563d95b9e6
interface is always drawn without super-sampling anyway
1054 lines
36 KiB
C++
1054 lines
36 KiB
C++
#include "StarRenderer_opengl.hpp"
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#include "StarJsonExtra.hpp"
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#include "StarCasting.hpp"
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#include "StarLogging.hpp"
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namespace Star {
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size_t const MultiTextureCount = 4;
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char const* DefaultVertexShader = R"SHADER(
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#version 130
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uniform vec2 textureSize0;
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uniform vec2 textureSize1;
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uniform vec2 textureSize2;
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uniform vec2 textureSize3;
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uniform vec2 screenSize;
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uniform mat3 vertexTransform;
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in vec2 vertexPosition;
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in vec4 vertexColor;
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in vec2 vertexTextureCoordinate;
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in int vertexData;
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out vec2 fragmentTextureCoordinate;
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flat out int fragmentTextureIndex;
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out vec4 fragmentColor;
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void main() {
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vec2 screenPosition = (vertexTransform * vec3(vertexPosition, 1.0)).xy;
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gl_Position = vec4(screenPosition / screenSize * 2.0 - 1.0, 0.0, 1.0);
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if (((vertexData >> 3) & 0x1) == 1)
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screenPosition.x = round(screenPosition.x);
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if (((vertexData >> 4) & 0x1) == 1)
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screenPosition.y = round(screenPosition.y);
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int vertexTextureIndex = vertexData & 0x3;
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if (vertexTextureIndex == 3)
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fragmentTextureCoordinate = vertexTextureCoordinate / textureSize3;
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else if (vertexTextureIndex == 2)
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fragmentTextureCoordinate = vertexTextureCoordinate / textureSize2;
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else if (vertexTextureIndex == 1)
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fragmentTextureCoordinate = vertexTextureCoordinate / textureSize1;
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else
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fragmentTextureCoordinate = vertexTextureCoordinate / textureSize0;
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fragmentTextureIndex = vertexTextureIndex;
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fragmentColor = vertexColor;
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}
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)SHADER";
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char const* DefaultFragmentShader = R"SHADER(
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#version 130
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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uniform sampler2D texture3;
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in vec2 fragmentTextureCoordinate;
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flat in int fragmentTextureIndex;
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in vec4 fragmentColor;
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out vec4 outColor;
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void main() {
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vec4 texColor;
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if (fragmentTextureIndex == 3)
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texColor = texture2D(texture3, fragmentTextureCoordinate);
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else if (fragmentTextureIndex == 2)
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texColor = texture2D(texture2, fragmentTextureCoordinate);
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else if (fragmentTextureIndex == 1)
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texColor = texture2D(texture1, fragmentTextureCoordinate);
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else
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texColor = texture2D(texture0, fragmentTextureCoordinate);
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if (texColor.a <= 0.0)
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discard;
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outColor = texColor * fragmentColor;
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}
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)SHADER";
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OpenGlRenderer::OpenGlRenderer() {
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if (glewInit() != GLEW_OK)
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throw RendererException("Could not initialize GLEW");
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if (!GLEW_VERSION_2_0)
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throw RendererException("OpenGL 2.0 not available!");
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Logger::info("OpenGL version: '{}' vendor: '{}' renderer: '{}' shader: '{}'",
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(const char*)glGetString(GL_VERSION),
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(const char*)glGetString(GL_VENDOR),
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(const char*)glGetString(GL_RENDERER),
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(const char*)glGetString(GL_SHADING_LANGUAGE_VERSION));
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_DEPTH_TEST);
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m_whiteTexture = createGlTexture(Image::filled({1, 1}, Vec4B(255, 255, 255, 255), PixelFormat::RGBA32),
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TextureAddressing::Clamp,
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TextureFiltering::Nearest);
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m_immediateRenderBuffer = createGlRenderBuffer();
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loadEffectConfig("internal", JsonObject(), {{"vertex", DefaultVertexShader}, {"fragment", DefaultFragmentShader}});
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m_limitTextureGroupSize = false;
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m_useMultiTexturing = true;
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m_multiSampling = false;
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logGlErrorSummary("OpenGL errors during renderer initialization");
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}
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OpenGlRenderer::~OpenGlRenderer() {
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for (auto& effect : m_effects)
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glDeleteProgram(effect.second.program);
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m_frameBuffers.clear();
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logGlErrorSummary("OpenGL errors during shutdown");
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}
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String OpenGlRenderer::rendererId() const {
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return "OpenGL20";
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}
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Vec2U OpenGlRenderer::screenSize() const {
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return m_screenSize;
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}
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OpenGlRenderer::GlFrameBuffer::GlFrameBuffer(Json const& fbConfig) : config(fbConfig) {
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texture = make_ref<GlLoneTexture>();
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texture->textureFiltering = TextureFiltering::Nearest;
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texture->textureAddressing = TextureAddressing::Clamp;
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texture->textureSize = {0, 0};
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glGenTextures(1, &texture->textureId);
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if (texture->textureId == 0)
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throw RendererException("Could not generate OpenGL texture for framebuffer");
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multisample = GLEW_VERSION_4_0 ? config.getUInt("multisample", 0) : 0;
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GLenum target = multisample ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
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glBindTexture(target, texture->glTextureId());
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Vec2U size = jsonToVec2U(config.getArray("size", { 256, 256 }));
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if (multisample)
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, multisample, GL_RGBA8, size[0], size[1], GL_TRUE);
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else
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size[0], size[1], 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glGenFramebuffers(1, &id);
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if (!id)
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throw RendererException("Failed to create OpenGL framebuffer");
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glBindFramebuffer(GL_FRAMEBUFFER, id);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, texture->glTextureId(), 0);
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auto framebufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (framebufferStatus != GL_FRAMEBUFFER_COMPLETE)
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throw RendererException("OpenGL framebuffer is not complete!");
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}
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OpenGlRenderer::GlFrameBuffer::~GlFrameBuffer() {
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glDeleteFramebuffers(1, &id);
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texture.reset();
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}
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void OpenGlRenderer::loadConfig(Json const& config) {
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m_frameBuffers.clear();
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for (auto& pair : config.getObject("frameBuffers", {})) {
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Json config = pair.second;
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config = config.set("multisample", m_multiSampling);
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m_frameBuffers[pair.first] = make_ref<GlFrameBuffer>(config);
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}
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setScreenSize(m_screenSize);
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m_config = config;
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}
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void OpenGlRenderer::loadEffectConfig(String const& name, Json const& effectConfig, StringMap<String> const& shaders) {
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if (auto effect = m_effects.ptr(name)) {
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Logger::info("Reloading OpenGL effect {}", name);
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glDeleteProgram(effect->program);
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m_effects.erase(name);
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}
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GLint status = 0;
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char logBuffer[1024];
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auto compileShader = [&](GLenum type, String const& name) -> GLuint {
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GLuint shader = glCreateShader(type);
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auto* source = shaders.ptr(name);
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if (!source)
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return 0;
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char const* sourcePtr = source->utf8Ptr();
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glShaderSource(shader, 1, &sourcePtr, NULL);
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glCompileShader(shader);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (!status) {
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glGetShaderInfoLog(shader, sizeof(logBuffer), NULL, logBuffer);
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throw RendererException(strf("Failed to compile {} shader: {}\n", name, logBuffer));
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}
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return shader;
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};
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GLuint vertexShader = 0, fragmentShader = 0;
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try {
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vertexShader = compileShader(GL_VERTEX_SHADER, "vertex");
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fragmentShader = compileShader(GL_FRAGMENT_SHADER, "fragment");
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}
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catch (RendererException const& e) {
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Logger::error("Shader compile error, using default: {}", e.what());
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if (vertexShader) glDeleteShader(vertexShader);
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if (fragmentShader) glDeleteShader(fragmentShader);
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vertexShader = compileShader(GL_VERTEX_SHADER, DefaultVertexShader);
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fragmentShader = compileShader(GL_FRAGMENT_SHADER, DefaultFragmentShader);
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}
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GLuint program = glCreateProgram();
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if (vertexShader)
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glAttachShader(program, vertexShader);
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if (fragmentShader)
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glAttachShader(program, fragmentShader);
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glLinkProgram(program);
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if (vertexShader)
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glDeleteShader(vertexShader);
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if (fragmentShader)
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glDeleteShader(fragmentShader);
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (!status) {
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glGetProgramInfoLog(program, sizeof(logBuffer), NULL, logBuffer);
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glDeleteProgram(program);
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throw RendererException(strf("Failed to link program: {}\n", logBuffer));
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}
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glUseProgram(m_program = program);
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auto& effect = m_effects.emplace(name, Effect()).first->second;
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effect.program = m_program;
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effect.config = effectConfig;
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m_currentEffect = &effect;
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setupGlUniforms(effect);
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for (auto const& p : effectConfig.getObject("effectParameters", {})) {
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EffectParameter effectParameter;
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effectParameter.parameterUniform = glGetUniformLocation(m_program, p.second.getString("uniform").utf8Ptr());
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if (effectParameter.parameterUniform == -1) {
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Logger::warn("OpenGL20 effect parameter '{}' in effect '{}' has no associated uniform, skipping", p.first, name);
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} else {
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String type = p.second.getString("type");
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if (type == "bool") {
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effectParameter.parameterType = RenderEffectParameter::typeIndexOf<bool>();
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} else if (type == "int") {
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effectParameter.parameterType = RenderEffectParameter::typeIndexOf<int>();
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} else if (type == "float") {
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effectParameter.parameterType = RenderEffectParameter::typeIndexOf<float>();
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} else if (type == "vec2") {
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effectParameter.parameterType = RenderEffectParameter::typeIndexOf<Vec2F>();
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} else if (type == "vec3") {
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effectParameter.parameterType = RenderEffectParameter::typeIndexOf<Vec3F>();
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} else if (type == "vec4") {
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effectParameter.parameterType = RenderEffectParameter::typeIndexOf<Vec4F>();
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} else {
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throw RendererException::format("Unrecognized effect parameter type '{}'", type);
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}
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effect.parameters[p.first] = effectParameter;
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if (Json def = p.second.get("default", {})) {
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if (type == "bool") {
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setEffectParameter(p.first, def.toBool());
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} else if (type == "int") {
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setEffectParameter(p.first, (int)def.toInt());
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} else if (type == "float") {
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setEffectParameter(p.first, def.toFloat());
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} else if (type == "vec2") {
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setEffectParameter(p.first, jsonToVec2F(def));
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} else if (type == "vec3") {
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setEffectParameter(p.first, jsonToVec3F(def));
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} else if (type == "vec4") {
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setEffectParameter(p.first, jsonToVec4F(def));
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}
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}
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}
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}
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// Assign each texture parameter a texture unit starting with MultiTextureCount, the first
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// few texture units are used by the primary textures being drawn. Currently,
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// maximum texture units are not checked.
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unsigned parameterTextureUnit = MultiTextureCount;
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for (auto const& p : effectConfig.getObject("effectTextures", {})) {
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EffectTexture effectTexture;
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effectTexture.textureUniform = glGetUniformLocation(m_program, p.second.getString("textureUniform").utf8Ptr());
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if (effectTexture.textureUniform == -1) {
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Logger::warn("OpenGL20 effect parameter '{}' has no associated uniform, skipping", p.first);
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} else {
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effectTexture.textureUnit = parameterTextureUnit++;
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glUniform1i(effectTexture.textureUniform, effectTexture.textureUnit);
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effectTexture.textureAddressing = TextureAddressingNames.getLeft(p.second.getString("textureAddressing", "clamp"));
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effectTexture.textureFiltering = TextureFilteringNames.getLeft(p.second.getString("textureFiltering", "nearest"));
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if (auto tsu = p.second.optString("textureSizeUniform")) {
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effectTexture.textureSizeUniform = glGetUniformLocation(m_program, tsu->utf8Ptr());
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if (effectTexture.textureSizeUniform == -1)
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Logger::warn("OpenGL20 effect parameter '{}' has textureSizeUniform '{}' with no associated uniform", p.first, *tsu);
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}
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effect.textures[p.first] = effectTexture;
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}
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}
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if (DebugEnabled)
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logGlErrorSummary("OpenGL errors setting effect config");
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}
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void OpenGlRenderer::setEffectParameter(String const& parameterName, RenderEffectParameter const& value) {
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auto ptr = m_currentEffect->parameters.ptr(parameterName);
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if (!ptr || (ptr->parameterValue && *ptr->parameterValue == value))
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return;
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if (ptr->parameterType != value.typeIndex())
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throw RendererException::format("OpenGlRenderer::setEffectParameter '{}' parameter type mismatch", parameterName);
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flushImmediatePrimitives();
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if (auto v = value.ptr<bool>())
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glUniform1i(ptr->parameterUniform, *v);
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else if (auto v = value.ptr<int>())
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glUniform1i(ptr->parameterUniform, *v);
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else if (auto v = value.ptr<float>())
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glUniform1f(ptr->parameterUniform, *v);
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else if (auto v = value.ptr<Vec2F>())
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glUniform2f(ptr->parameterUniform, (*v)[0], (*v)[1]);
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else if (auto v = value.ptr<Vec3F>())
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glUniform3f(ptr->parameterUniform, (*v)[0], (*v)[1], (*v)[2]);
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else if (auto v = value.ptr<Vec4F>())
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glUniform4f(ptr->parameterUniform, (*v)[0], (*v)[1], (*v)[2], (*v)[3]);
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ptr->parameterValue = value;
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}
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void OpenGlRenderer::setEffectTexture(String const& textureName, ImageView const& image) {
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auto ptr = m_currentEffect->textures.ptr(textureName);
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if (!ptr)
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return;
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flushImmediatePrimitives();
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if (!ptr->textureValue || ptr->textureValue->textureId == 0) {
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ptr->textureValue = createGlTexture(image, ptr->textureAddressing, ptr->textureFiltering);
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} else {
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glBindTexture(GL_TEXTURE_2D, ptr->textureValue->textureId);
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ptr->textureValue->textureSize = image.size;
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uploadTextureImage(image.format, image.size, image.data);
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}
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if (ptr->textureSizeUniform != -1) {
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auto textureSize = ptr->textureValue->glTextureSize();
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glUniform2f(ptr->textureSizeUniform, textureSize[0], textureSize[1]);
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}
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}
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bool OpenGlRenderer::switchEffectConfig(String const& name) {
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flushImmediatePrimitives();
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auto find = m_effects.find(name);
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if (find == m_effects.end())
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return false;
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Effect& effect = find->second;
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if (m_currentEffect == &effect)
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return true;
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if (auto blitFrameBufferId = effect.config.optString("blitFrameBuffer"))
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blitGlFrameBuffer(getGlFrameBuffer(*blitFrameBufferId));
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if (auto frameBufferId = effect.config.optString("frameBuffer"))
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switchGlFrameBuffer(getGlFrameBuffer(*frameBufferId));
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else {
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m_currentFrameBuffer.reset();
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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glUseProgram(m_program = effect.program);
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setupGlUniforms(effect);
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m_currentEffect = &effect;
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setEffectParameter("vertexRounding", m_multiSampling > 0);
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return true;
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}
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void OpenGlRenderer::setScissorRect(Maybe<RectI> const& scissorRect) {
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if (scissorRect == m_scissorRect)
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return;
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flushImmediatePrimitives();
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m_scissorRect = scissorRect;
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if (m_scissorRect) {
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glEnable(GL_SCISSOR_TEST);
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glScissor(m_scissorRect->xMin(), m_scissorRect->yMin(), m_scissorRect->width(), m_scissorRect->height());
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} else {
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glDisable(GL_SCISSOR_TEST);
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}
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}
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TexturePtr OpenGlRenderer::createTexture(Image const& texture, TextureAddressing addressing, TextureFiltering filtering) {
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return createGlTexture(texture, addressing, filtering);
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}
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void OpenGlRenderer::setSizeLimitEnabled(bool enabled) {
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m_limitTextureGroupSize = enabled;
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}
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void OpenGlRenderer::setMultiTexturingEnabled(bool enabled) {
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m_useMultiTexturing = enabled;
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}
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void OpenGlRenderer::setMultiSampling(unsigned multiSampling) {
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if (m_multiSampling == multiSampling)
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return;
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m_multiSampling = multiSampling;
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if (m_multiSampling) {
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glEnable(GL_MULTISAMPLE);
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glEnable(GL_SAMPLE_SHADING);
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glMinSampleShading(1.f);
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} else {
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glMinSampleShading(0.f);
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glDisable(GL_SAMPLE_SHADING);
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glDisable(GL_MULTISAMPLE);
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}
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loadConfig(m_config);
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}
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TextureGroupPtr OpenGlRenderer::createTextureGroup(TextureGroupSize textureSize, TextureFiltering filtering) {
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int maxTextureSize;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
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maxTextureSize = min(maxTextureSize, (2 << 14));
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// Large texture sizes are not always supported
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if (textureSize == TextureGroupSize::Large && (m_limitTextureGroupSize || maxTextureSize < 4096))
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textureSize = TextureGroupSize::Medium;
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unsigned atlasNumCells;
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if (textureSize == TextureGroupSize::Large)
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atlasNumCells = 256;
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else if (textureSize == TextureGroupSize::Medium)
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atlasNumCells = 128;
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else // TextureGroupSize::Small
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atlasNumCells = 64;
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Logger::info("detected supported OpenGL texture size {}, using atlasNumCells {}", maxTextureSize, atlasNumCells);
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auto glTextureGroup = make_shared<GlTextureGroup>(atlasNumCells);
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glTextureGroup->textureAtlasSet.textureFiltering = filtering;
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m_liveTextureGroups.append(glTextureGroup);
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return glTextureGroup;
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}
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RenderBufferPtr OpenGlRenderer::createRenderBuffer() {
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return createGlRenderBuffer();
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}
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List<RenderPrimitive>& OpenGlRenderer::immediatePrimitives() {
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return m_immediatePrimitives;
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}
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void OpenGlRenderer::render(RenderPrimitive primitive) {
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m_immediatePrimitives.append(std::move(primitive));
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}
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void OpenGlRenderer::renderBuffer(RenderBufferPtr const& renderBuffer, Mat3F const& transformation) {
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flushImmediatePrimitives();
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renderGlBuffer(*convert<GlRenderBuffer>(renderBuffer.get()), transformation);
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}
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void OpenGlRenderer::flush(Mat3F const& transformation) {
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flushImmediatePrimitives(transformation);
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}
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|
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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<RenderPrimitive> 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>();
|
|
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<GlGroupedTexture>(texture.get()))
|
|
gt->decrementBufferUseCount();
|
|
}
|
|
for (auto const& vb : vertexBuffers)
|
|
glDeleteBuffers(1, &vb.vertexBuffer);
|
|
}
|
|
|
|
void OpenGlRenderer::GlRenderBuffer::set(List<RenderPrimitive>& primitives) {
|
|
for (auto const& texture : usedTextures) {
|
|
if (auto gt = as<GlGroupedTexture>(texture.get()))
|
|
gt->decrementBufferUseCount();
|
|
}
|
|
usedTextures.clear();
|
|
|
|
auto oldVertexBuffers = take(vertexBuffers);
|
|
|
|
List<GLuint> currentTextures;
|
|
List<Vec2U> currentTextureSizes;
|
|
size_t currentVertexCount = 0;
|
|
|
|
auto finishCurrentBuffer = [&]() {
|
|
if (currentVertexCount > 0) {
|
|
GlVertexBuffer vb;
|
|
for (size_t i = 0; i < currentTextures.size(); ++i) {
|
|
vb.textures.append(GlVertexBufferTexture{currentTextures[i], currentTextureSizes[i]});
|
|
}
|
|
vb.vertexCount = currentVertexCount;
|
|
if (!oldVertexBuffers.empty()) {
|
|
auto oldVb = oldVertexBuffers.takeLast();
|
|
vb.vertexBuffer = oldVb.vertexBuffer;
|
|
glBindBuffer(GL_ARRAY_BUFFER, vb.vertexBuffer);
|
|
if (oldVb.vertexCount >= vb.vertexCount)
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, accumulationBuffer.size(), accumulationBuffer.ptr());
|
|
else
|
|
glBufferData(GL_ARRAY_BUFFER, accumulationBuffer.size(), accumulationBuffer.ptr(), GL_STREAM_DRAW);
|
|
} else {
|
|
glGenBuffers(1, &vb.vertexBuffer);
|
|
glBindBuffer(GL_ARRAY_BUFFER, vb.vertexBuffer);
|
|
glBufferData(GL_ARRAY_BUFFER, accumulationBuffer.size(), accumulationBuffer.ptr(), GL_STREAM_DRAW);
|
|
}
|
|
|
|
vertexBuffers.emplace_back(std::move(vb));
|
|
|
|
currentTextures.clear();
|
|
currentTextureSizes.clear();
|
|
accumulationBuffer.clear();
|
|
currentVertexCount = 0;
|
|
}
|
|
};
|
|
|
|
auto textureCount = useMultiTexturing ? MultiTextureCount : 1;
|
|
auto addCurrentTexture = [&](TexturePtr texture) -> pair<uint8_t, Vec2F> {
|
|
if (!texture)
|
|
texture = whiteTexture;
|
|
|
|
auto glTexture = as<GlTexture>(texture.get());
|
|
GLuint glTextureId = glTexture->glTextureId();
|
|
|
|
auto textureIndex = currentTextures.indexOf(glTextureId);
|
|
if (textureIndex == NPos) {
|
|
if (currentTextures.size() >= textureCount)
|
|
finishCurrentBuffer();
|
|
|
|
textureIndex = currentTextures.size();
|
|
currentTextures.append(glTextureId);
|
|
currentTextureSizes.append(glTexture->glTextureSize());
|
|
}
|
|
|
|
if (auto gt = as<GlGroupedTexture>(texture.get()))
|
|
gt->incrementBufferUseCount();
|
|
usedTextures.add(std::move(texture));
|
|
|
|
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<RenderTriangle>()) {
|
|
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<RenderQuad>()) {
|
|
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<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) {
|
|
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("<UNRECOGNIZED GL 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<GLenum> 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(Mat3F const& transformation) {
|
|
if (m_immediatePrimitives.empty())
|
|
return;
|
|
|
|
m_immediateRenderBuffer->set(m_immediatePrimitives);
|
|
m_immediatePrimitives.resize(0);
|
|
renderGlBuffer(*m_immediateRenderBuffer, transformation);
|
|
}
|
|
|
|
auto OpenGlRenderer::createGlTexture(ImageView const& image, TextureAddressing addressing, TextureFiltering filtering)
|
|
->RefPtr<GlLoneTexture> {
|
|
auto glLoneTexture = make_ref<GlLoneTexture>();
|
|
glLoneTexture->textureFiltering = filtering;
|
|
glLoneTexture->textureAddressing = addressing;
|
|
glLoneTexture->textureSize = image.size;
|
|
|
|
glGenTextures(1, &glLoneTexture->textureId);
|
|
if (glLoneTexture->textureId == 0)
|
|
throw RendererException("Could not generate texture in 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<GlRenderBuffer> {
|
|
auto glrb = make_shared<GlRenderBuffer>();
|
|
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::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 OpenGlRenderer::blitGlFrameBuffer(RefPtr<GlFrameBuffer> const& frameBuffer) {
|
|
if (frameBuffer->blitted)
|
|
return;
|
|
|
|
auto& size = m_screenSize;
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, frameBuffer->id);
|
|
glBlitFramebuffer(
|
|
0, 0, size[0], size[1],
|
|
0, 0, size[0], size[1],
|
|
GL_COLOR_BUFFER_BIT, GL_NEAREST
|
|
);
|
|
|
|
frameBuffer->blitted = true;
|
|
}
|
|
|
|
void OpenGlRenderer::switchGlFrameBuffer(RefPtr<GlFrameBuffer> 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;
|
|
}
|
|
|
|
|
|
}
|