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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-11-05 07:34:27 +01:00

Require OpenGL 4.6 core context and regenerate glad

This commit is contained in:
2026-10-15 01:39:32 +02:00
parent 61bfc6eb1a
commit 9e64244ebd
14 changed files with 1787 additions and 3998 deletions

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@@ -1201,6 +1201,33 @@ int eu07_application::init_locale()
return 0; return 0;
} }
// the context of the required version couldn't be created. a context with default settings tells which version the
// driver does provide, so the user can be told what is missing
static std::string describe_gl_driver()
{
glfwDefaultWindowHints();
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
auto *probe = glfwCreateWindow(64, 64, "eu07 opengl probe", nullptr, nullptr);
if (probe == nullptr)
return "no OpenGL context";
glfwMakeContextCurrent(probe);
std::string description;
auto const getstring = reinterpret_cast<PFNGLGETSTRINGPROC>(glfwGetProcAddress("glGetString"));
if (getstring != nullptr)
{
auto const text = [&](GLenum const Name) {
auto const *value = reinterpret_cast<char const *>(getstring(Name));
return std::string(value != nullptr ? value : "?");
};
description = "OpenGL " + text(GL_VERSION) + ", " + text(GL_RENDERER) + " (" + text(GL_VENDOR) + ")";
}
glfwMakeContextCurrent(nullptr);
glfwDestroyWindow(probe);
return description.empty() ? "unknown OpenGL version" : description;
}
int eu07_application::init_glfw() int eu07_application::init_glfw()
{ {
{ {
@@ -1244,11 +1271,12 @@ int eu07_application::init_glfw()
} }
else else
{ {
// activate core profile for opengl 3.3 renderer // activate core profile for opengl 4.6 renderer
// NOTE: the hints stay in effect for the additional windows and shared contexts created later through window()
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
if (Global.gfx_gldebug) if (Global.gfx_gldebug)
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE);
@@ -1268,6 +1296,21 @@ int eu07_application::init_glfw()
if (mainwindow == nullptr) if (mainwindow == nullptr)
{ {
if (needs_ogl())
{
char const *glfwerror = nullptr;
glfwGetError(&glfwerror);
std::string const reason = (glfwerror != nullptr ? glfwerror : "unknown error");
auto const driver = describe_gl_driver();
ErrorLog("Bad init: failed to create OpenGL 4.6 core profile context (" + reason + "); the graphics card/driver provides: " + driver);
#ifdef _WIN32
auto const message = "MaSzyna requires OpenGL 4.6 (core profile), but the OpenGL 4.6 context could not be created.\n\n"
"Your graphics card/driver provides:\n" + driver + "\n\n"
"Details: " + reason + "\n\n"
"Update the graphics driver or use a graphics card with OpenGL 4.6 support.";
MessageBoxA(nullptr, message.c_str(), "MaSzyna", MB_ICONERROR | MB_OK);
#endif
}
ErrorLog("Bad init: failed to create glfw window"); ErrorLog("Bad init: failed to create glfw window");
return -1; return -1;
} }

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@@ -81,16 +81,7 @@ void gl::buffer::upload(targets target, const void *data, int offset, GLsizeiptr
void gl::buffer::download(targets target, void *data, int offset, GLsizeiptr size) void gl::buffer::download(targets target, void *data, int offset, GLsizeiptr size)
{ {
bind(target); bind(target);
if (GLAD_GL_VERSION_3_3) glGetBufferSubData(glenum_target(target), offset, size, data);
{
glGetBufferSubData(glenum_target(target), offset, size, data);
}
else
{
void const *glbuf = glMapBufferRange(glenum_target(target), offset, size, GL_MAP_READ_BIT);
memcpy(data, glbuf, size);
glUnmapBuffer(glenum_target(target));
}
} }
thread_local GLuint gl::buffer::binding_points[13]; 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)
return std::equal(ending.rbegin(), ending.rend(), value.rbegin()); return std::equal(ending.rbegin(), ending.rend(), value.rbegin());
} }
namespace {
// The project's glad config only generates GLAD_GL_ARB_texture_filter_anisotropic
// among the ARB/EXT extension flags -- GL_ARB_texture_gather (desktop) and
// GL_EXT_gpu_shader5 (GLES 3.1) aren't compiled in, so we can't gate the
// shadow textureGather() optimisation on a GLAD constant. Query the live
// extension string instead. The first call walks the extension list once
// (no extension count in the dozens is large enough to matter here) and
// the result is cached in the static bool inside has_gl_extension(), so
// every subsequent shader compile is a plain bool read.
//
// SHADERVALIDATOR_STANDALONE gates out the GL queries because the offline
// shader validator tool links glad.c but never calls gladLoadGL(); the
// function pointers stay null and a real call would crash. Returning
// false there means the standalone validator simply compiles the original
// 16-tap PCF fallback path in light_common.glsl, which is what we want.
bool has_gl_extension(char const *name) {
#ifdef SHADERVALIDATOR_STANDALONE
(void)name;
return false;
#else
if (!glGetIntegerv || !glGetStringi) {
return false;
}
GLint count = 0;
glGetIntegerv(GL_NUM_EXTENSIONS, &count);
for (GLint i = 0; i < count; ++i) {
auto ext = reinterpret_cast<char const *>(glGetStringi(GL_EXTENSIONS, i));
if (ext != nullptr && std::strcmp(ext, name) == 0) {
return true;
}
}
return false;
#endif
}
} // anonymous namespace
std::string gl::shader::read_file(const std::string &filename) const std::string gl::shader::read_file(const std::string &filename) const
{ {
std::stringstream stream; std::stringstream stream;
@@ -127,21 +89,7 @@ std::pair<GLuint, std::string> gl::shader::process_source(const std::string &fil
else else
throw shader_exception("unknown shader " + filename); throw shader_exception("unknown shader " + filename);
str += "#version 330 core\n"; str += "#version 460 core\n";
// textureGather() on sampler2DArrayShadow is core in GLSL 4.0. On 3.30
// desktop it requires GL_ARB_gpu_shader5 -- the older
// GL_ARB_texture_gather (2010) only adds the non-shadow and the plain
// sampler2DShadow overloads, NOT the sampler2DArrayShadow one we need
// for cascaded shadow PCF. Some drivers advertise texture_gather but
// reject the shadow-array overload because the spec for it lives in
// gpu_shader5; so emit only when gpu_shader5 is advertised. When the
// extension is missing, calc_shadow() in light_common.glsl falls back
// to the original 16-tap hardware-PCF loop via #ifndef.
// (Project's glad config doesn't generate GLAD_GL_ARB_gpu_shader5,
// so we query the live extension list -- see has_gl_extension above.)
static bool const have_gpu_shader5 = has_gl_extension("GL_ARB_gpu_shader5");
if (have_gpu_shader5)
str += "#extension GL_ARB_gpu_shader5 : enable\n";
// expose the shader stage to glsl_common so vertex-only built-ins // expose the shader stage to glsl_common so vertex-only built-ins
// (gl_InstanceID, effective_modelview, etc.) can be guarded out of // (gl_InstanceID, effective_modelview, etc.) can be guarded out of
// fragment/geometry compilations. // 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
set_filtering(); set_filtering();
glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap_mode_s); glTexParameteri(target, GL_TEXTURE_WRAP_S, wrap_mode_s);
glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap_mode_t); glTexParameteri(target, GL_TEXTURE_WRAP_T, wrap_mode_t);
if (!glGenerateMipmap)
glTexParameteri(target, GL_GENERATE_MIPMAP, GL_TRUE);
} }
else else
{ {
@@ -925,19 +923,7 @@ opengl_texture::bind(size_t unit) {
if (units[unit] == id) if (units[unit] == id)
return true; return true;
if (GLAD_GL_ARB_direct_state_access) glBindTextureUnit(unit, id);
{
glBindTextureUnit(unit, id);
}
else
{
if (unit != m_activeunit)
{
glActiveTexture(GL_TEXTURE0 + unit);
m_activeunit = unit;
}
glBindTexture(target, id);
}
units[unit] = id; units[unit] = id;
return true; return true;
@@ -946,20 +932,7 @@ opengl_texture::bind(size_t unit) {
void void
opengl_texture::unbind(size_t unit) opengl_texture::unbind(size_t unit)
{ {
if (GLAD_GL_ARB_direct_state_access) glBindTextureUnit(unit, 0);
{
glBindTextureUnit(unit, 0);
}
else
{
if (unit != m_activeunit)
{
glActiveTexture(GL_TEXTURE0 + unit);
m_activeunit = unit;
}
//todo: for other targets
glBindTexture(GL_TEXTURE_2D, 0);
}
units[unit] = 0; units[unit] = 0;
} }
@@ -1053,10 +1026,6 @@ opengl_texture::create( bool const Static ) {
auto blocksize_it = precompressed_formats.find(internal_format); auto blocksize_it = precompressed_formats.find(internal_format);
if ( data_mapcount == 1 && !glGenerateMipmap ) {
glTexParameteri(target, GL_GENERATE_MIPMAP, GL_TRUE);
}
for( int maplevel = 0; maplevel < data_mapcount; ++maplevel ) { for( int maplevel = 0; maplevel < data_mapcount; ++maplevel ) {
if (blocksize_it != precompressed_formats.end()) if (blocksize_it != precompressed_formats.end())
@@ -1228,8 +1197,7 @@ opengl_texture::set_filtering() const
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR ); ::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
if (Global.AnisotropicFiltering >= 0 if (Global.AnisotropicFiltering >= 0) {
&& ( GLAD_GL_EXT_texture_filter_anisotropic || GLAD_GL_ARB_texture_filter_anisotropic) ) {
// anisotropic filtering // anisotropic filtering
::glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, Global.AnisotropicFiltering ); ::glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, Global.AnisotropicFiltering );
} }

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@@ -141,8 +141,9 @@ std::vector<std::string> nodebank_entries()
} }
// creates the hidden window with the gl context for the renderer. on a computer without a graphics driver able to provide // creates the hidden window with the gl context for the renderer. on a computer without a graphics driver able to provide
// gl 3.3 the software rasterizer of mesa can take over: on linux mesa picks it by itself, on windows its opengl32.dll // gl 4.6 the software rasterizer of mesa can take over: on linux mesa picks it by itself, on windows its opengl32.dll
// (with the libraries it needs) is looked for in the mesa folder // (with the libraries it needs) is looked for in the mesa folder.
// llvmpipe implements everything gl 4.6 adds, but reports 4.5 (no formal 4.6 conformance), hence the version override
GLFWwindow *create_context(bool const Software) GLFWwindow *create_context(bool const Software)
{ {
if (Software) if (Software)
@@ -150,8 +151,12 @@ GLFWwindow *create_context(bool const Software)
#ifdef _WIN32 #ifdef _WIN32
auto const folder{std::filesystem::absolute("mesa")}; auto const folder{std::filesystem::absolute("mesa")};
::SetDllDirectoryW(folder.wstring().c_str()); ::SetDllDirectoryW(folder.wstring().c_str());
::_putenv_s("MESA_GL_VERSION_OVERRIDE", "4.6");
::_putenv_s("MESA_GLSL_VERSION_OVERRIDE", "460");
#else #else
::setenv("LIBGL_ALWAYS_SOFTWARE", "1", 1); ::setenv("LIBGL_ALWAYS_SOFTWARE", "1", 1);
::setenv("MESA_GL_VERSION_OVERRIDE", "4.6", 1);
::setenv("MESA_GLSL_VERSION_OVERRIDE", "460", 1);
#endif #endif
} }
if (glfwInit() == GLFW_FALSE) if (glfwInit() == GLFW_FALSE)
@@ -162,8 +167,8 @@ GLFWwindow *create_context(bool const Software)
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
if (Global.gfx_gldebug) if (Global.gfx_gldebug)
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE); glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE);
auto *window{glfwCreateWindow(64, 64, "eu07 previews", nullptr, nullptr)}; auto *window{glfwCreateWindow(64, 64, "eu07 previews", nullptr, nullptr)};
@@ -332,16 +337,16 @@ int generate_nodebank_previews(int Argc, char *Argv[])
auto *window{create_context(settings.software)}; auto *window{create_context(settings.software)};
if ((window == nullptr) && (false == settings.software)) if ((window == nullptr) && (false == settings.software))
{ {
report("no gl 3.3 context from the graphics driver, trying the software renderer"); report("no gl 4.6 context from the graphics driver, trying the software renderer");
settings.software = true; settings.software = true;
window = create_context(true); window = create_context(true);
} }
if (window == nullptr) if (window == nullptr)
{ {
#ifdef _WIN32 #ifdef _WIN32
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); 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);
#else #else
report("failed to create gl 3.3 context. without a display run it through xvfb-run", true); report("failed to create gl 4.6 context. without a display run it through xvfb-run", true);
#endif #endif
return finish(1); return finish(1);
} }

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

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@@ -148,22 +148,12 @@ opengl46_vaogeometrybank::draw_( gfx::geometry_handle const &Geometry, gfx::stre
} }
// render // render
if( chunkrecord.index_count > 0 ) { if( chunkrecord.index_count > 0 ) {
if (glDrawRangeElementsBaseVertex) { m_vao->bind();
m_vao->bind(); ::glDrawRangeElementsBaseVertex(
::glDrawRangeElementsBaseVertex( chunk.type,
chunk.type, 0, chunkrecord.vertex_count,
0, chunkrecord.vertex_count, chunkrecord.index_count, GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
chunkrecord.index_count, GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ), chunkrecord.vertex_offset );
chunkrecord.vertex_offset );
}
else {
setup_attrib(chunkrecord.vertex_offset);
m_vao->bind();
::glDrawRangeElements(
chunk.type,
0, chunkrecord.vertex_count,
chunkrecord.index_count, GL_UNSIGNED_INT, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ) );
}
} }
else { else {
m_vao->bind(); m_vao->bind();
@@ -208,25 +198,13 @@ opengl46_vaogeometrybank::draw_instanced_( gfx::geometry_handle const &Geometry,
GLsizei const inst_count = static_cast<GLsizei>(InstanceCount); GLsizei const inst_count = static_cast<GLsizei>(InstanceCount);
if( chunkrecord.index_count > 0 ) { if( chunkrecord.index_count > 0 ) {
// GLES 3.0 context doesn't provide the base vertex variant, same fallbacks as in draw_() m_vao->bind();
if( glDrawElementsInstancedBaseVertex ) { ::glDrawElementsInstancedBaseVertex(
m_vao->bind(); chunk.type,
::glDrawElementsInstancedBaseVertex( chunkrecord.index_count, GL_UNSIGNED_INT,
chunk.type, reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
chunkrecord.index_count, GL_UNSIGNED_INT, inst_count,
reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ), chunkrecord.vertex_offset );
inst_count,
chunkrecord.vertex_offset );
}
else {
setup_attrib( chunkrecord.vertex_offset );
m_vao->bind();
::glDrawElementsInstanced(
chunk.type,
chunkrecord.index_count, GL_UNSIGNED_INT,
reinterpret_cast<void const *>( chunkrecord.index_offset * sizeof( gfx::basic_index ) ),
inst_count );
}
} }
else { else {
m_vao->bind(); m_vao->bind();
@@ -250,12 +228,6 @@ opengl46_vaogeometrybank::draw_batch_( gfx::geometry_handle const *First, gfx::g
{ {
std::size_t count { 0 }; std::size_t count { 0 };
if( !glMultiDrawArrays ) {
// GLES context doesn't provide the call
for( ; First != Last; ++First ) { count += draw_( *First, Units, Streams ); }
return count;
}
setup_buffer(); setup_buffer();
std::array<GLint, 64> offsets; std::array<GLint, 64> offsets;

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@@ -96,7 +96,7 @@ ErrorCallback( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei l
bool opengl46_renderer::Init(GLFWwindow *Window) 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 );
glEnable( GL_DEBUG_OUTPUT_SYNCHRONOUS ); glEnable( GL_DEBUG_OUTPUT_SYNCHRONOUS );
glDebugMessageControl( GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_NOTIFICATION, 0, nullptr, GL_FALSE ); glDebugMessageControl( GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_NOTIFICATION, 0, nullptr, GL_FALSE );
@@ -438,10 +438,7 @@ bool opengl46_renderer::init_viewport(viewport_config &vp)
glDepthFunc(GL_GEQUAL); glDepthFunc(GL_GEQUAL);
if (GLAD_GL_ARB_clip_control) glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
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);
glEnable(GL_PROGRAM_POINT_SIZE); glEnable(GL_PROGRAM_POINT_SIZE);
@@ -1459,78 +1456,43 @@ glm::mat4 opengl46_renderer::perspective_projection(const viewport_proj_config &
glm::mat4 R = frustum; glm::mat4 R = frustum;
frustum = glm::translate(frustum * M, -c.pe); frustum = glm::translate(frustum * M, -c.pe);
if (GLAD_GL_ARB_clip_control || GLAD_GL_EXT_clip_control) { // clip_control: projection matrix with 1..0 Z range and infinite zfar
// when clip_control available, use projection matrix with 1..0 Z range and infinite zfar R[2][2] = -1.0f;
R[2][2] = -1.0f; R[3][2] = -2.0f * n;
R[3][2] = -2.0f * n; R = glm::mat4( //
R = glm::mat4( // 1.0f, 0.0f, 0.0f, 0.0f, //
1.0f, 0.0f, 0.0f, 0.0f, // 0.0f, 1.0f, 0.0f, 0.0f, //
0.0f, 1.0f, 0.0f, 0.0f, // 0.0f, 0.0f, -0.5f, 0.0f, //
0.0f, 0.0f, -0.5f, 0.0f, // 0.0f, 0.0f, 0.5f, 1.0f //
0.0f, 0.0f, 0.5f, 1.0f // ) * R;
) * 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;
}
return glm::translate(R * M, -c.pe); return glm::translate(R * M, -c.pe);
} }
glm::mat4 opengl46_renderer::perspective_projection_raw(float fovy, float aspect, float znear, float zfar) 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 // clip_control: projection matrix with 1..0 Z range and infinite zfar
return glm::mat4( // return glm::mat4( //
f / aspect, 0.0f, 0.0f, 0.0f, // f / aspect, 0.0f, 0.0f, 0.0f, //
0.0f, f, 0.0f, 0.0f, // 0.0f, f, 0.0f, 0.0f, //
0.0f, 0.0f, 0.0f, -1.0f, // 0.0f, 0.0f, 0.0f, -1.0f, //
0.0f, 0.0f, znear, 0.0f // 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);
} }
glm::mat4 opengl46_renderer::ortho_projection(float l, float r, float b, float t, float znear, float zfar) 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); glm::mat4 proj = glm::ortho(l, r, b, t, znear, zfar);
if (GLAD_GL_ARB_clip_control || GLAD_GL_EXT_clip_control) // clip_control: projection matrix with 1..0 Z range
// when clip_control available, use projection matrix with 1..0 Z range return glm::mat4( //
return glm::mat4( // 1.0f, 0.0f, 0.0f, 0.0f, //
1.0f, 0.0f, 0.0f, 0.0f, // 0.0f, 1.0f, 0.0f, 0.0f, //
0.0f, 1.0f, 0.0f, 0.0f, // 0.0f, 0.0f, -0.5f, 0.0f, //
0.0f, 0.0f, -0.5f, 0.0f, // 0.0f, 0.0f, 0.5f, 1.0f //
0.0f, 0.0f, 0.5f, 1.0f // ) *
) * proj;
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;
} }
glm::mat4 opengl46_renderer::ortho_frustumtest_projection(float l, float r, float b, float t, float znear, float zfar) 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; glm::mat4 coordmove;
if (GLAD_GL_ARB_clip_control || GLAD_GL_EXT_clip_control) // transform 1..-1 NDC xy coordinates to 1..0 (with clip_control z is already 1..0)
// transform 1..-1 NDC xy coordinates to 1..0 coordmove = glm::mat4( //
coordmove = glm::mat4( // 0.5, 0.0, 0.0, 0.0, //
0.5, 0.0, 0.0, 0.0, // 0.0, 0.5, 0.0, 0.0, //
0.0, 0.5, 0.0, 0.0, // 0.0, 0.0, 1.0, 0.0, //
0.0, 0.0, 1.0, 0.0, // 0.5, 0.5, 0.0, 1.0 //
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 //
);
for( auto idx = 0; idx < m_shadowpass.size(); ++idx ) { 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.textures :
material.GetTextures(TSubModel::VariantId(sm))}; material.GetTextures(TSubModel::VariantId(sm))};
if (GLAD_GL_ARB_multi_bind) GLuint lastdiff = 0;
{ size_t i;
GLuint lastdiff = 0; for (i = 0; i < gl::MAX_TEXTURES; i++)
size_t i; if (materialtextures[i] != null_handle)
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)
{ {
if (tex == null_handle) opengl_texture &tex = m_textures.mark_as_used(materialtextures[i]);
break; tex.create();
m_textures.bind(unit, tex); if (opengl_texture::units[i] != tex.id)
unit++; {
opengl_texture::units[i] = tex.id;
lastdiff = i + 1;
}
} }
} else
break;
if (lastdiff)
glBindTextures(0, lastdiff, &opengl_texture::units[0]);
material.shader->bind(); material.shader->bind();
} }
@@ -5397,13 +5336,9 @@ glm::dvec3 opengl46_renderer::Update_Mouse_Position()
if (pointdepth != std::numeric_limits<float>::max()) 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; m_mousehit = pointdepth > 0.0f;
if (GLAD_GL_ARB_clip_control || GLAD_GL_EXT_clip_control) { if (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(),
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(),
glm::vec4(0, 0, Global.gfx_framebuffer_width, Global.gfx_framebuffer_height)); 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 // set up helpers
glm::mat4 coordmove; glm::mat4 coordmove;
if (GLAD_GL_ARB_clip_control || GLAD_GL_EXT_clip_control) // transform 1..-1 NDC xy coordinates to 1..0 (with clip_control z is already 1..0)
// transform 1..-1 NDC xy coordinates to 1..0 coordmove = glm::mat4( //
coordmove = glm::mat4( // 0.5, 0.0, 0.0, 0.0, //
0.5, 0.0, 0.0, 0.0, // 0.0, 0.5, 0.0, 0.0, //
0.0, 0.5, 0.0, 0.0, // 0.0, 0.0, 1.0, 0.0, //
0.0, 0.0, 1.0, 0.0, // 0.5, 0.5, 0.0, 1.0 //
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 //
);
glm::mat4 mv = OpenGLMatrices.data( GL_MODELVIEW ); glm::mat4 mv = OpenGLMatrices.data( GL_MODELVIEW );
// fill vehicle headlights data // fill vehicle headlights data
@@ -6120,9 +6046,9 @@ bool opengl46_renderer::Init_caps()
crashreport_add_info("gl_family", "desktop"); 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; return false;
} }
@@ -6132,18 +6058,6 @@ bool opengl46_renderer::Init_caps()
if (!GLAD_GL_EXT_texture_compression_s3tc) if (!GLAD_GL_EXT_texture_compression_s3tc)
ErrorLog("EXT_texture_compression_s3tc not supported!"); 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(); glGetError();
glLineWidth(2.0f); glLineWidth(2.0f);
if (!glGetError()) if (!glGetError())
@@ -6205,7 +6119,7 @@ bool opengl46_renderer::renderer_register = gfx_renderer_factory::get_instance()
bool opengl46_renderer::opengl46_imgui_renderer::Init() bool opengl46_renderer::opengl46_imgui_renderer::Init()
{ {
crashreport_add_info("imgui_ver", "gl3"); 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() void opengl46_renderer::opengl46_imgui_renderer::Shutdown()

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@@ -33,7 +33,7 @@ void bind_for_upload(opengl_texture const &Texture)
void set_anisotropy(GLenum const Target) 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); ::glTexParameterf(Target, GL_TEXTURE_MAX_ANISOTROPY_EXT, Global.AnisotropicFiltering);
} }

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@@ -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 ); 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();
}
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------

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@@ -64,9 +64,6 @@ public:
point = this->m_inversetransformation * point; point = this->m_inversetransformation * point;
// ...and scale by transformed w // ...and scale by transformed w
point = glm::vec4{ glm::vec3{ point } / point.w, 1.f }; } ); } 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: private:
// members: // members:

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@@ -12,6 +12,14 @@ http://mozilla.org/MPL/2.0/.
#include <stack> #include <stack>
#include <vector> #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 // encapsulation of the fixed pipeline opengl matrix stack
class opengl_matrices { class opengl_matrices {
@@ -82,8 +90,9 @@ public:
private: private:
// methods: // methods:
// the core profile has no fixed pipeline matrices to upload to; the renderer passes the matrices to its shaders itself
void void
upload() { ::glLoadMatrixf( glm::value_ptr( m_stack.back() ) ); } upload() {}
// members: // members:
std::vector<glm::mat4> m_stack; std::vector<glm::mat4> m_stack;
@@ -110,8 +119,7 @@ public:
case GL_MODELVIEW: { m_mode = stack_mode::gl_modelview; break; } case GL_MODELVIEW: { m_mode = stack_mode::gl_modelview; break; }
case GL_PROJECTION: { m_mode = stack_mode::gl_projection; break; } case GL_PROJECTION: { m_mode = stack_mode::gl_projection; break; }
case GL_TEXTURE: { m_mode = stack_mode::gl_texture; break; } case GL_TEXTURE: { m_mode = stack_mode::gl_texture; break; }
default: { break; } } default: { break; } } }
if( m_upload ) {::glMatrixMode( Mode ); } }
glm::mat4 const & glm::mat4 const &
data( GLuint const Mode = -1 ) const { data( GLuint const Mode = -1 ) const {
switch( Mode ) { switch( Mode ) {

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@@ -44,7 +44,6 @@ float calc_shadow()
for (cascade = 0U; cascade < MAX_CASCADES; cascade++) for (cascade = 0U; cascade < MAX_CASCADES; cascade++)
if (distance <= cascade_end[cascade]) if (distance <= cascade_end[cascade])
break; break;
float dist_casc = distance / cascade_end[cascade];
// Normal offset: sample the shadow map from a point pushed along the surface normal // 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 // 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 // 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); 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 // Fast path: 4 textureGather() calls cover a 4x4 texel block. Raw gathered
// comparisons must be weighted by the sub-texel position (bilinear weights), // comparisons must be weighted by the sub-texel position (bilinear weights),
// otherwise the result is constant across each shadow map texel and shadow // 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(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)); + dot(g11, vec4(f.y, f.x * f.y, f.x, 1.0));
return shadow / 9.0; 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 #else
return 0.0; return 0.0;
#endif #endif