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- /*
- Copyright (c) 2013 Daniele Bartolini, Michele Rossi
- Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
- Permission is hereby granted, free of charge, to any person
- obtaining a copy of this software and associated documentation
- files (the "Software"), to deal in the Software without
- restriction, including without limitation the rights to use,
- copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the
- Software is furnished to do so, subject to the following
- conditions:
- The above copyright notice and this permission notice shall be
- included in all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
- EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
- OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
- NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
- HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
- WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
- OTHER DEALINGS IN THE SOFTWARE.
- */
- #include "Config.h"
- #include <GLES2/gl2.h>
- #include <algorithm>
- #include "Assert.h"
- #include "Types.h"
- #include "GLESRenderer.h"
- #include "GLESUtils.h"
- #include "Log.h"
- #include "Material.h"
- #include "Vec2.h"
- #include "Vec3.h"
- #include "Vec4.h"
- #include "Mat3.h"
- #include "Mat4.h"
- #include "Device.h"
- #include "ResourceManager.h"
- #include "VertexShaderResource.h"
- #include "PixelShaderResource.h"
- namespace crown
- {
- //-----------------------------------------------------------------------------
- static const char* gl_error_to_string(GLenum error)
- {
- switch (error)
- {
- case GL_INVALID_ENUM: return "GL_INVALID_ENUM";
- case GL_INVALID_VALUE: return "GL_INVALID_VALUE";
- case GL_INVALID_OPERATION: return "GL_INVALID_OPERATION";
- case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY";
- default: return "UNKNOWN_GL_ERROR";
- }
- }
- //-----------------------------------------------------------------------------
- #ifdef CROWN_DEBUG
- #define GL_CHECK(function)\
- function;\
- do { GLenum error; CE_ASSERT((error = glGetError()) == GL_NO_ERROR,\
- "OpenGL error: %s", gl_error_to_string(error)); } while (0)
- #else
- #define GL_CHECK(function)\
- function;
- #endif
- //-----------------------------------------------------------------------------
- GLESRenderer::GLESRenderer() :
- m_max_texture_size(0),
- m_max_texture_units(0),
- m_max_vertex_indices(0),
- m_max_vertex_vertices(0),
- m_max_anisotropy(0.0f),
- m_ambient_light_color(Color4::GRAY),
- m_textures_id_table(m_allocator, MAX_TEXTURES),
- m_active_texture_unit(0),
- m_vertex_buffers_id_table(m_allocator, MAX_VERTEX_BUFFERS),
- m_index_buffers_id_table(m_allocator, MAX_INDEX_BUFFERS),
- m_vertex_shaders_id_table(m_allocator, MAX_VERTEX_SHADERS),
- m_pixel_shaders_id_table(m_allocator, MAX_PIXEL_SHADERS),
- m_gpu_programs_id_table(m_allocator, 128)
- //m_render_buffers_id_table(m_allocator, MAX_RENDER_BUFFERS)
- {
- m_min_max_point_size[0] = 0.0f;
- m_min_max_point_size[1] = 0.0f;
- m_min_max_line_width[0] = 0.0f;
- m_min_max_line_width[1] = 0.0f;
- // Initialize viewport and scissor
- m_viewport[0] = 0;
- m_viewport[1] = 0;
- m_viewport[2] = 0;
- m_viewport[3] = 0;
- m_scissor[0] = 0;
- m_scissor[1] = 0;
- m_scissor[2] = 0;
- m_scissor[3] = 0;
- // Initialize texture units
- for (uint32_t i = 0; i < MAX_TEXTURE_UNITS; i++)
- {
- m_texture_unit[i] = 0;
- m_texture_unit_target[i] = GL_TEXTURE_2D;
- }
- // Initialize the matrices
- for (uint32_t i = 0; i < MT_COUNT; i++)
- {
- m_matrix[i].load_identity();
- }
- m_model_view_matrix.load_identity();
- m_model_view_projection_matrix.load_identity();
- }
- //-----------------------------------------------------------------------------
- GLESRenderer::~GLESRenderer()
- {
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::init()
- {
- m_context.create_context();
- GL_CHECK(glGetIntegerv(GL_MAX_TEXTURE_SIZE, &m_max_texture_size));
- GL_CHECK(glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &m_max_texture_units));
- //glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &m_max_vertex_indices);
- //glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &m_max_vertex_vertices);
- GL_CHECK(glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, &m_min_max_point_size[0]));
- //glGetFloatv(GL_LINE_WIDTH_RANGE, &m_min_max_line_width[0]);
- Log::i("OpenGL Vendor\t: %s", glGetString(GL_VENDOR));
- Log::i("OpenGL Renderer\t: %s", glGetString(GL_RENDERER));
- Log::i("OpenGL Version\t: %s", glGetString(GL_VERSION));
- Log::d("Min Point Size\t: %f", m_min_max_point_size[0]);
- Log::d("Max Point Size\t: %f", m_min_max_point_size[1]);
- Log::d("Min Line Width\t: %f", m_min_max_line_width[0]);
- Log::d("Max Line Width\t: %f", m_min_max_line_width[1]);
- Log::d("Max Texture Size\t: %dx%d", m_max_texture_size, m_max_texture_size);
- Log::d("Max Texture Units\t: %d", m_max_texture_units);
- Log::d("Max Vertex Indices\t: %d", m_max_vertex_indices);
- Log::d("Max Vertex Vertices\t: %d", m_max_vertex_vertices);
- Log::d("Max Anisotropy\t: %f", m_max_anisotropy);
- GL_CHECK(glDisable(GL_BLEND));
- GL_CHECK(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
- GL_CHECK(glBlendEquation(GL_FUNC_ADD));
- GL_CHECK(glFrontFace(GL_CCW));
- GL_CHECK(glEnable(GL_CULL_FACE));
- // Set the default framebuffer clear color
- GL_CHECK(glClearColor(0.5f, 0.5f, 0.5f, 0.5f));
- // Enable depth test
- GL_CHECK(glEnable(GL_DEPTH_TEST));
- GL_CHECK(glDepthFunc(GL_LEQUAL));
- GL_CHECK(glClearDepthf(1.0));
- // Enable scissor test
- GL_CHECK(glEnable(GL_SCISSOR_TEST));
- // Disable dithering
- GL_CHECK(glDisable(GL_DITHER));
- Log::i("OpenGL Renderer initialized.");
- load_default_shaders();
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::shutdown()
- {
- unload_default_shaders();
- m_context.destroy_context();
- }
- //-----------------------------------------------------------------------------
- VertexBufferId GLESRenderer::create_vertex_buffer(size_t count, VertexFormat format, const void* vertices)
- {
- const VertexBufferId id = m_vertex_buffers_id_table.create();
- VertexBuffer& buffer = m_vertex_buffers[id.index];
- GL_CHECK(glGenBuffers(1, &buffer.gl_object));
- GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, buffer.gl_object));
- GL_CHECK(glBufferData(GL_ARRAY_BUFFER, count * Vertex::bytes_per_vertex(format), vertices, GL_STATIC_DRAW));
- buffer.count = count;
- buffer.format = format;
- return id;
- }
- //-----------------------------------------------------------------------------
- VertexBufferId GLESRenderer::create_dynamic_vertex_buffer(size_t count, VertexFormat format, const void* vertices)
- {
- const VertexBufferId id = m_vertex_buffers_id_table.create();
- VertexBuffer& buffer = m_vertex_buffers[id.index];
- GL_CHECK(glGenBuffers(1, &buffer.gl_object));
- GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, buffer.gl_object));
- GL_CHECK(glBufferData(GL_ARRAY_BUFFER, count * Vertex::bytes_per_vertex(format), vertices, GL_STREAM_DRAW));
- buffer.count = count;
- buffer.format = format;
- return id;
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::update_vertex_buffer(VertexBufferId id, size_t offset, size_t count, const void* vertices)
- {
- CE_ASSERT(m_vertex_buffers_id_table.has(id), "Vertex buffer does not exist");
- VertexBuffer& buffer = m_vertex_buffers[id.index];
- GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, buffer.gl_object));
- GL_CHECK(glBufferSubData(GL_ARRAY_BUFFER, offset * Vertex::bytes_per_vertex(buffer.format),
- count * Vertex::bytes_per_vertex(buffer.format), vertices));
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::destroy_vertex_buffer(VertexBufferId id)
- {
- CE_ASSERT(m_vertex_buffers_id_table.has(id), "Vertex buffer does not exist");
- VertexBuffer& buffer = m_vertex_buffers[id.index];
- GL_CHECK(glDeleteBuffers(1, &buffer.gl_object));
- m_vertex_buffers_id_table.destroy(id);
- }
- //-----------------------------------------------------------------------------
- IndexBufferId GLESRenderer::create_index_buffer(size_t count, const void* indices)
- {
- const IndexBufferId id = m_index_buffers_id_table.create();
- IndexBuffer& buffer = m_index_buffers[id.index];
- GL_CHECK(glGenBuffers(1, &buffer.gl_object));
- GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer.gl_object));
- GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER, count * sizeof(GLushort), indices, GL_STATIC_DRAW));
- buffer.index_count = count;
- return id;
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::destroy_index_buffer(IndexBufferId id)
- {
- CE_ASSERT(m_index_buffers_id_table.has(id), "Index buffer does not exist");
- IndexBuffer& buffer = m_index_buffers[id.index];
- GL_CHECK(glDeleteBuffers(1, &buffer.gl_object));
- m_index_buffers_id_table.destroy(id);
- }
- //-----------------------------------------------------------------------------
- TextureId GLESRenderer::create_texture(uint32_t width, uint32_t height, PixelFormat format, const void* data)
- {
- const TextureId id = m_textures_id_table.create();
- Texture& gl_texture = m_textures[id.index];
- GL_CHECK(glGenTextures(1, &gl_texture.gl_object));
- GL_CHECK(glBindTexture(GL_TEXTURE_2D, gl_texture.gl_object));
- //GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE));
- // FIXME
- GL_CHECK(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
- GLES::pixel_format(format), GL_UNSIGNED_BYTE, data));
- gl_texture.format = format;
- return id;
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::update_texture(TextureId id, uint32_t x, uint32_t y, uint32_t width, uint32_t height, const void* data)
- {
- CE_ASSERT(m_textures_id_table.has(id), "Texture does not exist");
- Texture& gl_texture = m_textures[id.index];
- GL_CHECK(glBindTexture(GL_TEXTURE_2D, gl_texture.gl_object));
- GL_CHECK(glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, GLES::pixel_format(gl_texture.format),
- GL_UNSIGNED_BYTE, data));
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::destroy_texture(TextureId id)
- {
- CE_ASSERT(m_textures_id_table.has(id), "Texture does not exist");
- Texture& gl_texture = m_textures[id.index];
- GL_CHECK(glDeleteTextures(1, &gl_texture.gl_object));
- }
- //-----------------------------------------------------------------------------
- VertexShaderId GLESRenderer::create_vertex_shader(const char* program)
- {
- CE_ASSERT(program != NULL, "Program must be != NULL");
- const VertexShaderId& id = m_vertex_shaders_id_table.create();
- VertexShader& gl_shader = m_vertex_shaders[id.index];
- gl_shader.gl_object = GL_CHECK(glCreateShader(GL_VERTEX_SHADER));
- GL_CHECK(glShaderSource(gl_shader.gl_object, 1, &program, NULL));
- GL_CHECK(glCompileShader(gl_shader.gl_object));
- GLint success;
- GL_CHECK(glGetShaderiv(gl_shader.gl_object, GL_COMPILE_STATUS, &success));
- if (!success)
- {
- GLchar info_log[256];
- GL_CHECK(glGetShaderInfoLog(gl_shader.gl_object, 256, NULL, info_log));
- Log::e("Vertex shader compilation failed.");
- Log::e("Log: %s", info_log);
- CE_ASSERT(0, "");
- }
- return id;
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::destroy_vertex_shader(VertexShaderId id)
- {
- CE_ASSERT(m_vertex_shaders_id_table.has(id), "Vertex shader does not exist");
- VertexShader& gl_shader = m_vertex_shaders[id.index];
- GL_CHECK(glDeleteShader(gl_shader.gl_object));
- }
- //-----------------------------------------------------------------------------
- PixelShaderId GLESRenderer::create_pixel_shader(const char* program)
- {
- CE_ASSERT(program != NULL, "Program must be != NULL");
- const PixelShaderId& id = m_pixel_shaders_id_table.create();
- PixelShader& gl_shader = m_pixel_shaders[id.index];
- gl_shader.gl_object = GL_CHECK(glCreateShader(GL_FRAGMENT_SHADER));
- GL_CHECK(glShaderSource(gl_shader.gl_object, 1, &program, NULL));
- GL_CHECK(glCompileShader(gl_shader.gl_object));
- GLint success;
- GL_CHECK(glGetShaderiv(gl_shader.gl_object, GL_COMPILE_STATUS, &success));
- if (!success)
- {
- GLchar info_log[256];
- GL_CHECK(glGetShaderInfoLog(gl_shader.gl_object, 256, NULL, info_log));
- Log::e("Pixel shader compilation failed.");
- Log::e("Log: %s", info_log);
- CE_ASSERT(0, "");
- }
- return id;
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::destroy_pixel_shader(PixelShaderId id)
- {
- CE_ASSERT(m_pixel_shaders_id_table.has(id), "Pixel shader does not exist");
- PixelShader& gl_shader = m_pixel_shaders[id.index];
- GL_CHECK(glDeleteShader(gl_shader.gl_object));
- }
- //-----------------------------------------------------------------------------
- GPUProgramId GLESRenderer::create_gpu_program(VertexShaderId vs, PixelShaderId ps)
- {
- CE_ASSERT(m_vertex_shaders_id_table.has(vs), "Vertex shader does not exist");
- CE_ASSERT(m_pixel_shaders_id_table.has(ps), "Pixel shader does not exist");
- const GPUProgramId id = m_gpu_programs_id_table.create();
- GPUProgram& gl_program = m_gpu_programs[id.index];
- gl_program.gl_object = GL_CHECK(glCreateProgram());
- GL_CHECK(glAttachShader(gl_program.gl_object, m_vertex_shaders[id.index].gl_object));
- GL_CHECK(glAttachShader(gl_program.gl_object, m_pixel_shaders[id.index].gl_object));
- GL_CHECK(glBindAttribLocation(gl_program.gl_object, SA_VERTEX, "vertex"));
- GL_CHECK(glBindAttribLocation(gl_program.gl_object, SA_COORDS, "coords"));
- GL_CHECK(glBindAttribLocation(gl_program.gl_object, SA_NORMAL, "normal"));
- GL_CHECK(glLinkProgram(gl_program.gl_object));
- GLint success;
- GL_CHECK(glGetProgramiv(gl_program.gl_object, GL_LINK_STATUS, &success));
- if (!success)
- {
- GLchar info_log[256];
- GL_CHECK(glGetProgramInfoLog(gl_program.gl_object, 256, NULL, info_log));
- Log::e("GPU program compilation failed.\n");
- Log::e("Log: %s", info_log);
- }
- return id;
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::destroy_gpu_program(GPUProgramId id)
- {
- CE_ASSERT(m_gpu_programs_id_table.has(id), "GPU program does not exist");
- GPUProgram& gl_program = m_gpu_programs[id.index];
- GL_CHECK(glDeleteProgram(gl_program.gl_object));
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::set_gpu_program_bool_uniform(GPUProgramId id, const char* name, bool value)
- {
- CE_ASSERT(m_gpu_programs_id_table.has(id), "GPU program does not exist");
- const GLint uniform = find_gpu_program_uniform(m_gpu_programs[id.index].gl_object, name);
- GL_CHECK(glUniform1i(uniform, (GLint) value));
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::set_gpu_program_int_uniform(GPUProgramId id, const char* name, int value)
- {
- CE_ASSERT(m_gpu_programs_id_table.has(id), "GPU program does not exist");
- const GLint uniform = find_gpu_program_uniform(m_gpu_programs[id.index].gl_object, name);
- GL_CHECK(glUniform1i(uniform, (GLint) value));
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::set_gpu_program_vec2_uniform(GPUProgramId id, const char* name, const Vec2& value)
- {
- CE_ASSERT(m_gpu_programs_id_table.has(id), "GPU program does not exist");
- const GLint uniform = find_gpu_program_uniform(m_gpu_programs[id.index].gl_object, name);
- GL_CHECK(glUniform2fv(uniform, 1, value.to_float_ptr()));
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::set_gpu_program_vec3_uniform(GPUProgramId id, const char* name, const Vec3& value)
- {
- CE_ASSERT(m_gpu_programs_id_table.has(id), "GPU program does not exist");
- const GLint uniform = find_gpu_program_uniform(m_gpu_programs[id.index].gl_object, name);
- GL_CHECK(glUniform3fv(uniform, 1, value.to_float_ptr()));
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::set_gpu_program_vec4_uniform(GPUProgramId id, const char* name, const Vec4& value)
- {
- CE_ASSERT(m_gpu_programs_id_table.has(id), "GPU program does not exist");
- const GLint uniform = find_gpu_program_uniform(m_gpu_programs[id.index].gl_object, name);
- GL_CHECK(glUniform4fv(uniform, 1, value.to_float_ptr()));
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::set_gpu_porgram_mat3_uniform(GPUProgramId id, const char* name, const Mat3& value)
- {
- CE_ASSERT(m_gpu_programs_id_table.has(id), "GPU program does not exist");
- const GLint uniform = find_gpu_program_uniform(m_gpu_programs[id.index].gl_object, name);
- GL_CHECK(glUniformMatrix3fv(uniform, 1, GL_FALSE, value.to_float_ptr()));
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::set_gpu_program_mat4_uniform(GPUProgramId id, const char* name, const Mat4& value)
- {
- CE_ASSERT(m_gpu_programs_id_table.has(id), "GPU program does not exist");
- const GLint uniform = find_gpu_program_uniform(m_gpu_programs[id.index].gl_object, name);
- GL_CHECK(glUniformMatrix4fv(uniform, 1, GL_FALSE, value.to_float_ptr()));
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::set_gpu_program_sampler_uniform(GPUProgramId id, const char* name, uint32_t value)
- {
- CE_ASSERT(m_gpu_programs_id_table.has(id), "GPU program does not exist");
- const GLint uniform = find_gpu_program_uniform(m_gpu_programs[id.index].gl_object, name);
- GL_CHECK(glUniform1i(uniform, (GLint) value));
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::bind_gpu_program(GPUProgramId id) const
- {
- CE_ASSERT(m_gpu_programs_id_table.has(id), "GPU program does not exist");
- const GPUProgram& gl_program = m_gpu_programs[id.index];
- GL_CHECK(glUseProgram(gl_program.gl_object));
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::set_clear_color(const Color4& color)
- {
- GL_CHECK(glClearColor(color.r, color.g, color.b, color.a));
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::set_ambient_light(const Color4& color)
- {
- m_ambient_light_color = color;
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::bind_texture(uint32_t unit, TextureId texture)
- {
- CE_ASSERT(m_textures_id_table.has(texture), "Texture does not exist");
- if (!activate_texture_unit(unit))
- {
- return;
- }
- m_texture_unit_target[unit] = GL_TEXTURE_2D;
- m_texture_unit[unit] = m_textures[texture.index].gl_object;
- GL_CHECK(glEnable(m_texture_unit_target[unit]));
- GL_CHECK(glBindTexture(m_texture_unit_target[unit], m_texture_unit[unit]));
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::set_texturing(uint32_t unit, bool texturing)
- {
- if (!activate_texture_unit(unit))
- return;
- if (texturing)
- {
- GL_CHECK(glEnable(m_texture_unit_target[unit]));
- }
- else
- {
- GL_CHECK(glDisable(m_texture_unit_target[unit]));
- }
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::set_texture_wrap(uint32_t unit, TextureWrap wrap)
- {
- GLenum gl_wrap = GLES::texture_wrap(wrap);
- GL_CHECK(glTexParameteri(m_texture_unit_target[unit], GL_TEXTURE_WRAP_S, gl_wrap));
- GL_CHECK(glTexParameteri(m_texture_unit_target[unit], GL_TEXTURE_WRAP_T, gl_wrap));
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::set_texture_filter(uint32_t unit, TextureFilter filter)
- {
- if (!activate_texture_unit(unit))
- return;
- GLint min_filter;
- GLint mag_filter;
- GLES::texture_filter(filter, min_filter, mag_filter);
- GL_CHECK(glTexParameteri(m_texture_unit_target[unit], GL_TEXTURE_MIN_FILTER, min_filter));
- GL_CHECK(glTexParameteri(m_texture_unit_target[unit], GL_TEXTURE_MAG_FILTER, mag_filter));
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::set_backface_culling(bool culling)
- {
- if (culling)
- {
- GL_CHECK(glEnable(GL_CULL_FACE));
- }
- else
- {
- GL_CHECK(glDisable(GL_CULL_FACE));
- }
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::set_depth_test(bool test)
- {
- if (test)
- {
- GL_CHECK(glEnable(GL_DEPTH_TEST));
- }
- else
- {
- GL_CHECK(glDisable(GL_DEPTH_TEST));
- }
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::set_depth_write(bool write)
- {
- GL_CHECK(glDepthMask((GLboolean) write));
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::set_depth_func(CompareFunction func)
- {
- GLenum gl_func = GLES::compare_function(func);
- GL_CHECK(glDepthFunc(gl_func));
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::set_blending(bool blending)
- {
- if (blending)
- {
- GL_CHECK(glEnable(GL_BLEND));
- }
- else
- {
- GL_CHECK(glDisable(GL_BLEND));
- }
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::set_blending_params(BlendEquation equation, BlendFunction src, BlendFunction dst, const Color4& color)
- {
- GLenum gl_equation = GLES::blend_equation(equation);
- GL_CHECK(glBlendEquation(gl_equation));
- GLenum gl_src_factor = GLES::blend_function(src);
- GLenum gl_dst_factor = GLES::blend_function(dst);
- GL_CHECK(glBlendFunc(gl_src_factor, gl_dst_factor));
- GL_CHECK(glBlendColor(color.r, color.g, color.b, color.a));
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::set_color_write(bool write)
- {
- if (write)
- {
- GL_CHECK(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE));
- }
- else
- {
- GL_CHECK(glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE));
- }
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::set_front_face(FrontFace face)
- {
- const GLenum gl_face = (face == FF_CCW) ? GL_CCW : GL_CW;
- GL_CHECK(glFrontFace(gl_face));
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::set_viewport_params(int32_t x, int32_t y, int32_t width, int32_t height)
- {
- m_viewport[0] = x;
- m_viewport[1] = y;
- m_viewport[2] = width;
- m_viewport[3] = height;
- GL_CHECK(glViewport(x, y, width, height));
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::get_viewport_params(int32_t& x, int32_t& y, int32_t& width, int32_t& height)
- {
- x = m_viewport[0];
- y = m_viewport[1];
- width = m_viewport[2];
- height = m_viewport[3];
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::set_scissor(bool scissor)
- {
- if (scissor)
- {
- GL_CHECK(glEnable(GL_SCISSOR_TEST));
- }
- else
- {
- GL_CHECK(glDisable(GL_SCISSOR_TEST));
- }
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::set_scissor_params(int32_t x, int32_t y, int32_t width, int32_t height)
- {
- m_scissor[0] = x;
- m_scissor[1] = y;
- m_scissor[2] = width;
- m_scissor[3] = height;
- GL_CHECK(glScissor(x, y, width, height));
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::get_scissor_params(int32_t& x, int32_t& y, int32_t& width, int32_t& height)
- {
- x = m_scissor[0];
- y = m_scissor[1];
- width = m_scissor[2];
- height = m_scissor[3];
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::frame()
- {
- // Clear frame/depth buffer
- GL_CHECK(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
- // Bind the default gpu program
- bind_gpu_program(m_default_gpu_program);
- set_gpu_program_mat4_uniform(m_default_gpu_program, "mvp_matrix", m_model_view_projection_matrix);
- GL_CHECK(glFinish());
- m_context.swap_buffers();
- }
- //-----------------------------------------------------------------------------
- Mat4 GLESRenderer::get_matrix(MatrixType type) const
- {
- return m_matrix[type];
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::set_matrix(MatrixType type, const Mat4& matrix)
- {
- m_matrix[type] = matrix;
- switch (type)
- {
- case MT_VIEW:
- case MT_MODEL:
- {
- m_model_view_matrix = m_matrix[MT_VIEW] * m_matrix[MT_MODEL];
- break;
- }
- case MT_PROJECTION:
- {
- m_model_view_projection_matrix = m_matrix[MT_PROJECTION] * m_model_view_matrix;
- break;
- }
- default:
- {
- break;
- CE_ASSERT(0, "");
- }
- }
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::bind_vertex_buffer(VertexBufferId vb) const
- {
- CE_ASSERT(m_vertex_buffers_id_table.has(vb), "Vertex buffer does not exist");
- const VertexBuffer& vertex_buffer = m_vertex_buffers[vb.index];
- GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer.gl_object));
- switch (vertex_buffer.format)
- {
- case VF_XY_FLOAT_32:
- {
- GL_CHECK(glEnableVertexAttribArray(SA_VERTEX));
- GL_CHECK(glVertexAttribPointer(SA_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, 0));
- break;
- }
- case VF_XYZ_FLOAT_32:
- {
- GL_CHECK(glEnableVertexAttribArray(SA_VERTEX));
- GL_CHECK(glVertexAttribPointer(SA_VERTEX, 3, GL_FLOAT, GL_FALSE, 0, 0));
- break;
- }
- case VF_UV_FLOAT_32:
- {
- GL_CHECK(glEnableVertexAttribArray(SA_COORDS));
- GL_CHECK(glVertexAttribPointer(SA_COORDS, 2, GL_FLOAT, GL_FALSE, 0, 0));
- break;
- }
- case VF_UVT_FLOAT_32:
- {
- GL_CHECK(glEnableVertexAttribArray(SA_COORDS));
- GL_CHECK(glVertexAttribPointer(SA_COORDS, 3, GL_FLOAT, GL_FALSE, 0, 0));
- break;
- }
- case VF_XYZ_NORMAL_FLOAT_32:
- {
- GL_CHECK(glEnableVertexAttribArray(SA_NORMAL));
- GL_CHECK(glVertexAttribPointer(SA_NORMAL, 3, GL_FLOAT, GL_FALSE, 0, 0));
- break;
- }
- case VF_XYZ_UV_XYZ_NORMAL_FLOAT_32:
- {
- break;
- }
- default:
- {
- CE_ASSERT(0, "Vertex format unknown");
- break;
- }
- }
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::draw_triangles(IndexBufferId id) const
- {
- CE_ASSERT(m_index_buffers_id_table.has(id), "Index buffer does not exist");
- const IndexBuffer& index_buffer = m_index_buffers[id.index];
- GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer.gl_object));
- GL_CHECK(glDrawElements(GL_TRIANGLES, index_buffer.index_count, GL_UNSIGNED_SHORT, 0));
- }
- //-----------------------------------------------------------------------------
- // void GLESRenderer::bind_render_buffer(RenderBufferId id) const
- // {
- // CE_ASSERT(m_render_buffers_id_table.has(id), "Render buffer does not exist");
- // const GLRenderBuffer& render_buffer = m_render_buffers[id.index];
- // }
- //-----------------------------------------------------------------------------
- void GLESRenderer::draw_lines(const float* vertices, const float* colors, uint32_t count)
- {
- // GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0));
- // GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
- // GL_CHECK(glEnableClientState(GL_VERTEX_ARRAY));
- // GL_CHECK(glEnableClientState(GL_COLOR_ARRAY));
- // GL_CHECK(glVertexPointer(3, GL_FLOAT, 0, vertices));
- // GL_CHECK(glColorPointer(4, GL_FLOAT, 0, colors));
- // GL_CHECK(glDrawArrays(GL_LINES, 0, count));
- // GL_CHECK(glDisableClientState(GL_COLOR_ARRAY));
- // GL_CHECK(glDisableClientState(GL_VERTEX_ARRAY));
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::load_default_shaders()
- {
- static const char* vs_text =
- "attribute vec4 vertex;"
- "attribute vec2 coords;"
- "uniform mat4 mvp_matrix;"
- "void main(void)"
- "{"
- " gl_Position = mvp_matrix * vertex;"
- "}";
- static const char* ps_text =
- "void main(void)"
- "{"
- " gl_FragColor = vec4(1, 0, 0, 0);"
- "}";
- m_default_vertex_shader = create_vertex_shader(vs_text);
- m_default_pixel_shader = create_pixel_shader(ps_text);
- // Create and bind the default program
- m_default_gpu_program = create_gpu_program(m_default_vertex_shader, m_default_pixel_shader);
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::unload_default_shaders()
- {
- destroy_pixel_shader(m_default_pixel_shader);
- destroy_vertex_shader(m_default_vertex_shader);
- destroy_gpu_program(m_default_gpu_program);
- }
- //-----------------------------------------------------------------------------
- void GLESRenderer::reload_default_shaders()
- {
- }
- //-----------------------------------------------------------------------------
- bool GLESRenderer::activate_texture_unit(uint32_t unit)
- {
- if (unit >= (uint32_t) m_max_texture_units)
- {
- return false;
- }
- GL_CHECK(glActiveTexture(GL_TEXTURE0 + unit));
- m_active_texture_unit = unit;
- return true;
- }
- //-----------------------------------------------------------------------------
- GLint GLESRenderer::find_gpu_program_uniform(GLuint program, const char* name) const
- {
- GLint uniform = GL_CHECK(glGetUniformLocation(program, name));
- CE_ASSERT(uniform != -1, "Uniform does not exist");
- return uniform;
- }
- //-----------------------------------------------------------------------------
- Renderer* Renderer::create(Allocator& a)
- {
- return CE_NEW(a, GLESRenderer);
- }
- //-----------------------------------------------------------------------------
- void Renderer::destroy(Allocator& a, Renderer* renderer)
- {
- CE_DELETE(a, renderer);
- }
- } // namespace crown
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