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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <cassert>
#include <cstring> // memcpy
#include "myGL.h"
#include "RenderDataBuffer.hpp"
#include "Rendering/Fonts/glFont.h"
#include "Rendering/Shaders/ShaderHandler.h"
// global general-purpose buffers
static GL::RenderDataBuffer gRenderBuffer0 [GL::NUM_RENDER_BUFFERS];
static GL::RenderDataBuffer gRenderBufferC [GL::NUM_RENDER_BUFFERS];
static GL::RenderDataBuffer gRenderBufferFC[GL::NUM_RENDER_BUFFERS];
static GL::RenderDataBuffer gRenderBufferT [GL::NUM_RENDER_BUFFERS];
static GL::RenderDataBuffer gRenderBufferT4[GL::NUM_RENDER_BUFFERS];
static GL::RenderDataBuffer gRenderBufferTN[GL::NUM_RENDER_BUFFERS];
static GL::RenderDataBuffer gRenderBufferTC[GL::NUM_RENDER_BUFFERS];
static GL::RenderDataBuffer gRenderBuffer2D0[GL::NUM_RENDER_BUFFERS];
static GL::RenderDataBuffer gRenderBuffer2DT[GL::NUM_RENDER_BUFFERS];
static GL::RenderDataBuffer gRenderBufferL[GL::NUM_RENDER_BUFFERS];
// typed special-purpose buffer wrappers
static GL::RenderDataBuffer0 tRenderBuffer0 [GL::NUM_RENDER_BUFFERS];
static GL::RenderDataBufferC tRenderBufferC [GL::NUM_RENDER_BUFFERS];
static GL::RenderDataBufferC tRenderBufferFC[GL::NUM_RENDER_BUFFERS];
static GL::RenderDataBufferT tRenderBufferT [GL::NUM_RENDER_BUFFERS];
static GL::RenderDataBufferT4 tRenderBufferT4[GL::NUM_RENDER_BUFFERS];
static GL::RenderDataBufferTN tRenderBufferTN[GL::NUM_RENDER_BUFFERS];
static GL::RenderDataBufferTC tRenderBufferTC[GL::NUM_RENDER_BUFFERS];
static GL::RenderDataBuffer2D0 tRenderBuffer2D0[GL::NUM_RENDER_BUFFERS];
static GL::RenderDataBuffer2DT tRenderBuffer2DT[GL::NUM_RENDER_BUFFERS];
static GL::RenderDataBufferL tRenderBufferL[GL::NUM_RENDER_BUFFERS];
GL::RenderDataBuffer0* GL::GetRenderBuffer0 () { return (tRenderBuffer0 [0].Wait(), &tRenderBuffer0 [0]); }
GL::RenderDataBufferC* GL::GetRenderBufferC () { return (tRenderBufferC [0].Wait(), &tRenderBufferC [0]); }
GL::RenderDataBufferC* GL::GetRenderBufferFC() { return (tRenderBufferFC[0].Wait(), &tRenderBufferFC[0]); }
GL::RenderDataBufferT* GL::GetRenderBufferT () { return (tRenderBufferT [0].Wait(), &tRenderBufferT [0]); }
GL::RenderDataBufferT4* GL::GetRenderBufferT4() { return (tRenderBufferT4[0].Wait(), &tRenderBufferT4[0]); }
GL::RenderDataBufferTN* GL::GetRenderBufferTN() { return (tRenderBufferTN[0].Wait(), &tRenderBufferTN[0]); }
GL::RenderDataBufferTC* GL::GetRenderBufferTC() { return (tRenderBufferTC[0].Wait(), &tRenderBufferTC[0]); }
GL::RenderDataBuffer2D0* GL::GetRenderBuffer2D0() { return (tRenderBuffer2D0[0].Wait(), &tRenderBuffer2D0[0]); }
GL::RenderDataBuffer2DT* GL::GetRenderBuffer2DT() { return (tRenderBuffer2DT[0].Wait(), &tRenderBuffer2DT[0]); }
GL::RenderDataBufferL* GL::GetRenderBufferL() { return (tRenderBufferL[0].Wait(), &tRenderBufferL[0]); }
void GL::InitRenderBuffers() {
char vsBuffer[65536];
char fsBuffer[65536];
Shader::GLSLShaderObject shaderObjs[2] = {{GL_VERTEX_SHADER, "", ""}, {GL_FRAGMENT_SHADER, "", ""}};
#define MAKE_NAME_STR(T) GL::RenderDataBuffer::GetShaderName(#T)
#define SETUP_RBUFFER(T, i, ne, ni) tRenderBuffer ## T[i].Setup(&gRenderBuffer ## T[i], &GL::VA_TYPE_ ## T ## _ATTRS, ne, ni)
#define CREATE_SHADER(T, i, VS_CODE, FS_CODE) \
do { \
GL::RenderDataBuffer::FormatShader ## T(vsBuffer, vsBuffer + sizeof(vsBuffer), "", "", VS_CODE, "VS"); \
GL::RenderDataBuffer::FormatShader ## T(fsBuffer, fsBuffer + sizeof(fsBuffer), "", "", FS_CODE, "FS"); \
shaderObjs[0] = {GL_VERTEX_SHADER , &vsBuffer[0], ""}; \
shaderObjs[1] = {GL_FRAGMENT_SHADER, &fsBuffer[0], ""}; \
gRenderBuffer ## T[i].CreateShader((sizeof(shaderObjs) / sizeof(shaderObjs[0])), 0, &shaderObjs[0], nullptr, MAKE_NAME_STR(T)); \
} while (false)
for (int i = 0; i < GL::NUM_RENDER_BUFFERS; i++) {
SETUP_RBUFFER( 0, i, 1 << 16, 1 << 16); // InfoTexture only
SETUP_RBUFFER( C, i, 1 << 20, 1 << 20);
SETUP_RBUFFER(FC, i, 1 << 10, 1 << 10); // GuiHandler only
SETUP_RBUFFER( T, i, 1 << 20, 1 << 20);
SETUP_RBUFFER(T4, i, 1 << 16, 1 << 16); // BumpWater only
SETUP_RBUFFER(TN, i, 1 << 16, 1 << 16); // FarTexHandler only
SETUP_RBUFFER(TC, i, 1 << 20, 1 << 20);
SETUP_RBUFFER(2D0, i, 1 << 16, 1 << 16); // unused
SETUP_RBUFFER(2DT, i, 1 << 20, 1 << 20); // BumpWater,GeomBuffer
SETUP_RBUFFER(L, i, 1 << 22, 1 << 22); // LuaOpenGL only
}
for (int i = 0; i < GL::NUM_RENDER_BUFFERS; i++) {
CREATE_SHADER( 0, i, "", "\tf_color_rgba = vec4(1.0, 1.0, 1.0, 1.0);\n");
CREATE_SHADER( C, i, "", "\tf_color_rgba = v_color_rgba * (1.0 / 255.0);\n");
CREATE_SHADER(FC, i, "", "\tf_color_rgba = v_color_rgba_flat * (1.0 / 255.0);\n");
CREATE_SHADER( T, i, "", "\tf_color_rgba = texture(u_tex0, v_texcoor_st);\n");
CREATE_SHADER(T4, i, "", "\tf_color_rgba = texture(u_tex0, v_texcoor_stuv.st);\n");
CREATE_SHADER(TN, i, "", "\tf_color_rgba = texture(u_tex0, v_texcoor_st);\n");
CREATE_SHADER(TC, i, "", "\tf_color_rgba = texture(u_tex0, v_texcoor_st) * v_color_rgba * (1.0 / 255.0);\n");
CREATE_SHADER(2D0, i, "", "\tf_color_rgba = vec4(1.0, 1.0, 1.0, 1.0);\n");
CREATE_SHADER(2DT, i, "", "\tf_color_rgba = texture(u_tex0, v_texcoor_st);\n");
// Lua buffer users are expected to supply their own
// CREATE_SHADER(L, i, "", "\tf_color_rgba = vec4(1.0, 1.0, 1.0, 1.0);\n");
}
#undef CREATE_SHADER
#undef SETUP_RBUFFER
#undef MAKE_NAME_STR
}
void GL::KillRenderBuffers() {
for (int i = 0; i < GL::NUM_RENDER_BUFFERS; i++) {
gRenderBuffer0 [i].Kill();
gRenderBufferC [i].Kill();
gRenderBufferFC[i].Kill();
gRenderBufferT [i].Kill();
gRenderBufferT4[i].Kill();
gRenderBufferTN[i].Kill();
gRenderBufferTC[i].Kill();
gRenderBuffer2D0[i].Kill();
gRenderBuffer2DT[i].Kill();
gRenderBufferL[i].Kill();
}
}
void GL::SwapRenderBuffers() {
static_assert(GL::NUM_RENDER_BUFFERS == 2 || GL::NUM_RENDER_BUFFERS == 3, "");
#if (SYNC_RENDER_BUFFERS == 1)
{
tRenderBuffer0 [0].Sync();
tRenderBufferC [0].Sync();
tRenderBufferFC[0].Sync();
tRenderBufferT [0].Sync();
tRenderBufferT4[0].Sync();
tRenderBufferTN[0].Sync();
tRenderBufferTC[0].Sync();
tRenderBuffer2D0[0].Sync();
tRenderBuffer2DT[0].Sync();
tRenderBufferL[0].Sync();
}
#endif
// NB: called before drawFrame counter is incremented
// A=0,B=1,C=2 -> B=0,C=1,A=2 -> C=0,A=1,B=2 -> A,B,C
for (int i = 0, n = GL::NUM_RENDER_BUFFERS - 1; i < n; i++) {
std::swap(tRenderBuffer0 [i], tRenderBuffer0 [i + 1]);
std::swap(tRenderBufferC [i], tRenderBufferC [i + 1]);
std::swap(tRenderBufferFC[i], tRenderBufferFC[i + 1]);
std::swap(tRenderBufferT [i], tRenderBufferT [i + 1]);
std::swap(tRenderBufferT4[i], tRenderBufferT4[i + 1]);
std::swap(tRenderBufferTN[i], tRenderBufferTN[i + 1]);
std::swap(tRenderBufferTC[i], tRenderBufferTC[i + 1]);
std::swap(tRenderBuffer2D0[i], tRenderBuffer2D0[i + 1]);
std::swap(tRenderBuffer2DT[i], tRenderBuffer2DT[i + 1]);
std::swap(tRenderBufferL[i], tRenderBufferL[i + 1]);
}
{
tRenderBuffer0 [0].Reset();
tRenderBufferC [0].Reset();
tRenderBufferFC[0].Reset();
tRenderBufferT [0].Reset();
tRenderBufferT4[0].Reset();
tRenderBufferTN[0].Reset();
tRenderBufferTC[0].Reset();
tRenderBuffer2D0[0].Reset();
tRenderBuffer2DT[0].Reset();
tRenderBufferL[0].Reset();
}
CglFont::SwapRenderBuffers();
}
void GL::RenderDataBuffer::EnableAttribs(size_t numAttrs, const Shader::ShaderInput* rawAttrs) const {
for (size_t n = 0; n < numAttrs; n++) {
const Shader::ShaderInput& a = rawAttrs[n];
glEnableVertexAttribArray(a.index);
glVertexAttribPointer(a.index, a.count, a.type, false, a.stride, a.data);
}
}
void GL::RenderDataBuffer::DisableAttribs(size_t numAttrs, const Shader::ShaderInput* rawAttrs) const {
for (size_t n = 0; n < numAttrs; n++) {
glDisableVertexAttribArray(rawAttrs[n].index);
}
}
char* GL::RenderDataBuffer::FormatShaderBase(
char* buf,
const char* end,
const char* defines,
const char* globals,
const char* type,
const char* name
) {
std::memset(buf, 0, (end - buf));
char* ptr = &buf[0];
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", "#version 410 core\n");
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", "#extension GL_ARB_explicit_attrib_location : enable\n");
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", "// defines\n");
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "#define VA_TYPE %s\n", name);
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", defines);
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", "\n");
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", "// globals\n");
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", globals);
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", "// uniforms\n");
switch (type[0]) {
case 'V': {
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", "uniform mat4 u_movi_mat;\n");
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", "uniform mat4 u_proj_mat;\n");
} break;
case 'F': {
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", "uniform sampler2D u_tex0;\n"); // T*,2DT*,L (v_texcoor_st*)
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", "uniform vec4 u_alpha_test_ctrl = vec4(0.0, 0.0, 0.0, 1.0);\n");
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", "uniform vec3 u_gamma_exponents = vec3(1.0, 1.0, 1.0);\n"); // TODO: set for every shader
} break;
default: {
} break;
}
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", "\n");
return ptr;
}
char* GL::RenderDataBuffer::FormatShaderType(
char* buf,
char* ptr,
const char* end,
size_t numAttrs,
const Shader::ShaderInput* rawAttrs,
const char* code,
const char* type,
const char* name
) {
constexpr const char* vecTypes[] = {"vec2", "vec3", "vec4"};
constexpr const char* typeQuals[] = {"", "flat"};
constexpr const char* vsInpFmt = "layout(location = %d) in %s %s;\n";
constexpr const char* vsOutFmt = "%s out %s v_%s;\n"; // prefix VS outs by "v_"
constexpr const char* fsInpFmt = "%s in %s v_%s;\n";
constexpr const char* fsOutFmt = "layout(location = 0) out vec4 f_%s;\n"; // prefix (single, fixed) FS out by "f_"
{
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "// %s input attributes\n", type);
for (size_t n = 0; n < numAttrs; n++) {
const Shader::ShaderInput& a = rawAttrs[n];
assert(a.count >= 2);
assert(a.count <= 4);
const char* vecType = vecTypes[a.count - 2];
const char* typeQual = typeQuals[strstr(a.name + 2, typeQuals[1]) != nullptr];
switch (type[0]) {
case 'V': { ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), vsInpFmt, a.index, vecType, a.name); } break;
case 'F': { ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), fsInpFmt, typeQual, vecType, a.name + 2); } break;
default: {} break;
}
}
}
{
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "// %s output attributes\n", type);
switch (type[0]) {
case 'V': {
for (size_t n = 0; n < numAttrs; n++) {
const Shader::ShaderInput& a = rawAttrs[n];
assert(a.name[0] == 'a');
assert(a.name[1] == '_');
const char* vecType = vecTypes[a.count - 2];
const char* typeQual = typeQuals[strstr(a.name + 2, typeQuals[1]) != nullptr];
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), vsOutFmt, typeQual, vecType, a.name + 2);
}
} break;
case 'F': {
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), fsOutFmt, "color_rgba");
} break;
default: {} break;
}
}
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", "\n");
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", "void main() {\n");
if (code[0] != '\0') {
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s\n", code);
} else {
switch (type[0]) {
case 'V': {
// position (2D, 3D, or 4D [Lua]) is always the first attribute
switch (rawAttrs[0].count) {
case 2: { ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", "\tgl_Position = u_proj_mat * u_movi_mat * vec4(a_vertex_xy , 0.0, 1.0);\n"); } break;
case 3: { ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", "\tgl_Position = u_proj_mat * u_movi_mat * vec4(a_vertex_xyz , 1.0);\n"); } break;
case 4: { ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", "\tgl_Position = u_proj_mat * u_movi_mat * vec4(a_vertex_xyzw );\n"); } break;
default: {} break;
}
for (size_t n = 1; n < numAttrs; n++) {
const Shader::ShaderInput& a = rawAttrs[n];
// assume standard tc-gen
if (std::strcmp(a.name, "a_texcoor_stuv") == 0) {
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", "\tv_texcoor_stuv = a_texcoor_stuv;\n");
continue;
}
if (std::strcmp(a.name, "a_texcoor_st") == 0) {
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", "\tv_texcoor_st = a_texcoor_st;\n");
continue;
}
if (std::strcmp(a.name, "a_texcoor_uv") == 0) {
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "\tv_texcoor_uv%d = a_texcoor_uv%d;\n", a.name[12] - '0', a.name[12] - '0');
continue;
}
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "\tv_%s = a_%s;\n", a.name + 2, a.name + 2);
}
} break;
case 'F': {} break;
default: {} break;
}
}
// assume shaders want this even if they specify main()
if (type[0] == 'F') {
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", "\tfloat alpha_test_gt = float(f_color_rgba.a > u_alpha_test_ctrl.x) * u_alpha_test_ctrl.y;\n");
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", "\tfloat alpha_test_lt = float(f_color_rgba.a < u_alpha_test_ctrl.x) * u_alpha_test_ctrl.z;\n");
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", "\tif ((alpha_test_gt + alpha_test_lt + u_alpha_test_ctrl.w) == 0.0)\n");
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", "\t\tdiscard;\n");
ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", "\tf_color_rgba.rgb = pow(f_color_rgba.rgb, u_gamma_exponents);\n");
}
return (ptr += std::snprintf(ptr, (end - buf) - (ptr - buf), "%s", "}\n"));
}
Shader::GLSLProgramObject* GL::RenderDataBuffer::CreateShader(
size_t numObjects,
size_t numUniforms,
Shader::GLSLShaderObject* objects,
const Shader::ShaderInput* uniforms,
const char* progName
) {
for (size_t n = 0; n < numObjects; n++) {
shader.AttachShaderObject(&objects[n]);
}
// keep the source strings around for LuaOpenGL
if (progName[0] != 0)
shaderHandler->InsertExtProgramObject(progName, &shader);
shader.ReloadShaderObjects();
shader.CreateAndLink();
shader.RecalculateShaderHash();
// RDB shaders are never reloaded, get rid of attachments early
shader.ClearAttachedShaderObjects();
for (size_t n = 0; n < numUniforms; n++) {
shader.SetUniform(uniforms[n]);
}
shader.Validate();
return &shader;
}
void GL::RenderDataBuffer::Upload(
size_t numElems,
size_t numIndcs,
size_t numAttrs,
const uint8_t* rawElems,
const uint8_t* rawIndcs,
const Shader::ShaderInput* rawAttrs
) {
array.Bind();
elems.Bind();
elems.New(numElems * sizeof(uint8_t), elems.usage, rawElems);
if (numIndcs > 0) {
indcs.Bind();
indcs.New(numIndcs * sizeof(uint8_t), indcs.usage, rawIndcs);
}
EnableAttribs(numAttrs, rawAttrs);
array.Unbind();
elems.Unbind();
if (numIndcs > 0)
indcs.Unbind();
DisableAttribs(numAttrs, rawAttrs);
}
void GL::RenderDataBuffer::Submit(uint32_t primType, uint32_t dataIndx, uint32_t dataSize) const {
assert(elems.GetSize() != 0);
// buffers populated with (dummy or actual) indices
// can still be Submit()'ed for non-indexed drawing
assert(indcs.GetSize() >= 0);
array.Bind();
// dataIndx := first elem, dataSize := numElems (unique verts)
glDrawArrays(primType, dataIndx, dataSize);
array.Unbind();
}
void GL::RenderDataBuffer::SubmitInstanced(uint32_t primType, uint32_t dataIndx, uint32_t dataSize, uint32_t numInsts) const {
array.Bind();
glDrawArraysInstanced(primType, dataIndx, dataSize, numInsts);
array.Unbind();
}
void GL::RenderDataBuffer::SubmitIndexed(uint32_t primType, uint32_t dataIndx, uint32_t dataSize) const {
assert(elems.GetSize() != 0);
assert(indcs.GetSize() != 0);
array.Bind();
// dataIndx := index offset, dataSize := numIndcs
glDrawElements(primType, dataSize, GL_UNSIGNED_INT, VA_TYPE_OFFSET(uint32_t, dataIndx));
array.Unbind();
}
void GL::RenderDataBuffer::SubmitIndexedInstanced(uint32_t primType, uint32_t dataIndx, uint32_t dataSize, uint32_t numInsts) const {
array.Bind();
glDrawElementsInstanced(primType, dataSize, GL_UNSIGNED_INT, VA_TYPE_OFFSET(uint32_t, dataIndx), numInsts);
array.Unbind();
}
#if 0
void GL::RenderDataBuffer::UploadC(
size_t numElems,
size_t numIndcs,
const VA_TYPE_C* rawElems,
const uint32_t* rawIndcs
) {
uploadBuffer.clear();
uploadBuffer.reserve(numElems * (VA_SIZE_C + 3));
for (size_t n = 0; n < numElems; n++) {
const VA_TYPE_C& e = rawElems[n];
uploadBuffer.push_back(e.p.x);
uploadBuffer.push_back(e.p.y);
uploadBuffer.push_back(e.p.z);
uploadBuffer.push_back(e.c.r); // turn SColor uint32 into 4 floats
uploadBuffer.push_back(e.c.g);
uploadBuffer.push_back(e.c.b);
uploadBuffer.push_back(e.c.a);
}
Upload(uploadBuffer.size(), numIndcs, NUM_VA_TYPE_C_ATTRS, uploadBuffer.data(), rawIndcs, VA_TYPE_C_ATTRS);
}
#endif
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