Files
dusk/src/duskgl/display/mesh/meshgl.c

175 lines
4.2 KiB
C

/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "display/mesh/mesh.h"
#include "assert/assertgl.h"
#include "error/errorgl.h"
errorret_t meshInitGL(
meshgl_t *mesh,
const meshprimitivetypegl_t primitiveType,
const int32_t vertexCount,
const meshvertex_t *vertices
) {
assertNotNull(mesh, "Mesh cannot be NULL");
assertNotNull(vertices, "Vertices cannot be NULL");
assertTrue(vertexCount > 0, "Vertex count must be greater than 0");
mesh->primitiveType = primitiveType;
mesh->vertexCount = vertexCount;
mesh->vertices = vertices;
#ifdef DUSK_OPENGL_LEGACY
// Nothing needed.
#else
// Generate Vertex Buffer Object
glGenBuffers(1, &mesh->vboId);
errorChain(errorGLCheck());
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId);
errorChain(errorGLCheck());
glBufferData(
GL_ARRAY_BUFFER,
vertexCount * sizeof(meshvertex_t),
vertices,
GL_DYNAMIC_DRAW
);
errorChain(errorGLCheck());
// Generate Vertex Array Object
glGenVertexArrays(1, &mesh->vaoId);
errorChain(errorGLCheck());
glBindVertexArray(mesh->vaoId);
errorChain(errorGLCheck());
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId);
errorChain(errorGLCheck());
// Set up vertex attribute pointers
glVertexAttribPointer(
0,
MESH_VERTEX_POS_SIZE,
GL_FLOAT,
GL_FALSE,
sizeof(meshvertex_t),
(const GLvoid*)offsetof(meshvertex_t, pos)
);
errorChain(errorGLCheck());
glEnableVertexAttribArray(0);
errorChain(errorGLCheck());
glVertexAttribPointer(
1,
MESH_VERTEX_UV_SIZE,
GL_FLOAT,
GL_FALSE,
sizeof(meshvertex_t),
(const GLvoid*)offsetof(meshvertex_t, uv)
);
errorChain(errorGLCheck());
glEnableVertexAttribArray(1);
errorChain(errorGLCheck());
glVertexAttribPointer(
2,
sizeof(color_t) / sizeof(GLubyte),
GL_UNSIGNED_BYTE,
GL_TRUE,
sizeof(meshvertex_t),
(const GLvoid*)offsetof(meshvertex_t, color)
);
errorChain(errorGLCheck());
glEnableVertexAttribArray(2);
errorChain(errorGLCheck());
// Unbind VAO and VBO to prevent accidental modification
glBindBuffer(GL_ARRAY_BUFFER, 0);
errorChain(errorGLCheck());
glBindVertexArray(0);
errorChain(errorGLCheck());
#endif
errorOk();
}
errorret_t meshFlushGL(
meshgl_t *mesh,
const int32_t vertOffset,
const int32_t vertCount
) {
#ifdef DUSK_OPENGL_LEGACY
// Nothing doing, we use the glClientState stuff.
#else
glBindBuffer(GL_ARRAY_BUFFER, mesh->vboId);
errorChain(errorGLCheck());
glBufferData(
GL_ARRAY_BUFFER,
vertCount * sizeof(meshvertex_t),
&mesh->vertices[vertOffset],
GL_DYNAMIC_DRAW
);
errorChain(errorGLCheck());
#endif
errorOk();
}
errorret_t meshDrawGL(
const meshgl_t *mesh,
const int32_t offset,
const int32_t count
) {
#ifdef DUSK_OPENGL_LEGACY
// Legacy pointer style rendering
const GLsizei stride = sizeof(meshvertex_t);
glColorPointer(
sizeof(color4b_t),
GL_UNSIGNED_BYTE,
stride,
(const GLvoid*)&mesh->vertices[offset].color
);
glTexCoordPointer(
MESH_VERTEX_UV_SIZE,
GL_FLOAT,
stride,
(const GLvoid*)&mesh->vertices[offset].uv
);
glVertexPointer(
MESH_VERTEX_POS_SIZE,
GL_FLOAT,
stride,
(const GLvoid*)&mesh->vertices[offset].pos
);
glDrawArrays(mesh->primitiveType, offset, count);
errorChain(errorGLCheck());
#else
// Modern VAO/VBO rendering
glBindVertexArray(mesh->vaoId);
errorChain(errorGLCheck());
glDrawArrays(mesh->primitiveType, offset, count);
errorChain(errorGLCheck());
glBindVertexArray(0);
errorChain(errorGLCheck());
#endif
errorOk();
}
int32_t meshGetVertexCountGL(const meshgl_t *mesh) {
return mesh->vertexCount;
}
errorret_t meshDisposeGL(meshgl_t *mesh) {
#ifdef DUSK_OPENGL_LEGACY
// No dynamic resources to free for this mesh implementation
#else
glDeleteBuffers(1, &mesh->vboId);
errorChain(errorGLCheck());
glDeleteVertexArrays(1, &mesh->vaoId);
errorChain(errorGLCheck());
#endif
errorOk();
}