[37] | 1 | // Copyright (C) 2012-2013 Kornel Kisielewicz
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| 2 | // This file is part of NV Libraries.
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| 3 | // For conditions of distribution and use, see copyright notice in nv.hh
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| 4 |
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| 5 | #include "nv/gl/gl_context.hh"
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| 6 |
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| 7 | #include "nv/gl/gl_enum.hh"
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| 8 | #include "nv/lib/gl.hh"
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[171] | 9 | #include "nv/lib/sdl.hh"
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[37] | 10 |
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| 11 | using namespace nv;
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| 12 |
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| 13 | void gl_context::clear( const clear_state& cs )
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| 14 | {
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| 15 | // apply_framebuffer
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[44] | 16 |
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[37] | 17 | apply_scissor_test( cs.scissor_test );
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| 18 | apply_color_mask( cs.color_mask );
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| 19 | apply_depth_mask( cs.depth_mask );
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| 20 | // stencil_mask_separate
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| 21 |
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| 22 | if ( m_clear_color != cs.color )
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| 23 | {
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| 24 | glClearColor( cs.color.r, cs.color.g, cs.color.b, cs.color.a );
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| 25 | m_clear_color = cs.color;
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| 26 | }
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| 27 |
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| 28 | if ( m_clear_depth != cs.depth )
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| 29 | {
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| 30 | glClearDepth( cs.depth );
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| 31 | m_clear_depth = cs.depth;
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| 32 | }
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| 33 |
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| 34 | if ( m_clear_stencil != cs.stencil )
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| 35 | {
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| 36 | glClearStencil( cs.stencil );
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| 37 | m_clear_stencil = cs.stencil;
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| 38 | }
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[44] | 39 |
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| 40 | glClear( clear_state_buffers_to_mask( cs.buffers ) );
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[37] | 41 | }
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| 42 |
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| 43 | const ivec4& gl_context::get_viewport()
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| 44 | {
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| 45 | return m_viewport;
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| 46 | }
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| 47 |
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| 48 | void gl_context::set_viewport( const ivec4& viewport )
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| 49 | {
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| 50 | if ( viewport.z < 0 || viewport.w < 0 )
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| 51 | {
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[64] | 52 | NV_THROW( logic_error, "viewport width and height must be greater than zero!");
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[37] | 53 | }
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| 54 |
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| 55 | m_viewport = viewport;
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| 56 | glViewport( viewport.x, viewport.y, viewport.z, viewport.w );
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| 57 | }
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| 58 |
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| 59 | void gl_context::enable( unsigned int what, bool value )
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| 60 | {
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| 61 | if ( value )
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| 62 | {
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| 63 | glEnable( what );
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| 64 | }
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| 65 | else
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| 66 | {
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| 67 | glDisable( what );
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| 68 | }
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| 69 | }
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| 70 |
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| 71 | void gl_context::apply_stencil_test( const stencil_test& stencil )
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| 72 | {
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| 73 | if ( m_render_state.stencil_test.enabled != stencil.enabled )
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| 74 | {
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| 75 | enable( GL_STENCIL_TEST, stencil.enabled );
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| 76 | m_render_state.stencil_test.enabled = stencil.enabled;
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| 77 | }
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| 78 |
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| 79 | if ( stencil.enabled )
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| 80 | {
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| 81 | apply_stencil_face( GL_FRONT, m_render_state.stencil_test.front_face, stencil.front_face );
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| 82 | apply_stencil_face( GL_BACK, m_render_state.stencil_test.back_face, stencil.back_face );
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| 83 | }
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| 84 | }
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| 85 |
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[121] | 86 | void gl_context::apply_stencil_face( unsigned face, stencil_test_face& stencil, const stencil_test_face& new_stencil )
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[37] | 87 | {
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| 88 | if (( stencil.op_fail != new_stencil.op_fail ) ||
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| 89 | ( stencil.op_depth_fail != new_stencil.op_depth_fail ) ||
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| 90 | ( stencil.op_depth_pass != new_stencil.op_depth_pass ) )
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| 91 | {
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| 92 | glStencilOpSeparate( face,
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| 93 | stencil_operation_to_enum( new_stencil.op_fail ),
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| 94 | stencil_operation_to_enum( new_stencil.op_depth_fail ),
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| 95 | stencil_operation_to_enum( new_stencil.op_depth_pass )
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| 96 | );
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| 97 |
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| 98 | stencil.op_fail = new_stencil.op_fail;
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| 99 | stencil.op_depth_fail = new_stencil.op_depth_fail;
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| 100 | stencil.op_depth_pass = new_stencil.op_depth_pass;
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| 101 | }
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| 102 |
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| 103 | if (( stencil.function != new_stencil.function ) ||
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| 104 | ( stencil.ref_value != new_stencil.ref_value ) ||
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| 105 | ( stencil.mask != new_stencil.mask ))
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| 106 | {
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| 107 | glStencilFuncSeparate( face,
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| 108 | stencil_function_to_enum( new_stencil.function ),
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| 109 | new_stencil.ref_value,
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| 110 | new_stencil.mask
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| 111 | );
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| 112 |
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| 113 | stencil.function = new_stencil.function;
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| 114 | stencil.ref_value = new_stencil.ref_value;
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| 115 | stencil.mask = new_stencil.mask;
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| 116 | }
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| 117 | }
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| 118 |
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| 119 | void gl_context::apply_scissor_test( const scissor_test& scissor )
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| 120 | {
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| 121 | if ( m_render_state.scissor_test.enabled != scissor.enabled )
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| 122 | {
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| 123 | enable( GL_SCISSOR_TEST, scissor.enabled );
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| 124 | m_render_state.scissor_test.enabled = scissor.enabled;
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| 125 | }
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| 126 |
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| 127 | if ( scissor.dim.x < 0 || scissor.dim.y < 0 )
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| 128 | {
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[64] | 129 | NV_THROW( logic_error, "scissor_test.rect width and height must be greater than zero!" );
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[37] | 130 | }
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| 131 |
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| 132 | if ( scissor.enabled )
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| 133 | {
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| 134 | if ( m_render_state.scissor_test.dim != scissor.dim || m_render_state.scissor_test.pos != scissor.pos )
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| 135 | {
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| 136 | glScissor(
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| 137 | scissor.pos.x, scissor.pos.y,
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| 138 | scissor.dim.x, scissor.dim.y
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| 139 | );
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| 140 | m_render_state.scissor_test.dim = scissor.dim;
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| 141 | m_render_state.scissor_test.pos = scissor.pos;
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| 142 | }
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| 143 | }
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| 144 | }
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| 145 |
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| 146 | void gl_context::apply_depth_test( const depth_test& depth )
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| 147 | {
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| 148 | if ( m_render_state.depth_test.enabled != depth.enabled )
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| 149 | {
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| 150 | enable( GL_DEPTH_TEST, depth.enabled );
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| 151 | m_render_state.depth_test.enabled = depth.enabled;
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| 152 | }
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| 153 |
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| 154 | if ( depth.enabled )
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| 155 | {
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| 156 | if ( m_render_state.depth_test.function != depth.function )
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| 157 | {
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| 158 | glDepthFunc( depth_state_function_to_enum( depth.function ) );
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| 159 | m_render_state.depth_test.function = depth.function;
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| 160 | }
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| 161 | }
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| 162 | }
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| 163 |
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| 164 | void gl_context::apply_depth_mask( bool mask )
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| 165 | {
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| 166 | if ( m_render_state.depth_mask != mask )
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| 167 | {
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| 168 | glDepthMask( mask );
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| 169 | m_render_state.depth_mask = mask;
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| 170 | }
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| 171 | }
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| 172 |
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| 173 | void gl_context::apply_depth_range( const depth_range& range )
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| 174 | {
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| 175 | if ( range.near < 0.0 || range.near > 1.0 )
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| 176 | {
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[64] | 177 | NV_THROW( logic_error, "render_state.depth_range.near must be between zero and one!");
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[37] | 178 | }
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| 179 | if ( range.far < 0.0 || range.far > 1.0 )
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| 180 | {
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[64] | 181 | NV_THROW( logic_error, "render_state.depth_range.far must be between zero and one!");
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[37] | 182 | }
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| 183 |
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| 184 | if ((m_render_state.depth_range.far != range.far) ||
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| 185 | (m_render_state.depth_range.near != range.near))
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| 186 | {
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| 187 | glDepthRange( range.near, range.far );
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| 188 |
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| 189 | m_render_state.depth_range.far = range.far;
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| 190 | m_render_state.depth_range.near = range.near;
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| 191 | }
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| 192 | }
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| 193 |
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| 194 | void gl_context::apply_color_mask( const color_mask& mask )
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| 195 | {
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| 196 | if ( m_render_state.color_mask != mask )
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| 197 | {
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| 198 | glColorMask( mask.red, mask.green, mask.blue, mask.alpha );
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| 199 | m_render_state.color_mask = mask;
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| 200 | }
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| 201 | }
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| 202 |
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| 203 | void gl_context::apply_blending( const blending& blend )
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| 204 | {
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| 205 | if ( m_render_state.blending.enabled != blend.enabled )
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| 206 | {
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| 207 | enable( GL_BLEND, blend.enabled );
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| 208 | m_render_state.blending.enabled = blend.enabled;
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| 209 | }
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| 210 |
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| 211 | if ( blend.enabled )
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| 212 | {
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| 213 | if ((m_render_state.blending.src_rgb_factor != blend.src_rgb_factor ) ||
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| 214 | (m_render_state.blending.dst_rgb_factor != blend.dst_rgb_factor ) ||
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| 215 | (m_render_state.blending.src_alpha_factor != blend.src_alpha_factor ) ||
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| 216 | (m_render_state.blending.dst_alpha_factor != blend.dst_alpha_factor ))
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| 217 | {
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| 218 | glBlendFuncSeparate(
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| 219 | blending_factor_to_enum( blend.src_rgb_factor ),
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| 220 | blending_factor_to_enum( blend.dst_rgb_factor ),
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| 221 | blending_factor_to_enum( blend.src_alpha_factor ),
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| 222 | blending_factor_to_enum( blend.dst_alpha_factor )
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| 223 | );
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| 224 |
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| 225 | m_render_state.blending.src_rgb_factor = blend.src_rgb_factor;
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| 226 | m_render_state.blending.dst_rgb_factor = blend.dst_rgb_factor;
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| 227 | m_render_state.blending.src_alpha_factor = blend.src_alpha_factor;
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| 228 | m_render_state.blending.dst_alpha_factor = blend.dst_alpha_factor;
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| 229 | }
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| 230 |
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| 231 | if ((m_render_state.blending.rgb_equation != blend.rgb_equation ) ||
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| 232 | (m_render_state.blending.alpha_equation != blend.alpha_equation ))
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| 233 | {
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| 234 | glBlendEquationSeparate(
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| 235 | blending_equation_to_enum( blend.rgb_equation ),
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| 236 | blending_equation_to_enum( blend.alpha_equation )
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| 237 | );
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| 238 |
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| 239 | m_render_state.blending.rgb_equation = blend.rgb_equation;
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| 240 | m_render_state.blending.alpha_equation = blend.alpha_equation;
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| 241 | }
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| 242 |
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| 243 | if (( m_render_state.blending.color != blend.color ))
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| 244 | {
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| 245 | glBlendColor( blend.color.r, blend.color.g, blend.color.b, blend.color.a );
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| 246 | m_render_state.blending.color = blend.color;
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| 247 | }
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| 248 | }
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| 249 | }
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| 250 |
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| 251 |
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| 252 | void gl_context::apply_culling( const culling& cull )
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| 253 | {
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| 254 | if ( m_render_state.culling.enabled != cull.enabled )
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| 255 | {
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| 256 | enable( GL_CULL_FACE, cull.enabled );
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| 257 | m_render_state.culling.enabled = cull.enabled;
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| 258 | }
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| 259 |
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| 260 | if ( cull.enabled )
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| 261 | {
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| 262 | if ( m_render_state.culling.face != cull.face )
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| 263 | {
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| 264 | glCullFace( culling_face_type_to_enum(cull.face) );
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| 265 | m_render_state.culling.face = cull.face;
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| 266 | }
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| 267 |
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| 268 | if ( m_render_state.culling.order != cull.order )
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| 269 | {
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| 270 | glFrontFace( culling_order_type_to_enum( cull.order ) );
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| 271 | m_render_state.culling.order = cull.order;
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| 272 | }
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| 273 | }
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| 274 | }
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| 275 |
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| 276 |
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| 277 | void gl_context::force_apply_render_state( const render_state& state )
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| 278 | {
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| 279 | enable( GL_CULL_FACE, state.culling.enabled );
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| 280 | glCullFace( culling_face_type_to_enum( state.culling.face ) );
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| 281 | glFrontFace( culling_order_type_to_enum( state.culling.order ) );
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| 282 |
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| 283 | enable( GL_SCISSOR_TEST, state.scissor_test.enabled );
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| 284 | glScissor(
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| 285 | state.scissor_test.pos.x, state.scissor_test.pos.y,
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| 286 | state.scissor_test.dim.x, state.scissor_test.dim.y
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| 287 | );
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| 288 |
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| 289 | enable( GL_STENCIL_TEST, state.stencil_test.enabled );
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| 290 | force_apply_stencil_face( GL_FRONT, state.stencil_test.front_face );
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| 291 | force_apply_stencil_face( GL_BACK, state.stencil_test.back_face );
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| 292 |
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| 293 | enable( GL_DEPTH_TEST, state.depth_test.enabled );
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| 294 | glDepthFunc( depth_state_function_to_enum( state.depth_test.function ) );
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| 295 | glDepthRange( state.depth_range.near, state.depth_range.far );
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| 296 |
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| 297 | enable( GL_BLEND, state.blending.enabled );
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| 298 | glBlendFuncSeparate(
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| 299 | blending_factor_to_enum( state.blending.src_rgb_factor ),
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| 300 | blending_factor_to_enum( state.blending.dst_rgb_factor ),
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| 301 | blending_factor_to_enum( state.blending.src_alpha_factor ),
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| 302 | blending_factor_to_enum( state.blending.dst_alpha_factor )
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| 303 | );
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| 304 | glBlendEquationSeparate(
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| 305 | blending_equation_to_enum( state.blending.rgb_equation ),
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| 306 | blending_equation_to_enum( state.blending.alpha_equation )
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| 307 | );
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| 308 | glBlendColor(
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| 309 | state.blending.color.r, state.blending.color.g,
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| 310 | state.blending.color.b, state.blending.color.a
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| 311 | );
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| 312 |
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| 313 | glDepthMask( state.depth_mask );
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| 314 | glColorMask(
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| 315 | state.color_mask.red, state.color_mask.green,
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| 316 | state.color_mask.blue, state.color_mask.alpha
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| 317 | );
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| 318 | }
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| 319 |
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[121] | 320 | void gl_context::force_apply_stencil_face( unsigned face, const stencil_test_face& stencil )
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[37] | 321 | {
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| 322 | glStencilOpSeparate( face,
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| 323 | stencil_operation_to_enum( stencil.op_fail ),
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| 324 | stencil_operation_to_enum( stencil.op_depth_fail ),
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| 325 | stencil_operation_to_enum( stencil.op_depth_pass )
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| 326 | );
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| 327 |
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| 328 | glStencilFuncSeparate( face,
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| 329 | stencil_function_to_enum( stencil.function ),
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| 330 | stencil.ref_value,
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| 331 | stencil.mask
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| 332 | );
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| 333 | }
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| 334 |
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| 335 |
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| 336 | void gl_context::apply_render_state( const render_state& state )
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| 337 | {
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| 338 | // apply_primitive_restart
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| 339 | apply_culling( state.culling );
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| 340 | // apply_program_point_size
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| 341 | // apply_rasterization_mode
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| 342 | apply_scissor_test( state.scissor_test );
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| 343 | apply_stencil_test( state.stencil_test );
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| 344 | apply_depth_test( state.depth_test );
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| 345 | apply_depth_range( state.depth_range );
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| 346 | apply_blending( state.blending );
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| 347 | apply_color_mask( state.color_mask );
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| 348 | apply_depth_mask( state.depth_mask );
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| 349 | }
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| 350 |
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[44] | 351 |
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[171] | 352 | gl_context::gl_context( device* a_device, void* a_win_handle )
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| 353 | : context( a_device ), m_handle( nullptr )
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[44] | 354 | {
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[171] | 355 | #if NV_SDL_VERSION == NV_SDL_20
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| 356 | m_handle = SDL_GL_CreateContext( static_cast<SDL_Window*>( a_win_handle ) );
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| 357 |
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| 358 | if ( m_handle == 0 )
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| 359 | {
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| 360 | NV_LOG( LOG_CRITICAL, "GL Context creation failed: " << SDL_GetError( ) );
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| 361 | return; // TODO: Error report
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| 362 | }
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| 363 | #else
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| 364 | NV_UNUSED( a_win_handle );
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[198] | 365 | NV_UNUSED( m_handle );
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[171] | 366 | #endif
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| 367 |
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| 368 | nv::load_gl_library();
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| 369 | NV_LOG( LOG_INFO, "OpenGL Vendor : " << glGetString(GL_VENDOR) );
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| 370 | NV_LOG( LOG_INFO, "OpenGL Renderer : " << glGetString(GL_RENDERER) );
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| 371 | NV_LOG( LOG_INFO, "OpenGL Version : " << glGetString(GL_VERSION) );
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| 372 | NV_LOG( LOG_INFO, "OpenGL GLSL Version : " << glGetString(GL_SHADING_LANGUAGE_VERSION) );
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| 373 | #if NV_SDL_VERSION == NV_SDL_20
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| 374 | // SDL_GL_SetSwapInterval(1);
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| 375 | #endif
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| 376 |
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[108] | 377 | // TODO: do we really need this?
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| 378 | glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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[171] | 379 |
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[44] | 380 | force_apply_render_state( m_render_state );
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| 381 | }
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[45] | 382 |
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[171] | 383 |
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| 384 | nv::gl_context::~gl_context()
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| 385 | {
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| 386 | #if NV_SDL_VERSION == NV_SDL_20
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| 387 | SDL_GL_DeleteContext(static_cast<SDL_GLContext>( m_handle ) );
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| 388 | #endif
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| 389 | }
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| 390 |
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| 391 |
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[121] | 392 | void gl_context::draw( primitive prim, const render_state& rs, program* p, vertex_array* va, size_t count )
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[45] | 393 | {
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| 394 | apply_render_state( rs );
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[108] | 395 | if ( count > 0 )
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| 396 | {
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| 397 | p->bind();
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| 398 | va->bind();
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[116] | 399 | if ( va->has_index_buffer() )
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| 400 | {
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[121] | 401 | glDrawElements( primitive_to_enum(prim), static_cast<GLsizei>( count ), datatype_to_gl_enum( va->get_index_buffer_type() ), 0 );
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[116] | 402 | }
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| 403 | else
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| 404 | {
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[121] | 405 | glDrawArrays( primitive_to_enum(prim), 0, static_cast<GLsizei>( count ) );
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[116] | 406 | }
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[108] | 407 | va->unbind();
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| 408 | p->unbind();
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| 409 | }
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[45] | 410 | }
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