- Changed directory structure significantly, moving gfx api implementations to fennec/renderers

- Began new overarching window interface
 - Began outlining renderer interfaces
 - Began a binary tree implementation in bintree.h, this will act as a generalized binary tree, then red-black tree will be implemented on top of it for sequences (ordered sets)
This commit is contained in:
2025-08-28 00:01:46 -04:00
parent e1eaf97961
commit 992a02db3e
35 changed files with 791 additions and 686 deletions

View File

@@ -22,8 +22,9 @@
#include <fennec/containers/list.h>
#include <fennec/langproc/strings/cstring.h>
#include <fennec/langproc/strings/string.h>
#include <fennec/lang/typeuuid.h>
#include <fennec/lang/typed.h>
#include <fennec/platform/interface/fwd.h>
#include <fennec/platform/interface/window.h>
/*
* This class should resemble the target platform as a whole. By itself, it will represent the OS, i.e. Linux, Windows,
@@ -64,6 +65,12 @@ public:
using shared_object = struct shared_object;
using symbol = void*;
template<typename ctor>
struct driver {
int priority;
ctor constructor;
};
const string name;
virtual ~platform() = default;
@@ -76,14 +83,21 @@ public:
virtual void initialize(); // Initialize Drivers and Contexts
virtual void shutdown(); // Close Drivers and Contexts
// Platform level functions for retrieving driver and protocol contexts ================================================
// Window Management
using window_ctor = window* (*)(platform*, const window::config&);
using window_driver = driver<window_ctor>;
window* create_window(const window::config& config);
static void register_window_driver(window_driver&& driver);
protected:
template<typename PlatformT>
explicit platform(const cstring& name, PlatformT* type)
: typed(type)
, name(name) {
auto& globals = _get_globals();
assertf(globals.singleton == nullptr, "Conflicting Platform Definitions.");
globals.singleton = this;
assertf(singleton == nullptr, "Conflicting platform implementations!");
singleton = this;
}
private:
@@ -92,31 +106,12 @@ private:
// Static Stuff ========================================================================================================
public:
template<typename ctor>
struct driver {
int priority;
ctor constructor;
};
struct global_context {
platform* singleton;
global_context()
: singleton(nullptr) {
}
};
static platform* instance() {
return singleton;
}
private:
static global_context& _get_globals();
public:
static const global_context& get_globals() {
return _get_globals();
}
static platform* instance() {
return _get_globals().singleton;
}
static platform* singleton;
};
}

View File

@@ -30,6 +30,7 @@
#ifndef FENNEC_PLATFORM_INTERFACE_WINDOW_H
#define FENNEC_PLATFORM_INTERFACE_WINDOW_H
#include <fennec/lang/types.h>
#include <fennec/langproc/strings/string.h>
@@ -38,6 +39,8 @@ namespace fennec
class window {
public:
virtual ~window() = default;
enum flags : uint8_t {
fullscreen = 0x1 << 0,
borderless = 0x1 << 1,
@@ -49,8 +52,8 @@ public:
};
enum vsync {
off = 0,
vsync = 1,
vsync_off = 0,
vsync_on = 1,
adaptive_sync = -1,
};
@@ -74,6 +77,8 @@ public:
// Properties ==========================================================================================================
virtual bool running() = 0;
bool is_fullscreen() const {
return _config.flags & fullscreen;
}
@@ -110,13 +115,19 @@ public:
// Modifiers ===========================================================================================================
virtual void set_fullscreen(bool) = 0;
virtual void set_borderless(bool) = 0;
virtual void grab_mouse(bool) = 0;
virtual void grab_keyboard(bool) = 0;
virtual void set_title(const cstring&) = 0;
virtual void set_title(const string& str) = 0;
virtual void set_vsync_mode(int8_t) = 0;
virtual void set_fullscreen(bool) = 0;
virtual void set_borderless(bool) = 0;
virtual void grab_mouse(bool) = 0;
virtual void grab_keyboard(bool) = 0;
virtual void set_title(const cstring&) = 0;
virtual void set_title(const string&) = 0;
virtual void vsync(int8_t) = 0;
virtual void set_progress(bool, float) = 0;
// Graphics ============================================================================================================
virtual void begin_frame() = 0;
virtual void end_frame() = 0;
protected:
window* _parent;

View File

@@ -1,250 +0,0 @@
// =====================================================================================================================
// 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_BUFFER_H
#define FENNEC_RENDERERS_OPENGL_LIB_BUFFER_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<GLbitfield FlagsV, GLboolean ImmutableV> using vertex_buffer = buffer<VERTEX, FlagsV, ImmutableV>;
template<GLbitfield FlagsV, GLboolean ImmutableV> using element_buffer = buffer<ELEMENT, FlagsV, ImmutableV>;
template<GLbitfield FlagsV, GLboolean ImmutableV> using uniform_buffer = buffer<UNIFORM, FlagsV, ImmutableV>;
template<GLbitfield FlagsV, GLboolean ImmutableV> using shader_storage_buffer = buffer<SHADER_STORAGE, FlagsV, ImmutableV>;
template<GLbitfield FlagsV, GLboolean ImmutableV> using query_buffer = buffer<QUERY, FlagsV, ImmutableV>;
template<GLbitfield FlagsV, GLboolean ImmutableV> using texture_buffer = buffer<TEXTURE, FlagsV, ImmutableV>;
template<GLbitfield FlagsV, GLboolean ImmutableV> using transform_feedback_buffer = buffer<TRANSFORM_FEEDBACK, FlagsV, ImmutableV>;
template<GLbitfield FlagsV, GLboolean ImmutableV> using atomic_counter_buffer = buffer<ATOMIC_COUNTER, FlagsV, ImmutableV>;
template<GLbitfield FlagsV, GLboolean ImmutableV> using parameter_buffer = buffer<PARAMETER, FlagsV, ImmutableV>;
template<GLbitfield FlagsV, GLboolean ImmutableV> using indirect_draw_buffer = buffer<INDIRECT_DRAW, FlagsV, ImmutableV>;
template<GLbitfield FlagsV, GLboolean ImmutableV> using indirect_dispatch_buffer = buffer<INDIRECT_DISPATCH, FlagsV, ImmutableV>;
template<GLbitfield FlagsV, GLboolean ImmutableV> using copy_read_buffer = buffer<COPY_READ, FlagsV, ImmutableV>;
template<GLbitfield FlagsV, GLboolean ImmutableV> using copy_write_buffer = buffer<COPY_WRITE, FlagsV, ImmutableV>;
template<GLbitfield FlagsV, GLboolean ImmutableV> using pixel_pack_buffer = buffer<PIXEL_PACK, FlagsV, ImmutableV>;
template<GLbitfield FlagsV, GLboolean ImmutableV> using pixel_unpack_buffer = buffer<PIXEL_UNPACK, FlagsV, ImmutableV>;
template<GLenum TypeV, GLbitfield FlagsV, GLboolean ImmutableV>
class buffer {
// HELPER FUNCTIONS ====================================================================================================
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;
}
// CONSTANTS ===========================================================================================================
public:
static constexpr GLenum type = TypeV;
static constexpr GLboolean immutable = ImmutableV;
static constexpr GLbitfield flags = FlagsV;
static constexpr GLboolean indexed = type == ATOMIC_COUNTER or type == SHADER_STORAGE or type == TRANSFORM_FEEDBACK or type == UNIFORM;
static constexpr GLboolean map_read = flags & READ;
static constexpr GLboolean map_write = flags & WRITE;
static constexpr GLboolean mapped = map_read or map_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);
// CONSTRUCTORS & ASSIGNMENT ===========================================================================================
constexpr buffer(const 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);
}
}
constexpr buffer(buffer&& buff) noexcept
: _handle(buff)
, _size(buff._size)
, _mapping(nullptr) {
}
constexpr buffer& operator=(buffer&& buff) noexcept {
glDeleteBuffers(1, &_handle);
_handle = buff._handle;
_size = buff._size;
return *this;
}
constexpr buffer(const buffer&) = delete;
constexpr buffer& operator=(const buffer&) = delete;
// OBJECT FUNCTIONS ====================================================================================================
constexpr void start() const {
glBindBuffer(type, _handle);
}
constexpr void end() const {
glBindBuffer(type, NULL);
}
constexpr void bind(GLuint i, GLsizeiptr size = -1, GLintptr offset = 0) {
offset = max(offset, GLintptr(0));
size = size < 0 ? _size : size;
size = min(size, _size - offset);
if (size <= 0) return;
glBindBufferRange(type, i, _handle, offset, size);
}
// BASIC BUFFER FUNCTIONS ==============================================================================================
constexpr void resize(GLsizei size) requires not immutable {
unmap();
glBufferData(type, _size = size, nullptr, usage);
}
constexpr void* map(GLbitfield access, GLsizeiptr size, GLintptr offset = 0) {
if (_mapping) {
return _mapping;
}
offset = max(offset, GLintptr(0));
size = size < 0 ? _size : size;
size = min(size, _size - offset);
if (size <= 0) return nullptr;
return _mapping = glMapBufferRange(type, offset, size, _mapflags = access);
}
constexpr void unmap() {
glUnmapBuffer(type);
_mapping = nullptr;
}
constexpr void clear(GLsizeiptr size = -1, GLintptr offset = 0, const void* data = nullptr, GLenum data_type = BYTE, GLenum format = R, GLenum internal = R8) {
offset = max(offset, GLintptr(0));
size = size < 0 ? _size : size;
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 = -1, GLintptr write_offset = 0, GLintptr read_offset = 0) {
write_offset = max(write_offset, GLintptr(0));
read_offset = max(read_offset, GLintptr(0));
size = size < 0 ? _size : size;
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 read(void* data, GLsizeiptr size, GLintptr offset = 0) const {
static_assert(dynamic or persistent and not (client or coherent));
offset = max(offset, GLintptr(0));
size = size < 0 ? _size : size;
size = min(size, _size - offset);
if (size <= 0) return;
glGetBufferSubData(type, offset, size, data);
}
constexpr void write(const void* data, GLsizeiptr size, GLintptr offset = 0) {
static_assert(dynamic or persistent and not (client or coherent));
offset = max(offset, GLintptr(0));
size = size < 0 ? _size : size;
size = min(size, _size - offset);
if (size <= 0) return;
glBufferSubData(type, offset, size, data);
}
constexpr void flush(GLsizeiptr size = -1, GLintptr offset = 0) {
if (not _mapping) return;
if (not (_mapflags & EXPLICIT_FLUSH)) return;
offset = max(offset, GLintptr(0));
size = size < 0 ? _size : size;
size = min(size, _size - offset);
if (size <= 0) return;
glFlushMappedBufferRange(type, offset, size);
}
constexpr void invalidate(GLsizeiptr size, GLintptr offset = 0) {
offset = max(offset, GLintptr(0));
size = size < 0 ? _size : size;
size = min(size, _size - offset);
if (size <= 0) return;
glInvalidateBufferSubData(type, offset, size);
}
// TYPED FUNCTIONS =====================================================================================================
template<typename TypeT>
constexpr TypeT* map(GLbitfield access, GLsizeiptr n, GLintptr offset = 0) {
return static_cast<TypeT*>(map(access, n * sizeof(TypeT), offset * sizeof(TypeT)));
}
private:
GLuint _handle;
GLsizeiptr _size;
void* _mapping;
GLbitfield _mapflags;
};
}
}
#endif // FENNEC_PLATFORM_OPENGL_LIB_H

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@@ -1,317 +0,0 @@
// =====================================================================================================================
// 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 {
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,
EXPLICIT_FLUSH = GL_MAP_FLUSH_EXPLICIT_BIT,
INVALIDATE = GL_MAP_INVALIDATE_BUFFER_BIT,
};
enum access_ : GLbitfield {
READ_ONLY = GL_READ_ONLY,
WRITE_ONLY = GL_WRITE_ONLY,
READ_WRITE = GL_READ_WRITE,
};
enum texture_ : GLenum {
TEX_1D = GL_TEXTURE_1D,
TEX_1D_V = GL_TEXTURE_1D_ARRAY,
TEX_2D = GL_TEXTURE_2D,
TEX_2D_V = GL_TEXTURE_2D_ARRAY,
TEX_2D_MS = GL_TEXTURE_2D_MULTISAMPLE,
TEX_2D_MS_V = GL_TEXTURE_2D_MULTISAMPLE_ARRAY,
TEX_RECT = GL_TEXTURE_RECTANGLE,
TEX_CUBEMAP = GL_TEXTURE_CUBE_MAP,
TEX_CUBEMAP_V = GL_TEXTURE_CUBE_MAP_ARRAY,
TEX_3D = GL_TEXTURE_3D,
TEX_BUFFER = GL_TEXTURE_BUFFER,
};
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_ : GLint {
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,
R8I = GL_R8I,
RG8I = GL_RG8I,
RGB8I = GL_RGB8I,
RGBA8I = GL_RGBA8I,
R16I = GL_R16I,
RG16I = GL_RG16I,
RGB16I = GL_RGB16I,
RGBA16I = GL_RGBA16I,
R32I = GL_R32I,
RG32I = GL_RG32I,
RGB32I = GL_RGB32I,
RGBA32I = GL_RGBA32I,
R8UI = GL_R8UI,
RG8UI = GL_RG8UI,
RGB8UI = GL_RGB8UI,
RGBA8UI = GL_RGBA8UI,
R16UI = GL_R16UI,
RG16UI = GL_RG16UI,
RGB16UI = GL_RGB16UI,
RGBA16UI = GL_RGBA16UI,
R32UI = GL_R32UI,
RG32UI = GL_RG32UI,
RGB32UI = GL_RGB32UI,
RGBA32UI = GL_RGBA32UI,
RGB_DXT1 = GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
RGBA_DXT1 = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
RGBA_DXT3 = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT,
RGBA_DXT5 = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT,
SRGB_DXT1 = GL_COMPRESSED_SRGB_S3TC_DXT1_EXT,
SRGBA_DXT1 = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT,
SRGBA_DXT3 = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT,
SRGBA_DXT5 = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT,
};
}
}
#endif // FENNEC_RENDERERS_OPENGL_LIB_ENUM_H

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@@ -1,39 +0,0 @@
// =====================================================================================================================
// 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>
namespace fennec
{
namespace gl
{
template<GLenum TypeV, GLbitfield FlagsV, GLboolean ImmutableV = false> class buffer;
template<GLenum TypeV, GLint FormatV, GLboolean ImmutableV> class texture;
}
}
#endif // FENNEC_RENDERERS_OPENGL_LIB_FWD_H

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@@ -1,312 +0,0 @@
// =====================================================================================================================
// 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_TEXTURE_H
#define FENNEC_RENDERERS_OPENGL_LIB_TEXTURE_H
/* Because our implementation targets minimum OpenGL ES 3.2,
* we are guaranteed to have the following relevant extensions (Starting from OpenGL ES 3.0):
*
* OES_texture_compression_astc
* EXT_texture_border_clamp
* OES_EGL_image_external_essl3
* ARB_shader_image_load_store
* ARB_stencil_texturing
* ARG_shader_image_size
* ARB_texture_multisample
* ARB_texture_storage_multisample
* ARB_sample_locations
* OES_texture_view
* NV_image_formats
* EXT_render_snorm
* EXT_render_norm16
* EXT_color_buffer_float
* OES_copy_image
* OES_shader_image_atomic
* OES_texture_border_clamp
* OES_texture_buffer
* OES_texture_cube_map_array
* OES_texture_stencil8
* OES_texture_storage_multisample_2d_array
*/
#include <fennec/math/common.h>
#include <fennec/renderers/opengl/lib/fwd.h>
#include <fennec/renderers/opengl/lib/enum.h>
namespace fennec
{
namespace gl
{
template<GLint FormatV, GLboolean ImmutableV> using texture1d = texture<TEX_1D, FormatV, ImmutableV>;
template<GLint FormatV, GLboolean ImmutableV> using texture1dv = texture<TEX_1D_V, FormatV, ImmutableV>;
template<GLint FormatV, GLboolean ImmutableV> using texture2d = texture<TEX_2D, FormatV, ImmutableV>;
template<GLint FormatV, GLboolean ImmutableV> using texture2dv = texture<TEX_2D_V, FormatV, ImmutableV>;
template<GLint FormatV, GLboolean ImmutableV> using texture_rect = texture<TEX_RECT, FormatV, ImmutableV>;
template<GLint FormatV, GLboolean ImmutableV> using texture2d_ms = texture<TEX_2D_MS, FormatV, ImmutableV>;
template<GLint FormatV, GLboolean ImmutableV> using texture2dv_ms = texture<TEX_2D_MS_V, FormatV, ImmutableV>;
template<GLint FormatV, GLboolean ImmutableV> using cubemap = texture<TEX_CUBEMAP, FormatV, ImmutableV>;
template<GLint FormatV, GLboolean ImmutableV> using cubemapv = texture<TEX_CUBEMAP_V, FormatV, ImmutableV>;
template<GLint FormatV, GLboolean ImmutableV> using texture3d = texture<TEX_3D, FormatV, ImmutableV>;
template<GLint FormatV, GLboolean ImmutableV> using buffer_texture = texture<TEX_BUFFER, FormatV, ImmutableV>;
///
/// \brief Wrapper for OpenGL Texture Objects
/// \tparam TypeV The type of the texture
/// \tparam FormatV The internal format of the texels
/// \tparam ImmutableV Whether the texture is immutable, i.e. cannot be resized after creation
///
/// \details Immutable textures require EXT_texture_storage or ARB_texture_storage
/// Immutable multisample textures require ARB_texture_storage_multisample of OES_texture_storage_multisample_2d_array
template<GLenum TypeV, GLint FormatV, GLboolean ImmutableV>
class texture {
// Constants ===========================================================================================================
public:
static constexpr GLenum type = TypeV;
static constexpr GLint format = FormatV;
static constexpr GLboolean immutable = ImmutableV;
static constexpr GLboolean is_rect = type == TEX_RECT;
static constexpr GLboolean is_buffered = type == TEX_BUFFER;
static constexpr GLboolean sampled = type == TEX_2D_MS or type == TEX_2D_MS_V;
static constexpr GLboolean cubemap = type == TEX_CUBEMAP or type == TEX_CUBEMAP_V;
static constexpr GLboolean is_1d = type == TEX_1D or type == TEX_1D_V;
static constexpr GLboolean is_2d = sampled or is_rect or type == TEX_2D or type == TEX_2D_V or cubemap;
static constexpr GLboolean is_array = TypeV == TEX_1D_V or TypeV == TEX_2D_V or type == TEX_2D_MS_V or type == TEX_CUBEMAP_V;
static constexpr GLboolean is_3d = TypeV == TEX_3D;
static constexpr GLboolean has_mipmaps = not(sampled or is_rect or is_buffered);
static constexpr GLboolean use_1d = is_1d and not is_array;
static constexpr GLboolean use_2d = (is_2d and not is_array) or (is_1d and is_array) and not sampled;
static constexpr GLboolean use_3d = is_3d or (is_2d and is_array) and not sampled and not cubemap;
static constexpr GLint cubemap_faces = 6;
static constexpr GLenum base_cubemap_face = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
static constexpr GLboolean compressed = type == RGB_DXT1 or type == RGBA_DXT1 or type == RGBA_DXT3 or type == RGBA_DXT5
or type == SRGB_DXT1 or type == SRGBA_DXT1 or type == SRGBA_DXT3 or type == SRGBA_DXT5;
// Constructors ========================================================================================================
///
/// \brief 1D Texture Constructor
/// \param width The width of the texture
/// \param mips The number of mipmap levels
/// \param data A pointer to a buffer containing pixel values, used as an offset if a PIXEL_UNPACK_BUFFER is bound.
/// \param component The type of each component
/// \param layout The layout of components in each pixel
texture(GLsizei width, GLint mips,
void* data = nullptr, GLenum component = BYTE, GLenum layout = R, GLsizei size = 0) requires use_1d
: _handle(NULL)
, _width(width), _height(1), _depth(1)
, _samples(1), _mips(mips) {
glGenTextures(1, &_handle);
start();
if constexpr(immutable) {
glTexStorage1D(type, _mips, format, _width);
glTexSubImage1D(type, 0, 0, _width, layout, component, data);
} else if constexpr(compressed) {
glCompressedTexImage1D(type, 0, format, _width, 0, size, data);
} else {
glTexImage1D(type, 0, format, _width, 0, layout, component, data);
}
genmips();
}
///
/// \brief 2D Texture Constructor
/// \param width The width of the texture
/// \param height The height of the texture, or number of layers for arrays
/// \param mips The number of mipmap levels
/// \param data A pointer to a buffer containing pixel values, used as an offset if a PIXEL_UNPACK_BUFFER is bound.
/// \param component The type of each component
/// \param layout The layout of components in each pixel
texture(GLsizei width, GLsizei height, GLint mips,
void* data = nullptr, GLenum component = BYTE, GLenum layout = R, GLsizei size = 0) requires use_2d and not cubemap
: _handle(NULL)
, _width(width), _height(height), _depth(1)
, _samples(1), _mips(mips) {
glGenTextures(1, &_handle);
start();
if constexpr(immutable) {
glTexStorage2D(type, _mips, format, _width, _height);
glTexSubImage2D(type, 0, 0, 0, _width, _height, layout, component, data);
} else if constexpr(compressed) {
glCompressedTexImage2D(type, 0, format, _width, _height, 0, size, data);
} else {
glTexImage2D(type, 0, format, _width, _height, 0, layout, component, data);
}
}
///
/// \brief 2D Texture Constructor
/// \param width The width of the texture
/// \param height The height of the texture
/// \param depth The depth of the texture, or number of layers for arrays
/// \param mips The number of mipmap levels
/// \param data A pointer to a buffer containing pixel values, used as an offset if a PIXEL_UNPACK_BUFFER is bound.
/// \param component The type of each component
/// \param layout The layout of components in each pixel
texture(GLsizei width, GLsizei height, GLsizei depth, GLsizei mips,
void* data = nullptr, GLenum component = BYTE, GLenum layout = R, GLsizei size = 0) requires use_3d and not cubemap
: _handle(NULL)
, _width(width), _height(height), _depth(depth)
, _samples(1), _mips(mips) {
glGenTextures(1, &_handle);
start();
if constexpr(immutable) {
glTexStorage3D(type, _mips, format, _width, _height, _depth);
glTexSubImage3D(type, 0, 0, 0, 0, _width, _height, _depth, layout, component, data);
} else if constexpr(compressed) {
glCompressedTexImage3D(type, 0, format, _width, _height, _depth, 0, size, data);
} else {
glTexImage3D(type, 0, format, _width, _height, _depth, 0, layout, component, data);
}
}
///
/// \brief 2D Multisample Texture Constructor
/// \param width The width of the texture
/// \param height The height of the texture
/// \param samples The number of samples per pixel
/// \param fixed When true, a fixed set of sample locations is used
texture(GLsizei width, GLsizei height, GLsizei samples, GLboolean fixed = true) requires sampled and not is_array
: _handle(NULL)
, _width(width), _height(height), _depth(1)
, _samples(samples), _mips(0) {
glGenTextures(1, &_handle);
start();
if constexpr(immutable) {
glTexStorage2DMultisample(type, _samples, format, _width, _height, fixed);
} else {
glTexImage2DMultisample(type, _samples, format, _width, _height, fixed);
}
}
///
/// \brief 2D Multisample Array Texture Constructor
/// \param width The width of the texture
/// \param height The height of the texture
/// \param depth The number of layers in the array
/// \param samples The number of samples per pixel
/// \param fixed When true, a fixed set of sample locations is used
texture(GLsizei width, GLsizei height, GLsizei depth, GLsizei samples, GLboolean fixed = true) requires sampled and is_array
: _handle(NULL)
, _width(width), _height(height), _depth(depth)
, _samples(samples), _mips(0) {
glGenTextures(1, &_handle);
start();
if constexpr(immutable) {
glTexStorage3DMultisample(type, _samples, format, _width, _height, _depth, fixed);
} else {
glTexImage3DMultisample(type, _samples, format, _width, _height, _depth, fixed);
}
}
///
/// \brief Cubemap Constructor
/// \param size The size of each face texture
/// \param mips The number of mipmap layers
/// \param faces An array of pointers to textures containing pixel data for each face
/// \param component The component type of the data
/// \param layout The layout of the components in the pixel
texture(GLsizei size, GLsizei mips,
const void* faces[6], GLenum component = BYTE, GLenum layout = R, GLsizei size = 0) requires is_2d and cubemap
: _handle(NULL)
, _width(size), _height(size), _depth(1)
, _samples(1), _mips(mips) {
glGenTextures(1, &_handle);
start();
if constexpr(immutable) {
glTexStorage2D(type, _mips, format, _width, _height);
for (int i = 0; i < cubemap_faces; ++i) {
glTexSubImage2D(base_cubemap_face + i, 0, 0, 0, _width, _height, layout, component, faces[i]);
}
} else if constexpr(compressed) {
} else {
for (int i = 0; i < cubemap_faces; ++i) {
glTexImage2D(base_cubemap_face + i, 0, format, _width, _height, 0, layout, component, faces[i]);
}
}
}
///
/// \brief Cubemap Array Constructor
/// \param size The size of each face texture
/// \param depth The number of layers in the array
/// \param mips The number of mipmap layers
/// \param data A pointer to a buffer containing image data
/// \param component The component type of the data
/// \param layout The layout of the components in the pixel
///
/// \details Requires OES_texture_cube_map_array
texture(GLsizei size, GLsizei depth, GLsizei mips,
const void* data, GLenum component = BYTE, GLenum layout = R, GLsizei size = 0) requires is_2d and cubemap
: _handle(NULL)
, _width(size), _height(size), _depth(depth)
, _samples(1), _mips(mips) {
glGenTextures(1, &_handle);
start();
if constexpr(immutable) {
glTexStorage3D(type, _mips, format, _width, _height, _depth * 6);
glTexSubImage3D(type, 0, 0, 0, 0, _width, _height, _depth * 6, layout, component, data);
} else if constexpr(compressed) {
} else {
glTexImage3D(type, 0, format, _width, _height, _depth * 6, 0, layout, component, data);
}
}
// Basic Functions =====================================================================================================
void start() {
glBindTexture(type, _handle);
}
void end() {
glBindTexture(type, NULL);
}
void bind(GLint i) {
glActiveTexture(GL_TEXTURE0 + i);
start();
}
void genmips() {
glGenerateMipmap(type);
}
private:
GLuint _handle;
GLsizei _width;
GLsizei _height;
GLsizei _depth;
GLsizei _samples;
GLint _mips;
};
}
}
#endif // FENNEC_RENDERERS_OPENGL_LIB_TEXTURE_H

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@@ -1,67 +0,0 @@
// =====================================================================================================================
// 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_VERTEX_ARRAY_H
#define FENNEC_RENDERERS_OPENGL_LIB_VERTEX_ARRAY_H
#include <fennec/renderers/opengl/lib/fwd.h>
#include <fennec/renderers/opengl/lib/enum.h>
namespace fennec
{
namespace gl
{
class vertex_array {
public:
constexpr vertex_array()
: _handle(NULL) {
glGenVertexArrays(1, &_handle);
}
constexpr ~vertex_array() {
glDeleteVertexArrays(1, &_handle);
}
constexpr void start() const {
glBindVertexArray(_handle);
}
constexpr void end() const {
glBindVertexArray(NULL);
}
constexpr void set_attribute(GLuint i, GLenum type, GLint n, GLintptr offset, GLboolean normalized = false) {
glVertexAttribFormat(i, n, type, normalized, offset);
glEnableVertexAttribArray(i);
}
constexpr void clear_attribute(GLuint i) {
glDisableVertexAttribArray(i);
}
private:
GLuint _handle;
};
}
}
#endif // FENNEC_RENDERERS_OPENGL_LIB_VERTEX_ARRAY_H

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@@ -31,11 +31,19 @@
#ifndef FENNEC_PLATFORM_SDL_SDLWINDOW_H
#define FENNEC_PLATFORM_SDL_SDLWINDOW_H
#include <fennec/platform/interface/window.h>
namespace fennec
{
class sdlwindow : public window {
public:
private:
};
}
#endif // FENNEC_PLATFORM_SDL_SDLWINDOW_H