// Simple 2D OpenGL Functions #include "../include/simple2d.h" // Set to `true` to force OpenGL 2.1 (for testing) static bool FORCE_GL2 = false; // Flag set if using OpenGL 2.1 static bool S2D_GL2 = false; // The orthographic projection matrix for 2D rendering. // Elements 0 and 5 are set in S2D_GL_SetViewport. static GLfloat orthoMatrix[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1.0f, 1.0f, -1.0f, 1.0f }; /* * Prints current GL error */ void S2D_GL_PrintError(char *error) { S2D_Log(S2D_ERROR, "%s (%d)", error, glGetError()); } /* * Print info about the current OpenGL context */ void S2D_GL_PrintContextInfo(S2D_Window *window) { S2D_Log(S2D_INFO, "OpenGL Context\n" " GL_VENDOR: %s\n" " GL_RENDERER: %s\n" " GL_VERSION: %s\n" " GL_SHADING_LANGUAGE_VERSION: %s", window->S2D_GL_VENDOR, window->S2D_GL_RENDERER, window->S2D_GL_VERSION, window->S2D_GL_SHADING_LANGUAGE_VERSION ); } /* * Store info about the current OpenGL context */ void S2D_GL_StoreContextInfo(S2D_Window *window) { window->S2D_GL_VENDOR = glGetString(GL_VENDOR); window->S2D_GL_RENDERER = glGetString(GL_RENDERER); window->S2D_GL_VERSION = glGetString(GL_VERSION); // These are not defined in GLES #if GLES window->S2D_GL_MAJOR_VERSION = 0; window->S2D_GL_MINOR_VERSION = 0; #else glGetIntegerv(GL_MAJOR_VERSION, &window->S2D_GL_MAJOR_VERSION); glGetIntegerv(GL_MINOR_VERSION, &window->S2D_GL_MINOR_VERSION); #endif window->S2D_GL_SHADING_LANGUAGE_VERSION = glGetString(GL_SHADING_LANGUAGE_VERSION); }; /* * Creates a shader object, loads shader string, and compiles. * Returns 0 if shader could not be compiled. */ GLuint S2D_GL_LoadShader(GLenum type, const GLchar *shaderSrc, char *shaderName) { // Create the shader object GLuint shader = glCreateShader(type); if (shader == 0) { S2D_GL_PrintError("Failed to create shader program"); return 0; } // Load the shader source glShaderSource(shader, 1, &shaderSrc, NULL); // Compile the shader glCompileShader(shader); // Check the compile status GLint compiled; glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); if (!compiled) { GLint infoLen = 0; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen > 1) { char *infoLog = malloc(sizeof(char) * infoLen); glGetShaderInfoLog(shader, infoLen, NULL, infoLog); printf("Error compiling shader \"%s\":\n%s\n", shaderName, infoLog); free(infoLog); } glDeleteShader(shader); return 0; } return shader; } /* * Check if shader program was linked */ int S2D_GL_CheckLinked(GLuint program, char *name) { GLint linked; glGetProgramiv(program, GL_LINK_STATUS, &linked); if (!linked) { GLint infoLen = 0; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen > 1) { char *infoLog = malloc(sizeof(char) * infoLen); glGetProgramInfoLog(program, infoLen, NULL, infoLog); printf("Error linking program `%s`: %s\n", name, infoLog); free(infoLog); } glDeleteProgram(program); return GL_FALSE; } return GL_TRUE; } /* * Calculate the viewport's scaled width and height */ void S2D_GL_GetViewportScale(S2D_Window *window, int *w, int *h, double *scale) { double s = fmin( window->width / (double)window->viewport.width, window->height / (double)window->viewport.height ); *w = window->viewport.width * s; *h = window->viewport.height * s; if (scale) *scale = s; } /* * Sets the viewport and matrix projection */ void S2D_GL_SetViewport(S2D_Window *window) { int ortho_w = window->viewport.width; int ortho_h = window->viewport.height; int x, y, w, h; // calculated GL viewport values x = 0; y = 0; w = window->width; h = window->height; switch (window->viewport.mode) { case S2D_FIXED: w = window->orig_width; h = window->orig_height; y = window->height - h; break; case S2D_EXPAND: ortho_w = w; ortho_h = h; break; case S2D_SCALE: S2D_GL_GetViewportScale(window, &w, &h, NULL); // Center the viewport x = window->width / 2.0 - w/2.0; y = window->height / 2.0 - h/2.0; break; case S2D_STRETCH: break; } glViewport(x, y, w, h); // Set orthographic projection matrix orthoMatrix[0] = 2.0f / (GLfloat)ortho_w; orthoMatrix[5] = -2.0f / (GLfloat)ortho_h; #if GLES S2D_GLES_ApplyProjection(orthoMatrix); #else if (S2D_GL2) { S2D_GL2_ApplyProjection(ortho_w, ortho_h); } else { S2D_GL3_ApplyProjection(orthoMatrix); } #endif } /* * Initialize OpenGL */ int S2D_GL_Init(S2D_Window *window) { // Specify OpenGL contexts and set attributes #if GLES SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8); #else // Use legacy OpenGL 2.1 if (FORCE_GL2) { SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); // Request an OpenGL 3.3 forward-compatible core profile } else { SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); } #endif // Create and store the OpenGL context if (FORCE_GL2) { window->glcontext = NULL; } else { // Ask SDL to create an OpenGL context window->glcontext = SDL_GL_CreateContext(window->sdl); } // Check if a valid OpenGL context was created if (window->glcontext) { // Valid context found // Initialize OpenGL ES 2.0 #if GLES S2D_GLES_Init(); S2D_GL_SetViewport(window); // Initialize OpenGL 3.3+ #else // Initialize GLEW on Windows #if WINDOWS GLenum err = glewInit(); if (GLEW_OK != err) S2D_Error("GLEW", glewGetErrorString(err)); #endif S2D_GL3_Init(); S2D_GL_SetViewport(window); #endif // Context could not be created } else { #if GLES S2D_Error("GLES / SDL_GL_CreateContext", SDL_GetError()); #else // Try to fallback using an OpenGL 2.1 context SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); // Try creating the context again window->glcontext = SDL_GL_CreateContext(window->sdl); // Check if this context was created if (window->glcontext) { // Valid context found S2D_GL2 = true; S2D_GL2_Init(); S2D_GL_SetViewport(window); // Could not create any OpenGL contexts, hard failure } else { S2D_Error("GL2 / SDL_GL_CreateContext", SDL_GetError()); S2D_Log(S2D_ERROR, "An OpenGL context could not be created"); return -1; } #endif } // Store the context and print it if diagnostics is enabled S2D_GL_StoreContextInfo(window); if (S2D_diagnostics) S2D_GL_PrintContextInfo(window); return 0; } /* * Creates a texture for rendering */ void S2D_GL_CreateTexture(GLuint *id, GLint format, int w, int h, const GLvoid *data, GLint filter) { // If 0, then a new texture; generate name if (*id == 0) glGenTextures(1, id); // Bind the named texture to a texturing target glBindTexture(GL_TEXTURE_2D, *id); // Specifies the 2D texture image glTexImage2D( GL_TEXTURE_2D, 0, format, w, h, 0, format, GL_UNSIGNED_BYTE, data ); // Set the filtering mode glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter); } /* * Free a texture */ void S2D_GL_FreeTexture(GLuint *id) { if (*id != 0) { glDeleteTextures(1, id); *id = 0; } } /* * Draw a triangle */ void S2D_GL_DrawTriangle(GLfloat x1, GLfloat y1, GLfloat r1, GLfloat g1, GLfloat b1, GLfloat a1, GLfloat x2, GLfloat y2, GLfloat r2, GLfloat g2, GLfloat b2, GLfloat a2, GLfloat x3, GLfloat y3, GLfloat r3, GLfloat g3, GLfloat b3, GLfloat a3) { #if GLES S2D_GLES_DrawTriangle(x1, y1, r1, g1, b1, a1, x2, y2, r2, g2, b2, a2, x3, y3, r3, g3, b3, a3); #else if (S2D_GL2) { S2D_GL2_DrawTriangle(x1, y1, r1, g1, b1, a1, x2, y2, r2, g2, b2, a2, x3, y3, r3, g3, b3, a3); } else { S2D_GL3_DrawTriangle(x1, y1, r1, g1, b1, a1, x2, y2, r2, g2, b2, a2, x3, y3, r3, g3, b3, a3); } #endif } /* * Draw an image */ void S2D_GL_DrawImage(S2D_Image *img) { #if GLES S2D_GLES_DrawImage(img); #else if (S2D_GL2) { S2D_GL2_DrawImage(img); } else { S2D_GL3_DrawImage(img); } #endif } /* * Draw sprite */ void S2D_GL_DrawSprite(S2D_Sprite *spr) { #if GLES S2D_GLES_DrawSprite(spr); #else if (S2D_GL2) { S2D_GL2_DrawSprite(spr); } else { S2D_GL3_DrawSprite(spr); } #endif } /* * Draw text */ void S2D_GL_DrawText(S2D_Text *txt) { #if GLES S2D_GLES_DrawText(txt); #else if (S2D_GL2) { S2D_GL2_DrawText(txt); } else { S2D_GL3_DrawText(txt); } #endif } /* * Render and flush OpenGL buffers */ void S2D_GL_FlushBuffers() { // Only implemented in our OpenGL 3.3+ and ES 2.0 renderers #if GLES // TODO: S2D_GLES_FlushBuffers(); #else if (!S2D_GL2) S2D_GL3_FlushBuffers(); #endif } /* * Clear buffers to given color values */ void S2D_GL_Clear(S2D_Color clr) { glClearColor(clr.r, clr.g, clr.b, clr.a); glClear(GL_COLOR_BUFFER_BIT); }