made opengl global

This commit is contained in:
Dennis Eichhorn 2024-09-24 06:30:23 +02:00
parent 1a59175f65
commit ae2455a43d
6 changed files with 516 additions and 354 deletions

View File

@ -109,17 +109,17 @@ uint32 get_texture_data_type(uint32 texture_data_type)
// 4. load_texture_to_gpu
inline
void prepare_texture(OpenGL* gl, Texture* texture, uint32 texture_unit)
void prepare_texture(Texture* texture, uint32 texture_unit)
{
uint32 texture_data_type = get_texture_data_type(texture->texture_data_type);
glGenTextures(1, (GLuint *) &texture->id);
gl->glActiveTexture(GL_TEXTURE0 + texture_unit);
glActiveTexture(GL_TEXTURE0 + texture_unit);
glBindTexture(texture_data_type, (GLuint) texture->id);
}
inline
void load_texture_to_gpu(OpenGL* gl, const Texture* texture, int mipmap_level = 0)
void load_texture_to_gpu(const Texture* texture, int mipmap_level = 0)
{
uint32 texture_data_type = get_texture_data_type(texture->texture_data_type);
glTexImage2D(
@ -130,33 +130,33 @@ void load_texture_to_gpu(OpenGL* gl, const Texture* texture, int mipmap_level =
);
if (mipmap_level > -1) {
gl->glGenerateMipmap(GL_TEXTURE_2D);
glGenerateMipmap(GL_TEXTURE_2D);
}
}
inline
void texture_use(OpenGL* gl, const Texture* texture, uint32 texture_unit)
void texture_use(const Texture* texture, uint32 texture_unit)
{
gl->glActiveTexture(GL_TEXTURE0 + texture_unit);
glActiveTexture(GL_TEXTURE0 + texture_unit);
glBindTexture(GL_TEXTURE_2D, (GLuint) texture->id);
}
GLuint shader_make(OpenGL* gl, GLenum type, const char *source, RingMemory* ring)
GLuint shader_make(GLenum type, const char *source, RingMemory* ring)
{
GLuint shader = gl->glCreateShader(type);
gl->glShaderSource(shader, 1, (GLchar **) &source, NULL);
gl->glCompileShader(shader);
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, (GLchar **) &source, NULL);
glCompileShader(shader);
GLint status;
gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLint length;
gl->glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
GLchar *info = (GLchar *) ring_get_memory(ring, length * sizeof(GLchar));
gl->glGetShaderInfoLog(shader, length, NULL, info);
glGetShaderInfoLog(shader, length, NULL, info);
ASSERT_SIMPLE(false);
@ -166,14 +166,14 @@ GLuint shader_make(OpenGL* gl, GLenum type, const char *source, RingMemory* ring
return shader;
}
GLuint shader_load(OpenGL* gl, GLenum type, const char* path, RingMemory* ring) {
GLuint shader_load(GLenum type, const char* path, RingMemory* ring) {
uint64 temp = ring->pos;
FileBody file;
// @todo consider to accept file as parameter and load file before
file_read(path, &file, ring);
GLuint result = shader_make(gl, type, (const char *) file.content, ring);
GLuint result = shader_make(type, (const char *) file.content, ring);
// We can immediately dispose of it we can also reset our ring memory position
ring->pos = temp;
@ -182,34 +182,33 @@ GLuint shader_load(OpenGL* gl, GLenum type, const char* path, RingMemory* ring)
}
GLuint program_make(
OpenGL* gl,
GLuint vertex_shader,
GLuint fragment_shader,
GLint geometry_shader,
RingMemory* ring
) {
GLuint program = gl->glCreateProgram();
GLuint program = glCreateProgram();
if (geometry_shader > -1) {
gl->glAttachShader(program, geometry_shader);
glAttachShader(program, geometry_shader);
}
gl->glAttachShader(program, vertex_shader);
gl->glAttachShader(program, fragment_shader);
gl->glLinkProgram(program);
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
GLint status;
gl->glGetProgramiv(program, GL_LINK_STATUS, &status);
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
ASSERT_SIMPLE(false);
GLint length;
gl->glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
GLchar *info = (GLchar *) ring_get_memory(ring, length * sizeof(GLchar));
gl->glGetProgramInfoLog(program, length, NULL, info);
glGetProgramInfoLog(program, length, NULL, info);
// @todo use global logger
fprintf(stderr, "glLinkProgram failed: %s\n", info);
@ -217,234 +216,207 @@ GLuint program_make(
// @question really?
if (geometry_shader > -1) {
gl->glDetachShader(program, geometry_shader);
glDetachShader(program, geometry_shader);
}
gl->glDetachShader(program, vertex_shader);
gl->glDetachShader(program, fragment_shader);
glDetachShader(program, vertex_shader);
glDetachShader(program, fragment_shader);
// @question really?
if (geometry_shader > -1) {
gl->glDeleteShader(geometry_shader);
glDeleteShader(geometry_shader);
}
gl->glDeleteShader(vertex_shader);
gl->glDeleteShader(fragment_shader);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return program;
}
GLuint program_load(
OpenGL* gl,
const char* path1,
const char* path2,
const char* path3,
RingMemory* ring
) {
GLuint vertex_shader = shader_load(gl, GL_VERTEX_SHADER, path1, ring);
GLuint fragment_shader = shader_load(gl, GL_FRAGMENT_SHADER, path2, ring);
GLuint vertex_shader = shader_load(GL_VERTEX_SHADER, path1, ring);
GLuint fragment_shader = shader_load(GL_FRAGMENT_SHADER, path2, ring);
GLint geometry_shader = -1;
if (path3) {
geometry_shader = shader_load(gl, GL_GEOMETRY_SHADER, path3, ring);
geometry_shader = shader_load(GL_GEOMETRY_SHADER, path3, ring);
}
GLuint program = program_make(gl, vertex_shader, fragment_shader, geometry_shader, ring);
GLuint program = program_make(vertex_shader, fragment_shader, geometry_shader, ring);
return program;
}
inline
void shader_use(OpenGL* gl, uint32 id)
void shader_use(uint32 id)
{
gl->glUseProgram(id);
glUseProgram(id);
}
inline
void draw_triangles_3d(OpenGL* gl, VertexRef* vertices, GLuint buffer, int count) {
gl->glBindBuffer(GL_ARRAY_BUFFER, buffer);
void draw_triangles_3d(VertexRef* vertices, GLuint buffer, int count) {
glBindBuffer(GL_ARRAY_BUFFER, buffer);
// position attribute
gl->glVertexAttribPointer(vertices->position, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) 0);
gl->glEnableVertexAttribArray(vertices->position);
glVertexAttribPointer(vertices->position, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) 0);
glEnableVertexAttribArray(vertices->position);
// normal attribute
gl->glVertexAttribPointer(vertices->normal, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) (sizeof(float) * 3));
gl->glEnableVertexAttribArray(vertices->normal);
glVertexAttribPointer(vertices->normal, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) (sizeof(float) * 3));
glEnableVertexAttribArray(vertices->normal);
// texture coord attribute
gl->glVertexAttribIPointer(vertices->tex_coord, 2, GL_UNSIGNED_INT, sizeof(Vertex3D), (void *) (sizeof(float) * 6));
gl->glEnableVertexAttribArray(vertices->tex_coord);
glVertexAttribIPointer(vertices->tex_coord, 2, GL_UNSIGNED_INT, sizeof(Vertex3D), (void *) (sizeof(float) * 6));
glEnableVertexAttribArray(vertices->tex_coord);
// color attribute
gl->glVertexAttribPointer(vertices->color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) (sizeof(float) * 8));
gl->glEnableVertexAttribArray(vertices->color);
glVertexAttribPointer(vertices->color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) (sizeof(float) * 8));
glEnableVertexAttribArray(vertices->color);
glDrawArrays(GL_TRIANGLES, 0, count);
gl->glDisableVertexAttribArray(vertices->position);
gl->glDisableVertexAttribArray(vertices->normal);
gl->glDisableVertexAttribArray(vertices->tex_coord);
gl->glDisableVertexAttribArray(vertices->color);
glDisableVertexAttribArray(vertices->position);
glDisableVertexAttribArray(vertices->normal);
glDisableVertexAttribArray(vertices->tex_coord);
glDisableVertexAttribArray(vertices->color);
gl->glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
inline
void draw_triangles_3d_textureless(OpenGL* gl, VertexRef* vertices, GLuint buffer, int count) {
gl->glBindBuffer(GL_ARRAY_BUFFER, buffer);
void draw_triangles_3d_textureless(VertexRef* vertices, GLuint buffer, int count) {
glBindBuffer(GL_ARRAY_BUFFER, buffer);
// position attribute
gl->glVertexAttribPointer(vertices->position, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) 0);
gl->glEnableVertexAttribArray(vertices->position);
glVertexAttribPointer(vertices->position, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) 0);
glEnableVertexAttribArray(vertices->position);
// normal attribute
gl->glVertexAttribPointer(vertices->normal, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) (sizeof(float) * 3));
gl->glEnableVertexAttribArray(vertices->normal);
glVertexAttribPointer(vertices->normal, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) (sizeof(float) * 3));
glEnableVertexAttribArray(vertices->normal);
// color attribute
gl->glVertexAttribPointer(vertices->color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) (sizeof(float) * 8));
gl->glEnableVertexAttribArray(vertices->color);
glVertexAttribPointer(vertices->color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) (sizeof(float) * 8));
glEnableVertexAttribArray(vertices->color);
glDrawArrays(GL_TRIANGLES, 0, count);
gl->glDisableVertexAttribArray(vertices->position);
gl->glDisableVertexAttribArray(vertices->normal);
gl->glDisableVertexAttribArray(vertices->color);
glDisableVertexAttribArray(vertices->position);
glDisableVertexAttribArray(vertices->normal);
glDisableVertexAttribArray(vertices->color);
gl->glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
inline
void draw_triangles_3d_colorless(OpenGL* gl, VertexRef* vertices, GLuint buffer, int count) {
gl->glBindBuffer(GL_ARRAY_BUFFER, buffer);
void draw_triangles_3d_colorless(VertexRef* vertices, GLuint buffer, int count) {
glBindBuffer(GL_ARRAY_BUFFER, buffer);
// position attribute
gl->glVertexAttribPointer(vertices->position, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) 0);
gl->glEnableVertexAttribArray(vertices->position);
glVertexAttribPointer(vertices->position, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) 0);
glEnableVertexAttribArray(vertices->position);
// normal attribute
gl->glVertexAttribPointer(vertices->normal, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) (sizeof(float) * 3));
gl->glEnableVertexAttribArray(vertices->normal);
glVertexAttribPointer(vertices->normal, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) (sizeof(float) * 3));
glEnableVertexAttribArray(vertices->normal);
// texture coord attribute
gl->glVertexAttribIPointer(vertices->tex_coord, 2, GL_UNSIGNED_INT, sizeof(Vertex3D), (void *) (sizeof(float) * 6));
gl->glEnableVertexAttribArray(vertices->tex_coord);
glVertexAttribIPointer(vertices->tex_coord, 2, GL_UNSIGNED_INT, sizeof(Vertex3D), (void *) (sizeof(float) * 6));
glEnableVertexAttribArray(vertices->tex_coord);
glDrawArrays(GL_TRIANGLES, 0, count);
gl->glDisableVertexAttribArray(vertices->position);
gl->glDisableVertexAttribArray(vertices->normal);
gl->glDisableVertexAttribArray(vertices->tex_coord);
glDisableVertexAttribArray(vertices->position);
glDisableVertexAttribArray(vertices->normal);
glDisableVertexAttribArray(vertices->tex_coord);
gl->glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
inline
void draw_triangles_2d(OpenGL* gl, VertexRef* vertices, GLuint buffer, int count) {
gl->glBindBuffer(GL_ARRAY_BUFFER, buffer);
void draw_triangles_2d(VertexRef* vertices, GLuint buffer, int count) {
glBindBuffer(GL_ARRAY_BUFFER, buffer);
// position attribute
gl->glVertexAttribPointer(vertices->position, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void *) 0);
gl->glEnableVertexAttribArray(vertices->position);
glVertexAttribPointer(vertices->position, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void *) 0);
glEnableVertexAttribArray(vertices->position);
// texture coord attribute
gl->glVertexAttribIPointer(vertices->tex_coord, 2, GL_UNSIGNED_INT, sizeof(Vertex2D), (void *) (sizeof(float) * 2));
gl->glEnableVertexAttribArray(vertices->tex_coord);
glVertexAttribIPointer(vertices->tex_coord, 2, GL_UNSIGNED_INT, sizeof(Vertex2D), (void *) (sizeof(float) * 2));
glEnableVertexAttribArray(vertices->tex_coord);
// color attribute
gl->glVertexAttribPointer(vertices->color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void *) (sizeof(float) * 4));
gl->glEnableVertexAttribArray(vertices->color);
glVertexAttribPointer(vertices->color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void *) (sizeof(float) * 4));
glEnableVertexAttribArray(vertices->color);
glDrawArrays(GL_TRIANGLES, 0, count);
gl->glDisableVertexAttribArray(vertices->position);
gl->glDisableVertexAttribArray(vertices->tex_coord);
gl->glDisableVertexAttribArray(vertices->color);
glDisableVertexAttribArray(vertices->position);
glDisableVertexAttribArray(vertices->tex_coord);
glDisableVertexAttribArray(vertices->color);
gl->glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
inline
void draw_triangles_2d_textureless(OpenGL* gl, VertexRef* vertices, GLuint buffer, int count) {
gl->glBindBuffer(GL_ARRAY_BUFFER, buffer);
void draw_triangles_2d_textureless(VertexRef* vertices, GLuint buffer, int count) {
glBindBuffer(GL_ARRAY_BUFFER, buffer);
// position attribute
gl->glVertexAttribPointer(vertices->position, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void *) 0);
gl->glEnableVertexAttribArray(vertices->position);
glVertexAttribPointer(vertices->position, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void *) 0);
glEnableVertexAttribArray(vertices->position);
// color attribute
gl->glVertexAttribPointer(vertices->color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void *) (sizeof(float) * 4));
gl->glEnableVertexAttribArray(vertices->color);
glVertexAttribPointer(vertices->color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void *) (sizeof(float) * 4));
glEnableVertexAttribArray(vertices->color);
glDrawArrays(GL_TRIANGLES, 0, count);
gl->glDisableVertexAttribArray(vertices->position);
gl->glDisableVertexAttribArray(vertices->color);
glDisableVertexAttribArray(vertices->position);
glDisableVertexAttribArray(vertices->color);
gl->glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
inline
void draw_triangles_2d_colorless(OpenGL* gl, VertexRef* vertices, GLuint buffer, int count) {
gl->glBindBuffer(GL_ARRAY_BUFFER, buffer);
void draw_triangles_2d_colorless(VertexRef* vertices, GLuint buffer, int count) {
glBindBuffer(GL_ARRAY_BUFFER, buffer);
// position attribute
gl->glVertexAttribPointer(vertices->position, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void *) 0);
gl->glEnableVertexAttribArray(vertices->position);
glVertexAttribPointer(vertices->position, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void *) 0);
glEnableVertexAttribArray(vertices->position);
// texture coord attribute
gl->glVertexAttribIPointer(vertices->tex_coord, 2, GL_UNSIGNED_INT, sizeof(Vertex2D), (void *) (sizeof(float) * 2));
gl->glEnableVertexAttribArray(vertices->tex_coord);
glVertexAttribIPointer(vertices->tex_coord, 2, GL_UNSIGNED_INT, sizeof(Vertex2D), (void *) (sizeof(float) * 2));
glEnableVertexAttribArray(vertices->tex_coord);
glDrawArrays(GL_TRIANGLES, 0, count);
gl->glDisableVertexAttribArray(vertices->position);
gl->glDisableVertexAttribArray(vertices->tex_coord);
glDisableVertexAttribArray(vertices->position);
glDisableVertexAttribArray(vertices->tex_coord);
gl->glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
inline
void draw_text(OpenGL* gl, VertexRef* vertices, GLuint buffer, int length)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
draw_triangles_2d(gl, vertices, buffer, length * 6);
glDisable(GL_BLEND);
}
struct TextRender {
uint32 align;
uint32 x;
uint32 y;
float scale; // @is it really scale or is it position in texture map?
VertexRef vertices;
char* text;
GLuint gen_text_buffer(float x, float y, float n, const char *text) {
size_t length = strlen(text);
GLfloat *data = NULL; //malloc_faces(4, length); // sizeof(GLfloat) * 6 * 4 * length
TextShader shader_data;
};
for (int i = 0; i < length; i++) {
make_character(data + i * 24, x, y, n / 2, n, text[i]);
x += n;
}
return 0; //gen_faces(4, length, data);
}
inline
void render_text(OpenGL* gl, Attrib* attrib, int justify, float x, float y, float n, const char *text)
{
float matrix[16];
//set_matrix_2d(matrix, g->width, g->height);
gl->glUseProgram(attrib->program);
gl->glUniformMatrix4fv(attrib->matrix, 1, GL_FALSE, matrix);
gl->glUniform1i(attrib->sampler, 1);
gl->glUniform1i(attrib->extra1, 0);
size_t length = strlen(text);
x -= n * justify * (length - 1) / 2;
GLuint buffer = gen_text_buffer(x, y, n, text);
draw_text(gl, &attrib->vertices, buffer, (int) length);
gl->glDeleteBuffers(1, &buffer);
}
#define TEXT_ALIGN_LEFT 0
#define TEXT_ALIGN_CENTER 1
#define TEXT_ALIGN_RIGHT 2
inline
int calculate_face_size(int components, int faces)
@ -455,74 +427,74 @@ int calculate_face_size(int components, int faces)
// generates faces
// data is no longer needed after this
inline
uint32 gpuapi_buffer_generate(OpenGL* gl, int size, void* data)
uint32 gpuapi_buffer_generate(int size, void* data)
{
uint32 vbo;
gl->glGenBuffers(1, &vbo);
gl->glBindBuffer(GL_ARRAY_BUFFER, vbo);
gl->glBufferData(GL_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
return vbo;
}
inline
uint32 gpuapi_shaderbuffer_generate(OpenGL* gl, int size, void* data)
uint32 gpuapi_shaderbuffer_generate(int size, void* data)
{
uint32 sbo;
gl->glGenBuffers(1, &sbo);
gl->glBindBuffer(GL_SHADER_STORAGE_BUFFER, sbo);
gl->glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, GL_DYNAMIC_DRAW);
glGenBuffers(1, &sbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, sbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, GL_DYNAMIC_DRAW);
return sbo;
}
inline
uint32 gpuapi_uniformbuffer_generate(OpenGL* gl, int size, void* data)
uint32 gpuapi_uniformbuffer_generate(int size, void* data)
{
uint32 ubo;
gl->glGenBuffers(1, &ubo);
gl->glBindBuffer(GL_UNIFORM_BUFFER, ubo);
gl->glBufferData(GL_UNIFORM_BUFFER, size, data, GL_STATIC_DRAW);
glGenBuffers(1, &ubo);
glBindBuffer(GL_UNIFORM_BUFFER, ubo);
glBufferData(GL_UNIFORM_BUFFER, size, data, GL_STATIC_DRAW);
return ubo;
}
inline
uint32 gpuapi_buffer_element_generate(OpenGL* gl, int size, uint32 *data)
uint32 gpuapi_buffer_element_generate(int size, uint32 *data)
{
uint32 ebo;
gl->glGenBuffers(1, &ebo);
gl->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
gl->glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
return ebo;
}
inline
uint32 gpuapi_vertex_array_generate(OpenGL* gl)
uint32 gpuapi_vertex_array_generate()
{
uint32 vao;
gl->glGenVertexArrays(1, &vao);
gl->glBindVertexArray(vao);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
return vao;
}
inline
void gpuapi_unbind_all(OpenGL* gl)
void gpuapi_unbind_all()
{
gl->glBindBuffer(GL_ARRAY_BUFFER, 0);
gl->glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
inline
void gpuapi_buffer_delete(OpenGL* gl, GLuint buffer)
void gpuapi_buffer_delete(GLuint buffer)
{
gl->glDeleteBuffers(1, &buffer);
glDeleteBuffers(1, &buffer);
}
int get_gpu_free_memory()
@ -539,6 +511,44 @@ int get_gpu_free_memory()
return available;
}
inline
void render_text(
int width, int height,
TextRender* text_data
) {
glUseProgram(text_data->shader_data.program_id);
glUniform1i(text_data->shader_data.sampler_id, 1);
// @performance Instead of re-creating the matrix every render call just use the id to activate it
// 2d projection
if (text_data->shader_data.matrix_id == 0) {
float matrix[16] = {};
mat4_ortho_sparse_rh(matrix, 0.0f, (float) width, 0.0f, (float) height, -1.0f, 1.0f);
glUniformMatrix4fv(text_data->shader_data.matrix_id, 1, GL_FALSE, matrix);
} else {
}
int length = (int) strlen(text_data->text);
float x = text_data->x - text_data->scale * text_data->align * (length - 1) / 2;
// @todo fix
GLfloat *data = NULL; //malloc_faces(4, length); // sizeof(GLfloat) * 6 * 4 * length
for (int i = 0; i < length; i++) {
make_character(data + i * 24, x, (float) text_data->y, text_data->scale / 2, text_data->scale, text_data->text[i]);
x += text_data->scale;
}
GLuint buffer = gpuapi_buffer_generate(sizeof(GLfloat) * 6 * 4 * length, data);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
draw_triangles_2d(&text_data->vertices, buffer, length * 6);
glDisable(GL_BLEND);
glDeleteBuffers(1, &buffer);
}
/*
void render_9_patch(GLuint texture,
int imgWidth, int imgHeight,

View File

@ -1040,65 +1040,183 @@ extern "C" {
(GLenum target, GLenum pname, GLfloat *params);
}
typedef void WINAPI type_glTexImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
static type_glTexImage2DMultisample* glTexImage2DMultisample;
typedef void WINAPI type_glBindFramebuffer(GLenum target, GLuint framebuffer);
static type_glBindFramebuffer* glBindFramebuffer;
typedef void WINAPI type_glGenFramebuffers(GLsizei n, GLuint *framebuffers);
static type_glGenFramebuffers* glGenFramebuffers;
typedef void WINAPI type_glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
static type_glFramebufferTexture2D* glFramebufferTexture2D;
typedef GLenum WINAPI type_glCheckFramebufferStatus(GLenum target);
static type_glCheckFramebufferStatus* glCheckFramebufferStatus;
typedef void WINAPI type_glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
static type_glBlitFramebuffer* glBlitFramebuffer;
typedef void WINAPI type_glAttachShader(GLuint program, GLuint shader);
static type_glAttachShader* glAttachShader;
typedef void WINAPI type_glCompileShader(GLuint shader);
static type_glCompileShader* glCompileShader;
typedef GLuint WINAPI type_glCreateProgram(void);
static type_glCreateProgram* glCreateProgram;
typedef GLuint WINAPI type_glCreateShader(GLenum type);
static type_glCreateShader* glCreateShader;
typedef void WINAPI type_glLinkProgram(GLuint program);
static type_glLinkProgram* glLinkProgram;
typedef void WINAPI type_glShaderSource(GLuint shader, GLsizei count, GLchar **string, GLint *length);
static type_glShaderSource* glShaderSource;
typedef void WINAPI type_glUseProgram(GLuint program);
static type_glUseProgram* glUseProgram;
typedef void WINAPI type_glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
static type_glGetProgramInfoLog* glGetProgramInfoLog;
typedef void WINAPI type_glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
static type_glGetShaderInfoLog* glGetShaderInfoLog;
typedef void WINAPI type_glValidateProgram(GLuint program);
static type_glValidateProgram* glValidateProgram;
typedef void WINAPI type_glGetProgramiv(GLuint program, GLenum pname, GLint *params);
static type_glGetProgramiv* glGetProgramiv;
typedef GLint WINAPI type_glGetUniformLocation(GLuint program, const GLchar *name);
static type_glGetUniformLocation* glGetUniformLocation;
typedef void WINAPI type_glUniform4fv(GLint location, GLsizei count, const GLfloat* value);
static type_glUniform4fv* glUniform4fv;
typedef void WINAPI type_glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
static type_glUniform4i* glUniform4i;
typedef void WINAPI type_glUniform4ui(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
static type_glUniform4ui* glUniform4ui;
typedef void WINAPI type_glUniform1i(GLint location, GLint v0);
static type_glUniform1i* glUniform1i;
typedef void WINAPI type_glUniform1iv(GLint location, GLsizei count, const GLint* value);
static type_glUniform1iv* glUniform1iv;
typedef void WINAPI type_glUniform1f(GLint location, GLfloat v0);
static type_glUniform1f* glUniform1f;
typedef void WINAPI type_glUniform1fv(GLint location, GLsizei count, const GLfloat* value);
static type_glUniform1fv* glUniform1fv;
typedef void WINAPI type_glUniform2fv(GLint location, GLsizei count, const GLfloat* value);
static type_glUniform2fv* glUniform2fv;
typedef void WINAPI type_glUniform3fv(GLint location, GLsizei count, const GLfloat* value);
static type_glUniform3fv* glUniform3fv;
typedef void WINAPI type_glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
static type_glUniform3f* glUniform3f;
typedef void WINAPI type_glUniform3iv(GLint location, GLsizei count, const GLint* value);
static type_glUniform3iv* glUniform3iv;
typedef void WINAPI type_glUniform3i(GLint location, GLint v0, GLint v1, GLint v2);
static type_glUniform3i* glUniform3i;
typedef void WINAPI type_glEnableVertexAttribArray(GLuint index);
static type_glEnableVertexAttribArray* glEnableVertexAttribArray;
typedef void WINAPI type_glDisableVertexAttribArray(GLuint index);
static type_glDisableVertexAttribArray* glDisableVertexAttribArray;
typedef GLint WINAPI type_glGetAttribLocation(GLuint program, const GLchar *name);
static type_glGetAttribLocation* glGetAttribLocation;
typedef void WINAPI type_glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
static type_glVertexAttribPointer* glVertexAttribPointer;
typedef void WINAPI type_glVertexAttribIPointer (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer);
static type_glVertexAttribIPointer* glVertexAttribIPointer;
typedef void WINAPI type_glBindVertexArray(GLuint array);
static type_glBindVertexArray* glBindVertexArray;
typedef void WINAPI type_glGenVertexArrays(GLsizei n, GLuint *arrays);
static type_glGenVertexArrays* glGenVertexArrays;
typedef void WINAPI type_glBindBuffer(GLenum target, GLuint buffer);
static type_glBindBuffer* glBindBuffer;
typedef void WINAPI type_glBindBufferBase(GLenum target, GLuint index, GLuint buffer);
static type_glBindBufferBase* glBindBufferBase;
typedef void WINAPI type_glBufferSubData(GLenum target, GLuint offset, GLsizeiptr size, const void* data);
static type_glBufferSubData* glBufferSubData;
typedef void WINAPI type_glGenBuffers(GLsizei n, GLuint *buffers);
static type_glGenBuffers* glGenBuffers;
typedef void WINAPI type_glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage);
static type_glBufferData* glBufferData;
typedef void WINAPI type_glActiveTexture(GLenum texture);
static type_glActiveTexture* glActiveTexture;
typedef void WINAPI type_glDeleteProgram(GLuint program);
static type_glDeleteProgram* glDeleteProgram;
typedef void WINAPI type_glDeleteShader(GLuint shader);
static type_glDeleteShader* glDeleteShader;
typedef void WINAPI type_glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
static type_glDeleteFramebuffers* glDeleteFramebuffers;
typedef void WINAPI type_glDrawBuffers(GLsizei n, const GLenum *bufs);
static type_glDrawBuffers* glDrawBuffers;
typedef void WINAPI type_glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels);
static type_glTexImage3D* glTexImage3D;
typedef void WINAPI type_glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);
static type_glTexSubImage3D* glTexSubImage3D;
typedef void WINAPI type_glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
static type_glDrawElementsBaseVertex* glDrawElementsBaseVertex;
typedef void WINAPI type_glGenerateMipmap(GLenum target);
static type_glGenerateMipmap* glGenerateMipmap;
typedef void WINAPI type_glDetachShader(GLuint program, GLuint shader);
static type_glDetachShader* glDetachShader;
typedef void WINAPI type_glDeleteBuffers(GLsizei n, const GLuint* buffers);
static type_glDeleteBuffers* glDeleteBuffers;
typedef void WINAPI type_glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
static type_glUniformMatrix2fv* glUniformMatrix2fv;
typedef void WINAPI type_glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
static type_glUniformMatrix3fv* glUniformMatrix3fv;
typedef void WINAPI type_glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
static type_glUniformMatrix4fv* glUniformMatrix4fv;
typedef void WINAPI type_glGetShaderiv(GLuint shader, GLenum pname, GLint* param);
static type_glGetShaderiv* glGetShaderiv;
typedef void WINAPI type_glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
static type_glDrawArraysInstanced* glDrawArraysInstanced;
typedef void WINAPI type_glDrawElementsInstanced(GLenum mode, GLint count, GLenum type, const void* indices, GLsizei instancecount);
static type_glDrawElementsInstanced* glDrawElementsInstanced;
#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091
#define WGL_CONTEXT_MINOR_VERSION_ARB 0x2092
@ -1180,89 +1298,31 @@ typedef void WINAPI type_glDrawElementsInstanced(GLenum mode, GLint count, GLenu
#define WGL_ALPHA_BITS_ARB 0x201B
#define WGL_DEPTH_BITS_ARB 0x2022
typedef HGLRC WINAPI wgl_create_context_attribs_arb(HDC hDC, HGLRC hShareContext, const int *attribList);
static wgl_create_context_attribs_arb* wglCreateContextAttribsARB;
typedef BOOL WINAPI wgl_get_pixel_format_attrib_iv_arb(HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int *piAttributes, int *piValues);
static wgl_get_pixel_format_attrib_iv_arb* wglGetPixelFormatAttribivARB;
typedef BOOL WINAPI wgl_get_pixel_format_attrib_fv_arb(HDC hdc, int iPixelFormat, int iLayerPlane, UINT nAttributes, const int *piAttributes, FLOAT *pfValues);
static wgl_get_pixel_format_attrib_fv_arb* wglGetPixelFormatAttribfvARB;
typedef BOOL WINAPI wgl_choose_pixel_format_arb(HDC hdc, const int *piAttribIList, const FLOAT *pfAttribFList, UINT nMaxFormats, int *piFormats, UINT *nNumFormats);
static wgl_choose_pixel_format_arb* wglChoosePixelFormatARB;
typedef BOOL WINAPI wgl_swap_interval_ext(int interval);
typedef const char * WINAPI wgl_get_extensions_string_ext(void);
// @question consider to make all these functions global
struct OpenGL {
type_glTexImage2DMultisample* glTexImage2DMultisample;
type_glBindFramebuffer* glBindFramebuffer;
type_glGenFramebuffers* glGenFramebuffers;
type_glFramebufferTexture2D* glFramebufferTexture2D;
type_glCheckFramebufferStatus* glCheckFramebufferStatus;
type_glBlitFramebuffer* glBlitFramebuffer;
type_glAttachShader* glAttachShader;
type_glCompileShader* glCompileShader;
type_glCreateProgram* glCreateProgram;
type_glCreateShader* glCreateShader;
type_glLinkProgram* glLinkProgram;
type_glShaderSource* glShaderSource;
type_glUseProgram* glUseProgram;
type_glGetProgramInfoLog* glGetProgramInfoLog;
type_glGetShaderInfoLog* glGetShaderInfoLog;
type_glValidateProgram* glValidateProgram;
type_glGetProgramiv* glGetProgramiv;
type_glGetUniformLocation* glGetUniformLocation;
type_glUniform4fv* glUniform4fv;
type_glUniform4i* glUniform4i;
type_glUniform4ui* glUniform4ui;
type_glUniform1i* glUniform1i;
type_glUniform1iv* glUniform1iv;
type_glUniform1f* glUniform1f;
type_glUniform1fv* glUniform1fv;
type_glUniform2fv* glUniform2fv;
type_glUniform3fv* glUniform3fv;
type_glUniform3iv* glUniform3iv;
type_glUniform3i* glUniform3i;
type_glUniform3f* glUniform3f;
type_glEnableVertexAttribArray* glEnableVertexAttribArray;
type_glDisableVertexAttribArray* glDisableVertexAttribArray;
type_glGetAttribLocation* glGetAttribLocation;
type_glVertexAttribPointer* glVertexAttribPointer;
type_glVertexAttribIPointer* glVertexAttribIPointer;
type_glBindVertexArray* glBindVertexArray;
type_glGenVertexArrays* glGenVertexArrays;
type_glBindBuffer* glBindBuffer;
type_glBindBufferBase* glBindBufferBase;
type_glBufferSubData* glBufferSubData;
type_glGenBuffers* glGenBuffers;
type_glBufferData* glBufferData;
type_glActiveTexture* glActiveTexture;
type_glDeleteProgram* glDeleteProgram;
type_glDeleteShader* glDeleteShader;
type_glDeleteFramebuffers* glDeleteFramebuffers;
type_glDrawBuffers* glDrawBuffers;
type_glTexImage3D* glTexImage3D;
type_glTexSubImage3D* glTexSubImage3D;
type_glDrawElementsBaseVertex* glDrawElementsBaseVertex;
type_glGenerateMipmap* glGenerateMipmap;
type_glDetachShader* glDetachShader;
type_glDeleteBuffers* glDeleteBuffers;
type_glUniformMatrix2fv* glUniformMatrix2fv;
type_glUniformMatrix3fv* glUniformMatrix3fv;
type_glUniformMatrix4fv* glUniformMatrix4fv;
type_glGetShaderiv* glGetShaderiv;
type_glDrawArraysInstanced* glDrawArraysInstanced;
type_glDrawElementsInstanced* glDrawElementsInstanced;
wgl_choose_pixel_format_arb* wglChoosePixelFormatARB;
wgl_create_context_attribs_arb* wglCreateContextAttribsARB;
wgl_swap_interval_ext* wglSwapIntervalEXT;
wgl_get_extensions_string_ext* wglGetExtensionsStringEXT;
};
static wgl_swap_interval_ext* wglSwapIntervalEXT;
void set_pixel_format(HDC hdc, OpenGL* gl)
typedef const char* WINAPI wgl_get_extensions_string_ext(void);
static wgl_get_extensions_string_ext* wglGetExtensionsStringEXT;
void set_pixel_format(HDC hdc)
{
int suggested_pixel_format_idx = 0;
unsigned int extended_pick = 0;
if (gl->wglChoosePixelFormatARB) {
if (wglChoosePixelFormatARB) {
int attr_list[] = {
WGL_DRAW_TO_WINDOW_ARB, GL_TRUE,
WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB,
@ -1273,7 +1333,7 @@ void set_pixel_format(HDC hdc, OpenGL* gl)
0,
};
gl->wglChoosePixelFormatARB(hdc, attr_list, 0, 1, &suggested_pixel_format_idx, &extended_pick);
wglChoosePixelFormatARB(hdc, attr_list, 0, 1, &suggested_pixel_format_idx, &extended_pick);
}
if(!extended_pick) {
@ -1295,7 +1355,7 @@ void set_pixel_format(HDC hdc, OpenGL* gl)
SetPixelFormat(hdc, suggested_pixel_format_idx, &suggested_pixel_format);
}
bool gl_extensions_load(OpenGL* gl)
bool gl_extensions_load()
{
WNDCLASSA wc = {};
@ -1323,15 +1383,15 @@ bool gl_extensions_load(OpenGL* gl)
);
HDC hdc = GetDC(window);
set_pixel_format(hdc, gl);
set_pixel_format(hdc);
HGLRC openGLRC = wglCreateContext(hdc);
if (!wglMakeCurrent(hdc, openGLRC) || !gl->wglGetExtensionsStringEXT) {
if (!wglMakeCurrent(hdc, openGLRC) || !wglGetExtensionsStringEXT) {
return false;
}
char *extension = (char *) gl->wglGetExtensionsStringEXT();
char *extension = (char *) wglGetExtensionsStringEXT();
char *pos = extension;
while(*pos) {
@ -1367,21 +1427,92 @@ const int win32_opengl_attribs[] = {
0,
};
void opengl_init(Window* window, OpenGL* gl)
void opengl_init_wgl()
{
gl_extensions_load(gl);
wglChoosePixelFormatARB = (wgl_choose_pixel_format_arb *) wglGetProcAddress("wglChoosePixelFormatARB");
wglCreateContextAttribsARB = (wgl_create_context_attribs_arb *) wglGetProcAddress("wglCreateContextAttribsARB");
wglSwapIntervalEXT = (wgl_swap_interval_ext *) wglGetProcAddress("wglSwapIntervalEXT");
wglGetExtensionsStringEXT = (wgl_get_extensions_string_ext *) wglGetProcAddress("wglGetExtensionsStringEXT");
}
gl->wglChoosePixelFormatARB = (wgl_choose_pixel_format_arb *) wglGetProcAddress("wglChoosePixelFormatARB");
gl->wglCreateContextAttribsARB = (wgl_create_context_attribs_arb *) wglGetProcAddress("wglCreateContextAttribsARB");
gl->wglSwapIntervalEXT = (wgl_swap_interval_ext *) wglGetProcAddress("wglSwapIntervalEXT");
wglSwapIntervalEXT = gl->wglSwapIntervalEXT;
gl->wglGetExtensionsStringEXT = (wgl_get_extensions_string_ext *) wglGetProcAddress("wglGetExtensionsStringEXT");
void opengl_init_gl()
{
glTexImage2DMultisample = (type_glTexImage2DMultisample *) wglGetProcAddress("glTexImage2DMultisample");
glBindFramebuffer = (type_glBindFramebuffer *) wglGetProcAddress("glBindFramebuffer");
glGenFramebuffers = (type_glGenFramebuffers *) wglGetProcAddress("glGenFramebuffers");
glFramebufferTexture2D = (type_glFramebufferTexture2D *) wglGetProcAddress("glFramebufferTexture2D");
glCheckFramebufferStatus = (type_glCheckFramebufferStatus *) wglGetProcAddress("glCheckFramebufferStatus");
glBlitFramebuffer = (type_glBlitFramebuffer *) wglGetProcAddress("glBlitFramebuffer");
glAttachShader = (type_glAttachShader *) wglGetProcAddress("glAttachShader");
glCompileShader = (type_glCompileShader *) wglGetProcAddress("glCompileShader");
glCreateProgram = (type_glCreateProgram *) wglGetProcAddress("glCreateProgram");
glCreateShader = (type_glCreateShader *) wglGetProcAddress("glCreateShader");
glLinkProgram = (type_glLinkProgram *) wglGetProcAddress("glLinkProgram");
glShaderSource = (type_glShaderSource *) wglGetProcAddress("glShaderSource");
glUseProgram = (type_glUseProgram *) wglGetProcAddress("glUseProgram");
glGetProgramInfoLog = (type_glGetProgramInfoLog *) wglGetProcAddress("glGetProgramInfoLog");
glGetShaderInfoLog = (type_glGetShaderInfoLog *) wglGetProcAddress("glGetShaderInfoLog");
glValidateProgram = (type_glValidateProgram *) wglGetProcAddress("glValidateProgram");
glGetProgramiv = (type_glGetProgramiv *) wglGetProcAddress("glGetProgramiv");
glGetUniformLocation = (type_glGetUniformLocation *) wglGetProcAddress("glGetUniformLocation");
glUniform4fv = (type_glUniform4fv *) wglGetProcAddress("glUniform4fv");
glUniform4i = (type_glUniform4i *) wglGetProcAddress("glUniform4i");
glUniform4ui = (type_glUniform4ui *) wglGetProcAddress("glUniform4ui");
glUniform1i = (type_glUniform1i *) wglGetProcAddress("glUniform1i");
glUniform1iv = (type_glUniform1iv *) wglGetProcAddress("glUniform1iv");
glUniform1f = (type_glUniform1f *) wglGetProcAddress("glUniform1f");
glUniform1fv = (type_glUniform1fv *) wglGetProcAddress("glUniform1fv");
glUniform2fv = (type_glUniform2fv *) wglGetProcAddress("glUniform2fv");
glUniform3fv = (type_glUniform3fv *) wglGetProcAddress("glUniform3fv");
glUniform3iv = (type_glUniform3iv *) wglGetProcAddress("glUniform3iv");
glUniform3i = (type_glUniform3i *) wglGetProcAddress("glUniform3i");
glUniform3f = (type_glUniform3f *) wglGetProcAddress("glUniform3f");
glEnableVertexAttribArray = (type_glEnableVertexAttribArray *) wglGetProcAddress("glEnableVertexAttribArray");
glDisableVertexAttribArray = (type_glDisableVertexAttribArray *) wglGetProcAddress("glDisableVertexAttribArray");
glGetAttribLocation = (type_glGetAttribLocation *) wglGetProcAddress("glGetAttribLocation");
glVertexAttribPointer = (type_glVertexAttribPointer *) wglGetProcAddress("glVertexAttribPointer");
glVertexAttribIPointer = (type_glVertexAttribIPointer *) wglGetProcAddress("glVertexAttribIPointer");
glBindVertexArray = (type_glBindVertexArray *) wglGetProcAddress("glBindVertexArray");
glGenVertexArrays = (type_glGenVertexArrays *) wglGetProcAddress("glGenVertexArrays");
glBindBuffer = (type_glBindBuffer *) wglGetProcAddress("glBindBuffer");
glBindBufferBase = (type_glBindBufferBase *) wglGetProcAddress("glBindBufferBase");
glBufferSubData = (type_glBufferSubData *) wglGetProcAddress("glBufferSubData");
glGenBuffers = (type_glGenBuffers *) wglGetProcAddress("glGenBuffers");
glBufferData = (type_glBufferData *) wglGetProcAddress("glBufferData");
glActiveTexture = (type_glActiveTexture *) wglGetProcAddress("glActiveTexture");
glDeleteProgram = (type_glDeleteProgram *) wglGetProcAddress("glDeleteProgram");
glDeleteShader = (type_glDeleteShader *) wglGetProcAddress("glDeleteShader");
glDeleteFramebuffers = (type_glDeleteFramebuffers *) wglGetProcAddress("glDeleteFramebuffers");
glDrawBuffers = (type_glDrawBuffers *) wglGetProcAddress("glDrawBuffers");
glTexImage3D = (type_glTexImage3D *) wglGetProcAddress("glTexImage3D");
glTexSubImage3D = (type_glTexSubImage3D *) wglGetProcAddress("glTexSubImage3D");
glDrawElementsBaseVertex = (type_glDrawElementsBaseVertex *) wglGetProcAddress("glDrawElementsBaseVertex");
glGenerateMipmap = (type_glGenerateMipmap *) wglGetProcAddress("glGenerateMipmap");
glDetachShader = (type_glDetachShader *) wglGetProcAddress("glDetachShader");
glDeleteBuffers = (type_glDeleteBuffers *) wglGetProcAddress("glDeleteBuffers");
glUniformMatrix2fv = (type_glUniformMatrix2fv *) wglGetProcAddress("glUniformMatrix2fv");
glUniformMatrix3fv = (type_glUniformMatrix3fv *) wglGetProcAddress("glUniformMatrix3fv");
glUniformMatrix4fv = (type_glUniformMatrix4fv *) wglGetProcAddress("glUniformMatrix4fv");
glGetShaderiv = (type_glGetShaderiv *) wglGetProcAddress("glGetShaderiv");
glDrawArraysInstanced = (type_glDrawArraysInstanced *) wglGetProcAddress("glDrawArraysInstanced");
glDrawElementsInstanced = (type_glDrawElementsInstanced *) wglGetProcAddress("glDrawElementsInstanced");
set_pixel_format(window->hdc, gl);
if (wglSwapIntervalEXT) {
wglSwapIntervalEXT(0);
}
}
void opengl_init(Window* window)
{
gl_extensions_load();
opengl_init_wgl();
set_pixel_format(window->hdc);
HGLRC openGLRC = 0;
if (gl->wglCreateContextAttribsARB) {
openGLRC = gl->wglCreateContextAttribsARB(window->hdc, 0, win32_opengl_attribs);
if (wglCreateContextAttribsARB) {
openGLRC = wglCreateContextAttribsARB(window->hdc, 0, win32_opengl_attribs);
}
if (!openGLRC) {
@ -1392,71 +1523,7 @@ void opengl_init(Window* window, OpenGL* gl)
return;
}
gl->glTexImage2DMultisample = (type_glTexImage2DMultisample *) wglGetProcAddress("glTexImage2DMultisample");
gl->glBindFramebuffer = (type_glBindFramebuffer *) wglGetProcAddress("glBindFramebuffer");
gl->glGenFramebuffers = (type_glGenFramebuffers *) wglGetProcAddress("glGenFramebuffers");
gl->glFramebufferTexture2D = (type_glFramebufferTexture2D *) wglGetProcAddress("glFramebufferTexture2D");
gl->glCheckFramebufferStatus = (type_glCheckFramebufferStatus *) wglGetProcAddress("glCheckFramebufferStatus");
gl->glBlitFramebuffer = (type_glBlitFramebuffer *) wglGetProcAddress("glBlitFramebuffer");
gl->glAttachShader = (type_glAttachShader *) wglGetProcAddress("glAttachShader");
gl->glCompileShader = (type_glCompileShader *) wglGetProcAddress("glCompileShader");
gl->glCreateProgram = (type_glCreateProgram *) wglGetProcAddress("glCreateProgram");
gl->glCreateShader = (type_glCreateShader *) wglGetProcAddress("glCreateShader");
gl->glLinkProgram = (type_glLinkProgram *) wglGetProcAddress("glLinkProgram");
gl->glShaderSource = (type_glShaderSource *) wglGetProcAddress("glShaderSource");
gl->glUseProgram = (type_glUseProgram *) wglGetProcAddress("glUseProgram");
gl->glGetProgramInfoLog = (type_glGetProgramInfoLog *) wglGetProcAddress("glGetProgramInfoLog");
gl->glGetShaderInfoLog = (type_glGetShaderInfoLog *) wglGetProcAddress("glGetShaderInfoLog");
gl->glValidateProgram = (type_glValidateProgram *) wglGetProcAddress("glValidateProgram");
gl->glGetProgramiv = (type_glGetProgramiv *) wglGetProcAddress("glGetProgramiv");
gl->glGetUniformLocation = (type_glGetUniformLocation *) wglGetProcAddress("glGetUniformLocation");
gl->glUniform4fv = (type_glUniform4fv *) wglGetProcAddress("glUniform4fv");
gl->glUniform4i = (type_glUniform4i *) wglGetProcAddress("glUniform4i");
gl->glUniform4ui = (type_glUniform4ui *) wglGetProcAddress("glUniform4ui");
gl->glUniform1i = (type_glUniform1i *) wglGetProcAddress("glUniform1i");
gl->glUniform1iv = (type_glUniform1iv *) wglGetProcAddress("glUniform1iv");
gl->glUniform1f = (type_glUniform1f *) wglGetProcAddress("glUniform1f");
gl->glUniform1fv = (type_glUniform1fv *) wglGetProcAddress("glUniform1fv");
gl->glUniform2fv = (type_glUniform2fv *) wglGetProcAddress("glUniform2fv");
gl->glUniform3fv = (type_glUniform3fv *) wglGetProcAddress("glUniform3fv");
gl->glUniform3iv = (type_glUniform3iv *) wglGetProcAddress("glUniform3iv");
gl->glUniform3i = (type_glUniform3i *) wglGetProcAddress("glUniform3i");
gl->glUniform3f = (type_glUniform3f *) wglGetProcAddress("glUniform3f");
gl->glEnableVertexAttribArray = (type_glEnableVertexAttribArray *) wglGetProcAddress("glEnableVertexAttribArray");
gl->glDisableVertexAttribArray = (type_glDisableVertexAttribArray *) wglGetProcAddress("glDisableVertexAttribArray");
gl->glGetAttribLocation = (type_glGetAttribLocation *) wglGetProcAddress("glGetAttribLocation");
gl->glVertexAttribPointer = (type_glVertexAttribPointer *) wglGetProcAddress("glVertexAttribPointer");
gl->glVertexAttribIPointer = (type_glVertexAttribIPointer *) wglGetProcAddress("glVertexAttribIPointer");
gl->glBindVertexArray = (type_glBindVertexArray *) wglGetProcAddress("glBindVertexArray");
gl->glGenVertexArrays = (type_glGenVertexArrays *) wglGetProcAddress("glGenVertexArrays");
gl->glBindBuffer = (type_glBindBuffer *) wglGetProcAddress("glBindBuffer");
gl->glBindBufferBase = (type_glBindBufferBase *) wglGetProcAddress("glBindBufferBase");
gl->glBufferSubData = (type_glBufferSubData *) wglGetProcAddress("glBufferSubData");
gl->glGenBuffers = (type_glGenBuffers *) wglGetProcAddress("glGenBuffers");
gl->glBufferData = (type_glBufferData *) wglGetProcAddress("glBufferData");
gl->glActiveTexture = (type_glActiveTexture *) wglGetProcAddress("glActiveTexture");
gl->glDeleteProgram = (type_glDeleteProgram *) wglGetProcAddress("glDeleteProgram");
gl->glDeleteShader = (type_glDeleteShader *) wglGetProcAddress("glDeleteShader");
gl->glDeleteFramebuffers = (type_glDeleteFramebuffers *) wglGetProcAddress("glDeleteFramebuffers");
gl->glDrawBuffers = (type_glDrawBuffers *) wglGetProcAddress("glDrawBuffers");
gl->glTexImage3D = (type_glTexImage3D *) wglGetProcAddress("glTexImage3D");
gl->glTexSubImage3D = (type_glTexSubImage3D *) wglGetProcAddress("glTexSubImage3D");
gl->glDrawElementsBaseVertex = (type_glDrawElementsBaseVertex *) wglGetProcAddress("glDrawElementsBaseVertex");
gl->glGenerateMipmap = (type_glGenerateMipmap *) wglGetProcAddress("glGenerateMipmap");
gl->glDetachShader = (type_glDetachShader *) wglGetProcAddress("glDetachShader");
gl->glDeleteBuffers = (type_glDeleteBuffers *) wglGetProcAddress("glDeleteBuffers");
gl->glUniformMatrix2fv = (type_glUniformMatrix2fv *) wglGetProcAddress("glUniformMatrix2fv");
gl->glUniformMatrix3fv = (type_glUniformMatrix3fv *) wglGetProcAddress("glUniformMatrix3fv");
gl->glUniformMatrix4fv = (type_glUniformMatrix4fv *) wglGetProcAddress("glUniformMatrix4fv");
gl->glGetShaderiv = (type_glGetShaderiv *) wglGetProcAddress("glGetShaderiv");
gl->glDrawArraysInstanced = (type_glDrawArraysInstanced *) wglGetProcAddress("glDrawArraysInstanced");
gl->glDrawElementsInstanced = (type_glDrawElementsInstanced *) wglGetProcAddress("glDrawElementsInstanced");
if (gl->wglSwapIntervalEXT) {
gl->wglSwapIntervalEXT(0);
}
// @todo now do: OpenGLInit
opengl_init_gl();
}
#endif

View File

@ -11,78 +11,97 @@
#include "../../stdlib/Types.h"
#include "../../math/matrix/MatrixFloat32.h"
#include "Opengl.h"
inline
void shader_set_value(const OpenGL* gl, uint32 id, const char* name, bool value)
void shader_set_value(uint32 id, const char* name, bool value)
{
gl->glUniform1i(gl->glGetUniformLocation(id, name), (int) value);
glUniform1i(glGetUniformLocation(id, name), (int) value);
}
inline
void shader_set_value(const OpenGL* gl, uint32 id, const char* name, int value)
void shader_set_value(uint32 id, const char* name, int value)
{
gl->glUniform1i(gl->glGetUniformLocation(id, name), value);
glUniform1i(glGetUniformLocation(id, name), value);
}
inline
void shader_set_value(const OpenGL* gl, uint32 id, const char* name, float value)
void shader_set_value(uint32 id, const char* name, float value)
{
gl->glUniform1f(gl->glGetUniformLocation(id, name), value);
glUniform1f(glGetUniformLocation(id, name), value);
}
inline
void shader_set_v2(const OpenGL* gl, uint32 id, const char* name, const float* value)
void shader_set_v2(uint32 id, const char* name, const float* value)
{
gl->glUniform2fv(gl->glGetUniformLocation(id, name), 1, value);
glUniform2fv(glGetUniformLocation(id, name), 1, value);
}
inline
void shader_set_v3(const OpenGL* gl, uint32 id, const char* name, const float* value)
void shader_set_v3(uint32 id, const char* name, const float* value)
{
gl->glUniform3fv(gl->glGetUniformLocation(id, name), 1, value);
glUniform3fv(glGetUniformLocation(id, name), 1, value);
}
inline
void shader_set_v4(const OpenGL* gl, uint32 id, const char* name, const float* value)
void shader_set_v4(uint32 id, const char* name, const float* value)
{
gl->glUniform4fv(gl->glGetUniformLocation(id, name), 1, value);
glUniform4fv(glGetUniformLocation(id, name), 1, value);
}
inline
void shader_set_m2(const OpenGL* gl, uint32 id, const char* name, const float* value)
void shader_set_m2(uint32 id, const char* name, const float* value)
{
gl->glUniformMatrix2fv(gl->glGetUniformLocation(id, name), 1, GL_FALSE, value);
glUniformMatrix2fv(glGetUniformLocation(id, name), 1, GL_FALSE, value);
}
inline
void shader_set_m3(const OpenGL* gl, uint32 id, const char* name, const float* value)
void shader_set_m3(uint32 id, const char* name, const float* value)
{
gl->glUniformMatrix3fv(gl->glGetUniformLocation(id, name), 1, GL_FALSE, value);
glUniformMatrix3fv(glGetUniformLocation(id, name), 1, GL_FALSE, value);
}
inline
void shader_set_m4(const OpenGL* gl, uint32 id, const char* name, const float* value)
void shader_set_m4(uint32 id, const char* name, const float* value)
{
gl->glUniformMatrix4fv(gl->glGetUniformLocation(id, name), 1, GL_FALSE, value);
glUniformMatrix4fv(glGetUniformLocation(id, name), 1, GL_FALSE, value);
}
inline
void shader_check_link_errors(const OpenGL* gl, uint32 id, char* log)
uint32 shader_get_attrib_location(uint32 id, const char* name)
{
// By using this you can retreive the shader variable name at a point where and when you know it
// BUT set values later on in generalized functions without knowing the shader variable name
// Basically like pointers
return glGetAttribLocation(id, name);
}
inline
uint32 shader_get_uniform_location(uint32 id, const char* name)
{
// By using this you can retreive the shader variable name at a point where and when you know it
// BUT set values later on in generalized functions without knowing the shader variable name
// Basically like pointers
return glGetUniformLocation(id, name);
}
inline
void shader_check_link_errors(uint32 id, char* log)
{
GLint success;
gl->glGetProgramiv(id, GL_LINK_STATUS, &success);
glGetProgramiv(id, GL_LINK_STATUS, &success);
if (!success) {
gl->glGetProgramInfoLog(id, 1024, NULL, log);
glGetProgramInfoLog(id, 1024, NULL, log);
}
}
inline
void shader_check_compile_errors(const OpenGL* gl, uint32 id, char* log)
void shader_check_compile_errors(uint32 id, char* log)
{
GLint success;
gl->glGetShaderiv(id, GL_COMPILE_STATUS, &success);
glGetShaderiv(id, GL_COMPILE_STATUS, &success);
if (!success) {
gl->glGetShaderInfoLog(id, 1024, NULL, log);
glGetShaderInfoLog(id, 1024, NULL, log);
}
}

View File

@ -37,4 +37,31 @@ void image_from_file(RingMemory* ring, const char* path, Image* image)
}
}
void image_flip_vertical(RingMemory* ring, Image* image)
{
uint32 stride = image->width * sizeof(uint32);
byte* temp = ring_get_memory(ring, image->pixel_count * sizeof(uint32));
memcpy(temp, image->pixels, image->pixel_count * sizeof(uint32));
// Last row
byte* end = temp + image->pixel_count * sizeof(uint32) - image->width * sizeof(uint32);
for (int y = 0; y < image->height; ++y) {
memcpy(image->pixels + y * stride, end - y * stride, stride);
}
/* Flipping with small temp row
byte* temp_row = ring_get_memory(ring, stride);
for (int y = 0; y < image->height / 2; ++y) {
memcpy(temp_row, image->pixels + y * stride, stride);
memcpy(image->pixels + y * stride, image->pixels - y * stride, stride);
memcpy(image->pixels - y * stride, temp_row, stride);
}
*/
image->order_rows = (byte) (!((bool) image->order_rows));
}
#endif

View File

@ -769,7 +769,7 @@ void mat4_perspective_sparse_rh(
mat4_frustum_sparse_rh(matrix, -xmax, xmax, -ymax, ymax, znear, zfar);
}
void mat4_ortho(
void mat4_ortho_sparse_rh(
float *matrix,
float left, float right, float bottom, float top,
float near_dist, float far_dist
@ -779,19 +779,49 @@ void mat4_ortho(
float fn_delta = far_dist - near_dist;
matrix[0] = 2.0f / rl_delta;
matrix[1] = 0.0f;
matrix[2] = 0.0f;
matrix[3] = 0.0f;
//matrix[1] = 0.0f;
//matrix[2] = 0.0f;
//matrix[3] = 0.0f;
matrix[4] = 0.0f;
//matrix[4] = 0.0f;
matrix[5] = 2.0f / tb_delta;
matrix[6] = 0.0f;
matrix[7] = 0.0f;
//matrix[6] = 0.0f;
//matrix[7] = 0.0f;
matrix[8] = 0.0f;
matrix[9] = 0.0f;
//matrix[8] = 0.0f;
//matrix[9] = 0.0f;
matrix[10] = -2.0f / fn_delta;
matrix[11] = 0.0f;
//matrix[11] = 0.0f;
matrix[12] = -(right + left) / rl_delta;
matrix[13] = -(top + bottom) / tb_delta;
matrix[14] = -(far_dist + near_dist) / fn_delta;
matrix[15] = 1.0f;
}
void mat4_ortho_sparse_lh(
float *matrix,
float left, float right, float bottom, float top,
float near_dist, float far_dist
) {
float rl_delta = right - left;
float tb_delta = top - bottom;
float fn_delta = far_dist - near_dist;
matrix[0] = 2.0f / rl_delta;
//matrix[1] = 0.0f;
//matrix[2] = 0.0f;
//matrix[3] = 0.0f;
//matrix[4] = 0.0f;
matrix[5] = 2.0f / tb_delta;
//matrix[6] = 0.0f;
//matrix[7] = 0.0f;
//matrix[8] = 0.0f;
//matrix[9] = 0.0f;
matrix[10] = 2.0f / fn_delta;
//matrix[11] = 0.0f;
matrix[12] = -(right + left) / rl_delta;
matrix[13] = -(top + bottom) / tb_delta;

View File

@ -32,6 +32,15 @@ struct VertexRef {
uint32 index;
};
// Data for the text shader
struct TextShader {
uint32 program_id;
uint32 matrix_id;
uint32 uv_id;
uint32 color_id;
uint32 sampler_id;
};
enum VertexType {
VERTEX_TYPE_POSITION = 1,
VERTEX_TYPE_NORMAL = 2,