1 | // Copyright (C) 2012-2014 ChaosForge Ltd
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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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9 | #include "nv/gl/gl_device.hh"
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10 | #include "nv/core/logger.hh"
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11 |
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12 | using namespace nv;
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13 |
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14 | nv::vertex_array nv::gl_context::create_vertex_array()
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15 | {
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16 | vertex_array result = m_vertex_arrays.create();
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17 | vertex_array_info* info = m_vertex_arrays.get( result );
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18 | info->count = 0;
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19 | info->index = buffer();
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20 | info->index_owner = false;
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21 | info->index_type = USHORT;
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22 | return result;
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23 | }
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24 |
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25 | nv::framebuffer nv::gl_context::create_framebuffer()
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26 | {
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27 | if ( is_gl_extension_loaded( GL_EXT_FRAMEBUFFER_OBJECT ) && is_gl_extension_loaded( GL_EXT_FRAMEBUFFER_BLIT ) )
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28 | {
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29 | unsigned glid = 0;
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30 | glGenFramebuffers( 1, &glid );
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31 | framebuffer result = m_framebuffers.create();
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32 | gl_framebuffer_info* info = m_framebuffers.get( result );
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33 | info->glid = glid;
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34 | info->depth_rb_glid = 0;
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35 | info->color_attachment_count = 0;
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36 | return result;
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37 | }
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38 | else return framebuffer();
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39 | }
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40 |
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41 | void nv::gl_context::release( vertex_array va )
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42 | {
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43 | vertex_array_info* info = m_vertex_arrays.get( va );
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44 | if ( info )
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45 | {
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46 | for ( uint32 i = 0; i < info->count; ++i )
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47 | {
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48 | if ( info->attr[i].owner ) m_device->release( info->attr[i].vbuffer );
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49 | }
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50 | if ( info->index.is_valid() && info->index_owner) m_device->release( info->index );
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51 | m_vertex_arrays.destroy( va );
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52 | }
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53 | }
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54 |
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55 | void nv::gl_context::release( framebuffer f )
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56 | {
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57 | gl_framebuffer_info* info = m_framebuffers.get( f );
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58 | if ( info )
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59 | {
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60 | // TODO: release textures?
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61 | glBindFramebuffer( GL_FRAMEBUFFER, 0 );
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62 | glBindRenderbuffer( GL_RENDERBUFFER, 0 );
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63 | if ( info->depth_rb_glid == 0 )
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64 | glDeleteRenderbuffers( 1, &info->depth_rb_glid );
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65 | glDeleteFramebuffers( 1, &info->glid );
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66 | m_framebuffers.destroy( f );
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67 | }
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68 | }
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69 |
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70 | const vertex_array_info* nv::gl_context::get_vertex_array_info( vertex_array va ) const
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71 | {
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72 | return m_vertex_arrays.get( va );
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73 | }
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74 |
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75 | const framebuffer_info* nv::gl_context::get_framebuffer_info( framebuffer f ) const
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76 | {
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77 | return m_framebuffers.get( f );
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78 | }
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79 |
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80 | vertex_array_info* nv::gl_context::get_vertex_array_info_mutable( vertex_array va )
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81 | {
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82 | return m_vertex_arrays.get( va );
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83 | }
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84 |
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85 | void nv::gl_context::attach( framebuffer f, output_slot slot, texture t )
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86 | {
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87 | // TODO: framebuffer variable, so no re-binding?
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88 | // TODO: support 1d, 3d textures, cubemaps or layers?
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89 | // TODO: support GL_READ_FRAMEBUFFER?
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90 | const gl_framebuffer_info* info = m_framebuffers.get( f );
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91 | const gl_texture_info* tinfo = (gl_texture_info*)m_device->get_texture_info( t );
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92 | if ( info )
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93 | {
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94 | glBindFramebuffer( GL_FRAMEBUFFER, info->glid );
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95 | unsigned gl_type = texture_type_to_enum( tinfo->type );
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96 |
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97 | if ( tinfo )
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98 | {
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99 | // if ( tinfo->size.y == 0 )
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100 | // glFramebufferTexture1D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+(unsigned)slot, GL_TEXTURE_1D, tinfo->glid, 0 );
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101 | glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+(unsigned)slot, gl_type, tinfo->glid, 0 );
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102 | }
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103 | else
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104 | {
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105 | glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0+(unsigned)slot, gl_type, 0, 0 );
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106 | }
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107 |
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108 | }
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109 | }
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110 |
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111 | void nv::gl_context::attach( framebuffer f, texture depth )
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112 | {
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113 | // TODO: framebuffer variable, so no re-binding?
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114 | // TODO: support GL_READ_FRAMEBUFFER?
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115 | const gl_framebuffer_info* info = m_framebuffers.get( f );
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116 | const gl_texture_info* tinfo = (gl_texture_info*)m_device->get_texture_info( depth );
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117 | if ( info )
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118 | {
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119 | glBindFramebuffer( GL_FRAMEBUFFER, info->glid );
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120 | unsigned gl_type = texture_type_to_enum( tinfo->type );
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121 |
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122 | if ( tinfo )
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123 | {
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124 | glFramebufferTexture2D( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, gl_type, tinfo->glid, 0 );
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125 | }
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126 | else
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127 | {
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128 | glFramebufferTexture2D( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, gl_type, 0, 0 );
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129 | }
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130 | }
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131 | }
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132 |
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133 | void nv::gl_context::attach( framebuffer f, ivec2 size )
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134 | {
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135 | // TODO: framebuffer variable, so no re-binding?
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136 | // TODO: support GL_READ_FRAMEBUFFER?
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137 | gl_framebuffer_info* info = m_framebuffers.get( f );
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138 | if ( info )
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139 | {
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140 | glBindFramebuffer( GL_FRAMEBUFFER, info->glid );
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141 | if ( info->depth_rb_glid ) glDeleteRenderbuffers( 1, &(info->depth_rb_glid) );
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142 | glGenRenderbuffers( 1, &(info->depth_rb_glid) );
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143 | glBindRenderbuffer( GL_RENDERBUFFER, info->depth_rb_glid );
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144 | glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size.x, size.y );
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145 | glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, info->depth_rb_glid );
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146 | glBindRenderbuffer( GL_RENDERBUFFER, 0 );
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147 | }
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148 |
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149 | }
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150 |
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151 | void nv::gl_context::blit( framebuffer f, clear_state::buffers_type mask, ivec2 src1, ivec2 src2, ivec2 dst1, ivec2 dst2 )
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152 | {
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153 | gl_framebuffer_info* info = m_framebuffers.get( f );
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154 | if ( info )
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155 | {
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156 | glBindFramebuffer( GL_FRAMEBUFFER, info->glid );
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157 | unsigned filter = mask == clear_state::COLOR_BUFFER ? GL_LINEAR : GL_NEAREST;
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158 | glBlitFramebuffer( src1.x, src1.y, src2.x, src2.y, dst1.x, dst1.y, dst2.x, dst2.y, clear_state_buffers_to_mask( mask ), filter );
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159 | }
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160 | }
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161 |
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162 |
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163 | bool nv::gl_context::check( framebuffer_slot ft )
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164 | {
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165 | if ( is_gl_extension_loaded( GL_EXT_FRAMEBUFFER_OBJECT ) && is_gl_extension_loaded( GL_EXT_FRAMEBUFFER_BLIT ) )
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166 | {
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167 | unsigned result = glCheckFramebufferStatus( framebuffer_slot_to_enum(ft) );
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168 | if ( result == GL_FRAMEBUFFER_COMPLETE ) return true;
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169 | switch ( result )
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170 | {
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171 | case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT : NV_LOG_ERROR( "gl_context::check : Framebuffer incomplete attachment!" ); break;
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172 | case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT : NV_LOG_ERROR( "gl_context::check : Framebuffer missing attachment!" ); break;
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173 | case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS : NV_LOG_ERROR( "gl_context::check : Framebuffer incomplete dimensions!" ); break;
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174 | case GL_FRAMEBUFFER_INCOMPLETE_FORMATS : NV_LOG_ERROR( "gl_context::check : Framebuffer incomplete formats!" ); break;
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175 | case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER : NV_LOG_ERROR( "gl_context::check : Framebuffer incomplete draw buffer!" ); break;
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176 | case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER : NV_LOG_ERROR( "gl_context::check : Framebuffer incomplete read buffer!" ); break;
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177 | case GL_FRAMEBUFFER_UNSUPPORTED : NV_LOG_ERROR( "gl_context::check : Framebuffer format combination unsupported!" ); break;
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178 | default: NV_LOG_ERROR( "gl_context::check : Unknown Framebuffer error! (", result, ")" ); break;
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179 | }
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180 | }
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181 | else
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182 | {
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183 | NV_LOG_ERROR( "gl_context::check : Framebuffer extensions not loaded!" );
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184 | }
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185 | return false;
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186 | }
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187 |
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188 | void nv::gl_context::bind( framebuffer f, framebuffer_slot ft /*= FRAMEBUFFER_BOTH */ )
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189 | {
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190 | const gl_framebuffer_info* info = m_framebuffers.get( f );
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191 | if ( info )
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192 | {
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193 | glBindFramebuffer( framebuffer_slot_to_enum(ft), info->glid );
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194 | }
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195 | else
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196 | {
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197 | glBindFramebuffer( framebuffer_slot_to_enum(ft), 0 );
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198 | }
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199 | }
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200 |
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201 | void gl_context::bind( texture t, texture_slot slot )
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202 | {
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203 | const gl_texture_info* info = static_cast< const gl_texture_info* >( m_device->get_texture_info( t ) );
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204 | if ( info )
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205 | {
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206 | glActiveTexture( GL_TEXTURE0 + static_cast< GLenum >( slot ) );
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207 | glBindTexture( texture_type_to_enum( info->type ), info->glid );
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208 | }
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209 | }
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210 |
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211 | void nv::gl_context::bind( program p )
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212 | {
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213 | gl_program_info* info = ((gl_device*)m_device)->m_programs.get( p );
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214 | if ( info )
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215 | {
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216 | glUseProgram( info->glid );
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217 | ((gl_device*)m_device)->update_uniforms( info );
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218 | }
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219 | }
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220 |
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221 | // void nv::gl_context::bind( buffer b )
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222 | // {
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223 | // const gl_buffer_info* info = static_cast< const gl_buffer_info* >( m_device->get_buffer_info( b ) );
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224 | // if ( info )
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225 | // {
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226 | // glBindBuffer( buffer_type_to_enum( info->type ), info->glid );
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227 | // }
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228 | // }
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229 |
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230 | void nv::gl_context::bind( vertex_array va )
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231 | {
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232 | const vertex_array_info* info = m_vertex_arrays.get( va );
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233 | if ( info )
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234 | {
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235 | for ( uint32 i = 0; i < info->count; ++i )
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236 | {
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237 | const vertex_buffer_attribute& vba = info->attr[i];
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238 | uint32 location = static_cast<uint32>( vba.location );
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239 | glEnableVertexAttribArray( location );
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240 | const gl_buffer_info* vinfo = static_cast< const gl_buffer_info* >( m_device->get_buffer_info( vba.vbuffer ) );
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241 | if ( vinfo && vinfo->type == VERTEX_BUFFER )
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242 | glBindBuffer( GL_ARRAY_BUFFER, vinfo->glid );
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243 | else
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244 | {
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245 | // TODO: report error
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246 | }
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247 |
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248 | glVertexAttribPointer(
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249 | location,
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250 | static_cast<GLint>( vba.components ),
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251 | nv::datatype_to_gl_enum( vba.dtype ),
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252 | GL_FALSE,
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253 | static_cast<GLsizei>( vba.stride ),
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254 | (void*)vba.offset
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255 | );
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256 | }
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257 | glBindBuffer( GL_ARRAY_BUFFER, 0 );
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258 |
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259 | if ( info->index.is_valid() )
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260 | {
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261 | const gl_buffer_info* iinfo = static_cast< const gl_buffer_info* >( m_device->get_buffer_info( info->index ) );
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262 | if ( iinfo && iinfo->type == INDEX_BUFFER )
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263 | {
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264 | glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, iinfo->glid );
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265 | }
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266 | else
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267 | {
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268 | // TODO: report error
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269 | }
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270 | }
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271 | }
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272 | }
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273 |
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274 | void nv::gl_context::unbind( program )
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275 | {
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276 | glUseProgram( 0 );
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277 | }
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278 |
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279 | // void nv::gl_context::unbind( buffer b )
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280 | // {
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281 | // const gl_buffer_info* info = static_cast< const gl_buffer_info* >( m_device->get_buffer_info( b ) );
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282 | // if ( info )
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283 | // {
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284 | // glBindBuffer( buffer_type_to_enum( info->type ), 0 );
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285 | // }
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286 | // }
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287 |
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288 | void nv::gl_context::unbind( vertex_array va )
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289 | {
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290 | const vertex_array_info* info = m_vertex_arrays.get( va );
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291 | if ( info )
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292 | {
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293 | if ( info->index.is_valid() )
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294 | {
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295 | glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
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296 | }
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297 |
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298 | for ( uint32 i = 0; i < info->count; ++i )
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299 | {
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300 | glDisableVertexAttribArray( static_cast<uint32>( info->attr[i].location ) );
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301 | }
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302 | }
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303 | }
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304 |
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305 | void nv::gl_context::unbind( framebuffer f )
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306 | {
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307 | // this way we are sure that the extension is loaded
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308 | const gl_framebuffer_info* info = m_framebuffers.get( f );
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309 | if ( info )
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310 | {
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311 | glBindFramebuffer( GL_FRAMEBUFFER, 0 );
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312 | }
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313 | glDrawBuffer( GL_BACK );
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314 | glReadBuffer( GL_BACK );
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315 | }
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316 |
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317 | void nv::gl_context::update( texture t, void* data )
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318 | {
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319 | const gl_texture_info* info = static_cast< const gl_texture_info* >( m_device->get_texture_info( t ) );
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320 | if ( info )
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321 | {
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322 | image_format format = info->format;
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323 | ivec2 size = info->size;
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324 | unsigned gl_type = texture_type_to_enum( info->type );
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325 |
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326 | glBindTexture( gl_type, info->glid );
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327 | glTexImage2D( gl_type, 0, (GLint)nv::image_format_to_internal_enum(format.format), size.x, size.y, 0, nv::image_format_to_enum(format.format), nv::datatype_to_gl_enum(format.type), data );
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328 | }
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329 | }
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330 |
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331 | void gl_context::update( buffer b, const void* data, nv::size_t offset, nv::size_t size )
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332 | {
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333 | const gl_buffer_info* info = static_cast< const gl_buffer_info* >( m_device->get_buffer_info( b ) );
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334 | if ( info )
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335 | {
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336 | GLenum glenum = buffer_type_to_enum( info->type );
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337 | glBindBuffer( glenum, info->glid );
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338 | glBufferSubData( glenum, (GLintptr)offset, (GLsizeiptr)size, data );
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339 | }
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340 | }
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341 |
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342 | void gl_context::clear( const clear_state& cs )
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343 | {
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344 | // apply_framebuffer
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345 |
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346 | apply_scissor_test( cs.scissor_test );
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347 | apply_color_mask( cs.color_mask );
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348 | apply_depth_mask( cs.depth_mask );
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349 | // stencil_mask_separate
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350 |
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351 | if ( m_clear_color != cs.color )
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352 | {
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353 | glClearColor( cs.color.r, cs.color.g, cs.color.b, cs.color.a );
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354 | m_clear_color = cs.color;
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355 | }
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356 |
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357 | if ( m_clear_depth != cs.depth )
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358 | {
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359 | glClearDepth( cs.depth );
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360 | m_clear_depth = cs.depth;
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361 | }
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362 |
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363 | if ( m_clear_stencil != cs.stencil )
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364 | {
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365 | glClearStencil( cs.stencil );
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366 | m_clear_stencil = cs.stencil;
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367 | }
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368 |
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369 | glClear( clear_state_buffers_to_mask( cs.buffers ) );
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370 | }
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371 |
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372 | const ivec4& gl_context::get_viewport()
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373 | {
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374 | return m_viewport;
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375 | }
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376 |
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377 | void gl_context::set_viewport( const ivec4& viewport )
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378 | {
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379 | if ( viewport.z < 0 || viewport.w < 0 )
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380 | {
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381 | NV_THROW( logic_error, "viewport width and height must be greater than zero!");
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382 | }
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383 |
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384 | m_viewport = viewport;
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385 | glViewport( viewport.x, viewport.y, viewport.z, viewport.w );
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386 | }
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387 |
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388 | void gl_context::enable( unsigned int what, bool value )
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389 | {
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390 | if ( value )
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391 | {
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392 | glEnable( what );
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393 | }
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394 | else
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395 | {
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396 | glDisable( what );
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397 | }
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398 | }
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399 |
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400 | void gl_context::apply_stencil_test( const stencil_test& stencil )
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401 | {
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402 | if ( m_render_state.stencil_test.enabled != stencil.enabled )
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403 | {
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404 | enable( GL_STENCIL_TEST, stencil.enabled );
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405 | m_render_state.stencil_test.enabled = stencil.enabled;
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406 | }
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407 |
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408 | if ( stencil.enabled )
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409 | {
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410 | apply_stencil_face( GL_FRONT, m_render_state.stencil_test.front_face, stencil.front_face );
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411 | apply_stencil_face( GL_BACK, m_render_state.stencil_test.back_face, stencil.back_face );
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412 | }
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413 | }
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414 |
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415 | void gl_context::apply_stencil_face( unsigned face, stencil_test_face& stencil, const stencil_test_face& new_stencil )
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416 | {
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417 | if (( stencil.op_fail != new_stencil.op_fail ) ||
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418 | ( stencil.op_depth_fail != new_stencil.op_depth_fail ) ||
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419 | ( stencil.op_depth_pass != new_stencil.op_depth_pass ) )
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420 | {
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421 | glStencilOpSeparate( face,
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422 | stencil_operation_to_enum( new_stencil.op_fail ),
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423 | stencil_operation_to_enum( new_stencil.op_depth_fail ),
|
---|
424 | stencil_operation_to_enum( new_stencil.op_depth_pass )
|
---|
425 | );
|
---|
426 |
|
---|
427 | stencil.op_fail = new_stencil.op_fail;
|
---|
428 | stencil.op_depth_fail = new_stencil.op_depth_fail;
|
---|
429 | stencil.op_depth_pass = new_stencil.op_depth_pass;
|
---|
430 | }
|
---|
431 |
|
---|
432 | if (( stencil.function != new_stencil.function ) ||
|
---|
433 | ( stencil.ref_value != new_stencil.ref_value ) ||
|
---|
434 | ( stencil.mask != new_stencil.mask ))
|
---|
435 | {
|
---|
436 | glStencilFuncSeparate( face,
|
---|
437 | stencil_function_to_enum( new_stencil.function ),
|
---|
438 | new_stencil.ref_value,
|
---|
439 | new_stencil.mask
|
---|
440 | );
|
---|
441 |
|
---|
442 | stencil.function = new_stencil.function;
|
---|
443 | stencil.ref_value = new_stencil.ref_value;
|
---|
444 | stencil.mask = new_stencil.mask;
|
---|
445 | }
|
---|
446 | }
|
---|
447 |
|
---|
448 | void gl_context::apply_scissor_test( const scissor_test& scissor )
|
---|
449 | {
|
---|
450 | if ( m_render_state.scissor_test.enabled != scissor.enabled )
|
---|
451 | {
|
---|
452 | enable( GL_SCISSOR_TEST, scissor.enabled );
|
---|
453 | m_render_state.scissor_test.enabled = scissor.enabled;
|
---|
454 | }
|
---|
455 |
|
---|
456 | if ( scissor.dim.x < 0 || scissor.dim.y < 0 )
|
---|
457 | {
|
---|
458 | NV_THROW( logic_error, "scissor_test.rect width and height must be greater than zero!" );
|
---|
459 | }
|
---|
460 |
|
---|
461 | if ( scissor.enabled )
|
---|
462 | {
|
---|
463 | if ( m_render_state.scissor_test.dim != scissor.dim || m_render_state.scissor_test.pos != scissor.pos )
|
---|
464 | {
|
---|
465 | glScissor(
|
---|
466 | scissor.pos.x, scissor.pos.y,
|
---|
467 | scissor.dim.x, scissor.dim.y
|
---|
468 | );
|
---|
469 | m_render_state.scissor_test.dim = scissor.dim;
|
---|
470 | m_render_state.scissor_test.pos = scissor.pos;
|
---|
471 | }
|
---|
472 | }
|
---|
473 | }
|
---|
474 |
|
---|
475 | void gl_context::apply_depth_test( const depth_test& depth )
|
---|
476 | {
|
---|
477 | if ( m_render_state.depth_test.enabled != depth.enabled )
|
---|
478 | {
|
---|
479 | enable( GL_DEPTH_TEST, depth.enabled );
|
---|
480 | m_render_state.depth_test.enabled = depth.enabled;
|
---|
481 | }
|
---|
482 |
|
---|
483 | if ( depth.enabled )
|
---|
484 | {
|
---|
485 | if ( m_render_state.depth_test.function != depth.function )
|
---|
486 | {
|
---|
487 | glDepthFunc( depth_state_function_to_enum( depth.function ) );
|
---|
488 | m_render_state.depth_test.function = depth.function;
|
---|
489 | }
|
---|
490 | }
|
---|
491 | }
|
---|
492 |
|
---|
493 | void gl_context::apply_depth_mask( bool mask )
|
---|
494 | {
|
---|
495 | if ( m_render_state.depth_mask != mask )
|
---|
496 | {
|
---|
497 | glDepthMask( mask );
|
---|
498 | m_render_state.depth_mask = mask;
|
---|
499 | }
|
---|
500 | }
|
---|
501 |
|
---|
502 | void gl_context::apply_polygon_mode( const polygon_mode& mode )
|
---|
503 | {
|
---|
504 | if ( m_render_state.polygon_mode.fill != mode.fill )
|
---|
505 | {
|
---|
506 | glPolygonMode( GL_FRONT_AND_BACK, polygon_mode_fill_to_enum( mode.fill ) );
|
---|
507 | m_render_state.polygon_mode.fill = mode.fill;
|
---|
508 | }
|
---|
509 | }
|
---|
510 |
|
---|
511 |
|
---|
512 | void gl_context::apply_depth_range( const depth_range& range )
|
---|
513 | {
|
---|
514 | if ( range.near < 0.0 || range.near > 1.0 )
|
---|
515 | {
|
---|
516 | NV_THROW( logic_error, "render_state.depth_range.near must be between zero and one!");
|
---|
517 | }
|
---|
518 | if ( range.far < 0.0 || range.far > 1.0 )
|
---|
519 | {
|
---|
520 | NV_THROW( logic_error, "render_state.depth_range.far must be between zero and one!");
|
---|
521 | }
|
---|
522 |
|
---|
523 | if ((m_render_state.depth_range.far != range.far) ||
|
---|
524 | (m_render_state.depth_range.near != range.near))
|
---|
525 | {
|
---|
526 | glDepthRange( range.near, range.far );
|
---|
527 |
|
---|
528 | m_render_state.depth_range.far = range.far;
|
---|
529 | m_render_state.depth_range.near = range.near;
|
---|
530 | }
|
---|
531 | }
|
---|
532 |
|
---|
533 | void gl_context::apply_color_mask( const color_mask& mask )
|
---|
534 | {
|
---|
535 | if ( m_render_state.color_mask != mask )
|
---|
536 | {
|
---|
537 | glColorMask( mask.red, mask.green, mask.blue, mask.alpha );
|
---|
538 | m_render_state.color_mask = mask;
|
---|
539 | }
|
---|
540 | }
|
---|
541 |
|
---|
542 | void gl_context::apply_blending( const blending& blend )
|
---|
543 | {
|
---|
544 | if ( m_render_state.blending.enabled != blend.enabled )
|
---|
545 | {
|
---|
546 | enable( GL_BLEND, blend.enabled );
|
---|
547 | m_render_state.blending.enabled = blend.enabled;
|
---|
548 | }
|
---|
549 |
|
---|
550 | if ( blend.enabled )
|
---|
551 | {
|
---|
552 | if ((m_render_state.blending.src_rgb_factor != blend.src_rgb_factor ) ||
|
---|
553 | (m_render_state.blending.dst_rgb_factor != blend.dst_rgb_factor ) ||
|
---|
554 | (m_render_state.blending.src_alpha_factor != blend.src_alpha_factor ) ||
|
---|
555 | (m_render_state.blending.dst_alpha_factor != blend.dst_alpha_factor ))
|
---|
556 | {
|
---|
557 | glBlendFuncSeparate(
|
---|
558 | blending_factor_to_enum( blend.src_rgb_factor ),
|
---|
559 | blending_factor_to_enum( blend.dst_rgb_factor ),
|
---|
560 | blending_factor_to_enum( blend.src_alpha_factor ),
|
---|
561 | blending_factor_to_enum( blend.dst_alpha_factor )
|
---|
562 | );
|
---|
563 |
|
---|
564 | m_render_state.blending.src_rgb_factor = blend.src_rgb_factor;
|
---|
565 | m_render_state.blending.dst_rgb_factor = blend.dst_rgb_factor;
|
---|
566 | m_render_state.blending.src_alpha_factor = blend.src_alpha_factor;
|
---|
567 | m_render_state.blending.dst_alpha_factor = blend.dst_alpha_factor;
|
---|
568 | }
|
---|
569 |
|
---|
570 | if ((m_render_state.blending.rgb_equation != blend.rgb_equation ) ||
|
---|
571 | (m_render_state.blending.alpha_equation != blend.alpha_equation ))
|
---|
572 | {
|
---|
573 | glBlendEquationSeparate(
|
---|
574 | blending_equation_to_enum( blend.rgb_equation ),
|
---|
575 | blending_equation_to_enum( blend.alpha_equation )
|
---|
576 | );
|
---|
577 |
|
---|
578 | m_render_state.blending.rgb_equation = blend.rgb_equation;
|
---|
579 | m_render_state.blending.alpha_equation = blend.alpha_equation;
|
---|
580 | }
|
---|
581 |
|
---|
582 | if (( m_render_state.blending.color != blend.color ))
|
---|
583 | {
|
---|
584 | glBlendColor( blend.color.r, blend.color.g, blend.color.b, blend.color.a );
|
---|
585 | m_render_state.blending.color = blend.color;
|
---|
586 | }
|
---|
587 | }
|
---|
588 | }
|
---|
589 |
|
---|
590 |
|
---|
591 | void gl_context::apply_culling( const culling& cull )
|
---|
592 | {
|
---|
593 | if ( m_render_state.culling.enabled != cull.enabled )
|
---|
594 | {
|
---|
595 | enable( GL_CULL_FACE, cull.enabled );
|
---|
596 | m_render_state.culling.enabled = cull.enabled;
|
---|
597 | }
|
---|
598 |
|
---|
599 | if ( cull.enabled )
|
---|
600 | {
|
---|
601 | if ( m_render_state.culling.face != cull.face )
|
---|
602 | {
|
---|
603 | glCullFace( culling_face_type_to_enum(cull.face) );
|
---|
604 | m_render_state.culling.face = cull.face;
|
---|
605 | }
|
---|
606 |
|
---|
607 | if ( m_render_state.culling.order != cull.order )
|
---|
608 | {
|
---|
609 | glFrontFace( culling_order_type_to_enum( cull.order ) );
|
---|
610 | m_render_state.culling.order = cull.order;
|
---|
611 | }
|
---|
612 | }
|
---|
613 | }
|
---|
614 |
|
---|
615 |
|
---|
616 | void gl_context::force_apply_render_state( const render_state& state )
|
---|
617 | {
|
---|
618 | enable( GL_CULL_FACE, state.culling.enabled );
|
---|
619 | glCullFace( culling_face_type_to_enum( state.culling.face ) );
|
---|
620 | glFrontFace( culling_order_type_to_enum( state.culling.order ) );
|
---|
621 |
|
---|
622 | enable( GL_SCISSOR_TEST, state.scissor_test.enabled );
|
---|
623 | glScissor(
|
---|
624 | state.scissor_test.pos.x, state.scissor_test.pos.y,
|
---|
625 | state.scissor_test.dim.x, state.scissor_test.dim.y
|
---|
626 | );
|
---|
627 |
|
---|
628 | enable( GL_STENCIL_TEST, state.stencil_test.enabled );
|
---|
629 | force_apply_stencil_face( GL_FRONT, state.stencil_test.front_face );
|
---|
630 | force_apply_stencil_face( GL_BACK, state.stencil_test.back_face );
|
---|
631 |
|
---|
632 | enable( GL_DEPTH_TEST, state.depth_test.enabled );
|
---|
633 | glDepthFunc( depth_state_function_to_enum( state.depth_test.function ) );
|
---|
634 | glDepthRange( state.depth_range.near, state.depth_range.far );
|
---|
635 |
|
---|
636 | enable( GL_BLEND, state.blending.enabled );
|
---|
637 | glBlendFuncSeparate(
|
---|
638 | blending_factor_to_enum( state.blending.src_rgb_factor ),
|
---|
639 | blending_factor_to_enum( state.blending.dst_rgb_factor ),
|
---|
640 | blending_factor_to_enum( state.blending.src_alpha_factor ),
|
---|
641 | blending_factor_to_enum( state.blending.dst_alpha_factor )
|
---|
642 | );
|
---|
643 | glBlendEquationSeparate(
|
---|
644 | blending_equation_to_enum( state.blending.rgb_equation ),
|
---|
645 | blending_equation_to_enum( state.blending.alpha_equation )
|
---|
646 | );
|
---|
647 | glBlendColor(
|
---|
648 | state.blending.color.r, state.blending.color.g,
|
---|
649 | state.blending.color.b, state.blending.color.a
|
---|
650 | );
|
---|
651 |
|
---|
652 | glDepthMask( state.depth_mask );
|
---|
653 | glColorMask(
|
---|
654 | state.color_mask.red, state.color_mask.green,
|
---|
655 | state.color_mask.blue, state.color_mask.alpha
|
---|
656 | );
|
---|
657 | glPolygonMode( GL_FRONT_AND_BACK, polygon_mode_fill_to_enum( state.polygon_mode.fill ) );
|
---|
658 | }
|
---|
659 |
|
---|
660 | void gl_context::force_apply_stencil_face( unsigned face, const stencil_test_face& stencil )
|
---|
661 | {
|
---|
662 | glStencilOpSeparate( face,
|
---|
663 | stencil_operation_to_enum( stencil.op_fail ),
|
---|
664 | stencil_operation_to_enum( stencil.op_depth_fail ),
|
---|
665 | stencil_operation_to_enum( stencil.op_depth_pass )
|
---|
666 | );
|
---|
667 |
|
---|
668 | glStencilFuncSeparate( face,
|
---|
669 | stencil_function_to_enum( stencil.function ),
|
---|
670 | stencil.ref_value,
|
---|
671 | stencil.mask
|
---|
672 | );
|
---|
673 | }
|
---|
674 |
|
---|
675 |
|
---|
676 | void gl_context::apply_render_state( const render_state& state )
|
---|
677 | {
|
---|
678 | // apply_primitive_restart
|
---|
679 | apply_culling( state.culling );
|
---|
680 | // apply_program_point_size
|
---|
681 | // apply_rasterization_mode
|
---|
682 | apply_scissor_test( state.scissor_test );
|
---|
683 | apply_stencil_test( state.stencil_test );
|
---|
684 | apply_depth_test( state.depth_test );
|
---|
685 | apply_depth_range( state.depth_range );
|
---|
686 | apply_blending( state.blending );
|
---|
687 | apply_color_mask( state.color_mask );
|
---|
688 | apply_depth_mask( state.depth_mask );
|
---|
689 | apply_polygon_mode( state.polygon_mode );
|
---|
690 | }
|
---|
691 |
|
---|
692 |
|
---|
693 | gl_context::gl_context( device* a_device, void* a_handle )
|
---|
694 | : context( a_device ), m_handle( a_handle )
|
---|
695 | {
|
---|
696 | // TODO: configurable:
|
---|
697 | load_gl_extensions( GL_EXT_FRAMEBUFFER_BLIT | GL_EXT_FRAMEBUFFER_OBJECT );
|
---|
698 | force_apply_render_state( m_render_state );
|
---|
699 | }
|
---|
700 |
|
---|
701 |
|
---|
702 | nv::gl_context::~gl_context()
|
---|
703 | {
|
---|
704 | while ( m_framebuffers.size() > 0 )
|
---|
705 | release( m_framebuffers.get_handle(0) );
|
---|
706 | while ( m_vertex_arrays.size() > 0 )
|
---|
707 | release( m_vertex_arrays.get_handle(0) );
|
---|
708 | }
|
---|
709 |
|
---|
710 | void nv::gl_context::apply_engine_uniforms( program p, const scene_state& s )
|
---|
711 | {
|
---|
712 | gl_program_info* info = ((gl_device*)m_device)->m_programs.get( p );
|
---|
713 | if ( info )
|
---|
714 | {
|
---|
715 | for ( auto u : info->m_engine_uniforms )
|
---|
716 | {
|
---|
717 | u->set( this, &s );
|
---|
718 | }
|
---|
719 | }
|
---|
720 | }
|
---|
721 |
|
---|
722 | void nv::gl_context::set_draw_buffers( uint32 count, const output_slot* slots )
|
---|
723 | {
|
---|
724 | if ( count == 0 ) return;
|
---|
725 | if ( count == 1 )
|
---|
726 | {
|
---|
727 | set_draw_buffer( slots[0] );
|
---|
728 | return;
|
---|
729 | }
|
---|
730 | unsigned int buffers[8];
|
---|
731 | count = glm::min<uint32>( count, 8 );
|
---|
732 | for ( uint32 i = 0; i < count; ++i )
|
---|
733 | {
|
---|
734 | buffers[i] = output_slot_to_enum( slots[i] );
|
---|
735 | if ( slots[i] > OUTPUT_7 ) buffers[i] = 0;
|
---|
736 | }
|
---|
737 | glDrawBuffers( (GLsizei)count, buffers );
|
---|
738 | }
|
---|
739 |
|
---|
740 | void nv::gl_context::set_draw_buffer( output_slot slot )
|
---|
741 | {
|
---|
742 | glDrawBuffer( output_slot_to_enum(slot) );
|
---|
743 | }
|
---|
744 |
|
---|
745 | void nv::gl_context::set_read_buffer( output_slot slot )
|
---|
746 | {
|
---|
747 | glReadBuffer( output_slot_to_enum(slot) );
|
---|
748 | }
|
---|
749 |
|
---|
750 | void gl_context::draw( primitive prim, const render_state& rs, program p, vertex_array va, nv::size_t count )
|
---|
751 | {
|
---|
752 | apply_render_state( rs );
|
---|
753 | const vertex_array_info* info = m_vertex_arrays.get( va );
|
---|
754 | if ( count > 0 && info )
|
---|
755 | {
|
---|
756 | bind( p );
|
---|
757 | bind( va );
|
---|
758 | if ( info->index.is_valid() )
|
---|
759 | {
|
---|
760 | glDrawElements( primitive_to_enum(prim), static_cast<GLsizei>( count ), datatype_to_gl_enum( info->index_type ), 0 );
|
---|
761 | }
|
---|
762 | else
|
---|
763 | {
|
---|
764 | glDrawArrays( primitive_to_enum(prim), 0, static_cast<GLsizei>( count ) );
|
---|
765 | }
|
---|
766 | unbind( va );
|
---|
767 | //unbind( p );
|
---|
768 | }
|
---|
769 | }
|
---|