/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2014 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 .
*/
#include "main.h"
#if defined USE_OPENGL && !defined ANDROID
#include "render/modernopenglgraphics.h"
#include "configuration.h"
#include "graphicsmanager.h"
#include "graphicsvertexes.h"
#include "logger.h"
#include "render/mgl.h"
#include "render/shaders/shaderprogram.h"
#include "render/shaders/shadersmanager.h"
#include "resources/image.h"
#include "resources/imagerect.h"
#include "resources/openglimagehelper.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;
GLuint ModernOpenGLGraphics::mLastImage = 0;
#ifdef DEBUG_DRAW_CALLS
unsigned int ModernOpenGLGraphics::mDrawCalls = 0;
unsigned int ModernOpenGLGraphics::mLastDrawCalls = 0;
#endif
ModernOpenGLGraphics::ModernOpenGLGraphics() :
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),
mVao(0U),
mVbo(0U),
mVboCached(0U),
mAttributesCached(0U),
mColorAlpha(false),
mTextureDraw(false),
#ifdef DEBUG_BIND_TEXTURE
mOldTexture(),
mOldTextureId(0),
#endif
mFbo()
{
mOpenGL = RENDER_MODERN_OPENGL;
mName = "modern OpenGL";
}
ModernOpenGLGraphics::~ModernOpenGLGraphics()
{
deleteArraysInternal();
if (mProgram)
mProgram->decRef();
if (mVbo)
mglDeleteBuffers(1, &mVbo);
if (mVao)
mglDeleteVertexArrays(1, &mVao);
}
void ModernOpenGLGraphics::initArrays(const int vertCount)
{
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 ModernOpenGLGraphics::postInit()
{
mglGenVertexArrays(1, &mVao);
mglBindVertexArray(mVao);
mglGenBuffers(1, &mVbo);
bindArrayBuffer(mVbo);
logger->log("Compiling shaders");
mProgram = shaders.getSimpleProgram();
mProgramId = mProgram->getProgramId();
if (!mProgram)
logger->error("Shaders compilation error.");
logger->log("Shaders compilation done.");
mglUseProgram(mProgramId);
mPosAttrib = mglGetAttribLocation(mProgramId, "position");
mglEnableVertexAttribArray(mPosAttrib);
mglVertexAttribFormat(mPosAttrib, 4, GL_FLOAT, GL_FALSE, 0);
mSimpleColorUniform = mglGetUniformLocation(mProgramId, "color");
mScreenUniform = mglGetUniformLocation(mProgramId, "screen");
mDrawTypeUniform = mglGetUniformLocation(mProgramId, "drawType");
mTextureColorUniform = mglGetUniformLocation(mProgramId, "alpha");
mglUniform1f(mTextureColorUniform, 1.0f);
mglBindVertexBuffer(0, mVbo, 0, 4 * sizeof(GLfloat));
mglVertexAttribBinding(mPosAttrib, 0);
mAttributesCached = mVbo;
screenResized();
}
void ModernOpenGLGraphics::screenResized()
{
mglUniform2f(mScreenUniform,
static_cast(mWidth) / 2.0f,
static_cast(mHeight) / 2.0f);
}
void ModernOpenGLGraphics::deleteArrays()
{
deleteArraysInternal();
}
void ModernOpenGLGraphics::deleteArraysInternal()
{
delete [] mFloatArray;
mFloatArray = nullptr;
delete [] mFloatArrayCached;
mFloatArrayCached = nullptr;
}
bool ModernOpenGLGraphics::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)
{
setMainFlags(w, h, scale, bpp, fs, hwaccel, resize, noFrame);
return setOpenGLMode();
}
void ModernOpenGLGraphics::setColor(const Color &color)
{
setColorAll(color, color);
}
void ModernOpenGLGraphics::setColorAll(const Color &color,
const Color &color2)
{
mColor2 = color2;
mColorAlpha = (color.a != 255);
if (mColor != color)
{
mColor = color;
mglUniform4f(mSimpleColorUniform,
static_cast(color.r) / 255.0F,
static_cast(color.g) / 255.0F,
static_cast(color.b) / 255.0F,
static_cast(color.a) / 255.0F);
}
}
void ModernOpenGLGraphics::setColorAlpha(const float alpha)
{
if (mAlphaCached != alpha)
{
mAlphaCached = alpha;
mglUniform1f(mTextureColorUniform, alpha);
}
}
void ModernOpenGLGraphics::drawQuad(const Image *const image,
const int srcX, const int srcY,
const int dstX, const int dstY,
const int width, const int height)
{
const float tw = static_cast(image->mTexWidth);
const float th = static_cast(image->mTexHeight);
// Find OpenGL normalized texture coordinates.
const float texX1 = static_cast(srcX) / tw;
const float texY1 = static_cast(srcY) / th;
const float texX2 = static_cast(srcX + width) / tw;
const float texY2 = static_cast(srcY + height) / th;
const float x1 = static_cast(dstX);
const float y1 = static_cast(dstY);
const float x2 = x1 + static_cast(width);
const float y2 = y1 + static_cast(height);
GLfloat vertices[] =
{
x1, y1, texX1, texY1,
x2, y1, texX2, texY1,
x1, y2, texX1, texY2,
x2, y2, texX2, texY2
};
mglBufferData(GL_ARRAY_BUFFER, sizeof(vertices),
vertices, GL_DYNAMIC_DRAW);
#ifdef DEBUG_DRAW_CALLS
mDrawCalls ++;
#endif
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void ModernOpenGLGraphics::drawRescaledQuad(const Image *const image,
const int srcX, const int srcY,
const int dstX, const int dstY,
const int width, const int height,
const int desiredWidth,
const int desiredHeight)
{
const float tw = static_cast(image->mTexWidth);
const float th = static_cast(image->mTexHeight);
// Find OpenGL normalized texture coordinates.
const float texX1 = static_cast(srcX) / tw;
const float texY1 = static_cast(srcY) / th;
const float texX2 = static_cast(srcX + width) / tw;
const float texY2 = static_cast(srcY + height) / th;
const float x1 = static_cast(dstX);
const float y1 = static_cast(dstY);
const float x2 = x1 + static_cast(desiredWidth);
const float y2 = y1 + static_cast(desiredHeight);
GLfloat vertices[] =
{
x1, y1, texX1, texY1,
x2, y1, texX2, texY1,
x1, y2, texX1, texY2,
x2, y2, texX2, texY2
};
mglBufferData(GL_ARRAY_BUFFER, sizeof(vertices),
vertices, GL_DYNAMIC_DRAW);
#ifdef DEBUG_DRAW_CALLS
mDrawCalls ++;
#endif
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
bool ModernOpenGLGraphics::drawImage(const Image *const image,
int dstX, int dstY)
{
return drawImageInline(image, dstX, dstY);
}
bool ModernOpenGLGraphics::drawImageInline(const Image *const image,
int dstX, int dstY)
{
FUNC_BLOCK("Graphics::drawImage", 1)
if (!image)
return false;
#ifdef DEBUG_BIND_TEXTURE
debugBindTexture(image);
#endif
bindTexture(GL_TEXTURE_2D, image->mGLImage);
setTexturingAndBlending(true);
bindArrayBufferAndAttributes(mVbo);
setColorAlpha(image->mAlpha);
const ClipRect &clipArea = mClipStack.top();
const SDL_Rect &imageRect = image->mBounds;
drawQuad(image,
imageRect.x, imageRect.y,
dstX + clipArea.xOffset, dstY + clipArea.yOffset,
imageRect.w, imageRect.h);
return true;
}
void ModernOpenGLGraphics::drawImageCached(const Image *const image,
int x, int y)
{
}
void ModernOpenGLGraphics::drawPatternCached(const Image *const image,
const int x, const int y,
const int w, const int h)
{
}
void ModernOpenGLGraphics::completeCache()
{
}
bool ModernOpenGLGraphics::drawRescaledImage(const Image *const image,
int dstX, int dstY,
const int desiredWidth,
const int desiredHeight)
{
if (!image)
return false;
const SDL_Rect &imageRect = image->mBounds;
// Just draw the image normally when no resizing is necessary,
if (imageRect.w == desiredWidth && imageRect.h == desiredHeight)
return drawImageInline(image, dstX, dstY);
setColorAlpha(image->mAlpha);
#ifdef DEBUG_BIND_TEXTURE
debugBindTexture(image);
#endif
bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage);
setTexturingAndBlending(true);
bindArrayBufferAndAttributes(mVbo);
const ClipRect &clipArea = mClipStack.top();
// Draw a textured quad.
drawRescaledQuad(image,
imageRect.x, imageRect.y,
dstX + clipArea.xOffset, dstY + clipArea.yOffset,
imageRect.w, imageRect.h,
desiredWidth, desiredHeight);
return true;
}
void ModernOpenGLGraphics::drawPattern(const Image *const image,
const int x, const int y,
const int w, const int h)
{
drawPatternInline(image, x, y, w, h);
}
void ModernOpenGLGraphics::drawPatternInline(const Image *const image,
const int x, const int y,
const int w, const int h)
{
if (!image)
return;
const SDL_Rect &imageRect = image->mBounds;
const int srcX = imageRect.x;
const int srcY = imageRect.y;
const int iw = imageRect.w;
const int ih = imageRect.h;
if (iw == 0 || ih == 0)
return;
const float tw = static_cast(image->mTexWidth);
const float th = static_cast(image->mTexHeight);
const ClipRect &clipArea = mClipStack.top();
const int x2 = x + clipArea.xOffset;
const int y2 = y + clipArea.yOffset;
#ifdef DEBUG_BIND_TEXTURE
debugBindTexture(image);
#endif
bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage);
setTexturingAndBlending(true);
bindArrayBufferAndAttributes(mVbo);
setColorAlpha(image->mAlpha);
unsigned int vp = 0;
const unsigned int vLimit = mMaxVertices * 4;
const float texX1 = static_cast(srcX) / tw;
const float texY1 = static_cast(srcY) / th;
for (int py = 0; py < h; py += ih)
{
const int height = (py + ih >= h) ? h - py : ih;
const float texY2 = static_cast(srcY + height) / th;
const int dstY = y2 + py;
for (int px = 0; px < w; px += iw)
{
const int width = (px + iw >= w) ? w - px : iw;
const int dstX = x2 + px;
const float texX2 = static_cast(srcX + width) / tw;
vertFill2D(mFloatArray,
texX1, texY1, texX2, texY2,
dstX, dstY, width, height);
vp += 24;
if (vp >= vLimit)
{
drawTriangleArray(vp);
vp = 0;
}
}
}
if (vp > 0)
drawTriangleArray(vp);
}
void ModernOpenGLGraphics::drawRescaledPattern(const Image *const image,
const int x, const int y,
const int w, const int h,
const int scaledWidth,
const int scaledHeight)
{
if (!image)
return;
if (scaledWidth == 0 || scaledHeight == 0)
return;
const SDL_Rect &imageRect = image->mBounds;
const int srcX = imageRect.x;
const int srcY = imageRect.y;
const int iw = imageRect.w;
const int ih = imageRect.h;
if (iw == 0 || ih == 0)
return;
#ifdef DEBUG_BIND_TEXTURE
debugBindTexture(image);
#endif
bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage);
setTexturingAndBlending(true);
bindArrayBufferAndAttributes(mVbo);
setColorAlpha(image->mAlpha);
unsigned int vp = 0;
const unsigned int vLimit = mMaxVertices * 4;
const float tw = static_cast(image->mTexWidth);
const float th = static_cast(image->mTexHeight);
const ClipRect &clipArea = mClipStack.top();
const int x2 = x + clipArea.xOffset;
const int y2 = y + clipArea.yOffset;
const float texX1 = static_cast(srcX) / tw;
const float texY1 = static_cast(srcY) / th;
const float tFractionW = iw / tw;
const float tFractionH = ih / th;
for (int py = 0; py < h; py += scaledHeight)
{
const int height = (py + scaledHeight >= h)
? h - py : scaledHeight;
const int dstY = y2 + py;
const float visibleFractionH = static_cast(height)
/ scaledHeight;
const float texY2 = texY1 + tFractionH * visibleFractionH;
for (int px = 0; px < w; px += scaledWidth)
{
const int width = (px + scaledWidth >= w)
? w - px : scaledWidth;
const int dstX = x2 + px;
const float visibleFractionW = static_cast(width)
/ scaledWidth;
const float texX2 = texX1 + tFractionW * visibleFractionW;
vertFill2D(mFloatArray,
texX1, texY1, texX2, texY2,
dstX, dstY, width, height);
vp += 24;
if (vp >= vLimit)
{
drawTriangleArray(vp);
vp = 0;
}
}
}
if (vp > 0)
drawTriangleArray(vp);
}
inline void ModernOpenGLGraphics::drawVertexes(const
OpenGLGraphicsVertexes &ogl)
{
const std::vector &vp = ogl.mVp;
const std::vector &vbos = ogl.mVbo;
std::vector::const_iterator ivp;
std::vector::const_iterator ivbo;
const std::vector::const_iterator ivp_end = vp.end();
logger->log("drawVertexes start");
for (ivp = vp.begin(), ivbo = vbos.begin();
ivp != ivp_end;
++ ivp, ++ ivbo)
{
logger->log("bind vbo: %d", *ivbo);
logger->log("buf size in vetexes: %d", (*ivp) / 4);
bindArrayBufferAndAttributes(*ivbo);
#ifdef DEBUG_DRAW_CALLS
mDrawCalls ++;
#endif
glDrawArrays(GL_TRIANGLES, 0, *ivp / 4);
}
logger->log("drawVertexes end");
}
void ModernOpenGLGraphics::calcPattern(ImageVertexes *const vert,
const Image *const image,
const int x, const int y,
const int w, const int h) const
{
calcPatternInline(vert, image, x, y, w, h);
}
void ModernOpenGLGraphics::calcPatternInline(ImageVertexes *const vert,
const Image *const image,
const int x, const int y,
const int w, const int h) const
{
if (!image || !vert)
return;
const SDL_Rect &imageRect = image->mBounds;
const int srcX = imageRect.x;
const int srcY = imageRect.y;
const int iw = imageRect.w;
const int ih = imageRect.h;
if (iw == 0 || ih == 0)
return;
const float tw = static_cast(image->mTexWidth);
const float th = static_cast(image->mTexHeight);
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();
const float texX1 = static_cast(srcX) / tw;
const float texY1 = static_cast(srcY) / th;
GLfloat *floatArray = ogl.continueFloatTexArray();
for (int py = 0; py < h; py += ih)
{
const int height = (py + ih >= h) ? h - py : ih;
const int dstY = y2 + py;
const float texY2 = static_cast(srcY + height) / th;
for (int px = 0; px < w; px += iw)
{
const int width = (px + iw >= w) ? w - px : iw;
const int dstX = x2 + px;
const float texX2 = static_cast(srcX + width) / tw;
vertFill2D(floatArray,
texX1, texY1, texX2, texY2,
dstX, dstY, width, height);
vp += 24;
if (vp >= vLimit)
{
floatArray = ogl.switchFloatTexArray();
ogl.switchVp(vp);
vp = 0;
}
}
}
ogl.switchVp(vp);
}
void ModernOpenGLGraphics::calcTileCollection(ImageCollection *const vertCol,
const Image *const image,
int x, int y)
{
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 ModernOpenGLGraphics::drawTileCollection(const ImageCollection
*const vertCol)
{
setTexturingAndBlending(true);
// bindArrayBuffer(vbo);
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
bindTexture(OpenGLImageHelper::mTextureType, image->mGLImage);
drawVertexes(vert->ogl);
}
}
void ModernOpenGLGraphics::calcPattern(ImageCollection* const vertCol,
const Image *const image,
const int x, const int y,
const int w, const int h) const
{
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 ModernOpenGLGraphics::calcTileVertexes(ImageVertexes *const vert,
const Image *const image,
int dstX, int dstY) const
{
calcTileVertexesInline(vert, image, dstX, dstY);
}
void ModernOpenGLGraphics::calcTileVertexesInline(ImageVertexes *const vert,
const Image *const image,
int dstX, int dstY) const
{
}
void ModernOpenGLGraphics::drawTileVertexes(const ImageVertexes *const vert)
{
}
void ModernOpenGLGraphics::calcWindow(ImageCollection *const vertCol,
const int x, const int y,
const int w, const int h,
const ImageRect &imgRect)
{
ImageVertexes *vert = nullptr;
const Image *const image = imgRect.grid[4];
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 ModernOpenGLGraphics::updateScreen()
{
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 (mglFrameTerminator)
mglFrameTerminator();
#endif
// may be need clear?
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
BLOCK_END("Graphics::updateScreen")
}
void ModernOpenGLGraphics::beginDraw()
{
glEnable(GL_SCISSOR_TEST);
glDisable(GL_DITHER);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_FOG);
glDisable(GL_COLOR_LOGIC_OP);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_STENCIL_TEST);
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_FLAT);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#ifndef ANDROID
glHint(GL_LINE_SMOOTH_HINT, GL_FASTEST);
glHint(GL_POLYGON_SMOOTH_HINT, GL_FASTEST);
#ifndef __MINGW32__
glHint(GL_TEXTURE_COMPRESSION_HINT, GL_FASTEST);
#endif
#endif
pushClipArea(Rect(0, 0, mRect.w, mRect.h));
}
void ModernOpenGLGraphics::endDraw()
{
popClipArea();
}
void ModernOpenGLGraphics::prepareScreenshot()
{
if (config.getBoolValue("usefbo"))
graphicsManager.createFBO(mRect.w, mRect.h, &mFbo);
}
SDL_Surface* ModernOpenGLGraphics::getScreenshot()
{
const int h = mRect.h;
const int w = mRect.w - (mRect.w % 4);
GLint pack = 1;
SDL_Surface *const screenshot = MSDL_CreateRGBSurface(
SDL_SWSURFACE, w, h, 24,
0xff0000, 0x00ff00, 0x0000ff, 0x000000);
if (!screenshot)
return nullptr;
if (SDL_MUSTLOCK(screenshot))
SDL_LockSurface(screenshot);
const size_t lineSize = 3 * w;
GLubyte *const buf = new GLubyte[lineSize];
// Grap the pixel buffer and write it to the SDL surface
glGetIntegerv(GL_PACK_ALIGNMENT, &pack);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, screenshot->pixels);
// Flip the screenshot, as OpenGL has 0,0 in bottom left
const int h2 = h / 2;
for (int i = 0; i < h2; i++)
{
GLubyte *const top = static_cast(
screenshot->pixels) + lineSize * i;
GLubyte *const bot = static_cast(
screenshot->pixels) + lineSize * (h - 1 - i);
memcpy(buf, top, lineSize);
memcpy(top, bot, lineSize);
memcpy(bot, buf, lineSize);
}
delete [] buf;
if (config.getBoolValue("usefbo"))
graphicsManager.deleteFBO(&mFbo);
glPixelStorei(GL_PACK_ALIGNMENT, pack);
if (SDL_MUSTLOCK(screenshot))
SDL_UnlockSurface(screenshot);
return screenshot;
}
bool ModernOpenGLGraphics::pushClipArea(const Rect &area)
{
const bool result = Graphics::pushClipArea(area);
const ClipRect &clipArea = mClipStack.top();
glScissor(clipArea.x * mScale,
(mRect.h - clipArea.y - clipArea.height) * mScale,
clipArea.width * mScale,
clipArea.height * mScale);
return result;
}
void ModernOpenGLGraphics::popClipArea()
{
if (mClipStack.empty())
return;
Graphics::popClipArea();
if (mClipStack.empty())
return;
const ClipRect &clipArea = mClipStack.top();
glScissor(clipArea.x * mScale,
(mRect.h - clipArea.y - clipArea.height) * mScale,
clipArea.width * mScale,
clipArea.height * mScale);
}
void ModernOpenGLGraphics::drawPoint(int x, int y)
{
setTexturingAndBlending(false);
bindArrayBufferAndAttributes(mVbo);
const ClipRect &clipArea = mClipStack.top();
GLfloat vertices[] =
{
x + clipArea.xOffset, y + clipArea.yOffset, 0.0f, 0.0f
};
mglBufferData(GL_ARRAY_BUFFER, sizeof(vertices),
vertices, GL_DYNAMIC_DRAW);
#ifdef DEBUG_DRAW_CALLS
mDrawCalls ++;
#endif
glDrawArrays(GL_POINTS, 0, 1);
}
void ModernOpenGLGraphics::drawLine(int x1, int y1, int x2, int y2)
{
setTexturingAndBlending(false);
bindArrayBufferAndAttributes(mVbo);
const ClipRect &clipArea = mClipStack.top();
GLfloat vertices[] =
{
x1 + clipArea.xOffset, y1 + clipArea.yOffset, 0.0f, 0.0f,
x2 + clipArea.xOffset, y2 + clipArea.yOffset, 0.0f, 0.0f
};
mglBufferData(GL_ARRAY_BUFFER, sizeof(vertices),
vertices, GL_DYNAMIC_DRAW);
#ifdef DEBUG_DRAW_CALLS
mDrawCalls ++;
#endif
glDrawArrays(GL_LINES, 0, 2);
}
void ModernOpenGLGraphics::drawRectangle(const Rect& rect)
{
setTexturingAndBlending(false);
bindArrayBufferAndAttributes(mVbo);
const ClipRect &clipArea = mClipStack.top();
const int x1 = rect.x + clipArea.xOffset;
const int y1 = rect.y + clipArea.yOffset;
const int x2 = x1 + rect.width;
const int y2 = y1 + 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_DYNAMIC_DRAW);
#ifdef DEBUG_DRAW_CALLS
mDrawCalls ++;
#endif
glDrawArrays(GL_LINE_LOOP, 0, 4);
}
void ModernOpenGLGraphics::fillRectangle(const Rect& rect)
{
setTexturingAndBlending(false);
bindArrayBufferAndAttributes(mVbo);
const ClipRect &clipArea = mClipStack.top();
const int x1 = rect.x + clipArea.xOffset;
const int y1 = rect.y + clipArea.yOffset;
const int x2 = x1 + rect.width;
const int y2 = y1 + 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_DYNAMIC_DRAW);
#ifdef DEBUG_DRAW_CALLS
mDrawCalls ++;
#endif
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void ModernOpenGLGraphics::setTexturingAndBlending(const bool enable)
{
if (enable)
{
if (!mTextureDraw)
{
mTextureDraw = true;
mglUniform1f(mDrawTypeUniform, 1.0f);
}
if (!mAlpha)
{
glEnable(GL_BLEND);
mAlpha = true;
}
}
else
{
if (mTextureDraw)
{
mTextureDraw = false;
mglUniform1f(mDrawTypeUniform, 0.0f);
}
if (mAlpha && !mColorAlpha)
{
glDisable(GL_BLEND);
mAlpha = false;
}
else if (!mAlpha && mColorAlpha)
{
glEnable(GL_BLEND);
mAlpha = true;
}
}
}
void ModernOpenGLGraphics::drawRectangle(const Rect& rect A_UNUSED,
const bool filled A_UNUSED)
{
}
bool ModernOpenGLGraphics::drawNet(const int x1, const int y1,
const int x2, const int y2,
const int width, const int height)
{
unsigned int vp = 0;
const unsigned int vLimit = mMaxVertices * 4;
setTexturingAndBlending(false);
bindArrayBufferAndAttributes(mVbo);
const ClipRect &clipArea = mClipStack.top();
const GLfloat dx = clipArea.xOffset;
const GLfloat dy = clipArea.yOffset;
const GLfloat xs1 = static_cast(x1) + dx;
const GLfloat xs2 = static_cast(x2) + dx;
const GLfloat ys1 = static_cast(y1) + dy;
const GLfloat ys2 = static_cast(y2) + dy;
for (int y = y1; y < y2; y += height)
{
mFloatArray[vp + 0] = xs1;
mFloatArray[vp + 1] = y;
mFloatArray[vp + 2] = 0.0f;
mFloatArray[vp + 3] = 0.0f;
mFloatArray[vp + 4] = xs2;
mFloatArray[vp + 5] = 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] = x;
mFloatArray[vp + 1] = ys1;
mFloatArray[vp + 2] = 0.0f;
mFloatArray[vp + 3] = 0.0f;
mFloatArray[vp + 4] = 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);
return true;
}
void ModernOpenGLGraphics::bindTexture(const GLenum target,
const GLuint texture)
{
if (mLastImage != texture)
{
mLastImage = texture;
glBindTexture(target, texture);
}
}
void ModernOpenGLGraphics::bindArrayBuffer(const GLuint vbo)
{
if (mVboCached != vbo)
{
mVboCached = vbo;
mglBindBuffer(GL_ARRAY_BUFFER, vbo);
mAttributesCached = 0U;
}
}
void ModernOpenGLGraphics::bindArrayBufferAndAttributes(const GLuint vbo)
{
if (mVboCached != vbo)
{
mVboCached = vbo;
mglBindBuffer(GL_ARRAY_BUFFER, vbo);
mAttributesCached = mVboCached;
mglBindVertexBuffer(0, mVboCached, 0, 4 * sizeof(GLfloat));
// mglVertexAttribBinding(mPosAttrib, 0);
}
else if (mAttributesCached != mVboCached)
{
mAttributesCached = mVboCached;
mglBindVertexBuffer(0, mVboCached, 0, 4 * sizeof(GLfloat));
// mglVertexAttribBinding(mPosAttrib, 0);
}
}
void ModernOpenGLGraphics::bindAttributes()
{
if (mAttributesCached != mVboCached)
{
mAttributesCached = mVboCached;
mglBindVertexBuffer(0, mVboCached, 0, 4 * sizeof(GLfloat));
// mglVertexAttribBinding(mPosAttrib, 0);
}
}
void ModernOpenGLGraphics::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;
glGetIntegerv(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 ModernOpenGLGraphics::drawImageRect(const int x, const int y,
const int w, const int h,
const ImageRect &imgRect)
{
#include "render/graphics_drawImageRect.hpp"
}
void ModernOpenGLGraphics::calcImageRect(ImageVertexes *const vert,
const int x, const int y,
const int w, const int h,
const ImageRect &imgRect)
{
}
void ModernOpenGLGraphics::clearScreen() const
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
void ModernOpenGLGraphics::finalize(ImageCollection *const col)
{
FOR_EACH (ImageCollectionIter, it, col->draws)
finalize(*it);
}
void ModernOpenGLGraphics::finalize(ImageVertexes *const vert)
{
// in future need convert in each switchVp/continueVp
OpenGLGraphicsVertexes &ogl = vert->ogl;
const std::vector &vp = ogl.mVp;
std::vector::const_iterator ivp;
const std::vector::const_iterator ivp_end = vp.end();
std::vector &floatTexPool = ogl.mFloatTexPool;
std::vector::const_iterator ft;
const std::vector::const_iterator ft_end = floatTexPool.end();
std::vector &vbos = ogl.mVbo;
std::vector::const_iterator ivbo;
const int sz = floatTexPool.size();
vbos.resize(sz);
mglGenBuffers(sz, &vbos[0]);
logger->log("finalize start");
for (ft = floatTexPool.begin(), ivp = vp.begin(), ivbo = vbos.begin();
ft != ft_end && ivp != ivp_end;
++ ft, ++ ivp, ++ ivbo)
{
logger->log("bind vbo: %d", *ivbo);
logger->log("buf size in vetexes: %d", *ivp / 4);
bindArrayBuffer(*ivbo);
mglBufferData(GL_ARRAY_BUFFER, (*ivp) * sizeof(GLfloat),
*ft, GL_DYNAMIC_DRAW);
}
for (std::vector::iterator it = floatTexPool.begin();
it != floatTexPool.end(); ++ it)
{
delete [] (*it);
}
floatTexPool.clear();
logger->log("finalize end");
}
void ModernOpenGLGraphics::drawTriangleArray(const int size)
{
mglBufferData(GL_ARRAY_BUFFER, size * sizeof(GLfloat),
mFloatArray, GL_DYNAMIC_DRAW);
#ifdef DEBUG_DRAW_CALLS
mDrawCalls ++;
#endif
glDrawArrays(GL_TRIANGLES, 0, size / 4);
}
void ModernOpenGLGraphics::drawTriangleArray(const GLfloat *const array,
const int size)
{
mglBufferData(GL_ARRAY_BUFFER, size * sizeof(GLfloat),
array, GL_DYNAMIC_DRAW);
#ifdef DEBUG_DRAW_CALLS
mDrawCalls ++;
#endif
glDrawArrays(GL_TRIANGLES, 0, size / 4);
}
void ModernOpenGLGraphics::drawLineArrays(const int size)
{
mglBufferData(GL_ARRAY_BUFFER, size * sizeof(GLfloat),
mFloatArray, GL_DYNAMIC_DRAW);
#ifdef DEBUG_DRAW_CALLS
mDrawCalls ++;
#endif
glDrawArrays(GL_LINES, 0, size / 4);
}
#ifdef DEBUG_BIND_TEXTURE
void ModernOpenGLGraphics::debugBindTexture(const Image *const image)
{
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 ModernOpenGLGraphics::debugBindTexture(const Image *const image A_UNUSED)
{
}
#endif
#endif // USE_OPENGL