/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019 Vladimír Vondruš Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "Renderer.h" #include "Magnum/GL/Context.h" #include "Magnum/GL/Extensions.h" #include "Magnum/Math/Color.h" #include "Magnum/Math/Range.h" #include "Magnum/GL/Implementation/State.h" #include "Magnum/GL/Implementation/RendererState.h" namespace Magnum { namespace GL { Range1D Renderer::lineWidthRange() { auto& state = *Context::current().state().renderer; Range1D& value = state.lineWidthRange; /* Get the value, if not already cached */ if(!value.max()) value = state.lineWidthRangeImplementation(); return value; } Range1D Renderer::lineWidthRangeImplementationDefault() { Range1D value; glGetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, value.data()); return value; } #ifndef MAGNUM_TARGET_GLES Range1D Renderer::lineWidthRangeImplementationMesaForwardCompatible() { Range1D value = lineWidthRangeImplementationDefault(); value.max() = Math::min(1.0f, value.max()); return value; } #endif void Renderer::enable(const Feature feature) { glEnable(GLenum(feature)); } void Renderer::disable(const Feature feature) { glDisable(GLenum(feature)); } void Renderer::setFeature(const Feature feature, const bool enabled) { enabled ? enable(feature) : disable(feature); } #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) void Renderer::enable(const Feature feature, const UnsignedInt drawBuffer) { Context::current().state().renderer->enableiImplementation(GLenum(feature), drawBuffer); } void Renderer::disable(const Feature feature, const UnsignedInt drawBuffer) { Context::current().state().renderer->disableiImplementation(GLenum(feature), drawBuffer); } void Renderer::setFeature(const Feature feature, const UnsignedInt drawBuffer, const bool enabled) { enabled ? enable(feature, drawBuffer) : disable(feature, drawBuffer); } #endif void Renderer::setHint(const Hint target, const HintMode mode) { glHint(GLenum(target), GLenum(mode)); } void Renderer::setClearColor(const Color4& color) { glClearColor(color.r(), color.g(), color.b(), color.a()); } #ifndef MAGNUM_TARGET_GLES void Renderer::setClearDepth(const Double depth) { glClearDepth(depth); } #endif void Renderer::setClearDepth(Float depth) { Context::current().state().renderer->clearDepthfImplementation(depth); } void Renderer::setClearStencil(const Int stencil) { glClearStencil(stencil); } void Renderer::setFrontFace(const FrontFace mode) { glFrontFace(GLenum(mode)); } void Renderer::setFaceCullingMode(const PolygonFacing mode) { glCullFace(GLenum(mode)); } #ifndef MAGNUM_TARGET_GLES void Renderer::setProvokingVertex(const ProvokingVertex mode) { glProvokingVertex(GLenum(mode)); } #endif #ifndef MAGNUM_TARGET_WEBGL void Renderer::setPolygonMode(const PolygonMode mode) { #ifndef MAGNUM_TARGET_GLES glPolygonMode #else glPolygonModeNV #endif (GL_FRONT_AND_BACK, GLenum(mode)); } #endif void Renderer::setPolygonOffset(const Float factor, const Float units) { glPolygonOffset(factor, units); } void Renderer::setLineWidth(const Float width) { glLineWidth(width); } #ifndef MAGNUM_TARGET_GLES void Renderer::setPointSize(const Float size) { glPointSize(size); } #endif #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) void Renderer::setMinSampleShading(const Float value) { (Context::current().state().renderer->minSampleShadingImplementation)(value); } void Renderer::minSampleShadingImplementationDefault(const GLfloat value) { glMinSampleShading(value); } #ifdef MAGNUM_TARGET_GLES void Renderer::minSampleShadingImplementationOES(const GLfloat value) { glMinSampleShadingOES(value); } #endif #endif #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) UnsignedInt Renderer::maxPatchVertexCount() { #ifndef MAGNUM_TARGET_GLES if(!Context::current().isExtensionSupported()) return 0; #else if(!Context::current().isExtensionSupported()) return 0; #endif GLint& value = Context::current().state().renderer->maxPatchVertexCount; /* Get the value, if not already cached */ if(value == 0) glGetIntegerv(GL_MAX_PATCH_VERTICES, &value); return value; } void Renderer::setPatchVertexCount(UnsignedInt count) { Context::current().state().renderer->patchParameteriImplementation(GL_PATCH_VERTICES, count); } #endif #ifndef MAGNUM_TARGET_GLES void Renderer::setPatchDefaultInnerLevel(const Vector2& levels) { glPatchParameterfv(GL_PATCH_DEFAULT_INNER_LEVEL, levels.data()); } void Renderer::setPatchDefaultOuterLevel(const Vector4& levels) { glPatchParameterfv(GL_PATCH_DEFAULT_OUTER_LEVEL, levels.data()); } #endif #if !(defined(MAGNUM_TARGET_GLES2) && defined(MAGNUM_TARGET_WEBGL)) UnsignedInt Renderer::maxClipDistances() { #ifndef MAGNUM_TARGET_GLES if(!Context::current().isVersionSupported(Version::GL300)) return 0; #elif defined(MAGNUM_TARGET_GLES2) if(!Context::current().isExtensionSupported()) return 0; #else if(!Context::current().isExtensionSupported()) return 0; #endif GLint& value = Context::current().state().renderer->maxClipDistances; /* Get the value, if not already cached */ if(value == 0) glGetIntegerv( #ifndef MAGNUM_TARGET_GLES GL_MAX_CLIP_DISTANCES #elif defined(MAGNUM_TARGET_GLES2) GL_MAX_CLIP_DISTANCES_APPLE #else GL_MAX_CLIP_DISTANCES_EXT #endif , &value); return value; } #endif #ifndef MAGNUM_TARGET_GLES2 UnsignedInt Renderer::maxCullDistances() { #ifndef MAGNUM_TARGET_GLES if(!Context::current().isExtensionSupported()) return 0; #else if(!Context::current().isExtensionSupported()) return 0; #endif GLint& value = Context::current().state().renderer->maxCullDistances; /* Get the value, if not already cached */ if(value == 0) glGetIntegerv( #ifndef MAGNUM_TARGET_GLES GL_MAX_CULL_DISTANCES #else GL_MAX_CULL_DISTANCES_EXT #endif , &value); return value; } UnsignedInt Renderer::maxCombinedClipAndCullDistances() { #ifndef MAGNUM_TARGET_GLES if(!Context::current().isExtensionSupported()) return 0; #else if(!Context::current().isExtensionSupported()) return 0; #endif GLint& value = Context::current().state().renderer->maxCombinedClipAndCullDistances; /* Get the value, if not already cached */ if(value == 0) glGetIntegerv( #ifndef MAGNUM_TARGET_GLES GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES #else GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES_EXT #endif , &value); return value; } #endif void Renderer::setScissor(const Range2Di& rectangle) { glScissor(rectangle.left(), rectangle.bottom(), rectangle.sizeX(), rectangle.sizeY()); } void Renderer::setStencilFunction(const PolygonFacing facing, const StencilFunction function, const Int referenceValue, const UnsignedInt mask) { glStencilFuncSeparate(GLenum(facing), GLenum(function), referenceValue, mask); } void Renderer::setStencilFunction(const StencilFunction function, const Int referenceValue, const UnsignedInt mask) { glStencilFunc(GLenum(function), referenceValue, mask); } void Renderer::setStencilOperation(const PolygonFacing facing, const StencilOperation stencilFail, const StencilOperation depthFail, const StencilOperation depthPass) { glStencilOpSeparate(GLenum(facing), GLenum(stencilFail), GLenum(depthFail), GLenum(depthPass)); } void Renderer::setStencilOperation(const StencilOperation stencilFail, const StencilOperation depthFail, const StencilOperation depthPass) { glStencilOp(GLenum(stencilFail), GLenum(depthFail), GLenum(depthPass)); } void Renderer::setDepthFunction(const DepthFunction function) { glDepthFunc(GLenum(function)); } void Renderer::setColorMask(const GLboolean allowRed, const GLboolean allowGreen, const GLboolean allowBlue, const GLboolean allowAlpha) { glColorMask(allowRed, allowGreen, allowBlue, allowAlpha); } #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) void Renderer::setColorMask(const UnsignedInt drawBuffer, const GLboolean allowRed, const GLboolean allowGreen, const GLboolean allowBlue, const GLboolean allowAlpha) { Context::current().state().renderer->colorMaskiImplementation(drawBuffer, allowRed, allowGreen, allowBlue, allowAlpha); } #endif void Renderer::setDepthMask(const GLboolean allow) { glDepthMask(allow); } void Renderer::setStencilMask(const PolygonFacing facing, const UnsignedInt allowBits) { glStencilMaskSeparate(GLenum(facing), allowBits); } void Renderer::setStencilMask(const UnsignedInt allowBits) { glStencilMask(allowBits); } void Renderer::setBlendEquation(const BlendEquation equation) { glBlendEquation(GLenum(equation)); } void Renderer::setBlendEquation(const BlendEquation rgb, const BlendEquation alpha) { glBlendEquationSeparate(GLenum(rgb), GLenum(alpha)); } void Renderer::setBlendFunction(const BlendFunction source, const BlendFunction destination) { glBlendFunc(GLenum(source), GLenum(destination)); } void Renderer::setBlendFunction(const BlendFunction sourceRgb, const BlendFunction destinationRgb, const BlendFunction sourceAlpha, const BlendFunction destinationAlpha) { glBlendFuncSeparate(GLenum(sourceRgb), GLenum(destinationRgb), GLenum(sourceAlpha), GLenum(destinationAlpha)); } #if !(defined(MAGNUM_TARGET_WEBGL) && defined(MAGNUM_TARGET_GLES2)) void Renderer::setBlendEquation(const UnsignedInt drawBuffer, const BlendEquation equation) { Context::current().state().renderer->blendEquationiImplementation(drawBuffer, GLenum(equation)); } void Renderer::setBlendEquation(const UnsignedInt drawBuffer, const BlendEquation rgb, const BlendEquation alpha) { Context::current().state().renderer->blendEquationSeparateiImplementation(drawBuffer, GLenum(rgb), GLenum(alpha)); } void Renderer::setBlendFunction(const UnsignedInt drawBuffer, const BlendFunction source, const BlendFunction destination) { Context::current().state().renderer->blendFunciImplementation(drawBuffer, GLenum(source), GLenum(destination)); } void Renderer::setBlendFunction(const UnsignedInt drawBuffer, const BlendFunction sourceRgb, const BlendFunction destinationRgb, const BlendFunction sourceAlpha, const BlendFunction destinationAlpha) { Context::current().state().renderer->blendFuncSeparateiImplementation(drawBuffer, GLenum(sourceRgb), GLenum(destinationRgb), GLenum(sourceAlpha), GLenum(destinationAlpha)); } #endif void Renderer::setBlendColor(const Color4& color) { glBlendColor(color.r(), color.g(), color.b(), color.a()); } #ifndef MAGNUM_TARGET_GLES void Renderer::setLogicOperation(const LogicOperation operation) { glLogicOp(GLenum(operation)); } #endif #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) /* https://docs.microsoft.com/en-us/windows/win32/api/winnt/nf-winnt-memorybarrier Sigh. Our glMemoryBarrier is actually flextGL.MemoryBarrier and then windows.h comes around and sets things on fire. Unless I'm doing something very wrong, windows.h should not be dragged into this file, so no #undef should be necessary. */ void Renderer::setMemoryBarrier(MemoryBarriers barriers) { glMemoryBarrier(GLbitfield(barriers)); } #endif #ifndef MAGNUM_TARGET_WEBGL Renderer::ResetNotificationStrategy Renderer::resetNotificationStrategy() { #ifndef MAGNUM_TARGET_GLES if(!Context::current().isExtensionSupported()) #else if(!Context::current().isExtensionSupported()) #endif return ResetNotificationStrategy::NoResetNotification; ResetNotificationStrategy& strategy = Context::current().state().renderer->resetNotificationStrategy; if(strategy == ResetNotificationStrategy()) { #ifndef MAGNUM_TARGET_GLES glGetIntegerv(GL_RESET_NOTIFICATION_STRATEGY_ARB, reinterpret_cast(&strategy)); #else glGetIntegerv(GL_RESET_NOTIFICATION_STRATEGY_EXT, reinterpret_cast(&strategy)); #endif } return strategy; } Renderer::GraphicsResetStatus Renderer::graphicsResetStatus() { return Context::current().state().renderer->graphicsResetStatusImplementation(); } #endif void Renderer::initializeContextBasedFunctionality() { /* Set some "corporate identity" */ using namespace Magnum::Math::Literals; setClearColor(0x1f1f1f_rgbf); } #ifndef MAGNUM_TARGET_GLES void Renderer::clearDepthfImplementationDefault(const GLfloat depth) { glClearDepth(GLdouble(depth)); } #endif void Renderer::clearDepthfImplementationES(const GLfloat depth) { glClearDepthf(depth); } #ifndef MAGNUM_TARGET_WEBGL Renderer::GraphicsResetStatus Renderer::graphicsResetStatusImplementationDefault() { return GraphicsResetStatus::NoError; } Renderer::GraphicsResetStatus Renderer::graphicsResetStatusImplementationRobustness() { #ifndef MAGNUM_TARGET_GLES return GraphicsResetStatus(glGetGraphicsResetStatusARB()); #else return GraphicsResetStatus(glGetGraphicsResetStatusEXT()); #endif } #endif #ifndef DOXYGEN_GENERATING_OUTPUT Debug& operator<<(Debug& debug, const Renderer::Error value) { debug << "GL::Renderer::Error" << Debug::nospace; switch(value) { /* LCOV_EXCL_START */ #define _c(value) case Renderer::Error::value: return debug << "::" #value; _c(NoError) _c(InvalidEnum) _c(InvalidValue) _c(InvalidOperation) _c(InvalidFramebufferOperation) _c(OutOfMemory) #ifndef MAGNUM_TARGET_WEBGL _c(StackUnderflow) _c(StackOverflow) #endif #undef _c /* LCOV_EXCL_STOP */ } return debug << "(" << Debug::nospace << reinterpret_cast(GLenum(value)) << Debug::nospace << ")"; } #ifndef MAGNUM_TARGET_WEBGL Debug& operator<<(Debug& debug, const Renderer::ResetNotificationStrategy value) { debug << "GL::Renderer::ResetNotificationStrategy" << Debug::nospace; switch(value) { /* LCOV_EXCL_START */ #define _c(value) case Renderer::ResetNotificationStrategy::value: return debug << "::" #value; _c(NoResetNotification) _c(LoseContextOnReset) #undef _c /* LCOV_EXCL_STOP */ } return debug << "(" << Debug::nospace << reinterpret_cast(GLenum(value)) << Debug::nospace << ")"; } Debug& operator<<(Debug& debug, const Renderer::GraphicsResetStatus value) { debug << "GL::Renderer::GraphicsResetStatus" << Debug::nospace; switch(value) { /* LCOV_EXCL_START */ #define _c(value) case Renderer::GraphicsResetStatus::value: return debug << "::" #value; _c(NoError) _c(GuiltyContextReset) _c(InnocentContextReset) _c(UnknownContextReset) #undef _c /* LCOV_EXCL_STOP */ } return debug << "(" << Debug::nospace << reinterpret_cast(GLenum(value)) << Debug::nospace << ")"; } #endif #endif }}