#include // TODO: remove this and make something in util.h #include #include #include #include #include "aixlog.hpp" #include "render_group.h" #include "util.h" #define INFO_LOG_MAX_LENGTH 312 // forward declarations void freeRenderObject(render_object* ro); void rgInitGLIndexBuffer(gl_index_buffer* index_buffer, GLenum usage, GLenum target); // interface render_object * rgAllocateRenderObject(uint buffer_len, uint index_len) { render_object* ro = UTIL_ALLOC(1, render_object); if (ro == nullptr) return nullptr; ro->vertex_buffer.buffer = UTIL_ALLOC(buffer_len, GLfloat); ro->vertex_buffer.count = ro->vertex_buffer.max_count = buffer_len; ro->normal_buffer.buffer = UTIL_ALLOC(buffer_len, GLfloat); ro->normal_buffer.count = ro->normal_buffer.max_count = buffer_len; ro->uv_buffer.buffer = UTIL_ALLOC(buffer_len, GLfloat); ro->uv_buffer.count = ro->uv_buffer.max_count = buffer_len; if (index_len > 0) { ro->index_buffer.buffer = UTIL_ALLOC(index_len, uint); ro->index_buffer.count = index_len; } if (ro->vertex_buffer.buffer == nullptr || ro->normal_buffer.buffer == nullptr || ((index_len > 0) && (ro->vertex_buffer.buffer == nullptr))) { freeRenderObject(ro); return nullptr; } return ro; } render_group* rgInitSingle(rg_shader_program& sp, uint vertex_buffer_len, bool use_normals, uint index_buffer_len, GLenum draw_mode) { render_group* rg = UTIL_ALLOC(1, render_group); rg->shader = sp; rg->use_normals = use_normals; rg->draw_indexed = (index_buffer_len > 0); rg->draw_mode = draw_mode; rg->render_objects = UTIL_ALLOC(1, render_object*); rg->render_objects[0] = rgAllocateRenderObject(vertex_buffer_len, index_buffer_len); rg->num_objects = 1; if (rg->render_objects[0] == nullptr) { LOG(ERROR) << "Allocation Error\n"; rgFree(rg); } return rg; } bool rgInitShaderProgram(rg_shader_program& sp, const char * vertex_code, const char * frag_code) { glGenVertexArrays(1, &sp.vertex_array_id); glBindVertexArray(sp.vertex_array_id); GLuint vertex_shader_id = glCreateShader(GL_VERTEX_SHADER); GLuint fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(vertex_shader_id, 1, &vertex_code, NULL); glShaderSource(fragment_shader_id, 1, &frag_code, NULL); glCompileShader(vertex_shader_id); glCompileShader(fragment_shader_id); sp.program_id = glCreateProgram(); glAttachShader(sp.program_id, vertex_shader_id); glAttachShader(sp.program_id, fragment_shader_id); glLinkProgram(sp.program_id); sp.model_matrix_id = glGetUniformLocation(sp.program_id, "model"); sp.view_matrix_id = glGetUniformLocation(sp.program_id, "view"); sp.projection_matrix_id = glGetUniformLocation(sp.program_id, "projection"); sp.normal_matrix_id = glGetUniformLocation(sp.program_id, "normal_matrix"); sp.num_lights_id = glGetUniformLocation(sp.program_id, "num_lights"); sp.sampler_id = glGetUniformLocation(sp.program_id, "sampler"); glDetachShader(sp.program_id, vertex_shader_id); glDetachShader(sp.program_id, fragment_shader_id); glDeleteShader(vertex_shader_id); glDeleteShader(fragment_shader_id); // TODO: quick hack to allow 'dynamic' stack allocation for msvc // also remove INFO_LOG_MAX_LENGTH define GLint isLinked = 0; glGetProgramiv(sp.program_id, GL_LINK_STATUS, &isLinked); if (isLinked == GL_FALSE) { GLint maxLength = INFO_LOG_MAX_LENGTH; glGetProgramiv(sp.program_id, GL_INFO_LOG_LENGTH, &maxLength); #ifdef _WIN32 GLchar infoLog[312] = { 0 }; #else GLchar infoLog[maxLength] = { 0 }; #endif glGetProgramInfoLog(sp.program_id, maxLength, &maxLength, &infoLog[0]); LOG(ERROR) << infoLog << "\n"; glDeleteProgram(sp.program_id); return false; } return true; } bool rgInitGLTexture(GLuint& tex_id, util_image image) { glGenTextures(1, &tex_id); glBindTexture(GL_TEXTURE_2D, tex_id); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); GLenum pixel_format = (image.num_channels == 3) ? GL_RGB : GL_RGBA; glTexImage2D(GL_TEXTURE_2D, 0, pixel_format, image.w, image.h, 0, pixel_format, GL_UNSIGNED_BYTE, image.pixels); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); return (glGetError() == GL_NO_ERROR); } void rgInitGLFloatBuffer(gl_buffer* buffer, GLenum usage, GLenum target) { glGenBuffers(1, &buffer->buffer_id); glBindBuffer(target, buffer->buffer_id); glBufferData(target, buffer->max_count * sizeof(GLfloat), buffer->buffer, usage); } void rgInitGLIndexBuffer(gl_index_buffer* index_buffer, GLenum usage, GLenum target) { glGenBuffers(1, &index_buffer->buffer_id); glBindBuffer(target, index_buffer->buffer_id); glBufferData(target, index_buffer->count * sizeof(uint), index_buffer->buffer, usage); } void rgDraw(render_group* rg, glm::mat4 model_matrix, glm::mat4 view_matrix, glm::mat4 projection_matrix, rg_point_light* lights, uint num_lights, bool update_vertex_data) { for (uint i = 0; i < rg->num_objects; i++) { render_object* ro = rg->render_objects[i]; glUseProgram(rg->shader.program_id); glUniformMatrix4fv(rg->shader.model_matrix_id, 1, GL_FALSE, &model_matrix[0][0]); glUniformMatrix4fv(rg->shader.view_matrix_id, 1, GL_FALSE, &view_matrix[0][0]); glUniformMatrix4fv(rg->shader.projection_matrix_id, 1, GL_FALSE, &projection_matrix[0][0]); // 1st attribute buffer : vertices glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, ro->vertex_buffer.buffer_id); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*) 0); if (update_vertex_data) { glBufferSubData(GL_ARRAY_BUFFER, 0, ro->vertex_buffer.count * sizeof(GLfloat), ro->vertex_buffer.buffer); } // 2rd attribute buffer: normals if (rg->use_normals) { glEnableVertexAttribArray(1); glBindBuffer(GL_ARRAY_BUFFER, ro->normal_buffer.buffer_id); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*) 0); glm::mat3 normal_matrix = glm::transpose(glm::inverse(glm::mat3(model_matrix))); glUniformMatrix3fv(rg->shader.normal_matrix_id, 1, GL_FALSE, &normal_matrix[0][0]); // TODO: use Uniform Buffer Objects to update light data // https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_uniform_buffer_object.txt // https://www.khronos.org/opengl/wiki/Uniform_Buffer_Objects glUniform1ui(rg->shader.num_lights_id, num_lights); for (uint i = 0; i < num_lights; i++) { // TODO: don't do this every frame * every render_group std::stringstream ss; ss << "lights[" << i << "].position"; int light_pos_loc = glGetUniformLocation(rg->shader.program_id, ss.str().c_str()); glUniform3fv(light_pos_loc, 1, &lights[i].position[0]); } } // 3rd attribute buffer: UV coordinates if (ro->use_texture) { glEnableVertexAttribArray(2); glBindBuffer(GL_ARRAY_BUFFER, ro->uv_buffer.buffer_id); glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (void*) 0); glBindTexture(GL_TEXTURE_2D, ro->tex_id); glUniform1i(rg->shader.sampler_id, 0); } // draw if (rg->draw_indexed) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ro->index_buffer.buffer_id); glDrawElements(rg->draw_mode, ro->index_buffer.count, GL_UNSIGNED_INT, 0); } else { glDrawArrays(rg->draw_mode, 0, ro->vertex_buffer.count / 3); } // cleanup glDisableVertexAttribArray(0); if (rg->use_normals) glDisableVertexAttribArray(1); if (ro->use_texture) glDisableVertexAttribArray(2); glUseProgram(0); } } void rgFree(render_group* rg) { if (rg == nullptr) { LOG(ERROR) << "tried to free nullptr\n"; return; } for (uint i = 0; i < rg->num_objects; i++) freeRenderObject(rg->render_objects[i]); utilSafeFree(rg->render_objects); utilSafeFree(rg); } // internal void freeRenderObject(render_object* ro) { if (ro == nullptr) { LOG(ERROR) << "Tried to free nullptr\n"; return; } glDeleteTextures(1, &ro->tex_id); utilSafeFree(ro->vertex_buffer.buffer); utilSafeFree(ro->normal_buffer.buffer); utilSafeFree(ro->uv_buffer.buffer); utilSafeFree(ro->index_buffer.buffer); utilSafeFree(ro); }