PolyOpenGLGraphicsInterface.cpp 18 KB

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  1. /*
  2. Copyright (C) 2015 by Ivan Safrin
  3. Permission is hereby granted, free of charge, to any person obtaining a copy
  4. of this software and associated documentation files (the "Software"), to deal
  5. in the Software without restriction, including without limitation the rights
  6. to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  7. copies of the Software, and to permit persons to whom the Software is
  8. furnished to do so, subject to the following conditions:
  9. The above copyright notice and this permission notice shall be included in
  10. all copies or substantial portions of the Software.
  11. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  12. IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  13. FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  14. AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  15. LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  16. OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  17. THE SOFTWARE.
  18. */
  19. #include "PolyOpenGLGraphicsInterface.h"
  20. #include "OSBasics.h"
  21. #include "PolyLogger.h"
  22. #include "PolyCoreServices.h"
  23. using namespace Polycode;
  24. OpenGLGraphicsInterface::OpenGLGraphicsInterface() {
  25. }
  26. OpenGLGraphicsInterface::~OpenGLGraphicsInterface() {
  27. }
  28. void OpenGLGraphicsInterface::setUniformMatrix(GLint paramLocation, const Polycode::Matrix4& matrix) {
  29. #ifdef POLYCODE_NUMBER_IS_SINGLE
  30. glUniformMatrix4fv(paramLocation, 1, false, matrix.ml);
  31. #else
  32. // no glUniformMatrix4dv on some systems
  33. float copyMatrix[16];
  34. for(int i=0; i < 16; i++) {
  35. copyMatrix[i] = matrix.ml[i];
  36. }
  37. glUniformMatrix4fv(paramLocation, 1, false, copyMatrix);
  38. #endif
  39. }
  40. void OpenGLGraphicsInterface::setParamInShader(Shader *shader, ProgramParam *param, LocalShaderParam *localParam) {
  41. GLuint paramLocation = *((GLuint*) param->platformData);
  42. switch(param->type) {
  43. case ProgramParam::PARAM_NUMBER:
  44. if(localParam) {
  45. glUniform1f(paramLocation, localParam->getNumber());
  46. } else {
  47. glUniform1f(paramLocation, 0.0f);
  48. }
  49. break;
  50. case ProgramParam::PARAM_VECTOR2:
  51. if(localParam) {
  52. Vector2 vec2 = localParam->getVector2();
  53. glUniform2f(paramLocation, vec2.x, vec2.y);
  54. } else {
  55. glUniform2f(paramLocation, 0.0f, 0.0f);
  56. }
  57. break;
  58. case ProgramParam::PARAM_VECTOR3:
  59. if(localParam) {
  60. Vector3 vec3 = localParam->getVector3();
  61. glUniform3f(paramLocation, vec3.x, vec3.y, vec3.z);
  62. } else {
  63. glUniform3f(paramLocation, 0.0f, 0.0f, 0.0f);
  64. }
  65. break;
  66. case ProgramParam::PARAM_COLOR:
  67. if(localParam) {
  68. Color color = localParam->getColor();
  69. glUniform4f(paramLocation, color.r, color.g, color.b, color.a);
  70. } else {
  71. glUniform4f(paramLocation, 0.0f, 0.0f, 0.0f, 0.0f);
  72. }
  73. break;
  74. case ProgramParam::PARAM_MATRIX:
  75. if(localParam) {
  76. if(localParam->arraySize > 0) {
  77. Matrix4 *matPointer = (Matrix4*)localParam->data;
  78. std::vector<float> matrixData;
  79. for(int i=0; i < localParam->arraySize; i++) {
  80. for(int j=0; j < 16; j++) {
  81. matrixData.push_back(matPointer[i].ml[j]);
  82. }
  83. }
  84. glUniformMatrix4fv(paramLocation, localParam->arraySize, false, &matrixData[0]);
  85. } else {
  86. setUniformMatrix(paramLocation, localParam->getMatrix4());
  87. }
  88. } else {
  89. Matrix4 defaultMatrix;
  90. setUniformMatrix(paramLocation, defaultMatrix);
  91. }
  92. break;
  93. case ProgramParam::PARAM_TEXTURE:
  94. glEnable(GL_TEXTURE_2D);
  95. glUniform1i(paramLocation, textureIndex);
  96. glActiveTexture(GL_TEXTURE0 + textureIndex);
  97. if(localParam) {
  98. Texture* texture = localParam->getTexture();
  99. glBindTexture(GL_TEXTURE_2D, *((GLuint*) texture->platformData));
  100. } else {
  101. glBindTexture(GL_TEXTURE_2D, 0);
  102. }
  103. textureIndex++;
  104. break;
  105. case ProgramParam::PARAM_CUBEMAP:
  106. // RENDERER_TODO
  107. break;
  108. }
  109. }
  110. void OpenGLGraphicsInterface::setBlendingMode(unsigned int blendingMode) {
  111. if(blendingMode == Renderer::BLEND_MODE_NONE) {
  112. glDisable(GL_BLEND);
  113. } else {
  114. glEnable(GL_BLEND);
  115. }
  116. switch(blendingMode) {
  117. case Renderer::BLEND_MODE_NORMAL:
  118. glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  119. break;
  120. case Renderer::BLEND_MODE_LIGHTEN:
  121. glBlendFunc (GL_SRC_ALPHA, GL_ONE);
  122. break;
  123. case Renderer::BLEND_MODE_COLOR:
  124. glBlendFunc (GL_DST_COLOR, GL_SRC_COLOR);
  125. break;
  126. case Renderer::BLEND_MODE_PREMULTIPLIED:
  127. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  128. break;
  129. case Renderer::BLEND_MODE_MULTIPLY:
  130. glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
  131. break;
  132. default:
  133. glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  134. break;
  135. }
  136. }
  137. void OpenGLGraphicsInterface::beginDrawCall() {
  138. textureIndex = 0;
  139. }
  140. void OpenGLGraphicsInterface::useShader(Shader *shader) {
  141. GLuint shaderID = *((GLuint*) shader->platformData);
  142. glUseProgram(shaderID);
  143. }
  144. void OpenGLGraphicsInterface::setAttributeInShader(Shader *shader, ProgramAttribute *attribute, AttributeBinding *attributeBinding) {
  145. GLuint attribLocation = *((GLuint*) attribute->platformData);
  146. glVertexAttribPointer(attribLocation, attributeBinding->vertexData->countPerVertex, GL_FLOAT, false, 0, attributeBinding->vertexData->data.data());
  147. glEnableVertexAttribArray(attribLocation);
  148. }
  149. void OpenGLGraphicsInterface::disableAttribute(Shader *shader, const ProgramAttribute &attribute) {
  150. GLuint attribLocation = *((GLuint*) attribute.platformData);
  151. glDisableVertexAttribArray(attribLocation);
  152. }
  153. GLenum OpenGLGraphicsInterface::getGLDrawMode(int polycodeMode) {
  154. switch(polycodeMode) {
  155. case Mesh::POINT_MESH:
  156. return GL_POINTS;
  157. break;
  158. case Mesh::LINE_STRIP_MESH:
  159. return GL_LINE_STRIP;
  160. break;
  161. case Mesh::LINE_LOOP_MESH:
  162. return GL_LINE_LOOP;
  163. break;
  164. case Mesh::LINE_MESH:
  165. return GL_LINES;
  166. break;
  167. case Mesh::TRISTRIP_MESH:
  168. return GL_TRIANGLE_STRIP;
  169. break;
  170. case Mesh::TRIFAN_MESH:
  171. return GL_TRIANGLE_FAN;
  172. break;
  173. case Mesh::TRI_MESH:
  174. return GL_TRIANGLES;
  175. break;
  176. }
  177. return GL_TRIANGLES;
  178. }
  179. void OpenGLGraphicsInterface::drawIndices(int type, IndexDataArray *indexArray) {
  180. glDrawElements(getGLDrawMode(type), indexArray->data.size(), GL_UNSIGNED_INT, indexArray->data.data());
  181. }
  182. void OpenGLGraphicsInterface::drawArrays(int type, unsigned int vertexCount) {
  183. glDrawArrays(getGLDrawMode(type), 0, vertexCount);
  184. }
  185. void OpenGLGraphicsInterface::createTexture(Texture *texture, int filteringMode, int anisotropy, bool createMipmaps) {
  186. if(!texture->platformData) {
  187. texture->platformData = (void*) new GLuint;
  188. glGenTextures(1, (GLuint*)texture->platformData);
  189. }
  190. GLuint textureID = *((GLuint*)texture->platformData);
  191. glBindTexture(GL_TEXTURE_2D, textureID);
  192. if(texture->clamp) {
  193. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  194. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  195. } else {
  196. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  197. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  198. }
  199. GLenum glTextureType;
  200. GLuint glTextureFormat;
  201. GLenum pixelType;
  202. switch(texture->type) {
  203. case Image::IMAGE_RGB:
  204. glTextureType = GL_RGB;
  205. glTextureFormat = GL_RGB;
  206. pixelType = GL_UNSIGNED_BYTE;
  207. break;
  208. case Image::IMAGE_FP16:
  209. glTextureType = GL_RGB;
  210. glTextureFormat = GL_RGB;
  211. pixelType = GL_FLOAT;
  212. break;
  213. default:
  214. glTextureType = GL_RGBA;
  215. glTextureFormat = GL_RGBA;
  216. pixelType = GL_UNSIGNED_BYTE;
  217. break;
  218. }
  219. switch(filteringMode) {
  220. case Renderer::TEX_FILTERING_LINEAR:
  221. if(anisotropy > 0) {
  222. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropy);
  223. }
  224. if(createMipmaps) {
  225. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  226. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
  227. if(texture->getTextureData()) {
  228. gluBuild2DMipmaps(GL_TEXTURE_2D, glTextureFormat, texture->getWidth(), texture->getHeight(), glTextureType, pixelType, texture->getTextureData());
  229. }
  230. } else {
  231. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  232. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  233. if(texture->getTextureData()) {
  234. glTexImage2D(GL_TEXTURE_2D, 0, glTextureFormat, texture->getWidth(), texture->getHeight(), 0, glTextureType, pixelType, texture->getTextureData());
  235. }
  236. }
  237. break;
  238. case Renderer::TEX_FILTERING_NEAREST:
  239. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  240. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  241. if(texture->getTextureData()) {
  242. glTexImage2D(GL_TEXTURE_2D, 0, glTextureFormat, texture->getWidth(), texture->getHeight(), 0, glTextureType, pixelType, texture->getTextureData());
  243. }
  244. break;
  245. }
  246. }
  247. void OpenGLGraphicsInterface::setViewport(unsigned int x,unsigned int y,unsigned int width, unsigned height) {
  248. glViewport(x, y, width, height);
  249. }
  250. void OpenGLGraphicsInterface::createProgram(ShaderProgram *program) {
  251. if(!program->platformData) {
  252. program->platformData = (void*) new GLuint;
  253. }
  254. GLuint programID = *((GLuint*)program->platformData);
  255. if(programID != 0) {
  256. glDeleteShader(programID);
  257. }
  258. OSFILE *file = OSBasics::open(program->getResourcePath(), "rb");
  259. if (!file) {
  260. Logger::log("Error: shader file %s not found\n", program->getResourcePath().c_str());
  261. *((GLuint*)program->platformData) = -1;
  262. return;
  263. }
  264. OSBasics::seek(file, 0, SEEK_END);
  265. long progsize = OSBasics::tell(file);
  266. OSBasics::seek(file, 0, SEEK_SET);
  267. char *buffer = (char*)malloc(progsize+1);
  268. memset(buffer, 0, progsize+1);
  269. OSBasics::read(buffer, progsize, 1, file);
  270. OSBasics::close(file);
  271. if( program->type == ShaderProgram::TYPE_VERT) {
  272. programID = glCreateShader(GL_VERTEX_SHADER);
  273. } else {
  274. programID = glCreateShader(GL_FRAGMENT_SHADER);
  275. }
  276. glShaderSource(programID, 1, (const GLchar**)&buffer, 0);
  277. glCompileShader(programID);
  278. GLint compiled = true;
  279. glGetShaderiv(programID, GL_COMPILE_STATUS, &compiled);
  280. if(!compiled) {
  281. GLint length;
  282. GLchar* log;
  283. glGetShaderiv(programID, GL_INFO_LOG_LENGTH, &length);
  284. log = (GLchar*)malloc(length);
  285. glGetShaderInfoLog(programID, length, &length, log);
  286. Services()->getLogger()->logBroadcast("["+program->getResourcePath()+"] GLSL ERROR:" + String(log));
  287. free(log);
  288. }
  289. free(buffer);
  290. *((GLuint*)program->platformData) = programID;
  291. }
  292. void OpenGLGraphicsInterface::createShader(Shader *shader) {
  293. shader->expectedParams.clear();
  294. shader->expectedTextures.clear();
  295. shader->expectedCubemaps.clear();
  296. shader->expectedAttributes.clear();
  297. if(!shader->platformData) {
  298. shader->platformData = (void*) new GLuint;
  299. }
  300. GLuint shaderID = *((GLuint*)shader->platformData);
  301. if(shaderID != 0) {
  302. glDetachShader(shaderID, *((GLuint*)shader->fragmentProgram->platformData));
  303. glDetachShader(shaderID, *((GLuint*)shader->vertexProgram->platformData));
  304. glDeleteProgram(shaderID);
  305. }
  306. shaderID = glCreateProgram();
  307. glAttachShader(shaderID, *((GLuint*)shader->fragmentProgram->platformData));
  308. glAttachShader(shaderID, *((GLuint*)shader->vertexProgram->platformData));
  309. glLinkProgram(shaderID);
  310. GLint result;
  311. glGetProgramiv( shaderID, GL_LINK_STATUS, &result);
  312. if(result == GL_INVALID_VALUE || result == GL_INVALID_OPERATION) {
  313. Services()->getLogger()->logBroadcast("ERROR: Error linking shader. Invalid shader program.");
  314. }
  315. int total = -1;
  316. glGetProgramiv( shaderID, GL_ACTIVE_UNIFORMS, &total );
  317. for(int i=0; i < total; i++) {
  318. int name_len=-1, num=-1;
  319. GLenum type = GL_ZERO;
  320. char name[128];
  321. glGetActiveUniform(shaderID, GLuint(i), sizeof(name)-1, &name_len, &num, &type, name );
  322. name[name_len] = 0;
  323. int paramLocation = glGetUniformLocation(shaderID, name);
  324. ProgramParam param;
  325. param.name = String(name);
  326. param.platformData = (void*) new GLuint;
  327. *((GLuint*)param.platformData) = paramLocation;
  328. param.type = getPolycodeParamType(type);
  329. shader->expectedParams.push_back(param);
  330. }
  331. total = -1;
  332. glGetProgramiv( shaderID, GL_ACTIVE_ATTRIBUTES, &total );
  333. for(GLuint i=0; i < total; i++) {
  334. int name_len=-1, num=-1;
  335. GLenum type = GL_ZERO;
  336. char name[128];
  337. glGetActiveAttrib(shaderID, i, sizeof(name)-1, &name_len, &num, &type, name);
  338. name[name_len] = 0;
  339. int attribLocation = glGetAttribLocation(shaderID, name);
  340. ProgramAttribute attribute;
  341. attribute.name = String(name);
  342. attribute.platformData = (void*) new GLuint;
  343. *((GLuint*)attribute.platformData) = attribLocation;
  344. attribute.size = getAttributeSize(type);
  345. shader->expectedAttributes.push_back(attribute);
  346. }
  347. *((GLuint*)shader->platformData) = shaderID;
  348. }
  349. void OpenGLGraphicsInterface::enableDepthTest(bool val) {
  350. if(val) {
  351. glEnable(GL_DEPTH_TEST);
  352. glDepthFunc( GL_LEQUAL );
  353. } else {
  354. glDisable(GL_DEPTH_TEST);
  355. }
  356. }
  357. void OpenGLGraphicsInterface::enableDepthWrite(bool val) {
  358. if(val) {
  359. glDepthMask(GL_TRUE);
  360. } else {
  361. glDepthMask(GL_FALSE);
  362. }
  363. }
  364. void OpenGLGraphicsInterface::clearBuffers(const Color &clearColor, bool colorBuffer, bool depthBuffer, bool stencilBuffer) {
  365. GLbitfield clearMask = 0;
  366. if(colorBuffer) {
  367. clearMask = clearMask | GL_COLOR_BUFFER_BIT;
  368. }
  369. if(depthBuffer) {
  370. clearMask = clearMask | GL_DEPTH_BUFFER_BIT;
  371. }
  372. if(stencilBuffer) {
  373. clearMask = clearMask | GL_STENCIL_BUFFER_BIT;
  374. }
  375. glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a);
  376. glClear(clearMask);
  377. }
  378. int OpenGLGraphicsInterface::getAttributeSize(int glType) {
  379. switch(glType) {
  380. case GL_FLOAT:
  381. return 1;
  382. break;
  383. case GL_FLOAT_VEC2:
  384. return 2;
  385. break;
  386. case GL_FLOAT_VEC3:
  387. return 3;
  388. break;
  389. case GL_FLOAT_VEC4:
  390. return 4;
  391. break;
  392. case GL_FLOAT_MAT2:
  393. return 4;
  394. break;
  395. case GL_FLOAT_MAT3:
  396. return 9;
  397. break;
  398. case GL_FLOAT_MAT4:
  399. return 16;
  400. break;
  401. }
  402. return 0;
  403. }
  404. int OpenGLGraphicsInterface::getPolycodeParamType(int glType) {
  405. switch(glType) {
  406. case GL_FLOAT:
  407. return ProgramParam::PARAM_NUMBER;
  408. break;
  409. case GL_FLOAT_VEC2:
  410. return ProgramParam::PARAM_VECTOR2;
  411. break;
  412. case GL_FLOAT_VEC3:
  413. return ProgramParam::PARAM_VECTOR3;
  414. break;
  415. case GL_FLOAT_VEC4:
  416. return ProgramParam::PARAM_COLOR;
  417. break;
  418. case GL_INT:
  419. return ProgramParam::PARAM_NUMBER;
  420. break;
  421. case GL_INT_VEC2:
  422. return ProgramParam::PARAM_VECTOR2;
  423. break;
  424. case GL_INT_VEC3:
  425. return ProgramParam::PARAM_VECTOR3;
  426. break;
  427. case GL_INT_VEC4:
  428. return ProgramParam::PARAM_COLOR;
  429. break;
  430. case GL_BOOL:
  431. return ProgramParam::PARAM_NUMBER;
  432. break;
  433. case GL_BOOL_VEC2:
  434. return ProgramParam::PARAM_VECTOR2;
  435. break;
  436. case GL_BOOL_VEC3:
  437. return ProgramParam::PARAM_VECTOR3;
  438. break;
  439. case GL_BOOL_VEC4:
  440. return ProgramParam::PARAM_COLOR;
  441. break;
  442. case GL_FLOAT_MAT2:
  443. return ProgramParam::PARAM_MATRIX;
  444. break;
  445. case GL_FLOAT_MAT3:
  446. return ProgramParam::PARAM_MATRIX;
  447. break;
  448. case GL_FLOAT_MAT4:
  449. return ProgramParam::PARAM_MATRIX;
  450. break;
  451. case GL_SAMPLER_2D:
  452. return ProgramParam::PARAM_TEXTURE;
  453. break;
  454. case GL_SAMPLER_CUBE:
  455. return ProgramParam::PARAM_CUBEMAP;
  456. break;
  457. default:
  458. return ProgramParam::PARAM_UNKNOWN;
  459. break;
  460. }
  461. }