A small OpenGL 3+ renderer and game engine
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#include <cstdlib>
#include <ctime>
#include <glm/glm.hpp>
#include "asset.h"
#include "dumbLog.h"
#include "input.h"
#include "mesh.h"
#include "renderer.h"
simple_mesh*
makeSquareMesh()
{
// NOTE: vertices arranged for GL_LINE_LOOP, non-indexed
uint num_vertices = 4;
simple_mesh* sm = meInitMesh(num_vertices);
sm->num_vertices = num_vertices;
sm->vertices[0] = glm::vec3(-1000, 0, 1000);
sm->vertices[1] = glm::vec3(-1000, 0, -1000);
sm->vertices[2] = glm::vec3(1000, 0, -1000);
sm->vertices[3] = glm::vec3(1000, 0, 1000);
sm->vert_colors[0] = glm::vec3(255, 0, 0);
sm->vert_colors[1] = glm::vec3(255, 0, 0);
sm->vert_colors[2] = glm::vec3(255, 0, 0);
sm->vert_colors[3] = glm::vec3(255, 0, 0);
return sm;
}
int
getRand(int lower = 0, int upper = RAND_MAX)
{
// NOTE: only need to seed prng once
static bool seeded = false;
if (!seeded) {
srand(time(NULL));
seeded = true;
}
return (rand() % (upper - lower) + lower);
}
bool
createModelEntities(render_group* rg,
const char* model_file,
uint item_count,
glm::vec3 min_pos,
glm::vec3 max_pos,
glm::vec3 scaling)
{
#if 0
for (uint i = 0; i < item_count; i++) {
entity& e = rg->entities[i];
if (!entInitModel(e, model_file)) {
LOG(Error) << "Error initializing entity, exiting\n";
return false;
}
entSetWorldPosition(e,
glm::vec3(getRand(min_pos.x, max_pos.x),
getRand(min_pos.y, max_pos.y),
getRand(min_pos.z, max_pos.z))
);
entScale(e, glm::vec3(scaling.x, scaling.y, scaling.z));
}
return true;
#endif
return false;
}
void
doFrameCallbackPre(render_state* rs)
{
#if 0
static input_state is = {};
inputProcessEvents(&is);
if (is.window_closed || is.escape) {
rs->running = false;
return;
}
// NOTE: rotate meshes on z-axis every frame
static float angle = 1.2 / 60; // NOTE: 60 FPS
static glm::vec3 axis(0, 0, 1);
for (uint i = 0; i < rs->render_groups->count; i++) {
render_group* rg = &rs->render_groups->groups[i];
for (uint j = 0; j < rg->count; j++) {
entity* e = &rg->entities[j];
entRotate(e, angle, axis);
}
}
point_light& l1 = rs->lights->lights[0];
point_light& l2 = rs->lights->lights[1];
entity& square = rs->render_groups[2]->entities[0];
l1.position = glm::vec3(
square.world_transform * glm::vec4(10000, 0, 1000, 1));
l2.position = glm::vec3(
square.world_transform * glm::vec4(10000, 0, -1000, 1));
rs->lights->needs_update = true;
#endif
static input_state is = {};
inputProcessEvents(&is);
if (is.window_closed || is.escape) {
rs->running = false;
return;
}
static float angle = 1.2 / 60; // NOTE: 60 FPS
static glm::vec3 axis(0, 1, 0);
entity* spaceship = &rs->render_groups->groups[0].entities[0];
entRotate(spaceship, angle, axis);
}
int
main()
{
render_state* rs = renInit("render group example");
if (rs == nullptr) {
LOG(Error) << "Error Initialzing renderer\n";
return 1;
}
#if 0
cameraInitPerspective(
rs->cam,
glm::vec3(0, -2000, 0),
glm::vec3(0, 0, 0),
glm::vec3(0,0,1)
);
renAddLight(rs, glm::vec3());
renAddLight(rs, glm::vec3());
// FIXME: this introduces a potential buffer overrun. Need to implement
// a memory manager for render_groups, eg:
// renPushGroup(rs, new_group)
// rgPushEntity(rg, new_ent)
rs->render_groups = UTIL_ALLOC(256, render_group*);
// ship entities
const uint item_count = 20;
// TODO: better usage would be: renPushEntity(rs->render_groups[0], e);
// would need to allocate a reasonable block size by default (~64), and
// double it if pushing to render_group would overflow
shader_wrapper sw = { DEFAULT_SHADER, rs->default_shader, nullptr };
rs->render_groups[0] = renAllocateGroup(item_count, sw);
rs->render_group_count++;
bool ret = createModelEntities(rs->render_groups[0],
"../data/spaceship.glb",
item_count,
glm::vec3(-750, -750, -750),
glm::vec3(750, 750, 750),
glm::vec3(10, 10, 10)
);
assert(ret == true);
// sphere entities
// NOTE: can also re-use the default shader already defined above
shader_wrapper sw2 = { DEFAULT_SHADER, rs->default_shader, nullptr };
rs->render_groups[1] = renAllocateGroup(item_count, sw2);
rs->render_group_count++;
ret = createModelEntities(rs->render_groups[1],
"../data/icosphere.glb",
item_count,
glm::vec3(-750, -750, -750),
glm::vec3(750, 750, 750),
glm::vec3(100, 100, 100)
);
assert(ret == true);
// simple_mesh/shader
shader_wrapper sw3 = { SIMPLE_SHADER, nullptr, rs->simple_shader };
rs->render_groups[2] = renAllocateGroup(1, sw3);
rs->render_group_count++;
entity& square = rs->render_groups[2]->entities[0];
simple_mesh* sm = makeSquareMesh();
entInitMesh(square, sm, GL_LINE_LOOP);
renDoRenderLoop(rs, 60, doFrameCallbackPre);
#endif
// NOTE: testing entity system with new asset structures
// FIXME: remove mesh.h, mesh.cpp
// FIXME: remove platform_wait_for_vblank
// FIXME: clean up examples with new asset system
// FIXME: merger render_group_fix branch back into master
// FIXME: make a test case for overflowing default array sizes, rg->assets
// rg_info->groups, render_group->enitities
// FIXME: look for glm::mat4 in structs, and replace with pointers
// FIXME: better shader abstraction so we can store a list of shaders on
// render_state
cameraInitPerspective(
rs->cam,
glm::vec3(0, 50, -100),
glm::vec3(0, 0, 0),
glm::vec3(0,1,0)
);
shader_wrapper sw = { DEFAULT_SHADER, rs->default_shader, nullptr };
render_group* rg = rgAlloc(rs->render_groups, 64, sw);
#if 1
entity* e =
rgAppend(rg, rs->assets, rs->arena, "../data/blender/spaceship.gltf");
uint scale = 4;
//entRotate(e, -1 * M_PI_2, glm::vec3(1, 0, 0));
#else
entity* e =
rgAppend(rg, rs->assets, rs->arena, "../data/blender/icosphere.gltf");
uint scale = 20;
#endif
if (e != nullptr) {
entScale(*e, glm::vec3(scale, scale, scale));
//renDoRenderLoop(rs, 60);
renDoRenderLoop(rs, 60, doFrameCallbackPre);
} else {
LOG(Error) << "failed to load entity\n";
}
renShutdown(rs);
return 0;
}