mirror of https://github.com/axmolengine/axmol.git
1639 lines
41 KiB
C++
1639 lines
41 KiB
C++
#include "GraphicsDevice.h"
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#include "EffekseerRendererGL.Base.h"
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#include "EffekseerRendererGL.GLExtension.h"
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#ifdef __ANDROID__
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#ifdef __ANDROID__DEBUG__
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#include "android/log.h"
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#define LOG(s) __android_log_print(ANDROID_LOG_DEBUG, "Tag", "%s", s)
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#else
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#define LOG(s) printf("%s", s)
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#endif
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#elif defined(_WIN32)
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#include <windows.h>
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#define LOG(s) OutputDebugStringA(s)
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#else
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#define LOG(s) printf("%s", s)
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#endif
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#undef min
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namespace EffekseerRendererGL
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{
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namespace Backend
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{
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Effekseer::CustomVector<GLint> GetVertexAttribLocations(const VertexLayoutRef& vertexLayout, const ShaderRef& shader)
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{
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Effekseer::CustomVector<GLint> ret;
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for (size_t i = 0; i < vertexLayout->GetElements().size(); i++)
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{
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const auto& element = vertexLayout->GetElements()[i];
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ret.emplace_back(glGetAttribLocation(shader->GetProgram(), element.Name.c_str()));
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}
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return ret;
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}
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void EnableLayouts(const VertexLayoutRef& vertexLayout, const Effekseer::CustomVector<GLint>& locations)
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{
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int32_t vertexSize = 0;
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for (size_t i = 0; i < vertexLayout->GetElements().size(); i++)
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{
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const auto& element = vertexLayout->GetElements()[i];
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vertexSize += Effekseer::Backend::GetVertexLayoutFormatSize(element.Format);
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}
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uint32_t offset = 0;
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for (size_t i = 0; i < vertexLayout->GetElements().size(); i++)
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{
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const auto& element = vertexLayout->GetElements()[i];
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const auto loc = locations[i];
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GLenum type = {};
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int32_t count = {};
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GLboolean isNormalized = false;
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if (element.Format == Effekseer::Backend::VertexLayoutFormat::R8G8B8A8_UINT)
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{
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count = 4;
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type = GL_UNSIGNED_BYTE;
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}
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else if (element.Format == Effekseer::Backend::VertexLayoutFormat::R8G8B8A8_UNORM)
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{
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count = 4;
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type = GL_UNSIGNED_BYTE;
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isNormalized = GL_TRUE;
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}
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else if (element.Format == Effekseer::Backend::VertexLayoutFormat::R32_FLOAT)
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{
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count = 1;
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type = GL_FLOAT;
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}
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else if (element.Format == Effekseer::Backend::VertexLayoutFormat::R32G32_FLOAT)
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{
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count = 2;
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type = GL_FLOAT;
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}
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else if (element.Format == Effekseer::Backend::VertexLayoutFormat::R32G32B32_FLOAT)
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{
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count = 3;
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type = GL_FLOAT;
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}
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else if (element.Format == Effekseer::Backend::VertexLayoutFormat::R32G32B32A32_FLOAT)
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{
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count = 4;
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type = GL_FLOAT;
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}
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else
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{
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assert(0);
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}
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if (loc >= 0)
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{
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glEnableVertexAttribArray(loc);
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glVertexAttribPointer(loc,
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count,
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type,
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isNormalized,
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vertexSize,
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reinterpret_cast<GLvoid*>(static_cast<size_t>(offset)));
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}
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offset += Effekseer::Backend::GetVertexLayoutFormatSize(element.Format);
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}
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}
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void DisableLayouts(const Effekseer::CustomVector<GLint>& locations)
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{
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for (size_t i = 0; i < locations.size(); i++)
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{
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auto loc = locations[i];
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if (loc >= 0)
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{
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glDisableVertexAttribArray(loc);
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}
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}
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}
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void StoreUniforms(const ShaderRef& shader, const UniformBufferRef& vertexUniform, const UniformBufferRef& fragmentUniform, bool transpose)
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{
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for (size_t i = 0; i < shader->GetLayout()->GetElements().size(); i++)
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{
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const auto& element = shader->GetLayout()->GetElements()[i];
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const auto loc = shader->GetUniformLocations()[i];
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if (loc < 0)
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{
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continue;
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}
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UniformBuffer* uniformBuffer = nullptr;
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if (element.Stage == Effekseer::Backend::ShaderStageType::Vertex)
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{
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uniformBuffer = static_cast<UniformBuffer*>(vertexUniform.Get());
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}
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else if (element.Stage == Effekseer::Backend::ShaderStageType::Pixel)
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{
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uniformBuffer = static_cast<UniformBuffer*>(fragmentUniform.Get());
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}
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if (uniformBuffer != nullptr)
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{
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if (element.Type == Effekseer::Backend::UniformBufferLayoutElementType::Vector4)
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{
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const auto& buffer = uniformBuffer->GetBuffer();
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assert(buffer.size() >= element.Offset + sizeof(float) * 4);
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glUniform4fv(loc, element.Count, reinterpret_cast<const GLfloat*>(buffer.data() + element.Offset));
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}
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else if (element.Type == Effekseer::Backend::UniformBufferLayoutElementType::Matrix44)
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{
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const auto& buffer = uniformBuffer->GetBuffer();
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assert(buffer.size() >= element.Offset + sizeof(float) * 4 * 4);
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glUniformMatrix4fv(loc, element.Count, transpose ? GL_TRUE : GL_FALSE, reinterpret_cast<const GLfloat*>(buffer.data() + element.Offset));
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}
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else
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{
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// Unimplemented
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assert(0);
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}
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}
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else
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{
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// Invalid
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assert(0);
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}
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}
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}
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void DeviceObject::OnLostDevice()
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{
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}
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void DeviceObject::OnResetDevice()
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{
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}
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VertexBuffer::VertexBuffer(GraphicsDevice* graphicsDevice)
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: graphicsDevice_(graphicsDevice)
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{
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ES_SAFE_ADDREF(graphicsDevice_);
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graphicsDevice_->Register(this);
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}
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VertexBuffer::~VertexBuffer()
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{
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graphicsDevice_->Unregister(this);
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Deallocate();
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ES_SAFE_RELEASE(graphicsDevice_);
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}
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bool VertexBuffer::Allocate(int32_t size, bool isDynamic)
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{
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resources_.resize(static_cast<size_t>(size));
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glGenBuffers(1, &buffer_);
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int arrayBufferBinding = 0;
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &arrayBufferBinding);
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glBindBuffer(GL_ARRAY_BUFFER, buffer_);
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glBufferData(GL_ARRAY_BUFFER, static_cast<uint32_t>(resources_.size()), nullptr, isDynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, arrayBufferBinding);
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return true;
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}
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void VertexBuffer::Deallocate()
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{
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if (buffer_ != 0)
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{
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glDeleteBuffers(1, &buffer_);
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buffer_ = 0;
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}
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}
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void VertexBuffer::OnLostDevice()
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{
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Deallocate();
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}
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void VertexBuffer::OnResetDevice()
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{
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Allocate(size_, isDynamic_);
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}
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bool VertexBuffer::Init(int32_t size, bool isDynamic)
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{
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size_ = size;
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isDynamic_ = isDynamic;
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return Allocate(size_, isDynamic_);
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}
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void VertexBuffer::UpdateData(const void* src, int32_t size, int32_t offset)
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{
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if (size == 0 || src == nullptr)
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{
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return;
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}
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bool isSupportedBufferRange = GLExt::IsSupportedBufferRange();
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#ifdef __ANDROID__
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isSupportedBufferRange = false;
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#endif
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int arrayBufferBinding = 0;
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &arrayBufferBinding);
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glBindBuffer(GL_ARRAY_BUFFER, buffer_);
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if (isSupportedBufferRange)
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{
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auto target = glMapBufferRange(GL_ARRAY_BUFFER, offset, size, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
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memcpy(target, src, size);
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glUnmapBuffer(GL_ARRAY_BUFFER);
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}
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else
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{
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memcpy(resources_.data() + offset, src, size);
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glBufferData(GL_ARRAY_BUFFER, static_cast<uint32_t>(resources_.size()), resources_.data(), isDynamic_ ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
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}
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glBindBuffer(GL_ARRAY_BUFFER, arrayBufferBinding);
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}
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IndexBuffer::IndexBuffer(GraphicsDevice* graphicsDevice)
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: graphicsDevice_(graphicsDevice)
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{
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ES_SAFE_ADDREF(graphicsDevice_);
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graphicsDevice_->Register(this);
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}
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IndexBuffer::~IndexBuffer()
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{
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graphicsDevice_->Unregister(this);
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Deallocate();
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ES_SAFE_RELEASE(graphicsDevice_);
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}
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bool IndexBuffer::Allocate(int32_t elementCount, int32_t stride)
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{
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resources_.resize(elementCount_ * stride_);
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glGenBuffers(1, &buffer_);
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int elementArrayBufferBinding = 0;
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glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &elementArrayBufferBinding);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer_);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, static_cast<uint32_t>(resources_.size()), nullptr, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementArrayBufferBinding);
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elementCount_ = elementCount;
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strideType_ = stride == 4 ? Effekseer::Backend::IndexBufferStrideType::Stride4 : Effekseer::Backend::IndexBufferStrideType::Stride2;
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return true;
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}
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void IndexBuffer::Deallocate()
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{
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if (buffer_ != 0)
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{
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glDeleteBuffers(1, &buffer_);
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buffer_ = 0;
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}
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}
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void IndexBuffer::OnLostDevice()
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{
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Deallocate();
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}
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void IndexBuffer::OnResetDevice()
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{
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Allocate(elementCount_, stride_);
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}
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bool IndexBuffer::Init(int32_t elementCount, int32_t stride)
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{
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elementCount_ = elementCount;
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stride_ = stride;
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return Allocate(elementCount_, stride_);
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}
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void IndexBuffer::UpdateData(const void* src, int32_t size, int32_t offset)
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{
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if (size == 0 || src == nullptr)
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{
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return;
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}
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memcpy(resources_.data() + offset, src, size);
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int elementArrayBufferBinding = 0;
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glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &elementArrayBufferBinding);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer_);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, static_cast<uint32_t>(resources_.size()), resources_.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementArrayBufferBinding);
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}
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bool UniformBuffer::Init(int32_t size, const void* initialData)
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{
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buffer_.resize(size);
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if (auto data = static_cast<const uint8_t*>(initialData))
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{
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buffer_.assign(data, data + size);
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}
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return true;
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}
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void UniformBuffer::UpdateData(const void* src, int32_t size, int32_t offset)
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{
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assert(buffer_.size() >= size + offset && offset >= 0);
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buffer_.resize(size);
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if (auto data = static_cast<const uint8_t*>(src))
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{
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memcpy(buffer_.data() + offset, src, size);
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}
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}
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Texture::Texture(GraphicsDevice* graphicsDevice)
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: graphicsDevice_(graphicsDevice)
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{
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ES_SAFE_ADDREF(graphicsDevice_);
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}
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Texture::~Texture()
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{
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if (onDisposed_)
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{
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onDisposed_();
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}
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else
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{
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if (buffer_ > 0)
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{
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glDeleteTextures(1, &buffer_);
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buffer_ = 0;
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}
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if (renderbuffer_ > 0)
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{
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glDeleteRenderbuffers(1, &renderbuffer_);
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}
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}
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ES_SAFE_RELEASE(graphicsDevice_);
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}
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bool Texture::Init(const Effekseer::Backend::TextureParameter& param, const Effekseer::CustomVector<uint8_t>& initialData)
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{
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if (graphicsDevice_->GetDeviceType() == OpenGLDeviceType::OpenGL2 || graphicsDevice_->GetDeviceType() == OpenGLDeviceType::OpenGLES2)
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{
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if ((param.Format == Effekseer::Backend::TextureFormatType::B8G8R8A8_UNORM ||
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param.Format == Effekseer::Backend::TextureFormatType::B8G8R8A8_UNORM_SRGB))
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{
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// not supported
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return false;
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}
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}
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bool woSampling = param.SampleCount <= 1;
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// Compressed texture
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auto isCompressed = param.Format == Effekseer::Backend::TextureFormatType::BC1 ||
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param.Format == Effekseer::Backend::TextureFormatType::BC2 ||
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param.Format == Effekseer::Backend::TextureFormatType::BC3 ||
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param.Format == Effekseer::Backend::TextureFormatType::BC1_SRGB ||
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param.Format == Effekseer::Backend::TextureFormatType::BC2_SRGB ||
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param.Format == Effekseer::Backend::TextureFormatType::BC3_SRGB;
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const size_t initialDataSize = initialData.size();
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const void* initialDataPtr = initialData.size() > 0 ? initialData.data() : nullptr;
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GLint bound = 0;
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int boundTarget = GL_TEXTURE_BINDING_2D;
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int target = GL_TEXTURE_2D;
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if (woSampling)
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{
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if ((param.Usage & Effekseer::Backend::TextureUsageType::Array) != Effekseer::Backend::TextureUsageType::None)
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{
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boundTarget = GL_TEXTURE_BINDING_2D_ARRAY;
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target = GL_TEXTURE_2D_ARRAY;
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}
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else if (param.Dimension == 3)
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{
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boundTarget = GL_TEXTURE_BINDING_3D;
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target = GL_TEXTURE_3D;
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}
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glGetIntegerv(boundTarget, &bound);
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glGenTextures(1, &buffer_);
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glBindTexture(target, buffer_);
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}
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else
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{
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if (isCompressed)
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{
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return false;
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}
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glGetIntegerv(GL_RENDERBUFFER_BINDING, &bound);
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glGenRenderbuffers(1, &renderbuffer_);
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glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer_);
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}
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if (isCompressed)
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{
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GLenum format = GL_RGBA;
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if (param.Format == Effekseer::Backend::TextureFormatType::BC1)
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{
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format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
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}
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else if (param.Format == Effekseer::Backend::TextureFormatType::BC2)
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{
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format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
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}
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else if (param.Format == Effekseer::Backend::TextureFormatType::BC3)
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{
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format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
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}
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else if (param.Format == Effekseer::Backend::TextureFormatType::BC1_SRGB)
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{
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format = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
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}
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else if (param.Format == Effekseer::Backend::TextureFormatType::BC2_SRGB)
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{
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format = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
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}
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else if (param.Format == Effekseer::Backend::TextureFormatType::BC3_SRGB)
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{
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format = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
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}
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glCompressedTexImage2D(target,
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0,
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format,
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param.Size[0],
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param.Size[1],
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0,
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static_cast<GLsizei>(initialDataSize),
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initialDataPtr);
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}
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else
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{
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GLuint internalFormat = GL_RGBA;
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GLenum format = GL_RGBA;
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GLenum type = GL_UNSIGNED_BYTE;
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if (param.Format == Effekseer::Backend::TextureFormatType::R8G8B8A8_UNORM)
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{
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internalFormat = GL_RGBA;
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format = GL_RGBA;
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type = GL_UNSIGNED_BYTE;
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}
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else if (param.Format == Effekseer::Backend::TextureFormatType::B8G8R8A8_UNORM)
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{
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internalFormat = GL_RGBA;
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format = GL_BGRA;
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type = GL_UNSIGNED_BYTE;
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}
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else if (param.Format == Effekseer::Backend::TextureFormatType::R8G8B8A8_UNORM_SRGB)
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{
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internalFormat = GL_SRGB8_ALPHA8;
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format = GL_RGBA;
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type = GL_UNSIGNED_BYTE;
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}
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else if (param.Format == Effekseer::Backend::TextureFormatType::B8G8R8A8_UNORM_SRGB)
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{
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internalFormat = GL_SRGB8_ALPHA8;
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format = GL_BGRA;
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type = GL_UNSIGNED_BYTE;
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}
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else if (param.Format == Effekseer::Backend::TextureFormatType::R8_UNORM)
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{
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internalFormat = GL_R8;
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format = GL_RED;
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type = GL_UNSIGNED_BYTE;
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}
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else if (param.Format == Effekseer::Backend::TextureFormatType::R16_FLOAT)
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{
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internalFormat = GL_R16F;
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format = GL_RED;
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type = GL_HALF_FLOAT;
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}
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else if (param.Format == Effekseer::Backend::TextureFormatType::R32_FLOAT)
|
|
{
|
|
internalFormat = GL_R16F;
|
|
format = GL_RED;
|
|
type = GL_FLOAT;
|
|
}
|
|
else if (param.Format == Effekseer::Backend::TextureFormatType::R16G16_FLOAT)
|
|
{
|
|
internalFormat = GL_RG16F;
|
|
format = GL_RG;
|
|
type = GL_HALF_FLOAT;
|
|
}
|
|
else if (param.Format == Effekseer::Backend::TextureFormatType::R16G16B16A16_FLOAT)
|
|
{
|
|
internalFormat = GL_RGBA16F;
|
|
format = GL_RGBA;
|
|
type = GL_HALF_FLOAT;
|
|
}
|
|
else if (param.Format == Effekseer::Backend::TextureFormatType::R32G32B32A32_FLOAT)
|
|
{
|
|
internalFormat = GL_RGBA32F;
|
|
format = GL_RGBA;
|
|
type = GL_FLOAT;
|
|
}
|
|
else
|
|
{
|
|
// not supported
|
|
Effekseer::Log(Effekseer::LogType::Error, "The format is not supported.(" + std::to_string(static_cast<int>(param.Format)) + ")");
|
|
return false;
|
|
}
|
|
|
|
if (woSampling)
|
|
{
|
|
if ((param.Usage & Effekseer::Backend::TextureUsageType::Array) != Effekseer::Backend::TextureUsageType::None)
|
|
{
|
|
glTexImage3D(target, 0, internalFormat, param.Size[0], param.Size[1], param.Size[2], 0, format, type, initialDataPtr);
|
|
}
|
|
else if (param.Dimension == 3)
|
|
{
|
|
glTexImage3D(target, 0, internalFormat, param.Size[0], param.Size[1], param.Size[2], 0, format, type, initialDataPtr);
|
|
}
|
|
else
|
|
{
|
|
glTexImage2D(target,
|
|
0,
|
|
internalFormat,
|
|
param.Size[0],
|
|
param.Size[1],
|
|
0,
|
|
format,
|
|
type,
|
|
initialDataPtr);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, param.SampleCount, internalFormat, param.Size[0], param.Size[1]);
|
|
}
|
|
}
|
|
|
|
if (param.MipLevelCount != 1)
|
|
{
|
|
glGenerateMipmap(target);
|
|
}
|
|
|
|
if (woSampling)
|
|
{
|
|
glBindTexture(target, bound);
|
|
}
|
|
else
|
|
{
|
|
glBindRenderbuffer(GL_RENDERBUFFER, bound);
|
|
}
|
|
|
|
target_ = target;
|
|
param_ = param;
|
|
return true;
|
|
}
|
|
|
|
bool Texture::Init(const Effekseer::Backend::RenderTextureParameter& param)
|
|
{
|
|
Effekseer::Backend::TextureParameter paramInternal;
|
|
paramInternal.Size = {param.Size[0], param.Size[1], 1};
|
|
paramInternal.Format = param.Format;
|
|
paramInternal.MipLevelCount = 1;
|
|
paramInternal.SampleCount = param.SamplingCount;
|
|
paramInternal.Dimension = 2;
|
|
paramInternal.Usage = Effekseer::Backend::TextureUsageType::RenderTarget;
|
|
return Init(paramInternal, {});
|
|
}
|
|
|
|
bool Texture::Init(const Effekseer::Backend::DepthTextureParameter& param)
|
|
{
|
|
GLint internalFormat = 0;
|
|
GLenum format = 0;
|
|
|
|
if (param.Format == Effekseer::Backend::TextureFormatType::D24S8)
|
|
{
|
|
format = GL_DEPTH_STENCIL;
|
|
internalFormat = GL_DEPTH24_STENCIL8;
|
|
}
|
|
else if (param.Format == Effekseer::Backend::TextureFormatType::D32S8)
|
|
{
|
|
format = GL_DEPTH_STENCIL;
|
|
internalFormat = GL_DEPTH32F_STENCIL8;
|
|
}
|
|
else if (param.Format == Effekseer::Backend::TextureFormatType::D32)
|
|
{
|
|
format = GL_DEPTH_COMPONENT;
|
|
internalFormat = GL_DEPTH_COMPONENT32;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
|
|
bool initWithBuffer = param.SamplingCount <= 1;
|
|
|
|
GLint bound = 0;
|
|
|
|
if (initWithBuffer)
|
|
{
|
|
glGetIntegerv(GL_TEXTURE_BINDING_2D, &bound);
|
|
glGenTextures(1, &buffer_);
|
|
glBindTexture(GL_TEXTURE_2D, buffer_);
|
|
}
|
|
else
|
|
{
|
|
glGetIntegerv(GL_RENDERBUFFER_BINDING, &bound);
|
|
glGenRenderbuffers(1, &renderbuffer_);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer_);
|
|
}
|
|
|
|
if (initWithBuffer)
|
|
{
|
|
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, param.Size[0], param.Size[1], 0, format, GL_FLOAT, nullptr);
|
|
}
|
|
else
|
|
{
|
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, param.SamplingCount, internalFormat, param.Size[0], param.Size[1]);
|
|
}
|
|
|
|
if (initWithBuffer)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, bound);
|
|
}
|
|
else
|
|
{
|
|
glBindRenderbuffer(GL_RENDERBUFFER, bound);
|
|
}
|
|
|
|
param_.Format = param.Format;
|
|
param_.Dimension = 2;
|
|
param_.Size = {param.Size[0], param.Size[1], 1};
|
|
param_.MipLevelCount = 1;
|
|
param_.SampleCount = param.SamplingCount;
|
|
param_.Usage = Effekseer::Backend::TextureUsageType::None;
|
|
return true;
|
|
}
|
|
|
|
bool Texture::Init(GLuint buffer, bool hasMipmap, const std::function<void()>& onDisposed)
|
|
{
|
|
if (buffer == 0)
|
|
return false;
|
|
|
|
buffer_ = buffer;
|
|
onDisposed_ = onDisposed;
|
|
|
|
// TODO : make correct
|
|
param_.Format = Effekseer::Backend::TextureFormatType::R8G8B8A8_UNORM;
|
|
param_.Dimension = 2;
|
|
param_.Size = {1, 1, 1};
|
|
param_.MipLevelCount = hasMipmap ? 2 : 1;
|
|
param_.SampleCount = 1;
|
|
param_.Usage = Effekseer::Backend::TextureUsageType::External;
|
|
return true;
|
|
}
|
|
|
|
bool VertexLayout::Init(const Effekseer::Backend::VertexLayoutElement* elements, int32_t elementCount)
|
|
{
|
|
elements_.resize(elementCount);
|
|
|
|
for (int32_t i = 0; i < elementCount; i++)
|
|
{
|
|
elements_[i] = elements[i];
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
Shader::Shader(GraphicsDevice* graphicsDevice)
|
|
: graphicsDevice_(graphicsDevice)
|
|
{
|
|
ES_SAFE_ADDREF(graphicsDevice_);
|
|
}
|
|
|
|
Shader::~Shader()
|
|
{
|
|
Reset();
|
|
|
|
ES_SAFE_RELEASE(graphicsDevice_);
|
|
}
|
|
|
|
bool Shader::Compile()
|
|
{
|
|
std::array<GLchar*, elementMax> vsCodePtr;
|
|
std::array<GLchar*, elementMax> psCodePtr;
|
|
std::array<GLint, elementMax> vsCodeLen;
|
|
std::array<GLint, elementMax> psCodeLen;
|
|
|
|
for (size_t i = 0; i < vsCodes_.size(); i++)
|
|
{
|
|
vsCodePtr[i] = const_cast<GLchar*>(vsCodes_[i].data());
|
|
vsCodeLen[i] = static_cast<GLint>(strlen(vsCodePtr[i]));
|
|
}
|
|
|
|
for (size_t i = 0; i < psCodes_.size(); i++)
|
|
{
|
|
psCodePtr[i] = const_cast<GLchar*>(psCodes_[i].data());
|
|
psCodeLen[i] = static_cast<GLint>(strlen(psCodePtr[i]));
|
|
}
|
|
|
|
GLint res_vs, res_fs, res_link = 0;
|
|
auto vert_shader = glCreateShader(GL_VERTEX_SHADER);
|
|
|
|
glShaderSource(vert_shader, vsCodes_.size(), const_cast<const GLchar**>(vsCodePtr.data()), vsCodeLen.data());
|
|
glCompileShader(vert_shader);
|
|
glGetShaderiv(vert_shader, GL_COMPILE_STATUS, &res_vs);
|
|
|
|
auto frag_shader = glCreateShader(GL_FRAGMENT_SHADER);
|
|
glShaderSource(frag_shader, psCodes_.size(), const_cast<const GLchar**>(psCodePtr.data()), psCodeLen.data());
|
|
glCompileShader(frag_shader);
|
|
glGetShaderiv(frag_shader, GL_COMPILE_STATUS, &res_fs);
|
|
|
|
// create shader program
|
|
auto program = glCreateProgram();
|
|
glAttachShader(program, vert_shader);
|
|
glAttachShader(program, frag_shader);
|
|
|
|
// link shaders
|
|
glLinkProgram(program);
|
|
glGetProgramiv(program, GL_LINK_STATUS, &res_link);
|
|
|
|
#ifndef NDEBUG
|
|
if (res_link == GL_FALSE)
|
|
{
|
|
// output errors
|
|
char log[512];
|
|
int32_t log_size;
|
|
glGetShaderInfoLog(vert_shader, sizeof(log), &log_size, log);
|
|
if (log_size > 0)
|
|
{
|
|
LOG(": Vertex Shader error.\n");
|
|
LOG(log);
|
|
}
|
|
glGetShaderInfoLog(frag_shader, sizeof(log), &log_size, log);
|
|
if (log_size > 0)
|
|
{
|
|
LOG(": Fragment Shader error.\n");
|
|
LOG(log);
|
|
}
|
|
glGetProgramInfoLog(program, sizeof(log), &log_size, log);
|
|
if (log_size > 0)
|
|
{
|
|
LOG(": Shader Link error.\n");
|
|
LOG(log);
|
|
}
|
|
}
|
|
#endif
|
|
// dispose shader objects
|
|
glDeleteShader(frag_shader);
|
|
glDeleteShader(vert_shader);
|
|
|
|
if (res_link == GL_FALSE)
|
|
{
|
|
glDeleteProgram(program);
|
|
return false;
|
|
}
|
|
|
|
program_ = program;
|
|
|
|
if (GLExt::IsSupportedVertexArray())
|
|
{
|
|
glGenVertexArrays(1, &vao_);
|
|
}
|
|
|
|
if (layout_ != nullptr)
|
|
{
|
|
textureLocations_.reserve(layout_->GetTextures().size());
|
|
for (size_t i = 0; i < layout_->GetTextures().size(); i++)
|
|
{
|
|
textureLocations_.emplace_back(glGetUniformLocation(program_, layout_->GetTextures()[i].c_str()));
|
|
}
|
|
|
|
uniformLocations_.reserve(layout_->GetElements().size());
|
|
for (size_t i = 0; i < layout_->GetElements().size(); i++)
|
|
{
|
|
uniformLocations_.emplace_back(glGetUniformLocation(program_, layout_->GetElements()[i].Name.c_str()));
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void Shader::Reset()
|
|
{
|
|
if (program_ > 0)
|
|
{
|
|
glDeleteProgram(program_);
|
|
}
|
|
|
|
if (vao_ > 0)
|
|
{
|
|
glDeleteVertexArrays(1, &vao_);
|
|
}
|
|
|
|
textureLocations_.clear();
|
|
uniformLocations_.clear();
|
|
}
|
|
|
|
bool Shader::Init(const Effekseer::CustomVector<Effekseer::StringView<char>>& vsCodes, const Effekseer::CustomVector<Effekseer::StringView<char>>& psCodes, Effekseer::Backend::UniformLayoutRef& layout)
|
|
{
|
|
layout_ = layout;
|
|
|
|
if (vsCodes.size() > elementMax || psCodes.size() > elementMax)
|
|
{
|
|
Effekseer::Log(Effekseer::LogType::Error, "There are too many elements.");
|
|
return false;
|
|
}
|
|
|
|
vsCodes_.resize(vsCodes.size());
|
|
|
|
for (size_t i = 0; i < vsCodes_.size(); i++)
|
|
{
|
|
vsCodes_[i] = vsCodes[i].data();
|
|
}
|
|
|
|
psCodes_.resize(psCodes.size());
|
|
|
|
for (size_t i = 0; i < psCodes_.size(); i++)
|
|
{
|
|
psCodes_[i] = psCodes[i].data();
|
|
}
|
|
|
|
Reset();
|
|
return Compile();
|
|
}
|
|
|
|
void Shader::OnLostDevice()
|
|
{
|
|
Reset();
|
|
}
|
|
|
|
void Shader::OnResetDevice()
|
|
{
|
|
Compile();
|
|
}
|
|
|
|
bool PipelineState::Init(const Effekseer::Backend::PipelineStateParameter& param)
|
|
{
|
|
param_ = param;
|
|
attribLocations_ = GetVertexAttribLocations(param_.VertexLayoutPtr.DownCast<Backend::VertexLayout>(), param_.ShaderPtr.DownCast<Backend::Shader>());
|
|
return true;
|
|
}
|
|
|
|
RenderPass::RenderPass(GraphicsDevice* graphicsDevice)
|
|
: graphicsDevice_(graphicsDevice)
|
|
{
|
|
ES_SAFE_ADDREF(graphicsDevice_);
|
|
}
|
|
|
|
RenderPass::~RenderPass()
|
|
{
|
|
if (buffer_ > 0)
|
|
{
|
|
glDeleteFramebuffers(1, &buffer_);
|
|
buffer_ = 0;
|
|
}
|
|
|
|
ES_SAFE_RELEASE(graphicsDevice_);
|
|
}
|
|
|
|
bool RenderPass::Init(Effekseer::FixedSizeVector<Effekseer::Backend::TextureRef, Effekseer::Backend::RenderTargetMax>& textures, Effekseer::Backend::TextureRef depthTexture)
|
|
{
|
|
for (int32_t i = 0; i < textures.size(); i++)
|
|
{
|
|
if (textures.at(i) == nullptr)
|
|
{
|
|
Effekseer::Log(Effekseer::LogType::Error, "RenderPass : textures " + std::to_string(i) + " must not be null.");
|
|
return false;
|
|
}
|
|
|
|
if ((textures.at(i)->GetParameter().Usage & Effekseer::Backend::TextureUsageType::RenderTarget) == Effekseer::Backend::TextureUsageType::None)
|
|
{
|
|
Effekseer::Log(Effekseer::LogType::Error, "RenderPass : textures " + std::to_string(i) + " must be Render.");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (depthTexture != nullptr && !Effekseer::Backend::IsDepthTextureFormat(depthTexture->GetParameter().Format))
|
|
{
|
|
Effekseer::Log(Effekseer::LogType::Error, "RenderPass : depthTexture must be Depth.");
|
|
return false;
|
|
}
|
|
|
|
textures_ = textures;
|
|
depthTexture_ = depthTexture;
|
|
|
|
glGenFramebuffers(1, &buffer_);
|
|
if (buffer_ == 0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
GLint backupFramebuffer;
|
|
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &backupFramebuffer);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, buffer_);
|
|
|
|
for (int32_t i = 0; i < textures.size(); i++)
|
|
{
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, static_cast<Texture*>(textures.at(i).Get())->GetBuffer(), 0);
|
|
}
|
|
|
|
if (depthTexture != nullptr)
|
|
{
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, static_cast<Texture*>(depthTexture.Get())->GetBuffer(), 0);
|
|
}
|
|
|
|
textures_ = textures;
|
|
depthTexture_ = depthTexture;
|
|
|
|
const GLenum bufs[] = {
|
|
GL_COLOR_ATTACHMENT0,
|
|
GL_COLOR_ATTACHMENT1,
|
|
GL_COLOR_ATTACHMENT2,
|
|
GL_COLOR_ATTACHMENT3,
|
|
};
|
|
glDrawBuffers(static_cast<GLsizei>(textures.size()), bufs);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, backupFramebuffer);
|
|
return true;
|
|
}
|
|
|
|
GraphicsDevice::GraphicsDevice(OpenGLDeviceType deviceType, bool isExtensionsEnabled)
|
|
: deviceType_(deviceType)
|
|
{
|
|
if (!GLExt::Initialize(deviceType, isExtensionsEnabled))
|
|
{
|
|
isValid_ = false;
|
|
}
|
|
|
|
if (deviceType == OpenGLDeviceType::OpenGL3 || deviceType == OpenGLDeviceType::OpenGLES3)
|
|
{
|
|
glGenSamplers(Effekseer::TextureSlotMax, samplers_.data());
|
|
}
|
|
|
|
{
|
|
GLint v;
|
|
glGetIntegerv(GL_MAX_VARYING_VECTORS, &v);
|
|
properties_[DevicePropertyType::MaxVaryingVectors] = v;
|
|
}
|
|
|
|
{
|
|
GLint v;
|
|
glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &v);
|
|
properties_[DevicePropertyType::MaxVertexUniformVectors] = v;
|
|
}
|
|
|
|
{
|
|
GLint v;
|
|
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &v);
|
|
properties_[DevicePropertyType::MaxFragmentUniformVectors] = v;
|
|
}
|
|
|
|
{
|
|
GLint v;
|
|
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &v);
|
|
properties_[DevicePropertyType::MaxVertexTextureImageUnits] = v;
|
|
}
|
|
|
|
{
|
|
GLint v;
|
|
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &v);
|
|
properties_[DevicePropertyType::MaxTextureImageUnits] = v;
|
|
}
|
|
|
|
glGenFramebuffers(1, &frameBufferTemp_);
|
|
}
|
|
|
|
GraphicsDevice::~GraphicsDevice()
|
|
{
|
|
glDeleteFramebuffers(1, &frameBufferTemp_);
|
|
|
|
if (isValid_)
|
|
{
|
|
if (deviceType_ == OpenGLDeviceType::OpenGL3 || deviceType_ == OpenGLDeviceType::OpenGLES3)
|
|
{
|
|
glDeleteSamplers(Effekseer::TextureSlotMax, samplers_.data());
|
|
}
|
|
}
|
|
}
|
|
|
|
bool GraphicsDevice::GetIsValid() const
|
|
{
|
|
return isValid_;
|
|
}
|
|
|
|
int GraphicsDevice::GetProperty(DevicePropertyType type) const
|
|
{
|
|
return properties_.at(type);
|
|
}
|
|
|
|
void GraphicsDevice::LostDevice()
|
|
{
|
|
for (auto& o : objects_)
|
|
{
|
|
o->OnLostDevice();
|
|
}
|
|
}
|
|
|
|
void GraphicsDevice::ResetDevice()
|
|
{
|
|
for (auto& o : objects_)
|
|
{
|
|
o->OnResetDevice();
|
|
}
|
|
}
|
|
|
|
OpenGLDeviceType GraphicsDevice::GetDeviceType() const
|
|
{
|
|
return deviceType_;
|
|
}
|
|
|
|
void GraphicsDevice::Register(DeviceObject* deviceObject)
|
|
{
|
|
objects_.insert(deviceObject);
|
|
}
|
|
|
|
void GraphicsDevice::Unregister(DeviceObject* deviceObject)
|
|
{
|
|
objects_.erase(deviceObject);
|
|
}
|
|
|
|
Effekseer::Backend::VertexBufferRef GraphicsDevice::CreateVertexBuffer(int32_t size, const void* initialData, bool isDynamic)
|
|
{
|
|
auto ret = Effekseer::MakeRefPtr<VertexBuffer>(this);
|
|
|
|
if (!ret->Init(size, isDynamic))
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
ret->UpdateData(initialData, size, 0);
|
|
|
|
return ret;
|
|
}
|
|
|
|
Effekseer::Backend::IndexBufferRef GraphicsDevice::CreateIndexBuffer(int32_t elementCount, const void* initialData, Effekseer::Backend::IndexBufferStrideType stride)
|
|
{
|
|
auto ret = Effekseer::MakeRefPtr<IndexBuffer>(this);
|
|
|
|
if (!ret->Init(elementCount, stride == Effekseer::Backend::IndexBufferStrideType::Stride4 ? 4 : 2))
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
ret->UpdateData(initialData, elementCount * (stride == Effekseer::Backend::IndexBufferStrideType::Stride4 ? 4 : 2), 0);
|
|
|
|
return ret;
|
|
}
|
|
|
|
Effekseer::Backend::TextureRef GraphicsDevice::CreateTexture(const Effekseer::Backend::TextureParameter& param, const Effekseer::CustomVector<uint8_t>& initialData)
|
|
{
|
|
auto ret = Effekseer::MakeRefPtr<Texture>(this);
|
|
|
|
if (!ret->Init(param, initialData))
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
Effekseer::Backend::TextureRef GraphicsDevice::CreateRenderTexture(const Effekseer::Backend::RenderTextureParameter& param)
|
|
{
|
|
auto ret = Effekseer::MakeRefPtr<Texture>(this);
|
|
|
|
if (!ret->Init(param))
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
Effekseer::Backend::TextureRef GraphicsDevice::CreateDepthTexture(const Effekseer::Backend::DepthTextureParameter& param)
|
|
{
|
|
auto ret = Effekseer::MakeRefPtr<Texture>(this);
|
|
|
|
if (!ret->Init(param))
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool GraphicsDevice::CopyTexture(Effekseer::Backend::TextureRef& dst, Effekseer::Backend::TextureRef& src, const std::array<int, 3>& dstPos, const std::array<int, 3>& srcPos, const std::array<int, 3>& size, int32_t dstLayer, int32_t srcLayer)
|
|
{
|
|
auto dstgl = dst.DownCast<Texture>();
|
|
auto srcgl = src.DownCast<Texture>();
|
|
|
|
if (srcgl->GetTarget() != GL_TEXTURE_2D)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (dstgl->GetTarget() != GL_TEXTURE_3D && dstgl->GetTarget() != GL_TEXTURE_2D_ARRAY) // use glCopyTexSubImage2D?
|
|
{
|
|
if (dstPos[2] != 0)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
GLint backupFramebuffer;
|
|
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &backupFramebuffer);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, frameBufferTemp_);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, srcgl->GetBuffer(), 0);
|
|
GLCheckError();
|
|
|
|
if (dstgl->GetTarget() == GL_TEXTURE_2D)
|
|
{
|
|
glBindTexture(dstgl->GetTarget(), dstgl->GetBuffer());
|
|
glCopyTexSubImage2D(dstgl->GetTarget(), 0, dstPos[0], dstPos[1], srcPos[0], srcPos[1], size[0], size[1]);
|
|
GLCheckError();
|
|
}
|
|
else
|
|
{
|
|
glBindTexture(dstgl->GetTarget(), dstgl->GetBuffer());
|
|
glCopyTexSubImage3D(dstgl->GetTarget(), 0, dstPos[0], dstPos[1], dstPos[2] + dstLayer, srcPos[0], srcPos[1], size[0], size[1]);
|
|
GLCheckError();
|
|
}
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, backupFramebuffer);
|
|
|
|
GLCheckError();
|
|
|
|
return true;
|
|
}
|
|
|
|
Effekseer::Backend::UniformBufferRef GraphicsDevice::CreateUniformBuffer(int32_t size, const void* initialData)
|
|
{
|
|
auto ret = Effekseer::MakeRefPtr<UniformBuffer>();
|
|
|
|
if (!ret->Init(size, initialData))
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
Effekseer::Backend::VertexLayoutRef GraphicsDevice::CreateVertexLayout(const Effekseer::Backend::VertexLayoutElement* elements, int32_t elementCount)
|
|
{
|
|
auto ret = Effekseer::MakeRefPtr<VertexLayout>();
|
|
|
|
if (!ret->Init(elements, elementCount))
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
Effekseer::Backend::RenderPassRef GraphicsDevice::CreateRenderPass(Effekseer::FixedSizeVector<Effekseer::Backend::TextureRef, Effekseer::Backend::RenderTargetMax>& textures, Effekseer::Backend::TextureRef& depthTexture)
|
|
{
|
|
auto ret = Effekseer::MakeRefPtr<RenderPass>(this);
|
|
|
|
if (!ret->Init(textures, depthTexture))
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
Effekseer::Backend::PipelineStateRef GraphicsDevice::CreatePipelineState(const Effekseer::Backend::PipelineStateParameter& param)
|
|
{
|
|
auto ret = Effekseer::MakeRefPtr<PipelineState>();
|
|
|
|
if (!ret->Init(param))
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
Effekseer::Backend::ShaderRef GraphicsDevice::CreateShaderFromKey(const char* key)
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
Effekseer::Backend::ShaderRef GraphicsDevice::CreateShaderFromCodes(const Effekseer::CustomVector<Effekseer::StringView<char>>& vsCodes, const Effekseer::CustomVector<Effekseer::StringView<char>>& psCodes, Effekseer::Backend::UniformLayoutRef layout)
|
|
{
|
|
auto ret = Effekseer::MakeRefPtr<Shader>(this);
|
|
|
|
if (!ret->Init(vsCodes, psCodes, layout))
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
void GraphicsDevice::SetViewport(int32_t x, int32_t y, int32_t width, int32_t height)
|
|
{
|
|
glViewport(x, y, width, height);
|
|
GLCheckError();
|
|
}
|
|
|
|
void GraphicsDevice::Draw(const Effekseer::Backend::DrawParameter& drawParam)
|
|
{
|
|
if (drawParam.VertexBufferPtr == nullptr ||
|
|
drawParam.IndexBufferPtr == nullptr ||
|
|
drawParam.PipelineStatePtr == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
auto pip = static_cast<PipelineState*>(drawParam.PipelineStatePtr.Get());
|
|
auto shader = static_cast<Shader*>(pip->GetParam().ShaderPtr.Get());
|
|
auto vertexLayout = static_cast<VertexLayout*>(pip->GetParam().VertexLayoutPtr.Get());
|
|
|
|
if (shader->GetLayout() == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
GLint currentVAO = 0;
|
|
|
|
if (GLExt::IsSupportedVertexArray())
|
|
{
|
|
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, ¤tVAO);
|
|
glBindVertexArray(shader->GetVAO());
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, static_cast<VertexBuffer*>(drawParam.VertexBufferPtr.Get())->GetBuffer());
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, static_cast<IndexBuffer*>(drawParam.IndexBufferPtr.Get())->GetBuffer());
|
|
glUseProgram(shader->GetProgram());
|
|
|
|
// textures
|
|
const auto textureCount = std::min(static_cast<int32_t>(shader->GetLayout()->GetTextures().size()), drawParam.TextureCount);
|
|
|
|
for (int32_t i = 0; i < textureCount; i++)
|
|
{
|
|
const auto textureSlot = shader->GetTextureLocations()[i];
|
|
|
|
if (textureSlot < 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
glUniform1i(textureSlot, i);
|
|
|
|
auto texture = static_cast<Texture*>(drawParam.TexturePtrs[i].Get());
|
|
if (texture != nullptr)
|
|
{
|
|
glActiveTexture(GL_TEXTURE0 + i);
|
|
glBindTexture(texture->GetTarget(), texture->GetBuffer());
|
|
|
|
GLCheckError();
|
|
|
|
static const GLint glfilterMin[] = {GL_NEAREST, GL_LINEAR_MIPMAP_LINEAR};
|
|
static const GLint glfilterMin_NoneMipmap[] = {GL_NEAREST, GL_LINEAR};
|
|
static const GLint glfilterMag[] = {GL_NEAREST, GL_LINEAR};
|
|
static const GLint glwrap[] = {GL_REPEAT, GL_CLAMP_TO_EDGE};
|
|
|
|
GLint filterMin = 0;
|
|
GLint filterMag = 0;
|
|
GLint wrap = 0;
|
|
|
|
if (drawParam.TextureSamplingTypes[i] == Effekseer::Backend::TextureSamplingType::Linear)
|
|
{
|
|
if (texture->GetParameter().MipLevelCount != 1)
|
|
{
|
|
filterMin = glfilterMin[1];
|
|
}
|
|
else
|
|
{
|
|
filterMin = glfilterMin_NoneMipmap[1];
|
|
}
|
|
filterMag = glfilterMag[1];
|
|
}
|
|
else
|
|
{
|
|
if (texture->GetParameter().MipLevelCount != 1)
|
|
{
|
|
filterMin = glfilterMin[0];
|
|
}
|
|
else
|
|
{
|
|
filterMin = glfilterMin_NoneMipmap[0];
|
|
}
|
|
filterMag = glfilterMag[0];
|
|
}
|
|
|
|
if (drawParam.TextureWrapTypes[i] == Effekseer::Backend::TextureWrapType::Clamp)
|
|
{
|
|
wrap = glwrap[1];
|
|
}
|
|
else
|
|
{
|
|
wrap = glwrap[0];
|
|
}
|
|
|
|
if (deviceType_ == OpenGLDeviceType::OpenGL3 || deviceType_ == OpenGLDeviceType::OpenGLES3)
|
|
{
|
|
glSamplerParameteri(samplers_[i], GL_TEXTURE_MAG_FILTER, filterMag);
|
|
glSamplerParameteri(samplers_[i], GL_TEXTURE_MIN_FILTER, filterMin);
|
|
glSamplerParameteri(samplers_[i], GL_TEXTURE_WRAP_S, wrap);
|
|
glSamplerParameteri(samplers_[i], GL_TEXTURE_WRAP_T, wrap);
|
|
glBindSampler(i, samplers_[i]);
|
|
}
|
|
else
|
|
{
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filterMag);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filterMin);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap);
|
|
}
|
|
|
|
GLCheckError();
|
|
}
|
|
}
|
|
|
|
GLCheckError();
|
|
|
|
// uniformss
|
|
StoreUniforms(pip->GetParam().ShaderPtr.DownCast<Backend::Shader>(),
|
|
drawParam.VertexUniformBufferPtr.DownCast<Backend::UniformBuffer>(),
|
|
drawParam.PixelUniformBufferPtr.DownCast<Backend::UniformBuffer>(),
|
|
false);
|
|
|
|
GLCheckError();
|
|
|
|
// layouts
|
|
auto vl = pip->GetParam().VertexLayoutPtr;
|
|
EnableLayouts(vl.DownCast<Backend::VertexLayout>(), pip->GetAttribLocations());
|
|
|
|
GLCheckError();
|
|
|
|
// States
|
|
GLint frontFace = 0;
|
|
glGetIntegerv(GL_FRONT_FACE, &frontFace);
|
|
|
|
if (GL_CW == frontFace)
|
|
{
|
|
if (pip->GetParam().Culling == Effekseer::Backend::CullingType::Clockwise)
|
|
{
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(GL_BACK);
|
|
}
|
|
else if (pip->GetParam().Culling == Effekseer::Backend::CullingType::CounterClockwise)
|
|
{
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(GL_FRONT);
|
|
}
|
|
else if (pip->GetParam().Culling == Effekseer::Backend::CullingType::DoubleSide)
|
|
{
|
|
glDisable(GL_CULL_FACE);
|
|
glCullFace(GL_FRONT_AND_BACK);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (pip->GetParam().Culling == Effekseer::Backend::CullingType::Clockwise)
|
|
{
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(GL_FRONT);
|
|
}
|
|
else if (pip->GetParam().Culling == Effekseer::Backend::CullingType::CounterClockwise)
|
|
{
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(GL_BACK);
|
|
}
|
|
else if (pip->GetParam().Culling == Effekseer::Backend::CullingType::DoubleSide)
|
|
{
|
|
glDisable(GL_CULL_FACE);
|
|
glCullFace(GL_FRONT_AND_BACK);
|
|
}
|
|
}
|
|
|
|
GLCheckError();
|
|
|
|
{
|
|
if (pip->GetParam().IsDepthTestEnabled || pip->GetParam().IsDepthWriteEnabled)
|
|
{
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
else
|
|
{
|
|
glDisable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
if (pip->GetParam().IsDepthTestEnabled)
|
|
{
|
|
std::array<GLenum, 8> depthFuncs;
|
|
depthFuncs[static_cast<int>(::Effekseer::Backend::DepthFuncType::Less)] = GL_LESS;
|
|
depthFuncs[static_cast<int>(::Effekseer::Backend::DepthFuncType::LessEqual)] = GL_LEQUAL;
|
|
depthFuncs[static_cast<int>(::Effekseer::Backend::DepthFuncType::NotEqual)] = GL_NOTEQUAL;
|
|
depthFuncs[static_cast<int>(::Effekseer::Backend::DepthFuncType::Equal)] = GL_EQUAL;
|
|
depthFuncs[static_cast<int>(::Effekseer::Backend::DepthFuncType::Greater)] = GL_GREATER;
|
|
depthFuncs[static_cast<int>(::Effekseer::Backend::DepthFuncType::GreaterEqual)] = GL_GEQUAL;
|
|
depthFuncs[static_cast<int>(::Effekseer::Backend::DepthFuncType::Never)] = GL_NEVER;
|
|
depthFuncs[static_cast<int>(::Effekseer::Backend::DepthFuncType::Always)] = GL_ALWAYS;
|
|
|
|
glDepthFunc(depthFuncs[static_cast<int>(pip->GetParam().DepthFunc)]);
|
|
}
|
|
else
|
|
{
|
|
glDepthFunc(GL_ALWAYS);
|
|
}
|
|
|
|
glDepthMask(pip->GetParam().IsDepthWriteEnabled);
|
|
}
|
|
|
|
{
|
|
if (pip->GetParam().IsBlendEnabled)
|
|
{
|
|
glEnable(GL_BLEND);
|
|
|
|
std::array<GLenum, 5> blendEq;
|
|
|
|
blendEq[static_cast<int>(::Effekseer::Backend::BlendEquationType::Add)] = GL_FUNC_ADD;
|
|
blendEq[static_cast<int>(::Effekseer::Backend::BlendEquationType::Sub)] = GL_FUNC_SUBTRACT;
|
|
blendEq[static_cast<int>(::Effekseer::Backend::BlendEquationType::ReverseSub)] = GL_FUNC_REVERSE_SUBTRACT;
|
|
blendEq[static_cast<int>(::Effekseer::Backend::BlendEquationType::Min)] = GL_MIN;
|
|
blendEq[static_cast<int>(::Effekseer::Backend::BlendEquationType::Max)] = GL_MAX;
|
|
|
|
std::array<GLenum, 10> blendFunc;
|
|
blendFunc[static_cast<int>(::Effekseer::Backend::BlendFuncType::Zero)] = GL_ZERO;
|
|
blendFunc[static_cast<int>(::Effekseer::Backend::BlendFuncType::One)] = GL_ONE;
|
|
blendFunc[static_cast<int>(::Effekseer::Backend::BlendFuncType::SrcColor)] = GL_SRC_COLOR;
|
|
blendFunc[static_cast<int>(::Effekseer::Backend::BlendFuncType::OneMinusSrcColor)] = GL_ONE_MINUS_SRC_COLOR;
|
|
blendFunc[static_cast<int>(::Effekseer::Backend::BlendFuncType::SrcAlpha)] = GL_SRC_ALPHA;
|
|
blendFunc[static_cast<int>(::Effekseer::Backend::BlendFuncType::OneMinusSrcAlpha)] = GL_ONE_MINUS_SRC_ALPHA;
|
|
blendFunc[static_cast<int>(::Effekseer::Backend::BlendFuncType::DstColor)] = GL_DST_COLOR;
|
|
blendFunc[static_cast<int>(::Effekseer::Backend::BlendFuncType::OneMinusDstColor)] = GL_ONE_MINUS_DST_COLOR;
|
|
blendFunc[static_cast<int>(::Effekseer::Backend::BlendFuncType::DstAlpha)] = GL_DST_ALPHA;
|
|
blendFunc[static_cast<int>(::Effekseer::Backend::BlendFuncType::OneMinusDstAlpha)] = GL_ONE_MINUS_DST_ALPHA;
|
|
|
|
glBlendEquationSeparate(blendEq[static_cast<int>(pip->GetParam().BlendEquationRGB)], blendEq[static_cast<int>(pip->GetParam().BlendEquationAlpha)]);
|
|
glBlendFuncSeparate(blendFunc[static_cast<int>(pip->GetParam().BlendSrcFunc)], blendFunc[static_cast<int>(pip->GetParam().BlendDstFunc)], blendFunc[static_cast<int>(pip->GetParam().BlendSrcFuncAlpha)], blendFunc[static_cast<int>(pip->GetParam().BlendDstFuncAlpha)]);
|
|
}
|
|
else
|
|
{
|
|
glDisable(GL_BLEND);
|
|
}
|
|
}
|
|
|
|
GLCheckError();
|
|
|
|
GLenum primitiveMode = {};
|
|
GLenum indexStrideType = {};
|
|
int32_t indexPerPrimitive = {};
|
|
|
|
if (pip->GetParam().Topology == Effekseer::Backend::TopologyType::Triangle)
|
|
{
|
|
primitiveMode = GL_TRIANGLES;
|
|
indexPerPrimitive = 3;
|
|
}
|
|
else if (pip->GetParam().Topology == Effekseer::Backend::TopologyType::Line)
|
|
{
|
|
primitiveMode = GL_LINES;
|
|
indexPerPrimitive = 2;
|
|
}
|
|
else if (pip->GetParam().Topology == Effekseer::Backend::TopologyType::Point)
|
|
{
|
|
primitiveMode = GL_POINTS;
|
|
indexPerPrimitive = 1;
|
|
}
|
|
|
|
int32_t indexStride = {};
|
|
if (drawParam.IndexBufferPtr->GetStrideType() == Effekseer::Backend::IndexBufferStrideType::Stride4)
|
|
{
|
|
indexStrideType = GL_UNSIGNED_INT;
|
|
indexStride = 4;
|
|
}
|
|
else if (drawParam.IndexBufferPtr->GetStrideType() == Effekseer::Backend::IndexBufferStrideType::Stride2)
|
|
{
|
|
indexStrideType = GL_UNSIGNED_SHORT;
|
|
indexStride = 2;
|
|
}
|
|
|
|
if (drawParam.InstanceCount > 1)
|
|
{
|
|
glDrawElementsInstanced(primitiveMode, indexPerPrimitive * drawParam.PrimitiveCount, indexStrideType, (void*)(drawParam.IndexOffset * indexStride), drawParam.InstanceCount);
|
|
}
|
|
else
|
|
{
|
|
glDrawElements(primitiveMode, indexPerPrimitive * drawParam.PrimitiveCount, indexStrideType, (void*)(drawParam.IndexOffset * indexStride));
|
|
}
|
|
|
|
DisableLayouts(pip->GetAttribLocations());
|
|
|
|
if (GLExt::IsSupportedVertexArray())
|
|
{
|
|
glBindVertexArray(currentVAO);
|
|
}
|
|
|
|
GLCheckError();
|
|
}
|
|
|
|
void GraphicsDevice::BeginRenderPass(Effekseer::Backend::RenderPassRef& renderPass, bool isColorCleared, bool isDepthCleared, Effekseer::Color clearColor)
|
|
{
|
|
const auto renderPassGL = static_cast<RenderPass*>(renderPass.Get());
|
|
if (renderPass != nullptr)
|
|
{
|
|
glBindFramebuffer(GL_FRAMEBUFFER, static_cast<RenderPass*>(renderPass.Get())->GetBuffer());
|
|
}
|
|
else
|
|
{
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
#if !defined(EMSCRIPTEN) && !defined(__EFFEKSEER_RENDERER_GLES2__) && !defined(__EFFEKSEER_RENDERER_GL2__) && !defined(__EFFEKSEER_RENDERER_GLES3__)
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glDrawBuffer(GL_BACK);
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#endif
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}
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if (renderPassGL != nullptr)
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{
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auto texture = renderPassGL->GetTextures().at(0);
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glViewport(0, 0, texture->GetParameter().Size[0], texture->GetParameter().Size[1]);
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}
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GLCheckError();
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GLbitfield flag = 0;
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if (isColorCleared)
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{
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flag |= GL_COLOR_BUFFER_BIT;
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glClearColor(clearColor.R / 255.0f, clearColor.G / 255.0f, clearColor.B / 255.0f, clearColor.A / 255.0f);
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GLCheckError();
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}
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if (isDepthCleared)
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{
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flag |= GL_DEPTH_BUFFER_BIT;
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}
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if (flag != 0)
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{
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glClear(flag);
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}
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GLCheckError();
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}
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void GraphicsDevice::EndRenderPass()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GLCheckError();
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}
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bool GraphicsDevice::UpdateUniformBuffer(Effekseer::Backend::UniformBufferRef& buffer, int32_t size, int32_t offset, const void* data)
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{
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if (buffer == nullptr)
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{
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return false;
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}
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auto b = static_cast<UniformBuffer*>(buffer.Get());
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b->UpdateData(data, size, offset);
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return true;
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}
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Effekseer::Backend::TextureRef GraphicsDevice::CreateTexture(GLuint buffer, bool hasMipmap, const std::function<void()>& onDisposed)
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{
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auto ret = Effekseer::MakeRefPtr<Texture>(this);
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if (!ret->Init(buffer, hasMipmap, onDisposed))
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{
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return nullptr;
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}
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return ret;
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}
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} // namespace Backend
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} // namespace EffekseerRendererGL
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