Add OpenGL support.

This commit is contained in:
LuisAntonRebollo 2014-11-08 17:41:17 +01:00
parent c354f59b72
commit dd08fd2e7d
55 changed files with 2957 additions and 802 deletions

View file

@ -22,6 +22,7 @@
#include "platform/platform.h"
#include "gfx/gl/gfxGLDevice.h"
#include "platform/platformGL.h"
#include "gfx/gfxCubemap.h"
#include "gfx/screenshot.h"
@ -36,12 +37,15 @@
#include "gfx/gl/gfxGLCubemap.h"
#include "gfx/gl/gfxGLCardProfiler.h"
#include "gfx/gl/gfxGLWindowTarget.h"
#include "gfx/gl/ggl/ggl.h"
#include "platform/platformDlibrary.h"
#include "gfx/gl/gfxGLShader.h"
#include "gfx/primBuilder.h"
#include "console/console.h"
#include "gfx/gl/gfxGLOcclusionQuery.h"
#include "materials/shaderData.h"
#include "gfx/gl/gfxGLStateCache.h"
#include "gfx/gl/gfxGLVertexAttribLocation.h"
#include "gfx/gl/gfxGLVertexDecl.h"
GFXAdapter::CreateDeviceInstanceDelegate GFXGLDevice::mCreateDeviceInstance(GFXGLDevice::createInstance);
@ -77,6 +81,23 @@ void loadGLExtensions(void *context)
GL::gglPerformExtensionBinds(context);
}
void STDCALL glDebugCallback(GLenum source, GLenum type, GLuint id,
GLenum severity, GLsizei length, const GLchar* message, void* userParam)
{
#if defined(TORQUE_DEBUG) && !defined(TORQUE_DEBUG_GFX)
if( type == GL_DEBUG_TYPE_OTHER_ARB )
return;
#endif
Con::errorf("OPENGL: %s", message);
}
void STDCALL glAmdDebugCallback(GLuint id, GLenum category, GLenum severity, GLsizei length,
const GLchar* message,GLvoid* userParam)
{
Con::errorf("OPENGL: %s",message);
}
void GFXGLDevice::initGLState()
{
// We don't currently need to sync device state with a known good place because we are
@ -88,29 +109,56 @@ void GFXGLDevice::initGLState()
mCardProfiler->init();
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, (GLint*)&mMaxShaderTextures);
glGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&mMaxFFTextures);
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, (GLint*)&mMaxTRColors);
mMaxTRColors = getMin( mMaxTRColors, (U32)(GFXTextureTarget::MaxRenderSlotId-1) );
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Apple's drivers lie and claim that everything supports fragment shaders. Conveniently they don't lie about the number
// of supported image units. Checking for 16 or more image units ensures that we don't try and use pixel shaders on
// cards which don't support them.
if(mCardProfiler->queryProfile("GL::suppFragmentShader") && mMaxShaderTextures >= 16)
mPixelShaderVersion = 2.0f;
else
mPixelShaderVersion = 0.0f;
// MACHAX - Setting mPixelShaderVersion to 3.0 will allow Advanced Lighting
// to run. At the time of writing (6/18) it doesn't quite work yet.
if(Con::getBoolVariable("$pref::machax::enableAdvancedLighting", false))
mPixelShaderVersion = 3.0f;
// Setting mPixelShaderVersion to 3.0 will allow Advanced Lighting to run.
mPixelShaderVersion = 3.0;
mSupportsAnisotropic = mCardProfiler->queryProfile( "GL::suppAnisotropic" );
String vendorStr = (const char*)glGetString( GL_VENDOR );
if( vendorStr.find("NVIDIA") != String::NPos)
mUseGlMap = false;
#if TORQUE_DEBUG
if( gglHasExtension(ARB_debug_output) )
{
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallbackARB(glDebugCallback, NULL);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
GLuint unusedIds = 0;
glDebugMessageControlARB(GL_DONT_CARE,
GL_DONT_CARE,
GL_DONT_CARE,
0,
&unusedIds,
GL_TRUE);
}
else if(gglHasExtension(AMD_debug_output))
{
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallbackAMD(glAmdDebugCallback, NULL);
//glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
GLuint unusedIds = 0;
glDebugMessageEnableAMD(GL_DONT_CARE, GL_DONT_CARE, 0,&unusedIds, GL_TRUE);
}
#endif
PlatformGL::setVSync(0);
//OpenGL 3 need a binded VAO for render
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
}
GFXGLDevice::GFXGLDevice(U32 adapterIndex) :
mAdapterIndex(adapterIndex),
mCurrentVB(NULL),
mCurrentPB(NULL),
mDrawInstancesCount(0),
m_mCurrentWorld(true),
m_mCurrentView(true),
mContext(NULL),
@ -118,33 +166,74 @@ GFXGLDevice::GFXGLDevice(U32 adapterIndex) :
mPixelShaderVersion(0.0f),
mMaxShaderTextures(2),
mMaxFFTextures(2),
mClip(0, 0, 0, 0)
mMaxTRColors(1),
mClip(0, 0, 0, 0),
mCurrentShader( NULL ),
mNeedUpdateVertexAttrib(false),
mWindowRT(NULL),
mUseGlMap(true)
{
for(int i = 0; i < VERTEX_STREAM_COUNT; ++i)
{
mCurrentVB[i] = NULL;
mCurrentVB_Divisor[i] = 0;
}
loadGLCore();
GFXGLEnumTranslate::init();
GFXVertexColor::setSwizzle( &Swizzles::rgba );
mDeviceSwizzle32 = &Swizzles::bgra;
mDeviceSwizzle24 = &Swizzles::bgr;
// OpenGL have native RGB, no need swizzle
mDeviceSwizzle32 = &Swizzles::rgba;
mDeviceSwizzle24 = &Swizzles::rgb;
mTextureManager = new GFXGLTextureManager();
gScreenShot = new ScreenShot();
for(U32 i = 0; i < TEXTURE_STAGE_COUNT; i++)
mActiveTextureType[i] = GL_ZERO;
mNumVertexStream = 2;
for(int i = 0; i < GS_COUNT; ++i)
mModelViewProjSC[i] = NULL;
mOpenglStateCache = new GFXGLStateCache;
}
GFXGLDevice::~GFXGLDevice()
{
mCurrentStateBlock = NULL;
for(int i = 0; i < VERTEX_STREAM_COUNT; ++i)
mCurrentVB[i] = NULL;
mCurrentPB = NULL;
mCurrentVB = NULL;
for(U32 i = 0; i < mVolatileVBs.size(); i++)
mVolatileVBs[i] = NULL;
for(U32 i = 0; i < mVolatilePBs.size(); i++)
mVolatilePBs[i] = NULL;
// Clear out our current texture references
for (U32 i = 0; i < TEXTURE_STAGE_COUNT; i++)
{
mCurrentTexture[i] = NULL;
mNewTexture[i] = NULL;
mCurrentCubemap[i] = NULL;
mNewCubemap[i] = NULL;
}
mRTStack.clear();
mCurrentRT = NULL;
if( mTextureManager )
{
mTextureManager->zombify();
mTextureManager->kill();
}
GFXResource* walk = mResourceListHead;
while(walk)
{
@ -156,15 +245,20 @@ GFXGLDevice::~GFXGLDevice()
SAFE_DELETE( mCardProfiler );
SAFE_DELETE( gScreenShot );
SAFE_DELETE( mOpenglStateCache );
}
void GFXGLDevice::zombify()
{
mTextureManager->zombify();
if(mCurrentVB)
mCurrentVB->finish();
for(int i = 0; i < VERTEX_STREAM_COUNT; ++i)
if(mCurrentVB[i])
mCurrentVB[i]->finish();
if(mCurrentPB)
mCurrentPB->finish();
mCurrentPB->finish();
//mVolatileVBs.clear();
//mVolatilePBs.clear();
GFXResource* walk = mResourceListHead;
@ -183,10 +277,12 @@ void GFXGLDevice::resurrect()
walk->resurrect();
walk = walk->getNextResource();
}
if(mCurrentVB)
mCurrentVB->prepare();
for(int i = 0; i < VERTEX_STREAM_COUNT; ++i)
if(mCurrentVB[i])
mCurrentVB[i]->prepare();
if(mCurrentPB)
mCurrentPB->prepare();
mTextureManager->resurrect();
}
@ -244,20 +340,39 @@ GFXPrimitiveBuffer *GFXGLDevice::allocPrimitiveBuffer( U32 numIndices, U32 numPr
void GFXGLDevice::setVertexStream( U32 stream, GFXVertexBuffer *buffer )
{
AssertFatal( stream == 0, "GFXGLDevice::setVertexStream - We don't support multiple vertex streams!" );
AssertFatal(stream <= 1, "GFXGLDevice::setVertexStream only support 2 stream (0: data, 1: instancing)");
// Reset the state the old VB required, then set the state the new VB requires.
if ( mCurrentVB )
mCurrentVB->finish();
//if(mCurrentVB[stream] != buffer)
{
// Reset the state the old VB required, then set the state the new VB requires.
if( mCurrentVB[stream] )
{
mCurrentVB[stream]->finish();
}
mCurrentVB = static_cast<GFXGLVertexBuffer*>( buffer );
if ( mCurrentVB )
mCurrentVB->prepare();
mCurrentVB[stream] = static_cast<GFXGLVertexBuffer*>( buffer );
mNeedUpdateVertexAttrib = true;
}
}
void GFXGLDevice::setVertexStreamFrequency( U32 stream, U32 frequency )
{
// We don't support vertex stream frequency or mesh instancing in OGL yet.
if( stream == 0 )
{
mCurrentVB_Divisor[stream] = 0; // non instanced, is vertex buffer
mDrawInstancesCount = frequency; // instances count
}
else
{
AssertFatal(frequency <= 1, "GFXGLDevice::setVertexStreamFrequency only support 0/1 for this stream" );
if( stream == 1 && frequency == 1 )
mCurrentVB_Divisor[stream] = 1; // instances data need a frequency of 1
else
mCurrentVB_Divisor[stream] = 0;
}
mNeedUpdateVertexAttrib = true;
}
GFXCubemap* GFXGLDevice::createCubemap()
@ -278,14 +393,24 @@ void GFXGLDevice::clear(U32 flags, ColorI color, F32 z, U32 stencil)
// Make sure we have flushed our render target state.
_updateRenderTargets();
bool zwrite = true;
bool writeAllColors = true;
bool zwrite = true;
bool writeAllStencil = true;
const GFXStateBlockDesc *desc = NULL;
if (mCurrentGLStateBlock)
{
zwrite = mCurrentGLStateBlock->getDesc().zWriteEnable;
}
desc = &mCurrentGLStateBlock->getDesc();
zwrite = desc->zWriteEnable;
writeAllColors = desc->colorWriteRed && desc->colorWriteGreen && desc->colorWriteBlue && desc->colorWriteAlpha;
writeAllStencil = desc->stencilWriteMask == 0xFFFFFFFF;
}
glColorMask(true, true, true, true);
glDepthMask(true);
ColorF c = color;
glStencilMask(0xFFFFFFFF);
ColorF c = color;
glClearColor(c.red, c.green, c.blue, c.alpha);
glClearDepth(z);
glClearStencil(stencil);
@ -296,13 +421,19 @@ void GFXGLDevice::clear(U32 flags, ColorI color, F32 z, U32 stencil)
clearflags |= (flags & GFXClearStencil) ? GL_STENCIL_BUFFER_BIT : 0;
glClear(clearflags);
if(!writeAllColors)
glColorMask(desc->colorWriteRed, desc->colorWriteGreen, desc->colorWriteBlue, desc->colorWriteAlpha);
if(!zwrite)
glDepthMask(false);
if(!writeAllStencil)
glStencilMask(desc->stencilWriteMask);
}
// Given a primitive type and a number of primitives, return the number of indexes/vertexes used.
GLsizei GFXGLDevice::primCountToIndexCount(GFXPrimitiveType primType, U32 primitiveCount)
inline GLsizei GFXGLDevice::primCountToIndexCount(GFXPrimitiveType primType, U32 primitiveCount)
{
switch (primType)
{
@ -332,6 +463,24 @@ GLsizei GFXGLDevice::primCountToIndexCount(GFXPrimitiveType primType, U32 primit
return 0;
}
GFXVertexDecl* GFXGLDevice::allocVertexDecl( const GFXVertexFormat *vertexFormat )
{
typedef Map<void*, GFXGLVertexDecl> GFXGLVertexDeclMap;
static GFXGLVertexDeclMap declMap;
GFXGLVertexDeclMap::Iterator itr = declMap.find( (void*)vertexFormat->getDescription().c_str() ); // description string are interned, safe to use c_str()
if(itr != declMap.end())
return &itr->value;
GFXGLVertexDecl &decl = declMap[(void*)vertexFormat->getDescription().c_str()];
decl.init(vertexFormat);
return &decl;
}
void GFXGLDevice::setVertexDecl( const GFXVertexDecl *decl )
{
static_cast<const GFXGLVertexDecl*>(decl)->prepareVertexFormat();
}
inline void GFXGLDevice::preDrawPrimitive()
{
if( mStateDirty )
@ -341,6 +490,25 @@ inline void GFXGLDevice::preDrawPrimitive()
if(mCurrentShaderConstBuffer)
setShaderConstBufferInternal(mCurrentShaderConstBuffer);
if( mNeedUpdateVertexAttrib )
{
AssertFatal(mCurrVertexDecl, "");
const GFXGLVertexDecl* decl = static_cast<const GFXGLVertexDecl*>(mCurrVertexDecl);
for(int i = 0; i < getNumVertexStreams(); ++i)
{
if(mCurrentVB[i])
{
mCurrentVB[i]->prepare(i, mCurrentVB_Divisor[i]); // GL_ARB_vertex_attrib_binding
decl->prepareBuffer_old( i, mCurrentVB[i]->mBuffer, mCurrentVB_Divisor[i] ); // old vertex buffer/format
}
}
decl->updateActiveVertexAttrib( GFXGL->getOpenglCache()->getCacheVertexAttribActive() );
}
mNeedUpdateVertexAttrib = false;
}
inline void GFXGLDevice::postDrawPrimitive(U32 primitiveCount)
@ -352,16 +520,13 @@ inline void GFXGLDevice::postDrawPrimitive(U32 primitiveCount)
void GFXGLDevice::drawPrimitive( GFXPrimitiveType primType, U32 vertexStart, U32 primitiveCount )
{
preDrawPrimitive();
// There are some odd performance issues if a buffer is bound to GL_ELEMENT_ARRAY_BUFFER when glDrawArrays is called. Unbinding the buffer
// improves performance by 10%.
if(mCurrentPB)
mCurrentPB->finish();
vertexStart += mCurrentVB[0]->mBufferVertexOffset;
glDrawArrays(GFXGLPrimType[primType], vertexStart, primCountToIndexCount(primType, primitiveCount));
if(mCurrentPB)
mCurrentPB->prepare();
if(mDrawInstancesCount)
glDrawArraysInstanced(GFXGLPrimType[primType], vertexStart, primCountToIndexCount(primType, primitiveCount), mDrawInstancesCount);
else
glDrawArrays(GFXGLPrimType[primType], vertexStart, primCountToIndexCount(primType, primitiveCount));
postDrawPrimitive(primitiveCount);
}
@ -379,7 +544,12 @@ void GFXGLDevice::drawIndexedPrimitive( GFXPrimitiveType primType,
U16* buf = (U16*)static_cast<GFXGLPrimitiveBuffer*>(mCurrentPrimitiveBuffer.getPointer())->getBuffer() + startIndex;
glDrawElements(GFXGLPrimType[primType], primCountToIndexCount(primType, primitiveCount), GL_UNSIGNED_SHORT, buf);
const U32 baseVertex = mCurrentVB[0]->mBufferVertexOffset;
if(mDrawInstancesCount)
glDrawElementsInstancedBaseVertex(GFXGLPrimType[primType], primCountToIndexCount(primType, primitiveCount), GL_UNSIGNED_SHORT, buf, mDrawInstancesCount, baseVertex);
else
glDrawElementsBaseVertex(GFXGLPrimType[primType], primCountToIndexCount(primType, primitiveCount), GL_UNSIGNED_SHORT, buf, baseVertex);
postDrawPrimitive(primitiveCount);
}
@ -393,53 +563,12 @@ void GFXGLDevice::setPB(GFXGLPrimitiveBuffer* pb)
void GFXGLDevice::setLightInternal(U32 lightStage, const GFXLightInfo light, bool lightEnable)
{
if(!lightEnable)
{
glDisable(GL_LIGHT0 + lightStage);
return;
}
if(light.mType == GFXLightInfo::Ambient)
{
AssertFatal(false, "Instead of setting an ambient light you should set the global ambient color.");
return;
}
GLenum lightEnum = GL_LIGHT0 + lightStage;
glLightfv(lightEnum, GL_AMBIENT, (GLfloat*)&light.mAmbient);
glLightfv(lightEnum, GL_DIFFUSE, (GLfloat*)&light.mColor);
glLightfv(lightEnum, GL_SPECULAR, (GLfloat*)&light.mColor);
F32 pos[4];
if(light.mType != GFXLightInfo::Vector)
{
dMemcpy(pos, &light.mPos, sizeof(light.mPos));
pos[3] = 1.0;
}
else
{
dMemcpy(pos, &light.mDirection, sizeof(light.mDirection));
pos[3] = 0.0;
}
// Harcoded attenuation
glLightf(lightEnum, GL_CONSTANT_ATTENUATION, 1.0f);
glLightf(lightEnum, GL_LINEAR_ATTENUATION, 0.1f);
glLightf(lightEnum, GL_QUADRATIC_ATTENUATION, 0.0f);
glLightfv(lightEnum, GL_POSITION, (GLfloat*)&pos);
glEnable(lightEnum);
// ONLY NEEDED ON FFP
}
void GFXGLDevice::setLightMaterialInternal(const GFXLightMaterial mat)
{
// CodeReview - Setting these for front and back is unnecessary. We should consider
// checking what faces we're culling and setting this only for the unculled faces.
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (GLfloat*)&mat.ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (GLfloat*)&mat.diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (GLfloat*)&mat.specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (GLfloat*)&mat.emissive);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, mat.shininess);
// ONLY NEEDED ON FFP
}
void GFXGLDevice::setGlobalAmbientInternal(ColorF color)
@ -449,91 +578,40 @@ void GFXGLDevice::setGlobalAmbientInternal(ColorF color)
void GFXGLDevice::setTextureInternal(U32 textureUnit, const GFXTextureObject*texture)
{
const GFXGLTextureObject *tex = static_cast<const GFXGLTextureObject*>(texture);
glActiveTexture(GL_TEXTURE0 + textureUnit);
GFXGLTextureObject *tex = static_cast<GFXGLTextureObject*>(const_cast<GFXTextureObject*>(texture));
if (tex)
{
// GFXGLTextureObject::bind also handles applying the current sampler state.
if(mActiveTextureType[textureUnit] != tex->getBinding() && mActiveTextureType[textureUnit] != GL_ZERO)
{
glBindTexture(mActiveTextureType[textureUnit], 0);
glDisable(mActiveTextureType[textureUnit]);
}
mActiveTextureType[textureUnit] = tex->getBinding();
tex->bind(textureUnit);
}
else if(mActiveTextureType[textureUnit] != GL_ZERO)
{
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(mActiveTextureType[textureUnit], 0);
glDisable(mActiveTextureType[textureUnit]);
getOpenglCache()->setCacheBindedTex(textureUnit, mActiveTextureType[textureUnit], 0);
mActiveTextureType[textureUnit] = GL_ZERO;
}
glActiveTexture(GL_TEXTURE0);
}
void GFXGLDevice::setCubemapInternal(U32 textureUnit, const GFXGLCubemap* texture)
{
glActiveTexture(GL_TEXTURE0 + textureUnit);
if(texture)
{
if(mActiveTextureType[textureUnit] != GL_TEXTURE_CUBE_MAP && mActiveTextureType[textureUnit] != GL_ZERO)
{
glBindTexture(mActiveTextureType[textureUnit], 0);
glDisable(mActiveTextureType[textureUnit]);
}
mActiveTextureType[textureUnit] = GL_TEXTURE_CUBE_MAP;
texture->bind(textureUnit);
}
else if(mActiveTextureType[textureUnit] != GL_ZERO)
{
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(mActiveTextureType[textureUnit], 0);
glDisable(mActiveTextureType[textureUnit]);
getOpenglCache()->setCacheBindedTex(textureUnit, mActiveTextureType[textureUnit], 0);
mActiveTextureType[textureUnit] = GL_ZERO;
}
glActiveTexture(GL_TEXTURE0);
}
void GFXGLDevice::setMatrix( GFXMatrixType mtype, const MatrixF &mat )
{
MatrixF modelview;
switch (mtype)
{
case GFXMatrixWorld :
{
glMatrixMode(GL_MODELVIEW);
m_mCurrentWorld = mat;
modelview = m_mCurrentWorld;
modelview *= m_mCurrentView;
modelview.transpose();
glLoadMatrixf((F32*) modelview);
}
break;
case GFXMatrixView :
{
glMatrixMode(GL_MODELVIEW);
m_mCurrentView = mat;
modelview = m_mCurrentView;
modelview *= m_mCurrentWorld;
modelview.transpose();
glLoadMatrixf((F32*) modelview);
}
break;
case GFXMatrixProjection :
{
glMatrixMode(GL_PROJECTION);
MatrixF t(mat);
t.transpose();
glLoadMatrixf((F32*) t);
glMatrixMode(GL_MODELVIEW);
}
break;
// CodeReview - Add support for texture transform matrix types
default:
AssertFatal(false, "GFXGLDevice::setMatrix - Unknown matrix mode!");
return;
}
// ONLY NEEDED ON FFP
}
void GFXGLDevice::setClipRect( const RectI &inRect )
@ -584,8 +662,8 @@ void GFXGLDevice::setClipRect( const RectI &inRect )
setViewMatrix( mTempMatrix );
setWorldMatrix( mTempMatrix );
// Set the viewport to the clip rect (with y flip)
RectI viewport(mClip.point.x, size.y - (mClip.point.y + mClip.extent.y), mClip.extent.x, mClip.extent.y);
// Set the viewport to the clip rect
RectI viewport(mClip.point.x, mClip.point.y, mClip.extent.x, mClip.extent.y);
setViewport(viewport);
}
@ -637,11 +715,58 @@ GFXOcclusionQuery* GFXGLDevice::createOcclusionQuery()
void GFXGLDevice::setupGenericShaders( GenericShaderType type )
{
TORQUE_UNUSED(type);
// We have FF support, use that.
disableShaders();
}
AssertFatal(type != GSTargetRestore, "");
if( mGenericShader[GSColor] == NULL )
{
ShaderData *shaderData;
shaderData = new ShaderData();
shaderData->setField("OGLVertexShaderFile", "shaders/common/fixedFunction/gl/colorV.glsl");
shaderData->setField("OGLPixelShaderFile", "shaders/common/fixedFunction/gl/colorP.glsl");
shaderData->setField("pixVersion", "2.0");
shaderData->registerObject();
mGenericShader[GSColor] = shaderData->getShader();
mGenericShaderBuffer[GSColor] = mGenericShader[GSColor]->allocConstBuffer();
mModelViewProjSC[GSColor] = mGenericShader[GSColor]->getShaderConstHandle( "$modelView" );
shaderData = new ShaderData();
shaderData->setField("OGLVertexShaderFile", "shaders/common/fixedFunction/gl/modColorTextureV.glsl");
shaderData->setField("OGLPixelShaderFile", "shaders/common/fixedFunction/gl/modColorTextureP.glsl");
shaderData->setSamplerName("$diffuseMap", 0);
shaderData->setField("pixVersion", "2.0");
shaderData->registerObject();
mGenericShader[GSModColorTexture] = shaderData->getShader();
mGenericShaderBuffer[GSModColorTexture] = mGenericShader[GSModColorTexture]->allocConstBuffer();
mModelViewProjSC[GSModColorTexture] = mGenericShader[GSModColorTexture]->getShaderConstHandle( "$modelView" );
shaderData = new ShaderData();
shaderData->setField("OGLVertexShaderFile", "shaders/common/fixedFunction/gl/addColorTextureV.glsl");
shaderData->setField("OGLPixelShaderFile", "shaders/common/fixedFunction/gl/addColorTextureP.glsl");
shaderData->setSamplerName("$diffuseMap", 0);
shaderData->setField("pixVersion", "2.0");
shaderData->registerObject();
mGenericShader[GSAddColorTexture] = shaderData->getShader();
mGenericShaderBuffer[GSAddColorTexture] = mGenericShader[GSAddColorTexture]->allocConstBuffer();
mModelViewProjSC[GSAddColorTexture] = mGenericShader[GSAddColorTexture]->getShaderConstHandle( "$modelView" );
shaderData = new ShaderData();
shaderData->setField("OGLVertexShaderFile", "shaders/common/fixedFunction/gl/textureV.glsl");
shaderData->setField("OGLPixelShaderFile", "shaders/common/fixedFunction/gl/textureP.glsl");
shaderData->setSamplerName("$diffuseMap", 0);
shaderData->setField("pixVersion", "2.0");
shaderData->registerObject();
mGenericShader[GSTexture] = shaderData->getShader();
mGenericShaderBuffer[GSTexture] = mGenericShader[GSTexture]->allocConstBuffer();
mModelViewProjSC[GSTexture] = mGenericShader[GSTexture]->getShaderConstHandle( "$modelView" );
}
MatrixF tempMatrix = mProjectionMatrix * mViewMatrix * mWorldMatrix[mWorldStackSize];
mGenericShaderBuffer[type]->setSafe(mModelViewProjSC[type], tempMatrix);
setShader( mGenericShader[type] );
setShaderConstBuffer( mGenericShaderBuffer[type] );
}
GFXShader* GFXGLDevice::createShader()
{
GFXGLShader* shader = new GFXGLShader();
@ -651,19 +776,19 @@ GFXShader* GFXGLDevice::createShader()
void GFXGLDevice::setShader( GFXShader *shader )
{
if(mCurrentShader == shader)
return;
if ( shader )
{
GFXGLShader *glShader = static_cast<GFXGLShader*>( shader );
glShader->useProgram();
mCurrentShader = shader;
}
else
glUseProgram(0);
}
void GFXGLDevice::disableShaders()
{
setShader(NULL);
setShaderConstBuffer( NULL );
{
setupGenericShaders();
}
}
void GFXGLDevice::setShaderConstBufferInternal(GFXShaderConstBuffer* buffer)
@ -673,12 +798,20 @@ void GFXGLDevice::setShaderConstBufferInternal(GFXShaderConstBuffer* buffer)
U32 GFXGLDevice::getNumSamplers() const
{
return mPixelShaderVersion > 0.001f ? mMaxShaderTextures : mMaxFFTextures;
return getMin((U32)TEXTURE_STAGE_COUNT,mPixelShaderVersion > 0.001f ? mMaxShaderTextures : mMaxFFTextures);
}
GFXTextureObject* GFXGLDevice::getDefaultDepthTex() const
{
if(mWindowRT && mWindowRT->getPointer())
return static_cast<GFXGLWindowTarget*>( mWindowRT->getPointer() )->mBackBufferDepthTex.getPointer();
return NULL;
}
U32 GFXGLDevice::getNumRenderTargets() const
{
return 1;
return mMaxTRColors;
}
void GFXGLDevice::_updateRenderTargets()
@ -748,6 +881,38 @@ GFXFormat GFXGLDevice::selectSupportedFormat( GFXTextureProfile* profile,
return GFXFormatR8G8B8A8;
}
U32 GFXGLDevice::getTotalVideoMemory_GL_EXT()
{
// Source: http://www.opengl.org/registry/specs/ATI/meminfo.txt
if( gglHasExtension(ATI_meminfo) )
{
GLint mem[4] = {0};
glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, mem); // Retrieve the texture pool
/* With mem[0] i get only the total memory free in the pool in KB
*
* mem[0] - total memory free in the pool
* mem[1] - largest available free block in the pool
* mem[2] - total auxiliary memory free
* mem[3] - largest auxiliary free block
*/
return mem[0] / 1024;
}
//source http://www.opengl.org/registry/specs/NVX/gpu_memory_info.txt
else if( gglHasExtension(NVX_gpu_memory_info) )
{
GLint mem = 0;
glGetIntegerv(GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX, &mem);
return mem / 1024;
}
// TODO OPENGL, add supprt for INTEL cards.
return 0;
}
//
// Register this device with GFXInit
//