cOMS/gpuapi/opengl/OpenglUtils.h

555 lines
15 KiB
C

/**
* Jingga
*
* @copyright Jingga
* @license OMS License 2.0
* @version 1.0.0
* @link https://jingga.app
*/
#ifndef TOS_GPUAPI_OPENGL_UTILS_H
#define TOS_GPUAPI_OPENGL_UTILS_H
#include "../../stdlib/Types.h"
#include "../../memory/RingMemory.h"
#include "../../utils/TestUtils.h"
#include "../../models/Attrib.h"
#include "../../object/Texture.h"
#include "../../utils/StringUtils.h"
#include "../RenderUtils.h"
#include "Opengl.h"
#ifdef _WIN32
#include <windows.h>
#include "../../platform/win32/UtilsWin32.h"
#include "../../platform/win32/Window.h"
#endif
inline
void change_viewport(Window* w, int offset_x = 0, int offset_y = 0)
{
glViewport(offset_x, offset_y, w->width, w->height);
}
inline
void vsync_set(bool on)
{
wglSwapIntervalEXT((int) on);
}
inline
void wireframe_mode(bool on)
{
if (on) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
} else {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
}
struct OpenglInfo {
char* renderer;
int major;
int minor;
};
void opengl_info(OpenglInfo* info)
{
info->renderer = (char *) glGetString(GL_RENDERER);
info->major = 1;
info->minor = 0;
char* version = (char *) glGetString(GL_VERSION);
for (char *at = version; *at; ++at) {
if (*at == '.') {
info->major = str_to_int(version);
++at;
info->minor = str_to_int(at);
break;
}
}
}
inline
uint32 get_texture_data_type(uint32 texture_data_type)
{
switch (texture_data_type) {
case TEXTURE_DATA_TYPE_2D: {
return GL_TEXTURE_2D;
}
case TEXTURE_DATA_TYPE_1D: {
return GL_TEXTURE_1D;
}
case TEXTURE_DATA_TYPE_3D: {
return GL_TEXTURE_3D;
}
case TEXTURE_DATA_TYPE_1D_ARRAY: {
return GL_TEXTURE_1D_ARRAY;
}
case TEXTURE_DATA_TYPE_2D_ARRAY: {
return GL_TEXTURE_2D_ARRAY;
}
case TEXTURE_DATA_TYPE_2D_MULTISAMPLED: {
return GL_TEXTURE_2D_MULTISAMPLE;
}
case TEXTURE_DATA_TYPE_2D_MULTISAMPLED_ARRAY: {
return GL_TEXTURE_2D_MULTISAMPLE_ARRAY;
}
default: {
return GL_TEXTURE_2D;
}
}
}
// 1. prepare_texture
// 2. define wrap
// 3. define filter
// 4. load_texture_to_gpu
inline
void prepare_texture(OpenGL* gl, 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);
glBindTexture(texture_data_type, (GLuint) texture->id);
}
inline
void load_texture_to_gpu(OpenGL* gl, const Texture* texture, int mipmap_level = 0)
{
uint32 texture_data_type = get_texture_data_type(texture->texture_data_type);
glTexImage2D(
texture_data_type, mipmap_level, GL_RGBA,
texture->image.width, texture->image.height,
0, GL_RGBA, GL_UNSIGNED_BYTE,
texture->image.pixels
);
if (mipmap_level > -1) {
gl->glGenerateMipmap(GL_TEXTURE_2D);
}
}
inline
void texture_use(OpenGL* gl, const Texture* texture, uint32 texture_unit)
{
gl->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 = gl->glCreateShader(type);
gl->glShaderSource(shader, 1, (GLchar **) &source, NULL);
gl->glCompileShader(shader);
GLint status;
gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLint length;
gl->glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
GLchar *info = (GLchar *) ring_get_memory(ring, length * sizeof(GLchar));
gl->glGetShaderInfoLog(shader, length, NULL, info);
ASSERT_SIMPLE(false);
// @todo log
}
return shader;
}
GLuint shader_load(OpenGL* gl, 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);
// We can immediately dispose of it we can also reset our ring memory position
ring->pos = temp;
return result;
}
GLuint program_make(
OpenGL* gl,
GLuint vertex_shader,
GLuint fragment_shader,
GLint geometry_shader,
RingMemory* ring
) {
GLuint program = gl->glCreateProgram();
if (geometry_shader > -1) {
gl->glAttachShader(program, geometry_shader);
}
gl->glAttachShader(program, vertex_shader);
gl->glAttachShader(program, fragment_shader);
gl->glLinkProgram(program);
GLint status;
gl->glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
ASSERT_SIMPLE(false);
GLint length;
gl->glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
GLchar *info = (GLchar *) ring_get_memory(ring, length * sizeof(GLchar));
gl->glGetProgramInfoLog(program, length, NULL, info);
// @todo use global logger
fprintf(stderr, "glLinkProgram failed: %s\n", info);
}
// @question really?
if (geometry_shader > -1) {
gl->glDetachShader(program, geometry_shader);
}
gl->glDetachShader(program, vertex_shader);
gl->glDetachShader(program, fragment_shader);
// @question really?
if (geometry_shader > -1) {
gl->glDeleteShader(geometry_shader);
}
gl->glDeleteShader(vertex_shader);
gl->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);
GLint geometry_shader = -1;
if (path3) {
geometry_shader = shader_load(gl, GL_GEOMETRY_SHADER, path3, ring);
}
GLuint program = program_make(gl, vertex_shader, fragment_shader, geometry_shader, ring);
return program;
}
inline
void shader_use(OpenGL* gl, uint32 id)
{
gl->glUseProgram(id);
}
inline
void draw_triangles_3d(OpenGL* gl, VertexRef* vertices, GLuint buffer, int count) {
gl->glBindBuffer(GL_ARRAY_BUFFER, buffer);
// position attribute
gl->glVertexAttribPointer(vertices->position, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) 0);
gl->glEnableVertexAttribArray(vertices->position);
// normal attribute
gl->glVertexAttribPointer(vertices->normal, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) (sizeof(float) * 3));
gl->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);
// color attribute
gl->glVertexAttribPointer(vertices->color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) (sizeof(float) * 8));
gl->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);
gl->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);
// position attribute
gl->glVertexAttribPointer(vertices->position, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) 0);
gl->glEnableVertexAttribArray(vertices->position);
// normal attribute
gl->glVertexAttribPointer(vertices->normal, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) (sizeof(float) * 3));
gl->glEnableVertexAttribArray(vertices->normal);
// color attribute
gl->glVertexAttribPointer(vertices->color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) (sizeof(float) * 8));
gl->glEnableVertexAttribArray(vertices->color);
glDrawArrays(GL_TRIANGLES, 0, count);
gl->glDisableVertexAttribArray(vertices->position);
gl->glDisableVertexAttribArray(vertices->normal);
gl->glDisableVertexAttribArray(vertices->color);
gl->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);
// position attribute
gl->glVertexAttribPointer(vertices->position, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) 0);
gl->glEnableVertexAttribArray(vertices->position);
// normal attribute
gl->glVertexAttribPointer(vertices->normal, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), (void *) (sizeof(float) * 3));
gl->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);
glDrawArrays(GL_TRIANGLES, 0, count);
gl->glDisableVertexAttribArray(vertices->position);
gl->glDisableVertexAttribArray(vertices->normal);
gl->glDisableVertexAttribArray(vertices->tex_coord);
gl->glBindBuffer(GL_ARRAY_BUFFER, 0);
}
inline
void draw_triangles_2d(OpenGL* gl, VertexRef* vertices, GLuint buffer, int count) {
gl->glBindBuffer(GL_ARRAY_BUFFER, buffer);
// position attribute
gl->glVertexAttribPointer(vertices->position, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void *) 0);
gl->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);
// color attribute
gl->glVertexAttribPointer(vertices->color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void *) (sizeof(float) * 4));
gl->glEnableVertexAttribArray(vertices->color);
glDrawArrays(GL_TRIANGLES, 0, count);
gl->glDisableVertexAttribArray(vertices->position);
gl->glDisableVertexAttribArray(vertices->tex_coord);
gl->glDisableVertexAttribArray(vertices->color);
gl->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);
// position attribute
gl->glVertexAttribPointer(vertices->position, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void *) 0);
gl->glEnableVertexAttribArray(vertices->position);
// color attribute
gl->glVertexAttribPointer(vertices->color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void *) (sizeof(float) * 4));
gl->glEnableVertexAttribArray(vertices->color);
glDrawArrays(GL_TRIANGLES, 0, count);
gl->glDisableVertexAttribArray(vertices->position);
gl->glDisableVertexAttribArray(vertices->color);
gl->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);
// position attribute
gl->glVertexAttribPointer(vertices->position, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void *) 0);
gl->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);
glDrawArrays(GL_TRIANGLES, 0, count);
gl->glDisableVertexAttribArray(vertices->position);
gl->glDisableVertexAttribArray(vertices->tex_coord);
gl->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);
}
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
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);
}
inline
int calculate_face_size(int components, int faces)
{
return sizeof(GLfloat) * 6 * components * faces;
}
// generates faces
// data is no longer needed after this
inline
uint32 gpuapi_buffer_generate(OpenGL* gl, 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);
return vbo;
}
inline
uint32 gpuapi_shaderbuffer_generate(OpenGL* gl, 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);
return sbo;
}
inline
uint32 gpuapi_uniformbuffer_generate(OpenGL* gl, 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);
return ubo;
}
inline
uint32 gpuapi_buffer_element_generate(OpenGL* gl, 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);
return ebo;
}
inline
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