mirror of
https://github.com/rwengine/openrw.git
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938a2e4bfc
This is needed for taking screenshots.
357 lines
8.7 KiB
C++
357 lines
8.7 KiB
C++
#pragma once
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#ifndef _OPENGLRENDERER_HPP_
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#define _OPENGLRENDERER_HPP_
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#include <rw/types.hpp>
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#include <gl/DrawBuffer.hpp>
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#include <gl/GeometryBuffer.hpp>
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#include <glm/vec2.hpp>
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typedef uint64_t RenderKey;
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// Maximum depth of debug group stack
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#define MAX_DEBUG_DEPTH 5
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typedef std::uint32_t RenderIndex;
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struct VertexP3
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{
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glm::vec3 position;
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static const AttributeList vertex_attributes() {
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return {
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{ATRS_Position, 3, sizeof(VertexP3), 0ul},
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};
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}
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};
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/// @todo normalize this to have the same interface as VertexP3
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struct VertexP2 {
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static const AttributeList vertex_attributes() {
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return {
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{ATRS_Position, 2, sizeof(VertexP2), 0ul}
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};
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}
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float x, y;
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};
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class Renderer
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{
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public:
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typedef std::vector<GLuint> Textures;
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/**
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* @brief The DrawParameters struct stores drawing state
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*
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* The state for texture units, blending and material properties
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* are recieved for drawing through this structure.
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*
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* Since not all draws use the same shaders, material properties
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* should be controlled via a different mechanism.
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*/
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struct DrawParameters
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{
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/// Number of indicies
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size_t count;
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/// Start index.
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unsigned int start;
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/// Textures to use
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Textures textures;
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/// Alpha blending state
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bool blend;
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// Depth writing state
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bool depthWrite;
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/// Material
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glm::u8vec4 colour;
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/// Material
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float ambient;
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/// Material
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float diffuse;
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/// Material
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float visibility;
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// Default state -- should be moved to materials
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DrawParameters()
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: blend(false)
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, depthWrite(true)
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, ambient(1.f)
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, diffuse(1.f)
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, visibility(1.f)
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{ }
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};
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/**
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* @brief The RenderInstruction struct Generic Rendering instruction
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*
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* These are generated by the ObjectRenderer, and passed in to the
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* OpenGLRenderer by GameRenderer.
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*/
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struct RenderInstruction
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{
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RenderKey sortKey;
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// Ideally, this would just be an index into a buffer that contains the matrix
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glm::mat4 model;
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DrawBuffer* dbuff;
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Renderer::DrawParameters drawInfo;
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RenderInstruction(
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RenderKey key,
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const glm::mat4& model,
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DrawBuffer* dbuff,
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const Renderer::DrawParameters& dp)
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: sortKey(key)
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, model(model)
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, dbuff(dbuff)
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, drawInfo(dp)
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{
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}
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};
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typedef std::vector<RenderInstruction> RenderList;
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struct ObjectUniformData {
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glm::mat4 model;
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glm::vec4 colour;
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float diffuse;
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float ambient;
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float visibility;
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};
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struct SceneUniformData {
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glm::mat4 projection;
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glm::mat4 view;
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glm::vec4 ambient;
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glm::vec4 dynamic;
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glm::vec4 fogColour;
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glm::vec4 campos;
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float fogStart;
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float fogEnd;
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};
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class ShaderProgram {
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// This just provides an opaque handle for external users.
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};
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virtual std::string getIDString() const = 0;
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virtual ShaderProgram* createShader(const std::string& vert, const std::string& frag) = 0;
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virtual void useProgram(ShaderProgram* p) = 0;
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/// @todo dont use GLint in the interface.
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virtual void setProgramBlockBinding(ShaderProgram* p, const std::string& name, GLint point) = 0;
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virtual void setUniformTexture(ShaderProgram*p, const std::string& name, GLint tex) = 0;
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virtual void setUniform(ShaderProgram*p, const std::string& name, const glm::mat4& m) = 0;
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virtual void setUniform(ShaderProgram*p, const std::string& name, const glm::vec4& v) = 0;
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virtual void setUniform(ShaderProgram*p, const std::string& name, const glm::vec3& v) = 0;
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virtual void setUniform(ShaderProgram*p, const std::string& name, const glm::vec2& v) = 0;
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virtual void setUniform(ShaderProgram*p, const std::string& name, float f) = 0;
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virtual void clear(const glm::vec4& colour, bool clearColour = true, bool clearDepth = true) = 0;
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virtual void setSceneParameters(const SceneUniformData& data) = 0;
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virtual void draw(const glm::mat4& model, DrawBuffer* draw, const DrawParameters& p) = 0;
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virtual void drawArrays(const glm::mat4& model, DrawBuffer* draw, const DrawParameters& p) = 0;
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virtual void drawBatched(const RenderList& list) = 0;
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void setViewport(const glm::ivec2& vp);
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const glm::ivec2& getViewport() const { return viewport; }
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const glm::mat4& get2DProjection() const { return projection2D; }
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virtual void invalidate() = 0;
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virtual unsigned char* readPixels(const glm::ivec2& size) const { return nullptr; };
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/**
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* Resets all per-frame counters.
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*/
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void swap();
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/**
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* Returns the number of draw calls issued for the current frame.
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*/
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int getDrawCount();
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int getTextureCount();
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int getBufferCount();
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const SceneUniformData& getSceneData() const;
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/**
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* Profiling data returned by popDebugGroup.
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* Not all fields will be populated, depending on
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* USING(RENDER_PROFILER)
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*/
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struct ProfileInfo
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{
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GLuint64 timerStart;
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GLuint64 duration;
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unsigned int primitives;
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unsigned int draws;
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unsigned int textures;
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unsigned int buffers;
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unsigned int uploads;
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};
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/**
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* Signals the start of a debug group
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*/
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virtual void pushDebugGroup(const std::string& title) = 0;
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/**
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* Ends the current debug group and returns the profiling information
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* for that group. The returned value is valid until the next call to
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* pushDebugGroup
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*/
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virtual const ProfileInfo& popDebugGroup() = 0;
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private:
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glm::ivec2 viewport;
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glm::mat4 projection2D;
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protected:
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int drawCounter;
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int textureCounter;
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int bufferCounter;
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SceneUniformData lastSceneData;
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};
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class OpenGLRenderer : public Renderer
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{
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public:
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class OpenGLShaderProgram : public ShaderProgram {
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GLuint program;
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std::map<std::string, GLint> uniforms;
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public:
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OpenGLShaderProgram(GLuint p)
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: program(p)
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{ }
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GLuint getName() const { return program; }
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GLint getUniformLocation(const std::string& name) {
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auto c = uniforms.find(name.c_str());
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GLint loc = -1;
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if( c == uniforms.end() ) {
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loc = glGetUniformLocation(program, name.c_str());
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uniforms[name] = loc;
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}
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else {
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loc = c->second;
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}
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return loc;
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}
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};
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OpenGLRenderer();
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std::string getIDString() const;
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ShaderProgram* createShader(const std::string &vert, const std::string &frag);
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void setProgramBlockBinding(ShaderProgram* p, const std::string &name, GLint point);
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void setUniformTexture(ShaderProgram* p, const std::string &name, GLint tex);
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void setUniform(ShaderProgram* p, const std::string& name, const glm::mat4& m);
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void setUniform(ShaderProgram* p, const std::string& name, const glm::vec4& m);
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void setUniform(ShaderProgram* p, const std::string& name, const glm::vec3& m);
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void setUniform(ShaderProgram* p, const std::string& name, const glm::vec2& m);
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void setUniform(ShaderProgram* p, const std::string& name, float f);
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void useProgram(ShaderProgram* p);
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void clear(const glm::vec4 &colour, bool clearColour, bool clearDepth);
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void setSceneParameters(const SceneUniformData &data);
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void setDrawState(const glm::mat4& model, DrawBuffer* draw, const DrawParameters& p);
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void draw(const glm::mat4& model, DrawBuffer* draw, const DrawParameters& p);
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void drawArrays(const glm::mat4& model, DrawBuffer* draw, const DrawParameters& p);
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void drawBatched(const RenderList& list) override;
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void invalidate();
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unsigned char* readPixels(const glm::ivec2& size) const;
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virtual void pushDebugGroup(const std::string& title);
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virtual const ProfileInfo& popDebugGroup();
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private:
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DrawBuffer* currentDbuff;
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void useDrawBuffer(DrawBuffer* dbuff);
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std::map<GLuint,GLuint> currentTextures;
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void useTexture(GLuint unit, GLuint tex);
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OpenGLShaderProgram* currentProgram;
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GLuint currentUBO;
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template<class T> void uploadUBO(GLuint buffer, const T& data)
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{
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if( currentUBO != buffer ) {
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glBindBuffer(GL_UNIFORM_BUFFER, buffer);
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currentUBO = buffer;
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}
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glBufferData(GL_UNIFORM_BUFFER, sizeof(T), &data, GL_DYNAMIC_DRAW);
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#if RW_PROFILER
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if( currentDebugDepth > 0 )
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{
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profileInfo[currentDebugDepth-1].uploads++;
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}
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#endif
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}
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GLuint UBOObject;
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GLuint maxObjectEntries;
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GLuint currentObjectEntry;
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GLuint entryAlignment;
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GLuint UBOScene;
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// State Cache
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bool blendEnabled;
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bool depthWriteEnabled;
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// Set state
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void setBlend(bool enable)
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{
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/// @todo set blendEnabled, currently not possible because other functions keep trashing the state
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#if 0
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if (enable && !blendEnabled) {
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glEnable(GL_BLEND);
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blendEnabled = enable;
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} else if(!enable && blendEnabled) {
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glDisable(GL_BLEND);
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blendEnabled = enable;
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}
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#else
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glEnable(GL_BLEND);
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#endif
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}
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void setDepthWrite(bool enable)
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{
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if (enable != depthWriteEnabled) {
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glDepthMask(enable ? GL_TRUE : GL_FALSE);
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depthWriteEnabled = enable;
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}
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}
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// Debug group profiling timers
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ProfileInfo profileInfo[MAX_DEBUG_DEPTH];
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GLuint debugQuery;
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int currentDebugDepth;
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};
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/// @todo remove these from here
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GLuint compileShader(GLenum type, const char *source);
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GLuint compileProgram(const char* vertex, const char* fragment);
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typedef Renderer::RenderList RenderList;
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#endif
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