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CNFGOGL.c
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492 lines (408 loc) · 16.2 KB
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//Copyright (c) 2010-2025 <>< Charles Lohr, and several others!
// Licensed under the MIT/x11 or NewBSD License you choose.
//
// OpenGL Renderer (platform independent portions)
#include "CNFG.h"
#if !defined( CNFG_WASM ) && !defined( CNFGHTTP )
//In WASM, Javascript takes over this functionality.
//Shader compilation errors go to stderr.
#include <stdio.h>
#ifndef GL_VERTEX_SHADER
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_COMPILE_STATUS 0x8B81
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_LINK_STATUS 0x8B82
#define GL_TEXTURE_2D 0x0DE1
#define GL_CLAMP_TO_EDGE 0x812F
#define LGLchar char
#else
#define LGLchar GLchar
#endif
#ifdef CNFG_WINDOWS
#define CNFGOGL_NEED_EXTENSION
#include <GL/gl.h>
#endif
#if defined(CNFGCONTEXTONLY) || defined(CNFGOGL_NEED_EXTENSION)
#ifdef CNFG_WINDOWS
//From https://www.khronos.org/opengl/wiki/Load_OpenGL_Functions
void * CNFGGetProcAddress(const char *name)
{
void *p = (void *)wglGetProcAddress(name);
if(p == 0 ||
(p == (void*)0x1) || (p == (void*)0x2) || (p == (void*)0x3) ||
(p == (void*)-1) )
{
static HMODULE module;
if( !module ) module = LoadLibraryA("opengl32.dll");
p = (void *)GetProcAddress(module, name);
}
// We were unable to load the required openGL function
if (!p) {
fprintf(stderr,"[rawdraw][warn]: Unable to load openGL extension \"%s\"\n", name);
}
return p;
}
#else
#include <dlfcn.h>
void * CNFGGetProcAddress(const char *name)
{
//Tricky use RTLD_NEXT first so we don't accidentally link against ourselves.
void * v1 = dlsym( (void*)((intptr_t)-1) /*RTLD_NEXT = -1*/ /*RTLD_DEFAULT = 0*/, name );
//printf( "%s = %p\n", name, v1 );
if( !v1 ) v1 = dlsym( 0, name );
return v1;
}
#endif
#endif
#ifdef CNFGOGL_NEED_EXTENSION
// If we are going to be defining our own function pointer call
#ifdef CNFG_WINDOWS
// Make sure to use __stdcall on Windows
#define CHEWTYPEDEF( ret, name, rv, paramcall, ... ) \
typedef ret (__stdcall *CNFGTYPE##name)( __VA_ARGS__ ); \
ret (__stdcall *CNFG##name)( __VA_ARGS__ );
#else
#define CHEWTYPEDEF( ret, name, rv, paramcall, ... ) \
typedef ret (*CNFGTYPE##name)( __VA_ARGS__ ); \
ret (*CNFG##name)( __VA_ARGS__ );
#endif
#else
//If we are going to be defining the real call
#define CHEWTYPEDEF( ret, name, rv, paramcall, ... ) \
ret name (__VA_ARGS__);
#endif
#ifndef CNFGCONTEXTONLY
#ifdef __cplusplus
extern "C" {
#endif
int (*MyFunc)( int program, const LGLchar *name );
CHEWTYPEDEF( GLint, glGetUniformLocation, return, (program,name), GLuint program, const LGLchar *name )
CHEWTYPEDEF( void, glEnableVertexAttribArray, , (index), GLuint index )
CHEWTYPEDEF( void, glUseProgram, , (program), GLuint program )
CHEWTYPEDEF( void, glGetProgramInfoLog, , (program,maxLength, length, infoLog), GLuint program, GLsizei maxLength, GLsizei *length, LGLchar *infoLog )
CHEWTYPEDEF( void, glGetProgramiv, , (program,pname,params), GLuint program, GLenum pname, GLint *params )
CHEWTYPEDEF( void, glBindAttribLocation, , (program,index,name), GLuint program, GLuint index, const LGLchar *name )
CHEWTYPEDEF( void, glGetShaderiv, , (shader,pname,params), GLuint shader, GLenum pname, GLint *params )
CHEWTYPEDEF( GLuint, glCreateShader, return, (e), GLenum e )
CHEWTYPEDEF( void, glVertexAttribPointer, , (index,size,type,normalized,stride,pointer), GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer )
CHEWTYPEDEF( void, glShaderSource, , (shader,count,string,length), GLuint shader, GLsizei count, const LGLchar *const*string, const GLint *length )
CHEWTYPEDEF( void, glAttachShader, , (program,shader), GLuint program, GLuint shader )
CHEWTYPEDEF( void, glCompileShader, ,(shader), GLuint shader )
CHEWTYPEDEF( void, glGetShaderInfoLog , , (shader,maxLength, length, infoLog), GLuint shader, GLsizei maxLength, GLsizei *length, LGLchar *infoLog )
CHEWTYPEDEF( GLuint, glCreateProgram, return, () , void )
CHEWTYPEDEF( void, glLinkProgram, , (program), GLuint program )
CHEWTYPEDEF( void, glDeleteShader, , (shader), GLuint shader )
CHEWTYPEDEF( void, glUniform4f, , (location,v0,v1,v2,v3), GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3 )
CHEWTYPEDEF( void, glUniform1i, , (location,i0), GLint location, GLint i0 )
CHEWTYPEDEF( void, glActiveTexture, , (texture), GLenum texture )
#ifndef CNFGOGL_NEED_EXTENSION
#define CNFGglGetUniformLocation glGetUniformLocation
#define CNFGglEnableVertexAttribArray glEnableVertexAttribArray
#define CNFGglUseProgram glUseProgram
#define CNFGglEnableVertexAttribArray glEnableVertexAttribArray
#define CNFGglUseProgram glUseProgram
#define CNFGglGetProgramInfoLog glGetProgramInfoLog
#define CNFGglGetProgramiv glGetProgramiv
#define CNFGglShaderSource glShaderSource
#define CNFGglCreateShader glCreateShader
#define CNFGglAttachShader glAttachShader
#define CNFGglGetShaderiv glGetShaderiv
#define CNFGglCompileShader glCompileShader
#define CNFGglGetShaderInfoLog glGetShaderInfoLog
#define CNFGglCreateProgram glCreateProgram
#define CNFGglLinkProgram glLinkProgram
#define CNFGglDeleteShader glDeleteShader
#define CNFGglUniform4f glUniform4f
#define CNFGglBindAttribLocation glBindAttribLocation
#define CNFGglVertexAttribPointer glVertexAttribPointer
#define CNFGglUniform1i glUniform1i
#define CNFGglActiveTexture glActiveTexture
#endif
#ifdef __cplusplus
};
#endif
#ifdef CNFGOGL_NEED_EXTENSION
// Try and load openGL extension functions required for rawdraw
static void CNFGLoadExtensionsInternal()
{
CNFGglGetUniformLocation = (CNFGTYPEglGetUniformLocation) CNFGGetProcAddress( "glGetUniformLocation" );
CNFGglEnableVertexAttribArray = (CNFGTYPEglEnableVertexAttribArray)CNFGGetProcAddress( "glEnableVertexAttribArray" );
CNFGglUseProgram = (CNFGTYPEglUseProgram)CNFGGetProcAddress( "glUseProgram" );
CNFGglGetProgramInfoLog = (CNFGTYPEglGetProgramInfoLog)CNFGGetProcAddress( "glGetProgramInfoLog" );
CNFGglBindAttribLocation = (CNFGTYPEglBindAttribLocation)CNFGGetProcAddress( "glBindAttribLocation" );
CNFGglGetProgramiv = (CNFGTYPEglGetProgramiv)CNFGGetProcAddress( "glGetProgramiv" );
CNFGglGetShaderiv = (CNFGTYPEglGetShaderiv)CNFGGetProcAddress( "glGetShaderiv" );
CNFGglVertexAttribPointer = (CNFGTYPEglVertexAttribPointer)CNFGGetProcAddress( "glVertexAttribPointer" );
CNFGglCreateShader = (CNFGTYPEglCreateShader)CNFGGetProcAddress( "glCreateShader" );
CNFGglShaderSource = (CNFGTYPEglShaderSource)CNFGGetProcAddress( "glShaderSource" );
CNFGglAttachShader = (CNFGTYPEglAttachShader)CNFGGetProcAddress( "glAttachShader" );
CNFGglCompileShader = (CNFGTYPEglCompileShader)CNFGGetProcAddress( "glCompileShader" );
CNFGglGetShaderInfoLog = (CNFGTYPEglGetShaderInfoLog)CNFGGetProcAddress( "glGetShaderInfoLog" );
CNFGglDeleteShader = (CNFGTYPEglDeleteShader)CNFGGetProcAddress( "glDeleteShader" );
CNFGglLinkProgram = (CNFGTYPEglLinkProgram)CNFGGetProcAddress( "glLinkProgram" );
CNFGglCreateProgram = (CNFGTYPEglCreateProgram)CNFGGetProcAddress( "glCreateProgram" );
CNFGglUniform4f = (CNFGTYPEglUniform4f)CNFGGetProcAddress( "glUniform4f" );
CNFGglUniform1i = (CNFGTYPEglUniform1i)CNFGGetProcAddress( "glUniform1i" );
CNFGglActiveTexture = (CNFGTYPEglActiveTexture)CNFGGetProcAddress("glActiveTexture");
// Check if any of these functions didn't get loaded
uint8_t not_all_functions_loaded =
!CNFGglGetUniformLocation || !CNFGglEnableVertexAttribArray || !CNFGglUseProgram ||
!CNFGglGetProgramInfoLog || !CNFGglBindAttribLocation || !CNFGglGetProgramiv ||
!CNFGglVertexAttribPointer || !CNFGglCreateShader || !CNFGglShaderSource ||
!CNFGglAttachShader || !CNFGglCompileShader || !CNFGglGetShaderInfoLog ||
!CNFGglDeleteShader || !CNFGglLinkProgram || !CNFGglCreateProgram ||
!CNFGglUniform4f || !CNFGglUniform1i || !CNFGglActiveTexture;
if (not_all_functions_loaded) {
fprintf(
stderr,
"[rawdraw][err]: Unable to load all openGL extensions required for rawdraw\n"
"\tPlease update your graphics drivers or unexpected crashes may occur.\n"
);
}
// Give a very stern warning if unable to create or compile shaders
if (!CNFGglCreateShader || !CNFGglCompileShader) {
fprintf(
stderr,
"[rawdraw][err]: Unable to create or compile shaders, this will cause a fatal error if "
"openGL is used.\n"
"\tUpdate your video graphics drivers or switch to software graphics.\n"
);
}
}
#else
static void CNFGLoadExtensionsInternal() { }
#endif
GLuint gRDShaderProg = -1;
GLuint gRDBlitProg = -1;
GLuint gRDShaderProgUX = -1;
GLuint gRDBlitProgUX = -1;
GLuint gRDBlitProgUT = -1;
GLuint gRDBlitProgTex = -1;
GLuint gRDLastResizeW;
GLuint gRDLastResizeH;
GLuint CNFGGLInternalLoadShader( const char * vertex_shader, const char * fragment_shader )
{
GLuint fragment_shader_object = 0;
GLuint vertex_shader_object = 0;
GLuint program = 0;
int ret;
vertex_shader_object = CNFGglCreateShader(GL_VERTEX_SHADER);
if (!vertex_shader_object) {
fprintf( stderr, "Error: glCreateShader(GL_VERTEX_SHADER) "
"failed: 0x%08X\n", glGetError());
goto fail;
}
CNFGglShaderSource(vertex_shader_object, 1, &vertex_shader, NULL);
CNFGglCompileShader(vertex_shader_object);
CNFGglGetShaderiv(vertex_shader_object, GL_COMPILE_STATUS, &ret);
if (!ret) {
fprintf( stderr,"Error: vertex shader compilation failed!\n");
CNFGglGetShaderiv(vertex_shader_object, GL_INFO_LOG_LENGTH, &ret);
if (ret > 1) {
char * log = (char*)alloca(ret+1);
CNFGglGetShaderInfoLog(vertex_shader_object, ret, NULL, log);
fprintf( stderr, "%s", log);
}
goto fail;
}
fragment_shader_object = CNFGglCreateShader(GL_FRAGMENT_SHADER);
if (!fragment_shader_object) {
fprintf( stderr, "Error: glCreateShader(GL_FRAGMENT_SHADER) "
"failed: 0x%08X\n", glGetError());
goto fail;
}
CNFGglShaderSource(fragment_shader_object, 1, &fragment_shader, NULL);
CNFGglCompileShader(fragment_shader_object);
CNFGglGetShaderiv(fragment_shader_object, GL_COMPILE_STATUS, &ret);
if (!ret) {
fprintf( stderr, "Error: fragment shader compilation failed!\n");
CNFGglGetShaderiv(fragment_shader_object, GL_INFO_LOG_LENGTH, &ret);
if (ret > 1) {
char * log = (char*)alloca(ret+1);
CNFGglGetShaderInfoLog(fragment_shader_object, ret, NULL, log);
fprintf( stderr, "%s", log);
}
goto fail;
}
program = CNFGglCreateProgram();
if (!program) {
fprintf( stderr, "Error: failed to create program!\n");
goto fail;
}
CNFGglAttachShader(program, vertex_shader_object);
CNFGglAttachShader(program, fragment_shader_object);
CNFGglBindAttribLocation(program, 0, "a0");
CNFGglBindAttribLocation(program, 1, "a1");
CNFGglLinkProgram(program);
CNFGglGetProgramiv(program, GL_LINK_STATUS, &ret);
if (!ret) {
fprintf( stderr, "Error: program linking failed!\n");
CNFGglGetProgramiv(program, GL_INFO_LOG_LENGTH, &ret);
if (ret > 1) {
//TODO: Refactor to remove malloc reliance.
#ifndef __clang__
char *log = (char*)alloca(ret);
CNFGglGetProgramInfoLog(program, ret, NULL, log);
fprintf( stderr, "%s", log);
#endif
}
goto fail;
}
return program;
fail:
if( !vertex_shader_object ) CNFGglDeleteShader( vertex_shader_object );
if( !fragment_shader_object ) CNFGglDeleteShader( fragment_shader_object );
if( !program ) CNFGglDeleteShader( program );
return -1;
}
#if defined( CNFGEWGL ) && !defined( CNFG_NO_PRECISION )
#define PRECISIONA "lowp"
#define PRECISIONB "mediump"
#else
#define PRECISIONA
#define PRECISIONB
#endif
void CNFGSetupBatchInternal()
{
short w, h;
CNFGLoadExtensionsInternal();
CNFGGetDimensions( &w, &h );
gRDShaderProg = CNFGGLInternalLoadShader(
"uniform vec4 xfrm;"
"attribute vec3 a0;"
"attribute vec4 a1;"
"varying " PRECISIONA " vec4 vc;"
"void main() { gl_Position = vec4( a0.xy*xfrm.xy+xfrm.zw, a0.z, 0.5 ); vc = a1; }",
"varying " PRECISIONA " vec4 vc;"
"void main() { gl_FragColor = vec4(vc.abgr); }"
);
CNFGglUseProgram( gRDShaderProg );
gRDShaderProgUX = CNFGglGetUniformLocation ( gRDShaderProg , "xfrm" );
gRDBlitProg = CNFGGLInternalLoadShader(
"uniform vec4 xfrm;"
"attribute vec3 a0;"
"attribute vec4 a1;"
"varying " PRECISIONB " vec2 tc;"
"void main() { gl_Position = vec4( a0.xy*xfrm.xy+xfrm.zw, a0.z, 0.5 ); tc = a1.xy; }",
"varying " PRECISIONB " vec2 tc;"
"uniform sampler2D tex;"
"void main() { gl_FragColor = texture2D(tex,tc)."
#if !defined( CNFGRASTERIZER )
"wzyx"
#else
"wxyz"
#endif
";}" );
CNFGglUseProgram( gRDBlitProg );
gRDBlitProgUX = CNFGglGetUniformLocation ( gRDBlitProg , "xfrm" );
gRDBlitProgUT = CNFGglGetUniformLocation ( gRDBlitProg , "tex" );
glGenTextures( 1, &gRDBlitProgTex );
CNFGglEnableVertexAttribArray(0);
CNFGglEnableVertexAttribArray(1);
glDisable(GL_DEPTH_TEST);
glDepthMask( GL_FALSE );
glEnable( GL_BLEND );
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
CNFGVertPlace = 0;
}
#ifndef CNFGRASTERIZER
void CNFGInternalResize(short x, short y)
#else
void CNFGInternalResizeOGLBACKEND(short x, short y)
#endif
{
glViewport( 0, 0, x, y );
gRDLastResizeW = x;
gRDLastResizeH = y;
if (gRDShaderProg == 0xFFFFFFFF) { return; } // Prevent trying to set uniform if the shader isn't ready yet.
CNFGglUseProgram( gRDShaderProg );
CNFGglUniform4f( gRDShaderProgUX, 1.f/x, -1.f/y, -0.5f, 0.5f);
}
void CNFGEmitBackendTriangles( const float * vertices, const uint32_t * colors, int num_vertices )
{
CNFGglUseProgram( gRDShaderProg );
CNFGglUniform4f( gRDShaderProgUX, 1.f/gRDLastResizeW, -1.f/gRDLastResizeH, -0.5f, 0.5f);
CNFGglVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vertices);
CNFGglVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, colors);
glDrawArrays( GL_TRIANGLES, 0, num_vertices);
}
#ifdef CNFGRASTERIZER
void CNFGBlitImageInternal( uint32_t * data, int x, int y, int w, int h )
#else
void CNFGBlitImage( uint32_t * data, int x, int y, int w, int h )
#endif
{
glEnable( GL_TEXTURE_2D );
CNFGglActiveTexture( 0 );
glBindTexture( GL_TEXTURE_2D, gRDBlitProgTex );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA,
GL_UNSIGNED_BYTE, data );
CNFGBlitTex( gRDBlitProgTex, x, y, w, h );
}
#ifndef CNFGRASTERIZER
void CNFGClearFrame()
{
glClearColor( ((CNFGBGColor&0xff000000)>>24)/255.0f,
((CNFGBGColor&0xff0000)>>16)/255.0f,
(CNFGBGColor&0xff00)/65280.0f,
(CNFGBGColor&0xff)/255.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
}
#endif
// this is here, so people don't have to include opengl
void CNFGDeleteTex( unsigned int tex )
{
glDeleteTextures(1, &tex);
}
unsigned int CNFGTexImage( uint32_t *data, int w, int h )
{
GLuint tex;
glGenTextures(1, &tex);
glEnable( GL_TEXTURE_2D );
CNFGglActiveTexture( 0 );
glBindTexture( GL_TEXTURE_2D, tex );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA,
GL_UNSIGNED_BYTE, data );
return (unsigned int)tex;
}
void CNFGBlitTex( unsigned int tex, int x, int y, int w, int h )
{
if( w == 0 || h == 0 ) return;
CNFGFlushRender();
CNFGglUseProgram( gRDBlitProg );
CNFGglUniform4f( gRDBlitProgUX,
1.f/gRDLastResizeW, -1.f/gRDLastResizeH,
-0.5f+x/(float)gRDLastResizeW, 0.5f-y/(float)gRDLastResizeH );
CNFGglUniform1i( gRDBlitProgUT, 0 );
glBindTexture(GL_TEXTURE_2D, tex);
const float verts[] = {
0,0, (float)w,0, (float)w,(float)h,
0,0, (float)w,(float)h, 0,(float)h, };
static const uint8_t tex_verts[] = {
0,0, 255,0, 255,255,
0,0, 255,255, 0,255 };
CNFGglVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts);
CNFGglVertexAttribPointer(1, 2, GL_UNSIGNED_BYTE, GL_TRUE, 0, tex_verts);
glDrawArrays( GL_TRIANGLES, 0, 6);
}
void CNFGSetScissors( int * xywh )
{
CNFGFlushRender();
glEnable( GL_SCISSOR_TEST );
glScissor( xywh[0], xywh[1], xywh[2], xywh[3] );
}
void CNFGGetScissors( int * xywh )
{
CNFGFlushRender();
glGetIntegerv( GL_SCISSOR_BOX, xywh );
}
#endif // CNFGCONTEXTONLY
#endif // CNFG_WASM