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https://git.shylie.info/shylie/glerminal.git
synced 2024-11-12 21:10:04 +00:00
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No commits in common. "65c6de85ba4c334e5ead848d3496ce05045ce31a" and "11380a0d881f2921fe298e775f26f88544be7fec" have entirely different histories.
65c6de85ba
...
11380a0d88
@ -1,23 +1,22 @@
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/*
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OpenGL loader generated by glad 0.1.36 on Mon May 27 15:25:59 2024.
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OpenGL loader generated by glad 0.1.36 on Sun May 26 16:07:25 2024.
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Language/Generator: C/C++
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Specification: gl
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APIs: gl=4.5
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Profile: core
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Extensions:
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GL_AMD_vertex_shader_layer,
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GL_ARB_shader_viewport_layer_array
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GL_AMD_vertex_shader_layer
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Loader: True
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Local files: False
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Omit khrplatform: False
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Reproducible: False
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Commandline:
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--profile="core" --api="gl=4.5" --generator="c" --spec="gl" --extensions="GL_AMD_vertex_shader_layer,GL_ARB_shader_viewport_layer_array"
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--profile="core" --api="gl=4.5" --generator="c" --spec="gl" --extensions="GL_AMD_vertex_shader_layer"
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Online:
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https://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D4.5&extensions=GL_AMD_vertex_shader_layer&extensions=GL_ARB_shader_viewport_layer_array
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https://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D4.5&extensions=GL_AMD_vertex_shader_layer
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*/
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#include <stdio.h>
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@ -970,7 +969,6 @@ PFNGLVIEWPORTINDEXEDFPROC glad_glViewportIndexedf = NULL;
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PFNGLVIEWPORTINDEXEDFVPROC glad_glViewportIndexedfv = NULL;
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PFNGLWAITSYNCPROC glad_glWaitSync = NULL;
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int GLAD_GL_AMD_vertex_shader_layer = 0;
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int GLAD_GL_ARB_shader_viewport_layer_array = 0;
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static void load_GL_VERSION_1_0(GLADloadproc load) {
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if(!GLAD_GL_VERSION_1_0) return;
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glad_glCullFace = (PFNGLCULLFACEPROC)load("glCullFace");
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@ -1727,7 +1725,6 @@ static void load_GL_VERSION_4_5(GLADloadproc load) {
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static int find_extensionsGL(void) {
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if (!get_exts()) return 0;
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GLAD_GL_AMD_vertex_shader_layer = has_ext("GL_AMD_vertex_shader_layer");
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GLAD_GL_ARB_shader_viewport_layer_array = has_ext("GL_ARB_shader_viewport_layer_array");
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free_exts();
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return 1;
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}
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@ -1,23 +1,22 @@
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/*
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OpenGL loader generated by glad 0.1.36 on Mon May 27 15:25:59 2024.
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OpenGL loader generated by glad 0.1.36 on Sun May 26 16:07:25 2024.
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Language/Generator: C/C++
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Specification: gl
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APIs: gl=4.5
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Profile: core
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Extensions:
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GL_AMD_vertex_shader_layer,
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GL_ARB_shader_viewport_layer_array
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GL_AMD_vertex_shader_layer
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Loader: True
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Local files: False
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Omit khrplatform: False
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Reproducible: False
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Commandline:
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--profile="core" --api="gl=4.5" --generator="c" --spec="gl" --extensions="GL_AMD_vertex_shader_layer,GL_ARB_shader_viewport_layer_array"
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--profile="core" --api="gl=4.5" --generator="c" --spec="gl" --extensions="GL_AMD_vertex_shader_layer"
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Online:
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https://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D4.5&extensions=GL_AMD_vertex_shader_layer&extensions=GL_ARB_shader_viewport_layer_array
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https://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D4.5&extensions=GL_AMD_vertex_shader_layer
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*/
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@ -3653,10 +3652,6 @@ GLAPI PFNGLTEXTUREBARRIERPROC glad_glTextureBarrier;
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#define GL_AMD_vertex_shader_layer 1
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GLAPI int GLAD_GL_AMD_vertex_shader_layer;
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#endif
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#ifndef GL_ARB_shader_viewport_layer_array
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#define GL_ARB_shader_viewport_layer_array 1
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GLAPI int GLAD_GL_ARB_shader_viewport_layer_array;
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#endif
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#ifdef __cplusplus
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}
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@ -63,8 +63,6 @@ namespace glerminal
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unsigned int m_sprites_texture;
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unsigned int m_framebuffer;
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unsigned int m_framebuffer_backing_texture;
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unsigned int m_screen_framebuffer;
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unsigned int m_screen_framebuffer_backing_texture;
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unsigned int m_layer_colors_buffer;
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unsigned int m_layer_scales_buffer;
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unsigned int m_screen_size_uniform_location;
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@ -87,8 +85,8 @@ namespace glerminal
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#ifdef GLERMINAL_OPENGL_DEBUG_CONTEXT
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mutable std::ofstream m_log;
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#endif
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void log(GLenum type, GLuint id, GLenum severity, const char* message) const;
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#endif
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void init_glfw();
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void init_gl();
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@ -53,9 +53,8 @@ namespace
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"}";
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// note: AMD_vertex_shader_layer support required
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constexpr char VERTEX_SHADER_ARB_SOURCE[] =
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constexpr char VERTEX_SHADER_AMD_SOURCE[] =
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"#version 450 core\n"
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"#extension GL_ARB_shader_viewport_layer_array : enable\n"
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"#extension GL_AMD_vertex_shader_layer : enable\n"
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"layout (location = 0) in vec2 position;\n"
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"layout (location = 1) in vec2 offset;\n"
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@ -82,7 +81,7 @@ namespace
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"}";
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constexpr const char* VERTEX_SHADER_SOURCE_PTR = VERTEX_SHADER_SOURCE;
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constexpr const char* VERTEX_SHADER_ARB_SOURCE_PTR = VERTEX_SHADER_ARB_SOURCE;
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constexpr const char* VERTEX_SHADER_AMD_SOURCE_PTR = VERTEX_SHADER_AMD_SOURCE;
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constexpr char GEOMETRY_SHADER_SOURCE[] =
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"#version 450 core\n"
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@ -129,7 +128,7 @@ namespace
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"}";
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// note: AMD_vertex_shader_layer support required
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constexpr char FRAGMENT_SHADER_ARB_SOURCE[] =
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constexpr char FRAGMENT_SHADER_AMD_SOURCE[] =
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"#version 450 core\n"
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"in VS_OUT {\n"
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" flat int sprite;\n"
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@ -143,7 +142,7 @@ namespace
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"}";
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constexpr const char* FRAGMENT_SHADER_SOURCE_PTR = FRAGMENT_SHADER_SOURCE;
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constexpr const char* FRAGMENT_SHADER_ARB_SOURCE_PTR = FRAGMENT_SHADER_ARB_SOURCE;
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constexpr const char* FRAGMENT_SHADER_AMD_SOURCE_PTR = FRAGMENT_SHADER_AMD_SOURCE;
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constexpr char SCREEN_VERTEX_SHADER_SOURCE[] =
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"#version 450 core\n"
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@ -157,7 +156,7 @@ namespace
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constexpr const char* SCREEN_VERTEX_SHADER_SOURCE_PTR = SCREEN_VERTEX_SHADER_SOURCE;
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constexpr char SCREEN_FRAGMENT_SHADER_SOURCE[] =
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constexpr char* SCREEN_FRAGMENT_SHADER_SOURCE =
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"#version 450 core\n"
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"in vec2 texcoord;\n"
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"layout (binding = 1) uniform sampler2DArray " LAYERS_UNIFORM_NAME ";\n"
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@ -267,13 +266,11 @@ namespace glerminal
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glDrawArraysInstanced(GL_TRIANGLES, 0, 6, GRID_AREA * LAYER_COUNT);
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glUseProgram(m_screen_program);
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glBindFramebuffer(GL_FRAMEBUFFER, m_screen_framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindVertexArray(m_screen_vao);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBlitNamedFramebuffer(m_screen_framebuffer, 0, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glfwSwapBuffers(m_window);
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}
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@ -366,12 +363,12 @@ namespace glerminal
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}
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}
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#ifdef GLERMINAL_OPENGL_DEBUG_CONTEXT
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void glerminal::log(GLenum type, GLuint id, GLenum severity, const char* message) const
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{
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#ifdef GLERMINAL_OPENGL_DEBUG_CONTEXT
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glDebugMessageInsert(GL_DEBUG_SOURCE_THIRD_PARTY, type, id, severity, -1, message);
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#endif
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}
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#endif
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void glerminal::init_gl()
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{
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@ -497,12 +494,11 @@ namespace glerminal
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// -- setup shader program --
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// test for features
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const bool vertex_shader_layer_supported =
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glfwExtensionSupported("GL_ARB_shader_viewport_layer_array") || glfwExtensionSupported("GL_AMD_vertex_shader_layer");
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const bool vertex_shader_layer_supported = glfwExtensionSupported("GL_AMD_vertex_shader_layer");
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// compile
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const unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &(vertex_shader_layer_supported ? VERTEX_SHADER_ARB_SOURCE_PTR : VERTEX_SHADER_SOURCE_PTR), nullptr);
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glShaderSource(vertex_shader, 1, &(vertex_shader_layer_supported ? VERTEX_SHADER_AMD_SOURCE_PTR : VERTEX_SHADER_SOURCE_PTR), nullptr);
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glCompileShader(vertex_shader);
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const unsigned int geometry_shader = glCreateShader(GL_GEOMETRY_SHADER);
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@ -510,12 +506,12 @@ namespace glerminal
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glCompileShader(geometry_shader);
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const unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &(vertex_shader_layer_supported ? FRAGMENT_SHADER_ARB_SOURCE_PTR : FRAGMENT_SHADER_SOURCE_PTR), nullptr);
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glShaderSource(fragment_shader, 1, &(vertex_shader_layer_supported ? FRAGMENT_SHADER_AMD_SOURCE_PTR : FRAGMENT_SHADER_SOURCE_PTR), nullptr);
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glCompileShader(fragment_shader);
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constexpr int INFO_LOG_SIZE = 512;
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int success;
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char info_log[INFO_LOG_SIZE + 1] = {};
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char info_log[INFO_LOG_SIZE];
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// verify compile
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glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);
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@ -527,9 +523,7 @@ namespace glerminal
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glDeleteShader(geometry_shader);
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glDeleteShader(fragment_shader);
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log(GL_DEBUG_TYPE_ERROR, 0, 0, "Could not compile vertex shader.");
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log(GL_DEBUG_TYPE_ERROR, 0, 0, info_log);
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throw std::runtime_error("");
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throw std::runtime_error("Could not compile vertex shader.");
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}
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glGetShaderiv(geometry_shader, GL_COMPILE_STATUS, &success);
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@ -541,9 +535,7 @@ namespace glerminal
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glDeleteShader(geometry_shader);
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glDeleteShader(fragment_shader);
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log(GL_DEBUG_TYPE_ERROR, 1, 0, "Could not compile geometry shader.");
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log(GL_DEBUG_TYPE_ERROR, 1, 0, info_log);
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throw std::runtime_error("");
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throw std::runtime_error("Could not compile geometry shader.");
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}
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glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);
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@ -555,9 +547,7 @@ namespace glerminal
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glDeleteShader(geometry_shader);
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glDeleteShader(fragment_shader);
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log(GL_DEBUG_TYPE_ERROR, 2, 0, "Could not compile fragment shader.");
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log(GL_DEBUG_TYPE_ERROR, 2, 0, info_log);
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throw std::runtime_error("");
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throw std::runtime_error("Could not compile fragment shader.");
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}
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// link
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@ -582,9 +572,7 @@ namespace glerminal
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glDeleteProgram(m_program);
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log(GL_DEBUG_TYPE_ERROR, 3, 0, "Could not link shader program.");
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log(GL_DEBUG_TYPE_ERROR, 3, 0, info_log);
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throw std::runtime_error("");
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throw std::runtime_error("Could not link shader program.");
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}
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// setup uniforms
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@ -611,9 +599,7 @@ namespace glerminal
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glDeleteShader(screen_vertex_shader);
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glDeleteShader(screen_fragment_shader);
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log(GL_DEBUG_TYPE_ERROR, 4, 0, "Could not compile screen vertex shader.");
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log(GL_DEBUG_TYPE_ERROR, 4, 0, info_log);
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throw std::runtime_error("");
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throw std::runtime_error("Could not compile screen vertex shader.");
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}
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glGetShaderiv(screen_fragment_shader, GL_COMPILE_STATUS, &success);
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@ -624,9 +610,7 @@ namespace glerminal
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glDeleteShader(screen_vertex_shader);
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glDeleteShader(screen_fragment_shader);
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log(GL_DEBUG_TYPE_ERROR, 5, 0, "Could not compile screen fragment shader.");
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log(GL_DEBUG_TYPE_ERROR, 5, 0, info_log);
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throw std::runtime_error("");
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throw std::runtime_error("Could not compile screen fragment shader.");
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}
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// link
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@ -643,15 +627,10 @@ namespace glerminal
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{
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glDeleteProgram(m_screen_program);
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log(GL_DEBUG_TYPE_ERROR, 6, 0, "Could not link screen shader program.");
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log(GL_DEBUG_TYPE_ERROR, 6, 0, info_log);
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throw std::runtime_error("");
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throw std::runtime_error("Could not link screen shader program.");
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}
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// setup uniforms for screen shader
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glUseProgram(m_screen_program);
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glUniform1i(glGetUniformLocation(m_screen_program, LAYER_COUNT_UNIFORM_NAME), LAYER_COUNT);
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// setup uniforms later
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// -- setup textures --
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glGenTextures(1, &m_sprites_texture);
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@ -691,24 +670,10 @@ namespace glerminal
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glBindTextureUnit(1, m_framebuffer_backing_texture);
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// -- setup screen framebuffer --
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glGenFramebuffers(1, &m_screen_framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_screen_framebuffer);
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// setup uniforms for screen shader
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glUseProgram(m_screen_program);
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glGenTextures(1, &m_screen_framebuffer_backing_texture);
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glBindTexture(GL_TEXTURE_2D, m_screen_framebuffer_backing_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, SCREEN_WIDTH, SCREEN_HEIGHT);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_screen_framebuffer_backing_texture, 0);
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glUniform1i(glGetUniformLocation(m_screen_program, LAYER_COUNT_UNIFORM_NAME), LAYER_COUNT);
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}
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void glerminal::deinit_glfw()
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@ -720,8 +685,6 @@ namespace glerminal
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void glerminal::deinit_gl()
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{
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glDeleteFramebuffers(1, &m_screen_framebuffer);
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glDeleteTextures(1, &m_screen_framebuffer_backing_texture);
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glDeleteFramebuffers(1, &m_framebuffer);
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glDeleteTextures(1, &m_framebuffer_backing_texture);
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glDeleteTextures(1, &m_sprites_texture);
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@ -13,12 +13,8 @@ namespace
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void glerminal_test_save_image()
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{
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// -- DIRTY HACK --
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//
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// GL_TEXTURE_2D is not rebound after setting up screen framebuffer
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// This code will break if this behavior changes
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
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glReadBuffer(GL_LEFT);
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glReadPixels(0, 0, GRID_WIDTH * CELL_SCALE * 8, GRID_HEIGHT * CELL_SCALE * 8, GL_RGB, GL_UNSIGNED_BYTE, pixels);
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stbi_flip_vertically_on_write(true);
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stbi_write_png("image.png", GRID_WIDTH * CELL_SCALE * 8, GRID_HEIGHT * CELL_SCALE * 8, 3, pixels, 1280 * 3);
|
||||
|
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