/*
GameEngine and Editor
by John Ryland
Copyright (c) 2023
*/
////////////////////////////////////////////////////////////////////////////////////
// OpenGLRenderDevice
#include <stdio.h>
#include <stdlib.h>
#include <assert.h>
#include <memory.h>
#include <GL/glew.h>
#include "NkOpenGLRenderDevice.h"
#ifdef __APPLE__
#define NK_SHADER_VERSION "#version 150\n"
#else
#define NK_SHADER_VERSION "#version 300 es\n"
#endif
#define MAX_VERTEX_MEMORY 512 * 1024
#define MAX_ELEMENT_MEMORY 128 * 1024
#define MAX_TEXTURE_COUNT 64 // Change this as required
/* ===============================================================
*
* DEVICE
*
* ===============================================================*/
struct nk_glfw_vertex
{
float position[2];
float uv[2];
nk_byte col[4];
};
namespace GameEngine {
struct device
{
struct nk_buffer cmds; // temp buffer space for making list of commands in to
struct nk_draw_null_texture tex_null; // 1x1 white pixel for drawing shapes
GLuint vbo, vao, ebo;
GLuint prog;
GLuint vert_shdr;
GLuint frag_shdr;
GLint attrib_pos;
GLint attrib_uv;
GLint attrib_col;
GLint uniform_tex;
GLint uniform_proj;
// Keep track of uploaded textures so we can free them
uint8_t texCount;
GLuint tex[MAX_TEXTURE_COUNT];
};
static
void device_init(struct device *dev)
{
glewExperimental = 1;
if (glewInit() != GLEW_OK)
{
fprintf(stderr, "Failed to setup GLEW\n");
exit(1);
}
GLint status;
static const GLchar *vertex_shader =
NK_SHADER_VERSION
"uniform mat4 ProjMtx;\n"
"in vec2 Position;\n"
"in vec2 TexCoord;\n"
"in vec4 Color;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main() {\n"
" Frag_UV = TexCoord;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
"}\n";
static const GLchar *fragment_shader =
NK_SHADER_VERSION
"precision mediump float;\n"
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"out vec4 Out_Color;\n"
"void main(){\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
GLsizei vs = sizeof(struct nk_glfw_vertex);
size_t vp = offsetof(struct nk_glfw_vertex, position);
size_t vt = offsetof(struct nk_glfw_vertex, uv);
size_t vc = offsetof(struct nk_glfw_vertex, col);
nk_buffer_init_default(&dev->cmds);
dev->prog = glCreateProgram();
dev->vert_shdr = glCreateShader(GL_VERTEX_SHADER);
dev->frag_shdr = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(dev->vert_shdr, 1, &vertex_shader, 0);
glCompileShader(dev->vert_shdr);
glGetShaderiv(dev->vert_shdr, GL_COMPILE_STATUS, &status);
assert(status == GL_TRUE);
glShaderSource(dev->frag_shdr, 1, &fragment_shader, 0);
glCompileShader(dev->frag_shdr);
glGetShaderiv(dev->frag_shdr, GL_COMPILE_STATUS, &status);
assert(status == GL_TRUE);
glAttachShader(dev->prog, dev->vert_shdr);
glAttachShader(dev->prog, dev->frag_shdr);
glLinkProgram(dev->prog);
glGetProgramiv(dev->prog, GL_LINK_STATUS, &status);
assert(status == GL_TRUE);
dev->uniform_tex = glGetUniformLocation(dev->prog, "Texture");
dev->uniform_proj = glGetUniformLocation(dev->prog, "ProjMtx");
dev->attrib_pos = glGetAttribLocation(dev->prog, "Position");
dev->attrib_uv = glGetAttribLocation(dev->prog, "TexCoord");
dev->attrib_col = glGetAttribLocation(dev->prog, "Color");
/* buffer setup */
glGenBuffers(1, &dev->vbo);
glGenBuffers(1, &dev->ebo);
glGenVertexArrays(1, &dev->vao);
glBindVertexArray(dev->vao);
glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
glEnableVertexAttribArray((GLuint)dev->attrib_pos);
glEnableVertexAttribArray((GLuint)dev->attrib_uv);
glEnableVertexAttribArray((GLuint)dev->attrib_col);
glVertexAttribPointer((GLuint)dev->attrib_pos, 2, GL_FLOAT, GL_FALSE, vs, (void*)vp);
glVertexAttribPointer((GLuint)dev->attrib_uv, 2, GL_FLOAT, GL_FALSE, vs, (void*)vt);
glVertexAttribPointer((GLuint)dev->attrib_col, 4, GL_UNSIGNED_BYTE, GL_TRUE, vs, (void*)vc);
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glEnable(GL_TEXTURE_2D);
}
static
struct nk_image device_upload_texture(struct device *dev, const void *image, int width, int height, bool generateMips)
{
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
if (dev->texCount >= MAX_TEXTURE_COUNT)
{
printf("ERROR: uploaded too many textures.\n"
"Max configured is %i, reduce textures or update MAX_TEXTURE_COUNT and recompile.\n", MAX_TEXTURE_COUNT);
}
else
{
dev->tex[dev->texCount] = tex;
dev->texCount++;
}
if (generateMips)
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
if (generateMips)
{
glGenerateMipmap(GL_TEXTURE_2D);
}
return nk_image_id((int)tex);
}
static
void device_shutdown(struct device *dev)
{
glDetachShader(dev->prog, dev->vert_shdr);
glDetachShader(dev->prog, dev->frag_shdr);
glDeleteShader(dev->vert_shdr);
glDeleteShader(dev->frag_shdr);
glDeleteProgram(dev->prog);
//glDeleteTextures(1, &dev->font_tex);
glDeleteTextures(dev->texCount, dev->tex);
glDeleteBuffers(1, &dev->vbo);
glDeleteBuffers(1, &dev->ebo);
nk_buffer_free(&dev->cmds);
}
static
void device_draw(struct device *dev, struct nk_context *ctx, int width, int height, struct nk_vec2 scale)
{
const struct nk_draw_command *cmd;
void *vertices, *elements;
const nk_draw_index *offset = NULL;
struct nk_convert_config config;
static const struct nk_draw_vertex_layout_element vertex_layout[] = {
{NK_VERTEX_POSITION, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_glfw_vertex, position)},
{NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, NK_OFFSETOF(struct nk_glfw_vertex, uv)},
{NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, NK_OFFSETOF(struct nk_glfw_vertex, col)},
{NK_VERTEX_LAYOUT_END}
};
struct nk_buffer vbuf, ebuf;
GLfloat ortho[4][4] = {
{2.0f, 0.0f, 0.0f, 0.0f},
{0.0f,-2.0f, 0.0f, 0.0f},
{0.0f, 0.0f,-1.0f, 0.0f},
{-1.0f,1.0f, 0.0f, 1.0f},
};
ortho[0][0] /= (GLfloat)width;
ortho[1][1] /= (GLfloat)height;
/* setup global state */
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glActiveTexture(GL_TEXTURE0);
/* setup program */
glUseProgram(dev->prog);
glUniform1i(dev->uniform_tex, 0);
glUniformMatrix4fv(dev->uniform_proj, 1, GL_FALSE, &ortho[0][0]);
/* allocate vertex and element buffer */
glBindVertexArray(dev->vao);
glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
glBufferData(GL_ARRAY_BUFFER, MAX_VERTEX_MEMORY, NULL, GL_STREAM_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, MAX_ELEMENT_MEMORY, NULL, GL_STREAM_DRAW);
/* load draw vertices & elements directly into vertex + element buffer */
vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
elements = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
/* fill convert configuration */
memset(&config, 0, sizeof(config));
config.vertex_layout = vertex_layout;
config.vertex_size = sizeof(struct nk_glfw_vertex);
config.vertex_alignment = NK_ALIGNOF(struct nk_glfw_vertex);
config.tex_null = dev->tex_null;
config.circle_segment_count = 22;
config.curve_segment_count = 22;
config.arc_segment_count = 22;
config.global_alpha = 1.0f;
config.shape_AA = NK_ANTI_ALIASING_ON;
config.line_AA = NK_ANTI_ALIASING_ON;
/* setup buffers to load vertices and elements */
nk_buffer_init_fixed(&vbuf, vertices, MAX_VERTEX_MEMORY);
nk_buffer_init_fixed(&ebuf, elements, MAX_ELEMENT_MEMORY);
/* convert from command queue into draw list */
nk_convert(ctx, &dev->cmds, &vbuf, &ebuf, &config);
glUnmapBuffer(GL_ARRAY_BUFFER);
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
/* iterate over and execute each draw command */
nk_draw_foreach(cmd, ctx, &dev->cmds)
{
if (!cmd->elem_count)
continue;
glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
glScissor(
(GLint)(cmd->clip_rect.x * scale.x),
(GLint)((height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h)) * scale.y),
(GLint)(cmd->clip_rect.w * scale.x),
(GLint)(cmd->clip_rect.h * scale.y));
glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count, GL_UNSIGNED_SHORT, offset);
offset += cmd->elem_count;
}
nk_clear(ctx);
nk_buffer_clear(&dev->cmds);
/* default OpenGL state */
glUseProgram(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
}
OpenGLRenderDevice::OpenGLRenderDevice()
: dev(new device)
{
device_init(dev);
}
// virtual
OpenGLRenderDevice::~OpenGLRenderDevice()
{
device_shutdown(dev);
delete dev;
}
/*
// virtual
void OpenGLRenderDevice::Create()
{
device_init(dev);
}
// virtual
void OpenGLRenderDevice::Destroy()
{
device_shutdown(dev);
}
*/
nk_draw_null_texture* OpenGLRenderDevice::NullTexture()
{
return &dev->tex_null;
}
// virtual
struct nk_image OpenGLRenderDevice::UploadTexture(Image& image, bool generateMips)
{
return device_upload_texture(dev, image.Data(), image.Width(), image.Height(), generateMips);
}
// virtual
void OpenGLRenderDevice::Prepare(int width, int height)
{
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
}
// virtual
void OpenGLRenderDevice::Draw(nk_context *ctx, int width, int height, struct nk_vec2 scale)
{
device_draw(dev, ctx, width, height, scale);
}
// virtual
void OpenGLRenderDevice::Present()
{
}
} // GameEngine namespace