diff options
Diffstat (limited to 'backends/graphics/opengl/texture.cpp')
-rw-r--r-- | backends/graphics/opengl/texture.cpp | 546 |
1 files changed, 410 insertions, 136 deletions
diff --git a/backends/graphics/opengl/texture.cpp b/backends/graphics/opengl/texture.cpp index 7b0b22d630..8b94549971 100644 --- a/backends/graphics/opengl/texture.cpp +++ b/backends/graphics/opengl/texture.cpp @@ -21,8 +21,10 @@ */ #include "backends/graphics/opengl/texture.h" -#include "backends/graphics/opengl/extensions.h" -#include "backends/graphics/opengl/debug.h" +#include "backends/graphics/opengl/shader.h" +#include "backends/graphics/opengl/pipelines/pipeline.h" +#include "backends/graphics/opengl/pipelines/clut8.h" +#include "backends/graphics/opengl/framebuffer.h" #include "common/rect.h" #include "common/textconsole.h" @@ -41,94 +43,140 @@ static GLuint nextHigher2(GLuint v) { return ++v; } -GLint Texture::_maxTextureSize = 0; -void Texture::queryTextureInformation() { - glGetIntegerv(GL_MAX_TEXTURE_SIZE, &_maxTextureSize); - debug(5, "OpenGL maximum texture size: %d", _maxTextureSize); +GLTexture::GLTexture(GLenum glIntFormat, GLenum glFormat, GLenum glType) + : _glIntFormat(glIntFormat), _glFormat(glFormat), _glType(glType), + _width(0), _height(0), _logicalWidth(0), _logicalHeight(0), + _texCoords(), _glFilter(GL_NEAREST), + _glTexture(0) { + create(); } -Texture::Texture(GLenum glIntFormat, GLenum glFormat, GLenum glType, const Graphics::PixelFormat &format) - : _glIntFormat(glIntFormat), _glFormat(glFormat), _glType(glType), _format(format), _glFilter(GL_NEAREST), - _glTexture(0), _textureData(), _userPixelData(), _allDirty(false) { - recreateInternalTexture(); +GLTexture::~GLTexture() { + GL_CALL_SAFE(glDeleteTextures, (1, &_glTexture)); } -Texture::~Texture() { - releaseInternalTexture(); - _textureData.free(); +void GLTexture::enableLinearFiltering(bool enable) { + if (enable) { + _glFilter = GL_LINEAR; + } else { + _glFilter = GL_NEAREST; + } + + bind(); + + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _glFilter)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _glFilter)); } -void Texture::releaseInternalTexture() { - GLCALL(glDeleteTextures(1, &_glTexture)); +void GLTexture::destroy() { + GL_CALL(glDeleteTextures(1, &_glTexture)); _glTexture = 0; } -void Texture::recreateInternalTexture() { +void GLTexture::create() { // Release old texture name in case it exists. - releaseInternalTexture(); + destroy(); // Get a new texture name. - GLCALL(glGenTextures(1, &_glTexture)); + GL_CALL(glGenTextures(1, &_glTexture)); // Set up all texture parameters. - GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture)); - GLCALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1)); - GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _glFilter)); - GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _glFilter)); - GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); - GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); - - // In case there is an actual texture setup we reinitialize it. - if (_textureData.getPixels()) { + bind(); + GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _glFilter)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _glFilter)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); + + // If a size is specified, allocate memory for it. + if (_width != 0 && _height != 0) { // Allocate storage for OpenGL texture. - GLCALL(glTexImage2D(GL_TEXTURE_2D, 0, _glIntFormat, _textureData.w, - _textureData.h, 0, _glFormat, _glType, NULL)); - - // Mark dirts such that it will be completely refreshed the next time. - flagDirty(); + GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, _glIntFormat, _width, _height, + 0, _glFormat, _glType, NULL)); } } -void Texture::enableLinearFiltering(bool enable) { - if (enable) { - _glFilter = GL_LINEAR; +void GLTexture::bind() const { + GL_CALL(glBindTexture(GL_TEXTURE_2D, _glTexture)); +} + +void GLTexture::setSize(uint width, uint height) { + const uint oldWidth = _width; + const uint oldHeight = _height; + + if (!g_context.NPOTSupported) { + _width = nextHigher2(width); + _height = nextHigher2(height); } else { - _glFilter = GL_NEAREST; + _width = width; + _height = height; } - GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture)); + _logicalWidth = width; + _logicalHeight = height; - GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _glFilter)); - GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _glFilter)); -} + // If a size is specified, allocate memory for it. + if (width != 0 && height != 0) { + const GLfloat texWidth = (GLfloat)width / _width; + const GLfloat texHeight = (GLfloat)height / _height; -void Texture::allocate(uint width, uint height) { - uint texWidth = width, texHeight = height; - if (!g_extNPOTSupported) { - texWidth = nextHigher2(texWidth); - texHeight = nextHigher2(texHeight); - } + _texCoords[0] = 0; + _texCoords[1] = 0; - // In case the needed texture dimension changed we will reinitialize the - // texture. - if (texWidth != _textureData.w || texHeight != _textureData.h) { - // Create a buffer for the texture data. - _textureData.create(texWidth, texHeight, _format); + _texCoords[2] = texWidth; + _texCoords[3] = 0; - // Set the texture. - GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture)); + _texCoords[4] = 0; + _texCoords[5] = texHeight; - // Allocate storage for OpenGL texture. - GLCALL(glTexImage2D(GL_TEXTURE_2D, 0, _glIntFormat, _textureData.w, - _textureData.h, 0, _glFormat, _glType, NULL)); + _texCoords[6] = texWidth; + _texCoords[7] = texHeight; + + // Allocate storage for OpenGL texture if necessary. + if (oldWidth != _width || oldHeight != _height) { + bind(); + GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, _glIntFormat, _width, + _height, 0, _glFormat, _glType, NULL)); + } } +} - // Create a sub-buffer for raw access. - _userPixelData = _textureData.getSubArea(Common::Rect(width, height)); +void GLTexture::updateArea(const Common::Rect &area, const Graphics::Surface &src) { + // Set the texture on the active texture unit. + bind(); + + // Update the actual texture. + // Although we have the area of the texture buffer we want to update we + // cannot take advantage of the left/right boundries here because it is + // not possible to specify a pitch to glTexSubImage2D. To be precise, with + // plain OpenGL we could set GL_UNPACK_ROW_LENGTH to achieve this. However, + // OpenGL ES 1.0 does not support GL_UNPACK_ROW_LENGTH. Thus, we are left + // with the following options: + // + // 1) (As we do right now) Simply always update the whole texture lines of + // rect changed. This is simplest to implement. In case performance is + // really an issue we can think of switching to another method. + // + // 2) Copy the dirty rect to a temporary buffer and upload that by using + // glTexSubImage2D. This is what the Android backend does. It is more + // complicated though. + // + // 3) Use glTexSubImage2D per line changed. This is what the old OpenGL + // graphics manager did but it is much slower! Thus, we do not use it. + GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, 0, area.top, src.w, area.height(), + _glFormat, _glType, src.getBasePtr(0, area.top))); +} + +// +// Surface +// + +Surface::Surface() + : _allDirty(false), _dirtyArea() { } -void Texture::copyRectToTexture(uint x, uint y, uint w, uint h, const void *srcPtr, uint srcPitch) { +void Surface::copyRectToTexture(uint x, uint y, uint w, uint h, const void *srcPtr, uint srcPitch) { Graphics::Surface *dstSurf = getSurface(); assert(x + w <= dstSurf->w); assert(y + h <= dstSurf->h); @@ -159,50 +207,74 @@ void Texture::copyRectToTexture(uint x, uint y, uint w, uint h, const void *srcP } } -void Texture::fill(uint32 color) { +void Surface::fill(uint32 color) { Graphics::Surface *dst = getSurface(); dst->fillRect(Common::Rect(dst->w, dst->h), color); flagDirty(); } -void Texture::draw(GLfloat x, GLfloat y, GLfloat w, GLfloat h) { - // Only do any processing when the Texture is initialized. - if (!_textureData.getPixels()) { - return; +Common::Rect Surface::getDirtyArea() const { + if (_allDirty) { + return Common::Rect(getWidth(), getHeight()); + } else { + return _dirtyArea; + } +} + +// +// Surface implementations +// + +Texture::Texture(GLenum glIntFormat, GLenum glFormat, GLenum glType, const Graphics::PixelFormat &format) + : Surface(), _format(format), _glTexture(glIntFormat, glFormat, glType), + _textureData(), _userPixelData() { +} + +Texture::~Texture() { + _textureData.free(); +} + +void Texture::destroy() { + _glTexture.destroy(); +} + +void Texture::recreate() { + _glTexture.create(); + + // In case image date exists assure it will be completely refreshed next + // time. + if (_textureData.getPixels()) { + flagDirty(); + } +} + +void Texture::enableLinearFiltering(bool enable) { + _glTexture.enableLinearFiltering(enable); +} + +void Texture::allocate(uint width, uint height) { + // Assure the texture can contain our user data. + _glTexture.setSize(width, height); + + // In case the needed texture dimension changed we will reinitialize the + // texture data buffer. + if (_glTexture.getWidth() != _textureData.w || _glTexture.getHeight() != _textureData.h) { + // Create a buffer for the texture data. + _textureData.create(_glTexture.getWidth(), _glTexture.getHeight(), _format); } - // First update any potentional changes. - updateTexture(); - - // Set the texture. - GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture)); - - // Calculate the texture rect that will be drawn. - const GLfloat texWidth = (GLfloat)_userPixelData.w / _textureData.w; - const GLfloat texHeight = (GLfloat)_userPixelData.h / _textureData.h; - const GLfloat texcoords[4*2] = { - 0, 0, - texWidth, 0, - 0, texHeight, - texWidth, texHeight - }; - GLCALL(glTexCoordPointer(2, GL_FLOAT, 0, texcoords)); - - // Calculate the screen rect where the texture will be drawn. - const GLfloat vertices[4*2] = { - x, y, - x + w, y, - x, y + h, - x + w, y + h - }; - GLCALL(glVertexPointer(2, GL_FLOAT, 0, vertices)); - - // Draw the texture to the screen buffer. - GLCALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)); -} - -void Texture::updateTexture() { + // Create a sub-buffer for raw access. + _userPixelData = _textureData.getSubArea(Common::Rect(width, height)); + + // The whole texture is dirty after we changed the size. This fixes + // multiple texture size changes without any actual update in between. + // Without this we might try to write a too big texture into the GL + // texture. + flagDirty(); +} + +void Texture::updateGLTexture() { if (!isDirty()) { return; } @@ -211,7 +283,7 @@ void Texture::updateTexture() { // In case we use linear filtering we might need to duplicate the last // pixel row/column to avoid glitches with filtering. - if (_glFilter == GL_LINEAR) { + if (_glTexture.isLinearFilteringEnabled()) { if (dirtyArea.right == _userPixelData.w && _userPixelData.w != _textureData.w) { uint height = dirtyArea.height(); @@ -238,42 +310,12 @@ void Texture::updateTexture() { } } - // Set the texture. - GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture)); - - // Update the actual texture. - // Although we keep track of the dirty part of the texture buffer we - // cannot take advantage of the left/right boundries here because it is - // not possible to specify a pitch to glTexSubImage2D. To be precise, with - // plain OpenGL we could set GL_UNPACK_ROW_LENGTH to achieve this. However, - // OpenGL ES 1.0 does not support GL_UNPACK_ROW_LENGTH. Thus, we are left - // with the following options: - // - // 1) (As we do right now) Simply always update the whole texture lines of - // rect changed. This is simplest to implement. In case performance is - // really an issue we can think of switching to another method. - // - // 2) Copy the dirty rect to a temporary buffer and upload that by using - // glTexSubImage2D. This is what the Android backend does. It is more - // complicated though. - // - // 3) Use glTexSubImage2D per line changed. This is what the old OpenGL - // graphics manager did but it is much slower! Thus, we do not use it. - GLCALL(glTexSubImage2D(GL_TEXTURE_2D, 0, 0, dirtyArea.top, _textureData.w, dirtyArea.height(), - _glFormat, _glType, _textureData.getBasePtr(0, dirtyArea.top))); + _glTexture.updateArea(dirtyArea, _textureData); // We should have handled everything, thus not dirty anymore. clearDirty(); } -Common::Rect Texture::getDirtyArea() const { - if (_allDirty) { - return Common::Rect(_userPixelData.w, _userPixelData.h); - } else { - return _dirtyArea; - } -} - TextureCLUT8::TextureCLUT8(GLenum glIntFormat, GLenum glFormat, GLenum glType, const Graphics::PixelFormat &format) : Texture(glIntFormat, glFormat, glType, format), _clut8Data(), _palette(new byte[256 * format.bytesPerPixel]) { memset(_palette, 0, sizeof(byte) * format.bytesPerPixel); @@ -301,6 +343,25 @@ Graphics::PixelFormat TextureCLUT8::getFormat() const { return Graphics::PixelFormat::createFormatCLUT8(); } +void TextureCLUT8::setColorKey(uint colorKey) { + // We remove all alpha bits from the palette entry of the color key. + // This makes sure its properly handled as color key. + const uint32 aMask = (0xFF >> _format.aLoss) << _format.aShift; + + if (_format.bytesPerPixel == 2) { + uint16 *palette = (uint16 *)_palette + colorKey; + *palette &= ~aMask; + } else if (_format.bytesPerPixel == 4) { + uint32 *palette = (uint32 *)_palette + colorKey; + *palette &= ~aMask; + } else { + warning("TextureCLUT8::setColorKey: Unsupported pixel depth %d", _format.bytesPerPixel); + } + + // A palette changes means we need to refresh the whole surface. + flagDirty(); +} + namespace { template<typename ColorType> inline void convertPalette(ColorType *dst, const byte *src, uint colors, const Graphics::PixelFormat &format) { @@ -312,14 +373,12 @@ inline void convertPalette(ColorType *dst, const byte *src, uint colors, const G } // End of anonymous namespace void TextureCLUT8::setPalette(uint start, uint colors, const byte *palData) { - const Graphics::PixelFormat &hardwareFormat = getHardwareFormat(); - - if (hardwareFormat.bytesPerPixel == 2) { - convertPalette<uint16>((uint16 *)_palette + start, palData, colors, hardwareFormat); - } else if (hardwareFormat.bytesPerPixel == 4) { - convertPalette<uint32>((uint32 *)_palette + start, palData, colors, hardwareFormat); + if (_format.bytesPerPixel == 2) { + convertPalette<uint16>((uint16 *)_palette + start, palData, colors, _format); + } else if (_format.bytesPerPixel == 4) { + convertPalette<uint32>((uint32 *)_palette + start, palData, colors, _format); } else { - warning("TextureCLUT8::setPalette: Unsupported pixel depth: %d", hardwareFormat.bytesPerPixel); + warning("TextureCLUT8::setPalette: Unsupported pixel depth: %d", _format.bytesPerPixel); } // A palette changes means we need to refresh the whole surface. @@ -343,7 +402,7 @@ inline void doPaletteLookUp(PixelType *dst, const byte *src, uint width, uint he } } // End of anonymous namespace -void TextureCLUT8::updateTexture() { +void TextureCLUT8::updateGLTexture() { if (!isDirty()) { return; } @@ -368,7 +427,222 @@ void TextureCLUT8::updateTexture() { } // Do generic handling of updating the texture. - Texture::updateTexture(); + Texture::updateGLTexture(); +} + +#if !USE_FORCED_GL +TextureRGB555::TextureRGB555() + : Texture(GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0)), + _rgb555Data() { +} + +TextureRGB555::~TextureRGB555() { + _rgb555Data.free(); +} + +void TextureRGB555::allocate(uint width, uint height) { + Texture::allocate(width, height); + + // We only need to reinitialize our RGB555 surface when the output size + // changed. + if (width == _rgb555Data.w && height == _rgb555Data.h) { + return; + } + + _rgb555Data.create(width, height, Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0)); +} + +Graphics::PixelFormat TextureRGB555::getFormat() const { + return Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0); +} + +void TextureRGB555::updateTexture() { + if (!isDirty()) { + return; + } + + // Convert color space. + Graphics::Surface *outSurf = Texture::getSurface(); + + const Common::Rect dirtyArea = getDirtyArea(); + + uint16 *dst = (uint16 *)outSurf->getBasePtr(dirtyArea.left, dirtyArea.top); + const uint dstAdd = outSurf->pitch - 2 * dirtyArea.width(); + + const uint16 *src = (const uint16 *)_rgb555Data.getBasePtr(dirtyArea.left, dirtyArea.top); + const uint srcAdd = _rgb555Data.pitch - 2 * dirtyArea.width(); + + for (int height = dirtyArea.height(); height > 0; --height) { + for (int width = dirtyArea.width(); width > 0; --width) { + const uint16 color = *src++; + + *dst++ = ((color & 0x7C00) << 1) // R + | (((color & 0x03E0) << 1) | ((color & 0x0200) >> 4)) // G + | (color & 0x001F); // B + } + + src = (const uint16 *)((const byte *)src + srcAdd); + dst = (uint16 *)((byte *)dst + dstAdd); + } + + // Do generic handling of updating the texture. + Texture::updateGLTexture(); +} +#endif // !USE_FORCED_GL + +#if !USE_FORCED_GLES + +// _clut8Texture needs 8 bits internal precision, otherwise graphics glitches +// can occur. GL_ALPHA does not have any internal precision requirements. +// However, in practice (according to fuzzie) it's 8bit. If we run into +// problems, we need to switch to GL_R8 and GL_RED, but that is only supported +// for ARB_texture_rg and GLES3+ (EXT_rexture_rg does not support GL_R8). +TextureCLUT8GPU::TextureCLUT8GPU() + : _clut8Texture(GL_ALPHA, GL_ALPHA, GL_UNSIGNED_BYTE), + _paletteTexture(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE), + _target(new TextureTarget()), _clut8Pipeline(new CLUT8LookUpPipeline()), + _clut8Vertices(), _clut8Data(), _userPixelData(), _palette(), + _paletteDirty(false) { + // Allocate space for 256 colors. + _paletteTexture.setSize(256, 1); + + // Setup pipeline. + _clut8Pipeline->setFramebuffer(_target); + _clut8Pipeline->setPaletteTexture(&_paletteTexture); +} + +TextureCLUT8GPU::~TextureCLUT8GPU() { + delete _clut8Pipeline; + delete _target; + _clut8Data.free(); +} + +void TextureCLUT8GPU::destroy() { + _clut8Texture.destroy(); + _paletteTexture.destroy(); + _target->destroy(); +} + +void TextureCLUT8GPU::recreate() { + _clut8Texture.create(); + _paletteTexture.create(); + _target->create(); + + // In case image date exists assure it will be completely refreshed next + // time. + if (_clut8Data.getPixels()) { + flagDirty(); + _paletteDirty = true; + } +} + +void TextureCLUT8GPU::enableLinearFiltering(bool enable) { + _target->getTexture()->enableLinearFiltering(enable); +} + +void TextureCLUT8GPU::allocate(uint width, uint height) { + // Assure the texture can contain our user data. + _clut8Texture.setSize(width, height); + _target->setSize(width, height); + + // In case the needed texture dimension changed we will reinitialize the + // texture data buffer. + if (_clut8Texture.getWidth() != _clut8Data.w || _clut8Texture.getHeight() != _clut8Data.h) { + // Create a buffer for the texture data. + _clut8Data.create(_clut8Texture.getWidth(), _clut8Texture.getHeight(), Graphics::PixelFormat::createFormatCLUT8()); + } + + // Create a sub-buffer for raw access. + _userPixelData = _clut8Data.getSubArea(Common::Rect(width, height)); + + // Setup structures for internal rendering to _glTexture. + _clut8Vertices[0] = 0; + _clut8Vertices[1] = 0; + + _clut8Vertices[2] = width; + _clut8Vertices[3] = 0; + + _clut8Vertices[4] = 0; + _clut8Vertices[5] = height; + + _clut8Vertices[6] = width; + _clut8Vertices[7] = height; + + // The whole texture is dirty after we changed the size. This fixes + // multiple texture size changes without any actual update in between. + // Without this we might try to write a too big texture into the GL + // texture. + flagDirty(); +} + +Graphics::PixelFormat TextureCLUT8GPU::getFormat() const { + return Graphics::PixelFormat::createFormatCLUT8(); +} + +void TextureCLUT8GPU::setColorKey(uint colorKey) { + _palette[colorKey * 4 + 3] = 0x00; + + _paletteDirty = true; +} + +void TextureCLUT8GPU::setPalette(uint start, uint colors, const byte *palData) { + byte *dst = _palette + start * 4; + + while (colors-- > 0) { + memcpy(dst, palData, 3); + dst[3] = 0xFF; + + dst += 4; + palData += 3; + } + + _paletteDirty = true; +} + +const GLTexture &TextureCLUT8GPU::getGLTexture() const { + return *_target->getTexture(); +} + +void TextureCLUT8GPU::updateGLTexture() { + const bool needLookUp = Surface::isDirty() || _paletteDirty; + + // Update CLUT8 texture if necessary. + if (Surface::isDirty()) { + _clut8Texture.updateArea(getDirtyArea(), _clut8Data); + clearDirty(); + } + + // Update palette if necessary. + if (_paletteDirty) { + Graphics::Surface palSurface; + palSurface.init(256, 1, 256, _palette, +#ifdef SCUMM_LITTLE_ENDIAN + Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24) // ABGR8888 +#else + Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0) // RGBA8888 +#endif + ); + + _paletteTexture.updateArea(Common::Rect(256, 1), palSurface); + _paletteDirty = false; + } + + // In case any data changed, do color look up and store result in _target. + if (needLookUp) { + lookUpColors(); + } +} + +void TextureCLUT8GPU::lookUpColors() { + // Setup pipeline to do color look up. + Pipeline *oldPipeline = g_context.setPipeline(_clut8Pipeline); + + // Do color look up. + g_context.getActivePipeline()->drawTexture(_clut8Texture, _clut8Vertices); + + // Restore old state. + g_context.setPipeline(oldPipeline); } +#endif // !USE_FORCED_GLES } // End of namespace OpenGL |