322 lines
10 KiB
Odin
322 lines
10 KiB
Odin
#+private
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package renderer
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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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opengl_clear_screen(renderer)
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gl.Viewport(
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i32(renderer.viewport.x),
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i32(renderer.viewport.y),
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i32(renderer.viewport.width),
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i32(renderer.viewport.height)
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)
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}
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opengl_set_clear_color :: proc(renderer: ^Renderer, color: RGB_Color) {
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gl.ClearColor(
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f32(color.r) / f32(max(u8)),
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f32(color.g) / f32(max(u8)),
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f32(color.b) / f32(max(u8)),
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1.0
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)
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}
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opengl_clear_screen :: proc(renderer: ^Renderer) {
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gl.Clear(gl.COLOR_BUFFER_BIT)
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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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opengl_clear_screen(renderer)
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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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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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opengl_create_mesh :: proc(renderer: ^Renderer, 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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gl.VertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 8 * size_of(f32), uintptr(0))
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gl.EnableVertexAttribArray(0)
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gl.VertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, 8 * size_of(f32), uintptr(3 * size_of(f32)))
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gl.EnableVertexAttribArray(1)
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gl.VertexAttribPointer(2, 2, gl.FLOAT, gl.FALSE, 8 * size_of(f32), uintptr(6 * size_of(f32)))
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gl.EnableVertexAttribArray(2)
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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_material :: proc(material: ^Material) {
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gl.UseProgram(material.shader_program.backend.handle)
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, material.texture.backend.handle)
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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_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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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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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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type := gl.UNSIGNED_BYTE
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switch t.depth {
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case 8: type = gl.UNSIGNED_BYTE
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case 16: type = gl.UNSIGNED_SHORT
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case 32: type = gl.UNSIGNED_INT
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}
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format := gl.RGBA
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switch t.channels {
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case 1: format = gl.RED
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case 2: format = gl.RG
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case 3: format = gl.RGB
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case 4: format = gl.RGBA
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}
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internal := gl.RGBA8
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if t.depth == 8 {
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switch t.channels {
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case 1: internal = gl.R8
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case 2: internal = gl.RG8
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case 3: internal = gl.RGB8
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case 4: internal = gl.RGBA8
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}
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} else if t.depth == 16 {
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switch t.channels {
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case 1: internal = gl.R16
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case 2: internal = gl.RG16
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case 3: internal = gl.RGB16
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case 4: internal = gl.RGBA16
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}
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}
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// bytes.reverse(bytes.buffer_to_bytes(img.pixels))
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gl.TexImage2D(
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target = gl.TEXTURE_2D,
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level = 0,
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internalformat = i32(internal),
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width = i32(t.width),
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height = i32(t.height),
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border = 0,
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format = u32(format),
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type = u32(type),
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pixels = pixels,
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// pixels = &pixels[0]
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// pixels = &bytes.reverse(bytes.buffer_to_bytes(&img.pixels))[0]
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)
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gl.GenerateMipmap(gl.TEXTURE_2D)
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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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}
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} |