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// The OpenGL platform. Uses GLFW for an interface with the OS. The code
// quality here is meh. Things could be organized more into functions, but as
// for now, it works fine, and isn't worth improving immediately.
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "teensy.h"
#include "teensy_common.h"
#include "teensy_platform.h"
static char vert[] =
"#version 330 core\n"
"layout (location = 0) in vec2 v_pos;\n"
"layout (location = 1) in vec2 v_uv;\n"
"\n"
"out vec2 f_uv;\n"
"\n"
"void main() {\n"
" gl_Position = vec4(v_pos, 0.0, 1.0);\n"
" f_uv = v_uv;\n"
"}\n"
;
static char frag[] =
"#version 330 core\n"
"\n"
"in vec2 f_uv;\n"
"\n"
"out vec4 color;\n"
"\n"
"uniform sampler2D tex;\n"
"\n"
"void main() {\n"
" color = texture2D(tex, f_uv);\n"
"}\n"
;
typedef struct {
GLFWwindow *win;
GLuint vao;
GLuint vbo;
GLuint program;
GLint uniform_tex_loc;
GLuint screen_handle;
} Gl_Platform;
Gl_Platform p;
static
GLuint compile_shader(GLenum type, const char *src)
{
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &src, NULL);
glCompileShader(shader);
int ok;
glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
if (!ok) {
char msg[1024];
glGetShaderInfoLog(shader, 1024, NULL, msg);
ty_log_fatal(TY_PLATFORM_ERR, "failed to compile shader: %s", msg);
}
return shader;
}
void ty_platform_init(ty_Ctx *ctx)
{
ty_log_info("initializing GLFW...");
if (glfwInit() < 0)
ty_log_fatal(TY_PLATFORM_ERR, "could not init GLFW");
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
p.win = glfwCreateWindow(
ctx->hints.scr_width * 3,
ctx->hints.scr_height * 3,
ctx->hints.game_title,
NULL,
NULL
);
if (!p.win)
ty_log_fatal(TY_PLATFORM_ERR, "could not init GLFW window");
glfwMakeContextCurrent(p.win);
ty_log_info("initializing GLAD...");
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
ty_log_fatal(TY_PLATFORM_ERR, "could not init GLAD");
ty_Vec2 vertices[] = {
ty_vec2(-1, -1), ty_vec2(0, 1),
ty_vec2( 1, -1), ty_vec2(1, 1),
ty_vec2( 1, 1), ty_vec2(1, 0),
ty_vec2(-1, -1), ty_vec2(0, 1),
ty_vec2( 1, 1), ty_vec2(1, 0),
ty_vec2(-1, 1), ty_vec2(0, 0),
};
glGenTextures(1, &p.screen_handle);
glBindTexture(GL_TEXTURE_2D, p.screen_handle);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glGenVertexArrays(1, &p.vao);
glGenBuffers(1, &p.vbo);
glBindVertexArray(p.vao);
glBindBuffer(GL_ARRAY_BUFFER, p.vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(
0,
2, GL_FLOAT,
GL_FALSE,
sizeof(ty_Vec2) * 2, (void*)0
);
glEnableVertexAttribArray(0);
glVertexAttribPointer(
1,
2, GL_FLOAT,
GL_FALSE,
sizeof(ty_Vec2) * 2, (void*)sizeof(ty_Vec2)
);
glEnableVertexAttribArray(1);
p.program = glCreateProgram();
GLuint vert_sh = compile_shader(GL_VERTEX_SHADER, vert);
GLuint frag_sh = compile_shader(GL_FRAGMENT_SHADER, frag);
glAttachShader(p.program, vert_sh);
glAttachShader(p.program, frag_sh);
glLinkProgram(p.program);
glDeleteShader(vert_sh);
glDeleteShader(frag_sh);
int ok;
glGetProgramiv(p.program, GL_LINK_STATUS, &ok);
if (!ok) {
char msg[1024];
glGetProgramInfoLog(p.program, 1024, NULL, msg);
ty_log_fatal(TY_PLATFORM_ERR, "failed to link shaders: %s", msg);
}
p.uniform_tex_loc = glGetUniformLocation(p.program, "texture");
}
void ty_platform_deinit(void)
{
ty_log_info("deinitializing OpenGL...");
glDeleteProgram(p.program);
glDeleteBuffers(1, &p.vbo);
glDeleteVertexArrays(1, &p.vao);
glDeleteTextures(1, &p.screen_handle);
ty_log_info("deinitializing GLFW...");
glfwDestroyWindow(p.win);
glfwTerminate();
}
void ty_platform_frame(ty_Image img)
{
glfwPollEvents();
int win_width, win_height;
glfwGetWindowSize(p.win, &win_width, &win_height);
glViewport(0, 0, win_width, win_height);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, p.screen_handle);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGB,
img.width, img.height,
0,
GL_RGB,
GL_UNSIGNED_BYTE,
img.data
);
glGenerateMipmap(GL_TEXTURE_2D);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(p.program);
glUniform1i(p.uniform_tex_loc, 0);
glBindVertexArray(p.vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
glfwSwapBuffers(p.win);
if (glfwGetKey(p.win, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(p.win, true);
}
}
bool ty_platform_os_wants_quit(void)
{
return glfwWindowShouldClose(p.win);
}
double ty_platform_get_time(void)
{
return glfwGetTime();
}
ty_Vec2i ty_platform_get_mouse(void)
{
double x, y;
glfwGetCursorPos(p.win, &x, &y);
return ty_vec2i(x, y);
}
static
int button_to_glfw_key(ty_Button btn)
{
switch (btn) {
case TY_BTN_LEFT_UP: return GLFW_KEY_W;
case TY_BTN_LEFT_DOWN: return GLFW_KEY_S;
case TY_BTN_LEFT_LEFT: return GLFW_KEY_A;
case TY_BTN_LEFT_RIGHT: return GLFW_KEY_D;
case TY_BTN_RIGHT_UP: return GLFW_KEY_I;
case TY_BTN_RIGHT_DOWN: return GLFW_KEY_K;
case TY_BTN_RIGHT_LEFT: return GLFW_KEY_J;
case TY_BTN_RIGHT_RIGHT: return GLFW_KEY_L;
case TY_BTN_ACTION_1: return GLFW_KEY_Q;
case TY_BTN_ACTION_2: return GLFW_KEY_E;
case TY_BTN_ACTION_3: return GLFW_KEY_U;
case TY_BTN_ACTION_4: return GLFW_KEY_O;
case TY_BTN_DB_CTRL: return GLFW_KEY_LEFT_CONTROL;
case TY_BTN_DB_SHIFT: return GLFW_KEY_LEFT_SHIFT;
}
return 0;
}
bool ty_platform_is_button_down(ty_Button btn)
{
return glfwGetKey(p.win, button_to_glfw_key(btn)) == GLFW_PRESS;
}
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