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No commits in common. "b3ee3f3357db8dc6d535b841ae3bbdc1b154a203" and "8cbe81177bacda034c8ec3837b9b42c841d04e71" have entirely different histories.
b3ee3f3357
...
8cbe81177b
18 changed files with 46 additions and 2820 deletions
3
Makefile
3
Makefile
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@ -19,9 +19,6 @@ objdir:
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run: $(BINARY)
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run: $(BINARY)
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./$(BINARY)
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./$(BINARY)
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debug: $(BINARY)
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gdb $(BINARY)
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clean:
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clean:
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rm -rf $(OBJ) $(BINARY)
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rm -rf $(OBJ) $(BINARY)
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@ -1,7 +1,8 @@
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#version 460 core
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#version 460 core
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layout(location = 0) in vec3 a_Position;
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layout(location = 0) in vec3 a_Position;
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layout(location = 1) in vec4 a_Color;
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layout(location = 1) in mat4 a_Transform;
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layout(location = 2) in vec4 a_Color;
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struct VertexOutput {
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struct VertexOutput {
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vec4 Color;
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vec4 Color;
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@ -9,13 +10,8 @@ struct VertexOutput {
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layout(location = 0) out VertexOutput Output;
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layout(location = 0) out VertexOutput Output;
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layout(std140, binding = 0) uniform Camera {
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mat4 view;
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mat4 projection;
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};
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void main() {
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void main() {
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Output.Color = a_Color;
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Output.Color = a_Color;
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gl_Position = projection * view * vec4(a_Position, 1.0);
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gl_Position = vec4(a_Position, 1.0) * a_Transform;
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}
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}
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@ -13,15 +13,10 @@ struct VertexOutput {
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layout(location = 0) out VertexOutput Output;
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layout(location = 0) out VertexOutput Output;
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layout(location = 2) out flat float TexID;
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layout(location = 2) out flat float TexID;
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layout(std140, binding = 0) uniform Camera {
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mat4 view;
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mat4 projection;
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};
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void main() {
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void main() {
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Output.Tint = a_Tint;
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Output.Tint = a_Tint;
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Output.TexCoord = a_TexCoord;
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Output.TexCoord = a_TexCoord;
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TexID = a_TexID;
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TexID = a_TexID;
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gl_Position = projection * view * vec4(a_Position, 1.0);
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gl_Position = vec4(a_Position, 1.0);
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}
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}
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Binary file not shown.
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@ -6,7 +6,6 @@
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#include <stdbool.h>
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#include <stdbool.h>
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#include <gearlib.h>
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#include <gearlib.h>
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#include <slibs.h>
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typedef struct BatchStats {
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typedef struct BatchStats {
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uint32_t draw_calls;
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uint32_t draw_calls;
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@ -14,10 +13,9 @@ typedef struct BatchStats {
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} BatchStats;
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} BatchStats;
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typedef struct RenderBatch {
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typedef struct RenderBatch {
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uint32_t vbo, vao;
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uint32_t vbo;
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uint32_t vao;
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uint32_t shader;
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uint32_t shader;
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void* vertices;
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void* vertices;
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void* vertex_ptr;
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void* vertex_ptr;
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size_t vertex_size;
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size_t vertex_size;
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@ -31,10 +29,6 @@ typedef struct RenderBatch {
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void (*flush_callback)(struct RenderBatch*);
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void (*flush_callback)(struct RenderBatch*);
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} RenderBatch;
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} RenderBatch;
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typedef sl_vec(RenderBatch*) BatchList;
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extern BatchList batches;
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RenderBatch* create_batch(size_t vert_size, uint32_t max_verts);
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RenderBatch* create_batch(size_t vert_size, uint32_t max_verts);
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void flush();
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void flush();
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void flush_batch(RenderBatch* batch);
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void flush_batch(RenderBatch* batch);
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@ -1,11 +0,0 @@
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#ifndef __CAMERA_H__
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#define __CAMERA_H__
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typedef struct Camera {
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mat4 view;
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mat4 projection;
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} Camera;
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void set_active_camera(Camera* camera);
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#endif
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@ -1,12 +0,0 @@
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#ifndef __COLORS_H__
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#define __COLORS_H__
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#define WHITE vec4(1.0f, 1.0f, 1.0f, 1.0f)
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#define BLACK vec4(0.0f, 0.0f, 0.0f, 1.0f)
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#define RED vec4(1.0f, 0.0f, 0.0f, 1.0f)
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#define GREEN vec4(0.0f, 1.0f, 0.0f, 1.0f)
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#define BLUE vec4(0.0f, 0.0f, 1.0f, 1.0f)
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#define BLANK vec4(0.0f, 0.0f, 0.0f, 0.0f)
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#endif
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@ -1,9 +1,8 @@
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#ifndef __GEARLIB_H__
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#ifndef __GEARLIB_H__
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#define __GEARLIB_H__
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#define __GEARLIB_H__
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#define MAX_VERTICES 2500
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#define MAX_VERTICES 1000
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#include <colors.h>
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#include <raymath.h>
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#include <raymath.h>
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#include <init.h>
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#include <init.h>
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#include <shaders.h>
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#include <shaders.h>
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@ -11,7 +10,6 @@
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#include <debugging.h>
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#include <debugging.h>
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#include <vertex.h>
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#include <vertex.h>
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#include <renderer.h>
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#include <renderer.h>
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#include <camera.h>
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#include <batch.h>
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#include <batch.h>
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#include <quad.h>
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#include <quad.h>
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#include <textures.h>
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#include <textures.h>
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2554
include/oldmath.h
2554
include/oldmath.h
File diff suppressed because it is too large
Load diff
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@ -3,16 +3,9 @@
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#include <gearlib.h>
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#include <gearlib.h>
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void setup_quads();
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void draw_quad(vec2 pos, vec2 size, vec4 color);
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void draw_quad_trans(mat4 transform, vec4 color);
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void batch_draw_quad(RenderBatch* batch, mat4 transform, vec4 color);
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RenderBatch* create_quad_batch();
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extern RenderBatch* quad_batch;
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typedef struct {
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typedef struct {
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vec3 Position;
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vec3 Position;
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mat4 Transform;
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vec4 Color;
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vec4 Color;
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} QuadVertex;
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} QuadVertex;
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@ -115,11 +115,6 @@ typedef struct vec2 {
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float x;
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float x;
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float y;
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float y;
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} vec2;
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} vec2;
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#define vec2(...) (vec2){ __VA_ARGS__ }
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#define VEC2 "%f, %f"
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#define RL_VECTOR2_TYPE
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#define RL_VECTOR2_TYPE
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#endif
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#endif
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@ -130,18 +125,6 @@ typedef struct vec3 {
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float y;
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float y;
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float z;
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float z;
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} vec3;
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} vec3;
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#define vec3_1(x) (vec3){ x, x, x }
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#define vec3_2(v2, z) (vec3){ v2.x, v2.y, z }
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#define vec3_3(x, y, z) (vec3){ x, y, z }
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#define vec3_MACRO(_1, _2, _3, NAME, ...) NAME
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#define vec3(...) vec3_MACRO(__VA_ARGS__, vec3_3, vec3_2, vec3_1)(__VA_ARGS__)
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#define vec3_spread(v) v.x, v.y, v.z
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#define VEC3 "%f, %f, %f"
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#define RL_VECTOR3_TYPE
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#define RL_VECTOR3_TYPE
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#endif
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#endif
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@ -153,19 +136,6 @@ typedef struct vec4 {
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float z;
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float z;
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float w;
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float w;
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} vec4;
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} vec4;
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#define vec4_1(x) (vec4){ x, x, x, x }
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#define vec4_2(v3, w) (vec4){ v3.x, v3.y, v3.z, w }
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#define vec4_3(v2, z, w) (vec4){ v2.x, v2.y, z, w }
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#define vec4_4(x, y, z, w) (vec4){ x, y, z, w }
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#define vec4_MACRO(_1, _2, _3, _4, NAME, ...) NAME
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#define vec4(...) vec4_MACRO(__VA_ARGS__, vec4_4, vec4_3, vec4_2, vec4_1)(__VA_ARGS__)
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#define vec4_spread(v) v.x, v.y, v.z, v.w
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#define VEC4 "%f, %f, %f, %f"
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#define RL_VECTOR4_TYPE
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#define RL_VECTOR4_TYPE
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#endif
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#endif
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@ -4,13 +4,10 @@
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#include <gearlib.h>
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#include <gearlib.h>
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#include <stdint.h>
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#include <stdint.h>
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typedef uint32_t Texture;
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void setup_textures();
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void setup_textures();
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Texture load_texture(const char* path);
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uint32_t load_texture(const char* path);
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void draw_texture(Texture id, vec2 pos, vec2 size, vec4 tint);
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void draw_texture(uint32_t id, vec3 pos, vec4 color);
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void draw_texture_trans(Texture id, mat4 transform, vec4 tint);
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void batch_draw_texture(RenderBatch* batch, uint32_t id, vec3 pos, vec4 color);
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void batch_draw_texture(RenderBatch* batch, Texture id, mat4 transform, vec4 tint);
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RenderBatch* create_texture_quad_batch();
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RenderBatch* create_texture_quad_batch();
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extern RenderBatch* texture_quad_batch;
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extern RenderBatch* texture_quad_batch;
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10
src/batch.c
10
src/batch.c
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@ -2,7 +2,7 @@
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#include <stdlib.h>
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#include <stdlib.h>
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#include <slibs.h>
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#include <slibs.h>
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BatchList batches = { 0 };
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sl_vec(RenderBatch*) batches = { 0 };
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RenderBatch* create_batch(size_t vert_size, uint32_t max_verts) {
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RenderBatch* create_batch(size_t vert_size, uint32_t max_verts) {
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RenderBatch* batch = calloc(sizeof(RenderBatch), 1);
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RenderBatch* batch = calloc(sizeof(RenderBatch), 1);
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@ -36,13 +36,6 @@ void flush_batch(RenderBatch* batch) {
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glUseProgram(batch->shader);
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glUseProgram(batch->shader);
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/*glUniformMatrix4fv(0, 1, GL_FALSE,
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mat4ToFloat(mat4Multiply(batch->camera->view, batch->camera->projection)));*/
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//glUniformMatrix4fv(1, 1, GL_FALSE, mat4ToFloat(batch->camera->view));
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//glUniformMatrix4fv(2, 1, GL_FALSE, mat4ToFloat(batch->camera->projection));
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if(batch->flush_callback != NULL)
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if(batch->flush_callback != NULL)
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batch->flush_callback(batch);
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batch->flush_callback(batch);
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@ -76,5 +69,6 @@ void batch_bind_attribs(RenderBatch* batch) {
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}
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}
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bool batch_needs_flush(RenderBatch* batch, uint32_t vertex_add) {
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bool batch_needs_flush(RenderBatch* batch, uint32_t vertex_add) {
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//return true;
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return batch->vertex_size * (batch->vertex_count + vertex_add) >= batch->vertex_size * batch->max_vertices;
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return batch->vertex_size * (batch->vertex_count + vertex_add) >= batch->vertex_size * batch->max_vertices;
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}
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}
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@ -1,7 +0,0 @@
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#include <gearlib.h>
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void set_active_camera(Camera* camera) {
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/*for(int i = 0; i < batches.size; i++) {
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batches.data[i]->camera = camera;
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}*/
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}
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@ -3,8 +3,6 @@
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#include <stdlib.h>
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#include <stdlib.h>
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#include <opengl.h>
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#include <opengl.h>
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bool gl_initialized = false;
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void init_gl(int major, int minor) {
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void init_gl(int major, int minor) {
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if(!glfwInit()) {
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if(!glfwInit()) {
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printf("[GLFW] Failed to initialize\n");
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printf("[GLFW] Failed to initialize\n");
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@ -16,15 +14,9 @@ void init_gl(int major, int minor) {
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, major);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, major);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, minor);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, minor);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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printf("[OPENGL] Using OpenGL %d.%d\n", major, minor);
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gl_initialized = true;
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}
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}
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Window create_window(int width, int height, const char* title) {
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Window create_window(int width, int height, const char* title) {
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if(!gl_initialized) init_gl(4, 6);
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Window window = glfwCreateWindow(width, height, title, NULL, NULL);
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Window window = glfwCreateWindow(width, height, title, NULL, NULL);
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if(!window) {
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if(!window) {
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printf("[GLFW] Failed to create window\n");
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printf("[GLFW] Failed to create window\n");
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102
src/main.c
102
src/main.c
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@ -1,127 +1,45 @@
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#include <gearlib.h>
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#include <gearlib.h>
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#include <stdlib.h>
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Camera* create_camera(vec2 pos) {
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#include <raymath.h>
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Camera* camera = calloc(sizeof(Camera), 1);
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camera->view = mat4Transpose(mat4Translate(pos.x, pos.y, -3.0f));
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return camera;
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}
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void update_camera(Camera* camera, Window window) {
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int width, height;
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glfwGetWindowSize(window, &width, &height);
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assert(camera != NULL);
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camera->projection = mat4Transpose(mat4Ortho(0.0f, width, height, 0.0f, 0.0f, 1000.0f));
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//camera->projection = mat4Transpose(mat4Perspective(45.0f * DEG2RAD, ((double)width / (double)height), 0.1f, 100.0f));
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}
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typedef struct CameraData {
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mat4 view_projection;
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} CameraData;
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int main() {
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int main() {
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init_gl(4, 6);
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Window window = create_window(800, 600, "gearlib");
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Window window = create_window(800, 600, "gearlib");
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glfwSwapInterval(0);
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glfwSwapInterval(0);
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enable_debugging();
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enable_debugging();
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setup_quads();
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setup_textures();
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setup_textures();
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Camera* camera = create_camera(vec2(0.0f, 0.0f));
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uint32_t cat = load_texture("assets/cat.png");
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set_active_camera(camera);
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Texture cat = load_texture("assets/cat.png");
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/*uint32_t cat = load_texture("assets/cat.png");
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uint32_t cuddle = load_texture("assets/cuddle.png");
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uint32_t cuddle = load_texture("assets/cuddle.png");
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uint32_t parrots = load_texture("assets/parrots.png");*/
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uint32_t parrots = load_texture("assets/parrots.png");
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||||||
double time = glfwGetTime();
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double time = glfwGetTime();
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/*double total_time = 0;
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int frames = 0;
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int fps = 0;*/
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uint32_t ubo;
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glCreateBuffers(1, &ubo);
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glNamedBufferStorage(ubo, sizeof(Camera), NULL, GL_DYNAMIC_STORAGE_BIT);
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, ubo);
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||||||
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float angle = 0;
|
|
||||||
|
|
||||||
while (!glfwWindowShouldClose(window)) {
|
while (!glfwWindowShouldClose(window)) {
|
||||||
process_input(window);
|
process_input(window);
|
||||||
update_camera(camera, window);
|
|
||||||
|
|
||||||
glNamedBufferSubData(ubo, 0, sizeof(Camera), camera);
|
|
||||||
|
|
||||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
/*for(int i = 0; i < 33; i++) {
|
draw_texture(parrots, (vec3){ -0.4f, 0.4f, 0.0f }, (vec4){ 1.0f, 1.0f, 1.0f, 1.0f });
|
||||||
draw_texture(parrots, vec3(-0.4f, 0.4f, 0.0f), WHITE);
|
draw_texture(cat, (vec3){ 0.0f, 0.0f, 0.0f }, (vec4){ 1.0f, 1.0f, 1.0f, 1.0f });
|
||||||
draw_texture(cat, vec3(0.0f, 0.0f, 0.0f), WHITE);
|
draw_texture(cuddle, (vec3){ 0.0f, -0.4f, 0.0f }, (vec4){ 1.0f, 1.0f, 1.0f, 1.0f });
|
||||||
draw_texture(cuddle, vec3(0.0f, -0.4f, 0.0f), WHITE);
|
|
||||||
}*/
|
|
||||||
|
|
||||||
//draw_texture(cat, vec2(300, 400), vec2(700, 700), WHITE);
|
|
||||||
|
|
||||||
//for(int i = 0; i < 255; i++)
|
|
||||||
//draw_quad(vec2(i, i), vec2(10, 10), vec4(i / 255.0f, i / 255.0f, i / 255.0f, 1.0f));
|
|
||||||
|
|
||||||
mat4 transform = mat4Multiply(
|
|
||||||
mat4Multiply(
|
|
||||||
mat4Scale(100, 100, 1),
|
|
||||||
mat4Identity()),
|
|
||||||
/*mat4Rotate(vec3(1.0f, 0.5f, 0.0f), angle)),*/
|
|
||||||
mat4Translate(0, 0, 1));
|
|
||||||
transform = mat4Multiply(mat4Translate(0.5, 0.5f, 0.0f), transform);
|
|
||||||
|
|
||||||
draw_texture_trans(cat, transform, WHITE);
|
|
||||||
|
|
||||||
flush();
|
flush();
|
||||||
|
|
||||||
double end_time = glfwGetTime();
|
double end_time = glfwGetTime();
|
||||||
double frame_time = end_time - time;
|
double frame_time = end_time - time;
|
||||||
//total_time += frame_time;
|
|
||||||
double fps = 1 / frame_time;
|
double fps = 1 / frame_time;
|
||||||
|
|
||||||
angle += frame_time;
|
|
||||||
|
|
||||||
time = end_time;
|
time = end_time;
|
||||||
|
|
||||||
/*frames++;
|
//printf("%lf, %lf" /*", %d, %d"*/ "\n", frame_time, fps/*, stats.draw_calls, stats.total_verts*/);
|
||||||
if(total_time > 1.0) {
|
|
||||||
fps = frames;
|
|
||||||
frames = 0;
|
|
||||||
total_time = 0;
|
|
||||||
}*/
|
|
||||||
|
|
||||||
//printf("%lf, %lf\n", frame_time, fps);
|
|
||||||
|
|
||||||
glfwSwapBuffers(window);
|
glfwSwapBuffers(window);
|
||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
}
|
}
|
||||||
|
|
||||||
glfwDestroyWindow(window);
|
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
/*
|
|
||||||
double time = glfwGetTime();
|
|
||||||
...
|
|
||||||
double end_time = glfwGetTime();
|
|
||||||
double frame_time = end_time - time;
|
|
||||||
double fps = 1 / frame_time;
|
|
||||||
time = end_time;
|
|
||||||
|
|
||||||
printf("%lf, %lf, %d, %d\n", frame_time, fps, 0, 0);
|
|
||||||
*/
|
|
||||||
|
|
37
src/quad.c
37
src/quad.c
|
@ -1,5 +1,4 @@
|
||||||
#include <gearlib.h>
|
#include <gearlib.h>
|
||||||
#include <assert.h>
|
|
||||||
|
|
||||||
vec3 quad_vertex_positions[6] = {
|
vec3 quad_vertex_positions[6] = {
|
||||||
{ -0.5f, 0.5f, 0.0f },
|
{ -0.5f, 0.5f, 0.0f },
|
||||||
|
@ -11,36 +10,14 @@ vec3 quad_vertex_positions[6] = {
|
||||||
{ 0.5f, 0.5f, 0.0f },
|
{ 0.5f, 0.5f, 0.0f },
|
||||||
};
|
};
|
||||||
|
|
||||||
RenderBatch* quad_batch = NULL;
|
void draw_rectangle(RenderBatch* batch, mat4 transform, vec4 color) {
|
||||||
|
if(batch_needs_flush(batch, 6))
|
||||||
void setup_quads() {
|
|
||||||
quad_batch = create_quad_batch();
|
|
||||||
}
|
|
||||||
|
|
||||||
void draw_quad(vec2 pos, vec2 size, vec4 color) {
|
|
||||||
mat4 transform = mat4Multiply(
|
|
||||||
mat4Scale(size.x, size.y, 1.0f),
|
|
||||||
mat4Translate(pos.x, pos.y, 0.0f));
|
|
||||||
|
|
||||||
draw_quad_trans(transform, color);
|
|
||||||
}
|
|
||||||
|
|
||||||
void draw_quad_trans(mat4 transform, vec4 color) {
|
|
||||||
assert(quad_batch != NULL && "quad_batch is null, was setup_quads() called?");
|
|
||||||
|
|
||||||
batch_draw_quad(quad_batch, transform, color);
|
|
||||||
}
|
|
||||||
|
|
||||||
void batch_draw_quad(RenderBatch* batch, mat4 transform, vec4 color) {
|
|
||||||
uint32_t vertex_add = 6;
|
|
||||||
|
|
||||||
if(batch_needs_flush(batch, vertex_add))
|
|
||||||
flush_batch(batch);
|
flush_batch(batch);
|
||||||
|
|
||||||
for(int i = 0; i < vertex_add; i++) {
|
for(int i = 0; i < 6; i++) {
|
||||||
QuadVertex* vertex = batch->vertex_ptr;
|
QuadVertex* vertex = batch->vertex_ptr;
|
||||||
|
|
||||||
vertex->Position = vec3Transform(quad_vertex_positions[i], transform);
|
vertex->Position = quad_vertex_positions[i];
|
||||||
vertex->Color = color;
|
vertex->Color = color;
|
||||||
|
|
||||||
batch->vertex_ptr += batch->vertex_size;
|
batch->vertex_ptr += batch->vertex_size;
|
||||||
|
@ -48,11 +25,11 @@ void batch_draw_quad(RenderBatch* batch, mat4 transform, vec4 color) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
RenderBatch* create_quad_batch() {
|
void setup_quad() {
|
||||||
RenderBatch* quad_batch = create_batch(sizeof(QuadVertex), MAX_VERTICES);
|
RenderBatch* quad_batch = create_batch(sizeof(QuadVertex), MAX_VERTICES);
|
||||||
quad_batch->shader = load_shader_program(
|
quad_batch->shader = load_shader_program(
|
||||||
compile_shader("assets/quad.vert", GL_VERTEX_SHADER),
|
compile_shader("assets/quad.vert", GL_VERTEX_SHADER),
|
||||||
compile_shader("assets/quad.frag", GL_FRAGMENT_SHADER), 0);
|
compile_shader("assets/quad.frag", GL_FRAGMENT_SHADER), 0);;
|
||||||
|
|
||||||
batch_add_attrib(quad_batch, (VertexAttrib){
|
batch_add_attrib(quad_batch, (VertexAttrib){
|
||||||
.type = GL_FLOAT, .size = sizeof(float), .count = 3
|
.type = GL_FLOAT, .size = sizeof(float), .count = 3
|
||||||
|
@ -63,6 +40,4 @@ RenderBatch* create_quad_batch() {
|
||||||
}); // color
|
}); // color
|
||||||
|
|
||||||
batch_bind_attribs(quad_batch);
|
batch_bind_attribs(quad_batch);
|
||||||
|
|
||||||
return quad_batch;
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -2,7 +2,6 @@
|
||||||
#include <stb_image.h>
|
#include <stb_image.h>
|
||||||
#include <opengl.h>
|
#include <opengl.h>
|
||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
#include <assert.h>
|
|
||||||
|
|
||||||
RenderBatch* texture_quad_batch = NULL;
|
RenderBatch* texture_quad_batch = NULL;
|
||||||
int max_textures;
|
int max_textures;
|
||||||
|
@ -15,6 +14,8 @@ void setup_textures() {
|
||||||
}
|
}
|
||||||
|
|
||||||
uint32_t load_texture(const char* path) {
|
uint32_t load_texture(const char* path) {
|
||||||
|
stbi_set_flip_vertically_on_load(1);
|
||||||
|
|
||||||
uint32_t id;
|
uint32_t id;
|
||||||
glCreateTextures(GL_TEXTURE_2D, 1, &id);
|
glCreateTextures(GL_TEXTURE_2D, 1, &id);
|
||||||
|
|
||||||
|
@ -37,6 +38,10 @@ uint32_t load_texture(const char* path) {
|
||||||
return id;
|
return id;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void draw_texture(uint32_t id, vec3 pos, vec4 color) {
|
||||||
|
batch_draw_texture(texture_quad_batch, id, pos, color);
|
||||||
|
}
|
||||||
|
|
||||||
vec2 texture_quad_texcoords[] = {
|
vec2 texture_quad_texcoords[] = {
|
||||||
{ 0.0f, 1.0f },
|
{ 0.0f, 1.0f },
|
||||||
{ 0.0f, 0.0f },
|
{ 0.0f, 0.0f },
|
||||||
|
@ -47,24 +52,11 @@ vec2 texture_quad_texcoords[] = {
|
||||||
{ 1.0f, 1.0f }
|
{ 1.0f, 1.0f }
|
||||||
};
|
};
|
||||||
|
|
||||||
void draw_texture(Texture id, vec2 pos, vec2 size, vec4 tint) {
|
void batch_draw_texture(RenderBatch* batch, uint32_t texture, vec3 pos, vec4 color) {
|
||||||
mat4 transform = mat4Multiply(
|
|
||||||
mat4Scale(size.x, size.y, 1.0f),
|
|
||||||
mat4Translate(pos.x, pos.y, 0.0f));
|
|
||||||
|
|
||||||
draw_texture_trans(id, transform, tint);
|
|
||||||
}
|
|
||||||
|
|
||||||
void draw_texture_trans(Texture id, mat4 transform, vec4 tint) {
|
|
||||||
assert(texture_quad_batch != NULL && "texture_quad_batch is null, was setup_textures() called?");
|
|
||||||
batch_draw_texture(texture_quad_batch, id, transform, tint);
|
|
||||||
}
|
|
||||||
|
|
||||||
void batch_draw_texture(RenderBatch* batch, Texture texture, mat4 transform, vec4 color) {
|
|
||||||
TextureQuadBatchData* batch_data = batch->data;
|
TextureQuadBatchData* batch_data = batch->data;
|
||||||
uint32_t vertex_add = 6;
|
uint32_t vertex_add = 6;
|
||||||
|
|
||||||
if(batch_needs_flush(batch, vertex_add) || batch_data->texture_index >= max_textures)
|
if(batch_needs_flush(batch, vertex_add) || batch_data->texture_index > max_textures)
|
||||||
flush_batch(batch);
|
flush_batch(batch);
|
||||||
|
|
||||||
uint32_t tex_id = batch_data->texture_index++;
|
uint32_t tex_id = batch_data->texture_index++;
|
||||||
|
@ -73,7 +65,7 @@ void batch_draw_texture(RenderBatch* batch, Texture texture, mat4 transform, vec
|
||||||
for(int i = 0; i < vertex_add; i++) {
|
for(int i = 0; i < vertex_add; i++) {
|
||||||
TextureQuadVertex* vertex = batch->vertex_ptr;
|
TextureQuadVertex* vertex = batch->vertex_ptr;
|
||||||
|
|
||||||
vertex->Position = vec3Transform(quad_vertex_positions[i], transform);
|
vertex->Position = vec3Add(quad_vertex_positions[i], pos);
|
||||||
vertex->Tint = color;
|
vertex->Tint = color;
|
||||||
vertex->TexCoord = texture_quad_texcoords[i];
|
vertex->TexCoord = texture_quad_texcoords[i];
|
||||||
vertex->TexID = tex_id;
|
vertex->TexID = tex_id;
|
||||||
|
@ -83,7 +75,7 @@ void batch_draw_texture(RenderBatch* batch, Texture texture, mat4 transform, vec
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void texture_flush_callback(RenderBatch* batch) {
|
void texture_quad_batch_flush_callback(RenderBatch* batch) {
|
||||||
TextureQuadBatchData* data = batch->data;
|
TextureQuadBatchData* data = batch->data;
|
||||||
data->texture_index = 0;
|
data->texture_index = 0;
|
||||||
}
|
}
|
||||||
|
@ -93,9 +85,8 @@ RenderBatch* create_texture_quad_batch() {
|
||||||
texture_quad_batch->shader = load_shader_program(
|
texture_quad_batch->shader = load_shader_program(
|
||||||
compile_shader("assets/texture.vert", GL_VERTEX_SHADER),
|
compile_shader("assets/texture.vert", GL_VERTEX_SHADER),
|
||||||
compile_shader("assets/texture.frag", GL_FRAGMENT_SHADER), 0);
|
compile_shader("assets/texture.frag", GL_FRAGMENT_SHADER), 0);
|
||||||
|
|
||||||
texture_quad_batch->data = calloc(sizeof(TextureQuadBatchData), 1);
|
texture_quad_batch->data = calloc(sizeof(TextureQuadBatchData), 1);
|
||||||
texture_quad_batch->flush_callback = &texture_flush_callback;
|
texture_quad_batch->flush_callback = &texture_quad_batch_flush_callback;
|
||||||
|
|
||||||
batch_add_attrib(texture_quad_batch, (VertexAttrib){
|
batch_add_attrib(texture_quad_batch, (VertexAttrib){
|
||||||
.type = GL_FLOAT, .size = sizeof(float), .count = 3
|
.type = GL_FLOAT, .size = sizeof(float), .count = 3
|
||||||
|
|
Loading…
Add table
Reference in a new issue