mirror of
https://github.com/Karaka-Management/cOMS.git
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555 lines
15 KiB
C
555 lines
15 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, int offset_x = 0, int 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((int) 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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int major;
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int 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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inline
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void prepare_texture(OpenGL* gl, Texture* texture, uint32 texture_unit)
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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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gl->glActiveTexture(GL_TEXTURE0 + texture_unit);
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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(OpenGL* gl, const Texture* texture, int 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_RGBA,
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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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gl->glGenerateMipmap(GL_TEXTURE_2D);
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}
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}
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inline
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void texture_use(OpenGL* gl, const Texture* texture, uint32 texture_unit)
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{
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gl->glActiveTexture(GL_TEXTURE0 + texture_unit);
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glBindTexture(GL_TEXTURE_2D, (GLuint) texture->id);
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}
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GLuint shader_make(OpenGL* gl, GLenum type, const char *source, RingMemory* ring)
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{
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GLuint shader = gl->glCreateShader(type);
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gl->glShaderSource(shader, 1, (GLchar **) &source, NULL);
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gl->glCompileShader(shader);
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GLint status;
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gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE) {
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GLint length;
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gl->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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gl->glGetShaderInfoLog(shader, length, NULL, info);
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ASSERT_SIMPLE(false);
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// @todo log
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}
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return shader;
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}
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GLuint shader_load(OpenGL* gl, 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(gl, 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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GLuint program_make(
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OpenGL* gl,
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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 = gl->glCreateProgram();
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if (geometry_shader > -1) {
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gl->glAttachShader(program, geometry_shader);
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}
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gl->glAttachShader(program, vertex_shader);
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gl->glAttachShader(program, fragment_shader);
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gl->glLinkProgram(program);
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GLint status;
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gl->glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (status == GL_FALSE) {
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ASSERT_SIMPLE(false);
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GLint length;
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gl->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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gl->glGetProgramInfoLog(program, length, NULL, info);
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// @todo use global logger
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fprintf(stderr, "glLinkProgram failed: %s\n", info);
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}
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// @question really?
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if (geometry_shader > -1) {
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gl->glDetachShader(program, geometry_shader);
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}
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gl->glDetachShader(program, vertex_shader);
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gl->glDetachShader(program, fragment_shader);
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// @question really?
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if (geometry_shader > -1) {
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gl->glDeleteShader(geometry_shader);
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}
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gl->glDeleteShader(vertex_shader);
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gl->glDeleteShader(fragment_shader);
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return program;
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}
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GLuint program_load(
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OpenGL* gl,
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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, GL_VERTEX_SHADER, path1, ring);
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GLuint fragment_shader = shader_load(gl, 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, GL_GEOMETRY_SHADER, path3, ring);
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}
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GLuint program = program_make(gl, 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(OpenGL* gl, uint32 id)
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{
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gl->glUseProgram(id);
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}
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inline
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void draw_triangles_3d(OpenGL* gl, VertexRef* vertices, GLuint buffer, int count) {
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gl->glBindBuffer(GL_ARRAY_BUFFER, buffer);
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// position attribute
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gl->glVertexAttribPointer(vertices->position, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) 0);
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gl->glEnableVertexAttribArray(vertices->position);
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// normal attribute
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gl->glVertexAttribPointer(vertices->normal, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) (sizeof(float) * 3));
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gl->glEnableVertexAttribArray(vertices->normal);
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// texture coord attribute
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gl->glVertexAttribIPointer(vertices->tex_coord, 2, GL_UNSIGNED_INT, sizeof(Vertex3D), (void *) (sizeof(float) * 6));
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gl->glEnableVertexAttribArray(vertices->tex_coord);
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// color attribute
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gl->glVertexAttribPointer(vertices->color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) (sizeof(float) * 8));
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gl->glEnableVertexAttribArray(vertices->color);
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glDrawArrays(GL_TRIANGLES, 0, count);
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gl->glDisableVertexAttribArray(vertices->position);
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gl->glDisableVertexAttribArray(vertices->normal);
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gl->glDisableVertexAttribArray(vertices->tex_coord);
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gl->glDisableVertexAttribArray(vertices->color);
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gl->glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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inline
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void draw_triangles_3d_textureless(OpenGL* gl, VertexRef* vertices, GLuint buffer, int count) {
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gl->glBindBuffer(GL_ARRAY_BUFFER, buffer);
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// position attribute
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gl->glVertexAttribPointer(vertices->position, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) 0);
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gl->glEnableVertexAttribArray(vertices->position);
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// normal attribute
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gl->glVertexAttribPointer(vertices->normal, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) (sizeof(float) * 3));
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gl->glEnableVertexAttribArray(vertices->normal);
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// color attribute
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gl->glVertexAttribPointer(vertices->color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) (sizeof(float) * 8));
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gl->glEnableVertexAttribArray(vertices->color);
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glDrawArrays(GL_TRIANGLES, 0, count);
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gl->glDisableVertexAttribArray(vertices->position);
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gl->glDisableVertexAttribArray(vertices->normal);
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gl->glDisableVertexAttribArray(vertices->color);
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gl->glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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inline
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void draw_triangles_3d_colorless(OpenGL* gl, VertexRef* vertices, GLuint buffer, int count) {
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gl->glBindBuffer(GL_ARRAY_BUFFER, buffer);
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// position attribute
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gl->glVertexAttribPointer(vertices->position, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) 0);
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gl->glEnableVertexAttribArray(vertices->position);
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// normal attribute
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gl->glVertexAttribPointer(vertices->normal, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) (sizeof(float) * 3));
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gl->glEnableVertexAttribArray(vertices->normal);
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// texture coord attribute
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gl->glVertexAttribIPointer(vertices->tex_coord, 2, GL_UNSIGNED_INT, sizeof(Vertex3D), (void *) (sizeof(float) * 6));
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gl->glEnableVertexAttribArray(vertices->tex_coord);
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glDrawArrays(GL_TRIANGLES, 0, count);
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gl->glDisableVertexAttribArray(vertices->position);
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gl->glDisableVertexAttribArray(vertices->normal);
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gl->glDisableVertexAttribArray(vertices->tex_coord);
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gl->glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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inline
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void draw_triangles_2d(OpenGL* gl, VertexRef* vertices, GLuint buffer, int count) {
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gl->glBindBuffer(GL_ARRAY_BUFFER, buffer);
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// position attribute
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gl->glVertexAttribPointer(vertices->position, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void *) 0);
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gl->glEnableVertexAttribArray(vertices->position);
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// texture coord attribute
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gl->glVertexAttribIPointer(vertices->tex_coord, 2, GL_UNSIGNED_INT, sizeof(Vertex2D), (void *) (sizeof(float) * 2));
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gl->glEnableVertexAttribArray(vertices->tex_coord);
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// color attribute
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gl->glVertexAttribPointer(vertices->color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void *) (sizeof(float) * 4));
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gl->glEnableVertexAttribArray(vertices->color);
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glDrawArrays(GL_TRIANGLES, 0, count);
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gl->glDisableVertexAttribArray(vertices->position);
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gl->glDisableVertexAttribArray(vertices->tex_coord);
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gl->glDisableVertexAttribArray(vertices->color);
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gl->glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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inline
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void draw_triangles_2d_textureless(OpenGL* gl, VertexRef* vertices, GLuint buffer, int count) {
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gl->glBindBuffer(GL_ARRAY_BUFFER, buffer);
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// position attribute
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gl->glVertexAttribPointer(vertices->position, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void *) 0);
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gl->glEnableVertexAttribArray(vertices->position);
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// color attribute
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gl->glVertexAttribPointer(vertices->color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void *) (sizeof(float) * 4));
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gl->glEnableVertexAttribArray(vertices->color);
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glDrawArrays(GL_TRIANGLES, 0, count);
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gl->glDisableVertexAttribArray(vertices->position);
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gl->glDisableVertexAttribArray(vertices->color);
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gl->glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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inline
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void draw_triangles_2d_colorless(OpenGL* gl, VertexRef* vertices, GLuint buffer, int count) {
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gl->glBindBuffer(GL_ARRAY_BUFFER, buffer);
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// position attribute
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gl->glVertexAttribPointer(vertices->position, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void *) 0);
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gl->glEnableVertexAttribArray(vertices->position);
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// texture coord attribute
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gl->glVertexAttribIPointer(vertices->tex_coord, 2, GL_UNSIGNED_INT, sizeof(Vertex2D), (void *) (sizeof(float) * 2));
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gl->glEnableVertexAttribArray(vertices->tex_coord);
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glDrawArrays(GL_TRIANGLES, 0, count);
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gl->glDisableVertexAttribArray(vertices->position);
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gl->glDisableVertexAttribArray(vertices->tex_coord);
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gl->glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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inline
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void draw_text(OpenGL* gl, VertexRef* vertices, GLuint buffer, int length)
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{
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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draw_triangles_2d(gl, vertices, buffer, length * 6);
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glDisable(GL_BLEND);
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}
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GLuint gen_text_buffer(float x, float y, float n, const char *text) {
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size_t length = strlen(text);
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GLfloat *data = NULL; //malloc_faces(4, length); // sizeof(GLfloat) * 6 * 4 * length
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for (int i = 0; i < length; i++) {
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make_character(data + i * 24, x, y, n / 2, n, text[i]);
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x += n;
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}
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return 0; //gen_faces(4, length, data);
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}
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inline
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void render_text(OpenGL* gl, Attrib* attrib, int justify, float x, float y, float n, const char *text)
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{
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float matrix[16];
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//set_matrix_2d(matrix, g->width, g->height);
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gl->glUseProgram(attrib->program);
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gl->glUniformMatrix4fv(attrib->matrix, 1, GL_FALSE, matrix);
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gl->glUniform1i(attrib->sampler, 1);
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gl->glUniform1i(attrib->extra1, 0);
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size_t length = strlen(text);
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x -= n * justify * (length - 1) / 2;
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GLuint buffer = gen_text_buffer(x, y, n, text);
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draw_text(gl, &attrib->vertices, buffer, (int) length);
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gl->glDeleteBuffers(1, &buffer);
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}
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inline
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int calculate_face_size(int components, int 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(OpenGL* gl, int size, void* data)
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{
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uint32 vbo;
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gl->glGenBuffers(1, &vbo);
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gl->glBindBuffer(GL_ARRAY_BUFFER, vbo);
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gl->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_shaderbuffer_generate(OpenGL* gl, int size, void* data)
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{
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uint32 sbo;
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gl->glGenBuffers(1, &sbo);
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gl->glBindBuffer(GL_SHADER_STORAGE_BUFFER, sbo);
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gl->glBufferData(GL_SHADER_STORAGE_BUFFER, size, data, GL_DYNAMIC_DRAW);
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return sbo;
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}
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inline
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uint32 gpuapi_uniformbuffer_generate(OpenGL* gl, int size, void* data)
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{
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uint32 ubo;
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gl->glGenBuffers(1, &ubo);
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gl->glBindBuffer(GL_UNIFORM_BUFFER, ubo);
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gl->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(OpenGL* gl, int size, uint32 *data)
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{
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uint32 ebo;
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gl->glGenBuffers(1, &ebo);
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gl->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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gl->glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
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return ebo;
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}
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inline
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uint32 gpuapi_vertex_array_generate(OpenGL* gl)
|
|
{
|
|
uint32 vao;
|
|
gl->glGenVertexArrays(1, &vao);
|
|
gl->glBindVertexArray(vao);
|
|
|
|
return vao;
|
|
}
|
|
|
|
inline
|
|
void gpuapi_unbind_all(OpenGL* gl)
|
|
{
|
|
gl->glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
gl->glBindVertexArray(0);
|
|
}
|
|
|
|
inline
|
|
void gpuapi_buffer_delete(OpenGL* gl, GLuint buffer)
|
|
{
|
|
gl->glDeleteBuffers(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;
|
|
}
|
|
|
|
/*
|
|
void render_9_patch(GLuint texture,
|
|
int imgWidth, int imgHeight,
|
|
int img_x1, int img_x2,
|
|
int img_y1, int img_y2,
|
|
int renderWidth, int renderHeight,
|
|
int repeat
|
|
)
|
|
{
|
|
|
|
}
|
|
*/
|
|
|
|
#endif |