finally
This commit is contained in:
parent
0aae751ee5
commit
0e15a6885a
1 changed files with 167 additions and 70 deletions
213
skr/skr.h
213
skr/skr.h
|
|
@ -227,6 +227,8 @@ typedef struct SkrVertex {
|
||||||
*/
|
*/
|
||||||
vec3 Position;
|
vec3 Position;
|
||||||
|
|
||||||
|
vec3 Color;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @brief Vertex normal vector.
|
* @brief Vertex normal vector.
|
||||||
*
|
*
|
||||||
|
|
@ -378,6 +380,8 @@ typedef struct SkrMesh {
|
||||||
*/
|
*/
|
||||||
unsigned int* Indices;
|
unsigned int* Indices;
|
||||||
unsigned int IndexCount;
|
unsigned int IndexCount;
|
||||||
|
|
||||||
|
SkrShaderProgram* Program;
|
||||||
} SkrMesh;
|
} SkrMesh;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|
@ -986,9 +990,8 @@ static inline void m_skr_gl_shader_set_mat4(const GLuint program,
|
||||||
m_skr_last_error_clear();
|
m_skr_last_error_clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
static inline void m_skr_gl_renderer_init(void) {}
|
|
||||||
|
|
||||||
static inline void m_skr_gl_renderer_render(SkrState* s) {
|
static inline void m_skr_gl_renderer_render(SkrState* s) {
|
||||||
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
for (unsigned int i = 0; i < s->ModelCount; ++i) {
|
for (unsigned int i = 0; i < s->ModelCount; ++i) {
|
||||||
|
|
@ -1002,13 +1005,11 @@ static inline void m_skr_gl_renderer_render(SkrState* s) {
|
||||||
if (mesh->VAO == 0 || mesh->VertexCount == 0)
|
if (mesh->VAO == 0 || mesh->VertexCount == 0)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
// use shaders
|
glUseProgram(mesh->Program->Backend.GL.ID);
|
||||||
glBindVertexArray(mesh->VAO);
|
glBindVertexArray(mesh->VAO);
|
||||||
glDrawArrays(GL_TRIANGLES, 0, mesh->VertexCount);
|
glDrawArrays(GL_TRIANGLES, 0, mesh->VertexCount);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
glBindVertexArray(0);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
static inline void m_skr_gl_renderer_finalize(SkrState* s) {
|
static inline void m_skr_gl_renderer_finalize(SkrState* s) {
|
||||||
|
|
@ -1184,11 +1185,66 @@ static inline int SkrWindowShouldClose(SkrWindow* w) {
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static inline void m_skr_gl_mesh_init(SkrMesh* m, SkrVertex* vertices,
|
||||||
|
size_t size) {
|
||||||
|
if (!vertices || size == 0) {
|
||||||
|
m_skr_last_error_set("missing vertices or size");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
glGenVertexArrays(1, &m->VAO);
|
||||||
|
glGenBuffers(1, &m->VBO);
|
||||||
|
glBindVertexArray(m->VAO);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, m->VBO);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, size, vertices, GL_STATIC_DRAW);
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
|
||||||
|
// position
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(SkrVertex),
|
||||||
|
(void*)0);
|
||||||
|
|
||||||
|
// color
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(SkrVertex),
|
||||||
|
(void*)offsetof(SkrVertex, Color));
|
||||||
|
|
||||||
|
// normal
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(SkrVertex),
|
||||||
|
(void*)offsetof(SkrVertex, Normal));
|
||||||
|
|
||||||
|
// uv
|
||||||
|
glEnableVertexAttribArray(3);
|
||||||
|
glVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, sizeof(SkrVertex),
|
||||||
|
(void*)offsetof(SkrVertex, UV));
|
||||||
|
|
||||||
|
// glBindVertexArray(0);
|
||||||
|
// glUseProgram(m->Program->Backend.GL.ID);
|
||||||
|
|
||||||
|
m_skr_last_error_clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
static inline void m_skr_gl_renderer_init(SkrState* s) {
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
for (int i = 0; i < s->ModelCount; i++) {
|
||||||
|
SkrModel* model = &s->Models[i];
|
||||||
|
for (int j = 0; j < model->MeshCount; j++) {
|
||||||
|
SkrMesh* mesh = &model->Meshes[j];
|
||||||
|
|
||||||
|
m_skr_gl_mesh_init(mesh, mesh->Vertices,
|
||||||
|
mesh->VertexCount *
|
||||||
|
sizeof(SkrVertex));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
static inline void SkrRendererInit(SkrState* s) {
|
static inline void SkrRendererInit(SkrState* s) {
|
||||||
if (!s)
|
if (!s)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
glEnable(GL_DEPTH_TEST);
|
if (s->Backend.GL)
|
||||||
|
m_skr_gl_renderer_init(s);
|
||||||
}
|
}
|
||||||
|
|
||||||
static inline void SkrRendererRender(SkrState* s) {
|
static inline void SkrRendererRender(SkrState* s) {
|
||||||
|
|
@ -1217,10 +1273,8 @@ static inline void SkrFinalize(SkrState* s) {
|
||||||
}
|
}
|
||||||
|
|
||||||
static inline void m_skr_gl_triangle(SkrState* s) {
|
static inline void m_skr_gl_triangle(SkrState* s) {
|
||||||
static SkrMesh mesh = {0};
|
static const char* triangle_vert =
|
||||||
static SkrModel model = {0};
|
"#version 330 core\n"
|
||||||
|
|
||||||
const char* triangle_vert = "#version 330 core\n"
|
|
||||||
"layout (location = 0) in vec3 aPos;\n"
|
"layout (location = 0) in vec3 aPos;\n"
|
||||||
"layout (location = 1) in vec3 aColor;\n"
|
"layout (location = 1) in vec3 aColor;\n"
|
||||||
"out vec3 ourColor;\n"
|
"out vec3 ourColor;\n"
|
||||||
|
|
@ -1229,7 +1283,8 @@ static inline void m_skr_gl_triangle(SkrState* s) {
|
||||||
" ourColor = aColor;\n"
|
" ourColor = aColor;\n"
|
||||||
"}\n";
|
"}\n";
|
||||||
|
|
||||||
const char* triangle_frag = "#version 330 core\n"
|
static const char* triangle_frag =
|
||||||
|
"#version 330 core\n"
|
||||||
"out vec4 FragColor;\n"
|
"out vec4 FragColor;\n"
|
||||||
"in vec3 ourColor;\n"
|
"in vec3 ourColor;\n"
|
||||||
"void main() {\n"
|
"void main() {\n"
|
||||||
|
|
@ -1243,36 +1298,30 @@ static inline void m_skr_gl_triangle(SkrState* s) {
|
||||||
|
|
||||||
GLuint prog =
|
GLuint prog =
|
||||||
m_skr_gl_create_program_from_shaders(shaders, sizeof(shaders));
|
m_skr_gl_create_program_from_shaders(shaders, sizeof(shaders));
|
||||||
glUseProgram(prog);
|
|
||||||
|
|
||||||
glGenVertexArrays(1, &mesh.VAO);
|
static const SkrVertex vertices[] = {
|
||||||
glGenBuffers(1, &mesh.VBO);
|
{.Position = {0.5f, -0.5f, 0.0f}, .Color = {1.0f, 0.0f, 0.0f}},
|
||||||
glBindVertexArray(mesh.VAO);
|
{.Position = {-0.5f, -0.5f, 0.0f}, .Color = {0.0f, 1.0f, 0.0f}},
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, mesh.VBO);
|
{.Position = {0.0f, 0.5f, 0.0f}, .Color = {0.0f, 0.0f, 1.0f}},
|
||||||
|
};
|
||||||
|
|
||||||
float vertices[] = {0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
|
static SkrMesh mesh = {
|
||||||
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
|
.Vertices = (SkrVertex*)vertices,
|
||||||
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f};
|
.VertexCount = 3,
|
||||||
|
.Program = NULL,
|
||||||
|
};
|
||||||
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices,
|
static SkrShaderProgram program = {.Backend.GL.ID = 0};
|
||||||
GL_STATIC_DRAW);
|
program.Backend.GL.ID = prog;
|
||||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float),
|
mesh.Program = &program;
|
||||||
(void*)0);
|
|
||||||
glEnableVertexAttribArray(0);
|
|
||||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float),
|
|
||||||
(void*)(3 * sizeof(float)));
|
|
||||||
glEnableVertexAttribArray(1);
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
||||||
glBindVertexArray(0);
|
|
||||||
|
|
||||||
mesh.VertexCount = 3;
|
static SkrModel model = {
|
||||||
model.Meshes = &mesh;
|
.Meshes = &mesh,
|
||||||
model.MeshCount = 1;
|
.MeshCount = 1,
|
||||||
|
};
|
||||||
|
|
||||||
s->Models = &model;
|
s->Models = &model;
|
||||||
s->ModelCount = 1;
|
s->ModelCount = 1;
|
||||||
|
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
static inline void SkrTriangle(SkrState* s) {
|
static inline void SkrTriangle(SkrState* s) {
|
||||||
|
|
@ -1288,35 +1337,83 @@ static inline void SkrCaptureCursor(SkrState* s) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
static inline void m_skr_gl_mesh_init(SkrMesh* m, SkrVertex* vertices,
|
/**
|
||||||
size_t size) {
|
* @brief Append vertices to an existing mesh.
|
||||||
if (!vertices || size == 0) {
|
*
|
||||||
m_skr_last_error_set("missing vertices or size");
|
* @param mesh Pointer to the mesh to modify.
|
||||||
return;
|
* @param vertices Pointer to the vertex array to append.
|
||||||
|
* @param count Number of vertices to append.
|
||||||
|
* @return int 0 on success, nonzero on allocation failure.
|
||||||
|
*/
|
||||||
|
static inline int m_skr_mesh_append_vertices(SkrMesh* mesh,
|
||||||
|
const SkrVertex* vertices,
|
||||||
|
const int count) {
|
||||||
|
if (!mesh || !vertices || count <= 0)
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
int new_count = mesh->VertexCount + count;
|
||||||
|
SkrVertex* new_vertices =
|
||||||
|
realloc(mesh->Vertices, new_count * sizeof(SkrVertex));
|
||||||
|
if (!new_vertices) {
|
||||||
|
m_skr_last_error_set("failed to realloc mesh vertices");
|
||||||
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
glGenVertexArrays(1, &m->VAO);
|
memcpy(new_vertices + mesh->VertexCount, vertices,
|
||||||
glGenBuffers(1, &m->VBO);
|
count * sizeof(SkrVertex));
|
||||||
glBindVertexArray(m->VAO);
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, m->VBO);
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, size, vertices, GL_STATIC_DRAW);
|
|
||||||
glEnableVertexAttribArray(0);
|
|
||||||
|
|
||||||
// vertex position
|
mesh->Vertices = new_vertices;
|
||||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(SkrVertex),
|
mesh->VertexCount = new_count;
|
||||||
(void*)0);
|
return 1;
|
||||||
// vertex normals
|
}
|
||||||
glEnableVertexAttribArray(1);
|
|
||||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(SkrVertex),
|
|
||||||
(void*)offsetof(SkrVertex, Normal));
|
|
||||||
// vertex texture coords
|
|
||||||
glEnableVertexAttribArray(2);
|
|
||||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(SkrVertex),
|
|
||||||
(void*)offsetof(SkrVertex, UV));
|
|
||||||
|
|
||||||
glBindVertexArray(0);
|
/**
|
||||||
|
* @brief Append a mesh to an existing model.
|
||||||
|
*
|
||||||
|
* @param model Pointer to the model to modify.
|
||||||
|
* @param mesh Pointer to the mesh to append (copied by value).
|
||||||
|
* @return int 0 on success, nonzero on allocation failure.
|
||||||
|
*/
|
||||||
|
static inline int skr_model_append_mesh(SkrModel* model, const SkrMesh* mesh) {
|
||||||
|
if (!model || !mesh)
|
||||||
|
return 0;
|
||||||
|
|
||||||
m_skr_last_error_clear();
|
SkrMesh* new_meshes = realloc(model->Meshes,
|
||||||
|
(model->MeshCount + 1) * sizeof(SkrMesh));
|
||||||
|
if (!new_meshes) {
|
||||||
|
m_skr_last_error_set("failed to realloc model meshes");
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
new_meshes[model->MeshCount] = *mesh; // shallow copy (VAO, VBO, etc.)
|
||||||
|
model->Meshes = new_meshes;
|
||||||
|
model->MeshCount += 1;
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Append a model to the global rendering state.
|
||||||
|
*
|
||||||
|
* @param state Pointer to the engine state.
|
||||||
|
* @param model Pointer to the model to append (copied by value).
|
||||||
|
* @return int 0 on success, nonzero on allocation failure.
|
||||||
|
*/
|
||||||
|
static inline int skr_state_append_model(SkrState* state,
|
||||||
|
const SkrModel* model) {
|
||||||
|
if (!state || !model)
|
||||||
|
return -1;
|
||||||
|
|
||||||
|
SkrModel* new_models = realloc(state->Models, (state->ModelCount + 1) *
|
||||||
|
sizeof(SkrModel));
|
||||||
|
if (!new_models) {
|
||||||
|
m_skr_last_error_set("failed to realloc state models");
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
new_models[state->ModelCount] = *model;
|
||||||
|
state->Models = new_models;
|
||||||
|
state->ModelCount += 1;
|
||||||
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
#ifdef __cplusplus
|
#ifdef __cplusplus
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue