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OpenGL to vulkan API example code

Open Gaming-tech-cyber opened this issue 8 months ago • 4 comments

Describe the request

this is example code for a future pull request, providing the base code for a vulkanAPI translation feature allowing almost all OpenGL mods, including some formerly incompatible ones to work:

package vulkansmod; // Adjust to match VulkanMod’s actual package

import net.fabricmc.api.ModInitializer;
import org.lwjgl.opengl.GL11;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import java.lang.reflect.Field;
import java.lang.reflect.Method;

/**
 * Enhances VulkanMod to translate OpenGL calls from other Fabric mods to Vulkan.
 * This class initializes the compatibility layer and provides translation methods.
 */
public class OpenGLCompatibilityLayer implements ModInitializer {
    private static final Logger LOGGER = LoggerFactory.getLogger("vulkanmod/OpenGLCompatibility");
    private static VulkanRenderer vulkanRenderer; // Hypothetical reference to VulkanMod’s renderer
    private static Method clearMethod; // Example method for Vulkan translation

    @Override
    public void onInitialize() {
        LOGGER.info("Initializing OpenGL to Vulkan compatibility layer");

        // Hook into VulkanMod’s renderer (assumed to exist)
        try {
            setupVulkanRendererHook();
            LOGGER.info("OpenGL compatibility layer successfully initialized");
        } catch (Exception e) {
            LOGGER.error("Failed to initialize OpenGL compatibility layer", e);
            throw new RuntimeException("OpenGL compatibility layer setup failed", e);
        }

        // Register the compatibility layer (e.g., replace OpenGL context or intercept calls)
        redirectOpenGLCalls();
    }

    /**
     * Sets up access to VulkanMod’s internal Vulkan renderer.
     */
    private void setupVulkanRendererHook() throws Exception {
        // Hypothetical: Access VulkanMod’s renderer singleton or instance
        Class<?> rendererClass = Class.forName("vulkansmod.render.VulkanRenderer"); // Adjust class name
        Field instanceField = rendererClass.getDeclaredField("instance"); // Adjust field name
        instanceField.setAccessible(true);
        vulkanRenderer = (VulkanRenderer) instanceField.get(null);

        // Cache method for Vulkan clear operation (example)
        clearMethod = rendererClass.getDeclaredMethod("clear", int.class); // Adjust method name/signature
        clearMethod.setAccessible(true);
    }

    /**
     * Redirects OpenGL calls to Vulkan equivalents.
     * This could use Mixin, but for a PR, we’ll assume a manual hook for simplicity.
     */
    private void redirectOpenGLCalls() {
        // In a real PR, this might involve Mixin or modifying VulkanMod’s classloading
        LOGGER.info("OpenGL call redirection enabled (placeholder)");
        // Example: Replace GL11.glClear with a custom implementation
        // Actual implementation would require bytecode manipulation or renderer overrides
    }

    /**
     * Translated OpenGL glClear to VulkanMod’s Vulkan clear.
     * Callable by Mixin or direct replacement.
     */
    public static void translateGlClear(int mask) {
        try {
            if (vulkanRenderer != null && clearMethod != null) {
                clearMethod.invoke(vulkanRenderer, mask);
                LOGGER.debug("Translated GL11.glClear({}) to Vulkan", mask);
            } else {
                // Fallback to original OpenGL if setup failed
                GL11.glClear(mask);
                LOGGER.warn("Vulkan renderer not available, falling back to OpenGL");
            }
        } catch (Exception e) {
            LOGGER.error("Failed to translate glClear", e);
            GL11.glClear(mask); // Fallback
        }
    }
// Add more translation methods as needed, e.g., glDrawArrays
public static void translateGlDrawArrays(int mode, int first, int count) {
    // Placeholder: Implement Vulkan equivalent via vulkanRenderer
    LOGGER.debug("Translated GL11.glDrawArrays(mode={}, first={}, count={})", mode, first, count);
    // Actual Vulkan draw logic would go here
}

}

// Hypothetical renderer class for type reference (would exist in VulkanMod already) interface VulkanRenderer { void clear(int mask); // Adjust signature based on VulkanMod’s actual method }

Gaming-tech-cyber avatar Apr 10 '25 02:04 Gaming-tech-cyber

This is AI, bro.

redactedontop avatar Apr 10 '25 15:04 redactedontop

what am i looking at

realffqq avatar Apr 14 '25 18:04 realffqq

This is just a vibe coder, please remove this crap.

shibahaczix avatar Apr 16 '25 12:04 shibahaczix