prosperon/source/engine/openglrender.c

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#include "openglrender.h"
#include "camera.h"
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#include "config.h"
#include "datastream.h"
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#include "debugdraw.h"
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#include "font.h"
#include "gameobject.h"
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#include "log.h"
#include "nuke.h"
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#include "shader.h"
#include "sprite.h"
#include "window.h"
#include "model.h"
#include "stb_ds.h"
#include "HandmadeMath.h"
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int renderMode = LIT;
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struct shader *spriteShader = NULL;
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struct shader *wireframeShader = NULL;
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struct shader *animSpriteShader = NULL;
static struct shader *textShader;
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struct rgba editorClearColor = {35,60,92,255};
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float shadowLookahead = 8.5f;
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struct rgba gridSmallColor = {
.r = 255 * 0.35f,
.g = 255,
.b = 255 * 0.9f
};
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struct rgba gridBigColor = {
.r = 255 * 0.92f,
.g = 255 * 0.92f,
.b = 255 * 0.68f
};
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float gridScale = 500.f;
float smallGridUnit = 1.f;
float bigGridUnit = 10.f;
float gridSmallThickness = 2.f;
float gridBigThickness = 7.f;
float gridOpacity = 0.3f;
// Debug render modes
bool renderGizmos = false;
bool showGrid = true;
bool debugDrawPhysics = false;
bool renderNav = false;
// Lighting effect flags
bool renderAO = true;
bool renderDynamicShadows = true;
bool renderRefraction = true;
bool renderReflection = true;
///// for editing
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struct gameobject *selectedobject = NULL;
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char objectName[200] = {'\0'}; // object name buffer
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struct sprite *tsprite = NULL;
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const char *donquixote;
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static struct model *duck;
sg_image ddimg;
void debug_draw_phys(int draw) {
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debugDrawPhysics = draw;
}
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void opengl_rendermode(enum RenderMode r) {
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renderMode = r;
}
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sg_pipeline mainpip;
sg_pass_action pass_action = {0};
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static struct {
sg_pass_action pass_action;
sg_pass pass;
sg_pipeline pipe;
sg_shader shader;
} sg_shadow;
static struct {
sg_shader shader;
sg_pipeline pipe;
sg_bindings bind;
sg_pass pass;
sg_image img;
sg_image depth_img;
} crt_post;
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void make_shader(sg_shader_desc *d, sg_shader result, void *data)
{
}
void fail_shader(sg_shader id, void *data)
{
}
static sg_trace_hooks hooks = {
.fail_shader = fail_shader,
.make_shader = make_shader
};
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void openglInit() {
if (!mainwin) {
YughError("No window to init OpenGL on.", 1);
exit(1);
}
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sg_trace_hooks hh = sg_install_trace_hooks(&hooks);
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font_init(NULL);
debugdraw_init();
sprite_initialize();
nuke_init(mainwin);
model_init();
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sg_color c;
rgba2floats(&c, editorClearColor);
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pass_action = (sg_pass_action){
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.colors[0] = {.action = SG_ACTION_CLEAR, .value = c}
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};
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crt_post.shader = sg_compile_shader("shaders/postvert.glsl", "shaders/crtfrag.glsl", &(sg_shader_desc){
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.fs.images[0] = {
.name = "diffuse_texture",
.image_type = SG_IMAGETYPE_2D,
.sampler_type = SG_SAMPLERTYPE_FLOAT
}
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});
crt_post.pipe = sg_make_pipeline(&(sg_pipeline_desc){
.shader = crt_post.shader,
.layout = {
.attrs = {
[0].format = SG_VERTEXFORMAT_FLOAT2,
[1].format = SG_VERTEXFORMAT_FLOAT2
}
}
});
crt_post.img = sg_make_image(&(sg_image_desc){
.render_target = true,
.width = 1200,
.height = 720,
});
crt_post.depth_img = sg_make_image(&(sg_image_desc){
.render_target = true,
.width = 1200,
.height = 720,
.pixel_format = SG_PIXELFORMAT_DEPTH_STENCIL
});
crt_post.pass = sg_make_pass(&(sg_pass_desc){
.color_attachments[0].image = crt_post.img,
.depth_stencil_attachment.image = crt_post.depth_img,
});
float crt_quad[] = {
-1, 1, 0, 1,
-1, -1, 0, 0,
1, -1, 1, 0,
-1, 1, 0, 1,
1, -1, 1, 0,
1, 1, 1, 1
};
crt_post.bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
.size = sizeof(crt_quad),
.data = crt_quad
});
crt_post.bind.fs_images[0] = crt_post.img;
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/*
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sg_image_desc shadow_desc = {
.render_target = true,
.width = 1024,
.height = 1024,
.pixel_format = SG_PIXELFORMAT_R32F,
};
sg_image depth_img = sg_make_image(&shadow_desc);
shadow_desc.pixel_format = SG_PIXELFORMAT_DEPTH;
ddimg = sg_make_image(&shadow_desc);
sg_shadow.pass = sg_make_pass(&(sg_pass_desc){
.color_attachments[0].image = depth_img,
.depth_stencil_attachment.image = ddimg,
});
sg_shadow.pass_action = (sg_pass_action) {
.colors[0] = { .action=SG_ACTION_CLEAR, .value = {1,1,1,1} } };
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sg_shadow.shader = sg_compile_shader("shaders/shadowvert.glsl", "shaders/shadowfrag.glsl", &(sg_shader_desc){
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.vs.uniform_blocks[0] = {
.size = sizeof(float) * 16 * 2,
.uniforms = {
[0] = {.name = "lightSpaceMatrix", .type = SG_UNIFORMTYPE_MAT4},
[1] = {.name = "model", .type = SG_UNIFORMTYPE_MAT4},
}
}
});
sg_shadow.pipe = sg_make_pipeline(&(sg_pipeline_desc){
.shader = sg_shadow.shader,
.layout = {
.attrs = {
[0].format = SG_VERTEXFORMAT_FLOAT3,
}
},
.depth = {
.compare = SG_COMPAREFUNC_LESS_EQUAL,
.write_enabled = true,
.pixel_format = SG_PIXELFORMAT_DEPTH
},
.colors[0].pixel_format = SG_PIXELFORMAT_R32F,
.index_type = SG_INDEXTYPE_UINT16,
.cull_mode = SG_CULLMODE_BACK,
});
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*/
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}
void render_winsize()
{
sg_destroy_image(crt_post.img);
sg_destroy_image(crt_post.depth_img);
sg_destroy_pass(crt_post.pass);
crt_post.img = sg_make_image(&(sg_image_desc){
.render_target = true,
.width = mainwin->width,
.height = mainwin->height
});
crt_post.depth_img = sg_make_image(&(sg_image_desc){
.render_target = true,
.width = mainwin->width,
.height = mainwin->height,
.pixel_format = SG_PIXELFORMAT_DEPTH_STENCIL
});
crt_post.pass = sg_make_pass(&(sg_pass_desc){
.color_attachments[0].image = crt_post.img,
.depth_stencil_attachment.image = crt_post.depth_img,
});
crt_post.bind.fs_images[0] = crt_post.img;
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}
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static cpBody *camera = NULL;
void set_cam_body(cpBody *body) {
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camera = body;
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}
cpVect cam_pos() {
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return camera ? cpBodyGetPosition(camera) : cpvzero;
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}
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static float zoom = 1.f;
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float cam_zoom() { return zoom; }
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void add_zoom(float val) { zoom = val; }
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HMM_Mat4 projection = {0.f};
HMM_Mat4 hudproj = {0.f};
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HMM_Vec3 dirl_pos = {4, 100, 20};
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void openglRender(struct window *window) {
/*
HMM_Mat4 model = HMM_M4D(1.f);
float scale = 0.08;
model = HMM_MulM4(model, HMM_Scale((HMM_Vec3){scale,scale,scale}));
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// Shadow pass
sg_begin_pass(sg_shadow.pass, &sg_shadow.pass_action);
sg_apply_pipeline(sg_shadow.pipe);
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HMM_Mat4 light_proj = HMM_Orthographic_RH_ZO(-100.f, 100.f, -100.f, 100.f, 1.f, 100.f);
HMM_Mat4 light_view = HMM_LookAt_RH(dirl_pos, (HMM_Vec3){0,0,0}, (HMM_Vec3){0,1,0});
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HMM_Mat4 lsm = HMM_MulM4(light_proj, light_view);
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HMM_Mat4 subo[2];
subo[0] = lsm;
subo[1] = model;
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sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(subo));
for (int i = 0; i < arrlen(duck->meshes); i++) {
sg_bindings sbind = {0};
sbind.vertex_buffers[0] = duck->meshes[i].bind.vertex_buffers[0];
sbind.index_buffer = duck->meshes[i].bind.index_buffer;
sg_apply_bindings(&sbind);
sg_draw(0,duck->meshes[i].face_count,1);
}
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sg_end_pass();
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draw_model(duck,model, lsm);
*/
// sg_begin_default_pass(&pass_action, window->width, window->height);
sg_begin_pass(crt_post.pass, &pass_action);
//////////// 2D projection
cpVect pos = cam_pos();
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projection = HMM_Orthographic_RH_NO(
pos.x - zoom * window->width / 2,
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pos.x + zoom * window->width / 2,
pos.y - zoom * window->height / 2,
pos.y + zoom * window->height / 2, -1.f, 1.f);
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hudproj = HMM_Orthographic_RH_NO(0, window->width, 0, window->height, -1.f, 1.f);
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sprite_draw_all();
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sprite_flush();
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call_draw();
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//// DEBUG
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if (debugDrawPhysics) {
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gameobject_draw_debugs();
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call_debugs();
}
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debug_flush();
////// TEXT && GUI
call_gui();
text_flush();
nuke_start();
call_nk_gui();
nuke_end();
sg_end_pass();
sg_begin_default_pass(&pass_action, window->width, window->height);
sg_apply_pipeline(crt_post.pipe);
sg_apply_bindings(&crt_post.bind);
sg_draw(0,6,1);
sg_end_pass();
sg_commit();
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}
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sg_shader sg_compile_shader(const char *v, const char *f, sg_shader_desc *d)
{
YughWarn("Making shader with %s and %s", v, f);
char *vs = slurp_text(v);
char *fs = slurp_text(f);
d->vs.source = vs;
d->fs.source = fs;
sg_shader ret = sg_make_shader(d);
free(vs);
free(fs);
return ret;
}