A small OpenGL 3+ renderer and game engine
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#include <vector>
#include <cmath> // trig functions
#if defined (_WIN32)
#include <SDL.h>
#else
#include <SDL2/SDL.h>
#endif
#include <glm/glm.hpp>
#include <glm/geometric.hpp>
#include <glm/gtc/matrix_transform.hpp>
#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;
}