Moved source file locations for easier compiling; cleaned up Makefile; cleaned up opengl code

This commit is contained in:
John Alanbrook 2022-12-13 18:32:36 +00:00
parent 18eefd4937
commit 60bf5ca7bc
50 changed files with 47 additions and 777 deletions

View file

@ -36,14 +36,11 @@ define rm
rm $${tmp}
endef
define findindir
find $(1) -maxdepth 1 -type f -name '$(2)'
endef
# All other sources
edirs != find source -type d -name include
edirs += source/engine source/engine/thirdparty/Nuklear
ehead != $(call findindir, source/engine,*.h)
subengs = sound debug editor 3d
edirs += source/engine $(addprefix source/engine/, $(subengs)) source/engine/thirdparty/Nuklear
ehead != find source/engine source/engine/sound source/engine/debug source/engine/editor -maxdepth 1 -type f -name *.h
eobjects != find source/engine -type f -name '*.c' | sed -r 's|^(.*)\.c|$(objprefix)/\1.o|' # Gets all .c files and makes .o refs
eobjects != $(call rm,$(eobjects),sqlite pl_mpeg_extract_frames pl_mpeg_player yugine nuklear)
@ -88,24 +85,33 @@ LINK = $(LIBPATH) $(LINKER_FLAGS) $(ELIBS)
MYTAG = $(VER)_$(PTYPE)_$(INFO)
DIST = yugine-$(MYTAG).tar.gz
.PHONY: yugine
yugine: $(objprefix)/source/engine/yugine.o $(ENGINE)
@echo $(CC)
$(BIN)yugine: $(objprefix)/source/engine/yugine.o $(ENGINE)
@echo Linking yugine
$(CC) $< $(LINK) -o yugine
$(CC) $< $(LINK) -o $(BIN)yugine
@echo Finished build
dist: yugine
mkdir -p bin/dist
cp yugine bin/dist
cp -rf assets/fonts bin/dist
cp -rf source/scripts bin/dist
cp -rf source/shaders bin/dist
tar -czf yugine-$(MYTAG).tar.gz --directory bin/dist .
$(BIN)$(DIST): $(BIN)yugine
@echo Creating distribution zip
@mkdir -p $(BIN)dist
@cp $(BIN)yugine $(BIN)dist
@cp -rf assets/fonts $(BIN)dist
@cp -rf source/scripts $(BIN)dist
@cp -rf source/shaders $(BIN)dist
@tar czf $(DIST) --directory $(BIN)dist .
@mv $(DIST) $(BIN)
install: yugine
cp yugine ~/.local/bin
dist: $(BIN)$(DIST)
install: $(BIN)$(DIST)
@echo Unpacking distribution in $(DESTDIR)
@cp $(BIN)$(DIST) $(DESTDIR)
@tar xzf $(DESTDIR)/$(DIST) -C $(DESTDIR)
@rm $(DESTDIR)/$(DIST)
$(ENGINE): $(eobjects)
@echo Making library engine.a
@ -122,4 +128,4 @@ $(objprefix)/%.o:%.c
clean:
@echo Cleaning project
@find $(BIN) -type f -delete
@rm -rf source/portaudio/build source/glfw/build
@rm -f *.gz

View file

@ -16,8 +16,7 @@ struct mCamera {
void camera_2d_update(struct mCamera *camera, float deltaT);
mfloat_t *getviewmatrix(mfloat_t view[MAT4_SIZE],
const struct mCamera *const camera);
mfloat_t *getviewmatrix(mfloat_t view[MAT4_SIZE], const struct mCamera *const camera);
void cam_goto_object(struct mCamera *cam, struct mTransform *transform);
void cam_inverse_goto(struct mCamera *cam, struct mTransform *transform);

View file

@ -37,8 +37,7 @@ void debugdraw_init()
glGenVertexArrays(1, &gridVAO);
glBindVertexArray(gridVAO);
glBindBuffer(GL_ARRAY_BUFFER, gridVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(gridverts), &gridverts,
GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(gridverts), &gridverts, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
@ -56,24 +55,12 @@ void draw_line(int x1, int y1, int x2, int y2)
x2, y2
};
glBindBuffer(GL_ARRAY_BUFFER, rectVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), &verts, GL_DYNAMIC_DRAW);
glBindVertexArray(rectVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glDrawArrays(GL_LINE_STRIP, 0, 2);
draw_poly(&verts, 2);
}
void draw_edge(float *points, int n)
{
shader_use(rectShader);
glBindBuffer(GL_ARRAY_BUFFER, rectVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * n * 2, points,
GL_DYNAMIC_DRAW);
glBindVertexArray(rectVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glDrawArrays(GL_LINE_STRIP, 0, n);
draw_poly(points, n);
}
void draw_circle(int x, int y, float radius, int pixels)
@ -81,10 +68,10 @@ void draw_circle(int x, int y, float radius, int pixels)
shader_use(circleShader);
float verts[] = {
x - radius, y - radius, -1.f, -1.f,
x + radius, y - radius, 1.f, -1.f,
x - radius, y + radius, -1.f, 1.f,
x + radius, y + radius, 1.f, 1.f
x - radius, y - radius,
x + radius, y - radius,
x - radius, y + radius,
x + radius, y + radius,
};
glBindBuffer(GL_ARRAY_BUFFER, circleVBO);
@ -95,7 +82,7 @@ void draw_circle(int x, int y, float radius, int pixels)
glBindVertexArray(circleVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, NULL);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
@ -111,13 +98,7 @@ void draw_rect(int x, int y, int w, int h)
x - hw, y + hh
};
shader_use(rectShader);
glBindBuffer(GL_ARRAY_BUFFER, rectVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), &verts, GL_DYNAMIC_DRAW);
glBindVertexArray(rectVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glDrawArrays(GL_LINE_LOOP, 0, 4);
draw_poly(&verts, 4);
}
void draw_grid(int width, int span)
@ -140,8 +121,7 @@ void draw_poly(float *points, int n)
{
shader_use(rectShader);
glBindBuffer(GL_ARRAY_BUFFER, rectVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * n * 2, points,
GL_DYNAMIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * n * 2, points, GL_DYNAMIC_DRAW);
glBindVertexArray(rectVAO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);

View file

@ -336,7 +336,6 @@ static void edit_input_cb(GLFWwindow *w, int key, int scancode, int action, int
break;
case GLFW_KEY_F5:
NEGATE(editor.lighting.show);
break;
case GLFW_KEY_F6:
@ -543,19 +542,6 @@ void editor_project_gui() {
NK_MENU_END()
// Shadow map vars
NK_MENU_START(lighting)
nk_layout_row_dynamic(ctx, 25, 1);
nk_label(ctx, "Directional shadow map", NK_TEXT_LEFT);
nk_property_float(ctx, "Near plane", -200.f, &near_plane, 200.f, 1.f, 0.01f);
nk_property_float(ctx, "Far plane", -200.f, &far_plane, 200.f, 1.f, 0.01f);
nk_property_float(ctx, "Shadow lookahead", 0.f, &shadowLookahead, 100.f, 1.f, 0.01f);
nk_property_float(ctx, "Plane size", 0.f, &plane_size, 100.f, 1.f, 0.01f);
NK_MENU_END()
NK_MENU_START(gamesettings)
nk_layout_row_dynamic(ctx,25,1);
@ -598,34 +584,6 @@ void editor_project_gui() {
NK_MENU_START(debug)
nk_layout_row_dynamic(ctx, 25, 1);
nk_property_float(ctx, "Camera FOV", 0.1f, &editorFOV, 90.f, 1.f, 0.1f);
nk_property_float(ctx, "Camera Near Plane", 0.1f, &editorClose, 5.f, 0.1f, 0.01f);
nk_property_float(ctx, "Camera Far Plane", 50.f, &editorFar, 10000.f, 1.f,1.f);
if (nk_tree_push(ctx, NK_TREE_NODE, "Shading mode", NK_MINIMIZED)) {
renderMode =
nk_option_label(ctx, "Lit", renderMode == LIT) ? LIT : renderMode;
renderMode = nk_option_label(ctx, "Unlit", renderMode == UNLIT)
? UNLIT
: renderMode;
renderMode = nk_option_label(ctx, "Wireframe", renderMode == WIREFRAME)
? WIREFRAME
: renderMode;
renderMode = nk_option_label(ctx, "Directional shadow map",
renderMode == DIRSHADOWMAP)
? DIRSHADOWMAP
: renderMode;
nk_tree_pop(ctx);
}
if (nk_tree_push(ctx, NK_TREE_NODE, "Lighting", NK_MINIMIZED)) {
nk_checkbox_label(ctx, "Shadows", &renderDynamicShadows);
nk_checkbox_label(ctx, "Ambient Occlusion", &renderAO);
nk_tree_pop(ctx);
}
if (nk_tree_push(ctx, NK_TREE_NODE, "Debug Draws", NK_MINIMIZED)) {
nk_checkbox_label(ctx, "Gizmos", &renderGizmos);
nk_checkbox_label(ctx, "Grid", &showGrid);

View file

@ -27,7 +27,6 @@ typedef struct {
struct editorVars {
editor_win stats;
editor_win hierarchy;
editor_win lighting;
editor_win gamesettings;
editor_win viewmode;
editor_win debug;

View file

@ -103,7 +103,7 @@ void win_key_callback(GLFWwindow *w, int key, int scancode, int action, int mods
void cursor_hide()
{
glfwSetInputMode(mainwin->window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
glfwSetInputMode(mainwin->window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
}
void cursor_show()

View file

@ -16,38 +16,10 @@ int renderMode = 0;
static GLuint UBO;
static GLuint gridVBO = 0;
static GLuint gridVAO = 0;
static GLuint quadVAO = 0;
static GLuint quadVBO = 0;
static GLuint depthMapFBO = 0;
static GLuint depthMap = 0;
const unsigned int SHADOW_WIDTH = 2048, SHADOW_HEIGHT = 2048;
static struct shader *outlineShader;
static struct shader *modelShader;
static struct shader *shadowShader;
struct shader *spriteShader = NULL;
struct shader *animSpriteShader = NULL;
static struct shader *textShader;
static struct shader *diffuseShader;
struct sFont *stdFont;
static struct shader *debugDepthQuad;
static struct shader *debugColorPickShader;
static struct shader *debugGridShader;
static struct shader *debugGizmoShader;
struct mStaticActor *gizmo;
float editorFOV = 45.f;
float editorClose = 0.1f;
float editorFar = 1000.f;
mfloat_t editorClearColor[4] = { 0.2f, 0.4f, 0.3f, 1.f };
float shadowLookahead = 8.5f;
@ -65,9 +37,6 @@ float gridOpacity = 0.3f;
mfloat_t proj[16];
float near_plane = -100.f, far_plane = 10.f, plane_size = 60.f;
// Debug render modes
bool renderGizmos = false;
bool showGrid = true;
@ -116,23 +85,12 @@ void openglInit()
sprite_initialize();
debugdraw_init();
//glEnable(GL_STENCIL_TEST);
glClearColor(editorClearColor[0], editorClearColor[1], editorClearColor[2], editorClearColor[3]);
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glDisable(GL_DEPTH_TEST);
//glLineWidth(1.3f);
//glEnable(GL_TEXTURE_3D);
//glEnable(GL_MULTISAMPLE);
//glLineWidth(2);
glGenBuffers(1, &projUBO);
glBindBuffer(GL_UNIFORM_BUFFER, projUBO);
glBufferData(GL_UNIFORM_BUFFER, 64, NULL, GL_DYNAMIC_DRAW);
@ -181,467 +139,7 @@ void openglRender(struct window *window)
}
void openglInit3d(struct window *window)
void BindUniformBlock(GLuint shaderID, const char *bufferName, GLuint bufferBind)
{
/* TODO: IMG init doesn't work in C++
int init =(0x00000001 | 0x00000002);
int initted =IMG_Init(init);
YughLog(0, SDL_LOG_PRIORITY_ERROR, "Init flags: %d\nInitted values: %d ", init, initted);
if ((initted & (IMG_INIT_JPG | IMG_INIT_PNG)) != (IMG_INIT_JPG | IMG_INIT_PNG)) {
YughLog(0, SDL_LOG_PRIORITY_ERROR,
"IMG_Init: Failed to init required jpg and png support! SDL_IMG error: %s",
IMG_GetError());
}
*/
////// MAKE SHADERS
outlineShader = MakeShader("outlinevert.glsl", "outline.glsl");
diffuseShader = MakeShader("simplevert.glsl", "albedofrag.glsl");
modelShader = MakeShader("modelvert.glsl", "modelfrag.glsl");
shadowShader = MakeShader("shadowvert.glsl", "shadowfrag.glsl");
textShader = MakeShader("textvert.glsl", "textfrag.glsl");
spriteShader = MakeShader("spritevert.glsl", "spritefrag.glsl");
debugDepthQuad = MakeShader("postvert.glsl", "debugdepthfrag.glsl");
debugColorPickShader =
MakeShader("simplevert.glsl", "debugcolorfrag.glsl");
debugGridShader = MakeShader("gridvert.glsl", "gridfrag.glsl");
debugGizmoShader = MakeShader("gizmovert.glsl", "gizmofrag.glsl");
stdFont = MakeFont("notosans.ttf", 300);
shader_compile_all();
mat4_perspective_fov(proj, editorFOV * DEG2RADS, window->width,
window->height, editorClose, editorFar);
glEnable(GL_STENCIL_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_3D);
glEnable(GL_MULTISAMPLE);
glLineWidth(2);
////
// Shadow mapping buffers
////
glGenFramebuffers(1, &depthMapFBO);
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glGenTextures(1, &depthMap);
glBindTexture(GL_TEXTURE_2D, depthMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, SHADOW_WIDTH,
SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
float borderColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D, depthMap, 0);
glDrawBuffer(GL_NONE);
//glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
//// Universal buffer to hold projection and light coordinates
glGenBuffers(1, &UBO);
glBindBuffer(GL_UNIFORM_BUFFER, UBO);
glBufferData(GL_UNIFORM_BUFFER, 2 * sizeof(proj), NULL,
GL_STATIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBufferRange(GL_UNIFORM_BUFFER, 0, UBO, 0, 2 * sizeof(proj));
glBindBuffer(GL_UNIFORM_BUFFER, UBO);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(proj), proj);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
////// debug color pick buffer
glGenFramebuffers(1, &debugColorPickBO);
glBindFramebuffer(GL_FRAMEBUFFER, debugColorPickBO);
glGenTextures(1, &debugColorPickTEX);
glBindTexture(GL_TEXTURE_2D, debugColorPickTEX);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SCREEN_WIDTH, SCREEN_HEIGHT, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, debugColorPickTEX, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
//////// Create grid
float gridVertices[] = {
-1.f, 0.f, 1.f, 0.f, 1.f,
-1.f, 0.f, -1.f, 0.f, 0.f,
1.f, 0.f, 1.f, 1.f, 1.f,
1.f, 0.f, -1.f, 1.f, 0.f,
};
glGenVertexArrays(1, &gridVAO);
glGenBuffers(1, &gridVBO);
glBindVertexArray(gridVAO);
glBindBuffer(GL_ARRAY_BUFFER, gridVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(gridVertices), &gridVertices,
GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
(void *) 0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
(void *) (3 * sizeof(float)));
//////// Create post quad
float quadVertices[] = {
// positions // texture Coords
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
};
// setup plane VAO
glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &quadVBO);
glBindVertexArray(quadVAO);
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices,
GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
(void *) 0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
(void *) (3 * sizeof(float)));
//////
// skybox = new Skybox("skybox");
BindUniformBlock(modelShader->id, "Matrices", 0);
BindUniformBlock(outlineShader->id, "Matrices", 0);
// BindUniformBlock(skybox->shader->id, "Matrices", 0);
BindUniformBlock(diffuseShader->id, "Matrices", 0);
BindUniformBlock(debugGridShader->id, "Matrices", 0);
BindUniformBlock(debugGizmoShader->id, "Matrices", 0);
shader_use(debugDepthQuad);
shader_setint(debugDepthQuad, "depthMap", 0);
glBindTexture(GL_TEXTURE_2D, 0);
//////////// 2D projection
mfloat_t projection[16] = { 0.f };
mat4_ortho(projection, 0.f, SCREEN_WIDTH, SCREEN_HEIGHT, 1.f, -1.f,
1.f);
shader_setmat4(textShader, "projection", projection);
shader_setmat4(spriteShader, "projection", projection);
shader_setmat4(debugGizmoShader, "proj", projection);
}
void openglRender3d(struct window *window, struct mCamera *mcamera)
{
//////// SET NEW PROJECTION
// TODO: Make this not happen every frame
mat4_perspective_fov(proj, editorFOV * DEG2RADS, window->width,
window->height, editorClose, editorFar);
glBindBuffer(GL_UNIFORM_BUFFER, UBO);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(proj), proj);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
////////// Render a depthmap from the perspective of the directional light
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glCullFace(GL_BACK);
glClear(GL_DEPTH_BUFFER_BIT);
// Configure matrices with an orthogonal
mfloat_t lightSpaceMatrix[16] = { 0.f };
/*
if (dLight) {
mfloat_t lightProjection[16] = { 0.f };
mat4_ortho(lightProjection, -plane_size, plane_size, -plane_size,
plane_size, near_plane, far_plane);
mfloat_t lookPos[3] = { 0.f };
mfloat_t cam_fwd[3] = { 0.f };
vec3_add(lookPos, mcamera->transform.position,
vec3_multiply_f(lookPos,
trans_forward(cam_fwd,
&mcamera->transform),
shadowLookahead));
lookPos[1] = 0.f;
mfloat_t lightLookPos[3] = { 0.f };
mfloat_t light_fwd[3] = { 0.f };
mat4_look_at(lightView,
vec3_subtract(lightLookPos, lookPos,
trans_forward(light_fwd,
&dLight->light.obj.
transform)), lookPos, UP);
mat4_multiply(lightSpaceMatrix, lightProjection, lightView);
//lightSpaceMatrix = lightProjection * lightView;
if (renderDynamicShadows) {
shader_use(shadowShader);
shader_setmat4(shadowShader, "lightSpaceMatrix",
lightSpaceMatrix);
staticactor_draw_shadowcasters(shadowShader);
}
}
*/
//////////////////////////
// Back to the normal render
window_makecurrent(window);
glCullFace(GL_BACK);
// Render the color thing for debug picking
glBindFramebuffer(GL_FRAMEBUFFER, debugColorPickBO);
glClearColor(editorClearColor[0], editorClearColor[1],
editorClearColor[2], editorClearColor[3]);
glClear(GL_COLOR_BUFFER_BIT);
shader_use(debugColorPickShader);
staticactor_draw_dbg_color_pick(debugColorPickShader);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Clear color and depth
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT |
GL_STENCIL_BUFFER_BIT);
if (renderMode == DIRSHADOWMAP) {
// render Depth map to quad for visual debugging
// ---------------------------------------------
shader_use(debugDepthQuad);
shader_setfloat(debugDepthQuad, "near_plane", near_plane);
shader_setfloat(debugDepthQuad, "far_plane", far_plane);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, depthMap);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
} else if (renderMode == OBJECTPICKER) {
// TODO: This rendering mode
shader_use(debugColorPickShader);
} else {
glClearColor(editorClearColor[0], editorClearColor[1],
editorClearColor[2], editorClearColor[3]);
glDepthMask(GL_TRUE);
mfloat_t view[16] = { 0.f };
getviewmatrix(view, mcamera);
glBindBuffer(GL_UNIFORM_BUFFER, UBO);
glBufferSubData(GL_UNIFORM_BUFFER, sizeof(view), sizeof(view),
view);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
switch (renderMode) {
case LIT:
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
shader_use(modelShader);
/*
if (dLight)
dlight_prepshader(dLight, modelShader);
pointlights_prepshader(modelShader);
spotlights_prepshader(modelShader);
*/
shader_setvec3(modelShader, "viewPos",
mcamera->transform.position);
shader_setmat4(modelShader, "lightSpaceMatrix",
lightSpaceMatrix);
shader_setint(modelShader, "shadowMap", 12);
glActiveTexture(GL_TEXTURE);
glBindTexture(GL_TEXTURE_2D, depthMap);
staticactor_draw_models(modelShader);
break;
case UNLIT:
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
shader_use(diffuseShader);
staticactor_draw_models(diffuseShader);
break;
case WIREFRAME:
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
shader_use(diffuseShader);
staticactor_draw_models(diffuseShader);
break;
}
//// skybox
// draw skybox as last
glDepthFunc(GL_LEQUAL);
// skybox->Draw(mcamera);
glDepthFunc(GL_LESS);
if (debugDrawPhysics) {
// Render physics world
//dynamicsWorld->debugDrawWorld();
}
// Draw outline
if (selectedobject != NULL) {
// Draw the selected object outlined
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc(GL_ALWAYS, 1, 0xFF);
glDepthFunc(GL_ALWAYS);
glDepthMask(false);
glColorMask(false, false, false, false);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(0xFF);
shader_use(diffuseShader);
setup_model_transform(&selectedobject->transform,
diffuseShader, 1.f);
//selectedobject->draw(diffuseShader);
glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
glDepthMask(true);
glColorMask(true, true, true, true);
glStencilMask(0x00);
shader_use(outlineShader);
setup_model_transform(&selectedobject->transform,
outlineShader, 1.f);
//selectedobject->draw(outlineShader);
}
glDepthFunc(GL_LESS);
glStencilMask(0xFF);
glStencilFunc(GL_ALWAYS, 0, 0xFF);
}
////// TEXT && GUI
// glCullFace(GL_FRONT);
glDepthFunc(GL_ALWAYS);
shader_use(textShader);
shader_setmat4(textShader, "projection", window->projection);
mfloat_t fontpos[2] = { 25.f, 25.f };
mfloat_t fontcolor[3] = { 0.5f, 0.8f, 0.2f };
text_settype(stdFont);
renderText("Sample text", fontpos, 0.4f,
fontcolor, -1.f);
sprite_draw(tsprite);
glDepthFunc(GL_LESS);
////// Render grid
if (showGrid) {
glDisable(GL_CULL_FACE);
shader_use(debugGridShader);
mfloat_t gmodel[16] = { 0.f };
mfloat_t gridscale[3] = { 0.f };
vec3(gridscale, gridScale, gridScale, gridScale);
mat4_multiply_f(gmodel, gmodel, gridScale);
// TODO: Hook into here to make the grid scalable
shader_setmat4(debugGridShader, "model", gmodel);
shader_setvec3(debugGridShader, "smallColor", gridSmallColor);
shader_setvec3(debugGridShader, "bigColor", gridBigColor);
shader_setfloat(debugGridShader, "gridScale", gridScale);
shader_setfloat(debugGridShader, "smallUnit", smallGridUnit);
shader_setfloat(debugGridShader, "bigUnit", bigGridUnit);
shader_setfloat(debugGridShader, "smallThickness",
gridSmallThickness);
shader_setfloat(debugGridShader, "largeThickness",
gridBigThickness);
shader_setfloat(debugGridShader, "opacity", gridOpacity);
glBindVertexArray(gridVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
}
///// Render gizmos
// These are things that are overlaid on everything else
// glBindFramebuffer(GL_FRAMEBUFFER, 0); // back to default
// glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
// glClear(GL_COLOR_BUFFER_BIT);
// postShader.use();
// glBindVertexArray(quadVAO);
// glBindTexture(GL_TEXTURE_2D, fboTexture);
// glDrawArrays(GL_TRIANGLES, 0, 6);
}
void BindUniformBlock(GLuint shaderID, const char *bufferName,
GLuint bufferBind)
{
glUniformBlockBinding(shaderID,
glGetUniformBlockIndex(shaderID, bufferName),
bufferBind);
glUniformBlockBinding(shaderID, glGetUniformBlockIndex(shaderID, bufferName), bufferBind);
}

View file

@ -13,9 +13,6 @@ extern struct sprite *tsprite;
extern int renderMode;
extern float editorClose;
extern float editorFar;
extern float gridScale;
extern float smallGridUnit;
extern float bigGridUnit;
@ -26,9 +23,6 @@ extern float gridSmallColor[];
extern float gridOpacity;
extern float editorFOV;
extern float shadowLookahead;
extern float plane_size;
extern float near_plane;
extern float far_plane;
extern char objectName[];
extern GLuint debugColorPickBO;

View file

@ -131,10 +131,6 @@ void sprite_initialize()
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void sprite_draw(struct sprite *sprite)

View file

@ -1,4 +1,4 @@
#include "window.h"
#include "window.h"
#include <string.h>
#include "texture.h"
#include "log.h"
@ -282,12 +282,14 @@ void window_render(struct window *w) {
script_call_sym(w->nuke_cb);
nk_end(ctx);
nuke_end();
} else if (w->nuke_gui != NULL) {
} else
*/if (w->nuke_gui != NULL) {
nuke_start();
w->nuke_gui();
nuke_end();
}
*/
window_swap(w);
}

View file

@ -123,15 +123,15 @@ int main(int argc, char **args) {
double framet = fmin(fmin(renderMS,physMS),updateMS);
script_dofile("scripts/engine.rb");
script_dofile("config.rb");
script_dofile("scripts/engine.scm");
script_dofile("config.scm");
window_set_icon("icon.png");
if (ed) {
editor_init(MakeSDLWindow("Editor", 600, 600, 0));
} else {
script_dofile("game.rb");
script_dofile("game.scm");
}
openglInit();

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@ -1,4 +0,0 @@
REM Generate the JNI header file from the Java code for JPortAudio
REM by Phil Burk
javah -classpath ../jportaudio/bin -d ../c/src com.portaudio.PortAudio com.portaudio.BlockingStream

View file

@ -1,61 +0,0 @@
; $Id: $
;
; !!! @GENERATED_MESSAGE@ !!!
EXPORTS
;
Pa_GetVersion @1
Pa_GetVersionText @2
Pa_GetErrorText @3
Pa_Initialize @4
Pa_Terminate @5
Pa_GetHostApiCount @6
Pa_GetDefaultHostApi @7
Pa_GetHostApiInfo @8
Pa_HostApiTypeIdToHostApiIndex @9
Pa_HostApiDeviceIndexToDeviceIndex @10
Pa_GetLastHostErrorInfo @11
Pa_GetDeviceCount @12
Pa_GetDefaultInputDevice @13
Pa_GetDefaultOutputDevice @14
Pa_GetDeviceInfo @15
Pa_IsFormatSupported @16
Pa_OpenStream @17
Pa_OpenDefaultStream @18
Pa_CloseStream @19
Pa_SetStreamFinishedCallback @20
Pa_StartStream @21
Pa_StopStream @22
Pa_AbortStream @23
Pa_IsStreamStopped @24
Pa_IsStreamActive @25
Pa_GetStreamInfo @26
Pa_GetStreamTime @27
Pa_GetStreamCpuLoad @28
Pa_ReadStream @29
Pa_WriteStream @30
Pa_GetStreamReadAvailable @31
Pa_GetStreamWriteAvailable @32
Pa_GetSampleSize @33
Pa_Sleep @34
@DEF_EXCLUDE_ASIO_SYMBOLS@PaAsio_GetAvailableBufferSizes @50
@DEF_EXCLUDE_ASIO_SYMBOLS@PaAsio_ShowControlPanel @51
@DEF_EXCLUDE_X86_PLAIN_CONVERTERS@PaUtil_InitializeX86PlainConverters @52
@DEF_EXCLUDE_ASIO_SYMBOLS@PaAsio_GetInputChannelName @53
@DEF_EXCLUDE_ASIO_SYMBOLS@PaAsio_GetOutputChannelName @54
PaUtil_SetDebugPrintFunction @55
@DEF_EXCLUDE_WASAPI_SYMBOLS@PaWasapi_GetAudioClient @56
@DEF_EXCLUDE_WASAPI_SYMBOLS@PaWasapi_UpdateDeviceList @57
@DEF_EXCLUDE_WASAPI_SYMBOLS@PaWasapi_GetDeviceCurrentFormat @58
@DEF_EXCLUDE_WASAPI_SYMBOLS@PaWasapi_GetDeviceDefaultFormat @59
@DEF_EXCLUDE_WASAPI_SYMBOLS@PaWasapi_GetDeviceMixFormat @60
@DEF_EXCLUDE_WASAPI_SYMBOLS@PaWasapi_GetDeviceRole @61
@DEF_EXCLUDE_WASAPI_SYMBOLS@PaWasapi_ThreadPriorityBoost @62
@DEF_EXCLUDE_WASAPI_SYMBOLS@PaWasapi_ThreadPriorityRevert @63
@DEF_EXCLUDE_WASAPI_SYMBOLS@PaWasapi_GetFramesPerHostBuffer @64
@DEF_EXCLUDE_WASAPI_SYMBOLS@PaWasapi_GetJackCount @65
@DEF_EXCLUDE_WASAPI_SYMBOLS@PaWasapi_GetJackDescription @66
@DEF_EXCLUDE_WASAPI_SYMBOLS@PaWasapi_SetStreamStateHandler @68
@DEF_EXCLUDE_WASAPI_SYMBOLS@PaWasapiWinrt_SetDefaultDeviceId @67
@DEF_EXCLUDE_WASAPI_SYMBOLS@PaWasapiWinrt_PopulateDeviceList @69
@DEF_EXCLUDE_WASAPI_SYMBOLS@PaWasapi_GetIMMDevice @70

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@ -1,35 +0,0 @@
LIBRARY PABLIO
DESCRIPTION 'PABLIO Portable Audio Blocking I/O'
EXPORTS
; Explicit exports can go here
Pa_Initialize @1
Pa_Terminate @2
Pa_GetHostError @3
Pa_GetErrorText @4
Pa_CountDevices @5
Pa_GetDefaultInputDeviceID @6
Pa_GetDefaultOutputDeviceID @7
Pa_GetDeviceInfo @8
Pa_OpenStream @9
Pa_OpenDefaultStream @10
Pa_CloseStream @11
Pa_StartStream @12
Pa_StopStream @13
Pa_StreamActive @14
Pa_StreamTime @15
Pa_GetCPULoad @16
Pa_GetMinNumBuffers @17
Pa_Sleep @18
OpenAudioStream @19
CloseAudioStream @20
WriteAudioStream @21
ReadAudioStream @22
Pa_GetSampleSize @23
;123456789012345678901234567890123456
;000000000111111111122222222223333333

View file

@ -1,62 +0,0 @@
class Method
def source(n=5)
loc = source_location
puts `sed -n "#{loc[1]},#{loc[1]+n}p;#{loc[1]+6}q" #{loc[0]}`
end
end
class Music
def initialize(mpath = "")
load(mpath);
end
def load(mpath)
#@music = load(path);
end
def play
end
end
class Sound
def initialize(path = "")
load(path);
end
def load(path)
#@sound =
end
def play
end
end
def checknewer
$maketimes ||= {}
file = caller[0].split(":")[0]
if $maketimes[file].nil?
$maketimes[file] = `stat --printf '%Y' #{file}`
return
end
newtime = `stat --printf '%Y' #{file}`
if newtime > $maketimes[file]
load(file)
end
end
def set_renderms(val)
settings_cmd(0, val);
end
def set_updatems(val)
settings_cmd(1, val);
end
def set_physms(val)
settings_cmd(2, val);
end

View file