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- //
- // Copyright (c) 2008-2014 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 "AnimatedModel.h"
- #include "Animation.h"
- #include "AnimationController.h"
- #include "BillboardSet.h"
- #include "Camera.h"
- #include "Context.h"
- #include "CustomGeometry.h"
- #include "DebugRenderer.h"
- #include "DecalSet.h"
- #include "File.h"
- #include "Graphics.h"
- #include "GraphicsEvents.h"
- #include "GraphicsImpl.h"
- #include "IndexBuffer.h"
- #include "Log.h"
- #include "Material.h"
- #include "Mutex.h"
- #include "Octree.h"
- #include "ParticleEffect.h"
- #include "ParticleEmitter.h"
- #include "ProcessUtils.h"
- #include "Profiler.h"
- #include "RenderSurface.h"
- #include "ResourceCache.h"
- #include "Shader.h"
- #include "ShaderPrecache.h"
- #include "ShaderProgram.h"
- #include "ShaderVariation.h"
- #include "Skybox.h"
- #include "StaticModelGroup.h"
- #include "Technique.h"
- #include "Terrain.h"
- #include "TerrainPatch.h"
- #include "Texture2D.h"
- #include "Texture3D.h"
- #include "TextureCube.h"
- #include "VertexBuffer.h"
- #include "Zone.h"
- #include <stdio.h>
- #include "DebugNew.h"
- #ifdef GL_ES_VERSION_2_0
- #define GL_DEPTH_COMPONENT24 GL_DEPTH_COMPONENT24_OES
- #define GL_FRAMEBUFFER_EXT GL_FRAMEBUFFER
- #define GL_RENDERBUFFER_EXT GL_RENDERBUFFER
- #define GL_COLOR_ATTACHMENT0_EXT GL_COLOR_ATTACHMENT0
- #define GL_DEPTH_ATTACHMENT_EXT GL_DEPTH_ATTACHMENT
- #define GL_STENCIL_ATTACHMENT_EXT GL_STENCIL_ATTACHMENT
- #define GL_FRAMEBUFFER_COMPLETE_EXT GL_FRAMEBUFFER_COMPLETE
- #define glClearDepth glClearDepthf
- #define glBindFramebufferEXT glBindFramebuffer
- #define glFramebufferTexture2DEXT glFramebufferTexture2D
- #define glFramebufferRenderbufferEXT glFramebufferRenderbuffer
- #define glGenFramebuffersEXT glGenFramebuffers
- #define glDeleteFramebuffersEXT glDeleteFramebuffers
- #define glCheckFramebufferStatusEXT glCheckFramebufferStatus
- #endif
- #ifdef WIN32
- // On Intel / NVIDIA setups prefer the NVIDIA GPU
- #include <windows.h>
- extern "C" {
- __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
- }
- #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
- };
- #endif
- static const unsigned glStencilOps[] =
- {
- GL_KEEP,
- GL_ZERO,
- GL_REPLACE,
- GL_INCR_WRAP,
- GL_DECR_WRAP
- };
- // Remap vertex attributes on OpenGL so that all usually needed attributes including skinning fit to the first 8.
- // This avoids a skinning bug on GLES2 devices which only support 8.
- static const unsigned glVertexAttrIndex[] =
- {
- 0, 1, 2, 3, 4, 8, 9, 5, 6, 7, 10, 11, 12
- };
- static const unsigned MAX_FRAMEBUFFER_AGE = 2000;
- #ifdef GL_ES_VERSION_2_0
- static unsigned glesDepthStencilFormat = GL_DEPTH_COMPONENT16;
- #endif
- bool CheckExtension(String& extensions, 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;
- }
- }
- Graphics::Graphics(Context* context_) :
- Object(context_),
- impl_(new GraphicsImpl()),
- windowIcon_(0),
- externalWindow_(0),
- width_(0),
- height_(0),
- position_(SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED),
- multiSample_(1),
- fullscreen_(false),
- borderless_(false),
- resizable_(false),
- vsync_(false),
- tripleBuffer_(false),
- sRGB_(false),
- instancingSupport_(false),
- lightPrepassSupport_(false),
- deferredSupport_(false),
- anisotropySupport_(false),
- dxtTextureSupport_(false),
- etcTextureSupport_(false),
- pvrtcTextureSupport_(false),
- sRGBSupport_(false),
- sRGBWriteSupport_(false),
- numPrimitives_(0),
- numBatches_(0),
- maxScratchBufferRequest_(0),
- dummyColorFormat_(0),
- shadowMapFormat_(GL_DEPTH_COMPONENT16),
- hiresShadowMapFormat_(GL_DEPTH_COMPONENT24),
- releasingGPUObjects_(false),
- defaultTextureFilterMode_(FILTER_TRILINEAR),
- shaderPath_("Shaders/GLSL/"),
- shaderExtension_(".glsl"),
- orientations_("LandscapeLeft LandscapeRight")
- {
- SetTextureUnitMappings();
- ResetCachedState();
-
- // Initialize SDL now. Graphics should be the first SDL-using subsystem to be created
- SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_NOPARACHUTE);
-
- // Register Graphics library object factories
- RegisterGraphicsLibrary(context_);
- }
- Graphics::~Graphics()
- {
- Close();
-
- delete impl_;
- impl_ = 0;
-
- // Shut down SDL now. Graphics should be the last SDL-using subsystem to be destroyed
- SDL_Quit();
- }
- void Graphics::SetExternalWindow(void* window)
- {
- if (!impl_->window_)
- externalWindow_ = window;
- else
- LOGERROR("Window already opened, can not set external window");
- }
- void Graphics::SetWindowTitle(const String& windowTitle)
- {
- windowTitle_ = windowTitle;
- if (impl_->window_)
- SDL_SetWindowTitle(impl_->window_, windowTitle_.CString());
- }
- void Graphics::SetWindowIcon(Image* windowIcon)
- {
- windowIcon_ = windowIcon;
- if (impl_->window_)
- CreateWindowIcon();
- }
- void Graphics::SetWindowPosition(const IntVector2& position)
- {
- if (impl_->window_)
- SDL_SetWindowPosition(impl_->window_, position.x_, position.y_);
- else
- position_ = position; // Sets as initial position for future window creation
- }
- void Graphics::SetWindowPosition(int x, int y)
- {
- SetWindowPosition(IntVector2(x, y));
- }
- bool Graphics::SetMode(int width, int height, bool fullscreen, bool borderless, bool resizable, bool vsync, bool tripleBuffer, int multiSample)
- {
- PROFILE(SetScreenMode);
- bool maximize = false;
-
- // Fullscreen or Borderless can not be resizable
- if (fullscreen || borderless)
- resizable = false;
- // Borderless cannot be fullscreen, they are mutually exclusive
- if (borderless)
- fullscreen = false;
- multiSample = Clamp(multiSample, 1, 16);
-
- if (IsInitialized() && width == width_ && height == height_ && fullscreen == fullscreen_ && borderless == borderless_ && resizable == resizable_ &&
- vsync == vsync_ && tripleBuffer == tripleBuffer_ && multiSample == multiSample_)
- return true;
-
- // If only vsync changes, do not destroy/recreate the context
- if (IsInitialized() && width == width_ && height == height_ && fullscreen == fullscreen_ && borderless == borderless_ && resizable == resizable_ &&
- tripleBuffer == tripleBuffer_ && multiSample == multiSample_ && vsync != vsync_)
- {
- SDL_GL_SetSwapInterval(vsync ? 1 : 0);
- vsync_ = vsync;
- return true;
- }
-
- // If zero dimensions in windowed mode, set windowed mode to maximize and set a predefined default restored window size. If zero in fullscreen, use desktop mode
- if (!width || !height)
- {
- if (fullscreen || borderless)
- {
- SDL_DisplayMode mode;
- SDL_GetDesktopDisplayMode(0, &mode);
- width = mode.w;
- height = mode.h;
- }
- else
- {
- maximize = resizable;
- width = 1024;
- height = 768;
- }
- }
-
- // Check fullscreen mode validity (desktop only). Use a closest match if not found
- #if !defined(ANDROID) && !defined(IOS) && !defined(RPI)
- if (fullscreen)
- {
- PODVector<IntVector2> resolutions = GetResolutions();
- if (resolutions.Empty())
- fullscreen = false;
- else
- {
- unsigned best = 0;
- unsigned bestError = M_MAX_UNSIGNED;
- for (unsigned i = 0; i < resolutions.Size(); ++i)
- {
- unsigned error = Abs(resolutions[i].x_ - width) + Abs(resolutions[i].y_ - height);
- if (error < bestError)
- {
- best = i;
- bestError = error;
- }
- }
-
- width = resolutions[best].x_;
- height = resolutions[best].y_;
- }
- }
- #endif
-
- String extensions;
-
- // 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(false, true);
- #ifdef IOS
- // On iOS window needs to be resizable to handle orientation changes properly
- resizable = true;
- #endif
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
- #ifndef GL_ES_VERSION_2_0
- SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
- 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);
- #endif
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
-
- 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);
- }
-
- int x = fullscreen ? 0 : position_.x_;
- int y = fullscreen ? 0 : position_.y_;
- unsigned flags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
- if (fullscreen)
- flags |= SDL_WINDOW_FULLSCREEN;
- if (resizable)
- flags |= SDL_WINDOW_RESIZABLE;
- if (borderless)
- flags |= SDL_WINDOW_BORDERLESS;
- SDL_SetHint(SDL_HINT_ORIENTATIONS, orientations_.CString());
- for (;;)
- {
- if (!externalWindow_)
- impl_->window_ = SDL_CreateWindow(windowTitle_.CString(), x, y, width, height, flags);
- else
- {
- if (!impl_->window_)
- impl_->window_ = SDL_CreateWindowFrom(externalWindow_, SDL_WINDOW_OPENGL);
- fullscreen = false;
- }
-
- if (impl_->window_)
- break;
- else
- {
- if (multiSample > 1)
- {
- // If failed with multisampling, retry first without
- multiSample = 1;
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
- }
- else
- {
- LOGERROR("Could not open window");
- return false;
- }
- }
- }
- CreateWindowIcon();
- if (maximize)
- {
- Maximize();
- SDL_GetWindowSize(impl_->window_, &width, &height);
- }
-
- // Create/restore context and GPU objects and set initial renderstate
- Restore();
-
- if (!impl_->context_)
- {
- LOGERROR("Could not create OpenGL context");
- return false;
- }
-
- // If OpenGL extensions not yet initialized, initialize now
- #ifndef GL_ES_VERSION_2_0
- GLenum err = glewInit();
- if (GLEW_OK != err)
- {
- LOGERROR("Cannot initialize OpenGL");
- Release(true, true);
- return false;
- }
-
- if (!GLEW_VERSION_2_0)
- {
- LOGERROR("OpenGL 2.0 is required");
- Release(true, true);
- return false;
- }
-
- if (!GLEW_EXT_framebuffer_object || !GLEW_EXT_packed_depth_stencil)
- {
- LOGERROR("EXT_framebuffer_object and EXT_packed_depth_stencil OpenGL extensions are required");
- Release(true, true);
- return false;
- }
-
- 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;
-
- // Set up instancing divisors if supported
- if (instancingSupport_)
- {
- glVertexAttribDivisorARB(ELEMENT_INSTANCEMATRIX1, 1);
- glVertexAttribDivisorARB(ELEMENT_INSTANCEMATRIX2, 1);
- glVertexAttribDivisorARB(ELEMENT_INSTANCEMATRIX3, 1);
- }
-
- #else
- dxtTextureSupport_ = CheckExtension(extensions, "EXT_texture_compression_dxt1");
- etcTextureSupport_ = CheckExtension(extensions, "OES_compressed_ETC1_RGB8_texture");
- pvrtcTextureSupport_ = CheckExtension(extensions, "IMG_texture_compression_pvrtc");
- #endif
- }
-
- // Set vsync
- SDL_GL_SetSwapInterval(vsync ? 1 : 0);
-
- // Store the system FBO on IOS now
- #ifdef IOS
- glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&impl_->systemFbo_);
- #endif
-
- fullscreen_ = fullscreen;
- resizable_ = resizable;
- borderless_ = borderless;
- vsync_ = vsync;
- tripleBuffer_ = tripleBuffer;
- multiSample_ = multiSample;
-
- SDL_GetWindowSize(impl_->window_, &width_, &height_);
- SDL_GetWindowPosition(impl_->window_, &position_.x_, &position_.y_);
-
- // Reset rendertargets and viewport for the new screen mode
- ResetRenderTargets();
-
- // Clear the initial window contents to black
- Clear(CLEAR_COLOR);
- SDL_GL_SwapWindow(impl_->window_);
-
- CheckFeatureSupport(extensions);
-
- #ifdef URHO3D_LOGGING
- String msg;
- msg.AppendWithFormat("Set screen mode %dx%d %s", width_, height_, (fullscreen_ ? "fullscreen" : "windowed"));
- if (borderless_)
- msg.Append(" borderless");
- if (resizable_)
- msg.Append(" resizable");
- if (multiSample > 1)
- msg.AppendWithFormat(" multisample %d", multiSample);
- LOGINFO(msg);
- #endif
- using namespace ScreenMode;
-
- VariantMap& eventData = GetEventDataMap();
- eventData[P_WIDTH] = width_;
- eventData[P_HEIGHT] = height_;
- eventData[P_FULLSCREEN] = fullscreen_;
- eventData[P_RESIZABLE] = resizable_;
- eventData[P_BORDERLESS] = borderless_;
- SendEvent(E_SCREENMODE, eventData);
-
- return true;
- }
- bool Graphics::SetMode(int width, int height)
- {
- return SetMode(width, height, fullscreen_, borderless_, resizable_, vsync_, tripleBuffer_, multiSample_);
- }
- void Graphics::SetSRGB(bool enable)
- {
- enable &= sRGBWriteSupport_;
-
- if (enable != sRGB_)
- {
- sRGB_ = enable;
- impl_->fboDirty_ = true;
- }
- }
- void Graphics::SetFlushGPU(bool enable)
- {
- }
- void Graphics::SetOrientations(const String& orientations)
- {
- orientations_ = orientations.Trimmed();
- SDL_SetHint(SDL_HINT_ORIENTATIONS, orientations_.CString());
- }
- bool Graphics::ToggleFullscreen()
- {
- return SetMode(width_, height_, !fullscreen_, borderless_, resizable_, vsync_, tripleBuffer_, multiSample_);
- }
- void Graphics::Close()
- {
- if (!IsInitialized())
- return;
-
- // Actually close the window
- Release(true, true);
- }
- bool Graphics::TakeScreenShot(Image& destImage)
- {
- PROFILE(TakeScreenShot);
-
- ResetRenderTargets();
-
- destImage.SetSize(width_, height_, 3);
- glReadPixels(0, 0, width_, height_, GL_RGB, GL_UNSIGNED_BYTE, destImage.GetData());
- // On OpenGL we need to flip the image vertically after reading
- destImage.FlipVertical();
-
- return true;
- }
- bool Graphics::BeginFrame()
- {
- if (!IsInitialized() || IsDeviceLost())
- return false;
-
- // If using an external window, check it for size changes, and reset screen mode if necessary
- if (externalWindow_)
- {
- int width, height;
-
- SDL_GetWindowSize(impl_->window_, &width, &height);
- if (width != width_ || height != height_)
- SetMode(width, height);
- }
- // Set default rendertarget and depth buffer
- ResetRenderTargets();
-
- // Cleanup textures from previous frame
- for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
- SetTexture(i, 0);
-
- // Enable color and depth write
- SetColorWrite(true);
- SetDepthWrite(true);
-
- numPrimitives_ = 0;
- numBatches_ = 0;
-
- SendEvent(E_BEGINRENDERING);
-
- return true;
- }
- void Graphics::EndFrame()
- {
- if (!IsInitialized())
- return;
-
- PROFILE(Present);
-
- SendEvent(E_ENDRENDERING);
-
- SDL_GL_SwapWindow(impl_->window_);
-
- // Clean up FBO's that have not been used for a long time, and too large scratch buffers
- CleanupFramebuffers();
- CleanupScratchBuffers();
- }
- void Graphics::Clear(unsigned flags, const Color& color, float depth, unsigned stencil)
- {
- if (impl_->fboDirty_)
- CommitFramebuffer();
-
- #ifdef GL_ES_VERSION_2_0
- flags &= ~CLEAR_STENCIL;
- #endif
-
- bool oldColorWrite = colorWrite_;
- bool oldDepthWrite = depthWrite_;
-
- if (flags & CLEAR_COLOR && !oldColorWrite)
- SetColorWrite(true);
- if (flags & CLEAR_DEPTH && !oldDepthWrite)
- SetDepthWrite(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();
- if (viewport_.left_ != 0 || viewport_.top_ != 0 || viewport_.right_ != viewSize.x_ || viewport_.bottom_ != viewSize.y_)
- SetScissorTest(true, IntRect(0, 0, viewport_.Width(), viewport_.Height()));
- else
- SetScissorTest(false);
-
- glClear(glFlags);
-
- SetScissorTest(false);
- SetColorWrite(oldColorWrite);
- SetDepthWrite(oldDepthWrite);
- if (flags & CLEAR_STENCIL && stencilWriteMask_ != M_MAX_UNSIGNED)
- glStencilMask(stencilWriteMask_);
- }
- bool Graphics::ResolveToTexture(Texture2D* destination, const IntRect& viewport)
- {
- if (!destination || !destination->GetRenderSurface())
- return false;
-
- PROFILE(ResolveToTexture);
-
- 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();
-
- // Use Direct3D convention with the vertical coordinates ie. 0 is top
- SetTextureForUpdate(destination);
- glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, vpCopy.left_, height_ - vpCopy.bottom_, vpCopy.Width(), vpCopy.Height());
- SetTexture(0, 0);
- return true;
- }
- void Graphics::Draw(PrimitiveType type, unsigned vertexStart, unsigned vertexCount)
- {
- if (!vertexCount)
- return;
-
- if (impl_->fboDirty_)
- CommitFramebuffer();
-
- unsigned primitiveCount;
- GLenum glPrimitiveType;
-
- GetGLPrimitiveType(vertexCount, type, primitiveCount, glPrimitiveType);
- glDrawArrays(glPrimitiveType, vertexStart, vertexCount);
-
- numPrimitives_ += primitiveCount;
- ++numBatches_;
- }
- void Graphics::Draw(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount)
- {
- if (!indexCount || !indexBuffer_ || !indexBuffer_->GetGPUObject())
- return;
-
- if (impl_->fboDirty_)
- CommitFramebuffer();
-
- unsigned indexSize = indexBuffer_->GetIndexSize();
- unsigned primitiveCount;
- GLenum glPrimitiveType;
-
- GetGLPrimitiveType(indexCount, type, primitiveCount, glPrimitiveType);
- if (indexSize == sizeof(unsigned short))
- glDrawElements(glPrimitiveType, indexCount, GL_UNSIGNED_SHORT, reinterpret_cast<const GLvoid*>(indexStart * indexSize));
- else
- glDrawElements(glPrimitiveType, indexCount, GL_UNSIGNED_INT, reinterpret_cast<const GLvoid*>(indexStart * indexSize));
-
- numPrimitives_ += primitiveCount;
- ++numBatches_;
- }
- void Graphics::DrawInstanced(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount, unsigned instanceCount)
- {
- #ifndef GL_ES_VERSION_2_0
- if (!indexCount || !indexBuffer_ || !indexBuffer_->GetGPUObject() || !instancingSupport_)
- return;
-
- if (impl_->fboDirty_)
- CommitFramebuffer();
-
- unsigned indexSize = indexBuffer_->GetIndexSize();
- unsigned primitiveCount;
- GLenum glPrimitiveType;
-
- GetGLPrimitiveType(indexCount, type, primitiveCount, glPrimitiveType);
- if (indexSize == sizeof(unsigned short))
- {
- glDrawElementsInstancedARB(glPrimitiveType, indexCount, GL_UNSIGNED_SHORT, reinterpret_cast<const GLvoid*>(indexStart * indexSize),
- instanceCount);
- }
- else
- {
- glDrawElementsInstancedARB(glPrimitiveType, indexCount, GL_UNSIGNED_INT, reinterpret_cast<const GLvoid*>(indexStart * indexSize),
- instanceCount);
- }
-
- numPrimitives_ += instanceCount * primitiveCount;
- ++numBatches_;
- #endif
- }
- void Graphics::SetVertexBuffer(VertexBuffer* buffer)
- {
- // Note: this is not multi-instance safe
- static PODVector<VertexBuffer*> vertexBuffers(1);
- static PODVector<unsigned> elementMasks(1);
- vertexBuffers[0] = buffer;
- elementMasks[0] = MASK_DEFAULT;
- SetVertexBuffers(vertexBuffers, elementMasks);
- }
- bool Graphics::SetVertexBuffers(const PODVector<VertexBuffer*>& buffers, const PODVector<unsigned>& elementMasks,
- unsigned instanceOffset)
- {
- if (buffers.Size() > MAX_VERTEX_STREAMS)
- {
- LOGERROR("Too many vertex buffers");
- return false;
- }
- if (buffers.Size() != elementMasks.Size())
- {
- LOGERROR("Amount of element masks and vertex buffers does not match");
- return false;
- }
-
- bool changed = false;
- unsigned newAttributes = 0;
-
- for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
- {
- VertexBuffer* buffer = 0;
- unsigned elementMask = 0;
-
- if (i < buffers.Size() && buffers[i])
- {
- buffer = buffers[i];
- if (elementMasks[i] == MASK_DEFAULT)
- elementMask = buffer->GetElementMask();
- else
- elementMask = buffer->GetElementMask() & elementMasks[i];
- }
-
- // If buffer and element mask have stayed the same, skip to the next buffer
- if (buffer == vertexBuffers_[i] && elementMask == elementMasks_[i] && instanceOffset == lastInstanceOffset_ && !changed)
- {
- newAttributes |= elementMask;
- continue;
- }
-
- vertexBuffers_[i] = buffer;
- elementMasks_[i] = elementMask;
- changed = true;
-
- // 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->GetGPUObject())
- continue;
-
- glBindBuffer(GL_ARRAY_BUFFER, buffer->GetGPUObject());
- unsigned vertexSize = buffer->GetVertexSize();
-
- for (unsigned j = 0; j < MAX_VERTEX_ELEMENTS; ++j)
- {
- unsigned attrIndex = glVertexAttrIndex[j];
- unsigned elementBit = 1 << j;
-
- if (elementMask & elementBit)
- {
- newAttributes |= elementBit;
-
- // Enable attribute if not enabled yet
- if ((impl_->enabledAttributes_ & elementBit) == 0)
- {
- glEnableVertexAttribArray(attrIndex);
- impl_->enabledAttributes_ |= elementBit;
- }
-
- // Set the attribute pointer. Add instance offset for the instance matrix pointers
- unsigned offset = j >= ELEMENT_INSTANCEMATRIX1 ? instanceOffset * vertexSize : 0;
- glVertexAttribPointer(attrIndex, VertexBuffer::elementComponents[j], VertexBuffer::elementType[j],
- VertexBuffer::elementNormalize[j], vertexSize, reinterpret_cast<const GLvoid*>(buffer->GetElementOffset((VertexElement)j)
- + offset));
- }
- }
- }
-
- if (!changed)
- return true;
-
- lastInstanceOffset_ = instanceOffset;
-
- // Now check which vertex attributes should be disabled
- unsigned disableAttributes = impl_->enabledAttributes_ & (~newAttributes);
- unsigned disableIndex = 0;
-
- while (disableAttributes)
- {
- if (disableAttributes & 1)
- {
- glDisableVertexAttribArray(glVertexAttrIndex[disableIndex]);
- impl_->enabledAttributes_ &= ~(1 << disableIndex);
- }
- disableAttributes >>= 1;
- ++disableIndex;
- }
-
- return true;
- }
- bool Graphics::SetVertexBuffers(const Vector<SharedPtr<VertexBuffer> >& buffers, const PODVector<unsigned>&
- elementMasks, unsigned instanceOffset)
- {
- if (buffers.Size() > MAX_VERTEX_STREAMS)
- {
- LOGERROR("Too many vertex buffers");
- return false;
- }
- if (buffers.Size() != elementMasks.Size())
- {
- LOGERROR("Amount of element masks and vertex buffers does not match");
- return false;
- }
-
- bool changed = false;
- unsigned newAttributes = 0;
-
- for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
- {
- VertexBuffer* buffer = 0;
- unsigned elementMask = 0;
-
- if (i < buffers.Size() && buffers[i])
- {
- buffer = buffers[i];
- if (elementMasks[i] == MASK_DEFAULT)
- elementMask = buffer->GetElementMask();
- else
- elementMask = buffer->GetElementMask() & elementMasks[i];
- }
-
- // If buffer and element mask have stayed the same, skip to the next buffer
- if (buffer == vertexBuffers_[i] && elementMask == elementMasks_[i] && instanceOffset == lastInstanceOffset_ && !changed)
- {
- newAttributes |= elementMask;
- continue;
- }
-
- vertexBuffers_[i] = buffer;
- elementMasks_[i] = elementMask;
- changed = true;
-
- // 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->GetGPUObject())
- continue;
-
- glBindBuffer(GL_ARRAY_BUFFER, buffer->GetGPUObject());
- unsigned vertexSize = buffer->GetVertexSize();
-
- for (unsigned j = 0; j < MAX_VERTEX_ELEMENTS; ++j)
- {
- unsigned attrIndex = glVertexAttrIndex[j];
- unsigned elementBit = 1 << j;
-
- if (elementMask & elementBit)
- {
- newAttributes |= elementBit;
-
- // Enable attribute if not enabled yet
- if ((impl_->enabledAttributes_ & elementBit) == 0)
- {
- glEnableVertexAttribArray(attrIndex);
- impl_->enabledAttributes_ |= elementBit;
- }
-
- // Set the attribute pointer. Add instance offset for the instance matrix pointers
- unsigned offset = j >= ELEMENT_INSTANCEMATRIX1 ? instanceOffset * vertexSize : 0;
- glVertexAttribPointer(attrIndex, VertexBuffer::elementComponents[j], VertexBuffer::elementType[j],
- VertexBuffer::elementNormalize[j], vertexSize, reinterpret_cast<const GLvoid*>(buffer->GetElementOffset((VertexElement)j)
- + offset));
- }
- }
- }
-
- if (!changed)
- return true;
-
- lastInstanceOffset_ = instanceOffset;
-
- // Now check which vertex attributes should be disabled
- unsigned disableAttributes = impl_->enabledAttributes_ & (~newAttributes);
- unsigned disableIndex = 0;
-
- while (disableAttributes)
- {
- if (disableAttributes & 1)
- {
- glDisableVertexAttribArray(glVertexAttrIndex[disableIndex]);
- impl_->enabledAttributes_ &= ~(1 << disableIndex);
- }
- disableAttributes >>= 1;
- ++disableIndex;
- }
-
- return true;
- }
- void Graphics::SetIndexBuffer(IndexBuffer* buffer)
- {
- if (indexBuffer_ == buffer)
- return;
-
- if (buffer)
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer->GetGPUObject());
- else
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-
- indexBuffer_ = buffer;
- }
- void Graphics::SetShaders(ShaderVariation* vs, ShaderVariation* ps)
- {
- if (vs == vertexShader_ && ps == pixelShader_)
- return;
-
- ClearParameterSources();
- // Compile the shaders now if not yet compiled. If already attempted, do not retry
- if (vs && !vs->GetGPUObject())
- {
- if (vs->GetCompilerOutput().Empty())
- {
- PROFILE(CompileVertexShader);
-
- bool success = vs->Create();
- if (success)
- LOGDEBUG("Compiled vertex shader " + vs->GetFullName());
- else
- {
- LOGERROR("Failed to compile vertex shader " + vs->GetFullName() + ":\n" + vs->GetCompilerOutput());
- vs = 0;
- }
- }
- else
- vs = 0;
- }
-
- if (ps && !ps->GetGPUObject())
- {
- if (ps->GetCompilerOutput().Empty())
- {
- PROFILE(CompilePixelShader);
-
- bool success = ps->Create();
- if (success)
- LOGDEBUG("Compiled pixel shader " + ps->GetFullName());
- else
- {
- LOGERROR("Failed to compile pixel shader " + ps->GetFullName() + ":\n" + ps->GetCompilerOutput());
- ps = 0;
- }
- }
- else
- ps = 0;
- }
-
- if (!vs || !ps)
- {
- glUseProgram(0);
- vertexShader_ = 0;
- pixelShader_ = 0;
- shaderProgram_ = 0;
- }
- else
- {
- vertexShader_ = vs;
- pixelShader_ = ps;
-
- Pair<ShaderVariation*, ShaderVariation*> combination(vs, ps);
- ShaderProgramMap::Iterator i = shaderPrograms_.Find(combination);
-
- if (i != shaderPrograms_.End())
- {
- // Use the existing linked program
- if (i->second_->GetGPUObject())
- {
- glUseProgram(i->second_->GetGPUObject());
- shaderProgram_ = i->second_;
- }
- else
- {
- glUseProgram(0);
- shaderProgram_ = 0;
- }
- }
- else
- {
- // Link a new combination
- PROFILE(LinkShaders);
-
- SharedPtr<ShaderProgram> newProgram(new ShaderProgram(this, vs, ps));
- if (newProgram->Link())
- {
- 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
- shaderProgram_ = newProgram;
- }
- else
- {
- LOGERROR("Failed to link vertex shader " + vs->GetFullName() + " and pixel shader " + ps->GetFullName() + ":\n" +
- newProgram->GetLinkerOutput());
- glUseProgram(0);
- shaderProgram_ = 0;
- }
-
- shaderPrograms_[combination] = newProgram;
- }
- }
-
- // Store shader combination if shader dumping in progress
- if (shaderPrecache_)
- shaderPrecache_->StoreShaders(vertexShader_, pixelShader_);
- }
- void Graphics::SetShaderParameter(StringHash param, const float* data, unsigned count)
- {
- if (shaderProgram_)
- {
- const ShaderParameter* info = shaderProgram_->GetParameter(param);
- if (info)
- {
- switch (info->type_)
- {
- 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:
- count = Min((int)count, (int)NUM_TEMP_MATRICES * 9);
- Matrix3::BulkTranspose(&tempMatrices3_[0].m00_, data, count / 9);
- glUniformMatrix3fv(info->location_, count / 9, GL_FALSE, tempMatrices3_[0].Data());
- break;
- case GL_FLOAT_MAT4:
- count = Min((int)count, (int)NUM_TEMP_MATRICES * 16);
- Matrix4::BulkTranspose(&tempMatrices4_[0].m00_, data, count / 16);
- glUniformMatrix4fv(info->location_, count / 16, GL_FALSE, tempMatrices4_[0].Data());
- break;
- }
- }
- }
- }
- void Graphics::SetShaderParameter(StringHash param, float value)
- {
- if (shaderProgram_)
- {
- const ShaderParameter* info = shaderProgram_->GetParameter(param);
- if (info)
- glUniform1fv(info->location_, 1, &value);
- }
- }
- void Graphics::SetShaderParameter(StringHash param, const Color& color)
- {
- SetShaderParameter(param, color.Data(), 4);
- }
- void Graphics::SetShaderParameter(StringHash param, const Vector2& vector)
- {
- if (shaderProgram_)
- {
- const ShaderParameter* info = shaderProgram_->GetParameter(param);
- if (info)
- {
- // Check the uniform type to avoid mismatch
- switch (info->type_)
- {
- case GL_FLOAT:
- glUniform1fv(info->location_, 1, vector.Data());
- break;
- case GL_FLOAT_VEC2:
- glUniform2fv(info->location_, 1, vector.Data());
- break;
- }
- }
- }
- }
- void Graphics::SetShaderParameter(StringHash param, const Matrix3& matrix)
- {
- if (shaderProgram_)
- {
- const ShaderParameter* info = shaderProgram_->GetParameter(param);
- if (info)
- glUniformMatrix3fv(info->location_, 1, GL_FALSE, matrix.Transpose().Data());
- }
- }
- void Graphics::SetShaderParameter(StringHash param, const Vector3& vector)
- {
- if (shaderProgram_)
- {
- const ShaderParameter* info = shaderProgram_->GetParameter(param);
- if (info)
- {
- // Check the uniform type to avoid mismatch
- switch (info->type_)
- {
- 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;
- }
- }
- }
- }
- void Graphics::SetShaderParameter(StringHash param, const Matrix4& matrix)
- {
- if (shaderProgram_)
- {
- const ShaderParameter* info = shaderProgram_->GetParameter(param);
- if (info)
- glUniformMatrix4fv(info->location_, 1, GL_FALSE, matrix.Transpose().Data());
- }
- }
- void Graphics::SetShaderParameter(StringHash param, const Vector4& vector)
- {
- if (shaderProgram_)
- {
- const ShaderParameter* info = shaderProgram_->GetParameter(param);
- if (info)
- {
- // Check the uniform type to avoid mismatch
- switch (info->type_)
- {
- 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;
- }
- }
- }
- }
- void Graphics::SetShaderParameter(StringHash param, const Matrix3x4& matrix)
- {
- if (shaderProgram_)
- {
- const ShaderParameter* info = shaderProgram_->GetParameter(param);
- if (info)
- {
- float data[16];
- data[0] = matrix.m00_;
- data[1] = matrix.m10_;
- data[2] = matrix.m20_;
- data[3] = 0.0f;
- data[4] = matrix.m01_;
- data[5] = matrix.m11_;
- data[6] = matrix.m21_;
- data[7] = 0.0f;
- data[8] = matrix.m02_;
- data[9] = matrix.m12_;
- data[10] = matrix.m22_;
- data[11] = 0.0f;
- data[12] = matrix.m03_;
- data[13] = matrix.m13_;
- data[14] = matrix.m23_;
- data[15] = 1.0f;
- glUniformMatrix4fv(info->location_, 1, GL_FALSE, data);
- }
- }
- }
- void Graphics::SetShaderParameter(StringHash param, const Variant& value)
- {
- switch (value.GetType())
- {
- case VAR_BOOL:
- SetShaderParameter(param, value.GetBool());
- break;
- case VAR_FLOAT:
- SetShaderParameter(param, value.GetFloat());
- break;
- case VAR_VECTOR2:
- SetShaderParameter(param, value.GetVector2());
- break;
- case VAR_VECTOR3:
- SetShaderParameter(param, value.GetVector3());
- break;
- case VAR_VECTOR4:
- SetShaderParameter(param, value.GetVector4());
- break;
- case VAR_COLOR:
- SetShaderParameter(param, value.GetColor());
- break;
- case VAR_MATRIX3:
- SetShaderParameter(param, value.GetMatrix3());
- break;
-
- case VAR_MATRIX3X4:
- SetShaderParameter(param, value.GetMatrix3x4());
- break;
-
- case VAR_MATRIX4:
- SetShaderParameter(param, value.GetMatrix4());
- break;
- default:
- // Unsupported parameter type, do nothing
- break;
- }
- }
- bool Graphics::NeedParameterUpdate(ShaderParameterGroup group, const void* source)
- {
- if ((unsigned)(size_t)shaderParameterSources_[group] == M_MAX_UNSIGNED || shaderParameterSources_[group] != source)
- {
- shaderParameterSources_[group] = source;
- return true;
- }
- else
- return false;
- }
- bool Graphics::HasShaderParameter(ShaderType type, StringHash param)
- {
- return shaderProgram_ && shaderProgram_->HasParameter(param);
- }
- bool Graphics::HasTextureUnit(TextureUnit unit)
- {
- return shaderProgram_ && shaderProgram_->HasTextureUnit(unit);
- }
- void Graphics::ClearParameterSource(ShaderParameterGroup group)
- {
- shaderParameterSources_[group] = (const void*)M_MAX_UNSIGNED;
- }
- void Graphics::ClearParameterSources()
- {
- for (unsigned i = 0; i < MAX_SHADER_PARAMETER_GROUPS; ++i)
- shaderParameterSources_[i] = (const void*)M_MAX_UNSIGNED;
- }
- void Graphics::ClearTransformSources()
- {
- shaderParameterSources_[SP_CAMERA] = (const void*)M_MAX_UNSIGNED;
- shaderParameterSources_[SP_OBJECTTRANSFORM] = (const void*)M_MAX_UNSIGNED;
- }
- void Graphics::CleanupShaderPrograms()
- {
- // Ignore individual call from ShaderVariation instance when Graphics subsystem is in process of
- // releasing all GPU objects or recreating GPU objects due device lost, because the Graphics subsystem
- // will eventually erase all the shader programs afterward as part of the release process.
- if (releasingGPUObjects_)
- return;
-
- for (ShaderProgramMap::Iterator i = shaderPrograms_.Begin(); i != shaderPrograms_.End();)
- {
- ShaderVariation* vs = i->second_->GetVertexShader();
- ShaderVariation* ps = i->second_->GetPixelShader();
-
- if (!vs || !ps || !vs->GetGPUObject() || !ps->GetGPUObject())
- i = shaderPrograms_.Erase(i);
- else
- ++i;
- }
- }
- void Graphics::SetTexture(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();
- }
-
- if (textures_[index] != texture)
- {
- if (impl_->activeTexture_ != index)
- {
- glActiveTexture(GL_TEXTURE0 + index);
- impl_->activeTexture_ = index;
- }
-
- if (texture)
- {
- unsigned glType = texture->GetTarget();
- if (glType != textureTypes_[index])
- {
- if (textureTypes_[index])
- glDisable(textureTypes_[index]);
-
- glEnable(glType);
- textureTypes_[index] = glType;
- }
-
- glBindTexture(glType, texture->GetGPUObject());
-
- if (texture->GetParametersDirty())
- texture->UpdateParameters();
- }
- else
- {
- if (textureTypes_[index])
- glBindTexture(textureTypes_[index], 0);
- }
-
- textures_[index] = texture;
- }
- else
- {
- if (texture && texture->GetParametersDirty())
- {
- if (impl_->activeTexture_ != index)
- {
- glActiveTexture(GL_TEXTURE0 + index);
- impl_->activeTexture_ = index;
- }
-
- glBindTexture(texture->GetTarget(), texture->GetGPUObject());
- texture->UpdateParameters();
- }
- }
- }
- void Graphics::SetTextureForUpdate(Texture* texture)
- {
- if (impl_->activeTexture_ != 0)
- {
- glActiveTexture(GL_TEXTURE0);
- impl_->activeTexture_ = 0;
- }
-
- glBindTexture(texture->GetTarget(), texture->GetGPUObject());
- textures_[0] = texture;
- }
- void Graphics::SetDefaultTextureFilterMode(TextureFilterMode mode)
- {
- if (mode != defaultTextureFilterMode_)
- {
- defaultTextureFilterMode_ = mode;
- SetTextureParametersDirty();
- }
- }
- void Graphics::SetTextureAnisotropy(unsigned level)
- {
- if (level != textureAnisotropy_)
- {
- textureAnisotropy_ = level;
- SetTextureParametersDirty();
- }
- }
- void Graphics::SetTextureParametersDirty()
- {
- MutexLock lock(gpuObjectMutex_);
-
- for (Vector<GPUObject*>::Iterator i = gpuObjects_.Begin(); i != gpuObjects_.End(); ++i)
- {
- Texture* texture = dynamic_cast<Texture*>(*i);
- if (texture)
- texture->SetParametersDirty();
- }
- }
- void Graphics::ResetRenderTargets()
- {
- for (unsigned i = 0; i < MAX_RENDERTARGETS; ++i)
- SetRenderTarget(i, (RenderSurface*)0);
- SetDepthStencil((RenderSurface*)0);
- SetViewport(IntRect(0, 0, width_, height_));
- }
- void Graphics::ResetRenderTarget(unsigned index)
- {
- SetRenderTarget(index, (RenderSurface*)0);
- }
- void Graphics::ResetDepthStencil()
- {
- SetDepthStencil((RenderSurface*)0);
- }
- void Graphics::SetRenderTarget(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(i, textures_[i]->GetBackupTexture());
- }
- }
-
- impl_->fboDirty_ = true;
- }
- }
- void Graphics::SetRenderTarget(unsigned index, Texture2D* texture)
- {
- RenderSurface* renderTarget = 0;
- if (texture)
- renderTarget = texture->GetRenderSurface();
-
- SetRenderTarget(index, renderTarget);
- }
- void Graphics::SetDepthStencil(RenderSurface* depthStencil)
- {
- // 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
- if (renderTargets_[0] && !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_)
- {
- int searchKey = (width << 16) | height;
- HashMap<int, SharedPtr<Texture2D> >::Iterator i = depthTextures_.Find(searchKey);
- if (i != depthTextures_.End())
- depthStencil = i->second_->GetRenderSurface();
- else
- {
- SharedPtr<Texture2D> newDepthTexture(new Texture2D(context_));
- newDepthTexture->SetSize(width, height, GetDepthStencilFormat(), TEXTURE_DEPTHSTENCIL);
- depthTextures_[searchKey] = newDepthTexture;
- depthStencil = newDepthTexture->GetRenderSurface();
- }
- }
- }
-
- if (depthStencil != depthStencil_)
- {
- depthStencil_ = depthStencil;
- impl_->fboDirty_ = true;
- }
- }
- void Graphics::SetDepthStencil(Texture2D* texture)
- {
- RenderSurface* depthStencil = 0;
- if (texture)
- depthStencil = texture->GetRenderSurface();
-
- SetDepthStencil(depthStencil);
- }
- void Graphics::SetViewport(const IntRect& rect)
- {
- if (impl_->fboDirty_)
- CommitFramebuffer();
-
- IntVector2 rtSize = GetRenderTargetDimensions();
-
- 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(false);
- }
- void Graphics::SetBlendMode(BlendMode mode)
- {
- if (mode != blendMode_)
- {
- if (mode == BLEND_REPLACE)
- glDisable(GL_BLEND);
- else
- {
- glEnable(GL_BLEND);
- glBlendFunc(glSrcBlend[mode], glDestBlend[mode]);
- glBlendEquation(glBlendOp[mode]);
- }
-
- blendMode_ = mode;
- }
- }
- void Graphics::SetColorWrite(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(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(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 dependant on depth buffer bitdepth, apply in the projection matrix instead
- float adjustedSlopeScaledBias = slopeScaledBias + 1.0f;
- glEnable(GL_POLYGON_OFFSET_FILL);
- glPolygonOffset(adjustedSlopeScaledBias, 0.0f);
- }
- else
- glDisable(GL_POLYGON_OFFSET_FILL);
- #endif
-
- constantDepthBias_ = constantBias;
- slopeScaledDepthBias_ = slopeScaledBias;
- shaderParameterSources_[SP_CAMERA] = (const void*)M_MAX_UNSIGNED;
- }
- }
- void Graphics::SetDepthTest(CompareMode mode)
- {
- if (mode != depthTestMode_)
- {
- glDepthFunc(glCmpFunc[mode]);
- depthTestMode_ = mode;
- }
- }
- void Graphics::SetDepthWrite(bool enable)
- {
- if (enable != depthWrite_)
- {
- glDepthMask(enable ? GL_TRUE : GL_FALSE);
- depthWrite_ = enable;
- }
- }
- void Graphics::SetDrawAntialiased(bool enable)
- {
- if (enable != drawAntialiased_)
- {
- #ifndef GL_ES_VERSION_2_0
- if (enable)
- glEnable(GL_MULTISAMPLE);
- else
- glDisable(GL_MULTISAMPLE);
- #endif
- drawAntialiased_ = enable;
- }
- }
- void Graphics::SetFillMode(FillMode mode)
- {
- #ifndef GL_ES_VERSION_2_0
- if (mode != fillMode_)
- {
- glPolygonMode(GL_FRONT_AND_BACK, glFillMode[mode]);
- fillMode_ = mode;
- }
- #endif
- }
- void Graphics::SetScissorTest(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());
- 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(bool enable, const IntRect& rect)
- {
- IntVector2 rtSize(GetRenderTargetDimensions());
- 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(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;
- Vector4 planeVec = clipPlane.Transformed(viewProj).ToVector4();
-
- GLdouble planeData[4];
- planeData[0] = planeVec.x_;
- planeData[1] = planeVec.y_;
- planeData[2] = planeVec.z_;
- planeData[3] = planeVec.w_;
-
- glClipPlane(GL_CLIP_PLANE0, &planeData[0]);
- }
- #endif
- }
- void Graphics::SetStreamFrequency(unsigned index, unsigned frequency)
- {
- }
- void Graphics::ResetStreamFrequencies()
- {
- }
- void Graphics::SetStencilTest(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
- }
- void Graphics::SetForceSM2(bool enable)
- {
- }
- void Graphics::BeginDumpShaders(const String& fileName)
- {
- shaderPrecache_ = new ShaderPrecache(context_, fileName);
- }
- void Graphics::EndDumpShaders()
- {
- shaderPrecache_.Reset();
- }
- void Graphics::PrecacheShaders(Deserializer& source)
- {
- PROFILE(PrecacheShaders);
-
- ShaderPrecache::LoadShaders(this, source);
- }
- bool Graphics::IsInitialized() const
- {
- return impl_->window_ != 0;
- }
- bool Graphics::IsDeviceLost() const
- {
- // On iOS treat window minimization as device loss, as it is forbidden to access OpenGL when minimized
- #ifdef IOS
- if (impl_->window_ && (SDL_GetWindowFlags(impl_->window_) & SDL_WINDOW_MINIMIZED) != 0)
- return true;
- #endif
- return impl_->context_ == 0;
- }
- IntVector2 Graphics::GetWindowPosition() const
- {
- if (impl_->window_)
- return position_;
- return IntVector2::ZERO;
- }
- PODVector<IntVector2> Graphics::GetResolutions() const
- {
- PODVector<IntVector2> ret;
- unsigned numModes = SDL_GetNumDisplayModes(0);
-
- for (unsigned i = 0; i < numModes; ++i)
- {
- SDL_DisplayMode mode;
- SDL_GetDisplayMode(0, i, &mode);
- int width = mode.w;
- int height = mode.h;
-
- // Store mode if unique
- bool unique = true;
- for (unsigned j = 0; j < ret.Size(); ++j)
- {
- if (ret[j].x_ == width && ret[j].y_ == height)
- {
- unique = false;
- break;
- }
- }
-
- if (unique)
- ret.Push(IntVector2(width, height));
- }
-
- return ret;
- }
- PODVector<int> Graphics::GetMultiSampleLevels() const
- {
- PODVector<int> ret;
- // No multisampling always supported
- ret.Push(1);
- /// \todo Implement properly, if possible
-
- return ret;
- }
- IntVector2 Graphics::GetDesktopResolution() const
- {
- #if !defined(ANDROID) && !defined(IOS)
- SDL_DisplayMode mode;
- SDL_GetDesktopDisplayMode(0, &mode);
- return IntVector2(mode.w, mode.h);
- #else
- // SDL_GetDesktopDisplayMode() may not work correctly on mobile platforms. Rather return the window size
- return IntVector2(width_, height_);
- #endif
- }
- unsigned Graphics::GetFormat(CompressedFormat format) const
- {
- switch (format)
- {
- case CF_RGBA:
- return GL_RGBA;
-
- case CF_DXT1:
- return dxtTextureSupport_ ? GL_COMPRESSED_RGBA_S3TC_DXT1_EXT : 0;
- #ifndef GL_ES_VERSION_2_0
- case CF_DXT3:
- return dxtTextureSupport_ ? GL_COMPRESSED_RGBA_S3TC_DXT3_EXT : 0;
-
- case CF_DXT5:
- return dxtTextureSupport_ ? GL_COMPRESSED_RGBA_S3TC_DXT5_EXT : 0;
- #else
- case CF_ETC1:
- return etcTextureSupport_ ? GL_ETC1_RGB8_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;
- }
- }
- ShaderVariation* Graphics::GetShader(ShaderType type, const String& name, const String& defines) const
- {
- return GetShader(type, name.CString(), defines.CString());
- }
- ShaderVariation* Graphics::GetShader(ShaderType type, const char* name, const char* defines) const
- {
- if (lastShaderName_ != name || !lastShader_)
- {
- ResourceCache* 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 0;
-
- lastShader_ = cache->GetResource<Shader>(fullShaderName);
- lastShaderName_ = name;
- }
-
- return lastShader_ ? lastShader_->GetVariation(type, defines) : (ShaderVariation*)0;
- }
- VertexBuffer* Graphics::GetVertexBuffer(unsigned index) const
- {
- return index < MAX_VERTEX_STREAMS ? vertexBuffers_[index] : 0;
- }
- TextureUnit Graphics::GetTextureUnit(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(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(unsigned index) const
- {
- return index < MAX_TEXTURE_UNITS ? textures_[index] : 0;
- }
- RenderSurface* Graphics::GetRenderTarget(unsigned index) const
- {
- return index < MAX_RENDERTARGETS ? renderTargets_[index] : 0;
- }
- unsigned Graphics::GetStreamFrequency(unsigned index) const
- {
- return 0;
- }
- IntVector2 Graphics::GetRenderTargetDimensions() 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::WindowResized()
- {
- if (!impl_->window_)
- return;
- int newWidth, newHeight;
-
- SDL_GetWindowSize(impl_->window_, &newWidth, &newHeight);
- if (newWidth == width_ && newHeight == height_)
- return;
- width_ = newWidth;
- height_ = newHeight;
-
- // Reset rendertargets and viewport for the new screen size
- ResetRenderTargets();
-
- LOGDEBUGF("Window was resized to %dx%d", width_, height_);
-
- using namespace ScreenMode;
-
- VariantMap& eventData = GetEventDataMap();
- eventData[P_WIDTH] = width_;
- eventData[P_HEIGHT] = height_;
- eventData[P_FULLSCREEN] = fullscreen_;
- eventData[P_RESIZABLE] = resizable_;
- eventData[P_BORDERLESS] = borderless_;
- SendEvent(E_SCREENMODE, eventData);
- }
- void Graphics::WindowMoved()
- {
- if (!impl_->window_)
- return;
- int newX, newY;
- SDL_GetWindowPosition(impl_->window_, &newX, &newY);
- if (newX == position_.x_ && newY == position_.y_)
- return;
- position_.x_ = newX;
- position_.y_ = newY;
- LOGDEBUGF("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::AddGPUObject(GPUObject* object)
- {
- MutexLock lock(gpuObjectMutex_);
-
- gpuObjects_.Push(object);
- }
- void Graphics::RemoveGPUObject(GPUObject* object)
- {
- MutexLock lock(gpuObjectMutex_);
-
- gpuObjects_.Remove(object);
- }
- void* Graphics::ReserveScratchBuffer(unsigned size)
- {
- if (!size)
- return 0;
-
- if (size > maxScratchBufferRequest_)
- maxScratchBufferRequest_ = size;
-
- // First check for a free buffer that is large enough
- for (Vector<ScratchBuffer>::Iterator i = scratchBuffers_.Begin(); i != scratchBuffers_.End(); ++i)
- {
- if (!i->reserved_ && i->size_ >= size)
- {
- i->reserved_ = true;
- return i->data_.Get();
- }
- }
-
- // Then check if a free buffer can be resized
- for (Vector<ScratchBuffer>::Iterator i = scratchBuffers_.Begin(); i != scratchBuffers_.End(); ++i)
- {
- if (!i->reserved_)
- {
- i->data_ = new unsigned char[size];
- i->size_ = size;
- i->reserved_ = true;
- return i->data_.Get();
- }
- }
-
- // Finally allocate a new buffer
- ScratchBuffer newBuffer;
- newBuffer.data_ = new unsigned char[size];
- newBuffer.size_ = size;
- newBuffer.reserved_ = true;
- scratchBuffers_.Push(newBuffer);
- return newBuffer.data_.Get();
- }
- void Graphics::FreeScratchBuffer(void* buffer)
- {
- if (!buffer)
- return;
-
- for (Vector<ScratchBuffer>::Iterator i = scratchBuffers_.Begin(); i != scratchBuffers_.End(); ++i)
- {
- if (i->reserved_ && i->data_.Get() == buffer)
- {
- i->reserved_ = false;
- return;
- }
- }
-
- LOGWARNING("Reserved scratch buffer " + ToStringHex((unsigned)(size_t)buffer) + " not found");
- }
- void Graphics::CleanupScratchBuffers()
- {
- for (Vector<ScratchBuffer>::Iterator i = scratchBuffers_.Begin(); i != scratchBuffers_.End(); ++i)
- {
- if (!i->reserved_ && i->size_ > maxScratchBufferRequest_ * 2)
- {
- i->data_ = maxScratchBufferRequest_ > 0 ? new unsigned char[maxScratchBufferRequest_] : 0;
- i->size_ = maxScratchBufferRequest_;
- }
- }
-
- maxScratchBufferRequest_ = 0;
- }
- void Graphics::Release(bool clearGPUObjects, bool closeWindow)
- {
- if (!impl_->window_)
- return;
-
- releasingGPUObjects_ = true;
-
- {
- MutexLock lock(gpuObjectMutex_);
-
- if (clearGPUObjects)
- {
- // Shutting down: release all GPU objects that still exist
- for (Vector<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 (Vector<GPUObject*>::Iterator i = gpuObjects_.Begin(); i != gpuObjects_.End(); ++i)
- (*i)->OnDeviceLost();
- SendEvent(E_DEVICELOST);
- }
- }
-
- releasingGPUObjects_ = false;
-
- CleanupFramebuffers(true);
- depthTextures_.Clear();
- shaderPrograms_.Clear();
-
- // End fullscreen mode first to counteract transition and getting stuck problems on OS X
- #if defined(__APPLE__) && !defined(IOS)
- if (closeWindow && fullscreen_ && !externalWindow_)
- SDL_SetWindowFullscreen(impl_->window_, SDL_FALSE);
- #endif
- if (impl_->context_)
- {
- // Do not log this message if we are exiting
- if (!clearGPUObjects)
- LOGINFO("OpenGL context lost");
-
- SDL_GL_DeleteContext(impl_->context_);
- impl_->context_ = 0;
- }
-
- if (closeWindow)
- {
- SDL_ShowCursor(SDL_TRUE);
-
- // Do not destroy external window except when shutting down
- if (!externalWindow_ || clearGPUObjects)
- {
- SDL_DestroyWindow(impl_->window_);
- impl_->window_ = 0;
- }
- }
- }
- void Graphics::Restore()
- {
- if (!impl_->window_)
- return;
-
- #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(false, false);
- }
- #endif
-
- // Ensure first that the context exists
- if (!impl_->context_)
- {
- impl_->context_ = SDL_GL_CreateContext(impl_->window_);
- #ifdef IOS
- glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&impl_->systemFbo_);
- #endif
-
- ResetCachedState();
- }
- if (!impl_->context_)
- return;
-
- // 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);
-
- {
- MutexLock lock(gpuObjectMutex_);
-
- for (Vector<GPUObject*>::Iterator i = gpuObjects_.Begin(); i != gpuObjects_.End(); ++i)
- (*i)->OnDeviceReset();
- }
- SendEvent(E_DEVICERESET);
- }
- void Graphics::Maximize()
- {
- if (!impl_->window_)
- return;
- SDL_MaximizeWindow(impl_->window_);
- }
- void Graphics::Minimize()
- {
- if (!impl_->window_)
- return;
- SDL_MinimizeWindow(impl_->window_);
- }
- void Graphics::CleanupRenderSurface(RenderSurface* surface)
- {
- if (!surface)
- return;
-
- // Flush pending FBO changes first if any
- CommitFramebuffer();
-
- 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_)
- {
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, i->second_.fbo_);
- currentFbo = i->second_.fbo_;
- }
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + j, GL_TEXTURE_2D, 0, 0);
- i->second_.colorAttachments_[j] = 0;
- // Mark drawbuffer bits to need recalculation
- i->second_.drawBuffers_ = M_MAX_UNSIGNED;
- }
- }
- if (i->second_.depthAttachment_ == surface)
- {
- if (currentFbo != i->second_.fbo_)
- {
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, i->second_.fbo_);
- currentFbo = i->second_.fbo_;
- }
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0);
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0);
- i->second_.depthAttachment_ = 0;
- }
- }
-
- // Restore previously bound FBO now if needed
- if (currentFbo != impl_->boundFbo_)
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, impl_->boundFbo_);
- }
- void Graphics::MarkFBODirty()
- {
- impl_->fboDirty_ = true;
- }
- unsigned Graphics::GetAlphaFormat()
- {
- return GL_ALPHA;
- }
- unsigned Graphics::GetLuminanceFormat()
- {
- return GL_LUMINANCE;
- }
- unsigned Graphics::GetLuminanceAlphaFormat()
- {
- return GL_LUMINANCE_ALPHA;
- }
- unsigned Graphics::GetRGBFormat()
- {
- return GL_RGB;
- }
- unsigned Graphics::GetRGBAFormat()
- {
- return GL_RGBA;
- }
- unsigned Graphics::GetRGBA16Format()
- {
- #ifndef GL_ES_VERSION_2_0
- return GL_RGBA16;
- #else
- return GL_RGBA;
- #endif
- }
- unsigned Graphics::GetRGBAFloat16Format()
- {
- #ifndef GL_ES_VERSION_2_0
- return GL_RGBA16F_ARB;
- #else
- return GL_RGBA;
- #endif
- }
- unsigned Graphics::GetRGBAFloat32Format()
- {
- #ifndef GL_ES_VERSION_2_0
- return GL_RGBA32F_ARB;
- #else
- return GL_RGBA;
- #endif
- }
- unsigned Graphics::GetRG16Format()
- {
- #ifndef GL_ES_VERSION_2_0
- return GL_RG16;
- #else
- return GL_RGBA;
- #endif
- }
- unsigned Graphics::GetRGFloat16Format()
- {
- #ifndef GL_ES_VERSION_2_0
- return GL_RG16F;
- #else
- return GL_RGBA;
- #endif
- }
- unsigned Graphics::GetRGFloat32Format()
- {
- #ifndef GL_ES_VERSION_2_0
- return GL_RG32F;
- #else
- return GL_RGBA;
- #endif
- }
- unsigned Graphics::GetFloat16Format()
- {
- #ifndef GL_ES_VERSION_2_0
- return GL_LUMINANCE16F_ARB;
- #else
- return GL_LUMINANCE;
- #endif
- }
- unsigned Graphics::GetFloat32Format()
- {
- #ifndef GL_ES_VERSION_2_0
- return GL_LUMINANCE32F_ARB;
- #else
- return GL_LUMINANCE;
- #endif
- }
- unsigned Graphics::GetLinearDepthFormat()
- {
- // OpenGL FBO specs state that color attachments must have the same format; therefore must encode linear depth to RGBA
- // manually if not using a readable hardware depth texture
- return GL_RGBA;
- }
- unsigned Graphics::GetDepthStencilFormat()
- {
- #ifndef GL_ES_VERSION_2_0
- return GL_DEPTH24_STENCIL8_EXT;
- #else
- return glesDepthStencilFormat;
- #endif
- }
- unsigned Graphics::GetFormat(const String& formatName)
- {
- String nameLower = formatName.ToLower().Trimmed();
-
- if (nameLower == "a")
- return GetAlphaFormat();
- if (nameLower == "l")
- return GetLuminanceFormat();
- if (nameLower == "la")
- return GetLuminanceAlphaFormat();
- if (nameLower == "rgb")
- return GetRGBFormat();
- if (nameLower == "rgba")
- return GetRGBAFormat();
- if (nameLower == "rgba16")
- return GetRGBA16Format();
- if (nameLower == "rgba16f")
- return GetRGBAFloat16Format();
- if (nameLower == "rgba32f")
- return GetRGBAFloat32Format();
- if (nameLower == "rg16")
- return GetRG16Format();
- if (nameLower == "rg16f")
- return GetRGFloat16Format();
- if (nameLower == "rg32f")
- return GetRGFloat32Format();
- if (nameLower == "r16f")
- return GetFloat16Format();
- if (nameLower == "r32f" || nameLower == "float")
- return GetFloat32Format();
- if (nameLower == "lineardepth" || nameLower == "depth")
- return GetLinearDepthFormat();
- if (nameLower == "d24s8")
- return GetDepthStencilFormat();
-
- return GetRGBFormat();
- }
- void Graphics::CreateWindowIcon()
- {
- if (windowIcon_)
- {
- SDL_Surface* surface = windowIcon_->GetSDLSurface();
- if (surface)
- {
- SDL_SetWindowIcon(impl_->window_, surface);
- SDL_FreeSurface(surface);
- }
- }
- }
- void Graphics::CheckFeatureSupport(String& extensions)
- {
- // Check supported features: light pre-pass, deferred rendering and hardware depth texture
- lightPrepassSupport_ = false;
- deferredSupport_ = false;
-
- int numSupportedRTs = 1;
-
- #ifndef GL_ES_VERSION_2_0
- glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &numSupportedRTs);
-
- // If hardware depth is not supported, 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)
- // On OS X 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();
- #endif
-
- #else
- // Check for best supported depth renderbuffer format for GLES2
- if (CheckExtension(extensions, "GL_OES_depth24"))
- glesDepthStencilFormat = GL_DEPTH_COMPONENT24_OES;
- if (CheckExtension(extensions, "GL_OES_packed_depth_stencil"))
- glesDepthStencilFormat = GL_DEPTH24_STENCIL8_OES;
- if (!CheckExtension(extensions, "GL_OES_depth_texture"))
- {
- shadowMapFormat_ = 0;
- hiresShadowMapFormat_ = 0;
- }
- else
- {
- #ifdef IOS
- // 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;
- }
- #endif
- }
- void Graphics::CommitFramebuffer()
- {
- if (!impl_->fboDirty_)
- return;
-
- impl_->fboDirty_ = false;
-
- // First check if no framebuffer is needed. In that case simply return to backbuffer rendering
- bool noFbo = !depthStencil_;
- if (noFbo)
- {
- for (unsigned i = 0; i < MAX_RENDERTARGETS; ++i)
- {
- if (renderTargets_[i])
- {
- noFbo = false;
- break;
- }
- }
- }
-
- if (noFbo)
- {
- if (impl_->boundFbo_ != impl_->systemFbo_)
- {
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 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();
- unsigned format = 0;
- if (renderTargets_[0])
- format = renderTargets_[0]->GetParentTexture()->GetFormat();
- else if (depthStencil_)
- format = depthStencil_->GetParentTexture()->GetFormat();
-
- unsigned long long fboKey = (rtSize.x_ << 16 | rtSize.y_) | (((unsigned long long)format) << 32);
-
- HashMap<unsigned long long, FrameBufferObject>::Iterator i = impl_->frameBuffers_.Find(fboKey);
- if (i == impl_->frameBuffers_.End())
- {
- FrameBufferObject newFbo;
- glGenFramebuffersEXT(1, &newFbo.fbo_);
- i = impl_->frameBuffers_.Insert(MakePair(fboKey, newFbo));
- }
-
- i->second_.useTimer_.Reset();
-
- if (impl_->boundFbo_ != i->second_.fbo_)
- {
- glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 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 i = 0; i < MAX_RENDERTARGETS; ++i)
- {
- if (renderTargets_[i])
- newDrawBuffers |= 1 << i;
- }
-
- 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 i = 0; i < MAX_RENDERTARGETS; ++i)
- {
- if (renderTargets_[i])
- drawBufferIds[drawBufferCount++] = GL_COLOR_ATTACHMENT0_EXT + i;
- }
- 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();
-
- // If texture's parameters are dirty, update before attaching
- if (texture->GetParametersDirty())
- {
- SetTextureForUpdate(texture);
- texture->UpdateParameters();
- SetTexture(0, 0);
- }
-
- if (i->second_.colorAttachments_[j] != renderTargets_[j])
- {
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + j, renderTargets_[j]->GetTarget(),
- texture->GetGPUObject(), 0);
- i->second_.colorAttachments_[j] = renderTargets_[j];
- }
- }
- else
- {
- if (i->second_.colorAttachments_[j])
- {
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + j, GL_TEXTURE_2D, 0, 0);
- i->second_.colorAttachments_[j] = 0;
- }
- }
- }
-
- 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(texture);
- texture->UpdateParameters();
- SetTexture(0, 0);
- }
- if (i->second_.depthAttachment_ != depthStencil_)
- {
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, texture->GetGPUObject(), 0);
- if (hasStencil)
- {
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D,
- texture->GetGPUObject(), 0);
- }
- else
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0);
-
- i->second_.depthAttachment_ = depthStencil_;
- }
- }
- else
- {
- if (i->second_.depthAttachment_ != depthStencil_)
- {
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, renderBufferID);
- if (hasStencil)
- {
- glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT,
- renderBufferID);
- }
- else
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0);
-
- i->second_.depthAttachment_ = depthStencil_;
- }
- }
- }
- else
- {
- if (i->second_.depthAttachment_)
- {
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0);
- glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0);
- i->second_.depthAttachment_ = 0;
- }
- }
-
- #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
- }
- bool Graphics::CheckFramebuffer()
- {
- return glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT;
- }
- void Graphics::CleanupFramebuffers(bool force)
- {
- if (!IsDeviceLost())
- {
- for (HashMap<unsigned long long, FrameBufferObject>::Iterator i = impl_->frameBuffers_.Begin();
- i != impl_->frameBuffers_.End();)
- {
- if (i->second_.fbo_ != impl_->boundFbo_ && (force || i->second_.useTimer_.GetMSec(false) >
- MAX_FRAMEBUFFER_AGE))
- {
- glDeleteFramebuffersEXT(1, &i->second_.fbo_);
- i = impl_->frameBuffers_.Erase(i);
- }
- else
- ++i;
- }
- }
- else
- {
- impl_->boundFbo_ = 0;
- impl_->frameBuffers_.Clear();
- }
- }
- void Graphics::ResetCachedState()
- {
- for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
- {
- vertexBuffers_[i] = 0;
- elementMasks_[i] = 0;
- }
-
- for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
- {
- textures_[i] = 0;
- textureTypes_[i] = 0;
- }
-
- for (unsigned i = 0; i < MAX_RENDERTARGETS; ++i)
- renderTargets_[i] = 0;
-
- depthStencil_ = 0;
- viewport_ = IntRect(0, 0, 0, 0);
- indexBuffer_ = 0;
- vertexShader_ = 0;
- pixelShader_ = 0;
- shaderProgram_ = 0;
- blendMode_ = BLEND_REPLACE;
- textureAnisotropy_ = 1;
- colorWrite_ = true;
- cullMode_ = CULL_NONE;
- constantDepthBias_ = 0.0f;
- slopeScaledDepthBias_ = 0.0f;
- depthTestMode_ = CMP_ALWAYS;
- depthWrite_ = 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;
- drawAntialiased_ = true;
- lastInstanceOffset_ = 0;
- impl_->activeTexture_ = 0;
- impl_->enabledAttributes_ = 0;
- impl_->boundFbo_ = impl_->systemFbo_;
- impl_->sRGBWrite_ = false;
-
- // Set initial state to match Direct3D
- if (impl_->context_)
- {
- glEnable(GL_DEPTH_TEST);
- SetCullMode(CULL_CCW);
- SetDepthTest(CMP_LESSEQUAL);
- SetDepthWrite(true);
- }
- }
- void Graphics::SetTextureUnitMappings()
- {
- textureUnits_["DiffMap"] = TU_DIFFUSE;
- textureUnits_["DiffCubeMap"] = TU_DIFFUSE;
- textureUnits_["NormalMap"] = TU_NORMAL;
- 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;
- textureUnits_["FaceSelectCubeMap"] = TU_FACESELECT;
- textureUnits_["IndirectionCubeMap"] = TU_INDIRECTION;
- textureUnits_["AlbedoBuffer"] = TU_ALBEDOBUFFER;
- textureUnits_["NormalBuffer"] = TU_NORMALBUFFER;
- textureUnits_["DepthBuffer"] = TU_DEPTHBUFFER;
- textureUnits_["LightBuffer"] = TU_LIGHTBUFFER;
- textureUnits_["VolumeMap"] = TU_VOLUMEMAP;
- textureUnits_["ZoneCubeMap"] = TU_ZONE;
- textureUnits_["ZoneVolumeMap"] = TU_ZONE;
- }
- void RegisterGraphicsLibrary(Context* context)
- {
- Animation::RegisterObject(context);
- Material::RegisterObject(context);
- Model::RegisterObject(context);
- Shader::RegisterObject(context);
- Technique::RegisterObject(context);
- Texture2D::RegisterObject(context);
- Texture3D::RegisterObject(context);
- TextureCube::RegisterObject(context);
- Camera::RegisterObject(context);
- Drawable::RegisterObject(context);
- Light::RegisterObject(context);
- StaticModel::RegisterObject(context);
- StaticModelGroup::RegisterObject(context);
- Skybox::RegisterObject(context);
- AnimatedModel::RegisterObject(context);
- AnimationController::RegisterObject(context);
- BillboardSet::RegisterObject(context);
- ParticleEffect::RegisterObject(context);
- ParticleEmitter::RegisterObject(context);
- CustomGeometry::RegisterObject(context);
- DecalSet::RegisterObject(context);
- Terrain::RegisterObject(context);
- TerrainPatch::RegisterObject(context);
- DebugRenderer::RegisterObject(context);
- Octree::RegisterObject(context);
- Zone::RegisterObject(context);
- }
- }
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