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|
#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 <GLES3/gl3.h>
#elif defined(RSGL_GLES2)
#include <GLES2/gl2.h>
#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 <stdio.h>
#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 */
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