+++ /dev/null
-// For fmemstream()
-#define _GNU_SOURCE
-
-#include <stdbool.h>
-#include <stdlib.h>
-#include <stdarg.h>
-
-#include <sys/types.h>
-#include <sys/stat.h>
-#include <sys/mman.h>
-#include <fcntl.h>
-#include <unistd.h>
-#include <string.h>
-#include <errno.h>
-#include <ctype.h>
-
-#include "sgl.h"
-
-
-static bool gl_error(const char* description, ...);
-static GLuint create_and_compile_shader(GLenum shader_type, const char* code, GLint code_size, FILE* error_stream);
-
-#ifndef _SGL_UTILS
-void* fload(const char* filename, size_t* size);
-#endif
-
-
-//
-// Shader functions
-//
-
-GLuint program_new(const char* vertex_shader_file, const char* fragment_shader_file, FILE* compiler_message_stream) {
- char* vertex_shader_code = fload(vertex_shader_file, NULL);
- if (vertex_shader_code == NULL) {
- if (compiler_message_stream) fprintf(compiler_message_stream, "Failed to read vertex shader file %s: %s\n", vertex_shader_file, strerror(errno));
- return 0;
- }
-
- char* fragment_shader_code = fload(fragment_shader_file, NULL);
- if (fragment_shader_code == NULL) {
- free(vertex_shader_code);
- if (compiler_message_stream) fprintf(compiler_message_stream, "Failed to read fragment shader file %s: %s\n", fragment_shader_file, strerror(errno));
- return 0;
- }
-
- GLuint program = program_new_from_string(vertex_shader_code, fragment_shader_code, compiler_message_stream);
-
- free(vertex_shader_code);
- free(fragment_shader_code);
-
- return program;
-}
-
-GLuint program_new_from_string(const char* vertex_shader_code, const char* fragment_shader_code, FILE* compiler_message_stream) {
- GLuint vertex_shader = create_and_compile_shader(GL_VERTEX_SHADER, vertex_shader_code, -1, compiler_message_stream);
- GLuint fragment_shader = create_and_compile_shader(GL_FRAGMENT_SHADER, fragment_shader_code, -1, compiler_message_stream);
- if (vertex_shader == 0 || fragment_shader == 0)
- goto shaders_failed;
-
- GLuint prog = glCreateProgram();
- glAttachShader(prog, vertex_shader);
- glAttachShader(prog, fragment_shader);
- glLinkProgram(prog);
-
- GLint result = GL_TRUE;
- glGetProgramiv(prog, GL_LINK_STATUS, &result);
- if (result == GL_FALSE){
- if (compiler_message_stream) {
- glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &result);
- char buffer[result];
- glGetProgramInfoLog(prog, result, NULL, buffer);
- fprintf(compiler_message_stream, "Linking of vertex and pixel shader failed:\n%s\n", buffer);
- program_inspect(prog, compiler_message_stream);
- }
- goto program_failed;
- }
-
- return prog;
-
- program_failed:
- if (prog)
- glDeleteProgram(prog);
-
- shaders_failed:
- if (vertex_shader)
- glDeleteShader(vertex_shader);
- if (fragment_shader)
- glDeleteShader(fragment_shader);
-
- return 0;
-}
-
-
-/**
- * Loads and compiles a source code file as a shader.
- *
- * Returns the shaders GL object id on success or 0 on error. Compiler errors in the shader
- * are appended to the error buffer.
- */
-static GLuint create_and_compile_shader(GLenum shader_type, const char* code, GLint code_size, FILE* error_stream) {
- GLuint shader = glCreateShader(shader_type);
- glShaderSource(shader, 1, (const char*[]){ code }, (const int[]){ code_size });
- glCompileShader(shader);
-
- GLint result = GL_TRUE;
- glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
- if (result)
- return shader;
-
- if (error_stream) {
- glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &result);
- char buffer[result];
- glGetShaderInfoLog(shader, result, NULL, buffer);
- fprintf(error_stream, "Failed to compile shader:\n%s\n", buffer);
- }
-
- glDeleteShader(shader);
- return 0;
-}
-
-/**
- * Destorys the specified OpenGL program and all shaders attached to it.
- */
-void program_destroy(GLuint program) {
- GLint shader_count = 0;
- glGetProgramiv(program, GL_ATTACHED_SHADERS, &shader_count);
-
- GLuint shaders[shader_count];
- glGetAttachedShaders(program, shader_count, NULL, shaders);
-
- glDeleteProgram(program);
- for(ssize_t i = 0; i < shader_count; i++)
- glDeleteShader(shaders[i]);
-}
-
-/**
- * Displays all attributes and uniforms of the OpenGL program on the output_stream.
- * If output_stream is NULL stderr will be used instead.
- */
-void program_inspect(GLuint program, FILE* output_stream) {
- const char* type_to_string(GLenum type) {
- switch(type){
- case GL_FLOAT: return "float";
- case GL_FLOAT_VEC2: return "vec2";
- case GL_FLOAT_VEC3: return "vec3";
- case GL_FLOAT_VEC4: return "vec4";
- case GL_INT: return "int";
- case GL_INT_VEC2: return "ivec2";
- case GL_INT_VEC3: return "ivec3";
- case GL_INT_VEC4: return "ivec4";
- case GL_UNSIGNED_INT: return "unsigned int";
- case GL_UNSIGNED_INT_VEC2: return "uvec2";
- case GL_UNSIGNED_INT_VEC3: return "uvec3";
- case GL_UNSIGNED_INT_VEC4: return "uvec4";
- case GL_BOOL: return "bool";
- case GL_BOOL_VEC2: return "bvec2";
- case GL_BOOL_VEC3: return "bvec3";
- case GL_BOOL_VEC4: return "bvec4";
- case GL_FLOAT_MAT2: return "mat2";
- case GL_FLOAT_MAT3: return "mat3";
- case GL_FLOAT_MAT4: return "mat4";
- case GL_FLOAT_MAT2x3: return "mat2x3";
- case GL_FLOAT_MAT2x4: return "mat2x4";
- case GL_FLOAT_MAT3x2: return "mat3x2";
- case GL_FLOAT_MAT3x4: return "mat3x4";
- case GL_FLOAT_MAT4x2: return "mat4x2";
- case GL_FLOAT_MAT4x3: return "mat4x3";
- case GL_SAMPLER_1D: return "sampler1D";
- case GL_SAMPLER_2D: return "sampler2D";
- case GL_SAMPLER_3D: return "sampler3D";
- case GL_SAMPLER_CUBE: return "samplerCube";
- case GL_SAMPLER_1D_SHADOW: return "sampler1DShadow";
- case GL_SAMPLER_2D_SHADOW: return "sampler2DShadow";
- case GL_SAMPLER_1D_ARRAY: return "sampler1DArray";
- case GL_SAMPLER_2D_ARRAY: return "sampler2DArray";
- case GL_SAMPLER_1D_ARRAY_SHADOW: return "sampler1DArrayShadow";
- case GL_SAMPLER_2D_ARRAY_SHADOW: return "sampler2DArrayShadow";
- case GL_SAMPLER_2D_MULTISAMPLE: return "sampler2DMS";
- case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: return "sampler2DMSArray";
- case GL_SAMPLER_CUBE_SHADOW: return "samplerCubeShadow";
- case GL_SAMPLER_BUFFER: return "samplerBuffer";
- case GL_SAMPLER_2D_RECT: return "sampler2DRect";
- case GL_SAMPLER_2D_RECT_SHADOW: return "sampler2DRectShadow";
- case GL_INT_SAMPLER_1D: return "isampler1D";
- case GL_INT_SAMPLER_2D: return "isampler2D";
- case GL_INT_SAMPLER_3D: return "isampler3D";
- case GL_INT_SAMPLER_CUBE: return "isamplerCube";
- case GL_INT_SAMPLER_1D_ARRAY: return "isampler1DArray";
- case GL_INT_SAMPLER_2D_ARRAY: return "isampler2DArray";
- case GL_INT_SAMPLER_2D_MULTISAMPLE: return "isampler2DMS";
- case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: return "isampler2DMSArray";
- case GL_INT_SAMPLER_BUFFER: return "isamplerBuffer";
- case GL_INT_SAMPLER_2D_RECT: return "isampler2DRect";
- case GL_UNSIGNED_INT_SAMPLER_1D: return "usampler1D";
- case GL_UNSIGNED_INT_SAMPLER_2D: return "usampler2D";
- case GL_UNSIGNED_INT_SAMPLER_3D: return "usampler3D";
- case GL_UNSIGNED_INT_SAMPLER_CUBE: return "usamplerCube";
- case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: return "usampler2DArray";
- case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: return "usampler2DArray";
- case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: return "usampler2DMS";
- case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: return "usampler2DMSArray";
- case GL_UNSIGNED_INT_SAMPLER_BUFFER: return "usamplerBuffer";
- case GL_UNSIGNED_INT_SAMPLER_2D_RECT: return "usampler2DRect";
- default: return "unknown";
- }
- }
-
- if (output_stream == NULL)
- output_stream = stderr;
-
- GLint size;
- GLenum type;
- {
- GLint attrib_count = 0, buffer_size = 0;
- glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &attrib_count);
- fprintf(output_stream, "%d attributes:\n", attrib_count);
- glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &buffer_size);
- char buffer[buffer_size];
-
- for(ssize_t i = 0; i < attrib_count; i++){
- glGetActiveAttrib(program, i, buffer_size, NULL, &size, &type, buffer);
- fprintf(output_stream, "- %s %s", buffer, type_to_string(type));
- if (size != 1)
- fprintf(output_stream, "[%d]", size);
- fprintf(output_stream, "\n");
- }
- }
-
- {
- GLint uniform_count = 0, buffer_size = 0;
- glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &uniform_count);
- fprintf(output_stream, "%d uniforms:\n", uniform_count);
- glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &buffer_size);
- char buffer[buffer_size];
-
- for(ssize_t i = 0; i < uniform_count; i++){
- glGetActiveUniform(program, i, buffer_size, NULL, &size, &type, buffer);
- fprintf(output_stream, "- %s %s", buffer, type_to_string(type));
- if (size != 1)
- fprintf(output_stream, "[%d]", size);
- fprintf(output_stream, "\n");
- }
- }
-}
-
-
-//
-// Buffer functions
-//
-
-/**
- * Creates a new vertex buffer with the specified size and initial data uploaded. The initial data
- * is uploaded with the GL_STATIC_DRAW usage, meant to be used for model data that does not change.
- *
- * If `data` is `NULL` but a size is given the buffer will be allocated but no data is uploaded.
- * If `size` is `0` only the OpenGL object is created but nothing is allocated.
- *
- * Returns the vertex buffer on success or `0` on error.
- */
-GLuint buffer_new(const void* data, size_t size) {
- GLuint buffer = 0;
- glGenBuffers(1, &buffer);
- if (buffer == 0)
- return 0;
-
- if (size > 0)
- buffer_update(buffer, data, size, GL_STATIC_DRAW);
-
- return buffer;
-}
-
-void buffer_destroy(GLuint buffer) {
- glDeleteBuffers(1, (const GLuint[]){ buffer });
-}
-
-/**
- * Updates the vertex buffer with new data. The `usage` parameter is the same as of the
- * `glBufferData()` function: GL_STREAM_DRAW, GL_STREAM_READ, GL_STREAM_COPY, GL_STATIC_DRAW,
- * GL_STATIC_READ, GL_STATIC_COPY, GL_DYNAMIC_DRAW, GL_DYNAMIC_READ or GL_DYNAMIC_COPY.
- */
-void buffer_update(GLuint buffer, const void* data, size_t size, GLenum usage) {
- glBindBuffer(GL_ARRAY_BUFFER, buffer);
- glBufferData(GL_ARRAY_BUFFER, size, data, usage);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-}
-
-
-//
-// Texture functions
-//
-
-/**
- * Creates a 2D or rectangular texture (GL_TEXTURE_2D or GL_TEXTURE_RECTANGLE).
- *
- * Creates and uploads a 2D texture of the specified dimensions and with the specified number of components (1, 2, 3 or
- * 4). If data is NULL the texture will be allocated but no data is uploaded. If stride is -1 it's assumed to be the
- * same as width.
- *
- * As default a GL_TEXTURE_2D with mipmaps is created and the minifing filter is set to GL_LINEAR_MIPMAP_LINEAR (better
- * quality). If data is uploaded the mipmaps are generated as well. You can use the SGL_RECT flag to create a
- * GL_TEXTURE_RECTANGLE or the SGL_SKIP_MIPMAPS to skip mipmap generation.
- *
- * To make the API easier this function only supports textures with 8 bits per pixel (GL_R8, GL_RG8, GL_RGB8 and
- * GL_RGBA8).
- *
- * Flags:
- *
- * - SGL_RECT: Create a GL_TEXTURE_RECTANGLE. Rectangle textures don't have mipmaps.
- * - SGL_SKIP_MIPMAPS: Skip glGenerateMipmap() call after uploading data for a GL_TEXTURE_2D.
- *
- * Returns the texture object on success or `0` on error.
- */
-GLuint texture_new(const void* data, uint32_t width, uint32_t height, uint8_t components, ssize_t stride, uint32_t flags) {
- GLenum internal_format = 0, data_format = 0;
- switch(components) {
- case 1: internal_format = GL_R8; data_format = GL_RED; break;
- case 2: internal_format = GL_RG8; data_format = GL_RG; break;
- case 3: internal_format = GL_RGB8; data_format = GL_RGB; break;
- case 4: internal_format = GL_RGBA8; data_format = GL_RGBA; break;
- default: return 0;
- }
-
- GLuint texture = 0;
- glGenTextures(1, &texture);
- if (texture == 0)
- return 0;
-
- GLenum target = 0;
- GLsizei mipmap_levels = 1;
- GLint prev_bound_texture = 0;
- if (flags & SGL_RECT) {
- target = GL_TEXTURE_RECTANGLE;
- glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE, &prev_bound_texture);
- } else {
- target = GL_TEXTURE_2D;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &prev_bound_texture);
-
- uint32_t w = width, h = height;
- while (w > 1 || h > 1) {
- mipmap_levels++;
- w /= 2;
- h /= 2;
- }
- }
-
- glBindTexture(target, texture);
- glTexStorage2D(target, mipmap_levels, internal_format, width, height);
-
- // Set high quality texture filtering as default for 2D (not rect) textures
- if (target == GL_TEXTURE_2D)
- glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
-
- if (data) {
- if (stride == -1)
- stride = width;
-
- GLint prev_unpack_alignment = 0;
- glGetIntegerv(GL_UNPACK_ALIGNMENT, &prev_unpack_alignment);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, stride);
-
- glTexSubImage2D(target, 0, 0, 0, width, height, data_format, GL_UNSIGNED_BYTE, data);
-
- glPixelStorei(GL_UNPACK_ALIGNMENT, prev_unpack_alignment);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
-
- if ( target == GL_TEXTURE_2D && !(flags & SGL_SKIP_MIPMAPS) )
- glGenerateMipmap(target);
- }
- glBindTexture(target, prev_bound_texture);
-
- return texture;
-}
-
-void texture_destroy(GLuint texture) {
- glDeleteTextures(1, (const GLuint[]){ texture });
-}
-
-/**
- * Uploads new data for the specified texture. The data is expected to be as large as the entire texture and to have the
- * same number of components. If stride is -1 it's assumed to be the textures width without padding.
- *
- * Flags:
- *
- * - SGL_RECT: Texture is a GL_TEXTURE_RECTANGLE.
- * - SGL_SKIP_MIPMAPS: Skip calling glGenerateMipmap() after upload.
- */
-void texture_update(GLuint texture, const void* data, ssize_t stride, uint32_t flags) {
- texture_update_sub(texture, 0, 0, -1, -1, data, stride, flags);
-}
-
-/**
- * Uploads new data for to a part of a texture. The data is expected to have the same number of components. If w or h is
- * -1 they are assumed set to the textures width and height. If stride is -1 it's assumed to be the same as w.
- *
- * Flags:
- *
- * - SGL_RECT: Texture is a GL_TEXTURE_RECTANGLE.
- * - SGL_SKIP_MIPMAPS: Skip calling glGenerateMipmap() after upload.
- */
-void texture_update_sub(GLuint texture, uint32_t x, uint32_t y, int32_t w, int32_t h, const void* data, ssize_t stride, uint32_t flags) {
- GLenum target = 0;
- GLint prev_bound_texture = 0;
- if (flags & SGL_RECT) {
- target = GL_TEXTURE_RECTANGLE;
- glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE, &prev_bound_texture);
- } else {
- target = GL_TEXTURE_2D;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &prev_bound_texture);
- }
-
- glBindTexture(target, texture);
- GLint width = w, height = h, internal_format = 0;
- if (width == -1)
- glGetTexLevelParameteriv(target, 0, GL_TEXTURE_WIDTH, &width);
- if (height == -1)
- glGetTexLevelParameteriv(target, 0, GL_TEXTURE_HEIGHT, &height);
- if (stride == -1)
- stride = width;
- glGetTexLevelParameteriv(target, 0, GL_TEXTURE_INTERNAL_FORMAT, &internal_format);
-
- GLenum data_format = 0;
- switch(internal_format) {
- case GL_R8: data_format = GL_RED; break;
- case GL_RG8: data_format = GL_RG; break;
- case GL_RGB8: data_format = GL_RGB; break;
- case GL_RGBA8: data_format = GL_RGBA; break;
- }
-
- if (data_format != 0) {
- GLint prev_unpack_alignment = 0;
- glGetIntegerv(GL_UNPACK_ALIGNMENT, &prev_unpack_alignment);
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, stride);
-
- glTexSubImage2D(target, 0, x, y, width, height, data_format, GL_UNSIGNED_BYTE, data);
-
- glPixelStorei(GL_UNPACK_ALIGNMENT, prev_unpack_alignment);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
-
- if ( target == GL_TEXTURE_2D && !(flags & SGL_SKIP_MIPMAPS) )
- glGenerateMipmap(GL_TEXTURE_2D);
- }
- glBindTexture(target, prev_bound_texture);
-}
-
-/**
- * Returns the texutres dimensions in width and height. A width or height of NULL is ignored and safe to use.
- *
- * Flags:
- *
- * - SGL_RECT: Texture is a GL_TEXTURE_RECTANGLE.
- */
-void texture_dimensions(GLuint texture, int32_t* width, int32_t* height, uint32_t flags) {
- GLenum target = 0;
- GLint prev_bound_texture = 0;
- if (flags & SGL_RECT) {
- target = GL_TEXTURE_RECTANGLE;
- glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE, &prev_bound_texture);
- } else {
- target = GL_TEXTURE_2D;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &prev_bound_texture);
- }
-
- glBindTexture(target, texture);
- if (width)
- glGetTexLevelParameteriv(target, 0, GL_TEXTURE_WIDTH, width);
- if (height)
- glGetTexLevelParameteriv(target, 0, GL_TEXTURE_HEIGHT, height);
- glBindTexture(target, prev_bound_texture);
-}
-
-
-//
-// Frame buffer functions
-//
-
-GLuint framebuffer_new(GLuint color_buffer_texture, uint32_t flags) {
- GLint prev_draw_fb = 0;
- glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &prev_draw_fb);
-
- GLenum texture_target = (flags & SGL_RECT) ? GL_TEXTURE_RECTANGLE : GL_TEXTURE_2D;
- GLuint framebuffer = 0;
- glGenFramebuffers(1, &framebuffer);
-
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
- glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture_target, color_buffer_texture, 0);
- gl_error("Failed to bind color buffer to framebuffer. glFramebufferTexture2D()");
-
- if ( glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE ) {
- glDeleteFramebuffers(1, &framebuffer);
- framebuffer = 0;
- }
-
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, prev_draw_fb);
- return framebuffer;
-}
-
-void framebuffer_destroy(GLuint framebuffer) {
- glDeleteFramebuffers(1, &framebuffer);
-}
-
-/**
- * Note: Binds the read and draw framebuffers to GL_READ_FRAMEBUFFER and GL_DRAW_FRAMEBUFFER if they're
- * not already bound there. The bindings are left there so repeated calls don't need to bind them again.
- */
-void framebuffer_blit(GLuint read_framebuffer, GLint rx, GLint ry, GLint rw, GLint rh, GLuint draw_framebuffer, GLint dx, GLint dy, GLint dw, GLint dh) {
- GLint read_fb = 0, draw_fb = 0;
- glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &read_fb);
- glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &draw_fb);
-
- if ((GLuint)read_fb != read_framebuffer)
- glBindFramebuffer(GL_READ_FRAMEBUFFER, read_framebuffer);
- if ((GLuint)draw_fb != draw_framebuffer)
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, draw_framebuffer);
-
- glBlitFramebuffer(rx, ry, rx+rw, ry+rh, dx, dy, dx+dw, dy+dh, GL_COLOR_BUFFER_BIT, GL_LINEAR);
-}
-
-void framebuffer_bind(GLuint framebuffer, GLsizei width, GLsizei height) {
- // Check framebuffer binding, and bind the target framebuffer if necessary
- GLint bound_framebuffer = 0;
- glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &bound_framebuffer);
- if ((GLuint)bound_framebuffer != framebuffer) {
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
- if ( !gl_error("Failed to bind framebuffer %u. glBindFramebuffer()", framebuffer) && width != 0 && height != 0 )
- glViewport(0, 0, width, height);
- }
-}
-
-
-//
-// Drawing functions
-//
-
-typedef struct {
- char name[128];
- char modifiers[16];
- uint8_t modifier_length;
- uint16_t type;
-} directive_t, *directive_p;
-
-typedef struct {
- GLenum opengl_type;
- GLint type_size, components;
- bool normalized, upload_as_int;
-} attribute_info_t, *attribute_info_p;
-
-static int next_directive(const char** bindings, directive_p output_directive);
-static bool parse_attribute_directive(directive_p directive, attribute_info_p attribute_info);
-
-
-/**
- * Form of directives: <attribute or uniform name> %<dimensions><modifiers><type>
- * e.g. "projection %4tM"
- *
- * Uniforms (and textures): uppercase types
- *
- * F (float)
- * %1F glUniform1fv
- * %2F glUniform2fv
- * %3F glUniform3fv
- * %4F glUniform4fv
- * I (integer)
- * %1I glUniform1iv
- * %2I glUniform2iv
- * %3I glUniform3iv
- * %4I glUniform4iv
- * U (unsigned integer)
- * %1U glUniform1ui
- * %2U glUniform2ui
- * %3U glUniform3ui
- * %4U glUniform4ui
- * M (matrix)
- * %2M glUniformMatrix2fv
- * %2x3M glUniformMatrix2x3fv
- * %2x4M glUniformMatrix2x4fv
- * %3M glUniformMatrix3fv
- * %3x2M glUniformMatrix3x2fv
- * %3x4M glUniformMatrix3x4fv
- * %4M glUniformMatrix4fv
- * %4x2M glUniformMatrix4x2fv
- * %4x3M glUniformMatrix4x3fv
- *
- * Modifiers:
- * t transpose matrix
- *
- * T (textures)
- * %T bind a GL_TEXTURE_2D texture to a sampler uniform
- *
- * Modifiers:
- * r texture is a GL_TEXTURE_RECTANGLE texture
- * * the uniform is a texture array. The argument list must contain a size_t (the array length) and a
- * GLuint* (pointer to an array of OpenGL texture names) instead of a single GLuint.
- *
- *
- * Attributes: lower case types
- *
- * The first attribute consumes one argument that has to be an OpenGL buffer object.
- * This buffer is used for all following attributes or until an ";" is encountered.
- * The next attribute after ";" consumes a new buffer argument.
- * Stride and offsets of attributes are calculated automatically.
- * The attribute name "_" is used for padding.
- *
- * Dimensions: 1, 2, 3, 4
- *
- * f GL_FLOAT
- * h GL_HALF_FLOAT
- * f GL_FIXED
- *
- * b GL_BYTE
- * u GL_UNSIGNED_BYTE
- * n normalized
- * i upload as int (use glVertexAttribIPointer())
- *
- * s GL_SHORT
- * u GL_UNSIGNED_SHORT
- * n normalized
- * i upload as int (use glVertexAttribIPointer())
- *
- * i GL_INT
- * u GL_UNSIGNED_INT
- * n normalized
- * i upload as int (use glVertexAttribIPointer())
- *
- * Global options: start with "$" instead of "%"
- *
- * $I draw with an index buffer of GL_UNSIGNED_INT indices
- * b indices are of type GL_UNSIGNED_BYTE
- * s indices are of type GL_UNSIGNED_SHORT
- *
- * Ideas (not yet implemented):
- *
- * $E output error messages into that FILE* stream
- */
-int render(GLenum primitive, GLuint program, const char* bindings, ...) {
- va_list args;
- directive_t d;
- attribute_info_t ai;
- size_t active_textures = 0;
- GLsizei current_buffer_stride = 0;
- size_t current_buffer_offset = 0;
- GLint current_buffer_size = 0;
- uint32_t vertecies_to_render = UINT32_MAX;
- bool use_index_buffer = false;
- GLenum index_buffer_type = 0;
- uint32_t indices_to_render = 0;
-
- // Make sure no previous error code messes up our state
- glGetError();
-
- GLuint vertex_array_object = 0;
- glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&vertex_array_object);
- if (vertex_array_object == 0) {
- glGenVertexArrays(1, &vertex_array_object);
- glBindVertexArray(vertex_array_object);
- gl_error("Failed to generate and bind a new vertex array object. glBindVertexArray()");
- }
-
- glUseProgram(program);
- if ( gl_error("Can't use OpenGL program for drawing. glUseProgram()") )
- return -1;
-
- va_start(args, bindings);
- const char* setup_pass_bindings = bindings;
- while( next_directive(&setup_pass_bindings, &d) ) {
- if (d.type == ';') {
- // User no longer wants to use the current buffer for attributes. So reset all the buffer
- // stuff. If a new attribute directive comes around it will consume the next buffer.
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- gl_error("Failed to unbind vertex buffer. glBindBuffer(GL_ARRAY_BUFFER)");
- current_buffer_stride = 0;
- current_buffer_offset = 0;
- current_buffer_size = 0;
- continue;
- } else if (d.type == 'I' + 256) {
- // User wants to draw with an index buffer, consume an argument and see which type the indices have
- GLuint index_buffer = va_arg(args, GLuint);
- index_buffer_type = GL_UNSIGNED_INT;
- size_t index_type_size = sizeof(GLuint);
-
- for(char* m = d.modifiers; *m != '\0'; m++) {
- switch(*m) {
- case 'b': index_buffer_type = GL_UNSIGNED_BYTE; index_type_size = sizeof(GLubyte); break;
- case 's': index_buffer_type = GL_UNSIGNED_SHORT; index_type_size = sizeof(GLushort); break;
- default: fprintf(stderr, "Invalid index buffer directive $%s%c\n", d.modifiers, d.type - 256);
- }
- }
-
- // Got a vailid type, so bind the index buffer and figure out how many indices are in there
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer);
- if ( ! gl_error("Unable to bind index buffer. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER)") ) {
- int index_buffer_size = 0;
- glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &index_buffer_size);
- if ( !gl_error("Unable to determine size of index buffer. glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE)") )
- indices_to_render = index_buffer_size / index_type_size;
- }
-
- use_index_buffer = true;
- continue;
- } else if (d.type > 256) {
- // Got an unknown global option
- fprintf(stderr, "Unknown global option: $%s%c. Ignoring but consuming one argument.\n", d.modifiers, d.type - 256);
- va_arg(args, GLuint);
- continue;
- }
-
- GLint location = 0;
- if (isupper(d.type)) {
- // Upper case types are uniforms
- location = glGetUniformLocation(program, d.name);
- if ( gl_error("Error on looking up uniform %s. glGetUniformLocation()", d.name) ) {
- // All glGetUniformLocation errors are caused by invalid programs. So no point in
- // trying anything else since the program is broken.
- return -1;
- } else if (location == -1) {
- fprintf(stderr, "Program has no uniform \"%s\", ignoring uniform.\n", d.name);
- continue;
- }
- } else {
- // Lower case types are attributes
- if (d.name[0] == '_' && d.name[1] == '\0') {
- // The attribute name "_" is used for padding, so don't try to look it up. Just use it
- // for offset and stride calculations.
- location = -1;
- } else {
- location = glGetAttribLocation(program, d.name);
- if ( gl_error("Error on looking up attribute %s. glGetAttribLocation()", d.name) ) {
- // All glGetAttribLocation errors are caused by invalid programs. So no point in
- // trying anything else since the program is broken.
- return -1;
- } else if (location == -1) {
- fprintf(stderr, "Program has no attribute \"%s\", attribute unused and it's space will be skipped in the buffer.\n", d.name);
- }
- }
-
- // We don't know the stride of the attribute we're going to bind. So sum the size of the
- // current attribute and all further attributes that use this buffer (so all attributes left
- // or until we encounter a buffer reset ";").
- // When we know how large one vertex will be in this buffer we know the stride (vertex size)
- // and how many vertecies are in the buffer.
- if (current_buffer_stride == 0) {
- attribute_info_t ai;
- if ( parse_attribute_directive(&d, &ai) )
- current_buffer_stride += ai.type_size * ai.components;
-
- directive_t ld;
- const char* lookahead_bindings = setup_pass_bindings;
- while( next_directive(&lookahead_bindings, &ld), ld.type && ld.type != ';' ) {
- // Skip global parameters and uniforms
- if (ld.type > 256 || isupper(ld.type))
- continue;
-
- if ( parse_attribute_directive(&ld, &ai) )
- current_buffer_stride += ai.type_size * ai.components;
- }
-
- // Consume an argument, bind it as array buffer and determine the number of vertecies in
- // there (only needed when we don't use an index buffer for rendering).
- glBindBuffer(GL_ARRAY_BUFFER, va_arg(args, GLuint));
- if ( ! gl_error("Unable to bind vertex buffer at attribute %s. glBindBuffer(GL_ARRAY_BUFFER)", d.name) && !use_index_buffer ) {
- glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, ¤t_buffer_size);
- // See how many vertecies are in that buffer. In the end we want to render as many
- // vertecies as are present in all buffers.
- if ( !gl_error("Unable to determine buffer size at attribute %s. glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE)", d.name) && current_buffer_size > 0 && current_buffer_stride > 0) {
- uint32_t vertecies_in_buffer = current_buffer_size / current_buffer_stride;
- if (vertecies_in_buffer < vertecies_to_render)
- vertecies_to_render = vertecies_in_buffer;
- }
- //printf("using buffer: size %d, stride %d, vertecies_to_render: %u\n", current_buffer_size, current_buffer_stride, vertecies_to_render);
- }
- }
- }
-
- switch(d.type) {
- // Uniforms
- case 'F':
- if (d.modifier_length != 1) break;
- switch(d.modifiers[0]) {
- case '1': glUniform1fv(location, 1, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniform1fv()", d.name); continue;
- case '2': glUniform2fv(location, 1, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniform2fv()", d.name); continue;
- case '3': glUniform3fv(location, 1, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniform3fv()", d.name); continue;
- case '4': glUniform4fv(location, 1, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniform4fv()", d.name); continue;
- }
- break;
- case 'I':
- if (d.modifier_length != 1) break;
- switch(d.modifiers[0]) {
- case '1': glUniform1iv(location, 1, va_arg(args, GLint*)); gl_error("Failed to set uniform %s. glUniform1iv()", d.name); continue;
- case '2': glUniform2iv(location, 1, va_arg(args, GLint*)); gl_error("Failed to set uniform %s. glUniform2iv()", d.name); continue;
- case '3': glUniform3iv(location, 1, va_arg(args, GLint*)); gl_error("Failed to set uniform %s. glUniform3iv()", d.name); continue;
- case '4': glUniform4iv(location, 1, va_arg(args, GLint*)); gl_error("Failed to set uniform %s. glUniform4iv()", d.name); continue;
- }
- break;
- case 'U':
- if (d.modifier_length != 1) break;
- switch(d.modifiers[0]) {
- case '1': glUniform1uiv(location, 1, va_arg(args, GLuint*)); gl_error("Failed to set uniform %s. glUniform1uiv()", d.name); continue;
- case '2': glUniform2uiv(location, 1, va_arg(args, GLuint*)); gl_error("Failed to set uniform %s. glUniform2uiv()", d.name); continue;
- case '3': glUniform3uiv(location, 1, va_arg(args, GLuint*)); gl_error("Failed to set uniform %s. glUniform3uiv()", d.name); continue;
- case '4': glUniform4uiv(location, 1, va_arg(args, GLuint*)); gl_error("Failed to set uniform %s. glUniform4uiv()", d.name); continue;
- }
- break;
- case 'M': {
- GLboolean transpose = false;
-
- // Skip the 3 byte (e.g. "3x2") or 1 byte (e.g. "2") matrix dimensions and loop over all remaining modifiers.
- // Skip right over everything if we got an invalid modifier so the user gets an error message about it.
- for(char* m = (d.modifiers[1] == 'x') ? d.modifiers + 3 : d.modifiers + 1; *m != '\0'; m++) {
- switch(*m) {
- case 't': transpose = true; break;
- default: goto invalid_matrix_modifier;
- }
- }
-
- switch(d.modifiers[0]) {
- case '2':
- if (d.modifiers[1] == 'x') {
- if (d.modifiers[2] == '3') { glUniformMatrix2x3fv(location, 1, transpose, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniformMatrix2x3fv()", d.name); continue; }
- else if (d.modifiers[2] == '4') { glUniformMatrix2x4fv(location, 1, transpose, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniformMatrix2x4fv()", d.name); continue; }
- } else {
- glUniformMatrix2fv(location, 1, transpose, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniformMatrix2fv()", d.name); continue;
- }
- break;
- case '3':
- if (d.modifiers[1] == 'x') {
- if (d.modifiers[2] == '2') { glUniformMatrix3x2fv(location, 1, transpose, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniformMatrix3x2fv()", d.name); continue; }
- else if (d.modifiers[2] == '4') { glUniformMatrix3x4fv(location, 1, transpose, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniformMatrix3x4fv()", d.name); continue; }
- } else {
- glUniformMatrix3fv(location, 1, transpose, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniformMatrix3fv()", d.name); continue;
- }
- break;
- case '4':
- if (d.modifiers[1] == 'x') {
- if (d.modifiers[2] == '2') { glUniformMatrix4x2fv(location, 1, transpose, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniformMatrix4x2fv()", d.name); continue; }
- else if (d.modifiers[2] == '3') { glUniformMatrix4x3fv(location, 1, transpose, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniformMatrix4x3fv()", d.name); continue; }
- } else {
- glUniformMatrix4fv(location, 1, transpose, va_arg(args, GLfloat*)); gl_error("Failed to set uniform %s. glUniformMatrix4fv()", d.name); continue;
- }
- break;
- }
-
- }
- invalid_matrix_modifier:
- break;
-
- // Textures, only increment active_textures when the texture can be used successfully. Otherwise
- // we try to reuse the current texture image unit for the next texture.
- case 'T': {
- GLenum target = GL_TEXTURE_2D;
- size_t array_length = -1;
-
- for(char* m = d.modifiers; *m != '\0'; m++) {
- switch(*m) {
- case 'r': target = GL_TEXTURE_RECTANGLE; break;
- case '*': array_length = va_arg(args, size_t); break;
- default: goto invalid_texture_modifier;
- }
- }
-
- if (array_length == (size_t)-1) {
- // Just one simple texture
- glActiveTexture(GL_TEXTURE0 + active_textures);
- if ( gl_error("Failed to activate texture image unit %d for texture %s. Probably to many textures. glActiveTexture()", active_textures, d.name) )
- continue;
- glBindTexture(target, va_arg(args, GLint));
- if ( gl_error("Failed to bind texture for %s to %s. glBindTexture()", d.name, (target == GL_TEXTURE_2D) ? "GL_TEXTURE_2D" : "GL_TEXTURE_RECTANGLE") )
- continue;
- glUniform1i(location, active_textures);
- if ( gl_error("Failed to set uniform for texture %s. glUniform1i()", d.name) ) {
- glBindTexture(target, 0);
- continue;
- }
-
- active_textures++;
- } else {
- // A texture array (possibly empty but we need to consume the args anyway)
- GLuint* textures = va_arg(args, GLuint*);
- GLint image_unit_indices[array_length];
- for(size_t i = 0; i < array_length; i++) {
- glActiveTexture(GL_TEXTURE0 + active_textures);
- if ( gl_error("Failed to activate texture image unit %d for texture array %s. Probably to many textures. glActiveTexture()", active_textures, d.name) )
- break;
- image_unit_indices[i] = active_textures;
- active_textures++;
-
- glBindTexture(target, textures[i]);
- if ( gl_error("Failed to bind texture for %s[%zu] to %s. glBindTexture()", d.name, i, (target == GL_TEXTURE_2D) ? "GL_TEXTURE_2D" : "GL_TEXTURE_RECTANGLE") )
- continue;
- }
-
- if (array_length > 0) {
- glUniform1iv(location, array_length, image_unit_indices);
- if ( gl_error("Failed to set uniform for texture array %s. glUniform1iv()", d.name) )
- continue;
- }
- }
- continue;
-
- }
- invalid_texture_modifier:
- break;
-
- // Attributes
- default:
- if ( parse_attribute_directive(&d, &ai) ) {
- // Make sure that we count the attributes size in future offsets. So the buffer layout is the
- // same even if we fail to use some attributes.
- size_t offset = current_buffer_offset;
- current_buffer_offset += ai.type_size * ai.components;
-
- // Don't process unknown attributes (would just lead to errors) and ignore padding attributes
- if ( location == -1 )
- continue;
-
- glEnableVertexAttribArray(location);
- if (gl_error("Failed to enable vertex attribute %s. glEnableVertexAttribArray()", d.name))
- continue;
-
- if (ai.upload_as_int)
- glVertexAttribIPointer(location, ai.components, ai.opengl_type, current_buffer_stride, (GLvoid*)offset);
- else
- glVertexAttribPointer(location, ai.components, ai.opengl_type, ai.normalized, current_buffer_stride, (GLvoid*)offset);
-
- gl_error("Failed to setup buffer layout for attribute %s. %s()", d.name, ai.upload_as_int ? "glVertexAttribIPointer" : "glVertexAttribPointer");
- continue;
- }
- break;
- }
-
- // We'll only arrive down here if the type is invalid so print out an error message
- fprintf(stderr, "Invalid type %%%s%c for %s\n", d.modifiers, d.type, d.name);
- }
- va_end(args);
-
-
- // Draw stuff, start of the fireworks... finally
- if ( ! use_index_buffer ) {
- glDrawArrays(primitive, 0, vertecies_to_render);
- gl_error("Drawcall failed. glDrawArrays()");
- } else {
- glDrawElements(primitive, indices_to_render, index_buffer_type, 0);
- gl_error("Drawcall failed. glDrawElements()");
- }
-
-
- // Cleanup all texture image units we bound textures to
- for(size_t i = 0; i < active_textures; i++) {
- glActiveTexture(GL_TEXTURE0 + i);
- glBindTexture(GL_TEXTURE_RECTANGLE, 0);
- }
- glActiveTexture(GL_TEXTURE0);
-
- // Unbind any buffer that has been used by the last attribute
- if (current_buffer_stride != 0)
- glBindBuffer(GL_ARRAY_BUFFER, 0);
-
- // Disable all vertex attribute arrays
- const char* cleanup_bindings = bindings;
- while( next_directive(&cleanup_bindings, &d) ) {
- // Skip uniforms, padding attributes and global options
- if (isupper(d.type) || (d.name[0] == '_' && d.name[1] == '\0') || d.type > 256 )
- continue;
-
- // Skip unknown attributes
- GLint location = glGetAttribLocation(program, d.name);
- if (location == -1)
- continue;
-
- glDisableVertexAttribArray(location);
- }
-
- glUseProgram(0);
-
- return 0;
-}
-
-/**
- * Helper function for `draw()`. Parses the next directive in `*bindings`. Returns the type of
- * the next directive or 0 if there is an error or no next directive. Additional data about the
- * directive is returned in `output_directive`. `*bindings` is advanced so it points to the end
- * of the parsed directive.
- *
- * Whitespaces and commas at the beginning of `*bindings` are ignored. In case of an parser error
- * a message is printed to stderr. To iterate over all directives in a string use:
- *
- * const char* bindings = ...;
- * directive_t directive;
- * while( next_directive(&bindings, &directive) ) {
- * // ...
- * }
- */
-static int next_directive(const char** bindings, directive_p output_directive) {
- int consumed_bytes = 0, matched_items = 0;
-
- // Remember start for error messages
- const char** start = bindings;
-
- // Reset output values
- output_directive->name[0] = '\0';
- output_directive->modifiers[0] = '\0';
- output_directive->modifier_length = 0;
- output_directive->type = '\0';
-
- // Consume spaces and comma signs
- while ( *bindings[0] != '\0' && (isspace(*bindings[0]) || *bindings[0] == ',') )
- *bindings += 1;
-
- switch(*bindings[0]) {
- case ';':
- // Got a reset buffer directive
- *bindings += 1;
- output_directive->type = ';';
- return output_directive->type;
- case '%':
- // Got the type of a uniform or attribute directive. But this is invalid since
- // we need a name first. Probably an easily made error so we print an extra
- // error message.
- fprintf(stderr, "Missing name before uniform or attribute directive \"%s\"\n", *start);
- return 0;
- case '$':
- // Got a global option directive, type is the letter of the type + 256
- output_directive->type += 256;
- matched_items = sscanf(*bindings, "$%15s%n", output_directive->modifiers, &consumed_bytes);
- if (matched_items == EOF)
- return 0;
- if (matched_items < 1) {
- fprintf(stderr, "Failed to parse global option directive \"%s\"\n", *start);
- return 0;
- }
- *bindings += consumed_bytes;
- break;
- default:
- matched_items = sscanf(*bindings, "%127s %%%15s%n", output_directive->name, output_directive->modifiers, &consumed_bytes);
- if (matched_items == EOF)
- return 0;
- if (matched_items < 2 ) {
- fprintf(stderr, "Failed to parse uniform or attribute directive \"%s\"\n", *start);
- return 0;
- }
- *bindings += consumed_bytes;
- break;
- }
-
- // Move the last letter of the modifiers to the type field.
- // Only add the type to output_directive->type since global options already have a 256 offset there.
- output_directive->modifier_length = strlen(output_directive->modifiers) - 1;
- output_directive->type += output_directive->modifiers[output_directive->modifier_length];
- output_directive->modifiers[output_directive->modifier_length] = '\0';
- return output_directive->type;
-}
-
-
-/**
- * Tries to parses `directive` as an attribute directive. Output data like the OpenGL data type,
- * component count, etc. are stored in `attribute_info`. Returns `true` if the directive is a
- * attribute directive, `false` otherwise.
- */
-static bool parse_attribute_directive(directive_p directive, attribute_info_p attribute_info) {
- attribute_info_p ai = attribute_info;
- memset(ai, 0, sizeof(attribute_info_t));
- char* m = directive->modifiers;
-
- // Take care of the component count
- switch(*(m++)) {
- case '1': ai->components = 1; break;
- case '2': ai->components = 2; break;
- case '3': ai->components = 3; break;
- case '4': ai->components = 4; break;
- default: return false;
- }
-
- switch(directive->type) {
- case 'f':
- ai->opengl_type = GL_FLOAT;
- ai->type_size = sizeof(GLfloat);
-
- for( ; *m != '\0'; m++) {
- switch(*m) {
- case 'h': ai->opengl_type = GL_HALF_FLOAT; ai->type_size = sizeof(GLhalf); break;
- case 'f': ai->opengl_type = GL_FIXED; ai->type_size = sizeof(GLfixed); break;
- default: return false;
- }
- }
-
- return true;
-
- case 'b':
- ai->opengl_type = GL_BYTE;
- ai->type_size = sizeof(GLbyte);
-
- for( ; *m != '\0'; m++) {
- switch(*m) {
- case 'u': ai->opengl_type = GL_UNSIGNED_BYTE; ai->type_size = sizeof(GLubyte); break;
- case 'n': ai->normalized = true; break;
- case 'i': ai->upload_as_int = true; break;
- default: return false;
- }
- }
-
- return true;
-
- case 's':
- ai->opengl_type = GL_SHORT;
- ai->type_size = sizeof(GLshort);
-
- for( ; *m != '\0'; m++) {
- switch(*m) {
- case 'u': ai->opengl_type = GL_UNSIGNED_SHORT; ai->type_size = sizeof(GLushort); break;
- case 'n': ai->normalized = true; break;
- case 'i': ai->upload_as_int = true; break;
- default: return false;
- }
- }
-
- return true;
-
- case 'i':
- ai->opengl_type = GL_INT;
- ai->type_size = sizeof(GLint);
-
- for( ; *m != '\0'; m++) {
- switch(*m) {
- case 'u': ai->opengl_type = GL_UNSIGNED_INT; ai->type_size = sizeof(GLuint); break;
- case 'n': ai->normalized = true; break;
- case 'i': ai->upload_as_int = true; break;
- default: return false;
- }
- }
-
- return true;
- }
-
- // Unknown or unsupported attribute type
- return false;
-}
-
-/**
- * If there is a last OpenGL error this function returns `true` and prints `description` followed
- * by ": " and the last pending OpenGL error(s) to stderr (a bit like `perror()`). Otherwise `false`
- * is returned.
- *
- * The `glGetError()` docs say that it might hold multiple pending errors. So before using this function
- * you should make sure to consume all pending GL errors by looping over `glGetError()` until it returns
- * `GL_NO_ERROR`.
- *
- * `gl_error()` behaves like `printf()` so you can use stuff like %s in `directive`
- * to print additional error information.
- */
-static bool gl_error(const char* description, ...) {
- GLenum error = glGetError();
- if (error == GL_NO_ERROR)
- return false;
-
- va_list args;
- va_start(args, description);
- vfprintf(stderr, description, args);
- va_end(args);
-
- const char* gl_error_message = NULL;
- switch(error) {
- case GL_INVALID_ENUM: gl_error_message = "invalid enum"; break;
- case GL_INVALID_VALUE: gl_error_message = "invalid value"; break;
- case GL_INVALID_OPERATION: gl_error_message = "invalid operation"; break;
- case GL_INVALID_FRAMEBUFFER_OPERATION: gl_error_message = "invalid framebuffer operation"; break;
- case GL_OUT_OF_MEMORY: gl_error_message = "out of memory"; break;
- case GL_STACK_UNDERFLOW: gl_error_message = "stack underflow"; break;
- case GL_STACK_OVERFLOW: gl_error_message = "stack overflow"; break;
- default: gl_error_message = "unknown OpenGL error"; break;
- }
-
- fprintf(stderr, ": %s\n", gl_error_message);
- return true;
-}
-
-
-//
-// Utility functions
-//
-
-/**
- * Checks if an OpenGL extention is avaialbe.
- */
-static bool gl_ext_present(const char *ext_name){
- GLint ext_count;
- glGetIntegerv(GL_NUM_EXTENSIONS, &ext_count);
- for(ssize_t i = 0; i < ext_count; i++){
- if ( strcmp((const char*)glGetStringi(GL_EXTENSIONS, i), ext_name) == 0 )
- return true;
- }
- return false;
-}
-
-/**
- * The library requires some OpenGL extentions. This function checks if these are available. If not
- * an error message is printed to stderr for each missing extention.
- *
- * Returns whether the requirements are met or not.
- */
-bool check_required_gl_extentions(){
- const char* extentions[] = {
- // Both extentions are required for texture format and handling
- "GL_ARB_texture_rectangle",
- "GL_ARB_texture_storage",
- NULL
- };
-
- bool requirements_met = true;
- for(size_t i = 0; extentions[i] != NULL; i++){
- if ( !gl_ext_present(extentions[i]) ) {
- requirements_met = false;
- fprintf(stderr, "Required OpenGL extention not available: %s\n", extentions[i]);
- }
- }
-
- return requirements_met;
-}
-
-
-//
-// Utility functions
-//
-
-/**
- * Platform indipendent function to read an entire file into memory.
- *
- * Returns a pointer to the zero terminated malloced contents of the file. If size is
- * not NULL it's target is set to the size of the file not including the zero terminator
- * at the end of the memory block.
- *
- * On error NULL is returned and errno is set accordingly.
- */
-void* fload(const char* filename, size_t* size) {
- long filesize = 0;
- char* data = NULL;
- int error = -1;
-
- FILE* f = fopen(filename, "rb");
- if (f == NULL)
- return NULL;
-
- if ( fseek(f, 0, SEEK_END) == -1 ) goto fail;
- if ( (filesize = ftell(f)) == -1 ) goto fail;
- if ( fseek(f, 0, SEEK_SET) == -1 ) goto fail;
- if ( (data = malloc(filesize + 1)) == NULL ) goto fail;
- if ( (long)fread(data, 1, filesize, f) != filesize ) goto free_and_fail;
- fclose(f);
-
- data[filesize] = '\0';
- if (size)
- *size = filesize;
- return (void*)data;
-
- free_and_fail:
- error = errno;
- free(data);
-
- fail:
- if (error == -1)
- error = errno;
- fclose(f);
-
- errno = error;
- return NULL;
-}
\ No newline at end of file
-#pragma once
+/**
+
+SlimGL v1.0.0 - Compact OpenGL shorthand functions for common cases
+
+
+Do this:
+
+#define SLIM_GL_IMPLEMENTATION
+
+before you include this file in *one* C file to create the implementation.
+
+// i.e. it should look like this:
+#include ...
+#include ...
+#include ...
+#define SLIM_GL_IMPLEMENTATION
+#include "slim_gl.h"
+
+
+Core ideas:
+
+- Single header file library (like stb_image.h).
+- A simple API as shortcuts for the most common cases.
+- Can be combined with direct OpenGL calls for more complex code (SlimGL functions return native OpenGL object IDs).
+- Emphasis on ease of use, not so much on performance.
+- Use a printf()/scanf() style API for uniform and attribute setup to make drawcalls more compact and easier to read.
+
+Right now the API covers the following:
+
+- OpenGL programs (vertex and fragment shaders): sgl_program_from_files(), sgl_program_from_strings(), sgl_program_destroy()
+ sgl_program_inspect() and the SGL_GLSL() macro.
+- Drawcalls that draw the complete vertex buffer, uniform and vertex attribute setup: sgl_draw().
+- Textures: sgl_texture_new(), sgl_texture_destroy(), sgl_texture_update(), sgl_texture_update_sub() and sgl_texture_dimensions().
+- Framebuffers with just one color attachment: sgl_framebuffer_new(), sgl_framebuffer_destroy() and sgl_framebuffer_bind().
+- Some useful utilities: sgl_error(), sgl_fload() and sgl_strappendf().
+
+Example code to render a white triangle on black background:
+
+ // Compile vertex and fragment shaders into an OpenGL program
+ GLuint program = sgl_program_from_strings(SGL_GLSL("#version 140",
+ in vec2 pos;
+ void main() {
+ gl_Position = vec4(pos, 0, 1);
+ }
+ ), SGL_GLSL("#version 140",
+ void main() {
+ gl_FragColor = vec4(1);
+ }
+ ), NULL);
+
+ // Create a vertex buffer with one triangle in it
+ struct { float x, y; } vertices[] = {
+ { 0, 0.5 }, // top
+ { 0.5, -0.5 }, // right
+ { -0.5, -0.5 } // left
+ };
+ GLuint buffer = sgl_buffer_new(vertices, sizeof(vertices));
+
+ // Draw background and triangle
+ glClearColor(0, 0, 0, 1);
+ glClear(GL_COLOR_BUFFER_BIT);
+ sgl_draw(GL_TRIANGLES, program, "pos %2f", buffer);
+
+For more details please take a look at the documentation of the individual functions.
+
+Revision history:
+
+ v1.0.0 (2015-09-22) First released version
+
+License: MIT License
+
+*/
+
+
+#ifndef SLIM_GL_HEADER
+#define SLIM_GL_HEADER
-#include <stdio.h>
#include <stdint.h>
-#define GL_GLEXT_PROTOTYPES
-#include <GL/gl.h>
+//
+// OpenGL program functions
+//
+
+/**
+ * Compiles a vertex and fragment shader from two files, links them into an OpenGL program reports compiler errors on failure.
+ *
+ * // Without error reporting
+ * GLuint object_prog = sgl_program_from_files("object.vs", "object.fs", NULL);
+ *
+ * // With error reporting
+ * char* compiler_errors = NULL;
+ * GLuint object_prog = sgl_program_from_files("object.vs", "object.fs", &compiler_errors);
+ * if (!object_prog) {
+ * printf("Failed to compile object shaders:\n%s", compiler_errors);
+ * free(compiler_errors);
+ * compiler_errors = NULL;
+ * }
+ *
+ * On success the OpenGL program ID is returned. On failure `0` is returned and compiler errors are reported.
+ * If `compiler_errors` is `NULL` the errors are printed to `stderr`. Otherwise it's target is set to a string
+ * containing the compiler messages. That string has to be `free()`ed by the caller. On error incomplete
+ * shader and program objects are deleted.
+ *
+ * Changed OpenGL state: None.
+ */
+GLuint sgl_program_from_files(const char* vertex_shader_file, const char* fragment_shader_file, char** compiler_errors);
+
+/**
+ * Same as `sgl_program_from_files()` but loads the shader code from strings instead of files.
+ */
+GLuint sgl_program_from_strings(const char* vertex_shader_code, const char* fragment_shader_code, char** compiler_errors);
+
+/**
+ * Destroys the OpenGL program and all shaders attached to it.
+ *
+ * Changed OpenGL state: None.
+ */
+void sgl_program_destroy(GLuint program);
+
+/**
+ * Prints all attributes and uniforms of the OpenGL program on stderr.
+ *
+ * Changed OpenGL state: None.
+ */
+void sgl_program_inspect(GLuint program);
-GLuint program_new(const char* vertex_shader_file, const char* fragment_shader_file, FILE* compiler_message_stream);
-GLuint program_new_from_string(const char* vertex_shader_code, const char* fragment_shader_code, FILE* compiler_message_stream);
-void program_destroy(GLuint program);
-void program_inspect(GLuint program, FILE* output_stream);
+/**
+ * A small macro that can be used to write strings containing GLSL code like normal C. Instead of
+ *
+ * "#version 130\n"
+ * "in vec2 pos;\n"
+ * "void main() {\n"
+ * " gl_Position = vec4(pos, 0, 1);\n"
+ * "}\n"
+ *
+ * you can write this
+ *
+ * SGL_GLSL("#version 130",
+ * in vec2 pos;
+ * void main() {
+ * gl_Position = vec4(pos, 0, 1);
+ * }
+ * )
+ *
+ * All the macro does is to convert the GLSL code to a string and add it to the preprocessor directives
+ * ("#version 130" in the example above). This way you don't have to take care of the quotes yourself
+ * and syntax-highlighting works for the GLSL code. For the macro to work properly all commas in the GLSL
+ * code have to be enclosed in brackets. Otherwise the different parts of the code are interpreted as
+ * multiple arguments to the macro:
+ *
+ * SGL_GLSL("#version 130",
+ * in vec2 pos, focus; // <-- breaks, use two declarations instead
+ * void main() {
+ * vec a, b, c; // <-- breaks, again, use multiple declarations
+ * gl_Position = vec4(pos, 0, 1); // <-- ok since commas are surrounded by brackets
+ * }
+ * )
+ *
+ * GLSL preprocessor directives have to be inside the first string argument or the C preprocessor would
+ * already interpret them. Note that without a #version directive GLSL version 1.10 is assumed (OpenGL 2.0).
+ * So you should always define the version you want (e.g. "#version 130" for GLSL 1.30 which is part of
+ * OpenGL 3.0).
+ *
+ * Inspired by the examples of the Chipmunk2D physics library.
+ */
+#define SGL_GLSL(preproc_directives, code) preproc_directives "\n" #code
-GLuint buffer_new(const void* data, size_t size);
-void buffer_destroy(GLuint buffer);
-void buffer_update(GLuint buffer, const void* data, size_t size, GLenum usage);
+
+//
+// Buffer functions
+//
+
+/**
+ * Creates a new vertex buffer with the specified size and initial data uploaded. The initial data
+ * is uploaded with the `GL_STATIC_DRAW` usage, meant to be used for model data that does not change.
+ *
+ * If `data` is `NULL` but a size is given the buffer will be allocated but no data is uploaded.
+ * If `size` is `0` only the OpenGL object is created but nothing is allocated.
+ *
+ * Returns the vertex buffer on success or `0` on error.
+ *
+ * Changed OpenGL state: If data is uploaded GL_ARRAY_BUFFER binding is reset to 0.
+ */
+GLuint sgl_buffer_new(const void* data, size_t size);
+
+/**
+ * Destroys the buffer object.
+ *
+ * Changed OpenGL state: None.
+ */
+void sgl_buffer_destroy(GLuint buffer);
+
+/**
+ * Updates the vertex buffer with new data. The `usage` parameter is the same as of the
+ * `glBufferData()` function:
+ * GL_STREAM_DRAW, GL_STREAM_READ, GL_STREAM_COPY,
+ * GL_STATIC_DRAW, GL_STATIC_READ, GL_STATIC_COPY,
+ * GL_DYNAMIC_DRAW, GL_DYNAMIC_READ, GL_DYNAMIC_COPY.
+ *
+ * Changed OpenGL state: GL_ARRAY_BUFFER binding is reset to 0.
+ */
+void sgl_buffer_update(GLuint buffer, const void* data, size_t size, GLenum usage);
+
+
+
+//
+// Textures
+//
#define SGL_RECT (1 << 0)
#define SGL_SKIP_MIPMAPS (1 << 1)
-GLuint texture_new(const void* data, uint32_t width, uint32_t height, uint8_t components, ssize_t stride, uint32_t flags);
-void texture_destroy(GLuint texture);
-void texture_update(GLuint texture, const void* data, ssize_t stride, uint32_t flags);
-void texture_update_sub(GLuint texture, uint32_t x, uint32_t y, int32_t w, int32_t h, const void* data, ssize_t stride, uint32_t flags);
-void texture_dimensions(GLuint texture, int32_t* width, int32_t* height, uint32_t flags);
+/**
+ * Creates and optionally uploads a 2D or rectangle texture with the specified number of components (1, 2, 3 or 4).
+ * If `data` is `NULL` the texture will be allocated but no data is uploaded. If `stride_in_pixels` is `0` the `width`
+ * is used as stride.
+ *
+ * By default a GL_TEXTURE_2D with mipmaps is created and the minifing filter is set to GL_LINEAR_MIPMAP_LINEAR (better
+ * quality). If data is uploaded the mipmaps are generated as well. You can use SGL_SKIP_MIPMAPS to skip mipmap
+ * generation (but the levels are still allocated, you have to fill them later on).
+ *
+ * To make the API easier this function only supports textures with 8 bits per pixel (GL_R8, GL_RG8, GL_RGB8 and GL_RGBA8).
+ *
+ * Flags:
+ *
+ * - SGL_RECT: Create a GL_TEXTURE_RECTANGLE instead of a GL_TEXTURE_2D. Rectangle textures don't have mipmaps.
+ * - SGL_SKIP_MIPMAPS: Skip `glGenerateMipmap()` call after uploading data for a GL_TEXTURE_2D. For example if you want
+ * to upload many small images into the texture and call `glGenerateMipmap()` after that.
+ *
+ * Returns the texture object on success or `0` on error.
+ *
+ * Changed OpenGL state: None.
+ */
+GLuint sgl_texture_new(uint32_t width, uint32_t height, uint8_t components, const void* data, size_t stride_in_pixels, uint32_t flags);
+
+/**
+ * Destroys the texture object.
+ *
+ * Changed OpenGL state: None.
+ */
+void sgl_texture_destroy(GLuint texture);
+
+/**
+ * Uploads new data for the specified texture. The data is expected to be as large as the entire texture and to have the
+ * same number of components as the texture. If `stride_in_pixels` is `0` the textures width is used as stride.
+ *
+ * Flags:
+ *
+ * - SGL_RECT: Texture is a GL_TEXTURE_RECTANGLE.
+ * - SGL_SKIP_MIPMAPS: Skip calling `glGenerateMipmap()` after upload.
+ *
+ * Changed OpenGL state: None.
+ */
+void sgl_texture_update(GLuint texture, const void* data, size_t stride_in_pixels, uint32_t flags);
+
+/**
+ * Uploads new data for a part of a texture. The data is expected to have the same number of components. If `w` or `h`
+ * is `0` they are set to the remaining width or height of the texture. If `stride_in_pixels` is `0` it's assumed to be
+ * the same as `w` (or the remaining width if `w` is `0`).
+ *
+ * Flags:
+ *
+ * - SGL_RECT: Texture is a GL_TEXTURE_RECTANGLE.
+ * - SGL_SKIP_MIPMAPS: Skip calling `glGenerateMipmap()` after upload.
+ *
+ * Changed OpenGL state: None.
+ */
+void sgl_texture_update_sub(GLuint texture, uint32_t x, uint32_t y, uint32_t w, uint32_t h, const void* data, size_t stride_in_pixels, uint32_t flags);
+
+/**
+ * Returns the texutre's dimensions in `width` and `height`. A `width` or `height` of `NULL` is ignored and safe to use.
+ *
+ * Flags:
+ *
+ * - SGL_RECT: Texture is a GL_TEXTURE_RECTANGLE.
+ *
+ * Changed OpenGL state: None.
+ * Temporarily changed and restored OpenGL state: GL_TEXTURE_BINDING_2D or GL_TEXTURE_BINDING_RECTANGLE (if the SGL_RECT flag is set).
+ *
+ * Changed OpenGL state: None.
+ */
+void sgl_texture_dimensions(GLuint texture, uint32_t* width, uint32_t* height, uint32_t flags);
+
+
+
+//
+// Frame buffer functions
+//
+
+/**
+ * Creates a framebuffer with `color_buffer_texture` as its color butter attachtment.
+ *
+ * Flags:
+ *
+ * - SGL_RECT: `color_buffer_texture` is a GL_TEXTURE_RECTANGLE instead of a GL_TEXTURE_2D.
+ *
+ * Returns the framebuffer object on success or `0` on error.
+ *
+ * Changed OpenGL state: None.
+ */
+GLuint sgl_framebuffer_new(GLuint color_buffer_texture, uint32_t flags);
+
+/**
+ * Destroys the framebuffer object.
+ *
+ * Changed OpenGL state: None.
+ */
+void sgl_framebuffer_destroy(GLuint framebuffer);
+
+/**
+ * Binds the specified framebuffer and sets the viewport dimensions to `width` and `height`.
+ *
+ * Changed OpenGL state: GL_DRAW_FRAMEBUFFER_BINDING.
+ */
+void sgl_framebuffer_bind(GLuint framebuffer, GLsizei width, GLsizei height);
+
+
+
+//
+// Draw functions
+//
+
+/**
+ * Draws `primitive`s with a specified OpenGL `program` using glDrawElements(). If an index buffer is
+ * specified glDrawArrays() is used (see ... below). Uniforms and vertex data is setup according to
+ * directives in the `bindings` string (similar to `printf()` directives).
+ *
+ * The `bindings` string is a compact notation for the glGetUniformLocation, glUniform, glGetAttribLocation,
+ * glBindBuffer, glVertexAttribPointer, glBindTexture, etc. calls. For each directive `sgl_draw` calls
+ * these functions to setup a uniform, an attribute or other state for the draw call (like an index buffer).
+ *
+ *
+ * # Specifying vertex data
+ *
+ * Vertex data is specified with `printf()` style directives. The function call
+ *
+ * sgl_draw(GL_TRIANGLES, program, "pos %3f color %3f", vertex_buffer);
+ *
+ * tells OpenGL that the "pos" and "color" attributes are three component float vectors and the data should be
+ * fetched from the buffer `vertex_buffer`. You only have to specify an OpenGL buffer object for the first
+ * attribute directive, all other attributes fetch their data from the same buffer.
+ *
+ * Each directive consists of a name and a format specifier, e.g. "pos" and "%3f". For each one the function
+ *
+ * - queries the location of the attribute with glGetAttribLocation(),
+ * - enables it with glEnableVertexAttribArray(),
+ * - and tells OpenGL the format of the attribute with glVertexAttribPointer().
+ *
+ * The stride and size for each attribute are calculated automatically under the assumption that the attributes
+ * are tightly packed in the vertex buffer. You can use the special attribute name "_" to specify padding. For
+ * example "_ %4f" will skip the space of a 4 component float vector in the buffer.
+ *
+ *
+ * ## Vertex format specifier
+ *
+ * Each specifier is in the form: "%" <dimensions> <flags> <type>
+ *
+ * A format specifier is nothing more than a compact way to write the glVertexAttribPointer() arguments.
+ * Please take a look at the documentation of glVertexAttribPointer() if you ask yourself what the dimensions,
+ * flags and type mean.
+ *
+ * Possible dimensions: "1", "2", "3", "4"
+ * The dimension is mandatory. Even if you just have one float you need to write "%1f".
+ *
+ * Possible types:
+ *
+ * "f" (GL_FLOAT)
+ * "b" (GL_BYTE)
+ * "s" (GL_SHORT)
+ * "i" (GL_INT)
+ *
+ * Possible flags for type "f" (GL_FLOAT):
+ *
+ * "h" Use GL_HALF_FLOAT instead of GL_FLOAT
+ * "f" Use GL_FIXED instead of GL_FLOAT
+ *
+ * Possible flags for type "b" (GL_BYTE):
+ *
+ * "u" Use GL_UNSIGNED_BYTE instead of GL_BYTE
+ * "n" Values are normalized. The entire value range of the data type is mapped to 0..1 in the shader.
+ * "i" Upload as int (use glVertexAttribIPointer())
+ *
+ * Possible flags for type "s" (GL_SHORT):
+ *
+ * "u" Use GL_UNSIGNED_SHORT instead of GL_SHORT
+ * "n" Values are normalized. The entire value range of the data type is mapped to 0..1 in the shader.
+ * "i" Upload as int (use glVertexAttribIPointer())
+ *
+ * Possible flags for type "i" (GL_INT):
+ *
+ * "u" Use GL_UNSIGNED_INT instead of GL_INT
+ * "n" Values are normalized. The entire value range of the data type is mapped to 0..1 in the shader.
+ * "i" Upload as int (use glVertexAttribIPointer())
+ *
+ * For example the format specifier "%4unb" tells glVertexAttribPointer() to unpack 4 unsigned and
+ * normalized bytes into a 4 component vector in the shader. The 4 values {128, 255, 64, 255} in the
+ * vertex buffer will be mapped to vec4(0.5, 1.0, 0.25, 1.0) in the shader. By using this format specifier
+ * you can store colors in the vertex buffer in a very compact way.
+ *
+ *
+ * # Specifying uniforms
+ *
+ * Uniforms are specified similarly to attributes but they use upper case types and different flags. Each
+ * uniform also consumes one argument of the sgl_draw() function.
+ *
+ * float projection[16] = { ... };
+ * struct{ float x, y, z; } light = { ... };
+ * sgl_draw(GL_TRIANGLES, program, "projection %4tM light_pos %3F pos %3f color %3f", projection, &light, vertex_buffer);
+ *
+ * This call sets the uniform "projection" to the values of the "projection" array. The uniform is a 4x4
+ * matrix (type "M" with 4 dimensions). A float[16] on the CPU and a mat4 in the shader. The matrix is
+ * transposed when uploaded ("t" flag). The second uniform "light_pos" is set to a 3 component float vector
+ * (type "F" with 3 dimensions).
+ *
+ * Each uniform directive consumes one argument of the `sgl_draw()` function. The arguments are consumed
+ * in the same order as the directives are listed in the `bindings` string. The arguments for uniforms have
+ * to be _pointers_ to the data for the uniform (sgl_draw() always uses the glUniform*v() functions). In the
+ * above example the variable "projection" is already a pointer to the first byte of the float[16] array.
+ * But the variable "light" is a struct so you need to get the pointer to it's location in memory. This is
+ * the same even for a single float:
+ *
+ * float threshold = ...;
+ * sgl_draw(GL_TRIANGLES, program, "threshold %1F pos %3f color %3f", &threshold, vertex_buffer);
+ *
+ * You can freely mix uniform and attribute directives in any order. But keep in mind that only the first
+ * vertex attribute directive (lower case type) consumes an argument.
+ *
+ *
+ * ## Uniform format specifier
+ *
+ * Each specifier is in the form: "%" <dimensions> <flags> <type>
+ *
+ * A format specifier is nothing more than a compact way to choose one of the glUniform*v() functions and set
+ * some of its flags. Please take a look at the documentation of glUniform*v() if you ask yourself what the
+ * dimensions, flags and type mean.
+ *
+ * Possible dimensions: "1", "2", "3", "4"
+ * The dimension is mandatory. Even if you just have one float you need to write "%1F".
+ * For matrix uniforms you can also use: "2x3", "2x4", "3x2", "3x4", "4x2", "4x3"
+ *
+ * Possible types:
+ *
+ * "F" (float, glUniform*fv)
+ * "I" (integer, glUniform*iv)
+ * "U" (unsigned integer, glUniform*uiv)
+ * "M" (matrix, glUniformMatrix*fv)
+ *
+ * Possible flags for type "F" (float): None.
+ * Possible flags for type "I" (integer): None.
+ * Possible flags for type "U" (unsigned integer): None.
+ * Possible flags for type "M" (matrix):
+ *
+ * "t" Transpose matrix.
+ *
+ *
+ * # Specifying textures
+ *
+ * Textures are specified as uniforms with the type "T". It binds a GL_TEXTURE_2D texture to a sampler uniform.
+ * The matching argument has to be the object ID of the texture (GLuint), not a pointer. The function automatically
+ * calls glActiveTexture(), glBindTexture() and glUniform1i().
+ *
+ * Possible flags for type "T" (texture):
+ *
+ * "r" Texture is a GL_TEXTURE_RECTANGLE texture instead of a GL_TEXTURE_2D texture
+ * "*" The uniform is a texture array. The argument list must contain a size_t (the array length) and a
+ * GLuint* (pointer to an array of OpenGL texture names) instead of a single GLuint.
+ *
+ *
+ * # Global options
+ *
+ * Global options start with "$" instead of "%". Right now there is just one:
+ *
+ * $I Draw with an index buffer of GL_UNSIGNED_INT indices. One argument of type GLuint is consumed.
+ *
+ * Possible flags:
+ *
+ * "b" Indices are of type GL_UNSIGNED_BYTE
+ * "s" Indices are of type GL_UNSIGNED_SHORT
+ *
+ *
+ * # Using data from multiple vertex buffers
+ *
+ * The first attribute directive consumes one argument that has to be an OpenGL buffer object.
+ * This buffer is used for all following attributes or until an ";" is encountered. The next attribute
+ * after ";" then consumes a new buffer argument. Stride and offsets of attributes are calculated
+ * automatically.
+ *
+ * Example:
+ *
+ * sgl_draw(GL_TRIANGLES, program, "pos %3f normal %3f ; color %4unb", geometry_vertex_buffer, color_vertex_buffer);
+ *
+ * This draw call takes the data for the "pos" and "normal" attributes from the "geometry_vertex_buffer"
+ * and the "color" attribute is read from the "color_vertex_buffer". Each buffer contains its data tighly
+ * packed.
+ *
+ *
+ * # TODO
+ *
+ * - Change unsigned integer uniforms from %1U to %1uI (as "u" flag for "I" type instead of an extra type).
+ * Should be more consistent with attribute format specifier (where it's "%1ui").
+ * - Check if cleanup of texture binding of really necessary. If so make sure we unbind the proper target.
+ * Basically we have to iterate over the directives again to get the target of each directive.
+ *
+ *
+ * # Reference
+ *
+ * Form of directives: <attribute or uniform name> "%" <dimensions> <flags> <type>
+ * e.g. "projection %4tM"
+ *
+ * Uniforms (and textures): uppercase types
+ *
+ * F (float)
+ * %1F glUniform1fv
+ * %2F glUniform2fv
+ * %3F glUniform3fv
+ * %4F glUniform4fv
+ * I (integer)
+ * %1I glUniform1iv
+ * %2I glUniform2iv
+ * %3I glUniform3iv
+ * %4I glUniform4iv
+ * U (unsigned integer)
+ * %1U glUniform1uiv
+ * %2U glUniform2uiv
+ * %3U glUniform3uiv
+ * %4U glUniform4uiv
+ * M (matrix)
+ * %2M glUniformMatrix2fv
+ * %2x3M glUniformMatrix2x3fv
+ * %2x4M glUniformMatrix2x4fv
+ * %3M glUniformMatrix3fv
+ * %3x2M glUniformMatrix3x2fv
+ * %3x4M glUniformMatrix3x4fv
+ * %4M glUniformMatrix4fv
+ * %4x2M glUniformMatrix4x2fv
+ * %4x3M glUniformMatrix4x3fv
+ *
+ * Flags:
+ * t transpose matrix
+ *
+ * T (textures)
+ * %T bind a GL_TEXTURE_2D texture to a sampler uniform
+ *
+ * Flags:
+ * r texture is a GL_TEXTURE_RECTANGLE texture
+ * * the uniform is a texture array. The argument list must contain a size_t (the array length) and a
+ * GLuint* (pointer to an array of OpenGL texture names) instead of a single GLuint.
+ *
+ *
+ * Attributes: lower case types
+ *
+ * The first attribute consumes one argument that has to be an OpenGL buffer object.
+ * This buffer is used for all following attributes or until an ";" is encountered.
+ * The next attribute after ";" consumes a new buffer argument.
+ * Stride and offsets of attributes are calculated automatically.
+ * The attribute name "_" is used for padding.
+ *
+ * Dimensions: 1, 2, 3, 4
+ *
+ * f GL_FLOAT
+ * h GL_HALF_FLOAT
+ * f GL_FIXED
+ *
+ * b GL_BYTE
+ * u GL_UNSIGNED_BYTE
+ * n normalized
+ * i upload as int (use glVertexAttribIPointer())
+ *
+ * s GL_SHORT
+ * u GL_UNSIGNED_SHORT
+ * n normalized
+ * i upload as int (use glVertexAttribIPointer())
+ *
+ * i GL_INT
+ * u GL_UNSIGNED_INT
+ * n normalized
+ * i upload as int (use glVertexAttribIPointer())
+ *
+ * Global options: start with "$" instead of "%"
+ *
+ * $I draw with an index buffer of GL_UNSIGNED_INT indices
+ * b indices are of type GL_UNSIGNED_BYTE
+ * s indices are of type GL_UNSIGNED_SHORT
+ *
+ */
+int sgl_draw(GLenum primitive, GLuint program, const char* bindings, ...);
+
+
+//
+// Utilities
+//
+
+/**
+ * Returns the last OpenGL error and outputs an error message to stderr (a bit like `perror()`). If no
+ * error happened `0` is returned and nothing is printed. To make the code more readable `sgl_error()`
+ * is meant to be used in the `if` that checks for errors:
+ *
+ * location = glGetUniformLocation(program, name);
+ * if ( sgl_error("Failed to lookup uniform %s. glGetUniformLocation()", name) ) {
+ * // react to error
+ * }
+ *
+ * If there is a last OpenGL error this function prints `description` followed by ": " and the last
+ * pending OpenGL error to stderr. It behaves like `printf()` so you can use stuff like %s in `description`
+ * to print additional error information.
+ */
+GLenum sgl_error(const char* description, ...);
-GLuint framebuffer_new(GLuint color_buffer_texture, uint32_t flags);
-void framebuffer_destroy(GLuint framebuffer);
-void framebuffer_blit(GLuint read_framebuffer, GLint rx, GLint ry, GLint rw, GLint rh, GLuint draw_framebuffer, GLint dx, GLint dy, GLint dw, GLint dh);
-void framebuffer_bind(GLuint framebuffer, GLsizei width, GLsizei height);
+/**
+ * Returns a pointer to the zero terminated `malloc()`ed contents of the file. If size is
+ * not `NULL` it's target is set to the size of the file not including the zero terminator
+ * at the end of the memory block.
+ *
+ * On error `NULL` is returned and `errno` is set accordingly.
+ */
+void* sgl_fload(const char* filename, size_t* size);
-int render(GLenum primitive, GLuint program, const char* bindings, ...);
+/**
+ * Appends a printf style string to an already existing string pointed to by `dest`. The
+ * existing string is realloced to be large enough. If `dest` is `NULL` a new string is
+ * allocated. Returns the result string or `NULL` on error.
+ *
+ * char* a = NULL;
+ * sgl_strappendf(&a, "Hello %s!\n", "World");
+ * sgl_strappendf(&a, "x: %f y: %f\n", 7.0, 13.7);
+ *
+ * char* b = sgl_strappendf(NULL, "%d %s\n", 42, "is the answer");
+ *
+ */
+char* sgl_strappendf(char** dest, const char* format, ...);
-#ifdef _SGL_UTILS
-void* fload(const char* filename, size_t* size);
+#endif // SLIM_GL_HEADER
+
+
+
+
+#ifdef SLIM_GL_IMPLEMENTATION
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <stdarg.h>
+#include <string.h>
+#include <errno.h>
+
+#include <sys/types.h>
+#include <stdbool.h>
+#include <ctype.h>
+
+
+//
+// OpenGL program functions
+//
+
+static const char* sgl__type_to_string(GLenum type);
+static GLuint sgl__create_and_compile_program(const char* vertex_shader_code, const char* fragment_shader_code, const char* vertex_shader_name, const char* fragment_shader_name, char** compiler_errors);
+static GLuint sgl__create_and_compile_shader(GLenum shader_type, const char* code, const char* filename_for_errors, char** compiler_errors);
+
+GLuint sgl_program_from_files(const char* vertex_shader_file, const char* fragment_shader_file, char** compiler_errors) {
+ char* vertex_shader_code = sgl_fload(vertex_shader_file, NULL);
+ if (vertex_shader_code == NULL) {
+ if (compiler_errors)
+ *compiler_errors = sgl_strappendf(NULL, "Can't read vertex shader file %s: %s\n", vertex_shader_file, strerror(errno));
+ return 0;
+ }
+
+ char* fragment_shader_code = sgl_fload(fragment_shader_file, NULL);
+ if (fragment_shader_code == NULL) {
+ free(vertex_shader_code);
+ if (compiler_errors)
+ *compiler_errors = sgl_strappendf(NULL, "Can't read fragment shader file %s: %s\n", fragment_shader_file, strerror(errno));
+ return 0;
+ }
+
+ GLuint program = sgl__create_and_compile_program(vertex_shader_code, fragment_shader_code, vertex_shader_file, fragment_shader_file, compiler_errors);
+
+ free(vertex_shader_code);
+ free(fragment_shader_code);
+
+ return program;
+}
+
+GLuint sgl_program_from_strings(const char* vertex_shader_code, const char* fragment_shader_code, char** compiler_errors) {
+ return sgl__create_and_compile_program(vertex_shader_code, fragment_shader_code, "vertex shader", "fragment shader", compiler_errors);
+}
+
+void sgl_program_destroy(GLuint program) {
+ GLint shader_count = 0;
+ glGetProgramiv(program, GL_ATTACHED_SHADERS, &shader_count);
+
+ GLuint shaders[shader_count];
+ glGetAttachedShaders(program, shader_count, NULL, shaders);
+
+ glDeleteProgram(program);
+ for(ssize_t i = 0; i < shader_count; i++)
+ glDeleteShader(shaders[i]);
+}
+
+void sgl_program_inspect(GLuint program) {
+ GLint size;
+ GLenum type;
+ {
+ GLint attrib_count = 0, buffer_size = 0;
+ glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &attrib_count);
+ fprintf(stderr, "%d attributes:\n", attrib_count);
+ glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &buffer_size);
+ char buffer[buffer_size];
+
+ for(ssize_t i = 0; i < attrib_count; i++){
+ glGetActiveAttrib(program, i, buffer_size, NULL, &size, &type, buffer);
+ fprintf(stderr, "- %s %s", buffer, sgl__type_to_string(type));
+ if (size > 1)
+ fprintf(stderr, "[%d]", size);
+ fprintf(stderr, "\n");
+ }
+ }
+
+ {
+ GLint uniform_count = 0, buffer_size = 0;
+ glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &uniform_count);
+ fprintf(stderr, "%d uniforms:\n", uniform_count);
+ glGetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &buffer_size);
+ char buffer[buffer_size];
+
+ for(ssize_t i = 0; i < uniform_count; i++){
+ glGetActiveUniform(program, i, buffer_size, NULL, &size, &type, buffer);
+ fprintf(stderr, "- %s %s", buffer, sgl__type_to_string(type));
+ if (size > 1)
+ fprintf(stderr, "[%d]", size);
+ fprintf(stderr, "\n");
+ }
+ }
+}
+
+/**
+ * Helper function to return the printable name for an OpenGL data type.
+ */
+static const char* sgl__type_to_string(GLenum type) {
+ switch(type){
+ case GL_FLOAT: return "float";
+ case GL_FLOAT_VEC2: return "vec2";
+ case GL_FLOAT_VEC3: return "vec3";
+ case GL_FLOAT_VEC4: return "vec4";
+ case GL_INT: return "int";
+ case GL_INT_VEC2: return "ivec2";
+ case GL_INT_VEC3: return "ivec3";
+ case GL_INT_VEC4: return "ivec4";
+ case GL_UNSIGNED_INT: return "unsigned int";
+ case GL_UNSIGNED_INT_VEC2: return "uvec2";
+ case GL_UNSIGNED_INT_VEC3: return "uvec3";
+ case GL_UNSIGNED_INT_VEC4: return "uvec4";
+ case GL_BOOL: return "bool";
+ case GL_BOOL_VEC2: return "bvec2";
+ case GL_BOOL_VEC3: return "bvec3";
+ case GL_BOOL_VEC4: return "bvec4";
+ case GL_FLOAT_MAT2: return "mat2";
+ case GL_FLOAT_MAT3: return "mat3";
+ case GL_FLOAT_MAT4: return "mat4";
+ case GL_FLOAT_MAT2x3: return "mat2x3";
+ case GL_FLOAT_MAT2x4: return "mat2x4";
+ case GL_FLOAT_MAT3x2: return "mat3x2";
+ case GL_FLOAT_MAT3x4: return "mat3x4";
+ case GL_FLOAT_MAT4x2: return "mat4x2";
+ case GL_FLOAT_MAT4x3: return "mat4x3";
+ case GL_SAMPLER_1D: return "sampler1D";
+ case GL_SAMPLER_2D: return "sampler2D";
+ case GL_SAMPLER_3D: return "sampler3D";
+ case GL_SAMPLER_CUBE: return "samplerCube";
+ case GL_SAMPLER_1D_SHADOW: return "sampler1DShadow";
+ case GL_SAMPLER_2D_SHADOW: return "sampler2DShadow";
+ case GL_SAMPLER_1D_ARRAY: return "sampler1DArray";
+ case GL_SAMPLER_2D_ARRAY: return "sampler2DArray";
+ case GL_SAMPLER_1D_ARRAY_SHADOW: return "sampler1DArrayShadow";
+ case GL_SAMPLER_2D_ARRAY_SHADOW: return "sampler2DArrayShadow";
+ case GL_SAMPLER_CUBE_SHADOW: return "samplerCubeShadow";
+ case GL_SAMPLER_BUFFER: return "samplerBuffer";
+ case GL_SAMPLER_2D_RECT: return "sampler2DRect";
+ case GL_SAMPLER_2D_RECT_SHADOW: return "sampler2DRectShadow";
+ case GL_INT_SAMPLER_1D: return "isampler1D";
+ case GL_INT_SAMPLER_2D: return "isampler2D";
+ case GL_INT_SAMPLER_3D: return "isampler3D";
+ case GL_INT_SAMPLER_CUBE: return "isamplerCube";
+ case GL_INT_SAMPLER_1D_ARRAY: return "isampler1DArray";
+ case GL_INT_SAMPLER_2D_ARRAY: return "isampler2DArray";
+ case GL_INT_SAMPLER_BUFFER: return "isamplerBuffer";
+ case GL_INT_SAMPLER_2D_RECT: return "isampler2DRect";
+ case GL_UNSIGNED_INT_SAMPLER_1D: return "usampler1D";
+ case GL_UNSIGNED_INT_SAMPLER_2D: return "usampler2D";
+ case GL_UNSIGNED_INT_SAMPLER_3D: return "usampler3D";
+ case GL_UNSIGNED_INT_SAMPLER_CUBE: return "usamplerCube";
+ case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: return "usampler2DArray";
+ case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: return "usampler2DArray";
+ case GL_UNSIGNED_INT_SAMPLER_BUFFER: return "usamplerBuffer";
+ case GL_UNSIGNED_INT_SAMPLER_2D_RECT: return "usampler2DRect";
+
+# ifdef GL_VERSION_3_2
+ case GL_SAMPLER_2D_MULTISAMPLE: return "sampler2DMS";
+ case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: return "sampler2DMSArray";
+ case GL_INT_SAMPLER_2D_MULTISAMPLE: return "isampler2DMS";
+ case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: return "isampler2DMSArray";
+ case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: return "usampler2DMS";
+ case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: return "usampler2DMSArray";
+# endif
+
+ default: return "unknown";
+ }
+}
+
+/**
+ * Helper function to compile and link a complete program.
+ *
+ * Returns the program object ID or `0` on error. Compiler errors are returned in `compiler_errors` if it's not `NULL`.
+ */
+static GLuint sgl__create_and_compile_program(const char* vertex_shader_code, const char* fragment_shader_code, const char* vertex_shader_name, const char* fragment_shader_name, char** compiler_errors) {
+ char* errors = NULL;
+
+ GLuint vertex_shader = sgl__create_and_compile_shader(GL_VERTEX_SHADER, vertex_shader_code, vertex_shader_name, &errors);
+ GLuint fragment_shader = sgl__create_and_compile_shader(GL_FRAGMENT_SHADER, fragment_shader_code, fragment_shader_name, &errors);
+ if (vertex_shader == 0 || fragment_shader == 0)
+ goto shaders_failed;
+
+ GLuint prog = glCreateProgram();
+ glAttachShader(prog, vertex_shader);
+ glAttachShader(prog, fragment_shader);
+ glLinkProgram(prog);
+
+ GLint result = GL_TRUE;
+ glGetProgramiv(prog, GL_LINK_STATUS, &result);
+ if (result == GL_FALSE){
+ result = 0;
+ glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &result);
+ char buffer[result];
+ glGetProgramInfoLog(prog, result, NULL, buffer);
+ sgl_strappendf(&errors, "Can't link vertex and pixel shader:\n%s\n", buffer);
+
+ goto program_failed;
+ }
+
+ return prog;
+
+ program_failed:
+ if (prog)
+ glDeleteProgram(prog);
+
+ shaders_failed:
+ if (vertex_shader)
+ glDeleteShader(vertex_shader);
+ if (fragment_shader)
+ glDeleteShader(fragment_shader);
+
+ if (*errors) {
+ if (compiler_errors) {
+ *compiler_errors = errors;
+ } else {
+ fprintf(stderr, "%s", errors);
+ free(errors);
+ }
+ }
+
+ return 0;
+}
+
+/**
+ * Helper function to load and compile source code as a shader.
+ *
+ * Returns the shaders object ID on success or `0` on error. Compiler errors in the shader are appended to the
+ * `compiler_errors` string (if it's not `NULL`).
+ */
+static GLuint sgl__create_and_compile_shader(GLenum shader_type, const char* code, const char* filename_for_errors, char** compiler_errors) {
+ GLuint shader = glCreateShader(shader_type);
+ glShaderSource(shader, 1, (const char*[]){ code }, (const int[]){ -1 });
+ glCompileShader(shader);
+
+ GLint result = GL_TRUE;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
+ if (result)
+ return shader;
+
+ if (compiler_errors) {
+ result = 0;
+ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &result);
+ char buffer[result];
+ glGetShaderInfoLog(shader, result, NULL, buffer);
+ sgl_strappendf(compiler_errors, "Can't compile %s:\n%s\n", filename_for_errors, buffer);
+ }
+
+ glDeleteShader(shader);
+ return 0;
+}
+
+
+
+//
+// Buffer functions
+//
+
+GLuint sgl_buffer_new(const void* data, size_t size) {
+ GLuint buffer = 0;
+ glGenBuffers(1, &buffer);
+ if (buffer == 0)
+ return 0;
+
+ if (size > 0)
+ sgl_buffer_update(buffer, data, size, GL_STATIC_DRAW);
+
+ return buffer;
+}
+
+void sgl_buffer_destroy(GLuint buffer) {
+ glDeleteBuffers(1, (const GLuint[]){ buffer });
+}
+
+void sgl_buffer_update(GLuint buffer, const void* data, size_t size, GLenum usage) {
+ glBindBuffer(GL_ARRAY_BUFFER, buffer);
+ glBufferData(GL_ARRAY_BUFFER, size, data, usage);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
+
+
+//
+// Texture functions
+//
+
+GLuint sgl_texture_new(uint32_t width, uint32_t height, uint8_t components, const void* data, size_t stride_in_pixels, uint32_t flags) {
+ GLenum internal_format = 0, data_format = 0;
+ switch(components) {
+ case 1: internal_format = GL_R8; data_format = GL_RED; break;
+ case 2: internal_format = GL_RG8; data_format = GL_RG; break;
+ case 3: internal_format = GL_RGB8; data_format = GL_RGB; break;
+ case 4: internal_format = GL_RGBA8; data_format = GL_RGBA; break;
+ default: return 0;
+ }
+
+ GLuint texture = 0;
+ glGenTextures(1, &texture);
+ if (texture == 0)
+ return 0;
+
+ GLenum target = 0;
+ GLsizei mipmap_levels = 1;
+ GLint prev_bound_texture = 0;
+ if (flags & SGL_RECT) {
+ target = GL_TEXTURE_RECTANGLE;
+ glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE, &prev_bound_texture);
+ } else {
+ target = GL_TEXTURE_2D;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &prev_bound_texture);
+
+ // We just look for the highest bit set. Then we know how often we can half the width or hight.
+ mipmap_levels = 32 - __builtin_clz(width | height);
+ }
+
+ glBindTexture(target, texture);
+ // Version with ARB_texture_storage
+ //glTexStorage2D(target, mipmap_levels, internal_format, width, height);
+ // Replacement taken out of the glTexStorage2D() docs
+ GLsizei w = width, h = height;
+ for (GLsizei i = 0; i < mipmap_levels; i++) {
+ glTexImage2D(target, i, internal_format, w, h, 0, data_format, GL_UNSIGNED_BYTE, NULL);
+ w /= 2;
+ h /= 2;
+ if (w < 1) w = 1;
+ if (h < 1) h = 1;
+ }
+
+ // Set high quality texture filtering as default for 2D (not rect) textures
+ if (target == GL_TEXTURE_2D)
+ glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+
+ if (data) {
+ if (stride_in_pixels == 0)
+ stride_in_pixels = width;
+
+ GLint prev_unpack_alignment = 0, prev_row_length = 0;
+ glGetIntegerv(GL_UNPACK_ALIGNMENT, &prev_unpack_alignment);
+ glGetIntegerv(GL_UNPACK_ROW_LENGTH, &prev_row_length);
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, stride_in_pixels);
+
+ glTexSubImage2D(target, 0, 0, 0, width, height, data_format, GL_UNSIGNED_BYTE, data);
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, prev_unpack_alignment);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, prev_row_length);
+
+ if ( target == GL_TEXTURE_2D && !(flags & SGL_SKIP_MIPMAPS) )
+ glGenerateMipmap(target);
+ }
+ glBindTexture(target, prev_bound_texture);
+
+ return texture;
+}
+
+void sgl_texture_destroy(GLuint texture) {
+ glDeleteTextures(1, (const GLuint[]){ texture });
+}
+
+void sgl_texture_update(GLuint texture, const void* data, size_t stride_in_pixels, uint32_t flags) {
+ sgl_texture_update_sub(texture, 0, 0, 0, 0, data, stride_in_pixels, flags);
+}
+
+void sgl_texture_update_sub(GLuint texture, uint32_t x, uint32_t y, uint32_t w, uint32_t h, const void* data, size_t stride_in_pixels, uint32_t flags) {
+ GLenum target = 0;
+ GLint prev_bound_texture = 0;
+ if (flags & SGL_RECT) {
+ target = GL_TEXTURE_RECTANGLE;
+ glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE, &prev_bound_texture);
+ } else {
+ target = GL_TEXTURE_2D;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &prev_bound_texture);
+ }
+
+ glBindTexture(target, texture);
+ GLint width = w, height = h, internal_format = 0;
+ if (width == 0) {
+ glGetTexLevelParameteriv(target, 0, GL_TEXTURE_WIDTH, &width);
+ width -= x;
+ }
+ if (height == 0) {
+ glGetTexLevelParameteriv(target, 0, GL_TEXTURE_HEIGHT, &height);
+ height -= y;
+ }
+ if (stride_in_pixels == 0) {
+ stride_in_pixels = width;
+ }
+ glGetTexLevelParameteriv(target, 0, GL_TEXTURE_INTERNAL_FORMAT, &internal_format);
+
+ GLenum data_format = 0;
+ switch(internal_format) {
+ case GL_R8: data_format = GL_RED; break;
+ case GL_RG8: data_format = GL_RG; break;
+ case GL_RGB8: data_format = GL_RGB; break;
+ case GL_RGBA8: data_format = GL_RGBA; break;
+ }
+
+ if (data_format != 0) {
+ GLint prev_unpack_alignment = 0, prev_row_length = 0;
+ glGetIntegerv(GL_UNPACK_ALIGNMENT, &prev_unpack_alignment);
+ glGetIntegerv(GL_UNPACK_ROW_LENGTH, &prev_row_length);
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, stride_in_pixels);
+
+ glTexSubImage2D(target, 0, x, y, width, height, data_format, GL_UNSIGNED_BYTE, data);
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, prev_unpack_alignment);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, prev_row_length);
+
+ if ( target == GL_TEXTURE_2D && !(flags & SGL_SKIP_MIPMAPS) )
+ glGenerateMipmap(GL_TEXTURE_2D);
+ }
+ glBindTexture(target, prev_bound_texture);
+}
+
+void sgl_texture_dimensions(GLuint texture, uint32_t* width, uint32_t* height, uint32_t flags) {
+ GLenum target = 0;
+ GLint prev_bound_texture = 0;
+ if (flags & SGL_RECT) {
+ target = GL_TEXTURE_RECTANGLE;
+ glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE, &prev_bound_texture);
+ } else {
+ target = GL_TEXTURE_2D;
+ glGetIntegerv(GL_TEXTURE_BINDING_2D, &prev_bound_texture);
+ }
+
+ glBindTexture(target, texture);
+ // TODO: error checking
+ if (width)
+ glGetTexLevelParameteriv(target, 0, GL_TEXTURE_WIDTH, (int32_t*)width);
+ if (height)
+ glGetTexLevelParameteriv(target, 0, GL_TEXTURE_HEIGHT, (int32_t*)height);
+ glBindTexture(target, prev_bound_texture);
+}
+
+
+//
+// Frame buffer functions
+//
+
+GLuint sgl_framebuffer_new(GLuint color_buffer_texture, uint32_t flags) {
+ GLint prev_draw_fb = 0;
+ glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &prev_draw_fb);
+
+ GLenum texture_target = (flags & SGL_RECT) ? GL_TEXTURE_RECTANGLE : GL_TEXTURE_2D;
+ GLuint framebuffer = 0;
+ glGenFramebuffers(1, &framebuffer);
+
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture_target, color_buffer_texture, 0);
+ sgl_error("Failed to bind color buffer to framebuffer. glFramebufferTexture2D()");
+
+ if ( glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE ) {
+ glDeleteFramebuffers(1, &framebuffer);
+ framebuffer = 0;
+ }
+
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, prev_draw_fb);
+ return framebuffer;
+}
+
+void sgl_framebuffer_destroy(GLuint framebuffer) {
+ glDeleteFramebuffers(1, &framebuffer);
+}
+
+void sgl_framebuffer_bind(GLuint framebuffer, GLsizei width, GLsizei height) {
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
+ if ( !sgl_error("Failed to bind framebuffer %u. glBindFramebuffer()", framebuffer) && width != 0 && height != 0 )
+ glViewport(0, 0, width, height);
+}
+
+
+
+//
+// Drawing functions
+//
+
+typedef struct {
+ char name[128];
+ char modifiers[16];
+ uint8_t modifier_length;
+ uint16_t type;
+} directive_t, *directive_p;
+
+typedef struct {
+ GLenum opengl_type;
+ GLint type_size, components;
+ bool normalized, upload_as_int;
+} attribute_info_t, *attribute_info_p;
+
+static int next_directive(const char** bindings, directive_p output_directive);
+static bool parse_attribute_directive(directive_p directive, attribute_info_p attribute_info);
+
+int sgl_draw(GLenum primitive, GLuint program, const char* bindings, ...) {
+ va_list args;
+ directive_t d;
+ attribute_info_t ai;
+ size_t active_textures = 0;
+ GLsizei current_buffer_stride = 0;
+ size_t current_buffer_offset = 0;
+ GLint current_buffer_size = 0;
+ uint32_t vertecies_to_render = UINT32_MAX;
+ bool use_index_buffer = false;
+ GLenum index_buffer_type = 0;
+ uint32_t indices_to_render = 0;
+
+ // Make sure no previous error code messes up our state
+ glGetError();
+
+ GLuint vertex_array_object = 0;
+ glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&vertex_array_object);
+ if (vertex_array_object == 0) {
+ glGenVertexArrays(1, &vertex_array_object);
+ glBindVertexArray(vertex_array_object);
+ sgl_error("Failed to generate and bind a new vertex array object. glBindVertexArray()");
+ }
+
+ glUseProgram(program);
+ if ( sgl_error("Can't use OpenGL program for drawing. glUseProgram()") )
+ return -1;
+
+ va_start(args, bindings);
+ const char* setup_pass_bindings = bindings;
+ while( next_directive(&setup_pass_bindings, &d) ) {
+ if (d.type == ';') {
+ // User no longer wants to use the current buffer for attributes. So reset all the buffer
+ // stuff. If a new attribute directive comes around it will consume the next buffer.
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ sgl_error("Failed to unbind vertex buffer. glBindBuffer(GL_ARRAY_BUFFER)");
+ current_buffer_stride = 0;
+ current_buffer_offset = 0;
+ current_buffer_size = 0;
+ continue;
+ } else if (d.type == 'I' + 256) {
+ // User wants to draw with an index buffer, consume an argument and see which type the indices have
+ GLuint index_buffer = va_arg(args, GLuint);
+ index_buffer_type = GL_UNSIGNED_INT;
+ size_t index_type_size = sizeof(GLuint);
+
+ for(char* m = d.modifiers; *m != '\0'; m++) {
+ switch(*m) {
+ case 'b': index_buffer_type = GL_UNSIGNED_BYTE; index_type_size = sizeof(GLubyte); break;
+ case 's': index_buffer_type = GL_UNSIGNED_SHORT; index_type_size = sizeof(GLushort); break;
+ default: fprintf(stderr, "Invalid index buffer directive $%s%c\n", d.modifiers, d.type - 256);
+ }
+ }
+
+ // Got a vailid type, so bind the index buffer and figure out how many indices are in there
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer);
+ if ( ! sgl_error("Unable to bind index buffer. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER)") ) {
+ int index_buffer_size = 0;
+ glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &index_buffer_size);
+ if ( !sgl_error("Unable to determine size of index buffer. glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE)") )
+ indices_to_render = index_buffer_size / index_type_size;
+ }
+
+ use_index_buffer = true;
+ continue;
+ } else if (d.type > 256) {
+ // Got an unknown global option
+ fprintf(stderr, "Unknown global option: $%s%c. Ignoring but consuming one argument.\n", d.modifiers, d.type - 256);
+ va_arg(args, GLuint);
+ continue;
+ }
+
+ GLint location = 0;
+ if (isupper(d.type)) {
+ // Upper case types are uniforms
+ location = glGetUniformLocation(program, d.name);
+ if ( sgl_error("Error on looking up uniform %s. glGetUniformLocation()", d.name) ) {
+ // All glGetUniformLocation errors are caused by invalid programs. So no point in
+ // trying anything else since the program is broken.
+ return -1;
+ } else if (location == -1) {
+ fprintf(stderr, "Program has no uniform \"%s\", ignoring uniform.\n", d.name);
+ continue;
+ }
+ } else {
+ // Lower case types are attributes
+ if (d.name[0] == '_' && d.name[1] == '\0') {
+ // The attribute name "_" is used for padding, so don't try to look it up. Just use it
+ // for offset and stride calculations.
+ location = -1;
+ } else {
+ location = glGetAttribLocation(program, d.name);
+ if ( sgl_error("Error on looking up attribute %s. glGetAttribLocation()", d.name) ) {
+ // All glGetAttribLocation errors are caused by invalid programs. So no point in
+ // trying anything else since the program is broken.
+ return -1;
+ } else if (location == -1) {
+ fprintf(stderr, "Program has no attribute \"%s\", attribute unused and it's space will be skipped in the buffer.\n", d.name);
+ }
+ }
+
+ // We don't know the stride of the attribute we're going to bind. So sum the size of the
+ // current attribute and all further attributes that use this buffer (so all attributes left
+ // or until we encounter a buffer reset ";").
+ // When we know how large one vertex will be in this buffer we know the stride (vertex size)
+ // and how many vertecies are in the buffer.
+ if (current_buffer_stride == 0) {
+ attribute_info_t ai;
+ if ( parse_attribute_directive(&d, &ai) )
+ current_buffer_stride += ai.type_size * ai.components;
+
+ directive_t ld;
+ const char* lookahead_bindings = setup_pass_bindings;
+ while( next_directive(&lookahead_bindings, &ld), ld.type && ld.type != ';' ) {
+ // Skip global parameters and uniforms
+ if (ld.type > 256 || isupper(ld.type))
+ continue;
+
+ if ( parse_attribute_directive(&ld, &ai) )
+ current_buffer_stride += ai.type_size * ai.components;
+ }
+
+ // Consume an argument, bind it as array buffer and determine the number of vertecies in
+ // there (only needed when we don't use an index buffer for rendering).
+ glBindBuffer(GL_ARRAY_BUFFER, va_arg(args, GLuint));
+ if ( ! sgl_error("Unable to bind vertex buffer at attribute %s. glBindBuffer(GL_ARRAY_BUFFER)", d.name) && !use_index_buffer ) {
+ glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE, ¤t_buffer_size);
+ // See how many vertecies are in that buffer. In the end we want to render as many
+ // vertecies as are present in all buffers.
+ if ( !sgl_error("Unable to determine buffer size at attribute %s. glGetBufferParameteriv(GL_ARRAY_BUFFER, GL_BUFFER_SIZE)", d.name) && current_buffer_size > 0 && current_buffer_stride > 0) {
+ uint32_t vertecies_in_buffer = current_buffer_size / current_buffer_stride;
+ if (vertecies_in_buffer < vertecies_to_render)
+ vertecies_to_render = vertecies_in_buffer;
+ }
+ //printf("using buffer: size %d, stride %d, vertecies_to_render: %u\n", current_buffer_size, current_buffer_stride, vertecies_to_render);
+ }
+ }
+ }
+
+ switch(d.type) {
+ // Uniforms
+ case 'F':
+ if (d.modifier_length != 1) break;
+ switch(d.modifiers[0]) {
+ case '1': glUniform1fv(location, 1, va_arg(args, GLfloat*)); sgl_error("Failed to set uniform %s. glUniform1fv()", d.name); continue;
+ case '2': glUniform2fv(location, 1, va_arg(args, GLfloat*)); sgl_error("Failed to set uniform %s. glUniform2fv()", d.name); continue;
+ case '3': glUniform3fv(location, 1, va_arg(args, GLfloat*)); sgl_error("Failed to set uniform %s. glUniform3fv()", d.name); continue;
+ case '4': glUniform4fv(location, 1, va_arg(args, GLfloat*)); sgl_error("Failed to set uniform %s. glUniform4fv()", d.name); continue;
+ }
+ break;
+ case 'I':
+ if (d.modifier_length != 1) break;
+ switch(d.modifiers[0]) {
+ case '1': glUniform1iv(location, 1, va_arg(args, GLint*)); sgl_error("Failed to set uniform %s. glUniform1iv()", d.name); continue;
+ case '2': glUniform2iv(location, 1, va_arg(args, GLint*)); sgl_error("Failed to set uniform %s. glUniform2iv()", d.name); continue;
+ case '3': glUniform3iv(location, 1, va_arg(args, GLint*)); sgl_error("Failed to set uniform %s. glUniform3iv()", d.name); continue;
+ case '4': glUniform4iv(location, 1, va_arg(args, GLint*)); sgl_error("Failed to set uniform %s. glUniform4iv()", d.name); continue;
+ }
+ break;
+ case 'U':
+ if (d.modifier_length != 1) break;
+ switch(d.modifiers[0]) {
+ case '1': glUniform1uiv(location, 1, va_arg(args, GLuint*)); sgl_error("Failed to set uniform %s. glUniform1uiv()", d.name); continue;
+ case '2': glUniform2uiv(location, 1, va_arg(args, GLuint*)); sgl_error("Failed to set uniform %s. glUniform2uiv()", d.name); continue;
+ case '3': glUniform3uiv(location, 1, va_arg(args, GLuint*)); sgl_error("Failed to set uniform %s. glUniform3uiv()", d.name); continue;
+ case '4': glUniform4uiv(location, 1, va_arg(args, GLuint*)); sgl_error("Failed to set uniform %s. glUniform4uiv()", d.name); continue;
+ }
+ break;
+ case 'M': {
+ GLboolean transpose = false;
+
+ // Skip the 3 byte (e.g. "3x2") or 1 byte (e.g. "2") matrix dimensions and loop over all remaining modifiers.
+ // Skip right over everything if we got an invalid modifier so the user gets an error message about it.
+ for(char* m = (d.modifiers[1] == 'x') ? d.modifiers + 3 : d.modifiers + 1; *m != '\0'; m++) {
+ switch(*m) {
+ case 't': transpose = true; break;
+ default: goto invalid_matrix_modifier;
+ }
+ }
+
+ switch(d.modifiers[0]) {
+ case '2':
+ if (d.modifiers[1] == 'x') {
+ if (d.modifiers[2] == '3') { glUniformMatrix2x3fv(location, 1, transpose, va_arg(args, GLfloat*)); sgl_error("Failed to set uniform %s. glUniformMatrix2x3fv()", d.name); continue; }
+ else if (d.modifiers[2] == '4') { glUniformMatrix2x4fv(location, 1, transpose, va_arg(args, GLfloat*)); sgl_error("Failed to set uniform %s. glUniformMatrix2x4fv()", d.name); continue; }
+ } else {
+ glUniformMatrix2fv(location, 1, transpose, va_arg(args, GLfloat*)); sgl_error("Failed to set uniform %s. glUniformMatrix2fv()", d.name); continue;
+ }
+ break;
+ case '3':
+ if (d.modifiers[1] == 'x') {
+ if (d.modifiers[2] == '2') { glUniformMatrix3x2fv(location, 1, transpose, va_arg(args, GLfloat*)); sgl_error("Failed to set uniform %s. glUniformMatrix3x2fv()", d.name); continue; }
+ else if (d.modifiers[2] == '4') { glUniformMatrix3x4fv(location, 1, transpose, va_arg(args, GLfloat*)); sgl_error("Failed to set uniform %s. glUniformMatrix3x4fv()", d.name); continue; }
+ } else {
+ glUniformMatrix3fv(location, 1, transpose, va_arg(args, GLfloat*)); sgl_error("Failed to set uniform %s. glUniformMatrix3fv()", d.name); continue;
+ }
+ break;
+ case '4':
+ if (d.modifiers[1] == 'x') {
+ if (d.modifiers[2] == '2') { glUniformMatrix4x2fv(location, 1, transpose, va_arg(args, GLfloat*)); sgl_error("Failed to set uniform %s. glUniformMatrix4x2fv()", d.name); continue; }
+ else if (d.modifiers[2] == '3') { glUniformMatrix4x3fv(location, 1, transpose, va_arg(args, GLfloat*)); sgl_error("Failed to set uniform %s. glUniformMatrix4x3fv()", d.name); continue; }
+ } else {
+ glUniformMatrix4fv(location, 1, transpose, va_arg(args, GLfloat*)); sgl_error("Failed to set uniform %s. glUniformMatrix4fv()", d.name); continue;
+ }
+ break;
+ }
+
+ }
+ invalid_matrix_modifier:
+ break;
+
+ // Textures, only increment active_textures when the texture can be used successfully. Otherwise
+ // we try to reuse the current texture image unit for the next texture.
+ case 'T': {
+ GLenum target = GL_TEXTURE_2D;
+ size_t array_length = -1;
+
+ for(char* m = d.modifiers; *m != '\0'; m++) {
+ switch(*m) {
+ case 'r': target = GL_TEXTURE_RECTANGLE; break;
+ case '*': array_length = va_arg(args, size_t); break;
+ default: goto invalid_texture_modifier;
+ }
+ }
+
+ if (array_length == (size_t)-1) {
+ // Just one simple texture
+ glActiveTexture(GL_TEXTURE0 + active_textures);
+ if ( sgl_error("Failed to activate texture image unit %d for texture %s. Probably to many textures. glActiveTexture()", active_textures, d.name) )
+ continue;
+ glBindTexture(target, va_arg(args, GLint));
+ if ( sgl_error("Failed to bind texture for %s to %s. glBindTexture()", d.name, (target == GL_TEXTURE_2D) ? "GL_TEXTURE_2D" : "GL_TEXTURE_RECTANGLE") )
+ continue;
+ glUniform1i(location, active_textures);
+ if ( sgl_error("Failed to set uniform for texture %s. glUniform1i()", d.name) ) {
+ glBindTexture(target, 0);
+ continue;
+ }
+
+ active_textures++;
+ } else {
+ // A texture array (possibly empty but we need to consume the args anyway)
+ GLuint* textures = va_arg(args, GLuint*);
+ GLint image_unit_indices[array_length];
+ for(size_t i = 0; i < array_length; i++) {
+ glActiveTexture(GL_TEXTURE0 + active_textures);
+ if ( sgl_error("Failed to activate texture image unit %d for texture array %s. Probably to many textures. glActiveTexture()", active_textures, d.name) )
+ break;
+ image_unit_indices[i] = active_textures;
+ active_textures++;
+
+ glBindTexture(target, textures[i]);
+ if ( sgl_error("Failed to bind texture for %s[%zu] to %s. glBindTexture()", d.name, i, (target == GL_TEXTURE_2D) ? "GL_TEXTURE_2D" : "GL_TEXTURE_RECTANGLE") )
+ continue;
+ }
+
+ if (array_length > 0) {
+ glUniform1iv(location, array_length, image_unit_indices);
+ if ( sgl_error("Failed to set uniform for texture array %s. glUniform1iv()", d.name) )
+ continue;
+ }
+ }
+ continue;
+
+ }
+ invalid_texture_modifier:
+ break;
+
+ // Attributes
+ default:
+ if ( parse_attribute_directive(&d, &ai) ) {
+ // Make sure that we count the attributes size in future offsets. So the buffer layout is the
+ // same even if we fail to use some attributes.
+ size_t offset = current_buffer_offset;
+ current_buffer_offset += ai.type_size * ai.components;
+
+ // Don't process unknown attributes (would just lead to errors) and ignore padding attributes
+ if ( location == -1 )
+ continue;
+
+ glEnableVertexAttribArray(location);
+ if (sgl_error("Failed to enable vertex attribute %s. glEnableVertexAttribArray()", d.name))
+ continue;
+
+ if (ai.upload_as_int)
+ glVertexAttribIPointer(location, ai.components, ai.opengl_type, current_buffer_stride, (GLvoid*)offset);
+ else
+ glVertexAttribPointer(location, ai.components, ai.opengl_type, ai.normalized, current_buffer_stride, (GLvoid*)offset);
+
+ sgl_error("Failed to setup buffer layout for attribute %s. %s()", d.name, ai.upload_as_int ? "glVertexAttribIPointer" : "glVertexAttribPointer");
+ continue;
+ }
+ break;
+ }
+
+ // We'll only arrive down here if the type is invalid so print out an error message
+ fprintf(stderr, "Invalid type %%%s%c for %s\n", d.modifiers, d.type, d.name);
+ }
+ va_end(args);
+
+
+ // Draw stuff, start of the fireworks... finally
+ if ( ! use_index_buffer ) {
+ glDrawArrays(primitive, 0, vertecies_to_render);
+ sgl_error("Drawcall failed. glDrawArrays()");
+ } else {
+ glDrawElements(primitive, indices_to_render, index_buffer_type, 0);
+ sgl_error("Drawcall failed. glDrawElements()");
+ }
+
+
+ // Cleanup all texture image units we bound textures to
+ for(size_t i = 0; i < active_textures; i++) {
+ glActiveTexture(GL_TEXTURE0 + i);
+ glBindTexture(GL_TEXTURE_RECTANGLE, 0);
+ }
+ glActiveTexture(GL_TEXTURE0);
+
+ // Unbind any buffer that has been used by the last attribute
+ if (current_buffer_stride != 0)
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ // Disable all vertex attribute arrays
+ const char* cleanup_bindings = bindings;
+ while( next_directive(&cleanup_bindings, &d) ) {
+ // Skip uniforms, padding attributes and global options
+ if (isupper(d.type) || (d.name[0] == '_' && d.name[1] == '\0') || d.type > 256 )
+ continue;
+
+ // Skip unknown attributes
+ GLint location = glGetAttribLocation(program, d.name);
+ if (location == -1)
+ continue;
+
+ glDisableVertexAttribArray(location);
+ }
+
+ glUseProgram(0);
+
+ return 0;
+}
+
+/**
+ * Helper function for `sgl_draw()`. Parses the next directive in `*bindings`. Returns the type of
+ * the next directive or 0 if there is an error or no next directive. Additional data about the
+ * directive is returned in `output_directive`. `*bindings` is advanced so it points to the end
+ * of the parsed directive.
+ *
+ * Whitespaces and commas at the beginning of `*bindings` are ignored. In case of an parser error
+ * a message is printed to stderr. To iterate over all directives in a string use:
+ *
+ * const char* bindings = ...;
+ * directive_t directive;
+ * while( next_directive(&bindings, &directive) ) {
+ * // ...
+ * }
+ */
+static int next_directive(const char** bindings, directive_p output_directive) {
+ int consumed_bytes = 0, matched_items = 0;
+
+ // Remember start for error messages
+ const char** start = bindings;
+
+ // Reset output values
+ output_directive->name[0] = '\0';
+ output_directive->modifiers[0] = '\0';
+ output_directive->modifier_length = 0;
+ output_directive->type = '\0';
+
+ // Consume spaces and comma signs
+ while ( *bindings[0] != '\0' && (isspace(*bindings[0]) || *bindings[0] == ',') )
+ *bindings += 1;
+
+ switch(*bindings[0]) {
+ case ';':
+ // Got a reset buffer directive
+ *bindings += 1;
+ output_directive->type = ';';
+ return output_directive->type;
+ case '%':
+ // Got the type of a uniform or attribute directive. But this is invalid since
+ // we need a name first. Probably an easily made error so we print an extra
+ // error message.
+ fprintf(stderr, "Missing name before uniform or attribute directive \"%s\"\n", *start);
+ return 0;
+ case '$':
+ // Got a global option directive, type is the letter of the type + 256
+ output_directive->type += 256;
+ matched_items = sscanf(*bindings, "$%15s%n", output_directive->modifiers, &consumed_bytes);
+ if (matched_items == EOF)
+ return 0;
+ if (matched_items < 1) {
+ fprintf(stderr, "Failed to parse global option directive \"%s\"\n", *start);
+ return 0;
+ }
+ *bindings += consumed_bytes;
+ break;
+ default:
+ matched_items = sscanf(*bindings, "%127s %%%15s%n", output_directive->name, output_directive->modifiers, &consumed_bytes);
+ if (matched_items == EOF)
+ return 0;
+ if (matched_items < 2 ) {
+ fprintf(stderr, "Failed to parse uniform or attribute directive \"%s\"\n", *start);
+ return 0;
+ }
+ *bindings += consumed_bytes;
+ break;
+ }
+
+ // Move the last letter of the modifiers to the type field.
+ // Only add the type to output_directive->type since global options already have a 256 offset there.
+ output_directive->modifier_length = strlen(output_directive->modifiers) - 1;
+ output_directive->type += output_directive->modifiers[output_directive->modifier_length];
+ output_directive->modifiers[output_directive->modifier_length] = '\0';
+ return output_directive->type;
+}
+
+
+/**
+ * Tries to parses `directive` as an attribute directive. Output data like the OpenGL data type,
+ * component count, etc. are stored in `attribute_info`. Returns `true` if the directive is a
+ * attribute directive, `false` otherwise.
+ */
+static bool parse_attribute_directive(directive_p directive, attribute_info_p attribute_info) {
+ attribute_info_p ai = attribute_info;
+ memset(ai, 0, sizeof(attribute_info_t));
+ char* m = directive->modifiers;
+
+ // Take care of the component count
+ switch(*(m++)) {
+ case '1': ai->components = 1; break;
+ case '2': ai->components = 2; break;
+ case '3': ai->components = 3; break;
+ case '4': ai->components = 4; break;
+ default: return false;
+ }
+
+ switch(directive->type) {
+ case 'f':
+ ai->opengl_type = GL_FLOAT;
+ ai->type_size = sizeof(GLfloat);
+
+ for( ; *m != '\0'; m++) {
+ switch(*m) {
+ case 'h': ai->opengl_type = GL_HALF_FLOAT; ai->type_size = sizeof(GLhalf); break;
+#ifdef GL_VERSION_4_1
+ case 'f': ai->opengl_type = GL_FIXED; ai->type_size = sizeof(GLfixed); break;
#endif
+ default: return false;
+ }
+ }
+
+ return true;
+
+ case 'b':
+ ai->opengl_type = GL_BYTE;
+ ai->type_size = sizeof(GLbyte);
+
+ for( ; *m != '\0'; m++) {
+ switch(*m) {
+ case 'u': ai->opengl_type = GL_UNSIGNED_BYTE; ai->type_size = sizeof(GLubyte); break;
+ case 'n': ai->normalized = true; break;
+ case 'i': ai->upload_as_int = true; break;
+ default: return false;
+ }
+ }
+
+ return true;
+
+ case 's':
+ ai->opengl_type = GL_SHORT;
+ ai->type_size = sizeof(GLshort);
+
+ for( ; *m != '\0'; m++) {
+ switch(*m) {
+ case 'u': ai->opengl_type = GL_UNSIGNED_SHORT; ai->type_size = sizeof(GLushort); break;
+ case 'n': ai->normalized = true; break;
+ case 'i': ai->upload_as_int = true; break;
+ default: return false;
+ }
+ }
+
+ return true;
+
+ case 'i':
+ ai->opengl_type = GL_INT;
+ ai->type_size = sizeof(GLint);
+
+ for( ; *m != '\0'; m++) {
+ switch(*m) {
+ case 'u': ai->opengl_type = GL_UNSIGNED_INT; ai->type_size = sizeof(GLuint); break;
+ case 'n': ai->normalized = true; break;
+ case 'i': ai->upload_as_int = true; break;
+ default: return false;
+ }
+ }
+
+ return true;
+ }
+
+ // Unknown or unsupported attribute type
+ return false;
+}
+
+
+//
+// Utility functions
+//
-/*
+GLenum sgl_error(const char* description, ...) {
+ GLenum error = glGetError();
+ if (error == GL_NO_ERROR)
+ return GL_NO_ERROR;
+
+ va_list args;
+ va_start(args, description);
+ vfprintf(stderr, description, args);
+ va_end(args);
+
+ const char* gl_error_message = NULL;
+ switch(error) {
+ case GL_INVALID_ENUM: gl_error_message = "invalid enum"; break;
+ case GL_INVALID_VALUE: gl_error_message = "invalid value"; break;
+ case GL_INVALID_OPERATION: gl_error_message = "invalid operation"; break;
+ case GL_INVALID_FRAMEBUFFER_OPERATION: gl_error_message = "invalid framebuffer operation"; break;
+ case GL_OUT_OF_MEMORY: gl_error_message = "out of memory"; break;
+ case GL_STACK_UNDERFLOW: gl_error_message = "stack underflow"; break;
+ case GL_STACK_OVERFLOW: gl_error_message = "stack overflow"; break;
+ default: gl_error_message = "unknown OpenGL error"; break;
+ }
+
+ fprintf(stderr, ": %s\n", gl_error_message);
+ return true;
+}
-Ideas:
+void* sgl_fload(const char* filename, size_t* size) {
+ long filesize = 0;
+ char* data = NULL;
+ int error = -1;
+
+ FILE* f = fopen(filename, "rb");
+ if (f == NULL)
+ return NULL;
+
+ if ( fseek(f, 0, SEEK_END) == -1 ) goto fail;
+ if ( (filesize = ftell(f)) == -1 ) goto fail;
+ if ( fseek(f, 0, SEEK_SET) == -1 ) goto fail;
+ if ( (data = malloc(filesize + 1)) == NULL ) goto fail;
+ // TODO: proper error detection for fread and get proper error code with ferror
+ if ( (long)fread(data, 1, filesize, f) != filesize ) goto free_and_fail;
+ fclose(f);
+
+ data[filesize] = '\0';
+ if (size)
+ *size = filesize;
+ return (void*)data;
+
+ free_and_fail:
+ error = errno;
+ free(data);
+
+ fail:
+ if (error == -1)
+ error = errno;
+ fclose(f);
+
+ errno = error;
+ return NULL;
+}
-- add cube maps
-- SGL_DEPTH, SGL_STENCIL flags for textures -> as backend for FBOs
+char* sgl_strappendf(char** dest, const char* format, ...) {
+ va_list args;
+ int append_size = 0;
+
+ va_start(args, format);
+ append_size = vsnprintf(NULL, 0, format, args);
+ va_end(args);
+
+ if (append_size == -1)
+ return NULL;
+
+ size_t old_size = 0;
+ char* str = NULL;
+ if (dest && *dest) {
+ old_size = strlen(*dest);
+ str = *dest;
+ } else {
+ old_size = 0;
+ str = NULL;
+ }
+
+ size_t size = old_size + append_size + 1;
+ str = realloc(str, size);
+ va_start(args, format);
+ vsnprintf(str + old_size, size - old_size, format, args);
+ va_end(args);
+
+ if (dest)
+ *dest = str;
+ return str;
+}
-*/
\ No newline at end of file
+#endif // SLIM_GL_IMPLEMENTATION
\ No newline at end of file