2014-05-24 02:56:28 +02:00

886 lines
36 KiB
C++

#include "graphics/glwrap.hpp"
#include "irr_driver.hpp"
#include <fstream>
#include <string>
#include "config/user_config.hpp"
#include "utils/profiler.hpp"
#ifdef _IRR_WINDOWS_API_
#define IRR_OGL_LOAD_EXTENSION(X) wglGetProcAddress(reinterpret_cast<const char*>(X))
PFNGLGENTRANSFORMFEEDBACKSPROC glGenTransformFeedbacks;
PFNGLBINDTRANSFORMFEEDBACKPROC glBindTransformFeedback;
PFNGLDRAWTRANSFORMFEEDBACKPROC glDrawTransformFeedback;
PFNGLBEGINTRANSFORMFEEDBACKPROC glBeginTransformFeedback;
PFNGLENDTRANSFORMFEEDBACKPROC glEndTransformFeedback;
PFNGLTRANSFORMFEEDBACKVARYINGSPROC glTransformFeedbackVaryings;
PFNGLBINDBUFFERBASEPROC glBindBufferBase;
PFNGLGENBUFFERSPROC glGenBuffers;
PFNGLBINDBUFFERPROC glBindBuffer;
PFNGLBUFFERDATAPROC glBufferData;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
PFNGLCREATESHADERPROC glCreateShader;
PFNGLCOMPILESHADERPROC glCompileShader;
PFNGLSHADERSOURCEPROC glShaderSource;
PFNGLCREATEPROGRAMPROC glCreateProgram;
PFNGLATTACHSHADERPROC glAttachShader;
PFNGLLINKPROGRAMPROC glLinkProgram;
PFNGLUSEPROGRAMPROC glUseProgram;
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
PFNGLUNIFORM1FPROC glUniform1f;
PFNGLUNIFORM3FPROC glUniform3f;
PFNGLDELETESHADERPROC glDeleteShader;
PFNGLGETSHADERIVPROC glGetShaderiv;
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
PFNGLACTIVETEXTUREPROC glActiveTexture;
PFNGLUNIFORM2FPROC glUniform2f;
PFNGLUNIFORM1IPROC glUniform1i;
PFNGLUNIFORM3IPROC glUniform3i;
PFNGLUNIFORM4IPROC glUniform4i;
PFNGLUNIFORM1FVPROC glUniform1fv;
PFNGLUNIFORM4FVPROC glUniform4fv;
PFNGLGETPROGRAMIVPROC glGetProgramiv;
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;
PFNGLBLENDEQUATIONPROC glBlendEquation;
PFNGLVERTEXATTRIBDIVISORPROC glVertexAttribDivisor;
PFNGLDRAWARRAYSINSTANCEDPROC glDrawArraysInstanced;
PFNGLDRAWELEMENTSINSTANCEDPROC glDrawElementsInstanced;
PFNGLDELETEBUFFERSPROC glDeleteBuffers;
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
PFNGLTEXBUFFERPROC glTexBuffer;
PFNGLBUFFERSUBDATAPROC glBufferSubData;
PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer;
PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARB;
PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
PFNGLFRAMEBUFFERTEXTUREPROC glFramebufferTexture;
PFNGLTEXIMAGE3DPROC glTexImage3D;
PFNGLGENERATEMIPMAPPROC glGenerateMipmap;
PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
PFNGLTEXIMAGE2DMULTISAMPLEPROC glTexImage2DMultisample;
PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
PFNGLGETUNIFORMBLOCKINDEXPROC glGetUniformBlockIndex;
PFNGLUNIFORMBLOCKBINDINGPROC glUniformBlockBinding;
PFNGLBLENDCOLORPROC glBlendColor;
PFNGLCOMPRESSEDTEXIMAGE2DPROC glCompressedTexImage2D;
PFNGLGETCOMPRESSEDTEXIMAGEPROC glGetCompressedTexImage;
#endif
static bool is_gl_init = false;
#ifdef DEBUG
#ifdef WIN32
#define ARB_DEBUG_OUTPUT
#endif
#endif
#ifdef ARB_DEBUG_OUTPUT
static void
#ifdef WIN32
CALLBACK
#endif
debugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
const GLchar* msg, const void *userparam)
{
switch(source)
{
case GL_DEBUG_SOURCE_API_ARB:
Log::warn("GLWrap", "OpenGL debug callback - API");
break;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB:
Log::warn("GLWrap", "OpenGL debug callback - WINDOW_SYSTEM");
break;
case GL_DEBUG_SOURCE_SHADER_COMPILER_ARB:
Log::warn("GLWrap", "OpenGL debug callback - SHADER_COMPILER");
break;
case GL_DEBUG_SOURCE_THIRD_PARTY_ARB:
Log::warn("GLWrap", "OpenGL debug callback - THIRD_PARTY");
break;
case GL_DEBUG_SOURCE_APPLICATION_ARB:
Log::warn("GLWrap", "OpenGL debug callback - APPLICATION");
break;
case GL_DEBUG_SOURCE_OTHER_ARB:
Log::warn("GLWrap", "OpenGL debug callback - OTHER");
break;
}
switch(type)
{
case GL_DEBUG_TYPE_ERROR_ARB:
Log::warn("GLWrap", " Error type : ERROR");
break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB:
Log::warn("GLWrap", " Error type : DEPRECATED_BEHAVIOR");
break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB:
Log::warn("GLWrap", " Error type : UNDEFINED_BEHAVIOR");
break;
case GL_DEBUG_TYPE_PORTABILITY_ARB:
Log::warn("GLWrap", " Error type : PORTABILITY");
break;
case GL_DEBUG_TYPE_PERFORMANCE_ARB:
Log::warn("GLWrap", " Error type : PERFORMANCE");
break;
case GL_DEBUG_TYPE_OTHER_ARB:
Log::warn("GLWrap", " Error type : OTHER");
break;
}
switch(severity)
{
case GL_DEBUG_SEVERITY_HIGH_ARB:
Log::warn("GLWrap", " Severity : HIGH");
break;
case GL_DEBUG_SEVERITY_MEDIUM_ARB:
Log::warn("GLWrap", " Severity : MEDIUM");
break;
case GL_DEBUG_SEVERITY_LOW_ARB:
Log::warn("GLWrap", " Severity : LOW");
break;
}
if (msg)
Log::warn("GLWrap", " Message : %s", msg);
}
#endif
void initGL()
{
if (is_gl_init)
return;
is_gl_init = true;
#ifdef _IRR_WINDOWS_API_
glGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC)IRR_OGL_LOAD_EXTENSION("glGenTransformFeedbacks");
glBindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC)IRR_OGL_LOAD_EXTENSION("glBindTransformFeedback");
glDrawTransformFeedback = (PFNGLDRAWTRANSFORMFEEDBACKPROC)IRR_OGL_LOAD_EXTENSION("glDrawTransformFeedback");
glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)IRR_OGL_LOAD_EXTENSION("glBeginTransformFeedback");
glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)IRR_OGL_LOAD_EXTENSION("glEndTransformFeedback");
glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)IRR_OGL_LOAD_EXTENSION("glBindBufferBase");
glGenBuffers = (PFNGLGENBUFFERSPROC)IRR_OGL_LOAD_EXTENSION("glGenBuffers");
glBindBuffer = (PFNGLBINDBUFFERPROC)IRR_OGL_LOAD_EXTENSION("glBindBuffer");
glBufferData = (PFNGLBUFFERDATAPROC)IRR_OGL_LOAD_EXTENSION("glBufferData");
glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)IRR_OGL_LOAD_EXTENSION("glVertexAttribPointer");
glCreateShader = (PFNGLCREATESHADERPROC)IRR_OGL_LOAD_EXTENSION("glCreateShader");
glCompileShader = (PFNGLCOMPILESHADERPROC)IRR_OGL_LOAD_EXTENSION("glCompileShader");
glShaderSource = (PFNGLSHADERSOURCEPROC)IRR_OGL_LOAD_EXTENSION("glShaderSource");
glCreateProgram = (PFNGLCREATEPROGRAMPROC)IRR_OGL_LOAD_EXTENSION("glCreateProgram");
glAttachShader = (PFNGLATTACHSHADERPROC)IRR_OGL_LOAD_EXTENSION("glAttachShader");
glLinkProgram = (PFNGLLINKPROGRAMPROC)IRR_OGL_LOAD_EXTENSION("glLinkProgram");
glUseProgram = (PFNGLUSEPROGRAMPROC)IRR_OGL_LOAD_EXTENSION("glUseProgram");
glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)IRR_OGL_LOAD_EXTENSION("glEnableVertexAttribArray");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)IRR_OGL_LOAD_EXTENSION("glGetUniformLocation");
glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)IRR_OGL_LOAD_EXTENSION("glUniformMatrix4fv");
glUniform1f = (PFNGLUNIFORM1FPROC)IRR_OGL_LOAD_EXTENSION("glUniform1f");
glUniform3f = (PFNGLUNIFORM3FPROC)IRR_OGL_LOAD_EXTENSION("glUniform3f");
glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)IRR_OGL_LOAD_EXTENSION("glDisableVertexAttribArray");
glDeleteShader = (PFNGLDELETESHADERPROC)IRR_OGL_LOAD_EXTENSION("glDeleteShader");
glGetShaderiv = (PFNGLGETSHADERIVPROC)IRR_OGL_LOAD_EXTENSION("glGetShaderiv");
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)IRR_OGL_LOAD_EXTENSION("glGetShaderInfoLog");
glActiveTexture = (PFNGLACTIVETEXTUREPROC)IRR_OGL_LOAD_EXTENSION("glActiveTexture");
glUniform2f = (PFNGLUNIFORM2FPROC)IRR_OGL_LOAD_EXTENSION("glUniform2f");
glUniform4i = (PFNGLUNIFORM4IPROC)IRR_OGL_LOAD_EXTENSION("glUniform4i");
glUniform3i = (PFNGLUNIFORM3IPROC)IRR_OGL_LOAD_EXTENSION("glUniform3i");
glUniform1i = (PFNGLUNIFORM1IPROC)IRR_OGL_LOAD_EXTENSION("glUniform1i");
glGetProgramiv = (PFNGLGETPROGRAMIVPROC)IRR_OGL_LOAD_EXTENSION("glGetProgramiv");
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)IRR_OGL_LOAD_EXTENSION("glGetProgramInfoLog");
glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)IRR_OGL_LOAD_EXTENSION("glTransformFeedbackVaryings");
glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)IRR_OGL_LOAD_EXTENSION("glGetAttribLocation");
glBlendEquation = (PFNGLBLENDEQUATIONPROC)IRR_OGL_LOAD_EXTENSION("glBlendEquation");
glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)IRR_OGL_LOAD_EXTENSION("glVertexAttribDivisor");
glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)IRR_OGL_LOAD_EXTENSION("glDrawArraysInstanced");
glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)IRR_OGL_LOAD_EXTENSION("glDrawElementsInstanced");
glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)IRR_OGL_LOAD_EXTENSION("glDeleteBuffers");
glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)IRR_OGL_LOAD_EXTENSION("glGenVertexArrays");
glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)IRR_OGL_LOAD_EXTENSION("glBindVertexArray");
glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)IRR_OGL_LOAD_EXTENSION("glDeleteVertexArrays");
glTexBuffer = (PFNGLTEXBUFFERPROC)IRR_OGL_LOAD_EXTENSION("glTexBuffer");
glUniform1fv = (PFNGLUNIFORM1FVPROC)IRR_OGL_LOAD_EXTENSION("glUniform1fv");
glUniform4fv = (PFNGLUNIFORM4FVPROC)IRR_OGL_LOAD_EXTENSION("glUniform4fv");
glBufferSubData = (PFNGLBUFFERSUBDATAPROC)IRR_OGL_LOAD_EXTENSION("glBufferSubData");
glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)IRR_OGL_LOAD_EXTENSION("glVertexAttribIPointer");
glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)IRR_OGL_LOAD_EXTENSION("glGenFramebuffers");
glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)IRR_OGL_LOAD_EXTENSION("glDeleteFramebuffers");
glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)IRR_OGL_LOAD_EXTENSION("glBindFramebuffer");
glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)IRR_OGL_LOAD_EXTENSION("glFramebufferTexture2D");
glFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC)IRR_OGL_LOAD_EXTENSION("glFramebufferTexture");
glTexImage3D = (PFNGLTEXIMAGE3DPROC)IRR_OGL_LOAD_EXTENSION("glTexImage3D");
glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)IRR_OGL_LOAD_EXTENSION("glGenerateMipmap");
glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)IRR_OGL_LOAD_EXTENSION("glCheckFramebufferStatus");
glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC)IRR_OGL_LOAD_EXTENSION("glTexImage2DMultisample");
glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)IRR_OGL_LOAD_EXTENSION("glBlitFramebuffer");
glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)IRR_OGL_LOAD_EXTENSION("glGetUniformBlockIndex");
glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)IRR_OGL_LOAD_EXTENSION("glUniformBlockBinding");
glBlendColor = (PFNGLBLENDCOLORPROC)IRR_OGL_LOAD_EXTENSION("glBlendColor");
glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)IRR_OGL_LOAD_EXTENSION("glCompressedTexImage2D");
glGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC)IRR_OGL_LOAD_EXTENSION("glGetCompressedTexImage");
#ifdef DEBUG
glDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC)IRR_OGL_LOAD_EXTENSION("glDebugMessageCallbackARB");
#endif
#endif
#ifdef ARB_DEBUG_OUTPUT
if (glDebugMessageCallbackARB)
glDebugMessageCallbackARB((GLDEBUGPROCARB)debugCallback, NULL);
#endif
}
// Mostly from shader tutorial
GLuint LoadShader(const char * file, unsigned type)
{
GLuint Id = glCreateShader(type);
char versionString[20];
sprintf(versionString, "#version %d\n", irr_driver->getGLSLVersion());
std::string Code = versionString;
std::ifstream Stream(file, std::ios::in);
Code += "//" + std::string(file) + "\n";
if (UserConfigParams::m_ubo_disabled)
Code += "#define UBO_DISABLED\n";
if (irr_driver->hasVSLayerExtension())
Code += "#define VSLayer\n";
if (Stream.is_open())
{
std::string Line = "";
while (getline(Stream, Line))
Code += "\n" + Line;
Stream.close();
}
GLint Result = GL_FALSE;
int InfoLogLength;
Log::info("GLWrap", "Compiling shader : %s", file);
char const * SourcePointer = Code.c_str();
int length = strlen(SourcePointer);
glShaderSource(Id, 1, &SourcePointer, &length);
glCompileShader(Id);
glGetShaderiv(Id, GL_COMPILE_STATUS, &Result);
if (Result == GL_FALSE)
{
Log::error("GLWrap", "Error in shader %s", file);
glGetShaderiv(Id, GL_INFO_LOG_LENGTH, &InfoLogLength);
char *ErrorMessage = new char[InfoLogLength];
glGetShaderInfoLog(Id, InfoLogLength, NULL, ErrorMessage);
Log::error("GLWrap", ErrorMessage);
delete[] ErrorMessage;
}
glGetError();
return Id;
}
GLuint LoadTFBProgram(const char * vertex_file_path, const char **varyings, unsigned varyingscount)
{
GLuint Program = glCreateProgram();
loadAndAttach(Program, GL_VERTEX_SHADER, vertex_file_path);
glTransformFeedbackVaryings(Program, varyingscount, varyings, GL_INTERLEAVED_ATTRIBS);
glLinkProgram(Program);
GLint Result = GL_FALSE;
int InfoLogLength;
glGetProgramiv(Program, GL_LINK_STATUS, &Result);
if (Result == GL_FALSE)
{
glGetProgramiv(Program, GL_INFO_LOG_LENGTH, &InfoLogLength);
char *ErrorMessage = new char[InfoLogLength];
glGetProgramInfoLog(Program, InfoLogLength, NULL, ErrorMessage);
printf(ErrorMessage);
delete[] ErrorMessage;
}
glGetError();
return Program;
}
GLuint getTextureGLuint(irr::video::ITexture *tex)
{
return static_cast<irr::video::COpenGLTexture*>(tex)->getOpenGLTextureName();
}
GLuint getDepthTexture(irr::video::ITexture *tex)
{
assert(tex->isRenderTarget());
return static_cast<irr::video::COpenGLFBOTexture*>(tex)->DepthBufferTexture;
}
std::set<irr::video::ITexture *> AlreadyTransformedTexture;
void resetTextureTable()
{
AlreadyTransformedTexture.clear();
}
void compressTexture(irr::video::ITexture *tex, bool srgb, bool premul_alpha)
{
if (AlreadyTransformedTexture.find(tex) != AlreadyTransformedTexture.end())
return;
AlreadyTransformedTexture.insert(tex);
glBindTexture(GL_TEXTURE_2D, getTextureGLuint(tex));
std::string cached_file;
if (UserConfigParams::m_texture_compression)
{
// Try to retrieve the compressed texture in cache
std::string tex_name = irr_driver->getTextureName(tex);
if (!tex_name.empty()) {
cached_file = file_manager->getTextureCacheLocation(tex_name) + ".gltz";
if (!file_manager->fileIsNewer(tex_name, cached_file)) {
if (loadCompressedTexture(cached_file))
return;
}
}
}
size_t w = tex->getSize().Width, h = tex->getSize().Height;
unsigned char *data = new unsigned char[w * h * 4];
memcpy(data, tex->lock(), w * h * 4);
tex->unlock();
unsigned internalFormat, Format;
if (tex->hasAlpha())
Format = GL_BGRA;
else
Format = GL_BGR;
if (premul_alpha)
{
for (unsigned i = 0; i < w * h; i++)
{
float alpha = data[4 * i + 3];
if (alpha > 0.)
alpha = pow(alpha / 255., 1. / 2.2);
data[4 * i] *= alpha;
data[4 * i + 1] *= alpha;
data[4 * i + 2] *= alpha;
}
}
if (!UserConfigParams::m_texture_compression)
{
if (srgb)
internalFormat = (tex->hasAlpha()) ? GL_SRGB_ALPHA : GL_SRGB;
else
internalFormat = (tex->hasAlpha()) ? GL_RGBA : GL_RGB;
}
else
{
if (srgb)
internalFormat = (tex->hasAlpha()) ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT : GL_COMPRESSED_SRGB_S3TC_DXT1_EXT;
else
internalFormat = (tex->hasAlpha()) ? GL_COMPRESSED_RGBA_S3TC_DXT5_EXT : GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
}
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, w, h, 0, Format, GL_UNSIGNED_BYTE, (GLvoid *)data);
glGenerateMipmap(GL_TEXTURE_2D);
delete[] data;
if (UserConfigParams::m_texture_compression && !cached_file.empty())
{
// Save the compressed texture in the cache for later use.
saveCompressedTexture(cached_file);
}
}
//-----------------------------------------------------------------------------
/** Try to load a compressed texture from the given file name.
* Data in the specified file need to have a specific format. See the
* saveCompressedTexture() function for a description of the format.
* \return true if the loading succeeded, false otherwise.
* \see saveCompressedTexture
*/
bool loadCompressedTexture(const std::string& compressed_tex)
{
std::ifstream ifs(compressed_tex.c_str(), std::ios::in | std::ios::binary);
if (!ifs.is_open())
return false;
int internal_format;
int w, h;
int size = -1;
ifs.read((char*)&internal_format, sizeof(int));
ifs.read((char*)&w, sizeof(int));
ifs.read((char*)&h, sizeof(int));
ifs.read((char*)&size, sizeof(int));
if (ifs.fail() || size == -1)
return false;
char *data = new char[size];
ifs.read(data, size);
if (!ifs.fail())
{
glCompressedTexImage2D(GL_TEXTURE_2D, 0, internal_format,
w, h, 0, size, (GLvoid*)data);
glGenerateMipmap(GL_TEXTURE_2D);
delete[] data;
ifs.close();
return true;
}
delete[] data;
return false;
}
//-----------------------------------------------------------------------------
/** Try to save the last texture sent to glTexImage2D in a file of the given
* file name. This function should only be used for textures sent to
* glTexImage2D with a compressed internal format as argument.<br>
* \note The following format is used to save the compressed texture:<br>
* <internal-format><width><height><size><data> <br>
* The first four elements are integers and the last one is stored
* on \c size bytes.
* \see loadCompressedTexture
*/
void saveCompressedTexture(const std::string& compressed_tex)
{
int internal_format, width, height, size, compressionSuccessful;
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, (GLint *)&internal_format);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, (GLint *)&width);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, (GLint *)&height);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_COMPRESSED, (GLint *)&compressionSuccessful);
if (!compressionSuccessful)
return;
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_COMPRESSED_IMAGE_SIZE, (GLint *)&size);
char *data = new char[size];
glGetCompressedTexImage(GL_TEXTURE_2D, 0, (GLvoid*)data);
std::ofstream ofs(compressed_tex.c_str(), std::ios::out | std::ios::binary);
if (ofs.is_open())
{
ofs.write((char*)&internal_format, sizeof(int));
ofs.write((char*)&width, sizeof(int));
ofs.write((char*)&height, sizeof(int));
ofs.write((char*)&size, sizeof(int));
ofs.write(data, size);
ofs.close();
}
delete[] data;
}
void setTexture(unsigned TextureUnit, GLuint TextureId, GLenum MagFilter, GLenum MinFilter, bool allowAF)
{
glActiveTexture(GL_TEXTURE0 + TextureUnit);
glBindTexture(GL_TEXTURE_2D, TextureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, MagFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, MinFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
int aniso = UserConfigParams::m_anisotropic;
if (aniso == 0) aniso = 1;
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, allowAF ? (float)aniso : 1.0f);
glGetError();
}
ScopedGPUTimer::ScopedGPUTimer(GPUTimer &timer)
{
if (!UserConfigParams::m_profiler_enabled) return;
if (profiler.isFrozen()) return;
#ifdef GL_TIME_ELAPSED
irr::video::COpenGLDriver *gl_driver = (irr::video::COpenGLDriver *)irr_driver->getDevice()->getVideoDriver();
if (!timer.initialised)
{
gl_driver->extGlGenQueries(1, &timer.query);
timer.initialised = true;
}
gl_driver->extGlBeginQuery(GL_TIME_ELAPSED, timer.query);
#endif
}
ScopedGPUTimer::~ScopedGPUTimer()
{
if (!UserConfigParams::m_profiler_enabled) return;
if (profiler.isFrozen()) return;
#ifdef GL_TIME_ELAPSED
irr::video::COpenGLDriver *gl_driver = (irr::video::COpenGLDriver *)irr_driver->getDevice()->getVideoDriver();
gl_driver->extGlEndQuery(GL_TIME_ELAPSED);
#endif
}
GPUTimer::GPUTimer() : initialised(false)
{
}
unsigned GPUTimer::elapsedTimeus()
{
if (!initialised)
return 0;
GLuint result;
irr::video::COpenGLDriver *gl_driver = (irr::video::COpenGLDriver *)irr_driver->getDevice()->getVideoDriver();
gl_driver->extGlGetQueryObjectuiv(query, GL_QUERY_RESULT, &result);
return result / 1000;
}
FrameBuffer::FrameBuffer() {}
FrameBuffer::FrameBuffer(const std::vector<GLuint> &RTTs, size_t w, size_t h) :
DepthTexture(0), RenderTargets(RTTs), width(w), height(h)
{
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
for (unsigned i = 0; i < RTTs.size(); i++)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, RTTs[i], 0);
GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
assert(result == GL_FRAMEBUFFER_COMPLETE_EXT);
}
FrameBuffer::FrameBuffer(const std::vector<GLuint> &RTTs, GLuint DS, size_t w, size_t h, bool layered) :
DepthTexture(DS), RenderTargets(RTTs), width(w), height(h)
{
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
if (layered)
{
for (unsigned i = 0; i < RTTs.size(); i++)
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, RTTs[i], 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, DS, 0);
}
else
{
for (unsigned i = 0; i < RTTs.size(); i++)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, RTTs[i], 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, DS, 0);
}
GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
assert(result == GL_FRAMEBUFFER_COMPLETE_EXT);
}
FrameBuffer::~FrameBuffer()
{
glDeleteFramebuffers(1, &fbo);
}
void FrameBuffer::Bind()
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glViewport(0, 0, width, height);
irr::video::COpenGLDriver *gl_driver = (irr::video::COpenGLDriver*)irr_driver->getDevice()->getVideoDriver();
GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 };
gl_driver->extGlDrawBuffers(RenderTargets.size(), bufs);
}
void FrameBuffer::Blit(const FrameBuffer &Src, FrameBuffer &Dst, GLbitfield mask, GLenum filter)
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, Src.fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, Dst.fbo);
glBlitFramebuffer(0, 0, Src.width, Src.height, 0, 0, Dst.width, Dst.height, mask, filter);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
void FrameBuffer::BlitToDefault(size_t x0, size_t y0, size_t x1, size_t y1)
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, width, height, x0, y0, x1, y1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
void draw3DLine(const core::vector3df& start,
const core::vector3df& end, irr::video::SColor color)
{
if (!irr_driver->isGLSL()) {
irr_driver->getVideoDriver()->draw3DLine(start, end, color);
return;
}
float vertex[6] = {
start.X, start.Y, start.Z,
end.X, end.Y, end.Z
};
glBindVertexArray(UtilShader::ColoredLine::vao);
glBindBuffer(GL_ARRAY_BUFFER, UtilShader::ColoredLine::vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, 6 * sizeof(float), vertex);
glUseProgram(UtilShader::ColoredLine::Program);
UtilShader::ColoredLine::setUniforms(color);
glDrawArrays(GL_LINES, 0, 2);
glGetError();
}
static void drawTexColoredQuad(const video::ITexture *texture, const video::SColor *col, float width, float height,
float center_pos_x, float center_pos_y, float tex_center_pos_x, float tex_center_pos_y,
float tex_width, float tex_height)
{
unsigned colors[] = {
col[0].getRed(), col[0].getGreen(), col[0].getBlue(), col[0].getAlpha(),
col[1].getRed(), col[1].getGreen(), col[1].getBlue(), col[1].getAlpha(),
col[2].getRed(), col[2].getGreen(), col[2].getBlue(), col[2].getAlpha(),
col[3].getRed(), col[3].getGreen(), col[3].getBlue(), col[3].getAlpha(),
};
glBindBuffer(GL_ARRAY_BUFFER, UIShader::ColoredTextureRectShader::colorvbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, 16 * sizeof(unsigned), colors);
glUseProgram(UIShader::ColoredTextureRectShader::Program);
glBindVertexArray(UIShader::ColoredTextureRectShader::vao);
setTexture(0, static_cast<const irr::video::COpenGLTexture*>(texture)->getOpenGLTextureName(), GL_LINEAR, GL_LINEAR);
UIShader::TextureRectShader::setUniforms(center_pos_x, center_pos_y, width, height, tex_center_pos_x, tex_center_pos_y, tex_width, tex_height, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGetError();
}
static
void drawTexQuad(GLuint texture, float width, float height,
float center_pos_x, float center_pos_y, float tex_center_pos_x, float tex_center_pos_y,
float tex_width, float tex_height)
{
glUseProgram(UIShader::TextureRectShader::Program);
glBindVertexArray(UIShader::TextureRectShader::vao);
setTexture(0, texture, GL_LINEAR, GL_LINEAR);
UIShader::TextureRectShader::setUniforms(center_pos_x, center_pos_y, width, height, tex_center_pos_x, tex_center_pos_y, tex_width, tex_height, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGetError();
}
static void
getSize(unsigned texture_width, unsigned texture_height, bool textureisRTT,
const core::rect<s32>& destRect,
const core::rect<s32>& sourceRect,
float &width, float &height,
float &center_pos_x, float &center_pos_y,
float &tex_width, float &tex_height,
float &tex_center_pos_x, float &tex_center_pos_y
)
{
core::dimension2d<u32> frame_size =
irr_driver->getVideoDriver()->getCurrentRenderTargetSize();
const int screen_w = frame_size.Width;
const int screen_h = frame_size.Height;
center_pos_x = float(destRect.UpperLeftCorner.X + destRect.LowerRightCorner.X);
center_pos_x /= screen_w;
center_pos_x -= 1.;
center_pos_y = float(destRect.UpperLeftCorner.Y + destRect.LowerRightCorner.Y);
center_pos_y /= screen_h;
center_pos_y = float(1.f - center_pos_y);
width = float(destRect.LowerRightCorner.X - destRect.UpperLeftCorner.X);
width /= screen_w;
height = float(destRect.LowerRightCorner.Y - destRect.UpperLeftCorner.Y);
height /= screen_h;
tex_center_pos_x = float(sourceRect.UpperLeftCorner.X + sourceRect.LowerRightCorner.X);
tex_center_pos_x /= texture_width * 2.f;
tex_center_pos_y = float(sourceRect.UpperLeftCorner.Y + sourceRect.LowerRightCorner.Y);
tex_center_pos_y /= texture_height * 2.f;
tex_width = float(sourceRect.LowerRightCorner.X - sourceRect.UpperLeftCorner.X);
tex_width /= texture_width * 2.f;
tex_height = float(sourceRect.LowerRightCorner.Y - sourceRect.UpperLeftCorner.Y);
tex_height /= texture_height * 2.f;
if (textureisRTT)
tex_height = -tex_height;
const f32 invW = 1.f / static_cast<f32>(texture_width);
const f32 invH = 1.f / static_cast<f32>(texture_height);
const core::rect<f32> tcoords(
sourceRect.UpperLeftCorner.X * invW,
sourceRect.UpperLeftCorner.Y * invH,
sourceRect.LowerRightCorner.X * invW,
sourceRect.LowerRightCorner.Y *invH);
}
void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
const video::SColor &colors, bool useAlphaChannelOfTexture)
{
if (!irr_driver->isGLSL()) {
video::SColor duplicatedArray[4] = {
colors, colors, colors, colors
};
draw2DImage(texture, destRect, sourceRect, clipRect, duplicatedArray, useAlphaChannelOfTexture);
return;
}
float width, height,
center_pos_x, center_pos_y,
tex_width, tex_height,
tex_center_pos_x, tex_center_pos_y;
getSize(texture->getOriginalSize().Width, texture->getOriginalSize().Height, texture->isRenderTarget(),
destRect, sourceRect, width, height, center_pos_x, center_pos_y,
tex_width, tex_height, tex_center_pos_x, tex_center_pos_y);
if (useAlphaChannelOfTexture)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else
{
glDisable(GL_BLEND);
}
if (clipRect)
{
if (!clipRect->isValid())
return;
glEnable(GL_SCISSOR_TEST);
const core::dimension2d<u32>& renderTargetSize = irr_driver->getVideoDriver()->getCurrentRenderTargetSize();
glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
clipRect->getWidth(), clipRect->getHeight());
}
glUseProgram(UIShader::UniformColoredTextureRectShader::Program);
glBindVertexArray(UIShader::UniformColoredTextureRectShader::vao);
setTexture(0, static_cast<const irr::video::COpenGLTexture*>(texture)->getOpenGLTextureName(), GL_LINEAR, GL_LINEAR);
UIShader::UniformColoredTextureRectShader::setUniforms(center_pos_x, center_pos_y, width, height, tex_center_pos_x, tex_center_pos_y, tex_width, tex_height,colors, 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
if (clipRect)
glDisable(GL_SCISSOR_TEST);
glUseProgram(0);
glGetError();
}
void draw2DImageFromRTT(GLuint texture, size_t texture_w, size_t texture_h,
const core::rect<s32>& destRect,
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
bool useAlphaChannelOfTexture)
{
float width, height,
center_pos_x, center_pos_y,
tex_width, tex_height,
tex_center_pos_x, tex_center_pos_y;
getSize(texture_w, texture_h, true,
destRect, sourceRect, width, height, center_pos_x, center_pos_y,
tex_width, tex_height, tex_center_pos_x, tex_center_pos_y);
drawTexQuad(texture, width, height, center_pos_x, center_pos_y,
tex_center_pos_x, tex_center_pos_y, tex_width, tex_height);
}
void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
const video::SColor* const colors, bool useAlphaChannelOfTexture)
{
if (!irr_driver->isGLSL())
{
irr_driver->getVideoDriver()->draw2DImage(texture, destRect, sourceRect, clipRect, colors, useAlphaChannelOfTexture);
return;
}
float width, height,
center_pos_x, center_pos_y,
tex_width, tex_height,
tex_center_pos_x, tex_center_pos_y;
getSize(texture->getOriginalSize().Width, texture->getOriginalSize().Height, texture->isRenderTarget(),
destRect, sourceRect, width, height, center_pos_x, center_pos_y,
tex_width, tex_height, tex_center_pos_x, tex_center_pos_y);
if (useAlphaChannelOfTexture)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else
{
glDisable(GL_BLEND);
}
if (clipRect)
{
if (!clipRect->isValid())
return;
glEnable(GL_SCISSOR_TEST);
const core::dimension2d<u32>& renderTargetSize = irr_driver->getVideoDriver()->getCurrentRenderTargetSize();
glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
clipRect->getWidth(), clipRect->getHeight());
}
if (colors)
drawTexColoredQuad(texture, colors, width, height, center_pos_x, center_pos_y,
tex_center_pos_x, tex_center_pos_y, tex_width, tex_height);
else
drawTexQuad(static_cast<const irr::video::COpenGLTexture*>(texture)->getOpenGLTextureName(), width, height, center_pos_x, center_pos_y,
tex_center_pos_x, tex_center_pos_y, tex_width, tex_height);
if (clipRect)
glDisable(GL_SCISSOR_TEST);
glUseProgram(0);
glGetError();
}
void GL32_draw2DRectangle(video::SColor color, const core::rect<s32>& position,
const core::rect<s32>* clip)
{
if (!irr_driver->isGLSL())
{
irr_driver->getVideoDriver()->draw2DRectangle(color, position, clip);
return;
}
core::dimension2d<u32> frame_size =
irr_driver->getVideoDriver()->getCurrentRenderTargetSize();
const int screen_w = frame_size.Width;
const int screen_h = frame_size.Height;
float center_pos_x = float(position.UpperLeftCorner.X + position.LowerRightCorner.X);
center_pos_x /= screen_w;
center_pos_x -= 1;
float center_pos_y = float(position.UpperLeftCorner.Y + position.LowerRightCorner.Y);
center_pos_y /= screen_h;
center_pos_y = 1 - center_pos_y;
float width = float(position.LowerRightCorner.X - position.UpperLeftCorner.X);
width /= screen_w;
float height = float(position.LowerRightCorner.Y - position.UpperLeftCorner.Y);
height /= screen_h;
if (color.getAlpha() < 255)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else
{
glDisable(GL_BLEND);
}
if (clip)
{
if (!clip->isValid())
return;
glEnable(GL_SCISSOR_TEST);
const core::dimension2d<u32>& renderTargetSize = irr_driver->getVideoDriver()->getCurrentRenderTargetSize();
glScissor(clip->UpperLeftCorner.X, renderTargetSize.Height - clip->LowerRightCorner.Y,
clip->getWidth(), clip->getHeight());
}
glUseProgram(UIShader::ColoredRectShader::Program);
glBindVertexArray(UIShader::ColoredRectShader::vao);
UIShader::ColoredRectShader::setUniforms(center_pos_x, center_pos_y, width, height, color);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
if (clip)
glDisable(GL_SCISSOR_TEST);
glUseProgram(0);
glGetError();
}