#include "openglrender.h" #include "sprite.h" #include "shader.h" #include "font.h" #include "config.h" #include "static_actor.h" #include "gameobject.h" #include "camera.h" #include "window.h" #include "debugdraw.h" #include "log.h" #include "datastream.h" 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 mShader *outlineShader; static struct mShader *modelShader; static struct mShader *shadowShader; struct mShader *spriteShader = NULL; struct mShader *animSpriteShader = NULL; static struct mShader *textShader; static struct mShader *diffuseShader; struct sFont *stdFont; static struct mShader *debugDepthQuad; static struct mShader *debugColorPickShader; static struct mShader *debugGridShader; static struct mShader *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; 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]; float near_plane = -100.f, far_plane = 10.f, plane_size = 60.f; // 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 mGameObject *selectedobject = NULL; char objectName[200] = { '\0' }; // object name buffer GLuint debugColorPickBO = 0; GLuint debugColorPickTEX = 0; struct mSprite *tsprite = NULL; static unsigned int projUBO; const char *textvert = "#version 330 core\n" "layout (location = 0) in vec4 vertex; \n" "out vec2 TexCoords;\n" "uniform mat4 projection;\n" "void main() {\n" " gl_Position = projection * vec4(vertex.xy, 0.0, 1.0);\n" " TexCoords = vec2(vertex.z, 1.0 - vertex.w);\n" "}\n"; const char *textfrag = "#version 330 core\n" "in vec2 TexCoords;\n" "out vec4 color;\n" "uniform sampler2D text;\n" "uniform vec3 textColor;\n" "void main() { \n" " vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);\n" " color = vec4(textColor, 1.0) * sampled;\n" "}\n"; void openglInit() { if (!mainwin) { YughError("No window to init OpenGL on.", 1); exit(1); } ////// MAKE SHADERS outlineShader = MakeShader("outlinevert.glsl", "outline.glsl"); spriteShader = MakeShader("spritevert.glsl", "spritefrag.glsl"); animSpriteShader = MakeShader("animspritevert.glsl", "animspritefrag.glsl"); textShader = MakeShader("textvert.glsl", "textfrag.glsl"); //textShader = CreateShader(textverg, textfrag); shader_use(textShader); shader_setint(textShader, "text", 0); font_init(textShader); 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); 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); } void openglRender(struct mSDLWindow *window, struct mCamera *mcamera) { //////////// 2D projection mfloat_t projection[16] = { 0.f }; mat4_ortho(projection, mcamera->transform.position[0], window->width + mcamera->transform.position[0], mcamera->transform.position[1], window->height + mcamera->transform.position[1], -1.f, 1.f); glBindBuffer(GL_UNIFORM_BUFFER, projUBO); glBufferSubData(GL_UNIFORM_BUFFER, 0, 64, projection); shader_setmat4(vid_shader, "projection", projection); glEnable(GL_DEPTH_TEST); // Clear color and depth glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); ////// TEXT && GUI ///// Sprites glDepthFunc(GL_LESS); shader_use(spriteShader); sprite_draw_all(); glDepthFunc(GL_ALWAYS); shader_use(textShader); shader_setmat4(textShader, "projection", projection); } void openglInit3d(struct mSDLWindow *window) { /* 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 mSDLWindow *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); }