#include #include // trig functions #if defined (_WIN32) #include #else #include #endif #include #include #include #include "dumbLog.h" #include "render_object.h" #include "renderer.h" #include "default_shaders.cpp" #define MAX_LIGHTS 10 // NOTE: needs to match the fragment shader source #define CLEAR_COL_R 55.f / 255.f #define CLEAR_COL_G 55.f / 255.f #define CLEAR_COL_B 55.f / 255.f #define CLEAR_COL_A 1.f #define USE_SECOND_MONITOR 0 // forward declarations void openglDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam); bool initSDL(SDL_Handles& handles); bool createWindow(const char* title, SDL_Handles& handles, glm::vec2& viewport_dims); bool initContext(SDL_Handles& handles); bool initGlOptions(); void setDefaults(render_state* rs, glm::vec2 viewport_dims); // interface render_state* renInit(const char* title, glm::vec2 viewport_dims) { render_state* rs = UTIL_ALLOC(1, render_state); setDefaults(rs, viewport_dims); if (initSDL(rs->handles) && createWindow(title, rs->handles, rs->viewport_dims) && initContext(rs->handles) && initGlOptions()) { rs->default_shader = shaderInit(DEFAULT_VERTEX_SHADER, DEFAULT_FRAGMENT_SHADER); if (rs->default_shader != nullptr) { return rs; } else { LOG(Error) << "shader loading failed\n"; return nullptr; } } LOG(Error) << "renderer initialization failed, aborting\n"; return nullptr; } void renShutdown(render_state* rs) { // TODO: need a nicer way to loop over entities and render_objects for (uint i = 0; i < rs->render_group_count; i++) { render_group& rg = rs->render_groups[i]; for (uint j = 0; j < rg.entity_count; j++) { entity& e = rg.entities[j]; for (uint k = 0; k < e.ro_count; k++) roFree(e.render_objs[k]); utilSafeFree(e.render_objs); } utilSafeFree(rg.entities); } shaderFree(rs->default_shader); lightsOut(rs->lights); utilSafeFree(rs->render_groups); utilSafeFree(rs->default_shader); SDL_GL_DeleteContext(rs->handles.glContext); SDL_DestroyWindow(rs->handles.window); SDL_Quit(); } render_group* renAllocateGroup(uint entity_count, shader_program shader) { assert(entity_count > 0); render_group* rg = UTIL_ALLOC(1, render_group); rg->entities = UTIL_ALLOC(entity_count, entity); rg->entity_count = entity_count; rg->shader = shader; return rg; } void renRenderFrame(render_state* rs) { glClearColor(rs->clear_col.R, rs->clear_col.G, rs->clear_col.B, rs->clear_col.A); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); for (uint i = 0; i < rs->render_group_count; i++) { render_group& rg = rs->render_groups[i]; for (uint j = 0; j < rg.entity_count; j++) { entity& e = rg.entities[j]; for (uint k = 0; k < e.ro_count; k++) { roDraw(e.render_objs[k], rs->cam, rg.shader, rs->lights); } } } } bool renAddLight(render_state* rs, glm::vec3 pos, glm::vec3 color, float intensity) { return lightsAdd(rs->lights, pos, color, intensity); } // internal 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"; } bool initSDL(SDL_Handles& handles) { if (SDL_Init(SDL_INIT_VIDEO) != 0) { LOG(Error) << "Error, SDL_Init: " << SDL_GetError() << "\n"; return false; } 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); SDL_GetCurrentDisplayMode(0, &handles.currentDisplayMode); return true; } bool createWindow(const char* title, SDL_Handles& handles, glm::vec2& viewport_dims) { uint display_id = 0; if (USE_SECOND_MONITOR && SDL_GetNumVideoDisplays() > 1) display_id = 1; handles.window = SDL_CreateWindow( title, SDL_WINDOWPOS_CENTERED_DISPLAY(display_id), SDL_WINDOWPOS_CENTERED_DISPLAY(display_id), viewport_dims.x, viewport_dims.y, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE ); if (!handles.window) { LOG(Error) << "Error creating window: " << SDL_GetError() << "\n"; return false; } return true; } bool initContext(SDL_Handles& handles) { handles.glContext = SDL_GL_CreateContext(handles.window); if (!handles.glContext) { LOG(Error) << "Error creating glContext: " << SDL_GetError() << "\n"; return false; } if (SDL_GL_SetSwapInterval(1) != 0) { // vsync LOG(Error) << "SDL Errors: " << SDL_GetError() << "\n"; return false; } return true; } bool initGlOptions() { if (glewInit()) { LOG(Error) << "failed to initialize OpenGL\n"; return false; } 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); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); #if 0 // TODO: blending messes up rendering with mesa on intel graphics 4000 glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_ONE, GL_SRC_ALPHA); #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); return true; } void setDefaults(render_state* rs, glm::vec2 viewport_dims) { rs->viewport_dims = viewport_dims; rs->lights = lightsInit(); rs->clear_col.R = CLEAR_COL_R; rs->clear_col.B = CLEAR_COL_B; rs->clear_col.G = CLEAR_COL_G; rs->clear_col.A = CLEAR_COL_A; }