This commit is contained in:
tavo 2025-10-30 21:58:40 -06:00
parent 0aae751ee5
commit 0e15a6885a

237
skr/skr.h
View file

@ -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) {
@ -1217,24 +1273,23 @@ 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"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec3 aColor;\n"
"out vec3 ourColor;\n"
"void main() {\n"
" gl_Position = vec4(aPos, 1.0);\n"
" ourColor = aColor;\n"
"}\n";
const char* triangle_vert = "#version 330 core\n" static const char* triangle_frag =
"layout (location = 0) in vec3 aPos;\n" "#version 330 core\n"
"layout (location = 1) in vec3 aColor;\n" "out vec4 FragColor;\n"
"out vec3 ourColor;\n" "in vec3 ourColor;\n"
"void main() {\n" "void main() {\n"
" gl_Position = vec4(aPos, 1.0);\n" " FragColor = vec4(ourColor, 1.0f);\n"
" ourColor = aColor;\n" "}\n";
"}\n";
const char* triangle_frag = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec3 ourColor;\n"
"void main() {\n"
" FragColor = vec4(ourColor, 1.0f);\n"
"}\n";
SkrShader shaders[] = { SkrShader shaders[] = {
{GL_VERTEX_SHADER, triangle_vert, NULL}, {GL_VERTEX_SHADER, triangle_vert, NULL},
@ -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