647 lines
17 KiB
C
Executable file
647 lines
17 KiB
C
Executable file
#include "openglrender.h"
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#include "sprite.h"
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#include "shader.h"
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#include "font.h"
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#include "config.h"
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#include "static_actor.h"
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#include "gameobject.h"
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#include "camera.h"
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#include "window.h"
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#include "debugdraw.h"
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#include "log.h"
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int renderMode = 0;
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static GLuint UBO;
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static GLuint gridVBO = 0;
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static GLuint gridVAO = 0;
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static GLuint quadVAO = 0;
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static GLuint quadVBO = 0;
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static GLuint depthMapFBO = 0;
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static GLuint depthMap = 0;
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const unsigned int SHADOW_WIDTH = 2048, SHADOW_HEIGHT = 2048;
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static struct mShader *outlineShader;
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static struct mShader *modelShader;
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static struct mShader *shadowShader;
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struct mShader *spriteShader = NULL;
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struct mShader *animSpriteShader = NULL;
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static struct mShader *textShader;
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static struct mShader *diffuseShader;
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struct sFont *stdFont;
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static struct mShader *debugDepthQuad;
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static struct mShader *debugColorPickShader;
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static struct mShader *debugGridShader;
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static struct mShader *debugGizmoShader;
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struct mStaticActor *gizmo;
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float editorFOV = 45.f;
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float editorClose = 0.1f;
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float editorFar = 1000.f;
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mfloat_t editorClearColor[4] = { 0.2f, 0.4f, 0.3f, 1.f };
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float shadowLookahead = 8.5f;
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mfloat_t gridSmallColor[3] = { 0.35f, 1.f, 0.9f };
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mfloat_t gridBigColor[3] = { 0.92f, 0.92f, 0.68f };
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float gridScale = 500.f;
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float smallGridUnit = 1.f;
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float bigGridUnit = 10.f;
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float gridSmallThickness = 2.f;
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float gridBigThickness = 7.f;
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float gridOpacity = 0.3f;
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mfloat_t proj[16];
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float near_plane = -100.f, far_plane = 10.f, plane_size = 60.f;
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// Debug render modes
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bool renderGizmos = false;
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bool showGrid = true;
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bool debugDrawPhysics = false;
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bool renderNav = false;
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// Lighting effect flags
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bool renderAO = true;
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bool renderDynamicShadows = true;
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bool renderRefraction = true;
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bool renderReflection = true;
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///// for editing
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struct mGameObject *selectedobject = NULL;
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char objectName[200] = { '\0' }; // object name buffer
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GLuint debugColorPickBO = 0;
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GLuint debugColorPickTEX = 0;
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struct mSprite *tsprite = NULL;
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static unsigned int projUBO;
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void openglInit()
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{
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sprite_initialize();
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////// MAKE SHADERS
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outlineShader = MakeShader("outlinevert.glsl", "outline.glsl");
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spriteShader = MakeShader("spritevert.glsl", "spritefrag.glsl");
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animSpriteShader =
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MakeShader("animspritevert.glsl", "animspritefrag.glsl");
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debugdraw_init();
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//stdFont = MakeFont("notosans.ttf", 300);
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//text_settype(stdFont);
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//glEnable(GL_STENCIL_TEST);
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glClearColor(editorClearColor[0], editorClearColor[1],
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editorClearColor[2], editorClearColor[3]);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glLineWidth(1.3f);
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/*
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glEnable(GL_TEXTURE_3D);
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glEnable(GL_MULTISAMPLE);
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glLineWidth(2);
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*/
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glGenBuffers(1, &projUBO);
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glBindBuffer(GL_UNIFORM_BUFFER, projUBO);
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glBufferData(GL_UNIFORM_BUFFER, 64, NULL, GL_DYNAMIC_DRAW);
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glBindBufferRange(GL_UNIFORM_BUFFER, 0, projUBO, 0,
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sizeof(float) * 16);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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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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}
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void openglRender(struct mSDLWindow *window, struct mCamera *mcamera)
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{
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//////////// 2D projection
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mfloat_t projection[16] = { 0.f };
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mat4_ortho(projection, mcamera->transform.position[0],
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window->width + mcamera->transform.position[0],
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mcamera->transform.position[1],
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window->height + mcamera->transform.position[1], -1.f, 1.f);
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glBindBuffer(GL_UNIFORM_BUFFER, projUBO);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, 64, projection);
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/*
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glCullFace(GL_BACK);
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*/
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// Clear color and depth
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT |
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GL_STENCIL_BUFFER_BIT);
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////// TEXT && GUI
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/*
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glDepthFunc(GL_ALWAYS);
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shader_use(textShader);
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shader_setmat4(textShader, "projection", window->projection);
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*/
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/*
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mfloat_t fontpos[2] = { 25.f, 25.f };
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mfloat_t fontcolor[3] = { 0.5f, 0.8f, 0.2f };
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renderText(stdFont, textShader, "Sample text", fontpos, 0.4f, fontcolor, -1.f);
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*/
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/*
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for (int i = 0; i < numSprites; i++) {
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sprite_draw(sprites[i]);
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}
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*/
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//glDepthFunc(GL_LESS);
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}
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void openglInit3d(struct mSDLWindow *window)
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{
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/* TODO: IMG init doesn't work in C++
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int init =(0x00000001 | 0x00000002);
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int initted =IMG_Init(init);
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YughLog(0, SDL_LOG_PRIORITY_ERROR, "Init flags: %d\nInitted values: %d ", init, initted);
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if ((initted & (IMG_INIT_JPG | IMG_INIT_PNG)) != (IMG_INIT_JPG | IMG_INIT_PNG)) {
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YughLog(0, SDL_LOG_PRIORITY_ERROR,
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"IMG_Init: Failed to init required jpg and png support! SDL_IMG error: %s",
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IMG_GetError());
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}
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*/
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////// MAKE SHADERS
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outlineShader = MakeShader("outlinevert.glsl", "outline.glsl");
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diffuseShader = MakeShader("simplevert.glsl", "albedofrag.glsl");
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modelShader = MakeShader("modelvert.glsl", "modelfrag.glsl");
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shadowShader = MakeShader("shadowvert.glsl", "shadowfrag.glsl");
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textShader = MakeShader("textvert.glsl", "textfrag.glsl");
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spriteShader = MakeShader("spritevert.glsl", "spritefrag.glsl");
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debugDepthQuad = MakeShader("postvert.glsl", "debugdepthfrag.glsl");
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debugColorPickShader =
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MakeShader("simplevert.glsl", "debugcolorfrag.glsl");
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debugGridShader = MakeShader("gridvert.glsl", "gridfrag.glsl");
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debugGizmoShader = MakeShader("gizmovert.glsl", "gizmofrag.glsl");
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stdFont = MakeFont("notosans.ttf", 300);
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shader_compile_all();
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mat4_perspective_fov(proj, editorFOV * DEG2RADS, window->width,
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window->height, editorClose, editorFar);
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glEnable(GL_STENCIL_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_TEXTURE_3D);
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glEnable(GL_MULTISAMPLE);
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glLineWidth(2);
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////
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// Shadow mapping buffers
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////
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glGenFramebuffers(1, &depthMapFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
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glGenTextures(1, &depthMap);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, SHADOW_WIDTH,
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SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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float borderColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_TEXTURE_2D, depthMap, 0);
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glDrawBuffer(GL_NONE);
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//glReadBuffer(GL_NONE);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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//// Universal buffer to hold projection and light coordinates
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glGenBuffers(1, &UBO);
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glBindBuffer(GL_UNIFORM_BUFFER, UBO);
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glBufferData(GL_UNIFORM_BUFFER, 2 * sizeof(proj), NULL,
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GL_STATIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glBindBufferRange(GL_UNIFORM_BUFFER, 0, UBO, 0, 2 * sizeof(proj));
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glBindBuffer(GL_UNIFORM_BUFFER, UBO);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(proj), proj);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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////// debug color pick buffer
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glGenFramebuffers(1, &debugColorPickBO);
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glBindFramebuffer(GL_FRAMEBUFFER, debugColorPickBO);
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glGenTextures(1, &debugColorPickTEX);
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glBindTexture(GL_TEXTURE_2D, debugColorPickTEX);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, SCREEN_WIDTH, SCREEN_HEIGHT, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, debugColorPickTEX, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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//////// Create grid
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float gridVertices[] = {
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-1.f, 0.f, 1.f, 0.f, 1.f,
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-1.f, 0.f, -1.f, 0.f, 0.f,
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1.f, 0.f, 1.f, 1.f, 1.f,
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1.f, 0.f, -1.f, 1.f, 0.f,
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};
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glGenVertexArrays(1, &gridVAO);
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glGenBuffers(1, &gridVBO);
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glBindVertexArray(gridVAO);
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glBindBuffer(GL_ARRAY_BUFFER, gridVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(gridVertices), &gridVertices,
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GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
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(void *) 0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
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(void *) (3 * sizeof(float)));
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//////// Create post quad
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float quadVertices[] = {
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// positions // texture Coords
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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};
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// setup plane VAO
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glGenVertexArrays(1, &quadVAO);
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glGenBuffers(1, &quadVBO);
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glBindVertexArray(quadVAO);
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glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices,
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GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
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(void *) 0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
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(void *) (3 * sizeof(float)));
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//////
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// skybox = new Skybox("skybox");
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BindUniformBlock(modelShader->id, "Matrices", 0);
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BindUniformBlock(outlineShader->id, "Matrices", 0);
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// BindUniformBlock(skybox->shader->id, "Matrices", 0);
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BindUniformBlock(diffuseShader->id, "Matrices", 0);
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BindUniformBlock(debugGridShader->id, "Matrices", 0);
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BindUniformBlock(debugGizmoShader->id, "Matrices", 0);
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shader_use(debugDepthQuad);
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shader_setint(debugDepthQuad, "depthMap", 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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//////////// 2D projection
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mfloat_t projection[16] = { 0.f };
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mat4_ortho(projection, 0.f, SCREEN_WIDTH, SCREEN_HEIGHT, 1.f, -1.f,
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1.f);
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shader_setmat4(textShader, "projection", projection);
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shader_setmat4(spriteShader, "projection", projection);
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shader_setmat4(debugGizmoShader, "proj", projection);
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}
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void openglRender3d(struct mSDLWindow *window, struct mCamera *mcamera)
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{
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//////// SET NEW PROJECTION
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// TODO: Make this not happen every frame
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mat4_perspective_fov(proj, editorFOV * DEG2RADS, window->width,
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window->height, editorClose, editorFar);
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glBindBuffer(GL_UNIFORM_BUFFER, UBO);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(proj), proj);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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////////// Render a depthmap from the perspective of the directional light
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
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glCullFace(GL_BACK);
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glClear(GL_DEPTH_BUFFER_BIT);
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// Configure matrices with an orthogonal
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mfloat_t lightSpaceMatrix[16] = { 0.f };
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/*
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if (dLight) {
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mfloat_t lightProjection[16] = { 0.f };
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mat4_ortho(lightProjection, -plane_size, plane_size, -plane_size,
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plane_size, near_plane, far_plane);
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mfloat_t lookPos[3] = { 0.f };
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mfloat_t cam_fwd[3] = { 0.f };
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vec3_add(lookPos, mcamera->transform.position,
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vec3_multiply_f(lookPos,
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trans_forward(cam_fwd,
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&mcamera->transform),
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shadowLookahead));
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lookPos[1] = 0.f;
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mfloat_t lightLookPos[3] = { 0.f };
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mfloat_t light_fwd[3] = { 0.f };
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mat4_look_at(lightView,
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vec3_subtract(lightLookPos, lookPos,
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trans_forward(light_fwd,
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&dLight->light.obj.
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transform)), lookPos, UP);
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mat4_multiply(lightSpaceMatrix, lightProjection, lightView);
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//lightSpaceMatrix = lightProjection * lightView;
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if (renderDynamicShadows) {
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shader_use(shadowShader);
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shader_setmat4(shadowShader, "lightSpaceMatrix",
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lightSpaceMatrix);
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staticactor_draw_shadowcasters(shadowShader);
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}
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}
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*/
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//////////////////////////
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// Back to the normal render
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window_makecurrent(window);
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glCullFace(GL_BACK);
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// Render the color thing for debug picking
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glBindFramebuffer(GL_FRAMEBUFFER, debugColorPickBO);
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glClearColor(editorClearColor[0], editorClearColor[1],
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editorClearColor[2], editorClearColor[3]);
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glClear(GL_COLOR_BUFFER_BIT);
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shader_use(debugColorPickShader);
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staticactor_draw_dbg_color_pick(debugColorPickShader);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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// Clear color and depth
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT |
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GL_STENCIL_BUFFER_BIT);
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if (renderMode == DIRSHADOWMAP) {
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// render Depth map to quad for visual debugging
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// ---------------------------------------------
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shader_use(debugDepthQuad);
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shader_setfloat(debugDepthQuad, "near_plane", near_plane);
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shader_setfloat(debugDepthQuad, "far_plane", far_plane);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, depthMap);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glBindVertexArray(quadVAO);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(0);
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} else if (renderMode == OBJECTPICKER) {
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// TODO: This rendering mode
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shader_use(debugColorPickShader);
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} else {
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glClearColor(editorClearColor[0], editorClearColor[1],
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editorClearColor[2], editorClearColor[3]);
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glDepthMask(GL_TRUE);
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mfloat_t view[16] = { 0.f };
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getviewmatrix(view, mcamera);
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glBindBuffer(GL_UNIFORM_BUFFER, UBO);
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glBufferSubData(GL_UNIFORM_BUFFER, sizeof(view), sizeof(view),
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view);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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switch (renderMode) {
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case LIT:
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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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);
|
|
}
|