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554 lines
16 KiB
554 lines
16 KiB
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#ifndef RENDERER_H |
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#define RENDERER_H |
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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/gtc/matrix_transform.hpp> |
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#include "hexlib.h" |
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#include "hexgame.h" |
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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 MVP;\n" |
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"void main()\n" |
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"{\n" |
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" gl_Position = MVP * 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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typedef struct gl_buffer |
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{ |
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GLuint buffer_id; |
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size_t buffer_len; // NOTE: number of elements in buffer |
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GLfloat* buffer; |
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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; |
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GLuint matrix_id; // NOTE: reference to a vertex shader's MVP matrix uniform |
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GLuint vertex_array_id; |
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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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// Interface |
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bool initRenderer(SDL_Handles &handles, v2i vpDims); |
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bool createScene(std::vector<hex_info>* hexes); |
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void renderFrame(const std::vector<hex_info> *hexes); |
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void renderDebug(hex_info *start_hex, hex_info * current_hex); |
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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, const char * mat_id); |
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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 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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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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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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// 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 0 |
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glEnable(GL_BLEND); |
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glBlendEquation(GL_FUNC_ADD); |
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_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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// TODO: check for errors when compiling shaders |
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initShaderProgram(g_filled_hex_render_group, VERTEX_SHADER_CODE, FRAGMENT_SHADER_CODE, "MVP"); |
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initShaderProgram(g_hex_line_render_group, VERTEX_SHADER_CODE, LINE_FRAGMENT_SHADER_CODE, "MVP"); |
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initShaderProgram(g_debug_render_group, VERTEX_SHADER_CODE, DEBUG_FRAGMENT_SHADER_CODE, "MVP"); |
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return true; |
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} |
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// NOTE: mat_id should match the matrix variable name 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, const char * mat_id) |
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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.matrix_id = glGetUniformLocation(rg.program_id, mat_id); |
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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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// TODO: check for errors when compiling shaders |
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return true; |
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} |
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bool |
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createScene(std::vector<hex_info>* hexes) |
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{ |
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// Model, View, Projection Matrices |
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// left, right, bottom, top, zNear, zFar |
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g_scene_matrices.projection = glm::ortho(0.f, 1280.0f, 0.f, 720.0f, 0.1f, 100.0f); |
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g_scene_matrices.view = glm::lookAt( |
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glm::vec3(0.0f, 0.0f, 2.0f), // camera position |
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glm::vec3(0.0f, 0.0f, 0.0f), // look at position |
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glm::vec3(0,1,0) // "up" vector |
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); |
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g_scene_matrices.model = glm::mat4(1.0f); |
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g_scene_matrices.MVP = g_scene_matrices.projection * g_scene_matrices.view * g_scene_matrices.model; |
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// Vertex Data |
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// TODO: index duplicate vertices |
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// http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-9-vbo-indexing/ |
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int hex_count = (int) hexes->size(); |
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// 6 triangles * 3 vertices per triangle * 3 floats per vertex = 54 |
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int vbuf_len = hex_count * 6 * 3 * 3; |
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// TODO: surely there's a way to use indexed drawing for line vertices eg) line_loop |
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// and still use one buffer for multiple shapes/paths gldrawarraysintanced?, gldrawelements? |
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// https://gamedev.stackexchange.com/questions/104310/opengl-4-5-primitive-restart-vs-base-index |
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int line_vertices_per_hex = 6 * 2; // 12 vertices since we're using line segments atm |
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//gl_buffer *line_vertex_buffer = &g_hex_line_render_group.vertex_buffer; |
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int line_buf_len = hexes->size() * line_vertices_per_hex * 3; // 3 floats per vertex |
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// temporary buffers |
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GLfloat* vbuf = (GLfloat*) std::calloc(vbuf_len, sizeof(GLfloat)); |
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GLfloat* cbuf = (GLfloat*) std::calloc(vbuf_len, sizeof(GLfloat)); |
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GLfloat* line_buf = (GLfloat*) std::calloc(vbuf_len, sizeof(GLfloat)); |
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for (int i = 0; i < hex_count; i++) |
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fillTriangleBufferFromHex(vbuf, 54 * i, (*hexes)[i]); |
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if (!initGLBufferObject(&g_filled_hex_render_group.vertex_buffer, vbuf_len, GL_DYNAMIC_DRAW, vbuf)) |
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return false; |
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// color data for hex vertices |
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fillColorBuffer(cbuf, vbuf_len, hexes); |
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if (!initGLBufferObject(&g_filled_hex_render_group.color_buffer, vbuf_len, GL_DYNAMIC_DRAW, cbuf)) |
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return false; |
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// hex line vertex data |
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fillHexLineBuffer(line_buf, line_buf_len, hexes); |
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if (!initGLBufferObject(&g_hex_line_render_group.vertex_buffer, line_buf_len, GL_STATIC_DRAW, line_buf)) |
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return false; |
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// free temporary buffers |
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std::free(vbuf); |
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std::free(cbuf); |
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std::free(line_buf); |
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// debug draw vertexes |
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// 4 vertices, 3 floats per vertex |
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int len = 4 * 3; |
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if (!initGLBufferObject(&g_debug_render_group.vertex_buffer, len, GL_DYNAMIC_DRAW, 0)) |
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return false; |
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return true; |
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} |
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void |
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fillTriangleBufferFromHex(GLfloat buf[], int idx, const hex_info &hex) |
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{ |
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// triangles |
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for (int i = 0; i < 6; i++) |
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{ |
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if (i == 5) // re-use the first point for the last triangle |
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{ |
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// vertex 0 |
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buf[idx + 0] = (GLfloat) hex.XPos; |
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buf[idx + 1] = (GLfloat) hex.YPos; |
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buf[idx + 2] = (GLfloat) 0.f; |
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// vertex 1 |
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buf[idx + 3] = (GLfloat) hex.vertices[i].x; |
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buf[idx + 4] = (GLfloat) hex.vertices[i].y; |
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buf[idx + 5] = (GLfloat) 0.f; |
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// vertex 2 |
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buf[idx + 6] = (GLfloat) hex.vertices[0].x; |
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buf[idx + 7] = (GLfloat) hex.vertices[0].y; |
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buf[idx + 8] = (GLfloat) 0.f; |
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} |
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else |
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{ |
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// vertex 0 |
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buf[idx + 0] = (GLfloat) hex.XPos; |
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buf[idx + 1] = (GLfloat) hex.YPos; |
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buf[idx + 2] = (GLfloat) 0.f; |
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// vertex 1 |
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buf[idx + 3] = (GLfloat) hex.vertices[i].x; |
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buf[idx + 4] = (GLfloat) hex.vertices[i].y; |
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buf[idx + 5] = (GLfloat) 0.f; |
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// vertex 2 |
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buf[idx + 6] = (GLfloat) hex.vertices[i + 1].x; |
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buf[idx + 7] = (GLfloat) hex.vertices[i + 1].y; |
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buf[idx + 8] = (GLfloat) 0.f; |
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} |
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// we've added 9 GLfloats per loop |
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idx += 9; |
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} |
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} |
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void |
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fillColorBuffer(GLfloat buf[], int len, std::vector<hex_info>* hexes) |
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{ |
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int buf_idx; |
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int buf_len_per_hex = 54; // NOTE: 3 * 3 * 6 |
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for (int i = 0; i < (int) hexes->size(); i++) |
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{ |
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buf_idx = i * buf_len_per_hex; |
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hex_info hxi = (*hexes)[i]; |
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GLfloat color = (GLfloat) hxi.current_color / (GLfloat) UINT32_MAX; |
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for (int j = 0; j < buf_len_per_hex; j++) |
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buf[buf_idx + j] = color; |
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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 |
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initGLBufferObject(gl_buffer* buf_obj, int len, GLenum usage, GLfloat data[]) |
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{ |
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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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{ |
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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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} |
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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); |
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if (!checkGLBufferSize(GL_ARRAY_BUFFER, len * sizeof(GLfloat), __LINE__)) |
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return false; |
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return true; |
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} |
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void |
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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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{ |
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LOG((type == GL_DEBUG_TYPE_ERROR) ? ERROR : DEBUG) |
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<< (type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : "") |
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<< ", type: " << type |
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<< ", severity: " << severity |
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<< ", message: " << message << "\n"; |
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} |
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void |
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drawRenderGroup(gl_render_group* rg, GLenum draw_mode, bool update_vertex_data = false) |
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{ |
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glUseProgram(rg->program_id); |
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// Send our transformation to the currently bound shader, in the "g_MVP" uniform |
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glUniformMatrix4fv(rg->matrix_id, 1, GL_FALSE, &g_scene_matrices.MVP[0][0]); |
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// 1st attribute buffer : vertices |
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glEnableVertexAttribArray(0); |
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glBindBuffer(GL_ARRAY_BUFFER, rg->vertex_buffer.buffer_id); |
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*) 0); |
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if (update_vertex_data) |
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{ |
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glBufferSubData(GL_ARRAY_BUFFER, 0, rg->vertex_buffer.buffer_len * sizeof(GLfloat), |
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rg->vertex_buffer.buffer); |
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} |
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// 2nd attribute buffer : colors |
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if (rg->color_buffer.buffer) |
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{ |
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glEnableVertexAttribArray(1); |
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glBindBuffer(GL_ARRAY_BUFFER, rg->color_buffer.buffer_id); |
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*) 0); |
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// TODO: maybe add an option to not send color data every frame? |
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glBufferSubData(GL_ARRAY_BUFFER, 0, rg->color_buffer.buffer_len * sizeof(GLfloat), |
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rg->color_buffer.buffer); |
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} |
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// draw |
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glDrawArrays(draw_mode, 0, rg->vertex_buffer.buffer_len / 3); |
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// cleanup |
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glDisableVertexAttribArray(0); |
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if (rg->color_buffer.buffer) |
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glDisableVertexAttribArray(1); |
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} |
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void |
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renderFrame(std::vector<hex_info> *hexes) |
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{ |
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glClearColor(g_clear_col.R, g_clear_col.G, g_clear_col.B, g_clear_col.A); |
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
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// filled hexes |
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// get new colors every frame |
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gl_render_group* rg = &g_filled_hex_render_group; |
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fillColorBuffer(rg->color_buffer.buffer, rg->color_buffer.buffer_len, hexes); |
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drawRenderGroup(rg, GL_TRIANGLES); |
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// hex lines |
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drawRenderGroup(&g_hex_line_render_group, GL_LINES); |
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} |
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void |
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renderDebug(hex_info *start_hex, hex_info *current_hex) |
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{ |
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if (!start_hex || !current_hex) |
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return; |
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// fill vertex buffer |
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Point p1(start_hex->XPos, start_hex->YPos); |
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Point p2(current_hex->XPos, current_hex->YPos); |
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real64 angle = std::atan2(p2.y - p1.y, p2.x - p1.x); |
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real64 len = std::hypot(p2.y - p1.y, p2.x - p1.x); |
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real64 coneAngle = 24.5f * M_PI / 180; // M_PI is non-standard and may not be portable |
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// TODO: add matrix math library for rotation transform? |
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// |x| | cos(a + b) -sin(a + b) 0 | |
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// |y| * | sin(a + b) cos(a + b) 0 | |
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// |0| | 0 0 1 | |
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// |
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real64 x1 = len * std::cos(angle); |
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real64 y1 = len * std::sin(angle); |
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// top of cone |
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real64 topX = x1 * std::cos(coneAngle) - y1 * std::sin(coneAngle) + p1.x; |
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real64 topY = x1 * std::sin(coneAngle) + y1 * std::cos(coneAngle) + p1.y; |
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// bottom of cone |
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real64 botX = x1 * std::cos(coneAngle) + y1 * std::sin(coneAngle) + p1.x; |
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real64 botY = x1 * std::sin(-1 * coneAngle) + y1 * std::cos(coneAngle) + p1.y; |
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// TODO: indexed line drawing |
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real64 buf[4 * 3] = { |
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p1.x, p1.y, 0, |
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botX, botY, 0, |
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p2.x, p2.y, 0, |
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topX, topY, 0, |
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}; |
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|
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// copy vertexes to render group |
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gl_render_group* rg = &g_debug_render_group; |
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for (int i = 0; i < 12; i++) |
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rg->vertex_buffer.buffer[i] = buf[i]; |
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|
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drawRenderGroup(rg, GL_LINE_LOOP, true); |
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} |
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|
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void |
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freeBuffers() |
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{ |
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std::vector<gl_render_group> groups = { |
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g_filled_hex_render_group, |
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g_hex_line_render_group, |
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g_debug_render_group |
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}; |
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|
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for (gl_render_group group : groups) |
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{ |
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if (group.vertex_buffer.buffer) |
|
{ |
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std::free(group.vertex_buffer.buffer); |
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group.vertex_buffer.buffer = 0; |
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} |
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|
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if (group.color_buffer.buffer) |
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{ |
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std::free(group.color_buffer.buffer); |
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group.color_buffer.buffer = 0; |
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} |
|
} |
|
|
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} |
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|
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#endif // RENDERER_H |
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