/* gl2wrap_shim.c - vitaGL custom immediate mode shim Copyright (C) 2023 fgsfds This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. */ /* this is a "replacement" for vitaGL's immediate mode tailored specifically for xash this will only provide performance gains if vitaGL is built with DRAW_SPEEDHACK=1 since that makes it assume that all vertex data pointers are GPU-mapped */ #include "gl_local.h" #ifndef XASH_GL_STATIC #include "gl2_shim.h" #include //#include "xash3d_mathlib.h" #define MAX_SHADERLEN 4096 // increase this when adding more attributes #define MAX_PROGS 32 extern ref_api_t gEngfuncs; enum gl2wrap_attrib_e { GL2_ATTR_POS = 0, // 1 GL2_ATTR_COLOR = 1, // 2 GL2_ATTR_TEXCOORD0 = 2, // 4 GL2_ATTR_TEXCOORD1 = 3, // 8 GL2_ATTR_MAX }; // continuation of previous enum enum gl2wrap_flag_e { GL2_FLAG_ALPHA_TEST = GL2_ATTR_MAX, // 16 GL2_FLAG_FOG, // 32 GL2_FLAG_NORMAL, GL2_FLAG_MAX }; typedef struct { GLuint flags; GLint attridx[GL2_ATTR_MAX]; GLuint glprog; GLint ucolor; GLint ualpha; GLint utex0; GLint utex1; GLint ufog; GLint uMVP; } gl2wrap_prog_t; static const char *gl2wrap_vert_src = #include "vertex.glsl.inc" ; static const char *gl2wrap_frag_src = #include "fragment.glsl.inc" ; static int gl2wrap_init = 0; static struct { GLfloat *attrbuf[GL2_ATTR_MAX]; GLuint attrbufobj[GL2_ATTR_MAX]; GLuint cur_flags; GLint begin; GLint end; GLenum prim; GLfloat color[4]; GLfloat fog[4]; // color + density GLfloat alpharef; gl2wrap_prog_t progs[MAX_PROGS]; gl2wrap_prog_t *cur_prog; GLboolean uchanged; GLuint vao; } gl2wrap; static struct { float mvp[16], mv[16], pr[16], dummy[16]; GLenum mode; float *current; uint64_t update; } gl2wrap_matrix; //#define QUAD_BATCH #ifdef QUAD_BATCH static struct { unsigned int texture; unsigned int flags; GLboolean active; } gl2wrap_quad; #endif static const int gl2wrap_attr_size[GL2_ATTR_MAX] = { 3, 4, 2, 2 }; static const char *gl2wrap_flag_name[GL2_FLAG_MAX] = { "ATTR_POSITION", "ATTR_COLOR", "ATTR_TEXCOORD0", "ATTR_TEXCOORD1", "FEAT_ALPHA_TEST", "FEAT_FOG", "ATTR_NORMAL", }; static const char *gl2wrap_attr_name[GL2_ATTR_MAX] = { "inPosition", "inColor", "inTexCoord0", "inTexCoord1", }; // HACK: borrow alpha test and fog flags from internal vitaGL state static GLboolean alpha_test_state; static GLboolean fogging; static void APIENTRY (*rpglEnable)(GLenum e); static void APIENTRY (*rpglDisable)(GLenum e); static void APIENTRY (*rpglDrawElements )( GLenum mode, GLsizei count, GLenum type, const GLvoid *indices ); static void APIENTRY (*rpglDrawArrays )(GLenum mode, GLint first, GLsizei count); static void APIENTRY (*rpglDrawRangeElements )( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices ); static void APIENTRY (*rpglBindBufferARB)( GLenum buf, GLuint obj); #ifdef QUAD_BATCH void GL2_FlushPrims( void ); static void APIENTRY (*rpglBindTexture)( GLenum tex, GLuint obj); static void APIENTRY GL2_BindTexture( GLenum tex, GLuint obj) { if( gl2wrap_quad.texture != obj ) { GL2_FlushPrims(); gl2wrap_quad.texture = obj; } rpglBindTexture( tex, obj ); } #endif static char *GL_PrintInfoLog( GLhandleARB object ) { static char msg[8192]; int maxLength = 0; pglGetObjectParameterivARB( object, GL_OBJECT_INFO_LOG_LENGTH_ARB, &maxLength ); if( maxLength >= sizeof( msg )) { //ALERT( at_warning, "GL_PrintInfoLog: message exceeds %i symbols\n", sizeof( msg )); maxLength = sizeof( msg ) - 1; } pglGetInfoLogARB( object, maxLength, &maxLength, msg ); return msg; } static GLuint GL2_GenerateShader( gl2wrap_prog_t *prog, GLenum type ) { char *shader, shader_buf[MAX_SHADERLEN + 1]; char tmp[256]; int i; GLint status, len; GLuint id, loc; int version = 300; shader = shader_buf; //shader[0] = '\n'; shader[0] = 0; Q_snprintf(shader, MAX_SHADERLEN, "#version %d%s\n", version, version >= 300 && version < 330 ? " es":""); Q_snprintf(tmp, sizeof( tmp ), "#define VER %d\n", version); Q_strncat( shader, tmp, MAX_SHADERLEN ); for ( i = 0; i < GL2_FLAG_MAX; ++i ) { Q_snprintf( tmp, sizeof( tmp ), "#define %s %d\n", gl2wrap_flag_name[i], prog->flags & ( 1 << i ) ); Q_strncat( shader, tmp, MAX_SHADERLEN ); } loc = 0; for ( i = 0; i < GL2_ATTR_MAX; ++i ) { if ( prog->flags & ( 1 << i ) ) { Q_snprintf( tmp, sizeof( tmp ), "#define LOC_%s %d\n", gl2wrap_flag_name[i], loc++ ); Q_strncat( shader, tmp, MAX_SHADERLEN ); prog->attridx[i] = loc; } else { prog->attridx[i] = -1; } } if ( type == GL_FRAGMENT_SHADER_ARB ) Q_strncat( shader, gl2wrap_frag_src, MAX_SHADERLEN ); else Q_strncat( shader, gl2wrap_vert_src, MAX_SHADERLEN ); id = pglCreateShaderObjectARB( type ); len = Q_strlen( shader ); pglShaderSourceARB( id, 1, (void *)&shader, &len ); pglCompileShaderARB( id ); pglGetObjectParameterivARB( id, GL_OBJECT_COMPILE_STATUS_ARB, &status ); if ( status == GL_FALSE ) { gEngfuncs.Con_Reportf( S_ERROR "GL2_GenerateShader( 0x%04x, 0x%x ): compile failed: %s\n", prog->flags, type, GL_PrintInfoLog(id)); gEngfuncs.Con_DPrintf( "Shader text:\n%s\n\n", shader ); pglDeleteObjectARB( id ); return 0; } return id; } static gl2wrap_prog_t *GL2_GetProg( const GLuint flags ) { int i, loc, status; GLuint vp, fp, glprog; gl2wrap_prog_t *prog; // try to find existing prog matching this feature set if ( gl2wrap.cur_prog && gl2wrap.cur_prog->flags == flags ) return gl2wrap.cur_prog; for ( i = 0; i < MAX_PROGS; ++i ) { if ( gl2wrap.progs[i].flags == flags ) return &gl2wrap.progs[i]; else if ( gl2wrap.progs[i].flags == 0 ) break; } if ( i == MAX_PROGS ) { gEngfuncs.Host_Error( "GL2_GetProg(): Ran out of program slots for 0x%04x\n", flags ); return NULL; } // new prog; generate shaders gEngfuncs.Con_DPrintf( S_NOTE "GL2_GetProg(): Generating progs for 0x%04x\n", flags ); prog = &gl2wrap.progs[i]; prog->flags = flags; vp = GL2_GenerateShader( prog, GL_VERTEX_SHADER_ARB ); fp = GL2_GenerateShader( prog, GL_FRAGMENT_SHADER_ARB ); if ( !vp || !fp ) { prog->flags = 0; return NULL; } glprog = pglCreateProgramObjectARB(); pglAttachObjectARB( glprog, vp ); pglAttachObjectARB( glprog, fp ); loc = 0; for ( i = 0; i < GL2_ATTR_MAX; ++i ) { if ( flags & ( 1 << i ) ) { prog->attridx[i] = loc; pglBindAttribLocationARB( glprog, loc++, gl2wrap_attr_name[i] ); } else { prog->attridx[i] = -1; } } pglLinkProgramARB( glprog ); pglDeleteObjectARB( vp ); pglDeleteObjectARB( fp ); #ifndef XASH_GLES pglGetObjectParameterivARB( glprog, GL_OBJECT_LINK_STATUS_ARB, &status ); if ( status == GL_FALSE ) { gEngfuncs.Con_Reportf( S_ERROR "GL2_GetProg(): Failed linking progs for 0x%04x!\n%s\n", prog->flags, GL_PrintInfoLog(glprog) ); prog->flags = 0; pglDeleteObjectARB( glprog ); return NULL; } #endif prog->ucolor = pglGetUniformLocationARB( glprog, "uColor" ); prog->ualpha = pglGetUniformLocationARB( glprog, "uAlphaTest" ); prog->utex0 = pglGetUniformLocationARB( glprog, "uTex0" ); prog->utex1 = pglGetUniformLocationARB( glprog, "uTex1" ); prog->ufog = pglGetUniformLocationARB( glprog, "uFog" ); prog->uMVP = pglGetUniformLocationARB( glprog, "uMVP" ); pglUseProgramObjectARB( glprog ); // these never change if ( prog->flags & ( 1U << GL2_ATTR_TEXCOORD0 ) && prog->utex0 >= 0 ) pglUniform1iARB( prog->utex0, 0 ); if ( prog->flags & ( 1U << GL2_ATTR_TEXCOORD1 ) && prog->utex1 >= 0 ) pglUniform1iARB( prog->utex1, 1 ); if( gl2wrap.cur_prog ) pglUseProgramObjectARB( gl2wrap.cur_prog->glprog ); prog->glprog = glprog; gEngfuncs.Con_DPrintf( S_NOTE "GL2_GetProg(): Generated progs for 0x%04x\n", flags ); return prog; } static void GL2_UpdateMVP( gl2wrap_prog_t *prog); static gl2wrap_prog_t *GL2_SetProg( const GLuint flags ) { gl2wrap_prog_t *prog = NULL; if ( flags && ( prog = GL2_GetProg( flags ) ) ) { if ( prog != gl2wrap.cur_prog ) { pglUseProgramObjectARB( prog->glprog ); gl2wrap.uchanged = GL_TRUE; } if ( gl2wrap.uchanged ) { if ( prog->ualpha >= 0 ) pglUniform1fARB( prog->ualpha, gl2wrap.alpharef ); if ( prog->ucolor >= 0 ) pglUniform4fvARB( prog->ucolor, 1, gl2wrap.color ); if ( prog->ufog >= 0 ) pglUniform4fvARB( prog->ufog, 1, gl2wrap.fog ); gl2wrap.uchanged = GL_FALSE; } GL2_UpdateMVP( prog ); } else { pglUseProgramObjectARB( 0 ); } gl2wrap.cur_prog = prog; return prog; } #ifdef QUAD_BATCH #define TRIQUADS_SIZE 16384 #else #define TRIQUADS_SIZE 256 #endif unsigned short triquads_array[ TRIQUADS_SIZE * 6 ]; int GL2_ShimInit( void ) { int i; GLuint total, size; static const GLuint precache_progs[] = { 0x0001, // out = ucolor 0x0005, // out = tex0 * ucolor 0x0007, // out = tex0 * vcolor 0x0015, // out = tex0 * ucolor + FEAT_ALPHA_TEST 0x0021, // out = ucolor + FEAT_FOG 0x0025, // out = tex0 * ucolor + FEAT_FOG 0x0027, // out = tex0 * vcolor + FEAT_FOG 0x0035, // out = tex0 * ucolor + FEAT_ALPHA_TEST + FEAT_FOG }; if ( gl2wrap_init ) return 0; memset( &gl2wrap, 0, sizeof( gl2wrap ) ); for( i = 0; i < TRIQUADS_SIZE; i++ ) { triquads_array[i * 6] = i * 4; triquads_array[i * 6 + 1] = i * 4 + 1; triquads_array[i * 6 + 2] = i * 4 + 2; triquads_array[i * 6 + 3] = i * 4; triquads_array[i * 6 + 4] = i * 4 + 2; triquads_array[i * 6 + 5] = i * 4 + 3; } gl2wrap.color[0] = 1.f; gl2wrap.color[1] = 1.f; gl2wrap.color[2] = 1.f; gl2wrap.color[3] = 1.f; gl2wrap.uchanged = GL_TRUE; total = 0; if( glConfig.context == CONTEXT_TYPE_GL_CORE && pglGenVertexArrays ) pglGenVertexArrays(1, &gl2wrap.vao); if(gl2wrap.vao) pglBindVertexArray(gl2wrap.vao); for ( i = 0; i < GL2_ATTR_MAX; ++i ) { size = GL2_MAX_VERTS * gl2wrap_attr_size[i] * sizeof( GLfloat ); // TODO: rework storage, support MapBuffer gl2wrap.attrbuf[i] = memalign( 0x100, size ); if( gl2wrap.vao ) pglGenBuffersARB( 1, &gl2wrap.attrbufobj[i] ); total += size; } if(gl2wrap.vao) pglBindVertexArray(0); GL2_ShimInstall(); gEngfuncs.Con_DPrintf( S_NOTE "GL2_ShimInit(): %u bytes allocated for vertex buffer\n", total ); gEngfuncs.Con_DPrintf( S_NOTE "GL2_ShimInit(): Pre-generating %u progs...\n", (uint)(sizeof( precache_progs ) / sizeof( *precache_progs ) )); for ( i = 0; i < (int)( sizeof( precache_progs ) / sizeof( *precache_progs ) ); ++i ) GL2_GetProg( precache_progs[i] ); gl2wrap_init = 1; return 0; } void GL2_ShimShutdown( void ) { int i; if ( !gl2wrap_init ) return; pglFinish(); pglUseProgramObjectARB( 0 ); /* // FIXME: this sometimes causes the game to block on glDeleteProgram for up to a minute // but since this is only called on shutdown or game change, it should be fine to skip for ( i = 0; i < MAX_PROGS; ++i ) { if ( gl2wrap.progs[i].flags ) glDeleteProgram( gl2wrap.progs[i].glprog ); } */ for ( i = 0; i < GL2_ATTR_MAX; ++i ) free( gl2wrap.attrbuf[i] ); memset( &gl2wrap, 0, sizeof( gl2wrap ) ); gl2wrap_init = 0; } void GL2_ShimEndFrame( void ) { #ifdef QUAD_BATCH GL2_FlushPrims(); #endif gl2wrap.end = gl2wrap.begin = 0; } static void APIENTRY GL2_Begin( GLenum prim ) { int i; #ifdef QUAD_BATCH if( gl2wrap.prim == GL_QUADS && gl2wrap_quad.active ) { GLuint flags = gl2wrap.cur_flags; GLuint flags2 = gl2wrap.cur_flags; if( gl2wrap_quad.flags != flags || prim != GL_QUADS ) { GL2_FlushPrims(); } else if( gl2wrap_quad.flags == flags && prim == GL_QUADS ) return; } gl2wrap_quad.active = false; #endif gl2wrap.prim = prim; gl2wrap.begin = gl2wrap.end; // pos always enabled gl2wrap.cur_flags |= 1 << GL2_ATTR_POS; // disable all vertex attrib pointers if(gl2wrap.vao) pglBindVertexArray(gl2wrap.vao); for ( i = 0; i < GL2_ATTR_MAX; ++i ) pglDisableVertexAttribArrayARB( i ); } void GL2_FlushPrims( void ) { int i; GLuint flags = gl2wrap.cur_flags; GLint count = gl2wrap.end - gl2wrap.begin; gl2wrap_prog_t *prog; if ( !gl2wrap.prim || !count ) goto _leave; // end without begin // enable alpha test and fog if needed if ( alpha_test_state ) flags |= 1 << GL2_FLAG_ALPHA_TEST; if ( fogging ) flags |= 1 << GL2_FLAG_FOG; prog = GL2_SetProg( flags ); if ( !prog ) { gEngfuncs.Host_Error( "GL2_End(): Could not find program for flags 0x%04x!\n", flags ); goto _leave; } for ( i = 0; i < GL2_ATTR_MAX; ++i ) { if ( prog->attridx[i] >= 0 ) { pglEnableVertexAttribArrayARB( prog->attridx[i] ); if(gl2wrap.attrbufobj[i]) { pglBindBufferARB( GL_ARRAY_BUFFER_ARB, gl2wrap.attrbufobj[i] ); pglBufferDataARB( GL_ARRAY_BUFFER_ARB, gl2wrap_attr_size[i] * 4 * count, gl2wrap.attrbuf[i] + gl2wrap_attr_size[i] * gl2wrap.begin , GL_STATIC_DRAW_ARB ); pglVertexAttribPointerARB( prog->attridx[i], gl2wrap_attr_size[i], GL_FLOAT, GL_FALSE, 0, 0 ); } else pglVertexAttribPointerARB( prog->attridx[i], gl2wrap_attr_size[i], GL_FLOAT, GL_FALSE, 0, gl2wrap.attrbuf[i] + gl2wrap_attr_size[i] * gl2wrap.begin ); } } #if 1 //def XASH_GLES if(gl2wrap.prim == GL_QUADS) { if(count == 4) rpglDrawArrays( GL_TRIANGLE_FAN, 0, count ); else if(rpglDrawRangeElements) rpglDrawRangeElements( GL_TRIANGLES, 0, count, Q_min(count / 4 * 6,sizeof(triquads_array)/2), GL_UNSIGNED_SHORT, triquads_array ); else rpglDrawElements( GL_TRIANGLES, Q_min(count / 4 * 6,sizeof(triquads_array)/2), GL_UNSIGNED_SHORT, triquads_array ); } else if( gl2wrap.prim == GL_POLYGON ) rpglDrawArrays( GL_TRIANGLE_FAN, 0, count ); else #endif rpglDrawArrays( gl2wrap.prim, 0, count ); _leave: if(gl2wrap.vao) pglBindVertexArray(0); pglBindBufferARB( GL_ARRAY_BUFFER_ARB, 0 ); gl2wrap.prim = GL_NONE; gl2wrap.begin = gl2wrap.end; gl2wrap.cur_flags = 0; #ifdef QUAD_BATCH gl2wrap_quad.active = 0; #endif } static void APIENTRY GL2_End( void ) { int i; #ifdef QUAD_BATCH if( gl2wrap.prim == GL_QUADS ) { GLuint flags = gl2wrap.cur_flags; // enable alpha test and fog if needed /*if ( alpha_test_state ) flags |= 1 << GL2_FLAG_ALPHA_TEST; if ( fogging ) flags |= 1 << GL2_FLAG_FOG;*/ gl2wrap_quad.flags = flags; gl2wrap_quad.active = 1; return; } #endif GL2_FlushPrims(); } static void (* APIENTRY rpglTexImage2D)( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels ); static void APIENTRY GL2_TexImage2D( GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels ) { void *data = (void*)pixels; if( pixels && format == GL_RGBA && ( internalformat == GL_RGB || internalformat == GL_RGB8 || internalformat == GL_RGB5 || internalformat == GL_LUMINANCE || internalformat == GL_LUMINANCE8 || internalformat == GL_LUMINANCE4 )) // strip alpha from texture { unsigned char *in = data, *out; int i = 0, size = width * height * 4; data = out = (unsigned char*)malloc( size ); for( i = 0; i < size; i += 4, in += 4, out += 4 ) { memcpy( out, in, 3 ); out[3] = 255; } internalformat = format; } if( internalformat == GL_LUMINANCE8_ALPHA8 || internalformat == GL_RGB ) internalformat = GL_RGBA; rpglTexImage2D( target, level, internalformat, width, height, border, format, type, data ); if( data != pixels ) free(data); } static void (* APIENTRY rpglTexParameteri)( GLenum target, GLenum pname, GLint param ); static void APIENTRY GL2_TexParameteri( GLenum target, GLenum pname, GLint param ) { if ( pname == GL_TEXTURE_BORDER_COLOR ) { return; // not supported by opengl es } if ( ( pname == GL_TEXTURE_WRAP_S || pname == GL_TEXTURE_WRAP_T ) && param == GL_CLAMP ) { param = 0x812F; } rpglTexParameteri( target, pname, param ); } GLboolean (* APIENTRY rpglIsEnabled)(GLenum e); static GLboolean APIENTRY GL2_IsEnabled(GLenum e) { if(e == GL_FOG) return fogging; return rpglIsEnabled(e); } static void APIENTRY GL2_Vertex3f( GLfloat x, GLfloat y, GLfloat z ) { GLfloat *p = gl2wrap.attrbuf[GL2_ATTR_POS] + gl2wrap.end * 3; *p++ = x; *p++ = y; *p++ = z; ++gl2wrap.end; if ( gl2wrap.end >= GL2_MAX_VERTS ) { gEngfuncs.Con_DPrintf( S_ERROR "GL2_Vertex3f(): Vertex buffer overflow!\n" ); gl2wrap.end = gl2wrap.begin = 0; } } static void APIENTRY GL2_Vertex2f( GLfloat x, GLfloat y ) { GL2_Vertex3f( x, y, 0.f ); } static void APIENTRY GL2_Vertex3fv( const GLfloat *v ) { GL2_Vertex3f( v[0], v[1], v[2] ); } static void APIENTRY GL2_Color4f( GLfloat r, GLfloat g, GLfloat b, GLfloat a ) { #ifdef QUAD_BATCH if(gl2wrap_quad.active) { if( !(gl2wrap.color[0] == r && gl2wrap.color[1] == g && gl2wrap.color[2] == b && gl2wrap.color[3] == a) ) GL2_FlushPrims(); } #endif gl2wrap.color[0] = r; gl2wrap.color[1] = g; gl2wrap.color[2] = b; gl2wrap.color[3] = a; gl2wrap.uchanged = GL_TRUE; #ifdef QUAD_BATCH if(gl2wrap_quad.active) return; #endif if ( gl2wrap.prim ) { // HACK: enable color attribute if we're using color inside a Begin-End pair GLfloat *p = gl2wrap.attrbuf[GL2_ATTR_COLOR] + gl2wrap.end * 4; gl2wrap.cur_flags |= 1 << GL2_ATTR_COLOR; *p++ = r; *p++ = g; *p++ = b; *p++ = a; } } static void APIENTRY GL2_Color3f( GLfloat r, GLfloat g, GLfloat b ) { GL2_Color4f( r, g, b, 1.f ); } static void APIENTRY GL2_Color4ub( GLubyte r, GLubyte g, GLubyte b, GLubyte a ) { GL2_Color4f( (GLfloat)r / 255.f, (GLfloat)g / 255.f, (GLfloat)b / 255.f, (GLfloat)a / 255.f ); } static void APIENTRY GL2_Color4ubv( const GLubyte *v ) { GL2_Color4ub( v[0], v[1], v[2], v[3] ); } static void APIENTRY GL2_TexCoord2f( GLfloat u, GLfloat v ) { // by spec glTexCoord always updates texunit 0 GLfloat *p = gl2wrap.attrbuf[GL2_ATTR_TEXCOORD0] + gl2wrap.end * 2; gl2wrap.cur_flags |= 1 << GL2_ATTR_TEXCOORD0; *p++ = u; *p++ = v; } static void APIENTRY GL2_MultiTexCoord2f( GLenum tex, GLfloat u, GLfloat v ) { GLfloat *p; // assume there can only be two if ( tex == GL_TEXTURE0_ARB ) { p = gl2wrap.attrbuf[GL2_ATTR_TEXCOORD0] + gl2wrap.end * 2; gl2wrap.cur_flags |= 1 << GL2_ATTR_TEXCOORD0; } else { p = gl2wrap.attrbuf[GL2_ATTR_TEXCOORD1] + gl2wrap.end * 2; gl2wrap.cur_flags |= 1 << GL2_ATTR_TEXCOORD1; } *p++ = u; *p++ = v; } static void APIENTRY GL2_AlphaFunc( GLenum mode, GLfloat ref ) { gl2wrap.alpharef = ref; gl2wrap.uchanged = GL_TRUE; // mode is always GL_GREATER } static void APIENTRY GL2_Fogf( GLenum param, GLfloat val ) { if ( param == GL_FOG_DENSITY ) { gl2wrap.fog[3] = val; gl2wrap.uchanged = GL_TRUE; } } static void APIENTRY GL2_Fogfv( GLenum param, const GLfloat *val ) { if ( param == GL_FOG_COLOR ) { gl2wrap.fog[0] = val[0]; gl2wrap.fog[1] = val[1]; gl2wrap.fog[2] = val[2]; gl2wrap.uchanged = GL_TRUE; } } static void APIENTRY GL2_Enable( GLenum e ) { #ifdef QUAD_BATCH if( e == GL_BLEND || e == GL_ALPHA_TEST ) GL2_FlushPrims(); #endif if( e == GL_TEXTURE_2D ) {} else if( e == GL_FOG ) fogging = 1; else if( e == GL_ALPHA_TEST ) alpha_test_state = 1; else rpglEnable(e); } static void APIENTRY GL2_Disable( GLenum e ) { #ifdef QUAD_BATCH if( e == GL_BLEND || e == GL_ALPHA_TEST ) GL2_FlushPrims(); #endif if( e == GL_TEXTURE_2D ) {} else if( e == GL_FOG ) fogging = 0; else if( e == GL_ALPHA_TEST ) alpha_test_state = 0; else { rpglDisable(e); } } static void APIENTRY GL2_MatrixMode( GLenum m ) { // if(gl2wrap_matrix.mode == m) // return; #ifdef QUAD_BATCH GL2_FlushPrims(); #endif gl2wrap_matrix.mode = m; switch( m ) { case GL_MODELVIEW: gl2wrap_matrix.current = gl2wrap_matrix.mv; break; case GL_PROJECTION: gl2wrap_matrix.current = gl2wrap_matrix.pr; break; default: gl2wrap_matrix.current = gl2wrap_matrix.dummy; break; } } static void APIENTRY GL2_LoadIdentity( void ) { float *m = (float*)gl2wrap_matrix.current; m[1] = m[2] = m[3] = m[4] = 0.0f; m[6] = m[7] = m[8] = m[9] = 0.0f; m[11] = m[12] = m[13] = m[14] = 0.0f; m[0] = m[5] = m[10] = m[15] = 1.0f; gl2wrap_matrix.update = 0xFFFFFFFFFFFFFFFF; } static void APIENTRY GL2_Ortho(double l, double r, double b, double t, double n, double f) { GLfloat m0 = 2 / (r - l); GLfloat m5 = 2 / (t - b); GLfloat m10 = - 2 / (f - n); GLfloat m12 = - (r + l) / (r - l); GLfloat m13 = - (t + b) / (t - b); GLfloat m14 = - (f + n) / (f - n); float *m = gl2wrap_matrix.current; m[12] += m12 * m[0] + m13 * m[4] + m14 * m[8]; m[13] += m12 * m[1] + m13 * m[5] + m14 * m[9]; m[14] += m12 * m[2] + m13 * m[6] + m14 * m[10]; m[15] += m12 * m[3] + m13 * m[7] + m14 * m[11]; m[0] *= m0; m[1] *= m0; m[2] *= m0; m[3] *= m0; m[4] *= m5; m[5] *= m5; m[6] *= m5; m[7] *= m5; m[8] *= m10; m[9] *= m10; m[10] *= m10; m[11] *= m10; gl2wrap_matrix.update = 0xFFFFFFFFFFFFFFFF; } static void GL2_Mul4x4(const GLfloat *in0, const GLfloat *in1, GLfloat *out) { out[0] = in0[0] * in1[0] + in0[1] * in1[4] + in0[2] * in1[8] + in0[3] * in1[12]; out[1] = in0[0] * in1[1] + in0[1] * in1[5] + in0[2] * in1[9] + in0[3] * in1[13]; out[2] = in0[0] * in1[2] + in0[1] * in1[6] + in0[2] * in1[10] + in0[3] * in1[14]; out[3] = in0[0] * in1[3] + in0[1] * in1[7] + in0[2] * in1[11] + in0[3] * in1[15]; out[4] = in0[4] * in1[0] + in0[5] * in1[4] + in0[6] * in1[8] + in0[7] * in1[12]; out[5] = in0[4] * in1[1] + in0[5] * in1[5] + in0[6] * in1[9] + in0[7] * in1[13]; out[6] = in0[4] * in1[2] + in0[5] * in1[6] + in0[6] * in1[10] + in0[7] * in1[14]; out[7] = in0[4] * in1[3] + in0[5] * in1[7] + in0[6] * in1[11] + in0[7] * in1[15]; out[8] = in0[8] * in1[0] + in0[9] * in1[4] + in0[10] * in1[8] + in0[11] * in1[12]; out[9] = in0[8] * in1[1] + in0[9] * in1[5] + in0[10] * in1[9] + in0[11] * in1[13]; out[10] = in0[8] * in1[2] + in0[9] * in1[6] + in0[10] * in1[10] + in0[11] * in1[14]; out[11] = in0[8] * in1[3] + in0[9] * in1[7] + in0[10] * in1[11] + in0[11] * in1[15]; out[12] = in0[12] * in1[0] + in0[13] * in1[4] + in0[14] * in1[8] + in0[15] * in1[12]; out[13] = in0[12] * in1[1] + in0[13] * in1[5] + in0[14] * in1[9] + in0[15] * in1[13]; out[14] = in0[12] * in1[2] + in0[13] * in1[6] + in0[14] * in1[10] + in0[15] * in1[14]; out[15] = in0[12] * in1[3] + in0[13] * in1[7] + in0[14] * in1[11] + in0[15] * in1[15]; } static void GL2_UpdateMVP( gl2wrap_prog_t *prog ) { if( gl2wrap_matrix.update & ( 1U << prog->flags ) ) { gl2wrap_matrix.update &= ~( 1U << prog->flags ); GL2_Mul4x4( gl2wrap_matrix.mv, gl2wrap_matrix.pr, gl2wrap_matrix.mvp ); pglUniformMatrix4fvARB( prog->uMVP, 1, false, (void*)gl2wrap_matrix.mvp ); } } static void APIENTRY GL2_LoadMatrixf( const GLfloat *m ) { memcpy( gl2wrap_matrix.current, m, 16 * sizeof(float) ); gl2wrap_matrix.update = 0xFFFFFFFFFFFFFFFF; } static void ( APIENTRY*_pglDepthRangef)(GLfloat far, GLfloat near); static void APIENTRY GL2_DepthRange(GLdouble far, GLdouble near) { _pglDepthRangef(far, near); } typedef struct gl2wrap_arraypointer_s { const void *userptr; GLint size; GLenum type; GLsizei stride; GLuint vbo; } gl2wrap_arraypointer_t; static struct { gl2wrap_arraypointer_t ptr[GL2_ATTR_MAX]; unsigned int flags; unsigned int texture; GLuint vbo; } gl2wrap_arrays; static void GL2_SetPointer( int idx, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer ) { gl2wrap_arrays.ptr[idx].size = size; gl2wrap_arrays.ptr[idx].type = type; gl2wrap_arrays.ptr[idx].stride = stride; gl2wrap_arrays.ptr[idx].userptr = pointer; gl2wrap_arrays.ptr[idx].vbo = gl2wrap_arrays.vbo; } void GL2_VertexPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer ) { GL2_SetPointer( GL2_ATTR_POS, size, type, stride, pointer ); } void GL2_ColorPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer ) { GL2_SetPointer( GL2_ATTR_COLOR, size, type, stride, pointer ); } void GL2_TexCoordPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *pointer ) { GL2_SetPointer( GL2_ATTR_TEXCOORD0 + gl2wrap_arrays.texture, size, type, stride, pointer ); } static unsigned int GL2_GetArrIdx( GLenum array ) { switch (array) { case GL_VERTEX_ARRAY: return GL2_ATTR_POS; case GL_COLOR_ARRAY: return GL2_ATTR_COLOR; case GL_TEXTURE_COORD_ARRAY: ASSERT(gl2wrap_arrays.texture < 2); return GL2_ATTR_TEXCOORD0 + gl2wrap_arrays.texture; default: return 0; } } void GL2_EnableClientState( GLenum array ) { int idx = GL2_GetArrIdx(array); gl2wrap_arrays.flags |= 1 << idx; } void GL2_DisableClientState( GLenum array ) { unsigned int idx = GL2_GetArrIdx(array); gl2wrap_arrays.flags &= ~(1 << idx); } static void GL2_SetupArrays( GLuint start, GLuint end ) { unsigned int flags = gl2wrap_arrays.flags; gl2wrap_prog_t *prog; #ifdef QUAD_BATCH GL2_FlushPrims(); #endif if ( alpha_test_state ) flags |= 1 << GL2_FLAG_ALPHA_TEST; if ( fogging ) flags |= 1 << GL2_FLAG_FOG; prog = GL2_SetProg( flags );// | GL2_ATTR_TEXCOORD0 ); if( gl2wrap.vao ) pglBindVertexArray( gl2wrap.vao ); for( int i = 0; i < GL2_ATTR_MAX; i++ ) { if(prog->attridx[i] < 0) continue; if( flags & (1 << i) ) { pglEnableVertexAttribArrayARB( prog->attridx[i] ); rpglBindBufferARB( GL_ARRAY_BUFFER_ARB, gl2wrap_arrays.ptr[i].vbo ); pglVertexAttribPointerARB( prog->attridx[i], gl2wrap_arrays.ptr[i].size, gl2wrap_arrays.ptr[i].type, i == GL2_ATTR_COLOR, gl2wrap_arrays.ptr[i].stride, gl2wrap_arrays.ptr[i].userptr ); /* if(i == GL2_ATTR_TEXCOORD0) pglUniform1iARB( prog->utex0, 0 ); if(i == GL2_ATTR_TEXCOORD1) pglUniform1iARB( prog->utex1, 1 ); */ } else { pglDisableVertexAttribArrayARB( prog->attridx[i] ); } } rpglBindBufferARB( GL_ARRAY_BUFFER_ARB, gl2wrap_arrays.vbo ); } static void APIENTRY GL2_DrawElements( GLenum mode, GLsizei count, GLenum type, const GLvoid *indices ) { GL2_SetupArrays( 0, 0 ); rpglDrawElements( mode, count, type, indices ); } static void APIENTRY GL2_DrawRangeElements( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices ) { GL2_SetupArrays( start, end ); if(rpglDrawRangeElements) rpglDrawRangeElements( mode, start, end, count, type, indices ); else rpglDrawElements( mode, count, type, indices ); } static void APIENTRY GL2_DrawArrays( GLenum mode, GLint first, GLsizei count ) { GL2_SetupArrays( 0, count ); rpglDrawArrays( mode, first, count ); } static void APIENTRY GL2_BindBufferARB( GLenum buf, GLuint obj) { if( buf == GL_ARRAY_BUFFER_ARB ) gl2wrap_arrays.vbo = obj; rpglBindBufferARB( buf, obj ); } static void APIENTRY GL2_ActiveTextureARB( GLenum tex ) { //gl2wrap_arrays.texture = GL_TEXTURE0_ARB - tex; } static void APIENTRY GL2_ClientActiveTextureARB( GLenum tex ) { gl2wrap_arrays.texture = tex - GL_TEXTURE0_ARB; //pglActiveTextureARB(tex); } #define GL2_OVERRIDE_PTR( name ) \ { \ pgl ## name = GL2_ ## name; \ } #define GL2_OVERRIDE_PTR_B( name ) \ { \ rpgl ## name = pgl ## name; \ pgl ## name = GL2_ ## name; \ } static void APIENTRY stub( void ){} #define GL2_STUB( name ) \ { \ *((void**)&pgl ## name) = (void*)stub; \ } void GL2_ShimInstall( void ) { GL2_OVERRIDE_PTR( Vertex2f ) GL2_OVERRIDE_PTR( Vertex3f ) GL2_OVERRIDE_PTR( Vertex3fv ) GL2_OVERRIDE_PTR( Color3f ) GL2_OVERRIDE_PTR( Color4f ) GL2_OVERRIDE_PTR( Color4ub ) GL2_OVERRIDE_PTR( Color4ubv ) GL2_STUB( Normal3fv ) GL2_OVERRIDE_PTR( TexCoord2f ) GL2_OVERRIDE_PTR( MultiTexCoord2f ) GL2_OVERRIDE_PTR( AlphaFunc ) GL2_OVERRIDE_PTR( Fogf ) GL2_OVERRIDE_PTR( Fogfv ) GL2_STUB( Hint ) // fog GL2_OVERRIDE_PTR( Begin ) GL2_OVERRIDE_PTR( End ) GL2_OVERRIDE_PTR_B( Enable ) GL2_OVERRIDE_PTR_B( Disable ) GL2_OVERRIDE_PTR( MatrixMode ) GL2_OVERRIDE_PTR( LoadIdentity ) GL2_OVERRIDE_PTR( Ortho ) GL2_OVERRIDE_PTR( LoadMatrixf ) GL2_STUB( Scalef ) GL2_STUB( Translatef ) GL2_STUB( TexEnvi ) GL2_STUB( TexEnvf ) GL2_OVERRIDE_PTR( ClientActiveTextureARB ) //GL2_OVERRIDE_PTR( ActiveTextureARB ) GL2_STUB( Fogi ) GL2_STUB( ShadeModel ) #ifdef XASH_GLES _pglDepthRangef = gEngfuncs.GL_GetProcAddress("glDepthRangef"); GL2_STUB( PolygonMode ) GL2_STUB( PointSize ) GL2_OVERRIDE_PTR( DepthRange ) GL2_STUB( DrawBuffer ) #endif if( glConfig.context != CONTEXT_TYPE_GL ) { GL2_OVERRIDE_PTR_B( TexImage2D ) GL2_OVERRIDE_PTR_B( TexParameteri ) } GL2_OVERRIDE_PTR_B( IsEnabled ) GL2_OVERRIDE_PTR_B( DrawRangeElements ) GL2_OVERRIDE_PTR_B( DrawElements ) GL2_OVERRIDE_PTR_B( DrawArrays ) GL2_OVERRIDE_PTR_B( BindBufferARB ) GL2_OVERRIDE_PTR( EnableClientState ) GL2_OVERRIDE_PTR( DisableClientState ) GL2_OVERRIDE_PTR( VertexPointer ) GL2_OVERRIDE_PTR( ColorPointer ) GL2_OVERRIDE_PTR( TexCoordPointer ) #ifdef QUAD_BATCH GL2_OVERRIDE_PTR_B( BindTexture ) #endif } #endif