Panda3DS/third_party/opengl/opengl.hpp
Paris Oplopoios 860eacc7e6
Add createFromBinary function (#573)
* Add createFromBinary function

* Indentation

---------

Co-authored-by: wheremyfoodat <44909372+wheremyfoodat@users.noreply.github.com>
2024-08-08 17:29:44 +03:00

779 lines
27 KiB
C++

/***************************************************************************
* Copyright (C) 2022 PCSX-Redux & Panda3DS authors *
* *
* 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 2 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, write to the *
* Free Software Foundation, Inc., *
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. *
***************************************************************************/
#pragma once
#include <array>
#include <cassert>
#include <cstddef>
#include <cstdarg>
#include <functional>
#include <initializer_list>
#include <iostream>
#include <stdexcept>
#include <string_view>
#include <type_traits>
#include <utility>
#include <glad/gl.h>
// Check if we have C++20. If yes, we can add C++20 std::span support
#ifdef _MSVC_LANG // MSVC does not properly define __cplusplus without a compiler flag...
#if _MSVC_LANG >= 202002L
#define OPENGL_HAVE_CPP20
#endif
#elif __cplusplus >= 202002L
#define OPENGL_HAVE_CPP20
#endif // MSVC_LANG
#ifdef OPENGL_HAVE_CPP20
#include <span>
#endif
#if defined(GPU_DEBUG_INFO)
#define OPENGL_DEBUG_INFO
#endif
#ifdef _MSC_VER
#include <sal.h>
#define OPENGL_PRINTF_FORMAT _Printf_format_string_
#define OPENGL_PRINTF_FORMAT_ATTR(format_arg_index, dots_arg_index)
#else
#define OPENGL_PRINTF_FORMAT
#define OPENGL_PRINTF_FORMAT_ATTR(format_arg_index, dots_arg_index) __attribute__((__format__(__printf__, format_arg_index, dots_arg_index)))
#endif
// Uncomment the following define if you want GL objects to automatically free themselves when their lifetime ends
// #define OPENGL_DESTRUCTORS
namespace OpenGL {
// Workaround for using static_assert inside constexpr if
// https://stackoverflow.com/questions/53945490/how-to-assert-that-a-constexpr-if-else-clause-never-happen
template <class...>
constexpr std::false_type AlwaysFalse{};
OPENGL_PRINTF_FORMAT_ATTR(3, 4)
static void setObjectLabel(GLenum identifier, GLuint name, OPENGL_PRINTF_FORMAT const char* format, ...) {
#if defined(OPENGL_DEBUG_INFO)
GLchar label[256] = {};
va_list args;
va_start(args, format);
const GLsizei length = vsnprintf(label, std::size(label), format, args);
va_end(args);
glObjectLabel(identifier, name, length, label);
#endif
}
class DebugScope {
#if defined(OPENGL_DEBUG_INFO)
inline static GLuint scopeDepth = 0;
const GLuint m_scope_depth;
#endif
public:
OPENGL_PRINTF_FORMAT_ATTR(2, 3)
DebugScope(OPENGL_PRINTF_FORMAT const char* format, ...)
#if defined(OPENGL_DEBUG_INFO)
: m_scope_depth(scopeDepth++) {
GLchar message[256] = {};
va_list args;
va_start(args, format);
const GLsizei length = vsnprintf(message, std::size(message), format, args);
va_end(args);
glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, m_scope_depth, length, message);
}
#else
{
}
#endif
~DebugScope() {
#if defined(OPENGL_DEBUG_INFO)
glPopDebugGroup();
scopeDepth--;
#endif
}
};
struct VertexArray {
GLuint m_handle = 0;
void create() {
if (m_handle == 0) {
glGenVertexArrays(1, &m_handle);
}
}
VertexArray(bool shouldCreate = false) {
if (shouldCreate) {
create();
}
}
#ifdef OPENGL_DESTRUCTORS
~VertexArray() { free(); }
#endif
GLuint handle() const { return m_handle; }
bool exists() const { return m_handle != 0; }
void bind() const { glBindVertexArray(m_handle); }
template <typename T>
void setAttributeFloat(GLuint index, GLint size, GLsizei stride, const void* offset, bool normalized = GL_FALSE) {
if constexpr (std::is_same<T, GLfloat>()) {
glVertexAttribPointer(index, size, GL_FLOAT, normalized, stride, offset);
}
else if constexpr (std::is_same<T, GLbyte>()) {
glVertexAttribPointer(index, size, GL_BYTE, normalized, stride, offset);
}
else if constexpr (std::is_same<T, GLubyte>()) {
glVertexAttribPointer(index, size, GL_UNSIGNED_BYTE, normalized, stride, offset);
}
else if constexpr (std::is_same<T, GLshort>()) {
glVertexAttribPointer(index, size, GL_SHORT, normalized, stride, offset);
}
else if constexpr (std::is_same<T, GLushort>()) {
glVertexAttribPointer(index, size, GL_UNSIGNED_SHORT, normalized, stride, offset);
}
else if constexpr (std::is_same<T, GLint>()) {
glVertexAttribPointer(index, size, GL_INT, normalized, stride, offset);
}
else if constexpr (std::is_same<T, GLuint>()) {
glVertexAttribPointer(index, size, GL_UNSIGNED_INT, normalized, stride, offset);
}
else {
static_assert(AlwaysFalse<T>, "Unimplemented type for OpenGL::setAttributeFloat");
}
}
template <typename T>
void setAttributeInt(GLuint index, GLint size, GLsizei stride, const void* offset) {
if constexpr (std::is_same<T, GLbyte>()) {
glVertexAttribIPointer(index, size, GL_BYTE, stride, offset);
}
else if constexpr (std::is_same<T, GLubyte>()) {
glVertexAttribIPointer(index, size, GL_UNSIGNED_BYTE, stride, offset);
}
else if constexpr (std::is_same<T, GLshort>()) {
glVertexAttribIPointer(index, size, GL_SHORT, stride, offset);
}
else if constexpr (std::is_same<T, GLushort>()) {
glVertexAttribIPointer(index, size, GL_UNSIGNED_SHORT, stride, offset);
}
else if constexpr (std::is_same<T, GLint>()) {
glVertexAttribIPointer(index, size, GL_INT, stride, offset);
}
else if constexpr (std::is_same<T, GLuint>()) {
glVertexAttribIPointer(index, size, GL_UNSIGNED_INT, stride, offset);
}
else {
static_assert(AlwaysFalse<T>, "Unimplemented type for OpenGL::setAttributeInt");
}
}
template <typename T>
void setAttributeFloat(GLuint index, GLint size, GLsizei stride, size_t offset, bool normalized = false) {
setAttributeFloat<T>(index, size, stride, reinterpret_cast<const void*>(offset), normalized);
}
template <typename T>
void setAttributeInt(GLuint index, GLint size, GLsizei stride, size_t offset) {
setAttributeInt<T>(index, size, stride, reinterpret_cast<const void*>(offset));
}
void enableAttribute(GLuint index) { glEnableVertexAttribArray(index); }
void disableAttribute(GLuint index) { glDisableVertexAttribArray(index); }
void free() {
glDeleteVertexArrays(1, &m_handle);
}
};
enum FramebufferTypes {
DrawFramebuffer = GL_DRAW_FRAMEBUFFER,
ReadFramebuffer = GL_READ_FRAMEBUFFER,
DrawAndReadFramebuffer = GL_FRAMEBUFFER
};
// Texture filters
enum Filters {
Nearest = GL_NEAREST,
Linear = GL_LINEAR,
NearestMipmapNearest = GL_NEAREST_MIPMAP_NEAREST,
NearestMipmapLinear = GL_NEAREST_MIPMAP_LINEAR,
LinearMipmapNearest = GL_LINEAR_MIPMAP_NEAREST,
LinearMipmapLinear = GL_LINEAR_MIPMAP_LINEAR
};
// Wrapping mode for texture UVs
enum WrappingMode {
ClampToEdge = GL_CLAMP_TO_EDGE,
ClampToBorder = GL_CLAMP_TO_BORDER,
RepeatMirrored = GL_MIRRORED_REPEAT,
Repeat = GL_REPEAT,
MirrorClampToEdge = GL_MIRROR_CLAMP_TO_EDGE
};
struct Texture {
GLuint m_handle = 0;
int m_width, m_height;
GLenum m_binding;
int m_samples = 1; // For MSAA
void create(int width, int height, GLint internalFormat, GLenum binding = GL_TEXTURE_2D, int samples = 1) {
m_width = width;
m_height = height;
m_binding = binding;
glGenTextures(1, &m_handle);
bind();
if (binding == GL_TEXTURE_2D_MULTISAMPLE) {
if (!glTexStorage2DMultisample) { // Assert that glTexStorage2DMultisample has been loaded
throw std::runtime_error("MSAA is not supported on this platform");
}
int maxSampleCount;
glGetIntegerv(GL_MAX_INTEGER_SAMPLES, &maxSampleCount);
if (samples > maxSampleCount) {
samples = maxSampleCount;
}
glTexStorage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, internalFormat, width, height, GL_TRUE);
}
else {
glTexStorage2D(binding, 1, internalFormat, width, height);
}
}
void createMSAA(int width, int height, GLint internalFormat, int samples) {
create(width, height, internalFormat, GL_TEXTURE_2D_MULTISAMPLE, samples);
}
// Creates a depth, stencil or depth-stencil texture
void createDSTexture(int width, int height, GLenum internalFormat, GLenum format, const void* data = nullptr,
GLenum type = GL_FLOAT, GLenum binding = GL_TEXTURE_2D) {
m_width = width;
m_height = height;
m_binding = binding;
glGenTextures(1, &m_handle);
bind();
glTexImage2D(binding, 0, internalFormat, width, height, 0, format, type, data);
}
void setWrapS(WrappingMode mode) {
glTexParameteri(m_binding, GL_TEXTURE_WRAP_S, static_cast<GLint>(mode));
}
void setWrapT(WrappingMode mode) {
glTexParameteri(m_binding, GL_TEXTURE_WRAP_T, static_cast<GLint>(mode));
}
void setWrapR(WrappingMode mode) {
glTexParameteri(m_binding, GL_TEXTURE_WRAP_R, static_cast<GLint>(mode));
}
void setMinFilter(Filters filter) {
glTexParameteri(m_binding, GL_TEXTURE_MIN_FILTER, static_cast<GLint>(filter));
}
void setMagFilter(Filters filter) {
glTexParameteri(m_binding, GL_TEXTURE_MAG_FILTER, static_cast<GLint>(filter));
}
#ifdef OPENGL_DESTRUCTORS
~Texture() { free(); }
#endif
GLuint handle() const { return m_handle; }
bool exists() const { return m_handle != 0; }
void bind() const { glBindTexture(m_binding, m_handle); }
int width() const { return m_width; }
int height() const { return m_height; }
void free() { glDeleteTextures(1, &m_handle); }
};
struct Framebuffer {
GLuint m_handle = 0;
GLenum m_textureType; // GL_TEXTURE_2D or GL_TEXTURE_2D_MULTISAMPLE
void create() {
if (m_handle == 0) {
glGenFramebuffers(1, &m_handle);
}
}
Framebuffer(bool shouldCreate = false) {
if (shouldCreate) {
create();
}
}
#ifdef OPENGL_DESTRUCTORS
~Framebuffer() { free(); }
#endif
GLuint handle() const { return m_handle; }
bool exists() const { return m_handle != 0; }
void bind(GLenum target) const { glBindFramebuffer(target, m_handle); }
void bind(FramebufferTypes target) const { bind(static_cast<GLenum>(target)); }
void free() { glDeleteFramebuffers(1, &m_handle); }
void createWithTexture(Texture& tex, GLenum mode = GL_FRAMEBUFFER, GLenum attachment = GL_COLOR_ATTACHMENT0, GLenum textureType = GL_TEXTURE_2D) {
m_textureType = textureType;
create();
bind(mode);
glFramebufferTexture2D(mode, attachment, textureType, tex.handle(), 0);
}
void createWithReadTexture(Texture& tex, GLenum attachment = GL_COLOR_ATTACHMENT0, GLenum textureType = GL_TEXTURE_2D) {
createWithTexture(tex, GL_READ_FRAMEBUFFER, attachment, textureType);
}
void createWithDrawTexture(Texture& tex, GLenum attachment = GL_COLOR_ATTACHMENT0, GLenum textureType = GL_TEXTURE_2D) {
createWithTexture(tex, GL_DRAW_FRAMEBUFFER, attachment, textureType);
}
void createWithTextureMSAA(Texture& tex, GLenum mode = GL_FRAMEBUFFER) {
m_textureType = GL_TEXTURE_2D_MULTISAMPLE;
create();
bind(mode);
glFramebufferTexture2D(mode, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, tex.handle(), 0);
}
};
enum ShaderType {
Fragment = GL_FRAGMENT_SHADER,
Vertex = GL_VERTEX_SHADER,
Geometry = GL_GEOMETRY_SHADER,
Compute = GL_COMPUTE_SHADER,
TessControl = GL_TESS_CONTROL_SHADER,
TessEvaluation = GL_TESS_EVALUATION_SHADER
};
struct Shader {
GLuint m_handle = 0;
Shader() {}
Shader(const std::string_view source, ShaderType type) { create(source, static_cast<GLenum>(type)); }
// Returns whether compilation failed or not
bool create(const std::string_view source, GLenum type) {
m_handle = glCreateShader(type);
const GLchar* const sources[1] = {source.data()};
glShaderSource(m_handle, 1, sources, nullptr);
glCompileShader(m_handle);
GLint success;
glGetShaderiv(m_handle, GL_COMPILE_STATUS, &success);
if (success == GL_FALSE) {
char buf[4096];
glGetShaderInfoLog(m_handle, 4096, nullptr, buf);
fprintf(stderr, "Failed to compile shader\nError: %s\n", buf);
glDeleteShader(m_handle);
m_handle = 0;
}
return m_handle != 0;
}
GLuint handle() const { return m_handle; }
bool exists() const { return m_handle != 0; }
void free() {
if (exists()) {
glDeleteShader(m_handle);
m_handle = 0;
}
}
#ifdef OPENGL_DESTRUCTORS
~Shader() { free(); }
#endif
};
struct Program {
GLuint m_handle = 0;
bool create(std::initializer_list<std::reference_wrapper<Shader>> shaders) {
m_handle = glCreateProgram();
for (const auto& shader : shaders) {
glAttachShader(m_handle, shader.get().handle());
}
glLinkProgram(m_handle);
GLint success;
glGetProgramiv(m_handle, GL_LINK_STATUS, &success);
if (!success) {
char buf[4096];
glGetProgramInfoLog(m_handle, 4096, nullptr, buf);
fprintf(stderr, "Failed to link program\nError: %s\n", buf);
glDeleteProgram(m_handle);
m_handle = 0;
}
return m_handle != 0;
}
bool createFromBinary(const uint8_t* binary, size_t size, GLenum format) {
m_handle = glCreateProgram();
glProgramBinary(m_handle, format, binary, size);
GLint success;
glGetProgramiv(m_handle, GL_LINK_STATUS, &success);
if (!success) {
char buf[4096];
glGetProgramInfoLog(m_handle, 4096, nullptr, buf);
fprintf(stderr, "Failed to link program\nError: %s\n", buf);
glDeleteProgram(m_handle);
m_handle = 0;
}
return m_handle != 0;
}
GLuint handle() const { return m_handle; }
bool exists() const { return m_handle != 0; }
void use() const { glUseProgram(m_handle); }
void free() {
if (exists()) {
glDeleteProgram(m_handle);
m_handle = 0;
}
}
#ifdef OPENGL_DESTRUCTORS
~Program() { free(); }
#endif
};
static void dispatchCompute(GLuint groupsX = 1, GLuint groupsY = 1, GLuint groupsZ = 1) {
glDispatchCompute(groupsX, groupsY, groupsZ);
}
struct VertexBuffer {
GLuint m_handle = 0;
void create() {
if (m_handle == 0) {
glGenBuffers(1, &m_handle);
}
}
void createFixedSize(GLsizei size, GLenum usage = GL_DYNAMIC_DRAW) {
create();
bind();
glBufferData(GL_ARRAY_BUFFER, size, nullptr, usage);
}
VertexBuffer(bool shouldCreate = false) {
if (shouldCreate) {
create();
}
}
#ifdef OPENGL_DESTRUCTORS
~VertexBuffer() { free(); }
#endif
GLuint handle() const { return m_handle; }
bool exists() const { return m_handle != 0; }
void bind() const { glBindBuffer(GL_ARRAY_BUFFER, m_handle); }
void free() { glDeleteBuffers(1, &m_handle); }
// Reallocates the buffer on every call. Prefer the sub version if possible.
template <typename VertType>
void bufferVerts(VertType* vertices, int vertCount, GLenum usage = GL_DYNAMIC_DRAW) {
glBufferData(GL_ARRAY_BUFFER, sizeof(VertType) * vertCount, vertices, usage);
}
// Only use if you used createFixedSize
template <typename VertType>
void bufferVertsSub(VertType* vertices, int vertCount, GLintptr offset = 0) {
glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(VertType) * vertCount, vertices);
}
// If C++20 is available, add overloads that take std::span instead of raw pointers
#ifdef OPENGL_HAVE_CPP20
template <typename VertType>
void bufferVerts(std::span<const VertType> vertices, GLenum usage = GL_DYNAMIC_DRAW) {
glBufferData(GL_ARRAY_BUFFER, sizeof(VertType) * vertices.size(), vertices.data(), usage);
}
template <typename VertType>
void bufferVertsSub(std::span<const VertType> vertices, GLintptr offset = 0) {
glBufferSubData(GL_ARRAY_BUFFER, offset, sizeof(VertType) * vertices.size(), vertices.data());
}
#endif
};
struct UniformBuffer {
GLuint m_handle = 0;
void create() {
if (m_handle == 0) {
glGenBuffers(1, &m_handle);
}
}
void createFixedSize(GLsizei size, GLenum usage = GL_DYNAMIC_DRAW) {
create();
bind();
glBufferData(GL_UNIFORM_BUFFER, size, nullptr, usage);
}
UniformBuffer(bool shouldCreate = false) {
if (shouldCreate) {
create();
}
}
#ifdef OPENGL_DESTRUCTORS
~UniformBuffer() { free(); }
#endif
GLuint handle() const { return m_handle; }
bool exists() const { return m_handle != 0; }
void bind() const { glBindBuffer(GL_UNIFORM_BUFFER, m_handle); }
void free() { glDeleteBuffers(1, &m_handle); }
// Reallocates the buffer on every call. Prefer the sub version if possible.
template <typename UniformType>
void buffer(const UniformType& uniformData, GLenum usage = GL_DYNAMIC_DRAW) {
glBufferData(GL_UNIFORM_BUFFER, sizeof(uniformData), &uniformData, usage);
}
// Only use if you used createFixedSize
template <typename UniformType>
void bufferSub(const UniformType& uniformData, int vertCount, GLintptr offset = 0) {
glBufferSubData(GL_UNIFORM_BUFFER, offset, sizeof(uniformData), &uniformData);
}
};
enum DepthFunc {
Never = GL_NEVER, // Depth test never passes
Always = GL_ALWAYS, // Depth test always passes
Equal = GL_EQUAL, // Depth test passes if frag z == depth buffer z
NotEqual = GL_NOTEQUAL, // Depth test passes if frag z != depth buffer z
Less = GL_LESS, // Depth test passes if frag z < depth buffer z
Lequal = GL_LEQUAL, // Depth test passes if frag z <= depth buffer z
Greater = GL_GREATER, // Depth test passes if frag z > depth buffer z
Gequal = GL_GEQUAL, // Depth test passes if frag z >= depth buffer z
};
static void setClearColor(float val) { glClearColor(val, val, val, val); }
static void setClearColor(float r, float g, float b, float a) { glClearColor(r, g, b, a); }
static void setClearDepth(float depth) { glClearDepthf(depth); }
static void setClearStencil(GLint stencil) { glClearStencil(stencil); }
static void clearColor() { glClear(GL_COLOR_BUFFER_BIT); }
static void clearDepth() { glClear(GL_DEPTH_BUFFER_BIT); }
static void clearStencil() { glClear(GL_STENCIL_BUFFER_BIT); }
static void clearColorAndDepth() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); }
static void clearColorAndStencil() { glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); }
static void clearDepthAndStencil() { glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); }
static void clearAll() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); }
static void setViewport(GLsizei width, GLsizei height) { glViewport(0, 0, width, height); }
static void setViewport(GLsizei x, GLsizei y, GLsizei width, GLsizei height) { glViewport(x, y, width, height); }
static void setScissor(GLsizei width, GLsizei height) { glScissor(0, 0, width, height); }
static void setScissor(GLsizei x, GLsizei y, GLsizei width, GLsizei height) { glScissor(x, y, width, height); }
static void setStencilMask(GLuint mask) { glStencilMask(mask); }
static void bindScreenFramebuffer() { glBindFramebuffer(GL_FRAMEBUFFER, 0); }
static void enableScissor() { glEnable(GL_SCISSOR_TEST); }
static void disableScissor() { glDisable(GL_SCISSOR_TEST); }
static void enableBlend() { glEnable(GL_BLEND); }
static void disableBlend() { glDisable(GL_BLEND); }
static void enableLogicOp() { glEnable(GL_COLOR_LOGIC_OP); }
static void disableLogicOp() { glDisable(GL_COLOR_LOGIC_OP); }
static void enableDepth() { glEnable(GL_DEPTH_TEST); }
static void disableDepth() { glDisable(GL_DEPTH_TEST); }
static void enableStencil() { glEnable(GL_STENCIL_TEST); }
static void disableStencil() { glDisable(GL_STENCIL_TEST); }
static void enableClipPlane(GLuint index) { glEnable(GL_CLIP_DISTANCE0 + index); }
static void disableClipPlane(GLuint index) { glDisable(GL_CLIP_DISTANCE0 + index); }
static void setDepthFunc(DepthFunc func) { glDepthFunc(static_cast<GLenum>(func)); }
static void setColourMask(GLboolean r, GLboolean g, GLboolean b, GLboolean a) { glColorMask(r, g, b, a); }
static void setDepthMask(GLboolean mask) { glDepthMask(mask); }
// TODO: Add a proper enum for this
static void setLogicOp(GLenum op) { glLogicOp(op); }
enum Primitives {
Triangle = GL_TRIANGLES,
Triangles = Triangle,
Tri = Triangle,
Tris = Triangle,
TriangleStrip = GL_TRIANGLE_STRIP,
TriangleFan = GL_TRIANGLE_FAN,
Line = GL_LINES,
Lines = Line,
LineStrip = GL_LINE_STRIP,
Point = GL_POINTS,
Points = Point
};
static void draw(Primitives prim, GLsizei vertexCount) { glDrawArrays(static_cast<GLenum>(prim), 0, vertexCount); }
static void draw(Primitives prim, GLint first, GLsizei vertexCount) {
glDrawArrays(static_cast<GLenum>(prim), first, vertexCount);
}
enum FillMode { DrawPoints = GL_POINT, DrawWire = GL_LINE, FillPoly = GL_FILL };
static void setFillMode(GLenum mode) { glPolygonMode(GL_FRONT_AND_BACK, mode); }
static void setFillMode(FillMode mode) { glPolygonMode(GL_FRONT_AND_BACK, static_cast<GLenum>(mode)); }
static void drawWireframe() { setFillMode(DrawWire); }
template <typename T>
T get(GLenum query) {
T ret{};
if constexpr (std::is_same<T, GLint>()) {
glGetIntegerv(query, &ret);
}
else if constexpr (std::is_same<T, GLfloat>()) {
glGetFloatv(query, &ret);
}
else if constexpr (std::is_same<T, GLdouble>()) {
glGetDoublev(query, &ret);
}
else if constexpr (std::is_same<T, GLboolean>()) {
glGetBooleanv(query, &ret);
}
else {
static_assert(AlwaysFalse<T>, "Invalid type for OpenGL::get");
}
return ret;
}
static bool isEnabled(GLenum query) { return glIsEnabled(query) != GL_FALSE; }
static GLint getDrawFramebuffer() { return get<GLint>(GL_DRAW_FRAMEBUFFER_BINDING); }
static GLint maxSamples() { return get<GLint>(GL_MAX_INTEGER_SAMPLES); }
static GLint getTex2D() { return get<GLint>(GL_TEXTURE_BINDING_2D); }
static GLint getProgram() { return get<GLint>(GL_CURRENT_PROGRAM); }
static bool scissorEnabled() { return isEnabled(GL_SCISSOR_TEST); }
[[nodiscard]] static GLint uniformLocation(GLuint program, const char* name) {
return glGetUniformLocation(program, name);
}
[[nodiscard]] static GLint uniformLocation(Program& program, const char* name) {
return glGetUniformLocation(program.handle(), name);
}
enum BlendEquation {
Add = GL_FUNC_ADD,
Sub = GL_FUNC_SUBTRACT,
ReverseSub = GL_FUNC_REVERSE_SUBTRACT,
Min = GL_MIN,
Max = GL_MAX
};
static void setBlendColor(float r, float g, float b, float a = 1.0) { glBlendColor(r, g, b, a); }
static void setBlendEquation(BlendEquation eq) { glBlendEquation(eq); }
static void setBlendEquation(BlendEquation eq1, BlendEquation eq2) { glBlendEquationSeparate(eq1, eq2); }
static void setBlendFactor(GLenum fac1, GLenum fac2) { glBlendFunc(fac1, fac2); }
static void setBlendFactor(GLenum fac1, GLenum fac2, GLenum fac3, GLenum fac4) {
glBlendFuncSeparate(fac1, fac2, fac3, fac4);
}
// Abstraction for GLSL vectors
template <typename T, int size>
class Vector {
// A GLSL vector can only have 2, 3 or 4 elements
static_assert(size == 2 || size == 3 || size == 4);
T m_storage[size];
public:
T& r() { return m_storage[0]; }
T& g() { return m_storage[1]; }
T& b() {
static_assert(size >= 3, "Out of bounds OpenGL::Vector access");
return m_storage[2];
}
T& a() {
static_assert(size >= 4, "Out of bounds OpenGL::Vector access");
return m_storage[3];
}
T& x() { return r(); }
T& y() { return g(); }
T& z() { return b(); }
T& w() { return a(); }
T& operator[](size_t index) { return m_storage[index]; }
const T& operator[](size_t index) const { return m_storage[index]; }
T& u() { return r(); }
T& v() { return g(); }
T& s() { return r(); }
T& t() { return g(); }
T& p() { return b(); }
T& q() { return a(); }
Vector(std::array<T, size> list) { std::copy(list.begin(), list.end(), &m_storage[0]); }
Vector() {}
};
using vec2 = Vector<GLfloat, 2>;
using vec3 = Vector<GLfloat, 3>;
using vec4 = Vector<GLfloat, 4>;
using dvec2 = Vector<GLdouble, 2>;
using dvec3 = Vector<GLdouble, 3>;
using dvec4 = Vector<GLdouble, 4>;
using ivec2 = Vector<GLint, 2>;
using ivec3 = Vector<GLint, 3>;
using ivec4 = Vector<GLint, 4>;
using uvec2 = Vector<GLuint, 2>;
using uvec3 = Vector<GLuint, 3>;
using uvec4 = Vector<GLuint, 4>;
// A 2D rectangle, meant to be used for stuff like scissor rects or viewport rects
// We're never supporting 3D rectangles, because rectangles were never meant to be 3D in the first place
// x, y: Coords of the top left vertex
// width, height: Dimensions of the rectangle. Initialized to 0 if not specified.
template <typename T>
struct Rectangle {
T x, y, width, height;
std::pair<T, T> topLeft() const { return std::make_pair(x, y); }
std::pair<T, T> topRight() const { return std::make_pair(x + width, y); }
std::pair<T, T> bottomLeft() const { return std::make_pair(x, y + height); }
std::pair<T, T> bottomRight() const { return std::make_pair(x + width, y + height); }
Rectangle() : x(0), y(0), width(0), height(0) {}
Rectangle(T x, T y, T width, T height) : x(x), y(y), width(width), height(height) {}
bool isEmpty() const { return width == 0 && height == 0; }
void setEmpty() { x = y = width = height = 0; }
};
using Rect = Rectangle<GLuint>;
} // end namespace OpenGL