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@@ -15,6 +15,8 @@
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#include "../core/alloc_type.hpp"
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#include "../core/geometry_type.hpp"
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#include "../gfx_type.h"
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#include "../spriteloader/spriteloader.hpp"
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#include "../misc/lrucache.hpp"
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typedef void (*OGLProc)();
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typedef OGLProc (*GetOGLProcAddressProc)(const char *proc);
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@@ -22,8 +24,10 @@ typedef OGLProc (*GetOGLProcAddressProc)
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bool IsOpenGLVersionAtLeast(byte major, byte minor);
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const char *FindStringInExtensionList(const char *string, const char *substring);
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class OpenGLSprite;
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/** Platform-independent back-end class for OpenGL video drivers. */
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class OpenGLBackend : public ZeroedMemoryAllocator {
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class OpenGLBackend : public ZeroedMemoryAllocator, SpriteEncoder {
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private:
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static OpenGLBackend *instance; ///< Singleton instance pointer.
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@@ -35,12 +39,22 @@ private:
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GLuint vbo_quad; ///< Vertex buffer with a fullscreen quad.
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GLuint pal_texture; ///< Palette lookup texture.
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GLuint remap_program; ///< Shader program for blending and rendering a RGBA + remap texture.
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GLint remap_sprite_loc; ///< Uniform location for sprite parameters.
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GLint remap_screen_loc; ///< Uniform location for screen size;
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GLint remap_zoom_loc; ///< Uniform location for sprite zoom;
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GLint remap_rgb_loc; ///< Uniform location for RGB mode flag;
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LRUCache<SpriteID, Sprite> cursor_cache; ///< Cache of encoded cursor sprites.
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OpenGLBackend();
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~OpenGLBackend();
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const char *Init();
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bool InitShaders();
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void RenderOglSprite(OpenGLSprite *gl_sprite, uint x, uint y, ZoomLevel zoom);
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public:
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/** Get singleton instance of this class. */
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static inline OpenGLBackend *Get()
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@@ -54,8 +68,48 @@ public:
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bool Resize(int w, int h, bool force = false);
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void Paint();
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void DrawMouseCursor();
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void ClearCursorCache();
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void *GetVideoBuffer();
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void ReleaseVideoBuffer(const Rect &update_rect);
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/* SpriteEncoder */
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bool Is32BppSupported() override { return true; }
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uint GetSpriteAlignment() override { return 1u << (ZOOM_LVL_COUNT - 1); }
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Sprite *Encode(const SpriteLoader::Sprite *sprite, AllocatorProc *allocator) override;
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};
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/** Class that encapsulates a RGBA texture together with a paletted remap texture. */
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class OpenGLSprite {
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private:
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/** Enum of all used OpenGL texture objects. */
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enum Texture {
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TEX_RGBA, ///< RGBA texture part.
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TEX_REMAP, ///< Remap texture part.
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NUM_TEX
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};
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Dimension dim;
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GLuint tex[NUM_TEX]; ///< The texture objects.
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static GLuint dummy_tex[NUM_TEX]; ///< 1x1 dummy textures to substitute for unused sprite components.
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static bool Create();
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static void Destroy();
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bool BindTextures();
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public:
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OpenGLSprite(uint width, uint height, uint levels, SpriteColourComponent components);
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~OpenGLSprite();
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void Update(uint width, uint height, uint level, const SpriteLoader::CommonPixel *data);
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Dimension GetSize(ZoomLevel level) const;
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friend class OpenGLBackend;
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};
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#endif /* VIDEO_OPENGL_H */
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