- Track textures (not sure if this is done tbh) - Add lithium formatters and move TextureID, TextureFormat and TextureFilter to lithium - Only include gl-helper if any glDriver is included - Add Li::Rect for UV stuff - Add Li::Texture as Info holder (still thinking of making them to ptrs - Add Check if textures are still loaded on exit
190 lines
5.8 KiB
C++
190 lines
5.8 KiB
C++
#include <pd/lithium/formatters.hpp>
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#include <pd_system/gfx_opengl2.hpp>
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#if defined(PD_ENABLE_OPENGL2)
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#include <glad/glad.h>
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#include <pd/drivers/drivers.hpp>
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#include <pd_system/gl-helper.hpp>
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namespace PD {
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const char* GfxOpenGL2::pVertCode = 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* GfxOpenGL2::pFragCode = 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 GfxOpenGL2::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 GfxOpenGL2::SysInit() {
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pShader = CreateShaderProgram(pVertCode, pFragCode);
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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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glGenBuffers(1, &IBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
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pSetupShaderAttribs(pShader);
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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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PDLOG(
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"GfxOpenGL2::SysInit():\n pShader = {}\n pLocTex = {}\n pLocAlfa = "
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"{}\n pLocProjection = {}\n VBO = {}\n IBO = {}",
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pShader, pLocTex, pLocAlfa, pLocProjection, VBO, IBO);
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}
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void GfxOpenGL2::SysDeinit() {
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glDeleteBuffers(1, &VBO);
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glDeleteBuffers(1, &IBO);
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PDLOG("GfxOpenGL2::SysDeinit()");
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}
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void GfxOpenGL2::Submit(size_t count, size_t start) {
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BindTexture(CurrentTex);
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glUseProgram(pShader);
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glUniformMatrix4fv(pLocProjection, 1, GL_FALSE, Projection.m.data());
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, CurrentVertex * sizeof(PD::Li::Vertex),
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GetVertexBufPtr(0), GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, CurrentIndex * sizeof(PD::u16),
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GetIndexBufPtr(0), GL_DYNAMIC_DRAW);
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pSetupShaderAttribs(pShader);
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GLint ibo = 0;
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glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &ibo);
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glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT,
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reinterpret_cast<void*>(start * sizeof(u16)));
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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BindTexture(0);
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}
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void GfxOpenGL2::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 GfxOpenGL2::SysReset() {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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Li::Texture GfxOpenGL2::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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GLuint texID;
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glGenTextures(1, &texID);
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glBindTexture(GL_TEXTURE_2D, texID);
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// Set base format (Always using RGBA as base)
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GLenum fmt = GL_RGBA;
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if (type == TextureFormat::RGB24) {
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fmt = GL_RGB;
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} else if (type == TextureFormat::A8) {
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fmt = GL_ALPHA;
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}
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glTexImage2D(GL_TEXTURE_2D, 0, fmt, w, h, 0, fmt, GL_UNSIGNED_BYTE,
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pixels.data());
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if (filter == TextureFilter::Linear) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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} else if (filter == TextureFilter::Nearest) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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Li::Texture res;
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res.SetID(texID);
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res.SetSize(w, h);
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res.SetUV(0.f, 0.f, 1.f, 1.f);
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RegisterTexture(res);
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PDLOG("GfxOpenGL2::LoadTexture -> {{ {} }}, [{}, {}]", res, type, filter);
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return res;
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}
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void GfxOpenGL2::DeleteTexture(const Li::Texture& tex) {
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UnregisterTexture(tex);
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GLuint tex_ = tex.GetID();
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glDeleteTextures(1, &tex_);
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}
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} // namespace PD
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#else
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namespace PD {
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void GfxOpenGL2::SysInit() {
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PDLOG(
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"GfxOpenGL2::SysInit: OpenGL2 Driver is not included in "
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"palladium-system");
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}
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void GfxOpenGL2::SysDeinit() {}
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void GfxOpenGL2::Submit(size_t count, size_t start) {}
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void GfxOpenGL2::BindTexture(TextureID id) {}
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void GfxOpenGL2::SysReset() {}
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Li::Texture GfxOpenGL2::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 Li::Texture();
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}
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void GfxOpenGL2::DeleteTexture(const Li::Texture& tex) {}
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void GfxOpenGL2::pSetupShaderAttribs(u32 shader) {}
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} // namespace PD
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#endif |