osb/source/application/StarRenderer_opengl.hpp

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#pragma once
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#include "StarTextureAtlas.hpp"
#include "StarRenderer.hpp"
#include "GL/glew.h"
namespace Star {
STAR_CLASS(OpenGlRenderer);
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constexpr size_t FrameBufferCount = 1;
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// OpenGL 2.0 implementation of Renderer. OpenGL context must be created and
// active during construction, destruction, and all method calls.
class OpenGlRenderer : public Renderer {
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public:
OpenGlRenderer();
~OpenGlRenderer();
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String rendererId() const override;
Vec2U screenSize() const override;
void loadConfig(Json const& config) override;
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void loadEffectConfig(String const& name, Json const& effectConfig, StringMap<String> const& shaders) override;
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void setEffectParameter(String const& parameterName, RenderEffectParameter const& parameter) override;
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void setEffectTexture(String const& textureName, ImageView const& image) override;
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void setScissorRect(Maybe<RectI> const& scissorRect) override;
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bool switchEffectConfig(String const& name) override;
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TexturePtr createTexture(Image const& texture, TextureAddressing addressing, TextureFiltering filtering) override;
void setSizeLimitEnabled(bool enabled) override;
void setMultiTexturingEnabled(bool enabled) override;
void setMultiSampling(unsigned multiSampling) override;
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TextureGroupPtr createTextureGroup(TextureGroupSize size, TextureFiltering filtering) override;
RenderBufferPtr createRenderBuffer() override;
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List<RenderPrimitive>& immediatePrimitives() override;
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void render(RenderPrimitive primitive) override;
void renderBuffer(RenderBufferPtr const& renderBuffer, Mat3F const& transformation) override;
void flush(Mat3F const& transformation) override;
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void setScreenSize(Vec2U screenSize);
void startFrame();
void finishFrame();
private:
struct GlTextureAtlasSet : public TextureAtlasSet<GLuint> {
public:
GlTextureAtlasSet(unsigned atlasNumCells);
GLuint createAtlasTexture(Vec2U const& size, PixelFormat pixelFormat) override;
void destroyAtlasTexture(GLuint const& glTexture) override;
void copyAtlasPixels(GLuint const& glTexture, Vec2U const& bottomLeft, Image const& image) override;
TextureFiltering textureFiltering;
};
struct GlTextureGroup : enable_shared_from_this<GlTextureGroup>, public TextureGroup {
GlTextureGroup(unsigned atlasNumCells);
~GlTextureGroup();
TextureFiltering filtering() const override;
TexturePtr create(Image const& texture) override;
GlTextureAtlasSet textureAtlasSet;
};
struct GlTexture : public Texture {
virtual GLuint glTextureId() const = 0;
virtual Vec2U glTextureSize() const = 0;
virtual Vec2U glTextureCoordinateOffset() const = 0;
};
struct GlGroupedTexture : public GlTexture {
~GlGroupedTexture();
Vec2U size() const override;
TextureFiltering filtering() const override;
TextureAddressing addressing() const override;
GLuint glTextureId() const override;
Vec2U glTextureSize() const override;
Vec2U glTextureCoordinateOffset() const override;
void incrementBufferUseCount();
void decrementBufferUseCount();
unsigned bufferUseCount = 0;
shared_ptr<GlTextureGroup> parentGroup;
GlTextureAtlasSet::TextureHandle parentAtlasTexture = nullptr;
};
struct GlLoneTexture : public GlTexture {
~GlLoneTexture();
Vec2U size() const override;
TextureFiltering filtering() const override;
TextureAddressing addressing() const override;
GLuint glTextureId() const override;
Vec2U glTextureSize() const override;
Vec2U glTextureCoordinateOffset() const override;
GLuint textureId = 0;
Vec2U textureSize;
TextureAddressing textureAddressing = TextureAddressing::Clamp;
TextureFiltering textureFiltering = TextureFiltering::Nearest;
};
struct GlPackedVertexData {
uint32_t textureIndex : 2;
uint32_t fullbright : 1;
uint32_t rX : 1;
uint32_t rY : 1;
uint32_t unused : 27;
};
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struct GlRenderVertex {
Vec2F pos;
Vec2F uv;
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Vec4B color;
union Packed {
uint32_t packed;
GlPackedVertexData vars;
} pack;
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};
struct GlRenderBuffer : public RenderBuffer {
struct GlVertexBufferTexture {
GLuint texture;
Vec2U size;
};
struct GlVertexBuffer {
List<GlVertexBufferTexture> textures;
GLuint vertexBuffer = 0;
size_t vertexCount = 0;
};
GlRenderBuffer();
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~GlRenderBuffer();
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void set(List<RenderPrimitive>& primitives) override;
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RefPtr<GlTexture> whiteTexture;
ByteArray accumulationBuffer;
HashSet<TexturePtr> usedTextures;
List<GlVertexBuffer> vertexBuffers;
GLuint vertexArray = 0;
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bool useMultiTexturing{true};
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};
struct EffectParameter {
GLint parameterUniform = -1;
VariantTypeIndex parameterType = 0;
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Maybe<RenderEffectParameter> parameterValue;
};
struct EffectTexture {
GLint textureUniform = -1;
unsigned textureUnit = 0;
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TextureAddressing textureAddressing = TextureAddressing::Clamp;
TextureFiltering textureFiltering = TextureFiltering::Linear;
GLint textureSizeUniform = -1;
RefPtr<GlLoneTexture> textureValue;
};
struct GlFrameBuffer : RefCounter {
GLuint id = 0;
RefPtr<GlLoneTexture> texture;
Json config;
bool blitted = false;
unsigned multisample = 0;
GlFrameBuffer(Json const& config);
~GlFrameBuffer();
};
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class Effect {
public:
GLuint program = 0;
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Json config;
StringMap<EffectParameter> parameters;
StringMap<EffectTexture> textures;
StringMap<GLuint> attributes;
StringMap<GLuint> uniforms;
GLuint getAttribute(String const& name);
GLuint getUniform(String const& name);
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};
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static bool logGlErrorSummary(String prefix);
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static void uploadTextureImage(PixelFormat pixelFormat, Vec2U size, uint8_t const* data);
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static RefPtr<GlLoneTexture> createGlTexture(ImageView const& image, TextureAddressing addressing, TextureFiltering filtering);
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shared_ptr<GlRenderBuffer> createGlRenderBuffer();
void flushImmediatePrimitives(Mat3F const& transformation = Mat3F::identity());
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void renderGlBuffer(GlRenderBuffer const& renderBuffer, Mat3F const& transformation);
void setupGlUniforms(Effect& effect);
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RefPtr<OpenGlRenderer::GlFrameBuffer> getGlFrameBuffer(String const& id);
void blitGlFrameBuffer(RefPtr<OpenGlRenderer::GlFrameBuffer> const& frameBuffer);
void switchGlFrameBuffer(RefPtr<OpenGlRenderer::GlFrameBuffer> const& frameBuffer);
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Vec2U m_screenSize;
GLuint m_program = 0;
GLint m_positionAttribute = -1;
GLint m_colorAttribute = -1;
GLint m_texCoordAttribute = -1;
GLint m_dataAttribute = -1;
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List<GLint> m_textureUniforms = {};
List<GLint> m_textureSizeUniforms = {};
GLint m_screenSizeUniform = -1;
GLint m_vertexTransformUniform = -1;
Json m_config;
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StringMap<Effect> m_effects;
Effect* m_currentEffect;
StringMap<RefPtr<GlFrameBuffer>> m_frameBuffers;
RefPtr<GlFrameBuffer> m_currentFrameBuffer;
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RefPtr<GlTexture> m_whiteTexture;
Maybe<RectI> m_scissorRect;
bool m_limitTextureGroupSize;
bool m_useMultiTexturing;
unsigned m_multiSampling; // if non-zero, is enabled and acts as sample count
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List<shared_ptr<GlTextureGroup>> m_liveTextureGroups;
List<RenderPrimitive> m_immediatePrimitives;
shared_ptr<GlRenderBuffer> m_immediateRenderBuffer;
};
}