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- static auto glrSize(uint size) -> uint {
- return size;
- //return bit::round(size); //return nearest power of two
- }
- static auto glrFormat(const string& format) -> GLuint {
- if(format == "r32i" ) return GL_R32I;
- if(format == "r32ui" ) return GL_R32UI;
- if(format == "rgba8" ) return GL_RGBA8;
- if(format == "rgb10a2") return GL_RGB10_A2;
- if(format == "rgba12" ) return GL_RGBA12;
- if(format == "rgba16" ) return GL_RGBA16;
- if(format == "rgba16f") return GL_RGBA16F;
- if(format == "rgba32f") return GL_RGBA32F;
- return GL_RGBA8;
- }
- static auto glrFilter(const string& filter) -> GLuint {
- if(filter == "nearest") return GL_NEAREST;
- if(filter == "linear" ) return GL_LINEAR;
- return GL_LINEAR;
- }
- static auto glrWrap(const string& wrap) -> GLuint {
- if(wrap == "border") return GL_CLAMP_TO_BORDER;
- if(wrap == "edge" ) return GL_CLAMP_TO_EDGE;
- if(wrap == "repeat") return GL_REPEAT;
- return GL_CLAMP_TO_BORDER;
- }
- static auto glrModulo(uint modulo) -> uint {
- if(modulo) return modulo;
- return 300; //divisible by 2, 3, 4, 5, 6, 10, 12, 15, 20, 25, 30, 50, 60, 100, 150
- }
- static auto glrProgram() -> GLuint {
- GLuint program = 0;
- glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&program);
- return program;
- }
- static auto glrUniform1i(const string& name, GLint value) -> void {
- GLint location = glGetUniformLocation(glrProgram(), name);
- glUniform1i(location, value);
- }
- static auto glrUniform4f(const string& name, GLfloat value0, GLfloat value1, GLfloat value2, GLfloat value3) -> void {
- GLint location = glGetUniformLocation(glrProgram(), name);
- glUniform4f(location, value0, value1, value2, value3);
- }
- static auto glrUniformMatrix4fv(const string& name, GLfloat* values) -> void {
- GLint location = glGetUniformLocation(glrProgram(), name);
- glUniformMatrix4fv(location, 1, GL_FALSE, values);
- }
- static auto glrParameters(GLuint filter, GLuint wrap) -> void {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap);
- }
- static auto glrCreateShader(GLuint program, GLuint type, const char* source) -> GLuint {
- GLuint shader = glCreateShader(type);
- glShaderSource(shader, 1, &source, 0);
- glCompileShader(shader);
- GLint result = GL_FALSE;
- glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
- if(result == GL_FALSE) {
- GLint length = 0;
- glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
- char text[length + 1];
- glGetShaderInfoLog(shader, length, &length, text);
- text[length] = 0;
- print("[ruby::OpenGL: shader compiler error]\n", (const char*)text, "\n\n");
- return 0;
- }
- glAttachShader(program, shader);
- return shader;
- }
- static auto glrLinkProgram(GLuint program) -> void {
- glLinkProgram(program);
- GLint result = GL_FALSE;
- glGetProgramiv(program, GL_LINK_STATUS, &result);
- if(result == GL_FALSE) {
- GLint length = 0;
- glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
- char text[length + 1];
- glGetProgramInfoLog(program, length, &length, text);
- text[length] = 0;
- print("[ruby::OpenGL: shader linker error]\n", (const char*)text, "\n\n");
- }
- glValidateProgram(program);
- result = GL_FALSE;
- glGetProgramiv(program, GL_VALIDATE_STATUS, &result);
- if(result == GL_FALSE) {
- GLint length = 0;
- glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
- char text[length + 1];
- glGetProgramInfoLog(program, length, &length, text);
- text[length] = 0;
- print("[ruby::OpenGL: shader validation error]\n", (const char*)text, "\n\n");
- }
- }
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