mirror of
https://github.com/Karaka-Management/cOMS.git
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646 lines
18 KiB
C
646 lines
18 KiB
C
/**
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* Jingga
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*
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* @copyright Jingga
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* @license OMS License 2.0
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* @version 1.0.0
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* @link https://jingga.app
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*/
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#ifndef TOS_GPUAPI_OPENGL_UTILS_H
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#define TOS_GPUAPI_OPENGL_UTILS_H
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#include "../../stdlib/Types.h"
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#include "../../memory/RingMemory.h"
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#include "../../utils/TestUtils.h"
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#include "../../models/Attrib.h"
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#include "../../object/Texture.h"
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#include "../../utils/StringUtils.h"
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#include "../RenderUtils.h"
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#include "Opengl.h"
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#ifdef _WIN32
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#include <windows.h>
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#include "../../platform/win32/UtilsWin32.h"
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#include "../../platform/win32/Window.h"
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#endif
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inline
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void change_viewport(Window* w, int32 offset_x = 0, int32 offset_y = 0)
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{
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glViewport(offset_x, offset_y, w->width, w->height);
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}
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inline
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void vsync_set(bool on)
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{
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wglSwapIntervalEXT((int32) on);
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}
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inline
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void wireframe_mode(bool on)
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{
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if (on) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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} else {
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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}
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struct OpenglInfo {
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char* renderer;
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int32 major;
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int32 minor;
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};
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void opengl_info(OpenglInfo* info)
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{
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info->renderer = (char *) glGetString(GL_RENDERER);
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info->major = 1;
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info->minor = 0;
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char* version = (char *) glGetString(GL_VERSION);
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for (char *at = version; *at; ++at) {
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if (*at == '.') {
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info->major = str_to_int(version);
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++at;
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info->minor = str_to_int(at);
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break;
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}
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}
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}
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inline
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uint32 get_texture_data_type(uint32 texture_data_type)
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{
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switch (texture_data_type) {
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case TEXTURE_DATA_TYPE_2D: {
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return GL_TEXTURE_2D;
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}
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case TEXTURE_DATA_TYPE_1D: {
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return GL_TEXTURE_1D;
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}
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case TEXTURE_DATA_TYPE_3D: {
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return GL_TEXTURE_3D;
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}
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case TEXTURE_DATA_TYPE_1D_ARRAY: {
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return GL_TEXTURE_1D_ARRAY;
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}
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case TEXTURE_DATA_TYPE_2D_ARRAY: {
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return GL_TEXTURE_2D_ARRAY;
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}
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case TEXTURE_DATA_TYPE_2D_MULTISAMPLED: {
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return GL_TEXTURE_2D_MULTISAMPLE;
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}
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case TEXTURE_DATA_TYPE_2D_MULTISAMPLED_ARRAY: {
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return GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
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}
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default: {
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return GL_TEXTURE_2D;
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}
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}
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}
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// 1. prepare_texture
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// 2. define wrap
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// 3. define filter
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// 4. load_texture_to_gpu
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// 5. texture_use
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inline
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void prepare_texture(Texture* texture)
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{
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uint32 texture_data_type = get_texture_data_type(texture->texture_data_type);
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glGenTextures(1, (GLuint *) &texture->id);
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glActiveTexture(GL_TEXTURE0 + texture->sample_id);
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glBindTexture(texture_data_type, (GLuint) texture->id);
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}
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inline
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void load_texture_to_gpu(const Texture* texture, int32 mipmap_level = 0)
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{
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uint32 texture_data_type = get_texture_data_type(texture->texture_data_type);
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glTexImage2D(
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texture_data_type, mipmap_level, GL_RGBA8,
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texture->image.width, texture->image.height,
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0, GL_RGBA, GL_UNSIGNED_BYTE,
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texture->image.pixels
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);
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if (mipmap_level > -1) {
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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}
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inline
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void texture_use(const Texture* texture, uint32 texture_unit)
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{
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glActiveTexture(GL_TEXTURE0 + texture->sample_id);
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glBindTexture(GL_TEXTURE_2D, (GLuint) texture->id);
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}
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// @todo should be texture_use, the Texture holds information that should make it possible to determine 1D or 2D
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inline
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void texture_use_1D(const Texture* texture, uint32 texture_unit)
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{
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glActiveTexture(GL_TEXTURE0 + texture->sample_id);
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glBindTexture(GL_TEXTURE_1D, (GLuint) texture->id);
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}
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GLuint shader_make(GLenum type, const char *source, RingMemory* ring)
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{
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, (GLchar **) &source, NULL);
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glCompileShader(shader);
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GLint status;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE) {
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GLint length;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
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GLchar *info = (GLchar *) ring_get_memory(ring, length * sizeof(GLchar));
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glGetShaderInfoLog(shader, length, NULL, info);
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LOG(info, true, true);
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ASSERT_SIMPLE(false);
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}
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return shader;
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}
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inline
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GLuint shader_load(GLenum type, const char* path, RingMemory* ring) {
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uint64 temp = ring->pos;
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FileBody file;
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// @todo consider to accept file as parameter and load file before
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file_read(path, &file, ring);
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GLuint result = shader_make(type, (const char *) file.content, ring);
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// We can immediately dispose of it we can also reset our ring memory position
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ring->pos = temp;
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return result;
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}
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inline
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int32 program_get_size(uint32 program)
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{
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int32 size;
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glGetProgramiv(program, GL_PROGRAM_BINARY_LENGTH, &size);
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return size;
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}
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GLuint program_make(
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GLuint vertex_shader,
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GLuint fragment_shader,
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GLint geometry_shader,
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RingMemory* ring
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) {
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GLuint program = glCreateProgram();
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if (geometry_shader > -1) {
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glAttachShader(program, geometry_shader);
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}
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glProgramParameteri(program, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
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glLinkProgram(program);
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GLint status;
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (status == GL_FALSE) {
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GLint length;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
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GLchar *info = (GLchar *) ring_get_memory(ring, length * sizeof(GLchar));
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glGetProgramInfoLog(program, length, NULL, info);
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LOG(info, true, true);
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ASSERT_SIMPLE(false);
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}
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// @question really?
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if (geometry_shader > -1) {
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glDetachShader(program, geometry_shader);
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}
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glDetachShader(program, vertex_shader);
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glDetachShader(program, fragment_shader);
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// @question really?
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if (geometry_shader > -1) {
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glDeleteShader(geometry_shader);
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}
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glDeleteShader(vertex_shader);
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glDeleteShader(fragment_shader);
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return program;
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}
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GLuint program_load(
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const char* path1,
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const char* path2,
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const char* path3,
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RingMemory* ring
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) {
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GLuint vertex_shader = shader_load(GL_VERTEX_SHADER, path1, ring);
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GLuint fragment_shader = shader_load(GL_FRAGMENT_SHADER, path2, ring);
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GLint geometry_shader = -1;
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if (path3) {
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geometry_shader = shader_load(GL_GEOMETRY_SHADER, path3, ring);
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}
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GLuint program = program_make(vertex_shader, fragment_shader, geometry_shader, ring);
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return program;
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}
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inline
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void shader_use(uint32 id)
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{
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glUseProgram(id);
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}
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inline
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void draw_triangles_3d(VertexRef* vertices, GLuint buffer, int32 count) {
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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// position attribute
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glVertexAttribPointer(vertices->data_id, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) 0);
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glEnableVertexAttribArray(vertices->data_id);
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// normal attribute
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glVertexAttribPointer(vertices->normal_id, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) (sizeof(f32) * 3));
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glEnableVertexAttribArray(vertices->normal_id);
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// texture coord attribute
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// vs glVertexAttribPointer
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glVertexAttribIPointer(vertices->tex_coord_id, 2, GL_UNSIGNED_INT, sizeof(Vertex3D), (void *) (sizeof(f32) * 6));
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glEnableVertexAttribArray(vertices->tex_coord_id);
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// color attribute
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glVertexAttribPointer(vertices->color_id, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) (sizeof(f32) * 8));
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glEnableVertexAttribArray(vertices->color_id);
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glDrawArrays(GL_TRIANGLES, 0, count);
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glDisableVertexAttribArray(vertices->data_id);
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glDisableVertexAttribArray(vertices->normal_id);
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glDisableVertexAttribArray(vertices->tex_coord_id);
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glDisableVertexAttribArray(vertices->color_id);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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inline
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void draw_triangles_3d_textureless(VertexRef* vertices, GLuint buffer, int32 count) {
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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// position attribute
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glVertexAttribPointer(vertices->data_id, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) 0);
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glEnableVertexAttribArray(vertices->data_id);
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// normal attribute
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glVertexAttribPointer(vertices->normal_id, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) (sizeof(f32) * 3));
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glEnableVertexAttribArray(vertices->normal_id);
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// color attribute
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glVertexAttribPointer(vertices->color_id, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) (sizeof(f32) * 8));
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glEnableVertexAttribArray(vertices->color_id);
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glDrawArrays(GL_TRIANGLES, 0, count);
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glDisableVertexAttribArray(vertices->data_id);
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glDisableVertexAttribArray(vertices->normal_id);
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glDisableVertexAttribArray(vertices->color_id);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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inline
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void draw_triangles_3d_colorless(VertexRef* vertices, GLuint buffer, int32 count) {
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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// position attribute
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glVertexAttribPointer(vertices->data_id, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) 0);
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glEnableVertexAttribArray(vertices->data_id);
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// normal attribute
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glVertexAttribPointer(vertices->normal_id, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) (sizeof(f32) * 3));
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glEnableVertexAttribArray(vertices->normal_id);
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// texture coord attribute
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glVertexAttribIPointer(vertices->tex_coord_id, 2, GL_UNSIGNED_INT, sizeof(Vertex3D), (void *) (sizeof(f32) * 6));
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glEnableVertexAttribArray(vertices->tex_coord_id);
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glDrawArrays(GL_TRIANGLES, 0, count);
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glDisableVertexAttribArray(vertices->data_id);
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glDisableVertexAttribArray(vertices->normal_id);
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glDisableVertexAttribArray(vertices->tex_coord_id);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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inline
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void draw_triangles_2d(VertexRef* vertices, GLuint buffer, int32 count) {
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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// position attribute
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glVertexAttribPointer(vertices->position_id, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void *) 0);
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glEnableVertexAttribArray(vertices->position_id);
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// texture coord attribute
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// vs glVertexAttribPointer
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glVertexAttribIPointer(vertices->tex_coord_id, 2, GL_UNSIGNED_INT, sizeof(Vertex2D), (void *) (sizeof(f32) * 2));
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glEnableVertexAttribArray(vertices->tex_coord_id);
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// color attribute
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glVertexAttribPointer(vertices->color_id, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void *) (sizeof(f32) * 4));
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glEnableVertexAttribArray(vertices->color_id);
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glDrawArrays(GL_TRIANGLES, 0, count);
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glDisableVertexAttribArray(vertices->position_id);
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glDisableVertexAttribArray(vertices->tex_coord_id);
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glDisableVertexAttribArray(vertices->color_id);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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inline
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void draw_triangles_2d_textureless(VertexRef* vertices, GLuint buffer, int32 count) {
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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// position attribute
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glVertexAttribPointer(vertices->data_id, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void *) 0);
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glEnableVertexAttribArray(vertices->data_id);
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// color attribute
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glVertexAttribPointer(vertices->color_id, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void *) (sizeof(f32) * 4));
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glEnableVertexAttribArray(vertices->color_id);
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glDrawArrays(GL_TRIANGLES, 0, count);
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glDisableVertexAttribArray(vertices->data_id);
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glDisableVertexAttribArray(vertices->color_id);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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inline
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void draw_triangles_2d_colorless(VertexRef* vertices, GLuint buffer, int32 count) {
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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// position attribute
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glVertexAttribPointer(vertices->data_id, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void *) 0);
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glEnableVertexAttribArray(vertices->data_id);
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// texture coord attribute
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glVertexAttribIPointer(vertices->tex_coord_id, 2, GL_UNSIGNED_INT, sizeof(Vertex2D), (void *) (sizeof(f32) * 2));
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glEnableVertexAttribArray(vertices->tex_coord_id);
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glDrawArrays(GL_TRIANGLES, 0, count);
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glDisableVertexAttribArray(vertices->data_id);
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glDisableVertexAttribArray(vertices->tex_coord_id);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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inline
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int calculate_face_size(int components, int32 faces)
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{
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return sizeof(GLfloat) * 6 * components * faces;
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}
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// generates faces
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// data is no longer needed after this
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inline
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uint32 gpuapi_buffer_generate(int32 size, const void* data)
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{
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uint32 vbo;
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
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return vbo;
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}
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inline
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uint32 gpuapi_buffer_generate_dynamic(int32 size, const void* data)
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{
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uint32 vbo;
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, size, data, GL_DYNAMIC_DRAW);
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return vbo;
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}
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inline
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void gpuapi_buffer_update_dynamic(uint32 vbo, int32 size, const void* data)
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, size, data, GL_DYNAMIC_DRAW);
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}
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inline
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uint32 gpuapi_shaderbuffer_generate(int32 size, const void* data)
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{
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uint32 sbo;
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glGenBuffers(1, &sbo);
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, sbo);
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glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, GL_DYNAMIC_DRAW);
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return sbo;
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}
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// @todo this is not necessary?! We have a flag to determine the BindTexture Type
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// Only problem are the parameters
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uint32 gpuapi_upload_color_palette(const byte* palette, int32 count, int32 sampler_id)
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{
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uint32 texture_id;
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glGenTextures(1, &texture_id);
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glActiveTexture(GL_TEXTURE0 + sampler_id);
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glBindTexture(GL_TEXTURE_1D, texture_id);
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glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA8, count, 0, GL_RGBA, GL_UNSIGNED_BYTE, palette);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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return texture_id;
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}
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inline
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uint32 gpuapi_uniformbuffer_generate(int32 size, const void* data)
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{
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uint32 ubo;
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glGenBuffers(1, &ubo);
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glBindBuffer(GL_UNIFORM_BUFFER, ubo);
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glBufferData(GL_UNIFORM_BUFFER, size, data, GL_STATIC_DRAW);
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return ubo;
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}
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inline
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uint32 gpuapi_buffer_element_generate(int32 size, uint32 *data)
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{
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uint32 ebo;
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glGenBuffers(1, &ebo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
|
|
|
|
return ebo;
|
|
}
|
|
|
|
inline
|
|
uint32 gpuapi_vertex_array_generate()
|
|
{
|
|
uint32 vao;
|
|
glGenVertexArrays(1, &vao);
|
|
glBindVertexArray(vao);
|
|
|
|
return vao;
|
|
}
|
|
|
|
inline
|
|
void gpuapi_unbind_all()
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindVertexArray(0);
|
|
}
|
|
|
|
inline
|
|
void gpuapi_buffer_delete(GLuint buffer)
|
|
{
|
|
glDeleteBuffers(1, &buffer);
|
|
}
|
|
|
|
inline
|
|
void gpuapi_vertex_array_delete(GLuint buffer)
|
|
{
|
|
glDeleteVertexArrays(1, &buffer);
|
|
}
|
|
|
|
int get_gpu_free_memory()
|
|
{
|
|
GLint available = 0;
|
|
glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, &available);
|
|
|
|
if (available != 0) {
|
|
return available;
|
|
}
|
|
|
|
glGetIntegerv(GL_TEXTURE_FREE_MEMORY_ATI, &available);
|
|
|
|
return available;
|
|
}
|
|
|
|
struct TextRender {
|
|
uint32 align;
|
|
uint32 x;
|
|
uint32 y;
|
|
f32 scale;
|
|
VertexRef vertices;
|
|
char* text;
|
|
|
|
uint32 sampler_id;
|
|
|
|
TextShader shader_data;
|
|
};
|
|
|
|
#define TEXT_ALIGN_LEFT 0
|
|
#define TEXT_ALIGN_CENTER 1
|
|
#define TEXT_ALIGN_RIGHT 2
|
|
|
|
// @performance This needs to handle batched randering, isolated rendering is WAY to inefficient
|
|
inline
|
|
void render_text_batched(
|
|
RingMemory* ring,
|
|
int32 width, int32 height,
|
|
TextRender* text_data
|
|
) {
|
|
glUseProgram(text_data->shader_data.program_id);
|
|
glUniform1i(text_data->shader_data.sampler_addr, text_data->vertices.sampler_id);
|
|
|
|
// @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) {
|
|
f32 matrix[16] = {};
|
|
mat4_ortho_sparse_rh(matrix, 0.0f, (f32) width, 0.0f, (f32) height, -1.0f, 1.0f);
|
|
glUniformMatrix4fv(text_data->shader_data.matrix_addr, 1, GL_FALSE, matrix);
|
|
text_data->shader_data.matrix_id = 1;
|
|
// @bug this is wrong, we need to make buffer instead. We don't want to upload the matrix every time
|
|
// Isn't this buffer the same for every text?
|
|
// If yes, consider to save the orth projection matrix globally and change it whenever we change the resolution/window dimensions
|
|
} else {
|
|
// @question Do we even need to bind it if we never change it?
|
|
// We also never bind our projection matrix apart from the first time and it works. This should be the same no?
|
|
//glBindVertexArray(text_data->shader_data.matrix_id);
|
|
}
|
|
|
|
int32 length = (int32) strlen(text_data->text);
|
|
f32 x = text_data->x - text_data->scale * text_data->align * (length - 1) / 2;
|
|
|
|
// @performance Only create when the text got removed from memory
|
|
if (text_data->vertices.data_id == 0) {
|
|
GLfloat *data = (GLfloat *) ring_get_memory(ring, sizeof(GLfloat) * 6 * 4 * length);
|
|
|
|
for (int32 i = 0; i < length; i++) {
|
|
make_character(data + i * 24, x, (f32) text_data->y, text_data->scale / 2, text_data->scale, text_data->text[i]);
|
|
x += text_data->scale;
|
|
}
|
|
|
|
text_data->vertices.data_id = gpuapi_buffer_generate(sizeof(GLfloat) * 6 * 4 * length, data);
|
|
} else {
|
|
glBindBuffer(GL_ARRAY_BUFFER, text_data->vertices.data_id);
|
|
//glBufferData(GL_ARRAY_BUFFER, size, data, GL_STATIC_DRAW); Is this required?
|
|
}
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
draw_triangles_2d(&text_data->vertices, text_data->vertices.data_id, length * 6);
|
|
glDisable(GL_BLEND);
|
|
|
|
// @performance We should only delete the buffer, when the text becomes invisible
|
|
// @todo remember to implement a remove logic for all the buffers
|
|
//glDeleteBuffers(1, &text_data->vertices.data_id);
|
|
}
|
|
|
|
/*
|
|
void render_9_patch(GLuint texture,
|
|
int32 imgWidth, int32 imgHeight,
|
|
int32 img_x1, int32 img_x2,
|
|
int32 img_y1, int32 img_y2,
|
|
int32 renderWidth, int32 renderHeight,
|
|
int32 repeat
|
|
)
|
|
{
|
|
|
|
}
|
|
*/
|
|
|
|
#endif |