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#include "../../platform/platform.h"
#include "../../external/stb_truetype.h"
#include "../../external/khronos/glcorearb.h"
#include "../renderer.h"
#include "gl_renderer.h"
#include <stdlib.h>
// misc
static PFNGLCLEARCOLORPROC glClearColor;
static PFNGLCLEARPROC glClear;
static PFNGLVIEWPORTPROC glViewport;
static PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
static PFNGLENABLEPROC glEnable;
static PFNGLBLENDFUNCPROC glBlendFunc;
static PFNGLDRAWELEMENTSPROC glDrawElements;
static PFNGLGENERATEMIPMAPPROC glGenerateMipmap;
static PFNGLGETERRORPROC glGetError;
static PFNGLDEBUGMESSAGECALLBACKPROC glDebugMessageCallback;
static PFNGLACTIVETEXTUREPROC glActiveTexture;
static PFNGLUNIFORM1IPROC glUniform1i;
static PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
static PFNGLDRAWARRAYSPROC glDrawArrays;
static PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
static PFNGLUNIFORM3FPROC glUniform3f;
// framebuffer
static PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
static PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
static PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
static PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
static PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
// vertex array
static PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
static PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
static PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
static PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
// buffers
static PFNGLGENBUFFERSPROC glGenBuffers;
static PFNGLBINDBUFFERPROC glBindBuffer;
static PFNGLBUFFERDATAPROC glBufferData;
static PFNGLBUFFERSUBDATAPROC glBufferSubData;
// textures
static PFNGLGENTEXTURESPROC glGenTextures;
static PFNGLDELETETEXTURESPROC glDeleteTextures;
static PFNGLBINDTEXTUREPROC glBindTexture;
static PFNGLTEXIMAGE2DPROC glTexImage2D;
static PFNGLTEXPARAMETERIPROC glTexParameteri;
// shader
static PFNGLCREATESHADERPROC glCreateShader;
static PFNGLSHADERSOURCEPROC glShaderSource;
static PFNGLCOMPILESHADERPROC glCompileShader;
static PFNGLGETSHADERIVPROC glGetShaderiv;
static PFNGLATTACHSHADERPROC glAttachShader;
static PFNGLDELETESHADERPROC glDeleteShader;
static PFNGLCREATEPROGRAMPROC glCreateProgram;
static PFNGLUSEPROGRAMPROC glUseProgram;
static PFNGLLINKPROGRAMPROC glLinkProgram;
static PFNGLVALIDATEPROGRAMPROC glValidateProgram;
static PFNGLGETPROGRAMIVPROC glGetProgramiv;
void gl_debug_message_callback(GLenum src, GLenum type, GLuint id,
GLenum severity, GLsizei length,
const GLchar *message, const void *user_param) {
printf("====================\n"
"gl error detected\n"
"--------------------\n"
"src = %d\n"
"type = %d\n"
"id = %d\n"
"severity = %d\n"
"length = %d\n"
"message = %s\n"
"====================\n",
src, type, id, severity, length, message);
}
Gl_Renderer::Gl_Renderer() {
}
// Todo: check if function pointers are valid
bool Gl_Renderer::get_functions() {
// only 4.3+ thing
glDebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC)platform_get_gl_proc("glDebugMessageCallback");
// misc
glClear = (PFNGLCLEARPROC)platform_get_gl_proc("glClear");
glClearColor = (PFNGLCLEARCOLORPROC)platform_get_gl_proc("glClearColor");
glViewport = (PFNGLVIEWPORTPROC)platform_get_gl_proc("glViewport");
glDrawElements = (PFNGLDRAWELEMENTSPROC)platform_get_gl_proc("glDrawElements");
glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)platform_get_gl_proc("glGenerateMipmap");
glGetError = (PFNGLGETERRORPROC)platform_get_gl_proc("glGetError");
glActiveTexture = (PFNGLACTIVETEXTUREPROC)platform_get_gl_proc("glActiveTexture");
glUniform1i = (PFNGLUNIFORM1IPROC)platform_get_gl_proc("glUniform1i");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)platform_get_gl_proc("glGetUniformLocation");
glDrawArrays = (PFNGLDRAWARRAYSPROC)platform_get_gl_proc("glDrawArrays");
glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)platform_get_gl_proc("glUniformMatrix4fv");
glUniform3f = (PFNGLUNIFORM3FPROC)platform_get_gl_proc("glUniform3f");
glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)platform_get_gl_proc("glDeleteFramebuffers");
glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)platform_get_gl_proc("glGenFramebuffers");
glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)platform_get_gl_proc("glBindFramebuffer");
glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)platform_get_gl_proc("glFramebufferTexture2D");
glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)platform_get_gl_proc("glCheckFramebufferStatus");
// vertex array
glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)platform_get_gl_proc("glGenVertexArrays");
glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)platform_get_gl_proc("glBindVertexArray");
// buffers
glGenBuffers = (PFNGLGENBUFFERSPROC)platform_get_gl_proc("glGenBuffers");
glBindBuffer = (PFNGLBINDBUFFERPROC)platform_get_gl_proc("glBindBuffer");
glBufferData = (PFNGLBUFFERDATAPROC)platform_get_gl_proc("glBufferData");
glBufferSubData = (PFNGLBUFFERSUBDATAPROC)platform_get_gl_proc("glBufferSubData");
glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)platform_get_gl_proc("glEnableVertexAttribArray");
glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)platform_get_gl_proc("glVertexAttribPointer");
// textures
glGenTextures = (PFNGLGENTEXTURESPROC)platform_get_gl_proc("glGenTextures");
glDeleteTextures = (PFNGLDELETETEXTURESPROC)platform_get_gl_proc("glDeleteTextures");
glBindTexture = (PFNGLBINDTEXTUREPROC)platform_get_gl_proc("glBindTexture");
glTexImage2D = (PFNGLTEXIMAGE2DPROC)platform_get_gl_proc("glTexImage2D");
glTexParameteri = (PFNGLTEXPARAMETERIPROC)platform_get_gl_proc("glTexParameteri");
// shader
glCreateShader = (PFNGLCREATESHADERPROC)platform_get_gl_proc("glCreateShader");
glShaderSource = (PFNGLSHADERSOURCEPROC)platform_get_gl_proc("glShaderSource");
glCompileShader = (PFNGLCOMPILESHADERPROC)platform_get_gl_proc("glCompileShader");
glGetShaderiv = (PFNGLGETSHADERIVPROC)platform_get_gl_proc("glGetShaderiv");
glAttachShader = (PFNGLATTACHSHADERPROC)platform_get_gl_proc("glAttachShader");
glDeleteShader = (PFNGLDELETESHADERPROC)platform_get_gl_proc("glDeleteShader");
glCreateProgram = (PFNGLCREATEPROGRAMPROC)platform_get_gl_proc("glCreateProgram");
glUseProgram = (PFNGLUSEPROGRAMPROC)platform_get_gl_proc("glUseProgram");
glLinkProgram = (PFNGLLINKPROGRAMPROC)platform_get_gl_proc("glLinkProgram");
glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)platform_get_gl_proc("glValidateProgram");
glGetProgramiv = (PFNGLGETPROGRAMIVPROC)platform_get_gl_proc("glGetProgramiv");
// misc
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)platform_get_gl_proc("glGetShaderInfoLog");
glEnable = (PFNGLENABLEPROC)platform_get_gl_proc("glEnable");
glBlendFunc = (PFNGLBLENDFUNCPROC)platform_get_gl_proc("glBlendFunc");
return true;
}
bool Gl_Renderer::compile_shader(u32 *id, const char *src, GLenum type) {
u32 shader = glCreateShader(type);
glShaderSource(shader, 1, &src, NULL);
glCompileShader(shader);
int success;
char info_log[512];
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(shader, 512, NULL, info_log);
printf("error %s shader compilation failed\n%s\n", type == GL_VERTEX_SHADER ? "vertex" : "fragment", info_log);
glDeleteShader(shader);
return false;
}
*id = shader;
return true;
}
bool Gl_Renderer::create_shader(u32 *shader, const char *vs_src, const char *fs_src) {
u32 vs_id;
u32 fs_id;
if (!compile_shader(&vs_id, vs_src, GL_VERTEX_SHADER) ||
!compile_shader(&fs_id, fs_src, GL_FRAGMENT_SHADER)) {
return false;
}
u32 program_id = glCreateProgram();
glAttachShader(program_id, vs_id);
glAttachShader(program_id, fs_id);
glLinkProgram(program_id);
glDeleteShader(vs_id);
glDeleteShader(fs_id);
int success;
char info_log[512];
glGetProgramiv(program_id, GL_LINK_STATUS, &success);
if(!success) {
printf("error linking shader program\n%s\n", info_log);
return false;
}
*shader = program_id;
return true;
}
// set the OpenGL orthographic projection matrix in vertex shader
void Gl_Renderer::ortho(f32 mat44[4][4], f32 x0, f32 x1, f32 y0, f32 y1, f32 z0, f32 z1) {
mat44[0][0] = 2 / (x1 - x0);
mat44[0][1] = 0;
mat44[0][2] = 0;
mat44[0][3] = 0;
mat44[1][0] = 0;
mat44[1][1] = 2 / (y1 - y0);
mat44[1][2] = 0;
mat44[1][3] = 0;
mat44[2][0] = 0;
mat44[2][1] = 0;
mat44[2][2] = 2 / (z1 - z0);
mat44[2][3] = 0;
mat44[3][0] = -(x1 + x0) / (x1 - x0);
mat44[3][1] = -(y1 + y0) / (y1 - y0);
mat44[3][2] = -(z1 + z0) / (z1 - z0);
mat44[3][3] = 1;
}
void Gl_Renderer::draw_rect(Rect rect, V3 color) {
Gl_Render_Rect *render_rect = &m_render_rect;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindVertexArray(render_rect->vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, render_rect->vertex_buffer);
glUseProgram(render_rect->shader);
i32 location;
location = glGetUniformLocation(render_rect->shader, "u_color");
glUniform3f(location, color.r, color.g, color.b);
location = glGetUniformLocation(render_rect->shader, "u_projection");
glUniformMatrix4fv(location, 1, GL_FALSE, &m_projection[0][0]);
f32 x0 = rect.x0;
f32 y0 = rect.y0;
f32 x1 = rect.x1;
f32 y1 = rect.y1;
float vertices[] = {
x0, y0,
x1, y0,
x1, y1,
x0, y1,
x0, y0,
x1, y1
};
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
void Gl_Renderer::draw_text(const char *text, f32 x, f32 y) {
y = m_height - y; // transforming to stb_truetype coordinates where the
// origin is top-left instead of bottom-left
struct Gl_Render_Font *font = &m_render_font;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glUseProgram(font->shader);
glBindVertexArray(font->vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, font->vertex_buffer);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, font->texture);
GLint loc = glGetUniformLocation(font->shader, "u_projection");
glUniformMatrix4fv(loc, 1, GL_FALSE, &m_projection_stbtt[0][0]);
loc = glGetUniformLocation(font->shader, "u_texture");
glUniform1i(loc, 0);
while (*text) {
if (*text >= 32 && *text <= 127) {
stbtt_aligned_quad q;
stbtt_GetBakedQuad(font->baked_chars, 512, 512, *text-32, &x, &y, &q, 1);
float vertices[] = {
q.x0, q.y0, q.s0, q.t0,
q.x1, q.y0, q.s1, q.t0,
q.x1, q.y1, q.s1, q.t1,
q.x0, q.y1, q.s0, q.t1,
q.x0, q.y0, q.s0, q.t0,
q.x1, q.y1, q.s1, q.t1,
};
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
text++;
}
}
// NOTE: ttf_buff must be kept in memory
bool Gl_Renderer::init_text_drawing(u8 *ttf_buff, const char *vs_src, const char *fs_src, f32 font_size) {
struct Gl_Render_Font *font = &m_render_font;
if (!create_shader(&font->shader, vs_src, fs_src))
return false;
// vao
glGenVertexArrays(1, &font->vertex_array);
glBindVertexArray(font->vertex_array);
// vbo
u32 cnt_vertices = 6;
u32 bytes_per_vertex = 4 * sizeof(f32);
glGenBuffers(1, &font->vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, font->vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, bytes_per_vertex*cnt_vertices, 0, GL_DYNAMIC_DRAW);
// 2 position, 2 texture
u32 stride = 4 *sizeof(f32);
void *offset_texture = (void*)(2*sizeof(f32));
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, stride, 0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, offset_texture);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
// font texture
glActiveTexture(GL_TEXTURE0);
u8 tmp_bitmap[512*512];
stbtt_BakeFontBitmap(ttf_buff, 0, font_size, tmp_bitmap, 512, 512, 32, 96, font->baked_chars);
glGenTextures(1, &font->texture);
glBindTexture(GL_TEXTURE_2D, font->texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 512, 512, 0, GL_RED, GL_UNSIGNED_BYTE, tmp_bitmap);
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_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBindVertexArray(0);
return true;
}
bool Gl_Renderer::init_rect_drawing(const char *vs_src, const char *fs_src) {
struct Gl_Render_Rect *rect = &m_render_rect;
if (!create_shader(&rect->shader, vs_src, fs_src))
return false;
// vao
glGenVertexArrays(1, &rect->vertex_array);
glBindVertexArray(rect->vertex_array);
// vbo
u32 cnt_vertices = 6;
u32 bytes_per_vertex = 2 * sizeof(f32);
glGenBuffers(1, &rect->vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, rect->vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, bytes_per_vertex*cnt_vertices, 0, GL_DYNAMIC_DRAW);
// 2 position
u32 stride = 2 *sizeof(f32);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, stride, 0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
return true;
}
void Gl_Renderer::draw_background(V3 color) {
glClearColor(color.r, color.g, color.b, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
}
void Gl_Renderer::viewport(i32 x, i32 y, i32 width, i32 height) {
ortho(m_projection_stbtt, 0, width, height, 0, 0, 1);
ortho(m_projection, 0, width, 0, height, 0, 1);
glViewport(x, y, width, height);
m_width = width;
m_height = height;
}
bool Gl_Renderer::init(f32 font_size, u8 *font, const char *font_vs, const char *font_fs, const char *rect_vs, const char *rect_fs) {
if (!get_functions() ||
!init_text_drawing(font, font_vs, font_fs, font_size) ||
!init_rect_drawing(rect_vs, rect_fs)) {
return false;
}
glDebugMessageCallback(gl_debug_message_callback, 0);
return true;
}
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