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#if !defined(CLIENT) && !defined(SERVER)
# error Either CLIENT or SERVER must be defined
#endif
// ================================================================================
// Core headers
// ================================================================================
#include <stdarg.h>
#include <stddef.h>
#include <stdio.h>
#include <stdlib.h>
// ================================================================================
// Core helpers
// ================================================================================
#define COUNTOF(_X) (sizeof(_X) / sizeof((_X)[0]))
#define UNUSED(_X) ((void)sizeof(_X))
#ifdef __GNUC__
# define NORETURN __attribute__((noreturn))
# define PRINTF_FORMAT(_X, _Y) __attribute__((format(printf, _X, _Y)))
#endif
// ================================================================================
// Game -> OS API
// ================================================================================
NORETURN
void OS_SpewError(const char *message);
void OS_SpewInfo(const char *message);
// ================================================================================
// OS -> Client API
// ================================================================================
typedef struct CL_InitParams CL_InitParams;
struct CL_InitParams
{
void *(*glproc)(const char *);
};
void CL_Init(const CL_InitParams *params);
void CL_Render(int vp_width, int vp_height);
// ================================================================================
// OS -> Server API
// ================================================================================
typedef struct SV_InitParams SV_InitParams;
struct SV_InitParams
{
const char *hostname;
};
void SV_Init(const SV_InitParams *params);
// ================================================================================
// Shared utility code
// ================================================================================
#define HEAP_FMT(_STR, _FMT) \
do { \
va_list va; va_start(va, _FMT); \
int len = vsnprintf(0, 0, _FMT, va) + 1; \
va_end(va); \
_STR = calloc(len, 1); \
va_start(va, _FMT); \
vsnprintf(_STR, len, _FMT, va); \
va_end(va); \
} while (0);
NORETURN PRINTF_FORMAT(1, 2)
void Error(const char *fmt, ...)
{
char *str = 0;
HEAP_FMT(str, fmt);
OS_SpewError(str);
}
PRINTF_FORMAT(1, 2)
void Info(const char *fmt, ...)
{
char *str = 0;
HEAP_FMT(str, fmt);
OS_SpewInfo(str);
free(str);
}
#undef HEAP_FMT
// ================================================================================
// Math
// ================================================================================
typedef struct Mat4 Mat4;
struct Mat4
{
float m[4 * 4];
};
#define MAT4(...) (Mat4){ .m = { __VA_ARGS__ }, }
#if 0
static inline Mat4 Mat4_Ident(void)
{
return MAT4(
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
);
}
#endif
static inline Mat4 Mat4_Ortho(float l, float r, float t, float b, float n, float f)
{
// ref: https://www.scratchapixel.com/lessons/3d-basic-rendering/perspective-and-orthographic-projection-matrix/orthographic-projection-matrix.html
return MAT4(
2.0f / (r - l), 0.0f, 0.0f, 0.0f,
0.0f, 2.0f / (t - b), 0.0f, 0.0f,
0.0f, 0.0f, -2.0f / (f - n), 0.0f,
-((r + l) / (r - l)), -((t + b) / (t - b)), -((f + n) / (f - n)), 1.0f,
);
}
// ================================================================================
// OpenGL
// ================================================================================
// ref: https://registry.khronos.org/OpenGL/api/GL/glcorearb.h
#define GL_FALSE 0
#define GL_TRUE 1
#define GL_TRIANGLES 0x0004
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_UNSIGNED_SHORT 0x1403
#define GL_FLOAT 0x1406
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_COLOR_BUFFER_BIT 0x00004000
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_NO_ERROR 0
#define GL_INVALID_ENUM 0x0500
#define GL_INVALID_VALUE 0x0501
#define GL_INVALID_OPERATION 0x0502
#define GL_OUT_OF_MEMORY 0x0505
#define GL_STATIC_DRAW 0x88E4
#define GL_STREAM_DRAW 0x88E0
#define GL_COMPILE_STATUS 0x8B81
#define GL_LINK_STATUS 0x8B82
typedef unsigned int GLenum;
typedef float GLfloat;
typedef int GLint;
typedef int GLsizei;
typedef unsigned int GLbitfield;
typedef unsigned int GLuint;
typedef unsigned char GLboolean;
typedef uint8_t GLubyte;
typedef size_t GLsizeiptr;
typedef intptr_t GLintptr;
#define GLFUNCS \
X(glAttachShader, void, GLuint, GLuint) \
X(glBindBuffer, void, GLenum, GLuint) \
X(glBindVertexArray, void, GLuint) \
X(glBufferData, void, GLenum, GLsizeiptr, const void *, GLenum) \
X(glBufferSubData, void, GLenum, GLintptr, GLsizeiptr, const void *) \
X(glClear, void, GLbitfield) \
X(glClearColor, void, GLfloat, GLfloat, GLfloat, GLfloat) \
X(glCompileShader, void, GLuint) \
X(glCreateProgram, GLuint, void) \
X(glCreateShader, GLuint, GLenum) \
X(glDrawElements, void, GLenum, GLsizei, GLenum, const void *) \
X(glEnableVertexAttribArray, void, GLuint) \
X(glGenBuffers, void, GLsizei, GLuint *) \
X(glGenVertexArrays, void, GLsizei, GLuint *) \
X(glGetError, GLenum, void) \
X(glGetProgramInfoLog, void, GLuint, GLsizei, GLsizei *, char *) \
X(glGetProgramiv, void, GLuint, GLenum, GLint *) \
X(glGetShaderInfoLog, void, GLuint, GLsizei, GLsizei *, char *) \
X(glGetShaderiv, void, GLuint, GLenum, GLint *) \
X(glGetString, const GLubyte *, GLenum) \
X(glGetUniformLocation, GLint, GLuint, const char *) \
X(glLinkProgram, void, GLuint) \
X(glShaderSource, void, GLuint, GLsizei, const char *const *, const GLint *) \
X(glUniformMatrix4fv, void, GLint, GLsizei, GLboolean, const GLfloat *) \
X(glUseProgram, void, GLuint) \
X(glVertexAttribPointer, void, GLuint, GLint, GLenum, GLboolean, GLsizei, const void *) \
X(glViewport, void, GLint, GLint, GLsizei, GLsizei)
#define X(_NAME, _RET, ...) static _RET (*_NAME)(__VA_ARGS__) = 0;
GLFUNCS
#undef X
void LoadOpenGLFunctions(void *(*glproc)(const char *))
{
#define X(_NAME, _RET, ...) \
_NAME = (_RET(*)(__VA_ARGS__))glproc(#_NAME); \
if (!_NAME) {Error("Failed to load OpenGL function %s", #_NAME); }
GLFUNCS
#undef X
}
#undef GLFUNCS
void CheckGLError(unsigned int line, const char *code)
{
GLenum error = glGetError();
if (error != GL_NO_ERROR)
{
const char *error_str = "unknown error";
switch (error)
{
#define BIND_ERROR(_ERR) case _ERR: error_str = #_ERR; break;
BIND_ERROR(GL_INVALID_ENUM);
BIND_ERROR(GL_INVALID_VALUE);
BIND_ERROR(GL_INVALID_OPERATION);
BIND_ERROR(GL_OUT_OF_MEMORY);
#undef BIND_ERROR
};
Error("%s:%d: %s generated %s", __FILE__, line, code, error_str);
}
}
#define GL(_CODE) _CODE; CheckGLError(__LINE__, #_CODE)
// ================================================================================
// Batched quad renderer
// ================================================================================
#define MAX_QUADS 256
typedef struct R_Quad R_Quad;
struct R_Quad
{
float p[2];
float t[2];
};
typedef struct R_QuadRenderer R_QuadRenderer;
struct R_QuadRenderer
{
GLuint vao;
GLuint vbo;
GLuint ibo;
GLuint shader;
R_Quad vbuf[MAX_QUADS * 4];
size_t head;
};
void R_InitQuads(R_QuadRenderer *qr, GLuint shader)
{
qr->shader = shader;
GL(glGenVertexArrays(1, &qr->vao));
GL(glBindVertexArray(qr->vao));
GL(glGenBuffers(1, &qr->vbo));
GL(glBindBuffer(GL_ARRAY_BUFFER, qr->vbo));
GL(glBufferData(GL_ARRAY_BUFFER, sizeof(qr->vbuf), qr->vbuf, GL_STREAM_DRAW));
uint16_t ibuf[MAX_QUADS * 6];
for (int i = 0; i < MAX_QUADS; ++i)
{
ibuf[6*i+0] = 4*i+0;
ibuf[6*i+1] = 4*i+1;
ibuf[6*i+2] = 4*i+2;
ibuf[6*i+3] = 4*i+0;
ibuf[6*i+4] = 4*i+2;
ibuf[6*i+5] = 4*i+3;
}
GL(glGenBuffers(1, &qr->ibo));
GL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, qr->ibo));
GL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(ibuf), ibuf, GL_STATIC_DRAW));
GL(glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(R_Quad), (const void *)offsetof(R_Quad, p)));
GL(glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(R_Quad), (const void *)offsetof(R_Quad, t)));
GL(glEnableVertexAttribArray(0));
GL(glEnableVertexAttribArray(1));
}
void R_FlushQuads(R_QuadRenderer *qr)
{
if (qr->head > 0)
{
GL(glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(R_Quad) * 4 * qr->head, qr->vbuf));
GL(glDrawElements(GL_TRIANGLES, qr->head * 6, GL_UNSIGNED_SHORT, 0));
qr->head = 0;
}
}
void R_PushQuad(R_QuadRenderer *qr, const R_Quad *quad4)
{
qr->vbuf[qr->head*4+0] = quad4[0];
qr->vbuf[qr->head*4+1] = quad4[1];
qr->vbuf[qr->head*4+2] = quad4[2];
qr->vbuf[qr->head*4+3] = quad4[3];
++qr->head;
if (qr->head >= MAX_QUADS)
{
R_FlushQuads(qr);
}
}
void R_BeginQuads(R_QuadRenderer *qr, int vp_w, int vp_h)
{
GL(glBindVertexArray(qr->vao));
GL(glBindBuffer(GL_ARRAY_BUFFER, qr->vbo));
GL(glUseProgram(qr->shader));
Mat4 proj = Mat4_Ortho(0, vp_w, 0, vp_h, 0, 10);
GL(glUniformMatrix4fv(glGetUniformLocation(qr->shader, "u_proj"), 1, GL_FALSE, proj.m));
}
void R_EndQuads(R_QuadRenderer *qr)
{
R_FlushQuads(qr);
}
// ================================================================================
// Client code
// ================================================================================
static struct
{
R_QuadRenderer qr;
int width;
int height;
} cl = { 0 };
void CL_Init(const CL_InitParams *params)
{
cl.width = -1;
cl.height = -1;
LoadOpenGLFunctions(params->glproc);
Info("Loaded OpenGL: GL_VENDOR = %s, GL_RENDERER = %s", glGetString(GL_VENDOR), glGetString(GL_RENDERER));
GLuint prog_quad;
#define GLSL(_X) "#version 330 core\n" #_X
const char* quad_vs = GLSL(
layout (location = 0) in vec2 p;
layout (location = 1) in vec2 t;
uniform mat4 u_proj;
void main()
{
gl_Position = u_proj * vec4(p.x, p.y, 0.0, 1.0);
}
);
const char* quad_fs = GLSL(
out vec4 out_color;
void main()
{
out_color = vec4(1.0, 0.0, 0.0, 1.0);
}
);
#undef GLSL
struct { GLuint* prog; const char *vsrc; const char *fsrc; } reg[] =
{
{ .prog = &prog_quad, .vsrc = quad_vs, .fsrc = quad_fs, },
};
for (size_t i = 0; i < COUNTOF(reg); ++i)
{
GLuint prog = GL(glCreateProgram());
GLuint vs = GL(glCreateShader(GL_VERTEX_SHADER));
GL(glShaderSource(vs, 1, ®[i].vsrc, 0));
GLuint fs = GL(glCreateShader(GL_FRAGMENT_SHADER));
GL(glShaderSource(fs, 1, ®[i].fsrc, 0));
GLuint shaders[] = { vs, fs };
for (size_t j = 0; j < COUNTOF(shaders); ++j)
{
GL(glCompileShader(shaders[j]));
GLint status = GL_TRUE;
GL(glGetShaderiv(shaders[j], GL_COMPILE_STATUS, &status));
if (status != GL_TRUE)
{
char shader_log[1024];
GL(glGetShaderInfoLog(shaders[j], sizeof(shader_log), 0, shader_log));
Error("Failed to compile shader: %s", shader_log);
}
GL(glAttachShader(prog, shaders[j]));
}
GL(glLinkProgram(prog));
GLint status = GL_TRUE;
GL(glGetProgramiv(prog, GL_LINK_STATUS, &status));
if (status != GL_TRUE)
{
char shader_log[1024];
GL(glGetProgramInfoLog(prog, sizeof(shader_log), 0, shader_log));
Error("Failed to link shader: %s", shader_log);
}
*reg[i].prog = prog;
}
R_InitQuads(&cl.qr, prog_quad);
}
void CL_Render(int vp_width, int vp_height)
{
if (cl.width != vp_width || cl.height != vp_height)
{
cl.width = vp_width;
cl.height = vp_height;
Info("Resized to %dx%d", cl.width, cl.height);
}
GL(glViewport(0, 0, vp_width, vp_height));
GL(glClearColor(0.1f, 0.1f, 0.1f, 1.0f));
GL(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
R_BeginQuads(&cl.qr, cl.width, cl.height);
R_Quad rect[4] =
{
(R_Quad){ .p = { 0.0, 0.0 }, .t = { 0, 0 } },
(R_Quad){ .p = { 100, 0.0 }, .t = { 0, 0 } },
(R_Quad){ .p = { 100, 100 }, .t = { 0, 0 } },
(R_Quad){ .p = { 0.0, 100 }, .t = { 0, 0 } },
};
R_PushQuad(&cl.qr, rect);
R_EndQuads(&cl.qr);
}
// ================================================================================
// Server code
// ================================================================================
void SV_Init(const SV_InitParams *params)
{
Info("Starting server %s", params->hostname);
}
// ================================================================================
// SDL3 shared
// ================================================================================
#ifdef CLIENT
# define SDL_MAIN_USE_CALLBACKS
#endif
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
void OS_SpewError(const char *message)
{
printf("Error: %s\n", message);
#ifdef CLIENT
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "MicroShooter: Error!", message, 0);
#endif
exit(1);
}
void OS_SpewInfo(const char *message)
{
printf("%s\n", message);
}
// ================================================================================
// SDL3 client
// ================================================================================
#ifdef CLIENT
typedef struct AppState AppState;
struct AppState
{
SDL_Window *wnd;
SDL_GLContext glctx;
};
void RenderFrame(AppState *app)
{
int vp_width = 0;
int vp_height = 0;
SDL_GetWindowSizeInPixels(app->wnd, &vp_width, &vp_height);
CL_Render(vp_width, vp_height);
SDL_GL_SwapWindow(app->wnd);
}
SDL_AppResult SDL_AppInit(void **appstate, int argc, char **argv)
{
UNUSED(argc);
UNUSED(argv);
*appstate = calloc(1, sizeof(AppState));
AppState *app = *appstate;
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS))
{
Error("Failed to initialize SDL: %s", SDL_GetError());
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
app->wnd = SDL_CreateWindow("MicroShooter", 800, 600, SDL_WINDOW_HIDDEN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL);
if (!app->wnd)
{
Error("Failed to create window: %s", SDL_GetError());
}
app->glctx = SDL_GL_CreateContext(app->wnd);
if (!app->glctx)
{
Error("Failed to create OpenGL context: %s", SDL_GetError());
}
CL_InitParams init = (CL_InitParams)
{
.glproc = (void *(*)(const char *))SDL_GL_GetProcAddress,
};
CL_Init(&init);
// Render one frame before showing the window
RenderFrame(app);
SDL_ShowWindow(app->wnd);
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
UNUSED(appstate);
SDL_AppResult result = SDL_APP_CONTINUE;
switch (event->type)
{
case SDL_EVENT_QUIT:
{
result = SDL_APP_SUCCESS;
break;
}
}
return result;
}
SDL_AppResult SDL_AppIterate(void *appstate)
{
AppState *app = appstate;
RenderFrame(app);
return SDL_APP_CONTINUE;
}
void SDL_AppQuit(void *appstate, SDL_AppResult result)
{
UNUSED(result);
AppState *app = appstate;
SDL_DestroyWindow(app->wnd);
SDL_Quit();
}
#endif // CLIENT
// ================================================================================
// SDL3 server
// ================================================================================
#ifdef SERVER
int main(int argc, char **argv)
{
UNUSED(argc);
UNUSED(argv);
printf("<server>\n");
}
#endif // SERVER
|