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@ -1,848 +1,18 @@
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#ifndef RENDERER_H |
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#define RENDERER_H |
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#pragma once |
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#include <vector> |
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#include <cmath> // trig functions |
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#include <cstdlib> // calloc |
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// TODO: decide on extension library
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//#include <GL/glew.h>
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#include <GL/gl3w.h> |
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#include <SDL.h> |
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#include <glm/glm.hpp> |
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#include <glm/geometric.hpp> |
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#include <glm/gtc/matrix_transform.hpp> |
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#include "hexlib.h" |
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#include "hexgame.h" |
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#define MOVE_SPEED 5.f |
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#define ROTATE_SPEED 0.005f |
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#define CAMERA_Z_CLAMP_ANGLE 85.f |
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//#define PROJ_TYPE ORTHOGRAPHIC
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#define PROJ_TYPE PERSPECTIVE |
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const char * VERTEX_SHADER_CODE = |
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"#version 330 core\n" |
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"in vec3 vertexPosition_modelspace;\n" |
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"in vec3 vertexColor;\n" |
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"out vec3 fragmentColor;\n" |
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"uniform mat4 model;\n" |
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"uniform mat4 view;\n" |
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"uniform mat4 projection;\n" |
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"void main()\n" |
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"{\n" |
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" gl_Position = projection * view * model * vec4(vertexPosition_modelspace, 1);\n" |
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" fragmentColor = vertexColor;\n" |
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"}"; |
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const char * FRAGMENT_SHADER_CODE = |
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"#version 330 core\n" |
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"in vec3 fragmentColor;\n" |
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"out vec3 color;\n" |
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"void main()\n" |
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"{\n" |
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" color = fragmentColor;\n" |
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"}"; |
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const char * LINE_FRAGMENT_SHADER_CODE = |
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"#version 330 core\n" |
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"out vec3 color;\n" |
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"void main()\n" |
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"{\n" |
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" color = vec3(0,0,0);\n" |
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"}"; |
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const char * DEBUG_FRAGMENT_SHADER_CODE = |
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"#version 330 core\n" |
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"out vec3 color;\n" |
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"void main()\n" |
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"{\n" |
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" color = vec3(1,0,0);\n" |
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"}"; |
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typedef struct clear_col |
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{ |
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real32 R; |
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real32 G; |
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real32 B; |
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real32 A; |
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} clear_col; |
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clear_col g_clear_col { 75.f / 255.f, 135.f / 255.f, 135.f / 255.f, 1.f }; |
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typedef struct gl_matrix_info |
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{ |
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glm::mat4 projection; |
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glm::mat4 view; |
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glm::mat4 model; |
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glm::mat4 MVP; |
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} gl_matrix_info; |
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enum projection_type |
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{ |
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PERSPECTIVE, |
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ORTHOGRAPHIC, |
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}; |
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struct camera |
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{ |
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glm::vec3 position; |
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float hAngle; |
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float vAngle; |
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glm::vec3 target; |
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glm::vec3 forward; |
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glm::vec3 up; |
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glm::vec3 left; |
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}; |
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typedef struct gl_buffer |
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{ |
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GLuint buffer_id = 0; |
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size_t buffer_len = 0; // NOTE: number of elements in buffer
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GLfloat* buffer = nullptr; |
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} gl_buffer; |
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typedef struct gl_render_group |
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{ |
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// NOTE: For now the renderFrame function will assume these are the same size
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gl_buffer vertex_buffer; |
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gl_buffer color_buffer; |
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GLuint program_id = 0; |
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GLuint model_matrix_id = 0; |
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GLuint view_matrix_id = 0; |
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GLuint projection_matrix_id = 0; |
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GLuint vertex_array_id = 0; |
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Entity* entity = nullptr; |
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} gl_render_group; |
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gl_matrix_info g_scene_matrices; |
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gl_render_group g_filled_hex_render_group; |
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gl_render_group g_hex_line_render_group; |
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gl_render_group g_debug_render_group; |
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gl_render_group g_entity_render_group; |
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camera g_camera; |
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// Interface
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bool initRenderer(SDL_Handles &handles, v2i vpDims); |
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bool addTexture(SDL_Handles &handles, const char * path); |
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v2f getUnprojectedCoords(int32 x, int32 y, int32 vp_width, int32 vp_height); |
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bool createScene(std::vector<hex_info>* hexes, Entity* entities, uint32 entity_count); |
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void moveCamera(bool up, bool left, bool down, bool right, bool forward, bool backward); |
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void rollCamera(bool CW, bool CCW); |
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void rotateCamera(int32 xrel, int32 yrel); |
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void renderFrame(const std::vector<hex_info> *hexes); |
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void renderFrame(std::vector<hex_info> *hexes); |
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void renderDebug(std::vector<Point> &vertices); |
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void freeBuffers(); |
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// forward declarations
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bool initShaderProgram(gl_render_group &rg, const char * vertex_code, const char * frag_code, |
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const char* model_name, const char* view_name, const char* projection_name); |
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// enable debug output https://www.khronos.org/opengl/wiki/OpenGL_Error
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void openglDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, |
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GLsizei length, const GLchar* message, const void* userParam); |
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void fillTriangleBufferFromHex(GLfloat buf[], int idx, const hex_info &hex); |
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void fillColorBuffer(GLfloat buf[], int len, std::vector<hex_info> *hexes); |
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void convertColor(GLfloat buf[], uint32 color); |
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void fillHexLineBuffer(GLfloat buf[], int len, std::vector<hex_info>* hexes); |
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bool checkGLBufferSize(GLenum buf_type, int expected_size, int line_num); |
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bool initGLBufferObject(gl_buffer* buf_obj, int len, GLenum usage, GLfloat data[]); |
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void drawRenderGroup(gl_render_group* rg, GLenum draw_mode, bool update_vertex_data); |
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void initMatrices(projection_type p); |
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bool |
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initRenderer(SDL_Handles &handles, v2i vpDims) |
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{ |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); |
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); |
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); |
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); |
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// TODO: Line drawing quality seems to depend on graphics driver whims
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// maybe try using textured billboards instead?
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
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SDL_GL_SetSwapInterval(1); // vsync
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SDL_GetCurrentDisplayMode(0, &handles.currentDisplayMode); |
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handles.window =
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SDL_CreateWindow("hexgame", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, |
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vpDims.x, vpDims.y, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); |
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if (handles.window == NULL) |
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{ |
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// TODO: log error SDL_GetError()
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return false; |
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} |
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handles.glContext = SDL_GL_CreateContext(handles.window); |
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// TODO: decide on extension library
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gl3wInit(); |
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#if 0 |
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// Initialize GLEW
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// glewExperimental is only needed in GLEW <= 1.13.0
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// we can require version 2.0.0+
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//glewExperimental = true; // Needed for core profile
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GLenum err = glewInit(); |
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if (err != GLEW_OK) { |
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LOG(ERROR) << "Failed to initilize GLEW" << glewGetErrorString(err) << "\n"; |
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return false; |
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} |
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#endif |
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LOG(INFO) << "opengl vendor: " << glGetString(GL_VENDOR) << "\n"; |
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LOG(INFO)<< "opengl renderer: " << glGetString(GL_RENDERER) << "\n"; |
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LOG(INFO) << "opengl version: " << glGetString(GL_VERSION) << "\n"; |
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glEnable(GL_DEPTH_TEST); |
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glEnable(GL_LINE_SMOOTH); |
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// TODO: blending, these options break the http://www.opengl-tutorial.org tutorials atm
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// Setup render state: alpha-blending enabled, polygon fill
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#if 1 |
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glEnable(GL_BLEND); |
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glBlendEquation(GL_FUNC_ADD); |
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glBlendFunc(GL_ONE, GL_SRC_ALPHA); |
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
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#endif |
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// TODO: glDebugMessageCallback is only availabe from >v4.3
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// check and warn if context doesn't support this function here
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glEnable (GL_DEBUG_OUTPUT); |
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glDebugMessageCallback((GLDEBUGPROC) openglDebugCallback, 0); |
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// hide VRAM debug messages
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glDebugMessageControl(GL_DONT_CARE, 33361, GL_DONT_CARE, 0, 0, GL_FALSE); |
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if (!initShaderProgram( |
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g_filled_hex_render_group, VERTEX_SHADER_CODE, FRAGMENT_SHADER_CODE, |
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"model", "view", "projection") |
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|| !initShaderProgram( |
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g_hex_line_render_group, VERTEX_SHADER_CODE, LINE_FRAGMENT_SHADER_CODE, |
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"model", "view", "projection") |
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|| !initShaderProgram( |
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g_debug_render_group, VERTEX_SHADER_CODE, DEBUG_FRAGMENT_SHADER_CODE, |
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"model", "view", "projection") |
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|| !initShaderProgram( |
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g_entity_render_group, VERTEX_SHADER_CODE, FRAGMENT_SHADER_CODE, |
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"model", "view", "projection")) |
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{ |
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return false; |
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} |
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return true; |
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} |
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bool |
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addTexture(SDL_Handles &handles, const char * path) |
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{ |
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// testing
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LOG(INFO) << "Loading image: " << path << "\n"; |
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SDL_Surface* image = IMG_Load(path); |
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if (!image) |
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{ |
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LOG(ERROR) << "IMG_Load: " << IMG_GetError() << "\n"; |
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return 1; |
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} |
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GLuint tex_id; |
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glGenTextures(1, &tex_id); |
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glBindTexture(GL_TEXTURE_2D, tex_id); |
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image->w, image->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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// store opengl id in SDL_Surface.userdat
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image->userdata = (void*)(intptr_t) tex_id; |
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handles.texSurfaces.push_back(image); |
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return true; |
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} |
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v2f |
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getUnprojectedCoords(int32 x, int32 y, int32 vp_width, int32 vp_height) |
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{ |
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// NOTE: using depth buffer may not be as accurate as doing ray-cast
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GLfloat depth; |
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glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth); |
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glm::vec4 viewport = glm::vec4(0, 0, vp_width, vp_height); |
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glm::vec3 wincoord = glm::vec3(x, y, depth); |
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glm::vec3 vU = glm::unProject(wincoord, g_scene_matrices.view, g_scene_matrices.projection, viewport); |
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v2f v(vU.x, vU.y); |
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return v; |
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} |
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// NOTE: model_name, view_name, and projection_name should match the matrix variable
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// names in the shader source
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bool |
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initShaderProgram(gl_render_group &rg, const char * vertex_code, const char * frag_code, |
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const char* model_name, const char* view_name, const char* projection_name) |
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{ |
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glGenVertexArrays(1, &rg.vertex_array_id); |
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glBindVertexArray(rg.vertex_array_id); |
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GLuint vertex_shader_id = glCreateShader(GL_VERTEX_SHADER); |
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GLuint fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER); |
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glShaderSource(vertex_shader_id, 1, &vertex_code, NULL); |
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glShaderSource(fragment_shader_id, 1, &frag_code, NULL); |
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glCompileShader(vertex_shader_id); |
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glCompileShader(fragment_shader_id); |
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rg.program_id = glCreateProgram(); |
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glAttachShader(rg.program_id, vertex_shader_id); |
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glAttachShader(rg.program_id, fragment_shader_id); |
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glLinkProgram(rg.program_id); |
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rg.model_matrix_id = glGetUniformLocation(rg.program_id, model_name); |
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rg.view_matrix_id = glGetUniformLocation(rg.program_id, view_name); |
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rg.projection_matrix_id = glGetUniformLocation(rg.program_id, projection_name); |
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glDetachShader(rg.program_id, vertex_shader_id); |
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glDetachShader(rg.program_id, fragment_shader_id); |
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glDeleteShader(vertex_shader_id); |
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glDeleteShader(fragment_shader_id); |
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// check for errors
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GLint isLinked = 0; |
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glGetProgramiv(rg.program_id, GL_LINK_STATUS, &isLinked); |
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if (isLinked == GL_FALSE) { |
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GLint maxLength = 0; |
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glGetProgramiv(rg.program_id, GL_INFO_LOG_LENGTH, &maxLength); |
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// The maxLength includes the NULL character
|
|
|
|
|
GLchar infoLog[maxLength]; |
|
|
|
|
glGetProgramInfoLog(rg.program_id, maxLength, &maxLength, &infoLog[0]); |
|
|
|
|
LOG(ERROR) << infoLog << "\n"; |
|
|
|
|
|
|
|
|
|
// The program is useless now. So delete it.
|
|
|
|
|
glDeleteProgram(rg.program_id); |
|
|
|
|
|
|
|
|
|
return false; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
return true; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void |
|
|
|
|
initMatrices(projection_type p) |
|
|
|
|
{ |
|
|
|
|
// TODO: many constants used here should be passed as args
|
|
|
|
|
|
|
|
|
|
if (p == PERSPECTIVE) |
|
|
|
|
{ |
|
|
|
|
g_scene_matrices.projection = glm::infinitePerspective( |
|
|
|
|
glm::radians(60.f), // FoV
|
|
|
|
|
16.f / 9.f, // ascpect ratio
|
|
|
|
|
0.1f // near clip plane
|
|
|
|
|
); |
|
|
|
|
|
|
|
|
|
g_camera.position = glm::vec3(640,0,100);
|
|
|
|
|
g_camera.target = glm::vec3(640,500,0); |
|
|
|
|
// inital rotation should match target direction
|
|
|
|
|
glm::vec3 &p = g_camera.position; |
|
|
|
|
glm::vec3 &t = g_camera.target; |
|
|
|
|
g_camera.hAngle = 0; |
|
|
|
|
g_camera.vAngle = glm::atan((t.z - p.z) / (t.y - p.y)); |
|
|
|
|
|
|
|
|
|
//////
|
|
|
|
|
// TODO: add call to rotate camera here to remove duplicate code
|
|
|
|
|
camera &c = g_camera; |
|
|
|
|
float &h = c.hAngle; |
|
|
|
|
float &v = c.vAngle; |
|
|
|
|
c.forward = glm::vec3( |
|
|
|
|
glm::cos(v) * glm::sin(h), |
|
|
|
|
glm::cos(v) * glm::cos(h), |
|
|
|
|
glm::sin(v) |
|
|
|
|
); |
|
|
|
|
//////
|
|
|
|
|
|
|
|
|
|
g_camera.up = glm::vec3(0,1,0); |
|
|
|
|
g_camera.left = glm::normalize(glm::cross(g_camera.up, g_camera.forward)); |
|
|
|
|
g_camera.up = glm::cross(g_camera.forward, g_camera.left); |
|
|
|
|
|
|
|
|
|
g_scene_matrices.view = glm::lookAt( |
|
|
|
|
g_camera.position, // camera position
|
|
|
|
|
g_camera.position + g_camera.forward, |
|
|
|
|
g_camera.up // "up" vector
|
|
|
|
|
); |
|
|
|
|
} |
|
|
|
|
else // ORTHO
|
|
|
|
|
{ |
|
|
|
|
// left, right, bottom, top, zNear, zFar
|
|
|
|
|
g_scene_matrices.projection = glm::ortho(0.f, 1280.0f, 0.f, 720.0f, 0.1f, 100.0f); |
|
|
|
|
g_scene_matrices.view = glm::lookAt( |
|
|
|
|
glm::vec3(0.0f, 0.0f, 1.0f), // camera position
|
|
|
|
|
glm::vec3(0.0f, 0.0f, 0.0f), // look at position
|
|
|
|
|
glm::vec3(0,1,0) // "up" vector
|
|
|
|
|
); |
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
g_scene_matrices.model = glm::mat4(1.0f); |
|
|
|
|
g_scene_matrices.MVP = g_scene_matrices.projection * g_scene_matrices.view * g_scene_matrices.model;
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
bool |
|
|
|
|
createScene(std::vector<hex_info>* hexes, Entity* entities, uint32 entity_count) |
|
|
|
|
{ |
|
|
|
|
initMatrices(PROJ_TYPE); |
|
|
|
|
|
|
|
|
|
// Vertex Data
|
|
|
|
|
|
|
|
|
|
// TODO: index duplicate vertices
|
|
|
|
|
// http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-9-vbo-indexing/
|
|
|
|
|
int hex_count = (int) hexes->size(); |
|
|
|
|
// 6 triangles * 3 vertices per triangle * 3 floats per vertex = 54
|
|
|
|
|
int vbuf_len = hex_count * 6 * 3 * 3; |
|
|
|
|
|
|
|
|
|
// TODO: surely there's a way to use indexed drawing for line vertices eg) line_loop
|
|
|
|
|
// and still use one buffer for multiple shapes/paths gldrawarraysintanced?, gldrawelements?
|
|
|
|
|
// https://gamedev.stackexchange.com/questions/104310/opengl-4-5-primitive-restart-vs-base-index
|
|
|
|
|
int line_vertices_per_hex = 6 * 2; // 12 vertices since we're using line segments atm
|
|
|
|
|
//gl_buffer *line_vertex_buffer = &g_hex_line_render_group.vertex_buffer;
|
|
|
|
|
int line_buf_len = hexes->size() * line_vertices_per_hex * 3; // 3 floats per vertex
|
|
|
|
|
|
|
|
|
|
// temporary buffers
|
|
|
|
|
GLfloat* vbuf = (GLfloat*) std::calloc(vbuf_len, sizeof(GLfloat)); |
|
|
|
|
GLfloat* cbuf = (GLfloat*) std::calloc(vbuf_len, sizeof(GLfloat)); |
|
|
|
|
GLfloat* line_buf = (GLfloat*) std::calloc(vbuf_len, sizeof(GLfloat)); |
|
|
|
|
|
|
|
|
|
for (int i = 0; i < hex_count; i++) |
|
|
|
|
fillTriangleBufferFromHex(vbuf, 54 * i, (*hexes)[i]); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (!initGLBufferObject(&g_filled_hex_render_group.vertex_buffer, vbuf_len, GL_DYNAMIC_DRAW, vbuf)) |
|
|
|
|
return false; |
|
|
|
|
|
|
|
|
|
// color data for hex vertices
|
|
|
|
|
|
|
|
|
|
fillColorBuffer(cbuf, vbuf_len, hexes); |
|
|
|
|
|
|
|
|
|
if (!initGLBufferObject(&g_filled_hex_render_group.color_buffer, vbuf_len, GL_DYNAMIC_DRAW, cbuf)) |
|
|
|
|
return false; |
|
|
|
|
|
|
|
|
|
// hex line vertex data
|
|
|
|
|
|
|
|
|
|
fillHexLineBuffer(line_buf, line_buf_len, hexes); |
|
|
|
|
if (!initGLBufferObject(&g_hex_line_render_group.vertex_buffer, line_buf_len, GL_STATIC_DRAW, line_buf)) |
|
|
|
|
return false; |
|
|
|
|
|
|
|
|
|
// free temporary buffers
|
|
|
|
|
// TODO: temp buffers won't be freed if exit early is hit
|
|
|
|
|
std::free(vbuf); |
|
|
|
|
std::free(cbuf); |
|
|
|
|
std::free(line_buf); |
|
|
|
|
vbuf = cbuf = line_buf = nullptr; |
|
|
|
|
|
|
|
|
|
// debug draw vertexes
|
|
|
|
|
|
|
|
|
|
// 4 vertices, 3 floats per vertex
|
|
|
|
|
int len = 4 * 3; |
|
|
|
|
if (!initGLBufferObject(&g_debug_render_group.vertex_buffer, len, GL_DYNAMIC_DRAW, 0)) |
|
|
|
|
return false; |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
///////////////
|
|
|
|
|
// TODO: Testing Entities/assimp model loading
|
|
|
|
|
|
|
|
|
|
g_entity_render_group.entity = &entities[0]; |
|
|
|
|
entities[0].model_transform = glm::scale(glm::mat4(1), glm::vec3(100, 100, 100)); |
|
|
|
|
|
|
|
|
|
uint entity_buf_len = entities[0].num_vertices * 3; |
|
|
|
|
GLfloat* entity_buf = (GLfloat*) std::calloc(entity_buf_len, sizeof(GLfloat)); |
|
|
|
|
GLfloat* entity_color_buf = (GLfloat*) std::calloc(entity_buf_len, sizeof(GLfloat)); |
|
|
|
|
|
|
|
|
|
// dump vertices into temporary buffer
|
|
|
|
|
uint vertex_index = 0; |
|
|
|
|
uint vertex_prop_index = 0; |
|
|
|
|
GLfloat entity_test_color[3]; |
|
|
|
|
convertColor(entity_test_color, 0xF46000FF); |
|
|
|
|
|
|
|
|
|
for (uint j = 0; j < entity_buf_len; j++) { |
|
|
|
|
const glm::vec3& vertex = entities[0].vertices[vertex_index]; |
|
|
|
|
|
|
|
|
|
switch (vertex_prop_index) { |
|
|
|
|
case 0: entity_buf[j] = vertex.x; break; |
|
|
|
|
case 1: entity_buf[j] = vertex.y; break; |
|
|
|
|
case 2: entity_buf[j] = vertex.z; break; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
entity_color_buf[j] = entity_test_color[vertex_prop_index]; |
|
|
|
|
vertex_prop_index++; |
|
|
|
|
|
|
|
|
|
if (vertex_prop_index == 3) { |
|
|
|
|
vertex_prop_index = 0; |
|
|
|
|
vertex_index++; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
if (!initGLBufferObject(&g_entity_render_group.vertex_buffer, entity_buf_len, |
|
|
|
|
GL_DYNAMIC_DRAW, entity_buf)) |
|
|
|
|
return false; |
|
|
|
|
|
|
|
|
|
if (!initGLBufferObject(&g_entity_render_group.color_buffer, entity_buf_len, |
|
|
|
|
GL_DYNAMIC_DRAW, entity_color_buf)) |
|
|
|
|
return false; |
|
|
|
|
|
|
|
|
|
std::free(entity_buf); |
|
|
|
|
std::free(entity_color_buf); |
|
|
|
|
entity_buf = entity_color_buf = nullptr; |
|
|
|
|
|
|
|
|
|
/////////
|
|
|
|
|
|
|
|
|
|
return true; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void |
|
|
|
|
moveCamera(bool up, bool left, bool down, bool right, bool forward, bool backward) |
|
|
|
|
{ |
|
|
|
|
if (!up && !left && !down && !right && !forward && !backward) |
|
|
|
|
return; |
|
|
|
|
|
|
|
|
|
glm::vec3 f = g_camera.forward; |
|
|
|
|
glm::vec3 u = g_camera.up; |
|
|
|
|
glm::vec3 old = g_camera.position; |
|
|
|
|
glm::vec3 &p = g_camera.position; |
|
|
|
|
glm::vec3 v(0.f); // normalized direction
|
|
|
|
|
|
|
|
|
|
if (forward) v += f; |
|
|
|
|
if (backward) v -= f; |
|
|
|
|
if (up) v += u; |
|
|
|
|
if (down) v -= u; |
|
|
|
|
if (left) |
|
|
|
|
{ |
|
|
|
|
glm::vec3 l = glm::cross(f, u); |
|
|
|
|
v -= l; |
|
|
|
|
} |
|
|
|
|
if (right) |
|
|
|
|
{ |
|
|
|
|
glm::vec3 r = glm::cross(u, f); |
|
|
|
|
v -= r; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// TODO: this still doesn't fix side to side movement magnitude when vAngle is
|
|
|
|
|
// close to +- 90 degrees
|
|
|
|
|
glm::normalize(v); |
|
|
|
|
p += (v * MOVE_SPEED); |
|
|
|
|
glm::vec3 diff = old - p; |
|
|
|
|
g_scene_matrices.view = glm::translate(g_scene_matrices.view, diff); |
|
|
|
|
g_scene_matrices.MVP = g_scene_matrices.projection * g_scene_matrices.view * g_scene_matrices.model;
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void |
|
|
|
|
rotateCamera(int32 xrel, int32 yrel) |
|
|
|
|
{ |
|
|
|
|
camera &c = g_camera; |
|
|
|
|
float &h = c.hAngle; |
|
|
|
|
float &v = c.vAngle; |
|
|
|
|
h += ROTATE_SPEED * xrel; |
|
|
|
|
v -= ROTATE_SPEED * yrel; |
|
|
|
|
|
|
|
|
|
// clamp vAngle to prevent gimbal lock
|
|
|
|
|
float a = glm::radians(CAMERA_Z_CLAMP_ANGLE); |
|
|
|
|
if (v < (-1 * a)) v = (-1 * a); |
|
|
|
|
if (v > a) v = a; |
|
|
|
|
|
|
|
|
|
c.forward = glm::vec3( |
|
|
|
|
glm::cos(v) * glm::sin(h), |
|
|
|
|
glm::cos(v) * glm::cos(h), |
|
|
|
|
glm::sin(v) |
|
|
|
|
); |
|
|
|
|
|
|
|
|
|
c.up = glm::vec3(0,0,1); |
|
|
|
|
c.left = glm::cross(c.forward, c.up); |
|
|
|
|
|
|
|
|
|
g_scene_matrices.view = glm::lookAt(c.position, c.position + c.forward, c.up); |
|
|
|
|
g_scene_matrices.MVP = g_scene_matrices.projection * g_scene_matrices.view * g_scene_matrices.model;
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// NOTE: don't need this yet
|
|
|
|
|
void |
|
|
|
|
rollCamera(bool CW, bool CCW) |
|
|
|
|
{ |
|
|
|
|
#if 0 |
|
|
|
|
if ((!CW && !CCW) || (CW && CCW)) |
|
|
|
|
return; |
|
|
|
|
|
|
|
|
|
float a = 0.005f; |
|
|
|
|
if (CW) a *= 1; |
|
|
|
|
if (CCW) a *= -1; |
|
|
|
|
camera &c = g_camera; |
|
|
|
|
glm::mat4 m = glm::rotate(glm::mat4(1.f), a, c.forward); |
|
|
|
|
glm::vec4 v(c.up.x, c.up.y, c.up.z, 0); |
|
|
|
|
v = v * m; |
|
|
|
|
g_camera.up = glm::vec3(v.x, v.y, v.z); |
|
|
|
|
g_scene_matrices.view *= m; |
|
|
|
|
g_scene_matrices.MVP = g_scene_matrices.projection * g_scene_matrices.view * g_scene_matrices.model;
|
|
|
|
|
#endif |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void |
|
|
|
|
fillTriangleBufferFromHex(GLfloat buf[], int idx, const hex_info &hex) |
|
|
|
|
{ |
|
|
|
|
// triangles
|
|
|
|
|
for (int i = 0; i < 6; i++) |
|
|
|
|
{ |
|
|
|
|
// vertex 0
|
|
|
|
|
buf[idx + 0] = (GLfloat) hex.XPos; |
|
|
|
|
buf[idx + 1] = (GLfloat) hex.YPos; |
|
|
|
|
buf[idx + 2] = (GLfloat) 0.f; |
|
|
|
|
|
|
|
|
|
// vertex 1
|
|
|
|
|
buf[idx + 3] = (GLfloat) hex.vertices[i].x; |
|
|
|
|
buf[idx + 4] = (GLfloat) hex.vertices[i].y; |
|
|
|
|
buf[idx + 5] = (GLfloat) 0.f; |
|
|
|
|
|
|
|
|
|
if (i == 5) // re-use the first point for the last triangle
|
|
|
|
|
{ |
|
|
|
|
// vertex 2
|
|
|
|
|
buf[idx + 6] = (GLfloat) hex.vertices[0].x; |
|
|
|
|
buf[idx + 7] = (GLfloat) hex.vertices[0].y; |
|
|
|
|
buf[idx + 8] = (GLfloat) 0.f; |
|
|
|
|
} |
|
|
|
|
else |
|
|
|
|
{ |
|
|
|
|
// vertex 2
|
|
|
|
|
buf[idx + 6] = (GLfloat) hex.vertices[i + 1].x; |
|
|
|
|
buf[idx + 7] = (GLfloat) hex.vertices[i + 1].y; |
|
|
|
|
buf[idx + 8] = (GLfloat) 0.f; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// we've added 9 GLfloats per loop
|
|
|
|
|
idx += 9; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// NOTE: helper for fillColorBuffer() to convert uint32 color to GLfloat triplet
|
|
|
|
|
void |
|
|
|
|
convertColor(GLfloat buf[3], uint32 color) |
|
|
|
|
{ |
|
|
|
|
// NOTE: not using the alpha values for now
|
|
|
|
|
buf[0] = (GLfloat) ((color >> 24) & 0xFF) / (GLfloat) 255;
|
|
|
|
|
buf[1] = (GLfloat) ((color >> 16) & 0xFF) / (GLfloat) 255;
|
|
|
|
|
buf[2] = (GLfloat) ((color >> 8) & 0xFF) / (GLfloat) 255;
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void |
|
|
|
|
fillColorBuffer(GLfloat buf[], int len, std::vector<hex_info>* hexes) |
|
|
|
|
{ |
|
|
|
|
int buf_idx; |
|
|
|
|
int buf_len_per_hex = 54; // NOTE: 3 * 3 * 6
|
|
|
|
|
GLfloat color_buf[3]; |
|
|
|
|
for (int i = 0; i < (int) hexes->size(); i++) |
|
|
|
|
{ |
|
|
|
|
buf_idx = i * buf_len_per_hex; |
|
|
|
|
hex_info hxi = (*hexes)[i]; |
|
|
|
|
convertColor(color_buf, hxi.current_color); |
|
|
|
|
|
|
|
|
|
for (int j = 0; j < buf_len_per_hex; j+=3) |
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{ |
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buf[buf_idx + j] = color_buf[0]; |
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buf[buf_idx + j + 1] = color_buf[1]; |
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buf[buf_idx + j + 2] = color_buf[2]; |
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} |
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|
} |
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} |
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void |
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|
fillHexLineBuffer(GLfloat buf[], int len, std::vector<hex_info>* hexes) |
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{ |
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|
Point p1, p2; |
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|
int idx = 0; |
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for (int i = 0; i < (int) hexes->size(); i++) |
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{ |
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|
hex_info hxi = (*hexes)[i]; |
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for (int j = 0; j < 6; j ++) |
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{ |
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if (j == 5) // wrap
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|
{ |
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p1 = hxi.vertices[j]; |
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p2 = hxi.vertices[0]; |
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} |
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else |
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{ |
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|
p1 = hxi.vertices[j]; |
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p2 = hxi.vertices[j + 1]; |
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} |
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buf[idx + 0] = p1.x; |
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buf[idx + 1] = p1.y; |
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buf[idx + 2] = 0.f; |
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buf[idx + 3] = p2.x; |
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buf[idx + 4] = p2.y; |
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buf[idx + 5] = 0.f; |
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idx += 6; |
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} |
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} |
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} |
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// NOTE: this will only work after a call to glBindBuffer
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|
bool |
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|
checkGLBufferSize(GLenum buf_type, int expected_size, int line_num) |
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|
|
{ |
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|
|
GLint gl_size; |
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|
glGetBufferParameteriv(buf_type, GL_BUFFER_SIZE ,&gl_size); |
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|
if (expected_size != gl_size) |
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|
{ |
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|
LOG(ERROR) << "line: " << line_num << "gl buffer size mismatch\n"; |
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|
return false; |
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|
} |
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|
return true; |
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|
} |
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|
|
bool |
|
|
|
|
initGLBufferObject(gl_buffer* buf_obj, int len, GLenum usage, GLfloat data[]) |
|
|
|
|
{ |
|
|
|
|
buf_obj->buffer_len = (size_t) len; |
|
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|
|
buf_obj->buffer = (GLfloat*) std::calloc(len, sizeof(GLfloat)); |
|
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|
|
|
|
|
|
if (data) |
|
|
|
|
{ |
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|
|
for (int i = 0; i < len; i++) |
|
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|
|
buf_obj->buffer[i] = data[i]; |
|
|
|
|
} |
|
|
|
|
|
|
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|
|
glGenBuffers(1, &buf_obj->buffer_id); |
|
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|
|
glBindBuffer(GL_ARRAY_BUFFER, buf_obj->buffer_id); |
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|
|
glBufferData(GL_ARRAY_BUFFER, len * sizeof(GLfloat), buf_obj->buffer, usage); |
|
|
|
|
|
|
|
|
|
if (!checkGLBufferSize(GL_ARRAY_BUFFER, len * sizeof(GLfloat), __LINE__)) |
|
|
|
|
return false; |
|
|
|
|
|
|
|
|
|
return true; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void |
|
|
|
|
openglDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, |
|
|
|
|
GLsizei length, const GLchar* message, const void* userParam) |
|
|
|
|
{ |
|
|
|
|
LOG((type == GL_DEBUG_TYPE_ERROR) ? ERROR : DEBUG) |
|
|
|
|
<< (type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "") |
|
|
|
|
<< ", type: " << type |
|
|
|
|
<< ", severity: " << severity |
|
|
|
|
<< ", message: " << message << "\n"; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void |
|
|
|
|
drawRenderGroup(gl_render_group* rg, GLenum draw_mode, bool update_vertex_data = false) |
|
|
|
|
{ |
|
|
|
|
glUseProgram(rg->program_id); |
|
|
|
|
|
|
|
|
|
// Send our transformation to the currently bound shader
|
|
|
|
|
glm::mat4 model_matrix; |
|
|
|
|
if (rg->entity) |
|
|
|
|
model_matrix = rg->entity->model_transform; |
|
|
|
|
else |
|
|
|
|
model_matrix = g_scene_matrices.model; |
|
|
|
|
|
|
|
|
|
glUniformMatrix4fv(rg->model_matrix_id, 1, GL_FALSE, &model_matrix[0][0]); |
|
|
|
|
glUniformMatrix4fv(rg->view_matrix_id, 1, GL_FALSE, &g_scene_matrices.view[0][0]); |
|
|
|
|
glUniformMatrix4fv(rg->projection_matrix_id, 1, GL_FALSE, &g_scene_matrices.projection[0][0]); |
|
|
|
|
|
|
|
|
|
// 1st attribute buffer : vertices
|
|
|
|
|
glEnableVertexAttribArray(0); |
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, rg->vertex_buffer.buffer_id); |
|
|
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*) 0); |
|
|
|
|
|
|
|
|
|
if (update_vertex_data) |
|
|
|
|
{ |
|
|
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, rg->vertex_buffer.buffer_len * sizeof(GLfloat), |
|
|
|
|
rg->vertex_buffer.buffer); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// 2nd attribute buffer : colors
|
|
|
|
|
if (rg->color_buffer.buffer) |
|
|
|
|
{ |
|
|
|
|
glEnableVertexAttribArray(1); |
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, rg->color_buffer.buffer_id); |
|
|
|
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*) 0); |
|
|
|
|
|
|
|
|
|
// TODO: maybe add an option to not send color data every frame?
|
|
|
|
|
glBufferSubData(GL_ARRAY_BUFFER, 0, rg->color_buffer.buffer_len * sizeof(GLfloat), |
|
|
|
|
rg->color_buffer.buffer); |
|
|
|
|
} |
|
|
|
|
// draw
|
|
|
|
|
glDrawArrays(draw_mode, 0, rg->vertex_buffer.buffer_len / 3); |
|
|
|
|
|
|
|
|
|
// cleanup
|
|
|
|
|
glDisableVertexAttribArray(0); |
|
|
|
|
if (rg->color_buffer.buffer) |
|
|
|
|
glDisableVertexAttribArray(1); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void |
|
|
|
|
renderFrame(std::vector<hex_info> *hexes) |
|
|
|
|
{ |
|
|
|
|
glClearColor(g_clear_col.R, g_clear_col.G, g_clear_col.B, g_clear_col.A); |
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
|
|
|
|
|
|
|
|
|
// filled hexes
|
|
|
|
|
|
|
|
|
|
// get new colors every frame
|
|
|
|
|
gl_render_group* rg = &g_filled_hex_render_group; |
|
|
|
|
fillColorBuffer(rg->color_buffer.buffer, rg->color_buffer.buffer_len, hexes); |
|
|
|
|
drawRenderGroup(rg, GL_TRIANGLES); |
|
|
|
|
|
|
|
|
|
// hex lines
|
|
|
|
|
|
|
|
|
|
drawRenderGroup(&g_hex_line_render_group, GL_LINES); |
|
|
|
|
|
|
|
|
|
// TODO: testing entity rendering
|
|
|
|
|
drawRenderGroup(&g_entity_render_group, GL_TRIANGLES); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void |
|
|
|
|
renderDebug(std::vector<Point> &vertices) |
|
|
|
|
{ |
|
|
|
|
// TODO: indexed line drawing
|
|
|
|
|
real64 buf[4 * 3] = { |
|
|
|
|
vertices[0].x, vertices[0].y, 0, |
|
|
|
|
vertices[1].x, vertices[1].y, 0, |
|
|
|
|
vertices[2].x, vertices[2].y, 0, |
|
|
|
|
vertices[3].x, vertices[3].y, 0, |
|
|
|
|
}; |
|
|
|
|
|
|
|
|
|
// copy vertexes to render group
|
|
|
|
|
gl_render_group* rg = &g_debug_render_group; |
|
|
|
|
for (int i = 0; i < 12; i++) |
|
|
|
|
rg->vertex_buffer.buffer[i] = buf[i]; |
|
|
|
|
|
|
|
|
|
drawRenderGroup(rg, GL_LINE_LOOP, true); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void |
|
|
|
|
freeBuffers() |
|
|
|
|
{ |
|
|
|
|
std::vector<gl_render_group> groups = { |
|
|
|
|
g_filled_hex_render_group, |
|
|
|
|
g_hex_line_render_group, |
|
|
|
|
g_debug_render_group, |
|
|
|
|
//g_entity_render_group TODO: handle enitiy memory separately
|
|
|
|
|
}; |
|
|
|
|
|
|
|
|
|
for (gl_render_group group : groups) |
|
|
|
|
{ |
|
|
|
|
if (group.vertex_buffer.buffer) |
|
|
|
|
{ |
|
|
|
|
std::free(group.vertex_buffer.buffer); |
|
|
|
|
group.vertex_buffer.buffer = 0; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
if (group.color_buffer.buffer) |
|
|
|
|
{ |
|
|
|
|
std::free(group.color_buffer.buffer); |
|
|
|
|
group.color_buffer.buffer = 0; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
#endif // RENDERER_H
|
|
|
|
|
|
|
|
|
|
|