#include "openglrender.h" #include "camera.h" #include "config.h" #include "datastream.h" #include "debugdraw.h" #include "font.h" #include "gameobject.h" #include "log.h" #include "nuke.h" #include "shader.h" #include "sprite.h" #include "window.h" #include "model.h" #include "stb_ds.h" #include "HandmadeMath.h" int renderMode = LIT; struct shader *spriteShader = NULL; struct shader *wireframeShader = NULL; struct shader *animSpriteShader = NULL; static struct shader *textShader; struct rgba editorClearColor = {35,60,92,255}; float shadowLookahead = 8.5f; struct rgba gridSmallColor = { .r = 255 * 0.35f, .g = 255, .b = 255 * 0.9f }; struct rgba gridBigColor = { .r = 255 * 0.92f, .g = 255 * 0.92f, .b = 255 * 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; // 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 struct gameobject *selectedobject = NULL; char objectName[200] = {'\0'}; // object name buffer sg_image ddimg; void debug_draw_phys(int draw) { debugDrawPhysics = draw; } void opengl_rendermode(enum RenderMode r) { renderMode = r; } sg_pipeline mainpip; sg_pass_action pass_action = {0}; 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; void make_shader(sg_shader_desc *d, sg_shader result, void *data) { if (sg_query_shader_state(result) == SG_RESOURCESTATE_FAILED) { YughWarn("FAILED MAKING A SHADER: %s\n%s\n%s", d->label, d->vs.source, d->fs.source); } } void fail_shader(sg_shader id, void *data) { YughWarn("SHADER DID NOT COMPILE"); } void destroy_shader(sg_shader shd, void *data) { YughWarn("DESTROYED SHADER"); } static sg_trace_hooks hooks = { .fail_shader = fail_shader, .make_shader = make_shader, .destroy_shader = destroy_shader, }; void openglInit() { sg_trace_hooks hh = sg_install_trace_hooks(&hooks); font_init(NULL); debugdraw_init(); sprite_initialize(); nuke_init(&mainwin); model_init(); sg_color c; rgba2floats(&c, editorClearColor); pass_action = (sg_pass_action){ .colors[0] = {.action = SG_ACTION_CLEAR, .value = c} }; crt_post.shader = sg_compile_shader("shaders/postvert.glsl", "shaders/crtfrag.glsl", &(sg_shader_desc){ .fs.images[0] = { .name = "diffuse_texture", .image_type = SG_IMAGETYPE_2D, .sampler_type = SG_SAMPLERTYPE_FLOAT } }); 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; /* 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} } }; sg_shadow.shader = sg_compile_shader("shaders/shadowvert.glsl", "shaders/shadowfrag.glsl", &(sg_shader_desc){ .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, }); */ } 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; } 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; float cam_zoom() { return zoom; } void add_zoom(float val) { zoom = val; } HMM_Mat4 projection = {0.f}; HMM_Mat4 hudproj = {0.f}; HMM_Vec3 dirl_pos = {4, 100, 20}; 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})); // Shadow pass sg_begin_pass(sg_shadow.pass, &sg_shadow.pass_action); sg_apply_pipeline(sg_shadow.pipe); 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}); HMM_Mat4 lsm = HMM_MulM4(light_proj, light_view); HMM_Mat4 subo[2]; subo[0] = lsm; subo[1] = model; 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); } sg_end_pass(); draw_model(duck,model, lsm); */ sg_begin_pass(crt_post.pass, &pass_action); //////////// 2D projection cpVect pos = cam_pos(); projection = HMM_Orthographic_RH_NO( 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); hudproj = HMM_Orthographic_RH_NO(0, window->width, 0, window->height, -1.f, 1.f); sprite_draw_all(); sprite_flush(); call_draw(); //// DEBUG if (debugDrawPhysics) { gameobject_draw_debugs(); call_debugs(); } debug_flush(&projection); text_flush(&projection); ////// TEXT && GUI debug_nextpass(); nuke_start(); call_gui(); debug_flush(&hudproj); text_flush(&hudproj); 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(); debug_newframe(); } sg_shader sg_compile_shader(const char *v, const char *f, sg_shader_desc *d) { YughInfo("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; }