#ifndef RSGL_H #include "RSGL.h" #endif #ifndef RSGL_GL_H #define RSGL_GL_H typedef struct RSGL_glRenderer RSGL_glRenderer; RSGLDEF RSGL_rendererProc RSGL_GL_rendererProc(void); RSGLDEF size_t RSGL_GL_size(void); RSGLDEF RSGL_renderer* RSGL_GL_renderer_init(void* loader); RSGLDEF void RSGL_GL_renderer_initPtr(void* loader, RSGL_glRenderer* ptr, RSGL_renderer* renderer); #endif /* RSGL_GL_H */ #ifdef RSGL_IMPLEMENTATION #ifdef __EMSCRIPTEN__ #if defined(RSGL_GL2) #undef RSGL_GL2 #define RSGL_GLES2 #endif #if defined(RSGL_GL3) #undef RSGL_GL3 #define RSGL_GLES3 #endif #endif #if !defined(RSGL_GLES3) && !defined(RSGL_GLES2) && !defined(RSGL_GL2) && !defined(RSGL_GL3) #ifndef __EMSCRIPTEN__ #define RSGL_GL3 #else #define RSGL_GLES3 #endif #endif #if (defined(__EMSCRIPTEN__) || defined(RSGL_GLES3) || defined(RSGL_GLES2)) && defined(RSGL_GL_USE_GLAD) #undef RSGL_GL_USE_GLAD #endif #if defined(RSGL_GLES3) #include #elif defined(RSGL_GLES2) #include #endif #ifdef RSGL_GL_USE_GLAD #if !defined(GLAD_GL_H_) || !defined(GLAD_GL_IMPLEMENTATION) #define GLAD_MALLOC RSGL_MALLOC #define GLAD_FREE RSGL_FREE #define GLAD_GL_IMPLEMENTATION #include "glad.h" #endif #endif #ifndef RSGL_SNPRINTF #include #define RSGL_SNPRINTF snprintf #endif /* RSGL_SNPRINTF */ RSGLDEF void RSGL_GL_render(RSGL_glRenderer* ctx, const RSGL_renderPass* pass); RSGLDEF void RSGL_GL_initPtr(RSGL_glRenderer* ctx, void* proc); /* init render backend */ RSGLDEF void RSGL_GL_freePtr(RSGL_glRenderer* ctx); /* free render backend */ RSGLDEF void RSGL_GL_clear(RSGL_glRenderer* ctx, RSGL_framebuffer framebuffer, float r, float g, float b, float a); RSGLDEF void RSGL_GL_viewport(RSGL_glRenderer* ctx, i32 x, i32 y, i32 w, i32 h); RSGLDEF void RSGL_GL_createBuffer(RSGL_glRenderer* ctx, RSGL_bufferType type, size_t size, const void* data, size_t* buffer); RSGLDEF void RSGL_GL_updateBuffer(RSGL_glRenderer* ctx, RSGL_bufferType type, size_t buffer, const void* data, size_t start, size_t end); RSGLDEF void RSGL_GL_deleteBuffer(RSGL_glRenderer* ctx, size_t buffer); RSGLDEF RSGL_programBlob RSGL_GL_defaultBlob(RSGL_glRenderer* ctx); /* create a texture based on a given bitmap, this must be freed later using RSGL_deleteTexture or opengl*/ RSGLDEF RSGL_texture RSGL_GL_createTexture(RSGL_glRenderer* ctx, const RSGL_textureBlob* blob); /* updates an existing texture wiht a new bitmap */ RSGLDEF void RSGL_GL_copyToTexture(RSGL_glRenderer* ctx, RSGL_texture texture, size_t x, size_t y, const RSGL_textureBlob* blob); /* delete a texture */ RSGLDEF void RSGL_GL_deleteTexture(RSGL_glRenderer* ctx, RSGL_texture tex); /* starts scissoring */ RSGLDEF void RSGL_GL_scissorStart(RSGL_glRenderer* ctx, float x, float y, float w, float h, float renderer_height); /* stops scissoring */ RSGLDEF void RSGL_GL_scissorEnd(RSGL_glRenderer* ctx); /* program loading */ RSGLDEF RSGL_programInfo RSGL_GL_createProgram(RSGL_glRenderer* ctx, RSGL_programBlob* blob); RSGLDEF void RSGL_GL_deleteProgram(RSGL_glRenderer* ctx, const RSGL_programInfo* program); RSGLDEF size_t RSGL_GL_findShaderVariable(RSGL_glRenderer* ctx, const RSGL_programInfo* program, const char* var, const size_t len); RSGLDEF void RSGL_GL_updateShaderVariable(RSGL_glRenderer* ctx, const RSGL_programInfo* program, size_t var, const float value[], u8 len); RSGLDEF RSGL_framebuffer RSGL_GL_createFramebuffer(RSGL_glRenderer* renderer, size_t width, size_t height); RSGLDEF void RSGL_GL_attachFramebuffer(RSGL_glRenderer* renderer, RSGL_framebuffer fbo, RSGL_texture tex, u8 attachType, u8 mipLevel); RSGLDEF void RSGL_GL_deleteFramebuffer(RSGL_glRenderer* renderer, RSGL_framebuffer fbo); #ifdef RSGL_USE_COMPUTE RSGLDEF RSGL_programInfo RSGL_GL_createComputeProgram(RSGL_glRenderer* ctx, const char* CShaderCode); RSGLDEF void RSGL_GL_dispatchComputeProgram(RSGL_glRenderer* ctx, RSGL_programInfo program, u32 groups_x, u32 groups_y, u32 groups_z); RSGLDEF void RSGL_GL_bindComputeTexture(RSGL_glRenderer* ctx, u32 texture, u8 format); #endif /* WebGL doesn't support compute shaders */ #if defined(__EMSCRIPTEN__) && defined(RSGL_USE_COMPUTE) #undef RSGL_USE_COMPUTE #endif RSGL_renderer* RSGL_GL_renderer_init(void* loader) { return RSGL_renderer_init(RSGL_GL_rendererProc(), loader); } void RSGL_GL_renderer_initPtr(void* loader, RSGL_glRenderer* ptr, RSGL_renderer* renderer) { RSGL_renderer_initPtr(RSGL_GL_rendererProc(), loader, ptr, renderer); } #define RSGL_MULTILINE_STR(...) #__VA_ARGS__ struct RSGL_glRenderer { u32 vao; }; size_t RSGL_GL_size(void) { return sizeof(RSGL_glRenderer); } RSGL_rendererProc RSGL_GL_rendererProc() { RSGL_rendererProc proc; RSGL_MEMSET(&proc, 0, sizeof(proc)); proc.render = (void (*)(void*, const RSGL_renderPass* pass))RSGL_GL_render; proc.size = (size_t (*)(void))RSGL_GL_size; proc.initPtr = (void (*)(void*, void*))RSGL_GL_initPtr; proc.freePtr = (void (*)(void*))RSGL_GL_freePtr; proc.clear = (void (*)(void*, RSGL_framebuffer, float, float, float, float))RSGL_GL_clear; proc.viewport = (void (*)(void*, i32, i32, i32, i32))RSGL_GL_viewport; proc.createTexture = (RSGL_texture (*)(void*, const RSGL_textureBlob* blob))RSGL_GL_createTexture; proc.copyToTexture = (void (*)(void*, RSGL_texture, size_t, size_t, const RSGL_textureBlob* blob))RSGL_GL_copyToTexture; proc.deleteTexture = (void (*)(void*, RSGL_texture))RSGL_GL_deleteTexture; proc.scissorStart = (void (*)(void*, float, float, float, float, float))RSGL_GL_scissorStart; proc.scissorEnd = (void (*)(void*))RSGL_GL_scissorEnd; proc.createProgram = (RSGL_programInfo (*)(void*, RSGL_programBlob* blob))RSGL_GL_createProgram; proc.deleteProgram = (void (*)(void*, const RSGL_programInfo*))RSGL_GL_deleteProgram; proc.findShaderVariable = (size_t (*)(void*, const RSGL_programInfo*, const char*, size_t))RSGL_GL_findShaderVariable; proc.updateShaderVariable = (void (*)(void*, const RSGL_programInfo*, size_t, const float[], u8))RSGL_GL_updateShaderVariable; proc.createBuffer = (void (*)(void*, RSGL_bufferType, size_t, const void*, size_t*))RSGL_GL_createBuffer; proc.updateBuffer = (void (*)(void*, RSGL_bufferType, size_t, void*, size_t, size_t))RSGL_GL_updateBuffer; proc.deleteBuffer = (void (*)(void*, size_t))RSGL_GL_deleteBuffer; proc.defaultBlob = (RSGL_programBlob (*)(void*))RSGL_GL_defaultBlob; proc.createFramebuffer = (RSGL_framebuffer (*)(void*, size_t, size_t))RSGL_GL_createFramebuffer; proc.attachFramebuffer = (void (*)(void*, RSGL_framebuffer, RSGL_texture, u8, u8))RSGL_GL_attachFramebuffer; proc.deleteFramebuffer = (void (*)(void*, RSGL_framebuffer))RSGL_GL_deleteFramebuffer; // proc.setSurface = (void (*)(void*, void*))RSGL_GL_setSurface; #ifdef RSGL_USE_COMPUTE proc.createComputeProgram = (RSGL_programInfo (*)(void*, const char*))RSGL_GL_createComputeProgram; proc.dispatchComputeProgram = (void (*)(void*, const RSGL_programInfo*, u32, u32, u32))RSGL_GL_dispatchComputeProgram; proc.bindComputeTexture = (void (*)(void*, u32, u8))RSGL_GL_bindComputeTexture; #else proc.createComputeProgram = NULL; proc.dispatchComputeProgram = NULL; proc.bindComputeTexture = NULL; #endif return proc; } void RSGL_GL_deleteTexture(RSGL_glRenderer* ctx, RSGL_texture tex) { glDeleteTextures(1, (u32*)&tex); } void RSGL_GL_viewport(RSGL_glRenderer* ctx, i32 x, i32 y, i32 w, i32 h) { glViewport(x, y, w ,h); } void RSGL_GL_clear(RSGL_glRenderer* ctx, RSGL_framebuffer framebuffer, float r, float g, float b, float a) { glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); glClearColor(r, g, b, a); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBindFramebuffer(GL_FRAMEBUFFER, 0); } GLuint RSGL_GL_bufferTypeToNative(RSGL_bufferType type) { switch (type) { case RSGL_arrayBuffer: return GL_ARRAY_BUFFER; case RSGL_elementArrayBuffer: return GL_ELEMENT_ARRAY_BUFFER; #if !defined(__APPLE__) && !defined(RSGL_GLES2) && !defined(RSGL_GLES3) case RSGL_shaderStorageBuffer: return GL_SHADER_STORAGE_BUFFER; case RSGL_textureBuffer: return GL_TEXTURE_BUFFER; case RSGL_uniformBuffer: return GL_UNIFORM_BUFFER; #else case RSGL_shaderStorageBuffer: RSGL_ASSERT(!"shader storage buffer is not supported"); case RSGL_textureBuffer: RSGL_ASSERT(!"shader texture buffer is not supported"); case RSGL_uniformBuffer: RSGL_ASSERT(!"uniform buffer is not supported"); #endif default: break; } return GL_ARRAY_BUFFER; } void RSGL_GL_createBuffer(RSGL_glRenderer* ctx, RSGL_bufferType type, size_t size, const void* data, size_t* buffer) { glGenBuffers(1, (u32*)buffer); GLenum usage = GL_STATIC_DRAW; if (data == NULL) usage = GL_DYNAMIC_DRAW; glBindBuffer(RSGL_GL_bufferTypeToNative(type), *(u32*)buffer); glBufferData(RSGL_GL_bufferTypeToNative(type), size, data, usage); } void RSGL_GL_updateBuffer(RSGL_glRenderer* ctx, RSGL_bufferType type, size_t buffer, const void* data, size_t start, size_t end) { glBindBuffer(RSGL_GL_bufferTypeToNative(type), *(u32*)&buffer); glBufferSubData(RSGL_GL_bufferTypeToNative(type), start, end, data); } void RSGL_GL_deleteBuffer(RSGL_glRenderer* ctx, size_t buffer) { glDeleteBuffers(1, (u32*)&buffer); } RSGL_programBlob RSGL_GL_defaultBlob(RSGL_glRenderer* ctx) { #ifdef RSGL_GL3 static const char *defaultVShaderCode = RSGL_MULTILINE_STR( \x23version 330 \n in vec3 vertexPosition; \n in vec2 vertexTexCoord; \n in vec4 vertexColor; \n out vec2 fragTexCoord; \n out vec4 fragColor; \n uniform mat4 model; \n uniform mat4 pv; \n void main() { fragTexCoord = vertexTexCoord; fragColor = vertexColor; gl_Position = pv * model * vec4(vertexPosition, 1.0); } ); static const char* defaultFShaderCode = RSGL_MULTILINE_STR( \x23version 330 \n in vec2 fragTexCoord; in vec4 fragColor; out vec4 finalColor; uniform sampler2D texture0; void main() { finalColor = texture(texture0, fragTexCoord) * fragColor; } ); #elif defined(RSGL_GLES3) static const char *defaultVShaderCode = RSGL_MULTILINE_STR( \x23version 300 es \n in vec3 vertexPosition; \n in vec2 vertexTexCoord; \n in vec4 vertexColor; \n out vec2 fragTexCoord; \n out vec4 fragColor; \n uniform mat4 model; \n uniform mat4 pv; \n void main() { fragTexCoord = vertexTexCoord; fragColor = vertexColor; gl_Position = pv * model * vec4(vertexPosition, 1.0); } ); static const char* defaultFShaderCode = RSGL_MULTILINE_STR( \x23version 300 es \n precision mediump float; \n in vec2 fragTexCoord; in vec4 fragColor; out vec4 finalColor; uniform sampler2D texture0; void main() { finalColor = texture(texture0, fragTexCoord) * fragColor; } ); #elif defined(RSGL_GLES2) || defined(RSGL_GL2) static const char *defaultVShaderCode = RSGL_MULTILINE_STR( \x23version 100 \n attribute vec3 vertexPosition; \n attribute vec2 vertexTexCoord; \n attribute vec4 vertexColor; \n varying vec2 fragTexCoord; \n varying vec4 fragColor; \n uniform mat4 model; \n uniform mat4 pv; \n void main() { fragTexCoord = vertexTexCoord; fragColor = vertexColor; gl_Position = pv * model * vec4(vertexPosition, 1.0); } ); static const char* defaultFShaderCode = RSGL_MULTILINE_STR( \x23version 100 \n precision mediump float; \n varying vec2 fragTexCoord; \n varying vec4 fragColor; \n vec4 finalColor; uniform sampler2D texture0; void main() { gl_FragColor= texture2D(texture0, fragTexCoord) * fragColor; } ); #endif RSGL_programBlob blob; blob.vertex = defaultVShaderCode; blob.vertexLen = sizeof(defaultVShaderCode); blob.fragment = defaultFShaderCode; blob.fragmentLen = sizeof(defaultFShaderCode ); return blob; } /* print matrix array code snippet for (size_t iy = 0; iy < 4; iy++) { for (size_t ix = 0; ix < 4; ix++) { printf"%f, ", matrix[(iy * 4) + ix]); } printf("\n"); } printf("\n\n"); */ void RSGL_GL_initPtr(RSGL_glRenderer* ctx, void* proc) { #if defined(RSGL_GL_USE_GLAD) if (gladLoadGL((GLADloadfunc)proc) == 0) { RSGL_debugCallback(RSGL_typeError, RSGL_errorBackend, "Failed to load an OpenGL functions\n"); return; } #else RSGL_UNUSED(proc); #endif char buf[256]; RSGL_SNPRINTF(buf, 256, "OpenGL Vendor: %s\n", glGetString(GL_VENDOR)); RSGL_debugCallback(RSGL_typeInfo, RSGL_infoBackend, buf); RSGL_SNPRINTF(buf, 256, "OpenGL Renderer: %s\n", glGetString(GL_RENDERER)); RSGL_debugCallback(RSGL_typeInfo, RSGL_infoBackend, buf); RSGL_SNPRINTF(buf, 256, "OpenGL Version: %s\n", glGetString(GL_VERSION)); RSGL_debugCallback(RSGL_typeInfo, RSGL_infoBackend, buf); RSGL_SNPRINTF(buf, 256, "GLSL Version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION)); RSGL_debugCallback(RSGL_typeInfo, RSGL_infoBackend, buf); #if defined(RSGL_GLES3) || defined(RSGL_GL3) glGenVertexArrays(1, &ctx->vao); #endif glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } void RSGL_GL_freePtr(RSGL_glRenderer* ctx) { #if defined(RSGL_GLES3) || defined(RSGL_GL3) glDeleteVertexArrays(0, &ctx->vao); #endif } void RSGL_GL_render(RSGL_glRenderer* ctx, const RSGL_renderPass* pass) { glBindFramebuffer(GL_FRAMEBUFFER, pass->framebuffer); #if defined(RSGL_GLES3) || defined(RSGL_GL3) glBindVertexArray(ctx->vao); #endif glBindBuffer(GL_ARRAY_BUFFER, pass->buffers->vertex); glEnableVertexAttribArray(pass->program->vertexPosition); glVertexAttribPointer(pass->program->vertexPosition, 3, GL_FLOAT, 0, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, pass->buffers->texture); glEnableVertexAttribArray(pass->program->vertexTexCoord); glVertexAttribPointer(pass->program->vertexTexCoord, 2, GL_FLOAT, 0, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, pass->buffers->color); glEnableVertexAttribArray(pass->program->vertexColor); glVertexAttribPointer(pass->program->vertexColor, 4, GL_FLOAT, 0, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pass->buffers->elements); glUseProgram(pass->program->program); glUniformMatrix4fv(pass->program->perspectiveView, 1, GL_FALSE, pass->matrix); u32 i; for (i = 0; i < pass->buffers->batchCount; i++) { GLenum mode = GL_TRIANGLES; glBindTexture(GL_TEXTURE_2D, pass->buffers->batches[i].tex); if (pass->buffers->batches[i].lineWidth) glLineWidth(pass->buffers->batches[i].lineWidth); glUniformMatrix4fv(pass->program->model, 1, GL_FALSE, pass->buffers->batches[i].matrix.m); switch (pass->buffers->batches[i].type) { case RSGL_TRIANGLES: mode = GL_TRIANGLES; break; case RSGL_POINTS: mode = GL_POINTS; break; case RSGL_LINES: mode = GL_LINES; break; default: break; } glDrawElements(mode, (i32)pass->buffers->batches[i].elmCount, GL_UNSIGNED_SHORT, (void*)(pass->buffers->batches[i].elmStart * sizeof(u16))); } glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0); glUseProgram(0); #if defined(RSGL_GLES3) || defined(RSGL_GL3) glBindVertexArray(0); #endif glBindFramebuffer(GL_FRAMEBUFFER, 0); } void RSGL_GL_scissorStart(RSGL_glRenderer* ctx, float x, float y, float w, float h, float renderer_height) { glEnable(GL_SCISSOR_TEST); glScissor(x, renderer_height - (y + h), w, h); } void RSGL_GL_scissorEnd(RSGL_glRenderer* ctx) { glDisable(GL_SCISSOR_TEST); } GLuint RSGL_GL_textureFormatToNative(RSGL_textureFormat format) { switch (format) { case RSGL_formatRGB: return GL_RGB; case RSGL_formatRGBA: return GL_RGBA; #if !defined(RSGL_GLES2) && !defined(RSGL_GLES3) case RSGL_formatBGR: return GL_BGR; case RSGL_formatBGRA: return GL_BGRA; case RSGL_formatRed: return GL_RED; case RSGL_formatGrayscale: return GL_RED; case RSGL_formatGrayscaleAlpha: return GL_RED; #else case RSGL_formatBGR: RSGL_ASSERT(!"GLES does not support BGR"); break; case RSGL_formatBGRA: RSGL_ASSERT(!"GLES does not support BGRA"); break; case RSGL_formatRed: RSGL_ASSERT(!"GLES does not support GL RED"); break; case RSGL_formatGrayscale: RSGL_ASSERT(!"GLES does not support GL RED"); break; case RSGL_formatGrayscaleAlpha: RSGL_ASSERT(!"GLES does not support GL RED"); break; #endif default: break; } return GL_RGBA; } GLuint RSGL_GL_textureDataTypeToNative(RSGL_textureDataType type) { switch (type) { case RSGL_textureDataInt: return GL_UNSIGNED_BYTE; case RSGL_textureDataFloat: return GL_FLOAT; default: break; } return GL_UNSIGNED_BYTE; } GLuint RSGL_GL_textureFilterToNative(RSGL_textureFilter filter) { switch (filter) { case RSGL_filterNearest: return GL_NEAREST; case RSGL_filterLinear: return GL_LINEAR; default: break; } return GL_LINEAR; } /* textures / images */ RSGL_texture RSGL_GL_createTexture(RSGL_glRenderer* ctx, const RSGL_textureBlob* blob) { unsigned int id = 0; glBindTexture(GL_TEXTURE_2D, 0); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures(1, &id); glBindTexture(GL_TEXTURE_2D, id); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, RSGL_GL_textureFilterToNative(blob->minFilter)); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, RSGL_GL_textureFilterToNative(blob->magFilter)); #ifndef RSGL_GLES2 glPixelStorei(GL_UNPACK_ROW_LENGTH, blob->width); #endif #if defined(RSGL_GLES2) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); #else glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); #endif u32 dataFormat = RSGL_GL_textureFormatToNative(blob->dataFormat); u32 textureFormat = RSGL_GL_textureFormatToNative(blob->textureFormat); u32 dataType = RSGL_GL_textureDataTypeToNative(blob->dataType); #if !defined(RSGL_GLES2) && !defined(RSGL_GLES3) if (blob->dataFormat == RSGL_formatGrayscale) { static GLint swizzleRgbaParams[4] = { GL_RED, GL_RED, GL_RED, GL_ONE }; glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleRgbaParams); } else if (blob->dataFormat == RSGL_formatGrayscaleAlpha) { static GLint swizzleRgbaParams[4] = { GL_ONE, GL_ONE, GL_ONE, GL_RED }; glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleRgbaParams); } #endif glTexImage2D(GL_TEXTURE_2D, 0, dataFormat, blob->width, blob->height, 0, textureFormat, dataType, blob->data); glBindTexture(GL_TEXTURE_2D, 0); return id; } void RSGL_GL_copyToTexture(RSGL_glRenderer* ctx, RSGL_texture texture, size_t x, size_t y, const RSGL_textureBlob* blob) { glBindTexture(GL_TEXTURE_2D, texture); #ifndef RSGL_GLES2 glPixelStorei(GL_UNPACK_ROW_LENGTH, blob->width); #endif u32 dataFormat = RSGL_GL_textureFormatToNative(blob->dataFormat); u32 dataType = RSGL_GL_textureDataTypeToNative(blob->dataType); #if !defined(RSGL_GLES2) && !defined(RSGL_GLES3) if (blob->dataFormat == RSGL_formatGrayscale) { static GLint swizzleRgbaParams[4] = { GL_RED, GL_RED, GL_RED, GL_ONE }; glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleRgbaParams); } else if (blob->dataFormat == RSGL_formatGrayscaleAlpha) { static GLint swizzleRgbaParams[4] = { GL_ONE, GL_ONE, GL_ONE, GL_RED }; glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleRgbaParams); } #endif glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, (i32)blob->width, (i32)blob->height, dataFormat, dataType, blob->data); glBindTexture(GL_TEXTURE_2D, 0); } void RSGL_opengl_getError(void) { GLenum err; while ((err = glGetError()) != GL_NO_ERROR) { switch (err) { case GL_INVALID_ENUM: RSGL_debugCallback(RSGL_typeError, RSGL_errorBackend, "OpenGL error: GL_INVALID_ENUM\n"); break; case GL_INVALID_VALUE: RSGL_debugCallback(RSGL_typeError, RSGL_errorBackend, "OpenGL error: GL_INVALID_VALUE\n"); break; case GL_INVALID_OPERATION: RSGL_debugCallback(RSGL_typeError, RSGL_errorBackend, "OpenGL error: GL_INVALID_OPERATION\n"); break; #if !defined(RSGL_GLES2) && !defined(RSGL_GLES3) case GL_STACK_OVERFLOW: RSGL_debugCallback(RSGL_typeError, RSGL_errorBackend, "OpenGL error: GL_STACK_OVERFLOW\n"); break; case GL_STACK_UNDERFLOW: RSGL_debugCallback(RSGL_typeError, RSGL_errorBackend, "OpenGL error: GL_STACK_UNDERFLOW\n"); break; #endif default: { char buf[256]; RSGL_SNPRINTF(buf, 256, "OpenGL error: Unknown error code 0x%x\n", err); RSGL_debugCallback(RSGL_typeError, RSGL_errorBackend, buf); break; } } } } void RSGL_debug_shader(u32 src, const char *shader, const char *action) { GLint status; if (action[0] == 'l') glGetProgramiv(src, GL_LINK_STATUS, &status); else glGetShaderiv(src, GL_COMPILE_STATUS, &status); char buf[1024]; if (status == GL_TRUE) { RSGL_SNPRINTF(buf, 256, "%s Shader %s successfully.\n", shader, action); RSGL_debugCallback(RSGL_typeInfo, RSGL_infoShader, buf); } else { RSGL_SNPRINTF(buf, 256, "%s Shader failed to %s.\n", shader, action); RSGL_debugCallback(RSGL_typeError, RSGL_errorShader, buf); GLchar infoLog[512]; if (action[0] == 'c') { glGetShaderInfoLog(src, 1024, NULL, infoLog); RSGL_SNPRINTF(buf, 1024, "%s Shader info log:\n%s\n", shader, infoLog); } else { glGetProgramInfoLog(src, 1024, NULL, infoLog); RSGL_SNPRINTF(buf, 1024, "%s info log:\n%s\n", shader, infoLog); } RSGL_debugCallback(RSGL_typeError, RSGL_errorShader, buf); RSGL_opengl_getError(); } } RSGL_programInfo RSGL_GL_createProgram(RSGL_glRenderer* ctx, RSGL_programBlob* blob) { RSGL_programInfo program; u32 vShader, fShader; /* compile vertex shader */ vShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vShader, 1, &blob->vertex, NULL); glCompileShader(vShader); RSGL_debug_shader(vShader, "Vertex", "compile"); /* compile fragment shader */ fShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fShader, 1, &blob->fragment, NULL); glCompileShader(fShader); RSGL_debug_shader(fShader, "Fragment", "compile"); /* create program and link vertex and fragment shaders */ program.program = glCreateProgram(); glAttachShader(program.program, vShader); glAttachShader(program.program, fShader); glLinkProgram(program.program); RSGL_debug_shader(program.program, "Program", "link"); glDeleteShader(vShader); glDeleteShader(fShader); glUseProgram(program.program); program.vertexPosition = glGetAttribLocation(program.program, "vertexPosition"); program.vertexTexCoord = glGetAttribLocation(program.program, "vertexTexCoord"); program.vertexColor = glGetAttribLocation(program.program, "vertexColor"); program.perspectiveView = glGetUniformLocation(program.program, "pv"); program.model = glGetUniformLocation(program.program, "model"); if (program.perspectiveView < 0 || program.model < 0) { RSGL_debugCallback(RSGL_typeError, RSGL_errorQueryFail, "Failed to locate the shader variables\n"); } glUseProgram(0); program.type = RSGL_shaderTypeStandard; return program; } void RSGL_GL_deleteProgram(RSGL_glRenderer* ctx, const RSGL_programInfo* program) { glUseProgram(0); glDeleteProgram(program->program); } size_t RSGL_GL_findShaderArray(RSGL_glRenderer* ctx, const RSGL_programInfo* program, const char* var, const size_t len) { glUseProgram(program->program); int loc = glGetAttribLocation(program->program, var); glUseProgram(0); return loc; } size_t RSGL_GL_findShaderVariable(RSGL_glRenderer* ctx, const RSGL_programInfo* program, const char* var, const size_t len) { glUseProgram(program->program); int loc = glGetUniformLocation(program->program, var); glUseProgram(0); return loc; } void RSGL_GL_updateShaderVariable(RSGL_glRenderer* ctx, const RSGL_programInfo* program, size_t var, const float value[], u8 len) { glUseProgram(program->program); int loc = (int)var; switch (len) { case 1: glUniform1f(loc, value[0]); break; case 2: glUniform2f(loc, value[0], value[1]); break; case 3: glUniform3f(loc, value[0], value[1], value[2]); break; case 4: glUniform4f(loc, value[0], value[1], value[2], value[3]); break; case 16: glUniformMatrix4fv(loc, 1, GL_FALSE, value); break; default: break; } glUseProgram(0); } RSGL_framebuffer RSGL_GL_createFramebuffer(RSGL_glRenderer* ctx, size_t width, size_t height) { u32 result = 0; glGenFramebuffers(1, &result); return (RSGL_framebuffer)result; } void RSGL_GL_attachFramebuffer(RSGL_glRenderer* ctx, RSGL_framebuffer fbo, RSGL_texture tex, u8 attachType, u8 mipLevel) { glBindFramebuffer(GL_FRAMEBUFFER, fbo); if (attachType < 8) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + attachType, GL_TEXTURE_2D, tex, mipLevel); if (attachType == 100) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex, mipLevel); if (attachType == 200) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, tex, mipLevel); glBindFramebuffer(GL_FRAMEBUFFER, 0); } void RSGL_GL_deleteFramebuffer(RSGL_glRenderer* ctx, RSGL_framebuffer fbo) { u32 value = fbo; glDeleteFramebuffers(1, &value); } #ifdef RSGL_USE_COMPUTE RSGL_programInfo RSGL_GL_createComputeProgram(RSGL_glRenderer* ctx, const char* CShaderCode) { RSGL_programInfo program; program.type = RSGL_shaderTypeCompute; u32 compute = glCreateShader(GL_COMPUTE_SHADER); glShaderSource(compute, 1, &CShaderCode, NULL); glCompileShader(compute); RSGL_debug_shader(compute, "Compute", "compile"); program.program = glCreateProgram(); glAttachShader(program.program, compute); glLinkProgram(program.program); RSGL_debug_shader(program.program, "Program", "link"); glDeleteShader(compute); return program; } void RSGL_GL_dispatchComputeProgram(RSGL_glRenderer* ctx, RSGL_programInfo program, u32 groups_x, u32 groups_y, u32 groups_z) { glUseProgram(program.program); glDispatchCompute(groups_x, groups_y, groups_z); glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); } void RSGL_GL_bindComputeTexture(RSGL_glRenderer* ctx, u32 texture, u8 format) { u16 c = 0; switch (format) { case 2: c = GL_RG8; break; case 3: c = GL_RGB8; break; case 4: c = GL_RGBA8; break; default: break; } glBindImageTexture(0, texture, 0, GL_FALSE, 0, GL_READ_WRITE, c); } #endif #endif /* RSGL_IMPLEMENTATION */