Wed, 02 Jul 2025 23:21:17 +0200
resolve TODOs regarding input.h
a) mouse position must be integer, because it can be negative (though rarely)
b) we should not trade "access complexity" for space in the scancodes array
/* * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. * Copyright 2025 Mike Becker. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. */ #include "ascension/error.h" #include "ascension/mesh.h" #include <cx/allocator.h> #include <GL/glew.h> void asc_mesh_allocate_buffers(AscMesh *mesh, unsigned count) { asc_dprintf("Allocate mesh buffers for %u meshes.", count); GLuint buffers[count]; GLuint arrays[count]; glGenBuffers(count, buffers); glGenVertexArrays(count, arrays); for (unsigned i = 0; i < count; i++) { mesh[i].vbo = buffers[i]; mesh[i].vao = arrays[i]; } asc_error_catch_all_gl(); } void asc_mesh_free_buffers(AscMesh *mesh, unsigned count) { if (count == 1 && mesh->vbo == 0) return; // hack to skip this function until we remove it asc_dprintf("Free mesh buffers for %u meshes.", count); GLuint buffers[count]; GLuint arrays[count]; for (unsigned i = 0; i < count; i++) { buffers[i] = mesh[i].vbo; arrays[i] = mesh[i].vao; mesh[i].vbo = 0; mesh[i].vao = 0; } glDeleteBuffers(count, buffers); glDeleteVertexArrays(count, arrays); asc_error_catch_all_gl(); } void asc_mesh_draw_triangle_strip(const AscMesh *mesh) { glBindVertexArray(mesh->vao); glDrawArrays(GL_TRIANGLE_STRIP, 0, mesh->vtx_count); #ifndef NDEBUG // only unbind in debug mode to detect accidental re-use of the wrong VAO glBindVertexArray(0); #endif } void asc_mesh_destroy(AscMesh *mesh) { asc_mesh_free_buffers(mesh, 1); cxFreeDefault(mesh->vtx_data); } void asc_mesh_init_plane_2d(AscMesh *mesh, struct asc_mesh_init_plane_2d_args args) { if (mesh->vbo == 0) { asc_mesh_allocate_buffers(mesh, 1); } unsigned required_memory = 4 * sizeof(asc_vertex2d); // free any previous data if (mesh->vtx_data && mesh->vtx_data_size < required_memory) { cxFreeDefault(mesh->vtx_data); mesh->vtx_data = NULL; } // allocate memory asc_vertex2d *data; if (mesh->vtx_data == NULL) { asc_dprintf("Create plane in VBO %u and VAO %u", mesh->vbo, mesh->vao); mesh->vtx_data_size = required_memory; data = cxMallocDefault(mesh->vtx_data_size); mesh->vtx_data = (float*) data; } else { data = (asc_vertex2d*) mesh->vtx_data; } mesh->vtx_count = 4; // default values args.size.x = ASC_NONZERO_OR(1.f, args.size.x); args.size.y = ASC_NONZERO_OR(1.f, args.size.y); args.uv_scale.x = ASC_NONZERO_OR(1.f, args.uv_scale.x); args.uv_scale.y = ASC_NONZERO_OR(1.f, args.uv_scale.y); // bottom left data[0].pos = asc_vec2f_new(0.0f, 0.0f); data[0].uv = asc_vec2f_new(args.uv_offset.x, args.uv_offset.y); // top left data[1].pos = asc_vec2f_new(0.0f, args.size.y); data[1].uv = asc_vec2f_new(args.uv_offset.x, args.uv_offset.y + args.uv_scale.y); // bottom right data[2].pos = asc_vec2f_new(args.size.x, 0.0f); data[2].uv = asc_vec2f_new(args.uv_offset.x + args.uv_scale.x, args.uv_offset.y); // top right data[3].pos = asc_vec2f_new(args.size.x, args.size.y); data[3].uv = asc_vec2f_new(args.uv_offset.x + args.uv_scale.x, args.uv_offset.y + args.uv_scale.y); glBindBuffer(GL_ARRAY_BUFFER, mesh->vbo); glBufferData(GL_ARRAY_BUFFER, mesh->vtx_data_size, mesh->vtx_data, GL_STATIC_DRAW); // TODO: this should not be repeated for every adjustment - but it will be moved to the batch renderer anyway glBindVertexArray(mesh->vao); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(asc_vertex2d), (void*)offsetof(asc_vertex2d, pos)); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(asc_vertex2d), (void*)offsetof(asc_vertex2d, uv)); glEnableVertexAttribArray(1); }