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@@ -1,3440 +1,3439 @@
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-//
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-// Copyright (c) 2008-2022 the Urho3D project.
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-//
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-// Permission is hereby granted, free of charge, to any person obtaining a copy
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-// of this software and associated documentation files (the "Software"), to deal
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-// in the Software without restriction, including without limitation the rights
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-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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-// copies of the Software, and to permit persons to whom the Software is
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-// furnished to do so, subject to the following conditions:
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-//
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-// The above copyright notice and this permission notice shall be included in
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-// all copies or substantial portions of the Software.
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-//
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-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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-// THE SOFTWARE.
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-//
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-
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-#include "../../Precompiled.h"
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-
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-#include "../../Core/Context.h"
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-#include "../../Core/Mutex.h"
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-#include "../../Core/ProcessUtils.h"
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-#include "../../Core/Profiler.h"
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-#include "../../Graphics/ConstantBuffer.h"
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-#include "../../Graphics/Graphics.h"
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-#include "../../Graphics/GraphicsEvents.h"
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-
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-#include "../../Graphics/IndexBuffer.h"
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-#include "../../Graphics/RenderSurface.h"
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-#include "../../Graphics/Shader.h"
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-#include "../../Graphics/ShaderPrecache.h"
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-#include "../../Graphics/ShaderVariation.h"
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-#include "../../Graphics/Texture2D.h"
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-#include "../../Graphics/TextureCube.h"
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-#include "../../Graphics/VertexBuffer.h"
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-#include "../../IO/File.h"
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-#include "../../IO/Log.h"
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-#include "../../Resource/ResourceCache.h"
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-#include "OGLGraphicsImpl.h"
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-#include "OGLShaderProgram.h"
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-
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-#include <SDL/SDL.h>
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-
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-#include "../../DebugNew.h"
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-
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-#ifdef GL_ES_VERSION_2_0
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-#define GL_DEPTH_COMPONENT24 GL_DEPTH_COMPONENT24_OES
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-#define glClearDepth glClearDepthf
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-#endif
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-
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-#ifdef __EMSCRIPTEN__
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-#include "../../Input/Input.h"
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-#include "../../UI/Cursor.h"
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-#include "../../UI/UI.h"
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-#include <emscripten/emscripten.h>
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-#include <emscripten/bind.h>
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-
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-// Emscripten provides even all GL extension functions via static linking. However there is
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-// no GLES2-specific extension header at the moment to include instanced rendering declarations,
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-// so declare them manually from GLES3 gl2ext.h. Emscripten will provide these when linking final output.
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-extern "C"
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-{
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- GL_APICALL void GL_APIENTRY glDrawArraysInstancedANGLE (GLenum mode, GLint first, GLsizei count, GLsizei primcount);
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- GL_APICALL void GL_APIENTRY glDrawElementsInstancedANGLE (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);
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- GL_APICALL void GL_APIENTRY glVertexAttribDivisorANGLE (GLuint index, GLuint divisor);
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-}
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-
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-// Helper functions to support emscripten canvas resolution change
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-static const Urho3D::Context *appContext;
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-
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-static void JSCanvasSize(int width, int height, bool fullscreen, float scale)
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-{
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- URHO3D_LOGINFOF("JSCanvasSize: width=%d height=%d fullscreen=%d ui scale=%f", width, height, fullscreen, scale);
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-
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- using namespace Urho3D;
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-
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- if (appContext)
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- {
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- bool uiCursorVisible = false;
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- bool systemCursorVisible = false;
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- MouseMode mouseMode{};
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-
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- // Detect current system pointer state
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- Input* input = appContext->GetSubsystem<Input>();
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- if (input)
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- {
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- systemCursorVisible = input->IsMouseVisible();
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- mouseMode = input->GetMouseMode();
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- }
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-
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- UI* ui = appContext->GetSubsystem<UI>();
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- if (ui)
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- {
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- ui->SetScale(scale);
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-
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- // Detect current UI pointer state
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- Cursor* cursor = ui->GetCursor();
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- if (cursor)
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- uiCursorVisible = cursor->IsVisible();
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- }
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-
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- // Apply new resolution
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- appContext->GetSubsystem<Graphics>()->SetMode(width, height);
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-
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- // Reset the pointer state as it was before resolution change
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- if (input)
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- {
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- if (uiCursorVisible)
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- input->SetMouseVisible(false);
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- else
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- input->SetMouseVisible(systemCursorVisible);
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-
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- input->SetMouseMode(mouseMode);
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- }
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-
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- if (ui)
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- {
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- Cursor* cursor = ui->GetCursor();
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- if (cursor)
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- {
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- cursor->SetVisible(uiCursorVisible);
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-
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- IntVector2 pos = input->GetMousePosition();
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- pos = ui->ConvertSystemToUI(pos);
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-
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- cursor->SetPosition(pos);
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- }
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- }
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- }
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-}
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-
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-using namespace emscripten;
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-EMSCRIPTEN_BINDINGS(Module) {
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- function("JSCanvasSize", &JSCanvasSize);
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-}
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-#endif
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-
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-namespace Urho3D
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-{
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-
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-static const unsigned glCmpFunc[] =
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-{
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- GL_ALWAYS,
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- GL_EQUAL,
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- GL_NOTEQUAL,
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- GL_LESS,
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- GL_LEQUAL,
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- GL_GREATER,
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- GL_GEQUAL
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-};
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-
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-static const unsigned glSrcBlend[] =
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-{
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- GL_ONE,
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- GL_ONE,
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- GL_DST_COLOR,
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- GL_SRC_ALPHA,
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- GL_SRC_ALPHA,
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- GL_ONE,
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- GL_ONE_MINUS_DST_ALPHA,
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- GL_ONE,
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- GL_SRC_ALPHA
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-};
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-
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-static const unsigned glDestBlend[] =
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-{
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- GL_ZERO,
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- GL_ONE,
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- GL_ZERO,
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- GL_ONE_MINUS_SRC_ALPHA,
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- GL_ONE,
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- GL_ONE_MINUS_SRC_ALPHA,
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- GL_DST_ALPHA,
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- GL_ONE,
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- GL_ONE
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-};
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-
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-static const unsigned glBlendOp[] =
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-{
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- GL_FUNC_ADD,
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- GL_FUNC_ADD,
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- GL_FUNC_ADD,
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- GL_FUNC_ADD,
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- GL_FUNC_ADD,
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- GL_FUNC_ADD,
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- GL_FUNC_ADD,
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- GL_FUNC_REVERSE_SUBTRACT,
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- GL_FUNC_REVERSE_SUBTRACT
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-};
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-
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-#ifndef GL_ES_VERSION_2_0
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-static const unsigned glFillMode[] =
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-{
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- GL_FILL,
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- GL_LINE,
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- GL_POINT
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-};
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-
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-static const unsigned glStencilOps[] =
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-{
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- GL_KEEP,
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- GL_ZERO,
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- GL_REPLACE,
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- GL_INCR_WRAP,
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- GL_DECR_WRAP
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-};
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-#endif
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-
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-static const unsigned glElementTypes[] =
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-{
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- GL_INT,
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- GL_FLOAT,
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- GL_FLOAT,
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- GL_FLOAT,
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- GL_FLOAT,
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- GL_UNSIGNED_BYTE,
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- GL_UNSIGNED_BYTE
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-};
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-
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-static const unsigned glElementComponents[] =
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-{
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- 1,
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- 1,
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- 2,
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- 3,
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- 4,
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- 4,
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- 4
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-};
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-
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-#ifdef GL_ES_VERSION_2_0
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-static unsigned glesDepthStencilFormat = GL_DEPTH_COMPONENT16;
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-static unsigned glesReadableDepthFormat = GL_DEPTH_COMPONENT;
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-#endif
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-
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-static String extensions;
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-
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-bool CheckExtension(const String& name)
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-{
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- if (extensions.Empty())
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- extensions = (const char*)glGetString(GL_EXTENSIONS);
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- return extensions.Contains(name);
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-}
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-
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-static void GetGLPrimitiveType(unsigned elementCount, PrimitiveType type, unsigned& primitiveCount, GLenum& glPrimitiveType)
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-{
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- switch (type)
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- {
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- case TRIANGLE_LIST:
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- primitiveCount = elementCount / 3;
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- glPrimitiveType = GL_TRIANGLES;
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- break;
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-
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- case LINE_LIST:
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- primitiveCount = elementCount / 2;
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- glPrimitiveType = GL_LINES;
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- break;
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-
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- case POINT_LIST:
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- primitiveCount = elementCount;
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- glPrimitiveType = GL_POINTS;
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- break;
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-
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- case TRIANGLE_STRIP:
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- primitiveCount = elementCount - 2;
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- glPrimitiveType = GL_TRIANGLE_STRIP;
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- break;
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-
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- case LINE_STRIP:
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- primitiveCount = elementCount - 1;
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- glPrimitiveType = GL_LINE_STRIP;
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- break;
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-
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- case TRIANGLE_FAN:
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- primitiveCount = elementCount - 2;
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- glPrimitiveType = GL_TRIANGLE_FAN;
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- break;
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- }
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-}
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-
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-void Graphics::Constructor_OGL()
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-{
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- impl_ = new GraphicsImpl_OGL();
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- position_ = IntVector2(SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED);
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- shadowMapFormat_ = GL_DEPTH_COMPONENT16;
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- hiresShadowMapFormat_ = GL_DEPTH_COMPONENT24;
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- shaderPath_ = "Shaders/GLSL/";
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- shaderExtension_ = ".glsl";
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- orientations_ = "LandscapeLeft LandscapeRight";
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-#ifndef GL_ES_VERSION_2_0
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- apiName_ = "GL2";
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-#else
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- apiName_ = "GLES2";
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-#endif
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-
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- Graphics::pixelUVOffset = Vector2(0.0f, 0.0f);
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- Graphics::gl3Support = false;
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-
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- SetTextureUnitMappings_OGL();
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- ResetCachedState_OGL();
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-
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- context_->RequireSDL(SDL_INIT_VIDEO);
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-
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- // Register Graphics library object factories
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- RegisterGraphicsLibrary(context_);
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-
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-#ifdef __EMSCRIPTEN__
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- appContext = context_;
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-#endif
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-}
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-
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-void Graphics::Destructor_OGL()
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-{
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- Close_OGL();
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-
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- delete impl_;
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- impl_ = nullptr;
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-
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- context_->ReleaseSDL();
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-}
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-
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-bool Graphics::SetScreenMode_OGL(int width, int height, const ScreenModeParams& params, bool maximize)
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-{
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- URHO3D_PROFILE(SetScreenMode_OGL);
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-
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- // Ensure that parameters are properly filled
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- ScreenModeParams newParams = params;
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- AdjustScreenMode(width, height, newParams, maximize);
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-
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- if (IsInitialized_OGL() && width == width_ && height == height_ && screenParams_ == newParams)
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- return true;
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-
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- // If only vsync changes, do not destroy/recreate the context
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- if (IsInitialized_OGL() && width == width_ && height == height_
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- && screenParams_.EqualsExceptVSync(newParams) && screenParams_.vsync_ != newParams.vsync_)
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- {
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- SDL_GL_SetSwapInterval(newParams.vsync_ ? 1 : 0);
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- screenParams_.vsync_ = newParams.vsync_;
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- return true;
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- }
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-
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- // Track if the window was repositioned and don't update window position in this case
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- bool reposition = false;
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-
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- GraphicsImpl_OGL* impl = GetImpl_OGL();
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-
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- // With an external window, only the size can change after initial setup, so do not recreate context
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- if (!externalWindow_ || !impl->context_)
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- {
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- // Close the existing window and OpenGL context, mark GPU objects as lost
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- Release_OGL(false, true);
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-
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- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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-
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-#ifndef GL_ES_VERSION_2_0
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- SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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- SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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- SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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-
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- if (externalWindow_)
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- SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
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- else
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- SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
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-
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- SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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-
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- if (!forceGL2_)
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- {
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- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
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- SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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- }
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- else
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- {
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- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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- SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 0);
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- }
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-#else
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- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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-#endif
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-
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- SDL_Rect display_rect;
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- SDL_GetDisplayBounds(newParams.monitor_, &display_rect);
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- reposition = newParams.fullscreen_ || (newParams.borderless_ && width >= display_rect.w && height >= display_rect.h);
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-
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- const int x = reposition ? display_rect.x : position_.x_;
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- const int y = reposition ? display_rect.y : position_.y_;
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-
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- unsigned flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
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- if (newParams.fullscreen_)
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- flags |= SDL_WINDOW_FULLSCREEN;
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- if (newParams.borderless_)
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- flags |= SDL_WINDOW_BORDERLESS;
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- if (newParams.resizable_)
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- flags |= SDL_WINDOW_RESIZABLE;
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-
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-#ifndef __EMSCRIPTEN__
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- if (newParams.highDPI_)
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- flags |= SDL_WINDOW_ALLOW_HIGHDPI;
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-#endif
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-
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- SDL_SetHint(SDL_HINT_ORIENTATIONS, orientations_.CString());
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-
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- // Try 24-bit depth first, fallback to 16-bit
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- for (const int depthSize : { 24, 16 })
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- {
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- SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, depthSize);
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-
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- // Try requested multisample level first, fallback to lower levels and no multisample
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- for (int multiSample = newParams.multiSample_; multiSample > 0; multiSample /= 2)
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- {
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- if (multiSample > 1)
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- {
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- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, multiSample);
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|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
|
|
|
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
|
|
|
- }
|
|
|
-
|
|
|
- if (!externalWindow_)
|
|
|
- window_ = SDL_CreateWindow(windowTitle_.CString(), x, y, width, height, flags);
|
|
|
- else
|
|
|
- {
|
|
|
- #ifndef __EMSCRIPTEN__
|
|
|
- if (!window_)
|
|
|
- window_ = SDL_CreateWindowFrom(externalWindow_, SDL_WINDOW_OPENGL);
|
|
|
- newParams.fullscreen_ = false;
|
|
|
- #endif
|
|
|
- }
|
|
|
-
|
|
|
- if (window_)
|
|
|
- {
|
|
|
- // TODO: We probably want to keep depthSize as well
|
|
|
- newParams.multiSample_ = multiSample;
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if (window_)
|
|
|
- break;
|
|
|
- }
|
|
|
-
|
|
|
- if (!window_)
|
|
|
- {
|
|
|
- URHO3D_LOGERRORF("Could not create window, root cause: '%s'", SDL_GetError());
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- // Reposition the window on the specified monitor
|
|
|
- if (reposition)
|
|
|
- SDL_SetWindowPosition(window_, display_rect.x, display_rect.y);
|
|
|
-
|
|
|
- CreateWindowIcon();
|
|
|
-
|
|
|
- if (maximize)
|
|
|
- {
|
|
|
- Maximize();
|
|
|
- SDL_GL_GetDrawableSize(window_, &width, &height);
|
|
|
- }
|
|
|
-
|
|
|
- // Create/restore context and GPU objects and set initial renderstate
|
|
|
- Restore_OGL();
|
|
|
-
|
|
|
- // Specific error message is already logged by Restore_OGL() when context creation or OpenGL extensions check fails
|
|
|
- if (!impl->context_)
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- // Set vsync
|
|
|
- SDL_GL_SetSwapInterval(newParams.vsync_ ? 1 : 0);
|
|
|
-
|
|
|
- // Store the system FBO on iOS/tvOS now
|
|
|
-#if defined(IOS) || defined(TVOS)
|
|
|
- glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&impl->systemFBO_);
|
|
|
-#endif
|
|
|
-
|
|
|
- screenParams_ = newParams;
|
|
|
-
|
|
|
- SDL_GL_GetDrawableSize(window_, &width_, &height_);
|
|
|
- if (!reposition)
|
|
|
- SDL_GetWindowPosition(window_, &position_.x_, &position_.y_);
|
|
|
-
|
|
|
- int logicalWidth, logicalHeight;
|
|
|
- SDL_GetWindowSize(window_, &logicalWidth, &logicalHeight);
|
|
|
- screenParams_.highDPI_ = (width_ != logicalWidth) || (height_ != logicalHeight);
|
|
|
-
|
|
|
- // Reset rendertargets and viewport for the new screen mode
|
|
|
- ResetRenderTargets_OGL();
|
|
|
-
|
|
|
- // Clear the initial window contents to black
|
|
|
- Clear_OGL(CLEAR_COLOR);
|
|
|
- SDL_GL_SwapWindow(window_);
|
|
|
-
|
|
|
- CheckFeatureSupport_OGL();
|
|
|
-
|
|
|
-#ifdef URHO3D_LOGGING
|
|
|
- URHO3D_LOGINFOF("Adapter used %s %s", (const char *) glGetString(GL_VENDOR), (const char *) glGetString(GL_RENDERER));
|
|
|
-#endif
|
|
|
-
|
|
|
- OnScreenModeChanged();
|
|
|
- return true;
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetSRGB_OGL(bool enable)
|
|
|
-{
|
|
|
- enable &= sRGBWriteSupport_;
|
|
|
-
|
|
|
- if (enable != sRGB_)
|
|
|
- {
|
|
|
- sRGB_ = enable;
|
|
|
- GetImpl_OGL()->fboDirty_ = true;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetDither_OGL(bool enable)
|
|
|
-{
|
|
|
- if (enable)
|
|
|
- glEnable(GL_DITHER);
|
|
|
- else
|
|
|
- glDisable(GL_DITHER);
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetFlushGPU_OGL(bool enable)
|
|
|
-{
|
|
|
- // Currently unimplemented on OpenGL
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetForceGL2_OGL(bool enable)
|
|
|
-{
|
|
|
- if (IsInitialized_OGL())
|
|
|
- {
|
|
|
- URHO3D_LOGERROR("OpenGL 2 can only be forced before setting the initial screen mode");
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- forceGL2_ = enable;
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::Close_OGL()
|
|
|
-{
|
|
|
- if (!IsInitialized_OGL())
|
|
|
- return;
|
|
|
-
|
|
|
- // Actually close the window
|
|
|
- Release_OGL(true, true);
|
|
|
-}
|
|
|
-
|
|
|
-bool Graphics::TakeScreenShot_OGL(Image& destImage)
|
|
|
-{
|
|
|
- URHO3D_PROFILE(TakeScreenShot_OGL);
|
|
|
-
|
|
|
- if (!IsInitialized_OGL())
|
|
|
- return false;
|
|
|
-
|
|
|
- if (IsDeviceLost_OGL())
|
|
|
- {
|
|
|
- URHO3D_LOGERROR("Can not take screenshot while device is lost");
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- ResetRenderTargets_OGL();
|
|
|
-
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- destImage.SetSize(width_, height_, 3);
|
|
|
- glReadPixels(0, 0, width_, height_, GL_RGB, GL_UNSIGNED_BYTE, destImage.GetData());
|
|
|
-#else
|
|
|
- // Use RGBA format on OpenGL ES, as otherwise (at least on Android) the produced image is all black
|
|
|
- destImage.SetSize(width_, height_, 4);
|
|
|
- glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, destImage.GetData());
|
|
|
-#endif
|
|
|
-
|
|
|
- // On OpenGL we need to flip the image vertically after reading
|
|
|
- destImage.FlipVertical();
|
|
|
-
|
|
|
- return true;
|
|
|
-}
|
|
|
-
|
|
|
-bool Graphics::BeginFrame_OGL()
|
|
|
-{
|
|
|
- if (!IsInitialized_OGL() || IsDeviceLost_OGL())
|
|
|
- return false;
|
|
|
-
|
|
|
- // If using an external window, check it for size changes, and reset screen mode if necessary
|
|
|
- if (externalWindow_)
|
|
|
- {
|
|
|
- int width, height;
|
|
|
-
|
|
|
- SDL_GL_GetDrawableSize(window_, &width, &height);
|
|
|
- if (width != width_ || height != height_)
|
|
|
- SetMode(width, height);
|
|
|
- }
|
|
|
-
|
|
|
- // Re-enable depth test and depth func in case a third party program has modified it
|
|
|
- glEnable(GL_DEPTH_TEST);
|
|
|
- glDepthFunc(glCmpFunc[depthTestMode_]);
|
|
|
-
|
|
|
- // Set default rendertarget and depth buffer
|
|
|
- ResetRenderTargets_OGL();
|
|
|
-
|
|
|
- // Cleanup textures from previous frame
|
|
|
- for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
|
|
|
- SetTexture_OGL(i, nullptr);
|
|
|
-
|
|
|
- // Enable color and depth write
|
|
|
- SetColorWrite_OGL(true);
|
|
|
- SetDepthWrite_OGL(true);
|
|
|
-
|
|
|
- numPrimitives_ = 0;
|
|
|
- numBatches_ = 0;
|
|
|
-
|
|
|
- SendEvent(E_BEGINRENDERING);
|
|
|
-
|
|
|
- return true;
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::EndFrame_OGL()
|
|
|
-{
|
|
|
- if (!IsInitialized_OGL())
|
|
|
- return;
|
|
|
-
|
|
|
- URHO3D_PROFILE(Present);
|
|
|
-
|
|
|
- SendEvent(E_ENDRENDERING);
|
|
|
-
|
|
|
- SDL_GL_SwapWindow(window_);
|
|
|
-
|
|
|
- // Clean up too large scratch buffers
|
|
|
- CleanupScratchBuffers();
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::Clear_OGL(ClearTargetFlags flags, const Color& color, float depth, unsigned stencil)
|
|
|
-{
|
|
|
- PrepareDraw_OGL();
|
|
|
-
|
|
|
-#ifdef GL_ES_VERSION_2_0
|
|
|
- flags &= ~CLEAR_STENCIL;
|
|
|
-#endif
|
|
|
-
|
|
|
- bool oldColorWrite = colorWrite_;
|
|
|
- bool oldDepthWrite = depthWrite_;
|
|
|
-
|
|
|
- if (flags & CLEAR_COLOR && !oldColorWrite)
|
|
|
- SetColorWrite_OGL(true);
|
|
|
- if (flags & CLEAR_DEPTH && !oldDepthWrite)
|
|
|
- SetDepthWrite_OGL(true);
|
|
|
- if (flags & CLEAR_STENCIL && stencilWriteMask_ != M_MAX_UNSIGNED)
|
|
|
- glStencilMask(M_MAX_UNSIGNED);
|
|
|
-
|
|
|
- unsigned glFlags = 0;
|
|
|
- if (flags & CLEAR_COLOR)
|
|
|
- {
|
|
|
- glFlags |= GL_COLOR_BUFFER_BIT;
|
|
|
- glClearColor(color.r_, color.g_, color.b_, color.a_);
|
|
|
- }
|
|
|
- if (flags & CLEAR_DEPTH)
|
|
|
- {
|
|
|
- glFlags |= GL_DEPTH_BUFFER_BIT;
|
|
|
- glClearDepth(depth);
|
|
|
- }
|
|
|
- if (flags & CLEAR_STENCIL)
|
|
|
- {
|
|
|
- glFlags |= GL_STENCIL_BUFFER_BIT;
|
|
|
- glClearStencil(stencil);
|
|
|
- }
|
|
|
-
|
|
|
- // If viewport is less than full screen, set a scissor to limit the clear
|
|
|
- /// \todo Any user-set scissor test will be lost
|
|
|
- IntVector2 viewSize = GetRenderTargetDimensions_OGL();
|
|
|
- if (viewport_.left_ != 0 || viewport_.top_ != 0 || viewport_.right_ != viewSize.x_ || viewport_.bottom_ != viewSize.y_)
|
|
|
- SetScissorTest_OGL(true, IntRect(0, 0, viewport_.Width(), viewport_.Height()));
|
|
|
- else
|
|
|
- SetScissorTest_OGL(false);
|
|
|
-
|
|
|
- glClear(glFlags);
|
|
|
-
|
|
|
- SetScissorTest_OGL(false);
|
|
|
- SetColorWrite_OGL(oldColorWrite);
|
|
|
- SetDepthWrite_OGL(oldDepthWrite);
|
|
|
- if (flags & CLEAR_STENCIL && stencilWriteMask_ != M_MAX_UNSIGNED)
|
|
|
- glStencilMask(stencilWriteMask_);
|
|
|
-}
|
|
|
-
|
|
|
-bool Graphics::ResolveToTexture_OGL(Texture2D* destination, const IntRect& viewport)
|
|
|
-{
|
|
|
- if (!destination || !destination->GetRenderSurface())
|
|
|
- return false;
|
|
|
-
|
|
|
- URHO3D_PROFILE(ResolveToTexture_OGL);
|
|
|
-
|
|
|
- IntRect vpCopy = viewport;
|
|
|
- if (vpCopy.right_ <= vpCopy.left_)
|
|
|
- vpCopy.right_ = vpCopy.left_ + 1;
|
|
|
- if (vpCopy.bottom_ <= vpCopy.top_)
|
|
|
- vpCopy.bottom_ = vpCopy.top_ + 1;
|
|
|
- vpCopy.left_ = Clamp(vpCopy.left_, 0, width_);
|
|
|
- vpCopy.top_ = Clamp(vpCopy.top_, 0, height_);
|
|
|
- vpCopy.right_ = Clamp(vpCopy.right_, 0, width_);
|
|
|
- vpCopy.bottom_ = Clamp(vpCopy.bottom_, 0, height_);
|
|
|
-
|
|
|
- // Make sure the FBO is not in use
|
|
|
- ResetRenderTargets_OGL();
|
|
|
-
|
|
|
- // Use Direct3D convention with the vertical coordinates ie. 0 is top
|
|
|
- SetTextureForUpdate_OGL(destination);
|
|
|
- glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, vpCopy.left_, height_ - vpCopy.bottom_, vpCopy.Width(), vpCopy.Height());
|
|
|
- SetTexture_OGL(0, nullptr);
|
|
|
-
|
|
|
- return true;
|
|
|
-}
|
|
|
-
|
|
|
-bool Graphics::ResolveToTexture_OGL(Texture2D* texture)
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- if (!texture)
|
|
|
- return false;
|
|
|
- RenderSurface* surface = texture->GetRenderSurface();
|
|
|
- if (!surface || !surface->GetRenderBuffer())
|
|
|
- return false;
|
|
|
-
|
|
|
- URHO3D_PROFILE(ResolveToTexture_OGL);
|
|
|
-
|
|
|
- texture->SetResolveDirty(false);
|
|
|
- surface->SetResolveDirty(false);
|
|
|
-
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
- // Use separate FBOs for resolve to not disturb the currently set rendertarget(s)
|
|
|
- if (!impl->resolveSrcFBO_)
|
|
|
- impl->resolveSrcFBO_ = CreateFramebuffer_OGL();
|
|
|
- if (!impl->resolveDestFBO_)
|
|
|
- impl->resolveDestFBO_ = CreateFramebuffer_OGL();
|
|
|
-
|
|
|
- if (!gl3Support)
|
|
|
- {
|
|
|
- glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, impl->resolveSrcFBO_);
|
|
|
- glFramebufferRenderbufferEXT(GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT,
|
|
|
- surface->GetRenderBuffer());
|
|
|
- glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, impl->resolveDestFBO_);
|
|
|
- glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texture->GetGPUObjectName(),
|
|
|
- 0);
|
|
|
- glBlitFramebufferEXT(0, 0, texture->GetWidth(), texture->GetHeight(), 0, 0, texture->GetWidth(), texture->GetHeight(),
|
|
|
- GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
|
- glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0);
|
|
|
- glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- glBindFramebuffer(GL_READ_FRAMEBUFFER, impl->resolveSrcFBO_);
|
|
|
- glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, surface->GetRenderBuffer());
|
|
|
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, impl->resolveDestFBO_);
|
|
|
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->GetGPUObjectName(), 0);
|
|
|
- glBlitFramebuffer(0, 0, texture->GetWidth(), texture->GetHeight(), 0, 0, texture->GetWidth(), texture->GetHeight(),
|
|
|
- GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
|
- glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
|
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
|
- }
|
|
|
-
|
|
|
- // Restore previously bound FBO
|
|
|
- BindFramebuffer_OGL(impl->boundFBO_);
|
|
|
- return true;
|
|
|
-#else
|
|
|
- // Not supported on GLES
|
|
|
- return false;
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-bool Graphics::ResolveToTexture_OGL(TextureCube* texture)
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- if (!texture)
|
|
|
- return false;
|
|
|
-
|
|
|
- URHO3D_PROFILE(ResolveToTexture_OGL);
|
|
|
-
|
|
|
- texture->SetResolveDirty(false);
|
|
|
-
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
- // Use separate FBOs for resolve to not disturb the currently set rendertarget(s)
|
|
|
- if (!impl->resolveSrcFBO_)
|
|
|
- impl->resolveSrcFBO_ = CreateFramebuffer_OGL();
|
|
|
- if (!impl->resolveDestFBO_)
|
|
|
- impl->resolveDestFBO_ = CreateFramebuffer_OGL();
|
|
|
-
|
|
|
- if (!gl3Support)
|
|
|
- {
|
|
|
- for (unsigned i = 0; i < MAX_CUBEMAP_FACES; ++i)
|
|
|
- {
|
|
|
- // Resolve only the surface(s) that were actually rendered to
|
|
|
- RenderSurface* surface = texture->GetRenderSurface((CubeMapFace)i);
|
|
|
- if (!surface->IsResolveDirty())
|
|
|
- continue;
|
|
|
-
|
|
|
- surface->SetResolveDirty(false);
|
|
|
- glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, impl->resolveSrcFBO_);
|
|
|
- glFramebufferRenderbufferEXT(GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT,
|
|
|
- surface->GetRenderBuffer());
|
|
|
- glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, impl->resolveDestFBO_);
|
|
|
- glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
|
|
|
- texture->GetGPUObjectName(), 0);
|
|
|
- glBlitFramebufferEXT(0, 0, texture->GetWidth(), texture->GetHeight(), 0, 0, texture->GetWidth(), texture->GetHeight(),
|
|
|
- GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
|
- }
|
|
|
-
|
|
|
- glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0);
|
|
|
- glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- for (unsigned i = 0; i < MAX_CUBEMAP_FACES; ++i)
|
|
|
- {
|
|
|
- RenderSurface* surface = texture->GetRenderSurface((CubeMapFace)i);
|
|
|
- if (!surface->IsResolveDirty())
|
|
|
- continue;
|
|
|
-
|
|
|
- surface->SetResolveDirty(false);
|
|
|
- glBindFramebuffer(GL_READ_FRAMEBUFFER, impl->resolveSrcFBO_);
|
|
|
- glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, surface->GetRenderBuffer());
|
|
|
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, impl->resolveDestFBO_);
|
|
|
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
|
|
|
- texture->GetGPUObjectName(), 0);
|
|
|
- glBlitFramebuffer(0, 0, texture->GetWidth(), texture->GetHeight(), 0, 0, texture->GetWidth(), texture->GetHeight(),
|
|
|
- GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
|
- }
|
|
|
-
|
|
|
- glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
|
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
|
- }
|
|
|
-
|
|
|
- // Restore previously bound FBO
|
|
|
- BindFramebuffer_OGL(impl->boundFBO_);
|
|
|
- return true;
|
|
|
-#else
|
|
|
- // Not supported on GLES
|
|
|
- return false;
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::Draw_OGL(PrimitiveType type, unsigned vertexStart, unsigned vertexCount)
|
|
|
-{
|
|
|
- if (!vertexCount)
|
|
|
- return;
|
|
|
-
|
|
|
- PrepareDraw_OGL();
|
|
|
-
|
|
|
- unsigned primitiveCount;
|
|
|
- GLenum glPrimitiveType;
|
|
|
-
|
|
|
- GetGLPrimitiveType(vertexCount, type, primitiveCount, glPrimitiveType);
|
|
|
- glDrawArrays(glPrimitiveType, vertexStart, vertexCount);
|
|
|
-
|
|
|
- numPrimitives_ += primitiveCount;
|
|
|
- ++numBatches_;
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::Draw_OGL(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount)
|
|
|
-{
|
|
|
- if (!indexCount || !indexBuffer_ || !indexBuffer_->GetGPUObjectName())
|
|
|
- return;
|
|
|
-
|
|
|
- PrepareDraw_OGL();
|
|
|
-
|
|
|
- unsigned indexSize = indexBuffer_->GetIndexSize();
|
|
|
- unsigned primitiveCount;
|
|
|
- GLenum glPrimitiveType;
|
|
|
-
|
|
|
- GetGLPrimitiveType(indexCount, type, primitiveCount, glPrimitiveType);
|
|
|
- GLenum indexType = indexSize == sizeof(unsigned short) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
|
|
|
- glDrawElements(glPrimitiveType, indexCount, indexType, reinterpret_cast<const GLvoid*>(indexStart * indexSize));
|
|
|
-
|
|
|
- numPrimitives_ += primitiveCount;
|
|
|
- ++numBatches_;
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::Draw_OGL(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned baseVertexIndex, unsigned minVertex, unsigned vertexCount)
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- if (!gl3Support || !indexCount || !indexBuffer_ || !indexBuffer_->GetGPUObjectName())
|
|
|
- return;
|
|
|
-
|
|
|
- PrepareDraw_OGL();
|
|
|
-
|
|
|
- unsigned indexSize = indexBuffer_->GetIndexSize();
|
|
|
- unsigned primitiveCount;
|
|
|
- GLenum glPrimitiveType;
|
|
|
-
|
|
|
- GetGLPrimitiveType(indexCount, type, primitiveCount, glPrimitiveType);
|
|
|
- GLenum indexType = indexSize == sizeof(unsigned short) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
|
|
|
- glDrawElementsBaseVertex(glPrimitiveType, indexCount, indexType, reinterpret_cast<GLvoid*>(indexStart * indexSize), baseVertexIndex);
|
|
|
-
|
|
|
- numPrimitives_ += primitiveCount;
|
|
|
- ++numBatches_;
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::DrawInstanced_OGL(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount,
|
|
|
- unsigned instanceCount)
|
|
|
-{
|
|
|
-#if !defined(GL_ES_VERSION_2_0) || defined(__EMSCRIPTEN__)
|
|
|
- if (!indexCount || !indexBuffer_ || !indexBuffer_->GetGPUObjectName() || !instancingSupport_)
|
|
|
- return;
|
|
|
-
|
|
|
- PrepareDraw_OGL();
|
|
|
-
|
|
|
- unsigned indexSize = indexBuffer_->GetIndexSize();
|
|
|
- unsigned primitiveCount;
|
|
|
- GLenum glPrimitiveType;
|
|
|
-
|
|
|
- GetGLPrimitiveType(indexCount, type, primitiveCount, glPrimitiveType);
|
|
|
- GLenum indexType = indexSize == sizeof(unsigned short) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
|
|
|
-#ifdef __EMSCRIPTEN__
|
|
|
- glDrawElementsInstancedANGLE(glPrimitiveType, indexCount, indexType, reinterpret_cast<const GLvoid*>(indexStart * indexSize),
|
|
|
- instanceCount);
|
|
|
-#else
|
|
|
- if (gl3Support)
|
|
|
- {
|
|
|
- glDrawElementsInstanced(glPrimitiveType, indexCount, indexType, reinterpret_cast<const GLvoid*>(indexStart * indexSize),
|
|
|
- instanceCount);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- glDrawElementsInstancedARB(glPrimitiveType, indexCount, indexType, reinterpret_cast<const GLvoid*>(indexStart * indexSize),
|
|
|
- instanceCount);
|
|
|
- }
|
|
|
-#endif
|
|
|
-
|
|
|
- numPrimitives_ += instanceCount * primitiveCount;
|
|
|
- ++numBatches_;
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::DrawInstanced_OGL(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned baseVertexIndex, unsigned minVertex,
|
|
|
- unsigned vertexCount, unsigned instanceCount)
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- if (!gl3Support || !indexCount || !indexBuffer_ || !indexBuffer_->GetGPUObjectName() || !instancingSupport_)
|
|
|
- return;
|
|
|
-
|
|
|
- PrepareDraw_OGL();
|
|
|
-
|
|
|
- unsigned indexSize = indexBuffer_->GetIndexSize();
|
|
|
- unsigned primitiveCount;
|
|
|
- GLenum glPrimitiveType;
|
|
|
-
|
|
|
- GetGLPrimitiveType(indexCount, type, primitiveCount, glPrimitiveType);
|
|
|
- GLenum indexType = indexSize == sizeof(unsigned short) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
|
|
|
-
|
|
|
- glDrawElementsInstancedBaseVertex(glPrimitiveType, indexCount, indexType, reinterpret_cast<const GLvoid*>(indexStart * indexSize),
|
|
|
- instanceCount, baseVertexIndex);
|
|
|
-
|
|
|
- numPrimitives_ += instanceCount * primitiveCount;
|
|
|
- ++numBatches_;
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetVertexBuffer_OGL(VertexBuffer* buffer)
|
|
|
-{
|
|
|
- // Note: this is not multi-instance safe
|
|
|
- static PODVector<VertexBuffer*> vertexBuffers(1);
|
|
|
- vertexBuffers[0] = buffer;
|
|
|
- SetVertexBuffers_OGL(vertexBuffers);
|
|
|
-}
|
|
|
-
|
|
|
-bool Graphics::SetVertexBuffers_OGL(const PODVector<VertexBuffer*>& buffers, unsigned instanceOffset)
|
|
|
-{
|
|
|
- if (buffers.Size() > MAX_VERTEX_STREAMS)
|
|
|
- {
|
|
|
- URHO3D_LOGERROR("Too many vertex buffers");
|
|
|
- return false;
|
|
|
- }
|
|
|
-
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
- if (instanceOffset != impl->lastInstanceOffset_)
|
|
|
- {
|
|
|
- impl->lastInstanceOffset_ = instanceOffset;
|
|
|
- impl->vertexBuffersDirty_ = true;
|
|
|
- }
|
|
|
-
|
|
|
- for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
|
|
|
- {
|
|
|
- VertexBuffer* buffer = nullptr;
|
|
|
- if (i < buffers.Size())
|
|
|
- buffer = buffers[i];
|
|
|
- if (buffer != vertexBuffers_[i])
|
|
|
- {
|
|
|
- vertexBuffers_[i] = buffer;
|
|
|
- impl->vertexBuffersDirty_ = true;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- return true;
|
|
|
-}
|
|
|
-
|
|
|
-bool Graphics::SetVertexBuffers_OGL(const Vector<SharedPtr<VertexBuffer> >& buffers, unsigned instanceOffset)
|
|
|
-{
|
|
|
- return SetVertexBuffers_OGL(reinterpret_cast<const PODVector<VertexBuffer*>&>(buffers), instanceOffset);
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetIndexBuffer_OGL(IndexBuffer* buffer)
|
|
|
-{
|
|
|
- if (indexBuffer_ == buffer)
|
|
|
- return;
|
|
|
-
|
|
|
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer ? buffer->GetGPUObjectName() : 0);
|
|
|
- indexBuffer_ = buffer;
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetShaders_OGL(ShaderVariation* vs, ShaderVariation* ps)
|
|
|
-{
|
|
|
- if (vs == vertexShader_ && ps == pixelShader_)
|
|
|
- return;
|
|
|
-
|
|
|
- // Compile the shaders now if not yet compiled. If already attempted, do not retry
|
|
|
- if (vs && !vs->GetGPUObjectName())
|
|
|
- {
|
|
|
- if (vs->GetCompilerOutput().Empty())
|
|
|
- {
|
|
|
- URHO3D_PROFILE(CompileVertexShader);
|
|
|
-
|
|
|
- bool success = vs->Create();
|
|
|
- if (success)
|
|
|
- URHO3D_LOGDEBUG("Compiled vertex shader " + vs->GetFullName());
|
|
|
- else
|
|
|
- {
|
|
|
- URHO3D_LOGERROR("Failed to compile vertex shader " + vs->GetFullName() + ":\n" + vs->GetCompilerOutput());
|
|
|
- vs = nullptr;
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- vs = nullptr;
|
|
|
- }
|
|
|
-
|
|
|
- if (ps && !ps->GetGPUObjectName())
|
|
|
- {
|
|
|
- if (ps->GetCompilerOutput().Empty())
|
|
|
- {
|
|
|
- URHO3D_PROFILE(CompilePixelShader);
|
|
|
-
|
|
|
- bool success = ps->Create();
|
|
|
- if (success)
|
|
|
- URHO3D_LOGDEBUG("Compiled pixel shader " + ps->GetFullName());
|
|
|
- else
|
|
|
- {
|
|
|
- URHO3D_LOGERROR("Failed to compile pixel shader " + ps->GetFullName() + ":\n" + ps->GetCompilerOutput());
|
|
|
- ps = nullptr;
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- ps = nullptr;
|
|
|
- }
|
|
|
-
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
- if (!vs || !ps)
|
|
|
- {
|
|
|
- glUseProgram(0);
|
|
|
- vertexShader_ = nullptr;
|
|
|
- pixelShader_ = nullptr;
|
|
|
- impl->shaderProgram_ = nullptr;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- vertexShader_ = vs;
|
|
|
- pixelShader_ = ps;
|
|
|
-
|
|
|
- Pair<ShaderVariation*, ShaderVariation*> combination(vs, ps);
|
|
|
- ShaderProgramMap_OGL::Iterator i = impl->shaderPrograms_.Find(combination);
|
|
|
-
|
|
|
- if (i != impl->shaderPrograms_.End())
|
|
|
- {
|
|
|
- // Use the existing linked program
|
|
|
- if (i->second_->GetGPUObjectName())
|
|
|
- {
|
|
|
- glUseProgram(i->second_->GetGPUObjectName());
|
|
|
- impl->shaderProgram_ = i->second_;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- glUseProgram(0);
|
|
|
- impl->shaderProgram_ = nullptr;
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // Link a new combination
|
|
|
- URHO3D_PROFILE(LinkShaders);
|
|
|
-
|
|
|
- SharedPtr<ShaderProgram_OGL> newProgram(new ShaderProgram_OGL(this, vs, ps));
|
|
|
- if (newProgram->Link())
|
|
|
- {
|
|
|
- URHO3D_LOGDEBUG("Linked vertex shader " + vs->GetFullName() + " and pixel shader " + ps->GetFullName());
|
|
|
- // Note: Link() calls glUseProgram() to set the texture sampler uniforms,
|
|
|
- // so it is not necessary to call it again
|
|
|
- impl->shaderProgram_ = newProgram;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- URHO3D_LOGERROR("Failed to link vertex shader " + vs->GetFullName() + " and pixel shader " + ps->GetFullName() + ":\n" +
|
|
|
- newProgram->GetLinkerOutput());
|
|
|
- glUseProgram(0);
|
|
|
- impl->shaderProgram_ = nullptr;
|
|
|
- }
|
|
|
-
|
|
|
- impl->shaderPrograms_[combination] = newProgram;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Update the clip plane uniform on GL3, and set constant buffers
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- if (gl3Support && impl->shaderProgram_)
|
|
|
- {
|
|
|
- const SharedPtr<ConstantBuffer>* constantBuffers = impl->shaderProgram_->GetConstantBuffers();
|
|
|
- for (unsigned i = 0; i < MAX_SHADER_PARAMETER_GROUPS * 2; ++i)
|
|
|
- {
|
|
|
- ConstantBuffer* buffer = constantBuffers[i].Get();
|
|
|
- if (buffer != impl->constantBuffers_[i])
|
|
|
- {
|
|
|
- unsigned object = buffer ? buffer->GetGPUObjectName() : 0;
|
|
|
- glBindBufferBase(GL_UNIFORM_BUFFER, i, object);
|
|
|
- // Calling glBindBufferBase also affects the generic buffer binding point
|
|
|
- impl->boundUBO_ = object;
|
|
|
- impl->constantBuffers_[i] = buffer;
|
|
|
- ShaderProgram_OGL::ClearGlobalParameterSource((ShaderParameterGroup)(i % MAX_SHADER_PARAMETER_GROUPS));
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- SetShaderParameter_OGL(VSP_CLIPPLANE, useClipPlane_ ? clipPlane_ : Vector4(0.0f, 0.0f, 0.0f, 1.0f));
|
|
|
- }
|
|
|
-#endif
|
|
|
-
|
|
|
- // Store shader combination if shader dumping in progress
|
|
|
- if (shaderPrecache_)
|
|
|
- shaderPrecache_->StoreShaders(vertexShader_, pixelShader_);
|
|
|
-
|
|
|
- if (impl->shaderProgram_)
|
|
|
- {
|
|
|
- impl->usedVertexAttributes_ = impl->shaderProgram_->GetUsedVertexAttributes();
|
|
|
- impl->vertexAttributes_ = &impl->shaderProgram_->GetVertexAttributes();
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- impl->usedVertexAttributes_ = 0;
|
|
|
- impl->vertexAttributes_ = nullptr;
|
|
|
- }
|
|
|
-
|
|
|
- impl->vertexBuffersDirty_ = true;
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetShaderParameter_OGL(StringHash param, const float* data, unsigned count)
|
|
|
-{
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
- if (impl->shaderProgram_)
|
|
|
- {
|
|
|
- const ShaderParameter* info = impl->shaderProgram_->GetParameter(param);
|
|
|
- if (info)
|
|
|
- {
|
|
|
- if (info->bufferPtr_)
|
|
|
- {
|
|
|
- ConstantBuffer* buffer = info->bufferPtr_;
|
|
|
- if (!buffer->IsDirty())
|
|
|
- impl->dirtyConstantBuffers_.Push(buffer);
|
|
|
- buffer->SetParameter(info->offset_, (unsigned)(count * sizeof(float)), data);
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- switch (info->glType_)
|
|
|
- {
|
|
|
- case GL_FLOAT:
|
|
|
- glUniform1fv(info->location_, count, data);
|
|
|
- break;
|
|
|
-
|
|
|
- case GL_FLOAT_VEC2:
|
|
|
- glUniform2fv(info->location_, count / 2, data);
|
|
|
- break;
|
|
|
-
|
|
|
- case GL_FLOAT_VEC3:
|
|
|
- glUniform3fv(info->location_, count / 3, data);
|
|
|
- break;
|
|
|
-
|
|
|
- case GL_FLOAT_VEC4:
|
|
|
- glUniform4fv(info->location_, count / 4, data);
|
|
|
- break;
|
|
|
-
|
|
|
- case GL_FLOAT_MAT3:
|
|
|
- glUniformMatrix3fv(info->location_, count / 9, GL_FALSE, data);
|
|
|
- break;
|
|
|
-
|
|
|
- case GL_FLOAT_MAT4:
|
|
|
- glUniformMatrix4fv(info->location_, count / 16, GL_FALSE, data);
|
|
|
- break;
|
|
|
-
|
|
|
- default: break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetShaderParameter_OGL(StringHash param, float value)
|
|
|
-{
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
- if (impl->shaderProgram_)
|
|
|
- {
|
|
|
- const ShaderParameter* info = impl->shaderProgram_->GetParameter(param);
|
|
|
- if (info)
|
|
|
- {
|
|
|
- if (info->bufferPtr_)
|
|
|
- {
|
|
|
- ConstantBuffer* buffer = info->bufferPtr_;
|
|
|
- if (!buffer->IsDirty())
|
|
|
- impl->dirtyConstantBuffers_.Push(buffer);
|
|
|
- buffer->SetParameter(info->offset_, sizeof(float), &value);
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- glUniform1fv(info->location_, 1, &value);
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetShaderParameter_OGL(StringHash param, int value)
|
|
|
-{
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
- if (impl->shaderProgram_)
|
|
|
- {
|
|
|
- const ShaderParameter* info = impl->shaderProgram_->GetParameter(param);
|
|
|
- if (info)
|
|
|
- {
|
|
|
- if (info->bufferPtr_)
|
|
|
- {
|
|
|
- ConstantBuffer* buffer = info->bufferPtr_;
|
|
|
- if (!buffer->IsDirty())
|
|
|
- impl->dirtyConstantBuffers_.Push(buffer);
|
|
|
- buffer->SetParameter(info->offset_, sizeof(int), &value);
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- glUniform1i(info->location_, value);
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetShaderParameter_OGL(StringHash param, bool value)
|
|
|
-{
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
- // \todo Not tested
|
|
|
- if (impl->shaderProgram_)
|
|
|
- {
|
|
|
- const ShaderParameter* info = impl->shaderProgram_->GetParameter(param);
|
|
|
- if (info)
|
|
|
- {
|
|
|
- if (info->bufferPtr_)
|
|
|
- {
|
|
|
- ConstantBuffer* buffer = info->bufferPtr_;
|
|
|
- if (!buffer->IsDirty())
|
|
|
- impl->dirtyConstantBuffers_.Push(buffer);
|
|
|
- buffer->SetParameter(info->offset_, sizeof(bool), &value);
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- glUniform1i(info->location_, (int)value);
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetShaderParameter_OGL(StringHash param, const Color& color)
|
|
|
-{
|
|
|
- SetShaderParameter_OGL(param, color.Data(), 4);
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetShaderParameter_OGL(StringHash param, const Vector2& vector)
|
|
|
-{
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
- if (impl->shaderProgram_)
|
|
|
- {
|
|
|
- const ShaderParameter* info = impl->shaderProgram_->GetParameter(param);
|
|
|
- if (info)
|
|
|
- {
|
|
|
- if (info->bufferPtr_)
|
|
|
- {
|
|
|
- ConstantBuffer* buffer = info->bufferPtr_;
|
|
|
- if (!buffer->IsDirty())
|
|
|
- impl->dirtyConstantBuffers_.Push(buffer);
|
|
|
- buffer->SetParameter(info->offset_, sizeof(Vector2), &vector);
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- // Check the uniform type to avoid mismatch
|
|
|
- switch (info->glType_)
|
|
|
- {
|
|
|
- case GL_FLOAT:
|
|
|
- glUniform1fv(info->location_, 1, vector.Data());
|
|
|
- break;
|
|
|
-
|
|
|
- case GL_FLOAT_VEC2:
|
|
|
- glUniform2fv(info->location_, 1, vector.Data());
|
|
|
- break;
|
|
|
-
|
|
|
- default: break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetShaderParameter_OGL(StringHash param, const Matrix3& matrix)
|
|
|
-{
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
- if (impl->shaderProgram_)
|
|
|
- {
|
|
|
- const ShaderParameter* info = impl->shaderProgram_->GetParameter(param);
|
|
|
- if (info)
|
|
|
- {
|
|
|
- if (info->bufferPtr_)
|
|
|
- {
|
|
|
- ConstantBuffer* buffer = info->bufferPtr_;
|
|
|
- if (!buffer->IsDirty())
|
|
|
- impl->dirtyConstantBuffers_.Push(buffer);
|
|
|
- buffer->SetVector3ArrayParameter(info->offset_, 3, &matrix);
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- glUniformMatrix3fv(info->location_, 1, GL_FALSE, matrix.Data());
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetShaderParameter_OGL(StringHash param, const Vector3& vector)
|
|
|
-{
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
- if (impl->shaderProgram_)
|
|
|
- {
|
|
|
- const ShaderParameter* info = impl->shaderProgram_->GetParameter(param);
|
|
|
- if (info)
|
|
|
- {
|
|
|
- if (info->bufferPtr_)
|
|
|
- {
|
|
|
- ConstantBuffer* buffer = info->bufferPtr_;
|
|
|
- if (!buffer->IsDirty())
|
|
|
- impl->dirtyConstantBuffers_.Push(buffer);
|
|
|
- buffer->SetParameter(info->offset_, sizeof(Vector3), &vector);
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- // Check the uniform type to avoid mismatch
|
|
|
- switch (info->glType_)
|
|
|
- {
|
|
|
- case GL_FLOAT:
|
|
|
- glUniform1fv(info->location_, 1, vector.Data());
|
|
|
- break;
|
|
|
-
|
|
|
- case GL_FLOAT_VEC2:
|
|
|
- glUniform2fv(info->location_, 1, vector.Data());
|
|
|
- break;
|
|
|
-
|
|
|
- case GL_FLOAT_VEC3:
|
|
|
- glUniform3fv(info->location_, 1, vector.Data());
|
|
|
- break;
|
|
|
-
|
|
|
- default: break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetShaderParameter_OGL(StringHash param, const Matrix4& matrix)
|
|
|
-{
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
- if (impl->shaderProgram_)
|
|
|
- {
|
|
|
- const ShaderParameter* info = impl->shaderProgram_->GetParameter(param);
|
|
|
- if (info)
|
|
|
- {
|
|
|
- if (info->bufferPtr_)
|
|
|
- {
|
|
|
- ConstantBuffer* buffer = info->bufferPtr_;
|
|
|
- if (!buffer->IsDirty())
|
|
|
- impl->dirtyConstantBuffers_.Push(buffer);
|
|
|
- buffer->SetParameter(info->offset_, sizeof(Matrix4), &matrix);
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- glUniformMatrix4fv(info->location_, 1, GL_FALSE, matrix.Data());
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetShaderParameter_OGL(StringHash param, const Vector4& vector)
|
|
|
-{
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
- if (impl->shaderProgram_)
|
|
|
- {
|
|
|
- const ShaderParameter* info = impl->shaderProgram_->GetParameter(param);
|
|
|
- if (info)
|
|
|
- {
|
|
|
- if (info->bufferPtr_)
|
|
|
- {
|
|
|
- ConstantBuffer* buffer = info->bufferPtr_;
|
|
|
- if (!buffer->IsDirty())
|
|
|
- impl->dirtyConstantBuffers_.Push(buffer);
|
|
|
- buffer->SetParameter(info->offset_, sizeof(Vector4), &vector);
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- // Check the uniform type to avoid mismatch
|
|
|
- switch (info->glType_)
|
|
|
- {
|
|
|
- case GL_FLOAT:
|
|
|
- glUniform1fv(info->location_, 1, vector.Data());
|
|
|
- break;
|
|
|
-
|
|
|
- case GL_FLOAT_VEC2:
|
|
|
- glUniform2fv(info->location_, 1, vector.Data());
|
|
|
- break;
|
|
|
-
|
|
|
- case GL_FLOAT_VEC3:
|
|
|
- glUniform3fv(info->location_, 1, vector.Data());
|
|
|
- break;
|
|
|
-
|
|
|
- case GL_FLOAT_VEC4:
|
|
|
- glUniform4fv(info->location_, 1, vector.Data());
|
|
|
- break;
|
|
|
-
|
|
|
- default: break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetShaderParameter_OGL(StringHash param, const Matrix3x4& matrix)
|
|
|
-{
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
- if (impl->shaderProgram_)
|
|
|
- {
|
|
|
- const ShaderParameter* info = impl->shaderProgram_->GetParameter(param);
|
|
|
- if (info)
|
|
|
- {
|
|
|
- // Expand to a full Matrix4
|
|
|
- static Matrix4 fullMatrix;
|
|
|
- fullMatrix.m00_ = matrix.m00_;
|
|
|
- fullMatrix.m01_ = matrix.m01_;
|
|
|
- fullMatrix.m02_ = matrix.m02_;
|
|
|
- fullMatrix.m03_ = matrix.m03_;
|
|
|
- fullMatrix.m10_ = matrix.m10_;
|
|
|
- fullMatrix.m11_ = matrix.m11_;
|
|
|
- fullMatrix.m12_ = matrix.m12_;
|
|
|
- fullMatrix.m13_ = matrix.m13_;
|
|
|
- fullMatrix.m20_ = matrix.m20_;
|
|
|
- fullMatrix.m21_ = matrix.m21_;
|
|
|
- fullMatrix.m22_ = matrix.m22_;
|
|
|
- fullMatrix.m23_ = matrix.m23_;
|
|
|
-
|
|
|
- if (info->bufferPtr_)
|
|
|
- {
|
|
|
- ConstantBuffer* buffer = info->bufferPtr_;
|
|
|
- if (!buffer->IsDirty())
|
|
|
- impl->dirtyConstantBuffers_.Push(buffer);
|
|
|
- buffer->SetParameter(info->offset_, sizeof(Matrix4), &fullMatrix);
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- glUniformMatrix4fv(info->location_, 1, GL_FALSE, fullMatrix.Data());
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-bool Graphics::NeedParameterUpdate_OGL(ShaderParameterGroup group, const void* source)
|
|
|
-{
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
- return impl->shaderProgram_ ? impl->shaderProgram_->NeedParameterUpdate(group, source) : false;
|
|
|
-}
|
|
|
-
|
|
|
-bool Graphics::HasShaderParameter_OGL(StringHash param)
|
|
|
-{
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
- return impl->shaderProgram_ && impl->shaderProgram_->HasParameter(param);
|
|
|
-}
|
|
|
-
|
|
|
-bool Graphics::HasTextureUnit_OGL(TextureUnit unit)
|
|
|
-{
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
- return impl->shaderProgram_ && impl->shaderProgram_->HasTextureUnit(unit);
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::ClearParameterSource_OGL(ShaderParameterGroup group)
|
|
|
-{
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
- if (impl->shaderProgram_)
|
|
|
- impl->shaderProgram_->ClearParameterSource(group);
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::ClearParameterSources_OGL()
|
|
|
-{
|
|
|
- ShaderProgram_OGL::ClearParameterSources();
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::ClearTransformSources_OGL()
|
|
|
-{
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
- if (impl->shaderProgram_)
|
|
|
- {
|
|
|
- impl->shaderProgram_->ClearParameterSource(SP_CAMERA);
|
|
|
- impl->shaderProgram_->ClearParameterSource(SP_OBJECT);
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetTexture_OGL(unsigned index, Texture* texture)
|
|
|
-{
|
|
|
- if (index >= MAX_TEXTURE_UNITS)
|
|
|
- return;
|
|
|
-
|
|
|
- // Check if texture is currently bound as a rendertarget. In that case, use its backup texture, or blank if not defined
|
|
|
- if (texture)
|
|
|
- {
|
|
|
- if (renderTargets_[0] && renderTargets_[0]->GetParentTexture() == texture)
|
|
|
- texture = texture->GetBackupTexture();
|
|
|
- else
|
|
|
- {
|
|
|
- // Resolve multisampled texture now as necessary
|
|
|
- if (texture->GetMultiSample() > 1 && texture->GetAutoResolve() && texture->IsResolveDirty())
|
|
|
- {
|
|
|
- if (texture->GetType() == Texture2D::GetTypeStatic())
|
|
|
- ResolveToTexture_OGL(static_cast<Texture2D*>(texture));
|
|
|
- if (texture->GetType() == TextureCube::GetTypeStatic())
|
|
|
- ResolveToTexture_OGL(static_cast<TextureCube*>(texture));
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
- if (textures_[index] != texture)
|
|
|
- {
|
|
|
- if (impl->activeTexture_ != index)
|
|
|
- {
|
|
|
- glActiveTexture(GL_TEXTURE0 + index);
|
|
|
- impl->activeTexture_ = index;
|
|
|
- }
|
|
|
-
|
|
|
- if (texture)
|
|
|
- {
|
|
|
- unsigned glType = texture->GetTarget();
|
|
|
- // Unbind old texture type if necessary
|
|
|
- if (impl->textureTypes_[index] && impl->textureTypes_[index] != glType)
|
|
|
- glBindTexture(impl->textureTypes_[index], 0);
|
|
|
- glBindTexture(glType, texture->GetGPUObjectName());
|
|
|
- impl->textureTypes_[index] = glType;
|
|
|
-
|
|
|
- if (texture->GetParametersDirty())
|
|
|
- texture->UpdateParameters();
|
|
|
- if (texture->GetLevelsDirty())
|
|
|
- texture->RegenerateLevels();
|
|
|
- }
|
|
|
- else if (impl->textureTypes_[index])
|
|
|
- {
|
|
|
- glBindTexture(impl->textureTypes_[index], 0);
|
|
|
- impl->textureTypes_[index] = 0;
|
|
|
- }
|
|
|
-
|
|
|
- textures_[index] = texture;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- if (texture && (texture->GetParametersDirty() || texture->GetLevelsDirty()))
|
|
|
- {
|
|
|
- if (impl->activeTexture_ != index)
|
|
|
- {
|
|
|
- glActiveTexture(GL_TEXTURE0 + index);
|
|
|
- impl->activeTexture_ = index;
|
|
|
- }
|
|
|
-
|
|
|
- glBindTexture(texture->GetTarget(), texture->GetGPUObjectName());
|
|
|
- if (texture->GetParametersDirty())
|
|
|
- texture->UpdateParameters();
|
|
|
- if (texture->GetLevelsDirty())
|
|
|
- texture->RegenerateLevels();
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetTextureForUpdate_OGL(Texture* texture)
|
|
|
-{
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
- if (impl->activeTexture_ != 0)
|
|
|
- {
|
|
|
- glActiveTexture(GL_TEXTURE0);
|
|
|
- impl->activeTexture_ = 0;
|
|
|
- }
|
|
|
-
|
|
|
- unsigned glType = texture->GetTarget();
|
|
|
- // Unbind old texture type if necessary
|
|
|
- if (impl->textureTypes_[0] && impl->textureTypes_[0] != glType)
|
|
|
- glBindTexture(impl->textureTypes_[0], 0);
|
|
|
- glBindTexture(glType, texture->GetGPUObjectName());
|
|
|
- impl->textureTypes_[0] = glType;
|
|
|
- textures_[0] = texture;
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetDefaultTextureFilterMode_OGL(TextureFilterMode mode)
|
|
|
-{
|
|
|
- if (mode != defaultTextureFilterMode_)
|
|
|
- {
|
|
|
- defaultTextureFilterMode_ = mode;
|
|
|
- SetTextureParametersDirty_OGL();
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetDefaultTextureAnisotropy_OGL(unsigned level)
|
|
|
-{
|
|
|
- level = Max(level, 1U);
|
|
|
-
|
|
|
- if (level != defaultTextureAnisotropy_)
|
|
|
- {
|
|
|
- defaultTextureAnisotropy_ = level;
|
|
|
- SetTextureParametersDirty_OGL();
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetTextureParametersDirty_OGL()
|
|
|
-{
|
|
|
- MutexLock lock(gpuObjectMutex_);
|
|
|
-
|
|
|
- for (PODVector<GPUObject*>::Iterator i = gpuObjects_.Begin(); i != gpuObjects_.End(); ++i)
|
|
|
- {
|
|
|
- auto* texture = dynamic_cast<Texture*>(*i);
|
|
|
- if (texture)
|
|
|
- texture->SetParametersDirty();
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::ResetRenderTargets_OGL()
|
|
|
-{
|
|
|
- for (unsigned i = 0; i < MAX_RENDERTARGETS; ++i)
|
|
|
- SetRenderTarget_OGL(i, (RenderSurface*)nullptr);
|
|
|
- SetDepthStencil_OGL((RenderSurface*)nullptr);
|
|
|
- SetViewport_OGL(IntRect(0, 0, width_, height_));
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::ResetRenderTarget_OGL(unsigned index)
|
|
|
-{
|
|
|
- SetRenderTarget_OGL(index, (RenderSurface*)nullptr);
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::ResetDepthStencil_OGL()
|
|
|
-{
|
|
|
- SetDepthStencil_OGL((RenderSurface*)nullptr);
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetRenderTarget_OGL(unsigned index, RenderSurface* renderTarget)
|
|
|
-{
|
|
|
- if (index >= MAX_RENDERTARGETS)
|
|
|
- return;
|
|
|
-
|
|
|
- if (renderTarget != renderTargets_[index])
|
|
|
- {
|
|
|
- renderTargets_[index] = renderTarget;
|
|
|
-
|
|
|
- // If the rendertarget is also bound as a texture, replace with backup texture or null
|
|
|
- if (renderTarget)
|
|
|
- {
|
|
|
- Texture* parentTexture = renderTarget->GetParentTexture();
|
|
|
-
|
|
|
- for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
|
|
|
- {
|
|
|
- if (textures_[i] == parentTexture)
|
|
|
- SetTexture_OGL(i, textures_[i]->GetBackupTexture());
|
|
|
- }
|
|
|
-
|
|
|
- // If multisampled, mark the texture & surface needing resolve
|
|
|
- if (parentTexture->GetMultiSample() > 1 && parentTexture->GetAutoResolve())
|
|
|
- {
|
|
|
- parentTexture->SetResolveDirty(true);
|
|
|
- renderTarget->SetResolveDirty(true);
|
|
|
- }
|
|
|
-
|
|
|
- // If mipmapped, mark the levels needing regeneration
|
|
|
- if (parentTexture->GetLevels() > 1)
|
|
|
- parentTexture->SetLevelsDirty();
|
|
|
- }
|
|
|
-
|
|
|
- GetImpl_OGL()->fboDirty_ = true;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetRenderTarget_OGL(unsigned index, Texture2D* texture)
|
|
|
-{
|
|
|
- RenderSurface* renderTarget = nullptr;
|
|
|
- if (texture)
|
|
|
- renderTarget = texture->GetRenderSurface();
|
|
|
-
|
|
|
- SetRenderTarget_OGL(index, renderTarget);
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetDepthStencil_OGL(RenderSurface* depthStencil)
|
|
|
-{
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
- // If we are using a rendertarget texture, it is required in OpenGL to also have an own depth-stencil
|
|
|
- // Create a new depth-stencil texture as necessary to be able to provide similar behaviour as Direct3D9
|
|
|
- // Only do this for non-multisampled rendertargets; when using multisampled target a similarly multisampled
|
|
|
- // depth-stencil should also be provided (backbuffer depth isn't compatible)
|
|
|
- if (renderTargets_[0] && renderTargets_[0]->GetMultiSample() == 1 && !depthStencil)
|
|
|
- {
|
|
|
- int width = renderTargets_[0]->GetWidth();
|
|
|
- int height = renderTargets_[0]->GetHeight();
|
|
|
-
|
|
|
- // Direct3D9 default depth-stencil can not be used when rendertarget is larger than the window.
|
|
|
- // Check size similarly
|
|
|
- if (width <= width_ && height <= height_)
|
|
|
- {
|
|
|
- unsigned searchKey = (width << 16u) | height;
|
|
|
- HashMap<unsigned, SharedPtr<Texture2D> >::Iterator i = impl->depthTextures_.Find(searchKey);
|
|
|
- if (i != impl->depthTextures_.End())
|
|
|
- depthStencil = i->second_->GetRenderSurface();
|
|
|
- else
|
|
|
- {
|
|
|
- SharedPtr<Texture2D> newDepthTexture(new Texture2D(context_));
|
|
|
- newDepthTexture->SetSize(width, height, GetDepthStencilFormat_OGL(), TEXTURE_DEPTHSTENCIL);
|
|
|
- impl->depthTextures_[searchKey] = newDepthTexture;
|
|
|
- depthStencil = newDepthTexture->GetRenderSurface();
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if (depthStencil != depthStencil_)
|
|
|
- {
|
|
|
- depthStencil_ = depthStencil;
|
|
|
- impl->fboDirty_ = true;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetDepthStencil_OGL(Texture2D* texture)
|
|
|
-{
|
|
|
- RenderSurface* depthStencil = nullptr;
|
|
|
- if (texture)
|
|
|
- depthStencil = texture->GetRenderSurface();
|
|
|
-
|
|
|
- SetDepthStencil_OGL(depthStencil);
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetViewport_OGL(const IntRect& rect)
|
|
|
-{
|
|
|
- PrepareDraw_OGL();
|
|
|
-
|
|
|
- IntVector2 rtSize = GetRenderTargetDimensions_OGL();
|
|
|
-
|
|
|
- IntRect rectCopy = rect;
|
|
|
-
|
|
|
- if (rectCopy.right_ <= rectCopy.left_)
|
|
|
- rectCopy.right_ = rectCopy.left_ + 1;
|
|
|
- if (rectCopy.bottom_ <= rectCopy.top_)
|
|
|
- rectCopy.bottom_ = rectCopy.top_ + 1;
|
|
|
- rectCopy.left_ = Clamp(rectCopy.left_, 0, rtSize.x_);
|
|
|
- rectCopy.top_ = Clamp(rectCopy.top_, 0, rtSize.y_);
|
|
|
- rectCopy.right_ = Clamp(rectCopy.right_, 0, rtSize.x_);
|
|
|
- rectCopy.bottom_ = Clamp(rectCopy.bottom_, 0, rtSize.y_);
|
|
|
-
|
|
|
- // Use Direct3D convention with the vertical coordinates ie. 0 is top
|
|
|
- glViewport(rectCopy.left_, rtSize.y_ - rectCopy.bottom_, rectCopy.Width(), rectCopy.Height());
|
|
|
- viewport_ = rectCopy;
|
|
|
-
|
|
|
- // Disable scissor test, needs to be re-enabled by the user
|
|
|
- SetScissorTest_OGL(false);
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetBlendMode_OGL(BlendMode mode, bool alphaToCoverage)
|
|
|
-{
|
|
|
- if (mode != blendMode_)
|
|
|
- {
|
|
|
- if (mode == BLEND_REPLACE)
|
|
|
- glDisable(GL_BLEND);
|
|
|
- else
|
|
|
- {
|
|
|
- glEnable(GL_BLEND);
|
|
|
- glBlendFunc(glSrcBlend[mode], glDestBlend[mode]);
|
|
|
- glBlendEquation(glBlendOp[mode]);
|
|
|
- }
|
|
|
-
|
|
|
- blendMode_ = mode;
|
|
|
- }
|
|
|
-
|
|
|
- if (alphaToCoverage != alphaToCoverage_)
|
|
|
- {
|
|
|
- if (alphaToCoverage)
|
|
|
- glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
|
|
|
- else
|
|
|
- glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
|
|
|
-
|
|
|
- alphaToCoverage_ = alphaToCoverage;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetColorWrite_OGL(bool enable)
|
|
|
-{
|
|
|
- if (enable != colorWrite_)
|
|
|
- {
|
|
|
- if (enable)
|
|
|
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
|
- else
|
|
|
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
|
-
|
|
|
- colorWrite_ = enable;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetCullMode_OGL(CullMode mode)
|
|
|
-{
|
|
|
- if (mode != cullMode_)
|
|
|
- {
|
|
|
- if (mode == CULL_NONE)
|
|
|
- glDisable(GL_CULL_FACE);
|
|
|
- else
|
|
|
- {
|
|
|
- // Use Direct3D convention, ie. clockwise vertices define a front face
|
|
|
- glEnable(GL_CULL_FACE);
|
|
|
- glCullFace(mode == CULL_CCW ? GL_FRONT : GL_BACK);
|
|
|
- }
|
|
|
-
|
|
|
- cullMode_ = mode;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetDepthBias_OGL(float constantBias, float slopeScaledBias)
|
|
|
-{
|
|
|
- if (constantBias != constantDepthBias_ || slopeScaledBias != slopeScaledDepthBias_)
|
|
|
- {
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- if (slopeScaledBias != 0.0f)
|
|
|
- {
|
|
|
- // OpenGL constant bias is unreliable and dependent on depth buffer bitdepth, apply in the projection matrix instead
|
|
|
- glEnable(GL_POLYGON_OFFSET_FILL);
|
|
|
- glPolygonOffset(slopeScaledBias, 0.0f);
|
|
|
- }
|
|
|
- else
|
|
|
- glDisable(GL_POLYGON_OFFSET_FILL);
|
|
|
-#endif
|
|
|
-
|
|
|
- constantDepthBias_ = constantBias;
|
|
|
- slopeScaledDepthBias_ = slopeScaledBias;
|
|
|
- // Force update of the projection matrix shader parameter
|
|
|
- ClearParameterSource_OGL(SP_CAMERA);
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetDepthTest_OGL(CompareMode mode)
|
|
|
-{
|
|
|
- if (mode != depthTestMode_)
|
|
|
- {
|
|
|
- glDepthFunc(glCmpFunc[mode]);
|
|
|
- depthTestMode_ = mode;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetDepthWrite_OGL(bool enable)
|
|
|
-{
|
|
|
- if (enable != depthWrite_)
|
|
|
- {
|
|
|
- glDepthMask(enable ? GL_TRUE : GL_FALSE);
|
|
|
- depthWrite_ = enable;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetFillMode_OGL(FillMode mode)
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- if (mode != fillMode_)
|
|
|
- {
|
|
|
- glPolygonMode(GL_FRONT_AND_BACK, glFillMode[mode]);
|
|
|
- fillMode_ = mode;
|
|
|
- }
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetLineAntiAlias_OGL(bool enable)
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- if (enable != lineAntiAlias_)
|
|
|
- {
|
|
|
- if (enable)
|
|
|
- glEnable(GL_LINE_SMOOTH);
|
|
|
- else
|
|
|
- glDisable(GL_LINE_SMOOTH);
|
|
|
- lineAntiAlias_ = enable;
|
|
|
- }
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetScissorTest_OGL(bool enable, const Rect& rect, bool borderInclusive)
|
|
|
-{
|
|
|
- // During some light rendering loops, a full rect is toggled on/off repeatedly.
|
|
|
- // Disable scissor in that case to reduce state changes
|
|
|
- if (rect.min_.x_ <= 0.0f && rect.min_.y_ <= 0.0f && rect.max_.x_ >= 1.0f && rect.max_.y_ >= 1.0f)
|
|
|
- enable = false;
|
|
|
-
|
|
|
- if (enable)
|
|
|
- {
|
|
|
- IntVector2 rtSize(GetRenderTargetDimensions_OGL());
|
|
|
- IntVector2 viewSize(viewport_.Size());
|
|
|
- IntVector2 viewPos(viewport_.left_, viewport_.top_);
|
|
|
- IntRect intRect;
|
|
|
- int expand = borderInclusive ? 1 : 0;
|
|
|
-
|
|
|
- intRect.left_ = Clamp((int)((rect.min_.x_ + 1.0f) * 0.5f * viewSize.x_) + viewPos.x_, 0, rtSize.x_ - 1);
|
|
|
- intRect.top_ = Clamp((int)((-rect.max_.y_ + 1.0f) * 0.5f * viewSize.y_) + viewPos.y_, 0, rtSize.y_ - 1);
|
|
|
- intRect.right_ = Clamp((int)((rect.max_.x_ + 1.0f) * 0.5f * viewSize.x_) + viewPos.x_ + expand, 0, rtSize.x_);
|
|
|
- intRect.bottom_ = Clamp((int)((-rect.min_.y_ + 1.0f) * 0.5f * viewSize.y_) + viewPos.y_ + expand, 0, rtSize.y_);
|
|
|
-
|
|
|
- if (intRect.right_ == intRect.left_)
|
|
|
- intRect.right_++;
|
|
|
- if (intRect.bottom_ == intRect.top_)
|
|
|
- intRect.bottom_++;
|
|
|
-
|
|
|
- if (intRect.right_ < intRect.left_ || intRect.bottom_ < intRect.top_)
|
|
|
- enable = false;
|
|
|
-
|
|
|
- if (enable && scissorRect_ != intRect)
|
|
|
- {
|
|
|
- // Use Direct3D convention with the vertical coordinates ie. 0 is top
|
|
|
- glScissor(intRect.left_, rtSize.y_ - intRect.bottom_, intRect.Width(), intRect.Height());
|
|
|
- scissorRect_ = intRect;
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- scissorRect_ = IntRect::ZERO;
|
|
|
-
|
|
|
- if (enable != scissorTest_)
|
|
|
- {
|
|
|
- if (enable)
|
|
|
- glEnable(GL_SCISSOR_TEST);
|
|
|
- else
|
|
|
- glDisable(GL_SCISSOR_TEST);
|
|
|
- scissorTest_ = enable;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetScissorTest_OGL(bool enable, const IntRect& rect)
|
|
|
-{
|
|
|
- IntVector2 rtSize(GetRenderTargetDimensions_OGL());
|
|
|
- IntVector2 viewPos(viewport_.left_, viewport_.top_);
|
|
|
-
|
|
|
- if (enable)
|
|
|
- {
|
|
|
- IntRect intRect;
|
|
|
- intRect.left_ = Clamp(rect.left_ + viewPos.x_, 0, rtSize.x_ - 1);
|
|
|
- intRect.top_ = Clamp(rect.top_ + viewPos.y_, 0, rtSize.y_ - 1);
|
|
|
- intRect.right_ = Clamp(rect.right_ + viewPos.x_, 0, rtSize.x_);
|
|
|
- intRect.bottom_ = Clamp(rect.bottom_ + viewPos.y_, 0, rtSize.y_);
|
|
|
-
|
|
|
- if (intRect.right_ == intRect.left_)
|
|
|
- intRect.right_++;
|
|
|
- if (intRect.bottom_ == intRect.top_)
|
|
|
- intRect.bottom_++;
|
|
|
-
|
|
|
- if (intRect.right_ < intRect.left_ || intRect.bottom_ < intRect.top_)
|
|
|
- enable = false;
|
|
|
-
|
|
|
- if (enable && scissorRect_ != intRect)
|
|
|
- {
|
|
|
- // Use Direct3D convention with the vertical coordinates ie. 0 is top
|
|
|
- glScissor(intRect.left_, rtSize.y_ - intRect.bottom_, intRect.Width(), intRect.Height());
|
|
|
- scissorRect_ = intRect;
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- scissorRect_ = IntRect::ZERO;
|
|
|
-
|
|
|
- if (enable != scissorTest_)
|
|
|
- {
|
|
|
- if (enable)
|
|
|
- glEnable(GL_SCISSOR_TEST);
|
|
|
- else
|
|
|
- glDisable(GL_SCISSOR_TEST);
|
|
|
- scissorTest_ = enable;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetClipPlane_OGL(bool enable, const Plane& clipPlane, const Matrix3x4& view, const Matrix4& projection)
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- if (enable != useClipPlane_)
|
|
|
- {
|
|
|
- if (enable)
|
|
|
- glEnable(GL_CLIP_PLANE0);
|
|
|
- else
|
|
|
- glDisable(GL_CLIP_PLANE0);
|
|
|
-
|
|
|
- useClipPlane_ = enable;
|
|
|
- }
|
|
|
-
|
|
|
- if (enable)
|
|
|
- {
|
|
|
- Matrix4 viewProj = projection * view;
|
|
|
- clipPlane_ = clipPlane.Transformed(viewProj).ToVector4();
|
|
|
-
|
|
|
- if (!gl3Support)
|
|
|
- {
|
|
|
- GLdouble planeData[4];
|
|
|
- planeData[0] = clipPlane_.x_;
|
|
|
- planeData[1] = clipPlane_.y_;
|
|
|
- planeData[2] = clipPlane_.z_;
|
|
|
- planeData[3] = clipPlane_.w_;
|
|
|
-
|
|
|
- glClipPlane(GL_CLIP_PLANE0, &planeData[0]);
|
|
|
- }
|
|
|
- }
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetStencilTest_OGL(bool enable, CompareMode mode, StencilOp pass, StencilOp fail, StencilOp zFail, unsigned stencilRef,
|
|
|
- unsigned compareMask, unsigned writeMask)
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- if (enable != stencilTest_)
|
|
|
- {
|
|
|
- if (enable)
|
|
|
- glEnable(GL_STENCIL_TEST);
|
|
|
- else
|
|
|
- glDisable(GL_STENCIL_TEST);
|
|
|
- stencilTest_ = enable;
|
|
|
- }
|
|
|
-
|
|
|
- if (enable)
|
|
|
- {
|
|
|
- if (mode != stencilTestMode_ || stencilRef != stencilRef_ || compareMask != stencilCompareMask_)
|
|
|
- {
|
|
|
- glStencilFunc(glCmpFunc[mode], stencilRef, compareMask);
|
|
|
- stencilTestMode_ = mode;
|
|
|
- stencilRef_ = stencilRef;
|
|
|
- stencilCompareMask_ = compareMask;
|
|
|
- }
|
|
|
- if (writeMask != stencilWriteMask_)
|
|
|
- {
|
|
|
- glStencilMask(writeMask);
|
|
|
- stencilWriteMask_ = writeMask;
|
|
|
- }
|
|
|
- if (pass != stencilPass_ || fail != stencilFail_ || zFail != stencilZFail_)
|
|
|
- {
|
|
|
- glStencilOp(glStencilOps[fail], glStencilOps[zFail], glStencilOps[pass]);
|
|
|
- stencilPass_ = pass;
|
|
|
- stencilFail_ = fail;
|
|
|
- stencilZFail_ = zFail;
|
|
|
- }
|
|
|
- }
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-bool Graphics::IsInitialized_OGL() const
|
|
|
-{
|
|
|
- return window_ != nullptr;
|
|
|
-}
|
|
|
-
|
|
|
-bool Graphics::GetDither_OGL() const
|
|
|
-{
|
|
|
- return glIsEnabled(GL_DITHER) ? true : false;
|
|
|
-}
|
|
|
-
|
|
|
-bool Graphics::IsDeviceLost_OGL() const
|
|
|
-{
|
|
|
- // On iOS and tvOS treat window minimization as device loss, as it is forbidden to access OpenGL when minimized
|
|
|
-#if defined(IOS) || defined(TVOS)
|
|
|
- if (window_ && (SDL_GetWindowFlags(window_) & SDL_WINDOW_MINIMIZED) != 0)
|
|
|
- return true;
|
|
|
-#endif
|
|
|
-
|
|
|
- return GetImpl_OGL()->context_ == nullptr;
|
|
|
-}
|
|
|
-
|
|
|
-PODVector<int> Graphics::GetMultiSampleLevels_OGL() const
|
|
|
-{
|
|
|
- PODVector<int> ret;
|
|
|
- // No multisampling always supported
|
|
|
- ret.Push(1);
|
|
|
-
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- int maxSamples = 0;
|
|
|
- glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
|
|
|
- for (int i = 2; i <= maxSamples && i <= 16; i *= 2)
|
|
|
- ret.Push(i);
|
|
|
-#endif
|
|
|
-
|
|
|
- return ret;
|
|
|
-}
|
|
|
-
|
|
|
-unsigned Graphics::GetFormat_OGL(CompressedFormat format) const
|
|
|
-{
|
|
|
- switch (format)
|
|
|
- {
|
|
|
- case CF_RGBA:
|
|
|
- return GL_RGBA;
|
|
|
-
|
|
|
- case CF_DXT1:
|
|
|
- return dxtTextureSupport_ ? GL_COMPRESSED_RGBA_S3TC_DXT1_EXT : 0;
|
|
|
-
|
|
|
-#if !defined(GL_ES_VERSION_2_0) || defined(__EMSCRIPTEN__)
|
|
|
- case CF_DXT3:
|
|
|
- return dxtTextureSupport_ ? GL_COMPRESSED_RGBA_S3TC_DXT3_EXT : 0;
|
|
|
-
|
|
|
- case CF_DXT5:
|
|
|
- return dxtTextureSupport_ ? GL_COMPRESSED_RGBA_S3TC_DXT5_EXT : 0;
|
|
|
-#endif
|
|
|
-#ifdef GL_ES_VERSION_2_0
|
|
|
- case CF_ETC1:
|
|
|
- return etcTextureSupport_ ? GL_ETC1_RGB8_OES : 0;
|
|
|
-
|
|
|
- case CF_ETC2_RGB:
|
|
|
- return etc2TextureSupport_ ? GL_ETC2_RGB8_OES : 0;
|
|
|
-
|
|
|
- case CF_ETC2_RGBA:
|
|
|
- return etc2TextureSupport_ ? GL_ETC2_RGBA8_OES : 0;
|
|
|
-
|
|
|
- case CF_PVRTC_RGB_2BPP:
|
|
|
- return pvrtcTextureSupport_ ? COMPRESSED_RGB_PVRTC_2BPPV1_IMG : 0;
|
|
|
-
|
|
|
- case CF_PVRTC_RGB_4BPP:
|
|
|
- return pvrtcTextureSupport_ ? COMPRESSED_RGB_PVRTC_4BPPV1_IMG : 0;
|
|
|
-
|
|
|
- case CF_PVRTC_RGBA_2BPP:
|
|
|
- return pvrtcTextureSupport_ ? COMPRESSED_RGBA_PVRTC_2BPPV1_IMG : 0;
|
|
|
-
|
|
|
- case CF_PVRTC_RGBA_4BPP:
|
|
|
- return pvrtcTextureSupport_ ? COMPRESSED_RGBA_PVRTC_4BPPV1_IMG : 0;
|
|
|
-#endif
|
|
|
-
|
|
|
- default:
|
|
|
- return 0;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-unsigned Graphics::GetMaxBones_OGL()
|
|
|
-{
|
|
|
-#ifdef RPI
|
|
|
- // At the moment all RPI GPUs are low powered and only have limited number of uniforms
|
|
|
- return 32;
|
|
|
-#else
|
|
|
- return gl3Support ? 128 : 64;
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-bool Graphics::GetGL3Support_OGL()
|
|
|
-{
|
|
|
- return gl3Support;
|
|
|
-}
|
|
|
-
|
|
|
-ShaderVariation* Graphics::GetShader_OGL(ShaderType type, const String& name, const String& defines) const
|
|
|
-{
|
|
|
- return GetShader_OGL(type, name.CString(), defines.CString());
|
|
|
-}
|
|
|
-
|
|
|
-ShaderVariation* Graphics::GetShader_OGL(ShaderType type, const char* name, const char* defines) const
|
|
|
-{
|
|
|
- if (lastShaderName_ != name || !lastShader_)
|
|
|
- {
|
|
|
- auto* cache = GetSubsystem<ResourceCache>();
|
|
|
-
|
|
|
- String fullShaderName = shaderPath_ + name + shaderExtension_;
|
|
|
- // Try to reduce repeated error log prints because of missing shaders
|
|
|
- if (lastShaderName_ == name && !cache->Exists(fullShaderName))
|
|
|
- return nullptr;
|
|
|
-
|
|
|
- lastShader_ = cache->GetResource<Shader>(fullShaderName);
|
|
|
- lastShaderName_ = name;
|
|
|
- }
|
|
|
-
|
|
|
- return lastShader_ ? lastShader_->GetVariation(type, defines) : nullptr;
|
|
|
-}
|
|
|
-
|
|
|
-VertexBuffer* Graphics::GetVertexBuffer_OGL(unsigned index) const
|
|
|
-{
|
|
|
- return index < MAX_VERTEX_STREAMS ? vertexBuffers_[index] : nullptr;
|
|
|
-}
|
|
|
-
|
|
|
-ShaderProgram_OGL* Graphics::GetShaderProgram_OGL() const
|
|
|
-{
|
|
|
- return GetImpl_OGL()->shaderProgram_;
|
|
|
-}
|
|
|
-
|
|
|
-TextureUnit Graphics::GetTextureUnit_OGL(const String& name)
|
|
|
-{
|
|
|
- HashMap<String, TextureUnit>::Iterator i = textureUnits_.Find(name);
|
|
|
- if (i != textureUnits_.End())
|
|
|
- return i->second_;
|
|
|
- else
|
|
|
- return MAX_TEXTURE_UNITS;
|
|
|
-}
|
|
|
-
|
|
|
-const String& Graphics::GetTextureUnitName_OGL(TextureUnit unit)
|
|
|
-{
|
|
|
- for (HashMap<String, TextureUnit>::Iterator i = textureUnits_.Begin(); i != textureUnits_.End(); ++i)
|
|
|
- {
|
|
|
- if (i->second_ == unit)
|
|
|
- return i->first_;
|
|
|
- }
|
|
|
- return String::EMPTY;
|
|
|
-}
|
|
|
-
|
|
|
-Texture* Graphics::GetTexture_OGL(unsigned index) const
|
|
|
-{
|
|
|
- return index < MAX_TEXTURE_UNITS ? textures_[index] : nullptr;
|
|
|
-}
|
|
|
-
|
|
|
-RenderSurface* Graphics::GetRenderTarget_OGL(unsigned index) const
|
|
|
-{
|
|
|
- return index < MAX_RENDERTARGETS ? renderTargets_[index] : nullptr;
|
|
|
-}
|
|
|
-
|
|
|
-IntVector2 Graphics::GetRenderTargetDimensions_OGL() const
|
|
|
-{
|
|
|
- int width, height;
|
|
|
-
|
|
|
- if (renderTargets_[0])
|
|
|
- {
|
|
|
- width = renderTargets_[0]->GetWidth();
|
|
|
- height = renderTargets_[0]->GetHeight();
|
|
|
- }
|
|
|
- else if (depthStencil_)
|
|
|
- {
|
|
|
- width = depthStencil_->GetWidth();
|
|
|
- height = depthStencil_->GetHeight();
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- width = width_;
|
|
|
- height = height_;
|
|
|
- }
|
|
|
-
|
|
|
- return IntVector2(width, height);
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::OnWindowResized_OGL()
|
|
|
-{
|
|
|
- if (!window_)
|
|
|
- return;
|
|
|
-
|
|
|
- int newWidth, newHeight;
|
|
|
-
|
|
|
- SDL_GL_GetDrawableSize(window_, &newWidth, &newHeight);
|
|
|
- if (newWidth == width_ && newHeight == height_)
|
|
|
- return;
|
|
|
-
|
|
|
- width_ = newWidth;
|
|
|
- height_ = newHeight;
|
|
|
-
|
|
|
- int logicalWidth, logicalHeight;
|
|
|
- SDL_GetWindowSize(window_, &logicalWidth, &logicalHeight);
|
|
|
- screenParams_.highDPI_ = (width_ != logicalWidth) || (height_ != logicalHeight);
|
|
|
-
|
|
|
- // Reset rendertargets and viewport for the new screen size. Also clean up any FBO's, as they may be screen size dependent
|
|
|
- CleanupFramebuffers_OGL();
|
|
|
- ResetRenderTargets_OGL();
|
|
|
-
|
|
|
- URHO3D_LOGDEBUGF("Window was resized to %dx%d", width_, height_);
|
|
|
-
|
|
|
-#ifdef __EMSCRIPTEN__
|
|
|
- EM_ASM({
|
|
|
- Module.SetRendererSize($0, $1);
|
|
|
- }, width_, height_);
|
|
|
-#endif
|
|
|
-
|
|
|
- using namespace ScreenMode;
|
|
|
-
|
|
|
- VariantMap& eventData = GetEventDataMap();
|
|
|
- eventData[P_WIDTH] = width_;
|
|
|
- eventData[P_HEIGHT] = height_;
|
|
|
- eventData[P_FULLSCREEN] = screenParams_.fullscreen_;
|
|
|
- eventData[P_RESIZABLE] = screenParams_.resizable_;
|
|
|
- eventData[P_BORDERLESS] = screenParams_.borderless_;
|
|
|
- eventData[P_HIGHDPI] = screenParams_.highDPI_;
|
|
|
- SendEvent(E_SCREENMODE, eventData);
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::OnWindowMoved_OGL()
|
|
|
-{
|
|
|
- if (!window_ || screenParams_.fullscreen_)
|
|
|
- return;
|
|
|
-
|
|
|
- int newX, newY;
|
|
|
-
|
|
|
- SDL_GetWindowPosition(window_, &newX, &newY);
|
|
|
- if (newX == position_.x_ && newY == position_.y_)
|
|
|
- return;
|
|
|
-
|
|
|
- position_.x_ = newX;
|
|
|
- position_.y_ = newY;
|
|
|
-
|
|
|
- URHO3D_LOGTRACEF("Window was moved to %d,%d", position_.x_, position_.y_);
|
|
|
-
|
|
|
- using namespace WindowPos;
|
|
|
-
|
|
|
- VariantMap& eventData = GetEventDataMap();
|
|
|
- eventData[P_X] = position_.x_;
|
|
|
- eventData[P_Y] = position_.y_;
|
|
|
- SendEvent(E_WINDOWPOS, eventData);
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::CleanupRenderSurface_OGL(RenderSurface* surface)
|
|
|
-{
|
|
|
- if (!surface)
|
|
|
- return;
|
|
|
-
|
|
|
- // Flush pending FBO changes first if any
|
|
|
- PrepareDraw_OGL();
|
|
|
-
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
- unsigned currentFBO = impl->boundFBO_;
|
|
|
-
|
|
|
- // Go through all FBOs and clean up the surface from them
|
|
|
- for (HashMap<unsigned long long, FrameBufferObject>::Iterator i = impl->frameBuffers_.Begin();
|
|
|
- i != impl->frameBuffers_.End(); ++i)
|
|
|
- {
|
|
|
- for (unsigned j = 0; j < MAX_RENDERTARGETS; ++j)
|
|
|
- {
|
|
|
- if (i->second_.colorAttachments_[j] == surface)
|
|
|
- {
|
|
|
- if (currentFBO != i->second_.fbo_)
|
|
|
- {
|
|
|
- BindFramebuffer_OGL(i->second_.fbo_);
|
|
|
- currentFBO = i->second_.fbo_;
|
|
|
- }
|
|
|
- BindColorAttachment_OGL(j, GL_TEXTURE_2D, 0, false);
|
|
|
- i->second_.colorAttachments_[j] = nullptr;
|
|
|
- // Mark drawbuffer bits to need recalculation
|
|
|
- i->second_.drawBuffers_ = M_MAX_UNSIGNED;
|
|
|
- }
|
|
|
- }
|
|
|
- if (i->second_.depthAttachment_ == surface)
|
|
|
- {
|
|
|
- if (currentFBO != i->second_.fbo_)
|
|
|
- {
|
|
|
- BindFramebuffer_OGL(i->second_.fbo_);
|
|
|
- currentFBO = i->second_.fbo_;
|
|
|
- }
|
|
|
- BindDepthAttachment_OGL(0, false);
|
|
|
- BindStencilAttachment_OGL(0, false);
|
|
|
- i->second_.depthAttachment_ = nullptr;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Restore previously bound FBO now if needed
|
|
|
- if (currentFBO != impl->boundFBO_)
|
|
|
- BindFramebuffer_OGL(impl->boundFBO_);
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::CleanupShaderPrograms_OGL(ShaderVariation* variation)
|
|
|
-{
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
- for (ShaderProgramMap_OGL::Iterator i = impl->shaderPrograms_.Begin(); i != impl->shaderPrograms_.End();)
|
|
|
- {
|
|
|
- if (i->second_->GetVertexShader() == variation || i->second_->GetPixelShader() == variation)
|
|
|
- i = impl->shaderPrograms_.Erase(i);
|
|
|
- else
|
|
|
- ++i;
|
|
|
- }
|
|
|
-
|
|
|
- if (vertexShader_ == variation || pixelShader_ == variation)
|
|
|
- impl->shaderProgram_ = nullptr;
|
|
|
-}
|
|
|
-
|
|
|
-ConstantBuffer* Graphics::GetOrCreateConstantBuffer_OGL(ShaderType type, unsigned index, unsigned size)
|
|
|
-{
|
|
|
- // Note: shaderType parameter is not used on OpenGL, instead binding index should already use the PS range
|
|
|
- // for PS constant buffers
|
|
|
-
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
- unsigned key = (index << 16u) | size;
|
|
|
- HashMap<unsigned, SharedPtr<ConstantBuffer> >::Iterator i = impl->allConstantBuffers_.Find(key);
|
|
|
- if (i == impl->allConstantBuffers_.End())
|
|
|
- {
|
|
|
- i = impl->allConstantBuffers_.Insert(MakePair(key, SharedPtr<ConstantBuffer>(new ConstantBuffer(context_))));
|
|
|
- i->second_->SetSize(size);
|
|
|
- }
|
|
|
- return i->second_.Get();
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::Release_OGL(bool clearGPUObjects, bool closeWindow)
|
|
|
-{
|
|
|
- if (!window_)
|
|
|
- return;
|
|
|
-
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
- {
|
|
|
- MutexLock lock(gpuObjectMutex_);
|
|
|
-
|
|
|
- if (clearGPUObjects)
|
|
|
- {
|
|
|
- // Shutting down: release all GPU objects that still exist
|
|
|
- // Shader programs are also GPU objects; clear them first to avoid list modification during iteration
|
|
|
- impl->shaderPrograms_.Clear();
|
|
|
-
|
|
|
- for (PODVector<GPUObject*>::Iterator i = gpuObjects_.Begin(); i != gpuObjects_.End(); ++i)
|
|
|
- (*i)->Release();
|
|
|
- gpuObjects_.Clear();
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- // We are not shutting down, but recreating the context: mark GPU objects lost
|
|
|
- for (PODVector<GPUObject*>::Iterator i = gpuObjects_.Begin(); i != gpuObjects_.End(); ++i)
|
|
|
- (*i)->OnDeviceLost();
|
|
|
-
|
|
|
- // In this case clear shader programs last so that they do not attempt to delete their OpenGL program
|
|
|
- // from a context that may no longer exist
|
|
|
- impl->shaderPrograms_.Clear();
|
|
|
-
|
|
|
- SendEvent(E_DEVICELOST);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- CleanupFramebuffers_OGL();
|
|
|
- impl->depthTextures_.Clear();
|
|
|
-
|
|
|
- // End fullscreen mode first to counteract transition and getting stuck problems on OS X
|
|
|
-#if defined(__APPLE__) && !defined(IOS) && !defined(TVOS)
|
|
|
- if (closeWindow && screenParams_.fullscreen_ && !externalWindow_)
|
|
|
- SDL_SetWindowFullscreen(window_, 0);
|
|
|
-#endif
|
|
|
-
|
|
|
- if (impl->context_)
|
|
|
- {
|
|
|
- // Do not log this message if we are exiting
|
|
|
- if (!clearGPUObjects)
|
|
|
- URHO3D_LOGINFO("OpenGL context lost");
|
|
|
-
|
|
|
- SDL_GL_DeleteContext(impl->context_);
|
|
|
- impl->context_ = nullptr;
|
|
|
- }
|
|
|
-
|
|
|
- if (closeWindow)
|
|
|
- {
|
|
|
- SDL_ShowCursor(SDL_TRUE);
|
|
|
-
|
|
|
- // Do not destroy external window except when shutting down
|
|
|
- if (!externalWindow_ || clearGPUObjects)
|
|
|
- {
|
|
|
- SDL_DestroyWindow(window_);
|
|
|
- window_ = nullptr;
|
|
|
- }
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::Restore_OGL()
|
|
|
-{
|
|
|
- if (!window_)
|
|
|
- return;
|
|
|
-
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
-#ifdef __ANDROID__
|
|
|
- // On Android the context may be lost behind the scenes as the application is minimized
|
|
|
- if (impl->context_ && !SDL_GL_GetCurrentContext())
|
|
|
- {
|
|
|
- impl->context_ = 0;
|
|
|
- // Mark GPU objects lost without a current context. In this case they just mark their internal state lost
|
|
|
- // but do not perform OpenGL commands to delete the GL objects
|
|
|
- Release_OGL(false, false);
|
|
|
- }
|
|
|
-#endif
|
|
|
-
|
|
|
- // Ensure first that the context exists
|
|
|
- if (!impl->context_)
|
|
|
- {
|
|
|
- impl->context_ = SDL_GL_CreateContext(window_);
|
|
|
-
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- // If we're trying to use OpenGL 3, but context creation fails, retry with 2
|
|
|
- if (!forceGL2_ && !impl->context_)
|
|
|
- {
|
|
|
- forceGL2_ = true;
|
|
|
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
|
|
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
|
|
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 0);
|
|
|
- impl->context_ = SDL_GL_CreateContext(window_);
|
|
|
- }
|
|
|
-#endif
|
|
|
-
|
|
|
-#if defined(IOS) || defined(TVOS)
|
|
|
- glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&impl->systemFBO_);
|
|
|
-#endif
|
|
|
-
|
|
|
- if (!impl->context_)
|
|
|
- {
|
|
|
- URHO3D_LOGERRORF("Could not create OpenGL context, root cause '%s'", SDL_GetError());
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- // Clear cached extensions string from the previous context
|
|
|
- extensions.Clear();
|
|
|
-
|
|
|
- // Initialize OpenGL extensions library (desktop only)
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- GLenum err = glewInit();
|
|
|
- if (GLEW_OK != err)
|
|
|
- {
|
|
|
- URHO3D_LOGERRORF("Could not initialize OpenGL extensions, root cause: '%s'", glewGetErrorString(err));
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- if (!forceGL2_ && GLEW_VERSION_3_2)
|
|
|
- {
|
|
|
- gl3Support = true;
|
|
|
- apiName_ = "GL3";
|
|
|
-
|
|
|
- // Create and bind a vertex array object that will stay in use throughout
|
|
|
- unsigned vertexArrayObject;
|
|
|
- glGenVertexArrays(1, &vertexArrayObject);
|
|
|
- glBindVertexArray(vertexArrayObject);
|
|
|
- }
|
|
|
- else if (GLEW_VERSION_2_0)
|
|
|
- {
|
|
|
- if (!GLEW_EXT_framebuffer_object || !GLEW_EXT_packed_depth_stencil)
|
|
|
- {
|
|
|
- URHO3D_LOGERROR("EXT_framebuffer_object and EXT_packed_depth_stencil OpenGL extensions are required");
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- gl3Support = false;
|
|
|
- apiName_ = "GL2";
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- URHO3D_LOGERROR("OpenGL 2.0 is required");
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- // Enable seamless cubemap if possible
|
|
|
- // Note: even though we check the extension, this can lead to software fallback on some old GPU's
|
|
|
- // See https://github.com/urho3d/Urho3D/issues/1380 or
|
|
|
- // http://distrustsimplicity.net/articles/gl_texture_cube_map_seamless-on-os-x/
|
|
|
- // In case of trouble or for wanting maximum compatibility, simply remove the glEnable below.
|
|
|
- if (gl3Support || GLEW_ARB_seamless_cube_map)
|
|
|
- glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
|
|
|
-#endif
|
|
|
-
|
|
|
- // Set up texture data read/write alignment. It is important that this is done before uploading any texture data
|
|
|
- glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
|
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
- ResetCachedState_OGL();
|
|
|
- }
|
|
|
-
|
|
|
- {
|
|
|
- MutexLock lock(gpuObjectMutex_);
|
|
|
-
|
|
|
- for (PODVector<GPUObject*>::Iterator i = gpuObjects_.Begin(); i != gpuObjects_.End(); ++i)
|
|
|
- (*i)->OnDeviceReset();
|
|
|
- }
|
|
|
-
|
|
|
- SendEvent(E_DEVICERESET);
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::MarkFBODirty_OGL()
|
|
|
-{
|
|
|
- GetImpl_OGL()->fboDirty_ = true;
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetVBO_OGL(unsigned object)
|
|
|
-{
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
- if (impl->boundVBO_ != object)
|
|
|
- {
|
|
|
- if (object)
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, object);
|
|
|
- impl->boundVBO_ = object;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetUBO_OGL(unsigned object)
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
- if (impl->boundUBO_ != object)
|
|
|
- {
|
|
|
- if (object)
|
|
|
- glBindBuffer(GL_UNIFORM_BUFFER, object);
|
|
|
- impl->boundUBO_ = object;
|
|
|
- }
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-unsigned Graphics::GetAlphaFormat_OGL()
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- // Alpha format is deprecated on OpenGL 3+
|
|
|
- if (gl3Support)
|
|
|
- return GL_R8;
|
|
|
-#endif
|
|
|
- return GL_ALPHA;
|
|
|
-}
|
|
|
-
|
|
|
-unsigned Graphics::GetLuminanceFormat_OGL()
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- // Luminance format is deprecated on OpenGL 3+
|
|
|
- if (gl3Support)
|
|
|
- return GL_R8;
|
|
|
-#endif
|
|
|
- return GL_LUMINANCE;
|
|
|
-}
|
|
|
-
|
|
|
-unsigned Graphics::GetLuminanceAlphaFormat_OGL()
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- // Luminance alpha format is deprecated on OpenGL 3+
|
|
|
- if (gl3Support)
|
|
|
- return GL_RG8;
|
|
|
-#endif
|
|
|
- return GL_LUMINANCE_ALPHA;
|
|
|
-}
|
|
|
-
|
|
|
-unsigned Graphics::GetRGBFormat_OGL()
|
|
|
-{
|
|
|
- return GL_RGB;
|
|
|
-}
|
|
|
-
|
|
|
-unsigned Graphics::GetRGBAFormat_OGL()
|
|
|
-{
|
|
|
- return GL_RGBA;
|
|
|
-}
|
|
|
-
|
|
|
-unsigned Graphics::GetRGBA16Format_OGL()
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- return GL_RGBA16;
|
|
|
-#else
|
|
|
- return GL_RGBA;
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-unsigned Graphics::GetRGBAFloat16Format_OGL()
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- return GL_RGBA16F_ARB;
|
|
|
-#else
|
|
|
- return GL_RGBA;
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-unsigned Graphics::GetRGBAFloat32Format_OGL()
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- return GL_RGBA32F_ARB;
|
|
|
-#else
|
|
|
- return GL_RGBA;
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-unsigned Graphics::GetRG16Format_OGL()
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- return GL_RG16;
|
|
|
-#else
|
|
|
- return GL_RGBA;
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-unsigned Graphics::GetRGFloat16Format_OGL()
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- return GL_RG16F;
|
|
|
-#else
|
|
|
- return GL_RGBA;
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-unsigned Graphics::GetRGFloat32Format_OGL()
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- return GL_RG32F;
|
|
|
-#else
|
|
|
- return GL_RGBA;
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-unsigned Graphics::GetFloat16Format_OGL()
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- return GL_R16F;
|
|
|
-#else
|
|
|
- return GL_LUMINANCE;
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-unsigned Graphics::GetFloat32Format_OGL()
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- return GL_R32F;
|
|
|
-#else
|
|
|
- return GL_LUMINANCE;
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-unsigned Graphics::GetLinearDepthFormat_OGL()
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- // OpenGL 3 can use different color attachment formats
|
|
|
- if (gl3Support)
|
|
|
- return GL_R32F;
|
|
|
-#endif
|
|
|
- // OpenGL 2 requires color attachments to have the same format, therefore encode deferred depth to RGBA manually
|
|
|
- // if not using a readable hardware depth texture
|
|
|
- return GL_RGBA;
|
|
|
-}
|
|
|
-
|
|
|
-unsigned Graphics::GetDepthStencilFormat_OGL()
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- return GL_DEPTH24_STENCIL8_EXT;
|
|
|
-#else
|
|
|
- return glesDepthStencilFormat;
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-unsigned Graphics::GetReadableDepthFormat_OGL()
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- return GL_DEPTH_COMPONENT24;
|
|
|
-#else
|
|
|
- return glesReadableDepthFormat;
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-unsigned Graphics::GetFormat_OGL(const String& formatName)
|
|
|
-{
|
|
|
- String nameLower = formatName.ToLower().Trimmed();
|
|
|
-
|
|
|
- if (nameLower == "a")
|
|
|
- return GetAlphaFormat_OGL();
|
|
|
- if (nameLower == "l")
|
|
|
- return GetLuminanceFormat_OGL();
|
|
|
- if (nameLower == "la")
|
|
|
- return GetLuminanceAlphaFormat_OGL();
|
|
|
- if (nameLower == "rgb")
|
|
|
- return GetRGBFormat_OGL();
|
|
|
- if (nameLower == "rgba")
|
|
|
- return GetRGBAFormat_OGL();
|
|
|
- if (nameLower == "rgba16")
|
|
|
- return GetRGBA16Format_OGL();
|
|
|
- if (nameLower == "rgba16f")
|
|
|
- return GetRGBAFloat16Format_OGL();
|
|
|
- if (nameLower == "rgba32f")
|
|
|
- return GetRGBAFloat32Format_OGL();
|
|
|
- if (nameLower == "rg16")
|
|
|
- return GetRG16Format_OGL();
|
|
|
- if (nameLower == "rg16f")
|
|
|
- return GetRGFloat16Format_OGL();
|
|
|
- if (nameLower == "rg32f")
|
|
|
- return GetRGFloat32Format_OGL();
|
|
|
- if (nameLower == "r16f")
|
|
|
- return GetFloat16Format_OGL();
|
|
|
- if (nameLower == "r32f" || nameLower == "float")
|
|
|
- return GetFloat32Format_OGL();
|
|
|
- if (nameLower == "lineardepth" || nameLower == "depth")
|
|
|
- return GetLinearDepthFormat_OGL();
|
|
|
- if (nameLower == "d24s8")
|
|
|
- return GetDepthStencilFormat_OGL();
|
|
|
- if (nameLower == "readabledepth" || nameLower == "hwdepth")
|
|
|
- return GetReadableDepthFormat_OGL();
|
|
|
-
|
|
|
- return GetRGBFormat_OGL();
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::CheckFeatureSupport_OGL()
|
|
|
-{
|
|
|
- // Check supported features: light pre-pass, deferred rendering and hardware depth texture
|
|
|
- lightPrepassSupport_ = false;
|
|
|
- deferredSupport_ = false;
|
|
|
-
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- int numSupportedRTs = 1;
|
|
|
- if (gl3Support)
|
|
|
- {
|
|
|
- // Work around GLEW failure to check extensions properly from a GL3 context
|
|
|
- instancingSupport_ = glDrawElementsInstanced != nullptr && glVertexAttribDivisor != nullptr;
|
|
|
- dxtTextureSupport_ = true;
|
|
|
- anisotropySupport_ = true;
|
|
|
- sRGBSupport_ = true;
|
|
|
- sRGBWriteSupport_ = true;
|
|
|
-
|
|
|
- glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &numSupportedRTs);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- instancingSupport_ = GLEW_ARB_instanced_arrays != 0;
|
|
|
- dxtTextureSupport_ = GLEW_EXT_texture_compression_s3tc != 0;
|
|
|
- anisotropySupport_ = GLEW_EXT_texture_filter_anisotropic != 0;
|
|
|
- sRGBSupport_ = GLEW_EXT_texture_sRGB != 0;
|
|
|
- sRGBWriteSupport_ = GLEW_EXT_framebuffer_sRGB != 0;
|
|
|
-
|
|
|
- glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &numSupportedRTs);
|
|
|
- }
|
|
|
-
|
|
|
- // Must support 2 rendertargets for light pre-pass, and 4 for deferred
|
|
|
- if (numSupportedRTs >= 2)
|
|
|
- lightPrepassSupport_ = true;
|
|
|
- if (numSupportedRTs >= 4)
|
|
|
- deferredSupport_ = true;
|
|
|
-
|
|
|
-#if defined(__APPLE__) && !defined(IOS) && !defined(TVOS)
|
|
|
- // On macOS check for an Intel driver and use shadow map RGBA dummy color textures, because mixing
|
|
|
- // depth-only FBO rendering and backbuffer rendering will bug, resulting in a black screen in full
|
|
|
- // screen mode, and incomplete shadow maps in windowed mode
|
|
|
- String renderer((const char*)glGetString(GL_RENDERER));
|
|
|
- if (renderer.Contains("Intel", false))
|
|
|
- dummyColorFormat_ = GetRGBAFormat_OGL();
|
|
|
-#endif
|
|
|
-#else
|
|
|
- // Check for supported compressed texture formats
|
|
|
-#ifdef __EMSCRIPTEN__
|
|
|
- dxtTextureSupport_ = CheckExtension("WEBGL_compressed_texture_s3tc"); // https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/
|
|
|
- etcTextureSupport_ = CheckExtension("WEBGL_compressed_texture_etc1"); // https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/
|
|
|
- pvrtcTextureSupport_ = CheckExtension("WEBGL_compressed_texture_pvrtc"); // https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/
|
|
|
- etc2TextureSupport_ = gl3Support || CheckExtension("WEBGL_compressed_texture_etc"); // https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc/
|
|
|
- // Instancing is in core in WebGL 2, so the extension may not be present anymore. In WebGL 1, find https://www.khronos.org/registry/webgl/extensions/ANGLE_instanced_arrays/
|
|
|
- // TODO: In the distant future, this may break if WebGL 3 is introduced, so either improve the GL_VERSION parsing here, or keep track of which WebGL version we attempted to initialize.
|
|
|
- instancingSupport_ = (strstr((const char *)glGetString(GL_VERSION), "WebGL 2.") != 0) || CheckExtension("ANGLE_instanced_arrays");
|
|
|
-#else
|
|
|
- dxtTextureSupport_ = CheckExtension("EXT_texture_compression_dxt1");
|
|
|
- etcTextureSupport_ = CheckExtension("OES_compressed_ETC1_RGB8_texture");
|
|
|
- etc2TextureSupport_ = gl3Support || CheckExtension("OES_compressed_ETC2_RGBA8_texture");
|
|
|
- pvrtcTextureSupport_ = CheckExtension("IMG_texture_compression_pvrtc");
|
|
|
-#endif
|
|
|
-
|
|
|
- // Check for best supported depth renderbuffer format for GLES2
|
|
|
- if (CheckExtension("GL_OES_depth24"))
|
|
|
- glesDepthStencilFormat = GL_DEPTH_COMPONENT24_OES;
|
|
|
- if (CheckExtension("GL_OES_packed_depth_stencil"))
|
|
|
- glesDepthStencilFormat = GL_DEPTH24_STENCIL8_OES;
|
|
|
- #ifdef __EMSCRIPTEN__
|
|
|
- if (!CheckExtension("WEBGL_depth_texture"))
|
|
|
-#else
|
|
|
- if (!CheckExtension("GL_OES_depth_texture"))
|
|
|
-#endif
|
|
|
- {
|
|
|
- shadowMapFormat_ = 0;
|
|
|
- hiresShadowMapFormat_ = 0;
|
|
|
- glesReadableDepthFormat = 0;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
-#if defined(IOS) || defined(TVOS)
|
|
|
- // iOS hack: depth renderbuffer seems to fail, so use depth textures for everything if supported
|
|
|
- glesDepthStencilFormat = GL_DEPTH_COMPONENT;
|
|
|
-#endif
|
|
|
- shadowMapFormat_ = GL_DEPTH_COMPONENT;
|
|
|
- hiresShadowMapFormat_ = 0;
|
|
|
- // WebGL shadow map rendering seems to be extremely slow without an attached dummy color texture
|
|
|
- #ifdef __EMSCRIPTEN__
|
|
|
- dummyColorFormat_ = GetRGBAFormat_OGL();
|
|
|
-#endif
|
|
|
- }
|
|
|
-#endif
|
|
|
-
|
|
|
- // Consider OpenGL shadows always hardware sampled, if supported at all
|
|
|
- hardwareShadowSupport_ = shadowMapFormat_ != 0;
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::PrepareDraw_OGL()
|
|
|
-{
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- if (gl3Support)
|
|
|
- {
|
|
|
- for (PODVector<ConstantBuffer*>::Iterator i = impl->dirtyConstantBuffers_.Begin(); i != impl->dirtyConstantBuffers_.End(); ++i)
|
|
|
- (*i)->Apply();
|
|
|
- impl->dirtyConstantBuffers_.Clear();
|
|
|
- }
|
|
|
-#endif
|
|
|
-
|
|
|
- if (impl->fboDirty_)
|
|
|
- {
|
|
|
- impl->fboDirty_ = false;
|
|
|
-
|
|
|
- // First check if no framebuffer is needed. In that case simply return to backbuffer rendering
|
|
|
- bool noFbo = !depthStencil_;
|
|
|
- if (noFbo)
|
|
|
- {
|
|
|
- for (auto& renderTarget : renderTargets_)
|
|
|
- {
|
|
|
- if (renderTarget)
|
|
|
- {
|
|
|
- noFbo = false;
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if (noFbo)
|
|
|
- {
|
|
|
- if (impl->boundFBO_ != impl->systemFBO_)
|
|
|
- {
|
|
|
- BindFramebuffer_OGL(impl->systemFBO_);
|
|
|
- impl->boundFBO_ = impl->systemFBO_;
|
|
|
- }
|
|
|
-
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- // Disable/enable sRGB write
|
|
|
- if (sRGBWriteSupport_)
|
|
|
- {
|
|
|
- bool sRGBWrite = sRGB_;
|
|
|
- if (sRGBWrite != impl->sRGBWrite_)
|
|
|
- {
|
|
|
- if (sRGBWrite)
|
|
|
- glEnable(GL_FRAMEBUFFER_SRGB_EXT);
|
|
|
- else
|
|
|
- glDisable(GL_FRAMEBUFFER_SRGB_EXT);
|
|
|
- impl->sRGBWrite_ = sRGBWrite;
|
|
|
- }
|
|
|
- }
|
|
|
-#endif
|
|
|
-
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- // Search for a new framebuffer based on format & size, or create new
|
|
|
- IntVector2 rtSize = Graphics::GetRenderTargetDimensions_OGL();
|
|
|
- unsigned format = 0;
|
|
|
- if (renderTargets_[0])
|
|
|
- format = renderTargets_[0]->GetParentTexture()->GetFormat();
|
|
|
- else if (depthStencil_)
|
|
|
- format = depthStencil_->GetParentTexture()->GetFormat();
|
|
|
-
|
|
|
- auto fboKey = (unsigned long long)format << 32u | rtSize.x_ << 16u | rtSize.y_;
|
|
|
- HashMap<unsigned long long, FrameBufferObject>::Iterator i = impl->frameBuffers_.Find(fboKey);
|
|
|
- if (i == impl->frameBuffers_.End())
|
|
|
- {
|
|
|
- FrameBufferObject newFbo;
|
|
|
- newFbo.fbo_ = CreateFramebuffer_OGL();
|
|
|
- i = impl->frameBuffers_.Insert(MakePair(fboKey, newFbo));
|
|
|
- }
|
|
|
-
|
|
|
- if (impl->boundFBO_ != i->second_.fbo_)
|
|
|
- {
|
|
|
- BindFramebuffer_OGL(i->second_.fbo_);
|
|
|
- impl->boundFBO_ = i->second_.fbo_;
|
|
|
- }
|
|
|
-
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- // Setup readbuffers & drawbuffers if needed
|
|
|
- if (i->second_.readBuffers_ != GL_NONE)
|
|
|
- {
|
|
|
- glReadBuffer(GL_NONE);
|
|
|
- i->second_.readBuffers_ = GL_NONE;
|
|
|
- }
|
|
|
-
|
|
|
- // Calculate the bit combination of non-zero color rendertargets to first check if the combination changed
|
|
|
- unsigned newDrawBuffers = 0;
|
|
|
- for (unsigned j = 0; j < MAX_RENDERTARGETS; ++j)
|
|
|
- {
|
|
|
- if (renderTargets_[j])
|
|
|
- newDrawBuffers |= 1u << j;
|
|
|
- }
|
|
|
-
|
|
|
- if (newDrawBuffers != i->second_.drawBuffers_)
|
|
|
- {
|
|
|
- // Check for no color rendertargets (depth rendering only)
|
|
|
- if (!newDrawBuffers)
|
|
|
- glDrawBuffer(GL_NONE);
|
|
|
- else
|
|
|
- {
|
|
|
- int drawBufferIds[MAX_RENDERTARGETS];
|
|
|
- unsigned drawBufferCount = 0;
|
|
|
-
|
|
|
- for (unsigned j = 0; j < MAX_RENDERTARGETS; ++j)
|
|
|
- {
|
|
|
- if (renderTargets_[j])
|
|
|
- {
|
|
|
- if (!gl3Support)
|
|
|
- drawBufferIds[drawBufferCount++] = GL_COLOR_ATTACHMENT0_EXT + j;
|
|
|
- else
|
|
|
- drawBufferIds[drawBufferCount++] = GL_COLOR_ATTACHMENT0 + j;
|
|
|
- }
|
|
|
- }
|
|
|
- glDrawBuffers(drawBufferCount, (const GLenum*)drawBufferIds);
|
|
|
- }
|
|
|
-
|
|
|
- i->second_.drawBuffers_ = newDrawBuffers;
|
|
|
- }
|
|
|
-#endif
|
|
|
-
|
|
|
- for (unsigned j = 0; j < MAX_RENDERTARGETS; ++j)
|
|
|
- {
|
|
|
- if (renderTargets_[j])
|
|
|
- {
|
|
|
- Texture* texture = renderTargets_[j]->GetParentTexture();
|
|
|
-
|
|
|
- // Bind either a renderbuffer or texture, depending on what is available
|
|
|
- unsigned renderBufferID = renderTargets_[j]->GetRenderBuffer();
|
|
|
- if (!renderBufferID)
|
|
|
- {
|
|
|
- // If texture's parameters are dirty, update before attaching
|
|
|
- if (texture->GetParametersDirty())
|
|
|
- {
|
|
|
- SetTextureForUpdate_OGL(texture);
|
|
|
- texture->UpdateParameters();
|
|
|
- SetTexture_OGL(0, nullptr);
|
|
|
- }
|
|
|
-
|
|
|
- if (i->second_.colorAttachments_[j] != renderTargets_[j])
|
|
|
- {
|
|
|
- BindColorAttachment_OGL(j, renderTargets_[j]->GetTarget(), texture->GetGPUObjectName(), false);
|
|
|
- i->second_.colorAttachments_[j] = renderTargets_[j];
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- if (i->second_.colorAttachments_[j] != renderTargets_[j])
|
|
|
- {
|
|
|
- BindColorAttachment_OGL(j, renderTargets_[j]->GetTarget(), renderBufferID, true);
|
|
|
- i->second_.colorAttachments_[j] = renderTargets_[j];
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- if (i->second_.colorAttachments_[j])
|
|
|
- {
|
|
|
- BindColorAttachment_OGL(j, GL_TEXTURE_2D, 0, false);
|
|
|
- i->second_.colorAttachments_[j] = nullptr;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if (depthStencil_)
|
|
|
- {
|
|
|
- // Bind either a renderbuffer or a depth texture, depending on what is available
|
|
|
- Texture* texture = depthStencil_->GetParentTexture();
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- bool hasStencil = texture->GetFormat() == GL_DEPTH24_STENCIL8_EXT;
|
|
|
-#else
|
|
|
- bool hasStencil = texture->GetFormat() == GL_DEPTH24_STENCIL8_OES;
|
|
|
-#endif
|
|
|
- unsigned renderBufferID = depthStencil_->GetRenderBuffer();
|
|
|
- if (!renderBufferID)
|
|
|
- {
|
|
|
- // If texture's parameters are dirty, update before attaching
|
|
|
- if (texture->GetParametersDirty())
|
|
|
- {
|
|
|
- SetTextureForUpdate_OGL(texture);
|
|
|
- texture->UpdateParameters();
|
|
|
- SetTexture_OGL(0, nullptr);
|
|
|
- }
|
|
|
-
|
|
|
- if (i->second_.depthAttachment_ != depthStencil_)
|
|
|
- {
|
|
|
- BindDepthAttachment_OGL(texture->GetGPUObjectName(), false);
|
|
|
- BindStencilAttachment_OGL(hasStencil ? texture->GetGPUObjectName() : 0, false);
|
|
|
- i->second_.depthAttachment_ = depthStencil_;
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- if (i->second_.depthAttachment_ != depthStencil_)
|
|
|
- {
|
|
|
- BindDepthAttachment_OGL(renderBufferID, true);
|
|
|
- BindStencilAttachment_OGL(hasStencil ? renderBufferID : 0, true);
|
|
|
- i->second_.depthAttachment_ = depthStencil_;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- if (i->second_.depthAttachment_)
|
|
|
- {
|
|
|
- BindDepthAttachment_OGL(0, false);
|
|
|
- BindStencilAttachment_OGL(0, false);
|
|
|
- i->second_.depthAttachment_ = nullptr;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- // Disable/enable sRGB write
|
|
|
- if (sRGBWriteSupport_)
|
|
|
- {
|
|
|
- bool sRGBWrite = renderTargets_[0] ? renderTargets_[0]->GetParentTexture()->GetSRGB() : sRGB_;
|
|
|
- if (sRGBWrite != impl->sRGBWrite_)
|
|
|
- {
|
|
|
- if (sRGBWrite)
|
|
|
- glEnable(GL_FRAMEBUFFER_SRGB_EXT);
|
|
|
- else
|
|
|
- glDisable(GL_FRAMEBUFFER_SRGB_EXT);
|
|
|
- impl->sRGBWrite_ = sRGBWrite;
|
|
|
- }
|
|
|
- }
|
|
|
-#endif
|
|
|
- }
|
|
|
-
|
|
|
- if (impl->vertexBuffersDirty_)
|
|
|
- {
|
|
|
- // Go through currently bound vertex buffers and set the attribute pointers that are available & required
|
|
|
- // Use reverse order so that elements from higher index buffers will override lower index buffers
|
|
|
- unsigned assignedLocations = 0;
|
|
|
-
|
|
|
- for (unsigned i = MAX_VERTEX_STREAMS - 1; i < MAX_VERTEX_STREAMS; --i)
|
|
|
- {
|
|
|
- VertexBuffer* buffer = vertexBuffers_[i];
|
|
|
- // Beware buffers with missing OpenGL objects, as binding a zero buffer object means accessing CPU memory for vertex data,
|
|
|
- // in which case the pointer will be invalid and cause a crash
|
|
|
- if (!buffer || !buffer->GetGPUObjectName() || !impl->vertexAttributes_)
|
|
|
- continue;
|
|
|
-
|
|
|
- const PODVector<VertexElement>& elements = buffer->GetElements();
|
|
|
-
|
|
|
- for (PODVector<VertexElement>::ConstIterator j = elements.Begin(); j != elements.End(); ++j)
|
|
|
- {
|
|
|
- const VertexElement& element = *j;
|
|
|
- HashMap<Pair<unsigned char, unsigned char>, unsigned>::ConstIterator k =
|
|
|
- impl->vertexAttributes_->Find(MakePair((unsigned char)element.semantic_, element.index_));
|
|
|
-
|
|
|
- if (k != impl->vertexAttributes_->End())
|
|
|
- {
|
|
|
- unsigned location = k->second_;
|
|
|
- unsigned locationMask = 1u << location;
|
|
|
- if (assignedLocations & locationMask)
|
|
|
- continue; // Already assigned by higher index vertex buffer
|
|
|
- assignedLocations |= locationMask;
|
|
|
-
|
|
|
- // Enable attribute if not enabled yet
|
|
|
- if (!(impl->enabledVertexAttributes_ & locationMask))
|
|
|
- {
|
|
|
- glEnableVertexAttribArray(location);
|
|
|
- impl->enabledVertexAttributes_ |= locationMask;
|
|
|
- }
|
|
|
-
|
|
|
- // Enable/disable instancing divisor as necessary
|
|
|
- unsigned dataStart = element.offset_;
|
|
|
- if (element.perInstance_)
|
|
|
- {
|
|
|
- dataStart += impl->lastInstanceOffset_ * buffer->GetVertexSize();
|
|
|
- if (!(impl->instancingVertexAttributes_ & locationMask))
|
|
|
- {
|
|
|
- SetVertexAttribDivisor_OGL(location, 1);
|
|
|
- impl->instancingVertexAttributes_ |= locationMask;
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- if (impl->instancingVertexAttributes_ & locationMask)
|
|
|
- {
|
|
|
- SetVertexAttribDivisor_OGL(location, 0);
|
|
|
- impl->instancingVertexAttributes_ &= ~locationMask;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- SetVBO_OGL(buffer->GetGPUObjectName());
|
|
|
- glVertexAttribPointer(location, glElementComponents[element.type_], glElementTypes[element.type_],
|
|
|
- element.type_ == TYPE_UBYTE4_NORM ? GL_TRUE : GL_FALSE, (unsigned)buffer->GetVertexSize(),
|
|
|
- (const void *)(size_t)dataStart);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Finally disable unnecessary vertex attributes
|
|
|
- unsigned disableVertexAttributes = impl->enabledVertexAttributes_ & (~impl->usedVertexAttributes_);
|
|
|
- unsigned location = 0;
|
|
|
- while (disableVertexAttributes)
|
|
|
- {
|
|
|
- if (disableVertexAttributes & 1u)
|
|
|
- {
|
|
|
- glDisableVertexAttribArray(location);
|
|
|
- impl->enabledVertexAttributes_ &= ~(1u << location);
|
|
|
- }
|
|
|
- ++location;
|
|
|
- disableVertexAttributes >>= 1;
|
|
|
- }
|
|
|
-
|
|
|
- impl->vertexBuffersDirty_ = false;
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::CleanupFramebuffers_OGL()
|
|
|
-{
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
- if (!IsDeviceLost_OGL())
|
|
|
- {
|
|
|
- BindFramebuffer_OGL(impl->systemFBO_);
|
|
|
- impl->boundFBO_ = impl->systemFBO_;
|
|
|
- impl->fboDirty_ = true;
|
|
|
-
|
|
|
- for (HashMap<unsigned long long, FrameBufferObject>::Iterator i = impl->frameBuffers_.Begin();
|
|
|
- i != impl->frameBuffers_.End(); ++i)
|
|
|
- DeleteFramebuffer_OGL(i->second_.fbo_);
|
|
|
-
|
|
|
- if (impl->resolveSrcFBO_)
|
|
|
- DeleteFramebuffer_OGL(impl->resolveSrcFBO_);
|
|
|
- if (impl->resolveDestFBO_)
|
|
|
- DeleteFramebuffer_OGL(impl->resolveDestFBO_);
|
|
|
- }
|
|
|
- else
|
|
|
- impl->boundFBO_ = 0;
|
|
|
-
|
|
|
- impl->resolveSrcFBO_ = 0;
|
|
|
- impl->resolveDestFBO_ = 0;
|
|
|
-
|
|
|
- impl->frameBuffers_.Clear();
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::ResetCachedState_OGL()
|
|
|
-{
|
|
|
- for (auto& vertexBuffer : vertexBuffers_)
|
|
|
- vertexBuffer = nullptr;
|
|
|
-
|
|
|
- GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
-
|
|
|
- for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
|
|
|
- {
|
|
|
- textures_[i] = nullptr;
|
|
|
- impl->textureTypes_[i] = 0;
|
|
|
- }
|
|
|
-
|
|
|
- for (auto& renderTarget : renderTargets_)
|
|
|
- renderTarget = nullptr;
|
|
|
-
|
|
|
- depthStencil_ = nullptr;
|
|
|
- viewport_ = IntRect(0, 0, 0, 0);
|
|
|
- indexBuffer_ = nullptr;
|
|
|
- vertexShader_ = nullptr;
|
|
|
- pixelShader_ = nullptr;
|
|
|
- blendMode_ = BLEND_REPLACE;
|
|
|
- alphaToCoverage_ = false;
|
|
|
- colorWrite_ = true;
|
|
|
- cullMode_ = CULL_NONE;
|
|
|
- constantDepthBias_ = 0.0f;
|
|
|
- slopeScaledDepthBias_ = 0.0f;
|
|
|
- depthTestMode_ = CMP_ALWAYS;
|
|
|
- depthWrite_ = false;
|
|
|
- lineAntiAlias_ = false;
|
|
|
- fillMode_ = FILL_SOLID;
|
|
|
- scissorTest_ = false;
|
|
|
- scissorRect_ = IntRect::ZERO;
|
|
|
- stencilTest_ = false;
|
|
|
- stencilTestMode_ = CMP_ALWAYS;
|
|
|
- stencilPass_ = OP_KEEP;
|
|
|
- stencilFail_ = OP_KEEP;
|
|
|
- stencilZFail_ = OP_KEEP;
|
|
|
- stencilRef_ = 0;
|
|
|
- stencilCompareMask_ = M_MAX_UNSIGNED;
|
|
|
- stencilWriteMask_ = M_MAX_UNSIGNED;
|
|
|
- useClipPlane_ = false;
|
|
|
- impl->shaderProgram_ = nullptr;
|
|
|
- impl->lastInstanceOffset_ = 0;
|
|
|
- impl->activeTexture_ = 0;
|
|
|
- impl->enabledVertexAttributes_ = 0;
|
|
|
- impl->usedVertexAttributes_ = 0;
|
|
|
- impl->instancingVertexAttributes_ = 0;
|
|
|
- impl->boundFBO_ = impl->systemFBO_;
|
|
|
- impl->boundVBO_ = 0;
|
|
|
- impl->boundUBO_ = 0;
|
|
|
- impl->sRGBWrite_ = false;
|
|
|
-
|
|
|
- // Set initial state to match Direct3D
|
|
|
- if (impl->context_)
|
|
|
- {
|
|
|
- glEnable(GL_DEPTH_TEST);
|
|
|
- SetCullMode_OGL(CULL_CCW);
|
|
|
- SetDepthTest_OGL(CMP_LESSEQUAL);
|
|
|
- SetDepthWrite_OGL(true);
|
|
|
- }
|
|
|
-
|
|
|
- for (auto& constantBuffer : impl->constantBuffers_)
|
|
|
- constantBuffer = nullptr;
|
|
|
- impl->dirtyConstantBuffers_.Clear();
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetTextureUnitMappings_OGL()
|
|
|
-{
|
|
|
- textureUnits_["DiffMap"] = TU_DIFFUSE;
|
|
|
- textureUnits_["DiffCubeMap"] = TU_DIFFUSE;
|
|
|
- textureUnits_["AlbedoBuffer"] = TU_ALBEDOBUFFER;
|
|
|
- textureUnits_["NormalMap"] = TU_NORMAL;
|
|
|
- textureUnits_["NormalBuffer"] = TU_NORMALBUFFER;
|
|
|
- textureUnits_["SpecMap"] = TU_SPECULAR;
|
|
|
- textureUnits_["EmissiveMap"] = TU_EMISSIVE;
|
|
|
- textureUnits_["EnvMap"] = TU_ENVIRONMENT;
|
|
|
- textureUnits_["EnvCubeMap"] = TU_ENVIRONMENT;
|
|
|
- textureUnits_["LightRampMap"] = TU_LIGHTRAMP;
|
|
|
- textureUnits_["LightSpotMap"] = TU_LIGHTSHAPE;
|
|
|
- textureUnits_["LightCubeMap"] = TU_LIGHTSHAPE;
|
|
|
- textureUnits_["ShadowMap"] = TU_SHADOWMAP;
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- textureUnits_["VolumeMap"] = TU_VOLUMEMAP;
|
|
|
- textureUnits_["FaceSelectCubeMap"] = TU_FACESELECT;
|
|
|
- textureUnits_["IndirectionCubeMap"] = TU_INDIRECTION;
|
|
|
- textureUnits_["DepthBuffer"] = TU_DEPTHBUFFER;
|
|
|
- textureUnits_["LightBuffer"] = TU_LIGHTBUFFER;
|
|
|
- textureUnits_["ZoneCubeMap"] = TU_ZONE;
|
|
|
- textureUnits_["ZoneVolumeMap"] = TU_ZONE;
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-unsigned Graphics::CreateFramebuffer_OGL()
|
|
|
-{
|
|
|
- unsigned newFbo = 0;
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- if (!gl3Support)
|
|
|
- glGenFramebuffersEXT(1, &newFbo);
|
|
|
- else
|
|
|
-#endif
|
|
|
- glGenFramebuffers(1, &newFbo);
|
|
|
- return newFbo;
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::DeleteFramebuffer_OGL(unsigned fbo)
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- if (!gl3Support)
|
|
|
- glDeleteFramebuffersEXT(1, &fbo);
|
|
|
- else
|
|
|
-#endif
|
|
|
- glDeleteFramebuffers(1, &fbo);
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::BindFramebuffer_OGL(unsigned fbo)
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- if (!gl3Support)
|
|
|
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
|
|
|
- else
|
|
|
-#endif
|
|
|
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::BindColorAttachment_OGL(unsigned index, unsigned target, unsigned object, bool isRenderBuffer)
|
|
|
-{
|
|
|
- if (!object)
|
|
|
- isRenderBuffer = false;
|
|
|
-
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- if (!gl3Support)
|
|
|
- {
|
|
|
- if (!isRenderBuffer)
|
|
|
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, target, object, 0);
|
|
|
- else
|
|
|
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, GL_RENDERBUFFER_EXT, object);
|
|
|
- }
|
|
|
- else
|
|
|
-#endif
|
|
|
- {
|
|
|
- if (!isRenderBuffer)
|
|
|
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + index, target, object, 0);
|
|
|
- else
|
|
|
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + index, GL_RENDERBUFFER, object);
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::BindDepthAttachment_OGL(unsigned object, bool isRenderBuffer)
|
|
|
-{
|
|
|
- if (!object)
|
|
|
- isRenderBuffer = false;
|
|
|
-
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- if (!gl3Support)
|
|
|
- {
|
|
|
- if (!isRenderBuffer)
|
|
|
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, object, 0);
|
|
|
- else
|
|
|
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, object);
|
|
|
- }
|
|
|
- else
|
|
|
-#endif
|
|
|
- {
|
|
|
- if (!isRenderBuffer)
|
|
|
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, object, 0);
|
|
|
- else
|
|
|
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, object);
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::BindStencilAttachment_OGL(unsigned object, bool isRenderBuffer)
|
|
|
-{
|
|
|
- if (!object)
|
|
|
- isRenderBuffer = false;
|
|
|
-
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- if (!gl3Support)
|
|
|
- {
|
|
|
- if (!isRenderBuffer)
|
|
|
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, object, 0);
|
|
|
- else
|
|
|
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, object);
|
|
|
- }
|
|
|
- else
|
|
|
-#endif
|
|
|
- {
|
|
|
- if (!isRenderBuffer)
|
|
|
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, object, 0);
|
|
|
- else
|
|
|
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, object);
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-bool Graphics::CheckFramebuffer_OGL()
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- if (!gl3Support)
|
|
|
- return glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT;
|
|
|
- else
|
|
|
-#endif
|
|
|
- return glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
|
|
|
-}
|
|
|
-
|
|
|
-void Graphics::SetVertexAttribDivisor_OGL(unsigned location, unsigned divisor)
|
|
|
-{
|
|
|
-#ifndef GL_ES_VERSION_2_0
|
|
|
- if (gl3Support && instancingSupport_)
|
|
|
- glVertexAttribDivisor(location, divisor);
|
|
|
- else if (instancingSupport_)
|
|
|
- glVertexAttribDivisorARB(location, divisor);
|
|
|
-#else
|
|
|
-#ifdef __EMSCRIPTEN__
|
|
|
- if (instancingSupport_)
|
|
|
- glVertexAttribDivisorANGLE(location, divisor);
|
|
|
-#endif
|
|
|
-#endif
|
|
|
-}
|
|
|
-
|
|
|
-}
|
|
|
+//
|
|
|
+// Copyright (c) 2008-2022 the Urho3D project.
|
|
|
+//
|
|
|
+// Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
|
+// of this software and associated documentation files (the "Software"), to deal
|
|
|
+// in the Software without restriction, including without limitation the rights
|
|
|
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
|
+// copies of the Software, and to permit persons to whom the Software is
|
|
|
+// furnished to do so, subject to the following conditions:
|
|
|
+//
|
|
|
+// The above copyright notice and this permission notice shall be included in
|
|
|
+// all copies or substantial portions of the Software.
|
|
|
+//
|
|
|
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
|
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
|
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
|
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
|
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
|
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
|
+// THE SOFTWARE.
|
|
|
+//
|
|
|
+
|
|
|
+#include "../../Precompiled.h"
|
|
|
+
|
|
|
+#include "../../Core/Context.h"
|
|
|
+#include "../../Core/Mutex.h"
|
|
|
+#include "../../Core/ProcessUtils.h"
|
|
|
+#include "../../Core/Profiler.h"
|
|
|
+#include "../../Graphics/Graphics.h"
|
|
|
+#include "../../Graphics/GraphicsEvents.h"
|
|
|
+#include "../../GraphicsAPI/ConstantBuffer.h"
|
|
|
+#include "../../GraphicsAPI/IndexBuffer.h"
|
|
|
+#include "../../GraphicsAPI/OpenGL/OGLGraphicsImpl.h"
|
|
|
+#include "../../GraphicsAPI/OpenGL/OGLShaderProgram.h"
|
|
|
+#include "../../GraphicsAPI/RenderSurface.h"
|
|
|
+#include "../../GraphicsAPI/Shader.h"
|
|
|
+#include "../../GraphicsAPI/ShaderPrecache.h"
|
|
|
+#include "../../GraphicsAPI/ShaderVariation.h"
|
|
|
+#include "../../GraphicsAPI/Texture2D.h"
|
|
|
+#include "../../GraphicsAPI/TextureCube.h"
|
|
|
+#include "../../GraphicsAPI/VertexBuffer.h"
|
|
|
+#include "../../IO/File.h"
|
|
|
+#include "../../IO/Log.h"
|
|
|
+#include "../../Resource/ResourceCache.h"
|
|
|
+
|
|
|
+#include <SDL/SDL.h>
|
|
|
+
|
|
|
+#include "../../DebugNew.h"
|
|
|
+
|
|
|
+#ifdef GL_ES_VERSION_2_0
|
|
|
+#define GL_DEPTH_COMPONENT24 GL_DEPTH_COMPONENT24_OES
|
|
|
+#define glClearDepth glClearDepthf
|
|
|
+#endif
|
|
|
+
|
|
|
+#ifdef __EMSCRIPTEN__
|
|
|
+#include "../../Input/Input.h"
|
|
|
+#include "../../UI/Cursor.h"
|
|
|
+#include "../../UI/UI.h"
|
|
|
+#include <emscripten/emscripten.h>
|
|
|
+#include <emscripten/bind.h>
|
|
|
+
|
|
|
+// Emscripten provides even all GL extension functions via static linking. However there is
|
|
|
+// no GLES2-specific extension header at the moment to include instanced rendering declarations,
|
|
|
+// so declare them manually from GLES3 gl2ext.h. Emscripten will provide these when linking final output.
|
|
|
+extern "C"
|
|
|
+{
|
|
|
+ GL_APICALL void GL_APIENTRY glDrawArraysInstancedANGLE (GLenum mode, GLint first, GLsizei count, GLsizei primcount);
|
|
|
+ GL_APICALL void GL_APIENTRY glDrawElementsInstancedANGLE (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount);
|
|
|
+ GL_APICALL void GL_APIENTRY glVertexAttribDivisorANGLE (GLuint index, GLuint divisor);
|
|
|
+}
|
|
|
+
|
|
|
+// Helper functions to support emscripten canvas resolution change
|
|
|
+static const Urho3D::Context *appContext;
|
|
|
+
|
|
|
+static void JSCanvasSize(int width, int height, bool fullscreen, float scale)
|
|
|
+{
|
|
|
+ URHO3D_LOGINFOF("JSCanvasSize: width=%d height=%d fullscreen=%d ui scale=%f", width, height, fullscreen, scale);
|
|
|
+
|
|
|
+ using namespace Urho3D;
|
|
|
+
|
|
|
+ if (appContext)
|
|
|
+ {
|
|
|
+ bool uiCursorVisible = false;
|
|
|
+ bool systemCursorVisible = false;
|
|
|
+ MouseMode mouseMode{};
|
|
|
+
|
|
|
+ // Detect current system pointer state
|
|
|
+ Input* input = appContext->GetSubsystem<Input>();
|
|
|
+ if (input)
|
|
|
+ {
|
|
|
+ systemCursorVisible = input->IsMouseVisible();
|
|
|
+ mouseMode = input->GetMouseMode();
|
|
|
+ }
|
|
|
+
|
|
|
+ UI* ui = appContext->GetSubsystem<UI>();
|
|
|
+ if (ui)
|
|
|
+ {
|
|
|
+ ui->SetScale(scale);
|
|
|
+
|
|
|
+ // Detect current UI pointer state
|
|
|
+ Cursor* cursor = ui->GetCursor();
|
|
|
+ if (cursor)
|
|
|
+ uiCursorVisible = cursor->IsVisible();
|
|
|
+ }
|
|
|
+
|
|
|
+ // Apply new resolution
|
|
|
+ appContext->GetSubsystem<Graphics>()->SetMode(width, height);
|
|
|
+
|
|
|
+ // Reset the pointer state as it was before resolution change
|
|
|
+ if (input)
|
|
|
+ {
|
|
|
+ if (uiCursorVisible)
|
|
|
+ input->SetMouseVisible(false);
|
|
|
+ else
|
|
|
+ input->SetMouseVisible(systemCursorVisible);
|
|
|
+
|
|
|
+ input->SetMouseMode(mouseMode);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (ui)
|
|
|
+ {
|
|
|
+ Cursor* cursor = ui->GetCursor();
|
|
|
+ if (cursor)
|
|
|
+ {
|
|
|
+ cursor->SetVisible(uiCursorVisible);
|
|
|
+
|
|
|
+ IntVector2 pos = input->GetMousePosition();
|
|
|
+ pos = ui->ConvertSystemToUI(pos);
|
|
|
+
|
|
|
+ cursor->SetPosition(pos);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+using namespace emscripten;
|
|
|
+EMSCRIPTEN_BINDINGS(Module) {
|
|
|
+ function("JSCanvasSize", &JSCanvasSize);
|
|
|
+}
|
|
|
+#endif
|
|
|
+
|
|
|
+namespace Urho3D
|
|
|
+{
|
|
|
+
|
|
|
+static const unsigned glCmpFunc[] =
|
|
|
+{
|
|
|
+ GL_ALWAYS,
|
|
|
+ GL_EQUAL,
|
|
|
+ GL_NOTEQUAL,
|
|
|
+ GL_LESS,
|
|
|
+ GL_LEQUAL,
|
|
|
+ GL_GREATER,
|
|
|
+ GL_GEQUAL
|
|
|
+};
|
|
|
+
|
|
|
+static const unsigned glSrcBlend[] =
|
|
|
+{
|
|
|
+ GL_ONE,
|
|
|
+ GL_ONE,
|
|
|
+ GL_DST_COLOR,
|
|
|
+ GL_SRC_ALPHA,
|
|
|
+ GL_SRC_ALPHA,
|
|
|
+ GL_ONE,
|
|
|
+ GL_ONE_MINUS_DST_ALPHA,
|
|
|
+ GL_ONE,
|
|
|
+ GL_SRC_ALPHA
|
|
|
+};
|
|
|
+
|
|
|
+static const unsigned glDestBlend[] =
|
|
|
+{
|
|
|
+ GL_ZERO,
|
|
|
+ GL_ONE,
|
|
|
+ GL_ZERO,
|
|
|
+ GL_ONE_MINUS_SRC_ALPHA,
|
|
|
+ GL_ONE,
|
|
|
+ GL_ONE_MINUS_SRC_ALPHA,
|
|
|
+ GL_DST_ALPHA,
|
|
|
+ GL_ONE,
|
|
|
+ GL_ONE
|
|
|
+};
|
|
|
+
|
|
|
+static const unsigned glBlendOp[] =
|
|
|
+{
|
|
|
+ GL_FUNC_ADD,
|
|
|
+ GL_FUNC_ADD,
|
|
|
+ GL_FUNC_ADD,
|
|
|
+ GL_FUNC_ADD,
|
|
|
+ GL_FUNC_ADD,
|
|
|
+ GL_FUNC_ADD,
|
|
|
+ GL_FUNC_ADD,
|
|
|
+ GL_FUNC_REVERSE_SUBTRACT,
|
|
|
+ GL_FUNC_REVERSE_SUBTRACT
|
|
|
+};
|
|
|
+
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+static const unsigned glFillMode[] =
|
|
|
+{
|
|
|
+ GL_FILL,
|
|
|
+ GL_LINE,
|
|
|
+ GL_POINT
|
|
|
+};
|
|
|
+
|
|
|
+static const unsigned glStencilOps[] =
|
|
|
+{
|
|
|
+ GL_KEEP,
|
|
|
+ GL_ZERO,
|
|
|
+ GL_REPLACE,
|
|
|
+ GL_INCR_WRAP,
|
|
|
+ GL_DECR_WRAP
|
|
|
+};
|
|
|
+#endif
|
|
|
+
|
|
|
+static const unsigned glElementTypes[] =
|
|
|
+{
|
|
|
+ GL_INT,
|
|
|
+ GL_FLOAT,
|
|
|
+ GL_FLOAT,
|
|
|
+ GL_FLOAT,
|
|
|
+ GL_FLOAT,
|
|
|
+ GL_UNSIGNED_BYTE,
|
|
|
+ GL_UNSIGNED_BYTE
|
|
|
+};
|
|
|
+
|
|
|
+static const unsigned glElementComponents[] =
|
|
|
+{
|
|
|
+ 1,
|
|
|
+ 1,
|
|
|
+ 2,
|
|
|
+ 3,
|
|
|
+ 4,
|
|
|
+ 4,
|
|
|
+ 4
|
|
|
+};
|
|
|
+
|
|
|
+#ifdef GL_ES_VERSION_2_0
|
|
|
+static unsigned glesDepthStencilFormat = GL_DEPTH_COMPONENT16;
|
|
|
+static unsigned glesReadableDepthFormat = GL_DEPTH_COMPONENT;
|
|
|
+#endif
|
|
|
+
|
|
|
+static String extensions;
|
|
|
+
|
|
|
+bool CheckExtension(const String& name)
|
|
|
+{
|
|
|
+ if (extensions.Empty())
|
|
|
+ extensions = (const char*)glGetString(GL_EXTENSIONS);
|
|
|
+ return extensions.Contains(name);
|
|
|
+}
|
|
|
+
|
|
|
+static void GetGLPrimitiveType(unsigned elementCount, PrimitiveType type, unsigned& primitiveCount, GLenum& glPrimitiveType)
|
|
|
+{
|
|
|
+ switch (type)
|
|
|
+ {
|
|
|
+ case TRIANGLE_LIST:
|
|
|
+ primitiveCount = elementCount / 3;
|
|
|
+ glPrimitiveType = GL_TRIANGLES;
|
|
|
+ break;
|
|
|
+
|
|
|
+ case LINE_LIST:
|
|
|
+ primitiveCount = elementCount / 2;
|
|
|
+ glPrimitiveType = GL_LINES;
|
|
|
+ break;
|
|
|
+
|
|
|
+ case POINT_LIST:
|
|
|
+ primitiveCount = elementCount;
|
|
|
+ glPrimitiveType = GL_POINTS;
|
|
|
+ break;
|
|
|
+
|
|
|
+ case TRIANGLE_STRIP:
|
|
|
+ primitiveCount = elementCount - 2;
|
|
|
+ glPrimitiveType = GL_TRIANGLE_STRIP;
|
|
|
+ break;
|
|
|
+
|
|
|
+ case LINE_STRIP:
|
|
|
+ primitiveCount = elementCount - 1;
|
|
|
+ glPrimitiveType = GL_LINE_STRIP;
|
|
|
+ break;
|
|
|
+
|
|
|
+ case TRIANGLE_FAN:
|
|
|
+ primitiveCount = elementCount - 2;
|
|
|
+ glPrimitiveType = GL_TRIANGLE_FAN;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::Constructor_OGL()
|
|
|
+{
|
|
|
+ impl_ = new GraphicsImpl_OGL();
|
|
|
+ position_ = IntVector2(SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED);
|
|
|
+ shadowMapFormat_ = GL_DEPTH_COMPONENT16;
|
|
|
+ hiresShadowMapFormat_ = GL_DEPTH_COMPONENT24;
|
|
|
+ shaderPath_ = "Shaders/GLSL/";
|
|
|
+ shaderExtension_ = ".glsl";
|
|
|
+ orientations_ = "LandscapeLeft LandscapeRight";
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ apiName_ = "GL2";
|
|
|
+#else
|
|
|
+ apiName_ = "GLES2";
|
|
|
+#endif
|
|
|
+
|
|
|
+ Graphics::pixelUVOffset = Vector2(0.0f, 0.0f);
|
|
|
+ Graphics::gl3Support = false;
|
|
|
+
|
|
|
+ SetTextureUnitMappings_OGL();
|
|
|
+ ResetCachedState_OGL();
|
|
|
+
|
|
|
+ context_->RequireSDL(SDL_INIT_VIDEO);
|
|
|
+
|
|
|
+ // Register Graphics library object factories
|
|
|
+ RegisterGraphicsLibrary(context_);
|
|
|
+
|
|
|
+#ifdef __EMSCRIPTEN__
|
|
|
+ appContext = context_;
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::Destructor_OGL()
|
|
|
+{
|
|
|
+ Close_OGL();
|
|
|
+
|
|
|
+ delete impl_;
|
|
|
+ impl_ = nullptr;
|
|
|
+
|
|
|
+ context_->ReleaseSDL();
|
|
|
+}
|
|
|
+
|
|
|
+bool Graphics::SetScreenMode_OGL(int width, int height, const ScreenModeParams& params, bool maximize)
|
|
|
+{
|
|
|
+ URHO3D_PROFILE(SetScreenMode_OGL);
|
|
|
+
|
|
|
+ // Ensure that parameters are properly filled
|
|
|
+ ScreenModeParams newParams = params;
|
|
|
+ AdjustScreenMode(width, height, newParams, maximize);
|
|
|
+
|
|
|
+ if (IsInitialized_OGL() && width == width_ && height == height_ && screenParams_ == newParams)
|
|
|
+ return true;
|
|
|
+
|
|
|
+ // If only vsync changes, do not destroy/recreate the context
|
|
|
+ if (IsInitialized_OGL() && width == width_ && height == height_
|
|
|
+ && screenParams_.EqualsExceptVSync(newParams) && screenParams_.vsync_ != newParams.vsync_)
|
|
|
+ {
|
|
|
+ SDL_GL_SetSwapInterval(newParams.vsync_ ? 1 : 0);
|
|
|
+ screenParams_.vsync_ = newParams.vsync_;
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Track if the window was repositioned and don't update window position in this case
|
|
|
+ bool reposition = false;
|
|
|
+
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+ // With an external window, only the size can change after initial setup, so do not recreate context
|
|
|
+ if (!externalWindow_ || !impl->context_)
|
|
|
+ {
|
|
|
+ // Close the existing window and OpenGL context, mark GPU objects as lost
|
|
|
+ Release_OGL(false, true);
|
|
|
+
|
|
|
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
|
|
+
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
|
|
|
+ SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
|
|
|
+ SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
|
|
|
+
|
|
|
+ if (externalWindow_)
|
|
|
+ SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
|
|
|
+ else
|
|
|
+ SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
|
|
|
+
|
|
|
+ SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
|
|
+
|
|
|
+ if (!forceGL2_)
|
|
|
+ {
|
|
|
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
|
|
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
|
|
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
|
|
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
|
|
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 0);
|
|
|
+ }
|
|
|
+#else
|
|
|
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
|
|
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
|
|
+#endif
|
|
|
+
|
|
|
+ SDL_Rect display_rect;
|
|
|
+ SDL_GetDisplayBounds(newParams.monitor_, &display_rect);
|
|
|
+ reposition = newParams.fullscreen_ || (newParams.borderless_ && width >= display_rect.w && height >= display_rect.h);
|
|
|
+
|
|
|
+ const int x = reposition ? display_rect.x : position_.x_;
|
|
|
+ const int y = reposition ? display_rect.y : position_.y_;
|
|
|
+
|
|
|
+ unsigned flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
|
|
|
+ if (newParams.fullscreen_)
|
|
|
+ flags |= SDL_WINDOW_FULLSCREEN;
|
|
|
+ if (newParams.borderless_)
|
|
|
+ flags |= SDL_WINDOW_BORDERLESS;
|
|
|
+ if (newParams.resizable_)
|
|
|
+ flags |= SDL_WINDOW_RESIZABLE;
|
|
|
+
|
|
|
+#ifndef __EMSCRIPTEN__
|
|
|
+ if (newParams.highDPI_)
|
|
|
+ flags |= SDL_WINDOW_ALLOW_HIGHDPI;
|
|
|
+#endif
|
|
|
+
|
|
|
+ SDL_SetHint(SDL_HINT_ORIENTATIONS, orientations_.CString());
|
|
|
+
|
|
|
+ // Try 24-bit depth first, fallback to 16-bit
|
|
|
+ for (const int depthSize : { 24, 16 })
|
|
|
+ {
|
|
|
+ SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, depthSize);
|
|
|
+
|
|
|
+ // Try requested multisample level first, fallback to lower levels and no multisample
|
|
|
+ for (int multiSample = newParams.multiSample_; multiSample > 0; multiSample /= 2)
|
|
|
+ {
|
|
|
+ if (multiSample > 1)
|
|
|
+ {
|
|
|
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
|
|
|
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, multiSample);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
|
|
|
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (!externalWindow_)
|
|
|
+ window_ = SDL_CreateWindow(windowTitle_.CString(), x, y, width, height, flags);
|
|
|
+ else
|
|
|
+ {
|
|
|
+ #ifndef __EMSCRIPTEN__
|
|
|
+ if (!window_)
|
|
|
+ window_ = SDL_CreateWindowFrom(externalWindow_, SDL_WINDOW_OPENGL);
|
|
|
+ newParams.fullscreen_ = false;
|
|
|
+ #endif
|
|
|
+ }
|
|
|
+
|
|
|
+ if (window_)
|
|
|
+ {
|
|
|
+ // TODO: We probably want to keep depthSize as well
|
|
|
+ newParams.multiSample_ = multiSample;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (window_)
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (!window_)
|
|
|
+ {
|
|
|
+ URHO3D_LOGERRORF("Could not create window, root cause: '%s'", SDL_GetError());
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Reposition the window on the specified monitor
|
|
|
+ if (reposition)
|
|
|
+ SDL_SetWindowPosition(window_, display_rect.x, display_rect.y);
|
|
|
+
|
|
|
+ CreateWindowIcon();
|
|
|
+
|
|
|
+ if (maximize)
|
|
|
+ {
|
|
|
+ Maximize();
|
|
|
+ SDL_GL_GetDrawableSize(window_, &width, &height);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Create/restore context and GPU objects and set initial renderstate
|
|
|
+ Restore_OGL();
|
|
|
+
|
|
|
+ // Specific error message is already logged by Restore_OGL() when context creation or OpenGL extensions check fails
|
|
|
+ if (!impl->context_)
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Set vsync
|
|
|
+ SDL_GL_SetSwapInterval(newParams.vsync_ ? 1 : 0);
|
|
|
+
|
|
|
+ // Store the system FBO on iOS/tvOS now
|
|
|
+#if defined(IOS) || defined(TVOS)
|
|
|
+ glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&impl->systemFBO_);
|
|
|
+#endif
|
|
|
+
|
|
|
+ screenParams_ = newParams;
|
|
|
+
|
|
|
+ SDL_GL_GetDrawableSize(window_, &width_, &height_);
|
|
|
+ if (!reposition)
|
|
|
+ SDL_GetWindowPosition(window_, &position_.x_, &position_.y_);
|
|
|
+
|
|
|
+ int logicalWidth, logicalHeight;
|
|
|
+ SDL_GetWindowSize(window_, &logicalWidth, &logicalHeight);
|
|
|
+ screenParams_.highDPI_ = (width_ != logicalWidth) || (height_ != logicalHeight);
|
|
|
+
|
|
|
+ // Reset rendertargets and viewport for the new screen mode
|
|
|
+ ResetRenderTargets_OGL();
|
|
|
+
|
|
|
+ // Clear the initial window contents to black
|
|
|
+ Clear_OGL(CLEAR_COLOR);
|
|
|
+ SDL_GL_SwapWindow(window_);
|
|
|
+
|
|
|
+ CheckFeatureSupport_OGL();
|
|
|
+
|
|
|
+#ifdef URHO3D_LOGGING
|
|
|
+ URHO3D_LOGINFOF("Adapter used %s %s", (const char *) glGetString(GL_VENDOR), (const char *) glGetString(GL_RENDERER));
|
|
|
+#endif
|
|
|
+
|
|
|
+ OnScreenModeChanged();
|
|
|
+ return true;
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetSRGB_OGL(bool enable)
|
|
|
+{
|
|
|
+ enable &= sRGBWriteSupport_;
|
|
|
+
|
|
|
+ if (enable != sRGB_)
|
|
|
+ {
|
|
|
+ sRGB_ = enable;
|
|
|
+ GetImpl_OGL()->fboDirty_ = true;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetDither_OGL(bool enable)
|
|
|
+{
|
|
|
+ if (enable)
|
|
|
+ glEnable(GL_DITHER);
|
|
|
+ else
|
|
|
+ glDisable(GL_DITHER);
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetFlushGPU_OGL(bool enable)
|
|
|
+{
|
|
|
+ // Currently unimplemented on OpenGL
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetForceGL2_OGL(bool enable)
|
|
|
+{
|
|
|
+ if (IsInitialized_OGL())
|
|
|
+ {
|
|
|
+ URHO3D_LOGERROR("OpenGL 2 can only be forced before setting the initial screen mode");
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ forceGL2_ = enable;
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::Close_OGL()
|
|
|
+{
|
|
|
+ if (!IsInitialized_OGL())
|
|
|
+ return;
|
|
|
+
|
|
|
+ // Actually close the window
|
|
|
+ Release_OGL(true, true);
|
|
|
+}
|
|
|
+
|
|
|
+bool Graphics::TakeScreenShot_OGL(Image& destImage)
|
|
|
+{
|
|
|
+ URHO3D_PROFILE(TakeScreenShot_OGL);
|
|
|
+
|
|
|
+ if (!IsInitialized_OGL())
|
|
|
+ return false;
|
|
|
+
|
|
|
+ if (IsDeviceLost_OGL())
|
|
|
+ {
|
|
|
+ URHO3D_LOGERROR("Can not take screenshot while device is lost");
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ ResetRenderTargets_OGL();
|
|
|
+
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ destImage.SetSize(width_, height_, 3);
|
|
|
+ glReadPixels(0, 0, width_, height_, GL_RGB, GL_UNSIGNED_BYTE, destImage.GetData());
|
|
|
+#else
|
|
|
+ // Use RGBA format on OpenGL ES, as otherwise (at least on Android) the produced image is all black
|
|
|
+ destImage.SetSize(width_, height_, 4);
|
|
|
+ glReadPixels(0, 0, width_, height_, GL_RGBA, GL_UNSIGNED_BYTE, destImage.GetData());
|
|
|
+#endif
|
|
|
+
|
|
|
+ // On OpenGL we need to flip the image vertically after reading
|
|
|
+ destImage.FlipVertical();
|
|
|
+
|
|
|
+ return true;
|
|
|
+}
|
|
|
+
|
|
|
+bool Graphics::BeginFrame_OGL()
|
|
|
+{
|
|
|
+ if (!IsInitialized_OGL() || IsDeviceLost_OGL())
|
|
|
+ return false;
|
|
|
+
|
|
|
+ // If using an external window, check it for size changes, and reset screen mode if necessary
|
|
|
+ if (externalWindow_)
|
|
|
+ {
|
|
|
+ int width, height;
|
|
|
+
|
|
|
+ SDL_GL_GetDrawableSize(window_, &width, &height);
|
|
|
+ if (width != width_ || height != height_)
|
|
|
+ SetMode(width, height);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Re-enable depth test and depth func in case a third party program has modified it
|
|
|
+ glEnable(GL_DEPTH_TEST);
|
|
|
+ glDepthFunc(glCmpFunc[depthTestMode_]);
|
|
|
+
|
|
|
+ // Set default rendertarget and depth buffer
|
|
|
+ ResetRenderTargets_OGL();
|
|
|
+
|
|
|
+ // Cleanup textures from previous frame
|
|
|
+ for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
|
|
|
+ SetTexture_OGL(i, nullptr);
|
|
|
+
|
|
|
+ // Enable color and depth write
|
|
|
+ SetColorWrite_OGL(true);
|
|
|
+ SetDepthWrite_OGL(true);
|
|
|
+
|
|
|
+ numPrimitives_ = 0;
|
|
|
+ numBatches_ = 0;
|
|
|
+
|
|
|
+ SendEvent(E_BEGINRENDERING);
|
|
|
+
|
|
|
+ return true;
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::EndFrame_OGL()
|
|
|
+{
|
|
|
+ if (!IsInitialized_OGL())
|
|
|
+ return;
|
|
|
+
|
|
|
+ URHO3D_PROFILE(Present);
|
|
|
+
|
|
|
+ SendEvent(E_ENDRENDERING);
|
|
|
+
|
|
|
+ SDL_GL_SwapWindow(window_);
|
|
|
+
|
|
|
+ // Clean up too large scratch buffers
|
|
|
+ CleanupScratchBuffers();
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::Clear_OGL(ClearTargetFlags flags, const Color& color, float depth, unsigned stencil)
|
|
|
+{
|
|
|
+ PrepareDraw_OGL();
|
|
|
+
|
|
|
+#ifdef GL_ES_VERSION_2_0
|
|
|
+ flags &= ~CLEAR_STENCIL;
|
|
|
+#endif
|
|
|
+
|
|
|
+ bool oldColorWrite = colorWrite_;
|
|
|
+ bool oldDepthWrite = depthWrite_;
|
|
|
+
|
|
|
+ if (flags & CLEAR_COLOR && !oldColorWrite)
|
|
|
+ SetColorWrite_OGL(true);
|
|
|
+ if (flags & CLEAR_DEPTH && !oldDepthWrite)
|
|
|
+ SetDepthWrite_OGL(true);
|
|
|
+ if (flags & CLEAR_STENCIL && stencilWriteMask_ != M_MAX_UNSIGNED)
|
|
|
+ glStencilMask(M_MAX_UNSIGNED);
|
|
|
+
|
|
|
+ unsigned glFlags = 0;
|
|
|
+ if (flags & CLEAR_COLOR)
|
|
|
+ {
|
|
|
+ glFlags |= GL_COLOR_BUFFER_BIT;
|
|
|
+ glClearColor(color.r_, color.g_, color.b_, color.a_);
|
|
|
+ }
|
|
|
+ if (flags & CLEAR_DEPTH)
|
|
|
+ {
|
|
|
+ glFlags |= GL_DEPTH_BUFFER_BIT;
|
|
|
+ glClearDepth(depth);
|
|
|
+ }
|
|
|
+ if (flags & CLEAR_STENCIL)
|
|
|
+ {
|
|
|
+ glFlags |= GL_STENCIL_BUFFER_BIT;
|
|
|
+ glClearStencil(stencil);
|
|
|
+ }
|
|
|
+
|
|
|
+ // If viewport is less than full screen, set a scissor to limit the clear
|
|
|
+ /// \todo Any user-set scissor test will be lost
|
|
|
+ IntVector2 viewSize = GetRenderTargetDimensions_OGL();
|
|
|
+ if (viewport_.left_ != 0 || viewport_.top_ != 0 || viewport_.right_ != viewSize.x_ || viewport_.bottom_ != viewSize.y_)
|
|
|
+ SetScissorTest_OGL(true, IntRect(0, 0, viewport_.Width(), viewport_.Height()));
|
|
|
+ else
|
|
|
+ SetScissorTest_OGL(false);
|
|
|
+
|
|
|
+ glClear(glFlags);
|
|
|
+
|
|
|
+ SetScissorTest_OGL(false);
|
|
|
+ SetColorWrite_OGL(oldColorWrite);
|
|
|
+ SetDepthWrite_OGL(oldDepthWrite);
|
|
|
+ if (flags & CLEAR_STENCIL && stencilWriteMask_ != M_MAX_UNSIGNED)
|
|
|
+ glStencilMask(stencilWriteMask_);
|
|
|
+}
|
|
|
+
|
|
|
+bool Graphics::ResolveToTexture_OGL(Texture2D* destination, const IntRect& viewport)
|
|
|
+{
|
|
|
+ if (!destination || !destination->GetRenderSurface())
|
|
|
+ return false;
|
|
|
+
|
|
|
+ URHO3D_PROFILE(ResolveToTexture_OGL);
|
|
|
+
|
|
|
+ IntRect vpCopy = viewport;
|
|
|
+ if (vpCopy.right_ <= vpCopy.left_)
|
|
|
+ vpCopy.right_ = vpCopy.left_ + 1;
|
|
|
+ if (vpCopy.bottom_ <= vpCopy.top_)
|
|
|
+ vpCopy.bottom_ = vpCopy.top_ + 1;
|
|
|
+ vpCopy.left_ = Clamp(vpCopy.left_, 0, width_);
|
|
|
+ vpCopy.top_ = Clamp(vpCopy.top_, 0, height_);
|
|
|
+ vpCopy.right_ = Clamp(vpCopy.right_, 0, width_);
|
|
|
+ vpCopy.bottom_ = Clamp(vpCopy.bottom_, 0, height_);
|
|
|
+
|
|
|
+ // Make sure the FBO is not in use
|
|
|
+ ResetRenderTargets_OGL();
|
|
|
+
|
|
|
+ // Use Direct3D convention with the vertical coordinates ie. 0 is top
|
|
|
+ SetTextureForUpdate_OGL(destination);
|
|
|
+ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, vpCopy.left_, height_ - vpCopy.bottom_, vpCopy.Width(), vpCopy.Height());
|
|
|
+ SetTexture_OGL(0, nullptr);
|
|
|
+
|
|
|
+ return true;
|
|
|
+}
|
|
|
+
|
|
|
+bool Graphics::ResolveToTexture_OGL(Texture2D* texture)
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ if (!texture)
|
|
|
+ return false;
|
|
|
+ RenderSurface* surface = texture->GetRenderSurface();
|
|
|
+ if (!surface || !surface->GetRenderBuffer())
|
|
|
+ return false;
|
|
|
+
|
|
|
+ URHO3D_PROFILE(ResolveToTexture_OGL);
|
|
|
+
|
|
|
+ texture->SetResolveDirty(false);
|
|
|
+ surface->SetResolveDirty(false);
|
|
|
+
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+ // Use separate FBOs for resolve to not disturb the currently set rendertarget(s)
|
|
|
+ if (!impl->resolveSrcFBO_)
|
|
|
+ impl->resolveSrcFBO_ = CreateFramebuffer_OGL();
|
|
|
+ if (!impl->resolveDestFBO_)
|
|
|
+ impl->resolveDestFBO_ = CreateFramebuffer_OGL();
|
|
|
+
|
|
|
+ if (!gl3Support)
|
|
|
+ {
|
|
|
+ glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, impl->resolveSrcFBO_);
|
|
|
+ glFramebufferRenderbufferEXT(GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT,
|
|
|
+ surface->GetRenderBuffer());
|
|
|
+ glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, impl->resolveDestFBO_);
|
|
|
+ glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texture->GetGPUObjectName(),
|
|
|
+ 0);
|
|
|
+ glBlitFramebufferEXT(0, 0, texture->GetWidth(), texture->GetHeight(), 0, 0, texture->GetWidth(), texture->GetHeight(),
|
|
|
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
|
+ glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0);
|
|
|
+ glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, impl->resolveSrcFBO_);
|
|
|
+ glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, surface->GetRenderBuffer());
|
|
|
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, impl->resolveDestFBO_);
|
|
|
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->GetGPUObjectName(), 0);
|
|
|
+ glBlitFramebuffer(0, 0, texture->GetWidth(), texture->GetHeight(), 0, 0, texture->GetWidth(), texture->GetHeight(),
|
|
|
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
|
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
|
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Restore previously bound FBO
|
|
|
+ BindFramebuffer_OGL(impl->boundFBO_);
|
|
|
+ return true;
|
|
|
+#else
|
|
|
+ // Not supported on GLES
|
|
|
+ return false;
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+bool Graphics::ResolveToTexture_OGL(TextureCube* texture)
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ if (!texture)
|
|
|
+ return false;
|
|
|
+
|
|
|
+ URHO3D_PROFILE(ResolveToTexture_OGL);
|
|
|
+
|
|
|
+ texture->SetResolveDirty(false);
|
|
|
+
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+ // Use separate FBOs for resolve to not disturb the currently set rendertarget(s)
|
|
|
+ if (!impl->resolveSrcFBO_)
|
|
|
+ impl->resolveSrcFBO_ = CreateFramebuffer_OGL();
|
|
|
+ if (!impl->resolveDestFBO_)
|
|
|
+ impl->resolveDestFBO_ = CreateFramebuffer_OGL();
|
|
|
+
|
|
|
+ if (!gl3Support)
|
|
|
+ {
|
|
|
+ for (unsigned i = 0; i < MAX_CUBEMAP_FACES; ++i)
|
|
|
+ {
|
|
|
+ // Resolve only the surface(s) that were actually rendered to
|
|
|
+ RenderSurface* surface = texture->GetRenderSurface((CubeMapFace)i);
|
|
|
+ if (!surface->IsResolveDirty())
|
|
|
+ continue;
|
|
|
+
|
|
|
+ surface->SetResolveDirty(false);
|
|
|
+ glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, impl->resolveSrcFBO_);
|
|
|
+ glFramebufferRenderbufferEXT(GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT,
|
|
|
+ surface->GetRenderBuffer());
|
|
|
+ glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, impl->resolveDestFBO_);
|
|
|
+ glFramebufferTexture2DEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
|
|
|
+ texture->GetGPUObjectName(), 0);
|
|
|
+ glBlitFramebufferEXT(0, 0, texture->GetWidth(), texture->GetHeight(), 0, 0, texture->GetWidth(), texture->GetHeight(),
|
|
|
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
|
+ }
|
|
|
+
|
|
|
+ glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0);
|
|
|
+ glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ for (unsigned i = 0; i < MAX_CUBEMAP_FACES; ++i)
|
|
|
+ {
|
|
|
+ RenderSurface* surface = texture->GetRenderSurface((CubeMapFace)i);
|
|
|
+ if (!surface->IsResolveDirty())
|
|
|
+ continue;
|
|
|
+
|
|
|
+ surface->SetResolveDirty(false);
|
|
|
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, impl->resolveSrcFBO_);
|
|
|
+ glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, surface->GetRenderBuffer());
|
|
|
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, impl->resolveDestFBO_);
|
|
|
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
|
|
|
+ texture->GetGPUObjectName(), 0);
|
|
|
+ glBlitFramebuffer(0, 0, texture->GetWidth(), texture->GetHeight(), 0, 0, texture->GetWidth(), texture->GetHeight(),
|
|
|
+ GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
|
+ }
|
|
|
+
|
|
|
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
|
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Restore previously bound FBO
|
|
|
+ BindFramebuffer_OGL(impl->boundFBO_);
|
|
|
+ return true;
|
|
|
+#else
|
|
|
+ // Not supported on GLES
|
|
|
+ return false;
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::Draw_OGL(PrimitiveType type, unsigned vertexStart, unsigned vertexCount)
|
|
|
+{
|
|
|
+ if (!vertexCount)
|
|
|
+ return;
|
|
|
+
|
|
|
+ PrepareDraw_OGL();
|
|
|
+
|
|
|
+ unsigned primitiveCount;
|
|
|
+ GLenum glPrimitiveType;
|
|
|
+
|
|
|
+ GetGLPrimitiveType(vertexCount, type, primitiveCount, glPrimitiveType);
|
|
|
+ glDrawArrays(glPrimitiveType, vertexStart, vertexCount);
|
|
|
+
|
|
|
+ numPrimitives_ += primitiveCount;
|
|
|
+ ++numBatches_;
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::Draw_OGL(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount)
|
|
|
+{
|
|
|
+ if (!indexCount || !indexBuffer_ || !indexBuffer_->GetGPUObjectName())
|
|
|
+ return;
|
|
|
+
|
|
|
+ PrepareDraw_OGL();
|
|
|
+
|
|
|
+ unsigned indexSize = indexBuffer_->GetIndexSize();
|
|
|
+ unsigned primitiveCount;
|
|
|
+ GLenum glPrimitiveType;
|
|
|
+
|
|
|
+ GetGLPrimitiveType(indexCount, type, primitiveCount, glPrimitiveType);
|
|
|
+ GLenum indexType = indexSize == sizeof(unsigned short) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
|
|
|
+ glDrawElements(glPrimitiveType, indexCount, indexType, reinterpret_cast<const GLvoid*>(indexStart * indexSize));
|
|
|
+
|
|
|
+ numPrimitives_ += primitiveCount;
|
|
|
+ ++numBatches_;
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::Draw_OGL(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned baseVertexIndex, unsigned minVertex, unsigned vertexCount)
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ if (!gl3Support || !indexCount || !indexBuffer_ || !indexBuffer_->GetGPUObjectName())
|
|
|
+ return;
|
|
|
+
|
|
|
+ PrepareDraw_OGL();
|
|
|
+
|
|
|
+ unsigned indexSize = indexBuffer_->GetIndexSize();
|
|
|
+ unsigned primitiveCount;
|
|
|
+ GLenum glPrimitiveType;
|
|
|
+
|
|
|
+ GetGLPrimitiveType(indexCount, type, primitiveCount, glPrimitiveType);
|
|
|
+ GLenum indexType = indexSize == sizeof(unsigned short) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
|
|
|
+ glDrawElementsBaseVertex(glPrimitiveType, indexCount, indexType, reinterpret_cast<GLvoid*>(indexStart * indexSize), baseVertexIndex);
|
|
|
+
|
|
|
+ numPrimitives_ += primitiveCount;
|
|
|
+ ++numBatches_;
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::DrawInstanced_OGL(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount,
|
|
|
+ unsigned instanceCount)
|
|
|
+{
|
|
|
+#if !defined(GL_ES_VERSION_2_0) || defined(__EMSCRIPTEN__)
|
|
|
+ if (!indexCount || !indexBuffer_ || !indexBuffer_->GetGPUObjectName() || !instancingSupport_)
|
|
|
+ return;
|
|
|
+
|
|
|
+ PrepareDraw_OGL();
|
|
|
+
|
|
|
+ unsigned indexSize = indexBuffer_->GetIndexSize();
|
|
|
+ unsigned primitiveCount;
|
|
|
+ GLenum glPrimitiveType;
|
|
|
+
|
|
|
+ GetGLPrimitiveType(indexCount, type, primitiveCount, glPrimitiveType);
|
|
|
+ GLenum indexType = indexSize == sizeof(unsigned short) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
|
|
|
+#ifdef __EMSCRIPTEN__
|
|
|
+ glDrawElementsInstancedANGLE(glPrimitiveType, indexCount, indexType, reinterpret_cast<const GLvoid*>(indexStart * indexSize),
|
|
|
+ instanceCount);
|
|
|
+#else
|
|
|
+ if (gl3Support)
|
|
|
+ {
|
|
|
+ glDrawElementsInstanced(glPrimitiveType, indexCount, indexType, reinterpret_cast<const GLvoid*>(indexStart * indexSize),
|
|
|
+ instanceCount);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ glDrawElementsInstancedARB(glPrimitiveType, indexCount, indexType, reinterpret_cast<const GLvoid*>(indexStart * indexSize),
|
|
|
+ instanceCount);
|
|
|
+ }
|
|
|
+#endif
|
|
|
+
|
|
|
+ numPrimitives_ += instanceCount * primitiveCount;
|
|
|
+ ++numBatches_;
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::DrawInstanced_OGL(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned baseVertexIndex, unsigned minVertex,
|
|
|
+ unsigned vertexCount, unsigned instanceCount)
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ if (!gl3Support || !indexCount || !indexBuffer_ || !indexBuffer_->GetGPUObjectName() || !instancingSupport_)
|
|
|
+ return;
|
|
|
+
|
|
|
+ PrepareDraw_OGL();
|
|
|
+
|
|
|
+ unsigned indexSize = indexBuffer_->GetIndexSize();
|
|
|
+ unsigned primitiveCount;
|
|
|
+ GLenum glPrimitiveType;
|
|
|
+
|
|
|
+ GetGLPrimitiveType(indexCount, type, primitiveCount, glPrimitiveType);
|
|
|
+ GLenum indexType = indexSize == sizeof(unsigned short) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
|
|
|
+
|
|
|
+ glDrawElementsInstancedBaseVertex(glPrimitiveType, indexCount, indexType, reinterpret_cast<const GLvoid*>(indexStart * indexSize),
|
|
|
+ instanceCount, baseVertexIndex);
|
|
|
+
|
|
|
+ numPrimitives_ += instanceCount * primitiveCount;
|
|
|
+ ++numBatches_;
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetVertexBuffer_OGL(VertexBuffer* buffer)
|
|
|
+{
|
|
|
+ // Note: this is not multi-instance safe
|
|
|
+ static PODVector<VertexBuffer*> vertexBuffers(1);
|
|
|
+ vertexBuffers[0] = buffer;
|
|
|
+ SetVertexBuffers_OGL(vertexBuffers);
|
|
|
+}
|
|
|
+
|
|
|
+bool Graphics::SetVertexBuffers_OGL(const PODVector<VertexBuffer*>& buffers, unsigned instanceOffset)
|
|
|
+{
|
|
|
+ if (buffers.Size() > MAX_VERTEX_STREAMS)
|
|
|
+ {
|
|
|
+ URHO3D_LOGERROR("Too many vertex buffers");
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+ if (instanceOffset != impl->lastInstanceOffset_)
|
|
|
+ {
|
|
|
+ impl->lastInstanceOffset_ = instanceOffset;
|
|
|
+ impl->vertexBuffersDirty_ = true;
|
|
|
+ }
|
|
|
+
|
|
|
+ for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
|
|
|
+ {
|
|
|
+ VertexBuffer* buffer = nullptr;
|
|
|
+ if (i < buffers.Size())
|
|
|
+ buffer = buffers[i];
|
|
|
+ if (buffer != vertexBuffers_[i])
|
|
|
+ {
|
|
|
+ vertexBuffers_[i] = buffer;
|
|
|
+ impl->vertexBuffersDirty_ = true;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+}
|
|
|
+
|
|
|
+bool Graphics::SetVertexBuffers_OGL(const Vector<SharedPtr<VertexBuffer> >& buffers, unsigned instanceOffset)
|
|
|
+{
|
|
|
+ return SetVertexBuffers_OGL(reinterpret_cast<const PODVector<VertexBuffer*>&>(buffers), instanceOffset);
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetIndexBuffer_OGL(IndexBuffer* buffer)
|
|
|
+{
|
|
|
+ if (indexBuffer_ == buffer)
|
|
|
+ return;
|
|
|
+
|
|
|
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer ? buffer->GetGPUObjectName() : 0);
|
|
|
+ indexBuffer_ = buffer;
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetShaders_OGL(ShaderVariation* vs, ShaderVariation* ps)
|
|
|
+{
|
|
|
+ if (vs == vertexShader_ && ps == pixelShader_)
|
|
|
+ return;
|
|
|
+
|
|
|
+ // Compile the shaders now if not yet compiled. If already attempted, do not retry
|
|
|
+ if (vs && !vs->GetGPUObjectName())
|
|
|
+ {
|
|
|
+ if (vs->GetCompilerOutput().Empty())
|
|
|
+ {
|
|
|
+ URHO3D_PROFILE(CompileVertexShader);
|
|
|
+
|
|
|
+ bool success = vs->Create();
|
|
|
+ if (success)
|
|
|
+ URHO3D_LOGDEBUG("Compiled vertex shader " + vs->GetFullName());
|
|
|
+ else
|
|
|
+ {
|
|
|
+ URHO3D_LOGERROR("Failed to compile vertex shader " + vs->GetFullName() + ":\n" + vs->GetCompilerOutput());
|
|
|
+ vs = nullptr;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ vs = nullptr;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (ps && !ps->GetGPUObjectName())
|
|
|
+ {
|
|
|
+ if (ps->GetCompilerOutput().Empty())
|
|
|
+ {
|
|
|
+ URHO3D_PROFILE(CompilePixelShader);
|
|
|
+
|
|
|
+ bool success = ps->Create();
|
|
|
+ if (success)
|
|
|
+ URHO3D_LOGDEBUG("Compiled pixel shader " + ps->GetFullName());
|
|
|
+ else
|
|
|
+ {
|
|
|
+ URHO3D_LOGERROR("Failed to compile pixel shader " + ps->GetFullName() + ":\n" + ps->GetCompilerOutput());
|
|
|
+ ps = nullptr;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ ps = nullptr;
|
|
|
+ }
|
|
|
+
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+ if (!vs || !ps)
|
|
|
+ {
|
|
|
+ glUseProgram(0);
|
|
|
+ vertexShader_ = nullptr;
|
|
|
+ pixelShader_ = nullptr;
|
|
|
+ impl->shaderProgram_ = nullptr;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ vertexShader_ = vs;
|
|
|
+ pixelShader_ = ps;
|
|
|
+
|
|
|
+ Pair<ShaderVariation*, ShaderVariation*> combination(vs, ps);
|
|
|
+ ShaderProgramMap_OGL::Iterator i = impl->shaderPrograms_.Find(combination);
|
|
|
+
|
|
|
+ if (i != impl->shaderPrograms_.End())
|
|
|
+ {
|
|
|
+ // Use the existing linked program
|
|
|
+ if (i->second_->GetGPUObjectName())
|
|
|
+ {
|
|
|
+ glUseProgram(i->second_->GetGPUObjectName());
|
|
|
+ impl->shaderProgram_ = i->second_;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ glUseProgram(0);
|
|
|
+ impl->shaderProgram_ = nullptr;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // Link a new combination
|
|
|
+ URHO3D_PROFILE(LinkShaders);
|
|
|
+
|
|
|
+ SharedPtr<ShaderProgram_OGL> newProgram(new ShaderProgram_OGL(this, vs, ps));
|
|
|
+ if (newProgram->Link())
|
|
|
+ {
|
|
|
+ URHO3D_LOGDEBUG("Linked vertex shader " + vs->GetFullName() + " and pixel shader " + ps->GetFullName());
|
|
|
+ // Note: Link() calls glUseProgram() to set the texture sampler uniforms,
|
|
|
+ // so it is not necessary to call it again
|
|
|
+ impl->shaderProgram_ = newProgram;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ URHO3D_LOGERROR("Failed to link vertex shader " + vs->GetFullName() + " and pixel shader " + ps->GetFullName() + ":\n" +
|
|
|
+ newProgram->GetLinkerOutput());
|
|
|
+ glUseProgram(0);
|
|
|
+ impl->shaderProgram_ = nullptr;
|
|
|
+ }
|
|
|
+
|
|
|
+ impl->shaderPrograms_[combination] = newProgram;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Update the clip plane uniform on GL3, and set constant buffers
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ if (gl3Support && impl->shaderProgram_)
|
|
|
+ {
|
|
|
+ const SharedPtr<ConstantBuffer>* constantBuffers = impl->shaderProgram_->GetConstantBuffers();
|
|
|
+ for (unsigned i = 0; i < MAX_SHADER_PARAMETER_GROUPS * 2; ++i)
|
|
|
+ {
|
|
|
+ ConstantBuffer* buffer = constantBuffers[i].Get();
|
|
|
+ if (buffer != impl->constantBuffers_[i])
|
|
|
+ {
|
|
|
+ unsigned object = buffer ? buffer->GetGPUObjectName() : 0;
|
|
|
+ glBindBufferBase(GL_UNIFORM_BUFFER, i, object);
|
|
|
+ // Calling glBindBufferBase also affects the generic buffer binding point
|
|
|
+ impl->boundUBO_ = object;
|
|
|
+ impl->constantBuffers_[i] = buffer;
|
|
|
+ ShaderProgram_OGL::ClearGlobalParameterSource((ShaderParameterGroup)(i % MAX_SHADER_PARAMETER_GROUPS));
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ SetShaderParameter_OGL(VSP_CLIPPLANE, useClipPlane_ ? clipPlane_ : Vector4(0.0f, 0.0f, 0.0f, 1.0f));
|
|
|
+ }
|
|
|
+#endif
|
|
|
+
|
|
|
+ // Store shader combination if shader dumping in progress
|
|
|
+ if (shaderPrecache_)
|
|
|
+ shaderPrecache_->StoreShaders(vertexShader_, pixelShader_);
|
|
|
+
|
|
|
+ if (impl->shaderProgram_)
|
|
|
+ {
|
|
|
+ impl->usedVertexAttributes_ = impl->shaderProgram_->GetUsedVertexAttributes();
|
|
|
+ impl->vertexAttributes_ = &impl->shaderProgram_->GetVertexAttributes();
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ impl->usedVertexAttributes_ = 0;
|
|
|
+ impl->vertexAttributes_ = nullptr;
|
|
|
+ }
|
|
|
+
|
|
|
+ impl->vertexBuffersDirty_ = true;
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetShaderParameter_OGL(StringHash param, const float* data, unsigned count)
|
|
|
+{
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+ if (impl->shaderProgram_)
|
|
|
+ {
|
|
|
+ const ShaderParameter* info = impl->shaderProgram_->GetParameter(param);
|
|
|
+ if (info)
|
|
|
+ {
|
|
|
+ if (info->bufferPtr_)
|
|
|
+ {
|
|
|
+ ConstantBuffer* buffer = info->bufferPtr_;
|
|
|
+ if (!buffer->IsDirty())
|
|
|
+ impl->dirtyConstantBuffers_.Push(buffer);
|
|
|
+ buffer->SetParameter(info->offset_, (unsigned)(count * sizeof(float)), data);
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ switch (info->glType_)
|
|
|
+ {
|
|
|
+ case GL_FLOAT:
|
|
|
+ glUniform1fv(info->location_, count, data);
|
|
|
+ break;
|
|
|
+
|
|
|
+ case GL_FLOAT_VEC2:
|
|
|
+ glUniform2fv(info->location_, count / 2, data);
|
|
|
+ break;
|
|
|
+
|
|
|
+ case GL_FLOAT_VEC3:
|
|
|
+ glUniform3fv(info->location_, count / 3, data);
|
|
|
+ break;
|
|
|
+
|
|
|
+ case GL_FLOAT_VEC4:
|
|
|
+ glUniform4fv(info->location_, count / 4, data);
|
|
|
+ break;
|
|
|
+
|
|
|
+ case GL_FLOAT_MAT3:
|
|
|
+ glUniformMatrix3fv(info->location_, count / 9, GL_FALSE, data);
|
|
|
+ break;
|
|
|
+
|
|
|
+ case GL_FLOAT_MAT4:
|
|
|
+ glUniformMatrix4fv(info->location_, count / 16, GL_FALSE, data);
|
|
|
+ break;
|
|
|
+
|
|
|
+ default: break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetShaderParameter_OGL(StringHash param, float value)
|
|
|
+{
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+ if (impl->shaderProgram_)
|
|
|
+ {
|
|
|
+ const ShaderParameter* info = impl->shaderProgram_->GetParameter(param);
|
|
|
+ if (info)
|
|
|
+ {
|
|
|
+ if (info->bufferPtr_)
|
|
|
+ {
|
|
|
+ ConstantBuffer* buffer = info->bufferPtr_;
|
|
|
+ if (!buffer->IsDirty())
|
|
|
+ impl->dirtyConstantBuffers_.Push(buffer);
|
|
|
+ buffer->SetParameter(info->offset_, sizeof(float), &value);
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ glUniform1fv(info->location_, 1, &value);
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetShaderParameter_OGL(StringHash param, int value)
|
|
|
+{
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+ if (impl->shaderProgram_)
|
|
|
+ {
|
|
|
+ const ShaderParameter* info = impl->shaderProgram_->GetParameter(param);
|
|
|
+ if (info)
|
|
|
+ {
|
|
|
+ if (info->bufferPtr_)
|
|
|
+ {
|
|
|
+ ConstantBuffer* buffer = info->bufferPtr_;
|
|
|
+ if (!buffer->IsDirty())
|
|
|
+ impl->dirtyConstantBuffers_.Push(buffer);
|
|
|
+ buffer->SetParameter(info->offset_, sizeof(int), &value);
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ glUniform1i(info->location_, value);
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetShaderParameter_OGL(StringHash param, bool value)
|
|
|
+{
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+ // \todo Not tested
|
|
|
+ if (impl->shaderProgram_)
|
|
|
+ {
|
|
|
+ const ShaderParameter* info = impl->shaderProgram_->GetParameter(param);
|
|
|
+ if (info)
|
|
|
+ {
|
|
|
+ if (info->bufferPtr_)
|
|
|
+ {
|
|
|
+ ConstantBuffer* buffer = info->bufferPtr_;
|
|
|
+ if (!buffer->IsDirty())
|
|
|
+ impl->dirtyConstantBuffers_.Push(buffer);
|
|
|
+ buffer->SetParameter(info->offset_, sizeof(bool), &value);
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ glUniform1i(info->location_, (int)value);
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetShaderParameter_OGL(StringHash param, const Color& color)
|
|
|
+{
|
|
|
+ SetShaderParameter_OGL(param, color.Data(), 4);
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetShaderParameter_OGL(StringHash param, const Vector2& vector)
|
|
|
+{
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+ if (impl->shaderProgram_)
|
|
|
+ {
|
|
|
+ const ShaderParameter* info = impl->shaderProgram_->GetParameter(param);
|
|
|
+ if (info)
|
|
|
+ {
|
|
|
+ if (info->bufferPtr_)
|
|
|
+ {
|
|
|
+ ConstantBuffer* buffer = info->bufferPtr_;
|
|
|
+ if (!buffer->IsDirty())
|
|
|
+ impl->dirtyConstantBuffers_.Push(buffer);
|
|
|
+ buffer->SetParameter(info->offset_, sizeof(Vector2), &vector);
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Check the uniform type to avoid mismatch
|
|
|
+ switch (info->glType_)
|
|
|
+ {
|
|
|
+ case GL_FLOAT:
|
|
|
+ glUniform1fv(info->location_, 1, vector.Data());
|
|
|
+ break;
|
|
|
+
|
|
|
+ case GL_FLOAT_VEC2:
|
|
|
+ glUniform2fv(info->location_, 1, vector.Data());
|
|
|
+ break;
|
|
|
+
|
|
|
+ default: break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetShaderParameter_OGL(StringHash param, const Matrix3& matrix)
|
|
|
+{
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+ if (impl->shaderProgram_)
|
|
|
+ {
|
|
|
+ const ShaderParameter* info = impl->shaderProgram_->GetParameter(param);
|
|
|
+ if (info)
|
|
|
+ {
|
|
|
+ if (info->bufferPtr_)
|
|
|
+ {
|
|
|
+ ConstantBuffer* buffer = info->bufferPtr_;
|
|
|
+ if (!buffer->IsDirty())
|
|
|
+ impl->dirtyConstantBuffers_.Push(buffer);
|
|
|
+ buffer->SetVector3ArrayParameter(info->offset_, 3, &matrix);
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ glUniformMatrix3fv(info->location_, 1, GL_FALSE, matrix.Data());
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetShaderParameter_OGL(StringHash param, const Vector3& vector)
|
|
|
+{
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+ if (impl->shaderProgram_)
|
|
|
+ {
|
|
|
+ const ShaderParameter* info = impl->shaderProgram_->GetParameter(param);
|
|
|
+ if (info)
|
|
|
+ {
|
|
|
+ if (info->bufferPtr_)
|
|
|
+ {
|
|
|
+ ConstantBuffer* buffer = info->bufferPtr_;
|
|
|
+ if (!buffer->IsDirty())
|
|
|
+ impl->dirtyConstantBuffers_.Push(buffer);
|
|
|
+ buffer->SetParameter(info->offset_, sizeof(Vector3), &vector);
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Check the uniform type to avoid mismatch
|
|
|
+ switch (info->glType_)
|
|
|
+ {
|
|
|
+ case GL_FLOAT:
|
|
|
+ glUniform1fv(info->location_, 1, vector.Data());
|
|
|
+ break;
|
|
|
+
|
|
|
+ case GL_FLOAT_VEC2:
|
|
|
+ glUniform2fv(info->location_, 1, vector.Data());
|
|
|
+ break;
|
|
|
+
|
|
|
+ case GL_FLOAT_VEC3:
|
|
|
+ glUniform3fv(info->location_, 1, vector.Data());
|
|
|
+ break;
|
|
|
+
|
|
|
+ default: break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetShaderParameter_OGL(StringHash param, const Matrix4& matrix)
|
|
|
+{
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+ if (impl->shaderProgram_)
|
|
|
+ {
|
|
|
+ const ShaderParameter* info = impl->shaderProgram_->GetParameter(param);
|
|
|
+ if (info)
|
|
|
+ {
|
|
|
+ if (info->bufferPtr_)
|
|
|
+ {
|
|
|
+ ConstantBuffer* buffer = info->bufferPtr_;
|
|
|
+ if (!buffer->IsDirty())
|
|
|
+ impl->dirtyConstantBuffers_.Push(buffer);
|
|
|
+ buffer->SetParameter(info->offset_, sizeof(Matrix4), &matrix);
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ glUniformMatrix4fv(info->location_, 1, GL_FALSE, matrix.Data());
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetShaderParameter_OGL(StringHash param, const Vector4& vector)
|
|
|
+{
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+ if (impl->shaderProgram_)
|
|
|
+ {
|
|
|
+ const ShaderParameter* info = impl->shaderProgram_->GetParameter(param);
|
|
|
+ if (info)
|
|
|
+ {
|
|
|
+ if (info->bufferPtr_)
|
|
|
+ {
|
|
|
+ ConstantBuffer* buffer = info->bufferPtr_;
|
|
|
+ if (!buffer->IsDirty())
|
|
|
+ impl->dirtyConstantBuffers_.Push(buffer);
|
|
|
+ buffer->SetParameter(info->offset_, sizeof(Vector4), &vector);
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Check the uniform type to avoid mismatch
|
|
|
+ switch (info->glType_)
|
|
|
+ {
|
|
|
+ case GL_FLOAT:
|
|
|
+ glUniform1fv(info->location_, 1, vector.Data());
|
|
|
+ break;
|
|
|
+
|
|
|
+ case GL_FLOAT_VEC2:
|
|
|
+ glUniform2fv(info->location_, 1, vector.Data());
|
|
|
+ break;
|
|
|
+
|
|
|
+ case GL_FLOAT_VEC3:
|
|
|
+ glUniform3fv(info->location_, 1, vector.Data());
|
|
|
+ break;
|
|
|
+
|
|
|
+ case GL_FLOAT_VEC4:
|
|
|
+ glUniform4fv(info->location_, 1, vector.Data());
|
|
|
+ break;
|
|
|
+
|
|
|
+ default: break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetShaderParameter_OGL(StringHash param, const Matrix3x4& matrix)
|
|
|
+{
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+ if (impl->shaderProgram_)
|
|
|
+ {
|
|
|
+ const ShaderParameter* info = impl->shaderProgram_->GetParameter(param);
|
|
|
+ if (info)
|
|
|
+ {
|
|
|
+ // Expand to a full Matrix4
|
|
|
+ static Matrix4 fullMatrix;
|
|
|
+ fullMatrix.m00_ = matrix.m00_;
|
|
|
+ fullMatrix.m01_ = matrix.m01_;
|
|
|
+ fullMatrix.m02_ = matrix.m02_;
|
|
|
+ fullMatrix.m03_ = matrix.m03_;
|
|
|
+ fullMatrix.m10_ = matrix.m10_;
|
|
|
+ fullMatrix.m11_ = matrix.m11_;
|
|
|
+ fullMatrix.m12_ = matrix.m12_;
|
|
|
+ fullMatrix.m13_ = matrix.m13_;
|
|
|
+ fullMatrix.m20_ = matrix.m20_;
|
|
|
+ fullMatrix.m21_ = matrix.m21_;
|
|
|
+ fullMatrix.m22_ = matrix.m22_;
|
|
|
+ fullMatrix.m23_ = matrix.m23_;
|
|
|
+
|
|
|
+ if (info->bufferPtr_)
|
|
|
+ {
|
|
|
+ ConstantBuffer* buffer = info->bufferPtr_;
|
|
|
+ if (!buffer->IsDirty())
|
|
|
+ impl->dirtyConstantBuffers_.Push(buffer);
|
|
|
+ buffer->SetParameter(info->offset_, sizeof(Matrix4), &fullMatrix);
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ glUniformMatrix4fv(info->location_, 1, GL_FALSE, fullMatrix.Data());
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+bool Graphics::NeedParameterUpdate_OGL(ShaderParameterGroup group, const void* source)
|
|
|
+{
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+ return impl->shaderProgram_ ? impl->shaderProgram_->NeedParameterUpdate(group, source) : false;
|
|
|
+}
|
|
|
+
|
|
|
+bool Graphics::HasShaderParameter_OGL(StringHash param)
|
|
|
+{
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+ return impl->shaderProgram_ && impl->shaderProgram_->HasParameter(param);
|
|
|
+}
|
|
|
+
|
|
|
+bool Graphics::HasTextureUnit_OGL(TextureUnit unit)
|
|
|
+{
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+ return impl->shaderProgram_ && impl->shaderProgram_->HasTextureUnit(unit);
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::ClearParameterSource_OGL(ShaderParameterGroup group)
|
|
|
+{
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+ if (impl->shaderProgram_)
|
|
|
+ impl->shaderProgram_->ClearParameterSource(group);
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::ClearParameterSources_OGL()
|
|
|
+{
|
|
|
+ ShaderProgram_OGL::ClearParameterSources();
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::ClearTransformSources_OGL()
|
|
|
+{
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+ if (impl->shaderProgram_)
|
|
|
+ {
|
|
|
+ impl->shaderProgram_->ClearParameterSource(SP_CAMERA);
|
|
|
+ impl->shaderProgram_->ClearParameterSource(SP_OBJECT);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetTexture_OGL(unsigned index, Texture* texture)
|
|
|
+{
|
|
|
+ if (index >= MAX_TEXTURE_UNITS)
|
|
|
+ return;
|
|
|
+
|
|
|
+ // Check if texture is currently bound as a rendertarget. In that case, use its backup texture, or blank if not defined
|
|
|
+ if (texture)
|
|
|
+ {
|
|
|
+ if (renderTargets_[0] && renderTargets_[0]->GetParentTexture() == texture)
|
|
|
+ texture = texture->GetBackupTexture();
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // Resolve multisampled texture now as necessary
|
|
|
+ if (texture->GetMultiSample() > 1 && texture->GetAutoResolve() && texture->IsResolveDirty())
|
|
|
+ {
|
|
|
+ if (texture->GetType() == Texture2D::GetTypeStatic())
|
|
|
+ ResolveToTexture_OGL(static_cast<Texture2D*>(texture));
|
|
|
+ if (texture->GetType() == TextureCube::GetTypeStatic())
|
|
|
+ ResolveToTexture_OGL(static_cast<TextureCube*>(texture));
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+ if (textures_[index] != texture)
|
|
|
+ {
|
|
|
+ if (impl->activeTexture_ != index)
|
|
|
+ {
|
|
|
+ glActiveTexture(GL_TEXTURE0 + index);
|
|
|
+ impl->activeTexture_ = index;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (texture)
|
|
|
+ {
|
|
|
+ unsigned glType = texture->GetTarget();
|
|
|
+ // Unbind old texture type if necessary
|
|
|
+ if (impl->textureTypes_[index] && impl->textureTypes_[index] != glType)
|
|
|
+ glBindTexture(impl->textureTypes_[index], 0);
|
|
|
+ glBindTexture(glType, texture->GetGPUObjectName());
|
|
|
+ impl->textureTypes_[index] = glType;
|
|
|
+
|
|
|
+ if (texture->GetParametersDirty())
|
|
|
+ texture->UpdateParameters();
|
|
|
+ if (texture->GetLevelsDirty())
|
|
|
+ texture->RegenerateLevels();
|
|
|
+ }
|
|
|
+ else if (impl->textureTypes_[index])
|
|
|
+ {
|
|
|
+ glBindTexture(impl->textureTypes_[index], 0);
|
|
|
+ impl->textureTypes_[index] = 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ textures_[index] = texture;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ if (texture && (texture->GetParametersDirty() || texture->GetLevelsDirty()))
|
|
|
+ {
|
|
|
+ if (impl->activeTexture_ != index)
|
|
|
+ {
|
|
|
+ glActiveTexture(GL_TEXTURE0 + index);
|
|
|
+ impl->activeTexture_ = index;
|
|
|
+ }
|
|
|
+
|
|
|
+ glBindTexture(texture->GetTarget(), texture->GetGPUObjectName());
|
|
|
+ if (texture->GetParametersDirty())
|
|
|
+ texture->UpdateParameters();
|
|
|
+ if (texture->GetLevelsDirty())
|
|
|
+ texture->RegenerateLevels();
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetTextureForUpdate_OGL(Texture* texture)
|
|
|
+{
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+ if (impl->activeTexture_ != 0)
|
|
|
+ {
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
+ impl->activeTexture_ = 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ unsigned glType = texture->GetTarget();
|
|
|
+ // Unbind old texture type if necessary
|
|
|
+ if (impl->textureTypes_[0] && impl->textureTypes_[0] != glType)
|
|
|
+ glBindTexture(impl->textureTypes_[0], 0);
|
|
|
+ glBindTexture(glType, texture->GetGPUObjectName());
|
|
|
+ impl->textureTypes_[0] = glType;
|
|
|
+ textures_[0] = texture;
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetDefaultTextureFilterMode_OGL(TextureFilterMode mode)
|
|
|
+{
|
|
|
+ if (mode != defaultTextureFilterMode_)
|
|
|
+ {
|
|
|
+ defaultTextureFilterMode_ = mode;
|
|
|
+ SetTextureParametersDirty_OGL();
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetDefaultTextureAnisotropy_OGL(unsigned level)
|
|
|
+{
|
|
|
+ level = Max(level, 1U);
|
|
|
+
|
|
|
+ if (level != defaultTextureAnisotropy_)
|
|
|
+ {
|
|
|
+ defaultTextureAnisotropy_ = level;
|
|
|
+ SetTextureParametersDirty_OGL();
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetTextureParametersDirty_OGL()
|
|
|
+{
|
|
|
+ MutexLock lock(gpuObjectMutex_);
|
|
|
+
|
|
|
+ for (PODVector<GPUObject*>::Iterator i = gpuObjects_.Begin(); i != gpuObjects_.End(); ++i)
|
|
|
+ {
|
|
|
+ auto* texture = dynamic_cast<Texture*>(*i);
|
|
|
+ if (texture)
|
|
|
+ texture->SetParametersDirty();
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::ResetRenderTargets_OGL()
|
|
|
+{
|
|
|
+ for (unsigned i = 0; i < MAX_RENDERTARGETS; ++i)
|
|
|
+ SetRenderTarget_OGL(i, (RenderSurface*)nullptr);
|
|
|
+ SetDepthStencil_OGL((RenderSurface*)nullptr);
|
|
|
+ SetViewport_OGL(IntRect(0, 0, width_, height_));
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::ResetRenderTarget_OGL(unsigned index)
|
|
|
+{
|
|
|
+ SetRenderTarget_OGL(index, (RenderSurface*)nullptr);
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::ResetDepthStencil_OGL()
|
|
|
+{
|
|
|
+ SetDepthStencil_OGL((RenderSurface*)nullptr);
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetRenderTarget_OGL(unsigned index, RenderSurface* renderTarget)
|
|
|
+{
|
|
|
+ if (index >= MAX_RENDERTARGETS)
|
|
|
+ return;
|
|
|
+
|
|
|
+ if (renderTarget != renderTargets_[index])
|
|
|
+ {
|
|
|
+ renderTargets_[index] = renderTarget;
|
|
|
+
|
|
|
+ // If the rendertarget is also bound as a texture, replace with backup texture or null
|
|
|
+ if (renderTarget)
|
|
|
+ {
|
|
|
+ Texture* parentTexture = renderTarget->GetParentTexture();
|
|
|
+
|
|
|
+ for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
|
|
|
+ {
|
|
|
+ if (textures_[i] == parentTexture)
|
|
|
+ SetTexture_OGL(i, textures_[i]->GetBackupTexture());
|
|
|
+ }
|
|
|
+
|
|
|
+ // If multisampled, mark the texture & surface needing resolve
|
|
|
+ if (parentTexture->GetMultiSample() > 1 && parentTexture->GetAutoResolve())
|
|
|
+ {
|
|
|
+ parentTexture->SetResolveDirty(true);
|
|
|
+ renderTarget->SetResolveDirty(true);
|
|
|
+ }
|
|
|
+
|
|
|
+ // If mipmapped, mark the levels needing regeneration
|
|
|
+ if (parentTexture->GetLevels() > 1)
|
|
|
+ parentTexture->SetLevelsDirty();
|
|
|
+ }
|
|
|
+
|
|
|
+ GetImpl_OGL()->fboDirty_ = true;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetRenderTarget_OGL(unsigned index, Texture2D* texture)
|
|
|
+{
|
|
|
+ RenderSurface* renderTarget = nullptr;
|
|
|
+ if (texture)
|
|
|
+ renderTarget = texture->GetRenderSurface();
|
|
|
+
|
|
|
+ SetRenderTarget_OGL(index, renderTarget);
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetDepthStencil_OGL(RenderSurface* depthStencil)
|
|
|
+{
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+ // If we are using a rendertarget texture, it is required in OpenGL to also have an own depth-stencil
|
|
|
+ // Create a new depth-stencil texture as necessary to be able to provide similar behaviour as Direct3D9
|
|
|
+ // Only do this for non-multisampled rendertargets; when using multisampled target a similarly multisampled
|
|
|
+ // depth-stencil should also be provided (backbuffer depth isn't compatible)
|
|
|
+ if (renderTargets_[0] && renderTargets_[0]->GetMultiSample() == 1 && !depthStencil)
|
|
|
+ {
|
|
|
+ int width = renderTargets_[0]->GetWidth();
|
|
|
+ int height = renderTargets_[0]->GetHeight();
|
|
|
+
|
|
|
+ // Direct3D9 default depth-stencil can not be used when rendertarget is larger than the window.
|
|
|
+ // Check size similarly
|
|
|
+ if (width <= width_ && height <= height_)
|
|
|
+ {
|
|
|
+ unsigned searchKey = (width << 16u) | height;
|
|
|
+ HashMap<unsigned, SharedPtr<Texture2D> >::Iterator i = impl->depthTextures_.Find(searchKey);
|
|
|
+ if (i != impl->depthTextures_.End())
|
|
|
+ depthStencil = i->second_->GetRenderSurface();
|
|
|
+ else
|
|
|
+ {
|
|
|
+ SharedPtr<Texture2D> newDepthTexture(new Texture2D(context_));
|
|
|
+ newDepthTexture->SetSize(width, height, GetDepthStencilFormat_OGL(), TEXTURE_DEPTHSTENCIL);
|
|
|
+ impl->depthTextures_[searchKey] = newDepthTexture;
|
|
|
+ depthStencil = newDepthTexture->GetRenderSurface();
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (depthStencil != depthStencil_)
|
|
|
+ {
|
|
|
+ depthStencil_ = depthStencil;
|
|
|
+ impl->fboDirty_ = true;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetDepthStencil_OGL(Texture2D* texture)
|
|
|
+{
|
|
|
+ RenderSurface* depthStencil = nullptr;
|
|
|
+ if (texture)
|
|
|
+ depthStencil = texture->GetRenderSurface();
|
|
|
+
|
|
|
+ SetDepthStencil_OGL(depthStencil);
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetViewport_OGL(const IntRect& rect)
|
|
|
+{
|
|
|
+ PrepareDraw_OGL();
|
|
|
+
|
|
|
+ IntVector2 rtSize = GetRenderTargetDimensions_OGL();
|
|
|
+
|
|
|
+ IntRect rectCopy = rect;
|
|
|
+
|
|
|
+ if (rectCopy.right_ <= rectCopy.left_)
|
|
|
+ rectCopy.right_ = rectCopy.left_ + 1;
|
|
|
+ if (rectCopy.bottom_ <= rectCopy.top_)
|
|
|
+ rectCopy.bottom_ = rectCopy.top_ + 1;
|
|
|
+ rectCopy.left_ = Clamp(rectCopy.left_, 0, rtSize.x_);
|
|
|
+ rectCopy.top_ = Clamp(rectCopy.top_, 0, rtSize.y_);
|
|
|
+ rectCopy.right_ = Clamp(rectCopy.right_, 0, rtSize.x_);
|
|
|
+ rectCopy.bottom_ = Clamp(rectCopy.bottom_, 0, rtSize.y_);
|
|
|
+
|
|
|
+ // Use Direct3D convention with the vertical coordinates ie. 0 is top
|
|
|
+ glViewport(rectCopy.left_, rtSize.y_ - rectCopy.bottom_, rectCopy.Width(), rectCopy.Height());
|
|
|
+ viewport_ = rectCopy;
|
|
|
+
|
|
|
+ // Disable scissor test, needs to be re-enabled by the user
|
|
|
+ SetScissorTest_OGL(false);
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetBlendMode_OGL(BlendMode mode, bool alphaToCoverage)
|
|
|
+{
|
|
|
+ if (mode != blendMode_)
|
|
|
+ {
|
|
|
+ if (mode == BLEND_REPLACE)
|
|
|
+ glDisable(GL_BLEND);
|
|
|
+ else
|
|
|
+ {
|
|
|
+ glEnable(GL_BLEND);
|
|
|
+ glBlendFunc(glSrcBlend[mode], glDestBlend[mode]);
|
|
|
+ glBlendEquation(glBlendOp[mode]);
|
|
|
+ }
|
|
|
+
|
|
|
+ blendMode_ = mode;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (alphaToCoverage != alphaToCoverage_)
|
|
|
+ {
|
|
|
+ if (alphaToCoverage)
|
|
|
+ glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
|
|
|
+ else
|
|
|
+ glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
|
|
|
+
|
|
|
+ alphaToCoverage_ = alphaToCoverage;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetColorWrite_OGL(bool enable)
|
|
|
+{
|
|
|
+ if (enable != colorWrite_)
|
|
|
+ {
|
|
|
+ if (enable)
|
|
|
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
|
+ else
|
|
|
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
|
+
|
|
|
+ colorWrite_ = enable;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetCullMode_OGL(CullMode mode)
|
|
|
+{
|
|
|
+ if (mode != cullMode_)
|
|
|
+ {
|
|
|
+ if (mode == CULL_NONE)
|
|
|
+ glDisable(GL_CULL_FACE);
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // Use Direct3D convention, ie. clockwise vertices define a front face
|
|
|
+ glEnable(GL_CULL_FACE);
|
|
|
+ glCullFace(mode == CULL_CCW ? GL_FRONT : GL_BACK);
|
|
|
+ }
|
|
|
+
|
|
|
+ cullMode_ = mode;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetDepthBias_OGL(float constantBias, float slopeScaledBias)
|
|
|
+{
|
|
|
+ if (constantBias != constantDepthBias_ || slopeScaledBias != slopeScaledDepthBias_)
|
|
|
+ {
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ if (slopeScaledBias != 0.0f)
|
|
|
+ {
|
|
|
+ // OpenGL constant bias is unreliable and dependent on depth buffer bitdepth, apply in the projection matrix instead
|
|
|
+ glEnable(GL_POLYGON_OFFSET_FILL);
|
|
|
+ glPolygonOffset(slopeScaledBias, 0.0f);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ glDisable(GL_POLYGON_OFFSET_FILL);
|
|
|
+#endif
|
|
|
+
|
|
|
+ constantDepthBias_ = constantBias;
|
|
|
+ slopeScaledDepthBias_ = slopeScaledBias;
|
|
|
+ // Force update of the projection matrix shader parameter
|
|
|
+ ClearParameterSource_OGL(SP_CAMERA);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetDepthTest_OGL(CompareMode mode)
|
|
|
+{
|
|
|
+ if (mode != depthTestMode_)
|
|
|
+ {
|
|
|
+ glDepthFunc(glCmpFunc[mode]);
|
|
|
+ depthTestMode_ = mode;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetDepthWrite_OGL(bool enable)
|
|
|
+{
|
|
|
+ if (enable != depthWrite_)
|
|
|
+ {
|
|
|
+ glDepthMask(enable ? GL_TRUE : GL_FALSE);
|
|
|
+ depthWrite_ = enable;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetFillMode_OGL(FillMode mode)
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ if (mode != fillMode_)
|
|
|
+ {
|
|
|
+ glPolygonMode(GL_FRONT_AND_BACK, glFillMode[mode]);
|
|
|
+ fillMode_ = mode;
|
|
|
+ }
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetLineAntiAlias_OGL(bool enable)
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ if (enable != lineAntiAlias_)
|
|
|
+ {
|
|
|
+ if (enable)
|
|
|
+ glEnable(GL_LINE_SMOOTH);
|
|
|
+ else
|
|
|
+ glDisable(GL_LINE_SMOOTH);
|
|
|
+ lineAntiAlias_ = enable;
|
|
|
+ }
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetScissorTest_OGL(bool enable, const Rect& rect, bool borderInclusive)
|
|
|
+{
|
|
|
+ // During some light rendering loops, a full rect is toggled on/off repeatedly.
|
|
|
+ // Disable scissor in that case to reduce state changes
|
|
|
+ if (rect.min_.x_ <= 0.0f && rect.min_.y_ <= 0.0f && rect.max_.x_ >= 1.0f && rect.max_.y_ >= 1.0f)
|
|
|
+ enable = false;
|
|
|
+
|
|
|
+ if (enable)
|
|
|
+ {
|
|
|
+ IntVector2 rtSize(GetRenderTargetDimensions_OGL());
|
|
|
+ IntVector2 viewSize(viewport_.Size());
|
|
|
+ IntVector2 viewPos(viewport_.left_, viewport_.top_);
|
|
|
+ IntRect intRect;
|
|
|
+ int expand = borderInclusive ? 1 : 0;
|
|
|
+
|
|
|
+ intRect.left_ = Clamp((int)((rect.min_.x_ + 1.0f) * 0.5f * viewSize.x_) + viewPos.x_, 0, rtSize.x_ - 1);
|
|
|
+ intRect.top_ = Clamp((int)((-rect.max_.y_ + 1.0f) * 0.5f * viewSize.y_) + viewPos.y_, 0, rtSize.y_ - 1);
|
|
|
+ intRect.right_ = Clamp((int)((rect.max_.x_ + 1.0f) * 0.5f * viewSize.x_) + viewPos.x_ + expand, 0, rtSize.x_);
|
|
|
+ intRect.bottom_ = Clamp((int)((-rect.min_.y_ + 1.0f) * 0.5f * viewSize.y_) + viewPos.y_ + expand, 0, rtSize.y_);
|
|
|
+
|
|
|
+ if (intRect.right_ == intRect.left_)
|
|
|
+ intRect.right_++;
|
|
|
+ if (intRect.bottom_ == intRect.top_)
|
|
|
+ intRect.bottom_++;
|
|
|
+
|
|
|
+ if (intRect.right_ < intRect.left_ || intRect.bottom_ < intRect.top_)
|
|
|
+ enable = false;
|
|
|
+
|
|
|
+ if (enable && scissorRect_ != intRect)
|
|
|
+ {
|
|
|
+ // Use Direct3D convention with the vertical coordinates ie. 0 is top
|
|
|
+ glScissor(intRect.left_, rtSize.y_ - intRect.bottom_, intRect.Width(), intRect.Height());
|
|
|
+ scissorRect_ = intRect;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ scissorRect_ = IntRect::ZERO;
|
|
|
+
|
|
|
+ if (enable != scissorTest_)
|
|
|
+ {
|
|
|
+ if (enable)
|
|
|
+ glEnable(GL_SCISSOR_TEST);
|
|
|
+ else
|
|
|
+ glDisable(GL_SCISSOR_TEST);
|
|
|
+ scissorTest_ = enable;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetScissorTest_OGL(bool enable, const IntRect& rect)
|
|
|
+{
|
|
|
+ IntVector2 rtSize(GetRenderTargetDimensions_OGL());
|
|
|
+ IntVector2 viewPos(viewport_.left_, viewport_.top_);
|
|
|
+
|
|
|
+ if (enable)
|
|
|
+ {
|
|
|
+ IntRect intRect;
|
|
|
+ intRect.left_ = Clamp(rect.left_ + viewPos.x_, 0, rtSize.x_ - 1);
|
|
|
+ intRect.top_ = Clamp(rect.top_ + viewPos.y_, 0, rtSize.y_ - 1);
|
|
|
+ intRect.right_ = Clamp(rect.right_ + viewPos.x_, 0, rtSize.x_);
|
|
|
+ intRect.bottom_ = Clamp(rect.bottom_ + viewPos.y_, 0, rtSize.y_);
|
|
|
+
|
|
|
+ if (intRect.right_ == intRect.left_)
|
|
|
+ intRect.right_++;
|
|
|
+ if (intRect.bottom_ == intRect.top_)
|
|
|
+ intRect.bottom_++;
|
|
|
+
|
|
|
+ if (intRect.right_ < intRect.left_ || intRect.bottom_ < intRect.top_)
|
|
|
+ enable = false;
|
|
|
+
|
|
|
+ if (enable && scissorRect_ != intRect)
|
|
|
+ {
|
|
|
+ // Use Direct3D convention with the vertical coordinates ie. 0 is top
|
|
|
+ glScissor(intRect.left_, rtSize.y_ - intRect.bottom_, intRect.Width(), intRect.Height());
|
|
|
+ scissorRect_ = intRect;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ scissorRect_ = IntRect::ZERO;
|
|
|
+
|
|
|
+ if (enable != scissorTest_)
|
|
|
+ {
|
|
|
+ if (enable)
|
|
|
+ glEnable(GL_SCISSOR_TEST);
|
|
|
+ else
|
|
|
+ glDisable(GL_SCISSOR_TEST);
|
|
|
+ scissorTest_ = enable;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetClipPlane_OGL(bool enable, const Plane& clipPlane, const Matrix3x4& view, const Matrix4& projection)
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ if (enable != useClipPlane_)
|
|
|
+ {
|
|
|
+ if (enable)
|
|
|
+ glEnable(GL_CLIP_PLANE0);
|
|
|
+ else
|
|
|
+ glDisable(GL_CLIP_PLANE0);
|
|
|
+
|
|
|
+ useClipPlane_ = enable;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (enable)
|
|
|
+ {
|
|
|
+ Matrix4 viewProj = projection * view;
|
|
|
+ clipPlane_ = clipPlane.Transformed(viewProj).ToVector4();
|
|
|
+
|
|
|
+ if (!gl3Support)
|
|
|
+ {
|
|
|
+ GLdouble planeData[4];
|
|
|
+ planeData[0] = clipPlane_.x_;
|
|
|
+ planeData[1] = clipPlane_.y_;
|
|
|
+ planeData[2] = clipPlane_.z_;
|
|
|
+ planeData[3] = clipPlane_.w_;
|
|
|
+
|
|
|
+ glClipPlane(GL_CLIP_PLANE0, &planeData[0]);
|
|
|
+ }
|
|
|
+ }
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetStencilTest_OGL(bool enable, CompareMode mode, StencilOp pass, StencilOp fail, StencilOp zFail, unsigned stencilRef,
|
|
|
+ unsigned compareMask, unsigned writeMask)
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ if (enable != stencilTest_)
|
|
|
+ {
|
|
|
+ if (enable)
|
|
|
+ glEnable(GL_STENCIL_TEST);
|
|
|
+ else
|
|
|
+ glDisable(GL_STENCIL_TEST);
|
|
|
+ stencilTest_ = enable;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (enable)
|
|
|
+ {
|
|
|
+ if (mode != stencilTestMode_ || stencilRef != stencilRef_ || compareMask != stencilCompareMask_)
|
|
|
+ {
|
|
|
+ glStencilFunc(glCmpFunc[mode], stencilRef, compareMask);
|
|
|
+ stencilTestMode_ = mode;
|
|
|
+ stencilRef_ = stencilRef;
|
|
|
+ stencilCompareMask_ = compareMask;
|
|
|
+ }
|
|
|
+ if (writeMask != stencilWriteMask_)
|
|
|
+ {
|
|
|
+ glStencilMask(writeMask);
|
|
|
+ stencilWriteMask_ = writeMask;
|
|
|
+ }
|
|
|
+ if (pass != stencilPass_ || fail != stencilFail_ || zFail != stencilZFail_)
|
|
|
+ {
|
|
|
+ glStencilOp(glStencilOps[fail], glStencilOps[zFail], glStencilOps[pass]);
|
|
|
+ stencilPass_ = pass;
|
|
|
+ stencilFail_ = fail;
|
|
|
+ stencilZFail_ = zFail;
|
|
|
+ }
|
|
|
+ }
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+bool Graphics::IsInitialized_OGL() const
|
|
|
+{
|
|
|
+ return window_ != nullptr;
|
|
|
+}
|
|
|
+
|
|
|
+bool Graphics::GetDither_OGL() const
|
|
|
+{
|
|
|
+ return glIsEnabled(GL_DITHER) ? true : false;
|
|
|
+}
|
|
|
+
|
|
|
+bool Graphics::IsDeviceLost_OGL() const
|
|
|
+{
|
|
|
+ // On iOS and tvOS treat window minimization as device loss, as it is forbidden to access OpenGL when minimized
|
|
|
+#if defined(IOS) || defined(TVOS)
|
|
|
+ if (window_ && (SDL_GetWindowFlags(window_) & SDL_WINDOW_MINIMIZED) != 0)
|
|
|
+ return true;
|
|
|
+#endif
|
|
|
+
|
|
|
+ return GetImpl_OGL()->context_ == nullptr;
|
|
|
+}
|
|
|
+
|
|
|
+PODVector<int> Graphics::GetMultiSampleLevels_OGL() const
|
|
|
+{
|
|
|
+ PODVector<int> ret;
|
|
|
+ // No multisampling always supported
|
|
|
+ ret.Push(1);
|
|
|
+
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ int maxSamples = 0;
|
|
|
+ glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
|
|
|
+ for (int i = 2; i <= maxSamples && i <= 16; i *= 2)
|
|
|
+ ret.Push(i);
|
|
|
+#endif
|
|
|
+
|
|
|
+ return ret;
|
|
|
+}
|
|
|
+
|
|
|
+unsigned Graphics::GetFormat_OGL(CompressedFormat format) const
|
|
|
+{
|
|
|
+ switch (format)
|
|
|
+ {
|
|
|
+ case CF_RGBA:
|
|
|
+ return GL_RGBA;
|
|
|
+
|
|
|
+ case CF_DXT1:
|
|
|
+ return dxtTextureSupport_ ? GL_COMPRESSED_RGBA_S3TC_DXT1_EXT : 0;
|
|
|
+
|
|
|
+#if !defined(GL_ES_VERSION_2_0) || defined(__EMSCRIPTEN__)
|
|
|
+ case CF_DXT3:
|
|
|
+ return dxtTextureSupport_ ? GL_COMPRESSED_RGBA_S3TC_DXT3_EXT : 0;
|
|
|
+
|
|
|
+ case CF_DXT5:
|
|
|
+ return dxtTextureSupport_ ? GL_COMPRESSED_RGBA_S3TC_DXT5_EXT : 0;
|
|
|
+#endif
|
|
|
+#ifdef GL_ES_VERSION_2_0
|
|
|
+ case CF_ETC1:
|
|
|
+ return etcTextureSupport_ ? GL_ETC1_RGB8_OES : 0;
|
|
|
+
|
|
|
+ case CF_ETC2_RGB:
|
|
|
+ return etc2TextureSupport_ ? GL_ETC2_RGB8_OES : 0;
|
|
|
+
|
|
|
+ case CF_ETC2_RGBA:
|
|
|
+ return etc2TextureSupport_ ? GL_ETC2_RGBA8_OES : 0;
|
|
|
+
|
|
|
+ case CF_PVRTC_RGB_2BPP:
|
|
|
+ return pvrtcTextureSupport_ ? COMPRESSED_RGB_PVRTC_2BPPV1_IMG : 0;
|
|
|
+
|
|
|
+ case CF_PVRTC_RGB_4BPP:
|
|
|
+ return pvrtcTextureSupport_ ? COMPRESSED_RGB_PVRTC_4BPPV1_IMG : 0;
|
|
|
+
|
|
|
+ case CF_PVRTC_RGBA_2BPP:
|
|
|
+ return pvrtcTextureSupport_ ? COMPRESSED_RGBA_PVRTC_2BPPV1_IMG : 0;
|
|
|
+
|
|
|
+ case CF_PVRTC_RGBA_4BPP:
|
|
|
+ return pvrtcTextureSupport_ ? COMPRESSED_RGBA_PVRTC_4BPPV1_IMG : 0;
|
|
|
+#endif
|
|
|
+
|
|
|
+ default:
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+unsigned Graphics::GetMaxBones_OGL()
|
|
|
+{
|
|
|
+#ifdef RPI
|
|
|
+ // At the moment all RPI GPUs are low powered and only have limited number of uniforms
|
|
|
+ return 32;
|
|
|
+#else
|
|
|
+ return gl3Support ? 128 : 64;
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+bool Graphics::GetGL3Support_OGL()
|
|
|
+{
|
|
|
+ return gl3Support;
|
|
|
+}
|
|
|
+
|
|
|
+ShaderVariation* Graphics::GetShader_OGL(ShaderType type, const String& name, const String& defines) const
|
|
|
+{
|
|
|
+ return GetShader_OGL(type, name.CString(), defines.CString());
|
|
|
+}
|
|
|
+
|
|
|
+ShaderVariation* Graphics::GetShader_OGL(ShaderType type, const char* name, const char* defines) const
|
|
|
+{
|
|
|
+ if (lastShaderName_ != name || !lastShader_)
|
|
|
+ {
|
|
|
+ auto* cache = GetSubsystem<ResourceCache>();
|
|
|
+
|
|
|
+ String fullShaderName = shaderPath_ + name + shaderExtension_;
|
|
|
+ // Try to reduce repeated error log prints because of missing shaders
|
|
|
+ if (lastShaderName_ == name && !cache->Exists(fullShaderName))
|
|
|
+ return nullptr;
|
|
|
+
|
|
|
+ lastShader_ = cache->GetResource<Shader>(fullShaderName);
|
|
|
+ lastShaderName_ = name;
|
|
|
+ }
|
|
|
+
|
|
|
+ return lastShader_ ? lastShader_->GetVariation(type, defines) : nullptr;
|
|
|
+}
|
|
|
+
|
|
|
+VertexBuffer* Graphics::GetVertexBuffer_OGL(unsigned index) const
|
|
|
+{
|
|
|
+ return index < MAX_VERTEX_STREAMS ? vertexBuffers_[index] : nullptr;
|
|
|
+}
|
|
|
+
|
|
|
+ShaderProgram_OGL* Graphics::GetShaderProgram_OGL() const
|
|
|
+{
|
|
|
+ return GetImpl_OGL()->shaderProgram_;
|
|
|
+}
|
|
|
+
|
|
|
+TextureUnit Graphics::GetTextureUnit_OGL(const String& name)
|
|
|
+{
|
|
|
+ HashMap<String, TextureUnit>::Iterator i = textureUnits_.Find(name);
|
|
|
+ if (i != textureUnits_.End())
|
|
|
+ return i->second_;
|
|
|
+ else
|
|
|
+ return MAX_TEXTURE_UNITS;
|
|
|
+}
|
|
|
+
|
|
|
+const String& Graphics::GetTextureUnitName_OGL(TextureUnit unit)
|
|
|
+{
|
|
|
+ for (HashMap<String, TextureUnit>::Iterator i = textureUnits_.Begin(); i != textureUnits_.End(); ++i)
|
|
|
+ {
|
|
|
+ if (i->second_ == unit)
|
|
|
+ return i->first_;
|
|
|
+ }
|
|
|
+ return String::EMPTY;
|
|
|
+}
|
|
|
+
|
|
|
+Texture* Graphics::GetTexture_OGL(unsigned index) const
|
|
|
+{
|
|
|
+ return index < MAX_TEXTURE_UNITS ? textures_[index] : nullptr;
|
|
|
+}
|
|
|
+
|
|
|
+RenderSurface* Graphics::GetRenderTarget_OGL(unsigned index) const
|
|
|
+{
|
|
|
+ return index < MAX_RENDERTARGETS ? renderTargets_[index] : nullptr;
|
|
|
+}
|
|
|
+
|
|
|
+IntVector2 Graphics::GetRenderTargetDimensions_OGL() const
|
|
|
+{
|
|
|
+ int width, height;
|
|
|
+
|
|
|
+ if (renderTargets_[0])
|
|
|
+ {
|
|
|
+ width = renderTargets_[0]->GetWidth();
|
|
|
+ height = renderTargets_[0]->GetHeight();
|
|
|
+ }
|
|
|
+ else if (depthStencil_)
|
|
|
+ {
|
|
|
+ width = depthStencil_->GetWidth();
|
|
|
+ height = depthStencil_->GetHeight();
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ width = width_;
|
|
|
+ height = height_;
|
|
|
+ }
|
|
|
+
|
|
|
+ return IntVector2(width, height);
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::OnWindowResized_OGL()
|
|
|
+{
|
|
|
+ if (!window_)
|
|
|
+ return;
|
|
|
+
|
|
|
+ int newWidth, newHeight;
|
|
|
+
|
|
|
+ SDL_GL_GetDrawableSize(window_, &newWidth, &newHeight);
|
|
|
+ if (newWidth == width_ && newHeight == height_)
|
|
|
+ return;
|
|
|
+
|
|
|
+ width_ = newWidth;
|
|
|
+ height_ = newHeight;
|
|
|
+
|
|
|
+ int logicalWidth, logicalHeight;
|
|
|
+ SDL_GetWindowSize(window_, &logicalWidth, &logicalHeight);
|
|
|
+ screenParams_.highDPI_ = (width_ != logicalWidth) || (height_ != logicalHeight);
|
|
|
+
|
|
|
+ // Reset rendertargets and viewport for the new screen size. Also clean up any FBO's, as they may be screen size dependent
|
|
|
+ CleanupFramebuffers_OGL();
|
|
|
+ ResetRenderTargets_OGL();
|
|
|
+
|
|
|
+ URHO3D_LOGDEBUGF("Window was resized to %dx%d", width_, height_);
|
|
|
+
|
|
|
+#ifdef __EMSCRIPTEN__
|
|
|
+ EM_ASM({
|
|
|
+ Module.SetRendererSize($0, $1);
|
|
|
+ }, width_, height_);
|
|
|
+#endif
|
|
|
+
|
|
|
+ using namespace ScreenMode;
|
|
|
+
|
|
|
+ VariantMap& eventData = GetEventDataMap();
|
|
|
+ eventData[P_WIDTH] = width_;
|
|
|
+ eventData[P_HEIGHT] = height_;
|
|
|
+ eventData[P_FULLSCREEN] = screenParams_.fullscreen_;
|
|
|
+ eventData[P_RESIZABLE] = screenParams_.resizable_;
|
|
|
+ eventData[P_BORDERLESS] = screenParams_.borderless_;
|
|
|
+ eventData[P_HIGHDPI] = screenParams_.highDPI_;
|
|
|
+ SendEvent(E_SCREENMODE, eventData);
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::OnWindowMoved_OGL()
|
|
|
+{
|
|
|
+ if (!window_ || screenParams_.fullscreen_)
|
|
|
+ return;
|
|
|
+
|
|
|
+ int newX, newY;
|
|
|
+
|
|
|
+ SDL_GetWindowPosition(window_, &newX, &newY);
|
|
|
+ if (newX == position_.x_ && newY == position_.y_)
|
|
|
+ return;
|
|
|
+
|
|
|
+ position_.x_ = newX;
|
|
|
+ position_.y_ = newY;
|
|
|
+
|
|
|
+ URHO3D_LOGTRACEF("Window was moved to %d,%d", position_.x_, position_.y_);
|
|
|
+
|
|
|
+ using namespace WindowPos;
|
|
|
+
|
|
|
+ VariantMap& eventData = GetEventDataMap();
|
|
|
+ eventData[P_X] = position_.x_;
|
|
|
+ eventData[P_Y] = position_.y_;
|
|
|
+ SendEvent(E_WINDOWPOS, eventData);
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::CleanupRenderSurface_OGL(RenderSurface* surface)
|
|
|
+{
|
|
|
+ if (!surface)
|
|
|
+ return;
|
|
|
+
|
|
|
+ // Flush pending FBO changes first if any
|
|
|
+ PrepareDraw_OGL();
|
|
|
+
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+ unsigned currentFBO = impl->boundFBO_;
|
|
|
+
|
|
|
+ // Go through all FBOs and clean up the surface from them
|
|
|
+ for (HashMap<unsigned long long, FrameBufferObject>::Iterator i = impl->frameBuffers_.Begin();
|
|
|
+ i != impl->frameBuffers_.End(); ++i)
|
|
|
+ {
|
|
|
+ for (unsigned j = 0; j < MAX_RENDERTARGETS; ++j)
|
|
|
+ {
|
|
|
+ if (i->second_.colorAttachments_[j] == surface)
|
|
|
+ {
|
|
|
+ if (currentFBO != i->second_.fbo_)
|
|
|
+ {
|
|
|
+ BindFramebuffer_OGL(i->second_.fbo_);
|
|
|
+ currentFBO = i->second_.fbo_;
|
|
|
+ }
|
|
|
+ BindColorAttachment_OGL(j, GL_TEXTURE_2D, 0, false);
|
|
|
+ i->second_.colorAttachments_[j] = nullptr;
|
|
|
+ // Mark drawbuffer bits to need recalculation
|
|
|
+ i->second_.drawBuffers_ = M_MAX_UNSIGNED;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if (i->second_.depthAttachment_ == surface)
|
|
|
+ {
|
|
|
+ if (currentFBO != i->second_.fbo_)
|
|
|
+ {
|
|
|
+ BindFramebuffer_OGL(i->second_.fbo_);
|
|
|
+ currentFBO = i->second_.fbo_;
|
|
|
+ }
|
|
|
+ BindDepthAttachment_OGL(0, false);
|
|
|
+ BindStencilAttachment_OGL(0, false);
|
|
|
+ i->second_.depthAttachment_ = nullptr;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Restore previously bound FBO now if needed
|
|
|
+ if (currentFBO != impl->boundFBO_)
|
|
|
+ BindFramebuffer_OGL(impl->boundFBO_);
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::CleanupShaderPrograms_OGL(ShaderVariation* variation)
|
|
|
+{
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+ for (ShaderProgramMap_OGL::Iterator i = impl->shaderPrograms_.Begin(); i != impl->shaderPrograms_.End();)
|
|
|
+ {
|
|
|
+ if (i->second_->GetVertexShader() == variation || i->second_->GetPixelShader() == variation)
|
|
|
+ i = impl->shaderPrograms_.Erase(i);
|
|
|
+ else
|
|
|
+ ++i;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (vertexShader_ == variation || pixelShader_ == variation)
|
|
|
+ impl->shaderProgram_ = nullptr;
|
|
|
+}
|
|
|
+
|
|
|
+ConstantBuffer* Graphics::GetOrCreateConstantBuffer_OGL(ShaderType type, unsigned index, unsigned size)
|
|
|
+{
|
|
|
+ // Note: shaderType parameter is not used on OpenGL, instead binding index should already use the PS range
|
|
|
+ // for PS constant buffers
|
|
|
+
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+ unsigned key = (index << 16u) | size;
|
|
|
+ HashMap<unsigned, SharedPtr<ConstantBuffer> >::Iterator i = impl->allConstantBuffers_.Find(key);
|
|
|
+ if (i == impl->allConstantBuffers_.End())
|
|
|
+ {
|
|
|
+ i = impl->allConstantBuffers_.Insert(MakePair(key, SharedPtr<ConstantBuffer>(new ConstantBuffer(context_))));
|
|
|
+ i->second_->SetSize(size);
|
|
|
+ }
|
|
|
+ return i->second_.Get();
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::Release_OGL(bool clearGPUObjects, bool closeWindow)
|
|
|
+{
|
|
|
+ if (!window_)
|
|
|
+ return;
|
|
|
+
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+ {
|
|
|
+ MutexLock lock(gpuObjectMutex_);
|
|
|
+
|
|
|
+ if (clearGPUObjects)
|
|
|
+ {
|
|
|
+ // Shutting down: release all GPU objects that still exist
|
|
|
+ // Shader programs are also GPU objects; clear them first to avoid list modification during iteration
|
|
|
+ impl->shaderPrograms_.Clear();
|
|
|
+
|
|
|
+ for (PODVector<GPUObject*>::Iterator i = gpuObjects_.Begin(); i != gpuObjects_.End(); ++i)
|
|
|
+ (*i)->Release();
|
|
|
+ gpuObjects_.Clear();
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // We are not shutting down, but recreating the context: mark GPU objects lost
|
|
|
+ for (PODVector<GPUObject*>::Iterator i = gpuObjects_.Begin(); i != gpuObjects_.End(); ++i)
|
|
|
+ (*i)->OnDeviceLost();
|
|
|
+
|
|
|
+ // In this case clear shader programs last so that they do not attempt to delete their OpenGL program
|
|
|
+ // from a context that may no longer exist
|
|
|
+ impl->shaderPrograms_.Clear();
|
|
|
+
|
|
|
+ SendEvent(E_DEVICELOST);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ CleanupFramebuffers_OGL();
|
|
|
+ impl->depthTextures_.Clear();
|
|
|
+
|
|
|
+ // End fullscreen mode first to counteract transition and getting stuck problems on OS X
|
|
|
+#if defined(__APPLE__) && !defined(IOS) && !defined(TVOS)
|
|
|
+ if (closeWindow && screenParams_.fullscreen_ && !externalWindow_)
|
|
|
+ SDL_SetWindowFullscreen(window_, 0);
|
|
|
+#endif
|
|
|
+
|
|
|
+ if (impl->context_)
|
|
|
+ {
|
|
|
+ // Do not log this message if we are exiting
|
|
|
+ if (!clearGPUObjects)
|
|
|
+ URHO3D_LOGINFO("OpenGL context lost");
|
|
|
+
|
|
|
+ SDL_GL_DeleteContext(impl->context_);
|
|
|
+ impl->context_ = nullptr;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (closeWindow)
|
|
|
+ {
|
|
|
+ SDL_ShowCursor(SDL_TRUE);
|
|
|
+
|
|
|
+ // Do not destroy external window except when shutting down
|
|
|
+ if (!externalWindow_ || clearGPUObjects)
|
|
|
+ {
|
|
|
+ SDL_DestroyWindow(window_);
|
|
|
+ window_ = nullptr;
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::Restore_OGL()
|
|
|
+{
|
|
|
+ if (!window_)
|
|
|
+ return;
|
|
|
+
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+#ifdef __ANDROID__
|
|
|
+ // On Android the context may be lost behind the scenes as the application is minimized
|
|
|
+ if (impl->context_ && !SDL_GL_GetCurrentContext())
|
|
|
+ {
|
|
|
+ impl->context_ = 0;
|
|
|
+ // Mark GPU objects lost without a current context. In this case they just mark their internal state lost
|
|
|
+ // but do not perform OpenGL commands to delete the GL objects
|
|
|
+ Release_OGL(false, false);
|
|
|
+ }
|
|
|
+#endif
|
|
|
+
|
|
|
+ // Ensure first that the context exists
|
|
|
+ if (!impl->context_)
|
|
|
+ {
|
|
|
+ impl->context_ = SDL_GL_CreateContext(window_);
|
|
|
+
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ // If we're trying to use OpenGL 3, but context creation fails, retry with 2
|
|
|
+ if (!forceGL2_ && !impl->context_)
|
|
|
+ {
|
|
|
+ forceGL2_ = true;
|
|
|
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
|
|
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
|
|
|
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 0);
|
|
|
+ impl->context_ = SDL_GL_CreateContext(window_);
|
|
|
+ }
|
|
|
+#endif
|
|
|
+
|
|
|
+#if defined(IOS) || defined(TVOS)
|
|
|
+ glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&impl->systemFBO_);
|
|
|
+#endif
|
|
|
+
|
|
|
+ if (!impl->context_)
|
|
|
+ {
|
|
|
+ URHO3D_LOGERRORF("Could not create OpenGL context, root cause '%s'", SDL_GetError());
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Clear cached extensions string from the previous context
|
|
|
+ extensions.Clear();
|
|
|
+
|
|
|
+ // Initialize OpenGL extensions library (desktop only)
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ GLenum err = glewInit();
|
|
|
+ if (GLEW_OK != err)
|
|
|
+ {
|
|
|
+ URHO3D_LOGERRORF("Could not initialize OpenGL extensions, root cause: '%s'", glewGetErrorString(err));
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (!forceGL2_ && GLEW_VERSION_3_2)
|
|
|
+ {
|
|
|
+ gl3Support = true;
|
|
|
+ apiName_ = "GL3";
|
|
|
+
|
|
|
+ // Create and bind a vertex array object that will stay in use throughout
|
|
|
+ unsigned vertexArrayObject;
|
|
|
+ glGenVertexArrays(1, &vertexArrayObject);
|
|
|
+ glBindVertexArray(vertexArrayObject);
|
|
|
+ }
|
|
|
+ else if (GLEW_VERSION_2_0)
|
|
|
+ {
|
|
|
+ if (!GLEW_EXT_framebuffer_object || !GLEW_EXT_packed_depth_stencil)
|
|
|
+ {
|
|
|
+ URHO3D_LOGERROR("EXT_framebuffer_object and EXT_packed_depth_stencil OpenGL extensions are required");
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ gl3Support = false;
|
|
|
+ apiName_ = "GL2";
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ URHO3D_LOGERROR("OpenGL 2.0 is required");
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Enable seamless cubemap if possible
|
|
|
+ // Note: even though we check the extension, this can lead to software fallback on some old GPU's
|
|
|
+ // See https://github.com/urho3d/Urho3D/issues/1380 or
|
|
|
+ // http://distrustsimplicity.net/articles/gl_texture_cube_map_seamless-on-os-x/
|
|
|
+ // In case of trouble or for wanting maximum compatibility, simply remove the glEnable below.
|
|
|
+ if (gl3Support || GLEW_ARB_seamless_cube_map)
|
|
|
+ glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
|
|
|
+#endif
|
|
|
+
|
|
|
+ // Set up texture data read/write alignment. It is important that this is done before uploading any texture data
|
|
|
+ glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
|
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
+ ResetCachedState_OGL();
|
|
|
+ }
|
|
|
+
|
|
|
+ {
|
|
|
+ MutexLock lock(gpuObjectMutex_);
|
|
|
+
|
|
|
+ for (PODVector<GPUObject*>::Iterator i = gpuObjects_.Begin(); i != gpuObjects_.End(); ++i)
|
|
|
+ (*i)->OnDeviceReset();
|
|
|
+ }
|
|
|
+
|
|
|
+ SendEvent(E_DEVICERESET);
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::MarkFBODirty_OGL()
|
|
|
+{
|
|
|
+ GetImpl_OGL()->fboDirty_ = true;
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetVBO_OGL(unsigned object)
|
|
|
+{
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+ if (impl->boundVBO_ != object)
|
|
|
+ {
|
|
|
+ if (object)
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, object);
|
|
|
+ impl->boundVBO_ = object;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetUBO_OGL(unsigned object)
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+ if (impl->boundUBO_ != object)
|
|
|
+ {
|
|
|
+ if (object)
|
|
|
+ glBindBuffer(GL_UNIFORM_BUFFER, object);
|
|
|
+ impl->boundUBO_ = object;
|
|
|
+ }
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+unsigned Graphics::GetAlphaFormat_OGL()
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ // Alpha format is deprecated on OpenGL 3+
|
|
|
+ if (gl3Support)
|
|
|
+ return GL_R8;
|
|
|
+#endif
|
|
|
+ return GL_ALPHA;
|
|
|
+}
|
|
|
+
|
|
|
+unsigned Graphics::GetLuminanceFormat_OGL()
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ // Luminance format is deprecated on OpenGL 3+
|
|
|
+ if (gl3Support)
|
|
|
+ return GL_R8;
|
|
|
+#endif
|
|
|
+ return GL_LUMINANCE;
|
|
|
+}
|
|
|
+
|
|
|
+unsigned Graphics::GetLuminanceAlphaFormat_OGL()
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ // Luminance alpha format is deprecated on OpenGL 3+
|
|
|
+ if (gl3Support)
|
|
|
+ return GL_RG8;
|
|
|
+#endif
|
|
|
+ return GL_LUMINANCE_ALPHA;
|
|
|
+}
|
|
|
+
|
|
|
+unsigned Graphics::GetRGBFormat_OGL()
|
|
|
+{
|
|
|
+ return GL_RGB;
|
|
|
+}
|
|
|
+
|
|
|
+unsigned Graphics::GetRGBAFormat_OGL()
|
|
|
+{
|
|
|
+ return GL_RGBA;
|
|
|
+}
|
|
|
+
|
|
|
+unsigned Graphics::GetRGBA16Format_OGL()
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ return GL_RGBA16;
|
|
|
+#else
|
|
|
+ return GL_RGBA;
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+unsigned Graphics::GetRGBAFloat16Format_OGL()
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ return GL_RGBA16F_ARB;
|
|
|
+#else
|
|
|
+ return GL_RGBA;
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+unsigned Graphics::GetRGBAFloat32Format_OGL()
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ return GL_RGBA32F_ARB;
|
|
|
+#else
|
|
|
+ return GL_RGBA;
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+unsigned Graphics::GetRG16Format_OGL()
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ return GL_RG16;
|
|
|
+#else
|
|
|
+ return GL_RGBA;
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+unsigned Graphics::GetRGFloat16Format_OGL()
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ return GL_RG16F;
|
|
|
+#else
|
|
|
+ return GL_RGBA;
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+unsigned Graphics::GetRGFloat32Format_OGL()
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ return GL_RG32F;
|
|
|
+#else
|
|
|
+ return GL_RGBA;
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+unsigned Graphics::GetFloat16Format_OGL()
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ return GL_R16F;
|
|
|
+#else
|
|
|
+ return GL_LUMINANCE;
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+unsigned Graphics::GetFloat32Format_OGL()
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ return GL_R32F;
|
|
|
+#else
|
|
|
+ return GL_LUMINANCE;
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+unsigned Graphics::GetLinearDepthFormat_OGL()
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ // OpenGL 3 can use different color attachment formats
|
|
|
+ if (gl3Support)
|
|
|
+ return GL_R32F;
|
|
|
+#endif
|
|
|
+ // OpenGL 2 requires color attachments to have the same format, therefore encode deferred depth to RGBA manually
|
|
|
+ // if not using a readable hardware depth texture
|
|
|
+ return GL_RGBA;
|
|
|
+}
|
|
|
+
|
|
|
+unsigned Graphics::GetDepthStencilFormat_OGL()
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ return GL_DEPTH24_STENCIL8_EXT;
|
|
|
+#else
|
|
|
+ return glesDepthStencilFormat;
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+unsigned Graphics::GetReadableDepthFormat_OGL()
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ return GL_DEPTH_COMPONENT24;
|
|
|
+#else
|
|
|
+ return glesReadableDepthFormat;
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+unsigned Graphics::GetFormat_OGL(const String& formatName)
|
|
|
+{
|
|
|
+ String nameLower = formatName.ToLower().Trimmed();
|
|
|
+
|
|
|
+ if (nameLower == "a")
|
|
|
+ return GetAlphaFormat_OGL();
|
|
|
+ if (nameLower == "l")
|
|
|
+ return GetLuminanceFormat_OGL();
|
|
|
+ if (nameLower == "la")
|
|
|
+ return GetLuminanceAlphaFormat_OGL();
|
|
|
+ if (nameLower == "rgb")
|
|
|
+ return GetRGBFormat_OGL();
|
|
|
+ if (nameLower == "rgba")
|
|
|
+ return GetRGBAFormat_OGL();
|
|
|
+ if (nameLower == "rgba16")
|
|
|
+ return GetRGBA16Format_OGL();
|
|
|
+ if (nameLower == "rgba16f")
|
|
|
+ return GetRGBAFloat16Format_OGL();
|
|
|
+ if (nameLower == "rgba32f")
|
|
|
+ return GetRGBAFloat32Format_OGL();
|
|
|
+ if (nameLower == "rg16")
|
|
|
+ return GetRG16Format_OGL();
|
|
|
+ if (nameLower == "rg16f")
|
|
|
+ return GetRGFloat16Format_OGL();
|
|
|
+ if (nameLower == "rg32f")
|
|
|
+ return GetRGFloat32Format_OGL();
|
|
|
+ if (nameLower == "r16f")
|
|
|
+ return GetFloat16Format_OGL();
|
|
|
+ if (nameLower == "r32f" || nameLower == "float")
|
|
|
+ return GetFloat32Format_OGL();
|
|
|
+ if (nameLower == "lineardepth" || nameLower == "depth")
|
|
|
+ return GetLinearDepthFormat_OGL();
|
|
|
+ if (nameLower == "d24s8")
|
|
|
+ return GetDepthStencilFormat_OGL();
|
|
|
+ if (nameLower == "readabledepth" || nameLower == "hwdepth")
|
|
|
+ return GetReadableDepthFormat_OGL();
|
|
|
+
|
|
|
+ return GetRGBFormat_OGL();
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::CheckFeatureSupport_OGL()
|
|
|
+{
|
|
|
+ // Check supported features: light pre-pass, deferred rendering and hardware depth texture
|
|
|
+ lightPrepassSupport_ = false;
|
|
|
+ deferredSupport_ = false;
|
|
|
+
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ int numSupportedRTs = 1;
|
|
|
+ if (gl3Support)
|
|
|
+ {
|
|
|
+ // Work around GLEW failure to check extensions properly from a GL3 context
|
|
|
+ instancingSupport_ = glDrawElementsInstanced != nullptr && glVertexAttribDivisor != nullptr;
|
|
|
+ dxtTextureSupport_ = true;
|
|
|
+ anisotropySupport_ = true;
|
|
|
+ sRGBSupport_ = true;
|
|
|
+ sRGBWriteSupport_ = true;
|
|
|
+
|
|
|
+ glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &numSupportedRTs);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ instancingSupport_ = GLEW_ARB_instanced_arrays != 0;
|
|
|
+ dxtTextureSupport_ = GLEW_EXT_texture_compression_s3tc != 0;
|
|
|
+ anisotropySupport_ = GLEW_EXT_texture_filter_anisotropic != 0;
|
|
|
+ sRGBSupport_ = GLEW_EXT_texture_sRGB != 0;
|
|
|
+ sRGBWriteSupport_ = GLEW_EXT_framebuffer_sRGB != 0;
|
|
|
+
|
|
|
+ glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &numSupportedRTs);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Must support 2 rendertargets for light pre-pass, and 4 for deferred
|
|
|
+ if (numSupportedRTs >= 2)
|
|
|
+ lightPrepassSupport_ = true;
|
|
|
+ if (numSupportedRTs >= 4)
|
|
|
+ deferredSupport_ = true;
|
|
|
+
|
|
|
+#if defined(__APPLE__) && !defined(IOS) && !defined(TVOS)
|
|
|
+ // On macOS check for an Intel driver and use shadow map RGBA dummy color textures, because mixing
|
|
|
+ // depth-only FBO rendering and backbuffer rendering will bug, resulting in a black screen in full
|
|
|
+ // screen mode, and incomplete shadow maps in windowed mode
|
|
|
+ String renderer((const char*)glGetString(GL_RENDERER));
|
|
|
+ if (renderer.Contains("Intel", false))
|
|
|
+ dummyColorFormat_ = GetRGBAFormat_OGL();
|
|
|
+#endif
|
|
|
+#else
|
|
|
+ // Check for supported compressed texture formats
|
|
|
+#ifdef __EMSCRIPTEN__
|
|
|
+ dxtTextureSupport_ = CheckExtension("WEBGL_compressed_texture_s3tc"); // https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_s3tc/
|
|
|
+ etcTextureSupport_ = CheckExtension("WEBGL_compressed_texture_etc1"); // https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc1/
|
|
|
+ pvrtcTextureSupport_ = CheckExtension("WEBGL_compressed_texture_pvrtc"); // https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_pvrtc/
|
|
|
+ etc2TextureSupport_ = gl3Support || CheckExtension("WEBGL_compressed_texture_etc"); // https://www.khronos.org/registry/webgl/extensions/WEBGL_compressed_texture_etc/
|
|
|
+ // Instancing is in core in WebGL 2, so the extension may not be present anymore. In WebGL 1, find https://www.khronos.org/registry/webgl/extensions/ANGLE_instanced_arrays/
|
|
|
+ // TODO: In the distant future, this may break if WebGL 3 is introduced, so either improve the GL_VERSION parsing here, or keep track of which WebGL version we attempted to initialize.
|
|
|
+ instancingSupport_ = (strstr((const char *)glGetString(GL_VERSION), "WebGL 2.") != 0) || CheckExtension("ANGLE_instanced_arrays");
|
|
|
+#else
|
|
|
+ dxtTextureSupport_ = CheckExtension("EXT_texture_compression_dxt1");
|
|
|
+ etcTextureSupport_ = CheckExtension("OES_compressed_ETC1_RGB8_texture");
|
|
|
+ etc2TextureSupport_ = gl3Support || CheckExtension("OES_compressed_ETC2_RGBA8_texture");
|
|
|
+ pvrtcTextureSupport_ = CheckExtension("IMG_texture_compression_pvrtc");
|
|
|
+#endif
|
|
|
+
|
|
|
+ // Check for best supported depth renderbuffer format for GLES2
|
|
|
+ if (CheckExtension("GL_OES_depth24"))
|
|
|
+ glesDepthStencilFormat = GL_DEPTH_COMPONENT24_OES;
|
|
|
+ if (CheckExtension("GL_OES_packed_depth_stencil"))
|
|
|
+ glesDepthStencilFormat = GL_DEPTH24_STENCIL8_OES;
|
|
|
+ #ifdef __EMSCRIPTEN__
|
|
|
+ if (!CheckExtension("WEBGL_depth_texture"))
|
|
|
+#else
|
|
|
+ if (!CheckExtension("GL_OES_depth_texture"))
|
|
|
+#endif
|
|
|
+ {
|
|
|
+ shadowMapFormat_ = 0;
|
|
|
+ hiresShadowMapFormat_ = 0;
|
|
|
+ glesReadableDepthFormat = 0;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+#if defined(IOS) || defined(TVOS)
|
|
|
+ // iOS hack: depth renderbuffer seems to fail, so use depth textures for everything if supported
|
|
|
+ glesDepthStencilFormat = GL_DEPTH_COMPONENT;
|
|
|
+#endif
|
|
|
+ shadowMapFormat_ = GL_DEPTH_COMPONENT;
|
|
|
+ hiresShadowMapFormat_ = 0;
|
|
|
+ // WebGL shadow map rendering seems to be extremely slow without an attached dummy color texture
|
|
|
+ #ifdef __EMSCRIPTEN__
|
|
|
+ dummyColorFormat_ = GetRGBAFormat_OGL();
|
|
|
+#endif
|
|
|
+ }
|
|
|
+#endif
|
|
|
+
|
|
|
+ // Consider OpenGL shadows always hardware sampled, if supported at all
|
|
|
+ hardwareShadowSupport_ = shadowMapFormat_ != 0;
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::PrepareDraw_OGL()
|
|
|
+{
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ if (gl3Support)
|
|
|
+ {
|
|
|
+ for (PODVector<ConstantBuffer*>::Iterator i = impl->dirtyConstantBuffers_.Begin(); i != impl->dirtyConstantBuffers_.End(); ++i)
|
|
|
+ (*i)->Apply();
|
|
|
+ impl->dirtyConstantBuffers_.Clear();
|
|
|
+ }
|
|
|
+#endif
|
|
|
+
|
|
|
+ if (impl->fboDirty_)
|
|
|
+ {
|
|
|
+ impl->fboDirty_ = false;
|
|
|
+
|
|
|
+ // First check if no framebuffer is needed. In that case simply return to backbuffer rendering
|
|
|
+ bool noFbo = !depthStencil_;
|
|
|
+ if (noFbo)
|
|
|
+ {
|
|
|
+ for (auto& renderTarget : renderTargets_)
|
|
|
+ {
|
|
|
+ if (renderTarget)
|
|
|
+ {
|
|
|
+ noFbo = false;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (noFbo)
|
|
|
+ {
|
|
|
+ if (impl->boundFBO_ != impl->systemFBO_)
|
|
|
+ {
|
|
|
+ BindFramebuffer_OGL(impl->systemFBO_);
|
|
|
+ impl->boundFBO_ = impl->systemFBO_;
|
|
|
+ }
|
|
|
+
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ // Disable/enable sRGB write
|
|
|
+ if (sRGBWriteSupport_)
|
|
|
+ {
|
|
|
+ bool sRGBWrite = sRGB_;
|
|
|
+ if (sRGBWrite != impl->sRGBWrite_)
|
|
|
+ {
|
|
|
+ if (sRGBWrite)
|
|
|
+ glEnable(GL_FRAMEBUFFER_SRGB_EXT);
|
|
|
+ else
|
|
|
+ glDisable(GL_FRAMEBUFFER_SRGB_EXT);
|
|
|
+ impl->sRGBWrite_ = sRGBWrite;
|
|
|
+ }
|
|
|
+ }
|
|
|
+#endif
|
|
|
+
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Search for a new framebuffer based on format & size, or create new
|
|
|
+ IntVector2 rtSize = Graphics::GetRenderTargetDimensions_OGL();
|
|
|
+ unsigned format = 0;
|
|
|
+ if (renderTargets_[0])
|
|
|
+ format = renderTargets_[0]->GetParentTexture()->GetFormat();
|
|
|
+ else if (depthStencil_)
|
|
|
+ format = depthStencil_->GetParentTexture()->GetFormat();
|
|
|
+
|
|
|
+ auto fboKey = (unsigned long long)format << 32u | rtSize.x_ << 16u | rtSize.y_;
|
|
|
+ HashMap<unsigned long long, FrameBufferObject>::Iterator i = impl->frameBuffers_.Find(fboKey);
|
|
|
+ if (i == impl->frameBuffers_.End())
|
|
|
+ {
|
|
|
+ FrameBufferObject newFbo;
|
|
|
+ newFbo.fbo_ = CreateFramebuffer_OGL();
|
|
|
+ i = impl->frameBuffers_.Insert(MakePair(fboKey, newFbo));
|
|
|
+ }
|
|
|
+
|
|
|
+ if (impl->boundFBO_ != i->second_.fbo_)
|
|
|
+ {
|
|
|
+ BindFramebuffer_OGL(i->second_.fbo_);
|
|
|
+ impl->boundFBO_ = i->second_.fbo_;
|
|
|
+ }
|
|
|
+
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ // Setup readbuffers & drawbuffers if needed
|
|
|
+ if (i->second_.readBuffers_ != GL_NONE)
|
|
|
+ {
|
|
|
+ glReadBuffer(GL_NONE);
|
|
|
+ i->second_.readBuffers_ = GL_NONE;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Calculate the bit combination of non-zero color rendertargets to first check if the combination changed
|
|
|
+ unsigned newDrawBuffers = 0;
|
|
|
+ for (unsigned j = 0; j < MAX_RENDERTARGETS; ++j)
|
|
|
+ {
|
|
|
+ if (renderTargets_[j])
|
|
|
+ newDrawBuffers |= 1u << j;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (newDrawBuffers != i->second_.drawBuffers_)
|
|
|
+ {
|
|
|
+ // Check for no color rendertargets (depth rendering only)
|
|
|
+ if (!newDrawBuffers)
|
|
|
+ glDrawBuffer(GL_NONE);
|
|
|
+ else
|
|
|
+ {
|
|
|
+ int drawBufferIds[MAX_RENDERTARGETS];
|
|
|
+ unsigned drawBufferCount = 0;
|
|
|
+
|
|
|
+ for (unsigned j = 0; j < MAX_RENDERTARGETS; ++j)
|
|
|
+ {
|
|
|
+ if (renderTargets_[j])
|
|
|
+ {
|
|
|
+ if (!gl3Support)
|
|
|
+ drawBufferIds[drawBufferCount++] = GL_COLOR_ATTACHMENT0_EXT + j;
|
|
|
+ else
|
|
|
+ drawBufferIds[drawBufferCount++] = GL_COLOR_ATTACHMENT0 + j;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ glDrawBuffers(drawBufferCount, (const GLenum*)drawBufferIds);
|
|
|
+ }
|
|
|
+
|
|
|
+ i->second_.drawBuffers_ = newDrawBuffers;
|
|
|
+ }
|
|
|
+#endif
|
|
|
+
|
|
|
+ for (unsigned j = 0; j < MAX_RENDERTARGETS; ++j)
|
|
|
+ {
|
|
|
+ if (renderTargets_[j])
|
|
|
+ {
|
|
|
+ Texture* texture = renderTargets_[j]->GetParentTexture();
|
|
|
+
|
|
|
+ // Bind either a renderbuffer or texture, depending on what is available
|
|
|
+ unsigned renderBufferID = renderTargets_[j]->GetRenderBuffer();
|
|
|
+ if (!renderBufferID)
|
|
|
+ {
|
|
|
+ // If texture's parameters are dirty, update before attaching
|
|
|
+ if (texture->GetParametersDirty())
|
|
|
+ {
|
|
|
+ SetTextureForUpdate_OGL(texture);
|
|
|
+ texture->UpdateParameters();
|
|
|
+ SetTexture_OGL(0, nullptr);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (i->second_.colorAttachments_[j] != renderTargets_[j])
|
|
|
+ {
|
|
|
+ BindColorAttachment_OGL(j, renderTargets_[j]->GetTarget(), texture->GetGPUObjectName(), false);
|
|
|
+ i->second_.colorAttachments_[j] = renderTargets_[j];
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ if (i->second_.colorAttachments_[j] != renderTargets_[j])
|
|
|
+ {
|
|
|
+ BindColorAttachment_OGL(j, renderTargets_[j]->GetTarget(), renderBufferID, true);
|
|
|
+ i->second_.colorAttachments_[j] = renderTargets_[j];
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ if (i->second_.colorAttachments_[j])
|
|
|
+ {
|
|
|
+ BindColorAttachment_OGL(j, GL_TEXTURE_2D, 0, false);
|
|
|
+ i->second_.colorAttachments_[j] = nullptr;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (depthStencil_)
|
|
|
+ {
|
|
|
+ // Bind either a renderbuffer or a depth texture, depending on what is available
|
|
|
+ Texture* texture = depthStencil_->GetParentTexture();
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ bool hasStencil = texture->GetFormat() == GL_DEPTH24_STENCIL8_EXT;
|
|
|
+#else
|
|
|
+ bool hasStencil = texture->GetFormat() == GL_DEPTH24_STENCIL8_OES;
|
|
|
+#endif
|
|
|
+ unsigned renderBufferID = depthStencil_->GetRenderBuffer();
|
|
|
+ if (!renderBufferID)
|
|
|
+ {
|
|
|
+ // If texture's parameters are dirty, update before attaching
|
|
|
+ if (texture->GetParametersDirty())
|
|
|
+ {
|
|
|
+ SetTextureForUpdate_OGL(texture);
|
|
|
+ texture->UpdateParameters();
|
|
|
+ SetTexture_OGL(0, nullptr);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (i->second_.depthAttachment_ != depthStencil_)
|
|
|
+ {
|
|
|
+ BindDepthAttachment_OGL(texture->GetGPUObjectName(), false);
|
|
|
+ BindStencilAttachment_OGL(hasStencil ? texture->GetGPUObjectName() : 0, false);
|
|
|
+ i->second_.depthAttachment_ = depthStencil_;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ if (i->second_.depthAttachment_ != depthStencil_)
|
|
|
+ {
|
|
|
+ BindDepthAttachment_OGL(renderBufferID, true);
|
|
|
+ BindStencilAttachment_OGL(hasStencil ? renderBufferID : 0, true);
|
|
|
+ i->second_.depthAttachment_ = depthStencil_;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ if (i->second_.depthAttachment_)
|
|
|
+ {
|
|
|
+ BindDepthAttachment_OGL(0, false);
|
|
|
+ BindStencilAttachment_OGL(0, false);
|
|
|
+ i->second_.depthAttachment_ = nullptr;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ // Disable/enable sRGB write
|
|
|
+ if (sRGBWriteSupport_)
|
|
|
+ {
|
|
|
+ bool sRGBWrite = renderTargets_[0] ? renderTargets_[0]->GetParentTexture()->GetSRGB() : sRGB_;
|
|
|
+ if (sRGBWrite != impl->sRGBWrite_)
|
|
|
+ {
|
|
|
+ if (sRGBWrite)
|
|
|
+ glEnable(GL_FRAMEBUFFER_SRGB_EXT);
|
|
|
+ else
|
|
|
+ glDisable(GL_FRAMEBUFFER_SRGB_EXT);
|
|
|
+ impl->sRGBWrite_ = sRGBWrite;
|
|
|
+ }
|
|
|
+ }
|
|
|
+#endif
|
|
|
+ }
|
|
|
+
|
|
|
+ if (impl->vertexBuffersDirty_)
|
|
|
+ {
|
|
|
+ // Go through currently bound vertex buffers and set the attribute pointers that are available & required
|
|
|
+ // Use reverse order so that elements from higher index buffers will override lower index buffers
|
|
|
+ unsigned assignedLocations = 0;
|
|
|
+
|
|
|
+ for (unsigned i = MAX_VERTEX_STREAMS - 1; i < MAX_VERTEX_STREAMS; --i)
|
|
|
+ {
|
|
|
+ VertexBuffer* buffer = vertexBuffers_[i];
|
|
|
+ // Beware buffers with missing OpenGL objects, as binding a zero buffer object means accessing CPU memory for vertex data,
|
|
|
+ // in which case the pointer will be invalid and cause a crash
|
|
|
+ if (!buffer || !buffer->GetGPUObjectName() || !impl->vertexAttributes_)
|
|
|
+ continue;
|
|
|
+
|
|
|
+ const PODVector<VertexElement>& elements = buffer->GetElements();
|
|
|
+
|
|
|
+ for (PODVector<VertexElement>::ConstIterator j = elements.Begin(); j != elements.End(); ++j)
|
|
|
+ {
|
|
|
+ const VertexElement& element = *j;
|
|
|
+ HashMap<Pair<unsigned char, unsigned char>, unsigned>::ConstIterator k =
|
|
|
+ impl->vertexAttributes_->Find(MakePair((unsigned char)element.semantic_, element.index_));
|
|
|
+
|
|
|
+ if (k != impl->vertexAttributes_->End())
|
|
|
+ {
|
|
|
+ unsigned location = k->second_;
|
|
|
+ unsigned locationMask = 1u << location;
|
|
|
+ if (assignedLocations & locationMask)
|
|
|
+ continue; // Already assigned by higher index vertex buffer
|
|
|
+ assignedLocations |= locationMask;
|
|
|
+
|
|
|
+ // Enable attribute if not enabled yet
|
|
|
+ if (!(impl->enabledVertexAttributes_ & locationMask))
|
|
|
+ {
|
|
|
+ glEnableVertexAttribArray(location);
|
|
|
+ impl->enabledVertexAttributes_ |= locationMask;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Enable/disable instancing divisor as necessary
|
|
|
+ unsigned dataStart = element.offset_;
|
|
|
+ if (element.perInstance_)
|
|
|
+ {
|
|
|
+ dataStart += impl->lastInstanceOffset_ * buffer->GetVertexSize();
|
|
|
+ if (!(impl->instancingVertexAttributes_ & locationMask))
|
|
|
+ {
|
|
|
+ SetVertexAttribDivisor_OGL(location, 1);
|
|
|
+ impl->instancingVertexAttributes_ |= locationMask;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ if (impl->instancingVertexAttributes_ & locationMask)
|
|
|
+ {
|
|
|
+ SetVertexAttribDivisor_OGL(location, 0);
|
|
|
+ impl->instancingVertexAttributes_ &= ~locationMask;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ SetVBO_OGL(buffer->GetGPUObjectName());
|
|
|
+ glVertexAttribPointer(location, glElementComponents[element.type_], glElementTypes[element.type_],
|
|
|
+ element.type_ == TYPE_UBYTE4_NORM ? GL_TRUE : GL_FALSE, (unsigned)buffer->GetVertexSize(),
|
|
|
+ (const void *)(size_t)dataStart);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Finally disable unnecessary vertex attributes
|
|
|
+ unsigned disableVertexAttributes = impl->enabledVertexAttributes_ & (~impl->usedVertexAttributes_);
|
|
|
+ unsigned location = 0;
|
|
|
+ while (disableVertexAttributes)
|
|
|
+ {
|
|
|
+ if (disableVertexAttributes & 1u)
|
|
|
+ {
|
|
|
+ glDisableVertexAttribArray(location);
|
|
|
+ impl->enabledVertexAttributes_ &= ~(1u << location);
|
|
|
+ }
|
|
|
+ ++location;
|
|
|
+ disableVertexAttributes >>= 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ impl->vertexBuffersDirty_ = false;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::CleanupFramebuffers_OGL()
|
|
|
+{
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+ if (!IsDeviceLost_OGL())
|
|
|
+ {
|
|
|
+ BindFramebuffer_OGL(impl->systemFBO_);
|
|
|
+ impl->boundFBO_ = impl->systemFBO_;
|
|
|
+ impl->fboDirty_ = true;
|
|
|
+
|
|
|
+ for (HashMap<unsigned long long, FrameBufferObject>::Iterator i = impl->frameBuffers_.Begin();
|
|
|
+ i != impl->frameBuffers_.End(); ++i)
|
|
|
+ DeleteFramebuffer_OGL(i->second_.fbo_);
|
|
|
+
|
|
|
+ if (impl->resolveSrcFBO_)
|
|
|
+ DeleteFramebuffer_OGL(impl->resolveSrcFBO_);
|
|
|
+ if (impl->resolveDestFBO_)
|
|
|
+ DeleteFramebuffer_OGL(impl->resolveDestFBO_);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ impl->boundFBO_ = 0;
|
|
|
+
|
|
|
+ impl->resolveSrcFBO_ = 0;
|
|
|
+ impl->resolveDestFBO_ = 0;
|
|
|
+
|
|
|
+ impl->frameBuffers_.Clear();
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::ResetCachedState_OGL()
|
|
|
+{
|
|
|
+ for (auto& vertexBuffer : vertexBuffers_)
|
|
|
+ vertexBuffer = nullptr;
|
|
|
+
|
|
|
+ GraphicsImpl_OGL* impl = GetImpl_OGL();
|
|
|
+
|
|
|
+ for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
|
|
|
+ {
|
|
|
+ textures_[i] = nullptr;
|
|
|
+ impl->textureTypes_[i] = 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ for (auto& renderTarget : renderTargets_)
|
|
|
+ renderTarget = nullptr;
|
|
|
+
|
|
|
+ depthStencil_ = nullptr;
|
|
|
+ viewport_ = IntRect(0, 0, 0, 0);
|
|
|
+ indexBuffer_ = nullptr;
|
|
|
+ vertexShader_ = nullptr;
|
|
|
+ pixelShader_ = nullptr;
|
|
|
+ blendMode_ = BLEND_REPLACE;
|
|
|
+ alphaToCoverage_ = false;
|
|
|
+ colorWrite_ = true;
|
|
|
+ cullMode_ = CULL_NONE;
|
|
|
+ constantDepthBias_ = 0.0f;
|
|
|
+ slopeScaledDepthBias_ = 0.0f;
|
|
|
+ depthTestMode_ = CMP_ALWAYS;
|
|
|
+ depthWrite_ = false;
|
|
|
+ lineAntiAlias_ = false;
|
|
|
+ fillMode_ = FILL_SOLID;
|
|
|
+ scissorTest_ = false;
|
|
|
+ scissorRect_ = IntRect::ZERO;
|
|
|
+ stencilTest_ = false;
|
|
|
+ stencilTestMode_ = CMP_ALWAYS;
|
|
|
+ stencilPass_ = OP_KEEP;
|
|
|
+ stencilFail_ = OP_KEEP;
|
|
|
+ stencilZFail_ = OP_KEEP;
|
|
|
+ stencilRef_ = 0;
|
|
|
+ stencilCompareMask_ = M_MAX_UNSIGNED;
|
|
|
+ stencilWriteMask_ = M_MAX_UNSIGNED;
|
|
|
+ useClipPlane_ = false;
|
|
|
+ impl->shaderProgram_ = nullptr;
|
|
|
+ impl->lastInstanceOffset_ = 0;
|
|
|
+ impl->activeTexture_ = 0;
|
|
|
+ impl->enabledVertexAttributes_ = 0;
|
|
|
+ impl->usedVertexAttributes_ = 0;
|
|
|
+ impl->instancingVertexAttributes_ = 0;
|
|
|
+ impl->boundFBO_ = impl->systemFBO_;
|
|
|
+ impl->boundVBO_ = 0;
|
|
|
+ impl->boundUBO_ = 0;
|
|
|
+ impl->sRGBWrite_ = false;
|
|
|
+
|
|
|
+ // Set initial state to match Direct3D
|
|
|
+ if (impl->context_)
|
|
|
+ {
|
|
|
+ glEnable(GL_DEPTH_TEST);
|
|
|
+ SetCullMode_OGL(CULL_CCW);
|
|
|
+ SetDepthTest_OGL(CMP_LESSEQUAL);
|
|
|
+ SetDepthWrite_OGL(true);
|
|
|
+ }
|
|
|
+
|
|
|
+ for (auto& constantBuffer : impl->constantBuffers_)
|
|
|
+ constantBuffer = nullptr;
|
|
|
+ impl->dirtyConstantBuffers_.Clear();
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetTextureUnitMappings_OGL()
|
|
|
+{
|
|
|
+ textureUnits_["DiffMap"] = TU_DIFFUSE;
|
|
|
+ textureUnits_["DiffCubeMap"] = TU_DIFFUSE;
|
|
|
+ textureUnits_["AlbedoBuffer"] = TU_ALBEDOBUFFER;
|
|
|
+ textureUnits_["NormalMap"] = TU_NORMAL;
|
|
|
+ textureUnits_["NormalBuffer"] = TU_NORMALBUFFER;
|
|
|
+ textureUnits_["SpecMap"] = TU_SPECULAR;
|
|
|
+ textureUnits_["EmissiveMap"] = TU_EMISSIVE;
|
|
|
+ textureUnits_["EnvMap"] = TU_ENVIRONMENT;
|
|
|
+ textureUnits_["EnvCubeMap"] = TU_ENVIRONMENT;
|
|
|
+ textureUnits_["LightRampMap"] = TU_LIGHTRAMP;
|
|
|
+ textureUnits_["LightSpotMap"] = TU_LIGHTSHAPE;
|
|
|
+ textureUnits_["LightCubeMap"] = TU_LIGHTSHAPE;
|
|
|
+ textureUnits_["ShadowMap"] = TU_SHADOWMAP;
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ textureUnits_["VolumeMap"] = TU_VOLUMEMAP;
|
|
|
+ textureUnits_["FaceSelectCubeMap"] = TU_FACESELECT;
|
|
|
+ textureUnits_["IndirectionCubeMap"] = TU_INDIRECTION;
|
|
|
+ textureUnits_["DepthBuffer"] = TU_DEPTHBUFFER;
|
|
|
+ textureUnits_["LightBuffer"] = TU_LIGHTBUFFER;
|
|
|
+ textureUnits_["ZoneCubeMap"] = TU_ZONE;
|
|
|
+ textureUnits_["ZoneVolumeMap"] = TU_ZONE;
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+unsigned Graphics::CreateFramebuffer_OGL()
|
|
|
+{
|
|
|
+ unsigned newFbo = 0;
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ if (!gl3Support)
|
|
|
+ glGenFramebuffersEXT(1, &newFbo);
|
|
|
+ else
|
|
|
+#endif
|
|
|
+ glGenFramebuffers(1, &newFbo);
|
|
|
+ return newFbo;
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::DeleteFramebuffer_OGL(unsigned fbo)
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ if (!gl3Support)
|
|
|
+ glDeleteFramebuffersEXT(1, &fbo);
|
|
|
+ else
|
|
|
+#endif
|
|
|
+ glDeleteFramebuffers(1, &fbo);
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::BindFramebuffer_OGL(unsigned fbo)
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ if (!gl3Support)
|
|
|
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
|
|
|
+ else
|
|
|
+#endif
|
|
|
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::BindColorAttachment_OGL(unsigned index, unsigned target, unsigned object, bool isRenderBuffer)
|
|
|
+{
|
|
|
+ if (!object)
|
|
|
+ isRenderBuffer = false;
|
|
|
+
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ if (!gl3Support)
|
|
|
+ {
|
|
|
+ if (!isRenderBuffer)
|
|
|
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, target, object, 0);
|
|
|
+ else
|
|
|
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + index, GL_RENDERBUFFER_EXT, object);
|
|
|
+ }
|
|
|
+ else
|
|
|
+#endif
|
|
|
+ {
|
|
|
+ if (!isRenderBuffer)
|
|
|
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + index, target, object, 0);
|
|
|
+ else
|
|
|
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + index, GL_RENDERBUFFER, object);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::BindDepthAttachment_OGL(unsigned object, bool isRenderBuffer)
|
|
|
+{
|
|
|
+ if (!object)
|
|
|
+ isRenderBuffer = false;
|
|
|
+
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ if (!gl3Support)
|
|
|
+ {
|
|
|
+ if (!isRenderBuffer)
|
|
|
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, object, 0);
|
|
|
+ else
|
|
|
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, object);
|
|
|
+ }
|
|
|
+ else
|
|
|
+#endif
|
|
|
+ {
|
|
|
+ if (!isRenderBuffer)
|
|
|
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, object, 0);
|
|
|
+ else
|
|
|
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, object);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::BindStencilAttachment_OGL(unsigned object, bool isRenderBuffer)
|
|
|
+{
|
|
|
+ if (!object)
|
|
|
+ isRenderBuffer = false;
|
|
|
+
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ if (!gl3Support)
|
|
|
+ {
|
|
|
+ if (!isRenderBuffer)
|
|
|
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, object, 0);
|
|
|
+ else
|
|
|
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, object);
|
|
|
+ }
|
|
|
+ else
|
|
|
+#endif
|
|
|
+ {
|
|
|
+ if (!isRenderBuffer)
|
|
|
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, object, 0);
|
|
|
+ else
|
|
|
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, object);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+bool Graphics::CheckFramebuffer_OGL()
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ if (!gl3Support)
|
|
|
+ return glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT;
|
|
|
+ else
|
|
|
+#endif
|
|
|
+ return glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
|
|
|
+}
|
|
|
+
|
|
|
+void Graphics::SetVertexAttribDivisor_OGL(unsigned location, unsigned divisor)
|
|
|
+{
|
|
|
+#ifndef GL_ES_VERSION_2_0
|
|
|
+ if (gl3Support && instancingSupport_)
|
|
|
+ glVertexAttribDivisor(location, divisor);
|
|
|
+ else if (instancingSupport_)
|
|
|
+ glVertexAttribDivisorARB(location, divisor);
|
|
|
+#else
|
|
|
+#ifdef __EMSCRIPTEN__
|
|
|
+ if (instancingSupport_)
|
|
|
+ glVertexAttribDivisorANGLE(location, divisor);
|
|
|
+#endif
|
|
|
+#endif
|
|
|
+}
|
|
|
+
|
|
|
+}
|