2 features: multi-sample anti-aliasing & Lua patches for images

This commit is contained in:
Kae 2024-04-08 14:22:22 +10:00
parent 4458d2e85e
commit 8a8a050159
21 changed files with 421 additions and 315 deletions

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@ -0,0 +1,6 @@
function patch(image)
-- Camera Pan Speed
image:copyInto({119, 68}, image:process("?crop=19;68;117;87"))
-- Anti-Aliasing
image:copyInto({119, 26}, image:process("?crop=19;26;117;35"))
end

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@ -1,70 +0,0 @@
{
"paneLayout": {
"panefeature": { "positionLocked": false },
"cameraSpeedLabel" : {
"type" : "label",
"position" : [170, 112],
"hAnchor" : "mid",
"value" : "CAMERA PAN SPEED"
},
"cameraSpeedValueLabel" : {
"type" : "label",
"position" : [202, 99],
"hAnchor" : "mid",
"value" : "Replace Me"
},
"cameraSpeedSlider" : {
"type" : "slider",
"position" : [126, 98],
"gridImage" : "/interface/optionsmenu/smallselection.png"
}
},
"zoomList": [
1,
1.125,
1.25,
1.375,
1.5,
1.675,
1.75,
1.875,
2,
3,
4,
5,
6,
7,
8,
9,
10,
11,
12,
13,
14,
15,
16,
17,
18,
19,
20,
21,
22,
23,
24,
25,
26,
27,
28,
29,
30,
31,
32
],
"cameraSpeedList" : [
0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, 0.9, 1.0,
1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8, 1.9, 2.0,
2.1, 2.2, 2.3, 2.4, 2.5, 2.6, 2.7, 2.8, 2.9, 3.0,
3.1, 3.2, 3.3, 3.4, 3.5, 3.6, 3.7, 3.8, 3.9, 4.0,
4.1, 4.2, 4.3, 4.4, 4.5, 4.6, 4.7, 4.8, 4.9, 5.0
]
}

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@ -0,0 +1,35 @@
-- gadgets
local function jcopy(base) return sb.jsonMerge(base, {}) end
local function clone(base, a, b)
local copy = jcopy(base[a])
base[b] = copy
return copy
end
local function shift(thing, x, y)
thing.position[1] = thing.position[1] + (tonumber(x) or 0)
thing.position[2] = thing.position[2] + (tonumber(y) or 0)
return thing
end
-- patch function, called by the game
function patch(config)
local layout = config.paneLayout
layout.panefeature.positionLocked = false
-- Create the camera pan speed widgets
shift(clone(layout, "zoomLabel", "cameraSpeedLabel"), 100).value = "CAMERA PAN SPEED"
shift(clone(layout, "zoomSlider", "cameraSpeedSlider"), 100)
shift(clone(layout, "zoomValueLabel", "cameraSpeedValueLabel"), 100)
-- Populate camera speed list
config.cameraSpeedList = jarray()
for i = 1, 50 do config.cameraSpeedList[i] = i / 10 end
for i = 1, 32 do config.zoomList[i] = i end
-- Create anti-aliasing toggle
shift(clone(layout, "multiTextureLabel", "antiAliasingLabel"), 100).value = "SUPER-SAMPLED AA"
shift(clone(layout, "multiTextureCheckbox", "antiAliasingCheckbox"), 100)
return config
end

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@ -1,5 +1,5 @@
{
"blitFrameBuffer" : "world",
"blitFrameBuffer" : "main",
"effectParameters" : {},
"effectTextures" : {},

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@ -1,27 +1,29 @@
#version 110
#version 130
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform sampler2D texture3;
varying vec2 fragmentTextureCoordinate;
varying float fragmentTextureIndex;
varying vec4 fragmentColor;
in vec2 fragmentTextureCoordinate;
flat in int fragmentTextureIndex;
in vec4 fragmentColor;
out vec4 outColor;
void main() {
vec4 texColor;
if (fragmentTextureIndex > 2.9) {
if (fragmentTextureIndex == 3)
texColor = texture2D(texture3, fragmentTextureCoordinate);
} else if (fragmentTextureIndex > 1.9) {
else if (fragmentTextureIndex == 2)
texColor = texture2D(texture2, fragmentTextureCoordinate);
} else if (fragmentTextureIndex > 0.9) {
else if (fragmentTextureIndex == 1)
texColor = texture2D(texture1, fragmentTextureCoordinate);
} else {
else
texColor = texture2D(texture0, fragmentTextureCoordinate);
}
if (texColor.a <= 0.0)
discard;
gl_FragColor = texColor * fragmentColor;
outColor = texColor * fragmentColor;
}

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@ -1,4 +1,4 @@
#version 110
#version 130
uniform vec2 textureSize0;
uniform vec2 textureSize1;
@ -7,28 +7,32 @@ uniform vec2 textureSize3;
uniform vec2 screenSize;
uniform mat3 vertexTransform;
attribute vec2 vertexPosition;
attribute vec2 vertexTextureCoordinate;
attribute float vertexTextureIndex;
attribute vec4 vertexColor;
in vec2 vertexPosition;
in vec4 vertexColor;
in vec2 vertexTextureCoordinate;
in int vertexData;
varying vec2 fragmentTextureCoordinate;
varying float fragmentTextureIndex;
varying vec4 fragmentColor;
out vec2 fragmentTextureCoordinate;
flat out int fragmentTextureIndex;
out vec4 fragmentColor;
void main() {
vec2 screenPosition = (vertexTransform * vec3(vertexPosition, 1.0)).xy;
if (vertexTextureIndex > 2.9) {
gl_Position = vec4(screenPosition / screenSize * 2.0 - 1.0, 0.0, 1.0);
if (((vertexData >> 3) & 0x1) == 1)
screenPosition.x = round(screenPosition.x);
if (((vertexData >> 4) & 0x1) == 1)
screenPosition.y = round(screenPosition.y);
int vertexTextureIndex = vertexData & 0x3;
if (vertexTextureIndex == 3)
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize3;
} else if (vertexTextureIndex > 1.9) {
else if (vertexTextureIndex == 2)
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize2;
} else if (vertexTextureIndex > 0.9) {
else if (vertexTextureIndex == 1)
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize1;
} else {
else
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize0;
}
fragmentTextureIndex = vertexTextureIndex;
fragmentColor = vertexColor;
gl_Position = vec4(screenPosition / screenSize * 2.0 - 1.0, 0.0, 1.0);
}

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@ -1,5 +1,5 @@
{
"frameBuffer" : "world",
"frameBuffer" : "main",
"effectParameters" : {
"lightMapEnabled" : {

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@ -1,4 +1,4 @@
#version 110
#version 130
uniform sampler2D texture0;
uniform sampler2D texture1;
@ -9,11 +9,13 @@ uniform vec2 lightMapSize;
uniform sampler2D lightMap;
uniform float lightMapMultiplier;
varying vec2 fragmentTextureCoordinate;
varying float fragmentTextureIndex;
varying vec4 fragmentColor;
varying float fragmentLightMapMultiplier;
varying vec2 fragmentLightMapCoordinate;
in vec2 fragmentTextureCoordinate;
flat in int fragmentTextureIndex;
in vec4 fragmentColor;
in float fragmentLightMapMultiplier;
in vec2 fragmentLightMapCoordinate;
out vec4 outColor;
vec4 cubic(float v) {
vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
@ -64,15 +66,15 @@ vec3 sampleLight(vec2 coord, vec2 scale) {
void main() {
vec4 texColor;
if (fragmentTextureIndex > 2.9) {
if (fragmentTextureIndex == 3)
texColor = texture2D(texture3, fragmentTextureCoordinate);
} else if (fragmentTextureIndex > 1.9) {
else if (fragmentTextureIndex == 2)
texColor = texture2D(texture2, fragmentTextureCoordinate);
} else if (fragmentTextureIndex > 0.9) {
else if (fragmentTextureIndex == 1)
texColor = texture2D(texture1, fragmentTextureCoordinate);
} else {
else
texColor = texture2D(texture0, fragmentTextureCoordinate);
}
if (texColor.a <= 0.0)
discard;
@ -82,5 +84,5 @@ void main() {
finalColor.a = fragmentColor.a;
else if (lightMapEnabled && finalLightMapMultiplier > 0.0)
finalColor.rgb *= sampleLight(fragmentLightMapCoordinate, 1.0 / lightMapSize) * finalLightMapMultiplier;
gl_FragColor = finalColor;
outColor = finalColor;
}

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@ -1,4 +1,4 @@
#version 110
#version 130
uniform vec2 textureSize0;
uniform vec2 textureSize1;
@ -10,31 +10,37 @@ uniform vec2 lightMapSize;
uniform vec2 lightMapScale;
uniform vec2 lightMapOffset;
attribute vec2 vertexPosition;
attribute vec2 vertexTextureCoordinate;
attribute float vertexTextureIndex;
attribute vec4 vertexColor;
attribute float vertexParam1;
in vec2 vertexPosition;
in vec2 vertexTextureCoordinate;
in vec4 vertexColor;
in int vertexData;
varying vec2 fragmentTextureCoordinate;
varying float fragmentTextureIndex;
varying vec4 fragmentColor;
varying float fragmentLightMapMultiplier;
varying vec2 fragmentLightMapCoordinate;
out vec2 fragmentTextureCoordinate;
flat out int fragmentTextureIndex;
out vec4 fragmentColor;
out float fragmentLightMapMultiplier;
out vec2 fragmentLightMapCoordinate;
void main() {
vec2 screenPosition = (vertexTransform * vec3(vertexPosition, 1.0)).xy;
fragmentLightMapMultiplier = vertexParam1;
if (((vertexData >> 3) & 0x1) == 1)
screenPosition.x = round(screenPosition.x);
if (((vertexData >> 4) & 0x1) == 1)
screenPosition.y = round(screenPosition.y);
fragmentLightMapMultiplier = float((vertexData >> 2) & 0x1);
int vertexTextureIndex = vertexData & 0x3;
fragmentLightMapCoordinate = (screenPosition / lightMapScale) - lightMapOffset * lightMapSize / screenSize;
if (vertexTextureIndex > 2.9) {
if (vertexTextureIndex == 3)
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize3;
} else if (vertexTextureIndex > 1.9) {
else if (vertexTextureIndex == 2)
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize2;
} else if (vertexTextureIndex > 0.9) {
else if (vertexTextureIndex == 1)
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize1;
} else {
else
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize0;
}
fragmentTextureIndex = vertexTextureIndex;
fragmentColor = vertexColor;
gl_Position = vec4(screenPosition / screenSize * 2.0 - 1.0, 0.0, 1.0);

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@ -1,5 +1,5 @@
{
"frameBuffers" : {
"world" : {}
"main" : {}
}
}

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@ -20,14 +20,14 @@ SET (star_application_SOURCES
SET (star_application_HEADERS ${star_application_HEADERS}
StarP2PNetworkingService_pc.hpp
StarPlatformServices_pc.hpp
StarRenderer_opengl20.hpp
StarRenderer_opengl.hpp
)
SET (star_application_SOURCES ${star_application_SOURCES}
StarMainApplication_sdl.cpp
StarP2PNetworkingService_pc.cpp
StarPlatformServices_pc.cpp
StarRenderer_opengl20.cpp
StarRenderer_opengl.cpp
)
IF (STAR_ENABLE_STEAM_INTEGRATION)

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@ -2,7 +2,7 @@
#include "StarLogging.hpp"
#include "StarSignalHandler.hpp"
#include "StarTickRateMonitor.hpp"
#include "StarRenderer_opengl20.hpp"
#include "StarRenderer_opengl.hpp"
#include "StarTtlCache.hpp"
#include "StarImage.hpp"
#include "StarImageProcessing.hpp"
@ -335,7 +335,7 @@ public:
SDL_PauseAudioDevice(m_sdlAudioOutputDevice, 0);
}
m_renderer = make_shared<OpenGl20Renderer>();
m_renderer = make_shared<OpenGlRenderer>();
m_renderer->setScreenSize(m_windowSize);
m_cursorCache.setTimeToLive(30000);
@ -930,7 +930,7 @@ private:
bool m_audioEnabled = false;
bool m_quitRequested = false;
OpenGl20RendererPtr m_renderer;
OpenGlRendererPtr m_renderer;
ApplicationUPtr m_application;
PcPlatformServicesUPtr m_platformServices;
};

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@ -153,6 +153,7 @@ public:
TextureFiltering filtering = TextureFiltering::Nearest) = 0;
virtual void setSizeLimitEnabled(bool enabled) = 0;
virtual void setMultiTexturingEnabled(bool enabled) = 0;
virtual void setMultiSampling(unsigned multiSampling) = 0;
virtual TextureGroupPtr createTextureGroup(TextureGroupSize size = TextureGroupSize::Medium, TextureFiltering filtering = TextureFiltering::Nearest) = 0;
virtual RenderBufferPtr createRenderBuffer() = 0;

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@ -1,4 +1,4 @@
#include "StarRenderer_opengl20.hpp"
#include "StarRenderer_opengl.hpp"
#include "StarJsonExtra.hpp"
#include "StarCasting.hpp"
#include "StarLogging.hpp"
@ -8,7 +8,7 @@ namespace Star {
size_t const MultiTextureCount = 4;
char const* DefaultVertexShader = R"SHADER(
#version 110
#version 130
uniform vec2 textureSize0;
uniform vec2 textureSize1;
@ -17,59 +17,70 @@ uniform vec2 textureSize3;
uniform vec2 screenSize;
uniform mat3 vertexTransform;
attribute vec2 vertexPosition;
attribute vec2 vertexTextureCoordinate;
attribute float vertexTextureIndex;
attribute vec4 vertexColor;
attribute float vertexParam1;
in vec2 vertexPosition;
in vec4 vertexColor;
in vec2 vertexTextureCoordinate;
in int vertexData;
varying vec2 fragmentTextureCoordinate;
varying float fragmentTextureIndex;
varying vec4 fragmentColor;
out vec2 fragmentTextureCoordinate;
flat out int fragmentTextureIndex;
out 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) {
if (((vertexData >> 3) & 0x1) == 1)
screenPosition.x = round(screenPosition.x);
if (((vertexData >> 4) & 0x1) == 1)
screenPosition.y = round(screenPosition.y);
int vertexTextureIndex = vertexData & 0x3;
if (vertexTextureIndex == 3)
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize3;
} else if (vertexTextureIndex > 1.9) {
else if (vertexTextureIndex == 2)
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize2;
} else if (vertexTextureIndex > 0.9) {
else if (vertexTextureIndex == 1)
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize1;
} else {
else
fragmentTextureCoordinate = vertexTextureCoordinate / textureSize0;
}
fragmentTextureIndex = vertexTextureIndex;
fragmentColor = vertexColor;
}
)SHADER";
char const* DefaultFragmentShader = R"SHADER(
#version 110
#version 130
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform sampler2D texture3;
varying vec2 fragmentTextureCoordinate;
varying float fragmentTextureIndex;
varying vec4 fragmentColor;
in vec2 fragmentTextureCoordinate;
flat in int fragmentTextureIndex;
in vec4 fragmentColor;
out vec4 outColor;
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;
}
vec4 texColor;
if (fragmentTextureIndex == 3)
texColor = texture2D(texture3, fragmentTextureCoordinate);
else if (fragmentTextureIndex == 2)
texColor = texture2D(texture2, fragmentTextureCoordinate);
else if (fragmentTextureIndex == 1)
texColor = texture2D(texture1, fragmentTextureCoordinate);
else
texColor = texture2D(texture0, fragmentTextureCoordinate);
if (texColor.a <= 0.0)
discard;
outColor = texColor * fragmentColor;
}
)SHADER";
OpenGl20Renderer::OpenGl20Renderer() {
OpenGlRenderer::OpenGlRenderer() {
if (glewInit() != GLEW_OK)
throw RendererException("Could not initialize GLEW");
@ -97,11 +108,12 @@ OpenGl20Renderer::OpenGl20Renderer() {
m_limitTextureGroupSize = false;
m_useMultiTexturing = true;
m_multiSampling = false;
logGlErrorSummary("OpenGL errors during renderer initialization");
}
OpenGl20Renderer::~OpenGl20Renderer() {
OpenGlRenderer::~OpenGlRenderer() {
for (auto& effect : m_effects)
glDeleteProgram(effect.second.program);
@ -109,19 +121,32 @@ OpenGl20Renderer::~OpenGl20Renderer() {
logGlErrorSummary("OpenGL errors during shutdown");
}
String OpenGl20Renderer::rendererId() const {
String OpenGlRenderer::rendererId() const {
return "OpenGL20";
}
Vec2U OpenGl20Renderer::screenSize() const {
Vec2U OpenGlRenderer::screenSize() const {
return m_screenSize;
}
OpenGl20Renderer::GlFrameBuffer::GlFrameBuffer(Json const& fbConfig) : config(fbConfig) {
texture = createGlTexture(ImageView(), TextureAddressing::Clamp, TextureFiltering::Nearest);
glBindTexture(GL_TEXTURE_2D, texture->glTextureId());
OpenGlRenderer::GlFrameBuffer::GlFrameBuffer(Json const& fbConfig) : config(fbConfig) {
texture = make_ref<GlLoneTexture>();
texture->textureFiltering = TextureFiltering::Nearest;
texture->textureAddressing = TextureAddressing::Clamp;
texture->textureSize = {0, 0};
glGenTextures(1, &texture->textureId);
if (texture->textureId == 0)
throw RendererException("Could not generate OpenGL texture for framebuffer");
multisample = GLEW_VERSION_4_0 ? config.getUInt("multisample", 0) : 0;
GLenum target = multisample ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
glBindTexture(target, texture->glTextureId());
Vec2U size = jsonToVec2U(config.getArray("size", { 256, 256 }));
if (multisample)
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, multisample, GL_RGBA8, size[0], size[1], GL_TRUE);
else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size[0], size[1], 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glGenFramebuffers(1, &id);
@ -129,7 +154,7 @@ OpenGl20Renderer::GlFrameBuffer::GlFrameBuffer(Json const& fbConfig) : config(fb
throw RendererException("Failed to create OpenGL framebuffer");
glBindFramebuffer(GL_FRAMEBUFFER, id);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->glTextureId(), 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, texture->glTextureId(), 0);
auto framebufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (framebufferStatus != GL_FRAMEBUFFER_COMPLETE)
@ -137,21 +162,25 @@ OpenGl20Renderer::GlFrameBuffer::GlFrameBuffer(Json const& fbConfig) : config(fb
}
OpenGl20Renderer::GlFrameBuffer::~GlFrameBuffer() {
OpenGlRenderer::GlFrameBuffer::~GlFrameBuffer() {
glDeleteFramebuffers(1, &id);
texture.reset();
}
void OpenGl20Renderer::loadConfig(Json const& config) {
void OpenGlRenderer::loadConfig(Json const& config) {
m_frameBuffers.clear();
for (auto& pair : config.getObject("frameBuffers", {}))
m_frameBuffers[pair.first] = make_ref<GlFrameBuffer>(pair.second);
for (auto& pair : config.getObject("frameBuffers", {})) {
Json config = pair.second;
config = config.set("multisample", m_multiSampling);
m_frameBuffers[pair.first] = make_ref<GlFrameBuffer>(config);
}
setScreenSize(m_screenSize);
m_config = config;
}
void OpenGl20Renderer::loadEffectConfig(String const& name, Json const& effectConfig, StringMap<String> const& shaders) {
void OpenGlRenderer::loadEffectConfig(String const& name, Json const& effectConfig, StringMap<String> const& shaders) {
if (auto effect = m_effects.ptr(name)) {
Logger::info("Reloading OpenGL effect {}", name);
glDeleteProgram(effect->program);
@ -294,13 +323,13 @@ void OpenGl20Renderer::loadEffectConfig(String const& name, Json const& effectCo
logGlErrorSummary("OpenGL errors setting effect config");
}
void OpenGl20Renderer::setEffectParameter(String const& parameterName, RenderEffectParameter const& value) {
void OpenGlRenderer::setEffectParameter(String const& parameterName, RenderEffectParameter const& value) {
auto ptr = m_currentEffect->parameters.ptr(parameterName);
if (!ptr || (ptr->parameterValue && *ptr->parameterValue == value))
return;
if (ptr->parameterType != value.typeIndex())
throw RendererException::format("OpenGL20Renderer::setEffectParameter '{}' parameter type mismatch", parameterName);
throw RendererException::format("OpenGlRenderer::setEffectParameter '{}' parameter type mismatch", parameterName);
flushImmediatePrimitives();
@ -320,7 +349,7 @@ void OpenGl20Renderer::setEffectParameter(String const& parameterName, RenderEff
ptr->parameterValue = value;
}
void OpenGl20Renderer::setEffectTexture(String const& textureName, ImageView const& image) {
void OpenGlRenderer::setEffectTexture(String const& textureName, ImageView const& image) {
auto ptr = m_currentEffect->textures.ptr(textureName);
if (!ptr)
return;
@ -341,7 +370,7 @@ void OpenGl20Renderer::setEffectTexture(String const& textureName, ImageView con
}
}
bool OpenGl20Renderer::switchEffectConfig(String const& name) {
bool OpenGlRenderer::switchEffectConfig(String const& name) {
flushImmediatePrimitives();
auto find = m_effects.find(name);
if (find == m_effects.end())
@ -368,7 +397,7 @@ bool OpenGl20Renderer::switchEffectConfig(String const& name) {
return true;
}
void OpenGl20Renderer::setScissorRect(Maybe<RectI> const& scissorRect) {
void OpenGlRenderer::setScissorRect(Maybe<RectI> const& scissorRect) {
if (scissorRect == m_scissorRect)
return;
@ -383,22 +412,39 @@ void OpenGl20Renderer::setScissorRect(Maybe<RectI> const& scissorRect) {
}
}
TexturePtr OpenGl20Renderer::createTexture(Image const& texture, TextureAddressing addressing, TextureFiltering filtering) {
TexturePtr OpenGlRenderer::createTexture(Image const& texture, TextureAddressing addressing, TextureFiltering filtering) {
return createGlTexture(texture, addressing, filtering);
}
void OpenGl20Renderer::setSizeLimitEnabled(bool enabled) {
void OpenGlRenderer::setSizeLimitEnabled(bool enabled) {
m_limitTextureGroupSize = enabled;
}
void OpenGl20Renderer::setMultiTexturingEnabled(bool enabled) {
void OpenGlRenderer::setMultiTexturingEnabled(bool enabled) {
m_useMultiTexturing = enabled;
}
TextureGroupPtr OpenGl20Renderer::createTextureGroup(TextureGroupSize textureSize, TextureFiltering filtering) {
void OpenGlRenderer::setMultiSampling(unsigned multiSampling) {
if (m_multiSampling == multiSampling)
return;
m_multiSampling = multiSampling;
if (m_multiSampling) {
glEnable(GL_MULTISAMPLE);
glEnable(GL_SAMPLE_SHADING);
glMinSampleShading((float)m_multiSampling);
} else {
glMinSampleShading(1.f);
glDisable(GL_SAMPLE_SHADING);
glDisable(GL_MULTISAMPLE);
}
loadConfig(m_config);
}
TextureGroupPtr OpenGlRenderer::createTextureGroup(TextureGroupSize textureSize, TextureFiltering filtering) {
int maxTextureSize;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
maxTextureSize = min(maxTextureSize, (2 << 14));
// Large texture sizes are not always supported
if (textureSize == TextureGroupSize::Large && (m_limitTextureGroupSize || maxTextureSize < 4096))
textureSize = TextureGroupSize::Medium;
@ -419,39 +465,44 @@ TextureGroupPtr OpenGl20Renderer::createTextureGroup(TextureGroupSize textureSiz
return glTextureGroup;
}
RenderBufferPtr OpenGl20Renderer::createRenderBuffer() {
RenderBufferPtr OpenGlRenderer::createRenderBuffer() {
return createGlRenderBuffer();
}
List<RenderPrimitive>& OpenGl20Renderer::immediatePrimitives() {
List<RenderPrimitive>& OpenGlRenderer::immediatePrimitives() {
return m_immediatePrimitives;
}
void OpenGl20Renderer::render(RenderPrimitive primitive) {
void OpenGlRenderer::render(RenderPrimitive primitive) {
m_immediatePrimitives.append(std::move(primitive));
}
void OpenGl20Renderer::renderBuffer(RenderBufferPtr const& renderBuffer, Mat3F const& transformation) {
void OpenGlRenderer::renderBuffer(RenderBufferPtr const& renderBuffer, Mat3F const& transformation) {
flushImmediatePrimitives();
renderGlBuffer(*convert<GlRenderBuffer>(renderBuffer.get()), transformation);
}
void OpenGl20Renderer::flush() {
void OpenGlRenderer::flush() {
flushImmediatePrimitives();
}
void OpenGl20Renderer::setScreenSize(Vec2U screenSize) {
void OpenGlRenderer::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) {
if (unsigned multisample = frameBuffer.second->multisample) {
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, frameBuffer.second->texture->glTextureId());
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, multisample, GL_RGBA8, m_screenSize[0], m_screenSize[1], GL_TRUE);
} else {
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);
}
}
}
void OpenGl20Renderer::startFrame() {
void OpenGlRenderer::startFrame() {
if (m_scissorRect)
glDisable(GL_SCISSOR_TEST);
@ -469,7 +520,7 @@ void OpenGl20Renderer::startFrame() {
glEnable(GL_SCISSOR_TEST);
}
void OpenGl20Renderer::finishFrame() {
void OpenGlRenderer::finishFrame() {
flushImmediatePrimitives();
// Make sure that the immediate render buffer doesn't needlessly lock texutres
// from being compressed.
@ -494,14 +545,14 @@ void OpenGl20Renderer::finishFrame() {
logGlErrorSummary("OpenGL errors this frame");
}
OpenGl20Renderer::GlTextureAtlasSet::GlTextureAtlasSet(unsigned atlasNumCells)
OpenGlRenderer::GlTextureAtlasSet::GlTextureAtlasSet(unsigned atlasNumCells)
: TextureAtlasSet(16, atlasNumCells) {}
GLuint OpenGl20Renderer::GlTextureAtlasSet::createAtlasTexture(Vec2U const& size, PixelFormat pixelFormat) {
GLuint OpenGlRenderer::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()");
throw RendererException("Could not generate texture in OpenGlRenderer::TextureGroup::createAtlasTexture()");
glBindTexture(GL_TEXTURE_2D, glTextureId);
@ -520,11 +571,11 @@ GLuint OpenGl20Renderer::GlTextureAtlasSet::createAtlasTexture(Vec2U const& size
return glTextureId;
}
void OpenGl20Renderer::GlTextureAtlasSet::destroyAtlasTexture(GLuint const& glTexture) {
void OpenGlRenderer::GlTextureAtlasSet::destroyAtlasTexture(GLuint const& glTexture) {
glDeleteTextures(1, &glTexture);
}
void OpenGl20Renderer::GlTextureAtlasSet::copyAtlasPixels(
void OpenGlRenderer::GlTextureAtlasSet::copyAtlasPixels(
GLuint const& glTexture, Vec2U const& bottomLeft, Image const& image) {
glBindTexture(GL_TEXTURE_2D, glTexture);
@ -540,23 +591,23 @@ void OpenGl20Renderer::GlTextureAtlasSet::copyAtlasPixels(
else if (pixelFormat == PixelFormat::BGRA32)
format = GL_BGRA;
else
throw RendererException("Unsupported texture format in OpenGL20Renderer::TextureGroup::copyAtlasPixels");
throw RendererException("Unsupported texture format in OpenGlRenderer::TextureGroup::copyAtlasPixels");
glTexSubImage2D(GL_TEXTURE_2D, 0, bottomLeft[0], bottomLeft[1], image.width(), image.height(), format, GL_UNSIGNED_BYTE, image.data());
}
OpenGl20Renderer::GlTextureGroup::GlTextureGroup(unsigned atlasNumCells)
OpenGlRenderer::GlTextureGroup::GlTextureGroup(unsigned atlasNumCells)
: textureAtlasSet(atlasNumCells) {}
OpenGl20Renderer::GlTextureGroup::~GlTextureGroup() {
OpenGlRenderer::GlTextureGroup::~GlTextureGroup() {
textureAtlasSet.reset();
}
TextureFiltering OpenGl20Renderer::GlTextureGroup::filtering() const {
TextureFiltering OpenGlRenderer::GlTextureGroup::filtering() const {
return textureAtlasSet.textureFiltering;
}
TexturePtr OpenGl20Renderer::GlTextureGroup::create(Image const& texture) {
TexturePtr OpenGlRenderer::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();
@ -570,78 +621,78 @@ TexturePtr OpenGl20Renderer::GlTextureGroup::create(Image const& texture) {
return glGroupedTexture;
}
OpenGl20Renderer::GlGroupedTexture::~GlGroupedTexture() {
OpenGlRenderer::GlGroupedTexture::~GlGroupedTexture() {
if (parentAtlasTexture)
parentGroup->textureAtlasSet.freeTexture(parentAtlasTexture);
}
Vec2U OpenGl20Renderer::GlGroupedTexture::size() const {
Vec2U OpenGlRenderer::GlGroupedTexture::size() const {
return parentAtlasTexture->imageSize();
}
TextureFiltering OpenGl20Renderer::GlGroupedTexture::filtering() const {
TextureFiltering OpenGlRenderer::GlGroupedTexture::filtering() const {
return parentGroup->filtering();
}
TextureAddressing OpenGl20Renderer::GlGroupedTexture::addressing() const {
TextureAddressing OpenGlRenderer::GlGroupedTexture::addressing() const {
return TextureAddressing::Clamp;
}
GLuint OpenGl20Renderer::GlGroupedTexture::glTextureId() const {
GLuint OpenGlRenderer::GlGroupedTexture::glTextureId() const {
return parentAtlasTexture->atlasTexture();
}
Vec2U OpenGl20Renderer::GlGroupedTexture::glTextureSize() const {
Vec2U OpenGlRenderer::GlGroupedTexture::glTextureSize() const {
return parentGroup->textureAtlasSet.atlasTextureSize();
}
Vec2U OpenGl20Renderer::GlGroupedTexture::glTextureCoordinateOffset() const {
Vec2U OpenGlRenderer::GlGroupedTexture::glTextureCoordinateOffset() const {
return parentAtlasTexture->atlasTextureCoordinates().min();
}
void OpenGl20Renderer::GlGroupedTexture::incrementBufferUseCount() {
void OpenGlRenderer::GlGroupedTexture::incrementBufferUseCount() {
if (bufferUseCount == 0)
parentAtlasTexture->setLocked(true);
++bufferUseCount;
}
void OpenGl20Renderer::GlGroupedTexture::decrementBufferUseCount() {
void OpenGlRenderer::GlGroupedTexture::decrementBufferUseCount() {
starAssert(bufferUseCount != 0);
if (bufferUseCount == 1)
parentAtlasTexture->setLocked(false);
--bufferUseCount;
}
OpenGl20Renderer::GlLoneTexture::~GlLoneTexture() {
OpenGlRenderer::GlLoneTexture::~GlLoneTexture() {
if (textureId != 0)
glDeleteTextures(1, &textureId);
}
Vec2U OpenGl20Renderer::GlLoneTexture::size() const {
Vec2U OpenGlRenderer::GlLoneTexture::size() const {
return textureSize;
}
TextureFiltering OpenGl20Renderer::GlLoneTexture::filtering() const {
TextureFiltering OpenGlRenderer::GlLoneTexture::filtering() const {
return textureFiltering;
}
TextureAddressing OpenGl20Renderer::GlLoneTexture::addressing() const {
TextureAddressing OpenGlRenderer::GlLoneTexture::addressing() const {
return textureAddressing;
}
GLuint OpenGl20Renderer::GlLoneTexture::glTextureId() const {
GLuint OpenGlRenderer::GlLoneTexture::glTextureId() const {
return textureId;
}
Vec2U OpenGl20Renderer::GlLoneTexture::glTextureSize() const {
Vec2U OpenGlRenderer::GlLoneTexture::glTextureSize() const {
return textureSize;
}
Vec2U OpenGl20Renderer::GlLoneTexture::glTextureCoordinateOffset() const {
Vec2U OpenGlRenderer::GlLoneTexture::glTextureCoordinateOffset() const {
return Vec2U();
}
OpenGl20Renderer::GlRenderBuffer::~GlRenderBuffer() {
OpenGlRenderer::GlRenderBuffer::~GlRenderBuffer() {
for (auto const& texture : usedTextures) {
if (auto gt = as<GlGroupedTexture>(texture.get()))
gt->decrementBufferUseCount();
@ -650,7 +701,7 @@ OpenGl20Renderer::GlRenderBuffer::~GlRenderBuffer() {
glDeleteBuffers(1, &vb.vertexBuffer);
}
void OpenGl20Renderer::GlRenderBuffer::set(List<RenderPrimitive>& primitives) {
void OpenGlRenderer::GlRenderBuffer::set(List<RenderPrimitive>& primitives) {
for (auto const& texture : usedTextures) {
if (auto gt = as<GlGroupedTexture>(texture.get()))
gt->decrementBufferUseCount();
@ -718,47 +769,58 @@ void OpenGl20Renderer::GlRenderBuffer::set(List<RenderPrimitive>& primitives) {
return {float(textureIndex), Vec2F(glTexture->glTextureCoordinateOffset())};
};
auto appendBufferVertex = [&](RenderVertex const& v, float textureIndex, Vec2F textureCoordinateOffset) {
GlRenderVertex glv {
v.screenCoordinate,
v.textureCoordinate + textureCoordinateOffset,
textureIndex,
v.color,
v.param1
};
accumulationBuffer.append((char const*)&glv, sizeof(GlRenderVertex));
auto appendBufferVertex = [&](RenderVertex const& v, uint8_t textureIndex, Vec2F textureCoordinateOffset, RenderVertex const& prev, RenderVertex const& next) {
size_t off = accumulationBuffer.size();
accumulationBuffer.resize(accumulationBuffer.size() + sizeof(GlRenderVertex));
GlRenderVertex& glv = *(GlRenderVertex*)(accumulationBuffer.ptr() + off);
glv.pos = v.screenCoordinate;
glv.uv = v.textureCoordinate + textureCoordinateOffset;
glv.color = v.color;
glv.pack.vars.textureIndex = textureIndex;
glv.pack.vars.fullbright = v.param1 > 0.0f;
// Tell the vertex shader to round to the nearest pixel if the vertices form a straight
// edge, to ensure sharpness with supersampling. If we rounded *all* vertex positions,
// it'd cause slight visual issues with sprites rotating around a point.
glv.pack.vars.rX = min(abs(glv.pos.x() - prev.screenCoordinate.x()), abs(glv.pos.x() - next.screenCoordinate.x())) < 0.001f;
glv.pack.vars.rY = min(abs(glv.pos.y() - prev.screenCoordinate.y()), abs(glv.pos.y() - next.screenCoordinate.y())) < 0.001f;
glv.pack.vars.unused = 0;
++currentVertexCount;
return glv;
};
float textureIndex = 0.0f;
uint8_t textureIndex = 0;
Vec2F textureOffset = {};
for (auto& primitive : primitives) {
if (auto tri = primitive.ptr<RenderTriangle>()) {
tie(textureIndex, textureOffset) = addCurrentTexture(std::move(tri->texture));
appendBufferVertex(tri->a, textureIndex, textureOffset);
appendBufferVertex(tri->b, textureIndex, textureOffset);
appendBufferVertex(tri->c, textureIndex, textureOffset);
appendBufferVertex(tri->a, textureIndex, textureOffset, tri->c, tri->b);
appendBufferVertex(tri->b, textureIndex, textureOffset, tri->a, tri->c);
appendBufferVertex(tri->c, textureIndex, textureOffset, tri->b, tri->a);
} else if (auto quad = primitive.ptr<RenderQuad>()) {
tie(textureIndex, textureOffset) = addCurrentTexture(std::move(quad->texture));
appendBufferVertex(quad->a, textureIndex, textureOffset);
appendBufferVertex(quad->b, textureIndex, textureOffset);
appendBufferVertex(quad->c, textureIndex, textureOffset);
// = prev and next are altered - the diagonal across the quad is bad for the rounding check
appendBufferVertex(quad->a, textureIndex, textureOffset, quad->d, quad->b);
appendBufferVertex(quad->b, textureIndex, textureOffset, quad->a, quad->c); //
appendBufferVertex(quad->c, textureIndex, textureOffset, quad->b, quad->d);
appendBufferVertex(quad->a, textureIndex, textureOffset);
appendBufferVertex(quad->c, textureIndex, textureOffset);
appendBufferVertex(quad->d, textureIndex, textureOffset);
appendBufferVertex(quad->a, textureIndex, textureOffset, quad->d, quad->b);
appendBufferVertex(quad->c, textureIndex, textureOffset, quad->b, quad->d); //
appendBufferVertex(quad->d, textureIndex, textureOffset, quad->c, quad->a);
} else if (auto poly = primitive.ptr<RenderPoly>()) {
if (poly->vertexes.size() > 2) {
tie(textureIndex, textureOffset) = addCurrentTexture(std::move(poly->texture));
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);
RenderVertex const& a = poly->vertexes[0],
b = poly->vertexes[i],
c = poly->vertexes[i + 1];
appendBufferVertex(a, textureIndex, textureOffset, c, b);
appendBufferVertex(b, textureIndex, textureOffset, a, c);
appendBufferVertex(c, textureIndex, textureOffset, b, a);
}
}
}
@ -771,7 +833,7 @@ void OpenGl20Renderer::GlRenderBuffer::set(List<RenderPrimitive>& primitives) {
glDeleteBuffers(1, &vb.vertexBuffer);
}
bool OpenGl20Renderer::logGlErrorSummary(String prefix) {
bool OpenGlRenderer::logGlErrorSummary(String prefix) {
if (GLenum error = glGetError()) {
Logger::error("{}: ", prefix);
do {
@ -798,7 +860,7 @@ bool OpenGl20Renderer::logGlErrorSummary(String prefix) {
return false;
}
void OpenGl20Renderer::uploadTextureImage(PixelFormat pixelFormat, Vec2U size, uint8_t const* data) {
void OpenGlRenderer::uploadTextureImage(PixelFormat pixelFormat, Vec2U size, uint8_t const* data) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
Maybe<GLenum> internalFormat;
@ -821,13 +883,13 @@ void OpenGl20Renderer::uploadTextureImage(PixelFormat pixelFormat, Vec2U size, u
internalFormat = GL_RGBA32F;
format = GL_RGBA;
} else
throw RendererException("Unsupported texture format in OpenGL20Renderer::uploadTextureImage");
throw RendererException("Unsupported texture format in OpenGlRenderer::uploadTextureImage");
}
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat.value(format), size[0], size[1], 0, format, type, data);
}
void OpenGl20Renderer::flushImmediatePrimitives() {
void OpenGlRenderer::flushImmediatePrimitives() {
if (m_immediatePrimitives.empty())
return;
@ -836,7 +898,7 @@ void OpenGl20Renderer::flushImmediatePrimitives() {
renderGlBuffer(*m_immediateRenderBuffer, Mat3F::identity());
}
auto OpenGl20Renderer::createGlTexture(ImageView const& image, TextureAddressing addressing, TextureFiltering filtering)
auto OpenGlRenderer::createGlTexture(ImageView const& image, TextureAddressing addressing, TextureFiltering filtering)
->RefPtr<GlLoneTexture> {
auto glLoneTexture = make_ref<GlLoneTexture>();
glLoneTexture->textureFiltering = filtering;
@ -845,7 +907,7 @@ auto OpenGl20Renderer::createGlTexture(ImageView const& image, TextureAddressing
glGenTextures(1, &glLoneTexture->textureId);
if (glLoneTexture->textureId == 0)
throw RendererException("Could not generate texture in OpenGL20Renderer::createGlTexture");
throw RendererException("Could not generate texture in OpenGlRenderer::createGlTexture");
glBindTexture(GL_TEXTURE_2D, glLoneTexture->textureId);
@ -872,14 +934,14 @@ auto OpenGl20Renderer::createGlTexture(ImageView const& image, TextureAddressing
return glLoneTexture;
}
auto OpenGl20Renderer::createGlRenderBuffer() -> shared_ptr<GlRenderBuffer> {
auto OpenGlRenderer::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) {
void OpenGlRenderer::renderGlBuffer(GlRenderBuffer const& renderBuffer, Mat3F const& transformation) {
for (auto const& vb : renderBuffer.vertexBuffers) {
glUniformMatrix3fv(m_vertexTransformUniform, 1, GL_TRUE, transformation.ptr());
@ -900,30 +962,24 @@ void OpenGl20Renderer::renderGlBuffer(GlRenderBuffer const& renderBuffer, Mat3F
glEnableVertexAttribArray(m_positionAttribute);
glEnableVertexAttribArray(m_texCoordAttribute);
glEnableVertexAttribArray(m_texIndexAttribute);
glEnableVertexAttribArray(m_colorAttribute);
glEnableVertexAttribArray(m_dataAttribute);
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_positionAttribute, 2, GL_FLOAT, GL_FALSE, sizeof(GlRenderVertex), (GLvoid*)offsetof(GlRenderVertex, pos));
glVertexAttribPointer(m_texCoordAttribute, 2, GL_FLOAT, GL_FALSE, sizeof(GlRenderVertex), (GLvoid*)offsetof(GlRenderVertex, uv));
glVertexAttribPointer(m_colorAttribute, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(GlRenderVertex), (GLvoid*)offsetof(GlRenderVertex, color));
if (m_param1Attribute != -1) {
glEnableVertexAttribArray(m_param1Attribute);
glVertexAttribPointer(m_param1Attribute, 1, GL_FLOAT, GL_FALSE, sizeof(GlRenderVertex), (GLvoid*)offsetof(GlRenderVertex, param1));
}
glVertexAttribIPointer(m_dataAttribute, 1, GL_INT, sizeof(GlRenderVertex), (GLvoid*)offsetof(GlRenderVertex, pack));
glDrawArrays(GL_TRIANGLES, 0, vb.vertexCount);
}
}
//Assumes the passed effect program is currently in use.
void OpenGl20Renderer::setupGlUniforms(Effect& effect) {
void OpenGlRenderer::setupGlUniforms(Effect& effect) {
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");
m_texCoordAttribute = effect.getAttribute("vertexTextureCoordinate");
m_dataAttribute = effect.getAttribute("vertexData");
m_textureUniforms.clear();
m_textureSizeUniforms.clear();
@ -940,14 +996,14 @@ void OpenGl20Renderer::setupGlUniforms(Effect& effect) {
glUniform2f(m_screenSizeUniform, m_screenSize[0], m_screenSize[1]);
}
RefPtr<OpenGl20Renderer::GlFrameBuffer> OpenGl20Renderer::getGlFrameBuffer(String const& id) {
RefPtr<OpenGlRenderer::GlFrameBuffer> OpenGlRenderer::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) {
void OpenGlRenderer::blitGlFrameBuffer(RefPtr<GlFrameBuffer> const& frameBuffer) {
if (frameBuffer->blitted)
return;
@ -963,7 +1019,7 @@ void OpenGl20Renderer::blitGlFrameBuffer(RefPtr<GlFrameBuffer> const& frameBuffe
frameBuffer->blitted = true;
}
void OpenGl20Renderer::switchGlFrameBuffer(RefPtr<GlFrameBuffer> const& frameBuffer) {
void OpenGlRenderer::switchGlFrameBuffer(RefPtr<GlFrameBuffer> const& frameBuffer) {
if (m_currentFrameBuffer == frameBuffer)
return;
@ -971,7 +1027,7 @@ void OpenGl20Renderer::switchGlFrameBuffer(RefPtr<GlFrameBuffer> const& frameBuf
m_currentFrameBuffer = frameBuffer;
}
GLuint OpenGl20Renderer::Effect::getAttribute(String const& name) {
GLuint OpenGlRenderer::Effect::getAttribute(String const& name) {
auto find = attributes.find(name);
if (find == attributes.end()) {
GLuint attrib = glGetAttribLocation(program, name.utf8Ptr());
@ -981,7 +1037,7 @@ GLuint OpenGl20Renderer::Effect::getAttribute(String const& name) {
return find->second;
}
GLuint OpenGl20Renderer::Effect::getUniform(String const& name) {
GLuint OpenGlRenderer::Effect::getUniform(String const& name) {
auto find = uniforms.find(name);
if (find == uniforms.end()) {
GLuint uniform = glGetUniformLocation(program, name.utf8Ptr());

View File

@ -7,16 +7,16 @@
namespace Star {
STAR_CLASS(OpenGl20Renderer);
STAR_CLASS(OpenGlRenderer);
constexpr size_t FrameBufferCount = 1;
// OpenGL 2.0 implementation of Renderer. OpenGL context must be created and
// active during construction, destruction, and all method calls.
class OpenGl20Renderer : public Renderer {
class OpenGlRenderer : public Renderer {
public:
OpenGl20Renderer();
~OpenGl20Renderer();
OpenGlRenderer();
~OpenGlRenderer();
String rendererId() const override;
Vec2U screenSize() const override;
@ -34,6 +34,7 @@ public:
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;
TextureGroupPtr createTextureGroup(TextureGroupSize size, TextureFiltering filtering) override;
RenderBufferPtr createRenderBuffer() override;
@ -112,12 +113,22 @@ private:
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;
};
struct GlRenderVertex {
Vec2F screenCoordinate;
Vec2F textureCoordinate;
float textureIndex;
Vec2F pos;
Vec2F uv;
Vec4B color;
float param1;
union Packed {
uint32_t packed;
GlPackedVertexData vars;
} pack;
};
struct GlRenderBuffer : public RenderBuffer {
@ -166,6 +177,7 @@ private:
Json config;
bool blitted = false;
unsigned multisample = 0;
GlFrameBuffer(Json const& config);
~GlFrameBuffer();
@ -199,25 +211,25 @@ private:
void setupGlUniforms(Effect& effect);
RefPtr<OpenGl20Renderer::GlFrameBuffer> getGlFrameBuffer(String const& id);
void blitGlFrameBuffer(RefPtr<OpenGl20Renderer::GlFrameBuffer> const& frameBuffer);
void switchGlFrameBuffer(RefPtr<OpenGl20Renderer::GlFrameBuffer> const& frameBuffer);
RefPtr<OpenGlRenderer::GlFrameBuffer> getGlFrameBuffer(String const& id);
void blitGlFrameBuffer(RefPtr<OpenGlRenderer::GlFrameBuffer> const& frameBuffer);
void switchGlFrameBuffer(RefPtr<OpenGlRenderer::GlFrameBuffer> const& frameBuffer);
Vec2U m_screenSize;
GLuint m_program = 0;
GLint m_positionAttribute = -1;
GLint m_texCoordAttribute = -1;
GLint m_texIndexAttribute = -1;
GLint m_colorAttribute = -1;
GLint m_param1Attribute = -1;
GLint m_texCoordAttribute = -1;
GLint m_dataAttribute = -1;
List<GLint> m_textureUniforms = {};
List<GLint> m_textureSizeUniforms = {};
GLint m_screenSizeUniform = -1;
GLint m_vertexTransformUniform = -1;
Json m_config;
StringMap<Effect> m_effects;
Effect* m_currentEffect;
@ -230,6 +242,7 @@ private:
bool m_limitTextureGroupSize;
bool m_useMultiTexturing;
unsigned m_multiSampling; // if non-zero, is enabled and acts as sample count
List<shared_ptr<GlTextureGroup>> m_liveTextureGroups;
List<RenderPrimitive> m_immediatePrimitives;

View File

@ -870,6 +870,42 @@ ImageConstPtr Assets::readImage(String const& path) const {
image = memorySource->image(p->sourceName);
if (!image)
image = make_shared<Image>(Image::readPng(p->source->open(p->sourceName)));
if (!p->patchSources.empty()) {
MutexLocker luaLocker(m_luaMutex);
LuaEngine* luaEngine = as<LuaEngine>(m_luaEngine.get());
LuaValue result = luaEngine->createUserData(*image);
luaLocker.unlock();
for (auto const& pair : p->patchSources) {
auto& patchPath = pair.first;
auto& patchSource = pair.second;
auto patchStream = patchSource->read(patchPath);
if (patchPath.endsWith(".lua")) {
luaLocker.lock();
LuaContextPtr& context = m_patchContexts[patchPath];
if (!context) {
context = make_shared<LuaContext>(luaEngine->createContext());
context->load(patchStream, patchPath);
}
auto newResult = context->invokePath<LuaValue>("patch", result, path);
if (!newResult.is<LuaNilType>()) {
if (auto ud = newResult.ptr<LuaUserData>()) {
if (ud->is<Image>())
result = std::move(newResult);
else
Logger::warn("Patch '{}' for image '{}' returned a non-Image userdata value, ignoring");
} else {
Logger::warn("Patch '{}' for image '{}' returned a non-Image value, ignoring");
}
}
luaLocker.unlock();
} else {
Logger::warn("Patch '{}' for image '{}' isn't a Lua script, ignoring", patchPath, path);
}
}
image = make_shared<Image>(std::move(result.get<LuaUserData>().get<Image>()));
}
return image;
}
throw AssetException(strf("No such asset '{}'", path));
@ -916,7 +952,7 @@ Json Assets::readJson(String const& path) const {
auto& patchPath = pair.first;
auto& patchSource = pair.second;
auto patchStream = patchSource->read(patchPath);
if (pair.first.endsWith(".lua")) {
if (patchPath.endsWith(".lua")) {
MutexLocker luaLocker(m_luaMutex);
// Kae: i don't like that lock. perhaps have a LuaEngine and patch context cache per worker thread later on?
LuaContextPtr& context = m_patchContexts[patchPath];

View File

@ -58,6 +58,7 @@ Json const AdditionalDefaultConfiguration = Json::parseJson(R"JSON(
"fullscreen" : false,
"borderless" : false,
"maximized" : true,
"antiAliasing" : false,
"zoomLevel" : 3.0,
"cameraSpeedFactor" : 1.0,
"speechBubbles" : true,
@ -375,6 +376,7 @@ void ClientApplication::render() {
auto assets = m_root->assets();
auto& renderer = Application::renderer();
renderer->setMultiSampling(config->get("antiAliasing").optBool().value(false) ? 4 : 0);
renderer->switchEffectConfig("interface");
if (m_guiContext->windowWidth() >= m_crossoverRes[0] && m_guiContext->windowHeight() >= m_crossoverRes[1])
@ -452,7 +454,7 @@ void ClientApplication::renderReload() {
Logger::warn("No rendering config found for renderer with id '{}'", renderer->rendererId());
};
renderer->loadConfig(assets->json("/rendering/opengl20.config"));
renderer->loadConfig(assets->json("/rendering/opengl.config"));
loadEffectConfig("world");
loadEffectConfig("interface");

View File

@ -74,6 +74,12 @@ GraphicsMenu::GraphicsMenu() {
m_localChanges.set("useMultiTexturing", fetchChild<ButtonWidget>("multiTextureCheckbox")->isChecked());
syncGui();
});
reader.registerCallback("antiAliasingCheckbox", [=](Widget*) {
bool checked = fetchChild<ButtonWidget>("antiAliasingCheckbox")->isChecked();
m_localChanges.set("antiAliasing", checked);
Root::singleton().configuration()->set("antiAliasing", checked);
syncGui();
});
reader.registerCallback("monochromeCheckbox", [=](Widget*) {
bool checked = fetchChild<ButtonWidget>("monochromeCheckbox")->isChecked();
m_localChanges.set("monochromeLighting", checked);
@ -133,6 +139,7 @@ StringList const GraphicsMenu::ConfigKeys = {
"borderless",
"limitTextureAtlasSize",
"useMultiTexturing",
"antiAliasing",
"monochromeLighting"
};
@ -187,6 +194,7 @@ void GraphicsMenu::syncGui() {
fetchChild<ButtonWidget>("borderlessCheckbox")->setChecked(m_localChanges.get("borderless").toBool());
fetchChild<ButtonWidget>("textureLimitCheckbox")->setChecked(m_localChanges.get("limitTextureAtlasSize").toBool());
fetchChild<ButtonWidget>("multiTextureCheckbox")->setChecked(m_localChanges.get("useMultiTexturing").optBool().value(true));
fetchChild<ButtonWidget>("antiAliasingCheckbox")->setChecked(m_localChanges.get("antiAliasing").toBool());
fetchChild<ButtonWidget>("monochromeCheckbox")->setChecked(m_localChanges.get("monochromeLighting").toBool());
}

View File

@ -2,12 +2,13 @@
namespace Star {
void WorldCamera::setCenterWorldPosition(Vec2F const& position) {
void WorldCamera::setCenterWorldPosition(Vec2F const& position, bool force) {
// Only actually move the world center if a half pixel distance has been
// moved in any direction. This is sort of arbitrary, but helps prevent
// judder if the camera is at a boundary and floating point inaccuracy is
// causing the focus to jitter back and forth across the boundary.
if (fabs(position[0] - m_worldCenter[0]) < 1.0f / (TilePixels * m_pixelRatio * 2) && fabs(position[1] - m_worldCenter[1]) < 1.0f / (TilePixels * m_pixelRatio * 2))
if (fabs(position[0] - m_worldCenter[0]) < 1.0f / (TilePixels * m_pixelRatio * 2)
&& fabs(position[1] - m_worldCenter[1]) < 1.0f / (TilePixels * m_pixelRatio * 2) && !force)
return;
// First, make sure the camera center position is inside the main x

View File

@ -20,8 +20,8 @@ public:
// Set the camera center position (in world space) to as close to the given
// location as possible while keeping the screen within world bounds.
void setCenterWorldPosition(Vec2F const& position, bool force = false);
// Returns the actual camera position.
void setCenterWorldPosition(Vec2F const& position);
Vec2F centerWorldPosition() const;
// Transforms world coordinates into one set of screen coordinates. Since
@ -121,7 +121,11 @@ inline Vec2F WorldCamera::tileMinScreen() const {
}
inline void WorldCamera::update(float dt) {
m_pixelRatio = lerp(exp(-20.0f * dt), m_targetPixelRatio, m_pixelRatio);
float newPixelRatio = lerp(exp(-20.0f * dt), m_targetPixelRatio, m_pixelRatio);
if (m_pixelRatio != newPixelRatio) {
m_pixelRatio = newPixelRatio;
setCenterWorldPosition(m_worldCenter, true);
}
}
}