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#include <stdlib.h>
#define CEL_PLATFORM_LINUX
#include "defines.h"
#include "log.h"
#include "maths_types.h"
#include "render_types.h"
#if CEL_REND_BACKEND_OPENGL
#include <glad/glad.h>
#include <glfw3.h>
/** @brief Internal backend state */
typedef struct opengl_state {
} opengl_state;
bool gfx_backend_init(renderer *ren) {
INFO("loading OpenGL backend");
// glfwInit(); // Already handled in `renderer_init`
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
// glad: load all OpenGL function pointers
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
ERROR("Failed to initialise GLAD \n");
return false;
}
glEnable(GL_DEPTH_TEST);
opengl_state *internal = malloc(sizeof(opengl_state));
ren->backend_state = (void *)internal;
return true;
}
void gfx_backend_shutdown(renderer *ren) {}
void uniform_vec3f(u32 program_id, const char *uniform_name, vec3 *value) {
glUniform3fv(glGetUniformLocation(program_id, uniform_name), 1, &value->x);
}
void uniform_f32(u32 program_id, const char *uniform_name, f32 value) {
glUniform1f(glGetUniformLocation(program_id, uniform_name), value);
}
void uniform_i32(u32 program_id, const char *uniform_name, i32 value) {
glUniform1i(glGetUniformLocation(program_id, uniform_name), value);
}
void uniform_mat4f(u32 program_id, const char *uniform_name, mat4 *value) {
glUniformMatrix4fv(glGetUniformLocation(program_id, uniform_name), 1, GL_FALSE, value->data);
}
void clear_screen(vec3 colour) {
glClearColor(colour.x, colour.y, colour.z, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
#endif
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