add install target

This commit is contained in:
sam 2024-05-10 09:08:49 +12:00
parent 7d230f2ccf
commit 2533289c24
28 changed files with 69 additions and 36 deletions

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@ -9,6 +9,8 @@ CFILES=$(shell cd src && find -L * -type f -name '*.c')
OBJDIR=obj
OBJ=$(addprefix $(OBJDIR)/, $(CFILES:.c=.o))
INSTALL_PREFIX=/usr/local
$(LIBRARY): $(OBJ) Makefile
$(AR) rcs $(LIBRARY) $(OBJ)
@ -20,6 +22,11 @@ run: $(LIBRARY)
make -C examples test
cd examples && ./test
install: $(LIBRARY)
cp $(LIBRARY) $(INSTALL_PREFIX)/lib
mkdir -p $(INSTALL_PREFIX)/include/gearlib
cp -r include/* $(INSTALL_PREFIX)/include
clean:
rm -rf $(OBJ) $(LIBRARY)
make -C examples clean

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@ -4,11 +4,11 @@ CFLAGS = -O3 -I../include
LDFLAGS = -L ../ -lglfw -lgearlib -lm
CFILES=$(shell find -L * -type f -name '*.c')
BINARIES=$(CFILES:.c=.exe)
BINARIES=$(CFILES:.c=)
all: $(BINARIES)
%.exe: %.c
%: %.c
$(CC) $< -o $@ $(CFLAGS) $(LDFLAGS)
clean:

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examples/quad Executable file

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39
examples/quad.c Normal file
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@ -0,0 +1,39 @@
#include <gearlib.h>
int main() {
Window window = create_window(800, 600, "textures");
glfwSwapInterval(0); // fps unlock
setup_quads();
Camera* camera = create_camera(vec2(0.0f, 0.0f));
UniformBuffer* camera_buffer = create_uniform_buffer(sizeof(CameraMatrices));
double time = glfwGetTime();
while (!glfwWindowShouldClose(window)) {
process_input(window);
update_camera(camera, window);
set_uniform_data(camera_buffer, camera->m);
glClearColor(vec4_spread(BLUE));
glClear(GL_COLOR_BUFFER_BIT);
draw_quad(vec2(10, 10), vec2(500, 500), RED);
flush();
double end_time = glfwGetTime();
double frame_time = end_time - time;
time = end_time;
double fps = 1.0 / frame_time;
printf("frame_time: %lf fps: %lf\n", frame_time, fps);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}

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examples/test Executable file

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examples/textures Executable file

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@ -3,18 +3,19 @@
#define MAX_VERTICES 2500
#include <colors.h>
#include <raymath.h>
#include <init.h>
#include <shaders.h>
#include <events.h>
#include <debugging.h>
#include <vertex.h>
#include <renderer.h>
#include <camera.h>
#include <batch.h>
#include <quad.h>
#include <textures.h>
#include <uniform_buffer.h>
#include <gearlib/slibs.h>
#include <gearlib/colors.h>
#include <gearlib/raymath.h>
#include <gearlib/init.h>
#include <gearlib/shaders.h>
#include <gearlib/events.h>
#include <gearlib/debugging.h>
#include <gearlib/vertex.h>
#include <gearlib/renderer.h>
#include <gearlib/camera.h>
#include <gearlib/batch.h>
#include <gearlib/quad.h>
#include <gearlib/textures.h>
#include <gearlib/uniform_buffer.h>
#endif

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@ -6,7 +6,6 @@
#include <stdbool.h>
#include <gearlib.h>
#include <slibs.h>
typedef struct BatchStats {
uint32_t draw_calls;

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@ -1,7 +1,7 @@
#ifndef __INIT_H__
#define __INIT_H__
#include <opengl.h>
#include <gearlib/opengl.h>
typedef GLFWwindow* Window;

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@ -1,7 +1,7 @@
#ifndef __OPENGL_H__
#define __OPENGL_H__
#include <glad/gl.h>
#include <gearlib/glad/gl.h>
#include <GLFW/glfw3.h>
#endif

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@ -11,12 +11,7 @@
#define sl_auto(name, x) typeof(x) name = x
#define sl_new(type, ...) \
({ \
type *ptr = malloc(sizeof(type)); \
*ptr = (type){__VA_ARGS__}; \
ptr; \
})
#define sl_new(type) calloc(sizeof(type), 1)
#define sl_init(type, ...) \
(type) { __VA_ARGS__ }

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@ -1,11 +1,10 @@
#include <gearlib.h>
#include <stdlib.h>
#include <slibs.h>
BatchList batches = { 0 };
RenderBatch* create_batch(size_t vert_size, uint32_t max_verts) {
RenderBatch* batch = calloc(sizeof(RenderBatch), 1);
RenderBatch* batch = sl_new(RenderBatch);
sl_vec_push(batches, batch);
glCreateBuffers(1, &batch->vbo);
@ -36,13 +35,6 @@ void flush_batch(RenderBatch* batch) {
glUseProgram(batch->shader);
/*glUniformMatrix4fv(0, 1, GL_FALSE,
mat4ToFloat(mat4Multiply(batch->camera->view, batch->camera->projection)));*/
//glUniformMatrix4fv(1, 1, GL_FALSE, mat4ToFloat(batch->camera->view));
//glUniformMatrix4fv(2, 1, GL_FALSE, mat4ToFloat(batch->camera->projection));
if(batch->flush_callback != NULL)
batch->flush_callback(batch);

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@ -2,9 +2,9 @@
#include <stdlib.h>
Camera* create_camera(vec2 pos) {
Camera* camera = calloc(sizeof(Camera), 1);
Camera* camera = sl_new(Camera);
camera->position = vec3(pos, -3.0f);
camera->m = calloc(sizeof(CameraMatrices), 1);
camera->m = sl_new(CameraMatrices);
return camera;
}

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@ -104,7 +104,7 @@ RenderBatch* create_texture_quad_batch() {
compile_shader("assets/texture.vert", GL_VERTEX_SHADER),
compile_shader("assets/texture.frag", GL_FRAGMENT_SHADER), 0);
texture_quad_batch->data = calloc(sizeof(TextureQuadBatchData), 1);
texture_quad_batch->data = sl_new(TextureQuadBatchData);
texture_quad_batch->flush_callback = &texture_flush_callback;
batch_add_attrib(texture_quad_batch, (VertexAttrib){