A small OpenGL 3+ renderer and game engine
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#include <glm/glm.hpp>
#include "dumbLog.h"
#include "input.h"
#include "mesh.h"
#include "renderer.h"
simple_mesh*
makeSquareMesh()
{
uint num_vertices = 4;
simple_mesh* sm = meInitMesh(num_vertices);
sm->num_vertices = num_vertices;
sm->vertices[0] = glm::vec3(-200, 0, 200);
sm->vertices[1] = glm::vec3(-200, 0, -200);
sm->vertices[2] = glm::vec3(200, 0, -200);
sm->vertices[3] = glm::vec3(200, 0, 200);
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;
}
void
doFrameCallbackPre(render_state* rs)
{
static input_state is = {};
inputProcessEvents(&is);
if (is.window_closed || is.escape) {
rs->running = false;
return;
}
// NOTE: rotate meshes on z-axis every frame
const float deg_angle = 3; // NOTE: angle to rotate per frame in degrees
static float angle = (float) deg_angle * M_PI_2 / 360;
static glm::vec3 axis(0, 0, 1);
entity& ship = rs->render_groups[0]->entities[0];
entRotate(ship, angle , axis);
entity& sphere = rs->render_groups[0]->entities[1];
entRotate(sphere, angle , axis);
entity& square = rs->render_groups[1]->entities[0];
entRotate(square, -1 * angle , axis);
}
int
main()
{
render_state* rs = renInit("render group example");
if (rs == nullptr) {
LOG(Error) << "Error Initialzing renderer\n";
return 1;
}
cameraInitPerspective(
rs->cam,
glm::vec3(50, -100, 25),
glm::vec3(0, 0, 0),
glm::vec3(0,0,1)
);
renAddLight(rs, glm::vec3(-20, -150, 150));
// 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*);
// TODO: this needs to be more convenient
shader_wrapper sw = { DEFAULT_SHADER, rs->default_shader, nullptr };
rs->render_groups[0] = renAllocateGroup(2, sw);
rs->render_group_count = 1;
entity& spaceship = rs->render_groups[0]->entities[0];
entity& sphere = rs->render_groups[0]->entities[1];
if (!entInitModel(spaceship, "../data/spaceship.glb") ||
!entInitModel(sphere, "../data/icosphere.glb"))
{
LOG(Error) << "Error initializing entity, exiting\n";
return 1;
}
entSetWorldPosition(spaceship, glm::vec3(-50, 0, 0));
entScale(spaceship, glm::vec3(2, 2, 2));
entScale(sphere, glm::vec3(20, 20, 20));
shader_wrapper sw2 = { SIMPLE_SHADER, nullptr, rs->simple_shader };
rs->render_groups[1] = renAllocateGroup(1, sw2);
rs->render_group_count++;
entity& square = rs->render_groups[1]->entities[0];
simple_mesh* sm = makeSquareMesh();
// 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
entInitMesh(square, sm, GL_LINE_LOOP);
entScale(square, glm::vec3(0.2, 0.2, 0.2));
renDoRenderLoop(rs, 60, doFrameCallbackPre);
renShutdown(rs);
return 0;
}