From 99dc2fc5700ab29ff5a9adfd4942b6bef858cb61 Mon Sep 17 00:00:00 2001 From: Allen Webster Date: Wed, 19 Feb 2020 22:41:11 -0800 Subject: [PATCH] Trying something crazy --- maybe --- opengl/4ed_opengl_render.cpp | 537 ++++++++++++++++++----------------- 1 file changed, 269 insertions(+), 268 deletions(-) diff --git a/opengl/4ed_opengl_render.cpp b/opengl/4ed_opengl_render.cpp index fd05dfcb..c68a0eb2 100644 --- a/opengl/4ed_opengl_render.cpp +++ b/opengl/4ed_opengl_render.cpp @@ -57,304 +57,305 @@ internal void #ifdef OS_LINUX gl__error_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char *message, const void *userParam){ #else -gl__error_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, char *message, void *userParam){ + gl__error_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, char *message, void *userParam){ #endif - switch (id){ - case 131218: - { - // NOTE(allen): performance warning, do nothing. - }break; - - default: - { - InvalidPath; - }break; + switch (id){ + case 131218: + { + // NOTE(allen): performance warning, do nothing. + }break; + + default: + { + InvalidPath; + }break; + } } -} - -char *gl__header = R"foo(#version 150 -)foo"; - -char *gl__vertex = R"foo( -uniform vec2 view_t; -uniform mat2x2 view_m; -in vec2 vertex_p; -in vec3 vertex_t; -in uint vertex_c; -in float vertex_ht; -smooth out vec4 fragment_color; -smooth out vec3 uvw; -smooth out vec2 xy; -smooth out vec2 adjusted_half_dim; -smooth out float half_thickness; -void main(void) -{ -gl_Position = vec4(view_m*(vertex_p - view_t), 0.0, 1.0); - fragment_color.b = (float((vertex_c )&0xFFu))/255.0; -fragment_color.g = (float((vertex_c>> 8u)&0xFFu))/255.0; -fragment_color.r = (float((vertex_c>>16u)&0xFFu))/255.0; -fragment_color.a = (float((vertex_c>>24u)&0xFFu))/255.0; -uvw = vertex_t; -vec2 center = vertex_t.xy; -vec2 half_dim = abs(vertex_p - center); -adjusted_half_dim = half_dim - vertex_t.zz + vec2(0.5, 0.5); -half_thickness = vertex_ht; -xy = vertex_p; -} -)foo"; - -char *gl__fragment = R"foo( -smooth in vec4 fragment_color; -smooth in vec3 uvw; -smooth in vec2 xy; -smooth in vec2 adjusted_half_dim; -smooth in float half_thickness; -uniform sampler2DArray sampler; -out vec4 out_color; - -float rectangle_sd(vec2 p, vec2 b){ -vec2 d = abs(p) - b; -return(length(max(d, vec2(0.0, 0.0))) + min(max(d.x, d.y), 0.0)); -} - -void main(void) -{ -float has_thickness = (step(0.49, half_thickness)); -float does_not_have_thickness = 1.0 - has_thickness; - -float sample_value = texture(sampler, uvw).r; -sample_value *= does_not_have_thickness; - -vec2 center = uvw.xy; -float roundness = uvw.z; -float sd = rectangle_sd(xy - center, adjusted_half_dim); -sd = sd - roundness; -sd = abs(sd + half_thickness) - half_thickness; -float shape_value = 1.0 - smoothstep(-1.0, 0.0, sd); -shape_value *= has_thickness; - -out_color = vec4(fragment_color.xyz, fragment_color.a*(sample_value + shape_value)); -} -)foo"; - + + char *gl__header = R"foo(#version 130 + )foo"; + + char *gl__vertex = R"foo( + uniform vec2 view_t; + uniform mat2x2 view_m; + in vec2 vertex_p; + in vec3 vertex_t; + in uint vertex_c; + in float vertex_ht; + smooth out vec4 fragment_color; + smooth out vec3 uvw; + smooth out vec2 xy; + smooth out vec2 adjusted_half_dim; + smooth out float half_thickness; + void main(void) + { + gl_Position = vec4(view_m*(vertex_p - view_t), 0.0, 1.0); + fragment_color.b = (float((vertex_c )&0xFFu))/255.0; + fragment_color.g = (float((vertex_c>> 8u)&0xFFu))/255.0; + fragment_color.r = (float((vertex_c>>16u)&0xFFu))/255.0; + fragment_color.a = (float((vertex_c>>24u)&0xFFu))/255.0; + uvw = vertex_t; + vec2 center = vertex_t.xy; + vec2 half_dim = abs(vertex_p - center); + adjusted_half_dim = half_dim - vertex_t.zz + vec2(0.5, 0.5); + half_thickness = vertex_ht; + xy = vertex_p; + } + )foo"; + + char *gl__fragment = R"foo( + smooth in vec4 fragment_color; + smooth in vec3 uvw; + smooth in vec2 xy; + smooth in vec2 adjusted_half_dim; + smooth in float half_thickness; + uniform sampler2DArray sampler; + out vec4 out_color; + + float rectangle_sd(vec2 p, vec2 b){ + vec2 d = abs(p) - b; + return(length(max(d, vec2(0.0, 0.0))) + min(max(d.x, d.y), 0.0)); + } + + void main(void) + { + float has_thickness = (step(0.49, half_thickness)); + float does_not_have_thickness = 1.0 - has_thickness; + + float sample_value = texture(sampler, uvw).r; + sample_value *= does_not_have_thickness; + + vec2 center = uvw.xy; + float roundness = uvw.z; + float sd = rectangle_sd(xy - center, adjusted_half_dim); + sd = sd - roundness; + sd = abs(sd + half_thickness) - half_thickness; + float shape_value = 1.0 - smoothstep(-1.0, 0.0, sd); + shape_value *= has_thickness; + + out_color = vec4(fragment_color.xyz, fragment_color.a*(sample_value + shape_value)); + } + )foo"; + #define AttributeList(X) \ -X(vertex_p) \ -X(vertex_t) \ -X(vertex_c) \ -X(vertex_ht) - + X(vertex_p) \ + X(vertex_t) \ + X(vertex_c) \ + X(vertex_ht) + #define UniformList(X) \ -X(view_t) \ -X(view_m) \ -X(sampler) - -struct GL_Program{ - u32 program; + X(view_t) \ + X(view_m) \ + X(sampler) + + struct GL_Program{ + u32 program; #define GetAttributeLocation(N) i32 N; - AttributeList(GetAttributeLocation) + AttributeList(GetAttributeLocation) #undef GetAttributeLocation #define GetUniformLocation(N) i32 N; UniformList(GetUniformLocation) #undef GetUniformLocation -}; - -internal GL_Program -gl__make_program(char *header, char *vertex, char *fragment){ - if (header == 0){ - header = ""; - } + }; - GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER); - GLchar *vertex_source_array[] = { header, vertex }; - glShaderSource(vertex_shader, ArrayCount(vertex_source_array), vertex_source_array, 0); - glCompileShader(vertex_shader); - - GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); - GLchar *fragment_source_array[] = { header, fragment }; - glShaderSource(fragment_shader, ArrayCount(fragment_source_array), fragment_source_array, 0); - glCompileShader(fragment_shader); - - GLuint program = glCreateProgram(); - glAttachShader(program, vertex_shader); - glAttachShader(program, fragment_shader); - glLinkProgram(program); - glValidateProgram(program); - - GLint success = false; - glGetProgramiv(program, GL_LINK_STATUS, &success); - if (!success){ - GLsizei ignore = 0; - char vertex_errors[KB(4)]; - char fragment_errors[KB(4)]; - char program_errors[KB(4)]; - glGetShaderInfoLog(vertex_shader, sizeof(vertex_errors), &ignore, vertex_errors); - glGetShaderInfoLog(fragment_shader, sizeof(fragment_errors), &ignore, fragment_errors); - glGetProgramInfoLog(program, sizeof(program_errors), &ignore, program_errors); + internal GL_Program + gl__make_program(char *header, char *vertex, char *fragment){ + if (header == 0){ + header = ""; + } + + GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER); + GLchar *vertex_source_array[] = { header, vertex }; + glShaderSource(vertex_shader, ArrayCount(vertex_source_array), vertex_source_array, 0); + glCompileShader(vertex_shader); + + GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); + GLchar *fragment_source_array[] = { header, fragment }; + glShaderSource(fragment_shader, ArrayCount(fragment_source_array), fragment_source_array, 0); + glCompileShader(fragment_shader); + + GLuint program = glCreateProgram(); + glAttachShader(program, vertex_shader); + glAttachShader(program, fragment_shader); + glLinkProgram(program); + glValidateProgram(program); + + GLint success = false; + glGetProgramiv(program, GL_LINK_STATUS, &success); + if (!success){ + GLsizei ignore = 0; + char vertex_errors[KB(4)]; + char fragment_errors[KB(4)]; + char program_errors[KB(4)]; + glGetShaderInfoLog(vertex_shader, sizeof(vertex_errors), &ignore, vertex_errors); + glGetShaderInfoLog(fragment_shader, sizeof(fragment_errors), &ignore, fragment_errors); + glGetProgramInfoLog(program, sizeof(program_errors), &ignore, program_errors); #if SHIP_MODE - os_popup_error("Error", "Shader compilation failed."); + os_popup_error("Error", "Shader compilation failed."); #endif - InvalidPath; - } - - glDeleteShader(vertex_shader); - glDeleteShader(fragment_shader); - - GL_Program result = {}; - result.program = program; + InvalidPath; + } + + glDeleteShader(vertex_shader); + glDeleteShader(fragment_shader); + + GL_Program result = {}; + result.program = program; #define GetAttributeLocation(N) result.N = glGetAttribLocation(program, #N); - AttributeList(GetAttributeLocation) + AttributeList(GetAttributeLocation) #undef GetAttributeLocation #define GetUniformLocation(N) result.N = glGetUniformLocation(program, #N); UniformList(GetUniformLocation) #undef GetUniformLocation return(result); -} - + } + #define GLOffsetStruct(p,m) ((void*)(OffsetOfMemberStruct(p,m))) #define GLOffset(S,m) ((void*)(OffsetOfMember(S,m))) - -internal void -gl_render(Render_Target *t){ - Font_Set *font_set = (Font_Set*)t->font_set; - local_persist b32 first_opengl_call = true; - local_persist u32 attribute_buffer = 0; - local_persist GL_Program gpu_program = {}; - - if (first_opengl_call){ - first_opengl_call = false; + internal void + gl_render(Render_Target *t){ + Font_Set *font_set = (Font_Set*)t->font_set; + local_persist b32 first_opengl_call = true; + local_persist u32 attribute_buffer = 0; + local_persist GL_Program gpu_program = {}; + + if (first_opengl_call){ + first_opengl_call = false; + #if !SHIP_MODE - glEnable(GL_DEBUG_OUTPUT); - glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); - if (glDebugMessageControl){ - glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_NOTIFICATION, 0, 0, false); - glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW, 0, 0, false); - glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM, 0, 0, true); - glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_HIGH, 0, 0, true); - } - - if (glDebugMessageCallback){ - glDebugMessageCallback(gl__error_callback, 0); - } + glEnable(GL_DEBUG_OUTPUT); + glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); + if (glDebugMessageControl){ + glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_NOTIFICATION, 0, 0, false); + glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW, 0, 0, false); + glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM, 0, 0, true); + glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_HIGH, 0, 0, true); + } + + if (glDebugMessageCallback){ + glDebugMessageCallback(gl__error_callback, 0); + } #endif - - //////////////////////////////// - - GLuint dummy_vao = 0; - glGenVertexArrays(1, &dummy_vao); - glBindVertexArray(dummy_vao); - - //////////////////////////////// - - glGenBuffers(1, &attribute_buffer); - glBindBuffer(GL_ARRAY_BUFFER, attribute_buffer); - - //////////////////////////////// - - glEnable(GL_SCISSOR_TEST); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - //////////////////////////////// - - gpu_program = gl__make_program(gl__header, gl__vertex, gl__fragment); - glUseProgram(gpu_program.program); - - //////////////////////////////// - - { - t->fallback_texture_id = gl__get_texture(V3i32(2, 2, 1), TextureKind_Mono); - u8 white_block[] = { 0xFF, 0xFF, 0xFF, 0xFF, }; - gl__fill_texture(TextureKind_Mono, 0, V3i32(0, 0, 0), V3i32(2, 2, 1), white_block); + + //////////////////////////////// + + GLuint dummy_vao = 0; + glGenVertexArrays(1, &dummy_vao); + glBindVertexArray(dummy_vao); + + //////////////////////////////// + + glGenBuffers(1, &attribute_buffer); + glBindBuffer(GL_ARRAY_BUFFER, attribute_buffer); + + //////////////////////////////// + + glEnable(GL_SCISSOR_TEST); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + //////////////////////////////// + + gpu_program = gl__make_program(gl__header, gl__vertex, gl__fragment); + glUseProgram(gpu_program.program); + + //////////////////////////////// + + { + t->fallback_texture_id = gl__get_texture(V3i32(2, 2, 1), TextureKind_Mono); + u8 white_block[] = { 0xFF, 0xFF, 0xFF, 0xFF, }; + gl__fill_texture(TextureKind_Mono, 0, V3i32(0, 0, 0), V3i32(2, 2, 1), white_block); + } } - } - - i32 width = t->width; - i32 height = t->height; - - glViewport(0, 0, width, height); - glScissor(0, 0, width, height); - glClearColor(1.f, 0.f, 1.f, 1.f); - glClear(GL_COLOR_BUFFER_BIT); - - glBindTexture(GL_TEXTURE_2D, 0); - t->bound_texture = 0; - - for (Render_Free_Texture *free_texture = t->free_texture_first; - free_texture != 0; - free_texture = free_texture->next){ - glDeleteTextures(1, &free_texture->tex_id); - } - t->free_texture_first = 0; - t->free_texture_last = 0; - - for (Render_Group *group = t->group_first; - group != 0; - group = group->next){ - Rect_i32 box = Ri32(group->clip_box); - Rect_i32 scissor_box = { - box.x0, height - box.y1, box.x1 - box.x0, box.y1 - box.y0, - }; - scissor_box.x0 = clamp_bot(0, scissor_box.x0); - scissor_box.y0 = clamp_bot(0, scissor_box.y0); - scissor_box.x1 = clamp_bot(0, scissor_box.x1); - scissor_box.y1 = clamp_bot(0, scissor_box.y1); - glScissor(scissor_box.x0, scissor_box.y0, scissor_box.x1, scissor_box.y1); + i32 width = t->width; + i32 height = t->height; - i32 vertex_count = group->vertex_list.vertex_count; - if (vertex_count > 0){ - Face *face = font_set_face_from_id(font_set, group->face_id); - if (face != 0){ - gl__bind_texture(t, face->texture); - } - else{ - gl__bind_any_texture(t); - } + glViewport(0, 0, width, height); + glScissor(0, 0, width, height); + glClearColor(1.f, 0.f, 1.f, 1.f); + glClear(GL_COLOR_BUFFER_BIT); + + glBindTexture(GL_TEXTURE_2D, 0); + t->bound_texture = 0; + + for (Render_Free_Texture *free_texture = t->free_texture_first; + free_texture != 0; + free_texture = free_texture->next){ + glDeleteTextures(1, &free_texture->tex_id); + } + t->free_texture_first = 0; + t->free_texture_last = 0; + + for (Render_Group *group = t->group_first; + group != 0; + group = group->next){ + Rect_i32 box = Ri32(group->clip_box); - glBufferData(GL_ARRAY_BUFFER, vertex_count*sizeof(Render_Vertex), 0, GL_STREAM_DRAW); - i32 cursor = 0; - for (Render_Vertex_Array_Node *node = group->vertex_list.first; - node != 0; - node = node->next){ - i32 size = node->vertex_count*sizeof(*node->vertices); - glBufferSubData(GL_ARRAY_BUFFER, cursor, size, node->vertices); - cursor += size; - } - - glEnableVertexAttribArray(gpu_program.vertex_p); - glEnableVertexAttribArray(gpu_program.vertex_t); - glEnableVertexAttribArray(gpu_program.vertex_c); - glEnableVertexAttribArray(gpu_program.vertex_ht); - - glVertexAttribPointer(gpu_program.vertex_p, 2, GL_FLOAT, true, sizeof(Render_Vertex), - GLOffset(Render_Vertex, xy)); - glVertexAttribPointer(gpu_program.vertex_t, 3, GL_FLOAT, true, sizeof(Render_Vertex), - GLOffset(Render_Vertex, uvw)); - glVertexAttribIPointer(gpu_program.vertex_c, 1, GL_UNSIGNED_INT, sizeof(Render_Vertex), - GLOffset(Render_Vertex, color)); - glVertexAttribPointer(gpu_program.vertex_ht, 1, GL_FLOAT, true, sizeof(Render_Vertex), - GLOffset(Render_Vertex, half_thickness)); - - glUniform2f(gpu_program.view_t, width/2.f, height/2.f); - f32 m[4] = { - 2.f/width, 0.f, - 0.f, -2.f/height, + Rect_i32 scissor_box = { + box.x0, height - box.y1, box.x1 - box.x0, box.y1 - box.y0, }; - glUniformMatrix2fv(gpu_program.view_m, 1, GL_FALSE, m); - glUniform1i(gpu_program.sampler, 0); + scissor_box.x0 = clamp_bot(0, scissor_box.x0); + scissor_box.y0 = clamp_bot(0, scissor_box.y0); + scissor_box.x1 = clamp_bot(0, scissor_box.x1); + scissor_box.y1 = clamp_bot(0, scissor_box.y1); + glScissor(scissor_box.x0, scissor_box.y0, scissor_box.x1, scissor_box.y1); - glDrawArrays(GL_TRIANGLES, 0, vertex_count); - glDisableVertexAttribArray(gpu_program.vertex_p); - glDisableVertexAttribArray(gpu_program.vertex_t); - glDisableVertexAttribArray(gpu_program.vertex_c); - glDisableVertexAttribArray(gpu_program.vertex_ht); + i32 vertex_count = group->vertex_list.vertex_count; + if (vertex_count > 0){ + Face *face = font_set_face_from_id(font_set, group->face_id); + if (face != 0){ + gl__bind_texture(t, face->texture); + } + else{ + gl__bind_any_texture(t); + } + + glBufferData(GL_ARRAY_BUFFER, vertex_count*sizeof(Render_Vertex), 0, GL_STREAM_DRAW); + i32 cursor = 0; + for (Render_Vertex_Array_Node *node = group->vertex_list.first; + node != 0; + node = node->next){ + i32 size = node->vertex_count*sizeof(*node->vertices); + glBufferSubData(GL_ARRAY_BUFFER, cursor, size, node->vertices); + cursor += size; + } + + glEnableVertexAttribArray(gpu_program.vertex_p); + glEnableVertexAttribArray(gpu_program.vertex_t); + glEnableVertexAttribArray(gpu_program.vertex_c); + glEnableVertexAttribArray(gpu_program.vertex_ht); + + glVertexAttribPointer(gpu_program.vertex_p, 2, GL_FLOAT, true, sizeof(Render_Vertex), + GLOffset(Render_Vertex, xy)); + glVertexAttribPointer(gpu_program.vertex_t, 3, GL_FLOAT, true, sizeof(Render_Vertex), + GLOffset(Render_Vertex, uvw)); + glVertexAttribIPointer(gpu_program.vertex_c, 1, GL_UNSIGNED_INT, sizeof(Render_Vertex), + GLOffset(Render_Vertex, color)); + glVertexAttribPointer(gpu_program.vertex_ht, 1, GL_FLOAT, true, sizeof(Render_Vertex), + GLOffset(Render_Vertex, half_thickness)); + + glUniform2f(gpu_program.view_t, width/2.f, height/2.f); + f32 m[4] = { + 2.f/width, 0.f, + 0.f, -2.f/height, + }; + glUniformMatrix2fv(gpu_program.view_m, 1, GL_FALSE, m); + glUniform1i(gpu_program.sampler, 0); + + glDrawArrays(GL_TRIANGLES, 0, vertex_count); + glDisableVertexAttribArray(gpu_program.vertex_p); + glDisableVertexAttribArray(gpu_program.vertex_t); + glDisableVertexAttribArray(gpu_program.vertex_c); + glDisableVertexAttribArray(gpu_program.vertex_ht); + } } + + glFlush(); } - glFlush(); -} - -// BOTTOM - + // BOTTOM + + \ No newline at end of file