townengine/src/rendering/twn_gl_any_rendering.c
2025-02-09 08:30:46 +03:00

229 lines
6.4 KiB
C

#include "twn_engine_context_c.h"
#include "twn_util_c.h"
#include "twn_draw_c.h"
#include <stb_ds.h>
#ifdef EMSCRIPTEN
#include <GLES2/gl2.h>
#else
#include <glad/glad.h>
#endif
void setup_viewport(int x, int y, int width, int height) {
glViewport(x, y, width, height);
}
VertexBuffer create_vertex_buffer(void) {
GLuint result;
glGenBuffers(1, &result);
return result;
}
void delete_vertex_buffer(VertexBuffer buffer) {
glDeleteBuffers(1, &buffer);
}
void specify_vertex_buffer(VertexBuffer buffer, void const *data, size_t bytes) {
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, bytes, data, GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
VertexBuffer get_quad_element_buffer(void) {
static VertexBuffer buffer = 0;
/* it's only generated once at runtime */
/* TODO: use builder interface, not direct calls (glMapBuffer isn't portable) */
if (buffer == 0) {
buffer = create_vertex_buffer();
VertexBufferBuilder builder = build_vertex_buffer(buffer, sizeof (GLshort) * QUAD_ELEMENT_BUFFER_LENGTH * 6 );
for (size_t i = 0; i < QUAD_ELEMENT_BUFFER_LENGTH; ++i) {
((GLshort *)builder.base)[i * 6 + 0] = (GLshort)(i * 4 + 0);
((GLshort *)builder.base)[i * 6 + 1] = (GLshort)(i * 4 + 1);
((GLshort *)builder.base)[i * 6 + 2] = (GLshort)(i * 4 + 2);
((GLshort *)builder.base)[i * 6 + 3] = (GLshort)(i * 4 + 2);
((GLshort *)builder.base)[i * 6 + 4] = (GLshort)(i * 4 + 3);
((GLshort *)builder.base)[i * 6 + 5] = (GLshort)(i * 4 + 0);
}
finish_vertex_builder(&builder);
}
SDL_assert_always(buffer);
return buffer;
}
VertexBuffer get_circle_element_buffer(void) {
static VertexBuffer buffer = 0;
if (buffer == 0) {
buffer = create_vertex_buffer();
VertexBufferBuilder builder = build_vertex_buffer(buffer, sizeof (GLshort) * (CIRCLE_VERTICES_MAX - 2) * 3);
for (size_t i = 1; i < CIRCLE_VERTICES_MAX - 1; ++i) {
/* first one is center point index, always zero */
((GLshort *)builder.base)[(i - 1) * 3 + 0] = 0;
/* generated point index */
((GLshort *)builder.base)[(i - 1) * 3 + 1] = (GLshort)i;
((GLshort *)builder.base)[(i - 1) * 3 + 2] = (GLshort)i + 1;
}
finish_vertex_builder(&builder);
}
SDL_assert_always(buffer);
return buffer;
}
/* potentially double buffered array of vertex array handles */
/* we assume they will be refilled fully each frame */
static size_t scratch_va_front_used, scratch_va_back_used;
static GLuint *front_scratch_vertex_arrays, *back_scratch_vertex_arrays;
static GLuint **current_scratch_vertex_array = &front_scratch_vertex_arrays;
void restart_scratch_vertex_arrays(void) {
scratch_va_front_used = 0;
scratch_va_back_used = 0;
if (ctx.render_double_buffered) {
current_scratch_vertex_array = current_scratch_vertex_array == &front_scratch_vertex_arrays ?
&back_scratch_vertex_arrays : &front_scratch_vertex_arrays;
}
}
GLuint get_scratch_vertex_array(void) {
size_t *used = current_scratch_vertex_array == &front_scratch_vertex_arrays ?
&scratch_va_front_used : &scratch_va_back_used;
if (arrlenu(*current_scratch_vertex_array) <= *used) {
GLuint handle;
glGenBuffers(1, &handle);
arrpush(*current_scratch_vertex_array, handle);
}
(*used)++;
return (*current_scratch_vertex_array)[*used - 1];
}
GPUTexture create_gpu_texture(TextureFilter filter, bool generate_mipmaps, int channels, int width, int height) {
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
SDL_assert(width > 0 && height > 0);
SDL_assert(channels > 0 && channels <= 4);
#if !defined(EMSCRIPTEN)
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, (GLboolean)generate_mipmaps);
#else
if (generate_mipmaps)
glGenerateMipmap(GL_TEXTURE_2D);
#endif
if (filter == TEXTURE_FILTER_NEAREAST) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
} else if (filter == TEXTURE_FILTER_LINEAR) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
#if !defined(EMSCRIPTEN)
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
#endif
int format_internal, format;
if (channels == 4) {
#ifdef EMSCRIPTEN
format_internal = GL_RGBA;
#else
format_internal = GL_RGBA8;
#endif
format = GL_RGBA;
} else if (channels == 3) {
#ifdef EMSCRIPTEN
format_internal = GL_RGBA;
#else
format_internal = GL_RGBA8;
#endif
format = GL_RGB;
} else if (channels == 1) {
format_internal = GL_ALPHA;
format = GL_ALPHA;
} else {
CRY("upload_gpu_texture", "Unsupported channel count");
format_internal = GL_ALPHA;
format = GL_ALPHA;
}
/* preallocate texture storage in advance */
glTexImage2D(GL_TEXTURE_2D,
0,
format_internal,
width,
height,
0,
format,
GL_UNSIGNED_BYTE,
NULL);
glBindTexture(GL_TEXTURE_2D, 0);
return texture;
}
void delete_gpu_texture(GPUTexture texture) {
glDeleteTextures(1, &texture);
}
void upload_gpu_texture(GPUTexture texture, void *pixels, int channels, int width, int height) {
glBindTexture(GL_TEXTURE_2D, texture);
int format;
if (channels == 4) {
format = GL_RGBA;
} else if (channels == 3) {
format = GL_RGB;
} else if (channels == 1) {
format = GL_ALPHA;
} else {
CRY("upload_gpu_texture", "Unsupported channel count");
return;
}
glTexSubImage2D(GL_TEXTURE_2D,
0,
0,
0,
width,
height,
format,
GL_UNSIGNED_BYTE,
pixels);
glBindTexture(GL_TEXTURE_2D, 0);
}
void bind_gpu_texture(GPUTexture texture) {
glBindTexture(GL_TEXTURE_2D, texture);
}