// 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) { if (id == 131169 || id == 131185 || id == 131218 || id == 131204) { return; } 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); GLint context_flags = 0; glGetIntegerv(GL_CONTEXT_FLAGS, &context_flags); if (context_flags & GL_CONTEXT_FLAG_DEBUG_BIT) { printf("[RK_ENGINE] Debug context enabled\n"); glDebugMessageCallback(rk_debug_message_callback, nullptr); glEnable(GL_DEBUG_OUTPUT); } else { glDisable(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: external loading of shader sources //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 == 0 || vert_lines == nullptr) { rk_printf("Missing vertex shader."); return nullptr; } if (frag_nlines == 0 || frag_lines == nullptr) { 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) { case RK_VERTEX_FORMAT_VEC2_FLOAT: vertex_size += sizeof(float) * 2; break; case RK_VERTEX_FORMAT_VEC2_USHORT: vertex_size += sizeof(rk_ushort) * 2; break; case RK_VERTEX_FORMAT_VEC3_FLOAT: vertex_size += sizeof(float) * 3; break; case RK_VERTEX_FORMAT_VEC3_INT10: 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); switch (*f) { case RK_VERTEX_FORMAT_VEC2_FLOAT: glVertexAttribFormat(vertices->layout, 2, GL_FLOAT, GL_FALSE, offset); glVertexAttribBinding(vertices->layout, RK_VERTICES_BINDING); offset += sizeof(float) * 2; break; case RK_VERTEX_FORMAT_VEC2_USHORT: glVertexAttribFormat(vertices->layout, 2, GL_UNSIGNED_SHORT, GL_TRUE, offset); glVertexAttribBinding(vertices->layout, RK_VERTICES_BINDING); offset += sizeof(rk_ushort) * 2; break; case RK_VERTEX_FORMAT_VEC3_FLOAT: glVertexAttribFormat(vertices->layout, 3, GL_FLOAT, GL_FALSE, offset); glVertexAttribBinding(vertices->layout, RK_VERTICES_BINDING); offset += sizeof(float) * 3; break; case RK_VERTEX_FORMAT_VEC3_INT10: glVertexAttribFormat(vertices->layout, GL_BGRA, GL_INT_2_10_10_10_REV, GL_TRUE, offset); glVertexAttribBinding(vertices->layout, RK_VERTICES_BINDING); offset += sizeof(rk_uint); break; default: break; } } 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; } //TODO: support for mat3 orientations with packing into int10 * 3 // - maybe from quaternions inputs // - maybe it's possible to implement efficient quaternions in glsl? rk_batch_t rk_create_batch( rk_uint max_size, rk_batch_translation_format translation_format, rk_batch_orientation_format orientation_format) { if (!max_size || max_size > RK_BATCH_MAX_SIZE || !rk_current_shader || !rk_current_vertices) { return nullptr; } rk_uint translation_size = 0; switch (translation_format) { case RK_BATCH_TRANSLATION_FORMAT_FLOAT: translation_size = sizeof(float) * 4; break; case RK_BATCH_TRANSLATION_FORMAT_SHORT: translation_size = sizeof(rk_short) * 4; break; default: rk_printf("rk_create_batch(): invalid translation format."); return nullptr; break; } rk_uint orientation_size = 0; switch (orientation_format) { case RK_BATCH_ORIENTATION_FORMAT_NONE: orientation_size = 0; break; case RK_BATCH_ORIENTATION_FORMAT_FLOAT: orientation_size = sizeof(float) * 3; break; case RK_BATCH_ORIENTATION_FORMAT_INT10: orientation_size = sizeof(rk_uint); break; default: rk_printf("rk_create_batch(): invalid orientation format."); return nullptr; break; } rk_uint const params_size = translation_size + orientation_size; rk_batch * batch = new rk_batch; batch->size = max_size; batch->translation_format = translation_format; batch->orientation_format = orientation_format; batch->params_size = params_size; batch->indices = new rk_ushort[batch->size]; batch->params = new rk_ubyte[batch->size * params_size]; batch->commands = new rk_command[batch->size * sizeof(rk_command)]; glGenBuffers(1, &batch->params_buffer); rk_uint const translation_layout = rk_current_vertices->layout; glEnableVertexAttribArray(translation_layout); switch (translation_format) { case RK_BATCH_TRANSLATION_FORMAT_FLOAT: glVertexAttribFormat(translation_layout, 4, GL_FLOAT, GL_FALSE, 0); break; case RK_BATCH_TRANSLATION_FORMAT_SHORT: glVertexAttribFormat(translation_layout, 4, GL_SHORT, GL_FALSE, 0); break; } glVertexAttribBinding(translation_layout, RK_PARAMS_BINDING); rk_uint const orientation_layout = rk_current_vertices->layout + 1; switch (orientation_format) { case RK_BATCH_ORIENTATION_FORMAT_NONE: break; case RK_BATCH_ORIENTATION_FORMAT_FLOAT: glEnableVertexAttribArray(orientation_layout); glVertexAttribFormat(orientation_layout, 3, GL_FLOAT, GL_FALSE, translation_size); glVertexAttribBinding(orientation_layout, RK_PARAMS_BINDING); break; case RK_BATCH_ORIENTATION_FORMAT_INT10: glEnableVertexAttribArray(orientation_layout); glVertexAttribFormat(orientation_layout, GL_BGRA, GL_INT_2_10_10_10_REV, GL_TRUE, translation_size); glVertexAttribBinding(orientation_layout, RK_PARAMS_BINDING); break; } 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; } } 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; } template < typename _instance_params_t > static void rk_batch_convert_params( rk_uint const count, rk_ushort const * const _indices, rk_ubyte * const _params, rk_vec3 const * const translations, rk_ushort const * const texlevels, rk_vec3 const * const orientations) { _instance_params_t * params = reinterpret_cast<_instance_params_t *>(_params); rk_ushort const * const last = _indices + count; for (rk_ushort const * indices = _indices; indices < last; ++indices, ++params) { rk_uint const index = *indices; params->set(translations[index], texlevels[index], orientations[index]); } } template < typename _instance_params_t > static void rk_batch_convert_params( rk_uint const count, rk_ushort const * const _indices, rk_ubyte * const _params, rk_vec3 const * const translations, rk_ushort const * const texlevels) { _instance_params_t * params = reinterpret_cast<_instance_params_t *>(_params); rk_ushort const * const last = _indices + count; for (rk_ushort const * indices = _indices; indices < last; ++indices, ++params) { rk_uint const index = *indices; params->set(translations[index], texlevels[index]); } } void rk_draw_batch( rk_batch_t _batch, rk_uint size, rk_instance_flags const * flags, rk_ushort const * texlevels, rk_mesh const * meshes, rk_vec3 const * translations, rk_vec3 const * orientations) { rk_batch & batch = *reinterpret_cast(_batch); if (!size || size > batch.size || !flags || !texlevels || !meshes || !translations || !rk_current_shader || !rk_current_vertices) { return; } if (batch.orientation_format != RK_BATCH_ORIENTATION_FORMAT_NONE && !orientations) { 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); } switch (batch.translation_format) { case RK_BATCH_TRANSLATION_FORMAT_FLOAT: switch (batch.orientation_format) { case RK_BATCH_ORIENTATION_FORMAT_NONE: rk_batch_convert_params( count, batch.indices, batch.params, translations, texlevels); break; case RK_BATCH_ORIENTATION_FORMAT_FLOAT: rk_batch_convert_params( count, batch.indices, batch.params, translations, texlevels, orientations); break; case RK_BATCH_ORIENTATION_FORMAT_INT10: rk_batch_convert_params( count, batch.indices, batch.params, translations, texlevels, orientations); break; } break; case RK_BATCH_TRANSLATION_FORMAT_SHORT: switch (batch.orientation_format) { case RK_BATCH_ORIENTATION_FORMAT_NONE: rk_batch_convert_params( count, batch.indices, batch.params, translations, texlevels); break; case RK_BATCH_ORIENTATION_FORMAT_FLOAT: rk_batch_convert_params( count, batch.indices, batch.params, translations, texlevels, orientations); break; case RK_BATCH_ORIENTATION_FORMAT_INT10: rk_batch_convert_params( count, batch.indices, batch.params, translations, texlevels, orientations); break; } break; } 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 (batch.orientation_format == RK_BATCH_ORIENTATION_FORMAT_NONE) { rk_vec3 const forward(0.f, 1.f, 0.f); glVertexAttrib3fv(rk_current_vertices->layout + 1, glm::value_ptr(forward)); } 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) { 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->params; delete[] batch->commands; 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(); }