2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
9 #include "SDL_opengles2.h"
12 #include "gropenglinternal.h"
19 #include "grinternal.h"
21 #include "osregistry.h"
24 int GL_two_inited = 0;
26 bool Use_mipmaps = false;
28 static GLuint FB_texture = 0;
29 static GLuint FB_id = 0;
30 static GLuint FB_rb_id = 0;
32 static GLuint GL_saved_screen_tex = 0;
35 static gr_alpha_blend GL_current_alpha_blend = (gr_alpha_blend) -1;
36 static gr_zbuffer_type GL_current_zbuffer_type = (gr_zbuffer_type) -1;
38 void opengl2_set_state(gr_texture_source ts, gr_alpha_blend ab, gr_zbuffer_type zt)
40 opengl2_set_texture_state(ts);
42 if (ab != GL_current_alpha_blend) {
44 case ALPHA_BLEND_NONE: // 1*SrcPixel + 0*DestPixel
45 glBlendFunc(GL_ONE, GL_ZERO);
47 case ALPHA_BLEND_ADDITIVE: // 1*SrcPixel + 1*DestPixel
48 glBlendFunc(GL_ONE, GL_ONE);
50 case ALPHA_BLEND_ALPHA_ADDITIVE: // Alpha*SrcPixel + 1*DestPixel
51 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
53 case ALPHA_BLEND_ALPHA_BLEND_ALPHA: // Alpha*SrcPixel + (1-Alpha)*DestPixel
54 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
56 case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR: // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
57 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR);
63 GL_current_alpha_blend = ab;
66 if (zt != GL_current_zbuffer_type) {
68 case ZBUFFER_TYPE_NONE:
69 glDepthFunc(GL_ALWAYS);
70 glDepthMask(GL_FALSE);
72 case ZBUFFER_TYPE_READ:
74 glDepthMask(GL_FALSE);
76 case ZBUFFER_TYPE_WRITE:
77 glDepthFunc(GL_ALWAYS);
80 case ZBUFFER_TYPE_FULL:
88 GL_current_zbuffer_type = zt;
92 static void opengl2_init_func_pointers()
94 gr_screen.gf_flip = gr_opengl2_flip;
95 gr_screen.gf_set_clip = gr_opengl2_set_clip;
96 gr_screen.gf_reset_clip = gr_opengl_reset_clip;
98 gr_screen.gf_clear = gr_opengl_clear;
100 gr_screen.gf_aabitmap = gr_opengl2_aabitmap;
101 gr_screen.gf_aabitmap_ex = gr_opengl2_aabitmap_ex;
103 gr_screen.gf_rect = gr_opengl2_rect;
104 gr_screen.gf_shade = gr_opengl2_shade;
105 gr_screen.gf_string = gr_opengl2_string;
106 gr_screen.gf_circle = gr_opengl2_circle;
108 gr_screen.gf_line = gr_opengl2_line;
109 gr_screen.gf_aaline = gr_opengl2_aaline;
110 gr_screen.gf_pixel = gr_opengl2_pixel;
111 gr_screen.gf_scaler = gr_opengl2_scaler;
112 gr_screen.gf_tmapper = gr_opengl2_tmapper;
114 gr_screen.gf_gradient = gr_opengl2_gradient;
116 gr_screen.gf_print_screen = gr_opengl_print_screen;
118 gr_screen.gf_fade_in = gr_opengl2_fade_in;
119 gr_screen.gf_fade_out = gr_opengl2_fade_out;
120 gr_screen.gf_flash = gr_opengl2_flash;
122 gr_screen.gf_zbuffer_clear = gr_opengl2_zbuffer_clear;
124 gr_screen.gf_save_screen = gr_opengl2_save_screen;
125 gr_screen.gf_restore_screen = gr_opengl2_restore_screen;
126 gr_screen.gf_free_screen = gr_opengl2_free_screen;
128 gr_screen.gf_dump_frame_start = gr_opengl2_dump_frame_start;
129 gr_screen.gf_dump_frame_stop = gr_opengl2_dump_frame_stop;
130 gr_screen.gf_dump_frame = gr_opengl2_dump_frame;
132 gr_screen.gf_set_gamma = gr_opengl2_set_gamma;
134 gr_screen.gf_lock = gr_opengl_lock;
135 gr_screen.gf_unlock = gr_opengl_unlock;
137 gr_screen.gf_fog_set = gr_opengl2_fog_set;
139 gr_screen.gf_get_region = gr_opengl2_get_region;
141 gr_screen.gf_set_cull = gr_opengl_set_cull;
143 gr_screen.gf_cross_fade = gr_opengl2_cross_fade;
145 gr_screen.gf_preload_init = gr_opengl2_preload_init;
146 gr_screen.gf_preload = gr_opengl2_preload;
148 gr_screen.gf_zbias = gr_opengl_zbias;
150 gr_screen.gf_force_windowed = gr_opengl_force_windowed;
151 gr_screen.gf_force_fullscreen = gr_opengl_force_fullscreen;
152 gr_screen.gf_toggle_fullscreen = gr_opengl_toggle_fullscreen;
154 gr_screen.gf_set_viewport = gr_opengl2_set_viewport;
156 gr_screen.gf_activate = gr_opengl_activate;
158 gr_screen.gf_release_texture = gr_opengl2_release_texture;
161 static int opengl2_create_framebuffer()
164 glGenTextures(1, &FB_texture);
165 glBindTexture(GL_TEXTURE_2D, FB_texture);
167 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
168 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
169 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
170 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
172 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, gr_screen.max_w, gr_screen.max_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
174 glBindTexture(GL_TEXTURE_2D, 0);
176 // create renderbuffer
177 glGenRenderbuffers(1, &FB_rb_id);
178 glBindRenderbuffer(GL_RENDERBUFFER, FB_rb_id);
180 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, gr_screen.max_w, gr_screen.max_h);
182 // create framebuffer
183 glGenFramebuffers(1, &FB_id);
184 glBindFramebuffer(GL_FRAMEBUFFER, FB_id);
186 // attach texture and renderbuffer
187 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, FB_texture, 0);
188 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, FB_rb_id);
190 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
192 glBindFramebuffer(GL_FRAMEBUFFER, 0);
194 if (status != GL_FRAMEBUFFER_COMPLETE) {
195 glBindFramebuffer(GL_FRAMEBUFFER, 0);
198 glDeleteTextures(1, &FB_texture);
203 glDeleteRenderbuffers(1, &FB_rb_id);
208 glDeleteFramebuffers(1, &FB_id);
218 void opengl2_cleanup()
220 if ( !GL_two_inited ) {
224 glBindFramebuffer(GL_FRAMEBUFFER, 0);
227 glDeleteTextures(1, &FB_texture);
232 glDeleteRenderbuffers(1, &FB_rb_id);
237 glDeleteFramebuffers(1, &FB_id);
241 opengl2_tcache_cleanup();
242 opengl2_shader_cleanup();
245 SDL_GL_DeleteContext(GL_context);
260 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
261 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
262 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
264 GL_context = SDL_GL_CreateContext(GL_window);
271 mprintf((" Vendor : %s\n", glGetString(GL_VENDOR)));
272 mprintf((" Renderer : %s\n", glGetString(GL_RENDERER)));
273 mprintf((" Version : %s\n", glGetString(GL_VERSION)));
275 // initial viewport setup
276 gr_opengl2_set_viewport(gr_screen.max_w, gr_screen.max_h);
278 // set up generic variables
279 opengl_set_variables();
281 opengl2_init_func_pointers();
282 opengl2_tcache_init();
284 if ( !opengl2_shader_init() ) {
289 if ( !opengl2_create_framebuffer() ) {
295 glEnable(GL_DEPTH_TEST);
297 glEnable(GL_TEXTURE_2D);
299 glDepthRangef(0.0f, 1.0f);
301 glPixelStorei(GL_PACK_ALIGNMENT, 1);
302 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
304 if ( SDL_GL_ExtensionSupported("GL_OES_texture_npot") ) {
308 mprintf((" Mipmaps : %s\n", Use_mipmaps ? "Enabled" : "Disabled"));
313 gr_opengl_set_cull(1);
318 void gr_opengl2_flip()
320 if ( !GL_two_inited ) {
325 static bool show_cursor = false;
328 glBindFramebuffer(GL_FRAMEBUFFER, 0);
330 gr_opengl_reset_clip();
332 // set viewport to window size
333 glViewport(GL_viewport_x, GL_viewport_y, GL_viewport_w, GL_viewport_h);
335 glClear(GL_COLOR_BUFFER_BIT);
340 float w = i2fl(GL_viewport_w);
341 float h = i2fl(GL_viewport_h);
343 const float tex_coord[] = { 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f };
344 const float ver_coord[] = { x, y, x, h, w, y, w, h };
346 opengl2_shader_use(PROG_WINDOW);
348 glEnableVertexAttribArray(SDRI_POSITION);
349 glVertexAttribPointer(SDRI_POSITION, 2, GL_FLOAT, GL_FALSE, 0, &ver_coord);
351 glEnableVertexAttribArray(SDRI_TEXCOORD);
352 glVertexAttribPointer(SDRI_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, &tex_coord);
354 glBindTexture(GL_TEXTURE_2D, FB_texture);
356 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
358 glBindTexture(GL_TEXTURE_2D, 0);
360 glDisableVertexAttribArray(SDRI_TEXCOORD);
361 glDisableVertexAttribArray(SDRI_POSITION);
366 if ( mouse_is_visible() ) {
369 mouse_get_pos(&mx, &my);
371 float u_scale, v_scale;
373 if ( opengl2_tcache_set(Gr_cursor, TCACHE_TYPE_BITMAP_INTERFACE, &u_scale, &v_scale, 0) ) {
374 opengl2_set_state(TEXTURE_SOURCE_DECAL, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE);
377 bm_get_info(Gr_cursor, &bw, &bh);
379 float x = i2fl(mx) * GL_viewport_scale_w;
380 float y = i2fl(my) * GL_viewport_scale_h;
381 float w = x + (bw * GL_viewport_scale_w);
382 float h = y + (bh * GL_viewport_scale_h);
384 const float tex_coord[] = { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f };
385 const float ver_coord[] = { x, y, x, h, w, y, w, h };
387 opengl2_shader_use(PROG_WINDOW);
389 glEnableVertexAttribArray(SDRI_POSITION);
390 glVertexAttribPointer(SDRI_POSITION, 2, GL_FLOAT, GL_FALSE, 0, &ver_coord);
392 glEnableVertexAttribArray(SDRI_TEXCOORD);
393 glVertexAttribPointer(SDRI_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, &tex_coord);
395 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
397 glDisableVertexAttribArray(SDRI_TEXCOORD);
398 glDisableVertexAttribArray(SDRI_POSITION);
401 else if ( !show_cursor ) {
409 GLenum error = GL_NO_ERROR;
412 error = glGetError();
414 if (error != GL_NO_ERROR) {
415 nprintf(("Warning", "!!DEBUG!! OpenGL Error: %d\n", error));
417 } while (error != GL_NO_ERROR);
420 SDL_GL_SwapWindow(GL_window);
422 opengl2_tcache_frame();
424 glBindFramebuffer(GL_FRAMEBUFFER, FB_id);
426 // set viewport to game screen size
427 glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
430 void gr_opengl2_set_clip(int x, int y, int w, int h)
432 // check for sanity of parameters
433 CAP(x, 0, gr_screen.max_w - 1);
434 CAP(y, 0, gr_screen.max_h - 1);
435 CAP(w, 0, gr_screen.max_w - x);
436 CAP(h, 0, gr_screen.max_h - y);
438 gr_screen.offset_x = x;
439 gr_screen.offset_y = y;
440 gr_screen.clip_left = 0;
441 gr_screen.clip_right = w-1;
442 gr_screen.clip_top = 0;
443 gr_screen.clip_bottom = h-1;
444 gr_screen.clip_width = w;
445 gr_screen.clip_height = h;
447 glEnable(GL_SCISSOR_TEST);
448 glScissor(x, gr_screen.max_h-y-h, w, h);
451 void gr_opengl2_fog_set(int fog_mode, int r, int g, int b, float fog_near, float fog_far)
453 gr_screen.current_fog_mode = fog_mode;
455 if (fog_mode == GR_FOGMODE_NONE) {
459 gr_screen.fog_near = fog_near;
460 gr_screen.fog_far = fog_far;
462 gr_init_color(&gr_screen.current_fog_color, r, g, b);
465 void gr_opengl2_zbuffer_clear(int mode)
469 Gr_zbuffering_mode = GR_ZBUFF_FULL;
470 Gr_global_zbuffering = 1;
472 opengl2_set_state(TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL);
473 glClear(GL_DEPTH_BUFFER_BIT);
476 Gr_zbuffering_mode = GR_ZBUFF_NONE;
477 Gr_global_zbuffering = 0;
481 void gr_opengl2_fade_in(int instantaneous)
486 void gr_opengl2_fade_out(int instantaneous)
491 void gr_opengl2_get_region(int front, int w, int h, ubyte *data)
493 opengl2_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
495 GLenum pxtype = GL_UNSIGNED_SHORT_5_5_5_1;
497 if (gr_screen.bytes_per_pixel == 4) {
498 pxtype = GL_UNSIGNED_BYTE;
501 glReadPixels(0, gr_screen.max_h-h-1, w, h, GL_RGBA, pxtype, data);
504 int gr_opengl2_save_screen()
506 gr_opengl_reset_clip();
508 if (GL_saved_screen_tex) {
509 mprintf(( "Screen already saved!\n" ));
513 glGenTextures(1, &GL_saved_screen_tex);
515 if ( !GL_saved_screen_tex ) {
516 mprintf(( "Couldn't create texture for saved screen!\n" ));
520 glBindTexture(GL_TEXTURE_2D, GL_saved_screen_tex);
522 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
523 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
524 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
525 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
527 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0,
528 gr_screen.max_w, gr_screen.max_h, 0);
530 glBindTexture(GL_TEXTURE_2D, 0);
535 void gr_opengl2_restore_screen(int)
537 gr_opengl_reset_clip();
539 if ( !GL_saved_screen_tex ) {
546 float w = i2fl(gr_screen.max_w);
547 float h = i2fl(gr_screen.max_h);
549 const float tex_coord[] = { 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f }; // y-flipped
550 const float ver_coord[] = { x, y, x, h, w, y, w, h };
552 opengl2_shader_use(PROG_TEX);
554 glVertexAttrib4f(SDRI_COLOR, 1.0f, 1.0f, 1.0f, 1.0f);
556 glEnableVertexAttribArray(SDRI_POSITION);
557 glVertexAttribPointer(SDRI_POSITION, 2, GL_FLOAT, GL_FALSE, 0, &ver_coord);
559 glEnableVertexAttribArray(SDRI_TEXCOORD);
560 glVertexAttribPointer(SDRI_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, &tex_coord);
562 glBindTexture(GL_TEXTURE_2D, GL_saved_screen_tex);
564 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
566 glBindTexture(GL_TEXTURE_2D, 0);
568 glDisableVertexAttribArray(SDRI_TEXCOORD);
569 glDisableVertexAttribArray(SDRI_POSITION);
572 void gr_opengl2_free_screen(int)
574 if (GL_saved_screen_tex) {
575 glDeleteTextures(1, &GL_saved_screen_tex);
576 GL_saved_screen_tex = 0;
580 void gr_opengl2_dump_frame_start(int first_frame, int frames_between_dumps)
585 void gr_opengl2_dump_frame_stop()
590 void gr_opengl2_dump_frame()
595 void gr_opengl2_set_viewport(int width, int height)
599 float ratio = gr_screen.max_w / i2fl(gr_screen.max_h);
602 h = fl2i((width / ratio) + 0.5f);
606 w = fl2i((height * ratio) + 0.5f);
610 y = (height - h) / 2;
616 GL_viewport_scale_w = w / i2fl(gr_screen.max_w);
617 GL_viewport_scale_h = h / i2fl(gr_screen.max_h);
619 opengl2_shader_update();