prosperon/source/engine/openglrender.c
2023-05-12 18:22:05 +00:00

317 lines
7.1 KiB
C

#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;
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
struct sprite *tsprite = NULL;
const char *donquixote;
static struct model *duck;
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 openglInit() {
if (!mainwin) {
YughError("No window to init OpenGL on.", 1);
exit(1);
}
font_init(NULL);
debugdraw_init();
sprite_initialize();
nuke_init(mainwin);
model_init();
// duck = MakeModel("sponza.glb");
pass_action = (sg_pass_action){
.colors[0] = {.action = SG_ACTION_CLEAR, .value = {editorClearColor[1], editorClearColor[2], editorClearColor[3], 1.f}},
};
crt_post.shader = sg_make_shader(&(sg_shader_desc){
.vs.source = slurp_text("shaders/postvert.glsl"),
.fs.source = slurp_text("shaders/crtfrag.glsl"),
.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);
duck = MakeModel("sponza.glb");
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_make_shader(&(sg_shader_desc){
.vs.source = slurp_text("shaders/shadowvert.glsl"),
.fs.source = slurp_text("shaders/shadowfrag.glsl"),
.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,
});
*/
}
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; }
mfloat_t projection[16] = {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_default_pass(&pass_action, window->width, window->height);
sg_begin_pass(crt_post.pass, &pass_action);
//////////// 2D projection
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);
sprite_draw_all();
sprite_flush();
//// DEBUG
if (debugDrawPhysics)
gameobject_draw_debugs();
call_debugs();
debug_flush();
////// TEXT && GUI
call_gui();
text_flush();
nuke_start();
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();
}