rk_engine/cpp/opengl/render_opengles.cpp

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2022-08-28 04:23:13 +02:00
// Copyright (C) 2022 RozK
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "render_opengles.hpp"
#include <cstdio>
static rk_shader const * rk_current_shader = nullptr;
static rk_vertices const * rk_current_vertices = nullptr;
static void rk_printf(char const * messsage) {
printf("[RK_ENGINE] %s\n", messsage);
}
#define rk_error(message) { if (glGetError() != GL_NO_ERROR) { rk_printf(message); } }
static void rk_debug_message_callback(
GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
GLchar const * message,
void const * userParam) {
printf("[RK_ENGINE][GL] (id=%d) %s\n", id, message);
}
rk_window_t rk_initialize(
char const * name,
rk_uint width,
rk_uint height) {
rk_window_t const window = rk_create_context(name, width, height);
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if (window) {
GLubyte const * const vendor = glGetString(GL_VENDOR);
GLubyte const * const renderer = glGetString(GL_RENDERER);
printf("[RK_ENGINE] vendor: %s, renderer: %s\n", vendor, renderer);
GLubyte const * const version = glGetString(GL_VERSION);
GLubyte const * const language = glGetString(GL_SHADING_LANGUAGE_VERSION);
printf("[RK_ENGINE] version: %s, language: %s\n", version, language);
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glDebugMessageCallback(rk_debug_message_callback, nullptr);
glEnable(GL_DEBUG_OUTPUT);
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glDisable(GL_BLEND);
glEnable(GL_DITHER);
glEnable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_STENCIL_TEST);
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glCullFace(GL_BACK);
glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
}
return window;
}
static void rk_print_shader_infolog(GLuint shader) {
int length;
char infolog[1024];
glGetShaderInfoLog(shader, sizeof(infolog), &length, infolog);
if (length > 0) {
rk_printf(infolog);
}
}
static void rk_print_program_infolog(GLuint program) {
int length;
char infolog[1024];
glGetProgramInfoLog(program, sizeof(infolog), &length, infolog);
if (length > 0) {
rk_printf(infolog);
}
}
//TODO: error handling
rk_shader_t rk_load_shader(
rk_uint const vert_nlines,
char const ** const vert_lines,
rk_uint const frag_nlines,
char const ** const frag_lines) {
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rk_shader * const shader = new rk_shader;
shader->vertex = glCreateShader(GL_VERTEX_SHADER);
shader->fragment = glCreateShader(GL_FRAGMENT_SHADER);
shader->program = glCreateProgram();
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if (!vert_nlines || !vert_lines) {
rk_printf("Missing vertex shader.");
return nullptr;
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}
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if (!frag_nlines || !frag_lines) {
rk_printf("Missing fragment shader.");
return nullptr;
}
rk_printf("Compiling vertex shader...");
glShaderSource(shader->vertex, vert_nlines, vert_lines, nullptr);
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glCompileShader(shader->vertex);
rk_error("glCompileShader() failed.");
rk_print_shader_infolog(shader->vertex);
rk_printf("Compiling fragment shader...");
glShaderSource(shader->fragment, frag_nlines, frag_lines, nullptr);
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glCompileShader(shader->fragment);
rk_error("glCompileShader() failed.");
rk_print_shader_infolog(shader->fragment);
rk_printf("Linking program...");
glAttachShader(shader->program, shader->vertex);
glAttachShader(shader->program, shader->fragment);
glLinkProgram(shader->program);
rk_error("glLinkProgram() failed.");
rk_print_program_infolog(shader->program);
rk_printf("Done.");
glReleaseShaderCompiler();
return shader;
}
rk_input_t rk_resolve_input(
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rk_shader_t _shader,
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char const * name) {
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rk_shader const * const shader = reinterpret_cast<rk_shader const *>(_shader);
if (!shader || !name) {
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return nullptr;
}
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GLint const uniform = glGetUniformLocation(shader->program, name);
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return reinterpret_cast<rk_input_t>(uniform + 1);
}
rk_param_t rk_resolve_param(
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rk_shader_t _shader,
char const * name) {
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rk_shader const * const shader = reinterpret_cast<rk_shader const *>(_shader);
if (!shader || !name) {
return nullptr;
}
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GLint const location = glGetAttribLocation(shader->program, name);
return reinterpret_cast<rk_param_t>(location + 1);
}
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rk_texture_t rk_create_texture(
rk_texture_format format,
rk_uint width,
rk_uint height,
rk_uint nlevels,
rk_texture_flags flags,
void const * pixels) {
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if (!width || !height || !pixels) {
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return nullptr;
}
GLint internal_format;
GLenum source_format;
GLenum source_type;
switch (format) {
case RK_TEXTURE_FORMAT_SRGB8_A8:
internal_format = GL_SRGB8_ALPHA8;
source_format = GL_RGBA;
source_type = GL_UNSIGNED_BYTE;
break;
case RK_TEXTURE_FORMAT_RGBA8:
internal_format = GL_RGBA8;
source_format = GL_RGBA;
source_type = GL_UNSIGNED_BYTE;
break;
case RK_TEXTURE_FORMAT_RGB10_A2:
internal_format = GL_RGB10_A2;
source_format = GL_RGBA;
source_type = GL_UNSIGNED_INT_2_10_10_10_REV;
break;
case RK_TEXTURE_FORMAT_32F:
internal_format = GL_R32F;
source_format = GL_RED;
source_type = GL_FLOAT;
break;
default:
return nullptr;
break;
}
rk_texture * const texture = new rk_texture;
glGenTextures(1, &texture->texture);
GLenum target;
if (nlevels) {
if (flags & RK_TEXTURE_FLAG_3D) {
target = GL_TEXTURE_3D;
} else {
target = GL_TEXTURE_2D_ARRAY;
}
glBindTexture(target, texture->texture);
//TODO: glTexStorage3D
glTexImage3D(target, 0, internal_format, width, height, nlevels, 0, source_format, source_type, pixels);
} else {
target = GL_TEXTURE_2D;
glBindTexture(target, texture->texture);
//TODO: glTexStorage2D
glTexImage2D(target, 0, internal_format, width, height, 0, source_format, source_type, pixels);
}
if (flags & RK_TEXTURE_FLAG_MIPMAPS) {
if (flags & RK_TEXTURE_FLAG_MIN_LINEAR) {
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
} else {
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
}
} else {
if (flags & RK_TEXTURE_FLAG_MIN_LINEAR) {
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
} else {
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
}
if (flags & RK_TEXTURE_FLAG_MAG_LINEAR) {
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
} else {
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_REPEAT);
if (flags & RK_TEXTURE_FLAG_MIPMAPS) {
glGenerateMipmap(target);
}
texture->nlevels = nlevels;
glBindTexture(target, 0);
return texture;
}
rk_triangles_t rk_create_triangles(
rk_uint nvertices,
rk_vec3 const * vertices) {
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if (!nvertices || !vertices) {
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return nullptr;
}
rk_triangles * const triangles = new rk_triangles;
triangles->size = nvertices;
glGenVertexArrays(1, &triangles->array);
glBindVertexArray(triangles->array);
glGenBuffers(1, &triangles->vertices);
glBindBuffer(GL_ARRAY_BUFFER, triangles->vertices);
glBufferData(GL_ARRAY_BUFFER, nvertices * sizeof(rk_vec3), vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
return triangles;
}
rk_vertices_t rk_create_vertices(
rk_vertex_format const * format,
rk_uint nvertices,
void const * _vertices,
rk_uint nindices,
rk_ushort const * indices) {
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if (!format || !nvertices || !_vertices || !nindices || !indices) {
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return nullptr;
}
rk_uint vertex_size = 0;
for (rk_vertex_format const * f = format; *f; ++f) {
switch (*f & RK_VERTEX_FORMAT_MASK) {
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case RK_VERTEX_FORMAT_VEC3_FLOAT:
vertex_size += sizeof(rk_vec3);
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break;
case RK_VERTEX_FORMAT_VEC3_INT10:
vertex_size += sizeof(rk_int);
break;
case RK_VERTEX_FORMAT_VEC3_UINT10:
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vertex_size += sizeof(rk_uint);
break;
default:
rk_printf("rk_create_vertices(): invalid format.");
return nullptr;
break;
}
}
if (!vertex_size) {
rk_printf("rk_create_vertices(): empty format.");
return nullptr;
}
rk_vertices * const vertices = new rk_vertices;
glGenVertexArrays(1, &vertices->array);
glBindVertexArray(vertices->array);
glGenBuffers(1, &vertices->vertices);
glBindBuffer(GL_ARRAY_BUFFER, vertices->vertices);
glBufferData(GL_ARRAY_BUFFER, nvertices * vertex_size, _vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
vertices->vertex_size = vertex_size;
vertices->layout = 0;
rk_uint offset = 0;
for (rk_vertex_format const * f = format; *f; ++f, ++vertices->layout) {
glEnableVertexAttribArray(vertices->layout);
GLboolean const normalize = (*f & RK_VERTEX_FORMAT_NORMALIZE) != 0;
switch (*f & RK_VERTEX_FORMAT_MASK) {
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case RK_VERTEX_FORMAT_VEC3_FLOAT:
glVertexAttribFormat(vertices->layout, 3, GL_FLOAT, normalize, offset);
offset += sizeof(rk_vec3);
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break;
case RK_VERTEX_FORMAT_VEC3_INT10:
glVertexAttribFormat(vertices->layout, 4, GL_INT_2_10_10_10_REV, normalize, offset);
offset += sizeof(rk_int);
break;
case RK_VERTEX_FORMAT_VEC3_UINT10:
glVertexAttribFormat(vertices->layout, 4, GL_UNSIGNED_INT_2_10_10_10_REV, normalize, offset);
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offset += sizeof(rk_uint);
break;
}
glVertexAttribBinding(vertices->layout, RK_VERTICES_BINDING);
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}
glBindVertexBuffer(RK_VERTICES_BINDING, vertices->vertices, 0, vertices->vertex_size);
glGenBuffers(1, &vertices->indices);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertices->indices);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, nindices * sizeof(rk_ushort), indices, GL_STATIC_DRAW);
glBindVertexArray(0);
return vertices;
}
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static void rk_pack_vec3(
rk_pack_dst dst,
rk_pack_src src) {
*dst.vec3_ptr = *src.vec3_ptr;
}
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static void rk_pack_vec3s(
rk_pack_dst dst,
rk_pack_src src) {
dst.vec3s_ptr->x = static_cast<rk_short>(src.vec3_ptr->x);
dst.vec3s_ptr->y = static_cast<rk_short>(src.vec3_ptr->y);
dst.vec3s_ptr->z = static_cast<rk_short>(src.vec3_ptr->z);
}
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static void rk_pack_vec3s_norm(
rk_pack_dst dst,
rk_pack_src src) {
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#define _convert(s) (static_cast<rk_short>((s) * ((s) < 0.f ? 32768.f : 32767.f)))
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dst.vec3s_ptr->x = _convert(src.vec3_ptr->x);
dst.vec3s_ptr->y = _convert(src.vec3_ptr->y);
dst.vec3s_ptr->z = _convert(src.vec3_ptr->z);
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#undef _convert
}
static void rk_pack_vec3_int10(
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rk_pack_dst dst,
rk_pack_src src) {
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#define _convert(s) (static_cast<rk_int>((s) * ((s) < 0.f ? 512.f : 511.f)) & 1023)
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*dst.int_ptr = _convert(src.vec3_ptr->x) | (_convert(src.vec3_ptr->y) << 10) | (_convert(src.vec3_ptr->z) << 20);
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#undef _convert
}
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//TODO: multiple batches per vertices
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rk_batch_t rk_create_batch(
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rk_vertices_t _vertices,
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rk_uint max_size,
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rk_param_format const * params_format) {
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rk_vertices const * const vertices = reinterpret_cast<rk_vertices const *>(_vertices);
if (!vertices || !max_size || !params_format || max_size > RK_BATCH_MAX_SIZE) {
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rk_printf("rk_create_batch(): invalid parameters.");
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return nullptr;
}
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rk_uint nparams = 0;
rk_uint params_size = 0;
rk_uint packed_size = 0;
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for (rk_param_format const * f = params_format; *f; ++f, ++nparams) {
switch (*f & RK_PARAM_FORMAT_MASK) {
case RK_PARAM_FORMAT_VEC3_FLOAT:
params_size += sizeof(rk_vec3);
packed_size += sizeof(rk_vec3);
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break;
case RK_PARAM_FORMAT_VEC3_SHORT:
params_size += sizeof(rk_vec3);
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packed_size += sizeof(rk_vec3s);
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break;
case RK_PARAM_FORMAT_VEC3_INT10:
params_size += sizeof(rk_vec3);
packed_size += sizeof(rk_int);
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break;
default:
rk_printf("rk_create_batch(): invalid param format.");
return nullptr;
break;
}
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}
rk_batch * batch = new rk_batch;
batch->size = max_size;
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batch->nparams = nparams;
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batch->params_size = params_size;
batch->packed_size = packed_size;
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batch->indices = new rk_ushort[max_size];
batch->commands = new rk_command[max_size * sizeof(rk_command)];
if (nparams) {
batch->packers = new rk_packer[nparams];
batch->params = new rk_ubyte[max_size * packed_size];
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glGenBuffers(1, &batch->params_buffer);
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rk_uint layout = vertices->layout;
rk_packer * packer = batch->packers;
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rk_uint offset = 0;
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glBindVertexArray(vertices->array);
for (rk_param_format const * f = params_format; *f; ++f, ++layout, ++packer) {
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GLboolean const normalize = (*f & RK_PARAM_FORMAT_NORMALIZE) != 0;
glEnableVertexAttribArray(layout);
switch (*f & RK_PARAM_FORMAT_MASK) {
case RK_PARAM_FORMAT_VEC3_FLOAT:
glVertexAttribFormat(layout, 3, GL_FLOAT, normalize, offset);
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packer->pack = rk_pack_vec3;
packer->dst_incr = sizeof(rk_vec3);
packer->src_incr = sizeof(rk_vec3);
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break;
case RK_PARAM_FORMAT_VEC3_SHORT:
glVertexAttribFormat(layout, 3, GL_SHORT, normalize, offset);
if (normalize) {
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packer->pack = rk_pack_vec3s_norm;
} else {
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packer->pack = rk_pack_vec3s;
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}
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packer->dst_incr = sizeof(rk_vec3s);
packer->src_incr = sizeof(rk_vec3);
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break;
case RK_PARAM_FORMAT_VEC3_INT10:
glVertexAttribFormat(layout, 4, GL_INT_2_10_10_10_REV, normalize, offset);
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packer->pack = rk_pack_vec3_int10;
packer->dst_incr = sizeof(rk_int);
packer->src_incr = sizeof(rk_vec3);
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break;
}
offset += packer->dst_incr;
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glVertexAttribBinding(layout, RK_PARAMS_BINDING);
}
glVertexBindingDivisor(RK_PARAMS_BINDING, 1);
glBindVertexBuffer(RK_PARAMS_BINDING, batch->params_buffer, 0, batch->packed_size);
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glBindVertexArray(0);
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}
if (rk_MultiDrawElementsIndirect) {
glGenBuffers(1, &batch->commands_buffer);
}
return batch;
}
void rk_begin_frame() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
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void rk_select_shader(
rk_shader_t _shader) {
rk_shader * const shader = reinterpret_cast<rk_shader *>(_shader);
if (shader) {
rk_current_shader = shader;
glUseProgram(shader->program);
}
}
void rk_set_input_float(
rk_input_t _input,
float value) {
GLint const input = reinterpret_cast<intptr_t>(_input) - 1;
if (rk_current_shader && input > -1) {
glUniform1f(input, value);
}
}
void rk_set_input_vec3(
rk_input_t _input,
rk_vec3 const & value) {
GLint const input = reinterpret_cast<intptr_t>(_input) - 1;
if (rk_current_shader && input > -1) {
glUniform3fv(input, 1, glm::value_ptr(value));
}
}
void rk_set_input_mat3(
rk_input_t _input,
rk_mat3 const & value) {
GLint const input = reinterpret_cast<intptr_t>(_input) - 1;
if (rk_current_shader && input > -1) {
glUniformMatrix3fv(input, 1, GL_FALSE, glm::value_ptr(value));
}
}
void rk_set_input_mat4(
rk_input_t _input,
rk_mat4 const & value) {
GLint const input = reinterpret_cast<intptr_t>(_input) - 1;
if (rk_current_shader && input > -1) {
glUniformMatrix4fv(input, 1, GL_FALSE, glm::value_ptr(value));
}
}
void rk_set_param_vec3(
rk_param_t _param,
rk_vec3 const & value) {
GLint const param = reinterpret_cast<intptr_t>(_param) - 1;
if (rk_current_shader && param > -1) {
glVertexAttrib3fv(param, glm::value_ptr(value));
}
}
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void rk_select_texture(
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rk_uint slot,
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rk_texture_t _texture,
rk_input_t _sampler) {
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rk_texture const * const texture = reinterpret_cast<rk_texture const *>(_texture);
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GLint const sampler = reinterpret_cast<intptr_t>(_sampler) - 1;
if (texture && sampler > -1 && rk_current_shader) {
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glActiveTexture(GL_TEXTURE0 + slot);
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if (texture->nlevels) {
glBindTexture(GL_TEXTURE_2D_ARRAY, texture->texture);
} else {
glBindTexture(GL_TEXTURE_2D, texture->texture);
}
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glUniform1i(sampler, slot);
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}
}
RK_EXPORT void rk_draw_triangles(
rk_triangles_t _triangles) {
rk_triangles const * const triangles = reinterpret_cast<rk_triangles const *>(_triangles);
if (triangles && rk_current_shader && !rk_current_vertices) {
glBindVertexArray(triangles->array);
glDrawArrays(GL_TRIANGLES, 0, triangles->size);
glBindVertexArray(0);
}
}
void rk_select_vertices(
rk_vertices_t _vertices) {
rk_vertices * const vertices = reinterpret_cast<rk_vertices *>(_vertices);
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if (vertices) {
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glBindVertexArray(vertices->array);
rk_current_vertices = vertices;
}
}
static rk_uint rk_batch_filter(
rk_batch & batch,
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rk_uint const size,
rk_instance_flags const * flags) {
rk_ushort * indices = batch.indices;
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for (rk_ushort index = 0; index < size; ++index, ++flags) {
if ((*flags & RK_INSTANCE_FLAGS_SPAWNED_VISIBLE) == RK_INSTANCE_FLAGS_SPAWNED_VISIBLE) {
*indices++ = index;
}
}
return indices - batch.indices;
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}
static rk_uint rk_batch_build_commands(
rk_batch & batch,
rk_uint const ninstances,
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rk_mesh const * const meshes) {
rk_command * commands = batch.commands;
rk_ushort * base = batch.indices;
rk_ushort * const last = batch.indices + ninstances;
for (rk_ushort * first = batch.indices; first < last; base = first, ++commands) {
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rk_mesh const & mesh = meshes[*first++];
for ( ; first < last && meshes[*first].packed == mesh.packed; ++first) {
}
for (rk_ushort * second = first; second < last; ++second) {
rk_ushort const index = *second;
if (meshes[index].packed == mesh.packed) {
*second = *first;
*first++ = index;
}
}
commands->nvertices = static_cast<GLuint>(mesh.ntriangles) * 3;
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commands->ninstances = first - base;
commands->base_index = mesh.base_index;
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commands->base_vertex = 0;
commands->base_instance = base - batch.indices;
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}
return commands - batch.commands;
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}
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static void rk_batch_pack(
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rk_batch & batch,
rk_uint const ninstances,
rk_ubyte const * const params) {
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rk_pack_dst dst(batch.params);
rk_ushort const * const last_index = batch.indices + ninstances;
rk_packer const * const last_packer = batch.packers + batch.nparams;
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for (rk_ushort const * index = batch.indices; index < last_index; ++index) {
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rk_pack_src src(&params[batch.params_size * (*index)]);
for (rk_packer const * packer = batch.packers; packer < last_packer; ++packer) {
packer->pack(dst, src);
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dst.ptr += packer->dst_incr;
src.ptr += packer->src_incr;
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}
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}
}
void rk_draw_batch(
rk_batch_t _batch,
rk_uint size,
rk_instance_flags const * flags,
rk_mesh const * meshes,
rk_ubyte const * params) {
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rk_batch & batch = *reinterpret_cast<rk_batch *>(_batch);
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if (!size || size > batch.size || !flags || !meshes || !rk_current_shader || !rk_current_vertices) {
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return;
}
rk_uint const ninstances = rk_batch_filter(batch, size, flags);
if (!ninstances) {
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return;
}
rk_uint const ncommands = rk_batch_build_commands(batch, ninstances, meshes);
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if (rk_MultiDrawElementsIndirect) {
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, batch.commands_buffer);
glBufferData(GL_DRAW_INDIRECT_BUFFER, ncommands * sizeof(rk_command), batch.commands, GL_STREAM_DRAW);
}
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if (batch.nparams) {
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rk_batch_pack(batch, ninstances, params);
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glBindBuffer(GL_ARRAY_BUFFER, batch.params_buffer);
glBufferData(GL_ARRAY_BUFFER, ninstances * batch.packed_size, batch.params, GL_STREAM_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
if (rk_DrawElementsInstancedBaseInstance) {
if (rk_MultiDrawElementsIndirect) {
rk_MultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT, nullptr, ncommands, sizeof(rk_command));
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
} else {
rk_command const * const last_command = batch.commands + ncommands;
for (rk_command const * command = batch.commands; command < last_command; ++command) {
rk_DrawElementsInstancedBaseInstance(
GL_TRIANGLES, command->nvertices, GL_UNSIGNED_SHORT,
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reinterpret_cast<void const *>(command->base_index << 1),
command->ninstances, command->base_instance);
}
}
} else {
rk_uint params_offset = 0;
rk_command const * const last_command = batch.commands + ncommands;
for (rk_command const * command = batch.commands; command < last_command; ++command) {
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if (batch.nparams) {
glBindVertexBuffer(RK_PARAMS_BINDING, batch.params_buffer, params_offset, batch.packed_size);
params_offset += command->ninstances * batch.packed_size;
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}
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glDrawElementsInstanced(
GL_TRIANGLES, command->nvertices, GL_UNSIGNED_SHORT,
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reinterpret_cast<void const *>(command->base_index << 1),
command->ninstances);
}
}
}
void rk_unselect_vertices(
rk_vertices_t _vertices) {
rk_current_vertices = nullptr;
glBindVertexArray(0);
}
void rk_unselect_texture(
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rk_uint slot,
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rk_texture_t _texture) {
rk_texture const * const texture = reinterpret_cast<rk_texture const *>(_texture);
if (texture) {
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glActiveTexture(GL_TEXTURE0 + slot);
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if (texture->nlevels) {
glBindTexture(GL_TEXTURE_2D, 0);
} else {
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
}
}
}
void rk_unselect_shader(
rk_shader_t _shader) {
rk_current_shader = nullptr;
glUseProgram(0);
}
void rk_end_frame() {
rk_swap_buffers();
}
void rk_destroy_batch(
rk_batch_t _batch) {
rk_batch * const batch = reinterpret_cast<rk_batch *>(_batch);
if (batch) {
delete[] batch->indices;
delete[] batch->commands;
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if (batch->nparams) {
delete[] batch->packers;
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delete[] batch->params;
glDeleteBuffers(1, &batch->params_buffer);
}
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if (rk_MultiDrawElementsIndirect) {
glDeleteBuffers(1, &batch->commands_buffer);
}
delete batch;
}
}
void rk_destroy_triangles(
rk_triangles_t _triangles) {
rk_triangles * const triangles = reinterpret_cast<rk_triangles *>(_triangles);
if (triangles) {
glDeleteBuffers(1, &triangles->vertices);
glDeleteVertexArrays(1, &triangles->array);
delete triangles;
}
}
void rk_destroy_vertices(
rk_vertices_t _vertices) {
rk_vertices * const vertices = reinterpret_cast<rk_vertices *>(_vertices);
if (vertices) {
glDeleteBuffers(1, &vertices->indices);
glDeleteBuffers(1, &vertices->vertices);
glDeleteVertexArrays(1, &vertices->array);
delete vertices;
}
}
void rk_destroy_texture(
rk_texture_t _texture) {
rk_texture * const texture = reinterpret_cast<rk_texture *>(_texture);
if (texture) {
glDeleteTextures(1, &texture->texture);
delete texture;
}
}
void rk_destroy_shader(
rk_shader_t _shader) {
rk_shader * const shader = reinterpret_cast<rk_shader *>(_shader);
if (shader) {
glDeleteShader(shader->vertex);
glDeleteShader(shader->fragment);
glDeleteProgram(shader->program);
delete shader;
}
}
void rk_terminate() {
rk_destroy_context();
}