|
|
|
|
@ -7,128 +7,230 @@
|
|
|
|
|
|
|
|
|
|
// forward declarations
|
|
|
|
|
|
|
|
|
|
struct default_render_object |
|
|
|
|
{ |
|
|
|
|
glm::mat4 node_xform; |
|
|
|
|
|
|
|
|
|
GLuint tex_id; |
|
|
|
|
GLuint vertex_buffer_id; |
|
|
|
|
GLuint normal_buffer_id; |
|
|
|
|
GLuint uv_buffer_id; |
|
|
|
|
GLuint index_buffer_id; |
|
|
|
|
uint index_buffer_count; |
|
|
|
|
}; |
|
|
|
|
|
|
|
|
|
struct simple_render_object |
|
|
|
|
{ |
|
|
|
|
glm::mat4 model_transform; |
|
|
|
|
GLuint vertex_buffer_id; |
|
|
|
|
GLuint vertex_color_buffer_id; |
|
|
|
|
uint vertex_count; |
|
|
|
|
}; |
|
|
|
|
|
|
|
|
|
struct render_objects |
|
|
|
|
{ |
|
|
|
|
void* objects; |
|
|
|
|
uint count; |
|
|
|
|
mesh_t mesh_type; |
|
|
|
|
}; |
|
|
|
|
|
|
|
|
|
void drawSimple(render_objects* r_objs, |
|
|
|
|
camera& cam, |
|
|
|
|
shader_wrapper sw, |
|
|
|
|
light_group* lights); |
|
|
|
|
void drawDefault(render_objects* r_objs, |
|
|
|
|
camera& cam, |
|
|
|
|
shader_wrapper sw, |
|
|
|
|
light_group* lights); |
|
|
|
|
bool initGLFloatBuffer(glm::vec3* buffer, uint count, GLuint& buffer_id); |
|
|
|
|
bool initGLIndexBuffer(uint* buffer, uint num_indices, GLuint& buffer_id); |
|
|
|
|
bool initGLTexture(const util_image image, GLuint& tex_id); |
|
|
|
|
inline void |
|
|
|
|
updateMatrices(default_shader_program& shader, camera& cam, |
|
|
|
|
bool loadMeshIntoGL(default_render_object* ro_out, mesh_info* mi_in); |
|
|
|
|
inline void updateMatrices(default_shader_program* shader, |
|
|
|
|
camera& cam, |
|
|
|
|
glm::mat4 node_xform); |
|
|
|
|
inline void enableGLFloatBuffer(uint buffer_id, uint location); |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// interface
|
|
|
|
|
|
|
|
|
|
bool |
|
|
|
|
roInit(mesh_info* mi_in, render_object& ro_out) |
|
|
|
|
render_objects* |
|
|
|
|
roInitModel(mesh_group mg) |
|
|
|
|
{ |
|
|
|
|
if (initGLFloatBuffer(mi_in->vertices, |
|
|
|
|
mi_in->num_vertices, |
|
|
|
|
ro_out.vertex_buffer_id) && |
|
|
|
|
initGLFloatBuffer(mi_in->normals, |
|
|
|
|
mi_in->num_vertices, |
|
|
|
|
ro_out.normal_buffer_id) && |
|
|
|
|
initGLFloatBuffer(mi_in->texture_coords, |
|
|
|
|
mi_in->num_vertices, |
|
|
|
|
ro_out.uv_buffer_id) && |
|
|
|
|
initGLIndexBuffer(mi_in->indices, |
|
|
|
|
mi_in->num_indices, |
|
|
|
|
ro_out.index_buffer_id) && |
|
|
|
|
initGLTexture(mi_in->diffuse_texture, ro_out.tex_id)) |
|
|
|
|
{ |
|
|
|
|
ro_out.node_xform = mi_in->model_transform; |
|
|
|
|
ro_out.index_buffer_count = mi_in->num_indices; |
|
|
|
|
return true; |
|
|
|
|
uint count = mg.num_meshes; |
|
|
|
|
assert(count > 0); |
|
|
|
|
|
|
|
|
|
render_objects* r_objs = UTIL_ALLOC(1, render_objects); |
|
|
|
|
r_objs->objects = UTIL_ALLOC(count, default_render_object); |
|
|
|
|
r_objs->count = count; |
|
|
|
|
r_objs->mesh_type = DEFAULT_MESHES; |
|
|
|
|
|
|
|
|
|
default_render_object* objects = (default_render_object*) r_objs->objects; |
|
|
|
|
|
|
|
|
|
for (uint i = 0; i < count; i++) { |
|
|
|
|
if (!loadMeshIntoGL(&objects[i], mg.meshes[i])) { |
|
|
|
|
roFree(r_objs); |
|
|
|
|
return nullptr; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
LOG(Error) << "Failed to initialize render_object\n"; |
|
|
|
|
roFree(ro_out); |
|
|
|
|
return false; |
|
|
|
|
return r_objs; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
bool |
|
|
|
|
roInitSimpleMesh(simple_mesh& mesh_in, simple_render_object& ro_out) |
|
|
|
|
void |
|
|
|
|
roFree(render_objects* r_objs) |
|
|
|
|
{ |
|
|
|
|
if (r_objs->mesh_type == SIMPLE_MESH) { |
|
|
|
|
//
|
|
|
|
|
} else if (r_objs->mesh_type == DEFAULT_MESHES) { |
|
|
|
|
default_render_object* objects = |
|
|
|
|
(default_render_object*) r_objs->objects; |
|
|
|
|
|
|
|
|
|
for (uint i = 0; i < r_objs->count; i++) { |
|
|
|
|
glDeleteBuffers(1, &objects[i].vertex_buffer_id); |
|
|
|
|
glDeleteBuffers(1, &objects[i].normal_buffer_id); |
|
|
|
|
glDeleteBuffers(1, &objects[i].uv_buffer_id); |
|
|
|
|
glDeleteBuffers(1, &objects[i].index_buffer_id); |
|
|
|
|
glDeleteTextures(1, &objects[i].tex_id); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
utilSafeFree(r_objs->objects); |
|
|
|
|
utilSafeFree(r_objs); |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
simple_render_object* |
|
|
|
|
roInitSimpleMesh(simple_mesh& mesh_in) |
|
|
|
|
{ |
|
|
|
|
// TODO: switch on mesh type here
|
|
|
|
|
simple_render_object* ro_out = UTIL_ALLOC(1, simple_render_object); |
|
|
|
|
|
|
|
|
|
if (initGLFloatBuffer(mesh_in.vertices, |
|
|
|
|
mesh_in.num_vertices, |
|
|
|
|
ro_out.vertex_buffer_id) && |
|
|
|
|
ro_out->vertex_buffer_id) && |
|
|
|
|
initGLFloatBuffer(mesh_in.vert_colors, |
|
|
|
|
mesh_in.num_vertices, |
|
|
|
|
ro_out.vertex_color_buffer_id)) |
|
|
|
|
ro_out->vertex_color_buffer_id)) |
|
|
|
|
{ |
|
|
|
|
ro_out.model_transform = mesh_in.model_transform; |
|
|
|
|
ro_out.vertex_count = mesh_in.num_vertices; |
|
|
|
|
return true; |
|
|
|
|
ro_out->model_transform = mesh_in.model_transform; |
|
|
|
|
ro_out->vertex_count = mesh_in.num_vertices; |
|
|
|
|
return ro_out; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
LOG(Error) << "Failed to initialize render_object\n"; |
|
|
|
|
roFreeSimple(ro_out); |
|
|
|
|
return false; |
|
|
|
|
return nullptr; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void |
|
|
|
|
roFree(render_object& ro) |
|
|
|
|
roFreeSimple(simple_render_object* ro) |
|
|
|
|
{ |
|
|
|
|
glDeleteBuffers(1, &ro.vertex_buffer_id); |
|
|
|
|
glDeleteBuffers(1, &ro.normal_buffer_id); |
|
|
|
|
glDeleteBuffers(1, &ro.uv_buffer_id); |
|
|
|
|
glDeleteBuffers(1, &ro.index_buffer_id); |
|
|
|
|
glDeleteTextures(1, &ro.tex_id); |
|
|
|
|
glDeleteBuffers(1, &ro->vertex_buffer_id); |
|
|
|
|
glDeleteBuffers(1, &ro->vertex_color_buffer_id); |
|
|
|
|
utilSafeFree(ro); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void |
|
|
|
|
roFreeSimple(simple_render_object& ro) |
|
|
|
|
roTranslate(render_objects* r_objs, glm::mat4 xform) |
|
|
|
|
{ |
|
|
|
|
glDeleteBuffers(1, &ro.vertex_buffer_id); |
|
|
|
|
glDeleteBuffers(1, &ro.vertex_color_buffer_id); |
|
|
|
|
if (r_objs->mesh_type == SIMPLE_MESH) { |
|
|
|
|
//
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
else if (r_objs->mesh_type == DEFAULT_MESHES) { |
|
|
|
|
//
|
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void |
|
|
|
|
roDraw(render_object& ro, |
|
|
|
|
camera& cam, |
|
|
|
|
default_shader_program& shader, |
|
|
|
|
light_group* lights) |
|
|
|
|
roScale(render_object* ro, glm::mat4 xform) |
|
|
|
|
{ |
|
|
|
|
glUseProgram(shader.program_id); |
|
|
|
|
updateMatrices(shader, cam, ro.node_xform); |
|
|
|
|
enableGLFloatBuffer(ro.vertex_buffer_id, 0); |
|
|
|
|
enableGLFloatBuffer(ro.normal_buffer_id, 1); |
|
|
|
|
// TODO: could pass in a stride parameter here to enableGLFloatBuffer()
|
|
|
|
|
// could then use a 2d buffer for uv coords
|
|
|
|
|
enableGLFloatBuffer(ro.uv_buffer_id, 2); |
|
|
|
|
glBindTexture(GL_TEXTURE_2D, ro.tex_id); |
|
|
|
|
glUniform1i(shader.sampler_id, 0); |
|
|
|
|
|
|
|
|
|
if (lights->needs_update) |
|
|
|
|
lightsUpdate(lights, &shader); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ro.index_buffer_id); |
|
|
|
|
glDrawElements(GL_TRIANGLES, ro.index_buffer_count, GL_UNSIGNED_INT, 0); |
|
|
|
|
void |
|
|
|
|
roRotate(render_object* ro, glm::mat4 xform) |
|
|
|
|
{ |
|
|
|
|
|
|
|
|
|
glDisableVertexAttribArray(0); |
|
|
|
|
glDisableVertexAttribArray(1); |
|
|
|
|
glDisableVertexAttribArray(2); |
|
|
|
|
glUseProgram(0); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void |
|
|
|
|
roDrawSimple(simple_render_object& ro, |
|
|
|
|
roDraw(render_objects* r_objs, |
|
|
|
|
camera& cam, |
|
|
|
|
shader_wrapper sw, |
|
|
|
|
light_group* lights) |
|
|
|
|
{ |
|
|
|
|
if (r_objs->mesh_type == SIMPLE_MESH) { |
|
|
|
|
drawSimple(r_objs, cam, sw, lights); |
|
|
|
|
} else if (r_objs->mesh_type == DEFAULT_MESHES) { |
|
|
|
|
drawDefault(r_objs, cam, sw, lights); |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void |
|
|
|
|
roDrawSimple(simple_render_object* ro, |
|
|
|
|
camera& cam, |
|
|
|
|
simple_shader_program& shader, |
|
|
|
|
GLenum draw_mode) |
|
|
|
|
{ |
|
|
|
|
glUseProgram(shader.program_id); |
|
|
|
|
cam.MVP = cam.projection * cam.view * ro.model_transform; |
|
|
|
|
cam.MVP = cam.projection * cam.view * ro->model_transform; |
|
|
|
|
glUniformMatrix4fv(shader.MVP_id, 1, GL_FALSE, &cam.MVP[0][0]); |
|
|
|
|
enableGLFloatBuffer(ro.vertex_buffer_id, 0); |
|
|
|
|
enableGLFloatBuffer(ro.vertex_color_buffer_id, 1); |
|
|
|
|
glDrawArrays(draw_mode, 0, ro.vertex_count); |
|
|
|
|
enableGLFloatBuffer(ro->vertex_buffer_id, 0); |
|
|
|
|
enableGLFloatBuffer(ro->vertex_color_buffer_id, 1); |
|
|
|
|
glDrawArrays(draw_mode, 0, ro->vertex_count); |
|
|
|
|
glDisableVertexAttribArray(0); |
|
|
|
|
glDisableVertexAttribArray(1); |
|
|
|
|
glUseProgram(0); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// internal
|
|
|
|
|
|
|
|
|
|
void |
|
|
|
|
drawSimple(render_objects* r_objs, |
|
|
|
|
camera& cam, |
|
|
|
|
shader_wrapper sw, |
|
|
|
|
light_group* lights) |
|
|
|
|
{ |
|
|
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void |
|
|
|
|
drawDefault(render_objects* r_objs, |
|
|
|
|
camera& cam, |
|
|
|
|
shader_wrapper sw, |
|
|
|
|
light_group* lights) |
|
|
|
|
{ |
|
|
|
|
default_shader_program* shader = sw.default_shader; |
|
|
|
|
default_render_object* objects = (default_render_object*) r_objs->objects; |
|
|
|
|
glUseProgram(shader->program_id); |
|
|
|
|
updateMatrices(shader, cam, objects->node_xform); |
|
|
|
|
if (lights->needs_update) lightsUpdate(lights, shader); |
|
|
|
|
|
|
|
|
|
for (uint i = 0; i < r_objs->count; i++) { |
|
|
|
|
enableGLFloatBuffer(objects[i].vertex_buffer_id, 0); |
|
|
|
|
enableGLFloatBuffer(objects[i].normal_buffer_id, 1); |
|
|
|
|
// TODO: could pass in a stride parameter here to enableGLFloatBuffer()
|
|
|
|
|
// could then use a 2d buffer for uv coords
|
|
|
|
|
enableGLFloatBuffer(objects[i].uv_buffer_id, 2); |
|
|
|
|
glBindTexture(GL_TEXTURE_2D, objects[i].tex_id); |
|
|
|
|
glUniform1i(shader->sampler_id, 0); |
|
|
|
|
|
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, objects[i].index_buffer_id); |
|
|
|
|
glDrawElements(GL_TRIANGLES, |
|
|
|
|
objects[i].index_buffer_count, |
|
|
|
|
GL_UNSIGNED_INT, |
|
|
|
|
0); |
|
|
|
|
|
|
|
|
|
glDisableVertexAttribArray(0); |
|
|
|
|
glDisableVertexAttribArray(1); |
|
|
|
|
glDisableVertexAttribArray(2); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
glUseProgram(0); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
bool |
|
|
|
|
initGLFloatBuffer(glm::vec3* buffer, uint count, GLuint& buffer_id) |
|
|
|
|
{ |
|
|
|
|
@ -170,21 +272,49 @@ initGLTexture(const util_image image, GLuint& tex_id)
|
|
|
|
|
return (glGetError() == GL_NO_ERROR); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
bool |
|
|
|
|
loadMeshIntoGL(default_render_object* ro_out, mesh_info* mi_in) |
|
|
|
|
{ |
|
|
|
|
assert(mi_in != nullptr && ro_out != nullptr); |
|
|
|
|
|
|
|
|
|
if (initGLFloatBuffer(mi_in->vertices, |
|
|
|
|
mi_in->num_vertices, |
|
|
|
|
ro_out->vertex_buffer_id) && |
|
|
|
|
initGLFloatBuffer(mi_in->normals, |
|
|
|
|
mi_in->num_vertices, |
|
|
|
|
ro_out->normal_buffer_id) && |
|
|
|
|
initGLFloatBuffer(mi_in->texture_coords, |
|
|
|
|
mi_in->num_vertices, |
|
|
|
|
ro_out->uv_buffer_id) && |
|
|
|
|
initGLIndexBuffer(mi_in->indices, |
|
|
|
|
mi_in->num_indices, |
|
|
|
|
ro_out->index_buffer_id) && |
|
|
|
|
initGLTexture(mi_in->diffuse_texture, ro_out->tex_id)) |
|
|
|
|
{ |
|
|
|
|
ro_out->node_xform = mi_in->model_transform; |
|
|
|
|
ro_out->index_buffer_count = mi_in->num_indices; |
|
|
|
|
return true; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
LOG(Error) << "Failed to initialize render_object\n"; |
|
|
|
|
return false; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// TODO: really only need to update the view and projection matrices once per
|
|
|
|
|
// frame, maybe add another interface function in render_object to call from
|
|
|
|
|
// renRenderFrame
|
|
|
|
|
inline void |
|
|
|
|
updateMatrices(default_shader_program& shader, |
|
|
|
|
updateMatrices(default_shader_program* shader, |
|
|
|
|
camera& cam, |
|
|
|
|
glm::mat4 node_xform) |
|
|
|
|
{ |
|
|
|
|
glUniformMatrix4fv(shader.model_matrix_id, 1, GL_FALSE, &node_xform[0][0]); |
|
|
|
|
glUniformMatrix4fv(shader.view_matrix_id, 1, GL_FALSE, &cam.view[0][0]); |
|
|
|
|
glUniformMatrix4fv(shader.projection_matrix_id, 1, GL_FALSE, |
|
|
|
|
glUniformMatrix4fv(shader->model_matrix_id, 1, GL_FALSE, &node_xform[0][0]); |
|
|
|
|
glUniformMatrix4fv(shader->view_matrix_id, 1, GL_FALSE, &cam.view[0][0]); |
|
|
|
|
glUniformMatrix4fv(shader->projection_matrix_id, 1, GL_FALSE, |
|
|
|
|
&cam.projection[0][0]); |
|
|
|
|
glm::mat3 normal_matrix = glm::transpose( |
|
|
|
|
glm::inverse(glm::mat3(cam.model))); |
|
|
|
|
glUniformMatrix3fv(shader.normal_matrix_id, 1, GL_FALSE, |
|
|
|
|
glUniformMatrix3fv(shader->normal_matrix_id, 1, GL_FALSE, |
|
|
|
|
&normal_matrix[0][0]); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|