ES2 Support?
This commit is contained in:
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3078b26756
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21f52cba33
@ -11,10 +11,20 @@ if(GLES_COMPATIBILITY_LAYER_USE_DEFAULT_INCLUDE_PATH)
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target_include_directories(gles-compatibility-layer PUBLIC include)
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endif()
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# GL Version
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option(GLES_COMPATIBILITY_LAYER_USE_ES3 "Use OpenGL ES 3" TRUE)
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if(GLES_COMPATIBILITY_LAYER_USE_ES3)
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target_compile_definitions(gles-compatibility-layer PUBLIC GLES_COMPATIBILITY_LAYER_USE_ES3)
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endif()
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# Shaders
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include(cmake/util.cmake)
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embed_resource(gles-compatibility-layer src/shaders/main.vsh)
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embed_resource(gles-compatibility-layer src/shaders/main.fsh)
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set(SHADER_FOLDER "es2")
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if(GLES_COMPATIBILITY_LAYER_USE_ES3)
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set(SHADER_FOLDER "es3")
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endif()
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embed_resource(gles-compatibility-layer "src/shaders/${SHADER_FOLDER}/main.vsh")
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embed_resource(gles-compatibility-layer "src/shaders/${SHADER_FOLDER}/main.fsh")
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# Warnings
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target_compile_options(gles-compatibility-layer PRIVATE -Wall -Wextra -Werror -Wpointer-arith -Wshadow -Wnull-dereference)
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21
LICENSE
Normal file
21
LICENSE
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@ -0,0 +1,21 @@
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MIT License
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Copyright (c) 2023 TheBrokenRail
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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@ -170,6 +170,7 @@ void glLightModelfv(GLenum pname, const GLfloat *params);
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void glPixelStorei(GLenum pname, GLint param);
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// Not Part Of OpenGL ES 1.1
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#ifdef GLES_COMPATIBILITY_LAYER_USE_ES3
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#define GL_SAMPLES_PASSED_ARB 0x8c2f // GL_ANY_SAMPLES_PASSED
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#define GL_QUERY_RESULT_AVAILABLE_ARB 0x8867 // GL_QUERY_RESULT_AVAILABLE
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#define GL_QUERY_RESULT_ARB 0x8866 // GL_QUERY_RESULT
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@ -178,6 +179,7 @@ void glDeleteQueriesARB(GLsizei n, const GLuint *ids);
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void glBeginQueryARB(GLenum target, GLuint id);
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void glEndQueryARB(GLenum target);
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void glGetQueryObjectuivARB(GLuint id, GLenum pname, GLuint *params);
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#endif
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void extra_enable_highlight_mode(float red, float green, float blue, float alpha);
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void extra_disable_highlight_mode();
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@ -115,9 +115,10 @@ static GLuint get_shader() {
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}
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// Init
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#ifdef GLES_COMPATIBILITY_LAYER_USE_ES3
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GL_FUNC(glGenVertexArrays, void, (GLsizei n, GLuint *arrays));
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GL_FUNC(glBindVertexArray, void, (GLuint array));
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GL_FUNC(glActiveTexture, void, (GLenum texture));
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#endif
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void init_gles_compatibility_layer() {
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// State
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_init_gles_compatibility_layer_state();
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@ -126,9 +127,11 @@ void init_gles_compatibility_layer() {
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reset_variables();
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// Setup VAO
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#ifdef GLES_COMPATIBILITY_LAYER_USE_ES3
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GLuint vao;
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real_glGenVertexArrays()(1, &vao);
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real_glBindVertexArray()(vao);
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#endif
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// Load Shader
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GLuint program = get_shader();
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@ -120,6 +120,7 @@ GL_FUNC(glBufferSubData, void, (GLenum target, GLintptr offset, GLsizeiptr size,
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void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data) {
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real_glBufferSubData()(target, offset, size, data);
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}
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#ifdef GLES_COMPATIBILITY_LAYER_USE_ES3
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GL_FUNC(glGenQueries, void, (GLsizei n, GLuint *ids));
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void glGenQueriesARB(GLsizei n, GLuint *ids) {
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real_glGenQueries()(n, ids);
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@ -140,6 +141,7 @@ GL_FUNC(glGetQueryObjectuiv, void, (GLuint id, GLenum pname, GLuint *params));
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void glGetQueryObjectuivARB(GLuint id, GLenum pname, GLuint *params) {
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real_glGetQueryObjectuiv()(id, pname, params);
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}
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#endif
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GL_FUNC(glPixelStorei, void, (GLenum pname, GLint param));
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void glPixelStorei(GLenum pname, GLint param) {
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real_glPixelStorei()(pname, param);
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@ -8,6 +8,18 @@
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#include "log.h"
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// Testing
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#ifdef GLES_COMPATIBILITY_LAYER_TESTING
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typedef void (*test_t)();
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extern void add_test(const char *function_name);
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#define ADD_TEST(test) \
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__attribute__((constructor)) static void add_##test##_test() { \
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add_test(#test); \
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}
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#else
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#define ADD_TEST(test)
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#endif
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// Load GL Function
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#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
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#define GL_APIENTRY __stdcall
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@ -26,4 +38,5 @@
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} \
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} \
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return func; \
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}
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} \
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ADD_TEST(name)
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50
src/shaders/es2/main.fsh
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50
src/shaders/es2/main.fsh
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#version 100
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precision highp float;
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// Texture
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uniform bool u_has_texture;
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uniform sampler2D u_texture_unit;
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// Color
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varying vec4 v_color;
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varying vec4 v_texture_pos;
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// Highlight Mode
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uniform bool u_highlight_mode;
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uniform vec4 u_highlight_mode_color;
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// Alpha Test
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uniform bool u_alpha_test;
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// Fog
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uniform bool u_fog;
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uniform vec4 u_fog_color;
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uniform bool u_fog_is_linear;
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uniform float u_fog_start;
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uniform float u_fog_end;
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varying vec4 v_fog_eye_position;
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// Main
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void main(void) {
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gl_FragColor = v_color;
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// Texture
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if (u_has_texture) {
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vec4 texture_color = texture(u_texture_unit, v_texture_pos.xy);
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if (u_highlight_mode) {
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texture_color.rgb = u_highlight_mode_color.rgb;
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texture_color.a *= u_highlight_mode_color.a;
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gl_FragColor = texture_color;
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} else {
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gl_FragColor *= texture_color;
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}
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}
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// Fog
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if (u_fog) {
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float fog_factor;
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if (u_fog_is_linear) {
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fog_factor = (u_fog_end - length(v_fog_eye_position)) / (u_fog_end - u_fog_start);
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} else {
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fog_factor = exp(-u_fog_start * length(v_fog_eye_position));
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}
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fog_factor = clamp(fog_factor, 0.0, 1.0);
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gl_FragColor.rgb = mix(gl_FragColor, u_fog_color, 1.0 - fog_factor).rgb;
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}
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// Alpha Test
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if (u_alpha_test && gl_FragColor.a <= 0.1) {
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discard;
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}
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}
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48
src/shaders/es2/main.vsh
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48
src/shaders/es2/main.vsh
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#version 100
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precision highp float;
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// Matrices
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uniform mat4 u_projection;
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uniform mat4 u_model_view;
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uniform mat4 u_texture;
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// Texture
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attribute vec3 a_vertex_coords;
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attribute vec2 a_texture_coords;
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varying vec4 v_texture_pos;
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// Color
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attribute vec4 a_color;
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varying vec4 v_color;
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// Normal
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attribute vec3 a_normal;
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uniform float u_normal_rescale_factor;
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// Lighting
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uniform bool u_lighting;
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uniform vec4 u_lighting_ambient;
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uniform bool u_lighting_light_source_0;
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uniform vec3 u_lighting_light_source_0_position;
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uniform vec4 u_lighting_light_source_0_diffuse;
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uniform bool u_lighting_light_source_1;
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uniform vec3 u_lighting_light_source_1_position;
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uniform vec4 u_lighting_light_source_1_diffuse;
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// Fog
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varying vec4 v_fog_eye_position;
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// Main
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void main(void) {
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v_texture_pos = u_texture * vec4(a_texture_coords.xy, 0.0, 1.0);
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gl_Position = u_projection * u_model_view * vec4(a_vertex_coords.xyz, 1.0);
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v_color = a_color;
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v_fog_eye_position = u_model_view * vec4(a_vertex_coords.xyz, 1.0);
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// Lighting
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if (u_lighting) {
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vec4 transformed_normal = u_model_view * vec4(a_normal, 0.0) * u_normal_rescale_factor;
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vec4 total_light = u_lighting_ambient;
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if (u_lighting_light_source_0) {
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total_light += max(0.0, dot(transformed_normal.xyz, u_lighting_light_source_0_position)) * u_lighting_light_source_0_diffuse;
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}
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if (u_lighting_light_source_1) {
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total_light += max(0.0, dot(transformed_normal.xyz, u_lighting_light_source_1_position)) * u_lighting_light_source_1_diffuse;
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}
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total_light = clamp(total_light, 0.0, 1.0);
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v_color *= total_light;
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}
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}
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1
test/.gitignore
vendored
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1
test/.gitignore
vendored
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/build
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test/CMakeLists.txt
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11
test/CMakeLists.txt
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cmake_minimum_required(VERSION 3.16.0)
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project(gles-compatibility-layer-test)
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# Build Library
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set(GLES_COMPATIBILITY_LAYER_USE_SDL FALSE CACHE BOOL "" FORCE)
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add_subdirectory(.. gles-compatibility-layer)
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target_compile_definitions(gles-compatibility-layer PRIVATE GLES_COMPATIBILITY_LAYER_TESTING)
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# Build
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add_executable(main src/main.cpp)
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target_link_libraries(main gles-compatibility-layer)
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test/src/main.cpp
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125
test/src/main.cpp
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#include <cstdio>
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#include <cstdlib>
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#include <string>
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#include <vector>
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#include <fstream>
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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#include <GLES/gl.h>
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#define INFO(format, ...) \
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{ \
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fprintf(stderr, "[INFO]: " format "\n", ##__VA_ARGS__); \
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}
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#define WARN(format, ...) \
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{ \
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fprintf(stderr, "[WARN]: " format "\n", ##__VA_ARGS__); \
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}
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#define ERR(format, ...) \
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{ \
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fprintf(stderr, "[ERR]: (%s:%i): " format "\n", __FILE__, __LINE__, ##__VA_ARGS__); \
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exit(EXIT_FAILURE); \
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}
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// Tests
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#define MAX_TESTS 255
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static const char *tests[MAX_TESTS] = { 0 };
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extern "C" void add_test(const char *function_name) {
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static int i = 0;
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if (i >= MAX_TESTS) {
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ERR("Too Many Tests!");
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}
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tests[i++] = function_name;
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}
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// Header Files
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static std::vector<std::string> header_lines;
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static void load_header(std::string filename) {
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std::ifstream file(filename);
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if (!file.good()) {
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ERR("Unable To Load Header: %s", filename.c_str());
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}
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std::string line;
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while (std::getline(file, line)) {
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header_lines.push_back(line);
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}
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file.close();
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}
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static void load_headers() {
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header_lines.clear();
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#ifdef GLES_COMPATIBILITY_LAYER_USE_ES3
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load_header("/usr/include/GLES3/gl3.h");
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#else
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load_header("/usr/include/GLES2/gl2.h");
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#endif
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}
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// Run Test
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static void run_test(std::string function_name) {
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// Log
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INFO("Checking %s...", function_name.c_str());
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// Search Headers
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std::string check_str = " " + function_name + " ";
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bool found = false;
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for (std::string line : header_lines) {
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if (line.find(check_str) != std::string::npos) {
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// Found
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found = true;
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break;
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}
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}
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if (!found) {
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ERR("Unable To Find Function");
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}
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}
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// Handle GLFW Error
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static void glfw_error(__attribute__((unused)) int error, const char *description) {
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WARN("GLFW Error: %s", description);
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}
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int main() {
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INFO("Starting Test");
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// Init GLFW
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glfwSetErrorCallback(glfw_error);
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if (!glfwInit()) {
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ERR("Unable To Initialize GLFW");
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}
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// Create OpenGL ES Context
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
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#ifdef GLES_COMPATIBILITY_LAYER_USE_ES3
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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#else
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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#endif
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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// Create Window
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GLFWwindow *glfw_window = glfwCreateWindow(640, 480, "Test Window", NULL, NULL);
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if (!glfw_window) {
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ERR("Unable To Create GLFW Window");
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}
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// Make Window Context Current
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glfwMakeContextCurrent(glfw_window);
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// Setup Compatibility Layer
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init_gles_compatibility_layer();
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// Run Tests
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load_headers();
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for (int i = 0; tests[i] != NULL; i++) {
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run_test(tests[i]);
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}
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// Exit
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glfwDestroyWindow(glfw_window);
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glfwTerminate();
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INFO("Test Complete");
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}
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