Exemplo n.º 1
0
void QuadRenderer::initializeGraphicsResources()
{
    LOOM_PROFILE_SCOPE(quadInit);

    lmLogInfo(gGFXQuadRendererLogGroup, "Initializing Graphics Resources");

    GL_Context* ctx = Graphics::context();

    // create the single initial vertex buffer
    ctx->glGenBuffers(1, &vertexBufferId);
    ctx->glBindBuffer(GL_ARRAY_BUFFER, vertexBufferId);
    ctx->glBufferData(GL_ARRAY_BUFFER, MAXBATCHQUADS * 4 * sizeof(VertexPosColorTex), 0, GL_STREAM_DRAW);
    ctx->glBindBuffer(GL_ARRAY_BUFFER, 0);

    // create the single, reused index buffer
    ctx->glGenBuffers(1, &indexBufferId);
    ctx->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferId);
    uint16_t *pIndex = (uint16_t*)lmAlloc(gQuadMemoryAllocator, sizeof(unsigned short) * 6 * MAXBATCHQUADS);
    uint16_t *pStart = pIndex;

    int j = 0;
    for (int i = 0; i < 6 * MAXBATCHQUADS; i += 6, j += 4, pIndex += 6)
    {
        pIndex[0] = j;
        pIndex[1] = j + 2;
        pIndex[2] = j + 1;
        pIndex[3] = j + 1;
        pIndex[4] = j + 2;
        pIndex[5] = j + 3;
    }

    ctx->glBufferData(GL_ELEMENT_ARRAY_BUFFER, MAXBATCHQUADS * 6 * sizeof(uint16_t), pStart, GL_STREAM_DRAW);
    ctx->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

    lmFree(gQuadMemoryAllocator, pStart);

    // Create the system memory buffer for quads.
    batchedVertices = static_cast<VertexPosColorTex*>(lmAlloc(gQuadMemoryAllocator, MAXBATCHQUADS * 4 * sizeof(VertexPosColorTex)));
}
Exemplo n.º 2
0
static void
Render()
{
    static float color[8][3] = {
        {1.0, 1.0, 0.0},
        {1.0, 0.0, 0.0},
        {0.0, 0.0, 0.0},
        {0.0, 1.0, 0.0},
        {0.0, 1.0, 1.0},
        {1.0, 1.0, 1.0},
        {1.0, 0.0, 1.0},
        {0.0, 0.0, 1.0}
    };
    static float cube[8][3] = {
        {0.5, 0.5, -0.5},
        {0.5, -0.5, -0.5},
        {-0.5, -0.5, -0.5},
        {-0.5, 0.5, -0.5},
        {-0.5, 0.5, 0.5},
        {0.5, 0.5, 0.5},
        {0.5, -0.5, 0.5},
        {-0.5, -0.5, 0.5}
    };

    /* Do our drawing, too. */
    ctx.glClearColor(0.0, 0.0, 0.0, 1.0);
    ctx.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    ctx.glBegin(GL_QUADS);

#ifdef SHADED_CUBE
    ctx.glColor3fv(color[0]);
    ctx.glVertex3fv(cube[0]);
    ctx.glColor3fv(color[1]);
    ctx.glVertex3fv(cube[1]);
    ctx.glColor3fv(color[2]);
    ctx.glVertex3fv(cube[2]);
    ctx.glColor3fv(color[3]);
    ctx.glVertex3fv(cube[3]);

    ctx.glColor3fv(color[3]);
    ctx.glVertex3fv(cube[3]);
    ctx.glColor3fv(color[4]);
    ctx.glVertex3fv(cube[4]);
    ctx.glColor3fv(color[7]);
    ctx.glVertex3fv(cube[7]);
    ctx.glColor3fv(color[2]);
    ctx.glVertex3fv(cube[2]);

    ctx.glColor3fv(color[0]);
    ctx.glVertex3fv(cube[0]);
    ctx.glColor3fv(color[5]);
    ctx.glVertex3fv(cube[5]);
    ctx.glColor3fv(color[6]);
    ctx.glVertex3fv(cube[6]);
    ctx.glColor3fv(color[1]);
    ctx.glVertex3fv(cube[1]);

    ctx.glColor3fv(color[5]);
    ctx.glVertex3fv(cube[5]);
    ctx.glColor3fv(color[4]);
    ctx.glVertex3fv(cube[4]);
    ctx.glColor3fv(color[7]);
    ctx.glVertex3fv(cube[7]);
    ctx.glColor3fv(color[6]);
    ctx.glVertex3fv(cube[6]);

    ctx.glColor3fv(color[5]);
    ctx.glVertex3fv(cube[5]);
    ctx.glColor3fv(color[0]);
    ctx.glVertex3fv(cube[0]);
    ctx.glColor3fv(color[3]);
    ctx.glVertex3fv(cube[3]);
    ctx.glColor3fv(color[4]);
    ctx.glVertex3fv(cube[4]);

    ctx.glColor3fv(color[6]);
    ctx.glVertex3fv(cube[6]);
    ctx.glColor3fv(color[1]);
    ctx.glVertex3fv(cube[1]);
    ctx.glColor3fv(color[2]);
    ctx.glVertex3fv(cube[2]);
    ctx.glColor3fv(color[7]);
    ctx.glVertex3fv(cube[7]);
#else /* flat cube */
    ctx.glColor3f(1.0, 0.0, 0.0);
    ctx.glVertex3fv(cube[0]);
    ctx.glVertex3fv(cube[1]);
    ctx.glVertex3fv(cube[2]);
    ctx.glVertex3fv(cube[3]);

    ctx.glColor3f(0.0, 1.0, 0.0);
    ctx.glVertex3fv(cube[3]);
    ctx.glVertex3fv(cube[4]);
    ctx.glVertex3fv(cube[7]);
    ctx.glVertex3fv(cube[2]);

    ctx.glColor3f(0.0, 0.0, 1.0);
    ctx.glVertex3fv(cube[0]);
    ctx.glVertex3fv(cube[5]);
    ctx.glVertex3fv(cube[6]);
    ctx.glVertex3fv(cube[1]);

    ctx.glColor3f(0.0, 1.0, 1.0);
    ctx.glVertex3fv(cube[5]);
    ctx.glVertex3fv(cube[4]);
    ctx.glVertex3fv(cube[7]);
    ctx.glVertex3fv(cube[6]);

    ctx.glColor3f(1.0, 1.0, 0.0);
    ctx.glVertex3fv(cube[5]);
    ctx.glVertex3fv(cube[0]);
    ctx.glVertex3fv(cube[3]);
    ctx.glVertex3fv(cube[4]);

    ctx.glColor3f(1.0, 0.0, 1.0);
    ctx.glVertex3fv(cube[6]);
    ctx.glVertex3fv(cube[1]);
    ctx.glVertex3fv(cube[2]);
    ctx.glVertex3fv(cube[7]);
#endif /* SHADED_CUBE */

    ctx.glEnd();

    ctx.glMatrixMode(GL_MODELVIEW);
    ctx.glRotatef(5.0, 1.0, 1.0, 1.0);
}
Exemplo n.º 3
0
int
main(int argc, char *argv[])
{
    int fsaa, accel;
    int value;
    int i, done;
    SDL_DisplayMode mode;
    SDL_Event event;
    Uint32 then, now, frames;
    int status;
    int dw, dh;

    /* Enable standard application logging */
    SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);

    /* Initialize parameters */
    fsaa = 0;
    accel = -1;

    /* Initialize test framework */
    state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
    if (!state) {
        return 1;
    }
    for (i = 1; i < argc;) {
        int consumed;

        consumed = SDLTest_CommonArg(state, i);
        if (consumed == 0) {
            if (SDL_strcasecmp(argv[i], "--fsaa") == 0 && i+1 < argc) {
                fsaa = atoi(argv[i+1]);
                consumed = 2;
            } else if (SDL_strcasecmp(argv[i], "--accel") == 0 && i+1 < argc) {
                accel = atoi(argv[i+1]);
                consumed = 2;
            } else {
                consumed = -1;
            }
        }
        if (consumed < 0) {
            SDL_Log("Usage: %s %s [--fsaa n] [--accel n]\n", argv[0],
                    SDLTest_CommonUsage(state));
            quit(1);
        }
        i += consumed;
    }

    /* Set OpenGL parameters */
    state->window_flags |= SDL_WINDOW_OPENGL;
    state->gl_red_size = 5;
    state->gl_green_size = 5;
    state->gl_blue_size = 5;
    state->gl_depth_size = 16;
    state->gl_double_buffer = 1;
    if (fsaa) {
        state->gl_multisamplebuffers = 1;
        state->gl_multisamplesamples = fsaa;
    }
    if (accel >= 0) {
        state->gl_accelerated = accel;
    }

    if (!SDLTest_CommonInit(state)) {
        quit(2);
    }

    /* Create OpenGL context */
    context = SDL_GL_CreateContext(state->windows[0]);
    if (!context) {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GL_CreateContext(): %s\n", SDL_GetError());
        quit(2);
    }
    
    /* Important: call this *after* creating the context */
    if (LoadContext(&ctx) < 0) {
        SDL_Log("Could not load GL functions\n");
        quit(2);
        return 0;
    }

    if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
        /* try late-swap-tearing first. If not supported, try normal vsync. */
        if (SDL_GL_SetSwapInterval(-1) == -1) {
            SDL_GL_SetSwapInterval(1);
        }
    } else {
        SDL_GL_SetSwapInterval(0);  /* disable vsync. */
    }

    SDL_GetCurrentDisplayMode(0, &mode);
    SDL_Log("Screen BPP    : %d\n", SDL_BITSPERPIXEL(mode.format));
    SDL_Log("Swap Interval : %d\n", SDL_GL_GetSwapInterval());
    SDL_GetWindowSize(state->windows[0], &dw, &dh);
    SDL_Log("Window Size   : %d,%d\n", dw, dh);
    SDL_GL_GetDrawableSize(state->windows[0], &dw, &dh);
    SDL_Log("Draw Size     : %d,%d\n", dw, dh);
    SDL_Log("\n");
    SDL_Log("Vendor        : %s\n", ctx.glGetString(GL_VENDOR));
    SDL_Log("Renderer      : %s\n", ctx.glGetString(GL_RENDERER));
    SDL_Log("Version       : %s\n", ctx.glGetString(GL_VERSION));
    SDL_Log("Extensions    : %s\n", ctx.glGetString(GL_EXTENSIONS));
    SDL_Log("\n");

    status = SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value);
    if (!status) {
        SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
    } else {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_RED_SIZE: %s\n", SDL_GetError());
    }
    status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
    if (!status) {
        SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
    } else {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_GREEN_SIZE: %s\n", SDL_GetError());
    }
    status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
    if (!status) {
        SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
    } else {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_BLUE_SIZE: %s\n", SDL_GetError());
    }
    status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
    if (!status) {
        SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", 16, value);
    } else {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_DEPTH_SIZE: %s\n", SDL_GetError());
    }
    if (fsaa) {
        status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value);
        if (!status) {
            SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
        } else {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
                   SDL_GetError());
        }
        status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
        if (!status) {
            SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
                   value);
        } else {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
                   SDL_GetError());
        }
    }
    if (accel >= 0) {
        status = SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value);
        if (!status) {
            SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested %d, got %d\n", accel,
                   value);
        } else {
            SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
                   SDL_GetError());
        }
    }

    /* Set rendering settings */
    ctx.glMatrixMode(GL_PROJECTION);
    ctx.glLoadIdentity();
    ctx.glOrtho(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0);
    ctx.glMatrixMode(GL_MODELVIEW);
    ctx.glLoadIdentity();
    ctx.glEnable(GL_DEPTH_TEST);
    ctx.glDepthFunc(GL_LESS);
    ctx.glShadeModel(GL_SMOOTH);
    
    /* Main render loop */
    frames = 0;
    then = SDL_GetTicks();
    done = 0;
    while (!done) {
        /* Check for events */
        ++frames;
        while (SDL_PollEvent(&event)) {
            SDLTest_CommonEvent(state, &event, &done);
        }
        for (i = 0; i < state->num_windows; ++i) {
            int w, h;
            if (state->windows[i] == NULL)
                continue;
            SDL_GL_MakeCurrent(state->windows[i], context);
            SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
            ctx.glViewport(0, 0, w, h);
            Render();
            SDL_GL_SwapWindow(state->windows[i]);
        }
    }

    /* Print out some timing information */
    now = SDL_GetTicks();
    if (now > then) {
        SDL_Log("%2.2f frames per second\n",
               ((double) frames * 1000) / (now - then));
    }
    quit(0);
    return 0;
}
Exemplo n.º 4
0
void QuadRenderer::submit()
{
    LOOM_PROFILE_SCOPE(quadSubmit);

    if (batchedVertexCount <= 0)
    {
        return;
    }

    numFrameSubmit++;

    TextureInfo &tinfo = *Texture::getTextureInfo(currentTexture);

    if (tinfo.handle != -1)
    {
        if (tinfo.visible) {

            GL_Context* ctx = Graphics::context();

            // On iPad 1, the PosColorTex shader, which multiplies texture color with
            // vertex color, is 5x slower than PosTex, which just draws the texture
            // unmodified. So we select the shader to use appropriately.

            //lmLogInfo(gGFXQuadRendererLogGroup, "Handle > %u", tinfo.handle);

            if (!Graphics_IsGLStateValid(GFX_OPENGL_STATE_QUAD))
            {
                sShaderStateValid = false;
                sTextureStateValid = false;
                sBlendStateValid = false;
            }
            
            ctx->glBindBuffer(GL_ARRAY_BUFFER, vertexBufferId);
            
            if (!sShaderStateValid)
            {
                Loom2D::Matrix mvp;
                mvp.copyFromMatrix4(Graphics::getMVP());
                sCurrentShader->setMVP(mvp);
                sCurrentShader->setTextureId(0);
                sCurrentShader->bind();

                sShaderStateValid = true;
            }
            
            if (!sTextureStateValid)
            {
                // Set up texture state.
                ctx->glActiveTexture(GL_TEXTURE0);
                ctx->glBindTexture(GL_TEXTURE_2D, tinfo.handle);

                if (tinfo.clampOnly) {
                    tinfo.wrapU = TEXTUREINFO_WRAP_CLAMP;
                    tinfo.wrapV = TEXTUREINFO_WRAP_CLAMP;
                }

                switch (tinfo.wrapU)
                {
                    case TEXTUREINFO_WRAP_CLAMP:
                        ctx->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
                        break;
                    case TEXTUREINFO_WRAP_MIRROR:
                        ctx->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
                        break;
                    case TEXTUREINFO_WRAP_REPEAT:
                        ctx->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
                        break;
                    default:
                        lmAssert(false, "Unsupported wrapU: %d", tinfo.wrapU);
                }
                switch (tinfo.wrapV)
                {
                    case TEXTUREINFO_WRAP_CLAMP:
                        ctx->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
                        break;
                    case TEXTUREINFO_WRAP_MIRROR:
                        ctx->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
                        break;
                    case TEXTUREINFO_WRAP_REPEAT:
                        ctx->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
                        break;
                    default:
                        lmAssert(false, "Unsupported wrapV: %d", tinfo.wrapV);
                }
                //*/

                switch (tinfo.smoothing)
                {
                    case TEXTUREINFO_SMOOTHING_NONE:
                        ctx->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, tinfo.mipmaps ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST);
                        ctx->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
                        break;
                    case TEXTUREINFO_SMOOTHING_BILINEAR:
                        ctx->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, tinfo.mipmaps ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR);
                        ctx->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
                        break;
                    default:
                        lmAssert(false, "Unsupported smoothing: %d", tinfo.smoothing);
                }
                
                sTextureStateValid = true;
            }

            if (!sBlendStateValid)
            {
                if (sBlendEnabled)
                {
                    ctx->glEnable(GL_BLEND);
                    ctx->glBlendFuncSeparate(sSrcBlend, sDstBlend, sSrcBlend, sDstBlend);
                }
                else
                {
                    ctx->glDisable(GL_BLEND);
                }

                sBlendStateValid = true;
            }
            
            Graphics_SetCurrentGLState(GFX_OPENGL_STATE_QUAD);
            
            // Setting the buffer to null supposedly enables better performance because it enables the driver to do some optimizations.
            ctx->glBufferData(GL_ARRAY_BUFFER, batchedVertexCount*sizeof(VertexPosColorTex), NULL, GL_STREAM_DRAW);
            ctx->glBufferData(GL_ARRAY_BUFFER, batchedVertexCount*sizeof(VertexPosColorTex), batchedVertices, GL_STREAM_DRAW);

            // And bind indices and draw.
            ctx->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferId);
            ctx->glDrawElements(GL_TRIANGLES,
                                                (GLsizei)(batchedVertexCount / 4 * 6), GL_UNSIGNED_SHORT,
                                                nullptr);
        }
    }
    
    batchedVertexCount = 0;
}