bgfx/src/renderer_gl.h

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/*
* Copyright 2011-2012 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#ifndef __RENDERER_GL_H__
#define __RENDERER_GL_H__
#if BGFX_CONFIG_RENDERER_OPENGL
# include <gl/GL.h>
# include <gl/glext.h>
#elif BGFX_CONFIG_RENDERER_OPENGLES
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# include <GLES2/gl2.h>
#endif // BGFX_CONFIG_RENDERER_OPENGL
#if BX_PLATFORM_NACL
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# include <ppapi/gles2/gl2ext_ppapi.h>
# include <ppapi/c/pp_completion_callback.h>
# include <ppapi/c/ppb_instance.h>
# include <ppapi/c/ppb_graphics_3d.h>
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#elif BX_PLATFORM_WINDOWS
# include <windows.h>
#elif BX_PLATFORM_LINUX
# include <GL/glx.h>
# include <X11/Xlib.h>
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#endif // BX_PLATFORM_
#ifndef GL_BGRA_EXT
# define GL_BGRA_EXT 0x80E1
#endif // GL_BGRA_EXT
#ifndef GL_COMPRESSED_RGB_S3TC_DXT1_EXT
# define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#endif // GL_COMPRESSED_RGB_S3TC_DXT1_EXT
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
# define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#endif // GL_COMPRESSED_RGBA_S3TC_DXT1_EXT
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
# define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#endif // GL_COMPRESSED_RGBA_S3TC_DXT3_EXT
#ifndef GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
# define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
#endif // GL_COMPRESSED_RGBA_S3TC_DXT5_EXT
#ifndef GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES
# define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES 0x8B8B
#endif // GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES
namespace bgfx
{
# define _GL_CHECK(_call) \
do { \
/*BX_TRACE(#_call);*/ \
_call; \
GLenum err = glGetError(); \
BX_CHECK(0 == err, #_call "; glError 0x%x %d", err, err); \
} while (0)
#if BGFX_CONFIG_DEBUG
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# define GL_CHECK(_call) _call // _GL_CHECK(_call)
#else
# define GL_CHECK(_call) _call
#endif // BGFX_CONFIG_DEBUG
#if BX_PLATFORM_WINDOWS
#define GL_IMPORT(_optional, _proto, _func) extern _proto _func
#include "glimports.h"
#undef GL_IMPORT
#endif // BX_PLATFORM_WINDOWS
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class ConstantBuffer;
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struct IndexBuffer
{
void create(uint32_t _size, void* _data)
{
m_size = _size;
GL_CHECK(glGenBuffers(1, &m_id) );
BX_CHECK(0 != m_id, "Failed to generate buffer id.");
GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_id) );
GL_CHECK(glBufferData(GL_ELEMENT_ARRAY_BUFFER
, _size
, _data
, (NULL==_data)?GL_DYNAMIC_DRAW:GL_STATIC_DRAW
) );
GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
}
void update(uint32_t _size, void* _data)
{
GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_id) );
GL_CHECK(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER
, 0
, _size
, _data
) );
GL_CHECK(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) );
}
void destroy()
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &m_id);
}
GLuint m_id;
uint32_t m_size;
};
struct VertexBuffer
{
void create(uint32_t _size, void* _data, VertexDeclHandle _declHandle)
{
m_size = _size;
m_decl = _declHandle;
GL_CHECK(glGenBuffers(1, &m_id) );
BX_CHECK(0 != m_id, "Failed to generate buffer id.");
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, m_id) );
GL_CHECK(glBufferData(GL_ARRAY_BUFFER
, _size
, _data
, (NULL==_data)?GL_DYNAMIC_DRAW:GL_STATIC_DRAW
) );
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
}
void update(uint32_t _size, void* _data)
{
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, m_id) );
GL_CHECK(glBufferSubData(GL_ARRAY_BUFFER
, 0
, _size
, _data
) );
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
}
void destroy()
{
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0) );
GL_CHECK(glDeleteBuffers(1, &m_id) );
}
GLuint m_id;
uint32_t m_size;
VertexDeclHandle m_decl;
};
struct Texture
{
Texture()
: m_id(0)
, m_target(GL_TEXTURE_2D)
{
}
void create(const Memory* _mem, uint32_t _flags);
void createColor(uint32_t _width, uint32_t _height);
void createDepth(uint32_t _width, uint32_t _height);
void destroy();
GLuint m_id;
GLenum m_target;
};
struct Shader
{
void create(GLenum _type, const uint8_t* _code)
{
m_id = glCreateShader(_type);
m_type = _type;
if (0 != m_id)
{
GL_CHECK(glShaderSource(m_id, 1, (const GLchar**)&_code, NULL) );
GL_CHECK(glCompileShader(m_id) );
GLint compiled = 0;
GL_CHECK(glGetShaderiv(m_id, GL_COMPILE_STATUS, &compiled) );
if (0 == compiled)
{
char log[1024];
GL_CHECK(glGetShaderInfoLog(m_id, sizeof(log), NULL, log) );
BX_TRACE("Failed to compile shader. %d: %s", compiled, log);
BX_TRACE("\n####\n%s\n####", _code);
GL_CHECK(glDeleteShader(m_id) );
}
}
}
void destroy()
{
GL_CHECK(glDeleteShader(m_id) );
}
GLuint m_id;
GLenum m_type;
};
struct RenderTarget
{
void create(uint16_t _width, uint16_t _height, uint32_t _flags);
void destroy();
GLsizei m_width;
GLsizei m_height;
Texture m_color;
Texture m_depth;
GLuint m_fbo;
GLuint m_rbo;
};
struct Material
{
void create(const Shader& _vsh, const Shader& _fsh);
void destroy();
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void init();
void bindAttributes(const VertexDecl& _vertexDecl, uint32_t _baseVertex = 0);
GLuint m_id;
uint8_t m_used[Attrib::Count+1]; // dense
uint16_t m_attributes[Attrib::Count]; // sparse
uint32_t m_enabled;
GLuint m_sampler[BGFX_CONFIG_MAX_TEXTURES];
uint8_t m_numSamplers;
ConstantBuffer* m_constantBuffer;
PredefinedUniform m_predefined[PredefinedUniform::Count];
uint8_t m_numPredefined;
};
} // namespace bgfx
#endif // __RENDERER_GL_H__