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r_main.cpp
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2083 lines (1811 loc) · 54.8 KB
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// SimpleGraphic Engine
// (c) David Gowor, 2014
//
// Module: Render Main
//
#define GLAD_GLES2_IMPLEMENTATION
#define IMGUI_DEFINE_MATH_OPERATORS
#include "r_local.h"
#include "common/base64.h"
#include <algorithm>
#include <array>
#include <filesystem>
#include <fmt/chrono.h>
#include <future>
#include <map>
#include <numeric>
#include <random>
#include <sstream>
#include <vector>
#include <imgui_impl_glfw.h>
#include <imgui_impl_opengl3.h>
#include <imgui_stdlib.h>
static uint64_t MurmurHash64A(void const* data, int len, uint64_t seed);
// =======
// Classes
// =======
enum r_takeScreenshot_e {
R_SSNONE,
R_SSTGA,
R_SSJPEG,
R_SSPNG
};
// ============
// Shader Class
// ============
class r_shader_c {
public:
r_renderer_c* renderer;
std::string name;
dword nameHash;
int refCount;
r_tex_c* tex;
r_shader_c(r_renderer_c* renderer, std::string_view shname, int flags);
r_shader_c(r_renderer_c* renderer, std::string_view shname, int flags, std::unique_ptr<image_c> img);
~r_shader_c();
};
r_shader_c::r_shader_c(r_renderer_c* renderer, std::string_view shname, int flags)
: renderer(renderer)
{
name = shname;
nameHash = StringHash(name.c_str(), 0xFFFF);
refCount = 0;
tex = new r_tex_c(renderer->texMan, name, flags);
if (tex->error) {
renderer->sys->con->Warning("couldn't load texture '%s'", name.c_str());
}
}
r_shader_c::r_shader_c(r_renderer_c* renderer, std::string_view shname, int flags, std::unique_ptr<image_c> img)
: renderer(renderer)
{
name = shname;
nameHash = StringHash(name.c_str(), 0xFFFF);
refCount = 0;
tex = new r_tex_c(renderer->texMan, std::move(img), flags);
}
r_shader_c::~r_shader_c()
{
delete tex;
}
// ===================
// Shader Handle Class
// ===================
r_shaderHnd_c::r_shaderHnd_c(r_shader_c* sh)
: sh(sh)
{
sh->refCount++;
}
r_shaderHnd_c::~r_shaderHnd_c()
{
sh->refCount--;
if (sh->refCount == 0) {
sh->tex->AbortLoad();
}
}
struct Mat4 {
float m[16];
float const* data() const {
return m;
}
};
Mat4 OrthoMatrix(double left, double right, double bottom, double top, double nearVal, double farVal)
{
Mat4 ret;
std::fill_n(ret.m, 16, 0.0f);
ret.m[0] = (float)(2.0f / (right - left));
ret.m[5] = (float)(2.0f / (top - bottom));
ret.m[10] = (float)(-2.0f / (farVal - nearVal));
ret.m[12] = (float)-((right + left) / (right - left));
ret.m[13] = (float)-((top + bottom) / (top - bottom));
ret.m[14] = (float)-((farVal + nearVal) / (farVal - nearVal));
ret.m[15] = 1.0f;
return ret;
}
// =================
// Layer queue class
// =================
struct r_layerCmd_s {
enum Command {
VIEWPORT,
BLEND,
BIND,
COLOR,
QUAD,
} cmd;
};
struct r_layerCmdViewport_s {
r_layerCmd_s::Command cmd;
r_viewport_s viewport;
};
struct r_layerCmdBlend_s {
r_layerCmd_s::Command cmd;
int blendMode;
};
struct r_layerCmdBind_s {
r_layerCmd_s::Command cmd;
r_tex_c* tex;
};
struct r_layerCmdColor_s {
r_layerCmd_s::Command cmd;
col4_t col;
};
struct r_layerCmdQuad_s {
r_layerCmd_s::Command cmd;
struct {
float s[4];
float t[4];
float x[4];
float y[4];
int stackLayer, maskLayer;
} quad;
};
r_layer_c::r_layer_c(r_renderer_c* renderer, int layer, int subLayer)
: renderer(renderer), layer(layer), subLayer(subLayer)
{
cmdStorage.resize(1ull << 23);
cmdCursor = 0;
numCmd = 0;
}
r_layer_c::~r_layer_c()
{
}
static size_t CommandSize(r_layerCmd_s::Command cmd, size_t extraSize = 0) {
using Tag = r_layerCmd_s::Command;
switch (cmd) {
case Tag::VIEWPORT: return sizeof(r_layerCmdViewport_s);
case Tag::BLEND: return sizeof(r_layerCmdBlend_s);
case Tag::BIND: return sizeof(r_layerCmdBind_s);
case Tag::COLOR: return sizeof(r_layerCmdColor_s);
case Tag::QUAD: return sizeof(r_layerCmdQuad_s);
default:
abort();
}
}
r_layer_c::CmdHandle r_layer_c::GetFirstCommand()
{
CmdHandle ret{};
ret.offset = 0;
if (cmdCursor > 0) {
ret.cmd = (r_layerCmd_s*)cmdStorage.data();
}
return ret;
}
bool r_layer_c::GetNextCommand(r_layer_c::CmdHandle& handle)
{
if (handle.cmd == nullptr) {
return false;
}
handle.offset += (uint32_t)CommandSize(handle.cmd->cmd);
if (handle.offset >= cmdCursor) {
handle.cmd = nullptr;
return false;
}
handle.cmd = (r_layerCmd_s*)(cmdStorage.data() + handle.offset);
return true;
}
r_layerCmd_s* r_layer_c::NewCommand(size_t size)
{
size_t const cmdEnd = cmdCursor + size;
if (cmdEnd >= cmdStorage.size()) {
return nullptr;
}
auto *ret = (r_layerCmd_s*)(cmdStorage.data() + cmdCursor);
cmdCursor = cmdEnd;
++numCmd;
return ret;
}
void r_layer_c::SetViewport(r_viewport_s* viewport)
{
if (auto* cmd = (r_layerCmdViewport_s*)NewCommand(CommandSize(r_layerCmd_s::VIEWPORT))) {
cmd->cmd = r_layerCmd_s::VIEWPORT;
cmd->viewport.x = viewport->x;
cmd->viewport.y = viewport->y;
cmd->viewport.width = viewport->width;
cmd->viewport.height = viewport->height;
}
}
void r_layer_c::SetBlendMode(int mode)
{
if (auto* cmd = (r_layerCmdBlend_s*)NewCommand(CommandSize(r_layerCmd_s::BLEND))) {
cmd->cmd = r_layerCmd_s::BLEND;
cmd->blendMode = mode;
}
}
void r_layer_c::Bind(r_tex_c* tex)
{
if (auto* cmd = (r_layerCmdBind_s*)NewCommand(CommandSize(r_layerCmd_s::BIND))) {
cmd->cmd = r_layerCmd_s::BIND;
cmd->tex = tex;
}
}
void r_layer_c::Color(col4_t col)
{
if (auto* cmd = (r_layerCmdColor_s*)NewCommand(CommandSize(r_layerCmd_s::COLOR))) {
cmd->cmd = r_layerCmd_s::COLOR;
Vector4Copy(col, cmd->col);
}
}
void r_layer_c::Quad(float s0, float t0, float x0, float y0, float s1, float t1, float x1, float y1, float s2, float t2, float x2, float y2, float s3, float t3, float x3, float y3, int stackLayer, int maskLayer)
{
if (auto* cmd = (r_layerCmdQuad_s*)NewCommand(CommandSize(r_layerCmd_s::QUAD))) {
cmd->cmd = r_layerCmd_s::QUAD;
cmd->quad.s[0] = s0; cmd->quad.s[1] = s1; cmd->quad.s[2] = s2; cmd->quad.s[3] = s3;
cmd->quad.t[0] = t0; cmd->quad.t[1] = t1; cmd->quad.t[2] = t2; cmd->quad.t[3] = t3;
cmd->quad.x[0] = x0; cmd->quad.x[1] = x1; cmd->quad.x[2] = x2; cmd->quad.x[3] = x3;
cmd->quad.y[0] = y0; cmd->quad.y[1] = y1; cmd->quad.y[2] = y2; cmd->quad.y[3] = y3;
cmd->quad.stackLayer = stackLayer;
cmd->quad.maskLayer = maskLayer;
}
}
// =================
// Geometric queries
// =================
struct r_aabb_s {
float lo[2];
float hi[2];
};
r_aabb_s AabbFromCmdQuad(decltype(r_layerCmdQuad_s::quad)& q, r_viewport_s& vp)
{
r_aabb_s r{
{+FLT_MAX, +FLT_MAX},
{-FLT_MAX, -FLT_MAX},
};
for (size_t i = 0; i < 4; ++i) {
r.lo[0] = (std::min)(r.lo[0], (float)q.x[i]);
r.lo[1] = (std::min)(r.lo[1], (float)q.y[i]);
r.hi[0] = (std::max)(r.hi[0], (float)q.x[i]);
r.hi[1] = (std::max)(r.hi[1], (float)q.y[i]);
}
r.lo[0] += vp.x;
r.lo[1] += vp.y;
r.hi[0] += vp.x;
r.hi[1] += vp.y;
return r;
}
r_aabb_s AabbFromViewport(r_viewport_s& vp)
{
r_aabb_s r{
{(float)vp.x, (float)vp.y },
{(float)(vp.x + vp.width), (float)(vp.y + vp.height) },
};
return r;
}
bool AabbAabbIntersects(r_aabb_s& a, r_aabb_s& b)
{
// A.lo <= B.hi && A.hi >= B.lo
return a.lo[0] <= b.hi[0] && a.lo[1] <= b.hi[1] && a.hi[0] >= b.lo[0] && a.hi[1] >= b.lo[1];
}
struct Vertex {
float x, y;
float u, v;
float r, g, b, a;
float viewX, viewY, viewW, viewH;
float texId, stackIdx, maskIdx;
};
struct Batch {
explicit Batch(GLuint prog);
Batch(Batch&& rhs);
Batch& operator = (Batch&& rhs);
Batch(Batch const&) = delete;
Batch& operator = (Batch const&) = delete;
~Batch();
GLuint prog;
GLint xyAttr;
GLint uvAttr;
GLint tintAttr;
GLint viewportAttr;
GLint texIdAttr;
std::vector<Vertex> vertices;
void Execute(GLuint sharedVbo, size_t vertexBase);
};
Batch::Batch(GLuint prog)
: prog(prog)
{
xyAttr = glGetAttribLocation(prog, "a_vertex");
uvAttr = glGetAttribLocation(prog, "a_texcoord");
tintAttr = glGetAttribLocation(prog, "a_tint");
viewportAttr = glGetAttribLocation(prog, "a_viewport");
texIdAttr = glGetAttribLocation(prog, "a_texId");
}
Batch::Batch(Batch&& rhs)
: prog(rhs.prog)
, xyAttr(rhs.xyAttr)
, uvAttr(rhs.uvAttr)
, tintAttr(rhs.tintAttr)
, viewportAttr(rhs.viewportAttr)
, texIdAttr(rhs.texIdAttr)
, vertices(std::move(rhs.vertices))
{
}
Batch& Batch::operator = (Batch&& rhs) {
prog = rhs.prog;
xyAttr = rhs.xyAttr;
uvAttr = rhs.uvAttr;
tintAttr = rhs.tintAttr;
viewportAttr = rhs.viewportAttr;
texIdAttr = rhs.texIdAttr;
vertices = std::move(rhs.vertices);
return *this;
}
Batch::~Batch() {}
void Batch::Execute(GLuint sharedVbo, size_t vertexBase)
{
if (vertices.empty()) {
return;
}
glBindBuffer(GL_ARRAY_BUFFER, sharedVbo);
auto dataPtr = (uint8_t const*)vertices.data();
auto dataOff = vertexBase * sizeof(Vertex);
auto dataSize = vertices.size() * sizeof(Vertex);
glBufferSubData(GL_ARRAY_BUFFER, dataOff, dataSize, dataPtr);
glVertexAttribPointer(xyAttr, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void const*)offsetof(Vertex, x));
glVertexAttribPointer(uvAttr, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void const*)offsetof(Vertex, u));
glVertexAttribPointer(tintAttr, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void const*)offsetof(Vertex, r));
glVertexAttribPointer(viewportAttr, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void const*)offsetof(Vertex, viewX));
glVertexAttribPointer(texIdAttr, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void const*)offsetof(Vertex, texId));
glEnableVertexAttribArray(xyAttr);
glEnableVertexAttribArray(uvAttr);
glEnableVertexAttribArray(tintAttr);
glEnableVertexAttribArray(viewportAttr);
glEnableVertexAttribArray(texIdAttr);
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)vertices.size());
glDisableVertexAttribArray(xyAttr);
glDisableVertexAttribArray(uvAttr);
glDisableVertexAttribArray(tintAttr);
glDisableVertexAttribArray(viewportAttr);
glDisableVertexAttribArray(texIdAttr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
vertices.clear();
}
struct RenderStrategy {
virtual ~RenderStrategy() = default;
virtual void ProcessCommand(r_layerCmd_s* cmd) = 0;
virtual void Flush() = 0;
virtual void SetShowStats(bool showStats) { showStats_ = showStats; }
protected:
bool showStats_{};
};
static std::map<r_blendMode_e, char const*> const s_blendModeString{
{RB_ALPHA, "RB_ALPHA"},
{RB_PRE_ALPHA, "RB_PRE_ALPHA"},
{RB_ADDITIVE, "RB_ADDITIVE"},
};
struct AdjacentMergeStrategy : RenderStrategy {
AdjacentMergeStrategy(r_layer_c* layer, r_renderer_c* renderer, GLuint prog)
: layer_(layer), renderer_(renderer), prog_(prog), batch_(prog)
{
for (size_t i = 0;; ++i) {
GLint loc = glGetUniformLocation(prog, fmt::format("s_tex[{}]", i).c_str());
if (loc == -1) {
break;
}
texLocs_.push_back(loc);
}
mvpMatrixLoc_ = glGetUniformLocation(prog_, "mvp_matrix");
batchTextureCap_ = texLocs_.size();
glGenBuffers(1, &vbo_);
}
~AdjacentMergeStrategy() {
glDeleteBuffers(1, &vbo_);
}
struct BatchKey {
int blendMode = -1;
bool operator < (BatchKey const& rhs) const {
return blendMode < rhs.blendMode;
}
bool operator == (BatchKey const& rhs) const {
return !(*this < rhs) && !(rhs < *this);
}
bool operator != (BatchKey const& rhs) const {
return !(*this == rhs);
}
};
void ProcessCommand(r_layerCmd_s* cmd) override {
switch (cmd->cmd) {
case r_layerCmd_s::VIEWPORT: {
auto* c = (r_layerCmdViewport_s*)cmd;
nextViewport_ = c->viewport;
if (showStats_) {
// ImGui::Text("VIEWPORT: %dx%d @ %d,%d", c->viewport.width, c->viewport.height, c->viewport.x, c->viewport.y);
}
} break;
case r_layerCmd_s::BLEND: {
auto* c = (r_layerCmdBlend_s*)cmd;
latchKey_.blendMode = c->blendMode;
if (showStats_) {
// ImGui::Text("BLEND: %s", s_blendModeString.at((r_blendMode_e)c->blendMode));
}
} break;
case r_layerCmd_s::BIND: {
auto* c = (r_layerCmdBind_s*)cmd;
nextTex_ = c->tex;
if (showStats_) {
// ImGui::Text("TEX: %s", c->tex->fileName.c_str());
}
} break;
case r_layerCmd_s::COLOR: {
auto* c = (r_layerCmdColor_s*)cmd;
std::copy_n(c->col, 4, tint_.data());
} break;
case r_layerCmd_s::QUAD: {
auto* c = (r_layerCmdQuad_s*)cmd;
if (showStats_) {
// ImGui::Text("QUAD");
}
// Cull the quad first before it influences any boundary cuts.
if (!!renderer_->r_drawCull->intVal) {
auto a = AabbFromCmdQuad(c->quad, nextViewport_);
auto b = AabbFromViewport(nextViewport_);
bool intersects = AabbAabbIntersects(a, b);
if (!intersects) {
break;
}
}
// If the current batch is incompatible key-wise, dispatch it to get a fresh
// batch to grow in.
if (!batch_.batch.vertices.empty() && batch_.key != latchKey_) {
Dispatch();
}
batch_.key = latchKey_;
// Check current (and only) batch if the texture set has the latched texture.
// If it's there, use its index as vertex attribute.
// If it's not, insert it if room, otherwise dispatch batch and prepare a fresh one.
size_t texSlot{};
{
auto& textures = batch_.textures;
auto texI = std::find(textures.begin(), textures.end(), nextTex_);
if (texI == textures.end()) {
if (textures.size() == batchTextureCap_) {
Dispatch();
}
texI = textures.insert(textures.end(), nextTex_);
}
texSlot = std::distance(textures.begin(), texI);
}
Vertex quad[4]{};
for (int v = 0; v < 4; v++) {
auto& q = quad[v];
auto& vp = nextViewport_;
q.u = c->quad.s[v];
q.v = c->quad.t[v];
q.x = c->quad.x[v];
q.y = c->quad.y[v];
q.r = tint_[0];
q.g = tint_[1];
q.b = tint_[2];
q.a = tint_[3];
q.viewX = (float)vp.x;
q.viewY = (float)vp.y;
q.viewW = (float)vp.width;
q.viewH = (float)vp.height;
q.texId = (float)texSlot;
q.stackIdx = (float)c->quad.stackLayer;
q.maskIdx = (float)c->quad.maskLayer;
}
// 3-2
// |/|
// 0-1
size_t indices[] = { 0, 1, 2, 0, 2, 3 };
for (auto idx : indices) {
batch_.batch.vertices.push_back(quad[idx]);
}
totalVertexCount_ += std::size(indices);
} break;
}
}
void Flush() {
if (!batch_.batch.vertices.empty()) {
Dispatch();
}
if (showStats_) {
ImGui::BulletText("Layer %d:%d - %d batches", layer_->layer, layer_->subLayer, batchIndex);
}
}
private:
void Dispatch() {
glBindBuffer(GL_ARRAY_BUFFER, vbo_);
auto& batch = batch_.batch;
auto& textures = batch_.textures;
size_t vertexCount = batch.vertices.size();
glBufferData(GL_ARRAY_BUFFER, vertexCount * sizeof(Vertex), nullptr, GL_STREAM_DRAW);
glUseProgram(prog_);
auto& key = batch_.key;
auto& lastKey = lastDispatchKey_;
if (showStats_) {
ImGui::Text("Batch %d", batchIndex);
ImGui::Text("%d verts", batch.vertices.size());
}
{
auto& vid = renderer_->sys->video->vid;
float fbScaleX = vid.fbSize[0] / (float)vid.size[0];
float fbScaleY = vid.fbSize[1] / (float)vid.size[1];
int virtualW = renderer_->VirtualScreenWidth();
int virtualH = renderer_->VirtualScreenHeight();
glViewport(0, 0, virtualW, virtualH);
Mat4 mvpMatrix = OrthoMatrix(0, virtualW, virtualH, 0, -9999, 9999);
glUniformMatrix4fv(mvpMatrixLoc_, 1, GL_FALSE, mvpMatrix.data());
}
if (!lastKey || lastKey->blendMode != key.blendMode) {
if (showStats_) {
ImGui::Text("New blend mode %s", s_blendModeString.at((r_blendMode_e)key.blendMode));
}
switch (key.blendMode) {
case RB_ALPHA:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case RB_PRE_ALPHA:
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
break;
case RB_ADDITIVE:
glBlendFunc(GL_ONE, GL_ONE);
break;
}
}
{
for (size_t i = 0, numTex = texLocs_.size(); i < numTex; ++i) {
glUniform1i(texLocs_[i], (GLint)i);
glActiveTexture((GLenum)(GL_TEXTURE0 + i));
if (i < textures.size()) {
auto tex = textures[i];
tex->Bind();
if (showStats_) {
ImGui::Text("New tex %d (%s)", tex->texId, tex->fileName.c_str());
}
}
else {
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
}
}
glActiveTexture(GL_TEXTURE0);
}
batch.Execute(vbo_, 0);
lastDispatchKey_ = key;
batch_.batch.vertices.clear();
batch_.textures.clear();
glUseProgram(0);
batchIndex += 1;
}
r_layer_c* layer_{};
r_renderer_c* renderer_{};
GLuint prog_{};
std::vector<GLint> texLocs_;
GLint mvpMatrixLoc_{};
size_t batchTextureCap_{};
GLuint vbo_{};
struct TexturedBatch {
explicit TexturedBatch(GLuint prog) : batch(prog) {
textures.reserve(1ull << 20);
}
BatchKey key{};
Batch batch;
std::vector<r_tex_c*> textures;
};
BatchKey latchKey_{};
r_viewport_s nextViewport_{};
r_tex_c* nextTex_{};
std::optional<BatchKey> lastDispatchKey_;
TexturedBatch batch_;
std::array<float, 4> tint_{ 1.0f, 1.0f, 1.0f, 1.0f };
size_t totalVertexCount_ = 0;
size_t batchIndex = 0;
};
void r_layer_c::Render()
{
int const optLevel = renderer->r_layerOptimize->intVal;
bool const shuffle = renderer->r_layerShuffle->intVal == 1;
std::unique_ptr<RenderStrategy> strat(new AdjacentMergeStrategy(this, renderer, renderer->tintedTextureProgram));
if (renderer->glPushGroupMarkerEXT)
{
std::ostringstream oss;
oss << "Layer " << layer << ", sub-layer " << subLayer;
renderer->glPushGroupMarkerEXT(0, oss.str().c_str());
}
if (strat) {
bool showStats{};
if (renderer->debugLayers) {
if (ImGui::Begin("Layers", &renderer->debugLayers)) {
std::string heading = fmt::format("Layer {}:{}", layer, subLayer);
showStats = ImGui::CollapsingHeader(heading.c_str(), ImGuiTreeNodeFlags_DefaultOpen);
}
}
strat->SetShowStats(showStats);
for (CmdHandle cmdH = GetFirstCommand(); cmdH.cmd != nullptr; GetNextCommand(cmdH)) {
strat->ProcessCommand(cmdH.cmd);
}
strat->Flush();
if (renderer->debugLayers) {
ImGui::End();
}
}
if (renderer->glPopGroupMarkerEXT) {
renderer->glPopGroupMarkerEXT();
}
}
void r_layer_c::Discard()
{
cmdCursor = 0;
numCmd = 0;
}
// =====================
// r_IRenderer Interface
// =====================
r_IRenderer* r_IRenderer::GetHandle(sys_IMain* sysHnd)
{
return new r_renderer_c(sysHnd);
}
void r_IRenderer::FreeHandle(r_IRenderer* hnd)
{
delete (r_renderer_c*)hnd;
}
r_renderer_c::r_renderer_c(sys_IMain* sysHnd)
: conCmdHandler_c(sysHnd->con), sys(sysHnd)
{
r_compress = sys->con->Cvar_Add("r_compress", CV_ARCHIVE, "0");
r_screenshotFormat = sys->con->Cvar_Add("r_screenshotFormat", CV_ARCHIVE, "jpg");
r_layerDebug = sys->con->Cvar_Add("r_layerDebug", CV_ARCHIVE, "0");
r_layerOptimize = sys->con->Cvar_Add("r_layerOptimize", CV_ARCHIVE | CV_CLAMP, "1", 0, 1);
r_layerShuffle = sys->con->Cvar_Add("r_layerShuffle", CV_ARCHIVE | CV_CLAMP, "0", 0, 1);
r_elideFrames = sys->con->Cvar_Add("r_elideFrames", CV_ARCHIVE | CV_CLAMP, "1", 0, 1);
r_drawCull = sys->con->Cvar_Add("r_drawCull", CV_ARCHIVE | CV_CLAMP, "1", 0, 1);
Cmd_Add("screenshot", 0, "[<format>]", this, &r_renderer_c::C_Screenshot);
}
static bool GetShaderCompileSuccess(GLuint id)
{
GLint success{};
glGetShaderiv(id, GL_COMPILE_STATUS, &success);
return success == GL_TRUE;
}
static std::string GetShaderInfoLog(GLuint id)
{
GLint len{};
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &len);
std::vector<char> msg(len);
glGetShaderInfoLog(id, (GLsizei)msg.size(), &len, msg.data());
return std::string(msg.data(), msg.data() + len);
}
static bool GetProgramLinkSuccess(GLuint id)
{
GLint success{};
glGetProgramiv(id, GL_LINK_STATUS, &success);
return success == GL_TRUE;
}
static std::string GetProgramInfoLog(GLuint id)
{
GLint len{};
glGetProgramiv(id, GL_INFO_LOG_LENGTH, &len);
std::vector<char> msg(len);
glGetProgramInfoLog(id, (GLsizei)msg.size(), &len, msg.data());
return std::string(msg.data(), msg.data() + len);
}
static char const* s_tintedTextureVertexSource = R"(#version 300 es
uniform mat4 mvp_matrix;
in vec2 a_vertex;
in vec2 a_texcoord;
in vec4 a_tint;
in vec4 a_viewport;
in vec3 a_texId;
out vec2 v_screenPos;
out vec2 v_texcoord;
out vec4 v_tint;
out vec4 v_viewport;
out vec3 v_texId;
void main(void)
{
v_texcoord = a_texcoord;
v_tint = a_tint;
v_texId = a_texId;
vec2 vp0 = a_viewport.xy + vec2(0.0, a_viewport.w);
vec2 vp1 = a_viewport.xy + vec2(a_viewport.z, 0.0);
v_viewport = vec4(
(mvp_matrix * vec4(vp0, 0.0, 1.0)).xy,
(mvp_matrix * vec4(vp1, 0.0, 1.0)).xy);
vec4 pos = mvp_matrix * vec4(a_vertex + a_viewport.xy, 0.0, 1.0);
v_screenPos = pos.xy;
gl_Position = pos;
}
)";
static char const* s_tintedTextureFragmentTemplate = R"(#version 300 es
precision mediump float;
uniform highp sampler2DArray s_tex[{SG_TEXTURE_COUNT}];
uniform vec4 i_tint;
in vec2 v_screenPos;
in vec2 v_texcoord;
in vec4 v_tint;
in vec4 v_viewport; // x0, y0, x1, y1
in vec3 v_texId;
out vec4 f_fragColor;
void main(void)
{{
float x = v_screenPos[0], y = v_screenPos[1];
if (x < v_viewport[0] ||
y < v_viewport[1] ||
x >= v_viewport[2] ||
y >= v_viewport[3]) {{
discard;
}}
vec4 color;
{SG_TEXTURE_SWITCH}
f_fragColor = color * v_tint;
}}
)";
std::string const s_scaleVsSource = R"(#version 300 es
in vec4 a_position;
in vec2 a_texcoord;
out vec2 v_texcoord;
void main(void) {
gl_Position = a_position;
v_texcoord = a_texcoord;
}
)";
std::string const s_scaleFsSource = R"(#version 300 es
precision mediump float;
uniform highp sampler2D s_tex;
in vec2 v_texcoord;
out vec4 f_fragColor;
void main(void) {
vec3 color = texture(s_tex, v_texcoord).rgb;
f_fragColor = vec4(color, 1.0);
}
)";
// =============
// Init/Shutdown
// =============
void r_renderer_c::Init(r_featureFlag_e features)
{
sys->con->PrintFunc("Render Init");
apiDpiAware = !!(features & F_DPI_AWARE);
timer_c timer;
timer.Start();
// Initialise OpenGL
openGL = sys_IOpenGL::GetHandle(sys);
sys_glSet_s set;
set.bColor = 32;
set.bDepth = 24;
set.bStencil = 0;
set.vsync = true;
if (openGL->Init(&set)) {
sys->Error("OpenGL initialisation failed");
}
// Get strings
st_vendor = (const char*)glGetString(GL_VENDOR);
st_renderer = (const char*)glGetString(GL_RENDERER);
st_ver = (const char*)glGetString(GL_VERSION);
st_ext = (const char*)glGetString(GL_EXTENSIONS);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, (int*)&texMaxDim);
sys->con->Printf("GL_MAX_TEXTURE_SIZE: %d\n", texMaxDim);
// Set default state
glClearColor(0.0, 0.0, 0.0, 1.0);
glEnable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
// Load extensions
sys->con->Printf("Loading OpenGL extensions...\n");
if (strstr(st_ext, "GL_EXT_texture_compression_s3tc")) {
sys->con->Printf("using GL_EXT_texture_compression_s3tc\n");
glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)openGL->GetProc("glCompressedTexImage2D");
}
else {
sys->con->Printf("GL_EXT_texture_compression_s3tc not supported\n");
glCompressedTexImage2D = NULL;
}
if (strstr(st_ext, "GL_EXT_texture_compression_bptc")) {
sys->con->Printf("using GL_EXT_texture_compression_bptc\n");
texBC7 = true;
}
else {
sys->con->Printf("GL_EXT_texture_compression_bptc not supported\n");
texBC7 = false;
}
if (strstr(st_ext, "GL_EXT_debug_marker")) {
sys->con->Printf("using GL_EXT_debug_marker\n");
glInsertEventMarkerEXT = (PFNGLINSERTEVENTMARKEREXTPROC)openGL->GetProc("glInsertEventMarkerEXT");
glPushGroupMarkerEXT = (PFNGLPUSHGROUPMARKEREXTPROC)openGL->GetProc("glPushGroupMarkerEXT");
glPopGroupMarkerEXT = (PFNGLPOPGROUPMARKEREXTPROC)openGL->GetProc("glPopGroupMarkerEXT");
}
else {
sys->con->Printf("GL_EXT_debug_marker not supported\n");
glInsertEventMarkerEXT = NULL;
glPushGroupMarkerEXT = NULL;
glPopGroupMarkerEXT = NULL;
}
texNonPOT = true;
// Initialise texture manager
texMan = r_ITexManager::GetHandle(this);
// Initialise shader array
numShader = 0;
memset(shaderList, 0, sizeof(shaderList));
GLint maxTextureImageUnits{};
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureImageUnits);
// Initialise vertex programs
{
GLint success = GL_FALSE;
GLuint prog = glCreateProgram();
GLuint vs = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vs, 1, &s_tintedTextureVertexSource, nullptr);
glCompileShader(vs);
if (!GetShaderCompileSuccess(vs)) {
std::string log = GetShaderInfoLog(vs);
sys->Error("Failed to compile vertex shader:\n%s", log.c_str());
}
GLuint fs = glCreateShader(GL_FRAGMENT_SHADER);
std::string textureSwitch;
{
fmt::memory_buffer buf;
for (size_t i = 0; i < maxTextureImageUnits; ++i) {
if (i == 0) {
fmt::format_to(fmt::appender(buf), "if (v_texId.x < {}.5) ", i);
}
else if (i == maxTextureImageUnits - 1) {
fmt::format_to(fmt::appender(buf), "else ");
}
else {
fmt::format_to(fmt::appender(buf), "else if (v_texId.x < {}.5)", i);
}
fmt::format_to(fmt::appender(buf), R"( {{
color = texture(s_tex[{}], vec3(v_texcoord, v_texId.y));
if (v_texId.z > -0.5)
color *= texture(s_tex[{}], vec3(v_texcoord, v_texId.z));
}}
)", i, i);
}
textureSwitch = to_string(buf);
}
std::string fragSource = fmt::format(s_tintedTextureFragmentTemplate,
fmt::arg("SG_TEXTURE_COUNT", maxTextureImageUnits),
fmt::arg("SG_TEXTURE_SWITCH", textureSwitch));
char const* fragSourcePtr = fragSource.c_str();
glShaderSource(fs, 1, &fragSourcePtr, nullptr);
glCompileShader(fs);
if (!GetShaderCompileSuccess(fs)) {
std::string log = GetShaderInfoLog(fs);
sys->Error("Failed to compile fragment shader:\n%s", log.c_str());
}