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/**
* Titan Engine Implementation
*
* OpenGL Render Device and Engine Context
*/
// NOTE: Requires miniaudio.h in project folder
#define MINIAUDIO_IMPLEMENTATION
#include "miniaudio.h"
#include "Titan_Engine.hpp"
#include "Titan_Platform_Win32.cpp"
#include "Titan_Audio.cpp"
#ifdef _WIN32
#include <windows.h>
#include <gl/GL.h>
// OpenGL function declarations
typedef void (APIENTRY* PFNGLGENVERTEXARRAYSPROC)(GLsizei, GLuint*);
typedef void (APIENTRY* PFNGLBINDVERTEXARRAYPROC)(GLuint);
typedef void (APIENTRY* PFNGLDELETEVERTEXARRAYSPROC)(GLsizei, const GLuint*);
typedef void (APIENTRY* PFNGLGENBUFFERSPROC)(GLsizei, GLuint*);
typedef void (APIENTRY* PFNGLDELETEBUFFERSPROC)(GLsizei, const GLuint*);
typedef void (APIENTRY* PFNGLBINDBUFFERPROC)(GLenum, GLuint);
typedef void (APIENTRY* PFNGLBUFFERDATAPROC)(GLenum, GLsizeiptr, const void*, GLenum);
typedef void (APIENTRY* PFNGLBUFFERSUBDATAPROC)(GLenum, GLintptr, GLsizeiptr, const void*);
typedef void (APIENTRY* PFNGLVERTEXATTRIBPOINTERPROC)(GLuint, GLint, GLenum, GLboolean, GLsizei, const void*);
typedef void (APIENTRY* PFNGLENABLEVERTEXATTRIBARRAYPROC)(GLuint);
typedef GLuint (APIENTRY* PFNGLCREATESHADERPROC)(GLenum);
typedef void (APIENTRY* PFNGLSHADERSOURCEPROC)(GLuint, GLsizei, const GLchar**, const GLint*);
typedef void (APIENTRY* PFNGLCOMPILESHADERPROC)(GLuint);
typedef void (APIENTRY* PFNGLGETSHADERIVPROC)(GLuint, GLenum, GLint*);
typedef void (APIENTRY* PFNGLGETSHADERINFOLOGPROC)(GLuint, GLsizei, GLsizei*, GLchar*);
typedef GLuint (APIENTRY* PFNGLCREATEPROGRAMPROC)();
typedef void (APIENTRY* PFNGLATTACHSHADERPROC)(GLuint, GLuint);
typedef void (APIENTRY* PFNGLLINKPROGRAMPROC)(GLuint);
typedef void (APIENTRY* PFNGLGETPROGRAMIVPROC)(GLuint, GLenum, GLint*);
typedef void (APIENTRY* PFNGLGETPROGRAMINFOLOGPROC)(GLuint, GLsizei, GLsizei*, GLchar*);
typedef void (APIENTRY* PFNGLUSEPROGRAMPROC)(GLuint);
typedef void (APIENTRY* PFNGLDELETESHADERPROC)(GLuint);
typedef void (APIENTRY* PFNGLDELETEPROGRAMPROC)(GLuint);
typedef GLint (APIENTRY* PFNGLGETUNIFORMLOCATIONPROC)(GLuint, const GLchar*);
typedef void (APIENTRY* PFNGLUNIFORM1IPROC)(GLint, GLint);
typedef void (APIENTRY* PFNGLUNIFORM4FPROC)(GLint, GLfloat, GLfloat, GLfloat, GLfloat);
typedef void (APIENTRY* PFNGLUNIFORMMATRIX4FVPROC)(GLint, GLsizei, GLboolean, const GLfloat*);
typedef void (APIENTRY* PFNGLACTIVETEXTUREPROC)(GLenum);
// OpenGL constants
#ifndef GL_ARRAY_BUFFER
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_STATIC_DRAW 0x88E4
#define GL_DYNAMIC_DRAW 0x88E8
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_COMPILE_STATUS 0x8B81
#define GL_LINK_STATUS 0x8B82
#define GL_TEXTURE0 0x84C0
#endif
#endif
#include <unordered_map>
#include <cstdio>
namespace Titan::Graphics {
// ============================================================================
// OpenGL Function Pointers
// ============================================================================
static PFNGLGENBUFFERSPROC glGenBuffers = nullptr;
static PFNGLDELETEBUFFERSPROC glDeleteBuffers = nullptr;
static PFNGLBINDBUFFERPROC glBindBuffer = nullptr;
static PFNGLBUFFERDATAPROC glBufferData = nullptr;
static PFNGLBUFFERSUBDATAPROC glBufferSubData = nullptr;
static PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = nullptr;
static PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray = nullptr;
static PFNGLCREATESHADERPROC glCreateShader = nullptr;
static PFNGLSHADERSOURCEPROC glShaderSource = nullptr;
static PFNGLCOMPILESHADERPROC glCompileShader = nullptr;
static PFNGLGETSHADERIVPROC glGetShaderiv = nullptr;
static PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog = nullptr;
static PFNGLCREATEPROGRAMPROC glCreateProgram = nullptr;
static PFNGLATTACHSHADERPROC glAttachShader = nullptr;
static PFNGLLINKPROGRAMPROC glLinkProgram = nullptr;
static PFNGLGETPROGRAMIVPROC glGetProgramiv = nullptr;
static PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog = nullptr;
static PFNGLUSEPROGRAMPROC glUseProgram = nullptr;
static PFNGLDELETESHADERPROC glDeleteShader = nullptr;
static PFNGLDELETEPROGRAMPROC glDeleteProgram = nullptr;
static PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = nullptr;
static PFNGLUNIFORM1IPROC glUniform1i = nullptr;
static PFNGLUNIFORM4FPROC glUniform4f = nullptr;
static PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv = nullptr;
static PFNGLACTIVETEXTUREPROC glActiveTexture = nullptr;
static bool GOpenGLLoaded = false;
static bool LoadOpenGLFunctions()
{
if (GOpenGLLoaded) return true;
#ifdef _WIN32
#define LOAD_GL_FUNC(Name) Name = (decltype(Name))wglGetProcAddress(#Name)
LOAD_GL_FUNC(glGenBuffers);
LOAD_GL_FUNC(glDeleteBuffers);
LOAD_GL_FUNC(glBindBuffer);
LOAD_GL_FUNC(glBufferData);
LOAD_GL_FUNC(glBufferSubData);
LOAD_GL_FUNC(glVertexAttribPointer);
LOAD_GL_FUNC(glEnableVertexAttribArray);
LOAD_GL_FUNC(glCreateShader);
LOAD_GL_FUNC(glShaderSource);
LOAD_GL_FUNC(glCompileShader);
LOAD_GL_FUNC(glGetShaderiv);
LOAD_GL_FUNC(glGetShaderInfoLog);
LOAD_GL_FUNC(glCreateProgram);
LOAD_GL_FUNC(glAttachShader);
LOAD_GL_FUNC(glLinkProgram);
LOAD_GL_FUNC(glGetProgramiv);
LOAD_GL_FUNC(glGetProgramInfoLog);
LOAD_GL_FUNC(glUseProgram);
LOAD_GL_FUNC(glDeleteShader);
LOAD_GL_FUNC(glDeleteProgram);
LOAD_GL_FUNC(glGetUniformLocation);
LOAD_GL_FUNC(glUniform1i);
LOAD_GL_FUNC(glUniform4f);
LOAD_GL_FUNC(glUniformMatrix4fv);
LOAD_GL_FUNC(glActiveTexture);
#undef LOAD_GL_FUNC
#endif
GOpenGLLoaded = true;
return true;
}
// ============================================================================
// Buffer Storage
// ============================================================================
struct FGLBuffer
{
uint32 ID;
std::vector<VertexAttribute> Layout;
uint32 Stride;
};
static std::unordered_map<uint32, FGLBuffer> GBufferMap;
// ============================================================================
// Error Checking
// ============================================================================
static bool CheckShaderCompileError(uint32 ShaderID, const char* Type)
{
GLint Success;
glGetShaderiv(ShaderID, GL_COMPILE_STATUS, &Success);
if (!Success)
{
char InfoLog[512];
glGetShaderInfoLog(ShaderID, 512, nullptr, InfoLog);
fprintf(stderr, "[TitanEngine] %s Shader Compile Error: %s\n", Type, InfoLog);
return false;
}
return true;
}
static bool CheckProgramLinkError(uint32 ProgramID)
{
GLint Success;
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Success);
if (!Success)
{
char InfoLog[512];
glGetProgramInfoLog(ProgramID, 512, nullptr, InfoLog);
fprintf(stderr, "[TitanEngine] Shader Program Link Error: %s\n", InfoLog);
return false;
}
return true;
}
static void CheckGLError(const char* Operation)
{
GLenum Error = glGetError();
if (Error != GL_NO_ERROR)
{
fprintf(stderr, "[TitanEngine] OpenGL Error during %s: 0x%X\n", Operation, Error);
}
}
// ============================================================================
// OpenGL Render Device
// ============================================================================
class FOpenGLRenderDevice : public IRenderDevice
{
public:
void Init() override
{
LoadOpenGLFunctions();
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
CheckGLError("Init");
}
void Shutdown() override
{
GBufferMap.clear();
}
BufferHandle CreateBuffer(const BufferDesc& Desc) override
{
uint32 BufferID;
glGenBuffers(1, &BufferID);
GLenum Target = (Desc.type == BufferType::Vertex) ? GL_ARRAY_BUFFER : GL_ELEMENT_ARRAY_BUFFER;
GLenum Usage = (Desc.usage == BufferUsage::Static) ? GL_STATIC_DRAW : GL_DYNAMIC_DRAW;
glBindBuffer(Target, BufferID);
glBufferData(Target, static_cast<GLsizeiptr>(Desc.size), Desc.data, Usage);
// Calculate stride
uint32 Stride = 0;
for (const auto& Attr : Desc.layout)
{
Stride += Attr.count * 4; // sizeof(float)
}
GBufferMap[BufferID] = {BufferID, Desc.layout, Stride};
CheckGLError("CreateBuffer");
return {BufferID};
}
void UpdateBuffer(BufferHandle Handle, usize Offset, usize Size, const void* Data) override
{
glBindBuffer(GL_ARRAY_BUFFER, Handle.id);
glBufferSubData(GL_ARRAY_BUFFER, static_cast<GLintptr>(Offset), static_cast<GLsizeiptr>(Size), Data);
CheckGLError("UpdateBuffer");
}
void DestroyBuffer(BufferHandle Handle) override
{
glDeleteBuffers(1, &Handle.id);
GBufferMap.erase(Handle.id);
}
ShaderHandle CreateShader(const char* VertexSource, const char* FragmentSource) override
{
// Compile vertex shader
uint32 VertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(VertexShader, 1, &VertexSource, nullptr);
glCompileShader(VertexShader);
if (!CheckShaderCompileError(VertexShader, "Vertex"))
{
glDeleteShader(VertexShader);
return {0};
}
// Compile fragment shader
uint32 FragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(FragmentShader, 1, &FragmentSource, nullptr);
glCompileShader(FragmentShader);
if (!CheckShaderCompileError(FragmentShader, "Fragment"))
{
glDeleteShader(VertexShader);
glDeleteShader(FragmentShader);
return {0};
}
// Link program
uint32 Program = glCreateProgram();
glAttachShader(Program, VertexShader);
glAttachShader(Program, FragmentShader);
glLinkProgram(Program);
if (!CheckProgramLinkError(Program))
{
glDeleteShader(VertexShader);
glDeleteShader(FragmentShader);
glDeleteProgram(Program);
return {0};
}
// Cleanup shaders (they're linked to program now)
glDeleteShader(VertexShader);
glDeleteShader(FragmentShader);
return {Program};
}
void DestroyShader(ShaderHandle Handle) override
{
glDeleteProgram(Handle.id);
}
TextureHandle CreateTexture(const TextureDesc& Desc) override
{
uint32 TextureID;
glGenTextures(1, &TextureID);
glBindTexture(GL_TEXTURE_2D, TextureID);
GLint MinFilter = (Desc.filter == TextureFilter::Nearest) ? GL_NEAREST : GL_LINEAR;
GLint MagFilter = (Desc.filter == TextureFilter::Nearest) ? GL_NEAREST : GL_LINEAR;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, MinFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, MagFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
GLint InternalFormat = (Desc.format == TextureFormat::R8) ? GL_RED : GL_RGBA;
GLenum Format = (Desc.format == TextureFormat::R8) ? GL_RED : GL_RGBA;
glTexImage2D(GL_TEXTURE_2D, 0, InternalFormat,
static_cast<GLsizei>(Desc.width),
static_cast<GLsizei>(Desc.height),
0, Format, GL_UNSIGNED_BYTE, Desc.data);
CheckGLError("CreateTexture");
return {TextureID};
}
void DestroyTexture(TextureHandle Handle) override
{
glDeleteTextures(1, &Handle.id);
}
void BindPipeline(ShaderHandle Handle) override
{
glUseProgram(Handle.id);
}
void BindVertexBuffer(BufferHandle Handle) override
{
auto It = GBufferMap.find(Handle.id);
if (It == GBufferMap.end())
{
return;
}
const FGLBuffer& Buffer = It->second;
glBindBuffer(GL_ARRAY_BUFFER, Handle.id);
uint32 Offset = 0;
for (uint32 i = 0; i < Buffer.Layout.size(); ++i)
{
glVertexAttribPointer(
i,
static_cast<GLint>(Buffer.Layout[i].count),
GL_FLOAT,
Buffer.Layout[i].normalized ? GL_TRUE : GL_FALSE,
static_cast<GLsizei>(Buffer.Stride),
reinterpret_cast<void*>(static_cast<uintptr_t>(Offset))
);
glEnableVertexAttribArray(i);
Offset += Buffer.Layout[i].count * 4;
}
}
void BindIndexBuffer(BufferHandle Handle) override
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, Handle.id);
}
void BindTexture(TextureHandle Handle, uint32 Slot) override
{
glActiveTexture(GL_TEXTURE0 + Slot);
glBindTexture(GL_TEXTURE_2D, Handle.id);
}
void SetUniformMat4(ShaderHandle Handle, const char* Name, const Math::Mat4& Matrix) override
{
GLint Location = glGetUniformLocation(Handle.id, Name);
if (Location != -1)
{
glUniformMatrix4fv(Location, 1, GL_TRUE, &Matrix.m[0][0]);
}
}
void SetUniformVec4(ShaderHandle Handle, const char* Name, const Math::Vec4& Vector) override
{
GLint Location = glGetUniformLocation(Handle.id, Name);
if (Location != -1)
{
glUniform4f(Location, Vector.x, Vector.y, Vector.z, Vector.w);
}
}
void SetUniformInt(ShaderHandle Handle, const char* Name, int32 Value) override
{
GLint Location = glGetUniformLocation(Handle.id, Name);
if (Location != -1)
{
glUniform1i(Location, Value);
}
}
void Clear(float R, float G, float B) override
{
glClearColor(R, G, B, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void DrawIndexed(uint32 Count, uint32 Offset) override
{
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(Count), GL_UNSIGNED_INT,
reinterpret_cast<void*>(static_cast<uintptr_t>(Offset * 4)));
}
void DrawArrays(uint32 Count, uint32 First) override
{
glDrawArrays(GL_TRIANGLES, static_cast<GLint>(First), static_cast<GLsizei>(Count));
}
};
// ============================================================================
// Global Device
// ============================================================================
IRenderDevice* g_Device = nullptr;
void Backend::Init()
{
g_Device = new FOpenGLRenderDevice();
g_Device->Init();
}
void Backend::Shutdown()
{
if (g_Device)
{
g_Device->Shutdown();
delete g_Device;
g_Device = nullptr;
}
}
void Backend::Clear(float R, float G, float B)
{
if (g_Device)
{
g_Device->Clear(R, G, B);
}
}
} // namespace Titan::Graphics
// ============================================================================
// Engine Implementation
// ============================================================================
namespace Titan {
static Engine::Context GEngineContext;
Engine::Context* Engine::Get()
{
return &GEngineContext;
}
void Engine::Init(const char* Title, uint32 Width, uint32 Height)
{
GEngineContext.isRunning = true;
Platform::Init(Width, Height, Title);
Graphics::Backend::Init();
Assets::Loader::Init();
GEngineContext.events.Init();
GEngineContext.input.Init();
GEngineContext.audio.Init();
GEngineContext.stateMgr.Init(&GEngineContext);
Debug::Initialize();
GEngineContext.world.Clear();
GEngineContext.scheduler.Init(GEngineContext.world);
}
void Engine::Shutdown()
{
GEngineContext.scheduler.Shutdown(GEngineContext.world);
Debug::Shutdown();
GEngineContext.audio.Shutdown();
GEngineContext.events.Shutdown();
Graphics::Backend::Shutdown();
Platform::Shutdown();
}
} // namespace Titan