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