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@@ -0,0 +1,840 @@
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+#+build js
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+#+private file
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+
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+package karl2d
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+
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+@(private="package")
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+RENDER_BACKEND_INTERFACE_WEBGL :: Render_Backend_Interface {
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+ state_size = webgl_state_size,
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+ init = webgl_init,
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+ shutdown = webgl_shutdown,
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+ clear = webgl_clear,
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+ present = webgl_present,
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+ draw = webgl_draw,
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+ resize_swapchain = webgl_resize_swapchain,
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+ get_swapchain_width = webgl_get_swapchain_width,
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+ get_swapchain_height = webgl_get_swapchain_height,
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+ flip_z = webgl_flip_z,
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+ set_internal_state = webgl_set_internal_state,
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+ create_texture = webgl_create_texture,
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+ load_texture = webgl_load_texture,
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+ update_texture = webgl_update_texture,
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+ destroy_texture = webgl_destroy_texture,
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+ create_render_texture = webgl_create_render_texture,
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+ destroy_render_target = webgl_destroy_render_target,
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+ set_texture_filter = webgl_set_texture_filter,
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+ load_shader = webgl_load_shader,
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+ destroy_shader = webgl_destroy_shader,
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+
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+ default_shader_vertex_source = webgl_default_shader_vertex_source,
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+ default_shader_fragment_source = webgl_default_shader_fragment_source,
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+}
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+
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+import "base:runtime"
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+import gl "vendor:wasm/WebGL"
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+import hm "handle_map"
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+import "core:log"
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+import "core:strings"
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+import "core:slice"
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+import la "core:math/linalg"
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+
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+_ :: la
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+
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+WebGL_State :: struct {
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+ canvas_id: string,
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+ width: int,
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+ height: int,
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+ allocator: runtime.Allocator,
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+ shaders: hm.Handle_Map(WebGL_Shader, Shader_Handle, 1024*10),
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+ vertex_buffer_gpu: gl.Buffer,
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+ textures: hm.Handle_Map(WebGL_Texture, Texture_Handle, 1024*10),
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+}
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+
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+WebGL_Shader_Constant_Buffer :: struct {
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+ buffer: gl.Buffer,
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+ size: int,
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+ block_index: u32,
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+}
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+
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+WebGL_Shader_Constant_Type :: enum {
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+ Uniform,
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+ Block_Variable,
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+}
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+
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+// OpenGL can have constants both in blocks (like constant buffers in D3D11), or as stand-alone
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+// uniforms. We support both.
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+WebGL_Shader_Constant :: struct {
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+ type: WebGL_Shader_Constant_Type,
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+
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+ // if type is Uniform, then this is the uniform loc
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+ // if type is Block_Variable, then this is the block loc
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+ loc: i32,
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+
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+ // if this is a block variable, then this is the offset to it
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+ block_variable_offset: u32,
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+
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+ // if type is Uniform, then this contains the GL type of the uniform
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+ uniform_type: gl.Enum,
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+}
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+
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+WebGL_Texture :: struct {
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+ handle: Texture_Handle,
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+ id: u32,
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+ format: Pixel_Format,
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+}
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+
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+WebGL_Texture_Binding :: struct {
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+ loc: i32,
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+}
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+
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+WebGL_Shader :: struct {
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+ handle: Shader_Handle,
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+
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+ // This is like the "input layout"
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+ vao: u32,
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+
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+ program: gl.Program,
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+
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+ constant_buffers: []WebGL_Shader_Constant_Buffer,
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+ constants: []WebGL_Shader_Constant,
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+ texture_bindings: []WebGL_Texture_Binding,
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+}
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+
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+s: ^WebGL_State
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+
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+webgl_state_size :: proc() -> int {
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+ return size_of(WebGL_State)
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+}
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+
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+webgl_init :: proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
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+ s = (^WebGL_State)(state)
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+ canvas_id := (^HTML_Canvas_ID)(window_handle)^
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+ s.canvas_id = strings.clone(canvas_id, allocator)
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+ s.width = swapchain_width
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+ s.height = swapchain_height
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+ s.allocator = allocator
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+
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+ context_ok := gl.CreateCurrentContextById(s.canvas_id, gl.DEFAULT_CONTEXT_ATTRIBUTES)
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+ log.ensuref(context_ok, "Could not create context for canvas ID %s", s.canvas_id)
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+ set_context_ok := gl.SetCurrentContextById(s.canvas_id)
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+ log.ensuref(set_context_ok, "Failed setting context with canvas ID %s", s.canvas_id)
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+
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+ gl.Enable(gl.DEPTH_TEST)
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+ gl.DepthFunc(gl.GREATER)
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+
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+ s.vertex_buffer_gpu = gl.CreateBuffer()
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+ gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
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+ gl.BufferData(gl.ARRAY_BUFFER, VERTEX_BUFFER_MAX, nil, gl.DYNAMIC_DRAW)
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+
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+ gl.Enable(gl.BLEND)
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+}
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+
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+webgl_shutdown :: proc() {
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+ gl.DeleteBuffer(s.vertex_buffer_gpu)
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+}
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+
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+webgl_clear :: proc(render_texture: Render_Target_Handle, color: Color) {
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+ c := f32_color_from_color(color)
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+ gl.ClearColor(c.r, c.g, c.b, c.a)
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+ gl.ClearDepth(-1)
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+ gl.Clear(u32(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT))
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+}
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+
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+webgl_present :: proc() {
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+ // The browser flips the backbuffer for you
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+}
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+
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+webgl_draw :: proc(
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+ shd: Shader,
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+ render_texture: Render_Target_Handle,
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+ bound_textures: []Texture_Handle,
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+ scissor: Maybe(Rect),
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+ blend_mode: Blend_Mode,
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+ vertex_buffer: []u8,
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+) {
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+ gl_shd := hm.get(&s.shaders, shd.handle)
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+
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+ if gl_shd == nil {
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+ return
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+ }
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+
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+ switch blend_mode {
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+ case .Alpha: gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
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+ case .Premultiplied_Alpha: gl.BlendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
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+ }
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+
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+ gl.EnableVertexAttribArray(0)
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+ gl.EnableVertexAttribArray(1)
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+ gl.EnableVertexAttribArray(2)
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+
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+ gl.UseProgram(gl_shd.program)
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+ assert(len(shd.constants) == len(gl_shd.constants))
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+
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+ cpu_data := shd.constants_data
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+ for cidx in 0..<len(gl_shd.constants) {
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+ cpu_loc := shd.constants[cidx]
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+
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+ if cpu_loc.size == 0 {
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+ continue
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+ }
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+
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+ gpu_loc := gl_shd.constants[cidx]
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+
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+ switch gpu_loc.type {
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+ case .Block_Variable:
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+ gpu_buffer_info := gl_shd.constant_buffers[gpu_loc.loc]
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+ gpu_data := gpu_buffer_info.buffer
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+ gl.BindBuffer(gl.UNIFORM_BUFFER, gpu_data)
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+ src := cpu_data[cpu_loc.offset:cpu_loc.offset+cpu_loc.size]
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+ gl.BufferData(gl.UNIFORM_BUFFER, len(src), raw_data(src), gl.DYNAMIC_DRAW)
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+ gl.BindBufferBase(gl.UNIFORM_BUFFER, gpu_loc.loc, gpu_data)
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+
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+ case .Uniform:
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+ loc := i32(gpu_loc.loc)
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+ ptr := (rawptr)(&cpu_data[cpu_loc.offset])
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+ uptr := (^u32)(ptr)
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+ iptr := (^i32)(ptr)
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+ fptr := (^f32)(ptr)
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+ dptr := (^f64)(ptr)
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+ switch gpu_loc.uniform_type {
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+ case gl.FLOAT:
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+ gl.Uniform1fv(loc, 1, fptr)
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+
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+ case gl.FLOAT_VEC2:
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+ gl.Uniform2fv(loc, 1, fptr)
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+ case gl.FLOAT_MAT2:
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+ gl.UniformMatrix2fv(loc, 1, false, fptr)
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+ case gl.FLOAT_MAT2x3:
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+ gl.UniformMatrix2x3fv(loc, 1, false, fptr)
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+ case gl.FLOAT_MAT2x4:
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+ gl.UniformMatrix2x4fv(loc, 1, false, fptr)
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+
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+ case gl.FLOAT_VEC3:
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+ gl.Uniform3fv(loc, 1, fptr)
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+ case gl.FLOAT_MAT3x2:
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+ gl.UniformMatrix3x2fv(loc, 1, false, fptr)
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+ case gl.FLOAT_MAT3:
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+ gl.UniformMatrix3fv(loc, 1, false, fptr)
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+ case gl.FLOAT_MAT3x4:
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+ gl.UniformMatrix3x4fv(loc, 1, false, fptr)
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+
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+ case gl.FLOAT_VEC4:
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+ gl.Uniform4fv(loc, 1, fptr)
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+ case gl.FLOAT_MAT4x2:
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+ gl.UniformMatrix4x2fv(loc, 1, false, fptr)
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+ case gl.FLOAT_MAT4x3:
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+ gl.UniformMatrix4x3fv(loc, 1, false, fptr)
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+ case gl.FLOAT_MAT4:
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+ gl.UniformMatrix4fv(loc, 1, false, fptr)
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+
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+ case gl.DOUBLE:
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+ gl.Uniform1dv(loc, 1, dptr)
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+
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+ case gl.DOUBLE_VEC2:
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+ gl.Uniform2dv(loc, 1, dptr)
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+ case gl.DOUBLE_MAT2:
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+ gl.UniformMatrix2dv(loc, 1, false, dptr)
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+ case gl.DOUBLE_MAT2x3:
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+ gl.UniformMatrix2x3dv(loc, 1, false, dptr)
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+ case gl.DOUBLE_MAT2x4:
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+ gl.UniformMatrix2x4dv(loc, 1, false, dptr)
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+
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+ case gl.DOUBLE_VEC3:
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+ gl.Uniform3dv(loc, 1, dptr)
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+ case gl.DOUBLE_MAT3x2:
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+ gl.UniformMatrix3x2dv(loc, 1, false, dptr)
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+ case gl.DOUBLE_MAT3:
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+ gl.UniformMatrix3dv(loc, 1, false, dptr)
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+ case gl.DOUBLE_MAT3x4:
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+ gl.UniformMatrix3x4dv(loc, 1, false, dptr)
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+
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+ case gl.DOUBLE_VEC4:
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+ gl.Uniform4dv(loc, 1, dptr)
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+ case gl.DOUBLE_MAT4x2:
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+ gl.UniformMatrix4x2dv(loc, 1, false, dptr)
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+ case gl.DOUBLE_MAT4x3:
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+ gl.UniformMatrix4x3dv(loc, 1, false, dptr)
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+ case gl.DOUBLE_MAT4:
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+ gl.UniformMatrix4dv(loc, 1, false, dptr)
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+
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+ case gl.BOOL, gl.INT:
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+ gl.Uniform1iv(loc, 1, iptr)
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+ case gl.BOOL_VEC2, gl.INT_VEC2:
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+ gl.Uniform2iv(loc, 1, iptr)
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+ case gl.BOOL_VEC3, gl.INT_VEC3:
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+ gl.Uniform3iv(loc, 1, iptr)
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+ case gl.BOOL_VEC4, gl.INT_VEC4:
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+ gl.Uniform4iv(loc, 1, iptr)
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+
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+ case gl.UNSIGNED_INT:
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+ gl.Uniform1uiv(loc, 1, uptr)
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+ case gl.UNSIGNED_INT_VEC2:
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+ gl.Uniform2uiv(loc, 1, uptr)
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+ case gl.UNSIGNED_INT_VEC3:
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+ gl.Uniform3uiv(loc, 1, uptr)
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+ case gl.UNSIGNED_INT_VEC4:
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+ gl.Uniform4uiv(loc, 1, uptr)
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+
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+ case: log.errorf("Unknown type: %x", gpu_loc.uniform_type)
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+ }
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+
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+ }
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+ }
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+
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+ gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
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+ vb_data := gl.MapBuffer(gl.ARRAY_BUFFER, gl.WRITE_ONLY)
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+ {
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+ gpu_map := slice.from_ptr((^u8)(vb_data), VERTEX_BUFFER_MAX)
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+ copy(
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+ gpu_map,
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+ vertex_buffer,
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+ )
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+ }
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+
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+ if len(bound_textures) == len(gl_shd.texture_bindings) {
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+ for t, t_idx in bound_textures {
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+ gl_t := gl_shd.texture_bindings[t_idx]
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+
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+ if t := hm.get(&s.textures, t); t != nil {
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+ gl.ActiveTexture(gl.TEXTURE0 + u32(t_idx))
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+ gl.BindTexture(gl.TEXTURE_2D, t.id)
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+ gl.Uniform1i(gl_t.loc, i32(t_idx))
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+ } else {
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+ gl.ActiveTexture(gl.TEXTURE0 + u32(t_idx))
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+ gl.BindTexture(gl.TEXTURE_2D, 0)
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+ gl.Uniform1i(gl_t.loc, i32(t_idx))
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+ }
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+ }
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+ }
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+
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+ gl.UnmapBuffer(gl.ARRAY_BUFFER)
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+ gl.DrawArrays(gl.TRIANGLES, 0, i32(len(vertex_buffer)/shd.vertex_size))
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+}
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+
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+webgl_resize_swapchain :: proc(w, h: int) {
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+ s.width = w
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+ s.height = h
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+ gl.Viewport(0, 0, i32(w), i32(h))
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+}
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+
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+webgl_get_swapchain_width :: proc() -> int {
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+ return s.width
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+}
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+
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+webgl_get_swapchain_height :: proc() -> int {
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+ return s.height
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+}
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+
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+webgl_flip_z :: proc() -> bool {
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+ return false
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+}
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+
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+webgl_set_internal_state :: proc(state: rawptr) {
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+ s = (^GL_State)(state)
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+}
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+
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+create_texture :: proc(width: int, height: int, format: Pixel_Format, data: rawptr) -> Texture_Handle {
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+ id: u32
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+ gl.GenTextures(1, &id)
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+ gl.BindTexture(gl.TEXTURE_2D, id)
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+
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+ gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
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+ gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
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+ gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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+ gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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+
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+ pf := gl_translate_pixel_format(format)
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+ gl.TexImage2D(gl.TEXTURE_2D, 0, pf, i32(width), i32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, data)
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+
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+ tex := GL_Texture {
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+ id = id,
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+ format = format,
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+ }
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+
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+ return hm.add(&s.textures, tex)
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+}
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+
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+webgl_create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture_Handle {
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+ return create_texture(width, height, format, nil)
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+}
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+
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+webgl_load_texture :: proc(data: []u8, width: int, height: int, format: Pixel_Format) -> Texture_Handle {
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+ return create_texture(width, height, format, raw_data(data))
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+}
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+
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+webgl_update_texture :: proc(th: Texture_Handle, data: []u8, rect: Rect) -> bool {
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+ tex := hm.get(&s.textures, th)
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+
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+ if tex == nil {
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+ return false
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+ }
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+
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+ gl.BindTexture(gl.TEXTURE_2D, tex.id)
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+ gl.TexSubImage2D(gl.TEXTURE_2D, 0, i32(rect.x), i32(rect.y), i32(rect.w), i32(rect.h), gl.RGBA, gl.UNSIGNED_BYTE, raw_data(data))
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+ return true
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+}
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+
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+webgl_destroy_texture :: proc(th: Texture_Handle) {
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+ tex := hm.get(&s.textures, th)
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+
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+ if tex == nil {
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+ return
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+ }
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|
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+
|
|
|
+ gl.DeleteTextures(1, &tex.id)
|
|
|
+ hm.remove(&s.textures, th)
|
|
|
+}
|
|
|
+
|
|
|
+webgl_create_render_texture :: proc(width: int, height: int) -> (Texture_Handle, Render_Target_Handle) {
|
|
|
+ return {}, {}
|
|
|
+}
|
|
|
+
|
|
|
+webgl_destroy_render_target :: proc(render_target: Render_Target_Handle) {
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+webgl_set_texture_filter :: proc(
|
|
|
+ th: Texture_Handle,
|
|
|
+ scale_down_filter: Texture_Filter,
|
|
|
+ scale_up_filter: Texture_Filter,
|
|
|
+ mip_filter: Texture_Filter,
|
|
|
+) {
|
|
|
+ t := hm.get(&s.textures, th)
|
|
|
+
|
|
|
+ if t == nil {
|
|
|
+ log.error("Trying to set texture filter for invalid texture %v", th)
|
|
|
+ return
|
|
|
+ }
|
|
|
+
|
|
|
+ gl.BindTexture(gl.TEXTURE_2D, t.id)
|
|
|
+
|
|
|
+ min_filter: i32 = scale_down_filter == .Point ? gl.NEAREST : gl.LINEAR
|
|
|
+ mag_filter: i32 = scale_up_filter == .Point ? gl.NEAREST : gl.LINEAR
|
|
|
+
|
|
|
+ gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, min_filter)
|
|
|
+ gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, mag_filter)
|
|
|
+}
|
|
|
+
|
|
|
+Shader_Compile_Result_OK :: struct {}
|
|
|
+
|
|
|
+Shader_Compile_Result_Error :: string
|
|
|
+
|
|
|
+Shader_Compile_Result :: union #no_nil {
|
|
|
+ Shader_Compile_Result_OK,
|
|
|
+ Shader_Compile_Result_Error,
|
|
|
+}
|
|
|
+
|
|
|
+compile_shader_from_source :: proc(shader_data: []byte, shader_type: gl.Shader_Type, err_buf: []u8, err_msg: ^string) -> (shader_id: u32, ok: bool) {
|
|
|
+ shader_id = gl.CreateShader(u32(shader_type))
|
|
|
+ length := i32(len(shader_data))
|
|
|
+ shader_cstr := cstring(raw_data(shader_data))
|
|
|
+ gl.ShaderSource(shader_id, 1, &shader_cstr, &length)
|
|
|
+ gl.CompileShader(shader_id)
|
|
|
+
|
|
|
+ result: i32
|
|
|
+ gl.GetShaderiv(shader_id, gl.COMPILE_STATUS, &result)
|
|
|
+
|
|
|
+ if result != 1 {
|
|
|
+ info_len: i32
|
|
|
+ gl.GetShaderInfoLog(shader_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
|
|
|
+ err_msg^ = string(err_buf[:info_len])
|
|
|
+ gl.DeleteShader(shader_id)
|
|
|
+ return 0, false
|
|
|
+ }
|
|
|
+
|
|
|
+ return shader_id, true
|
|
|
+}
|
|
|
+
|
|
|
+link_shader :: proc(vs_shader: u32, fs_shader: u32, err_buf: []u8, err_msg: ^string) -> (program_id: u32, ok: bool) {
|
|
|
+ program_id = gl.CreateProgram()
|
|
|
+ gl.AttachShader(program_id, vs_shader)
|
|
|
+ gl.AttachShader(program_id, fs_shader)
|
|
|
+ gl.LinkProgram(program_id)
|
|
|
+
|
|
|
+ result: i32
|
|
|
+ gl.GetProgramiv(program_id, gl.LINK_STATUS, &result)
|
|
|
+
|
|
|
+ if result != 1 {
|
|
|
+ info_len: i32
|
|
|
+ gl.GetProgramInfoLog(program_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
|
|
|
+ err_msg^ = string(err_buf[:info_len])
|
|
|
+ gl.DeleteProgram(program_id)
|
|
|
+ return 0, false
|
|
|
+ }
|
|
|
+
|
|
|
+ return program_id, true
|
|
|
+}
|
|
|
+
|
|
|
+webgl_load_shader :: proc(vs_source: []byte, fs_source: []byte, desc_allocator := frame_allocator, layout_formats: []Pixel_Format = {}) -> (handle: Shader_Handle, desc: Shader_Desc) {
|
|
|
+ @static err: [1024]u8
|
|
|
+ err_msg: string
|
|
|
+ vs_shader, vs_shader_ok := compile_shader_from_source(vs_source, gl.Shader_Type.VERTEX_SHADER, err[:], &err_msg)
|
|
|
+
|
|
|
+ if !vs_shader_ok {
|
|
|
+ log.error(err_msg)
|
|
|
+ return {}, {}
|
|
|
+ }
|
|
|
+
|
|
|
+ fs_shader, fs_shader_ok := compile_shader_from_source(fs_source, gl.Shader_Type.FRAGMENT_SHADER, err[:], &err_msg)
|
|
|
+
|
|
|
+ if !fs_shader_ok {
|
|
|
+ log.error(err_msg)
|
|
|
+ return {}, {}
|
|
|
+ }
|
|
|
+
|
|
|
+ program, program_ok := link_shader(vs_shader, fs_shader, err[:], &err_msg)
|
|
|
+
|
|
|
+ if !program_ok {
|
|
|
+ log.error(err_msg)
|
|
|
+ return {}, {}
|
|
|
+ }
|
|
|
+
|
|
|
+ stride: int
|
|
|
+
|
|
|
+ {
|
|
|
+ num_attribs: i32
|
|
|
+ gl.GetProgramiv(program, gl.ACTIVE_ATTRIBUTES, &num_attribs)
|
|
|
+ desc.inputs = make([]Shader_Input, num_attribs, desc_allocator)
|
|
|
+
|
|
|
+ attrib_name_buf: [256]u8
|
|
|
+
|
|
|
+ for i in 0..<num_attribs {
|
|
|
+ attrib_name_len: i32
|
|
|
+ attrib_size: i32
|
|
|
+ attrib_type: u32
|
|
|
+ gl.GetActiveAttrib(program, u32(i), i32(len(attrib_name_buf)), &attrib_name_len, &attrib_size, &attrib_type, raw_data(attrib_name_buf[:]))
|
|
|
+
|
|
|
+ name_cstr := cstring(raw_data(attrib_name_buf[:attrib_name_len]))
|
|
|
+
|
|
|
+ loc := gl.GetAttribLocation(program, name_cstr)
|
|
|
+
|
|
|
+ type: Shader_Input_Type
|
|
|
+
|
|
|
+ switch attrib_type {
|
|
|
+ case gl.FLOAT: type = .F32
|
|
|
+ case gl.FLOAT_VEC2: type = .Vec2
|
|
|
+ case gl.FLOAT_VEC3: type = .Vec3
|
|
|
+ case gl.FLOAT_VEC4: type = .Vec4
|
|
|
+
|
|
|
+ /* Possible (gl.) types:
|
|
|
+
|
|
|
+ FLOAT, FLOAT_VEC2, FLOAT_VEC3, FLOAT_VEC4, FLOAT_MAT2,
|
|
|
+ FLOAT_MAT3, FLOAT_MAT4, FLOAT_MAT2x3, FLOAT_MAT2x4,
|
|
|
+ FLOAT_MAT3x2, FLOAT_MAT3x4, FLOAT_MAT4x2, FLOAT_MAT4x3,
|
|
|
+ INT, INT_VEC2, INT_VEC3, INT_VEC4, UNSIGNED_INT,
|
|
|
+ UNSIGNED_INT_VEC2, UNSIGNED_INT_VEC3, UNSIGNED_INT_VEC4,
|
|
|
+ DOUBLE, DOUBLE_VEC2, DOUBLE_VEC3, DOUBLE_VEC4, DOUBLE_MAT2,
|
|
|
+ DOUBLE_MAT3, DOUBLE_MAT4, DOUBLE_MAT2x3, DOUBLE_MAT2x4,
|
|
|
+ DOUBLE_MAT3x2, DOUBLE_MAT3x4, DOUBLE_MAT4x2, or DOUBLE_MAT4x3 */
|
|
|
+
|
|
|
+ case: log.errorf("Unknown type: %v", attrib_type)
|
|
|
+ }
|
|
|
+
|
|
|
+ name := strings.clone(string(attrib_name_buf[:attrib_name_len]), desc_allocator)
|
|
|
+
|
|
|
+ format := len(layout_formats) > 0 ? layout_formats[loc] : get_shader_input_format(name, type)
|
|
|
+ desc.inputs[i] = {
|
|
|
+ name = name,
|
|
|
+ register = int(loc),
|
|
|
+ format = format,
|
|
|
+ type = type,
|
|
|
+ }
|
|
|
+
|
|
|
+ input_format := get_shader_input_format(name, type)
|
|
|
+ format_size := pixel_format_size(input_format)
|
|
|
+
|
|
|
+ stride += format_size
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ gl_shd := GL_Shader {
|
|
|
+ program = program,
|
|
|
+ }
|
|
|
+
|
|
|
+ gl.GenVertexArrays(1, &gl_shd.vao)
|
|
|
+ gl.BindVertexArray(gl_shd.vao)
|
|
|
+ gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
|
|
|
+
|
|
|
+ offset: int
|
|
|
+ for idx in 0..<len(desc.inputs) {
|
|
|
+ input := desc.inputs[idx]
|
|
|
+ format_size := pixel_format_size(input.format)
|
|
|
+ gl.EnableVertexAttribArray(u32(input.register))
|
|
|
+ format, num_components, norm := gl_describe_pixel_format(input.format)
|
|
|
+ gl.VertexAttribPointer(u32(input.register), num_components, format, norm ? gl.TRUE : gl.FALSE, i32(stride), uintptr(offset))
|
|
|
+ offset += format_size
|
|
|
+ }
|
|
|
+
|
|
|
+ /*{
|
|
|
+ num_uniforms: i32
|
|
|
+ uniform_name_buf: [256]u8
|
|
|
+ gl.GetProgramiv(program, gl.ACTIVE_UNIFORMS, &num_uniforms)
|
|
|
+
|
|
|
+ for u_idx in 0..<num_uniforms {
|
|
|
+ name_len: i32
|
|
|
+ size: i32
|
|
|
+ type: u32
|
|
|
+ gl.GetActiveUniform(program, u32(u_idx), len(uniform_name_buf), &name_len, &size, &type, raw_data(&uniform_name_buf))
|
|
|
+
|
|
|
+ if type == gl.SAMPLER_2D {
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }*/
|
|
|
+
|
|
|
+ constant_descs := make([dynamic]Shader_Constant_Desc, desc_allocator)
|
|
|
+ gl_constants := make([dynamic]GL_Shader_Constant, s.allocator)
|
|
|
+ texture_bindpoint_descs := make([dynamic]Shader_Texture_Bindpoint_Desc, desc_allocator)
|
|
|
+ gl_texture_bindings := make([dynamic]GL_Texture_Binding, s.allocator)
|
|
|
+
|
|
|
+ {
|
|
|
+ num_active_uniforms: i32
|
|
|
+ gl.GetProgramiv(program, gl.ACTIVE_UNIFORMS, &num_active_uniforms)
|
|
|
+ uniform_name_buf: [256]u8
|
|
|
+
|
|
|
+ for cidx in 0..<num_active_uniforms {
|
|
|
+ name_len: i32
|
|
|
+ array_len: i32
|
|
|
+ type: u32
|
|
|
+
|
|
|
+ gl.GetActiveUniform(
|
|
|
+ program,
|
|
|
+ u32(cidx),
|
|
|
+ len(uniform_name_buf),
|
|
|
+ &name_len,
|
|
|
+ &array_len,
|
|
|
+ &type,
|
|
|
+ raw_data(&uniform_name_buf),
|
|
|
+ )
|
|
|
+
|
|
|
+ name := strings.string_from_ptr(raw_data(uniform_name_buf[:]), int(name_len))
|
|
|
+ loc := gl.GetUniformLocation(program, cstring(raw_data(name)))
|
|
|
+
|
|
|
+ if type == gl.SAMPLER_2D {
|
|
|
+ append(&texture_bindpoint_descs, Shader_Texture_Bindpoint_Desc {
|
|
|
+ name = strings.clone(name, desc_allocator),
|
|
|
+ })
|
|
|
+
|
|
|
+ append(&gl_texture_bindings, GL_Texture_Binding {
|
|
|
+ loc = loc,
|
|
|
+ })
|
|
|
+ } else {
|
|
|
+ append(&constant_descs, Shader_Constant_Desc {
|
|
|
+ name = strings.clone(name, desc_allocator),
|
|
|
+ size = uniform_size(type),
|
|
|
+ })
|
|
|
+
|
|
|
+ append(&gl_constants, GL_Shader_Constant {
|
|
|
+ type = .Uniform,
|
|
|
+ loc = u32(loc),
|
|
|
+ uniform_type = type,
|
|
|
+ })
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Blocks are like constant buffers in D3D, it's like a struct with multiple uniforms inside
|
|
|
+ {
|
|
|
+ num_active_uniform_blocks: i32
|
|
|
+ gl.GetProgramiv(program, gl.ACTIVE_UNIFORM_BLOCKS, &num_active_uniform_blocks)
|
|
|
+ gl_shd.constant_buffers = make([]GL_Shader_Constant_Buffer, num_active_uniform_blocks, s.allocator)
|
|
|
+
|
|
|
+ uniform_block_name_buf: [256]u8
|
|
|
+ uniform_name_buf: [256]u8
|
|
|
+
|
|
|
+ for cb_idx in 0..<num_active_uniform_blocks {
|
|
|
+ name_len: i32
|
|
|
+ gl.GetActiveUniformBlockName(program, u32(cb_idx), len(uniform_block_name_buf), &name_len, raw_data(&uniform_block_name_buf))
|
|
|
+ name_cstr := cstring(raw_data(uniform_block_name_buf[:name_len]))
|
|
|
+ idx := gl.GetUniformBlockIndex(program, name_cstr)
|
|
|
+
|
|
|
+ if i32(idx) >= num_active_uniform_blocks {
|
|
|
+ continue
|
|
|
+ }
|
|
|
+
|
|
|
+ size: i32
|
|
|
+
|
|
|
+ // TODO investigate if we need std140 layout in the shader or what is fine?
|
|
|
+ gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_DATA_SIZE, &size)
|
|
|
+
|
|
|
+ if size == 0 {
|
|
|
+ log.errorf("Uniform block %v has size 0", name_cstr)
|
|
|
+ continue
|
|
|
+ }
|
|
|
+
|
|
|
+ buf: u32
|
|
|
+
|
|
|
+ gl.GenBuffers(1, &buf)
|
|
|
+ gl.BindBuffer(gl.UNIFORM_BUFFER, buf)
|
|
|
+ gl.BufferData(gl.UNIFORM_BUFFER, int(size), nil, gl.DYNAMIC_DRAW)
|
|
|
+ gl.BindBufferBase(gl.UNIFORM_BUFFER, idx, buf)
|
|
|
+
|
|
|
+ gl_shd.constant_buffers[cb_idx] = {
|
|
|
+ block_index = idx,
|
|
|
+ buffer = buf,
|
|
|
+ size = int(size),
|
|
|
+ }
|
|
|
+
|
|
|
+ num_uniforms: i32
|
|
|
+ gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORMS, &num_uniforms)
|
|
|
+
|
|
|
+ uniform_indices := make([]i32, num_uniforms, frame_allocator)
|
|
|
+ gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, raw_data(uniform_indices))
|
|
|
+
|
|
|
+ for var_idx in 0..<num_uniforms {
|
|
|
+ uniform_idx := u32(uniform_indices[var_idx])
|
|
|
+
|
|
|
+ offset: i32
|
|
|
+ gl.GetActiveUniformsiv(program, 1, &uniform_idx, gl.UNIFORM_OFFSET, &offset)
|
|
|
+
|
|
|
+ uniform_type: u32
|
|
|
+ gl.GetActiveUniformsiv(program, 1, &uniform_idx, gl.UNIFORM_TYPE, (^i32)(&uniform_type))
|
|
|
+
|
|
|
+ variable_name_len: i32
|
|
|
+ gl.GetActiveUniformName(program, uniform_idx, len(uniform_name_buf), &variable_name_len, raw_data(&uniform_name_buf))
|
|
|
+
|
|
|
+ append(&constant_descs, Shader_Constant_Desc {
|
|
|
+ name = strings.clone(string(uniform_name_buf[:variable_name_len]), desc_allocator),
|
|
|
+ size = uniform_size(uniform_type),
|
|
|
+ })
|
|
|
+
|
|
|
+ append(&gl_constants, GL_Shader_Constant {
|
|
|
+ type = .Block_Variable,
|
|
|
+ loc = idx,
|
|
|
+ block_variable_offset = u32(offset),
|
|
|
+ })
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ assert(len(constant_descs) == len(gl_constants))
|
|
|
+ desc.constants = constant_descs[:]
|
|
|
+ desc.texture_bindpoints = texture_bindpoint_descs[:]
|
|
|
+ gl_shd.constants = gl_constants[:]
|
|
|
+ gl_shd.texture_bindings = gl_texture_bindings[:]
|
|
|
+
|
|
|
+ h := hm.add(&s.shaders, gl_shd)
|
|
|
+
|
|
|
+ return h, desc
|
|
|
+}
|
|
|
+
|
|
|
+// I might have missed something. But it doesn't seem like GL gives you this information.
|
|
|
+uniform_size :: proc(t: u32) -> int {
|
|
|
+ sz: int
|
|
|
+ switch t {
|
|
|
+ case gl.FLOAT: sz = 4*1
|
|
|
+
|
|
|
+ case gl.FLOAT_VEC2: sz = 4*2*1
|
|
|
+ case gl.FLOAT_MAT2: sz = 4*2*2
|
|
|
+ case gl.FLOAT_MAT2x3: sz = 4*2*3
|
|
|
+ case gl.FLOAT_MAT2x4: sz = 4*2*4
|
|
|
+
|
|
|
+ case gl.FLOAT_VEC3: sz = 4*3*1
|
|
|
+ case gl.FLOAT_MAT3x2: sz = 4*3*2
|
|
|
+ case gl.FLOAT_MAT3: sz = 4*3*3
|
|
|
+ case gl.FLOAT_MAT3x4: sz = 4*3*4
|
|
|
+
|
|
|
+ case gl.FLOAT_VEC4: sz = 4*4*1
|
|
|
+ case gl.FLOAT_MAT4x2: sz = 4*4*2
|
|
|
+ case gl.FLOAT_MAT4x3: sz = 4*4*3
|
|
|
+ case gl.FLOAT_MAT4: sz = 4*4*4
|
|
|
+
|
|
|
+ case gl.DOUBLE: sz = 8*1
|
|
|
+
|
|
|
+ case gl.DOUBLE_VEC2: sz = 8*2*1
|
|
|
+ case gl.DOUBLE_MAT2: sz = 8*2*2
|
|
|
+ case gl.DOUBLE_MAT2x3: sz = 8*2*3
|
|
|
+ case gl.DOUBLE_MAT2x4: sz = 8*2*4
|
|
|
+
|
|
|
+ case gl.DOUBLE_VEC3: sz = 8*3*1
|
|
|
+ case gl.DOUBLE_MAT3x2: sz = 8*3*2
|
|
|
+ case gl.DOUBLE_MAT3: sz = 8*3*3
|
|
|
+ case gl.DOUBLE_MAT3x4: sz = 8*3*4
|
|
|
+
|
|
|
+ case gl.DOUBLE_VEC4: sz = 8*4*1
|
|
|
+ case gl.DOUBLE_MAT4x2: sz = 8*4*2
|
|
|
+ case gl.DOUBLE_MAT4x3: sz = 8*4*3
|
|
|
+ case gl.DOUBLE_MAT4: sz = 8*4*4
|
|
|
+
|
|
|
+ case gl.BOOL: sz = 4*1
|
|
|
+ case gl.BOOL_VEC2: sz = 4*2
|
|
|
+ case gl.BOOL_VEC3: sz = 4*3
|
|
|
+ case gl.BOOL_VEC4: sz = 4*4
|
|
|
+
|
|
|
+ case gl.INT: sz = 4*1
|
|
|
+ case gl.INT_VEC2: sz = 4*2
|
|
|
+ case gl.INT_VEC3: sz = 4*3
|
|
|
+ case gl.INT_VEC4: sz = 4*4
|
|
|
+
|
|
|
+ case gl.UNSIGNED_INT: sz = 4*1
|
|
|
+ case gl.UNSIGNED_INT_VEC2: sz = 4*2
|
|
|
+ case gl.UNSIGNED_INT_VEC3: sz = 4*3
|
|
|
+ case gl.UNSIGNED_INT_VEC4: sz = 4*4
|
|
|
+ case: log.errorf("Unhandled uniform type: %x", t)
|
|
|
+ }
|
|
|
+
|
|
|
+ return sz
|
|
|
+}
|
|
|
+
|
|
|
+gl_translate_pixel_format :: proc(f: Pixel_Format) -> i32 {
|
|
|
+ switch f {
|
|
|
+ case .RGBA_32_Float: return gl.RGBA
|
|
|
+ case .RGB_32_Float: return gl.RGB
|
|
|
+ case .RG_32_Float: return gl.RG
|
|
|
+ case .R_32_Float: return gl.R
|
|
|
+
|
|
|
+ case .RGBA_8_Norm: return gl.RGBA8_SNORM
|
|
|
+ case .RG_8_Norm: return gl.RG8_SNORM
|
|
|
+ case .R_8_Norm: return gl.R8_SNORM
|
|
|
+ case .R_8_UInt: return gl.R8_SNORM
|
|
|
+
|
|
|
+ case .Unknown: fallthrough
|
|
|
+ case: log.error("Unhandled pixel format %v", f)
|
|
|
+ }
|
|
|
+
|
|
|
+ return 0
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+gl_describe_pixel_format :: proc(f: Pixel_Format) -> (format: u32, num_components: i32, normalized: bool) {
|
|
|
+ switch f {
|
|
|
+ case .RGBA_32_Float: return gl.FLOAT, 4, false
|
|
|
+ case .RGB_32_Float: return gl.FLOAT, 3, false
|
|
|
+ case .RG_32_Float: return gl.FLOAT, 2, false
|
|
|
+ case .R_32_Float: return gl.FLOAT, 1, false
|
|
|
+
|
|
|
+ case .RGBA_8_Norm: return gl.UNSIGNED_BYTE, 4, true
|
|
|
+ case .RG_8_Norm: return gl.UNSIGNED_BYTE, 2, true
|
|
|
+ case .R_8_Norm: return gl.UNSIGNED_BYTE, 1, true
|
|
|
+ case .R_8_UInt: return gl.BYTE, 1, false
|
|
|
+
|
|
|
+ case .Unknown:
|
|
|
+ }
|
|
|
+
|
|
|
+ log.errorf("Unknown format %x", format)
|
|
|
+ return 0, 0, false
|
|
|
+}
|
|
|
+
|
|
|
+webgl_destroy_shader :: proc(h: Shader_Handle) {
|
|
|
+ shd := hm.get(&s.shaders, h)
|
|
|
+
|
|
|
+ if shd == nil {
|
|
|
+ log.errorf("Invalid shader: %v", h)
|
|
|
+ return
|
|
|
+ }
|
|
|
+
|
|
|
+ delete(shd.constant_buffers, s.allocator)
|
|
|
+ delete(shd.constants, s.allocator)
|
|
|
+ delete(shd.texture_bindings, s.allocator)
|
|
|
+}
|
|
|
+
|
|
|
+webgl_default_shader_vertex_source :: proc() -> []byte {
|
|
|
+ vertex_source := #load("render_backend_gl_default_vertex_shader.glsl")
|
|
|
+ return vertex_source
|
|
|
+}
|
|
|
+
|
|
|
+webgl_default_shader_fragment_source :: proc() -> []byte {
|
|
|
+ fragment_source := #load("render_backend_gl_default_fragment_shader.glsl")
|
|
|
+ return fragment_source
|
|
|
+}
|
|
|
+
|