A 3d fps game made in OpenGL
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Symmetry/src/renderer.c

241 lines
7.9 KiB

#include "renderer.h"
#include "gl_load.h"
#include "log.h"
#include "camera.h"
#include "model.h"
#include "texture.h"
#include "framebuffer.h"
#include "array.h"
#include "shader.h"
#include "num_types.h"
#include "light.h"
#include "entity.h"
#include "transform.h"
#include "game.h"
#include "gui.h"
static int def_fbo = -1;
static int def_albedo_tex = -1;
static int def_depth_tex = -1;
static int quad_geo = -1;
static int composition_shader = -1;
static int debug_shader = -1;
static struct Render_Settings settings;
#define MAX_GUI_VERTEX_MEMORY 512 * 1024
#define MAX_GUI_ELEMENT_MEMORY 128 * 1024
void on_framebuffer_size_change(int width, int height);
void renderer_init(void)
{
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);
settings.fog.mode = FM_EXPONENTIAL;
settings.fog.density = 0.01f;
settings.fog.start_dist = 50.f;
settings.fog.max_dist = 150.f;
settings.debug_draw_enabled = 1;
settings.debug_draw_mode = GDM_TRIANGLES;
settings.max_gui_vertex_memory = MAX_GUI_VERTEX_MEMORY;
settings.max_gui_element_memory = MAX_GUI_ELEMENT_MEMORY;
vec3_fill(&settings.fog.color, 60.f/255.f, 60.f/255.f, 75.f/255.f);
vec3_fill(&settings.ambient_light, 0.1f, 0.1f, 0.12f);
vec4_fill(&settings.debug_draw_color, 0.f, 1.f, 0.f, 1.f);
gui_init();
/* 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);
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();
window_get_size(game_state->window, &width, &height);
def_albedo_tex = texture_create("def_albedo_texture",
TU_DIFFUSE,
width, height,
GL_RGB,
GL_RGB16F,
GL_FLOAT,
NULL);
texture_set_param(def_albedo_tex, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
texture_set_param(def_albedo_tex, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
texture_set_param(def_albedo_tex, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
texture_set_param(def_albedo_tex, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
def_depth_tex = texture_create("def_depth_texture",
TU_SHADOWMAP4,
width, height,
GL_DEPTH_COMPONENT,
GL_DEPTH_COMPONENT32F,
GL_FLOAT,
NULL);
texture_set_param(def_depth_tex, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
texture_set_param(def_depth_tex, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
texture_set_param(def_depth_tex, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
texture_set_param(def_depth_tex, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
texture_set_param(def_depth_tex, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
texture_set_param(def_depth_tex, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
def_fbo = framebuffer_create(width, height, 1, 0, 1);
framebuffer_set_texture(def_fbo, def_albedo_tex, FA_COLOR_ATTACHMENT0);
framebuffer_set_texture(def_fbo, def_depth_tex, FA_DEPTH_ATTACHMENT);
composition_shader = shader_create("fbo.vert", "fbo.frag");
debug_shader = shader_create("debug.vert", "debug.frag");
}
void renderer_draw(void)
{
struct Camera* camera_list = camera_get_all();
for(int i = 0; i < array_len(camera_list); i++)
{
struct Camera* camera = &camera_list[i];
if(camera->node < 0)
continue;
/* if(camera->fbo == -1) continue; */
int fbo = camera->fbo == -1 ? def_fbo : camera->fbo;
framebuffer_bind(fbo);
{
glViewport(0, 0, framebuffer_get_width(fbo), framebuffer_get_height(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);
model_render_all(camera, GDM_TRIANGLES);
}
framebuffer_unbind();
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
}
/* struct Camera* camera = camera_get_primary(); */
/* { */
/* int width, height; */
/* struct Game_State* game_state = game_state_get(); */
/* window_get_size(game_state->window, &width, &height); */
/* glViewport(0, 0, width, height); */
/* 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); */
/* model_render_all(camera); */
/* } */
int width, height;
struct Game_State* game_state = game_state_get();
window_get_size(game_state->window, &width, &height);
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader_bind(composition_shader);
struct Camera* active_camera = camera_get_primary();
int final_render_tex = active_camera->render_tex == -1 ? def_albedo_tex : active_camera->render_tex;
texture_bind(final_render_tex);
geom_render(quad_geo, GDM_TRIANGLES);
texture_unbind(final_render_tex);
shader_unbind();
if(settings.debug_draw_enabled)
{
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
model_render_all_debug(active_camera, debug_shader, settings.debug_draw_mode, &settings.debug_draw_color);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
gui_render(NK_ANTI_ALIASING_ON, settings.max_gui_vertex_memory, settings.max_gui_element_memory);
}
void renderer_cleanup(void)
{
gui_cleanup();
geom_remove(quad_geo);
framebuffer_remove(def_fbo);
texture_remove(def_albedo_tex);
texture_remove(def_depth_tex);
}
void on_framebuffer_size_change(int width, int height)
{
camera_resize_all(width, height);
framebuffer_resize_all(width, height);
}
void renderer_clearcolor_set(float red, float green, float blue, float alpha)
{
glClearColor(red, green, blue, alpha);
}
int renderer_check_glerror(const char* context)
{
int error = 1;
GLenum error_code = glGetError();
const char* error_string = "No Error";
switch(error_code)
{
case GL_INVALID_OPERATION: error_string = "Invalid Operation"; break;
case GL_NO_ERROR: error_string = "No Error"; break;
case GL_INVALID_ENUM: error_string = "Invalid ENUM"; break;
case GL_INVALID_VALUE: error_string = "Invalid Value"; break;
case GL_INVALID_FRAMEBUFFER_OPERATION: error_string = "Invalid FrameBuffer Operation"; break;
case GL_OUT_OF_MEMORY: error_string = "Out of Memory"; break;
}
if(error_code != GL_NO_ERROR)
log_error(context, error_string);
else
error = 0;
return error;
}
struct Render_Settings* renderer_settings_get(void)
{
return &settings;
}
void renderer_debug_draw_enabled(int enabled)
{
settings.debug_draw_enabled = enabled;
}