render_backend_gl.odin 12 KB

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  1. #+build windows, darwin, linux
  2. #+private file
  3. package karl2d
  4. @(private="package")
  5. RENDER_BACKEND_INTERFACE_GL :: Render_Backend_Interface {
  6. state_size = gl_state_size,
  7. init = gl_init,
  8. shutdown = gl_shutdown,
  9. clear = gl_clear,
  10. present = gl_present,
  11. draw = gl_draw,
  12. resize_swapchain = gl_resize_swapchain,
  13. get_swapchain_width = gl_get_swapchain_width,
  14. get_swapchain_height = gl_get_swapchain_height,
  15. flip_z = gl_flip_z,
  16. set_internal_state = gl_set_internal_state,
  17. create_texture = gl_create_texture,
  18. load_texture = gl_load_texture,
  19. update_texture = gl_update_texture,
  20. destroy_texture = gl_destroy_texture,
  21. load_shader = gl_load_shader,
  22. destroy_shader = gl_destroy_shader,
  23. default_shader_vertex_source = gl_default_shader_vertex_source,
  24. default_shader_fragment_source = gl_default_shader_fragment_source,
  25. }
  26. import "base:runtime"
  27. import gl "vendor:OpenGL"
  28. import hm "handle_map"
  29. import "core:log"
  30. import "core:strings"
  31. import "core:slice"
  32. import la "core:math/linalg"
  33. _ :: la
  34. GL_State :: struct {
  35. window_handle: Window_Handle,
  36. width: int,
  37. height: int,
  38. allocator: runtime.Allocator,
  39. shaders: hm.Handle_Map(GL_Shader, Shader_Handle, 1024*10),
  40. ctx: GL_Context,
  41. vertex_buffer_gpu: u32,
  42. }
  43. GL_Shader_Constant_Buffer :: struct {
  44. buffer: u32,
  45. size: int,
  46. block_index: u32,
  47. }
  48. GL_Shader :: struct {
  49. handle: Shader_Handle,
  50. // This is like the "input layout"
  51. vao: u32,
  52. program: u32,
  53. constant_buffers: []GL_Shader_Constant_Buffer,
  54. }
  55. s: ^GL_State
  56. gl_state_size :: proc() -> int {
  57. return size_of(GL_State)
  58. }
  59. gl_init :: proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
  60. s = (^GL_State)(state)
  61. s.window_handle = window_handle
  62. s.width = swapchain_width
  63. s.height = swapchain_height
  64. s.allocator = allocator
  65. ctx, ctx_ok := _gl_get_context(window_handle)
  66. if !ctx_ok {
  67. log.panic("Could not find a valid pixel format for gl context")
  68. }
  69. s.ctx = ctx
  70. _gl_load_procs()
  71. gl.Enable(gl.DEPTH_TEST)
  72. gl.DepthFunc(gl.GREATER)
  73. gl.GenBuffers(1, &s.vertex_buffer_gpu)
  74. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  75. gl.BufferData(gl.ARRAY_BUFFER, VERTEX_BUFFER_MAX, nil, gl.DYNAMIC_DRAW)
  76. }
  77. gl_shutdown :: proc() {
  78. gl.DeleteBuffers(1, &s.vertex_buffer_gpu)
  79. _gl_destroy_context(s.ctx)
  80. }
  81. gl_clear :: proc(color: Color) {
  82. c := f32_color_from_color(color)
  83. gl.ClearColor(c.r, c.g, c.b, c.a)
  84. gl.ClearDepth(-1)
  85. gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
  86. }
  87. gl_present :: proc() {
  88. _gl_present(s.window_handle)
  89. }
  90. gl_draw :: proc(shd: Shader, texture: Texture_Handle, scissor: Maybe(Rect), vertex_buffer: []u8) {
  91. shader := hm.get(&s.shaders, shd.handle)
  92. if shader == nil {
  93. return
  94. }
  95. gl.EnableVertexAttribArray(0)
  96. gl.EnableVertexAttribArray(1)
  97. gl.EnableVertexAttribArray(2)
  98. gl.UseProgram(shader.program)
  99. assert(len(shd.constant_buffers) == len(shader.constant_buffers))
  100. for cb_idx in 0..<len(shader.constant_buffers) {
  101. cpu_data := shd.constant_buffers[cb_idx].cpu_data
  102. gpu_data := shader.constant_buffers[cb_idx].buffer
  103. gl.BindBuffer(gl.UNIFORM_BUFFER, gpu_data)
  104. gl.BufferData(gl.UNIFORM_BUFFER, len(cpu_data), raw_data(cpu_data), gl.DYNAMIC_DRAW)
  105. gl.BindBufferBase(gl.UNIFORM_BUFFER, u32(cb_idx), gpu_data)
  106. }
  107. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  108. vb_data := gl.MapBuffer(gl.ARRAY_BUFFER, gl.WRITE_ONLY)
  109. {
  110. gpu_map := slice.from_ptr((^u8)(vb_data), VERTEX_BUFFER_MAX)
  111. copy(
  112. gpu_map,
  113. vertex_buffer,
  114. )
  115. }
  116. gl.UnmapBuffer(gl.ARRAY_BUFFER)
  117. gl.DrawArrays(gl.TRIANGLES, 0, i32(len(vertex_buffer)/shd.vertex_size))
  118. }
  119. gl_resize_swapchain :: proc(w, h: int) {
  120. }
  121. gl_get_swapchain_width :: proc() -> int {
  122. return s.width
  123. }
  124. gl_get_swapchain_height :: proc() -> int {
  125. return s.height
  126. }
  127. gl_flip_z :: proc() -> bool {
  128. return false
  129. }
  130. gl_set_internal_state :: proc(state: rawptr) {
  131. }
  132. gl_create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  133. return {}
  134. }
  135. gl_load_texture :: proc(data: []u8, width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  136. return {}
  137. }
  138. gl_update_texture :: proc(th: Texture_Handle, data: []u8, rect: Rect) -> bool {
  139. return false
  140. }
  141. gl_destroy_texture :: proc(th: Texture_Handle) {
  142. }
  143. Shader_Compile_Result_OK :: struct {}
  144. Shader_Compile_Result_Error :: string
  145. Shader_Compile_Result :: union #no_nil {
  146. Shader_Compile_Result_OK,
  147. Shader_Compile_Result_Error,
  148. }
  149. compile_shader_from_source :: proc(shader_data: string, shader_type: gl.Shader_Type, err_buf: []u8, err_msg: ^string) -> (shader_id: u32, ok: bool) {
  150. shader_id = gl.CreateShader(u32(shader_type))
  151. length := i32(len(shader_data))
  152. shader_cstr := cstring(raw_data(shader_data))
  153. gl.ShaderSource(shader_id, 1, &shader_cstr, &length)
  154. gl.CompileShader(shader_id)
  155. result: i32
  156. gl.GetShaderiv(shader_id, gl.COMPILE_STATUS, &result)
  157. if result != 1 {
  158. info_len: i32
  159. gl.GetShaderInfoLog(shader_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
  160. err_msg^ = string(err_buf[:info_len])
  161. gl.DeleteShader(shader_id)
  162. return 0, false
  163. }
  164. return shader_id, true
  165. }
  166. link_shader :: proc(vs_shader: u32, fs_shader: u32, err_buf: []u8, err_msg: ^string) -> (program_id: u32, ok: bool) {
  167. program_id = gl.CreateProgram()
  168. gl.AttachShader(program_id, vs_shader)
  169. gl.AttachShader(program_id, fs_shader)
  170. gl.LinkProgram(program_id)
  171. result: i32
  172. gl.GetProgramiv(program_id, gl.LINK_STATUS, &result)
  173. if result != 1 {
  174. info_len: i32
  175. gl.GetProgramInfoLog(program_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
  176. err_msg^ = string(err_buf[:info_len])
  177. gl.DeleteProgram(program_id)
  178. return 0, false
  179. }
  180. return program_id, true
  181. }
  182. gl_load_shader :: proc(vs_source: string, fs_source: string, desc_allocator := frame_allocator, layout_formats: []Pixel_Format = {}) -> (handle: Shader_Handle, desc: Shader_Desc) {
  183. @static err: [1024]u8
  184. err_msg: string
  185. vs_shader, vs_shader_ok := compile_shader_from_source(vs_source, gl.Shader_Type.VERTEX_SHADER, err[:], &err_msg)
  186. if !vs_shader_ok {
  187. log.error(err_msg)
  188. return {}, {}
  189. }
  190. fs_shader, fs_shader_ok := compile_shader_from_source(fs_source, gl.Shader_Type.FRAGMENT_SHADER, err[:], &err_msg)
  191. if !fs_shader_ok {
  192. log.error(err_msg)
  193. return {}, {}
  194. }
  195. program, program_ok := link_shader(vs_shader, fs_shader, err[:], &err_msg)
  196. if !program_ok {
  197. log.error(err_msg)
  198. return {}, {}
  199. }
  200. stride: int
  201. {
  202. num_attribs: i32
  203. gl.GetProgramiv(program, gl.ACTIVE_ATTRIBUTES, &num_attribs)
  204. desc.inputs = make([]Shader_Input, num_attribs, desc_allocator)
  205. attrib_name_buf: [256]u8
  206. for i in 0..<num_attribs {
  207. attrib_name_len: i32
  208. attrib_size: i32
  209. attrib_type: u32
  210. gl.GetActiveAttrib(program, u32(i), i32(len(attrib_name_buf)), &attrib_name_len, &attrib_size, &attrib_type, raw_data(attrib_name_buf[:]))
  211. name_cstr := cstring(raw_data(attrib_name_buf[:attrib_name_len]))
  212. loc := gl.GetAttribLocation(program, name_cstr)
  213. if loc >= num_attribs {
  214. continue
  215. }
  216. type: Shader_Input_Type
  217. switch attrib_type {
  218. case gl.FLOAT: type = .F32
  219. case gl.FLOAT_VEC2: type = .Vec2
  220. case gl.FLOAT_VEC3: type = .Vec3
  221. case gl.FLOAT_VEC4: type = .Vec4
  222. /* Possible (gl.) types:
  223. FLOAT, FLOAT_VEC2, FLOAT_VEC3, FLOAT_VEC4, FLOAT_MAT2,
  224. FLOAT_MAT3, FLOAT_MAT4, FLOAT_MAT2x3, FLOAT_MAT2x4,
  225. FLOAT_MAT3x2, FLOAT_MAT3x4, FLOAT_MAT4x2, FLOAT_MAT4x3,
  226. INT, INT_VEC2, INT_VEC3, INT_VEC4, UNSIGNED_INT,
  227. UNSIGNED_INT_VEC2, UNSIGNED_INT_VEC3, UNSIGNED_INT_VEC4,
  228. DOUBLE, DOUBLE_VEC2, DOUBLE_VEC3, DOUBLE_VEC4, DOUBLE_MAT2,
  229. DOUBLE_MAT3, DOUBLE_MAT4, DOUBLE_MAT2x3, DOUBLE_MAT2x4,
  230. DOUBLE_MAT3x2, DOUBLE_MAT3x4, DOUBLE_MAT4x2, or DOUBLE_MAT4x3 */
  231. case: log.errorf("Unknwon type: %v", attrib_type)
  232. }
  233. name := strings.clone(string(attrib_name_buf[:attrib_name_len]), desc_allocator)
  234. format := len(layout_formats) > 0 ? layout_formats[loc] : get_shader_input_format(name, type)
  235. desc.inputs[loc] = {
  236. name = name,
  237. register = int(loc),
  238. format = format,
  239. type = type,
  240. }
  241. input_format := get_shader_input_format(name, type)
  242. format_size := pixel_format_size(input_format)
  243. stride += format_size
  244. }
  245. }
  246. shader := GL_Shader {
  247. program = program,
  248. }
  249. gl.GenVertexArrays(1, &shader.vao)
  250. gl.BindVertexArray(shader.vao)
  251. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  252. offset: int
  253. for idx in 0..<len(desc.inputs) {
  254. input := desc.inputs[idx]
  255. format_size := pixel_format_size(input.format)
  256. gl.EnableVertexAttribArray(u32(idx))
  257. format, num_components, norm := gl_describe_pixel_format(input.format)
  258. gl.VertexAttribPointer(u32(idx), num_components, format, norm ? gl.TRUE : gl.FALSE, i32(stride), uintptr(offset))
  259. offset += format_size
  260. }
  261. /*{
  262. num_uniforms: i32
  263. uniform_name_buf: [256]u8
  264. gl.GetProgramiv(program, gl.ACTIVE_UNIFORMS, &num_uniforms)
  265. for u_idx in 0..<num_uniforms {
  266. name_len: i32
  267. size: i32
  268. type: u32
  269. gl.GetActiveUniform(program, u32(u_idx), len(uniform_name_buf), &name_len, &size, &type, raw_data(&uniform_name_buf))
  270. if type == gl.SAMPLER_2D {
  271. }
  272. }
  273. }*/
  274. {
  275. num_uniform_blocks: i32
  276. gl.GetProgramiv(program, gl.ACTIVE_UNIFORM_BLOCKS, &num_uniform_blocks)
  277. desc.constant_buffers = make([]Shader_Constant_Buffer_Desc, num_uniform_blocks, desc_allocator)
  278. shader.constant_buffers = make([]GL_Shader_Constant_Buffer, num_uniform_blocks, s.allocator)
  279. uniform_block_name_buf: [256]u8
  280. uniform_name_buf: [256]u8
  281. for cb_idx in 0..<num_uniform_blocks {
  282. name_len: i32
  283. gl.GetActiveUniformBlockName(program, u32(cb_idx), len(uniform_block_name_buf), &name_len, raw_data(&uniform_block_name_buf))
  284. name_cstr := cstring(raw_data(uniform_block_name_buf[:name_len]))
  285. idx := gl.GetUniformBlockIndex(program, name_cstr)
  286. if i32(idx) >= num_uniform_blocks {
  287. continue
  288. }
  289. size: i32
  290. // TODO investigate if we need std140 layout in the shader or what is fine?
  291. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_DATA_SIZE, &size)
  292. if size == 0 {
  293. log.errorf("Uniform block %v has size 0", name_cstr)
  294. continue
  295. }
  296. buf: u32
  297. gl.GenBuffers(1, &buf)
  298. gl.BindBuffer(gl.UNIFORM_BUFFER, buf)
  299. gl.BufferData(gl.UNIFORM_BUFFER, int(size), nil, gl.DYNAMIC_DRAW)
  300. gl.BindBufferBase(gl.UNIFORM_BUFFER, idx, buf)
  301. shader.constant_buffers[cb_idx] = {
  302. block_index = idx,
  303. buffer = buf,
  304. size = int(size),
  305. }
  306. desc.constant_buffers[cb_idx] = {
  307. name = strings.clone_from_cstring(name_cstr, desc_allocator),
  308. size = int(size),
  309. }
  310. num_uniforms: i32
  311. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORMS, &num_uniforms)
  312. uniform_indices := make([]i32, num_uniforms, frame_allocator)
  313. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, raw_data(uniform_indices))
  314. variables := make([]Shader_Constant_Buffer_Variable_Desc, num_uniforms, desc_allocator)
  315. desc.constant_buffers[cb_idx].variables = variables
  316. for var_idx in 0..<num_uniforms {
  317. uniform_idx := u32(uniform_indices[var_idx])
  318. offset: i32
  319. gl.GetActiveUniformsiv(program, 1, &uniform_idx, gl.UNIFORM_OFFSET, &offset)
  320. variable_name_len: i32
  321. gl.GetActiveUniformName(program, uniform_idx, len(uniform_name_buf), &variable_name_len, raw_data(&uniform_name_buf))
  322. variables[var_idx] = {
  323. name = strings.clone(string(uniform_name_buf[:variable_name_len]), desc_allocator),
  324. loc = {
  325. buffer_idx = u32(cb_idx),
  326. offset = u32(offset),
  327. },
  328. }
  329. }
  330. }
  331. }
  332. h := hm.add(&s.shaders, shader)
  333. return h, desc
  334. }
  335. gl_describe_pixel_format :: proc(f: Pixel_Format) -> (format: u32, num_components: i32, normalized: bool) {
  336. switch f {
  337. case .RGBA_32_Float: return gl.FLOAT, 4, false
  338. case .RGB_32_Float: return gl.FLOAT, 3, false
  339. case .RG_32_Float: return gl.FLOAT, 2, false
  340. case .R_32_Float: return gl.FLOAT, 1, false
  341. case .RGBA_8_Norm: return gl.UNSIGNED_BYTE, 4, true
  342. case .RG_8_Norm: return gl.UNSIGNED_BYTE, 2, true
  343. case .R_8_Norm: return gl.UNSIGNED_BYTE, 1, true
  344. case .R_8_UInt: return gl.BYTE, 1, false
  345. case .Unknown:
  346. }
  347. log.error("Unknown format")
  348. return 0, 0, false
  349. }
  350. gl_destroy_shader :: proc(h: Shader_Handle) {
  351. }
  352. gl_default_shader_vertex_source :: proc() -> string {
  353. return #load("default_shader_vertex.glsl")
  354. }
  355. gl_default_shader_fragment_source :: proc() -> string {
  356. return #load("default_shader_fragment.glsl")
  357. }