colobot/src/graphics/opengl/gl33renderers.cpp

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#include "graphics/opengl/gl33renderers.h"
#include "graphics/opengl/glutil.h"
#include "graphics/core/vertex.h"
#include "common/logger.h"
#include <GL/glew.h>
#include <glm/gtc/type_ptr.hpp>
namespace Gfx
{
CGL33UIRenderer::CGL33UIRenderer()
{
GLint shaders[2];
shaders[0] = LoadShader(GL_VERTEX_SHADER, "shaders/gl33/ui_vs.glsl");
if (shaders[0] == 0)
{
GetLogger()->Error("Cound not create vertex shader from file 'ui_vs.glsl'\n");
return;
}
shaders[1] = LoadShader(GL_FRAGMENT_SHADER, "shaders/gl33/ui_fs.glsl");
if (shaders[1] == 0)
{
GetLogger()->Error("Cound not create fragment shader from file 'ui_fs.glsl'\n");
return;
}
m_program = LinkProgram(2, shaders);
if (m_program == 0)
{
GetLogger()->Error("Cound not link shader program for normal rendering\n");
return;
}
glDeleteShader(shaders[0]);
glDeleteShader(shaders[1]);
glUseProgram(m_program);
m_projectionMatrix = glGetUniformLocation(m_program, "uni_ProjectionMatrix");
auto matrix = glm::ortho(0.0f, +1.0f, 0.0f, +1.0f);
glUniformMatrix4fv(m_projectionMatrix, 1, GL_FALSE, glm::value_ptr(matrix));
// Set texture unit to 8th
auto texture = glGetUniformLocation(m_program, "uni_Texture");
glUniform1i(texture, 8);
// Generic buffer
glGenBuffers(1, &m_bufferVBO);
glBindBuffer(GL_COPY_WRITE_BUFFER, m_bufferVBO);
glBufferData(GL_COPY_WRITE_BUFFER, m_bufferCapacity, nullptr, GL_STREAM_DRAW);
glGenVertexArrays(1, &m_bufferVAO);
glBindVertexArray(m_bufferVAO);
// White texture
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &m_whiteTexture);
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_ONE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_ONE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_ONE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ONE);
glUseProgram(0);
}
CGL33UIRenderer::~CGL33UIRenderer()
{
glDeleteProgram(m_program);
glDeleteTextures(1, &m_whiteTexture);
glDeleteBuffers(1, &m_bufferVBO);
glDeleteVertexArrays(1, &m_bufferVAO);
}
void CGL33UIRenderer::SetProjection(float left, float right, float bottom, float top)
{
Flush();
glUseProgram(m_program);
auto matrix = glm::ortho(left, right, bottom, top);
glUniformMatrix4fv(m_projectionMatrix, 1, GL_FALSE, glm::value_ptr(matrix));
glUseProgram(0);
}
void CGL33UIRenderer::SetTexture(const Texture& texture)
{
if (m_currentTexture == texture.id) return;
Flush();
glActiveTexture(GL_TEXTURE8);
m_currentTexture = texture.id;
if (m_currentTexture == 0)
glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
else
glBindTexture(GL_TEXTURE_2D, m_currentTexture);
}
void CGL33UIRenderer::DrawPrimitive(PrimitiveType type, int count, const Vertex2D* vertices)
{
// If too much data would be buffered, flush
size_t totalSize = (m_buffer.size() + count) * sizeof(Vertex2D);
if (totalSize > m_bufferCapacity)
Flush();
// Buffer data
GLint first = m_buffer.size();
m_buffer.insert(m_buffer.end(), vertices, vertices + count);
m_types.push_back(TranslateGfxPrimitive(type));
m_firsts.push_back(first);
m_counts.push_back(count);
}
void CGL33UIRenderer::Flush()
{
if (m_types.empty()) return;
glUseProgram(m_program);
// Increase buffer size if necessary
size_t size = m_buffer.size() * sizeof(Vertex2D);
if (m_bufferCapacity < size)
m_bufferCapacity = size;
// Send new vertices to GPU
glBindBuffer(GL_ARRAY_BUFFER, m_bufferVBO);
glBufferData(GL_ARRAY_BUFFER, m_bufferCapacity, nullptr, GL_STREAM_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, size, m_buffer.data());
// Respecify vertex attributes
glBindVertexArray(m_bufferVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
reinterpret_cast<void*>(offsetof(Vertex2D, position)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
reinterpret_cast<void*>(offsetof(Vertex2D, uv)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex2D),
reinterpret_cast<void*>(offsetof(Vertex2D, color)));
// Draw primitives by grouping by type
for (size_t i = 0; i < m_types.size(); i++)
{
//glDrawArrays(m_types[i], m_firsts[i], m_counts[i]);
//*
size_t count = 1;
for (; i + count < m_types.size(); count++)
{
if (m_types[i] != m_types[i + count])
break;
}
glMultiDrawArrays(m_types[i], &m_firsts[i], &m_counts[i], count);
i += count;
// */
}
// Clear buffers
m_buffer.clear();
m_types.clear();
m_firsts.clear();
m_counts.clear();
glUseProgram(0);
}
} // namespace Gfx