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#include "cru/platform/gui/sdl/OpenGLRenderer.h"
#include "cru/base/Base.h"
#include "cru/base/log/Logger.h"
#include "cru/platform/graphics/cairo/CairoPainter.h"
#include "cru/platform/gui/sdl/Base.h"
#include "cru/platform/gui/sdl/Window.h"
#include <SDL3/SDL_video.h>
#include <cairo.h>
namespace cru::platform::gui::sdl {
namespace {
constexpr float kVertices[] = {-1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -1.0f,
0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f,
0.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f};
constexpr unsigned int kIndices[] = {0, 1, 2, 0, 2, 3};
constexpr auto kVertexShader = R"(#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
void main()
{
gl_Position = vec4(aPos, 1.0);
TexCoord = aTexCoord;
})";
constexpr auto kFragmentShader = R"(#version 330 core
out vec4 FragColor;
in vec2 TexCoord;
uniform sampler2D ourTexture;
void main()
{
FragColor = texture(ourTexture, TexCoord);
})";
class SdlOpenGLCairoRendererPainter : public graphics::cairo::CairoPainter {
public:
SdlOpenGLCairoRendererPainter(cairo_t* cairo, cairo_surface_t* surface,
SdlOpenGLRenderer* renderer)
: CairoPainter(nullptr, cairo, false, surface), renderer_(renderer) {}
void EndDraw() override {
CairoPainter::EndDraw();
renderer_->Present();
}
private:
SdlOpenGLRenderer* renderer_;
};
} // namespace
SdlOpenGLRenderer::SdlOpenGLRenderer(SdlWindow* window, int width, int height) {
assert(window);
assert(window->GetSdlWindow());
window_ = window;
sdl_window_ = window->GetSdlWindow();
sdl_window_id_ = window->GetSdlWindowId();
sdl_gl_context_ = SDL_GL_CreateContext(sdl_window_);
gl_texture_ = 0;
cairo_surface_ = nullptr;
cairo_ = nullptr;
if (!sdl_gl_context_) {
throw SdlException("Failed to create sdl gl context.");
}
auto _ = MakeContextCurrent();
auto version = gladLoadGLContext(&glad_gl_context_, SDL_GL_GetProcAddress);
CruLogDebug(kLogTag, "SDL window id {}, openGL version: {}.{}.",
sdl_window_id_, GLAD_VERSION_MAJOR(version),
GLAD_VERSION_MINOR(version));
glad_gl_context_.Enable(GL_BLEND);
glad_gl_context_.BlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
gl_shader_program_ = CreateGLProgram();
glad_gl_context_.GenVertexArrays(1, &gl_vertex_array_);
glad_gl_context_.GenBuffers(1, &gl_vertex_buffer_);
glad_gl_context_.GenBuffers(1, &gl_element_buffer_);
glad_gl_context_.BindVertexArray(gl_vertex_array_);
glad_gl_context_.BindBuffer(GL_ARRAY_BUFFER, gl_vertex_buffer_);
glad_gl_context_.BufferData(GL_ARRAY_BUFFER, sizeof(kVertices),
static_cast<const void*>(kVertices),
GL_STATIC_DRAW);
glad_gl_context_.BindBuffer(GL_ELEMENT_ARRAY_BUFFER, gl_element_buffer_);
glad_gl_context_.BufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(kIndices),
static_cast<const void*>(kIndices),
GL_STATIC_DRAW);
glad_gl_context_.VertexAttribPointer(
0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), static_cast<void*>(0));
glad_gl_context_.EnableVertexAttribArray(0);
glad_gl_context_.VertexAttribPointer(
1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
reinterpret_cast<void*>(3 * sizeof(float)));
glad_gl_context_.EnableVertexAttribArray(1);
glad_gl_context_.UseProgram(gl_shader_program_);
Resize(width, height);
}
SdlOpenGLRenderer::~SdlOpenGLRenderer() {
if (cairo_) {
cairo_destroy(cairo_);
cairo_ = nullptr;
}
if (cairo_surface_) {
cairo_surface_destroy(cairo_surface_);
cairo_surface_ = nullptr;
}
CheckSdlReturn(SDL_GL_DestroyContext(sdl_gl_context_));
}
void SdlOpenGLRenderer::Resize(int width, int height) {
CruLogDebug(kLogTag, "Resize to {} x {}", width, height);
width_ = width;
height_ = height;
auto _ = MakeContextCurrent();
if (cairo_) {
cairo_destroy(cairo_);
cairo_ = nullptr;
}
if (cairo_surface_) {
cairo_surface_destroy(cairo_surface_);
cairo_surface_ = nullptr;
}
if (gl_texture_) {
glad_gl_context_.DeleteTextures(1, &gl_texture_);
gl_texture_ = 0;
}
cairo_surface_ =
cairo_image_surface_create(CAIRO_FORMAT_ARGB32, width, height);
auto status = cairo_surface_status(cairo_surface_);
if (status != CAIRO_STATUS_SUCCESS) {
throw Exception("Failed to create cairo surface.");
}
cairo_ = cairo_create(cairo_surface_);
status = cairo_status(cairo_);
if (status != CAIRO_STATUS_SUCCESS) {
throw Exception("Failed to create cairo context.");
}
glad_gl_context_.Viewport(0, 0, width, height);
glad_gl_context_.GenTextures(1, &gl_texture_);
glad_gl_context_.BindTexture(GL_TEXTURE_2D, gl_texture_);
glad_gl_context_.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
glad_gl_context_.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
}
std::unique_ptr<graphics::IPainter> SdlOpenGLRenderer::BeginPaint() {
assert(cairo_surface_);
assert(gl_texture_);
auto painter = std::make_unique<SdlOpenGLCairoRendererPainter>(
cairo_, cairo_surface_, this);
return painter;
}
void SdlOpenGLRenderer::Present() {
assert(cairo_surface_);
assert(gl_texture_);
auto context_guard = MakeContextCurrent();
auto data = cairo_image_surface_get_data(cairo_surface_);
glad_gl_context_.TexImage2D(GL_TEXTURE_2D, 0, GL_BGRA, width_, height_, 0,
GL_BGRA, GL_UNSIGNED_BYTE, data);
glad_gl_context_.DrawElements(
GL_TRIANGLES, sizeof(kIndices) / sizeof(*kIndices), GL_UNSIGNED_INT, 0);
CheckSdlReturn(SDL_GL_SwapWindow(sdl_window_));
}
GLuint SdlOpenGLRenderer::CreateGLProgram() {
auto check_shader = [this](std::string_view name, GLuint shader) {
int success;
char infoLog[512];
glad_gl_context_.GetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
glad_gl_context_.GetShaderInfoLog(shader, 512, nullptr, infoLog);
CruLogError(kLogTag, "Failed to compile OpenGL {} shader: {}", name,
infoLog);
}
};
auto check_program = [this](std::string_view name, GLuint program) {
int success;
char infoLog[512];
glad_gl_context_.GetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
glad_gl_context_.GetProgramInfoLog(program, 512, nullptr, infoLog);
CruLogError(kLogTag, "Failed to link OpenGL {} program: {}", name,
infoLog);
}
};
auto vertex_shader = glad_gl_context_.CreateShader(GL_VERTEX_SHADER);
glad_gl_context_.ShaderSource(vertex_shader, 1, &kVertexShader, nullptr);
glad_gl_context_.CompileShader(vertex_shader);
check_shader("vertex", vertex_shader);
auto fragment_shader = glad_gl_context_.CreateShader(GL_FRAGMENT_SHADER);
glad_gl_context_.ShaderSource(fragment_shader, 1, &kFragmentShader, nullptr);
glad_gl_context_.CompileShader(fragment_shader);
check_shader("fragment", fragment_shader);
auto shader_program = glad_gl_context_.CreateProgram();
glad_gl_context_.AttachShader(shader_program, vertex_shader);
glad_gl_context_.AttachShader(shader_program, fragment_shader);
glad_gl_context_.LinkProgram(shader_program);
check_program("main", shader_program);
glad_gl_context_.DeleteShader(fragment_shader);
glad_gl_context_.DeleteShader(vertex_shader);
return shader_program;
}
Guard SdlOpenGLRenderer::MakeContextCurrent() {
auto old_context = SDL_GL_GetCurrentContext();
auto old_window = SDL_GL_GetCurrentWindow();
CheckSdlReturn(SDL_GL_MakeCurrent(sdl_window_, sdl_gl_context_));
return Guard([old_context, old_window] {
CheckSdlReturn(SDL_GL_MakeCurrent(old_window, old_context));
});
}
} // namespace cru::platform::gui::sdl
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