Textured quad.
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@@ -1,6 +1,9 @@
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#+private
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package renderer
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import "core:bytes"
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import "core:slice"
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import "core:image"
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import "core:strings"
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import "core:fmt"
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import gl "vendor:OpenGL"
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@@ -119,6 +122,7 @@ when RENDER_BACKEND_OPENGL {
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Mesh_Backend :: Mesh_OpenGL
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Shader_Backend :: Shader_OpenGL
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Shader_Program_Backend :: Shader_Program_OpenGL
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Texture_Backend :: Texture_OpenGL
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Mesh_OpenGL :: struct {
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vbo, vao, ebo: u32,
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@@ -132,8 +136,12 @@ when RENDER_BACKEND_OPENGL {
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handle: u32,
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}
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opengl_create_mesh :: proc(renderer: ^Renderer, vertices: []Vertex, indices: []Index) -> (Mesh_OpenGL, bool) {
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fmt.printfln("OPENGL: Creating mesh from vertices: %v.", vertices)
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Texture_OpenGL :: struct {
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handle: u32,
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}
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opengl_create_mesh :: proc(renderer: ^Renderer, vertices: []f32, indices: []u32) -> (Mesh_OpenGL, bool) {
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// fmt.printfln("OPENGL: Creating mesh from vertices: %v.", vertices)
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m: Mesh_OpenGL
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@@ -144,13 +152,19 @@ when RENDER_BACKEND_OPENGL {
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gl.BindVertexArray(m.vao)
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{
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gl.BindBuffer(gl.ARRAY_BUFFER, m.vbo)
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gl.BufferData(gl.ARRAY_BUFFER, len(vertices) * size_of(Vertex), raw_data(&vertices[0]), gl.STATIC_DRAW)
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gl.BufferData(gl.ARRAY_BUFFER, len(vertices) * size_of(f32), raw_data(vertices), gl.STATIC_DRAW)
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gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, m.ebo)
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gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(indices) * size_of(Index), raw_data(indices), gl.STATIC_DRAW)
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gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(indices) * size_of(u32), raw_data(indices), gl.STATIC_DRAW)
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gl.VertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 3 * size_of(f32), 0)
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gl.VertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 8 * size_of(f32), uintptr(0))
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gl.EnableVertexAttribArray(0)
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gl.VertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, 8 * size_of(f32), uintptr(3 * size_of(f32)))
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gl.EnableVertexAttribArray(1)
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gl.VertexAttribPointer(2, 2, gl.FLOAT, gl.FALSE, 8 * size_of(f32), uintptr(6 * size_of(f32)))
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gl.EnableVertexAttribArray(2)
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}
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gl.BindVertexArray(0)
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@@ -226,12 +240,83 @@ when RENDER_BACKEND_OPENGL {
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opengl_activate_material :: proc(material: ^Material) {
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gl.UseProgram(material.shader_program.backend.handle)
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_2D, material.texture.backend.handle)
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}
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opengl_draw_mesh :: proc(mesh: ^Mesh) {
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gl.BindVertexArray(mesh.backend.vao)
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assert(mesh.amount_of_indices < u32(max(i32)))
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gl.DrawElements(gl.TRIANGLES, i32(mesh.amount_of_indices), gl.UNSIGNED_INT, nil)
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gl.BindVertexArray(0)
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}
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opengl_load_texture :: proc(renderer: ^Renderer, t: ^Texture, pixels: rawptr) -> bool {
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handle: u32
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gl.GenTextures(1, &handle)
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gl.BindTexture(gl.TEXTURE_2D, handle)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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type := gl.UNSIGNED_BYTE
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switch t.depth {
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case 8: type = gl.UNSIGNED_BYTE
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case 16: type = gl.UNSIGNED_SHORT
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case 32: type = gl.UNSIGNED_INT
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}
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format := gl.RGBA
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switch t.channels {
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case 1: format = gl.RED
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case 2: format = gl.RG
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case 3: format = gl.RGB
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case 4: format = gl.RGBA
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}
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internal := gl.RGBA8
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if t.depth == 8 {
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switch t.channels {
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case 1: internal = gl.R8
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case 2: internal = gl.RG8
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case 3: internal = gl.RGB8
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case 4: internal = gl.RGBA8
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}
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} else if t.depth == 16 {
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switch t.channels {
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case 1: internal = gl.R16
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case 2: internal = gl.RG16
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case 3: internal = gl.RGB16
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case 4: internal = gl.RGBA16
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}
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}
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// bytes.reverse(bytes.buffer_to_bytes(img.pixels))
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gl.TexImage2D(
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target = gl.TEXTURE_2D,
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level = 0,
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internalformat = i32(internal),
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width = i32(t.width),
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height = i32(t.height),
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border = 0,
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format = u32(format),
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type = u32(type),
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pixels = pixels,
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// pixels = &pixels[0]
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// pixels = &bytes.reverse(bytes.buffer_to_bytes(&img.pixels))[0]
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)
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gl.GenerateMipmap(gl.TEXTURE_2D)
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t.backend = Texture_OpenGL { handle = handle }
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return true
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}
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opengl_delete_texture :: proc(renderer: ^Renderer, t: ^Texture) {
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}
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}
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