ref: aee281aa1fd1ec50acc1c1de00bb0c5c832fd68e
dir: /opengl.c/
#include "third_party/gl_core/gl_core_3_1.h" #include <SDL.h> #include <stdio.h> #include <stdbool.h> #include "types.h" #include "util.h" #include "glsl_shader.h" #include "config.h" #define CODE(...) #__VA_ARGS__ static SDL_Window *g_window; static uint8 *g_screen_buffer; static size_t g_screen_buffer_size; static int g_draw_width, g_draw_height; static unsigned int g_program, g_VAO; static GlTextureWithSize g_texture; static GlslShader *g_glsl_shader; static bool g_opengl_es; static void GL_APIENTRY MessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam) { if (type == GL_DEBUG_TYPE_OTHER) return; fprintf(stderr, "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n", (type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : ""), type, severity, message); if (type == GL_DEBUG_TYPE_ERROR) Die("OpenGL error!\n"); } static bool OpenGLRenderer_Init(SDL_Window *window) { g_window = window; SDL_GLContext context = SDL_GL_CreateContext(window); (void)context; SDL_GL_SetSwapInterval(1); ogl_LoadFunctions(); if (!g_opengl_es) { if (!ogl_IsVersionGEQ(3, 3)) Die("You need OpenGL 3.3"); } else { int majorVersion = 0, minorVersion = 0; SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &majorVersion); SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minorVersion); if (majorVersion < 3) Die("You need OpenGL ES 3.0"); } if (kDebugFlag) { glEnable(GL_DEBUG_OUTPUT); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); glDebugMessageCallback(MessageCallback, 0); } glGenTextures(1, &g_texture.gl_texture); static const float kVertices[] = { // positions // texture coords -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, // top left -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, // bottom left 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, // top right 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, // bottom right }; // create a vertex buffer object unsigned int vbo; glGenBuffers(1, &vbo); // vertex array object glGenVertexArrays(1, &g_VAO); // 1. bind Vertex Array Object glBindVertexArray(g_VAO); // 2. copy our vertices array in a buffer for OpenGL to use glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(kVertices), kVertices, GL_STATIC_DRAW); // position attribute glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0); glEnableVertexAttribArray(0); // texture coord attribute glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float))); glEnableVertexAttribArray(1); // vertex shader const GLchar *vs_code_core = "#version 330 core\n" CODE( layout(location = 0) in vec3 aPos; layout(location = 1) in vec2 aTexCoord; out vec2 TexCoord; void main() { gl_Position = vec4(aPos, 1.0); TexCoord = vec2(aTexCoord.x, aTexCoord.y); } ); const GLchar *vs_code_es = "#version 300 es\n" CODE( layout(location = 0) in vec3 aPos; layout(location = 1) in vec2 aTexCoord; out vec2 TexCoord; void main() { gl_Position = vec4(aPos, 1.0); TexCoord = vec2(aTexCoord.x, aTexCoord.y); } ); const GLchar *vs_code = g_opengl_es ? vs_code_es : vs_code_core; unsigned int vs = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vs, 1, &vs_code, NULL); glCompileShader(vs); int success; char infolog[512]; glGetShaderiv(vs, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(vs, 512, NULL, infolog); printf("%s\n", infolog); } // fragment shader const GLchar *fs_code_core = "#version 330 core\n" CODE( out vec4 FragColor; in vec2 TexCoord; // texture samplers uniform sampler2D texture1; void main() { FragColor = texture(texture1, TexCoord); } ); const GLchar *fs_code_es = "#version 300 es\n" CODE( precision mediump float; out vec4 FragColor; in vec2 TexCoord; // texture samplers uniform sampler2D texture1; void main() { FragColor = texture(texture1, TexCoord); } ); const GLchar *fs_code = g_opengl_es ? fs_code_es : fs_code_core; unsigned int fs = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fs, 1, &fs_code, NULL); glCompileShader(fs); glGetShaderiv(fs, GL_COMPILE_STATUS, &success); if (!success) { glGetShaderInfoLog(fs, 512, NULL, infolog); printf("%s\n", infolog); } // create program int program = g_program = glCreateProgram(); glAttachShader(program, vs); glAttachShader(program, fs); glLinkProgram(program); glGetProgramiv(program, GL_LINK_STATUS, &success); if (!success) { glGetProgramInfoLog(program, 512, NULL, infolog); printf("%s\n", infolog); } if (g_config.shader) g_glsl_shader = GlslShader_CreateFromFile(g_config.shader, g_opengl_es); return true; } static void OpenGLRenderer_Destroy() { } static void OpenGLRenderer_BeginDraw(int width, int height, uint8 **pixels, int *pitch) { int size = width * height; if (size > g_screen_buffer_size) { g_screen_buffer_size = size; free(g_screen_buffer); g_screen_buffer = malloc(size * 4); } g_draw_width = width; g_draw_height = height; *pixels = g_screen_buffer; *pitch = width * 4; } static void OpenGLRenderer_EndDraw() { int drawable_width, drawable_height; SDL_GL_GetDrawableSize(g_window, &drawable_width, &drawable_height); int viewport_width = drawable_width, viewport_height = drawable_height; if (!g_config.ignore_aspect_ratio) { if (viewport_width * g_draw_height < viewport_height * g_draw_width) viewport_height = viewport_width * g_draw_height / g_draw_width; // limit height else viewport_width = viewport_height * g_draw_width / g_draw_height; // limit width } int viewport_x = (drawable_width - viewport_width) >> 1; int viewport_y = (viewport_height - viewport_height) >> 1; glBindTexture(GL_TEXTURE_2D, g_texture.gl_texture); if (g_draw_width == g_texture.width && g_draw_height == g_texture.height) { if (!g_opengl_es) glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, g_draw_width, g_draw_height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, g_screen_buffer); else glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, g_draw_width, g_draw_height, GL_BGRA, GL_UNSIGNED_BYTE, g_screen_buffer); } else { g_texture.width = g_draw_width; g_texture.height = g_draw_height; if (!g_opengl_es) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, g_draw_width, g_draw_height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, g_screen_buffer); else glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, g_draw_width, g_draw_height, 0, GL_BGRA, GL_UNSIGNED_BYTE, g_screen_buffer); } glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); if (g_glsl_shader == NULL) { glViewport(viewport_x, viewport_y, viewport_width, viewport_height); glUseProgram(g_program); int filter = g_config.linear_filtering ? GL_LINEAR : GL_NEAREST; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); glBindVertexArray(g_VAO); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } else { GlslShader_Render(g_glsl_shader, &g_texture, viewport_x, viewport_y, viewport_width, viewport_height); } SDL_GL_SwapWindow(g_window); } static const struct RendererFuncs kOpenGLRendererFuncs = { &OpenGLRenderer_Init, &OpenGLRenderer_Destroy, &OpenGLRenderer_BeginDraw, &OpenGLRenderer_EndDraw, }; void OpenGLRenderer_Create(struct RendererFuncs *funcs, bool use_opengl_es) { g_opengl_es = use_opengl_es; if (!g_opengl_es) { SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); } else { SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); } *funcs = kOpenGLRendererFuncs; }