mirror of https://github.com/auygun/kaliber.git
215 lines
6.2 KiB
C++
215 lines
6.2 KiB
C++
#ifndef ENGINE_RENDERER_OPENGL_RENDERER_OPENGL_H
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#define ENGINE_RENDERER_OPENGL_RENDERER_OPENGL_H
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <vector>
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#define THREADED_RENDERING
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#ifdef THREADED_RENDERING
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#include <condition_variable>
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#include <deque>
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#include <future>
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#include <mutex>
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#include <semaphore>
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#include <thread>
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#endif // THREADED_RENDERING
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#include "engine/renderer/opengl/opengl.h"
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#include "engine/renderer/renderer.h"
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#if defined(__ANDROID__)
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struct ANativeWindow;
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#endif
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#ifdef THREADED_RENDERING
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namespace base {
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class TaskRunner;
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}
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#endif // THREADED_RENDERING
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namespace eng {
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struct RenderCommand;
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class RendererOpenGL final : public Renderer {
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public:
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RendererOpenGL();
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~RendererOpenGL() final;
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#if defined(__ANDROID__)
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bool Initialize(ANativeWindow* window) final;
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#elif defined(__linux__)
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bool Initialize(Display* display, Window window) final;
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#endif
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void Shutdown() final;
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uint64_t CreateGeometry(std::unique_ptr<Mesh> mesh) final;
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void DestroyGeometry(uint64_t resource_id) final;
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void Draw(uint64_t resource_id) final;
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uint64_t CreateTexture() final;
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void UpdateTexture(uint64_t resource_id, std::unique_ptr<Image> image) final;
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void DestroyTexture(uint64_t resource_id) final;
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void ActivateTexture(uint64_t resource_id) final;
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uint64_t CreateShader(std::unique_ptr<ShaderSource> source,
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const VertexDescripton& vertex_description,
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Primitive primitive,
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bool enable_depth_test) final;
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void DestroyShader(uint64_t resource_id) final;
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void ActivateShader(uint64_t resource_id) final;
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void SetUniform(uint64_t resource_id,
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const std::string& name,
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const base::Vector2f& val) final;
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void SetUniform(uint64_t resource_id,
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const std::string& name,
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const base::Vector3f& val) final;
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void SetUniform(uint64_t resource_id,
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const std::string& name,
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const base::Vector4f& val) final;
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void SetUniform(uint64_t resource_id,
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const std::string& name,
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const base::Matrix4f& val) final;
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void SetUniform(uint64_t resource_id,
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const std::string& name,
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float val) final;
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void SetUniform(uint64_t resource_id, const std::string& name, int val) final;
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void UploadUniforms(uint64_t resource_id) final {}
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void PrepareForDrawing() final {}
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void Present() final;
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size_t GetAndResetFPS() final;
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const char* GetDebugName() final { return "OpenGL"; }
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#if defined(__linux__) && !defined(__ANDROID__)
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XVisualInfo* GetXVisualInfo(Display* display) final;
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#endif
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private:
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struct GeometryOpenGL {
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struct Element {
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GLsizei num_elements;
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GLenum type;
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size_t vertex_offset;
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};
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GLsizei num_vertices = 0;
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GLsizei num_indices = 0;
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GLenum primitive = 0;
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GLenum index_type = 0;
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std::vector<Element> vertex_layout;
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GLuint vertex_size = 0;
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GLuint vertex_array_id = 0;
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GLuint vertex_buffer_id = 0;
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GLuint index_buffer_id = 0;
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};
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struct ShaderOpenGL {
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GLuint id = 0;
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std::unordered_map<std::string, GLuint> uniforms;
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bool enable_depth_test = false;
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};
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struct TextureOpenGL {
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GLuint id = 0;
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};
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std::unordered_map<uint64_t, GeometryOpenGL> geometries_;
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std::unordered_map<uint64_t, ShaderOpenGL> shaders_;
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std::unordered_map<uint64_t, TextureOpenGL> textures_;
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uint64_t last_resource_id_ = 0;
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GLuint active_shader_id_ = 0;
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GLuint active_texture_id_ = 0;
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bool vertex_array_objects_ = false;
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bool npot_ = false;
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#ifdef THREADED_RENDERING
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// Global commands are independent from frames and guaranteed to be processed.
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std::deque<std::unique_ptr<RenderCommand>> global_commands_;
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// Draw commands are fame specific and can be discarded if the rendering is
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// not throttled.
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std::deque<std::unique_ptr<RenderCommand>> draw_commands_[2];
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std::condition_variable cv_;
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std::mutex mutex_;
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std::thread render_thread_;
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bool terminate_render_thread_ = false;
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std::counting_semaphore<> draw_complete_semaphore_{0};
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base::TaskRunner* main_thread_task_runner_;
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#endif // THREADED_RENDERING
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// Stats.
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size_t fps_ = 0;
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#if defined(__ANDROID__)
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ANativeWindow* window_;
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#elif defined(__linux__)
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Display* display_ = NULL;
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Window window_ = 0;
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GLXContext glx_context_ = NULL;
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#endif
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bool InitInternal();
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bool InitCommon();
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void ShutdownInternal();
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void ContextLost();
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void DestroyAllResources();
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bool StartRenderThread();
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void TerminateRenderThread();
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#ifdef THREADED_RENDERING
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void RenderThreadMain(std::promise<bool> promise);
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#endif // THREADED_RENDERING
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void EnqueueCommand(std::unique_ptr<RenderCommand> cmd);
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void ProcessCommand(RenderCommand* cmd);
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void HandleCmdPresent(RenderCommand* cmd);
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void HandleCmdCreateTexture(RenderCommand* cmd);
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void HandleCmdUpdateTexture(RenderCommand* cmd);
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void HandleCmdDestoryTexture(RenderCommand* cmd);
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void HandleCmdActivateTexture(RenderCommand* cmd);
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void HandleCmdCreateGeometry(RenderCommand* cmd);
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void HandleCmdDestroyGeometry(RenderCommand* cmd);
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void HandleCmdDrawGeometry(RenderCommand* cmd);
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void HandleCmdCreateShader(RenderCommand* cmd);
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void HandleCmdDestroyShader(RenderCommand* cmd);
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void HandleCmdActivateShader(RenderCommand* cmd);
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void HandleCmdSetUniformVec2(RenderCommand* cmd);
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void HandleCmdSetUniformVec3(RenderCommand* cmd);
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void HandleCmdSetUniformVec4(RenderCommand* cmd);
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void HandleCmdSetUniformMat4(RenderCommand* cmd);
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void HandleCmdSetUniformFloat(RenderCommand* cmd);
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void HandleCmdSetUniformInt(RenderCommand* cmd);
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void BindTexture(GLuint id);
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bool SetupVertexLayout(const VertexDescripton& vd,
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GLuint vertex_size,
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bool use_vao,
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std::vector<GeometryOpenGL::Element>& vertex_layout);
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GLuint CreateShader(const char* source, GLenum type);
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bool BindAttributeLocation(GLuint id, const VertexDescripton& vd);
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GLint GetUniformLocation(GLuint id,
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const std::string& name,
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std::unordered_map<std::string, GLuint>& uniforms);
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};
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} // namespace eng
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#endif // ENGINE_RENDERER_OPENGL_RENDERER_OPENGL_H
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