// // Created by BZLZHH on 2025/4/26. // #include "TestDrawing.h" namespace MG_RHI::GLES::Test { constexpr int DISPLAY_COLUMNS = 8; constexpr int DISPLAY_ROWS = 10; constexpr int MAX_DISPLAY_TEXTURES = DISPLAY_COLUMNS * DISPLAY_ROWS; bool IsTextureComplete(const TextureObject& tex) { return !tex.params.mipmapData.empty(); } bool CheckShaderCompileStatus(GLuint shader, const char* type) { GLint success; ::GLES::glGetShaderiv(shader, GL_COMPILE_STATUS, &success); if (!success) { GLchar infoLog[512]; ::GLES::glGetShaderInfoLog(shader, 512, NULL, infoLog); MG_Util::Debug::LogE("Shader compilation error (%s): %s", type, infoLog); return false; } return true; } bool CheckProgramLinkStatus(GLuint program) { GLint success; ::GLES::glGetProgramiv(program, GL_LINK_STATUS, &success); if (!success) { GLchar infoLog[512]; ::GLES::glGetProgramInfoLog(program, 512, NULL, infoLog); MG_Util::Debug::LogE("Program link error: %s", infoLog); return false; } return true; } void DrawAllTextures() { ::GLES::glClearColor(1,1,1,1); ::GLES::glClear(GL_COLOR_BUFFER_BIT); struct ScreenResources { GLuint program = 0; GLuint quadVAO = 0; GLuint quadVBO = 0; GLint uTexLoc = -1; GLint uMVPLoc = -1; std::unordered_map textureCache; std::unordered_map textureDirty; }; static ScreenResources sRes; static glm::ivec2 lastScreenSize{0, 0}; GLint viewport[4]; ::GLES::glGetIntegerv(GL_VIEWPORT, viewport); const glm::ivec2 screenSize(viewport[2], viewport[3]); if (screenSize != lastScreenSize) { if (sRes.quadVAO) { ::GLES::glDeleteVertexArrays(1, &sRes.quadVAO); ::GLES::glDeleteBuffers(1, &sRes.quadVBO); sRes.quadVAO = sRes.quadVBO = 0; } lastScreenSize = screenSize; } if (!sRes.program) { const char* vsSrc = R"(#version 320 es layout(location=0) in vec2 aPos; layout(location=1) in vec2 aTexUV; out vec2 vUV; uniform mat4 uMVP; void main() { gl_Position = uMVP * vec4(aPos, 0.0, 1.0); vUV = aTexUV; })"; const char* fsSrc = R"(#version 320 es precision mediump float; in vec2 vUV; uniform sampler2D uTex; out vec4 FragColor; void main() { FragColor = texture(uTex, vUV); })"; GLuint vs = ::GLES::glCreateShader(GL_VERTEX_SHADER); ::GLES::glShaderSource(vs, 1, &vsSrc, NULL); ::GLES::glCompileShader(vs); if (!CheckShaderCompileStatus(vs, "vertex")) return; GLuint fs = ::GLES::glCreateShader(GL_FRAGMENT_SHADER); ::GLES::glShaderSource(fs, 1, &fsSrc, NULL); ::GLES::glCompileShader(fs); if (!CheckShaderCompileStatus(fs, "fragment")) return; sRes.program = ::GLES::glCreateProgram(); ::GLES::glAttachShader(sRes.program, vs); ::GLES::glAttachShader(sRes.program, fs); ::GLES::glLinkProgram(sRes.program); if (!CheckProgramLinkStatus(sRes.program)) return; sRes.uTexLoc = ::GLES::glGetUniformLocation(sRes.program, "uTex"); sRes.uMVPLoc = ::GLES::glGetUniformLocation(sRes.program, "uMVP"); ::GLES::glDeleteShader(vs); ::GLES::glDeleteShader(fs); } if (!sRes.quadVAO) { const float margin = 0.01f; const float gridWidth = (2.0f - 2*margin) / DISPLAY_COLUMNS; const float gridHeight = (2.0f - 2*margin) / DISPLAY_ROWS; std::vector vertices; vertices.reserve(MAX_DISPLAY_TEXTURES * 16); for (int col = 0; col < DISPLAY_COLUMNS; ++col) { for (int row = 0; row < DISPLAY_ROWS; ++row) { const float xStart = -1.0f + margin + col * gridWidth; const float yStart = -1.0f + margin + row * gridHeight; const float xEnd = xStart + gridWidth - margin; const float yEnd = yStart + gridHeight - margin; vertices.insert(vertices.end(), { xStart, yStart, 0.0f, 0.0f, xEnd, yStart, 1.0f, 0.0f, xEnd, yEnd, 1.0f, 1.0f, xStart, yEnd, 0.0f, 1.0f }); } } ::GLES::glGenVertexArrays(1, &sRes.quadVAO); ::GLES::glGenBuffers(1, &sRes.quadVBO); ::GLES::glBindVertexArray(sRes.quadVAO); ::GLES::glBindBuffer(GL_ARRAY_BUFFER, sRes.quadVBO); ::GLES::glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), vertices.data(), GL_STATIC_DRAW ); ::GLES::glEnableVertexAttribArray(0); ::GLES::glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0 ); ::GLES::glEnableVertexAttribArray(1); ::GLES::glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)) ); ::GLES::glBindVertexArray(0); } std::vector> sortedTextures; for (auto&& [stateID, texObj] : MG_State_T::textureState->textures) { if (!texObj.generated || texObj.target != GL_TEXTURE_2D) continue; if (texObj.params.mipmapData.empty()) continue; sortedTextures.emplace_back(stateID, &texObj); } std::sort(sortedTextures.begin(), sortedTextures.end(), [](auto& a, auto& b) { return a.second->createTimestamp > b.second->createTimestamp; } ); sortedTextures.resize(std::min(sortedTextures.size(), MAX_DISPLAY_TEXTURES)); for (auto&& [stateID, texObj] : sortedTextures) { auto& dirtyFlag = sRes.textureDirty[stateID]; bool needCreate = !sRes.textureCache.count(stateID); if (needCreate) { GLuint glTexID; ::GLES::glGenTextures(1, &glTexID); sRes.textureCache[stateID] = glTexID; dirtyFlag = true; } if (dirtyFlag || needCreate) { const auto& mip0 = texObj->params.mipmapData.begin()->second; if (mip0.hasData) { GLuint glTexID = sRes.textureCache[stateID]; ::GLES::glBindTexture(GL_TEXTURE_2D, glTexID); ::GLES::glTexImage2D(GL_TEXTURE_2D, 0, mip0.internalFormat, mip0.width, mip0.height, 0, mip0.format, mip0.type, mip0.pixelData.data() ); ::GLES::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); ::GLES::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); ::GLES::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); ::GLES::glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); if (texObj->params.mipmapData.size() > 1) { ::GLES::glGenerateMipmap(GL_TEXTURE_2D); } dirtyFlag = false; } } } GLboolean origDepthTest = ::GLES::glIsEnabled(GL_DEPTH_TEST); GLint origProgram, origViewport[4]; ::GLES::glGetIntegerv(GL_VIEWPORT, origViewport); ::GLES::glGetIntegerv(GL_CURRENT_PROGRAM, &origProgram); ::GLES::glDisable(GL_DEPTH_TEST); ::GLES::glUseProgram(sRes.program); ::GLES::glUniformMatrix4fv(sRes.uMVPLoc, 1, GL_FALSE, &glm::mat4(1.0f)[0][0] ); ::GLES::glUniform1i(sRes.uTexLoc, 0); ::GLES::glBindVertexArray(sRes.quadVAO); for (size_t i = 0; i < sortedTextures.size(); ++i) { const GLuint glTexID = sRes.textureCache[sortedTextures[i].first]; ::GLES::glActiveTexture(GL_TEXTURE0); ::GLES::glBindTexture(GL_TEXTURE_2D, glTexID); ::GLES::glDrawArrays(GL_TRIANGLE_FAN, static_cast(i*4), 4); } if (origDepthTest) ::GLES::glEnable(GL_DEPTH_TEST); ::GLES::glUseProgram(origProgram); ::GLES::glViewport(origViewport[0], origViewport[1], origViewport[2], origViewport[3]); } }