diff options
author | Chris Xiong <chirs241097@gmail.com> | 2018-02-12 23:39:19 +0800 |
---|---|---|
committer | Chris Xiong <chirs241097@gmail.com> | 2018-02-12 23:39:19 +0800 |
commit | 7621516c1ca0ecf9f80d094763a1705c32d7458f (patch) | |
tree | e8cd9cd39107114354ea03d268468aac36837710 /smelt/glfw | |
parent | 7a0afbb0ee9ead422307a36d90e60702d7dbc5fb (diff) | |
download | SMELT-7621516c1ca0ecf9f80d094763a1705c32d7458f.tar.xz |
Now we have unified the GLFW versions (uglily).
Also fixed a symbol conflict for the good old msvc.
Diffstat (limited to 'smelt/glfw')
-rw-r--r-- | smelt/glfw/gfx_glfw.cpp | 610 | ||||
-rw-r--r-- | smelt/glfw/gfx_glfw_compat.cpp | 1085 | ||||
-rw-r--r-- | smelt/glfw/makefile | 2 | ||||
-rw-r--r-- | smelt/glfw/sfx_dumb.cpp | 3 | ||||
-rw-r--r-- | smelt/glfw/sfx_oal.cpp | 2 | ||||
-rw-r--r-- | smelt/glfw/smelt_config.hpp | 7 | ||||
-rw-r--r-- | smelt/glfw/smelt_internal.hpp | 13 | ||||
-rw-r--r-- | smelt/glfw/smmath_priv.hpp | 102 | ||||
-rw-r--r-- | smelt/glfw/sys_glfw.cpp | 8 |
9 files changed, 1493 insertions, 339 deletions
diff --git a/smelt/glfw/gfx_glfw.cpp b/smelt/glfw/gfx_glfw.cpp index 5586112..d8135e8 100644 --- a/smelt/glfw/gfx_glfw.cpp +++ b/smelt/glfw/gfx_glfw.cpp @@ -2,7 +2,7 @@ /* * Simple MultimEdia LiTerator(SMELT) * by Chris Xiong 2015 - * GFX implementation based on GLFW/OpenGL 2.1 + * GFX implementation based on GLFW/OpenGL 3.2+ * * WARNING: This library is in development and interfaces would be very * unstable. @@ -11,7 +11,35 @@ #include "smelt_internal.hpp" #include "CxImage/ximage.h" #define dbg printf("%d: 0x%X\n",__LINE__,glGetError()) +#ifndef USE_OPENGL_COMPATIBILITY_PROFILE +#include "smmath_priv.hpp" static const char* GFX_GLFW_SRCFN="smelt/glfw/gfx_glfw.cpp"; +static const char* fixedfunc_pipeline_vsh= + "#version 330 core\n" + "layout (location=0) in vec3 vp;" + "layout (location=1) in vec4 vc;" + "layout (location=2) in vec2 vtc;" + "out vec4 fc;" + "out vec2 ftc;" + "uniform mat4 mmodv;" + "uniform mat4 mproj;" + "void main(){" + "gl_Position=mproj*mmodv*vec4(vp,1.0f);" + "ftc=vec2(vtc.x,1.0f-vtc.y);" + "fc.rgba=vc.bgra;" + "}" +; +static const char* fixedfunc_pipeline_fsh= + "#version 330 core\n" + "in vec4 fc;" + "in vec2 ftc;" + "out vec4 color;" + "uniform sampler2D tex;" + "void main(){" + "color=fc*texture(tex,ftc);" + "if(color.a<1./256.)discard;" + "}" +; struct glTexture { GLuint name,rw,rh,dw,dh; @@ -25,8 +53,7 @@ bool SMELT_IMPL::smRenderBegin2D(bool ztest,SMTRG trg) TRenderTargetList *targ=(TRenderTargetList*)trg; if(vertexArray) {smLog("%s:" SLINE ": Last frame not closed.\n",GFX_GLFW_SRCFN);return false;} - if(pOpenGLDevice->have_GL_EXT_framebuffer_object) - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,(targ)?targ->frame:0); + glBindFramebuffer(GL_FRAMEBUFFER,(targ)?targ->frame:0); glDepthFunc(GL_GEQUAL); ztest?glEnable(GL_DEPTH_TEST):glDisable(GL_DEPTH_TEST); zbufenabled=ztest; @@ -52,8 +79,7 @@ bool SMELT_IMPL::smRenderBegin3D(float fov,bool ztest,SMTRG trg) TRenderTargetList *targ=(TRenderTargetList*)trg; if(vertexArray) {smLog("%s:" SLINE ": Last frame not closed.\n",GFX_GLFW_SRCFN);return false;} - if(pOpenGLDevice->have_GL_EXT_framebuffer_object) - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,(targ)?targ->frame:0); + glBindFramebuffer(GL_FRAMEBUFFER,(targ)?targ->frame:0); glDepthFunc(GL_LESS); ztest?glEnable(GL_DEPTH_TEST):glDisable(GL_DEPTH_TEST); zbufenabled=ztest; @@ -77,20 +103,6 @@ bool SMELT_IMPL::smRenderBegin3D(float fov,bool ztest,SMTRG trg) bool SMELT_IMPL::smRenderEnd() { batchOGL(true); - if(curTarget&&!pOpenGLDevice->have_GL_EXT_framebuffer_object) - { - glTexture *pTex=(glTexture*)curTarget->tex; - if(pTex&&pTex->lost) - configTexture(pTex,pTex->rw,pTex->rh,pTex->px); - int w=curTarget->w,h=curTarget->h; - glFinish(); - DWORD *px=new DWORD[w*h]; - glReadPixels(0,0,w,h,GL_RGBA,GL_UNSIGNED_BYTE,px); - glBindTexture(pOpenGLDevice->TextureTarget,pTex->name); - glTexSubImage2D(pOpenGLDevice->TextureTarget,0,0,0,w,h,GL_RGBA,GL_UNSIGNED_BYTE,px); - glBindTexture(pOpenGLDevice->TextureTarget,primTex?(((glTexture*)primTex)->name):0); - delete[] px; - } if(curTarget&&curTarget->ms) { glTexture *pTex=(glTexture*)curTarget->tex; @@ -99,14 +111,14 @@ bool SMELT_IMPL::smRenderEnd() int w=curTarget->w,h=curTarget->h; glFinish(); DWORD *px=new DWORD[w*h]; - glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT,curTarget->frame); - glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT,curTarget->sframe); - glBlitFramebufferEXT(0,0,w,h,0,0,w,h,GL_COLOR_BUFFER_BIT,GL_NEAREST); - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,curTarget->sframe); + glBindFramebuffer(GL_READ_FRAMEBUFFER,curTarget->frame); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER,curTarget->sframe); + glBlitFramebuffer(0,0,w,h,0,0,w,h,GL_COLOR_BUFFER_BIT,GL_NEAREST); + glBindFramebuffer(GL_FRAMEBUFFER,curTarget->sframe); glReadPixels(0,0,w,h,GL_RGBA,GL_UNSIGNED_BYTE,px); - glBindTexture(pOpenGLDevice->TextureTarget,pTex->name); - glTexSubImage2D(pOpenGLDevice->TextureTarget,0,0,0,w,h,GL_RGBA,GL_UNSIGNED_BYTE,px); - glBindTexture(pOpenGLDevice->TextureTarget,primTex?(((glTexture*)primTex)->name):0); + glBindTexture(GL_TEXTURE_2D,pTex->name); + glTexSubImage2D(GL_TEXTURE_2D,0,0,0,w,h,GL_RGBA,GL_UNSIGNED_BYTE,px); + glBindTexture(GL_TEXTURE_2D,primTex?(((glTexture*)primTex)->name):0); delete[] px; } if(!curTarget)glfwSwapBuffers((GLFWwindow*)hwnd); @@ -127,28 +139,37 @@ void SMELT_IMPL::smClrscr(DWORD color,bool clearcol,bool cleardep) void SMELT_IMPL::sm3DCamera6f2v(float *pos,float *rot) { batchOGL(); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - if(!pos||!rot)return; - glRotatef((GLfloat)-rot[0],1,0,0); - glRotatef((GLfloat)-rot[1],0,1,0); - glRotatef((GLfloat)-rot[2],0,0,1); - glTranslatef((GLfloat)-pos[0],(GLfloat)-pos[1],(GLfloat)-pos[2]); + _smMatrix Mmodv; + Mmodv.loadIdentity(); + if(pos&&rot) + { + Mmodv.rotate(_smMath::deg2rad(-rot[0]),1,0,0); + Mmodv.rotate(_smMath::deg2rad(-rot[1]),0,1,0); + Mmodv.rotate(_smMath::deg2rad(-rot[2]),0,0,1); + Mmodv.translate(-pos[0],-pos[1],-pos[2]); + } + memcpy(mmodv,Mmodv.m,sizeof(mmodv)); + glUniformMatrix4fv(loc_mmodv,1,0,mmodv); } void SMELT_IMPL::smMultViewMatrix(float *mat) { - glMatrixMode(GL_MODELVIEW); - glMultMatrixf(mat); + _smMatrix Mmodv(mmodv); + Mmodv=Mmodv*_smMatrix(mat); + memcpy(mmodv,Mmodv.m,sizeof(mmodv)); } void SMELT_IMPL::sm2DCamera5f3v(float *pos,float *dpos,float *rot) { batchOGL(); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - if(!pos||!dpos||!rot)return; - glTranslatef(-pos[0],-pos[1],0.0f); - glRotatef(*rot,0.0f,0.0f,1.0f); - glTranslatef(pos[0]+dpos[0],pos[1]+dpos[1],0.0f); + _smMatrix Mmodv; + Mmodv.loadIdentity(); + if(pos&&dpos&&rot) + { + Mmodv.translate(-pos[0],-pos[1],.0f); + Mmodv.rotate(*rot,.0f,.0f,1.0f); + Mmodv.translate(pos[0]+dpos[0],pos[1]+dpos[1],.0f); + } + memcpy(mmodv,Mmodv.m,sizeof(mmodv)); + glUniformMatrix4fv(loc_mmodv,1,0,mmodv); } void SMELT_IMPL::smRenderLinefd(float x1,float y1,float z1,float x2,float y2,float z2,DWORD color) { @@ -241,28 +262,12 @@ void SMELT_IMPL::smDrawCustomIndexedVertices(smVertex* vb,WORD* ib,int vbc,int i if(vertexArray) { batchOGL(); - glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,0); - glVertexPointer(3,GL_FLOAT,sizeof(smVertex),&vb[0].x); - glColorPointer(4,GL_UNSIGNED_BYTE,sizeof(smVertex),&vb[0].col); - glTexCoordPointer(2,GL_FLOAT,sizeof(smVertex),&vb[0].tx); - float twm=1.,thm=1.; + float twm=-1.,thm=-1.; if(texture) { - if(filtermode==TFLT_NEAREST) - { - glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_NEAREST); - glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_NEAREST); - } - if(filtermode==TFLT_LINEAR) - { - glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_LINEAR); - glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_LINEAR); - } glTexture *ptex=(glTexture*)texture; - if(pOpenGLDevice->TextureTarget==GL_TEXTURE_RECTANGLE_ARB) - {twm=ptex->rw;thm=ptex->rh;} - else if(ptex->dw&&ptex->dh) + if(ptex->dw&&ptex->dh) { twm=(ptex->rw)/(float)(ptex->dw); thm=(ptex->rh)/(float)(ptex->dh); @@ -277,27 +282,25 @@ void SMELT_IMPL::smDrawCustomIndexedVertices(smVertex* vb,WORD* ib,int vbc,int i vertexArray[i].z=-vertexArray[i].z; } } + if(twm>0&&thm>0) for(int i=0;i<vbc;++i) { vb[i].tx*=twm; - vb[i].ty=(1.-vb[i].ty)*thm; - DWORD color=vb[i].col; - BYTE *col=(BYTE*)&vb[i].col; - BYTE a=((color>>24)&0xFF); - BYTE r=((color>>16)&0xFF); - BYTE g=((color>> 8)&0xFF); - BYTE b=((color>> 0)&0xFF); - col[0]=r;col[1]=g; - col[2]=b;col[3]=a; + vb[i].ty*=thm; } if(texture!=primTex)bindTexture((glTexture*)texture); if(blend!=primBlend)setBlend(blend); - glDrawElements(GL_TRIANGLES,ibc,GL_UNSIGNED_SHORT,ib); + glBindVertexArray(VertexArrayObject); + glBindBuffer(GL_ARRAY_BUFFER,VertexBufferObject); + glBufferData(GL_ARRAY_BUFFER,sizeof(smVertex)*vbc,vb,GL_DYNAMIC_DRAW); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,IndexBufferObject); + glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(GLushort)*ibc,ib,GL_DYNAMIC_DRAW); + glDrawElements(GL_TRIANGLES,ibc,GL_UNSIGNED_SHORT,0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,IndexBufferObject); + glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(GLushort)*((VERTEX_BUFFER_SIZE*6)/4),indexBuf,GL_DYNAMIC_DRAW); + glBindVertexArray(0); + if(texture!=primTex)bindTexture((glTexture*)primTex); - glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,IndexBufferObject); - glVertexPointer(3,GL_FLOAT,sizeof(smVertex),&vertexBuf[0].x); - glColorPointer(4,GL_UNSIGNED_BYTE,sizeof(smVertex),&vertexBuf[0].col); - glTexCoordPointer(2,GL_FLOAT,sizeof(smVertex),&vertexBuf[0].tx); } } SMTRG SMELT_IMPL::smTargetCreate(int w,int h,int ms) @@ -336,20 +339,17 @@ void SMELT_IMPL::smTargetFree(SMTRG targ) { if(pLastTarg)pLastTarg->next=pTarget->next; else targets=pTarget->next; - if(pOpenGLDevice->have_GL_EXT_framebuffer_object) + if(curTarget==(TRenderTargetList*)targ) + glBindFramebuffer(GL_FRAMEBUFFER_EXT,0); + if(pTarget->depth) + glDeleteRenderbuffers(1,&pTarget->depth); + glDeleteFramebuffers(1,&pTarget->frame); + if(pTarget->ms) { - if(curTarget==(TRenderTargetList*)targ) - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,0); - if(pTarget->depth) - glDeleteRenderbuffersEXT(1,&pTarget->depth); - glDeleteFramebuffersEXT(1,&pTarget->frame); - if(pTarget->ms) - { - glDeleteRenderbuffersEXT(1,&pTarget->colorms); - glDeleteRenderbuffersEXT(1,&pTarget->scolor); - glDeleteRenderbuffersEXT(1,&pTarget->sdepth); - glDeleteFramebuffersEXT(1,&pTarget->sframe); - } + glDeleteRenderbuffers(1,&pTarget->colorms); + glDeleteRenderbuffers(1,&pTarget->scolor); + glDeleteRenderbuffers(1,&pTarget->sdepth); + glDeleteFramebuffers(1,&pTarget->sframe); } if(curTarget==(TRenderTargetList*)targ)curTarget=0; smTextureFree(pTarget->tex); @@ -428,7 +428,9 @@ void SMELT_IMPL::smTextureFree(SMTEX tex) if(tex) { glTexture *ptex=(glTexture*)tex; - delete[] ptex->fn;delete[] ptex->locpx;delete[] ptex->px; + delete[] ptex->fn; + delete[] ptex->locpx; + delete[] ptex->px; glDeleteTextures(1,&ptex->name); delete ptex; } @@ -438,38 +440,26 @@ void SMELT_IMPL::smTextureOpt(int potopt,int filter) batchOGL(); if(potopt==TPOT_NONPOT) { - if(pOpenGLDevice->have_GL_ARB_texture_rectangle) - pOpenGLDevice->TextureTarget=GL_TEXTURE_RECTANGLE_ARB; - else if(pOpenGLDevice->have_GL_ARB_texture_non_power_of_two) - pOpenGLDevice->TextureTarget=GL_TEXTURE_2D; - else pOpenGLDevice->TextureTarget=GL_TEXTURE_2D; - glDisable(GL_TEXTURE_2D); - if(pOpenGLDevice->have_GL_ARB_texture_rectangle)glDisable(GL_TEXTURE_RECTANGLE_ARB); - glEnable(pOpenGLDevice->TextureTarget); - glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE); - glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE); - glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_R,GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_R,GL_CLAMP_TO_EDGE); } if(potopt==TPOT_POT) { - pOpenGLDevice->TextureTarget=GL_TEXTURE_2D; - glDisable(GL_TEXTURE_2D); - if(pOpenGLDevice->have_GL_ARB_texture_rectangle)glDisable(GL_TEXTURE_RECTANGLE_ARB); - glEnable(pOpenGLDevice->TextureTarget); - glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_S,GL_REPEAT); - glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_T,GL_REPEAT); - glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_R,GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_R,GL_REPEAT); } filtermode=filter; if(filter==TFLT_NEAREST) { - glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_NEAREST); - glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); } if(filter==TFLT_LINEAR) { - glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_LINEAR); - glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); } } int SMELT_IMPL::smTextureGetWidth(SMTEX tex,bool original) @@ -548,11 +538,11 @@ void SMELT_IMPL::smTexutreUnlock(SMTEX tex) if(ptex->lost)configTexture(ptex,ptex->rw,ptex->rh,ptex->px); else { - glBindTexture(pOpenGLDevice->TextureTarget,ptex->name); - glTexSubImage2D(pOpenGLDevice->TextureTarget,0,ptex->locx, - (ptex->rh-ptex->locy)-ptex->loch,ptex->locw,ptex->loch,GL_RGBA, - GL_UNSIGNED_BYTE,ptex->locpx); - glBindTexture(pOpenGLDevice->TextureTarget,primTex?(((glTexture*)primTex)->name):0); + glBindTexture(GL_TEXTURE_2D,ptex->name); + glTexSubImage2D(GL_TEXTURE_2D,0,ptex->locx, + (ptex->rh-ptex->locy)-ptex->loch,ptex->locw,ptex->loch,GL_RGBA, + GL_UNSIGNED_BYTE,ptex->locpx); + glBindTexture(GL_TEXTURE_2D,primTex?(((glTexture*)primTex)->name):0); } } if(ptex->fn&&ptex->roloc){delete[] ptex->px;ptex->px=NULL;} @@ -592,7 +582,7 @@ DWORD* SMELT_IMPL::decodeImage(BYTE *data,const char *fn,DWORD size,int &w,int & w=img.GetWidth();h=img.GetHeight(); px=new DWORD[w*h]; BYTE *sptr=(BYTE*)px; - bool atunnel=img.AlphaIsValid(); + bool achannel=img.AlphaIsValid(); for(int i=0;i<h;++i) for(int j=0;j<w;++j) { @@ -600,7 +590,7 @@ DWORD* SMELT_IMPL::decodeImage(BYTE *data,const char *fn,DWORD size,int &w,int & *(sptr++)=rgb.rgbRed; *(sptr++)=rgb.rgbGreen; *(sptr++)=rgb.rgbBlue; - *(sptr++)=atunnel?rgb.rgbReserved:0xFF; + *(sptr++)=achannel?rgb.rgbReserved:0xFF; } } return px; @@ -611,7 +601,8 @@ void SMELT_IMPL::bindTexture(glTexture *t) configTexture(t,t->rw,t->rh,t->px); if(((SMTEX)t)!=primTex) { - glBindTexture(pOpenGLDevice->TextureTarget,t?t->name:0); + glBindTexture(GL_TEXTURE_2D,t?t->name:((glTexture*)emptyTex)->name); + glUniform1i(loc_tex,0); primTex=(SMTEX)t; } } @@ -620,75 +611,67 @@ bool SMELT_IMPL::buildTarget(TRenderTargetList *pTarget,GLuint texid,int w,int h bool ok=true; if(ms) { - if(!pOpenGLDevice->have_GL_EXT_framebuffer_object|| - !pOpenGLDevice->have_GL_EXT_framebuffer_multisample|| - !pOpenGLDevice->have_GL_EXT_framebuffer_blit) - ms=0; + glGenFramebuffers(1,&pTarget->sframe); + glBindFramebuffer(GL_FRAMEBUFFER,pTarget->sframe); + glGenRenderbuffers(1,&pTarget->scolor); + glBindRenderbuffer(GL_RENDERBUFFER,pTarget->scolor); + glRenderbufferStorage(GL_RENDERBUFFER,GL_RGBA,w,h); + glGenRenderbuffers(1,&pTarget->sdepth); + glBindRenderbuffer(GL_RENDERBUFFER,pTarget->sdepth); + glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH_COMPONENT24,w,h); + glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_RENDERBUFFER,pTarget->scolor); + glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_RENDERBUFFER,pTarget->sdepth); + + glGenFramebuffers(1,&pTarget->frame); + glBindFramebuffer(GL_FRAMEBUFFER,pTarget->frame); + glGenRenderbuffers(1,&pTarget->colorms); + glBindRenderbuffer(GL_RENDERBUFFER,pTarget->colorms); + glRenderbufferStorageMultisample(GL_RENDERBUFFER,ms,GL_RGBA,w,h); + glGenRenderbuffers(1,&pTarget->depth); + glBindRenderbuffer(GL_RENDERBUFFER,pTarget->depth); + glRenderbufferStorageMultisample(GL_RENDERBUFFER,ms,GL_DEPTH_COMPONENT24,w,h); + glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_RENDERBUFFER,pTarget->colorms); + glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_RENDERBUFFER,pTarget->depth); + GLenum rc=glCheckFramebufferStatus(GL_FRAMEBUFFER); + if((rc==GL_FRAMEBUFFER_COMPLETE)&&(glGetError()==GL_NO_ERROR)) + { + glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); + ok=true;pTarget->ms=ms; + } else { - glGenFramebuffersEXT(1,&pTarget->sframe); - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,pTarget->sframe); - glGenRenderbuffersEXT(1,&pTarget->scolor); - glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,pTarget->scolor); - glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,GL_RGBA,w,h); - glGenRenderbuffersEXT(1,&pTarget->sdepth); - glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,pTarget->sdepth); - glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,GL_DEPTH_COMPONENT24,w,h); - glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_COLOR_ATTACHMENT0_EXT,GL_RENDERBUFFER_EXT,pTarget->scolor); - glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_DEPTH_ATTACHMENT_EXT,GL_RENDERBUFFER_EXT,pTarget->sdepth); - - glGenFramebuffersEXT(1,&pTarget->frame); - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,pTarget->frame); - glGenRenderbuffersEXT(1,&pTarget->colorms); - glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,pTarget->colorms); - glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT,ms,GL_RGBA,w,h); - glGenRenderbuffersEXT(1,&pTarget->depth); - glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,pTarget->depth); - glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT,ms,GL_DEPTH_COMPONENT24,w,h); - glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_COLOR_ATTACHMENT0_EXT,GL_RENDERBUFFER_EXT,pTarget->colorms); - glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_DEPTH_ATTACHMENT_EXT,GL_RENDERBUFFER_EXT,pTarget->depth); - GLenum rc=glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); - if((rc==GL_FRAMEBUFFER_COMPLETE_EXT)&&(glGetError()==GL_NO_ERROR)) - { - glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); - ok=true;pTarget->ms=ms; - } - else - { - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,0); - glDeleteRenderbuffersEXT(1,&pTarget->colorms); - glDeleteRenderbuffersEXT(1,&pTarget->depth); - glDeleteFramebuffersEXT(1,&pTarget->frame); - glDeleteFramebuffersEXT(1,&pTarget->sframe); - ok=false;ms=0; - } - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,curTarget?curTarget->frame:0); + glBindFramebuffer(GL_FRAMEBUFFER,0); + glDeleteRenderbuffers(1,&pTarget->colorms); + glDeleteRenderbuffers(1,&pTarget->depth); + glDeleteFramebuffers(1,&pTarget->frame); + glDeleteFramebuffers(1,&pTarget->sframe); + ok=false;ms=0; } + glBindFramebuffer(GL_FRAMEBUFFER,curTarget?curTarget->frame:0); } if(!ms) - if(pOpenGLDevice->have_GL_EXT_framebuffer_object) { - glGenFramebuffersEXT(1,&pTarget->frame); - glGenRenderbuffersEXT(1,&pTarget->depth); - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,pTarget->frame); - glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,GL_COLOR_ATTACHMENT0_EXT,pOpenGLDevice->TextureTarget,texid,0); - glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,pTarget->depth); - glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,GL_DEPTH_COMPONENT24,w,h); - glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_DEPTH_ATTACHMENT_EXT,GL_RENDERBUFFER_EXT,pTarget->depth); - GLenum rc=glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); - if((rc==GL_FRAMEBUFFER_COMPLETE_EXT)&&(glGetError()==GL_NO_ERROR)) + glGenFramebuffers(1,&pTarget->frame); + glGenRenderbuffers(1,&pTarget->depth); + glBindFramebuffer(GL_FRAMEBUFFER,pTarget->frame); + glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,texid,0); + glBindRenderbuffer(GL_RENDERBUFFER,pTarget->depth); + glRenderbufferStorage(GL_RENDERBUFFER,GL_DEPTH_COMPONENT24,w,h); + glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_RENDERBUFFER,pTarget->depth); + GLenum rc=glCheckFramebufferStatus(GL_FRAMEBUFFER); + if((rc==GL_FRAMEBUFFER_COMPLETE)&&(glGetError()==GL_NO_ERROR)) { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); ok=true;pTarget->ms=0; } else { - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,0); - glDeleteRenderbuffersEXT(1,&pTarget->depth); - glDeleteFramebuffersEXT(1,&pTarget->frame); + glBindFramebuffer(GL_FRAMEBUFFER,0); + glDeleteRenderbuffers(1,&pTarget->depth); + glDeleteFramebuffers(1,&pTarget->frame); ok=false; } - glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,curTarget?curTarget->frame:0); + glBindFramebuffer(GL_FRAMEBUFFER,curTarget?curTarget->frame:0); } return ok; } @@ -715,28 +698,16 @@ void SMELT_IMPL::configTexture(glTexture *t,int w,int h,DWORD *px,bool compresse free(buff); fclose(pFile); } - glBindTexture(pOpenGLDevice->TextureTarget,tex); - if(pOpenGLDevice->TextureTarget!=GL_TEXTURE_RECTANGLE_ARB) - { - glTexParameterf(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_LOD,0.0f); - glTexParameterf(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAX_LOD,0.0f); - glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_BASE_LEVEL,0); - glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAX_LEVEL,0); - } - const GLenum fmt=pOpenGLDevice->have_GL_EXT_texture_compression_s3tc&&compressed?/*GL_COMPRESSED_RGBA_S3TC_DXT5_EXT*/GL_COMPRESSED_RGBA_ARB:GL_RGBA8; - if((pOpenGLDevice->have_GL_ARB_texture_rectangle)||(pOpenGLDevice->have_GL_ARB_texture_non_power_of_two)||(ispot(w)&&ispot(h))) - { - glTexImage2D(pOpenGLDevice->TextureTarget,0,fmt,w,h,0,GL_RGBA,GL_UNSIGNED_BYTE,px); - } - else - { - t->dw=npot(w); - t->dh=npot(h); - glTexImage2D(pOpenGLDevice->TextureTarget,0,fmt,t->dw,t->dh,0,GL_RGBA,GL_UNSIGNED_BYTE,NULL); - glTexSubImage2D(pOpenGLDevice->TextureTarget,0,0,0,w,h,GL_RGBA,GL_UNSIGNED_BYTE,px); - } - glBindTexture(pOpenGLDevice->TextureTarget,primTex?(((glTexture*)primTex)->name):0); - if (fromfile)delete[] px; + glBindTexture(GL_TEXTURE_2D,tex); + glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_LOD,0.0f); + glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAX_LOD,0.0f); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_BASE_LEVEL,0); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAX_LEVEL,0); + compressed=false;//compression is unusable at this moment + const GLenum fmt=compressed?/*GL_COMPRESSED_RGBA_S3TC_DXT5_EXT*/GL_COMPRESSED_RGBA_ARB:GL_RGBA8; + glTexImage2D(GL_TEXTURE_2D,0,fmt,w,h,0,GL_RGBA,GL_UNSIGNED_BYTE,px); + glBindTexture(GL_TEXTURE_2D,primTex?(((glTexture*)primTex)->name):0); + if(fromfile)delete[] px; } SMTEX SMELT_IMPL::buildTexture(int w,int h,DWORD *px) { @@ -748,45 +719,34 @@ SMTEX SMELT_IMPL::buildTexture(int w,int h,DWORD *px) } void SMELT_IMPL::configProjectionMatrix2D(int w,int h) { - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glOrtho(0,(float)w,0,(float)h,0.0f,1.0f); + memset(mproj,0,sizeof(mproj)); + mproj[0]=2./w; + mproj[5]=2./h; + mproj[10]=-2.; + mproj[15]=1.; + mproj[12]=mproj[13]=mproj[14]=-1.; + glUniformMatrix4fv(loc_mproj,1,0,mproj); } void SMELT_IMPL::configProjectionMatrix3D(int w,int h,float fov) { - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - - GLfloat matrix[16]={0.0f}; + memset(mproj,0,sizeof(mproj)); float f=1./tanf(M_PI*fov/360.); float ar=(float)w/(float)h; float Near=0.1,Far=1000.; - matrix[0]=f/ar;matrix[5]=f; - matrix[10]=(Far+Near)/(Near-Far);matrix[11]=-1.0f; - matrix[14]=(2*Far*Near)/(Near-Far); - glMultMatrixf(matrix); + mproj[0]=f/ar;mproj[5]=f; + mproj[10]=(Far+Near)/(Near-Far);mproj[11]=-1.0f; + mproj[14]=(2*Far*Near)/(Near-Far); + glUniformMatrix4fv(loc_mproj,1,0,mproj); } void SMELT_IMPL::batchOGL(bool endScene) { if(vertexArray&&primcnt) { - float twm=1.,thm=1.; + float twm=-1.,thm=-1.; if(primTex) { - if(filtermode==TFLT_NEAREST) - { - glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_NEAREST); - glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_NEAREST); - } - if(filtermode==TFLT_LINEAR) - { - glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_LINEAR); - glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_LINEAR); - } glTexture *ptex=(glTexture*)primTex; - if(pOpenGLDevice->TextureTarget==GL_TEXTURE_RECTANGLE_ARB) - {twm=ptex->rw;thm=ptex->rh;} - else if(ptex->dw&&ptex->dh) + if(ptex->dw&&ptex->dh) { twm=(ptex->rw)/(float)(ptex->dw); thm=(ptex->rh)/(float)(ptex->dh); @@ -801,19 +761,15 @@ void SMELT_IMPL::batchOGL(bool endScene) vertexArray[i].z=-vertexArray[i].z; } } + if(twm>0&&thm>0) for(int i=0;i<primcnt*primType;++i) { vertexArray[i].tx*=twm; - vertexArray[i].ty=(1.-vertexArray[i].ty)*thm; - DWORD color=vertexArray[i].col; - BYTE *col=(BYTE*)&vertexArray[i].col; - BYTE a=((color>>24)&0xFF); - BYTE r=((color>>16)&0xFF); - BYTE g=((color>> 8)&0xFF); - BYTE b=((color>> 0)&0xFF); - col[0]=r;col[1]=g; - col[2]=b;col[3]=a; + vertexArray[i].ty*=thm; } + glBindVertexArray(VertexArrayObject); + glBindBuffer(GL_ARRAY_BUFFER,VertexBufferObject); + glBufferData(GL_ARRAY_BUFFER,sizeof(smVertex)*primcnt*primType,vertexBuf,GL_DYNAMIC_DRAW); switch(primType) { case PRIM_LINES: @@ -823,7 +779,7 @@ void SMELT_IMPL::batchOGL(bool endScene) glDrawArrays(GL_TRIANGLES,0,3*primcnt); break; case PRIM_QUADS: - glDrawElements(GL_TRIANGLES,6*primcnt,GL_UNSIGNED_SHORT,pOpenGLDevice->have_GL_ARB_vertex_buffer_object?0:indexBuf); + glDrawElements(GL_TRIANGLES,6*primcnt,GL_UNSIGNED_SHORT,0); #if 0 for (int i=0;i<primcnt*6;i+=3) { @@ -838,6 +794,7 @@ void SMELT_IMPL::batchOGL(bool endScene) #endif break; } + glBindVertexArray(0); primcnt=0; } if(vertexArray)vertexArray=endScene?0:vertexBuf; @@ -871,27 +828,27 @@ void SMELT_IMPL::unloadGLEntryPoints() } bool SMELT_IMPL::checkGLExtension(const char *extlist,const char *ext) { + return true;/*shit* const char *ptr=strstr(extlist,ext); if(ptr==NULL)return false; const char endchar=ptr[strlen(ext)]; if((endchar=='\0')||(endchar==' '))return true; - return false; + return false;*/ } bool SMELT_IMPL::loadGLEntryPoints() { - smLog("%s:" SLINE ": OpenGL: loading entry points and examining extensions...\n",GFX_GLFW_SRCFN); + smLog("%s:" SLINE ": Initializing with OpenGL core profile...\n",GFX_GLFW_SRCFN); pOpenGLDevice->have_base_opengl=true; - pOpenGLDevice->have_GL_ARB_texture_rectangle=true; - pOpenGLDevice->have_GL_ARB_texture_non_power_of_two=true; - pOpenGLDevice->have_GL_EXT_framebuffer_object=true; - pOpenGLDevice->have_GL_EXT_texture_compression_s3tc=false; - pOpenGLDevice->have_GL_ARB_vertex_buffer_object=true; - pOpenGLDevice->have_GL_EXT_framebuffer_multisample=true; - pOpenGLDevice->have_GL_EXT_framebuffer_blit=true; + /* + * All OpenGL features utilized by SMELT are in the core profile + * for OpenGL >= 3.2. So this function is essentially useless. + */ + glewExperimental=true; GLenum glewret=glewInit(); if(glewret) { smLog("%s:" SLINE ": glewInit() failed with error %s\n",GFX_GLFW_SRCFN,glewGetErrorString(glewret)); + pOpenGLDevice->have_base_opengl=false; return false; } if (!pOpenGLDevice->have_base_opengl) @@ -905,83 +862,27 @@ bool SMELT_IMPL::loadGLEntryPoints() const char *verstr=(const char*)glGetString(GL_VERSION); int maj=0,min=0; sscanf(verstr,"%d.%d",&maj,&min); - if((maj<1)||((maj==1)&&(min<2))) + if((maj<3)||((maj==3)&&(min<2))) { - smLog("%s:" SLINE ": OpenGL implementation must be at least version 1.2.\n",GFX_GLFW_SRCFN); + smLog("%s:" SLINE ": OpenGL implementation must be at least version 3.2.\n",GFX_GLFW_SRCFN); unloadGLEntryPoints(); return false; } - const char *exts=(const char*)glGetString(GL_EXTENSIONS); - pOpenGLDevice->have_GL_ARB_texture_rectangle= - checkGLExtension(exts,"GL_ARB_texture_rectangle")|| - checkGLExtension(exts,"GL_EXT_texture_rectangle")|| - checkGLExtension(exts, "GL_NV_texture_rectangle"); - pOpenGLDevice->have_GL_ARB_texture_non_power_of_two= - maj>=2||checkGLExtension(exts,"GL_ARB_texture_non_power_of_two"); - if(pOpenGLDevice->have_GL_ARB_texture_rectangle) - { - smLog("%s:" SLINE ": OpenGL: Using GL_ARB_texture_rectangle.\n",GFX_GLFW_SRCFN); - pOpenGLDevice->TextureTarget=GL_TEXTURE_RECTANGLE_ARB; - } - else if(pOpenGLDevice->have_GL_ARB_texture_non_power_of_two) - { - smLog("%s:" SLINE ": OpenGL: Using GL_ARB_texture_non_power_of_two.\n",GFX_GLFW_SRCFN); - pOpenGLDevice->TextureTarget=GL_TEXTURE_2D; - } - else - { - smLog("%s:" SLINE ": OpenGL: Using power-of-two textures. This costs more memory!\n",GFX_GLFW_SRCFN); - pOpenGLDevice->TextureTarget=GL_TEXTURE_2D; - } - if(pOpenGLDevice->have_GL_EXT_framebuffer_object) - pOpenGLDevice->have_GL_EXT_framebuffer_object= - checkGLExtension(exts, "GL_EXT_framebuffer_object"); - if(pOpenGLDevice->have_GL_EXT_framebuffer_object) - smLog("%s:" SLINE ": OpenGL: Using GL_EXT_framebuffer_object.\n",GFX_GLFW_SRCFN); - else - smLog("%s:" SLINE ": OpenGL: WARNING! No render-to-texture support. Things may render badly.\n",GFX_GLFW_SRCFN); - if(pOpenGLDevice->have_GL_EXT_texture_compression_s3tc) - pOpenGLDevice->have_GL_EXT_texture_compression_s3tc= - checkGLExtension(exts,"GL_ARB_texture_compression")&& - checkGLExtension(exts,"GL_EXT_texture_compression_s3tc"); - if(pOpenGLDevice->have_GL_EXT_texture_compression_s3tc) - smLog("%s:" SLINE ": OpenGL: Using GL_EXT_texture_compression_s3tc.\n",GFX_GLFW_SRCFN); - else if (true) - { - smLog("%s:" SLINE ": OpenGL: Texture compression disabled!\n",GFX_GLFW_SRCFN); - } - if(pOpenGLDevice->have_GL_ARB_vertex_buffer_object) - { - pOpenGLDevice->have_GL_ARB_vertex_buffer_object= - checkGLExtension(exts,"GL_ARB_vertex_buffer_object"); - } - if(pOpenGLDevice->have_GL_ARB_vertex_buffer_object) - smLog("%s:" SLINE ": OpenGL: Using GL_ARB_vertex_buffer_object.\n",GFX_GLFW_SRCFN); - else - smLog("%s:" SLINE ": OpenGL: WARNING! No VBO support; performance may suffer.\n",GFX_GLFW_SRCFN); - pOpenGLDevice->have_GL_EXT_framebuffer_multisample= - checkGLExtension(exts,"GL_EXT_framebuffer_multisample"); - pOpenGLDevice->have_GL_EXT_framebuffer_blit= - checkGLExtension(exts,"GL_EXT_framebuffer_blit"); - if(!pOpenGLDevice->have_GL_EXT_framebuffer_multisample||!pOpenGLDevice->have_GL_EXT_framebuffer_blit) - smLog("%s:" SLINE ": Multisampling is not supported.\n",GFX_GLFW_SRCFN); - else - smLog("%s:" SLINE ": Multisampling is supported. Still experimental!\n",GFX_GLFW_SRCFN); return true; } bool SMELT_IMPL::initOGL() { - primTex=0; + primTex=0;emptyTex=0; if(pOpenGLDevice){smLog("%s:" SLINE ": Multiple initialization!\n",GFX_GLFW_SRCFN);return false;} pOpenGLDevice=new TOpenGLDevice; if(!loadGLEntryPoints())return false; smLog("%s:" SLINE ": Mode: %d x %d\n",GFX_GLFW_SRCFN,scrw,scrh); - vertexArray=NULL;textures=NULL;IndexBufferObject=0; + vertexArray=NULL;textures=NULL; + ShaderProgram=vertshader=fragshader=0; + VertexBufferObject=VertexArrayObject=IndexBufferObject=0; if(!confOGL())return false; glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); if(!curTarget)glfwSwapBuffers((GLFWwindow*)hwnd); - glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); - if(!curTarget)glfwSwapBuffers((GLFWwindow*)hwnd); return true; } void SMELT_IMPL::finiOGL() @@ -993,15 +894,20 @@ void SMELT_IMPL::finiOGL() delete[] indexBuf;indexBuf=NULL; if(pOpenGLDevice) { - if (pOpenGLDevice->have_GL_ARB_vertex_buffer_object) + if(VertexBufferObject!=0) { - if (IndexBufferObject!=0) - { - glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,0); - glDeleteBuffersARB(1,&IndexBufferObject); - IndexBufferObject=0; - } + glBindVertexArray(VertexArrayObject); + glBindBuffer(GL_ARRAY_BUFFER,0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); + glDeleteBuffers(1,&VertexBufferObject); + glDeleteBuffers(1,&IndexBufferObject); + glBindVertexArray(0); + glDeleteVertexArrays(1,&VertexArrayObject); + VertexArrayObject=0; + VertexBufferObject=0; + IndexBufferObject=0; } + glDeleteProgram(ShaderProgram); delete pOpenGLDevice; pOpenGLDevice=NULL; } @@ -1020,6 +926,10 @@ bool SMELT_IMPL::restOGL() bool SMELT_IMPL::confOGL() { bindTexture(NULL); + DWORD ones=~0U; + if(!emptyTex) + {emptyTex=buildTexture(1,1,&ones);} + configTexture((glTexture*)emptyTex,1,1,&ones,false); for(TTextureList *i=textures;i;i=i->next) { glTexture *t=(glTexture*)i->tex; @@ -1033,6 +943,39 @@ bool SMELT_IMPL::confOGL() buildTarget(target,tex?tex->name:0,target->w,target->h); target=target->next; } + int compret=0; + ShaderProgram=glCreateProgram(); + vertshader=glCreateShader(GL_VERTEX_SHADER); + fragshader=glCreateShader(GL_FRAGMENT_SHADER); + glShaderSource(vertshader,1,&fixedfunc_pipeline_vsh,NULL); + glShaderSource(fragshader,1,&fixedfunc_pipeline_fsh,NULL); + glCompileShader(vertshader); + glGetShaderiv(vertshader,GL_COMPILE_STATUS,&compret); + //char log[1024]; + //glGetShaderInfoLog(vertshader,1024,NULL,log); + //puts(log); + if(!compret) + smLog("%s:" SLINE ": Warning: Your shitty vertex shader failed to compile!\n",GFX_GLFW_SRCFN); + glCompileShader(fragshader); + glGetShaderiv(fragshader,GL_COMPILE_STATUS,&compret); + //glGetShaderInfoLog(fragshader,1024,NULL,log); + //puts(log); + if(!compret) + smLog("%s:" SLINE ": Warning: Your shitty fragment shader failed to compile!\n",GFX_GLFW_SRCFN); + glAttachShader(ShaderProgram,vertshader); + glAttachShader(ShaderProgram,fragshader); + glLinkProgram(ShaderProgram); + //glGetProgramInfoLog(ShaderProgram,1024,NULL,log); + //puts(log); + glGetProgramiv(ShaderProgram,GL_LINK_STATUS,&compret); + if(!compret) + smLog("%s:" SLINE ": Warning: Default shader linkage failure!\n",GFX_GLFW_SRCFN); + glDeleteShader(vertshader); + glDeleteShader(fragshader); + glUseProgram(ShaderProgram); + loc_tex=glGetUniformLocation(ShaderProgram,"tex"); + loc_mmodv=glGetUniformLocation(ShaderProgram,"mmodv"); + loc_mproj=glGetUniformLocation(ShaderProgram,"mproj"); vertexBuf=new smVertex[VERTEX_BUFFER_SIZE]; indexBuf=new GLushort[VERTEX_BUFFER_SIZE*6/4]; GLushort* indices=indexBuf; @@ -1043,46 +986,47 @@ bool SMELT_IMPL::confOGL() *indices++=n+3;*indices++=n; n+=4; } - if(pOpenGLDevice->have_GL_ARB_vertex_buffer_object) - { - glGenBuffersARB(1,&IndexBufferObject); - glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,IndexBufferObject); - glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER,sizeof(GLushort)*((VERTEX_BUFFER_SIZE*6)/4),indexBuf,GL_STATIC_DRAW); - } - glVertexPointer(3,GL_FLOAT,sizeof(smVertex),&vertexBuf[0].x); - glColorPointer(4,GL_UNSIGNED_BYTE,sizeof(smVertex),&vertexBuf[0].col); - glTexCoordPointer(2,GL_FLOAT,sizeof(smVertex),&vertexBuf[0].tx); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glGenBuffers(1,&VertexBufferObject); + glGenVertexArrays(1,&VertexArrayObject); + glGenBuffers(1,&IndexBufferObject); + glBindVertexArray(VertexArrayObject); + glBindBuffer(GL_ARRAY_BUFFER,VertexBufferObject); + glBufferData(GL_ARRAY_BUFFER,sizeof(smVertex)*VERTEX_BUFFER_SIZE,vertexBuf,GL_DYNAMIC_DRAW); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,IndexBufferObject); + glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(GLushort)*((VERTEX_BUFFER_SIZE*6)/4),indexBuf,GL_DYNAMIC_DRAW); + glVertexAttribPointer(0,3,GL_FLOAT,0,sizeof(smVertex),(void*)offsetof(smVertex,x));//vp + glVertexAttribPointer(1,4,GL_UNSIGNED_BYTE,1,sizeof(smVertex),(void*)offsetof(smVertex,col));//vc + glVertexAttribPointer(2,2,GL_FLOAT,0,sizeof(smVertex),(void*)offsetof(smVertex,tx));//vtc + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(1); + glEnableVertexAttribArray(2); + glBindVertexArray(0); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glPixelStorei(GL_PACK_ALIGNMENT,1); - glDisable(GL_TEXTURE_2D); - if(pOpenGLDevice->have_GL_ARB_texture_rectangle)glDisable(GL_TEXTURE_RECTANGLE_ARB); - glEnable(pOpenGLDevice->TextureTarget); glEnable(GL_SCISSOR_TEST); glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); + glActiveTexture(GL_TEXTURE0); glDepthFunc(GL_GEQUAL); glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_ALPHA_TEST); - glAlphaFunc(GL_GEQUAL,1.0f/255.0f); - glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE); filtermode=TFLT_LINEAR; - glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_LINEAR); - glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); //GL_REPEAT doesn't work with non-pot textures... - glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE); - glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE); - glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_R,GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_R,GL_CLAMP_TO_EDGE); primcnt=0;primType=PRIM_QUADS;primBlend=BLEND_ALPHABLEND;primTex=0; glScissor(0,0,scrw,scrh); glViewport(0,0,scrw,scrh); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); configProjectionMatrix2D(scrw,scrh); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); + _smMatrix Mmodv;Mmodv.loadIdentity(); + memcpy(mmodv,Mmodv.m,sizeof(mmodv)); + glUniformMatrix4fv(loc_mmodv,1,0,mmodv); return true; } +#else +#include "gfx_glfw_compat.cpp" +#endif //USE_OPENGL_COMPATIBILITY_PROFILE diff --git a/smelt/glfw/gfx_glfw_compat.cpp b/smelt/glfw/gfx_glfw_compat.cpp new file mode 100644 index 0000000..995f697 --- /dev/null +++ b/smelt/glfw/gfx_glfw_compat.cpp @@ -0,0 +1,1085 @@ +// -*- C++ -*- +/* + * Simple MultimEdia LiTerator(SMELT) + * by Chris Xiong 2015 + * GFX implementation based on GLFW/OpenGL 2.1 + * + * WARNING: This library is in development and interfaces would be very + * unstable. + * + */ +static const char* GFX_GLFW_SRCFN="smelt/glfw/gfx_glfw_compat.cpp"; +struct glTexture +{ + GLuint name,rw,rh,dw,dh; + const char *fn; + DWORD *px,*locpx; + bool isTarget,lost,roloc; + GLint locx,locy,locw,loch; +}; +bool SMELT_IMPL::smRenderBegin2D(bool ztest,SMTRG trg) +{ + TRenderTargetList *targ=(TRenderTargetList*)trg; + if(vertexArray) + {smLog("%s:" SLINE ": Last frame not closed.\n",GFX_GLFW_SRCFN);return false;} + if(pOpenGLDevice->have_GL_EXT_framebuffer_object) + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,(targ)?targ->frame:0); + glDepthFunc(GL_GEQUAL); + ztest?glEnable(GL_DEPTH_TEST):glDisable(GL_DEPTH_TEST); + zbufenabled=ztest; + if(targ) + { + glScissor(0,0,targ->w,targ->h); + glViewport(0,0,targ->w,targ->h); + configProjectionMatrix2D(targ->w,targ->h); + } + else + { + glScissor(0,0,scrw,scrh); + glViewport(0,0,scrw,scrh); + configProjectionMatrix2D(scrw,scrh); + } + sm2DCamera5f3v(NULL,NULL,NULL); + curTarget=targ;tdmode=0; + vertexArray=vertexBuf; + return true; +} +bool SMELT_IMPL::smRenderBegin3D(float fov,bool ztest,SMTRG trg) +{ + TRenderTargetList *targ=(TRenderTargetList*)trg; + if(vertexArray) + {smLog("%s:" SLINE ": Last frame not closed.\n",GFX_GLFW_SRCFN);return false;} + if(pOpenGLDevice->have_GL_EXT_framebuffer_object) + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,(targ)?targ->frame:0); + glDepthFunc(GL_LESS); + ztest?glEnable(GL_DEPTH_TEST):glDisable(GL_DEPTH_TEST); + zbufenabled=ztest; + if(targ) + { + glScissor(0,0,targ->w,targ->h); + glViewport(0,0,targ->w,targ->h); + configProjectionMatrix3D(targ->w,targ->h,fov); + } + else + { + glScissor(0,0,scrw,scrh); + glViewport(0,0,scrw,scrh); + configProjectionMatrix3D(scrw,scrh,fov); + } + sm3DCamera6f2v(NULL,NULL); + curTarget=targ;tdmode=1; + vertexArray=vertexBuf; + return true; +} +bool SMELT_IMPL::smRenderEnd() +{ + batchOGL(true); + if(curTarget&&!pOpenGLDevice->have_GL_EXT_framebuffer_object) + { + glTexture *pTex=(glTexture*)curTarget->tex; + if(pTex&&pTex->lost) + configTexture(pTex,pTex->rw,pTex->rh,pTex->px); + int w=curTarget->w,h=curTarget->h; + glFinish(); + DWORD *px=new DWORD[w*h]; + glReadPixels(0,0,w,h,GL_RGBA,GL_UNSIGNED_BYTE,px); + glBindTexture(pOpenGLDevice->TextureTarget,pTex->name); + glTexSubImage2D(pOpenGLDevice->TextureTarget,0,0,0,w,h,GL_RGBA,GL_UNSIGNED_BYTE,px); + glBindTexture(pOpenGLDevice->TextureTarget,primTex?(((glTexture*)primTex)->name):0); + delete[] px; + } + if(curTarget&&curTarget->ms) + { + glTexture *pTex=(glTexture*)curTarget->tex; + if(pTex&&pTex->lost) + configTexture(pTex,pTex->rw,pTex->rh,pTex->px); + int w=curTarget->w,h=curTarget->h; + glFinish(); + DWORD *px=new DWORD[w*h]; + glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT,curTarget->frame); + glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT,curTarget->sframe); + glBlitFramebufferEXT(0,0,w,h,0,0,w,h,GL_COLOR_BUFFER_BIT,GL_NEAREST); + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,curTarget->sframe); + glReadPixels(0,0,w,h,GL_RGBA,GL_UNSIGNED_BYTE,px); + glBindTexture(pOpenGLDevice->TextureTarget,pTex->name); + glTexSubImage2D(pOpenGLDevice->TextureTarget,0,0,0,w,h,GL_RGBA,GL_UNSIGNED_BYTE,px); + glBindTexture(pOpenGLDevice->TextureTarget,primTex?(((glTexture*)primTex)->name):0); + delete[] px; + } + if(!curTarget)glfwSwapBuffers((GLFWwindow*)hwnd); + return true; +} +void SMELT_IMPL::smClrscr(DWORD color,bool clearcol,bool cleardep) +{ + GLfloat a=(GLfloat)(GETA(color))/255.f; + GLfloat r=(GLfloat)(GETR(color))/255.f; + GLfloat g=(GLfloat)(GETG(color))/255.f; + GLfloat b=(GLfloat)(GETB(color))/255.f; + if(clearcol) + glClearColor(r,g,b,a); + if(tdmode)glClearDepth(1); + else if(zbufenabled)glClearDepth(0); + glClear((clearcol?GL_COLOR_BUFFER_BIT:0)|(((zbufenabled||tdmode)&&cleardep)?GL_DEPTH_BUFFER_BIT:0)); +} +void SMELT_IMPL::sm3DCamera6f2v(float *pos,float *rot) +{ + batchOGL(); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + if(!pos||!rot)return; + glRotatef((GLfloat)-rot[0],1,0,0); + glRotatef((GLfloat)-rot[1],0,1,0); + glRotatef((GLfloat)-rot[2],0,0,1); + glTranslatef((GLfloat)-pos[0],(GLfloat)-pos[1],(GLfloat)-pos[2]); +} +void SMELT_IMPL::smMultViewMatrix(float *mat) +{ + glMatrixMode(GL_MODELVIEW); + glMultMatrixf(mat); +} +void SMELT_IMPL::sm2DCamera5f3v(float *pos,float *dpos,float *rot) +{ + batchOGL(); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + if(!pos||!dpos||!rot)return; + glTranslatef(-pos[0],-pos[1],0.0f); + glRotatef(*rot,0.0f,0.0f,1.0f); + glTranslatef(pos[0]+dpos[0],pos[1]+dpos[1],0.0f); +} +void SMELT_IMPL::smRenderLinefd(float x1,float y1,float z1,float x2,float y2,float z2,DWORD color) +{ + if(vertexArray) + { + if(primType!=PRIM_LINES||primcnt>=VERTEX_BUFFER_SIZE/PRIM_LINES||primTex||primBlend!=BLEND_ALPHABLEND) + { + batchOGL(); + primType=PRIM_LINES; + if(primBlend!=BLEND_ALPHAADD)setBlend(BLEND_ALPHAADD); + bindTexture(NULL); + } + int i=(primcnt++)*PRIM_LINES; + vertexArray[i].x=x1,vertexArray[i+1].x=x2; + vertexArray[i].y=y1,vertexArray[i+1].y=y2; + vertexArray[i].x=z1,vertexArray[i+1].x=z2; + vertexArray[i].col=vertexArray[i+1].col=color; + vertexArray[i].tx=vertexArray[i+1].tx=.0; + vertexArray[i].ty=vertexArray[i+1].ty=.0; + } +} +void SMELT_IMPL::smRenderLinefvd(float *p1,float *p2,DWORD color) +{ + if(vertexArray&&p1&&p2) + { + if(primType!=PRIM_LINES||primcnt>=VERTEX_BUFFER_SIZE/PRIM_LINES||primTex||primBlend!=BLEND_ALPHABLEND) + { + batchOGL(); + primType=PRIM_LINES; + if(primBlend!=BLEND_ALPHAADD)setBlend(BLEND_ALPHAADD); + bindTexture(NULL); + } + int i=(primcnt++)*PRIM_LINES; + vertexArray[i].x=p1[0],vertexArray[i+1].x=p2[0]; + vertexArray[i].y=p1[1],vertexArray[i+1].y=p2[1]; + vertexArray[i].x=p2[2],vertexArray[i+1].x=p2[2]; + vertexArray[i].col=vertexArray[i+1].col=color; + vertexArray[i].tx=vertexArray[i+1].tx=.0; + vertexArray[i].ty=vertexArray[i+1].ty=.0; + } +} +void SMELT_IMPL::smRenderTriangle(smTriangle *t) +{ + if(vertexArray) + { + if(primType!=PRIM_TRIANGLES||primcnt>=VERTEX_BUFFER_SIZE/PRIM_TRIANGLES|| + primTex!=t->tex||primBlend!=t->blend) + { + batchOGL(); + primType=PRIM_TRIANGLES; + if(primBlend!=t->blend)setBlend(t->blend); + bindTexture((glTexture*)t->tex); + } + memcpy(&vertexArray[(primcnt++)*PRIM_TRIANGLES],t->v,sizeof(smVertex)*PRIM_TRIANGLES); + } +} +void SMELT_IMPL::smRenderQuad(smQuad *q) +{ + if(vertexArray) + { + if(primType!=PRIM_QUADS||primcnt>=VERTEX_BUFFER_SIZE/PRIM_QUADS|| + primTex!=q->tex||primBlend!=q->blend) + { + batchOGL(); + primType=PRIM_QUADS; + if(primBlend!=q->blend)setBlend(q->blend); + bindTexture((glTexture*)q->tex); + } + memcpy(&vertexArray[(primcnt++)*PRIM_QUADS],q->v,sizeof(smVertex)*PRIM_QUADS); + } +} +smVertex* SMELT_IMPL::smGetVertArray() +{ + if(vertexArray) + { + batchOGL(); + return vertexArray; + } + else return NULL; +} +void SMELT_IMPL::smDrawVertArray(int prim,SMTEX texture,int blend,int _primcnt) +{ + primType=prim; + bindTexture((glTexture*)texture); + if(primBlend!=blend)setBlend(blend); + primcnt=primcnt; +} +void SMELT_IMPL::smDrawCustomIndexedVertices(smVertex* vb,WORD* ib,int vbc,int ibc,int blend,SMTEX texture) +{ + if(vertexArray) + { + batchOGL(); + glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,0); + glVertexPointer(3,GL_FLOAT,sizeof(smVertex),&vb[0].x); + glColorPointer(4,GL_UNSIGNED_BYTE,sizeof(smVertex),&vb[0].col); + glTexCoordPointer(2,GL_FLOAT,sizeof(smVertex),&vb[0].tx); + + float twm=1.,thm=1.; + if(texture) + { + if(filtermode==TFLT_NEAREST) + { + glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_NEAREST); + glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_NEAREST); + } + if(filtermode==TFLT_LINEAR) + { + glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_LINEAR); + glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_LINEAR); + } + glTexture *ptex=(glTexture*)texture; + if(pOpenGLDevice->TextureTarget==GL_TEXTURE_RECTANGLE_ARB) + {twm=ptex->rw;thm=ptex->rh;} + else if(ptex->dw&&ptex->dh) + { + twm=(ptex->rw)/(float)(ptex->dw); + thm=(ptex->rh)/(float)(ptex->dh); + } + } + if(!tdmode) + { + float h=curTarget?curTarget->h:scrh; + for(int i=0;i<vbc;++i) + { + vertexArray[i].y=h-vertexArray[i].y; + vertexArray[i].z=-vertexArray[i].z; + } + } + for(int i=0;i<vbc;++i) + { + vb[i].tx*=twm; + vb[i].ty=(1.-vb[i].ty)*thm; + DWORD color=vb[i].col; + BYTE *col=(BYTE*)&vb[i].col; + BYTE a=((color>>24)&0xFF); + BYTE r=((color>>16)&0xFF); + BYTE g=((color>> 8)&0xFF); + BYTE b=((color>> 0)&0xFF); + col[0]=r;col[1]=g; + col[2]=b;col[3]=a; + } + if(texture!=primTex)bindTexture((glTexture*)texture); + if(blend!=primBlend)setBlend(blend); + glDrawElements(GL_TRIANGLES,ibc,GL_UNSIGNED_SHORT,ib); + + glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,IndexBufferObject); + glVertexPointer(3,GL_FLOAT,sizeof(smVertex),&vertexBuf[0].x); + glColorPointer(4,GL_UNSIGNED_BYTE,sizeof(smVertex),&vertexBuf[0].col); + glTexCoordPointer(2,GL_FLOAT,sizeof(smVertex),&vertexBuf[0].tx); + } +} +SMTRG SMELT_IMPL::smTargetCreate(int w,int h,int ms) +{ + bool ok=false; + TRenderTargetList *pTarget=new TRenderTargetList; + memset(pTarget,0,sizeof(TRenderTargetList)); + pTarget->tex=buildTexture(w,h,NULL); + glTexture *gltex=(glTexture*)pTarget->tex; + gltex->isTarget=true;gltex->lost=false; + configTexture(gltex,w,h,NULL,false); + pTarget->w=w;pTarget->h=h; + ok=buildTarget(pTarget,gltex->name,w,h,ms); + if(!ok) + { + smLog("%s:" SLINE ": Failed to create render target.\n",GFX_GLFW_SRCFN); + smTextureFree(pTarget->tex); + delete pTarget; + return 0; + } + pTarget->next=targets; + targets=pTarget; + return (SMTRG)pTarget; +} +SMTEX SMELT_IMPL::smTargetTexture(SMTRG targ) +{ + TRenderTargetList *pTarg=(TRenderTargetList*)targ; + return targ?pTarg->tex:0; +} +void SMELT_IMPL::smTargetFree(SMTRG targ) +{ + TRenderTargetList *pTarget=targets,*pLastTarg=NULL; + while(pTarget) + { + if((TRenderTargetList*)targ==pTarget) + { + if(pLastTarg)pLastTarg->next=pTarget->next; + else targets=pTarget->next; + if(pOpenGLDevice->have_GL_EXT_framebuffer_object) + { + if(curTarget==(TRenderTargetList*)targ) + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,0); + if(pTarget->depth) + glDeleteRenderbuffersEXT(1,&pTarget->depth); + glDeleteFramebuffersEXT(1,&pTarget->frame); + if(pTarget->ms) + { + glDeleteRenderbuffersEXT(1,&pTarget->colorms); + glDeleteRenderbuffersEXT(1,&pTarget->scolor); + glDeleteRenderbuffersEXT(1,&pTarget->sdepth); + glDeleteFramebuffersEXT(1,&pTarget->sframe); + } + } + if(curTarget==(TRenderTargetList*)targ)curTarget=0; + smTextureFree(pTarget->tex); + delete pTarget; + return; + } + pLastTarg=pTarget; + pTarget=pTarget->next; + } +} +SMTEX SMELT_IMPL::smTextureCreate(int w,int h) +{ + DWORD *px=new DWORD[w*h]; + memset(px,0,sizeof(DWORD)*w*h); + SMTEX ret=buildTexture(w,h,px); + if(ret) + { + TTextureList *tex=new TTextureList; + tex->tex=ret; + tex->w=w; + tex->h=h; + tex->next=textures; + textures=tex; + } + return ret; +} +SMTEX SMELT_IMPL::smTextureLoad(const char *path) +{ + FILE *pFile;DWORD size,rsize;char *buff; + SMTEX ret=0; + pFile=fopen(path,"rb"); + if(!pFile)return 0; + fseek(pFile,0,SEEK_END);size=ftell(pFile);rewind(pFile); + buff=(char*)malloc(sizeof(char)*size); + if(!buff)return 0; + rsize=fread(buff,1,size,pFile); + if(rsize!=size)return 0; + ret=smTextureLoadFromMemory(buff,size);if(!ret)return 0; + glTexture *t=(glTexture*)ret; + configTexture(t,t->rw,t->rh,t->px); + delete[] t->px;t->px=NULL; + t->fn=strcpy(new char[strlen(path)+1],path); + free(buff); + fclose(pFile); + return ret; +} +SMTEX SMELT_IMPL::smTextureLoadFromMemory(const char *ptr,DWORD size) +{ + int w=0,h=0;SMTEX ret=0; + DWORD *px=decodeImage((BYTE*)ptr,NULL,size,w,h); + if(px)ret=buildTexture(w,h,px); + if(ret) + { + TTextureList *tex=new TTextureList; + tex->tex=ret;tex->w=w;tex->h=h; + tex->next=textures;textures=tex; + }else smLog("%s:" SLINE ": Unsupported texture format.\n",GFX_GLFW_SRCFN); + return ret; +} +void SMELT_IMPL::smTextureFree(SMTEX tex) +{ + if(!pOpenGLDevice)return; + TTextureList *ctex=textures,*lasttex=NULL; + while(ctex) + { + if(ctex->tex==tex) + { + if(lasttex)lasttex->next=ctex->next; + else textures=ctex->next; + delete ctex; + break; + } + lasttex=ctex; + ctex=ctex->next; + } + if(tex) + { + glTexture *ptex=(glTexture*)tex; + delete[] ptex->fn;delete[] ptex->locpx;delete[] ptex->px; + glDeleteTextures(1,&ptex->name); + delete ptex; + } +} +void SMELT_IMPL::smTextureOpt(int potopt,int filter) +{ + batchOGL(); + if(potopt==TPOT_NONPOT) + { + if(pOpenGLDevice->have_GL_ARB_texture_rectangle) + pOpenGLDevice->TextureTarget=GL_TEXTURE_RECTANGLE_ARB; + else if(pOpenGLDevice->have_GL_ARB_texture_non_power_of_two) + pOpenGLDevice->TextureTarget=GL_TEXTURE_2D; + else pOpenGLDevice->TextureTarget=GL_TEXTURE_2D; + glDisable(GL_TEXTURE_2D); + if(pOpenGLDevice->have_GL_ARB_texture_rectangle)glDisable(GL_TEXTURE_RECTANGLE_ARB); + glEnable(pOpenGLDevice->TextureTarget); + glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE); + glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE); + glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_R,GL_CLAMP_TO_EDGE); + } + if(potopt==TPOT_POT) + { + pOpenGLDevice->TextureTarget=GL_TEXTURE_2D; + glDisable(GL_TEXTURE_2D); + if(pOpenGLDevice->have_GL_ARB_texture_rectangle)glDisable(GL_TEXTURE_RECTANGLE_ARB); + glEnable(pOpenGLDevice->TextureTarget); + glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_S,GL_REPEAT); + glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_T,GL_REPEAT); + glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_R,GL_REPEAT); + } + filtermode=filter; + if(filter==TFLT_NEAREST) + { + glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_NEAREST); + glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_NEAREST); + } + if(filter==TFLT_LINEAR) + { + glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_LINEAR); + glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_LINEAR); + } +} +int SMELT_IMPL::smTextureGetWidth(SMTEX tex,bool original) +{ + if(original) + { + TTextureList *ctex=textures; + while(ctex){if(ctex->tex==tex)return ctex->w;ctex=ctex->next;} + } + else return ((glTexture*)tex)->rw; + return 0; +} +int SMELT_IMPL::smTextureGetHeight(SMTEX tex,bool original) +{ + if(original) + { + TTextureList *ctex=textures; + while(ctex){if(ctex->tex==tex)return ctex->h;ctex=ctex->next;} + } + else return ((glTexture*)tex)->rh; + return 0; +} +DWORD* SMELT_IMPL::smTextureLock(SMTEX tex,int l,int t,int w,int h,bool ro) +{ + glTexture *ptex=(glTexture*)tex; + if(ptex->locpx)return NULL; + bool fromfile=(ptex->px==NULL&&ptex->fn); + if(fromfile) + { + FILE *pFile;DWORD size,rsize;char *buff; + pFile=fopen(ptex->fn,"rb"); + if(!pFile)return 0; + fseek(pFile,0,SEEK_END);size=ftell(pFile);rewind(pFile); + buff=(char*)malloc(sizeof(char)*size); + if(!buff)return 0; + rsize=fread(buff,1,size,pFile); + if(rsize!=size)return 0; + int _w,_h; + ptex->px=decodeImage((BYTE*)buff,ptex->fn,size,_w,_h); + if(_w!=(int)ptex->rw||_h!=(int)ptex->rh) + {delete[] ptex->px;ptex->px=NULL;} + free(buff); + fclose(pFile); + if(ptex->px&&!ro){delete[] ptex->fn;ptex->fn=NULL;} + } + if(!ptex->px&&!ptex->isTarget)return 0; + if(!w)w=ptex->rw;if(!h)h=ptex->rh; + //asserts... + ptex->roloc=ro;ptex->locx=l;ptex->locy=t;ptex->locw=w;ptex->loch=h; + ptex->locpx=new DWORD[w*h]; + if(!ptex->isTarget) + { + DWORD *dst=ptex->locpx,*src=ptex->px+((t*ptex->rw)+l); + for(int i=0;i<h;++i)//TODO: flip it... + { + memcpy(dst,src,w*sizeof(DWORD)); + dst+=w;src+=ptex->rw; + } + } + else return 0; + return ptex->locpx; +} +void SMELT_IMPL::smTexutreUnlock(SMTEX tex) +{ + glTexture *ptex=(glTexture*)tex; + if(!ptex->locpx)return; + if(!ptex->roloc) + { + DWORD *src=ptex->locpx+ptex->locw*(ptex->loch-1), + *dst=ptex->px+(((ptex->rh-ptex->locy-1)*ptex->rw)+ptex->locx); + for(int i=0;i<ptex->loch;++i) + { + memcpy(dst,src,ptex->locw*sizeof(DWORD)); + dst-=ptex->rw;src-=ptex->locw; + } + if(ptex->lost)configTexture(ptex,ptex->rw,ptex->rh,ptex->px); + else + { + glBindTexture(pOpenGLDevice->TextureTarget,ptex->name); + glTexSubImage2D(pOpenGLDevice->TextureTarget,0,ptex->locx, + (ptex->rh-ptex->locy)-ptex->loch,ptex->locw,ptex->loch,GL_RGBA, + GL_UNSIGNED_BYTE,ptex->locpx); + glBindTexture(pOpenGLDevice->TextureTarget,primTex?(((glTexture*)primTex)->name):0); + } + } + if(ptex->fn&&ptex->roloc){delete[] ptex->px;ptex->px=NULL;} + delete[] ptex->locpx;ptex->locpx=NULL; + ptex->roloc=false; + ptex->locx=ptex->locy=ptex->locw=ptex->loch=-1; +} + +inline bool ispot(GLuint x){return((x&(x-1))==0);} +inline GLuint npot(GLuint x) +{ + --x; + for(unsigned i=1;i<sizeof(GLuint)*8;i<<=1)x|=x>>i; + return x+1; +} +DWORD* SMELT_IMPL::decodeImage(BYTE *data,const char *fn,DWORD size,int &w,int &h) +{ + w=h=0; + DWORD *px=NULL; + int fnlen=fn?strlen(fn):0; + if((fnlen>5)&&(strcasecmp((fn+fnlen)-5,".rgba"))==0)//raw image... pending remove + { + DWORD *ptr=(DWORD*)data; + DWORD _w=ptr[0],_h=ptr[1]; + if(((_w*_h*4)+8)==size) + { + w=_w;h=_h; + px=new DWORD[w*h]; + memcpy(px,ptr+2,w*h*4); + } + return px; + } + CxImage img; + img.Decode(data,size,CXIMAGE_FORMAT_UNKNOWN); + if(img.IsValid()) + { + w=img.GetWidth();h=img.GetHeight(); + px=new DWORD[w*h]; + BYTE *sptr=(BYTE*)px; + bool atunnel=img.AlphaIsValid(); + for(int i=0;i<h;++i) + for(int j=0;j<w;++j) + { + RGBQUAD rgb=img.GetPixelColor(j,i,true); + *(sptr++)=rgb.rgbRed; + *(sptr++)=rgb.rgbGreen; + *(sptr++)=rgb.rgbBlue; + *(sptr++)=atunnel?rgb.rgbReserved:0xFF; + } + } + return px; +} +void SMELT_IMPL::bindTexture(glTexture *t) +{ + if(t&&t->lost) + configTexture(t,t->rw,t->rh,t->px); + if(((SMTEX)t)!=primTex) + { + glBindTexture(pOpenGLDevice->TextureTarget,t?t->name:0); + primTex=(SMTEX)t; + } +} +bool SMELT_IMPL::buildTarget(TRenderTargetList *pTarget,GLuint texid,int w,int h,int ms=0) +{ + bool ok=true; + if(ms) + { + if(!pOpenGLDevice->have_GL_EXT_framebuffer_object|| + !pOpenGLDevice->have_GL_EXT_framebuffer_multisample|| + !pOpenGLDevice->have_GL_EXT_framebuffer_blit) + ms=0; + else + { + glGenFramebuffersEXT(1,&pTarget->sframe); + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,pTarget->sframe); + glGenRenderbuffersEXT(1,&pTarget->scolor); + glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,pTarget->scolor); + glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,GL_RGBA,w,h); + glGenRenderbuffersEXT(1,&pTarget->sdepth); + glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,pTarget->sdepth); + glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,GL_DEPTH_COMPONENT24,w,h); + glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_COLOR_ATTACHMENT0_EXT,GL_RENDERBUFFER_EXT,pTarget->scolor); + glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_DEPTH_ATTACHMENT_EXT,GL_RENDERBUFFER_EXT,pTarget->sdepth); + + glGenFramebuffersEXT(1,&pTarget->frame); + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,pTarget->frame); + glGenRenderbuffersEXT(1,&pTarget->colorms); + glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,pTarget->colorms); + glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT,ms,GL_RGBA,w,h); + glGenRenderbuffersEXT(1,&pTarget->depth); + glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,pTarget->depth); + glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT,ms,GL_DEPTH_COMPONENT24,w,h); + glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_COLOR_ATTACHMENT0_EXT,GL_RENDERBUFFER_EXT,pTarget->colorms); + glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_DEPTH_ATTACHMENT_EXT,GL_RENDERBUFFER_EXT,pTarget->depth); + GLenum rc=glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); + if((rc==GL_FRAMEBUFFER_COMPLETE_EXT)&&(glGetError()==GL_NO_ERROR)) + { + glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); + ok=true;pTarget->ms=ms; + } + else + { + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,0); + glDeleteRenderbuffersEXT(1,&pTarget->colorms); + glDeleteRenderbuffersEXT(1,&pTarget->depth); + glDeleteFramebuffersEXT(1,&pTarget->frame); + glDeleteFramebuffersEXT(1,&pTarget->sframe); + ok=false;ms=0; + } + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,curTarget?curTarget->frame:0); + } + } + if(!ms) + if(pOpenGLDevice->have_GL_EXT_framebuffer_object) + { + glGenFramebuffersEXT(1,&pTarget->frame); + glGenRenderbuffersEXT(1,&pTarget->depth); + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,pTarget->frame); + glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,GL_COLOR_ATTACHMENT0_EXT,pOpenGLDevice->TextureTarget,texid,0); + glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,pTarget->depth); + glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,GL_DEPTH_COMPONENT24,w,h); + glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_DEPTH_ATTACHMENT_EXT,GL_RENDERBUFFER_EXT,pTarget->depth); + GLenum rc=glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); + if((rc==GL_FRAMEBUFFER_COMPLETE_EXT)&&(glGetError()==GL_NO_ERROR)) + { + glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); + ok=true;pTarget->ms=0; + } + else + { + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,0); + glDeleteRenderbuffersEXT(1,&pTarget->depth); + glDeleteFramebuffersEXT(1,&pTarget->frame); + ok=false; + } + glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,curTarget?curTarget->frame:0); + } + return ok; +} +void SMELT_IMPL::configTexture(glTexture *t,int w,int h,DWORD *px,bool compressed) +{ + GLuint tex=0; + glGenTextures(1,&tex); + t->lost=false;t->name=tex;t->rw=w;t->rh=h;t->px=px; + t->dw=t->dh=0; + bool fromfile=(!px&&(t->fn)); + if(fromfile) + { + FILE *pFile;DWORD size,rsize;char *buff; + pFile=fopen(t->fn,"rb"); + if(!pFile)return; + fseek(pFile,0,SEEK_END);size=ftell(pFile);rewind(pFile); + buff=(char*)malloc(sizeof(char)*size); + if(!buff)return; + rsize=fread(buff,1,size,pFile); + if(rsize!=size)return; + int _w,_h; + px=decodeImage((BYTE*)buff,t->fn,size,_w,_h); + if(_w!=w||_h!=h){delete[] px;px=NULL;} + free(buff); + fclose(pFile); + } + glBindTexture(pOpenGLDevice->TextureTarget,tex); + if(pOpenGLDevice->TextureTarget!=GL_TEXTURE_RECTANGLE_ARB) + { + glTexParameterf(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_LOD,0.0f); + glTexParameterf(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAX_LOD,0.0f); + glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_BASE_LEVEL,0); + glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAX_LEVEL,0); + } + const GLenum fmt=pOpenGLDevice->have_GL_EXT_texture_compression_s3tc&&compressed?/*GL_COMPRESSED_RGBA_S3TC_DXT5_EXT*/GL_COMPRESSED_RGBA_ARB:GL_RGBA8; + if((pOpenGLDevice->have_GL_ARB_texture_rectangle)||(pOpenGLDevice->have_GL_ARB_texture_non_power_of_two)||(ispot(w)&&ispot(h))) + { + glTexImage2D(pOpenGLDevice->TextureTarget,0,fmt,w,h,0,GL_RGBA,GL_UNSIGNED_BYTE,px); + } + else + { + t->dw=npot(w); + t->dh=npot(h); + glTexImage2D(pOpenGLDevice->TextureTarget,0,fmt,t->dw,t->dh,0,GL_RGBA,GL_UNSIGNED_BYTE,NULL); + glTexSubImage2D(pOpenGLDevice->TextureTarget,0,0,0,w,h,GL_RGBA,GL_UNSIGNED_BYTE,px); + } + glBindTexture(pOpenGLDevice->TextureTarget,primTex?(((glTexture*)primTex)->name):0); + if (fromfile)delete[] px; +} +SMTEX SMELT_IMPL::buildTexture(int w,int h,DWORD *px) +{ + glTexture *ret=new glTexture; + memset(ret,0,sizeof(glTexture)); + ret->lost=true; + ret->rw=w;ret->rh=h;ret->px=px; + return (SMTEX)ret; +} +void SMELT_IMPL::configProjectionMatrix2D(int w,int h) +{ + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glOrtho(0,(float)w,0,(float)h,0.0f,1.0f); +} +void SMELT_IMPL::configProjectionMatrix3D(int w,int h,float fov) +{ + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + + GLfloat matrix[16]={0.0f}; + float f=1./tanf(M_PI*fov/360.); + float ar=(float)w/(float)h; + float Near=0.1,Far=1000.; + matrix[0]=f/ar;matrix[5]=f; + matrix[10]=(Far+Near)/(Near-Far);matrix[11]=-1.0f; + matrix[14]=(2*Far*Near)/(Near-Far); + glMultMatrixf(matrix); +} +void SMELT_IMPL::batchOGL(bool endScene) +{ + if(vertexArray&&primcnt) + { + float twm=1.,thm=1.; + if(primTex) + { + if(filtermode==TFLT_NEAREST) + { + glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_NEAREST); + glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_NEAREST); + } + if(filtermode==TFLT_LINEAR) + { + glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_LINEAR); + glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_LINEAR); + } + glTexture *ptex=(glTexture*)primTex; + if(pOpenGLDevice->TextureTarget==GL_TEXTURE_RECTANGLE_ARB) + {twm=ptex->rw;thm=ptex->rh;} + else if(ptex->dw&&ptex->dh) + { + twm=(ptex->rw)/(float)(ptex->dw); + thm=(ptex->rh)/(float)(ptex->dh); + } + } + if(!tdmode) + { + float h=curTarget?curTarget->h:scrh; + for(int i=0;i<primcnt*primType;++i) + { + vertexArray[i].y=h-vertexArray[i].y; + vertexArray[i].z=-vertexArray[i].z; + } + } + for(int i=0;i<primcnt*primType;++i) + { + vertexArray[i].tx*=twm; + vertexArray[i].ty=(1.-vertexArray[i].ty)*thm; + DWORD color=vertexArray[i].col; + BYTE *col=(BYTE*)&vertexArray[i].col; + BYTE a=((color>>24)&0xFF); + BYTE r=((color>>16)&0xFF); + BYTE g=((color>> 8)&0xFF); + BYTE b=((color>> 0)&0xFF); + col[0]=r;col[1]=g; + col[2]=b;col[3]=a; + } + switch(primType) + { + case PRIM_LINES: + glDrawArrays(GL_LINES,0,2*primcnt); + break; + case PRIM_TRIANGLES: + glDrawArrays(GL_TRIANGLES,0,3*primcnt); + break; + case PRIM_QUADS: + glDrawElements(GL_TRIANGLES,6*primcnt,GL_UNSIGNED_SHORT,pOpenGLDevice->have_GL_ARB_vertex_buffer_object?0:indexBuf); +#if 0 + for (int i=0;i<primcnt*6;i+=3) + { + printf("idxbuf:%d\n",indexBuf[i]); + printf("QUAD'S TRIANGLE:\n"); +#define printVertex(a) printf("(%.2f,%.2f,%.2f),0x%X,(%.2f,%.2f)\n",a.x,a.y,a.z,a.col,a.tx,a.ty); + printf("#%d: ",indexBuf[i+0]);printVertex(vertexBuf[indexBuf[i+0]]); + printf("#%d: ",indexBuf[i+1]);printVertex(vertexBuf[indexBuf[i+1]]); + printf("#%d: ",indexBuf[i+2]);printVertex(vertexBuf[indexBuf[i+2]]); +#undef printVertex + } +#endif + break; + } + primcnt=0; + } + if(vertexArray)vertexArray=endScene?0:vertexBuf; +} +void SMELT_IMPL::setBlend(int blend) +{ + if((blend&BLEND_ALPHABLEND)!=(primBlend&BLEND_ALPHABLEND)) + { + if(blend&BLEND_ALPHABLEND)glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + else glBlendFunc(blend&BLEND_COLORINV?GL_ONE_MINUS_DST_COLOR:GL_SRC_ALPHA,blend&BLEND_COLORINV?GL_ZERO:GL_ONE); + } + if((blend&BLEND_ZWRITE)!=(primBlend&BLEND_ZWRITE)) + { + if(blend&BLEND_ZWRITE||tdmode)glDepthMask(GL_TRUE); + else glDepthMask(GL_FALSE); + } + if((blend&BLEND_COLORADD)!=(primBlend&BLEND_COLORADD)) + { + if(blend&BLEND_COLORADD)glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_ADD); + else glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE); + } + if((blend&BLEND_COLORINV)!=(primBlend&BLEND_COLORINV)) + { + if(blend&BLEND_COLORINV)glBlendFunc(GL_ONE_MINUS_DST_COLOR,GL_ZERO); + else glBlendFunc(GL_SRC_ALPHA,blend&BLEND_ALPHABLEND?GL_ONE_MINUS_SRC_ALPHA:GL_ONE); + } + primBlend=blend; +} +void SMELT_IMPL::unloadGLEntryPoints() +{ +} +bool SMELT_IMPL::checkGLExtension(const char *extlist,const char *ext) +{ + const char *ptr=strstr(extlist,ext); + if(ptr==NULL)return false; + const char endchar=ptr[strlen(ext)]; + if((endchar=='\0')||(endchar==' '))return true; + return false; +} +bool SMELT_IMPL::loadGLEntryPoints() +{ + smLog("%s:" SLINE ": OpenGL: loading entry points and examining extensions...\n",GFX_GLFW_SRCFN); + pOpenGLDevice->have_base_opengl=true; + pOpenGLDevice->have_GL_ARB_texture_rectangle=true; + pOpenGLDevice->have_GL_ARB_texture_non_power_of_two=true; + pOpenGLDevice->have_GL_EXT_framebuffer_object=true; + pOpenGLDevice->have_GL_EXT_texture_compression_s3tc=false; + pOpenGLDevice->have_GL_ARB_vertex_buffer_object=true; + pOpenGLDevice->have_GL_EXT_framebuffer_multisample=true; + pOpenGLDevice->have_GL_EXT_framebuffer_blit=true; + GLenum glewret=glewInit(); + if(glewret) + { + smLog("%s:" SLINE ": glewInit() failed with error %s\n",GFX_GLFW_SRCFN,glewGetErrorString(glewret)); + return false; + } + if (!pOpenGLDevice->have_base_opengl) + { + unloadGLEntryPoints(); + return false; + } + smLog("%s:" SLINE ": GL_RENDERER: %s\n",GFX_GLFW_SRCFN,(const char *)glGetString(GL_RENDERER)); + smLog("%s:" SLINE ": GL_VENDOR: %s\n",GFX_GLFW_SRCFN,(const char *)glGetString(GL_VENDOR)); + smLog("%s:" SLINE ": GL_VERSION: %s\n",GFX_GLFW_SRCFN,(const char *)glGetString(GL_VERSION)); + const char *verstr=(const char*)glGetString(GL_VERSION); + int maj=0,min=0; + sscanf(verstr,"%d.%d",&maj,&min); + if((maj<1)||((maj==1)&&(min<2))) + { + smLog("%s:" SLINE ": OpenGL implementation must be at least version 1.2.\n",GFX_GLFW_SRCFN); + unloadGLEntryPoints(); + return false; + } + const char *exts=(const char*)glGetString(GL_EXTENSIONS); + pOpenGLDevice->have_GL_ARB_texture_rectangle= + checkGLExtension(exts,"GL_ARB_texture_rectangle")|| + checkGLExtension(exts,"GL_EXT_texture_rectangle")|| + checkGLExtension(exts, "GL_NV_texture_rectangle"); + pOpenGLDevice->have_GL_ARB_texture_non_power_of_two= + maj>=2||checkGLExtension(exts,"GL_ARB_texture_non_power_of_two"); + if(pOpenGLDevice->have_GL_ARB_texture_rectangle) + { + smLog("%s:" SLINE ": OpenGL: Using GL_ARB_texture_rectangle.\n",GFX_GLFW_SRCFN); + pOpenGLDevice->TextureTarget=GL_TEXTURE_RECTANGLE_ARB; + } + else if(pOpenGLDevice->have_GL_ARB_texture_non_power_of_two) + { + smLog("%s:" SLINE ": OpenGL: Using GL_ARB_texture_non_power_of_two.\n",GFX_GLFW_SRCFN); + pOpenGLDevice->TextureTarget=GL_TEXTURE_2D; + } + else + { + smLog("%s:" SLINE ": OpenGL: Using power-of-two textures. This costs more memory!\n",GFX_GLFW_SRCFN); + pOpenGLDevice->TextureTarget=GL_TEXTURE_2D; + } + if(pOpenGLDevice->have_GL_EXT_framebuffer_object) + pOpenGLDevice->have_GL_EXT_framebuffer_object= + checkGLExtension(exts, "GL_EXT_framebuffer_object"); + if(pOpenGLDevice->have_GL_EXT_framebuffer_object) + smLog("%s:" SLINE ": OpenGL: Using GL_EXT_framebuffer_object.\n",GFX_GLFW_SRCFN); + else + smLog("%s:" SLINE ": OpenGL: WARNING! No render-to-texture support. Things may render badly.\n",GFX_GLFW_SRCFN); + if(pOpenGLDevice->have_GL_EXT_texture_compression_s3tc) + pOpenGLDevice->have_GL_EXT_texture_compression_s3tc= + checkGLExtension(exts,"GL_ARB_texture_compression")&& + checkGLExtension(exts,"GL_EXT_texture_compression_s3tc"); + if(pOpenGLDevice->have_GL_EXT_texture_compression_s3tc) + smLog("%s:" SLINE ": OpenGL: Using GL_EXT_texture_compression_s3tc.\n",GFX_GLFW_SRCFN); + else if (true) + { + smLog("%s:" SLINE ": OpenGL: Texture compression disabled!\n",GFX_GLFW_SRCFN); + } + if(pOpenGLDevice->have_GL_ARB_vertex_buffer_object) + { + pOpenGLDevice->have_GL_ARB_vertex_buffer_object= + checkGLExtension(exts,"GL_ARB_vertex_buffer_object"); + } + if(pOpenGLDevice->have_GL_ARB_vertex_buffer_object) + smLog("%s:" SLINE ": OpenGL: Using GL_ARB_vertex_buffer_object.\n",GFX_GLFW_SRCFN); + else + smLog("%s:" SLINE ": OpenGL: WARNING! No VBO support; performance may suffer.\n",GFX_GLFW_SRCFN); + pOpenGLDevice->have_GL_EXT_framebuffer_multisample= + checkGLExtension(exts,"GL_EXT_framebuffer_multisample"); + pOpenGLDevice->have_GL_EXT_framebuffer_blit= + checkGLExtension(exts,"GL_EXT_framebuffer_blit"); + if(!pOpenGLDevice->have_GL_EXT_framebuffer_multisample||!pOpenGLDevice->have_GL_EXT_framebuffer_blit) + smLog("%s:" SLINE ": Multisampling is not supported.\n",GFX_GLFW_SRCFN); + else + smLog("%s:" SLINE ": Multisampling is supported. Still experimental!\n",GFX_GLFW_SRCFN); + return true; +} +bool SMELT_IMPL::initOGL() +{ + primTex=0; + if(pOpenGLDevice){smLog("%s:" SLINE ": Multiple initialization!\n",GFX_GLFW_SRCFN);return false;} + pOpenGLDevice=new TOpenGLDevice; + if(!loadGLEntryPoints())return false; + smLog("%s:" SLINE ": Mode: %d x %d\n",GFX_GLFW_SRCFN,scrw,scrh); + vertexArray=NULL;textures=NULL;IndexBufferObject=0; + if(!confOGL())return false; + glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); + if(!curTarget)glfwSwapBuffers((GLFWwindow*)hwnd); + glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); + if(!curTarget)glfwSwapBuffers((GLFWwindow*)hwnd); + return true; +} +void SMELT_IMPL::finiOGL() +{ + while(textures)smTextureFree(textures->tex); + while(targets)smTargetFree((SMTRG)targets); + textures=NULL;targets=NULL;vertexArray=NULL; + delete[] vertexBuf;vertexBuf=NULL; + delete[] indexBuf;indexBuf=NULL; + if(pOpenGLDevice) + { + if (pOpenGLDevice->have_GL_ARB_vertex_buffer_object) + { + if (IndexBufferObject!=0) + { + glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,0); + glDeleteBuffersARB(1,&IndexBufferObject); + IndexBufferObject=0; + } + } + delete pOpenGLDevice; + pOpenGLDevice=NULL; + } +} +bool SMELT_IMPL::restOGL() +{ + if(!pOpenGLDevice)return false; + delete[] vertexBuf;vertexBuf=NULL; + delete[] indexBuf;indexBuf=NULL; + unloadGLEntryPoints(); + if(!loadGLEntryPoints())return false; + if(!confOGL())return false; + //if()return();//TODO: rest func + return true; +} +bool SMELT_IMPL::confOGL() +{ + bindTexture(NULL); + for(TTextureList *i=textures;i;i=i->next) + { + glTexture *t=(glTexture*)i->tex; + if(!t)continue;t->lost=true;t->name=0; + } + TRenderTargetList *target=targets; + while(target) + { + glTexture *tex=(glTexture*)target->tex; + bindTexture(tex);bindTexture(NULL); + buildTarget(target,tex?tex->name:0,target->w,target->h); + target=target->next; + } + vertexBuf=new smVertex[VERTEX_BUFFER_SIZE]; + indexBuf=new GLushort[VERTEX_BUFFER_SIZE*6/4]; + GLushort* indices=indexBuf; + for(int i=0,n=0;i<VERTEX_BUFFER_SIZE/4;++i) + { + *indices++=n;*indices++=n+1; + *indices++=n+2;*indices++=n+2; + *indices++=n+3;*indices++=n; + n+=4; + } + if(pOpenGLDevice->have_GL_ARB_vertex_buffer_object) + { + glGenBuffersARB(1,&IndexBufferObject); + glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,IndexBufferObject); + glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER,sizeof(GLushort)*((VERTEX_BUFFER_SIZE*6)/4),indexBuf,GL_STATIC_DRAW); + } + glVertexPointer(3,GL_FLOAT,sizeof(smVertex),&vertexBuf[0].x); + glColorPointer(4,GL_UNSIGNED_BYTE,sizeof(smVertex),&vertexBuf[0].col); + glTexCoordPointer(2,GL_FLOAT,sizeof(smVertex),&vertexBuf[0].tx); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glPixelStorei(GL_UNPACK_ALIGNMENT,1); + glPixelStorei(GL_PACK_ALIGNMENT,1); + glDisable(GL_TEXTURE_2D); + if(pOpenGLDevice->have_GL_ARB_texture_rectangle)glDisable(GL_TEXTURE_RECTANGLE_ARB); + glEnable(pOpenGLDevice->TextureTarget); + glEnable(GL_SCISSOR_TEST); + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDepthFunc(GL_GEQUAL); + glEnable(GL_DEPTH_TEST); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_ALPHA_TEST); + glAlphaFunc(GL_GEQUAL,1.0f/255.0f); + glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE); + filtermode=TFLT_LINEAR; + glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_LINEAR); + glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_LINEAR); + //GL_REPEAT doesn't work with non-pot textures... + glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE); + glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE); + glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_R,GL_CLAMP_TO_EDGE); + primcnt=0;primType=PRIM_QUADS;primBlend=BLEND_ALPHABLEND;primTex=0; + glScissor(0,0,scrw,scrh); + glViewport(0,0,scrw,scrh); + glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); + configProjectionMatrix2D(scrw,scrh); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + return true; +} diff --git a/smelt/glfw/makefile b/smelt/glfw/makefile index d487454..3594e5f 100644 --- a/smelt/glfw/makefile +++ b/smelt/glfw/makefile @@ -1,5 +1,5 @@ CC= g++ -CXXFLAGS= -c -g -O2 -std=c++11 -Wall -I../../include -D_LINUX -fPIC +CXXFLAGS+= -c -g -O2 -std=c++11 -Wall -I../../include -D_LINUX -fPIC TARGET= libsmelt.a all: objects-normal archive-normal diff --git a/smelt/glfw/sfx_dumb.cpp b/smelt/glfw/sfx_dumb.cpp index 4464da1..2ef89d1 100644 --- a/smelt/glfw/sfx_dumb.cpp +++ b/smelt/glfw/sfx_dumb.cpp @@ -10,6 +10,7 @@ * */ +static const char* SFX_DUMB_SRCFN="smelt/glfw/sfx_dumb.cpp"; SMSFX SMELT_IMPL::smSFXLoad(const char *path) {return 0;} SMSFX SMELT_IMPL::smSFXLoadFromMemory(const char *ptr,DWORD size) @@ -55,7 +56,7 @@ void SMELT_IMPL::smChannelSetPosd(SMCHN chn,int pos) bool SMELT_IMPL::initOAL() { - smLog("%s:" SLINE ": I'm dumb!\n",SFX_OAL_SRCFN); + smLog("%s:" SLINE ": I'm dumb!\n",SFX_DUMB_SRCFN); return true; } void SMELT_IMPL::finiOAL() diff --git a/smelt/glfw/sfx_oal.cpp b/smelt/glfw/sfx_oal.cpp index 5b8d135..a8a3299 100644 --- a/smelt/glfw/sfx_oal.cpp +++ b/smelt/glfw/sfx_oal.cpp @@ -10,8 +10,8 @@ */ #include "smelt_internal.hpp" -static const char* SFX_OAL_SRCFN="smelt/glfw/sfx_oal.cpp"; #ifndef ENABLE_DUMB +static const char* SFX_OAL_SRCFN="smelt/glfw/sfx_oal.cpp"; #ifdef ENABLE_OGG_SUPPORT struct oggdata{const BYTE *data;DWORD size,pos;}; static void* readVorbis(const BYTE *data,const DWORD size, ALsizei *decomp_size,ALenum *fmt,ALsizei *freq); diff --git a/smelt/glfw/smelt_config.hpp b/smelt/glfw/smelt_config.hpp index 3d8c2ca..9ce9729 100644 --- a/smelt/glfw/smelt_config.hpp +++ b/smelt/glfw/smelt_config.hpp @@ -15,7 +15,7 @@ #define SRC_MAX 128 /* - * Client-side vertex buffer size. + * Vertex buffer size. */ #define VERTEX_BUFFER_SIZE 4000 @@ -28,3 +28,8 @@ * Undefine this to disable ogg support. */ #define ENABLE_OGG_SUPPORT + +/* + * Uncomment this to use the OpenGL 1.2/2.1 implementation instead. + */ +//#define USE_OPENGL_COMPATIBILITY_PROFILE diff --git a/smelt/glfw/smelt_internal.hpp b/smelt/glfw/smelt_internal.hpp index 9f51838..5b82bf6 100644 --- a/smelt/glfw/smelt_internal.hpp +++ b/smelt/glfw/smelt_internal.hpp @@ -44,8 +44,9 @@ class TOpenGLDevice { public: - GLenum TextureTarget; bool have_base_opengl; +#ifdef USE_OPENGL_COMPATIBILITY_PROFILE + GLenum TextureTarget; bool have_GL_ARB_texture_rectangle; bool have_GL_ARB_texture_non_power_of_two; bool have_GL_EXT_framebuffer_object; @@ -53,6 +54,7 @@ public: bool have_GL_ARB_vertex_buffer_object; bool have_GL_EXT_framebuffer_multisample; bool have_GL_EXT_framebuffer_blit; +#endif }; struct glTexture; @@ -193,6 +195,15 @@ public: smVertex *vertexBuf; GLushort *indexBuf; GLuint IndexBufferObject; +#ifndef USE_OPENGL_COMPATIBILITY_PROFILE + GLuint VertexBufferObject; + GLuint VertexArrayObject; + GLuint ShaderProgram; + GLuint fragshader,vertshader; + int loc_tex,loc_mmodv,loc_mproj; + float mmodv[16],mproj[16]; + SMTEX emptyTex; +#endif TRenderTargetList *targets; TRenderTargetList *curTarget; TTextureList *textures; diff --git a/smelt/glfw/smmath_priv.hpp b/smelt/glfw/smmath_priv.hpp new file mode 100644 index 0000000..ac62335 --- /dev/null +++ b/smelt/glfw/smmath_priv.hpp @@ -0,0 +1,102 @@ +// -*- C++ -*- +/* + * Simple MultimEdia LiTerator(SMELT) + * by Chris Xiong 2015 + * Math header & implementation for the core + * + * WARNING: This library is in development and interfaces would be very + * unstable. + * + */ +#ifndef SMMATH_H +#define SMMATH_H +#include <cmath> +#include <cstddef> +#define sqr(x) ((x)*(x)) +#define EPS 1e-6 +#ifndef PI +#define PI 3.14159265358979323846f +#endif + +class _smMath +{ +public: + static double deg2rad(double deg){return deg/180.*PI;} + static double rad2deg(double rad){return rad/PI*180.;} + static double clamprad(double a){while(a<0)a+=2*PI;while(a>2*PI)a-=2*PI;return a;} + static double clampdeg(double a){while(a<0)a+=360.;while(a>360)a-=360.;return a;} +}; + +class _smvec3d +{ +public: + double x,y,z; + _smvec3d(double _x,double _y,double _z){x=_x;y=_y;z=_z;} + _smvec3d(){x=y=z=.0;} + double l(){return sqrt(sqr(x)+sqr(y)+sqr(z));} + void normalize(){double L=l();if(L<EPS)return;x/=L;y/=L;z/=L;} + _smvec3d getNormalized(){double L=l();if(L<EPS)return _smvec3d(0,0,0);return _smvec3d(x/L,y/L,z/L);} + friend _smvec3d operator -(_smvec3d a,_smvec3d b){return _smvec3d(a.x-b.x,a.y-b.y,a.z-b.z);} + friend _smvec3d operator +(_smvec3d a,_smvec3d b){return _smvec3d(a.x+b.x,a.y+b.y,a.z+b.z);} + friend double operator |(_smvec3d a,_smvec3d b){return a.x*b.x+a.y*b.y+a.z*b.z;} + friend _smvec3d operator *(_smvec3d a,_smvec3d b){return _smvec3d(a.y*b.z-a.z*b.y,a.z*b.x-a.x*b.z,a.x*b.y-a.y*b.x);} + friend _smvec3d operator *(double a,_smvec3d b){return _smvec3d(a*b.x,a*b.y,a*b.z);} + friend _smvec3d operator *(_smvec3d a,double b){return _smvec3d(b*a.x,b*a.y,b*a.z);} + friend double operator ^(_smvec3d a,_smvec3d b){return (a|b)/a.l()/b.l();} +}; + +class _smMatrix +{ +public: + float m[16]; + /* sf 0 1 2 3 + * 0 00 04 08 12 + * 1 01 05 09 13 + * 2 02 06 10 14 + * 3 03 07 11 15 + */ + _smMatrix(){for(int i=0;i<16;++i)m[i]=.0;} + _smMatrix(const float* _m){memcpy(m,_m,sizeof(m));} + _smMatrix(const _smMatrix ©){for(int i=0;i<16;++i)m[i]=copy.m[i];} + float* operator [](int s){if(s>=0&&s<4)return m+s*4;else return NULL;} + void clear(){for(int i=0;i<16;++i)m[i]=.0;} + void loadIdentity(){clear();m[0]=m[5]=m[10]=m[15]=1.;} + void translate(float x,float y,float z) + { + _smMatrix tmp;tmp.loadIdentity(); + tmp.m[12]=x;tmp.m[13]=y;tmp.m[14]=z; + *this=*this*tmp; + } + void rotate(float a,float x,float y,float z) + { + if(_smvec3d(x,y,z).l()<=EPS)return; + if(fabsf(_smvec3d(x,y,z).l()-1)>EPS) + { + _smvec3d a(x,y,z);a.normalize(); + x=a.x;y=a.y;z=a.z; + } + _smMatrix tmp; + float c=cosf(a),s=sinf(a); + tmp.m[ 0]=x*x*(1-c)+c; + tmp.m[ 4]=x*y*(1-c)-z*s; + tmp.m[ 8]=x*z*(1-c)+y*s; + tmp.m[ 1]=y*x*(1-c)+z*s; + tmp.m[ 5]=y*y*(1-c)+c; + tmp.m[ 9]=y*z*(1-c)-x*s; + tmp.m[ 2]=x*z*(1-c)-y*s; + tmp.m[ 6]=y*z*(1-c)+x*s; + tmp.m[10]=z*z*(1-c)+c; + tmp.m[15]=1; + *this=*this*tmp; + } + friend _smMatrix operator *(_smMatrix a,_smMatrix b) + { + _smMatrix ret; + for(int i=0;i<4;++i) + for(int j=0;j<4;++j) + for(int k=0;k<4;++k) + ret[j][i]+=a[k][i]*b[j][k]; + return ret; + } +}; +#endif diff --git a/smelt/glfw/sys_glfw.cpp b/smelt/glfw/sys_glfw.cpp index 2c8b2e9..89049dc 100644 --- a/smelt/glfw/sys_glfw.cpp +++ b/smelt/glfw/sys_glfw.cpp @@ -11,7 +11,7 @@ #include "smelt_internal.hpp" #include <thread> #include <chrono> -static const char* SYS_GLFW_SRCFN="smelt/glfw/sys_glfw.cpp"; +static const char* SYS_GLFW_SRCFN="smelt/glfw_m/sys_glfw.cpp"; int refcnt=0; SMELT_IMPL *pSM=0; char lasterr[1024]; @@ -115,8 +115,14 @@ bool SMELT_IMPL::smInit() glfwWindowHint(GLFW_ALPHA_BITS,8); glfwWindowHint(GLFW_DEPTH_BITS,16); glfwWindowHint(GLFW_DOUBLEBUFFER,1); +#ifdef USE_OPENGL_COMPATIBILITY_PROFILE glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,2); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR,1); +#else + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR,3); + glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE); +#endif GLFWwindow *screen=glfwCreateWindow(windowed?scrw:dispw,windowed?scrh:disph,winTitle,NULL,NULL); hwnd=(void*)screen; if(!hwnd) |