From a1f998f581d75e29917e8df33f0b2c9870fd48db Mon Sep 17 00:00:00 2001 From: Medusa Slockbower Date: Tue, 3 Jun 2025 14:29:27 -0400 Subject: [PATCH] Initial Commit --- .gitignore | 3 + CMakeLists.txt | 87 ++++++ Doxyfile.in | 5 + LICENSE | 674 ++++++++++++++++++++++++++++++++++++++++++++ README.md | 2 + buffer.h | 412 +++++++++++++++++++++++++++ common.h | 421 +++++++++++++++++++++++++++ debug.h | 183 ++++++++++++ framebuffer.h | 375 ++++++++++++++++++++++++ shader.h | 502 +++++++++++++++++++++++++++++++++ texture.h | 654 ++++++++++++++++++++++++++++++++++++++++++ texture_array.h | 83 ++++++ timer.h | 62 ++++ vertex_descriptor.h | 114 ++++++++ 14 files changed, 3577 insertions(+) create mode 100644 .gitignore create mode 100755 CMakeLists.txt create mode 100755 Doxyfile.in create mode 100755 LICENSE create mode 100755 README.md create mode 100755 buffer.h create mode 100755 common.h create mode 100755 debug.h create mode 100755 framebuffer.h create mode 100755 shader.h create mode 100755 texture.h create mode 100755 texture_array.h create mode 100755 timer.h create mode 100755 vertex_descriptor.h diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..97db7bc --- /dev/null +++ b/.gitignore @@ -0,0 +1,3 @@ +/build/ +/docs/ +/Doxyfile diff --git a/CMakeLists.txt b/CMakeLists.txt new file mode 100755 index 0000000..1805ed4 --- /dev/null +++ b/CMakeLists.txt @@ -0,0 +1,87 @@ +cmake_minimum_required(VERSION 3.5) + +set(VERSION_MAJOR 0) +set(VERSION_MINOR 0) +set(VERSION_PATCH 1) +set(PROJECT_VERSION "${VERSION_MAJOR}.${VERSION_MINOR}.${VERSION_PATCH}") + +project(glw VERSION ${PROJECT_VERSION}) + +set(GLW_HEADERS + buffer.h + common.h + shader.h + vertex_descriptor.h + texture.h + framebuffer.h + texture_array.h + debug.h + timer.h +) + +# Set CPP Standard +set(CMAKE_CXX_STANDARD 23) +set(CMAKE_C_STANDARD 23) + +# Find Dependencies +find_package(glm REQUIRED) +find_package(GLEW REQUIRED) +find_package(OpenGL REQUIRED COMPONENTS OpenGL) + +add_library(glw INTERFACE + ${GLW_HEADERS} +) + +target_link_libraries(glw INTERFACE + Freetype::Freetype + GLEW::GLEW + OpenGL::GL + open-cpp-utils +) + +# Testing Framework ---------------------------------------------------------------------------------------------------- + +if (GTest_FOUND) + +find_package(GTest) + +add_executable(glw-test) + +target_link_libraries(glw-test PRIVATE + GTest::gtest + glw +) + +endif () + +# DOXYGEN ============================================================================================================== +# https://vicrucann.github.io/tutorials/quick-cmake-doxygen/ + +find_package(Doxygen) + +if(DOXYGEN_FOUND) + get_filename_component(DOXYGEN_PROJECT_NAME ${CMAKE_CURRENT_SOURCE_DIR} NAME) + set(DOXYGEN_CONFIG_IN ${CMAKE_CURRENT_SOURCE_DIR}/Doxyfile.in) + set(DOXYGEN_CONFIG_OUT ${CMAKE_CURRENT_SOURCE_DIR}/Doxyfile) + + configure_file(${DOXYGEN_CONFIG_IN} ${DOXYGEN_CONFIG_OUT} @ONLY) + message("Doxygen Build Started.") + + if(WIN32) + add_custom_target(glw-documentation ALL + COMMAND ${DOXYGEN_EXECUTABLE} ${DOXYGEN_CONFIG_OUT} + COMMAND start firefox "${CMAKE_CURRENT_SOURCE_DIR}/Documentation/html/index.html" + WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} + COMMENT "Generating Doxygen Documentation" + VERBATIM) + else() + add_custom_target(glw-documentation ALL + COMMAND ${DOXYGEN_EXECUTABLE} ${DOXYGEN_CONFIG_OUT} + COMMAND firefox "${CMAKE_CURRENT_SOURCE_DIR}/Documentation/html/index.html" + WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} + COMMENT "Generating Doxygen Documentation" + VERBATIM) + endif() +else() + message("Doxygen not found.") +endif() \ No newline at end of file diff --git a/Doxyfile.in b/Doxyfile.in new file mode 100755 index 0000000..0316f23 --- /dev/null +++ b/Doxyfile.in @@ -0,0 +1,5 @@ +OUTPUT_DIRECTORY = "@CMAKE_CURRENT_SOURCE_DIR@/docs/" +INPUT = "@CMAKE_CURRENT_SOURCE_DIR@/README.md" "@CMAKE_CURRENT_SOURCE_DIR@/" +RECURSIVE = YES +PROJECT_NAME = "@DOXYGEN_PROJECT_NAME@" +PROJECT_NUMBER = "@CMAKE_PROJECT_VERSION@" \ No newline at end of file diff --git a/LICENSE b/LICENSE new file mode 100755 index 0000000..d6e9855 --- /dev/null +++ b/LICENSE @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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Limitation of Liability. + + IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING +WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS +THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY +GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE +USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF +DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD +PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), +EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF +SUCH DAMAGES. + + 17. Interpretation of Sections 15 and 16. + + If the disclaimer of warranty and limitation of liability provided +above cannot be given local legal effect according to their terms, +reviewing courts shall apply local law that most closely approximates +an absolute waiver of all civil liability in connection with the +Program, unless a warranty or assumption of liability accompanies a +copy of the Program in return for a fee. + + END OF TERMS AND CONDITIONS + + How to Apply These Terms to Your New Programs + + If you develop a new program, and you want it to be of the greatest +possible use to the public, the best way to achieve this is to make it +free software which everyone can redistribute and change under these terms. + + To do so, attach the following notices to the program. It is safest +to attach them to the start of each source file to most effectively +state the exclusion of warranty; and each file should have at least +the "copyright" line and a pointer to where the full notice is found. + + glw, an open-source library that wraps OpenGL structures into classes. + Copyright (C) 2024 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 . + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + glw Copyright (C) 2024 Medusa Slockbower + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. diff --git a/README.md b/README.md new file mode 100755 index 0000000..53c6a69 --- /dev/null +++ b/README.md @@ -0,0 +1,2 @@ +# glw +Open Source C++ Wrapper for OpenGL diff --git a/buffer.h b/buffer.h new file mode 100755 index 0000000..772d5d5 --- /dev/null +++ b/buffer.h @@ -0,0 +1,412 @@ +// ===================================================================================================================== +// glw, an open-source library that wraps OpenGL structures into classes. +// Copyright (C) 2024 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 . +// ===================================================================================================================== + +#ifndef GLW_BUFFER_H +#define GLW_BUFFER_H + +#include "common.h" + +#include +#include + +namespace ocu = open_cpp_utils; + +namespace glw +{ + +// ===================================================================================================================== +// Definitions +// ===================================================================================================================== + + +// Typedefs ------------------------------------------------------------------------------------------------------------ + +using buffer_t = GLenum; + +template +class buffer; + + +// Enums --------------------------------------------------------------------------------------------------------------- + +enum buffer_type +{ + buf_vertex = GL_ARRAY_BUFFER +, buf_element = GL_ELEMENT_ARRAY_BUFFER +, buf_copy_read = GL_COPY_READ_BUFFER +, buf_copy_write = GL_COPY_WRITE_BUFFER +, buf_pixel_pack = GL_PIXEL_PACK_BUFFER +, buf_pixel_unpack = GL_PIXEL_UNPACK_BUFFER +, buf_query = GL_QUERY_BUFFER +, buf_texture = GL_TEXTURE_BUFFER +, buf_transform_feedback = GL_TRANSFORM_FEEDBACK_BUFFER +, buf_uniform = GL_UNIFORM_BUFFER +, buf_indirect_draw = GL_DRAW_INDIRECT_BUFFER +, buf_atomic_counter = GL_ATOMIC_COUNTER_BUFFER +, buf_indirect_dispatch = GL_DISPATCH_INDIRECT_BUFFER +, buf_shader_storage = GL_SHADER_STORAGE_BUFFER +, buf_parameter = GL_PARAMETER_BUFFER +}; + +enum buffer_flags +{ + buf_flags_read = GL_MAP_READ_BIT +, buf_flags_write = GL_MAP_WRITE_BIT +, buf_flags_read_write = buf_flags_read | buf_flags_write +, buf_flags_dynamic = GL_DYNAMIC_STORAGE_BIT +, buf_flags_persistent = GL_MAP_PERSISTENT_BIT +, buf_flags_coherent = GL_MAP_COHERENT_BIT | bf_persistent +, buf_flags_client = GL_CLIENT_STORAGE_BIT +}; + +enum mapping_flags +{ + buf_map_read = GL_MAP_READ_BIT +, buf_map_write = GL_MAP_WRITE_BIT +, buf_map_read_write = buf_map_read | buf_map_write +, buf_map_persistent = GL_MAP_PERSISTENT_BIT +, buf_map_coherent = GL_MAP_COHERENT_BIT | buf_map_persistent +, buf_map_invalidate_range = GL_MAP_INVALIDATE_RANGE_BIT +, buf_map_invalidate_buffer = GL_MAP_INVALIDATE_BUFFER_BIT +, buf_map_flush_explicity = GL_MAP_FLUSH_EXPLICIT_BIT | buf_map_write +, buf_map_unsynchronized = GL_MAP_UNSYNCHRONIZED_BIT + +, buf_map_optional = buf_map_invalidate_range + | buf_map_invalidate_buffer + | buf_map_flush_explicity + | buf_map_unsynchronized +}; + + +// Buffer Aliases + +template using vertex_buffer = buffer; +template using element_buffer = buffer; +template using copy_read_buffer = buffer; +template using copy_write_buffer = buffer; +template using pixel_pack_buffer = buffer; +template using pixel_unpack_buffer = buffer; +template using query_buffer = buffer; +template using texture_buffer = buffer; +template using transform_feedback_buffer = buffer; +template using uniform_buffer = buffer; +template using indirect_draw_buffer = buffer; +template using atomic_counter_buffer = buffer; +template using indirect_dispatch_buffer = buffer; +template using shader_storage_buffer = buffer; +template using parameter_buffer = buffer; + + +// Buffer Definition --------------------------------------------------------------------------------------------------- + +template +class buffer +{ +// Constants =========================================================================================================== + +public: + static constexpr buffer_t type = T_; + static constexpr flags_t flags = Fs_; + + +// Functions =========================================================================================================== + +public: + +// Constructors -------------------------------------------------------------------------------------------------------- + + /** + * \brief Construct a buffer filled with the provided data + * \param size Size of the buffer in bytes + * \param data Pointer to the data to initialize the buffer with, if null, initialized with 0 + */ + buffer(size_t size, const void* data = nullptr); + + buffer(const buffer&); + buffer(buffer&&) = default; + ~buffer(); + + +// Access -------------------------------------------------------------------------------------------------------------- + + /** + * \brief Map the buffer to the CPU + * \param size Size of the region to map + * \param offset Offset into the buffer to map + * \param map_flags Flags to map the buffer with + * \return Whether the buffer was successfully mapped + */ + bool map(size_t size = -1, offset_t offset = 0, flags_t map_flags = mapping_flags::read); + + void unmap(); + + template + T* data() { static_assert(flags | buffer_flags::write); return map_; } + + /** + * \brief + * \tparam T + * \return + */ + template + const T* data() const { static_assert(flags | buffer_flags::read); return map_; } + + /** + * \brief Bind the buffer for usage with gl functions + */ + void bind(); + + /** + * \brief Attach the buffer to a specific base location for usage in a shader program + * \param location Location to bind the buffer to + */ + void attach(location_t location); + + +// Status -------------------------------------------------------------------------------------------------------------- + + [[nodiscard]] bool mapped() const { return map_ != nullptr; } + + [[nodiscard]] bool valid() const { return handle_ != NULL; } + + +// Capacity ------------------------------------------------------------------------------------------------------------ + + [[nodiscard]] size_t size() const { return size_; } + + template + [[nodiscard]] size_t capacity() const { return size_ / sizeof(T); } + + +// Modifiers ----------------------------------------------------------------------------------------------------------- + + /** + * \brief Read a section of the buffer from the gpu into a location on the cpu + * \param buffer Pointer to the buffer to read into + * \param size Size of the buffer + * \param offset Offset into the gpu memory + */ + void read(void* buffer, size_t size, offset_t offset = 0); + + /** + * \brief Write a section to the buffer on the gpu from the cpu + * \param buffer Pointer to the buffer to write from + * \param size Size of the buffer + * \param offset Offset into the gpu memory + */ + void write(const void* buffer, size_t size, offset_t offset = 0); + + /** + * \brief Clear a portion of the buffer + * \param size Size of the section to clear, if negative, size will be automatically calculated using the offset. + * \param offset Offset into the buffer + * \param data Value to clear the buffer with + * \param layout Layout of the provided data + * \param type Type of the provided data + * \param format Format of the provided data + */ + void clear(size_t size = -1, offset_t offset = 0, const void* data = nullptr, + enum_t layout = r_i, enum_t type = uint8, enum_t format = r8_ui); + + /** + * \brief Copy data from another buffer + * \tparam oType Type of the other buffer + * \tparam oFlags Flags of the other buffer + * \param src Source buffer to copy from + * \param size Size of the section of data to copy + * \param src_offset Offset into the source buffer + * \param dst_offset Offset into the destination buffer + */ + template + void copy(const buffer& src, size_t size = -1, offset_t src_offset = 0, offset_t dst_offset = 0); + + /** + * \brief Resize the buffer + * \param size New size of the data in bytes + */ + void resize(size_t size); + + +// Variables =========================================================================================================== + +private: + handle_t handle_; + size_t size_; + + void* map_; + offset_t map_start_, map_end_; + flags_t map_flags_; +}; + + +// ===================================================================================================================== +// Implementations +// ===================================================================================================================== + + +// Constructors -------------------------------------------------------------------------------------------------------- + +template +buffer::buffer(size_t size, const void *data) + : handle_(NULL) + , size_(size) + , map_(nullptr) + , map_start_(0), map_end_(0) + , map_flags_(0) +{ + glCreateBuffers(1, &handle_); + glNamedBufferStorage(handle_, size_, data, flags); +} + +template +buffer::buffer(const buffer& other) + : handle_(NULL) + , size_(other.size_) + , map_(nullptr) + , map_start_(0), map_end_(0) + , map_flags_(0) +{ + glCreateBuffers(1, &handle_); + glNamedBufferData(handle_, size_, nullptr, flags); + copy(other, size_, 0, 0); +} + + +// Access -------------------------------------------------------------------------------------------------------------- + +template +buffer::~buffer() +{ + glDeleteBuffers(1, &handle_); +} + +template +bool buffer::map(size_t size, offset_t offset, flags_t map_flags) +{ + static_assert(flags & read_write); + + if(map_) return false; + + map_flags &= flags | optional; + if(size < 0) size = size_ - offset; + + map_flags_ = map_flags; + map_start_ = offset; map_end_ = map_start_ + size; + return map_ = glMapNamedBufferRange(handle_, offset, size, map_flags_); +} + +template +void buffer::unmap() +{ + glUnmapNamedBuffer(handle_); + map_ = nullptr; +} + +template +void buffer::bind() +{ + glBindBuffer(type, handle_); +} + +template +void buffer::attach(location_t location) +{ + glBindBufferBase(type, location, handle_); +} + +template +void buffer::read(void* buffer, size_t size, offset_t offset) +{ + // If not mapped, use glGetBufferSubData to avoid mapping the buffer + if(map_ == nullptr) + { + glGetNamedBufferSubData(handle_, offset, size, buffer); + return; + } + + // Check if we need to remap the buffer + offset_t start = offset, end = offset + size; + if(start < map_start_ || end > map_end_ || !(map_flags_ & mapping_flags::read)) + { + flags_t map_flags = map_flags_ | mapping_flags::read; + start = glm::min(start, map_start_); end = glm::max(end, map_end_); + unmap(); + map(end - start, start, map_flags); + } + + // Copy from the mapping + offset = offset - map_start_; + memcpy(buffer, map_ + offset, size); +} + +template +void buffer::write(const void *buffer, size_t size, offset_t offset) +{ + // if the buffer isn't mapped and is dynamic, use glBufferSubData to avoid mapping the buffer + if(map_ == nullptr && flags | dynamic) + { + glNamedBufferSubData(handle_, offset, size, buffer); + } + + // Check if we need to remap the buffer + offset_t start = offset, end = offset + size; + if(start < map_start_ || end > map_end_ || !(map_flags_ & mapping_flags::write)) + { + flags_t map_flags = map_flags_ | mapping_flags::write; + start = glm::min(start, map_start_); end = glm::max(end, map_end_); + unmap(); + map(end - start, start, map_flags); + } + + // Copy to the mapping + offset = offset - map_start_; + memcpy(map_ + offset, buffer, size); +} + +template +void buffer::clear(size_t size, offset_t offset, const void* data, + layout_t layout, type_t type, format_t format) +{ + glClearNamedBufferSubData(handle_, format, offset, size, format, type, data); +} + +template +template +void buffer::copy(const buffer& src, size_t size, + offset_t src_offset, offset_t dst_offset) +{ + glCopyNamedBufferSubData(src.handle_, handle_, src_offset, dst_offset, size); +} + +template +void buffer::resize(size_t size) +{ + if(map_) unmap(); + + handle_t handle; + glCreateBuffers(1, &handle); + glNamedBufferStorage(handle, size, nullptr, flags); + glCopyNamedBufferSubData(handle_, handle, 0, 0, glm::min(size_, size)); + glDeleteBuffers(1, &handle_); + handle_ = handle; + size_ = size; +} + +} + +#endif //BUFFER_H diff --git a/common.h b/common.h new file mode 100755 index 0000000..2edd6ec --- /dev/null +++ b/common.h @@ -0,0 +1,421 @@ +// ===================================================================================================================== +// glw, an open-source library that wraps OpenGL structures into classes. +// Copyright (C) 2024 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 . +// ===================================================================================================================== + +#ifndef GLW_COMMON_H +#define GLW_COMMON_H + +#define GLW_STRINGIFY_(X) #X +#define GLW_STRINGIFY(X) GLW_STRINGIFY_(X) + +#include + +#include + +namespace glw +{ + +// Typedefs ============================================================================================================ + +using handle_t = GLuint; +using size_t = GLsizei; +using offset_t = GLintptr; +using flags_t = GLbitfield; +using index_t = GLint; +using location_t = GLuint; +using enum_t = GLenum; +using int_t = GLint; +using int64_t = GLint64; +using float_t = GLfloat; +using uint_t = GLuint; +using char_t = GLchar; + + +// Template Pack Contains Value + +template struct contains; +template struct contains_enum; + +template struct contains { static constexpr bool value = std::false_type{}; }; +template struct contains_enum { static constexpr bool value = std::false_type{}; }; + +template +struct contains +{ + static constexpr bool value = std::is_same::value || (sizeof...(Ts) > 0 && contains::value); + constexpr operator bool() const { return value; } +}; + +template +struct contains_enum +{ + static constexpr bool value = T == T0 || (sizeof...(Ts) > 0 && contains_enum::value); + constexpr operator bool() const { return value; } +}; + + +// Math Functions +template +inline genType min(genType&& v) { return std::forward(v); } + +template +inline genType min(genType&& a, genType&& b) { return std::forward(a < b ? a : b); } + +template +inline genType min(genType&& a, genType&& b, genType&& rest...) +{ + return max(std::forward(a < b ? a : b), std::forward(rest)...); +} + + +template +inline genType&& max(genType&& v) { return std::forward(v); } + +template +inline genType&& max(genType&& a, genType&& b) { return std::forward(a > b ? a : b); } + +template +inline genType&& max(genType&& a, genType&& b, genType&& rest...) +{ + return max(std::forward(a > b ? a : b), std::forward(rest)...); +} + +template +inline genType ceil_div(const genType& a, const genType& b) +{ + return 1 + ((a - 1) / b); +} + + +// Enums =============================================================================================================== + +enum access : enum_t +{ + access_read = GL_READ_ONLY +, access_write = GL_WRITE_ONLY +, access_read_write = GL_READ_WRITE +}; + +enum layout : enum_t +{ + +// Floating Point Layouts ============================================================================================== + + r = GL_RED +, rg = GL_RG +, rgb = GL_RGB +, bgr = GL_BGR +, rgba = GL_RGBA +, bgra = GL_BGRA + + +// Integer Layouts ===================================================================================================== + +, r_i = GL_RED_INTEGER +, rg_i = GL_RG_INTEGER +, rgb_i = GL_RGB_INTEGER +, bgr_i = GL_BGR_INTEGER +, rgba_i = GL_RGBA_INTEGER +, bgra_i = GL_BGRA_INTEGER + + +// Special Layouts ===================================================================================================== + +, depth = GL_DEPTH_COMPONENT +, stencil = GL_STENCIL_INDEX +, depth_stencil = GL_DEPTH_STENCIL + +}; + + +enum format : enum_t +{ + +// Fixed & Floating Points Formats ===================================================================================== + + r8 = GL_R8 +, r8_snorm = GL_R8_SNORM +, r16 = GL_R16 +, r16f = GL_R16F +, r16_snorm = GL_R16_SNORM +, r32 = GL_R32F + +, rg8 = GL_RG8 +, rg8_snorm = GL_RG8_SNORM +, rg16 = GL_RG16 +, rg16f = GL_RG16F +, rg16_snorm = GL_RG16_SNORM +, rg32 = GL_RG32F + +, rgb332 = GL_R3_G3_B2 +, rgb4 = GL_RGB4 +, rgb5 = GL_RGB5 +, rbg8 = GL_RGB8 +, srgb8 = GL_SRGB8 +, rbg8_snorm = GL_RGB8_SNORM +, rgb9e5 = GL_RGB9_E5 +, rgb10 = GL_RGB10 +, rgb11_11_10f = GL_R11F_G11F_B10F +, rgb12 = GL_RGB12 +, rgb16 = GL_RGB16 +, rgb16f = GL_RGB16F +, rgb16_snorm = GL_RGB16_SNORM +, rgb32f = GL_RGB32F + +, rgba2 = GL_RGBA2 +, rgba4 = GL_RGBA4 +, rgb5_a1 = GL_RGB5_A1 +, rgba8 = GL_RGBA8 +, srgba8 = GL_SRGB8_ALPHA8 +, rbga8_snorm = GL_RGBA8_SNORM +, rgb10_a2 = GL_RGB10_A2 +, rgba12 = GL_RGBA12 +, rgba16 = GL_RGBA16 +, rgba16f = GL_RGBA16F +, rgba16_snorm = GL_RGBA16_SNORM +, rgba32f = GL_RGBA32F + + +// Integer Formats ===================================================================================================== + +, r8_i = GL_R8I +, r8_ui = GL_R8UI +, r16_i = GL_R16I +, r16_ui = GL_R16UI +, r32_i = GL_R32I +, r32_ui = GL_R32UI + +, rg8_i = GL_RG8I +, rg8_ui = GL_RG8UI +, rg16_i = GL_RG16I +, rg16_ui = GL_RG16UI +, rg32_i = GL_RG32I +, rg32_ui = GL_RG32UI + +, rgb8_i = GL_RGB8I +, rgb8_ui = GL_RGB8UI +, rgb16_i = GL_RGB16I +, rgb16_ui = GL_RGB16UI +, rgb32_i = GL_RGB32I +, rgb32_ui = GL_RGB32UI + +, rgba8_i = GL_RGBA8I +, rgba8_ui = GL_RGBA8UI +, rgb10_a2_ui = GL_RGB10_A2UI +, rgba16_i = GL_RGBA16I +, rgba16_ui = GL_RGBA16UI +, rgba32_i = GL_RGBA32I +, rgba32_ui = GL_RGBA32UI + + +// Depth / Stencil Formats ============================================================================================= + +, depth16 = GL_DEPTH_COMPONENT16 +, depth24 = GL_DEPTH_COMPONENT24 +, depth32 = GL_DEPTH_COMPONENT32 +, depth32_f = GL_DEPTH_COMPONENT32F + +, stencil1 = GL_STENCIL_INDEX1 +, stencil4 = GL_STENCIL_INDEX4 +, stencil8 = GL_STENCIL_INDEX8 +, stencil16 = GL_STENCIL_INDEX16 + +, depth24_stencil = GL_DEPTH24_STENCIL8 +, depth32_f_stencil = GL_DEPTH32F_STENCIL8 + + +// Compressed Formats ================================================================================================== + + +// Generic Formats +, r_compressed = GL_COMPRESSED_RED +, rg_compressed = GL_COMPRESSED_RG +, rgb_compressed = GL_COMPRESSED_RGB +, srgb_compressed = GL_COMPRESSED_SRGB +, rgba_compressed = GL_COMPRESSED_RGBA +, srgba_compressed = GL_COMPRESSED_SRGB_ALPHA + +// BPTC +, rgb_bptc = GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT +, rgb_bptc_signed = GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT +, rgba_bptc_unorm = GL_COMPRESSED_RGBA_BPTC_UNORM +, srgba_bptc = GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM + +// RGTC +, r_rgtc = GL_COMPRESSED_RED_RGTC1 +, r_rgtc_signed = GL_COMPRESSED_SIGNED_RED_RGTC1 +, rg_rgtc = GL_COMPRESSED_RG_RGTC2 +, rg_rgtc_signed = GL_COMPRESSED_SIGNED_RG_RGTC2 + +// EAC +, r_eac = GL_COMPRESSED_R11_EAC +, rg_eac = GL_COMPRESSED_RG11_EAC +, r_eac_signed = GL_COMPRESSED_SIGNED_R11_EAC +, rg_eac_signed = GL_COMPRESSED_SIGNED_RG11_EAC +, rgba_eac = GL_COMPRESSED_RGBA8_ETC2_EAC +, srgba_eac = GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC + +// ASTC +, rgba_astc4x4 = GL_COMPRESSED_RGBA_ASTC_4x4_KHR +, rgba_astc5x4 = GL_COMPRESSED_RGBA_ASTC_5x4_KHR +, rgba_astc5x5 = GL_COMPRESSED_RGBA_ASTC_5x5_KHR +, rgba_astc6x5 = GL_COMPRESSED_RGBA_ASTC_6x5_KHR +, rgba_astc6x6 = GL_COMPRESSED_RGBA_ASTC_6x6_KHR +, rgba_astc8x5 = GL_COMPRESSED_RGBA_ASTC_8x5_KHR +, rgba_astc8x6 = GL_COMPRESSED_RGBA_ASTC_8x6_KHR +, rgba_astc8x8 = GL_COMPRESSED_RGBA_ASTC_8x8_KHR +, rgba_astc10x5 = GL_COMPRESSED_RGBA_ASTC_10x5_KHR +, rgba_astc10x6 = GL_COMPRESSED_RGBA_ASTC_10x6_KHR +, rgba_astc10x8 = GL_COMPRESSED_RGBA_ASTC_10x8_KHR +, rgba_astc10x10 = GL_COMPRESSED_RGBA_ASTC_10x10_KHR +, rgba_astc12x10 = GL_COMPRESSED_RGBA_ASTC_12x10_KHR +, rgba_astc12x12 = GL_COMPRESSED_RGBA_ASTC_12x12_KHR + +, srgba_astc4x4 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR +, srgba_astc5x4 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR +, srgba_astc5x5 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR +, srgba_astc6x5 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR +, srgba_astc6x6 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR +, srgba_astc8x5 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR +, srgba_astc8x6 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR +, srgba_astc8x8 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR +, srgba_astc10x5 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR +, srgba_astc10x6 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR +, srgba_astc10x8 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR +, srgba_astc10x10 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR +, srgba_astc12x10 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR +, srgba_astc12x12 = GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR + +}; + +inline constexpr bool is_depth(enum_t fmt) +{ + switch(fmt) + { + case(depth16): case(depth24): + case(depth32): case(depth32_f): + case(depth24_stencil): case(depth32_f_stencil): + return true; + + default: return false; + } +} + +inline constexpr bool is_stencil(enum_t fmt) +{ + switch(fmt) + { + case(stencil1): case(stencil4): + case(stencil8): case(stencil16): + case(depth24_stencil): case(depth32_f_stencil): + return true; + + default: return false; + } +} + +template +struct format_traits +{ +static constexpr enum_t format = F_; +static constexpr bool is_depth = glw::is_depth(format); +static constexpr bool is_stencil = glw::is_stencil(format); +static constexpr bool is_depth_stencil = std::is_same, std::bool_constant>{}; +}; + + + + +enum type : enum_t +{ + int8 = GL_BYTE +, uint8 = GL_UNSIGNED_BYTE +, int16 = GL_SHORT +, uint16 = GL_UNSIGNED_SHORT +, int32 = GL_INT +, uint32 = GL_UNSIGNED_INT + +, float16 = GL_HALF_FLOAT +, float32 = GL_FLOAT +, float64 = GL_DOUBLE + +, uint8_332 = GL_UNSIGNED_BYTE_3_3_2 +, uint8_233r = GL_UNSIGNED_BYTE_2_3_3_REV +, uint16_565 = GL_UNSIGNED_SHORT_5_6_5 +, uint16_565r = GL_UNSIGNED_SHORT_5_6_5_REV +, uint32_10_11_11 = GL_UNSIGNED_INT_10F_11F_11F_REV + +, uint16_4444 = GL_UNSIGNED_SHORT_4_4_4_4 +, uint16_4444r = GL_UNSIGNED_SHORT_4_4_4_4_REV +, uint16_5551 = GL_UNSIGNED_SHORT_5_5_5_1 +, uint16_1555r = GL_UNSIGNED_SHORT_1_5_5_5_REV +, uint32_8888 = GL_UNSIGNED_INT_8_8_8_8 +, uint32_8888r = GL_UNSIGNED_INT_8_8_8_8_REV +, uint32_rgb10_a2 = GL_UNSIGNED_INT_10_10_10_2 +, uint32_a2_bgr10 = GL_UNSIGNED_INT_2_10_10_10_REV +, uint32_9995r = GL_UNSIGNED_INT_5_9_9_9_REV + +}; + +inline constexpr enum_t size_of(enum_t type) +{ + switch(type) + { + // 1 byte + case(int8): case(uint8): + case(uint8_332): case(uint8_233r): + return 1; + + // 2 byte + case(int16): case(uint16): + case(uint16_565): case(uint16_565r): + case(uint16_4444): case(uint16_4444r): + case(uint16_5551): case(uint16_1555r): + case(float16): + return 2; + + // 4 byte + case(int32): case(uint32): + case(uint32_10_11_11): + case(uint32_8888): case(uint32_8888r): + case(uint32_rgb10_a2): case(uint32_a2_bgr10): + case(uint32_9995r): + case(float32): + return 4; + + // 8 byte + case(float64): + return 8; + } + return 0; +} + +enum compare : enum_t +{ + never = GL_NEVER +, always = GL_ALWAYS +, less = GL_LESS +, greater = GL_GREATER +, equal = GL_EQUAL +, lequal = GL_LEQUAL +, gequal = GL_GEQUAL +, nequal = GL_NOTEQUAL +}; + +} + +#endif //COMMON_H diff --git a/debug.h b/debug.h new file mode 100755 index 0000000..134a6f9 --- /dev/null +++ b/debug.h @@ -0,0 +1,183 @@ +// ===================================================================================================================== +// glw, an open-source library that wraps OpenGL structures into classes. +// Copyright (C) 2024 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 . +// ===================================================================================================================== + +#ifndef GLW_DEBUG_H +#define GLW_DEBUG_H + +#include "common.h" + +namespace glw::debug +{ + +/** + * \brief OpenGL error codes + */ +enum error +{ + error_invalid_enum = GL_INVALID_ENUM +, error_invalid_value = GL_INVALID_VALUE +, error_invalid_operation = GL_INVALID_OPERATION +, error_stack_overflow = GL_STACK_OVERFLOW +, error_stack_underflow = GL_STACK_UNDERFLOW +, error_out_of_memory = GL_OUT_OF_MEMORY +, error_invalid_framebuffer_operation = GL_INVALID_FRAMEBUFFER_OPERATION +, error_context_lost = GL_CONTEXT_LOST +, error_table_too_large = GL_TABLE_TOO_LARGE +}; + +/** + * \brief Converts an error code into a string representation + * \param error The error code to translate + * \return C string containing the string representation + */ +inline const char_t* translate_error(enum_t error) +{ + switch(error) + { + case error_invalid_enum: return GLW_STRINGIFY(error_invalid_enum); + case error_invalid_value: return GLW_STRINGIFY(error_invalid_value); + case error_invalid_operation: return GLW_STRINGIFY(error_invalid_operation); + case error_stack_overflow: return GLW_STRINGIFY(error_stack_overflow); + case error_stack_underflow: return GLW_STRINGIFY(error_stack_underflow); + case error_out_of_memory: return GLW_STRINGIFY(error_out_of_memory); + case error_invalid_framebuffer_operation: return GLW_STRINGIFY(error_invalid_framebuffer_operation); + case error_context_lost: return GLW_STRINGIFY(error_context_lost); + case error_table_too_large: return GLW_STRINGIFY(error_table_too_large); + default: return GLW_STRINGIFY(error_unknown); + } +} + +/** + * \brief Get the last error thrown by OpenGL, it is preferable to use the callback handler for performance + * \return Error code of the last error + */ +inline enum_t get_error() { return glGetError(); } + +/** + * \brief Source ids of a debug message + */ +enum debug_source +{ + source_api = GL_DEBUG_SOURCE_API +, source_window_system = GL_DEBUG_SOURCE_WINDOW_SYSTEM +, source_shader_compiler = GL_DEBUG_SOURCE_SHADER_COMPILER +, source_third_party = GL_DEBUG_SOURCE_THIRD_PARTY +, source_application = GL_DEBUG_SOURCE_APPLICATION +, source_other = GL_DEBUG_SOURCE_OTHER +}; + +/** + * \brief Translate a debug message source into a string representation + * \param source ID of the debug message source + * \return C string containing the string representation + */ +inline const char_t* translate_source(enum_t source) +{ + switch(source) + { + case source_api: return GLW_STRINGIFY(source_api); + case source_window_system: return GLW_STRINGIFY(source_window_system); + case source_shader_compiler: return GLW_STRINGIFY(source_shader_compiler); + case source_third_party: return GLW_STRINGIFY(source_third_party); + case source_application: return GLW_STRINGIFY(source_application); + case source_other: return GLW_STRINGIFY(source_other); + default: return GLW_STRINGIFY(source_unknown); + } +} + +/** + * \brief Types of debug messages + */ +enum debug_type +{ + type_error = GL_DEBUG_TYPE_ERROR +, type_deprecated_behavior = GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR +, type_undefined_behavior = GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR +, type_portability = GL_DEBUG_TYPE_PORTABILITY +, type_performance = GL_DEBUG_TYPE_PERFORMANCE +, type_marker = GL_DEBUG_TYPE_MARKER +, type_push_group = GL_DEBUG_TYPE_PUSH_GROUP +, type_pop_group = GL_DEBUG_TYPE_POP_GROUP +, type_other = GL_DEBUG_TYPE_OTHER +}; + +inline void push_group(enum_t src, uint_t id, size_t len, const char_t* msg) { glPushDebugGroup(src, id, len, msg); } +inline void pop_group() { glPopDebugGroup(); } + +inline void set_label(enum_t id, handle_t name, size_t len, const char_t* label) { glObjectLabel(id, name, len, label); } +inline void set_label(void* ptr, size_t len, const char_t* label) { glObjectPtrLabel(ptr, len, label); } + +inline void get_label(enum_t id, handle_t name, size_t buf_size, size_t& length, char_t* buf) +{ glGetObjectLabel(id, name, buf_size, &length, buf); } + +inline void get_label(void* ptr, size_t buf_size, size_t& length, char_t* buf) +{ glGetObjectPtrLabel(ptr, buf_size, &length, buf); } + +inline const char_t* translate_type(enum_t source) +{ + switch(source) + { + case type_error: return GLW_STRINGIFY(type_error); + case type_deprecated_behavior: return GLW_STRINGIFY(type_deprecated_behavior); + case type_undefined_behavior: return GLW_STRINGIFY(type_undefined_behavior); + case type_portability: return GLW_STRINGIFY(type_portability); + case type_performance: return GLW_STRINGIFY(type_performance); + case type_marker: return GLW_STRINGIFY(type_marker); + case type_push_group: return GLW_STRINGIFY(type_push_group); + case type_pop_group: return GLW_STRINGIFY(type_pop_group); + case type_other: return GLW_STRINGIFY(type_other); + default: return GLW_STRINGIFY(type_unknown); + } +} + +enum debug_severity +{ + severity_low = GL_DEBUG_SEVERITY_LOW +, severity_medium = GL_DEBUG_SEVERITY_MEDIUM +, severity_high = GL_DEBUG_SEVERITY_HIGH +, severity_notification = GL_DEBUG_SEVERITY_NOTIFICATION +}; + +inline const char_t* translate_severity(enum_t severity) +{ + switch(severity) + { + case severity_low: return GLW_STRINGIFY(severity_low); + case severity_medium: return GLW_STRINGIFY(severity_medium); + case severity_high: return GLW_STRINGIFY(severity_high); + case severity_notification: return GLW_STRINGIFY(severity_notification); + default: return GLW_STRINGIFY(severity_unknown); + } +} + +inline void insert_message(enum_t source, enum_t type, uint_t id, enum_t severity, size_t length, const char_t* message) +{ + glDebugMessageInsert(source, type, id, severity, length, message); +} + +using debug_callback = GLDEBUGPROC; + +inline void set_debug_callback(debug_callback callback, void* user_data) +{ + glEnable(GL_DEBUG_OUTPUT); + glDebugMessageCallback(callback, user_data); +} + +} + +#endif //DEBUG_H diff --git a/framebuffer.h b/framebuffer.h new file mode 100755 index 0000000..918acc6 --- /dev/null +++ b/framebuffer.h @@ -0,0 +1,375 @@ +// ===================================================================================================================== +// glw, an open-source library that wraps OpenGL structures into classes. +// Copyright (C) 2024 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 . +// ===================================================================================================================== + +#ifndef GLW_FRAMEBUFFER_H +#define GLW_FRAMEBUFFER_H + +#include "texture.h" +#include "texture_array.h" + +#include + +namespace glw +{ + enum framebuffer_usage : enum_t + { + fb_usage_read = GL_READ_FRAMEBUFFER + , fb_usage_draw = GL_DRAW_FRAMEBUFFER + , fb_usage_any = GL_FRAMEBUFFER + }; + + enum framebuffer_status : enum_t + { + fb_status_complete = GL_FRAMEBUFFER_COMPLETE + , fb_status_undefined = GL_FRAMEBUFFER_UNDEFINED + , fb_status_incomplete_attachment = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT + , fb_status_missing_attachment = GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT + , fb_status_incomplete_draw = GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER + , fb_status_incomplete_read = GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER + , fb_status_incomplete_multisample = GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE + , fb_status_incomplete_layers = GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS + , fb_status_unsupported = GL_FRAMEBUFFER_UNSUPPORTED + , fb_status_unknown = 0 + }; + + static const char* translate_framebuffer_status(enum_t status) + { + switch(status) + { + case(fb_status_complete): return "Complete"; + case(fb_status_undefined): return "Undefined"; + case(fb_status_incomplete_attachment): return "Incomplete Attachment"; + case(fb_status_missing_attachment): return "Missing Attachment"; + case(fb_status_incomplete_draw): return "Incomplete Draw"; + case(fb_status_incomplete_read): return "Incomplete Read"; + case(fb_status_incomplete_multisample): return "Incomplete Multisample"; + case(fb_status_incomplete_layers): return "Incomplete Layers"; + case(fb_status_unsupported): return "Unsupported"; + + case(fb_status_unknown): + default: + return "Unknown"; + } + } + + enum attachment_bit + { + fb_depth_bit = GL_DEPTH_BUFFER_BIT + , fb_stencil_bit = GL_STENCIL_BUFFER_BIT + , fb_color_bit = GL_COLOR_BUFFER_BIT + }; + + enum attachment + { + no_attachment = GL_NONE + + , depth_attachment = GL_DEPTH_ATTACHMENT + , stencil_attachment = GL_STENCIL_ATTACHMENT + , depth_stencil_attachment = GL_DEPTH_STENCIL_ATTACHMENT + + , color_attachment0 = GL_COLOR_ATTACHMENT0 + , color_attachment1 = GL_COLOR_ATTACHMENT1 + , color_attachment2 = GL_COLOR_ATTACHMENT2 + , color_attachment3 = GL_COLOR_ATTACHMENT3 + , color_attachment4 = GL_COLOR_ATTACHMENT4 + , color_attachment5 = GL_COLOR_ATTACHMENT5 + , color_attachment6 = GL_COLOR_ATTACHMENT6 + , color_attachment7 = GL_COLOR_ATTACHMENT7 + , color_attachment8 = GL_COLOR_ATTACHMENT8 + , color_attachment9 = GL_COLOR_ATTACHMENT9 + , color_attachment10 = GL_COLOR_ATTACHMENT10 + , color_attachment11 = GL_COLOR_ATTACHMENT11 + , color_attachment12 = GL_COLOR_ATTACHMENT12 + , color_attachment13 = GL_COLOR_ATTACHMENT13 + , color_attachment14 = GL_COLOR_ATTACHMENT14 + , color_attachment15 = GL_COLOR_ATTACHMENT15 + + , front_buffer = GL_FRONT + , back_buffer = GL_BACK + , front_and_back_buffer = GL_FRONT_AND_BACK + , left_buffer = GL_LEFT + , right_buffer = GL_RIGHT + , front_left_buffer = GL_FRONT_LEFT + , front_right_buffer = GL_FRONT_RIGHT + , back_left_buffer = GL_BACK_LEFT + , back_right_buffer = GL_BACK_RIGHT + }; + + inline constexpr handle_t default_framebuffer = 0; + +template +class framebuffer +{ +// Constants =========================================================================================================== + + static_assert(!contains_enum::value); + static_assert(!contains_enum::value); + static_assert(!contains_enum::value); + static_assert(!contains_enum::value); + + static_assert(!contains_enum::value); + static_assert(!contains_enum::value); + static_assert(!contains_enum::value); + static_assert(!contains_enum::value); + + static_assert(!contains_enum::value); + static_assert(!contains_enum::value); + + using array_type = texarray; + +public: + + inline static constexpr enum_t type = T_; + +private: + + +// Functions =========================================================================================================== + +// Helpers ------------------------------------------------------------------------------------------------------------- + +private: + template + void bind_textures_() + { + auto& tex = textures_.template get(); + bool color = false; + + switch(tex.get_format()) + {; + case depth16: + case depth24: + case depth32_f: + glNamedFramebufferTexture(handle_, depth_attachment, tex.handle(), 0); + break; + + case stencil1: + case stencil4: + case stencil8: + case stencil16: + glNamedFramebufferTexture(handle_, stencil_attachment, tex.handle(), 0); + break; + + case depth24_stencil: + case depth32_f_stencil: + glNamedFramebufferTexture(handle_, depth_stencil_attachment, tex.handle(), 0); + break; + + default: + glNamedFramebufferTexture(handle_, color_attachment0 + C, tex.handle(), 0); + colors_.push_back(color_attachment0 + C); + color = true; + break; + } + + if constexpr(I + 1 < array_type::length) + { + if(color) bind_textures_(); + else bind_textures_(); + } + } + + +// Constructors -------------------------------------------------------------------------------------------------------- + +public: + framebuffer(size_t size) + : handle_(NULL), size_(size, 1, 1), samples_(1), textures_(size) + { static_assert(contains_enum::value); glCreateFramebuffers(1, &handle_); } + + framebuffer(glm::ivec2 size) + : handle_(NULL), size_(size, 1), samples_(1), textures_(size) + { static_assert(contains_enum::value); glCreateFramebuffers(1, &handle_); } + + framebuffer(glm::ivec2 size, size_t samples = 1) requires(type == texture2DMS) + : handle_(NULL), size_(size, 1), samples_(samples), textures_(size, samples) + { glCreateFramebuffers(1, &handle_); } + + framebuffer(glm::ivec3 size) + : handle_(NULL), size_(size), samples_(1), textures_(size) + { static_assert(contains_enum::value); glCreateFramebuffers(1, &handle_); } + + framebuffer(glm::ivec3 size, size_t samples = 1) requires(type == texture2DMSArray) + : handle_(NULL), size_(size), samples_(samples), textures_(size, samples) + { glCreateFramebuffers(1, &handle_); } + + ~framebuffer() { glDeleteFramebuffers(1, &handle_); } + + +// Attachments --------------------------------------------------------------------------------------------------------- + + void rebuild(); + void build() { rebuild(); }; + + template + void blit( + enum_t src_att + , FB& dst, enum_t dst_att + , glm::ivec2 src_off, glm::ivec2 src_size + , glm::ivec2 dst_off, glm::ivec2 dst_size + , enum_t filter + ) { blit(src_att, dst.handle_, dst_att, src_off, src_size, dst_off, dst_size, filter); } + + void blit( + enum_t src_att + , handle_t dst, enum_t dst_att + , glm::ivec2 src_off, glm::ivec2 src_size + , glm::ivec2 dst_off, glm::ivec2 dst_size + , enum_t filter + ); + + template + auto& get() { return textures_.template get(); } + + template + const auto& get() const { return textures_.template get(); } + + +// Status -------------------------------------------------------------------------------------------------------------- + + enum_t get_status() const { return glCheckNamedFramebufferStatus(handle_, GL_FRAMEBUFFER); } + bool is_complete() const { return get_status() == fb_status_complete; } + + void bind(enum_t usage = fb_usage_any) { glBindFramebuffer(usage, handle_); } + + +// Capacity ------------------------------------------------------------------------------------------------------------ + + const glm::ivec3& size() const { return size_; } + + void resize(size_t size); + void resize(const glm::ivec2& size); + void resize(const glm::ivec2& size, size_t samples); + void resize(const glm::ivec3& size); + void resize(const glm::ivec3& size, size_t samples); + + size_t sample_count() const { return samples_; } + +// Variables =========================================================================================================== + +private: + handle_t handle_; + glm::ivec3 size_; + size_t samples_; + array_type textures_; + std::vector colors_; +}; + +template +void framebuffer::rebuild() +{ + colors_.clear(); colors_.reserve(textures_.length); + bind_textures_(); + + glNamedFramebufferDrawBuffers(handle_, colors_.size(), colors_.data()); +} + +template +void framebuffer::blit(uint32_t src_att, handle_t dst, uint32_t dst_att, glm::ivec2 src_off, + glm::ivec2 src_size, glm::ivec2 dst_off, glm::ivec2 dst_size, enum_t filter) +{ + flags_t mask; + bool src_color = (src_att >= color_attachment0 && src_att <= color_attachment15) + || (src_att >= front_left_buffer && src_att <= front_and_back_buffer); + bool dst_color = (dst_att >= color_attachment0 && dst_att <= color_attachment15) + || (dst_att >= front_left_buffer && dst_att <= front_and_back_buffer); + + if(src_att != dst_att && src_color != dst_color) return; + + switch(src_att) + { + case depth_attachment: mask = fb_depth_bit; break; + case stencil_attachment: mask = fb_stencil_bit; break; + case depth_stencil_attachment: mask = fb_depth_bit | fb_stencil_bit; break; + default: + mask = fb_color_bit; + glNamedFramebufferReadBuffer(handle_, src_att); + glNamedFramebufferDrawBuffer(dst, dst_att); + break; + } + + glBlitNamedFramebuffer( + handle_, dst + , src_off.x, src_off.y, src_off.x + src_size.x, src_off.y + src_size.y + , dst_off.x, dst_off.y, dst_off.x + dst_size.x, dst_off.y + dst_size.y + , mask, filter + ); +} + +template +void framebuffer::resize(size_t size) +{ + const auto& sample = textures_.template get<0>(); + if(sample.size() == size) return; + + glDeleteFramebuffers(1, &handle_); + glCreateFramebuffers(1, &handle_); + textures_.resize(size); + rebuild(); +} + +template +void framebuffer::resize(const glm::ivec2 &size) +{ + const auto& sample = textures_.template get<0>(); + if(sample.size() == size) return; + + glDeleteFramebuffers(1, &handle_); + glCreateFramebuffers(1, &handle_); + textures_.resize(size); + rebuild(); +} + +template +void framebuffer::resize(const glm::ivec2 &size, size_t samples) +{ + const auto& sample = textures_.template get<0>(); + if(sample.size() == size && sample.samples() == samples) return; + + glDeleteFramebuffers(1, &handle_); + glCreateFramebuffers(1, &handle_); + textures_.resize(size, samples); + rebuild(); +} + +template +void framebuffer::resize(const glm::ivec3 &size) +{ + const auto& sample = textures_.template get<0>(); + if(sample.size() == size) return; + + glDeleteFramebuffers(1, &handle_); + glCreateFramebuffers(1, &handle_); + textures_.resize(size); + rebuild(); +} + +template +void framebuffer::resize(const glm::ivec3 &size, size_t samples) +{ + const auto& sample = textures_.template get<0>(); + if(sample.size() == size && sample.samples() == samples) return; + + glDeleteFramebuffers(1, &handle_); + glCreateFramebuffers(1, &handle_); + textures_.resize(size, samples); + rebuild(); +} +} + +#endif // GLW_FRAMEBUFFER_H diff --git a/shader.h b/shader.h new file mode 100755 index 0000000..9647301 --- /dev/null +++ b/shader.h @@ -0,0 +1,502 @@ +// ===================================================================================================================== +// glw, an open-source library that wraps OpenGL structures into classes. +// Copyright (C) 2024 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 . +// ===================================================================================================================== + +#ifndef GLW_SHADER_H +#define GLW_SHADER_H + +#include +#include + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include "common.h" + +namespace ocu = open_cpp_utils; + +namespace glw +{ + +// ===================================================================================================================== +// Definitions +// ===================================================================================================================== + + +// Typedefs ------------------------------------------------------------------------------------------------------------ + + +// Enums --------------------------------------------------------------------------------------------------------------- + +enum source_type +{ + vertex = GL_VERTEX_SHADER +, tess_ctrl = GL_TESS_CONTROL_SHADER +, tess_eval = GL_TESS_EVALUATION_SHADER +, geometry = GL_GEOMETRY_SHADER +, fragment = GL_FRAGMENT_SHADER +, compute = GL_COMPUTE_SHADER +}; + +enum uniform_type +{ +// bool ---------------------------------------------------------------------------------------------------------------- + + b = GL_BOOL +, bvec2 = GL_BOOL_VEC2 +, bvec3 = GL_BOOL_VEC3 +, bvec4 = GL_BOOL_VEC4 + + +// int ----------------------------------------------------------------------------------------------------------------- + +, i = GL_INT +, ivec2 = GL_INT_VEC2 +, ivec3 = GL_INT_VEC3 +, ivec4 = GL_INT_VEC4 + + +// unsigned int -------------------------------------------------------------------------------------------------------- + +, u = GL_UNSIGNED_INT +, uvec2 = GL_UNSIGNED_INT_VEC2 +, uvec3 = GL_UNSIGNED_INT_VEC3 +, uvec4 = GL_UNSIGNED_INT_VEC4 + + +// float --------------------------------------------------------------------------------------------------------------- + +, f = GL_FLOAT +, vec2 = GL_FLOAT_VEC2 +, vec3 = GL_FLOAT_VEC3 +, vec4 = GL_FLOAT_VEC4 +, mat2 = GL_FLOAT_MAT2 +, mat3 = GL_FLOAT_MAT3 +, mat4 = GL_FLOAT_MAT4 +, mat2x3 = GL_FLOAT_MAT2x3 +, mat2x4 = GL_FLOAT_MAT2x4 +, mat3x2 = GL_FLOAT_MAT3x2 +, mat3x4 = GL_FLOAT_MAT3x4 +, mat4x2 = GL_FLOAT_MAT4x2 +, mat4x3 = GL_FLOAT_MAT4x3 + + +// double -------------------------------------------------------------------------------------------------------------- + +, d = GL_DOUBLE +, dvec2 = GL_DOUBLE_VEC2 +, dvec3 = GL_DOUBLE_VEC3 +, dvec4 = GL_DOUBLE_VEC4 +, dmat2 = GL_DOUBLE_MAT2 +, dmat3 = GL_DOUBLE_MAT3 +, dmat4 = GL_DOUBLE_MAT4 +, dmat2x3 = GL_DOUBLE_MAT2x3 +, dmat2x4 = GL_DOUBLE_MAT2x4 +, dmat3x2 = GL_DOUBLE_MAT3x2 +, dmat3x4 = GL_DOUBLE_MAT3x4 +, dmat4x2 = GL_DOUBLE_MAT4x2 +, dmat4x3 = GL_DOUBLE_MAT4x3 + + +// sampler ------------------------------------------------------------------------------------------------------------- + +, sampler1D = GL_SAMPLER_1D +, sampler1DShadow = GL_SAMPLER_1D_SHADOW +, sampler1DArray = GL_SAMPLER_1D_ARRAY +, sampler1DArrayShadow = GL_SAMPLER_1D_ARRAY_SHADOW + +, sampler2D = GL_SAMPLER_2D +, sampler2DShadow = GL_SAMPLER_2D_SHADOW +, sampler2DRect = GL_SAMPLER_2D_RECT +, sampler2DRectShadow = GL_SAMPLER_2D_RECT_SHADOW +, sampler2DArray = GL_SAMPLER_2D_ARRAY +, sampler2DArrayShadow = GL_SAMPLER_2D_ARRAY_SHADOW +, sampler2DMS = GL_SAMPLER_2D_MULTISAMPLE +, sampler2DMSArray = GL_SAMPLER_2D_MULTISAMPLE_ARRAY + +, samplerCube = GL_SAMPLER_CUBE +, samplerCubeShadow = GL_SAMPLER_CUBE_SHADOW +, samplerCubeArray = GL_SAMPLER_CUBE_MAP_ARRAY + +, sampler3D = GL_SAMPLER_3D + + +// isampler ------------------------------------------------------------------------------------------------------------ + +, isampler1D = GL_INT_SAMPLER_1D +, isampler1DArray = GL_INT_SAMPLER_1D_ARRAY + +, isampler2D = GL_INT_SAMPLER_2D +, isampler2DRect = GL_INT_SAMPLER_2D_RECT +, isampler2DArray = GL_INT_SAMPLER_2D_ARRAY +, isampler2DMS = GL_INT_SAMPLER_2D_MULTISAMPLE +, isampler2DMSArray = GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY + +, isamplerCube = GL_INT_SAMPLER_CUBE +, isamplerCubeArray = GL_INT_SAMPLER_CUBE_MAP_ARRAY + +, isampler3D = GL_INT_SAMPLER_3D + + +// usampler ------------------------------------------------------------------------------------------------------------ + +, usampler1D = GL_UNSIGNED_INT_SAMPLER_1D +, usampler1DArray = GL_UNSIGNED_INT_SAMPLER_1D_ARRAY + +, usampler2D = GL_UNSIGNED_INT_SAMPLER_2D +, usampler2DRect = GL_UNSIGNED_INT_SAMPLER_2D_RECT +, usampler2DArray = GL_UNSIGNED_INT_SAMPLER_2D_ARRAY +, usampler2DMS = GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE +, usampler2DMSArray = GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY + +, usamplerCube = GL_UNSIGNED_INT_SAMPLER_CUBE +, usamplerCubeArray = GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY + +, usampler3D = GL_UNSIGNED_INT_SAMPLER_3D + + +// image --------------------------------------------------------------------------------------------------------------- + +, image1D = GL_IMAGE_1D +, image1DArray = GL_IMAGE_1D_ARRAY + +, image2D = GL_IMAGE_2D +, image2DRect = GL_IMAGE_2D_RECT +, image2DArray = GL_IMAGE_2D_ARRAY +, image2DMS = GL_IMAGE_2D_MULTISAMPLE +, image2DMSArray = GL_IMAGE_2D_MULTISAMPLE_ARRAY + +, imageCube = GL_IMAGE_CUBE +, imageCubeArray = GL_IMAGE_CUBE_MAP_ARRAY + +, image3D = GL_IMAGE_3D + + +// iimage -------------------------------------------------------------------------------------------------------------- + +, iimage1D = GL_INT_IMAGE_1D +, iimage1DArray = GL_INT_IMAGE_1D_ARRAY + +, iimage2D = GL_INT_IMAGE_2D +, iimage2DRect = GL_INT_IMAGE_2D_RECT +, iimage2DArray = GL_INT_IMAGE_2D_ARRAY +, iimage2DMS = GL_INT_IMAGE_2D_MULTISAMPLE +, iimage2DMSArray = GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY + +, iimageCube = GL_INT_IMAGE_CUBE +, iimageCubeArray = GL_INT_IMAGE_CUBE_MAP_ARRAY + +, iimage3D = GL_INT_IMAGE_3D + + +// uimage -------------------------------------------------------------------------------------------------------------- + +, uimage1D = GL_UNSIGNED_INT_IMAGE_1D +, uimage1DArray = GL_UNSIGNED_INT_IMAGE_1D_ARRAY + +, uimage2D = GL_UNSIGNED_INT_IMAGE_2D +, uimage2DRect = GL_UNSIGNED_INT_IMAGE_2D_RECT +, uimage2DArray = GL_UNSIGNED_INT_IMAGE_2D_ARRAY +, uimage2DMS = GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE +, uimage2DMSArray = GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY + +, uimageCube = GL_UNSIGNED_INT_IMAGE_CUBE +, uimageCubeArray = GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY + +, uimage3D = GL_UNSIGNED_INT_IMAGE_3D + + +// atomic -------------------------------------------------------------------------------------------------------------- + +, atomic_uint = GL_UNSIGNED_INT_ATOMIC_COUNTER +}; + + +// Buffer Definition --------------------------------------------------------------------------------------------------- + +class shader +{ +// Typedefs ============================================================================================================ + +public: + struct uniform + { + public: + uniform() : shader_(0), name_(""), type_(int8), location_(-1) { } + uniform(const std::string& str) : shader_(0), name_(str), type_(int8), location_(-1) { } + uniform(shader& shader, const std::string& name, enum_t type); + uniform(const uniform& u) : shader_(u.shader_), name_(u.name_), type_(u.type_), location_(u.location_) { } + ~uniform() = default; + + template + inline uniform& operator=(T v) { assert(false); return *this; } + + const std::string& name() const { return name_; } + enum_t type() const { return type_; } + index_t location() const { return location_; } + + private: + handle_t shader_; + std::string name_; + enum_t type_; + index_t location_; + }; + + // OpenGL Built Ins + static constexpr char gl_NumWorkGroups[] = "gl_NumWorkGroups"; + static constexpr char gl_WorkGroupID[] = "gl_WorkGroupID"; + static constexpr char gl_LocalInvocationID[] = "gl_LocalInvocationID"; + static constexpr char gl_GlobalInvocationID[] = "gl_GlobalInvocationID"; + static constexpr char gl_LocalInvocationIndex[] = "gl_LocalInvocationIndex"; + + // GLW Built Ins + static constexpr char glw_RequestedInvocations[] = "glw_RequestedInvocations"; + static inline const std::string built_ins_compute = std::format("uniform ivec3 {};", glw_RequestedInvocations); + +private: + using uniform_map = std::unordered_map; + + +// Functions =========================================================================================================== + +public: + + shader(); + ~shader(); + + bool attach_source(enum_t type, size_t count, const char** source, const size_t* lengths); + bool attach_source(enum_t type, const std::vector& source); + bool link(); + + void bind() const; + + void dispatch(int x = 1, int y = 1, int z = 1); + + uniform operator[](const std::string& str); + + const std::string& get_error_string() const { return error_; } + + inline static std::string group_size(int x, int y, int z) + { return std::format("layout (local_size_x = {}, local_size_y = {}, local_size_z = {}) in;", x, y, z); } + +private: + handle_t handle_; + std::string error_; + int work_group_size_[3]; + bool pass_requested_invocations_; + uniform_map uniforms_; +}; + + + + + +// ===================================================================================================================== +// Implementation +// ===================================================================================================================== + + +// uniform ------------------------------------------------------------------------------------------------------------- + +inline shader::uniform::uniform(shader& shader, const std::string& name, enum_t type) + : shader_(shader.handle_) + , name_(name) + , type_(type) + , location_(0) +{ + location_ = glGetUniformLocation(shader_, name_.c_str()); +} + +#define validate(handle, type) if(handle == 0) return *this; assert(type_ == type); + +template<> inline shader::uniform& shader::uniform::operator=(bool v) { validate(shader_, uniform_type::b); glProgramUniform1i(shader_, location_, v); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::bvec2 v) { validate(shader_, uniform_type::bvec2); glProgramUniform2i(shader_, location_, v.x, v.y); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::bvec3 v) { validate(shader_, uniform_type::bvec3); glProgramUniform3i(shader_, location_, v.x, v.y, v.z); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::bvec4 v) { validate(shader_, uniform_type::bvec4); glProgramUniform4i(shader_, location_, v.x, v.y, v.z, v.w); return *this; } + +template<> inline shader::uniform& shader::uniform::operator=(int v) { validate(shader_, uniform_type::i); glProgramUniform1i(shader_, location_, v); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::ivec2 v) { validate(shader_, uniform_type::ivec2); glProgramUniform2i(shader_, location_, v.x, v.y); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::ivec3 v) { validate(shader_, uniform_type::ivec3); glProgramUniform3i(shader_, location_, v.x, v.y, v.z); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::ivec4 v) { validate(shader_, uniform_type::ivec4); glProgramUniform4i(shader_, location_, v.x, v.y, v.z, v.w); return *this; } + +template<> inline shader::uniform& shader::uniform::operator=(glm::uint v) { validate(shader_, uniform_type::u); glProgramUniform1ui(shader_, location_, v); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::uvec2 v) { validate(shader_, uniform_type::uvec2); glProgramUniform2ui(shader_, location_, v.x, v.y); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::uvec3 v) { validate(shader_, uniform_type::uvec3); glProgramUniform3ui(shader_, location_, v.x, v.y, v.z); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::uvec4 v) { validate(shader_, uniform_type::uvec4); glProgramUniform4ui(shader_, location_, v.x, v.y, v.z, v.w); return *this; } + +template<> inline shader::uniform& shader::uniform::operator=(float v) { validate(shader_, uniform_type::f); glProgramUniform1f(shader_, location_, v); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::vec2 v) { validate(shader_, uniform_type::vec2); glProgramUniform2f(shader_, location_, v.x, v.y); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::vec3 v) { validate(shader_, uniform_type::vec3); glProgramUniform3f(shader_, location_, v.x, v.y, v.z); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::vec4 v) { validate(shader_, uniform_type::vec4); glProgramUniform4f(shader_, location_, v.x, v.y, v.z, v.w); return *this; } + +template<> inline shader::uniform& shader::uniform::operator=(double v) { validate(shader_, uniform_type::d); glProgramUniform1d(shader_, location_, v); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::dvec2 v) { validate(shader_, uniform_type::dvec2); glProgramUniform2d(shader_, location_, v.x, v.y); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::dvec3 v) { validate(shader_, uniform_type::dvec3); glProgramUniform3d(shader_, location_, v.x, v.y, v.z); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::dvec4 v) { validate(shader_, uniform_type::dvec4); glProgramUniform4d(shader_, location_, v.x, v.y, v.z, v.w); return *this; } + +template<> inline shader::uniform& shader::uniform::operator= (glm::mat2 v) { validate(shader_, uniform_type::mat2); glProgramUniformMatrix2fv (shader_, location_, 1, GL_FALSE, &v[0][0]); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::mat2x3 v) { validate(shader_, uniform_type::mat2x3); glProgramUniformMatrix2x3fv(shader_, location_, 1, GL_FALSE, &v[0][0]); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::mat2x4 v) { validate(shader_, uniform_type::mat2x4); glProgramUniformMatrix2x4fv(shader_, location_, 1, GL_FALSE, &v[0][0]); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::mat3x2 v) { validate(shader_, uniform_type::mat3x2); glProgramUniformMatrix3x2fv(shader_, location_, 1, GL_FALSE, &v[0][0]); return *this; } +template<> inline shader::uniform& shader::uniform::operator= (glm::mat3 v) { validate(shader_, uniform_type::mat3); glProgramUniformMatrix3fv (shader_, location_, 1, GL_FALSE, &v[0][0]); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::mat3x4 v) { validate(shader_, uniform_type::mat3x4); glProgramUniformMatrix3x4fv(shader_, location_, 1, GL_FALSE, &v[0][0]); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::mat4x2 v) { validate(shader_, uniform_type::mat4x2); glProgramUniformMatrix4x2fv(shader_, location_, 1, GL_FALSE, &v[0][0]); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::mat4x3 v) { validate(shader_, uniform_type::mat4x3); glProgramUniformMatrix4x3fv(shader_, location_, 1, GL_FALSE, &v[0][0]); return *this; } +template<> inline shader::uniform& shader::uniform::operator= (glm::mat4 v) { validate(shader_, uniform_type::mat4); glProgramUniformMatrix4fv (shader_, location_, 1, GL_FALSE, &v[0][0]); return *this; } + +template<> inline shader::uniform& shader::uniform::operator= (glm::dmat2 v) { validate(shader_, uniform_type::dmat2); glProgramUniformMatrix2dv (shader_, location_, 1, GL_FALSE, &v[0][0]); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::dmat2x3 v) { validate(shader_, uniform_type::dmat2x3); glProgramUniformMatrix2x3dv(shader_, location_, 1, GL_FALSE, &v[0][0]); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::dmat2x4 v) { validate(shader_, uniform_type::dmat2x4); glProgramUniformMatrix2x4dv(shader_, location_, 1, GL_FALSE, &v[0][0]); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::dmat3x2 v) { validate(shader_, uniform_type::dmat3x2); glProgramUniformMatrix3x2dv(shader_, location_, 1, GL_FALSE, &v[0][0]); return *this; } +template<> inline shader::uniform& shader::uniform::operator= (glm::dmat3 v) { validate(shader_, uniform_type::dmat3); glProgramUniformMatrix3dv (shader_, location_, 1, GL_FALSE, &v[0][0]); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::dmat3x4 v) { validate(shader_, uniform_type::dmat3x4); glProgramUniformMatrix3x4dv(shader_, location_, 1, GL_FALSE, &v[0][0]); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::dmat4x2 v) { validate(shader_, uniform_type::dmat4x2); glProgramUniformMatrix4x2dv(shader_, location_, 1, GL_FALSE, &v[0][0]); return *this; } +template<> inline shader::uniform& shader::uniform::operator=(glm::dmat4x3 v) { validate(shader_, uniform_type::dmat4x3); glProgramUniformMatrix4x3dv(shader_, location_, 1, GL_FALSE, &v[0][0]); return *this; } +template<> inline shader::uniform& shader::uniform::operator= (glm::dmat4 v) { validate(shader_, uniform_type::dmat4); glProgramUniformMatrix4dv (shader_, location_, 1, GL_FALSE, &v[0][0]); return *this; } + + +// shader -------------------------------------------------------------------------------------------------------------- + +inline shader::shader() + : handle_(glCreateProgram()) + , work_group_size_{ 1 } + , pass_requested_invocations_(false) +{ + +} + +inline shader::~shader() +{ + glDeleteProgram(handle_); +} + +inline bool shader::attach_source(enum_t type, size_t count, const char** source, const size_t* lengths) +{ + handle_t shader = glCreateShader(type); + glShaderSource(shader, count, source, lengths); + glCompileShader(shader); + + int result; glGetShaderiv(shader, GL_COMPILE_STATUS, &result); + + if(result) glAttachShader(handle_, shader); + else + { + int res; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &res); + error_.resize(res); + glGetShaderInfoLog(shader, res, &res, error_.data()); + } + + glDeleteShader(shader); + + return result; +} + +inline bool shader::attach_source(enum_t type, const std::vector& source) +{ + std::vector src; src.reserve(source.size()); + std::vector len; len.reserve(source.size()); + + for(const std::string& str : source) + { + src.push_back(str.c_str()); + len.push_back(static_cast(str.length())); + } + + return attach_source(type, static_cast(source.size()), src.data(), len.data()); +} + +inline bool shader::link() +{ + glLinkProgram(handle_); + + int result; glGetProgramiv(handle_, GL_LINK_STATUS, &result); + + if(!result) + { + int res; glGetProgramiv(handle_, GL_INFO_LOG_LENGTH, &res); + error_.resize(res); + glGetProgramInfoLog(handle_, res, &res, error_.data()); + + return false; + } + + glGetProgramiv(handle_, GL_ACTIVE_UNIFORM_MAX_LENGTH, &result); + std::string buffer(result + 1, '\0'); + size_t max_length = static_cast(buffer.capacity()); + char* str = buffer.data(); + glGetProgramiv(handle_, GL_ACTIVE_UNIFORMS, &result); + + for(int i = 0; i < result; ++i) + { + enum_t type; size_t length, size; + glGetActiveUniform(handle_, i, max_length, &length, &size, &type, str); + std::string res = buffer.substr(0, length).c_str(); + uniforms_[res] = uniform(*this, res, type); + + const bool len = length == sizeof(glw_RequestedInvocations) - 1; + const bool cmp = (strncmp(buffer.c_str(), glw_RequestedInvocations, length) == 0); + pass_requested_invocations_ |= (len && cmp); + } + + glGetProgramiv(handle_, GL_COMPUTE_WORK_GROUP_SIZE, work_group_size_); + + return true; +} + +inline void shader::bind() const +{ + glUseProgram(handle_); +} + +inline void shader::dispatch(int x, int y, int z) +{ + int num_groups_x = ceil_div(x, work_group_size_[0]); + int num_groups_y = ceil_div(y, work_group_size_[1]); + int num_groups_z = ceil_div(z, work_group_size_[2]); + + bind(); + + if(pass_requested_invocations_) + this->operator[](glw_RequestedInvocations) = glm::ivec3(x, y, z); + + glDispatchCompute(num_groups_x, num_groups_y, num_groups_z); +} + +inline shader::uniform shader::operator[](const std::string &str) +{ + auto it = uniforms_.find(str); + + if(it != uniforms_.end()) + return it->second; + + return uniform(); +} + +} + + +#endif //SHADER_H diff --git a/texture.h b/texture.h new file mode 100755 index 0000000..5d6a936 --- /dev/null +++ b/texture.h @@ -0,0 +1,654 @@ +// ===================================================================================================================== +// glw, an open-source library that wraps OpenGL structures into classes. +// Copyright (C) 2024 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 . +// ===================================================================================================================== + +#ifndef GLW_TEXTURE_H +#define GLW_TEXTURE_H + +#include +#include + +#include "common.h" + +#include +#include +#include + +#include + +namespace ocu = open_cpp_utils; + +namespace glw +{ + +// ===================================================================================================================== +// Definitions +// ===================================================================================================================== + + +using swizzle_t = glm::vec<4, enum_t>; +using wrapping_t = glm::vec<3, enum_t>; + +// Enums --------------------------------------------------------------------------------------------------------------- + +enum texture_type : enum_t +{ + texture1D = GL_TEXTURE_1D +, texture1DArray = GL_TEXTURE_1D_ARRAY + +, texture2D = GL_TEXTURE_2D +, textureRect = GL_TEXTURE_RECTANGLE +, texture2DArray = GL_TEXTURE_2D_ARRAY +, texture2DMS = GL_TEXTURE_2D_MULTISAMPLE +, texture2DMSArray = GL_TEXTURE_2D_MULTISAMPLE_ARRAY + +, textureCubemap = GL_TEXTURE_CUBE_MAP +, textureCubemapArray = GL_TEXTURE_CUBE_MAP_ARRAY + +, texture3D = GL_TEXTURE_3D +}; + +enum texture_param : enum_t +{ + depth_stencil_mode = GL_DEPTH_STENCIL_TEXTURE_MODE + +, base_mip_level = GL_TEXTURE_BASE_LEVEL +, max_mip_level = GL_TEXTURE_MAX_LEVEL + +, compare_mode = GL_TEXTURE_COMPARE_MODE +, compare_func = GL_TEXTURE_COMPARE_FUNC + +, lod_min = GL_TEXTURE_MIN_LOD +, lod_max = GL_TEXTURE_MAX_LOD +, lod_bias = GL_TEXTURE_LOD_BIAS + +, min_filter = GL_TEXTURE_MIN_FILTER +, mag_filter = GL_TEXTURE_MAG_FILTER + +, swizzle = GL_TEXTURE_SWIZZLE_RGBA +, swizzle_r = GL_TEXTURE_SWIZZLE_R +, swizzle_g = GL_TEXTURE_SWIZZLE_G +, swizzle_b = GL_TEXTURE_SWIZZLE_B +, swizzle_a = GL_TEXTURE_SWIZZLE_A + +, wrap_s = GL_TEXTURE_WRAP_S +, wrap_t = GL_TEXTURE_WRAP_T +, wrap_r = GL_TEXTURE_WRAP_R +, border = GL_TEXTURE_BORDER_COLOR +}; + +enum filtering : enum_t +{ + nearest = GL_NEAREST +, linear = GL_LINEAR +, point = GL_NEAREST_MIPMAP_NEAREST +, bilinear = GL_LINEAR_MIPMAP_NEAREST +, trilinear = GL_LINEAR_MIPMAP_LINEAR +}; + +enum wrapping : enum_t +{ + clamp = GL_CLAMP_TO_EDGE +, clamp_to_border = GL_CLAMP_TO_BORDER +, mirrored = GL_MIRRORED_REPEAT +, repeate = GL_REPEAT +, mirrored_clamp = GL_MIRROR_CLAMP_TO_EDGE +}; + +enum swizzle : enum_t +{ + red = GL_TEXTURE_SWIZZLE_R +, green = GL_TEXTURE_SWIZZLE_G +, blue = GL_TEXTURE_SWIZZLE_B +, alpha = GL_TEXTURE_SWIZZLE_A +}; + + +template +class texture +{ +// Constants =========================================================================================================== + +public: + inline static constexpr enum_t type = T_; + inline static constexpr enum_t format = PF_; + + inline static constexpr struct type_traits + { + static constexpr enum_t type = T_; + static constexpr enum_t format = PF_; + static constexpr bool layered = contains_enum{}; + } traits {}; + + +// Functions =========================================================================================================== + +private: + void get_current_params_(); + +// Constructors -------------------------------------------------------------------------------------------------------- + +public: + texture(size_t size); + texture(glm::ivec2 size); + texture(glm::ivec2 size, size_t samples); + texture(glm::ivec3 size); + texture(glm::ivec3 size, size_t samples); + + texture(texture&& move); + + ~texture(); + + inline constexpr enum_t get_type() const { return type; } + inline constexpr enum_t get_format() const { return format; } + +// Handle -------------------------------------------------------------------------------------------------------------- + + /** + * \brief ONLY USE THIS IF YOU KNOW WHAT YOU ARE DOING + * \return The OpenGL name for the texture + */ + handle_t handle() { return handle_; } + + +// Capacity ------------------------------------------------------------------------------------------------------------ + + size_t size() const requires(contains_enum::value) { return size_.x; } + glm::ivec2 size() const requires(contains_enum::value) { return size_; } + glm::ivec3 size() const requires(contains_enum::value) { return size_; } + + void resize(size_t size); + void resize(glm::ivec2 size); + void resize(glm::ivec2 size, size_t samples); + void resize(glm::ivec3 size); + void resize(glm::ivec3 size, size_t samples); + + size_t num_samples() const { return samples_; } + +// Modifiers ----------------------------------------------------------------------------------------------------------- + + void upload(const void* pixels, size_t size, index_t offset = 0, index_t level = 0, enum_t layout = r_i, enum_t type = uint8) + requires(contains_enum::value) + { + glTextureSubImage1D(handle_, level, offset, size, layout, type, pixels); + glGenerateTextureMipmap(handle_); + } + + void upload(const void* pixels, glm::ivec2 size, glm::ivec2 offset = glm::ivec2(0), index_t level = 0, enum_t layout = r_i, enum_t type = uint8) + requires(contains_enum::value) + { + glTextureSubImage2D(handle_, level, offset.x, offset.y, size.x, size.y, layout, type, pixels); + } + + void upload(const void* pixels, glm::ivec3 size, glm::ivec3 offset = glm::ivec3(0), index_t level = 0, enum_t layout = r_i, enum_t type = uint8) + requires(contains_enum::value) + { + glTextureSubImage3D(handle_, level, offset.x, offset.y, offset.x, size.x, size.y, size.z, layout, type, pixels); + } + + void clear(size_t size = -1, index_t offset = 0, index_t level = 0, const void* data = nullptr, enum_t layout = r_i, enum_t type = uint8) + { + static_assert(contains_enum::value); + + size = size < 0 ? size_.x - offset : size; + glClearTexSubImage(handle_, level, offset, 0, 0, size, 1, 1, layout, type, data); + } + + void clear(glm::ivec2 size = glm::ivec2(-1), glm::ivec2 offset = glm::ivec2(0), index_t level = 0, const void* data = nullptr, enum_t layout = r_i, enum_t type = uint8) + { + static_assert(contains_enum::value); + + size.x = size.x < 0 ? size_.x - offset.x : size.x; + size.y = size.y < 0 ? size_.y - offset.y : size.y; + glClearTexSubImage(handle_, level, offset.x, offset.y, 0, size.x, size.y, 1, layout, type, data); + } + + void clear(glm::ivec3 size = glm::ivec3(-1), glm::ivec3 offset = glm::ivec3(0), index_t level = 0, const void* data = nullptr, enum_t layout = r_i, enum_t type = uint8) + { + static_assert(contains_enum::value); + size.x = size.x < 0 ? size_.x - offset.x : size.x; + size.y = size.y < 0 ? size_.y - offset.y : size.y; + size.z = size.z < 0 ? size_.z - offset.z : size.z; + glClearTexSubImage(handle_, level, offset.x, offset.y, offset.z, size.x, size.y, size.z, layout, type, data); + } + + template + void copy(const texture& src, size_t size = -1, + offset_t src_offset = 0, index_t src_level = 0, + offset_t dst_offset = 0, index_t dst_level = 0) + { + using otexture = texture; + static_assert(contains_enum::value && type == otexture::type); + size = size < 0 ? src.size_.x - src_offset : size; + + glCopyImageSubData( + src.handle_, otexture::type, src_level, src_offset, 0, 0, + handle_, type, dst_level, dst_offset, 0, 0, + size, 0, 0 + ); + } + + template + void copy(const texture& src, glm::ivec2 size = glm::ivec2(-1), + glm::ivec2 src_offset = glm::ivec2(0), index_t src_level = 0, + glm::ivec2 dst_offset = glm::ivec2(0), index_t dst_level = 0) + { + using otexture = texture; + static_assert(contains_enum::value && type == otexture::type); + size.x = size.x < 0 ? src.size_.x - src_offset.x : size.x; + size.y = size.y < 0 ? src.size_.y - src_offset.y : size.y; + + glCopyImageSubData( + src.handle_, otexture::type, src_level, src_offset.x, src_offset.y, 0, + handle_, type, dst_level, dst_offset.x, dst_offset.y, 0, + size.x, size.y, 0 + ); + } + + template + void copy(const texture& src, glm::ivec3 size = glm::ivec3(-1), + glm::ivec3 src_offset = glm::ivec3(0), index_t src_level = 0, + glm::ivec3 dst_offset = glm::ivec3(0), index_t dst_level = 0) + { + using otexture = texture; + static_assert(contains_enum::value && type == otexture::type); + size.x = size.x < 0 ? src.size_.x - src_offset.x : size.x; + size.y = size.y < 0 ? src.size_.y - src_offset.y : size.y; + size.z = size.z < 0 ? src.size_.z - src_offset.z : size.z; + + glCopyImageSubData( + src.handle_, otexture::type, src_level, src_offset.x, src_offset.y, src_offset.z, + handle_, type, dst_level, dst_offset.x, dst_offset.y, dst_offset.z, + size.x, size.y, size.z + ); + } + + +// Binding ------------------------------------------------------------------------------------------------------------- + + void bind(location_t loc) + { + glActiveTexture(GL_TEXTURE0 + loc); + glBindTexture(type, handle_); + } + + void bind_image(location_t loc, enum_t access) + { + glBindImageTexture(loc, handle_, 0, traits.layered, 0, access, format); + } + + void bind_image(location_t loc, index_t level, bool layered, index_t layer, enum_t access, enum_t format) + { + glBindImageTexture(loc, handle_, level, layered, layer, access, format); + } + + +// Depth / Stencil ----------------------------------------------------------------------------------------------------- + + void set_ds_mode(enum_t mode) { glTextureParameteri(handle_, GL_DEPTH_STENCIL_TEXTURE_MODE, depth_stencil_mode_ = mode); } + enum_t get_ds_mode() const { return depth_stencil_mode_; } + + void set_compare_mode(enum_t mode) { glTextureParameteri(handle_, GL_TEXTURE_COMPARE_MODE, compare_mode_ = mode); } + enum_t get_compare_mode() const { return compare_mode_; } + + void set_compare_func(enum_t func) { glTextureParameteri(handle_, GL_TEXTURE_COMPARE_FUNC, compare_func_ = func); } + enum_t get_compare_func() const { return compare_func_; } + + void set_comparison(enum_t mode, enum_t func) { set_compare_mode(mode); set_compare_func(func); } + + +// Mip Mapping --------------------------------------------------------------------------------------------------------- + + // TODO: Fix bug from optimization in resize, might be better to make a "rebuild" function + void set_num_mip_levels(size_t value) + requires(contains_enum::value) + { mip_levels_ = value; resize(size_.x); } + + void set_num_mip_levels(size_t value) + requires(contains_enum::value) + { mip_levels_ = value; resize(size_.x, size_.y); } + + void set_num_mip_levels(size_t value) + requires(contains_enum::value) + { mip_levels_ = value; resize(size_.x, size_.y, size_.z); } + + size_t get_num_mip_levels() const { return mip_levels_; } + + void set_base_mip_level(size_t value) { glTextureParameteri(handle_, GL_TEXTURE_BASE_LEVEL, base_mip_level_ = value); } + size_t get_base_mip_level() const { return base_mip_level_; } + + void set_max_mip_level(size_t value) { glTextureParameteri(handle_, GL_TEXTURE_MAX_LEVEL, max_mip_level_ = value); } + size_t get_max_mip_level() const { return max_mip_level_; } + + void set_lod_min(float value) { glTextureParameterf(handle_, GL_TEXTURE_MIN_LOD, lod_min_ = value); } + float get_lod_min() const { return lod_min_; } + + void set_lod_max(float value) { glTextureParameterf(handle_, GL_TEXTURE_MAX_LOD, lod_max_ = value); } + float get_lod_max() const { return lod_max_; } + + void set_lod_range(float min, float max) { set_lod_min(min); set_lod_max(max); } + + void set_lod_bias(float value) { glTextureParameterf(handle_, GL_TEXTURE_LOD_BIAS, lod_bias_ = value); } + float get_lod_bias() const { return lod_bias_; } + + void generate_mipmaps() { glGenerateTextureMipmap(handle_); } + + +// Filtering ----------------------------------------------------------------------------------------------------------- + + void set_min_filter(enum_t value) { glTextureParameteri(handle_, GL_TEXTURE_MIN_FILTER, min_filter_ = value); } + enum_t get_min_filter() const { return min_filter_; } + + void set_mag_filter(enum_t value) { glTextureParameteri(handle_, GL_TEXTURE_MAG_FILTER, mag_filter_ = value); } + enum_t get_mag_filter() const { return mag_filter_; } + + +// Swizzling ----------------------------------------------------------------------------------------------------------- + + void set_swizzle_r(enum_t swizzle) { glTextureParameteri(handle_, GL_TEXTURE_SWIZZLE_R, swizzle_.r = swizzle); } + enum_t get_swizzle_r() const { return swizzle_.r; } + + void set_swizzle_g(enum_t swizzle) { glTextureParameteri(handle_, GL_TEXTURE_SWIZZLE_G, swizzle_.g = swizzle); } + enum_t get_swizzle_g() const { return swizzle_.g; } + + void set_swizzle_b(enum_t swizzle) { glTextureParameteri(handle_, GL_TEXTURE_SWIZZLE_B, swizzle_.b = swizzle); } + enum_t get_swizzle_b() const { return swizzle_.b; } + + void set_swizzle_a(enum_t swizzle) { glTextureParameteri(handle_, GL_TEXTURE_SWIZZLE_A, swizzle_.a = swizzle); } + enum_t get_swizzle_a() const { return swizzle_.a; } + + void set_swizzle(const swizzle_t& swizzle) { glTextureParameterIuiv(handle_, GL_TEXTURE_SWIZZLE_RGBA, &(swizzle_ = swizzle).x); } + const swizzle_t& get_swizzle() const { return swizzle_; } + + +// Wrapping ------------------------------------------------------------------------------------------------------------ + + void set_wrapping_s(enum_t value) { glTextureParameteri(handle_, GL_TEXTURE_WRAP_S, wrapping_.x = value); } + enum_t get_wrapping_s() const { return wrapping_.x; } + + void set_wrapping_t(enum_t value) { glTextureParameteri(handle_, GL_TEXTURE_WRAP_T, wrapping_.y = value); } + enum_t get_wrapping_t() const { return wrapping_.y; } + + void set_wrapping_r(enum_t value) { glTextureParameteri(handle_, GL_TEXTURE_WRAP_R, wrapping_.z = value); } + enum_t get_wrapping_r() const { return wrapping_.z; } + + void set_wrapping(const wrapping_t& value) + { + glTextureParameteri(handle_, GL_TEXTURE_WRAP_S, wrapping_.x = value.x); + glTextureParameteri(handle_, GL_TEXTURE_WRAP_T, wrapping_.y = value.y); + glTextureParameteri(handle_, GL_TEXTURE_WRAP_R, wrapping_.z = value.z); + } + + const wrapping_t& get_wrapping() const { return wrapping_; } + + void set_border_color(const glm::vec4& value) { glTextureParameterfv(handle_, GL_TEXTURE_BORDER_COLOR, &(border_color_ = value).x); } + const glm::vec4& get_border_color() const { return border_color_; } + +// Variables =========================================================================================================== + +private: + handle_t handle_; + glm::ivec3 size_; + size_t samples_, mip_levels_; + + enum_t depth_stencil_mode_; + size_t base_mip_level_, max_mip_level_; + glm::vec4 border_color_; + enum_t compare_mode_, compare_func_; + float lod_min_, lod_max_, lod_bias_; + enum_t min_filter_, mag_filter_; + swizzle_t swizzle_; + wrapping_t wrapping_; +}; + +template +void texture::get_current_params_() +{ + glGetTextureParameterIuiv(handle_, GL_DEPTH_STENCIL_TEXTURE_MODE, &depth_stencil_mode_); + glGetTextureParameteriv(handle_, GL_TEXTURE_BASE_LEVEL, &base_mip_level_); + glGetTextureParameteriv(handle_, GL_TEXTURE_MAX_LEVEL, &max_mip_level_); + + glGetTextureParameterfv(handle_, GL_TEXTURE_BORDER_COLOR, &border_color_.x); + + glGetTextureParameterIuiv(handle_, GL_TEXTURE_COMPARE_MODE, &compare_mode_); + glGetTextureParameterIuiv(handle_, GL_TEXTURE_COMPARE_FUNC, &compare_func_); + + glGetTextureParameterfv(handle_, GL_TEXTURE_MIN_LOD, &lod_min_); + glGetTextureParameterfv(handle_, GL_TEXTURE_MAX_LOD, &lod_max_); + glGetTextureParameterfv(handle_, GL_TEXTURE_LOD_BIAS, &lod_bias_); + + glGetTextureParameterIuiv(handle_, GL_TEXTURE_MIN_FILTER, &min_filter_); + glGetTextureParameterIuiv(handle_, GL_TEXTURE_MAG_FILTER, &mag_filter_); + + glGetTextureParameterIuiv(handle_, GL_TEXTURE_SWIZZLE_RGBA, &swizzle_.x); + glGetTextureParameterIuiv(handle_, GL_TEXTURE_WRAP_S, &wrapping_.x); + glGetTextureParameterIuiv(handle_, GL_TEXTURE_WRAP_T, &wrapping_.y); + glGetTextureParameterIuiv(handle_, GL_TEXTURE_WRAP_R, &wrapping_.z); +} + +template +texture::texture(size_t size) + : handle_(NULL) + , size_(size, size, size) + , samples_(1), mip_levels_(0) + , depth_stencil_mode_() + , base_mip_level_(), max_mip_level_() + , border_color_() + , compare_mode_(), compare_func_() + , lod_min_(), lod_max_(), lod_bias_() + , min_filter_(), mag_filter_() + , swizzle_(), wrapping_() +{ + static_assert(contains_enum::value); + + mip_levels_ = static_cast(glm::log2(static_cast(size))); + mip_levels_ = std::max(mip_levels_ - 6, 1); + + glCreateTextures(type, 1, &handle_); + glTextureStorage1D(handle_, mip_levels_, format, size); + + get_current_params_(); +} + +template +texture::texture(glm::ivec2 size) + : handle_(NULL) + , size_(size, 1) + , samples_(1), mip_levels_(0) + , depth_stencil_mode_() + , base_mip_level_(), max_mip_level_() + , border_color_() + , compare_mode_(), compare_func_() + , lod_min_(), lod_max_(), lod_bias_() + , min_filter_(), mag_filter_() + , swizzle_(), wrapping_() +{ + static_assert(contains_enum::value); + + mip_levels_ = static_cast(glm::log2(static_cast(min(size.x, size.y)))); + mip_levels_ = std::max(mip_levels_ - 6, 1); + + glCreateTextures(type, 1, &handle_); + glTextureStorage2D(handle_, mip_levels_, format, size.x, size.y); + + get_current_params_(); +} + +template +texture::texture(glm::ivec2 size, size_t samples) + : handle_(NULL) + , size_(size, 1) + , samples_(samples), mip_levels_(0) + , depth_stencil_mode_() + , base_mip_level_(), max_mip_level_() + , border_color_() + , compare_mode_(), compare_func_() + , lod_min_(), lod_max_(), lod_bias_() + , min_filter_(), mag_filter_() + , swizzle_(), wrapping_() +{ + static_assert(contains_enum::value); + + glCreateTextures(type, 1, &handle_); + glTextureStorage2DMultisample(handle_, samples, format, size.x, size.y, true); + + get_current_params_(); +} + +template +texture::texture(glm::ivec3 size) + : handle_(NULL) + , size_(size) + , samples_(1), mip_levels_(0) + , depth_stencil_mode_() + , base_mip_level_(), max_mip_level_() + , border_color_() + , compare_mode_(), compare_func_() + , lod_min_(), lod_max_(), lod_bias_() + , min_filter_(), mag_filter_() + , swizzle_(), wrapping_() +{ + static_assert(contains_enum::value); + + mip_levels_ = static_cast(glm::log2(static_cast(min(size.x, size.y, size.z)))); + mip_levels_ = std::max(mip_levels_ - 6, 1); + + glCreateTextures(type, 1, &handle_); + glTextureStorage3D(handle_, mip_levels_, format, size.x, size.y, size.z); + + get_current_params_(); +} + +template +texture::texture(glm::ivec3 size, size_t samples) + : handle_(NULL) + , size_(size) + , samples_(samples), mip_levels_(0) + , depth_stencil_mode_() + , base_mip_level_(), max_mip_level_() + , border_color_() + , compare_mode_(), compare_func_() + , lod_min_(), lod_max_(), lod_bias_() + , min_filter_(), mag_filter_() + , swizzle_(), wrapping_() +{ + static_assert(contains_enum::value); + + glCreateTextures(type, 1, &handle_); + glTextureStorage3DMultisample(handle_, samples, format, size.x, size.y, size.z, true); + + get_current_params_(); +} + +template +texture::texture(texture&& move) + : handle_(move.handle_) + , size_(move.size_) + , samples_(move.samples_) + , mip_levels_(move.mip_levels_) + , depth_stencil_mode_(move.depth_stencil_mode_) + , base_mip_level_(move.base_mip_level_) + , max_mip_level_(move.max_mip_level_) + , border_color_(move.border_color_) + , compare_mode_(move.compare_mode_) + , compare_func_(move.compare_func_) + , lod_min_(move.lod_min_) + , lod_max_(move.lod_max_) + , lod_bias_(move.lod_bias_) + , min_filter_(move.min_filter_) + , mag_filter_(move.mag_filter_) + , swizzle_(move.swizzle_) + , wrapping_(move.wrapping_) + +{ + move.handle_ = 0; +} + +template +texture::~texture() +{ + if(handle_) glDeleteTextures(1, &handle_); +} + +template +void texture::resize(size_t size) +{ + static_assert(contains_enum::value); + + if(size == size_.x) return; + + glDeleteTextures(1, &handle_); + glCreateTextures(type, 1, &handle_); + glTextureStorage1D(handle_, mip_levels_, format, size); + size_ = glm::ivec3(size, 1, 1); +} + +template +void texture::resize(glm::ivec2 size) +{ + static_assert(contains_enum::value); + + if(size.x == size_.x && size.y == size_.y) return; + + glDeleteTextures(1, &handle_); + glCreateTextures(type, 1, &handle_); + glTextureStorage2D(handle_, mip_levels_, format, size.x, size.y); + size_ = glm::ivec3(size, 1); +} + +template +void texture::resize(glm::ivec2 size, size_t samples) +{ + static_assert(contains_enum::value); + + if(size.x == size_.x && size.y == size_.y && samples == samples_) return; + + glDeleteTextures(1, &handle_); + glCreateTextures(type, 1, &handle_); + glTextureStorage2DMultisample(handle_, samples_ = samples, format, size.x, size.y, true); + size_ = glm::ivec3(size, 1); +} + +template +void texture::resize(glm::ivec3 size) +{ + static_assert(contains_enum::value); + + if(size.x == size_.x && size.y == size_.y && size.z == size_.z) return; + + glDeleteTextures(1, &handle_); + glCreateTextures(type, 1, &handle_); + glTextureStorage3D(handle_, mip_levels_, format, size.x, size.y, size.z); + size_ = glm::ivec3(size); +} + +template +void texture::resize(glm::ivec3 size, size_t samples) +{ + static_assert(contains_enum::value); + + if(size.x == size_.x && size.y == size_.y && size.z == size_.z && samples == samples_) return; + + glDeleteTextures(1, &handle_); + glCreateTextures(type, 1, &handle_); + glTextureStorage3DMultisample(handle_, samples_ = samples, format, size.x, size.y, size.z, true); + size_ = glm::ivec3(size); +} + +} + +#endif // GLW_TEXTURE_H diff --git a/texture_array.h b/texture_array.h new file mode 100755 index 0000000..69d491c --- /dev/null +++ b/texture_array.h @@ -0,0 +1,83 @@ +// ===================================================================================================================== +// glw, an open-source library that wraps OpenGL structures into classes. +// Copyright (C) 2024 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 . +// ===================================================================================================================== + +#ifndef GLW_TEXTURE_ARRAY_H +#define GLW_TEXTURE_ARRAY_H + +#include "common.h" +#include "texture.h" + +namespace glw +{ + +template +class texarray +{ +// Constants =========================================================================================================== + +public: + inline static constexpr enum_t type = T_; + inline static constexpr size_t length = sizeof...(Fs_); + +private: + using array_type = std::tuple...>; + + +// Functions =========================================================================================================== + + // Helpers + template void resize_(size_t size) { get().resize(size); if constexpr (I < length - 1) resize_(size); } + template void resize_(glm::ivec2 size) { get().resize(size); if constexpr (I < length - 1) resize_(size); } + template void resize_(glm::ivec2 size, size_t samples) { get().resize(size); if constexpr (I < length - 1) resize_(size, samples); } + template void resize_(glm::ivec3 size) { get().resize(size); if constexpr (I < length - 1) resize_(size); } + template void resize_(glm::ivec3 size, size_t samples) { get().resize(size); if constexpr (I < length - 1) resize_(size, samples); } + +public: + texarray(size_t size) : array_(texture{ size }...) { } + texarray(glm::ivec2 size) : array_(texture{ size }...) { } + texarray(glm::ivec2 size, size_t samples) : array_(texture{ size, samples }...) { } + texarray(glm::ivec3 size) : array_(texture{ size }...) { } + texarray(glm::ivec3 size, size_t samples) : array_(texture{ size, samples }...) { } + + void resize(size_t size) { resize_(size); } + void resize(glm::ivec2 size) { resize_(size); } + void resize(glm::ivec2 size, size_t samples) { resize_(size, samples); } + void resize(glm::ivec3 size) { resize_(size); } + void resize(glm::ivec3 size, size_t samples) { resize_(size, samples); } + + // Variables =========================================================================================================== + + template + constexpr std::tuple_element_t<_Index, array_type>& get() noexcept + { + return std::get<_Index>(array_); + } + + template + constexpr const std::tuple_element_t<_Index, array_type>& get() const noexcept + { + return std::get<_Index>(array_); + } + +private: + array_type array_; +}; + +} + +#endif //TEXTURE_ARRAY_H diff --git a/timer.h b/timer.h new file mode 100755 index 0000000..44a3631 --- /dev/null +++ b/timer.h @@ -0,0 +1,62 @@ +// ===================================================================================================================== +// glw, an open-source library that wraps OpenGL structures into classes. +// Copyright (C) 2024 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 . +// ===================================================================================================================== + +#ifndef GLW_TIMER_H +#define GLW_TIMER_H + +#include +#include "common.h" + +namespace glw +{ + +class timer +{ +private: + enum + { + begin = 0 + , end = 1 + }; + +public: + timer() : handles_{ 0 }, running_(false) { glCreateQueries(GL_TIMESTAMP, 2, handles_); } + timer(const timer&) = delete; + timer(timer&&) = default; + ~timer() { glDeleteQueries(2, handles_); } + + void start() { assert(not running_); glQueryCounter(handles_[begin], GL_TIMESTAMP); running_ = true; } + void stop() { assert(running_); glQueryCounter(handles_[end], GL_TIMESTAMP); running_ = false; } + int64_t poll() + { + assert(not running_); + int32_t available = false; + while(not available) glGetQueryObjectiv(handles_[end], GL_QUERY_RESULT_AVAILABLE, &available); + int64_t start; glGetQueryObjecti64v(handles_[begin], GL_QUERY_RESULT, &start); + int64_t stop; glGetQueryObjecti64v(handles_[end], GL_QUERY_RESULT, &stop); + return stop - start; + } + +private: + handle_t handles_[2]; + bool running_; +}; + +} + +#endif //TIMER_H diff --git a/vertex_descriptor.h b/vertex_descriptor.h new file mode 100755 index 0000000..7a93b07 --- /dev/null +++ b/vertex_descriptor.h @@ -0,0 +1,114 @@ +// ===================================================================================================================== +// glw, an open-source library that wraps OpenGL structures into classes. +// Copyright (C) 2024 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 . +// ===================================================================================================================== + +#ifndef GLW_VERTEX_DESCRIPTOR_H +#define GLW_VERTEX_DESCRIPTOR_H + +#include "common.h" + +#include + +namespace ocu = open_cpp_utils; + +namespace glw +{ + +// ===================================================================================================================== +// Definitions +// ===================================================================================================================== + +class vertex_descriptor +{ +// Functions =========================================================================================================== + +private: + struct attribute + { + size_t size; + enum_t type; + bool normalized; + index_t offset; + }; + + +// Functions =========================================================================================================== + +public: + vertex_descriptor(); + vertex_descriptor(const vertex_descriptor&); + vertex_descriptor(vertex_descriptor&&) = default; + ~vertex_descriptor(); + + void add_attribute(enum_t type, size_t size, bool normalized); + + void bind(); + +// Variables =========================================================================================================== + +private: + handle_t handle_; + ocu::dynarray attributes_; +}; + +inline vertex_descriptor::vertex_descriptor() + : handle_(NULL) +{ + glCreateVertexArrays(1, &handle_); +} + +inline vertex_descriptor::vertex_descriptor(const vertex_descriptor& other) + : handle_(NULL) +{ + glCreateVertexArrays(1, &handle_); + attributes_.reserve(other.attributes_.size()); + + for(const attribute& attrib : other.attributes_) + { + add_attribute(attrib.type, attrib.size, attrib.normalized); + } +} + +inline vertex_descriptor::~vertex_descriptor() +{ + glDeleteVertexArrays(1, &handle_); +} + +inline void vertex_descriptor::add_attribute(enum_t type, size_t size, bool normalized) +{ + index_t offset = 0; + + if(attributes_.empty() == false) + { + const attribute& prev = attributes_.back(); + offset = prev.offset + prev.size * size_of(prev.type); + } + + glEnableVertexArrayAttrib(handle_, attributes_.size()); + glVertexArrayAttribFormat(handle_, attributes_.size(), size, type, normalized, offset); + + attributes_.push_back(attribute(size, type, normalized, offset)); +} + +inline void vertex_descriptor::bind() +{ + glBindVertexArray(handle_); +} + +} + +#endif //VERTEX_DESCRIPTOR_H