OpenGL Renderer:

- Fix bug with automatic renderer selection.
- Do some code cleanup.
This commit is contained in:
rogerman 2013-02-05 06:36:47 +00:00
parent f2d177b23a
commit 14d6e53f54
4 changed files with 280 additions and 453 deletions

View File

@ -680,7 +680,7 @@ static void OGLRenderFinish()
//automatically select 3.2 or old profile depending on whether 3.2 is available
GPU3DInterface gpu3Dgl = {
"OpenGL",
OGLInit<false,false>,
OGLInit<false,true>,
OGLReset,
OGLClose,
OGLRender,
@ -1583,111 +1583,12 @@ Render3DError OpenGLRenderer_1_2::ExpandFreeTextures()
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::DownsampleFBO()
{
OGLRenderRef &OGLRef = *this->ref;
if (!this->isMultisampledFBOSupported || OGLRef.selectedRenderingFBO != OGLRef.fboMultisampleRenderID)
{
return OGLERROR_NOERR;
}
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, OGLRef.selectedRenderingFBO);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, OGLRef.fboFinalOutputID);
glBlitFramebufferEXT(0, 0, 256, 192, 0, 0, 256, 192, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.fboFinalOutputID);
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::ReadBackPixels()
{
static unsigned int bufferIndex = 0;
bufferIndex = (bufferIndex + 1) & 0x01;
this->doubleBufferIndex = bufferIndex;
if (this->isPBOSupported)
{
this->DownsampleFBO();
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, this->ref->pboRenderDataID[bufferIndex]);
glReadPixels(0, 0, 256, 192, GL_BGRA, GL_UNSIGNED_BYTE, 0);
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0);
}
this->gpuScreen3DHasNewData[bufferIndex] = true;
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::DeleteTexture(const TexCacheItem *item)
{
this->ref->freeTextureIDs.push((GLuint)item->texid);
if(this->currTexture == item)
{
this->currTexture = NULL;
}
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::BeginRender(const GFX3D_State *renderState)
{
OGLRenderRef &OGLRef = *this->ref;
if (this->isShaderSupported)
{
glUniform1i(OGLRef.uniformEnableAlphaTest, renderState->enableAlphaTest ? GL_TRUE : GL_FALSE);
glUniform1f(OGLRef.uniformAlphaTestRef, divide5bitBy31_LUT[renderState->alphaTestRef]);
glUniform1i(OGLRef.uniformToonShadingMode, renderState->shading);
glUniform1i(OGLRef.uniformWBuffer, renderState->wbuffer);
}
else
{
if(renderState->enableAlphaTest && (renderState->alphaTestRef > 0))
{
glAlphaFunc(GL_GEQUAL, divide5bitBy31_LUT[renderState->alphaTestRef]);
}
else
{
glAlphaFunc(GL_GREATER, 0);
}
}
if(renderState->enableAlphaBlending)
{
glEnable(GL_BLEND);
}
else
{
glDisable(GL_BLEND);
}
if (this->isMultisampledFBOSupported)
{
OGLRef.selectedRenderingFBO = CommonSettings.GFX3D_Renderer_Multisample ? OGLRef.fboMultisampleRenderID : OGLRef.fboFinalOutputID;
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.selectedRenderingFBO);
}
glDepthMask(GL_TRUE);
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::PreRender(const GFX3D_State *renderState, const VERTLIST *vertList, const POLYLIST *polyList, const INDEXLIST *indexList)
Render3DError OpenGLRenderer_1_2::SetupVertices(const VERTLIST *vertList, const POLYLIST *polyList, const INDEXLIST *indexList, unsigned int *outIndexCount)
{
OGLRenderRef &OGLRef = *this->ref;
const unsigned int polyCount = polyList->count;
unsigned int vertIndexCount = 0;
if (!this->isShaderSupported)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
}
// Set up vertices
for(unsigned int i = 0; i < polyCount; i++)
{
const POLY *poly = &polyList->list[indexList->list[i]];
@ -1754,7 +1655,15 @@ Render3DError OpenGLRenderer_1_2::PreRender(const GFX3D_State *renderState, cons
}
}
// Assign vertex attributes based on which OpenGL features we have.
*outIndexCount = vertIndexCount;
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::EnableVertexAttributes(const VERTLIST *vertList, const unsigned int vertIndexCount)
{
OGLRenderRef &OGLRef = *this->ref;
if (this->isVAOSupported)
{
glBindVertexArray(OGLRef.vaoMainStatesID);
@ -1818,6 +1727,154 @@ Render3DError OpenGLRenderer_1_2::PreRender(const GFX3D_State *renderState, cons
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::DisableVertexAttributes()
{
if (this->isVAOSupported)
{
glBindVertexArray(0);
}
else
{
if (this->isShaderSupported)
{
glDisableVertexAttribArray(OGLVertexAttributeID_Position);
glDisableVertexAttribArray(OGLVertexAttributeID_TexCoord0);
glDisableVertexAttribArray(OGLVertexAttributeID_Color);
}
else
{
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
if (this->isVBOSupported)
{
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
}
}
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::SelectRenderingFramebuffer()
{
OGLRenderRef &OGLRef = *this->ref;
if (this->isMultisampledFBOSupported)
{
OGLRef.selectedRenderingFBO = CommonSettings.GFX3D_Renderer_Multisample ? OGLRef.fboMultisampleRenderID : OGLRef.fboFinalOutputID;
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.selectedRenderingFBO);
}
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::DownsampleFBO()
{
OGLRenderRef &OGLRef = *this->ref;
if (!this->isMultisampledFBOSupported || OGLRef.selectedRenderingFBO != OGLRef.fboMultisampleRenderID)
{
return OGLERROR_NOERR;
}
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, OGLRef.selectedRenderingFBO);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, OGLRef.fboFinalOutputID);
glBlitFramebufferEXT(0, 0, 256, 192, 0, 0, 256, 192, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.fboFinalOutputID);
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::ReadBackPixels()
{
static unsigned int bufferIndex = 0;
bufferIndex = (bufferIndex + 1) & 0x01;
this->doubleBufferIndex = bufferIndex;
if (this->isPBOSupported)
{
this->DownsampleFBO();
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, this->ref->pboRenderDataID[bufferIndex]);
glReadPixels(0, 0, 256, 192, GL_BGRA, GL_UNSIGNED_BYTE, 0);
glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0);
}
this->gpuScreen3DHasNewData[bufferIndex] = true;
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::DeleteTexture(const TexCacheItem *item)
{
this->ref->freeTextureIDs.push((GLuint)item->texid);
if(this->currTexture == item)
{
this->currTexture = NULL;
}
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::BeginRender(const GFX3D_State *renderState)
{
OGLRenderRef &OGLRef = *this->ref;
this->SelectRenderingFramebuffer();
if (this->isShaderSupported)
{
glUniform1i(OGLRef.uniformEnableAlphaTest, renderState->enableAlphaTest ? GL_TRUE : GL_FALSE);
glUniform1f(OGLRef.uniformAlphaTestRef, divide5bitBy31_LUT[renderState->alphaTestRef]);
glUniform1i(OGLRef.uniformToonShadingMode, renderState->shading);
glUniform1i(OGLRef.uniformWBuffer, renderState->wbuffer);
}
else
{
if(renderState->enableAlphaTest && (renderState->alphaTestRef > 0))
{
glAlphaFunc(GL_GEQUAL, divide5bitBy31_LUT[renderState->alphaTestRef]);
}
else
{
glAlphaFunc(GL_GREATER, 0);
}
}
if(renderState->enableAlphaBlending)
{
glEnable(GL_BLEND);
}
else
{
glDisable(GL_BLEND);
}
glDepthMask(GL_TRUE);
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::PreRender(const GFX3D_State *renderState, const VERTLIST *vertList, const POLYLIST *polyList, const INDEXLIST *indexList)
{
unsigned int vertIndexCount = 0;
if (!this->isShaderSupported)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
}
this->SetupVertices(vertList, polyList, indexList, &vertIndexCount);
this->EnableVertexAttributes(vertList, vertIndexCount);
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_2::DoRender(const GFX3D_State *renderState, const VERTLIST *vertList, const POLYLIST *polyList, const INDEXLIST *indexList)
{
OGLRenderRef &OGLRef = *this->ref;
@ -1918,32 +1975,7 @@ Render3DError OpenGLRenderer_1_2::DoRender(const GFX3D_State *renderState, const
Render3DError OpenGLRenderer_1_2::PostRender()
{
// Disable vertex attributes.
if (this->isVAOSupported)
{
glBindVertexArray(0);
}
else
{
if (this->isShaderSupported)
{
glDisableVertexAttribArray(OGLVertexAttributeID_Position);
glDisableVertexAttribArray(OGLVertexAttributeID_TexCoord0);
glDisableVertexAttribArray(OGLVertexAttributeID_Color);
}
else
{
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
if (this->isVBOSupported)
{
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
}
}
this->DisableVertexAttributes();
return OGLERROR_NOERR;
}
@ -2629,106 +2661,10 @@ Render3DError OpenGLRenderer_1_5::CreateVAOs()
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_5::ReadBackPixels()
{
static unsigned int bufferIndex = 0;
bufferIndex = (bufferIndex + 1) & 0x01;
this->doubleBufferIndex = bufferIndex;
if (this->isPBOSupported)
{
this->DownsampleFBO();
glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, this->ref->pboRenderDataID[bufferIndex]);
glReadPixels(0, 0, 256, 192, GL_BGRA, GL_UNSIGNED_BYTE, 0);
glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 0);
}
this->gpuScreen3DHasNewData[bufferIndex] = true;
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_5::PreRender(const GFX3D_State *renderState, const VERTLIST *vertList, const POLYLIST *polyList, const INDEXLIST *indexList)
Render3DError OpenGLRenderer_1_5::EnableVertexAttributes(const VERTLIST *vertList, const unsigned int vertIndexCount)
{
OGLRenderRef &OGLRef = *this->ref;
const unsigned int polyCount = polyList->count;
unsigned int vertIndexCount = 0;
if (!this->isShaderSupported)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
}
// Set up vertices
for(unsigned int i = 0; i < polyCount; i++)
{
const POLY *poly = &polyList->list[indexList->list[i]];
const unsigned int polyType = poly->type;
if (this->isShaderSupported)
{
for(unsigned int j = 0; j < polyType; j++)
{
const GLushort vertIndex = poly->vertIndexes[j];
// While we're looping through our vertices, add each vertex index to
// a buffer. For GFX3D_QUADS and GFX3D_QUAD_STRIP, we also add additional
// vertices here to convert them to GL_TRIANGLES, which are much easier
// to work with and won't be deprecated in future OpenGL versions.
OGLRef.vertIndexBuffer[vertIndexCount++] = vertIndex;
if (poly->vtxFormat == GFX3D_QUADS || poly->vtxFormat == GFX3D_QUAD_STRIP)
{
if (j == 2)
{
OGLRef.vertIndexBuffer[vertIndexCount++] = vertIndex;
}
else if (j == 3)
{
OGLRef.vertIndexBuffer[vertIndexCount++] = poly->vertIndexes[0];
}
}
}
}
else
{
const GLfloat thePolyAlpha = (!poly->isWireframe() && poly->isTranslucent()) ? divide5bitBy31_LUT[poly->getAttributeAlpha()] : 1.0f;
for(unsigned int j = 0; j < polyType; j++)
{
const GLushort vertIndex = poly->vertIndexes[j];
const GLushort colorIndex = vertIndex * 4;
// Consolidate the vertex color and the poly alpha to our internal color buffer
// so that OpenGL can use it.
const VERT *vert = &vertList->list[vertIndex];
OGLRef.color4fBuffer[colorIndex+0] = material_8bit_to_float[vert->color[0]];
OGLRef.color4fBuffer[colorIndex+1] = material_8bit_to_float[vert->color[1]];
OGLRef.color4fBuffer[colorIndex+2] = material_8bit_to_float[vert->color[2]];
OGLRef.color4fBuffer[colorIndex+3] = thePolyAlpha;
// While we're looping through our vertices, add each vertex index to a
// buffer. For GFX3D_QUADS and GFX3D_QUAD_STRIP, we also add additional
// vertices here to convert them to GL_TRIANGLES, which are much easier
// to work with and won't be deprecated in future OpenGL versions.
OGLRef.vertIndexBuffer[vertIndexCount++] = vertIndex;
if (poly->vtxFormat == GFX3D_QUADS || poly->vtxFormat == GFX3D_QUAD_STRIP)
{
if (j == 2)
{
OGLRef.vertIndexBuffer[vertIndexCount++] = vertIndex;
}
else if (j == 3)
{
OGLRef.vertIndexBuffer[vertIndexCount++] = poly->vertIndexes[0];
}
}
}
}
}
// Assign vertex attributes based on which OpenGL features we have.
if (this->isVAOSupported)
{
glBindVertexArray(OGLRef.vaoMainStatesID);
@ -2775,9 +2711,8 @@ Render3DError OpenGLRenderer_1_5::PreRender(const GFX3D_State *renderState, cons
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_5::PostRender()
Render3DError OpenGLRenderer_1_5::DisableVertexAttributes()
{
// Disable vertex attributes.
if (this->isVAOSupported)
{
glBindVertexArray(0);
@ -2804,6 +2739,26 @@ Render3DError OpenGLRenderer_1_5::PostRender()
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_5::ReadBackPixels()
{
static unsigned int bufferIndex = 0;
bufferIndex = (bufferIndex + 1) & 0x01;
this->doubleBufferIndex = bufferIndex;
if (this->isPBOSupported)
{
this->DownsampleFBO();
glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, this->ref->pboRenderDataID[bufferIndex]);
glReadPixels(0, 0, 256, 192, GL_BGRA, GL_UNSIGNED_BYTE, 0);
glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 0);
}
this->gpuScreen3DHasNewData[bufferIndex] = true;
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_1_5::RenderFinish()
{
const unsigned int i = this->doubleBufferIndex;
@ -2981,42 +2936,12 @@ Render3DError OpenGLRenderer_2_0::InitFinalRenderStates(const std::set<std::stri
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_2_0::BeginRender(const GFX3D_State *renderState)
{
OGLRenderRef &OGLRef = *this->ref;
glUniform1i(OGLRef.uniformEnableAlphaTest, renderState->enableAlphaTest ? GL_TRUE : GL_FALSE);
glUniform1f(OGLRef.uniformAlphaTestRef, divide5bitBy31_LUT[renderState->alphaTestRef]);
glUniform1i(OGLRef.uniformToonShadingMode, renderState->shading);
glUniform1i(OGLRef.uniformWBuffer, renderState->wbuffer);
if(renderState->enableAlphaBlending)
{
glEnable(GL_BLEND);
}
else
{
glDisable(GL_BLEND);
}
if (this->isMultisampledFBOSupported)
{
OGLRef.selectedRenderingFBO = CommonSettings.GFX3D_Renderer_Multisample ? OGLRef.fboMultisampleRenderID : OGLRef.fboFinalOutputID;
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.selectedRenderingFBO);
}
glDepthMask(GL_TRUE);
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_2_0::PreRender(const GFX3D_State *renderState, const VERTLIST *vertList, const POLYLIST *polyList, const INDEXLIST *indexList)
Render3DError OpenGLRenderer_2_0::SetupVertices(const VERTLIST *vertList, const POLYLIST *polyList, const INDEXLIST *indexList, unsigned int *outIndexCount)
{
OGLRenderRef &OGLRef = *this->ref;
const unsigned int polyCount = polyList->count;
unsigned int vertIndexCount = 0;
// Set up vertices
for(unsigned int i = 0; i < polyCount; i++)
{
const POLY *poly = &polyList->list[indexList->list[i]];
@ -3045,7 +2970,15 @@ Render3DError OpenGLRenderer_2_0::PreRender(const GFX3D_State *renderState, cons
}
}
// Assign vertex attributes based on which OpenGL features we have.
*outIndexCount = vertIndexCount;
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_2_0::EnableVertexAttributes(const VERTLIST *vertList, const unsigned int vertIndexCount)
{
OGLRenderRef &OGLRef = *this->ref;
if (this->isVAOSupported)
{
glBindVertexArray(OGLRef.vaoMainStatesID);
@ -3072,107 +3005,8 @@ Render3DError OpenGLRenderer_2_0::PreRender(const GFX3D_State *renderState, cons
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_2_0::DoRender(const GFX3D_State *renderState, const VERTLIST *vertList, const POLYLIST *polyList, const INDEXLIST *indexList)
Render3DError OpenGLRenderer_2_0::DisableVertexAttributes()
{
OGLRenderRef &OGLRef = *this->ref;
u32 lastTexParams = 0;
u32 lastTexPalette = 0;
u32 lastPolyAttr = 0;
u32 lastViewport = 0xFFFFFFFF;
const unsigned int polyCount = polyList->count;
unsigned int vertIndexCount = 0;
GLenum polyPrimitive = 0;
bool needVertexUpload = true;
GLushort *indexBufferPtr = 0;
// Map GFX3D_QUADS and GFX3D_QUAD_STRIP to GL_TRIANGLES since we will convert them.
//
// Also map GFX3D_TRIANGLE_STRIP to GL_TRIANGLES. This is okay since this is actually
// how the POLY struct stores triangle strip vertices, which is in sets of 3 vertices
// each. This redefinition is necessary since uploading more than 3 indices at a time
// will cause glDrawElements() to draw the triangle strip incorrectly.
static const GLenum oglPrimitiveType[] = {GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES,
GL_LINE_LOOP, GL_LINE_LOOP, GL_LINE_STRIP, GL_LINE_STRIP};
static const unsigned int indexIncrementLUT[] = {3, 6, 3, 6, 3, 4, 3, 4};
// Render all polygons
for(unsigned int i = 0; i < polyCount; i++)
{
const POLY *poly = &polyList->list[indexList->list[i]];
polyPrimitive = oglPrimitiveType[poly->vtxFormat];
// Set up the polygon if it changed
if(lastPolyAttr != poly->polyAttr || i == 0)
{
lastPolyAttr = poly->polyAttr;
this->SetupPolygon(poly);
}
// Set up the texture if it changed
if(lastTexParams != poly->texParam || lastTexPalette != poly->texPalette || i == 0)
{
lastTexParams = poly->texParam;
lastTexPalette = poly->texPalette;
this->SetupTexture(poly, renderState->enableTexturing);
}
// Set up the viewport if it changed
if(lastViewport != poly->viewport || i == 0)
{
lastViewport = poly->viewport;
this->SetupViewport(poly);
}
vertIndexCount += indexIncrementLUT[poly->vtxFormat];
needVertexUpload = true;
// Look ahead to the next polygon to see if we can simply buffer the indices
// instead of uploading them now. We can buffer if all polygon states remain
// the same and we're not drawing a line loop or line strip.
if (i+1 < polyCount)
{
const POLY *nextPoly = &polyList->list[indexList->list[i+1]];
if (lastPolyAttr == nextPoly->polyAttr &&
lastTexParams == nextPoly->texParam &&
lastTexPalette == nextPoly->texPalette &&
polyPrimitive == oglPrimitiveType[nextPoly->vtxFormat] &&
polyPrimitive != GL_LINE_LOOP &&
polyPrimitive != GL_LINE_STRIP &&
oglPrimitiveType[nextPoly->vtxFormat] != GL_LINE_LOOP &&
oglPrimitiveType[nextPoly->vtxFormat] != GL_LINE_STRIP)
{
needVertexUpload = false;
}
}
// Upload the vertices if necessary.
if (needVertexUpload)
{
// In wireframe mode, redefine all primitives as GL_LINE_LOOP rather than
// setting the polygon mode to GL_LINE though glPolygonMode(). Not only is
// drawing more accurate this way, but it also allows GFX3D_QUADS and
// GFX3D_QUAD_STRIP primitives to properly draw as wireframe without the
// extra diagonal line.
if (poly->isWireframe())
{
polyPrimitive = GL_LINE_LOOP;
}
// Upload the vertices to the framebuffer.
glDrawElements(polyPrimitive, vertIndexCount, GL_UNSIGNED_SHORT, indexBufferPtr);
indexBufferPtr += vertIndexCount;
vertIndexCount = 0;
}
}
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_2_0::PostRender()
{
// Disable vertex attributes.
if (this->isVAOSupported)
{
glBindVertexArray(0);
@ -3190,6 +3024,41 @@ Render3DError OpenGLRenderer_2_0::PostRender()
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_2_0::BeginRender(const GFX3D_State *renderState)
{
OGLRenderRef &OGLRef = *this->ref;
this->SelectRenderingFramebuffer();
glUniform1i(OGLRef.uniformEnableAlphaTest, renderState->enableAlphaTest ? GL_TRUE : GL_FALSE);
glUniform1f(OGLRef.uniformAlphaTestRef, divide5bitBy31_LUT[renderState->alphaTestRef]);
glUniform1i(OGLRef.uniformToonShadingMode, renderState->shading);
glUniform1i(OGLRef.uniformWBuffer, renderState->wbuffer);
if(renderState->enableAlphaBlending)
{
glEnable(GL_BLEND);
}
else
{
glDisable(GL_BLEND);
}
glDepthMask(GL_TRUE);
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_2_0::PreRender(const GFX3D_State *renderState, const VERTLIST *vertList, const POLYLIST *polyList, const INDEXLIST *indexList)
{
unsigned int vertIndexCount = 0;
this->SetupVertices(vertList, polyList, indexList, &vertIndexCount);
this->EnableVertexAttributes(vertList, vertIndexCount);
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_2_0::SetupPolygon(const POLY *thePoly)
{
static unsigned int lastTexBlendMode = 0;

View File

@ -446,6 +446,10 @@ protected:
virtual void GetExtensionSet(std::set<std::string> *oglExtensionSet) = 0;
virtual Render3DError ExpandFreeTextures() = 0;
virtual Render3DError SetupVertices(const VERTLIST *vertList, const POLYLIST *polyList, const INDEXLIST *indexList, unsigned int *outIndexCount) = 0;
virtual Render3DError EnableVertexAttributes(const VERTLIST *vertList, const unsigned int vertIndexCount) = 0;
virtual Render3DError DisableVertexAttributes() = 0;
virtual Render3DError SelectRenderingFramebuffer() = 0;
virtual Render3DError DownsampleFBO() = 0;
virtual Render3DError ReadBackPixels() = 0;
@ -514,6 +518,10 @@ protected:
virtual void GetExtensionSet(std::set<std::string> *oglExtensionSet);
virtual Render3DError ExpandFreeTextures();
virtual Render3DError SetupVertices(const VERTLIST *vertList, const POLYLIST *polyList, const INDEXLIST *indexList, unsigned int *outIndexCount);
virtual Render3DError EnableVertexAttributes(const VERTLIST *vertList, const unsigned int vertIndexCount);
virtual Render3DError DisableVertexAttributes();
virtual Render3DError SelectRenderingFramebuffer();
virtual Render3DError DownsampleFBO();
virtual Render3DError ReadBackPixels();
@ -571,11 +579,10 @@ protected:
virtual void DestroyPBOs();
virtual Render3DError CreateVAOs();
virtual Render3DError EnableVertexAttributes(const VERTLIST *vertList, const unsigned int vertIndexCount);
virtual Render3DError DisableVertexAttributes();
virtual Render3DError ReadBackPixels();
virtual Render3DError PreRender(const GFX3D_State *renderState, const VERTLIST *vertList, const POLYLIST *polyList, const INDEXLIST *indexList);
virtual Render3DError PostRender();
public:
~OpenGLRenderer_1_5();
@ -588,10 +595,12 @@ protected:
virtual Render3DError InitExtensions();
virtual Render3DError InitFinalRenderStates(const std::set<std::string> *oglExtensionSet);
virtual Render3DError SetupVertices(const VERTLIST *vertList, const POLYLIST *polyList, const INDEXLIST *indexList, unsigned int *outIndexCount);
virtual Render3DError EnableVertexAttributes(const VERTLIST *vertList, const unsigned int vertIndexCount);
virtual Render3DError DisableVertexAttributes();
virtual Render3DError BeginRender(const GFX3D_State *renderState);
virtual Render3DError PreRender(const GFX3D_State *renderState, const VERTLIST *vertList, const POLYLIST *polyList, const INDEXLIST *indexList);
virtual Render3DError DoRender(const GFX3D_State *renderState, const VERTLIST *vertList, const POLYLIST *polyList, const INDEXLIST *indexList);
virtual Render3DError PostRender();
virtual Render3DError SetupPolygon(const POLY *thePoly);
virtual Render3DError SetupTexture(const POLY *thePoly, bool enableTexturing);

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@ -513,6 +513,39 @@ void OpenGLRenderer_3_2::GetExtensionSet(std::set<std::string> *oglExtensionSet)
}
}
Render3DError OpenGLRenderer_3_2::EnableVertexAttributes(const VERTLIST *vertList, const unsigned int vertIndexCount)
{
OGLRenderRef &OGLRef = *this->ref;
glBindVertexArray(OGLRef.vaoMainStatesID);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(VERT) * vertList->count, vertList);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, vertIndexCount * sizeof(GLushort), OGLRef.vertIndexBuffer);
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_3_2::DisableVertexAttributes()
{
glBindVertexArray(0);
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_3_2::SelectRenderingFramebuffer()
{
OGLRenderRef &OGLRef = *this->ref;
if (this->isMultisampledFBOSupported)
{
OGLRef.selectedRenderingFBO = CommonSettings.GFX3D_Renderer_Multisample ? OGLRef.fboMultisampleRenderID : OGLRef.fboFinalOutputID;
glBindFramebuffer(GL_FRAMEBUFFER, OGLRef.selectedRenderingFBO);
const GLenum drawBufferList = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, &drawBufferList);
}
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_3_2::DownsampleFBO()
{
OGLRenderRef &OGLRef = *this->ref;
@ -530,89 +563,6 @@ Render3DError OpenGLRenderer_3_2::DownsampleFBO()
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_3_2::BeginRender(const GFX3D_State *renderState)
{
OGLRenderRef &OGLRef = *this->ref;
glUniform1i(OGLRef.uniformEnableAlphaTest, renderState->enableAlphaTest ? GL_TRUE : GL_FALSE);
glUniform1f(OGLRef.uniformAlphaTestRef, divide5bitBy31_LUT[renderState->alphaTestRef]);
glUniform1i(OGLRef.uniformToonShadingMode, renderState->shading);
glUniform1i(OGLRef.uniformWBuffer, renderState->wbuffer);
if(renderState->enableAlphaBlending)
{
glEnable(GL_BLEND);
}
else
{
glDisable(GL_BLEND);
}
if (this->isMultisampledFBOSupported)
{
OGLRef.selectedRenderingFBO = CommonSettings.GFX3D_Renderer_Multisample ? OGLRef.fboMultisampleRenderID : OGLRef.fboFinalOutputID;
glBindFramebuffer(GL_FRAMEBUFFER, OGLRef.selectedRenderingFBO);
const GLenum drawBufferList = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(1, &drawBufferList);
}
glDepthMask(GL_TRUE);
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_3_2::PreRender(const GFX3D_State *renderState, const VERTLIST *vertList, const POLYLIST *polyList, const INDEXLIST *indexList)
{
OGLRenderRef &OGLRef = *this->ref;
const unsigned int polyCount = polyList->count;
unsigned int vertIndexCount = 0;
// Set up vertices
for(unsigned int i = 0; i < polyCount; i++)
{
const POLY *poly = &polyList->list[indexList->list[i]];
const unsigned int polyType = poly->type;
for(unsigned int j = 0; j < polyType; j++)
{
const GLushort vertIndex = poly->vertIndexes[j];
// While we're looping through our vertices, add each vertex index to
// a buffer. For GFX3D_QUADS and GFX3D_QUAD_STRIP, we also add additional
// vertices here to convert them to GL_TRIANGLES, which are much easier
// to work with and won't be deprecated in future OpenGL versions.
OGLRef.vertIndexBuffer[vertIndexCount++] = vertIndex;
if (poly->vtxFormat == GFX3D_QUADS || poly->vtxFormat == GFX3D_QUAD_STRIP)
{
if (j == 2)
{
OGLRef.vertIndexBuffer[vertIndexCount++] = vertIndex;
}
else if (j == 3)
{
OGLRef.vertIndexBuffer[vertIndexCount++] = poly->vertIndexes[0];
}
}
}
}
// Assign vertex attributes
glBindVertexArray(OGLRef.vaoMainStatesID);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(VERT) * vertList->count, vertList);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, vertIndexCount * sizeof(GLushort), OGLRef.vertIndexBuffer);
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_3_2::PostRender()
{
// Disable vertex attributes
glBindVertexArray(0);
return OGLERROR_NOERR;
}
Render3DError OpenGLRenderer_3_2::ClearUsingImage() const
{
OGLRenderRef &OGLRef = *this->ref;

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@ -71,12 +71,11 @@ protected:
virtual Render3DError SetupShaderIO();
virtual void GetExtensionSet(std::set<std::string> *oglExtensionSet);
virtual Render3DError EnableVertexAttributes(const VERTLIST *vertList, const unsigned int vertIndexCount);
virtual Render3DError DisableVertexAttributes();
virtual Render3DError SelectRenderingFramebuffer();
virtual Render3DError DownsampleFBO();
virtual Render3DError BeginRender(const GFX3D_State *renderState);
virtual Render3DError PreRender(const GFX3D_State *renderState, const VERTLIST *vertList, const POLYLIST *polyList, const INDEXLIST *indexList);
virtual Render3DError PostRender();
virtual Render3DError ClearUsingImage() const;
public: