Files
dusk/src/duskgl/display/mesh/meshgl.c
T
YourWishesandClaude Sonnet 5 cebd3d81e7 Wrap long lines to fit within 80 columns across the codebase
Pure whitespace/line-break reformatting (braces, newlines, and line
continuations matching this codebase's existing wrap conventions) - no
logic, string content, or identifiers changed anywhere. Confirmed via
diff against the pre-change tree and by rebuilding + re-running the
affected test suites, which produce identical pass/fail results.

Co-Authored-By: Claude Sonnet 5 <[email protected]>
2026-09-05 13:13:10 -05:00

165 lines
4.0 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"
#include "display/shader/shadergl.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; client state is enabled once globally in
// displayOpenGLInit.
#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());
// 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,
mesh->vertexCount * sizeof(meshvertex_t),
mesh->vertices,
// 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);
glTexCoordPointer(
MESH_VERTEX_UV_SIZE,
GL_FLOAT,
stride,
(const GLvoid*)&mesh->vertices[offset].uv[0]
);
glVertexPointer(
MESH_VERTEX_POS_SIZE,
GL_FLOAT,
stride,
(const GLvoid*)&mesh->vertices[offset].pos[0]
);
// Shader may have model matrix here
errorChain(shaderLegacyMatrixUpdate());
glDrawArrays(mesh->primitiveType, 0, 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();
}