#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" #include "datastream.h" #include "nuke.h" int renderMode = LIT; struct shader *spriteShader = NULL; struct shader *wireframeShader = NULL; struct shader *animSpriteShader = NULL; static struct shader *textShader; 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 struct gameobject *selectedobject = NULL; char objectName[200] = { '\0' }; // object name buffer GLuint debugColorPickBO = 0; GLuint debugColorPickTEX = 0; struct sprite *tsprite = NULL; static unsigned int projUBO; void debug_draw_phys(int draw) { debugDrawPhysics = draw; } void opengl_rendermode(enum RenderMode r) { renderMode = r; } void openglInit() { if (!mainwin) { YughError("No window to init OpenGL on.", 1); exit(1); } ////// MAKE SHADERS spriteShader = MakeShader("spritevert.glsl", "spritefrag.glsl"); wireframeShader = MakeShader("spritevert.glsl", "spritewireframefrag.glsl"); animSpriteShader = MakeShader("animspritevert.glsl", "animspritefrag.glsl"); textShader = MakeShader("textvert.glsl", "textfrag.glsl"); shader_use(textShader); shader_setint(textShader, "text", 0); font_init(textShader); sprite_initialize(); debugdraw_init(); glClearColor(editorClearColor[0], editorClearColor[1], editorClearColor[2], editorClearColor[3]); //glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glGenBuffers(1, &projUBO); glBindBuffer(GL_UNIFORM_BUFFER, projUBO); glBufferData(GL_UNIFORM_BUFFER, 64, NULL, GL_DYNAMIC_DRAW); glBindBufferRange(GL_UNIFORM_BUFFER, 0, projUBO, 0, sizeof(float) * 16); glBindBuffer(GL_UNIFORM_BUFFER, 0); shader_setUBO(spriteShader, "Projection", 0); shader_setUBO(textShader, "Projection", 0); shader_setUBO(animSpriteShader, "Projection", 0); } 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; void add_zoom(float val) { zoom = val; } void openglRender(struct window *window) { glCullFace(GL_BACK); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //////////// 2D projection mfloat_t projection[16] = { 0.f }; cpVect pos = cam_pos(); 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); mfloat_t ui_projection[16] = { 0.f }; mat4_ortho(ui_projection, 0, window->width, 0, window->height, -1.f, 1.f); // Clear color and depth glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glBindBuffer(GL_UNIFORM_BUFFER, projUBO); glBufferSubData(GL_UNIFORM_BUFFER, 0, 64, projection); /* 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; }; glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); sprite_draw_all(); /* UI Elements & Debug elements */ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glDisable(GL_DEPTH_TEST); //// DEBUG if (debugDrawPhysics) gameobject_draw_debugs(); ////// TEXT && GUI glBindBuffer(GL_UNIFORM_BUFFER, projUBO); glBufferSubData(GL_UNIFORM_BUFFER, 0, 64, ui_projection); call_gui(); nuke_start(); call_nk_gui(); nuke_end(); } void BindUniformBlock(GLuint shaderID, const char *bufferName, GLuint bufferBind) { glUniformBlockBinding(shaderID, glGetUniformBlockIndex(shaderID, bufferName), bufferBind); }