From eb757fdef5a611e92cce10899dedb6bedc350371 Mon Sep 17 00:00:00 2001 From: andromeda Date: Sun, 26 Apr 2026 09:24:22 +0200 Subject: modularise --- include/RSGL_gl.h | 1001 ----------------------------------------------------- 1 file changed, 1001 deletions(-) delete mode 100644 include/RSGL_gl.h (limited to 'include/RSGL_gl.h') diff --git a/include/RSGL_gl.h b/include/RSGL_gl.h deleted file mode 100644 index a28242a..0000000 --- a/include/RSGL_gl.h +++ /dev/null @@ -1,1001 +0,0 @@ -#ifndef RSGL_H -#include "RSGL.h" -#endif - -// WebGL doesn't support compute shaders iirc so yeah -#if defined(__EMSCRIPTEN__) && defined(RSGL_USE_COMPUTE) -#undef RSGL_USE_COMPUTE -#endif - -#if defined(__EMSCRIPTEN__) - #define RSGL_GLES2 -#endif - -#if defined(RSGL_GLES3) || defined(RSGL_GLES2) - #ifndef RSGL_NO_GL_LOADER - #define RSGL_NO_GL_LOADER - #endif -#endif - -#if !defined(RSGL_GLES3) && !defined(RSGL_GLES2) && !defined(RSGL_GL2) && !defined(RSGL_GL3) - #define RSGL_GL3 -#endif - -#ifndef RSGL_GL_H -#define RSGL_GL_H - -typedef struct RSGL_glRenderer { - u32 vao; -} 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); -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 -#endif - -#ifdef RSGL_IMPLEMENTATION - -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) { return RSGL_renderer_initPtr(RSGL_GL_rendererProc(), loader, ptr, renderer); } - - -/* prevent winapi conflicts (opengl includes windows.h for some reason) */ -#define OEMRESOURCE - -#define GL_GLEXT_PROTOTYPES - -#ifndef __APPLE__ -#include -#else -#include -#include -#endif - -#if defined(RSGL_GLES3) - #include -#elif defined(RSGL_GLES2) - #include -#endif - -#if defined(_WIN32) -typedef char GLchar; -typedef int GLsizei; -#include -#endif - -#ifndef RSGL_NO_GL_LOADER - -typedef void (*RSGL_gl_proc)(void); // function pointer equivalent of void* -#define RSGL_PROC_DEF(proc, name) name##SRC = (name##PROC)(RSGL_gl_proc)proc(#name) - -typedef void (*RSGLapiproc)(void); -typedef RSGLapiproc (*RSGLloadfunc)(const char *name); - -typedef void (*glShaderSourcePROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); -typedef GLuint (*glCreateShaderPROC) (GLenum type); -typedef void (*glCompileShaderPROC) (GLuint shader); -typedef GLuint (*glCreateProgramPROC) (void); -typedef void (*glAttachShaderPROC) (GLuint program, GLuint shader); -typedef void (*glBindAttribLocationPROC) (GLuint program, GLuint index, const GLchar *name); -typedef void (*glLinkProgramPROC) (GLuint program); -typedef void (*glBindBufferPROC) (GLenum target, GLuint buffer); -typedef void (*glBufferDataPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage); -typedef void (*glEnableVertexAttribArrayPROC) (GLuint index); -typedef void (*glVertexAttribPointerPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); -typedef void (*glDisableVertexAttribArrayPROC) (GLuint index); -typedef void (*glDeleteBuffersPROC) (GLsizei n, const GLuint *buffers); -typedef void (*glUseProgramPROC) (GLuint program); -typedef void (*glDetachShaderPROC) (GLuint program, GLuint shader); -typedef void (*glDeleteShaderPROC) (GLuint shader); -typedef void (*glDeleteProgramPROC) (GLuint program); -typedef void (*glBufferSubDataPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); -typedef void (*glGetShaderivPROC)(GLuint shader, GLenum pname, GLint *params); -typedef void (*glGetShaderInfoLogPROC)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); -typedef void (*glGetProgramivPROC)(GLuint program, GLenum pname, GLint *params); -typedef void (*glGetProgramInfoLogPROC)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); -typedef void (*glGenBuffersPROC)(GLsizei n, GLuint *buffers); -typedef GLint (*glGetUniformLocationPROC)(GLuint program, const GLchar *name); -typedef GLint (*glGetAttribLocationPROC)(GLuint program, const GLchar *name); -typedef void (*glUniformMatrix4fvPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); -typedef void (*glTexImage2DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); -typedef void (*glActiveTexturePROC) (GLenum texture); -typedef void (*glUniform1fPROC) (GLint location, GLfloat v0); -typedef void (*glUniform2fPROC) (GLint location, GLfloat v0, GLfloat v1); -typedef void (*glUniform3fPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); -typedef void (*glUniform4fPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); - -#if defined(RSGL_GLES3) || defined(RSGL_GL3) - typedef void (*glGenVertexArraysPROC)(GLsizei n, GLuint *arrays); - typedef void (*glBindVertexArrayPROC)(GLuint array); - typedef void (*glDeleteVertexArraysPROC) (GLsizei n, const GLuint *arrays); - - glGenVertexArraysPROC glGenVertexArraysSRC = NULL; - glBindVertexArrayPROC glBindVertexArraySRC = NULL; - glDeleteVertexArraysPROC glDeleteVertexArraysSRC = NULL; -#endif - -glShaderSourcePROC glShaderSourceSRC = NULL; -glCreateShaderPROC glCreateShaderSRC = NULL; -glCompileShaderPROC glCompileShaderSRC = NULL; -glCreateProgramPROC glCreateProgramSRC = NULL; -glAttachShaderPROC glAttachShaderSRC = NULL; -glBindAttribLocationPROC glBindAttribLocationSRC = NULL; -glLinkProgramPROC glLinkProgramSRC = NULL; -glBindBufferPROC glBindBufferSRC = NULL; -glBufferDataPROC glBufferDataSRC = NULL; -glEnableVertexAttribArrayPROC glEnableVertexAttribArraySRC = NULL; -glVertexAttribPointerPROC glVertexAttribPointerSRC = NULL; -glDisableVertexAttribArrayPROC glDisableVertexAttribArraySRC = NULL; -glDeleteBuffersPROC glDeleteBuffersSRC = NULL; -glUseProgramPROC glUseProgramSRC = NULL; -glDetachShaderPROC glDetachShaderSRC = NULL; -glDeleteShaderPROC glDeleteShaderSRC = NULL; -glDeleteProgramPROC glDeleteProgramSRC = NULL; -glBufferSubDataPROC glBufferSubDataSRC = NULL; -glGetShaderivPROC glGetShaderivSRC = NULL; -glGetShaderInfoLogPROC glGetShaderInfoLogSRC = NULL; -glGetProgramivPROC glGetProgramivSRC = NULL; -glGetProgramInfoLogPROC glGetProgramInfoLogSRC = NULL; -glGenBuffersPROC glGenBuffersSRC = NULL; -glGetUniformLocationPROC glGetUniformLocationSRC = NULL; -glGetAttribLocationPROC glGetAttribLocationSRC = NULL; -glUniformMatrix4fvPROC glUniformMatrix4fvSRC = NULL; -glActiveTexturePROC glActiveTextureSRC = NULL; -glUniform1fPROC glUniform1fSRC = NULL; -glUniform2fPROC glUniform2fSRC = NULL; -glUniform3fPROC glUniform3fSRC = NULL; -glUniform4fPROC glUniform4fSRC = NULL; - -typedef void (*glBindFramebufferPROC) (GLenum target, GLuint framebuffer); -typedef void (*glGenFramebuffersPROC) (GLsizei n, GLuint *ids); -typedef void (*glDeleteFramebuffersPROC) (GLsizei n, GLuint *framebuffers); -typedef void (*glFramebufferTexture2DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); - -#ifdef RSGL_USE_COMPUTE -typedef void (*glDispatchComputePROC)(GLuint x, GLuint y, GLuint z); -glDispatchComputePROC glDispatchComputeSRC = NULL; - -typedef void (*glMemoryBarrierPROC)(GLenum e); -glMemoryBarrierPROC glMemoryBarrierSRC = NULL; - -typedef void (*glBindImageTexturePROC)(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); -glBindImageTexturePROC glBindImageTextureSRC = NULL; - -#endif - -glBindFramebufferPROC glBindFramebufferSRC = NULL; -glGenFramebuffersPROC glGenFramebuffersSRC = NULL; -glDeleteFramebuffersPROC glDeleteFramebuffersSRC = NULL; -glFramebufferTexture2DPROC glFramebufferTexture2DSRC = NULL; - -#define glUniform1f glUniform1fSRC -#define glUniform2f glUniform2fSRC -#define glUniform3f glUniform3fSRC -#define glUniform4f glUniform4fSRC -#define glActiveTexture glActiveTextureSRC -#define glShaderSource glShaderSourceSRC -#define glCreateShader glCreateShaderSRC -#define glCompileShader glCompileShaderSRC -#define glCreateProgram glCreateProgramSRC -#define glAttachShader glAttachShaderSRC -#define glBindAttribLocation glBindAttribLocationSRC -#define glLinkProgram glLinkProgramSRC -#define glBindBuffer glBindBufferSRC -#define glBufferData glBufferDataSRC -#define glEnableVertexAttribArray glEnableVertexAttribArraySRC -#define glVertexAttribPointer glVertexAttribPointerSRC -#define glDisableVertexAttribArray glDisableVertexAttribArraySRC -#define glDeleteBuffers glDeleteBuffersSRC -#define glUseProgram glUseProgramSRC -#define glDetachShader glDetachShaderSRC -#define glDeleteShader glDeleteShaderSRC -#define glDeleteProgram glDeleteProgramSRC -#define glBufferSubData glBufferSubDataSRC -#define glGetShaderiv glGetShaderivSRC -#define glGetShaderInfoLog glGetShaderInfoLogSRC -#define glGetProgramiv glGetProgramivSRC -#define glGetProgramInfoLog glGetProgramInfoLogSRC -#define glGenBuffers glGenBuffersSRC -#define glGetUniformLocation glGetUniformLocationSRC -#define glGetAttribLocation glGetAttribLocationSRC -#define glUniformMatrix4fv glUniformMatrix4fvSRC -#define glBindFramebuffer glBindFramebufferSRC -#define glGenFramebuffers glGenFramebuffersSRC -#define glDeleteFramebuffers glDeleteFramebuffersSRC -#define glFramebufferTexture2D glFramebufferTexture2DSRC - -#if defined(RSGL_GLES3) || defined(RSGL_GL3) - #define glGenVertexArrays glGenVertexArraysSRC - #define glBindVertexArray glBindVertexArraySRC - #define glDeleteVertexArrays glDeleteVertexArraysSRC -#endif - -#ifdef RSGL_USE_COMPUTE -#define glMemoryBarrier glMemoryBarrierSRC -#define glDispatchCompute glDispatchComputeSRC -#define glBindImageTexture glBindImageTextureSRC -#endif - -#ifndef GL_TEXTURE_SWIZZLE_RGBA - #define GL_TEXTURE_SWIZZLE_RGBA 0x8E46 -#endif - -extern int RSGL_loadGLModern(RSGLloadfunc proc); -#endif - -#define RSGL_MULTILINE_STR(...) #__VA_ARGS__ -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__) - case RSGL_shaderStorageBuffer: return GL_SHADER_STORAGE_BUFFER; - #endif - #if !defined(__APPLE__) || defined(RSGL_GLES3) - case RSGL_textureBuffer: return GL_TEXTURE_BUFFER; - case RSGL_uniformBuffer: return GL_UNIFORM_BUFFER; - #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(__EMSCRIPTEN__) && !defined(RSGL_NO_GL_LOADER) - if (RSGL_loadGLModern((RSGLloadfunc)proc)) { - #ifdef RSGL_DEBUG - printf("Failed to load an OpenGL 3.3 Context, reverting to OpenGL Legacy\n"); - #endif - return; - } - #else - RSGL_UNUSED(proc); - #endif - -#ifdef RSGL_DEBUG - printf("OpenGL Vendor: %s\n", glGetString(GL_VENDOR)); - printf("OpenGL Renderer: %s\n", glGetString(GL_RENDERER)); - printf("OpenGL Version: %s\n", glGetString(GL_VERSION)); - printf("GLSL Version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION)); -#endif - -#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_formatBGR: return GL_BGR; - case RSGL_formatRGBA: return GL_RGBA; - case RSGL_formatBGRA: return GL_BGRA; - case RSGL_formatRed: return GL_RED; - case RSGL_formatGrayscale: return GL_RED; - case RSGL_formatGrayscaleAlpha: return GL_RED; - 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); - -#ifndef RSGL_GLES2 - 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); - -#ifndef RSGL_GLES2 - 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); -} - -#ifndef GL_DEBUG_TYPE_ERROR -#define GL_DEBUG_TYPE_ERROR 0x824C -#define GL_DEBUG_OUTPUT 0x92E0 -#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242 -#define GL_COMPILE_STATUS 0x8B81 -#define GL_LINK_STATUS 0x8B82 -#define GL_INFO_LOG_LENGTH 0x8B84 -#endif - -#ifdef RSGL_DEBUG -void RSGL_opengl_getError(void) { - GLenum err; - while ((err = glGetError()) != GL_NO_ERROR) { - switch (err) { - case GL_INVALID_ENUM: - printf("OpenGL error: GL_INVALID_ENUM\n"); - break; - case GL_INVALID_VALUE: - printf("OpenGL error: GL_INVALID_VALUE\n"); - break; - case GL_INVALID_OPERATION: - printf("OpenGL error: GL_INVALID_OPERATION\n"); - break; - case GL_STACK_OVERFLOW: - printf("OpenGL error: GL_STACK_OVERFLOW\n"); - break; - case GL_STACK_UNDERFLOW: - printf("OpenGL error: GL_STACK_UNDERFLOW\n"); - break; - default: - printf("OpenGL error: Unknown error code 0x%x\n", err); - 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); - - if (status == GL_TRUE) - printf("%s Shader %s successfully.\n", shader, action); - else { - printf("%s Shader failed to %s.\n", shader, action); - - GLchar infoLog[512]; - if (action[0] == 'c') { - glGetShaderInfoLog(src, 512, NULL, infoLog); - printf("%s Shader info log:\n%s\n", shader, infoLog); - } else { - glGetProgramInfoLog(src, 512, NULL, infoLog); - printf("%s info log:\n%s\n", shader, infoLog); - } - - RSGL_opengl_getError(); - } -} -#endif - -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); - -#ifdef RSGL_DEBUG - RSGL_debug_shader(vShader, "Vertex", "compile"); -#endif - - /* compile fragment shader */ - fShader = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(fShader, 1, &blob->fragment, NULL); - glCompileShader(fShader); - -#ifdef RSGL_DEBUG - RSGL_debug_shader(fShader, "Fragment", "compile"); -#endif - - /* create program and link vertex and fragment shaders */ - program.program = glCreateProgram(); - - glAttachShader(program.program, vShader); - glAttachShader(program.program, fShader); - glLinkProgram(program.program); - -#ifdef RSGL_DEBUG - RSGL_debug_shader(program.program, "Program", "link"); -#endif - - 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"); - - #ifdef RSGL_DEBUG - if (program.perspectiveView < 0 || program.model < 0) { - printf("Failed to locate the shader variables\n"); - } - #endif - - 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 - -#ifndef GL_RG8 -#define GL_RG8 0x822B -#endif - -#ifndef GL_READ_WRITE -#define GL_READ_WRITE 0x88BA -#endif - -#ifndef GL_COMPUTE_SHADER -#define GL_COMPUTE_SHADER 0x91B9 -#endif - -#ifndef GL_SHADER_IMAGE_ACCESS_BARRIER_BIT -#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020 -#endif - -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); - -#ifdef RSGL_DEBUG - RSGL_debug_shader(compute, "Compute", "compile"); -#endif - - program.program = glCreateProgram(); - glAttachShader(program.program, compute); - glLinkProgram(program.program); -#ifdef RSGL_DEBUG - RSGL_debug_shader(program.program, "Program", "link"); -#endif - - 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 - -#ifndef RSGL_NO_GL_LOADER -int RSGL_loadGLModern(RSGLloadfunc proc) { - RSGL_PROC_DEF(proc, glShaderSource); - RSGL_PROC_DEF(proc, glCreateShader); - RSGL_PROC_DEF(proc, glCompileShader); - RSGL_PROC_DEF(proc, glCreateProgram); - RSGL_PROC_DEF(proc, glAttachShader); - RSGL_PROC_DEF(proc, glBindAttribLocation); - RSGL_PROC_DEF(proc, glLinkProgram); - RSGL_PROC_DEF(proc, glBindBuffer); - RSGL_PROC_DEF(proc, glBufferData); - RSGL_PROC_DEF(proc, glEnableVertexAttribArray); - RSGL_PROC_DEF(proc, glVertexAttribPointer); - RSGL_PROC_DEF(proc, glDisableVertexAttribArray); - RSGL_PROC_DEF(proc, glDeleteBuffers); - RSGL_PROC_DEF(proc, glUseProgram); - RSGL_PROC_DEF(proc, glDetachShader); - RSGL_PROC_DEF(proc, glDeleteShader); - RSGL_PROC_DEF(proc, glDeleteProgram); - RSGL_PROC_DEF(proc, glBufferSubData); - RSGL_PROC_DEF(proc, glGetShaderiv); - RSGL_PROC_DEF(proc, glGetShaderInfoLog); - RSGL_PROC_DEF(proc, glGetProgramiv); - RSGL_PROC_DEF(proc, glGetProgramInfoLog); - RSGL_PROC_DEF(proc, glGenBuffers); - RSGL_PROC_DEF(proc, glGetUniformLocation); - RSGL_PROC_DEF(proc, glGetAttribLocation); - RSGL_PROC_DEF(proc, glUniformMatrix4fv); - RSGL_PROC_DEF(proc, glActiveTexture); - RSGL_PROC_DEF(proc, glUniform1f); - RSGL_PROC_DEF(proc, glUniform2f); - RSGL_PROC_DEF(proc, glUniform3f); - RSGL_PROC_DEF(proc, glUniform4f); - RSGL_PROC_DEF(proc, glBindFramebuffer); - RSGL_PROC_DEF(proc, glGenFramebuffers); - RSGL_PROC_DEF(proc, glDeleteFramebuffers); - RSGL_PROC_DEF(proc, glFramebufferTexture2D); -#if defined(RSGL_GLES3) || defined(RSGL_GL3) - RSGL_PROC_DEF(proc, glBindVertexArray); - RSGL_PROC_DEF(proc, glGenVertexArrays); - RSGL_PROC_DEF(proc, glDeleteVertexArrays); -#endif -#ifdef RSGL_USE_COMPUTE - RSGL_PROC_DEF(proc, glDispatchCompute); - RSGL_PROC_DEF(proc, glMemoryBarrier); - RSGL_PROC_DEF(proc, glBindImageTexture); -#endif - - if ( - glShaderSourceSRC == NULL || - glCreateShaderSRC == NULL || - glCompileShaderSRC == NULL || - glCreateProgramSRC == NULL || - glAttachShaderSRC == NULL || - glBindAttribLocationSRC == NULL || - glLinkProgramSRC == NULL || - glBindBufferSRC == NULL || - glBufferDataSRC == NULL || - glVertexAttribPointerSRC == NULL || - glDisableVertexAttribArraySRC == NULL || - glDeleteBuffersSRC == NULL || - glUseProgramSRC == NULL || - glDetachShaderSRC == NULL || - glDeleteShaderSRC == NULL || - glDeleteProgramSRC == NULL || - glBufferSubDataSRC == NULL || - glGetShaderivSRC == NULL || - glGetShaderInfoLogSRC == NULL || - glGetProgramivSRC == NULL || - glGetProgramInfoLogSRC == NULL || - glGenBuffersSRC == NULL || - glGetUniformLocationSRC == NULL || - glUniformMatrix4fvSRC == NULL || - glBindFramebufferSRC == NULL || - glGenFramebuffersSRC == NULL || - glDeleteFramebuffersSRC == NULL || - glFramebufferTexture2DSRC == NULL - ) - return 1; - return 0; -} -#endif - -#endif /* RSGL_IMPLEMENTATION */ -- cgit v1.3.1