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341 lines
10 KiB
341 lines
10 KiB
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#include <cassert> |
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#include <cstdlib> // calloc |
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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 "aixlog.hpp" |
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#include "render_group.h" |
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#include "mesh.h" |
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#include "util.h" |
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#define INFO_LOG_MAX_LENGTH 312; |
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// forward declarations |
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render_object * allocateRenderObject(uint buffer_len, uint index_len = 0); |
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void freeRenderObject(render_object* ro); |
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bool convertMeshInfo(meMeshInfo* mesh, render_object* ro, bool use_normals); |
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void sendIndexBufferToGL(gl_index_buffer* index_buffer, GLenum usage, GLenum target); |
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void drawRenderObject(render_group* rg, render_object* ro, |
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glm::mat4 model_matrix, glm::mat4 view_matrix, glm::mat4 projection_matrix, |
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glm::vec3 light_position, GLuint light_id, bool update_vertex_data); |
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// interface |
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render_group* |
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rgInitSingle(rg_shader_program& sp, uint vertex_buffer_len, |
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bool use_normals, uint index_buffer_len, |
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GLenum draw_mode) |
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{ |
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render_group* rg = UTIL_ALLOC(1, render_group); |
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rg->shader = sp; |
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rg->use_normals = use_normals; |
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rg->draw_indexed = (index_buffer_len > 0); |
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rg->draw_mode = draw_mode; |
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rg->render_objects = UTIL_ALLOC(1, render_object*); |
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rg->render_objects[0] = allocateRenderObject(vertex_buffer_len, index_buffer_len); |
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rg->num_objects = 1; |
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if (rg->render_objects[0] == nullptr) { |
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LOG(ERROR) << "Allocation Error\n"; |
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rgFree(rg); |
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} |
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return rg; |
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} |
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bool |
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rgInitShaderProgram(rg_shader_program& sp, const char * vertex_code, const char * frag_code) |
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{ |
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glGenVertexArrays(1, &sp.vertex_array_id); |
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glBindVertexArray(sp.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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sp.program_id = glCreateProgram(); |
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glAttachShader(sp.program_id, vertex_shader_id); |
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glAttachShader(sp.program_id, fragment_shader_id); |
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glLinkProgram(sp.program_id); |
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sp.model_matrix_id = glGetUniformLocation(sp.program_id, "model"); |
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sp.view_matrix_id = glGetUniformLocation(sp.program_id, "view"); |
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sp.projection_matrix_id = glGetUniformLocation(sp.program_id, "projection"); |
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sp.normal_matrix_id = glGetUniformLocation(sp.program_id, "normal_matrix"); |
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glDetachShader(sp.program_id, vertex_shader_id); |
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glDetachShader(sp.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: quick hack to allow 'dynamic' stack allocation for msvc |
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// also remove INFO_LOG_MAX_LENGTH define |
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GLint isLinked = 0; |
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glGetProgramiv(sp.program_id, GL_LINK_STATUS, &isLinked); |
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if (isLinked == GL_FALSE) { |
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GLint maxLength = INFO_LOG_MAX_LENGTH; |
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glGetProgramiv(sp.program_id, GL_INFO_LOG_LENGTH, &maxLength); |
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#ifdef _WIN32 |
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GLchar infoLog[312] = { 0 }; |
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#else |
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GLchar infoLog[maxLength] = { 0 }; |
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#endif |
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glGetProgramInfoLog(sp.program_id, maxLength, &maxLength, &infoLog[0]); |
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LOG(ERROR) << infoLog << "\n"; |
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glDeleteProgram(sp.program_id); |
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return false; |
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} |
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return true; |
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} |
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// TODO: move Entity initialization to Entity.h/.cpp to fix circular dependancy |
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// then just call into convertMeshInfo directly |
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bool |
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rgInitEntity(Entity* e) |
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{ |
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render_group* rg = UTIL_ALLOC(1, render_group); |
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e->ren_group = rg; |
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rg->draw_indexed = true; |
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rg->draw_mode = GL_TRIANGLES; |
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rg->use_normals = e->mesh_group.use_normals; |
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uint num_meshes = rg->num_objects = e->mesh_group.num_meshes; |
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// apply translation/rotation/scaling |
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e->world_transform = glm::mat4(1.0); |
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e->world_transform = glm::translate(e->world_transform, e->translation); |
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e->world_transform = glm::scale(e->world_transform, e->scale); |
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rg->render_objects = (render_object**) std::calloc(num_meshes, sizeof(render_object*)); |
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for (uint i = 0; i < num_meshes; i++) |
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{ |
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uint buffer_len = e->mesh_group.meshes[i]->num_vertices * 3; |
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uint index_len = e->mesh_group.meshes[i]->num_indices; |
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rg->render_objects[i] = allocateRenderObject(buffer_len, index_len); |
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if (rg->render_objects[i] == nullptr) |
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return false; |
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// TODO: safely free memory here when convertMeshInfo returns false |
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if (!convertMeshInfo(e->mesh_group.meshes[i], rg->render_objects[i], rg->use_normals)) |
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return false; |
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} |
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return true; |
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} |
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void |
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rgBufferData(gl_buffer* buffer, GLenum usage, GLenum target) |
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{ |
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glGenBuffers(1, &buffer->buffer_id); |
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glBindBuffer(target, buffer->buffer_id); |
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glBufferData(target, buffer->buffer_len * sizeof(GLfloat), buffer->buffer, usage); |
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} |
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void |
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rgDraw(render_group* rg, glm::mat4 model_matrix, glm::mat4 view_matrix, glm::mat4 projection_matrix, |
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glm::vec3 light_position, GLuint light_id, bool update_vertex_data) |
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{ |
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for (uint i = 0; i < rg->num_objects; i++) { |
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drawRenderObject(rg, rg->render_objects[i], model_matrix, view_matrix, projection_matrix, |
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light_position, light_id, update_vertex_data); |
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} |
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} |
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void |
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rgFree(render_group* rg) |
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{ |
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if (rg == nullptr) { |
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LOG(ERROR) << "tried to free nullptr\n"; |
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return; |
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} |
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for (uint i = 0; i < rg->num_objects; i++) |
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freeRenderObject(rg->render_objects[i]); |
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utilSafeFree(rg->render_objects); |
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utilSafeFree(rg); |
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} |
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// internal |
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render_object * |
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allocateRenderObject(uint buffer_len, uint index_len) |
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{ |
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render_object* ro = UTIL_ALLOC(1, render_object); |
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if (ro == nullptr) |
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return nullptr; |
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ro->vertex_buffer.buffer = UTIL_ALLOC(buffer_len, GLfloat); |
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ro->vertex_buffer.buffer_len = buffer_len; |
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ro->normal_buffer.buffer = UTIL_ALLOC(buffer_len, GLfloat); |
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ro->normal_buffer.buffer_len = buffer_len; |
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ro->color_buffer.buffer = UTIL_ALLOC(buffer_len, GLfloat); |
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ro->color_buffer.buffer_len = buffer_len; |
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if (index_len > 0) { |
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ro->index_buffer.buffer = UTIL_ALLOC(index_len, uint); |
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ro->index_buffer.buffer_len = index_len; |
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} |
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if (ro->vertex_buffer.buffer == nullptr || |
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ro->normal_buffer.buffer == nullptr || |
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ro->color_buffer.buffer == nullptr || |
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((index_len > 0) && (ro->vertex_buffer.buffer == nullptr))) |
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{ |
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freeRenderObject(ro); |
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return nullptr; |
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} |
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return ro; |
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} |
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void |
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freeRenderObject(render_object* ro) |
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{ |
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utilSafeFree(ro->vertex_buffer.buffer); |
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utilSafeFree(ro->normal_buffer.buffer); |
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utilSafeFree(ro->color_buffer.buffer); |
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utilSafeFree(ro->index_buffer.buffer); |
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utilSafeFree(ro); |
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} |
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void |
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sendIndexBufferToGL(gl_index_buffer* index_buffer, GLenum usage, GLenum target) |
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{ |
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glGenBuffers(1, &index_buffer->buffer_id); |
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glBindBuffer(target, index_buffer->buffer_id); |
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glBufferData(target, index_buffer->buffer_len * sizeof(uint), index_buffer->buffer, usage); |
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} |
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bool |
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convertMeshInfo(meMeshInfo* mesh, render_object* ro, bool use_normals) |
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{ |
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uint vertex_buf_len = mesh->num_vertices * 3; |
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GLfloat* vertex_buf = ro->vertex_buffer.buffer; |
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GLfloat* color_buf = ro->color_buffer.buffer; |
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GLfloat* normal_buf = ro->normal_buffer.buffer; |
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uint* index_buf = ro->index_buffer.buffer; |
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if (!vertex_buf || !color_buf || !normal_buf || !index_buf) |
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return false; |
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// dump vertices, colors, and normals into render_group buffers |
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uint vertex_index = 0; |
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uint vertex_prop_index = 0; |
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for (uint i = 0; i < vertex_buf_len; i++) { |
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const glm::vec3& vertex = mesh->vertices[vertex_index]; |
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const glm::vec3& normal = mesh->normals[vertex_index]; |
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switch (vertex_prop_index) { |
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case 0: vertex_buf[i] = vertex.x; break; |
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case 1: vertex_buf[i] = vertex.y; break; |
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case 2: vertex_buf[i] = vertex.z; break; |
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} |
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if (use_normals) { |
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switch (vertex_prop_index) { |
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case 0: normal_buf[i] = normal.x; break; |
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case 1: normal_buf[i] = normal.y; break; |
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case 2: normal_buf[i] = normal.z; break; |
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} |
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} |
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color_buf[i] = mesh->diffuse_color[vertex_prop_index]; |
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vertex_prop_index++; |
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if (vertex_prop_index == 3) { |
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vertex_prop_index = 0; |
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vertex_index++; |
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} |
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} |
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// dump indices |
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for (uint i = 0; i < mesh->num_indices; i++) |
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index_buf[i] = mesh->indices[i]; |
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rgBufferData(&ro->vertex_buffer, GL_DYNAMIC_DRAW, GL_ARRAY_BUFFER); |
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rgBufferData(&ro->color_buffer, GL_STATIC_DRAW, GL_ARRAY_BUFFER); |
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if (use_normals) |
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rgBufferData(&ro->normal_buffer, GL_STATIC_DRAW, GL_ARRAY_BUFFER); |
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sendIndexBufferToGL(&ro->index_buffer, GL_STATIC_DRAW, GL_ELEMENT_ARRAY_BUFFER); |
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return true; |
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} |
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void |
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drawRenderObject(render_group* rg, render_object* ro, |
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glm::mat4 model_matrix, glm::mat4 view_matrix, glm::mat4 projection_matrix, |
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glm::vec3 light_position, GLuint light_id, bool update_vertex_data) |
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{ |
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glUseProgram(rg->shader.program_id); |
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glUniformMatrix4fv(rg->shader.model_matrix_id, 1, GL_FALSE, &model_matrix[0][0]); |
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glUniformMatrix4fv(rg->shader.view_matrix_id, 1, GL_FALSE, &view_matrix[0][0]); |
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glUniformMatrix4fv(rg->shader.projection_matrix_id, 1, GL_FALSE, &projection_matrix[0][0]); |
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// 1st attribute buffer : vertices |
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glEnableVertexAttribArray(0); |
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glBindBuffer(GL_ARRAY_BUFFER, ro->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, ro->vertex_buffer.buffer_len * sizeof(GLfloat), |
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ro->vertex_buffer.buffer); |
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} |
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// 2nd attribute buffer : colors |
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if (ro->color_buffer.buffer) |
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{ |
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glEnableVertexAttribArray(1); |
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glBindBuffer(GL_ARRAY_BUFFER, ro->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, ro->color_buffer.buffer_len * sizeof(GLfloat), |
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ro->color_buffer.buffer); |
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} |
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// 3rd attribute buffer: normals |
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if (rg->use_normals) { |
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glEnableVertexAttribArray(2); |
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glBindBuffer(GL_ARRAY_BUFFER, ro->normal_buffer.buffer_id); |
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glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (void*) 0); |
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// TODO: testing lighting |
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glUniform3f(light_id, light_position.x, light_position.y, light_position.z); |
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glm::mat3 normal_matrix = glm::transpose(glm::inverse(glm::mat3(model_matrix))); |
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glUniformMatrix3fv(rg->shader.normal_matrix_id, 1, GL_FALSE, &normal_matrix[0][0]); |
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} |
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// draw |
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if (rg->draw_indexed) { |
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ro->index_buffer.buffer_id); |
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glDrawElements(rg->draw_mode, ro->index_buffer.buffer_len, GL_UNSIGNED_INT, 0); |
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} else { |
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glDrawArrays(rg->draw_mode, 0, ro->vertex_buffer.buffer_len / 3); |
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} |
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// cleanup |
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glDisableVertexAttribArray(0); |
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if (ro->color_buffer.buffer) |
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glDisableVertexAttribArray(1); |
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if (rg->use_normals) |
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glDisableVertexAttribArray(2); |
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}
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