// -*- C++ -*- /* * Simple MultimEdia LiTerator(SMELT) * by Chris Xiong 2015 * api level 1 * GFX implementation based on SDL2/OpenGL and hge-unix * * WARNING: This library is in development and interfaces would be very * unstable. * */ #include "smelt_internal.hpp" #include "CxImage/ximage.h" #define dbg printf("%d: 0x%X\n",__LINE__,pOpenGLDevice->glGetError()) static const char* GFX_SDL_SRCFN="smelt/sdl/gfx_sdl.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: Last frame not closed.\n",GFX_SDL_SRCFN);return false;} if(pOpenGLDevice->have_GL_EXT_framebuffer_object) pOpenGLDevice->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,(targ)?targ->frame:0); pOpenGLDevice->glDepthFunc(GL_GEQUAL); ztest?pOpenGLDevice->glEnable(GL_DEPTH_TEST):pOpenGLDevice->glDisable(GL_DEPTH_TEST); zbufenabled=ztest; if(targ) { pOpenGLDevice->glScissor(0,0,targ->w,targ->h); pOpenGLDevice->glViewport(0,0,targ->w,targ->h); configProjectionMatrix2D(targ->w,targ->h); } else { pOpenGLDevice->glScissor(0,0,scrw,scrh); pOpenGLDevice->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,SMTRG trg) { TRenderTargetList *targ=(TRenderTargetList*)trg; if(vertexArray) {smLog("%s: Last frame not closed.\n",GFX_SDL_SRCFN);return false;} if(pOpenGLDevice->have_GL_EXT_framebuffer_object) pOpenGLDevice->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,(targ)?targ->frame:0); pOpenGLDevice->glDepthFunc(GL_LESS); pOpenGLDevice->glEnable(GL_DEPTH_TEST); zbufenabled=true; if(targ) { pOpenGLDevice->glScissor(0,0,targ->w,targ->h); pOpenGLDevice->glViewport(0,0,targ->w,targ->h); configProjectionMatrix3D(targ->w,targ->h,fov); } else { pOpenGLDevice->glScissor(0,0,scrw,scrh); pOpenGLDevice->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; pOpenGLDevice->glFinish(); DWORD *px=new DWORD[w*h]; pOpenGLDevice->glReadPixels(0,0,w,h,GL_RGBA,GL_UNSIGNED_BYTE,px); pOpenGLDevice->glBindTexture(pOpenGLDevice->TextureTarget,pTex->name); pOpenGLDevice->glTexSubImage2D(pOpenGLDevice->TextureTarget,0,0,0,w,h,GL_RGBA,GL_UNSIGNED_BYTE,px); pOpenGLDevice->glBindTexture(pOpenGLDevice->TextureTarget,primTex?(((glTexture*)primTex)->name):0); delete[] px; } if(!curTarget)SDL_GL_SwapWindow((SDL_Window*)hwnd); return true; } void SMELT_IMPL::smClrscr(DWORD color) { 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; pOpenGLDevice->glClearColor(r,g,b,a); if(zbufenabled||tdmode)pOpenGLDevice->glClearDepth(1); pOpenGLDevice->glClear(GL_COLOR_BUFFER_BIT|((zbufenabled||tdmode)?GL_DEPTH_BUFFER_BIT:0)); } void SMELT_IMPL::sm3DCamera6f2v(float *pos,float *rot) { batchOGL(); pOpenGLDevice->glMatrixMode(GL_MODELVIEW); pOpenGLDevice->glLoadIdentity(); if(!pos||!rot)return; pOpenGLDevice->glRotatef((GLfloat)-rot[0],1,0,0); pOpenGLDevice->glRotatef((GLfloat)-rot[1],0,1,0); pOpenGLDevice->glRotatef((GLfloat)-rot[2],0,0,1); pOpenGLDevice->glTranslatef((GLfloat)-pos[0],(GLfloat)-pos[1],(GLfloat)-pos[2]); } void SMELT_IMPL::sm2DCamera5f3v(float *pos,float *dpos,float *rot) { batchOGL(); pOpenGLDevice->glMatrixMode(GL_MODELVIEW); pOpenGLDevice->glLoadIdentity(); if(!pos||!dpos||!rot)return; pOpenGLDevice->glTranslatef(-pos[0],-pos[1],0.0f); pOpenGLDevice->glRotatef(*rot,0.0f,0.0f,1.0f); pOpenGLDevice->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; } SMTRG SMELT_IMPL::smTargetCreate(int w,int h) { 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); if(!ok) { smLog("%s: Failed to create render target.\n",GFX_SDL_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) pOpenGLDevice->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,0); if(pTarget->depth) pOpenGLDevice->glDeleteRenderbuffersEXT(1,&pTarget->depth); pOpenGLDevice->glDeleteFramebuffersEXT(1,&pTarget->frame); } 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); 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; } 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; pOpenGLDevice->glDeleteTextures(1,&ptex->name); delete ptex; } } 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,*dst=ptex->px+((ptex->locy*ptex->rw)+ptex->locx); for(int i=0;iloch;++i)//TODO: flip it... { 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 { pOpenGLDevice->glBindTexture(pOpenGLDevice->TextureTarget,ptex->name); pOpenGLDevice->glTexSubImage2D(pOpenGLDevice->TextureTarget,0,ptex->locx, (ptex->rh-ptex->locy)-ptex->loch,ptex->locw,ptex->loch,GL_RGBA, GL_UNSIGNED_BYTE,ptex->locpx); pOpenGLDevice->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>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;ilost) configTexture(t,t->rw,t->rh,t->px); if(((SMTEX)t)!=primTex) { pOpenGLDevice->glBindTexture(pOpenGLDevice->TextureTarget,t?t->name:0); primTex=(SMTEX)t; } } bool SMELT_IMPL::buildTarget(TRenderTargetList *pTarget,GLuint texid,int w,int h) { bool ok=true; if(pOpenGLDevice->have_GL_EXT_framebuffer_object) { pOpenGLDevice->glGenFramebuffersEXT(1,&pTarget->frame); pOpenGLDevice->glGenRenderbuffersEXT(1,&pTarget->depth); pOpenGLDevice->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,pTarget->frame); pOpenGLDevice->glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,GL_COLOR_ATTACHMENT0_EXT,pOpenGLDevice->TextureTarget,texid,0); pOpenGLDevice->glBindRenderbufferEXT(GL_RENDERBUFFER_EXT,pTarget->depth); pOpenGLDevice->glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,GL_DEPTH_COMPONENT24,w,h); pOpenGLDevice->glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_DEPTH_ATTACHMENT_EXT,GL_RENDERBUFFER_EXT,pTarget->depth); GLenum rc=pOpenGLDevice->glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if((rc==GL_FRAMEBUFFER_COMPLETE_EXT)&&(pOpenGLDevice->glGetError()==GL_NO_ERROR)) { pOpenGLDevice->glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); ok=true; } else { pOpenGLDevice->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,0); pOpenGLDevice->glDeleteRenderbuffersEXT(1,&pTarget->depth); pOpenGLDevice->glDeleteFramebuffersEXT(1,&pTarget->frame); } pOpenGLDevice->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; pOpenGLDevice->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); } pOpenGLDevice->glBindTexture(pOpenGLDevice->TextureTarget,tex); if(pOpenGLDevice->TextureTarget!=GL_TEXTURE_RECTANGLE_ARB) { pOpenGLDevice->glTexParameterf(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_LOD,0.0f); pOpenGLDevice->glTexParameterf(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAX_LOD,0.0f); pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_BASE_LEVEL,0); pOpenGLDevice->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))) { pOpenGLDevice->glTexImage2D(pOpenGLDevice->TextureTarget,0,fmt,w,h,0,GL_RGBA,GL_UNSIGNED_BYTE,px); } else { t->dw=npot(w); t->dh=npot(h); pOpenGLDevice->glTexImage2D(pOpenGLDevice->TextureTarget,0,fmt,t->dw,t->dh,0,GL_RGBA,GL_UNSIGNED_BYTE,NULL); pOpenGLDevice->glTexSubImage2D(pOpenGLDevice->TextureTarget,0,0,0,w,h,GL_RGBA,GL_UNSIGNED_BYTE,px); } pOpenGLDevice->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) { pOpenGLDevice->glMatrixMode(GL_PROJECTION); pOpenGLDevice->glLoadIdentity(); pOpenGLDevice->glOrtho(0,(float)w,0,(float)h,0.0f,1.0f); } void SMELT_IMPL::configProjectionMatrix3D(int w,int h,float fov) { pOpenGLDevice->glMatrixMode(GL_PROJECTION); pOpenGLDevice->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); pOpenGLDevice->glMultMatrixf(matrix); } void SMELT_IMPL::batchOGL(bool endScene) { if(vertexArray&&primcnt) { float twm=1.,thm=1.; if(primTex) { pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_LINEAR); pOpenGLDevice->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>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: pOpenGLDevice->glDrawArrays(GL_LINES,0,2*primcnt); break; case PRIM_TRIANGLES: pOpenGLDevice->glDrawArrays(GL_TRIANGLES,0,3*primcnt); break; case PRIM_QUADS: pOpenGLDevice->glDrawElements(GL_TRIANGLES,6*primcnt,GL_UNSIGNED_SHORT,indexBuf); if(false) for (int i=0;iglBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); else pOpenGLDevice->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)pOpenGLDevice->glDepthMask(GL_TRUE); else pOpenGLDevice->glDepthMask(GL_FALSE); } if((blend&BLEND_COLORADD)!=(primBlend&BLEND_COLORADD)) { if(blend&BLEND_COLORADD)pOpenGLDevice->glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_ADD); else pOpenGLDevice->glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE); } if((blend&BLEND_COLORINV)!=(primBlend&BLEND_COLORINV)) { if(blend&BLEND_COLORINV)pOpenGLDevice->glBlendFunc(GL_ONE_MINUS_DST_COLOR,GL_ZERO); else pOpenGLDevice->glBlendFunc(GL_SRC_ALPHA,blend&BLEND_ALPHABLEND?GL_ONE_MINUS_SRC_ALPHA:GL_ONE); } primBlend=blend; } void SMELT_IMPL::unloadGLEntryPoints() { #define GL_PROC(ext,fn,call,ret,params) pOpenGLDevice->fn=NULL; #include "glimports.hpp" #undef GL_PROC } 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: OpenGL: loading entry points and examining extensions...\n",GFX_SDL_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=true; pOpenGLDevice->have_GL_ARB_vertex_buffer_object=true; //pOpenGLDevice->have_GL_APPLE_ycbcr_422=true; #define GL_PROC(ext,fn,call,ret,params) \ if(pOpenGLDevice->have_##ext) \ { \ if((pOpenGLDevice->fn=(_PFN_##fn) SDL_GL_GetProcAddress(#fn))==NULL) \ { \ smLog("Failed to load OpenGL entry point '" #fn "'\n"); \ pOpenGLDevice->have_##ext = false; \ } \ } else {} #include "glimports.hpp" #undef GL_PROC if (!pOpenGLDevice->have_base_opengl) { unloadGLEntryPoints(); return false; } smLog("%s: GL_RENDERER: %s\n",GFX_SDL_SRCFN,(const char *)pOpenGLDevice->glGetString(GL_RENDERER)); smLog("%s: GL_VENDOR: %s\n",GFX_SDL_SRCFN,(const char *)pOpenGLDevice->glGetString(GL_VENDOR)); smLog("%s: GL_VERSION: %s\n",GFX_SDL_SRCFN,(const char *)pOpenGLDevice->glGetString(GL_VERSION)); const char *verstr=(const char*)pOpenGLDevice->glGetString(GL_VERSION); int maj=0,min=0; sscanf(verstr,"%d.%d",&maj,&min); if((maj<1)||((maj==1)&&(min<2))) { smLog("%s: OpenGL implementation must be at least version 1.2.\n",GFX_SDL_SRCFN); unloadGLEntryPoints(); return false; } const char *exts=(const char*)pOpenGLDevice->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: OpenGL: Using GL_ARB_texture_rectangle.\n",GFX_SDL_SRCFN); pOpenGLDevice->TextureTarget=GL_TEXTURE_RECTANGLE_ARB; } else if(pOpenGLDevice->have_GL_ARB_texture_non_power_of_two) { smLog("%s: OpenGL: Using GL_ARB_texture_non_power_of_two.\n",GFX_SDL_SRCFN); pOpenGLDevice->TextureTarget=GL_TEXTURE_2D; } else { smLog("%s: OpenGL: Using power-of-two textures. This costs more memory!\n",GFX_SDL_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: OpenGL: Using GL_EXT_framebuffer_object.\n",GFX_SDL_SRCFN); else smLog("%s: OpenGL: WARNING! No render-to-texture support. Things may render badly.\n",GFX_SDL_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: OpenGL: Using GL_EXT_texture_compression_s3tc.\n",GFX_SDL_SRCFN); else if (true) { smLog("%s: OpenGL: WARNING: no texture compression support or it's disabled.\n",GFX_SDL_SRCFN); smLog("%s: OpenGL: Performance may suffer in a low-memory system!\n",GFX_SDL_SRCFN); } /*pOpenGLDevice->have_GL_APPLE_ycbcr_422=checkGLExtension(exts,"GL_APPLE_ycbcr_422"); if(pOpenGLDevice->have_GL_APPLE_ycbcr_422) smLog("%s: OpenGL: Using GL_APPLE_ycbcr_422 to render YUV frames.",GFX_SDL_SRCFN); else smLog("%s: OpenGL: WARNING: YUV texture/video not supported.",GFX_SDL_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: OpenGL: Using GL_ARB_vertex_buffer_object.\n",GFX_SDL_SRCFN); else smLog("%s: OpenGL: WARNING! No VBO support; performance may suffer.\n",GFX_SDL_SRCFN); return true; } bool SMELT_IMPL::initOGL() { primTex=0; if(pOpenGLDevice){smLog("%s: Multiple initialization!\n",GFX_SDL_SRCFN);return false;} pOpenGLDevice=new TOpenGLDevice; if(!loadGLEntryPoints())return false; smLog("%s: Mode: %dx%d\n",GFX_SDL_SRCFN,scrw,scrh); vertexArray=NULL;textures=NULL;IndexBufferObject=0; if(!confOGL())return false; pOpenGLDevice->glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); if(!curTarget)SDL_GL_SwapWindow((SDL_Window*)hwnd); pOpenGLDevice->glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); if(!curTarget)SDL_GL_SwapWindow((SDL_Window*)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) { pOpenGLDevice->glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,0); pOpenGLDevice->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;ihave_GL_ARB_vertex_buffer_object) { pOpenGLDevice->glGenBuffersARB(1,&IndexBufferObject); pOpenGLDevice->glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER,IndexBufferObject); pOpenGLDevice->glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER,sizeof(GLushort)*((VERTEX_BUFFER_SIZE*6)/4),indexBuf,GL_STATIC_DRAW); delete[] indexBuf;indexBuf=NULL; } pOpenGLDevice->glVertexPointer(3,GL_FLOAT,sizeof(smVertex),&vertexBuf[0].x); pOpenGLDevice->glColorPointer(4,GL_UNSIGNED_BYTE,sizeof(smVertex),&vertexBuf[0].col); pOpenGLDevice->glTexCoordPointer(2,GL_FLOAT,sizeof(smVertex),&vertexBuf[0].tx); pOpenGLDevice->glEnableClientState(GL_VERTEX_ARRAY); pOpenGLDevice->glEnableClientState(GL_COLOR_ARRAY); pOpenGLDevice->glEnableClientState(GL_TEXTURE_COORD_ARRAY); pOpenGLDevice->glPixelStorei(GL_UNPACK_ALIGNMENT,1); pOpenGLDevice->glPixelStorei(GL_PACK_ALIGNMENT,1); pOpenGLDevice->glDisable(GL_TEXTURE_2D); if(pOpenGLDevice->have_GL_ARB_texture_rectangle)pOpenGLDevice->glDisable(GL_TEXTURE_RECTANGLE_ARB); pOpenGLDevice->glEnable(pOpenGLDevice->TextureTarget); pOpenGLDevice->glEnable(GL_SCISSOR_TEST); pOpenGLDevice->glDisable(GL_CULL_FACE); pOpenGLDevice->glDisable(GL_LIGHTING); pOpenGLDevice->glDepthFunc(GL_GEQUAL); //if (zbufenabled)pOpenGLDevice->glEnable(GL_DEPTH_TEST); //else pOpenGLDevice->glDisable(GL_DEPTH_TEST); pOpenGLDevice->glEnable(GL_DEPTH_TEST); pOpenGLDevice->glEnable(GL_BLEND); pOpenGLDevice->glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); pOpenGLDevice->glEnable(GL_ALPHA_TEST); pOpenGLDevice->glAlphaFunc(GL_GEQUAL,1.0f/255.0f); pOpenGLDevice->glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE); pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MIN_FILTER,GL_LINEAR); pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_MAG_FILTER,GL_LINEAR); //TODO: try GL_REPEAT? pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE); pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE); pOpenGLDevice->glTexParameteri(pOpenGLDevice->TextureTarget,GL_TEXTURE_WRAP_R,GL_CLAMP_TO_EDGE); primcnt=0;primType=PRIM_QUADS;primBlend=BLEND_ALPHABLEND;primTex=0; pOpenGLDevice->glScissor(0,0,scrw,scrh); pOpenGLDevice->glViewport(0,0,scrw,scrh); pOpenGLDevice->glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); configProjectionMatrix2D(scrw,scrh); pOpenGLDevice->glMatrixMode(GL_MODELVIEW); pOpenGLDevice->glLoadIdentity(); return true; }