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palladium/backends/source/gfx_opengl3.cpp

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#include <pd/lithium/formatters.hpp>
#include <pd_system/gfx_opengl3.hpp>
#if defined(PD_ENABLE_OPENGL3)
#include <glad/glad.h>
#include <pd/drivers/drivers.hpp>
#include <pd_system/gl-helper.hpp>
#include <pd_system/shaders.hpp>
#include <spirv-helper.hpp>
namespace PD {
void GfxOpenGL3::SysInit() {
std::string vcode = SpirvHelper::SPV2GLSL(
std::vector<unsigned int>(
Shaders::VertexShader,
Shaders::VertexShader +
(sizeof(Shaders::VertexShader) / sizeof(unsigned int))),
330, false);
std::string fcode = SpirvHelper::SPV2GLSL(
std::vector<unsigned int>(
Shaders::FragmentShader,
Shaders::FragmentShader +
(sizeof(Shaders::FragmentShader) / sizeof(unsigned int))),
330, false);
PDLOG("Vertex: \n{}", vcode);
PDLOG("Fragment: \n{}", fcode);
pShader = CreateShaderProgram(vcode.c_str(), fcode.c_str());
glUseProgram(pShader);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(PD::Li::Vertex),
(void*)offsetof(PD::Li::Vertex, pos));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(PD::Li::Vertex),
(void*)offsetof(PD::Li::Vertex, uv));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(PD::Li::Vertex),
(void*)offsetof(PD::Li::Vertex, color));
glGenBuffers(1, &IBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
pLocTex = glGetUniformLocation(pShader, "tex");
pLocAlfa = glGetUniformLocation(pShader, "push.alfa");
pLocProjection = glGetUniformLocation(pShader, "ubo.projection");
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray(0);
PDLOG(
"GfxOpenGL3::SysInit():\n pShader = {}\n pLocTex = {}\n pLocAlfa = "
"{}\n pLocProjection = {}\n VBO = {}\n IBO = {}, VAO = {}",
pShader, pLocTex, pLocAlfa, pLocProjection, VBO, IBO, VAO);
}
void GfxOpenGL3::SysDeinit() {
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &IBO);
glDeleteVertexArrays(1, &VAO);
PDLOG("GfxOpenGL3::SysDeinit()");
}
void GfxOpenGL3::Submit(size_t count, size_t start) {
BindTexture(CurrentTex);
glUseProgram(pShader);
glUniformMatrix4fv(pLocProjection, 1, GL_FALSE, Projection.m.data());
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, CurrentVertex * sizeof(PD::Li::Vertex),
GetVertexBufPtr(0), GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, CurrentIndex * sizeof(u16),
GetIndexBufPtr(0), GL_DYNAMIC_DRAW);
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT,
reinterpret_cast<void*>(start * sizeof(u16)));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray(0);
BindTexture(0);
}
void GfxOpenGL3::BindTexture(TextureID id) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, (GLuint)id);
glUniform1i(pLocTex, 0);
GLint fmt = 0;
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
glUniform1i(pLocAlfa, fmt == GL_ALPHA);
}
void GfxOpenGL3::SysReset() {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
Li::Texture GfxOpenGL3::LoadTexture(const std::vector<PD::u8>& pixels, int w,
int h, TextureFormat type,
TextureFilter filter) {
GLuint texID;
glGenTextures(1, &texID);
glBindTexture(GL_TEXTURE_2D, texID);
// Set base format (Always using RGBA as base)
GLenum fmt = GL_RGBA;
if (type == TextureFormat::RGB24) {
fmt = GL_RGB;
} else if (type == TextureFormat::A8) {
fmt = GL_ALPHA;
}
glTexImage2D(GL_TEXTURE_2D, 0, fmt, w, h, 0, fmt, GL_UNSIGNED_BYTE,
pixels.data());
if (filter == TextureFilter::Linear) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
} else if (filter == TextureFilter::Nearest) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
glBindTexture(GL_TEXTURE_2D, 0);
Li::Texture res;
res.SetID(texID);
res.SetSize(w, h);
res.SetUV(0.f, 0.f, 1.f, 1.f);
RegisterTexture(res);
PDLOG("GfxOpenGL3::LoadTexture -> {{ {} }}, [{}, {}]", res, type, filter);
return res;
}
void GfxOpenGL3::DeleteTexture(const Li::Texture& tex) {
UnregisterTexture(tex);
GLuint tex_ = tex.GetID();
glDeleteTextures(1, &tex_);
}
} // namespace PD
#else
namespace PD {
void GfxOpenGL3::SysInit() {
PDLOG(
"GfxOpenGL3::SysInit: OpenGL3 Driver is not included in "
"palladium-system");
}
void GfxOpenGL3::SysDeinit() {}
void GfxOpenGL3::Submit(size_t count, size_t start) {}
void GfxOpenGL3::BindTexture(TextureID id) {}
void GfxOpenGL3::SysReset() {}
Li::Texture GfxOpenGL3::LoadTexture(const std::vector<PD::u8>& pixels, int w,
int h, TextureFormat type,
TextureFilter filter) {
return Li::Texture();
}
void GfxOpenGL3::DeleteTexture(const Li::Texture& tex) {}
} // namespace PD
#endif