render fullscreen texcoord quad
This commit is contained in:
@@ -7,16 +7,16 @@
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GN_CPP_FUNCTION void openglBeginRenderPass(gnCommandBuffer buffer, gnRenderPassInfo passInfo) {
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const char* func_name = "begin render pass";
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openglCommandRunnerBindFunction(buffer->commandBuffer->commmandRunner, std::function<void()>([passInfo]{
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glBindFramebuffer(GL_FRAMEBUFFER, passInfo.framebuffer->framebuffer->framebuffers[0]);
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glClearColor(passInfo.clearValues[0].r, passInfo.clearValues[0].g, passInfo.clearValues[0].b, passInfo.clearValues[0].a);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glViewport(passInfo.offset.x, passInfo.offset.y, passInfo.size.x, passInfo.size.y);
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// glBindFramebuffer(GL_FRAMEBUFFER, passInfo.framebuffer->framebuffer->framebuffers[0]);
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// glClearColor(passInfo.clearValues[0].r, passInfo.clearValues[0].g, passInfo.clearValues[0].b, passInfo.clearValues[0].a);
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// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// glEnable(GL_DEPTH_TEST);
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// glViewport(passInfo.offset.x, passInfo.offset.y, passInfo.size.x, passInfo.size.y);
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}));
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}
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GN_CPP_FUNCTION void openglEndRenderPass(gnCommandBuffer buffer) {
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openglCommandRunnerBindFunction(buffer->commandBuffer->commmandRunner, std::function<void()>([]{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}));
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}
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GN_CPP_FUNCTION void openglBindGraphicsPipeline(gnCommandBuffer buffer, gnGraphicsPipeline graphicsPipeline);
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@@ -1,22 +1,23 @@
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const char * vertex_shader_source =
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"#version 450 core"
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""
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"layout(location = 0) in vec2 inPosition;"
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"layout(location = 1) in vec2 inTexcoord;"
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""
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"out vec2 texcoord;"
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""
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"void main() {"
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" gl_Position = vec4(inPosition, 0.0, 1.0);"
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" texcoord = inTexcoord;"
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"}" ;
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"#version 450 core\n"
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"\n"
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"layout(location = 0) in vec2 inPosition;\n"
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"layout(location = 1) in vec2 inTexcoord;\n"
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"\n"
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"out vec2 texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_Position = vec4(inPosition, 0.0, 1.0);\n"
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" texcoord = inTexcoord;\n"
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"}\n" ;
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const char * fragment_shader_source =
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"#version 450 core"
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""
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"out vec4 FragColor;"
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"layout(binding = 0) uniform sampler2D tex;"
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"in vec2 texcoord;"
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""
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"void main() {"
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" FragColor = texture(tex, texcoord);"
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"}" ;
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"#version 450 core\n"
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"\n"
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"out vec4 FragColor;\n"
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"layout(binding = 0) uniform sampler2D tex;\n"
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"in vec2 texcoord;\n"
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"\n"
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"void main() {\n"
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" //FragColor = texture(tex, texcoord);\n"
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" FragColor = vec4(texcoord, 0.0, 1.0);\n"
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"}\n" ;
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@@ -2,23 +2,30 @@
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#include "opengl_output_device.h"
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#include "glsl_shader.glsl"
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#include "stdlib.h"
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#include "core/src/instance/gryphn_instance.h"
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gnReturnCode createOpenGLOutputDevice(gnInstanceHandle instance, gnOutputDeviceHandle device, gnOutputDeviceInfo deviceInfo) {
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int success;
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char infoLog[512];
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device->outputDevice = malloc(sizeof(gnPlatformOutputDevice));
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float vertices[] = {
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-1.0f, 1.0f, 0.0f, 0.0f,
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-1.0f, -1.0f, 0.0f, 1.0f,
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1.0f, -1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 1.0f, 1.0f,
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};
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glCreateBuffers(1, &device->outputDevice->buffer);
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glBindBuffer(GL_ARRAY_BUFFER, device->outputDevice->buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, (void*)0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, (void*)(sizeof(float) * 2));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (void*)(sizeof(float) * 2));
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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@@ -27,15 +34,37 @@ gnReturnCode createOpenGLOutputDevice(gnInstanceHandle instance, gnOutputDeviceH
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glShaderSource(vertexShader, 1, &vertex_shader_source, NULL);
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glCompileShader(vertexShader);
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glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
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if(!success) {
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
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.message = gnCreateString(infoLog)
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});
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}
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unsigned int fragmentShader;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragment_shader_source, NULL);
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glCompileShader(fragmentShader);
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glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
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if(!success) {
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glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
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gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
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.message = gnCreateString(infoLog)
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});
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}
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device->outputDevice->shaderProgram = glCreateProgram();
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glAttachShader(device->outputDevice->shaderProgram, vertexShader);
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glAttachShader(device->outputDevice->shaderProgram, fragmentShader);
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glLinkProgram(device->outputDevice->shaderProgram);
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glGetProgramiv(device->outputDevice->shaderProgram, GL_LINK_STATUS, &success);
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if(!success) {
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glGetProgramInfoLog(device->outputDevice->shaderProgram, 512, NULL, infoLog);
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gnDebuggerSetErrorMessage(instance->debugger, (gnMessageData){
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.message = gnCreateString(infoLog)
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});
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}
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return GN_SUCCESS;
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}
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47
projects/apis/opengl/src/present/opengl_present.c
Normal file
47
projects/apis/opengl/src/present/opengl_present.c
Normal file
@@ -0,0 +1,47 @@
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#include "opengl_present.h"
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#include "presentation_queue/opengl_presentation_queue.h"
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#include "device/opengl_output_device.h"
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#include "surface/opengl_surface.h"
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gnReturnCode openglPresent(gnOutputDeviceHandle device, gnPresentInfo info) {
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for (uint32_t i =0 ; i < info.presentationQueueCount; i++) {
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uint32_tArrayListAdd(info.presentationQueues[i]->presentationQueue->avaliableTextures, info.imageIndices[i]);
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glUseProgram(device->outputDevice->shaderProgram);
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glBindBuffer(GL_ARRAY_BUFFER, device->outputDevice->buffer);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glUseProgram(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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swapBuffers(info.presentationQueues[i]->info.surface);
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// id<MTLBlitCommandEncoder> blit = [commandBuffer blitCommandEncoder];
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// [blit copyFromTexture:info.presentationQueues[i]->images[info.imageIndices[i]]->texture->texture
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// sourceSlice:0
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// sourceLevel:0
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// sourceOrigin:(MTLOrigin){0, 0, 0}
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// sourceSize:(MTLSize){info.presentationQueues[i]->info.imageSize.x, info.presentationQueues[i]->info.imageSize.y, 1}
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// toTexture:drawable.texture
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// destinationSlice:0
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// destinationLevel:0
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// destinationOrigin:(MTLOrigin){0, 0, 0}];
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// [blit endEncoding];
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// [drawable texture];
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// [commandBuffer presentDrawable:drawable];
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// [commandBuffer commit];
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// device->outputDevice->executingCommandBuffer = commandBuffer;
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}
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// [device->outputDevice->executingCommandBuffer waitUntilCompleted];
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// for (uint32_t i = 0; i < info.presentationQueueCount; i++) {
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// if (info.presentationQueues[i]->info.imageSize.x != info.presentationQueues[i]->info.surface->windowSurface->layer.drawableSize.width ||
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// info.presentationQueues[i]->info.imageSize.y != info.presentationQueues[i]->info.surface->windowSurface->layer.drawableSize.height) {
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// return GN_SUBOPTIMAL_PRESENTATION_QUEUE;
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// }
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// }
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return GN_SUCCESS;
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}
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4
projects/apis/opengl/src/present/opengl_present.h
Normal file
4
projects/apis/opengl/src/present/opengl_present.h
Normal file
@@ -0,0 +1,4 @@
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#pragma once
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#include "core/src/present/gryphn_present.h"
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gnReturnCode openglPresent(gnOutputDeviceHandle device, gnPresentInfo info);
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@@ -89,6 +89,10 @@ gnUInt2 getWindowSize(gnPlatformWindowSurface* surface) {
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return (gnUInt2){ attr.width, attr.height };
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}
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void swapBuffers(gnWindowSurface surface) {
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glXSwapBuffers(surface->windowSurface->display, surface->windowSurface->window);
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}
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#endif
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#ifdef GN_WINFDOW_WAYLAND
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@@ -15,6 +15,7 @@ gnReturnCode createGLXContext(gnWindowSurfaceHandle windowSurface, gnInstanceHan
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#endif
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gnUInt2 getWindowSize(gnPlatformWindowSurface* surface);
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void swapBuffers(gnWindowSurface surface);
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gnSurfaceDetails genOpenGLSurfaceDetails(gnWindowSurfaceHandle windowSurface, gnPhysicalDevice device);
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void destroyOpenGLSurface(gnWindowSurface surface);
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