1531. case FilterType::Blur:
  1532. {
  1533. glDisable(GL_BLEND);
  1534. const Gfx::FramebufferData& source_destination = render_layers.GetPostprocessPrimary();
  1535. const Gfx::FramebufferData& temp = render_layers.GetPostprocessSecondary();
  1536. const Rml::Rectanglei window_flipped = VerticallyFlipped(scissor_state, viewport_height);
  1537. RenderBlur(filter.sigma, source_destination, temp, window_flipped);
  1538. glEnable(GL_BLEND);
  1539. }
  1540. break;
  1541. case FilterType::DropShadow:
  1542. {
  1543. UseProgram(ProgramId::DropShadow);
  1544. glDisable(GL_BLEND);
  1545. Rml::Colourf color = ConvertToColorf(filter.color);
  1546. glUniform4fv(GetUniformLocation(UniformId::Color), 1, &color[0]);
  1547. const Gfx::FramebufferData& primary = render_layers.GetPostprocessPrimary();
  1548. const Gfx::FramebufferData& secondary = render_layers.GetPostprocessSecondary();
  1549. Gfx::BindTexture(primary);
  1550. glBindFramebuffer(GL_FRAMEBUFFER, secondary.framebuffer);
  1551. const Rml::Rectanglei window_flipped = VerticallyFlipped(scissor_state, viewport_height);
  1552. SetTexCoordLimits(GetUniformLocation(UniformId::TexCoordMin), GetUniformLocation(UniformId::TexCoordMax), window_flipped,
  1553. {primary.width, primary.height});
  1554. const Rml::Vector2f uv_offset = filter.offset / Rml::Vector2f(-(float)viewport_width, (float)viewport_height);
  1555. DrawFullscreenQuad(uv_offset);
  1556. if (filter.sigma >= 0.5f)
  1557. {
  1558. const Gfx::FramebufferData& tertiary = render_layers.GetPostprocessTertiary();
  1559. RenderBlur(filter.sigma, secondary, tertiary, window_flipped);
  1560. }
  1561. UseProgram(ProgramId::Passthrough);
  1562. BindTexture(primary);
  1563. glEnable(GL_BLEND);
  1564. DrawFullscreenQuad();
  1565. render_layers.SwapPostprocessPrimarySecondary();
  1566. }
  1567. break;
  1568. case FilterType::ColorMatrix:
  1569. {
  1570. UseProgram(ProgramId::ColorMatrix);
  1571. glDisable(GL_BLEND);
  1572. const GLint uniform_location = program_data->uniforms.Get(ProgramId::ColorMatrix, UniformId::ColorMatrix);
  1573. constexpr bool transpose = std::is_same<decltype(filter.color_matrix), Rml::RowMajorMatrix4f>::value;
  1574. glUniformMatrix4fv(uniform_location, 1, transpose, filter.color_matrix.data());
  1575. const Gfx::FramebufferData& source = render_layers.GetPostprocessPrimary();
  1576. const Gfx::FramebufferData& destination = render_layers.GetPostprocessSecondary();
  1577. Gfx::BindTexture(source);
  1578. glBindFramebuffer(GL_FRAMEBUFFER, destination.framebuffer);
  1579. DrawFullscreenQuad();
  1580. render_layers.SwapPostprocessPrimarySecondary();
  1581. glEnable(GL_BLEND);
  1582. }
  1583. break;
  1584. case FilterType::MaskImage:
  1585. {
  1586. UseProgram(ProgramId::BlendMask);
  1587. glDisable(GL_BLEND);
  1588. const Gfx::FramebufferData& source = render_layers.GetPostprocessPrimary();
  1589. const Gfx::FramebufferData& blend_mask = render_layers.GetBlendMask();
  1590. const Gfx::FramebufferData& destination = render_layers.GetPostprocessSecondary();
  1591. Gfx::BindTexture(source);
  1592. glActiveTexture(GL_TEXTURE1);
  1593. Gfx::BindTexture(blend_mask);
  1594. glActiveTexture(GL_TEXTURE0);
  1595. glBindFramebuffer(GL_FRAMEBUFFER, destination.framebuffer);
  1596. DrawFullscreenQuad();
  1597. render_layers.SwapPostprocessPrimarySecondary();
  1598. glEnable(GL_BLEND);
  1599. }
  1600. break;
  1601. case FilterType::Invalid:
  1602. {
  1603. Rml::Log::Message(Rml::Log::LT_WARNING, "Unhandled render filter %d.", (int)type);
  1604. }
  1605. break;
  1606. }
  1607. }
  1608. Gfx::CheckGLError("RenderFilter");
  1609. }
  1610. Rml::LayerHandle RenderInterface_GL3::PushLayer()
  1611. {
  1612. const Rml::LayerHandle layer_handle = render_layers.PushLayer();
  1613. glBindFramebuffer(GL_FRAMEBUFFER, render_layers.GetLayer(layer_handle).framebuffer);
  1614. glClear(GL_COLOR_BUFFER_BIT);
  1615. return layer_handle;
  1616. }
  1617. void RenderInterface_GL3::CompositeLayers(Rml::LayerHandle source_handle, Rml::LayerHandle destination_handle, Rml::BlendMode blend_mode,
  1618. Rml::Span<const Rml::CompiledFilterHandle> filters)
  1619. {
  1620. using Rml::BlendMode;
  1621. // Blit source layer to postprocessing buffer. Do this regardless of whether we actually have any filters to be
  1622. // applied, because we need to resolve the multi-sampled framebuffer in any case.
  1623. // @performance If we have BlendMode::Replace and no filters or mask then we can just blit directly to the destination.
  1624. BlitLayerToPostprocessPrimary(source_handle);
  1625. // Render the filters, the PostprocessPrimary framebuffer is used for both input and output.
  1626. RenderFilters(filters);
  1627. // Render to the destination layer.
  1628. glBindFramebuffer(GL_FRAMEBUFFER, render_layers.GetLayer(destination_handle).framebuffer);
  1629. Gfx::BindTexture(render_layers.GetPostprocessPrimary());
  1630. UseProgram(ProgramId::Passthrough);
  1631. if (blend_mode == BlendMode::Replace)
  1632. glDisable(GL_BLEND);
  1633. DrawFullscreenQuad();
  1634. if (blend_mode == BlendMode::Replace)
  1635. glEnable(GL_BLEND);
  1636. if (destination_handle != render_layers.GetTopLayerHandle())
  1637. glBindFramebuffer(GL_FRAMEBUFFER, render_layers.GetTopLayer().framebuffer);
  1638. Gfx::CheckGLError("CompositeLayers");
  1639. }
  1640. void RenderInterface_GL3::PopLayer()
  1641. {
  1642. render_layers.PopLayer();
  1643. glBindFramebuffer(GL_FRAMEBUFFER, render_layers.GetTopLayer().framebuffer);
  1644. }
  1645. Rml::TextureHandle RenderInterface_GL3::SaveLayerAsTexture()
  1646. {
  1647. RMLUI_ASSERT(scissor_state.Valid());
  1648. const Rml::Rectanglei bounds = scissor_state;
  1649. GLuint render_texture = Gfx::CreateTexture({}, bounds.Size());
  1650. if (render_texture == 0)
  1651. {
  1652. Rml::Log::Message(Rml::Log::LT_ERROR, "Failed to create render texture.");
  1653. return {};
  1654. }
  1655. BlitLayerToPostprocessPrimary(render_layers.GetTopLayerHandle());
  1656. EnableScissorRegion(false);
  1657. const Gfx::FramebufferData& source = render_layers.GetPostprocessPrimary();
  1658. const Gfx::FramebufferData& destination = render_layers.GetPostprocessSecondary();
  1659. glBindFramebuffer(GL_READ_FRAMEBUFFER, source.framebuffer);
  1660. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, destination.framebuffer);
  1661. // Flip the image vertically, as that convention is used for textures, and move to origin.
  1662. glBlitFramebuffer( //
  1663. bounds.Left(), source.height - bounds.Bottom(), // src0
  1664. bounds.Right(), source.height - bounds.Top(), // src1
  1665. 0, bounds.Height(), // dst0
  1666. bounds.Width(), 0, // dst1
  1667. GL_COLOR_BUFFER_BIT, GL_NEAREST //
  1668. );
  1669. glBindTexture(GL_TEXTURE_2D, render_texture);
  1670. const Gfx::FramebufferData& texture_source = destination;
  1671. glBindFramebuffer(GL_READ_FRAMEBUFFER, texture_source.framebuffer);
  1672. glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, bounds.Width(), bounds.Height());
  1673. SetScissor(bounds);
  1674. glBindFramebuffer(GL_FRAMEBUFFER, render_layers.GetTopLayer().framebuffer);
  1675. Gfx::CheckGLError("SaveLayerAsTexture");
  1676. return (Rml::TextureHandle)render_texture;
  1677. }
  1678. Rml::CompiledFilterHandle RenderInterface_GL3::SaveLayerAsMaskImage()
  1679. {
  1680. BlitLayerToPostprocessPrimary(render_layers.GetTopLayerHandle());
  1681. const Gfx::FramebufferData& source = render_layers.GetPostprocessPrimary();
  1682. const Gfx::FramebufferData& destination = render_layers.GetBlendMask();
  1683. glBindFramebuffer(GL_FRAMEBUFFER, destination.framebuffer);
  1684. BindTexture(source);
  1685. UseProgram(ProgramId::Passthrough);
  1686. glDisable(GL_BLEND);
  1687. DrawFullscreenQuad();
  1688. glEnable(GL_BLEND);
  1689. glBindFramebuffer(GL_FRAMEBUFFER, render_layers.GetTopLayer().framebuffer);
  1690. Gfx::CheckGLError("SaveLayerAsMaskImage");
  1691. CompiledFilter filter = {};
  1692. filter.type = FilterType::MaskImage;
  1693. return reinterpret_cast<Rml::CompiledFilterHandle>(new CompiledFilter(std::move(filter)));
  1694. }
  1695. void RenderInterface_GL3::UseProgram(ProgramId program_id)
  1696. {
  1697. RMLUI_ASSERT(program_data);
  1698. if (active_program != program_id)
  1699. {
  1700. if (program_id != ProgramId::None)
  1701. glUseProgram(program_data->programs[program_id]);
  1702. active_program = program_id;
  1703. }
  1704. }
  1705. int RenderInterface_GL3::GetUniformLocation(UniformId uniform_id) const
  1706. {
  1707. return program_data->uniforms.Get(active_program, uniform_id);
  1708. }
  1709. void RenderInterface_GL3::SubmitTransformUniform(Rml::Vector2f translation)
  1710. {
  1711. static_assert((size_t)ProgramId::Count < MaxNumPrograms, "Maximum number of programs exceeded.");
  1712. const size_t program_index = (size_t)active_program;
  1713. if (program_transform_dirty.test(program_index))
  1714. {
  1715. glUniformMatrix4fv(GetUniformLocation(UniformId::Transform), 1, false, transform.data());
  1716. program_transform_dirty.set(program_index, false);
  1717. }
  1718. glUniform2fv(GetUniformLocation(UniformId::Translate), 1, &translation.x);
  1719. Gfx::CheckGLError("SubmitTransformUniform");
  1720. }
  1721. RenderInterface_GL3::RenderLayerStack::RenderLayerStack()
  1722. {
  1723. fb_postprocess.resize(4);
  1724. }
  1725. RenderInterface_GL3::RenderLayerStack::~RenderLayerStack()
  1726. {
  1727. DestroyFramebuffers();
  1728. }
  1729. Rml::LayerHandle RenderInterface_GL3::RenderLayerStack::PushLayer()
  1730. {
  1731. RMLUI_ASSERT(layers_size <= (int)fb_layers.size());
  1732. if (layers_size == (int)fb_layers.size())
  1733. {
  1734. // All framebuffers should share a single stencil buffer.
  1735. GLuint shared_depth_stencil = (fb_layers.empty() ? 0 : fb_layers.front().depth_stencil_buffer);
  1736. fb_layers.push_back(Gfx::FramebufferData{});
  1737. Gfx::CreateFramebuffer(fb_layers.back(), width, height, RMLUI_NUM_MSAA_SAMPLES, Gfx::FramebufferAttachment::DepthStencil,
  1738. shared_depth_stencil);
  1739. }
  1740. layers_size += 1;
  1741. return GetTopLayerHandle();
  1742. }
  1743. void RenderInterface_GL3::RenderLayerStack::PopLayer()
  1744. {
  1745. RMLUI_ASSERT(layers_size > 0);
  1746. layers_size -= 1;
  1747. }
  1748. const Gfx::FramebufferData& RenderInterface_GL3::RenderLayerStack::GetLayer(Rml::LayerHandle layer) const
  1749. {
  1750. RMLUI_ASSERT((size_t)layer < (size_t)layers_size);
  1751. return fb_layers[layer];
  1752. }
  1753. const Gfx::FramebufferData& RenderInterface_GL3::RenderLayerStack::GetTopLayer() const
  1754. {
  1755. return GetLayer(GetTopLayerHandle());
  1756. }
  1757. Rml::LayerHandle RenderInterface_GL3::RenderLayerStack::GetTopLayerHandle() const
  1758. {
  1759. RMLUI_ASSERT(layers_size > 0);
  1760. return static_cast<Rml::LayerHandle>(layers_size - 1);
  1761. }
  1762. void RenderInterface_GL3::RenderLayerStack::SwapPostprocessPrimarySecondary()
  1763. {
  1764. std::swap(fb_postprocess[0], fb_postprocess[1]);
  1765. }
  1766. void RenderInterface_GL3::RenderLayerStack::BeginFrame(int new_width, int new_height)
  1767. {
  1768. RMLUI_ASSERT(layers_size == 0);
  1769. if (new_width != width || new_height != height)
  1770. {
  1771. width = new_width;
  1772. height = new_height;
  1773. DestroyFramebuffers();
  1774. }
  1775. PushLayer();
  1776. }
  1777. void RenderInterface_GL3::RenderLayerStack::EndFrame()
  1778. {
  1779. RMLUI_ASSERT(layers_size == 1);
  1780. PopLayer();
  1781. }
  1782. void RenderInterface_GL3::RenderLayerStack::DestroyFramebuffers()
  1783. {
  1784. RMLUI_ASSERTMSG(layers_size == 0, "Do not call this during frame rendering, that is, between BeginFrame() and EndFrame().");
  1785. for (Gfx::FramebufferData& fb : fb_layers)
  1786. Gfx::DestroyFramebuffer(fb);
  1787. fb_layers.clear();
  1788. for (Gfx::FramebufferData& fb : fb_postprocess)
  1789. Gfx::DestroyFramebuffer(fb);
  1790. }
  1791. const Gfx::FramebufferData& RenderInterface_GL3::RenderLayerStack::EnsureFramebufferPostprocess(int index)
  1792. {
  1793. RMLUI_ASSERT(index < (int)fb_postprocess.size())
  1794. Gfx::FramebufferData& fb = fb_postprocess[index];
  1795. if (!fb.framebuffer)
  1796. Gfx::CreateFramebuffer(fb, width, height, 0, Gfx::FramebufferAttachment::None, 0);
  1797. return fb;
  1798. }
  1799. const Rml::Matrix4f& RenderInterface_GL3::GetTransform() const
  1800. {
  1801. return transform;
  1802. }
  1803. void RenderInterface_GL3::ResetProgram()
  1804. {
  1805. UseProgram(ProgramId::None);
  1806. }
  1807. bool RmlGL3::Initialize(Rml::String* out_message)
  1808. {
  1809. #if defined RMLUI_PLATFORM_EMSCRIPTEN
  1810. if (out_message)
  1811. *out_message = "Started Emscripten WebGL renderer.";
  1812. #elif !defined RMLUI_GL3_CUSTOM_LOADER
  1813. const int gl_version = gladLoaderLoadGL();
  1814. if (gl_version == 0)
  1815. {
  1816. if (out_message)
  1817. *out_message = "Failed to initialize OpenGL context.";
  1818. return false;
  1819. }
  1820. if (out_message)
  1821. *out_message = Rml::CreateString("Loaded OpenGL %d.%d.", GLAD_VERSION_MAJOR(gl_version), GLAD_VERSION_MINOR(gl_version));
  1822. #endif
  1823. return true;
  1824. }
  1825. void RmlGL3::Shutdown()
  1826. {
  1827. #if !defined RMLUI_PLATFORM_EMSCRIPTEN && !defined RMLUI_GL3_CUSTOM_LOADER
  1828. gladLoaderUnloadGL();
  1829. #endif
  1830. }