osb/source/application/StarRenderer_opengl20.cpp

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#include "StarRenderer_opengl20.hpp"
#include "StarJsonExtra.hpp"
#include "StarCasting.hpp"
#include "StarLogging.hpp"
namespace Star {
size_t const MultiTextureCount = 4;
char const* DefaultVertexShader = R"SHADER(
#version 110
uniform vec2 textureSize0;
uniform vec2 textureSize1;
uniform vec2 textureSize2;
uniform vec2 textureSize3;
uniform vec2 screenSize;
uniform mat3 vertexTransform;
attribute vec2 vertexPosition;
attribute vec2 vertexTextureCoordinate;
attribute float vertexTextureIndex;
attribute vec4 vertexColor;
attribute float vertexParam1;
varying vec2 fragmentTextureCoordinate;
varying float fragmentTextureIndex;
varying vec4 fragmentColor;
void main() {
vec2 screenPosition = (vertexTransform * vec3(vertexPosition, 1.0)).xy;
gl_Position = vec4(screenPosition / screenSize * 2.0 - 1.0, 0.0, 1.0);
if (vertexTextureIndex > 2.9) {
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize3;
} else if (vertexTextureIndex > 1.9) {
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize2;
} else if (vertexTextureIndex > 0.9) {
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize1;
} else {
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize0;
}
fragmentTextureIndex = vertexTextureIndex;
fragmentColor = vertexColor;
}
)SHADER";
char const* DefaultFragmentShader = R"SHADER(
#version 110
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform sampler2D texture3;
varying vec2 fragmentTextureCoordinate;
varying float fragmentTextureIndex;
varying vec4 fragmentColor;
void main() {
if (fragmentTextureIndex > 2.9) {
gl_FragColor = texture2D(texture3, fragmentTextureCoordinate) * fragmentColor;
} else if (fragmentTextureIndex > 1.9) {
gl_FragColor = texture2D(texture2, fragmentTextureCoordinate) * fragmentColor;
} else if (fragmentTextureIndex > 0.9) {
gl_FragColor = texture2D(texture1, fragmentTextureCoordinate) * fragmentColor;
} else {
gl_FragColor = texture2D(texture0, fragmentTextureCoordinate) * fragmentColor;
}
}
)SHADER";
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OpenGl20Renderer::OpenGl20Renderer() {
if (glewInit() != GLEW_OK)
throw RendererException("Could not initialize GLEW");
if (!GLEW_VERSION_2_0)
throw RendererException("OpenGL 2.0 not available!");
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Logger::info("OpenGL version: '{}' vendor: '{}' renderer: '{}' shader: '{}'",
(const char*)glGetString(GL_VERSION),
(const char*)glGetString(GL_VENDOR),
(const char*)glGetString(GL_RENDERER),
(const char*)glGetString(GL_SHADING_LANGUAGE_VERSION));
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glClearColor(0.0, 0.0, 0.0, 1.0);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_DEPTH_TEST);
m_whiteTexture = createGlTexture(Image::filled({1, 1}, Vec4B(255, 255, 255, 255), PixelFormat::RGBA32),
TextureAddressing::Clamp,
TextureFiltering::Nearest);
m_immediateRenderBuffer = createGlRenderBuffer();
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loadEffectConfig("internal", JsonObject(), {{"vertex", DefaultVertexShader}, {"fragment", DefaultFragmentShader}});
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m_limitTextureGroupSize = false;
m_useMultiTexturing = true;
logGlErrorSummary("OpenGL errors during renderer initialization");
}
OpenGl20Renderer::~OpenGl20Renderer() {
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for (auto& effect : m_effects)
glDeleteProgram(effect.second.program);
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m_frameBuffers.clear();
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logGlErrorSummary("OpenGL errors during shutdown");
}
String OpenGl20Renderer::rendererId() const {
return "OpenGL20";
}
Vec2U OpenGl20Renderer::screenSize() const {
return m_screenSize;
}
OpenGl20Renderer::GlFrameBuffer::GlFrameBuffer(Json const& fbConfig) : config(fbConfig) {
texture = createGlTexture(Image(), TextureAddressing::Clamp, TextureFiltering::Nearest);
glBindTexture(GL_TEXTURE_2D, texture->glTextureId());
Vec2U size = jsonToVec2U(config.getArray("size", { 256, 256 }));
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size[0] , size[1], 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glGenFramebuffers(1, &id);
if (!id)
throw RendererException("Failed to create OpenGL framebuffer");
glBindFramebuffer(GL_FRAMEBUFFER, id);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->glTextureId(), 0);
auto framebufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (framebufferStatus != GL_FRAMEBUFFER_COMPLETE)
throw RendererException("OpenGL framebuffer is not complete!");
}
OpenGl20Renderer::GlFrameBuffer::~GlFrameBuffer() {
glDeleteFramebuffers(1, &id);
texture.reset();
}
void OpenGl20Renderer::loadConfig(Json const& config) {
m_frameBuffers.clear();
for (auto& pair : config.getObject("frameBuffers", {}))
m_frameBuffers[pair.first] = make_ref<GlFrameBuffer>(pair.second);
}
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void OpenGl20Renderer::loadEffectConfig(String const& name, Json const& effectConfig, StringMap<String> const& shaders) {
if (m_effects.contains(name)) {
Logger::warn("OpenGL effect {} already exists", name);
switchEffectConfig(name);
return;
}
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GLint status = 0;
char logBuffer[1024];
auto compileShader = [&](GLenum type, String const& name) -> GLuint {
GLuint shader = glCreateShader(type);
auto* source = shaders.ptr(name);
if (!source)
return 0;
char const* sourcePtr = source->utf8Ptr();
glShaderSource(shader, 1, &sourcePtr, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (!status) {
glGetShaderInfoLog(shader, sizeof(logBuffer), NULL, logBuffer);
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throw RendererException(strf("Failed to compile {} shader: {}\n", name, logBuffer));
}
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return shader;
};
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GLuint vertexShader = compileShader(GL_VERTEX_SHADER, "vertex");
GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, "fragment");
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GLuint program = glCreateProgram();
if (vertexShader)
glAttachShader(program, vertexShader);
if (fragmentShader)
glAttachShader(program, fragmentShader);
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glLinkProgram(program);
if (vertexShader)
glDeleteShader(vertexShader);
if (fragmentShader)
glDeleteShader(fragmentShader);
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glGetProgramiv(program, GL_LINK_STATUS, &status);
if (!status) {
glGetProgramInfoLog(program, sizeof(logBuffer), NULL, logBuffer);
glDeleteProgram(program);
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throw RendererException(strf("Failed to link program: {}\n", logBuffer));
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}
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glUseProgram(m_program = program);
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auto& effect = m_effects.emplace(name, Effect()).first->second;
effect.program = m_program;
effect.config = effectConfig;
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m_currentEffect = &effect;
setupGlUniforms(effect);
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for (auto const& p : effectConfig.getObject("effectParameters", {})) {
EffectParameter effectParameter;
effectParameter.parameterUniform = glGetUniformLocation(m_program, p.second.getString("uniform").utf8Ptr());
if (effectParameter.parameterUniform == -1) {
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Logger::warn("OpenGL20 effect parameter '{}' has no associated uniform, skipping", p.first);
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} else {
String type = p.second.getString("type");
if (type == "bool") {
effectParameter.parameterType = RenderEffectParameter::typeIndexOf<bool>();
} else if (type == "int") {
effectParameter.parameterType = RenderEffectParameter::typeIndexOf<int>();
} else if (type == "float") {
effectParameter.parameterType = RenderEffectParameter::typeIndexOf<float>();
} else if (type == "vec2") {
effectParameter.parameterType = RenderEffectParameter::typeIndexOf<Vec2F>();
} else if (type == "vec3") {
effectParameter.parameterType = RenderEffectParameter::typeIndexOf<Vec3F>();
} else if (type == "vec4") {
effectParameter.parameterType = RenderEffectParameter::typeIndexOf<Vec4F>();
} else {
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throw RendererException::format("Unrecognized effect parameter type '{}'", type);
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}
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effect.parameters[p.first] = effectParameter;
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if (Json def = p.second.get("default", {})) {
if (type == "bool") {
setEffectParameter(p.first, def.toBool());
} else if (type == "int") {
setEffectParameter(p.first, (int)def.toInt());
} else if (type == "float") {
setEffectParameter(p.first, def.toFloat());
} else if (type == "vec2") {
setEffectParameter(p.first, jsonToVec2F(def));
} else if (type == "vec3") {
setEffectParameter(p.first, jsonToVec3F(def));
} else if (type == "vec4") {
setEffectParameter(p.first, jsonToVec4F(def));
}
}
}
}
// Assign each texture parameter a texture unit starting with MultiTextureCount, the first
// few texture units are used by the primary textures being drawn. Currently,
// maximum texture units are not checked.
unsigned parameterTextureUnit = MultiTextureCount;
for (auto const& p : effectConfig.getObject("effectTextures", {})) {
EffectTexture effectTexture;
effectTexture.textureUniform = glGetUniformLocation(m_program, p.second.getString("textureUniform").utf8Ptr());
if (effectTexture.textureUniform == -1) {
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Logger::warn("OpenGL20 effect parameter '{}' has no associated uniform, skipping", p.first);
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} else {
effectTexture.textureUnit = parameterTextureUnit++;
glUniform1i(effectTexture.textureUniform, effectTexture.textureUnit);
effectTexture.textureAddressing = TextureAddressingNames.getLeft(p.second.getString("textureAddressing", "clamp"));
effectTexture.textureFiltering = TextureFilteringNames.getLeft(p.second.getString("textureFiltering", "nearest"));
if (auto tsu = p.second.optString("textureSizeUniform")) {
effectTexture.textureSizeUniform = glGetUniformLocation(m_program, tsu->utf8Ptr());
if (effectTexture.textureSizeUniform == -1)
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Logger::warn("OpenGL20 effect parameter '{}' has textureSizeUniform '{}' with no associated uniform", p.first, *tsu);
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}
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effect.textures[p.first] = effectTexture;
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}
}
if (DebugEnabled)
logGlErrorSummary("OpenGL errors setting effect config");
}
void OpenGl20Renderer::setEffectParameter(String const& parameterName, RenderEffectParameter const& value) {
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auto ptr = m_currentEffect->parameters.ptr(parameterName);
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if (!ptr || (ptr->parameterValue && *ptr->parameterValue == value))
return;
if (ptr->parameterType != value.typeIndex())
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throw RendererException::format("OpenGL20Renderer::setEffectParameter '{}' parameter type mismatch", parameterName);
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flushImmediatePrimitives();
if (auto v = value.ptr<bool>())
glUniform1i(ptr->parameterUniform, *v);
else if (auto v = value.ptr<int>())
glUniform1i(ptr->parameterUniform, *v);
else if (auto v = value.ptr<float>())
glUniform1f(ptr->parameterUniform, *v);
else if (auto v = value.ptr<Vec2F>())
glUniform2f(ptr->parameterUniform, (*v)[0], (*v)[1]);
else if (auto v = value.ptr<Vec3F>())
glUniform3f(ptr->parameterUniform, (*v)[0], (*v)[1], (*v)[2]);
else if (auto v = value.ptr<Vec4F>())
glUniform4f(ptr->parameterUniform, (*v)[0], (*v)[1], (*v)[2], (*v)[3]);
ptr->parameterValue = value;
}
void OpenGl20Renderer::setEffectTexture(String const& textureName, Image const& image) {
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auto ptr = m_currentEffect->textures.ptr(textureName);
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if (!ptr)
return;
flushImmediatePrimitives();
if (!ptr->textureValue || ptr->textureValue->textureId == 0) {
ptr->textureValue = createGlTexture(image, ptr->textureAddressing, ptr->textureFiltering);
} else {
glBindTexture(GL_TEXTURE_2D, ptr->textureValue->textureId);
ptr->textureValue->textureSize = image.size();
uploadTextureImage(image.pixelFormat(), image.size(), image.data());
}
if (ptr->textureSizeUniform != -1) {
auto textureSize = ptr->textureValue->glTextureSize();
glUniform2f(ptr->textureSizeUniform, textureSize[0], textureSize[1]);
}
}
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bool OpenGl20Renderer::switchEffectConfig(String const& name) {
flushImmediatePrimitives();
auto find = m_effects.find(name);
if (find == m_effects.end())
return false;
Effect& effect = find->second;
if (m_currentEffect == &effect)
return true;
if (auto blitFrameBufferId = effect.config.optString("blitFrameBuffer"))
blitGlFrameBuffer(getGlFrameBuffer(*blitFrameBufferId));
if (auto frameBufferId = effect.config.optString("frameBuffer"))
switchGlFrameBuffer(getGlFrameBuffer(*frameBufferId));
else {
m_currentFrameBuffer.reset();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
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glUseProgram(m_program = effect.program);
setupGlUniforms(effect);
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m_currentEffect = &effect;
return true;
}
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void OpenGl20Renderer::setScissorRect(Maybe<RectI> const& scissorRect) {
if (scissorRect == m_scissorRect)
return;
flushImmediatePrimitives();
m_scissorRect = scissorRect;
if (m_scissorRect) {
glEnable(GL_SCISSOR_TEST);
glScissor(m_scissorRect->xMin(), m_scissorRect->yMin(), m_scissorRect->width(), m_scissorRect->height());
} else {
glDisable(GL_SCISSOR_TEST);
}
}
TexturePtr OpenGl20Renderer::createTexture(Image const& texture, TextureAddressing addressing, TextureFiltering filtering) {
return createGlTexture(texture, addressing, filtering);
}
void OpenGl20Renderer::setSizeLimitEnabled(bool enabled) {
m_limitTextureGroupSize = enabled;
}
void OpenGl20Renderer::setMultiTexturingEnabled(bool enabled) {
m_useMultiTexturing = enabled;
}
TextureGroupPtr OpenGl20Renderer::createTextureGroup(TextureGroupSize textureSize, TextureFiltering filtering) {
int maxTextureSize;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
// Large texture sizes are not always supported
if (textureSize == TextureGroupSize::Large && (m_limitTextureGroupSize || maxTextureSize < 4096))
textureSize = TextureGroupSize::Medium;
unsigned atlasNumCells;
if (textureSize == TextureGroupSize::Large)
atlasNumCells = 256;
else if (textureSize == TextureGroupSize::Medium)
atlasNumCells = 128;
else // TextureGroupSize::Small
atlasNumCells = 64;
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Logger::info("detected supported OpenGL texture size {}, using atlasNumCells {}", maxTextureSize, atlasNumCells);
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auto glTextureGroup = make_shared<GlTextureGroup>(atlasNumCells);
glTextureGroup->textureAtlasSet.textureFiltering = filtering;
m_liveTextureGroups.append(glTextureGroup);
return glTextureGroup;
}
RenderBufferPtr OpenGl20Renderer::createRenderBuffer() {
return createGlRenderBuffer();
}
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List<RenderPrimitive>& OpenGl20Renderer::immediatePrimitives() {
return m_immediatePrimitives;
}
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void OpenGl20Renderer::render(RenderPrimitive primitive) {
m_immediatePrimitives.append(std::move(primitive));
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}
void OpenGl20Renderer::renderBuffer(RenderBufferPtr const& renderBuffer, Mat3F const& transformation) {
flushImmediatePrimitives();
renderGlBuffer(*convert<GlRenderBuffer>(renderBuffer.get()), transformation);
}
void OpenGl20Renderer::flush() {
flushImmediatePrimitives();
}
void OpenGl20Renderer::setScreenSize(Vec2U screenSize) {
m_screenSize = screenSize;
glViewport(0, 0, m_screenSize[0], m_screenSize[1]);
glUniform2f(m_screenSizeUniform, m_screenSize[0], m_screenSize[1]);
for (auto& frameBuffer : m_frameBuffers) {
glBindTexture(GL_TEXTURE_2D, frameBuffer.second->texture->glTextureId());
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_screenSize[0], m_screenSize[1], 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
}
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}
void OpenGl20Renderer::startFrame() {
if (m_scissorRect)
glDisable(GL_SCISSOR_TEST);
for (auto& frameBuffer : m_frameBuffers) {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBuffer.second->id);
glClear(GL_COLOR_BUFFER_BIT);
frameBuffer.second->blitted = false;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClear(GL_COLOR_BUFFER_BIT);
if (m_scissorRect)
glEnable(GL_SCISSOR_TEST);
}
void OpenGl20Renderer::finishFrame() {
flushImmediatePrimitives();
// Make sure that the immediate render buffer doesn't needlessly lock texutres
// from being compressed.
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List<RenderPrimitive> empty;
m_immediateRenderBuffer->set(empty);
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filter(m_liveTextureGroups, [](auto const& p) {
unsigned const CompressionsPerFrame = 1;
if (!p.unique() || p->textureAtlasSet.totalTextures() > 0) {
p->textureAtlasSet.compressionPass(CompressionsPerFrame);
return true;
}
return false;
});
// Blit if another shader hasn't
glBindFramebuffer(GL_FRAMEBUFFER, 0);
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if (DebugEnabled)
logGlErrorSummary("OpenGL errors this frame");
}
OpenGl20Renderer::GlTextureAtlasSet::GlTextureAtlasSet(unsigned atlasNumCells)
: TextureAtlasSet(16, atlasNumCells) {}
GLuint OpenGl20Renderer::GlTextureAtlasSet::createAtlasTexture(Vec2U const& size, PixelFormat pixelFormat) {
GLuint glTextureId;
glGenTextures(1, &glTextureId);
if (glTextureId == 0)
throw RendererException("Could not generate texture in OpenGL20Renderer::TextureGroup::createAtlasTexture()");
glBindTexture(GL_TEXTURE_2D, glTextureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (textureFiltering == TextureFiltering::Nearest) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
} else {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
uploadTextureImage(pixelFormat, size, nullptr);
return glTextureId;
}
void OpenGl20Renderer::GlTextureAtlasSet::destroyAtlasTexture(GLuint const& glTexture) {
glDeleteTextures(1, &glTexture);
}
void OpenGl20Renderer::GlTextureAtlasSet::copyAtlasPixels(
GLuint const& glTexture, Vec2U const& bottomLeft, Image const& image) {
glBindTexture(GL_TEXTURE_2D, glTexture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
GLenum format;
auto pixelFormat = image.pixelFormat();
if (pixelFormat == PixelFormat::RGB24)
format = GL_RGB;
else if (pixelFormat == PixelFormat::RGBA32)
format = GL_RGBA;
else if (pixelFormat == PixelFormat::BGR24)
format = GL_BGR;
else if (pixelFormat == PixelFormat::BGRA32)
format = GL_BGRA;
else
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throw RendererException("Unsupported texture format in OpenGL20Renderer::TextureGroup::copyAtlasPixels");
glTexSubImage2D(GL_TEXTURE_2D, 0, bottomLeft[0], bottomLeft[1], image.width(), image.height(), format, GL_UNSIGNED_BYTE, image.data());
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}
OpenGl20Renderer::GlTextureGroup::GlTextureGroup(unsigned atlasNumCells)
: textureAtlasSet(atlasNumCells) {}
OpenGl20Renderer::GlTextureGroup::~GlTextureGroup() {
textureAtlasSet.reset();
}
TextureFiltering OpenGl20Renderer::GlTextureGroup::filtering() const {
return textureAtlasSet.textureFiltering;
}
TexturePtr OpenGl20Renderer::GlTextureGroup::create(Image const& texture) {
// If the image is empty, or would not fit in the texture atlas with border
// pixels, just create a regular texture
Vec2U atlasTextureSize = textureAtlasSet.atlasTextureSize();
if (texture.empty() || texture.width() + 2 > atlasTextureSize[0] || texture.height() + 2 > atlasTextureSize[1])
return createGlTexture(texture, TextureAddressing::Clamp, textureAtlasSet.textureFiltering);
auto glGroupedTexture = make_ref<GlGroupedTexture>();
glGroupedTexture->parentGroup = shared_from_this();
glGroupedTexture->parentAtlasTexture = textureAtlasSet.addTexture(texture);
return glGroupedTexture;
}
OpenGl20Renderer::GlGroupedTexture::~GlGroupedTexture() {
if (parentAtlasTexture)
parentGroup->textureAtlasSet.freeTexture(parentAtlasTexture);
}
Vec2U OpenGl20Renderer::GlGroupedTexture::size() const {
return parentAtlasTexture->imageSize();
}
TextureFiltering OpenGl20Renderer::GlGroupedTexture::filtering() const {
return parentGroup->filtering();
}
TextureAddressing OpenGl20Renderer::GlGroupedTexture::addressing() const {
return TextureAddressing::Clamp;
}
GLuint OpenGl20Renderer::GlGroupedTexture::glTextureId() const {
return parentAtlasTexture->atlasTexture();
}
Vec2U OpenGl20Renderer::GlGroupedTexture::glTextureSize() const {
return parentGroup->textureAtlasSet.atlasTextureSize();
}
Vec2U OpenGl20Renderer::GlGroupedTexture::glTextureCoordinateOffset() const {
return parentAtlasTexture->atlasTextureCoordinates().min();
}
void OpenGl20Renderer::GlGroupedTexture::incrementBufferUseCount() {
if (bufferUseCount == 0)
parentAtlasTexture->setLocked(true);
++bufferUseCount;
}
void OpenGl20Renderer::GlGroupedTexture::decrementBufferUseCount() {
starAssert(bufferUseCount != 0);
if (bufferUseCount == 1)
parentAtlasTexture->setLocked(false);
--bufferUseCount;
}
OpenGl20Renderer::GlLoneTexture::~GlLoneTexture() {
if (textureId != 0)
glDeleteTextures(1, &textureId);
}
Vec2U OpenGl20Renderer::GlLoneTexture::size() const {
return textureSize;
}
TextureFiltering OpenGl20Renderer::GlLoneTexture::filtering() const {
return textureFiltering;
}
TextureAddressing OpenGl20Renderer::GlLoneTexture::addressing() const {
return textureAddressing;
}
GLuint OpenGl20Renderer::GlLoneTexture::glTextureId() const {
return textureId;
}
Vec2U OpenGl20Renderer::GlLoneTexture::glTextureSize() const {
return textureSize;
}
Vec2U OpenGl20Renderer::GlLoneTexture::glTextureCoordinateOffset() const {
return Vec2U();
}
OpenGl20Renderer::GlRenderBuffer::~GlRenderBuffer() {
for (auto const& texture : usedTextures) {
if (auto gt = as<GlGroupedTexture>(texture.get()))
gt->decrementBufferUseCount();
}
for (auto const& vb : vertexBuffers)
glDeleteBuffers(1, &vb.vertexBuffer);
}
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void OpenGl20Renderer::GlRenderBuffer::set(List<RenderPrimitive>& primitives) {
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for (auto const& texture : usedTextures) {
if (auto gt = as<GlGroupedTexture>(texture.get()))
gt->decrementBufferUseCount();
}
usedTextures.clear();
auto oldVertexBuffers = take(vertexBuffers);
List<GLuint> currentTextures;
List<Vec2U> currentTextureSizes;
size_t currentVertexCount = 0;
auto finishCurrentBuffer = [&]() {
if (currentVertexCount > 0) {
GlVertexBuffer vb;
for (size_t i = 0; i < currentTextures.size(); ++i) {
vb.textures.append(GlVertexBufferTexture{currentTextures[i], currentTextureSizes[i]});
}
vb.vertexCount = currentVertexCount;
if (!oldVertexBuffers.empty()) {
auto oldVb = oldVertexBuffers.takeLast();
vb.vertexBuffer = oldVb.vertexBuffer;
glBindBuffer(GL_ARRAY_BUFFER, vb.vertexBuffer);
if (oldVb.vertexCount >= vb.vertexCount)
glBufferSubData(GL_ARRAY_BUFFER, 0, accumulationBuffer.size(), accumulationBuffer.ptr());
else
glBufferData(GL_ARRAY_BUFFER, accumulationBuffer.size(), accumulationBuffer.ptr(), GL_STREAM_DRAW);
} else {
glGenBuffers(1, &vb.vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vb.vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, accumulationBuffer.size(), accumulationBuffer.ptr(), GL_STREAM_DRAW);
}
vertexBuffers.emplace_back(std::move(vb));
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currentTextures.clear();
currentTextureSizes.clear();
accumulationBuffer.clear();
currentVertexCount = 0;
}
};
auto textureCount = useMultiTexturing ? MultiTextureCount : 1;
auto addCurrentTexture = [&](TexturePtr texture) -> pair<uint8_t, Vec2F> {
if (!texture)
texture = whiteTexture;
auto glTexture = as<GlTexture>(texture.get());
GLuint glTextureId = glTexture->glTextureId();
auto textureIndex = currentTextures.indexOf(glTextureId);
if (textureIndex == NPos) {
if (currentTextures.size() >= textureCount)
finishCurrentBuffer();
textureIndex = currentTextures.size();
currentTextures.append(glTextureId);
currentTextureSizes.append(glTexture->glTextureSize());
}
if (auto gt = as<GlGroupedTexture>(texture.get()))
gt->incrementBufferUseCount();
usedTextures.add(std::move(texture));
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return {float(textureIndex), Vec2F(glTexture->glTextureCoordinateOffset())};
};
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auto appendBufferVertex = [&](RenderVertex const& v, float textureIndex, Vec2F textureCoordinateOffset) {
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GlRenderVertex glv {
v.screenCoordinate,
v.textureCoordinate + textureCoordinateOffset,
textureIndex,
v.color,
v.param1
};
accumulationBuffer.append((char const*)&glv, sizeof(GlRenderVertex));
++currentVertexCount;
};
float textureIndex = 0.0f;
Vec2F textureOffset = {};
Texture* lastTexture = nullptr;
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for (auto& primitive : primitives) {
if (auto tri = primitive.ptr<RenderTriangle>()) {
tie(textureIndex, textureOffset) = addCurrentTexture(std::move(tri->texture));
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appendBufferVertex(tri->a, textureIndex, textureOffset);
appendBufferVertex(tri->b, textureIndex, textureOffset);
appendBufferVertex(tri->c, textureIndex, textureOffset);
} else if (auto quad = primitive.ptr<RenderQuad>()) {
tie(textureIndex, textureOffset) = addCurrentTexture(std::move(quad->texture));
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appendBufferVertex(quad->a, textureIndex, textureOffset);
appendBufferVertex(quad->b, textureIndex, textureOffset);
appendBufferVertex(quad->c, textureIndex, textureOffset);
appendBufferVertex(quad->a, textureIndex, textureOffset);
appendBufferVertex(quad->c, textureIndex, textureOffset);
appendBufferVertex(quad->d, textureIndex, textureOffset);
} else if (auto poly = primitive.ptr<RenderPoly>()) {
if (poly->vertexes.size() > 2) {
tie(textureIndex, textureOffset) = addCurrentTexture(std::move(poly->texture));
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for (size_t i = 1; i < poly->vertexes.size() - 1; ++i) {
appendBufferVertex(poly->vertexes[0], textureIndex, textureOffset);
appendBufferVertex(poly->vertexes[i], textureIndex, textureOffset);
appendBufferVertex(poly->vertexes[i + 1], textureIndex, textureOffset);
}
}
}
}
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vertexBuffers.reserve(primitives.size() * 6);
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finishCurrentBuffer();
for (auto const& vb : oldVertexBuffers)
glDeleteBuffers(1, &vb.vertexBuffer);
}
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bool OpenGl20Renderer::logGlErrorSummary(String prefix) {
if (GLenum error = glGetError()) {
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Logger::error("{}: ", prefix);
do {
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if (error == GL_INVALID_ENUM) {
Logger::error("GL_INVALID_ENUM");
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} else if (error == GL_INVALID_VALUE) {
Logger::error("GL_INVALID_VALUE");
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} else if (error == GL_INVALID_OPERATION) {
Logger::error("GL_INVALID_OPERATION");
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} else if (error == GL_INVALID_FRAMEBUFFER_OPERATION) {
Logger::error("GL_INVALID_FRAMEBUFFER_OPERATION");
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} else if (error == GL_OUT_OF_MEMORY) {
Logger::error("GL_OUT_OF_MEMORY");
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} else if (error == GL_STACK_UNDERFLOW) {
Logger::error("GL_STACK_UNDERFLOW");
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} else if (error == GL_STACK_OVERFLOW) {
Logger::error("GL_STACK_OVERFLOW");
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} else {
Logger::error("<UNRECOGNIZED GL ERROR>");
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}
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} while (error = glGetError());
return true;
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}
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return false;
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}
void OpenGl20Renderer::uploadTextureImage(PixelFormat pixelFormat, Vec2U size, uint8_t const* data) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
GLenum format;
if (pixelFormat == PixelFormat::RGB24)
format = GL_RGB;
else if (pixelFormat == PixelFormat::RGBA32)
format = GL_RGBA;
else if (pixelFormat == PixelFormat::BGR24)
format = GL_BGR;
else if (pixelFormat == PixelFormat::BGRA32)
format = GL_BGRA;
else
throw RendererException("Unsupported texture format in OpenGL20Renderer::uploadTextureImage");
glTexImage2D(GL_TEXTURE_2D, 0, format, size[0], size[1], 0, format, GL_UNSIGNED_BYTE, data);
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}
void OpenGl20Renderer::flushImmediatePrimitives() {
if (m_immediatePrimitives.empty())
return;
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m_immediateRenderBuffer->set(m_immediatePrimitives);
m_immediatePrimitives.resize(0);
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renderGlBuffer(*m_immediateRenderBuffer, Mat3F::identity());
}
auto OpenGl20Renderer::createGlTexture(Image const& image, TextureAddressing addressing, TextureFiltering filtering)
-> RefPtr<GlLoneTexture> {
auto glLoneTexture = make_ref<GlLoneTexture>();
glLoneTexture->textureFiltering = filtering;
glLoneTexture->textureAddressing = addressing;
glLoneTexture->textureSize = image.size();
glGenTextures(1, &glLoneTexture->textureId);
if (glLoneTexture->textureId == 0)
throw RendererException("Could not generate texture in OpenGL20Renderer::createGlTexture");
glBindTexture(GL_TEXTURE_2D, glLoneTexture->textureId);
if (addressing == TextureAddressing::Clamp) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
if (filtering == TextureFiltering::Nearest) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
} else {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
if (!image.empty())
uploadTextureImage(image.pixelFormat(), image.size(), image.data());
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return glLoneTexture;
}
auto OpenGl20Renderer::createGlRenderBuffer() -> shared_ptr<GlRenderBuffer> {
auto glrb = make_shared<GlRenderBuffer>();
glrb->whiteTexture = m_whiteTexture;
glrb->useMultiTexturing = m_useMultiTexturing;
return glrb;
}
void OpenGl20Renderer::renderGlBuffer(GlRenderBuffer const& renderBuffer, Mat3F const& transformation) {
for (auto const& vb : renderBuffer.vertexBuffers) {
glUniformMatrix3fv(m_vertexTransformUniform, 1, GL_TRUE, transformation.ptr());
for (size_t i = 0; i < vb.textures.size(); ++i) {
glUniform2f(m_textureSizeUniforms[i], vb.textures[i].size[0], vb.textures[i].size[1]);
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, vb.textures[i].texture);
}
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for (auto const& p : m_currentEffect->textures) {
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if (p.second.textureValue) {
glActiveTexture(GL_TEXTURE0 + p.second.textureUnit);
glBindTexture(GL_TEXTURE_2D, p.second.textureValue->textureId);
}
}
glBindBuffer(GL_ARRAY_BUFFER, vb.vertexBuffer);
glEnableVertexAttribArray(m_positionAttribute);
glEnableVertexAttribArray(m_texCoordAttribute);
glEnableVertexAttribArray(m_texIndexAttribute);
glEnableVertexAttribArray(m_colorAttribute);
glVertexAttribPointer(m_positionAttribute, 2, GL_FLOAT, GL_FALSE, sizeof(GlRenderVertex), (GLvoid*)offsetof(GlRenderVertex, screenCoordinate));
glVertexAttribPointer(m_texCoordAttribute, 2, GL_FLOAT, GL_FALSE, sizeof(GlRenderVertex), (GLvoid*)offsetof(GlRenderVertex, textureCoordinate));
glVertexAttribPointer(m_texIndexAttribute, 1, GL_FLOAT, GL_FALSE, sizeof(GlRenderVertex), (GLvoid*)offsetof(GlRenderVertex, textureIndex));
glVertexAttribPointer(m_colorAttribute, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(GlRenderVertex), (GLvoid*)offsetof(GlRenderVertex, color));
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if (m_param1Attribute != -1) {
glEnableVertexAttribArray(m_param1Attribute);
glVertexAttribPointer(m_param1Attribute, 1, GL_FLOAT, GL_FALSE, sizeof(GlRenderVertex), (GLvoid*)offsetof(GlRenderVertex, param1));
}
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glDrawArrays(GL_TRIANGLES, 0, vb.vertexCount);
}
}
//Assumes the passed effect program is currently in use.
void OpenGl20Renderer::setupGlUniforms(Effect& effect) {
GLuint program = effect.program;
m_positionAttribute = effect.getAttribute("vertexPosition");
m_texCoordAttribute = effect.getAttribute("vertexTextureCoordinate");
m_texIndexAttribute = effect.getAttribute("vertexTextureIndex");
m_colorAttribute = effect.getAttribute("vertexColor");
m_param1Attribute = effect.getAttribute("vertexParam1");
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m_textureUniforms.clear();
m_textureSizeUniforms.clear();
for (size_t i = 0; i < MultiTextureCount; ++i) {
m_textureUniforms.append(effect.getUniform(strf("texture{}", i).c_str()));
m_textureSizeUniforms.append(effect.getUniform(strf("textureSize{}", i).c_str()));
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}
m_screenSizeUniform = effect.getUniform("screenSize");
m_vertexTransformUniform = effect.getUniform("vertexTransform");
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for (size_t i = 0; i < MultiTextureCount; ++i)
glUniform1i(m_textureUniforms[i], i);
glUniform2f(m_screenSizeUniform, m_screenSize[0], m_screenSize[1]);
}
RefPtr<OpenGl20Renderer::GlFrameBuffer> OpenGl20Renderer::getGlFrameBuffer(String const& id) {
if (auto ptr = m_frameBuffers.ptr(id))
return *ptr;
else
throw RendererException::format("Frame buffer '{}' does not exist", id);
}
void OpenGl20Renderer::blitGlFrameBuffer(RefPtr<GlFrameBuffer> const& frameBuffer) {
if (frameBuffer->blitted)
return;
auto& size = m_screenSize;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, frameBuffer->id);
glBlitFramebuffer(
0, 0, size[0], size[1],
0, 0, size[0], size[1],
GL_COLOR_BUFFER_BIT, GL_NEAREST
);
frameBuffer->blitted = true;
}
void OpenGl20Renderer::switchGlFrameBuffer(RefPtr<GlFrameBuffer> const& frameBuffer) {
if (m_currentFrameBuffer == frameBuffer)
return;
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBuffer->id);
m_currentFrameBuffer = frameBuffer;
}
GLuint OpenGl20Renderer::Effect::getAttribute(String const& name) {
auto find = attributes.find(name);
if (find == attributes.end()) {
GLuint attrib = glGetAttribLocation(program, name.utf8Ptr());
attributes[name] = attrib;
return attrib;
}
return find->second;
}
GLuint OpenGl20Renderer::Effect::getUniform(String const& name) {
auto find = uniforms.find(name);
if (find == uniforms.end()) {
GLuint uniform = glGetUniformLocation(program, name.utf8Ptr());
uniforms[name] = uniform;
return uniform;
}
return find->second;
}
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}