About to start shaders

This commit is contained in:
2025-02-25 09:17:33 -06:00
parent af598552f4
commit 1f83690334
31 changed files with 1109 additions and 8 deletions

View File

@ -23,5 +23,6 @@ target_sources(${DUSK_TARGET_NAME}
# Subdirs
add_subdirectory(assert)
add_subdirectory(render)
add_subdirectory(overworld)
add_subdirectory(display)
add_subdirectory(overworld)
add_subdirectory(util)

View File

@ -0,0 +1,9 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#define SCREEN_WIDTH 320
#define SCREEN_HEIGHT 240

View File

@ -7,7 +7,7 @@
#include "game.h"
#include "input.h"
#include "render/scene.h"
#include "display/scene.h"
game_t GAME;

View File

@ -6,7 +6,11 @@
# Sources
target_sources(${DUSK_TARGET_NAME}
PRIVATE
framebuffer.c
render.c
quad.c
texture.c
)
# Subdirs
# Subdirs
add_subdirectory(shader)

View File

@ -0,0 +1,130 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "framebuffer.h"
#include "assert/assert.h"
#include "assert/assertgl.h"
#include "display/window.h"
framebuffer_t FRAMEBUFFER;
void frameBufferInit(const int32_t width, const int32_t height) {
assertTrue(width > 0, "Width must be greater than 0");
assertTrue(height > 0, "Height must be greater than 0");
FRAMEBUFFER.id = -1;
FRAMEBUFFER.width = -1;
FRAMEBUFFER.height = -1;
FRAMEBUFFER.texture = -1;
frameBufferSetSize(width, height);
}
void frameBufferSetSize(const int32_t width, const int32_t height) {
assertTrue(width > 0, "Width must be greater than 0");
assertTrue(height > 0, "Height must be greater than 0");
if(FRAMEBUFFER.width == width && FRAMEBUFFER.height == height) return;
FRAMEBUFFER.width = width;
FRAMEBUFFER.height = height;
frameBufferUnbind();
// Delete old texture and depth buffer
if(FRAMEBUFFER.texture != -1) {
glDeleteTextures(1, &FRAMEBUFFER.texture);
assertNoGLError();
FRAMEBUFFER.texture = -1;
}
if(FRAMEBUFFER.id != -1) {
glDeleteFramebuffers(1, &FRAMEBUFFER.id);
assertNoGLError();
FRAMEBUFFER.id = -1;
}
// Generate framebuffer
glGenFramebuffers(1, &FRAMEBUFFER.id);
assertNoGLError();
glBindFramebuffer(GL_FRAMEBUFFER, FRAMEBUFFER.id);
assertNoGLError();
// Create new texture
glGenTextures(1, &FRAMEBUFFER.texture);
assertNoGLError();
glBindTexture(GL_TEXTURE_2D, FRAMEBUFFER.texture);
assertNoGLError();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
assertNoGLError();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
assertNoGLError();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
assertNoGLError();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
assertNoGLError();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
assertNoGLError();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, FRAMEBUFFER.texture, 0);
assertNoGLError();
// Check framebuffer completeness
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
assertNoGLError();
assertTrue(status == GL_FRAMEBUFFER_COMPLETE, "Framebuffer is not complete");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
assertNoGLError();
}
void frameBufferBind() {
if(FRAMEBUFFER.id == -1) return;
glBindFramebuffer(GL_FRAMEBUFFER, FRAMEBUFFER.id);
assertNoGLError();
glViewport(0, 0, FRAMEBUFFER.width, FRAMEBUFFER.height);
assertNoGLError();
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
assertNoGLError();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
assertNoGLError();
}
void frameBufferTextureBind(const GLuint slot) {
if(FRAMEBUFFER.texture == -1) return;
glActiveTexture(GL_TEXTURE0 + slot);
assertNoGLError();
glBindTexture(GL_TEXTURE_2D, FRAMEBUFFER.texture);
assertNoGLError();
}
void frameBufferUnbind() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
assertNoGLError();
glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
assertNoGLError();
glClearColor(0.05f, 0.05f, 0.05f, 1.0f);
assertNoGLError();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
assertNoGLError();
}
void frameBufferDispose() {
glDeleteFramebuffers(1, &FRAMEBUFFER.id);
glDeleteTextures(1, &FRAMEBUFFER.texture);
FRAMEBUFFER.id = -1;
FRAMEBUFFER.texture = -1;
}

View File

@ -0,0 +1,56 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "duskgl.h"
typedef struct {
GLuint id;
GLuint texture;
int width;
int height;
} framebuffer_t;
extern framebuffer_t FRAMEBUFFER;
/**
* Initializes the framebuffer.
*
* @param width The width of the framebuffer.
* @param height The height of the framebuffer.
*/
void frameBufferInit(const int32_t width, const int32_t height);
/**
* Sets the size of the framebuffer.
*
* @param width The width of the framebuffer.
* @param height The height of the framebuffer.
*/
void frameBufferSetSize(const int32_t width, const int32_t height);
/**
* Binds the framebuffer.
*/
void frameBufferBind();
/**
* Unbinds the framebuffer.
*/
void frameBufferUnbind();
/**
* Binds the framebuffer texture to a slot.
*
* @param slot The slot to bind the texture to.
*/
void frameBufferTextureBind(const GLuint slot);
/**
* Unbinds the framebuffer.
*/
void frameBufferDispose();

108
src/duskgl/display/quad.c Normal file
View File

@ -0,0 +1,108 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assert/assertgl.h"
#include "quad.h"
duskquad_t QUAD;
void quadInit() {
// Create the single quad.
const float quadPositions[] = {
0.0f, 0.0f, 0.0f, // Bottom-left corner
1.0f, 0.0f, 0.0f, // Bottom-right corner
1.0f, 1.0f, 0.0f, // Top-right corner
0.0f, 1.0f, 0.0f // Top-left corner
};
const float quadUVs[] = {
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f
};
const uint32_t quadIndices[] = {
0, 1, 2,
2, 3, 0,
};
glGenVertexArrays(1, &QUAD.quadVAO);
assertNoGLError();
glBindVertexArray(QUAD.quadVAO);
assertNoGLError();
// Positions
glGenBuffers(1, &QUAD.quadVBO);
assertNoGLError();
glBindBuffer(GL_ARRAY_BUFFER, QUAD.quadVBO);
assertNoGLError();
glBufferData(
GL_ARRAY_BUFFER, sizeof(quadPositions), quadPositions, GL_STATIC_DRAW
);
assertNoGLError();
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
assertNoGLError();
glEnableVertexAttribArray(0);
assertNoGLError();
// UVs
glGenBuffers(1, &QUAD.quadUVVBO);
assertNoGLError();
glBindBuffer(GL_ARRAY_BUFFER, QUAD.quadUVVBO);
assertNoGLError();
glBufferData(GL_ARRAY_BUFFER, sizeof(quadUVs), quadUVs, GL_STATIC_DRAW);
assertNoGLError();
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
assertNoGLError();
glEnableVertexAttribArray(1);
assertNoGLError();
// Indices
glGenBuffers(1, &QUAD.quadEBO);
assertNoGLError();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, QUAD.quadEBO);
assertNoGLError();
glBufferData(
GL_ELEMENT_ARRAY_BUFFER, sizeof(quadIndices), quadIndices, GL_STATIC_DRAW
);
assertNoGLError();
}
void quadRender(const int32_t count) {
glBindVertexArray(QUAD.quadVAO);
assertNoGLError();
glDrawElementsInstanced(
GL_TRIANGLES, 6,
GL_UNSIGNED_INT, 0,
count
);
assertNoGLError();
}
void quadDispose() {
glDeleteBuffers(1, &QUAD.quadVBO);
assertNoGLError();
glDeleteBuffers(1, &QUAD.quadEBO);
assertNoGLError();
glDeleteVertexArrays(1, &QUAD.quadVAO);
assertNoGLError();
}

35
src/duskgl/display/quad.h Normal file
View File

@ -0,0 +1,35 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "duskgl.h"
typedef struct {
GLuint quadVBO;
GLuint quadUVVBO;
GLuint quadVAO;
GLuint quadEBO;
} duskquad_t;
extern duskquad_t QUAD;
/**
* Initializes the quad.
*/
void quadInit();
/**
* Renders quads.
*
* @param count The number of quads to render.
*/
void quadRender(const int32_t count);
/**
* Disposes of the quad.
*/
void quadDispose();

View File

@ -7,12 +7,17 @@
#include "assert/assertgl.h"
#include "render.h"
#include "render/scene.h"
#include "display/scene.h"
#include "display/shader/shadermanager.h"
#include "display/quad.h"
render_t RENDER;
void renderInit() {
memset(&RENDER, 0, sizeof(render_t));
shaderManagerInit();
quadInit();
}
void renderUpdate() {
@ -21,5 +26,6 @@ void renderUpdate() {
}
void renderDispose() {
quadDispose();
shaderManagerDispose();
}

View File

@ -0,0 +1,15 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_TARGET_NAME}
PRIVATE
shadermanager.c
shader.c
shaderbuffer.c
)
# Subdirs
add_subdirectory(entityshader)

View File

@ -0,0 +1,14 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Shaders
glsltool(entity_vert.glsl)
glsltool(entity_frag.glsl)
# Sources
target_sources(${DUSK_TARGET_NAME}
PRIVATE
entityshader.c
)

View File

@ -0,0 +1,27 @@
#include "../fragments/header.glsl"
#include "../fragments/transforms.glsl"
#define ENTITY_TILE_OFFSET_X (MAP_TILE_WIDTH - ENTITY_WIDTH) / 2
#define ENTITY_TILE_OFFSET_Y (MAP_TILE_HEIGHT - ENTITY_HEIGHT) / 2
struct Entity {
int x;
int y;
int tileset;
int tile;
};
layout(std140) uniform b_Data {
Entity entities[MAP_ENTITY_COUNT_MAX];
int entityCount;
};
vec4 entityGetCoordinates(Entity ent) {
int vx = (ent.x * MAP_TILE_WIDTH) + ENTITY_TILE_OFFSET_X;
int vy = (ent.y * MAP_TILE_HEIGHT) + ENTITY_TILE_OFFSET_Y;
return vec4(vx, vy, vx + ENTITY_WIDTH, vy + ENTITY_HEIGHT);
}
vec4 entityGetUVs(Entity ent) {
return tilesetGetUVsByIndex(ent.tileset, ent.tile);
}

View File

@ -0,0 +1,18 @@
#include "entity.glsl"
in vec2 v_TextureCoord;
flat in int v_Entity;
out vec4 FragColor;
void main() {
Entity e = entities[v_Entity];
vec4 textureColor = tilesetGetColor(e.tileset, v_TextureCoord);
// We remove the pink color as transparent
if(textureColor.r == 1.0 && textureColor.g == 0.0 && textureColor.b == 1.0) {
discard;
}
FragColor = textureColor;
}

View File

@ -0,0 +1,35 @@
#include "entity.glsl"
// Outputs to fragment shader
out vec2 v_TextureCoord;
flat out int v_Entity;
void main() {
int entityIndex = gl_InstanceID;
int indiceIndex = gl_VertexID % 6;
Entity entity = entities[entityIndex];
vec4 quadPos = entityGetCoordinates(entity);
vec4 quadUVs = entityGetUVs(entity);
vec2 vertex;
vec2 uv;
if(indiceIndex == 0 || indiceIndex == 4) {
vertex = quadPos.xy;
uv = quadUVs.xy;
} else if(indiceIndex == 1) {
vertex = quadPos.zy;
uv = quadUVs.zy;
} else if(indiceIndex == 2 || indiceIndex == 5) {
vertex = quadPos.zw;
uv = quadUVs.zw;
} else if(indiceIndex == 3) {
vertex = quadPos.xw;
uv = quadUVs.xw;
}
gl_Position = transforms.projection * transforms.view * vec4(vertex, 0.0, 1.0);
v_TextureCoord = uv;
v_Entity = entityIndex;
}

View File

@ -0,0 +1,32 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assert/assert.h"
#include "assert/assertgl.h"
#include "entityshader.h"
#include "entity_vert.glsl.h"
#include "entity_frag.glsl.h"
entityshader_t ENTITY_SHADER;
void entityShaderInit() {
memset(&ENTITY_SHADER, 0, sizeof(entityshader_t));
shaderInit(
&ENTITY_SHADER.shader,
entity_vertShaderSource,
entity_fragShaderSource
);
// Uniform buffers
// Uniforms
}
void entityShaderDispose() {
shaderDispose(&ENTITY_SHADER.shader);
}

View File

@ -0,0 +1,31 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "display/shader/shader.h"
typedef struct {
shader_t shader;
// GLuint dataBlock;
// GLuint transformsBlock;
// GLuint tilesetsBlock;
// GLuint uniformTilesetTextures;
} entityshader_t;
extern entityshader_t ENTITY_SHADER;
/**
* Initializes the entity shader.
*/
void entityShaderInit();
/**
* Disposes of the entity shader.
*/
void entityShaderDispose();

View File

@ -0,0 +1,6 @@
#version 330 core
// Copyright (c) 2025 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT

View File

@ -0,0 +1,25 @@
// Copyright (c) 2025 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
vec2 quadGetVertice(uint indiceIndex) {
vec2 vert = vec2(0, 0);
if(indiceIndex == 0u || indiceIndex == 4u) {
// vert = vec2(0, 0);
} else if(indiceIndex == 1u) {
vert = vec2(1, 0);
} else if(indiceIndex == 2u || indiceIndex == 5u) {
vert = vec2(1, 1);
} else if(indiceIndex == 3u) {
vert = vec2(0, 1);
}
return vert;
}
vec2 quadGetTextureCoordinate(uint indiceIndex) {
vec2 vert = quadGetVertice(indiceIndex);
return vert;
}

View File

@ -0,0 +1,32 @@
// Copyright (c) 2025 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "../../../../dusk/display/displaydefs.h"
struct Transform {
mat4 projection;
mat4 view;
vec2 resolution;
};
layout(std140) uniform b_Transforms {
Transform transforms;
};
vec2 transformDisplayGetSize() {
return vec2(DISPLAY_WIDTH, DISPLAY_HEIGHT);
}
float transformDisplayGetAspectRatio() {
return (float(DISPLAY_WIDTH) / float(DISPLAY_HEIGHT));
}
vec2 transformResolutionGetSize() {
return transforms.resolution;
}
float transformResolutionGetAspectRatio() {
return (transforms.resolution.x / transforms.resolution.y);
}

View File

@ -0,0 +1,134 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "shader.h"
#include "assert/assert.h"
#include "assert/assertgl.h"
void shaderInit(
shader_t *shader,
const char *vertexSource,
const char *fragmentSource
) {
assertNotNull(shader, "shader must not be NULL");
assertNotNull(vertexSource, "vertexSource must not be NULL");
assertNotNull(fragmentSource, "fragmentSource must not be NULL");
int32_t success;
char infoLog[SHADER_LOG_LENGTH];
// Create vertex shader
shader->vertexShader = glCreateShader(GL_VERTEX_SHADER);
assertNoGLError();
glShaderSource(shader->vertexShader, 1, &vertexSource, NULL);
assertNoGLError();
glCompileShader(shader->vertexShader);
assertNoGLError();
glGetShaderiv(shader->vertexShader, GL_COMPILE_STATUS, &success);
assertNoGLError();
if(!success) {
glGetShaderInfoLog(
shader->vertexShader, SHADER_LOG_LENGTH, NULL, infoLog
);
assertNoGLError();
assertUnreachable(infoLog);
return;
}
// Create fragment shader
shader->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
assertNoGLError();
glShaderSource(shader->fragmentShader, 1, &fragmentSource, NULL);
assertNoGLError();
glCompileShader(shader->fragmentShader);
assertNoGLError();
glGetShaderiv(shader->fragmentShader, GL_COMPILE_STATUS, &success);
assertNoGLError();
if(!success) {
glGetShaderInfoLog(
shader->fragmentShader, SHADER_LOG_LENGTH, NULL, infoLog
);
assertNoGLError();
assertUnreachable(infoLog);
return;
}
// Create shader program
shader->shaderProgram = glCreateProgram();
assertNoGLError();
glAttachShader(shader->shaderProgram, shader->vertexShader);
assertNoGLError();
glAttachShader(shader->shaderProgram, shader->fragmentShader);
assertNoGLError();
glLinkProgram(shader->shaderProgram);
assertNoGLError();
glGetProgramiv(shader->shaderProgram, GL_LINK_STATUS, &success);
assertNoGLError();
if(!success) {
glGetProgramInfoLog(shader->shaderProgram, SHADER_LOG_LENGTH, NULL, infoLog);
assertNoGLError();
assertUnreachable(infoLog);
return;
}
}
void shaderUse(const shader_t *shader) {
assertNotNull(shader, "shader must not be NULL");
glUseProgram(shader->shaderProgram);
assertNoGLError();
}
GLuint shaderGetUniform(const shader_t *shader, const char_t *name) {
assertNotNull(shader, "shader must not be NULL");
assertNotNull(name, "name must not be NULL");
GLuint uniform = glGetUniformLocation(shader->shaderProgram, name);
assertNoGLError();
return uniform;
}
GLuint shaderGetBlock(const shader_t *shader, const char *name) {
assertNotNull(shader, "shader must not be NULL");
assertNotNull(name, "name must not be NULL");
GLuint blockIndex = glGetUniformBlockIndex(shader->shaderProgram, name);
assertNoGLError();
// TODO: I really don't think this should be here at all.
glUniformBlockBinding(shader->shaderProgram, blockIndex, blockIndex);
assertNoGLError();
return blockIndex;
}
void shaderDispose(shader_t *shader) {
assertNotNull(shader, "shader must not be NULL");
glDeleteProgram(shader->shaderProgram);
assertNoGLError();
glDeleteShader(shader->vertexShader);
assertNoGLError();
glDeleteShader(shader->fragmentShader);
assertNoGLError();
}

View File

@ -0,0 +1,62 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "duskgl.h"
#define SHADER_LOG_LENGTH 512
typedef struct {
GLuint shaderProgram;
GLuint vertexShader;
GLuint fragmentShader;
} shader_t;
/**
* Initializes a shader.
*
* @param shader The shader to initialize.
* @param vertexSource The vertex shader source.
* @param fragmentSource The fragment shader source.
*/
void shaderInit(
shader_t *shader,
const char_t *vertexSource,
const char_t *fragmentSource
);
/**
* Uses a shader.
*
* @param shader The shader to use.
*/
void shaderUse(const shader_t *shader);
/**
* Gets a uniform from a shader.
*
* @param shader The shader to get the uniform from.
* @param name The name of the uniform.
* @return The uniform.
*/
GLuint shaderGetUniform(const shader_t *shader, const char_t *name);
/**
* Gets a block id from a shader.
*
* @param shader The shader to get the block from.
* @param name The name of the block.
* @return The block index/identifier.
*/
GLuint shaderGetBlock(const shader_t *shader, const char_t *name);
/**
* Disposes of a shader.
*
* @param shader The shader to dispose of.
*/
void shaderDispose(shader_t *shader);

View File

@ -0,0 +1,55 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assert/assert.h"
#include "shaderbuffer.h"
#include "assert/assertgl.h"
void shaderBufferInit(shaderbuffer_t *shaderBuffer, const size_t size) {
assertNotNull(shaderBuffer, "shaderBuffer cannot be NULL.");
assertTrue(size > 0, "size must be greater than 0.");
shaderBuffer->size = size;
glGenBuffers(1, &shaderBuffer->id);
assertNoGLError();
shaderBufferBind(shaderBuffer);
glBufferData(GL_UNIFORM_BUFFER, size, NULL, GL_STATIC_DRAW);
}
void shaderBufferBind(shaderbuffer_t *shaderBuffer) {
assertNotNull(shaderBuffer, "shaderBuffer cannot be NULL.");
glBindBuffer(GL_UNIFORM_BUFFER, shaderBuffer->id);
assertNoGLError();
}
void shaderBufferSetData(shaderbuffer_t *shaderBuffer, const void *data) {
assertNotNull(shaderBuffer, "shaderBuffer cannot be NULL.");
assertNotNull(data, "data cannot be NULL.");
glBufferData(GL_UNIFORM_BUFFER, shaderBuffer->size, data, GL_STATIC_DRAW);
assertNoGLError();
}
void shaderBufferBindToBlock(
shaderbuffer_t *shaderBuffer,
const GLuint blockIndex
) {
assertNotNull(shaderBuffer, "shaderBuffer cannot be NULL.");
glBindBufferBase(GL_UNIFORM_BUFFER, blockIndex, shaderBuffer->id);
assertNoGLError();
}
void shaderBufferDispose(shaderbuffer_t *shaderBuffer) {
assertNotNull(shaderBuffer, "shaderBuffer cannot be NULL.");
glDeleteBuffers(1, &shaderBuffer->id);
assertNoGLError();
}

View File

@ -0,0 +1,61 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "duskgl.h"
typedef struct {
GLuint id;
size_t size;
} shaderbuffer_t;
/**
* Initializes a shader buffer.
*
* @param shaderBuffer The shader buffer to initialize.
* @param size The size of the buffer.
*/
void shaderBufferInit(
shaderbuffer_t *shaderBuffer,
const size_t size
);
/**
* Binds a shader buffer.
*
* @param shaderBuffer The shader buffer to bind.
*/
void shaderBufferBind(shaderbuffer_t *shaderBuffer);
/**
* Sets the data of a shader buffer.
*
* @param shaderBuffer The shader buffer to set the data of.
* @param data The data to set.
*/
void shaderBufferSetData(
shaderbuffer_t *shaderBuffer,
const void *data
);
/**
* Binds a shader buffer to a block.
*
* @param shaderBuffer The shader buffer to bind.
* @param blockIndex The block index to bind to.
*/
void shaderBufferBindToBlock(
shaderbuffer_t *shaderBuffer,
const GLuint blockIndex
);
/**
* Disposes of a shader buffer.
*
* @param shaderBuffer The shader buffer to dispose of.
*/
void shaderBufferDispose(shaderbuffer_t *shaderBuffer);

View File

@ -0,0 +1,16 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "shadermanager.h"
void shaderManagerInit() {
}
void shaderManagerDispose() {
}

View File

@ -0,0 +1,23 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "duskgl.h"
// typedef struct {
// } shadermanager_t;
/**
* Initializes the Shader Manager
*/
void shaderManagerInit();
/**
* Disposes of the Shader Manager
*/
void shaderManagerDispose();

View File

@ -0,0 +1,102 @@
/**
* Copyright (c) 2023 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "texture.h"
#include "assert/assert.h"
#include "assert/assertgl.h"
#include "asset.h"
#include "util/math.h"
#define TEXTURE_BUFFER_SIZE 32768
int32_t TEXTURE_ACTIVE_COUNT;
void textureLoad(
texture_t *texture,
const char_t *path
) {
assertNotNull(texture, "Texture is null.");
assertNotNull(path, "Path is null.");
// Open asset
assetOpen(path);
// Setup spng
spng_ctx *ctx = spng_ctx_new(0);
spng_set_png_stream(ctx, &textureSPNGBuffer, NULL);
// Get image info
struct spng_ihdr ihdr;
spng_get_ihdr(ctx, &ihdr);
texture->width = ihdr.width;
texture->height = ihdr.height;
// Decode the image. I can probably stream this in the future.
size_t dataSize = ihdr.width * ihdr.height * 4;// 4 for RGBA
uint8_t *data = (uint8_t *)malloc(dataSize);
assertNotNull(data, "Failed to allocate memory for texture data.");
spng_decode_image(ctx, data, dataSize, SPNG_FMT_RGBA8, 0);
// Finish decoding
spng_ctx_free(ctx);
assetClose();
// Create texture
glGenTextures(1, &texture->id);
assertNoGLError();
glBindTexture(GL_TEXTURE_2D, texture->id);
assertNoGLError();
// Buffer then cleanup
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGBA,
texture->width, texture->height,
0, GL_RGBA, GL_UNSIGNED_BYTE, data
);
assertNoGLError();
free(data);
// Setup texture parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
assertNoGLError();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
assertNoGLError();
glBindTexture(GL_TEXTURE_2D, 0);
assertNoGLError();
}
void textureBind(
const texture_t *texture,
const GLuint slot
) {
assertNotNull(texture, "Texture is null.");
glActiveTexture(GL_TEXTURE0 + slot);
assertNoGLError();
glBindTexture(GL_TEXTURE_2D, texture->id);
assertNoGLError();
}
void textureDispose(texture_t *texture) {
glDeleteTextures(1, &texture->id);
assertNoGLError();
}
int32_t textureSPNGBuffer(
spng_ctx *ctx,
void *user,
void *destination,
size_t length
) {
size_t read = assetRead(destination, length);
if(read == 0) return SPNG_IO_EOF;
return SPNG_OK;
}

View File

@ -0,0 +1,63 @@
/**
* Copyright (c) 2023 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "duskgl.h"
#include <spng.h>
extern int32_t TEXTURE_ACTIVE_COUNT;
typedef struct {
uint32_t width;
uint32_t height;
GLuint id;
} texture_t;
/**
* Initializes a texture to be read to be used.
*
* @param texture Texture to initialize.
* @param path Path of the file to load.
*/
void textureLoad(
texture_t *texture,
const char_t *path
);
/**
* Binds the texture to the given slot (for use by the shaders).
*
* @param texture Texture to bind.
* @param slot Slot to bind to.
*/
void textureBind(
const texture_t *texture,
const GLuint slot
);
/**
* Unloads a previously initialized texture.
*
* @param texture Texture to destroy.
*/
void textureDispose(texture_t *texture);
/**
* Callback function for libspng to read from the asset.
*
* @param ctx The spng context.
* @param user User data.
* @param destination Destination buffer.
* @param length Length of the buffer.
* @return The amount of data read.
*/
int32_t textureSPNGBuffer(
spng_ctx *ctx,
void *user,
void *destination,
size_t length
);

View File

@ -7,9 +7,10 @@
#pragma once
#include "duskglfw.h"
#include "display/displaydefs.h"
#define WINDOW_WIDTH_DEFAULT 800
#define WINDOW_HEIGHT_DEFAULT 600
#define WINDOW_WIDTH_DEFAULT SCREEN_WIDTH*4
#define WINDOW_HEIGHT_DEFAULT SCREEN_HEIGHT*4
extern GLFWwindow* window;
extern int32_t WINDOW_WIDTH;