OpenGL rendering hooked up. Better platform layer abstraction

This commit is contained in:
Matt Thorson
2020-08-16 22:00:13 -07:00
parent 5d62a86947
commit 1c084b55f9
21 changed files with 669 additions and 450 deletions

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@ -1,110 +1,20 @@
using System.Collections;
using System;
namespace Strawberry
{
public class Batcher
public abstract class Batcher
{
static public int VertexSize => sizeof(Vertex);
public abstract void Draw();
private List<Batch> batchStack = new List<Batch>() ~ DeleteContainerAndItems!(_);
private Batch top => batchStack.Count > 0 ? batchStack[batchStack.Count - 1] : null;
protected abstract void PushQuad(Vertex a, Vertex b, Vertex c, Vertex d);
protected abstract void PushTri(Vertex a, Vertex b, Vertex c);
private List<Vertex> vertices = new .() ~ delete _;
private List<uint32> indices = new .() ~ delete _;
private uint32 vaoID;
private uint32 vertexBufferID;
private uint32 indexBufferID;
public this()
public void Rect(float x, float y, float w, float h, Color color)
{
GL.glGenVertexArrays(1, &vaoID);
GL.glBindVertexArray(vaoID);
GL.glGenBuffers(1, &vertexBufferID);
GL.glGenBuffers(1, &indexBufferID);
GL.glBindVertexArray(0);
PushQuad(.Shape(.(x, y), color), .Shape(.(x + w, y), color), .Shape(.(x + w, y + h), color), .Shape(.(x, y + h), color));
}
public ~this()
public void Rect(Rect rect, Color color)
{
GL.glDeleteBuffers(1, &vertexBufferID);
GL.glDeleteBuffers(1, &indexBufferID);
GL.glDeleteVertexArrays(1, &vaoID);
}
public void Draw()
{
GL.glDisable(GL.GL_CULL_FACE);
GL.glBindVertexArray(vaoID);
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertexBufferID);
GL.glEnableVertexAttribArray(0);
GL.glVertexAttribPointer(0, 2, GL.GL_FLOAT, GL.GL_FALSE, Batcher.VertexSize, (void*)0);
GL.glEnableVertexAttribArray(1);
GL.glVertexAttribPointer(1, 2, GL.GL_FLOAT, GL.GL_FALSE, Batcher.VertexSize, (void*)8);
GL.glEnableVertexAttribArray(2);
GL.glVertexAttribPointer(2, 4, GL.GL_UNSIGNED_BYTE, GL.GL_TRUE, Batcher.VertexSize, (void*)16);
GL.glEnableVertexAttribArray(3);
GL.glVertexAttribPointer(3, 3, GL.GL_UNSIGNED_BYTE, GL.GL_TRUE, Batcher.VertexSize, (void*)20);
GL.glBufferData(GL.GL_ARRAY_BUFFER, vertices.Count * sizeof(Vertex), vertices.Ptr, GL.GL_DYNAMIC_DRAW);
GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, indexBufferID);
GL.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER, indices.Count * sizeof(uint32), indices.Ptr, GL.GL_DYNAMIC_DRAW);
GL.glDrawElements(GL.GL_TRIANGLES, indices.Count, GL.GL_UNSIGNED_INT, (void*)0);
GL.glBindVertexArray(0);
vertices.Clear();
indices.Clear();
}
public void PushQuad(Vector a, Vector b, Vector c, Vector d, Color color)
{
uint32 count = (uint32)vertices.Count;
vertices.Add(Vertex.Shape(a, color));
vertices.Add(Vertex.Shape(b, color));
vertices.Add(Vertex.Shape(c, color));
vertices.Add(Vertex.Shape(d, color));
indices.Add(count + 0);
indices.Add(count + 1);
indices.Add(count + 2);
indices.Add(count + 0);
indices.Add(count + 2);
indices.Add(count + 3);
}
private class Batch
{
uint32 bufferHandle;
public this()
{
//GL.glGenBuffers(1, &bufferHandle);
//GL.glBindBuffer(GL.GL_ARRAY_BUFFER, bufferHandle);
//GL.glDeleteBuffers(1, &bufferHandle);
}
}
[Ordered, Packed, CRepr]
private struct Vertex
{
public Vector Position;
public Vector TexCoord;
public Color Color;
public (uint8, uint8, uint8) Mode;
static public Vertex Shape(Vector pos, Color color)
{
Vertex v = Vertex();
v.Position = pos;
v.Color = color;
v.Mode = (0, 0, 255);
return v;
}
Rect(rect.X, rect.Y, rect.Width, rect.Height, color);
}
}
}

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@ -23,50 +23,7 @@ namespace Strawberry
//Graphics
public abstract Texture LoadTexture(String path);
}
public abstract class Texture
{
public int Width { get; private set; }
public int Height { get; private set; }
public virtual this(int width, int height, uint8* pixels)
{
Width = width;
Height = height;
}
}
public abstract class Shader
{
public bool IsValid { get; protected set; }
public this(ShaderDef def)
{
}
}
public struct ShaderDef
{
public String Vertex;
public String Fragment;
public this(String vertex, String fragment)
{
Vertex = vertex;
Fragment = fragment;
}
public this(String[2] str)
{
Vertex = str[0];
Fragment = str[1];
}
static implicit public operator ShaderDef(String[2] str)
{
return ShaderDef(str);
}
public abstract Batcher CreateBatcher();
public abstract Shader CreateShader(ShaderDef def);
}
}

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@ -0,0 +1,88 @@
using System.Collections;
using System;
namespace Strawberry.SDL2
{
public class SDL2Batcher : Batcher
{
private List<Vertex> vertices = new .() ~ delete _;
private List<uint32> indices = new .() ~ delete _;
private uint32 vaoID;
private uint32 vertexBufferID;
private uint32 indexBufferID;
public this()
{
GL.glGenVertexArrays(1, &vaoID);
GL.glBindVertexArray(vaoID);
GL.glGenBuffers(1, &vertexBufferID);
GL.glGenBuffers(1, &indexBufferID);
GL.glBindVertexArray(0);
}
public ~this()
{
GL.glDeleteBuffers(1, &vertexBufferID);
GL.glDeleteBuffers(1, &indexBufferID);
GL.glDeleteVertexArrays(1, &vaoID);
}
public override void Draw()
{
GL.glDisable(GL.GL_CULL_FACE);
GL.glBindVertexArray(vaoID);
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertexBufferID);
GL.glEnableVertexAttribArray(0);
GL.glVertexAttribPointer(0, 2, GL.GL_FLOAT, GL.GL_FALSE, sizeof(Vertex), (void*)0);
GL.glEnableVertexAttribArray(1);
GL.glVertexAttribPointer(1, 2, GL.GL_FLOAT, GL.GL_FALSE, sizeof(Vertex), (void*)8);
GL.glEnableVertexAttribArray(2);
GL.glVertexAttribPointer(2, 4, GL.GL_UNSIGNED_BYTE, GL.GL_TRUE, sizeof(Vertex), (void*)16);
GL.glEnableVertexAttribArray(3);
GL.glVertexAttribPointer(3, 3, GL.GL_UNSIGNED_BYTE, GL.GL_TRUE, sizeof(Vertex), (void*)20);
GL.glBufferData(GL.GL_ARRAY_BUFFER, vertices.Count * sizeof(Vertex), vertices.Ptr, GL.GL_DYNAMIC_DRAW);
GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, indexBufferID);
GL.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER, indices.Count * sizeof(uint32), indices.Ptr, GL.GL_DYNAMIC_DRAW);
GL.glDrawElements(GL.GL_TRIANGLES, indices.Count, GL.GL_UNSIGNED_INT, (void*)0);
GL.glBindVertexArray(0);
vertices.Clear();
indices.Clear();
}
protected override void PushQuad(Vertex a, Vertex b, Vertex c, Vertex d)
{
uint32 count = (uint32)vertices.Count;
vertices.Add(a);
vertices.Add(b);
vertices.Add(c);
vertices.Add(d);
indices.Add(count + 0);
indices.Add(count + 1);
indices.Add(count + 2);
indices.Add(count + 0);
indices.Add(count + 2);
indices.Add(count + 3);
}
protected override void PushTri(Vertex a, Vertex b, Vertex c)
{
uint32 count = (uint32)vertices.Count;
vertices.Add(a);
vertices.Add(b);
vertices.Add(c);
indices.Add(count + 0);
indices.Add(count + 1);
indices.Add(count + 2);
}
}
}

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@ -2,7 +2,7 @@ using SDL2;
using System;
using System.Diagnostics;
namespace Strawberry
namespace Strawberry.SDL2
{
public class SDL2PlatformLayer : PlatformLayer
{
@ -118,11 +118,6 @@ namespace Strawberry
}
}
static void* SdlGetProcAddress(StringView string)
{
return SDL.SDL_GL_GetProcAddress(string.ToScopeCStr!());
}
public ~this()
{
delete gamepads;
@ -134,6 +129,11 @@ namespace Strawberry
SDL.Quit();
}
static void* SdlGetProcAddress(StringView string)
{
return SDL.SDL_GL_GetProcAddress(string.ToScopeCStr!());
}
public override bool Closed()
{
SDL.Event event;
@ -149,21 +149,12 @@ namespace Strawberry
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
GL.glUseProgram(glProgram);
float zNearPlane = 0;
float zFarPlane = 1000;
float[16] mat =
.(2.0f / Game.Width, 0, 0, 0,
0, 2.0f / Game.Height, 0, 0,
0, 0, 1.0f / (zNearPlane - zFarPlane), zNearPlane / (zNearPlane - zFarPlane),
0, 0, 0, 1);
Mat4x4 mat = Mat4x4.CreateOrthographic(Game.Width, Game.Height * 0.5f, 0, 1);
mat *= Mat4x4.CreateScale(.(1, -1, 1));
mat *= Mat4x4.CreateTranslation(.(-1, 1, 0));
let loc = GL.glGetUniformLocation(glProgram, "u_matrix");
GL.glUniformMatrix4fv(loc, 1, GL.GL_FALSE, &mat);
Batcher b = scope Batcher();
b.PushQuad(.(-40, -40), .(40, -40), .(40, 40), .(-40, 40), .Yellow);
b.Draw();
GL.glUniformMatrix4fv(loc, 1, GL.GL_FALSE, &mat.Values);
}
public override void RenderEnd()
@ -219,73 +210,15 @@ namespace Strawberry
else
return val / 32768f;
}
}
class SDL2Texture : Texture
{
private uint32 handle;
public this(int width, int height, uint8* pixels)
: base(width, height, pixels)
public override Batcher CreateBatcher()
{
GL.glGenTextures(1, &handle);
GL.glBindTexture(GL.GL_TEXTURE_2D, handle);
GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, width, height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, pixels);
return new SDL2Batcher();
}
public ~this()
public override Shader CreateShader(ShaderDef def)
{
GL.glDeleteTextures(1, &handle);
}
}
class SDL2Shader : Shader
{
public uint vertexHandle;
public uint fragmentHandle;
public this(ShaderDef def)
: base(def)
{
IsValid = true;
int32 logLen = 0;
char8[1024] log;
vertexHandle = GL.glCreateShader(GL.GL_VERTEX_SHADER);
{
int32 len = (int32)def.Vertex.Length;
char8* data = def.Vertex.CStr();
GL.glShaderSource(vertexHandle, 1, &data, &len);
GL.glCompileShader(vertexHandle);
GL.glGetShaderInfoLog(vertexHandle, 1024, &logLen, &log);
if (logLen > 0)
{
Calc.Log(&log, logLen);
IsValid = false;
}
}
fragmentHandle = GL.glCreateShader(GL.GL_FRAGMENT_SHADER);
{
int32 len = (int32)def.Fragment.Length;
char8* data = def.Fragment.CStr();
GL.glShaderSource(fragmentHandle, 1, &data, &len);
GL.glCompileShader(fragmentHandle);
GL.glGetShaderInfoLog(fragmentHandle, 1024, &logLen, &log);
if (logLen > 0)
{
Calc.Log(&log, logLen);
IsValid = false;
}
}
}
public ~this()
{
GL.glDeleteShader(vertexHandle);
GL.glDeleteShader(fragmentHandle);
return new SDL2Shader(def);
}
}
}

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@ -0,0 +1,52 @@
namespace Strawberry.SDL2
{
class SDL2Shader : Shader
{
public uint vertexHandle;
public uint fragmentHandle;
public this(ShaderDef def)
: base(def)
{
IsValid = true;
int32 logLen = 0;
char8[1024] log;
vertexHandle = GL.glCreateShader(GL.GL_VERTEX_SHADER);
{
int32 len = (int32)def.Vertex.Length;
char8* data = def.Vertex.CStr();
GL.glShaderSource(vertexHandle, 1, &data, &len);
GL.glCompileShader(vertexHandle);
GL.glGetShaderInfoLog(vertexHandle, 1024, &logLen, &log);
if (logLen > 0)
{
Calc.Log(&log, logLen);
IsValid = false;
}
}
fragmentHandle = GL.glCreateShader(GL.GL_FRAGMENT_SHADER);
{
int32 len = (int32)def.Fragment.Length;
char8* data = def.Fragment.CStr();
GL.glShaderSource(fragmentHandle, 1, &data, &len);
GL.glCompileShader(fragmentHandle);
GL.glGetShaderInfoLog(fragmentHandle, 1024, &logLen, &log);
if (logLen > 0)
{
Calc.Log(&log, logLen);
IsValid = false;
}
}
}
public ~this()
{
GL.glDeleteShader(vertexHandle);
GL.glDeleteShader(fragmentHandle);
}
}
}

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@ -0,0 +1,20 @@
namespace Strawberry.SDL2
{
class SDL2Texture : Texture
{
private uint32 handle;
public this(int width, int height, uint8* pixels)
: base(width, height, pixels)
{
GL.glGenTextures(1, &handle);
GL.glBindTexture(GL.GL_TEXTURE_2D, handle);
GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, width, height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, pixels);
}
public ~this()
{
GL.glDeleteTextures(1, &handle);
}
}
}

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@ -0,0 +1,12 @@
namespace Strawberry
{
public abstract class Shader
{
public bool IsValid { get; protected set; }
public this(ShaderDef def)
{
}
}
}

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@ -0,0 +1,27 @@
using System;
namespace Strawberry
{
public struct ShaderDef
{
public String Vertex;
public String Fragment;
public this(String vertex, String fragment)
{
Vertex = vertex;
Fragment = fragment;
}
public this(String[2] str)
{
Vertex = str[0];
Fragment = str[1];
}
static implicit public operator ShaderDef(String[2] str)
{
return ShaderDef(str);
}
}
}

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@ -0,0 +1,14 @@
namespace Strawberry
{
public abstract class Texture
{
public int Width { get; private set; }
public int Height { get; private set; }
public virtual this(int width, int height, uint8* pixels)
{
Width = width;
Height = height;
}
}
}

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@ -0,0 +1,22 @@
using System;
namespace Strawberry
{
[Ordered, Packed, CRepr]
public struct Vertex
{
public Vector Position;
public Vector TexCoord;
public Color Color;
public (uint8, uint8, uint8) Mode;
static public Vertex Shape(Vector pos, Color color)
{
Vertex v = Vertex();
v.Position = pos;
v.Color = color;
v.Mode = (0, 0, 255);
return v;
}
}
}