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move global render_group pointers in renderer to render_state

master
cinnaboot 8 years ago
parent
commit
10f3fac1c1
  1. 67
      src/renderer.cpp
  2. 6
      src/renderer.h

67
src/renderer.cpp

@ -24,13 +24,13 @@
#define DEFAULT_FRAGMENT_SHADER_FILE "../data/default.fs"
#define MAX_LIGHTS 10 // NOTE: needs to match the fragment shader source
typedef struct clear_col
struct clear_col
{
real32 R;
real32 G;
real32 B;
real32 A;
} clear_col;
};
clear_col g_clear_col { 75.f / 255.f, 135.f / 255.f, 135.f / 255.f, 1.f };
@ -44,15 +44,7 @@ void fillTriangleBufferFromHex(GLfloat buf[], int idx, const hex_info &hex);
void fillColorBuffer(GLfloat buf[], int len, std::vector<hex_info>* hexes);
void fillHexLineBuffer(GLfloat buf[], int len, std::vector<hex_info>* hexes);
// globals
static render_group* g_filled_hex_render_group;
static render_group* g_hex_line_render_group;
static render_group* g_debug_render_group;
static rg_shader_program g_default_shader;
// NOTE: entity render_group pointers are kept in the entity struct
static render_state* g_render_state;
// TODO: maybe keep all these globals in the render_state object?
// interface
@ -121,7 +113,7 @@ initRenderer(render_state* rs)
const char* vs_code = utilDumpTextFile(DEFAULT_VERTEX_SHADER_FILE);
const char* fs_code = utilDumpTextFile(DEFAULT_FRAGMENT_SHADER_FILE);
bool shader_error = !rgInitShaderProgram(g_default_shader, vs_code, fs_code);
bool shader_error = !rgInitShaderProgram(rs->default_shader, vs_code, fs_code);
utilSafeFree(vs_code);
utilSafeFree(fs_code);
@ -141,15 +133,9 @@ void
freeBuffers(render_state* rs)
{
utilSafeFree(rs->lights);
std::vector<render_group*> groups = {
g_filled_hex_render_group,
g_hex_line_render_group,
g_debug_render_group,
};
for (render_group* group : groups)
rgFree(group);
rgFree(rs->filled_hex_render_group);
rgFree(rs->hex_line_render_group);
rgFree(rs->debug_render_group);
}
bool
@ -187,7 +173,7 @@ createScene(render_state* rs, std::vector<hex_info>* hexes, Entity* entities, ui
for (uint i = 0; i < entity_count; i++) {
rgInitEntity(&entities[i]);
entities[i].ren_group->shader = g_default_shader;
entities[i].ren_group->shader = rs->default_shader;
}
if (!initHexGridBuffers(hexes))
@ -196,14 +182,14 @@ createScene(render_state* rs, std::vector<hex_info>* hexes, Entity* entities, ui
// debug draw vertices
uint debug_buf_len = 12; // 4 vertices, 3 floats per vertex
g_debug_render_group = rgInitSingle(g_default_shader, debug_buf_len, true, 0, GL_LINE_LOOP);
rs->debug_render_group = rgInitSingle(rs->default_shader, debug_buf_len, true, 0, GL_LINE_LOOP);
if (g_debug_render_group == nullptr)
if (rs->debug_render_group == nullptr)
return false;
gl_buffer& debug_vertex_buf = g_debug_render_group->render_objects[0]->vertex_buffer;
gl_buffer& debug_color_buf = g_debug_render_group->render_objects[0]->color_buffer;
gl_buffer& debug_normal_buf = g_debug_render_group->render_objects[0]->normal_buffer;
gl_buffer& debug_vertex_buf = rs->debug_render_group->render_objects[0]->vertex_buffer;
gl_buffer& debug_color_buf = rs->debug_render_group->render_objects[0]->color_buffer;
gl_buffer& debug_normal_buf = rs->debug_render_group->render_objects[0]->normal_buffer;
for (uint i = 0; i < debug_buf_len; i += 3) {
debug_color_buf.buffer[i] = 1.f;
@ -235,7 +221,7 @@ renderFrame(render_state* rs, std::vector<hex_info> *hexes, Entity* entities, ui
// filled hexes
// get new colors every frame
render_group* rg = g_filled_hex_render_group;
render_group* rg = rs->filled_hex_render_group;
gl_buffer& color_buf = rg->render_objects[0]->color_buffer;
// TODO: this needs optimization for large grids, very performance intensive
fillColorBuffer(color_buf.buffer, color_buf.buffer_len, hexes);
@ -243,7 +229,7 @@ renderFrame(render_state* rs, std::vector<hex_info> *hexes, Entity* entities, ui
rs->lights, rs->num_lights, false, true);
// hex lines
rgDraw(g_hex_line_render_group, m_model, m_view, m_projection,
rgDraw(rs->hex_line_render_group, m_model, m_view, m_projection,
rs->lights, rs->num_lights);
// entities
@ -256,13 +242,13 @@ renderFrame(render_state* rs, std::vector<hex_info> *hexes, Entity* entities, ui
void
renderDebug(render_state* rs, std::vector<Point> &vertices)
{
GLfloat* buf = g_debug_render_group->render_objects[0]->vertex_buffer.buffer;
GLfloat* buf = rs->debug_render_group->render_objects[0]->vertex_buffer.buffer;
buf[0] = vertices[0].x; buf[1] = vertices[0].y; buf[2] = 0;
buf[3] = vertices[1].x; buf[4] = vertices[1].y; buf[2] = 0;
buf[6] = vertices[2].x; buf[7] = vertices[2].y; buf[8] = 0;
buf[9] = vertices[3].x; buf[10] = vertices[3].y; buf[11] = 0;
rgDraw(g_debug_render_group, g_render_state->cam.model, g_render_state->cam.view,
rgDraw(rs->debug_render_group, g_render_state->cam.model, g_render_state->cam.view,
g_render_state->cam.projection, rs->lights, rs->num_lights, true);
}
@ -290,14 +276,15 @@ initHexGridBuffers(std::vector<hex_info>* hexes)
uint line_buf_len = hexes->size() * line_vertices_per_hex * 3; // 3 floats per vertex
uint vbuf_len = hexes->size() * 6 * 3 * 3;
g_filled_hex_render_group = rgInitSingle(g_default_shader, vbuf_len, true);
render_state* rs = g_render_state;
rs->filled_hex_render_group = rgInitSingle(rs->default_shader, vbuf_len, true);
if (g_filled_hex_render_group == nullptr)
if (rs->filled_hex_render_group == nullptr)
return false;
gl_buffer& vbuf = g_filled_hex_render_group->render_objects[0]->vertex_buffer;
gl_buffer& cbuf = g_filled_hex_render_group->render_objects[0]->color_buffer;
gl_buffer& normal_buf = g_filled_hex_render_group->render_objects[0]->normal_buffer;
gl_buffer& vbuf = rs->filled_hex_render_group->render_objects[0]->vertex_buffer;
gl_buffer& cbuf = rs->filled_hex_render_group->render_objects[0]->color_buffer;
gl_buffer& normal_buf = rs->filled_hex_render_group->render_objects[0]->normal_buffer;
for (uint i = 0; i < hexes->size(); i++)
fillTriangleBufferFromHex(vbuf.buffer, i * 54, (*hexes)[i]);
@ -317,14 +304,14 @@ initHexGridBuffers(std::vector<hex_info>* hexes)
// hex lines
g_hex_line_render_group = rgInitSingle(g_default_shader, line_buf_len, true, 0, GL_LINES);
rs->hex_line_render_group = rgInitSingle(rs->default_shader, line_buf_len, true, 0, GL_LINES);
if (g_hex_line_render_group == nullptr)
if (rs->hex_line_render_group == nullptr)
return false;
gl_buffer& line_buf = g_hex_line_render_group->render_objects[0]->vertex_buffer;
gl_buffer& line_color_buf = g_hex_line_render_group->render_objects[0]->color_buffer;
gl_buffer& line_normal_buf = g_hex_line_render_group->render_objects[0]->normal_buffer;
gl_buffer& line_buf = rs->hex_line_render_group->render_objects[0]->vertex_buffer;
gl_buffer& line_color_buf = rs->hex_line_render_group->render_objects[0]->color_buffer;
gl_buffer& line_normal_buf = rs->hex_line_render_group->render_objects[0]->normal_buffer;
fillHexLineBuffer(line_buf.buffer, line_buf_len, hexes);
rgBufferData(&line_buf, GL_STATIC_DRAW, GL_ARRAY_BUFFER);

6
src/renderer.h

@ -33,6 +33,11 @@ struct render_state
SDL_Handles handles;
camera cam;
render_group* filled_hex_render_group;
render_group* hex_line_render_group;
render_group* debug_render_group;
rg_shader_program default_shader;
// TODO: testing lighting
rg_point_light* lights = nullptr;
uint num_lights = 0;
@ -42,7 +47,6 @@ struct render_state
bool initRenderer(render_state* rs);
void freeBuffers(render_state* rs);
bool addTexture(SDL_Handles &handles, const char * path);
v2f getUnprojectedCoords(int32 x, int32 y, int32 vp_width, int32 vp_height);
bool createScene(render_state* rs, std::vector<hex_info>* hexes, Entity* entities, uint32 entity_count);
void renderFrame(render_state* rs, std::vector<hex_info> *hexes, Entity* entities, uint32 entity_count);
void renderDebug(render_state* rs, std::vector<Point> &vertices);

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