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path: root/smelt/glfw/gfx_glfw.cpp
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Diffstat (limited to 'smelt/glfw/gfx_glfw.cpp')
-rw-r--r--smelt/glfw/gfx_glfw.cpp610
1 files changed, 277 insertions, 333 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