/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2015 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 .
*/
#if defined USE_OPENGL && !defined ANDROID
#include "render/mobileopengl2graphics.h"
#include "configuration.h"
#include "graphicsmanager.h"
#include "graphicsvertexes.h"
#include "logger.h"
#include "render/mgl.h"
#ifdef __native_client__
#include "render/naclglfunctions.h"
#endif
#include "render/shaders/shaderprogram.h"
#include "render/shaders/shadersmanager.h"
#include "resources/image.h"
#include "resources/imagerect.h"
#include "resources/openglimagehelper.h"
#include "utils/delete2.h"
#include "utils/sdlcheckutils.h"
#include "utils/sdlhelper.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
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()
{
delete2(mProgram);
if (mVbo)
mglDeleteBuffers(1, &mVbo);
#ifndef __native_client__
if (mVao)
mglDeleteVertexArrays(1, &mVao);
#endif
}
void MobileOpenGL2Graphics::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 MobileOpenGL2Graphics::postInit()
{
#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 (!mProgram)
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(mWidth) / 2.0f,
static_cast(mHeight) / 2.0f);
// for safty init texture size to 1x1
mglUniform2f(mTextureSizeUniform,
1.0f,
1.0f);
mglActiveTexture(GL_TEXTURE0);
}
void MobileOpenGL2Graphics::screenResized()
{
deleteGLObjects();
mVboBinded = 0U;
mAttributesBinded = 0U;
postInit();
}
void MobileOpenGL2Graphics::deleteArrays()
{
deleteArraysInternal();
}
void MobileOpenGL2Graphics::deleteArraysInternal()
{
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)
{
setMainFlags(w, h, scale, bpp, fs, hwaccel, resize, noFrame);
return setOpenGLMode();
}
void MobileOpenGL2Graphics::setColor(const Color &color)
{
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 MobileOpenGL2Graphics::setColorAlpha(const float alpha)
{
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)
{
const GLfloat texX2 = srcX + width;
const GLfloat texY2 = srcY + height;
const GLfloat x2 = dstX + width;
const GLfloat y2 = 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)
{
const GLfloat texX2 = srcX + width;
const GLfloat texY2 = srcY + height;
const GLfloat x2 = dstX + desiredWidth;
const GLfloat y2 = 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 *const image,
int dstX, int dstY)
{
drawImageInline(image, dstX, dstY);
}
void MobileOpenGL2Graphics::drawImageInline(const Image *const image,
int dstX, int dstY)
{
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 *const image,
int dstX, int dstY)
{
drawImageInline(image, dstX, dstY);
}
void MobileOpenGL2Graphics::testDraw()
{
/*
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 *const image A_UNUSED,
int A_UNUSED x, int y A_UNUSED)
{
}
void MobileOpenGL2Graphics::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 MobileOpenGL2Graphics::completeCache()
{
}
void MobileOpenGL2Graphics::drawRescaledImage(const Image *const image,
int dstX, int dstY,
const int desiredWidth,
const int desiredHeight)
{
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 *const image,
const int x, const int y,
const int w, const int h)
{
drawPatternInline(image, x, y, w, h);
}
void MobileOpenGL2Graphics::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 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 = srcY + height;
const GLfloat dstY = y2 + py;
for (int px = 0; px < w; px += iw)
{
const int width = (px + iw >= w) ? w - px : iw;
const GLfloat dstX = x2 + px;
const GLfloat texX2 = 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 *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 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(scaledWidth) / iw;
const float scaleFactorH = static_cast(scaledHeight) / ih;
for (int py = 0; py < h; py += scaledHeight)
{
const int height = (py + scaledHeight >= h)
? h - py : scaledHeight;
const GLfloat dstY = 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 int dstX = x2 + px;
const GLfloat scaledX = srcX + width / scaleFactorW;
vertFill2D(mFloatArray,
srcX2, srcY2, scaledX, scaledY,
dstX, dstY, width, height);
vp += 24;
if (vp >= vLimit)
{
drawTriangleArray(vp);
vp = 0;
}
}
}
if (vp > 0)
drawTriangleArray(vp);
}
inline void MobileOpenGL2Graphics::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();
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 *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 MobileOpenGL2Graphics::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 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 = (py + ih >= h) ? h - py : ih;
const GLfloat dstY = y2 + py;
const GLfloat texY2 = srcY + height;
for (int px = 0; px < w; px += iw)
{
const GLfloat width = (px + iw >= w) ? w - px : iw;
const GLfloat dstX = 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 *const vertCol,
const Image *const image,
int x, int y)
{
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
*const vertCol)
{
if (!vertCol)
return;
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* const vertCol,
const Image *const image,
const int x, const int y,
const int w, const int h) const
{
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 *const vert,
const Image *const image,
int dstX, int dstY) const
{
calcTileVertexesInline(vert, image, dstX, dstY);
}
void MobileOpenGL2Graphics::calcTileVertexesInline(ImageVertexes *const vert,
const Image *const image,
int dstX, int dstY) const
{
if (!vert || !image)
return;
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 = dstX + clipArea.xOffset;
const GLfloat y2 = dstY + clipArea.yOffset;
const unsigned int vLimit = mMaxVertices * 4;
OpenGLGraphicsVertexes &ogl = vert->ogl;
unsigned int vp = ogl.continueVp();
GLfloat texX2 = srcX + w;
GLfloat texY2 = 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 *const vert)
{
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 *const vertCol,
const int x, const int y,
const int w, const int h,
const ImageRect &imgRect)
{
if (!vertCol)
return;
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()
{
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()
{
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()
{
popClipArea();
}
void MobileOpenGL2Graphics::pushClipArea(const Rect &area)
{
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()
{
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)
{
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)
{
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& rect)
{
setTexturingAndBlending(false);
bindArrayBufferAndAttributes(mVbo);
const ClipRect &clipArea = mClipStack.top();
const GLfloat x1 = rect.x + clipArea.xOffset;
const GLfloat y1 = rect.y + clipArea.yOffset;
const GLfloat x2 = x1 + rect.width;
const GLfloat 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_STREAM_DRAW);
#ifdef DEBUG_DRAW_CALLS
mDrawCalls ++;
#endif
mglDrawArrays(GL_LINE_LOOP, 0, 4);
}
void MobileOpenGL2Graphics::fillRectangle(const Rect& rect)
{
setTexturingAndBlending(false);
bindArrayBufferAndAttributes(mVbo);
const ClipRect &clipArea = mClipStack.top();
const GLfloat x1 = rect.x + clipArea.xOffset;
const GLfloat y1 = rect.y + clipArea.yOffset;
const GLfloat x2 = x1 + rect.width;
const GLfloat 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_STREAM_DRAW);
#ifdef DEBUG_DRAW_CALLS
mDrawCalls ++;
#endif
mglDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void MobileOpenGL2Graphics::setTexturingAndBlending(const bool enable)
{
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& rect A_UNUSED,
const bool filled A_UNUSED)
{
}
void MobileOpenGL2Graphics::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 = 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 *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,
image->mTexWidth,
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 *const arr)
{
mglDeleteBuffers(sz, arr);
for (size_t f = 0; f < sz; f ++)
{
if (arr[f] == mVboBinded)
mVboBinded = 0;
}
}
void MobileOpenGL2Graphics::bindArrayBuffer(const GLuint vbo)
{
if (mVboBinded != vbo)
{
mVboBinded = vbo;
mglBindBuffer(GL_ARRAY_BUFFER, vbo);
mAttributesBinded = 0U;
}
}
void MobileOpenGL2Graphics::bindArrayBufferAndAttributes(const GLuint vbo)
{
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()
{
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 &imgRect)
{
#include "render/graphics_drawImageRect.hpp"
}
void MobileOpenGL2Graphics::calcImageRect(ImageVertexes *const vert,
const int x, const int y,
const int w, const int h,
const ImageRect &imgRect)
{
#include "render/graphics_calcImageRect.hpp"
}
void MobileOpenGL2Graphics::clearScreen() const
{
mglClear(GL_COLOR_BUFFER_BIT |
GL_DEPTH_BUFFER_BIT |
GL_STENCIL_BUFFER_BIT);
}
void MobileOpenGL2Graphics::createGLContext()
{
Graphics::createGLContext();
/*
if (mGLContext)
SDL::makeCurrentContext(mGLContext);
else
mGLContext = SDL::createGLContext(mWindow, 2, 0, 0x04);
*/
}
void MobileOpenGL2Graphics::finalize(ImageCollection *const col)
{
if (!col)
return;
FOR_EACH (ImageCollectionIter, it, col->draws)
finalize(*it);
}
void MobileOpenGL2Graphics::finalize(ImageVertexes *const vert)
{
// in future need convert in each switchVp/continueVp
if (!vert)
return;
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 = static_cast(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::iterator it = floatTexPool.begin();
it != floatTexPool.end(); ++ it)
{
delete [] (*it);
}
floatTexPool.clear();
}
void MobileOpenGL2Graphics::drawTriangleArray(const int size)
{
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 *const array,
const int size)
{
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)
{
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 *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 MobileOpenGL2Graphics::debugBindTexture(const Image *const image A_UNUSED)
{
}
#endif
#endif // USE_OPENGL