456 lines
12 KiB
C
456 lines
12 KiB
C
#if !defined(LUMENARIUM_EDITOR_GRAPHICS_H)
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#define LUMENARIUM_EDITOR_GRAPHICS_H
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#define os_gl_no_error() os_gl_no_error_((char*)__FILE__, (u32)__LINE__)
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void os_gl_no_error_(char* file, u32 line);
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#define GL_NULL (u32)0
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#define SHADER_MAX_ATTRS 8
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#define SHADER_ATTR_LAST (u32)(1 << 31)
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typedef struct Shader Shader;
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struct Shader
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{
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u32 id;
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u32 attrs[SHADER_MAX_ATTRS];
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u32 uniforms[SHADER_MAX_ATTRS];
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};
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typedef struct XPlatform_Shader_Program_Src XPlatform_Shader_Program_Src;
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struct XPlatform_Shader_Program_Src
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{
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String win32_vert;
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String win32_frag;
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String osx_vert;
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String osx_frag;
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String wasm_vert;
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String wasm_frag;
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};
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String xplatform_shader_program_get_vert(XPlatform_Shader_Program_Src src);
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String xplatform_shader_program_get_frag(XPlatform_Shader_Program_Src src);
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typedef struct Geometry_Buffer Geometry_Buffer;
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struct Geometry_Buffer
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{
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u32 buffer_id_vao;
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u32 buffer_id_vertices;
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u32 buffer_id_indices;
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u32 vertices_len;
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u32 indices_len;
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};
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typedef struct Texture_Desc Texture_Desc;
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struct Texture_Desc
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{
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u32 w, h, s;
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u32 mag_filter, min_filter, fmt_internal, fmt_data;
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};
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typedef struct Texture Texture;
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struct Texture
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{
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u32 id;
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Texture_Desc desc;
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};
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typedef struct Graphics_Frame_Desc Graphics_Frame_Desc;
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struct Graphics_Frame_Desc
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{
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v4 clear_color;
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v2 viewport_min;
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v2 viewport_max;
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};
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void frame_begin(Graphics_Frame_Desc desc);
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void frame_clear();
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// Geometry
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Geometry_Buffer geometry_buffer_create(r32* vertices, u32 vertices_len, u32* indices, u32 indices_len);
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Shader shader_create(String code_vert, String code_frag, String* attribs, u32 attribs_len, String* uniforms, u32 uniforms_len);
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void geometry_buffer_update(Geometry_Buffer* buffer, r32* verts, u32 verts_offset, u32 verts_len, u32* indices, u32 indices_offset, u32 indices_len);
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Geometry_Buffer unit_quad_create();
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// Shaders
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void geometry_bind(Geometry_Buffer geo);
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void shader_bind(Shader shader);
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void geometry_drawi(Geometry_Buffer geo, u32 indices, u32 offset);
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void geometry_draw(Geometry_Buffer geo);
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void vertex_attrib_pointer(Geometry_Buffer geo, Shader shader, u32 count, u32 attr_index, u32 stride, u32 offset);
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void set_uniform(Shader shader, u32 index, m44 u);
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// Textures
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Texture texture_create(Texture_Desc desc, u8* pixels);
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void texture_bind(Texture tex);
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void texture_update(Texture tex, u8* new_pixels, u32 width, u32 height, u32 stride);
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//////////////////////////////////////////
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//////////////////////////////////////////
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// IMPLEMENTATION
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//////////////////////////////////////////
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//////////////////////////////////////////
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Geometry_Buffer
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geometry_buffer_create(
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r32* vertices, u32 vertices_len,
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u32* indices, u32 indices_len
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){
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Geometry_Buffer result = {};
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gl.glGenVertexArrays(1, &result.buffer_id_vao);
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os_gl_no_error();
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GLuint buffers[2];
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gl.glGenBuffers(2, (GLuint*)buffers);
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os_gl_no_error();
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result.buffer_id_vertices = buffers[0];
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result.buffer_id_indices = buffers[1];
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// Vertices
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gl.glBindVertexArray(result.buffer_id_vao);
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gl.glBindBuffer(GL_ARRAY_BUFFER, result.buffer_id_vertices);
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os_gl_no_error();
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gl.glBufferData(GL_ARRAY_BUFFER, sizeof(r32) * vertices_len, vertices, GL_STATIC_DRAW);
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os_gl_no_error();
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result.vertices_len = vertices_len;
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// Indices
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gl.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, result.buffer_id_indices);
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os_gl_no_error();
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gl.glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(u32) * indices_len, indices, GL_STATIC_DRAW);
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os_gl_no_error();
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result.indices_len = indices_len;
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gl.glBindBuffer(GL_ARRAY_BUFFER, GL_NULL);
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gl.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_NULL);
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return result;
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}
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void
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geometry_buffer_update(
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Geometry_Buffer* buffer,
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r32* verts,
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u32 verts_offset,
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u32 verts_len,
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u32* indices,
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u32 indices_offset,
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u32 indices_len
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){
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gl.glBindVertexArray(buffer->buffer_id_vao);
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gl.glBindBuffer(GL_ARRAY_BUFFER, buffer->buffer_id_vertices);
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os_gl_no_error();
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if (verts_len > buffer->vertices_len)
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{
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// NOTE(PS): this is because we're going to delete the old buffer and
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// create a new one. In order to do that and not lose data, the update
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// function needs to have been passed all the buffer's data
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assert(verts_offset == 0);
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gl.glBufferData(GL_ARRAY_BUFFER, verts_len * sizeof(r32), (void*)verts, GL_STATIC_DRAW);
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}
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else
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{
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gl.glBufferSubData(GL_ARRAY_BUFFER, verts_offset * sizeof(r32), verts_len * sizeof(r32), (void*)verts);
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}
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os_gl_no_error();
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gl.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer->buffer_id_indices);
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os_gl_no_error();
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if (indices_len > buffer->indices_len)
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{
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// NOTE(PS): this is because we're going to delete the old buffer and
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// create a new one. In order to do that and not lose data, the update
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// function needs to have been passed all the buffer's data
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assert(indices_offset == 0);
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gl.glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices_len * sizeof(u32), (void*)indices, GL_STATIC_DRAW);
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}
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else
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{
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gl.glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, indices_offset * sizeof(u32), indices_len * sizeof(u32), (void*)indices);
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}
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os_gl_no_error();
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}
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Geometry_Buffer
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unit_quad_create()
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{
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r32 z = 0;
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r32 r = 1;
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r32 verts[] = {
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// pos uv
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-r, -r, z, 0, 0,
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r, -r, z, 1, 0,
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r, r, z, 1, 1,
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-1, r, z, 0, 1,
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};
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u32 indices[] = { 0, 1, 2, 0, 2, 3 };
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return geometry_buffer_create(verts, sizeof(verts) / sizeof(r32), indices, 6);
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}
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Shader
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shader_create(String code_vert, String code_frag, String* attrs, u32 attrs_len, String* uniforms, u32 uniforms_len){
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Shader result = {};
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GLuint shader_vert = gl.glCreateShader(GL_VERTEX_SHADER);
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s32* code_vert_len = (s32*)&code_vert.len;
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gl.glShaderSource(shader_vert, 1, (const char**)&code_vert.str, code_vert_len);
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gl.glCompileShader(shader_vert);
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{ // errors
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GLint shader_vert_compiled;
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gl.glGetShaderiv(shader_vert, GL_COMPILE_STATUS, &shader_vert_compiled);
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if (!shader_vert_compiled)
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{
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GLsizei log_length = 0;
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GLchar message[1024];
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gl.glGetShaderInfoLog(shader_vert, 1024, &log_length, message);
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printf("GLSL Error: %s\n", message);
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invalid_code_path;
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}
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}
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GLuint shader_frag = gl.glCreateShader(GL_FRAGMENT_SHADER);
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s32* code_frag_len = (s32*)&code_frag.len;
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gl.glShaderSource(shader_frag, 1, (const char**)&code_frag.str, code_frag_len);
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gl.glCompileShader(shader_frag);
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{ // errors
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GLint shader_frag_compiled;
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gl.glGetShaderiv(shader_frag, GL_COMPILE_STATUS, &shader_frag_compiled);
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if (!shader_frag_compiled)
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{
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GLsizei log_length = 0;
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GLchar message[1024];
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gl.glGetShaderInfoLog(shader_frag, 1024, &log_length, message);
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printf("GLSL Error: %s\n", message);
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printf("%.*s\n", str_varg(code_frag));
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invalid_code_path;
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}
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}
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result.id = (u32)gl.glCreateProgram();
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gl.glAttachShader(result.id, shader_vert);
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gl.glAttachShader(result.id, shader_frag);
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gl.glLinkProgram(result.id);
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GLint program_linked;
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gl.glGetProgramiv(result.id, GL_LINK_STATUS, &program_linked);
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if (program_linked != GL_TRUE)
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{
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GLsizei log_length = 0;
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GLchar message[1024];
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gl.glGetProgramInfoLog(result.id, 1024, &log_length, message);
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printf("GLSL Error: %s\n", message);
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invalid_code_path;
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}
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gl.glUseProgram(result.id);
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// TODO(PS): delete the vert and frag programs
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assert(attrs_len < SHADER_MAX_ATTRS);
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for (u32 i = 0; i < attrs_len; i++)
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{
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result.attrs[i] = gl.glGetAttribLocation(result.id, (char*)attrs[i].str);
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os_gl_no_error();
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}
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result.attrs[attrs_len] = SHADER_ATTR_LAST;
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assert(uniforms_len < SHADER_MAX_ATTRS);
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for (GLuint i = 0; i < uniforms_len; i++)
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{
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s32 len = (s32)uniforms[i].len;
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result.uniforms[i] = gl.glGetUniformLocation(result.id, (char*)uniforms[i].str);
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}
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result.uniforms[uniforms_len] = SHADER_ATTR_LAST;
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return result;
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}
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void
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set_uniform(Shader shader, u32 index, m44 u)
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{
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gl.glUniformMatrix4fv(shader.uniforms[index], 1, GL_FALSE, (r32*)u.Elements);
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}
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void
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geometry_bind(Geometry_Buffer geo)
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{
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gl.glBindVertexArray(geo.buffer_id_vao);
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os_gl_no_error();
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gl.glBindBuffer(GL_ARRAY_BUFFER, geo.buffer_id_vertices);
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os_gl_no_error();
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gl.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, geo.buffer_id_indices);
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os_gl_no_error();
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}
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void
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shader_bind(Shader shader)
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{
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gl.glUseProgram(shader.id);
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os_gl_no_error();
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for (u32 i = 0;
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((i < SHADER_MAX_ATTRS) && (shader.attrs[i] != SHADER_ATTR_LAST));
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i++)
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{
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gl.glEnableVertexAttribArray(shader.attrs[i]);
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os_gl_no_error();
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}
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}
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void
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geometry_drawi(Geometry_Buffer geo, u32 indices, u32 offset){
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glDrawElements(GL_TRIANGLES, indices, GL_UNSIGNED_INT, (void*)(offset * sizeof(u32)));
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os_gl_no_error();
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}
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void
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geometry_draw(Geometry_Buffer geo){
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geometry_drawi(geo, geo.indices_len, 0);
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}
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void vertex_attrib_pointer(Geometry_Buffer geo, Shader shader, GLuint count, GLuint attr_index, GLuint stride, GLuint offset){
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geometry_bind(geo);
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gl.glVertexAttribPointer(shader.attrs[attr_index], count, GL_FLOAT, false, stride * sizeof(float), (void*)(offset * sizeof(float)));
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os_gl_no_error();
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gl.glEnableVertexAttribArray(shader.attrs[attr_index]);
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os_gl_no_error();
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}
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Texture_Desc
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texture_desc_default(u32 width, u32 height)
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{
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return (Texture_Desc){
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.w = width,
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.h = height,
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.s = width,
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.min_filter = GL_NEAREST,
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.mag_filter = GL_LINEAR,
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.fmt_internal = GL_RGBA,
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.fmt_data = GL_RGBA
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};
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}
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Texture
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texture_create(Texture_Desc desc, u8* pixels)
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{
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Texture result = {};
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glGenTextures(1, &result.id);
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os_gl_no_error();
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glBindTexture(GL_TEXTURE_2D, result.id);
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os_gl_no_error();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, desc.min_filter);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, desc.mag_filter);
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os_gl_no_error();
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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desc.fmt_internal,
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desc.w,
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desc.h,
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0,
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desc.fmt_data,
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GL_UNSIGNED_BYTE,
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pixels
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);
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os_gl_no_error();
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result.desc = desc;
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glBindTexture(GL_TEXTURE_2D, 0);
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return result;
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}
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void
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texture_update(Texture tex, u8* new_pixels, u32 width, u32 height, u32 stride)
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{
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// NOTE(PS): this function simply replaces the entire image
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// we can write a more granular version if we need it
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assert(tex.desc.w == width && tex.desc.h == height && tex.desc.s == stride);
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texture_bind(tex);
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glTexSubImage2D(
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GL_TEXTURE_2D,
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0,
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0, 0, // offset
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width, height,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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new_pixels
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);
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os_gl_no_error();
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}
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void
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texture_bind(Texture tex)
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{
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glBindTexture(GL_TEXTURE_2D, tex.id);
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os_gl_no_error();
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}
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void
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frame_begin(Graphics_Frame_Desc desc)
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{
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v4 cc = desc.clear_color;
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glClearColor(cc.r, cc.g, cc.b, cc.a);
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v2 vmin = desc.viewport_min;
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v2 vdim = HMM_SubtractVec2(desc.viewport_max, desc.viewport_min);
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glViewport((GLsizei)vmin.x, (GLsizei)vmin.y, (GLint)vdim.x, (GLint)vdim.y);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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os_gl_no_error();
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}
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void
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frame_clear()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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String
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xplatform_shader_program_get_vert(XPlatform_Shader_Program_Src src)
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{
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#if defined(PLATFORM_win32)
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return src.win32_vert;
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#elif defined(PLATFORM_osx)
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return src.osx_vert;
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#elif defined(PLATFORM_wasm)
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return src.wasm_vert;
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#endif
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}
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String
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xplatform_shader_program_get_frag(XPlatform_Shader_Program_Src src)
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{
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#if defined(PLATFORM_win32)
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return src.win32_frag;
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#elif defined(PLATFORM_osx)
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return src.osx_frag;
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#elif defined(PLATFORM_wasm)
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return src.wasm_frag;
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#endif
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}
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#endif // LUMENARIUM_EDITOR_GRAPHICS_H
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