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#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];
const I32 GL_WINDOW_MIN_W = 800;
const I32 GL_WINDOW_MIN_H = 600;
const I32 GL_WINDOW_ASPECT_W = 4;
const I32 GL_WINDOW_ASPECT_H = 3;
GL_DATA* gl_inst;
GL_DATA* gl_instance() {
return gl_inst;
}
void gl_apply_canvas_size( GL_DATA* gl, I32 width, I32 height );
void gl_handle_window_size_change( GL_DATA* gl, I32 width, I32 height );
void gl_update_screen_ratio_uniforms( GL_DATA* gl, I32 width, I32 height );
void gl_query_canvas_size( GL_DATA* gl, I32* width, I32* height ) {
I32 w = 0;
I32 h = 0;
if( gl && gl->window ) {
SDL_GL_GetDrawableSize( gl->window, &w, &h );
if( w <= 0 || h <= 0 )
SDL_GetWindowSize( gl->window, &w, &h );
}
if( width ) *width = max( 1, w );
if( height ) *height = max( 1, h );
}
void gl_constrain_window_size( I32* width, I32* height ) {
if( !width || !height )
return;
I32 in_w = max( GL_WINDOW_MIN_W, *width );
I32 in_h = max( GL_WINDOW_MIN_H, *height );
I32 keep_w_h = (I32)( ( (I64)in_w * GL_WINDOW_ASPECT_H + GL_WINDOW_ASPECT_W / 2 ) / GL_WINDOW_ASPECT_W );
keep_w_h = max( GL_WINDOW_MIN_H, keep_w_h );
I32 keep_h_w = (I32)( ( (I64)in_h * GL_WINDOW_ASPECT_W + GL_WINDOW_ASPECT_H / 2 ) / GL_WINDOW_ASPECT_H );
keep_h_w = max( GL_WINDOW_MIN_W, keep_h_w );
I32 d_keep_w = abs( keep_w_h - in_h );
I32 d_keep_h = abs( keep_h_w - in_w );
if( d_keep_w <= d_keep_h ) {
*width = in_w;
*height = keep_w_h;
} else {
*width = keep_h_w;
*height = in_h;
}
}
void gl_handle_window_size_change( GL_DATA* gl, I32 width, I32 height ) {
if( !gl || !gl->window )
return;
I32 target_w = width;
I32 target_h = height;
if( target_w <= 0 || target_h <= 0 )
SDL_GetWindowSize( gl->window, &target_w, &target_h );
gl_constrain_window_size( &target_w, &target_h );
I32 wnd_w, wnd_h;
SDL_GetWindowSize( gl->window, &wnd_w, &wnd_h );
if( ( target_w != wnd_w || target_h != wnd_h ) && !gl->window_constraint_active ) {
gl->window_constraint_active = 1;
SDL_SetWindowSize( gl->window, target_w, target_h );
gl->window_constraint_active = 0;
}
I32 draw_w, draw_h;
gl_query_canvas_size( gl, &draw_w, &draw_h );
gl_apply_canvas_size( gl, draw_w, draw_h );
}
I32 SDLCALL gl_event_filter( void* userdata, SDL_Event* e ) {
GL_DATA* gl = (GL_DATA*)userdata;
if( !gl || !e )
return 1;
if( e->type == SDL_WINDOWEVENT ) {
if( e->window.event == SDL_WINDOWEVENT_SIZE_CHANGED
|| e->window.event == SDL_WINDOWEVENT_RESIZED ) {
gl_handle_window_size_change( gl, e->window.data1, e->window.data2 );
if( gl->resize_repaint_cb && !gl->resize_repaint_active ) {
gl->resize_repaint_active = 1;
gl->resize_repaint_cb( gl->resize_repaint_userdata );
gl->resize_repaint_active = 0;
}
}
}
return 1;
}
void gl_apply_canvas_size( GL_DATA* gl, I32 width, I32 height ) {
width = max( 1, width );
height = max( 1, height );
gl->canvas_size[0] = width;
gl->canvas_size[1] = height;
if( canvas ) {
canvas[0] = width;
canvas[1] = height;
}
gl->clip_start = { 0.f, 0.f };
gl->clip_dim = { (F32)width, (F32)height };
gl_update_screen_ratio_uniforms( gl, width, height );
glViewport( 0, 0, width, height );
glUseProgram( 0 );
}
void gl_update_screen_ratio_uniforms( GL_DATA* gl, I32 width, I32 height ) {
F32 screen_ratio[] = {
2.f / (F32)max( 1, width ),
2.f / (F32)max( 1, height ),
1.f,
1.f
};
gl->programs.each( fn( GL_SHADER_PROGRAM** it ) {
glUseProgram( (*it)->id );
I32 ratio_location = glGetUniformLocation( (*it)->id, "g_screenratio" );
glUniform4fv( ratio_location, 1, &screen_ratio[0] );
} );
}
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 );
SDL_SetHint( SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP, "1" );
SDL_SetHint( SDL_HINT_WINDOWS_DPI_SCALING, "0" );
SDL_SetHint( SDL_HINT_VIDEO_HIGHDPI_DISABLED, "1" );
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 );
I32 start_w = _canvas[0];
I32 start_h = _canvas[1];
gl_constrain_window_size( &start_w, &start_h );
GL_DATA* gl = new GL_DATA;
gl->window = SDL_CreateWindow(
"game",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
start_w,
start_h,
SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE
);
if( !gl->window ) {
dlog( "gl_init() could not create window: %s\n", SDL_GetError() );
delete gl;
return 0;
}
SDL_SetWindowMinimumSize( gl->window, GL_WINDOW_MIN_W, GL_WINDOW_MIN_H );
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();
gl_handle_window_size_change( gl, start_w, start_h );
SDL_SetEventFilter( gl_event_filter, gl );
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 ) {
SDL_SetEventFilter( 0, 0 );
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;
I32 width = size ? size[0] : 0;
I32 height = size ? size[1] : 0;
gl_constrain_window_size( &width, &height );
SDL_SetWindowSize( gl->window, width, height );
gl_handle_window_size_change( gl, width, height );
}
void gl_sync_window_size( GL_DATA* gl ) {
if( !gl || !gl->window )
return;
SDL_PumpEvents();
I32 w, h;
SDL_GetWindowSize( gl->window, &w, &h );
gl_handle_window_size_change( gl, w, h );
}
void gl_set_resize_repaint_callback( GL_DATA* gl, GL_RESIZE_REPAINT_CB cb, void* userdata ) {
if( !gl )
return;
gl->resize_repaint_cb = cb;
gl->resize_repaint_userdata = userdata;
}
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.data, 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.data );
glDeleteShader( shader->id );
return STAT_ERR;
}
shader->compiled = 1;
return STAT_OK;
}
void gl_shader_destroy( GL_DATA* gl, GL_SHADER_DEF* shader ) {}
GL_SHADER_PROGRAM* gl_program_create( GL_DATA* gl, const char* name, U32 size ) {
GL_SHADER_PROGRAM* program = (GL_SHADER_PROGRAM*)malloc( size );
memset( program, 0, 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;
}
void gl_program_insert_sample_gate( GL_DATA* gl, GL_SHADER_DEF* shader ) {
I32 sample_start = shader->code.idx_of( "extern batch_sample(" );
if( sample_start == -1 )
return;
I32 sample_end = shader->code.idx_of( ");", sample_start );
if( sample_end == -1 )
return;
STR start = shader->code.substr( 0, sample_start );
STR end = shader->code.substr( sample_end + 2 );
STR func = "vec4 batch_sample( vec2 in_tex ) {\n";
func += " vec4 tex_color = vec4( 1.0, 1.0, 1.0, 1.0 );\n";
for( U32 i = 0; i < gl->shader_texture_limit; ++i )
func.fmt( " if( g_sampler == %du ) tex_color = texture2D( g_samplers[%d], in_tex );\n", i, i );
func += " return tex_color;";
func += "}\n";
shader->code = start + func + end;
}
STAT gl_program_compile( GL_DATA* gl, GL_SHADER_PROGRAM* program ) {
static char* log_buf = 0;
if( !log_buf )
log_buf = (char*)malloc( 8192 );
gl_program_insert_sample_gate( gl, &program->fsh );
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_poll_events( GL_DATA* gl ) {
SDL_Event e;
while( SDL_PollEvent( &e ) ) {
input_on_event( &e );
switch( e.type ) {
case SDL_QUIT:
return STAT_BREAK;
case SDL_WINDOWEVENT: {
if( e.window.event == SDL_WINDOWEVENT_SIZE_CHANGED
|| e.window.event == SDL_WINDOWEVENT_RESIZED ) {
gl_handle_window_size_change( gl, e.window.data1, e.window.data2 );
}
} break;
case SDL_KEYDOWN:
return e.key.keysym.sym == SDLK_ESCAPE ? STAT_BREAK : STAT_OK;
default: break;
}
}
return STAT_OK;
}
STAT gl_endframe( GL_DATA* gl ) {
SDL_GL_SwapWindow( gl->window );
// 1000 fps max be real
while( 1 ) {
U64 diff = u_tick() - gl->last_tick;
if( diff < TICK_RESOLUTION / 1000 )
usleep( 10 );
else break;
}
F64 delta = (F64)(u_tick() - gl->last_tick) / TICK_RESOLUTION;
gl->frametime = (F32)delta;
gl->fps = 1.f / delta;
input_frame_end();
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_update_screen_ratio_uniforms( gl, (I32)dim.x, (I32)dim.y );
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;
}
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