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2 commits

Author SHA1 Message Date
sam b3ee3f3357 testing stuff 2024-05-03 22:52:53 +12:00
sam e50d043952 add texture_quad_batch assertion 2024-05-03 11:23:24 +12:00
18 changed files with 2821 additions and 47 deletions

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@ -19,6 +19,9 @@ objdir:
run: $(BINARY)
./$(BINARY)
debug: $(BINARY)
gdb $(BINARY)
clean:
rm -rf $(OBJ) $(BINARY)

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@ -1,8 +1,7 @@
#version 460 core
layout(location = 0) in vec3 a_Position;
layout(location = 1) in mat4 a_Transform;
layout(location = 2) in vec4 a_Color;
layout(location = 1) in vec4 a_Color;
struct VertexOutput {
vec4 Color;
@ -10,8 +9,13 @@ struct VertexOutput {
layout(location = 0) out VertexOutput Output;
layout(std140, binding = 0) uniform Camera {
mat4 view;
mat4 projection;
};
void main() {
Output.Color = a_Color;
gl_Position = vec4(a_Position, 1.0) * a_Transform;
gl_Position = projection * view * vec4(a_Position, 1.0);
}

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@ -13,10 +13,15 @@ struct VertexOutput {
layout(location = 0) out VertexOutput Output;
layout(location = 2) out flat float TexID;
layout(std140, binding = 0) uniform Camera {
mat4 view;
mat4 projection;
};
void main() {
Output.Tint = a_Tint;
Output.TexCoord = a_TexCoord;
TexID = a_TexID;
gl_Position = vec4(a_Position, 1.0);
gl_Position = projection * view * vec4(a_Position, 1.0);
}

BIN
implementations.o Normal file

Binary file not shown.

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@ -6,6 +6,7 @@
#include <stdbool.h>
#include <gearlib.h>
#include <slibs.h>
typedef struct BatchStats {
uint32_t draw_calls;
@ -13,9 +14,10 @@ typedef struct BatchStats {
} BatchStats;
typedef struct RenderBatch {
uint32_t vbo;
uint32_t vao;
uint32_t vbo, vao;
uint32_t shader;
void* vertices;
void* vertex_ptr;
size_t vertex_size;
@ -29,6 +31,10 @@ typedef struct RenderBatch {
void (*flush_callback)(struct RenderBatch*);
} RenderBatch;
typedef sl_vec(RenderBatch*) BatchList;
extern BatchList batches;
RenderBatch* create_batch(size_t vert_size, uint32_t max_verts);
void flush();
void flush_batch(RenderBatch* batch);

11
include/camera.h Normal file
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@ -0,0 +1,11 @@
#ifndef __CAMERA_H__
#define __CAMERA_H__
typedef struct Camera {
mat4 view;
mat4 projection;
} Camera;
void set_active_camera(Camera* camera);
#endif

12
include/colors.h Normal file
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@ -0,0 +1,12 @@
#ifndef __COLORS_H__
#define __COLORS_H__
#define WHITE vec4(1.0f, 1.0f, 1.0f, 1.0f)
#define BLACK vec4(0.0f, 0.0f, 0.0f, 1.0f)
#define RED vec4(1.0f, 0.0f, 0.0f, 1.0f)
#define GREEN vec4(0.0f, 1.0f, 0.0f, 1.0f)
#define BLUE vec4(0.0f, 0.0f, 1.0f, 1.0f)
#define BLANK vec4(0.0f, 0.0f, 0.0f, 0.0f)
#endif

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@ -1,8 +1,9 @@
#ifndef __GEARLIB_H__
#define __GEARLIB_H__
#define MAX_VERTICES 1000
#define MAX_VERTICES 2500
#include <colors.h>
#include <raymath.h>
#include <init.h>
#include <shaders.h>
@ -10,6 +11,7 @@
#include <debugging.h>
#include <vertex.h>
#include <renderer.h>
#include <camera.h>
#include <batch.h>
#include <quad.h>
#include <textures.h>

2554
include/oldmath.h Normal file

File diff suppressed because it is too large Load diff

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@ -3,9 +3,16 @@
#include <gearlib.h>
void setup_quads();
void draw_quad(vec2 pos, vec2 size, vec4 color);
void draw_quad_trans(mat4 transform, vec4 color);
void batch_draw_quad(RenderBatch* batch, mat4 transform, vec4 color);
RenderBatch* create_quad_batch();
extern RenderBatch* quad_batch;
typedef struct {
vec3 Position;
mat4 Transform;
vec4 Color;
} QuadVertex;

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@ -115,6 +115,11 @@ typedef struct vec2 {
float x;
float y;
} vec2;
#define vec2(...) (vec2){ __VA_ARGS__ }
#define VEC2 "%f, %f"
#define RL_VECTOR2_TYPE
#endif
@ -125,6 +130,18 @@ typedef struct vec3 {
float y;
float z;
} vec3;
#define vec3_1(x) (vec3){ x, x, x }
#define vec3_2(v2, z) (vec3){ v2.x, v2.y, z }
#define vec3_3(x, y, z) (vec3){ x, y, z }
#define vec3_MACRO(_1, _2, _3, NAME, ...) NAME
#define vec3(...) vec3_MACRO(__VA_ARGS__, vec3_3, vec3_2, vec3_1)(__VA_ARGS__)
#define vec3_spread(v) v.x, v.y, v.z
#define VEC3 "%f, %f, %f"
#define RL_VECTOR3_TYPE
#endif
@ -136,6 +153,19 @@ typedef struct vec4 {
float z;
float w;
} vec4;
#define vec4_1(x) (vec4){ x, x, x, x }
#define vec4_2(v3, w) (vec4){ v3.x, v3.y, v3.z, w }
#define vec4_3(v2, z, w) (vec4){ v2.x, v2.y, z, w }
#define vec4_4(x, y, z, w) (vec4){ x, y, z, w }
#define vec4_MACRO(_1, _2, _3, _4, NAME, ...) NAME
#define vec4(...) vec4_MACRO(__VA_ARGS__, vec4_4, vec4_3, vec4_2, vec4_1)(__VA_ARGS__)
#define vec4_spread(v) v.x, v.y, v.z, v.w
#define VEC4 "%f, %f, %f, %f"
#define RL_VECTOR4_TYPE
#endif

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@ -4,10 +4,13 @@
#include <gearlib.h>
#include <stdint.h>
typedef uint32_t Texture;
void setup_textures();
uint32_t load_texture(const char* path);
void draw_texture(uint32_t id, vec3 pos, vec4 color);
void batch_draw_texture(RenderBatch* batch, uint32_t id, vec3 pos, vec4 color);
Texture load_texture(const char* path);
void draw_texture(Texture id, vec2 pos, vec2 size, vec4 tint);
void draw_texture_trans(Texture id, mat4 transform, vec4 tint);
void batch_draw_texture(RenderBatch* batch, Texture id, mat4 transform, vec4 tint);
RenderBatch* create_texture_quad_batch();
extern RenderBatch* texture_quad_batch;

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@ -2,7 +2,7 @@
#include <stdlib.h>
#include <slibs.h>
sl_vec(RenderBatch*) batches = { 0 };
BatchList batches = { 0 };
RenderBatch* create_batch(size_t vert_size, uint32_t max_verts) {
RenderBatch* batch = calloc(sizeof(RenderBatch), 1);
@ -15,8 +15,8 @@ RenderBatch* create_batch(size_t vert_size, uint32_t max_verts) {
batch->max_vertices = max_verts;
batch->vertices = calloc(vert_size, max_verts);
batch->vertex_ptr = batch->vertices;
glNamedBufferStorage(batch->vbo, vert_size * max_verts, NULL, GL_DYNAMIC_STORAGE_BIT);
glNamedBufferStorage(batch->vbo, vert_size * max_verts, NULL, GL_DYNAMIC_STORAGE_BIT);
return batch;
}
@ -36,6 +36,13 @@ 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);
@ -69,6 +76,5 @@ void batch_bind_attribs(RenderBatch* batch) {
}
bool batch_needs_flush(RenderBatch* batch, uint32_t vertex_add) {
//return true;
return batch->vertex_size * (batch->vertex_count + vertex_add) >= batch->vertex_size * batch->max_vertices;
}

7
src/camera.c Normal file
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@ -0,0 +1,7 @@
#include <gearlib.h>
void set_active_camera(Camera* camera) {
/*for(int i = 0; i < batches.size; i++) {
batches.data[i]->camera = camera;
}*/
}

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@ -3,6 +3,8 @@
#include <stdlib.h>
#include <opengl.h>
bool gl_initialized = false;
void init_gl(int major, int minor) {
if(!glfwInit()) {
printf("[GLFW] Failed to initialize\n");
@ -13,10 +15,16 @@ void init_gl(int major, int minor) {
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, major);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, minor);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
printf("[OPENGL] Using OpenGL %d.%d\n", major, minor);
gl_initialized = true;
}
Window create_window(int width, int height, const char* title) {
if(!gl_initialized) init_gl(4, 6);
Window window = glfwCreateWindow(width, height, title, NULL, NULL);
if(!window) {
printf("[GLFW] Failed to create window\n");

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@ -1,45 +1,127 @@
#include <gearlib.h>
#include <stdlib.h>
#include <raymath.h>
Camera* create_camera(vec2 pos) {
Camera* camera = calloc(sizeof(Camera), 1);
camera->view = mat4Transpose(mat4Translate(pos.x, pos.y, -3.0f));
return camera;
}
void update_camera(Camera* camera, Window window) {
int width, height;
glfwGetWindowSize(window, &width, &height);
assert(camera != NULL);
camera->projection = mat4Transpose(mat4Ortho(0.0f, width, height, 0.0f, 0.0f, 1000.0f));
//camera->projection = mat4Transpose(mat4Perspective(45.0f * DEG2RAD, ((double)width / (double)height), 0.1f, 100.0f));
}
typedef struct CameraData {
mat4 view_projection;
} CameraData;
int main() {
init_gl(4, 6);
Window window = create_window(800, 600, "gearlib");
glfwSwapInterval(0);
enable_debugging();
setup_quads();
setup_textures();
uint32_t cat = load_texture("assets/cat.png");
Camera* camera = create_camera(vec2(0.0f, 0.0f));
set_active_camera(camera);
Texture cat = load_texture("assets/cat.png");
/*uint32_t cat = load_texture("assets/cat.png");
uint32_t cuddle = load_texture("assets/cuddle.png");
uint32_t parrots = load_texture("assets/parrots.png");
uint32_t parrots = load_texture("assets/parrots.png");*/
double time = glfwGetTime();
/*double total_time = 0;
int frames = 0;
int fps = 0;*/
uint32_t ubo;
glCreateBuffers(1, &ubo);
glNamedBufferStorage(ubo, sizeof(Camera), NULL, GL_DYNAMIC_STORAGE_BIT);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, ubo);
float angle = 0;
while (!glfwWindowShouldClose(window)) {
process_input(window);
update_camera(camera, window);
glNamedBufferSubData(ubo, 0, sizeof(Camera), camera);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
/*for(int i = 0; i < 33; i++) {
draw_texture(parrots, vec3(-0.4f, 0.4f, 0.0f), WHITE);
draw_texture(cat, vec3(0.0f, 0.0f, 0.0f), WHITE);
draw_texture(cuddle, vec3(0.0f, -0.4f, 0.0f), WHITE);
}*/
draw_texture(parrots, (vec3){ -0.4f, 0.4f, 0.0f }, (vec4){ 1.0f, 1.0f, 1.0f, 1.0f });
draw_texture(cat, (vec3){ 0.0f, 0.0f, 0.0f }, (vec4){ 1.0f, 1.0f, 1.0f, 1.0f });
draw_texture(cuddle, (vec3){ 0.0f, -0.4f, 0.0f }, (vec4){ 1.0f, 1.0f, 1.0f, 1.0f });
//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));
flush();
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();
double end_time = glfwGetTime();
double frame_time = end_time - time;
//total_time += frame_time;
double fps = 1 / frame_time;
angle += frame_time;
time = end_time;
//printf("%lf, %lf" /*", %d, %d"*/ "\n", frame_time, fps/*, stats.draw_calls, stats.total_verts*/);
/*frames++;
if(total_time > 1.0) {
fps = frames;
frames = 0;
total_time = 0;
}*/
//printf("%lf, %lf\n", frame_time, fps);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
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);
*/

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@ -1,4 +1,5 @@
#include <gearlib.h>
#include <assert.h>
vec3 quad_vertex_positions[6] = {
{ -0.5f, 0.5f, 0.0f },
@ -10,14 +11,36 @@ vec3 quad_vertex_positions[6] = {
{ 0.5f, 0.5f, 0.0f },
};
void draw_rectangle(RenderBatch* batch, mat4 transform, vec4 color) {
if(batch_needs_flush(batch, 6))
RenderBatch* quad_batch = NULL;
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);
for(int i = 0; i < 6; i++) {
for(int i = 0; i < vertex_add; i++) {
QuadVertex* vertex = batch->vertex_ptr;
vertex->Position = quad_vertex_positions[i];
vertex->Position = vec3Transform(quad_vertex_positions[i], transform);
vertex->Color = color;
batch->vertex_ptr += batch->vertex_size;
@ -25,11 +48,11 @@ void draw_rectangle(RenderBatch* batch, mat4 transform, vec4 color) {
}
}
void setup_quad() {
RenderBatch* create_quad_batch() {
RenderBatch* quad_batch = create_batch(sizeof(QuadVertex), MAX_VERTICES);
quad_batch->shader = load_shader_program(
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){
.type = GL_FLOAT, .size = sizeof(float), .count = 3
@ -40,4 +63,6 @@ void setup_quad() {
}); // color
batch_bind_attribs(quad_batch);
return quad_batch;
}

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@ -2,6 +2,7 @@
#include <stb_image.h>
#include <opengl.h>
#include <stdio.h>
#include <assert.h>
RenderBatch* texture_quad_batch = NULL;
int max_textures;
@ -14,8 +15,6 @@ void setup_textures() {
}
uint32_t load_texture(const char* path) {
stbi_set_flip_vertically_on_load(1);
uint32_t id;
glCreateTextures(GL_TEXTURE_2D, 1, &id);
@ -38,10 +37,6 @@ uint32_t load_texture(const char* path) {
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[] = {
{ 0.0f, 1.0f },
{ 0.0f, 0.0f },
@ -52,11 +47,24 @@ vec2 texture_quad_texcoords[] = {
{ 1.0f, 1.0f }
};
void batch_draw_texture(RenderBatch* batch, uint32_t texture, vec3 pos, vec4 color) {
TextureQuadBatchData* batch_data = batch->data;
uint32_t vertex_add = 6;
void draw_texture(Texture id, vec2 pos, vec2 size, vec4 tint) {
mat4 transform = mat4Multiply(
mat4Scale(size.x, size.y, 1.0f),
mat4Translate(pos.x, pos.y, 0.0f));
if(batch_needs_flush(batch, vertex_add) || batch_data->texture_index > max_textures)
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;
uint32_t vertex_add = 6;
if(batch_needs_flush(batch, vertex_add) || batch_data->texture_index >= max_textures)
flush_batch(batch);
uint32_t tex_id = batch_data->texture_index++;
@ -65,7 +73,7 @@ void batch_draw_texture(RenderBatch* batch, uint32_t texture, vec3 pos, vec4 col
for(int i = 0; i < vertex_add; i++) {
TextureQuadVertex* vertex = batch->vertex_ptr;
vertex->Position = vec3Add(quad_vertex_positions[i], pos);
vertex->Position = vec3Transform(quad_vertex_positions[i], transform);
vertex->Tint = color;
vertex->TexCoord = texture_quad_texcoords[i];
vertex->TexID = tex_id;
@ -75,7 +83,7 @@ void batch_draw_texture(RenderBatch* batch, uint32_t texture, vec3 pos, vec4 col
}
}
void texture_quad_batch_flush_callback(RenderBatch* batch) {
void texture_flush_callback(RenderBatch* batch) {
TextureQuadBatchData* data = batch->data;
data->texture_index = 0;
}
@ -85,8 +93,9 @@ RenderBatch* create_texture_quad_batch() {
texture_quad_batch->shader = load_shader_program(
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->flush_callback = &texture_quad_batch_flush_callback;
texture_quad_batch->flush_callback = &texture_flush_callback;
batch_add_attrib(texture_quad_batch, (VertexAttrib){
.type = GL_FLOAT, .size = sizeof(float), .count = 3