/* MIT License Copyright (c) 2024 - 2026 René Amthor (tobid7) Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include namespace PD { #if PD_OPENGL >= 21 && PD_OPENGL < 33 const char* vertex_shader = R"( #version 120 attribute vec2 pos; attribute vec2 uv; attribute vec4 color; varying vec2 oUV; varying vec4 oColor; // Probably forgot about this matrix and // searched hours for why the rendering isn't working :/ uniform mat4 projection; void main() { gl_Position = projection*vec4(pos, 0.0, 1.0); oUV = uv; oColor = color; } )"; const char* frag_shader = R"( #version 120 varying vec2 oUV; varying vec4 oColor; uniform sampler2D tex; uniform bool alfa; void main() { vec4 tc = texture2D(tex, oUV); if (alfa) { gl_FragColor = vec4(oColor.rgb, tc.a * oColor.a); } else { gl_FragColor = tc * oColor; } } )"; #elif PD_OPENGL >= 33 const char* vertex_shader = R"( #version 330 core layout(location = 0) in vec2 pos; layout(location = 1) in vec2 uv; layout(location = 2) in vec4 color; out vec2 oUV; out vec4 oColor; // Probably forgot about this matrix and // searched hours for why the rendering isn't working :/ uniform mat4 projection; void main() { gl_Position = projection*vec4(pos, 0.0, 1.0); oUV = uv; oColor = color; } )"; const char* frag_shader = R"( #version 330 core in vec2 oUV; in vec4 oColor; uniform sampler2D tex; uniform bool alfa; out vec4 FragColor; void main() { vec4 tc = texture(tex, oUV); if (alfa) { FragColor = vec4(oColor.rgb, tc.a * oColor.a); } else { FragColor = tc * oColor; } } )"; #else // Need to show error #endif GLuint compileShader(const std::string& source, GLenum type) { GLuint shader = glCreateShader(type); const char* src = source.c_str(); glShaderSource(shader, 1, &src, nullptr); glCompileShader(shader); GLint success; glGetShaderiv(shader, GL_COMPILE_STATUS, &success); if (!success) { char infoLog[512]; glGetShaderInfoLog(shader, 512, nullptr, infoLog); std::cerr << "Shader Compilation Error: " << infoLog << std::endl; } return shader; } GLuint createShaderProgram(const std::string& vertexShaderSource, const std::string& fragmentShaderSource) { GLuint vertexShader = compileShader(vertexShaderSource, GL_VERTEX_SHADER); GLuint fragmentShader = compileShader(fragmentShaderSource, GL_FRAGMENT_SHADER); GLuint shaderProgram = glCreateProgram(); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); GLint success; glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success); if (!success) { char infoLog[512]; glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog); std::cerr << "Shader Program Linking Error: " << infoLog << std::endl; } glDeleteShader(vertexShader); glDeleteShader(fragmentShader); return shaderProgram; } void SetupShaderAttribs(GLuint Shader) { GLint _pos = glGetAttribLocation(Shader, "pos"); GLint _uv = glGetAttribLocation(Shader, "uv"); GLint _color = glGetAttribLocation(Shader, "color"); glVertexAttribPointer(_pos, 2, GL_FLOAT, GL_FALSE, sizeof(PD::Li::Vertex), (void*)offsetof(PD::Li::Vertex, Pos)); glEnableVertexAttribArray(_pos); glVertexAttribPointer(_uv, 2, GL_FLOAT, GL_FALSE, sizeof(PD::Li::Vertex), (void*)offsetof(PD::Li::Vertex, UV)); glEnableVertexAttribArray(_uv); glVertexAttribPointer(_color, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(PD::Li::Vertex), (void*)offsetof(PD::Li::Vertex, Color)); glEnableVertexAttribArray(_color); } /** Actual Backend */ void GfxGL2::Init() { VertexBuffer.resize(4 * 8192); IndexBuffer.resize(6 * 8192); Shader = createShaderProgram(vertex_shader, frag_shader); glUseProgram(Shader); #if PD_OPENGL >= 33 glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); #endif glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); #if PD_OPENGL < 33 SetupShaderAttribs(Shader); // GL 2.1 #else 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)); #endif glGenBuffers(1, &IBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO); pLocTex = glGetUniformLocation(Shader, "tex"); pLocAlfa = glGetUniformLocation(Shader, "alfa"); pLocProjection = glGetUniformLocation(Shader, "projection"); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); #if PD_OPENGL >= 33 glBindVertexArray(0); #endif } void GfxGL2::Deinit() { glDeleteBuffers(1, &VBO); glDeleteBuffers(1, &IBO); #if PD_OPENGL >= 33 glDeleteBuffers(1, &VAO); #endif } void GfxGL2::NewFrame() { /* glViewport(0, 0, ViewPort.x, ViewPort.y); glClearColor(ClearColor.x, ClearColor.y, ClearColor.z, ClearColor.w); glClear(GL_COLOR_BUFFER_BIT); */ Projection = Mat4::Ortho(0.f, ViewPort.x, ViewPort.y, 0.f, -1.f, 1.f); glUseProgram(Shader); glUniformMatrix4fv(pLocProjection, 1, GL_FALSE, Projection.m.data()); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); FrameCounter++; VertexCounter = CurrentVertex; IndexCounter = CurrentIndex; CurrentVertex = 0; CurrentIndex = 0; } void GfxGL2::BindTex(PD::Li::TexAddress addr) { // Actually not using the Address as Address glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, (GLuint)addr); glUniform1i(pLocTex, 0); GLint fmt = 0; glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &fmt); glUniform1i(pLocAlfa, fmt == GL_ALPHA); } void GfxGL2::RenderDrawData(const Li::CmdPool& Commands) { size_t index = 0; while (index < Commands.Size()) { PD::Li::TexAddress Tex = Commands.GetCmd(index)->Tex; if (!Tex) { index++; continue; } size_t StartIndex = CurrentIndex; bool ScissorOn = Commands.GetCmd(index)->ScissorOn; ivec4 ScissorRect = Commands.GetCmd(index)->ScissorRect; while (index < Commands.Size() && Commands.GetCmd(index)->Tex == Tex && Commands.GetCmd(index)->ScissorOn == ScissorOn && Commands.GetCmd(index)->ScissorRect == ScissorRect) { auto c = Commands.GetCmd(index); for (size_t i = 0; i < c->IndexBuffer.size(); i++) { IndexBuffer[CurrentIndex++] = CurrentVertex + c->IndexBuffer.at(i); } for (size_t i = 0; i < c->VertexBuffer.size(); i++) { VertexBuffer[CurrentVertex++] = c->VertexBuffer.at(i); } index++; } if (ScissorOn) { glScissor(ScissorRect.x, ViewPort.y - (ScissorRect.y + ScissorRect.w), ScissorRect.z, ScissorRect.w); glEnable(GL_SCISSOR_TEST); } else { glDisable(GL_SCISSOR_TEST); } BindTex(Tex); #if PD_OPENGL >= 33 glBindVertexArray(VAO); #endif glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, CurrentVertex * sizeof(PD::Li::Vertex), &VertexBuffer[0], GL_DYNAMIC_DRAW); #if PD_OPENGL < 33 // For some reason we need to set these every frame for every buffer // Found that out when creating My 3d Engine SetupShaderAttribs(Shader); #endif glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, CurrentIndex * sizeof(PD::u16), &IndexBuffer[0], GL_DYNAMIC_DRAW); glDrawElements(GL_TRIANGLES, CurrentIndex - StartIndex, GL_UNSIGNED_SHORT, (void*)(StartIndex * sizeof(PD::u16))); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); BindTex(0); #if PD_OPENGL >= 33 glBindVertexArray(0); #endif glDisable(GL_SCISSOR_TEST); } } PD::Li::Texture::Ref GfxGL2::LoadTex(const std::vector& pixels, int w, int h, PD::Li::Texture::Type type, PD::Li::Texture::Filter 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 == PD::Li::Texture::Type::RGB24) { fmt = GL_RGB; } else if (type == PD::Li::Texture::Type::A8) { fmt = GL_ALPHA; } glTexImage2D(GL_TEXTURE_2D, 0, fmt, w, h, 0, fmt, GL_UNSIGNED_BYTE, pixels.data()); if (filter == PD::Li::Texture::Filter::LINEAR) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } else if (filter == PD::Li::Texture::Filter::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); auto res = PD::Li::Texture::New(texID, PD::ivec2(w, h)); std::cout << std::format("Texture loaded: {} {}", texID, PD::ivec2(w, h)) << std::endl; return res; } void GfxGL3::Init() { VertexBuffer.resize(4 * 8192); IndexBuffer.resize(6 * 8192); Shader = createShaderProgram(vertex_shader, frag_shader); glUseProgram(Shader); #if PD_OPENGL >= 33 glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); #endif glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); #if PD_OPENGL < 33 SetupShaderAttribs(Shader); // GL 2.1 #else 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)); #endif glGenBuffers(1, &IBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO); pLocTex = glGetUniformLocation(Shader, "tex"); pLocAlfa = glGetUniformLocation(Shader, "alfa"); pLocProjection = glGetUniformLocation(Shader, "projection"); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); #if PD_OPENGL >= 33 glBindVertexArray(0); #endif } void GfxGL3::Deinit() { glDeleteBuffers(1, &VBO); glDeleteBuffers(1, &IBO); #if PD_OPENGL >= 33 glDeleteBuffers(1, &VAO); #endif } // void NewFrame() { //} void GfxGL3::TexBind(PD::Li::TexAddress addr) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, (GLuint)addr); glUniform1i(pLocTex, 0); GLint fmt = 0; glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &fmt); glUniform1i(pLocAlfa, fmt == GL_ALPHA); } void GfxGL3::Draw(const Li::CmdPool& pool) { size_t index = 0; while (index < pool.Size()) { PD::Li::TexAddress Tex = pool.GetCmd(index)->Tex; if (Tex == 0) { index++; continue; } size_t StartIndex = CurrentIndex; bool ScissorOn = pool.GetCmd(index)->ScissorOn; ivec4 ScissorRect = pool.GetCmd(index)->ScissorRect; while (index < pool.Size() && pool.GetCmd(index)->Tex == Tex && pool.GetCmd(index)->ScissorOn == ScissorOn && pool.GetCmd(index)->ScissorRect == ScissorRect) { auto c = pool.GetCmd(index); for (size_t i = 0; i < c->IndexBuffer.size(); i++) { IndexBuffer[CurrentIndex++] = CurrentVertex + c->IndexBuffer.at(i); } for (size_t i = 0; i < c->VertexBuffer.size(); i++) { VertexBuffer[CurrentVertex++] = c->VertexBuffer.at(i); } index++; } if (ScissorOn) { glScissor(ScissorRect.x, ViewPort.y - (ScissorRect.y + ScissorRect.w), ScissorRect.z, ScissorRect.w); glEnable(GL_SCISSOR_TEST); } else { glDisable(GL_SCISSOR_TEST); } TexBind(Tex); #if PD_OPENGL >= 33 glBindVertexArray(VAO); #endif glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, CurrentVertex * sizeof(PD::Li::Vertex), &VertexBuffer[0], GL_DYNAMIC_DRAW); #if PD_OPENGL < 33 // For some reason we need to set these every frame for every buffer // Found that out when creating My 3d Engine SetupShaderAttribs(Shader); #endif glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, CurrentIndex * sizeof(PD::u16), &IndexBuffer[0], GL_DYNAMIC_DRAW); glDrawElements(GL_TRIANGLES, CurrentIndex - StartIndex, GL_UNSIGNED_SHORT, (void*)(StartIndex * sizeof(PD::u16))); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); TexBind(0); #if PD_OPENGL >= 33 glBindVertexArray(0); #endif } } PD::Li::TexAddress GfxGL3::TexLoad(const std::vector& pixels, int w, int h, PD::Li::Texture::Type type, PD::Li::Texture::Filter 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 == PD::Li::Texture::Type::RGB24) { fmt = GL_RGB; } else if (type == PD::Li::Texture::Type::A8) { fmt = GL_ALPHA; } glTexImage2D(GL_TEXTURE_2D, 0, fmt, w, h, 0, fmt, GL_UNSIGNED_BYTE, pixels.data()); if (filter == PD::Li::Texture::Filter::LINEAR) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } else if (filter == PD::Li::Texture::Filter::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); return texID; } void GfxGL3::TexDelete(PD::Li::TexAddress tex) { GLuint tex_ = tex; glDeleteTextures(1, &tex_); } } // namespace PD