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Diffstat (limited to 'source/application/StarRenderer_opengl.cpp')
-rw-r--r-- | source/application/StarRenderer_opengl.cpp | 1051 |
1 files changed, 1051 insertions, 0 deletions
diff --git a/source/application/StarRenderer_opengl.cpp b/source/application/StarRenderer_opengl.cpp new file mode 100644 index 0000000..c816049 --- /dev/null +++ b/source/application/StarRenderer_opengl.cpp @@ -0,0 +1,1051 @@ +#include "StarRenderer_opengl.hpp" +#include "StarJsonExtra.hpp" +#include "StarCasting.hpp" +#include "StarLogging.hpp" + +namespace Star { + +size_t const MultiTextureCount = 4; + +char const* DefaultVertexShader = R"SHADER( +#version 130 + +uniform vec2 textureSize0; +uniform vec2 textureSize1; +uniform vec2 textureSize2; +uniform vec2 textureSize3; +uniform vec2 screenSize; +uniform mat3 vertexTransform; + +in vec2 vertexPosition; +in vec4 vertexColor; +in vec2 vertexTextureCoordinate; +in int vertexData; + +out vec2 fragmentTextureCoordinate; +flat out int fragmentTextureIndex; +out vec4 fragmentColor; + +void main() { + vec2 screenPosition = (vertexTransform * vec3(vertexPosition, 1.0)).xy; + gl_Position = vec4(screenPosition / screenSize * 2.0 - 1.0, 0.0, 1.0); + if (((vertexData >> 3) & 0x1) == 1) + screenPosition.x = round(screenPosition.x); + if (((vertexData >> 4) & 0x1) == 1) + screenPosition.y = round(screenPosition.y); + int vertexTextureIndex = vertexData & 0x3; + if (vertexTextureIndex == 3) + fragmentTextureCoordinate = vertexTextureCoordinate / textureSize3; + else if (vertexTextureIndex == 2) + fragmentTextureCoordinate = vertexTextureCoordinate / textureSize2; + else if (vertexTextureIndex == 1) + fragmentTextureCoordinate = vertexTextureCoordinate / textureSize1; + else + fragmentTextureCoordinate = vertexTextureCoordinate / textureSize0; + + fragmentTextureIndex = vertexTextureIndex; + fragmentColor = vertexColor; +} +)SHADER"; + +char const* DefaultFragmentShader = R"SHADER( +#version 130 + +uniform sampler2D texture0; +uniform sampler2D texture1; +uniform sampler2D texture2; +uniform sampler2D texture3; + +in vec2 fragmentTextureCoordinate; +flat in int fragmentTextureIndex; +in vec4 fragmentColor; + +out vec4 outColor; + +void main() { + vec4 texColor; + if (fragmentTextureIndex == 3) + texColor = texture2D(texture3, fragmentTextureCoordinate); + else if (fragmentTextureIndex == 2) + texColor = texture2D(texture2, fragmentTextureCoordinate); + else if (fragmentTextureIndex == 1) + texColor = texture2D(texture1, fragmentTextureCoordinate); + else + texColor = texture2D(texture0, fragmentTextureCoordinate); + + if (texColor.a <= 0.0) + discard; + + outColor = texColor * fragmentColor; +} +)SHADER"; + +OpenGlRenderer::OpenGlRenderer() { + if (glewInit() != GLEW_OK) + throw RendererException("Could not initialize GLEW"); + + if (!GLEW_VERSION_2_0) + throw RendererException("OpenGL 2.0 not available!"); + + Logger::info("OpenGL version: '{}' vendor: '{}' renderer: '{}' shader: '{}'", + (const char*)glGetString(GL_VERSION), + (const char*)glGetString(GL_VENDOR), + (const char*)glGetString(GL_RENDERER), + (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION)); + + glClearColor(0.0, 0.0, 0.0, 1.0); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_DEPTH_TEST); + + m_whiteTexture = createGlTexture(Image::filled({1, 1}, Vec4B(255, 255, 255, 255), PixelFormat::RGBA32), + TextureAddressing::Clamp, + TextureFiltering::Nearest); + m_immediateRenderBuffer = createGlRenderBuffer(); + + loadEffectConfig("internal", JsonObject(), {{"vertex", DefaultVertexShader}, {"fragment", DefaultFragmentShader}}); + + m_limitTextureGroupSize = false; + m_useMultiTexturing = true; + m_multiSampling = false; + + logGlErrorSummary("OpenGL errors during renderer initialization"); +} + +OpenGlRenderer::~OpenGlRenderer() { + for (auto& effect : m_effects) + glDeleteProgram(effect.second.program); + + m_frameBuffers.clear(); + logGlErrorSummary("OpenGL errors during shutdown"); +} + +String OpenGlRenderer::rendererId() const { + return "OpenGL20"; +} + +Vec2U OpenGlRenderer::screenSize() const { + return m_screenSize; +} + +OpenGlRenderer::GlFrameBuffer::GlFrameBuffer(Json const& fbConfig) : config(fbConfig) { + texture = make_ref<GlLoneTexture>(); + texture->textureFiltering = TextureFiltering::Nearest; + texture->textureAddressing = TextureAddressing::Clamp; + texture->textureSize = {0, 0}; + glGenTextures(1, &texture->textureId); + if (texture->textureId == 0) + throw RendererException("Could not generate OpenGL texture for framebuffer"); + + multisample = GLEW_VERSION_4_0 ? config.getUInt("multisample", 0) : 0; + GLenum target = multisample ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D; + glBindTexture(target, texture->glTextureId()); + + Vec2U size = jsonToVec2U(config.getArray("size", { 256, 256 })); + + if (multisample) + glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, multisample, GL_RGBA8, size[0], size[1], GL_TRUE); + else + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size[0], size[1], 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + + glGenFramebuffers(1, &id); + if (!id) + throw RendererException("Failed to create OpenGL framebuffer"); + + glBindFramebuffer(GL_FRAMEBUFFER, id); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, target, texture->glTextureId(), 0); + + auto framebufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (framebufferStatus != GL_FRAMEBUFFER_COMPLETE) + throw RendererException("OpenGL framebuffer is not complete!"); +} + + +OpenGlRenderer::GlFrameBuffer::~GlFrameBuffer() { + glDeleteFramebuffers(1, &id); + texture.reset(); +} + +void OpenGlRenderer::loadConfig(Json const& config) { + m_frameBuffers.clear(); + + for (auto& pair : config.getObject("frameBuffers", {})) { + Json config = pair.second; + config = config.set("multisample", m_multiSampling); + m_frameBuffers[pair.first] = make_ref<GlFrameBuffer>(config); + + } + setScreenSize(m_screenSize); + m_config = config; +} + +void OpenGlRenderer::loadEffectConfig(String const& name, Json const& effectConfig, StringMap<String> const& shaders) { + if (auto effect = m_effects.ptr(name)) { + Logger::info("Reloading OpenGL effect {}", name); + glDeleteProgram(effect->program); + m_effects.erase(name); + } + + GLint status = 0; + char logBuffer[1024]; + + auto compileShader = [&](GLenum type, String const& name) -> GLuint { + GLuint shader = glCreateShader(type); + auto* source = shaders.ptr(name); + if (!source) + return 0; + char const* sourcePtr = source->utf8Ptr(); + glShaderSource(shader, 1, &sourcePtr, NULL); + glCompileShader(shader); + + glGetShaderiv(shader, GL_COMPILE_STATUS, &status); + if (!status) { + glGetShaderInfoLog(shader, sizeof(logBuffer), NULL, logBuffer); + throw RendererException(strf("Failed to compile {} shader: {}\n", name, logBuffer)); + } + + return shader; + }; + + GLuint vertexShader = 0, fragmentShader = 0; + try { + vertexShader = compileShader(GL_VERTEX_SHADER, "vertex"); + fragmentShader = compileShader(GL_FRAGMENT_SHADER, "fragment"); + } + catch (RendererException const& e) { + Logger::error("Shader compile error, using default: {}", e.what()); + if (vertexShader) glDeleteShader(vertexShader); + if (fragmentShader) glDeleteShader(fragmentShader); + vertexShader = compileShader(GL_VERTEX_SHADER, DefaultVertexShader); + fragmentShader = compileShader(GL_FRAGMENT_SHADER, DefaultFragmentShader); + } + + GLuint program = glCreateProgram(); + + if (vertexShader) + glAttachShader(program, vertexShader); + if (fragmentShader) + glAttachShader(program, fragmentShader); + glLinkProgram(program); + + if (vertexShader) + glDeleteShader(vertexShader); + if (fragmentShader) + glDeleteShader(fragmentShader); + + glGetProgramiv(program, GL_LINK_STATUS, &status); + if (!status) { + glGetProgramInfoLog(program, sizeof(logBuffer), NULL, logBuffer); + glDeleteProgram(program); + throw RendererException(strf("Failed to link program: {}\n", logBuffer)); + } + + glUseProgram(m_program = program); + + auto& effect = m_effects.emplace(name, Effect()).first->second; + effect.program = m_program; + effect.config = effectConfig; + m_currentEffect = &effect; + setupGlUniforms(effect); + + for (auto const& p : effectConfig.getObject("effectParameters", {})) { + EffectParameter effectParameter; + + effectParameter.parameterUniform = glGetUniformLocation(m_program, p.second.getString("uniform").utf8Ptr()); + if (effectParameter.parameterUniform == -1) { + Logger::warn("OpenGL20 effect parameter '{}' has no associated uniform, skipping", p.first); + } else { + String type = p.second.getString("type"); + if (type == "bool") { + effectParameter.parameterType = RenderEffectParameter::typeIndexOf<bool>(); + } else if (type == "int") { + effectParameter.parameterType = RenderEffectParameter::typeIndexOf<int>(); + } else if (type == "float") { + effectParameter.parameterType = RenderEffectParameter::typeIndexOf<float>(); + } else if (type == "vec2") { + effectParameter.parameterType = RenderEffectParameter::typeIndexOf<Vec2F>(); + } else if (type == "vec3") { + effectParameter.parameterType = RenderEffectParameter::typeIndexOf<Vec3F>(); + } else if (type == "vec4") { + effectParameter.parameterType = RenderEffectParameter::typeIndexOf<Vec4F>(); + } else { + throw RendererException::format("Unrecognized effect parameter type '{}'", type); + } + + effect.parameters[p.first] = effectParameter; + + if (Json def = p.second.get("default", {})) { + if (type == "bool") { + setEffectParameter(p.first, def.toBool()); + } else if (type == "int") { + setEffectParameter(p.first, (int)def.toInt()); + } else if (type == "float") { + setEffectParameter(p.first, def.toFloat()); + } else if (type == "vec2") { + setEffectParameter(p.first, jsonToVec2F(def)); + } else if (type == "vec3") { + setEffectParameter(p.first, jsonToVec3F(def)); + } else if (type == "vec4") { + setEffectParameter(p.first, jsonToVec4F(def)); + } + } + } + } + + // Assign each texture parameter a texture unit starting with MultiTextureCount, the first + // few texture units are used by the primary textures being drawn. Currently, + // maximum texture units are not checked. + unsigned parameterTextureUnit = MultiTextureCount; + + for (auto const& p : effectConfig.getObject("effectTextures", {})) { + EffectTexture effectTexture; + effectTexture.textureUniform = glGetUniformLocation(m_program, p.second.getString("textureUniform").utf8Ptr()); + if (effectTexture.textureUniform == -1) { + Logger::warn("OpenGL20 effect parameter '{}' has no associated uniform, skipping", p.first); + } else { + effectTexture.textureUnit = parameterTextureUnit++; + glUniform1i(effectTexture.textureUniform, effectTexture.textureUnit); + + effectTexture.textureAddressing = TextureAddressingNames.getLeft(p.second.getString("textureAddressing", "clamp")); + effectTexture.textureFiltering = TextureFilteringNames.getLeft(p.second.getString("textureFiltering", "nearest")); + if (auto tsu = p.second.optString("textureSizeUniform")) { + effectTexture.textureSizeUniform = glGetUniformLocation(m_program, tsu->utf8Ptr()); + if (effectTexture.textureSizeUniform == -1) + Logger::warn("OpenGL20 effect parameter '{}' has textureSizeUniform '{}' with no associated uniform", p.first, *tsu); + } + + effect.textures[p.first] = effectTexture; + } + } + + if (DebugEnabled) + logGlErrorSummary("OpenGL errors setting effect config"); +} + +void OpenGlRenderer::setEffectParameter(String const& parameterName, RenderEffectParameter const& value) { + auto ptr = m_currentEffect->parameters.ptr(parameterName); + if (!ptr || (ptr->parameterValue && *ptr->parameterValue == value)) + return; + + if (ptr->parameterType != value.typeIndex()) + throw RendererException::format("OpenGlRenderer::setEffectParameter '{}' parameter type mismatch", parameterName); + + flushImmediatePrimitives(); + + if (auto v = value.ptr<bool>()) + glUniform1i(ptr->parameterUniform, *v); + else if (auto v = value.ptr<int>()) + glUniform1i(ptr->parameterUniform, *v); + else if (auto v = value.ptr<float>()) + glUniform1f(ptr->parameterUniform, *v); + else if (auto v = value.ptr<Vec2F>()) + glUniform2f(ptr->parameterUniform, (*v)[0], (*v)[1]); + else if (auto v = value.ptr<Vec3F>()) + glUniform3f(ptr->parameterUniform, (*v)[0], (*v)[1], (*v)[2]); + else if (auto v = value.ptr<Vec4F>()) + glUniform4f(ptr->parameterUniform, (*v)[0], (*v)[1], (*v)[2], (*v)[3]); + + ptr->parameterValue = value; +} + +void OpenGlRenderer::setEffectTexture(String const& textureName, ImageView const& image) { + auto ptr = m_currentEffect->textures.ptr(textureName); + if (!ptr) + return; + + flushImmediatePrimitives(); + + if (!ptr->textureValue || ptr->textureValue->textureId == 0) { + ptr->textureValue = createGlTexture(image, ptr->textureAddressing, ptr->textureFiltering); + } else { + glBindTexture(GL_TEXTURE_2D, ptr->textureValue->textureId); + ptr->textureValue->textureSize = image.size; + uploadTextureImage(image.format, image.size, image.data); + } + + if (ptr->textureSizeUniform != -1) { + auto textureSize = ptr->textureValue->glTextureSize(); + glUniform2f(ptr->textureSizeUniform, textureSize[0], textureSize[1]); + } +} + +bool OpenGlRenderer::switchEffectConfig(String const& name) { + flushImmediatePrimitives(); + auto find = m_effects.find(name); + if (find == m_effects.end()) + return false; + + Effect& effect = find->second; + if (m_currentEffect == &effect) + return true; + + if (auto blitFrameBufferId = effect.config.optString("blitFrameBuffer")) + blitGlFrameBuffer(getGlFrameBuffer(*blitFrameBufferId)); + + if (auto frameBufferId = effect.config.optString("frameBuffer")) + switchGlFrameBuffer(getGlFrameBuffer(*frameBufferId)); + else { + m_currentFrameBuffer.reset(); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + } + + glUseProgram(m_program = effect.program); + setupGlUniforms(effect); + m_currentEffect = &effect; + + return true; +} + +void OpenGlRenderer::setScissorRect(Maybe<RectI> const& scissorRect) { + if (scissorRect == m_scissorRect) + return; + + flushImmediatePrimitives(); + + m_scissorRect = scissorRect; + if (m_scissorRect) { + glEnable(GL_SCISSOR_TEST); + glScissor(m_scissorRect->xMin(), m_scissorRect->yMin(), m_scissorRect->width(), m_scissorRect->height()); + } else { + glDisable(GL_SCISSOR_TEST); + } +} + +TexturePtr OpenGlRenderer::createTexture(Image const& texture, TextureAddressing addressing, TextureFiltering filtering) { + return createGlTexture(texture, addressing, filtering); +} + +void OpenGlRenderer::setSizeLimitEnabled(bool enabled) { + m_limitTextureGroupSize = enabled; +} + +void OpenGlRenderer::setMultiTexturingEnabled(bool enabled) { + m_useMultiTexturing = enabled; +} + +void OpenGlRenderer::setMultiSampling(unsigned multiSampling) { + if (m_multiSampling == multiSampling) + return; + + m_multiSampling = multiSampling; + if (m_multiSampling) { + glEnable(GL_MULTISAMPLE); + glEnable(GL_SAMPLE_SHADING); + glMinSampleShading((float)m_multiSampling); + } else { + glMinSampleShading(1.f); + glDisable(GL_SAMPLE_SHADING); + glDisable(GL_MULTISAMPLE); + } + loadConfig(m_config); +} + +TextureGroupPtr OpenGlRenderer::createTextureGroup(TextureGroupSize textureSize, TextureFiltering filtering) { + int maxTextureSize; + glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize); + maxTextureSize = min(maxTextureSize, (2 << 14)); + // Large texture sizes are not always supported + if (textureSize == TextureGroupSize::Large && (m_limitTextureGroupSize || maxTextureSize < 4096)) + textureSize = TextureGroupSize::Medium; + + unsigned atlasNumCells; + if (textureSize == TextureGroupSize::Large) + atlasNumCells = 256; + else if (textureSize == TextureGroupSize::Medium) + atlasNumCells = 128; + else // TextureGroupSize::Small + atlasNumCells = 64; + + Logger::info("detected supported OpenGL texture size {}, using atlasNumCells {}", maxTextureSize, atlasNumCells); + + auto glTextureGroup = make_shared<GlTextureGroup>(atlasNumCells); + glTextureGroup->textureAtlasSet.textureFiltering = filtering; + m_liveTextureGroups.append(glTextureGroup); + return glTextureGroup; +} + +RenderBufferPtr OpenGlRenderer::createRenderBuffer() { + return createGlRenderBuffer(); +} + +List<RenderPrimitive>& OpenGlRenderer::immediatePrimitives() { + return m_immediatePrimitives; +} + +void OpenGlRenderer::render(RenderPrimitive primitive) { + m_immediatePrimitives.append(std::move(primitive)); +} + +void OpenGlRenderer::renderBuffer(RenderBufferPtr const& renderBuffer, Mat3F const& transformation) { + flushImmediatePrimitives(); + renderGlBuffer(*convert<GlRenderBuffer>(renderBuffer.get()), transformation); +} + +void OpenGlRenderer::flush() { + flushImmediatePrimitives(); +} + +void OpenGlRenderer::setScreenSize(Vec2U screenSize) { + m_screenSize = screenSize; + glViewport(0, 0, m_screenSize[0], m_screenSize[1]); + glUniform2f(m_screenSizeUniform, m_screenSize[0], m_screenSize[1]); + + for (auto& frameBuffer : m_frameBuffers) { + if (unsigned multisample = frameBuffer.second->multisample) { + glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, frameBuffer.second->texture->glTextureId()); + glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, multisample, GL_RGBA8, m_screenSize[0], m_screenSize[1], GL_TRUE); + } else { + glBindTexture(GL_TEXTURE_2D, frameBuffer.second->texture->glTextureId()); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_screenSize[0], m_screenSize[1], 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + } + } +} + +void OpenGlRenderer::startFrame() { + if (m_scissorRect) + glDisable(GL_SCISSOR_TEST); + + for (auto& frameBuffer : m_frameBuffers) { + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBuffer.second->id); + glClear(GL_COLOR_BUFFER_BIT); + frameBuffer.second->blitted = false; + } + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + glClear(GL_COLOR_BUFFER_BIT); + + if (m_scissorRect) + glEnable(GL_SCISSOR_TEST); +} + +void OpenGlRenderer::finishFrame() { + flushImmediatePrimitives(); + // Make sure that the immediate render buffer doesn't needlessly lock texutres + // from being compressed. + List<RenderPrimitive> empty; + m_immediateRenderBuffer->set(empty); + + filter(m_liveTextureGroups, [](auto const& p) { + unsigned const CompressionsPerFrame = 1; + + if (!p.unique() || p->textureAtlasSet.totalTextures() > 0) { + p->textureAtlasSet.compressionPass(CompressionsPerFrame); + return true; + } + + return false; + }); + + // Blit if another shader hasn't + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + if (DebugEnabled) + logGlErrorSummary("OpenGL errors this frame"); +} + +OpenGlRenderer::GlTextureAtlasSet::GlTextureAtlasSet(unsigned atlasNumCells) + : TextureAtlasSet(16, atlasNumCells) {} + +GLuint OpenGlRenderer::GlTextureAtlasSet::createAtlasTexture(Vec2U const& size, PixelFormat pixelFormat) { + GLuint glTextureId; + glGenTextures(1, &glTextureId); + if (glTextureId == 0) + throw RendererException("Could not generate texture in OpenGlRenderer::TextureGroup::createAtlasTexture()"); + + glBindTexture(GL_TEXTURE_2D, glTextureId); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + if (textureFiltering == TextureFiltering::Nearest) { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + } else { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + } + + uploadTextureImage(pixelFormat, size, nullptr); + return glTextureId; +} + +void OpenGlRenderer::GlTextureAtlasSet::destroyAtlasTexture(GLuint const& glTexture) { + glDeleteTextures(1, &glTexture); +} + +void OpenGlRenderer::GlTextureAtlasSet::copyAtlasPixels( + GLuint const& glTexture, Vec2U const& bottomLeft, Image const& image) { + glBindTexture(GL_TEXTURE_2D, glTexture); + + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + GLenum format; + auto pixelFormat = image.pixelFormat(); + if (pixelFormat == PixelFormat::RGB24) + format = GL_RGB; + else if (pixelFormat == PixelFormat::RGBA32) + format = GL_RGBA; + else if (pixelFormat == PixelFormat::BGR24) + format = GL_BGR; + else if (pixelFormat == PixelFormat::BGRA32) + format = GL_BGRA; + else + throw RendererException("Unsupported texture format in OpenGlRenderer::TextureGroup::copyAtlasPixels"); + + glTexSubImage2D(GL_TEXTURE_2D, 0, bottomLeft[0], bottomLeft[1], image.width(), image.height(), format, GL_UNSIGNED_BYTE, image.data()); +} + +OpenGlRenderer::GlTextureGroup::GlTextureGroup(unsigned atlasNumCells) + : textureAtlasSet(atlasNumCells) {} + +OpenGlRenderer::GlTextureGroup::~GlTextureGroup() { + textureAtlasSet.reset(); +} + +TextureFiltering OpenGlRenderer::GlTextureGroup::filtering() const { + return textureAtlasSet.textureFiltering; +} + +TexturePtr OpenGlRenderer::GlTextureGroup::create(Image const& texture) { + // If the image is empty, or would not fit in the texture atlas with border + // pixels, just create a regular texture + Vec2U atlasTextureSize = textureAtlasSet.atlasTextureSize(); + if (texture.empty() || texture.width() + 2 > atlasTextureSize[0] || texture.height() + 2 > atlasTextureSize[1]) + return createGlTexture(texture, TextureAddressing::Clamp, textureAtlasSet.textureFiltering); + + auto glGroupedTexture = make_ref<GlGroupedTexture>(); + glGroupedTexture->parentGroup = shared_from_this(); + glGroupedTexture->parentAtlasTexture = textureAtlasSet.addTexture(texture); + + return glGroupedTexture; +} + +OpenGlRenderer::GlGroupedTexture::~GlGroupedTexture() { + if (parentAtlasTexture) + parentGroup->textureAtlasSet.freeTexture(parentAtlasTexture); +} + +Vec2U OpenGlRenderer::GlGroupedTexture::size() const { + return parentAtlasTexture->imageSize(); +} + +TextureFiltering OpenGlRenderer::GlGroupedTexture::filtering() const { + return parentGroup->filtering(); +} + +TextureAddressing OpenGlRenderer::GlGroupedTexture::addressing() const { + return TextureAddressing::Clamp; +} + +GLuint OpenGlRenderer::GlGroupedTexture::glTextureId() const { + return parentAtlasTexture->atlasTexture(); +} + +Vec2U OpenGlRenderer::GlGroupedTexture::glTextureSize() const { + return parentGroup->textureAtlasSet.atlasTextureSize(); +} + +Vec2U OpenGlRenderer::GlGroupedTexture::glTextureCoordinateOffset() const { + return parentAtlasTexture->atlasTextureCoordinates().min(); +} + +void OpenGlRenderer::GlGroupedTexture::incrementBufferUseCount() { + if (bufferUseCount == 0) + parentAtlasTexture->setLocked(true); + ++bufferUseCount; +} + +void OpenGlRenderer::GlGroupedTexture::decrementBufferUseCount() { + starAssert(bufferUseCount != 0); + if (bufferUseCount == 1) + parentAtlasTexture->setLocked(false); + --bufferUseCount; +} + +OpenGlRenderer::GlLoneTexture::~GlLoneTexture() { + if (textureId != 0) + glDeleteTextures(1, &textureId); +} + +Vec2U OpenGlRenderer::GlLoneTexture::size() const { + return textureSize; +} + +TextureFiltering OpenGlRenderer::GlLoneTexture::filtering() const { + return textureFiltering; +} + +TextureAddressing OpenGlRenderer::GlLoneTexture::addressing() const { + return textureAddressing; +} + +GLuint OpenGlRenderer::GlLoneTexture::glTextureId() const { + return textureId; +} + +Vec2U OpenGlRenderer::GlLoneTexture::glTextureSize() const { + return textureSize; +} + +Vec2U OpenGlRenderer::GlLoneTexture::glTextureCoordinateOffset() const { + return Vec2U(); +} + +OpenGlRenderer::GlRenderBuffer::~GlRenderBuffer() { + for (auto const& texture : usedTextures) { + if (auto gt = as<GlGroupedTexture>(texture.get())) + gt->decrementBufferUseCount(); + } + for (auto const& vb : vertexBuffers) + glDeleteBuffers(1, &vb.vertexBuffer); +} + +void OpenGlRenderer::GlRenderBuffer::set(List<RenderPrimitive>& primitives) { + for (auto const& texture : usedTextures) { + if (auto gt = as<GlGroupedTexture>(texture.get())) + gt->decrementBufferUseCount(); + } + usedTextures.clear(); + + auto oldVertexBuffers = take(vertexBuffers); + + List<GLuint> currentTextures; + List<Vec2U> currentTextureSizes; + size_t currentVertexCount = 0; + + auto finishCurrentBuffer = [&]() { + if (currentVertexCount > 0) { + GlVertexBuffer vb; + for (size_t i = 0; i < currentTextures.size(); ++i) { + vb.textures.append(GlVertexBufferTexture{currentTextures[i], currentTextureSizes[i]}); + } + vb.vertexCount = currentVertexCount; + if (!oldVertexBuffers.empty()) { + auto oldVb = oldVertexBuffers.takeLast(); + vb.vertexBuffer = oldVb.vertexBuffer; + glBindBuffer(GL_ARRAY_BUFFER, vb.vertexBuffer); + if (oldVb.vertexCount >= vb.vertexCount) + glBufferSubData(GL_ARRAY_BUFFER, 0, accumulationBuffer.size(), accumulationBuffer.ptr()); + else + glBufferData(GL_ARRAY_BUFFER, accumulationBuffer.size(), accumulationBuffer.ptr(), GL_STREAM_DRAW); + } else { + glGenBuffers(1, &vb.vertexBuffer); + glBindBuffer(GL_ARRAY_BUFFER, vb.vertexBuffer); + glBufferData(GL_ARRAY_BUFFER, accumulationBuffer.size(), accumulationBuffer.ptr(), GL_STREAM_DRAW); + } + + vertexBuffers.emplace_back(std::move(vb)); + + currentTextures.clear(); + currentTextureSizes.clear(); + accumulationBuffer.clear(); + currentVertexCount = 0; + } + }; + + auto textureCount = useMultiTexturing ? MultiTextureCount : 1; + auto addCurrentTexture = [&](TexturePtr texture) -> pair<uint8_t, Vec2F> { + if (!texture) + texture = whiteTexture; + + auto glTexture = as<GlTexture>(texture.get()); + GLuint glTextureId = glTexture->glTextureId(); + + auto textureIndex = currentTextures.indexOf(glTextureId); + if (textureIndex == NPos) { + if (currentTextures.size() >= textureCount) + finishCurrentBuffer(); + + textureIndex = currentTextures.size(); + currentTextures.append(glTextureId); + currentTextureSizes.append(glTexture->glTextureSize()); + } + + if (auto gt = as<GlGroupedTexture>(texture.get())) + gt->incrementBufferUseCount(); + usedTextures.add(std::move(texture)); + + return {float(textureIndex), Vec2F(glTexture->glTextureCoordinateOffset())}; + }; + + auto appendBufferVertex = [&](RenderVertex const& v, uint8_t textureIndex, Vec2F textureCoordinateOffset, RenderVertex const& prev, RenderVertex const& next) { + size_t off = accumulationBuffer.size(); + accumulationBuffer.resize(accumulationBuffer.size() + sizeof(GlRenderVertex)); + GlRenderVertex& glv = *(GlRenderVertex*)(accumulationBuffer.ptr() + off); + glv.pos = v.screenCoordinate; + glv.uv = v.textureCoordinate + textureCoordinateOffset; + glv.color = v.color; + glv.pack.vars.textureIndex = textureIndex; + glv.pack.vars.fullbright = v.param1 > 0.0f; + // Tell the vertex shader to round to the nearest pixel if the vertices form a straight + // edge, to ensure sharpness with supersampling. If we rounded *all* vertex positions, + // it'd cause slight visual issues with sprites rotating around a point. + glv.pack.vars.rX = min(abs(glv.pos.x() - prev.screenCoordinate.x()), abs(glv.pos.x() - next.screenCoordinate.x())) < 0.001f; + glv.pack.vars.rY = min(abs(glv.pos.y() - prev.screenCoordinate.y()), abs(glv.pos.y() - next.screenCoordinate.y())) < 0.001f; + glv.pack.vars.unused = 0; + ++currentVertexCount; + return glv; + }; + + uint8_t textureIndex = 0; + Vec2F textureOffset = {}; + for (auto& primitive : primitives) { + if (auto tri = primitive.ptr<RenderTriangle>()) { + tie(textureIndex, textureOffset) = addCurrentTexture(std::move(tri->texture)); + + appendBufferVertex(tri->a, textureIndex, textureOffset, tri->c, tri->b); + appendBufferVertex(tri->b, textureIndex, textureOffset, tri->a, tri->c); + appendBufferVertex(tri->c, textureIndex, textureOffset, tri->b, tri->a); + + } else if (auto quad = primitive.ptr<RenderQuad>()) { + tie(textureIndex, textureOffset) = addCurrentTexture(std::move(quad->texture)); + + // = prev and next are altered - the diagonal across the quad is bad for the rounding check + appendBufferVertex(quad->a, textureIndex, textureOffset, quad->d, quad->b); + appendBufferVertex(quad->b, textureIndex, textureOffset, quad->a, quad->c); // + appendBufferVertex(quad->c, textureIndex, textureOffset, quad->b, quad->d); + + appendBufferVertex(quad->a, textureIndex, textureOffset, quad->d, quad->b); + appendBufferVertex(quad->c, textureIndex, textureOffset, quad->b, quad->d); // + appendBufferVertex(quad->d, textureIndex, textureOffset, quad->c, quad->a); + + } else if (auto poly = primitive.ptr<RenderPoly>()) { + if (poly->vertexes.size() > 2) { + tie(textureIndex, textureOffset) = addCurrentTexture(std::move(poly->texture)); + + for (size_t i = 1; i < poly->vertexes.size() - 1; ++i) { + RenderVertex const& a = poly->vertexes[0], + b = poly->vertexes[i], + c = poly->vertexes[i + 1]; + appendBufferVertex(a, textureIndex, textureOffset, c, b); + appendBufferVertex(b, textureIndex, textureOffset, a, c); + appendBufferVertex(c, textureIndex, textureOffset, b, a); + } + } + } + } + + vertexBuffers.reserve(primitives.size() * 6); + finishCurrentBuffer(); + + for (auto const& vb : oldVertexBuffers) + glDeleteBuffers(1, &vb.vertexBuffer); +} + +bool OpenGlRenderer::logGlErrorSummary(String prefix) { + if (GLenum error = glGetError()) { + Logger::error("{}: ", prefix); + do { + if (error == GL_INVALID_ENUM) { + Logger::error("GL_INVALID_ENUM"); + } else if (error == GL_INVALID_VALUE) { + Logger::error("GL_INVALID_VALUE"); + } else if (error == GL_INVALID_OPERATION) { + Logger::error("GL_INVALID_OPERATION"); + } else if (error == GL_INVALID_FRAMEBUFFER_OPERATION) { + Logger::error("GL_INVALID_FRAMEBUFFER_OPERATION"); + } else if (error == GL_OUT_OF_MEMORY) { + Logger::error("GL_OUT_OF_MEMORY"); + } else if (error == GL_STACK_UNDERFLOW) { + Logger::error("GL_STACK_UNDERFLOW"); + } else if (error == GL_STACK_OVERFLOW) { + Logger::error("GL_STACK_OVERFLOW"); + } else { + Logger::error("<UNRECOGNIZED GL ERROR>"); + } + } while ((error = glGetError())); + return true; + } + return false; +} + +void OpenGlRenderer::uploadTextureImage(PixelFormat pixelFormat, Vec2U size, uint8_t const* data) { + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + + Maybe<GLenum> internalFormat; + GLenum format; + GLenum type = GL_UNSIGNED_BYTE; + if (pixelFormat == PixelFormat::RGB24) + format = GL_RGB; + else if (pixelFormat == PixelFormat::RGBA32) + format = GL_RGBA; + else if (pixelFormat == PixelFormat::BGR24) + format = GL_BGR; + else if (pixelFormat == PixelFormat::BGRA32) + format = GL_BGRA; + else { + type = GL_FLOAT; + if (pixelFormat == PixelFormat::RGB_F) { + internalFormat = GL_RGB32F; + format = GL_RGB; + } else if (pixelFormat == PixelFormat::RGBA_F) { + internalFormat = GL_RGBA32F; + format = GL_RGBA; + } else + throw RendererException("Unsupported texture format in OpenGlRenderer::uploadTextureImage"); + } + + glTexImage2D(GL_TEXTURE_2D, 0, internalFormat.value(format), size[0], size[1], 0, format, type, data); +} + +void OpenGlRenderer::flushImmediatePrimitives() { + if (m_immediatePrimitives.empty()) + return; + + m_immediateRenderBuffer->set(m_immediatePrimitives); + m_immediatePrimitives.resize(0); + renderGlBuffer(*m_immediateRenderBuffer, Mat3F::identity()); +} + +auto OpenGlRenderer::createGlTexture(ImageView const& image, TextureAddressing addressing, TextureFiltering filtering) + ->RefPtr<GlLoneTexture> { + auto glLoneTexture = make_ref<GlLoneTexture>(); + glLoneTexture->textureFiltering = filtering; + glLoneTexture->textureAddressing = addressing; + glLoneTexture->textureSize = image.size; + + glGenTextures(1, &glLoneTexture->textureId); + if (glLoneTexture->textureId == 0) + throw RendererException("Could not generate texture in OpenGlRenderer::createGlTexture"); + + glBindTexture(GL_TEXTURE_2D, glLoneTexture->textureId); + + if (addressing == TextureAddressing::Clamp) { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } else { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + } + + if (filtering == TextureFiltering::Nearest) { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + } else { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + } + + + if (!image.empty()) + uploadTextureImage(image.format, image.size, image.data); + + return glLoneTexture; +} + +auto OpenGlRenderer::createGlRenderBuffer() -> shared_ptr<GlRenderBuffer> { + auto glrb = make_shared<GlRenderBuffer>(); + glrb->whiteTexture = m_whiteTexture; + glrb->useMultiTexturing = m_useMultiTexturing; + return glrb; +} + +void OpenGlRenderer::renderGlBuffer(GlRenderBuffer const& renderBuffer, Mat3F const& transformation) { + for (auto const& vb : renderBuffer.vertexBuffers) { + glUniformMatrix3fv(m_vertexTransformUniform, 1, GL_TRUE, transformation.ptr()); + + for (size_t i = 0; i < vb.textures.size(); ++i) { + glUniform2f(m_textureSizeUniforms[i], vb.textures[i].size[0], vb.textures[i].size[1]); + glActiveTexture(GL_TEXTURE0 + i); + glBindTexture(GL_TEXTURE_2D, vb.textures[i].texture); + } + + for (auto const& p : m_currentEffect->textures) { + if (p.second.textureValue) { + glActiveTexture(GL_TEXTURE0 + p.second.textureUnit); + glBindTexture(GL_TEXTURE_2D, p.second.textureValue->textureId); + } + } + + glBindBuffer(GL_ARRAY_BUFFER, vb.vertexBuffer); + + glEnableVertexAttribArray(m_positionAttribute); + glEnableVertexAttribArray(m_texCoordAttribute); + glEnableVertexAttribArray(m_colorAttribute); + glEnableVertexAttribArray(m_dataAttribute); + + glVertexAttribPointer(m_positionAttribute, 2, GL_FLOAT, GL_FALSE, sizeof(GlRenderVertex), (GLvoid*)offsetof(GlRenderVertex, pos)); + glVertexAttribPointer(m_texCoordAttribute, 2, GL_FLOAT, GL_FALSE, sizeof(GlRenderVertex), (GLvoid*)offsetof(GlRenderVertex, uv)); + glVertexAttribPointer(m_colorAttribute, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(GlRenderVertex), (GLvoid*)offsetof(GlRenderVertex, color)); + glVertexAttribIPointer(m_dataAttribute, 1, GL_INT, sizeof(GlRenderVertex), (GLvoid*)offsetof(GlRenderVertex, pack)); + + glDrawArrays(GL_TRIANGLES, 0, vb.vertexCount); + } +} + +//Assumes the passed effect program is currently in use. +void OpenGlRenderer::setupGlUniforms(Effect& effect) { + m_positionAttribute = effect.getAttribute("vertexPosition"); + m_colorAttribute = effect.getAttribute("vertexColor"); + m_texCoordAttribute = effect.getAttribute("vertexTextureCoordinate"); + m_dataAttribute = effect.getAttribute("vertexData"); + + m_textureUniforms.clear(); + m_textureSizeUniforms.clear(); + for (size_t i = 0; i < MultiTextureCount; ++i) { + m_textureUniforms.append(effect.getUniform(strf("texture{}", i).c_str())); + m_textureSizeUniforms.append(effect.getUniform(strf("textureSize{}", i).c_str())); + } + m_screenSizeUniform = effect.getUniform("screenSize"); + m_vertexTransformUniform = effect.getUniform("vertexTransform"); + + for (size_t i = 0; i < MultiTextureCount; ++i) + glUniform1i(m_textureUniforms[i], i); + + glUniform2f(m_screenSizeUniform, m_screenSize[0], m_screenSize[1]); +} + +RefPtr<OpenGlRenderer::GlFrameBuffer> OpenGlRenderer::getGlFrameBuffer(String const& id) { + if (auto ptr = m_frameBuffers.ptr(id)) + return *ptr; + else + throw RendererException::format("Frame buffer '{}' does not exist", id); +} + +void OpenGlRenderer::blitGlFrameBuffer(RefPtr<GlFrameBuffer> const& frameBuffer) { + if (frameBuffer->blitted) + return; + + auto& size = m_screenSize; + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + glBindFramebuffer(GL_READ_FRAMEBUFFER, frameBuffer->id); + glBlitFramebuffer( + 0, 0, size[0], size[1], + 0, 0, size[0], size[1], + GL_COLOR_BUFFER_BIT, GL_NEAREST + ); + + frameBuffer->blitted = true; +} + +void OpenGlRenderer::switchGlFrameBuffer(RefPtr<GlFrameBuffer> const& frameBuffer) { + if (m_currentFrameBuffer == frameBuffer) + return; + + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBuffer->id); + m_currentFrameBuffer = frameBuffer; +} + +GLuint OpenGlRenderer::Effect::getAttribute(String const& name) { + auto find = attributes.find(name); + if (find == attributes.end()) { + GLuint attrib = glGetAttribLocation(program, name.utf8Ptr()); + attributes[name] = attrib; + return attrib; + } + return find->second; +} + +GLuint OpenGlRenderer::Effect::getUniform(String const& name) { + auto find = uniforms.find(name); + if (find == uniforms.end()) { + GLuint uniform = glGetUniformLocation(program, name.utf8Ptr()); + uniforms[name] = uniform; + return uniform; + } + return find->second; +} + + +} |