#include "StarRenderer_opengl.hpp" #include "StarJsonExtra.hpp" #include "StarCasting.hpp" #include "StarLogging.hpp" namespace Star { size_t const MultiTextureCount = 4; char const* DefaultVertexShader = R"SHADER( #version 130 uniform vec2 textureSize0; uniform vec2 textureSize1; uniform vec2 textureSize2; uniform vec2 textureSize3; uniform vec2 screenSize; uniform mat3 vertexTransform; in vec2 vertexPosition; in vec4 vertexColor; in vec2 vertexTextureCoordinate; in int vertexData; 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 (((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 == 2) fragmentTextureCoordinate = vertexTextureCoordinate / textureSize2; else if (vertexTextureIndex == 1) fragmentTextureCoordinate = vertexTextureCoordinate / textureSize1; else fragmentTextureCoordinate = vertexTextureCoordinate / textureSize0; fragmentTextureIndex = vertexTextureIndex; fragmentColor = vertexColor; } )SHADER"; char const* DefaultFragmentShader = R"SHADER( #version 130 uniform sampler2D texture0; uniform sampler2D texture1; uniform sampler2D texture2; uniform sampler2D texture3; in vec2 fragmentTextureCoordinate; flat in int fragmentTextureIndex; in vec4 fragmentColor; out vec4 outColor; void main() { 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"; OpenGlRenderer::OpenGlRenderer() { if (glewInit() != GLEW_OK) throw RendererException("Could not initialize GLEW"); if (!GLEW_VERSION_2_0) throw RendererException("OpenGL 2.0 not available!"); 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)); 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(); loadEffectConfig("internal", JsonObject(), {{"vertex", DefaultVertexShader}, {"fragment", DefaultFragmentShader}}); m_limitTextureGroupSize = false; m_useMultiTexturing = true; m_multiSampling = false; logGlErrorSummary("OpenGL errors during renderer initialization"); } OpenGlRenderer::~OpenGlRenderer() { for (auto& effect : m_effects) glDeleteProgram(effect.second.program); m_frameBuffers.clear(); logGlErrorSummary("OpenGL errors during shutdown"); } String OpenGlRenderer::rendererId() const { return "OpenGL20"; } Vec2U OpenGlRenderer::screenSize() const { return m_screenSize; } OpenGlRenderer::GlFrameBuffer::GlFrameBuffer(Json const& fbConfig) : config(fbConfig) { texture = make_ref(); 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); if (!id) throw RendererException("Failed to create OpenGL framebuffer"); glBindFramebuffer(GL_FRAMEBUFFER, id); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, texture->glTextureId(), 0); auto framebufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (framebufferStatus != GL_FRAMEBUFFER_COMPLETE) throw RendererException("OpenGL framebuffer is not complete!"); } OpenGlRenderer::GlFrameBuffer::~GlFrameBuffer() { glDeleteFramebuffers(1, &id); texture.reset(); } void OpenGlRenderer::loadConfig(Json const& config) { m_frameBuffers.clear(); for (auto& pair : config.getObject("frameBuffers", {})) { Json config = pair.second; config = config.set("multisample", m_multiSampling); m_frameBuffers[pair.first] = make_ref(config); } setScreenSize(m_screenSize); m_config = config; } void OpenGlRenderer::loadEffectConfig(String const& name, Json const& effectConfig, StringMap const& shaders) { if (auto effect = m_effects.ptr(name)) { Logger::info("Reloading OpenGL effect {}", name); glDeleteProgram(effect->program); m_effects.erase(name); } 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); throw RendererException(strf("Failed to compile {} shader: {}\n", name, logBuffer)); } return shader; }; GLuint vertexShader = 0, fragmentShader = 0; try { vertexShader = compileShader(GL_VERTEX_SHADER, "vertex"); fragmentShader = compileShader(GL_FRAGMENT_SHADER, "fragment"); } catch (RendererException const& e) { Logger::error("Shader compile error, using default: {}", e.what()); if (vertexShader) glDeleteShader(vertexShader); if (fragmentShader) glDeleteShader(fragmentShader); vertexShader = compileShader(GL_VERTEX_SHADER, DefaultVertexShader); fragmentShader = compileShader(GL_FRAGMENT_SHADER, DefaultFragmentShader); } GLuint program = glCreateProgram(); if (vertexShader) glAttachShader(program, vertexShader); if (fragmentShader) glAttachShader(program, fragmentShader); glLinkProgram(program); if (vertexShader) glDeleteShader(vertexShader); if (fragmentShader) glDeleteShader(fragmentShader); glGetProgramiv(program, GL_LINK_STATUS, &status); if (!status) { glGetProgramInfoLog(program, sizeof(logBuffer), NULL, logBuffer); glDeleteProgram(program); throw RendererException(strf("Failed to link program: {}\n", logBuffer)); } glUseProgram(m_program = program); auto& effect = m_effects.emplace(name, Effect()).first->second; effect.program = m_program; effect.config = effectConfig; m_currentEffect = &effect; setupGlUniforms(effect); for (auto const& p : effectConfig.getObject("effectParameters", {})) { EffectParameter effectParameter; effectParameter.parameterUniform = glGetUniformLocation(m_program, p.second.getString("uniform").utf8Ptr()); if (effectParameter.parameterUniform == -1) { Logger::warn("OpenGL20 effect parameter '{}' has no associated uniform, skipping", p.first); } else { String type = p.second.getString("type"); if (type == "bool") { effectParameter.parameterType = RenderEffectParameter::typeIndexOf(); } else if (type == "int") { effectParameter.parameterType = RenderEffectParameter::typeIndexOf(); } else if (type == "float") { effectParameter.parameterType = RenderEffectParameter::typeIndexOf(); } else if (type == "vec2") { effectParameter.parameterType = RenderEffectParameter::typeIndexOf(); } else if (type == "vec3") { effectParameter.parameterType = RenderEffectParameter::typeIndexOf(); } else if (type == "vec4") { effectParameter.parameterType = RenderEffectParameter::typeIndexOf(); } else { throw RendererException::format("Unrecognized effect parameter type '{}'", type); } effect.parameters[p.first] = effectParameter; 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) { Logger::warn("OpenGL20 effect parameter '{}' has no associated uniform, skipping", p.first); } 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) Logger::warn("OpenGL20 effect parameter '{}' has textureSizeUniform '{}' with no associated uniform", p.first, *tsu); } effect.textures[p.first] = effectTexture; } } if (DebugEnabled) logGlErrorSummary("OpenGL errors setting effect config"); } 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("OpenGlRenderer::setEffectParameter '{}' parameter type mismatch", parameterName); flushImmediatePrimitives(); if (auto v = value.ptr()) glUniform1i(ptr->parameterUniform, *v); else if (auto v = value.ptr()) glUniform1i(ptr->parameterUniform, *v); else if (auto v = value.ptr()) glUniform1f(ptr->parameterUniform, *v); else if (auto v = value.ptr()) glUniform2f(ptr->parameterUniform, (*v)[0], (*v)[1]); else if (auto v = value.ptr()) glUniform3f(ptr->parameterUniform, (*v)[0], (*v)[1], (*v)[2]); else if (auto v = value.ptr()) glUniform4f(ptr->parameterUniform, (*v)[0], (*v)[1], (*v)[2], (*v)[3]); ptr->parameterValue = value; } void OpenGlRenderer::setEffectTexture(String const& textureName, ImageView const& image) { auto ptr = m_currentEffect->textures.ptr(textureName); 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.format, image.size, image.data); } if (ptr->textureSizeUniform != -1) { auto textureSize = ptr->textureValue->glTextureSize(); glUniform2f(ptr->textureSizeUniform, textureSize[0], textureSize[1]); } } bool OpenGlRenderer::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); } glUseProgram(m_program = effect.program); setupGlUniforms(effect); m_currentEffect = &effect; return true; } void OpenGlRenderer::setScissorRect(Maybe 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 OpenGlRenderer::createTexture(Image const& texture, TextureAddressing addressing, TextureFiltering filtering) { return createGlTexture(texture, addressing, filtering); } void OpenGlRenderer::setSizeLimitEnabled(bool enabled) { m_limitTextureGroupSize = enabled; } void OpenGlRenderer::setMultiTexturingEnabled(bool enabled) { m_useMultiTexturing = enabled; } 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; unsigned atlasNumCells; if (textureSize == TextureGroupSize::Large) atlasNumCells = 256; else if (textureSize == TextureGroupSize::Medium) atlasNumCells = 128; else // TextureGroupSize::Small atlasNumCells = 64; Logger::info("detected supported OpenGL texture size {}, using atlasNumCells {}", maxTextureSize, atlasNumCells); auto glTextureGroup = make_shared(atlasNumCells); glTextureGroup->textureAtlasSet.textureFiltering = filtering; m_liveTextureGroups.append(glTextureGroup); return glTextureGroup; } RenderBufferPtr OpenGlRenderer::createRenderBuffer() { return createGlRenderBuffer(); } List& OpenGlRenderer::immediatePrimitives() { return m_immediatePrimitives; } void OpenGlRenderer::render(RenderPrimitive primitive) { m_immediatePrimitives.append(std::move(primitive)); } void OpenGlRenderer::renderBuffer(RenderBufferPtr const& renderBuffer, Mat3F const& transformation) { flushImmediatePrimitives(); renderGlBuffer(*convert(renderBuffer.get()), transformation); } void OpenGlRenderer::flush() { flushImmediatePrimitives(); } 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 OpenGlRenderer::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); glClear(GL_COLOR_BUFFER_BIT); if (m_scissorRect) glEnable(GL_SCISSOR_TEST); } void OpenGlRenderer::finishFrame() { flushImmediatePrimitives(); // Make sure that the immediate render buffer doesn't needlessly lock texutres // from being compressed. List empty; m_immediateRenderBuffer->set(empty); 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); if (DebugEnabled) logGlErrorSummary("OpenGL errors this frame"); } OpenGlRenderer::GlTextureAtlasSet::GlTextureAtlasSet(unsigned atlasNumCells) : TextureAtlasSet(16, atlasNumCells) {} GLuint OpenGlRenderer::GlTextureAtlasSet::createAtlasTexture(Vec2U const& size, PixelFormat pixelFormat) { GLuint glTextureId; glGenTextures(1, &glTextureId); if (glTextureId == 0) throw RendererException("Could not generate texture in OpenGlRenderer::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 OpenGlRenderer::GlTextureAtlasSet::destroyAtlasTexture(GLuint const& glTexture) { glDeleteTextures(1, &glTexture); } void OpenGlRenderer::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 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()); } OpenGlRenderer::GlTextureGroup::GlTextureGroup(unsigned atlasNumCells) : textureAtlasSet(atlasNumCells) {} OpenGlRenderer::GlTextureGroup::~GlTextureGroup() { textureAtlasSet.reset(); } TextureFiltering OpenGlRenderer::GlTextureGroup::filtering() const { return textureAtlasSet.textureFiltering; } 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(); 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->parentGroup = shared_from_this(); glGroupedTexture->parentAtlasTexture = textureAtlasSet.addTexture(texture); return glGroupedTexture; } OpenGlRenderer::GlGroupedTexture::~GlGroupedTexture() { if (parentAtlasTexture) parentGroup->textureAtlasSet.freeTexture(parentAtlasTexture); } Vec2U OpenGlRenderer::GlGroupedTexture::size() const { return parentAtlasTexture->imageSize(); } TextureFiltering OpenGlRenderer::GlGroupedTexture::filtering() const { return parentGroup->filtering(); } TextureAddressing OpenGlRenderer::GlGroupedTexture::addressing() const { return TextureAddressing::Clamp; } GLuint OpenGlRenderer::GlGroupedTexture::glTextureId() const { return parentAtlasTexture->atlasTexture(); } Vec2U OpenGlRenderer::GlGroupedTexture::glTextureSize() const { return parentGroup->textureAtlasSet.atlasTextureSize(); } Vec2U OpenGlRenderer::GlGroupedTexture::glTextureCoordinateOffset() const { return parentAtlasTexture->atlasTextureCoordinates().min(); } void OpenGlRenderer::GlGroupedTexture::incrementBufferUseCount() { if (bufferUseCount == 0) parentAtlasTexture->setLocked(true); ++bufferUseCount; } void OpenGlRenderer::GlGroupedTexture::decrementBufferUseCount() { starAssert(bufferUseCount != 0); if (bufferUseCount == 1) parentAtlasTexture->setLocked(false); --bufferUseCount; } OpenGlRenderer::GlLoneTexture::~GlLoneTexture() { if (textureId != 0) glDeleteTextures(1, &textureId); } Vec2U OpenGlRenderer::GlLoneTexture::size() const { return textureSize; } TextureFiltering OpenGlRenderer::GlLoneTexture::filtering() const { return textureFiltering; } TextureAddressing OpenGlRenderer::GlLoneTexture::addressing() const { return textureAddressing; } GLuint OpenGlRenderer::GlLoneTexture::glTextureId() const { return textureId; } Vec2U OpenGlRenderer::GlLoneTexture::glTextureSize() const { return textureSize; } Vec2U OpenGlRenderer::GlLoneTexture::glTextureCoordinateOffset() const { return Vec2U(); } OpenGlRenderer::GlRenderBuffer::~GlRenderBuffer() { for (auto const& texture : usedTextures) { if (auto gt = as(texture.get())) gt->decrementBufferUseCount(); } for (auto const& vb : vertexBuffers) glDeleteBuffers(1, &vb.vertexBuffer); } void OpenGlRenderer::GlRenderBuffer::set(List& primitives) { for (auto const& texture : usedTextures) { if (auto gt = as(texture.get())) gt->decrementBufferUseCount(); } usedTextures.clear(); auto oldVertexBuffers = take(vertexBuffers); List currentTextures; List 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)); currentTextures.clear(); currentTextureSizes.clear(); accumulationBuffer.clear(); currentVertexCount = 0; } }; auto textureCount = useMultiTexturing ? MultiTextureCount : 1; auto addCurrentTexture = [&](TexturePtr texture) -> pair { if (!texture) texture = whiteTexture; auto glTexture = as(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(texture.get())) gt->incrementBufferUseCount(); usedTextures.add(std::move(texture)); return {float(textureIndex), Vec2F(glTexture->glTextureCoordinateOffset())}; }; 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; }; uint8_t textureIndex = 0; Vec2F textureOffset = {}; for (auto& primitive : primitives) { if (auto tri = primitive.ptr()) { tie(textureIndex, textureOffset) = addCurrentTexture(std::move(tri->texture)); 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()) { tie(textureIndex, textureOffset) = addCurrentTexture(std::move(quad->texture)); // = 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, 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()) { if (poly->vertexes.size() > 2) { tie(textureIndex, textureOffset) = addCurrentTexture(std::move(poly->texture)); for (size_t i = 1; i < poly->vertexes.size() - 1; ++i) { 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); } } } } vertexBuffers.reserve(primitives.size() * 6); finishCurrentBuffer(); for (auto const& vb : oldVertexBuffers) glDeleteBuffers(1, &vb.vertexBuffer); } bool OpenGlRenderer::logGlErrorSummary(String prefix) { if (GLenum error = glGetError()) { Logger::error("{}: ", prefix); do { if (error == GL_INVALID_ENUM) { Logger::error("GL_INVALID_ENUM"); } else if (error == GL_INVALID_VALUE) { Logger::error("GL_INVALID_VALUE"); } else if (error == GL_INVALID_OPERATION) { Logger::error("GL_INVALID_OPERATION"); } else if (error == GL_INVALID_FRAMEBUFFER_OPERATION) { Logger::error("GL_INVALID_FRAMEBUFFER_OPERATION"); } else if (error == GL_OUT_OF_MEMORY) { Logger::error("GL_OUT_OF_MEMORY"); } else if (error == GL_STACK_UNDERFLOW) { Logger::error("GL_STACK_UNDERFLOW"); } else if (error == GL_STACK_OVERFLOW) { Logger::error("GL_STACK_OVERFLOW"); } else { Logger::error(""); } } while ((error = glGetError())); return true; } return false; } void OpenGlRenderer::uploadTextureImage(PixelFormat pixelFormat, Vec2U size, uint8_t const* data) { glPixelStorei(GL_UNPACK_ALIGNMENT, 1); Maybe internalFormat; GLenum format; GLenum type = GL_UNSIGNED_BYTE; 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 { type = GL_FLOAT; if (pixelFormat == PixelFormat::RGB_F) { internalFormat = GL_RGB32F; format = GL_RGB; } else if (pixelFormat == PixelFormat::RGBA_F) { internalFormat = GL_RGBA32F; format = GL_RGBA; } else 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 OpenGlRenderer::flushImmediatePrimitives() { if (m_immediatePrimitives.empty()) return; m_immediateRenderBuffer->set(m_immediatePrimitives); m_immediatePrimitives.resize(0); renderGlBuffer(*m_immediateRenderBuffer, Mat3F::identity()); } auto OpenGlRenderer::createGlTexture(ImageView const& image, TextureAddressing addressing, TextureFiltering filtering) ->RefPtr { auto glLoneTexture = make_ref(); 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 OpenGlRenderer::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.format, image.size, image.data); return glLoneTexture; } auto OpenGlRenderer::createGlRenderBuffer() -> shared_ptr { auto glrb = make_shared(); glrb->whiteTexture = m_whiteTexture; glrb->useMultiTexturing = m_useMultiTexturing; return glrb; } void OpenGlRenderer::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); } for (auto const& p : m_currentEffect->textures) { 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_colorAttribute); glEnableVertexAttribArray(m_dataAttribute); 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)); 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 OpenGlRenderer::setupGlUniforms(Effect& effect) { m_positionAttribute = effect.getAttribute("vertexPosition"); m_colorAttribute = effect.getAttribute("vertexColor"); m_texCoordAttribute = effect.getAttribute("vertexTextureCoordinate"); m_dataAttribute = effect.getAttribute("vertexData"); 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())); } m_screenSizeUniform = effect.getUniform("screenSize"); m_vertexTransformUniform = effect.getUniform("vertexTransform"); for (size_t i = 0; i < MultiTextureCount; ++i) glUniform1i(m_textureUniforms[i], i); glUniform2f(m_screenSizeUniform, m_screenSize[0], m_screenSize[1]); } RefPtr 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 OpenGlRenderer::blitGlFrameBuffer(RefPtr 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 OpenGlRenderer::switchGlFrameBuffer(RefPtr const& frameBuffer) { if (m_currentFrameBuffer == frameBuffer) return; glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBuffer->id); m_currentFrameBuffer = frameBuffer; } GLuint OpenGlRenderer::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 OpenGlRenderer::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; } }