From 847962910f0bff071f3bf07c9abb87764fb6cac3 Mon Sep 17 00:00:00 2001 From: claude-bot Date: Mon, 13 Jul 2026 12:40:03 +0000 Subject: Import aap/librw @ master Snapshot for re3/reVC vendoring, per @lzcnt. Source: https://github.com/aap/librw (master). --- src/gl/gl3immed.cpp | 317 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 317 insertions(+) create mode 100644 src/gl/gl3immed.cpp (limited to 'src/gl/gl3immed.cpp') diff --git a/src/gl/gl3immed.cpp b/src/gl/gl3immed.cpp new file mode 100644 index 0000000..b66b7e5 --- /dev/null +++ b/src/gl/gl3immed.cpp @@ -0,0 +1,317 @@ +#include +#include +#include +#include + +#include "../rwbase.h" +#include "../rwerror.h" +#include "../rwplg.h" +#include "../rwrender.h" +#include "../rwpipeline.h" +#include "../rwobjects.h" +#include "../rwengine.h" +#ifdef RW_OPENGL +#include "rwgl3.h" +#include "rwgl3impl.h" +#include "rwgl3shader.h" + +namespace rw { +namespace gl3 { + +uint32 im2DVbo, im2DIbo; +#ifdef RW_GL_USE_VAOS +uint32 im2DVao; +#endif + +Shader *im2dOverrideShader; + +static int32 u_xform; + +#define STARTINDICES 10000 +#define STARTVERTICES 10000 + +static Shader *im2dShader; +static AttribDesc im2dattribDesc[3] = { + { ATTRIB_POS, GL_FLOAT, GL_FALSE, 4, + sizeof(Im2DVertex), 0 }, + { ATTRIB_COLOR, GL_UNSIGNED_BYTE, GL_TRUE, 4, + sizeof(Im2DVertex), offsetof(Im2DVertex, r) }, + { ATTRIB_TEXCOORDS0, GL_FLOAT, GL_FALSE, 2, + sizeof(Im2DVertex), offsetof(Im2DVertex, u) }, +}; + +static int primTypeMap[] = { + GL_POINTS, // invalid + GL_LINES, + GL_LINE_STRIP, + GL_TRIANGLES, + GL_TRIANGLE_STRIP, + GL_TRIANGLE_FAN, + GL_POINTS +}; + +void +openIm2D(void) +{ + // must already be registered by device. we just need the value + u_xform = registerUniform("u_xform", UNIFORM_VEC4); + +#include "shaders/im2d_gl.inc" +#include "shaders/simple_fs_gl.inc" + const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil }; + const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil }; + im2dShader = Shader::create(vs, fs); + assert(im2dShader); + + glGenBuffers(1, &im2DIbo); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im2DIbo); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, STARTINDICES*2, nil, GL_STREAM_DRAW); + + glGenBuffers(1, &im2DVbo); + glBindBuffer(GL_ARRAY_BUFFER, im2DVbo); + glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im2DVertex), nil, GL_STREAM_DRAW); + +#ifdef RW_GL_USE_VAOS + glGenVertexArrays(1, &im2DVao); + glBindVertexArray(im2DVao); + setAttribPointers(im2dattribDesc, 3); +#endif +} + +void +closeIm2D(void) +{ + glDeleteBuffers(1, &im2DIbo); + glDeleteBuffers(1, &im2DVbo); +#ifdef RW_GL_USE_VAOS + glDeleteVertexArrays(1, &im2DVao); +#endif + im2dShader->destroy(); + im2dShader = nil; +} + +static Im2DVertex tmpprimbuf[3]; + +void +im2DRenderLine(void *vertices, int32 numVertices, int32 vert1, int32 vert2) +{ + Im2DVertex *verts = (Im2DVertex*)vertices; + tmpprimbuf[0] = verts[vert1]; + tmpprimbuf[1] = verts[vert2]; + im2DRenderPrimitive(PRIMTYPELINELIST, tmpprimbuf, 2); +} + +void +im2DRenderTriangle(void *vertices, int32 numVertices, int32 vert1, int32 vert2, int32 vert3) +{ + Im2DVertex *verts = (Im2DVertex*)vertices; + tmpprimbuf[0] = verts[vert1]; + tmpprimbuf[1] = verts[vert2]; + tmpprimbuf[2] = verts[vert3]; + im2DRenderPrimitive(PRIMTYPETRILIST, tmpprimbuf, 3); +} + +void +im2DSetXform(void) +{ + GLfloat xform[4]; + Camera *cam; + cam = (Camera*)engine->currentCamera; + xform[0] = 2.0f/cam->frameBuffer->width; + xform[1] = -2.0f/cam->frameBuffer->height; + xform[2] = -1.0f; + xform[3] = 1.0f; + setUniform(u_xform, xform); +// glUniform4fv(currentShader->uniformLocations[u_xform], 1, xform); +} + +void +im2DRenderPrimitive(PrimitiveType primType, void *vertices, int32 numVertices) +{ +#ifdef RW_GL_USE_VAOS + glBindVertexArray(im2DVao); +#endif + + glBindBuffer(GL_ARRAY_BUFFER, im2DVbo); + glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im2DVertex), nil, GL_STREAM_DRAW); + glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices*sizeof(Im2DVertex), vertices); + + if(im2dOverrideShader) + im2dOverrideShader->use(); + else + im2dShader->use(); +#ifndef RW_GL_USE_VAOS + setAttribPointers(im2dattribDesc, 3); +#endif + + im2DSetXform(); + + flushCache(); + glDrawArrays(primTypeMap[primType], 0, numVertices); +#ifndef RW_GL_USE_VAOS + disableAttribPointers(im2dattribDesc, 3); +#endif +} + +void +im2DRenderIndexedPrimitive(PrimitiveType primType, + void *vertices, int32 numVertices, + void *indices, int32 numIndices) +{ +#ifdef RW_GL_USE_VAOS + glBindVertexArray(im2DVao); +#endif + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im2DIbo); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, STARTINDICES*2, nil, GL_STREAM_DRAW); + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, numIndices*2, indices); + + glBindBuffer(GL_ARRAY_BUFFER, im2DVbo); + glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im2DVertex), nil, GL_STREAM_DRAW); + glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices*sizeof(Im2DVertex), vertices); + + if(im2dOverrideShader) + im2dOverrideShader->use(); + else + im2dShader->use(); +#ifndef RW_GL_USE_VAOS + setAttribPointers(im2dattribDesc, 3); +#endif + + im2DSetXform(); + + flushCache(); + glDrawElements(primTypeMap[primType], numIndices, + GL_UNSIGNED_SHORT, nil); +#ifndef RW_GL_USE_VAOS + disableAttribPointers(im2dattribDesc, 3); +#endif +} + + +// Im3D + + +static Shader *im3dShader; +static AttribDesc im3dattribDesc[4] = { + { ATTRIB_POS, GL_FLOAT, GL_FALSE, 3, + sizeof(Im3DVertex), 0 }, + { ATTRIB_NORMAL, GL_FLOAT, GL_FALSE, 3, + sizeof(Im3DVertex), offsetof(Im3DVertex, normal) }, + { ATTRIB_COLOR, GL_UNSIGNED_BYTE, GL_TRUE, 4, + sizeof(Im3DVertex), offsetof(Im3DVertex, r) }, + { ATTRIB_TEXCOORDS0, GL_FLOAT, GL_FALSE, 2, + sizeof(Im3DVertex), offsetof(Im3DVertex, u) }, +}; +static uint32 im3DVbo, im3DIbo; +#ifdef RW_GL_USE_VAOS +static uint32 im3DVao; +#endif +static int32 num3DVertices; // not actually needed here + +void +openIm3D(void) +{ +#include "shaders/im3d_gl.inc" +#include "shaders/simple_fs_gl.inc" + const char *vs[] = { shaderDecl, header_vert_src, im3d_vert_src, nil }; + const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil }; + im3dShader = Shader::create(vs, fs); + assert(im3dShader); + + glGenBuffers(1, &im3DIbo); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im3DIbo); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, STARTINDICES*2, nil, GL_STREAM_DRAW); + + glGenBuffers(1, &im3DVbo); + glBindBuffer(GL_ARRAY_BUFFER, im3DVbo); + glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im3DVertex), nil, GL_STREAM_DRAW); + +#ifdef RW_GL_USE_VAOS + glGenVertexArrays(1, &im3DVao); + glBindVertexArray(im3DVao); + setAttribPointers(im3dattribDesc, 4); +#endif +} + +void +closeIm3D(void) +{ + glDeleteBuffers(1, &im3DIbo); + glDeleteBuffers(1, &im3DVbo); +#ifdef RW_GL_USE_VAOS + glDeleteVertexArrays(1, &im3DVao); +#endif + im3dShader->destroy(); + im3dShader = nil; +} + +// settable by user - TOOD: make this less shit +RGBA im3dMaterialColor = { 255, 255, 255, 255 }; +SurfaceProperties im3dSurfaceProps = { 1.0f, 1.0f, 1.0f }; + +void +im3DTransform(void *vertices, int32 numVertices, Matrix *world, uint32 flags) +{ + if(world == nil){ + static Matrix ident; + ident.setIdentity(); + world = &ident; + } + setWorldMatrix(world); + if(flags & im3d::LIGHTING){ + setMaterial(im3dMaterialColor, im3dSurfaceProps); + int32 vsBits = lightingCB(); + defaultShader_fullLight->use(); + }else + im3dShader->use(); + + if((flags & im3d::VERTEXUV) == 0) + SetRenderStatePtr(TEXTURERASTER, nil); + +#ifdef RW_GL_USE_VAOS + glBindVertexArray(im2DVao); +#endif + + glBindBuffer(GL_ARRAY_BUFFER, im3DVbo); + glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im3DVertex), nil, GL_STREAM_DRAW); + glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices*sizeof(Im3DVertex), vertices); +#ifndef RW_GL_USE_VAOS + setAttribPointers(im3dattribDesc, 4); +#endif + num3DVertices = numVertices; +} + +void +im3DRenderPrimitive(PrimitiveType primType) +{ + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im3DIbo); + + flushCache(); + glDrawArrays(primTypeMap[primType], 0, num3DVertices); +} + +void +im3DRenderIndexedPrimitive(PrimitiveType primType, void *indices, int32 numIndices) +{ + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im3DIbo); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, STARTINDICES*2, nil, GL_STREAM_DRAW); + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, numIndices*2, indices); + + flushCache(); + glDrawElements(primTypeMap[primType], numIndices, + GL_UNSIGNED_SHORT, nil); +} + +void +im3DEnd(void) +{ +#ifndef RW_GL_USE_VAOS + disableAttribPointers(im3dattribDesc, 4); +#endif +} + +} +} + +#endif -- cgit v1.2.3