summaryrefslogtreecommitdiff
path: root/gl_calls.cpp
blob: 68c2882b346cd9a855b252e83ab83da1eb42c75a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
const char *DefaultVertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec2 aTexCoord;\n"
"out vec2 TexCoord;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos, 1.0);\n"
" TexCoord = aTexCoord;\n"
"}\0";
const char *MaskVertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec2 aTexCoord;\n"
"out vec2 TexCoord;\n"
"uniform vec3 CompDimensions;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(vec2(aPos.x / CompDimensions.x, aPos.y / CompDimensions.y) * 2 - 1.0f, 0.0f, 1.0);\n"
" TexCoord = aTexCoord;\n"
"}\0";
const char *DefaultFragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec2 TexCoord;\n"
"uniform sampler2D Texture;\n"
"void main()\n"
"{\n"
"vec4 ColTest = texture(Texture, TexCoord);\n"
"ColTest.r += 0.5f;\n"
"FragColor = ColTest;\n"
"}\0";
#if 0
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec2 TexCoord;\n"
"uniform float Start;\n"
"uniform float Mid;\n"
"uniform float End;\n"
"uniform vec4 StartCol;\n"
"uniform vec4 MidCol;\n"
"uniform vec4 EndCol;\n"
"uniform sampler2D ourTexture;\n"
"void main()\n"
"{\n"
"vec4 OutCol = texture(ourTexture, TexCoord);\n"
// individual channels
"vec4 ColorI = pow(OutCol, MidCol);\n"
"vec4 ValI = 1.0f / (EndCol - StartCol) * (ColorI - StartCol);\n"
// global channel
"vec4 ColorG = pow(ValI, vec4(Mid));\n"
"vec4 ValG = 1.0f / (End - Start) * (ColorG - Start);\n"
"FragColor = clamp(ValG, 0.0f, 1.0f);\n"
"}\0";
const char *fragmentShaderSource = "#version 330 core\n"
"uniform float Radius;\n"
"uniform vec2 Direction;\n"
"uniform sampler2D ourTexture;\n"
"out vec4 FragColor;\n"
"in vec2 TexCoord;\n"
"\n"
"vec4 blur(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {\n"
"    vec4 color = vec4(0.0f);\n"
"    float Omega = Radius / 3;\n"
"    float Divisor = 2*Omega*Omega;\n"
"    float A2 = 1.0f / (Omega * sqrt(2*3.141592));\n"
"    for (float Span = -round(Radius); Span < round(Radius); Span++) {\n"
"        float Dividend = -Span * Span;\n"
"        float Multiplier =  A2 * exp(Dividend/Divisor);\n"
"        vec2 Dir = Span*direction;\n"
"        color += texture2D(image, uv + (Dir / resolution)) * Multiplier;\n"
"    }\n"
"    return color;\n"
"}\n"
"void main(void) {\n"
"    gl_FragColor = blur(ourTexture, TexCoord, vec2(1280, 720),  Direction);\n"
"}\0";
#endif


static void TestGL_InitDefaultShader() {
    DefaultVertexShader = glCreateShader(GL_VERTEX_SHADER);

    glShaderSource(DefaultVertexShader, 1, &DefaultVertexShaderSource, NULL);
    glCompileShader(DefaultVertexShader);

    int success;
    char infoLog[512];
    glGetShaderiv(DefaultVertexShader, GL_COMPILE_STATUS, &success);

    if(!success)
    {
        glGetShaderInfoLog(DefaultVertexShader, 512, NULL, infoLog);
        printf("Vertex shader fail:\n %s", infoLog);
    }

    uint32 DefaultFragmentShader = glCreateShader(GL_FRAGMENT_SHADER);

    glShaderSource(DefaultFragmentShader, 1, &DefaultFragmentShaderSource, NULL);
    glCompileShader(DefaultFragmentShader);

    glGetShaderiv(DefaultFragmentShader, GL_COMPILE_STATUS, &success);

    if(!success)
    {
        glGetShaderInfoLog(DefaultFragmentShader, 512, NULL, infoLog);
        printf("Fragment shader fail:\n %s", infoLog);
    }

    // Shader programs link both types of shaders together.
    DefaultShaderProgram = glCreateProgram();

    glAttachShader(DefaultShaderProgram, DefaultVertexShader);
    glAttachShader(DefaultShaderProgram, DefaultFragmentShader);
    glLinkProgram(DefaultShaderProgram);

    glGetProgramiv(DefaultShaderProgram, GL_LINK_STATUS, &success);
    if(!success) {
        glGetProgramInfoLog(DefaultShaderProgram, 512, NULL, infoLog);
        printf("Shader linkage fail:\n %s", infoLog);
    }

    uint32 MaskVertexShader = glCreateShader(GL_VERTEX_SHADER);

    glShaderSource(MaskVertexShader, 1, &MaskVertexShaderSource, NULL);
    glCompileShader(MaskVertexShader);

    glGetShaderiv(MaskVertexShader, GL_COMPILE_STATUS, &success);
    if(!success) {
        glGetProgramInfoLog(DefaultShaderProgram, 512, NULL, infoLog);
        printf("Shader linkage fail:\n %s", infoLog);
    }

    MaskShaderProgram = glCreateProgram();

    glAttachShader(MaskShaderProgram, MaskVertexShader);
    glAttachShader(MaskShaderProgram, DefaultFragmentShader);
    glLinkProgram(MaskShaderProgram);

    glGetProgramiv(MaskShaderProgram, GL_LINK_STATUS, &success);
    if(!success) {
        glGetProgramInfoLog(MaskShaderProgram, 512, NULL, infoLog);
        printf("Shader linkage fail:\n %s", infoLog);
    }

    // Default vertex shader is still needed to link to other effects.
    glDeleteShader(DefaultFragmentShader);
    glDeleteShader(MaskVertexShader);
}

static void TestGL_InitDefaultVerts() {

    unsigned int GLIndices[] = {
        0, 1, 3,
        1, 2, 3
    };

    glEnable(GL_MULTISAMPLE);

    // Indices!
    glGenVertexArrays(1, &DefaultVerts.VertexArrayObject);

    glGenBuffers(1, &DefaultVerts.ElementBufferObject);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, DefaultVerts.ElementBufferObject);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLIndices), GLIndices,
                 GL_STATIC_DRAW);
    glGenBuffers(1, &DefaultVerts.VertexBufferObject);

    // Our vertices need to be stored in this buffer.
    glBindBuffer(GL_ARRAY_BUFFER, DefaultVerts.VertexBufferObject);
    glBufferData(GL_ARRAY_BUFFER, sizeof(DefaultVertices), DefaultVertices, GL_STATIC_DRAW);

    // position attribute
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    // texture coordinate (note the last parameter's offset)
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
    glEnableVertexAttribArray(1);
}

void
TestGL_InitTexture(gl_effect_layer *Test, void *Data, uint16 Width, uint16 Height)
{
    glGenTextures(1, &Test->Texture);
    glBindTexture(GL_TEXTURE_2D, Test->Texture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    glViewport(0, 0, Width, Height);

    glGenFramebuffers(1, &Test->FramebufferObject);

    glGenRenderbuffers(1, &Test->Color_Renderbuffer);
    glBindRenderbuffer(GL_RENDERBUFFER, Test->Color_Renderbuffer);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, Width, Height);

    GLuint Stencil_Renderbuffer = 0;
    glGenRenderbuffers(1, &Stencil_Renderbuffer);
    glBindRenderbuffer( GL_RENDERBUFFER, (GLuint)Stencil_Renderbuffer );
    glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, Width, Height );

    glBindFramebuffer(GL_FRAMEBUFFER, Test->FramebufferObject);

    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, Test->Color_Renderbuffer);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, Stencil_Renderbuffer);

    GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
    if (status != GL_FRAMEBUFFER_COMPLETE) {
        printf("incomplete framebuffer");
        Assert(0);
    }

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Width, Height, 0, GL_RGBA,
                 GL_UNSIGNED_BYTE, Data);

    glBindFramebuffer(GL_FRAMEBUFFER, 0);
}