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- #include "render.h"
- #include "texture.h"
- #include "bsp.h"
- #include "cache.h"
- #include "common.h"
- #include "profiler.h"
- #include "atto/app.h"
- #define RENDER_ERRORCHECK
- //#define RENDER_GL_TRACE
- #define RENDER_GL_PROFILE_FUNC profileEvent
- #ifndef RENDER_ASSERT
- #define RENDER_ASSERT(cond) \
- if (!(cond)) { \
- aAppDebugPrintf("ERROR @ %s:%d: (%s) failed", __FILE__, __LINE__, #cond); \
- aAppTerminate(-1); \
- }
- #endif /* ifndef RENDER_ASSERT */
- #ifdef RENDER_GL_PROFILE_FUNC
- #define RENDER_GL_PROFILE_PREAMBLE const ATimeUs profile_time_start__ = aAppTime();
- #define RENDER_GL_PROFILE_START const ATimeUs agl_profile_start_ = aAppTime();
- #define RENDER_GL_PROFILE_END RENDER_GL_PROFILE_FUNC(__FUNCTION__, aAppTime() - agl_profile_start_);
- #define RENDER_GL_PROFILE_END_NAME(name) RENDER_GL_PROFILE_FUNC(name, aAppTime() - agl_profile_start_);
- #else
- #define RENDER_GL_PROFILE_PREAMBLE
- #define RENDER_GL_PROFILE_FUNC(...)
- #endif
- #if 0 //ndef RENDER_GL_DEBUG
- #define GL_CALL(f) (f)
- #else
- #if 0
- #include <stdlib.h> /* abort() */
- static void a__GlPrintError(const char *message, int error) {
- const char *errstr = "UNKNOWN";
- switch (error) {
- case GL_INVALID_ENUM: errstr = "GL_INVALID_ENUM"; break;
- case GL_INVALID_VALUE: errstr = "GL_INVALID_VALUE"; break;
- case GL_INVALID_OPERATION: errstr = "GL_INVALID_OPERATION"; break;
- #ifdef GL_STACK_OVERFLOW
- case GL_STACK_OVERFLOW: errstr = "GL_STACK_OVERFLOW"; break;
- #endif
- #ifdef GL_STACK_UNDERFLOW
- case GL_STACK_UNDERFLOW: errstr = "GL_STACK_UNDERFLOW"; break;
- #endif
- case GL_OUT_OF_MEMORY: errstr = "GL_OUT_OF_MEMORY"; break;
- #ifdef GL_TABLE_TOO_LARGE
- case GL_TABLE_TOO_LARGE: errstr = "GL_TABLE_TOO_LARGE"; break;
- #endif
- };
- PRINTF("%s %s (%#x)", message, errstr, error);
- }
- #define RENDER_GL_GETERROR(f) \
- const int glerror = glGetError(); \
- if (glerror != GL_NO_ERROR) { \
- a__GlPrintError(__FILE__ ":" RENDER__GL_STR(__LINE__) ": " #f " returned ", glerror); \
- abort(); \
- }
- #else
- #define RENDER_GL_GETERROR(f)
- #endif
- #define RENDER__GL_STR__(s) #s
- #define RENDER__GL_STR(s) RENDER__GL_STR__(s)
- #ifdef RENDER_GL_TRACE
- #define RENDER_GL_TRACE_PRINT PRINTF
- #else
- #define RENDER_GL_TRACE_PRINT(...)
- #endif
- #define GL_CALL(f) do{\
- RENDER_GL_TRACE_PRINT("%s", #f); \
- RENDER_GL_PROFILE_PREAMBLE \
- f; \
- RENDER_GL_PROFILE_FUNC(#f, aAppTime() - profile_time_start__); \
- RENDER_GL_GETERROR(f) \
- } while(0)
- #endif /* RENDER_GL_DEBUG */
- #ifdef _WIN32
- #define WGL__FUNCLIST \
- WGL__FUNCLIST_DO(PFNGLGENBUFFERSPROC, GenBuffers) \
- WGL__FUNCLIST_DO(PFNGLBINDBUFFERPROC, BindBuffer) \
- WGL__FUNCLIST_DO(PFNGLBUFFERDATAPROC, BufferData) \
- WGL__FUNCLIST_DO(PFNGLGETATTRIBLOCATIONPROC, GetAttribLocation) \
- WGL__FUNCLIST_DO(PFNGLACTIVETEXTUREPROC, ActiveTexture) \
- WGL__FUNCLIST_DO(PFNGLCREATESHADERPROC, CreateShader) \
- WGL__FUNCLIST_DO(PFNGLSHADERSOURCEPROC, ShaderSource) \
- WGL__FUNCLIST_DO(PFNGLCOMPILESHADERPROC, CompileShader) \
- WGL__FUNCLIST_DO(PFNGLATTACHSHADERPROC, AttachShader) \
- WGL__FUNCLIST_DO(PFNGLDELETESHADERPROC, DeleteShader) \
- WGL__FUNCLIST_DO(PFNGLGETSHADERIVPROC, GetShaderiv) \
- WGL__FUNCLIST_DO(PFNGLGETSHADERINFOLOGPROC, GetShaderInfoLog) \
- WGL__FUNCLIST_DO(PFNGLCREATEPROGRAMPROC, CreateProgram) \
- WGL__FUNCLIST_DO(PFNGLLINKPROGRAMPROC, LinkProgram) \
- WGL__FUNCLIST_DO(PFNGLGETPROGRAMINFOLOGPROC, GetProgramInfoLog) \
- WGL__FUNCLIST_DO(PFNGLDELETEPROGRAMPROC, DeleteProgram) \
- WGL__FUNCLIST_DO(PFNGLGETPROGRAMIVPROC, GetProgramiv) \
- WGL__FUNCLIST_DO(PFNGLUSEPROGRAMPROC, UseProgram) \
- WGL__FUNCLIST_DO(PFNGLGETUNIFORMLOCATIONPROC, GetUniformLocation) \
- WGL__FUNCLIST_DO(PFNGLUNIFORM1FPROC, Uniform1f) \
- WGL__FUNCLIST_DO(PFNGLUNIFORM2FPROC, Uniform2f) \
- WGL__FUNCLIST_DO(PFNGLUNIFORM1IPROC, Uniform1i) \
- WGL__FUNCLIST_DO(PFNGLUNIFORMMATRIX4FVPROC, UniformMatrix4fv) \
- WGL__FUNCLIST_DO(PFNGLENABLEVERTEXATTRIBARRAYPROC, EnableVertexAttribArray) \
- WGL__FUNCLIST_DO(PFNGLVERTEXATTRIBPOINTERPROC, VertexAttribPointer) \
- WGL__FUNCLIST_DO(PFNGLGENERATEMIPMAPPROC, GenerateMipmap) \
- #define WGL__FUNCLIST_DO(T,N) T gl##N = 0;
- WGL__FUNCLIST
- #undef WGL__FUNCLIST_DO
- #endif /* ifdef _WIN32 */
- typedef GLint RProgram;
- static GLint render_ShaderCreate(GLenum type, const char *sources[]) {
- int n;
- GLuint shader = glCreateShader(type);
- for (n = 0; sources[n]; ++n);
- GL_CALL(glShaderSource(shader, n, (const GLchar **)sources, 0));
- GL_CALL(glCompileShader(shader));
- #ifdef RENDER_ERRORCHECK
- {
- GLint status;
- GL_CALL(glGetShaderiv(shader, GL_COMPILE_STATUS, &status));
- if (status != GL_TRUE) {
- char buffer[1024];
- GL_CALL(glGetShaderInfoLog(shader, sizeof(buffer), 0, buffer));
- PRINTF("Shader compilation error: %s", buffer);
- GL_CALL(glDeleteShader(shader));
- shader = 0;
- }
- }
- #endif
- return shader;
- }
- static RProgram render_ProgramCreate(const char *common, const char *vertex, const char *fragment) {
- GLuint program;
- GLuint vertex_shader, fragment_shader;
- const char *sources[] = {
- common, fragment, 0
- };
- fragment_shader = render_ShaderCreate(GL_FRAGMENT_SHADER, sources);
- if (fragment_shader == 0)
- return -1;
- sources[1] = vertex;
- vertex_shader = render_ShaderCreate(GL_VERTEX_SHADER, sources);
- if (vertex_shader == 0) {
- GL_CALL(glDeleteShader(fragment_shader));
- return -2;
- }
- program = glCreateProgram();
- GL_CALL(glAttachShader(program, fragment_shader));
- GL_CALL(glAttachShader(program, vertex_shader));
- GL_CALL(glLinkProgram(program));
- GL_CALL(glDeleteShader(fragment_shader));
- GL_CALL(glDeleteShader(vertex_shader));
- #ifdef RENDER_ERRORCHECK
- {
- GLint status;
- GL_CALL(glGetProgramiv(program, GL_LINK_STATUS, &status));
- if (status != GL_TRUE) {
- char buffer[1024];
- GL_CALL(glGetProgramInfoLog(program, sizeof(buffer), 0, buffer));
- PRINTF("Program linking error: %s", buffer);
- GL_CALL(glDeleteProgram(program));
- return -3;
- }
- }
- #endif
- return program;
- }
- void renderTextureCreate(RTexture *texture, RTextureCreateParams params) {
- GLenum internal, format, type;
- GL_CALL(glGenTextures(1, &texture->gl_name));
- switch (params.format) {
- case RTexFormat_RGB565:
- internal = format = GL_RGB; type = GL_UNSIGNED_SHORT_5_6_5; break;
- }
- GL_CALL(glBindTexture(GL_TEXTURE_2D, texture->gl_name));
- GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, internal, params.width, params.height, 0,
- format, type, params.pixels));
- GL_CALL(glGenerateMipmap(GL_TEXTURE_2D));
- GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR));
- GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
- GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT));
- GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT));
- texture->width = params.width;
- texture->height = params.height;
- texture->format = params.format;
- }
- void renderBufferCreate(RBuffer *buffer, RBufferType type, int size, const void *data) {
- GL_CALL(glGenBuffers(1, &buffer->gl_name));
- GL_CALL(glBindBuffer(type, buffer->gl_name));
- GL_CALL(glBufferData(type, size, data, GL_STATIC_DRAW));
- }
- static const char lmgen_common_src[] =
- "varying vec2 v_lightmap_uv, v_tex_uv;\n"
- "varying vec3 v_normal;\n";
- static const char lmgen_vertex_src[] =
- "attribute vec3 a_vertex, a_normal;\n"
- "attribute vec2 a_lightmap_uv, a_tex_uv;\n"
- "uniform mat4 u_mvp;\n"
- "void main() {\n"
- "v_lightmap_uv = a_lightmap_uv;\n"
- "v_tex_uv = a_tex_uv;\n"
- "v_normal = a_normal;\n"
- "gl_Position = u_mvp * vec4(a_vertex, 1.);\n"
- "}\n";
- static const char lmgen_fragment_src[] =
- "uniform sampler2D u_lightmap, u_tex0, u_tex1;\n"
- "uniform vec2 u_lightmap_size, u_tex0_size, u_tex1_size;\n"
- "uniform float u_lmn;\n"
- "void main() {\n"
- "vec3 tc = vec3(fract(v_tex_uv/u_tex0_size), 0.);\n"
- "vec4 albedo = texture2D(u_tex0, v_tex_uv/u_tex0_size);\n"
- "albedo = mix(albedo, texture2D(u_tex1, v_tex_uv/u_tex1_size), .0);\n"
- "vec3 lm = texture2D(u_lightmap, v_lightmap_uv).xyz;\n"
- "vec3 color = albedo.xyz * (vec3(.1) + lm);\n"
- "gl_FragColor = vec4(mix(color, tc, u_lmn), 1.);\n"
- "}\n";
- typedef struct {
- const char *name;
- int components;
- GLenum type;
- int stride;
- const void *ptr;
- int location;
- } RAttrib;
- typedef struct {
- const char *name;
- int location;
- } RUniform;
- static RAttrib lmgen_attribs[] = {
- {"a_vertex", 3, GL_FLOAT, sizeof(struct BSPModelVertex), (void*)offsetof(struct BSPModelVertex, vertex), -1},
- {"a_normal", 3, GL_FLOAT, sizeof(struct BSPModelVertex), (void*)offsetof(struct BSPModelVertex, normal), -1},
- {"a_lightmap_uv", 2, GL_FLOAT, sizeof(struct BSPModelVertex), (void*)offsetof(struct BSPModelVertex, lightmap_uv), -1},
- {"a_tex_uv", 2, GL_FLOAT, sizeof(struct BSPModelVertex), (void*)offsetof(struct BSPModelVertex, tex_uv), -1},
- {0, 0, 0, 0, 0, -1}
- };
- static RUniform lmgen_uniforms[] = {
- {"u_mvp", -1},
- {"u_lmn", -1},
- {"u_lightmap", -1},
- {"u_tex0", -1},
- {"u_tex0_size", -1},
- {"u_tex1", -1},
- {"u_tex1_size", -1},
- {0, -1}
- };
- static struct {
- RProgram lmgen_program;
- const RTexture *current_tex0;
- } r;
- static void renderLocateAttribs(RProgram prog, RAttrib *attribs) {
- for(int i = 0; attribs[i].name; ++i) {
- attribs[i].location = glGetAttribLocation(prog, attribs[i].name);
- if (attribs[i].location < 0)
- PRINTF("Cannot locate attribute %s", attribs[i].name);
- }
- }
- static void renderLocateUniforms(RProgram prog, RUniform *uniforms) {
- for(int i = 0; uniforms[i].name; ++i) {
- uniforms[i].location = glGetUniformLocation(prog, uniforms[i].name);
- if (uniforms[i].location < 0)
- PRINTF("Cannot locate uniform %s", uniforms[i].name);
- }
- }
- static void renderApplyAttribs(const RAttrib *attribs, const RBuffer *buffer, unsigned int vbo_offset) {
- for(int i = 0; attribs[i].name; ++i) {
- const RAttrib *a = attribs + i;
- if (a->location < 0) continue;
- GL_CALL(glEnableVertexAttribArray(a->location));
- GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, buffer->gl_name));
- GL_CALL(glVertexAttribPointer(a->location, a->components, a->type, GL_FALSE, a->stride, (const char*)a->ptr + vbo_offset * sizeof(struct BSPModelVertex)));
- }
- }
- int renderInit() {
- #ifdef _WIN32
- #define WGL__FUNCLIST_DO(T, N) \
- gl##N = (T)wglGetProcAddress("gl" #N); \
- ASSERT(gl##N);
- WGL__FUNCLIST
- #undef WGL__FUNCLIST_DO
- #endif
- r.lmgen_program = render_ProgramCreate(lmgen_common_src, lmgen_vertex_src, lmgen_fragment_src);
- if (r.lmgen_program <= 0) {
- PRINT("Cannot create program for lightmapped generic material");
- return 0;
- }
- renderLocateAttribs(r.lmgen_program, lmgen_attribs);
- renderLocateUniforms(r.lmgen_program, lmgen_uniforms);
- struct Texture default_texture;
- RTextureCreateParams params;
- params.format = RTexFormat_RGB565;
- params.width = 1;
- params.height = 1;
- params.pixels = (uint16_t[]){0xffff};
- renderTextureCreate(&default_texture.texture, params);
- cachePutTexture("opensource/placeholder", &default_texture);
- struct Material default_material;
- memset(&default_material, 0, sizeof default_material);
- default_material.base_texture[0] = cacheGetTexture("opensource/placeholder");
- cachePutMaterial("opensource/placeholder", &default_material);
- GL_CALL(glEnable(GL_DEPTH_TEST));
- GL_CALL(glEnable(GL_CULL_FACE));
- r.current_tex0 = 0;
- return 1;
- }
- static int drawCompare(const void *left, const void *right) {
- const struct BSPDraw *l = left, *r = right;
- const ptrdiff_t diff = l->material - r->material;
- if (l->vbo_offset != r->vbo_offset)
- return (int)l->vbo_offset - (int)r->vbo_offset;
- if (diff == 0)
- return l->material->base_texture[0] - r->material->base_texture[0];
- return diff;
- }
- void renderModelOptimize(struct BSPModel *model) {
- qsort(model->draws, model->draws_count, sizeof(struct BSPDraw), drawCompare);
- }
- void renderModelDraw(const struct AMat4f *mvp, float lmn, const struct BSPModel *model) {
- if (!model->draws_count) return;
- GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, model->ibo.gl_name));
- GL_CALL(glUseProgram(r.lmgen_program));
- GL_CALL(glActiveTexture(GL_TEXTURE0));
- GL_CALL(glBindTexture(GL_TEXTURE_2D, model->lightmap.gl_name));
- GL_CALL(glUniformMatrix4fv(lmgen_uniforms[0].location, 1, GL_FALSE, &mvp->X.x));
- GL_CALL(glUniform1f(lmgen_uniforms[1].location, lmn));
- GL_CALL(glUniform1i(lmgen_uniforms[2].location, 0));
- GL_CALL(glUniform1i(lmgen_uniforms[3].location, 1));
- GL_CALL(glUniform1i(lmgen_uniforms[5].location, 2));
- GL_CALL(glActiveTexture(GL_TEXTURE0 + 1));
- int start = model->draws[0].start;
- int count = model->draws[0].count;
- const struct Material *m = model->draws[0].material;
- if (m->base_texture[0]) {
- const RTexture *t = &m->base_texture[0]->texture;
- if (t != r.current_tex0) {
- GL_CALL(glBindTexture(GL_TEXTURE_2D, t->gl_name));
- GL_CALL(glUniform2f(lmgen_uniforms[4].location, (float)t->width, (float)t->height));
- r.current_tex0 = t;
- }
- }
- renderApplyAttribs(lmgen_attribs, &model->vbo, model->draws->vbo_offset);
- for (int i = 1; i < model->draws_count; ++i) {
- const struct BSPDraw *d = model->draws + i;
- if (drawCompare(d - 1, d) != 0) {
- if (-1[d].vbo_offset != d->vbo_offset)
- renderApplyAttribs(lmgen_attribs, &model->vbo, d->vbo_offset);
- GL_CALL(glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (void*)(sizeof(uint16_t) * start)));
- //PRINTF("DRAW start=%d, count=%d", start, count);
- const struct Material *m = d->material;
- if (m->base_texture[0]) {
- const RTexture *t = &m->base_texture[0]->texture;
- if (t != r.current_tex0) {
- GL_CALL(glBindTexture(GL_TEXTURE_2D, t->gl_name));
- GL_CALL(glUniform2f(lmgen_uniforms[4].location, (float)t->width, (float)t->height));
- r.current_tex0 = t;
- }
- }
- start = d->start;
- count = d->count;
- } else {
- //PRINTF("start=%d, count=%d; d->start=%d, d->count=%d", start, count, d->start, d->count);
- ASSERT(start + count == (int)d->start);
- count += d->count;
- }
- //GL_CALL(glDrawElements(GL_TRIANGLES, d->count, GL_UNSIGNED_SHORT, (void*)(sizeof(uint16_t) * d->start)));
- }
- //PRINTF("start=%d, count=%d", start, count);
- if (count)
- GL_CALL(glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT, (void*)(sizeof(uint16_t) * start)));
- }
- void renderClear() {
- glClearColor(.5f,.4f,.2f,0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- }
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