├── clean.bat ├── src ├── engine │ ├── global.c │ ├── config.h │ ├── global.h │ ├── physics │ │ ├── physics_internal.h │ │ └── physics.c │ ├── audio.h │ ├── io.h │ ├── types.h │ ├── time.h │ ├── array_list.h │ ├── input.h │ ├── render │ │ ├── render_internal.h │ │ ├── render_util.c │ │ ├── render_init.c │ │ └── render.c │ ├── util.h │ ├── entity.h │ ├── time │ │ └── time.c │ ├── input │ │ └── input.c │ ├── animation.h │ ├── audio │ │ └── audio.c │ ├── render.h │ ├── physics.h │ ├── array_list │ │ └── array_list.c │ ├── entity │ │ └── entity.c │ ├── io │ │ └── io.c │ ├── config │ │ └── config.c │ └── animation │ │ └── animation.c └── main.c ├── compile_flags.txt ├── .gitignore ├── assets ├── map.png ├── fire.png ├── hurt.wav ├── jump.wav ├── shoot.wav ├── player.png ├── enemy_death.wav ├── enemy_large.png ├── enemy_small.png ├── player_death.wav ├── props_16x16.png ├── bullet_hit_wall.wav └── breezys_mega_quest_2_stage_1.mp3 ├── config.ini ├── shaders ├── default.frag ├── default.vert ├── batch_quad.vert └── batch_quad.frag ├── Makefile ├── README.md └── deps ├── include ├── KHR │ └── khrplatform.h └── linmath.h └── src └── glad.c /clean.bat: -------------------------------------------------------------------------------- 1 | del .\*.ilk .\*.obj .\*.pdb .\*.exe 2 | 3 | -------------------------------------------------------------------------------- /src/engine/global.c: -------------------------------------------------------------------------------- 1 | #include "global.h" 2 | 3 | Global global = {0}; 4 | 5 | -------------------------------------------------------------------------------- /compile_flags.txt: -------------------------------------------------------------------------------- 1 | -I/w/include 2 | -IC:\\work\\include 3 | -I./deps/include 4 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | *.dll 2 | *.exe 3 | *.ilk 4 | *.pdb 5 | *.obj 6 | *.o 7 | *.out 8 | .vs/ 9 | -------------------------------------------------------------------------------- /assets/map.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Falconerd/engine-from-scratch/HEAD/assets/map.png -------------------------------------------------------------------------------- /assets/fire.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Falconerd/engine-from-scratch/HEAD/assets/fire.png -------------------------------------------------------------------------------- /assets/hurt.wav: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Falconerd/engine-from-scratch/HEAD/assets/hurt.wav -------------------------------------------------------------------------------- /assets/jump.wav: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Falconerd/engine-from-scratch/HEAD/assets/jump.wav -------------------------------------------------------------------------------- /assets/shoot.wav: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Falconerd/engine-from-scratch/HEAD/assets/shoot.wav -------------------------------------------------------------------------------- /assets/player.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Falconerd/engine-from-scratch/HEAD/assets/player.png -------------------------------------------------------------------------------- /config.ini: -------------------------------------------------------------------------------- 1 | [controls] 2 | left = R 3 | right = T 4 | up = F 5 | shoot = E 6 | escape = Escape 7 | 8 | -------------------------------------------------------------------------------- /assets/enemy_death.wav: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Falconerd/engine-from-scratch/HEAD/assets/enemy_death.wav -------------------------------------------------------------------------------- /assets/enemy_large.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Falconerd/engine-from-scratch/HEAD/assets/enemy_large.png -------------------------------------------------------------------------------- /assets/enemy_small.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Falconerd/engine-from-scratch/HEAD/assets/enemy_small.png -------------------------------------------------------------------------------- /assets/player_death.wav: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Falconerd/engine-from-scratch/HEAD/assets/player_death.wav -------------------------------------------------------------------------------- /assets/props_16x16.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Falconerd/engine-from-scratch/HEAD/assets/props_16x16.png -------------------------------------------------------------------------------- /assets/bullet_hit_wall.wav: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Falconerd/engine-from-scratch/HEAD/assets/bullet_hit_wall.wav -------------------------------------------------------------------------------- /assets/breezys_mega_quest_2_stage_1.mp3: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/Falconerd/engine-from-scratch/HEAD/assets/breezys_mega_quest_2_stage_1.mp3 -------------------------------------------------------------------------------- /shaders/default.frag: -------------------------------------------------------------------------------- 1 | #version 330 core 2 | out vec4 frag_color; 3 | 4 | in vec2 uvs; 5 | 6 | uniform vec4 color; 7 | uniform sampler2D texture_id; 8 | 9 | void main() { 10 | frag_color = texture(texture_id, uvs) * color; 11 | } 12 | 13 | -------------------------------------------------------------------------------- /src/engine/config.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "input.h" 4 | #include "types.h" 5 | 6 | typedef struct config { 7 | u8 keybinds[5]; 8 | } Config_State; 9 | 10 | void config_init(void); 11 | void config_key_bind(Input_Key key, const char *key_name); 12 | 13 | -------------------------------------------------------------------------------- /src/engine/global.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "render.h" 4 | #include "config.h" 5 | #include "input.h" 6 | #include "time.h" 7 | 8 | typedef struct global { 9 | Config_State config; 10 | Input_State input; 11 | Time_State time; 12 | } Global; 13 | 14 | extern Global global; 15 | 16 | -------------------------------------------------------------------------------- /src/engine/physics/physics_internal.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "../array_list.h" 4 | #include "../types.h" 5 | 6 | typedef struct physics_state_internal { 7 | f32 gravity; 8 | f32 terminal_velocity; 9 | Array_List *body_list; 10 | Array_List *static_body_list; 11 | } Physics_State_Internal; 12 | 13 | -------------------------------------------------------------------------------- /shaders/default.vert: -------------------------------------------------------------------------------- 1 | #version 330 core 2 | layout (location = 0) in vec3 a_pos; 3 | layout (location = 1) in vec2 a_uvs; 4 | 5 | out vec2 uvs; 6 | 7 | uniform mat4 projection; 8 | uniform mat4 model; 9 | 10 | void main() { 11 | uvs = a_uvs; 12 | gl_Position = projection * model * vec4(a_pos, 1.0); 13 | } 14 | 15 | -------------------------------------------------------------------------------- /src/engine/audio.h: -------------------------------------------------------------------------------- 1 | #include 2 | #include 3 | 4 | void audio_init(void); 5 | void audio_sound_load(Mix_Chunk **chunk, const char *path); 6 | void audio_music_load(Mix_Music **music, const char *path); 7 | void audio_sound_play(Mix_Chunk *sound); 8 | void audio_music_play(Mix_Music *music); 9 | 10 | -------------------------------------------------------------------------------- /src/engine/io.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include 4 | #include 5 | #include "types.h" 6 | 7 | typedef struct file { 8 | char *data; 9 | usize len; 10 | bool is_valid; 11 | } File; 12 | 13 | File io_file_read(const char *path); 14 | int io_file_write(void *buffer, usize size, const char *path); 15 | 16 | -------------------------------------------------------------------------------- /src/engine/types.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include 4 | #include 5 | 6 | typedef uint8_t u8; 7 | typedef uint16_t u16; 8 | typedef uint32_t u32; 9 | typedef uint64_t u64; 10 | typedef int8_t i8; 11 | typedef int16_t i16; 12 | typedef int32_t i32; 13 | typedef int64_t i64; 14 | typedef float f32; 15 | typedef double f64; 16 | typedef size_t usize; 17 | 18 | -------------------------------------------------------------------------------- /src/engine/time.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "types.h" 4 | 5 | typedef struct time_state { 6 | f32 delta; 7 | f32 now; 8 | f32 last; 9 | 10 | f32 frame_last; 11 | f32 frame_delay; 12 | f32 frame_time; 13 | 14 | u32 frame_rate; 15 | u32 frame_count; 16 | } Time_State; 17 | 18 | void time_init(u32 frame_rate); 19 | void time_update(void); 20 | void time_update_late(void); 21 | -------------------------------------------------------------------------------- /src/engine/array_list.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "types.h" 4 | 5 | typedef struct array_list { 6 | usize len; 7 | usize capacity; 8 | usize item_size; 9 | void *items; 10 | } Array_List; 11 | 12 | Array_List *array_list_create(usize item_size, usize initial_capacity); 13 | usize array_list_append(Array_List *list, void *item); 14 | void *array_list_get(Array_List *list, usize index); 15 | u8 array_list_remove(Array_List *list, usize index); 16 | 17 | -------------------------------------------------------------------------------- /src/engine/input.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | typedef enum input_key { 4 | INPUT_KEY_LEFT, 5 | INPUT_KEY_RIGHT, 6 | INPUT_KEY_UP, 7 | INPUT_KEY_SHOOT, 8 | INPUT_KEY_ESCAPE 9 | } Input_Key; 10 | 11 | typedef enum key_state { 12 | KS_UNPRESSED, 13 | KS_PRESSED, 14 | KS_HELD 15 | } Key_State; 16 | 17 | typedef struct input_state { 18 | Key_State left; 19 | Key_State right; 20 | Key_State up; 21 | Key_State shoot; 22 | Key_State escape; 23 | } Input_State; 24 | 25 | void input_update(void); 26 | 27 | -------------------------------------------------------------------------------- /shaders/batch_quad.vert: -------------------------------------------------------------------------------- 1 | #version 330 core 2 | layout (location = 0) in vec2 a_pos; 3 | layout (location = 1) in vec2 a_uvs; 4 | layout (location = 2) in vec4 a_color; 5 | layout (location = 3) in float a_texture_slot; 6 | 7 | out vec4 v_color; 8 | out vec2 v_uvs; 9 | flat out int v_texture_slot; 10 | 11 | uniform mat4 projection; 12 | 13 | void main() { 14 | v_color = a_color; 15 | v_uvs = a_uvs; 16 | v_texture_slot = int(a_texture_slot); 17 | gl_Position = projection * vec4(a_pos, 0.0, 1.0); 18 | } 19 | -------------------------------------------------------------------------------- /src/engine/render/render_internal.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include 4 | 5 | #include "../types.h" 6 | #include "../render.h" 7 | 8 | SDL_Window *render_init_window(u32 width, u32 height); 9 | void render_init_quad(u32 *vao, u32 *vbo, u32 *ebo); 10 | void render_init_color_texture(u32 *texture); 11 | void render_init_shaders(u32 *shader_default, u32 *shader_batch, f32 render_width, f32 render_height); 12 | void render_init_batch_quads(u32 *vao, u32 *vbo, u32 *ebo); 13 | void render_init_line(u32 *vao, u32 *vbo); 14 | u32 render_shader_create(const char *path_vert, const char *path_frag); 15 | 16 | -------------------------------------------------------------------------------- /src/engine/util.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include 4 | 5 | #define ERROR_EXIT(...) { fprintf(stderr, __VA_ARGS__); exit(1); } 6 | #define ERROR_RETURN(R, ...) { fprintf(stderr, __VA_ARGS__); return R; } 7 | 8 | #define WHITE (vec4){1, 1, 1, 1} 9 | #define BLACK (vec4){0, 0, 0, 1} 10 | #define RED (vec4){1, 0, 0, 1} 11 | #define GREEN (vec4){0, 1, 0, 1} 12 | #define BLUE (vec4){0, 0, 1, 1} 13 | #define YELLOW (vec4){1, 1, 0, 1} 14 | #define CYAN (vec4){0, 1, 1, 1} 15 | #define MAGENTA (vec4){1, 0, 1, 1} 16 | #define ORANGE (vec4){1, 0.5, 0, 1} 17 | #define PURPLE (vec4){0.5, 0, 1, 1} 18 | #define TURQUOISE (vec4){0, 1, 0.5, 1} 19 | 20 | -------------------------------------------------------------------------------- /Makefile: -------------------------------------------------------------------------------- 1 | render=src/engine/render/render.c src/engine/render/render_init.c src/engine/render/render_util.c 2 | io=src/engine/io/io.c 3 | config=src/engine/config/config.c 4 | input=src/engine/input/input.c 5 | time=src/engine/time/time.c 6 | physics=src/engine/physics/physics.c 7 | array_list=src/engine/array_list/array_list.c 8 | entity=src/engine/entity/entity.c 9 | animation=src/engine/animation/animation.c 10 | audio=src/engine/audio/audio.c 11 | files=deps/src/glad.c src/main.c src/engine/global.c $(render) $(io) $(config) $(input) $(time) $(physics) $(array_list) $(entity) $(animation) $(audio) 12 | 13 | libs=-lm `sdl2-config --cflags --libs` -lSDL2_mixer `pkg-config --libs glfw3` -ldl 14 | 15 | build: 16 | gcc -g3 -O0 -I./deps/include $(files) $(libs) -o mygame.out 17 | -------------------------------------------------------------------------------- /src/engine/entity.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include 4 | #include 5 | #include "physics.h" 6 | #include "types.h" 7 | #include "render.h" 8 | 9 | typedef struct entity { 10 | usize body_id; 11 | usize animation_id; 12 | vec2 sprite_offset; 13 | bool is_active; 14 | bool is_enraged; 15 | u8 health; 16 | } Entity; 17 | 18 | void entity_init(void); 19 | usize entity_create(vec2 position, vec2 size, vec2 sprite_offset, vec2 velocity, u8 collision_layer, u8 collision_mask, bool is_kinematic, usize animation_id, On_Hit on_hit, On_Hit_Static on_hit_static); 20 | Entity *entity_get(usize id); 21 | usize entity_count(void); 22 | void entity_reset(void); 23 | Entity *entity_by_body_id(usize body_id); 24 | usize entity_id_by_body_id(usize body_id); 25 | 26 | // Returns true if the enemy dies. 27 | bool entity_damage(usize entity_id, u8 amount); 28 | void entity_destroy(usize entity_id); 29 | 30 | -------------------------------------------------------------------------------- /src/engine/time/time.c: -------------------------------------------------------------------------------- 1 | #include 2 | #include "../time.h" 3 | #include "../global.h" 4 | 5 | void time_init(u32 frame_rate) { 6 | global.time.frame_rate = frame_rate; 7 | global.time.frame_delay = 1000.f / frame_rate; 8 | } 9 | 10 | void time_update(void) { 11 | global.time.now = (f32)SDL_GetTicks(); 12 | global.time.delta = (global.time.now - global.time.last) / 1000.f; 13 | global.time.last = global.time.now; 14 | ++global.time.frame_count; 15 | 16 | if (global.time.now - global.time.frame_last >= 1000.f) { 17 | global.time.frame_rate = global.time.frame_count; 18 | global.time.frame_count = 0; 19 | global.time.frame_last = global.time.now; 20 | } 21 | } 22 | 23 | void time_update_late(void) { 24 | global.time.frame_time = (f32)SDL_GetTicks() - global.time.now; 25 | 26 | if (global.time.frame_delay > global.time.frame_time) { 27 | SDL_Delay(global.time.frame_delay - global.time.frame_time); 28 | } 29 | } 30 | 31 | -------------------------------------------------------------------------------- /src/engine/input/input.c: -------------------------------------------------------------------------------- 1 | #include "../input.h" 2 | #include "../global.h" 3 | #include "../types.h" 4 | 5 | static void update_key_state(u8 current_state, Key_State *key_state) { 6 | if (current_state) { 7 | if (*key_state > 0) 8 | *key_state = KS_HELD; 9 | else 10 | *key_state = KS_PRESSED; 11 | } else { 12 | *key_state = KS_UNPRESSED; 13 | } 14 | } 15 | 16 | void input_update() { 17 | const u8 *keyboard_state = SDL_GetKeyboardState(NULL); 18 | 19 | update_key_state(keyboard_state[global.config.keybinds[INPUT_KEY_LEFT]], &global.input.left); 20 | update_key_state(keyboard_state[global.config.keybinds[INPUT_KEY_RIGHT]], &global.input.right); 21 | update_key_state(keyboard_state[global.config.keybinds[INPUT_KEY_UP]], &global.input.up); 22 | update_key_state(keyboard_state[global.config.keybinds[INPUT_KEY_SHOOT]], &global.input.shoot); 23 | update_key_state(keyboard_state[global.config.keybinds[INPUT_KEY_ESCAPE]], &global.input.escape); 24 | } 25 | -------------------------------------------------------------------------------- /src/engine/animation.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "render.h" 4 | 5 | #define MAX_FRAMES 16 6 | 7 | typedef struct animation_frame { 8 | f32 duration; 9 | u8 row; 10 | u8 column; 11 | } Animation_Frame; 12 | 13 | typedef struct animation_definition { 14 | Sprite_Sheet *sprite_sheet; 15 | Animation_Frame frames[MAX_FRAMES]; 16 | u8 frame_count; 17 | } Animation_Definition; 18 | 19 | typedef struct animation { 20 | usize animation_definition_id; 21 | f32 current_frame_time; 22 | u8 current_frame_index; 23 | bool does_loop; 24 | bool is_active; 25 | bool is_flipped; 26 | } Animation; 27 | 28 | void animation_init(void); 29 | usize animation_definition_create(Sprite_Sheet *sprite_sheet, f32 duration, u8 row, u8 *columns, u8 frame_count); 30 | usize animation_create(usize animation_definition_id, bool does_loop); 31 | void animation_destroy(usize id); 32 | Animation *animation_get(usize id); 33 | void animation_update(f32 dt); 34 | void animation_render(Animation *animation, vec2 position, vec4 color, u32 texture_slots[8]); 35 | -------------------------------------------------------------------------------- /shaders/batch_quad.frag: -------------------------------------------------------------------------------- 1 | #version 330 core 2 | out vec4 o_color; 3 | 4 | in vec4 v_color; 5 | in vec2 v_uvs; 6 | flat in int v_texture_slot; 7 | 8 | uniform sampler2D texture_slot_0; 9 | uniform sampler2D texture_slot_1; 10 | uniform sampler2D texture_slot_2; 11 | uniform sampler2D texture_slot_3; 12 | uniform sampler2D texture_slot_4; 13 | uniform sampler2D texture_slot_5; 14 | uniform sampler2D texture_slot_6; 15 | uniform sampler2D texture_slot_7; 16 | 17 | void main() { 18 | switch (v_texture_slot) { 19 | case 0: o_color = texture(texture_slot_0, v_uvs) * v_color; break; 20 | case 1: o_color = texture(texture_slot_1, v_uvs) * v_color; break; 21 | case 2: o_color = texture(texture_slot_2, v_uvs) * v_color; break; 22 | case 3: o_color = texture(texture_slot_3, v_uvs) * v_color; break; 23 | case 4: o_color = texture(texture_slot_4, v_uvs) * v_color; break; 24 | case 5: o_color = texture(texture_slot_5, v_uvs) * v_color; break; 25 | case 6: o_color = texture(texture_slot_6, v_uvs) * v_color; break; 26 | case 7: o_color = texture(texture_slot_7, v_uvs) * v_color; break; 27 | } 28 | } 29 | -------------------------------------------------------------------------------- /src/engine/audio/audio.c: -------------------------------------------------------------------------------- 1 | #include 2 | #include 3 | #include "../types.h" 4 | #include "../util.h" 5 | 6 | void audio_init(void) { 7 | SDL_Init(SDL_INIT_AUDIO); 8 | 9 | i32 audio_rate = 44100; 10 | u16 audio_format = MIX_DEFAULT_FORMAT; 11 | i32 audio_channels = 2; 12 | i32 audio_buffers = 4096; 13 | 14 | if (Mix_OpenAudio(audio_rate, audio_format, audio_channels, audio_buffers)) { 15 | ERROR_EXIT("SDL_Mixer error: OpenAudio: %s\n", Mix_GetError()); 16 | } 17 | 18 | Mix_Volume(-1, 6); 19 | Mix_VolumeMusic(2); 20 | } 21 | 22 | void audio_sound_load(Mix_Chunk **chunk, const char *path) { 23 | *chunk = Mix_LoadWAV(path); 24 | if (!*chunk) { 25 | ERROR_EXIT("Failed to load WAV: %s\n", Mix_GetError()); 26 | } 27 | } 28 | 29 | void audio_music_load(Mix_Music **music, const char *path) { 30 | *music = Mix_LoadMUS(path); 31 | if (!*music) { 32 | ERROR_EXIT("Failed to load music file %s: %s\n", path, Mix_GetError()); 33 | } 34 | } 35 | 36 | void audio_sound_play(Mix_Chunk *sound) { 37 | Mix_PlayChannel(-1, sound, 0); 38 | } 39 | 40 | void audio_music_play(Mix_Music *music) { 41 | Mix_PlayMusic(music, -1); 42 | } 43 | 44 | -------------------------------------------------------------------------------- /src/engine/render.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include 4 | 5 | #include 6 | #include 7 | 8 | #include "types.h" 9 | 10 | typedef struct batch_vertex { 11 | vec2 position; 12 | vec2 uvs; 13 | vec4 color; 14 | f32 texture_slot; 15 | } Batch_Vertex; 16 | 17 | typedef struct sprite_sheet { 18 | f32 width; 19 | f32 height; 20 | f32 cell_width; 21 | f32 cell_height; 22 | u32 texture_id; 23 | } Sprite_Sheet; 24 | 25 | #define MAX_BATCH_QUADS 10000 26 | #define MAX_BATCH_VERTICES 40000 27 | #define MAX_BATCH_ELEMENTS 60000 28 | 29 | SDL_Window *render_init(void); 30 | void render_begin(void); 31 | void render_end(SDL_Window *window, u32 texture_ids[8]); 32 | void render_quad(vec2 pos, vec2 size, vec4 color); 33 | void render_quad_line(vec2 pos, vec2 size, vec4 color); 34 | void render_line_segment(vec2 start, vec2 end, vec4 color); 35 | void render_aabb(f32 *aabb, vec4 color); 36 | f32 render_get_scale(); 37 | 38 | void render_sprite_sheet_init(Sprite_Sheet *sprite_sheet, const char *path, f32 cell_width, f32 cell_height); 39 | void render_sprite_sheet_frame(Sprite_Sheet *sprite_sheet, f32 row, f32 column, vec2 position, bool is_flipped, vec4 color, u32 texture_slots[8]); 40 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # 2D platformer + shooter engine and game written in C 2 | 3 | Learn how to create a 2D platformer shooter in 4 | an arcade style with C and OpenGL. 5 | 6 | The purpose of this game, engine, and series is 7 | to teach how to create a game without using a 3rd 8 | party engine. 9 | 10 | The point is to show that one does not need to 11 | build every feature or create the most complex, 12 | general solutions to problems in order to have 13 | a shippable product. 14 | 15 | ## What this is not 16 | 17 | - The most efficient or flexible way to solve 18 | problem X. 19 | - A replacement for a general 3rd party engine. 20 | 21 | ## Current feature list 22 | 23 | Everything on this list will be or has been 24 | implemented in the video series, and exists in 25 | one form or another in 26 | [this codebase](https://github.com/Falconerd/games-from-scratch). 27 | 28 | - Simple sprite rendering with OpenGL. 29 | - Simple physics integration. 30 | - AABB discrete and continuous collision 31 | detection and response. 32 | - Custom serialisation (handling configuration 33 | file). 34 | - Sound mixing. 35 | - Simple entity system. 36 | 37 | ## Potential future feature list 38 | 39 | I have created or are working on these features 40 | in my current game project which uses a forked 41 | version of this engine. If there is enough 42 | interest I may create tutorials for them in the 43 | future. I will post a video and poll at the end 44 | of the current series. 45 | 46 | - Batch renderer. 47 | - Tile-based levels. 48 | - Custom memory allocators. 49 | - Custom vector math library. 50 | - Custom immediate mode UI library. 51 | - Scene management. 52 | - Decoupled game loop. 53 | 54 | -------------------------------------------------------------------------------- /src/engine/render/render_util.c: -------------------------------------------------------------------------------- 1 | #include 2 | #include 3 | 4 | #include "../util.h" 5 | #include "../io.h" 6 | #include "render_internal.h" 7 | 8 | u32 render_shader_create(const char *path_vert, const char *path_frag) { 9 | int success; 10 | char log[512]; 11 | 12 | File file_vertex = io_file_read(path_vert); 13 | if (!file_vertex.is_valid) { 14 | ERROR_EXIT("Error reading shader: %s\n", path_vert); 15 | } 16 | 17 | u32 shader_vertex = glCreateShader(GL_VERTEX_SHADER); 18 | glShaderSource(shader_vertex, 1, (const char *const *)&file_vertex, NULL); 19 | glCompileShader(shader_vertex); 20 | glGetShaderiv(shader_vertex, GL_COMPILE_STATUS, &success); 21 | if (!success) { 22 | glGetShaderInfoLog(shader_vertex, 512, NULL, log); 23 | ERROR_EXIT("Error compiling vertex shader. %s\n", log); 24 | } 25 | 26 | File file_fragment = io_file_read(path_frag); 27 | if (!file_fragment.is_valid) { 28 | ERROR_EXIT("Error reading shader: %s\n", path_frag); 29 | } 30 | 31 | u32 shader_fragment = glCreateShader(GL_FRAGMENT_SHADER); 32 | glShaderSource(shader_fragment, 1, (const char *const *)&file_fragment, NULL); 33 | glCompileShader(shader_fragment); 34 | glGetShaderiv(shader_fragment, GL_COMPILE_STATUS, &success); 35 | if (!success) { 36 | glGetShaderInfoLog(shader_fragment, 512, NULL, log); 37 | ERROR_EXIT("Error compiling fragment shader. %s\n", log); 38 | } 39 | 40 | u32 shader = glCreateProgram(); 41 | glAttachShader(shader, shader_vertex); 42 | glAttachShader(shader, shader_fragment); 43 | glLinkProgram(shader); 44 | glGetProgramiv(shader, GL_LINK_STATUS, &success); 45 | if (!success) { 46 | glGetProgramInfoLog(shader, 512, NULL, log); 47 | ERROR_EXIT("Error linking shader. %s\n", log); 48 | } 49 | 50 | free(file_vertex.data); 51 | free(file_fragment.data); 52 | 53 | return shader; 54 | } 55 | 56 | -------------------------------------------------------------------------------- /src/engine/physics.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include 4 | #include 5 | #include "types.h" 6 | 7 | typedef struct hit Hit; 8 | typedef struct body Body; 9 | typedef struct static_body Static_Body; 10 | 11 | typedef void (*On_Hit)(Body *self, Body *other, Hit hit); 12 | typedef void (*On_Hit_Static)(Body *self, Static_Body *other, Hit hit); 13 | 14 | typedef struct aabb { 15 | vec2 position; 16 | vec2 half_size; 17 | } AABB; 18 | 19 | struct body { 20 | AABB aabb; 21 | vec2 velocity; 22 | vec2 acceleration; 23 | On_Hit on_hit; 24 | On_Hit_Static on_hit_static; 25 | usize entity_id; 26 | u8 collision_layer; 27 | u8 collision_mask; 28 | bool is_kinematic; 29 | bool is_active; 30 | }; 31 | 32 | struct static_body { 33 | AABB aabb; 34 | u8 collision_layer; 35 | }; 36 | 37 | struct hit { 38 | usize other_id; 39 | f32 time; 40 | vec2 position; 41 | vec2 normal; 42 | bool is_hit; 43 | }; 44 | 45 | void physics_init(void); 46 | void physics_update(void); 47 | usize physics_body_create(vec2 position, vec2 size, vec2 velocity, u8 collision_layer, u8 collision_mask, bool is_kinematic, On_Hit on_hit, On_Hit_Static on_hit_static, usize entity_id); 48 | usize physics_trigger_create(vec2 position, vec2 size, u8 collision_layer, u8 collision_mask, On_Hit on_hit); 49 | Body *physics_body_get(usize index); 50 | Static_Body *physics_static_body_get(usize index); 51 | usize physics_static_body_count(); 52 | usize physics_static_body_create(vec2 position, vec2 size, u8 collision_layer); 53 | bool physics_point_intersect_aabb(vec2 point, AABB aabb); 54 | bool physics_aabb_intersect_aabb(AABB a, AABB b); 55 | AABB aabb_minkowski_difference(AABB a, AABB b); 56 | void aabb_penetration_vector(vec2 r, AABB aabb); 57 | void aabb_min_max(vec2 min, vec2 max, AABB aabb); 58 | Hit ray_intersect_aabb(vec2 position, vec2 magnitude, AABB aabb); 59 | void physics_reset(void); 60 | 61 | void physics_body_destroy(usize body_id); 62 | -------------------------------------------------------------------------------- /src/engine/array_list/array_list.c: -------------------------------------------------------------------------------- 1 | #include 2 | #include 3 | #include "../util.h" 4 | #include "../array_list.h" 5 | 6 | Array_List *array_list_create(usize item_size, usize initial_capacity) { 7 | Array_List *list = malloc(sizeof(Array_List)); 8 | 9 | if (!list) 10 | ERROR_RETURN(NULL, "Could not allocate memory for Array_List\n"); 11 | 12 | list->item_size = item_size; 13 | list->capacity = initial_capacity; 14 | list->len = 0; 15 | list->items = malloc(item_size * initial_capacity); 16 | 17 | if (!list->items) 18 | ERROR_RETURN(NULL, "Could not allocate memory for Array_List\n"); 19 | 20 | return list; 21 | } 22 | 23 | usize array_list_append(Array_List *list, void *item) { 24 | if (list->len == list->capacity) { 25 | list->capacity = list->capacity > 0 ? list->capacity * 2 : 1; 26 | void *items = realloc(list->items, list->item_size * list->capacity); 27 | 28 | if (!items) 29 | ERROR_RETURN(-1, "Could not allocate memory for Array_List\n"); 30 | 31 | list->items = items; 32 | } 33 | 34 | usize index = list->len++; 35 | 36 | memcpy((u8*)list->items + index * list->item_size, item, list->item_size); 37 | 38 | return index; 39 | } 40 | 41 | void *array_list_get(Array_List *list, usize index) { 42 | if (index >= list->len) 43 | ERROR_RETURN(NULL, "Index out of bounds\n"); 44 | 45 | return (u8*)list->items + index * list->item_size; 46 | } 47 | 48 | u8 array_list_remove(Array_List *list, usize index) { 49 | if (list->len == 0) 50 | ERROR_RETURN(1, "List is empty\n"); 51 | if (index >= list->len) 52 | ERROR_RETURN(1, "Index out of bounds\n"); 53 | 54 | if (list->len == 1) { 55 | list->len = 0; 56 | return 0; 57 | } 58 | 59 | --list->len; 60 | 61 | u8 *item_ptr = (u8*)list->items + index * list->item_size; 62 | u8 *end_ptr = (u8*)list->items + list->len * list->item_size; 63 | memcpy(item_ptr, end_ptr, list->item_size); 64 | 65 | return 0; 66 | } 67 | 68 | -------------------------------------------------------------------------------- /src/engine/entity/entity.c: -------------------------------------------------------------------------------- 1 | #include "../array_list.h" 2 | #include "../util.h" 3 | #include "../entity.h" 4 | 5 | static Array_List *entity_list; 6 | 7 | void entity_init(void) { 8 | entity_list = array_list_create(sizeof(Entity), 0); 9 | } 10 | 11 | usize entity_create(vec2 position, vec2 size, vec2 sprite_offset, vec2 velocity, u8 collision_layer, u8 collision_mask, bool is_kinematic, usize animation_id, On_Hit on_hit, On_Hit_Static on_hit_static) { 12 | usize id = entity_list->len; 13 | 14 | // Find inactive Entity. 15 | for (usize i = 0; i < entity_list->len; ++i) { 16 | Entity *entity = array_list_get(entity_list, i); 17 | if (!entity->is_active) { 18 | id = i; 19 | break; 20 | } 21 | } 22 | 23 | if (id == entity_list->len) { 24 | if (array_list_append(entity_list, &(Entity){0}) == (usize)-1) { 25 | ERROR_EXIT("Could not append entity to list\n"); 26 | } 27 | } 28 | 29 | Entity *entity = entity_get(id); 30 | 31 | *entity = (Entity){ 32 | .is_active = true, 33 | .animation_id = animation_id, 34 | .body_id = physics_body_create(position, size, velocity, collision_layer, collision_mask, is_kinematic, on_hit, on_hit_static, id), 35 | .sprite_offset = { sprite_offset[0], sprite_offset[1] }, 36 | }; 37 | 38 | return id; 39 | } 40 | 41 | Entity *entity_get(usize id) { 42 | return array_list_get(entity_list, id); 43 | } 44 | 45 | usize entity_count() { 46 | return entity_list->len; 47 | } 48 | 49 | void entity_reset(void) { 50 | entity_list->len = 0; 51 | } 52 | 53 | bool entity_damage(usize entity_id, u8 amount) { 54 | Entity *entity = entity_get(entity_id); 55 | if (amount >= entity->health) { 56 | entity_destroy(entity_id); 57 | return true; 58 | } 59 | 60 | entity->health -= amount; 61 | return false; 62 | } 63 | 64 | void entity_destroy(usize entity_id) { 65 | Entity *entity = entity_get(entity_id); 66 | physics_body_destroy(entity->body_id); 67 | entity->is_active = false; 68 | } 69 | -------------------------------------------------------------------------------- /src/engine/io/io.c: -------------------------------------------------------------------------------- 1 | #include 2 | #include 3 | #include 4 | 5 | #include "../types.h" 6 | #include "../util.h" 7 | #include "../io.h" 8 | 9 | // 20 MiB, can probably change this to a higher value without issue. 10 | // Check your target platform. 11 | #define IO_READ_CHUNK_SIZE 2097152 12 | #define IO_READ_ERROR_GENERAL "Error reading filie: %s. errno: %d\n" 13 | #define IO_READ_ERROR_MEMORY "Not enough free memory to read file: %s\n" 14 | 15 | // Adapted from https://stackoverflow.com/a/44894946 (not the chosen answer) by Nominal Animal 16 | File io_file_read(const char *path) { 17 | File file = { .is_valid = false }; 18 | 19 | FILE *fp = fopen(path, "rb"); 20 | if (!fp || ferror(fp)) { 21 | ERROR_RETURN(file, IO_READ_ERROR_GENERAL, path, errno); 22 | } 23 | 24 | char *data = NULL; 25 | char *tmp; 26 | usize used = 0; 27 | usize size = 0; 28 | usize n; 29 | 30 | while (true) { 31 | if (used + IO_READ_CHUNK_SIZE + 1 > size) { 32 | size = used + IO_READ_CHUNK_SIZE + 1; 33 | 34 | if (size <= used) { 35 | free(data); 36 | ERROR_RETURN(file, "Input file too large: %s\n", path); 37 | } 38 | 39 | tmp = realloc(data, size); 40 | if (!tmp) { 41 | free(data); 42 | ERROR_RETURN(file, IO_READ_ERROR_MEMORY, path); 43 | } 44 | data = tmp; 45 | } 46 | 47 | n = fread(data + used, 1, IO_READ_CHUNK_SIZE, fp); 48 | if (n == 0) 49 | break; 50 | 51 | used += n; 52 | } 53 | 54 | if (ferror(fp)) { 55 | free(data); 56 | ERROR_RETURN(file, IO_READ_ERROR_GENERAL, path, errno); 57 | } 58 | 59 | tmp = realloc(data, used + 1); 60 | if (!tmp) { 61 | free(data); 62 | ERROR_RETURN(file, IO_READ_ERROR_MEMORY, path); 63 | } 64 | data = tmp; 65 | data[used] = 0; 66 | 67 | file.data = data; 68 | file.len = used; 69 | file.is_valid = true; 70 | 71 | return file; 72 | } 73 | 74 | int io_file_write(void *buffer, usize size, const char *path) { 75 | FILE *fp = fopen(path, "wb"); 76 | if (!fp || ferror(fp)) 77 | ERROR_RETURN(1, "Cannot write file: %s.\n", path); 78 | 79 | usize chunks_written = fwrite(buffer, size, 1, fp); 80 | 81 | fclose(fp); 82 | 83 | if (chunks_written != 1) 84 | ERROR_RETURN(1, "Write error. " 85 | "Expected 1 chunk, got %zu.\n", chunks_written); 86 | 87 | return 0; 88 | } 89 | 90 | -------------------------------------------------------------------------------- /src/engine/config/config.c: -------------------------------------------------------------------------------- 1 | #include "../global.h" 2 | #include "../io.h" 3 | #include "../util.h" 4 | #include "../input.h" 5 | #include "../config.h" 6 | 7 | static const char *CONFIG_DEFAULT = 8 | "[controls]\n" 9 | "left = A\n" 10 | "right = D\n" 11 | "up = W\n" 12 | "down = S\n" 13 | "escape = Escape\n" 14 | "\n"; 15 | 16 | static char tmp_buffer[20] = {0}; 17 | 18 | static char *config_get_value(const char *config_buffer, const char *value) { 19 | char *line = strstr(config_buffer, value); 20 | if (!line) 21 | ERROR_EXIT("Could not find config value: %s. " 22 | "Try deleting config.ini and restarting.\n", value); 23 | 24 | usize len = strlen(line); 25 | char *end = line + len; 26 | 27 | char *curr = line; 28 | char *tmp_ptr = &tmp_buffer[0]; 29 | // Move pointer to '='. 30 | while (*curr != '=' && curr != end) 31 | ++curr; 32 | // Consume '='. 33 | ++curr; 34 | // Consume any spaces. 35 | while (*curr == ' ') 36 | ++curr; 37 | // Get characters until end of line. 38 | while (*curr != '\n' && *curr != 0 && curr != end) 39 | *tmp_ptr++ = *curr++; 40 | 41 | *(tmp_ptr+1) = 0; 42 | 43 | return tmp_buffer; 44 | } 45 | 46 | static void load_controls(const char *config_buffer) { 47 | config_key_bind(INPUT_KEY_LEFT, config_get_value(config_buffer, "left")); 48 | config_key_bind(INPUT_KEY_RIGHT, config_get_value(config_buffer, "right")); 49 | config_key_bind(INPUT_KEY_UP, config_get_value(config_buffer, "up")); 50 | config_key_bind(INPUT_KEY_SHOOT, config_get_value(config_buffer, "shoot")); 51 | config_key_bind(INPUT_KEY_ESCAPE, config_get_value(config_buffer, "escape")); 52 | } 53 | 54 | static int config_load(void) { 55 | File file_config = io_file_read("./config.ini"); 56 | if (!file_config.is_valid) 57 | return 1; 58 | 59 | load_controls(file_config.data); 60 | 61 | free(file_config.data); 62 | 63 | return 0; 64 | } 65 | 66 | void config_init(void) { 67 | if (config_load() == 0) 68 | return; 69 | 70 | io_file_write((void*)CONFIG_DEFAULT, strlen(CONFIG_DEFAULT), "./config.ini"); 71 | 72 | if (config_load() != 0) 73 | ERROR_EXIT("Could not create or load config file.\n"); 74 | } 75 | 76 | void config_key_bind(Input_Key key, const char *key_name) { 77 | SDL_Scancode scan_code = SDL_GetScancodeFromName(key_name); 78 | if (scan_code == SDL_SCANCODE_UNKNOWN) 79 | ERROR_RETURN(, "Invalid scan code when binding key: %s\n", key_name); 80 | 81 | global.config.keybinds[key] = scan_code; 82 | } 83 | -------------------------------------------------------------------------------- /src/engine/animation/animation.c: -------------------------------------------------------------------------------- 1 | #include 2 | 3 | #include "../util.h" 4 | #include "../array_list.h" 5 | #include "../animation.h" 6 | 7 | Array_List *animation_definition_storage; 8 | Array_List *animation_storage; 9 | 10 | void animation_init(void) { 11 | // TODO: BUG WITH ARRAY_LIST IMPLEMENTATION CAUSES CREATED WITH 0 LENGTH TO NOT WORK 12 | animation_definition_storage = array_list_create(sizeof(Animation_Definition), 0); 13 | animation_storage = array_list_create(sizeof(Animation), 0); 14 | } 15 | 16 | usize animation_definition_create(Sprite_Sheet *sprite_sheet, f32 duration, u8 row, u8 *columns, u8 frame_count) { 17 | assert(frame_count <= MAX_FRAMES); 18 | 19 | Animation_Definition def = {0}; 20 | 21 | def.sprite_sheet = sprite_sheet; 22 | def.frame_count = frame_count; 23 | 24 | for (u8 i = 0; i < frame_count; ++i) { 25 | def.frames[i] = (Animation_Frame){ 26 | .column = columns[i], 27 | .row = row, 28 | .duration = duration, 29 | }; 30 | } 31 | 32 | return array_list_append(animation_definition_storage, &def); 33 | } 34 | 35 | usize animation_create(usize animation_definition_id, bool does_loop) { 36 | usize id = animation_storage->len; 37 | Animation_Definition *adef = array_list_get(animation_definition_storage, animation_definition_id); 38 | if (adef == NULL) { 39 | ERROR_EXIT("Animation Definition with id %zu not found.", animation_definition_id); 40 | } 41 | 42 | // Try to find free slot first. 43 | for (usize i = 0; i < animation_storage->len; ++i) { 44 | Animation *animation = array_list_get(animation_storage, i); 45 | if (!animation->is_active) { 46 | id = i; 47 | break; 48 | } 49 | } 50 | 51 | if (id == animation_storage->len) { 52 | array_list_append(animation_storage, &(Animation){0}); 53 | } 54 | 55 | Animation *animation = array_list_get(animation_storage, id); 56 | 57 | // Other fields default to 0 when using field dot syntax. 58 | *animation = (Animation){ 59 | .animation_definition_id = animation_definition_id, 60 | .does_loop = does_loop, 61 | .is_active = true, 62 | }; 63 | 64 | return id; 65 | } 66 | 67 | void animation_destroy(usize id) { 68 | Animation *animation = array_list_get(animation_storage, id); 69 | animation->is_active = false; 70 | } 71 | 72 | Animation *animation_get(usize id) { 73 | return array_list_get(animation_storage, id); 74 | } 75 | 76 | void animation_update(f32 dt) { 77 | for (usize i = 0; i < animation_storage->len; ++i) { 78 | Animation *animation = array_list_get(animation_storage, i); 79 | Animation_Definition *adef = array_list_get(animation_definition_storage, animation->animation_definition_id); 80 | animation->current_frame_time -= dt; 81 | 82 | if (animation->current_frame_time <= 0) { 83 | animation->current_frame_index += 1; 84 | 85 | // Loop or stay on last frame. 86 | if (animation->current_frame_index == adef->frame_count) { 87 | if (animation->does_loop) { 88 | animation->current_frame_index = 0; 89 | } else { 90 | animation->current_frame_index -= 1; 91 | } 92 | } 93 | 94 | animation->current_frame_time = adef->frames[animation->current_frame_index].duration; 95 | } 96 | } 97 | } 98 | 99 | void animation_render(Animation *animation, vec2 position, vec4 color, u32 texture_slots[8]) { 100 | Animation_Definition *adef = array_list_get(animation_definition_storage, animation->animation_definition_id); 101 | Animation_Frame *aframe = &adef->frames[animation->current_frame_index]; 102 | render_sprite_sheet_frame(adef->sprite_sheet, aframe->row, aframe->column, position, animation->is_flipped, WHITE, texture_slots); 103 | } 104 | 105 | -------------------------------------------------------------------------------- /src/engine/render/render_init.c: -------------------------------------------------------------------------------- 1 | #include 2 | #include 3 | 4 | #include "../util.h" 5 | #include "../global.h" 6 | 7 | #include "../render.h" 8 | #include "render_internal.h" 9 | 10 | SDL_Window *render_init_window(u32 width, u32 height) { 11 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); 12 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); 13 | SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); 14 | 15 | if (SDL_Init(SDL_INIT_VIDEO) < 0) { 16 | ERROR_EXIT("Could not init SDL: %s\n", SDL_GetError()); 17 | } 18 | 19 | SDL_Window *window = SDL_CreateWindow( 20 | "MyGame", 21 | SDL_WINDOWPOS_CENTERED, 22 | SDL_WINDOWPOS_CENTERED, 23 | width, 24 | height, 25 | SDL_WINDOW_OPENGL 26 | ); 27 | 28 | if (!window) { 29 | ERROR_EXIT("Failed to init window: %s\n", SDL_GetError()); 30 | } 31 | 32 | SDL_GL_CreateContext(window); 33 | if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress)) { 34 | ERROR_EXIT("Failed to load GL: %s\n", SDL_GetError()); 35 | } 36 | 37 | puts("OpenGL Loaded"); 38 | printf("Vendor: %s\n", glGetString(GL_VENDOR)); 39 | printf("Renderer: %s\n", glGetString(GL_RENDERER)); 40 | printf("Version: %s\n", glGetString(GL_VERSION)); 41 | 42 | return window; 43 | } 44 | 45 | void render_init_shaders(u32 *shader_default, u32 *shader_batch, f32 render_width, f32 render_height) { 46 | mat4x4 projection; 47 | *shader_default = render_shader_create("./shaders/default.vert", "./shaders/default.frag"); 48 | *shader_batch = render_shader_create("./shaders/batch_quad.vert", "./shaders/batch_quad.frag"); 49 | 50 | mat4x4_ortho(projection, 0, render_width, 0, render_height, -2, 2); 51 | 52 | glUseProgram(*shader_default); 53 | glUniformMatrix4fv( 54 | glGetUniformLocation(*shader_default, "projection"), 55 | 1, 56 | GL_FALSE, 57 | &projection[0][0] 58 | ); 59 | 60 | glUseProgram(*shader_batch); 61 | glUniformMatrix4fv( 62 | glGetUniformLocation(*shader_batch, "projection"), 63 | 1, 64 | GL_FALSE, 65 | &projection[0][0] 66 | ); 67 | 68 | for (u32 i = 0; i < 8; ++i) { 69 | char name[] = "texture_slot_N"; 70 | sprintf(name, "texture_slot_%u", i); 71 | glUniform1i(glGetUniformLocation(*shader_batch, name), i); 72 | } 73 | } 74 | 75 | void render_init_color_texture(u32 *texture) { 76 | glGenTextures(1, texture); 77 | glBindTexture(GL_TEXTURE_2D, *texture); 78 | 79 | u8 solid_white[4] = {255, 255, 255, 255}; 80 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, solid_white); 81 | 82 | glBindTexture(GL_TEXTURE_2D, 0); 83 | } 84 | 85 | void render_init_quad(u32 *vao, u32 *vbo, u32 *ebo) { 86 | // x, y, z, u, v 87 | f32 vertices[] = { 88 | 0.5, 0.5, 0, 0, 0, 89 | 0.5, -0.5, 0, 0, 1, 90 | -0.5, -0.5, 0, 1, 1, 91 | -0.5, 0.5, 0, 1, 0 92 | }; 93 | 94 | u32 indices[] = { 95 | 0, 1, 3, 96 | 1, 2, 3 97 | }; 98 | 99 | glGenVertexArrays(1, vao); 100 | glGenBuffers(1, vbo); 101 | glGenBuffers(1, ebo); 102 | 103 | glBindVertexArray(*vao); 104 | 105 | glBindBuffer(GL_ARRAY_BUFFER, *vbo); 106 | glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); 107 | 108 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *ebo); 109 | glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); 110 | 111 | // xyz 112 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(f32), NULL); 113 | glEnableVertexAttribArray(0); 114 | 115 | // uv 116 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(f32), (void*)(3 * sizeof(f32))); 117 | glEnableVertexAttribArray(1); 118 | 119 | glBindVertexArray(0); 120 | } 121 | 122 | void render_init_line(u32 *vao, u32 *vbo) { 123 | glGenVertexArrays(1, vao); 124 | glBindVertexArray(*vao); 125 | 126 | glGenBuffers(1, vbo); 127 | glBindBuffer(GL_ARRAY_BUFFER, *vbo); 128 | glBufferData(GL_ARRAY_BUFFER, 6 * sizeof(f32), NULL, GL_DYNAMIC_DRAW); 129 | 130 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(f32), NULL); 131 | glEnableVertexAttribArray(0); 132 | glBindBuffer(GL_ARRAY_BUFFER, 0); 133 | 134 | glBindVertexArray(0); 135 | } 136 | 137 | void render_init_batch_quads(u32 *vao, u32 *vbo, u32 *ebo) { 138 | glGenVertexArrays(1, vao); 139 | glBindVertexArray(*vao); 140 | 141 | u32 indices[MAX_BATCH_ELEMENTS]; 142 | for (u32 i = 0, offset = 0; i < MAX_BATCH_ELEMENTS; i += 6, offset += 4) { 143 | indices[i + 0] = offset + 0; 144 | indices[i + 1] = offset + 1; 145 | indices[i + 2] = offset + 2; 146 | indices[i + 3] = offset + 2; 147 | indices[i + 4] = offset + 3; 148 | indices[i + 5] = offset + 0; 149 | } 150 | 151 | glGenBuffers(1, vbo); 152 | glBindBuffer(GL_ARRAY_BUFFER, *vbo); 153 | glBufferData(GL_ARRAY_BUFFER, MAX_BATCH_VERTICES * sizeof(Batch_Vertex), NULL, GL_DYNAMIC_DRAW); 154 | 155 | // [x, y], [u, v], [r, g, b, a], [texture_slot] 156 | glEnableVertexAttribArray(0); 157 | glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Batch_Vertex), (void*)offsetof(Batch_Vertex, position)); 158 | glEnableVertexAttribArray(1); 159 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Batch_Vertex), (void*)offsetof(Batch_Vertex, uvs)); 160 | glEnableVertexAttribArray(2); 161 | glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(Batch_Vertex), (void*)offsetof(Batch_Vertex, color)); 162 | glEnableVertexAttribArray(3); 163 | glVertexAttribPointer(3, 1, GL_FLOAT, GL_FALSE, sizeof(Batch_Vertex), (void*)offsetof(Batch_Vertex, texture_slot)); 164 | 165 | glGenBuffers(1, ebo); 166 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, *ebo); 167 | glBufferData(GL_ELEMENT_ARRAY_BUFFER, MAX_BATCH_ELEMENTS * sizeof(u32), indices, GL_STATIC_DRAW); 168 | 169 | glBindVertexArray(0); 170 | glBindBuffer(GL_ARRAY_BUFFER, 0); 171 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); 172 | } 173 | -------------------------------------------------------------------------------- /src/engine/render/render.c: -------------------------------------------------------------------------------- 1 | #include 2 | #include 3 | 4 | #define STB_IMAGE_IMPLEMENTATION 5 | #include 6 | 7 | #include "../global.h" 8 | #include "../render.h" 9 | #include "../array_list.h" 10 | #include "../util.h" 11 | #include "render_internal.h" 12 | 13 | static f32 window_width = 1920; 14 | static f32 window_height = 1080; 15 | static f32 render_width = 640; 16 | static f32 render_height = 360; 17 | static f32 scale = 3; 18 | 19 | static u32 vao_quad; 20 | static u32 vbo_quad; 21 | static u32 ebo_quad; 22 | static u32 vao_line; 23 | static u32 vbo_line; 24 | static u32 shader_default; 25 | static u32 texture_color; 26 | static u32 vao_batch; 27 | static u32 vbo_batch; 28 | static u32 ebo_batch; 29 | static u32 shader_batch; 30 | static Array_List *list_batch; 31 | 32 | SDL_Window *render_init(void) { 33 | SDL_Window *window = render_init_window(window_width, window_height); 34 | 35 | render_init_quad(&vao_quad, &vbo_quad, &ebo_quad); 36 | render_init_batch_quads(&vao_batch, &vbo_batch, &ebo_batch); 37 | render_init_line(&vao_line, &vbo_line); 38 | render_init_shaders(&shader_default, &shader_batch, render_width, render_height); 39 | render_init_color_texture(&texture_color); 40 | 41 | glEnable(GL_BLEND); 42 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 43 | 44 | list_batch = array_list_create(sizeof(Batch_Vertex), 8); 45 | 46 | stbi_set_flip_vertically_on_load(1); 47 | 48 | return window; 49 | } 50 | 51 | static i32 find_texture_slot(u32 texture_slots[8], u32 texture_id) { 52 | for (i32 i = 1; i < 8; ++i) { 53 | if (texture_slots[i] == texture_id) { 54 | return i; 55 | } 56 | } 57 | 58 | return -1; 59 | } 60 | 61 | static i32 try_insert_texture(u32 texture_slots[8], u32 texture_id) { 62 | i32 index = find_texture_slot(texture_slots, texture_id); 63 | if (index > 0) { 64 | return index; 65 | } 66 | 67 | for (i32 i = 1; i < 8; ++i) { 68 | if (texture_slots[i] == 0) { 69 | texture_slots[i] = texture_id; 70 | return i; 71 | } 72 | } 73 | 74 | return -1; 75 | } 76 | 77 | void render_begin(void) { 78 | glClearColor(0.08, 0.1, 0.1, 1); 79 | glClear(GL_COLOR_BUFFER_BIT); 80 | 81 | list_batch->len = 0; 82 | } 83 | 84 | static void render_batch(Batch_Vertex *vertices, usize count, u32 texture_ids[8]) { 85 | glBindBuffer(GL_ARRAY_BUFFER, vbo_batch); 86 | glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(Batch_Vertex), vertices); 87 | 88 | glActiveTexture(GL_TEXTURE0); 89 | glBindTexture(GL_TEXTURE_2D, texture_color); 90 | 91 | for (u32 i = 1; i < 8; ++i) { 92 | glActiveTexture(GL_TEXTURE0 + i); 93 | glBindTexture(GL_TEXTURE_2D, texture_ids[i]); 94 | } 95 | 96 | glUseProgram(shader_batch); 97 | glBindVertexArray(vao_batch); 98 | 99 | glDrawElements(GL_TRIANGLES, (count >> 2) * 6, GL_UNSIGNED_INT, NULL); 100 | } 101 | 102 | static void append_quad(vec2 position, vec2 size, vec4 texture_coordinates, vec4 color, f32 texture_slot) { 103 | vec4 uvs = {0, 0, 1, 1}; 104 | 105 | if (texture_coordinates != NULL) { 106 | memcpy(uvs, texture_coordinates, sizeof(vec4)); 107 | } 108 | 109 | array_list_append(list_batch, &(Batch_Vertex){ 110 | .position = {position[0], position[1]}, 111 | .uvs = {uvs[0], uvs[1]}, 112 | .color = {color[0], color[1], color[2], color[3]}, 113 | .texture_slot = texture_slot, 114 | }); 115 | 116 | array_list_append(list_batch, &(Batch_Vertex){ 117 | .position = {position[0] + size[0], position[1]}, 118 | .uvs = {uvs[2], uvs[1]}, 119 | .color = {color[0], color[1], color[2], color[3]}, 120 | .texture_slot = texture_slot, 121 | }); 122 | 123 | array_list_append(list_batch, &(Batch_Vertex){ 124 | .position = {position[0] + size[0], position[1] + size[1]}, 125 | .uvs = {uvs[2], uvs[3]}, 126 | .color = {color[0], color[1], color[2], color[3]}, 127 | .texture_slot = texture_slot, 128 | }); 129 | 130 | array_list_append(list_batch, &(Batch_Vertex){ 131 | .position = {position[0], position[1] + size[1]}, 132 | .uvs = {uvs[0], uvs[3]}, 133 | .color = {color[0], color[1], color[2], color[3]}, 134 | .texture_slot = texture_slot, 135 | }); 136 | } 137 | 138 | void render_end(SDL_Window *window, u32 batch_texture_ids[8]) { 139 | render_batch(list_batch->items, list_batch->len, batch_texture_ids); 140 | 141 | SDL_GL_SwapWindow(window); 142 | } 143 | 144 | void render_quad(vec2 pos, vec2 size, vec4 color) { 145 | glUseProgram(shader_default); 146 | 147 | mat4x4 model; 148 | mat4x4_identity(model); 149 | 150 | mat4x4_translate(model, pos[0], pos[1], 0); 151 | mat4x4_scale_aniso(model, model, size[0], size[1], 1); 152 | 153 | glUniformMatrix4fv(glGetUniformLocation(shader_default, "model"), 1, GL_FALSE, &model[0][0]); 154 | glUniform4fv(glad_glGetUniformLocation(shader_default, "color"), 1, color); 155 | 156 | glBindVertexArray(vao_quad); 157 | 158 | glBindTexture(GL_TEXTURE_2D, texture_color); 159 | glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, NULL); 160 | 161 | glBindVertexArray(0); 162 | } 163 | 164 | void render_line_segment(vec2 start, vec2 end, vec4 color) { 165 | glUseProgram(shader_default); 166 | glLineWidth(3); 167 | 168 | f32 x = end[0] - start[0]; 169 | f32 y = end[1] - start[1]; 170 | f32 line[6] = {0, 0, 0, x, y, 0}; 171 | 172 | mat4x4 model; 173 | mat4x4_translate(model, start[0], start[1], 0); 174 | 175 | glUniformMatrix4fv(glGetUniformLocation(shader_default, "model"), 1, GL_FALSE, &model[0][0]); 176 | glUniform4fv(glGetUniformLocation(shader_default, "color"), 1, color); 177 | 178 | glBindTexture(GL_TEXTURE_2D, texture_color); 179 | glBindVertexArray(vao_line); 180 | 181 | glBindBuffer(GL_ARRAY_BUFFER, vbo_line); 182 | glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(line), line); 183 | glDrawArrays(GL_LINES, 0, 2); 184 | 185 | glBindVertexArray(0); 186 | } 187 | 188 | void render_quad_line(vec2 pos, vec2 size, vec4 color) { 189 | vec2 points[4] = { 190 | {pos[0] - size[0] * 0.5, pos[1] - size[1] * 0.5}, 191 | {pos[0] + size[0] * 0.5, pos[1] - size[1] * 0.5}, 192 | {pos[0] + size[0] * 0.5, pos[1] + size[1] * 0.5}, 193 | {pos[0] - size[0] * 0.5, pos[1] + size[1] * 0.5}, 194 | }; 195 | 196 | render_line_segment(points[0], points[1], color); 197 | render_line_segment(points[1], points[2], color); 198 | render_line_segment(points[2], points[3], color); 199 | render_line_segment(points[3], points[0], color); 200 | } 201 | 202 | void render_aabb(f32 *aabb, vec4 color) { 203 | vec2 size; 204 | vec2_scale(size, &aabb[2], 2); 205 | render_quad_line(&aabb[0], size, color); 206 | } 207 | 208 | f32 render_get_scale() { 209 | return scale; 210 | } 211 | 212 | void render_sprite_sheet_init(Sprite_Sheet *sprite_sheet, const char *path, f32 cell_width, f32 cell_height) { 213 | glGenTextures(1, &sprite_sheet->texture_id); 214 | glActiveTexture(GL_TEXTURE0); 215 | glBindTexture(GL_TEXTURE_2D, sprite_sheet->texture_id); 216 | 217 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); 218 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); 219 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 220 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 221 | 222 | int width, height, channel_count; 223 | u8 *image_data = stbi_load(path, &width, &height, &channel_count, 0); 224 | if (!image_data) { 225 | ERROR_EXIT("Failed to load image: %s\n", path); 226 | } 227 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data); 228 | stbi_image_free(image_data); 229 | 230 | sprite_sheet->width = (f32)width; 231 | sprite_sheet->height = (f32)height; 232 | sprite_sheet->cell_width = cell_width; 233 | sprite_sheet->cell_height = cell_height; 234 | } 235 | 236 | static void calculate_sprite_texture_coordinates(vec4 result, f32 row, f32 column, f32 texture_width, f32 texture_height, f32 cell_width, f32 cell_height) { 237 | f32 w = 1.0 / (texture_width / cell_width); 238 | f32 h = 1.0 / (texture_height / cell_height); 239 | f32 x = column * w; 240 | f32 y = row * h; 241 | result[0] = x; 242 | result[1] = y; 243 | result[2] = x + w; 244 | result[3] = y + h; 245 | } 246 | 247 | void render_sprite_sheet_frame(Sprite_Sheet *sprite_sheet, f32 row, f32 column, vec2 position, bool is_flipped, vec4 color, u32 texture_slots[8]) { 248 | vec4 uvs; 249 | calculate_sprite_texture_coordinates(uvs, row, column, sprite_sheet->width, sprite_sheet->height, sprite_sheet->cell_width, sprite_sheet->cell_height); 250 | 251 | if (is_flipped) { 252 | f32 tmp = uvs[0]; 253 | uvs[0] = uvs[2]; 254 | uvs[2] = tmp; 255 | } 256 | 257 | vec2 size = {sprite_sheet->cell_width, sprite_sheet->cell_height}; 258 | vec2 bottom_left = {position[0] - size[0] * 0.5, position[1] - size[1] * 0.5}; 259 | 260 | i32 texture_slot = try_insert_texture(texture_slots, sprite_sheet->texture_id); 261 | if (texture_slot == -1) { 262 | // TODO: Flush buffer 263 | } 264 | append_quad(bottom_left, size, uvs, color, (f32)texture_slot); 265 | } 266 | -------------------------------------------------------------------------------- /src/engine/physics/physics.c: -------------------------------------------------------------------------------- 1 | #include 2 | #include "../global.h" 3 | #include "../array_list.h" 4 | #include "../util.h" 5 | #include "../physics.h" 6 | #include "physics_internal.h" 7 | 8 | static Physics_State_Internal state; 9 | 10 | static u32 iterations = 4; 11 | static f32 tick_rate; 12 | 13 | void aabb_min_max(vec2 min, vec2 max, AABB aabb) { 14 | vec2_sub(min, aabb.position, aabb.half_size); 15 | vec2_add(max, aabb.position, aabb.half_size); 16 | } 17 | 18 | AABB aabb_minkowski_difference(AABB a, AABB b) { 19 | AABB result; 20 | vec2_sub(result.position, a.position, b.position); 21 | vec2_add(result.half_size, a.half_size, b.half_size); 22 | 23 | return result; 24 | } 25 | 26 | Hit ray_intersect_aabb(vec2 pos, vec2 magnitude, AABB aabb) { 27 | Hit hit = {0}; 28 | vec2 min, max; 29 | aabb_min_max(min, max, aabb); 30 | 31 | f32 last_entry = -INFINITY; 32 | f32 first_exit = INFINITY; 33 | 34 | for (u8 i = 0; i < 2; ++i) { 35 | if (magnitude[i] != 0) { 36 | f32 t1 = (min[i] - pos[i]) / magnitude[i]; 37 | f32 t2 = (max[i] - pos[i]) / magnitude[i]; 38 | 39 | last_entry = fmaxf(last_entry, fminf(t1, t2)); 40 | first_exit = fminf(first_exit, fmaxf(t1, t2)); 41 | } else if (pos[i] <= min[i] || pos[i] >= max[i]) { 42 | return hit; 43 | } 44 | } 45 | 46 | if (first_exit > last_entry && first_exit > 0 && last_entry < 1) { 47 | hit.position[0] = pos[0] + magnitude[0] * last_entry; 48 | hit.position[1] = pos[1] + magnitude[1] * last_entry; 49 | 50 | hit.is_hit = true; 51 | hit.time = last_entry; 52 | 53 | f32 dx = hit.position[0] - aabb.position[0]; 54 | f32 dy = hit.position[1] - aabb.position[1]; 55 | f32 px = aabb.half_size[0] - fabsf(dx); 56 | f32 py = aabb.half_size[1] - fabsf(dy); 57 | 58 | if (px < py) { 59 | hit.normal[0] = (dx > 0) - (dx < 0); 60 | } else { 61 | hit.normal[1] = (dy > 0) - (dy < 0); 62 | } 63 | } 64 | 65 | return hit; 66 | } 67 | 68 | bool physics_aabb_intersect_aabb(AABB a, AABB b) { 69 | vec2 min, max; 70 | aabb_min_max(min, max, aabb_minkowski_difference(a, b)); 71 | 72 | return (min[0] <= 0 && max[0] >= 0 && min[1] <= 0 && max[1] >= 0); 73 | } 74 | 75 | void aabb_penetration_vector(vec2 r, AABB aabb) { 76 | vec2 min, max; 77 | aabb_min_max(min, max, aabb); 78 | 79 | f32 min_dist = fabsf(min[0]); 80 | r[0] = min[0]; 81 | r[1] = 0; 82 | 83 | if (fabsf(max[0]) < min_dist) { 84 | min_dist = fabsf(max[0]); 85 | r[0] = max[0]; 86 | } 87 | 88 | if (fabsf(min[1]) < min_dist) { 89 | min_dist = fabsf(min[1]); 90 | r[0] = 0; 91 | r[1] = min[1]; 92 | } 93 | 94 | if (fabsf(max[1]) < min_dist) { 95 | r[0] = 0; 96 | r[1] = max[1]; 97 | } 98 | } 99 | 100 | bool physics_point_intersect_aabb(vec2 point, AABB aabb) { 101 | vec2 min, max; 102 | aabb_min_max(min, max, aabb); 103 | return point[0] >= min[0] && 104 | point[0] <= max[0] && 105 | point[1] >= min[1] && 106 | point[1] <= max[1]; 107 | } 108 | 109 | void physics_init(void) { 110 | state.body_list = array_list_create(sizeof(Body), 0); 111 | state.static_body_list = array_list_create(sizeof(Static_Body), 0); 112 | 113 | state.gravity = -79; 114 | state.terminal_velocity = -7000; 115 | 116 | tick_rate = 1.f / iterations; 117 | } 118 | 119 | static void update_sweep_result(Hit *result, Body *body, usize other_id, vec2 velocity) { 120 | Body *other = physics_body_get(other_id); 121 | 122 | if ((body->collision_mask & other->collision_layer) == 0) { 123 | return; 124 | } 125 | 126 | AABB sum_aabb = other->aabb; 127 | vec2_add(sum_aabb.half_size, sum_aabb.half_size, body->aabb.half_size); 128 | 129 | Hit hit = ray_intersect_aabb(body->aabb.position, velocity, sum_aabb); 130 | if (hit.is_hit) { 131 | if (body->on_hit && (body->collision_mask & other->collision_layer) == 0) { 132 | body->on_hit(body, other, hit); 133 | } 134 | 135 | if (hit.time < result->time) { 136 | *result = hit; 137 | } else if (hit.time == result->time) { 138 | // Solve highest velocity axis first. 139 | if (fabsf(velocity[0]) > fabsf(velocity[1]) && hit.normal[0] != 0) { 140 | *result = hit; 141 | } else if (fabsf(velocity[1]) > fabsf(velocity[0]) && hit.normal[1] != 0) { 142 | *result = hit; 143 | } 144 | } 145 | 146 | result->other_id = other_id; 147 | } 148 | } 149 | 150 | static void update_sweep_result_static(Hit *result, Body *body, usize other_id, vec2 velocity) { 151 | Static_Body *static_body = physics_static_body_get(other_id); 152 | 153 | if ((body->collision_mask & static_body->collision_layer) == 0) { 154 | return; 155 | } 156 | 157 | AABB sum_aabb = static_body->aabb; 158 | vec2_add(sum_aabb.half_size, sum_aabb.half_size, body->aabb.half_size); 159 | 160 | Hit hit = ray_intersect_aabb(body->aabb.position, velocity, sum_aabb); 161 | if (hit.is_hit) { 162 | if (hit.time < result->time) { 163 | *result = hit; 164 | } else if (hit.time == result->time) { 165 | // Solve highest velocity axis first. 166 | if (fabsf(velocity[0]) > fabsf(velocity[1]) && hit.normal[0] != 0) { 167 | *result = hit; 168 | } else if (fabsf(velocity[1]) > fabsf(velocity[0]) && hit.normal[1] != 0) { 169 | *result = hit; 170 | } 171 | } 172 | 173 | result->other_id = other_id; 174 | } 175 | } 176 | 177 | static Hit sweep_static_bodies(Body *body, vec2 velocity) { 178 | Hit result = {.time = 0xBEEF}; 179 | 180 | for (u32 i = 0; i < state.static_body_list->len; ++i) { 181 | update_sweep_result_static(&result, body, i, velocity); 182 | } 183 | 184 | return result; 185 | } 186 | 187 | static Hit sweep_bodies(Body *body, vec2 velocity) { 188 | Hit result = {.time = 0xBEEF}; 189 | 190 | for (u32 i = 0; i < state.body_list->len; ++i) { 191 | Body *other = physics_body_get(i); 192 | 193 | if (body == other) { 194 | continue; 195 | } 196 | 197 | update_sweep_result(&result, body, i, velocity); 198 | } 199 | 200 | return result; 201 | } 202 | 203 | static void sweep_response(Body *body, vec2 velocity) { 204 | Hit hit = sweep_static_bodies(body, velocity); 205 | Hit hit_moving = sweep_bodies(body, velocity); 206 | 207 | if (hit_moving.is_hit) { 208 | if (body->on_hit != NULL) { 209 | body->on_hit(body, physics_body_get(hit_moving.other_id), hit_moving); 210 | } 211 | } 212 | 213 | if (hit.is_hit) { 214 | body->aabb.position[0] = hit.position[0]; 215 | body->aabb.position[1] = hit.position[1]; 216 | 217 | if (hit.normal[0] != 0) { 218 | body->aabb.position[1] += velocity[1]; 219 | body->velocity[0] = 0; 220 | } else if (hit.normal[1] != 0) { 221 | body->aabb.position[0] += velocity[0]; 222 | body->velocity[1] = 0; 223 | } 224 | 225 | if (body->on_hit_static != NULL) { 226 | body->on_hit_static(body, physics_static_body_get(hit.other_id), hit); 227 | } 228 | } else { 229 | vec2_add(body->aabb.position, body->aabb.position, velocity); 230 | } 231 | } 232 | 233 | static void stationary_response(Body *body) { 234 | for (u32 i = 0; i < state.static_body_list->len; ++i) { 235 | Static_Body *static_body = physics_static_body_get(i); 236 | 237 | if ((body->collision_mask & static_body->collision_layer) == 0) { 238 | continue; 239 | } 240 | 241 | AABB aabb = aabb_minkowski_difference(static_body->aabb, body->aabb); 242 | vec2 min, max; 243 | aabb_min_max(min, max, aabb); 244 | 245 | if (min[0] <= 0 && max[0] >= 0 && min[1] <= 0 && max[1] >= 0) { 246 | vec2 penetration_vector; 247 | aabb_penetration_vector(penetration_vector, aabb); 248 | 249 | vec2_add(body->aabb.position, body->aabb.position, penetration_vector); 250 | } 251 | } 252 | 253 | // Check for on-hit events. 254 | for (usize i = 0; i < state.body_list->len; ++i) { 255 | Body *other = physics_body_get(i); 256 | 257 | if (!body->on_hit) { 258 | continue; 259 | } 260 | 261 | if ((body->collision_mask & other->collision_layer) == 0) { 262 | continue; 263 | } 264 | 265 | AABB aabb = aabb_minkowski_difference(other->aabb, body->aabb); 266 | vec2 min, max; 267 | aabb_min_max(min, max, aabb); 268 | 269 | if (min[0] <= 0 && max[0] >= 0 && min[1] <= 0 && max[1] >= 0) { 270 | body->on_hit(body, other, (Hit){.is_hit = true, .other_id = i}); 271 | } 272 | } 273 | } 274 | 275 | void physics_update(void) { 276 | Body *body; 277 | 278 | for (u32 i = 0; i < state.body_list->len; ++i) { 279 | body = array_list_get(state.body_list, i); 280 | 281 | if (!body->is_active) { 282 | continue; 283 | } 284 | 285 | if (!body->is_kinematic) { 286 | body->velocity[1] += state.gravity; 287 | if (state.terminal_velocity > body->velocity[1]) { 288 | body->velocity[1] = state.terminal_velocity; 289 | } 290 | } 291 | 292 | body->velocity[0] += body->acceleration[0]; 293 | body->velocity[1] += body->acceleration[1]; 294 | 295 | vec2 scaled_velocity; 296 | vec2_scale(scaled_velocity, body->velocity, global.time.delta * tick_rate); 297 | 298 | for (u32 j = 0; j < iterations; ++j) { 299 | sweep_response(body, scaled_velocity); 300 | stationary_response(body); 301 | } 302 | } 303 | } 304 | 305 | usize physics_body_create(vec2 position, vec2 size, vec2 velocity, u8 collision_layer, u8 collision_mask, bool is_kinematic, On_Hit on_hit, On_Hit_Static on_hit_static, usize entity_id) { 306 | usize id = state.body_list->len; 307 | 308 | // Find inactive Body. 309 | for (usize i = 0; i < state.body_list->len; ++i) { 310 | Body *body = array_list_get(state.body_list, i); 311 | if (!body->is_active) { 312 | id = i; 313 | break; 314 | } 315 | } 316 | 317 | if (id == state.body_list->len) { 318 | if (array_list_append(state.body_list, &(Body){0}) == (usize)-1) { 319 | ERROR_EXIT("Could not append body to list\n"); 320 | } 321 | } 322 | 323 | Body *body = physics_body_get(id); 324 | 325 | *body = (Body){ 326 | .aabb = { 327 | .position = { position[0], position[1] }, 328 | .half_size = { size[0] * 0.5, size[1] * 0.5 }, 329 | }, 330 | .velocity = { velocity[0], velocity[1] }, 331 | .collision_layer = collision_layer, 332 | .collision_mask = collision_mask, 333 | .on_hit = on_hit, 334 | .on_hit_static = on_hit_static, 335 | .is_kinematic = is_kinematic, 336 | .is_active = true, 337 | .entity_id = entity_id 338 | }; 339 | 340 | return id; 341 | } 342 | 343 | Body *physics_body_get(usize index) { 344 | return array_list_get(state.body_list, index); 345 | } 346 | 347 | usize physics_static_body_create(vec2 position, vec2 size, u8 collision_layer) { 348 | Static_Body static_body = { 349 | .aabb = { 350 | .position = { position[0], position[1] }, 351 | .half_size = { size[0] * 0.5, size[1] * 0.5 }, 352 | }, 353 | .collision_layer = collision_layer, 354 | }; 355 | 356 | if (array_list_append(state.static_body_list, &static_body) == (usize)-1) 357 | ERROR_EXIT("Could not append static body to list\n"); 358 | 359 | return state.static_body_list->len - 1; 360 | } 361 | 362 | usize physics_trigger_create(vec2 position, vec2 size, u8 collision_layer, u8 collision_mask, On_Hit on_hit) { 363 | return physics_body_create(position, size, (vec2){0, 0}, collision_layer, collision_mask, true, on_hit, NULL, (usize)-1); 364 | } 365 | 366 | Static_Body *physics_static_body_get(usize index) { 367 | return array_list_get(state.static_body_list, index); 368 | } 369 | 370 | usize physics_static_body_count() { 371 | return state.static_body_list->len; 372 | } 373 | 374 | void physics_reset(void) { 375 | state.static_body_list->len = 0; 376 | state.body_list->len = 0; 377 | } 378 | 379 | void physics_body_destroy(usize body_id) { 380 | Body *body = physics_body_get(body_id); 381 | body->is_active = false; 382 | } 383 | -------------------------------------------------------------------------------- /deps/include/KHR/khrplatform.h: -------------------------------------------------------------------------------- 1 | #ifndef __khrplatform_h_ 2 | #define __khrplatform_h_ 3 | 4 | /* 5 | ** Copyright (c) 2008-2018 The Khronos Group Inc. 6 | ** 7 | ** Permission is hereby granted, free of charge, to any person obtaining a 8 | ** copy of this software and/or associated documentation files (the 9 | ** "Materials"), to deal in the Materials without restriction, including 10 | ** without limitation the rights to use, copy, modify, merge, publish, 11 | ** distribute, sublicense, and/or sell copies of the Materials, and to 12 | ** permit persons to whom the Materials are furnished to do so, subject to 13 | ** the following conditions: 14 | ** 15 | ** The above copyright notice and this permission notice shall be included 16 | ** in all copies or substantial portions of the Materials. 17 | ** 18 | ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 19 | ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 20 | ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 21 | ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY 22 | ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, 23 | ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE 24 | ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. 25 | */ 26 | 27 | /* Khronos platform-specific types and definitions. 28 | * 29 | * The master copy of khrplatform.h is maintained in the Khronos EGL 30 | * Registry repository at https://github.com/KhronosGroup/EGL-Registry 31 | * The last semantic modification to khrplatform.h was at commit ID: 32 | * 67a3e0864c2d75ea5287b9f3d2eb74a745936692 33 | * 34 | * Adopters may modify this file to suit their platform. Adopters are 35 | * encouraged to submit platform specific modifications to the Khronos 36 | * group so that they can be included in future versions of this file. 37 | * Please submit changes by filing pull requests or issues on 38 | * the EGL Registry repository linked above. 39 | * 40 | * 41 | * See the Implementer's Guidelines for information about where this file 42 | * should be located on your system and for more details of its use: 43 | * http://www.khronos.org/registry/implementers_guide.pdf 44 | * 45 | * This file should be included as 46 | * #include 47 | * by Khronos client API header files that use its types and defines. 48 | * 49 | * The types in khrplatform.h should only be used to define API-specific types. 50 | * 51 | * Types defined in khrplatform.h: 52 | * khronos_int8_t signed 8 bit 53 | * khronos_uint8_t unsigned 8 bit 54 | * khronos_int16_t signed 16 bit 55 | * khronos_uint16_t unsigned 16 bit 56 | * khronos_int32_t signed 32 bit 57 | * khronos_uint32_t unsigned 32 bit 58 | * khronos_int64_t signed 64 bit 59 | * khronos_uint64_t unsigned 64 bit 60 | * khronos_intptr_t signed same number of bits as a pointer 61 | * khronos_uintptr_t unsigned same number of bits as a pointer 62 | * khronos_ssize_t signed size 63 | * khronos_usize_t unsigned size 64 | * khronos_float_t signed 32 bit floating point 65 | * khronos_time_ns_t unsigned 64 bit time in nanoseconds 66 | * khronos_utime_nanoseconds_t unsigned time interval or absolute time in 67 | * nanoseconds 68 | * khronos_stime_nanoseconds_t signed time interval in nanoseconds 69 | * khronos_boolean_enum_t enumerated boolean type. This should 70 | * only be used as a base type when a client API's boolean type is 71 | * an enum. Client APIs which use an integer or other type for 72 | * booleans cannot use this as the base type for their boolean. 73 | * 74 | * Tokens defined in khrplatform.h: 75 | * 76 | * KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values. 77 | * 78 | * KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0. 79 | * KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0. 80 | * 81 | * Calling convention macros defined in this file: 82 | * KHRONOS_APICALL 83 | * KHRONOS_APIENTRY 84 | * KHRONOS_APIATTRIBUTES 85 | * 86 | * These may be used in function prototypes as: 87 | * 88 | * KHRONOS_APICALL void KHRONOS_APIENTRY funcname( 89 | * int arg1, 90 | * int arg2) KHRONOS_APIATTRIBUTES; 91 | */ 92 | 93 | #if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC) 94 | # define KHRONOS_STATIC 1 95 | #endif 96 | 97 | /*------------------------------------------------------------------------- 98 | * Definition of KHRONOS_APICALL 99 | *------------------------------------------------------------------------- 100 | * This precedes the return type of the function in the function prototype. 101 | */ 102 | #if defined(KHRONOS_STATIC) 103 | /* If the preprocessor constant KHRONOS_STATIC is defined, make the 104 | * header compatible with static linking. */ 105 | # define KHRONOS_APICALL 106 | #elif defined(_WIN32) 107 | # define KHRONOS_APICALL __declspec(dllimport) 108 | #elif defined (__SYMBIAN32__) 109 | # define KHRONOS_APICALL IMPORT_C 110 | #elif defined(__ANDROID__) 111 | # define KHRONOS_APICALL __attribute__((visibility("default"))) 112 | #else 113 | # define KHRONOS_APICALL 114 | #endif 115 | 116 | /*------------------------------------------------------------------------- 117 | * Definition of KHRONOS_APIENTRY 118 | *------------------------------------------------------------------------- 119 | * This follows the return type of the function and precedes the function 120 | * name in the function prototype. 121 | */ 122 | #if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__) 123 | /* Win32 but not WinCE */ 124 | # define KHRONOS_APIENTRY __stdcall 125 | #else 126 | # define KHRONOS_APIENTRY 127 | #endif 128 | 129 | /*------------------------------------------------------------------------- 130 | * Definition of KHRONOS_APIATTRIBUTES 131 | *------------------------------------------------------------------------- 132 | * This follows the closing parenthesis of the function prototype arguments. 133 | */ 134 | #if defined (__ARMCC_2__) 135 | #define KHRONOS_APIATTRIBUTES __softfp 136 | #else 137 | #define KHRONOS_APIATTRIBUTES 138 | #endif 139 | 140 | /*------------------------------------------------------------------------- 141 | * basic type definitions 142 | *-----------------------------------------------------------------------*/ 143 | #if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__) 144 | 145 | 146 | /* 147 | * Using 148 | */ 149 | #include 150 | typedef int32_t khronos_int32_t; 151 | typedef uint32_t khronos_uint32_t; 152 | typedef int64_t khronos_int64_t; 153 | typedef uint64_t khronos_uint64_t; 154 | #define KHRONOS_SUPPORT_INT64 1 155 | #define KHRONOS_SUPPORT_FLOAT 1 156 | /* 157 | * To support platform where unsigned long cannot be used interchangeably with 158 | * inptr_t (e.g. CHERI-extended ISAs), we can use the stdint.h intptr_t. 159 | * Ideally, we could just use (u)intptr_t everywhere, but this could result in 160 | * ABI breakage if khronos_uintptr_t is changed from unsigned long to 161 | * unsigned long long or similar (this results in different C++ name mangling). 162 | * To avoid changes for existing platforms, we restrict usage of intptr_t to 163 | * platforms where the size of a pointer is larger than the size of long. 164 | */ 165 | #if defined(__SIZEOF_LONG__) && defined(__SIZEOF_POINTER__) 166 | #if __SIZEOF_POINTER__ > __SIZEOF_LONG__ 167 | #define KHRONOS_USE_INTPTR_T 168 | #endif 169 | #endif 170 | 171 | #elif defined(__VMS ) || defined(__sgi) 172 | 173 | /* 174 | * Using 175 | */ 176 | #include 177 | typedef int32_t khronos_int32_t; 178 | typedef uint32_t khronos_uint32_t; 179 | typedef int64_t khronos_int64_t; 180 | typedef uint64_t khronos_uint64_t; 181 | #define KHRONOS_SUPPORT_INT64 1 182 | #define KHRONOS_SUPPORT_FLOAT 1 183 | 184 | #elif defined(_WIN32) && !defined(__SCITECH_SNAP__) 185 | 186 | /* 187 | * Win32 188 | */ 189 | typedef __int32 khronos_int32_t; 190 | typedef unsigned __int32 khronos_uint32_t; 191 | typedef __int64 khronos_int64_t; 192 | typedef unsigned __int64 khronos_uint64_t; 193 | #define KHRONOS_SUPPORT_INT64 1 194 | #define KHRONOS_SUPPORT_FLOAT 1 195 | 196 | #elif defined(__sun__) || defined(__digital__) 197 | 198 | /* 199 | * Sun or Digital 200 | */ 201 | typedef int khronos_int32_t; 202 | typedef unsigned int khronos_uint32_t; 203 | #if defined(__arch64__) || defined(_LP64) 204 | typedef long int khronos_int64_t; 205 | typedef unsigned long int khronos_uint64_t; 206 | #else 207 | typedef long long int khronos_int64_t; 208 | typedef unsigned long long int khronos_uint64_t; 209 | #endif /* __arch64__ */ 210 | #define KHRONOS_SUPPORT_INT64 1 211 | #define KHRONOS_SUPPORT_FLOAT 1 212 | 213 | #elif 0 214 | 215 | /* 216 | * Hypothetical platform with no float or int64 support 217 | */ 218 | typedef int khronos_int32_t; 219 | typedef unsigned int khronos_uint32_t; 220 | #define KHRONOS_SUPPORT_INT64 0 221 | #define KHRONOS_SUPPORT_FLOAT 0 222 | 223 | #else 224 | 225 | /* 226 | * Generic fallback 227 | */ 228 | #include 229 | typedef int32_t khronos_int32_t; 230 | typedef uint32_t khronos_uint32_t; 231 | typedef int64_t khronos_int64_t; 232 | typedef uint64_t khronos_uint64_t; 233 | #define KHRONOS_SUPPORT_INT64 1 234 | #define KHRONOS_SUPPORT_FLOAT 1 235 | 236 | #endif 237 | 238 | 239 | /* 240 | * Types that are (so far) the same on all platforms 241 | */ 242 | typedef signed char khronos_int8_t; 243 | typedef unsigned char khronos_uint8_t; 244 | typedef signed short int khronos_int16_t; 245 | typedef unsigned short int khronos_uint16_t; 246 | 247 | /* 248 | * Types that differ between LLP64 and LP64 architectures - in LLP64, 249 | * pointers are 64 bits, but 'long' is still 32 bits. Win64 appears 250 | * to be the only LLP64 architecture in current use. 251 | */ 252 | #ifdef KHRONOS_USE_INTPTR_T 253 | typedef intptr_t khronos_intptr_t; 254 | typedef uintptr_t khronos_uintptr_t; 255 | #elif defined(_WIN64) 256 | typedef signed long long int khronos_intptr_t; 257 | typedef unsigned long long int khronos_uintptr_t; 258 | #else 259 | typedef signed long int khronos_intptr_t; 260 | typedef unsigned long int khronos_uintptr_t; 261 | #endif 262 | 263 | #if defined(_WIN64) 264 | typedef signed long long int khronos_ssize_t; 265 | typedef unsigned long long int khronos_usize_t; 266 | #else 267 | typedef signed long int khronos_ssize_t; 268 | typedef unsigned long int khronos_usize_t; 269 | #endif 270 | 271 | #if KHRONOS_SUPPORT_FLOAT 272 | /* 273 | * Float type 274 | */ 275 | typedef float khronos_float_t; 276 | #endif 277 | 278 | #if KHRONOS_SUPPORT_INT64 279 | /* Time types 280 | * 281 | * These types can be used to represent a time interval in nanoseconds or 282 | * an absolute Unadjusted System Time. Unadjusted System Time is the number 283 | * of nanoseconds since some arbitrary system event (e.g. since the last 284 | * time the system booted). The Unadjusted System Time is an unsigned 285 | * 64 bit value that wraps back to 0 every 584 years. Time intervals 286 | * may be either signed or unsigned. 287 | */ 288 | typedef khronos_uint64_t khronos_utime_nanoseconds_t; 289 | typedef khronos_int64_t khronos_stime_nanoseconds_t; 290 | #endif 291 | 292 | /* 293 | * Dummy value used to pad enum types to 32 bits. 294 | */ 295 | #ifndef KHRONOS_MAX_ENUM 296 | #define KHRONOS_MAX_ENUM 0x7FFFFFFF 297 | #endif 298 | 299 | /* 300 | * Enumerated boolean type 301 | * 302 | * Values other than zero should be considered to be true. Therefore 303 | * comparisons should not be made against KHRONOS_TRUE. 304 | */ 305 | typedef enum { 306 | KHRONOS_FALSE = 0, 307 | KHRONOS_TRUE = 1, 308 | KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM 309 | } khronos_boolean_enum_t; 310 | 311 | #endif /* __khrplatform_h_ */ 312 | -------------------------------------------------------------------------------- /deps/include/linmath.h: -------------------------------------------------------------------------------- 1 | #ifndef LINMATH_H 2 | #define LINMATH_H 3 | 4 | #include 5 | #include 6 | #include 7 | 8 | #ifdef LINMATH_NO_INLINE 9 | #define LINMATH_H_FUNC static 10 | #else 11 | #define LINMATH_H_FUNC static inline 12 | #endif 13 | 14 | #define LINMATH_H_DEFINE_VEC(n) \ 15 | typedef float vec##n[n]; \ 16 | LINMATH_H_FUNC void vec##n##_add(vec##n r, vec##n const a, vec##n const b) \ 17 | { \ 18 | int i; \ 19 | for(i=0; ib[i] ? a[i] : b[i]; \ 62 | } \ 63 | LINMATH_H_FUNC void vec##n##_dup(vec##n r, vec##n const src) \ 64 | { \ 65 | int i; \ 66 | for(i=0; i 1e-4) { 215 | vec3_norm(u, u); 216 | mat4x4 T; 217 | mat4x4_from_vec3_mul_outer(T, u, u); 218 | 219 | mat4x4 S = { 220 | { 0, u[2], -u[1], 0}, 221 | {-u[2], 0, u[0], 0}, 222 | { u[1], -u[0], 0, 0}, 223 | { 0, 0, 0, 0} 224 | }; 225 | mat4x4_scale(S, S, s); 226 | 227 | mat4x4 C; 228 | mat4x4_identity(C); 229 | mat4x4_sub(C, C, T); 230 | 231 | mat4x4_scale(C, C, c); 232 | 233 | mat4x4_add(T, T, C); 234 | mat4x4_add(T, T, S); 235 | 236 | T[3][3] = 1.f; 237 | mat4x4_mul(R, M, T); 238 | } else { 239 | mat4x4_dup(R, M); 240 | } 241 | } 242 | LINMATH_H_FUNC void mat4x4_rotate_X(mat4x4 Q, mat4x4 const M, float angle) 243 | { 244 | float s = sinf(angle); 245 | float c = cosf(angle); 246 | mat4x4 R = { 247 | {1.f, 0.f, 0.f, 0.f}, 248 | {0.f, c, s, 0.f}, 249 | {0.f, -s, c, 0.f}, 250 | {0.f, 0.f, 0.f, 1.f} 251 | }; 252 | mat4x4_mul(Q, M, R); 253 | } 254 | LINMATH_H_FUNC void mat4x4_rotate_Y(mat4x4 Q, mat4x4 const M, float angle) 255 | { 256 | float s = sinf(angle); 257 | float c = cosf(angle); 258 | mat4x4 R = { 259 | { c, 0.f, -s, 0.f}, 260 | { 0.f, 1.f, 0.f, 0.f}, 261 | { s, 0.f, c, 0.f}, 262 | { 0.f, 0.f, 0.f, 1.f} 263 | }; 264 | mat4x4_mul(Q, M, R); 265 | } 266 | LINMATH_H_FUNC void mat4x4_rotate_Z(mat4x4 Q, mat4x4 const M, float angle) 267 | { 268 | float s = sinf(angle); 269 | float c = cosf(angle); 270 | mat4x4 R = { 271 | { c, s, 0.f, 0.f}, 272 | { -s, c, 0.f, 0.f}, 273 | { 0.f, 0.f, 1.f, 0.f}, 274 | { 0.f, 0.f, 0.f, 1.f} 275 | }; 276 | mat4x4_mul(Q, M, R); 277 | } 278 | LINMATH_H_FUNC void mat4x4_invert(mat4x4 T, mat4x4 const M) 279 | { 280 | float s[6]; 281 | float c[6]; 282 | s[0] = M[0][0]*M[1][1] - M[1][0]*M[0][1]; 283 | s[1] = M[0][0]*M[1][2] - M[1][0]*M[0][2]; 284 | s[2] = M[0][0]*M[1][3] - M[1][0]*M[0][3]; 285 | s[3] = M[0][1]*M[1][2] - M[1][1]*M[0][2]; 286 | s[4] = M[0][1]*M[1][3] - M[1][1]*M[0][3]; 287 | s[5] = M[0][2]*M[1][3] - M[1][2]*M[0][3]; 288 | 289 | c[0] = M[2][0]*M[3][1] - M[3][0]*M[2][1]; 290 | c[1] = M[2][0]*M[3][2] - M[3][0]*M[2][2]; 291 | c[2] = M[2][0]*M[3][3] - M[3][0]*M[2][3]; 292 | c[3] = M[2][1]*M[3][2] - M[3][1]*M[2][2]; 293 | c[4] = M[2][1]*M[3][3] - M[3][1]*M[2][3]; 294 | c[5] = M[2][2]*M[3][3] - M[3][2]*M[2][3]; 295 | 296 | /* Assumes it is invertible */ 297 | float idet = 1.0f/( s[0]*c[5]-s[1]*c[4]+s[2]*c[3]+s[3]*c[2]-s[4]*c[1]+s[5]*c[0] ); 298 | 299 | T[0][0] = ( M[1][1] * c[5] - M[1][2] * c[4] + M[1][3] * c[3]) * idet; 300 | T[0][1] = (-M[0][1] * c[5] + M[0][2] * c[4] - M[0][3] * c[3]) * idet; 301 | T[0][2] = ( M[3][1] * s[5] - M[3][2] * s[4] + M[3][3] * s[3]) * idet; 302 | T[0][3] = (-M[2][1] * s[5] + M[2][2] * s[4] - M[2][3] * s[3]) * idet; 303 | 304 | T[1][0] = (-M[1][0] * c[5] + M[1][2] * c[2] - M[1][3] * c[1]) * idet; 305 | T[1][1] = ( M[0][0] * c[5] - M[0][2] * c[2] + M[0][3] * c[1]) * idet; 306 | T[1][2] = (-M[3][0] * s[5] + M[3][2] * s[2] - M[3][3] * s[1]) * idet; 307 | T[1][3] = ( M[2][0] * s[5] - M[2][2] * s[2] + M[2][3] * s[1]) * idet; 308 | 309 | T[2][0] = ( M[1][0] * c[4] - M[1][1] * c[2] + M[1][3] * c[0]) * idet; 310 | T[2][1] = (-M[0][0] * c[4] + M[0][1] * c[2] - M[0][3] * c[0]) * idet; 311 | T[2][2] = ( M[3][0] * s[4] - M[3][1] * s[2] + M[3][3] * s[0]) * idet; 312 | T[2][3] = (-M[2][0] * s[4] + M[2][1] * s[2] - M[2][3] * s[0]) * idet; 313 | 314 | T[3][0] = (-M[1][0] * c[3] + M[1][1] * c[1] - M[1][2] * c[0]) * idet; 315 | T[3][1] = ( M[0][0] * c[3] - M[0][1] * c[1] + M[0][2] * c[0]) * idet; 316 | T[3][2] = (-M[3][0] * s[3] + M[3][1] * s[1] - M[3][2] * s[0]) * idet; 317 | T[3][3] = ( M[2][0] * s[3] - M[2][1] * s[1] + M[2][2] * s[0]) * idet; 318 | } 319 | LINMATH_H_FUNC void mat4x4_orthonormalize(mat4x4 R, mat4x4 const M) 320 | { 321 | mat4x4_dup(R, M); 322 | float s = 1.f; 323 | vec3 h; 324 | 325 | vec3_norm(R[2], R[2]); 326 | 327 | s = vec3_mul_inner(R[1], R[2]); 328 | vec3_scale(h, R[2], s); 329 | vec3_sub(R[1], R[1], h); 330 | vec3_norm(R[1], R[1]); 331 | 332 | s = vec3_mul_inner(R[0], R[2]); 333 | vec3_scale(h, R[2], s); 334 | vec3_sub(R[0], R[0], h); 335 | 336 | s = vec3_mul_inner(R[0], R[1]); 337 | vec3_scale(h, R[1], s); 338 | vec3_sub(R[0], R[0], h); 339 | vec3_norm(R[0], R[0]); 340 | } 341 | 342 | LINMATH_H_FUNC void mat4x4_frustum(mat4x4 M, float l, float r, float b, float t, float n, float f) 343 | { 344 | M[0][0] = 2.f*n/(r-l); 345 | M[0][1] = M[0][2] = M[0][3] = 0.f; 346 | 347 | M[1][1] = 2.f*n/(t-b); 348 | M[1][0] = M[1][2] = M[1][3] = 0.f; 349 | 350 | M[2][0] = (r+l)/(r-l); 351 | M[2][1] = (t+b)/(t-b); 352 | M[2][2] = -(f+n)/(f-n); 353 | M[2][3] = -1.f; 354 | 355 | M[3][2] = -2.f*(f*n)/(f-n); 356 | M[3][0] = M[3][1] = M[3][3] = 0.f; 357 | } 358 | LINMATH_H_FUNC void mat4x4_ortho(mat4x4 M, float l, float r, float b, float t, float n, float f) 359 | { 360 | M[0][0] = 2.f/(r-l); 361 | M[0][1] = M[0][2] = M[0][3] = 0.f; 362 | 363 | M[1][1] = 2.f/(t-b); 364 | M[1][0] = M[1][2] = M[1][3] = 0.f; 365 | 366 | M[2][2] = -2.f/(f-n); 367 | M[2][0] = M[2][1] = M[2][3] = 0.f; 368 | 369 | M[3][0] = -(r+l)/(r-l); 370 | M[3][1] = -(t+b)/(t-b); 371 | M[3][2] = -(f+n)/(f-n); 372 | M[3][3] = 1.f; 373 | } 374 | LINMATH_H_FUNC void mat4x4_perspective(mat4x4 m, float y_fov, float aspect, float n, float f) 375 | { 376 | /* NOTE: Degrees are an unhandy unit to work with. 377 | * linmath.h uses radians for everything! */ 378 | float const a = 1.f / tanf(y_fov / 2.f); 379 | 380 | m[0][0] = a / aspect; 381 | m[0][1] = 0.f; 382 | m[0][2] = 0.f; 383 | m[0][3] = 0.f; 384 | 385 | m[1][0] = 0.f; 386 | m[1][1] = a; 387 | m[1][2] = 0.f; 388 | m[1][3] = 0.f; 389 | 390 | m[2][0] = 0.f; 391 | m[2][1] = 0.f; 392 | m[2][2] = -((f + n) / (f - n)); 393 | m[2][3] = -1.f; 394 | 395 | m[3][0] = 0.f; 396 | m[3][1] = 0.f; 397 | m[3][2] = -((2.f * f * n) / (f - n)); 398 | m[3][3] = 0.f; 399 | } 400 | LINMATH_H_FUNC void mat4x4_look_at(mat4x4 m, vec3 const eye, vec3 const center, vec3 const up) 401 | { 402 | /* Adapted from Android's OpenGL Matrix.java. */ 403 | /* See the OpenGL GLUT documentation for gluLookAt for a description */ 404 | /* of the algorithm. We implement it in a straightforward way: */ 405 | 406 | /* TODO: The negation of of can be spared by swapping the order of 407 | * operands in the following cross products in the right way. */ 408 | vec3 f; 409 | vec3_sub(f, center, eye); 410 | vec3_norm(f, f); 411 | 412 | vec3 s; 413 | vec3_mul_cross(s, f, up); 414 | vec3_norm(s, s); 415 | 416 | vec3 t; 417 | vec3_mul_cross(t, s, f); 418 | 419 | m[0][0] = s[0]; 420 | m[0][1] = t[0]; 421 | m[0][2] = -f[0]; 422 | m[0][3] = 0.f; 423 | 424 | m[1][0] = s[1]; 425 | m[1][1] = t[1]; 426 | m[1][2] = -f[1]; 427 | m[1][3] = 0.f; 428 | 429 | m[2][0] = s[2]; 430 | m[2][1] = t[2]; 431 | m[2][2] = -f[2]; 432 | m[2][3] = 0.f; 433 | 434 | m[3][0] = 0.f; 435 | m[3][1] = 0.f; 436 | m[3][2] = 0.f; 437 | m[3][3] = 1.f; 438 | 439 | mat4x4_translate_in_place(m, -eye[0], -eye[1], -eye[2]); 440 | } 441 | 442 | typedef float quat[4]; 443 | #define quat_add vec4_add 444 | #define quat_sub vec4_sub 445 | #define quat_norm vec4_norm 446 | #define quat_scale vec4_scale 447 | #define quat_mul_inner vec4_mul_inner 448 | 449 | LINMATH_H_FUNC void quat_identity(quat q) 450 | { 451 | q[0] = q[1] = q[2] = 0.f; 452 | q[3] = 1.f; 453 | } 454 | LINMATH_H_FUNC void quat_mul(quat r, quat const p, quat const q) 455 | { 456 | vec3 w, tmp; 457 | 458 | vec3_mul_cross(tmp, p, q); 459 | vec3_scale(w, p, q[3]); 460 | vec3_add(tmp, tmp, w); 461 | vec3_scale(w, q, p[3]); 462 | vec3_add(tmp, tmp, w); 463 | 464 | vec3_dup(r, tmp); 465 | r[3] = p[3]*q[3] - vec3_mul_inner(p, q); 466 | } 467 | LINMATH_H_FUNC void quat_conj(quat r, quat const q) 468 | { 469 | int i; 470 | for(i=0; i<3; ++i) 471 | r[i] = -q[i]; 472 | r[3] = q[3]; 473 | } 474 | LINMATH_H_FUNC void quat_rotate(quat r, float angle, vec3 const axis) { 475 | vec3 axis_norm; 476 | vec3_norm(axis_norm, axis); 477 | float s = sinf(angle / 2); 478 | float c = cosf(angle / 2); 479 | vec3_scale(r, axis_norm, s); 480 | r[3] = c; 481 | } 482 | LINMATH_H_FUNC void quat_mul_vec3(vec3 r, quat const q, vec3 const v) 483 | { 484 | /* 485 | * Method by Fabian 'ryg' Giessen (of Farbrausch) 486 | t = 2 * cross(q.xyz, v) 487 | v' = v + q.w * t + cross(q.xyz, t) 488 | */ 489 | vec3 t; 490 | vec3 q_xyz = {q[0], q[1], q[2]}; 491 | vec3 u = {q[0], q[1], q[2]}; 492 | 493 | vec3_mul_cross(t, q_xyz, v); 494 | vec3_scale(t, t, 2); 495 | 496 | vec3_mul_cross(u, q_xyz, t); 497 | vec3_scale(t, t, q[3]); 498 | 499 | vec3_add(r, v, t); 500 | vec3_add(r, r, u); 501 | } 502 | LINMATH_H_FUNC void mat4x4_from_quat(mat4x4 M, quat const q) 503 | { 504 | float a = q[3]; 505 | float b = q[0]; 506 | float c = q[1]; 507 | float d = q[2]; 508 | float a2 = a*a; 509 | float b2 = b*b; 510 | float c2 = c*c; 511 | float d2 = d*d; 512 | 513 | M[0][0] = a2 + b2 - c2 - d2; 514 | M[0][1] = 2.f*(b*c + a*d); 515 | M[0][2] = 2.f*(b*d - a*c); 516 | M[0][3] = 0.f; 517 | 518 | M[1][0] = 2*(b*c - a*d); 519 | M[1][1] = a2 - b2 + c2 - d2; 520 | M[1][2] = 2.f*(c*d + a*b); 521 | M[1][3] = 0.f; 522 | 523 | M[2][0] = 2.f*(b*d + a*c); 524 | M[2][1] = 2.f*(c*d - a*b); 525 | M[2][2] = a2 - b2 - c2 + d2; 526 | M[2][3] = 0.f; 527 | 528 | M[3][0] = M[3][1] = M[3][2] = 0.f; 529 | M[3][3] = 1.f; 530 | } 531 | 532 | LINMATH_H_FUNC void mat4x4o_mul_quat(mat4x4 R, mat4x4 const M, quat const q) 533 | { 534 | /* XXX: The way this is written only works for orthogonal matrices. */ 535 | /* TODO: Take care of non-orthogonal case. */ 536 | quat_mul_vec3(R[0], q, M[0]); 537 | quat_mul_vec3(R[1], q, M[1]); 538 | quat_mul_vec3(R[2], q, M[2]); 539 | 540 | R[3][0] = R[3][1] = R[3][2] = 0.f; 541 | R[0][3] = M[0][3]; 542 | R[1][3] = M[1][3]; 543 | R[2][3] = M[2][3]; 544 | R[3][3] = M[3][3]; // typically 1.0, but here we make it general 545 | } 546 | LINMATH_H_FUNC void quat_from_mat4x4(quat q, mat4x4 const M) 547 | { 548 | float r=0.f; 549 | int i; 550 | 551 | int perm[] = { 0, 1, 2, 0, 1 }; 552 | int *p = perm; 553 | 554 | for(i = 0; i<3; i++) { 555 | float m = M[i][i]; 556 | if( m < r ) 557 | continue; 558 | m = r; 559 | p = &perm[i]; 560 | } 561 | 562 | r = sqrtf(1.f + M[p[0]][p[0]] - M[p[1]][p[1]] - M[p[2]][p[2]] ); 563 | 564 | if(r < 1e-6) { 565 | q[0] = 1.f; 566 | q[1] = q[2] = q[3] = 0.f; 567 | return; 568 | } 569 | 570 | q[0] = r/2.f; 571 | q[1] = (M[p[0]][p[1]] - M[p[1]][p[0]])/(2.f*r); 572 | q[2] = (M[p[2]][p[0]] - M[p[0]][p[2]])/(2.f*r); 573 | q[3] = (M[p[2]][p[1]] - M[p[1]][p[2]])/(2.f*r); 574 | } 575 | 576 | LINMATH_H_FUNC void mat4x4_arcball(mat4x4 R, mat4x4 const M, vec2 const _a, vec2 const _b, float s) 577 | { 578 | vec2 a; memcpy(a, _a, sizeof(a)); 579 | vec2 b; memcpy(b, _b, sizeof(b)); 580 | 581 | float z_a = 0.; 582 | float z_b = 0.; 583 | 584 | if(vec2_len(a) < 1.) { 585 | z_a = sqrtf(1. - vec2_mul_inner(a, a)); 586 | } else { 587 | vec2_norm(a, a); 588 | } 589 | 590 | if(vec2_len(b) < 1.) { 591 | z_b = sqrtf(1. - vec2_mul_inner(b, b)); 592 | } else { 593 | vec2_norm(b, b); 594 | } 595 | 596 | vec3 a_ = {a[0], a[1], z_a}; 597 | vec3 b_ = {b[0], b[1], z_b}; 598 | 599 | vec3 c_; 600 | vec3_mul_cross(c_, a_, b_); 601 | 602 | float const angle = acos(vec3_mul_inner(a_, b_)) * s; 603 | mat4x4_rotate(R, M, c_[0], c_[1], c_[2], angle); 604 | } 605 | #endif 606 | -------------------------------------------------------------------------------- /src/main.c: -------------------------------------------------------------------------------- 1 | #include "engine/array_list.h" 2 | #include 3 | #include 4 | #include 5 | #include 6 | #define SDL_MAIN_HANDLED 7 | #include 8 | #include 9 | 10 | #include "engine/global.h" 11 | #include "engine/config.h" 12 | #include "engine/input.h" 13 | #include "engine/time.h" 14 | #include "engine/physics.h" 15 | #include "engine/util.h" 16 | #include "engine/entity.h" 17 | #include "engine/render.h" 18 | #include "engine/animation.h" 19 | #include "engine/audio.h" 20 | 21 | void reset(void); 22 | 23 | static Mix_Music *MUSIC_STAGE_1; 24 | static Mix_Chunk *SOUND_JUMP; 25 | static Mix_Chunk *SOUND_SHOOT; 26 | static Mix_Chunk *SOUND_BULLET_HIT_WALL; 27 | static Mix_Chunk *SOUND_HURT; 28 | static Mix_Chunk *SOUND_ENEMY_DEATH; 29 | static Mix_Chunk *SOUND_PLAYER_DEATH; 30 | 31 | static const f32 GROUNDED_TIME = 0.1f; 32 | static const f32 SPEED_PLAYER = 250; 33 | static const f32 JUMP_VELOCITY = 1350; 34 | static const f32 SPEED_ENEMY_LARGE = 80; 35 | static const f32 SPEED_ENEMY_SMALL = 100; 36 | static const f32 HEALTH_ENEMY_LARGE = 7; 37 | static const f32 HEALTH_ENEMY_SMALL = 3; 38 | 39 | typedef enum collision_layer { 40 | COLLISION_LAYER_PLAYER = 1, 41 | COLLISION_LAYER_ENEMY = 1 << 1, 42 | COLLISION_LAYER_TERRAIN = 1 << 2, 43 | COLLISION_LAYER_ENEMY_PASSTHROUGH = 1 << 3, 44 | COLLISION_LAYER_PROJECTILE = 1 << 4, 45 | } Collision_Layer; 46 | 47 | typedef enum weapon_type { 48 | WEAPON_TYPE_SHOTGUN, 49 | WEAPON_TYPE_PISTOL, 50 | WEAPON_TYPE_REVOLVER, 51 | WEAPON_TYPE_SMG, 52 | WEAPON_TYPE_ROCKET_LAUNCHER, 53 | WEAPON_TYPE_COUNT, 54 | } Weapon_Type; 55 | 56 | typedef enum projectile_type { 57 | PROJECTILE_TYPE_SMALL, 58 | PROJECTILE_TYPE_LARGE, 59 | PROJECTILE_TYPE_ROCKET, 60 | } Projectile_Type; 61 | 62 | typedef struct weapon { 63 | f32 fire_rate; // Time between shots. 64 | f32 recoil; 65 | f32 projectile_speed; 66 | Projectile_Type projectile_type; 67 | vec2 sprite_size; 68 | vec2 sprite_offset; 69 | usize projectile_animation_id; 70 | Mix_Chunk *sfx; 71 | } Weapon; 72 | 73 | static Weapon weapons[WEAPON_TYPE_COUNT] = {0}; 74 | 75 | static f32 render_width; 76 | static f32 render_height; 77 | static u32 texture_slots[8] = {0}; 78 | 79 | static Weapon_Type weapon_type = WEAPON_TYPE_PISTOL; 80 | static bool should_quit = false; 81 | static bool player_is_grounded = false; 82 | static usize anim_player_walk_id; 83 | static usize anim_player_idle_id; 84 | static usize anim_enemy_small_id; 85 | static usize anim_enemy_large_id; 86 | static usize anim_enemy_small_enraged_id; 87 | static usize anim_enemy_large_enraged_id; 88 | static usize anim_fire_id; 89 | static usize anim_projectile_small_id; 90 | 91 | static usize player_id; 92 | 93 | static f32 ground_timer = 0; 94 | static f32 shoot_timer = 0; 95 | static f32 spawn_timer = 0; 96 | 97 | static u8 enemy_mask = COLLISION_LAYER_PLAYER | COLLISION_LAYER_TERRAIN; 98 | static u8 player_mask = COLLISION_LAYER_ENEMY | COLLISION_LAYER_TERRAIN | COLLISION_LAYER_ENEMY_PASSTHROUGH; 99 | static u8 fire_mask = COLLISION_LAYER_ENEMY | COLLISION_LAYER_PLAYER; 100 | static u8 projectile_mask = COLLISION_LAYER_ENEMY | COLLISION_LAYER_TERRAIN; 101 | 102 | void projectile_on_hit(Body *self, Body *other, Hit hit) { 103 | if (other->collision_layer == COLLISION_LAYER_ENEMY) { 104 | Entity *projectile = entity_get(self->entity_id); 105 | Entity *enemy = entity_get(other->entity_id); 106 | if (projectile->animation_id == anim_projectile_small_id) { 107 | if (entity_damage(other->entity_id, 1)) { 108 | audio_sound_play(SOUND_ENEMY_DEATH); 109 | } 110 | } 111 | audio_sound_play(SOUND_HURT); 112 | } 113 | } 114 | 115 | void projectile_on_hit_static(Body *self, Static_Body *other, Hit hit) { 116 | Entity *projectile = entity_get(self->entity_id); 117 | if (projectile->animation_id == anim_projectile_small_id) { 118 | audio_sound_play(SOUND_SHOOT); 119 | } 120 | entity_destroy(self->entity_id); 121 | } 122 | 123 | static void spawn_projectile(Projectile_Type projectile_type) { 124 | Weapon weapon = weapons[weapon_type]; 125 | Entity *player = entity_get(player_id); 126 | Body *body = physics_body_get(player->body_id); 127 | Animation *animation = animation_get(player->animation_id); 128 | bool is_flipped = animation->is_flipped; 129 | vec2 velocity = {is_flipped ? -weapon.projectile_speed : weapon.projectile_speed, 0}; 130 | 131 | entity_create(body->aabb.position, weapon.sprite_size, weapon.sprite_offset, velocity, COLLISION_LAYER_PROJECTILE, projectile_mask, true, weapon.projectile_animation_id, projectile_on_hit, projectile_on_hit_static); 132 | audio_sound_play(weapon.sfx); 133 | } 134 | 135 | static void input_handle(Body *body_player) { 136 | if (global.input.escape) { 137 | should_quit = true; 138 | } 139 | 140 | Animation *walk_anim = animation_get(anim_player_walk_id); 141 | Animation *idle_anim = animation_get(anim_player_idle_id); 142 | 143 | f32 velx = 0; 144 | f32 vely = body_player->velocity[1]; 145 | 146 | if (global.input.right) { 147 | velx += SPEED_PLAYER; 148 | walk_anim->is_flipped = false; 149 | idle_anim->is_flipped = false; 150 | } 151 | 152 | if (global.input.left) { 153 | velx -= SPEED_PLAYER; 154 | walk_anim->is_flipped = true; 155 | idle_anim->is_flipped = true; 156 | } 157 | 158 | if (global.input.up && player_is_grounded) { 159 | player_is_grounded = false; 160 | vely = JUMP_VELOCITY; 161 | audio_sound_play(SOUND_JUMP); 162 | } 163 | 164 | body_player->velocity[0] = velx; 165 | body_player->velocity[1] = vely; 166 | 167 | if (global.input.shoot && shoot_timer <= 0) { 168 | Weapon weapon = weapons[weapon_type]; 169 | shoot_timer = weapon.fire_rate; 170 | spawn_projectile(weapon.projectile_type); 171 | } 172 | } 173 | 174 | void player_on_hit(Body *self, Body *other, Hit hit) { 175 | if (other->collision_layer == COLLISION_LAYER_ENEMY) { 176 | } 177 | } 178 | 179 | void player_on_hit_static(Body *self, Static_Body *other, Hit hit) { 180 | if (hit.normal[1] > 0) { 181 | player_is_grounded = true; 182 | } 183 | } 184 | 185 | void enemy_small_on_hit_static(Body *self, Static_Body *other, Hit hit) { 186 | Entity *entity = entity_get(self->entity_id); 187 | 188 | if (hit.normal[0] > 0) { 189 | if (entity->is_enraged) { 190 | self->velocity[0] = SPEED_ENEMY_SMALL * 1.5f; 191 | } else { 192 | self->velocity[0] = SPEED_ENEMY_SMALL; 193 | } 194 | } 195 | 196 | if (hit.normal[0] < 0) { 197 | if (entity->is_enraged) { 198 | self->velocity[0] = -SPEED_ENEMY_SMALL * 1.5f; 199 | } else { 200 | self->velocity[0] = -SPEED_ENEMY_SMALL; 201 | } 202 | } 203 | } 204 | 205 | void enemy_large_on_hit_static(Body *self, Static_Body *other, Hit hit) { 206 | Entity *entity = entity_get(self->entity_id); 207 | 208 | if (hit.normal[0] > 0) { 209 | if (entity->is_enraged) { 210 | self->velocity[0] = SPEED_ENEMY_LARGE * 1.5f; 211 | } else { 212 | self->velocity[0] = SPEED_ENEMY_LARGE; 213 | } 214 | } 215 | 216 | if (hit.normal[0] < 0) { 217 | if (entity->is_enraged) { 218 | self->velocity[0] = -SPEED_ENEMY_LARGE * 1.5f; 219 | } else { 220 | self->velocity[0] = -SPEED_ENEMY_LARGE; 221 | } 222 | } 223 | } 224 | 225 | void spawn_enemy(bool is_small, bool is_enraged, bool is_flipped) { 226 | f32 spawn_x = is_flipped ? render_width : 0; 227 | vec2 position = {spawn_x, (render_height - 64)}; 228 | f32 speed = SPEED_ENEMY_LARGE; 229 | vec2 size = {20, 20}; 230 | vec2 sprite_offset = {0, 10}; 231 | usize animation_id = anim_enemy_large_id; 232 | On_Hit_Static on_hit_static = enemy_large_on_hit_static; 233 | 234 | if (is_small) { 235 | size[0] = 12; 236 | size[1] = 12; 237 | sprite_offset[0] = 0; 238 | sprite_offset[1] = 6; 239 | animation_id = anim_enemy_small_id; 240 | on_hit_static = enemy_small_on_hit_static; 241 | speed = SPEED_ENEMY_SMALL; 242 | } 243 | 244 | if (is_enraged) { 245 | speed *= 1.5; 246 | animation_id = is_small ? anim_enemy_small_enraged_id : anim_enemy_large_enraged_id; 247 | } 248 | 249 | vec2 velocity = {is_flipped ? -speed : speed, 0}; 250 | usize id = entity_create(position, size, sprite_offset, velocity, COLLISION_LAYER_ENEMY, enemy_mask, false, animation_id, NULL, on_hit_static); 251 | Entity *entity = entity_get(id); 252 | entity->is_enraged = is_enraged; 253 | } 254 | 255 | void fire_on_hit(Body *self, Body *other, Hit hit) { 256 | if (other->collision_layer == COLLISION_LAYER_ENEMY) { 257 | if (other->is_active) { 258 | Entity *enemy = entity_get(other->entity_id); 259 | bool is_small = enemy->animation_id == anim_enemy_small_id || enemy->animation_id == anim_enemy_small_enraged_id; 260 | bool is_flipped = rand() % 100 >= 50; 261 | spawn_enemy(is_small, true, is_flipped); 262 | entity_destroy(other->entity_id); 263 | } 264 | } else if (other->collision_layer == COLLISION_LAYER_PLAYER) { 265 | reset(); 266 | } 267 | } 268 | 269 | void reset(void) { 270 | audio_music_play(MUSIC_STAGE_1); 271 | 272 | physics_reset(); 273 | entity_reset(); 274 | 275 | ground_timer = 0; 276 | spawn_timer = 0; 277 | shoot_timer = 0; 278 | 279 | player_id = entity_create((vec2){100, 200}, (vec2){24, 24}, (vec2){0, 0}, (vec2){0, 0}, COLLISION_LAYER_PLAYER, player_mask, false, (usize)-1, player_on_hit, player_on_hit_static); 280 | 281 | // Init level. 282 | { 283 | physics_static_body_create((vec2){render_width * 0.5, render_height - 16}, (vec2){render_width, 32}, COLLISION_LAYER_TERRAIN); 284 | physics_static_body_create((vec2){render_width * 0.25 - 16, 16}, (vec2){render_width * 0.5 - 32, 48}, COLLISION_LAYER_TERRAIN); 285 | physics_static_body_create((vec2){render_width * 0.75 + 16, 16}, (vec2){render_width * 0.5 - 32, 48}, COLLISION_LAYER_TERRAIN); 286 | physics_static_body_create((vec2){16, render_height * 0.5 - 3 * 32}, (vec2){32, render_height}, COLLISION_LAYER_TERRAIN); 287 | physics_static_body_create((vec2){render_width - 16, render_height * 0.5 - 3 * 32}, (vec2){32, render_height}, COLLISION_LAYER_TERRAIN); 288 | physics_static_body_create((vec2){32 + 64, render_height - 32 * 3 - 16}, (vec2){128, 32}, COLLISION_LAYER_TERRAIN); 289 | physics_static_body_create((vec2){render_width - 32 - 64, render_height - 32 * 3 - 16}, (vec2){128, 32}, COLLISION_LAYER_TERRAIN); 290 | physics_static_body_create((vec2){render_width * 0.5, render_height - 32 * 3 - 16}, (vec2){192, 32}, COLLISION_LAYER_TERRAIN); 291 | physics_static_body_create((vec2){render_width * 0.5, 32 * 3 + 24}, (vec2){448, 32}, COLLISION_LAYER_TERRAIN); 292 | physics_static_body_create((vec2){16, render_height - 64}, (vec2){32, 64}, COLLISION_LAYER_ENEMY_PASSTHROUGH); 293 | physics_static_body_create((vec2){render_width - 16, render_height - 64}, (vec2){32, 64}, COLLISION_LAYER_ENEMY_PASSTHROUGH); 294 | 295 | physics_trigger_create((vec2){render_width * 0.5, -4}, (vec2){64, 8}, 0, fire_mask, fire_on_hit); 296 | } 297 | 298 | entity_create((vec2){render_width * 0.5, 0}, (vec2){32, 64}, (vec2){0, 0}, (vec2){0, 0}, 0, 0, true, anim_fire_id, NULL, NULL); 299 | entity_create((vec2){render_width * 0.5 + 16, -16}, (vec2){32, 64}, (vec2){0, 0}, (vec2){0, 0}, 0, 0, true, anim_fire_id, NULL, NULL); 300 | entity_create((vec2){render_width * 0.5 - 16, -16}, (vec2){32, 64}, (vec2){0, 0}, (vec2){0, 0}, 0, 0, true, anim_fire_id, NULL, NULL); 301 | } 302 | 303 | int main(int argc, char *argv[]) { 304 | time_init(60); 305 | SDL_Window *window = render_init(); 306 | config_init(); 307 | physics_init(); 308 | entity_init(); 309 | animation_init(); 310 | audio_init(); 311 | 312 | audio_sound_load(&SOUND_JUMP, "assets/jump.wav"); 313 | audio_sound_load(&SOUND_SHOOT, "assets/shoot.wav"); 314 | audio_sound_load(&SOUND_BULLET_HIT_WALL, "assets/bullet_hit_wall.wav"); 315 | audio_sound_load(&SOUND_HURT, "assets/hurt.wav"); 316 | audio_sound_load(&SOUND_ENEMY_DEATH, "assets/enemy_death.wav"); 317 | audio_sound_load(&SOUND_PLAYER_DEATH, "assets/player_death.wav"); 318 | audio_music_load(&MUSIC_STAGE_1, "assets/breezys_mega_quest_2_stage_1.mp3"); 319 | 320 | i32 window_width, window_height; 321 | SDL_GetWindowSize(window, &window_width, &window_height); 322 | render_width = window_width / render_get_scale(); 323 | render_height = window_height / render_get_scale(); 324 | 325 | Sprite_Sheet sprite_sheet_player; 326 | Sprite_Sheet sprite_sheet_map; 327 | Sprite_Sheet sprite_sheet_enemy_small; 328 | Sprite_Sheet sprite_sheet_enemy_large; 329 | Sprite_Sheet sprite_sheet_props; 330 | Sprite_Sheet sprite_sheet_fire; 331 | render_sprite_sheet_init(&sprite_sheet_player, "assets/player.png", 24, 24); 332 | render_sprite_sheet_init(&sprite_sheet_map, "assets/map.png", 640, 360); 333 | render_sprite_sheet_init(&sprite_sheet_enemy_small, "assets/enemy_small.png", 24, 24); 334 | render_sprite_sheet_init(&sprite_sheet_enemy_large, "assets/enemy_large.png", 40, 40); 335 | render_sprite_sheet_init(&sprite_sheet_props, "assets/props_16x16.png", 16, 16); 336 | render_sprite_sheet_init(&sprite_sheet_fire, "assets/fire.png", 32, 64); 337 | 338 | usize adef_player_walk_id = animation_definition_create(&sprite_sheet_player, 0.1, 0, (u8[]){1, 2, 3, 4, 5, 6, 7}, 7); 339 | usize adef_player_idle_id = animation_definition_create(&sprite_sheet_player, 0, 0, (u8[]){0}, 1); 340 | anim_player_walk_id = animation_create(adef_player_walk_id, true); 341 | anim_player_idle_id = animation_create(adef_player_idle_id, false); 342 | 343 | usize adef_enemy_small_id = animation_definition_create(&sprite_sheet_enemy_small, 0.1, 1, (u8[]){0, 1, 2, 3, 4, 5, 6, 7}, 8); 344 | usize adef_enemy_large_id = animation_definition_create(&sprite_sheet_enemy_large, 0.1, 1, (u8[]){0, 1, 2, 3, 4, 5, 6, 7}, 8); 345 | usize adef_enemy_small_enraged_id = animation_definition_create(&sprite_sheet_enemy_small, 0.1, 0, (u8[]){0, 1, 2, 3, 4, 5, 6, 7}, 8); 346 | usize adef_enemy_large_enraged_id = animation_definition_create(&sprite_sheet_enemy_large, 0.1, 0, (u8[]){0, 1, 2, 3, 4, 5, 6, 7}, 8); 347 | anim_enemy_small_id = animation_create(adef_enemy_small_id, true); 348 | anim_enemy_large_id = animation_create(adef_enemy_large_id, true); 349 | anim_enemy_small_enraged_id = animation_create(adef_enemy_small_enraged_id, true); 350 | anim_enemy_large_enraged_id = animation_create(adef_enemy_large_enraged_id, true); 351 | 352 | usize adef_fire_id = animation_definition_create(&sprite_sheet_fire, 0.1, 0, (u8[]){0, 1, 2, 3, 4, 5, 6, 7}, 7); 353 | anim_fire_id = animation_create(adef_fire_id, true); 354 | 355 | usize adef_projectile_small_id = animation_definition_create(&sprite_sheet_props, 1, 0, (u8[]){0}, 1); 356 | anim_projectile_small_id = animation_create(adef_projectile_small_id, false); 357 | 358 | // Init weapons. 359 | weapons[WEAPON_TYPE_PISTOL] = (Weapon){ 360 | .projectile_type = PROJECTILE_TYPE_SMALL, 361 | .projectile_speed = 200, 362 | .fire_rate = 0.1, 363 | .recoil = 2.0, 364 | .projectile_animation_id = anim_projectile_small_id, 365 | .sprite_size = {16, 16}, 366 | .sprite_offset = {0, 0}, 367 | .sfx = SOUND_SHOOT 368 | }; 369 | 370 | reset(); 371 | 372 | while (!should_quit) { 373 | time_update(); 374 | 375 | SDL_Event event; 376 | 377 | while (SDL_PollEvent(&event)) { 378 | switch (event.type) { 379 | case SDL_QUIT: 380 | should_quit = true; 381 | break; 382 | default: 383 | break; 384 | } 385 | } 386 | 387 | shoot_timer -= global.time.delta; 388 | spawn_timer -= global.time.delta; 389 | ground_timer -= global.time.delta; 390 | 391 | Entity *player = entity_get(player_id); 392 | Body *body_player = physics_body_get(player->body_id); 393 | 394 | if (body_player->velocity[0] != 0) { 395 | player->animation_id = anim_player_walk_id; 396 | } else { 397 | player->animation_id = anim_player_idle_id; 398 | } 399 | 400 | input_update(); 401 | input_handle(body_player); 402 | physics_update(); 403 | 404 | animation_update(global.time.delta); 405 | 406 | // Spawn enemies. 407 | { 408 | if (spawn_timer <= 0) { 409 | spawn_timer = (f32)((rand() % 200) + 200) / 100.f; 410 | 411 | spawn_timer *= 0.2; 412 | 413 | bool is_flipped = rand() % 100 >= 50; 414 | bool is_small = rand() % 100 > 18; 415 | 416 | f32 spawn_x = is_flipped ? 540 : 100; 417 | spawn_enemy(is_small, false, is_flipped); 418 | } 419 | } 420 | 421 | render_begin(); 422 | 423 | // Render terrain/map. 424 | render_sprite_sheet_frame(&sprite_sheet_map, 0, 0, (vec2){render_width / 2.0, render_height / 2.0}, false, (vec4){1, 1, 1, 0.2}, texture_slots); 425 | 426 | // Debug render bounding boxes. 427 | { 428 | for (usize i = 0; i < entity_count(); ++i) { 429 | Entity *entity = entity_get(i); 430 | Body *body = physics_body_get(entity->body_id); 431 | 432 | if (body->is_active) { 433 | render_aabb((f32*)body, TURQUOISE); 434 | } else { 435 | render_aabb((f32*)body, RED); 436 | } 437 | } 438 | 439 | for (usize i = 0; i < physics_static_body_count(); ++i) { 440 | render_aabb((f32*)physics_static_body_get(i), WHITE); 441 | } 442 | } 443 | 444 | // Render animated entities... 445 | for (usize i = 0; i < entity_count(); ++i) { 446 | Entity *entity = entity_get(i); 447 | if (!entity->is_active || entity->animation_id == (usize)-1) { 448 | continue; 449 | } 450 | 451 | Body *body = physics_body_get(entity->body_id); 452 | Animation *anim = animation_get(entity->animation_id); 453 | 454 | if (body->velocity[0] < 0) { 455 | anim->is_flipped = true; 456 | } else if (body->velocity[0] > 0) { 457 | anim->is_flipped = false; 458 | } 459 | 460 | vec2 pos; 461 | 462 | vec2_add(pos, body->aabb.position, entity->sprite_offset); 463 | animation_render(anim, pos, WHITE, texture_slots); 464 | } 465 | 466 | render_end(window, texture_slots); 467 | 468 | time_update_late(); 469 | } 470 | 471 | return 0; 472 | } 473 | 474 | -------------------------------------------------------------------------------- /deps/src/glad.c: -------------------------------------------------------------------------------- 1 | /* 2 | 3 | OpenGL loader generated by glad 0.1.35 on Wed Jun 8 04:08:44 2022. 4 | 5 | Language/Generator: C/C++ 6 | Specification: gl 7 | APIs: gl=3.3 8 | Profile: core 9 | Extensions: 10 | 11 | Loader: True 12 | Local files: False 13 | Omit khrplatform: False 14 | Reproducible: False 15 | 16 | Commandline: 17 | --profile="core" --api="gl=3.3" --generator="c" --spec="gl" --extensions="" 18 | Online: 19 | https://glad.dav1d.de/#profile=core&language=c&specification=gl&loader=on&api=gl%3D3.3 20 | */ 21 | 22 | #include 23 | #include 24 | #include 25 | #include 26 | 27 | static void* get_proc(const char *namez); 28 | 29 | #if defined(_WIN32) || defined(__CYGWIN__) 30 | #ifndef _WINDOWS_ 31 | #undef APIENTRY 32 | #endif 33 | #include 34 | static HMODULE libGL; 35 | 36 | typedef void* (APIENTRYP PFNWGLGETPROCADDRESSPROC_PRIVATE)(const char*); 37 | static PFNWGLGETPROCADDRESSPROC_PRIVATE gladGetProcAddressPtr; 38 | 39 | #ifdef _MSC_VER 40 | #ifdef __has_include 41 | #if __has_include() 42 | #define HAVE_WINAPIFAMILY 1 43 | #endif 44 | #elif _MSC_VER >= 1700 && !_USING_V110_SDK71_ 45 | #define HAVE_WINAPIFAMILY 1 46 | #endif 47 | #endif 48 | 49 | #ifdef HAVE_WINAPIFAMILY 50 | #include 51 | #if !WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) && WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP) 52 | #define IS_UWP 1 53 | #endif 54 | #endif 55 | 56 | static 57 | int open_gl(void) { 58 | #ifndef IS_UWP 59 | libGL = LoadLibraryW(L"opengl32.dll"); 60 | if(libGL != NULL) { 61 | void (* tmp)(void); 62 | tmp = (void(*)(void)) GetProcAddress(libGL, "wglGetProcAddress"); 63 | gladGetProcAddressPtr = (PFNWGLGETPROCADDRESSPROC_PRIVATE) tmp; 64 | return gladGetProcAddressPtr != NULL; 65 | } 66 | #endif 67 | 68 | return 0; 69 | } 70 | 71 | static 72 | void close_gl(void) { 73 | if(libGL != NULL) { 74 | FreeLibrary((HMODULE) libGL); 75 | libGL = NULL; 76 | } 77 | } 78 | #else 79 | #include 80 | static void* libGL; 81 | 82 | #if !defined(__APPLE__) && !defined(__HAIKU__) 83 | typedef void* (APIENTRYP PFNGLXGETPROCADDRESSPROC_PRIVATE)(const char*); 84 | static PFNGLXGETPROCADDRESSPROC_PRIVATE gladGetProcAddressPtr; 85 | #endif 86 | 87 | static 88 | int open_gl(void) { 89 | #ifdef __APPLE__ 90 | static const char *NAMES[] = { 91 | "../Frameworks/OpenGL.framework/OpenGL", 92 | "/Library/Frameworks/OpenGL.framework/OpenGL", 93 | "/System/Library/Frameworks/OpenGL.framework/OpenGL", 94 | "/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL" 95 | }; 96 | #else 97 | static const char *NAMES[] = {"libGL.so.1", "libGL.so"}; 98 | #endif 99 | 100 | unsigned int index = 0; 101 | for(index = 0; index < (sizeof(NAMES) / sizeof(NAMES[0])); index++) { 102 | libGL = dlopen(NAMES[index], RTLD_NOW | RTLD_GLOBAL); 103 | 104 | if(libGL != NULL) { 105 | #if defined(__APPLE__) || defined(__HAIKU__) 106 | return 1; 107 | #else 108 | gladGetProcAddressPtr = (PFNGLXGETPROCADDRESSPROC_PRIVATE)dlsym(libGL, 109 | "glXGetProcAddressARB"); 110 | return gladGetProcAddressPtr != NULL; 111 | #endif 112 | } 113 | } 114 | 115 | return 0; 116 | } 117 | 118 | static 119 | void close_gl(void) { 120 | if(libGL != NULL) { 121 | dlclose(libGL); 122 | libGL = NULL; 123 | } 124 | } 125 | #endif 126 | 127 | static 128 | void* get_proc(const char *namez) { 129 | void* result = NULL; 130 | if(libGL == NULL) return NULL; 131 | 132 | #if !defined(__APPLE__) && !defined(__HAIKU__) 133 | if(gladGetProcAddressPtr != NULL) { 134 | result = gladGetProcAddressPtr(namez); 135 | } 136 | #endif 137 | if(result == NULL) { 138 | #if defined(_WIN32) || defined(__CYGWIN__) 139 | result = (void*)GetProcAddress((HMODULE) libGL, namez); 140 | #else 141 | result = dlsym(libGL, namez); 142 | #endif 143 | } 144 | 145 | return result; 146 | } 147 | 148 | int gladLoadGL(void) { 149 | int status = 0; 150 | 151 | if(open_gl()) { 152 | status = gladLoadGLLoader(&get_proc); 153 | close_gl(); 154 | } 155 | 156 | return status; 157 | } 158 | 159 | struct gladGLversionStruct GLVersion = { 0, 0 }; 160 | 161 | #if defined(GL_ES_VERSION_3_0) || defined(GL_VERSION_3_0) 162 | #define _GLAD_IS_SOME_NEW_VERSION 1 163 | #endif 164 | 165 | static int max_loaded_major; 166 | static int max_loaded_minor; 167 | 168 | static const char *exts = NULL; 169 | static int num_exts_i = 0; 170 | static char **exts_i = NULL; 171 | 172 | static int get_exts(void) { 173 | #ifdef _GLAD_IS_SOME_NEW_VERSION 174 | if(max_loaded_major < 3) { 175 | #endif 176 | exts = (const char *)glGetString(GL_EXTENSIONS); 177 | #ifdef _GLAD_IS_SOME_NEW_VERSION 178 | } else { 179 | unsigned int index; 180 | 181 | num_exts_i = 0; 182 | glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts_i); 183 | if (num_exts_i > 0) { 184 | exts_i = (char **)malloc((size_t)num_exts_i * (sizeof *exts_i)); 185 | } 186 | 187 | if (exts_i == NULL) { 188 | return 0; 189 | } 190 | 191 | for(index = 0; index < (unsigned)num_exts_i; index++) { 192 | const char *gl_str_tmp = (const char*)glGetStringi(GL_EXTENSIONS, index); 193 | size_t len = strlen(gl_str_tmp); 194 | 195 | char *local_str = (char*)malloc((len+1) * sizeof(char)); 196 | if(local_str != NULL) { 197 | memcpy(local_str, gl_str_tmp, (len+1) * sizeof(char)); 198 | } 199 | exts_i[index] = local_str; 200 | } 201 | } 202 | #endif 203 | return 1; 204 | } 205 | 206 | static void free_exts(void) { 207 | if (exts_i != NULL) { 208 | int index; 209 | for(index = 0; index < num_exts_i; index++) { 210 | free((char *)exts_i[index]); 211 | } 212 | free((void *)exts_i); 213 | exts_i = NULL; 214 | } 215 | } 216 | 217 | static int has_ext(const char *ext) { 218 | #ifdef _GLAD_IS_SOME_NEW_VERSION 219 | if(max_loaded_major < 3) { 220 | #endif 221 | const char *extensions; 222 | const char *loc; 223 | const char *terminator; 224 | extensions = exts; 225 | if(extensions == NULL || ext == NULL) { 226 | return 0; 227 | } 228 | 229 | while(1) { 230 | loc = strstr(extensions, ext); 231 | if(loc == NULL) { 232 | return 0; 233 | } 234 | 235 | terminator = loc + strlen(ext); 236 | if((loc == extensions || *(loc - 1) == ' ') && 237 | (*terminator == ' ' || *terminator == '\0')) { 238 | return 1; 239 | } 240 | extensions = terminator; 241 | } 242 | #ifdef _GLAD_IS_SOME_NEW_VERSION 243 | } else { 244 | int index; 245 | if(exts_i == NULL) return 0; 246 | for(index = 0; index < num_exts_i; index++) { 247 | const char *e = exts_i[index]; 248 | 249 | if(exts_i[index] != NULL && strcmp(e, ext) == 0) { 250 | return 1; 251 | } 252 | } 253 | } 254 | #endif 255 | 256 | return 0; 257 | } 258 | int GLAD_GL_VERSION_1_0 = 0; 259 | int GLAD_GL_VERSION_1_1 = 0; 260 | int GLAD_GL_VERSION_1_2 = 0; 261 | int GLAD_GL_VERSION_1_3 = 0; 262 | int GLAD_GL_VERSION_1_4 = 0; 263 | int GLAD_GL_VERSION_1_5 = 0; 264 | int GLAD_GL_VERSION_2_0 = 0; 265 | int GLAD_GL_VERSION_2_1 = 0; 266 | int GLAD_GL_VERSION_3_0 = 0; 267 | int GLAD_GL_VERSION_3_1 = 0; 268 | int GLAD_GL_VERSION_3_2 = 0; 269 | int GLAD_GL_VERSION_3_3 = 0; 270 | PFNGLACTIVETEXTUREPROC glad_glActiveTexture = NULL; 271 | PFNGLATTACHSHADERPROC glad_glAttachShader = NULL; 272 | PFNGLBEGINCONDITIONALRENDERPROC glad_glBeginConditionalRender = NULL; 273 | PFNGLBEGINQUERYPROC glad_glBeginQuery = NULL; 274 | PFNGLBEGINTRANSFORMFEEDBACKPROC glad_glBeginTransformFeedback = NULL; 275 | PFNGLBINDATTRIBLOCATIONPROC glad_glBindAttribLocation = NULL; 276 | PFNGLBINDBUFFERPROC glad_glBindBuffer = NULL; 277 | PFNGLBINDBUFFERBASEPROC glad_glBindBufferBase = NULL; 278 | PFNGLBINDBUFFERRANGEPROC glad_glBindBufferRange = NULL; 279 | PFNGLBINDFRAGDATALOCATIONPROC glad_glBindFragDataLocation = NULL; 280 | PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glad_glBindFragDataLocationIndexed = NULL; 281 | PFNGLBINDFRAMEBUFFERPROC glad_glBindFramebuffer = NULL; 282 | PFNGLBINDRENDERBUFFERPROC glad_glBindRenderbuffer = NULL; 283 | PFNGLBINDSAMPLERPROC glad_glBindSampler = NULL; 284 | PFNGLBINDTEXTUREPROC glad_glBindTexture = NULL; 285 | PFNGLBINDVERTEXARRAYPROC glad_glBindVertexArray = NULL; 286 | PFNGLBLENDCOLORPROC glad_glBlendColor = NULL; 287 | PFNGLBLENDEQUATIONPROC glad_glBlendEquation = NULL; 288 | PFNGLBLENDEQUATIONSEPARATEPROC glad_glBlendEquationSeparate = NULL; 289 | PFNGLBLENDFUNCPROC glad_glBlendFunc = NULL; 290 | PFNGLBLENDFUNCSEPARATEPROC glad_glBlendFuncSeparate = NULL; 291 | PFNGLBLITFRAMEBUFFERPROC glad_glBlitFramebuffer = NULL; 292 | PFNGLBUFFERDATAPROC glad_glBufferData = NULL; 293 | PFNGLBUFFERSUBDATAPROC glad_glBufferSubData = NULL; 294 | PFNGLCHECKFRAMEBUFFERSTATUSPROC glad_glCheckFramebufferStatus = NULL; 295 | PFNGLCLAMPCOLORPROC glad_glClampColor = NULL; 296 | PFNGLCLEARPROC glad_glClear = NULL; 297 | PFNGLCLEARBUFFERFIPROC glad_glClearBufferfi = NULL; 298 | PFNGLCLEARBUFFERFVPROC glad_glClearBufferfv = NULL; 299 | PFNGLCLEARBUFFERIVPROC glad_glClearBufferiv = NULL; 300 | PFNGLCLEARBUFFERUIVPROC glad_glClearBufferuiv = NULL; 301 | PFNGLCLEARCOLORPROC glad_glClearColor = NULL; 302 | PFNGLCLEARDEPTHPROC glad_glClearDepth = NULL; 303 | PFNGLCLEARSTENCILPROC glad_glClearStencil = NULL; 304 | PFNGLCLIENTWAITSYNCPROC glad_glClientWaitSync = NULL; 305 | PFNGLCOLORMASKPROC glad_glColorMask = NULL; 306 | PFNGLCOLORMASKIPROC glad_glColorMaski = NULL; 307 | PFNGLCOLORP3UIPROC glad_glColorP3ui = NULL; 308 | PFNGLCOLORP3UIVPROC glad_glColorP3uiv = NULL; 309 | PFNGLCOLORP4UIPROC glad_glColorP4ui = NULL; 310 | PFNGLCOLORP4UIVPROC glad_glColorP4uiv = NULL; 311 | PFNGLCOMPILESHADERPROC glad_glCompileShader = NULL; 312 | PFNGLCOMPRESSEDTEXIMAGE1DPROC glad_glCompressedTexImage1D = NULL; 313 | PFNGLCOMPRESSEDTEXIMAGE2DPROC glad_glCompressedTexImage2D = NULL; 314 | PFNGLCOMPRESSEDTEXIMAGE3DPROC glad_glCompressedTexImage3D = NULL; 315 | PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glad_glCompressedTexSubImage1D = NULL; 316 | PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glad_glCompressedTexSubImage2D = NULL; 317 | PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glad_glCompressedTexSubImage3D = NULL; 318 | PFNGLCOPYBUFFERSUBDATAPROC glad_glCopyBufferSubData = NULL; 319 | PFNGLCOPYTEXIMAGE1DPROC glad_glCopyTexImage1D = NULL; 320 | PFNGLCOPYTEXIMAGE2DPROC glad_glCopyTexImage2D = NULL; 321 | PFNGLCOPYTEXSUBIMAGE1DPROC glad_glCopyTexSubImage1D = NULL; 322 | PFNGLCOPYTEXSUBIMAGE2DPROC glad_glCopyTexSubImage2D = NULL; 323 | PFNGLCOPYTEXSUBIMAGE3DPROC glad_glCopyTexSubImage3D = NULL; 324 | PFNGLCREATEPROGRAMPROC glad_glCreateProgram = NULL; 325 | PFNGLCREATESHADERPROC glad_glCreateShader = NULL; 326 | PFNGLCULLFACEPROC glad_glCullFace = NULL; 327 | PFNGLDELETEBUFFERSPROC glad_glDeleteBuffers = NULL; 328 | PFNGLDELETEFRAMEBUFFERSPROC glad_glDeleteFramebuffers = NULL; 329 | PFNGLDELETEPROGRAMPROC glad_glDeleteProgram = NULL; 330 | PFNGLDELETEQUERIESPROC glad_glDeleteQueries = NULL; 331 | PFNGLDELETERENDERBUFFERSPROC glad_glDeleteRenderbuffers = NULL; 332 | PFNGLDELETESAMPLERSPROC glad_glDeleteSamplers = NULL; 333 | PFNGLDELETESHADERPROC glad_glDeleteShader = NULL; 334 | PFNGLDELETESYNCPROC glad_glDeleteSync = NULL; 335 | PFNGLDELETETEXTURESPROC glad_glDeleteTextures = NULL; 336 | PFNGLDELETEVERTEXARRAYSPROC glad_glDeleteVertexArrays = NULL; 337 | PFNGLDEPTHFUNCPROC glad_glDepthFunc = NULL; 338 | PFNGLDEPTHMASKPROC glad_glDepthMask = NULL; 339 | PFNGLDEPTHRANGEPROC glad_glDepthRange = NULL; 340 | PFNGLDETACHSHADERPROC glad_glDetachShader = NULL; 341 | PFNGLDISABLEPROC glad_glDisable = NULL; 342 | PFNGLDISABLEVERTEXATTRIBARRAYPROC glad_glDisableVertexAttribArray = NULL; 343 | PFNGLDISABLEIPROC glad_glDisablei = NULL; 344 | PFNGLDRAWARRAYSPROC glad_glDrawArrays = NULL; 345 | PFNGLDRAWARRAYSINSTANCEDPROC glad_glDrawArraysInstanced = NULL; 346 | PFNGLDRAWBUFFERPROC glad_glDrawBuffer = NULL; 347 | PFNGLDRAWBUFFERSPROC glad_glDrawBuffers = NULL; 348 | PFNGLDRAWELEMENTSPROC glad_glDrawElements = NULL; 349 | PFNGLDRAWELEMENTSBASEVERTEXPROC glad_glDrawElementsBaseVertex = NULL; 350 | PFNGLDRAWELEMENTSINSTANCEDPROC glad_glDrawElementsInstanced = NULL; 351 | PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glad_glDrawElementsInstancedBaseVertex = NULL; 352 | PFNGLDRAWRANGEELEMENTSPROC glad_glDrawRangeElements = NULL; 353 | PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glad_glDrawRangeElementsBaseVertex = NULL; 354 | PFNGLENABLEPROC glad_glEnable = NULL; 355 | PFNGLENABLEVERTEXATTRIBARRAYPROC glad_glEnableVertexAttribArray = NULL; 356 | PFNGLENABLEIPROC glad_glEnablei = NULL; 357 | PFNGLENDCONDITIONALRENDERPROC glad_glEndConditionalRender = NULL; 358 | PFNGLENDQUERYPROC glad_glEndQuery = NULL; 359 | PFNGLENDTRANSFORMFEEDBACKPROC glad_glEndTransformFeedback = NULL; 360 | PFNGLFENCESYNCPROC glad_glFenceSync = NULL; 361 | PFNGLFINISHPROC glad_glFinish = NULL; 362 | PFNGLFLUSHPROC glad_glFlush = NULL; 363 | PFNGLFLUSHMAPPEDBUFFERRANGEPROC glad_glFlushMappedBufferRange = NULL; 364 | PFNGLFRAMEBUFFERRENDERBUFFERPROC glad_glFramebufferRenderbuffer = NULL; 365 | PFNGLFRAMEBUFFERTEXTUREPROC glad_glFramebufferTexture = NULL; 366 | PFNGLFRAMEBUFFERTEXTURE1DPROC glad_glFramebufferTexture1D = NULL; 367 | PFNGLFRAMEBUFFERTEXTURE2DPROC glad_glFramebufferTexture2D = NULL; 368 | PFNGLFRAMEBUFFERTEXTURE3DPROC glad_glFramebufferTexture3D = NULL; 369 | PFNGLFRAMEBUFFERTEXTURELAYERPROC glad_glFramebufferTextureLayer = NULL; 370 | PFNGLFRONTFACEPROC glad_glFrontFace = NULL; 371 | PFNGLGENBUFFERSPROC glad_glGenBuffers = NULL; 372 | PFNGLGENFRAMEBUFFERSPROC glad_glGenFramebuffers = NULL; 373 | PFNGLGENQUERIESPROC glad_glGenQueries = NULL; 374 | PFNGLGENRENDERBUFFERSPROC glad_glGenRenderbuffers = NULL; 375 | PFNGLGENSAMPLERSPROC glad_glGenSamplers = NULL; 376 | PFNGLGENTEXTURESPROC glad_glGenTextures = NULL; 377 | PFNGLGENVERTEXARRAYSPROC glad_glGenVertexArrays = NULL; 378 | PFNGLGENERATEMIPMAPPROC glad_glGenerateMipmap = NULL; 379 | PFNGLGETACTIVEATTRIBPROC glad_glGetActiveAttrib = NULL; 380 | PFNGLGETACTIVEUNIFORMPROC glad_glGetActiveUniform = NULL; 381 | PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glad_glGetActiveUniformBlockName = NULL; 382 | PFNGLGETACTIVEUNIFORMBLOCKIVPROC glad_glGetActiveUniformBlockiv = NULL; 383 | PFNGLGETACTIVEUNIFORMNAMEPROC glad_glGetActiveUniformName = NULL; 384 | PFNGLGETACTIVEUNIFORMSIVPROC glad_glGetActiveUniformsiv = NULL; 385 | PFNGLGETATTACHEDSHADERSPROC glad_glGetAttachedShaders = NULL; 386 | PFNGLGETATTRIBLOCATIONPROC glad_glGetAttribLocation = NULL; 387 | PFNGLGETBOOLEANI_VPROC glad_glGetBooleani_v = NULL; 388 | PFNGLGETBOOLEANVPROC glad_glGetBooleanv = NULL; 389 | PFNGLGETBUFFERPARAMETERI64VPROC glad_glGetBufferParameteri64v = NULL; 390 | PFNGLGETBUFFERPARAMETERIVPROC glad_glGetBufferParameteriv = NULL; 391 | PFNGLGETBUFFERPOINTERVPROC glad_glGetBufferPointerv = NULL; 392 | PFNGLGETBUFFERSUBDATAPROC glad_glGetBufferSubData = NULL; 393 | PFNGLGETCOMPRESSEDTEXIMAGEPROC glad_glGetCompressedTexImage = NULL; 394 | PFNGLGETDOUBLEVPROC glad_glGetDoublev = NULL; 395 | PFNGLGETERRORPROC glad_glGetError = NULL; 396 | PFNGLGETFLOATVPROC glad_glGetFloatv = NULL; 397 | PFNGLGETFRAGDATAINDEXPROC glad_glGetFragDataIndex = NULL; 398 | PFNGLGETFRAGDATALOCATIONPROC glad_glGetFragDataLocation = NULL; 399 | PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glad_glGetFramebufferAttachmentParameteriv = NULL; 400 | PFNGLGETINTEGER64I_VPROC glad_glGetInteger64i_v = NULL; 401 | PFNGLGETINTEGER64VPROC glad_glGetInteger64v = NULL; 402 | PFNGLGETINTEGERI_VPROC glad_glGetIntegeri_v = NULL; 403 | PFNGLGETINTEGERVPROC glad_glGetIntegerv = NULL; 404 | PFNGLGETMULTISAMPLEFVPROC glad_glGetMultisamplefv = NULL; 405 | PFNGLGETPROGRAMINFOLOGPROC glad_glGetProgramInfoLog = NULL; 406 | PFNGLGETPROGRAMIVPROC glad_glGetProgramiv = NULL; 407 | PFNGLGETQUERYOBJECTI64VPROC glad_glGetQueryObjecti64v = NULL; 408 | PFNGLGETQUERYOBJECTIVPROC glad_glGetQueryObjectiv = NULL; 409 | PFNGLGETQUERYOBJECTUI64VPROC glad_glGetQueryObjectui64v = NULL; 410 | PFNGLGETQUERYOBJECTUIVPROC glad_glGetQueryObjectuiv = NULL; 411 | PFNGLGETQUERYIVPROC glad_glGetQueryiv = NULL; 412 | PFNGLGETRENDERBUFFERPARAMETERIVPROC glad_glGetRenderbufferParameteriv = NULL; 413 | PFNGLGETSAMPLERPARAMETERIIVPROC glad_glGetSamplerParameterIiv = NULL; 414 | PFNGLGETSAMPLERPARAMETERIUIVPROC glad_glGetSamplerParameterIuiv = NULL; 415 | PFNGLGETSAMPLERPARAMETERFVPROC glad_glGetSamplerParameterfv = NULL; 416 | PFNGLGETSAMPLERPARAMETERIVPROC glad_glGetSamplerParameteriv = NULL; 417 | PFNGLGETSHADERINFOLOGPROC glad_glGetShaderInfoLog = NULL; 418 | PFNGLGETSHADERSOURCEPROC glad_glGetShaderSource = NULL; 419 | PFNGLGETSHADERIVPROC glad_glGetShaderiv = NULL; 420 | PFNGLGETSTRINGPROC glad_glGetString = NULL; 421 | PFNGLGETSTRINGIPROC glad_glGetStringi = NULL; 422 | PFNGLGETSYNCIVPROC glad_glGetSynciv = NULL; 423 | PFNGLGETTEXIMAGEPROC glad_glGetTexImage = NULL; 424 | PFNGLGETTEXLEVELPARAMETERFVPROC glad_glGetTexLevelParameterfv = NULL; 425 | PFNGLGETTEXLEVELPARAMETERIVPROC glad_glGetTexLevelParameteriv = NULL; 426 | PFNGLGETTEXPARAMETERIIVPROC glad_glGetTexParameterIiv = NULL; 427 | PFNGLGETTEXPARAMETERIUIVPROC glad_glGetTexParameterIuiv = NULL; 428 | PFNGLGETTEXPARAMETERFVPROC glad_glGetTexParameterfv = NULL; 429 | PFNGLGETTEXPARAMETERIVPROC glad_glGetTexParameteriv = NULL; 430 | PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glad_glGetTransformFeedbackVarying = NULL; 431 | PFNGLGETUNIFORMBLOCKINDEXPROC glad_glGetUniformBlockIndex = NULL; 432 | PFNGLGETUNIFORMINDICESPROC glad_glGetUniformIndices = NULL; 433 | PFNGLGETUNIFORMLOCATIONPROC glad_glGetUniformLocation = NULL; 434 | PFNGLGETUNIFORMFVPROC glad_glGetUniformfv = NULL; 435 | PFNGLGETUNIFORMIVPROC glad_glGetUniformiv = NULL; 436 | PFNGLGETUNIFORMUIVPROC glad_glGetUniformuiv = NULL; 437 | PFNGLGETVERTEXATTRIBIIVPROC glad_glGetVertexAttribIiv = NULL; 438 | PFNGLGETVERTEXATTRIBIUIVPROC glad_glGetVertexAttribIuiv = NULL; 439 | PFNGLGETVERTEXATTRIBPOINTERVPROC glad_glGetVertexAttribPointerv = NULL; 440 | PFNGLGETVERTEXATTRIBDVPROC glad_glGetVertexAttribdv = NULL; 441 | PFNGLGETVERTEXATTRIBFVPROC glad_glGetVertexAttribfv = NULL; 442 | PFNGLGETVERTEXATTRIBIVPROC glad_glGetVertexAttribiv = NULL; 443 | PFNGLHINTPROC glad_glHint = NULL; 444 | PFNGLISBUFFERPROC glad_glIsBuffer = NULL; 445 | PFNGLISENABLEDPROC glad_glIsEnabled = NULL; 446 | PFNGLISENABLEDIPROC glad_glIsEnabledi = NULL; 447 | PFNGLISFRAMEBUFFERPROC glad_glIsFramebuffer = NULL; 448 | PFNGLISPROGRAMPROC glad_glIsProgram = NULL; 449 | PFNGLISQUERYPROC glad_glIsQuery = NULL; 450 | PFNGLISRENDERBUFFERPROC glad_glIsRenderbuffer = NULL; 451 | PFNGLISSAMPLERPROC glad_glIsSampler = NULL; 452 | PFNGLISSHADERPROC glad_glIsShader = NULL; 453 | PFNGLISSYNCPROC glad_glIsSync = NULL; 454 | PFNGLISTEXTUREPROC glad_glIsTexture = NULL; 455 | PFNGLISVERTEXARRAYPROC glad_glIsVertexArray = NULL; 456 | PFNGLLINEWIDTHPROC glad_glLineWidth = NULL; 457 | PFNGLLINKPROGRAMPROC glad_glLinkProgram = NULL; 458 | PFNGLLOGICOPPROC glad_glLogicOp = NULL; 459 | PFNGLMAPBUFFERPROC glad_glMapBuffer = NULL; 460 | PFNGLMAPBUFFERRANGEPROC glad_glMapBufferRange = NULL; 461 | PFNGLMULTIDRAWARRAYSPROC glad_glMultiDrawArrays = NULL; 462 | PFNGLMULTIDRAWELEMENTSPROC glad_glMultiDrawElements = NULL; 463 | PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glad_glMultiDrawElementsBaseVertex = NULL; 464 | PFNGLMULTITEXCOORDP1UIPROC glad_glMultiTexCoordP1ui = NULL; 465 | PFNGLMULTITEXCOORDP1UIVPROC glad_glMultiTexCoordP1uiv = NULL; 466 | PFNGLMULTITEXCOORDP2UIPROC glad_glMultiTexCoordP2ui = NULL; 467 | PFNGLMULTITEXCOORDP2UIVPROC glad_glMultiTexCoordP2uiv = NULL; 468 | PFNGLMULTITEXCOORDP3UIPROC glad_glMultiTexCoordP3ui = NULL; 469 | PFNGLMULTITEXCOORDP3UIVPROC glad_glMultiTexCoordP3uiv = NULL; 470 | PFNGLMULTITEXCOORDP4UIPROC glad_glMultiTexCoordP4ui = NULL; 471 | PFNGLMULTITEXCOORDP4UIVPROC glad_glMultiTexCoordP4uiv = NULL; 472 | PFNGLNORMALP3UIPROC glad_glNormalP3ui = NULL; 473 | PFNGLNORMALP3UIVPROC glad_glNormalP3uiv = NULL; 474 | PFNGLPIXELSTOREFPROC glad_glPixelStoref = NULL; 475 | PFNGLPIXELSTOREIPROC glad_glPixelStorei = NULL; 476 | PFNGLPOINTPARAMETERFPROC glad_glPointParameterf = NULL; 477 | PFNGLPOINTPARAMETERFVPROC glad_glPointParameterfv = NULL; 478 | PFNGLPOINTPARAMETERIPROC glad_glPointParameteri = NULL; 479 | PFNGLPOINTPARAMETERIVPROC glad_glPointParameteriv = NULL; 480 | PFNGLPOINTSIZEPROC glad_glPointSize = NULL; 481 | PFNGLPOLYGONMODEPROC glad_glPolygonMode = NULL; 482 | PFNGLPOLYGONOFFSETPROC glad_glPolygonOffset = NULL; 483 | PFNGLPRIMITIVERESTARTINDEXPROC glad_glPrimitiveRestartIndex = NULL; 484 | PFNGLPROVOKINGVERTEXPROC glad_glProvokingVertex = NULL; 485 | PFNGLQUERYCOUNTERPROC glad_glQueryCounter = NULL; 486 | PFNGLREADBUFFERPROC glad_glReadBuffer = NULL; 487 | PFNGLREADPIXELSPROC glad_glReadPixels = NULL; 488 | PFNGLRENDERBUFFERSTORAGEPROC glad_glRenderbufferStorage = NULL; 489 | PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glad_glRenderbufferStorageMultisample = NULL; 490 | PFNGLSAMPLECOVERAGEPROC glad_glSampleCoverage = NULL; 491 | PFNGLSAMPLEMASKIPROC glad_glSampleMaski = NULL; 492 | PFNGLSAMPLERPARAMETERIIVPROC glad_glSamplerParameterIiv = NULL; 493 | PFNGLSAMPLERPARAMETERIUIVPROC glad_glSamplerParameterIuiv = NULL; 494 | PFNGLSAMPLERPARAMETERFPROC glad_glSamplerParameterf = NULL; 495 | PFNGLSAMPLERPARAMETERFVPROC glad_glSamplerParameterfv = NULL; 496 | PFNGLSAMPLERPARAMETERIPROC glad_glSamplerParameteri = NULL; 497 | PFNGLSAMPLERPARAMETERIVPROC glad_glSamplerParameteriv = NULL; 498 | PFNGLSCISSORPROC glad_glScissor = NULL; 499 | PFNGLSECONDARYCOLORP3UIPROC glad_glSecondaryColorP3ui = NULL; 500 | PFNGLSECONDARYCOLORP3UIVPROC glad_glSecondaryColorP3uiv = NULL; 501 | PFNGLSHADERSOURCEPROC glad_glShaderSource = NULL; 502 | PFNGLSTENCILFUNCPROC glad_glStencilFunc = NULL; 503 | PFNGLSTENCILFUNCSEPARATEPROC glad_glStencilFuncSeparate = NULL; 504 | PFNGLSTENCILMASKPROC glad_glStencilMask = NULL; 505 | PFNGLSTENCILMASKSEPARATEPROC glad_glStencilMaskSeparate = NULL; 506 | PFNGLSTENCILOPPROC glad_glStencilOp = NULL; 507 | PFNGLSTENCILOPSEPARATEPROC glad_glStencilOpSeparate = NULL; 508 | PFNGLTEXBUFFERPROC glad_glTexBuffer = NULL; 509 | PFNGLTEXCOORDP1UIPROC glad_glTexCoordP1ui = NULL; 510 | PFNGLTEXCOORDP1UIVPROC glad_glTexCoordP1uiv = NULL; 511 | PFNGLTEXCOORDP2UIPROC glad_glTexCoordP2ui = NULL; 512 | PFNGLTEXCOORDP2UIVPROC glad_glTexCoordP2uiv = NULL; 513 | PFNGLTEXCOORDP3UIPROC glad_glTexCoordP3ui = NULL; 514 | PFNGLTEXCOORDP3UIVPROC glad_glTexCoordP3uiv = NULL; 515 | PFNGLTEXCOORDP4UIPROC glad_glTexCoordP4ui = NULL; 516 | PFNGLTEXCOORDP4UIVPROC glad_glTexCoordP4uiv = NULL; 517 | PFNGLTEXIMAGE1DPROC glad_glTexImage1D = NULL; 518 | PFNGLTEXIMAGE2DPROC glad_glTexImage2D = NULL; 519 | PFNGLTEXIMAGE2DMULTISAMPLEPROC glad_glTexImage2DMultisample = NULL; 520 | PFNGLTEXIMAGE3DPROC glad_glTexImage3D = NULL; 521 | PFNGLTEXIMAGE3DMULTISAMPLEPROC glad_glTexImage3DMultisample = NULL; 522 | PFNGLTEXPARAMETERIIVPROC glad_glTexParameterIiv = NULL; 523 | PFNGLTEXPARAMETERIUIVPROC glad_glTexParameterIuiv = NULL; 524 | PFNGLTEXPARAMETERFPROC glad_glTexParameterf = NULL; 525 | PFNGLTEXPARAMETERFVPROC glad_glTexParameterfv = NULL; 526 | PFNGLTEXPARAMETERIPROC glad_glTexParameteri = NULL; 527 | PFNGLTEXPARAMETERIVPROC glad_glTexParameteriv = NULL; 528 | PFNGLTEXSUBIMAGE1DPROC glad_glTexSubImage1D = NULL; 529 | PFNGLTEXSUBIMAGE2DPROC glad_glTexSubImage2D = NULL; 530 | PFNGLTEXSUBIMAGE3DPROC glad_glTexSubImage3D = NULL; 531 | PFNGLTRANSFORMFEEDBACKVARYINGSPROC glad_glTransformFeedbackVaryings = NULL; 532 | PFNGLUNIFORM1FPROC glad_glUniform1f = NULL; 533 | PFNGLUNIFORM1FVPROC glad_glUniform1fv = NULL; 534 | PFNGLUNIFORM1IPROC glad_glUniform1i = NULL; 535 | PFNGLUNIFORM1IVPROC glad_glUniform1iv = NULL; 536 | PFNGLUNIFORM1UIPROC glad_glUniform1ui = NULL; 537 | PFNGLUNIFORM1UIVPROC glad_glUniform1uiv = NULL; 538 | PFNGLUNIFORM2FPROC glad_glUniform2f = NULL; 539 | PFNGLUNIFORM2FVPROC glad_glUniform2fv = NULL; 540 | PFNGLUNIFORM2IPROC glad_glUniform2i = NULL; 541 | PFNGLUNIFORM2IVPROC glad_glUniform2iv = NULL; 542 | PFNGLUNIFORM2UIPROC glad_glUniform2ui = NULL; 543 | PFNGLUNIFORM2UIVPROC glad_glUniform2uiv = NULL; 544 | PFNGLUNIFORM3FPROC glad_glUniform3f = NULL; 545 | PFNGLUNIFORM3FVPROC glad_glUniform3fv = NULL; 546 | PFNGLUNIFORM3IPROC glad_glUniform3i = NULL; 547 | PFNGLUNIFORM3IVPROC glad_glUniform3iv = NULL; 548 | PFNGLUNIFORM3UIPROC glad_glUniform3ui = NULL; 549 | PFNGLUNIFORM3UIVPROC glad_glUniform3uiv = NULL; 550 | PFNGLUNIFORM4FPROC glad_glUniform4f = NULL; 551 | PFNGLUNIFORM4FVPROC glad_glUniform4fv = NULL; 552 | PFNGLUNIFORM4IPROC glad_glUniform4i = NULL; 553 | PFNGLUNIFORM4IVPROC glad_glUniform4iv = NULL; 554 | PFNGLUNIFORM4UIPROC glad_glUniform4ui = NULL; 555 | PFNGLUNIFORM4UIVPROC glad_glUniform4uiv = NULL; 556 | PFNGLUNIFORMBLOCKBINDINGPROC glad_glUniformBlockBinding = NULL; 557 | PFNGLUNIFORMMATRIX2FVPROC glad_glUniformMatrix2fv = NULL; 558 | PFNGLUNIFORMMATRIX2X3FVPROC glad_glUniformMatrix2x3fv = NULL; 559 | PFNGLUNIFORMMATRIX2X4FVPROC glad_glUniformMatrix2x4fv = NULL; 560 | PFNGLUNIFORMMATRIX3FVPROC glad_glUniformMatrix3fv = NULL; 561 | PFNGLUNIFORMMATRIX3X2FVPROC glad_glUniformMatrix3x2fv = NULL; 562 | PFNGLUNIFORMMATRIX3X4FVPROC glad_glUniformMatrix3x4fv = NULL; 563 | PFNGLUNIFORMMATRIX4FVPROC glad_glUniformMatrix4fv = NULL; 564 | PFNGLUNIFORMMATRIX4X2FVPROC glad_glUniformMatrix4x2fv = NULL; 565 | PFNGLUNIFORMMATRIX4X3FVPROC glad_glUniformMatrix4x3fv = NULL; 566 | PFNGLUNMAPBUFFERPROC glad_glUnmapBuffer = NULL; 567 | PFNGLUSEPROGRAMPROC glad_glUseProgram = NULL; 568 | PFNGLVALIDATEPROGRAMPROC glad_glValidateProgram = NULL; 569 | PFNGLVERTEXATTRIB1DPROC glad_glVertexAttrib1d = NULL; 570 | PFNGLVERTEXATTRIB1DVPROC glad_glVertexAttrib1dv = NULL; 571 | PFNGLVERTEXATTRIB1FPROC glad_glVertexAttrib1f = NULL; 572 | PFNGLVERTEXATTRIB1FVPROC glad_glVertexAttrib1fv = NULL; 573 | PFNGLVERTEXATTRIB1SPROC glad_glVertexAttrib1s = NULL; 574 | PFNGLVERTEXATTRIB1SVPROC glad_glVertexAttrib1sv = NULL; 575 | PFNGLVERTEXATTRIB2DPROC glad_glVertexAttrib2d = NULL; 576 | PFNGLVERTEXATTRIB2DVPROC glad_glVertexAttrib2dv = NULL; 577 | PFNGLVERTEXATTRIB2FPROC glad_glVertexAttrib2f = NULL; 578 | PFNGLVERTEXATTRIB2FVPROC glad_glVertexAttrib2fv = NULL; 579 | PFNGLVERTEXATTRIB2SPROC glad_glVertexAttrib2s = NULL; 580 | PFNGLVERTEXATTRIB2SVPROC glad_glVertexAttrib2sv = NULL; 581 | PFNGLVERTEXATTRIB3DPROC glad_glVertexAttrib3d = NULL; 582 | PFNGLVERTEXATTRIB3DVPROC glad_glVertexAttrib3dv = NULL; 583 | PFNGLVERTEXATTRIB3FPROC glad_glVertexAttrib3f = NULL; 584 | PFNGLVERTEXATTRIB3FVPROC glad_glVertexAttrib3fv = NULL; 585 | PFNGLVERTEXATTRIB3SPROC glad_glVertexAttrib3s = NULL; 586 | PFNGLVERTEXATTRIB3SVPROC glad_glVertexAttrib3sv = NULL; 587 | PFNGLVERTEXATTRIB4NBVPROC glad_glVertexAttrib4Nbv = NULL; 588 | PFNGLVERTEXATTRIB4NIVPROC glad_glVertexAttrib4Niv = NULL; 589 | PFNGLVERTEXATTRIB4NSVPROC glad_glVertexAttrib4Nsv = NULL; 590 | PFNGLVERTEXATTRIB4NUBPROC glad_glVertexAttrib4Nub = NULL; 591 | PFNGLVERTEXATTRIB4NUBVPROC glad_glVertexAttrib4Nubv = NULL; 592 | PFNGLVERTEXATTRIB4NUIVPROC glad_glVertexAttrib4Nuiv = NULL; 593 | PFNGLVERTEXATTRIB4NUSVPROC glad_glVertexAttrib4Nusv = NULL; 594 | PFNGLVERTEXATTRIB4BVPROC glad_glVertexAttrib4bv = NULL; 595 | PFNGLVERTEXATTRIB4DPROC glad_glVertexAttrib4d = NULL; 596 | PFNGLVERTEXATTRIB4DVPROC glad_glVertexAttrib4dv = NULL; 597 | PFNGLVERTEXATTRIB4FPROC glad_glVertexAttrib4f = NULL; 598 | PFNGLVERTEXATTRIB4FVPROC glad_glVertexAttrib4fv = NULL; 599 | PFNGLVERTEXATTRIB4IVPROC glad_glVertexAttrib4iv = NULL; 600 | PFNGLVERTEXATTRIB4SPROC glad_glVertexAttrib4s = NULL; 601 | PFNGLVERTEXATTRIB4SVPROC glad_glVertexAttrib4sv = NULL; 602 | PFNGLVERTEXATTRIB4UBVPROC glad_glVertexAttrib4ubv = NULL; 603 | PFNGLVERTEXATTRIB4UIVPROC glad_glVertexAttrib4uiv = NULL; 604 | PFNGLVERTEXATTRIB4USVPROC glad_glVertexAttrib4usv = NULL; 605 | PFNGLVERTEXATTRIBDIVISORPROC glad_glVertexAttribDivisor = NULL; 606 | PFNGLVERTEXATTRIBI1IPROC glad_glVertexAttribI1i = NULL; 607 | PFNGLVERTEXATTRIBI1IVPROC glad_glVertexAttribI1iv = NULL; 608 | PFNGLVERTEXATTRIBI1UIPROC glad_glVertexAttribI1ui = NULL; 609 | PFNGLVERTEXATTRIBI1UIVPROC glad_glVertexAttribI1uiv = NULL; 610 | PFNGLVERTEXATTRIBI2IPROC glad_glVertexAttribI2i = NULL; 611 | PFNGLVERTEXATTRIBI2IVPROC glad_glVertexAttribI2iv = NULL; 612 | PFNGLVERTEXATTRIBI2UIPROC glad_glVertexAttribI2ui = NULL; 613 | PFNGLVERTEXATTRIBI2UIVPROC glad_glVertexAttribI2uiv = NULL; 614 | PFNGLVERTEXATTRIBI3IPROC glad_glVertexAttribI3i = NULL; 615 | PFNGLVERTEXATTRIBI3IVPROC glad_glVertexAttribI3iv = NULL; 616 | PFNGLVERTEXATTRIBI3UIPROC glad_glVertexAttribI3ui = NULL; 617 | PFNGLVERTEXATTRIBI3UIVPROC glad_glVertexAttribI3uiv = NULL; 618 | PFNGLVERTEXATTRIBI4BVPROC glad_glVertexAttribI4bv = NULL; 619 | PFNGLVERTEXATTRIBI4IPROC glad_glVertexAttribI4i = NULL; 620 | PFNGLVERTEXATTRIBI4IVPROC glad_glVertexAttribI4iv = NULL; 621 | PFNGLVERTEXATTRIBI4SVPROC glad_glVertexAttribI4sv = NULL; 622 | PFNGLVERTEXATTRIBI4UBVPROC glad_glVertexAttribI4ubv = NULL; 623 | PFNGLVERTEXATTRIBI4UIPROC glad_glVertexAttribI4ui = NULL; 624 | PFNGLVERTEXATTRIBI4UIVPROC glad_glVertexAttribI4uiv = NULL; 625 | PFNGLVERTEXATTRIBI4USVPROC glad_glVertexAttribI4usv = NULL; 626 | PFNGLVERTEXATTRIBIPOINTERPROC glad_glVertexAttribIPointer = NULL; 627 | PFNGLVERTEXATTRIBP1UIPROC glad_glVertexAttribP1ui = NULL; 628 | PFNGLVERTEXATTRIBP1UIVPROC glad_glVertexAttribP1uiv = NULL; 629 | PFNGLVERTEXATTRIBP2UIPROC glad_glVertexAttribP2ui = NULL; 630 | PFNGLVERTEXATTRIBP2UIVPROC glad_glVertexAttribP2uiv = NULL; 631 | PFNGLVERTEXATTRIBP3UIPROC glad_glVertexAttribP3ui = NULL; 632 | PFNGLVERTEXATTRIBP3UIVPROC glad_glVertexAttribP3uiv = NULL; 633 | PFNGLVERTEXATTRIBP4UIPROC glad_glVertexAttribP4ui = NULL; 634 | PFNGLVERTEXATTRIBP4UIVPROC glad_glVertexAttribP4uiv = NULL; 635 | PFNGLVERTEXATTRIBPOINTERPROC glad_glVertexAttribPointer = NULL; 636 | PFNGLVERTEXP2UIPROC glad_glVertexP2ui = NULL; 637 | PFNGLVERTEXP2UIVPROC glad_glVertexP2uiv = NULL; 638 | PFNGLVERTEXP3UIPROC glad_glVertexP3ui = NULL; 639 | PFNGLVERTEXP3UIVPROC glad_glVertexP3uiv = NULL; 640 | PFNGLVERTEXP4UIPROC glad_glVertexP4ui = NULL; 641 | PFNGLVERTEXP4UIVPROC glad_glVertexP4uiv = NULL; 642 | PFNGLVIEWPORTPROC glad_glViewport = NULL; 643 | PFNGLWAITSYNCPROC glad_glWaitSync = NULL; 644 | static void load_GL_VERSION_1_0(GLADloadproc load) { 645 | if(!GLAD_GL_VERSION_1_0) return; 646 | glad_glCullFace = (PFNGLCULLFACEPROC)load("glCullFace"); 647 | glad_glFrontFace = (PFNGLFRONTFACEPROC)load("glFrontFace"); 648 | glad_glHint = (PFNGLHINTPROC)load("glHint"); 649 | glad_glLineWidth = (PFNGLLINEWIDTHPROC)load("glLineWidth"); 650 | glad_glPointSize = (PFNGLPOINTSIZEPROC)load("glPointSize"); 651 | glad_glPolygonMode = (PFNGLPOLYGONMODEPROC)load("glPolygonMode"); 652 | glad_glScissor = (PFNGLSCISSORPROC)load("glScissor"); 653 | glad_glTexParameterf = (PFNGLTEXPARAMETERFPROC)load("glTexParameterf"); 654 | glad_glTexParameterfv = (PFNGLTEXPARAMETERFVPROC)load("glTexParameterfv"); 655 | glad_glTexParameteri = (PFNGLTEXPARAMETERIPROC)load("glTexParameteri"); 656 | glad_glTexParameteriv = (PFNGLTEXPARAMETERIVPROC)load("glTexParameteriv"); 657 | glad_glTexImage1D = (PFNGLTEXIMAGE1DPROC)load("glTexImage1D"); 658 | glad_glTexImage2D = (PFNGLTEXIMAGE2DPROC)load("glTexImage2D"); 659 | glad_glDrawBuffer = (PFNGLDRAWBUFFERPROC)load("glDrawBuffer"); 660 | glad_glClear = (PFNGLCLEARPROC)load("glClear"); 661 | glad_glClearColor = (PFNGLCLEARCOLORPROC)load("glClearColor"); 662 | glad_glClearStencil = (PFNGLCLEARSTENCILPROC)load("glClearStencil"); 663 | glad_glClearDepth = (PFNGLCLEARDEPTHPROC)load("glClearDepth"); 664 | glad_glStencilMask = (PFNGLSTENCILMASKPROC)load("glStencilMask"); 665 | glad_glColorMask = (PFNGLCOLORMASKPROC)load("glColorMask"); 666 | glad_glDepthMask = (PFNGLDEPTHMASKPROC)load("glDepthMask"); 667 | glad_glDisable = (PFNGLDISABLEPROC)load("glDisable"); 668 | glad_glEnable = (PFNGLENABLEPROC)load("glEnable"); 669 | glad_glFinish = (PFNGLFINISHPROC)load("glFinish"); 670 | glad_glFlush = (PFNGLFLUSHPROC)load("glFlush"); 671 | glad_glBlendFunc = (PFNGLBLENDFUNCPROC)load("glBlendFunc"); 672 | glad_glLogicOp = (PFNGLLOGICOPPROC)load("glLogicOp"); 673 | glad_glStencilFunc = (PFNGLSTENCILFUNCPROC)load("glStencilFunc"); 674 | glad_glStencilOp = (PFNGLSTENCILOPPROC)load("glStencilOp"); 675 | glad_glDepthFunc = (PFNGLDEPTHFUNCPROC)load("glDepthFunc"); 676 | glad_glPixelStoref = (PFNGLPIXELSTOREFPROC)load("glPixelStoref"); 677 | glad_glPixelStorei = (PFNGLPIXELSTOREIPROC)load("glPixelStorei"); 678 | glad_glReadBuffer = (PFNGLREADBUFFERPROC)load("glReadBuffer"); 679 | glad_glReadPixels = (PFNGLREADPIXELSPROC)load("glReadPixels"); 680 | glad_glGetBooleanv = (PFNGLGETBOOLEANVPROC)load("glGetBooleanv"); 681 | glad_glGetDoublev = (PFNGLGETDOUBLEVPROC)load("glGetDoublev"); 682 | glad_glGetError = (PFNGLGETERRORPROC)load("glGetError"); 683 | glad_glGetFloatv = (PFNGLGETFLOATVPROC)load("glGetFloatv"); 684 | glad_glGetIntegerv = (PFNGLGETINTEGERVPROC)load("glGetIntegerv"); 685 | glad_glGetString = (PFNGLGETSTRINGPROC)load("glGetString"); 686 | glad_glGetTexImage = (PFNGLGETTEXIMAGEPROC)load("glGetTexImage"); 687 | glad_glGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC)load("glGetTexParameterfv"); 688 | glad_glGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC)load("glGetTexParameteriv"); 689 | glad_glGetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC)load("glGetTexLevelParameterfv"); 690 | glad_glGetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC)load("glGetTexLevelParameteriv"); 691 | glad_glIsEnabled = (PFNGLISENABLEDPROC)load("glIsEnabled"); 692 | glad_glDepthRange = (PFNGLDEPTHRANGEPROC)load("glDepthRange"); 693 | glad_glViewport = (PFNGLVIEWPORTPROC)load("glViewport"); 694 | } 695 | static void load_GL_VERSION_1_1(GLADloadproc load) { 696 | if(!GLAD_GL_VERSION_1_1) return; 697 | glad_glDrawArrays = (PFNGLDRAWARRAYSPROC)load("glDrawArrays"); 698 | glad_glDrawElements = (PFNGLDRAWELEMENTSPROC)load("glDrawElements"); 699 | glad_glPolygonOffset = (PFNGLPOLYGONOFFSETPROC)load("glPolygonOffset"); 700 | glad_glCopyTexImage1D = (PFNGLCOPYTEXIMAGE1DPROC)load("glCopyTexImage1D"); 701 | glad_glCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC)load("glCopyTexImage2D"); 702 | glad_glCopyTexSubImage1D = (PFNGLCOPYTEXSUBIMAGE1DPROC)load("glCopyTexSubImage1D"); 703 | glad_glCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC)load("glCopyTexSubImage2D"); 704 | glad_glTexSubImage1D = (PFNGLTEXSUBIMAGE1DPROC)load("glTexSubImage1D"); 705 | glad_glTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC)load("glTexSubImage2D"); 706 | glad_glBindTexture = (PFNGLBINDTEXTUREPROC)load("glBindTexture"); 707 | glad_glDeleteTextures = (PFNGLDELETETEXTURESPROC)load("glDeleteTextures"); 708 | glad_glGenTextures = (PFNGLGENTEXTURESPROC)load("glGenTextures"); 709 | glad_glIsTexture = (PFNGLISTEXTUREPROC)load("glIsTexture"); 710 | } 711 | static void load_GL_VERSION_1_2(GLADloadproc load) { 712 | if(!GLAD_GL_VERSION_1_2) return; 713 | glad_glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)load("glDrawRangeElements"); 714 | glad_glTexImage3D = (PFNGLTEXIMAGE3DPROC)load("glTexImage3D"); 715 | glad_glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)load("glTexSubImage3D"); 716 | glad_glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)load("glCopyTexSubImage3D"); 717 | } 718 | static void load_GL_VERSION_1_3(GLADloadproc load) { 719 | if(!GLAD_GL_VERSION_1_3) return; 720 | glad_glActiveTexture = (PFNGLACTIVETEXTUREPROC)load("glActiveTexture"); 721 | glad_glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC)load("glSampleCoverage"); 722 | glad_glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)load("glCompressedTexImage3D"); 723 | glad_glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)load("glCompressedTexImage2D"); 724 | glad_glCompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC)load("glCompressedTexImage1D"); 725 | glad_glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)load("glCompressedTexSubImage3D"); 726 | glad_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)load("glCompressedTexSubImage2D"); 727 | glad_glCompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC)load("glCompressedTexSubImage1D"); 728 | glad_glGetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC)load("glGetCompressedTexImage"); 729 | } 730 | static void load_GL_VERSION_1_4(GLADloadproc load) { 731 | if(!GLAD_GL_VERSION_1_4) return; 732 | glad_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)load("glBlendFuncSeparate"); 733 | glad_glMultiDrawArrays = (PFNGLMULTIDRAWARRAYSPROC)load("glMultiDrawArrays"); 734 | glad_glMultiDrawElements = (PFNGLMULTIDRAWELEMENTSPROC)load("glMultiDrawElements"); 735 | glad_glPointParameterf = (PFNGLPOINTPARAMETERFPROC)load("glPointParameterf"); 736 | glad_glPointParameterfv = (PFNGLPOINTPARAMETERFVPROC)load("glPointParameterfv"); 737 | glad_glPointParameteri = (PFNGLPOINTPARAMETERIPROC)load("glPointParameteri"); 738 | glad_glPointParameteriv = (PFNGLPOINTPARAMETERIVPROC)load("glPointParameteriv"); 739 | glad_glBlendColor = (PFNGLBLENDCOLORPROC)load("glBlendColor"); 740 | glad_glBlendEquation = (PFNGLBLENDEQUATIONPROC)load("glBlendEquation"); 741 | } 742 | static void load_GL_VERSION_1_5(GLADloadproc load) { 743 | if(!GLAD_GL_VERSION_1_5) return; 744 | glad_glGenQueries = (PFNGLGENQUERIESPROC)load("glGenQueries"); 745 | glad_glDeleteQueries = (PFNGLDELETEQUERIESPROC)load("glDeleteQueries"); 746 | glad_glIsQuery = (PFNGLISQUERYPROC)load("glIsQuery"); 747 | glad_glBeginQuery = (PFNGLBEGINQUERYPROC)load("glBeginQuery"); 748 | glad_glEndQuery = (PFNGLENDQUERYPROC)load("glEndQuery"); 749 | glad_glGetQueryiv = (PFNGLGETQUERYIVPROC)load("glGetQueryiv"); 750 | glad_glGetQueryObjectiv = (PFNGLGETQUERYOBJECTIVPROC)load("glGetQueryObjectiv"); 751 | glad_glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)load("glGetQueryObjectuiv"); 752 | glad_glBindBuffer = (PFNGLBINDBUFFERPROC)load("glBindBuffer"); 753 | glad_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)load("glDeleteBuffers"); 754 | glad_glGenBuffers = (PFNGLGENBUFFERSPROC)load("glGenBuffers"); 755 | glad_glIsBuffer = (PFNGLISBUFFERPROC)load("glIsBuffer"); 756 | glad_glBufferData = (PFNGLBUFFERDATAPROC)load("glBufferData"); 757 | glad_glBufferSubData = (PFNGLBUFFERSUBDATAPROC)load("glBufferSubData"); 758 | glad_glGetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC)load("glGetBufferSubData"); 759 | glad_glMapBuffer = (PFNGLMAPBUFFERPROC)load("glMapBuffer"); 760 | glad_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)load("glUnmapBuffer"); 761 | glad_glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC)load("glGetBufferParameteriv"); 762 | glad_glGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC)load("glGetBufferPointerv"); 763 | } 764 | static void load_GL_VERSION_2_0(GLADloadproc load) { 765 | if(!GLAD_GL_VERSION_2_0) return; 766 | glad_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)load("glBlendEquationSeparate"); 767 | glad_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)load("glDrawBuffers"); 768 | glad_glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)load("glStencilOpSeparate"); 769 | glad_glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)load("glStencilFuncSeparate"); 770 | glad_glStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC)load("glStencilMaskSeparate"); 771 | glad_glAttachShader = (PFNGLATTACHSHADERPROC)load("glAttachShader"); 772 | glad_glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)load("glBindAttribLocation"); 773 | glad_glCompileShader = (PFNGLCOMPILESHADERPROC)load("glCompileShader"); 774 | glad_glCreateProgram = (PFNGLCREATEPROGRAMPROC)load("glCreateProgram"); 775 | glad_glCreateShader = (PFNGLCREATESHADERPROC)load("glCreateShader"); 776 | glad_glDeleteProgram = (PFNGLDELETEPROGRAMPROC)load("glDeleteProgram"); 777 | glad_glDeleteShader = (PFNGLDELETESHADERPROC)load("glDeleteShader"); 778 | glad_glDetachShader = (PFNGLDETACHSHADERPROC)load("glDetachShader"); 779 | glad_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)load("glDisableVertexAttribArray"); 780 | glad_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)load("glEnableVertexAttribArray"); 781 | glad_glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)load("glGetActiveAttrib"); 782 | glad_glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)load("glGetActiveUniform"); 783 | glad_glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC)load("glGetAttachedShaders"); 784 | glad_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)load("glGetAttribLocation"); 785 | glad_glGetProgramiv = (PFNGLGETPROGRAMIVPROC)load("glGetProgramiv"); 786 | glad_glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)load("glGetProgramInfoLog"); 787 | glad_glGetShaderiv = (PFNGLGETSHADERIVPROC)load("glGetShaderiv"); 788 | glad_glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)load("glGetShaderInfoLog"); 789 | glad_glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)load("glGetShaderSource"); 790 | glad_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)load("glGetUniformLocation"); 791 | glad_glGetUniformfv = (PFNGLGETUNIFORMFVPROC)load("glGetUniformfv"); 792 | glad_glGetUniformiv = (PFNGLGETUNIFORMIVPROC)load("glGetUniformiv"); 793 | glad_glGetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC)load("glGetVertexAttribdv"); 794 | glad_glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC)load("glGetVertexAttribfv"); 795 | glad_glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC)load("glGetVertexAttribiv"); 796 | glad_glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC)load("glGetVertexAttribPointerv"); 797 | glad_glIsProgram = (PFNGLISPROGRAMPROC)load("glIsProgram"); 798 | glad_glIsShader = (PFNGLISSHADERPROC)load("glIsShader"); 799 | glad_glLinkProgram = (PFNGLLINKPROGRAMPROC)load("glLinkProgram"); 800 | glad_glShaderSource = (PFNGLSHADERSOURCEPROC)load("glShaderSource"); 801 | glad_glUseProgram = (PFNGLUSEPROGRAMPROC)load("glUseProgram"); 802 | glad_glUniform1f = (PFNGLUNIFORM1FPROC)load("glUniform1f"); 803 | glad_glUniform2f = (PFNGLUNIFORM2FPROC)load("glUniform2f"); 804 | glad_glUniform3f = (PFNGLUNIFORM3FPROC)load("glUniform3f"); 805 | glad_glUniform4f = (PFNGLUNIFORM4FPROC)load("glUniform4f"); 806 | glad_glUniform1i = (PFNGLUNIFORM1IPROC)load("glUniform1i"); 807 | glad_glUniform2i = (PFNGLUNIFORM2IPROC)load("glUniform2i"); 808 | glad_glUniform3i = (PFNGLUNIFORM3IPROC)load("glUniform3i"); 809 | glad_glUniform4i = (PFNGLUNIFORM4IPROC)load("glUniform4i"); 810 | glad_glUniform1fv = (PFNGLUNIFORM1FVPROC)load("glUniform1fv"); 811 | glad_glUniform2fv = (PFNGLUNIFORM2FVPROC)load("glUniform2fv"); 812 | glad_glUniform3fv = (PFNGLUNIFORM3FVPROC)load("glUniform3fv"); 813 | glad_glUniform4fv = (PFNGLUNIFORM4FVPROC)load("glUniform4fv"); 814 | glad_glUniform1iv = (PFNGLUNIFORM1IVPROC)load("glUniform1iv"); 815 | glad_glUniform2iv = (PFNGLUNIFORM2IVPROC)load("glUniform2iv"); 816 | glad_glUniform3iv = (PFNGLUNIFORM3IVPROC)load("glUniform3iv"); 817 | glad_glUniform4iv = (PFNGLUNIFORM4IVPROC)load("glUniform4iv"); 818 | glad_glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)load("glUniformMatrix2fv"); 819 | glad_glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)load("glUniformMatrix3fv"); 820 | glad_glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)load("glUniformMatrix4fv"); 821 | glad_glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)load("glValidateProgram"); 822 | glad_glVertexAttrib1d = (PFNGLVERTEXATTRIB1DPROC)load("glVertexAttrib1d"); 823 | glad_glVertexAttrib1dv = (PFNGLVERTEXATTRIB1DVPROC)load("glVertexAttrib1dv"); 824 | glad_glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)load("glVertexAttrib1f"); 825 | glad_glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)load("glVertexAttrib1fv"); 826 | glad_glVertexAttrib1s = (PFNGLVERTEXATTRIB1SPROC)load("glVertexAttrib1s"); 827 | glad_glVertexAttrib1sv = (PFNGLVERTEXATTRIB1SVPROC)load("glVertexAttrib1sv"); 828 | glad_glVertexAttrib2d = (PFNGLVERTEXATTRIB2DPROC)load("glVertexAttrib2d"); 829 | glad_glVertexAttrib2dv = (PFNGLVERTEXATTRIB2DVPROC)load("glVertexAttrib2dv"); 830 | glad_glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)load("glVertexAttrib2f"); 831 | glad_glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)load("glVertexAttrib2fv"); 832 | glad_glVertexAttrib2s = (PFNGLVERTEXATTRIB2SPROC)load("glVertexAttrib2s"); 833 | glad_glVertexAttrib2sv = (PFNGLVERTEXATTRIB2SVPROC)load("glVertexAttrib2sv"); 834 | glad_glVertexAttrib3d = (PFNGLVERTEXATTRIB3DPROC)load("glVertexAttrib3d"); 835 | glad_glVertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC)load("glVertexAttrib3dv"); 836 | glad_glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)load("glVertexAttrib3f"); 837 | glad_glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)load("glVertexAttrib3fv"); 838 | glad_glVertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC)load("glVertexAttrib3s"); 839 | glad_glVertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC)load("glVertexAttrib3sv"); 840 | glad_glVertexAttrib4Nbv = (PFNGLVERTEXATTRIB4NBVPROC)load("glVertexAttrib4Nbv"); 841 | glad_glVertexAttrib4Niv = (PFNGLVERTEXATTRIB4NIVPROC)load("glVertexAttrib4Niv"); 842 | glad_glVertexAttrib4Nsv = (PFNGLVERTEXATTRIB4NSVPROC)load("glVertexAttrib4Nsv"); 843 | glad_glVertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC)load("glVertexAttrib4Nub"); 844 | glad_glVertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC)load("glVertexAttrib4Nubv"); 845 | glad_glVertexAttrib4Nuiv = (PFNGLVERTEXATTRIB4NUIVPROC)load("glVertexAttrib4Nuiv"); 846 | glad_glVertexAttrib4Nusv = (PFNGLVERTEXATTRIB4NUSVPROC)load("glVertexAttrib4Nusv"); 847 | glad_glVertexAttrib4bv = (PFNGLVERTEXATTRIB4BVPROC)load("glVertexAttrib4bv"); 848 | glad_glVertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC)load("glVertexAttrib4d"); 849 | glad_glVertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC)load("glVertexAttrib4dv"); 850 | glad_glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)load("glVertexAttrib4f"); 851 | glad_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)load("glVertexAttrib4fv"); 852 | glad_glVertexAttrib4iv = (PFNGLVERTEXATTRIB4IVPROC)load("glVertexAttrib4iv"); 853 | glad_glVertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC)load("glVertexAttrib4s"); 854 | glad_glVertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC)load("glVertexAttrib4sv"); 855 | glad_glVertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC)load("glVertexAttrib4ubv"); 856 | glad_glVertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC)load("glVertexAttrib4uiv"); 857 | glad_glVertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC)load("glVertexAttrib4usv"); 858 | glad_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)load("glVertexAttribPointer"); 859 | } 860 | static void load_GL_VERSION_2_1(GLADloadproc load) { 861 | if(!GLAD_GL_VERSION_2_1) return; 862 | glad_glUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC)load("glUniformMatrix2x3fv"); 863 | glad_glUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC)load("glUniformMatrix3x2fv"); 864 | glad_glUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC)load("glUniformMatrix2x4fv"); 865 | glad_glUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC)load("glUniformMatrix4x2fv"); 866 | glad_glUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC)load("glUniformMatrix3x4fv"); 867 | glad_glUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC)load("glUniformMatrix4x3fv"); 868 | } 869 | static void load_GL_VERSION_3_0(GLADloadproc load) { 870 | if(!GLAD_GL_VERSION_3_0) return; 871 | glad_glColorMaski = (PFNGLCOLORMASKIPROC)load("glColorMaski"); 872 | glad_glGetBooleani_v = (PFNGLGETBOOLEANI_VPROC)load("glGetBooleani_v"); 873 | glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v"); 874 | glad_glEnablei = (PFNGLENABLEIPROC)load("glEnablei"); 875 | glad_glDisablei = (PFNGLDISABLEIPROC)load("glDisablei"); 876 | glad_glIsEnabledi = (PFNGLISENABLEDIPROC)load("glIsEnabledi"); 877 | glad_glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)load("glBeginTransformFeedback"); 878 | glad_glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)load("glEndTransformFeedback"); 879 | glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange"); 880 | glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase"); 881 | glad_glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)load("glTransformFeedbackVaryings"); 882 | glad_glGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)load("glGetTransformFeedbackVarying"); 883 | glad_glClampColor = (PFNGLCLAMPCOLORPROC)load("glClampColor"); 884 | glad_glBeginConditionalRender = (PFNGLBEGINCONDITIONALRENDERPROC)load("glBeginConditionalRender"); 885 | glad_glEndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC)load("glEndConditionalRender"); 886 | glad_glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)load("glVertexAttribIPointer"); 887 | glad_glGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC)load("glGetVertexAttribIiv"); 888 | glad_glGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC)load("glGetVertexAttribIuiv"); 889 | glad_glVertexAttribI1i = (PFNGLVERTEXATTRIBI1IPROC)load("glVertexAttribI1i"); 890 | glad_glVertexAttribI2i = (PFNGLVERTEXATTRIBI2IPROC)load("glVertexAttribI2i"); 891 | glad_glVertexAttribI3i = (PFNGLVERTEXATTRIBI3IPROC)load("glVertexAttribI3i"); 892 | glad_glVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC)load("glVertexAttribI4i"); 893 | glad_glVertexAttribI1ui = (PFNGLVERTEXATTRIBI1UIPROC)load("glVertexAttribI1ui"); 894 | glad_glVertexAttribI2ui = (PFNGLVERTEXATTRIBI2UIPROC)load("glVertexAttribI2ui"); 895 | glad_glVertexAttribI3ui = (PFNGLVERTEXATTRIBI3UIPROC)load("glVertexAttribI3ui"); 896 | glad_glVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC)load("glVertexAttribI4ui"); 897 | glad_glVertexAttribI1iv = (PFNGLVERTEXATTRIBI1IVPROC)load("glVertexAttribI1iv"); 898 | glad_glVertexAttribI2iv = (PFNGLVERTEXATTRIBI2IVPROC)load("glVertexAttribI2iv"); 899 | glad_glVertexAttribI3iv = (PFNGLVERTEXATTRIBI3IVPROC)load("glVertexAttribI3iv"); 900 | glad_glVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC)load("glVertexAttribI4iv"); 901 | glad_glVertexAttribI1uiv = (PFNGLVERTEXATTRIBI1UIVPROC)load("glVertexAttribI1uiv"); 902 | glad_glVertexAttribI2uiv = (PFNGLVERTEXATTRIBI2UIVPROC)load("glVertexAttribI2uiv"); 903 | glad_glVertexAttribI3uiv = (PFNGLVERTEXATTRIBI3UIVPROC)load("glVertexAttribI3uiv"); 904 | glad_glVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC)load("glVertexAttribI4uiv"); 905 | glad_glVertexAttribI4bv = (PFNGLVERTEXATTRIBI4BVPROC)load("glVertexAttribI4bv"); 906 | glad_glVertexAttribI4sv = (PFNGLVERTEXATTRIBI4SVPROC)load("glVertexAttribI4sv"); 907 | glad_glVertexAttribI4ubv = (PFNGLVERTEXATTRIBI4UBVPROC)load("glVertexAttribI4ubv"); 908 | glad_glVertexAttribI4usv = (PFNGLVERTEXATTRIBI4USVPROC)load("glVertexAttribI4usv"); 909 | glad_glGetUniformuiv = (PFNGLGETUNIFORMUIVPROC)load("glGetUniformuiv"); 910 | glad_glBindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC)load("glBindFragDataLocation"); 911 | glad_glGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC)load("glGetFragDataLocation"); 912 | glad_glUniform1ui = (PFNGLUNIFORM1UIPROC)load("glUniform1ui"); 913 | glad_glUniform2ui = (PFNGLUNIFORM2UIPROC)load("glUniform2ui"); 914 | glad_glUniform3ui = (PFNGLUNIFORM3UIPROC)load("glUniform3ui"); 915 | glad_glUniform4ui = (PFNGLUNIFORM4UIPROC)load("glUniform4ui"); 916 | glad_glUniform1uiv = (PFNGLUNIFORM1UIVPROC)load("glUniform1uiv"); 917 | glad_glUniform2uiv = (PFNGLUNIFORM2UIVPROC)load("glUniform2uiv"); 918 | glad_glUniform3uiv = (PFNGLUNIFORM3UIVPROC)load("glUniform3uiv"); 919 | glad_glUniform4uiv = (PFNGLUNIFORM4UIVPROC)load("glUniform4uiv"); 920 | glad_glTexParameterIiv = (PFNGLTEXPARAMETERIIVPROC)load("glTexParameterIiv"); 921 | glad_glTexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC)load("glTexParameterIuiv"); 922 | glad_glGetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC)load("glGetTexParameterIiv"); 923 | glad_glGetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC)load("glGetTexParameterIuiv"); 924 | glad_glClearBufferiv = (PFNGLCLEARBUFFERIVPROC)load("glClearBufferiv"); 925 | glad_glClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC)load("glClearBufferuiv"); 926 | glad_glClearBufferfv = (PFNGLCLEARBUFFERFVPROC)load("glClearBufferfv"); 927 | glad_glClearBufferfi = (PFNGLCLEARBUFFERFIPROC)load("glClearBufferfi"); 928 | glad_glGetStringi = (PFNGLGETSTRINGIPROC)load("glGetStringi"); 929 | glad_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)load("glIsRenderbuffer"); 930 | glad_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)load("glBindRenderbuffer"); 931 | glad_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)load("glDeleteRenderbuffers"); 932 | glad_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)load("glGenRenderbuffers"); 933 | glad_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)load("glRenderbufferStorage"); 934 | glad_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)load("glGetRenderbufferParameteriv"); 935 | glad_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)load("glIsFramebuffer"); 936 | glad_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)load("glBindFramebuffer"); 937 | glad_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)load("glDeleteFramebuffers"); 938 | glad_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)load("glGenFramebuffers"); 939 | glad_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)load("glCheckFramebufferStatus"); 940 | glad_glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC)load("glFramebufferTexture1D"); 941 | glad_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)load("glFramebufferTexture2D"); 942 | glad_glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC)load("glFramebufferTexture3D"); 943 | glad_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)load("glFramebufferRenderbuffer"); 944 | glad_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)load("glGetFramebufferAttachmentParameteriv"); 945 | glad_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)load("glGenerateMipmap"); 946 | glad_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)load("glBlitFramebuffer"); 947 | glad_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)load("glRenderbufferStorageMultisample"); 948 | glad_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)load("glFramebufferTextureLayer"); 949 | glad_glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)load("glMapBufferRange"); 950 | glad_glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)load("glFlushMappedBufferRange"); 951 | glad_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)load("glBindVertexArray"); 952 | glad_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)load("glDeleteVertexArrays"); 953 | glad_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)load("glGenVertexArrays"); 954 | glad_glIsVertexArray = (PFNGLISVERTEXARRAYPROC)load("glIsVertexArray"); 955 | } 956 | static void load_GL_VERSION_3_1(GLADloadproc load) { 957 | if(!GLAD_GL_VERSION_3_1) return; 958 | glad_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)load("glDrawArraysInstanced"); 959 | glad_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)load("glDrawElementsInstanced"); 960 | glad_glTexBuffer = (PFNGLTEXBUFFERPROC)load("glTexBuffer"); 961 | glad_glPrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC)load("glPrimitiveRestartIndex"); 962 | glad_glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC)load("glCopyBufferSubData"); 963 | glad_glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)load("glGetUniformIndices"); 964 | glad_glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)load("glGetActiveUniformsiv"); 965 | glad_glGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC)load("glGetActiveUniformName"); 966 | glad_glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)load("glGetUniformBlockIndex"); 967 | glad_glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)load("glGetActiveUniformBlockiv"); 968 | glad_glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)load("glGetActiveUniformBlockName"); 969 | glad_glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)load("glUniformBlockBinding"); 970 | glad_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)load("glBindBufferRange"); 971 | glad_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)load("glBindBufferBase"); 972 | glad_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)load("glGetIntegeri_v"); 973 | } 974 | static void load_GL_VERSION_3_2(GLADloadproc load) { 975 | if(!GLAD_GL_VERSION_3_2) return; 976 | glad_glDrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC)load("glDrawElementsBaseVertex"); 977 | glad_glDrawRangeElementsBaseVertex = (PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC)load("glDrawRangeElementsBaseVertex"); 978 | glad_glDrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC)load("glDrawElementsInstancedBaseVertex"); 979 | glad_glMultiDrawElementsBaseVertex = (PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC)load("glMultiDrawElementsBaseVertex"); 980 | glad_glProvokingVertex = (PFNGLPROVOKINGVERTEXPROC)load("glProvokingVertex"); 981 | glad_glFenceSync = (PFNGLFENCESYNCPROC)load("glFenceSync"); 982 | glad_glIsSync = (PFNGLISSYNCPROC)load("glIsSync"); 983 | glad_glDeleteSync = (PFNGLDELETESYNCPROC)load("glDeleteSync"); 984 | glad_glClientWaitSync = (PFNGLCLIENTWAITSYNCPROC)load("glClientWaitSync"); 985 | glad_glWaitSync = (PFNGLWAITSYNCPROC)load("glWaitSync"); 986 | glad_glGetInteger64v = (PFNGLGETINTEGER64VPROC)load("glGetInteger64v"); 987 | glad_glGetSynciv = (PFNGLGETSYNCIVPROC)load("glGetSynciv"); 988 | glad_glGetInteger64i_v = (PFNGLGETINTEGER64I_VPROC)load("glGetInteger64i_v"); 989 | glad_glGetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC)load("glGetBufferParameteri64v"); 990 | glad_glFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC)load("glFramebufferTexture"); 991 | glad_glTexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC)load("glTexImage2DMultisample"); 992 | glad_glTexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC)load("glTexImage3DMultisample"); 993 | glad_glGetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC)load("glGetMultisamplefv"); 994 | glad_glSampleMaski = (PFNGLSAMPLEMASKIPROC)load("glSampleMaski"); 995 | } 996 | static void load_GL_VERSION_3_3(GLADloadproc load) { 997 | if(!GLAD_GL_VERSION_3_3) return; 998 | glad_glBindFragDataLocationIndexed = (PFNGLBINDFRAGDATALOCATIONINDEXEDPROC)load("glBindFragDataLocationIndexed"); 999 | glad_glGetFragDataIndex = (PFNGLGETFRAGDATAINDEXPROC)load("glGetFragDataIndex"); 1000 | glad_glGenSamplers = (PFNGLGENSAMPLERSPROC)load("glGenSamplers"); 1001 | glad_glDeleteSamplers = (PFNGLDELETESAMPLERSPROC)load("glDeleteSamplers"); 1002 | glad_glIsSampler = (PFNGLISSAMPLERPROC)load("glIsSampler"); 1003 | glad_glBindSampler = (PFNGLBINDSAMPLERPROC)load("glBindSampler"); 1004 | glad_glSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC)load("glSamplerParameteri"); 1005 | glad_glSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC)load("glSamplerParameteriv"); 1006 | glad_glSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC)load("glSamplerParameterf"); 1007 | glad_glSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC)load("glSamplerParameterfv"); 1008 | glad_glSamplerParameterIiv = (PFNGLSAMPLERPARAMETERIIVPROC)load("glSamplerParameterIiv"); 1009 | glad_glSamplerParameterIuiv = (PFNGLSAMPLERPARAMETERIUIVPROC)load("glSamplerParameterIuiv"); 1010 | glad_glGetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC)load("glGetSamplerParameteriv"); 1011 | glad_glGetSamplerParameterIiv = (PFNGLGETSAMPLERPARAMETERIIVPROC)load("glGetSamplerParameterIiv"); 1012 | glad_glGetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC)load("glGetSamplerParameterfv"); 1013 | glad_glGetSamplerParameterIuiv = (PFNGLGETSAMPLERPARAMETERIUIVPROC)load("glGetSamplerParameterIuiv"); 1014 | glad_glQueryCounter = (PFNGLQUERYCOUNTERPROC)load("glQueryCounter"); 1015 | glad_glGetQueryObjecti64v = (PFNGLGETQUERYOBJECTI64VPROC)load("glGetQueryObjecti64v"); 1016 | glad_glGetQueryObjectui64v = (PFNGLGETQUERYOBJECTUI64VPROC)load("glGetQueryObjectui64v"); 1017 | glad_glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)load("glVertexAttribDivisor"); 1018 | glad_glVertexAttribP1ui = (PFNGLVERTEXATTRIBP1UIPROC)load("glVertexAttribP1ui"); 1019 | glad_glVertexAttribP1uiv = (PFNGLVERTEXATTRIBP1UIVPROC)load("glVertexAttribP1uiv"); 1020 | glad_glVertexAttribP2ui = (PFNGLVERTEXATTRIBP2UIPROC)load("glVertexAttribP2ui"); 1021 | glad_glVertexAttribP2uiv = (PFNGLVERTEXATTRIBP2UIVPROC)load("glVertexAttribP2uiv"); 1022 | glad_glVertexAttribP3ui = (PFNGLVERTEXATTRIBP3UIPROC)load("glVertexAttribP3ui"); 1023 | glad_glVertexAttribP3uiv = (PFNGLVERTEXATTRIBP3UIVPROC)load("glVertexAttribP3uiv"); 1024 | glad_glVertexAttribP4ui = (PFNGLVERTEXATTRIBP4UIPROC)load("glVertexAttribP4ui"); 1025 | glad_glVertexAttribP4uiv = (PFNGLVERTEXATTRIBP4UIVPROC)load("glVertexAttribP4uiv"); 1026 | glad_glVertexP2ui = (PFNGLVERTEXP2UIPROC)load("glVertexP2ui"); 1027 | glad_glVertexP2uiv = (PFNGLVERTEXP2UIVPROC)load("glVertexP2uiv"); 1028 | glad_glVertexP3ui = (PFNGLVERTEXP3UIPROC)load("glVertexP3ui"); 1029 | glad_glVertexP3uiv = (PFNGLVERTEXP3UIVPROC)load("glVertexP3uiv"); 1030 | glad_glVertexP4ui = (PFNGLVERTEXP4UIPROC)load("glVertexP4ui"); 1031 | glad_glVertexP4uiv = (PFNGLVERTEXP4UIVPROC)load("glVertexP4uiv"); 1032 | glad_glTexCoordP1ui = (PFNGLTEXCOORDP1UIPROC)load("glTexCoordP1ui"); 1033 | glad_glTexCoordP1uiv = (PFNGLTEXCOORDP1UIVPROC)load("glTexCoordP1uiv"); 1034 | glad_glTexCoordP2ui = (PFNGLTEXCOORDP2UIPROC)load("glTexCoordP2ui"); 1035 | glad_glTexCoordP2uiv = (PFNGLTEXCOORDP2UIVPROC)load("glTexCoordP2uiv"); 1036 | glad_glTexCoordP3ui = (PFNGLTEXCOORDP3UIPROC)load("glTexCoordP3ui"); 1037 | glad_glTexCoordP3uiv = (PFNGLTEXCOORDP3UIVPROC)load("glTexCoordP3uiv"); 1038 | glad_glTexCoordP4ui = (PFNGLTEXCOORDP4UIPROC)load("glTexCoordP4ui"); 1039 | glad_glTexCoordP4uiv = (PFNGLTEXCOORDP4UIVPROC)load("glTexCoordP4uiv"); 1040 | glad_glMultiTexCoordP1ui = (PFNGLMULTITEXCOORDP1UIPROC)load("glMultiTexCoordP1ui"); 1041 | glad_glMultiTexCoordP1uiv = (PFNGLMULTITEXCOORDP1UIVPROC)load("glMultiTexCoordP1uiv"); 1042 | glad_glMultiTexCoordP2ui = (PFNGLMULTITEXCOORDP2UIPROC)load("glMultiTexCoordP2ui"); 1043 | glad_glMultiTexCoordP2uiv = (PFNGLMULTITEXCOORDP2UIVPROC)load("glMultiTexCoordP2uiv"); 1044 | glad_glMultiTexCoordP3ui = (PFNGLMULTITEXCOORDP3UIPROC)load("glMultiTexCoordP3ui"); 1045 | glad_glMultiTexCoordP3uiv = (PFNGLMULTITEXCOORDP3UIVPROC)load("glMultiTexCoordP3uiv"); 1046 | glad_glMultiTexCoordP4ui = (PFNGLMULTITEXCOORDP4UIPROC)load("glMultiTexCoordP4ui"); 1047 | glad_glMultiTexCoordP4uiv = (PFNGLMULTITEXCOORDP4UIVPROC)load("glMultiTexCoordP4uiv"); 1048 | glad_glNormalP3ui = (PFNGLNORMALP3UIPROC)load("glNormalP3ui"); 1049 | glad_glNormalP3uiv = (PFNGLNORMALP3UIVPROC)load("glNormalP3uiv"); 1050 | glad_glColorP3ui = (PFNGLCOLORP3UIPROC)load("glColorP3ui"); 1051 | glad_glColorP3uiv = (PFNGLCOLORP3UIVPROC)load("glColorP3uiv"); 1052 | glad_glColorP4ui = (PFNGLCOLORP4UIPROC)load("glColorP4ui"); 1053 | glad_glColorP4uiv = (PFNGLCOLORP4UIVPROC)load("glColorP4uiv"); 1054 | glad_glSecondaryColorP3ui = (PFNGLSECONDARYCOLORP3UIPROC)load("glSecondaryColorP3ui"); 1055 | glad_glSecondaryColorP3uiv = (PFNGLSECONDARYCOLORP3UIVPROC)load("glSecondaryColorP3uiv"); 1056 | } 1057 | static int find_extensionsGL(void) { 1058 | if (!get_exts()) return 0; 1059 | (void)&has_ext; 1060 | free_exts(); 1061 | return 1; 1062 | } 1063 | 1064 | static void find_coreGL(void) { 1065 | 1066 | /* Thank you @elmindreda 1067 | * https://github.com/elmindreda/greg/blob/master/templates/greg.c.in#L176 1068 | * https://github.com/glfw/glfw/blob/master/src/context.c#L36 1069 | */ 1070 | int i, major, minor; 1071 | 1072 | const char* version; 1073 | const char* prefixes[] = { 1074 | "OpenGL ES-CM ", 1075 | "OpenGL ES-CL ", 1076 | "OpenGL ES ", 1077 | NULL 1078 | }; 1079 | 1080 | version = (const char*) glGetString(GL_VERSION); 1081 | if (!version) return; 1082 | 1083 | for (i = 0; prefixes[i]; i++) { 1084 | const size_t length = strlen(prefixes[i]); 1085 | if (strncmp(version, prefixes[i], length) == 0) { 1086 | version += length; 1087 | break; 1088 | } 1089 | } 1090 | 1091 | /* PR #18 */ 1092 | #ifdef _MSC_VER 1093 | sscanf_s(version, "%d.%d", &major, &minor); 1094 | #else 1095 | sscanf(version, "%d.%d", &major, &minor); 1096 | #endif 1097 | 1098 | GLVersion.major = major; GLVersion.minor = minor; 1099 | max_loaded_major = major; max_loaded_minor = minor; 1100 | GLAD_GL_VERSION_1_0 = (major == 1 && minor >= 0) || major > 1; 1101 | GLAD_GL_VERSION_1_1 = (major == 1 && minor >= 1) || major > 1; 1102 | GLAD_GL_VERSION_1_2 = (major == 1 && minor >= 2) || major > 1; 1103 | GLAD_GL_VERSION_1_3 = (major == 1 && minor >= 3) || major > 1; 1104 | GLAD_GL_VERSION_1_4 = (major == 1 && minor >= 4) || major > 1; 1105 | GLAD_GL_VERSION_1_5 = (major == 1 && minor >= 5) || major > 1; 1106 | GLAD_GL_VERSION_2_0 = (major == 2 && minor >= 0) || major > 2; 1107 | GLAD_GL_VERSION_2_1 = (major == 2 && minor >= 1) || major > 2; 1108 | GLAD_GL_VERSION_3_0 = (major == 3 && minor >= 0) || major > 3; 1109 | GLAD_GL_VERSION_3_1 = (major == 3 && minor >= 1) || major > 3; 1110 | GLAD_GL_VERSION_3_2 = (major == 3 && minor >= 2) || major > 3; 1111 | GLAD_GL_VERSION_3_3 = (major == 3 && minor >= 3) || major > 3; 1112 | if (GLVersion.major > 3 || (GLVersion.major >= 3 && GLVersion.minor >= 3)) { 1113 | max_loaded_major = 3; 1114 | max_loaded_minor = 3; 1115 | } 1116 | } 1117 | 1118 | int gladLoadGLLoader(GLADloadproc load) { 1119 | GLVersion.major = 0; GLVersion.minor = 0; 1120 | glGetString = (PFNGLGETSTRINGPROC)load("glGetString"); 1121 | if(glGetString == NULL) return 0; 1122 | if(glGetString(GL_VERSION) == NULL) return 0; 1123 | find_coreGL(); 1124 | load_GL_VERSION_1_0(load); 1125 | load_GL_VERSION_1_1(load); 1126 | load_GL_VERSION_1_2(load); 1127 | load_GL_VERSION_1_3(load); 1128 | load_GL_VERSION_1_4(load); 1129 | load_GL_VERSION_1_5(load); 1130 | load_GL_VERSION_2_0(load); 1131 | load_GL_VERSION_2_1(load); 1132 | load_GL_VERSION_3_0(load); 1133 | load_GL_VERSION_3_1(load); 1134 | load_GL_VERSION_3_2(load); 1135 | load_GL_VERSION_3_3(load); 1136 | 1137 | if (!find_extensionsGL()) return 0; 1138 | return GLVersion.major != 0 || GLVersion.minor != 0; 1139 | } 1140 | 1141 | --------------------------------------------------------------------------------