diff options
Diffstat (limited to 'rsgl.c3l')
| -rw-r--r-- | rsgl.c3l/LICENSE | 674 | ||||
| -rw-r--r-- | rsgl.c3l/include/RSGL.h | 344 | ||||
| -rw-r--r-- | rsgl.c3l/include/RSGL_gl.h | 515 | ||||
| -rw-r--r-- | rsgl.c3l/manifest.json | 14 | ||||
| -rw-r--r-- | rsgl.c3l/rsgl.c3 | 534 |
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 + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/> + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. By contrast, +the GNU General Public License is intended to guarantee your freedom to +share and change all versions of a program--to make sure it remains free +software for all its users. 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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"); |
