207 lines
5 KiB
C
207 lines
5 KiB
C
#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 "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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#include "datastream.h"
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#include "nuke.h"
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int renderMode = LIT;
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struct shader *spriteShader = NULL;
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struct shader *wireframeShader = NULL;
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struct shader *animSpriteShader = NULL;
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static struct shader *textShader;
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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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// 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 gameobject *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 sprite *tsprite = NULL;
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static unsigned int projUBO;
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void debug_draw_phys(int draw) {
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debugDrawPhysics = draw;
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}
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void opengl_rendermode(enum RenderMode r)
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{
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renderMode = r;
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}
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void openglInit()
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{
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if (!mainwin) {
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YughError("No window to init OpenGL on.", 1);
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exit(1);
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}
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////// MAKE SHADERS
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spriteShader = MakeShader("spritevert.glsl", "spritefrag.glsl");
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wireframeShader = MakeShader("spritevert.glsl", "spritewireframefrag.glsl");
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animSpriteShader = MakeShader("animspritevert.glsl", "animspritefrag.glsl");
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textShader = MakeShader("textvert.glsl", "textfrag.glsl");
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shader_use(textShader);
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shader_setint(textShader, "text", 0);
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font_init(textShader);
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sprite_initialize();
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debugdraw_init();
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glClearColor(editorClearColor[0], editorClearColor[1], editorClearColor[2], editorClearColor[3]);
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//glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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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, 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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glGenBuffers(1,&resUBO);
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glBindBuffer(GL_UNIFORM_BUFFER, resUBO);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(float)*2, NULL, GL_DYNAMIC_DRAW);
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glBindBufferRange(GL_UNIFORM_BUFFER, 0, resUBO, 0, sizeof(float)*2);
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glBindBuffer(GL_UNIFORM_BUFFER,0);
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*/
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}
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static cpBody *camera = NULL;
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void set_cam_body(cpBody *body) {
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camera = body;
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}
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cpVect cam_pos() {
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return camera ? cpBodyGetPosition(camera) : cpvzero;
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}
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static float zoom = 1.f;
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float cam_zoom() { return zoom; }
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void add_zoom(float val) { zoom = val; }
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void openglRender(struct window *window)
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{
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glCullFace(GL_BACK);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//////////// 2D projection
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mfloat_t projection[16] = { 0.f };
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cpVect pos = cam_pos();
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mat4_ortho(projection, pos.x - zoom*window->width/2,
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pos.x + zoom*window->width/2,
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pos.y - zoom*window->height/2,
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pos.y + zoom*window->height/2, -1.f, 1.f);
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mfloat_t ui_projection[16] = { 0.f };
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mat4_ortho(ui_projection, 0,
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window->width,
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0,
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window->height, -1.f, 1.f);
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// Clear color and depth
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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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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float res[2] = {window->width, window->height};
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glBindBuffer(GL_UNIFORM_BUFFER, resUBO);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(float)*2, res);
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*/
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/* Game sprites */
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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(spriteShader);
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break;
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case WIREFRAME:
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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shader_use(wireframeShader);
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break;
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};
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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sprite_draw_all();
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/* UI Elements & Debug elements */
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glDisable(GL_DEPTH_TEST);
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//// DEBUG
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if (debugDrawPhysics)
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gameobject_draw_debugs();
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call_debugs();
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////// TEXT && GUI
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glBindBuffer(GL_UNIFORM_BUFFER, projUBO);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, 64, ui_projection);
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call_gui();
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nuke_start();
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call_nk_gui();
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nuke_end();
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}
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void BindUniformBlock(GLuint shaderID, const char *bufferName, GLuint bufferBind)
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{
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glUniformBlockBinding(shaderID, glGetUniformBlockIndex(shaderID, bufferName), bufferBind);
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}
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