Files
palladium/backends/desktop/source/bknd-gfx.cpp
tobid7 87910b57de # Changes
3ds Backend:
  - switch to shaderProgramUse
Desktop Backend
  - Add Pre Alpha Text Input and Keyboard Support
  - Move Shader Attrib Setup into a function and callit every time we need a set up vbo
  - Move to Mat4 api
Core:
  - Add fquat support
  - Add LoadFile2Str
  - Move Mat4 Lib from Project     n73 to Palladium
  - Add full supprot for vec cross types
  - Add Normalize, Distance and Dot to all
  - Add Cross to vec3
Drivers:
  - Add a SetViewPort func to GFX
  - Add Keyboard keys and Flasg to Hid
Image:
  - Add Vertical Flipping
  - Add Horizontal flipping
UI7:
  - Fix Critical Bug in IO Viewport handler
  - Fix library list (error on MinGW for some reason)
Lazyvec:
  - Split into multiple source files
  - Generate new functions (see core updates)
2025-07-23 23:21:34 +02:00

262 lines
8.4 KiB
C++
Executable File

/*
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 <pd-desktop/bknd-gfx.hpp>
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 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;
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;
}
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);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// Attribs Setup
SetupShaderAttribs(Shader);
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 = 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);
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<PD::Li::Command::Ref>& Commands) {
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);
// For some reason we need to set these every frame for every buffer
// Found that out when creating My 3d Engine
SetupShaderAttribs(Shader);
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<PD::u8>& 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