#ifndef RENDERER_H #define RENDERER_H #include #include // trig functions #include // calloc // TODO: decide on extension library //#include #include #include #include #include #include #include "hexlib.h" #include "hexgame.h" #define MOVE_SPEED 5.f #define ROTATE_SPEED 0.005f #define CAMERA_Z_CLAMP_ANGLE 85.f //#define PROJ_TYPE ORTHOGRAPHIC #define PROJ_TYPE PERSPECTIVE const char * VERTEX_SHADER_CODE = "#version 330 core\n" "in vec3 vertexPosition_modelspace;\n" "in vec3 vertexColor;\n" "out vec3 fragmentColor;\n" "uniform mat4 model;\n" "uniform mat4 view;\n" "uniform mat4 projection;\n" "void main()\n" "{\n" " gl_Position = projection * view * model * vec4(vertexPosition_modelspace, 1);\n" " fragmentColor = vertexColor;\n" "}"; const char * FRAGMENT_SHADER_CODE = "#version 330 core\n" "in vec3 fragmentColor;\n" "out vec3 color;\n" "void main()\n" "{\n" " color = fragmentColor;\n" "}"; const char * LINE_FRAGMENT_SHADER_CODE = "#version 330 core\n" "out vec3 color;\n" "void main()\n" "{\n" " color = vec3(0,0,0);\n" "}"; const char * DEBUG_FRAGMENT_SHADER_CODE = "#version 330 core\n" "out vec3 color;\n" "void main()\n" "{\n" " color = vec3(1,0,0);\n" "}"; typedef 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 }; typedef struct gl_matrix_info { glm::mat4 projection; glm::mat4 view; glm::mat4 model; glm::mat4 MVP; } gl_matrix_info; enum projection_type { PERSPECTIVE, ORTHOGRAPHIC, }; struct camera { glm::vec3 position; float hAngle; float vAngle; glm::vec3 target; glm::vec3 forward; glm::vec3 up; glm::vec3 left; }; typedef struct gl_buffer { GLuint buffer_id = 0; size_t buffer_len = 0; // NOTE: number of elements in buffer GLfloat* buffer = nullptr; } gl_buffer; typedef struct gl_render_group { // NOTE: For now the renderFrame function will assume these are the same size gl_buffer vertex_buffer; gl_buffer color_buffer; GLuint program_id = 0; GLuint model_matrix_id = 0; GLuint view_matrix_id = 0; GLuint projection_matrix_id = 0; GLuint vertex_array_id = 0; Entity* entity = nullptr; } gl_render_group; gl_matrix_info g_scene_matrices; gl_render_group g_filled_hex_render_group; gl_render_group g_hex_line_render_group; gl_render_group g_debug_render_group; gl_render_group g_entity_render_group; camera g_camera; // Interface bool initRenderer(SDL_Handles &handles, v2i vpDims); bool addTexture(SDL_Handles &handles, const char * path); bool createScene(std::vector* hexes, Entity* entities, uint32 entity_count); void moveCamera(bool up, bool left, bool down, bool right, bool forward, bool backward); void rollCamera(bool CW, bool CCW); void rotateCamera(int32 xrel, int32 yrel); void renderFrame(const std::vector *hexes); void renderDebug(std::vector &vertices); void freeBuffers(); // forward declarations bool initShaderProgram(gl_render_group &rg, const char * vertex_code, const char * frag_code, const char* model_name, const char* view_name, const char* projection_name); // enable debug output https://www.khronos.org/opengl/wiki/OpenGL_Error void openglDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam); void fillTriangleBufferFromHex(GLfloat buf[], int idx, const hex_info &hex); void fillColorBuffer(GLfloat buf[], int len, std::vector *hexes); void convertColor(GLfloat buf[], uint32 color); void fillHexLineBuffer(GLfloat buf[], int len, std::vector* hexes); bool checkGLBufferSize(GLenum buf_type, int expected_size, int line_num); bool initGLBufferObject(gl_buffer* buf_obj, int len, GLenum usage, GLfloat data[]); void drawRenderGroup(gl_render_group* rg, GLenum draw_mode, bool update_vertex_data); void initMatrices(projection_type p); bool initRenderer(SDL_Handles &handles, v2i vpDims) { SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); // TODO: Line drawing quality seems to depend on graphics driver whims // maybe try using textured billboards instead? //SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); //SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); SDL_GL_SetSwapInterval(1); // vsync SDL_GetCurrentDisplayMode(0, &handles.currentDisplayMode); handles.window = SDL_CreateWindow("hexgame", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, vpDims.x, vpDims.y, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE); if (handles.window == NULL) { // TODO: log error SDL_GetError() return false; } handles.glContext = SDL_GL_CreateContext(handles.window); // TODO: decide on extension library gl3wInit(); #if 0 // Initialize GLEW // glewExperimental is only needed in GLEW <= 1.13.0 // we can require version 2.0.0+ //glewExperimental = true; // Needed for core profile GLenum err = glewInit(); if (err != GLEW_OK) { LOG(ERROR) << "Failed to initilize GLEW" << glewGetErrorString(err) << "\n"; return false; } #endif LOG(INFO) << "opengl vendor: " << glGetString(GL_VENDOR) << "\n"; LOG(INFO)<< "opengl renderer: " << glGetString(GL_RENDERER) << "\n"; LOG(INFO) << "opengl version: " << glGetString(GL_VERSION) << "\n"; glEnable(GL_DEPTH_TEST); glEnable(GL_LINE_SMOOTH); // TODO: blending, these options break the http://www.opengl-tutorial.org tutorials atm // Setup render state: alpha-blending enabled, polygon fill #if 1 glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_ONE, GL_SRC_ALPHA); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); #endif // TODO: glDebugMessageCallback is only availabe from >v4.3 // check and warn if context doesn't support this function here glEnable (GL_DEBUG_OUTPUT); glDebugMessageCallback((GLDEBUGPROC) openglDebugCallback, 0); // hide VRAM debug messages glDebugMessageControl(GL_DONT_CARE, 33361, GL_DONT_CARE, 0, 0, GL_FALSE); if (!initShaderProgram( g_filled_hex_render_group, VERTEX_SHADER_CODE, FRAGMENT_SHADER_CODE, "model", "view", "projection") || !initShaderProgram( g_hex_line_render_group, VERTEX_SHADER_CODE, LINE_FRAGMENT_SHADER_CODE, "model", "view", "projection") || !initShaderProgram( g_debug_render_group, VERTEX_SHADER_CODE, DEBUG_FRAGMENT_SHADER_CODE, "model", "view", "projection") || !initShaderProgram( g_entity_render_group, VERTEX_SHADER_CODE, FRAGMENT_SHADER_CODE, "model", "view", "projection")) { return false; } return true; } bool addTexture(SDL_Handles &handles, const char * path) { // testing LOG(INFO) << "Loading image: " << path << "\n"; SDL_Surface* image = IMG_Load(path); if (!image) { LOG(ERROR) << "IMG_Load: " << IMG_GetError() << "\n"; return 1; } GLuint tex_id; glGenTextures(1, &tex_id); glBindTexture(GL_TEXTURE_2D, tex_id); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image->w, image->h, 0, GL_RGBA, 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); // store opengl id in SDL_Surface.userdat image->userdata = (void*)(intptr_t) tex_id; handles.texSurfaces.push_back(image); return true; } v2f getUnprojectedCoords(int32 x, int32 y, int32 vp_width, int32 vp_height) { // NOTE: using depth buffer may not be as accurate as doing ray-cast GLfloat depth; glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth); glm::vec4 viewport = glm::vec4(0, 0, vp_width, vp_height); glm::vec3 wincoord = glm::vec3(x, y, depth); glm::vec3 vU = glm::unProject(wincoord, g_scene_matrices.view, g_scene_matrices.projection, viewport); v2f v(vU.x, vU.y); return v; } // NOTE: model_name, view_name, and projection_name should match the matrix variable // names in the shader source bool initShaderProgram(gl_render_group &rg, const char * vertex_code, const char * frag_code, const char* model_name, const char* view_name, const char* projection_name) { glGenVertexArrays(1, &rg.vertex_array_id); glBindVertexArray(rg.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); rg.program_id = glCreateProgram(); glAttachShader(rg.program_id, vertex_shader_id); glAttachShader(rg.program_id, fragment_shader_id); glLinkProgram(rg.program_id); rg.model_matrix_id = glGetUniformLocation(rg.program_id, model_name); rg.view_matrix_id = glGetUniformLocation(rg.program_id, view_name); rg.projection_matrix_id = glGetUniformLocation(rg.program_id, projection_name); glDetachShader(rg.program_id, vertex_shader_id); glDetachShader(rg.program_id, fragment_shader_id); glDeleteShader(vertex_shader_id); glDeleteShader(fragment_shader_id); // check for errors GLint isLinked = 0; glGetProgramiv(rg.program_id, GL_LINK_STATUS, &isLinked); if (isLinked == GL_FALSE) { GLint maxLength = 0; glGetProgramiv(rg.program_id, GL_INFO_LOG_LENGTH, &maxLength); // 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* 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* 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) { buf[buf_idx + j] = color_buf[0]; buf[buf_idx + j + 1] = color_buf[1]; buf[buf_idx + j + 2] = color_buf[2]; } } } void fillHexLineBuffer(GLfloat buf[], int len, std::vector* hexes) { Point p1, p2; int idx = 0; for (int i = 0; i < (int) hexes->size(); i++) { hex_info hxi = (*hexes)[i]; for (int j = 0; j < 6; j ++) { if (j == 5) // wrap { p1 = hxi.vertices[j]; p2 = hxi.vertices[0]; } else { p1 = hxi.vertices[j]; p2 = hxi.vertices[j + 1]; } buf[idx + 0] = p1.x; buf[idx + 1] = p1.y; buf[idx + 2] = 0.f; buf[idx + 3] = p2.x; buf[idx + 4] = p2.y; buf[idx + 5] = 0.f; idx += 6; } } } // NOTE: this will only work after a call to glBindBuffer bool checkGLBufferSize(GLenum buf_type, int expected_size, int line_num) { GLint gl_size; glGetBufferParameteriv(buf_type, GL_BUFFER_SIZE ,&gl_size); if (expected_size != gl_size) { LOG(ERROR) << "line: " << line_num << "gl buffer size mismatch\n"; return false; } return true; } bool initGLBufferObject(gl_buffer* buf_obj, int len, GLenum usage, GLfloat data[]) { buf_obj->buffer_len = (size_t) len; buf_obj->buffer = (GLfloat*) std::calloc(len, sizeof(GLfloat)); if (data) { for (int i = 0; i < len; i++) buf_obj->buffer[i] = data[i]; } glGenBuffers(1, &buf_obj->buffer_id); glBindBuffer(GL_ARRAY_BUFFER, buf_obj->buffer_id); 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 *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 &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 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