Vulkan hard :(

This commit is contained in:
2021-02-16 19:22:12 +11:00
commit 1407d028e8
13 changed files with 876 additions and 0 deletions

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test/display/render.c Normal file
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#include "render.h"
render_t *RENDER_CURRENT = NULL;
render_t * renderInit(int32_t width, int32_t height, char *name) {
// Can't contextualize twice
if(RENDER_CURRENT != NULL) return NULL;
// Attempt to init GLFW
if(!glfwInit()) return NULL;
// Initialize the renderer
render_t *render = malloc(sizeof(render_t));
if(!render) return NULL;
render->width = width;
render->height = height;
// Create the window.
render->window = glfwCreateWindow(width, height, name, NULL, NULL);
if(!render->window) {
free(render);
glfwTerminate();
return NULL;
}
// Make the window the context current
glfwMakeContextCurrent(render->window);
RENDER_CURRENT = render;
// Listeners
glfwSetWindowSizeCallback(render->window, &renderOnResize);
//GLEnable Things
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
return render;
}
void renderFrame(render_t *render) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBegin(GL_TRIANGLES);
glColor3f(1, 0, 0);
glVertex3f(-1, -1, 0);
glColor3f(0, 1, 0);
glVertex3f(0, 1, 0);
glColor3f(0, 0, 1);
glVertex3f(1, -1, 0);
glEnd();
}
bool renderDispose(render_t *render) {
// Cleanup the callback
glfwSetWindowSizeCallback(render->window, NULL);
// Free up the renderer
free(render);
RENDER_CURRENT = NULL;
// Terminate the GLFW context.
glfwTerminate();
return true;
}
void renderOnResize(GLFWwindow *window, int32_t width, int32_t height) {
RENDER_CURRENT->width = width;
RENDER_CURRENT->height = height;
glViewport(0, 0, width, height);
}

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test/display/render.h Normal file
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#pragma once
#include <stdio.h>
#include <stdbool.h>
#include <stdint.h>
#include <malloc.h>
#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h>
#include <cglm/vec4.h>
#include <cglm/mat4.h>
/**
* Contains information about the current render state, can be used for querying
* how the renderer is currently set up.
*/
typedef struct {
/** The GLFW Window Context Pointer */
GLFWwindow *window;
/** Resolution (in pixels) */
int32_t width, height;
} render_t;
/** Current active renderer. */
extern render_t *RENDER_CURRENT;
/**
* Initialize the renderer.
*
* @param width Width (in pixels) of the window.
* @param height Height (in pixels) of the window.
* @param name String of the windows' name.
* @return Rendering Context information.
*/
render_t * renderInit(int32_t width, int32_t height, char *name);
/**
* Render a single frame of the render loop. The renderer is not (currently)
* responsible for render looping.
*
* @param render The renderer to loop for.
*/
void renderFrame(render_t *render);
/**
* Cleanup a render context.
*
* @param render Renderer to cleanup.
* @return True or False if Successful/Not.
*/
bool renderDispose(render_t *render);
/**
* Resize callbacks.
*
* @param window Window that was resized.
* @param width New window width.
* @param height New window height.
*/
void renderOnResize(GLFWwindow *window, int32_t width, int32_t height);

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#include "shader.h"
shader_t * shaderCompile(char *vertexShaderSource, char* fragmentShaderSource) {
}
bool shaderDipose(shader_t *shader) {
return true;
}

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test/display/shader.h Normal file
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#pragma once
#include <GL/gl3w.h>
#include <GLFW/glfw3.h>
#include <stdbool.h>
/**
* Structure containing information about an OpenGL Shader. For simplicity sake
* we demand certain uninforms to be present on the shader target.
*/
typedef struct {
/** Pointer to an uploaded vertex shader program */
unsigned int shaderVertex;
/** Pointer to an uploaded fragment shader program */
unsigned int shaderFrag;
/** Pointer to an uploaded shader program linked */
unsigned int shaderProgram;
} shader_t;
/**
* Create a shader from vertex and fragment shader code.
*
* @param vertexShaderSource The raw vertex shader code.
* @param fragmentShaderSource The raw fragment shader code.
* @return Pointer to the loaded shader.
*/
shader_t * shaderCompile(char *vertexShaderSource, char* fragmentShaderSource);
/**
* Cleanup and unload a previously loaded shader.
*
* @param shader The shader to unload
* @return True if successfully disposed.
*/
bool shaderDipose(shader_t *shader);