diff options
Diffstat (limited to 'src/gl/gl3device.cpp')
| -rw-r--r-- | src/gl/gl3device.cpp | 2411 |
1 files changed, 2411 insertions, 0 deletions
diff --git a/src/gl/gl3device.cpp b/src/gl/gl3device.cpp new file mode 100644 index 0000000..be7863c --- /dev/null +++ b/src/gl/gl3device.cpp @@ -0,0 +1,2411 @@ +#include <stdio.h> +#include <stdlib.h> +#include <string.h> +#include <assert.h> + +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwrender.h" +#include "../rwengine.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#ifdef RW_OPENGL + +#include "rwgl3.h" +#include "rwgl3shader.h" +#include "rwgl3impl.h" + +#define PLUGIN_ID 0 + +namespace rw { +namespace gl3 { + +GlGlobals glGlobals; + +Gl3Caps gl3Caps; +// terrible hack for GLES +bool32 needToReadBackTextures; + +int32 alphaFunc; +float32 alphaRef; + +struct UniformState +{ + float32 alphaRefLow; + float32 alphaRefHigh; + int32 pad[2]; + + float32 fogStart; + float32 fogEnd; + float32 fogRange; + float32 fogDisable; + + RGBAf fogColor; +}; + +struct UniformScene +{ + float32 proj[16]; + float32 view[16]; +}; + +#define MAX_LIGHTS 8 + +struct UniformObject +{ + RawMatrix world; + RGBAf ambLight; + struct { + float type; + float radius; + float minusCosAngle; + float hardSpot; + } lightParams[MAX_LIGHTS]; + V4d lightPosition[MAX_LIGHTS]; + V4d lightDirection[MAX_LIGHTS]; + RGBAf lightColor[MAX_LIGHTS]; +}; + +const char *shaderDecl120 = +"#version 120\n" +"#define GL2\n" +"#define texture texture2D\n" +"#define VSIN(index) attribute\n" +"#define VSOUT varying\n" +"#define FSIN varying\n" +"#define FRAGCOLOR(c) (gl_FragColor = c)\n"; +const char *shaderDecl330 = +"#version 330\n" +"#define VSIN(index) layout(location = index) in\n" +"#define VSOUT out\n" +"#define FSIN in\n" +"#define FRAGCOLOR(c) (fragColor = c)\n"; +const char *shaderDecl100es = +"#version 100\n" +"#define GL2\n" +"#define texture texture2D\n" +"#define VSIN(index) attribute\n" +"#define VSOUT varying\n" +"#define FSIN varying\n" +"#define FRAGCOLOR(c) (gl_FragColor = c)\n" +"precision highp float;\n" +"precision highp int;\n"; +const char *shaderDecl310es = +"#version 310 es\n" +"#define VSIN(index) layout(location = index) in\n" +"#define VSOUT out\n" +"#define FSIN in\n" +"#define FRAGCOLOR(c) (fragColor = c)\n" +"precision highp float;\n" +"precision highp int;\n"; + +const char *shaderDecl; + +// this needs a define in the shaders as well! +//#define RW_GL_USE_UBOS + +static GLuint vao; +#ifdef RW_GL_USE_UBOS +static GLuint ubo_state, ubo_scene, ubo_object; +#endif +static GLuint whitetex; +static UniformState uniformState; +static UniformScene uniformScene; +static UniformObject uniformObject; + +#ifndef RW_GL_USE_UBOS +// State +int32 u_alphaRef; +int32 u_fogData; +int32 u_fogColor; + +// Scene +int32 u_proj; +int32 u_view; + +// Object +int32 u_world; +int32 u_ambLight; +int32 u_lightParams; +int32 u_lightPosition; +int32 u_lightDirection; +int32 u_lightColor; +#endif + +int32 u_matColor; +int32 u_surfProps; + +Shader *defaultShader, *defaultShader_noAT; +Shader *defaultShader_fullLight, *defaultShader_fullLight_noAT; + +static bool32 stateDirty = 1; +static bool32 sceneDirty = 1; +static bool32 objectDirty = 1; + +struct RwRasterStateCache { + Raster *raster; + Texture::Addressing addressingU; + Texture::Addressing addressingV; + Texture::FilterMode filter; +}; + +#define MAXNUMSTAGES 8 + +// cached RW render states +struct RwStateCache { + bool32 vertexAlpha; + uint32 alphaTestEnable; + uint32 alphaFunc; + bool32 textureAlpha; + bool32 blendEnable; + uint32 srcblend, destblend; + uint32 zwrite; + uint32 ztest; + uint32 cullmode; + uint32 stencilenable; + uint32 stencilpass; + uint32 stencilfail; + uint32 stencilzfail; + uint32 stencilfunc; + uint32 stencilref; + uint32 stencilmask; + uint32 stencilwritemask; + uint32 fogEnable; + float32 fogStart; + float32 fogEnd; + + // emulation of PS2 GS + bool32 gsalpha; + uint32 gsalpharef; + + RwRasterStateCache texstage[MAXNUMSTAGES]; +}; +static RwStateCache rwStateCache; + +enum +{ + // actual gl states + RWGL_BLEND, + RWGL_SRCBLEND, + RWGL_DESTBLEND, + RWGL_DEPTHTEST, + RWGL_DEPTHFUNC, + RWGL_DEPTHMASK, + RWGL_CULL, + RWGL_CULLFACE, + RWGL_STENCIL, + RWGL_STENCILFUNC, + RWGL_STENCILFAIL, + RWGL_STENCILZFAIL, + RWGL_STENCILPASS, + RWGL_STENCILREF, + RWGL_STENCILMASK, + RWGL_STENCILWRITEMASK, + + // uniforms + RWGL_ALPHAFUNC, + RWGL_ALPHAREF, + RWGL_FOG, + RWGL_FOGSTART, + RWGL_FOGEND, + RWGL_FOGCOLOR, + + RWGL_NUM_STATES +}; +static bool uniformStateDirty[RWGL_NUM_STATES]; + +struct GlState { + bool32 blendEnable; + uint32 srcblend, destblend; + + bool32 depthTest; + uint32 depthFunc; + + uint32 depthMask; + + bool32 cullEnable; + uint32 cullFace; + + bool32 stencilEnable; + // glStencilFunc + uint32 stencilFunc; + uint32 stencilRef; + uint32 stencilMask; + // glStencilOp + uint32 stencilPass; + uint32 stencilFail; + uint32 stencilZFail; + // glStencilMask + uint32 stencilWriteMask; +}; +static GlState curGlState, oldGlState; + +static int32 activeTexture; +static uint32 boundTexture[MAXNUMSTAGES]; + +static uint32 currentFramebuffer; + +static uint32 blendMap[] = { + GL_ZERO, // actually invalid + GL_ZERO, + GL_ONE, + GL_SRC_COLOR, + GL_ONE_MINUS_SRC_COLOR, + GL_SRC_ALPHA, + GL_ONE_MINUS_SRC_ALPHA, + GL_DST_ALPHA, + GL_ONE_MINUS_DST_ALPHA, + GL_DST_COLOR, + GL_ONE_MINUS_DST_COLOR, + GL_SRC_ALPHA_SATURATE, +}; + +static uint32 stencilOpMap[] = { + GL_KEEP, // actually invalid + GL_KEEP, + GL_ZERO, + GL_REPLACE, + GL_INCR, + GL_DECR, + GL_INVERT, + GL_INCR_WRAP, + GL_DECR_WRAP +}; + +static uint32 stencilFuncMap[] = { + GL_NEVER, // actually invalid + GL_NEVER, + GL_LESS, + GL_EQUAL, + GL_LEQUAL, + GL_GREATER, + GL_NOTEQUAL, + GL_GEQUAL, + GL_ALWAYS +}; + +static float maxAnisotropy; + +/* + * GL state cache + */ + +void +setGlRenderState(uint32 state, uint32 value) +{ + switch(state){ + case RWGL_BLEND: curGlState.blendEnable = value; break; + case RWGL_SRCBLEND: curGlState.srcblend = value; break; + case RWGL_DESTBLEND: curGlState.destblend = value; break; + case RWGL_DEPTHTEST: curGlState.depthTest = value; break; + case RWGL_DEPTHFUNC: curGlState.depthFunc = value; break; + case RWGL_DEPTHMASK: curGlState.depthMask = value; break; + case RWGL_CULL: curGlState.cullEnable = value; break; + case RWGL_CULLFACE: curGlState.cullFace = value; break; + case RWGL_STENCIL: curGlState.stencilEnable = value; break; + case RWGL_STENCILFUNC: curGlState.stencilFunc = value; break; + case RWGL_STENCILFAIL: curGlState.stencilFail = value; break; + case RWGL_STENCILZFAIL: curGlState.stencilZFail = value; break; + case RWGL_STENCILPASS: curGlState.stencilPass = value; break; + case RWGL_STENCILREF: curGlState.stencilRef = value; break; + case RWGL_STENCILMASK: curGlState.stencilMask = value; break; + case RWGL_STENCILWRITEMASK: curGlState.stencilWriteMask = value; break; + } +} + +void +flushGlRenderState(void) +{ + if(oldGlState.blendEnable != curGlState.blendEnable){ + oldGlState.blendEnable = curGlState.blendEnable; + (oldGlState.blendEnable ? glEnable : glDisable)(GL_BLEND); + } + + if(oldGlState.srcblend != curGlState.srcblend || + oldGlState.destblend != curGlState.destblend){ + oldGlState.srcblend = curGlState.srcblend; + oldGlState.destblend = curGlState.destblend; + glBlendFunc(oldGlState.srcblend, oldGlState.destblend); + } + + if(oldGlState.depthTest != curGlState.depthTest){ + oldGlState.depthTest = curGlState.depthTest; + (oldGlState.depthTest ? glEnable : glDisable)(GL_DEPTH_TEST); + } + if(oldGlState.depthFunc != curGlState.depthFunc){ + oldGlState.depthFunc = curGlState.depthFunc; + glDepthFunc(oldGlState.depthFunc); + } + if(oldGlState.depthMask != curGlState.depthMask){ + oldGlState.depthMask = curGlState.depthMask; + glDepthMask(oldGlState.depthMask); + } + + if(oldGlState.stencilEnable != curGlState.stencilEnable){ + oldGlState.stencilEnable = curGlState.stencilEnable; + (oldGlState.stencilEnable ? glEnable : glDisable)(GL_STENCIL_TEST); + } + if(oldGlState.stencilFunc != curGlState.stencilFunc || + oldGlState.stencilRef != curGlState.stencilRef || + oldGlState.stencilMask != curGlState.stencilMask){ + oldGlState.stencilFunc = curGlState.stencilFunc; + oldGlState.stencilRef = curGlState.stencilRef; + oldGlState.stencilMask = curGlState.stencilMask; + glStencilFunc(oldGlState.stencilFunc, oldGlState.stencilRef, oldGlState.stencilMask); + } + if(oldGlState.stencilPass != curGlState.stencilPass || + oldGlState.stencilFail != curGlState.stencilFail || + oldGlState.stencilZFail != curGlState.stencilZFail){ + oldGlState.stencilPass = curGlState.stencilPass; + oldGlState.stencilFail = curGlState.stencilFail; + oldGlState.stencilZFail = curGlState.stencilZFail; + glStencilOp(oldGlState.stencilFail, oldGlState.stencilZFail, oldGlState.stencilPass); + } + if(oldGlState.stencilWriteMask != curGlState.stencilWriteMask){ + oldGlState.stencilWriteMask = curGlState.stencilWriteMask; + glStencilMask(oldGlState.stencilWriteMask); + } + + if(oldGlState.cullEnable != curGlState.cullEnable){ + oldGlState.cullEnable = curGlState.cullEnable; + (oldGlState.cullEnable ? glEnable : glDisable)(GL_CULL_FACE); + } + if(oldGlState.cullFace != curGlState.cullFace){ + oldGlState.cullFace = curGlState.cullFace; + glCullFace(oldGlState.cullFace); + } +} + + + +void +setAlphaBlend(bool32 enable) +{ + if(rwStateCache.blendEnable != enable){ + rwStateCache.blendEnable = enable; + setGlRenderState(RWGL_BLEND, enable); + } +} + +bool32 +getAlphaBlend(void) +{ + return rwStateCache.blendEnable; +} + +bool32 getAlphaTest(void) { return rwStateCache.alphaTestEnable; } + +static void +setDepthTest(bool32 enable) +{ + if(rwStateCache.ztest != enable){ + rwStateCache.ztest = enable; + if(rwStateCache.zwrite && !enable){ + // If we still want to write, enable but set mode to always + setGlRenderState(RWGL_DEPTHTEST, true); + setGlRenderState(RWGL_DEPTHFUNC, GL_ALWAYS); + }else{ + setGlRenderState(RWGL_DEPTHTEST, rwStateCache.ztest); + setGlRenderState(RWGL_DEPTHFUNC, GL_LEQUAL); + } + } +} + +static void +setDepthWrite(bool32 enable) +{ + enable = enable ? GL_TRUE : GL_FALSE; + if(rwStateCache.zwrite != enable){ + rwStateCache.zwrite = enable; + if(enable && !rwStateCache.ztest){ + // Have to switch on ztest so writing can work + setGlRenderState(RWGL_DEPTHTEST, true); + setGlRenderState(RWGL_DEPTHFUNC, GL_ALWAYS); + } + setGlRenderState(RWGL_DEPTHMASK, rwStateCache.zwrite); + } +} + +static void +setAlphaTest(bool32 enable) +{ + uint32 shaderfunc; + if(rwStateCache.alphaTestEnable != enable){ + rwStateCache.alphaTestEnable = enable; + shaderfunc = rwStateCache.alphaTestEnable ? rwStateCache.alphaFunc : ALPHAALWAYS; + if(alphaFunc != shaderfunc){ + alphaFunc = shaderfunc; + uniformStateDirty[RWGL_ALPHAFUNC] = true; + stateDirty = 1; + } + } +} + +static void +setAlphaTestFunction(uint32 function) +{ + uint32 shaderfunc; + if(rwStateCache.alphaFunc != function){ + rwStateCache.alphaFunc = function; + shaderfunc = rwStateCache.alphaTestEnable ? rwStateCache.alphaFunc : ALPHAALWAYS; + if(alphaFunc != shaderfunc){ + alphaFunc = shaderfunc; + uniformStateDirty[RWGL_ALPHAFUNC] = true; + stateDirty = 1; + } + } +} + +static void +setVertexAlpha(bool32 enable) +{ + if(rwStateCache.vertexAlpha != enable){ + if(!rwStateCache.textureAlpha){ + setAlphaBlend(enable); + setAlphaTest(enable); + } + rwStateCache.vertexAlpha = enable; + } +} + +static void +setActiveTexture(int32 n) +{ + if(activeTexture != n){ + activeTexture = n; + glActiveTexture(GL_TEXTURE0+n); + } +} + +uint32 +bindTexture(uint32 texid) +{ + uint32 prev = boundTexture[activeTexture]; + if(prev != texid){ + boundTexture[activeTexture] = texid; + glBindTexture(GL_TEXTURE_2D, texid); + } + return prev; +} + +void +bindFramebuffer(uint32 fbo) +{ + if(currentFramebuffer != fbo){ + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + currentFramebuffer = fbo; + } +} + +static GLint filterConvMap_NoMIP[] = { + 0, GL_NEAREST, GL_LINEAR, + GL_NEAREST, GL_LINEAR, + GL_NEAREST, GL_LINEAR +}; +static GLint filterConvMap_MIP[] = { + 0, GL_NEAREST, GL_LINEAR, + GL_NEAREST_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_NEAREST, + GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_LINEAR +}; + +static GLint addressConvMap[] = { + 0, GL_REPEAT, GL_MIRRORED_REPEAT, + GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER +}; + +static void +setFilterMode(uint32 stage, int32 filter, int32 maxAniso = 1) +{ + if(rwStateCache.texstage[stage].filter != (Texture::FilterMode)filter){ + rwStateCache.texstage[stage].filter = (Texture::FilterMode)filter; + Raster *raster = rwStateCache.texstage[stage].raster; + if(raster){ + Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, rwStateCache.texstage[stage].raster, nativeRasterOffset); + if(natras->filterMode != filter){ + setActiveTexture(stage); + if(natras->autogenMipmap || natras->numLevels > 1){ + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filterConvMap_MIP[filter]); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filterConvMap_NoMIP[filter]); + }else{ + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filterConvMap_NoMIP[filter]); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filterConvMap_NoMIP[filter]); + } + natras->filterMode = filter; + } + if(natras->maxAnisotropy != maxAniso){ + setActiveTexture(stage); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)maxAniso); + natras->maxAnisotropy = maxAniso; + } + } + } +} + +static void +setAddressU(uint32 stage, int32 addressing) +{ + if(rwStateCache.texstage[stage].addressingU != (Texture::Addressing)addressing){ + rwStateCache.texstage[stage].addressingU = (Texture::Addressing)addressing; + Raster *raster = rwStateCache.texstage[stage].raster; + if(raster){ + Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, raster, nativeRasterOffset); + if(natras->addressU == addressing){ + setActiveTexture(stage); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, addressConvMap[addressing]); + natras->addressU = addressing; + } + } + } +} + +static void +setAddressV(uint32 stage, int32 addressing) +{ + if(rwStateCache.texstage[stage].addressingV != (Texture::Addressing)addressing){ + rwStateCache.texstage[stage].addressingV = (Texture::Addressing)addressing; + Raster *raster = rwStateCache.texstage[stage].raster; + if(raster){ + Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, rwStateCache.texstage[stage].raster, nativeRasterOffset); + if(natras->addressV == addressing){ + setActiveTexture(stage); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, addressConvMap[addressing]); + natras->addressV = addressing; + } + } + } +} + +static void +setRasterStageOnly(uint32 stage, Raster *raster) +{ + bool32 alpha; + if(raster != rwStateCache.texstage[stage].raster){ + rwStateCache.texstage[stage].raster = raster; + setActiveTexture(stage); + if(raster){ + assert(raster->platform == PLATFORM_GL3); + Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, raster, nativeRasterOffset); + bindTexture(natras->texid); + + rwStateCache.texstage[stage].filter = (rw::Texture::FilterMode)natras->filterMode; + rwStateCache.texstage[stage].addressingU = (rw::Texture::Addressing)natras->addressU; + rwStateCache.texstage[stage].addressingV = (rw::Texture::Addressing)natras->addressV; + + alpha = natras->hasAlpha; + }else{ + bindTexture(whitetex); + alpha = 0; + } + + if(stage == 0){ + if(alpha != rwStateCache.textureAlpha){ + rwStateCache.textureAlpha = alpha; + if(!rwStateCache.vertexAlpha){ + setAlphaBlend(alpha); + setAlphaTest(alpha); + } + } + } + } +} + +static void +setRasterStage(uint32 stage, Raster *raster) +{ + bool32 alpha; + if(raster != rwStateCache.texstage[stage].raster){ + rwStateCache.texstage[stage].raster = raster; + setActiveTexture(stage); + if(raster){ + assert(raster->platform == PLATFORM_GL3); + Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, raster, nativeRasterOffset); + bindTexture(natras->texid); + uint32 filter = rwStateCache.texstage[stage].filter; + uint32 addrU = rwStateCache.texstage[stage].addressingU; + uint32 addrV = rwStateCache.texstage[stage].addressingV; + if(natras->filterMode != filter){ + if(natras->autogenMipmap || natras->numLevels > 1){ + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filterConvMap_MIP[filter]); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filterConvMap_NoMIP[filter]); + }else{ + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filterConvMap_NoMIP[filter]); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filterConvMap_NoMIP[filter]); + } + natras->filterMode = filter; + } + if(natras->addressU != addrU){ + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, addressConvMap[addrU]); + natras->addressU = addrU; + } + if(natras->addressV != addrV){ + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, addressConvMap[addrV]); + natras->addressV = addrV; + } + alpha = natras->hasAlpha; + }else{ + bindTexture(whitetex); + alpha = 0; + } + + if(stage == 0){ + if(alpha != rwStateCache.textureAlpha){ + rwStateCache.textureAlpha = alpha; + if(!rwStateCache.vertexAlpha){ + setAlphaBlend(alpha); + setAlphaTest(alpha); + } + } + } + } +} + +void +evictRaster(Raster *raster) +{ + int i; + for(i = 0; i < MAXNUMSTAGES; i++){ + //assert(rwStateCache.texstage[i].raster != raster); + if(rwStateCache.texstage[i].raster != raster) + continue; + setRasterStage(i, nil); + } +} + +void +setTexture(int32 stage, Texture *tex) +{ + if(tex == nil || tex->raster == nil){ + setRasterStage(stage, nil); + return; + } + setRasterStageOnly(stage, tex->raster); + setFilterMode(stage, tex->getFilter(), tex->getMaxAnisotropy()); + setAddressU(stage, tex->getAddressU()); + setAddressV(stage, tex->getAddressV()); +} + +static void +setRenderState(int32 state, void *pvalue) +{ + uint32 value = (uint32)(uintptr)pvalue; + switch(state){ + case TEXTURERASTER: + setRasterStage(0, (Raster*)pvalue); + break; + case TEXTUREADDRESS: + setAddressU(0, value); + setAddressV(0, value); + break; + case TEXTUREADDRESSU: + setAddressU(0, value); + break; + case TEXTUREADDRESSV: + setAddressV(0, value); + break; + case TEXTUREFILTER: + setFilterMode(0, value); + break; + case VERTEXALPHA: + setVertexAlpha(value); + break; + case SRCBLEND: + if(rwStateCache.srcblend != value){ + rwStateCache.srcblend = value; + setGlRenderState(RWGL_SRCBLEND, blendMap[rwStateCache.srcblend]); + } + break; + case DESTBLEND: + if(rwStateCache.destblend != value){ + rwStateCache.destblend = value; + setGlRenderState(RWGL_DESTBLEND, blendMap[rwStateCache.destblend]); + } + break; + case ZTESTENABLE: + setDepthTest(value); + break; + case ZWRITEENABLE: + setDepthWrite(value); + break; + case FOGENABLE: + if(rwStateCache.fogEnable != value){ + rwStateCache.fogEnable = value; + uniformStateDirty[RWGL_FOG] = true; + stateDirty = 1; + } + break; + case FOGCOLOR: + // no cache check here...too lazy + RGBA c; + c.red = value; + c.green = value>>8; + c.blue = value>>16; + c.alpha = value>>24; + convColor(&uniformState.fogColor, &c); + uniformStateDirty[RWGL_FOGCOLOR] = true; + stateDirty = 1; + break; + case CULLMODE: + if(rwStateCache.cullmode != value){ + rwStateCache.cullmode = value; + if(rwStateCache.cullmode == CULLNONE) + setGlRenderState(RWGL_CULL, false); + else{ + setGlRenderState(RWGL_CULL, true); + setGlRenderState(RWGL_CULLFACE, rwStateCache.cullmode == CULLBACK ? GL_BACK : GL_FRONT); + } + } + break; + + case STENCILENABLE: + if(rwStateCache.stencilenable != value){ + rwStateCache.stencilenable = value; + setGlRenderState(RWGL_STENCIL, value); + } + break; + case STENCILFAIL: + if(rwStateCache.stencilfail != value){ + rwStateCache.stencilfail = value; + setGlRenderState(RWGL_STENCILFAIL, stencilOpMap[value]); + } + break; + case STENCILZFAIL: + if(rwStateCache.stencilzfail != value){ + rwStateCache.stencilzfail = value; + setGlRenderState(RWGL_STENCILZFAIL, stencilOpMap[value]); + } + break; + case STENCILPASS: + if(rwStateCache.stencilpass != value){ + rwStateCache.stencilpass = value; + setGlRenderState(RWGL_STENCILPASS, stencilOpMap[value]); + } + break; + case STENCILFUNCTION: + if(rwStateCache.stencilfunc != value){ + rwStateCache.stencilfunc = value; + setGlRenderState(RWGL_STENCILFUNC, stencilFuncMap[value]); + } + break; + case STENCILFUNCTIONREF: + if(rwStateCache.stencilref != value){ + rwStateCache.stencilref = value; + setGlRenderState(RWGL_STENCILREF, value); + } + break; + case STENCILFUNCTIONMASK: + if(rwStateCache.stencilmask != value){ + rwStateCache.stencilmask = value; + setGlRenderState(RWGL_STENCILMASK, value); + } + break; + case STENCILFUNCTIONWRITEMASK: + if(rwStateCache.stencilwritemask != value){ + rwStateCache.stencilwritemask = value; + setGlRenderState(RWGL_STENCILWRITEMASK, value); + } + break; + + case ALPHATESTFUNC: + setAlphaTestFunction(value); + break; + case ALPHATESTREF: + if(alphaRef != value/255.0f){ + alphaRef = value/255.0f; + uniformStateDirty[RWGL_ALPHAREF] = true; + stateDirty = 1; + } + break; + case GSALPHATEST: + rwStateCache.gsalpha = value; + break; + case GSALPHATESTREF: + rwStateCache.gsalpharef = value; + } +} + +static void* +getRenderState(int32 state) +{ + uint32 val; + RGBA rgba; + switch(state){ + case TEXTURERASTER: + return rwStateCache.texstage[0].raster; + case TEXTUREADDRESS: + if(rwStateCache.texstage[0].addressingU == rwStateCache.texstage[0].addressingV) + val = rwStateCache.texstage[0].addressingU; + else + val = 0; // invalid + break; + case TEXTUREADDRESSU: + val = rwStateCache.texstage[0].addressingU; + break; + case TEXTUREADDRESSV: + val = rwStateCache.texstage[0].addressingV; + break; + case TEXTUREFILTER: + val = rwStateCache.texstage[0].filter; + break; + + case VERTEXALPHA: + val = rwStateCache.vertexAlpha; + break; + case SRCBLEND: + val = rwStateCache.srcblend; + break; + case DESTBLEND: + val = rwStateCache.destblend; + break; + case ZTESTENABLE: + val = rwStateCache.ztest; + break; + case ZWRITEENABLE: + val = rwStateCache.zwrite; + break; + case FOGENABLE: + val = rwStateCache.fogEnable; + break; + case FOGCOLOR: + convColor(&rgba, &uniformState.fogColor); + val = RWRGBAINT(rgba.red, rgba.green, rgba.blue, rgba.alpha); + break; + case CULLMODE: + val = rwStateCache.cullmode; + break; + + case STENCILENABLE: + val = rwStateCache.stencilenable; + break; + case STENCILFAIL: + val = rwStateCache.stencilfail; + break; + case STENCILZFAIL: + val = rwStateCache.stencilzfail; + break; + case STENCILPASS: + val = rwStateCache.stencilpass; + break; + case STENCILFUNCTION: + val = rwStateCache.stencilfunc; + break; + case STENCILFUNCTIONREF: + val = rwStateCache.stencilref; + break; + case STENCILFUNCTIONMASK: + val = rwStateCache.stencilmask; + break; + case STENCILFUNCTIONWRITEMASK: + val = rwStateCache.stencilwritemask; + break; + + case ALPHATESTFUNC: + val = rwStateCache.alphaFunc; + break; + case ALPHATESTREF: + val = (uint32)(alphaRef*255.0f); + break; + case GSALPHATEST: + val = rwStateCache.gsalpha; + break; + case GSALPHATESTREF: + val = rwStateCache.gsalpharef; + break; + default: + val = 0; + } + return (void*)(uintptr)val; +} + +static void +resetRenderState(void) +{ + rwStateCache.alphaFunc = ALPHAGREATEREQUAL; + alphaFunc = 0; + alphaRef = 10.0f/255.0f; + uniformStateDirty[RWGL_ALPHAREF] = true; + uniformState.fogDisable = 1.0f; + uniformState.fogStart = 0.0f; + uniformState.fogEnd = 0.0f; + uniformState.fogRange = 0.0f; + uniformState.fogColor = { 1.0f, 1.0f, 1.0f, 1.0f }; + rwStateCache.gsalpha = 0; + rwStateCache.gsalpharef = 128; + stateDirty = 1; + + rwStateCache.vertexAlpha = 0; + rwStateCache.textureAlpha = 0; + rwStateCache.alphaTestEnable = 0; + + memset(&oldGlState, 0xFE, sizeof(oldGlState)); + + rwStateCache.blendEnable = 0; + setGlRenderState(RWGL_BLEND, false); + rwStateCache.srcblend = BLENDSRCALPHA; + rwStateCache.destblend = BLENDINVSRCALPHA; + setGlRenderState(RWGL_SRCBLEND, blendMap[rwStateCache.srcblend]); + setGlRenderState(RWGL_DESTBLEND, blendMap[rwStateCache.destblend]); + + rwStateCache.zwrite = GL_TRUE; + setGlRenderState(RWGL_DEPTHMASK, rwStateCache.zwrite); + + rwStateCache.ztest = 1; + setGlRenderState(RWGL_DEPTHTEST, true); + setGlRenderState(RWGL_DEPTHFUNC, GL_LEQUAL); + + rwStateCache.cullmode = CULLNONE; + setGlRenderState(RWGL_CULL, false); + setGlRenderState(RWGL_CULLFACE, GL_BACK); + + rwStateCache.stencilenable = 0; + setGlRenderState(RWGL_STENCIL, GL_FALSE); + rwStateCache.stencilfail = STENCILKEEP; + setGlRenderState(RWGL_STENCILFAIL, GL_KEEP); + rwStateCache.stencilzfail = STENCILKEEP; + setGlRenderState(RWGL_STENCILZFAIL, GL_KEEP); + rwStateCache.stencilpass = STENCILKEEP; + setGlRenderState(RWGL_STENCILPASS, GL_KEEP); + rwStateCache.stencilfunc = STENCILALWAYS; + setGlRenderState(RWGL_STENCILFUNC, GL_ALWAYS); + rwStateCache.stencilref = 0; + setGlRenderState(RWGL_STENCILREF, 0); + rwStateCache.stencilmask = 0xFFFFFFFF; + setGlRenderState(RWGL_STENCILMASK, 0xFFFFFFFF); + rwStateCache.stencilwritemask = 0xFFFFFFFF; + setGlRenderState(RWGL_STENCILWRITEMASK, 0xFFFFFFFF); + + activeTexture = -1; + for(int i = 0; i < MAXNUMSTAGES; i++){ + setActiveTexture(i); + bindTexture(whitetex); + } + setActiveTexture(0); +} + +void +setWorldMatrix(Matrix *mat) +{ + convMatrix(&uniformObject.world, mat); + setUniform(u_world, &uniformObject.world); + objectDirty = 1; +} + +int32 +setLights(WorldLights *lightData) +{ + int i, n; + Light *l; + int32 bits; + + uniformObject.ambLight = lightData->ambient; + + bits = 0; + + if(lightData->numAmbients) + bits |= VSLIGHT_AMBIENT; + + n = 0; + for(i = 0; i < lightData->numDirectionals && i < 8; i++){ + l = lightData->directionals[i]; + uniformObject.lightParams[n].type = 1.0f; + uniformObject.lightColor[n] = l->color; + memcpy(&uniformObject.lightDirection[n], &l->getFrame()->getLTM()->at, sizeof(V3d)); + bits |= VSLIGHT_DIRECT; + n++; + if(n >= MAX_LIGHTS) + goto out; + } + + for(i = 0; i < lightData->numLocals; i++){ + Light *l = lightData->locals[i]; + + switch(l->getType()){ + case Light::POINT: + uniformObject.lightParams[n].type = 2.0f; + uniformObject.lightParams[n].radius = l->radius; + uniformObject.lightColor[n] = l->color; + memcpy(&uniformObject.lightPosition[n], &l->getFrame()->getLTM()->pos, sizeof(V3d)); + bits |= VSLIGHT_POINT; + n++; + if(n >= MAX_LIGHTS) + goto out; + break; + case Light::SPOT: + case Light::SOFTSPOT: + uniformObject.lightParams[n].type = 3.0f; + uniformObject.lightParams[n].minusCosAngle = l->minusCosAngle; + uniformObject.lightParams[n].radius = l->radius; + uniformObject.lightColor[n] = l->color; + memcpy(&uniformObject.lightPosition[n], &l->getFrame()->getLTM()->pos, sizeof(V3d)); + memcpy(&uniformObject.lightDirection[n], &l->getFrame()->getLTM()->at, sizeof(V3d)); + // lower bound of falloff + if(l->getType() == Light::SOFTSPOT) + uniformObject.lightParams[n].hardSpot = 0.0f; + else + uniformObject.lightParams[n].hardSpot = 1.0f; + bits |= VSLIGHT_SPOT; + n++; + if(n >= MAX_LIGHTS) + goto out; + break; + } + } + + uniformObject.lightParams[n].type = 0.0f; + + setUniform(u_ambLight, &uniformObject.ambLight); + setUniform(u_lightParams, uniformObject.lightParams); + setUniform(u_lightPosition, uniformObject.lightPosition); + setUniform(u_lightDirection, uniformObject.lightDirection); + setUniform(u_lightColor, uniformObject.lightColor); +out: + objectDirty = 1; + return bits; +} + +void +setProjectionMatrix(float32 *mat) +{ + memcpy(&uniformScene.proj, mat, 64); + setUniform(u_proj, uniformScene.proj); + sceneDirty = 1; +} + +void +setViewMatrix(float32 *mat) +{ + memcpy(&uniformScene.view, mat, 64); + setUniform(u_view, uniformScene.view); + sceneDirty = 1; +} + +Shader *lastShaderUploaded; + +void +setMaterial(const RGBA &color, const SurfaceProperties &surfaceprops, float extraSurfProp) +{ + rw::RGBAf col; + convColor(&col, &color); + setUniform(u_matColor, &col); + + float surfProps[4]; + surfProps[0] = surfaceprops.ambient; + surfProps[1] = surfaceprops.specular; + surfProps[2] = surfaceprops.diffuse; + surfProps[3] = extraSurfProp; + setUniform(u_surfProps, surfProps); +} + +void +flushCache(void) +{ + flushGlRenderState(); + +#ifndef RW_GL_USE_UBOS + + // what's this doing here?? + uniformState.fogDisable = rwStateCache.fogEnable ? 0.0f : 1.0f; + uniformState.fogStart = rwStateCache.fogStart; + uniformState.fogEnd = rwStateCache.fogEnd; + uniformState.fogRange = 1.0f/(rwStateCache.fogStart - rwStateCache.fogEnd); + + if(uniformStateDirty[RWGL_ALPHAFUNC] || uniformStateDirty[RWGL_ALPHAREF]){ + float alphaTest[4] = {}; + switch(alphaFunc){ + case ALPHAALWAYS: + default: + alphaTest[0] = -1000.0f; + alphaTest[1] = 1000.0f; + break; + case ALPHAGREATEREQUAL: + alphaTest[0] = alphaRef; + alphaTest[1] = 1000.0f; + break; + case ALPHALESS: + alphaTest[0] = -1000.0f; + alphaTest[1] = alphaRef; + break; + } + setUniform(u_alphaRef, alphaTest); + uniformStateDirty[RWGL_ALPHAFUNC] = false; + uniformStateDirty[RWGL_ALPHAREF] = false; + } + + if(uniformStateDirty[RWGL_FOG] || + uniformStateDirty[RWGL_FOGSTART] || + uniformStateDirty[RWGL_FOGEND]){ + float fogData[4] = { + uniformState.fogStart, + uniformState.fogEnd, + uniformState.fogRange, + uniformState.fogDisable + }; + setUniform(u_fogData, fogData); + uniformStateDirty[RWGL_FOG] = false; + uniformStateDirty[RWGL_FOGSTART] = false; + uniformStateDirty[RWGL_FOGEND] = false; + } + + if(uniformStateDirty[RWGL_FOGCOLOR]){ + setUniform(u_fogColor, &uniformState.fogColor); + uniformStateDirty[RWGL_FOGCOLOR] = false; + } + +#else + if(objectDirty){ + glBindBuffer(GL_UNIFORM_BUFFER, ubo_object); + glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformObject), nil, GL_STREAM_DRAW); + glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformObject), &uniformObject, GL_STREAM_DRAW); + objectDirty = 0; + } + if(sceneDirty){ + glBindBuffer(GL_UNIFORM_BUFFER, ubo_scene); + glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformScene), nil, GL_STREAM_DRAW); + glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformScene), &uniformScene, GL_STREAM_DRAW); + sceneDirty = 0; + } + if(stateDirty){ + switch(alphaFunc){ + case ALPHAALWAYS: + default: + uniformState.alphaRefLow = -1000.0f; + uniformState.alphaRefHigh = 1000.0f; + break; + case ALPHAGREATEREQUAL: + uniformState.alphaRefLow = alphaRef; + uniformState.alphaRefHigh = 1000.0f; + break; + case ALPHALESS: + uniformState.alphaRefLow = -1000.0f; + uniformState.alphaRefHigh = alphaRef; + break; + } + uniformState.fogDisable = rwStateCache.fogEnable ? 0.0f : 1.0f; + uniformState.fogStart = rwStateCache.fogStart; + uniformState.fogEnd = rwStateCache.fogEnd; + uniformState.fogRange = 1.0f/(rwStateCache.fogStart - rwStateCache.fogEnd); + glBindBuffer(GL_UNIFORM_BUFFER, ubo_state); + glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformState), nil, GL_STREAM_DRAW); + glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformState), &uniformState, GL_STREAM_DRAW); + stateDirty = 0; + } +#endif + flushUniforms(); +} + +static void +setFrameBuffer(Camera *cam) +{ + Raster *fbuf = cam->frameBuffer->parent; + Raster *zbuf = cam->zBuffer->parent; + assert(fbuf); + + Gl3Raster *natfb = PLUGINOFFSET(Gl3Raster, fbuf, nativeRasterOffset); + Gl3Raster *natzb = PLUGINOFFSET(Gl3Raster, zbuf, nativeRasterOffset); + assert(fbuf->type == Raster::CAMERA || fbuf->type == Raster::CAMERATEXTURE); + + // Have to make sure depth buffer is attached to FB's fbo + bindFramebuffer(natfb->fbo); + if(zbuf){ + if(natfb->fboMate == zbuf){ + // all good + assert(natzb->fboMate == fbuf); + }else{ + if(natzb->fboMate){ + // have to detatch from fbo first! + Gl3Raster *oldfb = PLUGINOFFSET(Gl3Raster, natzb->fboMate, nativeRasterOffset); + if(oldfb->fbo){ + bindFramebuffer(oldfb->fbo); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); + bindFramebuffer(natfb->fbo); + } + oldfb->fboMate = nil; + } + natfb->fboMate = zbuf; + natzb->fboMate = fbuf; + if(natfb->fbo){ + if(gl3Caps.gles) + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, natzb->texid); + else + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, natzb->texid, 0); + } + } + }else{ + // remove z-buffer + if(natfb->fboMate && natfb->fbo) + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0); + natfb->fboMate = nil; + } +} + +static Rect +getFramebufferRect(Raster *frameBuffer) +{ + Rect r; + Raster *fb = frameBuffer->parent; + if(fb->type == Raster::CAMERA){ +#ifdef LIBRW_SDL2 + SDL_GetWindowSize(glGlobals.window, &r.w, &r.h); +#elif defined(LIBRW_SDL3) + SDL_GetWindowSize(glGlobals.window, &r.w, &r.h); +#elif defined(LIBRW_GLFW) + glfwGetFramebufferSize(glGlobals.window, &r.w, &r.h); +#else + missing implementation +#endif + }else{ + r.w = fb->width; + r.h = fb->height; + } + r.x = 0; + r.y = 0; + + // Got a subraster + if(frameBuffer != fb){ + r.x = frameBuffer->offsetX; + // GL y offset is from bottom + r.y = r.h - frameBuffer->height - frameBuffer->offsetY; + r.w = frameBuffer->width; + r.h = frameBuffer->height; + } + + return r; +} + +static void +setViewport(Raster *frameBuffer) +{ + Rect r = getFramebufferRect(frameBuffer); + if(r.w != glGlobals.presentWidth || r.h != glGlobals.presentHeight || + r.x != glGlobals.presentOffX || r.y != glGlobals.presentOffY){ + glViewport(r.x, r.y, r.w, r.h); + glGlobals.presentWidth = r.w; + glGlobals.presentHeight = r.h; + glGlobals.presentOffX = r.x; + glGlobals.presentOffY = r.y; + } +} + +static void +beginUpdate(Camera *cam) +{ + float view[16], proj[16]; + // View Matrix + Matrix inv; + Matrix::invert(&inv, cam->getFrame()->getLTM()); + // Since we're looking into positive Z, + // flip X to ge a left handed view space. + view[0] = -inv.right.x; + view[1] = inv.right.y; + view[2] = inv.right.z; + view[3] = 0.0f; + view[4] = -inv.up.x; + view[5] = inv.up.y; + view[6] = inv.up.z; + view[7] = 0.0f; + view[8] = -inv.at.x; + view[9] = inv.at.y; + view[10] = inv.at.z; + view[11] = 0.0f; + view[12] = -inv.pos.x; + view[13] = inv.pos.y; + view[14] = inv.pos.z; + view[15] = 1.0f; + memcpy(&cam->devView, &view, sizeof(RawMatrix)); + setViewMatrix(view); + + // Projection Matrix + float32 invwx = 1.0f/cam->viewWindow.x; + float32 invwy = 1.0f/cam->viewWindow.y; + float32 invz = 1.0f/(cam->farPlane-cam->nearPlane); + + proj[0] = invwx; + proj[1] = 0.0f; + proj[2] = 0.0f; + proj[3] = 0.0f; + + proj[4] = 0.0f; + proj[5] = invwy; + proj[6] = 0.0f; + proj[7] = 0.0f; + + proj[8] = cam->viewOffset.x*invwx; + proj[9] = cam->viewOffset.y*invwy; + proj[12] = -proj[8]; + proj[13] = -proj[9]; + if(cam->projection == Camera::PERSPECTIVE){ + proj[10] = (cam->farPlane+cam->nearPlane)*invz; + proj[11] = 1.0f; + + proj[14] = -2.0f*cam->nearPlane*cam->farPlane*invz; + proj[15] = 0.0f; + }else{ + proj[10] = 2.0f*invz; + proj[11] = 0.0f; + + proj[14] = -(cam->farPlane+cam->nearPlane)*invz; + proj[15] = 1.0f; + } + memcpy(&cam->devProj, &proj, sizeof(RawMatrix)); + setProjectionMatrix(proj); + + if(rwStateCache.fogStart != cam->fogPlane){ + rwStateCache.fogStart = cam->fogPlane; + uniformStateDirty[RWGL_FOGSTART] = true; + stateDirty = 1; + } + if(rwStateCache.fogEnd != cam->farPlane){ + rwStateCache.fogEnd = cam->farPlane; + uniformStateDirty[RWGL_FOGEND] = true; + stateDirty = 1; + } + + setFrameBuffer(cam); + + setViewport(cam->frameBuffer); +} + +static void +endUpdate(Camera *cam) +{ +} + +static void +clearCamera(Camera *cam, RGBA *col, uint32 mode) +{ + RGBAf colf; + GLbitfield mask; + + setFrameBuffer(cam); + + // make sure we're only clearing the part of the framebuffer + // that is subrastered + bool setScissor = cam->frameBuffer != cam->frameBuffer->parent; + if(setScissor){ + Rect r = getFramebufferRect(cam->frameBuffer); + glScissor(r.x, r.y, r.w, r.h); + glEnable(GL_SCISSOR_TEST); + } + + convColor(&colf, col); + glClearColor(colf.red, colf.green, colf.blue, colf.alpha); + mask = 0; + if(mode & Camera::CLEARIMAGE) + mask |= GL_COLOR_BUFFER_BIT; + if(mode & Camera::CLEARZ) + mask |= GL_DEPTH_BUFFER_BIT; + if(mode & Camera::CLEARSTENCIL) + mask |= GL_STENCIL_BUFFER_BIT; + glDepthMask(GL_TRUE); + glClear(mask); + glDepthMask(rwStateCache.zwrite); + + if(setScissor) + glDisable(GL_SCISSOR_TEST); +} + +static void +showRaster(Raster *raster, uint32 flags) +{ +// glViewport(raster->offsetX, raster->offsetY, +// raster->width, raster->height); + +#ifdef LIBRW_SDL2 + if(flags & Raster::FLIPWAITVSYNCH) + SDL_GL_SetSwapInterval(1); + else + SDL_GL_SetSwapInterval(0); + SDL_GL_SwapWindow(glGlobals.window); +#elif defined(LIBRW_SDL3) + if(flags & Raster::FLIPWAITVSYNCH) + SDL_GL_SetSwapInterval(1); + else + SDL_GL_SetSwapInterval(0); + SDL_GL_SwapWindow(glGlobals.window); +#elif defined(LIBRW_GLFW) + if(flags & Raster::FLIPWAITVSYNCH) + glfwSwapInterval(1); + else + glfwSwapInterval(0); + glfwSwapBuffers(glGlobals.window); +#else + not implemented +#endif +} + +static bool32 +rasterRenderFast(Raster *raster, int32 x, int32 y) +{ + Raster *src = raster; + Raster *dst = Raster::getCurrentContext(); + Gl3Raster *natdst = PLUGINOFFSET(Gl3Raster, dst, nativeRasterOffset); + Gl3Raster *natsrc = PLUGINOFFSET(Gl3Raster, src, nativeRasterOffset); + + switch(dst->type){ + case Raster::NORMAL: + case Raster::TEXTURE: + case Raster::CAMERATEXTURE: + switch(src->type){ + case Raster::CAMERA: + setActiveTexture(0); + glBindTexture(GL_TEXTURE_2D, natdst->texid); + glCopyTexSubImage2D(GL_TEXTURE_2D, 0, x, (dst->height-src->height)-y, + 0, 0, src->width, src->height); + glBindTexture(GL_TEXTURE_2D, boundTexture[0]); + return 1; + } + break; + } + return 0; +} + +#ifdef LIBRW_SDL2 + +static void +addVideoMode(int displayIndex, int modeIndex) +{ + int i; + SDL_DisplayMode mode; + + SDL_GetDisplayMode(displayIndex, modeIndex, &mode); + + for(i = 1; i < glGlobals.numModes; i++){ + if(glGlobals.modes[i].mode.w == mode.w && + glGlobals.modes[i].mode.h == mode.h && + glGlobals.modes[i].mode.format == mode.format){ + // had this mode already, remember highest refresh rate + if(mode.refresh_rate > glGlobals.modes[i].mode.refresh_rate) + glGlobals.modes[i].mode.refresh_rate = mode.refresh_rate; + return; + } + } + + // none found, add + glGlobals.modes[glGlobals.numModes].mode = mode; + glGlobals.modes[glGlobals.numModes].flags = VIDEOMODEEXCLUSIVE; + glGlobals.numModes++; +} + +static void +makeVideoModeList(int displayIndex) +{ + int i, num, depth; + + num = SDL_GetNumDisplayModes(displayIndex); + rwFree(glGlobals.modes); + glGlobals.modes = rwNewT(DisplayMode, num+1, ID_DRIVER | MEMDUR_EVENT); + + SDL_GetCurrentDisplayMode(displayIndex, &glGlobals.modes[0].mode); + glGlobals.modes[0].flags = 0; + glGlobals.numModes = 1; + + for(i = 0; i < num; i++) + addVideoMode(displayIndex, i); + + for(i = 0; i < glGlobals.numModes; i++){ + depth = SDL_BITSPERPIXEL(glGlobals.modes[i].mode.format); + // set depth to power of two + for(glGlobals.modes[i].depth = 1; glGlobals.modes[i].depth < depth; glGlobals.modes[i].depth <<= 1); + } +} + +static int +openSDL2(EngineOpenParams *openparams) +{ + glGlobals.winWidth = openparams->width; + glGlobals.winHeight = openparams->height; + glGlobals.winTitle = openparams->windowtitle; + glGlobals.pWindow = openparams->window; + + memset(&gl3Caps, 0, sizeof(gl3Caps)); + + /* Init SDL */ + if(SDL_InitSubSystem(SDL_INIT_VIDEO)){ + RWERROR((ERR_GENERAL, SDL_GetError())); + return 0; + } + + glGlobals.currentDisplay = 0; + glGlobals.numDisplays = SDL_GetNumVideoDisplays(); + + makeVideoModeList(glGlobals.currentDisplay); + + return 1; +} + +static int +closeSDL2(void) +{ + SDL_QuitSubSystem(SDL_INIT_VIDEO); + return 1; +} + +static struct { + int gl; + int major, minor; +} profiles[] = { + { SDL_GL_CONTEXT_PROFILE_CORE, 3, 3 }, + { SDL_GL_CONTEXT_PROFILE_CORE, 2, 1 }, + { SDL_GL_CONTEXT_PROFILE_ES, 3, 1 }, + { SDL_GL_CONTEXT_PROFILE_ES, 2, 0 }, + { 0, 0, 0 }, +}; + +static int +startSDL2(void) +{ + SDL_Window *win; + SDL_GLContext ctx; + DisplayMode *mode; + + mode = &glGlobals.modes[glGlobals.currentMode]; + + SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, glGlobals.numSamples); + + int i; + for(i = 0; profiles[i].gl; i++){ + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profiles[i].gl); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, profiles[i].major); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, profiles[i].minor); + + if(mode->flags & VIDEOMODEEXCLUSIVE) { + win = SDL_CreateWindow(glGlobals.winTitle, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, mode->mode.w, mode->mode.h, SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL | SDL_WINDOW_FULLSCREEN); + if (win) + SDL_SetWindowDisplayMode(win, &mode->mode); + } else { + win = SDL_CreateWindow(glGlobals.winTitle, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, glGlobals.winWidth, glGlobals.winHeight, SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL); + if (win) + SDL_SetWindowDisplayMode(win, NULL); + } + if(win){ + gl3Caps.gles = profiles[i].gl == SDL_GL_CONTEXT_PROFILE_ES; + gl3Caps.glversion = profiles[i].major*10 + profiles[i].minor; + break; + } + } + if(win == nil){ + RWERROR((ERR_GENERAL, SDL_GetError())); + return 0; + } + ctx = SDL_GL_CreateContext(win); + + if (!((gl3Caps.gles ? gladLoadGLES2Loader : gladLoadGLLoader) ((GLADloadproc) SDL_GL_GetProcAddress, gl3Caps.glversion)) ) { + RWERROR((ERR_GENERAL, "gladLoadGLLoader failed")); + SDL_GL_DeleteContext(ctx); + SDL_DestroyWindow(win); + return 0; + } + +// printf("OpenGL version: %s\n", glGetString(GL_VERSION)); + + glGlobals.window = win; + glGlobals.glcontext = ctx; + *glGlobals.pWindow = win; + glGlobals.presentWidth = 0; + glGlobals.presentHeight = 0; + glGlobals.presentOffX = 0; + glGlobals.presentOffY = 0; + return 1; +} + +static int +stopSDL2(void) +{ + SDL_GL_DeleteContext(glGlobals.glcontext); + SDL_DestroyWindow(glGlobals.window); + return 1; +} + +#elif defined(LIBRW_SDL3) + +static void +addVideoMode(const SDL_DisplayMode *mode) +{ + int i; + + for(i = 1; i < glGlobals.numModes; i++){ + if(glGlobals.modes[i].mode.w == mode->w && + glGlobals.modes[i].mode.h == mode->h && + glGlobals.modes[i].mode.format == mode->format){ + // had this mode already, remember highest refresh rate + if(mode->refresh_rate > glGlobals.modes[i].mode.refresh_rate) + glGlobals.modes[i].mode.refresh_rate = mode->refresh_rate; + return; + } + } + + // none found, add + glGlobals.modes[glGlobals.numModes].mode = *mode; + glGlobals.modes[glGlobals.numModes].flags = VIDEOMODEEXCLUSIVE; + glGlobals.numModes++; +} + +static void +makeVideoModeList(SDL_DisplayID displayIndex, SDL_DisplayID *displays) +{ + int i, num, depth; + const SDL_DisplayMode *currentMode; + SDL_DisplayMode **modes; + + currentMode = SDL_GetCurrentDisplayMode(displays[displayIndex]); + modes = SDL_GetFullscreenDisplayModes(displayIndex, &num); + + rwFree(glGlobals.modes); + glGlobals.modes = rwNewT(DisplayMode, num+(currentMode != NULL ? 1 : 0), ID_DRIVER | MEMDUR_EVENT); + + if (currentMode) { + glGlobals.modes[0].mode = *currentMode; + glGlobals.modes[0].flags = 0; + glGlobals.numModes = 1; + } + + for(i = 0; i < num; i++) + addVideoMode(modes[i]); + + for(i = 0; i < glGlobals.numModes; i++){ + depth = SDL_BITSPERPIXEL(glGlobals.modes[i].mode.format); + // set depth to power of two + for(glGlobals.modes[i].depth = 1; glGlobals.modes[i].depth < depth; glGlobals.modes[i].depth <<= 1); + } + SDL_free(modes); +} + +static int +openSDL3(EngineOpenParams *openparams) +{ + glGlobals.winWidth = openparams->width; + glGlobals.winHeight = openparams->height; + glGlobals.winTitle = openparams->windowtitle; + glGlobals.pWindow = openparams->window; + + memset(&gl3Caps, 0, sizeof(gl3Caps)); + + /* Init SDL */ + if (!SDL_InitSubSystem(SDL_INIT_VIDEO)){ + RWERROR((ERR_GENERAL, SDL_GetError())); + return 0; + } + + glGlobals.currentDisplay = 0; + SDL_DisplayID *displays = SDL_GetDisplays(&glGlobals.numDisplays); + + if (glGlobals.currentDisplay >= glGlobals.numDisplays) { + RWERROR((ERR_GENERAL, SDL_GetError())); + return 0; + } + + makeVideoModeList(glGlobals.currentDisplay, displays); + SDL_free(displays); + + return 1; +} + +static int +closeSDL3(void) +{ + SDL_QuitSubSystem(SDL_INIT_VIDEO); + return 1; +} + +static struct { + int gl; + int major, minor; +} profiles[] = { + { SDL_GL_CONTEXT_PROFILE_CORE, 3, 3 }, + { SDL_GL_CONTEXT_PROFILE_CORE, 2, 1 }, + { SDL_GL_CONTEXT_PROFILE_ES, 3, 1 }, + { SDL_GL_CONTEXT_PROFILE_ES, 2, 0 }, + { 0, 0, 0 }, +}; + +static int +startSDL3(void) +{ + SDL_Window *win; + SDL_GLContext ctx; + DisplayMode *mode; + + mode = &glGlobals.modes[glGlobals.currentMode]; + + SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, glGlobals.numSamples); + + int i; + for(i = 0; profiles[i].gl; i++){ + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profiles[i].gl); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, profiles[i].major); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, profiles[i].minor); + + if(mode->flags & VIDEOMODEEXCLUSIVE) { + win = SDL_CreateWindow(glGlobals.winTitle, mode->mode.w, mode->mode.h, SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL | SDL_WINDOW_FULLSCREEN); + if (win) + SDL_SetWindowFullscreenMode(win, &mode->mode); + } else { + win = SDL_CreateWindow(glGlobals.winTitle, glGlobals.winWidth, glGlobals.winHeight, SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL); + if (win) + SDL_SetWindowFullscreenMode(win, NULL); + } + if(win){ + gl3Caps.gles = profiles[i].gl == SDL_GL_CONTEXT_PROFILE_ES; + gl3Caps.glversion = profiles[i].major*10 + profiles[i].minor; + break; + } + } + if(win == nil){ + RWERROR((ERR_GENERAL, SDL_GetError())); + return 0; + } + ctx = SDL_GL_CreateContext(win); + + if (!((gl3Caps.gles ? gladLoadGLES2Loader : gladLoadGLLoader) ((GLADloadproc) SDL_GL_GetProcAddress, gl3Caps.glversion)) ) { + RWERROR((ERR_GENERAL, "gladLoadGLLoader failed")); + SDL_GL_DestroyContext(ctx); + SDL_DestroyWindow(win); + return 0; + } + +// printf("OpenGL version: %s\n", glGetString(GL_VERSION)); + + glGlobals.window = win; + glGlobals.glcontext = ctx; + *glGlobals.pWindow = win; + glGlobals.presentWidth = 0; + glGlobals.presentHeight = 0; + glGlobals.presentOffX = 0; + glGlobals.presentOffY = 0; + return 1; +} + +static int +stopSDL3(void) +{ + SDL_GL_DestroyContext(glGlobals.glcontext); + SDL_DestroyWindow(glGlobals.window); + return 1; +} +#elif defined(LIBRW_GLFW) + +static void +addVideoMode(const GLFWvidmode *mode) +{ + int i; + + for(i = 1; i < glGlobals.numModes; i++){ + if(glGlobals.modes[i].mode.width == mode->width && + glGlobals.modes[i].mode.height == mode->height && + glGlobals.modes[i].mode.redBits == mode->redBits && + glGlobals.modes[i].mode.greenBits == mode->greenBits && + glGlobals.modes[i].mode.blueBits == mode->blueBits){ + // had this mode already, remember highest refresh rate + if(mode->refreshRate > glGlobals.modes[i].mode.refreshRate) + glGlobals.modes[i].mode.refreshRate = mode->refreshRate; + return; + } + } + + // none found, add + glGlobals.modes[glGlobals.numModes].mode = *mode; + glGlobals.modes[glGlobals.numModes].flags = VIDEOMODEEXCLUSIVE; + glGlobals.numModes++; +} + +static void +makeVideoModeList(GLFWmonitor *monitor) +{ + int i, num; + const GLFWvidmode *modes; + + modes = glfwGetVideoModes(monitor, &num); + rwFree(glGlobals.modes); + glGlobals.modes = rwNewT(DisplayMode, num+1, ID_DRIVER | MEMDUR_EVENT); + + glGlobals.modes[0].mode = *glfwGetVideoMode(monitor); + glGlobals.modes[0].flags = 0; + glGlobals.numModes = 1; + + for(i = 0; i < num; i++) + addVideoMode(&modes[i]); + + for(i = 0; i < glGlobals.numModes; i++){ + num = glGlobals.modes[i].mode.redBits + + glGlobals.modes[i].mode.greenBits + + glGlobals.modes[i].mode.blueBits; + // set depth to power of two + for(glGlobals.modes[i].depth = 1; glGlobals.modes[i].depth < num; glGlobals.modes[i].depth <<= 1); + } +} + +static int +openGLFW(EngineOpenParams *openparams) +{ + glGlobals.winWidth = openparams->width; + glGlobals.winHeight = openparams->height; + glGlobals.winTitle = openparams->windowtitle; + glGlobals.pWindow = openparams->window; + + memset(&gl3Caps, 0, sizeof(gl3Caps)); + + /* Init GLFW */ + if(!glfwInit()){ + RWERROR((ERR_GENERAL, "glfwInit() failed")); + return 0; + } + + glGlobals.monitor = glfwGetMonitors(&glGlobals.numMonitors)[0]; + + makeVideoModeList(glGlobals.monitor); + + return 1; +} + +static int +closeGLFW(void) +{ + glfwTerminate(); + return 1; +} + +static void +glfwerr(int error, const char *desc) +{ + fprintf(stderr, "GLFW Error: %s\n", desc); +} + +static struct { + int gl; + int major, minor; +} profiles[] = { + { GLFW_OPENGL_API, 3, 3 }, + { GLFW_OPENGL_API, 2, 1 }, + { GLFW_OPENGL_ES_API, 3, 1 }, + { GLFW_OPENGL_ES_API, 2, 0 }, + { 0, 0, 0 }, +}; + +static int +startGLFW(void) +{ + GLFWwindow *win; + DisplayMode *mode; + + mode = &glGlobals.modes[glGlobals.currentMode]; + + glfwSetErrorCallback(glfwerr); + glfwWindowHint(GLFW_RED_BITS, mode->mode.redBits); + glfwWindowHint(GLFW_GREEN_BITS, mode->mode.greenBits); + glfwWindowHint(GLFW_BLUE_BITS, mode->mode.blueBits); + glfwWindowHint(GLFW_REFRESH_RATE, mode->mode.refreshRate); + + // GLX will round up to 2x or 4x if you ask for multisampling on with 1 sample + // So only apply the SAMPLES hint if we actually want multisampling + if (glGlobals.numSamples > 1) + glfwWindowHint(GLFW_SAMPLES, glGlobals.numSamples); + + int i; + for(i = 0; profiles[i].gl; i++){ + glfwWindowHint(GLFW_CLIENT_API, profiles[i].gl); + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, profiles[i].major); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, profiles[i].minor); + + if(mode->flags & VIDEOMODEEXCLUSIVE) + win = glfwCreateWindow(mode->mode.width, mode->mode.height, glGlobals.winTitle, glGlobals.monitor, nil); + else + win = glfwCreateWindow(glGlobals.winWidth, glGlobals.winHeight, glGlobals.winTitle, nil, nil); + if(win){ + gl3Caps.gles = profiles[i].gl == GLFW_OPENGL_ES_API; + gl3Caps.glversion = profiles[i].major*10 + profiles[i].minor; + break; + } + } + if(win == nil){ + RWERROR((ERR_GENERAL, "glfwCreateWindow() failed")); + return 0; + } + glfwMakeContextCurrent(win); + + /* Init GLAD */ + if (!((gl3Caps.gles ? gladLoadGLES2Loader : gladLoadGLLoader) ((GLADloadproc) glfwGetProcAddress, gl3Caps.glversion)) ) { + RWERROR((ERR_GENERAL, "gladLoadGLLoader failed")); + glfwDestroyWindow(win); + return 0; + } + +// printf("OpenGL version: %s\n", glGetString(GL_VERSION)); + + glGlobals.window = win; + *glGlobals.pWindow = win; + glGlobals.presentWidth = 0; + glGlobals.presentHeight = 0; + glGlobals.presentOffX = 0; + glGlobals.presentOffY = 0; + return 1; +} + +static int +stopGLFW(void) +{ + glfwDestroyWindow(glGlobals.window); + return 1; +} +#else +not implemented +#endif + +static int +initOpenGL(void) +{ +/* + // this only works from 3.0 onward, + // but luckily GLAD has already taken care of extensions for us + int numExt; + glGetIntegerv(GL_NUM_EXTENSIONS, &numExt); + for(int i = 0; i < numExt; i++){ + const char *ext = (const char*)glGetStringi(GL_EXTENSIONS, i); + if(ext == nil) + continue; // apparently that can happen... + if(strcmp(ext, "GL_EXT_texture_compression_s3tc") == 0) + gl3Caps.dxtSupported = true; + else if(strcmp(ext, "GL_KHR_texture_compression_astc_ldr") == 0) + gl3Caps.astcSupported = true; +// printf("%d %s\n", i, ext); + } +*/ + gl3Caps.dxtSupported = !!GLAD_GL_EXT_texture_compression_s3tc; + gl3Caps.astcSupported = !!GLAD_GL_KHR_texture_compression_astc_ldr; + + glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl3Caps.maxAnisotropy); + + if(gl3Caps.gles){ + if(gl3Caps.glversion >= 30) + shaderDecl = shaderDecl310es; + else + shaderDecl = shaderDecl100es; + }else{ + if(gl3Caps.glversion >= 30) + shaderDecl = shaderDecl330; + else + shaderDecl = shaderDecl120; + } + +#ifndef RW_GL_USE_UBOS + u_alphaRef = registerUniform("u_alphaRef", UNIFORM_VEC4); + u_fogData = registerUniform("u_fogData", UNIFORM_VEC4); + u_fogColor = registerUniform("u_fogColor", UNIFORM_VEC4); + u_proj = registerUniform("u_proj", UNIFORM_MAT4); + u_view = registerUniform("u_view", UNIFORM_MAT4); + u_world = registerUniform("u_world", UNIFORM_MAT4); + u_ambLight = registerUniform("u_ambLight", UNIFORM_VEC4); + u_lightParams = registerUniform("u_lightParams", UNIFORM_VEC4, MAX_LIGHTS); + u_lightPosition = registerUniform("u_lightPosition", UNIFORM_VEC4, MAX_LIGHTS); + u_lightDirection = registerUniform("u_lightDirection", UNIFORM_VEC4, MAX_LIGHTS); + u_lightColor = registerUniform("u_lightColor", UNIFORM_VEC4, MAX_LIGHTS); + lastShaderUploaded = nil; +#else + registerBlock("Scene"); + registerBlock("Object"); + registerBlock("State"); +#endif + u_matColor = registerUniform("u_matColor", UNIFORM_VEC4); + u_surfProps = registerUniform("u_surfProps", UNIFORM_VEC4); + + // for im2d + registerUniform("u_xform", UNIFORM_VEC4); + + glClearColor(0.25, 0.25, 0.25, 1.0); + + byte whitepixel[4] = {0xFF, 0xFF, 0xFF, 0xFF}; + glGenTextures(1, &whitetex); + glBindTexture(GL_TEXTURE_2D, whitetex); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, + 0, GL_RGBA, GL_UNSIGNED_BYTE, &whitepixel); + + resetRenderState(); + + glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy); + + if(gl3Caps.glversion >= 30){ + glGenVertexArrays(1, &vao); + glBindVertexArray(vao); + } + +#ifdef RW_GL_USE_UBOS + glGenBuffers(1, &ubo_state); + glBindBuffer(GL_UNIFORM_BUFFER, ubo_state); + glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("State"), ubo_state); + glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformState), &uniformState, + GL_STREAM_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + glGenBuffers(1, &ubo_scene); + glBindBuffer(GL_UNIFORM_BUFFER, ubo_scene); + glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("Scene"), ubo_scene); + glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformScene), &uniformScene, + GL_STREAM_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + glGenBuffers(1, &ubo_object); + glBindBuffer(GL_UNIFORM_BUFFER, ubo_object); + glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("Object"), ubo_object); + glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformObject), &uniformObject, + GL_STREAM_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); +#endif + +#include "shaders/default_vs_gl.inc" +#include "shaders/simple_fs_gl.inc" + const char *vs[] = { shaderDecl, header_vert_src, default_vert_src, nil }; + const char *vs_fullLight[] = { shaderDecl, "#define DIRECTIONALS\n#define POINTLIGHTS\n#define SPOTLIGHTS\n", header_vert_src, default_vert_src, nil }; + const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil }; + const char *fs_noAT[] = { shaderDecl, "#define NO_ALPHATEST\n", header_frag_src, simple_frag_src, nil }; + + defaultShader = Shader::create(vs, fs); + assert(defaultShader); + defaultShader_noAT = Shader::create(vs, fs_noAT); + assert(defaultShader_noAT); + + defaultShader_fullLight = Shader::create(vs_fullLight, fs); + assert(defaultShader_fullLight); + defaultShader_fullLight_noAT = Shader::create(vs_fullLight, fs_noAT); + assert(defaultShader_fullLight_noAT); + + openIm2D(); + openIm3D(); + + return 1; +} + +static int +termOpenGL(void) +{ + closeIm3D(); + closeIm2D(); + + defaultShader->destroy(); + defaultShader = nil; + defaultShader_noAT->destroy(); + defaultShader_noAT = nil; + defaultShader_fullLight->destroy(); + defaultShader_fullLight = nil; + defaultShader_fullLight_noAT->destroy(); + defaultShader_fullLight_noAT = nil; + + glDeleteTextures(1, &whitetex); + whitetex = 0; + + return 1; +} + +static int +finalizeOpenGL(void) +{ + return 1; +} + +#ifdef LIBRW_SDL2 +static int +deviceSystemSDL2(DeviceReq req, void *arg, int32 n) +{ + VideoMode *rwmode; + + switch(req){ + case DEVICEOPEN: + return openSDL2((EngineOpenParams*)arg); + case DEVICECLOSE: + return closeSDL2(); + + case DEVICEINIT: + return startSDL2() && initOpenGL(); + case DEVICETERM: + return termOpenGL() && stopSDL2(); + + case DEVICEFINALIZE: + return finalizeOpenGL(); + + + case DEVICEGETNUMSUBSYSTEMS: + return glGlobals.numDisplays; + + case DEVICEGETCURRENTSUBSYSTEM: + return glGlobals.currentDisplay; + + case DEVICESETSUBSYSTEM: + if (n >= SDL_GetNumVideoDisplays()) + return 0; + glGlobals.currentDisplay = n; + return 1; + + case DEVICEGETSUBSSYSTEMINFO: { + const char *display_name = SDL_GetDisplayName(n); + if (display_name == nil) + return 0; + strncpy(((SubSystemInfo*)arg)->name, display_name, sizeof(SubSystemInfo::name)); + return 1; + } + + + case DEVICEGETNUMVIDEOMODES: + return glGlobals.numModes; + + case DEVICEGETCURRENTVIDEOMODE: + return glGlobals.currentMode; + + case DEVICESETVIDEOMODE: + if(n >= glGlobals.numModes) + return 0; + glGlobals.currentMode = n; + return 1; + + case DEVICEGETVIDEOMODEINFO: + rwmode = (VideoMode*)arg; + rwmode->width = glGlobals.modes[n].mode.w; + rwmode->height = glGlobals.modes[n].mode.h; + rwmode->depth = glGlobals.modes[n].depth; + rwmode->flags = glGlobals.modes[n].flags; + return 1; + + case DEVICEGETMAXMULTISAMPLINGLEVELS: + { + GLint maxSamples; + glGetIntegerv(GL_MAX_SAMPLES, &maxSamples); + if(maxSamples == 0) + return 1; + return maxSamples; + } + case DEVICEGETMULTISAMPLINGLEVELS: + if(glGlobals.numSamples == 0) + return 1; + return glGlobals.numSamples; + case DEVICESETMULTISAMPLINGLEVELS: + glGlobals.numSamples = (uint32)n; + return 1; + default: + assert(0 && "not implemented"); + return 0; + } + return 1; +} + +#elif defined(LIBRW_SDL3) + +static int +deviceSystemSDL3(DeviceReq req, void *arg, int32 n) +{ + VideoMode *rwmode; + + switch(req){ + case DEVICEOPEN: + return openSDL3((EngineOpenParams*)arg); + case DEVICECLOSE: + return closeSDL3(); + + case DEVICEINIT: + return startSDL3() && initOpenGL(); + case DEVICETERM: + return termOpenGL() && stopSDL3(); + + case DEVICEFINALIZE: + return finalizeOpenGL(); + + + case DEVICEGETNUMSUBSYSTEMS: + return glGlobals.numDisplays; + + case DEVICEGETCURRENTSUBSYSTEM: + return glGlobals.currentDisplay; + + case DEVICESETSUBSYSTEM: + if (n >= glGlobals.numDisplays) + return 0; + glGlobals.currentDisplay = n; + return 1; + + case DEVICEGETSUBSSYSTEMINFO: { + const char *display_name = SDL_GetDisplayName(n); + if (display_name == nil) + return 0; + strncpy(((SubSystemInfo*)arg)->name, display_name, sizeof(SubSystemInfo::name)); + return 1; + } + + + case DEVICEGETNUMVIDEOMODES: + return glGlobals.numModes; + + case DEVICEGETCURRENTVIDEOMODE: + return glGlobals.currentMode; + + case DEVICESETVIDEOMODE: + if(n >= glGlobals.numModes) + return 0; + glGlobals.currentMode = n; + return 1; + + case DEVICEGETVIDEOMODEINFO: + if (n <= 0) + return 0; + rwmode = (VideoMode*)arg; + rwmode->width = glGlobals.modes[n].mode.w; + rwmode->height = glGlobals.modes[n].mode.h; + rwmode->depth = glGlobals.modes[n].depth; + rwmode->flags = glGlobals.modes[n].flags; + return 1; + + case DEVICEGETMAXMULTISAMPLINGLEVELS: + { + GLint maxSamples; + glGetIntegerv(GL_MAX_SAMPLES, &maxSamples); + if(maxSamples == 0) + return 1; + return maxSamples; + } + case DEVICEGETMULTISAMPLINGLEVELS: + if(glGlobals.numSamples == 0) + return 1; + return glGlobals.numSamples; + case DEVICESETMULTISAMPLINGLEVELS: + glGlobals.numSamples = (uint32)n; + return 1; + default: + assert(0 && "not implemented"); + return 0; + } + return 1; +} + +#elif defined(LIBRW_GLFW) + +static int +deviceSystemGLFW(DeviceReq req, void *arg, int32 n) +{ + GLFWmonitor **monitors; + VideoMode *rwmode; + + switch(req){ + case DEVICEOPEN: + return openGLFW((EngineOpenParams*)arg); + case DEVICECLOSE: + return closeGLFW(); + + case DEVICEINIT: + return startGLFW() && initOpenGL(); + case DEVICETERM: + return termOpenGL() && stopGLFW(); + + case DEVICEFINALIZE: + return finalizeOpenGL(); + + + case DEVICEGETNUMSUBSYSTEMS: + return glGlobals.numMonitors; + + case DEVICEGETCURRENTSUBSYSTEM: + return glGlobals.currentMonitor; + + case DEVICESETSUBSYSTEM: + monitors = glfwGetMonitors(&glGlobals.numMonitors); + if(n >= glGlobals.numMonitors) + return 0; + glGlobals.currentMonitor = n; + glGlobals.monitor = monitors[glGlobals.currentMonitor]; + return 1; + + case DEVICEGETSUBSSYSTEMINFO: + monitors = glfwGetMonitors(&glGlobals.numMonitors); + if(n >= glGlobals.numMonitors) + return 0; + strncpy(((SubSystemInfo*)arg)->name, glfwGetMonitorName(monitors[n]), sizeof(SubSystemInfo::name)); + return 1; + + + case DEVICEGETNUMVIDEOMODES: + return glGlobals.numModes; + + case DEVICEGETCURRENTVIDEOMODE: + return glGlobals.currentMode; + + case DEVICESETVIDEOMODE: + if(n >= glGlobals.numModes) + return 0; + glGlobals.currentMode = n; + return 1; + + case DEVICEGETVIDEOMODEINFO: + rwmode = (VideoMode*)arg; + rwmode->width = glGlobals.modes[n].mode.width; + rwmode->height = glGlobals.modes[n].mode.height; + rwmode->depth = glGlobals.modes[n].depth; + rwmode->flags = glGlobals.modes[n].flags; + return 1; + + case DEVICEGETMAXMULTISAMPLINGLEVELS: + { + GLint maxSamples; + glGetIntegerv(GL_MAX_SAMPLES, &maxSamples); + if(maxSamples == 0) + return 1; + return maxSamples; + } + case DEVICEGETMULTISAMPLINGLEVELS: + if(glGlobals.numSamples == 0) + return 1; + return glGlobals.numSamples; + case DEVICESETMULTISAMPLINGLEVELS: + glGlobals.numSamples = (uint32)n; + return 1; + default: + assert(0 && "not implemented"); + return 0; + } + return 1; +} + +#else + +not implemented + +#endif + +Device renderdevice = { + -1.0f, 1.0f, + gl3::beginUpdate, + gl3::endUpdate, + gl3::clearCamera, + gl3::showRaster, + gl3::rasterRenderFast, + gl3::setRenderState, + gl3::getRenderState, + gl3::im2DRenderLine, + gl3::im2DRenderTriangle, + gl3::im2DRenderPrimitive, + gl3::im2DRenderIndexedPrimitive, + gl3::im3DTransform, + gl3::im3DRenderPrimitive, + gl3::im3DRenderIndexedPrimitive, + gl3::im3DEnd, +#ifdef LIBRW_SDL2 + gl3::deviceSystemSDL2 +#elif defined(LIBRW_SDL3) + gl3::deviceSystemSDL3 +#elif defined(LIBRW_GLFW) + gl3::deviceSystemGLFW +#else + not implemented +#endif +}; + +} +} + +#else +// urgh, probably should get rid of that eventually +#include "rwgl3.h" +namespace rw { +namespace gl3 { +Gl3Caps gl3Caps; +bool32 needToReadBackTextures; +} +} +#endif |
