godot/drivers/gles3/rasterizer_gles3.cpp

349 lines
11 KiB
C++

#include "rasterizer_gles3.h"
#include "os/os.h"
#include "globals.h"
#include "gl_context/context_gl.h"
#include <string.h>
RasterizerStorage *RasterizerGLES3::get_storage() {
return storage;
}
RasterizerCanvas *RasterizerGLES3::get_canvas() {
return canvas;
}
RasterizerScene *RasterizerGLES3::get_scene() {
return scene;
}
#define _EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242
#define _EXT_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243
#define _EXT_DEBUG_CALLBACK_FUNCTION_ARB 0x8244
#define _EXT_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245
#define _EXT_DEBUG_SOURCE_API_ARB 0x8246
#define _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247
#define _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248
#define _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249
#define _EXT_DEBUG_SOURCE_APPLICATION_ARB 0x824A
#define _EXT_DEBUG_SOURCE_OTHER_ARB 0x824B
#define _EXT_DEBUG_TYPE_ERROR_ARB 0x824C
#define _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D
#define _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E
#define _EXT_DEBUG_TYPE_PORTABILITY_ARB 0x824F
#define _EXT_DEBUG_TYPE_PERFORMANCE_ARB 0x8250
#define _EXT_DEBUG_TYPE_OTHER_ARB 0x8251
#define _EXT_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143
#define _EXT_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144
#define _EXT_DEBUG_LOGGED_MESSAGES_ARB 0x9145
#define _EXT_DEBUG_SEVERITY_HIGH_ARB 0x9146
#define _EXT_DEBUG_SEVERITY_MEDIUM_ARB 0x9147
#define _EXT_DEBUG_SEVERITY_LOW_ARB 0x9148
#define _EXT_DEBUG_OUTPUT 0x92E0
#ifdef WINDOWS_ENABLED
#define GLAPIENTRY APIENTRY
#else
#define GLAPIENTRY
#endif
static void GLAPIENTRY _gl_debug_print(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const GLvoid *userParam)
{
if (type==_EXT_DEBUG_TYPE_OTHER_ARB)
return;
print_line("mesege");
char debSource[256], debType[256], debSev[256];
if(source == _EXT_DEBUG_SOURCE_API_ARB)
strcpy(debSource, "OpenGL");
else if(source == _EXT_DEBUG_SOURCE_WINDOW_SYSTEM_ARB)
strcpy(debSource, "Windows");
else if(source == _EXT_DEBUG_SOURCE_SHADER_COMPILER_ARB)
strcpy(debSource, "Shader Compiler");
else if(source == _EXT_DEBUG_SOURCE_THIRD_PARTY_ARB)
strcpy(debSource, "Third Party");
else if(source == _EXT_DEBUG_SOURCE_APPLICATION_ARB)
strcpy(debSource, "Application");
else if(source == _EXT_DEBUG_SOURCE_OTHER_ARB)
strcpy(debSource, "Other");
if(type == _EXT_DEBUG_TYPE_ERROR_ARB)
strcpy(debType, "Error");
else if(type == _EXT_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB)
strcpy(debType, "Deprecated behavior");
else if(type == _EXT_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB)
strcpy(debType, "Undefined behavior");
else if(type == _EXT_DEBUG_TYPE_PORTABILITY_ARB)
strcpy(debType, "Portability");
else if(type == _EXT_DEBUG_TYPE_PERFORMANCE_ARB)
strcpy(debType, "Performance");
else if(type == _EXT_DEBUG_TYPE_OTHER_ARB)
strcpy(debType, "Other");
if(severity == _EXT_DEBUG_SEVERITY_HIGH_ARB)
strcpy(debSev, "High");
else if(severity == _EXT_DEBUG_SEVERITY_MEDIUM_ARB)
strcpy(debSev, "Medium");
else if(severity == _EXT_DEBUG_SEVERITY_LOW_ARB)
strcpy(debSev, "Low");
String output = String()+ "GL ERROR: Source: " + debSource + "\tType: " + debType + "\tID: " + itos(id) + "\tSeverity: " + debSev + "\tMessage: " + message;
ERR_PRINTS(output);
}
typedef void (*DEBUGPROCARB)(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const char* message,
const void* userParam);
typedef void (* DebugMessageCallbackARB) (DEBUGPROCARB callback, const void *userParam);
void RasterizerGLES3::initialize() {
if (OS::get_singleton()->is_stdout_verbose()) {
print_line("Using GLES3 video driver");
}
#ifdef GLEW_ENABLED
GLuint res = glewInit();
ERR_FAIL_COND(res!=GLEW_OK);
if (OS::get_singleton()->is_stdout_verbose()) {
print_line(String("GLES2: Using GLEW ") + (const char*) glewGetString(GLEW_VERSION));
}
// Check for GL 2.1 compatibility, if not bail out
if (!glewIsSupported("GL_VERSION_3_0")) {
ERR_PRINT("Your system's graphic drivers seem not to support OpenGL 3.0+ / GLES 3.0, sorry :(\n"
"Try a drivers update, buy a new GPU or try software rendering on Linux; Godot will now crash with a segmentation fault.");
OS::get_singleton()->alert("Your system's graphic drivers seem not to support OpenGL 3.0+ / GLES 3.0, sorry :(\n"
"Godot Engine will self-destruct as soon as you acknowledge this error message.",
"Fatal error: Insufficient OpenGL / GLES drivers");
// TODO: If it's even possible, we should stop the execution without segfault and memory leaks :)
}
#endif
#ifdef GLAD_ENABLED
if(!gladLoadGL()) {
ERR_PRINT("Error initializing GLAD");
}
glEnable(_EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
glDebugMessageCallbackARB(_gl_debug_print, NULL);
glEnable(_EXT_DEBUG_OUTPUT);
#endif
/* glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_ERROR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_PORTABILITY_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_PERFORMANCE_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_OTHER_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE);
glDebugMessageInsertARB(
GL_DEBUG_SOURCE_API_ARB,
GL_DEBUG_TYPE_OTHER_ARB, 1,
GL_DEBUG_SEVERITY_HIGH_ARB,5, "hello");
*/
storage->initialize();
canvas->initialize();
scene->initialize();
}
void RasterizerGLES3::begin_frame(){
double time_total = double(OS::get_singleton()->get_ticks_usec())/1000000.0;
storage->frame.time[0]=time_total;
storage->frame.time[1]=Math::fmod(time_total,3600);
storage->frame.time[2]=Math::fmod(time_total,900);
storage->frame.time[3]=Math::fmod(time_total,60);
storage->frame.count++;
storage->update_dirty_multimeshes();
storage->update_dirty_skeletons();
storage->update_dirty_shaders();
storage->update_dirty_materials();
storage->info.render_object_count=0;
storage->info.render_material_switch_count=0;
storage->info.render_surface_switch_count=0;
storage->info.render_shader_rebind_count=0;
storage->info.render_vertices_count=0;
scene->iteration();
}
void RasterizerGLES3::set_current_render_target(RID p_render_target){
if (!p_render_target.is_valid() && storage->frame.current_rt && storage->frame.clear_request) {
//handle pending clear request, if the framebuffer was not cleared
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo);
print_line("unbind clear of: "+storage->frame.clear_request_color);
glClearColor(
storage->frame.clear_request_color.r,
storage->frame.clear_request_color.g,
storage->frame.clear_request_color.b,
storage->frame.clear_request_color.a );
glClear(GL_COLOR_BUFFER_BIT);
}
if (p_render_target.is_valid()) {
RasterizerStorageGLES3::RenderTarget * rt = storage->render_target_owner.getornull(p_render_target);
if (!rt) {
storage->frame.current_rt=NULL;
}
ERR_FAIL_COND(!rt);
storage->frame.current_rt=rt;
storage->frame.clear_request=false;
glViewport(0,0,rt->width,rt->height);
} else {
storage->frame.current_rt=NULL;
storage->frame.clear_request=false;
glViewport(0,0,OS::get_singleton()->get_window_size().width,OS::get_singleton()->get_window_size().height);
glBindFramebuffer(GL_FRAMEBUFFER,storage->config.system_fbo);
}
}
void RasterizerGLES3::restore_render_target() {
ERR_FAIL_COND(storage->frame.current_rt==NULL);
RasterizerStorageGLES3::RenderTarget * rt = storage->frame.current_rt;
glBindFramebuffer(GL_FRAMEBUFFER,rt->fbo);
glViewport(0,0,rt->width,rt->height);
}
void RasterizerGLES3::clear_render_target(const Color& p_color) {
ERR_FAIL_COND(!storage->frame.current_rt);
storage->frame.clear_request=true;
storage->frame.clear_request_color=p_color;
}
void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target,const Rect2& p_screen_rect,int p_screen){
ERR_FAIL_COND( storage->frame.current_rt );
RasterizerStorageGLES3::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
canvas->canvas_begin();
glDisable(GL_BLEND);
glBindFramebuffer(GL_FRAMEBUFFER,storage->config.system_fbo);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,rt->color);
canvas->draw_generic_textured_rect(p_screen_rect,Rect2(0,0,1,-1));
glBindTexture(GL_TEXTURE_2D,0);
canvas->canvas_end();
}
void RasterizerGLES3::end_frame(){
#if 0
canvas->canvas_begin();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
float vtx[8]={0,0,
0,1,
1,1,
1,0
};
glBindBuffer(GL_ARRAY_BUFFER,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, 0, vtx );
// glBindBuffer(GL_ARRAY_BUFFER,canvas->data.canvas_quad_vertices);
// glEnableVertexAttribArray(VS::ARRAY_VERTEX);
// glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, 0, 0 );
glBindVertexArray(canvas->data.canvas_quad_array);
canvas->draw_generic_textured_rect(Rect2(0,0,15,15),Rect2(0,0,1,1));
#endif
OS::get_singleton()->swap_buffers();
/* print_line("objects: "+itos(storage->info.render_object_count));
print_line("material chages: "+itos(storage->info.render_material_switch_count));
print_line("surface changes: "+itos(storage->info.render_surface_switch_count));
print_line("shader changes: "+itos(storage->info.render_shader_rebind_count));
print_line("vertices: "+itos(storage->info.render_vertices_count));
*/
}
void RasterizerGLES3::finalize(){
storage->finalize();
canvas->finalize();
}
Rasterizer *RasterizerGLES3::_create_current() {
return memnew( RasterizerGLES3 );
}
void RasterizerGLES3::make_current() {
_create_func=_create_current;
}
void RasterizerGLES3::register_config() {
GLOBAL_DEF("rendering/gles3/render_architecture",0);
Globals::get_singleton()->set_custom_property_info("rendering/gles3/render_architecture",PropertyInfo(Variant::INT,"",PROPERTY_HINT_ENUM,"Desktop,Mobile"));
GLOBAL_DEF("rendering/gles3/use_nearest_mipmap_filter",false);
GLOBAL_DEF("rendering/gles3/anisotropic_filter_level",4.0);
}
RasterizerGLES3::RasterizerGLES3()
{
storage = memnew( RasterizerStorageGLES3 );
canvas = memnew( RasterizerCanvasGLES3 );
scene = memnew( RasterizerSceneGLES3 );
canvas->storage=storage;
storage->canvas=canvas;
scene->storage=storage;
storage->scene=scene;
}
RasterizerGLES3::~RasterizerGLES3() {
memdelete(storage);
memdelete(canvas);
}