/* MIT License Copyright (c) 2024 - 2025 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 { namespace Li { 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 matric 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; void main() { vec4 tc = texture2D(tex, oUV); gl_FragColor = tc*oColor; } )"; 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; } /** Actual Backend */ void GfxGL2::Init() { VertexBuffer.Resize(4 * 8192); IndexBuffer.Resize(6 * 8192); Shader = createShaderProgram(vertex_shader, frag_shader); glUseProgram(Shader); glGenBuffers(1, &VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO); 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); glGenBuffers(1, &IBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO); pLocTex = glGetUniformLocation(Shader, "tex"); pLocProjection = glGetUniformLocation(Shader, "projection"); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } void GfxGL2::Deinit() { glDeleteBuffers(1, &VBO); glDeleteBuffers(1, &IBO); } 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.Ortho(0.f, ViewPort.x, ViewPort.y, 0.f, -1.f, 1.f); glUniformMatrix4fv(pLocProjection, 1, GL_TRUE, Projection.m); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); CurrentIndex = 0; CurrentVertex = 0; FrameCounter++; VertexCounter = NumVtx; IndexCounter = NumIdx; NumVtx = 0; NumIdx = 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); } void GfxGL2::RenderDrawData(const std::vector& Commands) { glUseProgram(Shader); size_t index = 0; while (index < Commands.size()) { PD::Li::Texture::Ref Tex = Commands[index]->Tex; if (!Tex) { index++; continue; } size_t StartIndex = CurrentIndex; bool ScissorOn = Commands[index]->ScissorOn; ivec4 ScissorRect = Commands[index]->ScissorRect; while (index < Commands.size() && Commands[index]->Tex == Tex && Commands[index]->ScissorOn == ScissorOn && Commands[index]->ScissorRect == ScissorRect) { auto c = Commands[index].get(); for (size_t i = 0; i < c->IndexBuffer.Size(); i++) { NumIdx++; IndexBuffer[CurrentIndex++] = CurrentVertex + c->IndexBuffer.At(i); } for (size_t i = 0; i < c->VertexBuffer.Size(); i++) { NumVtx++; 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->Address); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, CurrentVertex * sizeof(PD::Li::Vertex), &VertexBuffer[0], GL_DYNAMIC_DRAW); 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); } } 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)); return res; } } // namespace Li } // namespace PD