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. set_internal_state = gl_set_internal_state,
  16. create_texture = gl_create_texture,
  17. load_texture = gl_load_texture,
  18. update_texture = gl_update_texture,
  19. destroy_texture = gl_destroy_texture,
  20. load_shader = gl_load_shader,
  21. destroy_shader = gl_destroy_shader,
  22. default_shader_vertex_source = gl_default_shader_vertex_source,
  23. default_shader_fragment_source = gl_default_shader_fragment_source,
  24. }
  25. import "base:runtime"
  26. import gl "vendor:OpenGL"
  27. import hm "handle_map"
  28. import "core:log"
  29. import win32 "core:sys/windows"
  30. import "core:strings"
  31. import "core:slice"
  32. GL_State :: struct {
  33. width: int,
  34. height: int,
  35. allocator: runtime.Allocator,
  36. shaders: hm.Handle_Map(GL_Shader, Shader_Handle, 1024*10),
  37. dc: win32.HDC,
  38. vertex_buffer_gpu: u32,
  39. }
  40. GL_Shader_Constant_Buffer :: struct {
  41. gpu_data: rawptr,
  42. }
  43. GL_Shader :: struct {
  44. handle: Shader_Handle,
  45. // This is like the "input layout"
  46. vao: u32,
  47. program: u32,
  48. }
  49. s: ^GL_State
  50. gl_state_size :: proc() -> int {
  51. return size_of(GL_State)
  52. }
  53. gl_init :: proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
  54. s = (^GL_State)(state)
  55. s.width = swapchain_width
  56. s.height = swapchain_height
  57. s.allocator = allocator
  58. hdc := win32.GetWindowDC(win32.HWND(window_handle))
  59. s.dc = hdc
  60. pfd := win32.PIXELFORMATDESCRIPTOR {
  61. size_of(win32.PIXELFORMATDESCRIPTOR),
  62. 1,
  63. win32.PFD_DRAW_TO_WINDOW | win32.PFD_SUPPORT_OPENGL | win32.PFD_DOUBLEBUFFER, // Flags
  64. win32.PFD_TYPE_RGBA, // The kind of framebuffer. RGBA or palette.
  65. 32, // Colordepth of the framebuffer.
  66. 0, 0, 0, 0, 0, 0,
  67. 0,
  68. 0,
  69. 0,
  70. 0, 0, 0, 0,
  71. 24, // Number of bits for the depthbuffer
  72. 8, // Number of bits for the stencilbuffer
  73. 0, // Number of Aux buffers in the framebuffer.
  74. win32.PFD_MAIN_PLANE,
  75. 0,
  76. 0, 0, 0,
  77. }
  78. fmt := win32.ChoosePixelFormat(hdc, &pfd)
  79. win32.SetPixelFormat(hdc, fmt, &pfd)
  80. ctx := win32.wglCreateContext(hdc)
  81. win32.wglMakeCurrent(hdc, ctx)
  82. win32.gl_set_proc_address(&win32.wglChoosePixelFormatARB, "wglChoosePixelFormatARB")
  83. win32.gl_set_proc_address(&win32.wglCreateContextAttribsARB, "wglCreateContextAttribsARB")
  84. pixel_format_ilist := [?]i32 {
  85. win32.WGL_DRAW_TO_WINDOW_ARB, 1,
  86. win32.WGL_SUPPORT_OPENGL_ARB, 1,
  87. win32.WGL_DOUBLE_BUFFER_ARB, 1,
  88. win32.WGL_PIXEL_TYPE_ARB, win32.WGL_TYPE_RGBA_ARB,
  89. win32.WGL_COLOR_BITS_ARB, 32,
  90. win32.WGL_DEPTH_BITS_ARB, 24,
  91. win32.WGL_STENCIL_BITS_ARB, 8,
  92. 0,
  93. }
  94. pixel_format: i32
  95. num_formats: u32
  96. valid_pixel_format := win32.wglChoosePixelFormatARB(hdc, raw_data(pixel_format_ilist[:]),
  97. nil, 1, &pixel_format, &num_formats)
  98. if !valid_pixel_format {
  99. log.panic("Could not find a valid pixel format for gl context")
  100. }
  101. win32.SetPixelFormat(hdc, pixel_format, nil)
  102. ctx = win32.wglCreateContextAttribsARB(hdc, nil, nil)
  103. win32.wglMakeCurrent(hdc, ctx)
  104. gl.load_up_to(3, 3, win32.gl_set_proc_address)
  105. gl.GenBuffers(1, &s.vertex_buffer_gpu)
  106. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  107. gl.BufferData(gl.ARRAY_BUFFER, VERTEX_BUFFER_MAX, nil, gl.DYNAMIC_DRAW)
  108. }
  109. gl_shutdown :: proc() {
  110. }
  111. gl_clear :: proc(color: Color) {
  112. c := f32_color_from_color(color)
  113. gl.ClearColor(c.r, c.g, c.b, c.a)
  114. gl.Clear(gl.COLOR_BUFFER_BIT)
  115. }
  116. gl_present :: proc() {
  117. win32.SwapBuffers(s.dc)
  118. }
  119. gl_draw :: proc(shd: Shader, texture: Texture_Handle, view_proj: Mat4, scissor: Maybe(Rect), vertex_buffer: []u8) {
  120. shader := hm.get(&s.shaders, shd.handle)
  121. if shader == nil {
  122. return
  123. }
  124. gl.EnableVertexAttribArray(0)
  125. gl.EnableVertexAttribArray(1)
  126. gl.EnableVertexAttribArray(2)
  127. gl.UseProgram(shader.program)
  128. mvp_loc := gl.GetUniformLocation(shader.program, "mvp")
  129. mvp := view_proj
  130. gl.UniformMatrix4fv(mvp_loc, 1, gl.FALSE, (^f32)(&mvp))
  131. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  132. vb_data := gl.MapBuffer(gl.ARRAY_BUFFER, gl.WRITE_ONLY)
  133. {
  134. gpu_map := slice.from_ptr((^u8)(vb_data), VERTEX_BUFFER_MAX)
  135. copy(
  136. gpu_map,
  137. vertex_buffer,
  138. )
  139. }
  140. gl.UnmapBuffer(gl.ARRAY_BUFFER)
  141. gl.DrawArrays(gl.TRIANGLES, 0, i32(len(vertex_buffer)/shd.vertex_size))
  142. }
  143. gl_resize_swapchain :: proc(w, h: int) {
  144. }
  145. gl_get_swapchain_width :: proc() -> int {
  146. return s.width
  147. }
  148. gl_get_swapchain_height :: proc() -> int {
  149. return s.height
  150. }
  151. gl_set_internal_state :: proc(state: rawptr) {
  152. }
  153. gl_create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  154. return {}
  155. }
  156. gl_load_texture :: proc(data: []u8, width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  157. return {}
  158. }
  159. gl_update_texture :: proc(th: Texture_Handle, data: []u8, rect: Rect) -> bool {
  160. return false
  161. }
  162. gl_destroy_texture :: proc(th: Texture_Handle) {
  163. }
  164. Shader_Compile_Result_OK :: struct {}
  165. Shader_Compile_Result_Error :: string
  166. Shader_Compile_Result :: union #no_nil {
  167. Shader_Compile_Result_OK,
  168. Shader_Compile_Result_Error,
  169. }
  170. compile_shader_from_source :: proc(shader_data: string, shader_type: gl.Shader_Type, err_buf: []u8, err_msg: ^string) -> (shader_id: u32, ok: bool) {
  171. shader_id = gl.CreateShader(u32(shader_type))
  172. length := i32(len(shader_data))
  173. shader_cstr := cstring(raw_data(shader_data))
  174. gl.ShaderSource(shader_id, 1, &shader_cstr, &length)
  175. gl.CompileShader(shader_id)
  176. result: i32
  177. gl.GetShaderiv(shader_id, gl.COMPILE_STATUS, &result)
  178. if result != 1 {
  179. info_len: i32
  180. gl.GetShaderInfoLog(shader_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
  181. err_msg^ = string(err_buf[:info_len])
  182. gl.DeleteShader(shader_id)
  183. return 0, false
  184. }
  185. return shader_id, true
  186. }
  187. link_shader :: proc(vs_shader: u32, fs_shader: u32, err_buf: []u8, err_msg: ^string) -> (program_id: u32, ok: bool) {
  188. program_id = gl.CreateProgram()
  189. gl.AttachShader(program_id, vs_shader)
  190. gl.AttachShader(program_id, fs_shader)
  191. gl.LinkProgram(program_id)
  192. result: i32
  193. gl.GetProgramiv(program_id, gl.LINK_STATUS, &result)
  194. if result != 1 {
  195. info_len: i32
  196. gl.GetProgramInfoLog(program_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
  197. err_msg^ = string(err_buf[:info_len])
  198. gl.DeleteProgram(program_id)
  199. return 0, false
  200. }
  201. return program_id, true
  202. }
  203. gl_load_shader :: proc(vs_source: string, fs_source: string, desc_allocator := frame_allocator, layout_formats: []Pixel_Format = {}) -> (handle: Shader_Handle, desc: Shader_Desc) {
  204. @static err: [1024]u8
  205. err_msg: string
  206. vs_shader, vs_shader_ok := compile_shader_from_source(vs_source, gl.Shader_Type.VERTEX_SHADER, err[:], &err_msg)
  207. if !vs_shader_ok {
  208. log.error(err_msg)
  209. return {}, {}
  210. }
  211. fs_shader, fs_shader_ok := compile_shader_from_source(fs_source, gl.Shader_Type.FRAGMENT_SHADER, err[:], &err_msg)
  212. if !fs_shader_ok {
  213. log.error(err_msg)
  214. return {}, {}
  215. }
  216. program, program_ok := link_shader(vs_shader, fs_shader, err[:], &err_msg)
  217. if !program_ok {
  218. log.error(err_msg)
  219. return {}, {}
  220. }
  221. stride: int
  222. {
  223. num_attribs: i32
  224. gl.GetProgramiv(program, gl.ACTIVE_ATTRIBUTES, &num_attribs)
  225. desc.inputs = make([]Shader_Input, num_attribs, desc_allocator)
  226. attrib_name_buf: [256]u8
  227. for i in 0..<num_attribs {
  228. attrib_name_len: i32
  229. attrib_size: i32
  230. attrib_type: u32
  231. gl.GetActiveAttrib(program, u32(i), i32(len(attrib_name_buf)), &attrib_name_len, &attrib_size, &attrib_type, raw_data(attrib_name_buf[:]))
  232. name_cstr := strings.clone_to_cstring(string(attrib_name_buf[:attrib_name_len]), desc_allocator)
  233. loc := gl.GetAttribLocation(program, name_cstr)
  234. log.info(loc)
  235. type: Shader_Input_Type
  236. switch attrib_type {
  237. case gl.FLOAT: type = .F32
  238. case gl.FLOAT_VEC2: type = .Vec2
  239. case gl.FLOAT_VEC3: type = .Vec3
  240. case gl.FLOAT_VEC4: type = .Vec4
  241. /* Possible (gl.) types:
  242. FLOAT, FLOAT_VEC2, FLOAT_VEC3, FLOAT_VEC4, FLOAT_MAT2,
  243. FLOAT_MAT3, FLOAT_MAT4, FLOAT_MAT2x3, FLOAT_MAT2x4,
  244. FLOAT_MAT3x2, FLOAT_MAT3x4, FLOAT_MAT4x2, FLOAT_MAT4x3,
  245. INT, INT_VEC2, INT_VEC3, INT_VEC4, UNSIGNED_INT,
  246. UNSIGNED_INT_VEC2, UNSIGNED_INT_VEC3, UNSIGNED_INT_VEC4,
  247. DOUBLE, DOUBLE_VEC2, DOUBLE_VEC3, DOUBLE_VEC4, DOUBLE_MAT2,
  248. DOUBLE_MAT3, DOUBLE_MAT4, DOUBLE_MAT2x3, DOUBLE_MAT2x4,
  249. DOUBLE_MAT3x2, DOUBLE_MAT3x4, DOUBLE_MAT4x2, or DOUBLE_MAT4x3 */
  250. case: log.errorf("Unknwon type: %v", attrib_type)
  251. }
  252. name := strings.clone(string(attrib_name_buf[:attrib_name_len]), desc_allocator)
  253. log.info(name)
  254. format := len(layout_formats) > 0 ? layout_formats[loc] : get_shader_input_format(name, type)
  255. desc.inputs[loc] = {
  256. name = name,
  257. register = int(loc),
  258. format = format,
  259. type = type,
  260. }
  261. input_format := get_shader_input_format(name, type)
  262. format_size := pixel_format_size(input_format)
  263. stride += format_size
  264. //
  265. //log.info(i, attrib_name_len, attrib_size, attrib_type, string(attrib_name_buf[:attrib_name_len]))
  266. }
  267. }
  268. shader := GL_Shader {
  269. program = program,
  270. }
  271. gl.GenVertexArrays(1, &shader.vao)
  272. gl.BindVertexArray(shader.vao)
  273. gl.BindBuffer(gl.ARRAY_BUFFER, s.vertex_buffer_gpu)
  274. offset: int
  275. for idx in 0..<len(desc.inputs) {
  276. input := desc.inputs[idx]
  277. input_format := get_shader_input_format(input.name, input.type)
  278. format_size := pixel_format_size(input_format)
  279. num_components := get_shader_format_num_components(input_format)
  280. gl.EnableVertexAttribArray(u32(idx))
  281. gl.VertexAttribPointer(u32(idx), i32(num_components), gl.FLOAT, gl.FALSE, i32(stride), uintptr(offset))
  282. offset += format_size
  283. log.info(input.name)
  284. }
  285. {
  286. /*num_constant_buffers: i32
  287. gl.GetProgramiv(program, gl.ACTIVE_UNIFORM_BLOCKS, &num_attribs)
  288. desc.constant_buffers = make([]Shader_Constant_Buffer_Desc, num_constant_buffers, desc_allocator)
  289. shader.constant_buffers = make([]GL_Shader_Constant_Buffer, num_constant_buffers, s.allocator)
  290. for cb_idx in 0..<num_constant_buffers {
  291. buf: u32
  292. gl.GenBuffers(1, &buf)*/
  293. /*
  294. GetUniformIndices :: proc "c" (program: u32, uniformCount: i32, uniformNames: [^]cstring, uniformIndices: [^]u32) { impl_GetUniformIndices(program, uniformCount, uniformNames, uniformIndices) }
  295. GetActiveUniformsiv :: proc "c" (program: u32, uniformCount: i32, uniformIndices: [^]u32, pname: u32, params: [^]i32) { impl_GetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params) }
  296. GetActiveUniformName :: proc "c" (program: u32, uniformIndex: u32, bufSize: i32, length: ^i32, uniformName: [^]u8) { impl_GetActiveUniformName(program, uniformIndex, bufSize, length, uniformName) }
  297. GetUniformBlockIndex :: proc "c" (program: u32, uniformBlockName: cstring) -> u32 { ret := impl_GetUniformBlockIndex(program, uniformBlockName); return ret }
  298. GetActiveUniformBlockiv :: proc "c" (program: u32, uniformBlockIndex: u32, pname: u32, params: [^]i32) { impl_GetActiveUniformBlockiv(program, uniformBlockIndex, pname, params) }
  299. */
  300. }
  301. h := hm.add(&s.shaders, shader)
  302. return h, desc
  303. }
  304. gl_destroy_shader :: proc(h: Shader_Handle) {
  305. }
  306. gl_default_shader_vertex_source :: proc() -> string {
  307. return #load("default_shader_vertex.glsl")
  308. }
  309. gl_default_shader_fragment_source :: proc() -> string {
  310. return #load("default_shader_fragment.glsl")
  311. }