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- /*!
- * \file src/Window.cpp
- * \brief windowing implementation
- *
- * \author xythobuz
- */
-
- #include "global.h"
- #include "Log.h"
- #include "TextureManager.h"
- #include "utils/strings.h"
- #include "system/Window.h"
-
- unsigned int Window::getWidth() {
- return mWidth;
- }
-
- unsigned int Window::getHeight() {
- return mHeight;
- }
-
- bool Window::getFullscreen() {
- return mFullscreen;
- }
-
- bool Window::getMousegrab() {
- return mMousegrab;
- }
-
- bool Window::getTextInput() {
- return mTextInput;
- }
-
- // ----------------------------------------------------------------------------
-
- Shader Window::textShader;
- Shader Window::imguiShader;
- unsigned int Window::vertexArrayID = 0;
-
- int Window::initializeGL() {
- getLog() << "GL Ven.: " << glGetString(GL_VENDOR) << Log::endl;
- getLog() << "GL Ren.: " << glGetString(GL_RENDERER) << Log::endl;
- getLog() << "GL Ver.: " << glGetString(GL_VERSION) << Log::endl;
- getLog() << "GLSL V.: " << glGetString(GL_SHADING_LANGUAGE_VERSION) << Log::endl;
-
- glGenVertexArrays(1, &vertexArrayID);
- glBindVertexArray(vertexArrayID);
-
- // Set background to black
- glClearColor(BLACK[0] / 256.0f, BLACK[1] / 256.0f, BLACK[2] / 256.0f, BLACK[3] / 256.0f);
-
- // Set up Z buffer
- glEnable(GL_DEPTH_TEST);
- // Accept fragment if closer to camera
- glDepthFunc(GL_LESS);
-
- // Set up culling
- //glEnable(GL_CULL_FACE); //! \todo Transparency?
-
- if (textShader.compile(textShaderVertex, textShaderFragment) < 0)
- return -1;
- if (textShader.addUniform("screen") < 0)
- return -2;
- if (textShader.addUniform("textureSampler") < 0)
- return -3;
- if (textShader.addUniform("colorVar") < 0)
- return -4;
- textShader.addBuffer(2);
-
- if (imguiShader.compile(imguiShaderVertex, imguiShaderFragment) < 0)
- return -5;
- if (imguiShader.addUniform("screen") < 0)
- return -6;
- if (imguiShader.addUniform("textureSampler") < 0)
- return -7;
- imguiShader.addBuffer(3);
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- return 0;
- }
-
- void Window::shutdownGL() {
- glDeleteVertexArrays(1, &vertexArrayID);
- }
-
- void Window::resizeGL() {
- // new matrix?
- }
-
- void Window::drawTextGL(std::vector<glm::vec2>& vertices, std::vector<glm::vec2>& uvs,
- glm::vec4 color, unsigned int texture) {
- assert(vertices.size() == uvs.size());
- assert((vertices.size() % 3) == 0);
-
- glBindBuffer(GL_ARRAY_BUFFER, textShader.getBuffer(0));
- glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec2), &vertices[0], GL_STATIC_DRAW);
-
- glBindBuffer(GL_ARRAY_BUFFER, textShader.getBuffer(1));
- glBufferData(GL_ARRAY_BUFFER, uvs.size() * sizeof(glm::vec2), &uvs[0], GL_STATIC_DRAW);
-
- textShader.use();
-
- glUniform2f(textShader.getUniform(0), getWindow().getWidth(), getWindow().getHeight());
-
- getTextureManager().bindTextureId(texture, TextureManager::TextureStorage::SYSTEM, 0);
- glUniform1i(textShader.getUniform(1), 0);
-
- glUniform4fv(textShader.getUniform(2), 1, &color.r);
-
- glEnableVertexAttribArray(0); // Vertices
- glBindBuffer(GL_ARRAY_BUFFER, textShader.getBuffer(0));
- glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
-
- glEnableVertexAttribArray(1); // UVs
- glBindBuffer(GL_ARRAY_BUFFER, textShader.getBuffer(1));
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
-
- glDisable(GL_DEPTH_TEST);
- glDrawArrays(GL_TRIANGLES, 0, vertices.size());
- glEnable(GL_DEPTH_TEST);
-
- glDisableVertexAttribArray(0);
- glDisableVertexAttribArray(1);
- }
-
- // ----------------------------------------------------------------------------
-
- Shader::~Shader() {
- if (programID >= 0)
- glDeleteProgram(programID);
-
- if (!buffers.empty())
- glDeleteBuffers(buffers.size(), &buffers[0]);
- }
-
- int Shader::addUniform(const char* name) {
- assert(programID >= 0);
- int r = glGetUniformLocation(programID, name);
- if (r < 0) {
- getLog() << "Can't find GLSL Uniform \"" << name << "\"!" << Log::endl;
- return -1;
- }
- uniforms.push_back(r);
- return uniforms.size() - 1;
- }
-
- unsigned int Shader::getUniform(int n) {
- assert(n >= 0);
- assert(n < uniforms.size());
- return uniforms.at(n);
- }
-
- void Shader::addBuffer(int n) {
- int s = buffers.size();
- for (int i = 0; i < n; i++)
- buffers.push_back(0);
- glGenBuffers(n, &buffers[s]);
- }
-
- unsigned int Shader::getBuffer(int n) {
- assert(n >= 0);
- assert(n < buffers.size());
- return buffers.at(n);
- }
-
- void Shader::use() {
- assert(programID >= 0);
- glUseProgram(programID);
- }
-
- int Shader::compile(const char* vertex, const char* fragment) {
- assert(vertex != nullptr);
- assert(fragment != nullptr);
-
- GLuint vertexID = glCreateShader(GL_VERTEX_SHADER);
- GLuint fragmentID = glCreateShader(GL_FRAGMENT_SHADER);
-
- GLint result = GL_FALSE;
- GLint logLength = 0;
-
- // Compile vertex shader
- glShaderSource(vertexID, 1, &vertex, nullptr);
- glCompileShader(vertexID);
-
- // Check vertex shader
- glGetShaderiv(vertexID, GL_COMPILE_STATUS, &result);
- glGetShaderiv(vertexID, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- std::vector<char> message(logLength + 1);
- glGetShaderInfoLog(vertexID, logLength, nullptr, &message[0]);
- if (result != GL_TRUE)
- getLog() << "Vertex Shader compilation error:" << Log::endl;
- getLog() << &message[0] << Log::endl;
- glDeleteShader(vertexID);
- glDeleteShader(fragmentID);
- return -1;
- }
-
- // Compile fragment shader
- glShaderSource(fragmentID, 1, &fragment, nullptr);
- glCompileShader(fragmentID);
-
- // Check fragment shader
- glGetShaderiv(fragmentID, GL_COMPILE_STATUS, &result);
- glGetShaderiv(fragmentID, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- std::vector<char> message(logLength + 1);
- glGetShaderInfoLog(fragmentID, logLength, nullptr, &message[0]);
- if (result != GL_TRUE)
- getLog() << "Fragment Shader compilation error:" << Log::endl;
- getLog() << &message[0] << Log::endl;
- glDeleteShader(vertexID);
- glDeleteShader(fragmentID);
- return -2;
- }
-
- // Link both shaders
- programID = glCreateProgram();
- glAttachShader(programID, vertexID);
- glAttachShader(programID, fragmentID);
- glLinkProgram(programID);
-
- // Check resulting program
- glGetProgramiv(programID, GL_LINK_STATUS, &result);
- glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &logLength);
- if (logLength > 0) {
- std::vector<char> message(logLength + 1);
- glGetProgramInfoLog(programID, logLength, nullptr, &message[0]);
- if (result != GL_TRUE)
- getLog() << "Shader link error:" << Log::endl;
- getLog() << &message[0] << Log::endl;
- glDeleteShader(vertexID);
- glDeleteShader(fragmentID);
- glDeleteProgram(programID);
- return -3;
- }
-
- glDeleteShader(vertexID);
- glDeleteShader(fragmentID);
- return programID;
- }
-
- // ----------------------------------------------------------------------------
- // *INDENT-OFF*
-
- const char* Window::textShaderVertex = R"!?!(
- #version 330 core
-
- layout(location = 0) in vec2 vertexPosition_screen;
- layout(location = 1) in vec2 vertexUV;
-
- out vec2 UV;
-
- uniform vec2 screen;
-
- void main() {
- vec2 halfScreen = screen / 2;
- vec2 vertexPosition_homogenous = (vertexPosition_screen - halfScreen) / halfScreen;
-
- gl_Position = vec4(vertexPosition_homogenous.x, -vertexPosition_homogenous.y, 0, 1);
- UV = vertexUV;
- }
- )!?!";
-
- const char* Window::textShaderFragment = R"!?!(
- #version 330 core
-
- in vec2 UV;
-
- out vec4 color;
-
- uniform sampler2D textureSampler;
- uniform vec4 colorVar;
-
- void main() {
- color = texture(textureSampler, UV) * colorVar;
- }
- )!?!";
-
- // --------------------------------------
-
- const char* Window::imguiShaderVertex = R"!?!(
- #version 330 core
-
- layout(location = 0) in vec2 vertexPosition_screen;
- layout(location = 1) in vec2 vertexUV;
- layout(location = 2) in vec4 vertexColor;
-
- out vec2 UV;
- out vec4 FragColor;
-
- uniform vec2 screen;
-
- void main() {
- vec2 halfScreen = screen / 2;
- vec2 vertexPosition_homogenous = (vertexPosition_screen - halfScreen) / halfScreen;
-
- gl_Position = vec4(vertexPosition_homogenous.x, -vertexPosition_homogenous.y, 0, 1);
- UV = vertexUV;
- FragColor = vertexColor;
- }
- )!?!";
-
- const char* Window::imguiShaderFragment = R"!?!(
- #version 330 core
-
- in vec2 UV;
- in vec4 FragColor;
-
- out vec4 color;
-
- uniform sampler2D textureSampler;
-
- void main() {
- color = texture(textureSampler, UV) * FragColor;
- }
- )!?!";
-
- // *INDENT-ON*
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