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251 lines
6.1 KiB
251 lines
6.1 KiB
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#include <vector> |
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#include <cmath> // trig functions |
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#if defined (_WIN32) |
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#include <SDL.h> |
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#else |
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#include <SDL2/SDL.h> |
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#endif |
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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 "dumbLog.h" |
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#include "render_object.h" |
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#include "renderer.h" |
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#include "default_shaders.cpp" |
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#define MAX_LIGHTS 10 // NOTE: needs to match the fragment shader source |
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#define CLEAR_COL_R 55.f / 255.f |
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#define CLEAR_COL_G 55.f / 255.f |
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#define CLEAR_COL_B 55.f / 255.f |
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#define CLEAR_COL_A 1.f |
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#define USE_SECOND_MONITOR 0 |
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// forward declarations |
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void openglDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, |
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GLsizei length, const GLchar* message, const void* userParam); |
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bool initSDL(SDL_Handles& handles); |
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bool createWindow(const char* title, |
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SDL_Handles& handles, |
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glm::vec2& viewport_dims); |
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bool initContext(SDL_Handles& handles); |
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bool initGlOptions(); |
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void setDefaults(render_state* rs, glm::vec2 viewport_dims); |
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// interface |
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render_state* |
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renInit(const char* title, glm::vec2 viewport_dims) |
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{ |
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render_state* rs = UTIL_ALLOC(1, render_state); |
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setDefaults(rs, viewport_dims); |
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if (initSDL(rs->handles) && |
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createWindow(title, rs->handles, rs->viewport_dims) && |
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initContext(rs->handles) && |
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initGlOptions()) |
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{ |
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rs->default_shader = |
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shaderInit(DEFAULT_VERTEX_SHADER, DEFAULT_FRAGMENT_SHADER); |
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if (rs->default_shader != nullptr) { |
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return rs; |
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} else { |
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LOG(Error) << "shader loading failed\n"; |
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return nullptr; |
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} |
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} |
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LOG(Error) << "renderer initialization failed, aborting\n"; |
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return nullptr; |
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} |
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void |
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renShutdown(render_state* rs) |
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{ |
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// TODO: need a nicer way to loop over entities and render_objects |
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for (uint i = 0; i < rs->render_group_count; i++) { |
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render_group& rg = rs->render_groups[i]; |
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for (uint j = 0; j < rg.entity_count; j++) { |
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entity& e = rg.entities[j]; |
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for (uint k = 0; k < e.ro_count; k++) |
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roFree(e.render_objs[k]); |
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utilSafeFree(e.render_objs); |
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} |
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utilSafeFree(rg.entities); |
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} |
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shaderFree(rs->default_shader); |
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lightsOut(rs->lights); |
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utilSafeFree(rs->render_groups); |
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utilSafeFree(rs->default_shader); |
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SDL_GL_DeleteContext(rs->handles.glContext); |
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SDL_DestroyWindow(rs->handles.window); |
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SDL_Quit(); |
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} |
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render_group* |
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renAllocateGroup(uint entity_count, shader_program shader) |
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{ |
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assert(entity_count > 0); |
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render_group* rg = UTIL_ALLOC(1, render_group); |
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rg->entities = UTIL_ALLOC(entity_count, entity); |
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rg->entity_count = entity_count; |
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rg->shader = shader; |
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return rg; |
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} |
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void |
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renRenderFrame(render_state* rs) |
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{ |
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glClearColor(rs->clear_col.R, rs->clear_col.G, rs->clear_col.B, rs->clear_col.A); |
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
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for (uint i = 0; i < rs->render_group_count; i++) { |
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render_group& rg = rs->render_groups[i]; |
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for (uint j = 0; j < rg.entity_count; j++) { |
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entity& e = rg.entities[j]; |
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for (uint k = 0; k < e.ro_count; k++) { |
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roDraw(e.render_objs[k], |
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rs->cam, |
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rg.shader, |
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rs->lights); |
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} |
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} |
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} |
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} |
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bool |
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renAddLight(render_state* rs, glm::vec3 pos, glm::vec3 color, float intensity) |
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{ |
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return lightsAdd(rs->lights, pos, color, intensity); |
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} |
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// internal |
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void |
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openglDebugCallback(GLenum source, GLenum type, GLuint id, GLenum severity, |
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GLsizei length, const GLchar* message, const void* userParam) |
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{ |
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LOG((type == GL_DEBUG_TYPE_ERROR) ? Error : Debug) |
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<< (type == GL_DEBUG_TYPE_ERROR ? "** GL Error **" : "") |
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<< ", type: " << type |
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<< ", severity: " << severity |
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<< ", message: " << message << "\n"; |
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} |
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bool |
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initSDL(SDL_Handles& handles) |
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{ |
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if (SDL_Init(SDL_INIT_VIDEO) != 0) { |
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LOG(Error) << "Error, SDL_Init: " << SDL_GetError() << "\n"; |
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return false; |
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} |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); |
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); |
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); |
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); |
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); |
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SDL_GetCurrentDisplayMode(0, &handles.currentDisplayMode); |
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return true; |
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} |
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bool |
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createWindow(const char* title, SDL_Handles& handles, glm::vec2& viewport_dims) |
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{ |
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uint display_id = 0; |
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if (USE_SECOND_MONITOR && SDL_GetNumVideoDisplays() > 1) |
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display_id = 1; |
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handles.window = SDL_CreateWindow( |
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title, |
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SDL_WINDOWPOS_CENTERED_DISPLAY(display_id), |
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SDL_WINDOWPOS_CENTERED_DISPLAY(display_id), |
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viewport_dims.x, |
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viewport_dims.y, |
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SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE |
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); |
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if (!handles.window) { |
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LOG(Error) << "Error creating window: " << SDL_GetError() << "\n"; |
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return false; |
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} |
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return true; |
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} |
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bool |
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initContext(SDL_Handles& handles) |
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{ |
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handles.glContext = SDL_GL_CreateContext(handles.window); |
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if (!handles.glContext) { |
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LOG(Error) << "Error creating glContext: " << SDL_GetError() << "\n"; |
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return false; |
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} |
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if (SDL_GL_SetSwapInterval(1) != 0) { // vsync |
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LOG(Error) << "SDL Errors: " << SDL_GetError() << "\n"; |
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return false; |
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} |
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return true; |
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} |
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bool |
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initGlOptions() |
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{ |
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if (glewInit()) { |
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LOG(Error) << "failed to initialize OpenGL\n"; |
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return false; |
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} |
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LOG(Info) << "opengl vendor: " << glGetString(GL_VENDOR) << "\n"; |
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LOG(Info)<< "opengl renderer: " << glGetString(GL_RENDERER) << "\n"; |
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LOG(Info) << "opengl version: " << glGetString(GL_VERSION) << "\n"; |
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glEnable(GL_DEPTH_TEST); |
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glEnable(GL_LINE_SMOOTH); |
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
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#if 0 |
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// TODO: blending messes up rendering with mesa on intel graphics 4000 |
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glEnable(GL_BLEND); |
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glBlendEquation(GL_FUNC_ADD); |
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glBlendFunc(GL_ONE, GL_SRC_ALPHA); |
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#endif |
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// TODO: glDebugMessageCallback is only availabe from >v4.3 |
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// check and warn if context doesn't support this function here |
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glEnable (GL_DEBUG_OUTPUT); |
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glDebugMessageCallback((GLDEBUGPROC) openglDebugCallback, 0); |
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// hide VRAM debug messages |
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glDebugMessageControl(GL_DONT_CARE, 33361, GL_DONT_CARE, 0, 0, GL_FALSE); |
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return true; |
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} |
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void |
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setDefaults(render_state* rs, glm::vec2 viewport_dims) |
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{ |
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rs->viewport_dims = viewport_dims; |
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rs->lights = lightsInit(); |
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rs->clear_col.R = CLEAR_COL_R; |
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rs->clear_col.B = CLEAR_COL_B; |
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rs->clear_col.G = CLEAR_COL_G; |
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rs->clear_col.A = CLEAR_COL_A; |
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}
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