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path: root/src/draw/opengl.c
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#define GL_GLEXT_PROTOTYPES
#include <EGL/egl.h>
#include <GL/gl.h>
#include <stdio.h>
#include <stddef.h>
#include "util/container.h"
#include "util/err.h"
#include "opengl.h"

struct gl_mesh {
    GLuint vao, vbo;
    GLuint count;
};

struct gl_shader {
    GLuint program;
    GLint loc_color;
    GLint loc_model;
    GLint loc_view_proj;
};

struct gl_texture {
    GLuint txo;
    GLenum type;
};

static struct {
    EGLDisplay display;
    struct {
        unsigned int size[2];
        GLuint rbo;
        GLuint fbos[2];
        GLuint txos[2];
        rgba_data buffer;
    } target;
    struct gl_shader shaders[3];
    arraybuf(struct gl_texture) textures;
    arraybuf(struct gl_mesh) meshes;
} state;

static void opengl_error(GLenum err, const char *file, int line)
{
    switch (err) {
        case GL_INVALID_ENUM:                  fprintf(stderr, "opengl error: INVALID_ENUM %s:%d\n", file, line); break;
        case GL_INVALID_VALUE:                 fprintf(stderr, "opengl error: INVALID_VALUE %s:%d\n", file, line); break;
        case GL_INVALID_OPERATION:             fprintf(stderr, "opengl error: INVALID_OPERATION %s:%d\n", file, line); break;
        case GL_STACK_OVERFLOW:                fprintf(stderr, "opengl error: STACK_OVERFLOW %s:%d\n", file, line); break;
        case GL_STACK_UNDERFLOW:               fprintf(stderr, "opengl error: STACK_UNDERFLOW %s:%d\n", file, line); break;
        case GL_OUT_OF_MEMORY:                 fprintf(stderr, "opengl error: OUT_OF_MEMORY %s:%d\n", file, line); break;
        case GL_INVALID_FRAMEBUFFER_OPERATION: fprintf(stderr, "opengl error: INVALID_FRAMEBUFFER_OPERATION %s:%d\n", file, line); break;
        default: break;
    }
}

#define GL_DEBUG opengl_debug(__FILE__, __LINE__);

__attribute__((unused)) static void opengl_debug(const char *file, int line)
{
    GLenum err = glGetError();
    if (err != GL_NO_ERROR)
        opengl_error(err, file, line);
}

static const char *debug_source_to_string(GLenum source)
{
    switch (source) {
        case GL_DEBUG_SOURCE_API: return "API";
        case GL_DEBUG_SOURCE_WINDOW_SYSTEM: return "WINDOW SYSTEM";
        case GL_DEBUG_SOURCE_SHADER_COMPILER: return "SHADER COMPILER";
        case GL_DEBUG_SOURCE_THIRD_PARTY: return "THIRD PARTY";
        case GL_DEBUG_SOURCE_APPLICATION: return "APPLICATION";
        case GL_DEBUG_SOURCE_OTHER: return "OTHER";
        default: return "UNKNOWN";
    }
}

static const char *debug_type_to_string(GLenum type)
{
    switch (type) {
        case GL_DEBUG_TYPE_ERROR: return "ERROR";
        case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: return "DEPRECATED BEHAVIOR";
        case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: return "UDEFINED BEHAVIOR";
        case GL_DEBUG_TYPE_PORTABILITY: return "PORTABILITY";
        case GL_DEBUG_TYPE_PERFORMANCE: return "PERFORMANCE";
        case GL_DEBUG_TYPE_OTHER: return "OTHER";
        case GL_DEBUG_TYPE_MARKER: return "MARKER";
        default: return "UNKNOWN";
    }
}

static const char *debug_severity_to_string(GLenum severity)
{
    switch (severity) {
        case GL_DEBUG_SEVERITY_HIGH: return "HIGH";
        case GL_DEBUG_SEVERITY_MEDIUM: return "MEDIUM";
        case GL_DEBUG_SEVERITY_LOW: return "LOW";
        case GL_DEBUG_SEVERITY_NOTIFICATION: return "NOTIFICATION";
        default: return "UNKNOWN";
    }
}

static void APIENTRY debug_message_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *msg, const void *data)
{
    (void) data, (void) length;
    if (severity == GL_DEBUG_SEVERITY_NOTIFICATION) return;
    fprintf(stderr, "%d: %s of %s severity, raised from %s: %s\n",
        id, debug_type_to_string(type), debug_severity_to_string(severity),
        debug_source_to_string(source), msg);
}

static void init_egl(unsigned int size[2])
{
    EGLint config_attr[] = {
        EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
        EGL_BLUE_SIZE, 8,
        EGL_GREEN_SIZE, 8,
        EGL_RED_SIZE, 8,
        EGL_DEPTH_SIZE, 8,
        EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
        EGL_NONE
    };

    EGLint pbuffer_attr[] = {
        EGL_WIDTH, size[0],
        EGL_HEIGHT, size[1],
        EGL_NONE,
    };

    EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
    EGLint major, minor;
    eglInitialize(display, &major, &minor);

    EGLint n_config;
    EGLConfig config;
    eglChooseConfig(display, config_attr, &config, 1, &n_config);

    EGLSurface surface = eglCreatePbufferSurface(display, config, pbuffer_attr);

    eglBindAPI(EGL_OPENGL_API);

    EGLContext context = eglCreateContext(display, config, EGL_NO_CONTEXT, nullptr);
    eglMakeCurrent(display, surface, surface, context);

    state.display = display;
}

static void init_target(unsigned int size[2])
{
    state.target.size[0] = size[0];
    state.target.size[1] = size[1];
    state.target.buffer = malloc(size[0] * size[1] * 4);

    glGenRenderbuffers(1, &state.target.rbo);
    glBindRenderbuffer(GL_RENDERBUFFER, state.target.rbo);
    glRenderbufferStorageMultisample(GL_RENDERBUFFER, 8, GL_DEPTH24_STENCIL8, size[0], size[1]);

    glGenTextures(2, state.target.txos);

    glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, state.target.txos[0]);
    glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 8, GL_RGBA, size[0], size[1], GL_TRUE);

    glBindTexture(GL_TEXTURE_2D, state.target.txos[1]);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size[0], size[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);

    glGenFramebuffers(2, state.target.fbos);

    glBindFramebuffer(GL_FRAMEBUFFER, state.target.fbos[0]);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE, state.target.txos[0], 0);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, state.target.rbo);

    glBindFramebuffer(GL_FRAMEBUFFER, state.target.fbos[1]);
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, state.target.txos[1], 0);
}

static void init_shaders()
{
    static const char vertex_src[] = {
#embed "../shader/vertex.glsl"
    };
    static const char fragment_color_src[] = {
#embed "../shader/fragment_color.glsl"
    };
    static const char fragment_texture_src[] = {
#embed "../shader/fragment_texture.glsl"
    };
    static const char fragment_cubemap_src[] = {
#embed "../shader/fragment_cubemap.glsl"
    };

    struct {
        const char *name;
        GLenum type;
        const char *src;
        size_t size;
    } src[4] = {
        { "vertex.glsl", GL_VERTEX_SHADER, vertex_src, sizeof vertex_src },
        { "fragment_color.glsl", GL_FRAGMENT_SHADER, fragment_color_src, sizeof fragment_color_src },
        { "fragment_texture.glsl", GL_FRAGMENT_SHADER, fragment_texture_src, sizeof fragment_texture_src },
        { "fragment_cubemap.glsl", GL_FRAGMENT_SHADER, fragment_cubemap_src, sizeof fragment_cubemap_src },
    };
    GLuint src_ids[4];

    for (size_t i = 0; i < 4; i++) {
        src_ids[i] = glCreateShader(src[i].type);
        GLint size = src[i].size;
        glShaderSource(src_ids[i], 1, &src[i].src, &size);
        glCompileShader(src_ids[i]);

        GLint success;
        glGetShaderiv(src_ids[i], GL_COMPILE_STATUS, &success);
        if (!success) {
            char error[BUFSIZ];
            glGetShaderInfoLog(src_ids[i], BUFSIZ, nullptr, error);
            eprintf("failed to compile %s: %s", src[i].name, error);
        }
    }

    const char *names[3] = { "color", "texture", "cubemap" };
    for (size_t i = 0; i < 3; i++) {
        struct gl_shader *shader = &state.shaders[i];
        shader->program = glCreateProgram();
        glAttachShader(shader->program, src_ids[0]);
        glAttachShader(shader->program, src_ids[i+1]);
        glLinkProgram(shader->program);

        GLint success;
        glGetProgramiv(shader->program, GL_LINK_STATUS, &success);
        if (!success) {
            char error[BUFSIZ];
            glGetShaderInfoLog(shader->program, BUFSIZ, nullptr, error);
            eprintf("failed to link %s shader: %s", names[i], error);
        }

        shader->loc_color = glGetUniformLocation(shader->program, "color");
        shader->loc_model = glGetUniformLocation(shader->program, "model");
        shader->loc_view_proj = glGetUniformLocation(shader->program, "view_proj");
    }

    for (size_t i = 0; i < 4; i++)
        glDeleteShader(src_ids[i]);
}

static void opengl_init(unsigned int size[2])
{
    init_egl(size);

    if (true) {
        glEnable(GL_DEBUG_OUTPUT);
        glDebugMessageCallback(debug_message_callback, nullptr);
    }

    init_target(size);
    init_shaders();
}

static bool opengl_create_mesh(size_t n_verts, const struct draw_vertex verts[n_verts], mesh_id *id)
{
    struct gl_mesh mesh;
    mesh.count = n_verts;
    glGenVertexArrays(1, &mesh.vao);
    glGenBuffers(1, &mesh.vbo);

    glBindVertexArray(mesh.vao);
    glBindBuffer(GL_ARRAY_BUFFER, mesh.vbo);

    glBufferData(GL_ARRAY_BUFFER, mesh.count * sizeof(struct draw_vertex), verts, GL_STATIC_DRAW);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(struct draw_vertex), (GLvoid *) offsetof(struct draw_vertex, pos));
    glEnableVertexAttribArray(0);

    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct draw_vertex), (GLvoid *) offsetof(struct draw_vertex, tex));
    glEnableVertexAttribArray(1);

    *id = state.meshes.len;
    arraybuf_insert(&state.meshes, mesh);
    return true;
}

static void image_flip(rgba_data dst, rgba_data src, unsigned int size[2])
{
    for (unsigned int y = 0; y < size[1]; y++)
        memcpy((char *)dst + y*size[0]*4, (char *)src + (size[1]-y-1)*size[0]*4, size[0]*4);
}

static bool opengl_create_texture(enum texture_type type, unsigned int size[2], const rgba_data faces[], texture_id *id)
{
    bool bilinear = true;

    struct gl_texture tex;
    switch (type) {
        case TEXTURE_2D: tex.type = GL_TEXTURE_2D; break;
        case TEXTURE_CUBEMAP: tex.type = GL_TEXTURE_CUBE_MAP; break;
    }
    glGenTextures(1, &tex.txo);
    glBindTexture(tex.type, tex.txo);

    rgba_data flipped = malloc(size[0]*size[1]*4);

    size_t n_faces = tex.type == GL_TEXTURE_CUBE_MAP ? 6 : 1;
    for (size_t i = 0; i < n_faces; i++) {
        GLenum target = tex.type == GL_TEXTURE_CUBE_MAP
            ? GL_TEXTURE_CUBE_MAP_POSITIVE_X + i
            : GL_TEXTURE_2D;
        image_flip(flipped, faces[i], size);
        glTexImage2D(target, 0, GL_RGBA, size[0], size[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, flipped);
    }

    free(flipped);

    GLint filter = bilinear ? GL_LINEAR : GL_NEAREST;
    glTexParameteri(tex.type, GL_TEXTURE_MIN_FILTER, filter);
    glTexParameteri(tex.type, GL_TEXTURE_MAG_FILTER, filter);

    GLint wrap = tex.type == GL_TEXTURE_CUBE_MAP ? GL_CLAMP_TO_EDGE : GL_REPEAT;
    glTexParameteri(tex.type, GL_TEXTURE_WRAP_S, wrap);
    glTexParameteri(tex.type, GL_TEXTURE_WRAP_T, wrap);
    if (tex.type == GL_TEXTURE_CUBE_MAP)
        glTexParameteri(tex.type, GL_TEXTURE_WRAP_R, wrap);

    *id = state.textures.len;
    arraybuf_insert(&state.textures, tex);
    return true;
}

static void opengl_draw_frame(struct draw_frame *frame, rgba_data out_data)
{
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_MULTISAMPLE);

    glBindFramebuffer(GL_FRAMEBUFFER, state.target.fbos[0]);
    glViewport(0, 0, state.target.size[0], state.target.size[1]);

    if (frame->bg.present && !frame->bg.data.texture.present)
        glClearColor(frame->bg.data.color[0], frame->bg.data.color[1], frame->bg.data.color[2], 255.0);
    else
        glClearColor(0.0, 0.0, 0.0, 0.0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    for (size_t i = 0; i < 3; i++)
        glProgramUniformMatrix4fv(state.shaders[i].program, state.shaders[i].loc_view_proj,
            1, GL_FALSE, &frame->view_proj[0][0]);

    if (frame->bg.present && frame->bg.data.texture.present) {
        // TODO: render background
    }

    /*
    glEnable(GL_CULL_FACE);
    glCullFace(GL_BACK);
    glFrontFace(GL_CCW);
    */

    for (size_t i = 0; i < frame->calls.len; i++) {
        struct draw_call *call = &frame->calls.ptr[i];
        struct gl_mesh *mesh = &state.meshes.ptr[call->mesh];
        struct gl_texture *texture;
        struct gl_shader *shader;

        if (call->surface.texture.present) {
            texture = &state.textures.ptr[call->surface.texture.data];
            shader = &state.shaders[texture->type == GL_TEXTURE_2D ? 1 : 2];
        } else {
            texture = nullptr;
            shader = &state.shaders[0];
        }

        glUseProgram(shader->program);
        glUniform3fv(shader->loc_color, 1, call->surface.color);
        glUniformMatrix4fv(shader->loc_model, 1, GL_FALSE, &call->model[0][0]);

        if (texture) {
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(texture->type, texture->txo);
        }

        glBindVertexArray(mesh->vao);
        glDrawArrays(GL_TRIANGLES, 0, mesh->count);
    }

    glBindFramebuffer(GL_READ_FRAMEBUFFER, state.target.fbos[0]);
    glBindFramebuffer(GL_DRAW_FRAMEBUFFER, state.target.fbos[1]);
    glBlitFramebuffer(
        0, 0, state.target.size[0], state.target.size[1],
        0, 0, state.target.size[0], state.target.size[1],
        GL_COLOR_BUFFER_BIT, GL_NEAREST);

    glBindFramebuffer(GL_FRAMEBUFFER, state.target.fbos[1]);
    glPixelStorei(GL_PACK_ALIGNMENT, 1);
    glReadPixels(0, 0, state.target.size[0], state.target.size[1],
        GL_RGBA, GL_UNSIGNED_BYTE, state.target.buffer);

    image_flip(out_data, state.target.buffer, state.target.size);
}

static void opengl_cleanup()
{
    free(state.target.buffer);

    glDeleteRenderbuffers(1, &state.target.rbo);
    glDeleteTextures(2, state.target.txos);
    glDeleteFramebuffers(2, state.target.fbos);

    for (size_t i = 0; i < 3; i++)
        glDeleteProgram(state.shaders[i].program);

    for (size_t i = 0; i < state.textures.len; i++)
        glDeleteTextures(1, &state.textures.ptr[i].txo);

    for (size_t i = 0; i < state.meshes.len; i++) {
        glDeleteVertexArrays(1, &state.meshes.ptr[i].vao);
        glDeleteBuffers(1, &state.meshes.ptr[i].vbo);
    }

    eglTerminate(state.display);
}

struct draw_backend draw_backend_opengl = {
    .init = &opengl_init,
    .create_mesh = &opengl_create_mesh,
    .create_texture = &opengl_create_texture,
    .draw_frame = &opengl_draw_frame,
    .cleanup = &opengl_cleanup,
};