Add backends
- Renamed GfxOpenGL to GfxOPenGL2 - Added GfxOpenGL3 backend for OpenGL 3.3+ - Added WIP DirectX9 backend - Added structure for Citro3D - Added linear Allocator
This commit is contained in:
@@ -3,42 +3,98 @@
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#include <GLFW/glfw3.h>
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#include <format>
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#include <gfx_opengl.hpp>
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#include <iostream>
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#include <palladium>
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#include <pdsystem>
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#include "pd/core/vec2.hpp"
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#include "pd/lithium/pools.hpp"
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#include "pd/lithium/vertex.hpp"
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#ifdef _WIN32
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#include <d3d9.h>
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#define GLFW_EXPOSE_NATIVE_WIN32
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#include <GLFW/glfw3native.h>
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#endif
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#define STB_IMAGE_IMPLEMENTATION
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#include <stb_image.h>
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enum class Driver {
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Unknown = 0,
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OpenGL2 = 1,
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OpenGL3 = 2,
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DirectX9 = 3,
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};
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PD::TextureID LoadTex(const std::string& path) {
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int w, h, c;
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stbi_uc* buf = stbi_load(path.c_str(), &w, &h, &c, 4);
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return PD::Gfx::LoadTexture(std::vector<PD::u8>(buf, buf + (w * h * 4)), w,
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h);
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}
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class App {
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public:
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App() {
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App(Driver d = Driver::OpenGL3) : pDriver(d) {
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PD::Os::UseDriver<PD::OsDriver>();
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PD::Gfx::UseDriver<PD::GfxOpenGL>();
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE);
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window = glfwCreateWindow(1280, 720, "gfx_tests", nullptr, nullptr);
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std::string winname = "gfx_test";
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if (d == Driver::OpenGL2) {
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
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PD::Gfx::UseDriver<PD::GfxOpenGL2>();
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winname += " (OpenGL2)";
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} else if (d == Driver::OpenGL3) {
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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PD::Gfx::UseDriver<PD::GfxOpenGL3>();
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winname += " (OpenGL3)";
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} else if (d == Driver::DirectX9) {
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glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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winname += " (DirectX9)";
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}
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window = glfwCreateWindow(1280, 720, winname.c_str(), nullptr, nullptr);
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glfwMakeContextCurrent(window);
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gladLoadGLLoader(reinterpret_cast<GLADloadproc>(glfwGetProcAddress));
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if (d == Driver::OpenGL2 || d == Driver::OpenGL3) {
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gladLoadGLLoader(reinterpret_cast<GLADloadproc>(glfwGetProcAddress));
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}
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#ifdef _WIN32
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if (d == Driver::DirectX9) {
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d3d = Direct3DCreate9(D3D_SDK_VERSION);
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auto hwnd = glfwGetWin32Window(window);
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D3DPRESENT_PARAMETERS d3dpp = {};
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d3dpp.Windowed = TRUE;
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d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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d3dpp.hDeviceWindow = hwnd;
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HRESULT hr = d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
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D3DCREATE_HARDWARE_VERTEXPROCESSING,
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&d3dpp, &dx9_device);
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if (FAILED(hr)) {
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MessageBoxW(nullptr, L"Failed to create D3D9 device", L"Error", MB_OK);
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std::abort();
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}
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PD::Gfx::UseDriver<PD::GfxDirectX9>(dx9_device);
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}
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#endif
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glfwSwapInterval(1);
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PD::Gfx::Init();
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PD::Li::InitPools(8192);
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std::vector<PD::u8> img(16 * 16 * 4, 0xff);
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pTex = PD::Gfx::LoadTexture(img, 16, 16);
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pTex = LoadTex("icon.png");
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/*std::vector<PD::u8> img(16 * 16 * 4, 0xff);
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pTex = PD::Gfx::LoadTexture(img, 16, 16);*/
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std::cout << "GfxDriver: " << PD::Gfx::GetDriverName() << std::endl;
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pPool.Init(10);
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auto cmd = pPool.Allocate(1);
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cmd->Reserve(4, 6);
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cmd->Add(PD::Li::Vertex(PD::fvec2(0, 0), PD::fvec2(0, 0), 0xffffffff));
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cmd->Add(PD::Li::Vertex(PD::fvec2(50, 0), PD::fvec2(1, 0), 0xffffffff));
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cmd->Add(PD::Li::Vertex(PD::fvec2(50, 50), PD::fvec2(1, 1), 0xffffffff));
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cmd->Add(PD::Li::Vertex(PD::fvec2(0, 50), PD::fvec2(0, 1), 0xffffffff));
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cmd->Add(0, 1, 2);
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cmd->Add(0, 2, 3);
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cmd->Add(PD::Li::Vertex(PD::fvec2(0, 0), PD::fvec2(0, 0), 0xffffffff));
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cmd->Add(PD::Li::Vertex(PD::fvec2(256, 0), PD::fvec2(1, 0), 0xffffffff));
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cmd->Add(PD::Li::Vertex(PD::fvec2(256, 256), PD::fvec2(1, 1), 0xffffffff));
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cmd->Add(PD::Li::Vertex(PD::fvec2(0, 256), PD::fvec2(0, 1), 0xffffffff));
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cmd->Tex = pTex;
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}
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~App() {
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@@ -49,14 +105,33 @@ class App {
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void Run() {
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while (!glfwWindowShouldClose(window)) {
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glViewport(0, 0, 1280, 720);
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glClearColor(0.1, 0.1, 0.1, 0.1);
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glClear(GL_COLOR_BUFFER_BIT);
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if (pDriver == Driver::OpenGL2 || pDriver == Driver::OpenGL3) {
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glClearColor(0.1, 0.1, 0.1, 0.1);
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(0, 0, 1280, 720);
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} else if (pDriver == Driver::DirectX9) {
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#ifdef _WIN32
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if (dx9_device) {
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dx9_device->Clear(0, nullptr, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
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D3DCOLOR_XRGB(25, 25, 25), 1.0f, 0);
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dx9_device->BeginScene();
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}
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#endif
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}
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PD::Gfx::Reset();
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PD::Gfx::SetViewPort(1280, 720);
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PD::Gfx::Draw(pPool);
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glfwPollEvents();
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glfwSwapBuffers(window);
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if (pDriver == Driver::DirectX9) {
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#ifdef _WIN32
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if (dx9_device) {
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dx9_device->EndScene();
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dx9_device->Present(nullptr, nullptr, nullptr, nullptr);
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}
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#endif
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} else {
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glfwSwapBuffers(window);
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}
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}
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}
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@@ -64,10 +139,25 @@ class App {
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GLFWwindow* window = nullptr;
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PD::Pool<PD::Li::Command> pPool;
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PD::ptr pTex = 0;
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Driver pDriver;
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#ifdef _WIN32
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IDirect3D9* d3d = nullptr;
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IDirect3DDevice9* dx9_device = nullptr;
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#endif
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};
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int main() {
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App app;
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int main(int argc, char** argv) {
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Driver drv = Driver::OpenGL3;
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if (argc == 2) {
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if (std::string(argv[1]) == "gl2") {
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drv = Driver::OpenGL2;
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} else if (std::string(argv[1]) == "gl3") {
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drv = Driver::OpenGL3;
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} else if (std::string(argv[1]) == "dx9") {
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drv = Driver::DirectX9;
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}
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}
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App app(drv);
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app.Run();
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return 0;
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}
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