prosperon/source/engine/openglrender.c

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#include "openglrender.h"
#include "sprite.h"
#include "shader.h"
#include "font.h"
#include "config.h"
#include "gameobject.h"
#include "camera.h"
#include "window.h"
#include "debugdraw.h"
#include "log.h"
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#include "datastream.h"
#include "nuke.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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mfloat_t editorClearColor[4] = { 0.2f, 0.4f, 0.3f, 1.f };
float shadowLookahead = 8.5f;
mfloat_t gridSmallColor[3] = { 0.35f, 1.f, 0.9f };
mfloat_t gridBigColor[3] = { 0.92f, 0.92f, 0.68f };
float gridScale = 500.f;
float smallGridUnit = 1.f;
float bigGridUnit = 10.f;
float gridSmallThickness = 2.f;
float gridBigThickness = 7.f;
float gridOpacity = 0.3f;
mfloat_t proj[16];
// 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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GLuint debugColorPickBO = 0;
GLuint debugColorPickTEX = 0;
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struct sprite *tsprite = NULL;
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static unsigned int projUBO;
void debug_draw_phys(int draw) {
debugDrawPhysics = draw;
}
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void opengl_rendermode(enum RenderMode r)
{
renderMode = r;
}
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void openglInit()
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{
if (!mainwin) {
YughError("No window to init OpenGL on.", 1);
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exit(1);
}
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////// MAKE SHADERS
spriteShader = MakeShader("spritevert.glsl", "spritefrag.glsl");
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wireframeShader = MakeShader("spritevert.glsl", "spritewireframefrag.glsl");
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animSpriteShader = MakeShader("animspritevert.glsl", "animspritefrag.glsl");
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textShader = MakeShader("textvert.glsl", "textfrag.glsl");
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shader_use(textShader);
shader_setint(textShader, "text", 0);
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font_init(textShader);
sprite_initialize();
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debugdraw_init();
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glClearColor(editorClearColor[0], editorClearColor[1], editorClearColor[2], editorClearColor[3]);
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//glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glGenBuffers(1, &projUBO);
glBindBuffer(GL_UNIFORM_BUFFER, projUBO);
glBufferData(GL_UNIFORM_BUFFER, 64, NULL, GL_DYNAMIC_DRAW);
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glBindBufferRange(GL_UNIFORM_BUFFER, 0, projUBO, 0, sizeof(float) * 16);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
shader_setUBO(spriteShader, "Projection", 0);
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shader_setUBO(textShader, "Projection", 0);
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shader_setUBO(animSpriteShader, "Projection", 0);
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/*
glGenBuffers(1,&resUBO);
glBindBuffer(GL_UNIFORM_BUFFER, resUBO);
glBufferData(GL_UNIFORM_BUFFER, sizeof(float)*2, NULL, GL_DYNAMIC_DRAW);
glBindBufferRange(GL_UNIFORM_BUFFER, 0, resUBO, 0, sizeof(float)*2);
glBindBuffer(GL_UNIFORM_BUFFER,0);
*/
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}
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static cpBody *camera = NULL;
void set_cam_body(cpBody *body) {
camera = body;
}
cpVect cam_pos() {
return camera ? cpBodyGetPosition(camera) : cpvzero;
}
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; }
void openglRender(struct window *window)
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{
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glCullFace(GL_BACK);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//////////// 2D projection
mfloat_t projection[16] = { 0.f };
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cpVect pos = cam_pos();
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mat4_ortho(projection, pos.x - zoom*window->width/2,
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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mfloat_t ui_projection[16] = { 0.f };
mat4_ortho(ui_projection, 0,
window->width,
0,
window->height, -1.f, 1.f);
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// Clear color and depth
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glBindBuffer(GL_UNIFORM_BUFFER, projUBO);
glBufferSubData(GL_UNIFORM_BUFFER, 0, 64, projection);
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/*
float res[2] = {window->width, window->height};
glBindBuffer(GL_UNIFORM_BUFFER, resUBO);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(float)*2, res);
*/
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/* Game sprites */
switch (renderMode) {
case LIT:
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
shader_use(spriteShader);
break;
case WIREFRAME:
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
shader_use(wireframeShader);
break;
};
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
sprite_draw_all();
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/* UI Elements & Debug elements */
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glDisable(GL_DEPTH_TEST);
//// DEBUG
if (debugDrawPhysics)
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gameobject_draw_debugs();
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call_debugs();
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////// TEXT && GUI
glBindBuffer(GL_UNIFORM_BUFFER, projUBO);
glBufferSubData(GL_UNIFORM_BUFFER, 0, 64, ui_projection);
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call_gui();
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nuke_start();
call_nk_gui();
nuke_end();
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}
void BindUniformBlock(GLuint shaderID, const char *bufferName, GLuint bufferBind)
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{
glUniformBlockBinding(shaderID, glGetUniformBlockIndex(shaderID, bufferName), bufferBind);
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}