render_backend_gl.odin 7.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261
  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. GL_State :: struct {
  31. width: int,
  32. height: int,
  33. allocator: runtime.Allocator,
  34. shaders: hm.Handle_Map(GL_Shader, Shader_Handle, 1024*10),
  35. dc: win32.HDC,
  36. }
  37. GL_Shader :: struct {
  38. handle: Shader_Handle,
  39. program: u32,
  40. }
  41. s: ^GL_State
  42. gl_state_size :: proc() -> int {
  43. return size_of(GL_State)
  44. }
  45. gl_init :: proc(state: rawptr, window_handle: Window_Handle, swapchain_width, swapchain_height: int, allocator := context.allocator) {
  46. s = (^GL_State)(state)
  47. s.width = swapchain_width
  48. s.height = swapchain_height
  49. s.allocator = allocator
  50. pfd := win32.PIXELFORMATDESCRIPTOR {
  51. size_of(win32.PIXELFORMATDESCRIPTOR),
  52. 1,
  53. win32.PFD_DRAW_TO_WINDOW | win32.PFD_SUPPORT_OPENGL | win32.PFD_DOUBLEBUFFER, // Flags
  54. win32.PFD_TYPE_RGBA, // The kind of framebuffer. RGBA or palette.
  55. 32, // Colordepth of the framebuffer.
  56. 0, 0, 0, 0, 0, 0,
  57. 0,
  58. 0,
  59. 0,
  60. 0, 0, 0, 0,
  61. 24, // Number of bits for the depthbuffer
  62. 8, // Number of bits for the stencilbuffer
  63. 0, // Number of Aux buffers in the framebuffer.
  64. win32.PFD_MAIN_PLANE,
  65. 0,
  66. 0, 0, 0
  67. }
  68. hdc := win32.GetWindowDC(win32.HWND(window_handle))
  69. s.dc = hdc
  70. fmt := win32.ChoosePixelFormat(hdc, &pfd)
  71. win32.SetPixelFormat(hdc, fmt, &pfd)
  72. // https://wikis.khronos.org/opengl/Creating_an_OpenGL_Context_(WGL)
  73. ctx := win32.wglCreateContext(hdc)
  74. win32.wglMakeCurrent(hdc, ctx)
  75. gl.load_up_to(3, 3, win32.gl_set_proc_address)
  76. }
  77. gl_shutdown :: proc() {
  78. }
  79. gl_clear :: proc(color: Color) {
  80. c := f32_color_from_color(color)
  81. gl.ClearColor(c.r, c.g, c.b, c.a)
  82. gl.Clear(gl.COLOR_BUFFER_BIT)
  83. }
  84. gl_present :: proc() {
  85. win32.SwapBuffers(s.dc)
  86. }
  87. gl_draw :: proc(shd: Shader, texture: Texture_Handle, view_proj: Mat4, scissor: Maybe(Rect), vertex_buffer: []u8) {
  88. }
  89. gl_resize_swapchain :: proc(w, h: int) {
  90. }
  91. gl_get_swapchain_width :: proc() -> int {
  92. return s.width
  93. }
  94. gl_get_swapchain_height :: proc() -> int {
  95. return s.height
  96. }
  97. gl_set_internal_state :: proc(state: rawptr) {
  98. }
  99. gl_create_texture :: proc(width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  100. return {}
  101. }
  102. gl_load_texture :: proc(data: []u8, width: int, height: int, format: Pixel_Format) -> Texture_Handle {
  103. return {}
  104. }
  105. gl_update_texture :: proc(th: Texture_Handle, data: []u8, rect: Rect) -> bool {
  106. return false
  107. }
  108. gl_destroy_texture :: proc(th: Texture_Handle) {
  109. }
  110. Shader_Compile_Result_OK :: struct {}
  111. Shader_Compile_Result_Error :: string
  112. Shader_Compile_Result :: union #no_nil {
  113. Shader_Compile_Result_OK,
  114. Shader_Compile_Result_Error,
  115. }
  116. compile_shader_from_source :: proc(shader_data: string, shader_type: gl.Shader_Type, err_buf: []u8, err_msg: ^string) -> (shader_id: u32, ok: bool) {
  117. shader_id = gl.CreateShader(u32(shader_type))
  118. length := i32(len(shader_data))
  119. shader_cstr := cstring(raw_data(shader_data))
  120. gl.ShaderSource(shader_id, 1, &shader_cstr, &length)
  121. gl.CompileShader(shader_id)
  122. result: i32
  123. gl.GetShaderiv(shader_id, gl.COMPILE_STATUS, &result)
  124. if result != 1 {
  125. info_len: i32
  126. gl.GetShaderInfoLog(shader_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
  127. err_msg^ = string(err_buf[:info_len])
  128. gl.DeleteShader(shader_id)
  129. return 0, false
  130. }
  131. return shader_id, true
  132. }
  133. link_shader :: proc(vs_shader: u32, fs_shader: u32, err_buf: []u8, err_msg: ^string) -> (program_id: u32, ok: bool) {
  134. program_id = gl.CreateProgram()
  135. gl.AttachShader(program_id, vs_shader)
  136. gl.AttachShader(program_id, fs_shader)
  137. gl.LinkProgram(program_id)
  138. result: i32
  139. gl.GetProgramiv(program_id, gl.LINK_STATUS, &result)
  140. if result != 1 {
  141. info_len: i32
  142. gl.GetProgramInfoLog(program_id, i32(len(err_buf)), &info_len, raw_data(err_buf))
  143. err_msg^ = string(err_buf[:info_len])
  144. gl.DeleteProgram(program_id)
  145. return 0, false
  146. }
  147. return program_id, true
  148. }
  149. gl_load_shader :: proc(vs_source: string, fs_source: string, desc_allocator := frame_allocator, layout_formats: []Pixel_Format = {}) -> (handle: Shader_Handle, desc: Shader_Desc) {
  150. @static err: [1024]u8
  151. err_msg: string
  152. vs_shader, vs_shader_ok := compile_shader_from_source(vs_source, gl.Shader_Type.VERTEX_SHADER, err[:], &err_msg)
  153. if !vs_shader_ok {
  154. log.error(err_msg)
  155. return {}, {}
  156. }
  157. fs_shader, fs_shader_ok := compile_shader_from_source(fs_source, gl.Shader_Type.FRAGMENT_SHADER, err[:], &err_msg)
  158. if !fs_shader_ok {
  159. log.error(err_msg)
  160. return {}, {}
  161. }
  162. program, program_ok := link_shader(vs_shader, fs_shader, err[:], &err_msg)
  163. if !program_ok {
  164. log.error(err_msg)
  165. return {}, {}
  166. }
  167. {
  168. num_attribs: i32
  169. gl.GetProgramiv(program, gl.ACTIVE_ATTRIBUTES, &num_attribs)
  170. desc.inputs = make([]Shader_Input, num_attribs, desc_allocator)
  171. attrib_name_buf: [256]u8
  172. for i in 0..<num_attribs {
  173. attrib_name_len: i32
  174. attrib_size: i32
  175. attrib_type: u32
  176. gl.GetActiveAttrib(program, u32(i), i32(len(attrib_name_buf)), &attrib_name_len, &attrib_size, &attrib_type, raw_data(attrib_name_buf[:]))
  177. type: Shader_Input_Type
  178. switch attrib_type {
  179. case gl.FLOAT: type = .F32
  180. case gl.FLOAT_VEC2: type = .Vec2
  181. case gl.FLOAT_VEC3: type = .Vec3
  182. case gl.FLOAT_VEC4: type = .Vec4
  183. case: log.errorf("Unknwon type: %v", attrib_type)
  184. }
  185. // olic constants GL_FLOAT, GL_FLOAT_VEC2, GL_FLOAT_VEC3, GL_FLOAT_VEC4, GL_FLOAT_MAT2, GL_FLOAT_MAT3, GL_FLOAT_MAT4, GL_FLOAT_MAT2x3, GL_FLOAT_MAT2x4, GL_FLOAT_MAT3x2, GL_FLOAT_MAT3x4, GL_FLOAT_MAT4x2, GL_FLOAT_MAT4x3, GL_INT, GL_INT_VEC2, GL_INT_VEC3, GL_INT_VEC4, GL_UNSIGNED_INT, GL_UNSIGNED_INT_VEC2, GL_UNSIGNED_INT_VEC3, GL_UNSIGNED_INT_VEC4, GL_DOUBLE, GL_DOUBLE_VEC2, GL_DOUBLE_VEC3, GL_DOUBLE_VEC4, GL_DOUBLE_MAT2, GL_DOUBLE_MAT3, GL_DOUBLE_MAT4, GL_DOUBLE_MAT2x3, GL_DOUBLE_MAT2x4, GL_DOUBLE_MAT3x2, GL_DOUBLE_MAT3x4, GL_DOUBLE_MAT4x2, or GL_DOUBLE_MAT4x3 may be retur
  186. //log.info(i, attrib_name_len, attrib_size, attrib_type, string(attrib_name_buf[:attrib_name_len]))
  187. }
  188. }
  189. shader := GL_Shader {
  190. program = program,
  191. }
  192. h := hm.add(&s.shaders, shader)
  193. return h, {}
  194. }
  195. gl_destroy_shader :: proc(h: Shader_Handle) {
  196. }
  197. gl_default_shader_vertex_source :: proc() -> string {
  198. return #load("default_shader_vertex.glsl")
  199. }
  200. gl_default_shader_fragment_source :: proc() -> string {
  201. return #load("default_shader_fragment.glsl")
  202. }