154 lines
3.7 KiB
C
154 lines
3.7 KiB
C
/* SPDX-License-Identifier:BSD-3-Clause */
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#include "context.h"
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#include "../renderer.h"
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#include "../../core/log.h"
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#include <stdlib.h>
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#include <stdio.h>
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static const char *vertex_shader_src =
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"#version 330 core\n"
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"layout (location = 0) in vec2 in_position;\n"
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"layout (location = 1) in vec3 in_color;\n"
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"out vec3 frag_color;\n"
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"void main() {\n"
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" gl_Position = vec4(in_position, 0.0, 1.0);\n"
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" frag_color = in_color;\n"
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"}\n";
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static const char *fragment_shader_src =
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"#version 330 core\n"
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"in vec3 frag_color;\n"
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"out vec4 out_color;\n"
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"void main() {\n"
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" out_color = vec4(frag_color, 1.0);\n"
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"}\n";
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static GLuint compile_shader(GLenum type, const char *source)
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{
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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GLint success;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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char info[512];
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glGetShaderInfoLog(shader, 512, NULL, info);
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log_error("Shader compilation failed: ");
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printf("%s\n", info);
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}
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return shader;
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}
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static GLuint create_shader_program(void)
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{
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GLuint vert = compile_shader(GL_VERTEX_SHADER, vertex_shader_src);
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GLuint frag = compile_shader(GL_FRAGMENT_SHADER, fragment_shader_src);
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GLuint program = glCreateProgram();
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glAttachShader(program, vert);
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glAttachShader(program, frag);
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glLinkProgram(program);
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GLint success;
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glGetProgramiv(program, GL_LINK_STATUS, &success);
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if (!success) {
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char info[512];
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glGetProgramInfoLog(program, 512, NULL, info);
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log_error("Shader linking failed: ");
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printf("%s\n", info);
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}
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glDeleteShader(vert);
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glDeleteShader(frag);
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return program;
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}
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static void create_quad_buffers(struct renderer_context *context)
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{
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f32 vertices[] = {
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-0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
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-0.5f, 0.5f, 1.0f, 1.0f, 1.0f
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};
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u16 indices[] = { 0, 1, 2, 2, 3, 0 };
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glGenVertexArrays(1, &context->vao);
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glGenBuffers(1, &context->vbo);
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glGenBuffers(1, &context->ebo);
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glBindVertexArray(context->vao);
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glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, context->ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(f32), (void *)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(f32), (void *)(2 * sizeof(f32)));
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glEnableVertexAttribArray(1);
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glBindVertexArray(0);
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log_info("Quad buffers created.\n");
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}
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struct renderer_context *renderer_context_init(RGFW_window *window)
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{
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struct renderer_context *context = malloc(sizeof(struct renderer_context));
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context->window = window;
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context->shader_program = create_shader_program();
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log_info("Shader program created.\n");
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create_quad_buffers(context);
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glEnable(GL_FRAMEBUFFER_SRGB);
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return context;
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}
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void renderer_context_deinit(struct renderer_context *context)
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{
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glDeleteVertexArrays(1, &context->vao);
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glDeleteBuffers(1, &context->vbo);
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glDeleteBuffers(1, &context->ebo);
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glDeleteProgram(context->shader_program);
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free(context);
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}
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struct mesh *renderer_build_chunk_mesh(void)
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{
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return NULL;
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}
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void renderer_draw_mesh(struct renderer_context *context, struct mesh mesh)
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{
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(void)context;
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(void)mesh;
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}
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void renderer_draw_chunk(struct renderer_context *context, struct mesh mesh)
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{
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(void)context;
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(void)mesh;
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}
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void renderer_present(struct renderer_context *context)
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{
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(context->shader_program);
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glBindVertexArray(context->vao);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
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RGFW_window_swapBuffers_OpenGL(context->window);
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}
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