Shipwright/libultraship/libultraship/Lib/Fast3D/gfx_opengl.cpp

746 lines
27 KiB
C++

#include "../../Window.h"
#ifdef ENABLE_OPENGL
#include <stdint.h>
#include <stdbool.h>
#include <stdio.h>
#include <map>
#ifndef _LANGUAGE_C
#define _LANGUAGE_C
#endif
#include "PR/ultra64/gbi.h"
#ifdef __MINGW32__
#define FOR_WINDOWS 1
#else
#define FOR_WINDOWS 0
#endif
#ifdef _MSC_VER
#include <SDL2/SDL.h>
//#define GL_GLEXT_PROTOTYPES 1
#include <GL/glew.h>
#elif FOR_WINDOWS
#include <GL/glew.h>
#include "SDL.h"
#define GL_GLEXT_PROTOTYPES 1
#include "SDL_opengl.h"
#else
#include <SDL2/SDL.h>
#define GL_GLEXT_PROTOTYPES 1
#include <SDL2/SDL_opengles2.h>
#endif
#include "gfx_cc.h"
#include "gfx_rendering_api.h"
#include "../../SohImGuiImpl.h"
#include "../../Environment.h"
#include "../../GlobalCtx2.h"
#include "gfx_pc.h"
using namespace std;
struct ShaderProgram {
GLuint opengl_program_id;
uint8_t num_inputs;
bool used_textures[2];
uint8_t num_floats;
GLint attrib_locations[16];
uint8_t attrib_sizes[16];
uint8_t num_attribs;
bool used_noise;
GLint frame_count_location;
GLint window_height_location;
};
static map<pair<uint64_t, uint32_t>, struct ShaderProgram> shader_program_pool;
static GLuint opengl_vbo;
static uint32_t frame_count;
static uint32_t current_height;
static map<int, pair<GLuint, GLuint>> fb2tex;
static bool current_depth_mask;
static bool gfx_opengl_z_is_from_0_to_1(void) {
return false;
}
static void gfx_opengl_vertex_array_set_attribs(struct ShaderProgram *prg) {
size_t num_floats = prg->num_floats;
size_t pos = 0;
for (int i = 0; i < prg->num_attribs; i++) {
glEnableVertexAttribArray(prg->attrib_locations[i]);
glVertexAttribPointer(prg->attrib_locations[i], prg->attrib_sizes[i], GL_FLOAT, GL_FALSE, num_floats * sizeof(float), (void *) (pos * sizeof(float)));
pos += prg->attrib_sizes[i];
}
}
static void gfx_opengl_set_uniforms(struct ShaderProgram *prg) {
if (prg->used_noise) {
glUniform1i(prg->frame_count_location, frame_count);
glUniform1i(prg->window_height_location, current_height);
}
}
static void gfx_opengl_unload_shader(struct ShaderProgram *old_prg) {
if (old_prg != NULL) {
for (int i = 0; i < old_prg->num_attribs; i++) {
glDisableVertexAttribArray(old_prg->attrib_locations[i]);
}
}
}
static void gfx_opengl_load_shader(struct ShaderProgram *new_prg) {
// if (!new_prg) return;
glUseProgram(new_prg->opengl_program_id);
gfx_opengl_vertex_array_set_attribs(new_prg);
gfx_opengl_set_uniforms(new_prg);
}
static void append_str(char *buf, size_t *len, const char *str) {
while (*str != '\0') buf[(*len)++] = *str++;
}
static void append_line(char *buf, size_t *len, const char *str) {
while (*str != '\0') buf[(*len)++] = *str++;
buf[(*len)++] = '\n';
}
static const char *shader_item_to_str(uint32_t item, bool with_alpha, bool only_alpha, bool inputs_have_alpha, bool hint_single_element) {
if (!only_alpha) {
switch (item) {
case SHADER_0:
return with_alpha ? "vec4(0.0, 0.0, 0.0, 0.0)" : "vec3(0.0, 0.0, 0.0)";
case SHADER_1:
return with_alpha ? "vec4(1.0, 1.0, 1.0, 1.0)" : "vec3(1.0, 1.0, 1.0)";
case SHADER_INPUT_1:
return with_alpha || !inputs_have_alpha ? "vInput1" : "vInput1.rgb";
case SHADER_INPUT_2:
return with_alpha || !inputs_have_alpha ? "vInput2" : "vInput2.rgb";
case SHADER_INPUT_3:
return with_alpha || !inputs_have_alpha ? "vInput3" : "vInput3.rgb";
case SHADER_INPUT_4:
return with_alpha || !inputs_have_alpha ? "vInput4" : "vInput4.rgb";
case SHADER_TEXEL0:
return with_alpha ? "texVal0" : "texVal0.rgb";
case SHADER_TEXEL0A:
return hint_single_element ? "texVal0.a" :
(with_alpha ? "vec4(texVal0.a, texVal0.a, texVal0.a, texVal0.a)" : "vec3(texVal0.a, texVal0.a, texVal0.a)");
case SHADER_TEXEL1A:
return hint_single_element ? "texVal1.a" :
(with_alpha ? "vec4(texVal1.a, texVal1.a, texVal1.a, texVal1.a)" : "vec3(texVal1.a, texVal1.a, texVal1.a)");
case SHADER_TEXEL1:
return with_alpha ? "texVal1" : "texVal1.rgb";
case SHADER_COMBINED:
return with_alpha ? "texel" : "texel.rgb";
}
} else {
switch (item) {
case SHADER_0:
return "0.0";
case SHADER_1:
return "1.0";
case SHADER_INPUT_1:
return "vInput1.a";
case SHADER_INPUT_2:
return "vInput2.a";
case SHADER_INPUT_3:
return "vInput3.a";
case SHADER_INPUT_4:
return "vInput4.a";
case SHADER_TEXEL0:
return "texVal0.a";
case SHADER_TEXEL0A:
return "texVal0.a";
case SHADER_TEXEL1A:
return "texVal1.a";
case SHADER_TEXEL1:
return "texVal1.a";
case SHADER_COMBINED:
return "texel.a";
}
}
}
static void append_formula(char *buf, size_t *len, uint8_t c[2][4], bool do_single, bool do_multiply, bool do_mix, bool with_alpha, bool only_alpha, bool opt_alpha) {
if (do_single) {
append_str(buf, len, shader_item_to_str(c[only_alpha][3], with_alpha, only_alpha, opt_alpha, false));
} else if (do_multiply) {
append_str(buf, len, shader_item_to_str(c[only_alpha][0], with_alpha, only_alpha, opt_alpha, false));
append_str(buf, len, " * ");
append_str(buf, len, shader_item_to_str(c[only_alpha][2], with_alpha, only_alpha, opt_alpha, true));
} else if (do_mix) {
append_str(buf, len, "mix(");
append_str(buf, len, shader_item_to_str(c[only_alpha][1], with_alpha, only_alpha, opt_alpha, false));
append_str(buf, len, ", ");
append_str(buf, len, shader_item_to_str(c[only_alpha][0], with_alpha, only_alpha, opt_alpha, false));
append_str(buf, len, ", ");
append_str(buf, len, shader_item_to_str(c[only_alpha][2], with_alpha, only_alpha, opt_alpha, true));
append_str(buf, len, ")");
} else {
append_str(buf, len, "(");
append_str(buf, len, shader_item_to_str(c[only_alpha][0], with_alpha, only_alpha, opt_alpha, false));
append_str(buf, len, " - ");
append_str(buf, len, shader_item_to_str(c[only_alpha][1], with_alpha, only_alpha, opt_alpha, false));
append_str(buf, len, ") * ");
append_str(buf, len, shader_item_to_str(c[only_alpha][2], with_alpha, only_alpha, opt_alpha, true));
append_str(buf, len, " + ");
append_str(buf, len, shader_item_to_str(c[only_alpha][3], with_alpha, only_alpha, opt_alpha, false));
}
}
static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shader_id0, uint32_t shader_id1) {
struct CCFeatures cc_features;
gfx_cc_get_features(shader_id0, shader_id1, &cc_features);
char vs_buf[1024];
char fs_buf[1024];
size_t vs_len = 0;
size_t fs_len = 0;
size_t num_floats = 4;
// Vertex shader
append_line(vs_buf, &vs_len, "#version 110");
append_line(vs_buf, &vs_len, "attribute vec4 aVtxPos;");
for (int i = 0; i < 2; i++) {
if (cc_features.used_textures[i]) {
vs_len += sprintf(vs_buf + vs_len, "attribute vec2 aTexCoord%d;\n", i);
vs_len += sprintf(vs_buf + vs_len, "varying vec2 vTexCoord%d;\n", i);
num_floats += 2;
for (int j = 0; j < 2; j++) {
if (cc_features.clamp[i][j]) {
vs_len += sprintf(vs_buf + vs_len, "attribute float aTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
vs_len += sprintf(vs_buf + vs_len, "varying float vTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
num_floats += 1;
}
}
}
}
if (cc_features.opt_fog) {
append_line(vs_buf, &vs_len, "attribute vec4 aFog;");
append_line(vs_buf, &vs_len, "varying vec4 vFog;");
num_floats += 4;
}
for (int i = 0; i < cc_features.num_inputs; i++) {
vs_len += sprintf(vs_buf + vs_len, "attribute vec%d aInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
vs_len += sprintf(vs_buf + vs_len, "varying vec%d vInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
num_floats += cc_features.opt_alpha ? 4 : 3;
}
append_line(vs_buf, &vs_len, "void main() {");
for (int i = 0; i < 2; i++) {
if (cc_features.used_textures[i]) {
vs_len += sprintf(vs_buf + vs_len, "vTexCoord%d = aTexCoord%d;\n", i, i);
for (int j = 0; j < 2; j++) {
if (cc_features.clamp[i][j]) {
vs_len += sprintf(vs_buf + vs_len, "vTexClamp%s%d = aTexClamp%s%d;\n", j == 0 ? "S" : "T", i, j == 0 ? "S" : "T", i);
}
}
}
}
if (cc_features.opt_fog) {
append_line(vs_buf, &vs_len, "vFog = aFog;");
}
for (int i = 0; i < cc_features.num_inputs; i++) {
vs_len += sprintf(vs_buf + vs_len, "vInput%d = aInput%d;\n", i + 1, i + 1);
}
append_line(vs_buf, &vs_len, "gl_Position = aVtxPos;");
append_line(vs_buf, &vs_len, "}");
// Fragment shader
append_line(fs_buf, &fs_len, "#version 130");
//append_line(fs_buf, &fs_len, "precision mediump float;");
for (int i = 0; i < 2; i++) {
if (cc_features.used_textures[i]) {
fs_len += sprintf(fs_buf + fs_len, "varying vec2 vTexCoord%d;\n", i);
for (int j = 0; j < 2; j++) {
if (cc_features.clamp[i][j]) {
fs_len += sprintf(fs_buf + fs_len, "varying float vTexClamp%s%d;\n", j == 0 ? "S" : "T", i);
}
}
}
}
if (cc_features.opt_fog) {
append_line(fs_buf, &fs_len, "varying vec4 vFog;");
}
for (int i = 0; i < cc_features.num_inputs; i++) {
fs_len += sprintf(fs_buf + fs_len, "varying vec%d vInput%d;\n", cc_features.opt_alpha ? 4 : 3, i + 1);
}
if (cc_features.used_textures[0]) {
append_line(fs_buf, &fs_len, "uniform sampler2D uTex0;");
}
if (cc_features.used_textures[1]) {
append_line(fs_buf, &fs_len, "uniform sampler2D uTex1;");
}
if (cc_features.opt_alpha && cc_features.opt_noise) {
append_line(fs_buf, &fs_len, "uniform int frame_count;");
append_line(fs_buf, &fs_len, "uniform int window_height;");
append_line(fs_buf, &fs_len, "float random(in vec3 value) {");
append_line(fs_buf, &fs_len, " float random = dot(sin(value), vec3(12.9898, 78.233, 37.719));");
append_line(fs_buf, &fs_len, " return fract(sin(random) * 143758.5453);");
append_line(fs_buf, &fs_len, "}");
}
append_line(fs_buf, &fs_len, "void main() {");
for (int i = 0; i < 2; i++) {
if (cc_features.used_textures[i]) {
bool s = cc_features.clamp[i][0], t = cc_features.clamp[i][1];
if (!s && !t) {
fs_len += sprintf(fs_buf + fs_len, "vec4 texVal%d = texture2D(uTex%d, vTexCoord%d);\n", i, i, i);
} else {
fs_len += sprintf(fs_buf + fs_len, "vec2 texSize%d = textureSize(uTex%d, 0);\n", i, i);
if (s && t) {
fs_len += sprintf(fs_buf + fs_len, "vec4 texVal%d = texture2D(uTex%d, clamp(vTexCoord%d, 0.5 / texSize%d, vec2(vTexClampS%d, vTexClampT%d)));\n", i, i, i, i, i, i);
} else if (s) {
fs_len += sprintf(fs_buf + fs_len, "vec4 texVal%d = texture2D(uTex%d, vec2(clamp(vTexCoord%d.s, 0.5 / texSize%d.s, vTexClampS%d), vTexCoord%d.t));\n", i, i, i, i, i, i);
} else {
fs_len += sprintf(fs_buf + fs_len, "vec4 texVal%d = texture2D(uTex%d, vec2(vTexCoord%d.s, clamp(vTexCoord%d.t, 0.5 / texSize%d.t, vTexClampT%d)));\n", i, i, i, i, i, i);
}
}
}
}
append_line(fs_buf, &fs_len, cc_features.opt_alpha ? "vec4 texel;" : "vec3 texel;");
for (int c = 0; c < (cc_features.opt_2cyc ? 2 : 1); c++) {
append_str(fs_buf, &fs_len, "texel = ");
if (!cc_features.color_alpha_same[c] && cc_features.opt_alpha) {
append_str(fs_buf, &fs_len, "vec4(");
append_formula(fs_buf, &fs_len, cc_features.c[c], cc_features.do_single[c][0], cc_features.do_multiply[c][0], cc_features.do_mix[c][0], false, false, true);
append_str(fs_buf, &fs_len, ", ");
append_formula(fs_buf, &fs_len, cc_features.c[c], cc_features.do_single[c][1], cc_features.do_multiply[c][1], cc_features.do_mix[c][1], true, true, true);
append_str(fs_buf, &fs_len, ")");
}
else {
append_formula(fs_buf, &fs_len, cc_features.c[c], cc_features.do_single[c][0], cc_features.do_multiply[c][0], cc_features.do_mix[c][0], cc_features.opt_alpha, false, cc_features.opt_alpha);
}
append_line(fs_buf, &fs_len, ";");
}
// TODO discard if alpha is 0?
if (cc_features.opt_fog)
{
if (cc_features.opt_alpha)
{
append_line(fs_buf, &fs_len, "texel = vec4(mix(texel.rgb, vFog.rgb, vFog.a), texel.a);");
}
else
{
append_line(fs_buf, &fs_len, "texel = mix(texel, vFog.rgb, vFog.a);");
}
}
if (cc_features.opt_texture_edge && cc_features.opt_alpha) {
append_line(fs_buf, &fs_len, "if (texel.a > 0.19) texel.a = 1.0; else discard;");
}
if (cc_features.opt_alpha && cc_features.opt_noise) {
append_line(fs_buf, &fs_len, "texel.a *= floor(clamp(random(vec3(floor(gl_FragCoord.xy * (240.0 / float(window_height))), float(frame_count))) + texel.a, 0.0, 1.0));");
}
if (cc_features.opt_alpha) {
if (cc_features.opt_alpha_threshold) {
append_line(fs_buf, &fs_len, "if (texel.a < 8.0 / 256.0) discard;");
}
if (cc_features.opt_invisible) {
append_line(fs_buf, &fs_len, "texel.a = 0.0;");
}
append_line(fs_buf, &fs_len, "gl_FragColor = texel;");
} else {
append_line(fs_buf, &fs_len, "gl_FragColor = vec4(texel, 1.0);");
}
append_line(fs_buf, &fs_len, "}");
vs_buf[vs_len] = '\0';
fs_buf[fs_len] = '\0';
/*puts("Vertex shader:");
puts(vs_buf);
puts("Fragment shader:");
puts(fs_buf);
puts("End");*/
const GLchar *sources[2] = { vs_buf, fs_buf };
const GLint lengths[2] = { (GLint) vs_len, (GLint) fs_len };
GLint success;
GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex_shader, 1, &sources[0], &lengths[0]);
glCompileShader(vertex_shader);
glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
if (!success) {
GLint max_length = 0;
glGetShaderiv(vertex_shader, GL_INFO_LOG_LENGTH, &max_length);
char error_log[1024];
//fprintf(stderr, "Vertex shader compilation failed\n");
glGetShaderInfoLog(vertex_shader, max_length, &max_length, &error_log[0]);
//fprintf(stderr, "%s\n", &error_log[0]);
abort();
}
GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment_shader, 1, &sources[1], &lengths[1]);
glCompileShader(fragment_shader);
glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
if (!success) {
GLint max_length = 0;
glGetShaderiv(fragment_shader, GL_INFO_LOG_LENGTH, &max_length);
char error_log[1024];
//fprintf(stderr, "Fragment shader compilation failed\n");
glGetShaderInfoLog(fragment_shader, max_length, &max_length, &error_log[0]);
//fprintf(stderr, "%s\n", &error_log[0]);
abort();
}
GLuint shader_program = glCreateProgram();
glAttachShader(shader_program, vertex_shader);
glAttachShader(shader_program, fragment_shader);
glLinkProgram(shader_program);
size_t cnt = 0;
struct ShaderProgram* prg = &shader_program_pool[make_pair(shader_id0, shader_id1)];
prg->attrib_locations[cnt] = glGetAttribLocation(shader_program, "aVtxPos");
prg->attrib_sizes[cnt] = 4;
++cnt;
for (int i = 0; i < 2; i++) {
if (cc_features.used_textures[i]) {
char name[32];
sprintf(name, "aTexCoord%d", i);
prg->attrib_locations[cnt] = glGetAttribLocation(shader_program, name);
prg->attrib_sizes[cnt] = 2;
++cnt;
for (int j = 0; j < 2; j++) {
if (cc_features.clamp[i][j]) {
sprintf(name, "aTexClamp%s%d", j == 0 ? "S" : "T", i);
prg->attrib_locations[cnt] = glGetAttribLocation(shader_program, name);
prg->attrib_sizes[cnt] = 1;
++cnt;
}
}
}
}
if (cc_features.opt_fog) {
prg->attrib_locations[cnt] = glGetAttribLocation(shader_program, "aFog");
prg->attrib_sizes[cnt] = 4;
++cnt;
}
for (int i = 0; i < cc_features.num_inputs; i++) {
char name[16];
sprintf(name, "aInput%d", i + 1);
prg->attrib_locations[cnt] = glGetAttribLocation(shader_program, name);
prg->attrib_sizes[cnt] = cc_features.opt_alpha ? 4 : 3;
++cnt;
}
prg->opengl_program_id = shader_program;
prg->num_inputs = cc_features.num_inputs;
prg->used_textures[0] = cc_features.used_textures[0];
prg->used_textures[1] = cc_features.used_textures[1];
prg->num_floats = num_floats;
prg->num_attribs = cnt;
gfx_opengl_load_shader(prg);
if (cc_features.used_textures[0]) {
GLint sampler_location = glGetUniformLocation(shader_program, "uTex0");
glUniform1i(sampler_location, 0);
}
if (cc_features.used_textures[1]) {
GLint sampler_location = glGetUniformLocation(shader_program, "uTex1");
glUniform1i(sampler_location, 1);
}
if (cc_features.opt_alpha && cc_features.opt_noise) {
prg->frame_count_location = glGetUniformLocation(shader_program, "frame_count");
prg->window_height_location = glGetUniformLocation(shader_program, "window_height");
prg->used_noise = true;
} else {
prg->used_noise = false;
}
return prg;
}
static struct ShaderProgram *gfx_opengl_lookup_shader(uint64_t shader_id0, uint32_t shader_id1) {
auto it = shader_program_pool.find(make_pair(shader_id0, shader_id1));
return it == shader_program_pool.end() ? nullptr : &it->second;
}
static void gfx_opengl_shader_get_info(struct ShaderProgram *prg, uint8_t *num_inputs, bool used_textures[2]) {
*num_inputs = prg->num_inputs;
used_textures[0] = prg->used_textures[0];
used_textures[1] = prg->used_textures[1];
}
static GLuint gfx_opengl_new_texture(void) {
GLuint ret;
glGenTextures(1, &ret);
return ret;
}
static void gfx_opengl_delete_texture(uint32_t texID) {
glDeleteTextures(1, &texID);
}
static void gfx_opengl_select_texture(int tile, GLuint texture_id) {
glActiveTexture(GL_TEXTURE0 + tile);
glBindTexture(GL_TEXTURE_2D, texture_id);
}
static void gfx_opengl_upload_texture(const uint8_t *rgba32_buf, uint32_t width, uint32_t height) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgba32_buf);
}
static uint32_t gfx_cm_to_opengl(uint32_t val) {
switch (val) {
case G_TX_NOMIRROR | G_TX_CLAMP:
return GL_CLAMP_TO_EDGE;
case G_TX_MIRROR | G_TX_WRAP:
return GL_MIRRORED_REPEAT;
case G_TX_MIRROR | G_TX_CLAMP:
return GL_MIRROR_CLAMP_TO_EDGE;
case G_TX_NOMIRROR | G_TX_WRAP:
return GL_REPEAT;
}
}
static void gfx_opengl_set_sampler_parameters(int tile, bool linear_filter, uint32_t cms, uint32_t cmt) {
glActiveTexture(GL_TEXTURE0 + tile);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gfx_cm_to_opengl(cms));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gfx_cm_to_opengl(cmt));
}
static void gfx_opengl_set_depth_test_and_mask(bool depth_test, bool z_upd) {
if (depth_test || z_upd) {
glEnable(GL_DEPTH_TEST);
glDepthMask(z_upd ? GL_TRUE : GL_FALSE);
glDepthFunc(depth_test ? GL_LEQUAL : GL_ALWAYS);
current_depth_mask = z_upd;
} else {
glDisable(GL_DEPTH_TEST);
}
}
static void gfx_opengl_set_zmode_decal(bool zmode_decal) {
if (zmode_decal) {
glPolygonOffset(-2, -2);
glEnable(GL_POLYGON_OFFSET_FILL);
} else {
glPolygonOffset(0, 0);
glDisable(GL_POLYGON_OFFSET_FILL);
}
}
static void gfx_opengl_set_viewport(int x, int y, int width, int height) {
glViewport(x, y, width, height);
current_height = height;
}
static void gfx_opengl_set_scissor(int x, int y, int width, int height) {
glScissor(x, y, width, height);
}
static void gfx_opengl_set_use_alpha(bool use_alpha) {
if (use_alpha) {
glEnable(GL_BLEND);
} else {
glDisable(GL_BLEND);
}
}
static void gfx_opengl_draw_triangles(float buf_vbo[], size_t buf_vbo_len, size_t buf_vbo_num_tris) {
//printf("flushing %d tris\n", buf_vbo_num_tris);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * buf_vbo_len, buf_vbo, GL_STREAM_DRAW);
glDrawArrays(GL_TRIANGLES, 0, 3 * buf_vbo_num_tris);
}
static unsigned int framebuffer;
static unsigned int textureColorbuffer;
static unsigned int rbo;
static void gfx_opengl_init(void) {
//#if FOR_WINDOWS
glewInit();
//#endif
glGenBuffers(1, &opengl_vbo);
glBindBuffer(GL_ARRAY_BUFFER, opengl_vbo);
glGenFramebuffers(1, &framebuffer);
glGenTextures(1, &textureColorbuffer);
glGenRenderbuffers(1, &rbo);
SohUtils::saveEnvironmentVar("framebuffer", std::to_string(textureColorbuffer));
glDepthFunc(GL_LEQUAL);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
static void gfx_opengl_on_resize(void) {
}
static void gfx_opengl_start_frame(void) {
GLsizei framebuffer_width = gfx_current_dimensions.width;
GLsizei framebuffer_height = gfx_current_dimensions.height;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
std::shared_ptr<Ship::Window> wnd = Ship::GlobalCtx2::GetInstance()->GetWindow();
glBindTexture(GL_TEXTURE_2D, textureColorbuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, framebuffer_width, framebuffer_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureColorbuffer, 0);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, framebuffer_width, framebuffer_height); // use a single renderbuffer object for both a depth AND stencil buffer.
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo); // now actually attach it
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
frame_count++;
glDisable(GL_SCISSOR_TEST);
glDepthMask(GL_TRUE);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
glEnable(GL_DEPTH_CLAMP);
current_depth_mask = true;
}
static void gfx_opengl_end_frame(void) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
GLint last_program;
glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
glUseProgram(0);
SohImGui::Draw();
glUseProgram(last_program);
}
static void gfx_opengl_finish_render(void) {
}
static int gfx_opengl_create_framebuffer(uint32_t width, uint32_t height) {
GLuint textureColorbuffer;
glGenTextures(1, &textureColorbuffer);
glBindTexture(GL_TEXTURE_2D, textureColorbuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
GLuint rbo;
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureColorbuffer, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
fb2tex[fbo] = make_pair(textureColorbuffer, rbo);
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
return fbo;
}
static void gfx_opengl_resize_framebuffer(int fb, uint32_t width, uint32_t height) {
glBindTexture(GL_TEXTURE_2D, fb2tex[fb].first);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glBindRenderbuffer(GL_RENDERBUFFER, fb2tex[fb].second);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}
void gfx_opengl_set_framebuffer(int fb)
{
if (GLEW_ARB_clip_control || GLEW_VERSION_4_5) {
// Set origin to upper left corner, to match N64 and DX11
// If this function is not supported, the texture will be upside down :(
glClipControl(GL_UPPER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
}
glBindFramebuffer(GL_FRAMEBUFFER_EXT, fb);
glDepthMask(GL_TRUE);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDepthMask(current_depth_mask ? GL_TRUE : GL_FALSE);
}
void gfx_opengl_reset_framebuffer(void)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, framebuffer);
if (GLEW_ARB_clip_control || GLEW_VERSION_4_5) {
glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
}
}
void gfx_opengl_select_texture_fb(int fbID)
{
//glDisable(GL_DEPTH_TEST);
glActiveTexture(GL_TEXTURE0 + 0);
glBindTexture(GL_TEXTURE_2D, fb2tex[fbID].first);
}
static uint16_t gfx_opengl_get_pixel_depth(float x, float y) {
float depth;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return depth * 65532.0f;
}
struct GfxRenderingAPI gfx_opengl_api = {
gfx_opengl_z_is_from_0_to_1,
gfx_opengl_unload_shader,
gfx_opengl_load_shader,
gfx_opengl_create_and_load_new_shader,
gfx_opengl_lookup_shader,
gfx_opengl_shader_get_info,
gfx_opengl_new_texture,
gfx_opengl_select_texture,
gfx_opengl_upload_texture,
gfx_opengl_set_sampler_parameters,
gfx_opengl_set_depth_test_and_mask,
gfx_opengl_get_pixel_depth,
gfx_opengl_set_zmode_decal,
gfx_opengl_set_viewport,
gfx_opengl_set_scissor,
gfx_opengl_set_use_alpha,
gfx_opengl_draw_triangles,
gfx_opengl_init,
gfx_opengl_on_resize,
gfx_opengl_start_frame,
gfx_opengl_end_frame,
gfx_opengl_finish_render,
gfx_opengl_create_framebuffer,
gfx_opengl_resize_framebuffer,
gfx_opengl_set_framebuffer,
gfx_opengl_reset_framebuffer,
gfx_opengl_select_texture_fb,
gfx_opengl_delete_texture
};
#endif