566 lines
19 KiB
Odin
566 lines
19 KiB
Odin
#+private
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package renderer
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import "core:math/linalg"
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import "core:bytes"
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import "core:slice"
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import "core:image"
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import "core:strings"
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import "core:fmt"
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import gl "vendor:OpenGL"
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import win "core:sys/windows"
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when RENDER_BACKEND_OPENGL {
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Backend_OpenGL_Windows :: struct {
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hwnd: win.HWND,
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hdc: win.HDC,
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gl_context: win.HGLRC,
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}
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backend: Backend_OpenGL_Windows
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OPENGL_MAJOR :: 3
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OPENGL_MINOR :: 3
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opengl_init :: proc(renderer: ^Renderer) -> bool {
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renderer.backend = &backend
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backend.hwnd = win.HWND(renderer.surface_ptr)
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backend.hdc = win.GetDC(backend.hwnd)
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pfd := win.PIXELFORMATDESCRIPTOR {
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nSize = size_of(win.PIXELFORMATDESCRIPTOR),
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nVersion = 1,
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dwFlags = win.PFD_DRAW_TO_WINDOW | win.PFD_SUPPORT_OPENGL | win.PFD_DOUBLEBUFFER,
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iPixelType = win.PFD_TYPE_RGBA,
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cColorBits = 32,
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cDepthBits = 24,
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cStencilBits = 8,
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iLayerType = win.PFD_MAIN_PLANE,
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}
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format_index := win.ChoosePixelFormat(backend.hdc, &pfd)
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assert(format_index != 0, "ChoosePixelFormat failed")
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set_pixel_format_ok := win.SetPixelFormat(backend.hdc, format_index, &pfd)
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assert(set_pixel_format_ok == win.TRUE, "SetPixelFormat failed")
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temp_context := win.wglCreateContext(backend.hdc)
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assert(temp_context != nil, "Failed to create temp OpenGL context")
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win.wglMakeCurrent(backend.hdc, temp_context)
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win.wglCreateContextAttribsARB = transmute(win.CreateContextAttribsARBType)win.wglGetProcAddress("wglCreateContextAttribsARB")
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assert(win.wglCreateContextAttribsARB != nil, "wglCreateContextAttribsARB not available")
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attribs := [?]i32 {
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win.WGL_CONTEXT_MAJOR_VERSION_ARB, OPENGL_MAJOR,
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win.WGL_CONTEXT_MINOR_VERSION_ARB, OPENGL_MINOR,
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win.WGL_CONTEXT_PROFILE_MASK_ARB,
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win.WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
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0
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}
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backend.gl_context = win.wglCreateContextAttribsARB(backend.hdc, nil, raw_data(&attribs))
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assert(backend.gl_context != nil, fmt.tprintf("Failed to create OpenGL %v.%v core context", OPENGL_MAJOR, OPENGL_MINOR))
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win.wglMakeCurrent(nil, nil)
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win.wglDeleteContext(temp_context)
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win.wglMakeCurrent(backend.hdc, backend.gl_context)
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gl.load_up_to(3, 3, proc(p: rawptr, name: cstring) {
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addr := win.wglGetProcAddress(name)
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if addr == nil {
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dll := win.LoadLibraryW(win.utf8_to_wstring("opengl32.dll"))
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addr = win.GetProcAddress(dll, name)
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}
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(^rawptr)(p)^ = addr
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})
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opengl_swap_buffers(renderer)
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return true
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}
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opengl_viewport_changed :: proc(renderer: ^Renderer) {
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gl.Viewport(
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i32(renderer.viewport.x), i32(renderer.viewport.y),
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i32(renderer.viewport.width), i32(renderer.viewport.height)
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)
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}
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opengl_set_clear_color :: proc(renderer: ^Renderer, color: Color) {
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r, g, b, a: u8 = max(u8), max(u8), max(u8), max(u8)
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switch &c in color {
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case RGB_Color: r, g, b = expand_values(c.rgb)
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case RGBA_Color: r, g, b, a = expand_values(c.rgba)
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}
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gl.ClearColor(
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f32(r) / f32(max(u8)),
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f32(g) / f32(max(u8)),
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f32(b) / f32(max(u8)),
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f32(a) / f32(max(u8)),
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)
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}
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opengl_clear_screen :: proc(renderer: ^Renderer, clear_color: bool, clear_depth: bool) {
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flags := u32(0)
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if clear_color {
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flags |= gl.COLOR_BUFFER_BIT
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}
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if clear_depth {
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flags |= gl.DEPTH_BUFFER_BIT
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}
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gl.Clear(flags)
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}
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opengl_swap_buffers :: proc(renderer: ^Renderer) {
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win.SwapBuffers(backend.hdc)
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}
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opengl_destroy :: proc(renderer: ^Renderer) {
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win.wglMakeCurrent(nil, nil)
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win.wglDeleteContext(backend.gl_context)
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win.ReleaseDC(backend.hwnd, backend.hdc)
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backend = {}
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}
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Mesh_Backend :: Mesh_OpenGL
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Shader_Backend :: Shader_OpenGL
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Shader_Program_Backend :: Shader_Program_OpenGL
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Texture_Backend :: Texture_OpenGL
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Render_Target_Backend :: Render_Target_OpenGL
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Mesh_OpenGL :: struct {
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vbo, vao, ebo: u32,
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}
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Shader_OpenGL :: struct {
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handle: u32,
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}
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Shader_Program_OpenGL :: struct {
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handle: u32,
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}
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Texture_OpenGL :: struct {
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handle: u32,
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}
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Render_Target_OpenGL :: struct {
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handle: u32,
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}
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opengl_create_mesh :: proc(renderer: ^Renderer, layout: []Mesh_Layout, vertices: []f32, indices: []u32) -> (Mesh_OpenGL, bool) {
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// fmt.printfln("OPENGL: Creating mesh from vertices: %v.", vertices)
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m: Mesh_OpenGL
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gl.GenVertexArrays(1, &m.vao)
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gl.GenBuffers(1, &m.vbo)
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gl.GenBuffers(1, &m.ebo)
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gl.BindVertexArray(m.vao)
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{
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gl.BindBuffer(gl.ARRAY_BUFFER, m.vbo)
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gl.BufferData(gl.ARRAY_BUFFER, len(vertices) * size_of(f32), raw_data(vertices), gl.STATIC_DRAW)
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gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, m.ebo)
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gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(indices) * size_of(u32), raw_data(indices), gl.STATIC_DRAW)
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layout_total_stride := u32(0)
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for l in layout {
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layout_total_stride += u32(l.amount) * l.type_size;
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}
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offset := u32(0)
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for l, i in layout {
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// NOTE: SS - Hardcoded to 'gl.FLOAT'
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gl.VertexAttribPointer(u32(i), i32(l.amount), gl.FLOAT, gl.FALSE, i32(layout_total_stride), uintptr(offset))
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gl.EnableVertexAttribArray(u32(i))
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offset += u32(l.amount) * l.type_size
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}
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}
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gl.BindVertexArray(0)
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gl.BindBuffer(gl.ARRAY_BUFFER, 0)
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return m, true
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}
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opengl_create_shader :: proc(renderer: ^Renderer, type: Shader_Type, data: []u8) -> (Shader_OpenGL, bool) {
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handle: u32
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switch type {
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case .Vertex: {
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handle = gl.CreateShader(gl.VERTEX_SHADER)
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}
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case .Fragment: {
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handle = gl.CreateShader(gl.FRAGMENT_SHADER)
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}
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}
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assert(handle != 0)
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src := strings.clone_to_cstring(transmute(string)data, context.allocator)
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defer delete(src)
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gl.ShaderSource(handle, 1, &src, nil)
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gl.CompileShader(handle)
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success: i32
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info_log: [512]u8
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gl.GetShaderiv(handle, gl.COMPILE_STATUS, &success)
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if success != 1 {
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gl.GetShaderInfoLog(handle, 512, nil, raw_data(&info_log))
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fmt.printfln("OPENGL: Failed to compile shader of type %v. Log: '%v'.", type, info_log)
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return {}, false
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}
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s: Shader_OpenGL
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s.handle = handle
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return s, true
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}
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opengl_delete_shader :: proc(renderer: ^Renderer, shader: ^Shader) {
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gl.DeleteShader(shader.backend.handle)
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}
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opengl_create_shader_program :: proc(renderer: ^Renderer, vertex_shader, fragment_shader: ^Shader) -> (Shader_Program_OpenGL, bool) {
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handle := gl.CreateProgram()
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gl.AttachShader(handle, vertex_shader.backend.handle)
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gl.AttachShader(handle, fragment_shader.backend.handle)
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gl.LinkProgram(handle)
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success: i32
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info_log: [512]u8
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gl.GetProgramiv(handle, gl.LINK_STATUS, &success)
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if success != 1 {
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gl.GetProgramInfoLog(handle, 512, nil, raw_data(&info_log))
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fmt.printfln("OPENGL: Failed to create shader-program. Log: '%v'.", info_log)
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return {}, false
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}
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s: Shader_Program_OpenGL
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s.handle = handle
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return s, true
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}
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opengl_delete_shader_program :: proc(renderer: ^Renderer, shader_program: ^Shader_Program) {
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gl.DeleteProgram(shader_program.backend.handle)
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}
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opengl_activate_bind_textures_in_material :: proc(material: ^Material) {
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assert(material != nil)
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for t, i in material.textures[:material.texture_count] {
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assert(t != nil)
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gl.ActiveTexture(gl.TEXTURE0 + u32(i))
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gl.BindTexture(gl.TEXTURE_2D, t.backend.handle)
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loc := gl.GetUniformLocation(material.shader_program.backend.handle, fmt.ctprintf("texture%d", i))
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gl.Uniform1i(loc, i32(i))
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}
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}
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opengl_activate_material :: proc(material: ^Material, model_matrix, view_matrix, projection_matrix: linalg.Matrix4x4f32) {
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gl.UseProgram(material.shader_program.backend.handle)
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opengl_activate_bind_textures_in_material(material)
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model_matrix_loc := gl.GetUniformLocation(material.shader_program.backend.handle, "in_model_matrix")
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assert(model_matrix_loc >= 0)
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model_matrix_as_f32_array := transmute([16]f32)(model_matrix)
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gl.UniformMatrix4fv(model_matrix_loc, 1, false, &model_matrix_as_f32_array[0])
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view_matrix_loc := gl.GetUniformLocation(material.shader_program.backend.handle, "in_view_matrix")
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assert(view_matrix_loc >= 0)
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view_matrix_as_f32_array := transmute([16]f32)(view_matrix)
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gl.UniformMatrix4fv(view_matrix_loc, 1, false, &view_matrix_as_f32_array[0])
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projection_matrix_loc := gl.GetUniformLocation(material.shader_program.backend.handle, "in_projection_matrix")
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assert(projection_matrix_loc >= 0)
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projection_matrix_as_f32_array := transmute([16]f32)(projection_matrix)
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gl.UniformMatrix4fv(projection_matrix_loc, 1, false, &projection_matrix_as_f32_array[0])
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}
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opengl_activate_fullscreen_material :: proc(material: ^Material) { // TODO: SS - Maybe remove.
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assert(material != nil)
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gl.UseProgram(material.shader_program.backend.handle)
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assert(material.texture_count > 0)
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, material.textures[0].backend.handle)
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loc := gl.GetUniformLocation(material.shader_program.backend.handle, "texture0")
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if loc != -1 {
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gl.Uniform1i(loc, 0)
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}
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gl.Disable(gl.DEPTH_TEST)
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gl.DepthMask(gl.FALSE)
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}
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opengl_deactivate_fullscreen_material :: proc() { // TODO: SS - Maybe remove.
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gl.DepthMask(gl.TRUE)
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gl.Enable(gl.DEPTH_TEST)
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}
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opengl_draw_mesh :: proc(mesh: ^Mesh) {
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gl.BindVertexArray(mesh.backend.vao)
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assert(mesh.amount_of_indices < u32(max(i32)))
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gl.DrawElements(gl.TRIANGLES, i32(mesh.amount_of_indices), gl.UNSIGNED_INT, nil)
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}
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opengl_texture_format_from_texture :: proc(t: ^Texture) -> (u32, u32, u32) {
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internal, format, type: u32
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switch t.format {
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case .R8: {
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internal = gl.R8
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format = gl.RED
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type = gl.UNSIGNED_BYTE
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}
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case .R16F: {
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internal = gl.R16F
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format = gl.RED
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type = gl.HALF_FLOAT
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}
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case .R32F: {
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internal = gl.R32F
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format = gl.RED
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type = gl.FLOAT
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}
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case .RGBA8: {
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internal = gl.RGBA8
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if t.channels == 3 {
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format = gl.RGB
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} else {
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format = gl.RGBA
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}
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type = gl.UNSIGNED_BYTE
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}
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case .RGBA16F: {
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internal = gl.RGBA16F
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format = gl.RGBA
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type = gl.HALF_FLOAT
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}
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case .R11G11B10F: {
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internal = gl.R11F_G11F_B10F
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format = gl.RGB
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type = gl.UNSIGNED_INT_10F_11F_11F_REV
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}
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case .Depth16: {
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internal = gl.DEPTH_COMPONENT16
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format = gl.DEPTH_COMPONENT
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type = gl.UNSIGNED_SHORT
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}
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case .Depth24: {
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internal = gl.DEPTH_COMPONENT24
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format = gl.DEPTH_COMPONENT
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type = gl.UNSIGNED_INT
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}
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case .Depth32F: {
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internal = gl.DEPTH_COMPONENT32F
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format = gl.DEPTH_COMPONENT
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type = gl.FLOAT
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}
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case .Depth24_Stencil8: {
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internal = gl.DEPTH24_STENCIL8
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format = gl.DEPTH_STENCIL
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type = gl.UNSIGNED_INT_24_8
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}
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case .Depth32F_Stencil8: {
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internal = gl.DEPTH32F_STENCIL8
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format = gl.DEPTH_STENCIL
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type = gl.FLOAT_32_UNSIGNED_INT_24_8_REV
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}
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}
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return internal, format, type
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}
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opengl_load_texture :: proc(renderer: ^Renderer, t: ^Texture, pixels: rawptr) -> bool {
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handle: u32
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gl.GenTextures(1, &handle)
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gl.BindTexture(gl.TEXTURE_2D, handle)
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switch t.filter_mode {
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case .Nearest:
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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case .Linear:
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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case .Nearest_MipMap:
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST_MIPMAP_NEAREST)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
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case .Linear_MipMap:
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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}
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switch t.wrap_mode {
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case .Clamp:
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP)
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case .Repeat:
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
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case .Mirror:
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.MIRRORED_REPEAT)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.MIRRORED_REPEAT)
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}
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internal_format, format, type := opengl_texture_format_from_texture(t)
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gl.TexImage2D(
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gl.TEXTURE_2D,
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0,
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i32(internal_format),
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i32(t.width),
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i32(t.height),
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0,
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u32(format),
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u32(type),
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pixels,
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)
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if !t.is_depth {
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gl.GenerateMipmap(gl.TEXTURE_2D)
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}
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t.backend = Texture_OpenGL { handle = handle }
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return true
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}
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opengl_delete_texture :: proc(renderer: ^Renderer, t: ^Texture) {
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gl.DeleteTextures(1, &t.backend.handle)
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}
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opengl_apply_depth :: proc(renderer: ^Renderer, test_depth, write_depth: bool) {
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if test_depth {
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gl.Enable(gl.DEPTH_TEST)
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}
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else {
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gl.Disable(gl.DEPTH_TEST)
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}
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gl.DepthMask(write_depth)
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}
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@(private="file") OPENGL_BLEND_FACTOR_U32_TABLE :: [Blend_Factor]u32 {
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.Zero = gl.ZERO,
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.One = gl.ONE,
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// Color.
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.Src_Color = gl.SRC_COLOR,
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.One_Minus_Src_Color = gl.ONE_MINUS_SRC_COLOR,
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.Dst_Color = gl.DST_COLOR,
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.One_Minus_Dst_Color = gl.ONE_MINUS_DST_COLOR,
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// Alpha.
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.Src_Alpha = gl.SRC_ALPHA,
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.One_Minus_Src_Alpha = gl.ONE_MINUS_SRC_ALPHA,
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.Dst_Alpha = gl.DST_ALPHA,
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.One_Minus_Dst_Alpha = gl.ONE_MINUS_DST_ALPHA,
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}
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opengl_set_blending :: proc(renderer: ^Renderer, enable: bool, factors: Blend_Factors) {
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if enable {
|
|
gl.Enable(gl.BLEND)
|
|
}
|
|
else {
|
|
gl.Disable(gl.BLEND)
|
|
// Not sure that I want to return here.. Pretty nice that the blendfunc gets reset correctly even if we're disabling blending.
|
|
}
|
|
|
|
table := OPENGL_BLEND_FACTOR_U32_TABLE
|
|
|
|
gl.BlendFunc(
|
|
sfactor = table[factors.source],
|
|
dfactor = table[factors.destination],
|
|
)
|
|
}
|
|
|
|
opengl_bind_render_target :: proc(renderer: ^Renderer, rt: ^Render_Target) {
|
|
if rt == nil {
|
|
gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
|
|
|
|
gl.Viewport(
|
|
0,
|
|
0,
|
|
i32(renderer.viewport.width),
|
|
i32(renderer.viewport.height),
|
|
)
|
|
|
|
return
|
|
}
|
|
|
|
gl.BindFramebuffer(gl.FRAMEBUFFER, rt.backend.handle)
|
|
status := gl.CheckFramebufferStatus(gl.FRAMEBUFFER)
|
|
assert(status == gl.FRAMEBUFFER_COMPLETE)
|
|
|
|
gl.Viewport(
|
|
0,
|
|
0,
|
|
i32(rt.color_texture.width),
|
|
i32(rt.color_texture.height),
|
|
)
|
|
}
|
|
|
|
opengl_create_render_target :: proc(renderer: ^Renderer, rt: ^Render_Target) -> bool {
|
|
fb: u32
|
|
gl.GenFramebuffers(1, &fb)
|
|
gl.BindFramebuffer(gl.FRAMEBUFFER, fb)
|
|
|
|
gl.FramebufferTexture2D(
|
|
gl.FRAMEBUFFER,
|
|
gl.COLOR_ATTACHMENT0,
|
|
gl.TEXTURE_2D,
|
|
rt.color_texture.backend.handle,
|
|
0
|
|
)
|
|
|
|
if rt.depth_texture != nil {
|
|
gl.FramebufferTexture2D(
|
|
gl.FRAMEBUFFER,
|
|
gl.DEPTH_ATTACHMENT,
|
|
gl.TEXTURE_2D,
|
|
rt.depth_texture.backend.handle,
|
|
0
|
|
)
|
|
}
|
|
|
|
if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE {
|
|
fmt.printfln("Framebuffer status: %v", gl.CheckFramebufferStatus(gl.FRAMEBUFFER))
|
|
return false
|
|
}
|
|
|
|
rt.backend = Render_Target_OpenGL {
|
|
handle = fb
|
|
}
|
|
return true
|
|
}
|
|
|
|
opengl_set_shader_value_texture :: proc(program: ^Shader_Program, value: ^Texture, index: u8) {
|
|
gl.UseProgram(program.backend.handle)
|
|
|
|
gl.ActiveTexture(gl.TEXTURE0 + u32(index))
|
|
gl.BindTexture(gl.TEXTURE_2D, value.backend.handle)
|
|
loc := gl.GetUniformLocation(program.backend.handle, fmt.ctprintf("texture%v", index))
|
|
gl.Uniform1i(loc, i32(index))
|
|
}
|
|
}
|
|
|