/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2016 The ManaPlus Developers * * This file is part of The ManaPlus Client. * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #if defined USE_OPENGL && !defined ANDROID #include "render/mobileopengl2graphics.h" #include "graphicsmanager.h" #include "render/opengl/mgl.h" #ifdef __native_client__ #include "render/opengl/naclglfunctions.h" #endif #include "render/shaders/shaderprogram.h" #include "render/shaders/shadersmanager.h" #include "render/vertexes/imagecollection.h" #include "resources/imagerect.h" #include "resources/image/image.h" #include "utils/delete2.h" #include "utils/sdlcheckutils.h" #include "debug.h" #define vertFill2D(var, x1, y1, x2, y2, dstX, dstY, w, h) \ var[vp + 0] = dstX; \ var[vp + 1] = dstY; \ var[vp + 2] = x1; \ var[vp + 3] = y1; \ \ var[vp + 4] = dstX + w; \ var[vp + 5] = dstY; \ var[vp + 6] = x2; \ var[vp + 7] = y1; \ \ var[vp + 8] = dstX + w; \ var[vp + 9] = dstY + h; \ var[vp + 10] = x2; \ var[vp + 11] = y2; \ \ var[vp + 12] = dstX; \ var[vp + 13] = dstY; \ var[vp + 14] = x1; \ var[vp + 15] = y1; \ \ var[vp + 16] = dstX; \ var[vp + 17] = dstY + h; \ var[vp + 18] = x1; \ var[vp + 19] = y2; \ \ var[vp + 20] = dstX + w; \ var[vp + 21] = dstY + h; \ var[vp + 22] = x2; \ var[vp + 23] = y2; #define toGL static_cast<GLfloat> GLuint MobileOpenGL2Graphics::mTextureBinded = 0U; GLuint MobileOpenGL2Graphics::mTextureSizeUniform = 0U; int MobileOpenGL2Graphics::mTextureWidth = 1; int MobileOpenGL2Graphics::mTextureHeight = 1; #ifdef DEBUG_DRAW_CALLS unsigned int MobileOpenGL2Graphics::mDrawCalls = 0U; unsigned int MobileOpenGL2Graphics::mLastDrawCalls = 0U; #endif MobileOpenGL2Graphics::MobileOpenGL2Graphics() : mFloatArray(nullptr), mFloatArrayCached(nullptr), mProgram(nullptr), mAlphaCached(1.0F), mVpCached(0), mFloatColor(1.0F), mMaxVertices(500), mProgramId(0U), mSimpleColorUniform(0U), mPosAttrib(0), mTextureColorUniform(0U), mScreenUniform(0U), mDrawTypeUniform(0U), #ifndef __native_client__ mVao(0U), #endif mVbo(0U), mVboBinded(0U), mAttributesBinded(0U), mColorAlpha(false), mTextureDraw(false), #ifdef DEBUG_BIND_TEXTURE mOldTexture(), mOldTextureId(0), #endif mFbo() { mOpenGL = RENDER_GLES2_OPENGL; mName = "mobile OpenGL ES 2"; } MobileOpenGL2Graphics::~MobileOpenGL2Graphics() { deleteArraysInternal(); deleteGLObjects(); } void MobileOpenGL2Graphics::deleteGLObjects() restrict2 { delete2(mProgram); if (mVbo) mglDeleteBuffers(1, &mVbo); #ifndef __native_client__ if (mVao) mglDeleteVertexArrays(1, &mVao); #endif } void MobileOpenGL2Graphics::initArrays(const int vertCount) restrict2 { mMaxVertices = vertCount; if (mMaxVertices < 500) mMaxVertices = 500; else if (mMaxVertices > 1024) mMaxVertices = 1024; // need alocate small size, after if limit reached reallocate to double size const size_t sz = mMaxVertices * 4 + 30; vertexBufSize = mMaxVertices; if (!mFloatArray) mFloatArray = new GLfloat[sz]; if (!mFloatArrayCached) mFloatArrayCached = new GLfloat[sz]; } void MobileOpenGL2Graphics::postInit() restrict2 { #ifndef __native_client__ mglGenVertexArrays(1, &mVao); mglBindVertexArray(mVao); #endif mglGenBuffers(1, &mVbo); // logger->log("gen vbo buffer: %u", mVbo); bindArrayBuffer(mVbo); logger->log("Compiling shaders"); mProgram = shaders.getGles2Program(); if (!mProgram) { graphicsManager.logError(); logger->safeError("Shader creation error. See manaplus.log."); } mProgramId = mProgram->getProgramId(); if (!mProgramId) logger->safeError("Shaders compilation error."); logger->log("Shaders compilation done."); mglUseProgram(mProgramId); mPosAttrib = 0; mSimpleColorUniform = mglGetUniformLocation(mProgramId, "color"); mScreenUniform = mglGetUniformLocation(mProgramId, "screen"); mDrawTypeUniform = mglGetUniformLocation(mProgramId, "drawType"); mTextureColorUniform = mglGetUniformLocation(mProgramId, "alpha"); mTextureSizeUniform = mglGetUniformLocation(mProgramId, "textureSize"); mglUniform1f(mTextureColorUniform, 1.0f); mglVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, nullptr); mglEnableVertexAttribArray(0); mAttributesBinded = mVbo; mglUniform2f(mScreenUniform, static_cast<float>(mWidth) / 2.0f, static_cast<float>(mHeight) / 2.0f); // for safty init texture size to 1x1 mglUniform2f(mTextureSizeUniform, 1.0f, 1.0f); mglActiveTexture(GL_TEXTURE0); } void MobileOpenGL2Graphics::screenResized() restrict2 { deleteGLObjects(); mVboBinded = 0U; mAttributesBinded = 0U; postInit(); } void MobileOpenGL2Graphics::deleteArrays() restrict2 { deleteArraysInternal(); } void MobileOpenGL2Graphics::deleteArraysInternal() restrict2 { delete [] mFloatArray; mFloatArray = nullptr; delete [] mFloatArrayCached; mFloatArrayCached = nullptr; } bool MobileOpenGL2Graphics::setVideoMode(const int w, const int h, const int scale, const int bpp, const bool fs, const bool hwaccel, const bool resize, const bool noFrame) restrict2 { setMainFlags(w, h, scale, bpp, fs, hwaccel, resize, noFrame); return setOpenGLMode(); } void MobileOpenGL2Graphics::setColor(const Color &restrict color) restrict2 { mColorAlpha = (color.a != 255); if (mColor != color) { mColor = color; mglUniform4f(mSimpleColorUniform, static_cast<float>(color.r) / 255.0F, static_cast<float>(color.g) / 255.0F, static_cast<float>(color.b) / 255.0F, static_cast<float>(color.a) / 255.0F); } } void MobileOpenGL2Graphics::setColorAlpha(const float alpha) restrict2 { if (mAlphaCached != alpha) { mAlphaCached = alpha; mglUniform1f(mTextureColorUniform, alpha); } } void MobileOpenGL2Graphics::drawQuad(const int srcX, const int srcY, const int dstX, const int dstY, const int width, const int height) restrict2 { const GLfloat texX2 = static_cast<GLfloat>(srcX + width); const GLfloat texY2 = static_cast<GLfloat>(srcY + height); const GLfloat x2 = static_cast<GLfloat>(dstX + width); const GLfloat y2 = static_cast<GLfloat>(dstY + height); const GLfloat srcX2 = toGL(srcX); const GLfloat srcY2 = toGL(srcY); const GLfloat dstX2 = toGL(dstX); const GLfloat dstY2 = toGL(dstY); GLfloat vertices[] = { dstX2, dstY2, srcX2, srcY2, x2, dstY2, texX2, srcY2, dstX2, y2, srcX2, texY2, x2, y2, texX2, texY2 }; mglBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW); #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif mglDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } void MobileOpenGL2Graphics::drawRescaledQuad(const int srcX, const int srcY, const int dstX, const int dstY, const int width, const int height, const int desiredWidth, const int desiredHeight) restrict2 { const GLfloat texX2 = static_cast<GLfloat>(srcX + width); const GLfloat texY2 = static_cast<GLfloat>(srcY + height); const GLfloat x2 = static_cast<GLfloat>(dstX + desiredWidth); const GLfloat y2 = static_cast<GLfloat>(dstY + desiredHeight); const GLfloat srcX2 = toGL(srcX); const GLfloat srcY2 = toGL(srcY); const GLfloat dstX2 = toGL(dstX); const GLfloat dstY2 = toGL(dstY); GLfloat vertices[] = { dstX2, dstY2, srcX2, srcY2, x2, dstY2, texX2, srcY2, dstX2, y2, srcX2, texY2, x2, y2, texX2, texY2 }; mglBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW); #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif mglDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } void MobileOpenGL2Graphics::drawImage(const Image *restrict const image, int dstX, int dstY) restrict2 { drawImageInline(image, dstX, dstY); } void MobileOpenGL2Graphics::drawImageInline(const Image *restrict const image, int dstX, int dstY) restrict2 { FUNC_BLOCK("Graphics::drawImage", 1) if (!image) return; #ifdef DEBUG_BIND_TEXTURE debugBindTexture(image); #endif bindTexture2(GL_TEXTURE_2D, image); setTexturingAndBlending(true); bindArrayBufferAndAttributes(mVbo); setColorAlpha(image->mAlpha); const ClipRect &clipArea = mClipStack.top(); const SDL_Rect &imageRect = image->mBounds; drawQuad(imageRect.x, imageRect.y, dstX + clipArea.xOffset, dstY + clipArea.yOffset, imageRect.w, imageRect.h); } void MobileOpenGL2Graphics::copyImage(const Image *restrict const image, int dstX, int dstY) restrict2 { drawImageInline(image, dstX, dstY); } void MobileOpenGL2Graphics::testDraw() restrict2 { /* GLfloat vertices[] = { 0, 0, 0, 0, 800, 0, 800, 0, 0, 600, 0, 600, 800, 600, 800, 600 }; */ // logger->log("allocate: %d, %ld", mVboBinded, sizeof(vertices)); // mglBufferData(GL_ARRAY_BUFFER, sizeof(vertices), // vertices, GL_STREAM_DRAW); #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif mglDrawArrays(GL_TRIANGLE_STRIP, 0, 4); // glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, 0); } void MobileOpenGL2Graphics::drawImageCached(const Image *restrict const image A_UNUSED, int A_UNUSED x, int y A_UNUSED) restrict2 { } void MobileOpenGL2Graphics::drawPatternCached(const Image *restrict const image A_UNUSED, const int x A_UNUSED, const int y A_UNUSED, const int w A_UNUSED, const int h A_UNUSED) restrict2 { } void MobileOpenGL2Graphics::completeCache() restrict2 { } void MobileOpenGL2Graphics::drawRescaledImage(const Image * restrict const image, int dstX, int dstY, const int desiredWidth, const int desiredHeight) restrict2 { if (!image) return; const SDL_Rect &imageRect = image->mBounds; // Just draw the image normally when no resizing is necessary, if (imageRect.w == desiredWidth && imageRect.h == desiredHeight) { drawImageInline(image, dstX, dstY); return; } setColorAlpha(image->mAlpha); #ifdef DEBUG_BIND_TEXTURE debugBindTexture(image); #endif bindTexture2(GL_TEXTURE_2D, image); setTexturingAndBlending(true); bindArrayBufferAndAttributes(mVbo); const ClipRect &clipArea = mClipStack.top(); // Draw a textured quad. drawRescaledQuad(imageRect.x, imageRect.y, dstX + clipArea.xOffset, dstY + clipArea.yOffset, imageRect.w, imageRect.h, desiredWidth, desiredHeight); } void MobileOpenGL2Graphics::drawPattern(const Image *restrict const image, const int x, const int y, const int w, const int h) restrict2 { drawPatternInline(image, x, y, w, h); } void MobileOpenGL2Graphics::drawPatternInline(const Image * restrict const image, const int x, const int y, const int w, const int h) restrict2 { if (!image) return; const SDL_Rect &imageRect = image->mBounds; const int iw = imageRect.w; const int ih = imageRect.h; if (iw == 0 || ih == 0) return; const int srcX = imageRect.x; const int srcY = imageRect.y; const GLfloat srcX2 = toGL(srcX); const GLfloat srcY2 = toGL(srcY); const ClipRect &clipArea = mClipStack.top(); const int x2 = x + clipArea.xOffset; const int y2 = y + clipArea.yOffset; #ifdef DEBUG_BIND_TEXTURE debugBindTexture(image); #endif bindTexture2(GL_TEXTURE_2D, image); setTexturingAndBlending(true); bindArrayBufferAndAttributes(mVbo); setColorAlpha(image->mAlpha); unsigned int vp = 0; const unsigned int vLimit = mMaxVertices * 4; for (int py = 0; py < h; py += ih) { const int height = (py + ih >= h) ? h - py : ih; const GLfloat texY2 = static_cast<GLfloat>(srcY + height); const GLfloat dstY = static_cast<GLfloat>(y2 + py); for (int px = 0; px < w; px += iw) { const int width = (px + iw >= w) ? w - px : iw; const GLfloat dstX = static_cast<GLfloat>(x2 + px); const GLfloat texX2 = static_cast<GLfloat>(srcX + width); vertFill2D(mFloatArray, srcX2, srcY2, texX2, texY2, dstX, dstY, width, height); vp += 24; if (vp >= vLimit) { drawTriangleArray(vp); vp = 0; } } } if (vp > 0) drawTriangleArray(vp); } void MobileOpenGL2Graphics::drawRescaledPattern(const Image * restrict const image, const int x, const int y, const int w, const int h, const int scaledWidth, const int scaledHeight) restrict2 { if (!image) return; if (scaledWidth == 0 || scaledHeight == 0) return; const SDL_Rect &imageRect = image->mBounds; const int iw = imageRect.w; const int ih = imageRect.h; if (iw == 0 || ih == 0) return; const int srcX = imageRect.x; const int srcY = imageRect.y; const GLfloat srcX2 = toGL(srcX); const GLfloat srcY2 = toGL(srcY); #ifdef DEBUG_BIND_TEXTURE debugBindTexture(image); #endif bindTexture2(GL_TEXTURE_2D, image); setTexturingAndBlending(true); bindArrayBufferAndAttributes(mVbo); setColorAlpha(image->mAlpha); unsigned int vp = 0; const unsigned int vLimit = mMaxVertices * 4; const ClipRect &clipArea = mClipStack.top(); const int x2 = x + clipArea.xOffset; const int y2 = y + clipArea.yOffset; const float scaleFactorW = static_cast<float>(scaledWidth) / iw; const float scaleFactorH = static_cast<float>(scaledHeight) / ih; for (int py = 0; py < h; py += scaledHeight) { const int height = (py + scaledHeight >= h) ? h - py : scaledHeight; const GLfloat dstY = static_cast<GLfloat>(y2 + py); const GLfloat scaledY = srcY + height / scaleFactorH; for (int px = 0; px < w; px += scaledWidth) { const int width = (px + scaledWidth >= w) ? w - px : scaledWidth; const GLfloat dstX = static_cast<GLfloat>(x2 + px); const GLfloat scaledX = srcX + width / scaleFactorW; vertFill2D(mFloatArray, srcX2, srcY2, scaledX, scaledY, dstX, dstY, static_cast<GLfloat>(width), static_cast<GLfloat>(height)); vp += 24; if (vp >= vLimit) { drawTriangleArray(vp); vp = 0; } } } if (vp > 0) drawTriangleArray(vp); } inline void MobileOpenGL2Graphics::drawVertexes(const OpenGLGraphicsVertexes & restrict ogl) restrict2 { const std::vector<int> &vp = ogl.mVp; const std::vector<GLuint> &vbos = ogl.mVbo; std::vector<int>::const_iterator ivp; std::vector<GLuint>::const_iterator ivbo; const std::vector<int>::const_iterator ivp_end = vp.end(); for (ivp = vp.begin(), ivbo = vbos.begin(); ivp != ivp_end; ++ ivp, ++ ivbo) { bindArrayBufferAndAttributes(*ivbo); #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif mglDrawArrays(GL_TRIANGLES, 0, *ivp / 4); } } void MobileOpenGL2Graphics::calcPattern(ImageVertexes *restrict const vert, const Image *restrict const image, const int x, const int y, const int w, const int h) const restrict2 { calcPatternInline(vert, image, x, y, w, h); } void MobileOpenGL2Graphics::calcPatternInline(ImageVertexes * restrict const vert, const Image * restrict const image, const int x, const int y, const int w, const int h) const restrict2 { if (!image || !vert) return; const SDL_Rect &imageRect = image->mBounds; const int iw = imageRect.w; const int ih = imageRect.h; if (iw == 0 || ih == 0) return; const int srcX = imageRect.x; const int srcY = imageRect.y; const GLfloat srcX2 = toGL(srcX); const GLfloat srcY2 = toGL(srcY); const ClipRect &clipArea = mClipStack.top(); const int x2 = x + clipArea.xOffset; const int y2 = y + clipArea.yOffset; const unsigned int vLimit = mMaxVertices * 4; OpenGLGraphicsVertexes &ogl = vert->ogl; unsigned int vp = ogl.continueVp(); GLfloat *floatArray = ogl.continueFloatTexArray(); for (int py = 0; py < h; py += ih) { const GLfloat height = static_cast<GLfloat>( (py + ih >= h) ? h - py : ih); const GLfloat dstY = static_cast<GLfloat>(y2 + py); const GLfloat texY2 = srcY + height; for (int px = 0; px < w; px += iw) { const GLfloat width = static_cast<GLfloat>( (px + iw >= w) ? w - px : iw); const GLfloat dstX = static_cast<GLfloat>(x2 + px); const GLfloat texX2 = srcX2 + width; vertFill2D(floatArray, srcX2, srcY2, texX2, texY2, dstX, dstY, width, height); vp += 24; if (vp >= vLimit) { floatArray = ogl.switchFloatTexArray(); ogl.switchVp(vp); vp = 0; } } } ogl.switchVp(vp); } void MobileOpenGL2Graphics::calcTileCollection(ImageCollection * restrict const vertCol, const Image * restrict const image, int x, int y) restrict2 { if (!vertCol || !image) return; if (vertCol->currentGLImage != image->mGLImage) { ImageVertexes *const vert = new ImageVertexes(); vertCol->currentGLImage = image->mGLImage; vertCol->currentVert = vert; vert->image = image; vertCol->draws.push_back(vert); calcTileVertexesInline(vert, image, x, y); } else { calcTileVertexesInline(vertCol->currentVert, image, x, y); } } void MobileOpenGL2Graphics::drawTileCollection(const ImageCollection *restrict const vertCol) restrict2 { setTexturingAndBlending(true); const ImageVertexesVector &draws = vertCol->draws; const ImageCollectionCIter it_end = draws.end(); for (ImageCollectionCIter it = draws.begin(); it != it_end; ++ it) { const ImageVertexes *const vert = *it; const Image *const image = vert->image; setColorAlpha(image->mAlpha); #ifdef DEBUG_BIND_TEXTURE debugBindTexture(image); #endif bindTexture2(GL_TEXTURE_2D, image); drawVertexes(vert->ogl); } } void MobileOpenGL2Graphics::calcPattern(ImageCollection *restrict const vertCol, const Image *restrict const image, const int x, const int y, const int w, const int h) const restrict2 { if (!vertCol || !image) return; ImageVertexes *vert = nullptr; if (vertCol->currentGLImage != image->mGLImage) { vert = new ImageVertexes(); vertCol->currentGLImage = image->mGLImage; vertCol->currentVert = vert; vert->image = image; vertCol->draws.push_back(vert); } else { vert = vertCol->currentVert; } calcPatternInline(vert, image, x, y, w, h); } void MobileOpenGL2Graphics::calcTileVertexes(ImageVertexes * restrict const vert, const Image *restrict const image, int dstX, int dstY) const restrict2 { calcTileVertexesInline(vert, image, dstX, dstY); } void MobileOpenGL2Graphics::calcTileVertexesInline(ImageVertexes * restrict const vert, const Image * restrict const image, int dstX, int dstY) const restrict2 { const SDL_Rect &imageRect = image->mBounds; const int w = imageRect.w; const int h = imageRect.h; if (w == 0 || h == 0) return; const int srcX = imageRect.x; const int srcY = imageRect.y; const GLfloat srcX2 = toGL(srcX); const GLfloat srcY2 = toGL(srcY); const ClipRect &clipArea = mClipStack.top(); const GLfloat x2 = static_cast<GLfloat>(dstX + clipArea.xOffset); const GLfloat y2 = static_cast<GLfloat>(dstY + clipArea.yOffset); const unsigned int vLimit = mMaxVertices * 4; OpenGLGraphicsVertexes &ogl = vert->ogl; unsigned int vp = ogl.continueVp(); GLfloat texX2 = static_cast<GLfloat>(srcX + w); GLfloat texY2 = static_cast<GLfloat>(srcY + h); GLfloat *const floatArray = ogl.continueFloatTexArray(); vertFill2D(floatArray, srcX2, srcY2, texX2, texY2, x2, y2, w, h); vp += 24; if (vp >= vLimit) { ogl.switchFloatTexArray(); ogl.switchVp(vp); vp = 0; } ogl.switchVp(vp); } void MobileOpenGL2Graphics::drawTileVertexes(const ImageVertexes * restrict const vert) restrict2 { if (!vert) return; const Image *const image = vert->image; setColorAlpha(image->mAlpha); #ifdef DEBUG_BIND_TEXTURE debugBindTexture(image); #endif bindTexture2(GL_TEXTURE_2D, image); setTexturingAndBlending(true); bindArrayBufferAndAttributes(mVbo); drawVertexes(vert->ogl); } void MobileOpenGL2Graphics::calcWindow(ImageCollection *restrict const vertCol, const int x, const int y, const int w, const int h, const ImageRect &restrict imgRect) restrict2 { ImageVertexes *vert = nullptr; const Image *const image = imgRect.grid[4]; if (!image) return; if (vertCol->currentGLImage != image->mGLImage) { vert = new ImageVertexes(); vertCol->currentGLImage = image->mGLImage; vertCol->currentVert = vert; vert->image = image; vertCol->draws.push_back(vert); } else { vert = vertCol->currentVert; } calcImageRect(vert, x, y, w, h, imgRect); } void MobileOpenGL2Graphics::updateScreen() restrict2 { BLOCK_START("Graphics::updateScreen") #ifdef DEBUG_DRAW_CALLS mLastDrawCalls = mDrawCalls; mDrawCalls = 0; #endif #ifdef USE_SDL2 SDL_GL_SwapWindow(mWindow); #else SDL_GL_SwapBuffers(); #endif #ifdef DEBUG_OPENGL if (isGLNotNull(mglFrameTerminator)) mglFrameTerminator(); #endif BLOCK_END("Graphics::updateScreen") } void MobileOpenGL2Graphics::beginDraw() restrict2 { setOpenGLFlags(); #ifndef __native_client__ mglDisable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB); mglHint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB, GL_FASTEST); #endif pushClipArea(Rect(0, 0, mRect.w, mRect.h)); } void MobileOpenGL2Graphics::endDraw() restrict2 { popClipArea(); } void MobileOpenGL2Graphics::pushClipArea(const Rect &restrict area) restrict2 { Graphics::pushClipArea(area); const ClipRect &clipArea = mClipStack.top(); mglScissor(clipArea.x * mScale, (mRect.h - clipArea.y - clipArea.height) * mScale, clipArea.width * mScale, clipArea.height * mScale); } void MobileOpenGL2Graphics::popClipArea() restrict2 { if (mClipStack.empty()) return; Graphics::popClipArea(); if (mClipStack.empty()) return; const ClipRect &clipArea = mClipStack.top(); mglScissor(clipArea.x * mScale, (mRect.h - clipArea.y - clipArea.height) * mScale, clipArea.width * mScale, clipArea.height * mScale); } void MobileOpenGL2Graphics::drawPoint(int x, int y) restrict2 { setTexturingAndBlending(false); bindArrayBufferAndAttributes(mVbo); const ClipRect &clipArea = mClipStack.top(); GLfloat vertices[] = { toGL(x + clipArea.xOffset), toGL(y + clipArea.yOffset), 0.0f, 0.0f }; mglBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW); #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif mglDrawArrays(GL_POINTS, 0, 1); } void MobileOpenGL2Graphics::drawLine(int x1, int y1, int x2, int y2) restrict2 { setTexturingAndBlending(false); bindArrayBufferAndAttributes(mVbo); const ClipRect &clipArea = mClipStack.top(); GLfloat vertices[] = { toGL(x1 + clipArea.xOffset), toGL(y1 + clipArea.yOffset), 0.0f, 0.0f, toGL(x2 + clipArea.xOffset), toGL(y2 + clipArea.yOffset), 0.0f, 0.0f }; mglBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW); #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif mglDrawArrays(GL_LINES, 0, 2); } void MobileOpenGL2Graphics::drawRectangle(const Rect &restrict rect) restrict2 { setTexturingAndBlending(false); bindArrayBufferAndAttributes(mVbo); const ClipRect &clipArea = mClipStack.top(); const GLfloat x1 = static_cast<GLfloat>(rect.x + clipArea.xOffset); const GLfloat y1 = static_cast<GLfloat>(rect.y + clipArea.yOffset); const GLfloat x2 = x1 + static_cast<GLfloat>(rect.width); const GLfloat y2 = y1 + static_cast<GLfloat>(rect.height); GLfloat vertices[] = { x1, y1, 0.0f, 0.0f, x1, y2, 0.0f, 0.0f, x2, y2, 0.0f, 0.0f, x2, y1, 0.0f, 0.0f }; mglBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW); #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif mglDrawArrays(GL_LINE_LOOP, 0, 4); } void MobileOpenGL2Graphics::fillRectangle(const Rect &restrict rect) restrict2 { setTexturingAndBlending(false); bindArrayBufferAndAttributes(mVbo); const ClipRect &clipArea = mClipStack.top(); const GLfloat x1 = static_cast<GLfloat>(rect.x + clipArea.xOffset); const GLfloat y1 = static_cast<GLfloat>(rect.y + clipArea.yOffset); const GLfloat x2 = x1 + static_cast<GLfloat>(rect.width); const GLfloat y2 = y1 + static_cast<GLfloat>(rect.height); GLfloat vertices[] = { x1, y1, 0.0f, 0.0f, x2, y1, 0.0f, 0.0f, x1, y2, 0.0f, 0.0f, x2, y2, 0.0f, 0.0f }; mglBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW); #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif mglDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } void MobileOpenGL2Graphics::setTexturingAndBlending(const bool enable) restrict2 { if (enable) { if (!mTextureDraw) { mTextureDraw = true; mglUniform1f(mDrawTypeUniform, 1.0f); } if (!mAlpha) { mglEnable(GL_BLEND); mAlpha = true; } } else { if (mTextureDraw) { mTextureDraw = false; mglUniform1f(mDrawTypeUniform, 0.0f); } if (mAlpha && !mColorAlpha) { mglDisable(GL_BLEND); mAlpha = false; } else if (!mAlpha && mColorAlpha) { mglEnable(GL_BLEND); mAlpha = true; } } } void MobileOpenGL2Graphics::drawRectangle(const Rect &restrict rect A_UNUSED, const bool filled A_UNUSED) restrict2 { } void MobileOpenGL2Graphics::drawNet(const int x1, const int y1, const int x2, const int y2, const int width, const int height) restrict2 { unsigned int vp = 0; const unsigned int vLimit = mMaxVertices * 4; setTexturingAndBlending(false); bindArrayBufferAndAttributes(mVbo); const ClipRect &clipArea = mClipStack.top(); const GLfloat dx = static_cast<GLfloat>(clipArea.xOffset); const GLfloat dy = static_cast<GLfloat>(clipArea.yOffset); const GLfloat xs1 = x1 + dx; const GLfloat xs2 = x2 + dx; const GLfloat ys1 = y1 + dy; const GLfloat ys2 = y2 + dy; for (int y = y1; y < y2; y += height) { mFloatArray[vp + 0] = xs1; mFloatArray[vp + 1] = toGL(y); mFloatArray[vp + 2] = 0.0f; mFloatArray[vp + 3] = 0.0f; mFloatArray[vp + 4] = xs2; mFloatArray[vp + 5] = toGL(y); mFloatArray[vp + 6] = 0.0f; mFloatArray[vp + 7] = 0.0f; vp += 8; if (vp >= vLimit) { drawLineArrays(vp); vp = 0; } } for (int x = x1; x < x2; x += width) { mFloatArray[vp + 0] = toGL(x); mFloatArray[vp + 1] = ys1; mFloatArray[vp + 2] = 0.0f; mFloatArray[vp + 3] = 0.0f; mFloatArray[vp + 4] = toGL(x); mFloatArray[vp + 5] = ys2; mFloatArray[vp + 6] = 0.0f; mFloatArray[vp + 7] = 0.0f; vp += 8; if (vp >= vLimit) { drawLineArrays(vp); vp = 0; } } if (vp > 0) drawLineArrays(vp); } void MobileOpenGL2Graphics::bindTexture2(const GLenum target, const Image *restrict const image) { const GLuint texture = image->mGLImage; if (mTextureBinded != texture) { mTextureBinded = texture; mglBindTexture(target, texture); if (mTextureWidth != image->mTexWidth || mTextureHeight != image->mTexHeight) { mTextureWidth = image->mTexWidth; mTextureHeight = image->mTexHeight; mglUniform2f(mTextureSizeUniform, static_cast<GLfloat>(image->mTexWidth), static_cast<GLfloat>(image->mTexHeight)); } } } void MobileOpenGL2Graphics::bindTexture(const GLenum target, const GLuint texture) { if (mTextureBinded != texture) { // for safty not storing textures because cant update size uniform mTextureBinded = 0; mglBindTexture(target, texture); } } void MobileOpenGL2Graphics::removeArray(const uint32_t sz, uint32_t *restrict const arr) restrict2 { mglDeleteBuffers(sz, arr); for (size_t f = 0; f < sz; f ++) { if (arr[f] == mVboBinded) mVboBinded = 0; } } void MobileOpenGL2Graphics::bindArrayBuffer(const GLuint vbo) restrict2 { if (mVboBinded != vbo) { mVboBinded = vbo; mglBindBuffer(GL_ARRAY_BUFFER, vbo); mAttributesBinded = 0U; } } void MobileOpenGL2Graphics::bindArrayBufferAndAttributes(const GLuint vbo) restrict2 { if (mVboBinded != vbo) { mVboBinded = vbo; mglBindBuffer(GL_ARRAY_BUFFER, vbo); mAttributesBinded = mVboBinded; mglVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, nullptr); } else if (mAttributesBinded != mVboBinded) { mAttributesBinded = mVboBinded; mglVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, nullptr); } } void MobileOpenGL2Graphics::bindAttributes() restrict2 { if (mAttributesBinded != mVboBinded) { mAttributesBinded = mVboBinded; mglVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, nullptr); } } void MobileOpenGL2Graphics::dumpSettings() { GLint test[1000]; logger->log("\n\n"); logger->log("start opengl dump"); for (int f = 0; f < 65535; f ++) { test[0] = 0; test[1] = 0; test[2] = 0; test[3] = 0; mglGetIntegerv(f, &test[0]); if (test[0] || test[1] || test[2] || test[3]) { logger->log("\n%d = %d, %d, %d, %d", f, test[0], test[1], test[2], test[3]); } } } void MobileOpenGL2Graphics::drawImageRect(const int x, const int y, const int w, const int h, const ImageRect &restrict imgRect) restrict2 { #include "render/graphics_drawImageRect.hpp" } void MobileOpenGL2Graphics::calcImageRect(ImageVertexes *restrict const vert, const int x, const int y, const int w, const int h, const ImageRect &restrict imgRect) restrict2 { #include "render/graphics_calcImageRect.hpp" } void MobileOpenGL2Graphics::clearScreen() const restrict2 { mglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); } void MobileOpenGL2Graphics::createGLContext() restrict2 { Graphics::createGLContext(); /* if (mGLContext) SDL::makeCurrentContext(mGLContext); else mGLContext = SDL::createGLContext(mWindow, 2, 0, 0x04); */ } void MobileOpenGL2Graphics::finalize(ImageCollection *restrict const col) restrict2 { if (!col) return; FOR_EACH (ImageCollectionIter, it, col->draws) finalize(*it); } void MobileOpenGL2Graphics::finalize(ImageVertexes *restrict const vert) restrict2 { // in future need convert in each switchVp/continueVp if (!vert) return; OpenGLGraphicsVertexes &ogl = vert->ogl; const std::vector<int> &vp = ogl.mVp; std::vector<int>::const_iterator ivp; const std::vector<int>::const_iterator ivp_end = vp.end(); std::vector<GLfloat*> &floatTexPool = ogl.mFloatTexPool; std::vector<GLfloat*>::const_iterator ft; const std::vector<GLfloat*>::const_iterator ft_end = floatTexPool.end(); std::vector<GLuint> &vbos = ogl.mVbo; std::vector<GLuint>::const_iterator ivbo; const int sz = CAST_S32(floatTexPool.size()); vbos.resize(sz); mglGenBuffers(sz, &vbos[0]); for (ft = floatTexPool.begin(), ivp = vp.begin(), ivbo = vbos.begin(); ft != ft_end && ivp != ivp_end; ++ ft, ++ ivp, ++ ivbo) { bindArrayBuffer(*ivbo); mglBufferData(GL_ARRAY_BUFFER, (*ivp) * sizeof(GLfloat), *ft, GL_STATIC_DRAW); } for (std::vector<GLfloat*>::iterator it = floatTexPool.begin(); it != floatTexPool.end(); ++ it) { delete [] (*it); } floatTexPool.clear(); } void MobileOpenGL2Graphics::drawTriangleArray(const int size) restrict2 { mglBufferData(GL_ARRAY_BUFFER, size * sizeof(GLfloat), mFloatArray, GL_STREAM_DRAW); #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif mglDrawArrays(GL_TRIANGLES, 0, size / 4); } void MobileOpenGL2Graphics::drawTriangleArray(const GLfloat *restrict const array, const int size) restrict2 { mglBufferData(GL_ARRAY_BUFFER, size * sizeof(GLfloat), array, GL_STREAM_DRAW); #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif mglDrawArrays(GL_TRIANGLES, 0, size / 4); } void MobileOpenGL2Graphics::drawLineArrays(const int size) restrict2 { mglBufferData(GL_ARRAY_BUFFER, size * sizeof(GLfloat), mFloatArray, GL_STREAM_DRAW); #ifdef DEBUG_DRAW_CALLS mDrawCalls ++; #endif mglDrawArrays(GL_LINES, 0, size / 4); } #ifdef DEBUG_BIND_TEXTURE void MobileOpenGL2Graphics::debugBindTexture(const Image *restrict const image) restrict2 { const std::string texture = image->getIdPath(); if (mOldTexture != texture) { if ((!mOldTexture.empty() || !texture.empty()) && mOldTextureId != image->mGLImage) { logger->log("bind: %s (%d) to %s (%d)", mOldTexture.c_str(), mOldTextureId, texture.c_str(), image->mGLImage); } mOldTextureId = image->mGLImage; mOldTexture = texture; } } #else void MobileOpenGL2Graphics::debugBindTexture(const Image *restrict const image A_UNUSED) restrict2 { } #endif #endif // USE_OPENGL