diff --git a/Makefile b/Makefile index 955e2b4..269b0eb 100755 --- a/Makefile +++ b/Makefile @@ -83,7 +83,7 @@ ifeq ($(OS), WIN32) EXT = .exe else LINKER_FLAGS = $(QFLAGS) -L/usr/local/lib -rdynamic - ELIBS = engine pthread yughc glfw3 tcc quickjs c m dl + ELIBS = engine pthread yughc glfw3 tcc quickjs c m dl GL CLIBS = endif diff --git a/source/engine/3d/mesh.c b/source/engine/3d/mesh.c index 69c7157..157a952 100644 --- a/source/engine/3d/mesh.c +++ b/source/engine/3d/mesh.c @@ -16,7 +16,7 @@ void DrawMesh(struct mesh *mesh, struct shader *shader) uint32_t heightNr = 1; for (int i = 0; i < (mesh->te - mesh->textures); i++) { - glActiveTexture(GL_TEXTURE0 + i); // active proper texture unit before binding +// glActiveTexture(GL_TEXTURE0 + i); // active proper texture unit before binding // retrieve texture number (the N in diffuse_textureN) char number = 0; // TODO: malloc every single frame ... nope! Change to stack @@ -50,8 +50,6 @@ void DrawMesh(struct mesh *mesh, struct shader *shader) void DrawMeshAgain(struct mesh *mesh) { - glDrawElements(GL_TRIANGLES, (mesh->ie - mesh->indices), - GL_UNSIGNED_INT, 0); } struct mesh *MakeMesh(struct Vertex *vertices, struct Vertex *ve, @@ -72,6 +70,7 @@ struct mesh *MakeMesh(struct Vertex *vertices, struct Vertex *ve, void setupmesh(struct mesh *mesh) { +/* // create buffers/arrays glGenVertexArrays(1, &mesh->VAO); glGenBuffers(1, &mesh->VBO); @@ -112,13 +111,15 @@ void setupmesh(struct mesh *mesh) // Bone ids glEnableVertexAttribArray(5); -/* glVertexAttribPointer(5, 4, GL_INT, GL_FALSE, sizeof(struct Vertex), offsetof(struct Vertex, + glVertexAttribPointer(5, 4, GL_INT, GL_FALSE, sizeof(struct Vertex), offsetof(struct Vertex, m_BoneIDs [MAX_BONE_INFLUENCE])); -*/ + // Weights glEnableVertexAttribArray(6); // glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(struct Vertex), offsetof(struct Vertex, m_Weights)); glBindVertexArray(0); + +*/ } diff --git a/source/engine/3d/skybox.c b/source/engine/3d/skybox.c index 0b5a4ff..95ed2b8 100644 --- a/source/engine/3d/skybox.c +++ b/source/engine/3d/skybox.c @@ -53,8 +53,8 @@ static const float skyboxVertices[216] = { struct mSkybox *MakeSkybox(const char *cubemap) { - struct mSkybox *newskybox = - (struct mSkybox *) malloc(sizeof(struct mSkybox)); +/* + struct mSkybox *newskybox = malloc(sizeof(struct mSkybox)); newskybox->shader = MakeShader("skyvert.glsl", "skyfrag.glsl"); shader_compile(newskybox->shader); @@ -63,24 +63,24 @@ struct mSkybox *MakeSkybox(const char *cubemap) glGenBuffers(1, &newskybox->VBO); glBindVertexArray(newskybox->VAO); glBindBuffer(GL_ARRAY_BUFFER, newskybox->VBO); - glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, - GL_STATIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *) 0); shader_use(newskybox->shader); shader_setint(newskybox->shader, "skybox", 0); - +*/ /* const char *faces[6] = { "right.jpg", "left.jpg", "top.jpg", "bottom.jpg", "front.jpg", "back.jpg" }; */ - +/* glGenTextures(1, &newskybox->id); glBindTexture(GL_TEXTURE_CUBE_MAP, newskybox->id); +*/ /*char buf[100] = { '\0' };*/ for (int i = 0; i < 6; i++) { @@ -94,7 +94,7 @@ struct mSkybox *MakeSkybox(const char *cubemap) 2048, 0, GL_RGB, GL_UNSIGNED_BYTE, data->pixels); */ } - +/* glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, @@ -106,11 +106,13 @@ struct mSkybox *MakeSkybox(const char *cubemap) return newskybox; +*/ } void skybox_draw(const struct mSkybox *skybox, const struct mCamera *camera) { +/* shader_use(skybox->shader); mfloat_t view[16] = { 0.f }; @@ -123,4 +125,5 @@ void skybox_draw(const struct mSkybox *skybox, glBindTexture(GL_TEXTURE_CUBE_MAP, skybox->id); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0); +*/ } diff --git a/source/engine/datastream.c b/source/engine/datastream.c index 2b4b04e..6423e01 100644 --- a/source/engine/datastream.c +++ b/source/engine/datastream.c @@ -18,18 +18,22 @@ struct shader *vid_shader; static void ds_update_texture(uint32_t unit, uint32_t texture, plm_plane_t * plane) { +/* glActiveTexture(unit); glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, plane->width, plane->height, 0, GL_RED, GL_UNSIGNED_BYTE, plane->data); +*/ } static void render_frame(plm_t * mpeg, plm_frame_t * frame, void *user) { struct datastream *ds = user; shader_use(ds->shader); +/* ds_update_texture(GL_TEXTURE0, ds->texture_y, &frame->y); ds_update_texture(GL_TEXTURE1, ds->texture_cb, &frame->cb); ds_update_texture(GL_TEXTURE2, ds->texture_cr, &frame->cr); +*/ } static void render_audio(plm_t * mpeg, plm_samples_t * samples, void *user) @@ -45,11 +49,13 @@ static void render_audio(plm_t * mpeg, plm_samples_t * samples, void *user) struct Texture *ds_maketexture(struct datastream *ds) { +/* struct Texture *new = malloc(sizeof(*new)); new->id = ds->texture_cb; new->width = 500; new->height = 500; return new; +*/ } void ds_openvideo(struct datastream *ds, const char *video, const char *adriver) @@ -110,6 +116,7 @@ void ds_openvideo(struct datastream *ds, const char *video, const char *adriver) struct datastream *MakeDatastream() { struct datastream *newds = malloc(sizeof(*newds)); +/* if (!vid_shader) vid_shader = MakeShader("videovert.glsl", "videofrag.glsl"); newds->shader = vid_shader; @@ -137,7 +144,7 @@ struct datastream *MakeDatastream() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); shader_setint(newds->shader, "texture_cr", 2); - +*/ return newds; } diff --git a/source/engine/debug/debugdraw.c b/source/engine/debug/debugdraw.c index c2b81df..650a096 100644 --- a/source/engine/debug/debugdraw.c +++ b/source/engine/debug/debugdraw.c @@ -9,6 +9,7 @@ #include "window.h" #include "2dphysics.h" #include "stb_ds.h" +#include "sokol/sokol_gfx.h" static uint32_t circleVBO; static uint32_t circleVAO; @@ -22,15 +23,26 @@ static uint32_t rectVBO; static uint32_t rectVAO; static struct shader *rectShader; +typedef struct { + float proj[16]; + float res[2]; +} circle_ubo; + void debugdraw_init() { - circleShader = MakeShader("circlevert.glsl", "circlefrag.glsl"); - shader_setUBO(circleShader, "Projection", 0); - shader_setUBO(circleShader, "Resolution", 0); - glGenBuffers(1, &circleVBO); - glGenVertexArrays(1, &circleVAO); - - +// circleShader = MakeShader("shaders/circlevert.glsl", "shaders/circlefrag.glsl"); + sg_shader csg = sg_make_shader(&(sg_shader_desc){ + .vs.source = slurp_text("shaders/circlevert.glsl"), + .fs.source = slurp_text("shaders/circlefrag.glsl"), + .vs.uniform_blocks[0] = { + .size = sizeof(circle_ubo), + .uniforms = { + [0] = { .name = "proj", .type = SG_UNIFORMTYPE_MAT4 }, + [1] = { .name = "res", .type = SG_UNIFORMTYPE_FLOAT2 }, + } + } + }); +/* float gridverts[] = { -1.f, -1.f, 1.f, -1.f, @@ -52,6 +64,7 @@ void debugdraw_init() shader_setUBO(rectShader, "Projection", 0); glGenBuffers(1, &rectVBO); glGenVertexArrays(1, &rectVAO); +*/ } void draw_line(int x1, int y1, int x2, int y2, float *color) @@ -138,7 +151,7 @@ void draw_edge(cpVect *points, int n, struct color color, int thickness) shader_use(rectShader); shader_setvec3(rectShader, "linecolor", col); - +/* if (thickness <= 1) { // glLineStipple(1, 0x00FF); // glEnable(GL_LINE_STIPPLE); @@ -182,11 +195,12 @@ void draw_edge(cpVect *points, int n, struct color color, int thickness) glDrawArrays(GL_LINE_LOOP,0,n*2); } +*/ } void draw_circle(int x, int y, float radius, int pixels, float *color, int fill) { - shader_use(circleShader); +/* shader_use(circleShader); float verts[] = { x - radius, y - radius, -1, -1, @@ -208,6 +222,7 @@ void draw_circle(int x, int y, float radius, int pixels, float *color, int fill) glEnableVertexAttribArray(0); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, NULL); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); +*/ } void draw_rect(int x, int y, int w, int h, float *color) @@ -241,7 +256,7 @@ void draw_arrow(struct cpVect start, struct cpVect end, struct color color, int void draw_grid(int width, int span) { - shader_use(gridShader); +/* shader_use(gridShader); shader_setint(gridShader, "thickness", width); shader_setint(gridShader, "span", span); @@ -254,6 +269,7 @@ void draw_grid(int width, int span) glBindVertexArray(gridVAO); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); +*/ } void draw_point(int x, int y, float r, float *color) @@ -275,7 +291,7 @@ void draw_points(struct cpVect *points, int n, float size, float *color) void draw_poly(float *points, int n, float *color) { - shader_use(rectShader); +/* shader_use(rectShader); shader_setvec3(rectShader, "linecolor", color); glBindBuffer(GL_ARRAY_BUFFER, rectVBO); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * n * 2, points, GL_DYNAMIC_DRAW); @@ -289,6 +305,7 @@ void draw_poly(float *points, int n, float *color) shader_setfloat(rectShader, "alpha", 1.f); glDrawArrays(GL_LINE_LOOP, 0, n); +*/ } void draw_polyvec(cpVect *points, int n, float *color) diff --git a/source/engine/debug/log.c b/source/engine/debug/log.c index c21c8de..6db90e3 100644 --- a/source/engine/debug/log.c +++ b/source/engine/debug/log.c @@ -86,14 +86,3 @@ void log_cat(FILE *f) { YughInfo(out); } } - -void FlushGLErrors() -{ - GLenum glErr = GL_NO_ERROR; - glErr = glGetError(); - while (glErr != GL_NO_ERROR) { - YughLog(0, 3, - "GL Error: %d", glErr); - glErr = glGetError(); - } -} diff --git a/source/engine/debug/log.h b/source/engine/debug/log.h index 35b8192..c0e407c 100644 --- a/source/engine/debug/log.h +++ b/source/engine/debug/log.h @@ -32,8 +32,6 @@ extern int logLevel; void mYughLog(int category, int priority, int line, const char *file, const char *message, ...); -void FlushGLErrors(); - void log_setfile(char *file); void log_cat(FILE *f); void log_print(const char *str); diff --git a/source/engine/font.c b/source/engine/font.c index 3e11290..f3f84b3 100644 --- a/source/engine/font.c +++ b/source/engine/font.c @@ -16,11 +16,9 @@ #include "stb_rect_pack.h" #include "stb_image_write.h" -static uint32_t VBO = 0; -static uint32_t VAO = 0; - struct sFont *font; static struct shader *shader; +static sg_shader fontshader; unsigned char *slurp_file(const char *filename) { FILE *f = fopen(filename, "rb"); @@ -30,7 +28,8 @@ unsigned char *slurp_file(const char *filename) { fseek(f, 0, SEEK_END); long fsize = ftell(f); fseek(f, 0, SEEK_SET); - unsigned char *slurp = malloc(fsize); + unsigned char *slurp = malloc(fsize+1); + fread(slurp,fsize,1,f); fclose(f); return slurp; @@ -64,25 +63,46 @@ int slurp_write(const char *txt, const char *filename) return 0; } +static sg_bindings bind_text; +static sg_pipeline pipe_text; + void font_init(struct shader *textshader) { shader = textshader; - shader_use(shader); + fontshader = sg_make_shader(&(sg_shader_desc){ + .vs.source = slurp_text("shaders/textvert.glsl"), + .fs.source = slurp_text("shaders/textfrag.glsl"), + .vs.uniform_blocks[0] = { + .size = sizeof(float)*16, + .uniforms = { + [0] = { .name = "projection", .type = SG_UNIFORMTYPE_MAT4 } + } + }, - glGenBuffers(1, &VBO); - glGenVertexArrays(1, &VAO); + .fs.uniform_blocks[0] = { + .size = sizeof(float)*3+sizeof(int), + .uniforms = { + [0] = { .name = "textColor", .type = SG_UNIFORMTYPE_FLOAT3 }, + [1] = { .name = "invert", .type = SG_UNIFORMTYPE_INT } + } + } + }); - glBindVertexArray(VAO); + pipe_text = sg_make_pipeline(&(sg_pipeline_desc){ + .shader = fontshader, + .layout = { + .attrs = { [0].format = SG_VERTEXFORMAT_FLOAT4 } + }, + .primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP, + .label = "text pipeline" + }); - glBindBuffer(GL_ARRAY_BUFFER, VBO); + bind_text.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){ + .size = sizeof(float)*16, + .type = SG_BUFFERTYPE_VERTEXBUFFER, + .usage = SG_USAGE_STREAM + }); - glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, NULL); - glEnableVertexAttribArray(0); - - glBindVertexArray(0); - - // Default font - //font = MakeFont("teenytinypixels.ttf", 30); font = MakeFont("LessPerfectDOSVGA.ttf", 16); } @@ -102,14 +122,7 @@ struct sFont *MakeFont(const char *fontfile, int height) char fontpath[256]; snprintf(fontpath, 256, "fonts/%s", fontfile); - FILE *f = fopen(fontpath, "rb"); - fseek(f, 0, SEEK_END); - long fsize = ftell(f); - fseek(f, 0, SEEK_SET); - unsigned char *ttf_buffer = malloc(fsize+1); - fread(ttf_buffer, fsize, 1, f); - fclose(f); - + unsigned char *ttf_buffer = slurp_file(fontpath); unsigned char *bitmap = malloc(packsize*packsize); stbtt_packedchar glyphs[95]; @@ -127,16 +140,19 @@ struct sFont *MakeFont(const char *fontfile, int height) YughError("Failed to make font %s", fontfile); } - glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - glGenTextures(1, &newfont->texID); - glBindTexture(GL_TEXTURE_2D, newfont->texID); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, packsize, packsize, 0, GL_RED, GL_UNSIGNED_BYTE, bitmap); - - //glGenerateMipmap(GL_TEXTURE_2D); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + newfont->texID = sg_make_image(&(sg_image_desc){ + .type = SG_IMAGETYPE_2D, + .width = packsize, + .height = packsize, + .pixel_format = SG_PIXELFORMAT_R8, + .usage = SG_USAGE_IMMUTABLE, + .min_filter = SG_FILTER_NEAREST, + .mag_filter = SG_FILTER_NEAREST, + .data.subimage[0][0] = { + .ptr = bitmap, + .size = packsize*packsize + } + }); free(ttf_buffer); free(bitmap); @@ -211,7 +227,7 @@ void sdrawCharacter(struct Character c, mfloat_t cursor[2], float scale, struct /* Check if the vertex is off screen */ if (verts[5] < 0 || verts[10] < 0 || verts[0] > window_i(0)->width || verts[1] > window_i(0)->height) return; - +/* if (drawcaret == curchar) { draw_char_box(c, cursor, scale, color); shader_use(shader); @@ -223,34 +239,34 @@ void sdrawCharacter(struct Character c, mfloat_t cursor[2], float scale, struct } - +*/ shader_setvec3(shader, "textColor", shadowcolor); - glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STREAM_DRAW); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + sg_update_buffer(bind_text.vertex_buffers[0], verts); + sg_draw(0,4,1); offset[0] = 1; offset[1] = -1; fill_charverts(verts, cursor, scale, c, offset); - glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STREAM_DRAW); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + sg_update_buffer(bind_text.vertex_buffers[0], verts); + sg_draw(0,4,1); offset[1] = 1; fill_charverts(verts, cursor, scale, c, offset); - glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STREAM_DRAW); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - + sg_update_buffer(bind_text.vertex_buffers[0], verts); + sg_draw(0,4,1); + offset[0] = -1; offset[1] = -1; - fill_charverts(verts, cursor, scale, c, offset); - glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STREAM_DRAW); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - + fill_charverts(verts, cursor, scale, c, offset); + sg_update_buffer(bind_text.vertex_buffers[0], verts); + sg_draw(0,4,1); offset[0] = offset[1] = 0; fill_charverts(verts, cursor, scale, c, offset); shader_setvec3(shader, "textColor", color); - glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STREAM_DRAW); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + sg_update_buffer(bind_text.vertex_buffers[0], verts); + sg_draw(0,4,1); } void text_settype(struct sFont *mfont) @@ -266,13 +282,9 @@ int renderText(const char *text, mfloat_t pos[2], float scale, mfloat_t color[3] mfloat_t cursor[2] = { 0.f }; cursor[0] = pos[0]; cursor[1] = pos[1]; - shader_use(shader); - shader_setvec3(shader, "textColor", color); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, font->texID); - glBindVertexArray(VAO); - glBindBuffer(GL_ARRAY_BUFFER, VBO); - glBufferData(GL_ARRAY_BUFFER, len*16*sizeof(float)*2, NULL, GL_STREAM_DRAW); /* x2 on the size for the outline pass */ + sg_apply_pipeline(pipe_text); + sg_apply_bindings(&bind_text); + sg_apply_uniforms(SG_SHADERSTAGE_FS,0,color); const unsigned char *line, *wordstart, *drawstart; line = drawstart = (unsigned char*)text; @@ -330,7 +342,5 @@ int renderText(const char *text, mfloat_t pos[2], float scale, mfloat_t color[3] draw_char_box(font->Characters[69], cursor, scale, color); } -// glDrawArrays(GL_TRIANGLE_STRIP, 0, 4*2); - return cursor[1] - pos[1]; } diff --git a/source/engine/font.h b/source/engine/font.h index 7e5042c..b43277c 100644 --- a/source/engine/font.h +++ b/source/engine/font.h @@ -3,6 +3,7 @@ #include "mathc.h" #include "texture.h" +#include "sokol/sokol_gfx.h" struct shader; struct window; @@ -20,7 +21,7 @@ struct sFont { uint32_t fontTexture; uint32_t height; struct Character Characters[127]; - uint32_t texID; + sg_image texID; }; void font_init(struct shader *s); diff --git a/source/engine/nuke.c b/source/engine/nuke.c index 9da6046..92c5745 100644 --- a/source/engine/nuke.c +++ b/source/engine/nuke.c @@ -96,9 +96,11 @@ int nuke_btn(const char *lbl) { } void nuke_img(char *path) { +/* struct Texture *t = texture_pullfromfile(path); nk_layout_row_static(ctx, t->height, t->width, 1); nk_image(ctx, nk_image_id(t->id)); +*/ } void nuke_property_int(const char *lbl, int min, int *val, int max, int step) { diff --git a/source/engine/openglrender.c b/source/engine/openglrender.c index 93ea0c4..d962aa5 100644 --- a/source/engine/openglrender.c +++ b/source/engine/openglrender.c @@ -52,15 +52,8 @@ bool renderReflection = true; struct gameobject *selectedobject = NULL; char objectName[200] = { '\0' }; // object name buffer -GLuint debugColorPickBO = 0; -GLuint debugColorPickTEX = 0; - - struct sprite *tsprite = NULL; - -static unsigned int projUBO; - void debug_draw_phys(int draw) { debugDrawPhysics = draw; } @@ -70,6 +63,9 @@ void opengl_rendermode(enum RenderMode r) renderMode = r; } +sg_pipeline mainpip; +sg_pass_action pass_action = {0}; + void openglInit() { if (!mainwin) { @@ -83,16 +79,13 @@ void openglInit() animSpriteShader = MakeShader("animspritevert.glsl", "animspritefrag.glsl"); textShader = MakeShader("textvert.glsl", "textfrag.glsl"); - shader_use(textShader); - shader_setint(textShader, "text", 0); - font_init(textShader); sprite_initialize(); debugdraw_init(); glClearColor(editorClearColor[0], editorClearColor[1], editorClearColor[2], editorClearColor[3]); - //glEnable(GL_CULL_FACE); +/* glCullFace(GL_BACK); glEnable(GL_BLEND); @@ -107,14 +100,7 @@ void openglInit() shader_setUBO(spriteShader, "Projection", 0); shader_setUBO(textShader, "Projection", 0); shader_setUBO(animSpriteShader, "Projection", 0); - -/* - glGenBuffers(1,&resUBO); - glBindBuffer(GL_UNIFORM_BUFFER, resUBO); - glBufferData(GL_UNIFORM_BUFFER, sizeof(float)*2, NULL, GL_DYNAMIC_DRAW); - glBindBufferRange(GL_UNIFORM_BUFFER, 0, resUBO, 0, sizeof(float)*2); - glBindBuffer(GL_UNIFORM_BUFFER,0); -*/ +*/ } @@ -132,13 +118,13 @@ float cam_zoom() { return zoom; } void add_zoom(float val) { zoom = val; } +mfloat_t projection[16] = {0.f}; + void openglRender(struct window *window) { - glCullFace(GL_BACK); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + sg_begin_default_pass(&pass_action, window->width, window->height); + //////////// 2D projection - mfloat_t projection[16] = { 0.f }; cpVect pos = cam_pos(); mat4_ortho(projection, pos.x - zoom*window->width/2, @@ -152,55 +138,30 @@ void openglRender(struct window *window) 0, window->height, -1.f, 1.f); - // Clear color and depth - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); - - glBindBuffer(GL_UNIFORM_BUFFER, projUBO); - glBufferSubData(GL_UNIFORM_BUFFER, 0, 64, projection); -/* - float res[2] = {window->width, window->height}; - glBindBuffer(GL_UNIFORM_BUFFER, resUBO); - glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(float)*2, res); -*/ - - /* Game sprites */ - switch (renderMode) { - case LIT: - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - shader_use(spriteShader); - break; - - case WIREFRAME: - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - shader_use(wireframeShader); - break; - }; - - glEnable(GL_DEPTH_TEST); - glDepthFunc(GL_LESS); - sprite_draw_all(); +// sprite_draw_all(); + gui_draw_img("pill1.png", 200, 200); +// renderText("TEST RENDER", {100,100}, 1.f, {1.f,1.f,1.f}, 0,-1); /* UI Elements & Debug elements */ - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - glDisable(GL_DEPTH_TEST); +// glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +// glDisable(GL_DEPTH_TEST); //// DEBUG - if (debugDrawPhysics) - gameobject_draw_debugs(); +// if (debugDrawPhysics) +// gameobject_draw_debugs(); - call_debugs(); +// call_debugs(); ////// TEXT && GUI - glBindBuffer(GL_UNIFORM_BUFFER, projUBO); - glBufferSubData(GL_UNIFORM_BUFFER, 0, 64, ui_projection); +// glBindBuffer(GL_UNIFORM_BUFFER, projUBO); +// glBufferSubData(GL_UNIFORM_BUFFER, 0, 64, ui_projection); - call_gui(); +// call_gui(); - nuke_start(); - call_nk_gui(); - nuke_end(); -} - -void BindUniformBlock(GLuint shaderID, const char *bufferName, GLuint bufferBind) -{ - glUniformBlockBinding(shaderID, glGetUniformBlockIndex(shaderID, bufferName), bufferBind); +// nuke_start(); +// call_nk_gui(); +// nuke_end(); + + + sg_end_pass(); + sg_commit(); } diff --git a/source/engine/openglrender.h b/source/engine/openglrender.h index f52c70e..ff74faf 100644 --- a/source/engine/openglrender.h +++ b/source/engine/openglrender.h @@ -1,8 +1,6 @@ #ifndef OPENGL_RENDER_H #define OPENGL_RENDER_H -#include "render.h" - struct mCamera; struct window; @@ -13,6 +11,8 @@ extern struct sprite *tsprite; extern int renderMode; +extern float projection[16]; + extern float gridScale; extern float smallGridUnit; extern float bigGridUnit; @@ -24,7 +24,7 @@ extern float gridOpacity; extern float editorFOV; extern float shadowLookahead; extern char objectName[]; -extern GLuint debugColorPickBO; +extern int debugColorPickBO; extern struct gameobject *selectedobject; @@ -47,8 +47,6 @@ void openglRender3d(struct window *window, struct mCamera *camera); void debug_draw_phys(int draw); -void BindUniformBlock(GLuint shaderID, const char *bufferName, GLuint bufferBind); - void set_cam_body(cpBody *body); cpVect cam_pos(); float cam_zoom(); diff --git a/source/engine/render.h b/source/engine/render.h index 32dccf0..9da0947 100644 --- a/source/engine/render.h +++ b/source/engine/render.h @@ -2,7 +2,6 @@ #define RENDER_H #define GLFW_INCLUDE_NONE -#include #include #endif diff --git a/source/engine/shader.c b/source/engine/shader.c index 8006b0e..f1426d1 100644 --- a/source/engine/shader.c +++ b/source/engine/shader.c @@ -9,6 +9,7 @@ #include "resources.h" #include "stb_ds.h" #include "timer.h" +#include "font.h" #include "time.h" @@ -29,8 +30,9 @@ struct shader *MakeShader(const char *vertpath, const char *fragpath) return &arrlast(shaders); } -int shader_compile_error(GLuint shader) +int shader_compile_error(int shader) { +/* GLint success = 0; GLchar infoLog[ERROR_BUFFER] = { '\0' }; @@ -41,10 +43,12 @@ int shader_compile_error(GLuint shader) YughLog(0, LOG_ERROR, "Shader compilation error.\nLog: %s", infoLog); return 1; +*/ } -int shader_link_error(GLuint shader) +int shader_link_error(int shader) { +/* GLint success = 0; GLchar infoLog[ERROR_BUFFER] = { '\0' }; @@ -55,9 +59,10 @@ int shader_link_error(GLuint shader) YughLog(0, LOG_ERROR, "Shader link error.\nLog: %s", infoLog); return 1; +*/ } -GLuint load_shader_from_file(const char *path, int type) +int load_shader_from_file(const char *path, int type) { char spath[MAXPATH] = {'\0'}; @@ -77,7 +82,7 @@ GLuint load_shader_from_file(const char *path, int type) fclose(f); - +/* GLuint id = glCreateShader(type); const char *code = buf; glShaderSource(id, 1, &code, NULL); @@ -88,32 +93,36 @@ GLuint load_shader_from_file(const char *path, int type) } free(buf); + return id; + */ } void shader_compile(struct shader *shader) { YughInfo("Making shader with %s and %s.", shader->vertpath, shader->fragpath); + char spath[MAXPATH]; + sprintf(spath,"%s%s", "shaders/", shader->vertpath); + const char *vsrc = slurp_text(spath); + sprintf(spath, "%s%s", "shaders/", shader->fragpath); + const char *fsrc = slurp_text(spath); - GLuint vert = load_shader_from_file(shader->vertpath, GL_VERTEX_SHADER); - GLuint frag = load_shader_from_file(shader->fragpath, GL_FRAGMENT_SHADER); - - shader->id = glCreateProgram(); - glAttachShader(shader->id, vert); - glAttachShader(shader->id, frag); - glLinkProgram(shader->id); - shader_link_error(shader->id); - - glDeleteShader(vert); - glDeleteShader(frag); + shader->shd = sg_make_shader(&(sg_shader_desc){ + .vs.source = vsrc, + .fs.source = fsrc, + .label = shader->vertpath, + }); + + free(vsrc); + free(fsrc); } void shader_use(struct shader *shader) { - glUseProgram(shader->id); +// glUseProgram(shader->id); } - +/* void shader_setbool(struct shader *shader, const char *name, int val) { glUniform1i(glGetUniformLocation(shader->id, name), val); @@ -134,10 +143,6 @@ void shader_setvec2(struct shader *shader, const char *name, mfloat_t val[2]) glUniform2fv(glGetUniformLocation(shader->id, name), 1, val); } -void shader_setvec3(struct shader *shader, const char *name, mfloat_t val[3]) -{ - glUniform3fv(glGetUniformLocation(shader->id, name), 1, val); -} void shader_setvec4(struct shader *shader, const char *name, mfloat_t val[4]) { @@ -164,10 +169,18 @@ void shader_setUBO(struct shader *shader, const char *name, unsigned int index) glUniformBlockBinding(shader->id, glGetUniformBlockIndex(shader->id, name), index); } - +*/ void shader_compile_all() { for (int i = 0; i < arrlen(shaders); i++) shader_compile(&shaders[i]); } +void shader_setvec3(struct shader *shader, const char *name, mfloat_t val[3]) +{ +// glUniform3fv(glGetUniformLocation(shader->id, name), 1, val); +} +void shader_setmat4(struct shader *shader, const char *name, mfloat_t val[16]) +{ +// glUniformMatrix4fv(glGetUniformLocation(shader->id, name), 1, GL_FALSE, val); +} diff --git a/source/engine/shader.h b/source/engine/shader.h index e3ea22d..e9f8c7e 100644 --- a/source/engine/shader.h +++ b/source/engine/shader.h @@ -2,9 +2,10 @@ #define SHADER_H #include "mathc.h" +#include "sokol/sokol_gfx.h" struct shader { - unsigned int id; + sg_shader shd; const char *vertpath; const char *fragpath; }; @@ -13,7 +14,7 @@ void shader_compile_all(); struct shader *MakeShader(const char *vertpath, const char *fragpath); void shader_compile(struct shader *shader); void shader_use(struct shader *shader); - +/* void shader_setbool(struct shader *shader, const char *name, int val); void shader_setint(struct shader *shader, const char *name, int val); void shader_setfloat(struct shader *shader, const char *name, float val); @@ -26,5 +27,5 @@ void shader_setmat3(struct shader *shader, const char *name, mfloat_t val[9]); void shader_setmat4(struct shader *shader, const char *name, mfloat_t val[16]); void shader_setUBO(struct shader *shader, const char *name, unsigned int index); - +*/ #endif diff --git a/source/engine/sprite.c b/source/engine/sprite.c index 5cac0db..e22583e 100644 --- a/source/engine/sprite.c +++ b/source/engine/sprite.c @@ -19,6 +19,9 @@ static int first = -1; static uint32_t VBO; +sg_pipeline pip_sprite; +sg_bindings bind_sprite; + int make_sprite(int go) { struct sprite sprite = { @@ -82,6 +85,9 @@ void sprite_io(struct sprite *sprite, FILE *f, int read) void sprite_draw_all() { + YughWarn("Applying sprite pipeline"); + sg_apply_pipeline(pip_sprite); + static struct sprite **layers[5]; for (int i = 0; i < 5; i++) @@ -108,30 +114,58 @@ void sprite_settex(struct sprite *sprite, struct Texture *tex) sprite_setframe(sprite, &ST_UNIT); } -static uint32_t VAO = 0; +sg_shader shader_sprite; void sprite_initialize() { - glGenBuffers(1, &VBO); - glGenVertexArrays(1, &VAO); + shader_sprite = sg_make_shader(&(sg_shader_desc){ + .vs.source = slurp_text("shaders/spritevert.glsl"), + .fs.source = slurp_text("shaders/spritefrag.glsl"), + .vs.uniform_blocks[0] = { + .size = 64, + .layout = SG_UNIFORMLAYOUT_STD140, + .uniforms = { [0] = { .name = "mpv", .type = SG_UNIFORMTYPE_MAT4 }} + }, - glBindVertexArray(VAO); + .fs.images[0] = { + .name = "image", + .image_type = SG_IMAGETYPE_2D, + .sampler_type = SG_SAMPLERTYPE_FLOAT, + }, - glBindBuffer(GL_ARRAY_BUFFER, VBO); - glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, NULL); - glEnableVertexAttribArray(0); + .fs.uniform_blocks[0] = { + .size = 12, + .uniforms = { [0] = { .name = "spriteColor", .type = SG_UNIFORMTYPE_FLOAT3 }} + } + }); + + pip_sprite = sg_make_pipeline(&(sg_pipeline_desc){ + .shader = shader_sprite, + .layout = { + .attrs = { + [0].format=SG_VERTEXFORMAT_FLOAT4 + } + }, + .primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP, + .label = "sprite pipeline" + }); + + bind_sprite.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){ + .size = sizeof(float)*16, + .type = SG_BUFFERTYPE_VERTEXBUFFER, + .usage = SG_USAGE_STREAM, + .label = "sprite vertex buffer", + }); } -void tex_draw(struct Texture *tex, float pos[2], float angle, float size[2], float offset[2], struct glrect r, mfloat_t color[3]) { - mfloat_t model[16] = { 0.f }; +void tex_draw(struct Texture *tex, float pos[2], float angle, float size[2], float offset[2], struct glrect r, float color[3]) { + float model[16] = { 0.f }; mfloat_t r_model[16] = { 0.f }; - mfloat_t s_model[16] = { 0.f }; memcpy(model, UNITMAT4, sizeof(UNITMAT4)); memcpy(r_model, UNITMAT4, sizeof(UNITMAT4)); - memcpy(s_model, UNITMAT4, sizeof(UNITMAT4)); - mfloat_t t_scale[2] = { tex->width * st_s_w(r), tex->height * st_s_h(r) }; - mfloat_t t_offset[2] = { offset[0] * t_scale[0] * size[0], offset[1] * t_scale[1] * size[1]}; + mfloat_t t_scale[2] = { tex->width * st_s_w(r) * size[0], tex->height * st_s_h(r) * size[1] }; + mfloat_t t_offset[2] = { offset[0] * t_scale[0] * size[0], offset[1] * t_scale[1] * size[1]}; mat4_translate_vec2(model, t_offset); @@ -141,27 +175,26 @@ void tex_draw(struct Texture *tex, float pos[2], float angle, float size[2], flo mat4_multiply(model, r_model, model); mat4_translate_vec2(model, pos); - - shader_setmat4(spriteShader, "model", model); - shader_setvec3(spriteShader, "spriteColor", color); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, tex->id); - glBindBuffer(GL_ARRAY_BUFFER, VBO); - + mat4_multiply(model, projection,model); + float vertices[] = { 0.f, 0.f, r.s0, r.t1, - size[0], 0.f, r.s1, r.t1, - 0.f, size[1], r.s0, r.t0, - size[0], size[1], r.s1, r.t0 + 1, 0.f, r.s1, r.t1, + 0.f, 1, r.s0, r.t0, + 1.f, 1.f, r.s1, r.t0 }; - glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW); + bind_sprite.fs_images[0] = tex->id; + sg_update_buffer(bind_sprite.vertex_buffers[0], SG_RANGE_REF(vertices)); + sg_apply_bindings(&bind_sprite); - glBindVertexArray(VAO); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(model)); + float c[3]; + for (int i = 0; i < 3; i++) c[i] = color[i]; + sg_apply_uniforms(SG_SHADERSTAGE_FS, 0, SG_RANGE_REF(c)); - glBindVertexArray(0); + sg_draw(0,4,1); } void sprite_draw(struct sprite *sprite) @@ -184,12 +217,12 @@ void sprite_setanim(struct sprite *sprite, struct TexAnim *anim, int frame) } void gui_draw_img(const char *img, float x, float y) { - shader_use(spriteShader); + sg_apply_pipeline(pip_sprite); struct Texture *tex = texture_loadfromfile(img); float pos[2] = {x, y}; float size[2] = {1.f, 1.f}; float offset[2] = { 0.f, 0.f }; - float white[3] = {1.f,1.f,1.f}; + float white[3] = {0.3f,1.f,1.f}; tex_draw(tex, pos, 0.f, size, offset, tex_get_rect(tex), white); } @@ -209,7 +242,7 @@ void video_draw(struct datastream *stream, mfloat_t position[2], mfloat_t size[2 shader_setmat4(vid_shader, "model", model); shader_setvec3(vid_shader, "spriteColor", color); - +/* glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, stream->texture_y); glActiveTexture(GL_TEXTURE1); @@ -219,4 +252,6 @@ void video_draw(struct datastream *stream, mfloat_t position[2], mfloat_t size[2 // TODO: video bind VAO glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); +*/ } + diff --git a/source/engine/texture.c b/source/engine/texture.c index d25390f..a5575a7 100644 --- a/source/engine/texture.c +++ b/source/engine/texture.c @@ -7,7 +7,7 @@ #include "log.h" #include #include "util.h" -#include "parson.h" +#include "sokol/sokol_gfx.h" struct glrect ST_UNIT = { 0.f, 1.f, 0.f, 1.f }; @@ -47,54 +47,32 @@ struct Texture *texture_pullfromfile(const char *path) } tex->data = data; - glGenTextures(1, &tex->id); + int filter; + if (tex->opts.sprite) { + if (tex->opts.mips) + filter = SG_FILTER_NEAREST_MIPMAP_NEAREST; + else + filter = SG_FILTER_NEAREST; + } else { + if (tex->opts.mips) + filter = SG_FILTER_LINEAR_MIPMAP_LINEAR; + else + filter = SG_FILTER_LINEAR; + } - glBindTexture(GL_TEXTURE_2D, tex->id); - GLenum fmt; - - switch (n) { - case 1: - fmt = GL_RED; - break; - - case 2: - fmt = GL_RG; - break; - - case 3: - fmt = GL_RGB; - break; - - case 4: - fmt = GL_RGBA; - break; - } - - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->width, tex->height, 0, fmt, GL_UNSIGNED_BYTE, data); - - if (tex->opts.mips) - glGenerateMipmap(GL_TEXTURE_2D); - - if (tex->opts.sprite) { - if (tex->opts.mips) { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST); - } else { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - } - } else { - if (tex->opts.mips) { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR); - } else { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - } - } - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + tex->id = sg_make_image(&(sg_image_desc){ + .type = SG_IMAGETYPE_2D, + .width = tex->width, + .height = tex->height, + .usage = SG_USAGE_IMMUTABLE, + .min_filter = filter, + .mag_filter = filter, + .data.subimage[0][0] = { + .ptr = data, + .size = tex->width*tex->height*4 + } + }); + if (shlen(texhash) == 0) sh_new_arena(texhash); @@ -106,32 +84,7 @@ struct Texture *texture_pullfromfile(const char *path) void texture_sync(const char *path) { - struct Texture *tex = texture_pullfromfile(path); - glBindTexture(GL_TEXTURE_2D, tex->id); - if (tex->opts.mips) - glGenerateMipmap(GL_TEXTURE_2D); - - if (tex->opts.sprite) { - if (tex->opts.mips) { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST); - } else { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - } - } else { - if (tex->opts.mips) { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR); - } else { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - } - } - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - + YughWarn("Need to implement texture sync."); } char *tex_get_path(struct Texture *tex) { @@ -148,7 +101,7 @@ char *tex_get_path(struct Texture *tex) { struct Texture *texture_loadfromfile(const char *path) { struct Texture *new = texture_pullfromfile(path); - +/* if (new->id == 0) { glGenTextures(1, &new->id); @@ -156,7 +109,7 @@ struct Texture *texture_loadfromfile(const char *path) YughInfo("Loaded texture path %s", path); } - +*/ return new; } @@ -230,10 +183,12 @@ void texanim_fromframes(struct TexAnim *anim, int frames) void tex_gpu_free(struct Texture *tex) { +/* if (tex->id != 0) { glDeleteTextures(1, &tex->id); tex->id = 0; } +*/ } int anim_frames(struct TexAnim *a) @@ -257,9 +212,10 @@ cpVect tex_get_dimensions(struct Texture *tex) void tex_bind(struct Texture *tex) { - glActiveTexture(GL_TEXTURE0); +/* glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, tex->id); glBindTexture(GL_TEXTURE_2D_ARRAY, tex->id); +*/ } /********************** ANIM2D ****************/ diff --git a/source/engine/texture.h b/source/engine/texture.h index 2d2c9a0..445be8c 100644 --- a/source/engine/texture.h +++ b/source/engine/texture.h @@ -3,6 +3,8 @@ #include "timer.h" #include +#include "sokol/sokol_gfx.h" + #define TEX_SPEC 0 #define TEX_NORM 1 @@ -58,7 +60,7 @@ struct TextureOptions { /* Represents an actual texture on the GPU */ struct Texture { - unsigned int id; /* ID reference for the GPU memory location of the texture */ + sg_image id; /* ID reference for the GPU memory location of the texture */ int width; int height; unsigned char *data; diff --git a/source/engine/window.c b/source/engine/window.c index eb2d337..07f2c36 100644 --- a/source/engine/window.c +++ b/source/engine/window.c @@ -79,6 +79,13 @@ struct window *MakeSDLWindow(const char *name, int width, int height, uint32_t f GLFWwindow *sharewin = mainwin == NULL ? NULL : mainwin->window; + if (sharewin) return sharewin; + + glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,3); + glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR,3); + glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE); + glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); + struct window w = { .width = width, .height = height, @@ -92,12 +99,12 @@ struct window *MakeSDLWindow(const char *name, int width, int height, uint32_t f } glfwMakeContextCurrent(w.window); - int version = gladLoadGL(glfwGetProcAddress); - if (!version) { - YughError("Failed to initialize OpenGL context."); - exit(1); - } - YughInfo("Loaded OpenGL %d.%d", GLAD_VERSION_MAJOR(version), GLAD_VERSION_MINOR(version)); +// int version = gladLoadGL(glfwGetProcAddress); +// if (!version) { +// YughError("Failed to initialize OpenGL context."); +// exit(1); +// } + YughInfo("Loaded OpenGL %d.%d", 3,3); glfwSwapInterval(1); // Set callbacks @@ -107,7 +114,7 @@ struct window *MakeSDLWindow(const char *name, int width, int height, uint32_t f glfwSetWindowFocusCallback(w.window, window_focus_callback); glfwSetKeyCallback(w.window, win_key_callback); - nuke_init(&w); +// nuke_init(&w); arrput(windows, w); diff --git a/source/engine/yugine.c b/source/engine/yugine.c index d184808..d96f83a 100644 --- a/source/engine/yugine.c +++ b/source/engine/yugine.c @@ -1,11 +1,5 @@ #include "yugine.h" -#define SOKOL_IMPL -#define SOKOL_GLCORE33 -#include "sokol/sokol_gfx.h" - - -#include "render.h" #include "camera.h" #include "window.h" @@ -37,6 +31,13 @@ #include "string.h" + +#define SOKOL_TRACE_HOOKS +#define SOKOL_GFX_IMPL +#define SOKOL_GLCORE33 +#include "sokol/sokol_gfx.h" + + int physOn = 0; double renderlag = 0; @@ -63,18 +64,7 @@ int fps; #define SIM_PLAY 1 #define SIM_PAUSE 2 #define SIM_STEP 3 -/* -int __builtin_clz(unsigned int a) -{ - int to; - __asm__ __volatile__( - "bsr %edi, %eax\n\t" - "xor $31, %eax\n\t" - : "=&a"(to)); - return to; -} -*/ void print_stacktrace() { void *ents[512]; @@ -117,6 +107,11 @@ void compile_script(const char *file) fclose(f); } +void sg_logging(const char *tag, uint32_t lvl, uint32_t id, const char *msg, uint32_t line, const char *file, void *data) +{ + mYughLog(0, 1, line, file, "tag: %s, msg: %s", tag, msg); +} + int main(int argc, char **args) { int logout = 1; ed = 1; @@ -202,6 +197,13 @@ int main(int argc, char **args) { YughInfo("Refresh rate is %d", vidmode->refreshRate); renderMS = 1.0/vidmode->refreshRate; + + sg_setup(&(sg_desc){ + .logger = { + .func = sg_logging, + .user_data = NULL, + }, + }); input_init(); openglInit(); diff --git a/source/scripts/engine.js b/source/scripts/engine.js index 306b921..dcbf566 100644 --- a/source/scripts/engine.js +++ b/source/scripts/engine.js @@ -1731,7 +1731,7 @@ var camera2d = gameobject.clone("camera2d", { }); win_make(Game.title, Game.resolution[0], Game.resolution[1]); -win_icon("icon.png"); +//win_icon("icon.png"); /* Default objects */ gameobject.clone("polygon2d", { diff --git a/source/shaders/circlevert.glsl b/source/shaders/circlevert.glsl index 986f942..4933173 100644 --- a/source/shaders/circlevert.glsl +++ b/source/shaders/circlevert.glsl @@ -2,18 +2,11 @@ layout (location = 0) in vec4 vertex; out vec2 coords; -layout (std140) uniform Projection -{ - mat4 projection; -}; - -layout (std140) uniform Resolution -{ - vec2 resolution; -}; +uniform mat4 proj; +uniform vec2 res; void main() { - gl_Position = projection * vec4(vertex.xy, 0.0, 1.0); - coords = vertex.zw;; + gl_Position = proj * vec4(vertex.xy, 0.0, 1.0); + coords = vertex.zw; } diff --git a/source/shaders/spritefrag.glsl b/source/shaders/spritefrag.glsl index fc643db..a131395 100644 --- a/source/shaders/spritefrag.glsl +++ b/source/shaders/spritefrag.glsl @@ -1,7 +1,6 @@ #version 330 core in vec2 texcoords; out vec4 color; - uniform sampler2D image; uniform vec3 spriteColor; diff --git a/source/shaders/spritevert.glsl b/source/shaders/spritevert.glsl index 16f7b6d..4721a3a 100644 --- a/source/shaders/spritevert.glsl +++ b/source/shaders/spritevert.glsl @@ -2,15 +2,10 @@ layout (location = 0) in vec4 vertex; out vec2 texcoords; -layout (std140) uniform Projection -{ - mat4 projection; -}; - -uniform mat4 model; +uniform mat4 mpv; void main() { texcoords = vertex.zw; - gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0); -} \ No newline at end of file + gl_Position = mpv * vec4(vertex.xy, 0.0, 1.0); +} diff --git a/source/shaders/textvert.glsl b/source/shaders/textvert.glsl index e32ffff..2f835da 100644 --- a/source/shaders/textvert.glsl +++ b/source/shaders/textvert.glsl @@ -2,10 +2,7 @@ layout (location = 0) in vec4 vertex; // out vec2 TexCoords; -layout (std140) uniform Projection -{ - mat4 projection; -}; +uniform mat4 projection; void main() {