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mesh-handl
| Author | SHA1 | Date | |
|---|---|---|---|
| 4390e80b26 | |||
| b07bc1365e | |||
| 44c776ed04 | |||
| 648a0466ec | |||
| 009a89b907 |
10 changed files with 173 additions and 104 deletions
10
README.org
10
README.org
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@ -1,15 +1,15 @@
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* Todo list
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* Todo list
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- [ ] Create arena allocator
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- [X] Create arena allocator
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- [ ] Create dynamic arrays using arena allocator
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- [ ] Create dynamic arrays using arena allocator
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- [ ] Create stack function caller for calling library deallocators
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- [X] Create stack function caller for calling library deallocators
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- [ ] Create method of storing models and model data
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- [ ] Create method of storing models and model data
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- [ ] implement textures and simple lighting
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- [ ] implement textures and simple lighting
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- [ ] Figure out a simple game to make with this engine
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- [ ] Figure out a simple game to make with this engine
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* TODO Arena Allocator Requirements
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* TODO Arena Allocator Requirements
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- [ ] Sub arenas
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- [X] Sub arenas
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- [x] Arena infinite growth (not contiguos)
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- [x] Arena infinite growth (not contiguous)
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- [ ] contiguos memory spaces for dynamic arrays that grow larger than the arena size
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- [ ] contiguous memory spaces for dynamic arrays that grow larger than the arena size
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** Optional
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** Optional
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- [ ] free lists to reuse abandoned chunks of memory arenas
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- [ ] free lists to reuse abandoned chunks of memory arenas
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@ -6,6 +6,12 @@
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#define DEFAUL_REGION_SIZE 1048576 /* 8 * 1024 * 1024 = 8MB */
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#define DEFAUL_REGION_SIZE 1048576 /* 8 * 1024 * 1024 = 8MB */
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struct ArenaDeinitTask_s {
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void *func_param;
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void (*func_ptr)(void *);
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ArenaDeinitTask *next;
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};
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Region *new_region(size_t capacity) {
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Region *new_region(size_t capacity) {
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if (capacity < DEFAUL_REGION_SIZE) {
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if (capacity < DEFAUL_REGION_SIZE) {
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capacity = DEFAUL_REGION_SIZE;
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capacity = DEFAUL_REGION_SIZE;
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@ -126,9 +132,11 @@ void *arena_alloc(Arena *arena, size_t size) {
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return result;
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return result;
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}
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}
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void arena_deinit_task_push(Arena *arena, ArenaDeinitTask task) {
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void arena_deinit_task_push(Arena *arena, void *func_param,
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void (*func_ptr)(void *)) {
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ArenaDeinitTask *job = arena_alloc(arena, sizeof(ArenaDeinitTask));
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ArenaDeinitTask *job = arena_alloc(arena, sizeof(ArenaDeinitTask));
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*job = task;
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*job = (ArenaDeinitTask){
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.func_ptr = func_ptr, .func_param = func_param, .next = NULL};
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ArenaDeinitTask *next_job = arena->deinit_task_top;
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ArenaDeinitTask *next_job = arena->deinit_task_top;
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arena->deinit_task_top = job;
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arena->deinit_task_top = job;
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@ -10,12 +10,8 @@ struct Region_s {
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unsigned char data[];
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unsigned char data[];
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};
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};
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struct ArenaDeinitTask_s;
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typedef struct ArenaDeinitTask_s ArenaDeinitTask;
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typedef struct ArenaDeinitTask_s ArenaDeinitTask;
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struct ArenaDeinitTask_s {
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void *func_param;
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void (*func_ptr)(void *);
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ArenaDeinitTask *next;
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};
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typedef struct Arena_s Arena;
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typedef struct Arena_s Arena;
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struct Arena_s {
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struct Arena_s {
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@ -30,7 +26,8 @@ struct Arena_s {
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Arena *arena_init(Arena *parent, size_t capacity);
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Arena *arena_init(Arena *parent, size_t capacity);
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void arena_deinit(Arena *arena);
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void arena_deinit(Arena *arena);
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void arena_deinit_task_push(Arena *arena, ArenaDeinitTask task);
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void arena_deinit_task_push(Arena *arena, void *func_param,
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void (*func_ptr)(void *));
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void *arena_alloc(Arena *arena, size_t size);
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void *arena_alloc(Arena *arena, size_t size);
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// void *arena_clear(Arena *arena);
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// void *arena_clear(Arena *arena);
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89
src/main.c
89
src/main.c
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@ -12,6 +12,7 @@
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#include "window.h"
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#include "window.h"
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#include "arena_allocator.h"
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#include "arena_allocator.h"
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#include "mesh.h"
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/*
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/*
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void test_task(void *data) {
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void test_task(void *data) {
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@ -77,7 +78,7 @@ int main(int argc, char *argv[]) {
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return EXIT_FAILURE;
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return EXIT_FAILURE;
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}
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}
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// Set up mesh data
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float vertices[] = {
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float vertices[] = {
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0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // top right
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0.5f, 0.5f, 0.0f, 1.0f, 1.0f, // top right
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // bottom right
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0.5f, -0.5f, 0.0f, 1.0f, 0.0f, // bottom right
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@ -89,75 +90,12 @@ int main(int argc, char *argv[]) {
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1, 2, 3 // second Triangle
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1, 2, 3 // second Triangle
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};
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};
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unsigned int VBO, VAO, EBO;
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// Create mesh
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glGenVertexArrays(1, &VAO);
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wn_mesh *mesh = wn_mesh_init(global_arena, vertices, 20, indices, 6, "./data/testxure.png");
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glGenBuffers(1, &VBO);
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if (mesh == NULL) {
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glGenBuffers(1, &EBO);
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize mesh");
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// bind the Vertex Array Object first, then bind and set vertex buffer(s), and
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// then configure vertex attributes(s).
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
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GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
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(void *)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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// note that this is allowed, the call to glVertexAttribPointer registered VBO
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// as the vertex attribute's bound vertex buffer object so afterwards we can
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// safely unbind
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// glBindBuffer(GL_ARRAY_BUFFER, 0);
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// remember: do NOT unbind the EBO while a VAO is active as the bound element
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// buffer object IS stored in the VAO; keep the EBO bound.
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// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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// You can unbind the VAO afterwards so other VAO calls won't accidentally
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// modify this VAO, but this rarely happens. Modifying other VAOs requires a
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// call to glBindVertexArray anyways so we generally don't unbind VAOs (nor
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// VBOs) when it's not directly necessary.
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// glBindVertexArray(0);
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// Texture Load
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SDL_Surface *image = IMG_Load("./data/testxure.png");
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if (image == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load texture");
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return EXIT_FAILURE;
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return EXIT_FAILURE;
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}
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}
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SDL_FlipSurface(image, SDL_FLIP_VERTICAL);
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GLuint texture;
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glActiveTexture(GL_TEXTURE0);
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glGenTextures(1, &texture);
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// Handle different SDL Surface data types
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int mode = GL_RGBA;
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// if (image->format->BytesPerPixel == 4) {
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// mode = GL_RGBA;
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// }
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glBindTexture(GL_TEXTURE_2D, texture);
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// set the texture wrapping parameters
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glTexParameteri(
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GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
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GL_REPEAT); // set texture wrapping to GL_REPEAT (default wrapping method)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// set texture filtering parameters
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, mode, image->w, image->h, 0, mode,
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GL_UNSIGNED_BYTE, image->pixels);
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glGenerateMipmap(GL_TEXTURE_2D);
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SDL_DestroySurface(image);
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// Initialise camera
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// Initialise camera
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Camera camera = Camera_default;
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Camera camera = Camera_default;
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@ -196,23 +134,14 @@ int main(int argc, char *argv[]) {
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glClearColor(0.1f, 0.3f, 0.4f, 1.f);
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glClearColor(0.1f, 0.3f, 0.4f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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// draw our first triangle
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// draw our mesh
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glUseProgram(shader->shaderProgram);
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glUseProgram(shader->shaderProgram);
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wn_mesh_draw(mesh);
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// seeing as we only have a single VAO there's no need to bind it
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// every time, but we'll do so to keep things a bit more organized
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glBindVertexArray(VAO);
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// glDrawArrays(GL_TRIANGLES, 0, 6);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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// glBindVertexArray(0); // no need to unbind it every time
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wn_swapwindow(window);
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wn_swapwindow(window);
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}
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}
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glDeleteVertexArrays(1, &VAO);
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// Mesh cleanup is handled by arena deinit tasks
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glDeleteBuffers(1, &VBO);
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glDeleteBuffers(1, &EBO);
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arena_deinit(global_arena);
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arena_deinit(global_arena);
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return EXIT_SUCCESS;
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return EXIT_SUCCESS;
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116
src/mesh.c
Normal file
116
src/mesh.c
Normal file
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@ -0,0 +1,116 @@
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#include "mesh.h"
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_log.h>
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#include <SDL3/SDL_surface.h>
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#include <SDL3_image/SDL_image.h>
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#include <stdlib.h>
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void wn_mesh_deinit(wn_mesh *mesh) {
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if (mesh == NULL) {
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return;
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}
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glDeleteVertexArrays(1, &mesh->VAO);
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glDeleteBuffers(1, &mesh->VBO);
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glDeleteBuffers(1, &mesh->EBO);
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if (mesh->texture != 0) {
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glDeleteTextures(1, &mesh->texture);
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}
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}
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wn_mesh *wn_mesh_init(Arena *arena, const float *vertices, size_t vertex_count,
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const unsigned int *indices, size_t index_count,
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const char *texture_path) {
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wn_mesh *mesh = arena_alloc(arena, sizeof(wn_mesh));
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// Generate OpenGL objects
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glGenVertexArrays(1, &mesh->VAO);
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glGenBuffers(1, &mesh->VBO);
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glGenBuffers(1, &mesh->EBO);
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// Store counts
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mesh->vertex_count = vertex_count;
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mesh->index_count = index_count;
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mesh->texture = 0;
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// Bind VAO first
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glBindVertexArray(mesh->VAO);
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// Set up VBO
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glBindBuffer(GL_ARRAY_BUFFER, mesh->VBO);
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glBufferData(GL_ARRAY_BUFFER, vertex_count * sizeof(float), vertices,
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GL_STATIC_DRAW);
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// Set up EBO
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_count * sizeof(unsigned int),
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indices, GL_STATIC_DRAW);
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// Set vertex attributes
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// Position attribute (location = 0)
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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// Texture coordinate attribute (location = 1)
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
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(void *)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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// Load texture if path provided
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if (texture_path != NULL) {
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SDL_Surface *image = IMG_Load(texture_path);
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if (image == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load texture: %s",
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texture_path);
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wn_mesh_deinit(mesh);
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return NULL;
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}
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SDL_FlipSurface(image, SDL_FLIP_VERTICAL);
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glActiveTexture(GL_TEXTURE0);
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glGenTextures(1, &mesh->texture);
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// Determine texture format
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int mode = GL_RGBA;
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glBindTexture(GL_TEXTURE_2D, mesh->texture);
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// Set texture parameters
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Upload texture data
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glTexImage2D(GL_TEXTURE_2D, 0, mode, image->w, image->h, 0, mode,
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GL_UNSIGNED_BYTE, image->pixels);
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glGenerateMipmap(GL_TEXTURE_2D);
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SDL_DestroySurface(image);
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}
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// Unbind VAO
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glBindVertexArray(0);
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arena_deinit_task_push(arena, mesh, (void (*)(void *))wn_mesh_deinit);
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return mesh;
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}
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void wn_mesh_draw(wn_mesh *mesh) {
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if (mesh == NULL) {
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return;
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}
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// Bind texture if available
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if (mesh->texture != 0) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mesh->texture);
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}
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// Bind VAO and draw
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glBindVertexArray(mesh->VAO);
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glDrawElements(GL_TRIANGLES, mesh->index_count, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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}
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22
src/mesh.h
Normal file
22
src/mesh.h
Normal file
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@ -0,0 +1,22 @@
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#pragma once
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#include "arena_allocator.h"
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#include <GL/glew.h>
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#include <stddef.h>
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typedef struct wn_mesh wn_mesh;
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struct wn_mesh {
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unsigned int VAO;
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unsigned int VBO;
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unsigned int EBO;
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unsigned int vertex_count;
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unsigned int index_count;
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GLuint texture;
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};
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wn_mesh *wn_mesh_init(Arena *arena, const float *vertices, size_t vertex_count,
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const unsigned int *indices, size_t index_count,
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const char *texture_path);
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void wn_mesh_draw(wn_mesh *mesh);
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void wn_mesh_deinit(wn_mesh *mesh);
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|
|
@ -67,13 +67,12 @@ wn_shader *wn_shader_init(Arena *arena,
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shader->shaderProgram = shaderProgram;
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shader->shaderProgram = shaderProgram;
|
||||||
shader->success = true;
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shader->success = true;
|
||||||
|
|
||||||
arena_deinit_task_push(arena, (ArenaDeinitTask){.func_ptr = *wn_shader_deinit,
|
arena_deinit_task_push(arena, (void *)shader,
|
||||||
.func_param = shader,
|
(void (*)(void *))wn_shader_deinit);
|
||||||
.next = NULL});
|
|
||||||
return shader;
|
return shader;
|
||||||
}
|
}
|
||||||
|
|
||||||
void wn_shader_deinit(void *shader) {
|
void wn_shader_deinit(wn_shader *shader) {
|
||||||
wn_shader *cast_shader = (wn_shader *)shader;
|
wn_shader *cast_shader = (wn_shader *)shader;
|
||||||
glDeleteProgram(cast_shader->shaderProgram);
|
glDeleteProgram(cast_shader->shaderProgram);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -17,4 +17,4 @@ typedef struct wn_shader_s wn_shader;
|
||||||
wn_shader *wn_shader_init(Arena *arena,
|
wn_shader *wn_shader_init(Arena *arena,
|
||||||
wn_shader_code_location shader_code_location);
|
wn_shader_code_location shader_code_location);
|
||||||
|
|
||||||
void wn_shader_deinit(void* shader);
|
void wn_shader_deinit(wn_shader *shader);
|
||||||
|
|
|
||||||
|
|
@ -56,15 +56,13 @@ wn_window *wn_window_init(Arena *arena) {
|
||||||
SDL_SetWindowRelativeMouseMode(window->window, true);
|
SDL_SetWindowRelativeMouseMode(window->window, true);
|
||||||
SDL_GetRelativeMouseState(NULL, NULL);
|
SDL_GetRelativeMouseState(NULL, NULL);
|
||||||
|
|
||||||
// add deinit function to arena deinit stack
|
arena_deinit_task_push(arena, (void *)window,
|
||||||
arena_deinit_task_push(arena, (ArenaDeinitTask){.func_param = (void *)window,
|
(void (*)(void *))wn_window_deinit);
|
||||||
.func_ptr = *wn_window_deinit,
|
|
||||||
.next = NULL});
|
|
||||||
|
|
||||||
return window;
|
return window;
|
||||||
}
|
}
|
||||||
|
|
||||||
void wn_window_deinit(void *window) {
|
void wn_window_deinit(wn_window *window) {
|
||||||
wn_window *cast_window = (wn_window *)window;
|
wn_window *cast_window = (wn_window *)window;
|
||||||
SDL_GL_DestroyContext(cast_window->glcontext);
|
SDL_GL_DestroyContext(cast_window->glcontext);
|
||||||
SDL_DestroyWindow(cast_window->window);
|
SDL_DestroyWindow(cast_window->window);
|
||||||
|
|
|
||||||
|
|
@ -15,6 +15,6 @@ struct wn_window_s {
|
||||||
typedef struct wn_window_s wn_window;
|
typedef struct wn_window_s wn_window;
|
||||||
|
|
||||||
wn_window *wn_window_init(Arena *arena);
|
wn_window *wn_window_init(Arena *arena);
|
||||||
void wn_window_deinit(void *window);
|
void wn_window_deinit(wn_window *window);
|
||||||
|
|
||||||
void wn_swapwindow(wn_window *window);
|
void wn_swapwindow(wn_window *window);
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue