mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
770 lines
23 KiB
C++
770 lines
23 KiB
C++
//-----------------------------------------------------------------------------
|
|
// Copyright (c) 2012 GarageGames, LLC
|
|
//
|
|
// 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, sublicense, and/or
|
|
// sell copies of the Software, and to permit persons to whom the Software is
|
|
// furnished to do so, subject to the following conditions:
|
|
//
|
|
// The above copyright notice and this permission notice shall be included in
|
|
// all copies or substantial portions of the Software.
|
|
//
|
|
// 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. IN NO EVENT SHALL THE
|
|
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
|
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
|
// IN THE SOFTWARE.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#include "platform/platform.h"
|
|
#include "gfx/gl/gfxGLDevice.h"
|
|
|
|
#include "gfx/gfxCubemap.h"
|
|
#include "gfx/screenshot.h"
|
|
#include "gfx/gfxDrawUtil.h"
|
|
|
|
#include "gfx/gl/gfxGLEnumTranslate.h"
|
|
#include "gfx/gl/gfxGLVertexBuffer.h"
|
|
#include "gfx/gl/gfxGLPrimitiveBuffer.h"
|
|
#include "gfx/gl/gfxGLTextureTarget.h"
|
|
#include "gfx/gl/gfxGLTextureManager.h"
|
|
#include "gfx/gl/gfxGLTextureObject.h"
|
|
#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"
|
|
|
|
GFXAdapter::CreateDeviceInstanceDelegate GFXGLDevice::mCreateDeviceInstance(GFXGLDevice::createInstance);
|
|
|
|
GFXDevice *GFXGLDevice::createInstance( U32 adapterIndex )
|
|
{
|
|
return new GFXGLDevice(adapterIndex);
|
|
}
|
|
|
|
namespace GL
|
|
{
|
|
extern void gglPerformBinds();
|
|
extern void gglPerformExtensionBinds(void *context);
|
|
}
|
|
|
|
void loadGLCore()
|
|
{
|
|
static bool coreLoaded = false; // Guess what this is for.
|
|
if(coreLoaded)
|
|
return;
|
|
coreLoaded = true;
|
|
|
|
// Make sure we've got our GL bindings.
|
|
GL::gglPerformBinds();
|
|
}
|
|
|
|
void loadGLExtensions(void *context)
|
|
{
|
|
static bool extensionsLoaded = false;
|
|
if(extensionsLoaded)
|
|
return;
|
|
extensionsLoaded = true;
|
|
|
|
GL::gglPerformExtensionBinds(context);
|
|
}
|
|
|
|
void GFXGLDevice::initGLState()
|
|
{
|
|
// We don't currently need to sync device state with a known good place because we are
|
|
// going to set everything in GFXGLStateBlock, but if we change our GFXGLStateBlock strategy, this may
|
|
// need to happen.
|
|
|
|
// Deal with the card profiler here when we know we have a valid context.
|
|
mCardProfiler = new GFXGLCardProfiler();
|
|
mCardProfiler->init();
|
|
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, (GLint*)&mMaxShaderTextures);
|
|
glGetIntegerv(GL_MAX_TEXTURE_UNITS, (GLint*)&mMaxFFTextures);
|
|
|
|
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;
|
|
|
|
mSupportsAnisotropic = mCardProfiler->queryProfile( "GL::suppAnisotropic" );
|
|
}
|
|
|
|
GFXGLDevice::GFXGLDevice(U32 adapterIndex) :
|
|
mAdapterIndex(adapterIndex),
|
|
mCurrentVB(NULL),
|
|
mCurrentPB(NULL),
|
|
m_mCurrentWorld(true),
|
|
m_mCurrentView(true),
|
|
mContext(NULL),
|
|
mPixelFormat(NULL),
|
|
mPixelShaderVersion(0.0f),
|
|
mMaxShaderTextures(2),
|
|
mMaxFFTextures(2),
|
|
mClip(0, 0, 0, 0)
|
|
{
|
|
loadGLCore();
|
|
|
|
GFXGLEnumTranslate::init();
|
|
|
|
GFXVertexColor::setSwizzle( &Swizzles::rgba );
|
|
mDeviceSwizzle32 = &Swizzles::bgra;
|
|
mDeviceSwizzle24 = &Swizzles::bgr;
|
|
|
|
mTextureManager = new GFXGLTextureManager();
|
|
gScreenShot = new ScreenShot();
|
|
|
|
for(U32 i = 0; i < TEXTURE_STAGE_COUNT; i++)
|
|
mActiveTextureType[i] = GL_ZERO;
|
|
}
|
|
|
|
GFXGLDevice::~GFXGLDevice()
|
|
{
|
|
mCurrentStateBlock = 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;
|
|
|
|
GFXResource* walk = mResourceListHead;
|
|
while(walk)
|
|
{
|
|
walk->zombify();
|
|
walk = walk->getNextResource();
|
|
}
|
|
|
|
if( mCardProfiler )
|
|
SAFE_DELETE( mCardProfiler );
|
|
|
|
SAFE_DELETE( gScreenShot );
|
|
}
|
|
|
|
void GFXGLDevice::zombify()
|
|
{
|
|
mTextureManager->zombify();
|
|
if(mCurrentVB)
|
|
mCurrentVB->finish();
|
|
if(mCurrentPB)
|
|
mCurrentPB->finish();
|
|
//mVolatileVBs.clear();
|
|
//mVolatilePBs.clear();
|
|
GFXResource* walk = mResourceListHead;
|
|
while(walk)
|
|
{
|
|
walk->zombify();
|
|
walk = walk->getNextResource();
|
|
}
|
|
}
|
|
|
|
void GFXGLDevice::resurrect()
|
|
{
|
|
GFXResource* walk = mResourceListHead;
|
|
while(walk)
|
|
{
|
|
walk->resurrect();
|
|
walk = walk->getNextResource();
|
|
}
|
|
if(mCurrentVB)
|
|
mCurrentVB->prepare();
|
|
if(mCurrentPB)
|
|
mCurrentPB->prepare();
|
|
mTextureManager->resurrect();
|
|
}
|
|
|
|
GFXVertexBuffer* GFXGLDevice::findVolatileVBO(U32 numVerts, const GFXVertexFormat *vertexFormat, U32 vertSize)
|
|
{
|
|
for(U32 i = 0; i < mVolatileVBs.size(); i++)
|
|
if ( mVolatileVBs[i]->mNumVerts >= numVerts &&
|
|
mVolatileVBs[i]->mVertexFormat.isEqual( *vertexFormat ) &&
|
|
mVolatileVBs[i]->mVertexSize == vertSize &&
|
|
mVolatileVBs[i]->getRefCount() == 1 )
|
|
return mVolatileVBs[i];
|
|
|
|
// No existing VB, so create one
|
|
StrongRefPtr<GFXGLVertexBuffer> buf(new GFXGLVertexBuffer(GFX, numVerts, vertexFormat, vertSize, GFXBufferTypeVolatile));
|
|
buf->registerResourceWithDevice(this);
|
|
mVolatileVBs.push_back(buf);
|
|
return buf.getPointer();
|
|
}
|
|
|
|
GFXPrimitiveBuffer* GFXGLDevice::findVolatilePBO(U32 numIndices, U32 numPrimitives)
|
|
{
|
|
for(U32 i = 0; i < mVolatilePBs.size(); i++)
|
|
if((mVolatilePBs[i]->mIndexCount >= numIndices) && (mVolatilePBs[i]->getRefCount() == 1))
|
|
return mVolatilePBs[i];
|
|
|
|
// No existing PB, so create one
|
|
StrongRefPtr<GFXGLPrimitiveBuffer> buf(new GFXGLPrimitiveBuffer(GFX, numIndices, numPrimitives, GFXBufferTypeVolatile));
|
|
buf->registerResourceWithDevice(this);
|
|
mVolatilePBs.push_back(buf);
|
|
return buf.getPointer();
|
|
}
|
|
|
|
GFXVertexBuffer *GFXGLDevice::allocVertexBuffer( U32 numVerts,
|
|
const GFXVertexFormat *vertexFormat,
|
|
U32 vertSize,
|
|
GFXBufferType bufferType )
|
|
{
|
|
if(bufferType == GFXBufferTypeVolatile)
|
|
return findVolatileVBO(numVerts, vertexFormat, vertSize);
|
|
|
|
GFXGLVertexBuffer* buf = new GFXGLVertexBuffer( GFX, numVerts, vertexFormat, vertSize, bufferType );
|
|
buf->registerResourceWithDevice(this);
|
|
return buf;
|
|
}
|
|
|
|
GFXPrimitiveBuffer *GFXGLDevice::allocPrimitiveBuffer( U32 numIndices, U32 numPrimitives, GFXBufferType bufferType )
|
|
{
|
|
if(bufferType == GFXBufferTypeVolatile)
|
|
return findVolatilePBO(numIndices, numPrimitives);
|
|
|
|
GFXGLPrimitiveBuffer* buf = new GFXGLPrimitiveBuffer(GFX, numIndices, numPrimitives, bufferType);
|
|
buf->registerResourceWithDevice(this);
|
|
return buf;
|
|
}
|
|
|
|
void GFXGLDevice::setVertexStream( U32 stream, GFXVertexBuffer *buffer )
|
|
{
|
|
AssertFatal( stream == 0, "GFXGLDevice::setVertexStream - We don't support multiple vertex streams!" );
|
|
|
|
// Reset the state the old VB required, then set the state the new VB requires.
|
|
if ( mCurrentVB )
|
|
mCurrentVB->finish();
|
|
|
|
mCurrentVB = static_cast<GFXGLVertexBuffer*>( buffer );
|
|
if ( mCurrentVB )
|
|
mCurrentVB->prepare();
|
|
}
|
|
|
|
void GFXGLDevice::setVertexStreamFrequency( U32 stream, U32 frequency )
|
|
{
|
|
// We don't support vertex stream frequency or mesh instancing in OGL yet.
|
|
}
|
|
|
|
GFXCubemap* GFXGLDevice::createCubemap()
|
|
{
|
|
GFXGLCubemap* cube = new GFXGLCubemap();
|
|
cube->registerResourceWithDevice(this);
|
|
return cube;
|
|
};
|
|
|
|
void GFXGLDevice::endSceneInternal()
|
|
{
|
|
// nothing to do for opengl
|
|
mCanCurrentlyRender = false;
|
|
}
|
|
|
|
void GFXGLDevice::clear(U32 flags, ColorI color, F32 z, U32 stencil)
|
|
{
|
|
// Make sure we have flushed our render target state.
|
|
_updateRenderTargets();
|
|
|
|
bool zwrite = true;
|
|
if (mCurrentGLStateBlock)
|
|
{
|
|
zwrite = mCurrentGLStateBlock->getDesc().zWriteEnable;
|
|
}
|
|
|
|
glDepthMask(true);
|
|
ColorF c = color;
|
|
glClearColor(c.red, c.green, c.blue, c.alpha);
|
|
glClearDepth(z);
|
|
glClearStencil(stencil);
|
|
|
|
GLbitfield clearflags = 0;
|
|
clearflags |= (flags & GFXClearTarget) ? GL_COLOR_BUFFER_BIT : 0;
|
|
clearflags |= (flags & GFXClearZBuffer) ? GL_DEPTH_BUFFER_BIT : 0;
|
|
clearflags |= (flags & GFXClearStencil) ? GL_STENCIL_BUFFER_BIT : 0;
|
|
|
|
glClear(clearflags);
|
|
|
|
if(!zwrite)
|
|
glDepthMask(false);
|
|
}
|
|
|
|
// Given a primitive type and a number of primitives, return the number of indexes/vertexes used.
|
|
GLsizei GFXGLDevice::primCountToIndexCount(GFXPrimitiveType primType, U32 primitiveCount)
|
|
{
|
|
switch (primType)
|
|
{
|
|
case GFXPointList :
|
|
return primitiveCount;
|
|
break;
|
|
case GFXLineList :
|
|
return primitiveCount * 2;
|
|
break;
|
|
case GFXLineStrip :
|
|
return primitiveCount + 1;
|
|
break;
|
|
case GFXTriangleList :
|
|
return primitiveCount * 3;
|
|
break;
|
|
case GFXTriangleStrip :
|
|
return 2 + primitiveCount;
|
|
break;
|
|
case GFXTriangleFan :
|
|
return 2 + primitiveCount;
|
|
break;
|
|
default:
|
|
AssertFatal(false, "GFXGLDevice::primCountToIndexCount - unrecognized prim type");
|
|
break;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
inline void GFXGLDevice::preDrawPrimitive()
|
|
{
|
|
if( mStateDirty )
|
|
{
|
|
updateStates();
|
|
}
|
|
|
|
if(mCurrentShaderConstBuffer)
|
|
setShaderConstBufferInternal(mCurrentShaderConstBuffer);
|
|
}
|
|
|
|
inline void GFXGLDevice::postDrawPrimitive(U32 primitiveCount)
|
|
{
|
|
mDeviceStatistics.mDrawCalls++;
|
|
mDeviceStatistics.mPolyCount += 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();
|
|
|
|
glDrawArrays(GFXGLPrimType[primType], vertexStart, primCountToIndexCount(primType, primitiveCount));
|
|
|
|
if(mCurrentPB)
|
|
mCurrentPB->prepare();
|
|
|
|
postDrawPrimitive(primitiveCount);
|
|
}
|
|
|
|
void GFXGLDevice::drawIndexedPrimitive( GFXPrimitiveType primType,
|
|
U32 startVertex,
|
|
U32 minIndex,
|
|
U32 numVerts,
|
|
U32 startIndex,
|
|
U32 primitiveCount )
|
|
{
|
|
AssertFatal( startVertex == 0, "GFXGLDevice::drawIndexedPrimitive() - Non-zero startVertex unsupported!" );
|
|
|
|
preDrawPrimitive();
|
|
|
|
U16* buf = (U16*)static_cast<GFXGLPrimitiveBuffer*>(mCurrentPrimitiveBuffer.getPointer())->getBuffer() + startIndex;
|
|
|
|
glDrawElements(GFXGLPrimType[primType], primCountToIndexCount(primType, primitiveCount), GL_UNSIGNED_SHORT, buf);
|
|
|
|
postDrawPrimitive(primitiveCount);
|
|
}
|
|
|
|
void GFXGLDevice::setPB(GFXGLPrimitiveBuffer* pb)
|
|
{
|
|
if(mCurrentPB)
|
|
mCurrentPB->finish();
|
|
mCurrentPB = 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);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
void GFXGLDevice::setGlobalAmbientInternal(ColorF color)
|
|
{
|
|
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (GLfloat*)&color);
|
|
}
|
|
|
|
void GFXGLDevice::setTextureInternal(U32 textureUnit, const GFXTextureObject*texture)
|
|
{
|
|
const GFXGLTextureObject *tex = static_cast<const GFXGLTextureObject*>(texture);
|
|
glActiveTexture(GL_TEXTURE0 + textureUnit);
|
|
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)
|
|
{
|
|
glBindTexture(mActiveTextureType[textureUnit], 0);
|
|
glDisable(mActiveTextureType[textureUnit]);
|
|
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)
|
|
{
|
|
glBindTexture(mActiveTextureType[textureUnit], 0);
|
|
glDisable(mActiveTextureType[textureUnit]);
|
|
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;
|
|
}
|
|
}
|
|
|
|
void GFXGLDevice::setClipRect( const RectI &inRect )
|
|
{
|
|
AssertFatal(mCurrentRT.isValid(), "GFXGLDevice::setClipRect - must have a render target set to do any rendering operations!");
|
|
|
|
// Clip the rect against the renderable size.
|
|
Point2I size = mCurrentRT->getSize();
|
|
RectI maxRect(Point2I(0,0), size);
|
|
mClip = inRect;
|
|
mClip.intersect(maxRect);
|
|
|
|
// Create projection matrix. See http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/ortho.html
|
|
const F32 left = mClip.point.x;
|
|
const F32 right = mClip.point.x + mClip.extent.x;
|
|
const F32 bottom = mClip.extent.y;
|
|
const F32 top = 0.0f;
|
|
const F32 near = 0.0f;
|
|
const F32 far = 1.0f;
|
|
|
|
const F32 tx = -(right + left)/(right - left);
|
|
const F32 ty = -(top + bottom)/(top - bottom);
|
|
const F32 tz = -(far + near)/(far - near);
|
|
|
|
static Point4F pt;
|
|
pt.set(2.0f / (right - left), 0.0f, 0.0f, 0.0f);
|
|
mProjectionMatrix.setColumn(0, pt);
|
|
|
|
pt.set(0.0f, 2.0f/(top - bottom), 0.0f, 0.0f);
|
|
mProjectionMatrix.setColumn(1, pt);
|
|
|
|
pt.set(0.0f, 0.0f, -2.0f/(far - near), 0.0f);
|
|
mProjectionMatrix.setColumn(2, pt);
|
|
|
|
pt.set(tx, ty, tz, 1.0f);
|
|
mProjectionMatrix.setColumn(3, pt);
|
|
|
|
// Translate projection matrix.
|
|
static MatrixF translate(true);
|
|
pt.set(0.0f, -mClip.point.y, 0.0f, 1.0f);
|
|
translate.setColumn(3, pt);
|
|
|
|
mProjectionMatrix *= translate;
|
|
|
|
setMatrix(GFXMatrixProjection, mProjectionMatrix);
|
|
|
|
MatrixF mTempMatrix(true);
|
|
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);
|
|
setViewport(viewport);
|
|
}
|
|
|
|
/// Creates a state block object based on the desc passed in. This object
|
|
/// represents an immutable state.
|
|
GFXStateBlockRef GFXGLDevice::createStateBlockInternal(const GFXStateBlockDesc& desc)
|
|
{
|
|
return GFXStateBlockRef(new GFXGLStateBlock(desc));
|
|
}
|
|
|
|
/// Activates a stateblock
|
|
void GFXGLDevice::setStateBlockInternal(GFXStateBlock* block, bool force)
|
|
{
|
|
AssertFatal(dynamic_cast<GFXGLStateBlock*>(block), "GFXGLDevice::setStateBlockInternal - Incorrect stateblock type for this device!");
|
|
GFXGLStateBlock* glBlock = static_cast<GFXGLStateBlock*>(block);
|
|
GFXGLStateBlock* glCurrent = static_cast<GFXGLStateBlock*>(mCurrentStateBlock.getPointer());
|
|
if (force)
|
|
glCurrent = NULL;
|
|
|
|
glBlock->activate(glCurrent); // Doesn't use current yet.
|
|
mCurrentGLStateBlock = glBlock;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
GFXTextureTarget * GFXGLDevice::allocRenderToTextureTarget()
|
|
{
|
|
GFXGLTextureTarget *targ = new GFXGLTextureTarget();
|
|
targ->registerResourceWithDevice(this);
|
|
return targ;
|
|
}
|
|
|
|
GFXFence * GFXGLDevice::createFence()
|
|
{
|
|
GFXFence* fence = _createPlatformSpecificFence();
|
|
if(!fence)
|
|
fence = new GFXGeneralFence( this );
|
|
|
|
fence->registerResourceWithDevice(this);
|
|
return fence;
|
|
}
|
|
|
|
GFXOcclusionQuery* GFXGLDevice::createOcclusionQuery()
|
|
{
|
|
GFXOcclusionQuery *query = new GFXGLOcclusionQuery( this );
|
|
query->registerResourceWithDevice(this);
|
|
return query;
|
|
}
|
|
|
|
void GFXGLDevice::setupGenericShaders( GenericShaderType type )
|
|
{
|
|
TORQUE_UNUSED(type);
|
|
// We have FF support, use that.
|
|
disableShaders();
|
|
}
|
|
|
|
GFXShader* GFXGLDevice::createShader()
|
|
{
|
|
GFXGLShader* shader = new GFXGLShader();
|
|
shader->registerResourceWithDevice( this );
|
|
return shader;
|
|
}
|
|
|
|
void GFXGLDevice::setShader( GFXShader *shader )
|
|
{
|
|
if ( shader )
|
|
{
|
|
GFXGLShader *glShader = static_cast<GFXGLShader*>( shader );
|
|
glShader->useProgram();
|
|
}
|
|
else
|
|
glUseProgram(0);
|
|
}
|
|
|
|
void GFXGLDevice::disableShaders()
|
|
{
|
|
setShader(NULL);
|
|
setShaderConstBuffer( NULL );
|
|
}
|
|
|
|
void GFXGLDevice::setShaderConstBufferInternal(GFXShaderConstBuffer* buffer)
|
|
{
|
|
static_cast<GFXGLShaderConstBuffer*>(buffer)->activate();
|
|
}
|
|
|
|
U32 GFXGLDevice::getNumSamplers() const
|
|
{
|
|
return mPixelShaderVersion > 0.001f ? mMaxShaderTextures : mMaxFFTextures;
|
|
}
|
|
|
|
U32 GFXGLDevice::getNumRenderTargets() const
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
void GFXGLDevice::_updateRenderTargets()
|
|
{
|
|
if ( mRTDirty || mCurrentRT->isPendingState() )
|
|
{
|
|
if ( mRTDeactivate )
|
|
{
|
|
mRTDeactivate->deactivate();
|
|
mRTDeactivate = NULL;
|
|
}
|
|
|
|
// NOTE: The render target changes is not really accurate
|
|
// as the GFXTextureTarget supports MRT internally. So when
|
|
// we activate a GFXTarget it could result in multiple calls
|
|
// to SetRenderTarget on the actual device.
|
|
mDeviceStatistics.mRenderTargetChanges++;
|
|
|
|
GFXGLTextureTarget *tex = dynamic_cast<GFXGLTextureTarget*>( mCurrentRT.getPointer() );
|
|
if ( tex )
|
|
{
|
|
tex->applyState();
|
|
tex->makeActive();
|
|
}
|
|
else
|
|
{
|
|
GFXGLWindowTarget *win = dynamic_cast<GFXGLWindowTarget*>( mCurrentRT.getPointer() );
|
|
AssertFatal( win != NULL,
|
|
"GFXGLDevice::_updateRenderTargets() - invalid target subclass passed!" );
|
|
|
|
win->makeActive();
|
|
|
|
if( win->mContext != static_cast<GFXGLDevice*>(GFX)->mContext )
|
|
{
|
|
mRTDirty = false;
|
|
GFX->updateStates(true);
|
|
}
|
|
}
|
|
|
|
mRTDirty = false;
|
|
}
|
|
|
|
if ( mViewportDirty )
|
|
{
|
|
glViewport( mViewport.point.x, mViewport.point.y, mViewport.extent.x, mViewport.extent.y );
|
|
mViewportDirty = false;
|
|
}
|
|
}
|
|
|
|
GFXFormat GFXGLDevice::selectSupportedFormat( GFXTextureProfile* profile,
|
|
const Vector<GFXFormat>& formats,
|
|
bool texture,
|
|
bool mustblend,
|
|
bool mustfilter )
|
|
{
|
|
for(U32 i = 0; i < formats.size(); i++)
|
|
{
|
|
// Single channel textures are not supported by FBOs.
|
|
if(profile->testFlag(GFXTextureProfile::RenderTarget) && (formats[i] == GFXFormatA8 || formats[i] == GFXFormatL8 || formats[i] == GFXFormatL16))
|
|
continue;
|
|
if(GFXGLTextureInternalFormat[formats[i]] == GL_ZERO)
|
|
continue;
|
|
|
|
return formats[i];
|
|
}
|
|
|
|
return GFXFormatR8G8B8A8;
|
|
}
|
|
|
|
//
|
|
// Register this device with GFXInit
|
|
//
|
|
class GFXGLRegisterDevice
|
|
{
|
|
public:
|
|
GFXGLRegisterDevice()
|
|
{
|
|
GFXInit::getRegisterDeviceSignal().notify(&GFXGLDevice::enumerateAdapters);
|
|
}
|
|
};
|
|
|
|
static GFXGLRegisterDevice pGLRegisterDevice;
|
|
|
|
ConsoleFunction(cycleResources, void, 1, 1, "")
|
|
{
|
|
static_cast<GFXGLDevice*>(GFX)->zombify();
|
|
static_cast<GFXGLDevice*>(GFX)->resurrect();
|
|
}
|