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authorandromeda <andromeda@bsd.my.domain>2026-10-24 00:48:05 -0400
committerandromeda <andromeda@bsd.my.domain>2026-10-24 00:48:05 -0400
commiteb0f2cc6373393303c5a4cd83792dd79103b85de (patch)
tree3f4b746ec73ce745f0c65a5666da7293bd7bd907 /rsgl.c3l
parent2e0b6ffcd7c3ddc09daca64993bdc62fc428a175 (diff)
revitalise
Diffstat (limited to 'rsgl.c3l')
-rw-r--r--rsgl.c3l/LICENSE674
-rw-r--r--rsgl.c3l/include/RSGL.h344
-rw-r--r--rsgl.c3l/include/RSGL_gl.h515
-rw-r--r--rsgl.c3l/manifest.json14
-rw-r--r--rsgl.c3l/rsgl.c3534
5 files changed, 1326 insertions, 755 deletions
diff --git a/rsgl.c3l/LICENSE b/rsgl.c3l/LICENSE
new file mode 100644
index 0000000..f288702
--- /dev/null
+++ b/rsgl.c3l/LICENSE
@@ -0,0 +1,674 @@
+ GNU GENERAL PUBLIC LICENSE
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+OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
+THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
+IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
+ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
+
+ 16. Limitation of Liability.
+
+ IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+ 17. Interpretation of Sections 15 and 16.
+
+ If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+ <one line to give the program's name and a brief idea of what it does.>
+ Copyright (C) <year> <name of author>
+
+ This program is free software: you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation, either version 3 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program. If not, see <https://www.gnu.org/licenses/>.
+
+Also add information on how to contact you by electronic and paper mail.
+
+ If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+ <program> Copyright (C) <year> <name of author>
+ This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+ This is free software, and you are welcome to redistribute it
+ under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License. Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+ You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+<https://www.gnu.org/licenses/>.
+
+ The GNU General Public License does not permit incorporating your program
+into proprietary programs. If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library. If this is what you want to do, use the GNU Lesser General
+Public License instead of this License. But first, please read
+<https://www.gnu.org/licenses/why-not-lgpl.html>.
diff --git a/rsgl.c3l/include/RSGL.h b/rsgl.c3l/include/RSGL.h
index 3c28e44..9ea15dd 100644
--- a/rsgl.c3l/include/RSGL.h
+++ b/rsgl.c3l/include/RSGL.h
@@ -1,6 +1,6 @@
/*
*
-* Copyright (c) 2021-25 ColleagueRiley ColleagueRiley@gmail.com
+* Copyright (c) 2021-26 ColleagueRiley ColleagueRiley@gmail.com
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
@@ -31,12 +31,6 @@
#define RSGL_MAX_VERTS [number of verts] - set max number of verts to be allocated (global, not per batch)
*/
#include <stdint.h>
-#ifndef RSGL_MAX_BATCHES
-#define RSGL_MAX_BATCHES 2028
-#endif
-#ifndef RSGL_MAX_VERTS
-#define RSGL_MAX_VERTS 8192
-#endif
#ifndef RSGL_MALLOC
#include <stdlib.h>
@@ -45,6 +39,15 @@
#define RSGL_FREE free
#endif
+#ifndef RSGL_ASSERT
+ #include <assert.h>
+ #define RSGL_ASSERT(x) assert(x)
+#endif
+
+#ifndef RSGL__STATIC_ASSERT
+ #define RSGL_STATIC_ASSERT(check_name, x) typedef char RSGL_check_##check_name[(x) ? 1 : -1];
+#endif
+
#ifndef RSGL_SIN
#include <math.h>
#define RSGL_SIN sinf
@@ -61,6 +64,13 @@
#define RSGL_MEMSET(ptr, value, num) memset(ptr, value, num)
#endif
+#ifdef RSGL_DEBUG
+ #ifndef RSGL_PRINTF
+ #include <stdio.h>
+ #define RSGL_PRINTF printf
+ #endif /* RSGL_PRINTF */
+#endif /* RSGL_DEBUG */
+
#ifndef RSGL_H
#define RSGL_H
#ifndef RSGLDEF
@@ -71,18 +81,30 @@
#endif
#endif
+#include <stddef.h>
+
#ifndef RSGL_INT_DEFINED
- #define RSGL_INT_DEFINED
- #if defined(_MSC_VER) || defined(__SYMBIAN32__)
- typedef unsigned char u8;
- typedef signed char i8;
- typedef unsigned short u16;
- typedef signed short i16;
- typedef unsigned int u32;
- typedef signed int i32;
- typedef unsigned long long u64;
- typedef signed long long i64;
- #else
+ #ifdef RSGL_USE_INT /* optional for any system that might not have stdint.h */
+ #include <limits.h>
+ typedef unsigned char u8;
+ typedef signed char i8;
+ typedef unsigned short u16;
+ typedef signed short i16;
+ #if INT_MAX == 0x7FFFFFFF
+ typedef unsigned int u32;
+ typedef signed int i32;
+ #else
+ typedef unsigned long int u32;
+ typedef signed long int i32;
+ #endif
+ #if LONG_MAX == 0x7FFFFFFFFFFFFFFFL
+ typedef unsigned long u64;
+ typedef signed long i64;
+ #else
+ typedef unsigned long long u64;
+ typedef signed long long i64;
+ #endif
+ #else /* use stdint standard types instead of c "standard" types */
#include <stdint.h>
typedef uint8_t u8;
@@ -94,19 +116,71 @@
typedef uint64_t u64;
typedef int64_t i64;
#endif
+ #define RSGL_INT_DEFINED
#endif
+RSGL_STATIC_ASSERT(size64, sizeof(i64) == 8)
+RSGL_STATIC_ASSERT(size32, sizeof(i32) == 4)
+RSGL_STATIC_ASSERT(size16, sizeof(i16) == 2)
+
#ifndef RSGL_BOOL_DEFINED
-#define RSGL_BOOL_DEFINED
+ #define RSGL_BOOL_DEFINED
-#include <stdbool.h>
-typedef bool RSGL_bool;
+ #include <stdbool.h>
+ typedef bool RSGL_bool;
#endif
#define RSGL_TRUE (RSGL_bool)1
#define RSGL_FALSE (RSGL_bool)0
-typedef enum RSGL_textureFormat {
+#ifndef RSGL_MAX_BATCHES
+ #define RSGL_MAX_BATCHES 2028
+#endif
+
+ #ifndef RSGL_MAX_VERTS
+#define RSGL_MAX_VERTS 8192
+#endif
+
+#define RSGL_ENUM(type, name) type name; enum name##_enum
+
+/*
+******
+RSGL_debug
+*****
+*/
+
+/*! @brief the type of debug message */
+typedef RSGL_ENUM(u8, RSGL_debugType) {
+ RSGL_typeError = 0, RSGL_typeWarning, RSGL_typeInfo
+};
+
+/*! @brief error codes for known failure types */
+typedef RSGL_ENUM(u8, RSGL_errorCode) {
+ RSGL_noError = 0, /*!< no error */
+ RSGL_errorBackend,
+ RSGL_errorQueryFail,
+ RSGL_errorShader,
+ RSGL_infoBackend,
+ RSGL_infoShader,
+ RSGL_warningBackend
+};
+
+/*! @brief data for debug messages */
+typedef struct RSGL_debugInfo {
+ RSGL_debugType type; /*!< the type of message */
+ RSGL_errorCode code; /*!< the code for the specific type of debug message */
+ const char* msg; /*!< string message */
+} RSGL_debugInfo;
+
+typedef void (* RSGL_debugFunc)(const RSGL_debugInfo* info);
+
+/*
+******
+RSGL_renderer types
+*****
+*/
+
+typedef RSGL_ENUM(i32, RSGL_textureFormat) {
RSGL_formatNone = 0,
RSGL_formatRGB, /*!< 8-bit RGB (3 channels) */
RSGL_formatBGR, /*!< 8-bit BGR (3 channels) */
@@ -116,17 +190,17 @@ typedef enum RSGL_textureFormat {
RSGL_formatGrayscale, /*!< 8-bit grayscale (1 channel) */
RSGL_formatGrayscaleAlpha, /*!< 8-bit grayscale alpha (1 channel) */
RSGL_formatCount
-} RSGL_textureFormat;
+};
-typedef enum RSGL_textureDataType {
+typedef RSGL_ENUM(i32, RSGL_textureDataType) {
RSGL_textureDataInt = 0,
RSGL_textureDataFloat
-} RSGL_textureDataType;
+};
-typedef enum RSGL_textureFilter {
+typedef RSGL_ENUM(i32, RSGL_textureFilter) {
RSGL_filterNearest = 0,
RSGL_filterLinear
-} RSGL_textureFilter;
+};
typedef struct RSGL_textureBlob {
void* data; /* input data */
@@ -197,41 +271,23 @@ typedef struct RSGL_color {
#define RSGL_RGB_TO_HEX(r, g, b, a) (RSGL_COLOR_TO_HEX(RSGL_RGBA(r, g, b, a)))
#define RSGL_RGBA_TO_HEX(r, g, b) (RSGL_COLOR_TO_HEX(RSGL_RGB(r, g, b, a)))
-/*
-*********************
-RSGL matrix math
-*********************
-*/
-
#ifndef RSGL_mat4
typedef struct RSGL_mat4 {
float m[16];
} RSGL_mat4;
#endif
-RSGLDEF RSGL_mat4 RSGL_mat4_loadIdentity(void);
-RSGLDEF RSGL_mat4 RSGL_mat4_scale(float matrix[16], float x, float y, float z);
-RSGLDEF RSGL_mat4 RSGL_mat4_rotate(float matrix[16], float angle, float x, float y, float z);
-RSGLDEF RSGL_mat4 RSGL_mat4_translate(float matrix[16], float x, float y, float z);
-RSGLDEF RSGL_mat4 RSGL_mat4_perspective(float matrix[16], float fovY, float aspect, float zNear, float zFar);
-RSGLDEF RSGL_mat4 RSGL_mat4_ortho(float matrix[16], float left, float right, float bottom, float top, float znear, float zfar);
-RSGLDEF RSGL_mat4 RSGL_mat4_lookAt(float matrix[16], float eyeX, float eyeY, float eyeZ, float targetX, float targetY, float targetZ, float upX, float upY, float upZ);
-
-RSGLDEF RSGL_mat4 RSGL_mat4_multiply(float left[16], float right[16]);
-
-RSGLDEF RSGL_vec3D RSGL_mat4_multiplyPoint(RSGL_mat4 matrix, RSGL_vec3D point);
-
/*
*******
RSGL_perspective
*******
*/
-typedef enum RSGL_projectionType {
+typedef RSGL_ENUM(i32, RSGL_projectionType) {
RSGL_projectionOrtho2D = 0,
RSGL_projectionOrtho3D,
RSGL_projectionPerspective3D,
-} RSGL_projectionType;
+};
typedef struct RSGL_projection2D {
RSGL_projectionType type;
@@ -253,7 +309,26 @@ typedef union RSGL_projection {
RSGL_projection3D p3D;
} RSGL_projection;
-RSGLDEF RSGL_mat4 RSGL_projection_getMatrix(const RSGL_projection* projection);
+/*
+*******
+RSGL_draw low level
+*******
+*/
+
+typedef RSGL_ENUM(i32, RSGL_drawType) {
+ RSGL_TRIANGLES = 0,
+ RSGL_POINTS = 1,
+ RSGL_LINES = 2
+};
+
+typedef struct RSGL_rawVerts {
+ RSGL_drawType type;
+ float* verts;
+ float* texCoords;
+ u16* elements;
+ size_t elmCount;
+ size_t vert_count;
+} RSGL_rawVerts;
/*
*********************
@@ -262,12 +337,12 @@ RSGL renderer
*/
/* used internally for RSGL_deleteProgram */
-typedef enum RSGL_shaderType {
+typedef RSGL_ENUM(i32, RSGL_shaderType) {
RSGL_shaderTypeNone = 0,
RSGL_shaderTypeStandard = 1, /* standard vertex+fragment shader */
RSGL_shaderTypeCompute = 2,
RSGL_shaderTypeGeometry = 4, /* unimplemented as of now */
-} RSGL_shaderType;
+};
/* shader program and blob */
typedef struct RSGL_programBlob {
@@ -291,7 +366,7 @@ typedef struct RSGL_programInfo {
typedef struct RSGL_BATCH {
size_t start, len; /* when batch starts and it's length */
size_t elmStart, elmCount; /* when element batch starts and it's length */
- u32 type;
+ RSGL_drawType type;
RSGL_texture tex;
float lineWidth;
RSGL_mat4 matrix;
@@ -308,13 +383,13 @@ typedef struct RSGL_renderData {
RSGL_mat4 perspective; /* perspective matrix */
} RSGL_renderData;
-typedef enum RSGL_bufferType {
+typedef RSGL_ENUM(i32, RSGL_bufferType) {
RSGL_arrayBuffer = 0,
RSGL_elementArrayBuffer,
RSGL_shaderStorageBuffer,
RSGL_textureBuffer,
RSGL_uniformBuffer
-} RSGL_bufferType;
+};
typedef struct RSGL_renderBuffers {
size_t vertex, color, texture, elements;
@@ -401,6 +476,81 @@ typedef struct RSGL_renderer {
RSGL_renderBuffers buffers;
} RSGL_renderer;
+/*
+*******
+RSGL_view
+*******
+*/
+
+typedef RSGL_ENUM(i32, RSGL_viewType) {
+ RSGL_viewTypeNone = 0,
+ RSGL_viewType2D,
+ RSGL_viewType3D,
+};
+
+typedef struct RSGL_view2D {
+ RSGL_viewType type;
+ RSGL_vec3D offset;
+ RSGL_vec3D target;
+ float rotation;
+ float zoom;
+} RSGL_view2D;
+
+/* RSGL translation */
+typedef struct RSGL_view3D {
+ RSGL_viewType type;
+ RSGL_vec3D pos;
+ RSGL_vec3D target;
+ RSGL_vec3D up;
+} RSGL_view3D;
+
+typedef union RSGL_view {
+ RSGL_viewType type;
+ RSGL_view2D view2D;
+ RSGL_view3D view3D;
+} RSGL_view;
+
+/*
+******
+RSGL_debug
+*****
+*/
+
+RSGLDEF RSGL_debugFunc RSGL_setDebugCallback(RSGL_debugFunc func);
+RSGLDEF void RSGL_debugCallback(RSGL_debugType type, RSGL_errorCode code, const char* msg);
+
+/*
+*********************
+RSGL matrix math
+*********************
+*/
+
+RSGLDEF RSGL_mat4 RSGL_mat4_loadIdentity(void);
+RSGLDEF RSGL_mat4 RSGL_mat4_scale(float matrix[16], float x, float y, float z);
+RSGLDEF RSGL_mat4 RSGL_mat4_rotate(float matrix[16], float angle, float x, float y, float z);
+RSGLDEF RSGL_mat4 RSGL_mat4_translate(float matrix[16], float x, float y, float z);
+RSGLDEF RSGL_mat4 RSGL_mat4_perspective(float matrix[16], float fovY, float aspect, float zNear, float zFar);
+RSGLDEF RSGL_mat4 RSGL_mat4_ortho(float matrix[16], float left, float right, float bottom, float top, float znear, float zfar);
+RSGLDEF RSGL_mat4 RSGL_mat4_lookAt(float matrix[16], float eyeX, float eyeY, float eyeZ, float targetX, float targetY, float targetZ, float upX, float upY, float upZ);
+
+RSGLDEF RSGL_mat4 RSGL_mat4_multiply(float left[16], float right[16]);
+
+RSGLDEF RSGL_vec3D RSGL_mat4_multiplyPoint(RSGL_mat4 matrix, RSGL_vec3D point);
+
+/*
+*******
+RSGL_perspective
+*******
+*/
+
+RSGLDEF RSGL_mat4 RSGL_projection_getMatrix(const RSGL_projection* projection);
+
+/*
+*********************
+RSGL renderer
+*********************
+*/
+
RSGLDEF void RSGL_renderer_getRenderState(RSGL_renderer* renderer, RSGL_renderState* state);
RSGLDEF size_t RSGL_renderer_size(RSGL_renderer* renderer);
@@ -490,21 +640,6 @@ RSGL_drawRawVerts is a function used internally by RSGL, but you can use it your
RSGL_drawRawVerts batches a given set of points based on th data to be rendered
*/
-typedef enum RSGL_drawType {
- RSGL_TRIANGLES = 0,
- RSGL_POINTS = 1,
- RSGL_LINES = 2
-} RSGL_drawType;
-
-typedef struct RSGL_rawVerts {
- RSGL_drawType type;
- float* verts;
- float* texCoords;
- u16* elements;
- size_t elmCount;
- size_t vert_count;
-} RSGL_rawVerts;
-
RSGLDEF i32 RSGL_drawRawVerts(RSGL_renderer* renderer, const RSGL_rawVerts* data);
/*
@@ -567,16 +702,12 @@ RSGLDEF i32 RSGL_drawCube(RSGL_renderer* renderer, RSGL_cube cube);
RSGLDEF i32 RSGL_drawTriangleOutline(RSGL_renderer* renderer, RSGL_vec3D triangle[3], u32 thickness);
RSGLDEF i32 RSGL_drawRectOutline(RSGL_renderer* renderer, RSGL_rect r, u32 thickness);
-RSGLDEF i32 RSGL_drawRectOutline(RSGL_renderer* renderer, RSGL_rect r, u32 thickness);
RSGLDEF i32 RSGL_drawRoundRectOutline(RSGL_renderer* renderer, RSGL_rect r, RSGL_vec2D rounding, u32 thickness);
-RSGLDEF i32 RSGL_drawRoundRectOutline(RSGL_renderer* renderer, RSGL_rect r, RSGL_vec2D rounding, u32 thickness);
RSGLDEF i32 RSGL_drawPolygonOutline(RSGL_renderer* renderer, RSGL_rect r, u32 sides, u32 thickness);
-RSGLDEF i32 RSGL_drawPolygonOutline(RSGL_renderer* renderer, RSGL_rect r, u32 sides, u32 thickness);
RSGLDEF i32 RSGL_drawArcOutline(RSGL_renderer* renderer, RSGL_rect o, RSGL_vec2D arc, u32 thickness);
-RSGLDEF i32 RSGL_drawArcOutline(RSGL_renderer* renderer, RSGL_rect o, RSGL_vec2D arc, u32 thickness);
RSGLDEF i32 RSGL_drawOvalOutline(RSGL_renderer* renderer, RSGL_rect o, u32 thickness);
@@ -586,34 +717,6 @@ RSGL_view
*******
*/
-typedef enum RSGL_viewType {
- RSGL_viewTypeNone = 0,
- RSGL_viewType2D,
- RSGL_viewType3D,
-} RSGL_viewType;
-
-typedef struct RSGL_view2D {
- RSGL_viewType type;
- RSGL_vec3D offset;
- RSGL_vec3D target;
- float rotation;
- float zoom;
-} RSGL_view2D;
-
-/* RSGL translation */
-typedef struct RSGL_view3D {
- RSGL_viewType type;
- RSGL_vec3D pos;
- RSGL_vec3D target;
- RSGL_vec3D up;
-} RSGL_view3D;
-
-typedef union RSGL_view {
- RSGL_viewType type;
- RSGL_view2D view2D;
- RSGL_view3D view3D;
-} RSGL_view;
-
RSGLDEF RSGL_mat4 RSGL_view_getMatrix(const RSGL_view* view);
#endif /* ndef RSGL_HIGHLEVEL_H && ndef RSGL_NO_HIGHLEVEL */
@@ -646,6 +749,33 @@ RSGLDEF RSGL_mat4 RSGL_view_getMatrix(const RSGL_view* view);
RSGL_GET_MATRIX_Z(x, y, z), \
RSGL_GET_MATRIX_W(x, y, z) \
+RSGL_debugFunc RSGL_debugCallbackSrc = NULL;
+RSGL_debugFunc RSGL_setDebugCallback(RSGL_debugFunc func) {
+ RSGL_debugFunc prev = func;
+ RSGL_debugCallbackSrc = func;
+ return prev;
+}
+
+void RSGL_debugCallback(RSGL_debugType type, RSGL_errorCode code, const char* msg) {
+ RSGL_debugInfo info;
+ info.type = type;
+ info.code = code;
+ info.msg = msg;
+
+ if (RSGL_debugCallbackSrc) RSGL_debugCallbackSrc(&info);
+
+ #ifdef RSGL_DEBUG
+ switch (type) {
+ case RSGL_typeInfo: RSGL_PRINTF("RSGL INFO (%i %i): %s", type, code, msg); break;
+ case RSGL_typeError: RSGL_PRINTF("RSGL DEBUG (%i %i): %s", type, code, msg); break;
+ case RSGL_typeWarning: RSGL_PRINTF("RSGL WARNING (%i %i): %s", type, code, msg); break;
+ default: break;
+ }
+
+ RSGL_PRINTF("\n");
+ #endif
+}
+
void RSGL_renderer_forceBatch(RSGL_renderer* renderer) {
renderer->state.forceBatch = RSGL_TRUE;
}
@@ -844,8 +974,9 @@ void RSGL_renderer_initPtr(RSGL_rendererProc proc, void* loader, void* data, RSG
renderer->data.len = 0;
renderer->data.elements_count = 0;
- if (renderer->proc.initPtr)
+ if (renderer->proc.initPtr) {
renderer->proc.initPtr(renderer->ctx, loader);
+ }
RSGL_renderer_setFramebuffer(renderer, 0);
@@ -911,7 +1042,7 @@ RSGL_texture RSGL_renderer_createTexture(RSGL_renderer* renderer, const RSGL_tex
return tex;
}
void RSGL_renderer_copyToTexture(RSGL_renderer* renderer, RSGL_texture texture, size_t x, size_t y, const RSGL_textureBlob* blob) {
- return renderer->proc.copyToTexture(renderer->ctx, texture, x, y, blob);
+ renderer->proc.copyToTexture(renderer->ctx, texture, x, y, blob);
}
void RSGL_renderer_deleteTexture(RSGL_renderer* renderer, RSGL_texture tex) { renderer->proc.deleteTexture(renderer->ctx, tex); }
void RSGL_renderer_scissorStart(RSGL_renderer* renderer, RSGL_rect scissor, i32 height) {
@@ -953,9 +1084,8 @@ RSGL_programInfo RSGL_renderer_createProgram(RSGL_renderer* renderer, RSGL_progr
RSGL_programInfo info;
RSGL_MEMSET(&info, 0, sizeof(info));
- if (blob->fragment == NULL || blob->vertex == NULL) {
+ if (renderer->proc.createProgram != NULL && (blob->fragment == NULL || blob->vertex == NULL)) {
RSGL_programBlob pBlob = RSGL_renderer_defaultBlob(renderer);
- renderer->defaultProgram = RSGL_renderer_createProgram(renderer, &pBlob);
if (blob->vertex == NULL) {
blob->vertex = pBlob.vertex;
@@ -974,7 +1104,9 @@ RSGL_programInfo RSGL_renderer_createProgram(RSGL_renderer* renderer, RSGL_progr
return info;
}
-void RSGL_renderer_deleteProgram(RSGL_renderer* renderer, const RSGL_programInfo* program) { return renderer->proc.deleteProgram(renderer->ctx, program); }
+void RSGL_renderer_deleteProgram(RSGL_renderer* renderer, const RSGL_programInfo* program) {
+ renderer->proc.deleteProgram(renderer->ctx, program);
+}
size_t RSGL_renderer_findShaderVariable(RSGL_renderer* renderer, const RSGL_programInfo* program, const char* var, size_t len) {
return renderer->proc.findShaderVariable(renderer->ctx, program, var, len);
@@ -1129,7 +1261,7 @@ RFont_texture RFont_RSGL_createAtlas(RSGL_renderer* renderer, u32 atlasWidth, u3
RSGL_textureBlob blob;
blob.data = NULL;
blob.width = atlasWidth;
- blob.height = atlasWidth;
+ blob.height = atlasHeight;
blob.dataType = RSGL_textureDataInt;
blob.dataFormat = RSGL_formatRGBA; //RSGL_formatRGBA;
blob.textureFormat = RSGL_formatRGBA;//RSGL_formatRGBA;
diff --git a/rsgl.c3l/include/RSGL_gl.h b/rsgl.c3l/include/RSGL_gl.h
index a28242a..dc6df65 100644
--- a/rsgl.c3l/include/RSGL_gl.h
+++ b/rsgl.c3l/include/RSGL_gl.h
@@ -2,37 +2,64 @@
#include "RSGL.h"
#endif
-// WebGL doesn't support compute shaders iirc so yeah
-#if defined(__EMSCRIPTEN__) && defined(RSGL_USE_COMPUTE)
-#undef RSGL_USE_COMPUTE
-#endif
+#ifndef RSGL_GL_H
+#define RSGL_GL_H
-#if defined(__EMSCRIPTEN__)
- #define RSGL_GLES2
-#endif
+typedef struct RSGL_glRenderer RSGL_glRenderer;
+
+RSGLDEF RSGL_rendererProc RSGL_GL_rendererProc(void);
+RSGLDEF size_t RSGL_GL_size(void);
-#if defined(RSGL_GLES3) || defined(RSGL_GLES2)
- #ifndef RSGL_NO_GL_LOADER
- #define RSGL_NO_GL_LOADER
+RSGLDEF RSGL_renderer* RSGL_GL_renderer_init(void* loader);
+RSGLDEF void RSGL_GL_renderer_initPtr(void* loader, RSGL_glRenderer* ptr, RSGL_renderer* renderer);
+
+#endif /* RSGL_GL_H */
+
+#ifdef RSGL_IMPLEMENTATION
+
+#ifdef __EMSCRIPTEN__
+ #if defined(RSGL_GL2)
+ #undef RSGL_GL2
+ #define RSGL_GLES2
+ #endif
+ #if defined(RSGL_GL3)
+ #undef RSGL_GL3
+ #define RSGL_GLES3
#endif
#endif
#if !defined(RSGL_GLES3) && !defined(RSGL_GLES2) && !defined(RSGL_GL2) && !defined(RSGL_GL3)
- #define RSGL_GL3
+ #ifndef __EMSCRIPTEN__
+ #define RSGL_GL3
+ #else
+ #define RSGL_GLES3
+ #endif
#endif
-#ifndef RSGL_GL_H
-#define RSGL_GL_H
+#if (defined(__EMSCRIPTEN__) || defined(RSGL_GLES3) || defined(RSGL_GLES2)) && defined(RSGL_GL_USE_GLAD)
+ #undef RSGL_GL_USE_GLAD
+#endif
-typedef struct RSGL_glRenderer {
- u32 vao;
-} RSGL_glRenderer;
+#if defined(RSGL_GLES3)
+ #include <GLES3/gl3.h>
+#elif defined(RSGL_GLES2)
+ #include <GLES2/gl2.h>
+#endif
-RSGLDEF RSGL_rendererProc RSGL_GL_rendererProc(void);
-RSGLDEF size_t RSGL_GL_size(void);
+#ifdef RSGL_GL_USE_GLAD
+ #if !defined(GLAD_GL_H_) || !defined(GLAD_GL_IMPLEMENTATION)
+ #define GLAD_MALLOC RSGL_MALLOC
+ #define GLAD_FREE RSGL_FREE
+ #define GLAD_GL_IMPLEMENTATION
+ #include "glad.h"
+ #endif
+#endif
+
+#ifndef RSGL_SNPRINTF
+ #include <stdio.h>
+ #define RSGL_SNPRINTF snprintf
+#endif /* RSGL_SNPRINTF */
-RSGLDEF RSGL_renderer* RSGL_GL_renderer_init(void* loader);
-RSGLDEF void RSGL_GL_renderer_initPtr(void* loader, RSGL_glRenderer* ptr, RSGL_renderer* renderer);
RSGLDEF void RSGL_GL_render(RSGL_glRenderer* ctx, const RSGL_renderPass* pass);
RSGLDEF void RSGL_GL_initPtr(RSGL_glRenderer* ctx, void* proc); /* init render backend */
RSGLDEF void RSGL_GL_freePtr(RSGL_glRenderer* ctx); /* free render backend */
@@ -67,199 +94,21 @@ RSGLDEF RSGL_programInfo RSGL_GL_createComputeProgram(RSGL_glRenderer* ctx, cons
RSGLDEF void RSGL_GL_dispatchComputeProgram(RSGL_glRenderer* ctx, RSGL_programInfo program, u32 groups_x, u32 groups_y, u32 groups_z);
RSGLDEF void RSGL_GL_bindComputeTexture(RSGL_glRenderer* ctx, u32 texture, u8 format);
#endif
-#endif
-
-#ifdef RSGL_IMPLEMENTATION
-
-RSGL_renderer* RSGL_GL_renderer_init(void* loader) { return RSGL_renderer_init(RSGL_GL_rendererProc(), loader); }
-void RSGL_GL_renderer_initPtr(void* loader, RSGL_glRenderer* ptr, RSGL_renderer* renderer) { return RSGL_renderer_initPtr(RSGL_GL_rendererProc(), loader, ptr, renderer); }
-
-
-/* prevent winapi conflicts (opengl includes windows.h for some reason) */
-#define OEMRESOURCE
-
-#define GL_GLEXT_PROTOTYPES
-
-#ifndef __APPLE__
-#include <GL/gl.h>
-#else
-#include <OpenGL/gl.h>
-#include <OpenGL/glext.h>
-#endif
-
-#if defined(RSGL_GLES3)
- #include <GLES3/gl3.h>
-#elif defined(RSGL_GLES2)
- #include <GLES2/gl2.h>
-#endif
-
-#if defined(_WIN32)
-typedef char GLchar;
-typedef int GLsizei;
-#include <GL/glext.h>
-#endif
-
-#ifndef RSGL_NO_GL_LOADER
-
-typedef void (*RSGL_gl_proc)(void); // function pointer equivalent of void*
-#define RSGL_PROC_DEF(proc, name) name##SRC = (name##PROC)(RSGL_gl_proc)proc(#name)
-
-typedef void (*RSGLapiproc)(void);
-typedef RSGLapiproc (*RSGLloadfunc)(const char *name);
-
-typedef void (*glShaderSourcePROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
-typedef GLuint (*glCreateShaderPROC) (GLenum type);
-typedef void (*glCompileShaderPROC) (GLuint shader);
-typedef GLuint (*glCreateProgramPROC) (void);
-typedef void (*glAttachShaderPROC) (GLuint program, GLuint shader);
-typedef void (*glBindAttribLocationPROC) (GLuint program, GLuint index, const GLchar *name);
-typedef void (*glLinkProgramPROC) (GLuint program);
-typedef void (*glBindBufferPROC) (GLenum target, GLuint buffer);
-typedef void (*glBufferDataPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
-typedef void (*glEnableVertexAttribArrayPROC) (GLuint index);
-typedef void (*glVertexAttribPointerPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
-typedef void (*glDisableVertexAttribArrayPROC) (GLuint index);
-typedef void (*glDeleteBuffersPROC) (GLsizei n, const GLuint *buffers);
-typedef void (*glUseProgramPROC) (GLuint program);
-typedef void (*glDetachShaderPROC) (GLuint program, GLuint shader);
-typedef void (*glDeleteShaderPROC) (GLuint shader);
-typedef void (*glDeleteProgramPROC) (GLuint program);
-typedef void (*glBufferSubDataPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
-typedef void (*glGetShaderivPROC)(GLuint shader, GLenum pname, GLint *params);
-typedef void (*glGetShaderInfoLogPROC)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
-typedef void (*glGetProgramivPROC)(GLuint program, GLenum pname, GLint *params);
-typedef void (*glGetProgramInfoLogPROC)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
-typedef void (*glGenBuffersPROC)(GLsizei n, GLuint *buffers);
-typedef GLint (*glGetUniformLocationPROC)(GLuint program, const GLchar *name);
-typedef GLint (*glGetAttribLocationPROC)(GLuint program, const GLchar *name);
-typedef void (*glUniformMatrix4fvPROC)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
-typedef void (*glTexImage2DPROC)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
-typedef void (*glActiveTexturePROC) (GLenum texture);
-typedef void (*glUniform1fPROC) (GLint location, GLfloat v0);
-typedef void (*glUniform2fPROC) (GLint location, GLfloat v0, GLfloat v1);
-typedef void (*glUniform3fPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
-typedef void (*glUniform4fPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
-
-#if defined(RSGL_GLES3) || defined(RSGL_GL3)
- typedef void (*glGenVertexArraysPROC)(GLsizei n, GLuint *arrays);
- typedef void (*glBindVertexArrayPROC)(GLuint array);
- typedef void (*glDeleteVertexArraysPROC) (GLsizei n, const GLuint *arrays);
-
- glGenVertexArraysPROC glGenVertexArraysSRC = NULL;
- glBindVertexArrayPROC glBindVertexArraySRC = NULL;
- glDeleteVertexArraysPROC glDeleteVertexArraysSRC = NULL;
-#endif
-
-glShaderSourcePROC glShaderSourceSRC = NULL;
-glCreateShaderPROC glCreateShaderSRC = NULL;
-glCompileShaderPROC glCompileShaderSRC = NULL;
-glCreateProgramPROC glCreateProgramSRC = NULL;
-glAttachShaderPROC glAttachShaderSRC = NULL;
-glBindAttribLocationPROC glBindAttribLocationSRC = NULL;
-glLinkProgramPROC glLinkProgramSRC = NULL;
-glBindBufferPROC glBindBufferSRC = NULL;
-glBufferDataPROC glBufferDataSRC = NULL;
-glEnableVertexAttribArrayPROC glEnableVertexAttribArraySRC = NULL;
-glVertexAttribPointerPROC glVertexAttribPointerSRC = NULL;
-glDisableVertexAttribArrayPROC glDisableVertexAttribArraySRC = NULL;
-glDeleteBuffersPROC glDeleteBuffersSRC = NULL;
-glUseProgramPROC glUseProgramSRC = NULL;
-glDetachShaderPROC glDetachShaderSRC = NULL;
-glDeleteShaderPROC glDeleteShaderSRC = NULL;
-glDeleteProgramPROC glDeleteProgramSRC = NULL;
-glBufferSubDataPROC glBufferSubDataSRC = NULL;
-glGetShaderivPROC glGetShaderivSRC = NULL;
-glGetShaderInfoLogPROC glGetShaderInfoLogSRC = NULL;
-glGetProgramivPROC glGetProgramivSRC = NULL;
-glGetProgramInfoLogPROC glGetProgramInfoLogSRC = NULL;
-glGenBuffersPROC glGenBuffersSRC = NULL;
-glGetUniformLocationPROC glGetUniformLocationSRC = NULL;
-glGetAttribLocationPROC glGetAttribLocationSRC = NULL;
-glUniformMatrix4fvPROC glUniformMatrix4fvSRC = NULL;
-glActiveTexturePROC glActiveTextureSRC = NULL;
-glUniform1fPROC glUniform1fSRC = NULL;
-glUniform2fPROC glUniform2fSRC = NULL;
-glUniform3fPROC glUniform3fSRC = NULL;
-glUniform4fPROC glUniform4fSRC = NULL;
-typedef void (*glBindFramebufferPROC) (GLenum target, GLuint framebuffer);
-typedef void (*glGenFramebuffersPROC) (GLsizei n, GLuint *ids);
-typedef void (*glDeleteFramebuffersPROC) (GLsizei n, GLuint *framebuffers);
-typedef void (*glFramebufferTexture2DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
-
-#ifdef RSGL_USE_COMPUTE
-typedef void (*glDispatchComputePROC)(GLuint x, GLuint y, GLuint z);
-glDispatchComputePROC glDispatchComputeSRC = NULL;
-
-typedef void (*glMemoryBarrierPROC)(GLenum e);
-glMemoryBarrierPROC glMemoryBarrierSRC = NULL;
-
-typedef void (*glBindImageTexturePROC)(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
-glBindImageTexturePROC glBindImageTextureSRC = NULL;
-
-#endif
-
-glBindFramebufferPROC glBindFramebufferSRC = NULL;
-glGenFramebuffersPROC glGenFramebuffersSRC = NULL;
-glDeleteFramebuffersPROC glDeleteFramebuffersSRC = NULL;
-glFramebufferTexture2DPROC glFramebufferTexture2DSRC = NULL;
-
-#define glUniform1f glUniform1fSRC
-#define glUniform2f glUniform2fSRC
-#define glUniform3f glUniform3fSRC
-#define glUniform4f glUniform4fSRC
-#define glActiveTexture glActiveTextureSRC
-#define glShaderSource glShaderSourceSRC
-#define glCreateShader glCreateShaderSRC
-#define glCompileShader glCompileShaderSRC
-#define glCreateProgram glCreateProgramSRC
-#define glAttachShader glAttachShaderSRC
-#define glBindAttribLocation glBindAttribLocationSRC
-#define glLinkProgram glLinkProgramSRC
-#define glBindBuffer glBindBufferSRC
-#define glBufferData glBufferDataSRC
-#define glEnableVertexAttribArray glEnableVertexAttribArraySRC
-#define glVertexAttribPointer glVertexAttribPointerSRC
-#define glDisableVertexAttribArray glDisableVertexAttribArraySRC
-#define glDeleteBuffers glDeleteBuffersSRC
-#define glUseProgram glUseProgramSRC
-#define glDetachShader glDetachShaderSRC
-#define glDeleteShader glDeleteShaderSRC
-#define glDeleteProgram glDeleteProgramSRC
-#define glBufferSubData glBufferSubDataSRC
-#define glGetShaderiv glGetShaderivSRC
-#define glGetShaderInfoLog glGetShaderInfoLogSRC
-#define glGetProgramiv glGetProgramivSRC
-#define glGetProgramInfoLog glGetProgramInfoLogSRC
-#define glGenBuffers glGenBuffersSRC
-#define glGetUniformLocation glGetUniformLocationSRC
-#define glGetAttribLocation glGetAttribLocationSRC
-#define glUniformMatrix4fv glUniformMatrix4fvSRC
-#define glBindFramebuffer glBindFramebufferSRC
-#define glGenFramebuffers glGenFramebuffersSRC
-#define glDeleteFramebuffers glDeleteFramebuffersSRC
-#define glFramebufferTexture2D glFramebufferTexture2DSRC
-
-#if defined(RSGL_GLES3) || defined(RSGL_GL3)
- #define glGenVertexArrays glGenVertexArraysSRC
- #define glBindVertexArray glBindVertexArraySRC
- #define glDeleteVertexArrays glDeleteVertexArraysSRC
+/* WebGL doesn't support compute shaders */
+#if defined(__EMSCRIPTEN__) && defined(RSGL_USE_COMPUTE)
+ #undef RSGL_USE_COMPUTE
#endif
-#ifdef RSGL_USE_COMPUTE
-#define glMemoryBarrier glMemoryBarrierSRC
-#define glDispatchCompute glDispatchComputeSRC
-#define glBindImageTexture glBindImageTextureSRC
-#endif
+RSGL_renderer* RSGL_GL_renderer_init(void* loader) { return RSGL_renderer_init(RSGL_GL_rendererProc(), loader); }
+void RSGL_GL_renderer_initPtr(void* loader, RSGL_glRenderer* ptr, RSGL_renderer* renderer) { RSGL_renderer_initPtr(RSGL_GL_rendererProc(), loader, ptr, renderer); }
-#ifndef GL_TEXTURE_SWIZZLE_RGBA
- #define GL_TEXTURE_SWIZZLE_RGBA 0x8E46
-#endif
+#define RSGL_MULTILINE_STR(...) #__VA_ARGS__
-extern int RSGL_loadGLModern(RSGLloadfunc proc);
-#endif
+struct RSGL_glRenderer {
+ u32 vao;
+};
-#define RSGL_MULTILINE_STR(...) #__VA_ARGS__
size_t RSGL_GL_size(void) {
return sizeof(RSGL_glRenderer);
}
@@ -290,8 +139,6 @@ RSGL_rendererProc RSGL_GL_rendererProc() {
proc.createFramebuffer = (RSGL_framebuffer (*)(void*, size_t, size_t))RSGL_GL_createFramebuffer;
proc.attachFramebuffer = (void (*)(void*, RSGL_framebuffer, RSGL_texture, u8, u8))RSGL_GL_attachFramebuffer;
proc.deleteFramebuffer = (void (*)(void*, RSGL_framebuffer))RSGL_GL_deleteFramebuffer;
-
-
// proc.setSurface = (void (*)(void*, void*))RSGL_GL_setSurface;
#ifdef RSGL_USE_COMPUTE
proc.createComputeProgram = (RSGL_programInfo (*)(void*, const char*))RSGL_GL_createComputeProgram;
@@ -321,13 +168,16 @@ GLuint RSGL_GL_bufferTypeToNative(RSGL_bufferType type) {
switch (type) {
case RSGL_arrayBuffer: return GL_ARRAY_BUFFER;
case RSGL_elementArrayBuffer: return GL_ELEMENT_ARRAY_BUFFER;
- #if !defined(__APPLE__)
+ #if !defined(__APPLE__) && !defined(RSGL_GLES2) && !defined(RSGL_GLES3)
case RSGL_shaderStorageBuffer: return GL_SHADER_STORAGE_BUFFER;
- #endif
- #if !defined(__APPLE__) || defined(RSGL_GLES3)
case RSGL_textureBuffer: return GL_TEXTURE_BUFFER;
case RSGL_uniformBuffer: return GL_UNIFORM_BUFFER;
+ #else
+ case RSGL_shaderStorageBuffer: RSGL_ASSERT(!"shader storage buffer is not supported");
+ case RSGL_textureBuffer: RSGL_ASSERT(!"shader texture buffer is not supported");
+ case RSGL_uniformBuffer: RSGL_ASSERT(!"uniform buffer is not supported");
#endif
+
default: break;
}
@@ -458,7 +308,7 @@ RSGL_programBlob RSGL_GL_defaultBlob(RSGL_glRenderer* ctx) {
print matrix array code snippet
for (size_t iy = 0; iy < 4; iy++) {
for (size_t ix = 0; ix < 4; ix++) {
- printf("%f, ", matrix[(iy * 4) + ix]);
+ printf"%f, ", matrix[(iy * 4) + ix]);
}
printf("\n");
}
@@ -469,23 +319,28 @@ print matrix array code snippet
void RSGL_GL_initPtr(RSGL_glRenderer* ctx, void* proc) {
- #if !defined(__EMSCRIPTEN__) && !defined(RSGL_NO_GL_LOADER)
- if (RSGL_loadGLModern((RSGLloadfunc)proc)) {
- #ifdef RSGL_DEBUG
- printf("Failed to load an OpenGL 3.3 Context, reverting to OpenGL Legacy\n");
- #endif
+ #if defined(RSGL_GL_USE_GLAD)
+ if (gladLoadGL((GLADloadfunc)proc) == 0) {
+ RSGL_debugCallback(RSGL_typeError, RSGL_errorBackend, "Failed to load an OpenGL functions\n");
return;
}
- #else
+ #else
RSGL_UNUSED(proc);
#endif
-#ifdef RSGL_DEBUG
- printf("OpenGL Vendor: %s\n", glGetString(GL_VENDOR));
- printf("OpenGL Renderer: %s\n", glGetString(GL_RENDERER));
- printf("OpenGL Version: %s\n", glGetString(GL_VERSION));
- printf("GLSL Version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
-#endif
+ char buf[256];
+
+ RSGL_SNPRINTF(buf, 256, "OpenGL Vendor: %s\n", glGetString(GL_VENDOR));
+ RSGL_debugCallback(RSGL_typeInfo, RSGL_infoBackend, buf);
+
+ RSGL_SNPRINTF(buf, 256, "OpenGL Renderer: %s\n", glGetString(GL_RENDERER));
+ RSGL_debugCallback(RSGL_typeInfo, RSGL_infoBackend, buf);
+
+ RSGL_SNPRINTF(buf, 256, "OpenGL Version: %s\n", glGetString(GL_VERSION));
+ RSGL_debugCallback(RSGL_typeInfo, RSGL_infoBackend, buf);
+
+ RSGL_SNPRINTF(buf, 256, "GLSL Version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION));
+ RSGL_debugCallback(RSGL_typeInfo, RSGL_infoBackend, buf);
#if defined(RSGL_GLES3) || defined(RSGL_GL3)
glGenVertexArrays(1, &ctx->vao);
@@ -571,12 +426,20 @@ void RSGL_GL_scissorEnd(RSGL_glRenderer* ctx) {
GLuint RSGL_GL_textureFormatToNative(RSGL_textureFormat format) {
switch (format) {
case RSGL_formatRGB: return GL_RGB;
- case RSGL_formatBGR: return GL_BGR;
case RSGL_formatRGBA: return GL_RGBA;
- case RSGL_formatBGRA: return GL_BGRA;
- case RSGL_formatRed: return GL_RED;
- case RSGL_formatGrayscale: return GL_RED;
- case RSGL_formatGrayscaleAlpha: return GL_RED;
+ #if !defined(RSGL_GLES2) && !defined(RSGL_GLES3)
+ case RSGL_formatBGR: return GL_BGR;
+ case RSGL_formatBGRA: return GL_BGRA;
+ case RSGL_formatRed: return GL_RED;
+ case RSGL_formatGrayscale: return GL_RED;
+ case RSGL_formatGrayscaleAlpha: return GL_RED;
+ #else
+ case RSGL_formatBGR: RSGL_ASSERT(!"GLES does not support BGR"); break;
+ case RSGL_formatBGRA: RSGL_ASSERT(!"GLES does not support BGRA"); break;
+ case RSGL_formatRed: RSGL_ASSERT(!"GLES does not support GL RED"); break;
+ case RSGL_formatGrayscale: RSGL_ASSERT(!"GLES does not support GL RED"); break;
+ case RSGL_formatGrayscaleAlpha: RSGL_ASSERT(!"GLES does not support GL RED"); break;
+ #endif
default: break;
}
@@ -631,7 +494,7 @@ RSGL_texture RSGL_GL_createTexture(RSGL_glRenderer* ctx, const RSGL_textureBlob*
u32 textureFormat = RSGL_GL_textureFormatToNative(blob->textureFormat);
u32 dataType = RSGL_GL_textureDataTypeToNative(blob->dataType);
-#ifndef RSGL_GLES2
+#if !defined(RSGL_GLES2) && !defined(RSGL_GLES3)
if (blob->dataFormat == RSGL_formatGrayscale) {
static GLint swizzleRgbaParams[4] = { GL_RED, GL_RED, GL_RED, GL_ONE };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleRgbaParams);
@@ -658,7 +521,7 @@ void RSGL_GL_copyToTexture(RSGL_glRenderer* ctx, RSGL_texture texture, size_t x,
u32 dataType = RSGL_GL_textureDataTypeToNative(blob->dataType);
-#ifndef RSGL_GLES2
+#if !defined(RSGL_GLES2) && !defined(RSGL_GLES3)
if (blob->dataFormat == RSGL_formatGrayscale) {
static GLint swizzleRgbaParams[4] = { GL_RED, GL_RED, GL_RED, GL_ONE };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleRgbaParams);
@@ -672,38 +535,33 @@ void RSGL_GL_copyToTexture(RSGL_glRenderer* ctx, RSGL_texture texture, size_t x,
glBindTexture(GL_TEXTURE_2D, 0);
}
-#ifndef GL_DEBUG_TYPE_ERROR
-#define GL_DEBUG_TYPE_ERROR 0x824C
-#define GL_DEBUG_OUTPUT 0x92E0
-#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242
-#define GL_COMPILE_STATUS 0x8B81
-#define GL_LINK_STATUS 0x8B82
-#define GL_INFO_LOG_LENGTH 0x8B84
-#endif
-
-#ifdef RSGL_DEBUG
void RSGL_opengl_getError(void) {
GLenum err;
while ((err = glGetError()) != GL_NO_ERROR) {
switch (err) {
- case GL_INVALID_ENUM:
- printf("OpenGL error: GL_INVALID_ENUM\n");
- break;
- case GL_INVALID_VALUE:
- printf("OpenGL error: GL_INVALID_VALUE\n");
- break;
- case GL_INVALID_OPERATION:
- printf("OpenGL error: GL_INVALID_OPERATION\n");
- break;
- case GL_STACK_OVERFLOW:
- printf("OpenGL error: GL_STACK_OVERFLOW\n");
- break;
- case GL_STACK_UNDERFLOW:
- printf("OpenGL error: GL_STACK_UNDERFLOW\n");
- break;
- default:
- printf("OpenGL error: Unknown error code 0x%x\n", err);
- break;
+ case GL_INVALID_ENUM:
+ RSGL_debugCallback(RSGL_typeError, RSGL_errorBackend, "OpenGL error: GL_INVALID_ENUM\n");
+ break;
+ case GL_INVALID_VALUE:
+ RSGL_debugCallback(RSGL_typeError, RSGL_errorBackend, "OpenGL error: GL_INVALID_VALUE\n");
+ break;
+ case GL_INVALID_OPERATION:
+ RSGL_debugCallback(RSGL_typeError, RSGL_errorBackend, "OpenGL error: GL_INVALID_OPERATION\n");
+ break;
+ #if !defined(RSGL_GLES2) && !defined(RSGL_GLES3)
+ case GL_STACK_OVERFLOW:
+ RSGL_debugCallback(RSGL_typeError, RSGL_errorBackend, "OpenGL error: GL_STACK_OVERFLOW\n");
+ break;
+ case GL_STACK_UNDERFLOW:
+ RSGL_debugCallback(RSGL_typeError, RSGL_errorBackend, "OpenGL error: GL_STACK_UNDERFLOW\n");
+ break;
+ #endif
+ default: {
+ char buf[256];
+ RSGL_SNPRINTF(buf, 256, "OpenGL error: Unknown error code 0x%x\n", err);
+ RSGL_debugCallback(RSGL_typeError, RSGL_errorBackend, buf);
+ break;
+ }
}
}
}
@@ -711,29 +569,35 @@ void RSGL_opengl_getError(void) {
void RSGL_debug_shader(u32 src, const char *shader, const char *action) {
GLint status;
+
if (action[0] == 'l')
glGetProgramiv(src, GL_LINK_STATUS, &status);
else
glGetShaderiv(src, GL_COMPILE_STATUS, &status);
- if (status == GL_TRUE)
- printf("%s Shader %s successfully.\n", shader, action);
- else {
- printf("%s Shader failed to %s.\n", shader, action);
+ char buf[1024];
+
+ if (status == GL_TRUE) {
+ RSGL_SNPRINTF(buf, 256, "%s Shader %s successfully.\n", shader, action);
+ RSGL_debugCallback(RSGL_typeInfo, RSGL_infoShader, buf);
+ } else {
+ RSGL_SNPRINTF(buf, 256, "%s Shader failed to %s.\n", shader, action);
+ RSGL_debugCallback(RSGL_typeError, RSGL_errorShader, buf);
GLchar infoLog[512];
if (action[0] == 'c') {
- glGetShaderInfoLog(src, 512, NULL, infoLog);
- printf("%s Shader info log:\n%s\n", shader, infoLog);
+ glGetShaderInfoLog(src, 1024, NULL, infoLog);
+ RSGL_SNPRINTF(buf, 1024, "%s Shader info log:\n%s\n", shader, infoLog);
} else {
- glGetProgramInfoLog(src, 512, NULL, infoLog);
- printf("%s info log:\n%s\n", shader, infoLog);
+ glGetProgramInfoLog(src, 1024, NULL, infoLog);
+ RSGL_SNPRINTF(buf, 1024, "%s info log:\n%s\n", shader, infoLog);
}
+ RSGL_debugCallback(RSGL_typeError, RSGL_errorShader, buf);
+
RSGL_opengl_getError();
}
}
-#endif
RSGL_programInfo RSGL_GL_createProgram(RSGL_glRenderer* ctx, RSGL_programBlob* blob) {
RSGL_programInfo program;
@@ -744,18 +608,14 @@ RSGL_programInfo RSGL_GL_createProgram(RSGL_glRenderer* ctx, RSGL_programBlob* b
glShaderSource(vShader, 1, &blob->vertex, NULL);
glCompileShader(vShader);
-#ifdef RSGL_DEBUG
RSGL_debug_shader(vShader, "Vertex", "compile");
-#endif
/* compile fragment shader */
fShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fShader, 1, &blob->fragment, NULL);
glCompileShader(fShader);
-#ifdef RSGL_DEBUG
RSGL_debug_shader(fShader, "Fragment", "compile");
-#endif
/* create program and link vertex and fragment shaders */
program.program = glCreateProgram();
@@ -764,9 +624,7 @@ RSGL_programInfo RSGL_GL_createProgram(RSGL_glRenderer* ctx, RSGL_programBlob* b
glAttachShader(program.program, fShader);
glLinkProgram(program.program);
-#ifdef RSGL_DEBUG
RSGL_debug_shader(program.program, "Program", "link");
-#endif
glDeleteShader(vShader);
glDeleteShader(fShader);
@@ -780,11 +638,9 @@ RSGL_programInfo RSGL_GL_createProgram(RSGL_glRenderer* ctx, RSGL_programBlob* b
program.perspectiveView = glGetUniformLocation(program.program, "pv");
program.model = glGetUniformLocation(program.program, "model");
- #ifdef RSGL_DEBUG
if (program.perspectiveView < 0 || program.model < 0) {
- printf("Failed to locate the shader variables\n");
+ RSGL_debugCallback(RSGL_typeError, RSGL_errorQueryFail, "Failed to locate the shader variables\n");
}
- #endif
glUseProgram(0);
@@ -855,22 +711,6 @@ void RSGL_GL_deleteFramebuffer(RSGL_glRenderer* ctx, RSGL_framebuffer fbo) {
#ifdef RSGL_USE_COMPUTE
-#ifndef GL_RG8
-#define GL_RG8 0x822B
-#endif
-
-#ifndef GL_READ_WRITE
-#define GL_READ_WRITE 0x88BA
-#endif
-
-#ifndef GL_COMPUTE_SHADER
-#define GL_COMPUTE_SHADER 0x91B9
-#endif
-
-#ifndef GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
-#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020
-#endif
-
RSGL_programInfo RSGL_GL_createComputeProgram(RSGL_glRenderer* ctx, const char* CShaderCode) {
RSGL_programInfo program;
program.type = RSGL_shaderTypeCompute;
@@ -879,16 +719,12 @@ RSGL_programInfo RSGL_GL_createComputeProgram(RSGL_glRenderer* ctx, const char*
glShaderSource(compute, 1, &CShaderCode, NULL);
glCompileShader(compute);
-#ifdef RSGL_DEBUG
RSGL_debug_shader(compute, "Compute", "compile");
-#endif
program.program = glCreateProgram();
glAttachShader(program.program, compute);
glLinkProgram(program.program);
-#ifdef RSGL_DEBUG
RSGL_debug_shader(program.program, "Program", "link");
-#endif
glDeleteShader(compute);
@@ -915,87 +751,4 @@ void RSGL_GL_bindComputeTexture(RSGL_glRenderer* ctx, u32 texture, u8 format) {
#endif
-#ifndef RSGL_NO_GL_LOADER
-int RSGL_loadGLModern(RSGLloadfunc proc) {
- RSGL_PROC_DEF(proc, glShaderSource);
- RSGL_PROC_DEF(proc, glCreateShader);
- RSGL_PROC_DEF(proc, glCompileShader);
- RSGL_PROC_DEF(proc, glCreateProgram);
- RSGL_PROC_DEF(proc, glAttachShader);
- RSGL_PROC_DEF(proc, glBindAttribLocation);
- RSGL_PROC_DEF(proc, glLinkProgram);
- RSGL_PROC_DEF(proc, glBindBuffer);
- RSGL_PROC_DEF(proc, glBufferData);
- RSGL_PROC_DEF(proc, glEnableVertexAttribArray);
- RSGL_PROC_DEF(proc, glVertexAttribPointer);
- RSGL_PROC_DEF(proc, glDisableVertexAttribArray);
- RSGL_PROC_DEF(proc, glDeleteBuffers);
- RSGL_PROC_DEF(proc, glUseProgram);
- RSGL_PROC_DEF(proc, glDetachShader);
- RSGL_PROC_DEF(proc, glDeleteShader);
- RSGL_PROC_DEF(proc, glDeleteProgram);
- RSGL_PROC_DEF(proc, glBufferSubData);
- RSGL_PROC_DEF(proc, glGetShaderiv);
- RSGL_PROC_DEF(proc, glGetShaderInfoLog);
- RSGL_PROC_DEF(proc, glGetProgramiv);
- RSGL_PROC_DEF(proc, glGetProgramInfoLog);
- RSGL_PROC_DEF(proc, glGenBuffers);
- RSGL_PROC_DEF(proc, glGetUniformLocation);
- RSGL_PROC_DEF(proc, glGetAttribLocation);
- RSGL_PROC_DEF(proc, glUniformMatrix4fv);
- RSGL_PROC_DEF(proc, glActiveTexture);
- RSGL_PROC_DEF(proc, glUniform1f);
- RSGL_PROC_DEF(proc, glUniform2f);
- RSGL_PROC_DEF(proc, glUniform3f);
- RSGL_PROC_DEF(proc, glUniform4f);
- RSGL_PROC_DEF(proc, glBindFramebuffer);
- RSGL_PROC_DEF(proc, glGenFramebuffers);
- RSGL_PROC_DEF(proc, glDeleteFramebuffers);
- RSGL_PROC_DEF(proc, glFramebufferTexture2D);
-#if defined(RSGL_GLES3) || defined(RSGL_GL3)
- RSGL_PROC_DEF(proc, glBindVertexArray);
- RSGL_PROC_DEF(proc, glGenVertexArrays);
- RSGL_PROC_DEF(proc, glDeleteVertexArrays);
-#endif
-#ifdef RSGL_USE_COMPUTE
- RSGL_PROC_DEF(proc, glDispatchCompute);
- RSGL_PROC_DEF(proc, glMemoryBarrier);
- RSGL_PROC_DEF(proc, glBindImageTexture);
-#endif
-
- if (
- glShaderSourceSRC == NULL ||
- glCreateShaderSRC == NULL ||
- glCompileShaderSRC == NULL ||
- glCreateProgramSRC == NULL ||
- glAttachShaderSRC == NULL ||
- glBindAttribLocationSRC == NULL ||
- glLinkProgramSRC == NULL ||
- glBindBufferSRC == NULL ||
- glBufferDataSRC == NULL ||
- glVertexAttribPointerSRC == NULL ||
- glDisableVertexAttribArraySRC == NULL ||
- glDeleteBuffersSRC == NULL ||
- glUseProgramSRC == NULL ||
- glDetachShaderSRC == NULL ||
- glDeleteShaderSRC == NULL ||
- glDeleteProgramSRC == NULL ||
- glBufferSubDataSRC == NULL ||
- glGetShaderivSRC == NULL ||
- glGetShaderInfoLogSRC == NULL ||
- glGetProgramivSRC == NULL ||
- glGetProgramInfoLogSRC == NULL ||
- glGenBuffersSRC == NULL ||
- glGetUniformLocationSRC == NULL ||
- glUniformMatrix4fvSRC == NULL ||
- glBindFramebufferSRC == NULL ||
- glGenFramebuffersSRC == NULL ||
- glDeleteFramebuffersSRC == NULL ||
- glFramebufferTexture2DSRC == NULL
- )
- return 1;
- return 0;
-}
-#endif
-
#endif /* RSGL_IMPLEMENTATION */
diff --git a/rsgl.c3l/manifest.json b/rsgl.c3l/manifest.json
index 1eed2ed..875bc67 100644
--- a/rsgl.c3l/manifest.json
+++ b/rsgl.c3l/manifest.json
@@ -1,14 +1,20 @@
{
// features
- // OPENGL - rsgl::gl
- // RFONT - rsgl::rfont
- // HIGHLEVEL - higher level drawing functions
+ // HIGHLEVEL
+ // OPENGL
+ // HIGHLEVEL
"provides": "rsgl",
"targets": {
"linux-x64": {
"sources": [ "rsgl.c3" ],
"dependencies": [
- // @if($feature(RFONT)) "rfont",
+ // @feat(RFONT) "rfont",
+ ],
+ },
+ "openbsd-x64": {
+ "sources": [ "rsgl.c3" ],
+ "dependencies": [
+ // @feat(RFONT) "rfont",
],
},
},
diff --git a/rsgl.c3l/rsgl.c3 b/rsgl.c3l/rsgl.c3
index df9f1be..ebc1d63 100644
--- a/rsgl.c3l/rsgl.c3
+++ b/rsgl.c3l/rsgl.c3
@@ -1,66 +1,55 @@
/**
-* Copyright (C) 2026 andromeda
-*
-* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
-*
-* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
-*
-* You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
+ * Copyright (C) 2026 andromeda <andromeda@galaxious.de>
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <https://www.gnu.org/licenses/>.
**/
module rsgl;
-macro @rect(#x, #y, #w, #h)
-{
- return (Rect) { #x, #y, #w, #h };
-}
-macro @cube(#x, #y, #z, #w, #l, #h)
-{
- return (Cube) { #x, #y, #z, #w, #l, #h };
-}
-macro @vec2D(#x, #y)
-{
- return (Vec2D) { #x, #y };
-}
-macro @vec3D(#x, #y, #z)
-{
- return (Vec3D) { #x, #y, #z };
-}
-macro @triangle(#p1, #p2, #p3)
-{
- return (Vec3D[3]) { #p1, #p2, #p3 };
-}
-macro @createTriangle(#p1x, #p1y, #p1z, #p2x, #p2y, #p2z, #p3x, #p3y, #p3z)
-{
- return @triangle(@vec3D(#p1x, #p1y, #p1z), @vec3D(#p2x, #p2y, #p2z), @vec3D(#p3x, #p3y, #p3z));
-}
-macro @rgba(#r, #g, #b, #a)
-{
- return (Color) { #a, #b, #g, #r };
-}
-macro @rgb(#r, #g, #b)
-{
- return (Color) { 255, #b, #g, #r };
-}
-macro @colorToHex(#color)
+const int MAX_BATCHES = 2028;
+const int MAX_VERTS = 8192;
+
+enum DebugType : char
{
- return (uint)#color & 0xFFFFFF00;
+ ERROR,
+ WARNING,
+ INFO,
}
-macro @rgbToHex(#r, #g, #b)
+
+enum ErrorCode : char
{
- return @colorToHex(@rgb(#r, #g, #b));
+ NO_ERROR,
+ ERROR_BACKEND,
+ ERROR_QUERY_FAIL,
+ ERROR_SHADER,
+ INFO_BACKEND,
+ INFO_SHADER,
+ WARNING_BACKEND,
}
-macro @rgbaToHex(#r, #g, #b, #a)
+
+struct DebugInfo
{
- return @colorToHex(@rgba(#r, #g, #b, #a));
+ DebugType type;
+ ErrorCode code;
+ ZString msg;
}
-const int MAX_BATCHES = 2028;
-const int MAX_VERTS = 8192;
+alias DebugFunc = fn void(DebugInfo*);
-constdef TextureFormat
+enum TextureFormat : int
{
- NONE = 0,
+ NONE,
RGB,
BGR,
RGBA,
@@ -71,15 +60,15 @@ constdef TextureFormat
FORMAT_COUNT,
}
-constdef TextureDataType
+enum TextureDataType : int
{
- INT = 0,
+ INT,
FLOAT,
}
-constdef TextureFilter
+enum TextureFilter : int
{
- NEAREST = 0,
+ NEAREST,
LINEAR,
}
@@ -88,11 +77,11 @@ struct TextureBlob
void* data;
usz width;
usz height;
- TextureDataType dataType;
- TextureFormat dataFormat;
- TextureFormat textureFormat;
- TextureFilter minFilter;
- TextureFilter magFilter;
+ TextureDataType data_type;
+ TextureFormat data_format;
+ TextureFormat texture_format;
+ TextureFilter min_filter;
+ TextureFilter mag_filter;
}
alias Texture = usz;
@@ -129,6 +118,19 @@ struct Vec3D
float z;
}
+macro @triangle(#p1, #p2, #p3) => (Vec3D[3]) { #p1, #p2, #p3 };
+macro @createTriangle(
+ #p1x,
+ #p1y,
+ #p1z,
+ #p2x,
+ #p2y,
+ #p2z,
+ #p3x,
+ #p3y,
+ #p3z
+) => @triangle((Vec3D) { #p1x, #p1y, #p1z }, (Vec3D) { #p2x, #p2y, #p2z }, (Vec3D) { #p3x, #p3y, #p3z });
+
struct Color
{
char a;
@@ -137,21 +139,20 @@ struct Color
char r;
}
-alias Mat4 = float[16];
+macro @rgba(#r, #g, #b, #a) => (Color) { #a, #b, #g, #r };
+macro @rgb(#r, #g, #b) => (Color) { 255, #b, #g, #r };
+macro @color_to_hex(#color) => (uint)#color & 0xFFFFFF00;
+macro @rgb_to_hex(#r, #g, #b) => @color_to_hex(@rgb(#r, #g, #b));
+macro @rgba_to_hex(#r, #g, #b, #a) => @color_to_hex(@rgba(#r, #g, #b, #a));
-extern fn Mat4 mat4_loadIdentity() @cname("RSGL_mat4_loadIdentity");
-extern fn Mat4 mat4_scale(Mat4, float, float, float) @cname("RSGL_mat4_scale");
-extern fn Mat4 mat4_rotate(Mat4, float, float, float, float) @cname("RSGL_mat4_rotate");
-extern fn Mat4 mat4_translate(Mat4, float, float, float) @cname("RSGL_mat4_translate");
-extern fn Mat4 mat4_perspective(Mat4, float, float, float, float) @cname("RSGL_mat4_perspective");
-extern fn Mat4 mat4_ortho(Mat4, float, float, float, float, float, float) @cname("RSGL_mat4_ortho");
-extern fn Mat4 mat4_lookAt(Mat4, float, float, float, float, float, float, float, float, float) @cname("RSGL_mat4_lookAt");
-extern fn Mat4 mat4_multiply(Mat4, Mat4) @cname("RSGL_mat4_multiply");
-extern fn Vec3D mat4_multiplyPoint(Mat4, Vec3D) @cname("RSGL_mat4_multiplyPoint");
+struct Mat4
+{
+ float[16] m;
+}
-constdef ProjectionType
+enum ProjectionType : int
{
- ORTHO_2D = 0,
+ ORTHO_2D,
ORTHO_3D,
PERSPECTIVE_3D,
}
@@ -179,9 +180,24 @@ union Projection
Projection3D p3D;
}
-extern fn Mat4 projection_getMatrix(Projection*) @cname("RSGL_projection_getMatrix");
+enum DrawType : int
+{
+ TRIANGLES,
+ POINTS,
+ LINES,
+}
-constdef ShaderType
+struct RawVerts
+{
+ DrawType type;
+ float* verts;
+ float* tex_coords;
+ ushort* elements;
+ usz elm_count;
+ usz vert_count;
+}
+
+constdef ShaderType : int
{
NONE = 0,
STANDARD = 1,
@@ -191,20 +207,20 @@ constdef ShaderType
struct ProgramBlob
{
- ZString vertex;
- usz vertexLen;
- ZString fragment;
- usz fragmentLen;
+ CChar* vertex;
+ usz vertex_len;
+ CChar* fragment;
+ usz fragment_len;
}
struct ProgramInfo
{
usz program;
- usz perspectiveView;
+ usz perspective_view;
usz model;
- usz vertexPosition;
- usz vertexTexCoord;
- usz vertexColor;
+ usz vertex_position;
+ usz vertex_tex_coord;
+ usz vertex_color;
ShaderType type;
}
@@ -212,18 +228,18 @@ struct Batch
{
usz start;
usz len;
- usz elmStart;
- usz elmCount;
- uint type;
+ usz elm_start;
+ usz elm_count;
+ DrawType type;
Texture tex;
- float lineWidth;
+ float line_width;
Mat4 matrix;
}
struct RenderData
{
float* verts;
- float* texCoords;
+ float* tex_coords;
float* colors;
ushort* elements;
usz elements_count;
@@ -231,9 +247,9 @@ struct RenderData
Mat4 perspective;
}
-constdef BufferType
+enum BufferType : int
{
- ARRAY_BUFFER = 0,
+ ARRAY_BUFFER,
ELEMENT_ARRAY_BUFFER,
SHADER_STORAGE_BUFFER,
TEXTURE_BUFFER,
@@ -246,9 +262,9 @@ struct RenderBuffers
usz color;
usz texture;
usz elements;
- usz maxVerts;
+ usz max_verts;
Batch[MAX_BATCHES] batches;
- usz batchCount;
+ usz batch_count;
}
struct RenderState
@@ -262,11 +278,11 @@ struct RenderState
ProgramInfo* program;
RenderBuffers* buffers;
Vec3D center;
- float lineWidth;
- Mat4 modelMatrix;
- Mat4 viewMatrix;
- Mat4 perspectiveMatrix;
- bool forceBatch;
+ float line_width;
+ Mat4 model_matrix;
+ Mat4 view_matrix;
+ Mat4 perspective_matrix;
+ bool force_batch;
bool overflow;
Framebuffer framebuffer;
}
@@ -279,61 +295,61 @@ struct RenderPass
Framebuffer framebuffer;
}
-alias RendererProc_size = fn usz();
-alias RendererProc_defaultBlob = fn ProgramBlob(void*);
-alias RendererProc_initPtr = fn void(void*, void*);
-alias RendererProc_freePtr = fn void(void*);
-alias RendererProc_render = fn void(void*, RenderPass*);
-alias RendererProc_clear = fn void(void*, Framebuffer, float, float, float, float);
-alias RendererProc_viewport = fn void(void*, int, int, int, int);
-alias RendererProc_setSurface = fn void(void*, void*);
-alias RendererProc_createTexture = fn Texture(void*, TextureBlob*);
-alias RendererProc_copyToTexture = fn void(void*, Texture, usz, usz, TextureBlob*);
-alias RendererProc_deleteTexture = fn void(void*, Texture);
-alias RendererProc_scissorStart = fn void(void*, float, float, float, float, float);
-alias RendererProc_scissorEnd = fn void(void*);
-alias RendererProc_createProgram = fn ProgramInfo(void*, ProgramBlob*);
-alias RendererProc_deleteProgram = fn void(void*, ProgramInfo*);
-alias RendererProc_findShaderVariable = fn usz(void*, ProgramInfo*, ZString, usz);
-alias RendererProc_updateShaderVariable = fn void(void*, ProgramInfo*, usz, float*, char);
-alias RendererProc_createComputeProgram = fn ProgramInfo(void*, ZString);
-alias RendererProc_dispatchComputeProgram = fn void(void*, ProgramInfo*, uint, uint, uint);
-alias RendererProc_bindComputeTexture = fn void(void*, uint, char);
-alias RendererProc_createBuffer = fn void(void*, BufferType, usz, void*, usz*);
-alias RendererProc_updateBuffer = fn void(void*, BufferType, usz, void*, usz, usz);
-alias RendererProc_deleteBuffer = fn void(void*, usz);
-alias RendererProc_createFramebuffer = fn Framebuffer(void*, usz, usz);
-alias RendererProc_attachFramebuffer = fn void(void*, Framebuffer, Texture, char, char);
-alias RendererProc_deleteFramebuffer = fn void(void*, Framebuffer);
+alias RendererProcSize = fn usz();
+alias RendererProcDefaultBlob = fn ProgramBlob(void*);
+alias RendererProcInitPtr = fn void(void*, void*);
+alias RendererProcFreePtr = fn void(void*);
+alias RendererProcRender = fn void(void*, RenderPass*);
+alias RendererProcClear = fn void(void*, Framebuffer, float, float, float, float);
+alias RendererProcViewport = fn void(void*, int, int, int, int);
+alias RendererProcSetSurface = fn void(void*, void*);
+alias RendererProcCreateTexture = fn Texture(void*, TextureBlob*);
+alias RendererProcCopyToTexture = fn void(void*, Texture, usz, usz, TextureBlob*);
+alias RendererProcDeleteTexture = fn void(void*, Texture);
+alias RendererProcScissorStart = fn void(void*, float, float, float, float, float);
+alias RendererProcScissorEnd = fn void(void*);
+alias RendererProcCreateProgram = fn ProgramInfo(void*, ProgramBlob*);
+alias RendererProcDeleteProgram = fn void(void*, ProgramInfo*);
+alias RendererProcFindShaderVariable = fn usz(void*, ProgramInfo*, ZString, usz);
+alias RendererProcUpdateShaderVariable = fn void(void*, ProgramInfo*, usz, float*, char);
+alias RendererProcCreateComputeProgram = fn ProgramInfo(void*, ZString);
+alias RendererProcDispatchComputeProgram = fn void(void*, ProgramInfo*, uint, uint, uint);
+alias RendererProcBindComputeTexture = fn void(void*, uint, char);
+alias RendererProcCreateBuffer = fn void(void*, BufferType, usz, void*, usz*);
+alias RendererProcUpdateBuffer = fn void(void*, BufferType, usz, void*, usz, usz);
+alias RendererProcDeleteBuffer = fn void(void*, usz);
+alias RendererProcCreateFramebuffer = fn Framebuffer(void*, usz, usz);
+alias RendererProcAttachFramebuffer = fn void(void*, Framebuffer, Texture, char, char);
+alias RendererProcDeleteFramebuffer = fn void(void*, Framebuffer);
struct RendererProc
{
- RendererProc_size size;
- RendererProc_defaultBlob defaultBlob;
- RendererProc_initPtr initPtr;
- RendererProc_freePtr freePtr;
- RendererProc_render render;
- RendererProc_clear clear;
- RendererProc_viewport viewport;
- RendererProc_setSurface setSurface;
- RendererProc_createTexture createTexture;
- RendererProc_copyToTexture copyToTexture;
- RendererProc_deleteTexture deleteTexture;
- RendererProc_scissorStart scissorStart;
- RendererProc_scissorEnd scissorEnd;
- RendererProc_createProgram createProgram;
- RendererProc_deleteProgram deleteProgram;
- RendererProc_findShaderVariable findShaderVariable;
- RendererProc_updateShaderVariable updateShaderVariable;
- RendererProc_createComputeProgram createComputeProgram;
- RendererProc_dispatchComputeProgram dispatchComputeProgram;
- RendererProc_bindComputeTexture bindComputeTexture;
- RendererProc_createBuffer createBuffer;
- RendererProc_updateBuffer updateBuffer;
- RendererProc_deleteBuffer deleteBuffer;
- RendererProc_createFramebuffer createFramebuffer;
- RendererProc_attachFramebuffer attachFramebuffer;
- RendererProc_deleteFramebuffer deleteFramebuffer;
+ RendererProcSize size;
+ RendererProcDefaultBlob default_blob;
+ RendererProcInitPtr init_ptr;
+ RendererProcFreePtr free_ptr;
+ RendererProcRender render;
+ RendererProcClear clear;
+ RendererProcViewport viewport;
+ RendererProcSetSurface set_surface;
+ RendererProcCreateTexture create_texture;
+ RendererProcCopyToTexture copy_to_texture;
+ RendererProcDeleteTexture delete_texture;
+ RendererProcScissorStart scissor_start;
+ RendererProcScissorEnd scissor_end;
+ RendererProcCreateProgram create_program;
+ RendererProcDeleteProgram delete_program;
+ RendererProcFindShaderVariable find_shader_variable;
+ RendererProcUpdateShaderVariable update_shader_variable;
+ RendererProcCreateComputeProgram create_compute_program;
+ RendererProcDispatchComputeProgram dispatch_compute_program;
+ RendererProcBindComputeTexture bind_compute_texture;
+ RendererProcCreateBuffer create_buffer;
+ RendererProcUpdateBuffer update_buffer;
+ RendererProcDeleteBuffer delete_buffer;
+ RendererProcCreateFramebuffer create_framebuffer;
+ RendererProcAttachFramebuffer attach_framebuffer;
+ RendererProcDeleteFramebuffer delete_framebuffer;
}
struct Renderer
@@ -341,127 +357,26 @@ struct Renderer
RenderData data;
RenderState state;
RendererProc proc;
- void* userPtr;
+ void* user_ptr;
void* ctx;
- Texture defaultTexture;
- ProgramInfo defaultProgram;
- Mat4 defaultPerspectiveMatrix;
+ Texture default_texture;
+ ProgramInfo default_program;
+ Mat4 default_perspective_matrix;
float[MAX_VERTS * 3] verts;
- float[MAX_VERTS * 2] texCoords;
+ float[MAX_VERTS * 2] tex_coords;
float[MAX_VERTS * 4] colors;
ushort[MAX_VERTS * 6] elements;
RenderBuffers buffers;
}
-extern fn void renderer_getRenderState(Renderer*, RenderState*) @cname("RSGL_renderer_getRenderState");
-extern fn usz renderer_size(Renderer*) @cname("RSGL_renderer_size");
-extern fn void renderer_initPtr(RendererProc*, void*, void*, Renderer*) @cname("RSGL_renderer_initPtr");
-extern fn Renderer* renderer_init(RendererProc, void*) @cname("RSGL_renderer_init");
-extern fn void renderer_updateSize(Renderer*, usz, usz) @cname("RSGL_renderer_updateSize");
-extern fn void renderer_freePtr(Renderer*) @cname("RSGL_renderer_freePtr");
-extern fn void renderer_setSurface(Renderer*, void*) @cname("RSGL_renderer_setSurface");
-extern fn void renderer_createBuffer(Renderer*, BufferType, usz, void*, usz*) @cname("RSGL_renderer_createBuffer");
-extern fn void renderer_updateBuffer(Renderer*, BufferType, usz, void*, usz, usz) @cname("RSGL_renderer_updateBuffer");
-extern fn void renderer_deleteBuffer(Renderer*, usz) @cname("RSGL_renderer_deleteBuffer");
-extern fn void renderer_createRenderBuffers(Renderer*, usz, RenderBuffers*) @cname("RSGL_renderer_createRenderBuffers");
-extern fn void renderer_deleteRenderBuffers(Renderer*, RenderBuffers*) @cname("RSGL_renderer_deleteRenderBuffers");
-extern fn void renderer_render(Renderer*) @cname("RSGL_renderer_render");
-extern fn void renderer_updateRenderBuffers(Renderer*) @cname("RSGL_renderer_updateRenderbuffers");
-extern fn void renderer_renderBuffers(Renderer*) @cname("RSGL_renderer_renderBuffers");
-extern fn void renderer_free(Renderer*) @cname("RSGL_renderer_free");
-extern fn void renderer_setRotate(Renderer*, Vec3D) @cname("RSGL_renderer_setRotate");
-extern fn void renderer_setTexture(Renderer*, Texture) @cname("RSGL_renderer_setTexture");
-extern fn void renderer_setTextureSource(Renderer*, Texture, Rect) @cname("RSGL_renderer_setTextureSource");
-extern fn void renderer_setColor(Renderer*, Color) @cname("RSGL_renderer_setColor");
-extern fn void renderer_setProgram(Renderer*, ProgramInfo*) @cname("RSGL_renderer_setProgram");
-extern fn void renderer_setFramebuffer(Renderer*, Framebuffer) @cname("RSGL_renderer_setFramebuffer");
-extern fn void renderer_setRenderBuffers(Renderer*, RenderBuffers*) @cname("RSGL_renderer_setRenderBuffers");
-extern fn void renderer_setGradient(Renderer*, float*, usz) @cname("RSGL_renderer_setGradient");
-extern fn void renderer_setCenter(Renderer*, Vec3D) @cname("RSGL_renderer_setCenter");
-extern fn void renderer_setOverflow(Renderer*, bool) @cname("RSGL_renderer_setOverflow");
-extern fn void renderer_clearArgs(Renderer*) @cname("RSGL_renderer_clearArgs");
-extern fn Mat4 renderer_initDrawMatrix(Renderer*, Vec3D) @cname("RSGL_renderer_initDrawMatrix");
-extern fn void renderer_clear(Renderer*, Color) @cname("RSGL_renderer_clear");
-extern fn void renderer_viewport(Renderer*, Rect) @cname("RSGL_renderer_viewport");
-extern fn Texture renderer_createTexture(Renderer*, TextureBlob*) @cname("RSGL_renderer_createTexture");
-extern fn void renderer_copyToTexture(Renderer*, Texture, usz, usz, TextureBlob*) @cname("RSGL_renderer_copyToTexture");
-extern fn void renderer_deleteTexture(Renderer*, Texture) @cname("RSGL_renderer_deleteTexture");
-extern fn Framebuffer renderer_createFramebuffer(Renderer*, usz, usz) @cname("RSGL_renderer_createFramebuffer");
-extern fn void renderer_attachFramebuffer(Renderer*, Framebuffer, Texture, char, char) @cname("RSGL_renderer_attachFramebuffer");
-extern fn void renderer_deleteFramebuffer(Renderer*, Framebuffer) @cname("RSGL_renderer_deleteFramebuffer");
-extern fn void renderer_scissorStart(Renderer*, Rect, int) @cname("RSGL_renderer_scissorStart");
-extern fn void renderer_scissorEnd(Renderer*) @cname("RSGL_renderer_scissorEnd");
-extern fn ProgramBlob renderer_defaultBlob(Renderer*) @cname("RSGL_renderer_defaultBlob");
-extern fn ProgramInfo renderer_createProgram(Renderer*, ProgramBlob*) @cname("RSGL_renderer_createProgram");
-extern fn void renderer_deleteProgram(Renderer*, ProgramInfo*) @cname("RSGL_renderer_deleteProgram");
-extern fn usz renderer_findShaderVariable(Renderer*, ProgramInfo*, ZString, usz) @cname("RSGL_renderer_findShaderVariable");
-extern fn void renderer_updateShaderVariable(
- Renderer*,
- ProgramInfo*,
- usz,
- float*,
- char
-) @cname("RSGL_renderer_updateShaderVariable");
-extern fn void renderer_forceBatch(Renderer*) @cname("RSGL_renderer_forceBatch");
-extern fn void renderer_setPerspectiveMatrix(Renderer*, Mat4) @cname("RSGL_renderer_setPerspectiveMatrix");
-extern fn void renderer_setDefaultPerspectiveMatrix(Renderer*, Mat4) @cname("RSGL_renderer_setDefaultPerspectiveMatrix");
-extern fn void renderer_setModelMatrix(Renderer*, Mat4) @cname("RSGL_renderer_setModelMatrix");
-extern fn void renderer_resetModelMatrix(Renderer*) @cname("RSGL_renderer_resetModelMatrix");
-extern fn ProgramInfo renderer_createComputeProgram(Renderer*, ZString) @cname("RSGL_renderer_createComputeProgram");
-extern fn void renderer_dispatchComputeProgram(
- Renderer*,
- ProgramInfo*,
- uint,
- uint,
- uint
-) @cname("RSGL_renderer_dispatchComputeProgram");
-extern fn void renderer_bindComputeTexture(Renderer*, uint, char) @cname("RSGL_renderer_bindComputeTexture");
-
-constdef DrawType
-{
- TRIANGLES = 0,
- POINTS = 1,
- LINES = 2,
-}
-
-struct RawVerts
+enum ViewType : int
{
- DrawType type;
- float* verts;
- float* texCoords;
- ushort* elements;
- usz elmCount;
- usz vert_count;
-}
-
-extern fn int drawRawVerts(Renderer*, RawVerts*) @cname("RSGL_drawRawVerts");
-
-extern fn int drawPoint(Renderer*, Vec2D) @cname("RSGL_drawPoint") @if($feature(HIGHLEVEL));
-extern fn int drawRect(Renderer*, Rect) @cname("RSGL_drawRect") @if($feature(HIGHLEVEL));
-extern fn int drawRoundRect(Renderer*, Rect, Vec2D) @cname("RSGL_drawRoundRect") @if($feature(HIGHLEVEL));
-extern fn int drawPolygon(Renderer*, Rect, uint) @cname("RSGL_drawPolygon") @if($feature(HIGHLEVEL));
-extern fn int drawArc(Renderer*, Rect, Vec2D) @cname("RSGL_drawArc") @if($feature(HIGHLEVEL));
-extern fn int drawOval(Renderer*, Rect) @cname("RSGL_drawOval") @if($feature(HIGHLEVEL));
-extern fn int drawLine(Renderer*, Vec2D, Vec2D, uint) @cname("RSGL_drawLine") @if($feature(HIGHLEVEL));
-extern fn int drawTriangle(Renderer*, Vec3D[3]) @cname("RSGL_drawTriangle") @if($feature(HIGHLEVEL));
-extern fn int drawPoint3D(Renderer*, Vec3D) @cname("RSGL_drawPoint3D") @if($feature(HIGHLEVEL));
-extern fn int drawLine3D(Renderer*, Vec3D, Vec3D, uint) @cname("RSGL_drawLine3D") @if($feature(HIGHLEVEL));
-extern fn int drawCube(Renderer*, Cube) @cname("RSGL_drawCube") @if($feature(HIGHLEVEL));
-extern fn int drawTriangleOutline(Renderer*, Vec3D[3], uint) @cname("RSGL_drawTriangleOutline") @if($feature(HIGHLEVEL));
-extern fn int drawRectOutline(Renderer*, Rect, uint) @cname("RSGL_drawRectOutline") @if($feature(HIGHLEVEL));
-extern fn int drawRoundRectOutline(Renderer*, Rect, Vec2D, uint) @cname("RSGL_drawRoundRectOutline") @if($feature(HIGHLEVEL));
-extern fn int drawPolygonOutline(Renderer*, Rect, uint, uint) @cname("RSGL_drawPolygonOutline") @if($feature(HIGHLEVEL));
-extern fn int drawArcOutline(Renderer*, Rect, Vec2D, uint) @cname("RSGL_drawArcOutline") @if($feature(HIGHLEVEL));
-extern fn int drawOvalOutline(Renderer*, Rect, uint) @cname("RSGL_drawovalOutline") @if($feature(HIGHLEVEL));
-
-constdef ViewType @if($feature(HIGHLEVEL))
-{
- NONE = 0,
+ NONE,
TWO_D,
THREE_D,
}
-struct View2D @if($feature(HIGHLEVEL))
+struct View2D
{
ViewType type;
Vec3D offset;
@@ -470,7 +385,7 @@ struct View2D @if($feature(HIGHLEVEL))
float zoom;
}
-struct View3D @if($feature(HIGHLEVEL))
+struct View3D
{
ViewType type;
Vec3D pos;
@@ -478,29 +393,120 @@ struct View3D @if($feature(HIGHLEVEL))
Vec3D up;
}
-union View @if($feature(HIGHLEVEL))
+union View
{
ViewType type;
- View2D view2D;
- View3D view3D;
+ View2D view_2D;
+ View3D view_3D;
}
-extern fn Mat4 view_getMatrix(View*) @cname("RSGL_view_getMatrix") @if($feature(HIGHLEVEL));
+extern fn DebugFunc set_debug_func(DebugFunc) @cname("RSGL_setDebugCallback");
+extern fn void debug_callback(DebugType, ErrorCode, ZString) @cname("RSGL_debugCallback");
+extern fn Mat4 mat4_loadIdentity() @cname("RSGL_mat4_loadIdentity");
+extern fn Mat4 Mat4.scale(self, float, float, float) @cname("RSGL_mat4_scale");
+extern fn Mat4 Mat4.rotate(self, float, float, float, float) @cname("RSGL_mat4_rotate");
+extern fn Mat4 Mat4.translate(self, float, float, float) @cname("RSGL_mat4_translate");
+extern fn Mat4 Mat4.perspective(self, float, float, float, float) @cname("RSGL_mat4_perspective");
+extern fn Mat4 Mat4.ortho(self, float, float, float, float, float, float) @cname("RSGL_mat4_ortho");
+extern fn Mat4 Mat4.look_at(self, float, float, float, float, float, float, float, float, float) @cname("RSGL_mat4_lookAt");
+extern fn Mat4 Mat4.multiply(self, Mat4) @cname("RSGL_mat4_multiply");
+extern fn Vec3D Mat4.multiply_point(self, Vec3D) @cname("RSGL_mat4_multiplyPoint");
+extern fn Mat4 Projection.get_matrix(&self) @cname("RSGL_projection_getMatrix");
+extern fn void Renderer.get_render_state(&self, RenderState*) @cname("RSGL_renderer_getRenderState");
+extern fn usz Renderer.size(&self) @cname("RSGL_renderer_size");
+extern fn void renderer_initPtr(RendererProc*, void*, void*, Renderer*) @cname("RSGL_renderer_initPtr");
+extern fn Renderer* renderer_init(RendererProc, void*) @cname("RSGL_renderer_init");
+extern fn void Renderer.update_size(&self, usz, usz) @cname("RSGL_renderer_updateSize");
+extern fn void Renderer.free_ptr(&self) @cname("RSGL_renderer_freePtr");
+extern fn void Renderer.set_surface(&self, void*) @cname("RSGL_renderer_setSurface");
+extern fn void Renderer.create_buffer(&self, BufferType, usz, void*, usz*) @cname("RSGL_renderer_createBuffer");
+extern fn void Renderer.update_buffer(&self, BufferType, usz, void*, usz, usz) @cname("RSGL_renderer_updateBuffer");
+extern fn void Renderer.delete_buffer(&self, usz) @cname("RSGL_renderer_deleteBuffer");
+extern fn void Renderer.create_render_buffers(&self, usz, RenderBuffers*) @cname("RSGL_renderer_createRenderBuffers");
+extern fn void Renderer.delete_render_buffers(&self, RenderBuffers*) @cname("RSGL_renderer_deleteRenderBuffers");
+extern fn void Renderer.render(&self) @cname("RSGL_renderer_render");
+extern fn void Renderer.update_render_buffers(&self) @cname("RSGL_renderer_updateRenderbuffers");
+extern fn void Renderer.render_buffers(&self) @cname("RSGL_renderer_renderBuffers");
+extern fn void Renderer.free(&self) @cname("RSGL_renderer_free");
+extern fn void Renderer.set_rotate(&self, Vec3D) @cname("RSGL_renderer_setRotate");
+extern fn void Renderer.set_texture(&self, Texture) @cname("RSGL_renderer_setTexture");
+extern fn void Renderer.set_texture_source(&self, Texture, Rect) @cname("RSGL_renderer_setTextureSource");
+extern fn void Renderer.set_color(&self, Color) @cname("RSGL_renderer_setColor");
+extern fn void Renderer.set_program(&self, ProgramInfo*) @cname("RSGL_renderer_setProgram");
+extern fn void Renderer.set_framebuffer(&self, Framebuffer) @cname("RSGL_renderer_setFramebuffer");
+extern fn void Renderer.set_render_buffers(&self, RenderBuffers*) @cname("RSGL_renderer_setRenderBuffers");
+extern fn void Renderer.set_gradent(&self, float*, usz) @cname("RSGL_renderer_setGradient");
+extern fn void Renderer.set_center(&self, Vec3D) @cname("RSGL_renderer_setCenter");
+extern fn void Renderer.set_overflow(&self, bool) @cname("RSGL_renderer_setOverflow");
+extern fn void Renderer.clear_args(&self) @cname("RSGL_renderer_clearArgs");
+extern fn Mat4 Renderer.init_draw_matrix(&self, Vec3D) @cname("RSGL_renderer_initDrawMatrix");
+extern fn void Renderer.clear(&self, Color) @cname("RSGL_renderer_clear");
+extern fn void Renderer.viewport(&self, Rect) @cname("RSGL_renderer_viewport");
+extern fn Texture Renderer.create_texture(&self, TextureBlob*) @cname("RSGL_renderer_createTexture");
+extern fn void Renderer.copy_to_texture(&self, Texture, usz, usz, TextureBlob*) @cname("RSGL_renderer_copyToTexture");
+extern fn void Renderer.delete_texture(&self, Texture) @cname("RSGL_renderer_deleteTexture");
+extern fn Framebuffer Renderer.create_framebuffer(&self, usz, usz) @cname("RSGL_renderer_createFramebuffer");
+extern fn void Renderer.attach_framebuffer(&self, Framebuffer, Texture, char, char) @cname("RSGL_renderer_attachFramebuffer");
+extern fn void Renderer.delete_framebuffer(&self, Framebuffer) @cname("RSGL_renderer_deleteFramebuffer");
+extern fn void Renderer.scissor_start(&self, Rect, int) @cname("RSGL_renderer_scissorStart");
+extern fn void Renderer.scissor_end(&self) @cname("RSGL_renderer_scissorEnd");
+extern fn ProgramBlob Renderer.default_blob(&self) @cname("RSGL_renderer_defaultBlob");
+extern fn ProgramInfo Renderer.create_program(&self, ProgramBlob*) @cname("RSGL_renderer_createProgram");
+extern fn void Renderer.delete_program(&self, ProgramInfo*) @cname("RSGL_renderer_deleteProgram");
+extern fn usz Renderer.find_shader_variable(&self, ProgramInfo*, ZString, usz) @cname("RSGL_renderer_findShaderVariable");
+extern fn void Renderer.update_shader_variable(&self, ProgramInfo*, usz, float*, char) @cname("RSGL_renderer_updateShaderVariable");
+extern fn void Renderer.force_batch(&self) @cname("RSGL_renderer_forceBatch");
+extern fn void Renderer.set_perspective_matrix(&self, Mat4) @cname("RSGL_renderer_setPerspectiveMatrix");
+extern fn void Renderer.set_default_perspective_matrix(&self, Mat4) @cname("RSGL_renderer_setDefaultPerspectiveMatrix");
+extern fn void Renderer.set_model_matrix(&self, Mat4) @cname("RSGL_renderer_setModelMatrix");
+extern fn void Renderer.reset_model_matrix(&self) @cname("RSGL_renderer_resetModelMatrix");
+extern fn ProgramInfo Renderer.create_compute_program(&self, ZString) @cname("RSGL_renderer_createComputeProgram");
+extern fn void Renderer.dispatch_compute_program(
+ &self,
+ ProgramInfo*,
+ uint,
+ uint,
+ uint
+) @cname("RSGL_renderer_dispatchComputeProgram");
+extern fn void Renderer.bind_compute_texture(&self, uint, char) @cname("RSGL_renderer_bindComputeTexture");
+extern fn int Renderer.draw_raw_verts(&self, RawVerts*) @cname("RSGL_drawRawVerts");
+
+module rsgl @feat(HIGHLEVEL);
-module rsgl::gl @if($feature(OPENGL));
+extern fn int Renderer.draw_point(&self, Vec2D) @cname("RSGL_drawPoint");
+extern fn int Renderer.draw_rect(&self, Rect) @cname("RSGL_drawRect");
+extern fn int Renderer.draw_round_rect(&self, Rect, Vec2D) @cname("RSGL_drawRoundRect");
+extern fn int Renderer.draw_polygon(&self, Rect, uint) @cname("RSGL_drawPolygon");
+extern fn int Renderer.draw_arc(&self, Rect, Vec2D) @cname("RSGL_drawArc");
+extern fn int Renderer.draw_oval(&self, Rect) @cname("RSGL_drawOval");
+extern fn int Renderer.draw_line(&self, Vec2D, Vec2D, uint) @cname("RSGL_drawLine");
+extern fn int Renderer.draw_triangle(&self, Vec3D[3]) @cname("RSGL_drawTriangle");
+extern fn int Renderer.draw_point_3D(&self, Vec3D) @cname("RSGL_drawPoint3D");
+extern fn int Renderer.draw_line_3D(&self, Vec3D, Vec3D, uint) @cname("RSGL_drawLine3D");
+extern fn int Renderer.draw_cube(&self, Cube) @cname("RSGL_drawCube");
+extern fn int Renderer.draw_triangle_outline(&self, Vec3D[3], uint) @cname("RSGL_drawTriangleOutline");
+extern fn int Renderer.draw_rect_outline(&self, Rect, uint) @cname("RSGL_drawRectOutline");
+extern fn int Renderer.draw_round_rect_outline(&self, Rect, Vec2D, uint) @cname("RSGL_drawRoundRectOutline");
+extern fn int Renderer.draw_polygon_outline(&self, Rect, uint, uint) @cname("RSGL_drawPolygonOutline");
+extern fn int Renderer.draw_arc_outline(&self, Rect, Vec2D, uint) @cname("RSGL_drawArcOutline");
+extern fn int Renderer.draw_oval_outline(&self, Rect, uint) @cname("RSGL_drawovalOutline");
+extern fn Mat4 View.get_matrix(&self) @cname("RSGL_view_getMatrix");
+
+module rsgl::gl @feat(OPENGL);
struct GlRenderer
{
uint vao;
}
-extern fn RendererProc rendererProc() @cname("RSGL_GL_rendererProc");
+extern fn RendererProc renderer_proc() @cname("RSGL_GL_rendererProc");
extern fn usz size() @cname("RSGL_GL_size");
-module rsgl::rfont @if($feature(RFONT));
+module rsgl::rfont @feat(RFONT);
+
import rfont;
-extern fn rfont::Renderer_proc renderer_proc() @cname("RFont_RSGL_renderer_proc");
+extern fn rfont::RendererProc renderer_proc() @cname("RFont_RSGL_renderer_proc");
extern fn rfont::Renderer* renderer_init(rsgl::Renderer*) @cname("RFont_RSGL_renderer_init");
extern fn void renderer_initPtr(rsgl::Renderer*, rfont::Renderer*) @cname("RFont_RSGL_renderer_initPtr");
extern fn void renderer_free(rfont::Renderer*) @cname("RFont_RSGL_renderer_free");