GL.cpp 12 KB

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  1. #include "GL/glew.h"
  2. #include <type_traits>
  3. #include "data/Array.h"
  4. #include "rendering/GL.h"
  5. #include "utils/Logger.h"
  6. static_assert(std::is_same<GL::Shader, GLuint>::value,
  7. "shader has invalid type");
  8. static_assert(std::is_same<GL::Program, GLuint>::value, "p has invalid type");
  9. static_assert(std::is_same<char, GLchar>::value, "char has invalid type");
  10. static_assert(std::is_same<int, GLint>::value, "int has invalid type");
  11. static_assert(std::is_same<float, GLfloat>::value, "float has invalid type");
  12. static_assert(std::is_same<GL::ShaderType, GLenum>::value,
  13. "shader type has invalid type");
  14. static_assert(std::is_same<GL::Texture, GLuint>::value,
  15. "texture has invalid type");
  16. static_assert(std::is_same<GL::Framebuffer, GLuint>::value,
  17. "framebuffer has invalid type");
  18. static_assert(std::is_same<GL::ColorAttachment, GLenum>::value,
  19. "color attachment has invalid type");
  20. static_assert(std::is_same<GL::VertexArray, GLuint>::value,
  21. "vertex array has invalid type");
  22. static_assert(std::is_same<GL::Buffer, GLuint>::value,
  23. "buffer has invalid type");
  24. static_assert(std::is_same<GL::BufferUsage, GLenum>::value,
  25. "buffer usage has invalid type");
  26. GL::ShaderType GL::NO_SHADER = 0;
  27. GL::ShaderType GL::VERTEX_SHADER = GL_VERTEX_SHADER;
  28. GL::ShaderType GL::FRAGMENT_SHADER = GL_FRAGMENT_SHADER;
  29. GL::ShaderType GL::GEOMETRY_SHADER = GL_GEOMETRY_SHADER;
  30. GL::ShaderType GL::TESSELATION_CONTROL_SHADER = GL_TESS_CONTROL_SHADER;
  31. GL::ShaderType GL::TESSELATION_EVALUATION_SHADER = GL_TESS_EVALUATION_SHADER;
  32. GL::BufferUsage GL::STATIC_DRAW = GL_STATIC_DRAW;
  33. GL::BufferUsage GL::STREAM_DRAW = GL_STREAM_DRAW;
  34. GL::BufferUsage GL::DYNAMIC_DRAW = GL_DYNAMIC_DRAW;
  35. GL::Attribute::Attribute(int count, int size, int type, bool normalized)
  36. : count(count), size(size), type(type), normalized(normalized) {
  37. }
  38. GL::Attribute GL::Attribute::newFloat(int count) {
  39. return GL::Attribute(count, sizeof(float), GL_FLOAT, false);
  40. }
  41. GL::Attribute GL::Attribute::newColor(int count) {
  42. return GL::Attribute(count, sizeof(unsigned char), GL_UNSIGNED_BYTE, true);
  43. }
  44. GL::Attribute GL::Attribute::newDummy() {
  45. return GL::Attribute(0, 0, -1, false);
  46. }
  47. bool GL::Attribute::isDummy() const {
  48. return type == -1;
  49. }
  50. int GL::Attribute::getSize() const {
  51. return count * size;
  52. }
  53. GL::TextureFormat::TextureFormat(int internalformat, int format, int type)
  54. : internalformat(internalformat), format(format), type(type) {
  55. }
  56. GL::TextureFormat GL::TextureFormat::color8(int channels) {
  57. switch(channels) {
  58. case 1: return TextureFormat(GL_RED, GL_RED, GL_UNSIGNED_BYTE);
  59. case 2: return TextureFormat(GL_RG, GL_RG, GL_UNSIGNED_BYTE);
  60. case 3: return TextureFormat(GL_RGB, GL_RGB, GL_UNSIGNED_BYTE);
  61. case 4: return TextureFormat(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
  62. }
  63. LOG_ERROR(StringBuffer<50>(channels).append(
  64. " is not a valid amount of channels"));
  65. return unknown();
  66. }
  67. GL::TextureFormat GL::TextureFormat::float16(int channels) {
  68. switch(channels) {
  69. case 1: return TextureFormat(GL_R16F, GL_RED, GL_FLOAT);
  70. case 2: return TextureFormat(GL_RG16F, GL_RG, GL_FLOAT);
  71. case 3: return TextureFormat(GL_RGB16F, GL_RGB, GL_FLOAT);
  72. case 4: return TextureFormat(GL_RGBA16F, GL_RGBA, GL_FLOAT);
  73. }
  74. LOG_ERROR(StringBuffer<50>(channels).append(
  75. " is not a valid amount of channels"));
  76. return unknown();
  77. }
  78. GL::TextureFormat GL::TextureFormat::float32(int channels) {
  79. switch(channels) {
  80. case 1: return TextureFormat(GL_R32F, GL_RED, GL_FLOAT);
  81. case 2: return TextureFormat(GL_RG32F, GL_RG, GL_FLOAT);
  82. case 3: return TextureFormat(GL_RGB32F, GL_RGB, GL_FLOAT);
  83. case 4: return TextureFormat(GL_RGBA32F, GL_RGBA, GL_FLOAT);
  84. }
  85. LOG_ERROR(StringBuffer<50>(channels).append(
  86. " is not a valid amount of channels"));
  87. return unknown();
  88. }
  89. GL::TextureFormat GL::TextureFormat::depth16() {
  90. return TextureFormat(GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_FLOAT);
  91. }
  92. GL::TextureFormat GL::TextureFormat::depth32() {
  93. return TextureFormat(GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_FLOAT);
  94. }
  95. GL::TextureFormat GL::TextureFormat::unknown() {
  96. return TextureFormat(-1, -1, -1);
  97. }
  98. bool GL::printError(const char* message) {
  99. GLenum error = glGetError();
  100. if(error != GL_NO_ERROR) {
  101. (void)message;
  102. LOG_ERROR(StringBuffer<100>(message).append(": ").append(error));
  103. return true;
  104. }
  105. return false;
  106. }
  107. Error GL::getError(const char* message) {
  108. GLenum error = glGetError();
  109. if(error != GL_NO_ERROR) {
  110. Error e = {message};
  111. e.message.append(": ").append(error);
  112. return e;
  113. }
  114. return {};
  115. }
  116. void GL::enableDepthTesting() {
  117. glEnable(GL_DEPTH_TEST);
  118. }
  119. void GL::disableDepthTesting() {
  120. glDisable(GL_DEPTH_TEST);
  121. }
  122. void GL::bindMainFramebuffer() {
  123. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  124. }
  125. void GL::clear() {
  126. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  127. }
  128. void GL::enableBlending() {
  129. glEnable(GL_BLEND);
  130. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  131. glBlendEquation(GL_FUNC_ADD);
  132. }
  133. void GL::disableBlending() {
  134. glDisable(GL_BLEND);
  135. }
  136. void GL::setViewport(int width, int height) {
  137. glViewport(0, 0, width, height);
  138. }
  139. void GL::vertexAttribPointer(int index, const Attribute& a, int stride,
  140. int offset) {
  141. glVertexAttribPointer(index, a.count, a.type, a.normalized, stride,
  142. static_cast<char*>(0) + offset);
  143. glEnableVertexAttribArray(index);
  144. }
  145. GL::Program GL::createProgram() {
  146. return glCreateProgram();
  147. }
  148. void GL::attachShader(Program p, Shader s) {
  149. glAttachShader(p, s);
  150. }
  151. void GL::linkProgram(Program p) {
  152. glLinkProgram(p);
  153. }
  154. Error GL::getLinkerError(Program p) {
  155. GLint linked;
  156. glGetProgramiv(p, GL_LINK_STATUS, &linked);
  157. if(!linked) {
  158. Array<char, 256> log;
  159. glGetProgramInfoLog(p, log.getLength(), nullptr, log.begin());
  160. Error e = {"linker log: "};
  161. e.message.append(static_cast<const char*>(log.begin()));
  162. return e;
  163. }
  164. return {};
  165. }
  166. void GL::deleteShader(Shader s) {
  167. if(s != 0) {
  168. glDeleteShader(s);
  169. }
  170. }
  171. void GL::deleteProgram(Program p) {
  172. if(p != 0) {
  173. glDeleteProgram(p);
  174. }
  175. }
  176. GL::Shader GL::createShader(ShaderType type) {
  177. return glCreateShader(type);
  178. }
  179. void GL::compileShader(Shader s, const char* code) {
  180. glShaderSource(s, 1, &code, nullptr);
  181. glCompileShader(s);
  182. }
  183. Error GL::getCompileError(Shader s) {
  184. GLint compiled;
  185. glGetShaderiv(s, GL_COMPILE_STATUS, &compiled);
  186. if(!compiled) {
  187. Array<char, 256> log;
  188. glGetShaderInfoLog(s, log.getLength(), nullptr, log.begin());
  189. Error e = {"compiler log: "};
  190. e.message.append(static_cast<const char*>(log.begin()));
  191. return e;
  192. }
  193. return {};
  194. }
  195. void GL::useProgram(Program p) {
  196. glUseProgram(p);
  197. }
  198. void GL::setMatrix(Program p, const char* name, const float* data) {
  199. glUniformMatrix4fv(glGetUniformLocation(p, name), 1, GL_TRUE, data);
  200. }
  201. void GL::setInt(Program p, const char* name, int data) {
  202. glUniform1i(glGetUniformLocation(p, name), data);
  203. }
  204. void GL::setFloat(Program p, const char* name, float data) {
  205. glUniform1f(glGetUniformLocation(p, name), data);
  206. }
  207. void GL::set2Float(Program p, const char* name, const float* data) {
  208. glUniform2fv(glGetUniformLocation(p, name), 1, data);
  209. }
  210. void GL::set3Float(Program p, const char* name, const float* data) {
  211. glUniform3fv(glGetUniformLocation(p, name), 1, data);
  212. }
  213. void GL::set4Float(Program p, const char* name, const float* data) {
  214. glUniform4fv(glGetUniformLocation(p, name), 1, data);
  215. }
  216. void GL::texImage2D(const TextureFormat& tf, int width, int height,
  217. const void* data, int level) {
  218. glTexImage2D(GL_TEXTURE_2D, level, tf.internalformat, width, height, 0,
  219. tf.format, tf.type, data);
  220. }
  221. GL::Texture GL::genTexture() {
  222. Texture t;
  223. glGenTextures(1, &t);
  224. return t;
  225. }
  226. void GL::deleteTexture(Texture t) {
  227. if(t != 0) {
  228. glDeleteTextures(1, &t);
  229. }
  230. }
  231. void GL::setNearFilter2D() {
  232. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  233. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  234. }
  235. void GL::setMipMapNearFilter2D() {
  236. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
  237. GL_NEAREST_MIPMAP_LINEAR);
  238. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  239. }
  240. void GL::setLinearFilter2D() {
  241. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  242. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  243. }
  244. void GL::setMipMapLinearFilter2D() {
  245. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
  246. GL_LINEAR_MIPMAP_LINEAR);
  247. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  248. }
  249. void GL::setClampWrap2D() {
  250. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  251. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  252. }
  253. void GL::setRepeatWrap2D() {
  254. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  255. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  256. }
  257. void GL::bindTexture2D(Texture t) {
  258. glBindTexture(GL_TEXTURE_2D, t);
  259. }
  260. void GL::activeTexture(int index) {
  261. glActiveTexture(GL_TEXTURE0 + index);
  262. }
  263. void GL::generateMipmap2D(int maxLevels) {
  264. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
  265. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, maxLevels);
  266. glGenerateMipmap(GL_TEXTURE_2D);
  267. }
  268. void GL::deleteFramebuffers(Framebuffer fb) {
  269. if(fb != 0) {
  270. glDeleteFramebuffers(1, &fb);
  271. }
  272. }
  273. GL::Framebuffer GL::genFramebuffer() {
  274. Framebuffer fb;
  275. glGenFramebuffers(1, &fb);
  276. return fb;
  277. }
  278. void GL::bindFramebuffer(Framebuffer fb) {
  279. glBindFramebuffer(GL_FRAMEBUFFER, fb);
  280. }
  281. void GL::framebufferDepthTexture2D(Texture t) {
  282. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
  283. t, 0);
  284. }
  285. GL::ColorAttachment GL::framebufferColorTexture2D(Texture t, int index) {
  286. GLenum c = GL_COLOR_ATTACHMENT0 + index;
  287. glFramebufferTexture2D(GL_FRAMEBUFFER, c, GL_TEXTURE_2D, t, 0);
  288. return c;
  289. }
  290. void GL::drawBuffers(int length, ColorAttachment* c) {
  291. glDrawBuffers(length, c);
  292. }
  293. Error GL::getFramebufferError() {
  294. GLenum error = glCheckFramebufferStatus(GL_FRAMEBUFFER);
  295. if(error != GL_FRAMEBUFFER_COMPLETE) {
  296. Error e = {"framebuffer error: "};
  297. e.message.append(error);
  298. return e;
  299. }
  300. return {};
  301. }
  302. GL::VertexArray GL::genVertexArray() {
  303. VertexArray va;
  304. glGenVertexArrays(1, &va);
  305. return va;
  306. }
  307. GL::Buffer GL::genBuffer() {
  308. Buffer b;
  309. glGenBuffers(1, &b);
  310. return b;
  311. }
  312. void GL::deleteBuffer(Buffer b) {
  313. if(b != 0) {
  314. glDeleteBuffers(1, &b);
  315. }
  316. }
  317. void GL::deleteVertexArray(VertexArray va) {
  318. if(va != 0) {
  319. glDeleteVertexArrays(1, &va);
  320. }
  321. }
  322. void GL::bindVertexArray(VertexArray va) {
  323. glBindVertexArray(va);
  324. }
  325. void GL::bindBuffer(Buffer b) {
  326. glBindBuffer(GL_ARRAY_BUFFER, b);
  327. }
  328. void GL::bufferData(int size, const void* data, BufferUsage usage) {
  329. glBufferData(GL_ARRAY_BUFFER, size, data, usage);
  330. }
  331. void GL::bufferSubData(int offset, int size, const void* data) {
  332. glBufferSubData(GL_ARRAY_BUFFER, offset, size, data);
  333. }
  334. void GL::drawTriangles(int offset, int vertices) {
  335. glDrawArrays(GL_TRIANGLES, offset, vertices);
  336. }
  337. void GL::drawTriangleStrip(int offset, int vertices) {
  338. glDrawArrays(GL_TRIANGLE_STRIP, offset, vertices);
  339. }
  340. void GL::drawPoints(int offset, int vertices) {
  341. glDrawArrays(GL_POINTS, offset, vertices);
  342. }