// Copyright (C) 2022 RozK
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
#include "render_opengles.hpp"
#include
static rk_shader const * rk_current_shader = nullptr;
static rk_vertices const * rk_current_vertices = nullptr;
static void rk_printf(char const * messsage) {
printf("[RK_ENGINE] %s\n", messsage);
}
#define rk_error(message) { if (glGetError() != GL_NO_ERROR) { rk_printf(message); } }
static void rk_debug_message_callback(
GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
GLchar const * message,
void const * userParam) {
printf("[RK_ENGINE][GL] (id=%d) %s\n", id, message);
}
rk_window_t rk_initialize(
char const * name,
rk_uint width,
rk_uint height) {
rk_window_t const window = rk_create_context(name, width, height);
if (window) {
GLubyte const * const vendor = glGetString(GL_VENDOR);
GLubyte const * const renderer = glGetString(GL_RENDERER);
printf("[RK_ENGINE] vendor: %s, renderer: %s\n", vendor, renderer);
GLubyte const * const version = glGetString(GL_VERSION);
GLubyte const * const language = glGetString(GL_SHADING_LANGUAGE_VERSION);
printf("[RK_ENGINE] version: %s, language: %s\n", version, language);
glDebugMessageCallback(rk_debug_message_callback, nullptr);
glEnable(GL_DEBUG_OUTPUT);
glDisable(GL_BLEND);
glEnable(GL_DITHER);
glEnable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_STENCIL_TEST);
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glCullFace(GL_BACK);
glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
}
return window;
}
static void rk_print_shader_infolog(GLuint shader) {
int length;
char infolog[1024];
glGetShaderInfoLog(shader, sizeof(infolog), &length, infolog);
if (length > 0) {
rk_printf(infolog);
}
}
static void rk_print_program_infolog(GLuint program) {
int length;
char infolog[1024];
glGetProgramInfoLog(program, sizeof(infolog), &length, infolog);
if (length > 0) {
rk_printf(infolog);
}
}
//TODO: error handling
rk_shader_t rk_load_shader(
rk_uint const vert_nlines,
char const ** const vert_lines,
rk_uint const frag_nlines,
char const ** const frag_lines) {
rk_shader * const shader = new rk_shader;
shader->vertex = glCreateShader(GL_VERTEX_SHADER);
shader->fragment = glCreateShader(GL_FRAGMENT_SHADER);
shader->program = glCreateProgram();
if (!vert_nlines || !vert_lines) {
rk_printf("Missing vertex shader.");
return nullptr;
}
if (!frag_nlines || !frag_lines) {
rk_printf("Missing fragment shader.");
return nullptr;
}
rk_printf("Compiling vertex shader...");
glShaderSource(shader->vertex, vert_nlines, vert_lines, nullptr);
glCompileShader(shader->vertex);
rk_error("glCompileShader() failed.");
rk_print_shader_infolog(shader->vertex);
rk_printf("Compiling fragment shader...");
glShaderSource(shader->fragment, frag_nlines, frag_lines, nullptr);
glCompileShader(shader->fragment);
rk_error("glCompileShader() failed.");
rk_print_shader_infolog(shader->fragment);
rk_printf("Linking program...");
glAttachShader(shader->program, shader->vertex);
glAttachShader(shader->program, shader->fragment);
glLinkProgram(shader->program);
rk_error("glLinkProgram() failed.");
rk_print_program_infolog(shader->program);
rk_printf("Done.");
glReleaseShaderCompiler();
return shader;
}
void rk_select_shader(
rk_shader_t _shader) {
rk_shader * const shader = reinterpret_cast(_shader);
if (shader) {
rk_current_shader = shader;
glUseProgram(shader->program);
}
}
rk_input_t rk_resolve_input(
char const * name) {
if (!rk_current_shader || !name) {
return nullptr;
}
GLint const uniform = glGetUniformLocation(rk_current_shader->program, name);
return reinterpret_cast(uniform + 1);
}
void rk_set_input_float(
rk_input_t _input,
float value) {
GLint const input = reinterpret_cast(_input) - 1;
if (rk_current_shader && input > -1) {
glUniform1f(input, value);
}
}
void rk_set_input_vec3(
rk_input_t _input,
rk_vec3 const & value) {
GLint const input = reinterpret_cast(_input) - 1;
if (rk_current_shader && input > -1) {
glUniform3fv(input, 1, glm::value_ptr(value));
}
}
void rk_set_input_mat3(
rk_input_t _input,
rk_mat3 const & value) {
GLint const input = reinterpret_cast(_input) - 1;
if (rk_current_shader && input > -1) {
glUniformMatrix3fv(input, 1, GL_FALSE, glm::value_ptr(value));
}
}
void rk_set_input_mat4(
rk_input_t _input,
rk_mat4 const & value) {
GLint const input = reinterpret_cast(_input) - 1;
if (rk_current_shader && input > -1) {
glUniformMatrix4fv(input, 1, GL_FALSE, glm::value_ptr(value));
}
}
rk_texture_t rk_create_texture(
rk_uint slot,
char const * input,
rk_texture_format format,
rk_uint width,
rk_uint height,
rk_uint nlevels,
rk_texture_flags flags,
void const * pixels) {
if (!input || width == 0 || height == 0 || !pixels || !rk_current_shader) {
return nullptr;
}
GLint internal_format;
GLenum source_format;
GLenum source_type;
switch (format) {
case RK_TEXTURE_FORMAT_SRGB8_A8:
internal_format = GL_SRGB8_ALPHA8;
source_format = GL_RGBA;
source_type = GL_UNSIGNED_BYTE;
break;
case RK_TEXTURE_FORMAT_RGBA8:
internal_format = GL_RGBA8;
source_format = GL_RGBA;
source_type = GL_UNSIGNED_BYTE;
break;
case RK_TEXTURE_FORMAT_RGB10_A2:
internal_format = GL_RGB10_A2;
source_format = GL_RGBA;
source_type = GL_UNSIGNED_INT_2_10_10_10_REV;
break;
case RK_TEXTURE_FORMAT_32F:
internal_format = GL_R32F;
source_format = GL_RED;
source_type = GL_FLOAT;
break;
default:
return nullptr;
break;
}
rk_texture * const texture = new rk_texture;
glActiveTexture(GL_TEXTURE0 + slot);
glGenTextures(1, &texture->texture);
GLenum target;
if (nlevels) {
if (flags & RK_TEXTURE_FLAG_3D) {
target = GL_TEXTURE_3D;
} else {
target = GL_TEXTURE_2D_ARRAY;
}
glBindTexture(target, texture->texture);
//TODO: glTexStorage3D
glTexImage3D(target, 0, internal_format, width, height, nlevels, 0, source_format, source_type, pixels);
} else {
target = GL_TEXTURE_2D;
glBindTexture(target, texture->texture);
//TODO: glTexStorage2D
glTexImage2D(target, 0, internal_format, width, height, 0, source_format, source_type, pixels);
}
if (flags & RK_TEXTURE_FLAG_MIPMAPS) {
if (flags & RK_TEXTURE_FLAG_MIN_LINEAR) {
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
} else {
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
}
} else {
if (flags & RK_TEXTURE_FLAG_MIN_LINEAR) {
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
} else {
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
}
if (flags & RK_TEXTURE_FLAG_MAG_LINEAR) {
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
} else {
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_REPEAT);
if (flags & RK_TEXTURE_FLAG_MIPMAPS) {
glGenerateMipmap(target);
}
texture->slot = slot;
texture->nlevels = nlevels;
texture->sampler = glGetUniformLocation(rk_current_shader->program, input);
if (texture->sampler == -1) {
printf("[RK_ENGINE] glGetUniformLocation(%s) failed\n", input);
}
glBindTexture(target, 0);
return texture;
}
rk_triangles_t rk_create_triangles(
rk_uint nvertices,
rk_vec3 const * vertices) {
if (nvertices == 0 || !vertices || !rk_current_shader) {
return nullptr;
}
rk_triangles * const triangles = new rk_triangles;
triangles->size = nvertices;
glGenVertexArrays(1, &triangles->array);
glBindVertexArray(triangles->array);
glGenBuffers(1, &triangles->vertices);
glBindBuffer(GL_ARRAY_BUFFER, triangles->vertices);
glBufferData(GL_ARRAY_BUFFER, nvertices * sizeof(rk_vec3), vertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
return triangles;
}
rk_vertices_t rk_create_vertices(
rk_vertex_format const * format,
rk_uint nvertices,
void const * _vertices,
rk_uint nindices,
rk_ushort const * indices) {
if (!format || !nvertices || !_vertices || !nindices || !indices || !rk_current_shader) {
return nullptr;
}
rk_uint vertex_size = 0;
for (rk_vertex_format const * f = format; *f; ++f) {
switch (*f & RK_VERTEX_FORMAT_MASK) {
case RK_VERTEX_FORMAT_VEC3_FLOAT:
vertex_size += sizeof(rk_vec3);
break;
case RK_VERTEX_FORMAT_VEC3_INT10:
vertex_size += sizeof(rk_int);
break;
case RK_VERTEX_FORMAT_VEC3_UINT10:
vertex_size += sizeof(rk_uint);
break;
default:
rk_printf("rk_create_vertices(): invalid format.");
return nullptr;
break;
}
}
if (!vertex_size) {
rk_printf("rk_create_vertices(): empty format.");
return nullptr;
}
rk_vertices * const vertices = new rk_vertices;
glGenVertexArrays(1, &vertices->array);
glBindVertexArray(vertices->array);
glGenBuffers(1, &vertices->vertices);
glBindBuffer(GL_ARRAY_BUFFER, vertices->vertices);
glBufferData(GL_ARRAY_BUFFER, nvertices * vertex_size, _vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
vertices->vertex_size = vertex_size;
vertices->layout = 0;
rk_uint offset = 0;
for (rk_vertex_format const * f = format; *f; ++f, ++vertices->layout) {
glEnableVertexAttribArray(vertices->layout);
GLboolean const normalize = (*f & RK_VERTEX_FORMAT_NORMALIZE) != 0;
switch (*f & RK_VERTEX_FORMAT_MASK) {
case RK_VERTEX_FORMAT_VEC3_FLOAT:
glVertexAttribFormat(vertices->layout, 3, GL_FLOAT, normalize, offset);
offset += sizeof(rk_vec3);
break;
case RK_VERTEX_FORMAT_VEC3_INT10:
glVertexAttribFormat(vertices->layout, 4, GL_INT_2_10_10_10_REV, normalize, offset);
offset += sizeof(rk_int);
break;
case RK_VERTEX_FORMAT_VEC3_UINT10:
glVertexAttribFormat(vertices->layout, 4, GL_UNSIGNED_INT_2_10_10_10_REV, normalize, offset);
offset += sizeof(rk_uint);
break;
}
glVertexAttribBinding(vertices->layout, RK_VERTICES_BINDING);
}
glBindVertexBuffer(RK_VERTICES_BINDING, vertices->vertices, 0, vertices->vertex_size);
glGenBuffers(1, &vertices->indices);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertices->indices);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, nindices * sizeof(rk_ushort), indices, GL_STATIC_DRAW);
glBindVertexArray(0);
return vertices;
}
static rk_uint rk_convert_vec3_float(
rk_ubyte * const dst,
rk_ubyte const * const src,
rk_ushort const idx) {
*reinterpret_cast(dst) = reinterpret_cast(src)[idx];
return sizeof(rk_vec3);
}
static rk_uint rk_convert_vec3_short(
rk_ubyte * const _dst,
rk_ubyte const * const _src,
rk_ushort const idx) {
rk_vec3_short * const dst = reinterpret_cast(_dst);
rk_vec3 const & src = reinterpret_cast(_src)[idx];
dst->x = static_cast(src.x);
dst->y = static_cast(src.y);
dst->z = static_cast(src.z);
return sizeof(rk_vec3_short);
}
static rk_uint rk_convert_vec3_short_normalize(
rk_ubyte * const _dst,
rk_ubyte const * const _src,
rk_ushort const idx) {
rk_vec3_short * const dst = reinterpret_cast(_dst);
rk_vec3 const & src = reinterpret_cast(_src)[idx];
#define _convert(s) (static_cast((s) * ((s) < 0.f ? 32768.f : 32767.f)))
dst->x = _convert(src.x);
dst->y = _convert(src.y);
dst->z = _convert(src.z);
#undef _convert
return sizeof(rk_vec3_short);
}
static rk_uint rk_convert_vec3_int10(
rk_ubyte * const dst,
rk_ubyte const * const _src,
rk_ushort const idx) {
rk_vec3 const & src = reinterpret_cast(_src)[idx];
#define _convert(s) (static_cast((s) * ((s) < 0.f ? 512.f : 511.f)) & 1023)
*reinterpret_cast(dst) = _convert(src.x) | (_convert(src.y) << 10) | (_convert(src.z) << 20);
#undef _convert
return sizeof(rk_int);
}
rk_batch_t rk_create_batch(
rk_uint max_size,
rk_param_format const * params_format) {
if (!max_size || !params_format || max_size > RK_BATCH_MAX_SIZE || !rk_current_shader || !rk_current_vertices) {
rk_printf("rk_create_batch(): invalid parameters.");
return nullptr;
}
rk_uint nparams = 0;
rk_uint params_size = 0;
for (rk_param_format const * f = params_format; *f; ++f, ++nparams) {
switch (*f & RK_PARAM_FORMAT_MASK) {
case RK_PARAM_FORMAT_VEC3_FLOAT:
params_size += sizeof(rk_vec3);
break;
case RK_PARAM_FORMAT_VEC3_SHORT:
params_size += sizeof(rk_vec3_short);
break;
case RK_PARAM_FORMAT_VEC3_INT10:
params_size += sizeof(rk_int);
break;
default:
rk_printf("rk_create_batch(): invalid param format.");
return nullptr;
break;
}
}
rk_batch * batch = new rk_batch;
batch->size = max_size;
batch->nparams = nparams;
batch->params_size = params_size;
batch->indices = new rk_ushort[max_size];
batch->commands = new rk_command[max_size * sizeof(rk_command)];
if (nparams) {
batch->converters = new rk_param_converter[nparams];
batch->params = new rk_ubyte[max_size * params_size];
glGenBuffers(1, &batch->params_buffer);
rk_uint layout = rk_current_vertices->layout;
rk_param_converter * converter = batch->converters;
rk_uint offset = 0;
for (rk_param_format const * f = params_format; *f; ++f, ++layout, ++converter) {
GLboolean const normalize = (*f & RK_PARAM_FORMAT_NORMALIZE) != 0;
glEnableVertexAttribArray(layout);
switch (*f & RK_PARAM_FORMAT_MASK) {
case RK_PARAM_FORMAT_VEC3_FLOAT:
glVertexAttribFormat(layout, 3, GL_FLOAT, normalize, offset);
*converter = rk_convert_vec3_float;
offset += sizeof(rk_vec3);
break;
case RK_PARAM_FORMAT_VEC3_SHORT:
glVertexAttribFormat(layout, 3, GL_SHORT, normalize, offset);
if (normalize) {
*converter = rk_convert_vec3_short_normalize;
}
else {
*converter = rk_convert_vec3_short;
}
offset += sizeof(rk_vec3_short);
break;
case RK_PARAM_FORMAT_VEC3_INT10:
glVertexAttribFormat(layout, 4, GL_INT_2_10_10_10_REV, normalize, offset);
*converter = rk_convert_vec3_int10;
offset += sizeof(rk_int);
break;
}
glVertexAttribBinding(layout, RK_PARAMS_BINDING);
}
glVertexBindingDivisor(RK_PARAMS_BINDING, 1);
glBindVertexBuffer(RK_PARAMS_BINDING, batch->params_buffer, 0, batch->params_size);
}
if (rk_MultiDrawElementsIndirect) {
glGenBuffers(1, &batch->commands_buffer);
}
return batch;
}
void rk_begin_frame() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
void rk_select_texture(
rk_texture_t _texture) {
rk_texture const * const texture = reinterpret_cast(_texture);
if (texture) {
glActiveTexture(GL_TEXTURE0 + texture->slot);
if (texture->nlevels) {
glBindTexture(GL_TEXTURE_2D_ARRAY, texture->texture);
} else {
glBindTexture(GL_TEXTURE_2D, texture->texture);
}
if (texture->sampler > -1) {
glUniform1i(texture->sampler, texture->slot);
}
}
}
RK_EXPORT void rk_draw_triangles(
rk_triangles_t _triangles) {
rk_triangles const * const triangles = reinterpret_cast(_triangles);
if (triangles && rk_current_shader && !rk_current_vertices) {
glBindVertexArray(triangles->array);
glDrawArrays(GL_TRIANGLES, 0, triangles->size);
glBindVertexArray(0);
}
}
void rk_select_vertices(
rk_vertices_t _vertices) {
rk_vertices * const vertices = reinterpret_cast(_vertices);
if (vertices && rk_current_shader) {
glBindVertexArray(vertices->array);
rk_current_vertices = vertices;
}
}
rk_param_t rk_resolve_param(
char const * name) {
if (!rk_current_shader || !name) {
return nullptr;
}
GLint const location = glGetAttribLocation(rk_current_shader->program, name);
return reinterpret_cast(location + 1);
}
void rk_set_param_vec3(
rk_param_t param,
rk_vec3 const & value) {
GLint const location = reinterpret_cast(param) - 1;
if (rk_current_shader && location > -1) {
glVertexAttrib3fv(location, glm::value_ptr(value));
}
}
static rk_uint rk_batch_filter(
rk_uint const size,
rk_ushort * const _indices,
rk_instance_flags const * flags) {
rk_ushort * indices = _indices;
for (rk_ushort index = 0; index < size; ++index, ++flags) {
if ((*flags & RK_INSTANCE_FLAGS_SPAWNED_VISIBLE) == RK_INSTANCE_FLAGS_SPAWNED_VISIBLE) {
*indices++ = index;
}
}
return indices - _indices;
}
static rk_uint rk_batch_build_commands(
rk_uint const count,
rk_ushort * const indices,
rk_command * const _commands,
rk_mesh const * const meshes) {
rk_command * commands = _commands;
rk_ushort * base = indices;
rk_ushort * const last = indices + count;
for (rk_ushort * first = indices; first < last; base = first, ++commands) {
rk_mesh const & mesh = meshes[*first++];
for ( ; first < last && meshes[*first].packed == mesh.packed; ++first) {
}
for (rk_ushort * second = first; second < last; ++second) {
rk_ushort const index = *second;
if (meshes[index].packed == mesh.packed) {
*second = *first;
*first++ = index;
}
}
commands->count = static_cast(mesh.count) * 3;
commands->ninstances = first - base;
commands->base_index = mesh.offset;
commands->base_vertex = 0;
commands->base_instance = base - indices;
}
return commands - _commands;
}
static void rk_batch_convert_params(
rk_batch & batch,
rk_uint const count,
rk_ubyte const ** const params) {
rk_ubyte * dst = batch.params;
rk_ushort const * const last_index = batch.indices + count;
rk_ubyte const ** const last_param = params + batch.nparams;
for (rk_ushort const * index = batch.indices; index < last_index; ++index) {
rk_param_converter const * converter = batch.converters;
for (rk_ubyte const ** src = params; src < last_param; ++src, ++converter) {
dst += (*converter)(dst, *src, *index);
}
}
}
void rk_draw_batch(
rk_batch_t _batch,
rk_uint size,
rk_instance_flags const * flags,
rk_mesh const * meshes,
rk_ubyte const ** params) {
rk_batch & batch = *reinterpret_cast(_batch);
if (!size || size > batch.size || !flags || !meshes || !rk_current_shader || !rk_current_vertices) {
return;
}
rk_uint const count = rk_batch_filter(size, batch.indices, flags);
if (!count) {
return;
}
rk_uint const ncommands = rk_batch_build_commands(count, batch.indices, batch.commands, meshes);
if (rk_MultiDrawElementsIndirect) {
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, batch.commands_buffer);
glBufferData(GL_DRAW_INDIRECT_BUFFER, ncommands * sizeof(rk_command), batch.commands, GL_STREAM_DRAW);
}
if (batch.nparams) {
rk_batch_convert_params(batch, count, params);
glBindBuffer(GL_ARRAY_BUFFER, batch.params_buffer);
glBufferData(GL_ARRAY_BUFFER, count * batch.params_size, batch.params, GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
if (rk_DrawElementsInstancedBaseInstance) {
if (rk_MultiDrawElementsIndirect) {
rk_MultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT, nullptr, ncommands, sizeof(rk_command));
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
} else {
rk_command const * const last_command = batch.commands + ncommands;
for (rk_command const * command = batch.commands; command < last_command; ++command) {
rk_DrawElementsInstancedBaseInstance(
GL_TRIANGLES, command->count, GL_UNSIGNED_SHORT,
reinterpret_cast(command->base_index << 1),
command->ninstances, command->base_instance);
}
}
} else {
rk_uint params_offset = 0;
rk_command const * const last_command = batch.commands + ncommands;
for (rk_command const * command = batch.commands; command < last_command; ++command) {
if (batch.nparams) {
glBindVertexBuffer(RK_PARAMS_BINDING, batch.params_buffer, params_offset, batch.params_size);
params_offset += command->ninstances * batch.params_size;
}
glDrawElementsInstanced(
GL_TRIANGLES, command->count, GL_UNSIGNED_SHORT,
reinterpret_cast(command->base_index << 1),
command->ninstances);
}
}
}
void rk_unselect_vertices(
rk_vertices_t _vertices) {
rk_current_vertices = nullptr;
glBindVertexArray(0);
}
void rk_unselect_texture(
rk_texture_t _texture) {
rk_texture const * const texture = reinterpret_cast(_texture);
if (texture) {
glActiveTexture(GL_TEXTURE0 + texture->slot);
if (texture->nlevels) {
glBindTexture(GL_TEXTURE_2D, 0);
} else {
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
}
}
}
void rk_unselect_shader(
rk_shader_t _shader) {
rk_current_shader = nullptr;
glUseProgram(0);
}
void rk_end_frame() {
rk_swap_buffers();
}
void rk_destroy_batch(
rk_batch_t _batch) {
rk_batch * const batch = reinterpret_cast(_batch);
if (batch) {
delete[] batch->indices;
delete[] batch->commands;
if (batch->nparams) {
delete[] batch->converters;
delete[] batch->params;
glDeleteBuffers(1, &batch->params_buffer);
}
if (rk_MultiDrawElementsIndirect) {
glDeleteBuffers(1, &batch->commands_buffer);
}
delete batch;
}
}
void rk_destroy_triangles(
rk_triangles_t _triangles) {
rk_triangles * const triangles = reinterpret_cast(_triangles);
if (triangles) {
glDeleteBuffers(1, &triangles->vertices);
glDeleteVertexArrays(1, &triangles->array);
delete triangles;
}
}
void rk_destroy_vertices(
rk_vertices_t _vertices) {
rk_vertices * const vertices = reinterpret_cast(_vertices);
if (vertices) {
glDeleteBuffers(1, &vertices->indices);
glDeleteBuffers(1, &vertices->vertices);
glDeleteVertexArrays(1, &vertices->array);
delete vertices;
}
}
void rk_destroy_texture(
rk_texture_t _texture) {
rk_texture * const texture = reinterpret_cast(_texture);
if (texture) {
glDeleteTextures(1, &texture->texture);
delete texture;
}
}
void rk_destroy_shader(
rk_shader_t _shader) {
rk_shader * const shader = reinterpret_cast(_shader);
if (shader) {
glDeleteShader(shader->vertex);
glDeleteShader(shader->fragment);
glDeleteProgram(shader->program);
delete shader;
}
}
void rk_terminate() {
rk_destroy_context();
}