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- #include "GL/glew.h"
- #include <type_traits>
- #include "data/Array.h"
- #include "rendering/GL.h"
- #include "utils/Logger.h"
- static_assert(std::is_same<GL::Shader, GLuint>::value,
- "shader has invalid type");
- static_assert(std::is_same<GL::Program, GLuint>::value, "p has invalid type");
- static_assert(std::is_same<char, GLchar>::value, "char has invalid type");
- static_assert(std::is_same<int, GLint>::value, "int has invalid type");
- static_assert(std::is_same<float, GLfloat>::value, "float has invalid type");
- static_assert(std::is_same<GL::ShaderType, GLenum>::value,
- "shader type has invalid type");
- static_assert(std::is_same<GL::Texture, GLuint>::value,
- "texture has invalid type");
- static_assert(std::is_same<GL::Framebuffer, GLuint>::value,
- "framebuffer has invalid type");
- static_assert(std::is_same<GL::ColorAttachment, GLenum>::value,
- "color attachment has invalid type");
- static_assert(std::is_same<GL::VertexArray, GLuint>::value,
- "vertex array has invalid type");
- static_assert(std::is_same<GL::Buffer, GLuint>::value,
- "buffer has invalid type");
- static_assert(std::is_same<GL::BufferUsage, GLenum>::value,
- "buffer usage has invalid type");
- GL::ShaderType GL::NO_SHADER = 0;
- GL::ShaderType GL::VERTEX_SHADER = GL_VERTEX_SHADER;
- GL::ShaderType GL::FRAGMENT_SHADER = GL_FRAGMENT_SHADER;
- GL::ShaderType GL::GEOMETRY_SHADER = GL_GEOMETRY_SHADER;
- GL::ShaderType GL::TESSELATION_CONTROL_SHADER = GL_TESS_CONTROL_SHADER;
- GL::ShaderType GL::TESSELATION_EVALUATION_SHADER = GL_TESS_EVALUATION_SHADER;
- GL::BufferUsage GL::STATIC_DRAW = GL_STATIC_DRAW;
- GL::BufferUsage GL::STREAM_DRAW = GL_STREAM_DRAW;
- GL::BufferUsage GL::DYNAMIC_DRAW = GL_DYNAMIC_DRAW;
- GL::Attribute::Attribute(int count, int size, int type, bool normalized)
- : count(count), size(size), type(type), normalized(normalized) {
- }
- GL::Attribute GL::Attribute::newFloat(int count) {
- return GL::Attribute(count, sizeof(float), GL_FLOAT, false);
- }
- GL::Attribute GL::Attribute::newColor(int count) {
- return GL::Attribute(count, sizeof(unsigned char), GL_UNSIGNED_BYTE, true);
- }
- GL::Attribute GL::Attribute::newDummy() {
- return GL::Attribute(0, 0, -1, false);
- }
- bool GL::Attribute::isDummy() const {
- return type == -1;
- }
- int GL::Attribute::getSize() const {
- return count * size;
- }
- GL::TextureFormat::TextureFormat(int internalformat, int format, int type)
- : internalformat(internalformat), format(format), type(type) {
- }
- GL::TextureFormat GL::TextureFormat::color8(int channels) {
- switch(channels) {
- case 1: return TextureFormat(GL_RED, GL_RED, GL_UNSIGNED_BYTE);
- case 2: return TextureFormat(GL_RG, GL_RG, GL_UNSIGNED_BYTE);
- case 3: return TextureFormat(GL_RGB, GL_RGB, GL_UNSIGNED_BYTE);
- case 4: return TextureFormat(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
- }
- LOG_ERROR(StringBuffer<50>(channels).append(
- " is not a valid amount of channels"));
- return unknown();
- }
- GL::TextureFormat GL::TextureFormat::float16(int channels) {
- switch(channels) {
- case 1: return TextureFormat(GL_R16F, GL_RED, GL_FLOAT);
- case 2: return TextureFormat(GL_RG16F, GL_RG, GL_FLOAT);
- case 3: return TextureFormat(GL_RGB16F, GL_RGB, GL_FLOAT);
- case 4: return TextureFormat(GL_RGBA16F, GL_RGBA, GL_FLOAT);
- }
- LOG_ERROR(StringBuffer<50>(channels).append(
- " is not a valid amount of channels"));
- return unknown();
- }
- GL::TextureFormat GL::TextureFormat::float32(int channels) {
- switch(channels) {
- case 1: return TextureFormat(GL_R32F, GL_RED, GL_FLOAT);
- case 2: return TextureFormat(GL_RG32F, GL_RG, GL_FLOAT);
- case 3: return TextureFormat(GL_RGB32F, GL_RGB, GL_FLOAT);
- case 4: return TextureFormat(GL_RGBA32F, GL_RGBA, GL_FLOAT);
- }
- LOG_ERROR(StringBuffer<50>(channels).append(
- " is not a valid amount of channels"));
- return unknown();
- }
- GL::TextureFormat GL::TextureFormat::depth16() {
- return TextureFormat(GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_FLOAT);
- }
- GL::TextureFormat GL::TextureFormat::depth32() {
- return TextureFormat(GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_FLOAT);
- }
- GL::TextureFormat GL::TextureFormat::unknown() {
- return TextureFormat(-1, -1, -1);
- }
- bool GL::printError(const char* message) {
- GLenum error = glGetError();
- if(error != GL_NO_ERROR) {
- (void)message;
- LOG_ERROR(StringBuffer<100>(message).append(": ").append(error));
- return true;
- }
- return false;
- }
- Error GL::getError(const char* message) {
- GLenum error = glGetError();
- if(error != GL_NO_ERROR) {
- Error e = {message};
- e.message.append(": ").append(error);
- return e;
- }
- return {};
- }
- void GL::enableDepthTesting() {
- glEnable(GL_DEPTH_TEST);
- }
- void GL::disableDepthTesting() {
- glDisable(GL_DEPTH_TEST);
- }
- void GL::bindMainFramebuffer() {
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- }
- void GL::clear() {
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- }
- void GL::enableBlending() {
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBlendEquation(GL_FUNC_ADD);
- }
- void GL::disableBlending() {
- glDisable(GL_BLEND);
- }
- void GL::setViewport(int width, int height) {
- glViewport(0, 0, width, height);
- }
- void GL::vertexAttribPointer(int index, const Attribute& a, int stride,
- int offset) {
- glVertexAttribPointer(index, a.count, a.type, a.normalized, stride,
- static_cast<char*>(0) + offset);
- glEnableVertexAttribArray(index);
- }
- GL::Program GL::createProgram() {
- return glCreateProgram();
- }
- void GL::attachShader(Program p, Shader s) {
- glAttachShader(p, s);
- }
- void GL::linkProgram(Program p) {
- glLinkProgram(p);
- }
- Error GL::getLinkerError(Program p) {
- GLint linked;
- glGetProgramiv(p, GL_LINK_STATUS, &linked);
- if(!linked) {
- Array<char, 256> log;
- glGetProgramInfoLog(p, log.getLength(), nullptr, log.begin());
- Error e = {"linker log: "};
- e.message.append(static_cast<const char*>(log.begin()));
- return e;
- }
- return {};
- }
- void GL::deleteShader(Shader s) {
- if(s != 0) {
- glDeleteShader(s);
- }
- }
- void GL::deleteProgram(Program p) {
- if(p != 0) {
- glDeleteProgram(p);
- }
- }
- GL::Shader GL::createShader(ShaderType type) {
- return glCreateShader(type);
- }
- void GL::compileShader(Shader s, const char* code) {
- glShaderSource(s, 1, &code, nullptr);
- glCompileShader(s);
- }
- Error GL::getCompileError(Shader s) {
- GLint compiled;
- glGetShaderiv(s, GL_COMPILE_STATUS, &compiled);
- if(!compiled) {
- Array<char, 256> log;
- glGetShaderInfoLog(s, log.getLength(), nullptr, log.begin());
- Error e = {"compiler log: "};
- e.message.append(static_cast<const char*>(log.begin()));
- return e;
- }
- return {};
- }
- void GL::useProgram(Program p) {
- glUseProgram(p);
- }
- void GL::setMatrix(Program p, const char* name, const float* data) {
- glUniformMatrix4fv(glGetUniformLocation(p, name), 1, GL_TRUE, data);
- }
- void GL::setInt(Program p, const char* name, int data) {
- glUniform1i(glGetUniformLocation(p, name), data);
- }
- void GL::setFloat(Program p, const char* name, float data) {
- glUniform1f(glGetUniformLocation(p, name), data);
- }
- void GL::set2Float(Program p, const char* name, const float* data) {
- glUniform2fv(glGetUniformLocation(p, name), 1, data);
- }
- void GL::set3Float(Program p, const char* name, const float* data) {
- glUniform3fv(glGetUniformLocation(p, name), 1, data);
- }
- void GL::set4Float(Program p, const char* name, const float* data) {
- glUniform4fv(glGetUniformLocation(p, name), 1, data);
- }
- void GL::texImage2D(const TextureFormat& tf, int width, int height,
- const void* data, int level) {
- glTexImage2D(GL_TEXTURE_2D, level, tf.internalformat, width, height, 0,
- tf.format, tf.type, data);
- }
- GL::Texture GL::genTexture() {
- Texture t;
- glGenTextures(1, &t);
- return t;
- }
- void GL::deleteTexture(Texture t) {
- if(t != 0) {
- glDeleteTextures(1, &t);
- }
- }
- void GL::setNearFilter2D() {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- }
- void GL::setMipMapNearFilter2D() {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
- GL_NEAREST_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- }
- void GL::setLinearFilter2D() {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- }
- void GL::setMipMapLinearFilter2D() {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
- GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- }
- void GL::setClampWrap2D() {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- }
- void GL::setRepeatWrap2D() {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- }
- void GL::bindTexture2D(Texture t) {
- glBindTexture(GL_TEXTURE_2D, t);
- }
- void GL::activeTexture(int index) {
- glActiveTexture(GL_TEXTURE0 + index);
- }
- void GL::generateMipmap2D(int maxLevels) {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, maxLevels);
- glGenerateMipmap(GL_TEXTURE_2D);
- }
- void GL::deleteFramebuffers(Framebuffer fb) {
- if(fb != 0) {
- glDeleteFramebuffers(1, &fb);
- }
- }
- GL::Framebuffer GL::genFramebuffer() {
- Framebuffer fb;
- glGenFramebuffers(1, &fb);
- return fb;
- }
- void GL::bindFramebuffer(Framebuffer fb) {
- glBindFramebuffer(GL_FRAMEBUFFER, fb);
- }
- void GL::framebufferDepthTexture2D(Texture t) {
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
- t, 0);
- }
- GL::ColorAttachment GL::framebufferColorTexture2D(Texture t, int index) {
- GLenum c = GL_COLOR_ATTACHMENT0 + index;
- glFramebufferTexture2D(GL_FRAMEBUFFER, c, GL_TEXTURE_2D, t, 0);
- return c;
- }
- void GL::drawBuffers(int length, ColorAttachment* c) {
- glDrawBuffers(length, c);
- }
- Error GL::getFramebufferError() {
- GLenum error = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- if(error != GL_FRAMEBUFFER_COMPLETE) {
- Error e = {"framebuffer error: "};
- e.message.append(error);
- return e;
- }
- return {};
- }
- GL::VertexArray GL::genVertexArray() {
- VertexArray va;
- glGenVertexArrays(1, &va);
- return va;
- }
- GL::Buffer GL::genBuffer() {
- Buffer b;
- glGenBuffers(1, &b);
- return b;
- }
- void GL::deleteBuffer(Buffer b) {
- if(b != 0) {
- glDeleteBuffers(1, &b);
- }
- }
- void GL::deleteVertexArray(VertexArray va) {
- if(va != 0) {
- glDeleteVertexArrays(1, &va);
- }
- }
- void GL::bindVertexArray(VertexArray va) {
- glBindVertexArray(va);
- }
- void GL::bindBuffer(Buffer b) {
- glBindBuffer(GL_ARRAY_BUFFER, b);
- }
- void GL::bufferData(int size, const void* data, BufferUsage usage) {
- glBufferData(GL_ARRAY_BUFFER, size, data, usage);
- }
- void GL::bufferSubData(int offset, int size, const void* data) {
- glBufferSubData(GL_ARRAY_BUFFER, offset, size, data);
- }
- void GL::drawTriangles(int offset, int vertices) {
- glDrawArrays(GL_TRIANGLES, offset, vertices);
- }
- void GL::drawTriangleStrip(int offset, int vertices) {
- glDrawArrays(GL_TRIANGLE_STRIP, offset, vertices);
- }
- void GL::drawPoints(int offset, int vertices) {
- glDrawArrays(GL_POINTS, offset, vertices);
- }
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