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#include "lib/glcorearb.h"
// macro trickery to avoid having to write everything twice
#define gl_for_each_proc(do)\
do(DRAWARRAYS, DrawArrays)\
do(GENTEXTURES, GenTextures)\
do(DELETETEXTURES, DeleteTextures)\
do(GENERATEMIPMAP, GenerateMipmap)\
do(TEXIMAGE2D, TexImage2D)\
do(BINDTEXTURE, BindTexture)\
do(TEXPARAMETERI, TexParameteri)\
do(GETERROR, GetError)\
do(GETINTEGERV, GetIntegerv)\
do(ENABLE, Enable)\
do(DISABLE, Disable)\
do(BLENDFUNC, BlendFunc)\
do(VIEWPORT, Viewport)\
do(CLEARCOLOR, ClearColor)\
do(CLEAR, Clear)\
do(FINISH, Finish)\
do(CREATESHADER, CreateShader)\
do(DELETESHADER, DeleteShader)\
do(CREATEPROGRAM, CreateProgram)\
do(SHADERSOURCE, ShaderSource)\
do(GETSHADERIV, GetShaderiv)\
do(GETSHADERINFOLOG, GetShaderInfoLog)\
do(COMPILESHADER, CompileShader)\
do(CREATEPROGRAM, CreateProgram)\
do(DELETEPROGRAM, DeleteProgram)\
do(ATTACHSHADER, AttachShader)\
do(LINKPROGRAM, LinkProgram)\
do(GETPROGRAMIV, GetProgramiv)\
do(GETPROGRAMINFOLOG, GetProgramInfoLog)\
do(USEPROGRAM, UseProgram)\
do(GETATTRIBLOCATION, GetAttribLocation)\
do(GETUNIFORMLOCATION, GetUniformLocation)\
do(GENBUFFERS, GenBuffers)\
do(DELETEBUFFERS, DeleteBuffers)\
do(BINDBUFFER, BindBuffer)\
do(BUFFERDATA, BufferData)\
do(VERTEXATTRIBPOINTER, VertexAttribPointer)\
do(ENABLEVERTEXATTRIBARRAY, EnableVertexAttribArray)\
do(DISABLEVERTEXATTRIBARRAY, DisableVertexAttribArray)\
do(GENVERTEXARRAYS, GenVertexArrays)\
do(DELETEVERTEXARRAYS, DeleteVertexArrays)\
do(BINDVERTEXARRAY, BindVertexArray)\
do(ACTIVETEXTURE, ActiveTexture)\
do(UNIFORM1F, Uniform1f)\
do(UNIFORM2F, Uniform2f)\
do(UNIFORM3F, Uniform3f)\
do(UNIFORM4F, Uniform4f)\
do(UNIFORM1I, Uniform1i)\
do(UNIFORM2I, Uniform2i)\
do(UNIFORM3I, Uniform3i)\
do(UNIFORM4I, Uniform4i)\
do(UNIFORMMATRIX4FV, UniformMatrix4fv)\
do(DEBUGMESSAGECALLBACK, DebugMessageCallback)\
do(DEBUGMESSAGECONTROL, DebugMessageControl)\
#define gl_declare_proc(upper, lower) static PFNGL##upper##PROC gl##lower;
gl_for_each_proc(gl_declare_proc)
#undef gl_declare_proc
GlRcSAB *gl_rc_sab_new(GLuint shader, GLuint array, GLuint buffer) {
GlRcSAB *s = calloc(1, sizeof *s);
s->ref_count = 1;
s->shader = shader;
s->array = array;
s->buffer = buffer;
return s;
}
void gl_rc_sab_incref(GlRcSAB *s) {
if (!s) return;
++s->ref_count;
}
void gl_rc_sab_decref(GlRcSAB **ps) {
GlRcSAB *s = *ps;
if (!s) return;
if (--s->ref_count == 0) {
debug_println("Delete program %u", s->shader);
glDeleteProgram(s->shader);
glDeleteBuffers(1, &s->buffer);
glDeleteVertexArrays(1, &s->array);
free(s);
}
*ps = NULL;
}
GlRcTexture *gl_rc_texture_new(GLuint texture) {
GlRcTexture *t = calloc(1, sizeof *t);
t->ref_count = 1;
t->texture = texture;
return t;
}
void gl_rc_texture_incref(GlRcTexture *t) {
if (!t) return;
++t->ref_count;
}
void gl_rc_texture_decref(GlRcTexture **pt) {
GlRcTexture *t = *pt;
if (!t) return;
if (--t->ref_count == 0) {
debug_println("Delete texture %u", t->texture);
glDeleteTextures(1, &t->texture);
free(t);
}
*pt = NULL;
}
// set by main()
static int gl_version_major;
static int gl_version_minor;
static void gl_get_procs(void) {
#define gl_get_proc(upper, lower) gl##lower = (PFNGL##upper##PROC)SDL_GL_GetProcAddress("gl" #lower);
#if __GNUC__ && !__clang__
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wpedantic"
#endif
gl_for_each_proc(gl_get_proc)
#if __GNUC__ && !__clang__
#pragma GCC diagnostic pop
#endif
#undef gl_get_proc
}
static int glsl_version(void) {
int v = gl_version_major * 100 + gl_version_minor * 10;
switch (v) {
case 200: return 110;
case 210: return 120;
case 300: return 130;
case 310: return 140;
case 320: return 150;
}
return v;
}
// compile a GLSL shader
static GLuint gl_compile_shader(char error_buf[256], char const *code, GLenum shader_type) {
GLuint shader = glCreateShader(shader_type);
char header[128];
int glsl = glsl_version();
strbuf_printf(header, "#version %u\n\
#define IN %s\n\
#define OUT %s\n\
#line 1\n", glsl, glsl >= 130 ? "in" : "varying", glsl >= 130 ? "out" : "varying");
const char *sources[2] = {
header,
code
};
glShaderSource(shader, 2, sources, NULL);
glCompileShader(shader);
GLint status = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
char log[1024] = {0};
glGetShaderInfoLog(shader, sizeof log - 1, NULL, log);
if (error_buf)
str_printf(error_buf, 256, "Error compiling shader: %s", log);
else
debug_println("Error compiling shader: %s", log);
return 0;
}
return shader;
}
// link together GL shaders
static GLuint gl_link_program(char error_buf[256], GLuint *shaders, size_t count) {
GLuint program = glCreateProgram();
if (program) {
for (size_t i = 0; i < count; ++i) {
if (!shaders[i]) {
glDeleteProgram(program);
return 0;
}
glAttachShader(program, shaders[i]);
}
glLinkProgram(program);
GLint status = 0;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
char log[1024] = {0};
glGetProgramInfoLog(program, sizeof log - 1, NULL, log);
if (error_buf) {
str_printf(error_buf, 256, "Error linking shaders: %s", log);
} else {
debug_println("Error linking shaders: %s", log);
}
glDeleteProgram(program);
return 0;
}
}
return program;
}
static GLuint gl_compile_and_link_shaders(char error_buf[256], char const *vshader_code, char const *fshader_code) {
GLuint shaders[2];
shaders[0] = gl_compile_shader(error_buf, vshader_code, GL_VERTEX_SHADER);
shaders[1] = gl_compile_shader(error_buf, fshader_code, GL_FRAGMENT_SHADER);
GLuint program = gl_link_program(error_buf, shaders, 2);
if (shaders[0]) glDeleteShader(shaders[0]);
if (shaders[1]) glDeleteShader(shaders[1]);
if (program) {
debug_print("Successfully linked program %u.\n", program);
}
return program;
}
static GLuint gl_attrib_loc(GLuint program, char const *attrib) {
GLint loc = glGetAttribLocation(program, attrib);
if (loc == -1) {
debug_print("Couldn't find vertex attribute %s.\n", attrib);
return 0;
}
return (GLuint)loc;
}
static GLint gl_uniform_loc(GLuint program, char const *uniform) {
GLint loc = glGetUniformLocation(program, uniform);
if (loc == -1) {
debug_print("Couldn't find uniform: %s.\n", uniform);
return -1;
}
return loc;
}
typedef struct {
v2 pos;
v4 color;
} GLSimpleVertex;
typedef struct {
GLSimpleVertex v1, v2, v3;
} GLSimpleTriangle;
static GLSimpleTriangle *gl_geometry_triangles;
static GLuint gl_geometry_program;
static GLuint gl_geometry_v_pos;
static GLuint gl_geometry_v_color;
static GLuint gl_geometry_vbo, gl_geometry_vao;
static void gl_geometry_init(void) {
char const *vshader_code = "attribute vec2 v_pos;\n\
attribute vec4 v_color;\n\
OUT vec4 color;\n\
void main() {\n\
gl_Position = vec4(v_pos, 0.0, 1.0);\n\
color = v_color;\n\
}\n\
";
char const *fshader_code = "IN vec4 color;\n\
void main() {\n\
gl_FragColor = color;\n\
}\n\
";
gl_geometry_program = gl_compile_and_link_shaders(NULL, vshader_code, fshader_code);
gl_geometry_v_pos = gl_attrib_loc(gl_geometry_program, "v_pos");
gl_geometry_v_color = gl_attrib_loc(gl_geometry_program, "v_color");
glGenBuffers(1, &gl_geometry_vbo);
if (gl_version_major >= 3)
glGenVertexArrays(1, &gl_geometry_vao);
}
static float gl_window_width, gl_window_height;
static void gl_convert_to_ndc(v2 *pos) {
pos->x = pos->x / gl_window_width * 2.0f - 1.0f;
pos->y = 1.0f - pos->y / gl_window_height * 2.0f;
}
static void gl_geometry_rect(Rect r, u32 color_rgba) {
v4 color = rgba_u32_to_v4(color_rgba);
v2 p1 = r.pos;
v2 p2 = v2_add(r.pos, V2(0, r.size.y));
v2 p3 = v2_add(r.pos, V2(r.size.x, r.size.y));
v2 p4 = v2_add(r.pos, V2(r.size.x, 0));
GLSimpleTriangle triangle = {
{p1, color},
{p2, color},
{p3, color}
};
arr_add(gl_geometry_triangles, triangle);
triangle.v1.pos = p3;
triangle.v2.pos = p4;
triangle.v3.pos = p1;
arr_add(gl_geometry_triangles, triangle);
}
static void gl_geometry_rect_border(Rect r, float border_thickness, u32 color) {
float x1 = r.pos.x, y1 = r.pos.y, x2 = x1 + r.size.x, y2 = y1 + r.size.y;
// make sure rectangle isn't too small
x2 = maxf(x2, x1 + border_thickness);
y2 = maxf(y2, y1 + border_thickness);
gl_geometry_rect(rect4(x1+border_thickness, y1, x2, y1+border_thickness), color);
gl_geometry_rect(rect4(x1, y2-border_thickness, x2-border_thickness, y2), color);
gl_geometry_rect(rect4(x1, y1, x1+border_thickness, y2), color);
gl_geometry_rect(rect4(x2-border_thickness, y1+border_thickness, x2, y2), color);
}
static void gl_geometry_draw(void) {
size_t ntriangles = arr_len(gl_geometry_triangles);
if (ntriangles == 0) return;
// convert coordinates to NDC
for (size_t i = 0; i < ntriangles; ++i) {
GLSimpleTriangle *triangle = &gl_geometry_triangles[i];
gl_convert_to_ndc(&triangle->v1.pos);
gl_convert_to_ndc(&triangle->v2.pos);
gl_convert_to_ndc(&triangle->v3.pos);
}
if (gl_version_major >= 3)
glBindVertexArray(gl_geometry_vao);
glBindBuffer(GL_ARRAY_BUFFER, gl_geometry_vbo);
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(ntriangles * sizeof(GLSimpleTriangle)), gl_geometry_triangles, GL_STREAM_DRAW);
glVertexAttribPointer(gl_geometry_v_pos, 2, GL_FLOAT, 0, sizeof(GLSimpleVertex), (void *)offsetof(GLSimpleVertex, pos));
glEnableVertexAttribArray(gl_geometry_v_pos);
glVertexAttribPointer(gl_geometry_v_color, 4, GL_FLOAT, 0, sizeof(GLSimpleVertex), (void *)offsetof(GLSimpleVertex, color));
glEnableVertexAttribArray(gl_geometry_v_color);
glUseProgram(gl_geometry_program);
glDrawArrays(GL_TRIANGLES, 0, (GLsizei)(3 * ntriangles));
arr_clear(gl_geometry_triangles);
}
static GLuint gl_load_texture_from_image(const char *path) {
GLuint texture = 0;
int w=0, h=0, n=0;
unsigned char *data = stbi_load(path, &w, &h, &n, 4);
if (data && w > 0 && h > 0) {
size_t bytes_per_row = (size_t)w * 4;
unsigned char *tempbuf = calloc(1, bytes_per_row);
// flip image vertically
for (int y = 0; y < h/2; ++y) {
int y2 = h-1-y;
unsigned char *row1 = &data[y*w*4];
unsigned char *row2 = &data[y2*w*4];
memcpy(tempbuf, row1, bytes_per_row);
memcpy(row1, row2, bytes_per_row);
memcpy(row2, tempbuf, bytes_per_row);
}
free(tempbuf);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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);
free(data);
}
return texture;
}
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