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Diffstat (limited to 'src/renderer/backends/opengl/backend_opengl.c')
-rw-r--r--src/renderer/backends/opengl/backend_opengl.c25
1 files changed, 24 insertions, 1 deletions
diff --git a/src/renderer/backends/opengl/backend_opengl.c b/src/renderer/backends/opengl/backend_opengl.c
index 529a0d9..8be1c2a 100644
--- a/src/renderer/backends/opengl/backend_opengl.c
+++ b/src/renderer/backends/opengl/backend_opengl.c
@@ -1,4 +1,6 @@
+#include <stddef.h>
#include "colours.h"
+#include "opengl_helpers.h"
#include "ral_types.h"
#define CEL_REND_BACKEND_OPENGL
#if defined(CEL_REND_BACKEND_OPENGL)
@@ -27,6 +29,8 @@ static opengl_context context;
struct GLFWwindow;
+size_t vertex_attrib_size(vertex_attrib_type attr);
+
bool gpu_backend_init(const char* window_name, struct GLFWwindow* window) {
INFO("loading OpenGL backend");
@@ -69,6 +73,24 @@ gpu_pipeline* gpu_graphics_pipeline_create(struct graphics_pipeline_desc descrip
u32 shader_id = shader_create_separate(description.vs.filepath.buf, description.fs.filepath.buf);
pipeline->shader_id = shader_id;
+ // Vertex
+ u32 vao;
+ glGenVertexArrays(1, &vao);
+ pipeline->vao = vao;
+
+ // Attributes
+ u32 attr_count = description.vertex_desc.attributes_count;
+ printf("N attributes %d\n", attr_count);
+ u64 offset = 0;
+ size_t vertex_size = description.vertex_desc.stride;
+ for (u32 i = 0; i < description.vertex_desc.attributes_count; i++) {
+ opengl_vertex_attr format = format_from_vertex_attr(description.vertex_desc.attributes[i]);
+ glVertexAttribPointer(i, format.count, format.data_type, GL_FALSE, vertex_size, (void*)offset);
+ size_t this_offset = format.count * vertex_attrib_size(description.vertex_desc.attributes[i]);
+ printf("offset total %lld this attr %ld\n", offset, this_offset);
+ offset += this_offset;
+ }
+
// Allocate uniform buffers if needed
printf("data layouts %d\n", description.data_layouts_count);
for (u32 layout_i = 0; layout_i < description.data_layouts_count; layout_i++) {
@@ -129,6 +151,7 @@ void copy_buffer_to_image_oneshot(buffer_handle src, texture_handle dst) {}
void encode_bind_pipeline(gpu_cmd_encoder* encoder, pipeline_kind kind, gpu_pipeline* pipeline) {
// In OpenGL this is more or less equivalent to just setting the shader
glUseProgram(pipeline->shader_id);
+ glBindVertexArray(pipeline->vao);
}
void encode_bind_shader_data(gpu_cmd_encoder* encoder, u32 group, shader_data* data) {
shader_data_layout sdl = data->shader_data_get_layout(data->data);
@@ -177,7 +200,7 @@ buffer_handle gpu_buffer_create(u64 size, gpu_buffer_type buf_type, gpu_buffer_f
buffer->size = size;
if (data) {
- TRACE("Upload data as part of buffer creation");
+ TRACE("Upload data (%d bytes) as part of buffer creation", size);
glBufferData(gl_buf_type, buffer->size, data, GL_STATIC_DRAW);
}