- Update pool to use template allocator directly instead of std::vector - Add a GfxDriver config Template to be able to modify settings like allocators / Types for specific Drivers - Add glad
154 lines
4.2 KiB
C++
154 lines
4.2 KiB
C++
#include <glad/glad.h>
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#include <gfx_opengl.hpp>
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namespace PD {
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GLuint compileShader(const std::string& source, GLenum type) {
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GLuint shader = glCreateShader(type);
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const char* src = source.c_str();
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glShaderSource(shader, 1, &src, nullptr);
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glCompileShader(shader);
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GLint success;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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char infoLog[512];
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glGetShaderInfoLog(shader, 512, nullptr, infoLog);
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std::cerr << "Shader Compilation Error: " << infoLog << std::endl;
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}
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return shader;
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}
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GLuint createShaderProgram(const std::string& vertexShaderSource,
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const std::string& fragmentShaderSource) {
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GLuint vertexShader = compileShader(vertexShaderSource, GL_VERTEX_SHADER);
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GLuint fragmentShader =
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compileShader(fragmentShaderSource, GL_FRAGMENT_SHADER);
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GLuint shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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GLint success;
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glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
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if (!success) {
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char infoLog[512];
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glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
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std::cerr << "Shader Program Linking Error: " << infoLog << std::endl;
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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return shaderProgram;
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}
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const char* vertex_shader = R"(
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#version 120
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attribute vec2 pos;
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attribute vec2 uv;
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attribute vec4 color;
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varying vec2 oUV;
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varying vec4 oColor;
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// Probably forgot about this matrix and
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// searched hours for why the rendering isn't working :/
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uniform mat4 projection;
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void main() {
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gl_Position = projection*vec4(pos, 0.0, 1.0);
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oUV = uv;
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oColor = color;
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}
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)";
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const char* frag_shader = R"(
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#version 120
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varying vec2 oUV;
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varying vec4 oColor;
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uniform sampler2D tex;
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uniform bool alfa;
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void main() {
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vec4 tc = texture2D(tex, oUV);
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if (alfa) {
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gl_FragColor = vec4(oColor.rgb, tc.a * oColor.a);
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} else {
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gl_FragColor = tc * oColor;
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}
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}
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)";
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void GfxOpenGL::pSetupShaderAttribs(u32 shader) {
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GLint _pos = glGetAttribLocation(shader, "pos");
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GLint _uv = glGetAttribLocation(shader, "uv");
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GLint _color = glGetAttribLocation(shader, "color");
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glVertexAttribPointer(_pos, 2, GL_FLOAT, GL_FALSE, sizeof(PD::Li::Vertex),
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(void*)offsetof(PD::Li::Vertex, pos));
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glEnableVertexAttribArray(_pos);
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glVertexAttribPointer(_uv, 2, GL_FLOAT, GL_FALSE, sizeof(PD::Li::Vertex),
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(void*)offsetof(PD::Li::Vertex, uv));
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glEnableVertexAttribArray(_uv);
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glVertexAttribPointer(_color, 4, GL_UNSIGNED_BYTE, GL_TRUE,
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sizeof(PD::Li::Vertex),
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(void*)offsetof(PD::Li::Vertex, color));
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glEnableVertexAttribArray(_color);
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}
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void GfxOpenGL::SysInit() {
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pShader = createShaderProgram(vertex_shader, frag_shader);
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glUseProgram(pShader);
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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pSetupShaderAttribs(pShader);
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glGenBuffers(1, &IBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
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pLocTex = glGetUniformLocation(pShader, "tex");
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pLocAlfa = glGetUniformLocation(pShader, "alfa");
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pLocProjection = glGetUniformLocation(pShader, "projection");
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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void GfxOpenGL::SysDeinit() {
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glDeleteBuffers(1, &VBO);
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glDeleteBuffers(1, &IBO);
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}
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void GfxOpenGL::Submit(size_t count, size_t start) {
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glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT,
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(void*)GetIndexBufPtr(start));
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}
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void GfxOpenGL::BindTexture(TextureID id) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, (GLuint)id);
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glUniform1i(pLocTex, 0);
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GLint fmt = 0;
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
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glUniform1i(pLocAlfa, fmt == GL_ALPHA);
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}
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void GfxOpenGL::SysReset() {}
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TextureID GfxOpenGL::LoadTexture(const std::vector<PD::u8>& pixels, int w,
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int h, TextureFormat type,
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TextureFilter filter) {
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return 0;
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}
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void GfxOpenGL::DeleteTexture(const TextureID& tex) {
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GLuint tex_ = tex;
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glDeleteTextures(1, &tex_);
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}
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} // namespace PD
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