You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
149 lines
4.2 KiB
149 lines
4.2 KiB
|
|
#include <glm/gtc/matrix_transform.hpp> |
|
|
|
#include "dumbLog.h" |
|
#include "render_object.h" |
|
|
|
|
|
// forward declarations |
|
|
|
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(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) |
|
{ |
|
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"; |
|
roFree(ro_out); |
|
return false; |
|
} |
|
|
|
void |
|
roFree(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); |
|
} |
|
|
|
void |
|
roDraw(render_object& ro, |
|
camera& cam, |
|
shader_program& shader, |
|
light_group* lights) |
|
{ |
|
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); |
|
|
|
glDisableVertexAttribArray(0); |
|
glDisableVertexAttribArray(1); |
|
glDisableVertexAttribArray(2); |
|
glUseProgram(0); |
|
} |
|
|
|
// internal |
|
|
|
bool |
|
initGLFloatBuffer(glm::vec3* buffer, uint count, GLuint& buffer_id) |
|
{ |
|
glGenBuffers(1, &buffer_id); |
|
glBindBuffer(GL_ARRAY_BUFFER, buffer_id); |
|
glBufferData(GL_ARRAY_BUFFER, |
|
count * 3 * sizeof(GLfloat), // NOTE: 3 floats per vertex prop |
|
buffer, |
|
GL_STATIC_DRAW); |
|
|
|
return (glGetError() == GL_NO_ERROR); |
|
} |
|
|
|
bool |
|
initGLIndexBuffer(uint* buffer, uint num_indices, GLuint& buffer_id) |
|
{ |
|
glGenBuffers(1, &buffer_id); |
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer_id); |
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, |
|
num_indices * sizeof(uint), |
|
buffer, |
|
GL_STATIC_DRAW); |
|
|
|
return (glGetError() == GL_NO_ERROR); |
|
} |
|
|
|
bool |
|
initGLTexture(const util_image image, GLuint& tex_id) |
|
{ |
|
glGenTextures(1, &tex_id); |
|
glBindTexture(GL_TEXTURE_2D, tex_id); |
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); |
|
GLenum pixel_format = (image.num_channels == 3) ? GL_RGB : GL_RGBA; |
|
glTexImage2D(GL_TEXTURE_2D, 0, pixel_format, image.w, image.h, 0, |
|
pixel_format, GL_UNSIGNED_BYTE, image.pixels); |
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
|
|
|
return (glGetError() == GL_NO_ERROR); |
|
} |
|
|
|
// 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(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, &cam.projection[0][0]); |
|
|
|
glm::mat3 normal_matrix = glm::transpose(glm::inverse(glm::mat3(cam.model))); |
|
glUniformMatrix3fv(shader.normal_matrix_id, 1, GL_FALSE, &normal_matrix[0][0]); |
|
} |
|
|
|
inline void |
|
enableGLFloatBuffer(uint buffer_id, uint location) |
|
{ |
|
glEnableVertexAttribArray(location); |
|
glBindBuffer(GL_ARRAY_BUFFER, buffer_id); |
|
glVertexAttribPointer(location, 3, GL_FLOAT, GL_FALSE, 0, (void*) 0); |
|
} |
|
|
|
|