You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
509 lines
21 KiB
509 lines
21 KiB
#include "renderer.h"
|
|
#include "gl_load.h"
|
|
|
|
#include "../common/log.h"
|
|
#include "camera.h"
|
|
#include "model.h"
|
|
#include "texture.h"
|
|
#include "framebuffer.h"
|
|
#include "../common/array.h"
|
|
#include "shader.h"
|
|
#include "../common/num_types.h"
|
|
#include "light.h"
|
|
#include "entity.h"
|
|
#include "transform.h"
|
|
#include "game.h"
|
|
#include "gui.h"
|
|
#include "../common/hashmap.h"
|
|
#include "geometry.h"
|
|
#include "material.h"
|
|
#include "editor.h"
|
|
#include "sprite.h"
|
|
#include "im_render.h"
|
|
#include "../common/variant.h"
|
|
#include "../common/common.h"
|
|
#include "scene.h"
|
|
|
|
#include <string.h>
|
|
#include <stdio.h>
|
|
#include <stdlib.h>
|
|
#include <assert.h>
|
|
|
|
void on_framebuffer_size_change(int width, int height);
|
|
|
|
void renderer_init(struct Renderer* renderer)
|
|
{
|
|
assert(renderer);
|
|
|
|
glClearColor(0.3f, 0.6f, 0.9f, 1.0f);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(GL_BACK);
|
|
platform->windowresize_callback_set(on_framebuffer_size_change);
|
|
gui_init();
|
|
|
|
struct Hashmap* cvars = platform->config.get();
|
|
renderer->settings.fog.mode = hashmap_int_get(cvars, "fog_mode");
|
|
renderer->settings.fog.density = hashmap_float_get(cvars, "fog_density");
|
|
renderer->settings.fog.start_dist = hashmap_float_get(cvars, "fog_start_dist");
|
|
renderer->settings.fog.max_dist = hashmap_float_get(cvars, "fog_max_dist");
|
|
renderer->settings.fog.color = hashmap_vec3_get(cvars, "fog_color");
|
|
renderer->settings.debug_draw_enabled = hashmap_bool_get(cvars, "debug_draw_enabled");
|
|
renderer->settings.debug_draw_physics = hashmap_bool_get(cvars, "debug_draw_physics");
|
|
renderer->settings.debug_draw_mode = hashmap_int_get(cvars, "debug_draw_mode");
|
|
renderer->settings.debug_draw_color = hashmap_vec4_get(cvars, "debug_draw_color");
|
|
renderer->settings.ambient_light = hashmap_vec3_get(cvars, "ambient_light");
|
|
|
|
/* Quad geometry for final render */
|
|
vec3* vertices = array_new(vec3);
|
|
vec2* uvs = array_new(vec2);
|
|
vec3* normals = array_new(vec3);
|
|
uint* indices = array_new(uint);
|
|
vec3 temp_v3;
|
|
vec2 temp_v2;
|
|
/* Vertices */
|
|
temp_v3.x = -1; temp_v3.y = -1; temp_v3.z = 0; array_push(vertices, temp_v3, vec3);
|
|
temp_v3.x = 1; temp_v3.y = -1; temp_v3.z = 0; array_push(vertices, temp_v3, vec3);
|
|
temp_v3.x = 1; temp_v3.y = 1; temp_v3.z = 0; array_push(vertices, temp_v3, vec3);
|
|
temp_v3.x = -1; temp_v3.y = 1; temp_v3.z = 0; array_push(vertices, temp_v3, vec3);
|
|
/* Normals */
|
|
temp_v3.x = 0; temp_v3.y = 1; temp_v3.z = 0; array_push(normals, temp_v3, vec3);
|
|
temp_v3.x = 0; temp_v3.y = 1; temp_v3.z = 0; array_push(normals, temp_v3, vec3);
|
|
/* Uvs */
|
|
temp_v2.x = 0; temp_v2.y = 0; array_push(uvs, temp_v2, vec2);
|
|
temp_v2.x = 1; temp_v2.y = 0; array_push(uvs, temp_v2, vec2);
|
|
temp_v2.x = 1; temp_v2.y = 1; array_push(uvs, temp_v2, vec2);
|
|
temp_v2.x = 0; temp_v2.y = 1; array_push(uvs, temp_v2, vec2);
|
|
/* Indices */
|
|
array_push(indices, 0, uint); array_push(indices, 1, uint); array_push(indices, 2, uint);
|
|
array_push(indices, 2, uint); array_push(indices, 3, uint); array_push(indices, 0, uint);
|
|
|
|
renderer->quad_geo = geom_create("Quad", vertices, uvs, normals, indices, NULL);
|
|
array_free(vertices);
|
|
array_free(uvs);
|
|
array_free(normals);
|
|
array_free(indices);
|
|
|
|
int width = -1, height = -1;
|
|
struct Game_State* game_state = game_state_get();
|
|
platform->window.get_size(game_state->window, &width, &height);
|
|
renderer->def_albedo_tex = texture_create("def_albedo_texture",
|
|
TU_DIFFUSE,
|
|
width, height,
|
|
GL_RGB,
|
|
GL_RGB16F,
|
|
GL_FLOAT,
|
|
NULL);
|
|
texture_set_param(renderer->def_albedo_tex, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
texture_set_param(renderer->def_albedo_tex, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
texture_set_param(renderer->def_albedo_tex, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
texture_set_param(renderer->def_albedo_tex, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
renderer->def_depth_tex = texture_create("def_depth_texture",
|
|
TU_SHADOWMAP4,
|
|
width, height,
|
|
GL_DEPTH_COMPONENT,
|
|
GL_DEPTH_COMPONENT32F,
|
|
GL_FLOAT,
|
|
NULL);
|
|
texture_set_param(renderer->def_depth_tex, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
texture_set_param(renderer->def_depth_tex, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
texture_set_param(renderer->def_depth_tex, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
texture_set_param(renderer->def_depth_tex, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
texture_set_param(renderer->def_depth_tex, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
|
|
texture_set_param(renderer->def_depth_tex, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
|
|
|
|
renderer->def_fbo = framebuffer_create(width, height, true, false, true);
|
|
framebuffer_texture_set(renderer->def_fbo, renderer->def_albedo_tex, FA_COLOR_ATTACHMENT0);
|
|
framebuffer_texture_set(renderer->def_fbo, renderer->def_depth_tex, FA_DEPTH_ATTACHMENT);
|
|
renderer->composition_shader = shader_create("fbo.vert", "fbo.frag");
|
|
renderer->debug_shader = shader_create("debug.vert", "debug.frag");
|
|
|
|
renderer->num_culled_slot = editor_debugvar_slot_create("Culled Geom", VT_INT);
|
|
renderer->num_rendered_slot = editor_debugvar_slot_create("Rendered Geom", VT_INT);
|
|
renderer->num_indices_slot = editor_debugvar_slot_create("Total Indices", VT_INT);
|
|
|
|
renderer->sprite_batch = malloc(sizeof(*renderer->sprite_batch));
|
|
if(!renderer->sprite_batch)
|
|
{
|
|
log_error("renderer:init", "Failed to allocated sprite batch");
|
|
}
|
|
else
|
|
{
|
|
sprite_batch_create(renderer->sprite_batch, "sprite_map.tga", "sprite.vert", "sprite.frag", GL_TRIANGLES);
|
|
}
|
|
|
|
im_init();
|
|
|
|
// Initialize materials
|
|
for(int i = 0; i < MAT_MAX; i++)
|
|
{
|
|
material_init(&renderer->materials[i], i);
|
|
}
|
|
}
|
|
|
|
void renderer_draw(struct Renderer* renderer, struct Scene* scene)
|
|
{
|
|
/* Render each camera output into it's framebuffer or to the default framebuffer */
|
|
for(int i = 0; i < MAX_CAMERAS; i++)
|
|
{
|
|
struct Camera* camera = &scene->cameras[i];
|
|
if(!camera->base.active) continue;
|
|
|
|
int fbo = camera->fbo == -1 ? renderer->def_fbo : camera->fbo;
|
|
framebuffer_bind(fbo);
|
|
{
|
|
glViewport(0, 0, framebuffer_width_get(fbo), framebuffer_height_get(fbo));
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LEQUAL);
|
|
glClearColor(camera->clear_color.x,
|
|
camera->clear_color.y,
|
|
camera->clear_color.z,
|
|
camera->clear_color.w);
|
|
glEnable(GL_CULL_FACE );
|
|
glCullFace(GL_BACK);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
static mat4 mvp;
|
|
for(int i = 0; i < MAT_MAX; i++)
|
|
{
|
|
/* for each material, get all the registered models and render them */
|
|
struct Material* material = &renderer->materials[i];
|
|
GL_CHECK(shader_bind(material->shader));
|
|
|
|
if(material->lit) /* Set light information */
|
|
{
|
|
char uniform_name[MAX_UNIFORM_NAME_LEN];
|
|
memset(uniform_name, '\0', MAX_UNIFORM_NAME_LEN);
|
|
int light_count = -1;
|
|
for(int i = 0; i < MAX_LIGHTS; i++)
|
|
{
|
|
struct Light* light = &scene->lights[i]; /* TODO: Cull lights according to camera frustum */
|
|
if(!light->base.active && light->valid) continue;
|
|
light_count++;
|
|
|
|
vec3 light_pos = {0, 0, 0};
|
|
transform_get_absolute_position(&light->base, &light_pos);
|
|
|
|
if(light->type != LT_POINT)
|
|
{
|
|
snprintf(uniform_name, MAX_UNIFORM_NAME_LEN, "lights[%d].direction", light_count);
|
|
vec3 light_dir = {0.f, 0.f, 0.f};
|
|
transform_get_absolute_lookat(&light->base, &light_dir);
|
|
vec3_norm(&light_dir, &light_dir);
|
|
shader_set_uniform_vec3(material->shader, uniform_name, &light_dir);
|
|
memset(uniform_name, '\0', MAX_UNIFORM_NAME_LEN);
|
|
}
|
|
|
|
if(light->type != LT_DIR)
|
|
{
|
|
snprintf(uniform_name, MAX_UNIFORM_NAME_LEN, "lights[%d].position", light_count);
|
|
shader_set_uniform_vec3(material->shader, uniform_name, &light_pos);
|
|
memset(uniform_name, '\0', MAX_UNIFORM_NAME_LEN);
|
|
|
|
snprintf(uniform_name, MAX_UNIFORM_NAME_LEN, "lights[%d].outer_angle", light_count);
|
|
shader_set_uniform_float(material->shader, uniform_name, light->outer_angle);
|
|
memset(uniform_name, '\0', MAX_UNIFORM_NAME_LEN);
|
|
|
|
snprintf(uniform_name, MAX_UNIFORM_NAME_LEN, "lights[%d].inner_angle", light_count);
|
|
shader_set_uniform_float(material->shader, uniform_name, light->inner_angle);
|
|
memset(uniform_name, '\0', MAX_UNIFORM_NAME_LEN);
|
|
|
|
snprintf(uniform_name, MAX_UNIFORM_NAME_LEN, "lights[%d].falloff", light_count);
|
|
shader_set_uniform_float(material->shader, uniform_name, light->falloff);
|
|
memset(uniform_name, '\0', MAX_UNIFORM_NAME_LEN);
|
|
|
|
snprintf(uniform_name, MAX_UNIFORM_NAME_LEN, "lights[%d].radius", light_count);
|
|
shader_set_uniform_int(material->shader, uniform_name, light->radius);
|
|
memset(uniform_name, '\0', MAX_UNIFORM_NAME_LEN);
|
|
}
|
|
|
|
snprintf(uniform_name, MAX_UNIFORM_NAME_LEN, "lights[%d].color", light_count);
|
|
shader_set_uniform_vec3(material->shader, uniform_name, &light->color);
|
|
memset(uniform_name, '\0', MAX_UNIFORM_NAME_LEN);
|
|
|
|
snprintf(uniform_name, MAX_UNIFORM_NAME_LEN, "lights[%d].intensity", light_count);
|
|
shader_set_uniform_float(material->shader, uniform_name, light->intensity);
|
|
memset(uniform_name, '\0', MAX_UNIFORM_NAME_LEN);
|
|
|
|
snprintf(uniform_name, MAX_UNIFORM_NAME_LEN, "lights[%d].type", light_count);
|
|
shader_set_uniform_int(material->shader, uniform_name, light->type);
|
|
memset(uniform_name, '\0', MAX_UNIFORM_NAME_LEN);
|
|
}
|
|
|
|
light_count++; // this variable is going to be used for looping an array so increase its length by one
|
|
GL_CHECK(shader_set_uniform(material->pipeline_params[MPP_TOTAL_LIGHTS].type, material->pipeline_params[MPP_TOTAL_LIGHTS].location, &light_count));
|
|
vec3 camera_pos = {0, 0, 0};
|
|
transform_get_absolute_position(&camera->base, &camera_pos);
|
|
GL_CHECK(shader_set_uniform(material->pipeline_params[MPP_CAM_POS].type, material->pipeline_params[MPP_CAM_POS].location, &camera_pos));
|
|
}
|
|
|
|
/* Set material pipeline uniforms */
|
|
GL_CHECK(shader_set_uniform(material->pipeline_params[MPP_FOG_MODE].type, material->pipeline_params[MPP_FOG_MODE].location, &renderer->settings.fog.mode));
|
|
GL_CHECK(shader_set_uniform(material->pipeline_params[MPP_FOG_DENSITY].type, material->pipeline_params[MPP_FOG_DENSITY].location, &renderer->settings.fog.density));
|
|
GL_CHECK(shader_set_uniform(material->pipeline_params[MPP_FOG_START_DIST].type, material->pipeline_params[MPP_FOG_START_DIST].location, &renderer->settings.fog.start_dist));
|
|
GL_CHECK(shader_set_uniform(material->pipeline_params[MPP_FOG_MAX_DIST].type, material->pipeline_params[MPP_FOG_MAX_DIST].location, &renderer->settings.fog.max_dist));
|
|
GL_CHECK(shader_set_uniform(material->pipeline_params[MPP_FOG_COLOR].type, material->pipeline_params[MPP_FOG_COLOR].location, &renderer->settings.fog.color));
|
|
GL_CHECK(shader_set_uniform(material->pipeline_params[MPP_AMBIENT_LIGHT].type, material->pipeline_params[MPP_AMBIENT_LIGHT].location, &renderer->settings.ambient_light));
|
|
if(material->lit) GL_CHECK(shader_set_uniform(material->pipeline_params[MPP_VIEW_MAT].type, material->pipeline_params[MPP_VIEW_MAT].location, &camera->view_mat));
|
|
|
|
|
|
for(int j = 0; j < MAX_MATERIAL_REGISTERED_STATIC_MESHES; j++)
|
|
{
|
|
if(!material->registered_static_meshes[j]) continue;
|
|
|
|
/* for each registered model, set up uniforms and render */
|
|
struct Static_Mesh* mesh = material->registered_static_meshes[j];
|
|
struct Geometry* geometry = geom_get(mesh->model.geometry_index);
|
|
|
|
/* Check if model is in frustum */
|
|
vec3 abs_pos, abs_scale;
|
|
transform_get_absolute_position(&mesh->base, &abs_pos);
|
|
transform_get_absolute_scale(&mesh->base, &abs_scale);
|
|
int intersection = bv_intersect_frustum_sphere(&camera->frustum, &geometry->bounding_sphere, &abs_pos, &abs_scale);
|
|
if(intersection == IT_OUTSIDE)
|
|
{
|
|
renderer->num_culled++;
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
renderer->num_indices += array_len(geometry->indices);
|
|
renderer->num_rendered++;
|
|
}
|
|
|
|
/* set material params for the model */
|
|
for(int k = 0; k < MMP_MAX; k++)
|
|
{
|
|
switch(mesh->model.material_params[k].type)
|
|
{
|
|
case VT_INT: GL_CHECK(shader_set_uniform(material->model_params[k].type, material->model_params[k].location, &mesh->model.material_params[k].val_int)); break;
|
|
case VT_FLOAT: GL_CHECK(shader_set_uniform(material->model_params[k].type, material->model_params[k].location, &mesh->model.material_params[k].val_float)); break;
|
|
case VT_VEC3: GL_CHECK(shader_set_uniform(material->model_params[k].type, material->model_params[k].location, &mesh->model.material_params[k].val_vec3)); break;
|
|
case VT_VEC4: GL_CHECK(shader_set_uniform(material->model_params[k].type, material->model_params[k].location, &mesh->model.material_params[k].val_vec4)); break;
|
|
}
|
|
}
|
|
|
|
/* Set pipeline uniforms that are derived per model */
|
|
mat4_identity(&mvp);
|
|
mat4_mul(&mvp, &camera->view_proj_mat, &mesh->base.transform.trans_mat);
|
|
GL_CHECK(shader_set_uniform(material->pipeline_params[MPP_MVP].type, material->pipeline_params[MPP_MVP].location, &mvp));
|
|
|
|
if(material->lit)
|
|
{
|
|
GL_CHECK(shader_set_uniform(material->pipeline_params[MPP_VIEW_MAT].type, material->pipeline_params[MPP_VIEW_MAT].location, &camera->view_mat));
|
|
GL_CHECK(shader_set_uniform(material->pipeline_params[MPP_MODEL_MAT].type, material->pipeline_params[MPP_MODEL_MAT].location, &mesh->base.transform.trans_mat));
|
|
mat4 inv_mat;
|
|
mat4_identity(&inv_mat);
|
|
mat4_inverse(&inv_mat, &mesh->base.transform.trans_mat);
|
|
GL_CHECK(shader_set_uniform(material->pipeline_params[MPP_INV_MODEL_MAT].type, material->pipeline_params[MPP_INV_MODEL_MAT].location, &inv_mat));
|
|
}
|
|
|
|
/* Render the geometry */
|
|
//int indices = geom_render_in_frustum(model->geometry_index, &viewer->camera.frustum[0], entity, draw_mode);
|
|
//geom_render(model->geometry_index, draw_mode);
|
|
geom_render(mesh->model.geometry_index, GDM_TRIANGLES);
|
|
|
|
for(int k = 0; k < MMP_MAX; k++)
|
|
{
|
|
/* unbind textures, if any */
|
|
if(material->model_params[k].type == UT_TEX)
|
|
GL_CHECK(texture_unbind(mesh->model.material_params[k].val_int));
|
|
}
|
|
}
|
|
shader_unbind();
|
|
}
|
|
editor_debugvar_slot_set_int(renderer->num_rendered_slot, renderer->num_rendered);
|
|
editor_debugvar_slot_set_int(renderer->num_culled_slot, renderer->num_culled);
|
|
editor_debugvar_slot_set_int(renderer->num_indices_slot, renderer->num_indices);
|
|
|
|
renderer->num_culled = renderer->num_rendered = renderer->num_indices = 0;
|
|
}
|
|
framebuffer_unbind();
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_CULL_FACE);
|
|
}
|
|
|
|
/* Final Render */
|
|
struct Camera* active_camera = &scene->cameras[scene->active_camera_index];
|
|
int width, height;
|
|
struct Game_State* game_state = game_state_get();
|
|
platform->window.get_size(game_state->window, &width, &height);
|
|
glViewport(0, 0, width, height);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
shader_bind(renderer->composition_shader);
|
|
int final_render_tex = active_camera->render_tex == -1 ? renderer->def_albedo_tex : active_camera->render_tex;
|
|
texture_bind(final_render_tex);
|
|
geom_render(renderer->quad_geo, GDM_TRIANGLES);
|
|
texture_unbind(final_render_tex);
|
|
shader_unbind();
|
|
|
|
/* Debug Render */
|
|
struct Hashmap* cvars = platform->config.get();
|
|
if(hashmap_bool_get(cvars, "debug_draw_enabled"))
|
|
{
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
vec4 debug_draw_color = hashmap_vec4_get(cvars, "debug_draw_color");
|
|
shader_bind(renderer->debug_shader);
|
|
{
|
|
static mat4 mvp;
|
|
shader_set_uniform_vec4(renderer->debug_shader, "debug_color", &debug_draw_color);
|
|
for(int i = 0; i < MAX_STATIC_MESHES; i++)
|
|
{
|
|
struct Static_Mesh* mesh = &scene->static_meshes[i];
|
|
if(!mesh->base.active) continue;
|
|
struct Model* model = &mesh->model;
|
|
struct Transform* transform = &mesh->base.transform;
|
|
int geometry = model->geometry_index;
|
|
mat4_identity(&mvp);
|
|
mat4_mul(&mvp, &active_camera->view_proj_mat, &transform->trans_mat);
|
|
shader_set_uniform_mat4(renderer->debug_shader, "mvp", &mvp);
|
|
geom_render(geometry, hashmap_int_get(cvars, "debug_draw_mode"));
|
|
}
|
|
}
|
|
shader_unbind();
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
}
|
|
|
|
// Debug Physics render
|
|
if(hashmap_bool_get(cvars, "debug_draw_physics"))
|
|
{
|
|
static vec4 physics_draw_color = { 0.f, 0.f, 1.f, 1.f };
|
|
for(int i = 0; i < MAX_STATIC_MESHES; i++)
|
|
{
|
|
struct Static_Mesh* mesh = &scene->static_meshes[i];
|
|
if(!mesh->base.active || (!mesh->collision.collision_shape && !mesh->collision.rigidbody)) continue;
|
|
|
|
//Get collision mesh and it's props then render it
|
|
vec3 pos = {0.f};
|
|
quat rot = {0.f, 0.f, 0.f, 1.f };
|
|
if(mesh->collision.rigidbody)
|
|
{
|
|
platform->physics.body_position_get(mesh->collision.rigidbody, &pos.x, &pos.y, &pos.z);
|
|
platform->physics.body_rotation_get(mesh->collision.rigidbody, &rot.x, &rot.y, &rot.z, &rot.w);
|
|
}
|
|
else
|
|
{
|
|
platform->physics.cs_position_get(mesh->collision.collision_shape, &pos.x, &pos.y, &pos.z);
|
|
platform->physics.cs_rotation_get(mesh->collision.collision_shape, &rot.x, &rot.y, &rot.z, &rot.w);
|
|
}
|
|
|
|
int collision_shape_type = platform->physics.cs_type_get(mesh->collision.collision_shape);
|
|
switch(collision_shape_type)
|
|
{
|
|
case CST_SPHERE:
|
|
{
|
|
float radius = platform->physics.cs_sphere_radius_get(mesh->collision.collision_shape);
|
|
im_sphere(radius, pos, rot, physics_draw_color, GDM_TRIANGLES);
|
|
}
|
|
break;
|
|
case CST_BOX:
|
|
{
|
|
float x = 0.f, y = 0.f, z = 0.f;
|
|
platform->physics.cs_box_params_get(mesh->collision.collision_shape, &x, &y, &z);
|
|
im_box(x, y, z, pos, rot, physics_draw_color, GDM_TRIANGLES);
|
|
};
|
|
break;
|
|
default: break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//Immediate mode geometry render
|
|
im_render(active_camera);
|
|
|
|
|
|
/* Render 2D stuff */
|
|
shader_bind(renderer->sprite_batch->shader);
|
|
{
|
|
static mat4 ortho_mat;
|
|
mat4_identity(&ortho_mat);
|
|
int width, height;
|
|
struct Game_State* game_state = game_state_get();
|
|
platform->window.get_size(game_state->window, &width, &height);
|
|
|
|
mat4_ortho(&ortho_mat, 0.f, (float)width, (float)height, 0.f, -10.f, 10.f);
|
|
shader_set_uniform_mat4(renderer->sprite_batch->shader, "mvp", &ortho_mat);
|
|
|
|
sprite_batch_render(renderer->sprite_batch);
|
|
}
|
|
shader_unbind();
|
|
|
|
/* Render UI */
|
|
gui_render(NK_ANTI_ALIASING_ON);
|
|
}
|
|
|
|
void renderer_cleanup(struct Renderer* renderer)
|
|
{
|
|
for(int i = 0; i < MAT_MAX; i++)
|
|
{
|
|
material_reset(&renderer->materials[i], i);
|
|
}
|
|
im_cleanup();
|
|
sprite_batch_remove(renderer->sprite_batch);
|
|
free(renderer->sprite_batch);
|
|
gui_cleanup();
|
|
geom_remove(renderer->quad_geo);
|
|
framebuffer_remove(renderer->def_fbo);
|
|
texture_remove(renderer->def_albedo_tex);
|
|
texture_remove(renderer->def_depth_tex);
|
|
}
|
|
|
|
void on_framebuffer_size_change(int width, int height)
|
|
{
|
|
struct Scene* scene = game_state_get()->scene;
|
|
float aspect = (float)width / (float)height;
|
|
for(int i = 0; i < MAX_CAMERAS; i++)
|
|
{
|
|
struct Camera* viewer = &scene->cameras[i];
|
|
viewer->aspect_ratio = aspect > 0.f ? aspect : 4.f / 3.f;
|
|
camera_update_proj(viewer);
|
|
}
|
|
|
|
framebuffer_resize_all(width, height);
|
|
}
|
|
|
|
void renderer_clearcolor_set(float red, float green, float blue, float alpha)
|
|
{
|
|
glClearColor(red, green, blue, alpha);
|
|
}
|
|
|
|
struct Material * renderer_material_get(int material_type)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
void renderer_debug_draw_enabled(bool enabled)
|
|
{
|
|
struct Hashmap* cvars = platform->config.get();
|
|
hashmap_bool_set(cvars, "debug_draw_enabled", enabled);
|
|
}
|
|
|
|
void renderer_settings_get(struct Render_Settings* settings)
|
|
{
|
|
struct Hashmap* cvars = platform->config.get();
|
|
settings->fog.mode = hashmap_int_get(cvars, "fog_mode");
|
|
settings->fog.density = hashmap_float_get(cvars, "fog_density");
|
|
settings->fog.start_dist = hashmap_float_get(cvars, "fog_start_dist");
|
|
settings->fog.max_dist = hashmap_float_get(cvars, "fog_max_dist");
|
|
settings->fog.color = hashmap_vec3_get(cvars, "fog_color");
|
|
settings->debug_draw_enabled = hashmap_bool_get(cvars, "debug_draw_enabled");
|
|
settings->debug_draw_physics = hashmap_bool_get(cvars, "debug_draw_physics");
|
|
settings->debug_draw_mode = hashmap_int_get(cvars, "debug_draw_mode");
|
|
settings->debug_draw_color = hashmap_vec4_get(cvars, "debug_draw_color");
|
|
settings->ambient_light = hashmap_vec3_get(cvars, "ambient_light");
|
|
}
|
|
|
|
void renderer_settings_set(const struct Render_Settings* settings)
|
|
{
|
|
struct Hashmap* cvars = platform->config.get();
|
|
hashmap_int_set(cvars, "fog_mode", settings->fog.mode);
|
|
hashmap_float_set(cvars, "fog_density", settings->fog.density);
|
|
hashmap_float_set(cvars, "fog_start_dist", settings->fog.start_dist);
|
|
hashmap_float_set(cvars, "fog_max_dist", settings->fog.max_dist);
|
|
hashmap_vec3_set(cvars, "fog_color", &settings->fog.color);
|
|
hashmap_bool_set(cvars, "debug_draw_enabled", settings->debug_draw_enabled);
|
|
hashmap_bool_set(cvars, "debug_draw_physics", settings->debug_draw_physics);
|
|
hashmap_int_set(cvars, "debug_draw_mode", settings->debug_draw_mode);
|
|
hashmap_vec4_set(cvars, "debug_draw_color", &settings->debug_draw_color);
|
|
hashmap_vec3_set(cvars, "ambient_light", &settings->ambient_light);
|
|
}
|
|
|