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ImHex/lib/libimhex/source/helpers/opengl.cpp

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#include <hex/helpers/opengl.hpp>
#include <hex/helpers/utils.hpp>
#include <hex/helpers/logger.hpp>
#include <wolv/utils/guards.hpp>
namespace hex::gl {
Shader::Shader(std::string_view vertexSource, std::string_view fragmentSource) {
auto vertexShader = glCreateShader(GL_VERTEX_SHADER);
this->compile(vertexShader, vertexSource);
auto fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
this->compile(fragmentShader, fragmentSource);
ON_SCOPE_EXIT { glDeleteShader(vertexShader); glDeleteShader(fragmentShader); };
this->m_program = glCreateProgram();
glAttachShader(this->m_program, vertexShader);
glAttachShader(this->m_program, fragmentShader);
glLinkProgram(this->m_program);
int result = false;
glGetProgramiv(this->m_program, GL_LINK_STATUS, &result);
if (!result) {
std::vector<char> log(512);
glGetShaderInfoLog(this->m_program, log.size(), nullptr, log.data());
log::error("Failed to link shader: {}", log.data());
}
}
Shader::~Shader() {
if (this->m_program != 0)
glDeleteProgram(this->m_program);
}
Shader::Shader(Shader &&other) noexcept {
this->m_program = other.m_program;
other.m_program = 0;
}
Shader& Shader::operator=(Shader &&other) noexcept {
this->m_program = other.m_program;
other.m_program = 0;
return *this;
}
void Shader::bind() const {
glUseProgram(this->m_program);
}
void Shader::unbind() const {
glUseProgram(0);
}
void Shader::setUniform(std::string_view name, const float &value) {
glUniform1f(getUniformLocation(name), value);
}
void Shader::setUniform(std::string_view name, const Vector<float, 3> &value) {
glUniform3f(getUniformLocation(name), value[0], value[1], value[2]);
}
GLint Shader::getUniformLocation(std::string_view name) {
auto uniform = this->m_uniforms.find(name.data());
if (uniform == this->m_uniforms.end()) {
auto location = glGetUniformLocation(this->m_program, name.data());
if (location == -1) {
log::warn("Uniform '{}' not found in shader", name);
return -1;
}
this->m_uniforms[name.data()] = location;
uniform = this->m_uniforms.find(name.data());
}
return uniform->second;
}
void Shader::compile(GLuint shader, std::string_view source) {
auto sourcePtr = source.data();
glShaderSource(shader, 1, &sourcePtr, nullptr);
glCompileShader(shader);
int result = false;
glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
if (!result) {
std::vector<char> log(512);
glGetShaderInfoLog(shader, log.size(), nullptr, log.data());
log::error("Failed to compile shader: {}", log.data());
}
}
template<typename T>
Buffer<T>::Buffer(BufferType type, std::span<T> data) : m_size(data.size()), m_type(GLuint(type)) {
glGenBuffers(1, &this->m_buffer);
glBindBuffer(this->m_type, this->m_buffer);
glBufferData(this->m_type, data.size_bytes(), data.data(), GL_STATIC_DRAW);
glBindBuffer(this->m_type, 0);
}
template<typename T>
Buffer<T>::~Buffer() {
glDeleteBuffers(1, &this->m_buffer);
}
template<typename T>
Buffer<T>::Buffer(Buffer<T> &&other) noexcept {
this->m_buffer = other.m_buffer;
this->m_size = other.m_size;
this->m_type = other.m_type;
other.m_buffer = -1;
}
template<typename T>
Buffer<T>& Buffer<T>::operator=(Buffer<T> &&other) noexcept {
this->m_buffer = other.m_buffer;
this->m_size = other.m_size;
this->m_type = other.m_type;
other.m_buffer = -1;
return *this;
}
template<typename T>
void Buffer<T>::bind() const {
glBindBuffer(this->m_type, this->m_buffer);
}
template<typename T>
void Buffer<T>::unbind() const {
glBindBuffer(this->m_type, 0);
}
template<typename T>
size_t Buffer<T>::getSize() const {
return this->m_size;
}
template<typename T>
void Buffer<T>::draw() const {
switch (this->m_type) {
case GL_ARRAY_BUFFER:
glDrawArrays(GL_TRIANGLES, 0, this->m_size);
break;
case GL_ELEMENT_ARRAY_BUFFER:
glDrawElements(GL_TRIANGLES, this->m_size, getType<T>(), nullptr);
break;
}
}
template class Buffer<float>;
template class Buffer<u32>;
VertexArray::VertexArray() {
glGenVertexArrays(1, &this->m_array);
}
VertexArray::~VertexArray() {
glDeleteVertexArrays(1, &this->m_array);
}
VertexArray::VertexArray(VertexArray &&other) noexcept {
this->m_array = other.m_array;
other.m_array = -1;
}
VertexArray& VertexArray::operator=(VertexArray &&other) noexcept {
this->m_array = other.m_array;
other.m_array = -1;
return *this;
}
void VertexArray::bind() const {
glBindVertexArray(this->m_array);
}
void VertexArray::unbind() const {
glBindVertexArray(0);
}
Texture::Texture(u32 width, u32 height) : m_texture(0), m_width(width), m_height(height) {
glGenTextures(1, &this->m_texture);
glBindTexture(GL_TEXTURE_2D, this->m_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
}
Texture::~Texture() {
if (this->m_texture != 0)
glDeleteTextures(1, &this->m_texture);
}
Texture::Texture(Texture &&other) noexcept {
this->m_texture = other.m_texture;
other.m_texture = -1;
}
Texture& Texture::operator=(Texture &&other) noexcept {
this->m_texture = other.m_texture;
other.m_texture = -1;
return *this;
}
void Texture::bind() const {
glBindTexture(GL_TEXTURE_2D, this->m_texture);
}
void Texture::unbind() const {
glBindTexture(GL_TEXTURE_2D, 0);
}
GLuint Texture::getTexture() const {
return this->m_texture;
}
u32 Texture::getWidth() const {
return this->m_width;
}
u32 Texture::getHeight() const {
return this->m_height;
}
GLuint Texture::release() {
auto copy = this->m_texture;
this->m_texture = -1;
return copy;
}
FrameBuffer::FrameBuffer() {
glGenFramebuffers(1, &this->m_frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, this->m_frameBuffer);
glGenRenderbuffers(1, &this->m_renderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, this->m_renderBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 1280, 720);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, this->m_renderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
FrameBuffer::~FrameBuffer() {
glDeleteFramebuffers(1, &this->m_frameBuffer);
glDeleteRenderbuffers(1, &this->m_renderBuffer);
}
FrameBuffer::FrameBuffer(FrameBuffer &&other) noexcept {
this->m_frameBuffer = other.m_frameBuffer;
other.m_frameBuffer = -1;
this->m_renderBuffer = other.m_renderBuffer;
other.m_renderBuffer = -1;
}
FrameBuffer& FrameBuffer::operator=(FrameBuffer &&other) noexcept {
this->m_frameBuffer = other.m_frameBuffer;
other.m_frameBuffer = -1;
this->m_renderBuffer = other.m_renderBuffer;
other.m_renderBuffer = -1;
return *this;
}
void FrameBuffer::bind() const {
glBindFramebuffer(GL_FRAMEBUFFER, this->m_frameBuffer);
}
void FrameBuffer::unbind() const {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void FrameBuffer::attachTexture(const Texture &texture) const {
glBindFramebuffer(GL_FRAMEBUFFER, this->m_frameBuffer);
texture.bind();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.getTexture(), 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}