GL.cpp 7.6 KB

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  1. /*
  2. * Copyright (c) 2023, Aliaksandr Kalenik <kalenik.aliaksandr@gmail.com>
  3. *
  4. * SPDX-License-Identifier: BSD-2-Clause
  5. */
  6. #define GL_GLEXT_PROTOTYPES
  7. #include <LibAccelGfx/GL.h>
  8. #include <LibGfx/Bitmap.h>
  9. #include <LibGfx/Rect.h>
  10. namespace AccelGfx::GL {
  11. static void verify_no_error()
  12. {
  13. VERIFY(glGetError() == GL_NO_ERROR);
  14. }
  15. void set_viewport(Gfx::IntRect rect)
  16. {
  17. glViewport(rect.left(), rect.top(), rect.width(), rect.height());
  18. verify_no_error();
  19. }
  20. static GLenum to_gl_enum(BlendFactor factor)
  21. {
  22. switch (factor) {
  23. case BlendFactor::SrcAlpha:
  24. return GL_SRC_ALPHA;
  25. case BlendFactor::One:
  26. return GL_ONE;
  27. case BlendFactor::Zero:
  28. return GL_ZERO;
  29. case BlendFactor::OneMinusSrcAlpha:
  30. return GL_ONE_MINUS_SRC_ALPHA;
  31. }
  32. VERIFY_NOT_REACHED();
  33. }
  34. void enable_blending(BlendFactor source, BlendFactor destination, BlendFactor source_alpha, BlendFactor destination_alpha)
  35. {
  36. glEnable(GL_BLEND);
  37. glBlendFuncSeparate(to_gl_enum(source), to_gl_enum(destination), to_gl_enum(source_alpha), to_gl_enum(destination_alpha));
  38. verify_no_error();
  39. }
  40. void read_pixels(Gfx::IntRect rect, Gfx::Bitmap& bitmap)
  41. {
  42. VERIFY(bitmap.format() == Gfx::BitmapFormat::BGRA8888);
  43. glPixelStorei(GL_PACK_ALIGNMENT, 1);
  44. glReadPixels(rect.left(), rect.top(), rect.width(), rect.height(), GL_BGRA, GL_UNSIGNED_BYTE, bitmap.scanline(0));
  45. verify_no_error();
  46. }
  47. Shader create_shader(ShaderType type, char const* source)
  48. {
  49. GLuint shader = glCreateShader(type == ShaderType::Vertex ? GL_VERTEX_SHADER : GL_FRAGMENT_SHADER);
  50. glShaderSource(shader, 1, &source, nullptr);
  51. glCompileShader(shader);
  52. int success;
  53. glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
  54. if (!success) {
  55. char buffer[512];
  56. glGetShaderInfoLog(shader, sizeof(buffer), nullptr, buffer);
  57. dbgln("GLSL shader compilation failed: {}", buffer);
  58. VERIFY_NOT_REACHED();
  59. }
  60. verify_no_error();
  61. return { shader };
  62. }
  63. Program create_program(Shader const& vertex_shader, Shader const& fragment_shader)
  64. {
  65. GLuint program = glCreateProgram();
  66. glAttachShader(program, vertex_shader.id);
  67. glAttachShader(program, fragment_shader.id);
  68. glLinkProgram(program);
  69. int linked;
  70. glGetProgramiv(program, GL_LINK_STATUS, &linked);
  71. if (!linked) {
  72. char buffer[512];
  73. glGetProgramInfoLog(program, sizeof(buffer), nullptr, buffer);
  74. dbgln("GLSL program linking failed: {}", buffer);
  75. VERIFY_NOT_REACHED();
  76. }
  77. glDeleteShader(vertex_shader.id);
  78. glDeleteShader(fragment_shader.id);
  79. verify_no_error();
  80. return { program };
  81. }
  82. void use_program(Program const& program)
  83. {
  84. glUseProgram(program.id);
  85. verify_no_error();
  86. }
  87. VertexAttribute get_attribute_location(Program const& program, char const* name)
  88. {
  89. auto id = glGetAttribLocation(program.id, name);
  90. verify_no_error();
  91. return { id };
  92. }
  93. Uniform get_uniform_location(Program const& program, char const* name)
  94. {
  95. auto id = glGetUniformLocation(program.id, name);
  96. verify_no_error();
  97. return { id };
  98. }
  99. void delete_program(Program const& program)
  100. {
  101. glDeleteProgram(program.id);
  102. verify_no_error();
  103. }
  104. Texture create_texture()
  105. {
  106. GLuint texture;
  107. glGenTextures(1, &texture);
  108. verify_no_error();
  109. return { texture, {} };
  110. }
  111. void bind_texture(Texture const& texture)
  112. {
  113. glBindTexture(GL_TEXTURE_2D, texture.id);
  114. verify_no_error();
  115. }
  116. void upload_texture_data(Texture& texture, Gfx::Bitmap const& bitmap)
  117. {
  118. VERIFY(bitmap.format() == Gfx::BitmapFormat::BGRx8888 || bitmap.format() == Gfx::BitmapFormat::BGRA8888);
  119. bind_texture(texture);
  120. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bitmap.width(), bitmap.height(), 0, GL_BGRA, GL_UNSIGNED_BYTE, bitmap.scanline(0));
  121. texture.size = bitmap.size();
  122. verify_no_error();
  123. }
  124. void delete_texture(Texture const& texture)
  125. {
  126. glDeleteTextures(1, &texture.id);
  127. verify_no_error();
  128. }
  129. void set_uniform(Uniform const& uniform, int value)
  130. {
  131. glUniform1i(uniform.id, value);
  132. verify_no_error();
  133. }
  134. void set_uniform(Uniform const& uniform, float value1, float value2)
  135. {
  136. glUniform2f(uniform.id, value1, value2);
  137. verify_no_error();
  138. }
  139. void set_uniform(Uniform const& uniform, float value1, float value2, float value3, float value4)
  140. {
  141. glUniform4f(uniform.id, value1, value2, value3, value4);
  142. verify_no_error();
  143. }
  144. void set_vertex_attribute(VertexAttribute const& attribute, u32 offset, int number_of_components)
  145. {
  146. glVertexAttribPointer(attribute.id, number_of_components, GL_FLOAT, GL_FALSE, number_of_components * sizeof(float), reinterpret_cast<void*>(offset));
  147. glEnableVertexAttribArray(attribute.id);
  148. verify_no_error();
  149. }
  150. void set_texture_scale_mode(ScalingMode scaling_mode)
  151. {
  152. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, scaling_mode == ScalingMode::Nearest ? GL_NEAREST : GL_LINEAR);
  153. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, scaling_mode == ScalingMode::Nearest ? GL_NEAREST : GL_LINEAR);
  154. verify_no_error();
  155. }
  156. void clear_color(Gfx::Color const& color)
  157. {
  158. glClearColor(color.red() / 255.0f, color.green() / 255.0f, color.blue() / 255.0f, color.alpha() / 255.0f);
  159. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  160. verify_no_error();
  161. }
  162. void draw_arrays(DrawPrimitive draw_primitive, size_t count)
  163. {
  164. GLenum mode = GL_TRIANGLES;
  165. if (draw_primitive == DrawPrimitive::TriangleFan)
  166. mode = GL_TRIANGLE_FAN;
  167. glDrawArrays(mode, 0, count);
  168. verify_no_error();
  169. }
  170. Buffer create_buffer()
  171. {
  172. GLuint buffer;
  173. glGenBuffers(1, &buffer);
  174. verify_no_error();
  175. return { buffer };
  176. }
  177. void bind_buffer(Buffer const& buffer)
  178. {
  179. glBindBuffer(GL_ARRAY_BUFFER, buffer.id);
  180. verify_no_error();
  181. }
  182. void upload_to_buffer(Buffer const& buffer, Span<float> values)
  183. {
  184. glBindBuffer(GL_ARRAY_BUFFER, buffer.id);
  185. glBufferData(GL_ARRAY_BUFFER, values.size() * sizeof(float), values.data(), GL_STATIC_DRAW);
  186. verify_no_error();
  187. }
  188. void delete_buffer(Buffer const& buffer)
  189. {
  190. glDeleteBuffers(1, &buffer.id);
  191. verify_no_error();
  192. }
  193. VertexArray create_vertex_array()
  194. {
  195. GLuint vertex_array;
  196. glGenVertexArrays(1, &vertex_array);
  197. verify_no_error();
  198. return { vertex_array };
  199. }
  200. void bind_vertex_array(VertexArray const& vertex_array)
  201. {
  202. glBindVertexArray(vertex_array.id);
  203. verify_no_error();
  204. }
  205. void delete_vertex_array(VertexArray const& vertex_array)
  206. {
  207. glDeleteVertexArrays(1, &vertex_array.id);
  208. verify_no_error();
  209. }
  210. Framebuffer create_framebuffer(Gfx::IntSize size)
  211. {
  212. GLuint texture;
  213. glGenTextures(1, &texture);
  214. glBindTexture(GL_TEXTURE_2D, texture);
  215. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.width(), size.height(), 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
  216. GLuint fbo;
  217. glGenFramebuffers(1, &fbo);
  218. glBindFramebuffer(GL_FRAMEBUFFER, fbo);
  219. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
  220. if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
  221. VERIFY_NOT_REACHED();
  222. }
  223. verify_no_error();
  224. return { fbo, Texture { texture, size } };
  225. }
  226. void bind_framebuffer(Framebuffer const& framebuffer)
  227. {
  228. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo_id);
  229. verify_no_error();
  230. }
  231. void delete_framebuffer(Framebuffer const& framebuffer)
  232. {
  233. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo_id);
  234. glDeleteFramebuffers(1, &framebuffer.fbo_id);
  235. delete_texture(framebuffer.texture);
  236. verify_no_error();
  237. }
  238. void enable_scissor_test(Gfx::IntRect rect)
  239. {
  240. glEnable(GL_SCISSOR_TEST);
  241. glScissor(rect.left(), rect.top(), rect.width(), rect.height());
  242. verify_no_error();
  243. }
  244. void disable_scissor_test()
  245. {
  246. glDisable(GL_SCISSOR_TEST);
  247. verify_no_error();
  248. }
  249. }