287 lines
7.9 KiB
C++
287 lines
7.9 KiB
C++
/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2022, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see http://gnu.org/licenses
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*/
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#include "graphics/opengl33/gl33_ui_renderer.h"
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#include "graphics/opengl33/gl33_device.h"
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#include "graphics/opengl33/glutil.h"
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#include "graphics/core/material.h"
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#include "graphics/core/transparency.h"
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#include "graphics/core/vertex.h"
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#include "common/logger.h"
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#include <GL/glew.h>
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#include <glm/ext.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <algorithm>
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#include <array>
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#include <vector>
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using namespace Gfx;
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CGL33UIRenderer::CGL33UIRenderer(CGL33Device* device)
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: m_device(device)
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{
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GetLogger()->Info("Creating CGL33UIRenderer\n");
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GLint shaders[2] = {};
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shaders[0] = LoadShader(GL_VERTEX_SHADER, "shaders/gl33/ui_vs.glsl");
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if (shaders[0] == 0)
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{
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GetLogger()->Error("Cound not create vertex shader from file 'ui_vs.glsl'\n");
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return;
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}
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shaders[1] = LoadShader(GL_FRAGMENT_SHADER, "shaders/gl33/ui_fs.glsl");
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if (shaders[1] == 0)
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{
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GetLogger()->Error("Cound not create fragment shader from file 'ui_fs.glsl'\n");
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return;
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}
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m_program = LinkProgram(2, shaders);
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if (m_program == 0)
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{
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GetLogger()->Error("Cound not link shader program for interface renderer\n");
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return;
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}
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glDeleteShader(shaders[0]);
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glDeleteShader(shaders[1]);
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glUseProgram(m_program);
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// Create uniform buffer
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glGenBuffers(1, &m_uniformBuffer);
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m_uniforms.projectionMatrix = glm::ortho(0.0f, +1.0f, 0.0f, +1.0f);
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m_uniforms.color = { 1.0f, 1.0f, 1.0f, 1.0f };
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m_uniformsDirty = true;
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UpdateUniforms();
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// Bind uniform block to uniform buffer binding
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GLuint blockIndex = glGetUniformBlockIndex(m_program, "Uniforms");
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, m_uniformBuffer);
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glUniformBlockBinding(m_program, blockIndex, 0);
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// Set texture unit to 8th
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auto texture = glGetUniformLocation(m_program, "uni_Texture");
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glUniform1i(texture, 8);
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// Generic buffer
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glGenBuffers(1, &m_bufferVBO);
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glBindBuffer(GL_COPY_WRITE_BUFFER, m_bufferVBO);
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glBufferData(GL_COPY_WRITE_BUFFER, m_bufferCapacity * sizeof(Vertex2D), nullptr, GL_STREAM_DRAW);
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m_bufferOffset = m_bufferCapacity;
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glGenVertexArrays(1, &m_bufferVAO);
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glBindVertexArray(m_bufferVAO);
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// White texture
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glActiveTexture(GL_TEXTURE0);
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glGenTextures(1, &m_whiteTexture);
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glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_ONE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_ONE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_ONE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ONE);
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glUseProgram(0);
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GetLogger()->Info("CGL33UIRenderer created successfully\n");
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}
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CGL33UIRenderer::~CGL33UIRenderer()
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{
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glDeleteProgram(m_program);
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glDeleteTextures(1, &m_whiteTexture);
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glDeleteBuffers(1, &m_bufferVBO);
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glDeleteVertexArrays(1, &m_bufferVAO);
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}
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void CGL33UIRenderer::SetProjection(float left, float right, float bottom, float top)
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{
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m_uniforms.projectionMatrix = glm::ortho(left, right, bottom, top);
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m_uniformsDirty = true;
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}
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void CGL33UIRenderer::SetTexture(const Texture& texture)
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{
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if (m_currentTexture == texture.id) return;
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glActiveTexture(GL_TEXTURE8);
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m_currentTexture = texture.id;
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if (m_currentTexture == 0)
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glBindTexture(GL_TEXTURE_2D, m_whiteTexture);
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else
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glBindTexture(GL_TEXTURE_2D, m_currentTexture);
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}
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void CGL33UIRenderer::SetColor(const glm::vec4& color)
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{
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m_uniforms.color = color;
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m_uniformsDirty = true;
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}
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void CGL33UIRenderer::SetTransparency(TransparencyMode mode)
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{
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m_device->SetTransparency(mode);
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}
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Vertex2D* CGL33UIRenderer::BeginPrimitive(PrimitiveType type, int count)
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{
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return BeginPrimitives(type, 1, &count);
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}
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Vertex2D* CGL33UIRenderer::BeginPrimitives(PrimitiveType type, int drawCount, const int* counts)
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{
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glBindVertexArray(m_bufferVAO);
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glBindBuffer(GL_ARRAY_BUFFER, m_bufferVBO);
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m_currentCount = 0;
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for (size_t i = 0; i < drawCount; i++)
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{
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m_currentCount += counts[i];
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}
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GLuint total = m_bufferOffset + m_currentCount;
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// Buffer full, orphan
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if (total >= m_bufferCapacity)
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{
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glBufferData(GL_ARRAY_BUFFER, m_bufferCapacity * sizeof(Vertex2D), nullptr, GL_STREAM_DRAW);
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m_bufferOffset = 0;
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// Respecify vertex attributes
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
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reinterpret_cast<void*>(offsetof(Vertex2D, position)));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
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reinterpret_cast<void*>(offsetof(Vertex2D, uv)));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex2D),
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reinterpret_cast<void*>(offsetof(Vertex2D, color)));
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}
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m_first.resize(drawCount);
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m_count.resize(drawCount);
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GLsizei currentOffset = m_bufferOffset;
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for (size_t i = 0; i < drawCount; i++)
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{
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m_first[i] = currentOffset;
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m_count[i] = counts[i];
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currentOffset += counts[i];
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}
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auto ptr = glMapBufferRange(GL_ARRAY_BUFFER,
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m_bufferOffset * sizeof(Vertex2D),
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m_currentCount * sizeof(Vertex2D),
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GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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m_mapped = true;
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m_type = type;
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m_drawCount = drawCount;
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// Mapping failed, use backup buffer
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if (ptr == nullptr)
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{
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m_backup = true;
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m_buffer.resize(m_currentCount);
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return m_buffer.data();
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}
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else
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{
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return reinterpret_cast<Vertex2D*>(ptr);
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}
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}
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bool CGL33UIRenderer::EndPrimitive()
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{
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if (!m_mapped) return false;
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if (m_backup)
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{
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glBufferSubData(GL_ARRAY_BUFFER,
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m_bufferOffset * sizeof(Vertex2D),
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m_currentCount * sizeof(Vertex2D),
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m_buffer.data());
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}
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else
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{
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glUnmapBuffer(GL_ARRAY_BUFFER);
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}
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glUseProgram(m_program);
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, m_uniformBuffer);
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UpdateUniforms();
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m_device->SetDepthTest(false);
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m_device->SetCullFace(CullFace::NONE);
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if (m_drawCount == 1)
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glDrawArrays(TranslateGfxPrimitive(m_type), m_first.front(), m_count.front());
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else
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glMultiDrawArrays(TranslateGfxPrimitive(m_type), m_first.data(), m_count.data(), m_drawCount);
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m_bufferOffset += m_currentCount;
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m_mapped = false;
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m_backup = false;
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return true;
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}
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void CGL33UIRenderer::UpdateUniforms()
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{
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if (!m_uniformsDirty) return;
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glBindBuffer(GL_COPY_WRITE_BUFFER, m_uniformBuffer);
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glBufferData(GL_COPY_WRITE_BUFFER, sizeof(Uniforms), nullptr, GL_STREAM_DRAW);
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glBufferSubData(GL_COPY_WRITE_BUFFER, 0, sizeof(Uniforms), &m_uniforms);
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glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
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}
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