source: trunk/src/gl/gl_device.cc @ 463

Last change on this file since 463 was 463, checked in by epyon, 10 years ago
  • 3D/2D_ARRAY texture support
File size: 17.2 KB
RevLine 
[395]1// Copyright (C) 2012-2015 ChaosForge Ltd
2// http://chaosforge.org/
3//
4// This file is part of Nova libraries.
5// For conditions of distribution and use, see copying.txt file in root folder.
[38]6
7#include "nv/gl/gl_device.hh"
8
9#include "nv/gl/gl_window.hh"
[319]10#include "nv/core/logging.hh"
[90]11#include "nv/lib/sdl_image.hh"
[301]12#include "nv/gl/gl_enum.hh"
13#include "nv/lib/gl.hh"
[38]14
15using namespace nv;
16
17gl_device::gl_device()
18{
[463]19        m_shader_header.append( "#version 120\n#extension GL_EXT_texture_array : require\n" );
[316]20        for ( auto& i : get_uniform_factory() )
[438]21                m_shader_header.append( "uniform "+datatype_to_glsl_type( i.second->get_datatype() )+" "+ i.first +";\n" );
[316]22        for ( auto& i : get_link_uniform_factory() )
[438]23                m_shader_header.append( "uniform sampler2D "+i.first +";\n" );
[38]24}
25
[399]26program gl_device::create_program( string_view vs_source, string_view fs_source )
[38]27{
[303]28        program result = m_programs.create();
29        gl_program_info* info = m_programs.get( result );
30
[392]31        info->m_attribute_map   = new attribute_map;
32        info->m_engine_uniforms = new engine_uniform_list;
33        info->m_uniform_map     = new uniform_map;
34
[303]35        info->glid = glCreateProgram();
36        compile( info, vs_source, fs_source );
37        prepare_program( result );
38        return result;
[38]39}
40
[90]41// this is a temporary function that will be removed once we find a way to
42// pass binary file data around
[399]43image_data* gl_device::create_image_data( string_view filename )
[90]44{
45        load_sdl_image_library();
[361]46        SDL_Surface* image = IMG_Load( filename.data() );
[120]47        if (!image)
48        {
[365]49                NV_LOG_ERROR( "Image file ", filename, " not found!" );
[120]50                return nullptr;
51        }
[292]52        // TODO: BGR vs RGB, single channel
[461]53        pixel_format pformat = RGBA;
54        switch ( image->format->BytesPerPixel )
55        {
56        case 4: pformat = RGBA; break;
57        case 3: pformat = RGB; break;
58        case 1: pformat = RED; break;
59        default: NV_ASSERT( false, "BytesPerPixel != 4,3 or 1!" );
60        }
61        image_format format( pformat, UBYTE );
[406]62        image_data* data = new image_data( format, ivec2( image->w, image->h ), static_cast<nv::uint8*>( image->pixels ) );
[90]63        return data;
64}
65
[350]66// this is a temporary function that will be removed once we find a way to
67// pass binary file data around
68image_data* gl_device::create_image_data( const uint8* data, uint32 size )
69{
70        load_sdl_image_library();
[406]71        SDL_Surface* image = IMG_LoadTyped_RW( SDL_RWFromMem( const_cast<uint8*>( data ), int( size ) ), 1, "png" );
[350]72        if ( !image )
73        {
[365]74                NV_LOG_ERROR( "Image binary data cannot be loaded found!" );
[350]75                return nullptr;
76        }
77        // TODO: BGR vs RGB, single channel
78        assert( image->format->BytesPerPixel > 2 );
79        image_format format( image->format->BytesPerPixel == 3 ? RGB : RGBA, UBYTE );
[406]80        image_data* idata = new image_data( format, ivec2( image->w, image->h ), static_cast<nv::uint8*>( image->pixels ) );
[350]81        return idata;
82}
[92]83
[350]84
[38]85gl_device::~gl_device()
86{
[302]87        while ( m_textures.size() > 0 )
88                release( m_textures.get_handle(0) );
89        while ( m_buffers.size() > 0 )
90                release( m_buffers.get_handle(0) );
[303]91        while ( m_programs.size() > 0 )
92                release( m_programs.get_handle(0) );
[38]93}
[301]94
[406]95nv::texture nv::gl_device::create_texture( texture_type type, ivec2 size, image_format aformat, sampler asampler, const void* data /*= nullptr */ )
[301]96{
[463]97        NV_ASSERT_ALWAYS( type != TEXTURE_3D && type != TEXTURE_2D_ARRAY, "2D texture type expected!" );
[301]98        unsigned glid = 0;
[331]99        unsigned gl_type = texture_type_to_enum( type );
[463]100
101        bool is_depth = aformat.format == DEPTH16 || aformat.format == DEPTH24 || aformat.format == DEPTH32;
102
[301]103        glGenTextures( 1, &glid );
104
[331]105        glBindTexture( gl_type, glid );
[301]106
107        // Detect if mipmapping was requested
[331]108        if ( gl_type == GL_TEXTURE_2D && asampler.filter_min != sampler::LINEAR && asampler.filter_min != sampler::NEAREST )
[301]109        {
[331]110                // TODO: This should not be done if we use framebuffers!
111                glTexParameteri( gl_type, GL_GENERATE_MIPMAP, GL_TRUE);
[301]112        }
113
[331]114        if ( asampler.filter_max != sampler::NEAREST )
[301]115        {
[331]116                asampler.filter_max = sampler::LINEAR;
[301]117        }
118
[406]119        glTexParameteri( gl_type, GL_TEXTURE_MIN_FILTER, GLint( nv::sampler_filter_to_enum( asampler.filter_min ) ) );
120        glTexParameteri( gl_type, GL_TEXTURE_MAG_FILTER, GLint( nv::sampler_filter_to_enum( asampler.filter_max ) ) );
121        glTexParameteri( gl_type, GL_TEXTURE_WRAP_S, GLint( nv::sampler_wrap_to_enum( asampler.wrap_s) ) );
122        glTexParameteri( gl_type, GL_TEXTURE_WRAP_T, GLint( nv::sampler_wrap_to_enum( asampler.wrap_t) ) );
[301]123
[463]124        if ( is_depth )
125        {
126#define GL_TEXTURE_DEPTH_SIZE 0x884A
127#define GL_DEPTH_TEXTURE_MODE 0x884B
128#define GL_TEXTURE_COMPARE_MODE 0x884C
129#define GL_TEXTURE_COMPARE_FUNC 0x884D
130#define GL_COMPARE_R_TO_TEXTURE 0x884E
131
132#define GL_INTENSITY 0x8049
133#define GL_LUMINANCE 0x1909
134//              glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE );
135//              glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL );
136//              glTexParameteri( GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE );
137//              glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, 0 );
138//              glTexParameteri( GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY );
139        }
140
141// #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
142// #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
143//
144//      float aniso = 0.0f;
145//      glGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &aniso );
146//      NV_LOG_INFO( "Anisotropy at ", aniso, " (", int( aniso ), " ) " );
147//      glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso );
148
[406]149        glTexImage2D( gl_type, 0, GLint( nv::image_format_to_internal_enum(aformat.format) ), size.x, size.y, 0, nv::image_format_to_enum(aformat.format), nv::datatype_to_gl_enum(aformat.type), data );
[331]150
151        glBindTexture( gl_type, 0 );
152
[301]153        texture result = m_textures.create();
154        gl_texture_info* info = m_textures.get( result );
[331]155        info->type     = type;
[323]156        info->format   = aformat;
157        info->tsampler = asampler;
[463]158        info->size     = ivec3( size.x, size.y, 1 );
[323]159        info->glid     = glid;
[301]160        return result;
161}
162
[463]163nv::texture nv::gl_device::create_texture( texture_type type, ivec3 size, image_format aformat, sampler asampler, const void* data /*= nullptr */ )
164{
165        NV_ASSERT_ALWAYS( type == TEXTURE_3D || type == TEXTURE_2D_ARRAY, "3D texture type expected!" );
166        unsigned glid = 0;
167        unsigned gl_type = texture_type_to_enum( type );
168
169        bool is_depth = aformat.format == DEPTH16 || aformat.format == DEPTH24 || aformat.format == DEPTH32;
170
171        glGenTextures( 1, &glid );
172        glBindTexture( gl_type, glid );
173
174        if ( asampler.filter_max != sampler::NEAREST )
175        {
176                asampler.filter_max = sampler::LINEAR;
177        }
178
179        glTexParameteri( gl_type, GL_TEXTURE_MIN_FILTER, GLint( nv::sampler_filter_to_enum( asampler.filter_min ) ) );
180        glTexParameteri( gl_type, GL_TEXTURE_MAG_FILTER, GLint( nv::sampler_filter_to_enum( asampler.filter_max ) ) );
181        glTexParameteri( gl_type, GL_TEXTURE_WRAP_S, GLint( nv::sampler_wrap_to_enum( asampler.wrap_s ) ) );
182        glTexParameteri( gl_type, GL_TEXTURE_WRAP_T, GLint( nv::sampler_wrap_to_enum( asampler.wrap_t ) ) );
183
184        //glTexStorage3D( GL_TEXTURE_2D_ARRAY, mipLevelCount, GL_RGBA8, width, height, layerCount );
185        glTexImage3D( gl_type, 0, GLint( nv::image_format_to_internal_enum( aformat.format ) ), size.x, size.y, size.z, 0, nv::image_format_to_enum( aformat.format ), nv::datatype_to_gl_enum( aformat.type ), data );
186        glBindTexture( gl_type, 0 );
187
188        texture result = m_textures.create();
189        gl_texture_info* info = m_textures.get( result );
190        info->type = type;
191        info->format = aformat;
192        info->tsampler = asampler;
193        info->size = size;
194        info->glid = glid;
195        return result;
196}
197
198
199
[302]200void nv::gl_device::release( texture t )
[301]201{
202        gl_texture_info* info = m_textures.get( t );
203        if ( info )
204        {
[302]205                if ( info->glid != 0 )
206                {
207                        glDeleteTextures( 1, &(info->glid) );
208                }
[301]209                m_textures.destroy( t );
210        }
211}
212
[302]213void nv::gl_device::release( buffer b )
214{
215        gl_buffer_info* info = m_buffers.get( b );
216        if ( info )
217        {
218                if ( info->glid != 0 )
219                {
220                        glDeleteBuffers( 1, &(info->glid) );
221                }
222                m_buffers.destroy( b );
223        }
224}
225
[303]226const texture_info* nv::gl_device::get_texture_info( texture t ) const
[301]227{
228        return m_textures.get( t );
229}
230
[302]231nv::buffer nv::gl_device::create_buffer( buffer_type type, buffer_hint hint, size_t size, const void* source /*= nullptr */ )
232{
233        unsigned glid   = 0;
234        unsigned glenum = buffer_type_to_enum( type );
235        glGenBuffers( 1, &glid );
236
237        glBindBuffer( glenum, glid );
[406]238        glBufferData( glenum, GLsizeiptr( size ), source, buffer_hint_to_enum( hint ) );
[302]239        glBindBuffer( glenum, 0 );
240
241        buffer result = m_buffers.create();
242        gl_buffer_info* info = m_buffers.get( result );
243        info->type = type;
244        info->hint = hint;
245        info->size = size;
246        info->glid = glid;
247        return result;
248}
249
[303]250const buffer_info* nv::gl_device::get_buffer_info( buffer t ) const
[302]251{
252        return m_buffers.get( t );
253}
[303]254
255void nv::gl_device::release( program p )
256{
257        gl_program_info* info = m_programs.get( p );
258        if ( info )
259        {
[392]260                for ( auto& i : *info->m_uniform_map )
[303]261                        delete i.second;
262
263                glDetachShader( info->glid, info->glidv );
264                glDetachShader( info->glid, info->glidf );
265                glDeleteShader( info->glidv );
266                glDeleteShader( info->glidf );
267                glDeleteProgram( info->glid );
268
[392]269                delete info->m_attribute_map;
270                delete info->m_engine_uniforms;
271                delete info->m_uniform_map;
272
[303]273                m_programs.destroy( p );
274        }
275}
276
277void nv::gl_device::prepare_program( program p )
278{
279        gl_program_info* info = m_programs.get( p );
280        if ( info )
281        {
282                auto& map  = get_uniform_factory();
283                auto& lmap = get_link_uniform_factory();
284
[392]285                for ( auto& i : *info->m_uniform_map )
[303]286                {
[439]287                        auto j = lmap.find( i.first );
[303]288                        if ( j != lmap.end() )
289                        {
290                                j->second->set( i.second );
291                        }                       
292
[439]293                        auto k = map.find( i.first );
[303]294                        if ( k != map.end() )
295                        {
[392]296                                info->m_engine_uniforms->push_back( k->second->create( i.second ) );
[303]297                        }                               
298                }
299        }
300}
301
[439]302uniform_base* nv::gl_device::get_uniform( program p, const string_view& name, bool fatal /*= true */ ) const
[303]303{
304        const gl_program_info* info = m_programs.get( p );
305        {
[392]306                nv::uniform_map::const_iterator i = info->m_uniform_map->find( name );
307                if ( i != info->m_uniform_map->end() )
[303]308                {
309                        return i->second;
310                }
311                if ( fatal )
312                {
[439]313                        NV_LOG_CRITICAL( "gl_device : uniform '", name, "' not found in program!" );
[403]314                        NV_ABORT( "gl_device : uniform not found!" );
[303]315                }
316        }
317        return nullptr;
318}
319
[439]320int nv::gl_device::get_attribute_location( program p, const string_view& name, bool fatal /*= true */ ) const
[303]321{
322        const gl_program_info* info = m_programs.get( p );
323        if ( info )
324        {
[392]325                attribute_map::const_iterator i = info->m_attribute_map->find( name );
326                if ( i != info->m_attribute_map->end() )
[303]327                {
328                        return i->second.location;
329                }
330                if ( fatal )
331                {
[439]332                        NV_LOG_CRITICAL( "gl_device : attribute '", name, "' not found in program!" );
[403]333                        NV_ABORT( "gl_device : attribute not found!" );
[303]334                }
335        }
336        return -1;
337}
338
[399]339bool nv::gl_device::compile( gl_program_info* p, string_view vertex_program, string_view fragment_program )
[303]340{
341        if (!compile( GL_VERTEX_SHADER,   vertex_program, p->glidv ))   { return false; }
342        if (!compile( GL_FRAGMENT_SHADER, fragment_program, p->glidf )) { return false; }
343
344        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::POSITION   ), "nv_position"  );
345        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::TEXCOORD   ), "nv_texcoord"  );
346        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::NORMAL     ), "nv_normal"    );
347        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::COLOR      ), "nv_color"     );
348        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::TANGENT    ), "nv_tangent"   );
349        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::BONEINDEX  ), "nv_boneindex" );
350        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::BONEWEIGHT ), "nv_boneweight");
351
352        glAttachShader( p->glid, p->glidf );
353        glAttachShader( p->glid, p->glidv );
354        glLinkProgram( p->glid );
355
356        const uint32 buffer_size = 2048;
357        char buffer[ buffer_size ] = { 0 };
358        int length;
359        int status;
360
361        glGetProgramiv( p->glid, GL_LINK_STATUS, &status );
362        glGetProgramInfoLog( p->glid, buffer_size, &length, buffer );
363
[365]364        NV_LOG_INFO( "Program #", p->glid, (status == GL_FALSE ? " failed to compile!" : " compiled successfully.") );
[303]365
366        if ( length > 0 )
367        {
[365]368                NV_LOG_INFO( "Program #", p->glid, " log: ", buffer );
[303]369        }
370
371        if ( status == GL_FALSE )
372        {
373                return false;
374        }
375
376        glValidateProgram( p->glid );
377        glGetProgramiv( p->glid, GL_VALIDATE_STATUS, &status );
378
379        if ( status == GL_FALSE )
380        {
381                glGetProgramInfoLog( p->glid, buffer_size, &length, buffer );
[365]382                NV_LOG_ERROR( "Program #", p->glid, " validation error : ", buffer );
[303]383                return false;
384        }
385        load_attributes( p );
386        load_uniforms( p );
387        return true;
388}
389
390void nv::gl_device::update_uniforms( gl_program_info* p )
391{
[392]392        for ( auto& i : *p->m_uniform_map )
[303]393        {
[392]394                uniform_base* ubase = i.second;
[303]395                if ( ubase->is_dirty() )
396                {
397                        int uloc = ubase->get_location();
398                        switch( ubase->get_type() )
399                        {
[406]400                        case FLOAT          : glUniform1fv( uloc, ubase->get_length(), static_cast< uniform< enum_to_type< FLOAT >::type >*>( ubase )->get_value() ); break;
401                        case INT            : glUniform1iv( uloc, ubase->get_length(), static_cast< uniform< enum_to_type< INT >::type >*>( ubase )->get_value() ); break;
402                        case FLOAT_VECTOR_2 : glUniform2fv( uloc, ubase->get_length(), reinterpret_cast<const GLfloat*>( static_cast< uniform< enum_to_type< FLOAT_VECTOR_2 >::type >*>( ubase )->get_value())); break;
403                        case FLOAT_VECTOR_3 : glUniform3fv( uloc, ubase->get_length(), reinterpret_cast<const GLfloat*>( static_cast< uniform< enum_to_type< FLOAT_VECTOR_3 >::type >*>( ubase )->get_value())); break;
404                        case FLOAT_VECTOR_4 : glUniform4fv( uloc, ubase->get_length(), reinterpret_cast<const GLfloat*>( static_cast< uniform< enum_to_type< FLOAT_VECTOR_4 >::type >*>( ubase )->get_value())); break;
405                        case INT_VECTOR_2   : glUniform2iv( uloc, ubase->get_length(), reinterpret_cast<const GLint*>( static_cast< uniform< enum_to_type< INT_VECTOR_2 >::type >*>( ubase )->get_value())); break;
406                        case INT_VECTOR_3   : glUniform3iv( uloc, ubase->get_length(), reinterpret_cast<const GLint*>( static_cast< uniform< enum_to_type< INT_VECTOR_3 >::type >*>( ubase )->get_value())); break;
407                        case INT_VECTOR_4   : glUniform4iv( uloc, ubase->get_length(), reinterpret_cast<const GLint*>( static_cast< uniform< enum_to_type< INT_VECTOR_4 >::type >*>( ubase )->get_value())); break;
408                        case FLOAT_MATRIX_2 : glUniformMatrix2fv( uloc, ubase->get_length(), GL_FALSE, reinterpret_cast<const GLfloat*>( static_cast< uniform< enum_to_type< FLOAT_MATRIX_2 >::type >*>( ubase )->get_value())); break;
409                        case FLOAT_MATRIX_3 : glUniformMatrix3fv( uloc, ubase->get_length(), GL_FALSE, reinterpret_cast<const GLfloat*>( static_cast< uniform< enum_to_type< FLOAT_MATRIX_3 >::type >*>( ubase )->get_value())); break;
410                        case FLOAT_MATRIX_4 : glUniformMatrix4fv( uloc, ubase->get_length(), GL_FALSE, reinterpret_cast<const GLfloat*>( static_cast< uniform< enum_to_type< FLOAT_MATRIX_4 >::type >*>( ubase )->get_value())); break;
[303]411                        default : break; // error?
412                        }
413                        ubase->clean();
414                }
415        }
416}
417
418void nv::gl_device::load_attributes( gl_program_info* p )
419{
420        int params;
421        glGetProgramiv( p->glid, GL_ACTIVE_ATTRIBUTES, &params );
422
[406]423        for ( unsigned i = 0; i < unsigned( params ); ++i )
[303]424        {
425                int attr_nlen;
426                int attr_len;
427                unsigned attr_type;
428                char name_buffer[128];
429
430                glGetActiveAttrib( p->glid, i, 128, &attr_nlen, &attr_len, &attr_type, name_buffer );
431
[439]432                string_view name( name_buffer, size_t( attr_nlen ) );
[303]433
434                // skip built-ins
435                if ( name.substr(0,3) == "gl_" ) continue;
436
[439]437                int attr_loc = glGetAttribLocation( p->glid, name.data() );
[303]438
[392]439                attribute& attr = (*p->m_attribute_map)[ name ];
[303]440                attr.location = attr_loc;
441                attr.type     = gl_enum_to_datatype( attr_type );
442                attr.length   = attr_len;
443        }
444}
445
446void nv::gl_device::load_uniforms( gl_program_info* p )
447{
448        int params;
449        glGetProgramiv( p->glid, GL_ACTIVE_UNIFORMS, &params );
450
[406]451        for ( unsigned i = 0; i < unsigned( params ); ++i )
[303]452        {
453                int uni_nlen;
454                int uni_len;
455                unsigned uni_type;
456                char name_buffer[128];
457
458                glGetActiveUniform( p->glid, i, 128, &uni_nlen, &uni_len, &uni_type, name_buffer );
459
[439]460                string_view name( name_buffer, size_t( uni_nlen ) );
[303]461
462                // skip built-ins
463                if ( name.substr(0,3) == "gl_" ) continue;
464
[439]465                int uni_loc = glGetUniformLocation( p->glid, name.data() );
[303]466                datatype utype = gl_enum_to_datatype( uni_type );
467
468                // check for array
[439]469                size_t arrchar = name.find( '[' );
470                if ( arrchar != string_view::npos )
[303]471                {
472                        name = name.substr( 0, arrchar );
473                }
474
[439]475                uniform_base* u = uniform_base::create( utype, uni_loc, uni_len );
[303]476                NV_ASSERT( u, "Unknown uniform type!" );
[392]477                (*p->m_uniform_map)[ name ] = u;
[303]478        }
479}
480
[399]481bool nv::gl_device::compile( uint32 sh_type, string_view shader_code, unsigned& glid )
[303]482{
483        glid = glCreateShader( sh_type );
484
[361]485        const char* pc = shader_code.data();
[406]486        int l = int( shader_code.length() );
[303]487
[361]488        glShaderSource( glid, 1, &pc, &l );
[303]489        glCompileShader( glid );
490
491        const uint32 buffer_size = 1024;
492        char buffer[ buffer_size ] = { 0 };
493        int length;
494        int compile_ok = GL_FALSE;
495        glGetShaderiv(glid, GL_COMPILE_STATUS, &compile_ok);
496        glGetShaderInfoLog( glid, buffer_size, &length, buffer );
497
498        if ( length > 0 )
499        {
500                if ( compile_ok == 0 )
501                {
[406]502                        NV_LOG_ERROR( "Shader #", glid, " error: ", string_view( buffer, size_t( length ) ) );
[303]503                }
504                else
505                {
[406]506                        NV_LOG_INFO( "Shader #", glid, " compiled successfully: ", string_view( buffer, size_t( length ) ) );
[303]507                }
508        }
509        else
510        {
[365]511                NV_LOG_INFO( "Shader #", glid, " compiled successfully." );
[303]512        }
513        return compile_ok != 0;
514
515}
516
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