summaryrefslogtreecommitdiff
path: root/src/render/gl.cpp
blob: e44a165554fea7797bea56090bd3471da87efa9f (plain)
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
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
#include "SDL_video.h"
#include <unistd.h>
#define STB_IMAGE_IMPLEMENTATION
#include "../util/stb_image.h"

#include "gl.h"
#include "gl_2d_font.h"
#include "../util.h"

I32 SAMPLER_INDICES[255];

GL_DATA* gl_inst;

GL_DATA* gl_instance() {
  return gl_inst;
}

GL_DATA* gl_create( I32* _canvas ) {
  if( gl_inst ) {
    dlog( "gl_create() : fatal: gl instance already exists\n" );
    abort();
  }

  if( !font_mutex.align )
    thread_mutex_init( &font_mutex );

  if( !!SDL_Init( SDL_INIT_VIDEO | SDL_VIDEO_OPENGL ) ) {
    dlog( "gl_create() could not init SDL: %s\n", SDL_GetError() );
    return 0;
  }

  SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE );
  SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 );
  SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 2 );
  SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
  SDL_GL_SetAttribute( SDL_GL_ACCELERATED_VISUAL, 1 );
  SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 24 );
  SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
  SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 );
  SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 );
  SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 );

  GL_DATA* gl = new GL_DATA;
  gl->window = SDL_CreateWindow(
    "game",
    SDL_WINDOWPOS_CENTERED,
    SDL_WINDOWPOS_CENTERED,
    _canvas[0],
    _canvas[1],
    SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN
  );

  if( !gl->window ) {
    dlog( "gl_init() could not create window: %s\n", SDL_GetError() );
    delete gl;
    return 0;
  }

  gl->ctx = SDL_GL_CreateContext( gl->window );
  if( !gl->ctx ) {
    dlog( "gl_init() could not create context: %s\n", SDL_GetError() );
    SDL_DestroyWindow( gl->window );
    delete gl;
    return 0;
  }

  SDL_GL_SetSwapInterval(0);
  SDL_GL_MakeCurrent( gl->window, gl->ctx );

  GLenum glewError = glewInit();
  if( glewError != GLEW_OK ) {
    dlog( "gl_create() : Failed to initialize GLEW: %s\n", glewGetErrorString(glewError) );
    SDL_GL_DeleteContext( gl->ctx );
    SDL_DestroyWindow( gl->window );
    delete gl;
    return 0;
  }

  while( glGetError() != GL_NO_ERROR ); // clear errors
                                        //
  glGetIntegerv( GL_MAX_TEXTURE_IMAGE_UNITS, &gl->shader_texture_limit );
  if( gl->shader_texture_limit > 255 )
    gl->shader_texture_limit = 255;
  for( U32 i = 0; i < 255; ++i )
    SAMPLER_INDICES[i] = i;

  gl->programs.clear();
  memcpy( gl->canvas_size, _canvas, sizeof(I32) * 2 );
  gl->clip_start = { 0, 0 };
  gl->clip_dim = { (F32)gl->canvas_size[0], (F32)gl->canvas_size[1] };
  glViewport( 0, 0, gl->canvas_size[0], gl->canvas_size[1] );

  gl_inst = gl;
  return gl;
}

void gl_gen_buffers( GL_DATA* gl ) {
  glGenVertexArrays( 1, &gl->vao );
  glBindVertexArray( gl->vao );

  glGenBuffers( 1, &gl->vbuffer );
  glBindBuffer( GL_ARRAY_BUFFER, gl->vbuffer );
  glBufferData( GL_ARRAY_BUFFER, 8192, 0, GL_STATIC_DRAW );
  glBindBuffer( GL_ARRAY_BUFFER, 0 );
}

void gl_destroy( GL_DATA *gl ) {
  gl->programs.each( fn( GL_SHADER_PROGRAM** it ) { gl_program_destroy( gl, *it ); } );
  gl->fonts.each( fn( GL_FONT** it ) { gl_font_destroy( gl, *it ); } );
  gl->textures.each( fn( GL_TEX2D** it )  { gl_texture_destroy( gl, *it ); } );

  if( gl->ctx )
    SDL_GL_DeleteContext( gl->ctx );
  if( gl->window )
    SDL_DestroyWindow( gl->window );

  free( gl );
}

void gl_update_window( GL_DATA* gl, I32* size ) {
  if( !gl->window )
    return;
  SDL_SetWindowSize( gl->window, size[0], size[1] );
  SDL_SetWindowPosition( gl->window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED );

  gl->canvas_size[0] = size[0];
  gl->canvas_size[1] = size[1];

  gl->programs.each( fn( GL_SHADER_PROGRAM** it ) {
    F32 screen_ratio[] = {
      2.f / (F32)gl->canvas_size[0],
      2.f / (F32)gl->canvas_size[1],
      1.f,
      1.f
    };

    glUseProgram( (*it)->id );
    I32 ratio_location = glGetUniformLocation( (*it)->id, "g_screenratio" );
    glUniform4fv( ratio_location, 1, &screen_ratio[0] );
  } );

  glViewport( 0, 0, gl->canvas_size[0], gl->canvas_size[1] );
  glUseProgram( 0 );
}

STAT gl_shader_compile( GL_DATA* gl, GL_SHADER_DEF* shader ) {
  static char* log_buf = 0;
  if( !log_buf )
    log_buf = (char*)malloc( 8192 );

  I32 res;
  shader->id = glCreateShader( (GLenum)shader->type );
  glShaderSource( shader->id, 1, &shader->code, 0 );
  glCompileShader( shader->id );
  glGetShaderiv( shader->id, GL_COMPILE_STATUS, &res );

  if( !res ) {
    glGetShaderInfoLog( shader->id, 8192, 0, log_buf );
    dlog( "gl_shader_compile() : error compiling shader %s. log: \n%s\n%s", shader->name, log_buf, shader->code );

    glDeleteShader( shader->id );
    return STAT_ERR;
  }

  shader->compiled = 1;
  return STAT_OK;
}

void gl_shader_destroy( GL_DATA* gl, GL_SHADER_DEF* shader ) {
  if( shader->code )
    free( (void*)shader->code );
}

GL_SHADER_PROGRAM* gl_program_create( GL_DATA* gl, const char* name, U32 size ) {
  GL_SHADER_PROGRAM* program = (GL_SHADER_PROGRAM*)malloc( size );
  char        shader_string[256];
  char*       shader_code;

  sprintf( shader_string, "../assets/shaders/%s.vsh", name );
  shader_code = (char*)file_read( shader_string );
  if( !shader_code ) {
    dlog( "gl_program_create() : could not read shader file %s\n", shader_string );
    return 0;
  }

  program->vsh.name = name;
  program->vsh.type = GL_VERTEX_SHADER;
  program->vsh.code = shader_code;

  sprintf( shader_string, "../assets/shaders/%s.fsh", name );
  shader_code = (char*)file_read( shader_string );
  if( !shader_code ) {
    dlog( "gl_program_create() : could not read shader file %s\n", shader_string );
    return 0;
  }

  program->fsh.name = name;
  program->fsh.type = GL_FRAGMENT_SHADER;
  program->fsh.code = shader_code;

  program->name = name;
  program->gl = gl;

  gl->programs.push( program );
  return program;
}

STAT gl_program_compile( GL_DATA* gl, GL_SHADER_PROGRAM* program ) {
  static char* log_buf = 0;
  if( !log_buf )
    log_buf = (char*)malloc( 8192 );

  program->id = glCreateProgram();
  if( !OK( gl_shader_compile( gl, &program->fsh ) )
   || !OK( gl_shader_compile( gl, &program->vsh ) ) )
    return STAT_ERR;

  glAttachShader( program->id, program->fsh.id );
  glAttachShader( program->id, program->vsh.id );

  I32 status;
  glLinkProgram( program->id );
  glGetProgramiv( program->id, GL_LINK_STATUS, &status );
  if( !status ) {
    glGetProgramInfoLog( program->id, 8192, 0, log_buf );
    dlog( "gl_program_compile() : error compiling program %s. log: \n%s\n",
      program->name,
      log_buf
    );

    return STAT_ERR;
  }

  glGenBuffers( 1, &program->vbuffer );
  return STAT_OK;
}

void gl_program_destroy( GL_DATA* gl, GL_SHADER_PROGRAM* program ) {
  if( program->fsh.compiled )
    gl_shader_destroy( gl, &program->fsh );
  if( program->vsh.compiled )
    gl_shader_destroy( gl, &program->vsh );

  I32 idx = gl->programs.idx_of( program );
  if( idx != -1 )
    gl->programs.erase( idx );
}

GL_TEX2D* gl_texture_from_file( GL_DATA* gl, const char* name ) {
  char filename[256];
  sprintf( filename, "../assets/%s", name );

  I32 w, h, n;
  U8* data = stbi_load( filename, &w, &h, &n, STBI_rgb_alpha );
  if( !data ) {
    dlog( "gl_texture_create() : could not load image %s\n", filename );
    return 0;
  }

  GL_TEX2D* tex = gl_texture_create( gl, filename );
  glBindTexture( GL_TEXTURE_2D, tex->id );
  glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
  glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
  glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
  glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );

  glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
  glGenerateMipmap( GL_TEXTURE_2D );
  glBindTexture( GL_TEXTURE_2D, 0 );

  tex->width = w;
  tex->height = h;

  stbi_image_free( data );

  return tex;
}

GL_TEX2D* gl_texture_from_bitmap( GL_DATA* gl, const char* name, U8* bitmap, U32 w, U32 h ) {
  GL_TEX2D* tex = gl_texture_create( gl, name );
  glBindTexture( GL_TEXTURE_2D, tex->id );
  glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
  glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
  glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
  glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );

  glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, bitmap );
  glGenerateMipmap( GL_TEXTURE_2D );
  glBindTexture( GL_TEXTURE_2D, 0 );

  tex->width = w;
  tex->height = h;

  return tex;
}

GL_TEX2D* gl_texture_create( GL_DATA* gl, const char* name ) {
  GL_TEX2D* tex = (GL_TEX2D*)malloc( sizeof(GL_TEX2D) );
  strcpy( tex->name, name );
  glGenTextures( 1, &tex->id );

  gl->textures.push( tex );
  return tex;
}

void gl_texture_destroy( GL_DATA* gl, GL_TEX2D* tex ) {
  glDeleteTextures( 1, &tex->id );
  I32 idx = gl->textures.idx_of( tex );
  if( idx != -1 )
    gl->textures.erase( idx );

  free( tex );
}

STAT gl_beginframe( GL_DATA* gl ) {
  glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
  gl->last_tick = u_tick();
  return STAT_OK;
}

STAT gl_endframe( GL_DATA* gl ) {
  SDL_GL_SwapWindow( gl->window );

  // 1000 fps max be real
  while( true ) {
    U64 diff = u_tick() - gl->last_tick;
    if( diff < 10 )
      usleep( 10 );
    else break;
  }

  gl->frametime = (F32)(u_tick() - gl->last_tick) / 10000.0f;
  gl->fps = 1.0f / gl->frametime;

  input_frame_end();

  SDL_Event e;
  while( SDL_PollEvent( &e ) ) {
    input_on_event( &e );

    switch( e.type ) {
      case SDL_QUIT:
        return STAT_BREAK;
      case SDL_KEYDOWN:
        return e.key.keysym.sym == SDLK_ESCAPE ? STAT_BREAK : STAT_OK;
    default: break;
    }
  }

  return STAT_OK;
}

void gl_set_clip( GL_DATA* gl, VEC2 start, VEC2 dim ) {
  gl->clip_start = start;
  gl->clip_dim = dim;

  glEnable( GL_SCISSOR_TEST );
  glScissor( start.x, gl->canvas_size[1] - (I32)(dim.y + start.y), dim.x, dim.y );
}

void gl_get_clip( GL_DATA* gl, VEC2* start, VEC2* dim ) {
  *start = gl->clip_start;
  *dim = gl->clip_dim;
}

void gl_reset_clip( GL_DATA* gl ) {
  glDisable( GL_SCISSOR_TEST );
  gl->clip_start = {};
  gl->clip_dim = { (F32)gl->canvas_size[0], (F32)gl->canvas_size[1] };
}

void gl_set_viewport( GL_DATA* gl, VEC2 start, VEC2 dim ) {
  I32 vpy = (I32)gl->canvas_size[1] - start.y - dim.y;
  glViewport( (I32)start.x, vpy, (I32)dim.x, (I32)dim.y );

  gl->programs.each( fn( GL_SHADER_PROGRAM** it ) {
    F32 screen_ratio[] = {
      2.f / (F32)dim.x,
      2.f / (F32)dim.y,
      1.f,
      1.f
    };

    glUseProgram( (*it)->id );
    I32 ratio_location = glGetUniformLocation( (*it)->id, "g_screenratio" );
    glUniform4fv( ratio_location, 1, &screen_ratio[0] );
  } );

  gl->viewport_start = start;
  gl->viewport_dim = dim;
}

void gl_get_viewport( GL_DATA* gl, VEC2* start, VEC2* dim ) {
  *start = gl->viewport_start;
  *dim = gl->viewport_dim;
}