gb/gb_gl.h

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/* gb.h - v0.01 - OpenGL Helper Library - public domain
- no warranty implied; use at your own risk
This is a single header file with a bunch of useful stuff
for working with OpenGL
===========================================================================
YOU MUST
#define GBGL_IMPLEMENTATION
in EXACTLY _one_ C or C++ file that includes this header, BEFORE the
include like this:
#define GBGL_IMPLEMENTATION
#include "gb_gl.h"
All other files should just #include "gb_gl.h" without #define
NOTE
This library REQUIRES "stb_image.h" for loading images from file
- You may need change the path
This library REQUIRES "gb.h" at this moment in time.
This library REQUIRES "gb_math.h" at this moment in time.
===========================================================================
Conventions used:
gbglTypesAreLikeThis (None core types)
gbgl_functions_and_variables_like_this
Prefer // Comments
Never use _t suffix for types (I think they are stupid...)
Version History:
0.01 - Initial Version
LICENSE
This software is dual-licensed to the public domain and under the following
license: you are granted a perpetual, irrevocable license to copy, modify,
publish, and distribute this file as you see fit.
WARNING
- This library is _highly_ experimental and features may not work as expected.
- This also means that many functions are not documented.
CREDITS
Written by Ginger Bill
*/
#ifndef GBGL_INCLUDE_GB_GL_H
#define GBGL_INCLUDE_GB_GL_H
#ifndef GB_IMPLEMENTATION
#include "gb.h"
#endif
#ifndef GB_MATH_IMPLEMENTATION
#include "gb_math.h"
#endif
#ifndef STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#endif
#ifndef STB_RECT_PACK_IMPLEMENTATION
#include "stb_rect_pack.h"
#endif
#ifndef STB_TRUETYPE_IMPLEMENTATION
#include "stb_truetype.h"
#endif
#if defined(__cplusplus)
extern "C" {
#endif
#ifndef GBGL_DEF
#define GBGL_DEF extern
#endif
#ifndef gbgl_malloc
#define gbgl_malloc(sz) malloc(sz)
#endif
#ifndef gbgl_free
#define gbgl_free(ptr) free(ptr)
#endif
////////////////////////////////////////////////////////////////
//
// Generic Stuff
//
//
#ifndef GBGL_VERT_PTR_AA_GENERIC
#define GBGL_VERT_PTR_AA_GENERIC
// NOTE(bill) The "default" is just the f32 version
#define gbgl_vert_ptr_aa(index, element_count, Type, var_name) \
gbgl_vert_ptr_aa_f32(index, element_count, Type, var_name)
#define gbgl_vert_ptr_aa_f32(index, element_count, Type, var_name) do { \
glVertexAttribPointer(index, \
element_count, \
GL_FLOAT, \
false, \
gb_size_of(Type), \
(void const *)(gb_offset_of(Type, var_name))); \
glEnableVertexAttribArray(index); \
} while (0)
#define gbgl_vert_ptr_aa_u8(index, element_count, Type, var_name) do { \
glVertexAttribPointer(index, \
element_count, \
GL_UNSIGNED_BYTE, \
false, \
gb_size_of(Type), \
(void const *)(gb_offset_of(Type, var_name))); \
glEnableVertexAttribArray(index); \
} while (0)
#define gbgl_vert_ptr_aa_u8n(index, element_count, Type, var_name) do { \
glVertexAttribPointer(index, \
element_count, \
GL_UNSIGNED_BYTE, \
true, \
gb_size_of(Type), \
(void const *)(gb_offset_of(Type, var_name))); \
glEnableVertexAttribArray(index); \
} while (0)
#define gbgl_vert_ptr_aa_u32(index, element_count, Type, var_name) do { \
glVertexAttribIPointer(index, \
element_count, \
GL_UNSIGNED_INT, \
gb_size_of(Type), \
(void const *)(gb_offset_of(Type, var_name))); \
glEnableVertexAttribArray(index); \
} while (0)
#define gbgl_vert_ptr_aa_u16(index, element_count, Type, var_name) do { \
glVertexAttribIPointer(index, \
element_count, \
GL_UNSIGNED_SHORT, \
gb_size_of(Type), \
(void const *)(gb_offset_of(Type, var_name))); \
glEnableVertexAttribArray(index); \
} while (0)
#define gbgl_vert_ptr_aa_u16n(index, element_count, Type, var_name) do { \
glVertexAttribPointer(index, \
element_count, \
GL_UNSIGNED_SHORT, \
true, \
gb_size_of(Type), \
(void const *)(gb_offset_of(Type, var_name))); \
glEnableVertexAttribArray(index); \
} while (0)
#endif
GBGL_DEF u32 gbgl_generate_sampler(u32 min_filter, u32 max_filter, u32 s_wrap, u32 t_wrap);
////////////////////////////////////////////////////////////////
//
// Data Buffers
//
//
typedef enum gbglBufferDataType {
GBGL_BDT_U8 = GL_UNSIGNED_BYTE,
GBGL_BDT_I8 = GL_BYTE,
GBGL_BDT_U16 = GL_UNSIGNED_SHORT,
GBGL_BDT_I16 = GL_SHORT,
GBGL_BDT_F16 = GL_HALF_FLOAT,
GBGL_BDT_U32 = GL_UNSIGNED_INT,
GBGL_BDT_I32 = GL_INT,
GBGL_BDT_F32 = GL_FLOAT,
GBGL_BDT_F8, // NOTE(bill): This is not a "real" OpenGL type but it is needed for internal format enums
} gbglBufferDataType;
// NOTE(bill) index+1 = channels count
#if defined(GBGL_USE_SRGB_TEXTURE_FORMAT)
i32 const GBGL_TEXTURE_FORMAT[4] = { GL_RED, GL_RG, GL_SRGB8, GL_SRGB8_ALPHA8 };
#else
i32 const GBGL_TEXTURE_FORMAT[4] = { GL_RED, GL_RG, GL_RGB, GL_RGBA };
#endif
i32 const GBGL_INTERNAL_TEXTURE_FORMAT_8[4] = { GL_R8, GL_RG8, GL_RGB8, GL_RGBA8 };
i32 const GBGL_INTERNAL_TEXTURE_FORMAT_16[4] = { GL_R16, GL_RG16, GL_RGB16, GL_RGBA16 };
i32 const GBGL_INTERNAL_TEXTURE_FORMAT_32[4] = { GL_R32F, GL_RG32F, GL_RGB32F, GL_RGBA32F };
i32 const GBGL_INTERNAL_TEXTURE_FORMAT_U8[4] = { GL_R8UI, GL_RG8UI, GL_RGB8UI, GL_RGB8UI };
i32 const GBGL_INTERNAL_TEXTURE_FORMAT_I8[4] = { GL_R8I, GL_RG8I, GL_RGB8I, GL_RGB8I };
i32 const GBGL_INTERNAL_TEXTURE_FORMAT_F8[4] = { GL_R8, GL_RG8, GL_RGB8, GL_RGB8 };
i32 const GBGL_INTERNAL_TEXTURE_FORMAT_U16[4] = { GL_R16UI, GL_RG16UI, GL_RGB16UI, GL_RGB16UI };
i32 const GBGL_INTERNAL_TEXTURE_FORMAT_I16[4] = { GL_R16I, GL_RG16I, GL_RGB16I, GL_RGB16I };
i32 const GBGL_INTERNAL_TEXTURE_FORMAT_F16[4] = { GL_R16F, GL_RG16F, GL_RGB16F, GL_RGB16F };
i32 const GBGL_INTERNAL_TEXTURE_FORMAT_U32[4] = { GL_R32UI, GL_RG32UI, GL_RGB32UI, GL_RGBA32UI };
i32 const GBGL_INTERNAL_TEXTURE_FORMAT_I32[4] = { GL_R32I, GL_RG32I, GL_RGB32I, GL_RGBA32I };
i32 const GBGL_INTERNAL_TEXTURE_FORMAT_F32[4] = { GL_R32F, GL_RG32F, GL_RGB32F, GL_RGBA32F };
gb_inline i32
gbgl__get_texture_format(gbglBufferDataType data_type, i32 channel_count)
{
GB_ASSERT(channel_count >= 1 && channel_count <= 4);
switch (data_type) {
case GBGL_BDT_U8: return GBGL_INTERNAL_TEXTURE_FORMAT_U8[channel_count-1];
case GBGL_BDT_I8: return GBGL_INTERNAL_TEXTURE_FORMAT_I8[channel_count-1];
case GBGL_BDT_F8: return GBGL_INTERNAL_TEXTURE_FORMAT_F8[channel_count-1];
case GBGL_BDT_U16: return GBGL_INTERNAL_TEXTURE_FORMAT_U16[channel_count-1];
case GBGL_BDT_I16: return GBGL_INTERNAL_TEXTURE_FORMAT_I16[channel_count-1];
case GBGL_BDT_F16: return GBGL_INTERNAL_TEXTURE_FORMAT_F16[channel_count-1];
case GBGL_BDT_U32: return GBGL_INTERNAL_TEXTURE_FORMAT_U32[channel_count-1];
case GBGL_BDT_I32: return GBGL_INTERNAL_TEXTURE_FORMAT_I32[channel_count-1];
case GBGL_BDT_F32: return GBGL_INTERNAL_TEXTURE_FORMAT_F32[channel_count-1];
}
return GBGL_INTERNAL_TEXTURE_FORMAT_F32[4-1];
}
typedef struct gbglTBO {
u32 buffer_obj_handle;
u32 buffer_handle;
} gbglTBO;
// NOTE(bill): usage_hint == (GL_STATIC_DRAW, GL_STREAM_DRAW, GL_DYNAMIC_DRAW)
GBGL_DEF u32 gbgl_make_vbo(void const *data, isize size, i32 usage_hint);
GBGL_DEF u32 gbgl_make_ebo(void const *data, isize size, i32 usage_hint);
GBGL_DEF gbglTBO gbgl_make_tbo(gbglBufferDataType data_type, i32 channel_count, void const *data, isize size, i32 usage_hint);
GBGL_DEF void gbgl_vbo_copy(u32 vbo_handle, void *const data, isize size, isize offset);
GBGL_DEF void gbgl_ebo_copy(u32 ebo_handle, void *const data, isize size, isize offset);
GBGL_DEF void gbgl_tbo_copy(gbglTBO tbo, void *const data, isize size, isize offset);
GBGL_DEF void gbgl_bind_vbo(u32 vbo_handle);
GBGL_DEF void gbgl_bind_ebo(u32 ebo_handle);
GBGL_DEF void gbgl_bind_tbo(gbglTBO tbo, i32 sampler_handle, i32 tex_unit);
// NOTE(bill): access = GL_WRITE_ONLY, etc.
GBGL_DEF void *gbgl_map_vbo(u32 vbo_handle, i32 access);
GBGL_DEF void *gbgl_map_ebo(u32 ebo_handle, i32 access);
GBGL_DEF void gbgl_unmap_vbo(void);
GBGL_DEF void gbgl_unmap_ebo(void);
////////////////////////////////////////////////////////////////
//
// Shader
//
//
typedef enum gbglShaderType {
GBGL_SHADER_TYPE_VERTEX,
GBGL_SHADER_TYPE_FRAGMENT,
GBGL_SHADER_TYPE_GEOMETRY,
GBGL_SHADER_TYPE_COUNT,
} gbglShaderType;
i32 const GBGL_SHADER_TYPE[GBGL_SHADER_TYPE_COUNT] = {
GL_VERTEX_SHADER, /* GBGL_SHADER_TYPE_VERTEX */
GL_FRAGMENT_SHADER, /* GBGL_SHADER_TYPE_FRAGMENT */
GL_GEOMETRY_SHADER, /* GBGL_SHADER_TYPE_GEOMETRY */
};
typedef enum gbglShaderError {
GBGL_SHADER_ERROR_NONE,
GBGL_SHADER_ERROR_SHADER_COMPILE,
GBGL_SHADER_ERROR_LINKING,
GBGL_SHADER_ERROR_UNABLE_TO_READ_FILE,
GBGL_SHADER_ERROR_COUNT,
} gbglShaderError;
#ifndef GBGL_MAX_UNIFORM_COUNT
#define GBGL_MAX_UNIFORM_COUNT 32
#endif
typedef struct gbglShader {
u32 shaders[GBGL_SHADER_TYPE_COUNT];
u32 program;
i32 uniform_locs[GBGL_MAX_UNIFORM_COUNT];
char *uniform_names[GBGL_MAX_UNIFORM_COUNT];
i32 uniform_count;
u32 type_flags;
gbFile files[GBGL_SHADER_TYPE_COUNT];
char base_name[64];
} gbglShader;
#ifndef GBGL_SHADER_FILE_EXTENSIONS_DEFINED
#define GBGL_SHADER_FILE_EXTENSIONS_DEFINED
gb_global char const *GBGL_SHADER_FILE_EXTENSIONS[GBGL_SHADER_TYPE_COUNT] = {".vs", ".fs", ".gs"};
#endif
GBGL_DEF gbglShaderError gbgl_load_shader_from_file (gbglShader *s, u32 type_bits, char const *filename, ...);
GBGL_DEF gbglShaderError gbgl_load_shader_vf_from_source (gbglShader *s, char const *vert_source, char const *frag_source);
GBGL_DEF gbglShaderError gbgl_load_shader_vfg_from_source(gbglShader *s, char const *vert_source, char const *frag_source, char const *geom_source);
GBGL_DEF void gbgl_destroy_shader(gbglShader *shader);
GBGL_DEF b32 gbgl_has_shader_changed(gbglShader *shader);
GBGL_DEF b32 gbgl_reload_shader(gbglShader *shader); // TODO(bill): Return an error code?
GBGL_DEF void gbgl_use_shader(gbglShader *shader);
GBGL_DEF b32 gbgl_is_shader_in_use(gbglShader *shader);
GBGL_DEF i32 gbgl_get_uniform(gbglShader *shader, char const *name);
#ifndef GBGL_UNIFORM_SET
#define GBGL_UNIFORM_SET
#define gbgl_set_uniform_int(shdr, name, i) glUniform1i (gbgl_get_uniform(shdr, name), i)
#define gbgl_set_uniform_float(shdr, name, f) glUniform1f (gbgl_get_uniform(shdr, name), f)
#define gbgl_set_uniform_vec2(shdr, name, v) glUniform2fv (gbgl_get_uniform(shdr, name), 1, &v.x)
#define gbgl_set_uniform_vec3(shdr, name, v) glUniform3fv (gbgl_get_uniform(shdr, name), 1, &v.x)
#define gbgl_set_uniform_vec4(shdr, name, v) glUniform4fv (gbgl_get_uniform(shdr, name), 1, &v.x)
#define gbgl_set_uniform_mat4(shdr, name, mat) glUniformMatrix4fv(gbgl_get_uniform(shdr, name), 1, false, mat)
#define gbgl_set_uniform_mat4_count(shdr, name, mat, count) glUniformMatrix4fv(gbgl_get_uniform(shdr, name), count, false, mat)
#endif
////////////////////////////////////////////////////////////////
//
// Texture
//
//
typedef enum gbglTextureType {
GBGL_TEXTURE_TYPE_2D,
GBGL_TEXTURE_TYPE_CUBE_MAP,
GBGL_TEXTURE_TYPE_COUNT,
} gbglTextureType;
gb_global i32 const GBGL_TEXTURE_TYPE[GBGL_TEXTURE_TYPE_COUNT] = {
GL_TEXTURE_2D, /* GBGL_TEXTURE_TYPE_2D */
GL_TEXTURE_CUBE_MAP, /* GBGL_TEXTURE_TYPE_CUBE_MAP */
};
typedef struct gbglTexture {
i32 width, height;
i32 channel_count;
gbglBufferDataType data_type;
gbglTextureType type;
u32 handle;
} gbglTexture;
GBGL_DEF b32 gbgl_load_texture2d_from_file(gbglTexture *texture, b32 flip_vertically, char const *filename, ...);
GBGL_DEF b32 gbgl_load_texture2d_from_memory(gbglTexture *texture, void const *data, i32 width, i32 height, i32 channel_count);
GBGL_DEF b32 gbgl_init_texture2d_coloured(gbglTexture *texture, gbColour colour);
GBGL_DEF void gbgl_destroy_texture(gbglTexture *texture);
GBGL_DEF void gbgl_bind_texture2d(gbglTexture const *texture, u32 position, u32 sampler);
////////////////////////////////////////////////////////////////
//
// Render Buffer
//
//
// TODO(bill): Record depth and stencil and numerous colour attachments
typedef struct gbglRenderBuffer {
i32 width, height;
i32 channel_count;
u32 handle;
gbglTexture colour_texture;
} gbglRenderBuffer;
#define GBGL_MAX_RENDER_COLOUR_BUFFERS 16
gb_global u32 const GBGL_COLOUR_BUFFER_ATTACHMENTS[GBGL_MAX_RENDER_COLOUR_BUFFERS] = {
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2,
GL_COLOR_ATTACHMENT3,
GL_COLOR_ATTACHMENT4,
GL_COLOR_ATTACHMENT5,
GL_COLOR_ATTACHMENT6,
GL_COLOR_ATTACHMENT7,
GL_COLOR_ATTACHMENT8,
GL_COLOR_ATTACHMENT9,
GL_COLOR_ATTACHMENT10,
GL_COLOR_ATTACHMENT11,
GL_COLOR_ATTACHMENT12,
GL_COLOR_ATTACHMENT13,
GL_COLOR_ATTACHMENT14,
GL_COLOR_ATTACHMENT15,
};
GBGL_DEF b32 gbgl_init_render_buffer(gbglRenderBuffer *rb, i32 width, i32 height, i32 channel_count);
GBGL_DEF void gbgl_destroy_render_buffer(gbglRenderBuffer *rb);
GBGL_DEF void gbgl_render_to_buffer(gbglRenderBuffer const *rb);
GBGL_DEF void gbgl_render_to_screen(i32 width, i32 height);
////////////////////////////////////////////////////////////////
//
// Font Stuff
//
//
typedef struct gbglGlyphMapKVPair {
char32 codepoint;
u16 index;
} gbglGlyphMapKVPair;
typedef struct gbglGlyphInfo {
f32 s0, t0, s1, t1;
i16 xoff, yoff;
f32 xadv;
} gbglGlyphInfo;
typedef struct gbglKernPair {
union {
i32 packed;
struct { u16 i0, i1; };
};
f32 kern;
} gbglKernPair;
typedef enum gbglJustifyType {
GBGL_JUSTIFY_LEFT,
GBGL_JUSTIFY_CENTRE,
GBGL_JUSTIFY_RIGHT,
} gbglJustifyType;
typedef enum gbglTextParamType {
GBGL_TEXT_PARAM_INVALID,
GBGL_TEXT_PARAM_MAX_WIDTH,
GBGL_TEXT_PARAM_JUSTIFY,
GBGL_TEXT_PARAM_TEXTURE_FILTER,
GBGL_TEXT_PARAM_COUNT,
} gbglTextParamType;
typedef struct gbglTextParam {
gbglTextParamType type;
union {
f32 val_f32;
i32 val_i32;
gbVec2 val_vec2;
};
} gbglTextParam;
typedef struct gbglFont {
isize glyph_count;
isize kern_pair_count;
i32 bitmap_width, bitmap_height;
f32 size;
i32 ascent, descent, line_gap;
char *ttf_filename;
gbglTexture texture;
gbglGlyphMapKVPair *glyph_map;
gbglGlyphInfo *glyphs;
gbglKernPair *kern_table;
struct gbglFont *next;
} gbglFont;
typedef struct gbglFontCachedTTF {
char * name;
u8 * ttf;
stbtt_fontinfo finfo;
struct gbglFontCachedTTF *next;
} gbglFontCachedTTF;
typedef struct gbglFontCache {
isize font_char_list_count;
char *font_char_list;
isize codepoint_count;
char32 *codepoints;
stbtt_pack_range *ranges;
stbtt_packedchar *packed_char_data;
stbrp_rect * rect_cache;
gbglFontCachedTTF *ttf_buffer;
gbglFont * fonts;
} gbglFontCache;
GBGL_DEF gbglFont *gbgl_get_font (gbglFontCache *fc, char const *ttf_filename, f32 font_size);
GBGL_DEF gbglFont *gbgl_get_font_only(gbglFontCache *fc, char const *ttf_filename, f32 font_size);
GBGL_DEF gbglFont *gbgl_cache_font (gbglFontCache *fc, char const *ttf_filename, f32 font_size);
GBGL_DEF i32 gbgl_font_glyph_map_search_proc(void const *a, void const *b);
GBGL_DEF b32 gbgl_get_packed_font_dim (gbglFontCache *cache, gbglFontCachedTTF *ttf, i32 *width, i32 *height);
GBGL_DEF gbglGlyphInfo *gbgl_get_glyph_info (gbglFont *font, char32 codepoint, isize *out_index);
GBGL_DEF f32 gbgl_get_font_kern_amt_from_glyph_indices(gbglFont *font, isize left_index, isize right_index);
GBGL_DEF void gbgl_get_string_dimenstions (gbglFont *font, char const *str, f32 *out_width, f32 *out_height);
GBGL_DEF f32 gbgl_get_sub_string_width (gbglFont *font, char const *str, isize char_count);
GBGL_DEF i32 gbgl_get_wrapped_line_count (gbglFont *font, char const *str, isize max_len, isize max_width);
GBGL_DEF f32 gbgl_get_string_width (gbglFont *font, char const *str, isize max_len);
////////////////////////////////////////////////////////////////
//
// Basic State
//
//
#ifndef GBGL_BS_MAX_VERTEX_COUNT
#define GBGL_BS_MAX_VERTEX_COUNT 32
#endif
#ifndef GBGL_BS_MAX_INDEX_COUNT
#define GBGL_BS_MAX_INDEX_COUNT 6
#endif
#ifndef GBGL_MAX_RENDER_STRING_LENGTH
#define GBGL_MAX_RENDER_STRING_LENGTH 4096
#endif
#ifndef GBGL_TEXT_PARAM_STACK_SIZE
#define GBGL_TEXT_PARAM_STACK_SIZE 128
#endif
#ifndef GBGL_FONT_CHAR_LIST
#define GBGL_FONT_CHAR_LIST "Āā㥹ĆćĈĉĊċČčĎďĐđĒēĔĕĖėĘęĚěĜĝĞğĠġĢģĤĥĨĩĪīĬĭĮįİıIJijĴĵĶķĸĹĺĻļĽľŁłŃńŅņņŇňʼnŊŋŌōōŎŏŐőŒœŕŖŗŘřŚśŜŝŞşŠšŢţŤťŨũŪūŬŭŮůŰűŲųŴŵŶŷŸŹźŻżŽža!ö\"#$%%&\'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~Šš?ŒœŸÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖØÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõøùúûüýþÿ®™"
#endif
#ifndef GBGL_PT_TO_PX_SCALE
#define GBGL_PT_TO_PX_SCALE (96.0f / 72.0f)
#endif
typedef struct gbglBasicVertex {
f32 x, y;
f32 u, v;
} gbglBasicVertex;
typedef struct gbglBasicState {
gbglBasicVertex vertices[GBGL_BS_MAX_VERTEX_COUNT];
u16 indices[GBGL_BS_MAX_INDEX_COUNT];
u32 vao, vbo, ebo;
u32 nearest_sampler;
u32 linear_sampler;
gbglShader ortho_tex_shader;
gbglShader ortho_col_shader;
gbMat4 ortho_mat;
i32 width, height;
gbglFontCache font_cache;
gbglShader font_shader;
gbglBasicVertex font_vertices[GBGL_MAX_RENDER_STRING_LENGTH * 4];
u16 font_indices[GBGL_MAX_RENDER_STRING_LENGTH * 6];
u32 font_vao, font_vbo, font_ebo;
char font_text_buffer[GBGL_MAX_RENDER_STRING_LENGTH * 4]; // NOTE(bill): Maximum of 4 bytes per char for utf-8
u32 font_samplers[2];
gbglTextParam text_param_stack[GBGL_TEXT_PARAM_STACK_SIZE];
isize text_param_stack_count;
gbglTextParam text_params[GBGL_TEXT_PARAM_COUNT];
} gbglBasicState;
GBGL_DEF void gbgl_bs_init(gbglBasicState *bs, i32 window_width, i32 window_height);
GBGL_DEF void gbgl_bs_set_resolution(gbglBasicState *bs, i32 window_width, i32 window_height);
GBGL_DEF void gbgl_bs_begin(gbglBasicState *bs, i32 window_width, i32 window_height);
GBGL_DEF void gbgl_bs_end(gbglBasicState *bs);
GBGL_DEF void gbgl_bs_draw_textured_rect(gbglBasicState *bs, gbglTexture *tex, gbVec2 pos, gbVec2 dim, b32 v_up);
GBGL_DEF void gbgl_bs_draw_rect(gbglBasicState *bs, gbVec2 pos, gbVec2 dim, gbColour col);
GBGL_DEF void gbgl_bs_draw_rect_outline(gbglBasicState *bs, gbVec2 pos, gbVec2 dim, gbColour col, f32 thickness);
GBGL_DEF void gbgl_bs_draw_quad(gbglBasicState *bs,
gbVec2 p0, gbVec2 p1, gbVec2 p2, gbVec2 p3,
gbColour col);
GBGL_DEF void gbgl_bs_draw_quad_outline(gbglBasicState *bs,
gbVec2 p0, gbVec2 p1, gbVec2 p2, gbVec2 p3,
gbColour col, f32 thickness);
GBGL_DEF void gbgl_bs_draw_line(gbglBasicState *bs, gbVec2 p0, gbVec2 p1, gbColour col, f32 thickness);
GBGL_DEF void gbgl_bs_draw_circle(gbglBasicState *bs, gbVec2 p, f32 radius, gbColour col);
GBGL_DEF void gbgl_bs_draw_circle_outline(gbglBasicState *bs, gbVec2 p, f32 radius, gbColour col, f32 thickness);
#if defined(__cplusplus)
}
#endif
#endif
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////////////////////////////////////////////////////////////////
#if defined(GBGL_IMPLEMENTATION)
u32
gbgl_generate_sampler(u32 min_filter, u32 max_filter, u32 s_wrap, u32 t_wrap)
{
u32 samp;
glGenSamplers(1, &samp);
glSamplerParameteri(samp, GL_TEXTURE_MIN_FILTER, min_filter);
glSamplerParameteri(samp, GL_TEXTURE_MAG_FILTER, max_filter);
glSamplerParameteri(samp, GL_TEXTURE_WRAP_S, s_wrap);
glSamplerParameteri(samp, GL_TEXTURE_WRAP_T, t_wrap);
return samp;
}
////////////////////////////////////////////////////////////////
//
// Data Buffers
//
//
gb_inline u32
gbgl__make_buffer(isize size, void const *data, i32 target, i32 usage_hint)
{
u32 buffer_handle;
glGenBuffers(1, &buffer_handle);
glBindBuffer(target, buffer_handle);
glBufferData(target, size, data, usage_hint);
return buffer_handle;
}
gb_inline void
gbgl__buffer_copy(u32 buffer_handle, i32 target, void const *data, isize size, isize offset)
{
glBindBuffer(target, buffer_handle);
glBufferSubData(target, offset, size, data);
}
// NOTE(bill): usage_hint == (GL_STATIC_DRAW, GL_STREAM_DRAW, GL_DYNAMIC_DRAW)
gb_inline u32
gbgl_make_vbo(void const *data, isize size, i32 usage_hint)
{
return gbgl__make_buffer(size, data, GL_ARRAY_BUFFER, usage_hint);
}
gb_inline u32
gbgl_make_ebo(void const *data, isize size, i32 usage_hint)
{
return gbgl__make_buffer(size, data, GL_ELEMENT_ARRAY_BUFFER, usage_hint);
}
gb_inline gbglTBO
gbgl_make_tbo(gbglBufferDataType data_type, i32 channel_count, void const *data, isize size, i32 usage_hint)
{
gbglTBO tbo;
i32 internal_format;
tbo.buffer_obj_handle = gbgl__make_buffer(size, data, GL_TEXTURE_BUFFER, usage_hint);
glGenTextures(1, &tbo.buffer_handle);
glBindTexture(GL_TEXTURE_BUFFER, tbo.buffer_handle);
internal_format = gbgl__get_texture_format(data_type, channel_count);
glTexBuffer(GL_TEXTURE_BUFFER, internal_format, tbo.buffer_obj_handle);
return tbo;
}
gb_inline void
gbgl_vbo_copy(u32 vbo_handle, void *const data, isize size, isize offset)
{
gbgl__buffer_copy(vbo_handle, GL_ARRAY_BUFFER, data, size, offset);
}
gb_inline void
gbgl_ebo_copy(u32 ebo_handle, void *const data, isize size, isize offset)
{
gbgl__buffer_copy(ebo_handle, GL_ELEMENT_ARRAY_BUFFER, data, size, offset);
}
gb_inline void
gbgl_tbo_copy(gbglTBO tbo, void *const data, isize size, isize offset)
{
gbgl__buffer_copy(tbo.buffer_obj_handle, GL_TEXTURE_BUFFER, data, size, offset);
}
gb_inline void gbgl_bind_vbo(u32 vbo_handle) { glBindBuffer(GL_ARRAY_BUFFER, vbo_handle); }
gb_inline void gbgl_bind_ebo(u32 ebo_handle) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo_handle); }
gb_inline void
gbgl_bind_tbo(gbglTBO tbo, i32 sampler_handle, i32 tex_unit)
{
glActiveTexture(GL_TEXTURE0 + tex_unit);
glBindTexture(GL_TEXTURE_BUFFER, tbo.buffer_handle);
glBindSampler(0, sampler_handle);
}
// NOTE(bill): access = GL_WRITE_ONLY, etc.
gb_inline void *
gbgl_map_vbo(u32 vbo_handle, i32 access)
{
gbgl_bind_vbo(vbo_handle);
return glMapBuffer(GL_ARRAY_BUFFER, access);
}
gb_inline void *
gbgl_map_ebo(u32 ebo_handle, i32 access)
{
gbgl_bind_ebo(ebo_handle);
return glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, access);
}
gb_inline void gbgl_unmap_vbo(void) { glUnmapBuffer(GL_ARRAY_BUFFER); }
gb_inline void gbgl_unmap_ebo(void) { glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); }
////////////////////////////////////////////////////////////////
//
// Shader
//
//
gbglShaderError
gbgl__load_single_shader_from_file(gbglShader *shader, gbglShaderType type, char const *name)
{
gbglShaderError err = GBGL_SHADER_ERROR_NONE;
if (!gb_open_file(&shader->files[type], "%s%s", name, GBGL_SHADER_FILE_EXTENSIONS[type])) {
err = GBGL_SHADER_ERROR_UNABLE_TO_READ_FILE;
} else {
gb_local_persist char info_log[4096];
i64 file_size = gb_file_size(&shader->files[type]);
char *file_source = cast(char *)gbgl_malloc(file_size+1);
// TODO(bill): LOG MALLOC USAGE
GB_ASSERT_NOT_NULL(file_source);
if (file_source) {
i32 params;
gb_file_read_at(&shader->files[type], file_source, file_size, 0);
file_source[file_size] = '\0';
shader->shaders[type] = glCreateShader(GBGL_SHADER_TYPE[type]);
glShaderSource(shader->shaders[type], 1, &file_source, NULL);
glCompileShader(shader->shaders[type]);
glGetShaderiv(shader->shaders[type], GL_COMPILE_STATUS, &params);
if (!params) {
gb_fprintf(stderr, "Shader Source:\n%s\n", file_source);
glGetShaderInfoLog(shader->shaders[type], gb_size_of(info_log), NULL, info_log);
gb_fprintf(stderr, "Shader compilation failed:\n %s\n", info_log);
err = GBGL_SHADER_ERROR_SHADER_COMPILE;
}
gbgl_free(file_source);
}
gb_close_file(&shader->files[type]);
}
return err;
}
gbglShaderError
gbgl__load_single_shader_from_source(gbglShader *s, gbglShaderType type, char const *text)
{
gbglShaderError err = GBGL_SHADER_ERROR_NONE;
i32 status;
s->shaders[type] = glCreateShader(GBGL_SHADER_TYPE[type]);
glShaderSource(s->shaders[type], 1, &text, 0);
glCompileShader(s->shaders[type]);
glGetShaderiv(s->shaders[type], GL_COMPILE_STATUS, &status);
if (!status) {
gb_local_persist char log_info[4096];
i32 total_len, log_len;
gb_fprintf(stderr, "Unable to compile shader: %s\n", text);
glGetShaderiv(s->shaders[type], GL_INFO_LOG_LENGTH, &status);
total_len = status;
glGetShaderInfoLog(s->shaders[type], 4095, &log_len, log_info);
gb_fprintf(stderr, log_info);
err = GBGL_SHADER_ERROR_SHADER_COMPILE;
}
return err;
}
gbglShaderError
gbgl__link_shader(gbglShader *shader)
{
gbglShaderError err = GBGL_SHADER_ERROR_NONE;
i32 i, status;
shader->program = glCreateProgram();
for (i = 0; i < GBGL_SHADER_TYPE_COUNT; i++) {
if (shader->type_flags & GB_BIT(i))
glAttachShader(shader->program, shader->shaders[i]);
}
glLinkProgram(shader->program);
glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
if (!status) {
gb_local_persist char log_info[4096];
glGetProgramInfoLog(shader->program, gb_size_of(log_info), NULL, log_info);
gb_fprintf(stderr, "Shader linking failed:\n %s \n", log_info);
err = GBGL_SHADER_ERROR_LINKING;
}
for (i = 0; i < GBGL_SHADER_TYPE_COUNT; i++) {
if (shader->type_flags & GB_BIT(i))
glDetachShader(shader->program, shader->shaders[i]);
}
return err;
}
gbglShaderError
gbgl_load_shader_from_file(gbglShader *shader, u32 type_bits, char const *filename, ...)
{
gbglShaderError err = GBGL_SHADER_ERROR_NONE;
b32 loaded_shader[GBGL_SHADER_TYPE_COUNT] = {0};
i32 i;
gb_zero_struct(shader);
shader->type_flags = type_bits;
gb_strncpy(shader->base_name, filename, gb_size_of(shader->base_name));
for (i = 0; i < GBGL_SHADER_TYPE_COUNT; i++) {
if (type_bits & GB_BIT(i)) {
err = gbgl__load_single_shader_from_file(shader, cast(gbglShaderType)i, filename);
if (err != GBGL_SHADER_ERROR_NONE)
return err;
loaded_shader[i] = true;
}
}
err = gbgl__link_shader(shader);
return err;
}
gbglShaderError
gbgl_load_shader_vf_from_source(gbglShader *s, char const *vert_source, char const *frag_source)
{
gbglShaderError err = GBGL_SHADER_ERROR_NONE;
gb_zero_struct(s);
s->type_flags = GB_BIT(GBGL_SHADER_TYPE_VERTEX) | GB_BIT(GBGL_SHADER_TYPE_FRAGMENT);
err = gbgl__load_single_shader_from_source(s, GBGL_SHADER_TYPE_VERTEX, vert_source);
if (err != GBGL_SHADER_ERROR_NONE) return err;
err = gbgl__load_single_shader_from_source(s, GBGL_SHADER_TYPE_FRAGMENT, frag_source);
if (err != GBGL_SHADER_ERROR_NONE) return err;
err = gbgl__link_shader(s);
return err;
}
gbglShaderError
gbgl_load_shader_vfg_from_source(gbglShader *s, char const *vert_source, char const *frag_source, char const *geom_source)
{
gbglShaderError err = GBGL_SHADER_ERROR_NONE;
gb_zero_struct(s);
s->type_flags = GB_BIT(GBGL_SHADER_TYPE_VERTEX) | GB_BIT(GBGL_SHADER_TYPE_FRAGMENT) | GB_BIT(GBGL_SHADER_TYPE_GEOMETRY);
err = gbgl__load_single_shader_from_source(s, GBGL_SHADER_TYPE_VERTEX, vert_source);
if (err != GBGL_SHADER_ERROR_NONE) return err;
err = gbgl__load_single_shader_from_source(s, GBGL_SHADER_TYPE_FRAGMENT, frag_source);
if (err != GBGL_SHADER_ERROR_NONE) return err;
err = gbgl__load_single_shader_from_source(s, GBGL_SHADER_TYPE_GEOMETRY, geom_source);
if (err != GBGL_SHADER_ERROR_NONE) return err;
err = gbgl__link_shader(s);
return err;
}
gb_inline void
gbgl_destroy_shader(gbglShader *shader)
{
i32 i;
for (i = 0; i < GBGL_SHADER_TYPE_COUNT; i++) {
if (shader->type_flags & GB_BIT(i)) {
gb_close_file(&shader->files[i]);
glDeleteShader(shader->shaders[i]);
}
}
glDeleteProgram(shader->program);
for (i = 0; i < shader->uniform_count; i++) {
gbgl_free(shader->uniform_names[i]);
}
}
gb_inline b32
gbgl_has_shader_changed(gbglShader *shader)
{
i32 i;
for (i = 0; i < GBGL_SHADER_TYPE_COUNT; i++) {
if (shader->type_flags & GB_BIT(i)) {
if (gb_has_file_changed(&shader->files[i])) {
return true;
}
}
}
return false;
}
b32
gbgl_reload_shader(gbglShader *shader)
{
i32 i;
for (i = 0; i < GBGL_SHADER_TYPE_COUNT; i++) {
if (shader->type_flags & GB_BIT(i)) {
if (gbgl__load_single_shader_from_file(shader, cast(gbglShaderType)i, shader->base_name) != GBGL_SHADER_ERROR_NONE)
return false;
}
}
if (gbgl__link_shader(shader) != GBGL_SHADER_ERROR_NONE)
return false;
for (i = 0; i < shader->uniform_count; i++)
shader->uniform_locs[i] = glGetUniformLocation(shader->program, shader->uniform_names[i]);
return true;
}
gb_inline void gbgl_use_shader(gbglShader *s) { glUseProgram(s ? s->program : 0); }
gb_inline b32
gbgl_is_shader_in_use(gbglShader *s)
{
if (s) {
i32 curr = 0;
glGetIntegerv(GL_CURRENT_PROGRAM, &curr);
return (curr == cast(i32)s->program);
}
return false;
}
i32
gbgl_get_uniform(gbglShader *s, char const *name)
{
i32 i, loc = -1;
for (i = 0; i < s->uniform_count; i++) {
if (gb_strcmp(s->uniform_names[i], name) == 0) {
return s->uniform_locs[i];
}
}
GB_ASSERT_MSG(s->uniform_count < GBGL_MAX_UNIFORM_COUNT,
"Uniform array for shader is full");
loc = glGetUniformLocation(s->program, name);
s->uniform_names[s->uniform_count] = gb_alloc_cstring(gb_heap_allocator(), name);
s->uniform_locs[s->uniform_count] = loc;
s->uniform_count++;
return loc;
}
////////////////////////////////////////////////////////////////
//
// Render Buffer
//
//
#if 0
b32
gbgl_render_buffer_init(gbglRenderBuffer *in_out_rb)
{
i32 i;
if (in_out_rb->colour_buffer_count >= GBGL_MAX_RENDER_COLOUR_BUFFERS) {
return false;
}
glGenFramebuffers(1, &in_out_rb->gl_frame_buffer_handle);
glBindFramebuffer(GL_FRAMEBUFFER, in_out_rb->gl_frame_buffer_handle);
glGenTextures(in_out_rb->colour_buffer_count, in_out_rb->handles);
for (i = 0; i < in_out_rb->colour_buffer_count; i++) {
i32 channel_count = in_out_rb->channel_count[i];
glBindTexture(GL_TEXTURE_2D, in_out_rb->handles[i]);
glTexImage2D(GL_TEXTURE_2D, 0,
GBGL_INTERNAL_TEXTURE_FORMAT_8[channel_count-1],
in_out_rb->width, in_out_rb->height, 0,
GBGL_TEXTURE_FORMAT[channel_count-1],
in_out_rb->data_type[0], 0);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D,
in_out_rb->handles[0], 0);
}
glDrawBuffers(in_out_rb->colour_buffer_count, GBGL_COLOUR_BUFFER_ATTACHMENTS);
//@TODO: not every valid permutation has been tested, it's likely that there's a format/internal format mismatch somewhere
if (in_out_rb->has_depth || in_out_rb->has_stencil) {
if (in_out_rb->has_depth && in_out_rb->has_stencil) {
glGenRenderbuffers(1, &in_out_rb->gl_depth_stencil_buffer_handle);
glBindRenderbuffer(GL_RENDERBUFFER, in_out_rb->gl_depth_stencil_buffer_handle);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, in_out_rb->width, in_out_rb->height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, in_out_rb->gl_depth_stencil_buffer_handle);
} else if (in_out_rb->has_depth) {
glGenRenderbuffers(1, &in_out_rb->gl_depth_stencil_buffer_handle);
glBindRenderbuffer(GL_RENDERBUFFER, in_out_rb->gl_depth_stencil_buffer_handle);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, in_out_rb->width, in_out_rb->height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, in_out_rb->gl_depth_stencil_buffer_handle);
} else if (in_out_rb->has_stencil) {
GB_PANIC("A framebuffer cannot have a stencil without depth"); // NOTE(bill): no stencil w/o depth
}
}
in_out_rb->gl_frame_buffer_status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (in_out_rb->gl_frame_buffer_status != GL_FRAMEBUFFER_COMPLETE) {
gb_fprintf(stderr, "Unable to create OpenGL Frame buffer. Frame buffer incomplete: %d\n", in_out_rb->gl_frame_buffer_status);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return in_out_rb->gl_frame_buffer_status == GL_FRAMEBUFFER_COMPLETE;
}
#endif
b32
gbgl_init_render_buffer(gbglRenderBuffer *rb, i32 width, i32 height, i32 channel_count)
{
if ((rb->width == width) && (rb->height == height) && (rb->channel_count == channel_count)) return true;
gbgl_destroy_render_buffer(rb);
gb_zero_struct(rb);
rb->width = width;
rb->height = height;
glEnable(GL_FRAMEBUFFER_SRGB);
glGenFramebuffers(1, &rb->handle);
glBindFramebuffer(GL_FRAMEBUFFER, rb->handle);
gbgl_load_texture2d_from_memory(&rb->colour_texture, NULL, width, height, channel_count);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, rb->colour_texture.handle, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
{
u32 draw_buffers[] = {GL_COLOR_ATTACHMENT0};
glDrawBuffers(gb_count_of(draw_buffers), draw_buffers);
}
{
u32 status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
gb_fprintf(stderr, "Framebuffer Status: 0x%x\n", status);
return false;
}
}
return true;
}
gb_inline void
gbgl_destroy_render_buffer(gbglRenderBuffer *rb)
{
if (rb->handle)
glDeleteFramebuffers(1, &rb->handle);
gbgl_destroy_texture(&rb->colour_texture);
}
gb_inline void
gbgl_render_to_buffer(gbglRenderBuffer const *rb)
{
GB_ASSERT_NOT_NULL(rb);
glViewport(0, 0, rb->width, rb->height);
glBindFramebuffer(GL_FRAMEBUFFER, rb->handle);
}
gb_inline void
gbgl_render_to_screen(i32 width, i32 height)
{
glViewport(0, 0, width, height);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
////////////////////////////////////////////////////////////////
//
// Texture
//
//
b32
gbgl_load_texture2d_from_memory(gbglTexture *tex, void const *data, i32 width, i32 height, i32 channel_count)
{
b32 result = true;
gb_zero_struct(tex);
tex->width = width;
tex->height = height;
tex->channel_count = channel_count;
tex->data_type = GBGL_BDT_U8;
tex->type = GBGL_TEXTURE_TYPE_2D;
glGenTextures(1, &tex->handle);
glBindTexture(GL_TEXTURE_2D, tex->handle);
glTexImage2D(GL_TEXTURE_2D, 0,
GBGL_INTERNAL_TEXTURE_FORMAT_8[channel_count-1],
width, height, 0,
GBGL_TEXTURE_FORMAT[channel_count-1],
GL_UNSIGNED_BYTE, data);
glBindTexture(GL_TEXTURE_2D, 0);
glGenerateMipmap(GL_TEXTURE_2D);
glFinish();
return result;
}
b32
gbgl_load_texture2d_from_file(gbglTexture *texture, b32 flip_vertically, char const *filename, ...)
{
b32 result;
u8 *data;
int width, height, comp;
char *path;
va_list va;
va_start(va, filename);
path = gb_sprintf_va(filename, va);
va_end(va);
stbi_set_flip_vertically_on_load(flip_vertically);
data = stbi_load(path, &width, &height, &comp, 0);
if (data == NULL) {
gb_fprintf(stderr, "Failed to load image: %s\n", path);
result = false;
} else {
result = gbgl_load_texture2d_from_memory(texture, data, width, height, comp);
stbi_image_free(data);
}
return result;
}
gb_inline b32
gbgl_make_texture2d_coloured(gbglTexture *t, gbColour colour)
{
return gbgl_load_texture2d_from_memory(t, &colour.rgba, 1, 1, 4);
}
void
gbgl_bind_texture2d(gbglTexture const *t, u32 position, u32 sampler)
{
GB_ASSERT(t->type == GBGL_TEXTURE_TYPE_2D);
if (position > 31) {
position = 31;
gb_fprintf(stderr, "Textures can only bound to position [0 ... 31]\n");
gb_fprintf(stderr, "Will bind to position [31]\n");
}
glActiveTexture(GL_TEXTURE0 + position);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, t ? t->handle : 0);
glBindSampler(position, sampler);
}
gb_inline void
gbgl_destroy_texture(gbglTexture *t)
{
if (t->handle) {
glDeleteTextures(1, &t->handle);
}
}
////////////////////////////////////////////////////////////////
//
// Font
//
//
gb_inline i32
gbgl__sort_kern_pair(void const *a, void const *b)
{
gbglKernPair *kp0 = cast(gbglKernPair *)a;
gbglKernPair *kp1 = cast(gbglKernPair *)b;
return kp0->packed - kp1->packed;
}
gb_inline i32
gbgl__glypth_map_sort(void const *a, void const *b)
{
gbglGlyphMapKVPair g0 = *cast(gbglGlyphMapKVPair *)a;
gbglGlyphMapKVPair g1 = *cast(gbglGlyphMapKVPair *)b;
return g0.codepoint - g1.codepoint;
}
b32
gbgl_get_packed_font_dim(gbglFontCache *cache, gbglFontCachedTTF *ttf, i32 *width, i32 *height)
{
b32 result = true;
stbtt_pack_context spc;
b32 ext_w = true;
isize sanity_counter = 0, i, j;
*width = *height = (1<<5);
for (j = 0; j < cache->codepoint_count; j++) {
cache->rect_cache[j].x = cache->rect_cache[j].y = 0;
}
for (;;) {
i32 res = stbtt_PackBegin(&spc, 0, *width, *height, 0, 1, 0);
GB_ASSERT(res == 1);
if (res != 1) {
return false;
} else {
stbrp_context *rp_ctx;
b32 fit = true;
gb_zero_array(cache->rect_cache, cache->codepoint_count);
rp_ctx = cast(stbrp_context *)spc.pack_info;
stbtt_PackFontRangesGatherRects(&spc, &ttf->finfo, cache->ranges, cache->codepoint_count, cache->rect_cache);
STBRP_SORT(cache->rect_cache, cache->codepoint_count, gb_size_of(cache->rect_cache[0]), rect_height_compare);
for (i = 0; i < cache->codepoint_count; i++) {
stbrp__findresult fr = stbrp__skyline_pack_rectangle(rp_ctx, cache->rect_cache[i].w, cache->rect_cache[i].h);
if (fr.prev_link) {
cache->rect_cache[i].x = cast(stbrp_coord)fr.x;
cache->rect_cache[i].y = cast(stbrp_coord)fr.y;
} else {
int res;
if (ext_w) {
ext_w = false;
*width <<= 1;
} else {
ext_w = true;
*height <<= 1;
}
fit = false;
for (j = 0; j < cache->codepoint_count; j++) {
cache->rect_cache[j].x = cache->rect_cache[j].y = 0;
}
stbtt_PackEnd(&spc);
res = stbtt_PackBegin(&spc, 0, *width, *height, 0, 1, 0);
GB_ASSERT(res == 1);
if (res != 1) {
result = false;
goto done;
}
break;
}
}
if (fit) {
result = true;
goto done;
}
if (++sanity_counter > 32) {
result = false;
goto done;
}
}
}
done:
stbtt_PackEnd(&spc);
return result;
}
gb_inline gbglFont *
gbgl_get_font(gbglFontCache *fc, char const *ttf_filename, f32 font_size)
{
gbglFont *f = gbgl_get_font_only(fc, ttf_filename, font_size);
if (f) {
return f;
} else {
return gbgl_cache_font(fc, ttf_filename, font_size);
}
}
gb_inline gbglFont *
gbgl_get_font_only(gbglFontCache *fc, char const *ttf_filename, f32 font_size)
{
gbglFont *f = fc->fonts;
while (f) {
if (f->size == font_size && gb_strcmp(ttf_filename, f->ttf_filename) == 0) {
return f;
}
f = f->next;
}
return NULL;
}
gbglFont *
gbgl_cache_font(gbglFontCache *fc, char const *ttf_filename, f32 font_size)
{
gbglFontCache *font_cache = fc;
gbglFont *f = gbgl_get_font_only(fc, ttf_filename, font_size);
gbglFontCachedTTF *ttf = NULL;
isize i;
if (f)
return f;
if (!font_cache->fonts) {
font_cache->fonts = cast(gbglFont *)gbgl_malloc(gb_size_of(gbglFont));
f = font_cache->fonts;
} else {
f = font_cache->fonts;
while (f && f->next)
f = f->next;
f->next = cast(gbglFont *)gbgl_malloc(gb_size_of(gbglFont));
f = f->next;
}
GB_ASSERT_NOT_NULL(f);
if (!f)
return NULL;
gb_zero_struct(f);
// NOTE(bill): Make sure the character list file has been loaded
if (!font_cache->font_char_list) {
isize codepoint_count = 0, cpi = 0;
font_cache->font_char_list = GBGL_FONT_CHAR_LIST;
font_cache->font_char_list_count = gb_strlen(GBGL_FONT_CHAR_LIST);
for (i = 0; i < font_cache->font_char_list_count; i++) {
char32 c;
isize utf8_len = gb_utf8_decode_len(font_cache->font_char_list + i, font_cache->font_char_list_count, &c);
i += utf8_len-1;
codepoint_count++;
}
font_cache->codepoint_count = codepoint_count;
font_cache->ranges = cast(stbtt_pack_range *)gbgl_malloc(gb_size_of(stbtt_pack_range) * codepoint_count);
font_cache->codepoints = cast(char32 *) gbgl_malloc(gb_size_of(char32) * codepoint_count);
font_cache->packed_char_data = cast(stbtt_packedchar *)gbgl_malloc(gb_size_of(stbtt_packedchar) * codepoint_count);
font_cache->rect_cache = cast(stbrp_rect *) gbgl_malloc(gb_size_of(stbrp_rect) * codepoint_count);
if (!font_cache->ranges || !font_cache->codepoints || !font_cache->packed_char_data) {
gb_fprintf(stderr, "Unable to get memory for fonts");
}
for (i = 0; i < font_cache->font_char_list_count; i++) {
isize utf8_len = gb_utf8_decode_len(font_cache->font_char_list+i, font_cache->font_char_list_count, font_cache->codepoints+cpi);
i += utf8_len-1;
cpi++;
}
GB_ASSERT(cpi == font_cache->codepoint_count);
for (i = 0; i < font_cache->codepoint_count; i++) {
font_cache->ranges[i].first_unicode_codepoint_in_range = font_cache->codepoints[i];
font_cache->ranges[i].array_of_unicode_codepoints = 0;
font_cache->ranges[i].num_chars = 1;
font_cache->ranges[i].chardata_for_range = font_cache->packed_char_data + i;
}
}
{
gbglFontCachedTTF **ttf_cache = &font_cache->ttf_buffer;
while (*ttf_cache) {
if (gb_strcmp((*ttf_cache)->name, ttf_filename) == 0)
break;
ttf_cache = &(*ttf_cache)->next;
}
if (!*ttf_cache) {
isize name_len;
*ttf_cache = cast(gbglFontCachedTTF *)gbgl_malloc(gb_size_of(gbglFontCachedTTF));
GB_ASSERT_NOT_NULL(*ttf_cache);
(*ttf_cache)->name = NULL;
(*ttf_cache)->ttf = NULL;
gb_zero_struct(&(*ttf_cache)->finfo);
(*ttf_cache)->next = NULL;
name_len = gb_strlen(ttf_filename);
(*ttf_cache)->name = cast(char *)gbgl_malloc(name_len+1);
gb_strncpy((*ttf_cache)->name, ttf_filename, name_len);
(*ttf_cache)->name[name_len] = '\0';
{
gbFile file;
if (gb_open_file(&file, ttf_filename)) {
i64 len = gb_file_size(&file);
(*ttf_cache)->ttf = cast(u8 *)gbgl_malloc(len);
GB_ASSERT_NOT_NULL((*ttf_cache)->ttf);
gb_file_read_at(&file, (*ttf_cache)->ttf, len, 0);
gb_close_file(&file);
} else {
GB_PANIC("Could not open ttf file: %s", ttf_filename);
}
stbtt_InitFont(&(*ttf_cache)->finfo, (*ttf_cache)->ttf, stbtt_GetFontOffsetForIndex((*ttf_cache)->ttf, 0));
}
}
ttf = *ttf_cache;
GB_ASSERT_NOT_NULL(ttf);
}
// NOTE(bill): Set the range for the this look up
for (i = 0; i < font_cache->codepoint_count; i++)
font_cache->ranges[i].font_size = font_size;
{ // NOTE(bill): Figure out smallest non-square power of 2 texture size
i32 w, h;
if (gbgl_get_packed_font_dim(font_cache, ttf, &w, &h)) {
isize str_len, i, j;
// NOTE(bill): Setup the font data
f->glyph_count = font_cache->codepoint_count;
f->bitmap_width = w;
f->bitmap_height = h;
f->size = font_size;
str_len = gb_strlen(ttf_filename);
f->ttf_filename = cast(char *)gbgl_malloc(str_len+1);
gb_strncpy(f->ttf_filename, ttf_filename, str_len);
f->glyph_map = cast(gbglGlyphMapKVPair *)gbgl_malloc(gb_size_of(*f->glyph_map) * f->glyph_count);
f->glyphs = cast(gbglGlyphInfo *) gbgl_malloc(gb_size_of(*f->glyphs) * f->glyph_count);
if (!f->glyph_map || !f->glyphs) {
f = NULL;
return f;
} else {
stbtt_pack_context spc;
u8 *px;
i32 res;
f32 scale;
px = cast(u8 *)gbgl_malloc(w * h);
res = stbtt_PackBegin(&spc, px, w, h, 0, 1, 0);
GB_ASSERT(res == 1);
res = stbtt_PackFontRanges(&spc, ttf->ttf, 0, font_cache->ranges, font_cache->codepoint_count);
GB_ASSERT(res == 1);
stbtt_PackEnd(&spc);
gbgl_load_texture2d_from_memory(&f->texture, px, w, h, 1);
gbgl_free(px);
scale = stbtt_ScaleForPixelHeight(&ttf->finfo, font_size);
stbtt_GetFontVMetrics(&ttf->finfo, &f->ascent, &f->descent, &f->line_gap);
f->ascent = cast(i32)(cast(f32)f->ascent * scale);
f->descent = cast(i32)(cast(f32)f->descent * scale);
f->line_gap = cast(i32)(cast(f32)f->line_gap * scale);
for (i = 0; i < f->glyph_count; i++) {
gbglGlyphInfo *gi = f->glyphs + i;
gi->s0 = cast(f32)font_cache->packed_char_data[i].x0;
gi->t0 = cast(f32)font_cache->packed_char_data[i].y0;
gi->s1 = cast(f32)font_cache->packed_char_data[i].x1;
gi->t1 = cast(f32)font_cache->packed_char_data[i].y1;
gi->xoff = cast(i16)font_cache->packed_char_data[i].xoff;
gi->yoff = cast(i16)font_cache->packed_char_data[i].yoff;
gi->xadv = font_cache->packed_char_data[i].xadvance;
}
for (i = 0; i < f->glyph_count; i++) {
f->glyph_map[i].codepoint = font_cache->codepoints[i];
f->glyph_map[i].index = i;
}
gb_qsort(f->glyph_map, f->glyph_count, gb_size_of(*f->glyph_map), gbgl__glypth_map_sort);
{ // Kerning Table
isize kps_count = 0;
for (i = 0; i < f->glyph_count; i++) {
for (j = 0; j < f->glyph_count; j++) {
i32 kern = stbtt_GetCodepointKernAdvance(&ttf->finfo, font_cache->codepoints[i], font_cache->codepoints[j]);
if (kern != 0)
kps_count++;
}
}
f->kern_pair_count = kps_count;
if (kps_count > 0) {
int ikp = 0;
f->kern_table = cast(gbglKernPair *)gbgl_malloc(gb_size_of(*f->kern_table) * kps_count);
for (i = 0; i < f->glyph_count; i++) {
for (j = 0; j < f->glyph_count; j++) {
isize kern = stbtt_GetCodepointKernAdvance(&ttf->finfo, font_cache->codepoints[i], font_cache->codepoints[j]);
if (kern != 0) {
gbglKernPair *kp = f->kern_table + ikp++;
kp->i0 = cast(u16)i;
kp->i1 = cast(u16)j;
kp->kern = cast(f32)kern * scale;
}
}
}
gb_qsort(f->kern_table, f->kern_pair_count, gb_size_of(f->kern_table[0]), gbgl__sort_kern_pair);
}
}
}
} else {
GB_PANIC("Failure loading font");
gb_zero_struct(&f);
}
}
return f;
}
gb_inline i32
gbgl_font_glyph_map_search_proc(void const *a, void const *b)
{
gbglGlyphMapKVPair const *gm = cast(gbglGlyphMapKVPair const *)a;
char32 ucp = *cast(char32 const *)b;
return cast(i32)(cast(i64)gm->codepoint - cast(i64)ucp);
}
gbglGlyphInfo *
gbgl_get_glyph_info(gbglFont *font, char32 codepoint, isize *out_index)
{
isize index = gb_binary_search(font->glyph_map, font->glyph_count, gb_size_of(*font->glyph_map), &codepoint, gbgl_font_glyph_map_search_proc);
if (index >= 0) {
GB_ASSERT(codepoint == font->glyph_map[index].codepoint);
if (out_index)
*out_index = font->glyph_map[index].index;
return font->glyphs + font->glyph_map[index].index;
}
return NULL;
}
f32
gbgl_get_font_kern_amt_from_glyph_indices(gbglFont *font, isize left_index, isize right_index)
{
isize needle = (right_index << 16) | (left_index & 0xff);
isize f = 0;
isize l = font->kern_pair_count - 1;
isize m = (f + l) >> 1;
while (f <= l) {
isize cmp = font->kern_table[m].packed - needle;
if (cmp < 0)
f = m + 1;
else if (cmp > 0)
l = m - 1;
else
return font->kern_table[m].kern;
m = (f + l) >> 1;
}
return 0.0f;
}
void
gbgl_get_string_dimenstions(gbglFont *font, char const *str, f32 *out_width, f32 *out_height)
{
isize len, char_count, i;
f32 w = 0.0f;
f32 h = 0.0f;
char const *ptr = str;
len = gb_strlen(str);
char_count = gb_utf8_strnlen(str, len);
for (i = 0; i < char_count; i++) {
char32 cp;
isize byte_len, curr_index;
gbglGlyphInfo *gi;
byte_len = gb_utf8_decode_len(ptr, len-(ptr-str), &cp);
ptr += byte_len;
gi = gbgl_get_glyph_info(font, cp, &curr_index);
if (gi) {
f32 kern = 0;
if (i < char_count-1) {
isize next_index;
char32 next_cp = 0;
gbglGlyphInfo *ngi;
gb_utf8_decode_len(ptr, len-(ptr-str), &next_cp);
ngi = gbgl_get_glyph_info(font, next_cp, &next_index);
if (ngi) kern = gbgl_get_font_kern_amt_from_glyph_indices(font, curr_index, next_index);
}
w += gi->xadv + kern;
}
}
if (out_width) *out_width = w;
if (out_height) *out_height = h;
}
f32
gbgl_get_sub_string_width(gbglFont *font, char const *str, isize char_count)
{
isize i, len;
f32 w = 0;
char const *ptr = str;
len = gb_strlen(str);
for (i = 0; i < char_count; i++) {
if (*ptr == 0) {
break;
} else {
char32 cp;
isize byte_len, curr_index;
f32 kern = 0;
gbglGlyphInfo *gi;
byte_len = gb_utf8_decode_len(ptr, len-(ptr-str), &cp);
ptr += byte_len;
if (ptr - str > char_count)
break;
gi = gbgl_get_glyph_info(font, cp, &curr_index);
if (i < char_count-1) {
isize next_index;
char32 next_cp = 0;
gb_utf8_decode_len(ptr, len-(ptr-str), &next_cp);
gbgl_get_glyph_info(font, next_cp, &next_index);
kern = gbgl_get_font_kern_amt_from_glyph_indices(font, curr_index, next_index);
}
w += gi->xadv + kern;
}
}
return w;
}
i32
gbgl_get_wrapped_line_count(gbglFont *font, char const *str, isize max_len, isize max_width)
{
isize i, str_len, char_count, line_count = 1;
f32 w = 0;
char const *ptr = str;
str_len = gb_strnlen(str, max_len);
char_count = gb_utf8_strnlen(str, str_len);
for (i = 0; i < char_count; i++) {
char32 cp;
isize byte_len, curr_index;
gbglGlyphInfo *gi;
f32 kern = 0;
byte_len = gb_utf8_decode_len(ptr, str_len-(ptr-str), &cp);
ptr += byte_len;
// NOTE(bill): Check calculation here
if (ptr-str >= max_len-6)
break;
gi = gbgl_get_glyph_info(font, cp, &curr_index);
if (gi) {
if (w + gi->xadv >= cast(f32)max_width) {
line_count++;
w = 0.0f;
}
}
if (i < char_count-1) {
char32 next_cp;
isize next_index;
gb_utf8_decode_len(ptr, str_len-(ptr-str), &next_cp);
gbgl_get_glyph_info(font, next_cp, &next_index);
kern = gbgl_get_font_kern_amt_from_glyph_indices(font, curr_index, next_index);
}
if (gi) {
w += gi->xadv + kern;
}
}
return line_count;
}
gb_inline f32
gbgl_get_string_width(gbglFont *font, char const *str, isize max_len)
{
isize len = gb_strnlen(str, max_len);
isize char_count = gb_utf8_strnlen(str, len);
return gbgl_get_sub_string_width(font, str, char_count);
}
////////////////////////////////////////////////////////////////
//
// Basic State
//
//
void
gbgl_bs_init(gbglBasicState *bs, i32 window_width, i32 window_height)
{
isize i;
gbgl_bs_set_resolution(bs, window_width, window_height);
glGenVertexArrays(1, &bs->vao);
glBindVertexArray(bs->vao);
bs->vbo = gbgl_make_vbo(NULL, gb_size_of(gbglBasicVertex) * GBGL_BS_MAX_VERTEX_COUNT, GL_DYNAMIC_DRAW);
for (i = 0; i < GBGL_BS_MAX_INDEX_COUNT / 6; i++) {
bs->indices[i*6 + 0] = i*4 + 0;
bs->indices[i*6 + 1] = i*4 + 1;
bs->indices[i*6 + 2] = i*4 + 2;
bs->indices[i*6 + 3] = i*4 + 2;
bs->indices[i*6 + 4] = i*4 + 3;
bs->indices[i*6 + 5] = i*4 + 0;
}
bs->ebo = gbgl_make_ebo(bs->indices, gb_size_of(u16) * GBGL_BS_MAX_INDEX_COUNT, GL_STATIC_DRAW);
bs->nearest_sampler = gbgl_generate_sampler(GL_NEAREST, GL_NEAREST, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
bs->linear_sampler = gbgl_generate_sampler(GL_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
gbgl_load_shader_vf_from_source(&bs->ortho_tex_shader,
"#version 330 core\n"
"layout (location = 0) in vec4 a_position;\n"
"layout (location = 1) in vec2 a_tex_coord;\n"
"uniform mat4 u_ortho_mat;\n"
"out vec2 v_tex_coord;\n"
"void main(void) {\n"
" gl_Position = u_ortho_mat * a_position;\n"
" v_tex_coord = a_tex_coord;\n"
"}\n",
"#version 330 core\n"
"precision mediump float;"
"in vec2 v_tex_coord;\n"
"layout (binding = 0) uniform sampler2D u_tex;\n"
"out vec4 o_colour;\n"
"void main(void) {\n"
" o_colour = texture2D(u_tex, v_tex_coord);\n"
"}\n");
gbgl_load_shader_vf_from_source(&bs->ortho_col_shader,
"#version 330 core\n"
"precision mediump float;"
"layout (location = 0) in vec4 a_position;\n"
"uniform mat4 u_ortho_mat;\n"
"void main(void) {\n"
" gl_Position = u_ortho_mat * a_position;\n"
"}\n",
"#version 330 core\n"
"uniform vec4 u_colour;\n"
"out vec4 o_colour;\n"
"void main(void) {\n"
" o_colour = u_colour;\n"
"}\n");
gbgl_load_shader_vf_from_source(&bs->font_shader,
"#version 330 core\n"
"layout (location = 0) in vec4 a_position;\n"
"layout (location = 1) in vec2 a_tex_coord;\n"
"uniform mat4 u_ortho_mat;\n"
"out vec2 v_tex_coord;\n"
"void main(void) {\n"
" gl_Position = u_ortho_mat * a_position;\n"
" v_tex_coord = a_tex_coord;\n"
"}\n",
"#version 330 core\n"
"in vec2 v_tex_coord;\n"
"layout (location = 0) uniform vec4 u_colour;\n"
"layout (binding = 0) uniform sampler2D u_tex;\n"
"out vec4 o_colour;\n"
"void main(void {\n"
" float alpha = texture2D(u_tex, v_tex_coord).r;\n"
" o_colour = u_colour * alpha;\n"
"\n"
);
glGenVertexArrays(1, &bs->font_vao);
glBindVertexArray(bs->font_vao);
bs->font_vbo = gbgl_make_vbo(NULL, gb_size_of(gbglBasicVertex) * GBGL_MAX_RENDER_STRING_LENGTH * 4, GL_DYNAMIC_DRAW);
for (i = 0; i < GBGL_MAX_RENDER_STRING_LENGTH; i++) {
bs->font_indices[i*6 + 0] = i*4 + 0;
bs->font_indices[i*6 + 1] = i*4 + 1;
bs->font_indices[i*6 + 2] = i*4 + 2;
bs->font_indices[i*6 + 3] = i*4 + 2;
bs->font_indices[i*6 + 4] = i*4 + 3;
bs->font_indices[i*6 + 5] = i*4 + 0;
}
bs->font_ebo = gbgl_make_ebo(bs->font_indices, gb_size_of(u16) * GBGL_MAX_RENDER_STRING_LENGTH * 6, GL_STATIC_DRAW);
bs->font_samplers[0] = gbgl_generate_sampler(GL_NEAREST, GL_NEAREST, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
bs->font_samplers[1] = gbgl_generate_sampler(GL_LINEAR, GL_LINEAR, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
bs->text_params[GBGL_TEXT_PARAM_MAX_WIDTH].val_i32 = 0;
bs->text_params[GBGL_TEXT_PARAM_JUSTIFY].val_i32 = GBGL_JUSTIFY_LEFT;
bs->text_params[GBGL_TEXT_PARAM_TEXTURE_FILTER].val_i32 = 0;
}
void
gbgl_bs_set_resolution(gbglBasicState *bs, i32 window_width, i32 window_height)
{
bs->width = window_width;
bs->height = window_height;
gb_mat4_ortho2d(&bs->ortho_mat, 0, bs->width, 0, bs->height);
}
void
gbgl_bs_begin(gbglBasicState *bs, i32 window_width, i32 window_height)
{
glBindVertexArray(bs->vao);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_CULL_FACE);
gbgl_bs_set_resolution(bs, window_width, window_height);
}
void
gbgl_bs_end(gbglBasicState *bs)
{
glBindVertexArray(0);
}
void
gbgl_bs_draw_textured_rect(gbglBasicState *bs, gbglTexture *tex, gbVec2 pos, gbVec2 dim, b32 v_up)
{
bs->vertices[0].x = pos.x;
bs->vertices[0].y = pos.y;
bs->vertices[0].u = 0.0f;
bs->vertices[0].v = v_up ? 0.0f : 1.0f;
bs->vertices[1].x = pos.x + dim.x;
bs->vertices[1].y = pos.y;
bs->vertices[1].u = 1.0f;
bs->vertices[1].v = v_up ? 0.0f : 1.0f;
bs->vertices[2].x = pos.x + dim.x;
bs->vertices[2].y = pos.y + dim.y;
bs->vertices[2].u = 1.0f;
bs->vertices[2].v = v_up ? 1.0f : 0.0f;
bs->vertices[3].x = pos.x;
bs->vertices[3].y = pos.y + dim.y;
bs->vertices[3].u = 0.0f;
bs->vertices[3].v = v_up ? 1.0f : 0.0f;
gbgl_use_shader(&bs->ortho_tex_shader);
gbgl_set_uniform_mat4(&bs->ortho_tex_shader, "u_ortho_mat", bs->ortho_mat.e);
gbgl_bind_texture2d(tex, 0, bs->nearest_sampler);
gbgl_vbo_copy(bs->vbo, bs->vertices, 4*gb_size_of(bs->vertices[0]), 0);
gbgl_vert_ptr_aa(0, 2, gbglBasicVertex, x);
gbgl_vert_ptr_aa(1, 2, gbglBasicVertex, u);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bs->ebo);
glEnable(GL_BLEND);
glBlendEquationi(0, GL_FUNC_ADD);
glBlendFunci(0, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, NULL);
}
void
gbgl_bs_draw_rect(gbglBasicState *bs, gbVec2 pos, gbVec2 dim, gbColour col)
{
gbgl_bs_draw_quad(bs,
gb_vec2(pos.x, pos.y),
gb_vec2(pos.x+dim.x, pos.y),
gb_vec2(pos.x+dim.x, pos.y+dim.y),
gb_vec2(pos.x, pos.y+dim.y),
col);
}
void
gbgl_bs_draw_rect_outline(gbglBasicState *bs, gbVec2 pos, gbVec2 dim, gbColour col, f32 thickness)
{
gbgl_bs_draw_quad_outline(bs,
gb_vec2(pos.x, pos.y),
gb_vec2(pos.x+dim.x, pos.y),
gb_vec2(pos.x+dim.x, pos.y+dim.y),
gb_vec2(pos.x, pos.y+dim.y),
col,
thickness);
}
gb_internal void
gbgl__bs_setup_ortho_colour_state(gbglBasicState *bs, isize vertex_count, gbColour col)
{
gbVec4 vcol = gb_vec4(col.r/255.0f, col.g/255.0f, col.b/255.0f, col.a/255.0f);
gbgl_use_shader(&bs->ortho_col_shader);
gbgl_set_uniform_mat4(&bs->ortho_col_shader, "u_ortho_mat", bs->ortho_mat.e);
gbgl_set_uniform_vec4(&bs->ortho_col_shader, "u_colour", vcol);
gbgl_vbo_copy(bs->vbo, bs->vertices, vertex_count*gb_size_of(bs->vertices[0]), 0);
gbgl_vert_ptr_aa(0, 2, gbglBasicVertex, x);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bs->ebo);
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
void
gbgl_bs_draw_quad(gbglBasicState *bs,
gbVec2 p0, gbVec2 p1, gbVec2 p2, gbVec2 p3, gbColour col)
{
bs->vertices[0].x = p0.x;
bs->vertices[0].y = p0.y;
bs->vertices[1].x = p1.x;
bs->vertices[1].y = p1.y;
bs->vertices[2].x = p2.x;
bs->vertices[2].y = p2.y;
bs->vertices[3].x = p3.x;
bs->vertices[3].y = p3.y;
gbgl__bs_setup_ortho_colour_state(bs, 4, col);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, NULL);
}
void
gbgl_bs_draw_quad_outline(gbglBasicState *bs, gbVec2 p0, gbVec2 p1, gbVec2 p2, gbVec2 p3, gbColour col, f32 thickness)
{
bs->vertices[0].x = p0.x;
bs->vertices[0].y = p0.y;
bs->vertices[1].x = p1.x;
bs->vertices[1].y = p1.y;
bs->vertices[2].x = p2.x;
bs->vertices[2].y = p2.y;
bs->vertices[3].x = p3.x;
bs->vertices[3].y = p3.y;
gbgl__bs_setup_ortho_colour_state(bs, 4, col);
glLineWidth(thickness);
glDrawArrays(GL_LINE_LOOP, 0, 4);
}
void
gbgl_bs_draw_line(gbglBasicState *bs, gbVec2 p0, gbVec2 p1, gbColour col, f32 thickness)
{
bs->vertices[0].x = p0.x;
bs->vertices[0].y = p0.y;
bs->vertices[1].x = p1.x;
bs->vertices[1].y = p1.y;
gbgl__bs_setup_ortho_colour_state(bs, 2, col);
glLineWidth(thickness);
glDrawArrays(GL_LINES, 0, 2);
}
void
gbgl_bs_draw_circle(gbglBasicState *bs, gbVec2 p, f32 radius, gbColour col)
{
isize i;
bs->vertices[0].x = p.x;
bs->vertices[0].y = p.y;
for (i = 0; i < 31; i++) {
f32 t = cast(f32)i / 30.0f;
f32 theta = t * GB_MATH_TAU;
f32 c = gb_cos(theta);
f32 s = gb_sin(theta);
bs->vertices[i+1].x = p.x + c*radius;
bs->vertices[i+1].y = p.y + s*radius;
}
gbgl__bs_setup_ortho_colour_state(bs, 32, col);
glDrawArrays(GL_TRIANGLE_FAN, 0, 32);
}
void
gbgl_bs_draw_circle_outline(gbglBasicState *bs, gbVec2 p, f32 radius, gbColour col, f32 thickness)
{
isize i;
for (i = 0; i < 32; i++) {
f32 t = cast(f32)i / 31.0f;
f32 theta = t * GB_MATH_TAU;
f32 c = gb_cos(theta);
f32 s = gb_sin(theta);
bs->vertices[i].x = p.x + c*radius;
bs->vertices[i].y = p.y + s*radius;
}
gbgl__bs_setup_ortho_colour_state(bs, 32, col);
glLineWidth(thickness);
glDrawArrays(GL_LINE_LOOP, 0, 32);
}
#endif