mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-17 02:49:19 +02:00
Require OpenGL 4.6 core context and regenerate glad
This commit is contained in:
@@ -1201,6 +1201,33 @@ int eu07_application::init_locale()
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return 0;
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}
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// the context of the required version couldn't be created. a context with default settings tells which version the
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// driver does provide, so the user can be told what is missing
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static std::string describe_gl_driver()
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{
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glfwDefaultWindowHints();
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glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
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auto *probe = glfwCreateWindow(64, 64, "eu07 opengl probe", nullptr, nullptr);
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if (probe == nullptr)
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return "no OpenGL context";
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glfwMakeContextCurrent(probe);
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std::string description;
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auto const getstring = reinterpret_cast<PFNGLGETSTRINGPROC>(glfwGetProcAddress("glGetString"));
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if (getstring != nullptr)
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{
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auto const text = [&](GLenum const Name) {
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auto const *value = reinterpret_cast<char const *>(getstring(Name));
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return std::string(value != nullptr ? value : "?");
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};
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description = "OpenGL " + text(GL_VERSION) + ", " + text(GL_RENDERER) + " (" + text(GL_VENDOR) + ")";
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}
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glfwMakeContextCurrent(nullptr);
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glfwDestroyWindow(probe);
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return description.empty() ? "unknown OpenGL version" : description;
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}
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int eu07_application::init_glfw()
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{
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{
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@@ -1244,11 +1271,12 @@ int eu07_application::init_glfw()
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}
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else
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{
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// activate core profile for opengl 3.3 renderer
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// activate core profile for opengl 4.6 renderer
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// NOTE: the hints stay in effect for the additional windows and shared contexts created later through window()
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
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if (Global.gfx_gldebug)
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE);
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@@ -1268,6 +1296,21 @@ int eu07_application::init_glfw()
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if (mainwindow == nullptr)
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{
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if (needs_ogl())
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{
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char const *glfwerror = nullptr;
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glfwGetError(&glfwerror);
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std::string const reason = (glfwerror != nullptr ? glfwerror : "unknown error");
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auto const driver = describe_gl_driver();
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ErrorLog("Bad init: failed to create OpenGL 4.6 core profile context (" + reason + "); the graphics card/driver provides: " + driver);
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#ifdef _WIN32
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auto const message = "MaSzyna requires OpenGL 4.6 (core profile), but the OpenGL 4.6 context could not be created.\n\n"
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"Your graphics card/driver provides:\n" + driver + "\n\n"
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"Details: " + reason + "\n\n"
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"Update the graphics driver or use a graphics card with OpenGL 4.6 support.";
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MessageBoxA(nullptr, message.c_str(), "MaSzyna", MB_ICONERROR | MB_OK);
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#endif
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}
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ErrorLog("Bad init: failed to create glfw window");
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return -1;
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}
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@@ -81,16 +81,7 @@ void gl::buffer::upload(targets target, const void *data, int offset, GLsizeiptr
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void gl::buffer::download(targets target, void *data, int offset, GLsizeiptr size)
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{
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bind(target);
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if (GLAD_GL_VERSION_3_3)
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{
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glGetBufferSubData(glenum_target(target), offset, size, data);
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}
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else
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{
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void const *glbuf = glMapBufferRange(glenum_target(target), offset, size, GL_MAP_READ_BIT);
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memcpy(data, glbuf, size);
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glUnmapBuffer(glenum_target(target));
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}
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glGetBufferSubData(glenum_target(target), offset, size, data);
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}
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thread_local GLuint gl::buffer::binding_points[13];
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@@ -14,44 +14,6 @@ inline bool strcend(std::string_view value, std::string_view ending)
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return std::equal(ending.rbegin(), ending.rend(), value.rbegin());
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}
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namespace {
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// The project's glad config only generates GLAD_GL_ARB_texture_filter_anisotropic
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// among the ARB/EXT extension flags -- GL_ARB_texture_gather (desktop) and
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// GL_EXT_gpu_shader5 (GLES 3.1) aren't compiled in, so we can't gate the
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// shadow textureGather() optimisation on a GLAD constant. Query the live
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// extension string instead. The first call walks the extension list once
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// (no extension count in the dozens is large enough to matter here) and
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// the result is cached in the static bool inside has_gl_extension(), so
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// every subsequent shader compile is a plain bool read.
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//
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// SHADERVALIDATOR_STANDALONE gates out the GL queries because the offline
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// shader validator tool links glad.c but never calls gladLoadGL(); the
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// function pointers stay null and a real call would crash. Returning
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// false there means the standalone validator simply compiles the original
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// 16-tap PCF fallback path in light_common.glsl, which is what we want.
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bool has_gl_extension(char const *name) {
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#ifdef SHADERVALIDATOR_STANDALONE
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(void)name;
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return false;
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#else
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if (!glGetIntegerv || !glGetStringi) {
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return false;
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}
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GLint count = 0;
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glGetIntegerv(GL_NUM_EXTENSIONS, &count);
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for (GLint i = 0; i < count; ++i) {
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auto ext = reinterpret_cast<char const *>(glGetStringi(GL_EXTENSIONS, i));
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if (ext != nullptr && std::strcmp(ext, name) == 0) {
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return true;
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}
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}
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return false;
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#endif
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}
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} // anonymous namespace
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std::string gl::shader::read_file(const std::string &filename) const
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{
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std::stringstream stream;
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@@ -127,21 +89,7 @@ std::pair<GLuint, std::string> gl::shader::process_source(const std::string &fil
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else
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throw shader_exception("unknown shader " + filename);
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str += "#version 330 core\n";
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// textureGather() on sampler2DArrayShadow is core in GLSL 4.0. On 3.30
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// desktop it requires GL_ARB_gpu_shader5 -- the older
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// GL_ARB_texture_gather (2010) only adds the non-shadow and the plain
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// sampler2DShadow overloads, NOT the sampler2DArrayShadow one we need
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// for cascaded shadow PCF. Some drivers advertise texture_gather but
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// reject the shadow-array overload because the spec for it lives in
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// gpu_shader5; so emit only when gpu_shader5 is advertised. When the
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// extension is missing, calc_shadow() in light_common.glsl falls back
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// to the original 16-tap hardware-PCF loop via #ifndef.
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// (Project's glad config doesn't generate GLAD_GL_ARB_gpu_shader5,
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// so we query the live extension list -- see has_gl_extension above.)
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static bool const have_gpu_shader5 = has_gl_extension("GL_ARB_gpu_shader5");
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if (have_gpu_shader5)
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str += "#extension GL_ARB_gpu_shader5 : enable\n";
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str += "#version 460 core\n";
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// expose the shader stage to glsl_common so vertex-only built-ins
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// (gl_InstanceID, effective_modelview, etc.) can be guarded out of
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// fragment/geometry compilations.
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@@ -424,8 +424,6 @@ void opengl_texture::update_from_memory(size_t width, size_t height, const uint8
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set_filtering();
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glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap_mode_s);
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glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap_mode_t);
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if (!glGenerateMipmap)
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glTexParameteri(target, GL_GENERATE_MIPMAP, GL_TRUE);
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}
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else
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{
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@@ -925,19 +923,7 @@ opengl_texture::bind(size_t unit) {
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if (units[unit] == id)
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return true;
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if (GLAD_GL_ARB_direct_state_access)
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{
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glBindTextureUnit(unit, id);
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}
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else
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{
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if (unit != m_activeunit)
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{
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glActiveTexture(GL_TEXTURE0 + unit);
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m_activeunit = unit;
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}
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glBindTexture(target, id);
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}
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glBindTextureUnit(unit, id);
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units[unit] = id;
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return true;
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@@ -946,20 +932,7 @@ opengl_texture::bind(size_t unit) {
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void
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opengl_texture::unbind(size_t unit)
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{
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if (GLAD_GL_ARB_direct_state_access)
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{
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glBindTextureUnit(unit, 0);
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}
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else
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{
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if (unit != m_activeunit)
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{
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glActiveTexture(GL_TEXTURE0 + unit);
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m_activeunit = unit;
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}
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//todo: for other targets
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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glBindTextureUnit(unit, 0);
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units[unit] = 0;
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}
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@@ -1053,10 +1026,6 @@ opengl_texture::create( bool const Static ) {
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auto blocksize_it = precompressed_formats.find(internal_format);
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if ( data_mapcount == 1 && !glGenerateMipmap ) {
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glTexParameteri(target, GL_GENERATE_MIPMAP, GL_TRUE);
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}
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for( int maplevel = 0; maplevel < data_mapcount; ++maplevel ) {
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if (blocksize_it != precompressed_formats.end())
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@@ -1228,8 +1197,7 @@ opengl_texture::set_filtering() const
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::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
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if (Global.AnisotropicFiltering >= 0
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&& ( GLAD_GL_EXT_texture_filter_anisotropic || GLAD_GL_ARB_texture_filter_anisotropic) ) {
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if (Global.AnisotropicFiltering >= 0) {
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// anisotropic filtering
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::glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, Global.AnisotropicFiltering );
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}
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@@ -141,8 +141,9 @@ std::vector<std::string> nodebank_entries()
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}
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// creates the hidden window with the gl context for the renderer. on a computer without a graphics driver able to provide
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// gl 3.3 the software rasterizer of mesa can take over: on linux mesa picks it by itself, on windows its opengl32.dll
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// (with the libraries it needs) is looked for in the mesa folder
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// gl 4.6 the software rasterizer of mesa can take over: on linux mesa picks it by itself, on windows its opengl32.dll
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// (with the libraries it needs) is looked for in the mesa folder.
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// llvmpipe implements everything gl 4.6 adds, but reports 4.5 (no formal 4.6 conformance), hence the version override
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GLFWwindow *create_context(bool const Software)
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{
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if (Software)
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@@ -150,8 +151,12 @@ GLFWwindow *create_context(bool const Software)
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#ifdef _WIN32
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auto const folder{std::filesystem::absolute("mesa")};
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::SetDllDirectoryW(folder.wstring().c_str());
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::_putenv_s("MESA_GL_VERSION_OVERRIDE", "4.6");
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::_putenv_s("MESA_GLSL_VERSION_OVERRIDE", "460");
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#else
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::setenv("LIBGL_ALWAYS_SOFTWARE", "1", 1);
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::setenv("MESA_GL_VERSION_OVERRIDE", "4.6", 1);
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::setenv("MESA_GLSL_VERSION_OVERRIDE", "460", 1);
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#endif
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}
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if (glfwInit() == GLFW_FALSE)
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@@ -162,8 +167,8 @@ GLFWwindow *create_context(bool const Software)
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
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if (Global.gfx_gldebug)
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE);
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auto *window{glfwCreateWindow(64, 64, "eu07 previews", nullptr, nullptr)};
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@@ -332,16 +337,16 @@ int generate_nodebank_previews(int Argc, char *Argv[])
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auto *window{create_context(settings.software)};
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if ((window == nullptr) && (false == settings.software))
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{
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report("no gl 3.3 context from the graphics driver, trying the software renderer");
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report("no gl 4.6 context from the graphics driver, trying the software renderer");
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settings.software = true;
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window = create_context(true);
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}
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if (window == nullptr)
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{
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#ifdef _WIN32
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report("failed to create gl 3.3 context. for computers without a capable graphics driver put opengl32.dll of mesa (with the libraries it comes with) in the mesa folder", true);
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report("failed to create gl 4.6 context. for computers without a capable graphics driver put opengl32.dll of mesa (with the libraries it comes with) in the mesa folder", true);
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#else
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report("failed to create gl 3.3 context. without a display run it through xvfb-run", true);
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report("failed to create gl 4.6 context. without a display run it through xvfb-run", true);
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#endif
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return finish(1);
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}
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File diff suppressed because it is too large
Load Diff
1864
ref/glad/src/glad.c
1864
ref/glad/src/glad.c
File diff suppressed because it is too large
Load Diff
@@ -148,22 +148,12 @@ opengl46_vaogeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stre
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}
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// render
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if( chunkrecord.index_count > 0 ) {
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if (glDrawRangeElementsBaseVertex) {
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m_vao->bind();
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::glDrawRangeElementsBaseVertex(
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chunk.type,
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0, chunkrecord.vertex_count,
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chunkrecord.index_count, GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
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chunkrecord.vertex_offset );
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}
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else {
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setup_attrib(chunkrecord.vertex_offset);
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m_vao->bind();
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::glDrawRangeElements(
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chunk.type,
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0, chunkrecord.vertex_count,
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chunkrecord.index_count, GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ) );
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}
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m_vao->bind();
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::glDrawRangeElementsBaseVertex(
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chunk.type,
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0, chunkrecord.vertex_count,
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chunkrecord.index_count, GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
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chunkrecord.vertex_offset );
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}
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else {
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m_vao->bind();
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@@ -208,25 +198,13 @@ opengl46_vaogeometrybank::draw_instanced_( gfx::geometry_handle const &Geometry,
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GLsizei const inst_count = static_cast<GLsizei>(InstanceCount);
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if( chunkrecord.index_count > 0 ) {
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// GLES 3.0 context doesn't provide the base vertex variant, same fallbacks as in draw_()
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if( glDrawElementsInstancedBaseVertex ) {
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m_vao->bind();
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::glDrawElementsInstancedBaseVertex(
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chunk.type,
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chunkrecord.index_count, GL_UNSIGNED_INT,
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reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
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inst_count,
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chunkrecord.vertex_offset );
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}
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else {
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||||
setup_attrib( chunkrecord.vertex_offset );
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m_vao->bind();
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::glDrawElementsInstanced(
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chunk.type,
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chunkrecord.index_count, GL_UNSIGNED_INT,
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||||
reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
|
||||
inst_count );
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||||
}
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||||
m_vao->bind();
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||||
::glDrawElementsInstancedBaseVertex(
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||||
chunk.type,
|
||||
chunkrecord.index_count, GL_UNSIGNED_INT,
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||||
reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
|
||||
inst_count,
|
||||
chunkrecord.vertex_offset );
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||||
}
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||||
else {
|
||||
m_vao->bind();
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||||
@@ -250,12 +228,6 @@ opengl46_vaogeometrybank::draw_batch_( gfx::geometry_handle const *First, gfx::g
|
||||
{
|
||||
std::size_t count { 0 };
|
||||
|
||||
if( !glMultiDrawArrays ) {
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||||
// GLES context doesn't provide the call
|
||||
for( ; First != Last; ++First ) { count += draw_( *First, Units, Streams ); }
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return count;
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||||
}
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||||
|
||||
setup_buffer();
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||||
|
||||
std::array<GLint, 64> offsets;
|
||||
|
||||
@@ -96,7 +96,7 @@ ErrorCallback( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei l
|
||||
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||||
bool opengl46_renderer::Init(GLFWwindow *Window)
|
||||
{
|
||||
if (Global.gfx_gldebug && GLAD_GL_KHR_debug) {
|
||||
if (Global.gfx_gldebug) {
|
||||
glEnable( GL_DEBUG_OUTPUT );
|
||||
glEnable( GL_DEBUG_OUTPUT_SYNCHRONOUS );
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glDebugMessageControl( GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_NOTIFICATION, 0, nullptr, GL_FALSE );
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||||
@@ -438,10 +438,7 @@ bool opengl46_renderer::init_viewport(viewport_config &vp)
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||||
|
||||
glDepthFunc(GL_GEQUAL);
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||||
|
||||
if (GLAD_GL_ARB_clip_control)
|
||||
glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
|
||||
else if (GLAD_GL_EXT_clip_control)
|
||||
glClipControlEXT(GL_LOWER_LEFT_EXT, GL_ZERO_TO_ONE_EXT);
|
||||
glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
|
||||
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||||
glEnable(GL_PROGRAM_POINT_SIZE);
|
||||
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||||
@@ -1459,78 +1456,43 @@ glm::mat4 opengl46_renderer::perspective_projection(const viewport_proj_config &
|
||||
glm::mat4 R = frustum;
|
||||
frustum = glm::translate(frustum * M, -c.pe);
|
||||
|
||||
if (GLAD_GL_ARB_clip_control || GLAD_GL_EXT_clip_control) {
|
||||
// when clip_control available, use projection matrix with 1..0 Z range and infinite zfar
|
||||
R[2][2] = -1.0f;
|
||||
R[3][2] = -2.0f * n;
|
||||
R = glm::mat4( //
|
||||
1.0f, 0.0f, 0.0f, 0.0f, //
|
||||
0.0f, 1.0f, 0.0f, 0.0f, //
|
||||
0.0f, 0.0f, -0.5f, 0.0f, //
|
||||
0.0f, 0.0f, 0.5f, 1.0f //
|
||||
) * R;
|
||||
} else {
|
||||
// or use standard matrix but with 1..-1 Z range
|
||||
// (reverse Z don't give any extra precision without clip_control, but it is used anyway for consistency)
|
||||
R = glm::mat4(
|
||||
1.0f, 0.0f, 0.0f, 0.0f, //
|
||||
0.0f, 1.0f, 0.0f, 0.0f, //
|
||||
0.0f, 0.0f, -1.0f, 0.0f, //
|
||||
0.0f, 0.0f, 0.0f, 1.0f //
|
||||
) * R;
|
||||
}
|
||||
// clip_control: projection matrix with 1..0 Z range and infinite zfar
|
||||
R[2][2] = -1.0f;
|
||||
R[3][2] = -2.0f * n;
|
||||
R = glm::mat4( //
|
||||
1.0f, 0.0f, 0.0f, 0.0f, //
|
||||
0.0f, 1.0f, 0.0f, 0.0f, //
|
||||
0.0f, 0.0f, -0.5f, 0.0f, //
|
||||
0.0f, 0.0f, 0.5f, 1.0f //
|
||||
) * R;
|
||||
|
||||
return glm::translate(R * M, -c.pe);
|
||||
}
|
||||
|
||||
glm::mat4 opengl46_renderer::perspective_projection_raw(float fovy, float aspect, float znear, float zfar)
|
||||
{
|
||||
if (GLAD_GL_ARB_clip_control || GLAD_GL_EXT_clip_control)
|
||||
{
|
||||
const float f = 1.0f / std::tan(fovy / 2.0f);
|
||||
const float f = 1.0f / std::tan(fovy / 2.0f);
|
||||
|
||||
// when clip_control available, use projection matrix with 1..0 Z range and infinite zfar
|
||||
return glm::mat4( //
|
||||
f / aspect, 0.0f, 0.0f, 0.0f, //
|
||||
0.0f, f, 0.0f, 0.0f, //
|
||||
0.0f, 0.0f, 0.0f, -1.0f, //
|
||||
0.0f, 0.0f, znear, 0.0f //
|
||||
);
|
||||
}
|
||||
else
|
||||
// or use standard matrix but with 1..-1 Z range
|
||||
// (reverse Z don't give any extra precision without clip_control, but it is used anyway for consistency)
|
||||
return glm::mat4( //
|
||||
1.0f, 0.0f, 0.0f, 0.0f, //
|
||||
0.0f, 1.0f, 0.0f, 0.0f, //
|
||||
0.0f, 0.0f, -1.0f, 0.0f, //
|
||||
0.0f, 0.0f, 0.0f, 1.0f //
|
||||
) *
|
||||
glm::perspective(fovy, aspect, znear, zfar);
|
||||
// clip_control: projection matrix with 1..0 Z range and infinite zfar
|
||||
return glm::mat4( //
|
||||
f / aspect, 0.0f, 0.0f, 0.0f, //
|
||||
0.0f, f, 0.0f, 0.0f, //
|
||||
0.0f, 0.0f, 0.0f, -1.0f, //
|
||||
0.0f, 0.0f, znear, 0.0f //
|
||||
);
|
||||
}
|
||||
|
||||
glm::mat4 opengl46_renderer::ortho_projection(float l, float r, float b, float t, float znear, float zfar)
|
||||
{
|
||||
glm::mat4 proj = glm::ortho(l, r, b, t, znear, zfar);
|
||||
if (GLAD_GL_ARB_clip_control || GLAD_GL_EXT_clip_control)
|
||||
// when clip_control available, use projection matrix with 1..0 Z range
|
||||
return glm::mat4( //
|
||||
1.0f, 0.0f, 0.0f, 0.0f, //
|
||||
0.0f, 1.0f, 0.0f, 0.0f, //
|
||||
0.0f, 0.0f, -0.5f, 0.0f, //
|
||||
0.0f, 0.0f, 0.5f, 1.0f //
|
||||
) *
|
||||
proj;
|
||||
else
|
||||
// or use standard matrix but with 1..-1 Z range
|
||||
// (reverse Z don't give any extra precision without clip_control, but it is used anyway for consistency)
|
||||
return glm::mat4( //
|
||||
1.0f, 0.0f, 0.0f, 0.0f, //
|
||||
0.0f, 1.0f, 0.0f, 0.0f, //
|
||||
0.0f, 0.0f, -1.0f, 0.0f, //
|
||||
0.0f, 0.0f, 0.0f, 1.0f //
|
||||
) *
|
||||
proj;
|
||||
// clip_control: projection matrix with 1..0 Z range
|
||||
return glm::mat4( //
|
||||
1.0f, 0.0f, 0.0f, 0.0f, //
|
||||
0.0f, 1.0f, 0.0f, 0.0f, //
|
||||
0.0f, 0.0f, -0.5f, 0.0f, //
|
||||
0.0f, 0.0f, 0.5f, 1.0f //
|
||||
) *
|
||||
proj;
|
||||
}
|
||||
|
||||
glm::mat4 opengl46_renderer::ortho_frustumtest_projection(float l, float r, float b, float t, float znear, float zfar)
|
||||
@@ -1826,22 +1788,13 @@ void opengl46_renderer::setup_shadow_bind_map()
|
||||
|
||||
glm::mat4 coordmove;
|
||||
|
||||
if (GLAD_GL_ARB_clip_control || GLAD_GL_EXT_clip_control)
|
||||
// transform 1..-1 NDC xy coordinates to 1..0
|
||||
coordmove = glm::mat4( //
|
||||
0.5, 0.0, 0.0, 0.0, //
|
||||
0.0, 0.5, 0.0, 0.0, //
|
||||
0.0, 0.0, 1.0, 0.0, //
|
||||
0.5, 0.5, 0.0, 1.0 //
|
||||
);
|
||||
else
|
||||
// without clip_control we also need to transform z
|
||||
coordmove = glm::mat4( //
|
||||
0.5, 0.0, 0.0, 0.0, //
|
||||
0.0, 0.5, 0.0, 0.0, //
|
||||
0.0, 0.0, 0.5, 0.0, //
|
||||
0.5, 0.5, 0.5, 1.0 //
|
||||
);
|
||||
// transform 1..-1 NDC xy coordinates to 1..0 (with clip_control z is already 1..0)
|
||||
coordmove = glm::mat4( //
|
||||
0.5, 0.0, 0.0, 0.0, //
|
||||
0.0, 0.5, 0.0, 0.0, //
|
||||
0.0, 0.0, 1.0, 0.0, //
|
||||
0.5, 0.5, 0.0, 1.0 //
|
||||
);
|
||||
|
||||
for( auto idx = 0; idx < m_shadowpass.size(); ++idx ) {
|
||||
|
||||
@@ -2310,38 +2263,24 @@ void opengl46_renderer::Bind_Material( material_handle const Material, TSubModel
|
||||
material.textures :
|
||||
material.GetTextures(TSubModel::VariantId(sm))};
|
||||
|
||||
if (GLAD_GL_ARB_multi_bind)
|
||||
{
|
||||
GLuint lastdiff = 0;
|
||||
size_t i;
|
||||
for (i = 0; i < gl::MAX_TEXTURES; i++)
|
||||
if (materialtextures[i] != null_handle)
|
||||
{
|
||||
opengl_texture &tex = m_textures.mark_as_used(materialtextures[i]);
|
||||
tex.create();
|
||||
if (opengl_texture::units[i] != tex.id)
|
||||
{
|
||||
opengl_texture::units[i] = tex.id;
|
||||
lastdiff = i + 1;
|
||||
}
|
||||
}
|
||||
else
|
||||
break;
|
||||
|
||||
if (lastdiff)
|
||||
glBindTextures(0, lastdiff, &opengl_texture::units[0]);
|
||||
}
|
||||
else
|
||||
{
|
||||
size_t unit = 0;
|
||||
for (auto &tex : materialtextures)
|
||||
GLuint lastdiff = 0;
|
||||
size_t i;
|
||||
for (i = 0; i < gl::MAX_TEXTURES; i++)
|
||||
if (materialtextures[i] != null_handle)
|
||||
{
|
||||
if (tex == null_handle)
|
||||
break;
|
||||
m_textures.bind(unit, tex);
|
||||
unit++;
|
||||
opengl_texture &tex = m_textures.mark_as_used(materialtextures[i]);
|
||||
tex.create();
|
||||
if (opengl_texture::units[i] != tex.id)
|
||||
{
|
||||
opengl_texture::units[i] = tex.id;
|
||||
lastdiff = i + 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
break;
|
||||
|
||||
if (lastdiff)
|
||||
glBindTextures(0, lastdiff, &opengl_texture::units[0]);
|
||||
|
||||
material.shader->bind();
|
||||
}
|
||||
@@ -5397,13 +5336,9 @@ glm::dvec3 opengl46_renderer::Update_Mouse_Position()
|
||||
|
||||
if (pointdepth != std::numeric_limits<float>::max())
|
||||
{
|
||||
m_mousehit = (GLAD_GL_ARB_clip_control || GLAD_GL_EXT_clip_control) ? pointdepth > 0.0f : pointdepth < 1.0f;
|
||||
if (GLAD_GL_ARB_clip_control || GLAD_GL_EXT_clip_control) {
|
||||
if (pointdepth > 0.0f)
|
||||
m_worldmousecoordinates = glm::unProjectZO(glm::vec3(bufferpos, pointdepth), glm::mat4(glm::mat3(m_colorpass.pass_camera.modelview())), m_colorpass.pass_camera.projection(),
|
||||
glm::vec4(0, 0, Global.gfx_framebuffer_width, Global.gfx_framebuffer_height));
|
||||
} else if (pointdepth < 1.0f)
|
||||
m_worldmousecoordinates = glm::unProjectNO(glm::vec3(bufferpos, pointdepth), glm::mat4(glm::mat3(m_colorpass.pass_camera.modelview())), m_colorpass.pass_camera.projection(),
|
||||
m_mousehit = pointdepth > 0.0f;
|
||||
if (pointdepth > 0.0f)
|
||||
m_worldmousecoordinates = glm::unProjectZO(glm::vec3(bufferpos, pointdepth), glm::mat4(glm::mat3(m_colorpass.pass_camera.modelview())), m_colorpass.pass_camera.projection(),
|
||||
glm::vec4(0, 0, Global.gfx_framebuffer_width, Global.gfx_framebuffer_height));
|
||||
}
|
||||
}
|
||||
@@ -5944,22 +5879,13 @@ void opengl46_renderer::Update_Lights(light_array &Lights)
|
||||
|
||||
// set up helpers
|
||||
glm::mat4 coordmove;
|
||||
if (GLAD_GL_ARB_clip_control || GLAD_GL_EXT_clip_control)
|
||||
// transform 1..-1 NDC xy coordinates to 1..0
|
||||
coordmove = glm::mat4( //
|
||||
0.5, 0.0, 0.0, 0.0, //
|
||||
0.0, 0.5, 0.0, 0.0, //
|
||||
0.0, 0.0, 1.0, 0.0, //
|
||||
0.5, 0.5, 0.0, 1.0 //
|
||||
);
|
||||
else
|
||||
// without clip_control we also need to transform z
|
||||
coordmove = glm::mat4( //
|
||||
0.5, 0.0, 0.0, 0.0, //
|
||||
0.0, 0.5, 0.0, 0.0, //
|
||||
0.0, 0.0, 0.5, 0.0, //
|
||||
0.5, 0.5, 0.5, 1.0 //
|
||||
);
|
||||
// transform 1..-1 NDC xy coordinates to 1..0 (with clip_control z is already 1..0)
|
||||
coordmove = glm::mat4( //
|
||||
0.5, 0.0, 0.0, 0.0, //
|
||||
0.0, 0.5, 0.0, 0.0, //
|
||||
0.0, 0.0, 1.0, 0.0, //
|
||||
0.5, 0.5, 0.0, 1.0 //
|
||||
);
|
||||
glm::mat4 mv = OpenGLMatrices.data( GL_MODELVIEW );
|
||||
|
||||
// fill vehicle headlights data
|
||||
@@ -6120,9 +6046,9 @@ bool opengl46_renderer::Init_caps()
|
||||
|
||||
crashreport_add_info("gl_family", "desktop");
|
||||
|
||||
if (!GLAD_GL_VERSION_3_3)
|
||||
if (!GLAD_GL_VERSION_4_6)
|
||||
{
|
||||
ErrorLog("requires OpenGL >= 3.3!");
|
||||
ErrorLog("requires OpenGL >= 4.6!");
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -6132,18 +6058,6 @@ bool opengl46_renderer::Init_caps()
|
||||
if (!GLAD_GL_EXT_texture_compression_s3tc)
|
||||
ErrorLog("EXT_texture_compression_s3tc not supported!");
|
||||
|
||||
if (GLAD_GL_ARB_texture_filter_anisotropic)
|
||||
WriteLog("ARB_texture_filter_anisotropic supported!");
|
||||
|
||||
if (GLAD_GL_ARB_multi_bind)
|
||||
WriteLog("ARB_multi_bind supported!");
|
||||
|
||||
if (GLAD_GL_ARB_direct_state_access)
|
||||
WriteLog("ARB_direct_state_access supported!");
|
||||
|
||||
if (GLAD_GL_ARB_clip_control)
|
||||
WriteLog("ARB_clip_control supported!");
|
||||
|
||||
glGetError();
|
||||
glLineWidth(2.0f);
|
||||
if (!glGetError())
|
||||
@@ -6205,7 +6119,7 @@ bool opengl46_renderer::renderer_register = gfx_renderer_factory::get_instance()
|
||||
bool opengl46_renderer::opengl46_imgui_renderer::Init()
|
||||
{
|
||||
crashreport_add_info("imgui_ver", "gl3");
|
||||
return ImGui_ImplOpenGL3_Init("#version 330 core");
|
||||
return ImGui_ImplOpenGL3_Init("#version 460 core");
|
||||
}
|
||||
|
||||
void opengl46_renderer::opengl46_imgui_renderer::Shutdown()
|
||||
|
||||
@@ -33,7 +33,7 @@ void bind_for_upload(opengl_texture const &Texture)
|
||||
|
||||
void set_anisotropy(GLenum const Target)
|
||||
{
|
||||
if (Global.AnisotropicFiltering >= 0 && (GLAD_GL_EXT_texture_filter_anisotropic || GLAD_GL_ARB_texture_filter_anisotropic))
|
||||
if (Global.AnisotropicFiltering >= 0)
|
||||
::glTexParameterf(Target, GL_TEXTURE_MAX_ANISOTROPY_EXT, Global.AnisotropicFiltering);
|
||||
}
|
||||
|
||||
|
||||
@@ -41,15 +41,4 @@ opengl_camera::visible( TDynamicObject const *Dynamic ) const {
|
||||
return ( m_frustum.sphere_inside( Dynamic->GetPosition(), static_cast<float>(Dynamic->radius() * 1.25) ) > 0.0f );
|
||||
}
|
||||
|
||||
// debug helper, draws shape of frustum in world space
|
||||
void
|
||||
opengl_camera::draw( glm::vec3 const &Offset ) const {
|
||||
|
||||
::glBegin( GL_LINES );
|
||||
for( auto const pointindex : frustumshapepoinstorder ) {
|
||||
::glVertex3fv( glm::value_ptr( glm::vec3{ m_frustumpoints[ pointindex ] } - Offset ) );
|
||||
}
|
||||
::glEnd();
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
@@ -64,9 +64,6 @@ public:
|
||||
point = this->m_inversetransformation * point;
|
||||
// ...and scale by transformed w
|
||||
point = glm::vec4{ glm::vec3{ point } / point.w, 1.f }; } ); }
|
||||
// debug helper, draws shape of frustum in world space
|
||||
void
|
||||
draw( glm::vec3 const &Offset ) const;
|
||||
|
||||
private:
|
||||
// members:
|
||||
|
||||
@@ -12,6 +12,14 @@ http://mozilla.org/MPL/2.0/.
|
||||
#include <stack>
|
||||
#include <vector>
|
||||
|
||||
// matrix modes of the fixed pipeline, which isn't part of the core profile; the stack below keeps them on the cpu side
|
||||
#ifndef GL_MODELVIEW
|
||||
#define GL_MODELVIEW 0x1700
|
||||
#endif
|
||||
#ifndef GL_PROJECTION
|
||||
#define GL_PROJECTION 0x1701
|
||||
#endif
|
||||
|
||||
// encapsulation of the fixed pipeline opengl matrix stack
|
||||
class opengl_matrices {
|
||||
|
||||
@@ -82,8 +90,9 @@ public:
|
||||
|
||||
private:
|
||||
// methods:
|
||||
// the core profile has no fixed pipeline matrices to upload to; the renderer passes the matrices to its shaders itself
|
||||
void
|
||||
upload() { ::glLoadMatrixf( glm::value_ptr( m_stack.back() ) ); }
|
||||
upload() {}
|
||||
|
||||
// members:
|
||||
std::vector<glm::mat4> m_stack;
|
||||
@@ -110,8 +119,7 @@ public:
|
||||
case GL_MODELVIEW: { m_mode = stack_mode::gl_modelview; break; }
|
||||
case GL_PROJECTION: { m_mode = stack_mode::gl_projection; break; }
|
||||
case GL_TEXTURE: { m_mode = stack_mode::gl_texture; break; }
|
||||
default: { break; } }
|
||||
if( m_upload ) {::glMatrixMode( Mode ); } }
|
||||
default: { break; } } }
|
||||
glm::mat4 const &
|
||||
data( GLuint const Mode = -1 ) const {
|
||||
switch( Mode ) {
|
||||
|
||||
@@ -44,7 +44,6 @@ float calc_shadow()
|
||||
for (cascade = 0U; cascade < MAX_CASCADES; cascade++)
|
||||
if (distance <= cascade_end[cascade])
|
||||
break;
|
||||
float dist_casc = distance / cascade_end[cascade];
|
||||
// Normal offset: sample the shadow map from a point pushed along the surface normal
|
||||
// by a fraction of the cascade's texel footprint. A constant depth bias can't keep up
|
||||
// with large texels (far cascades, small shadow maps) on surfaces at a grazing angle
|
||||
@@ -65,18 +64,7 @@ float calc_shadow()
|
||||
|
||||
|
||||
float bias = 0.00005f * float(cascade + 1U);
|
||||
vec2 texel = vec2(1.0) / vec2(textureSize(shadowmap, 0));
|
||||
//float radius = 1.0; f_light_pos[cascade].w; //0.5 + 2.0 * max(abs(2.0 * coords.x - 1.0), abs(2.0 * coords.y - 1.0));
|
||||
float radius = 1.0;
|
||||
float minradius = 0.0;
|
||||
if (cascade == 0U)
|
||||
minradius = 1.0;
|
||||
if (cascade < MAX_CASCADES - 1U)
|
||||
radius = mix(minradius, f_light_pos[cascade+1U].w/f_light_pos[cascade].w, dist_casc);
|
||||
else
|
||||
radius = 0.5;
|
||||
|
||||
#if defined(GL_ARB_gpu_shader5) || defined(GL_EXT_gpu_shader5) || __VERSION__ >= 400
|
||||
// Fast path: 4 textureGather() calls cover a 4x4 texel block. Raw gathered
|
||||
// comparisons must be weighted by the sub-texel position (bilinear weights),
|
||||
// otherwise the result is constant across each shadow map texel and shadow
|
||||
@@ -99,18 +87,6 @@ float calc_shadow()
|
||||
+ dot(g01, vec4((1.0 - f.x) * f.y, f.y, 1.0, 1.0 - f.x))
|
||||
+ dot(g11, vec4(f.y, f.x * f.y, f.x, 1.0));
|
||||
return shadow / 9.0;
|
||||
#else
|
||||
// Fallback for drivers without textureGather on shadow samplers
|
||||
// (notably GLES 3.0 and any 3.3 desktop driver that doesn't expose
|
||||
// GL_ARB_texture_gather). Identical to the previous implementation.
|
||||
float shadow = 0.0;
|
||||
for (float y = -1.5; y <= 1.5; y += 1.0)
|
||||
for (float x = -1.5; x <= 1.5; x += 1.0)
|
||||
shadow += texture(shadowmap, vec4(coords.xy + vec2(x, y) * radius * texel, cascade, coords.z + bias) );
|
||||
shadow /= 16.0;
|
||||
|
||||
return shadow;
|
||||
#endif
|
||||
#else
|
||||
return 0.0;
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user