implemented SDL3 as an option for window manager

This commit is contained in:
2026-03-23 19:00:56 +01:00
parent 226f60e9ae
commit a596028ed9
152 changed files with 84309 additions and 247 deletions

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#pragma once
#include "BehaviourScripts/Camera.hpp"
#include "GL/gl3w.h"
#include "GL/gl.h"
namespace TSE::OpenGL
{
class CameraHelperOpenGL : public ICameraHelper
{
public:
inline void OnRenderTargetChanged(float width, float height) override
{
glViewport(0, 0, width, height);
};
};
} // namespace TSE::OpenGL

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#include "DefaultRendererOpenGL.hpp"
#include "BehaviourScripts/Camera.hpp"
#include "BehaviourScripts/Renderable.hpp"
#include "Debug.hpp"
#define RENDERER_MAX_SPRITES 20000
#define RENDERER_MAX_INDECIES 60000
TSE::OpenGL::DefaultRendererOpenGL::DefaultRendererOpenGL(Shader &shader)
{
iboData = new ushort[RENDERER_MAX_INDECIES];
InitShader(shader, true);
}
TSE::OpenGL::DefaultRendererOpenGL::~DefaultRendererOpenGL()
{
if(vao != 0)
glDeleteVertexArrays(1, &vao);
delete[] iboData;
delete ibo;
}
void TSE::OpenGL::DefaultRendererOpenGL::InitShader(Shader &s, bool init)
{
if(!init) End();
if(vao != 0)
{
glDeleteVertexArrays(1, &vao);
vao = 0;
}
s.Enable();
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
vbo.Bind();
int RENDERER_SPRITE_SIZE = s.packageSize() * 3;
int RENDERER_BUFFER_SIZE = RENDERER_SPRITE_SIZE * RENDERER_MAX_SPRITES;
vbo.SetData(RENDERER_BUFFER_SIZE, nullptr, GL_DYNAMIC_DRAW);
s.Enable(true);
vbo.Unbind();
glBindVertexArray(0);
lastShader = &s;
if(!init) Begin();
}
void TSE::OpenGL::DefaultRendererOpenGL::End()
{
glUnmapBuffer(GL_ARRAY_BUFFER);
vbo.Unbind();
}
void TSE::OpenGL::DefaultRendererOpenGL::Flush()
{
lastShader->Flush();
glBindVertexArray(vao);
bool ibobound = false;
if(!CreateIbo())
{
ibo->Bind();
ibobound = true;
}
for (int i = 0; i < camerasToRenderWith.size(); i++)
{
camerasToRenderWith[i]->PreDraw(lastShader);
lastShader->DrawCall(indexCount);
camerasToRenderWith[i]->PostDraw();
}
lastShader->PostDraw();
if(ibobound)
{
ibo->Unbind();
}
glBindVertexArray(0);
indexCount = 0;
iboOffset = 0;
}
void TSE::OpenGL::DefaultRendererOpenGL::Begin()
{
vbo.Bind();
bufferPointer = (float*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
}
void TSE::OpenGL::DefaultRendererOpenGL::Submit(const Transformable &trans, TransformationStack &stack)
{
Submit(trans, (IShader*)lastShader, stack);
}
void TSE::OpenGL::DefaultRendererOpenGL::Submit(const Transformable &trans, IShader *shader, TransformationStack &stack)
{
Shader* s = dynamic_cast<Shader*>(shader);
if(lastShader == nullptr) InitShader(*s, true);
if(!s->IsEnabled())
{
if(indexCount != 0)
{
End();
Flush();
Begin();
}
lastShader->Disable();
InitShader(*s);
}
auto* r = dynamic_cast<Renderable*>(trans.GetBehaviourScript(RENDERABLE));
const std::vector<ushort> indecies = r->GetIndices();
if(indexCount + indecies.size() > RENDERER_MAX_INDECIES)
{
End();
Flush();
Begin();
}
int i = 0;
for(ushort index : indecies)
{
iboData[indexCount + i++] = index + iboOffset;
}
iboOffset += r->GetVertexCount();
indexCount += indecies.size();
lastShader->Submit(trans, bufferPointer, stack, Redraw, *this);
}
void TSE::OpenGL::DefaultRendererOpenGL::Redraw(IRenderer &rnd)
{
rnd.End();
rnd.Flush();
rnd.Begin();
}
bool TSE::OpenGL::DefaultRendererOpenGL::CreateIbo()
{
if(indexCount == 0) return true;
if(ibo != nullptr)
{
ibo->WriteData(iboData, indexCount);
}
else
{
ibo = new IndexBuffer(iboData, indexCount);
}
return false;
}

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#pragma once
#include "shader/Shader.hpp"
#include "buffer/VertexBuffer.hpp"
#include "buffer/IndexBuffer.hpp"
#include "interfaces/IRenderer.hpp"
#include <vector>
namespace TSE::OpenGL
{
class DefaultRendererOpenGL : public IRenderer
{
private:
uint vao = 0;
VertexBuffer vbo;
Shader* lastShader;
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
ushort* iboData;
int indexCount = 0;
ushort iboOffset = 0;
float* bufferPointer;
ushort* indexBufferPointer;
public:
DefaultRendererOpenGL(Shader& shader);
~DefaultRendererOpenGL();
void InitShader(Shader& s, bool init = false);
void End() override;
void Flush() override;
void Begin() override;
void Submit(const Transformable& trans, TransformationStack& stack) override;
void Submit(const Transformable& trans, IShader* shader, TransformationStack& stack) override;
private:
static void Redraw(IRenderer& rnd);
bool CreateIbo();
};
} // namespace TSE::OpenGL

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#include "GL/gl3w.h"
#include "GL/gl.h"
#include "OpenGLRenderingBackend.hpp"
#include "Debug.hpp"
#include "imgui/imgui.h"
#include "extern/imgui_impl_opengl3.h"
#include "PathHelper.hpp"
#include "elements/Texture.hpp"
#include "TextureHelperOpenGL.hpp"
#include "interfaces/IRenderer.hpp"
#include "BehaviourScripts/Camera.hpp"
#include "RenderTextureCreatorOpenGL.hpp"
#include "CameraHelperOpenGL.hpp"
#include "WindowManager.hpp"
#if defined(TSE_GLFW)
#include "GLFW/glfw3.h"
#include "WindowGlfw.hpp"
#include "extern/imgui_impl_glfw.h"
using namespace TSE::GLFW;
#elif defined(TSE_SDL3)
#include "SDL3/SDL.h"
#include "WindowSdl3.hpp"
#include "extern/imgui_impl_sdl3.h"
using namespace TSE::SDL3;
#endif
TSE::OpenGL::OpenGLRenderingBackend::OpenGLRenderingBackend(Color _backgroundColor, bool _vsync)
: OpenGLRenderingBackend(_backgroundColor, _vsync, 0, false){ }
TSE::OpenGL::OpenGLRenderingBackend::OpenGLRenderingBackend(Color _backgroundColor, bool _vsync, int _samples, bool _useseImGui)
{
backgroundColor = _backgroundColor;
vsync = _vsync;
samples = _samples;
useseImGui = _useseImGui;
}
TSE::OpenGL::OpenGLRenderingBackend::~OpenGLRenderingBackend()
{
if(useseImGui)
{
ImGui_ImplOpenGL3_Shutdown();
#if defined(TSE_GLFW)
ImGui_ImplGlfw_Shutdown();
#elif defined(TSE_SDL3)
ImGui_ImplSDL3_Shutdown();
#endif
ImGui::DestroyContext();
}
}
void TSE::OpenGL::OpenGLRenderingBackend::InitPreWindow()
{
IRenderTexture::factory = new RenderTextureCreatorOpenGL();
Texture::helper = new TextureHelperOpenGL();
Camera::helper = new CameraHelperOpenGL();
#if defined(TSE_GLFW)
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, TSE_OPENGL_VERSION_MAJOR);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, TSE_OPENGL_VERSION_MINOR);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_SAMPLES, samples);
#elif defined(TSE_SDL3)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, TSE_OPENGL_VERSION_MAJOR);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, TSE_OPENGL_VERSION_MINOR);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, samples);
#endif
}
bool TSE::OpenGL::OpenGLRenderingBackend::InitPostWindow()
{
#if defined(TSE_GLFW)
WindowGlfw* wnd = static_cast<WindowGlfw*>(window);
glfwMakeContextCurrent(wnd->window);
#elif defined(TSE_SDL3)
WindowSdl3* wnd = static_cast<WindowSdl3*>(window);
wnd->context = SDL_GL_CreateContext(wnd->window);
SDL_GL_MakeCurrent(wnd->window, wnd->context);
#endif
if(gl3wInit())
{
Debug::Log("Failed to initialize gl3w.");
return false;
}
if(!gl3wIsSupported(TSE_OPENGL_VERSION_MAJOR, TSE_OPENGL_VERSION_MINOR))
{
Debug::Log("gl3w dose not support the selected version of OpenGL.");
return false;
}
#if defined(TSE_GLFW)
if(vsync) glfwSwapInterval(1);
else glfwSwapInterval(0);
#elif defined(TSE_SDL3)
if(vsync)
{
if(!SDL_GL_SetSwapInterval(-1))
SDL_GL_SetSwapInterval(1);
}
else SDL_GL_SetSwapInterval(0);
#endif
Debug::Log("OpenGL:" + std::string((const char*)glGetString(GL_VERSION)));
Debug::Log("GLSL:" + std::string((const char*)glGetString(GL_SHADING_LANGUAGE_VERSION)));
glEnable(GL_BLEND);
glClearDepth(0.0);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_GEQUAL);
glEnable(GL_MULTISAMPLE);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glFrontFace(GL_CW);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(backgroundColor.r, backgroundColor.g, backgroundColor.b, backgroundColor.a);
glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
return true;
}
std::string imguiIniPath;
bool TSE::OpenGL::OpenGLRenderingBackend::InitEnd()
{
if(useseImGui)
{
GetAppDataPath(imguiIniPath);
imguiIniPath += "/UI.cfg";
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
io.IniFilename = imguiIniPath.c_str();
ImGui::StyleColorsDark();
#if defined(TSE_GLFW)
WindowGlfw* wnd = static_cast<WindowGlfw*>(window);
wnd->useImGui = true;
ImGui_ImplGlfw_InitForOpenGL(wnd->window, true);
#elif defined(TSE_SDL3)
WindowSdl3* wnd = static_cast<WindowSdl3*>(window);
wnd->useImGui = true;
ImGui_ImplSDL3_InitForOpenGL(wnd->window, wnd->context);
#endif
ImGui_ImplOpenGL3_Init("#version 130");
Debug::Log("ImGui:" + std::string(ImGui::GetVersion()));
}
return true;
}
void TSE::OpenGL::OpenGLRenderingBackend::onResize(int width, int height)
{
glViewport(0,0,width, height);
}
void TSE::OpenGL::OpenGLRenderingBackend::onUpdate() const
{
int error = glGetError();
if(error != GL_NO_ERROR)
{
Debug::Log("OpenGL Error: " + std::to_string(error));
}
#if defined(TSE_GLFW)
WindowGlfw* wnd = static_cast<WindowGlfw*>(window);
#elif defined(TSE_SDL3)
WindowSdl3* wnd = static_cast<WindowSdl3*>(window);
#endif
if(useseImGui)
{
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
if(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
#if defined(TSE_GLFW)
GLFWwindow* backup_current_context = glfwGetCurrentContext();
#elif defined(TSE_SDL3)
SDL_GLContext backup_current_context = SDL_GL_GetCurrentContext();
#endif
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
#if defined(TSE_GLFW)
glfwMakeContextCurrent(backup_current_context);
#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();
IRenderer::camerasToRenderWith[i]->UpdateRenderTarget();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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();
}
}
void TSE::OpenGL::OpenGLRenderingBackend::onClearDepthBuffer() const
{
for (int i = 0; i < IRenderer::camerasToRenderWith.size(); i++)
{
IRenderer::camerasToRenderWith[i]->Bind();
glClear(GL_DEPTH_BUFFER_BIT);
IRenderer::camerasToRenderWith[i]->Unbind();
}
glClear(GL_DEPTH_BUFFER_BIT);
}

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#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

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#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);
}
}

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#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

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#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

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#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);
}

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#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

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#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();
}

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#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

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#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);
}

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#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

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#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);
}
}

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#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

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#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
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@@ -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]);
}

File diff suppressed because it is too large Load Diff

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// 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

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@@ -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

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@@ -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);
}

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#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

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#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);
}

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#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

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#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);
}

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#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

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#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;
}
}
)";

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#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;
}
}

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#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

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#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
}
)";

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#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();
}

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#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

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#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;
}
)";

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#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();
}

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#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

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#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;
}
)";

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#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);
}

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#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

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#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;
}
)";

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#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();
}

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#pragma once
namespace TSE::OpenGL
{
void LoadBasicShaders(float width, float height);
void UnLoadBasicShaders();
} // namespace TSE::GLFW

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#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();
}

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#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

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#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);
}
)";