render_backend_gl.odin 18 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_Constant_Type :: enum {
  49. Uniform,
  50. Block_Variable,
  51. }
  52. // OpenGL can have constants both in blocks (like constant buffers in D3D11), or as stand-alone
  53. // uniforms. We support both.
  54. GL_Shader_Constant :: struct {
  55. type: GL_Shader_Constant_Type,
  56. // if type is Uniform, then this is the uniform loc
  57. // if type is Block_Variable, then this is the block loc
  58. loc: u32,
  59. // if this is a block variable, then this is the offset to it
  60. block_variable_offset: u32,
  61. // if type is Uniform, then this contains the GL type of the uniform
  62. uniform_type: u32,
  63. }
  64. GL_Shader :: struct {
  65. handle: Shader_Handle,
  66. // This is like the "input layout"
  67. vao: u32,
  68. program: u32,
  69. constant_buffers: []GL_Shader_Constant_Buffer,
  70. constants: []GL_Shader_Constant,
  71. }
  72. s: ^GL_State
  73. gl_state_size :: proc() -> int {
  74. return size_of(GL_State)
  75. }
  76. gl_init :: proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
  77. s = (^GL_State)(state)
  78. s.window_handle = window_handle
  79. s.width = swapchain_width
  80. s.height = swapchain_height
  81. s.allocator = allocator
  82. ctx, ctx_ok := _gl_get_context(window_handle)
  83. if !ctx_ok {
  84. log.panic("Could not find a valid pixel format for gl context")
  85. }
  86. s.ctx = ctx
  87. _gl_load_procs()
  88. gl.Enable(gl.DEPTH_TEST)
  89. gl.DepthFunc(gl.GREATER)
  90. gl.GenBuffers(1, &s.vertex_buffer_gpu)
  91. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  92. gl.BufferData(gl.ARRAY_BUFFER, VERTEX_BUFFER_MAX, nil, gl.DYNAMIC_DRAW)
  93. }
  94. gl_shutdown :: proc() {
  95. gl.DeleteBuffers(1, &s.vertex_buffer_gpu)
  96. _gl_destroy_context(s.ctx)
  97. }
  98. gl_clear :: proc(color: Color) {
  99. c := f32_color_from_color(color)
  100. gl.ClearColor(c.r, c.g, c.b, c.a)
  101. gl.ClearDepth(-1)
  102. gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
  103. }
  104. gl_present :: proc() {
  105. _gl_present(s.window_handle)
  106. }
  107. gl_draw :: proc(shd: Shader, texture: Texture_Handle, scissor: Maybe(Rect), vertex_buffer: []u8) {
  108. gl_shd := hm.get(&s.shaders, shd.handle)
  109. if gl_shd == nil {
  110. return
  111. }
  112. gl.EnableVertexAttribArray(0)
  113. gl.EnableVertexAttribArray(1)
  114. gl.EnableVertexAttribArray(2)
  115. gl.UseProgram(gl_shd.program)
  116. assert(len(shd.constants) == len(gl_shd.constants))
  117. cpu_data := shd.constants_data
  118. for cidx in 0..<len(gl_shd.constants) {
  119. cpu_loc := shd.constants[cidx]
  120. if cpu_loc.size == 0 {
  121. continue
  122. }
  123. gpu_loc := gl_shd.constants[cidx]
  124. switch gpu_loc.type {
  125. case .Block_Variable:
  126. gpu_buffer_info := gl_shd.constant_buffers[gpu_loc.loc]
  127. gpu_data := gpu_buffer_info.buffer
  128. gl.BindBuffer(gl.UNIFORM_BUFFER, gpu_data)
  129. src := cpu_data[cpu_loc.offset:cpu_loc.offset+cpu_loc.size]
  130. gl.BufferData(gl.UNIFORM_BUFFER, len(src), raw_data(src), gl.DYNAMIC_DRAW)
  131. gl.BindBufferBase(gl.UNIFORM_BUFFER, gpu_loc.loc, gpu_data)
  132. case .Uniform:
  133. loc := i32(gpu_loc.loc)
  134. ptr := (rawptr)(&cpu_data[cpu_loc.offset])
  135. uptr := (^u32)(ptr)
  136. iptr := (^i32)(ptr)
  137. fptr := (^f32)(ptr)
  138. dptr := (^f64)(ptr)
  139. switch gpu_loc.uniform_type {
  140. case gl.FLOAT:
  141. gl.Uniform1fv(loc, 1, fptr)
  142. case gl.FLOAT_VEC2:
  143. gl.Uniform2fv(loc, 1, fptr)
  144. case gl.FLOAT_MAT2:
  145. gl.UniformMatrix2fv(loc, 1, false, fptr)
  146. case gl.FLOAT_MAT2x3:
  147. gl.UniformMatrix2x3fv(loc, 1, false, fptr)
  148. case gl.FLOAT_MAT2x4:
  149. gl.UniformMatrix2x4fv(loc, 1, false, fptr)
  150. case gl.FLOAT_VEC3:
  151. gl.Uniform3fv(loc, 1, fptr)
  152. case gl.FLOAT_MAT3x2:
  153. gl.UniformMatrix3x2fv(loc, 1, false, fptr)
  154. case gl.FLOAT_MAT3:
  155. gl.UniformMatrix3fv(loc, 1, false, fptr)
  156. case gl.FLOAT_MAT3x4:
  157. gl.UniformMatrix3x4fv(loc, 1, false, fptr)
  158. case gl.FLOAT_VEC4:
  159. gl.Uniform4fv(loc, 1, fptr)
  160. case gl.FLOAT_MAT4x2:
  161. gl.UniformMatrix4x2fv(loc, 1, false, fptr)
  162. case gl.FLOAT_MAT4x3:
  163. gl.UniformMatrix4x3fv(loc, 1, false, fptr)
  164. case gl.FLOAT_MAT4:
  165. gl.UniformMatrix4fv(loc, 1, false, fptr)
  166. case gl.DOUBLE:
  167. gl.Uniform1dv(loc, 1, dptr)
  168. case gl.DOUBLE_VEC2:
  169. gl.Uniform2dv(loc, 1, dptr)
  170. case gl.DOUBLE_MAT2:
  171. gl.UniformMatrix2dv(loc, 1, false, dptr)
  172. case gl.DOUBLE_MAT2x3:
  173. gl.UniformMatrix2x3dv(loc, 1, false, dptr)
  174. case gl.DOUBLE_MAT2x4:
  175. gl.UniformMatrix2x4dv(loc, 1, false, dptr)
  176. case gl.DOUBLE_VEC3:
  177. gl.Uniform3dv(loc, 1, dptr)
  178. case gl.DOUBLE_MAT3x2:
  179. gl.UniformMatrix3x2dv(loc, 1, false, dptr)
  180. case gl.DOUBLE_MAT3:
  181. gl.UniformMatrix3dv(loc, 1, false, dptr)
  182. case gl.DOUBLE_MAT3x4:
  183. gl.UniformMatrix3x4dv(loc, 1, false, dptr)
  184. case gl.DOUBLE_VEC4:
  185. gl.Uniform4dv(loc, 1, dptr)
  186. case gl.DOUBLE_MAT4x2:
  187. gl.UniformMatrix4x2dv(loc, 1, false, dptr)
  188. case gl.DOUBLE_MAT4x3:
  189. gl.UniformMatrix4x3dv(loc, 1, false, dptr)
  190. case gl.DOUBLE_MAT4:
  191. gl.UniformMatrix4dv(loc, 1, false, dptr)
  192. case gl.BOOL, gl.INT:
  193. gl.Uniform1iv(loc, 1, iptr)
  194. case gl.BOOL_VEC2, gl.INT_VEC2:
  195. gl.Uniform2iv(loc, 1, iptr)
  196. case gl.BOOL_VEC3, gl.INT_VEC3:
  197. gl.Uniform3iv(loc, 1, iptr)
  198. case gl.BOOL_VEC4, gl.INT_VEC4:
  199. gl.Uniform4iv(loc, 1, iptr)
  200. case gl.UNSIGNED_INT:
  201. gl.Uniform1uiv(loc, 1, uptr)
  202. case gl.UNSIGNED_INT_VEC2:
  203. gl.Uniform2uiv(loc, 1, uptr)
  204. case gl.UNSIGNED_INT_VEC3:
  205. gl.Uniform3uiv(loc, 1, uptr)
  206. case gl.UNSIGNED_INT_VEC4:
  207. gl.Uniform4uiv(loc, 1, uptr)
  208. case: log.errorf("Unknown type: %x", gpu_loc.uniform_type)
  209. }
  210. }
  211. }
  212. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  213. vb_data := gl.MapBuffer(gl.ARRAY_BUFFER, gl.WRITE_ONLY)
  214. {
  215. gpu_map := slice.from_ptr((^u8)(vb_data), VERTEX_BUFFER_MAX)
  216. copy(
  217. gpu_map,
  218. vertex_buffer,
  219. )
  220. }
  221. gl.UnmapBuffer(gl.ARRAY_BUFFER)
  222. gl.DrawArrays(gl.TRIANGLES, 0, i32(len(vertex_buffer)/shd.vertex_size))
  223. }
  224. gl_resize_swapchain :: proc(w, h: int) {
  225. }
  226. gl_get_swapchain_width :: proc() -> int {
  227. return s.width
  228. }
  229. gl_get_swapchain_height :: proc() -> int {
  230. return s.height
  231. }
  232. gl_flip_z :: proc() -> bool {
  233. return false
  234. }
  235. gl_set_internal_state :: proc(state: rawptr) {
  236. }
  237. gl_create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  238. return {}
  239. }
  240. gl_load_texture :: proc(data: []u8, width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  241. return {}
  242. }
  243. gl_update_texture :: proc(th: Texture_Handle, data: []u8, rect: Rect) -> bool {
  244. return false
  245. }
  246. gl_destroy_texture :: proc(th: Texture_Handle) {
  247. }
  248. Shader_Compile_Result_OK :: struct {}
  249. Shader_Compile_Result_Error :: string
  250. Shader_Compile_Result :: union #no_nil {
  251. Shader_Compile_Result_OK,
  252. Shader_Compile_Result_Error,
  253. }
  254. compile_shader_from_source :: proc(shader_data: string, shader_type: gl.Shader_Type, err_buf: []u8, err_msg: ^string) -> (shader_id: u32, ok: bool) {
  255. shader_id = gl.CreateShader(u32(shader_type))
  256. length := i32(len(shader_data))
  257. shader_cstr := cstring(raw_data(shader_data))
  258. gl.ShaderSource(shader_id, 1, &shader_cstr, &length)
  259. gl.CompileShader(shader_id)
  260. result: i32
  261. gl.GetShaderiv(shader_id, gl.COMPILE_STATUS, &result)
  262. if result != 1 {
  263. info_len: i32
  264. gl.GetShaderInfoLog(shader_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
  265. err_msg^ = string(err_buf[:info_len])
  266. gl.DeleteShader(shader_id)
  267. return 0, false
  268. }
  269. return shader_id, true
  270. }
  271. link_shader :: proc(vs_shader: u32, fs_shader: u32, err_buf: []u8, err_msg: ^string) -> (program_id: u32, ok: bool) {
  272. program_id = gl.CreateProgram()
  273. gl.AttachShader(program_id, vs_shader)
  274. gl.AttachShader(program_id, fs_shader)
  275. gl.LinkProgram(program_id)
  276. result: i32
  277. gl.GetProgramiv(program_id, gl.LINK_STATUS, &result)
  278. if result != 1 {
  279. info_len: i32
  280. gl.GetProgramInfoLog(program_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
  281. err_msg^ = string(err_buf[:info_len])
  282. gl.DeleteProgram(program_id)
  283. return 0, false
  284. }
  285. return program_id, true
  286. }
  287. gl_load_shader :: proc(vs_source: string, fs_source: string, desc_allocator := frame_allocator, layout_formats: []Pixel_Format = {}) -> (handle: Shader_Handle, desc: Shader_Desc) {
  288. @static err: [1024]u8
  289. err_msg: string
  290. vs_shader, vs_shader_ok := compile_shader_from_source(vs_source, gl.Shader_Type.VERTEX_SHADER, err[:], &err_msg)
  291. if !vs_shader_ok {
  292. log.error(err_msg)
  293. return {}, {}
  294. }
  295. fs_shader, fs_shader_ok := compile_shader_from_source(fs_source, gl.Shader_Type.FRAGMENT_SHADER, err[:], &err_msg)
  296. if !fs_shader_ok {
  297. log.error(err_msg)
  298. return {}, {}
  299. }
  300. program, program_ok := link_shader(vs_shader, fs_shader, err[:], &err_msg)
  301. if !program_ok {
  302. log.error(err_msg)
  303. return {}, {}
  304. }
  305. stride: int
  306. {
  307. num_attribs: i32
  308. gl.GetProgramiv(program, gl.ACTIVE_ATTRIBUTES, &num_attribs)
  309. desc.inputs = make([]Shader_Input, num_attribs, desc_allocator)
  310. attrib_name_buf: [256]u8
  311. for i in 0..<num_attribs {
  312. attrib_name_len: i32
  313. attrib_size: i32
  314. attrib_type: u32
  315. gl.GetActiveAttrib(program, u32(i), i32(len(attrib_name_buf)), &attrib_name_len, &attrib_size, &attrib_type, raw_data(attrib_name_buf[:]))
  316. name_cstr := cstring(raw_data(attrib_name_buf[:attrib_name_len]))
  317. loc := gl.GetAttribLocation(program, name_cstr)
  318. type: Shader_Input_Type
  319. switch attrib_type {
  320. case gl.FLOAT: type = .F32
  321. case gl.FLOAT_VEC2: type = .Vec2
  322. case gl.FLOAT_VEC3: type = .Vec3
  323. case gl.FLOAT_VEC4: type = .Vec4
  324. /* Possible (gl.) types:
  325. FLOAT, FLOAT_VEC2, FLOAT_VEC3, FLOAT_VEC4, FLOAT_MAT2,
  326. FLOAT_MAT3, FLOAT_MAT4, FLOAT_MAT2x3, FLOAT_MAT2x4,
  327. FLOAT_MAT3x2, FLOAT_MAT3x4, FLOAT_MAT4x2, FLOAT_MAT4x3,
  328. INT, INT_VEC2, INT_VEC3, INT_VEC4, UNSIGNED_INT,
  329. UNSIGNED_INT_VEC2, UNSIGNED_INT_VEC3, UNSIGNED_INT_VEC4,
  330. DOUBLE, DOUBLE_VEC2, DOUBLE_VEC3, DOUBLE_VEC4, DOUBLE_MAT2,
  331. DOUBLE_MAT3, DOUBLE_MAT4, DOUBLE_MAT2x3, DOUBLE_MAT2x4,
  332. DOUBLE_MAT3x2, DOUBLE_MAT3x4, DOUBLE_MAT4x2, or DOUBLE_MAT4x3 */
  333. case: log.errorf("Unknown type: %v", attrib_type)
  334. }
  335. name := strings.clone(string(attrib_name_buf[:attrib_name_len]), desc_allocator)
  336. format := len(layout_formats) > 0 ? layout_formats[loc] : get_shader_input_format(name, type)
  337. desc.inputs[i] = {
  338. name = name,
  339. register = int(loc),
  340. format = format,
  341. type = type,
  342. }
  343. input_format := get_shader_input_format(name, type)
  344. format_size := pixel_format_size(input_format)
  345. stride += format_size
  346. }
  347. }
  348. gl_shd := GL_Shader {
  349. program = program,
  350. }
  351. gl.GenVertexArrays(1, &gl_shd.vao)
  352. gl.BindVertexArray(gl_shd.vao)
  353. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  354. offset: int
  355. for idx in 0..<len(desc.inputs) {
  356. input := desc.inputs[idx]
  357. format_size := pixel_format_size(input.format)
  358. gl.EnableVertexAttribArray(u32(input.register))
  359. format, num_components, norm := gl_describe_pixel_format(input.format)
  360. gl.VertexAttribPointer(u32(input.register), num_components, format, norm ? gl.TRUE : gl.FALSE, i32(stride), uintptr(offset))
  361. offset += format_size
  362. }
  363. /*{
  364. num_uniforms: i32
  365. uniform_name_buf: [256]u8
  366. gl.GetProgramiv(program, gl.ACTIVE_UNIFORMS, &num_uniforms)
  367. for u_idx in 0..<num_uniforms {
  368. name_len: i32
  369. size: i32
  370. type: u32
  371. gl.GetActiveUniform(program, u32(u_idx), len(uniform_name_buf), &name_len, &size, &type, raw_data(&uniform_name_buf))
  372. if type == gl.SAMPLER_2D {
  373. }
  374. }
  375. }*/
  376. constant_descs: [dynamic]Shader_Constant_Desc
  377. gl_constants: [dynamic]GL_Shader_Constant
  378. {
  379. num_active_uniforms: i32
  380. gl.GetProgramiv(program, gl.ACTIVE_UNIFORMS, &num_active_uniforms)
  381. uniform_name_buf: [256]u8
  382. for cidx in 0..<num_active_uniforms {
  383. name_len: i32
  384. array_len: i32
  385. type: u32
  386. gl.GetActiveUniform(program, u32(cidx), len(uniform_name_buf), &name_len, &array_len, &type,
  387. raw_data(&uniform_name_buf))
  388. name := cstring(raw_data(uniform_name_buf[:name_len]))
  389. loc := gl.GetUniformLocation(program, name)
  390. append(&constant_descs, Shader_Constant_Desc {
  391. name = strings.clone_from_cstring(name, desc_allocator),
  392. size = uniform_size(type),
  393. })
  394. append(&gl_constants, GL_Shader_Constant {
  395. type = .Uniform,
  396. loc = u32(loc),
  397. uniform_type = type,
  398. })
  399. }
  400. }
  401. // Blocks are like constant buffers in D3D, it's like a struct with multiple uniforms inside
  402. {
  403. num_active_uniform_blocks: i32
  404. gl.GetProgramiv(program, gl.ACTIVE_UNIFORM_BLOCKS, &num_active_uniform_blocks)
  405. gl_shd.constant_buffers = make([]GL_Shader_Constant_Buffer, num_active_uniform_blocks, s.allocator)
  406. uniform_block_name_buf: [256]u8
  407. uniform_name_buf: [256]u8
  408. for cb_idx in 0..<num_active_uniform_blocks {
  409. name_len: i32
  410. gl.GetActiveUniformBlockName(program, u32(cb_idx), len(uniform_block_name_buf), &name_len, raw_data(&uniform_block_name_buf))
  411. name_cstr := cstring(raw_data(uniform_block_name_buf[:name_len]))
  412. idx := gl.GetUniformBlockIndex(program, name_cstr)
  413. if i32(idx) >= num_active_uniform_blocks {
  414. continue
  415. }
  416. size: i32
  417. // TODO investigate if we need std140 layout in the shader or what is fine?
  418. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_DATA_SIZE, &size)
  419. if size == 0 {
  420. log.errorf("Uniform block %v has size 0", name_cstr)
  421. continue
  422. }
  423. buf: u32
  424. gl.GenBuffers(1, &buf)
  425. gl.BindBuffer(gl.UNIFORM_BUFFER, buf)
  426. gl.BufferData(gl.UNIFORM_BUFFER, int(size), nil, gl.DYNAMIC_DRAW)
  427. gl.BindBufferBase(gl.UNIFORM_BUFFER, idx, buf)
  428. gl_shd.constant_buffers[cb_idx] = {
  429. block_index = idx,
  430. buffer = buf,
  431. size = int(size),
  432. }
  433. num_uniforms: i32
  434. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORMS, &num_uniforms)
  435. uniform_indices := make([]i32, num_uniforms, frame_allocator)
  436. gl.GetActiveUniformBlockiv(program, idx, gl.UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, raw_data(uniform_indices))
  437. for var_idx in 0..<num_uniforms {
  438. uniform_idx := u32(uniform_indices[var_idx])
  439. offset: i32
  440. gl.GetActiveUniformsiv(program, 1, &uniform_idx, gl.UNIFORM_OFFSET, &offset)
  441. uniform_type: u32
  442. gl.GetActiveUniformsiv(program, 1, &uniform_idx, gl.UNIFORM_TYPE, (^i32)(&uniform_type))
  443. variable_name_len: i32
  444. gl.GetActiveUniformName(program, uniform_idx, len(uniform_name_buf), &variable_name_len, raw_data(&uniform_name_buf))
  445. append(&constant_descs, Shader_Constant_Desc {
  446. name = strings.clone(string(uniform_name_buf[:variable_name_len]), desc_allocator),
  447. size = uniform_size(uniform_type),
  448. })
  449. append(&gl_constants, GL_Shader_Constant {
  450. type = .Block_Variable,
  451. loc = idx,
  452. block_variable_offset = u32(offset),
  453. })
  454. }
  455. }
  456. }
  457. assert(len(constant_descs) == len(gl_constants))
  458. desc.constants = constant_descs[:]
  459. gl_shd.constants = gl_constants[:]
  460. h := hm.add(&s.shaders, gl_shd)
  461. return h, desc
  462. }
  463. // I might have missed something. But it doesn't seem like GL gives you this information.
  464. uniform_size :: proc(t: u32) -> int {
  465. sz: int
  466. switch t {
  467. case gl.FLOAT: sz = 4*1
  468. case gl.FLOAT_VEC2: sz = 4*2*1
  469. case gl.FLOAT_MAT2: sz = 4*2*2
  470. case gl.FLOAT_MAT2x3: sz = 4*2*3
  471. case gl.FLOAT_MAT2x4: sz = 4*2*4
  472. case gl.FLOAT_VEC3: sz = 4*3*1
  473. case gl.FLOAT_MAT3x2: sz = 4*3*2
  474. case gl.FLOAT_MAT3: sz = 4*3*3
  475. case gl.FLOAT_MAT3x4: sz = 4*3*4
  476. case gl.FLOAT_VEC4: sz = 4*4*1
  477. case gl.FLOAT_MAT4x2: sz = 4*4*2
  478. case gl.FLOAT_MAT4x3: sz = 4*4*3
  479. case gl.FLOAT_MAT4: sz = 4*4*4
  480. case gl.DOUBLE: sz = 8*1
  481. case gl.DOUBLE_VEC2: sz = 8*2*1
  482. case gl.DOUBLE_MAT2: sz = 8*2*2
  483. case gl.DOUBLE_MAT2x3: sz = 8*2*3
  484. case gl.DOUBLE_MAT2x4: sz = 8*2*4
  485. case gl.DOUBLE_VEC3: sz = 8*3*1
  486. case gl.DOUBLE_MAT3x2: sz = 8*3*2
  487. case gl.DOUBLE_MAT3: sz = 8*3*3
  488. case gl.DOUBLE_MAT3x4: sz = 8*3*4
  489. case gl.DOUBLE_VEC4: sz = 8*4*1
  490. case gl.DOUBLE_MAT4x2: sz = 8*4*2
  491. case gl.DOUBLE_MAT4x3: sz = 8*4*3
  492. case gl.DOUBLE_MAT4: sz = 8*4*4
  493. case gl.BOOL: sz = 4*1
  494. case gl.BOOL_VEC2: sz = 4*2
  495. case gl.BOOL_VEC3: sz = 4*3
  496. case gl.BOOL_VEC4: sz = 4*4
  497. case gl.INT: sz = 4*1
  498. case gl.INT_VEC2: sz = 4*2
  499. case gl.INT_VEC3: sz = 4*3
  500. case gl.INT_VEC4: sz = 4*4
  501. case gl.UNSIGNED_INT: sz = 4*1
  502. case gl.UNSIGNED_INT_VEC2: sz = 4*2
  503. case gl.UNSIGNED_INT_VEC3: sz = 4*3
  504. case gl.UNSIGNED_INT_VEC4: sz = 4*4
  505. case: log.errorf("Unhandled uniform type: %x", t)
  506. }
  507. return sz
  508. }
  509. gl_describe_pixel_format :: proc(f: Pixel_Format) -> (format: u32, num_components: i32, normalized: bool) {
  510. switch f {
  511. case .RGBA_32_Float: return gl.FLOAT, 4, false
  512. case .RGB_32_Float: return gl.FLOAT, 3, false
  513. case .RG_32_Float: return gl.FLOAT, 2, false
  514. case .R_32_Float: return gl.FLOAT, 1, false
  515. case .RGBA_8_Norm: return gl.UNSIGNED_BYTE, 4, true
  516. case .RG_8_Norm: return gl.UNSIGNED_BYTE, 2, true
  517. case .R_8_Norm: return gl.UNSIGNED_BYTE, 1, true
  518. case .R_8_UInt: return gl.BYTE, 1, false
  519. case .Unknown:
  520. }
  521. log.errorf("Unknown format %x", format)
  522. return 0, 0, false
  523. }
  524. gl_destroy_shader :: proc(h: Shader_Handle) {
  525. shd := hm.get(&s.shaders, h)
  526. if shd == nil {
  527. log.errorf("Invalid shader: %v", h)
  528. return
  529. }
  530. delete(shd.constant_buffers, s.allocator)
  531. delete(shd.constants, s.allocator)
  532. }
  533. gl_default_shader_vertex_source :: proc() -> string {
  534. return #load("default_shader_vertex.glsl")
  535. }
  536. gl_default_shader_fragment_source :: proc() -> string {
  537. return #load("default_shader_fragment.glsl")
  538. }