topaz/rendering/gl/renderer.c

154 lines
3.7 KiB
C

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