Reuse _GLShared.h in OpenGL2 backend

This commit is contained in:
UnknownShadow200 2021-10-30 15:00:16 +11:00
parent 7a32b65d19
commit 542a6ff65d
4 changed files with 68 additions and 334 deletions

View file

@ -152,7 +152,7 @@ Thus it is **NOT SAFE** to allocate a string on the stack. */
#ifndef CC_BUILD_MANUAL
#if defined _WIN32
#define CC_BUILD_WIN
#define CC_BUILD_GL
#define CC_BUILD_D3D9
#define CC_BUILD_WINGUI
#define CC_BUILD_WININET
#define CC_BUILD_WINMM

View file

@ -53,6 +53,7 @@ typedef void GLvoid;
#define GL_FLOAT 0x1406
#define GL_RGBA 0x1908
#define GL_BGRA_EXT 0x80E1
#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
#define GL_FOG 0x0B60
#define GL_FOG_DENSITY 0x0B62
@ -95,11 +96,10 @@ typedef void GLvoid;
#define GL_TEXTURE_COORD_ARRAY 0x8078
/* Not present in gl.h on Windows (only up to OpenGL 1.1) */
#define _GL_ARRAY_BUFFER 0x8892
#define _GL_ELEMENT_ARRAY_BUFFER 0x8893
#define _GL_STATIC_DRAW 0x88E4
#define _GL_DYNAMIC_DRAW 0x88E8
#define _GL_TEXTURE_MAX_LEVEL 0x813D
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_STATIC_DRAW 0x88E4
#define GL_DYNAMIC_DRAW 0x88E8
GLAPI void APIENTRY glAlphaFunc(GLenum func, GLfloat ref);
GLAPI void APIENTRY glBindTexture(GLenum target, GLuint texture);
@ -180,13 +180,13 @@ static GLuint GL_GenAndBind(GLenum target) {
}
GfxResourceID Gfx_CreateIb(void* indices, int indicesCount) {
GLuint id = GL_GenAndBind(_GL_ELEMENT_ARRAY_BUFFER);
GLuint id = GL_GenAndBind(GL_ELEMENT_ARRAY_BUFFER);
cc_uint32 size = indicesCount * 2;
_glBufferData(_GL_ELEMENT_ARRAY_BUFFER, size, indices, _GL_STATIC_DRAW);
_glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, indices, GL_STATIC_DRAW);
return id;
}
void Gfx_BindIb(GfxResourceID ib) { _glBindBuffer(_GL_ELEMENT_ARRAY_BUFFER, (GLuint)ib); }
void Gfx_BindIb(GfxResourceID ib) { _glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (GLuint)ib); }
void Gfx_DeleteIb(GfxResourceID* ib) {
GLuint id = (GLuint)(*ib);
@ -206,10 +206,10 @@ void Gfx_DeleteIb(GfxResourceID* ib) { }
*#########################################################################################################################*/
#ifndef CC_BUILD_GL11
GfxResourceID Gfx_CreateVb(VertexFormat fmt, int count) {
return GL_GenAndBind(_GL_ARRAY_BUFFER);
return GL_GenAndBind(GL_ARRAY_BUFFER);
}
void Gfx_BindVb(GfxResourceID vb) { _glBindBuffer(_GL_ARRAY_BUFFER, (GLuint)vb); }
void Gfx_BindVb(GfxResourceID vb) { _glBindBuffer(GL_ARRAY_BUFFER, (GLuint)vb); }
void Gfx_DeleteVb(GfxResourceID* vb) {
GLuint id = (GLuint)(*vb);
@ -223,7 +223,7 @@ void* Gfx_LockVb(GfxResourceID vb, VertexFormat fmt, int count) {
}
void Gfx_UnlockVb(GfxResourceID vb) {
_glBufferData(_GL_ARRAY_BUFFER, tmpSize, tmpData, _GL_STATIC_DRAW);
_glBufferData(GL_ARRAY_BUFFER, tmpSize, tmpData, GL_STATIC_DRAW);
}
#else
static void UpdateDisplayList(GLuint list, void* vertices, VertexFormat fmt, int count);
@ -267,9 +267,9 @@ GfxResourceID Gfx_CreateDynamicVb(VertexFormat fmt, int maxVertices) {
cc_uint32 size;
if (Gfx.LostContext) return 0;
id = GL_GenAndBind(_GL_ARRAY_BUFFER);
id = GL_GenAndBind(GL_ARRAY_BUFFER);
size = maxVertices * strideSizes[fmt];
_glBufferData(_GL_ARRAY_BUFFER, size, NULL, _GL_DYNAMIC_DRAW);
_glBufferData(GL_ARRAY_BUFFER, size, NULL, GL_DYNAMIC_DRAW);
return id;
}
@ -278,14 +278,14 @@ void* Gfx_LockDynamicVb(GfxResourceID vb, VertexFormat fmt, int count) {
}
void Gfx_UnlockDynamicVb(GfxResourceID vb) {
_glBindBuffer(_GL_ARRAY_BUFFER, (GLuint)vb);
_glBufferSubData(_GL_ARRAY_BUFFER, 0, tmpSize, tmpData);
_glBindBuffer(GL_ARRAY_BUFFER, (GLuint)vb);
_glBufferSubData(GL_ARRAY_BUFFER, 0, tmpSize, tmpData);
}
void Gfx_SetDynamicVbData(GfxResourceID vb, void* vertices, int vCount) {
cc_uint32 size = vCount * gfx_stride;
_glBindBuffer(_GL_ARRAY_BUFFER, (GLuint)vb);
_glBufferSubData(_GL_ARRAY_BUFFER, 0, size, vertices);
_glBindBuffer(GL_ARRAY_BUFFER, (GLuint)vb);
_glBufferSubData(GL_ARRAY_BUFFER, 0, size, vertices);
}
#else
GfxResourceID Gfx_CreateDynamicVb(VertexFormat fmt, int maxVertices) {
@ -434,13 +434,13 @@ cc_bool Gfx_WarnIfNecessary(void) {
*-------------------------------------------------------Compatibility-----------------------------------------------------*
*#########################################################################################################################*/
#ifdef CC_BUILD_GL11
static void GL_CheckSupport(void) { MakeIndices(gl_indices, GFX_MAX_INDICES); }
static void GLBackend_Init(void) { MakeIndices(gl_indices, GFX_MAX_INDICES); }
#else
/* fake vertex buffer objects with client side pointers */
typedef struct fake_buffer { cc_uint8* data; } fake_buffer;
static fake_buffer* cur_ib;
static fake_buffer* cur_vb;
#define fake_GetBuffer(target) (target == _GL_ELEMENT_ARRAY_BUFFER ? &cur_ib : &cur_vb);
#define fake_GetBuffer(target) (target == GL_ELEMENT_ARRAY_BUFFER ? &cur_ib : &cur_vb);
static void APIENTRY fake_glBindBuffer(GLenum target, GLuint src) {
fake_buffer** buffer = fake_GetBuffer(target);

View file

@ -26,223 +26,10 @@
#include <GL/gl.h>
#endif
/* Not present in gl.h on Windows (only up to OpenGL 1.1) */
#define _GL_ARRAY_BUFFER 0x8892
#define _GL_ELEMENT_ARRAY_BUFFER 0x8893
#define _GL_STATIC_DRAW 0x88E4
#define _GL_DYNAMIC_DRAW 0x88E8
#define _GL_TEXTURE_MAX_LEVEL 0x813D
#define _GL_FRAGMENT_SHADER 0x8B30
#define _GL_VERTEX_SHADER 0x8B31
#define _GL_COMPILE_STATUS 0x8B81
#define _GL_LINK_STATUS 0x8B82
#define _GL_INFO_LOG_LENGTH 0x8B84
#if defined CC_BUILD_WEB || defined CC_BUILD_ANDROID
#define PIXEL_FORMAT GL_RGBA
#else
#define PIXEL_FORMAT 0x80E1 /* GL_BGRA_EXT */
#endif
#if defined CC_BIG_ENDIAN
/* Pixels are stored in memory as A,R,G,B but GL_UNSIGNED_BYTE will interpret as B,G,R,A */
/* So use GL_UNSIGNED_INT_8_8_8_8_REV instead to remedy this */
#define TRANSFER_FORMAT GL_UNSIGNED_INT_8_8_8_8_REV
#else
/* Pixels are stored in memory as B,G,R,A and GL_UNSIGNED_BYTE will interpret as B,G,R,A */
/* So fine to just use GL_UNSIGNED_BYTE here */
#define TRANSFER_FORMAT GL_UNSIGNED_BYTE
#endif
typedef void (*GL_SetupVBFunc)(void);
typedef void (*GL_SetupVBRangeFunc)(int startVertex);
static GL_SetupVBFunc gfx_setupVBFunc;
static GL_SetupVBRangeFunc gfx_setupVBRangeFunc;
#include "_GLShared.h"
/* Current format and size of vertices */
static int gfx_stride, gfx_format = -1;
static void GL_UpdateVsync(void) {
GLContext_SetFpsLimit(gfx_vsync, gfx_minFrameMs);
}
static void GL_CheckSupport(void);
void Gfx_Create(void) {
GLContext_Create();
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &Gfx.MaxTexWidth);
Gfx.MaxTexHeight = Gfx.MaxTexWidth;
Gfx.Created = true;
GL_CheckSupport();
Gfx_RestoreState();
GL_UpdateVsync();
}
cc_bool Gfx_TryRestoreContext(void) {
return GLContext_TryRestore();
}
void Gfx_Free(void) {
Gfx_FreeState();
GLContext_Free();
}
#define gl_Toggle(cap) if (enabled) { glEnable(cap); } else { glDisable(cap); }
static void* tmpData;
static int tmpSize;
static void* FastAllocTempMem(int size) {
if (size > tmpSize) {
Mem_Free(tmpData);
tmpData = Mem_Alloc(size, 1, "Gfx_AllocTempMemory");
}
tmpSize = size;
return tmpData;
}
/*########################################################################################################################*
*---------------------------------------------------------Textures--------------------------------------------------------*
*#########################################################################################################################*/
static void Gfx_DoMipmaps(int x, int y, struct Bitmap* bmp, int rowWidth, cc_bool partial) {
BitmapCol* prev = bmp->scan0;
BitmapCol* cur;
int lvls = CalcMipmapsLevels(bmp->width, bmp->height);
int lvl, width = bmp->width, height = bmp->height;
for (lvl = 1; lvl <= lvls; lvl++) {
x /= 2; y /= 2;
if (width > 1) width /= 2;
if (height > 1) height /= 2;
cur = (BitmapCol*)Mem_Alloc(width * height, 4, "mipmaps");
GenMipmaps(width, height, cur, prev, rowWidth);
if (partial) {
glTexSubImage2D(GL_TEXTURE_2D, lvl, x, y, width, height, PIXEL_FORMAT, TRANSFER_FORMAT, cur);
} else {
glTexImage2D(GL_TEXTURE_2D, lvl, GL_RGBA, width, height, 0, PIXEL_FORMAT, TRANSFER_FORMAT, cur);
}
if (prev != bmp->scan0) Mem_Free(prev);
prev = cur;
rowWidth = width;
}
if (prev != bmp->scan0) Mem_Free(prev);
}
GfxResourceID Gfx_CreateTexture(struct Bitmap* bmp, cc_uint8 flags, cc_bool mipmaps) {
GLuint texId;
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
if (!Math_IsPowOf2(bmp->width) || !Math_IsPowOf2(bmp->height)) {
Logger_Abort("Textures must have power of two dimensions");
}
if (Gfx.LostContext) return 0;
if (mipmaps) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
if (customMipmapsLevels) {
int lvls = CalcMipmapsLevels(bmp->width, bmp->height);
glTexParameteri(GL_TEXTURE_2D, _GL_TEXTURE_MAX_LEVEL, lvls);
}
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bmp->width, bmp->height, 0, PIXEL_FORMAT, TRANSFER_FORMAT, bmp->scan0);
if (mipmaps) Gfx_DoMipmaps(0, 0, bmp, bmp->width, false);
return texId;
}
#define UPDATE_FAST_SIZE (64 * 64)
static CC_NOINLINE void UpdateTextureSlow(int x, int y, struct Bitmap* part, int rowWidth) {
BitmapCol buffer[UPDATE_FAST_SIZE];
void* ptr = (void*)buffer;
int count = part->width * part->height;
/* cannot allocate memory on the stack for very big updates */
if (count > UPDATE_FAST_SIZE) {
ptr = Mem_Alloc(count, 4, "Gfx_UpdateTexture temp");
}
CopyTextureData(ptr, part->width << 2, part, rowWidth << 2);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, part->width, part->height, PIXEL_FORMAT, TRANSFER_FORMAT, ptr);
if (count > UPDATE_FAST_SIZE) Mem_Free(ptr);
}
void Gfx_UpdateTexture(GfxResourceID texId, int x, int y, struct Bitmap* part, int rowWidth, cc_bool mipmaps) {
glBindTexture(GL_TEXTURE_2D, (GLuint)texId);
/* TODO: Use GL_UNPACK_ROW_LENGTH for Desktop OpenGL */
if (part->width == rowWidth) {
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, part->width, part->height, PIXEL_FORMAT, TRANSFER_FORMAT, part->scan0);
} else {
UpdateTextureSlow(x, y, part, rowWidth);
}
if (mipmaps) Gfx_DoMipmaps(x, y, part, rowWidth, true);
}
void Gfx_UpdateTexturePart(GfxResourceID texId, int x, int y, struct Bitmap* part, cc_bool mipmaps) {
Gfx_UpdateTexture(texId, x, y, part, part->width, mipmaps);
}
void Gfx_BindTexture(GfxResourceID texId) {
glBindTexture(GL_TEXTURE_2D, (GLuint)texId);
}
void Gfx_DeleteTexture(GfxResourceID* texId) {
GLuint id = (GLuint)(*texId);
if (!id) return;
glDeleteTextures(1, &id);
*texId = 0;
}
void Gfx_EnableMipmaps(void) { }
void Gfx_DisableMipmaps(void) { }
/*########################################################################################################################*
*-----------------------------------------------------State management----------------------------------------------------*
*#########################################################################################################################*/
static PackedCol gfx_clearColor, gfx_fogColor;
static float gfx_fogEnd = -1.0f, gfx_fogDensity = -1.0f;
static int gfx_fogMode = -1;
void Gfx_SetFaceCulling(cc_bool enabled) { gl_Toggle(GL_CULL_FACE); }
void Gfx_SetAlphaBlending(cc_bool enabled) { gl_Toggle(GL_BLEND); }
void Gfx_SetAlphaArgBlend(cc_bool enabled) { }
static void GL_ClearCol(PackedCol col) {
glClearColor(PackedCol_R(col) / 255.0f, PackedCol_G(col) / 255.0f,
PackedCol_B(col) / 255.0f, PackedCol_A(col) / 255.0f);
}
void Gfx_ClearCol(PackedCol col) {
if (col == gfx_clearColor) return;
GL_ClearCol(col);
gfx_clearColor = col;
}
void Gfx_SetColWriteMask(cc_bool r, cc_bool g, cc_bool b, cc_bool a) {
glColorMask(r, g, b, a);
}
void Gfx_SetDepthWrite(cc_bool enabled) { glDepthMask(enabled); }
void Gfx_SetDepthTest(cc_bool enabled) { gl_Toggle(GL_DEPTH_TEST); }
void Gfx_CalcOrthoMatrix(float width, float height, struct Matrix* matrix) {
Matrix_Orthographic(matrix, 0.0f, width, 0.0f, height, ORTHO_NEAR, ORTHO_FAR);
}
void Gfx_CalcPerspectiveMatrix(float fov, float aspect, float zFar, struct Matrix* matrix) {
float zNear = 0.1f;
Matrix_PerspectiveFieldOfView(matrix, fov, aspect, zNear, zFar);
}
/*########################################################################################################################*
*-------------------------------------------------------Index buffers-----------------------------------------------------*
@ -255,13 +42,13 @@ static GLuint GL_GenAndBind(GLenum target) {
}
GfxResourceID Gfx_CreateIb(void* indices, int indicesCount) {
GLuint id = GL_GenAndBind(_GL_ELEMENT_ARRAY_BUFFER);
GLuint id = GL_GenAndBind(GL_ELEMENT_ARRAY_BUFFER);
cc_uint32 size = indicesCount * 2;
glBufferData(_GL_ELEMENT_ARRAY_BUFFER, size, indices, _GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, indices, GL_STATIC_DRAW);
return id;
}
void Gfx_BindIb(GfxResourceID ib) { glBindBuffer(_GL_ELEMENT_ARRAY_BUFFER, (GLuint)ib); }
void Gfx_BindIb(GfxResourceID ib) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (GLuint)ib); }
void Gfx_DeleteIb(GfxResourceID* ib) {
GLuint id = (GLuint)(*ib);
@ -275,10 +62,10 @@ void Gfx_DeleteIb(GfxResourceID* ib) {
*------------------------------------------------------Vertex buffers-----------------------------------------------------*
*#########################################################################################################################*/
GfxResourceID Gfx_CreateVb(VertexFormat fmt, int count) {
return GL_GenAndBind(_GL_ARRAY_BUFFER);
return GL_GenAndBind(GL_ARRAY_BUFFER);
}
void Gfx_BindVb(GfxResourceID vb) { glBindBuffer(_GL_ARRAY_BUFFER, (GLuint)vb); }
void Gfx_BindVb(GfxResourceID vb) { glBindBuffer(GL_ARRAY_BUFFER, (GLuint)vb); }
void Gfx_DeleteVb(GfxResourceID* vb) {
GLuint id = (GLuint)(*vb);
@ -292,7 +79,7 @@ void* Gfx_LockVb(GfxResourceID vb, VertexFormat fmt, int count) {
}
void Gfx_UnlockVb(GfxResourceID vb) {
glBufferData(_GL_ARRAY_BUFFER, tmpSize, tmpData, _GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, tmpSize, tmpData, GL_STATIC_DRAW);
}
@ -304,9 +91,9 @@ GfxResourceID Gfx_CreateDynamicVb(VertexFormat fmt, int maxVertices) {
cc_uint32 size;
if (Gfx.LostContext) return 0;
id = GL_GenAndBind(_GL_ARRAY_BUFFER);
id = GL_GenAndBind(GL_ARRAY_BUFFER);
size = maxVertices * strideSizes[fmt];
glBufferData(_GL_ARRAY_BUFFER, size, NULL, _GL_DYNAMIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, size, NULL, GL_DYNAMIC_DRAW);
return id;
}
@ -315,95 +102,17 @@ void* Gfx_LockDynamicVb(GfxResourceID vb, VertexFormat fmt, int count) {
}
void Gfx_UnlockDynamicVb(GfxResourceID vb) {
glBindBuffer(_GL_ARRAY_BUFFER, (GLuint)vb);
glBufferSubData(_GL_ARRAY_BUFFER, 0, tmpSize, tmpData);
glBindBuffer(GL_ARRAY_BUFFER, (GLuint)vb);
glBufferSubData(GL_ARRAY_BUFFER, 0, tmpSize, tmpData);
}
void Gfx_SetDynamicVbData(GfxResourceID vb, void* vertices, int vCount) {
cc_uint32 size = vCount * gfx_stride;
glBindBuffer(_GL_ARRAY_BUFFER, (GLuint)vb);
glBufferSubData(_GL_ARRAY_BUFFER, 0, size, vertices);
glBindBuffer(GL_ARRAY_BUFFER, (GLuint)vb);
glBufferSubData(GL_ARRAY_BUFFER, 0, size, vertices);
}
/*########################################################################################################################*
*-----------------------------------------------------------Misc----------------------------------------------------------*
*#########################################################################################################################*/
static BitmapCol* GL_GetRow(struct Bitmap* bmp, int y) {
/* OpenGL stores bitmap in bottom-up order, so flip order when saving */
return Bitmap_GetRow(bmp, (bmp->height - 1) - y);
}
cc_result Gfx_TakeScreenshot(struct Stream* output) {
struct Bitmap bmp;
cc_result res;
GLint vp[4];
glGetIntegerv(GL_VIEWPORT, vp); /* { x, y, width, height } */
bmp.width = vp[2];
bmp.height = vp[3];
bmp.scan0 = (BitmapCol*)Mem_TryAlloc(bmp.width * bmp.height, 4);
if (!bmp.scan0) return ERR_OUT_OF_MEMORY;
glReadPixels(0, 0, bmp.width, bmp.height, PIXEL_FORMAT, TRANSFER_FORMAT, bmp.scan0);
res = Png_Encode(&bmp, output, GL_GetRow, false);
Mem_Free(bmp.scan0);
return res;
}
static void AppendVRAMStats(cc_string* info) {
static const cc_string memExt = String_FromConst("GL_NVX_gpu_memory_info");
GLint totalKb, curKb;
float total, cur;
/* NOTE: glGetString returns UTF8, but I just treat it as code page 437 */
cc_string exts = String_FromReadonly((const char*)glGetString(GL_EXTENSIONS));
if (!String_CaselessContains(&exts, &memExt)) return;
glGetIntegerv(0x9048, &totalKb);
glGetIntegerv(0x9049, &curKb);
if (totalKb <= 0 || curKb <= 0) return;
total = totalKb / 1024.0f; cur = curKb / 1024.0f;
String_Format2(info, "Video memory: %f2 MB total, %f2 free\n", &total, &cur);
}
void Gfx_GetApiInfo(cc_string* info) {
GLint depthBits;
int pointerSize = sizeof(void*) * 8;
glGetIntegerv(GL_DEPTH_BITS, &depthBits);
String_Format1(info, "-- Using OpenGL (%i bit) --\n", &pointerSize);
String_Format1(info, "Vendor: %c\n", glGetString(GL_VENDOR));
String_Format1(info, "Renderer: %c\n", glGetString(GL_RENDERER));
String_Format1(info, "GL version: %c\n", glGetString(GL_VERSION));
AppendVRAMStats(info);
String_Format2(info, "Max texture size: (%i, %i)\n", &Gfx.MaxTexWidth, &Gfx.MaxTexHeight);
String_Format1(info, "Depth buffer bits: %i\n", &depthBits);
GLContext_GetApiInfo(info);
}
void Gfx_SetFpsLimit(cc_bool vsync, float minFrameMs) {
gfx_minFrameMs = minFrameMs;
gfx_vsync = vsync;
if (Gfx.Created) GL_UpdateVsync();
}
void Gfx_BeginFrame(void) { frameStart = Stopwatch_Measure(); }
void Gfx_Clear(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); }
void Gfx_EndFrame(void) {
if (!GLContext_SwapBuffers()) Gfx_LoseContext("GLContext lost");
if (gfx_minFrameMs) LimitFPS();
}
void Gfx_OnWindowResize(void) {
GLContext_Update();
/* In case GLContext_Update changes window bounds */
/* TODO: Eliminate this nasty hack.. */
Game_UpdateDimensions();
glViewport(0, 0, Game.Width, Game.Height);
}
/*########################################################################################################################*
*------------------------------------------------------OpenGL modern------------------------------------------------------*
*#########################################################################################################################*/
@ -426,6 +135,9 @@ void Gfx_OnWindowResize(void) {
static struct Matrix _view, _proj, _mvp;
static cc_bool gfx_alphaTest, gfx_texTransform;
static float _texX, _texY;
static PackedCol gfx_fogColor;
static float gfx_fogEnd = -1.0f, gfx_fogDensity = -1.0f;
static int gfx_fogMode = -1;
/* shader programs (emulate fixed function) */
static struct GLShader {
@ -520,7 +232,7 @@ static GLint CompileShader(GLint shader, const cc_string* src) {
glShaderSource(shader, 1, &str, &len);
glCompileShader(shader);
glGetShaderiv(shader, _GL_COMPILE_STATUS, &temp);
glGetShaderiv(shader, GL_COMPILE_STATUS, &temp);
return temp;
}
@ -531,7 +243,7 @@ static void ShaderFailed(GLint shader) {
if (!shader) Logger_Abort("Failed to create shader");
temp = 0;
glGetShaderiv(shader, _GL_INFO_LOG_LENGTH, &temp);
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &temp);
if (temp > 1) {
glGetShaderInfoLog(shader, 2047, NULL, logInfo);
@ -547,14 +259,14 @@ static void CompileProgram(struct GLShader* shader) {
GLuint vs, fs, program;
GLint temp;
vs = glCreateShader(_GL_VERTEX_SHADER);
vs = glCreateShader(GL_VERTEX_SHADER);
if (!vs) { Platform_LogConst("Failed to create vertex shader"); return; }
String_InitArray(tmp, tmpBuffer);
GenVertexShader(shader, &tmp);
if (!CompileShader(vs, &tmp)) ShaderFailed(vs);
fs = glCreateShader(_GL_FRAGMENT_SHADER);
fs = glCreateShader(GL_FRAGMENT_SHADER);
if (!fs) { Platform_LogConst("Failed to create fragment shader"); glDeleteShader(vs); return; }
tmp.length = 0;
@ -585,7 +297,7 @@ static void CompileProgram(struct GLShader* shader) {
glBindAttribLocation(program, 2, "in_uv");
glLinkProgram(program);
glGetProgramiv(program, _GL_LINK_STATUS, &temp);
glGetProgramiv(program, GL_LINK_STATUS, &temp);
if (temp) {
glDetachShader(program, vs);
@ -602,7 +314,7 @@ static void CompileProgram(struct GLShader* shader) {
return;
}
temp = 0;
glGetProgramiv(program, _GL_INFO_LOG_LENGTH, &temp);
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &temp);
if (temp > 0) {
glGetProgramInfoLog(program, 2047, NULL, tmpBuffer);
@ -674,6 +386,10 @@ static void SwitchProgram(void) {
ReloadUniforms();
}
/*########################################################################################################################*
*-----------------------------------------------------State management----------------------------------------------------*
*#########################################################################################################################*/
void Gfx_SetFog(cc_bool enabled) { gfx_fogEnabled = enabled; SwitchProgram(); }
void Gfx_SetFogCol(PackedCol col) {
if (col == gfx_fogColor) return;
@ -705,6 +421,10 @@ void Gfx_SetFogMode(FogFunc func) {
void Gfx_SetTexturing(cc_bool enabled) { }
void Gfx_SetAlphaTest(cc_bool enabled) { gfx_alphaTest = enabled; SwitchProgram(); }
/*########################################################################################################################*
*---------------------------------------------------------Matrices--------------------------------------------------------*
*#########################################################################################################################*/
void Gfx_LoadMatrix(MatrixType type, const struct Matrix* matrix) {
if (type == MATRIX_VIEW) _view = *matrix;
if (type == MATRIX_PROJECTION) _proj = *matrix;
@ -729,7 +449,11 @@ void Gfx_DisableTextureOffset(void) {
SwitchProgram();
}
static void GL_CheckSupport(void) {
/*########################################################################################################################*
*-------------------------------------------------------State setup-------------------------------------------------------*
*#########################################################################################################################*/
static void GLBackend_Init(void) {
#ifndef CC_BUILD_GLES
customMipmapsLevels = true;
#endif
@ -759,6 +483,15 @@ static void Gfx_RestoreState(void) {
}
cc_bool Gfx_WarnIfNecessary(void) { return false; }
/*########################################################################################################################*
*----------------------------------------------------------Drawing--------------------------------------------------------*
*#########################################################################################################################*/
typedef void (*GL_SetupVBFunc)(void);
typedef void (*GL_SetupVBRangeFunc)(int startVertex);
static GL_SetupVBFunc gfx_setupVBFunc;
static GL_SetupVBRangeFunc gfx_setupVBRangeFunc;
static void GL_SetupVbColoured(void) {
glVertexAttribPointer(0, 3, GL_FLOAT, false, SIZEOF_VERTEX_COLOURED, (void*)0);
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, SIZEOF_VERTEX_COLOURED, (void*)12);

View file

@ -1,8 +1,9 @@
#if defined CC_BUILD_WEB || defined CC_BUILD_ANDROID
#define PIXEL_FORMAT GL_RGBA
#else
#define PIXEL_FORMAT 0x80E1 /* GL_BGRA_EXT */
#define PIXEL_FORMAT GL_BGRA_EXT
#endif
#define _GL_TEXTURE_MAX_LEVEL 0x813D
#if defined CC_BIG_ENDIAN
/* Pixels are stored in memory as A,R,G,B but GL_UNSIGNED_BYTE will interpret as B,G,R,A */
@ -22,14 +23,14 @@ static void GL_UpdateVsync(void) {
GLContext_SetFpsLimit(gfx_vsync, gfx_minFrameMs);
}
static void GL_CheckSupport(void);
static void GLBackend_Init(void);
void Gfx_Create(void) {
GLContext_Create();
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &Gfx.MaxTexWidth);
Gfx.MaxTexHeight = Gfx.MaxTexWidth;
Gfx.Created = true;
GL_CheckSupport();
GLBackend_Init();
Gfx_RestoreState();
GL_UpdateVsync();
}