#include "global.h" /* ours may be more up-to-date */ #define __glext_h_ #if defined(WIN32) #include #endif #if !defined(MACOSX) # include # include #else # include # include #endif #undef __glext_h_ #include "glext.h" #include "RageSurface.h" #include "RageSurfaceUtils.h" /* Windows's broken gl.h defines GL_EXT_paletted_texture incompletely: */ #ifndef GL_TEXTURE_INDEX_SIZE_EXT #define GL_TEXTURE_INDEX_SIZE_EXT 0x80ED #endif #include #include #include "RageDisplay.h" #include "RageDisplay_OGL.h" #include "RageDisplay_OGL_Extensions.h" #include "RageUtil.h" #include "RageLog.h" #include "RageTimer.h" #include "RageException.h" #include "RageTexture.h" #include "RageTextureManager.h" #include "RageMath.h" #include "RageTypes.h" #include "RageUtil.h" #include "EnumHelper.h" #include "Foreach.h" #include "ProductInfo.h" #include "DisplayResolutions.h" #include "arch/LowLevelWindow/LowLevelWindow.h" #include "arch/arch.h" #if defined(_MSC_VER) #pragma comment(lib, "opengl32.lib") #pragma comment(lib, "glu32.lib") #endif // // Globals // static bool g_bReversePackedPixelsWorks = true; static bool g_bColorIndexTableWorks = true; /* OpenGL system information that generally doesn't change at runtime. */ /* Range and granularity of points and lines: */ static float g_line_range[2]; static float g_point_range[2]; /* OpenGL version * 10: */ static int g_glVersion; /* GLU version * 10: */ static int g_gluVersion; static int g_iMaxTextureUnits = 0; /* We don't actually use normals (we don't turn on lighting), there's just * no GL_T2F_C4F_V3F. */ static const GLenum RageSpriteVertexFormat = GL_T2F_C4F_N3F_V3F; /* If we support texture matrix scaling, a handle to the vertex program: */ static GLhandleARB g_bTextureMatrixShader = 0; static LowLevelWindow *g_pWind; static void InvalidateAllGeometry(); static RageDisplay::PixelFormatDesc PIXEL_FORMAT_DESC[NUM_PixelFormat] = { { /* R8G8B8A8 */ 32, { 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF } }, { /* R4G4B4A4 */ 16, { 0xF000, 0x0F00, 0x00F0, 0x000F }, }, { /* R5G5B5A1 */ 16, { 0xF800, 0x07C0, 0x003E, 0x0001 }, }, { /* R5G5B5 */ 16, { 0xF800, 0x07C0, 0x003E, 0x0000 }, }, { /* R8G8B8 */ 24, { 0xFF0000, 0x00FF00, 0x0000FF, 0x000000 } }, { /* Paletted */ 8, { 0,0,0,0 } /* N/A */ }, { /* B8G8R8A8 */ 24, { 0x0000FF, 0x00FF00, 0xFF0000, 0x000000 } }, { /* A1B5G5R5 */ 16, { 0x7C00, 0x03E0, 0x001F, 0x8000 }, } }; static map g_Strings; static void InitStringMap() { static bool Initialized = false; if(Initialized) return; Initialized = true; #define X(a) g_Strings[a] = #a; X(GL_RGBA8); X(GL_RGBA4); X(GL_RGB5_A1); X(GL_RGB5); X(GL_RGBA); X(GL_RGB); X(GL_BGR); X(GL_BGRA); X(GL_COLOR_INDEX8_EXT); X(GL_COLOR_INDEX4_EXT); X(GL_COLOR_INDEX); X(GL_UNSIGNED_BYTE); X(GL_UNSIGNED_SHORT_4_4_4_4); X(GL_UNSIGNED_SHORT_5_5_5_1); X(GL_UNSIGNED_SHORT_1_5_5_5_REV); X(GL_INVALID_ENUM); X(GL_INVALID_VALUE); X(GL_INVALID_OPERATION); X(GL_STACK_OVERFLOW); X(GL_STACK_UNDERFLOW); X(GL_OUT_OF_MEMORY); } static CString GLToString( GLenum e ) { if( g_Strings.find(e) != g_Strings.end() ) return g_Strings[e]; return ssprintf( "%i", int(e) ); } /* g_GLPixFmtInfo is used for both texture formats and surface formats. For example, * it's fine to ask for a PixelFormat_RGB5 texture, but to supply a surface matching * PixelFormat_RGB8. OpenGL will simply discard the extra bits. * * It's possible for a format to be supported as a texture format but not as a * surface format. For example, if packed pixels aren't supported, we can still * use GL_RGB5_A1, but we'll have to convert to a supported surface pixel format * first. It's not ideal, since we'll convert to RGBA8 and OGL will convert back, * but it works fine. */ struct GLPixFmtInfo_t { GLenum internalfmt; /* target format */ GLenum format; /* target format */ GLenum type; /* data format */ } const g_GLPixFmtInfo[NUM_PixelFormat] = { { /* R8G8B8A8 */ GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, }, { /* B4G4R4A4 */ GL_RGBA4, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, }, { /* B5G5R5A1 */ GL_RGB5_A1, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, }, { /* B5G5R5 */ GL_RGB5, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, }, { /* B8G8R8 */ GL_RGB8, GL_RGB, GL_UNSIGNED_BYTE, }, { /* Paletted */ GL_COLOR_INDEX8_EXT, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, }, { /* B8G8R8 */ GL_RGB8, GL_BGR, GL_UNSIGNED_BYTE, }, { /* A1R5G5B5 (matches D3DFMT_A1R5G5B5) */ GL_RGB5_A1, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, } }; static void FixLittleEndian() { #if defined(ENDIAN_LITTLE) static bool bInitialized = false; if( bInitialized ) return; bInitialized = true; for( int i = 0; i < NUM_PixelFormat; ++i ) { RageDisplay::PixelFormatDesc &pf = PIXEL_FORMAT_DESC[i]; /* OpenGL and RageSurface handle byte formats differently; we need * to flip non-paletted masks to make them line up. */ if( g_GLPixFmtInfo[i].type != GL_UNSIGNED_BYTE || pf.bpp == 8 ) continue; for( int mask = 0; mask < 4; ++mask) { int m = pf.masks[mask]; switch( pf.bpp ) { case 24: m = Swap24(m); break; case 32: m = Swap32(m); break; default: ASSERT(0); } pf.masks[mask] = m; } } #endif } static void FlushGLErrors() { /* Making an OpenGL call doesn't also flush the error state; if we happen * to have an error from a previous call, then the assert below will fail. * Flush it. */ while( glGetError() != GL_NO_ERROR ) ; } #define AssertNoGLError() \ { \ GLenum error = glGetError(); \ ASSERT_M( error == GL_NO_ERROR, GLToString(error) ); \ } static void TurnOffHardwareVBO() { if( GLExt.glBindBufferARB ) { GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 ); GLExt.glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, 0 ); } } RageDisplay_OGL::RageDisplay_OGL() { LOG->Trace( "RageDisplay_OGL::RageDisplay_OGL()" ); LOG->MapLog("renderer", "Current renderer: OpenGL"); FixLittleEndian(); InitStringMap(); g_pWind = NULL; g_bTextureMatrixShader = 0; } CString GetInfoLog( GLhandleARB h ) { GLint iLength; GLExt.glGetObjectParameterivARB( h, GL_OBJECT_INFO_LOG_LENGTH_ARB, &iLength ); if( !iLength ) return CString(); GLcharARB *pInfoLog = new GLcharARB[iLength]; GLExt.glGetInfoLogARB( h, iLength, &iLength, pInfoLog ); CString sRet = pInfoLog; delete [] pInfoLog; return sRet; } GLhandleARB CompileShader( GLenum ShaderType, CString sBuffer ) { GLhandleARB VertexShader = GLExt.glCreateShaderObjectARB( GL_VERTEX_SHADER_ARB ); const GLcharARB *pData = sBuffer.data(); int iLength = sBuffer.size(); GLExt.glShaderSourceARB( VertexShader, 1, &pData, (GLint*)&iLength ); GLExt.glCompileShaderARB( VertexShader ); GLint bCompileStatus = GL_FALSE; GLExt.glGetObjectParameterivARB( VertexShader, GL_OBJECT_COMPILE_STATUS_ARB, &bCompileStatus ); if( !bCompileStatus ) { LOG->Trace( "Compile failure: %s", GetInfoLog( VertexShader ).c_str() ); return 0; } return VertexShader; } enum { ATTRIB_TEXTURE_MATRIX_SCALE = 1 }; /* XXX: How should we include these? Doing them like this is ugly. Linking them in * from another file as a text symbol would be ideal, but that's completely different * on each platform, so it'd be a maintenance nightmare. Reading them from a file would * be annoying, too. */ const GLcharARB *g_TextureMatrixScaleShader = " \ attribute vec4 TextureMatrixScale; \ void main( void ) \ { \ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; \ vec4 multiplied_tex_coord = gl_TextureMatrix[0] * gl_MultiTexCoord0; \ gl_TexCoord[0] = (multiplied_tex_coord * TextureMatrixScale) + \ (gl_MultiTexCoord0 * (vec4(1)-TextureMatrixScale)); \ gl_FrontColor = gl_Color; \ } \ "; void InitScalingScript() { g_bTextureMatrixShader = 0; if( !GLExt.m_bGL_ARB_shader_objects || !GLExt.m_bGL_ARB_vertex_shader || !GLExt.m_bGL_ARB_shading_language_100 ) return; GLhandleARB VertexShader = CompileShader( GL_VERTEX_SHADER_ARB, g_TextureMatrixScaleShader ); if( VertexShader == 0 ) return; g_bTextureMatrixShader = GLExt.glCreateProgramObjectARB(); GLExt.glAttachObjectARB( g_bTextureMatrixShader, VertexShader ); GLExt.glDeleteObjectARB( VertexShader ); // Bind attributes. GLExt.glBindAttribLocationARB( g_bTextureMatrixShader, ATTRIB_TEXTURE_MATRIX_SCALE, "TextureMatrixScale" ); // Link the program. GLExt.glLinkProgramARB( g_bTextureMatrixShader ); GLint bLinkStatus = false; GLExt.glGetObjectParameterivARB( g_bTextureMatrixShader, GL_OBJECT_LINK_STATUS_ARB, &bLinkStatus ); if( !bLinkStatus ) { LOG->Trace( "Scaling shader link failed: %s", GetInfoLog(g_bTextureMatrixShader).c_str() ); GLExt.glDeleteObjectARB( g_bTextureMatrixShader ); return; } GLExt.glVertexAttrib2fARB( ATTRIB_TEXTURE_MATRIX_SCALE, 1, 1 ); } CString RageDisplay_OGL::Init( VideoModeParams p, bool bAllowUnacceleratedRenderer ) { g_pWind = MakeLowLevelWindow(); bool bIgnore = false; CString sError = SetVideoMode( p, bIgnore ); if( sError != "" ) return sError; // Log driver details LOG->Info( "OGL Vendor: %s", glGetString(GL_VENDOR) ); LOG->Info( "OGL Renderer: %s", glGetString(GL_RENDERER) ); LOG->Info( "OGL Version: %s", glGetString(GL_VERSION) ); LOG->Info( "OGL Max texture size: %i", GetMaxTextureSize() ); LOG->Info( "OGL Texture units: %i", g_iMaxTextureUnits ); LOG->Info( "OGL Extensions: %s", glGetString(GL_EXTENSIONS) ); LOG->Info( "GLU Version: %s", gluGetString(GLU_VERSION) ); if( g_pWind->IsSoftwareRenderer(sError) ) { if( !bAllowUnacceleratedRenderer ) return sError + " Please obtain an updated driver from your video card manufacturer.\n\n"; LOG->Warn( "Low-performance OpenGL renderer: " + sError ); } #if defined(_WINDOWS) /* GLDirect is a Direct3D wrapper for OpenGL. It's rather buggy; and if in * any case GLDirect can successfully render us, we should be able to do so * too using Direct3D directly. (If we can't, it's a bug that we can work * around--if GLDirect can do it, so can we!) */ if( !strncmp( (const char *) glGetString(GL_RENDERER), "GLDirect", 8 ) ) return "GLDirect was detected. GLDirect is not compatible with " PRODUCT_NAME ", and should be disabled.\n"; #endif /* Log this, so if people complain that the radar looks bad on their * system we can compare them: */ glGetFloatv( GL_LINE_WIDTH_RANGE, g_line_range ); glGetFloatv( GL_POINT_SIZE_RANGE, g_point_range ); InitScalingScript(); return CString(); } RageDisplay_OGL::~RageDisplay_OGL() { delete g_pWind; } void RageDisplay_OGL::GetDisplayResolutions( DisplayResolutions &out ) const { out.s.clear(); g_pWind->GetDisplayResolutions( out ); } static void CheckPalettedTextures() { CString sError; do { if( !GLExt.HasExtension("GL_EXT_paletted_texture") ) { sError = "GL_EXT_paletted_texture missing"; break; } if( GLExt.glColorTableEXT == NULL ) { sError = "glColorTableEXT missing"; break; } if( GLExt.glGetColorTableParameterivEXT == NULL ) { sError = "glGetColorTableParameterivEXT missing"; break; } /* Check to see if paletted textures really work. */ GLenum glTexFormat = g_GLPixFmtInfo[PixelFormat_PAL].internalfmt; GLenum glImageFormat = g_GLPixFmtInfo[PixelFormat_PAL].format; GLenum glImageType = g_GLPixFmtInfo[PixelFormat_PAL].type; int iBits = 8; FlushGLErrors(); #define GL_CHECK_ERROR(f) \ { \ GLenum glError = glGetError(); \ if( glError != GL_NO_ERROR ) { \ sError = ssprintf(f " failed (%s)", GLToString(glError).c_str() ); \ break; \ } \ } glTexImage2D( GL_PROXY_TEXTURE_2D, 0, glTexFormat, 16, 16, 0, glImageFormat, glImageType, NULL ); GL_CHECK_ERROR( "glTexImage2D" ); GLuint iFormat = 0; glGetTexLevelParameteriv( GL_PROXY_TEXTURE_2D, 0, GLenum(GL_TEXTURE_INTERNAL_FORMAT), (GLint *) &iFormat ); GL_CHECK_ERROR( "glGetTexLevelParameteriv(GL_TEXTURE_INTERNAL_FORMAT)" ); if( iFormat != glTexFormat ) { sError = ssprintf( "Expected format %s, got %s instead", GLToString(glTexFormat).c_str(), GLToString(iFormat).c_str() ); break; } GLubyte palette[256*4]; memset(palette, 0, sizeof(palette)); GLExt.glColorTableEXT(GL_PROXY_TEXTURE_2D, GL_RGBA8, 256, GL_RGBA, GL_UNSIGNED_BYTE, palette); GL_CHECK_ERROR( "glColorTableEXT" ); GLint iSize = 0; glGetTexLevelParameteriv( GL_PROXY_TEXTURE_2D, 0, GLenum(GL_TEXTURE_INDEX_SIZE_EXT), &iSize ); GL_CHECK_ERROR( "glGetTexLevelParameteriv(GL_TEXTURE_INDEX_SIZE_EXT)" ); if( iBits > iSize || iSize > 8 ) { sError = ssprintf( "Expected %i-bit palette, got a %i-bit one instead", iBits, int(iSize) ); break; } GLint iRealWidth = 0; GLExt.glGetColorTableParameterivEXT( GL_PROXY_TEXTURE_2D, GL_COLOR_TABLE_WIDTH, &iRealWidth ); GL_CHECK_ERROR( "glGetColorTableParameterivEXT(GL_COLOR_TABLE_WIDTH)" ); if( iRealWidth != 1 << iBits ) { sError = ssprintf( "GL_COLOR_TABLE_WIDTH returned %i instead of %i", int(iRealWidth), 1 << iBits ); break; } GLint iRealFormat = 0; GLExt.glGetColorTableParameterivEXT( GL_PROXY_TEXTURE_2D, GL_COLOR_TABLE_FORMAT, &iRealFormat ); GL_CHECK_ERROR( "glGetColorTableParameterivEXT(GL_COLOR_TABLE_FORMAT)" ); if( iRealFormat != GL_RGBA8 ) { sError = ssprintf( "GL_COLOR_TABLE_FORMAT returned %s instead of GL_RGBA8", GLToString(iRealFormat).c_str() ); break; } } while(0); #undef GL_CHECK_ERROR if( sError == "" ) return; /* If 8-bit palettes don't work, disable them entirely--don't trust 4-bit * palettes if it can't even get 8-bit ones right. */ GLExt.glColorTableEXT = NULL; GLExt.glGetColorTableParameterivEXT = NULL; LOG->Info( "Paletted textures disabled: %s.", sError.c_str() ); } static void CheckReversePackedPixels() { /* Try to create a texture. */ FlushGLErrors(); glTexImage2D( GL_PROXY_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, NULL ); const GLenum glError = glGetError(); if( glError == GL_NO_ERROR ) { g_bReversePackedPixelsWorks = true; } else { g_bReversePackedPixelsWorks = false; LOG->Info( "GL_UNSIGNED_SHORT_1_5_5_5_REV failed (%s), disabled", GLToString(glError).c_str() ); } } void SetupExtensions() { const float fGLVersion = strtof( (const char *) glGetString(GL_VERSION), NULL ); g_glVersion = int(roundf(fGLVersion * 10)); const float fGLUVersion = strtof( (const char *) gluGetString(GLU_VERSION), NULL ); g_gluVersion = int(roundf(fGLUVersion * 10)); GLExt.Load( g_pWind ); g_iMaxTextureUnits = 1; if( GLExt.glActiveTextureARB != NULL ) glGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, (GLint *) &g_iMaxTextureUnits ); CheckPalettedTextures(); CheckReversePackedPixels(); { GLint iMaxTableSize = 0; glGetIntegerv( GL_MAX_PIXEL_MAP_TABLE, &iMaxTableSize ); if( iMaxTableSize < 256 ) { /* The minimum GL_MAX_PIXEL_MAP_TABLE is 32; if it's not at least 256, * we can't fit a palette in it, so we can't send paletted data as input * for a non-paletted texture. */ LOG->Info( "GL_MAX_PIXEL_MAP_TABLE is only %d", int(iMaxTableSize) ); g_bColorIndexTableWorks = false; } else { g_bColorIndexTableWorks = true; } } } void RageDisplay_OGL::ResolutionChanged() { //LOG->Warn( "RageDisplay_OGL::ResolutionChanged" ); int fWidth = g_pWind->GetActualVideoModeParams().width; int fHeight = g_pWind->GetActualVideoModeParams().height; glViewport( 0, 0, fWidth, fHeight ); /* Clear any junk that's in the framebuffer. */ if( BeginFrame() ) EndFrame(); RageDisplay::ResolutionChanged(); } // Return true if mode change was successful. // bNewDeviceOut is set true if a new device was created and textures // need to be reloaded. CString RageDisplay_OGL::TryVideoMode( const VideoModeParams &p, bool &bNewDeviceOut ) { //LOG->Warn( "RageDisplay_OGL::TryVideoMode( %d, %d, %d, %d, %d, %d )", p.windowed, p.width, p.height, p.bpp, p.rate, p.vsync ); CString err; err = g_pWind->TryVideoMode( p, bNewDeviceOut ); if( err != "" ) return err; // failed to set video mode /* Now that we've initialized, we can search for extensions. Do this before InvalidateAllGeometry, * since AllocateBuffers needs it. */ SetupExtensions(); if( bNewDeviceOut ) { /* We have a new OpenGL context, so we have to tell our textures that * their OpenGL texture number is invalid. */ if( TEXTUREMAN ) TEXTUREMAN->InvalidateTextures(); /* Recreate all vertex buffers. */ InvalidateAllGeometry(); InitScalingScript(); } this->SetDefaultRenderStates(); /* Set vsync the Windows way, if we can. (What other extensions are there * to do this, for other archs?) */ if( GLExt.wglSwapIntervalEXT ) GLExt.wglSwapIntervalEXT(p.vsync); ResolutionChanged(); return CString(); // successfully set mode } int RageDisplay_OGL::GetMaxTextureSize() const { GLint size; glGetIntegerv( GL_MAX_TEXTURE_SIZE, &size ); return size; } bool RageDisplay_OGL::BeginFrame() { glClearColor( 0,0,0,1 ); SetZWrite( true ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); return true; } void RageDisplay_OGL::EndFrame() { // glFlush(), not glFinish(); NVIDIA_GLX's glFinish()'s behavior is // nowhere near performance-friendly and uses unholy amounts of CPU for // Gog-knows-what. glFlush(); g_pWind->SwapBuffers(); g_pWind->Update(); RageDisplay::EndFrame(); } RageSurface* RageDisplay_OGL::CreateScreenshot() { int width = g_pWind->GetActualVideoModeParams().width; int height = g_pWind->GetActualVideoModeParams().height; const PixelFormatDesc &desc = PIXEL_FORMAT_DESC[PixelFormat_RGBA8]; RageSurface *image = CreateSurface( width, height, desc.bpp, desc.masks[0], desc.masks[1], desc.masks[2], 0 ); FlushGLErrors(); glReadBuffer( GL_FRONT ); AssertNoGLError(); glReadPixels( 0, 0, g_pWind->GetActualVideoModeParams().width, g_pWind->GetActualVideoModeParams().height, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels ); AssertNoGLError(); RageSurfaceUtils::FlipVertically( image ); return image; } VideoModeParams RageDisplay_OGL::GetActualVideoModeParams() const { return g_pWind->GetActualVideoModeParams(); } static void SetupVertices( const RageSpriteVertex v[], int iNumVerts ) { static float *Vertex, *Texture, *Normal; static GLubyte *Color; static int Size = 0; if( iNumVerts > Size ) { Size = iNumVerts; delete [] Vertex; delete [] Color; delete [] Texture; delete [] Normal; Vertex = new float[Size*3]; Color = new GLubyte[Size*4]; Texture = new float[Size*2]; Normal = new float[Size*3]; } for( unsigned i = 0; i < unsigned(iNumVerts); ++i ) { Vertex[i*3+0] = v[i].p[0]; Vertex[i*3+1] = v[i].p[1]; Vertex[i*3+2] = v[i].p[2]; Color[i*4+0] = v[i].c.r; Color[i*4+1] = v[i].c.g; Color[i*4+2] = v[i].c.b; Color[i*4+3] = v[i].c.a; Texture[i*2+0] = v[i].t[0]; Texture[i*2+1] = v[i].t[1]; Normal[i*3+0] = v[i].n[0]; Normal[i*3+1] = v[i].n[1]; Normal[i*3+2] = v[i].n[2]; } glEnableClientState( GL_VERTEX_ARRAY ); glVertexPointer( 3, GL_FLOAT, 0, Vertex ); glEnableClientState( GL_COLOR_ARRAY ); glColorPointer( 4, GL_UNSIGNED_BYTE, 0, Color ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glTexCoordPointer( 2, GL_FLOAT, 0, Texture ); glEnableClientState( GL_NORMAL_ARRAY ); glNormalPointer( GL_FLOAT, 0, Normal ); } void RageDisplay_OGL::SendCurrentMatrices() { RageMatrix projection; RageMatrixMultiply( &projection, GetCentering(), GetProjectionTop() ); glMatrixMode( GL_PROJECTION ); glLoadMatrixf( (const float*)&projection ); // OpenGL has just "modelView", whereas D3D has "world" and "view" RageMatrix modelView; RageMatrixMultiply( &modelView, GetViewTop(), GetWorldTop() ); glMatrixMode( GL_MODELVIEW ); glLoadMatrixf( (const float*)&modelView ); glMatrixMode( GL_TEXTURE ); glLoadMatrixf( (const float*)GetTextureTop() ); } class RageCompiledGeometrySWOGL : public RageCompiledGeometry { public: void Allocate( const vector &vMeshes ) { m_vPosition.resize( GetTotalVertices() ); m_vTexture.resize( GetTotalVertices() ); m_vNormal.resize( GetTotalVertices() ); m_vTexMatrixScale.resize( GetTotalVertices() ); m_vTriangles.resize( GetTotalTriangles() ); } void Change( const vector &vMeshes ) { for( unsigned i=0; i &Vertices = mesh.Vertices; const vector &Triangles = mesh.Triangles; for( unsigned j=0; jTrace( s ); } */ mat.m[3][0] = 0; mat.m[3][1] = 0; mat.m[3][2] = 0; glMatrixMode( GL_TEXTURE ); glLoadMatrixf( (const float*)mat ); } glDrawElements( GL_TRIANGLES, meshInfo.iTriangleCount*3, GL_UNSIGNED_SHORT, &m_vTriangles[0]+meshInfo.iTriangleStart ); } protected: vector m_vPosition; vector m_vTexture; vector m_vNormal; vector m_vTriangles; vector m_vTexMatrixScale; }; class RageCompiledGeometryHWOGL : public RageCompiledGeometrySWOGL { protected: // vertex buffer object names GLuint m_nPositions; GLuint m_nTextureCoords; GLuint m_nNormals; GLuint m_nTriangles; GLuint m_nTextureMatrixScale; void AllocateBuffers(); void UploadData(); public: RageCompiledGeometryHWOGL(); ~RageCompiledGeometryHWOGL(); /* This is called when our OpenGL context is invalidated. */ void Invalidate(); void Allocate( const vector &vMeshes ); void Change( const vector &vMeshes ); void Draw( int iMeshIndex ) const; }; static set g_GeometryList; static void InvalidateAllGeometry() { FOREACHS( RageCompiledGeometryHWOGL*, g_GeometryList, it ) (*it)->Invalidate(); } RageCompiledGeometryHWOGL::RageCompiledGeometryHWOGL() { g_GeometryList.insert( this ); m_nPositions = 0; m_nTextureCoords = 0; m_nNormals = 0; m_nTriangles = 0; m_nTextureMatrixScale = 0; AllocateBuffers(); } RageCompiledGeometryHWOGL::~RageCompiledGeometryHWOGL() { g_GeometryList.erase( this ); FlushGLErrors(); GLExt.glDeleteBuffersARB( 1, &m_nPositions ); AssertNoGLError(); GLExt.glDeleteBuffersARB( 1, &m_nTextureCoords ); AssertNoGLError(); GLExt.glDeleteBuffersARB( 1, &m_nNormals ); AssertNoGLError(); GLExt.glDeleteBuffersARB( 1, &m_nTriangles ); AssertNoGLError(); GLExt.glDeleteBuffersARB( 1, &m_nTextureMatrixScale ); AssertNoGLError(); } void RageCompiledGeometryHWOGL::AllocateBuffers() { FlushGLErrors(); if( !m_nPositions ) { GLExt.glGenBuffersARB( 1, &m_nPositions ); AssertNoGLError(); } if( !m_nTextureCoords ) { GLExt.glGenBuffersARB( 1, &m_nTextureCoords ); AssertNoGLError(); } if( !m_nNormals ) { GLExt.glGenBuffersARB( 1, &m_nNormals ); AssertNoGLError(); } if( !m_nTriangles ) { GLExt.glGenBuffersARB( 1, &m_nTriangles ); AssertNoGLError(); } if( !m_nTextureMatrixScale ) { GLExt.glGenBuffersARB( 1, &m_nTextureMatrixScale ); AssertNoGLError(); } } void RageCompiledGeometryHWOGL::UploadData() { FlushGLErrors(); GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nPositions ); AssertNoGLError(); GLExt.glBufferDataARB( GL_ARRAY_BUFFER_ARB, GetTotalVertices()*sizeof(RageVector3), &m_vPosition[0], GL_STATIC_DRAW_ARB ); AssertNoGLError(); GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nTextureCoords ); AssertNoGLError(); GLExt.glBufferDataARB( GL_ARRAY_BUFFER_ARB, GetTotalVertices()*sizeof(RageVector2), &m_vTexture[0], GL_STATIC_DRAW_ARB ); AssertNoGLError(); GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nNormals ); AssertNoGLError(); GLExt.glBufferDataARB( GL_ARRAY_BUFFER_ARB, GetTotalVertices()*sizeof(RageVector3), &m_vNormal[0], GL_STATIC_DRAW_ARB ); AssertNoGLError(); GLExt.glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, m_nTriangles ); AssertNoGLError(); GLExt.glBufferDataARB( GL_ELEMENT_ARRAY_BUFFER_ARB, GetTotalTriangles()*sizeof(msTriangle), &m_vTriangles[0], GL_STATIC_DRAW_ARB ); AssertNoGLError(); if( m_bAnyNeedsTextureMatrixScale ) { GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nTextureMatrixScale ); AssertNoGLError(); GLExt.glBufferDataARB( GL_ARRAY_BUFFER_ARB, GetTotalVertices()*sizeof(RageVector2), &m_vTexMatrixScale[0], GL_STATIC_DRAW_ARB ); AssertNoGLError(); } } void RageCompiledGeometryHWOGL::Invalidate() { /* Our vertex buffers no longer exist. Reallocate and reupload. */ m_nPositions = 0; m_nTextureCoords = 0; m_nNormals = 0; m_nTriangles = 0; m_nTextureMatrixScale = 0; AllocateBuffers(); UploadData(); } void RageCompiledGeometryHWOGL::Allocate( const vector &vMeshes ) { FlushGLErrors(); RageCompiledGeometrySWOGL::Allocate( vMeshes ); GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nPositions ); AssertNoGLError(); GLExt.glBufferDataARB( GL_ARRAY_BUFFER_ARB, GetTotalVertices()*sizeof(RageVector3), NULL, GL_STATIC_DRAW_ARB ); AssertNoGLError(); GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nTextureCoords ); AssertNoGLError(); GLExt.glBufferDataARB( GL_ARRAY_BUFFER_ARB, GetTotalVertices()*sizeof(RageVector2), NULL, GL_STATIC_DRAW_ARB ); AssertNoGLError(); GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nNormals ); AssertNoGLError(); GLExt.glBufferDataARB( GL_ARRAY_BUFFER_ARB, GetTotalVertices()*sizeof(RageVector3), NULL, GL_STATIC_DRAW_ARB ); AssertNoGLError(); GLExt.glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, m_nTriangles ); AssertNoGLError(); GLExt.glBufferDataARB( GL_ELEMENT_ARRAY_BUFFER_ARB, GetTotalTriangles()*sizeof(msTriangle), NULL, GL_STATIC_DRAW_ARB ); AssertNoGLError(); GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nTextureMatrixScale ); AssertNoGLError(); GLExt.glBufferDataARB( GL_ARRAY_BUFFER_ARB, GetTotalVertices()*sizeof(RageVector2), NULL, GL_STATIC_DRAW_ARB ); } void RageCompiledGeometryHWOGL::Change( const vector &vMeshes ) { RageCompiledGeometrySWOGL::Change( vMeshes ); UploadData(); } void RageCompiledGeometryHWOGL::Draw( int iMeshIndex ) const { FlushGLErrors(); const MeshInfo& meshInfo = m_vMeshInfo[iMeshIndex]; if( !meshInfo.iVertexCount || !meshInfo.iTriangleCount ) return; glEnableClientState(GL_VERTEX_ARRAY); AssertNoGLError(); GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nPositions ); AssertNoGLError(); glVertexPointer(3, GL_FLOAT, 0, NULL ); AssertNoGLError(); glDisableClientState(GL_COLOR_ARRAY); AssertNoGLError(); glEnableClientState(GL_TEXTURE_COORD_ARRAY); AssertNoGLError(); GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nTextureCoords ); AssertNoGLError(); glTexCoordPointer(2, GL_FLOAT, 0, NULL); AssertNoGLError(); // TRICKY: Don't bind and send normals if lighting is disabled. This // will save some effort transforming these values. GLboolean bLighting; glGetBooleanv( GL_LIGHTING, &bLighting ); GLboolean bTextureGenS; glGetBooleanv( GL_TEXTURE_GEN_S, &bTextureGenS ); GLboolean bTextureGenT; glGetBooleanv( GL_TEXTURE_GEN_T, &bTextureGenT ); if( bLighting || bTextureGenS || bTextureGenT ) { glEnableClientState(GL_NORMAL_ARRAY); AssertNoGLError(); GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nNormals ); AssertNoGLError(); glNormalPointer(GL_FLOAT, 0, NULL); AssertNoGLError(); } else { glDisableClientState(GL_NORMAL_ARRAY); AssertNoGLError(); } if( meshInfo.m_bNeedsTextureMatrixScale ) { if( g_bTextureMatrixShader != 0 ) { /* If we're using texture matrix scales, set up that buffer, too, and enable the * vertex shader. This shader doesn't support all OpenGL state, so only enable it * if we're using it. */ GLExt.glEnableVertexAttribArrayARB( ATTRIB_TEXTURE_MATRIX_SCALE ); AssertNoGLError(); GLExt.glBindBufferARB( GL_ARRAY_BUFFER_ARB, m_nTextureMatrixScale ); AssertNoGLError(); GLExt.glVertexAttribPointerARB( ATTRIB_TEXTURE_MATRIX_SCALE, 2, GL_FLOAT, false, 0, NULL ); AssertNoGLError(); GLExt.glUseProgramObjectARB( g_bTextureMatrixShader ); AssertNoGLError(); } else { // Kill the texture translation. // XXX: Change me to scale the translation by the TextureTranslationScale of the first vertex. RageMatrix mat; glGetFloatv( GL_TEXTURE_MATRIX , (float*)mat ); /* for( int i=0; i<4; i++ ) { CString s; for( int j=0; j<4; j++ ) s += ssprintf( "%f ", mat.m[i][j] ); LOG->Trace( s ); } */ mat.m[3][0] = 0; mat.m[3][1] = 0; mat.m[3][2] = 0; glMatrixMode( GL_TEXTURE ); glLoadMatrixf( (const float*)mat ); AssertNoGLError(); } } GLExt.glBindBufferARB( GL_ELEMENT_ARRAY_BUFFER_ARB, m_nTriangles ); AssertNoGLError(); #define BUFFER_OFFSET(o) ((char*)(o)) ASSERT( GLExt.glDrawRangeElements); GLExt.glDrawRangeElements( GL_TRIANGLES, meshInfo.iVertexStart, // minimum array index contained in indices meshInfo.iVertexStart+meshInfo.iVertexCount-1, // maximum array index contained in indices meshInfo.iTriangleCount*3, // number of elements to be rendered GL_UNSIGNED_SHORT, BUFFER_OFFSET(meshInfo.iTriangleStart*sizeof(msTriangle)) ); AssertNoGLError(); if( meshInfo.m_bNeedsTextureMatrixScale && g_bTextureMatrixShader != 0 ) { GLExt.glDisableVertexAttribArrayARB( ATTRIB_TEXTURE_MATRIX_SCALE ); GLExt.glUseProgramObjectARB( 0 ); } } RageCompiledGeometry* RageDisplay_OGL::CreateCompiledGeometry() { if( GLExt.glGenBuffersARB ) return new RageCompiledGeometryHWOGL; else return new RageCompiledGeometrySWOGL; } void RageDisplay_OGL::DeleteCompiledGeometry( RageCompiledGeometry* p ) { delete p; } void RageDisplay_OGL::DrawQuadsInternal( const RageSpriteVertex v[], int iNumVerts ) { TurnOffHardwareVBO(); SendCurrentMatrices(); SetupVertices( v, iNumVerts ); glDrawArrays( GL_QUADS, 0, iNumVerts ); } void RageDisplay_OGL::DrawQuadStripInternal( const RageSpriteVertex v[], int iNumVerts ) { TurnOffHardwareVBO(); SendCurrentMatrices(); SetupVertices( v, iNumVerts ); glDrawArrays( GL_QUAD_STRIP, 0, iNumVerts ); } void RageDisplay_OGL::DrawFanInternal( const RageSpriteVertex v[], int iNumVerts ) { TurnOffHardwareVBO(); glMatrixMode( GL_PROJECTION ); SendCurrentMatrices(); SetupVertices( v, iNumVerts ); glDrawArrays( GL_TRIANGLE_FAN, 0, iNumVerts ); } void RageDisplay_OGL::DrawStripInternal( const RageSpriteVertex v[], int iNumVerts ) { TurnOffHardwareVBO(); SendCurrentMatrices(); SetupVertices( v, iNumVerts ); glDrawArrays( GL_TRIANGLE_STRIP, 0, iNumVerts ); } void RageDisplay_OGL::DrawTrianglesInternal( const RageSpriteVertex v[], int iNumVerts ) { TurnOffHardwareVBO(); SendCurrentMatrices(); SetupVertices( v, iNumVerts ); glDrawArrays( GL_TRIANGLES, 0, iNumVerts ); } void RageDisplay_OGL::DrawCompiledGeometryInternal( const RageCompiledGeometry *p, int iMeshIndex ) { TurnOffHardwareVBO(); SendCurrentMatrices(); p->Draw( iMeshIndex ); } void RageDisplay_OGL::DrawLineStripInternal( const RageSpriteVertex v[], int iNumVerts, float fLineWidth ) { TurnOffHardwareVBO(); if( !GetActualVideoModeParams().bSmoothLines ) { /* Fall back on the generic polygon-based line strip. */ RageDisplay::DrawLineStripInternal(v, iNumVerts, fLineWidth ); return; } SendCurrentMatrices(); /* Draw a nice AA'd line loop. One problem with this is that point and line * sizes don't always precisely match, which doesn't look quite right. * It's worth it for the AA, though. */ glEnable( GL_LINE_SMOOTH ); /* fLineWidth is in units relative to object space, but OpenGL line and point sizes * are in raster units (actual pixels). Scale the line width by the average ratio; * if object space is 640x480, and we have a 1280x960 window, we'll double the * width. */ { const RageMatrix* pMat = GetProjectionTop(); float fW = 2 / pMat->m[0][0]; float fH = -2 / pMat->m[1][1]; float fWidthVal = float(g_pWind->GetActualVideoModeParams().width) / fW; float fHeightVal = float(g_pWind->GetActualVideoModeParams().height) / fH; fLineWidth *= (fWidthVal + fHeightVal) / 2; } /* Clamp the width to the hardware max for both lines and points (whichever * is more restrictive). */ fLineWidth = clamp( fLineWidth, g_line_range[0], g_line_range[1] ); fLineWidth = clamp( fLineWidth, g_point_range[0], g_point_range[1] ); /* Hmm. The granularity of lines and points might be different; for example, * if lines are .5 and points are .25, we might want to snap the width to the * nearest .5, so the hardware doesn't snap them to different sizes. Does it * matter? */ glLineWidth( fLineWidth ); /* Draw the line loop: */ SetupVertices( v, iNumVerts ); glDrawArrays( GL_LINE_STRIP, 0, iNumVerts ); glDisable( GL_LINE_SMOOTH ); /* Round off the corners. This isn't perfect; the point is sometimes a little * larger than the line, causing a small bump on the edge. Not sure how to fix * that. */ glPointSize( fLineWidth ); /* Hack: if the points will all be the same, we don't want to draw * any points at all, since there's nothing to connect. That'll happen * if both scale factors in the matrix are ~0. (Actually, I think * it's true if two of the three scale factors are ~0, but we don't * use this for anything 3d at the moment anyway ...) This is needed * because points aren't scaled like regular polys--a zero-size point * will still be drawn. */ RageMatrix mat; glGetFloatv( GL_MODELVIEW_MATRIX, (float*)mat ); if( mat.m[0][0] < 1e-5 && mat.m[1][1] < 1e-5 ) return; glEnable( GL_POINT_SMOOTH ); SetupVertices( v, iNumVerts ); glDrawArrays( GL_POINTS, 0, iNumVerts ); glDisable( GL_POINT_SMOOTH ); } void RageDisplay_OGL::ClearAllTextures() { FOREACH_ENUM2( TextureUnit, i ) SetTexture( i, NULL ); // HACK: Reset the active texture to 0. // TODO: Change all texture functions to take a stage number. if( GLExt.glActiveTextureARB ) GLExt.glActiveTextureARB(GL_TEXTURE0_ARB); } int RageDisplay_OGL::GetNumTextureUnits() { if( GLExt.glActiveTextureARB == NULL ) return 1; else return g_iMaxTextureUnits; } void RageDisplay_OGL::SetTexture( TextureUnit tu, RageTexture* pTexture ) { if( GLExt.glActiveTextureARB == NULL ) { // multitexture isn't supported. Ignore all textures except for 0. if( tu != 0 ) return; } else { switch( tu ) { case 0: GLExt.glActiveTextureARB(GL_TEXTURE0_ARB); break; case 1: GLExt.glActiveTextureARB(GL_TEXTURE1_ARB); break; default: ASSERT(0); } } if( pTexture ) { glEnable( GL_TEXTURE_2D ); glBindTexture( GL_TEXTURE_2D, pTexture->GetTexHandle() ); } else { glDisable( GL_TEXTURE_2D ); } } void RageDisplay_OGL::SetTextureModeModulate() { glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); } void RageDisplay_OGL::SetTextureModeGlow() { if( !GLExt.m_bEXT_texture_env_combine ) { /* This is changing blend state, instead of texture state, which isn't * great, but it's better than doing nothing. */ glBlendFunc( GL_SRC_ALPHA, GL_ONE ); return; } /* Source color is the diffuse color only: */ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT ); glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_COMBINE_RGB_EXT), GL_REPLACE ); glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_SOURCE0_RGB_EXT), GL_PRIMARY_COLOR_EXT ); /* Source alpha is texture alpha * diffuse alpha: */ glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_COMBINE_ALPHA_EXT), GL_MODULATE ); glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_OPERAND0_ALPHA_EXT), GL_SRC_ALPHA ); glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_SOURCE0_ALPHA_EXT), GL_PRIMARY_COLOR_EXT ); glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_OPERAND1_ALPHA_EXT), GL_SRC_ALPHA ); glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_SOURCE1_ALPHA_EXT), GL_TEXTURE ); } void RageDisplay_OGL::SetTextureModeAdd() { glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD); } void RageDisplay_OGL::SetTextureFiltering( bool b ) { } void RageDisplay_OGL::SetBlendMode( BlendMode mode ) { glEnable(GL_BLEND); switch( mode ) { case BLEND_NORMAL: glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); break; case BLEND_ADD: glBlendFunc( GL_SRC_ALPHA, GL_ONE ); break; case BLEND_NO_EFFECT: /* XXX: Would it be faster and have the same effect to say glDisable(GL_COLOR_WRITEMASK)? */ glBlendFunc( GL_ZERO, GL_ONE ); break; default: ASSERT(0); } } bool RageDisplay_OGL::IsZWriteEnabled() const { bool a; glGetBooleanv( GL_DEPTH_WRITEMASK, (unsigned char*)&a ); return a; } bool RageDisplay_OGL::IsZTestEnabled() const { GLenum a; glGetIntegerv( GL_DEPTH_FUNC, (GLint*)&a ); return a != GL_ALWAYS; } void RageDisplay_OGL::ClearZBuffer() { bool write = IsZWriteEnabled(); SetZWrite( true ); glClear( GL_DEPTH_BUFFER_BIT ); SetZWrite( write ); } void RageDisplay_OGL::SetZWrite( bool b ) { glDepthMask( b ); } void RageDisplay_OGL::SetZBias( float f ) { float fNear = SCALE( f, 0.0f, 1.0f, 0.05f, 0.0f ); float fFar = SCALE( f, 0.0f, 1.0f, 1.0f, 0.95f ); glDepthRange( fNear, fFar ); } void RageDisplay_OGL::SetZTestMode( ZTestMode mode ) { glEnable( GL_DEPTH_TEST ); switch( mode ) { case ZTEST_OFF: glDepthFunc( GL_ALWAYS ); break; case ZTEST_WRITE_ON_PASS: glDepthFunc( GL_LEQUAL ); break; case ZTEST_WRITE_ON_FAIL: glDepthFunc( GL_GREATER ); break; default: ASSERT( 0 ); } } void RageDisplay_OGL::SetTextureWrapping( bool b ) { GLenum mode = b ? GL_REPEAT : GL_CLAMP_TO_EDGE; glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mode ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mode ); } void RageDisplay_OGL::SetMaterial( const RageColor &emissive, const RageColor &ambient, const RageColor &diffuse, const RageColor &specular, float shininess ) { // TRICKY: If lighting is off, then setting the material // will have no effect. Even if lighting is off, we still // want Models to have basic color and transparency. // We can do this fake lighting by setting the vertex color. // XXX: unintended: SetLighting must be called before SetMaterial GLboolean bLighting; glGetBooleanv( GL_LIGHTING, &bLighting ); if( bLighting ) { glMaterialfv( GL_FRONT, GL_EMISSION, emissive ); glMaterialfv( GL_FRONT, GL_AMBIENT, ambient ); glMaterialfv( GL_FRONT, GL_DIFFUSE, diffuse ); glMaterialfv( GL_FRONT, GL_SPECULAR, specular ); glMaterialf( GL_FRONT, GL_SHININESS, shininess ); } else { RageColor c = diffuse; c.r += emissive.r + ambient.r; c.g += emissive.g + ambient.g; c.b += emissive.b + ambient.b; glColor4fv( c ); } } void RageDisplay_OGL::SetLighting( bool b ) { if( b ) glEnable( GL_LIGHTING ); else glDisable( GL_LIGHTING ); } void RageDisplay_OGL::SetLightOff( int index ) { glDisable( GL_LIGHT0+index ); } void RageDisplay_OGL::SetLightDirectional( int index, const RageColor &ambient, const RageColor &diffuse, const RageColor &specular, const RageVector3 &dir ) { // Light coordinates are transformed by the modelview matrix, but // we are being passed in world-space coords. glPushMatrix(); glLoadIdentity(); glEnable( GL_LIGHT0+index ); glLightfv( GL_LIGHT0+index, GL_AMBIENT, ambient ); glLightfv( GL_LIGHT0+index, GL_DIFFUSE, diffuse ); glLightfv( GL_LIGHT0+index, GL_SPECULAR, specular ); float position[4] = {dir.x, dir.y, dir.z, 0}; glLightfv( GL_LIGHT0+index, GL_POSITION, position ); glPopMatrix(); } void RageDisplay_OGL::SetCullMode( CullMode mode ) { switch( mode ) { case CULL_BACK: glEnable( GL_CULL_FACE ); glCullFace( GL_BACK ); break; case CULL_FRONT: glEnable( GL_CULL_FACE ); glCullFace( GL_FRONT ); break; case CULL_NONE: glDisable( GL_CULL_FACE ); break; default: ASSERT(0); } } const RageDisplay::PixelFormatDesc *RageDisplay_OGL::GetPixelFormatDesc(PixelFormat pf) const { ASSERT( pf < NUM_PixelFormat ); return &PIXEL_FORMAT_DESC[pf]; } bool RageDisplay_OGL::SupportsThreadedRendering() { return g_pWind->SupportsThreadedRendering(); } void RageDisplay_OGL::BeginConcurrentRendering() { g_pWind->BeginConcurrentRendering(); } void RageDisplay_OGL::EndConcurrentRendering() { g_pWind->EndConcurrentRendering(); } void RageDisplay_OGL::DeleteTexture( unsigned uTexHandle ) { unsigned int uTexID = uTexHandle; FlushGLErrors(); glDeleteTextures(1,reinterpret_cast(&uTexID)); AssertNoGLError(); } PixelFormat RageDisplay_OGL::GetImgPixelFormat( RageSurface* &img, bool &bFreeImg, int width, int height, bool bPalettedTexture ) { PixelFormat pixfmt = FindPixelFormat( img->format->BitsPerPixel, img->format->Rmask, img->format->Gmask, img->format->Bmask, img->format->Amask ); /* If img is paletted, we're setting up a non-paletted texture, and color indexes * are too small, depalettize. */ bool bSupported = true; if( !bPalettedTexture && img->fmt.BytesPerPixel == 1 && !g_bColorIndexTableWorks ) bSupported = false; if( pixfmt == PixelFormat_INVALID || !SupportsSurfaceFormat(pixfmt) ) bSupported = false; if( !bSupported ) { /* The source isn't in a supported, known pixel format. We need to convert * it ourself. Just convert it to RGBA8, and let OpenGL convert it back * down to whatever the actual pixel format is. This is a very slow code * path, which should almost never be used. */ pixfmt = PixelFormat_RGBA8; ASSERT( SupportsSurfaceFormat(pixfmt) ); const PixelFormatDesc *pfd = DISPLAY->GetPixelFormatDesc(pixfmt); RageSurface *imgconv = CreateSurface( width, height, pfd->bpp, pfd->masks[0], pfd->masks[1], pfd->masks[2], pfd->masks[3] ); RageSurfaceUtils::Blit( img, imgconv, width, height ); img = imgconv; bFreeImg = true; } else { bFreeImg = false; } return pixfmt; } /* If we're sending a paletted surface to a non-paletted texture, set the palette. */ void SetPixelMapForSurface( int glImageFormat, int glTexFormat, const RageSurfacePalette *palette ) { if( glImageFormat != GL_COLOR_INDEX || glTexFormat == GL_COLOR_INDEX8_EXT ) { glPixelTransferi( GL_MAP_COLOR, false ); return; } GLushort buf[4][256]; memset( buf, 0, sizeof(buf) ); for( int i = 0; i < palette->ncolors; ++i ) { buf[0][i] = SCALE( palette->colors[i].r, 0, 255, 0, 65535 ); buf[1][i] = SCALE( palette->colors[i].g, 0, 255, 0, 65535 ); buf[2][i] = SCALE( palette->colors[i].b, 0, 255, 0, 65535 ); buf[3][i] = SCALE( palette->colors[i].a, 0, 255, 0, 65535 ); } FlushGLErrors(); glPixelMapusv( GL_PIXEL_MAP_I_TO_R, 256, buf[0] ); glPixelMapusv( GL_PIXEL_MAP_I_TO_G, 256, buf[1] ); glPixelMapusv( GL_PIXEL_MAP_I_TO_B, 256, buf[2] ); glPixelMapusv( GL_PIXEL_MAP_I_TO_A, 256, buf[3] ); glPixelTransferi( GL_MAP_COLOR, true ); GLenum error = glGetError(); ASSERT_M( error == GL_NO_ERROR, GLToString(error) ); } unsigned RageDisplay_OGL::CreateTexture( PixelFormat pixfmt, RageSurface* pImg, bool bGenerateMipMaps ) { ASSERT( pixfmt < NUM_PixelFormat ); ASSERT( pImg->w == power_of_two(pImg->w) && pImg->h == power_of_two(pImg->h) ); /* Find the pixel format of the image we've been given. */ bool bFreeImg; PixelFormat imgpixfmt = GetImgPixelFormat( pImg, bFreeImg, pImg->w, pImg->h, pixfmt == PixelFormat_PAL ); ASSERT( imgpixfmt != PixelFormat_INVALID ); GLenum glTexFormat = g_GLPixFmtInfo[pixfmt].internalfmt; GLenum glImageFormat = g_GLPixFmtInfo[imgpixfmt].format; GLenum glImageType = g_GLPixFmtInfo[imgpixfmt].type; /* If the image is paletted, but we're not sending it to a paletted image, * set up glPixelMap. */ SetPixelMapForSurface( glImageFormat, glTexFormat, pImg->format->palette ); // HACK: OpenGL 1.2 types aren't available in GLU 1.3. Don't call GLU for mip // mapping if we're using an OGL 1.2 type and don't have >= GLU 1.3. // http://pyopengl.sourceforge.net/documentation/manual/gluBuild2DMipmaps.3G.html if( bGenerateMipMaps && g_gluVersion < 13 ) { switch( pixfmt ) { // OpenGL 1.1 types case PixelFormat_RGBA8: case PixelFormat_RGB8: case PixelFormat_PAL: case PixelFormat_BGR8: break; // OpenGL 1.2 types default: LOG->Trace( "Can't generate mipmaps for type %s because GLU version %.1f is too old.", GLToString(glImageType).c_str(), g_gluVersion/10.f ); bGenerateMipMaps = false; break; } } // allocate OpenGL texture resource unsigned int uTexHandle; glGenTextures( 1, reinterpret_cast(&uTexHandle) ); ASSERT( uTexHandle ); glBindTexture( GL_TEXTURE_2D, uTexHandle ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); GLint iMinFilter; if( bGenerateMipMaps ) { if( g_pWind->GetActualVideoModeParams().bTrilinearFiltering ) iMinFilter = GL_LINEAR_MIPMAP_LINEAR; else iMinFilter = GL_LINEAR_MIPMAP_NEAREST; } else { iMinFilter = GL_LINEAR; } glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iMinFilter ); if( g_pWind->GetActualVideoModeParams().bAnisotropicFiltering && GLExt.HasExtension("GL_EXT_texture_filter_anisotropic") ) { GLfloat fLargestSupportedAnisotropy; glGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fLargestSupportedAnisotropy ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargestSupportedAnisotropy ); } SetTextureWrapping( false ); glPixelStorei( GL_UNPACK_ROW_LENGTH, pImg->pitch / pImg->format->BytesPerPixel ); if( pixfmt == PixelFormat_PAL ) { /* The texture is paletted; set the texture palette. */ GLubyte palette[256*4]; memset( palette, 0, sizeof(palette) ); int p = 0; /* Copy the palette to the format OpenGL expects. */ for( int i = 0; i < pImg->format->palette->ncolors; ++i ) { palette[p++] = pImg->format->palette->colors[i].r; palette[p++] = pImg->format->palette->colors[i].g; palette[p++] = pImg->format->palette->colors[i].b; palette[p++] = pImg->format->palette->colors[i].a; } /* Set the palette. */ GLExt.glColorTableEXT( GL_TEXTURE_2D, GL_RGBA8, 256, GL_RGBA, GL_UNSIGNED_BYTE, palette ); GLint iRealFormat = 0; GLExt.glGetColorTableParameterivEXT( GL_TEXTURE_2D, GL_COLOR_TABLE_FORMAT, &iRealFormat ); ASSERT( iRealFormat == GL_RGBA8 ); } { ostringstream s; s << (bGenerateMipMaps? "gluBuild2DMipmaps":"glTexImage2D"); s << "(format " << GLToString(glTexFormat) << ", " << pImg->w << "x" << pImg->h << ", format " << GLToString(glImageFormat) << ", type " << GLToString(glImageType) << ", pixfmt " << pixfmt << ", imgpixfmt " << imgpixfmt << ")"; LOG->Trace( "%s", s.str().c_str() ); } FlushGLErrors(); if( bGenerateMipMaps ) { GLenum error = gluBuild2DMipmaps( GL_TEXTURE_2D, glTexFormat, pImg->w, pImg->h, glImageFormat, glImageType, pImg->pixels ); ASSERT_M( error == 0, (char *) gluErrorString(error) ); } else { glTexImage2D( GL_TEXTURE_2D, 0, glTexFormat, pImg->w, pImg->h, 0, glImageFormat, glImageType, pImg->pixels); GLenum error = glGetError(); ASSERT_M( error == GL_NO_ERROR, GLToString(error) ); } /* Sanity check: */ if( pixfmt == PixelFormat_PAL ) { GLint iSize = 0; glGetTexLevelParameteriv( GL_TEXTURE_2D, 0, GLenum(GL_TEXTURE_INDEX_SIZE_EXT), &iSize ); if( iSize != 8 ) RageException::Throw( "Thought paletted textures worked, but they don't." ); } glPixelStorei( GL_UNPACK_ROW_LENGTH, 0 ); glFlush(); if( bFreeImg ) delete pImg; return uTexHandle; } /* This doesn't support img being paletted if the surface itself isn't paletted. * This is only used for movies anyway, which are never paletted. */ void RageDisplay_OGL::UpdateTexture( unsigned uTexHandle, RageSurface* pImg, int iXOffset, int iYOffset, int iWidth, int iHeight ) { glBindTexture( GL_TEXTURE_2D, uTexHandle ); bool bFreeImg; PixelFormat pixfmt = GetImgPixelFormat( pImg, bFreeImg, iWidth, iHeight, false ); glPixelStorei( GL_UNPACK_ROW_LENGTH, pImg->pitch / pImg->format->BytesPerPixel ); // GLenum glTexFormat = g_GLPixFmtInfo[pixfmt].internalfmt; GLenum glImageFormat = g_GLPixFmtInfo[pixfmt].format; GLenum glImageType = g_GLPixFmtInfo[pixfmt].type; glTexSubImage2D( GL_TEXTURE_2D, 0, iXOffset, iYOffset, iWidth, iHeight, glImageFormat, glImageType, pImg->pixels ); /* Must unset PixelStore when we're done! */ glPixelStorei( GL_UNPACK_ROW_LENGTH, 0 ); glFlush(); if( bFreeImg ) delete pImg; } void RageDisplay_OGL::SetPolygonMode( PolygonMode pm ) { GLenum m; switch( pm ) { case POLYGON_FILL: m = GL_FILL; break; case POLYGON_LINE: m = GL_LINE; break; default: ASSERT(0); return; } glPolygonMode( GL_FRONT_AND_BACK, m ); } void RageDisplay_OGL::SetLineWidth( float fWidth ) { glLineWidth( fWidth ); } CString RageDisplay_OGL::GetTextureDiagnostics( unsigned id ) const { return CString(); } void RageDisplay_OGL::SetAlphaTest( bool b ) { glAlphaFunc( GL_GREATER, 0.01f ); if( b ) glEnable( GL_ALPHA_TEST ); else glDisable( GL_ALPHA_TEST ); } /* * Although we pair texture formats (eg. GL_RGB8) and surface formats * (pairs of eg. GL_RGB8,GL_UNSIGNED_SHORT_5_5_5_1), it's possible for * a format to be supported for a texture format but not a surface * format. This is abstracted, so you don't need to know about this * as a user calling CreateTexture. * * One case of this is if packed pixels aren't supported. We can still * use 16-bit color modes, but we have to send it in 32-bit. Almost * everything supports packed pixels. * * Another case of this is incomplete packed pixels support. Some implementations * neglect GL_UNSIGNED_SHORT_*_REV. */ bool RageDisplay_OGL::SupportsSurfaceFormat( PixelFormat pixfmt ) { switch( g_GLPixFmtInfo[pixfmt].type ) { case GL_UNSIGNED_SHORT_1_5_5_5_REV: return GLExt.m_bGL_EXT_bgra && g_bReversePackedPixelsWorks; default: return true; } } bool RageDisplay_OGL::SupportsTextureFormat( PixelFormat pixfmt, bool bRealtime ) { /* If we support a pixfmt for texture formats but not for surface formats, then * we'll have to convert the texture to a supported surface format before uploading. * This is too slow for dynamic textures. */ if( bRealtime && !SupportsSurfaceFormat(pixfmt) ) return false; switch( g_GLPixFmtInfo[pixfmt].format ) { case GL_COLOR_INDEX: return GLExt.glColorTableEXT && GLExt.glGetColorTableParameterivEXT; case GL_BGR: case GL_BGRA: return GLExt.m_bGL_EXT_bgra; default: return true; } } bool RageDisplay_OGL::SupportsPerVertexMatrixScale() { return g_bTextureMatrixShader != 0; } void RageDisplay_OGL::SetSphereEnvironmentMapping( bool b ) { if( b ) { glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP ); glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP ); glEnable( GL_TEXTURE_GEN_S ); glEnable( GL_TEXTURE_GEN_T ); } else { glDisable( GL_TEXTURE_GEN_S ); glDisable( GL_TEXTURE_GEN_T ); } } /* * Copyright (c) 2001-2004 Chris Danford, Glenn Maynard * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */