Files
panopainter/src/legacy_ui_gl_dispatch.h

361 lines
11 KiB
C++

#pragma once
#include <array>
#include <cstdint>
#include "log.h"
#include "renderer_gl/opengl_capabilities.h"
namespace pp::legacy::ui_gl {
inline void enable_opengl_state(std::uint32_t state) noexcept
{
glEnable(static_cast<GLenum>(state));
}
inline std::uint8_t is_opengl_state_enabled(std::uint32_t state) noexcept
{
return static_cast<std::uint8_t>(glIsEnabled(static_cast<GLenum>(state)));
}
inline void disable_opengl_state(std::uint32_t state) noexcept
{
glDisable(static_cast<GLenum>(state));
}
inline void activate_opengl_texture(std::uint32_t texture_unit) noexcept
{
glActiveTexture(static_cast<GLenum>(texture_unit));
}
inline void clear_opengl_buffer(std::uint32_t mask) noexcept
{
glClear(static_cast<GLbitfield>(mask));
}
inline void set_opengl_color_mask(std::uint8_t r, std::uint8_t g, std::uint8_t b, std::uint8_t a) noexcept
{
glColorMask(r, g, b, a);
}
inline void get_opengl_boolean(std::uint32_t name, std::uint8_t* value) noexcept
{
glGetBooleanv(static_cast<GLenum>(name), reinterpret_cast<GLboolean*>(value));
}
inline void set_opengl_clear_color(float r, float g, float b, float a) noexcept
{
glClearColor(r, g, b, a);
}
inline void set_opengl_blend_func(std::uint32_t source_factor, std::uint32_t destination_factor) noexcept
{
glBlendFunc(static_cast<GLenum>(source_factor), static_cast<GLenum>(destination_factor));
}
inline void set_opengl_blend_equation(std::uint32_t equation) noexcept
{
glBlendEquation(static_cast<GLenum>(equation));
}
inline void set_opengl_blend_equation_separate(std::uint32_t color_equation, std::uint32_t alpha_equation) noexcept
{
glBlendEquationSeparate(static_cast<GLenum>(color_equation), static_cast<GLenum>(alpha_equation));
}
inline void set_opengl_viewport(std::int32_t x, std::int32_t y, std::int32_t width, std::int32_t height) noexcept
{
glViewport(static_cast<GLint>(x), static_cast<GLint>(y), static_cast<GLsizei>(width), static_cast<GLsizei>(height));
}
inline void set_opengl_scissor(std::int32_t x, std::int32_t y, std::int32_t width, std::int32_t height) noexcept
{
glScissor(static_cast<GLint>(x), static_cast<GLint>(y), static_cast<GLsizei>(width), static_cast<GLsizei>(height));
}
inline void bind_opengl_texture(std::uint32_t target, std::uint32_t texture) noexcept
{
glBindTexture(static_cast<GLenum>(target), static_cast<GLuint>(texture));
}
inline void bind_opengl_framebuffer(std::uint32_t target, std::uint32_t framebuffer) noexcept
{
glBindFramebuffer(static_cast<GLenum>(target), static_cast<GLuint>(framebuffer));
}
inline void read_opengl_pixels(
std::int32_t x,
std::int32_t y,
std::int32_t width,
std::int32_t height,
std::uint32_t pixel_format,
std::uint32_t component_type,
void* pixels) noexcept
{
glReadPixels(
static_cast<GLint>(x),
static_cast<GLint>(y),
static_cast<GLsizei>(width),
static_cast<GLsizei>(height),
static_cast<GLenum>(pixel_format),
static_cast<GLenum>(component_type),
pixels);
}
inline void get_opengl_integer_scalar(std::uint32_t name, std::int32_t* value) noexcept
{
GLint raw_value = 0;
glGetIntegerv(static_cast<GLenum>(name), &raw_value);
*value = static_cast<std::int32_t>(raw_value);
}
inline void get_opengl_integer(std::uint32_t name, std::int32_t* values) noexcept
{
GLint raw_values[4] {};
glGetIntegerv(static_cast<GLenum>(name), raw_values);
values[0] = static_cast<std::int32_t>(raw_values[0]);
values[1] = static_cast<std::int32_t>(raw_values[1]);
values[2] = static_cast<std::int32_t>(raw_values[2]);
values[3] = static_cast<std::int32_t>(raw_values[3]);
}
inline void get_opengl_float(std::uint32_t name, float* values) noexcept
{
glGetFloatv(static_cast<GLenum>(name), values);
}
inline std::array<std::int32_t, 4> query_viewport(const char* context)
{
std::array<std::int32_t, 4> viewport {};
get_opengl_integer(pp::renderer::gl::viewport_query(), viewport.data());
(void)context;
return viewport;
}
inline pp::renderer::gl::OpenGlViewportRect query_viewport_rect(const char* context)
{
const auto result = pp::renderer::gl::query_opengl_viewport(
pp::renderer::gl::OpenGlViewportQueryDispatch {
.get_integer = get_opengl_integer,
});
if (!result.ok())
LOG("%s viewport query dispatch failed because: %s", context, result.status().message);
return result.value();
}
inline std::array<float, 4> query_clear_color(const char* context)
{
std::array<float, 4> color {};
get_opengl_float(pp::renderer::gl::color_clear_value_query(), color.data());
(void)context;
return color;
}
inline bool query_capability(std::uint32_t state, const char* context)
{
const auto result = pp::renderer::gl::query_opengl_capability_state(
state,
pp::renderer::gl::OpenGlCapabilityStateQueryDispatch {
.is_enabled = is_opengl_state_enabled,
});
if (!result.ok()) {
LOG("%s capability query failed because: %s", context, result.status().message);
return false;
}
return result.value();
}
inline std::uint32_t query_read_framebuffer(const char* context)
{
std::int32_t read_framebuffer = 0;
get_opengl_integer_scalar(pp::renderer::gl::read_framebuffer_binding_query(), &read_framebuffer);
(void)context;
return static_cast<std::uint32_t>(read_framebuffer);
}
inline void set_capability(std::uint32_t state, bool enabled, const char* context)
{
const auto status = pp::renderer::gl::apply_opengl_capability(
state,
enabled,
pp::renderer::gl::OpenGlCapabilityDispatch {
.enable = enable_opengl_state,
.disable = disable_opengl_state,
});
if (!status.ok())
LOG("%s capability dispatch failed because: %s", context, status.message);
}
inline void activate_texture_unit(std::uint32_t unit_index, const char* context)
{
const auto status = pp::renderer::gl::activate_opengl_texture_unit(
unit_index,
pp::renderer::gl::OpenGlActiveTextureDispatch {
.active_texture = activate_opengl_texture,
});
if (!status.ok())
LOG("%s active texture dispatch failed because: %s", context, status.message);
}
inline void set_blend_enabled(bool enabled, const char* context)
{
set_capability(pp::renderer::gl::blend_state(), enabled, context);
}
inline void apply_viewport(
std::int32_t x,
std::int32_t y,
std::int32_t width,
std::int32_t height,
const char* context)
{
const auto status = pp::renderer::gl::apply_opengl_viewport(
pp::renderer::gl::OpenGlViewportRect {
.x = x,
.y = y,
.width = width,
.height = height,
},
pp::renderer::gl::OpenGlViewportDispatch {
.viewport = set_opengl_viewport,
});
if (!status.ok())
LOG("%s viewport dispatch failed because: %s", context, status.message);
}
inline void apply_scissor_rect(
std::int32_t x,
std::int32_t y,
std::int32_t width,
std::int32_t height,
const char* context)
{
const auto status = pp::renderer::gl::apply_opengl_scissor_rect(
pp::renderer::gl::OpenGlScissorRect {
.enabled = 1U,
.x = x,
.y = y,
.width = width,
.height = height,
},
pp::renderer::gl::OpenGlScissorDispatch {
.enable = enable_opengl_state,
.disable = disable_opengl_state,
.scissor = set_opengl_scissor,
});
if (!status.ok())
LOG("%s scissor dispatch failed because: %s", context, status.message);
}
inline void clear_depth_buffer(const char* context)
{
const auto status = pp::renderer::gl::clear_opengl_buffers(
pp::renderer::gl::framebuffer_depth_buffer_mask(),
pp::renderer::gl::OpenGlBufferClearDispatch {
.clear = clear_opengl_buffer,
});
if (!status.ok())
LOG("%s depth clear dispatch failed because: %s", context, status.message);
}
inline void set_color_write_mask(
std::uint8_t r,
std::uint8_t g,
std::uint8_t b,
std::uint8_t a,
const char* context)
{
const auto status = pp::renderer::gl::apply_opengl_color_write_mask(
pp::renderer::gl::OpenGlColorWriteMask {
.r = r,
.g = g,
.b = b,
.a = a,
},
pp::renderer::gl::OpenGlColorWriteMaskDispatch {
.color_mask = set_opengl_color_mask,
});
if (!status.ok())
LOG("%s color mask dispatch failed because: %s", context, status.message);
}
inline void read_framebuffer_rgba8_pixel(
std::uint32_t framebuffer,
std::int32_t x,
std::int32_t y,
void* pixel,
const char* context)
{
const auto status = pp::renderer::gl::readback_opengl_framebuffer(
pp::renderer::gl::OpenGlFramebufferReadback {
.framebuffer = framebuffer,
.x = x,
.y = y,
.width = 1,
.height = 1,
.format = pp::renderer::gl::rgba8_readback_format(),
.pixels = pixel,
},
pp::renderer::gl::OpenGlFramebufferReadbackDispatch {
.get_integer = get_opengl_integer_scalar,
.bind_framebuffer = bind_opengl_framebuffer,
.read_pixels = read_opengl_pixels,
});
if (!status.ok())
LOG("%s pixel readback dispatch failed because: %s", context, status.message);
}
inline void clear_color_buffer(std::array<float, 4> color, const char* context)
{
const auto status = pp::renderer::gl::clear_opengl_render_target(
pp::renderer::gl::OpenGlDefaultClear {
.color = color,
.mask = pp::renderer::gl::framebuffer_color_buffer_mask(),
},
pp::renderer::gl::OpenGlClearDispatch {
.clear_color = set_opengl_clear_color,
.clear = clear_opengl_buffer,
});
if (!status.ok())
LOG("%s clear dispatch failed because: %s", context, status.message);
}
inline void set_clear_color(std::array<float, 4> color, const char* context)
{
const auto status = pp::renderer::gl::clear_opengl_render_target(
pp::renderer::gl::OpenGlDefaultClear {
.color = color,
.mask = pp::renderer::gl::framebuffer_color_buffer_mask(),
},
pp::renderer::gl::OpenGlClearDispatch {
.clear_color = set_opengl_clear_color,
.clear = [](std::uint32_t) noexcept {},
});
if (!status.ok())
LOG("%s clear-color dispatch failed because: %s", context, status.message);
}
inline void unbind_texture_2d(const char* context)
{
const auto status = pp::renderer::gl::bind_opengl_texture_2d(
0U,
pp::renderer::gl::OpenGlTexture2DBindDispatch {
.bind_texture = bind_opengl_texture,
});
if (!status.ok())
LOG("%s texture bind dispatch failed because: %s", context, status.message);
}
inline void bind_texture_cube(std::uint32_t texture_id, const char* context)
{
const auto status = pp::renderer::gl::bind_opengl_texture_cube(
texture_id,
pp::renderer::gl::OpenGlTexture2DBindDispatch {
.bind_texture = bind_opengl_texture,
});
if (!status.ok())
LOG("%s cube texture bind dispatch failed because: %s", context, status.message);
}
} // namespace pp::legacy::ui_gl