#include "twn_draw_c.h" #include "twn_util.h" #include "twn_util_c.h" #include "twn_engine_context_c.h" #include "twn_types.h" #include "twn_deferred_commands.h" #include "twn_gl_any_rendering_c.h" #include #include static TextureMode texture_mode_last_used = TEXTURE_MODE_UNKNOWN; static Pipeline pipeline_last_used = PIPELINE_NO; void start_render_frame(void) { clear_draw_buffer(); } void end_render_frame(void) { if (!ctx.render_double_buffered || ctx.game.frame_number == 1) { issue_deferred_draw_commands(); SDL_GL_SwapWindow(ctx.window); arrsetlen(deferred_commands, 0); restart_scratch_vertex_arrays(); } else { /* instead of waiting for frame to finish for the swap, we continue */ /* while issuing new state for the next call, but deferring any fragment emitting calls for later */ /* actual swap will happen when next frame is fully finished, introducing a delay */ SDL_GL_SwapWindow(ctx.window); issue_deferred_draw_commands(); restart_scratch_vertex_arrays(); glFlush(); arrsetlen(deferred_commands, 0); } } void finally_use_space_pipeline(void) { if (pipeline_last_used == PIPELINE_SPACE) return; static GLuint list = 0; if (!list) { list = glGenLists(1); glNewList(list, GL_COMPILE); { glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glShadeModel(GL_SMOOTH); if (GLAD_GL_ARB_depth_clamp) glDisable(GL_DEPTH_CLAMP); glEnable(GL_CULL_FACE); glDepthRange(0, 1); glEnable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE0); /* solid white, no modulation */ glColor4ub(255, 255, 255, 255); } glEndList(); } glCallList(list); glMatrixMode(GL_PROJECTION); glLoadMatrixf(&camera_projection_matrix.row[0].x); glMatrixMode(GL_MODELVIEW); glLoadMatrixf(&camera_look_at_matrix.row[0].x); texture_mode_last_used = -1; pipeline_last_used = PIPELINE_SPACE; } void finally_use_2d_pipeline(void) { if (pipeline_last_used == PIPELINE_SPACE) { glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glFlush(); } if (pipeline_last_used == PIPELINE_2D) return; static GLuint list = 0; if (!list) { list = glGenLists(1); glNewList(list, GL_COMPILE); { glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); glShadeModel(GL_FLAT); /* removes near/far plane comparison and discard */ if (GLAD_GL_ARB_depth_clamp) glEnable(GL_DEPTH_CLAMP); glEnable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE0); glDisable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); } glEndList(); } glCallList(list); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, (double)ctx.base_render_width, (double)ctx.base_render_height, 0, 0, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); texture_mode_last_used = -1; pipeline_last_used = PIPELINE_2D; } void finally_use_texture_mode(TextureMode mode) { if (texture_mode_last_used == mode) return; static GLuint lists = 0; if (!lists) { lists = glGenLists(3); /* ghostly */ glNewList(lists + 0, GL_COMPILE); { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthFunc(GL_LESS); glDepthMask(GL_FALSE); glDisable(GL_ALPHA_TEST); } glEndList(); /* seethrough */ glNewList(lists + 1, GL_COMPILE); { glDisable(GL_BLEND); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_EQUAL, 1.0f); } glEndList(); /* opaque */ glNewList(lists + 2, GL_COMPILE); { glDisable(GL_BLEND); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); glDisable(GL_ALPHA_TEST); } glEndList(); } if (mode == TEXTURE_MODE_GHOSTLY) { glCallList(lists + 0); } else if (mode == TEXTURE_MODE_SEETHROUGH) { glCallList(lists + 1); } else { glCallList(lists + 2); } texture_mode_last_used = mode; } VertexBufferBuilder build_vertex_buffer(VertexBuffer buffer, size_t bytes) { SDL_assert(bytes != 0); glBindBuffer(GL_ARRAY_BUFFER, buffer); glBufferData(GL_ARRAY_BUFFER, bytes, NULL, GL_STREAM_DRAW); void *mapping = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); if (!mapping) CRY("build_vertex_buffer", "Error mapping a vertex array buffer"); return (VertexBufferBuilder) { .mapping = mapping, .bytes_left = bytes, }; } bool push_to_vertex_buffer_builder(VertexBufferBuilder *builder, void const *bytes, size_t size) { if (builder->bytes_left == 0) return false; memcpy(builder->mapping, bytes, size); builder->bytes_left -= size; /* trigger data send */ if (builder->bytes_left == 0) { glUnmapBuffer(GL_ARRAY_BUFFER); return false; } builder->mapping = (void *)((uintptr_t)builder->mapping + size); return true; } static void load_cubemap_side(const char *path, GLenum target) { SDL_Surface *surface = textures_load_surface(path); /* TODO: sanity check whether all of them have same dimensions? */ glTexImage2D(target, 0, GL_RGBA8, surface->w, surface->h, 0, surface->format->BytesPerPixel == 4 ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE, surface->pixels); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); SDL_free(surface->pixels); SDL_FreeSurface(surface); } void finally_render_skybox(DeferredCommandDrawSkybox command) { static GLuint cubemap = 0; static char *paths_cache = NULL; bool loading_needed = false; /* drop it */ if (!paths_cache || (SDL_strcmp(paths_cache, command.paths) != 0)) { if (cubemap) glDeleteTextures(1, &cubemap); glGenTextures(1, &cubemap); if (paths_cache) SDL_free(paths_cache); paths_cache = command.paths; loading_needed = true; } else SDL_free(command.paths); Matrix4 camera_look_at_matrix_solipsist = camera_look_at_matrix; camera_look_at_matrix_solipsist.row[3].x = 0; camera_look_at_matrix_solipsist.row[3].y = 0; camera_look_at_matrix_solipsist.row[3].z = 0; glMatrixMode(GL_MODELVIEW); glLoadMatrixf(&camera_look_at_matrix_solipsist.row[0].x); glDisable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_CUBE_MAP); glBindTexture(GL_TEXTURE_CUBE_MAP, cubemap); if (loading_needed) { /* load all the sides */ char *expanded = expand_asterisk(command.paths, "up"); load_cubemap_side(expanded, GL_TEXTURE_CUBE_MAP_POSITIVE_Y); SDL_free(expanded); expanded = expand_asterisk(command.paths, "down"); load_cubemap_side(expanded, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y); SDL_free(expanded); expanded = expand_asterisk(command.paths, "east"); load_cubemap_side(expanded, GL_TEXTURE_CUBE_MAP_POSITIVE_X); SDL_free(expanded); expanded = expand_asterisk(command.paths, "north"); load_cubemap_side(expanded, GL_TEXTURE_CUBE_MAP_POSITIVE_Z); SDL_free(expanded); expanded = expand_asterisk(command.paths, "west"); load_cubemap_side(expanded, GL_TEXTURE_CUBE_MAP_NEGATIVE_X); SDL_free(expanded); expanded = expand_asterisk(command.paths, "south"); load_cubemap_side(expanded, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z); SDL_free(expanded); } /* TODO: figure out which coordinates to use to not have issues with far z */ /* TODO: recalculate the list if far z requirement changes */ static GLuint list = 0; if (!list) { list = glGenLists(1); glNewList(list, GL_COMPILE); { /* note: assumes that space pipeline is applied already */ glDisable(GL_ALPHA_TEST); glDepthMask(GL_FALSE); /* removes near/far plane comparison and discard */ if (GLAD_GL_ARB_depth_clamp) glEnable(GL_DEPTH_CLAMP); glBegin(GL_QUADS); { /* up */ glTexCoord3f(50.f, 50.f, 50.f); glVertex3f(50.f, 50.f, 50.f); glTexCoord3f(-50.f, 50.f, 50.f); glVertex3f(-50.f, 50.f, 50.f); glTexCoord3f(-50.f, 50.f, -50.f); glVertex3f(-50.f, 50.f, -50.f); glTexCoord3f(50.f, 50.f, -50.f); glVertex3f(50.f, 50.f, -50.f); /* down */ glTexCoord3f(50.f, -50.f, 50.f); glVertex3f(50.f, -50.f, 50.f); glTexCoord3f(50.f, -50.f, -50.f); glVertex3f(50.f, -50.f, -50.f); glTexCoord3f(-50.f, -50.f, -50.f); glVertex3f(-50.f, -50.f, -50.f); glTexCoord3f(-50.f, -50.f, 50.f); glVertex3f(-50.f, -50.f, 50.f); /* east */ glTexCoord3f(50.f, -50.f, 50.f); glVertex3f(50.f, -50.f, 50.f); glTexCoord3f(50.f, 50.f, 50.f); glVertex3f(50.f, 50.f, 50.f); glTexCoord3f(50.f, 50.f, -50.f); glVertex3f(50.f, 50.f, -50.f); glTexCoord3f(50.f, -50.f, -50.f); glVertex3f(50.f, -50.f, -50.f); /* west */ glTexCoord3f(-50.f, -50.f, 50.f); glVertex3f(-50.f, -50.f, 50.f); glTexCoord3f(-50.f, -50.f, -50.f); glVertex3f(-50.f, -50.f, -50.f); glTexCoord3f(-50.f, 50.f, -50.f); glVertex3f(-50.f, 50.f, -50.f); glTexCoord3f(-50.f, 50.f, 50.f); glVertex3f(-50.f, 50.f, 50.f); /* north */ glTexCoord3f(-50.f, -50.f, 50.f); glVertex3f(-50.f, -50.f, 50.f); glTexCoord3f(-50.f, 50.f, 50.f); glVertex3f(-50.f, 50.f, 50.f); glTexCoord3f(50.f, 50.f, 50.f); glVertex3f(50.f, 50.f, 50.f); glTexCoord3f(50.f, -50.f, 50.f); glVertex3f(50.f, -50.f, 50.f); /* south */ glTexCoord3f(-50.f, -50.f, -50.f); glVertex3f(-50.f, -50.f, -50.f); glTexCoord3f(50.f, -50.f, -50.f); glVertex3f(50.f, -50.f, -50.f); glTexCoord3f(50.f, 50.f, -50.f); glVertex3f(50.f, 50.f, -50.f); glTexCoord3f(-50.f, 50.f, -50.f); glVertex3f(-50.f, 50.f, -50.f); } glEnd(); if (GLAD_GL_ARB_depth_clamp) glDisable(GL_DEPTH_CLAMP); glDepthMask(GL_TRUE); glDisable(GL_TEXTURE_CUBE_MAP); } glEndList(); } glCallList(list); } void finally_apply_fog(DeferredCommandApplyFog command) { if (command.density < 0.0f || command.density > 1.0f) log_warn("Invalid fog density given, should be in range [0..1]"); /* TODO: cache it for constant parameters, which is a common case */ glEnable(GL_FOG); glFogf(GL_FOG_DENSITY, command.density); glFogf(GL_FOG_START, command.start); glFogf(GL_FOG_END, command.end); float color_conv[4]; color_conv[0] = (float)command.color.r / UINT8_MAX; color_conv[1] = (float)command.color.g / UINT8_MAX; color_conv[2] = (float)command.color.b / UINT8_MAX; color_conv[3] = (float)command.color.a / UINT8_MAX; glFogfv(GL_FOG_COLOR, color_conv); } void finally_pop_fog(void) { glDisable(GL_FOG); } void finally_set_depth_range(DeferredCommandDepthRange command) { glDepthRange(command.low, command.high); } void finally_clear_draw_buffer(DeferredCommandClear command) { glClearColor((1.0f / 255) * command.color.r, (1.0f / 255) * command.color.g, (1.0f / 255) * command.color.b, (1.0f / 255) * command.color.a); /* needed as we might mess with it */ glDepthRange(0.0, 1.0); glDepthMask(GL_TRUE); glClear((command.clear_color ? GL_COLOR_BUFFER_BIT : 0) | (command.clear_depth ? GL_DEPTH_BUFFER_BIT : 0) | (command.clear_stencil ? GL_STENCIL_BUFFER_BIT : 0) ); } void finally_draw_command(DeferredCommandDraw command) { /* TODO: don't assume a single vertex array ? */ SDL_assert(command.vertices.arity != 0); SDL_assert(command.vertices.buffer); SDL_assert((command.element_buffer && command.element_count != 0) || command.primitive_count != 0); glBindBuffer(GL_ARRAY_BUFFER, command.vertices.buffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, command.element_buffer); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(command.vertices.arity, command.vertices.type, command.vertices.stride, (void *)command.vertices.offset); if (command.texcoords.arity != 0) { SDL_assert(command.texcoords.buffer == command.vertices.buffer); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glClientActiveTexture(GL_TEXTURE0); glTexCoordPointer(command.texcoords.arity, command.texcoords.type, command.texcoords.stride, (void *)command.texcoords.offset); } if (command.colors.arity != 0) { SDL_assert(command.colors.buffer == command.vertices.buffer); glEnableClientState(GL_COLOR_ARRAY); glColorPointer(command.colors.arity, command.colors.type, command.colors.stride, (void *)command.colors.offset); } else if (command.constant_colored) glColor4ub(command.color.r, command.color.g, command.color.b, command.color.a); if (command.textured) { if (command.uses_gpu_key) glBindTexture(GL_TEXTURE_2D, command.gpu_texture); else if (command.texture_repeat) textures_bind_repeating(&ctx.texture_cache, command.texture_key); else textures_bind(&ctx.texture_cache, command.texture_key); } if (command.element_buffer) { SDL_assert(command.element_count != 0); if (command.range_start == command.range_end) glDrawElements(GL_TRIANGLES, command.element_count, GL_UNSIGNED_SHORT, NULL); else glDrawRangeElements(GL_TRIANGLES, command.range_start, command.range_end, command.element_count, GL_UNSIGNED_SHORT, NULL); } else { SDL_assert(command.primitive_count != 0); glDrawArrays(GL_TRIANGLES, 0, command.primitive_count); } /* state clearing */ if (command.textured) glBindTexture(GL_TEXTURE_2D, 0); if (command.colors.arity != 0) glDisableClientState(GL_COLOR_ARRAY); if (command.texcoords.arity != 0) glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); }