// -*- C++ -*- /* * Simple MultimEdia LiTerator(SMELT) * by Chris Xiong 2015 * GFX implementation based on GLFW/OpenGL 3.2+ * * WARNING: This library is in development and interfaces would be very * unstable. * */ #include "smelt_internal.hpp" #ifdef USE_CXIMAGE #include "CxImage/ximage.h" #else #include "IL/il.h" #endif #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; 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;} glBindFramebuffer(GL_FRAMEBUFFER,(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;} glBindFramebuffer(GL_FRAMEBUFFER,(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&&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]; 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(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); 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(); _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) { _smMatrix Mmodv(mmodv); Mmodv=Mmodv*_smMatrix(mat); memcpy(mmodv,Mmodv.m,sizeof(mmodv)); } void SMELT_IMPL::sm2DCamera5f3v(float *pos,float *dpos,float *rot) { batchOGL(); _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) { 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(); float twm=-1.,thm=-1.; if(texture) { glTexture *ptex=(glTexture*)texture; 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;i0&&thm>0) for(int i=0;itex=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(curTarget==(TRenderTargetList*)targ) glBindFramebuffer(GL_FRAMEBUFFER_EXT,0); if(pTarget->depth) glDeleteRenderbuffers(1,&pTarget->depth); glDeleteFramebuffers(1,&pTarget->frame); if(pTarget->ms) { 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); 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) { 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) { 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(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); } if(filter==TFLT_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) { 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;irw; } } 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;iloch;++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(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;} 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>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; } #ifdef USE_CXIMAGE 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 achannel=img.AlphaIsValid(); for(int i=0;ilost) configTexture(t,t->rw,t->rh,t->px); if(((SMTEX)t)!=primTex) { glBindTexture(GL_TEXTURE_2D,t?t->name:((glTexture*)emptyTex)->name); glUniform1i(loc_tex,0); primTex=(SMTEX)t; } } bool SMELT_IMPL::buildTarget(TRenderTargetList *pTarget,GLuint texid,int w,int h,int ms=0) { bool ok=true; if(ms) { 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 { 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) { 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 { glBindFramebuffer(GL_FRAMEBUFFER,0); glDeleteRenderbuffers(1,&pTarget->depth); glDeleteFramebuffers(1,&pTarget->frame); ok=false; } glBindFramebuffer(GL_FRAMEBUFFER,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(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) { 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) { 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) { memset(mproj,0,sizeof(mproj)); float f=1./tanf(PI*fov/360.); float ar=(float)w/(float)h; float Near=0.1,Far=1000.; 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.; if(primTex) { glTexture *ptex=(glTexture*)primTex; 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;i0&&thm>0) for(int i=0;ihave_base_opengl=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) { 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<3)||((maj==3)&&(min<2))) { smLog("%s:" SLINE ": OpenGL implementation must be at least version 3.2.\n",GFX_GLFW_SRCFN); unloadGLEntryPoints(); return false; } return true; } bool SMELT_IMPL::initOGL() { 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; 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); 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(VertexBufferObject!=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; } } 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); 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; 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; } 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; for(int i=0,n=0;i