/* * 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 A_UNUSED, int A_UNUSED x, int y A_UNUSED) { } void ModernOpenGLGraphics::drawPatternCached(const Image *const image A_UNUSED, const int x A_UNUSED, const int y A_UNUSED, const int w A_UNUSED, const int h A_UNUSED) { } 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