implemented SDL3 as an option for window manager
This commit is contained in:
17
TSE_OpenGlImpl/src/CameraHelperOpenGL.hpp
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17
TSE_OpenGlImpl/src/CameraHelperOpenGL.hpp
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@@ -0,0 +1,17 @@
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#pragma once
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#include "BehaviourScripts/Camera.hpp"
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#include "GL/gl3w.h"
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#include "GL/gl.h"
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namespace TSE::OpenGL
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{
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class CameraHelperOpenGL : public ICameraHelper
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{
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public:
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inline void OnRenderTargetChanged(float width, float height) override
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{
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glViewport(0, 0, width, height);
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};
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};
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} // namespace TSE::OpenGL
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159
TSE_OpenGlImpl/src/DefaultRendererOpenGL.cpp
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159
TSE_OpenGlImpl/src/DefaultRendererOpenGL.cpp
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@@ -0,0 +1,159 @@
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#include "DefaultRendererOpenGL.hpp"
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#include "BehaviourScripts/Camera.hpp"
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#include "BehaviourScripts/Renderable.hpp"
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#include "Debug.hpp"
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#define RENDERER_MAX_SPRITES 20000
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#define RENDERER_MAX_INDECIES 60000
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TSE::OpenGL::DefaultRendererOpenGL::DefaultRendererOpenGL(Shader &shader)
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{
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iboData = new ushort[RENDERER_MAX_INDECIES];
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InitShader(shader, true);
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}
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TSE::OpenGL::DefaultRendererOpenGL::~DefaultRendererOpenGL()
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{
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if(vao != 0)
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glDeleteVertexArrays(1, &vao);
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delete[] iboData;
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delete ibo;
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}
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void TSE::OpenGL::DefaultRendererOpenGL::InitShader(Shader &s, bool init)
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{
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if(!init) End();
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if(vao != 0)
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{
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glDeleteVertexArrays(1, &vao);
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vao = 0;
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}
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s.Enable();
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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vbo.Bind();
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int RENDERER_SPRITE_SIZE = s.packageSize() * 3;
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int RENDERER_BUFFER_SIZE = RENDERER_SPRITE_SIZE * RENDERER_MAX_SPRITES;
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vbo.SetData(RENDERER_BUFFER_SIZE, nullptr, GL_DYNAMIC_DRAW);
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s.Enable(true);
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vbo.Unbind();
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glBindVertexArray(0);
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lastShader = &s;
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if(!init) Begin();
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}
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void TSE::OpenGL::DefaultRendererOpenGL::End()
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{
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glUnmapBuffer(GL_ARRAY_BUFFER);
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vbo.Unbind();
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}
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void TSE::OpenGL::DefaultRendererOpenGL::Flush()
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{
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lastShader->Flush();
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glBindVertexArray(vao);
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bool ibobound = false;
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if(!CreateIbo())
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{
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ibo->Bind();
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ibobound = true;
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}
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for (int i = 0; i < camerasToRenderWith.size(); i++)
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{
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camerasToRenderWith[i]->PreDraw(lastShader);
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lastShader->DrawCall(indexCount);
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camerasToRenderWith[i]->PostDraw();
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}
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lastShader->PostDraw();
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if(ibobound)
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{
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ibo->Unbind();
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}
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glBindVertexArray(0);
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indexCount = 0;
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iboOffset = 0;
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}
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void TSE::OpenGL::DefaultRendererOpenGL::Begin()
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{
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vbo.Bind();
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bufferPointer = (float*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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}
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void TSE::OpenGL::DefaultRendererOpenGL::Submit(const Transformable &trans, TransformationStack &stack)
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{
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Submit(trans, (IShader*)lastShader, stack);
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}
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void TSE::OpenGL::DefaultRendererOpenGL::Submit(const Transformable &trans, IShader *shader, TransformationStack &stack)
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{
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Shader* s = dynamic_cast<Shader*>(shader);
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if(lastShader == nullptr) InitShader(*s, true);
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if(!s->IsEnabled())
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{
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if(indexCount != 0)
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{
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End();
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Flush();
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Begin();
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}
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lastShader->Disable();
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InitShader(*s);
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}
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auto* r = dynamic_cast<Renderable*>(trans.GetBehaviourScript(RENDERABLE));
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const std::vector<ushort> indecies = r->GetIndices();
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if(indexCount + indecies.size() > RENDERER_MAX_INDECIES)
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{
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End();
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Flush();
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Begin();
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}
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int i = 0;
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for(ushort index : indecies)
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{
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iboData[indexCount + i++] = index + iboOffset;
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}
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iboOffset += r->GetVertexCount();
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indexCount += indecies.size();
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lastShader->Submit(trans, bufferPointer, stack, Redraw, *this);
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}
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void TSE::OpenGL::DefaultRendererOpenGL::Redraw(IRenderer &rnd)
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{
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rnd.End();
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rnd.Flush();
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rnd.Begin();
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}
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bool TSE::OpenGL::DefaultRendererOpenGL::CreateIbo()
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{
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if(indexCount == 0) return true;
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if(ibo != nullptr)
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{
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ibo->WriteData(iboData, indexCount);
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}
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else
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{
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ibo = new IndexBuffer(iboData, indexCount);
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}
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return false;
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}
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38
TSE_OpenGlImpl/src/DefaultRendererOpenGL.hpp
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38
TSE_OpenGlImpl/src/DefaultRendererOpenGL.hpp
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@@ -0,0 +1,38 @@
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#pragma once
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#include "shader/Shader.hpp"
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#include "buffer/VertexBuffer.hpp"
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#include "buffer/IndexBuffer.hpp"
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#include "interfaces/IRenderer.hpp"
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#include <vector>
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namespace TSE::OpenGL
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{
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class DefaultRendererOpenGL : public IRenderer
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{
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private:
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uint vao = 0;
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VertexBuffer vbo;
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Shader* lastShader;
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IndexBuffer* ibo = nullptr; //idk why this needs to be a pointer but not the vbo, just don't question it. it works MAK 28.05.25
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ushort* iboData;
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int indexCount = 0;
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ushort iboOffset = 0;
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float* bufferPointer;
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ushort* indexBufferPointer;
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public:
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DefaultRendererOpenGL(Shader& shader);
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~DefaultRendererOpenGL();
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void InitShader(Shader& s, bool init = false);
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void End() override;
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void Flush() override;
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void Begin() override;
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void Submit(const Transformable& trans, TransformationStack& stack) override;
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void Submit(const Transformable& trans, IShader* shader, TransformationStack& stack) override;
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private:
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static void Redraw(IRenderer& rnd);
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bool CreateIbo();
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};
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} // namespace TSE::OpenGL
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241
TSE_OpenGlImpl/src/OpenGLRenderingBackend.cpp
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241
TSE_OpenGlImpl/src/OpenGLRenderingBackend.cpp
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@@ -0,0 +1,241 @@
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#include "GL/gl3w.h"
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#include "GL/gl.h"
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#include "OpenGLRenderingBackend.hpp"
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#include "Debug.hpp"
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#include "imgui/imgui.h"
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#include "extern/imgui_impl_opengl3.h"
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#include "PathHelper.hpp"
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#include "elements/Texture.hpp"
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#include "TextureHelperOpenGL.hpp"
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#include "interfaces/IRenderer.hpp"
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#include "BehaviourScripts/Camera.hpp"
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#include "RenderTextureCreatorOpenGL.hpp"
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#include "CameraHelperOpenGL.hpp"
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#include "WindowManager.hpp"
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#if defined(TSE_GLFW)
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#include "GLFW/glfw3.h"
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#include "WindowGlfw.hpp"
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#include "extern/imgui_impl_glfw.h"
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using namespace TSE::GLFW;
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#elif defined(TSE_SDL3)
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#include "SDL3/SDL.h"
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#include "WindowSdl3.hpp"
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#include "extern/imgui_impl_sdl3.h"
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using namespace TSE::SDL3;
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#endif
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TSE::OpenGL::OpenGLRenderingBackend::OpenGLRenderingBackend(Color _backgroundColor, bool _vsync)
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: OpenGLRenderingBackend(_backgroundColor, _vsync, 0, false){ }
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TSE::OpenGL::OpenGLRenderingBackend::OpenGLRenderingBackend(Color _backgroundColor, bool _vsync, int _samples, bool _useseImGui)
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{
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backgroundColor = _backgroundColor;
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vsync = _vsync;
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samples = _samples;
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useseImGui = _useseImGui;
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}
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TSE::OpenGL::OpenGLRenderingBackend::~OpenGLRenderingBackend()
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{
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if(useseImGui)
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{
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ImGui_ImplOpenGL3_Shutdown();
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#if defined(TSE_GLFW)
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ImGui_ImplGlfw_Shutdown();
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#elif defined(TSE_SDL3)
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ImGui_ImplSDL3_Shutdown();
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#endif
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ImGui::DestroyContext();
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}
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}
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void TSE::OpenGL::OpenGLRenderingBackend::InitPreWindow()
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{
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IRenderTexture::factory = new RenderTextureCreatorOpenGL();
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Texture::helper = new TextureHelperOpenGL();
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Camera::helper = new CameraHelperOpenGL();
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#if defined(TSE_GLFW)
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, TSE_OPENGL_VERSION_MAJOR);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, TSE_OPENGL_VERSION_MINOR);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_SAMPLES, samples);
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#elif defined(TSE_SDL3)
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, TSE_OPENGL_VERSION_MAJOR);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, TSE_OPENGL_VERSION_MINOR);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, samples);
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#endif
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}
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bool TSE::OpenGL::OpenGLRenderingBackend::InitPostWindow()
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{
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#if defined(TSE_GLFW)
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WindowGlfw* wnd = static_cast<WindowGlfw*>(window);
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glfwMakeContextCurrent(wnd->window);
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#elif defined(TSE_SDL3)
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WindowSdl3* wnd = static_cast<WindowSdl3*>(window);
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wnd->context = SDL_GL_CreateContext(wnd->window);
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SDL_GL_MakeCurrent(wnd->window, wnd->context);
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#endif
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if(gl3wInit())
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{
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Debug::Log("Failed to initialize gl3w.");
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return false;
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}
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if(!gl3wIsSupported(TSE_OPENGL_VERSION_MAJOR, TSE_OPENGL_VERSION_MINOR))
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{
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Debug::Log("gl3w dose not support the selected version of OpenGL.");
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return false;
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}
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#if defined(TSE_GLFW)
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if(vsync) glfwSwapInterval(1);
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else glfwSwapInterval(0);
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#elif defined(TSE_SDL3)
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if(vsync)
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{
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if(!SDL_GL_SetSwapInterval(-1))
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SDL_GL_SetSwapInterval(1);
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}
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else SDL_GL_SetSwapInterval(0);
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#endif
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Debug::Log("OpenGL:" + std::string((const char*)glGetString(GL_VERSION)));
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Debug::Log("GLSL:" + std::string((const char*)glGetString(GL_SHADING_LANGUAGE_VERSION)));
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glEnable(GL_BLEND);
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glClearDepth(0.0);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_GEQUAL);
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glEnable(GL_MULTISAMPLE);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_FRONT);
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glFrontFace(GL_CW);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glClearColor(backgroundColor.r, backgroundColor.g, backgroundColor.b, backgroundColor.a);
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glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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return true;
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}
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std::string imguiIniPath;
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bool TSE::OpenGL::OpenGLRenderingBackend::InitEnd()
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{
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if(useseImGui)
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{
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GetAppDataPath(imguiIniPath);
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imguiIniPath += "/UI.cfg";
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
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io.IniFilename = imguiIniPath.c_str();
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ImGui::StyleColorsDark();
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#if defined(TSE_GLFW)
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WindowGlfw* wnd = static_cast<WindowGlfw*>(window);
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wnd->useImGui = true;
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ImGui_ImplGlfw_InitForOpenGL(wnd->window, true);
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#elif defined(TSE_SDL3)
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WindowSdl3* wnd = static_cast<WindowSdl3*>(window);
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wnd->useImGui = true;
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ImGui_ImplSDL3_InitForOpenGL(wnd->window, wnd->context);
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#endif
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ImGui_ImplOpenGL3_Init("#version 130");
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Debug::Log("ImGui:" + std::string(ImGui::GetVersion()));
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}
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return true;
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}
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void TSE::OpenGL::OpenGLRenderingBackend::onResize(int width, int height)
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{
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glViewport(0,0,width, height);
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}
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void TSE::OpenGL::OpenGLRenderingBackend::onUpdate() const
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{
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int error = glGetError();
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if(error != GL_NO_ERROR)
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{
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Debug::Log("OpenGL Error: " + std::to_string(error));
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}
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#if defined(TSE_GLFW)
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WindowGlfw* wnd = static_cast<WindowGlfw*>(window);
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#elif defined(TSE_SDL3)
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WindowSdl3* wnd = static_cast<WindowSdl3*>(window);
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#endif
|
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|
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if(useseImGui)
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{
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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|
||||
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if(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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||||
{
|
||||
#if defined(TSE_GLFW)
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GLFWwindow* backup_current_context = glfwGetCurrentContext();
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#elif defined(TSE_SDL3)
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SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
|
||||
#endif
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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#if defined(TSE_GLFW)
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glfwMakeContextCurrent(backup_current_context);
|
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#elif defined(TSE_SDL3)
|
||||
SDL_GL_MakeCurrent(wnd->window, backup_current_context);
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#if defined(TSE_GLFW)
|
||||
glfwSwapBuffers(wnd->window);
|
||||
#elif defined(TSE_SDL3)
|
||||
SDL_GL_SwapWindow(wnd->window);
|
||||
#endif
|
||||
}
|
||||
|
||||
void TSE::OpenGL::OpenGLRenderingBackend::onClear() const
|
||||
{
|
||||
for (int i = 0; i < IRenderer::camerasToRenderWith.size(); i++)
|
||||
{
|
||||
IRenderer::camerasToRenderWith[i]->Bind();
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||||
IRenderer::camerasToRenderWith[i]->UpdateRenderTarget();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
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IRenderer::camerasToRenderWith[i]->Unbind();
|
||||
}
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
if(useseImGui)
|
||||
{
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
#if defined(TSE_GLFW)
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
#elif defined(TSE_SDL3)
|
||||
ImGui_ImplSDL3_NewFrame();
|
||||
#endif
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
}
|
||||
|
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void TSE::OpenGL::OpenGLRenderingBackend::onClearDepthBuffer() const
|
||||
{
|
||||
for (int i = 0; i < IRenderer::camerasToRenderWith.size(); i++)
|
||||
{
|
||||
IRenderer::camerasToRenderWith[i]->Bind();
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
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||||
IRenderer::camerasToRenderWith[i]->Unbind();
|
||||
}
|
||||
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
28
TSE_OpenGlImpl/src/OpenGLRenderingBackend.hpp
Normal file
28
TSE_OpenGlImpl/src/OpenGLRenderingBackend.hpp
Normal file
@@ -0,0 +1,28 @@
|
||||
#pragma once
|
||||
|
||||
#include "interfaces/IRenderingBackend.hpp"
|
||||
|
||||
#define TSE_OPENGL_VERSION_MAJOR 3
|
||||
#define TSE_OPENGL_VERSION_MINOR 3
|
||||
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class OpenGLRenderingBackend : public IRenderingBackend
|
||||
{
|
||||
private:
|
||||
|
||||
public:
|
||||
OpenGLRenderingBackend(Color _backgroundColor, bool _vsync);
|
||||
OpenGLRenderingBackend(Color _backgroundColor, bool _vsync, int _samples, bool _useseImGui);
|
||||
~OpenGLRenderingBackend();
|
||||
|
||||
void InitPreWindow() override;
|
||||
bool InitPostWindow() override;
|
||||
bool InitEnd() override;
|
||||
|
||||
void onResize(int width, int height) override;
|
||||
void onUpdate() const override;
|
||||
void onClear() const override;
|
||||
void onClearDepthBuffer() const override;
|
||||
};
|
||||
} // namespace OpenGL
|
||||
59
TSE_OpenGlImpl/src/RenderTexture.cpp
Normal file
59
TSE_OpenGlImpl/src/RenderTexture.cpp
Normal file
@@ -0,0 +1,59 @@
|
||||
#include "RenderTexture.hpp"
|
||||
|
||||
TSE::OpenGL::RenderTexture::RenderTexture(Vector2 v, uint textureCount) : buffer(v, textureCount)
|
||||
{
|
||||
buffer.AddResizeNotifiable(this);
|
||||
}
|
||||
|
||||
TSE::Vector2 TSE::OpenGL::RenderTexture::size() const
|
||||
{
|
||||
return buffer.GetSize();
|
||||
}
|
||||
|
||||
void TSE::OpenGL::RenderTexture::SetSize(Vector2 v)
|
||||
{
|
||||
buffer.Resize(v);
|
||||
}
|
||||
|
||||
float TSE::OpenGL::RenderTexture::Width() const
|
||||
{
|
||||
return buffer.GetSize().x;
|
||||
}
|
||||
|
||||
float TSE::OpenGL::RenderTexture::Height() const
|
||||
{
|
||||
return buffer.GetSize().y;
|
||||
}
|
||||
|
||||
TSE::uint TSE::OpenGL::RenderTexture::GetTextureId() const
|
||||
{
|
||||
return buffer.GetTextureId();
|
||||
}
|
||||
|
||||
TSE::uint TSE::OpenGL::RenderTexture::GetTextureId(uint id) const
|
||||
{
|
||||
return buffer.GetTextureId(id);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::RenderTexture::Update()
|
||||
{
|
||||
buffer.Update();
|
||||
}
|
||||
|
||||
void TSE::OpenGL::RenderTexture::Bind()
|
||||
{
|
||||
buffer.Bind();
|
||||
}
|
||||
|
||||
void TSE::OpenGL::RenderTexture::Unbind()
|
||||
{
|
||||
buffer.Unbind();
|
||||
}
|
||||
|
||||
void TSE::OpenGL::RenderTexture::OnResize(float width, float height, IResizable *wnd)
|
||||
{
|
||||
for (auto const& i : objectsToResize)
|
||||
{
|
||||
i->OnResize(width, height, this);
|
||||
}
|
||||
}
|
||||
31
TSE_OpenGlImpl/src/RenderTexture.hpp
Normal file
31
TSE_OpenGlImpl/src/RenderTexture.hpp
Normal file
@@ -0,0 +1,31 @@
|
||||
#pragma once
|
||||
|
||||
#include "buffer/FrameBuffer.hpp"
|
||||
#include "interfaces/IRenderTarget.hpp"
|
||||
#include "interfaces/ITexture.hpp"
|
||||
#include "interfaces/IResizeNotifiable.hpp"
|
||||
#include "interfaces/IRenderTexture.hpp"
|
||||
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class RenderTexture : public IRenderTexture
|
||||
{
|
||||
public:
|
||||
FrameBuffer buffer;
|
||||
|
||||
RenderTexture(Vector2 v, uint textureCount = 1);
|
||||
|
||||
Vector2 size() const override;
|
||||
void SetSize(Vector2 v) override;
|
||||
float Width() const override;
|
||||
float Height() const override;
|
||||
uint GetTextureId() const override;
|
||||
uint GetTextureId(uint id) const override;
|
||||
|
||||
void Update() override;
|
||||
void Bind() override;
|
||||
void Unbind() override;
|
||||
|
||||
void OnResize(float width, float height, IResizable* wnd) override;
|
||||
};
|
||||
} // namespace TSE::OpenGL
|
||||
16
TSE_OpenGlImpl/src/RenderTextureCreatorOpenGL.hpp
Normal file
16
TSE_OpenGlImpl/src/RenderTextureCreatorOpenGL.hpp
Normal file
@@ -0,0 +1,16 @@
|
||||
#pragma once
|
||||
|
||||
#include "interfaces/IRenderTexture.hpp"
|
||||
#include "RenderTexture.hpp"
|
||||
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class RenderTextureCreatorOpenGL : public IRenderTextureCreator
|
||||
{
|
||||
public:
|
||||
inline IRenderTexture* CreateTextureHeap(Vector2 v, uint textureCount = 1) override
|
||||
{
|
||||
return new RenderTexture(v, textureCount);
|
||||
};
|
||||
};
|
||||
} // namespace OpenGL
|
||||
61
TSE_OpenGlImpl/src/TextureHelperOpenGL.cpp
Normal file
61
TSE_OpenGlImpl/src/TextureHelperOpenGL.cpp
Normal file
@@ -0,0 +1,61 @@
|
||||
#include "GL/gl3w.h"
|
||||
#include "GL/gl.h"
|
||||
#include "TextureHelperOpenGL.hpp"
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::Bind(const Texture *tex)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, tex->GetTextureId());
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::UnBind(const Texture *tex)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::Apply(Texture *tex)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, tex->GetTextureId());
|
||||
if(tex->Chanels() == 1)
|
||||
{
|
||||
if (tex->bpp() == 8)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, tex->Width(), tex->Height(), 0, GL_RED, GL_UNSIGNED_BYTE, tex->GetImagePtr());
|
||||
}
|
||||
if(tex->Chanels() == 3)
|
||||
{
|
||||
if(tex->bpp() == 24)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, tex->Width(), tex->Height(), 0, GL_BGR, GL_UNSIGNED_BYTE, tex->GetImagePtr());
|
||||
}
|
||||
else if(tex->Chanels() == 4)
|
||||
{
|
||||
if(tex->bpp() == 32)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, tex->Width(), tex->Height(), 0, GL_BGRA, GL_UNSIGNED_BYTE, tex->GetImagePtr());
|
||||
if (tex->bpp() == 8) //need to decode it with bitwise operations in shader
|
||||
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, tex->Width(), tex->Height(), 0, GL_RED, GL_UNSIGNED_BYTE, tex->GetImagePtr());
|
||||
}
|
||||
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::Regist(Texture *tex)
|
||||
{
|
||||
uint TextureID;
|
||||
|
||||
glGenTextures(1, &TextureID);
|
||||
glBindTexture(GL_TEXTURE_2D, TextureID);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
tex->SetTextureId(TextureID);
|
||||
|
||||
tex->Apply();
|
||||
}
|
||||
|
||||
void TSE::OpenGL::TextureHelperOpenGL::PlatromDestroy(Texture *tex)
|
||||
{
|
||||
uint id = tex->GetTextureId();
|
||||
glDeleteTextures(1, &id);
|
||||
}
|
||||
17
TSE_OpenGlImpl/src/TextureHelperOpenGL.hpp
Normal file
17
TSE_OpenGlImpl/src/TextureHelperOpenGL.hpp
Normal file
@@ -0,0 +1,17 @@
|
||||
#pragma once
|
||||
|
||||
#include "interfaces/ITextureHelper.hpp"
|
||||
#include "elements/Texture.hpp"
|
||||
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class TextureHelperOpenGL : public ITextureHelper
|
||||
{
|
||||
public:
|
||||
void Bind(const Texture* tex) override;
|
||||
void UnBind(const Texture* tex) override;
|
||||
void Apply(Texture* tex) override;
|
||||
void Regist(Texture* tex) override;
|
||||
void PlatromDestroy(Texture* tex) override;
|
||||
};
|
||||
} // namespace TSE::OpenGL
|
||||
119
TSE_OpenGlImpl/src/buffer/FrameBuffer.cpp
Normal file
119
TSE_OpenGlImpl/src/buffer/FrameBuffer.cpp
Normal file
@@ -0,0 +1,119 @@
|
||||
#include "FrameBuffer.hpp"
|
||||
#include "Debug.hpp"
|
||||
|
||||
TSE::OpenGL::FrameBuffer::FrameBuffer(const Vector2 &size, uint textureCount)
|
||||
{
|
||||
textureOutputCount = textureCount;
|
||||
width = size.x;
|
||||
height = size.y;
|
||||
CreateFBTexture();
|
||||
for (auto const& i : objectsToResize)
|
||||
{
|
||||
i->OnResize(size.x, size.y, this);
|
||||
}
|
||||
Initialize();
|
||||
}
|
||||
|
||||
void TSE::OpenGL::FrameBuffer::Bind()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, bufferID);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::FrameBuffer::Unbind()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
TSE::OpenGL::FrameBuffer::~FrameBuffer()
|
||||
{
|
||||
glDeleteFramebuffers(1,&bufferID);
|
||||
for (int i = 0; i < textureOutputCount; i++)
|
||||
{
|
||||
glDeleteTextures(1, &(textureIDs[i]));
|
||||
}
|
||||
glDeleteRenderbuffers(1, &depthRboID);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::FrameBuffer::Resize(Vector2 size)
|
||||
{
|
||||
width = size.x;
|
||||
height = size.y;
|
||||
shouldResize = true;
|
||||
}
|
||||
|
||||
void TSE::OpenGL::FrameBuffer::Update()
|
||||
{
|
||||
if (!shouldResize) return;
|
||||
shouldResize = false;
|
||||
CreateFBTexture();
|
||||
for (auto const& i : objectsToResize)
|
||||
{
|
||||
i->OnResize(width, height, this);
|
||||
}
|
||||
}
|
||||
|
||||
TSE::uint TSE::OpenGL::FrameBuffer::GetTextureId(uint id) const
|
||||
{
|
||||
return textureIDs[id];
|
||||
}
|
||||
|
||||
TSE::Vector2 TSE::OpenGL::FrameBuffer::GetSize() const
|
||||
{
|
||||
return {width, height};
|
||||
}
|
||||
|
||||
void TSE::OpenGL::FrameBuffer::Initialize()
|
||||
{
|
||||
glGenFramebuffers(1, &bufferID);
|
||||
Bind();
|
||||
uint bufs[32];
|
||||
for (int i = 0; i < textureOutputCount; i++)
|
||||
{
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, textureIDs[i], 0);
|
||||
bufs[i] = GL_COLOR_ATTACHMENT0 + i;
|
||||
}
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRboID);
|
||||
|
||||
if(textureOutputCount > 1)
|
||||
glDrawBuffers(textureOutputCount, bufs);
|
||||
|
||||
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
{
|
||||
TSE_ERROR("Failed to create OpenGL FBO.");
|
||||
TSE_LOG(std::to_string(glGetError()));
|
||||
}
|
||||
Unbind();
|
||||
}
|
||||
|
||||
void TSE::OpenGL::FrameBuffer::LoadFBTexture()
|
||||
{
|
||||
for (int i = 0; i < textureOutputCount; i++)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, textureIDs[i]);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
||||
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, depthRboID);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height);
|
||||
}
|
||||
}
|
||||
|
||||
void TSE::OpenGL::FrameBuffer::CreateFBTexture()
|
||||
{
|
||||
glViewport(0,0, width, height);
|
||||
//resize
|
||||
for (int i = 0; i < textureOutputCount; i++)
|
||||
{
|
||||
if(textureIDs[i] == 0)
|
||||
glGenTextures(1, &(textureIDs[i]));
|
||||
}
|
||||
if(depthRboID == 0)
|
||||
glGenRenderbuffers(1, &depthRboID);
|
||||
LoadFBTexture();
|
||||
}
|
||||
32
TSE_OpenGlImpl/src/buffer/FrameBuffer.hpp
Normal file
32
TSE_OpenGlImpl/src/buffer/FrameBuffer.hpp
Normal file
@@ -0,0 +1,32 @@
|
||||
#pragma once
|
||||
|
||||
#include "buffer.hpp"
|
||||
#include "interfaces/IResizable.hpp"
|
||||
#include "Vector2.hpp"
|
||||
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class FrameBuffer : public buffer, public IResizable
|
||||
{
|
||||
private:
|
||||
uint textureOutputCount = 1;
|
||||
uint textureIDs[32] = {0};
|
||||
uint depthRboID = 0;
|
||||
bool shouldResize = false;
|
||||
|
||||
public:
|
||||
FrameBuffer(const Vector2& size, uint textureCount = 1);
|
||||
void Bind() override;
|
||||
void Unbind() override;
|
||||
~FrameBuffer() override;
|
||||
void Resize(Vector2 size);
|
||||
void Update();
|
||||
uint GetTextureId(uint id = 0) const;
|
||||
Vector2 GetSize() const;
|
||||
|
||||
private:
|
||||
void Initialize();
|
||||
void LoadFBTexture();
|
||||
void CreateFBTexture();
|
||||
};
|
||||
} // namespace TSE
|
||||
24
TSE_OpenGlImpl/src/buffer/IndexBuffer.cpp
Normal file
24
TSE_OpenGlImpl/src/buffer/IndexBuffer.cpp
Normal file
@@ -0,0 +1,24 @@
|
||||
#include "IndexBuffer.hpp"
|
||||
|
||||
TSE::OpenGL::IndexBuffer::IndexBuffer(ushort *data, ushort count)
|
||||
{
|
||||
glGenBuffers(1, &bufferID);
|
||||
WriteData(data, count);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::IndexBuffer::WriteData(ushort *data, ushort count)
|
||||
{
|
||||
Bind();
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(ushort) * count, data, GL_DYNAMIC_DRAW);
|
||||
Unbind();
|
||||
}
|
||||
|
||||
void TSE::OpenGL::IndexBuffer::Bind()
|
||||
{
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferID);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::IndexBuffer::Unbind()
|
||||
{
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
}
|
||||
17
TSE_OpenGlImpl/src/buffer/IndexBuffer.hpp
Normal file
17
TSE_OpenGlImpl/src/buffer/IndexBuffer.hpp
Normal file
@@ -0,0 +1,17 @@
|
||||
#pragma once
|
||||
|
||||
#include "buffer.hpp"
|
||||
#include "Types.hpp"
|
||||
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class IndexBuffer : public buffer
|
||||
{
|
||||
public:
|
||||
IndexBuffer(ushort* data, ushort count);
|
||||
inline IndexBuffer() = default;
|
||||
void WriteData(ushort* data, ushort count);
|
||||
void Bind() override;
|
||||
void Unbind() override;
|
||||
};
|
||||
} // namespace TSE::GLFW
|
||||
39
TSE_OpenGlImpl/src/buffer/VertexBuffer.cpp
Normal file
39
TSE_OpenGlImpl/src/buffer/VertexBuffer.cpp
Normal file
@@ -0,0 +1,39 @@
|
||||
#include "VertexBuffer.hpp"
|
||||
|
||||
TSE::uint TSE::OpenGL::VertexBuffer::boundBuffer = 0;
|
||||
|
||||
TSE::OpenGL::VertexBuffer::VertexBuffer()
|
||||
{
|
||||
glGenBuffers(1, &bufferID);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::VertexBuffer::SetData(int size, void *buffer, GLenum usage)
|
||||
{
|
||||
glBufferData(GL_ARRAY_BUFFER, size, buffer, usage);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::VertexBuffer::Bind()
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, bufferID);
|
||||
boundBuffer = bufferID;
|
||||
}
|
||||
|
||||
void TSE::OpenGL::VertexBuffer::Unbind()
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
boundBuffer = 0;
|
||||
}
|
||||
|
||||
bool TSE::OpenGL::VertexBuffer::IsBound()
|
||||
{
|
||||
return boundBuffer == bufferID;
|
||||
}
|
||||
|
||||
TSE::OpenGL::VertexBuffer::~VertexBuffer()
|
||||
{
|
||||
if(bufferID != 0)
|
||||
{
|
||||
if(IsBound()) Unbind();
|
||||
glDeleteBuffers(1, &bufferID);
|
||||
}
|
||||
}
|
||||
18
TSE_OpenGlImpl/src/buffer/VertexBuffer.hpp
Normal file
18
TSE_OpenGlImpl/src/buffer/VertexBuffer.hpp
Normal file
@@ -0,0 +1,18 @@
|
||||
#pragma once
|
||||
|
||||
#include "buffer.hpp"
|
||||
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class VertexBuffer : public buffer
|
||||
{
|
||||
public:
|
||||
static uint boundBuffer;
|
||||
VertexBuffer();
|
||||
void SetData(int size, void* buffer, GLenum usage);
|
||||
void Bind() override;
|
||||
void Unbind() override;
|
||||
bool IsBound();
|
||||
~VertexBuffer();
|
||||
};
|
||||
} // namespace TSE::GLFW
|
||||
27
TSE_OpenGlImpl/src/buffer/buffer.hpp
Normal file
27
TSE_OpenGlImpl/src/buffer/buffer.hpp
Normal file
@@ -0,0 +1,27 @@
|
||||
#pragma once
|
||||
|
||||
#include "GL/gl3w.h"
|
||||
#include "GL/gl.h"
|
||||
#include "Types.hpp"
|
||||
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class buffer
|
||||
{
|
||||
protected:
|
||||
uint bufferID = 0;
|
||||
|
||||
public:
|
||||
inline bool Initialized()
|
||||
{
|
||||
return bufferID != 0;
|
||||
}
|
||||
virtual void Bind() = 0;
|
||||
virtual void Unbind() = 0;
|
||||
|
||||
inline virtual ~buffer()
|
||||
{
|
||||
glDeleteBuffers(1, &bufferID);
|
||||
}
|
||||
};
|
||||
} // namespace TSE
|
||||
926
TSE_OpenGlImpl/src/extern/gl3w.c
vendored
Normal file
926
TSE_OpenGlImpl/src/extern/gl3w.c
vendored
Normal file
@@ -0,0 +1,926 @@
|
||||
/*
|
||||
* This file was generated with gl3w_gen.py, part of gl3w
|
||||
* (hosted at https://github.com/skaslev/gl3w)
|
||||
*
|
||||
* This is free and unencumbered software released into the public domain.
|
||||
*
|
||||
* Anyone is free to copy, modify, publish, use, compile, sell, or
|
||||
* distribute this software, either in source code form or as a compiled
|
||||
* binary, for any purpose, commercial or non-commercial, and by any
|
||||
* means.
|
||||
*
|
||||
* In jurisdictions that recognize copyright laws, the author or authors
|
||||
* of this software dedicate any and all copyright interest in the
|
||||
* software to the public domain. We make this dedication for the benefit
|
||||
* of the public at large and to the detriment of our heirs and
|
||||
* successors. We intend this dedication to be an overt act of
|
||||
* relinquishment in perpetuity of all present and future rights to this
|
||||
* software under copyright law.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
|
||||
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
|
||||
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
||||
* OTHER DEALINGS IN THE SOFTWARE.
|
||||
*/
|
||||
|
||||
#include <GL/gl3w.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
#define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
|
||||
|
||||
#if defined(_WIN32)
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN 1
|
||||
#endif
|
||||
#include <windows.h>
|
||||
|
||||
static HMODULE libgl;
|
||||
typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR);
|
||||
static GL3WglGetProcAddr wgl_get_proc_address;
|
||||
|
||||
static int open_libgl(void)
|
||||
{
|
||||
libgl = LoadLibraryA("opengl32.dll");
|
||||
if (!libgl)
|
||||
return GL3W_ERROR_LIBRARY_OPEN;
|
||||
|
||||
wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress");
|
||||
return GL3W_OK;
|
||||
}
|
||||
|
||||
static void close_libgl(void)
|
||||
{
|
||||
FreeLibrary(libgl);
|
||||
}
|
||||
|
||||
static GL3WglProc get_proc(const char *proc)
|
||||
{
|
||||
GL3WglProc res;
|
||||
|
||||
res = (GL3WglProc)wgl_get_proc_address(proc);
|
||||
if (!res)
|
||||
res = (GL3WglProc)GetProcAddress(libgl, proc);
|
||||
return res;
|
||||
}
|
||||
#elif defined(__APPLE__)
|
||||
#include <dlfcn.h>
|
||||
|
||||
static void *libgl;
|
||||
|
||||
static int open_libgl(void)
|
||||
{
|
||||
libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL);
|
||||
if (!libgl)
|
||||
return GL3W_ERROR_LIBRARY_OPEN;
|
||||
|
||||
return GL3W_OK;
|
||||
}
|
||||
|
||||
static void close_libgl(void)
|
||||
{
|
||||
dlclose(libgl);
|
||||
}
|
||||
|
||||
static GL3WglProc get_proc(const char *proc)
|
||||
{
|
||||
GL3WglProc res;
|
||||
|
||||
*(void **)(&res) = dlsym(libgl, proc);
|
||||
return res;
|
||||
}
|
||||
#else
|
||||
#include <dlfcn.h>
|
||||
|
||||
static void *libgl; /* OpenGL library */
|
||||
static void *libglx; /* GLX library */
|
||||
static void *libegl; /* EGL library */
|
||||
static GL3WGetProcAddressProc gl_get_proc_address;
|
||||
|
||||
static void close_libgl(void)
|
||||
{
|
||||
if (libgl) {
|
||||
dlclose(libgl);
|
||||
libgl = NULL;
|
||||
}
|
||||
if (libegl) {
|
||||
dlclose(libegl);
|
||||
libegl = NULL;
|
||||
}
|
||||
if (libglx) {
|
||||
dlclose(libglx);
|
||||
libglx = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
static int is_library_loaded(const char *name, void **lib)
|
||||
{
|
||||
*lib = dlopen(name, RTLD_LAZY | RTLD_LOCAL | RTLD_NOLOAD);
|
||||
return *lib != NULL;
|
||||
}
|
||||
|
||||
static int open_libs(void)
|
||||
{
|
||||
/* On Linux we have two APIs to get process addresses: EGL and GLX.
|
||||
* EGL is supported under both X11 and Wayland, whereas GLX is X11-specific.
|
||||
* First check what's already loaded, the windowing library might have
|
||||
* already loaded either EGL or GLX and we want to use the same one.
|
||||
*/
|
||||
|
||||
if (is_library_loaded("libEGL.so.1", &libegl) ||
|
||||
is_library_loaded("libGLX.so.0", &libglx)) {
|
||||
libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);
|
||||
if (libgl)
|
||||
return GL3W_OK;
|
||||
else
|
||||
close_libgl();
|
||||
}
|
||||
|
||||
if (is_library_loaded("libGL.so.1", &libgl))
|
||||
return GL3W_OK;
|
||||
|
||||
/* Neither is already loaded, so we have to load one. Try EGL first
|
||||
* because it is supported under both X11 and Wayland.
|
||||
*/
|
||||
|
||||
/* Load OpenGL + EGL */
|
||||
libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);
|
||||
libegl = dlopen("libEGL.so.1", RTLD_LAZY | RTLD_LOCAL);
|
||||
if (libgl && libegl)
|
||||
return GL3W_OK;
|
||||
|
||||
/* Fall back to legacy libGL, which includes GLX */
|
||||
close_libgl();
|
||||
libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
|
||||
if (libgl)
|
||||
return GL3W_OK;
|
||||
|
||||
return GL3W_ERROR_LIBRARY_OPEN;
|
||||
}
|
||||
|
||||
static int open_libgl(void)
|
||||
{
|
||||
int res = open_libs();
|
||||
if (res)
|
||||
return res;
|
||||
|
||||
if (libegl)
|
||||
*(void **)(&gl_get_proc_address) = dlsym(libegl, "eglGetProcAddress");
|
||||
else if (libglx)
|
||||
*(void **)(&gl_get_proc_address) = dlsym(libglx, "glXGetProcAddressARB");
|
||||
else
|
||||
*(void **)(&gl_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
|
||||
|
||||
if (!gl_get_proc_address) {
|
||||
close_libgl();
|
||||
return GL3W_ERROR_LIBRARY_OPEN;
|
||||
}
|
||||
|
||||
return GL3W_OK;
|
||||
}
|
||||
|
||||
static GL3WglProc get_proc(const char *proc)
|
||||
{
|
||||
GL3WglProc res = NULL;
|
||||
|
||||
/* Before EGL version 1.5, eglGetProcAddress doesn't support querying core
|
||||
* functions and may return a dummy function if we try, so try to load the
|
||||
* function from the GL library directly first.
|
||||
*/
|
||||
if (libegl)
|
||||
*(void **)(&res) = dlsym(libgl, proc);
|
||||
|
||||
if (!res)
|
||||
res = gl_get_proc_address(proc);
|
||||
|
||||
if (!libegl && !res)
|
||||
*(void **)(&res) = dlsym(libgl, proc);
|
||||
|
||||
return res;
|
||||
}
|
||||
#endif
|
||||
|
||||
static struct {
|
||||
int major, minor;
|
||||
} version;
|
||||
|
||||
static int parse_version(void)
|
||||
{
|
||||
if (!glGetIntegerv)
|
||||
return GL3W_ERROR_INIT;
|
||||
|
||||
glGetIntegerv(GL_MAJOR_VERSION, &version.major);
|
||||
glGetIntegerv(GL_MINOR_VERSION, &version.minor);
|
||||
|
||||
if (version.major < 3)
|
||||
return GL3W_ERROR_OPENGL_VERSION;
|
||||
return GL3W_OK;
|
||||
}
|
||||
|
||||
static void load_procs(GL3WGetProcAddressProc proc);
|
||||
|
||||
int gl3wInit(void)
|
||||
{
|
||||
int res;
|
||||
|
||||
res = open_libgl();
|
||||
if (res)
|
||||
return res;
|
||||
|
||||
atexit(close_libgl);
|
||||
return gl3wInit2(get_proc);
|
||||
}
|
||||
|
||||
int gl3wInit2(GL3WGetProcAddressProc proc)
|
||||
{
|
||||
load_procs(proc);
|
||||
return parse_version();
|
||||
}
|
||||
|
||||
int gl3wIsSupported(int major, int minor)
|
||||
{
|
||||
if (major < 3)
|
||||
return 0;
|
||||
if (version.major == major)
|
||||
return version.minor >= minor;
|
||||
return version.major >= major;
|
||||
}
|
||||
|
||||
GL3WglProc gl3wGetProcAddress(const char *proc)
|
||||
{
|
||||
return get_proc(proc);
|
||||
}
|
||||
|
||||
static const char *proc_names[] = {
|
||||
"glActiveShaderProgram",
|
||||
"glActiveTexture",
|
||||
"glAttachShader",
|
||||
"glBeginConditionalRender",
|
||||
"glBeginQuery",
|
||||
"glBeginQueryIndexed",
|
||||
"glBeginTransformFeedback",
|
||||
"glBindAttribLocation",
|
||||
"glBindBuffer",
|
||||
"glBindBufferBase",
|
||||
"glBindBufferRange",
|
||||
"glBindBuffersBase",
|
||||
"glBindBuffersRange",
|
||||
"glBindFragDataLocation",
|
||||
"glBindFragDataLocationIndexed",
|
||||
"glBindFramebuffer",
|
||||
"glBindImageTexture",
|
||||
"glBindImageTextures",
|
||||
"glBindProgramPipeline",
|
||||
"glBindRenderbuffer",
|
||||
"glBindSampler",
|
||||
"glBindSamplers",
|
||||
"glBindTexture",
|
||||
"glBindTextureUnit",
|
||||
"glBindTextures",
|
||||
"glBindTransformFeedback",
|
||||
"glBindVertexArray",
|
||||
"glBindVertexBuffer",
|
||||
"glBindVertexBuffers",
|
||||
"glBlendColor",
|
||||
"glBlendEquation",
|
||||
"glBlendEquationSeparate",
|
||||
"glBlendEquationSeparatei",
|
||||
"glBlendEquationi",
|
||||
"glBlendFunc",
|
||||
"glBlendFuncSeparate",
|
||||
"glBlendFuncSeparatei",
|
||||
"glBlendFunci",
|
||||
"glBlitFramebuffer",
|
||||
"glBlitNamedFramebuffer",
|
||||
"glBufferData",
|
||||
"glBufferStorage",
|
||||
"glBufferSubData",
|
||||
"glCheckFramebufferStatus",
|
||||
"glCheckNamedFramebufferStatus",
|
||||
"glClampColor",
|
||||
"glClear",
|
||||
"glClearBufferData",
|
||||
"glClearBufferSubData",
|
||||
"glClearBufferfi",
|
||||
"glClearBufferfv",
|
||||
"glClearBufferiv",
|
||||
"glClearBufferuiv",
|
||||
"glClearColor",
|
||||
"glClearDepth",
|
||||
"glClearDepthf",
|
||||
"glClearNamedBufferData",
|
||||
"glClearNamedBufferSubData",
|
||||
"glClearNamedFramebufferfi",
|
||||
"glClearNamedFramebufferfv",
|
||||
"glClearNamedFramebufferiv",
|
||||
"glClearNamedFramebufferuiv",
|
||||
"glClearStencil",
|
||||
"glClearTexImage",
|
||||
"glClearTexSubImage",
|
||||
"glClientWaitSync",
|
||||
"glClipControl",
|
||||
"glColorMask",
|
||||
"glColorMaski",
|
||||
"glCompileShader",
|
||||
"glCompressedTexImage1D",
|
||||
"glCompressedTexImage2D",
|
||||
"glCompressedTexImage3D",
|
||||
"glCompressedTexSubImage1D",
|
||||
"glCompressedTexSubImage2D",
|
||||
"glCompressedTexSubImage3D",
|
||||
"glCompressedTextureSubImage1D",
|
||||
"glCompressedTextureSubImage2D",
|
||||
"glCompressedTextureSubImage3D",
|
||||
"glCopyBufferSubData",
|
||||
"glCopyImageSubData",
|
||||
"glCopyNamedBufferSubData",
|
||||
"glCopyTexImage1D",
|
||||
"glCopyTexImage2D",
|
||||
"glCopyTexSubImage1D",
|
||||
"glCopyTexSubImage2D",
|
||||
"glCopyTexSubImage3D",
|
||||
"glCopyTextureSubImage1D",
|
||||
"glCopyTextureSubImage2D",
|
||||
"glCopyTextureSubImage3D",
|
||||
"glCreateBuffers",
|
||||
"glCreateFramebuffers",
|
||||
"glCreateProgram",
|
||||
"glCreateProgramPipelines",
|
||||
"glCreateQueries",
|
||||
"glCreateRenderbuffers",
|
||||
"glCreateSamplers",
|
||||
"glCreateShader",
|
||||
"glCreateShaderProgramv",
|
||||
"glCreateTextures",
|
||||
"glCreateTransformFeedbacks",
|
||||
"glCreateVertexArrays",
|
||||
"glCullFace",
|
||||
"glDebugMessageCallback",
|
||||
"glDebugMessageControl",
|
||||
"glDebugMessageInsert",
|
||||
"glDeleteBuffers",
|
||||
"glDeleteFramebuffers",
|
||||
"glDeleteProgram",
|
||||
"glDeleteProgramPipelines",
|
||||
"glDeleteQueries",
|
||||
"glDeleteRenderbuffers",
|
||||
"glDeleteSamplers",
|
||||
"glDeleteShader",
|
||||
"glDeleteSync",
|
||||
"glDeleteTextures",
|
||||
"glDeleteTransformFeedbacks",
|
||||
"glDeleteVertexArrays",
|
||||
"glDepthFunc",
|
||||
"glDepthMask",
|
||||
"glDepthRange",
|
||||
"glDepthRangeArrayv",
|
||||
"glDepthRangeIndexed",
|
||||
"glDepthRangef",
|
||||
"glDetachShader",
|
||||
"glDisable",
|
||||
"glDisableVertexArrayAttrib",
|
||||
"glDisableVertexAttribArray",
|
||||
"glDisablei",
|
||||
"glDispatchCompute",
|
||||
"glDispatchComputeIndirect",
|
||||
"glDrawArrays",
|
||||
"glDrawArraysIndirect",
|
||||
"glDrawArraysInstanced",
|
||||
"glDrawArraysInstancedBaseInstance",
|
||||
"glDrawBuffer",
|
||||
"glDrawBuffers",
|
||||
"glDrawElements",
|
||||
"glDrawElementsBaseVertex",
|
||||
"glDrawElementsIndirect",
|
||||
"glDrawElementsInstanced",
|
||||
"glDrawElementsInstancedBaseInstance",
|
||||
"glDrawElementsInstancedBaseVertex",
|
||||
"glDrawElementsInstancedBaseVertexBaseInstance",
|
||||
"glDrawRangeElements",
|
||||
"glDrawRangeElementsBaseVertex",
|
||||
"glDrawTransformFeedback",
|
||||
"glDrawTransformFeedbackInstanced",
|
||||
"glDrawTransformFeedbackStream",
|
||||
"glDrawTransformFeedbackStreamInstanced",
|
||||
"glEnable",
|
||||
"glEnableVertexArrayAttrib",
|
||||
"glEnableVertexAttribArray",
|
||||
"glEnablei",
|
||||
"glEndConditionalRender",
|
||||
"glEndQuery",
|
||||
"glEndQueryIndexed",
|
||||
"glEndTransformFeedback",
|
||||
"glFenceSync",
|
||||
"glFinish",
|
||||
"glFlush",
|
||||
"glFlushMappedBufferRange",
|
||||
"glFlushMappedNamedBufferRange",
|
||||
"glFramebufferParameteri",
|
||||
"glFramebufferParameteriMESA",
|
||||
"glFramebufferRenderbuffer",
|
||||
"glFramebufferTexture",
|
||||
"glFramebufferTexture1D",
|
||||
"glFramebufferTexture2D",
|
||||
"glFramebufferTexture3D",
|
||||
"glFramebufferTextureLayer",
|
||||
"glFrontFace",
|
||||
"glGenBuffers",
|
||||
"glGenFramebuffers",
|
||||
"glGenProgramPipelines",
|
||||
"glGenQueries",
|
||||
"glGenRenderbuffers",
|
||||
"glGenSamplers",
|
||||
"glGenTextures",
|
||||
"glGenTransformFeedbacks",
|
||||
"glGenVertexArrays",
|
||||
"glGenerateMipmap",
|
||||
"glGenerateTextureMipmap",
|
||||
"glGetActiveAtomicCounterBufferiv",
|
||||
"glGetActiveAttrib",
|
||||
"glGetActiveSubroutineName",
|
||||
"glGetActiveSubroutineUniformName",
|
||||
"glGetActiveSubroutineUniformiv",
|
||||
"glGetActiveUniform",
|
||||
"glGetActiveUniformBlockName",
|
||||
"glGetActiveUniformBlockiv",
|
||||
"glGetActiveUniformName",
|
||||
"glGetActiveUniformsiv",
|
||||
"glGetAttachedShaders",
|
||||
"glGetAttribLocation",
|
||||
"glGetBooleani_v",
|
||||
"glGetBooleanv",
|
||||
"glGetBufferParameteri64v",
|
||||
"glGetBufferParameteriv",
|
||||
"glGetBufferPointerv",
|
||||
"glGetBufferSubData",
|
||||
"glGetCompressedTexImage",
|
||||
"glGetCompressedTextureImage",
|
||||
"glGetCompressedTextureSubImage",
|
||||
"glGetDebugMessageLog",
|
||||
"glGetDoublei_v",
|
||||
"glGetDoublev",
|
||||
"glGetError",
|
||||
"glGetFloati_v",
|
||||
"glGetFloatv",
|
||||
"glGetFragDataIndex",
|
||||
"glGetFragDataLocation",
|
||||
"glGetFramebufferAttachmentParameteriv",
|
||||
"glGetFramebufferParameteriv",
|
||||
"glGetFramebufferParameterivMESA",
|
||||
"glGetGraphicsResetStatus",
|
||||
"glGetInteger64i_v",
|
||||
"glGetInteger64v",
|
||||
"glGetIntegeri_v",
|
||||
"glGetIntegerv",
|
||||
"glGetInternalformati64v",
|
||||
"glGetInternalformativ",
|
||||
"glGetMultisamplefv",
|
||||
"glGetNamedBufferParameteri64v",
|
||||
"glGetNamedBufferParameteriv",
|
||||
"glGetNamedBufferPointerv",
|
||||
"glGetNamedBufferSubData",
|
||||
"glGetNamedFramebufferAttachmentParameteriv",
|
||||
"glGetNamedFramebufferParameteriv",
|
||||
"glGetNamedRenderbufferParameteriv",
|
||||
"glGetObjectLabel",
|
||||
"glGetObjectPtrLabel",
|
||||
"glGetPointerv",
|
||||
"glGetProgramBinary",
|
||||
"glGetProgramInfoLog",
|
||||
"glGetProgramInterfaceiv",
|
||||
"glGetProgramPipelineInfoLog",
|
||||
"glGetProgramPipelineiv",
|
||||
"glGetProgramResourceIndex",
|
||||
"glGetProgramResourceLocation",
|
||||
"glGetProgramResourceLocationIndex",
|
||||
"glGetProgramResourceName",
|
||||
"glGetProgramResourceiv",
|
||||
"glGetProgramStageiv",
|
||||
"glGetProgramiv",
|
||||
"glGetQueryBufferObjecti64v",
|
||||
"glGetQueryBufferObjectiv",
|
||||
"glGetQueryBufferObjectui64v",
|
||||
"glGetQueryBufferObjectuiv",
|
||||
"glGetQueryIndexediv",
|
||||
"glGetQueryObjecti64v",
|
||||
"glGetQueryObjectiv",
|
||||
"glGetQueryObjectui64v",
|
||||
"glGetQueryObjectuiv",
|
||||
"glGetQueryiv",
|
||||
"glGetRenderbufferParameteriv",
|
||||
"glGetSamplerParameterIiv",
|
||||
"glGetSamplerParameterIuiv",
|
||||
"glGetSamplerParameterfv",
|
||||
"glGetSamplerParameteriv",
|
||||
"glGetShaderInfoLog",
|
||||
"glGetShaderPrecisionFormat",
|
||||
"glGetShaderSource",
|
||||
"glGetShaderiv",
|
||||
"glGetString",
|
||||
"glGetStringi",
|
||||
"glGetSubroutineIndex",
|
||||
"glGetSubroutineUniformLocation",
|
||||
"glGetSynciv",
|
||||
"glGetTexImage",
|
||||
"glGetTexLevelParameterfv",
|
||||
"glGetTexLevelParameteriv",
|
||||
"glGetTexParameterIiv",
|
||||
"glGetTexParameterIuiv",
|
||||
"glGetTexParameterfv",
|
||||
"glGetTexParameteriv",
|
||||
"glGetTextureImage",
|
||||
"glGetTextureLevelParameterfv",
|
||||
"glGetTextureLevelParameteriv",
|
||||
"glGetTextureParameterIiv",
|
||||
"glGetTextureParameterIuiv",
|
||||
"glGetTextureParameterfv",
|
||||
"glGetTextureParameteriv",
|
||||
"glGetTextureSubImage",
|
||||
"glGetTransformFeedbackVarying",
|
||||
"glGetTransformFeedbacki64_v",
|
||||
"glGetTransformFeedbacki_v",
|
||||
"glGetTransformFeedbackiv",
|
||||
"glGetUniformBlockIndex",
|
||||
"glGetUniformIndices",
|
||||
"glGetUniformLocation",
|
||||
"glGetUniformSubroutineuiv",
|
||||
"glGetUniformdv",
|
||||
"glGetUniformfv",
|
||||
"glGetUniformiv",
|
||||
"glGetUniformuiv",
|
||||
"glGetVertexArrayIndexed64iv",
|
||||
"glGetVertexArrayIndexediv",
|
||||
"glGetVertexArrayiv",
|
||||
"glGetVertexAttribIiv",
|
||||
"glGetVertexAttribIuiv",
|
||||
"glGetVertexAttribLdv",
|
||||
"glGetVertexAttribPointerv",
|
||||
"glGetVertexAttribdv",
|
||||
"glGetVertexAttribfv",
|
||||
"glGetVertexAttribiv",
|
||||
"glGetnCompressedTexImage",
|
||||
"glGetnTexImage",
|
||||
"glGetnUniformdv",
|
||||
"glGetnUniformfv",
|
||||
"glGetnUniformiv",
|
||||
"glGetnUniformuiv",
|
||||
"glHint",
|
||||
"glInvalidateBufferData",
|
||||
"glInvalidateBufferSubData",
|
||||
"glInvalidateFramebuffer",
|
||||
"glInvalidateNamedFramebufferData",
|
||||
"glInvalidateNamedFramebufferSubData",
|
||||
"glInvalidateSubFramebuffer",
|
||||
"glInvalidateTexImage",
|
||||
"glInvalidateTexSubImage",
|
||||
"glIsBuffer",
|
||||
"glIsEnabled",
|
||||
"glIsEnabledi",
|
||||
"glIsFramebuffer",
|
||||
"glIsProgram",
|
||||
"glIsProgramPipeline",
|
||||
"glIsQuery",
|
||||
"glIsRenderbuffer",
|
||||
"glIsSampler",
|
||||
"glIsShader",
|
||||
"glIsSync",
|
||||
"glIsTexture",
|
||||
"glIsTransformFeedback",
|
||||
"glIsVertexArray",
|
||||
"glLineWidth",
|
||||
"glLinkProgram",
|
||||
"glLogicOp",
|
||||
"glMapBuffer",
|
||||
"glMapBufferRange",
|
||||
"glMapNamedBuffer",
|
||||
"glMapNamedBufferRange",
|
||||
"glMemoryBarrier",
|
||||
"glMemoryBarrierByRegion",
|
||||
"glMinSampleShading",
|
||||
"glMultiDrawArrays",
|
||||
"glMultiDrawArraysIndirect",
|
||||
"glMultiDrawArraysIndirectCount",
|
||||
"glMultiDrawElements",
|
||||
"glMultiDrawElementsBaseVertex",
|
||||
"glMultiDrawElementsIndirect",
|
||||
"glMultiDrawElementsIndirectCount",
|
||||
"glNamedBufferData",
|
||||
"glNamedBufferStorage",
|
||||
"glNamedBufferSubData",
|
||||
"glNamedFramebufferDrawBuffer",
|
||||
"glNamedFramebufferDrawBuffers",
|
||||
"glNamedFramebufferParameteri",
|
||||
"glNamedFramebufferReadBuffer",
|
||||
"glNamedFramebufferRenderbuffer",
|
||||
"glNamedFramebufferTexture",
|
||||
"glNamedFramebufferTextureLayer",
|
||||
"glNamedRenderbufferStorage",
|
||||
"glNamedRenderbufferStorageMultisample",
|
||||
"glObjectLabel",
|
||||
"glObjectPtrLabel",
|
||||
"glPatchParameterfv",
|
||||
"glPatchParameteri",
|
||||
"glPauseTransformFeedback",
|
||||
"glPixelStoref",
|
||||
"glPixelStorei",
|
||||
"glPointParameterf",
|
||||
"glPointParameterfv",
|
||||
"glPointParameteri",
|
||||
"glPointParameteriv",
|
||||
"glPointSize",
|
||||
"glPolygonMode",
|
||||
"glPolygonOffset",
|
||||
"glPolygonOffsetClamp",
|
||||
"glPopDebugGroup",
|
||||
"glPrimitiveRestartIndex",
|
||||
"glProgramBinary",
|
||||
"glProgramParameteri",
|
||||
"glProgramUniform1d",
|
||||
"glProgramUniform1dv",
|
||||
"glProgramUniform1f",
|
||||
"glProgramUniform1fv",
|
||||
"glProgramUniform1i",
|
||||
"glProgramUniform1iv",
|
||||
"glProgramUniform1ui",
|
||||
"glProgramUniform1uiv",
|
||||
"glProgramUniform2d",
|
||||
"glProgramUniform2dv",
|
||||
"glProgramUniform2f",
|
||||
"glProgramUniform2fv",
|
||||
"glProgramUniform2i",
|
||||
"glProgramUniform2iv",
|
||||
"glProgramUniform2ui",
|
||||
"glProgramUniform2uiv",
|
||||
"glProgramUniform3d",
|
||||
"glProgramUniform3dv",
|
||||
"glProgramUniform3f",
|
||||
"glProgramUniform3fv",
|
||||
"glProgramUniform3i",
|
||||
"glProgramUniform3iv",
|
||||
"glProgramUniform3ui",
|
||||
"glProgramUniform3uiv",
|
||||
"glProgramUniform4d",
|
||||
"glProgramUniform4dv",
|
||||
"glProgramUniform4f",
|
||||
"glProgramUniform4fv",
|
||||
"glProgramUniform4i",
|
||||
"glProgramUniform4iv",
|
||||
"glProgramUniform4ui",
|
||||
"glProgramUniform4uiv",
|
||||
"glProgramUniformMatrix2dv",
|
||||
"glProgramUniformMatrix2fv",
|
||||
"glProgramUniformMatrix2x3dv",
|
||||
"glProgramUniformMatrix2x3fv",
|
||||
"glProgramUniformMatrix2x4dv",
|
||||
"glProgramUniformMatrix2x4fv",
|
||||
"glProgramUniformMatrix3dv",
|
||||
"glProgramUniformMatrix3fv",
|
||||
"glProgramUniformMatrix3x2dv",
|
||||
"glProgramUniformMatrix3x2fv",
|
||||
"glProgramUniformMatrix3x4dv",
|
||||
"glProgramUniformMatrix3x4fv",
|
||||
"glProgramUniformMatrix4dv",
|
||||
"glProgramUniformMatrix4fv",
|
||||
"glProgramUniformMatrix4x2dv",
|
||||
"glProgramUniformMatrix4x2fv",
|
||||
"glProgramUniformMatrix4x3dv",
|
||||
"glProgramUniformMatrix4x3fv",
|
||||
"glProvokingVertex",
|
||||
"glPushDebugGroup",
|
||||
"glQueryCounter",
|
||||
"glReadBuffer",
|
||||
"glReadPixels",
|
||||
"glReadnPixels",
|
||||
"glReleaseShaderCompiler",
|
||||
"glRenderbufferStorage",
|
||||
"glRenderbufferStorageMultisample",
|
||||
"glResumeTransformFeedback",
|
||||
"glSampleCoverage",
|
||||
"glSampleMaski",
|
||||
"glSamplerParameterIiv",
|
||||
"glSamplerParameterIuiv",
|
||||
"glSamplerParameterf",
|
||||
"glSamplerParameterfv",
|
||||
"glSamplerParameteri",
|
||||
"glSamplerParameteriv",
|
||||
"glScissor",
|
||||
"glScissorArrayv",
|
||||
"glScissorIndexed",
|
||||
"glScissorIndexedv",
|
||||
"glShaderBinary",
|
||||
"glShaderSource",
|
||||
"glShaderStorageBlockBinding",
|
||||
"glSpecializeShader",
|
||||
"glStencilFunc",
|
||||
"glStencilFuncSeparate",
|
||||
"glStencilMask",
|
||||
"glStencilMaskSeparate",
|
||||
"glStencilOp",
|
||||
"glStencilOpSeparate",
|
||||
"glTexBuffer",
|
||||
"glTexBufferRange",
|
||||
"glTexImage1D",
|
||||
"glTexImage2D",
|
||||
"glTexImage2DMultisample",
|
||||
"glTexImage3D",
|
||||
"glTexImage3DMultisample",
|
||||
"glTexParameterIiv",
|
||||
"glTexParameterIuiv",
|
||||
"glTexParameterf",
|
||||
"glTexParameterfv",
|
||||
"glTexParameteri",
|
||||
"glTexParameteriv",
|
||||
"glTexStorage1D",
|
||||
"glTexStorage2D",
|
||||
"glTexStorage2DMultisample",
|
||||
"glTexStorage3D",
|
||||
"glTexStorage3DMultisample",
|
||||
"glTexSubImage1D",
|
||||
"glTexSubImage2D",
|
||||
"glTexSubImage3D",
|
||||
"glTextureBarrier",
|
||||
"glTextureBuffer",
|
||||
"glTextureBufferRange",
|
||||
"glTextureParameterIiv",
|
||||
"glTextureParameterIuiv",
|
||||
"glTextureParameterf",
|
||||
"glTextureParameterfv",
|
||||
"glTextureParameteri",
|
||||
"glTextureParameteriv",
|
||||
"glTextureStorage1D",
|
||||
"glTextureStorage2D",
|
||||
"glTextureStorage2DMultisample",
|
||||
"glTextureStorage3D",
|
||||
"glTextureStorage3DMultisample",
|
||||
"glTextureSubImage1D",
|
||||
"glTextureSubImage2D",
|
||||
"glTextureSubImage3D",
|
||||
"glTextureView",
|
||||
"glTransformFeedbackBufferBase",
|
||||
"glTransformFeedbackBufferRange",
|
||||
"glTransformFeedbackVaryings",
|
||||
"glUniform1d",
|
||||
"glUniform1dv",
|
||||
"glUniform1f",
|
||||
"glUniform1fv",
|
||||
"glUniform1i",
|
||||
"glUniform1iv",
|
||||
"glUniform1ui",
|
||||
"glUniform1uiv",
|
||||
"glUniform2d",
|
||||
"glUniform2dv",
|
||||
"glUniform2f",
|
||||
"glUniform2fv",
|
||||
"glUniform2i",
|
||||
"glUniform2iv",
|
||||
"glUniform2ui",
|
||||
"glUniform2uiv",
|
||||
"glUniform3d",
|
||||
"glUniform3dv",
|
||||
"glUniform3f",
|
||||
"glUniform3fv",
|
||||
"glUniform3i",
|
||||
"glUniform3iv",
|
||||
"glUniform3ui",
|
||||
"glUniform3uiv",
|
||||
"glUniform4d",
|
||||
"glUniform4dv",
|
||||
"glUniform4f",
|
||||
"glUniform4fv",
|
||||
"glUniform4i",
|
||||
"glUniform4iv",
|
||||
"glUniform4ui",
|
||||
"glUniform4uiv",
|
||||
"glUniformBlockBinding",
|
||||
"glUniformMatrix2dv",
|
||||
"glUniformMatrix2fv",
|
||||
"glUniformMatrix2x3dv",
|
||||
"glUniformMatrix2x3fv",
|
||||
"glUniformMatrix2x4dv",
|
||||
"glUniformMatrix2x4fv",
|
||||
"glUniformMatrix3dv",
|
||||
"glUniformMatrix3fv",
|
||||
"glUniformMatrix3x2dv",
|
||||
"glUniformMatrix3x2fv",
|
||||
"glUniformMatrix3x4dv",
|
||||
"glUniformMatrix3x4fv",
|
||||
"glUniformMatrix4dv",
|
||||
"glUniformMatrix4fv",
|
||||
"glUniformMatrix4x2dv",
|
||||
"glUniformMatrix4x2fv",
|
||||
"glUniformMatrix4x3dv",
|
||||
"glUniformMatrix4x3fv",
|
||||
"glUniformSubroutinesuiv",
|
||||
"glUnmapBuffer",
|
||||
"glUnmapNamedBuffer",
|
||||
"glUseProgram",
|
||||
"glUseProgramStages",
|
||||
"glValidateProgram",
|
||||
"glValidateProgramPipeline",
|
||||
"glVertexArrayAttribBinding",
|
||||
"glVertexArrayAttribFormat",
|
||||
"glVertexArrayAttribIFormat",
|
||||
"glVertexArrayAttribLFormat",
|
||||
"glVertexArrayBindingDivisor",
|
||||
"glVertexArrayElementBuffer",
|
||||
"glVertexArrayVertexBuffer",
|
||||
"glVertexArrayVertexBuffers",
|
||||
"glVertexAttrib1d",
|
||||
"glVertexAttrib1dv",
|
||||
"glVertexAttrib1f",
|
||||
"glVertexAttrib1fv",
|
||||
"glVertexAttrib1s",
|
||||
"glVertexAttrib1sv",
|
||||
"glVertexAttrib2d",
|
||||
"glVertexAttrib2dv",
|
||||
"glVertexAttrib2f",
|
||||
"glVertexAttrib2fv",
|
||||
"glVertexAttrib2s",
|
||||
"glVertexAttrib2sv",
|
||||
"glVertexAttrib3d",
|
||||
"glVertexAttrib3dv",
|
||||
"glVertexAttrib3f",
|
||||
"glVertexAttrib3fv",
|
||||
"glVertexAttrib3s",
|
||||
"glVertexAttrib3sv",
|
||||
"glVertexAttrib4Nbv",
|
||||
"glVertexAttrib4Niv",
|
||||
"glVertexAttrib4Nsv",
|
||||
"glVertexAttrib4Nub",
|
||||
"glVertexAttrib4Nubv",
|
||||
"glVertexAttrib4Nuiv",
|
||||
"glVertexAttrib4Nusv",
|
||||
"glVertexAttrib4bv",
|
||||
"glVertexAttrib4d",
|
||||
"glVertexAttrib4dv",
|
||||
"glVertexAttrib4f",
|
||||
"glVertexAttrib4fv",
|
||||
"glVertexAttrib4iv",
|
||||
"glVertexAttrib4s",
|
||||
"glVertexAttrib4sv",
|
||||
"glVertexAttrib4ubv",
|
||||
"glVertexAttrib4uiv",
|
||||
"glVertexAttrib4usv",
|
||||
"glVertexAttribBinding",
|
||||
"glVertexAttribDivisor",
|
||||
"glVertexAttribFormat",
|
||||
"glVertexAttribI1i",
|
||||
"glVertexAttribI1iv",
|
||||
"glVertexAttribI1ui",
|
||||
"glVertexAttribI1uiv",
|
||||
"glVertexAttribI2i",
|
||||
"glVertexAttribI2iv",
|
||||
"glVertexAttribI2ui",
|
||||
"glVertexAttribI2uiv",
|
||||
"glVertexAttribI3i",
|
||||
"glVertexAttribI3iv",
|
||||
"glVertexAttribI3ui",
|
||||
"glVertexAttribI3uiv",
|
||||
"glVertexAttribI4bv",
|
||||
"glVertexAttribI4i",
|
||||
"glVertexAttribI4iv",
|
||||
"glVertexAttribI4sv",
|
||||
"glVertexAttribI4ubv",
|
||||
"glVertexAttribI4ui",
|
||||
"glVertexAttribI4uiv",
|
||||
"glVertexAttribI4usv",
|
||||
"glVertexAttribIFormat",
|
||||
"glVertexAttribIPointer",
|
||||
"glVertexAttribL1d",
|
||||
"glVertexAttribL1dv",
|
||||
"glVertexAttribL2d",
|
||||
"glVertexAttribL2dv",
|
||||
"glVertexAttribL3d",
|
||||
"glVertexAttribL3dv",
|
||||
"glVertexAttribL4d",
|
||||
"glVertexAttribL4dv",
|
||||
"glVertexAttribLFormat",
|
||||
"glVertexAttribLPointer",
|
||||
"glVertexAttribP1ui",
|
||||
"glVertexAttribP1uiv",
|
||||
"glVertexAttribP2ui",
|
||||
"glVertexAttribP2uiv",
|
||||
"glVertexAttribP3ui",
|
||||
"glVertexAttribP3uiv",
|
||||
"glVertexAttribP4ui",
|
||||
"glVertexAttribP4uiv",
|
||||
"glVertexAttribPointer",
|
||||
"glVertexBindingDivisor",
|
||||
"glViewport",
|
||||
"glViewportArrayv",
|
||||
"glViewportIndexedf",
|
||||
"glViewportIndexedfv",
|
||||
"glWaitSync",
|
||||
};
|
||||
|
||||
GL3W_API union GL3WProcs gl3wProcs;
|
||||
|
||||
static void load_procs(GL3WGetProcAddressProc proc)
|
||||
{
|
||||
size_t i;
|
||||
|
||||
for (i = 0; i < ARRAY_SIZE(proc_names); i++)
|
||||
gl3wProcs.ptr[i] = proc(proc_names[i]);
|
||||
}
|
||||
1023
TSE_OpenGlImpl/src/extern/imgui_impl_opengl3.cpp
vendored
Normal file
1023
TSE_OpenGlImpl/src/extern/imgui_impl_opengl3.cpp
vendored
Normal file
File diff suppressed because it is too large
Load Diff
67
TSE_OpenGlImpl/src/extern/imgui_impl_opengl3.h
vendored
Normal file
67
TSE_OpenGlImpl/src/extern/imgui_impl_opengl3.h
vendored
Normal file
@@ -0,0 +1,67 @@
|
||||
// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
|
||||
// - Desktop GL: 2.x 3.x 4.x
|
||||
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
|
||||
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
|
||||
// About WebGL/ES:
|
||||
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
|
||||
// - This is done automatically on iOS, Android and Emscripten targets.
|
||||
// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// About GLSL version:
|
||||
// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.
|
||||
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
|
||||
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
|
||||
|
||||
#pragma once
|
||||
#include "imgui/imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// (Optional) Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
|
||||
// Configuration flags to add in your imconfig file:
|
||||
//#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten)
|
||||
//#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android)
|
||||
|
||||
// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
|
||||
// Try to detect GLES on matching platforms
|
||||
#if defined(__APPLE__)
|
||||
#include <TargetConditionals.h>
|
||||
#endif
|
||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
|
||||
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
|
||||
#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
|
||||
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
|
||||
#else
|
||||
// Otherwise imgui_impl_opengl3_loader.h will be used.
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
916
TSE_OpenGlImpl/src/extern/imgui_impl_opengl3_loader.h
vendored
Normal file
916
TSE_OpenGlImpl/src/extern/imgui_impl_opengl3_loader.h
vendored
Normal file
@@ -0,0 +1,916 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// About imgui_impl_opengl3_loader.h:
|
||||
//
|
||||
// We embed our own OpenGL loader to not require user to provide their own or to have to use ours,
|
||||
// which proved to be endless problems for users.
|
||||
// Our loader is custom-generated, based on gl3w but automatically filtered to only include
|
||||
// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small.
|
||||
//
|
||||
// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY.
|
||||
// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
|
||||
//
|
||||
// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions):
|
||||
// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCLUDING 'imgui_impl_opengl3_loader.h'
|
||||
// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER.
|
||||
// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS)
|
||||
// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT.
|
||||
// BUT IF YOU REALLY WANT TO, you can '#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM' and imgui_impl_opengl3.cpp
|
||||
// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT.
|
||||
//
|
||||
// Regenerate with:
|
||||
// python3 gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
|
||||
//
|
||||
// More info:
|
||||
// https://github.com/dearimgui/gl3w_stripped
|
||||
// https://github.com/ocornut/imgui/issues/4445
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
/*
|
||||
* This file was generated with gl3w_gen.py, part of imgl3w
|
||||
* (hosted at https://github.com/dearimgui/gl3w_stripped)
|
||||
*
|
||||
* This is free and unencumbered software released into the public domain.
|
||||
*
|
||||
* Anyone is free to copy, modify, publish, use, compile, sell, or
|
||||
* distribute this software, either in source code form or as a compiled
|
||||
* binary, for any purpose, commercial or non-commercial, and by any
|
||||
* means.
|
||||
*
|
||||
* In jurisdictions that recognize copyright laws, the author or authors
|
||||
* of this software dedicate any and all copyright interest in the
|
||||
* software to the public domain. We make this dedication for the benefit
|
||||
* of the public at large and to the detriment of our heirs and
|
||||
* successors. We intend this dedication to be an overt act of
|
||||
* relinquishment in perpetuity of all present and future rights to this
|
||||
* software under copyright law.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
|
||||
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
|
||||
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
||||
* OTHER DEALINGS IN THE SOFTWARE.
|
||||
*/
|
||||
|
||||
#ifndef __gl3w_h_
|
||||
#define __gl3w_h_
|
||||
|
||||
// Adapted from KHR/khrplatform.h to avoid including entire file.
|
||||
#ifndef __khrplatform_h_
|
||||
typedef float khronos_float_t;
|
||||
typedef signed char khronos_int8_t;
|
||||
typedef unsigned char khronos_uint8_t;
|
||||
typedef signed short int khronos_int16_t;
|
||||
typedef unsigned short int khronos_uint16_t;
|
||||
#ifdef _WIN64
|
||||
typedef signed long long int khronos_intptr_t;
|
||||
typedef signed long long int khronos_ssize_t;
|
||||
#else
|
||||
typedef signed long int khronos_intptr_t;
|
||||
typedef signed long int khronos_ssize_t;
|
||||
#endif
|
||||
|
||||
#if defined(_MSC_VER) && !defined(__clang__)
|
||||
typedef signed __int64 khronos_int64_t;
|
||||
typedef unsigned __int64 khronos_uint64_t;
|
||||
#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
|
||||
#include <stdint.h>
|
||||
typedef int64_t khronos_int64_t;
|
||||
typedef uint64_t khronos_uint64_t;
|
||||
#else
|
||||
typedef signed long long khronos_int64_t;
|
||||
typedef unsigned long long khronos_uint64_t;
|
||||
#endif
|
||||
#endif // __khrplatform_h_
|
||||
|
||||
#ifndef __gl_glcorearb_h_
|
||||
#define __gl_glcorearb_h_ 1
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
/*
|
||||
** Copyright 2013-2020 The Khronos Group Inc.
|
||||
** SPDX-License-Identifier: MIT
|
||||
**
|
||||
** This header is generated from the Khronos OpenGL / OpenGL ES XML
|
||||
** API Registry. The current version of the Registry, generator scripts
|
||||
** used to make the header, and the header can be found at
|
||||
** https://github.com/KhronosGroup/OpenGL-Registry
|
||||
*/
|
||||
#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN 1
|
||||
#endif
|
||||
#include <windows.h>
|
||||
#endif
|
||||
#ifndef APIENTRY
|
||||
#define APIENTRY
|
||||
#endif
|
||||
#ifndef APIENTRYP
|
||||
#define APIENTRYP APIENTRY *
|
||||
#endif
|
||||
#ifndef GLAPI
|
||||
#define GLAPI extern
|
||||
#endif
|
||||
/* glcorearb.h is for use with OpenGL core profile implementations.
|
||||
** It should should be placed in the same directory as gl.h and
|
||||
** included as <GL/glcorearb.h>.
|
||||
**
|
||||
** glcorearb.h includes only APIs in the latest OpenGL core profile
|
||||
** implementation together with APIs in newer ARB extensions which
|
||||
** can be supported by the core profile. It does not, and never will
|
||||
** include functionality removed from the core profile, such as
|
||||
** fixed-function vertex and fragment processing.
|
||||
**
|
||||
** Do not #include both <GL/glcorearb.h> and either of <GL/gl.h> or
|
||||
** <GL/glext.h> in the same source file.
|
||||
*/
|
||||
/* Generated C header for:
|
||||
* API: gl
|
||||
* Profile: core
|
||||
* Versions considered: .*
|
||||
* Versions emitted: .*
|
||||
* Default extensions included: glcore
|
||||
* Additional extensions included: _nomatch_^
|
||||
* Extensions removed: _nomatch_^
|
||||
*/
|
||||
#ifndef GL_VERSION_1_0
|
||||
typedef void GLvoid;
|
||||
typedef unsigned int GLenum;
|
||||
|
||||
typedef khronos_float_t GLfloat;
|
||||
typedef int GLint;
|
||||
typedef int GLsizei;
|
||||
typedef unsigned int GLbitfield;
|
||||
typedef double GLdouble;
|
||||
typedef unsigned int GLuint;
|
||||
typedef unsigned char GLboolean;
|
||||
typedef khronos_uint8_t GLubyte;
|
||||
#define GL_COLOR_BUFFER_BIT 0x00004000
|
||||
#define GL_FALSE 0
|
||||
#define GL_TRUE 1
|
||||
#define GL_TRIANGLES 0x0004
|
||||
#define GL_ONE 1
|
||||
#define GL_SRC_ALPHA 0x0302
|
||||
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
|
||||
#define GL_FRONT 0x0404
|
||||
#define GL_BACK 0x0405
|
||||
#define GL_FRONT_AND_BACK 0x0408
|
||||
#define GL_POLYGON_MODE 0x0B40
|
||||
#define GL_CULL_FACE 0x0B44
|
||||
#define GL_DEPTH_TEST 0x0B71
|
||||
#define GL_STENCIL_TEST 0x0B90
|
||||
#define GL_VIEWPORT 0x0BA2
|
||||
#define GL_BLEND 0x0BE2
|
||||
#define GL_SCISSOR_BOX 0x0C10
|
||||
#define GL_SCISSOR_TEST 0x0C11
|
||||
#define GL_UNPACK_ROW_LENGTH 0x0CF2
|
||||
#define GL_PACK_ALIGNMENT 0x0D05
|
||||
#define GL_TEXTURE_2D 0x0DE1
|
||||
#define GL_UNSIGNED_BYTE 0x1401
|
||||
#define GL_UNSIGNED_SHORT 0x1403
|
||||
#define GL_UNSIGNED_INT 0x1405
|
||||
#define GL_FLOAT 0x1406
|
||||
#define GL_RGBA 0x1908
|
||||
#define GL_FILL 0x1B02
|
||||
#define GL_VENDOR 0x1F00
|
||||
#define GL_RENDERER 0x1F01
|
||||
#define GL_VERSION 0x1F02
|
||||
#define GL_EXTENSIONS 0x1F03
|
||||
#define GL_LINEAR 0x2601
|
||||
#define GL_TEXTURE_MAG_FILTER 0x2800
|
||||
#define GL_TEXTURE_MIN_FILTER 0x2801
|
||||
#define GL_TEXTURE_WRAP_S 0x2802
|
||||
#define GL_TEXTURE_WRAP_T 0x2803
|
||||
#define GL_REPEAT 0x2901
|
||||
typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);
|
||||
typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
|
||||
typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
|
||||
typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
|
||||
typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
|
||||
typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
|
||||
typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
|
||||
typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
|
||||
typedef void (APIENTRYP PFNGLFLUSHPROC) (void);
|
||||
typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
|
||||
typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
|
||||
typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
|
||||
typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);
|
||||
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
|
||||
typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
|
||||
typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
|
||||
#ifdef GL_GLEXT_PROTOTYPES
|
||||
GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode);
|
||||
GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
|
||||
GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
|
||||
GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
|
||||
GLAPI void APIENTRY glClear (GLbitfield mask);
|
||||
GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
|
||||
GLAPI void APIENTRY glDisable (GLenum cap);
|
||||
GLAPI void APIENTRY glEnable (GLenum cap);
|
||||
GLAPI void APIENTRY glFlush (void);
|
||||
GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
|
||||
GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
|
||||
GLAPI GLenum APIENTRY glGetError (void);
|
||||
GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data);
|
||||
GLAPI const GLubyte *APIENTRY glGetString (GLenum name);
|
||||
GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);
|
||||
GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
|
||||
#endif
|
||||
#endif /* GL_VERSION_1_0 */
|
||||
#ifndef GL_VERSION_1_1
|
||||
typedef khronos_float_t GLclampf;
|
||||
typedef double GLclampd;
|
||||
#define GL_TEXTURE_BINDING_2D 0x8069
|
||||
typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);
|
||||
typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
|
||||
typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);
|
||||
typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
|
||||
#ifdef GL_GLEXT_PROTOTYPES
|
||||
GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);
|
||||
GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);
|
||||
GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
|
||||
GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
|
||||
#endif
|
||||
#endif /* GL_VERSION_1_1 */
|
||||
#ifndef GL_VERSION_1_2
|
||||
#define GL_CLAMP_TO_EDGE 0x812F
|
||||
#endif /* GL_VERSION_1_2 */
|
||||
#ifndef GL_VERSION_1_3
|
||||
#define GL_TEXTURE0 0x84C0
|
||||
#define GL_ACTIVE_TEXTURE 0x84E0
|
||||
typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
|
||||
#ifdef GL_GLEXT_PROTOTYPES
|
||||
GLAPI void APIENTRY glActiveTexture (GLenum texture);
|
||||
#endif
|
||||
#endif /* GL_VERSION_1_3 */
|
||||
#ifndef GL_VERSION_1_4
|
||||
#define GL_BLEND_DST_RGB 0x80C8
|
||||
#define GL_BLEND_SRC_RGB 0x80C9
|
||||
#define GL_BLEND_DST_ALPHA 0x80CA
|
||||
#define GL_BLEND_SRC_ALPHA 0x80CB
|
||||
#define GL_FUNC_ADD 0x8006
|
||||
typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
|
||||
typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
|
||||
#ifdef GL_GLEXT_PROTOTYPES
|
||||
GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
|
||||
GLAPI void APIENTRY glBlendEquation (GLenum mode);
|
||||
#endif
|
||||
#endif /* GL_VERSION_1_4 */
|
||||
#ifndef GL_VERSION_1_5
|
||||
typedef khronos_ssize_t GLsizeiptr;
|
||||
typedef khronos_intptr_t GLintptr;
|
||||
#define GL_ARRAY_BUFFER 0x8892
|
||||
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
|
||||
#define GL_ARRAY_BUFFER_BINDING 0x8894
|
||||
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
|
||||
#define GL_STREAM_DRAW 0x88E0
|
||||
typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
|
||||
typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
|
||||
typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
|
||||
typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
|
||||
typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
|
||||
#ifdef GL_GLEXT_PROTOTYPES
|
||||
GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);
|
||||
GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);
|
||||
GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);
|
||||
GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
|
||||
GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
|
||||
#endif
|
||||
#endif /* GL_VERSION_1_5 */
|
||||
#ifndef GL_VERSION_2_0
|
||||
typedef char GLchar;
|
||||
typedef khronos_int16_t GLshort;
|
||||
typedef khronos_int8_t GLbyte;
|
||||
typedef khronos_uint16_t GLushort;
|
||||
#define GL_BLEND_EQUATION_RGB 0x8009
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
|
||||
#define GL_BLEND_EQUATION_ALPHA 0x883D
|
||||
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
|
||||
#define GL_FRAGMENT_SHADER 0x8B30
|
||||
#define GL_VERTEX_SHADER 0x8B31
|
||||
#define GL_COMPILE_STATUS 0x8B81
|
||||
#define GL_LINK_STATUS 0x8B82
|
||||
#define GL_INFO_LOG_LENGTH 0x8B84
|
||||
#define GL_CURRENT_PROGRAM 0x8B8D
|
||||
#define GL_UPPER_LEFT 0x8CA2
|
||||
typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
|
||||
typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
|
||||
typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
|
||||
typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
|
||||
typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
|
||||
typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
|
||||
typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
|
||||
typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
|
||||
typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
|
||||
typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
|
||||
typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
|
||||
typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
|
||||
typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
|
||||
typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
|
||||
typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
|
||||
typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
|
||||
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
|
||||
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer);
|
||||
typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program);
|
||||
typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
|
||||
typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
|
||||
typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
|
||||
typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
|
||||
typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
|
||||
typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
|
||||
#ifdef GL_GLEXT_PROTOTYPES
|
||||
GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
|
||||
GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader);
|
||||
GLAPI void APIENTRY glCompileShader (GLuint shader);
|
||||
GLAPI GLuint APIENTRY glCreateProgram (void);
|
||||
GLAPI GLuint APIENTRY glCreateShader (GLenum type);
|
||||
GLAPI void APIENTRY glDeleteProgram (GLuint program);
|
||||
GLAPI void APIENTRY glDeleteShader (GLuint shader);
|
||||
GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
|
||||
GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index);
|
||||
GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
|
||||
GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
|
||||
GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
|
||||
GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
|
||||
GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
|
||||
GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
|
||||
GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
|
||||
GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);
|
||||
GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer);
|
||||
GLAPI GLboolean APIENTRY glIsProgram (GLuint program);
|
||||
GLAPI void APIENTRY glLinkProgram (GLuint program);
|
||||
GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
|
||||
GLAPI void APIENTRY glUseProgram (GLuint program);
|
||||
GLAPI void APIENTRY glUniform1i (GLint location, GLint v0);
|
||||
GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
|
||||
GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
|
||||
#endif
|
||||
#endif /* GL_VERSION_2_0 */
|
||||
#ifndef GL_VERSION_2_1
|
||||
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
|
||||
#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
|
||||
#endif /* GL_VERSION_2_1 */
|
||||
#ifndef GL_VERSION_3_0
|
||||
typedef khronos_uint16_t GLhalf;
|
||||
#define GL_MAJOR_VERSION 0x821B
|
||||
#define GL_MINOR_VERSION 0x821C
|
||||
#define GL_NUM_EXTENSIONS 0x821D
|
||||
#define GL_FRAMEBUFFER_SRGB 0x8DB9
|
||||
#define GL_VERTEX_ARRAY_BINDING 0x85B5
|
||||
typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data);
|
||||
typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data);
|
||||
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);
|
||||
typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array);
|
||||
typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);
|
||||
typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);
|
||||
#ifdef GL_GLEXT_PROTOTYPES
|
||||
GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index);
|
||||
GLAPI void APIENTRY glBindVertexArray (GLuint array);
|
||||
GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays);
|
||||
GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
|
||||
#endif
|
||||
#endif /* GL_VERSION_3_0 */
|
||||
#ifndef GL_VERSION_3_1
|
||||
#define GL_VERSION_3_1 1
|
||||
#define GL_PRIMITIVE_RESTART 0x8F9D
|
||||
#endif /* GL_VERSION_3_1 */
|
||||
#ifndef GL_VERSION_3_2
|
||||
#define GL_VERSION_3_2 1
|
||||
typedef struct __GLsync *GLsync;
|
||||
typedef khronos_uint64_t GLuint64;
|
||||
typedef khronos_int64_t GLint64;
|
||||
#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
|
||||
#define GL_CONTEXT_PROFILE_MASK 0x9126
|
||||
typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
|
||||
typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);
|
||||
#ifdef GL_GLEXT_PROTOTYPES
|
||||
GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
|
||||
#endif
|
||||
#endif /* GL_VERSION_3_2 */
|
||||
#ifndef GL_VERSION_3_3
|
||||
#define GL_VERSION_3_3 1
|
||||
#define GL_SAMPLER_BINDING 0x8919
|
||||
typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
|
||||
#ifdef GL_GLEXT_PROTOTYPES
|
||||
GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);
|
||||
#endif
|
||||
#endif /* GL_VERSION_3_3 */
|
||||
#ifndef GL_VERSION_4_1
|
||||
typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data);
|
||||
typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data);
|
||||
#endif /* GL_VERSION_4_1 */
|
||||
#ifndef GL_VERSION_4_3
|
||||
typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
|
||||
#endif /* GL_VERSION_4_3 */
|
||||
#ifndef GL_VERSION_4_5
|
||||
#define GL_CLIP_ORIGIN 0x935C
|
||||
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param);
|
||||
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param);
|
||||
#endif /* GL_VERSION_4_5 */
|
||||
#ifndef GL_ARB_bindless_texture
|
||||
typedef khronos_uint64_t GLuint64EXT;
|
||||
#endif /* GL_ARB_bindless_texture */
|
||||
#ifndef GL_ARB_cl_event
|
||||
struct _cl_context;
|
||||
struct _cl_event;
|
||||
#endif /* GL_ARB_cl_event */
|
||||
#ifndef GL_ARB_clip_control
|
||||
#define GL_ARB_clip_control 1
|
||||
#endif /* GL_ARB_clip_control */
|
||||
#ifndef GL_ARB_debug_output
|
||||
typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
|
||||
#endif /* GL_ARB_debug_output */
|
||||
#ifndef GL_EXT_EGL_image_storage
|
||||
typedef void *GLeglImageOES;
|
||||
#endif /* GL_EXT_EGL_image_storage */
|
||||
#ifndef GL_EXT_direct_state_access
|
||||
typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params);
|
||||
typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params);
|
||||
typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params);
|
||||
typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param);
|
||||
typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param);
|
||||
#endif /* GL_EXT_direct_state_access */
|
||||
#ifndef GL_NV_draw_vulkan_image
|
||||
typedef void (APIENTRY *GLVULKANPROCNV)(void);
|
||||
#endif /* GL_NV_draw_vulkan_image */
|
||||
#ifndef GL_NV_gpu_shader5
|
||||
typedef khronos_int64_t GLint64EXT;
|
||||
#endif /* GL_NV_gpu_shader5 */
|
||||
#ifndef GL_NV_vertex_buffer_unified_memory
|
||||
typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result);
|
||||
#endif /* GL_NV_vertex_buffer_unified_memory */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifndef GL3W_API
|
||||
#define GL3W_API
|
||||
#endif
|
||||
|
||||
#ifndef __gl_h_
|
||||
#define __gl_h_
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
#define GL3W_OK 0
|
||||
#define GL3W_ERROR_INIT -1
|
||||
#define GL3W_ERROR_LIBRARY_OPEN -2
|
||||
#define GL3W_ERROR_OPENGL_VERSION -3
|
||||
|
||||
typedef void (*GL3WglProc)(void);
|
||||
typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc);
|
||||
|
||||
/* gl3w api */
|
||||
GL3W_API int imgl3wInit(void);
|
||||
GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc);
|
||||
GL3W_API int imgl3wIsSupported(int major, int minor);
|
||||
GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
|
||||
|
||||
/* gl3w internal state */
|
||||
union ImGL3WProcs {
|
||||
GL3WglProc ptr[59];
|
||||
struct {
|
||||
PFNGLACTIVETEXTUREPROC ActiveTexture;
|
||||
PFNGLATTACHSHADERPROC AttachShader;
|
||||
PFNGLBINDBUFFERPROC BindBuffer;
|
||||
PFNGLBINDSAMPLERPROC BindSampler;
|
||||
PFNGLBINDTEXTUREPROC BindTexture;
|
||||
PFNGLBINDVERTEXARRAYPROC BindVertexArray;
|
||||
PFNGLBLENDEQUATIONPROC BlendEquation;
|
||||
PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate;
|
||||
PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate;
|
||||
PFNGLBUFFERDATAPROC BufferData;
|
||||
PFNGLBUFFERSUBDATAPROC BufferSubData;
|
||||
PFNGLCLEARPROC Clear;
|
||||
PFNGLCLEARCOLORPROC ClearColor;
|
||||
PFNGLCOMPILESHADERPROC CompileShader;
|
||||
PFNGLCREATEPROGRAMPROC CreateProgram;
|
||||
PFNGLCREATESHADERPROC CreateShader;
|
||||
PFNGLDELETEBUFFERSPROC DeleteBuffers;
|
||||
PFNGLDELETEPROGRAMPROC DeleteProgram;
|
||||
PFNGLDELETESHADERPROC DeleteShader;
|
||||
PFNGLDELETETEXTURESPROC DeleteTextures;
|
||||
PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;
|
||||
PFNGLDETACHSHADERPROC DetachShader;
|
||||
PFNGLDISABLEPROC Disable;
|
||||
PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray;
|
||||
PFNGLDRAWELEMENTSPROC DrawElements;
|
||||
PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex;
|
||||
PFNGLENABLEPROC Enable;
|
||||
PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
|
||||
PFNGLFLUSHPROC Flush;
|
||||
PFNGLGENBUFFERSPROC GenBuffers;
|
||||
PFNGLGENTEXTURESPROC GenTextures;
|
||||
PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
|
||||
PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
|
||||
PFNGLGETERRORPROC GetError;
|
||||
PFNGLGETINTEGERVPROC GetIntegerv;
|
||||
PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
|
||||
PFNGLGETPROGRAMIVPROC GetProgramiv;
|
||||
PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
|
||||
PFNGLGETSHADERIVPROC GetShaderiv;
|
||||
PFNGLGETSTRINGPROC GetString;
|
||||
PFNGLGETSTRINGIPROC GetStringi;
|
||||
PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
|
||||
PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv;
|
||||
PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv;
|
||||
PFNGLISENABLEDPROC IsEnabled;
|
||||
PFNGLISPROGRAMPROC IsProgram;
|
||||
PFNGLLINKPROGRAMPROC LinkProgram;
|
||||
PFNGLPIXELSTOREIPROC PixelStorei;
|
||||
PFNGLPOLYGONMODEPROC PolygonMode;
|
||||
PFNGLREADPIXELSPROC ReadPixels;
|
||||
PFNGLSCISSORPROC Scissor;
|
||||
PFNGLSHADERSOURCEPROC ShaderSource;
|
||||
PFNGLTEXIMAGE2DPROC TexImage2D;
|
||||
PFNGLTEXPARAMETERIPROC TexParameteri;
|
||||
PFNGLUNIFORM1IPROC Uniform1i;
|
||||
PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
|
||||
PFNGLUSEPROGRAMPROC UseProgram;
|
||||
PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
|
||||
PFNGLVIEWPORTPROC Viewport;
|
||||
} gl;
|
||||
};
|
||||
|
||||
GL3W_API extern union ImGL3WProcs imgl3wProcs;
|
||||
|
||||
/* OpenGL functions */
|
||||
#define glActiveTexture imgl3wProcs.gl.ActiveTexture
|
||||
#define glAttachShader imgl3wProcs.gl.AttachShader
|
||||
#define glBindBuffer imgl3wProcs.gl.BindBuffer
|
||||
#define glBindSampler imgl3wProcs.gl.BindSampler
|
||||
#define glBindTexture imgl3wProcs.gl.BindTexture
|
||||
#define glBindVertexArray imgl3wProcs.gl.BindVertexArray
|
||||
#define glBlendEquation imgl3wProcs.gl.BlendEquation
|
||||
#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate
|
||||
#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate
|
||||
#define glBufferData imgl3wProcs.gl.BufferData
|
||||
#define glBufferSubData imgl3wProcs.gl.BufferSubData
|
||||
#define glClear imgl3wProcs.gl.Clear
|
||||
#define glClearColor imgl3wProcs.gl.ClearColor
|
||||
#define glCompileShader imgl3wProcs.gl.CompileShader
|
||||
#define glCreateProgram imgl3wProcs.gl.CreateProgram
|
||||
#define glCreateShader imgl3wProcs.gl.CreateShader
|
||||
#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers
|
||||
#define glDeleteProgram imgl3wProcs.gl.DeleteProgram
|
||||
#define glDeleteShader imgl3wProcs.gl.DeleteShader
|
||||
#define glDeleteTextures imgl3wProcs.gl.DeleteTextures
|
||||
#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays
|
||||
#define glDetachShader imgl3wProcs.gl.DetachShader
|
||||
#define glDisable imgl3wProcs.gl.Disable
|
||||
#define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray
|
||||
#define glDrawElements imgl3wProcs.gl.DrawElements
|
||||
#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex
|
||||
#define glEnable imgl3wProcs.gl.Enable
|
||||
#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray
|
||||
#define glFlush imgl3wProcs.gl.Flush
|
||||
#define glGenBuffers imgl3wProcs.gl.GenBuffers
|
||||
#define glGenTextures imgl3wProcs.gl.GenTextures
|
||||
#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays
|
||||
#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation
|
||||
#define glGetError imgl3wProcs.gl.GetError
|
||||
#define glGetIntegerv imgl3wProcs.gl.GetIntegerv
|
||||
#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog
|
||||
#define glGetProgramiv imgl3wProcs.gl.GetProgramiv
|
||||
#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog
|
||||
#define glGetShaderiv imgl3wProcs.gl.GetShaderiv
|
||||
#define glGetString imgl3wProcs.gl.GetString
|
||||
#define glGetStringi imgl3wProcs.gl.GetStringi
|
||||
#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation
|
||||
#define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv
|
||||
#define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv
|
||||
#define glIsEnabled imgl3wProcs.gl.IsEnabled
|
||||
#define glIsProgram imgl3wProcs.gl.IsProgram
|
||||
#define glLinkProgram imgl3wProcs.gl.LinkProgram
|
||||
#define glPixelStorei imgl3wProcs.gl.PixelStorei
|
||||
#define glPolygonMode imgl3wProcs.gl.PolygonMode
|
||||
#define glReadPixels imgl3wProcs.gl.ReadPixels
|
||||
#define glScissor imgl3wProcs.gl.Scissor
|
||||
#define glShaderSource imgl3wProcs.gl.ShaderSource
|
||||
#define glTexImage2D imgl3wProcs.gl.TexImage2D
|
||||
#define glTexParameteri imgl3wProcs.gl.TexParameteri
|
||||
#define glUniform1i imgl3wProcs.gl.Uniform1i
|
||||
#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv
|
||||
#define glUseProgram imgl3wProcs.gl.UseProgram
|
||||
#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer
|
||||
#define glViewport imgl3wProcs.gl.Viewport
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef IMGL3W_IMPL
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
#include <stdlib.h>
|
||||
|
||||
#define GL3W_ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
|
||||
|
||||
#if defined(_WIN32)
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN 1
|
||||
#endif
|
||||
#include <windows.h>
|
||||
|
||||
static HMODULE libgl;
|
||||
typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR);
|
||||
static GL3WglGetProcAddr wgl_get_proc_address;
|
||||
|
||||
static int open_libgl(void)
|
||||
{
|
||||
libgl = LoadLibraryA("opengl32.dll");
|
||||
if (!libgl)
|
||||
return GL3W_ERROR_LIBRARY_OPEN;
|
||||
wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress");
|
||||
return GL3W_OK;
|
||||
}
|
||||
|
||||
static void close_libgl(void) { FreeLibrary(libgl); }
|
||||
static GL3WglProc get_proc(const char *proc)
|
||||
{
|
||||
GL3WglProc res;
|
||||
res = (GL3WglProc)wgl_get_proc_address(proc);
|
||||
if (!res)
|
||||
res = (GL3WglProc)GetProcAddress(libgl, proc);
|
||||
return res;
|
||||
}
|
||||
#elif defined(__APPLE__)
|
||||
#include <dlfcn.h>
|
||||
|
||||
static void *libgl;
|
||||
static int open_libgl(void)
|
||||
{
|
||||
libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL);
|
||||
if (!libgl)
|
||||
return GL3W_ERROR_LIBRARY_OPEN;
|
||||
return GL3W_OK;
|
||||
}
|
||||
|
||||
static void close_libgl(void) { dlclose(libgl); }
|
||||
|
||||
static GL3WglProc get_proc(const char *proc)
|
||||
{
|
||||
GL3WglProc res;
|
||||
*(void **)(&res) = dlsym(libgl, proc);
|
||||
return res;
|
||||
}
|
||||
#else
|
||||
#include <dlfcn.h>
|
||||
|
||||
static void* libgl; // OpenGL library
|
||||
static void* libglx; // GLX library
|
||||
static void* libegl; // EGL library
|
||||
static GL3WGetProcAddressProc gl_get_proc_address;
|
||||
|
||||
static void close_libgl(void)
|
||||
{
|
||||
if (libgl) {
|
||||
dlclose(libgl);
|
||||
libgl = NULL;
|
||||
}
|
||||
if (libegl) {
|
||||
dlclose(libegl);
|
||||
libegl = NULL;
|
||||
}
|
||||
if (libglx) {
|
||||
dlclose(libglx);
|
||||
libglx = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
static int is_library_loaded(const char* name, void** lib)
|
||||
{
|
||||
*lib = dlopen(name, RTLD_LAZY | RTLD_LOCAL | RTLD_NOLOAD);
|
||||
return *lib != NULL;
|
||||
}
|
||||
|
||||
static int open_libs(void)
|
||||
{
|
||||
// On Linux we have two APIs to get process addresses: EGL and GLX.
|
||||
// EGL is supported under both X11 and Wayland, whereas GLX is X11-specific.
|
||||
|
||||
libgl = NULL;
|
||||
libegl = NULL;
|
||||
libglx = NULL;
|
||||
|
||||
// First check what's already loaded, the windowing library might have
|
||||
// already loaded either EGL or GLX and we want to use the same one.
|
||||
|
||||
if (is_library_loaded("libEGL.so.1", &libegl) ||
|
||||
is_library_loaded("libGLX.so.0", &libglx)) {
|
||||
libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);
|
||||
if (libgl)
|
||||
return GL3W_OK;
|
||||
else
|
||||
close_libgl();
|
||||
}
|
||||
|
||||
if (is_library_loaded("libGL.so", &libgl))
|
||||
return GL3W_OK;
|
||||
if (is_library_loaded("libGL.so.1", &libgl))
|
||||
return GL3W_OK;
|
||||
if (is_library_loaded("libGL.so.3", &libgl))
|
||||
return GL3W_OK;
|
||||
|
||||
// Neither is already loaded, so we have to load one. Try EGL first
|
||||
// because it is supported under both X11 and Wayland.
|
||||
|
||||
// Load OpenGL + EGL
|
||||
libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);
|
||||
libegl = dlopen("libEGL.so.1", RTLD_LAZY | RTLD_LOCAL);
|
||||
if (libgl && libegl)
|
||||
return GL3W_OK;
|
||||
else
|
||||
close_libgl();
|
||||
|
||||
// Fall back to legacy libGL, which includes GLX
|
||||
// While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983
|
||||
libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL);
|
||||
if (!libgl)
|
||||
libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
|
||||
if (!libgl)
|
||||
libgl = dlopen("libGL.so.3", RTLD_LAZY | RTLD_LOCAL);
|
||||
|
||||
if (libgl)
|
||||
return GL3W_OK;
|
||||
|
||||
return GL3W_ERROR_LIBRARY_OPEN;
|
||||
}
|
||||
|
||||
static int open_libgl(void)
|
||||
{
|
||||
int res = open_libs();
|
||||
if (res)
|
||||
return res;
|
||||
|
||||
if (libegl)
|
||||
*(void**)(&gl_get_proc_address) = dlsym(libegl, "eglGetProcAddress");
|
||||
else if (libglx)
|
||||
*(void**)(&gl_get_proc_address) = dlsym(libglx, "glXGetProcAddressARB");
|
||||
else
|
||||
*(void**)(&gl_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
|
||||
|
||||
if (!gl_get_proc_address) {
|
||||
close_libgl();
|
||||
return GL3W_ERROR_LIBRARY_OPEN;
|
||||
}
|
||||
|
||||
return GL3W_OK;
|
||||
}
|
||||
|
||||
static GL3WglProc get_proc(const char* proc)
|
||||
{
|
||||
GL3WglProc res = NULL;
|
||||
|
||||
// Before EGL version 1.5, eglGetProcAddress doesn't support querying core
|
||||
// functions and may return a dummy function if we try, so try to load the
|
||||
// function from the GL library directly first.
|
||||
if (libegl)
|
||||
*(void**)(&res) = dlsym(libgl, proc);
|
||||
|
||||
if (!res)
|
||||
res = gl_get_proc_address(proc);
|
||||
|
||||
if (!libegl && !res)
|
||||
*(void**)(&res) = dlsym(libgl, proc);
|
||||
|
||||
return res;
|
||||
}
|
||||
#endif
|
||||
|
||||
static struct { int major, minor; } version;
|
||||
|
||||
static int parse_version(void)
|
||||
{
|
||||
if (!glGetIntegerv)
|
||||
return GL3W_ERROR_INIT;
|
||||
glGetIntegerv(GL_MAJOR_VERSION, &version.major);
|
||||
glGetIntegerv(GL_MINOR_VERSION, &version.minor);
|
||||
if (version.major == 0 && version.minor == 0)
|
||||
{
|
||||
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
|
||||
if (const char* gl_version = (const char*)glGetString(GL_VERSION))
|
||||
sscanf(gl_version, "%d.%d", &version.major, &version.minor);
|
||||
}
|
||||
if (version.major < 2)
|
||||
return GL3W_ERROR_OPENGL_VERSION;
|
||||
return GL3W_OK;
|
||||
}
|
||||
|
||||
static void load_procs(GL3WGetProcAddressProc proc);
|
||||
|
||||
int imgl3wInit(void)
|
||||
{
|
||||
int res = open_libgl();
|
||||
if (res)
|
||||
return res;
|
||||
atexit(close_libgl);
|
||||
return imgl3wInit2(get_proc);
|
||||
}
|
||||
|
||||
int imgl3wInit2(GL3WGetProcAddressProc proc)
|
||||
{
|
||||
load_procs(proc);
|
||||
return parse_version();
|
||||
}
|
||||
|
||||
int imgl3wIsSupported(int major, int minor)
|
||||
{
|
||||
if (major < 2)
|
||||
return 0;
|
||||
if (version.major == major)
|
||||
return version.minor >= minor;
|
||||
return version.major >= major;
|
||||
}
|
||||
|
||||
GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); }
|
||||
|
||||
static const char *proc_names[] = {
|
||||
"glActiveTexture",
|
||||
"glAttachShader",
|
||||
"glBindBuffer",
|
||||
"glBindSampler",
|
||||
"glBindTexture",
|
||||
"glBindVertexArray",
|
||||
"glBlendEquation",
|
||||
"glBlendEquationSeparate",
|
||||
"glBlendFuncSeparate",
|
||||
"glBufferData",
|
||||
"glBufferSubData",
|
||||
"glClear",
|
||||
"glClearColor",
|
||||
"glCompileShader",
|
||||
"glCreateProgram",
|
||||
"glCreateShader",
|
||||
"glDeleteBuffers",
|
||||
"glDeleteProgram",
|
||||
"glDeleteShader",
|
||||
"glDeleteTextures",
|
||||
"glDeleteVertexArrays",
|
||||
"glDetachShader",
|
||||
"glDisable",
|
||||
"glDisableVertexAttribArray",
|
||||
"glDrawElements",
|
||||
"glDrawElementsBaseVertex",
|
||||
"glEnable",
|
||||
"glEnableVertexAttribArray",
|
||||
"glFlush",
|
||||
"glGenBuffers",
|
||||
"glGenTextures",
|
||||
"glGenVertexArrays",
|
||||
"glGetAttribLocation",
|
||||
"glGetError",
|
||||
"glGetIntegerv",
|
||||
"glGetProgramInfoLog",
|
||||
"glGetProgramiv",
|
||||
"glGetShaderInfoLog",
|
||||
"glGetShaderiv",
|
||||
"glGetString",
|
||||
"glGetStringi",
|
||||
"glGetUniformLocation",
|
||||
"glGetVertexAttribPointerv",
|
||||
"glGetVertexAttribiv",
|
||||
"glIsEnabled",
|
||||
"glIsProgram",
|
||||
"glLinkProgram",
|
||||
"glPixelStorei",
|
||||
"glPolygonMode",
|
||||
"glReadPixels",
|
||||
"glScissor",
|
||||
"glShaderSource",
|
||||
"glTexImage2D",
|
||||
"glTexParameteri",
|
||||
"glUniform1i",
|
||||
"glUniformMatrix4fv",
|
||||
"glUseProgram",
|
||||
"glVertexAttribPointer",
|
||||
"glViewport",
|
||||
};
|
||||
|
||||
GL3W_API union ImGL3WProcs imgl3wProcs;
|
||||
|
||||
static void load_procs(GL3WGetProcAddressProc proc)
|
||||
{
|
||||
size_t i;
|
||||
for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++)
|
||||
imgl3wProcs.ptr[i] = proc(proc_names[i]);
|
||||
}
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
143
TSE_OpenGlImpl/src/shader/Shader.cpp
Normal file
143
TSE_OpenGlImpl/src/shader/Shader.cpp
Normal file
@@ -0,0 +1,143 @@
|
||||
#include "GL/gl3w.h"
|
||||
#include "GL/gl.h"
|
||||
#include "Shader.hpp"
|
||||
#include "Debug.hpp"
|
||||
|
||||
TSE::uint TSE::OpenGL::Shader::activeProgramID = 0;
|
||||
|
||||
void TSE::OpenGL::Shader::Bind() const
|
||||
{
|
||||
Enable(true);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::Shader::Unbind() const
|
||||
{
|
||||
Disable(true);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::Shader::Enable(bool notify) const
|
||||
{
|
||||
activeProgramID = programID;
|
||||
glUseProgram(programID);
|
||||
if(notify) OnEnable();
|
||||
}
|
||||
|
||||
void TSE::OpenGL::Shader::Disable(bool notify) const
|
||||
{
|
||||
activeProgramID = 0;
|
||||
glUseProgram(0);
|
||||
if(notify) OnDisable();
|
||||
}
|
||||
|
||||
void TSE::OpenGL::Shader::Flush()
|
||||
{
|
||||
OnFlush();
|
||||
}
|
||||
|
||||
void TSE::OpenGL::Shader::DrawCall(int indexCount)
|
||||
{
|
||||
OnDrawCall(indexCount);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::Shader::PostDraw()
|
||||
{
|
||||
OnPostDraw();
|
||||
}
|
||||
|
||||
void TSE::OpenGL::Shader::Submit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
|
||||
{
|
||||
OnSubmit(t, target, stack, restartDrawcall, rnd);
|
||||
}
|
||||
|
||||
bool TSE::OpenGL::Shader::IsEnabled() const
|
||||
{
|
||||
return programID == activeProgramID;
|
||||
}
|
||||
|
||||
int TSE::OpenGL::Shader::packageSize()
|
||||
{
|
||||
return PackageSize;
|
||||
}
|
||||
|
||||
TSE::OpenGL::Shader::Shader(const std::vector<std::unique_ptr<ShaderPart>> &parts)
|
||||
{
|
||||
programID = glCreateProgram();
|
||||
|
||||
for (const auto& part : parts) {
|
||||
glAttachShader(programID, part->shaderPartID);
|
||||
}
|
||||
|
||||
glLinkProgram(programID);
|
||||
|
||||
int success;
|
||||
|
||||
glGetProgramiv(programID, GL_LINK_STATUS, &success);
|
||||
|
||||
if(!success)
|
||||
{
|
||||
char log[512];
|
||||
glGetProgramInfoLog(programID, 512, nullptr, log);
|
||||
TSE_ERROR(log);
|
||||
}
|
||||
|
||||
for (const auto& part : parts) {
|
||||
glDetachShader(programID, part->shaderPartID);
|
||||
}
|
||||
}
|
||||
|
||||
TSE::OpenGL::Shader::~Shader()
|
||||
{
|
||||
glDeleteProgram(programID);
|
||||
}
|
||||
|
||||
int TSE::OpenGL::Shader::GetUniformLocation(const char *name)
|
||||
{
|
||||
auto it = uniformLocations.find(name);
|
||||
if (it != uniformLocations.end()) return it->second;
|
||||
|
||||
int loc = glGetUniformLocation(programID, name);
|
||||
uniformLocations[name] = loc;
|
||||
return loc;
|
||||
}
|
||||
|
||||
void TSE::OpenGL::Shader::SetUniform(const char *name, int value)
|
||||
{
|
||||
glUniform1i(GetUniformLocation(name), value);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::Shader::SetUniform(const char *name, const int *value, const int count)
|
||||
{
|
||||
glUniform1iv(GetUniformLocation(name), count, value);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::Shader::SetUniform(const char *name, const Matrix4x4 *value)
|
||||
{
|
||||
float colmbMajor[16];
|
||||
value->ToArrayColumnMajor(colmbMajor);
|
||||
glUniformMatrix4fv(GetUniformLocation(name),1, false, colmbMajor);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::Shader::SetUniform(const char *name, float value)
|
||||
{
|
||||
glUniform1f(GetUniformLocation(name), value);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::Shader::SetUniform(const char *name, const float *value, const int count)
|
||||
{
|
||||
glUniform1fv(GetUniformLocation(name), count, value);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::Shader::SetUniform(const char *name, const Vector2 *value)
|
||||
{
|
||||
glUniform2f(GetUniformLocation(name), value->x, value->y);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::Shader::SetUniform(const char *name, const Vector3 *value)
|
||||
{
|
||||
glUniform3f(GetUniformLocation(name), value->x, value->y, value->z);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::Shader::SetUniform(const char *name, const Vector4 *value)
|
||||
{
|
||||
glUniform4f(GetUniformLocation(name), value->x, value->y, value->z, value->w);
|
||||
}
|
||||
57
TSE_OpenGlImpl/src/shader/Shader.hpp
Normal file
57
TSE_OpenGlImpl/src/shader/Shader.hpp
Normal file
@@ -0,0 +1,57 @@
|
||||
#pragma once
|
||||
|
||||
#include "ShaderPart.hpp"
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
#include "Types.hpp"
|
||||
#include "interfaces/IShader.hpp"
|
||||
#include "elements/Transformable.hpp"
|
||||
#include "TransformationStack.hpp"
|
||||
#include "interfaces/IRenderer.hpp"
|
||||
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class Shader : public IShader
|
||||
{
|
||||
private:
|
||||
static uint activeProgramID;
|
||||
uint programID;
|
||||
mutable std::unordered_map<std::string, int> uniformLocations;
|
||||
|
||||
protected:
|
||||
int PackageSize;
|
||||
virtual void OnEnable() const {};
|
||||
virtual void OnDisable() const {};
|
||||
virtual void OnFlush() {};
|
||||
virtual void OnDrawCall(int indexCount) {};
|
||||
virtual void OnPostDraw() {};
|
||||
virtual void OnSubmit(const Transformable& t, float*& target, TransformationStack& stack, void (*restartDrawcall)(IRenderer&), IRenderer& rnd) {};
|
||||
|
||||
public:
|
||||
void Bind() const override;
|
||||
void Unbind() const override;
|
||||
void Enable(bool notify = false) const;
|
||||
void Disable(bool notify = false) const;
|
||||
void Flush();
|
||||
void DrawCall(int indexCount);
|
||||
void PostDraw();
|
||||
void Submit(const Transformable& t, float*& target, TransformationStack& stack, void (*restartDrawcall)(IRenderer&), IRenderer& rnd);
|
||||
bool IsEnabled() const;
|
||||
int packageSize();
|
||||
Shader(const std::vector<std::unique_ptr<ShaderPart>>& parts);
|
||||
virtual ~Shader();
|
||||
|
||||
protected:
|
||||
int GetUniformLocation(const char* name);
|
||||
|
||||
public:
|
||||
void SetUniform(const char* name, int value) override;
|
||||
void SetUniform(const char* name, const int* value, const int count) override;
|
||||
void SetUniform(const char* name, const Matrix4x4* value) override;
|
||||
void SetUniform(const char* name, float value) override;
|
||||
void SetUniform(const char* name, const float* value, const int count) override;
|
||||
void SetUniform(const char* name, const Vector2* value) override;
|
||||
void SetUniform(const char* name, const Vector3* value) override;
|
||||
void SetUniform(const char* name, const Vector4* value) override;
|
||||
};
|
||||
} // namespace TSE::OpenGL
|
||||
49
TSE_OpenGlImpl/src/shader/ShaderPart.cpp
Normal file
49
TSE_OpenGlImpl/src/shader/ShaderPart.cpp
Normal file
@@ -0,0 +1,49 @@
|
||||
#include "GL/gl3w.h"
|
||||
#include "GL/gl.h"
|
||||
#include "ShaderPart.hpp"
|
||||
|
||||
#include "Debug.hpp"
|
||||
#include <fstream>
|
||||
#include "PathHelper.hpp"
|
||||
|
||||
void TSE::OpenGL::ShaderPart::Init(const string &str, int shaderType)
|
||||
{
|
||||
shaderPartID = glCreateShader(shaderType);
|
||||
const char * cstr = str.c_str();
|
||||
int length = str.length();
|
||||
glShaderSource(shaderPartID, 1, &cstr, &length);
|
||||
glCompileShader(shaderPartID);
|
||||
|
||||
int success;
|
||||
glGetShaderiv(shaderPartID, GL_COMPILE_STATUS, &success);
|
||||
|
||||
if(success == GL_FALSE)
|
||||
{
|
||||
int errorLength = 255;
|
||||
char* log = new char[errorLength];
|
||||
glGetShaderInfoLog(shaderPartID, errorLength, &errorLength, log);
|
||||
|
||||
TSE_ERROR(log);
|
||||
}
|
||||
}
|
||||
|
||||
TSE::OpenGL::ShaderPart::~ShaderPart()
|
||||
{
|
||||
glDeleteShader(shaderPartID);
|
||||
}
|
||||
|
||||
std::unique_ptr<TSE::OpenGL::ShaderPart> TSE::OpenGL::ShaderPart::LoadFromString(const std::string &str, int shaderType)
|
||||
{
|
||||
if (str.length() == 0) throw;
|
||||
std::unique_ptr<ShaderPart> shader = std::make_unique<ShaderPart>();
|
||||
shader->Init(str, shaderType);
|
||||
return shader;
|
||||
}
|
||||
|
||||
std::unique_ptr<TSE::OpenGL::ShaderPart> TSE::OpenGL::ShaderPart::LoadFromPath(const std::string &path, int shaderType)
|
||||
{
|
||||
std::ifstream stream;
|
||||
OpenFileReading(stream, path);
|
||||
std::string filecontent((std::istreambuf_iterator<char>(stream)), std::istreambuf_iterator<char>());
|
||||
return LoadFromString(filecontent, shaderType);
|
||||
}
|
||||
23
TSE_OpenGlImpl/src/shader/ShaderPart.hpp
Normal file
23
TSE_OpenGlImpl/src/shader/ShaderPart.hpp
Normal file
@@ -0,0 +1,23 @@
|
||||
#pragma once
|
||||
|
||||
#include "Types.hpp"
|
||||
#include <memory>
|
||||
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class ShaderPart
|
||||
{
|
||||
public:
|
||||
uint shaderPartID = 0;
|
||||
|
||||
ShaderPart() = default;
|
||||
|
||||
private:
|
||||
void Init(const string& str, int shaderType);
|
||||
|
||||
public:
|
||||
~ShaderPart();
|
||||
static std::unique_ptr<ShaderPart> LoadFromString(const std::string& str, int shaderType);
|
||||
static std::unique_ptr<ShaderPart> LoadFromPath(const std::string& path, int shaderType);
|
||||
};
|
||||
} // namespace OpenGL
|
||||
238
TSE_OpenGlImpl/src/shader/basicOrderedSpriteSetShader.cpp
Normal file
238
TSE_OpenGlImpl/src/shader/basicOrderedSpriteSetShader.cpp
Normal file
@@ -0,0 +1,238 @@
|
||||
#include "basicOrderedSpriteSetShader.hpp"
|
||||
#include "BehaviourScripts/Renderable.hpp"
|
||||
#include "BehaviourScripts/OrdererSpriteSet.hpp"
|
||||
#include "Color.hpp"
|
||||
#include "basicOrderedSpriteSetShaderGLSL.hpp"
|
||||
|
||||
using namespace TSE;
|
||||
using namespace TSE::OpenGL;
|
||||
|
||||
#define SHADER_MESH_INDEX 0
|
||||
#define SHADER_POS_INDEX 1
|
||||
#define SHADER_LAYER_HEIGHT_INDEX 2
|
||||
#define SHADER_SPRITE_INDEX 3
|
||||
#define SHADER_NORMAL_INDEX 4
|
||||
#define SHADER_SCALE_INDEX 5
|
||||
|
||||
#define SHADER_PACKAGE_SIZE sizeof(float) * (3 + 1 + 1 + 1 + 2)
|
||||
|
||||
|
||||
TSE::OpenGL::BasicOrderedSpriteSetShader* BasicOrderedSpriteSetShader::instance = nullptr;
|
||||
|
||||
TSE::OpenGL::BasicOrderedSpriteSetShader *TSE::OpenGL::BasicOrderedSpriteSetShader::Instance()
|
||||
{
|
||||
return instance;
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicOrderedSpriteSetShader::Destroy()
|
||||
{
|
||||
if(instance != nullptr)
|
||||
delete instance;
|
||||
instance = nullptr;
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicOrderedSpriteSetShader::Init(float width, float height)
|
||||
{
|
||||
std::vector<std::unique_ptr<ShaderPart>> parts;
|
||||
parts.push_back(ShaderPart::LoadFromString(vertOrderedSet, GL_VERTEX_SHADER));
|
||||
parts.push_back(ShaderPart::LoadFromString(fragOrderedSet, GL_FRAGMENT_SHADER));
|
||||
instance = new BasicOrderedSpriteSetShader(std::move(parts));
|
||||
|
||||
instance->Enable();
|
||||
int texIDs[] = { 0 };
|
||||
instance->SetUniform("atlas", 0);
|
||||
instance->Disable();
|
||||
}
|
||||
|
||||
TSE::OpenGL::BasicOrderedSpriteSetShader::BasicOrderedSpriteSetShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
|
||||
{
|
||||
PackageSize = SHADER_PACKAGE_SIZE;
|
||||
}
|
||||
|
||||
TSE::OpenGL::BasicOrderedSpriteSetShader::~BasicOrderedSpriteSetShader()
|
||||
{
|
||||
if (meshVBO) glDeleteBuffers(1, &meshVBO);
|
||||
if (meshIBO) glDeleteBuffers(1, &meshIBO);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicOrderedSpriteSetShader::SetMesh(const void *verts, int vertCount, int stride, int floatCountPerVertex, int posOffsetBytes, GLenum primitive, const void *indices, int indexCount, GLenum indexType)
|
||||
{
|
||||
GLint prevVAO = 0, prevArrayBuffer = 0, prevElementBuffer = 0;
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &prevVAO);
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prevArrayBuffer);
|
||||
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &prevElementBuffer);
|
||||
|
||||
if (!meshVBO) glGenBuffers(1, &meshVBO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, meshVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, vertCount * stride, verts, GL_STATIC_DRAW);
|
||||
|
||||
if (indices && indexCount > 0)
|
||||
{
|
||||
if (!meshIBO) glGenBuffers(1, &meshIBO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshIBO);
|
||||
GLsizeiptr idxSize =
|
||||
(indexType == GL_UNSIGNED_INT ? 4 :
|
||||
indexType == GL_UNSIGNED_SHORT? 2 : 1) * indexCount;
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idxSize, indices, GL_STATIC_DRAW);
|
||||
meshIndexCount = indexCount;
|
||||
meshIndexType = indexType;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Kein Index-Buffer
|
||||
if (meshIBO) { glDeleteBuffers(1, &meshIBO); meshIBO = 0; }
|
||||
meshIndexCount = 0;
|
||||
}
|
||||
|
||||
meshVertexCount = vertCount;
|
||||
meshStride = stride;
|
||||
meshPosOffset = posOffsetBytes;
|
||||
meshPosSize = floatCountPerVertex;
|
||||
meshPrimitive = primitive;
|
||||
meshReady = true;
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, prevArrayBuffer);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, prevElementBuffer);
|
||||
glBindVertexArray(prevVAO);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicOrderedSpriteSetShader::OnEnable() const
|
||||
{
|
||||
if (!meshReady)
|
||||
{
|
||||
// Fallback: unit-Quad als TRIANGLE_FAN (4 Vertices, 2D Positionen)
|
||||
const float quad[8] = { -0.5f,0, 0.5f,0, 0.5f,1, -0.5f,1 };
|
||||
const_cast<BasicOrderedSpriteSetShader*>(this)->SetMesh(
|
||||
quad, 4, sizeof(float)*2, 2, 0, GL_TRIANGLE_FAN
|
||||
);
|
||||
}
|
||||
|
||||
GLint prevArrayBuffer = 0;
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prevArrayBuffer);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, meshVBO);
|
||||
glEnableVertexAttribArray(SHADER_MESH_INDEX); // LOC_QUAD/pos
|
||||
glVertexAttribPointer(SHADER_MESH_INDEX, meshPosSize, GL_FLOAT, GL_FALSE, meshStride, (void*)meshPosOffset);
|
||||
glVertexAttribDivisor(SHADER_MESH_INDEX, 0); // per-vertex (Mesh)
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, prevArrayBuffer);
|
||||
|
||||
glEnableVertexAttribArray(SHADER_POS_INDEX);
|
||||
glVertexAttribPointer(SHADER_POS_INDEX, 3, GL_FLOAT, GL_FALSE, PackageSize, (void*)0);
|
||||
glVertexAttribDivisor(SHADER_POS_INDEX, 1);
|
||||
|
||||
glEnableVertexAttribArray(SHADER_LAYER_HEIGHT_INDEX);
|
||||
glVertexAttribPointer(SHADER_LAYER_HEIGHT_INDEX, 1, GL_FLOAT, GL_FALSE, PackageSize, (void*)(sizeof(float)*3));
|
||||
glVertexAttribDivisor(SHADER_LAYER_HEIGHT_INDEX, 1);
|
||||
|
||||
glEnableVertexAttribArray(SHADER_SPRITE_INDEX);
|
||||
glVertexAttribPointer(SHADER_SPRITE_INDEX, 1, GL_FLOAT, GL_FALSE, PackageSize, (void*)(sizeof(float)*4));
|
||||
glVertexAttribDivisor(SHADER_SPRITE_INDEX, 1);
|
||||
|
||||
glEnableVertexAttribArray(SHADER_NORMAL_INDEX);
|
||||
glVertexAttribPointer(SHADER_NORMAL_INDEX, 1, GL_FLOAT, GL_FALSE, PackageSize, (void*)(sizeof(float)*5));
|
||||
glVertexAttribDivisor(SHADER_NORMAL_INDEX, 1);
|
||||
|
||||
glEnableVertexAttribArray(SHADER_SCALE_INDEX);
|
||||
glVertexAttribPointer(SHADER_SCALE_INDEX, 2, GL_FLOAT, GL_FALSE, PackageSize, (void*)(sizeof(float)*6));
|
||||
glVertexAttribDivisor(SHADER_SCALE_INDEX, 1);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicOrderedSpriteSetShader::OnDisable() const
|
||||
{
|
||||
glDisableVertexAttribArray(SHADER_MESH_INDEX);
|
||||
glDisableVertexAttribArray(SHADER_POS_INDEX);
|
||||
glDisableVertexAttribArray(SHADER_LAYER_HEIGHT_INDEX);
|
||||
glDisableVertexAttribArray(SHADER_SPRITE_INDEX);
|
||||
glDisableVertexAttribArray(SHADER_NORMAL_INDEX);
|
||||
glDisableVertexAttribArray(SHADER_SCALE_INDEX);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicOrderedSpriteSetShader::OnFlush()
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, TextureID);
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicOrderedSpriteSetShader::OnDrawCall(int indexCount)
|
||||
{
|
||||
if (instanceCount <= 0) return;
|
||||
SetUniform("spriteCount", &SpriteCount);
|
||||
|
||||
GLint prevElementBuffer = 0;
|
||||
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &prevElementBuffer);
|
||||
|
||||
if (meshIBO && meshIndexCount > 0)
|
||||
{
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshIBO);
|
||||
glDrawElementsInstanced(meshPrimitive, meshIndexCount, meshIndexType, (void*)0, instanceCount);
|
||||
}
|
||||
else
|
||||
{
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
glDrawArraysInstanced(meshPrimitive, 0, meshVertexCount, instanceCount);
|
||||
}
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (GLuint)prevElementBuffer);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicOrderedSpriteSetShader::OnPostDraw()
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
instanceCount = 0;
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicOrderedSpriteSetShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
|
||||
{
|
||||
auto* r = dynamic_cast<Renderable*>(t.GetBehaviourScript(RENDERABLE));
|
||||
if (!r) return;
|
||||
|
||||
auto* tm = dynamic_cast<OrdererSpriteSet*>(t.GetBehaviourScript(ORDERERSPRITESET));
|
||||
if (!tm) return;
|
||||
|
||||
auto tileSet = tm->GetTileSet();
|
||||
TextureID = tileSet->GetTextueID();
|
||||
SpriteCount = tileSet->GetCount();
|
||||
|
||||
const std::vector<Vector2> orderedChunks = *tm->GetChunkPositionsInOrder();
|
||||
|
||||
Matrix4x4 matr = t.GetLocalMatrix();
|
||||
|
||||
stack.Push(matr);
|
||||
|
||||
for(auto chunkPos : orderedChunks)
|
||||
{
|
||||
auto chunk = tm->GetChunk(chunkPos);
|
||||
const int spriteCount = chunk->GetSpriteCount();
|
||||
const std::vector<Vector3> spritePositions = *chunk->GetOrderedPositions();
|
||||
const std::vector<Vector2i> spriteIds = *chunk->GetOrderedSpriteIds();
|
||||
const std::vector<Vector2> spriteScales = *chunk->GetOrderedScales();
|
||||
int chunkSize = chunk->GetChunksize();
|
||||
|
||||
for (int i = 0; i < spriteCount; i++)
|
||||
{
|
||||
Matrix4x4 mat = Matrix4x4::ToTranslationMatrix(chunkPos + spritePositions[i].ToVector2()) * Matrix4x4::ToRotationMatrix(Quaternion()) * Matrix4x4::ToScaleMatrix({1,1,1});
|
||||
stack.Push(mat);
|
||||
Vector3 pos = stack.Top() * Vector3(0,0,0);
|
||||
|
||||
*target++ = pos.x;
|
||||
*target++ = pos.y;
|
||||
*target++ = pos.z;
|
||||
*target++ = spritePositions[i].z;
|
||||
*target++ = spriteIds[i].x;
|
||||
*target++ = spriteIds[i].y;
|
||||
*target++ = spriteScales[i].x;
|
||||
*target++ = spriteScales[i].y;
|
||||
|
||||
++instanceCount;
|
||||
stack.Pop();
|
||||
|
||||
if(instanceCount >= 16000)
|
||||
restartDrawcall(rnd);
|
||||
}
|
||||
}
|
||||
|
||||
stack.Pop();
|
||||
restartDrawcall(rnd);
|
||||
}
|
||||
44
TSE_OpenGlImpl/src/shader/basicOrderedSpriteSetShader.hpp
Normal file
44
TSE_OpenGlImpl/src/shader/basicOrderedSpriteSetShader.hpp
Normal file
@@ -0,0 +1,44 @@
|
||||
#pragma once
|
||||
|
||||
#include "GL/gl3w.h"
|
||||
#include "GL/gl.h"
|
||||
#include "Shader.hpp"
|
||||
#include "Types.hpp"
|
||||
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class BasicOrderedSpriteSetShader : public Shader
|
||||
{
|
||||
private:
|
||||
static BasicOrderedSpriteSetShader* instance;
|
||||
mutable bool meshReady = false;
|
||||
GLuint meshVBO = 0;
|
||||
GLuint meshIBO = 0;
|
||||
GLsizei meshVertexCount = 0; // für DrawArraysInstanced
|
||||
GLsizei meshIndexCount = 0; // für DrawElementsInstanced
|
||||
GLenum meshPrimitive = GL_TRIANGLES;
|
||||
GLenum meshIndexType = GL_UNSIGNED_SHORT;
|
||||
int instanceCount = 0; // eigener Instanzzähler
|
||||
GLint meshPosSize = 2; // 2D (Billboard-Formen), für 3D Meshes: 3
|
||||
GLsizei meshStride = sizeof(float) * 2;
|
||||
size_t meshPosOffset = 0;
|
||||
GLuint TextureID;
|
||||
Vector2 SpriteCount;
|
||||
|
||||
public:
|
||||
static BasicOrderedSpriteSetShader* Instance();
|
||||
static void Destroy();
|
||||
static void Init(float width, float height);
|
||||
BasicOrderedSpriteSetShader(std::vector<std::unique_ptr<ShaderPart>>&& parts);
|
||||
~BasicOrderedSpriteSetShader();
|
||||
void SetMesh(const void* verts, int vertCount, int stride, int floatCountPerVertex, int posOffsetBytes, GLenum primitive, const void* indices = nullptr, int indexCount = 0, GLenum indexType = GL_UNSIGNED_SHORT);
|
||||
|
||||
protected:
|
||||
void OnEnable() const override;
|
||||
void OnDisable() const override;
|
||||
void OnFlush() override;
|
||||
void OnDrawCall(int indexCount) override;
|
||||
void OnPostDraw() override;
|
||||
void OnSubmit(const Transformable& t, float*& target, TransformationStack& stack, void (*restartDrawcall)(IRenderer&), IRenderer& rnd) override;
|
||||
};
|
||||
} // namespace TSE::GLFW
|
||||
@@ -0,0 +1,95 @@
|
||||
#pragma once
|
||||
|
||||
inline const char* vertOrderedSet = R"(
|
||||
#version 330 core
|
||||
|
||||
layout(location = 0) in vec2 aPos;
|
||||
|
||||
layout(location = 1) in vec3 iTilePos;
|
||||
layout(location = 2) in float height;
|
||||
layout(location = 3) in float iSpriteId;
|
||||
layout(location = 4) in float iNormalId;
|
||||
layout(location = 5) in vec2 spriteScale;
|
||||
|
||||
uniform mat4 prMatrix;
|
||||
uniform mat4 camMatrix;
|
||||
|
||||
out vec2 vUV;
|
||||
flat out int vSpriteId;
|
||||
flat out int vNormalId;
|
||||
flat out float vTileNdcY;
|
||||
flat out float layerHeight;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 local = vec3(aPos.x, aPos.y, 0);
|
||||
vec2 baseUV = aPos + vec2(0.5, 0);
|
||||
vec3 tileSize = vec3(spriteScale.x, spriteScale.y, 1);
|
||||
|
||||
vec3 worldPos = (iTilePos * tileSize) + (local * tileSize);
|
||||
|
||||
vec4 clip = prMatrix * camMatrix * vec4(worldPos, 1.0);
|
||||
gl_Position = clip;
|
||||
|
||||
vUV = baseUV;
|
||||
vSpriteId = int(iSpriteId + 0.5);
|
||||
vNormalId = int(iNormalId + 0.5);
|
||||
layerHeight = height;
|
||||
|
||||
vec3 localbottom = vec3(0.5, 0, 0);
|
||||
vec3 worldPosBottom = (iTilePos * tileSize) + (localbottom * tileSize);
|
||||
vec4 clipbottom = prMatrix * camMatrix * vec4(worldPosBottom, 1.0);
|
||||
float ndcY = clipbottom.y / clipbottom.w;
|
||||
vTileNdcY = ndcY * 0.5 + 0.5;
|
||||
}
|
||||
)";
|
||||
|
||||
inline const char* fragOrderedSet = R"(
|
||||
#version 330 core
|
||||
|
||||
in vec2 vUV;
|
||||
flat in int vSpriteId;
|
||||
flat in int vNormalId;
|
||||
flat in float vTileNdcY;
|
||||
flat in float layerHeight;
|
||||
|
||||
uniform sampler2D atlas;
|
||||
uniform vec2 spriteCount;
|
||||
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(location = 1) out vec4 FragHeight;
|
||||
layout(location = 2) out vec4 FragDepth;
|
||||
|
||||
void main()
|
||||
{
|
||||
float t = (vTileNdcY + 1.0) * 0.5 *0.8;
|
||||
FragDepth = vec4(t, 0, 0, 1.0);
|
||||
|
||||
vec2 tileUVSize = 1.0 / spriteCount;
|
||||
|
||||
int cols = int(spriteCount.x);
|
||||
int sx = vSpriteId % cols;
|
||||
int sy = vSpriteId / cols;
|
||||
|
||||
vec2 atlasOffset = vec2(float(sx), float(sy)) * tileUVSize;
|
||||
vec2 atlasUV = atlasOffset + (vUV * tileUVSize);
|
||||
vec4 c = texture(atlas, atlasUV);
|
||||
if (c.a < 0.01) discard;
|
||||
float colorScaler = 1 - ((layerHeight - 1) * -1) * 0.3;
|
||||
c = vec4(c.x * colorScaler,c.y * colorScaler,c.z * colorScaler,c.w);
|
||||
|
||||
FragColor = c;
|
||||
|
||||
if(vNormalId != -1)
|
||||
{
|
||||
int sx2 = vNormalId % cols;
|
||||
int sy2 = vNormalId / cols;
|
||||
vec2 atlasOffsetNormal = vec2(float(sx2), float(sy2)) * tileUVSize;
|
||||
vec2 atlasUVNormal = atlasOffsetNormal + (vUV * tileUVSize);
|
||||
vec4 cNormal = texture(atlas, atlasUVNormal);
|
||||
cNormal.w = layerHeight;
|
||||
|
||||
FragHeight = cNormal;
|
||||
}
|
||||
}
|
||||
)";
|
||||
190
TSE_OpenGlImpl/src/shader/basicParticleShader.cpp
Normal file
190
TSE_OpenGlImpl/src/shader/basicParticleShader.cpp
Normal file
@@ -0,0 +1,190 @@
|
||||
#include "basicParticleShader.hpp"
|
||||
#include "basicParticleShaderGLSL.hpp"
|
||||
#include "BehaviourScripts/Renderable.hpp"
|
||||
#include "BehaviourScripts/ParticleSystem.hpp"
|
||||
#include "Color.hpp"
|
||||
|
||||
#define SHADER_MESH_INDEX 0
|
||||
#define SHADER_POS_INDEX 1
|
||||
#define SHADER_SIZE_INDEX 2
|
||||
#define SHADER_ROT_INDEX 3
|
||||
#define SHADER_COLOR_INDEX 4
|
||||
|
||||
#define SHADER_PACKAGE_SIZE sizeof(float) * (3 + 1 + 1 + 4)
|
||||
|
||||
TSE::OpenGL::BasicParticleShader* TSE::OpenGL::BasicParticleShader::instance = nullptr;
|
||||
|
||||
TSE::OpenGL::BasicParticleShader *TSE::OpenGL::BasicParticleShader::Instance()
|
||||
{
|
||||
return instance;
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicParticleShader::Destroy()
|
||||
{
|
||||
if(instance != nullptr)
|
||||
delete instance;
|
||||
instance = nullptr;
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicParticleShader::Init(float width, float height)
|
||||
{
|
||||
std::vector<std::unique_ptr<ShaderPart>> parts;
|
||||
parts.push_back(ShaderPart::LoadFromString(vertPart, GL_VERTEX_SHADER));
|
||||
parts.push_back(ShaderPart::LoadFromString(fragPart, GL_FRAGMENT_SHADER));
|
||||
instance = new BasicParticleShader(std::move(parts));
|
||||
}
|
||||
|
||||
TSE::OpenGL::BasicParticleShader::BasicParticleShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
|
||||
{
|
||||
PackageSize = SHADER_PACKAGE_SIZE;
|
||||
}
|
||||
|
||||
TSE::OpenGL::BasicParticleShader::~BasicParticleShader()
|
||||
{
|
||||
if (meshVBO) glDeleteBuffers(1, &meshVBO);
|
||||
if (meshIBO) glDeleteBuffers(1, &meshIBO);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicParticleShader::SetMesh(const void *verts, int vertCount, int stride, int floatCountPerVertex, int posOffsetBytes, GLenum primitive, const void *indices, int indexCount, GLenum indexType)
|
||||
{
|
||||
GLint prevVAO = 0, prevArrayBuffer = 0, prevElementBuffer = 0;
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &prevVAO);
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prevArrayBuffer);
|
||||
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &prevElementBuffer);
|
||||
|
||||
if (!meshVBO) glGenBuffers(1, &meshVBO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, meshVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, vertCount * stride, verts, GL_STATIC_DRAW);
|
||||
|
||||
if (indices && indexCount > 0)
|
||||
{
|
||||
if (!meshIBO) glGenBuffers(1, &meshIBO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshIBO);
|
||||
GLsizeiptr idxSize =
|
||||
(indexType == GL_UNSIGNED_INT ? 4 :
|
||||
indexType == GL_UNSIGNED_SHORT? 2 : 1) * indexCount;
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idxSize, indices, GL_STATIC_DRAW);
|
||||
meshIndexCount = indexCount;
|
||||
meshIndexType = indexType;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Kein Index-Buffer
|
||||
if (meshIBO) { glDeleteBuffers(1, &meshIBO); meshIBO = 0; }
|
||||
meshIndexCount = 0;
|
||||
}
|
||||
|
||||
meshVertexCount = vertCount;
|
||||
meshStride = stride;
|
||||
meshPosOffset = posOffsetBytes;
|
||||
meshPosSize = floatCountPerVertex;
|
||||
meshPrimitive = primitive;
|
||||
meshReady = true;
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, prevArrayBuffer);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, prevElementBuffer);
|
||||
glBindVertexArray(prevVAO);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicParticleShader::OnEnable() const
|
||||
{
|
||||
if (!meshReady)
|
||||
{
|
||||
// Fallback: unit-Quad als TRIANGLE_FAN (4 Vertices, 2D Positionen)
|
||||
const float quad[8] = { -0.5f,-0.5f, 0.5f,-0.5f, 0.5f,0.5f, -0.5f,0.5f };
|
||||
const_cast<BasicParticleShader*>(this)->SetMesh(
|
||||
quad, 4, sizeof(float)*2, 2, 0, GL_TRIANGLE_FAN
|
||||
);
|
||||
}
|
||||
|
||||
GLint prevArrayBuffer = 0;
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prevArrayBuffer);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, meshVBO);
|
||||
glEnableVertexAttribArray(SHADER_MESH_INDEX); // LOC_QUAD/pos
|
||||
glVertexAttribPointer(SHADER_MESH_INDEX, meshPosSize, GL_FLOAT, GL_FALSE, meshStride, (void*)meshPosOffset);
|
||||
glVertexAttribDivisor(SHADER_MESH_INDEX, 0); // per-vertex (Mesh)
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, prevArrayBuffer);
|
||||
|
||||
// layout 1: position (vec3)
|
||||
glEnableVertexAttribArray(SHADER_POS_INDEX);
|
||||
glVertexAttribPointer(SHADER_POS_INDEX, 3, GL_FLOAT, GL_FALSE, PackageSize, (void*)0);
|
||||
glVertexAttribDivisor(SHADER_POS_INDEX, 1);
|
||||
|
||||
// layout 2: size (float)
|
||||
glEnableVertexAttribArray(SHADER_SIZE_INDEX);
|
||||
glVertexAttribPointer(SHADER_SIZE_INDEX, 1, GL_FLOAT, GL_FALSE, PackageSize, (void*)(sizeof(float)*3));
|
||||
glVertexAttribDivisor(SHADER_SIZE_INDEX, 1);
|
||||
|
||||
// layout 3: rotationRad (float)
|
||||
glEnableVertexAttribArray(SHADER_ROT_INDEX);
|
||||
glVertexAttribPointer(SHADER_ROT_INDEX, 1, GL_FLOAT, GL_FALSE, PackageSize, (void*)(sizeof(float)*4));
|
||||
glVertexAttribDivisor(SHADER_ROT_INDEX, 1);
|
||||
|
||||
// layout 4: color (vec4)
|
||||
glEnableVertexAttribArray(SHADER_COLOR_INDEX);
|
||||
glVertexAttribPointer(SHADER_COLOR_INDEX, 4, GL_FLOAT, GL_FALSE, PackageSize, (void*)(sizeof(float)*5));
|
||||
glVertexAttribDivisor(SHADER_COLOR_INDEX, 1);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicParticleShader::OnDisable() const
|
||||
{
|
||||
glDisableVertexAttribArray(SHADER_MESH_INDEX);
|
||||
glDisableVertexAttribArray(SHADER_POS_INDEX);
|
||||
glDisableVertexAttribArray(SHADER_SIZE_INDEX);
|
||||
glDisableVertexAttribArray(SHADER_ROT_INDEX);
|
||||
glDisableVertexAttribArray(SHADER_COLOR_INDEX);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicParticleShader::OnFlush()
|
||||
{
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicParticleShader::OnDrawCall(int indexCount)
|
||||
{
|
||||
if (instanceCount <= 0) return;
|
||||
|
||||
GLint prevElementBuffer = 0;
|
||||
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &prevElementBuffer);
|
||||
|
||||
if (meshIBO && meshIndexCount > 0)
|
||||
{
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshIBO);
|
||||
glDrawElementsInstanced(meshPrimitive, meshIndexCount, meshIndexType, (void*)0, instanceCount);
|
||||
}
|
||||
else
|
||||
{
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
glDrawArraysInstanced(meshPrimitive, 0, meshVertexCount, instanceCount);
|
||||
}
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (GLuint)prevElementBuffer);
|
||||
instanceCount = 0;
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicParticleShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
|
||||
{
|
||||
auto* r = dynamic_cast<Renderable*>(t.GetBehaviourScript(RENDERABLE));
|
||||
if (!r) return;
|
||||
|
||||
auto* ps = dynamic_cast<ParticleSystem*>(t.GetBehaviourScript(PARTICLESYSTEM));
|
||||
if (!ps) return;
|
||||
|
||||
const std::vector<TSE::Particle*>& particles = ps->GetParticles();
|
||||
|
||||
for(auto particle : particles)
|
||||
{
|
||||
*target++ = particle->position.x;
|
||||
*target++ = particle->position.y;
|
||||
*target++ = particle->position.z;
|
||||
*target++ = particle->size;
|
||||
*target++ = particle->rotationRad;
|
||||
*target++ = particle->color.r;
|
||||
*target++ = particle->color.g;
|
||||
*target++ = particle->color.b;
|
||||
*target++ = particle->color.a;
|
||||
|
||||
++instanceCount;
|
||||
}
|
||||
}
|
||||
41
TSE_OpenGlImpl/src/shader/basicParticleShader.hpp
Normal file
41
TSE_OpenGlImpl/src/shader/basicParticleShader.hpp
Normal file
@@ -0,0 +1,41 @@
|
||||
#pragma once
|
||||
|
||||
#include "GL/gl3w.h"
|
||||
#include "GL/gl.h"
|
||||
#include "Shader.hpp"
|
||||
#include "Types.hpp"
|
||||
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class BasicParticleShader : public Shader
|
||||
{
|
||||
private:
|
||||
static BasicParticleShader* instance;
|
||||
mutable bool meshReady = false;
|
||||
GLuint meshVBO = 0;
|
||||
GLuint meshIBO = 0;
|
||||
GLsizei meshVertexCount = 0; // für DrawArraysInstanced
|
||||
GLsizei meshIndexCount = 0; // für DrawElementsInstanced
|
||||
GLenum meshPrimitive = GL_TRIANGLES;
|
||||
GLenum meshIndexType = GL_UNSIGNED_SHORT;
|
||||
int instanceCount = 0; // eigener Instanzzähler
|
||||
GLint meshPosSize = 2; // 2D (Billboard-Formen), für 3D Meshes: 3
|
||||
GLsizei meshStride = sizeof(float) * 2;
|
||||
size_t meshPosOffset = 0;
|
||||
|
||||
public:
|
||||
static BasicParticleShader* Instance();
|
||||
static void Destroy();
|
||||
static void Init(float width, float height);
|
||||
BasicParticleShader(std::vector<std::unique_ptr<ShaderPart>>&& parts);
|
||||
~BasicParticleShader();
|
||||
void SetMesh(const void* verts, int vertCount, int stride, int floatCountPerVertex, int posOffsetBytes, GLenum primitive, const void* indices = nullptr, int indexCount = 0, GLenum indexType = GL_UNSIGNED_SHORT);
|
||||
|
||||
protected:
|
||||
void OnEnable() const override;
|
||||
void OnDisable() const override;
|
||||
void OnFlush() override;
|
||||
void OnDrawCall(int indexCount) override;
|
||||
void OnSubmit(const Transformable& t, float*& target, TransformationStack& stack, void (*restartDrawcall)(IRenderer&), IRenderer& rnd) override;
|
||||
};
|
||||
} // namespace TSE::GLFW
|
||||
101
TSE_OpenGlImpl/src/shader/basicParticleShaderGLSL.hpp
Normal file
101
TSE_OpenGlImpl/src/shader/basicParticleShaderGLSL.hpp
Normal file
@@ -0,0 +1,101 @@
|
||||
#pragma once
|
||||
|
||||
inline const char* vertPart = R"(
|
||||
#version 330 core
|
||||
|
||||
#ifndef USE_2D_BILLBOARD
|
||||
#define USE_2D_BILLBOARD 1 //2D mesh => 1 ; 3D mesh => 0
|
||||
#endif
|
||||
|
||||
// Mesh-Positions-Stream (per-vertex)
|
||||
#if USE_2D_BILLBOARD
|
||||
layout(location = 0) in vec2 meshPos; // z.B. Quad-Ecken (-0.5..0.5)
|
||||
#else
|
||||
layout(location = 0) in vec3 meshPos; // echte 3D-Mesh-Position
|
||||
#endif
|
||||
|
||||
// Instanz-Attribute
|
||||
layout(location = 1) in vec3 inPosition; // Partikelzentrum (Welt)
|
||||
layout(location = 2) in float inSize; // Uniform-Scale
|
||||
layout(location = 3) in float inRotation; // Rotation (nur im Billboard-Modus genutzt)
|
||||
layout(location = 4) in vec4 inColor; // RGBA
|
||||
|
||||
uniform mat4 prMatrix;
|
||||
uniform mat4 camMatrix;
|
||||
|
||||
out VS_OUT {
|
||||
vec4 color;
|
||||
#if USE_2D_BILLBOARD
|
||||
vec2 uv; // optional: für runde Maske im FS
|
||||
#endif
|
||||
} vs;
|
||||
|
||||
// Kameraachsen aus View-Matrix (Spalten 0/1)
|
||||
vec3 CameraRight(mat4 view) { return vec3(view[0][0], view[1][0], view[2][0]); }
|
||||
vec3 CameraUp (mat4 view) { return vec3(view[0][1], view[1][1], view[2][1]); }
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vs.color = inColor;
|
||||
|
||||
#if USE_2D_BILLBOARD
|
||||
// 2D-Rotation im Billboard-Raum
|
||||
float c = cos(inRotation);
|
||||
float s = sin(inRotation);
|
||||
vec2 q = vec2(c * meshPos.x - s * meshPos.y,
|
||||
s * meshPos.x + c * meshPos.y);
|
||||
|
||||
vec3 right = CameraRight(camMatrix);
|
||||
vec3 up = CameraUp(camMatrix);
|
||||
|
||||
// Uniform-Scaling über inSize
|
||||
vec3 worldPos = inPosition + (q.x * inSize) * right
|
||||
+ (q.y * inSize) * up;
|
||||
|
||||
// optionales UV für Kreis-Maske
|
||||
vs.uv = meshPos * 0.5 + 0.5; // falls meshPos in -1..1: nimm (meshPos*0.5+0.5)
|
||||
#else
|
||||
// echtes 3D-Mesh: nur uniform Scale + Translation
|
||||
vec3 worldPos = inPosition + meshPos * inSize;
|
||||
#endif
|
||||
|
||||
gl_Position = prMatrix * camMatrix * vec4(worldPos, 1.0);
|
||||
}
|
||||
)";
|
||||
|
||||
inline const char* fragPart = R"(
|
||||
#version 330 core
|
||||
|
||||
#ifndef USE_2D_BILLBOARD
|
||||
#define USE_2D_BILLBOARD 1
|
||||
#endif
|
||||
|
||||
// Optional runde Maske an/aus (nur sinnvoll im Billboard-Modus mit z.B. Quad)
|
||||
#ifndef USE_ROUND_MASK
|
||||
#define USE_ROUND_MASK 0
|
||||
#endif
|
||||
|
||||
in VS_OUT {
|
||||
vec4 color;
|
||||
#if USE_2D_BILLBOARD
|
||||
vec2 uv;
|
||||
#endif
|
||||
} fs;
|
||||
|
||||
layout(location = 0) out vec4 outColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
#if USE_2D_BILLBOARD && USE_ROUND_MASK
|
||||
// weiche Kreis-Maske (aus uv ~ 0..1)
|
||||
vec2 c = fs.uv * 2.0 - 1.0; // nach [-1..1]
|
||||
float r = length(c);
|
||||
if (r > 1.0) discard;
|
||||
float alpha = 1.0 - smoothstep(0.95, 1.0, r);
|
||||
outColor = vec4(fs.color.rgb, fs.color.a * alpha);
|
||||
#else
|
||||
outColor = fs.color;
|
||||
#endif
|
||||
}
|
||||
)";
|
||||
92
TSE_OpenGlImpl/src/shader/basicShader.cpp
Normal file
92
TSE_OpenGlImpl/src/shader/basicShader.cpp
Normal file
@@ -0,0 +1,92 @@
|
||||
#include "GL/gl3w.h"
|
||||
#include "GL/gl.h"
|
||||
#include "basicShader.hpp"
|
||||
|
||||
#include "basicShaderGLSL.hpp"
|
||||
#include "BehaviourScripts/Renderable.hpp"
|
||||
#include "Color.hpp"
|
||||
|
||||
#define SHADER_VERTEX_INDEX 0
|
||||
#define SHADER_COLOR_INDEX 1
|
||||
|
||||
#define SHADER_PACKAGE_SIZE sizeof(float) * (3 + 4)
|
||||
|
||||
TSE::OpenGL::BasicShader* TSE::OpenGL::BasicShader::instance = nullptr;
|
||||
|
||||
TSE::OpenGL::BasicShader *TSE::OpenGL::BasicShader::Instance()
|
||||
{
|
||||
return instance;
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicShader::Destroy()
|
||||
{
|
||||
if(instance != nullptr)
|
||||
delete instance;
|
||||
instance = nullptr;
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicShader::Init(float width, float height)
|
||||
{
|
||||
std::vector<std::unique_ptr<ShaderPart>> parts;
|
||||
parts.push_back(ShaderPart::LoadFromString(vert, GL_VERTEX_SHADER));
|
||||
parts.push_back(ShaderPart::LoadFromString(frag, GL_FRAGMENT_SHADER));
|
||||
instance = new BasicShader(std::move(parts));
|
||||
}
|
||||
|
||||
TSE::OpenGL::BasicShader::BasicShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
|
||||
{
|
||||
PackageSize = SHADER_PACKAGE_SIZE;
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicShader::OnEnable() const
|
||||
{
|
||||
glEnableVertexAttribArray(SHADER_VERTEX_INDEX);
|
||||
glVertexAttribPointer(SHADER_VERTEX_INDEX, 3, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)0);
|
||||
glEnableVertexAttribArray(SHADER_COLOR_INDEX);
|
||||
glVertexAttribPointer(SHADER_COLOR_INDEX, 4, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)(sizeof(float) * 3));
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicShader::OnDisable() const
|
||||
{
|
||||
glDisableVertexAttribArray(SHADER_VERTEX_INDEX);
|
||||
glDisableVertexAttribArray(SHADER_COLOR_INDEX);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicShader::OnFlush()
|
||||
{
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicShader::OnDrawCall(int indexCount)
|
||||
{
|
||||
glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_SHORT, NULL);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
|
||||
{
|
||||
auto* r = dynamic_cast<Renderable*>(t.GetBehaviourScript(RENDERABLE));
|
||||
if (!r) return;
|
||||
|
||||
|
||||
const Vector3* verts = r->GetVertices();
|
||||
ushort vCount = r->GetVertexCount();
|
||||
const Color color = r->GetMaterial()->GetValue<Color>("mainColor");
|
||||
Matrix4x4 matr = t.GetLocalMatrix();
|
||||
|
||||
stack.Push(matr);
|
||||
const Matrix4x4& top = stack.Top();
|
||||
|
||||
//Todo transformable.lastmatrix hier ergänzen
|
||||
|
||||
for (ushort i = 0; i < vCount; i++) {
|
||||
Vector3 p = top * verts[i];
|
||||
*target++ = p.x;
|
||||
*target++ = p.y;
|
||||
*target++ = p.z;
|
||||
*target++ = color.r;
|
||||
*target++ = color.g;
|
||||
*target++ = color.b;
|
||||
*target++ = color.a;
|
||||
}
|
||||
|
||||
stack.Pop();
|
||||
}
|
||||
25
TSE_OpenGlImpl/src/shader/basicShader.hpp
Normal file
25
TSE_OpenGlImpl/src/shader/basicShader.hpp
Normal file
@@ -0,0 +1,25 @@
|
||||
#pragma once
|
||||
|
||||
#include "Shader.hpp"
|
||||
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class BasicShader : public Shader
|
||||
{
|
||||
private:
|
||||
static BasicShader* instance;
|
||||
|
||||
public:
|
||||
static BasicShader* Instance();
|
||||
static void Destroy();
|
||||
static void Init(float width, float height);
|
||||
BasicShader(std::vector<std::unique_ptr<ShaderPart>>&& parts);
|
||||
|
||||
protected:
|
||||
void OnEnable() const override;
|
||||
void OnDisable() const override;
|
||||
void OnFlush() override;
|
||||
void OnDrawCall(int indexCount) override;
|
||||
void OnSubmit(const Transformable& t, float*& target, TransformationStack& stack, void (*restartDrawcall)(IRenderer&), IRenderer& rnd) override;
|
||||
};
|
||||
} // namespace TSE::OpenGL
|
||||
42
TSE_OpenGlImpl/src/shader/basicShaderGLSL.hpp
Normal file
42
TSE_OpenGlImpl/src/shader/basicShaderGLSL.hpp
Normal file
@@ -0,0 +1,42 @@
|
||||
#pragma once
|
||||
|
||||
|
||||
inline const char* vert = R"(
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec4 color;
|
||||
|
||||
|
||||
uniform mat4 prMatrix;
|
||||
uniform mat4 camMatrix;
|
||||
|
||||
out DATA
|
||||
{
|
||||
vec4 color_out;
|
||||
} vs_out;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = prMatrix * camMatrix * vec4(position.x, position.y, position.z, 1.0);
|
||||
vs_out.color_out = color;
|
||||
}
|
||||
)";
|
||||
|
||||
inline const char* frag = R"(
|
||||
#version 330 core
|
||||
layout (location = 0) out vec4 color;
|
||||
in DATA
|
||||
{
|
||||
vec4 color_out;
|
||||
} fs_in;
|
||||
void main()
|
||||
{
|
||||
if(fs_in.color_out.a < 0.1)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
color = fs_in.color_out;
|
||||
}
|
||||
)";
|
||||
135
TSE_OpenGlImpl/src/shader/basicTextureShader.cpp
Normal file
135
TSE_OpenGlImpl/src/shader/basicTextureShader.cpp
Normal file
@@ -0,0 +1,135 @@
|
||||
#include "GL/gl3w.h"
|
||||
#include "GL/gl.h"
|
||||
#include "basicTextureShader.hpp"
|
||||
#include "basicTextureShaderGLSL.hpp"
|
||||
#include "BehaviourScripts/Renderable.hpp"
|
||||
#include "Color.hpp"
|
||||
#include "interfaces/ITexture.hpp"
|
||||
|
||||
#define SHADER_VERTEX_INDEX 0
|
||||
#define SHADER_COLOR_INDEX 1
|
||||
#define SHADER_UV_INDEX 2
|
||||
#define SHADER_TID_INDEX 3
|
||||
|
||||
#define SHADER_PACKAGE_SIZE (sizeof(float) * (3 + 4 + 2 + 1))
|
||||
|
||||
TSE::OpenGL::BasicTextureShader* TSE::OpenGL::BasicTextureShader::instance = nullptr;
|
||||
std::map<TSE::uint, float> TSE::OpenGL::BasicTextureShader::textureSlots;
|
||||
|
||||
TSE::OpenGL::BasicTextureShader *TSE::OpenGL::BasicTextureShader::Instance()
|
||||
{
|
||||
return instance;
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicTextureShader::Destroy()
|
||||
{
|
||||
if(instance != nullptr)
|
||||
delete instance;
|
||||
instance = nullptr;
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicTextureShader::Init(float width, float height)
|
||||
{
|
||||
std::vector<std::unique_ptr<ShaderPart>> parts;
|
||||
parts.push_back(ShaderPart::LoadFromString(vertT, GL_VERTEX_SHADER));
|
||||
parts.push_back(ShaderPart::LoadFromString(fragT, GL_FRAGMENT_SHADER));
|
||||
instance = new BasicTextureShader(std::move(parts));
|
||||
|
||||
instance->Enable();
|
||||
int texIDs[] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32 };
|
||||
instance->SetUniform("textures", &texIDs[0], 33);
|
||||
instance->Disable();
|
||||
}
|
||||
|
||||
TSE::OpenGL::BasicTextureShader::BasicTextureShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
|
||||
{
|
||||
PackageSize = SHADER_PACKAGE_SIZE;
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicTextureShader::OnEnable() const
|
||||
{
|
||||
glEnableVertexAttribArray(SHADER_VERTEX_INDEX);
|
||||
glVertexAttribPointer(SHADER_VERTEX_INDEX, 3, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)0);
|
||||
glEnableVertexAttribArray(SHADER_COLOR_INDEX);
|
||||
glVertexAttribPointer(SHADER_COLOR_INDEX, 4, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)(sizeof(float) * 3));
|
||||
glEnableVertexAttribArray(SHADER_UV_INDEX);
|
||||
glVertexAttribPointer(SHADER_UV_INDEX, 2, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)(sizeof(float) * 7));
|
||||
glEnableVertexAttribArray(SHADER_TID_INDEX);
|
||||
glVertexAttribPointer(SHADER_TID_INDEX, 1, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)(sizeof(float) * 9));
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicTextureShader::OnDisable() const
|
||||
{
|
||||
glDisableVertexAttribArray(SHADER_VERTEX_INDEX);
|
||||
glDisableVertexAttribArray(SHADER_COLOR_INDEX);
|
||||
glDisableVertexAttribArray(SHADER_UV_INDEX);
|
||||
glDisableVertexAttribArray(SHADER_TID_INDEX);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicTextureShader::OnFlush()
|
||||
{
|
||||
auto it = textureSlots.begin();
|
||||
for (int i = 0; i < textureSlots.size(); i++, it++)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + i);
|
||||
glBindTexture(GL_TEXTURE_2D, it->first);
|
||||
}
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicTextureShader::OnDrawCall(int indexCount)
|
||||
{
|
||||
glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_SHORT, NULL);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicTextureShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
|
||||
{
|
||||
auto* r = dynamic_cast<Renderable*>(t.GetBehaviourScript(RENDERABLE));
|
||||
if (!r) return;
|
||||
if(!r->GetMaterial()->HasValue("mainTex")) return;
|
||||
const ITexture* tex = r->GetMaterial()->GetValue<ITexture*>("mainTex");
|
||||
float ts = 0;
|
||||
auto it = textureSlots.find(tex->GetTextureId());
|
||||
if (it != textureSlots.end())
|
||||
{
|
||||
ts = it->second;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(textureSlots.size() == 32)
|
||||
{
|
||||
restartDrawcall(rnd);
|
||||
textureSlots.clear();
|
||||
}
|
||||
textureSlots[tex->GetTextureId()] = textureSlots.size();
|
||||
ts = textureSlots[tex->GetTextureId()];
|
||||
}
|
||||
|
||||
|
||||
const Vector3* verts = r->GetVertices();
|
||||
const Vector2* uvs = r->GetUVs();
|
||||
ushort vCount = r->GetVertexCount();
|
||||
const Color color = r->GetMaterial()->GetValue<Color>("mainColor");
|
||||
Matrix4x4 matr = t.GetLocalMatrix();
|
||||
|
||||
stack.Push(matr);
|
||||
const Matrix4x4& top = stack.Top();
|
||||
|
||||
//Todo transformable.lastmatrix hier ergänzen
|
||||
|
||||
for (ushort i = 0; i < vCount; i++) {
|
||||
Vector3 p = top * verts[i];
|
||||
Vector2 uv = uvs[i];
|
||||
*target++ = p.x;
|
||||
*target++ = p.y;
|
||||
*target++ = p.z;
|
||||
*target++ = color.r;
|
||||
*target++ = color.g;
|
||||
*target++ = color.b;
|
||||
*target++ = color.a;
|
||||
*target++ = uv.x;
|
||||
*target++ = uv.y;
|
||||
*target++ = ts;
|
||||
}
|
||||
|
||||
stack.Pop();
|
||||
}
|
||||
28
TSE_OpenGlImpl/src/shader/basicTextureShader.hpp
Normal file
28
TSE_OpenGlImpl/src/shader/basicTextureShader.hpp
Normal file
@@ -0,0 +1,28 @@
|
||||
#pragma once
|
||||
|
||||
#include "Shader.hpp"
|
||||
#include "Types.hpp"
|
||||
#include <map>
|
||||
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class BasicTextureShader : public Shader
|
||||
{
|
||||
private:
|
||||
static BasicTextureShader* instance;
|
||||
static std::map<uint, float> textureSlots;
|
||||
|
||||
public:
|
||||
static BasicTextureShader* Instance();
|
||||
static void Destroy();
|
||||
static void Init(float width, float height);
|
||||
BasicTextureShader(std::vector<std::unique_ptr<ShaderPart>>&& parts);
|
||||
|
||||
protected:
|
||||
void OnEnable() const override;
|
||||
void OnDisable() const override;
|
||||
void OnFlush() override;
|
||||
void OnDrawCall(int indexCount) override;
|
||||
void OnSubmit(const Transformable& t, float*& target, TransformationStack& stack, void (*restartDrawcall)(IRenderer&), IRenderer& rnd) override;
|
||||
};
|
||||
} // namespace TSE::OpenGL
|
||||
159
TSE_OpenGlImpl/src/shader/basicTextureShaderGLSL.hpp
Normal file
159
TSE_OpenGlImpl/src/shader/basicTextureShaderGLSL.hpp
Normal file
@@ -0,0 +1,159 @@
|
||||
#pragma once
|
||||
|
||||
inline const char* vertT = R"(
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec4 color;
|
||||
layout (location = 2) in vec2 uv;
|
||||
layout (location = 3) in float tid;
|
||||
|
||||
|
||||
uniform mat4 prMatrix;
|
||||
uniform mat4 camMatrix;
|
||||
|
||||
out DATA
|
||||
{
|
||||
vec4 color_out;
|
||||
vec2 uv_out;
|
||||
float tid_out;
|
||||
} vs_out;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = prMatrix * camMatrix * vec4(position.x, position.y, position.z, 1.0);
|
||||
vs_out.color_out = color;
|
||||
vs_out.uv_out = uv;
|
||||
vs_out.tid_out = tid;
|
||||
}
|
||||
)";
|
||||
|
||||
inline const char* fragT = R"(
|
||||
#version 330 core
|
||||
layout (location = 0) out vec4 color;
|
||||
|
||||
uniform sampler2D textures[32];
|
||||
|
||||
in DATA
|
||||
{
|
||||
vec4 color_out;
|
||||
vec2 uv_out;
|
||||
float tid_out;
|
||||
} fs_in;
|
||||
void main()
|
||||
{
|
||||
vec4 texColor = vec4(0,0,0,0);
|
||||
int tid = int(fs_in.tid_out);
|
||||
switch(tid)
|
||||
{
|
||||
case 0:
|
||||
texColor = texture(textures[0], fs_in.uv_out);
|
||||
break;
|
||||
case 1:
|
||||
texColor = texture(textures[1], fs_in.uv_out);
|
||||
break;
|
||||
case 2:
|
||||
texColor = texture(textures[2], fs_in.uv_out);
|
||||
break;
|
||||
case 3:
|
||||
texColor = texture(textures[3], fs_in.uv_out);
|
||||
break;
|
||||
case 4:
|
||||
texColor = texture(textures[4], fs_in.uv_out);
|
||||
break;
|
||||
case 5:
|
||||
texColor = texture(textures[5], fs_in.uv_out);
|
||||
break;
|
||||
case 6:
|
||||
texColor = texture(textures[6], fs_in.uv_out);
|
||||
break;
|
||||
case 7:
|
||||
texColor = texture(textures[7], fs_in.uv_out);
|
||||
break;
|
||||
case 8:
|
||||
texColor = texture(textures[8], fs_in.uv_out);
|
||||
break;
|
||||
case 9:
|
||||
texColor = texture(textures[9], fs_in.uv_out);
|
||||
break;
|
||||
case 10:
|
||||
texColor = texture(textures[10], fs_in.uv_out);
|
||||
break;
|
||||
case 11:
|
||||
texColor = texture(textures[11], fs_in.uv_out);
|
||||
break;
|
||||
case 12:
|
||||
texColor = texture(textures[12], fs_in.uv_out);
|
||||
break;
|
||||
case 13:
|
||||
texColor = texture(textures[13], fs_in.uv_out);
|
||||
break;
|
||||
case 14:
|
||||
texColor = texture(textures[14], fs_in.uv_out);
|
||||
break;
|
||||
case 15:
|
||||
texColor = texture(textures[15], fs_in.uv_out);
|
||||
break;
|
||||
case 16:
|
||||
texColor = texture(textures[16], fs_in.uv_out);
|
||||
break;
|
||||
case 17:
|
||||
texColor = texture(textures[17], fs_in.uv_out);
|
||||
break;
|
||||
case 18:
|
||||
texColor = texture(textures[18], fs_in.uv_out);
|
||||
break;
|
||||
case 19:
|
||||
texColor = texture(textures[19], fs_in.uv_out);
|
||||
break;
|
||||
case 20:
|
||||
texColor = texture(textures[20], fs_in.uv_out);
|
||||
break;
|
||||
case 21:
|
||||
texColor = texture(textures[21], fs_in.uv_out);
|
||||
break;
|
||||
case 22:
|
||||
texColor = texture(textures[22], fs_in.uv_out);
|
||||
break;
|
||||
case 23:
|
||||
texColor = texture(textures[23], fs_in.uv_out);
|
||||
break;
|
||||
case 24:
|
||||
texColor = texture(textures[24], fs_in.uv_out);
|
||||
break;
|
||||
case 25:
|
||||
texColor = texture(textures[25], fs_in.uv_out);
|
||||
break;
|
||||
case 26:
|
||||
texColor = texture(textures[26], fs_in.uv_out);
|
||||
break;
|
||||
case 27:
|
||||
texColor = texture(textures[27], fs_in.uv_out);
|
||||
break;
|
||||
case 28:
|
||||
texColor = texture(textures[28], fs_in.uv_out);
|
||||
break;
|
||||
case 29:
|
||||
texColor = texture(textures[29], fs_in.uv_out);
|
||||
break;
|
||||
case 30:
|
||||
texColor = texture(textures[30], fs_in.uv_out);
|
||||
break;
|
||||
case 31:
|
||||
texColor = texture(textures[31], fs_in.uv_out);
|
||||
break;
|
||||
default:
|
||||
texColor = vec4(1,1,1,1);
|
||||
break;
|
||||
}
|
||||
vec4 res = texColor * fs_in.color_out;
|
||||
|
||||
if(res.a < 0.1)
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
color = res;
|
||||
}
|
||||
)";
|
||||
209
TSE_OpenGlImpl/src/shader/basicTileMapShader.cpp
Normal file
209
TSE_OpenGlImpl/src/shader/basicTileMapShader.cpp
Normal file
@@ -0,0 +1,209 @@
|
||||
#include "basicTileMapShader.hpp"
|
||||
#include "BehaviourScripts/Renderable.hpp"
|
||||
#include "BehaviourScripts/TileMap.hpp"
|
||||
#include "Color.hpp"
|
||||
#include "basicTileMapShaderGLSL.hpp"
|
||||
|
||||
#define SHADER_MESH_INDEX 0
|
||||
#define SHADER_POS_INDEX 1
|
||||
#define SHADER_SPRITE_INDEX 2
|
||||
|
||||
#define SHADER_PACKAGE_SIZE sizeof(float) * (3 + 1)
|
||||
|
||||
TSE::OpenGL::BasicTileMapShader* TSE::OpenGL::BasicTileMapShader::instance = nullptr;
|
||||
|
||||
TSE::OpenGL::BasicTileMapShader *TSE::OpenGL::BasicTileMapShader::Instance()
|
||||
{
|
||||
return instance;
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicTileMapShader::Destroy()
|
||||
{
|
||||
if(instance != nullptr)
|
||||
delete instance;
|
||||
instance = nullptr;
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicTileMapShader::Init(float width, float height)
|
||||
{
|
||||
std::vector<std::unique_ptr<ShaderPart>> parts;
|
||||
parts.push_back(ShaderPart::LoadFromString(vertTile, GL_VERTEX_SHADER));
|
||||
parts.push_back(ShaderPart::LoadFromString(fragTile, GL_FRAGMENT_SHADER));
|
||||
instance = new BasicTileMapShader(std::move(parts));
|
||||
|
||||
instance->Enable();
|
||||
int texIDs[] = { 0 };
|
||||
instance->SetUniform("atlas", 0);
|
||||
instance->Disable();
|
||||
}
|
||||
|
||||
TSE::OpenGL::BasicTileMapShader::BasicTileMapShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
|
||||
{
|
||||
PackageSize = SHADER_PACKAGE_SIZE;
|
||||
}
|
||||
|
||||
TSE::OpenGL::BasicTileMapShader::~BasicTileMapShader()
|
||||
{
|
||||
if (meshVBO) glDeleteBuffers(1, &meshVBO);
|
||||
if (meshIBO) glDeleteBuffers(1, &meshIBO);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicTileMapShader::SetMesh(const void *verts, int vertCount, int stride, int floatCountPerVertex, int posOffsetBytes, GLenum primitive, const void *indices, int indexCount, GLenum indexType)
|
||||
{
|
||||
GLint prevVAO = 0, prevArrayBuffer = 0, prevElementBuffer = 0;
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &prevVAO);
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prevArrayBuffer);
|
||||
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &prevElementBuffer);
|
||||
|
||||
if (!meshVBO) glGenBuffers(1, &meshVBO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, meshVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, vertCount * stride, verts, GL_STATIC_DRAW);
|
||||
|
||||
if (indices && indexCount > 0)
|
||||
{
|
||||
if (!meshIBO) glGenBuffers(1, &meshIBO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshIBO);
|
||||
GLsizeiptr idxSize =
|
||||
(indexType == GL_UNSIGNED_INT ? 4 :
|
||||
indexType == GL_UNSIGNED_SHORT? 2 : 1) * indexCount;
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, idxSize, indices, GL_STATIC_DRAW);
|
||||
meshIndexCount = indexCount;
|
||||
meshIndexType = indexType;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Kein Index-Buffer
|
||||
if (meshIBO) { glDeleteBuffers(1, &meshIBO); meshIBO = 0; }
|
||||
meshIndexCount = 0;
|
||||
}
|
||||
|
||||
meshVertexCount = vertCount;
|
||||
meshStride = stride;
|
||||
meshPosOffset = posOffsetBytes;
|
||||
meshPosSize = floatCountPerVertex;
|
||||
meshPrimitive = primitive;
|
||||
meshReady = true;
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, prevArrayBuffer);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, prevElementBuffer);
|
||||
glBindVertexArray(prevVAO);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicTileMapShader::OnEnable() const
|
||||
{
|
||||
if (!meshReady)
|
||||
{
|
||||
// Fallback: unit-Quad als TRIANGLE_FAN (4 Vertices, 2D Positionen)
|
||||
const float quad[8] = { -0.5f,-0.5f, 0.5f,-0.5f, 0.5f,0.5f, -0.5f,0.5f };
|
||||
const_cast<BasicTileMapShader*>(this)->SetMesh(
|
||||
quad, 4, sizeof(float)*2, 2, 0, GL_TRIANGLE_FAN
|
||||
);
|
||||
}
|
||||
|
||||
GLint prevArrayBuffer = 0;
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prevArrayBuffer);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, meshVBO);
|
||||
glEnableVertexAttribArray(SHADER_MESH_INDEX); // LOC_QUAD/pos
|
||||
glVertexAttribPointer(SHADER_MESH_INDEX, meshPosSize, GL_FLOAT, GL_FALSE, meshStride, (void*)meshPosOffset);
|
||||
glVertexAttribDivisor(SHADER_MESH_INDEX, 0); // per-vertex (Mesh)
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, prevArrayBuffer);
|
||||
|
||||
// layout 1: position (vec3)
|
||||
glEnableVertexAttribArray(SHADER_POS_INDEX);
|
||||
glVertexAttribPointer(SHADER_POS_INDEX, 3, GL_FLOAT, GL_FALSE, PackageSize, (void*)0);
|
||||
glVertexAttribDivisor(SHADER_POS_INDEX, 1);
|
||||
|
||||
// layout 2: spriteindex (float)
|
||||
glEnableVertexAttribArray(SHADER_SPRITE_INDEX);
|
||||
glVertexAttribPointer(SHADER_SPRITE_INDEX, 1, GL_FLOAT, GL_FALSE, PackageSize, (void*)(sizeof(float)*3));
|
||||
glVertexAttribDivisor(SHADER_SPRITE_INDEX, 1);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicTileMapShader::OnDisable() const
|
||||
{
|
||||
glDisableVertexAttribArray(SHADER_MESH_INDEX);
|
||||
glDisableVertexAttribArray(SHADER_POS_INDEX);
|
||||
glDisableVertexAttribArray(SHADER_SPRITE_INDEX);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicTileMapShader::OnFlush()
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, TextureID);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicTileMapShader::OnDrawCall(int indexCount)
|
||||
{
|
||||
if (instanceCount <= 0) return;
|
||||
SetUniform("spriteCount", &SpriteCount);
|
||||
SetUniform("spriteScale", &SpriteScale);
|
||||
|
||||
GLint prevElementBuffer = 0;
|
||||
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &prevElementBuffer);
|
||||
|
||||
if (meshIBO && meshIndexCount > 0)
|
||||
{
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshIBO);
|
||||
glDrawElementsInstanced(meshPrimitive, meshIndexCount, meshIndexType, (void*)0, instanceCount);
|
||||
}
|
||||
else
|
||||
{
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
glDrawArraysInstanced(meshPrimitive, 0, meshVertexCount, instanceCount);
|
||||
}
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (GLuint)prevElementBuffer);
|
||||
instanceCount = 0;
|
||||
}
|
||||
|
||||
void TSE::OpenGL::BasicTileMapShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
|
||||
{
|
||||
auto* r = dynamic_cast<Renderable*>(t.GetBehaviourScript(RENDERABLE));
|
||||
if (!r) return;
|
||||
|
||||
auto* tm = dynamic_cast<TileMap*>(t.GetBehaviourScript(TILE_MAP));
|
||||
if (!tm) return;
|
||||
|
||||
auto tileSet = tm->GetTileSet();
|
||||
TextureID = tileSet->GetTextueID();
|
||||
SpriteCount = tileSet->GetCount();
|
||||
SpriteScale = tm->SpriteScale;
|
||||
|
||||
const std::vector<Vector2> orderedChunks = *tm->GetChunkPositionsInOrder();
|
||||
|
||||
Matrix4x4 matr = t.GetLocalMatrix();
|
||||
|
||||
stack.Push(matr);
|
||||
|
||||
for(auto chunkPos : orderedChunks)
|
||||
{
|
||||
auto chunk = tm->GetChunk(chunkPos);
|
||||
const int spriteCount = chunk->GetSpriteCount();
|
||||
const std::vector<Vector2> spritePositions = *chunk->GetOrderedPositions();
|
||||
const std::vector<Vector2i> spriteIds = *chunk->GetOrderedSpriteIds();
|
||||
int chunkSize = chunk->GetChunksize();
|
||||
|
||||
for (int i = 0; i < spriteCount; i++)
|
||||
{
|
||||
Matrix4x4 mat = Matrix4x4::ToTranslationMatrix((chunkPos - chunk->nextLine * chunkPos.y) + spritePositions[i]) * Matrix4x4::ToRotationMatrix(Quaternion()) * Matrix4x4::ToScaleMatrix({1,1,1});
|
||||
stack.Push(mat);
|
||||
Vector3 pos = stack.Top() * Vector3(0,0,0);
|
||||
|
||||
*target++ = pos.x;
|
||||
*target++ = pos.y;
|
||||
*target++ = pos.z;
|
||||
*target++ = spriteIds[i].x;
|
||||
|
||||
++instanceCount;
|
||||
stack.Pop();
|
||||
|
||||
if(instanceCount >= 20000)
|
||||
restartDrawcall(rnd);
|
||||
}
|
||||
}
|
||||
|
||||
stack.Pop();
|
||||
restartDrawcall(rnd);
|
||||
}
|
||||
44
TSE_OpenGlImpl/src/shader/basicTileMapShader.hpp
Normal file
44
TSE_OpenGlImpl/src/shader/basicTileMapShader.hpp
Normal file
@@ -0,0 +1,44 @@
|
||||
#pragma once
|
||||
|
||||
#include "GL/gl3w.h"
|
||||
#include "GL/gl.h"
|
||||
#include "Shader.hpp"
|
||||
#include "Types.hpp"
|
||||
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class BasicTileMapShader : public Shader
|
||||
{
|
||||
private:
|
||||
static BasicTileMapShader* instance;
|
||||
mutable bool meshReady = false;
|
||||
GLuint meshVBO = 0;
|
||||
GLuint meshIBO = 0;
|
||||
GLsizei meshVertexCount = 0; // für DrawArraysInstanced
|
||||
GLsizei meshIndexCount = 0; // für DrawElementsInstanced
|
||||
GLenum meshPrimitive = GL_TRIANGLES;
|
||||
GLenum meshIndexType = GL_UNSIGNED_SHORT;
|
||||
int instanceCount = 0; // eigener Instanzzähler
|
||||
GLint meshPosSize = 2; // 2D (Billboard-Formen), für 3D Meshes: 3
|
||||
GLsizei meshStride = sizeof(float) * 2;
|
||||
size_t meshPosOffset = 0;
|
||||
GLuint TextureID;
|
||||
Vector2 SpriteCount;
|
||||
Vector2 SpriteScale;
|
||||
|
||||
public:
|
||||
static BasicTileMapShader* Instance();
|
||||
static void Destroy();
|
||||
static void Init(float width, float height);
|
||||
BasicTileMapShader(std::vector<std::unique_ptr<ShaderPart>>&& parts);
|
||||
~BasicTileMapShader();
|
||||
void SetMesh(const void* verts, int vertCount, int stride, int floatCountPerVertex, int posOffsetBytes, GLenum primitive, const void* indices = nullptr, int indexCount = 0, GLenum indexType = GL_UNSIGNED_SHORT);
|
||||
|
||||
protected:
|
||||
void OnEnable() const override;
|
||||
void OnDisable() const override;
|
||||
void OnFlush() override;
|
||||
void OnDrawCall(int indexCount) override;
|
||||
void OnSubmit(const Transformable& t, float*& target, TransformationStack& stack, void (*restartDrawcall)(IRenderer&), IRenderer& rnd) override;
|
||||
};
|
||||
} // namespace TSE::OpenGL
|
||||
60
TSE_OpenGlImpl/src/shader/basicTileMapShaderGLSL.hpp
Normal file
60
TSE_OpenGlImpl/src/shader/basicTileMapShaderGLSL.hpp
Normal file
@@ -0,0 +1,60 @@
|
||||
#pragma once
|
||||
|
||||
inline const char* vertTile = R"(
|
||||
#version 330 core
|
||||
|
||||
layout(location = 0) in vec2 aPos;
|
||||
|
||||
layout(location = 1) in vec3 iTilePos;
|
||||
layout(location = 2) in float iSpriteId;
|
||||
|
||||
uniform mat4 prMatrix;
|
||||
uniform mat4 camMatrix;
|
||||
uniform vec2 spriteCount;
|
||||
uniform vec2 spriteScale;
|
||||
|
||||
out vec2 vUV;
|
||||
flat out int vSpriteId;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 local = vec3(aPos.x, aPos.y, 0);
|
||||
vec2 baseUV = aPos + vec2(0.5);
|
||||
vec3 tileSize = vec3(spriteScale.x, spriteScale.y, 1);
|
||||
|
||||
vec3 worldPos = (iTilePos * tileSize) + (local * tileSize);
|
||||
|
||||
gl_Position = prMatrix * camMatrix * vec4(worldPos.x, worldPos.y, worldPos.z, 1.0);
|
||||
|
||||
vUV = baseUV;
|
||||
vSpriteId = int(iSpriteId + 0.5);
|
||||
}
|
||||
)";
|
||||
|
||||
inline const char* fragTile = R"(
|
||||
#version 330 core
|
||||
|
||||
in vec2 vUV;
|
||||
flat in int vSpriteId;
|
||||
|
||||
uniform sampler2D atlas;
|
||||
uniform vec2 spriteCount;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 tileUVSize = 1.0 / spriteCount;
|
||||
|
||||
int cols = int(spriteCount.x);
|
||||
int sx = vSpriteId % cols;
|
||||
int sy = vSpriteId / cols;
|
||||
|
||||
vec2 atlasOffset = vec2(float(sx), float(sy)) * tileUVSize;
|
||||
vec2 atlasUV = atlasOffset + (vUV * tileUVSize);
|
||||
vec4 c = texture(atlas, atlasUV);
|
||||
if (c.a < 0.01) discard;
|
||||
|
||||
FragColor = c;
|
||||
}
|
||||
)";
|
||||
40
TSE_OpenGlImpl/src/shader/defaultShaderHandler.cpp
Normal file
40
TSE_OpenGlImpl/src/shader/defaultShaderHandler.cpp
Normal file
@@ -0,0 +1,40 @@
|
||||
#include "defaultShaderHandler.hpp"
|
||||
#include "basicShader.hpp"
|
||||
#include "basicTextureShader.hpp"
|
||||
#include "ditheringShader.hpp"
|
||||
#include "basicParticleShader.hpp"
|
||||
#include "basicTileMapShader.hpp"
|
||||
#include "basicOrderedSpriteSetShader.hpp"
|
||||
#include "elements/ShaderRegistry.hpp"
|
||||
|
||||
void TSE::OpenGL::LoadBasicShaders(float width, float height)
|
||||
{
|
||||
BasicShader::Init(width, height);
|
||||
BasicTextureShader::Init(width, height);
|
||||
DitheringShader::Init(width, height);
|
||||
BasicParticleShader::Init(width, height);
|
||||
BasicTileMapShader::Init(width, height);
|
||||
BasicOrderedSpriteSetShader::Init(width, height);
|
||||
ShaderRegistry::SetShader("Basic Unlit Shader", BasicShader::Instance());
|
||||
ShaderRegistry::SetShader("Basic Unlit Texture Shader", BasicTextureShader::Instance());
|
||||
ShaderRegistry::SetShader("Basic Unlit Dithering Shader", DitheringShader::Instance());
|
||||
ShaderRegistry::SetShader("Basic Unlit Particle Shader", BasicParticleShader::Instance());
|
||||
ShaderRegistry::SetShader("Basic Unlit TileMap Shader", BasicTileMapShader::Instance());
|
||||
ShaderRegistry::SetShader("Basic Ordered Sprite Set Shader", BasicOrderedSpriteSetShader::Instance());
|
||||
}
|
||||
|
||||
void TSE::OpenGL::UnLoadBasicShaders()
|
||||
{
|
||||
ShaderRegistry::RemoveShader("Basic Unlit Shader");
|
||||
ShaderRegistry::RemoveShader("Basic Unlit Texture Shader");
|
||||
ShaderRegistry::RemoveShader("Basic Unlit Dithering Shader");
|
||||
ShaderRegistry::RemoveShader("Basic Unlit Particle Shader");
|
||||
ShaderRegistry::RemoveShader("Basic Unlit TileMap Shader");
|
||||
ShaderRegistry::RemoveShader("Basic Ordered Sprite Set Shader");
|
||||
BasicShader::Destroy();
|
||||
BasicTextureShader::Destroy();
|
||||
DitheringShader::Destroy();
|
||||
BasicParticleShader::Destroy();
|
||||
BasicTileMapShader::Destroy();
|
||||
BasicOrderedSpriteSetShader::Destroy();
|
||||
}
|
||||
7
TSE_OpenGlImpl/src/shader/defaultShaderHandler.hpp
Normal file
7
TSE_OpenGlImpl/src/shader/defaultShaderHandler.hpp
Normal file
@@ -0,0 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
void LoadBasicShaders(float width, float height);
|
||||
void UnLoadBasicShaders();
|
||||
} // namespace TSE::GLFW
|
||||
91
TSE_OpenGlImpl/src/shader/ditheringShader.cpp
Normal file
91
TSE_OpenGlImpl/src/shader/ditheringShader.cpp
Normal file
@@ -0,0 +1,91 @@
|
||||
#include "GL/gl3w.h"
|
||||
#include "GL/gl.h"
|
||||
#include "ditheringShader.hpp"
|
||||
#include "ditheringShaderGLSL.hpp"
|
||||
#include "BehaviourScripts/Renderable.hpp"
|
||||
#include "Color.hpp"
|
||||
|
||||
#define SHADER_VERTEX_INDEX 0
|
||||
#define SHADER_COLOR_INDEX 1
|
||||
|
||||
#define SHADER_PACKAGE_SIZE sizeof(float) * (3 + 4)
|
||||
|
||||
TSE::OpenGL::DitheringShader* TSE::OpenGL::DitheringShader::instance = nullptr;
|
||||
|
||||
TSE::OpenGL::DitheringShader *TSE::OpenGL::DitheringShader::Instance()
|
||||
{
|
||||
return instance;
|
||||
}
|
||||
|
||||
void TSE::OpenGL::DitheringShader::Destroy()
|
||||
{
|
||||
if(instance != nullptr)
|
||||
delete instance;
|
||||
instance = nullptr;
|
||||
}
|
||||
|
||||
void TSE::OpenGL::DitheringShader::Init(float width, float height)
|
||||
{
|
||||
std::vector<std::unique_ptr<ShaderPart>> parts;
|
||||
parts.push_back(ShaderPart::LoadFromString(vertD, GL_VERTEX_SHADER));
|
||||
parts.push_back(ShaderPart::LoadFromString(fragD, GL_FRAGMENT_SHADER));
|
||||
instance = new DitheringShader(std::move(parts));
|
||||
}
|
||||
|
||||
TSE::OpenGL::DitheringShader::DitheringShader(std::vector<std::unique_ptr<ShaderPart>> &&parts) : Shader(parts)
|
||||
{
|
||||
PackageSize = SHADER_PACKAGE_SIZE;
|
||||
}
|
||||
|
||||
void TSE::OpenGL::DitheringShader::OnEnable() const
|
||||
{
|
||||
glEnableVertexAttribArray(SHADER_VERTEX_INDEX);
|
||||
glVertexAttribPointer(SHADER_VERTEX_INDEX, 3, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)0);
|
||||
glEnableVertexAttribArray(SHADER_COLOR_INDEX);
|
||||
glVertexAttribPointer(SHADER_COLOR_INDEX, 4, GL_FLOAT, false, SHADER_PACKAGE_SIZE, (void*)(sizeof(float) * 3));
|
||||
}
|
||||
|
||||
void TSE::OpenGL::DitheringShader::OnDisable() const
|
||||
{
|
||||
glDisableVertexAttribArray(SHADER_VERTEX_INDEX);
|
||||
glDisableVertexAttribArray(SHADER_COLOR_INDEX);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::DitheringShader::OnFlush()
|
||||
{
|
||||
}
|
||||
|
||||
void TSE::OpenGL::DitheringShader::OnDrawCall(int indexCount)
|
||||
{
|
||||
glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_SHORT, NULL);
|
||||
}
|
||||
|
||||
void TSE::OpenGL::DitheringShader::OnSubmit(const Transformable &t, float *&target, TransformationStack &stack, void (*restartDrawcall)(IRenderer &), IRenderer &rnd)
|
||||
{
|
||||
auto* r = dynamic_cast<Renderable*>(t.GetBehaviourScript(RENDERABLE));
|
||||
if (!r) return;
|
||||
|
||||
|
||||
const Vector3* verts = r->GetVertices();
|
||||
ushort vCount = r->GetVertexCount();
|
||||
const Color color = r->GetMaterial()->GetValue<Color>("mainColor");
|
||||
Matrix4x4 matr = t.GetLocalMatrix();
|
||||
|
||||
stack.Push(matr);
|
||||
const Matrix4x4& top = stack.Top();
|
||||
|
||||
//Todo transformable.lastmatrix hier ergänzen
|
||||
|
||||
for (ushort i = 0; i < vCount; i++) {
|
||||
Vector3 p = top * verts[i];
|
||||
*target++ = p.x;
|
||||
*target++ = p.y;
|
||||
*target++ = p.z;
|
||||
*target++ = color.r;
|
||||
*target++ = color.g;
|
||||
*target++ = color.b;
|
||||
*target++ = color.a;
|
||||
}
|
||||
|
||||
stack.Pop();
|
||||
}
|
||||
25
TSE_OpenGlImpl/src/shader/ditheringShader.hpp
Normal file
25
TSE_OpenGlImpl/src/shader/ditheringShader.hpp
Normal file
@@ -0,0 +1,25 @@
|
||||
#pragma once
|
||||
|
||||
#include "Shader.hpp"
|
||||
|
||||
namespace TSE::OpenGL
|
||||
{
|
||||
class DitheringShader : public Shader
|
||||
{
|
||||
private:
|
||||
static DitheringShader* instance;
|
||||
|
||||
public:
|
||||
static DitheringShader* Instance();
|
||||
static void Destroy();
|
||||
static void Init(float width, float height);
|
||||
DitheringShader(std::vector<std::unique_ptr<ShaderPart>>&& parts);
|
||||
|
||||
protected:
|
||||
void OnEnable() const override;
|
||||
void OnDisable() const override;
|
||||
void OnFlush() override;
|
||||
void OnDrawCall(int indexCount) override;
|
||||
void OnSubmit(const Transformable& t, float*& target, TransformationStack& stack, void (*restartDrawcall)(IRenderer&), IRenderer& rnd) override;
|
||||
};
|
||||
} // namespace TSE::OpenGL
|
||||
80
TSE_OpenGlImpl/src/shader/ditheringShaderGLSL.hpp
Normal file
80
TSE_OpenGlImpl/src/shader/ditheringShaderGLSL.hpp
Normal file
@@ -0,0 +1,80 @@
|
||||
#pragma once
|
||||
|
||||
|
||||
inline const char* vertD = R"(
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec4 color;
|
||||
|
||||
uniform mat4 prMatrix;
|
||||
uniform mat4 camMatrix;
|
||||
|
||||
out DATA
|
||||
{
|
||||
vec4 color_out;
|
||||
} vs_out;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = prMatrix * camMatrix * vec4(position, 1.0);
|
||||
vs_out.color_out = color;
|
||||
}
|
||||
)";
|
||||
|
||||
inline const char* fragD = R"(
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) out vec4 color;
|
||||
|
||||
in DATA
|
||||
{
|
||||
vec4 color_out;
|
||||
} fs_in;
|
||||
|
||||
// 8x8 Bayer-Matrix (0..63), als Schwellwerttabelle
|
||||
float bayer8(vec2 fragXY)
|
||||
{
|
||||
int x = int(mod(fragXY.x, 8.0));
|
||||
int y = int(mod(fragXY.y, 8.0));
|
||||
int idx = x + y * 8;
|
||||
|
||||
// Werte aus klassischer 8x8 Ordered-Dithering-Matrix
|
||||
int m[64] = int[64](
|
||||
0, 48, 12, 60, 3, 51, 15, 63,
|
||||
32, 16, 44, 28, 35, 19, 47, 31,
|
||||
8, 56, 4, 52, 11, 59, 7, 55,
|
||||
40, 24, 36, 20, 43, 27, 39, 23,
|
||||
2, 50, 14, 62, 1, 49, 13, 61,
|
||||
34, 18, 46, 30, 33, 17, 45, 29,
|
||||
10, 58, 6, 54, 9, 57, 5, 53,
|
||||
42, 26, 38, 22, 41, 25, 37, 21
|
||||
);
|
||||
|
||||
// +0.5, damit die Schwellen mittig zwischen Stufen liegen
|
||||
return (float(m[idx]) + 0.5) / 64.0;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 c = fs_in.color_out;
|
||||
|
||||
// alpha == 0 -> nichts rendern
|
||||
if (c.a <= 0.0)
|
||||
discard;
|
||||
|
||||
// Für alpha < 1 verwenden wir Ordered Dithering
|
||||
if (c.a < 1.0)
|
||||
{
|
||||
float threshold = bayer8(gl_FragCoord.xy);
|
||||
// ist der Schwellenwert größer als alpha? -> Pixel auslassen
|
||||
if (threshold > c.a)
|
||||
discard;
|
||||
}
|
||||
|
||||
// Wenn wir bis hier nicht verworfen haben, zeichnen wir den Pixel.
|
||||
// Typischerweise setzt man die ausgegebene Alpha dann auf 1.0,
|
||||
// weil die Transparenz bereits über das Dithering realisiert wurde.
|
||||
color = vec4(c.rgb, 1.0);
|
||||
}
|
||||
)";
|
||||
Reference in New Issue
Block a user