- Started implementing OpenGL wrappers

This commit is contained in:
2025-08-02 20:59:56 -04:00
parent 3d42dea9eb
commit 5e04eb0ca6
7 changed files with 454 additions and 9 deletions

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@@ -65,9 +65,10 @@
namespace fennec
{
///
/// \brief an unsigned integer
using uint = unsigned int;
using byte = uint8_t;
using ubyte = uint8_t;
using ushort = uint16_t;
using uint = uint32_t;
}

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@@ -0,0 +1,149 @@
// =====================================================================================================================
// fennec, a free and open source game engine
// Copyright © 2025 Medusa Slockbower
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
// =====================================================================================================================
#ifndef FENNEC_PLATFORM_OPENGL_LIB_H
#define FENNEC_PLATFORM_OPENGL_LIB_H
#include <fennec/math/common.h>
#include <fennec/renderers/opengl/lib/fwd.h>
#include <fennec/renderers/opengl/lib/enum.h>
namespace fennec
{
namespace gl
{
template<GLenum TypeV, GLbitfield FlagsV, GLboolean ImmutableV = false>
class buffer {
private:
static constexpr GLenum get_mutable_traits() {
GLenum res;
// Set READ/DRAW/COPY
if constexpr (read) {
res = GL_STREAM_READ;
} else if constexpr (write) {
res = GL_STREAM_DRAW;
} else {
res = GL_STREAM_COPY;
}
// Set STATIC/DYNAMIC/STREAM
if constexpr (client or coherent) {
// do nothing
} else if constexpr (dynamic or persistent) {
res += 6;
} else {
res += 3;
}
return res;
}
public:
static constexpr GLenum type = TypeV;
static constexpr GLboolean immutable = ImmutableV;
static constexpr GLbitfield flags = FlagsV;
static constexpr GLboolean read = flags & READ;
static constexpr GLboolean write = flags & WRITE;
static constexpr GLboolean mapped = read or write;
static constexpr GLboolean dynamic = flags & DYNAMIC;
static constexpr GLboolean persistent = flags & PERSISTENT;
static constexpr GLboolean coherent = flags & COHERENT;
static constexpr GLboolean client = flags & CLIENT;
static constexpr GLenum usage = get_mutable_traits();
static_assert(not persistent or persistent == mapped);
static_assert(not coherent or coherent == persistent);
constexpr buffer(void* data, GLsizeiptr size)
: _handle()
, _size(size) {
glGenBuffers(1, &_handle);
start();
if constexpr(immutable) {
glBufferStorage(type, _size, data, flags);
} else {
glBufferData(type, _size, data, usage);
}
end();
}
constexpr buffer(buffer&& buff) noexcept
: _handle(buff)
, _size(buff._size) {
}
constexpr buffer(const buffer&) = delete;
constexpr buffer& operator=(buffer&& buff) noexcept {
glDeleteBuffers(1, &_handle);
_handle = buff._handle;
_size = buff._size;
return *this;
}
constexpr void start() const {
glBindBuffer(type, _handle);
}
constexpr void end() const {
glBindBuffer(type, NULL);
}
constexpr void clear(GLsizeiptr size, GLintptr offset = 0, const void* data = nullptr, GLenum data_type = BYTE, GLenum format = R, GLenum internal = R8) {
size = min(size, _size - offset);
if (size <= 0) return;
glClearBufferSubData(type, internal, offset, size, format, type, data);
}
template<GLenum OTypeV, GLbitfield OFlagsV, GLboolean OImmutableV>
constexpr void copy(const buffer<OTypeV, OFlagsV, OImmutableV>& cpy, GLsizeiptr size, GLintptr write_offset = 0, GLintptr read_offset = 0) {
size = fennec::min(size, cpy._size - read_offset);
size = fennec::min(size, _size - write_offset);
if (size <= 0) return;
glBindBuffer(COPY_READ, cpy._handle);
glBindBuffer(COPY_WRITE, _handle);
glCopyBufferSubData(COPY_READ, COPY_WRITE, read_offset, write_offset, size);
glBindBuffer(COPY_READ, NULL);
glBindBuffer(COPY_WRITE, NULL);
}
constexpr void write(const void* data, GLsizeiptr size, GLintptr offset = 0) {
static_assert(dynamic or persistent and not (client or coherent));
size = min(size, _size - offset);
glBufferSubData(type, offset, size, data);
}
constexpr void resize()
constexpr void map() {
}
private:
GLuint _handle;
GLsizeiptr _size;
};
}
}
#endif // FENNEC_PLATFORM_OPENGL_LIB_H

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@@ -0,0 +1,260 @@
// =====================================================================================================================
// fennec, a free and open source game engine
// Copyright © 2025 Medusa Slockbower
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
// =====================================================================================================================
#ifndef FENNEC_RENDERERS_OPENGL_LIB_ENUM_H
#define FENNEC_RENDERERS_OPENGL_LIB_ENUM_H
#include <fennec/renderers/opengl/lib/fwd.h>
namespace fennec
{
namespace gl
{
enum buffer_ : GLenum {
VERTEX = GL_ARRAY_BUFFER,
ELEMENT = GL_ELEMENT_ARRAY_BUFFER,
UNIFORM = GL_UNIFORM_BUFFER,
SHADER_STORAGE = GL_SHADER_STORAGE_BUFFER,
QUERY = GL_QUERY_BUFFER,
TEXTURE = GL_TEXTURE_BUFFER,
TRANSFORM_FEEDBACK = GL_TRANSFORM_FEEDBACK_BUFFER,
ATOMIC_COUNTER = GL_ATOMIC_COUNTER_BUFFER,
PARAMETER = GL_PARAMETER_BUFFER,
INDIRECT_DRAW = GL_DRAW_INDIRECT_BUFFER, INDIRECT_DISPATCH = GL_DISPATCH_INDIRECT_BUFFER,
COPY_READ = GL_COPY_READ_BUFFER, COPY_WRITE = GL_COPY_WRITE_BUFFER,
PIXEL_PACK = GL_PIXEL_PACK_BUFFER, PIXEL_UNPACK = GL_PIXEL_UNPACK_BUFFER,
};
enum buffer_flag_ : GLbitfield {
NONE = 0,
READ = GL_MAP_READ_BIT,
WRITE = GL_MAP_WRITE_BIT,
DYNAMIC = GL_DYNAMIC_STORAGE_BIT,
PERSISTENT = GL_MAP_PERSISTENT_BIT,
COHERENT = GL_MAP_COHERENT_BIT,
CLIENT = GL_CLIENT_STORAGE_BIT,
};
enum type_ : GLenum {
BOOL = GL_BOOL,
BVEC2 = GL_BOOL_VEC2,
BVEC3 = GL_BOOL_VEC3,
BVEC4 = GL_BOOL_VEC4,
BYTE = GL_BYTE,
SHORT = GL_SHORT,
INT = GL_INT,
IVEC2 = GL_INT_VEC2,
IVEC3 = GL_INT_VEC3,
IVEC4 = GL_INT_VEC4,
UBYTE = GL_UNSIGNED_BYTE,
USHORT = GL_UNSIGNED_SHORT,
UINT = GL_UNSIGNED_INT,
UVEC2 = GL_UNSIGNED_INT_VEC2,
UVEC3 = GL_UNSIGNED_INT_VEC3,
UVEC4 = GL_UNSIGNED_INT_VEC4,
HALF = GL_HALF_FLOAT,
FLOAT = GL_FLOAT,
VEC2 = GL_FLOAT_VEC2,
VEC3 = GL_FLOAT_VEC3,
VEC4 = GL_FLOAT_VEC4,
DOUBLE = GL_DOUBLE,
DVEC2 = GL_DOUBLE_VEC2,
DVEC3 = GL_DOUBLE_VEC3,
DVEC4 = GL_DOUBLE_VEC4,
UBYTE332 = GL_UNSIGNED_BYTE_3_3_2,
UBYTE233R = GL_UNSIGNED_BYTE_2_3_3_REV,
USHORT565 = GL_UNSIGNED_SHORT_5_6_5,
USHORT565R = GL_UNSIGNED_SHORT_5_6_5_REV,
USHORT4444 = GL_UNSIGNED_SHORT_4_4_4_4,
USHORT4444R = GL_UNSIGNED_SHORT_4_4_4_4_REV,
USHORT5551 = GL_UNSIGNED_SHORT_5_5_5_1,
USHORT1555R = GL_UNSIGNED_SHORT_1_5_5_5_REV,
UINT8888 = GL_UNSIGNED_INT_8_8_8_8,
UINT8888R = GL_UNSIGNED_INT_8_8_8_8_REV,
UINTAAA2 = GL_UNSIGNED_INT_10_10_10_2,
UINT2AAAR = GL_UNSIGNED_INT_2_10_10_10_REV,
UINT24_8 = GL_UNSIGNED_INT_24_8,
UINTABBFR = GL_UNSIGNED_INT_10F_11F_11F_REV,
UINT5999R = GL_UNSIGNED_INT_5_9_9_9_REV,
FLOAT32UINT24 = GL_FLOAT_32_UNSIGNED_INT_24_8_REV,
SAMPLER_1D = GL_SAMPLER_1D,
SAMPLER_1D_V = GL_SAMPLER_1D_ARRAY,
SHADOW_SAMPLER_1D = GL_SAMPLER_1D_SHADOW,
SHADOW_SAMPLER_1D_V = GL_SAMPLER_1D_ARRAY_SHADOW,
SAMPLER_2D = GL_SAMPLER_2D,
SAMPLER_2D_V = GL_SAMPLER_2D_ARRAY,
SAMPLER_RECT_2D = GL_SAMPLER_2D_RECT,
SAMPLER_2D_MS = GL_SAMPLER_2D_MULTISAMPLE,
SAMPLER_2D_MS_V = GL_SAMPLER_2D_MULTISAMPLE_ARRAY,
SHADOW_SAMPLER_2D = GL_SAMPLER_2D_SHADOW,
SHADOW_SAMPLER_2D_V = GL_SAMPLER_2D_ARRAY_SHADOW,
SHADOW_SAMPLER_RECT_2D = GL_SAMPLER_2D_RECT_SHADOW,
SAMPLER_CUBEMAP = GL_SAMPLER_CUBE,
SHADOW_SAMPLER_CUBEMAP = GL_SAMPLER_CUBE_SHADOW,
SAMPLER_3D = GL_SAMPLER_3D,
SAMPLER_BUFFER = GL_SAMPLER_BUFFER,
ISAMPLER_1D = GL_INT_SAMPLER_1D,
ISAMPLER_1D_V = GL_INT_SAMPLER_1D_ARRAY,
ISAMPLER_2D = GL_INT_SAMPLER_2D,
ISAMPLER_2D_V = GL_INT_SAMPLER_2D_ARRAY,
ISAMPLER_RECT_2D = GL_INT_SAMPLER_2D_RECT,
ISAMPLER_2D_MS = GL_INT_SAMPLER_2D_MULTISAMPLE,
ISAMPLER_2D_MS_V = GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY,
ISAMPLER_CUBEMAP = GL_INT_SAMPLER_CUBE,
ISAMPLER_3D = GL_INT_SAMPLER_3D,
ISAMPLER_BUFFER = GL_INT_SAMPLER_BUFFER,
USAMPLER_1D = GL_INT_SAMPLER_1D,
USAMPLER_1D_V = GL_INT_SAMPLER_1D_ARRAY,
USAMPLER_2D = GL_INT_SAMPLER_2D,
USAMPLER_2D_V = GL_INT_SAMPLER_2D_ARRAY,
USAMPLER_RECT_2D = GL_INT_SAMPLER_2D_RECT,
USAMPLER_2D_MS = GL_INT_SAMPLER_2D_MULTISAMPLE,
USAMPLER_2D_MS_V = GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY,
USAMPLER_CUBEMAP = GL_INT_SAMPLER_CUBE,
USAMPLER_3D = GL_INT_SAMPLER_3D,
USAMPLER_BUFFER = GL_INT_SAMPLER_BUFFER,
IMAGE_1D = GL_IMAGE_1D,
IMAGE_1D_V = GL_IMAGE_1D_ARRAY,
IMAGE_2D = GL_IMAGE_2D,
IMAGE_2D_V = GL_IMAGE_2D_ARRAY,
IMAGE_RECT_2D = GL_IMAGE_2D_RECT,
IMAGE_2D_MS = GL_IMAGE_2D_MULTISAMPLE,
IMAGE_2D_MS_V = GL_IMAGE_2D_MULTISAMPLE_ARRAY,
IMAGE_CUBEMAP = GL_IMAGE_CUBE,
IMAGE_3D = GL_IMAGE_3D,
IMAGE_BUFFER = GL_IMAGE_BUFFER,
IIMAGE_1D = GL_INT_IMAGE_1D,
IIMAGE_1D_V = GL_INT_IMAGE_1D_ARRAY,
IIMAGE_2D = GL_INT_IMAGE_2D,
IIMAGE_2D_V = GL_INT_IMAGE_2D_ARRAY,
IIMAGE_RECT_2D = GL_INT_IMAGE_2D_RECT,
IIMAGE_2D_MS = GL_INT_IMAGE_2D_MULTISAMPLE,
IIMAGE_2D_MS_V = GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY,
IIMAGE_CUBEMAP = GL_INT_IMAGE_CUBE,
IIMAGE_3D = GL_INT_IMAGE_3D,
IIMAGE_BUFFER = GL_INT_IMAGE_BUFFER,
UIMAGE_1D = GL_UNSIGNED_INT_IMAGE_1D,
UIMAGE_1D_V = GL_UNSIGNED_INT_IMAGE_1D_ARRAY,
UIMAGE_2D = GL_UNSIGNED_INT_IMAGE_2D,
UIMAGE_2D_V = GL_UNSIGNED_INT_IMAGE_2D_ARRAY,
UIMAGE_RECT_2D = GL_UNSIGNED_INT_IMAGE_2D_RECT,
UIMAGE_2D_MS = GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE,
UIMAGE_2D_MS_V = GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY,
UIMAGE_CUBEMAP = GL_UNSIGNED_INT_IMAGE_CUBE,
UIMAGE_3D = GL_UNSIGNED_INT_IMAGE_3D,
UIMAGE_BUFFER = GL_UNSIGNED_INT_IMAGE_BUFFER,
AtomicCounter = GL_UNSIGNED_INT_ATOMIC_COUNTER,
};
enum component_ : GLenum {
ZERO = GL_ZERO,
ONE = GL_ONE,
R = GL_RED,
G = GL_GREEN,
B = GL_BLUE,
A = GL_ALPHA,
RGB = GL_RGB,
BGR = GL_BGR,
RGBA = GL_RGBA,
BGRA = GL_BGRA,
RI = GL_RED_INTEGER,
GI = GL_GREEN_INTEGER,
BI = GL_BLUE_INTEGER,
AI = GL_ALPHA_INTEGER,
RGBI = GL_RGB_INTEGER,
BGRI = GL_BGR_INTEGER,
RGBAI = GL_RGBA_INTEGER,
BGRAI = GL_BGRA_INTEGER,
STENCIL = GL_STENCIL_INDEX,
DEPTH = GL_DEPTH_COMPONENT,
DEPTH_STENCIL = GL_DEPTH_STENCIL,
};
enum format_ : GLenum {
R8 = GL_R8,
R8_SNORM = GL_R8_SNORM,
R16 = GL_R16,
R16_SNORM = GL_R16_SNORM,
RG8 = GL_RG8,
RG8_SNORM = GL_RG8_SNORM,
RG16 = GL_RG16,
RG16_SNORM = GL_RG16_SNORM,
RGB332 = GL_R3_G3_B2,
RGB4 = GL_RGB4,
RGB5 = GL_RGB5,
RGB8 = GL_RGB8,
RGB8_SNORM = GL_RGB8_SNORM,
RGB10 = GL_RGB10,
RGB12 = GL_RGB12,
RGB16 = GL_RGB16,
RGB16_SNORM = GL_RGB16_SNORM,
RGBA2 = GL_RGBA2,
RGBA4 = GL_RGBA4,
RGB5_A1 = GL_RGB5_A1,
RGBA8 = GL_RGBA8,
RGBA8_SNORM = GL_RGBA8_SNORM,
RGB10_A2 = GL_RGB10_A2,
RGB10_A2UI = GL_RGB10_A2UI,
RGBA12 = GL_RGBA12,
RGBA16 = GL_RGBA16,
SRGB8 = GL_SRGB8,
SRGBA8 = GL_SRGB8_ALPHA8,
R16F = GL_R16F,
RG16F = GL_RG16F,
RGB16F = GL_RGB16F,
RGBA16F = GL_RGBA16F,
R32F = GL_R32F,
RG32F = GL_RG32F,
RGB32F = GL_RGB32F,
RGBA32F = GL_RGBA32F,
R16I = GL_R16I,
RG16I = GL_RG16I,
RGB16I = GL_RGB16I,
RGBA16I = GL_RGBA16I,
R32UI = GL_R32UI,
RG32UI = GL_RG32UI,
RGB32UI = GL_RGB32UI,
RGBA32UI = GL_RGBA32UI,
};
}
}
#endif // FENNEC_RENDERERS_OPENGL_LIB_ENUM_H

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// =====================================================================================================================
// fennec, a free and open source game engine
// Copyright © 2025 Medusa Slockbower
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
// =====================================================================================================================
#ifndef FENNEC_RENDERERS_OPENGL_LIB_FWD_H
#define FENNEC_RENDERERS_OPENGL_LIB_FWD_H
#include <GL/glew.h>
#include <GL/gl.h>
#endif // FENNEC_RENDERERS_OPENGL_LIB_FWD_H

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@@ -23,12 +23,14 @@
*
* Requires the following:
* OpenGL 4.6 OR
* - ARB_shader_draw_parameters
* - ARB_multi_draw_indirect
* - EXT_texture_array
* - ARB_buffer_storage
* - ARB_compute_shader
* - ARB_multi_draw_indirect
* - ARB_shader_draw_parameters
* - ARB_shader_image_load_store
* - ARB_texture_cube_map_array
* - ARB_texture_storage
* - EXT_texture_array
*
* This will support >91.31% of devices on Steam, including all Desktop GPUs and iGPUs since 2012
*/