Moved all the mesh stuff to another file (introduced memory leak)

This commit is contained in:
Warwick 2026-01-09 20:17:25 +00:00
parent 009a89b907
commit be90d08977
3 changed files with 132 additions and 103 deletions

View file

@ -5,9 +5,8 @@
#include "SDL3/SDL_events.h" #include "SDL3/SDL_events.h"
#include "SDL3/SDL_keycode.h" #include "SDL3/SDL_keycode.h"
#include "SDL3/SDL_surface.h"
#include "SDL3_image/SDL_image.h"
#include "camera.h" #include "camera.h"
#include "mesh.h"
#include "shader.h" #include "shader.h"
#include "window.h" #include "window.h"
@ -77,87 +76,7 @@ int main(int argc, char *argv[]) {
return EXIT_FAILURE; return EXIT_FAILURE;
} }
// set up vertex data (and buffer(s)) and configure vertex attributes wn_mesh *mesh = wn_mesh_init(global_arena, shader);
float vertices[] = {
0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // top right
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f // top left
};
unsigned int indices[] = {
0, 1, 3, // first Triangle
1, 2, 3 // second Triangle
};
GLuint VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and
// then configure vertex attributes(s).
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
(void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// note that this is allowed, the call to glVertexAttribPointer registered VBO
// as the vertex attribute's bound vertex buffer object so afterwards we can
// safely unbind
// glBindBuffer(GL_ARRAY_BUFFER, 0);
// remember: do NOT unbind the EBO while a VAO is active as the bound element
// buffer object IS stored in the VAO; keep the EBO bound.
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// You can unbind the VAO afterwards so other VAO calls won't accidentally
// modify this VAO, but this rarely happens. Modifying other VAOs requires a
// call to glBindVertexArray anyways so we generally don't unbind VAOs (nor
// VBOs) when it's not directly necessary.
// glBindVertexArray(0);
// Texture Load
SDL_Surface *image = IMG_Load("./data/testxure.png");
if (image == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load texture");
return EXIT_FAILURE;
}
SDL_FlipSurface(image, SDL_FLIP_VERTICAL);
GLuint texture;
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &texture);
// Handle different SDL Surface data types
int mode = GL_RGBA;
// if (image->format->BytesPerPixel == 4) {
// mode = GL_RGBA;
// }
glBindTexture(GL_TEXTURE_2D, texture);
// set the texture wrapping parameters
glTexParameteri(
GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, mode, image->w, image->h, 0, mode,
GL_UNSIGNED_BYTE, image->pixels);
glGenerateMipmap(GL_TEXTURE_2D);
SDL_DestroySurface(image);
// Initialise camera // Initialise camera
Camera camera = Camera_default; Camera camera = Camera_default;
@ -196,24 +115,11 @@ int main(int argc, char *argv[]) {
glClearColor(0.1f, 0.3f, 0.4f, 1.f); glClearColor(0.1f, 0.3f, 0.4f, 1.f);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
// draw our first triangle wn_mesh_draw(mesh);
glUseProgram(shader->shaderProgram);
// seeing as we only have a single VAO there's no need to bind it
// every time, but we'll do so to keep things a bit more organized
glBindVertexArray(VAO);
// glDrawArrays(GL_TRIANGLES, 0, 6);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// glBindVertexArray(0); // no need to unbind it every time
wn_swapwindow(window); wn_swapwindow(window);
} }
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
arena_deinit(global_arena); arena_deinit(global_arena);
return EXIT_SUCCESS; return EXIT_SUCCESS;
} }

View file

@ -0,0 +1,117 @@
#include <GL/glew.h>
#include "SDL3/SDL_surface.h"
#include "SDL3_image/SDL_image.h"
#include "arena_allocator.h"
#include "mesh.h"
wn_mesh *wn_mesh_init(Arena *arena, wn_shader *shader) {
// set up vertex data (and buffer(s)) and configure vertex attributes
wn_mesh *mesh = (wn_mesh *)arena_init(arena, sizeof(wn_mesh));
arena_deinit_task_push(arena, (ArenaDeinitTask){.func_ptr = *wn_mesh_deinit,
.func_param = mesh,
.next = NULL});
mesh->shader = shader;
float vertices[] = {
0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // top right
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f // top left
};
unsigned int indices[] = {
0, 1, 3, // first Triangle
1, 2, 3 // second Triangle
};
glGenVertexArrays(1, &mesh->VAO);
glGenBuffers(1, &mesh->VBO);
glGenBuffers(1, &mesh->EBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and
// then configure vertex attributes(s).
glBindVertexArray(mesh->VAO);
glBindBuffer(GL_ARRAY_BUFFER, mesh->VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
(void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// note that this is allowed, the call to glVertexAttribPointer registered VBO
// as the vertex attribute's bound vertex buffer object so afterwards we can
// safely unbind
// glBindBuffer(GL_ARRAY_BUFFER, 0);
// remember: do NOT unbind the EBO while a VAO is active as the bound element
// buffer object IS stored in the VAO; keep the EBO bound.
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// You can unbind the VAO afterwards so other VAO calls won't accidentally
// modify this VAO, but this rarely happens. Modifying other VAOs requires a
// call to glBindVertexArray anyways so we generally don't unbind VAOs (nor
// VBOs) when it's not directly necessary.
// glBindVertexArray(0);
// Texture Load
SDL_Surface *image = IMG_Load("./data/testxure.png");
if (image == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load texture");
return NULL;
}
SDL_FlipSurface(image, SDL_FLIP_VERTICAL);
GLuint texture;
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &texture);
// Handle different SDL Surface data types
// int mode = GL_RGB;
// if (image->format->BytesPerPixel == 4) {
int mode = GL_RGBA;
// mode = GL_RGBA;
// }
glBindTexture(GL_TEXTURE_2D, texture);
// set the texture wrapping parameters
glTexParameteri(
GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, mode, image->w, image->h, 0, mode,
GL_UNSIGNED_BYTE, image->pixels);
glGenerateMipmap(GL_TEXTURE_2D);
SDL_DestroySurface(image);
return mesh;
}
void wn_mesh_draw(wn_mesh *mesh) {
// draw our first triangle
glUseProgram(mesh->shader->shaderProgram);
// seeing as we only have a single VAO there's no need to bind it
// every time, but we'll do so to keep things a bit more organized
glBindVertexArray(mesh->VAO);
// glDrawArrays(GL_TRIANGLES, 0, 6);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
// glBindVertexArray(0); // no need to unbind it every time
}
void wn_mesh_deinit(void *mesh) {
wn_mesh *cast_mesh = (wn_mesh *)mesh;
glDeleteVertexArrays(1, &cast_mesh->VAO);
glDeleteBuffers(1, &cast_mesh->VBO);
glDeleteBuffers(1, &cast_mesh->EBO);
}

View file

@ -1,14 +1,20 @@
#pragma once #pragma once
#include "SDL3/SDL_opengl.h" #include "SDL3/SDL_opengl.h"
#include "arena_allocator.h"
#include "shader.h" #include "shader.h"
#include <sys/types.h> #include <sys/types.h>
typedef struct { typedef struct {
float *vertex_buffer;
uint vertex_buffer_size;
float *element_buffer;
uint element_buffer_size;
wn_shader *shader; wn_shader *shader;
GLuint VBO, VAO, EBO, diffuse_texture; GLuint VBO, VAO, EBO;
} Mesh; } wn_mesh;
// Initialise a model
wn_mesh *wn_mesh_init(Arena* arena, wn_shader *shader);
// Draw the model with it's linked shader
void wn_mesh_draw(wn_mesh *mesh);
// Clear up linked buffers
void wn_mesh_deinit(void* mesh);