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"); } }