diff options
Diffstat (limited to 'src/gl/rwgl3.h')
| -rw-r--r-- | src/gl/rwgl3.h | 307 |
1 files changed, 307 insertions, 0 deletions
diff --git a/src/gl/rwgl3.h b/src/gl/rwgl3.h new file mode 100644 index 0000000..f7d963d --- /dev/null +++ b/src/gl/rwgl3.h @@ -0,0 +1,307 @@ +#ifdef RW_GL3 +#include "glad/glad.h" +#ifdef LIBRW_SDL2 +#include <SDL.h> +#elif defined(LIBRW_SDL3) +#include <SDL3/SDL.h> +#elif defined(LIBRW_GLFW) +#include <GLFW/glfw3.h> +#else +not implemented +#endif +#endif + +namespace rw { + +#ifdef RW_GL3 +struct EngineOpenParams +{ +#ifdef LIBRW_SDL2 + SDL_Window **window; + bool32 fullscreen; +#elif defined(LIBRW_SDL3) + SDL_Window **window; + bool32 fullscreen; +#elif defined(LIBRW_GLFW) + GLFWwindow **window; +#else + not implemented +#endif + int width, height; + const char *windowtitle; +}; +#endif + +namespace gl3 { + +void registerPlatformPlugins(void); + +extern Device renderdevice; + +// arguments to glVertexAttribPointer basically +struct AttribDesc +{ + uint32 index; + int32 type; + bool32 normalized; + int32 size; + uint32 stride; + uint32 offset; +}; + +enum AttribIndices +{ + ATTRIB_POS = 0, + ATTRIB_NORMAL, + ATTRIB_COLOR, + ATTRIB_WEIGHTS, + ATTRIB_INDICES, + ATTRIB_TEXCOORDS0, + ATTRIB_TEXCOORDS1, + ATTRIB_TEXCOORDS2, + ATTRIB_TEXCOORDS3, + ATTRIB_TEXCOORDS4, + ATTRIB_TEXCOORDS5, + ATTRIB_TEXCOORDS6, + ATTRIB_TEXCOORDS7, +}; + +// default uniform indices +extern int32 u_matColor; +extern int32 u_surfProps; + +struct InstanceData +{ + uint32 numIndex; + uint32 minVert; // not used for rendering + int32 numVertices; // + Material *material; + bool32 vertexAlpha; + uint32 program; + uint32 offset; +}; + +struct InstanceDataHeader : rw::InstanceDataHeader +{ + uint32 serialNumber; + uint32 numMeshes; + uint16 *indexBuffer; + uint32 primType; + uint8 *vertexBuffer; + int32 numAttribs; + AttribDesc *attribDesc; + uint32 totalNumIndex; + uint32 totalNumVertex; + + uint32 ibo; + uint32 vbo; // or 2? +#ifdef RW_GL_USE_VAOS + uint32 vao; +#endif + + InstanceData *inst; +}; + +#ifdef RW_GL3 + +struct Shader; + +extern Shader *defaultShader, *defaultShader_noAT; +extern Shader *defaultShader_fullLight, *defaultShader_fullLight_noAT; + +struct Im3DVertex +{ + V3d position; + V3d normal; // librw extension + uint8 r, g, b, a; + float32 u, v; + + void setX(float32 x) { this->position.x = x; } + void setY(float32 y) { this->position.y = y; } + void setZ(float32 z) { this->position.z = z; } + void setNormalX(float32 x) { this->normal.x = x; } + void setNormalY(float32 y) { this->normal.y = y; } + void setNormalZ(float32 z) { this->normal.z = z; } + void setColor(uint8 r, uint8 g, uint8 b, uint8 a) { + this->r = r; this->g = g; this->b = b; this->a = a; } + void setU(float32 u) { this->u = u; } + void setV(float32 v) { this->v = v; } + + float getX(void) { return this->position.x; } + float getY(void) { return this->position.y; } + float getZ(void) { return this->position.z; } + float getNormalX(void) { return this->normal.x; } + float getNormalY(void) { return this->normal.y; } + float getNormalZ(void) { return this->normal.z; } + RGBA getColor(void) { return makeRGBA(this->r, this->g, this->b, this->a); } + float getU(void) { return this->u; } + float getV(void) { return this->v; } +}; +extern RGBA im3dMaterialColor; +extern SurfaceProperties im3dSurfaceProps; + +struct Im2DVertex +{ + float32 x, y, z, w; + uint8 r, g, b, a; + float32 u, v; + + void setScreenX(float32 x) { this->x = x; } + void setScreenY(float32 y) { this->y = y; } + void setScreenZ(float32 z) { this->z = z; } + // This is a bit unefficient but we have to counteract GL's divide, so multiply + void setCameraZ(float32 z) { this->w = z; } + void setRecipCameraZ(float32 recipz) { this->w = 1.0f/recipz; } + void setColor(uint8 r, uint8 g, uint8 b, uint8 a) { + this->r = r; this->g = g; this->b = b; this->a = a; } + void setU(float32 u, float recipz) { this->u = u; } + void setV(float32 v, float recipz) { this->v = v; } + + float getScreenX(void) { return this->x; } + float getScreenY(void) { return this->y; } + float getScreenZ(void) { return this->z; } + float getCameraZ(void) { return this->w; } + float getRecipCameraZ(void) { return 1.0f/this->w; } + RGBA getColor(void) { return makeRGBA(this->r, this->g, this->b, this->a); } + float getU(void) { return this->u; } + float getV(void) { return this->v; } +}; + +void setAttribPointers(AttribDesc *attribDescs, int32 numAttribs); +void disableAttribPointers(AttribDesc *attribDescs, int32 numAttribs); +void setupVertexInput(InstanceDataHeader *header); +void teardownVertexInput(InstanceDataHeader *header); + +// Render state + +// Vertex shader bits +enum +{ + // These should be low so they could be used as indices + VSLIGHT_DIRECT = 1, + VSLIGHT_POINT = 2, + VSLIGHT_SPOT = 4, + VSLIGHT_MASK = 7, // all the above + // less critical + VSLIGHT_AMBIENT = 8, +}; + +extern const char *shaderDecl; // #version stuff +extern const char *header_vert_src; +extern const char *header_frag_src; + +extern Shader *im2dOverrideShader; + +// per Scene +void setProjectionMatrix(float32*); +void setViewMatrix(float32*); + +// per Object +void setWorldMatrix(Matrix*); +int32 setLights(WorldLights *lightData); + +// per Mesh +void setTexture(int32 n, Texture *tex); +void setMaterial(const RGBA &color, const SurfaceProperties &surfaceprops, float extraSurfProp = 0.0f); +inline void setMaterial(uint32 flags, const RGBA &color, const SurfaceProperties &surfaceprops, float extraSurfProp = 0.0f) +{ + static RGBA white = { 255, 255, 255, 255 }; + if(flags & Geometry::MODULATE) + setMaterial(color, surfaceprops, extraSurfProp); + else + setMaterial(white, surfaceprops, extraSurfProp); +} + +void setAlphaBlend(bool32 enable); +bool32 getAlphaBlend(void); + +bool32 getAlphaTest(void); + +void bindFramebuffer(uint32 fbo); +uint32 bindTexture(uint32 texid); + +void flushCache(void); + +#endif + +class ObjPipeline : public rw::ObjPipeline +{ +public: + void init(void); + static ObjPipeline *create(void); + + void (*instanceCB)(Geometry *geo, InstanceDataHeader *header, bool32 reinstance); + void (*uninstanceCB)(Geometry *geo, InstanceDataHeader *header); + void (*renderCB)(Atomic *atomic, InstanceDataHeader *header); +}; + +void defaultInstanceCB(Geometry *geo, InstanceDataHeader *header, bool32 reinstance); +void defaultUninstanceCB(Geometry *geo, InstanceDataHeader *header); +void defaultRenderCB(Atomic *atomic, InstanceDataHeader *header); +int32 lightingCB(Atomic *atomic); +int32 lightingCB(void); + +void drawInst_simple(InstanceDataHeader *header, InstanceData *inst); +// Emulate PS2 GS alpha test FB_ONLY case: failed alpha writes to frame- but not to depth buffer +void drawInst_GSemu(InstanceDataHeader *header, InstanceData *inst); +// This one switches between the above two depending on render state; +void drawInst(InstanceDataHeader *header, InstanceData *inst); + + +void *destroyNativeData(void *object, int32, int32); + +ObjPipeline *makeDefaultPipeline(void); + +// Native Texture and Raster + +struct Gl3Raster +{ + // arguments to glTexImage2D + int32 internalFormat; + int32 type; + int32 format; + int32 bpp; // bytes per pixel + // texture object + uint32 texid; + + bool isCompressed; + bool hasAlpha; + bool autogenMipmap; + int8 numLevels; + // cached filtermode and addressing + uint8 filterMode; + uint8 addressU; + uint8 addressV; + int32 maxAnisotropy; + + uint32 fbo; // used for camera texture only! + Raster *fboMate; // color or zbuffer raster mate of this one + RasterLevels *backingStore; // if we can't read back GPU memory but have to +}; + +struct Gl3Caps +{ + int gles; + int glversion; + bool dxtSupported; + bool astcSupported; // not used yet + float maxAnisotropy; +}; +extern Gl3Caps gl3Caps; +// GLES can't read back textures very nicely. +// In most cases that's not an issue, but when it is, +// this has to be set before the texture is filled: +extern bool32 needToReadBackTextures; + +void allocateDXT(Raster *raster, int32 dxt, int32 numLevels, bool32 hasAlpha); + +Texture *readNativeTexture(Stream *stream); +void writeNativeTexture(Texture *tex, Stream *stream); +uint32 getSizeNativeTexture(Texture *tex); + +extern int32 nativeRasterOffset; +void registerNativeRaster(void); +#define GETGL3RASTEREXT(raster) PLUGINOFFSET(Gl3Raster, raster, rw::gl3::nativeRasterOffset) + +} +} |
