From eb0f2cc6373393303c5a4cd83792dd79103b85de Mon Sep 17 00:00:00 2001 From: andromeda Date: Sat, 24 Oct 2026 00:48:05 -0400 Subject: revitalise --- rsgl.c3l/LICENSE | 674 +++++++++++++++++++++++++++++++++++++++++++++ rsgl.c3l/include/RSGL.h | 344 ++++++++++++++++------- rsgl.c3l/include/RSGL_gl.h | 515 +++++++++------------------------- rsgl.c3l/manifest.json | 14 +- rsgl.c3l/rsgl.c3 | 540 ++++++++++++++++++------------------ 5 files changed, 1329 insertions(+), 758 deletions(-) create mode 100644 rsgl.c3l/LICENSE (limited to 'rsgl.c3l') 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. + 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. 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If not, see . + +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: + + Copyright (C) + 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 +. + + 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 +. 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 -#ifndef RSGL_MAX_BATCHES -#define RSGL_MAX_BATCHES 2028 -#endif -#ifndef RSGL_MAX_VERTS -#define RSGL_MAX_VERTS 8192 -#endif #ifndef RSGL_MALLOC #include @@ -45,6 +39,15 @@ #define RSGL_FREE free #endif +#ifndef RSGL_ASSERT + #include + #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 #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 + #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 + #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 + 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 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 -typedef bool RSGL_bool; + #include + 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); /* @@ -566,16 +701,12 @@ RSGLDEF i32 RSGL_drawCube(RSGL_renderer* renderer, RSGL_cube cube); /* thickness means the thickness of the line */ 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 +#elif defined(RSGL_GLES2) + #include +#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 + #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 */ @@ -66,200 +93,22 @@ RSGLDEF void RSGL_GL_deleteFramebuffer(RSGL_glRenderer* renderer, RSGL_framebuff RSGLDEF RSGL_programInfo RSGL_GL_createComputeProgram(RSGL_glRenderer* ctx, const char* CShaderCode); 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 -#else -#include -#include -#endif - -#if defined(RSGL_GLES3) - #include -#elif defined(RSGL_GLES2) - #include -#endif - -#if defined(_WIN32) -typedef char GLchar; -typedef int GLsizei; -#include -#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 . + * 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 . **/ 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"); - -constdef ProjectionType -{ - ORTHO_2D = 0, +struct Mat4 +{ + float[16] m; +} + +enum ProjectionType : int +{ + 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($feature(HIGHLEVEL)); - -module rsgl::gl @if($feature(OPENGL)); +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); + +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"); -- cgit v1.3.1