Transformed srender to a single header library, added srcmdbuf_add(cmd);
parent
40aec4a122
commit
0c77b3a230
578
src/srender.c
578
src/srender.c
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@ -2,580 +2,8 @@
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#include <glad/gl.h>
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// clang-format on
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#define SRENDER_IMPLEMENTATION
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#include "srender.h"
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#undef SRENDER_IMPLEMENTATION
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#include "utils.h"
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#include <string.h>
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#include <assert.h>
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typedef struct srndr {
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} srndr;
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typedef struct srview {
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GLuint width;
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GLuint height;
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GLuint mFrameBufferId;
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GLuint mColorTexture;
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GLuint mDepthTexture;
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simd4x4f proj;
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simd4x4f view;
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} srview;
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typedef struct srcmdbuf {
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int nbufsize;
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int ncmds;
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srcmd* cmds;
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} srcmdbuf;
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//
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// Vertex Data
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//
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typedef union srvrtxdata {
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struct {
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float x, y, z, w;
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float nx, ny, nz;
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float s, t;
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GLubyte r, g, b, a;
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};
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struct {
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float pos[4];
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float n[4];
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float uv[2];
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GLubyte color[4];
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};
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} srvrtxdata;
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//
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// Vertex Buffer Object for all debug objects (coord frame, grid, cube, ...)
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//
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const GLint DEBUG_VBO_SIZE = 1024;
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GLuint gDebugShapesVBOId = 0;
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GLuint gDebugShapesVAId = 0;
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//
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// Simple Mesh Data
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//
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typedef struct srmeshdata {
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int nvertices;
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int nindices;
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GLuint vao_id;
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GLuint vb_id;
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GLuint idb_id;
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GLuint count;
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GLenum mode;
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} srmeshdata;
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static srmeshdata gCoordFrameMesh = {0};
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static srmeshdata gGridMesh = {0};
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typedef struct srshader {
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const char* vert_fname;
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const char* frag_fname;
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GLuint program_id;
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GLuint vert_shader_id;
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GLuint frag_shader_id;
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} srshader;
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static srshader gDefaultShader =
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{"default_vert.glsl", "default_frag.glsl", 0, 0, 0};
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bool srshader_compile(GLuint shader_id, const char* shader_src) {
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glShaderSource(shader_id, 1, &shader_src, 0);
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glCompileShader(shader_id);
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// Check Vertex Shader
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GLint result = GL_FALSE;
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int log_length = 0;
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glGetShaderiv(shader_id, GL_COMPILE_STATUS, &result);
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glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &log_length);
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if (log_length > 0) {
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char* err_msg = calloc(log_length, sizeof(char));
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assert(err_msg);
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glGetShaderInfoLog(shader_id, log_length, NULL, err_msg);
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gLog("%s", err_msg);
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free(err_msg);
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return false;
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}
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return true;
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}
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bool srshader_load(
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srshader* shader,
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const char* vert_src,
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const char* frag_src) {
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shader->vert_shader_id = glCreateShader(GL_VERTEX_SHADER);
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if (!srshader_compile(shader->vert_shader_id, vert_src)) {
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gLog("Error compiling vertex shader!");
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return false;
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}
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shader->frag_shader_id = glCreateShader(GL_FRAGMENT_SHADER);
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if (!srshader_compile(shader->frag_shader_id, frag_src)) {
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gLog("Error compiling fragment shader!");
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return false;
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}
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shader->program_id = glCreateProgram();
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glAttachShader(shader->program_id, shader->vert_shader_id);
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glAttachShader(shader->program_id, shader->frag_shader_id);
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// Bind attribute locations
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glBindAttribLocation(shader->program_id, 0, "inCoord");
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glBindAttribLocation(shader->program_id, 1, "inNormal");
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glBindAttribLocation(shader->program_id, 2, "inUV");
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glBindAttribLocation(shader->program_id, 3, "inColor");
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glLinkProgram(shader->program_id);
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GLint result = GL_FALSE;
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int log_length = 0;
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glGetProgramiv(shader->program_id, GL_LINK_STATUS, &result);
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glGetProgramiv(shader->program_id, GL_INFO_LOG_LENGTH, &log_length);
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if (log_length > 0) {
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char* err_msg = calloc(log_length, sizeof(char));
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assert(err_msg);
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glGetProgramInfoLog(shader->program_id, log_length, NULL, err_msg);
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gLog("%s", err_msg);
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free(err_msg);
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gLog("Error linking shader program!");
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return false;
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}
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return true;
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}
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bool try_read_file(const char* dir, const char* filename, char** buf) {
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assert(*buf == NULL);
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int path_len = strlen(dir) + strlen(filename) + 1;
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char* path_buffer = calloc(path_len, sizeof(char));
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snprintf(path_buffer, path_len, "%s%s", dir, filename);
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long file_length = 0;
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FILE* file = NULL;
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file = fopen(path_buffer, "rb");
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if (file) {
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fseek(file, 0, SEEK_END);
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file_length = ftell(file);
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fseek(file, 0, SEEK_SET);
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*buf = calloc(file_length, sizeof(char));
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assert(*buf);
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fread(*buf, 1, file_length, file);
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fclose(file);
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return true;
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}
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return false;
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}
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void init_shaders() {
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static const char* shader_search_paths[] = {
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"./data/shaders/",
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"../data/shaders/",
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NULL};
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bool found = false;
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int search_index = 0;
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char* frag_buffer = NULL;
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char* vert_buffer = NULL;
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while (shader_search_paths[search_index] != NULL) {
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const char* dir = shader_search_paths[search_index];
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static char path_buf[1024];
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long length;
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if (vert_buffer == NULL) {
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try_read_file(dir, gDefaultShader.vert_fname, &vert_buffer);
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}
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if (frag_buffer == NULL) {
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try_read_file(dir, gDefaultShader.frag_fname, &frag_buffer);
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}
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if ((vert_buffer != NULL) && (frag_buffer != NULL)) {
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srshader_load(&gDefaultShader, vert_buffer, frag_buffer);
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free(vert_buffer);
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vert_buffer = NULL;
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free(frag_buffer);
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frag_buffer = NULL;
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break;
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}
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search_index++;
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}
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if (gDefaultShader.program_id == 0) {
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gLog("Error: could not load default shader!");
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}
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}
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void init_debug_meshes() {
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assert(gCoordFrameMesh.nvertices == 0);
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glGenVertexArrays(1, &gDebugShapesVAId);
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glBindVertexArray(gDebugShapesVAId);
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glGenBuffers(1, &gDebugShapesVBOId);
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glBindBuffer(GL_ARRAY_BUFFER, gDebugShapesVBOId);
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glBufferData(GL_ARRAY_BUFFER, sizeof(union srvrtxdata) * DEBUG_VBO_SIZE, NULL, GL_STATIC_DRAW);
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GLintptr dbg_vbuf_offset = 0;
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(
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0,
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4,
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GL_FLOAT,
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GL_FALSE,
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(sizeof(srvrtxdata)),
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(void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(
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1,
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3,
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GL_FLOAT,
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GL_FALSE,
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(sizeof(srvrtxdata)),
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(void*)(sizeof(float) * 4));
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// Attribute 2: texture coordinates
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(
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2,
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2,
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GL_FLOAT,
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GL_FALSE,
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(sizeof(srvrtxdata)),
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(void*)(sizeof(float) * 7));
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// Attribute 3: color
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(
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3,
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4,
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GL_UNSIGNED_BYTE,
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GL_TRUE,
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(sizeof(srvrtxdata)),
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(void*)(sizeof(float) * 9));
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//
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// Coordinate Frame
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//
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gCoordFrameMesh.vao_id = gDebugShapesVAId;
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gCoordFrameMesh.vb_id = gDebugShapesVBOId;
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gCoordFrameMesh.nvertices = 6;
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srvrtxdata coord_frame_vertices[] = {
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{0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255},
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{1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255},
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{0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255},
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{0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255},
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{0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 0, 255, 255},
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{0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 0, 255, 255}};
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GLuint coord_frame_indices[] = {0, 1, 2, 3, 4, 5};
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glBufferSubData(
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GL_ARRAY_BUFFER,
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dbg_vbuf_offset,
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sizeof(coord_frame_vertices),
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coord_frame_vertices);
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dbg_vbuf_offset = sizeof (coord_frame_vertices);
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glGenBuffers(1, &gCoordFrameMesh.idb_id);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gCoordFrameMesh.idb_id);
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glBufferData(
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GL_ELEMENT_ARRAY_BUFFER,
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sizeof(coord_frame_indices),
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coord_frame_indices,
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GL_STATIC_DRAW);
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gCoordFrameMesh.mode = GL_LINES;
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gCoordFrameMesh.count = 6;
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//
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// Coordinate Frame
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//
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gGridMesh.vao_id = gDebugShapesVAId;
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gGridMesh.vb_id = gDebugShapesVBOId;
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gGridMesh.nvertices = 44;
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srvrtxdata* grid_vertices = calloc(44, sizeof(srvrtxdata));
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srvrtxdata grid_def_vertex = {
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0.f, 0.f, 0.f, 1.f,
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0.f, 1.f, 0.f,
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0.f, 0.f,
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255, 255, 255, 255
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};
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// lines along parallel to x axis
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for (int i = 0; i <= 10; i++) {
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memcpy (&grid_vertices[2*i], &grid_def_vertex, sizeof(srvrtxdata));
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memcpy (&grid_vertices[2*i + 1], &grid_def_vertex, sizeof(srvrtxdata));
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grid_vertices[2 * i].pos[0] = -5.0f + i * 1.0f;
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grid_vertices[2 * i].pos[2] = 5.0f;
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grid_vertices[2 * i + 1].pos[0] = -5.0f + i * 1.0f;
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grid_vertices[2 * i + 1].pos[2] = -5.0f;
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}
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// lines parallel to z axis
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for (int i = 11; i <= 21; i++) {
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memcpy (&grid_vertices[2*i], &grid_def_vertex, sizeof(srvrtxdata));
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memcpy (&grid_vertices[2*i + 1], &grid_def_vertex, sizeof(srvrtxdata));
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grid_vertices[2 * i].pos[0] = -5.0f;
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grid_vertices[2 * i].pos[2] = -5.0f + (i - 11) * 1.0f;
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grid_vertices[2 * i + 1].pos[0] = 5.0f;
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grid_vertices[2 * i + 1].pos[2] = -5.0f + (i - 11) * 1.0f;
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}
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glBindBuffer(GL_ARRAY_BUFFER, gDebugShapesVBOId);
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glBufferSubData(
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GL_ARRAY_BUFFER,
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dbg_vbuf_offset,
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sizeof(srvrtxdata) * 44,
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grid_vertices);
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dbg_vbuf_offset += sizeof (srvrtxdata) * 44;
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free(grid_vertices);
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GLuint grid_indices[44];
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for (int i = 0; i < 22; i++) {
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grid_indices[2 * i] = 2*i + 6;
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grid_indices[2 * i + 1] = (2*i+1) + 6;
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}
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glGenBuffers(1, &gGridMesh.idb_id);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gGridMesh.idb_id);
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glBufferData(
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GL_ELEMENT_ARRAY_BUFFER,
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sizeof(grid_indices),
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grid_indices,
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GL_STATIC_DRAW);
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gGridMesh.mode = GL_LINES;
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gGridMesh.count = 44;
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glBindVertexArray(0);
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};
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//
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// Renderer
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//
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srndr* srndr_create() {
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srndr* result = calloc(1, sizeof(srndr));
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init_shaders();
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init_debug_meshes();
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return result;
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}
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void srndr_destroy(srndr* sr) { free(sr); }
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//
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// View
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//
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void srview_get_output_texture(srview* sv, GLuint* texture) {
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*texture = sv->mColorTexture;
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}
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void srview_set_proj(srview* sv, simd4x4f proj) { sv->proj = proj; }
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void srview_set_view(srview* sv, simd4x4f view) { sv->view = view; }
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void srview_update_framebuffer(srview* sv) {
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glGenFramebuffers(1, &sv->mFrameBufferId);
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glBindFramebuffer(GL_FRAMEBUFFER, sv->mFrameBufferId);
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// Color Texture
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glGenTextures(1, &sv->mColorTexture);
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glBindTexture(GL_TEXTURE_2D, sv->mColorTexture);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RGB,
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sv->width,
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sv->height,
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0,
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GL_RGB,
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GL_UNSIGNED_BYTE,
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0);
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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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glFramebufferTexture2D(
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GL_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D,
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sv->mColorTexture,
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0);
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// Depth Texture
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glGenTextures(1, &sv->mDepthTexture);
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glBindTexture(GL_TEXTURE_2D, sv->mDepthTexture);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_DEPTH_COMPONENT,
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sv->width,
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sv->height,
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0,
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GL_DEPTH_COMPONENT,
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GL_FLOAT,
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0);
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// Set parameters so that we can set a shadow2DSampler
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glTexParameteri(
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GL_TEXTURE_2D,
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GL_TEXTURE_COMPARE_MODE,
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GL_COMPARE_REF_TO_TEXTURE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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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 border_color[] = {1.0f, 1.0f, 1.0f, 1.0f};
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border_color);
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glFramebufferTexture2D(
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GL_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT,
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GL_TEXTURE_2D,
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sv->mDepthTexture,
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0);
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}
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void srview_cleanup_framebuffer(srview* sv) {
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if (glIsFramebuffer(sv->mFrameBufferId)) {
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glDeleteFramebuffers(1, &sv->mFrameBufferId);
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}
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if (sv->mColorTexture != -1) {
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glDeleteTextures(1, &sv->mColorTexture);
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sv->mColorTexture = -1;
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}
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if (sv->mDepthTexture != -1) {
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glDeleteTextures(1, &sv->mDepthTexture);
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sv->mDepthTexture = -1;
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}
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}
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|
||||
void srview_set_size(srview* sv, int width, int height) {
|
||||
if (sv->width == width && sv->height == height) {
|
||||
return;
|
||||
}
|
||||
|
||||
sv->width = width;
|
||||
sv->height = height;
|
||||
|
||||
srview_cleanup_framebuffer(sv);
|
||||
srview_update_framebuffer(sv);
|
||||
}
|
||||
|
||||
srview* srview_create() {
|
||||
srview* result = calloc(1, sizeof(srview));
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void srview_destroy(srview* sv) {
|
||||
srview_cleanup_framebuffer(sv);
|
||||
|
||||
free(sv);
|
||||
}
|
||||
|
||||
void srndr_run_frame_command(const srcmd* cmd) {
|
||||
glBindVertexArray(gCoordFrameMesh.vao_id);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gCoordFrameMesh.idb_id);
|
||||
glDrawElements(gCoordFrameMesh.mode, gCoordFrameMesh.count, GL_UNSIGNED_INT, (void*)0);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void srndr_run_grid_command(const srcmd* cmd) {
|
||||
glBindVertexArray(gGridMesh.vao_id);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gGridMesh.idb_id);
|
||||
glDrawElements(gGridMesh.mode, gGridMesh.count, GL_UNSIGNED_INT, (void*)0);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void srndr_render(srndr* srndr, srview* sview, srcmdbuf* scmdbuf) {
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, sview->mFrameBufferId);
|
||||
|
||||
glViewport(0, 0, sview->width, sview->height);
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 0.1f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glUseProgram(gDefaultShader.program_id);
|
||||
GLint view_mat_loc =
|
||||
glGetUniformLocation(gDefaultShader.program_id, "uViewMatrix");
|
||||
assert(view_mat_loc != -1);
|
||||
glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, &sview->view);
|
||||
|
||||
GLint proj_mat_loc =
|
||||
glGetUniformLocation(gDefaultShader.program_id, "uProjectionMatrix");
|
||||
assert(proj_mat_loc != -1);
|
||||
glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, &sview->proj);
|
||||
|
||||
GLint model_mat_loc =
|
||||
glGetUniformLocation(gDefaultShader.program_id, "uModelMatrix");
|
||||
assert(model_mat_loc != -1);
|
||||
|
||||
for (int i = 0; i < scmdbuf->ncmds; i++) {
|
||||
const srcmd* cmd = &scmdbuf->cmds[i];
|
||||
glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, &cmd->mat);
|
||||
|
||||
switch (cmd->type) {
|
||||
case SRndrCmdTypeFrame:
|
||||
srndr_run_frame_command(cmd);
|
||||
break;
|
||||
case SRndrCmdTypeGrid:
|
||||
srndr_run_grid_command(cmd);
|
||||
break;
|
||||
default:
|
||||
gLog("Invalid command type %d at index %d", cmd->type, i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
//
|
||||
// Render Commands
|
||||
//
|
||||
srcmdbuf* srcmdbuf_create(unsigned int size_max) {
|
||||
srcmdbuf* result = malloc(sizeof(srcmdbuf));
|
||||
result->nbufsize = size_max;
|
||||
result->ncmds = 0;
|
||||
result->cmds = calloc(sizeof(srcmd), size_max);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void srcmdbuf_clear(srcmdbuf* cmdbuf) { cmdbuf->ncmds = 0; }
|
||||
|
||||
srcmd* srcmd_create(srcmdbuf* cmdbuf) {
|
||||
if (cmdbuf->ncmds == cmdbuf->nbufsize) {
|
||||
gLog("Warning: number of render commands maxed out!");
|
||||
return NULL;
|
||||
}
|
||||
return &(cmdbuf->cmds[cmdbuf->ncmds++]);
|
||||
}
|
||||
|
|
606
src/srender.h
606
src/srender.h
|
@ -5,6 +5,7 @@
|
|||
extern "C" {
|
||||
#endif
|
||||
|
||||
#include <stdbool.h>
|
||||
#include "vectorial/simd4x4f.h"
|
||||
|
||||
typedef struct srndr srndr;
|
||||
|
@ -45,14 +46,617 @@ void srview_get_output_texture(srview* sv, GLuint* texture);
|
|||
//
|
||||
// Command Buffer and Commands
|
||||
//
|
||||
void srcmd_clear (srcmd *cmd);
|
||||
|
||||
srcmdbuf* srcmdbuf_create(unsigned int size_max);
|
||||
void srcmdbuf_clear(srcmdbuf* cmdbuf);
|
||||
bool srcmdbuf_add(srcmdbuf* cmdbuf, srcmd *cmd);
|
||||
srcmd* srcmd_create(srcmdbuf* cmdbuf);
|
||||
|
||||
void srndr_render(srndr* srndr, srview* sview, srcmdbuf* scmdbuf);
|
||||
|
||||
//
|
||||
// srender Implementation
|
||||
//
|
||||
|
||||
#ifdef SRENDER_IMPLEMENTATION
|
||||
|
||||
#include "utils.h"
|
||||
|
||||
#include <string.h>
|
||||
#include <assert.h>
|
||||
|
||||
typedef struct srndr {
|
||||
} srndr;
|
||||
|
||||
typedef struct srview {
|
||||
GLuint width;
|
||||
GLuint height;
|
||||
|
||||
GLuint mFrameBufferId;
|
||||
GLuint mColorTexture;
|
||||
GLuint mDepthTexture;
|
||||
|
||||
simd4x4f proj;
|
||||
simd4x4f view;
|
||||
} srview;
|
||||
|
||||
typedef struct srcmdbuf {
|
||||
int nbufsize;
|
||||
int ncmds;
|
||||
srcmd* cmds;
|
||||
} srcmdbuf;
|
||||
|
||||
//
|
||||
// Vertex Data
|
||||
//
|
||||
typedef union srvrtxdata {
|
||||
struct {
|
||||
float x, y, z, w;
|
||||
float nx, ny, nz;
|
||||
float s, t;
|
||||
GLubyte r, g, b, a;
|
||||
};
|
||||
struct {
|
||||
float pos[4];
|
||||
float n[4];
|
||||
float uv[2];
|
||||
GLubyte color[4];
|
||||
};
|
||||
} srvrtxdata;
|
||||
|
||||
//
|
||||
// Vertex Buffer Object for all debug objects (coord frame, grid, cube, ...)
|
||||
//
|
||||
const GLint DEBUG_VBO_SIZE = 1024;
|
||||
GLuint gDebugShapesVBOId = 0;
|
||||
GLuint gDebugShapesVAId = 0;
|
||||
|
||||
//
|
||||
// Simple Mesh Data
|
||||
//
|
||||
typedef struct srmeshdata {
|
||||
int nvertices;
|
||||
int nindices;
|
||||
|
||||
GLuint vao_id;
|
||||
GLuint vb_id;
|
||||
GLuint idb_id;
|
||||
|
||||
GLuint count;
|
||||
GLenum mode;
|
||||
} srmeshdata;
|
||||
|
||||
static srmeshdata gCoordFrameMesh = {0};
|
||||
static srmeshdata gGridMesh = {0};
|
||||
|
||||
typedef struct srshader {
|
||||
const char* vert_fname;
|
||||
const char* frag_fname;
|
||||
|
||||
GLuint program_id;
|
||||
GLuint vert_shader_id;
|
||||
GLuint frag_shader_id;
|
||||
} srshader;
|
||||
|
||||
static srshader gDefaultShader =
|
||||
{"default_vert.glsl", "default_frag.glsl", 0, 0, 0};
|
||||
|
||||
bool srshader_compile(GLuint shader_id, const char* shader_src) {
|
||||
glShaderSource(shader_id, 1, &shader_src, 0);
|
||||
glCompileShader(shader_id);
|
||||
|
||||
// Check Vertex Shader
|
||||
GLint result = GL_FALSE;
|
||||
int log_length = 0;
|
||||
glGetShaderiv(shader_id, GL_COMPILE_STATUS, &result);
|
||||
glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if (log_length > 0) {
|
||||
char* err_msg = calloc(log_length, sizeof(char));
|
||||
assert(err_msg);
|
||||
glGetShaderInfoLog(shader_id, log_length, NULL, err_msg);
|
||||
gLog("%s", err_msg);
|
||||
free(err_msg);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool srshader_load(
|
||||
srshader* shader,
|
||||
const char* vert_src,
|
||||
const char* frag_src) {
|
||||
shader->vert_shader_id = glCreateShader(GL_VERTEX_SHADER);
|
||||
if (!srshader_compile(shader->vert_shader_id, vert_src)) {
|
||||
gLog("Error compiling vertex shader!");
|
||||
return false;
|
||||
}
|
||||
|
||||
shader->frag_shader_id = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
if (!srshader_compile(shader->frag_shader_id, frag_src)) {
|
||||
gLog("Error compiling fragment shader!");
|
||||
return false;
|
||||
}
|
||||
|
||||
shader->program_id = glCreateProgram();
|
||||
glAttachShader(shader->program_id, shader->vert_shader_id);
|
||||
glAttachShader(shader->program_id, shader->frag_shader_id);
|
||||
|
||||
// Bind attribute locations
|
||||
glBindAttribLocation(shader->program_id, 0, "inCoord");
|
||||
glBindAttribLocation(shader->program_id, 1, "inNormal");
|
||||
glBindAttribLocation(shader->program_id, 2, "inUV");
|
||||
glBindAttribLocation(shader->program_id, 3, "inColor");
|
||||
|
||||
glLinkProgram(shader->program_id);
|
||||
|
||||
GLint result = GL_FALSE;
|
||||
int log_length = 0;
|
||||
glGetProgramiv(shader->program_id, GL_LINK_STATUS, &result);
|
||||
glGetProgramiv(shader->program_id, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if (log_length > 0) {
|
||||
char* err_msg = calloc(log_length, sizeof(char));
|
||||
assert(err_msg);
|
||||
glGetProgramInfoLog(shader->program_id, log_length, NULL, err_msg);
|
||||
gLog("%s", err_msg);
|
||||
free(err_msg);
|
||||
gLog("Error linking shader program!");
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool try_read_file(const char* dir, const char* filename, char** buf) {
|
||||
assert(*buf == NULL);
|
||||
|
||||
int path_len = strlen(dir) + strlen(filename) + 1;
|
||||
char* path_buffer = calloc(path_len, sizeof(char));
|
||||
snprintf(path_buffer, path_len, "%s%s", dir, filename);
|
||||
long file_length = 0;
|
||||
|
||||
FILE* file = NULL;
|
||||
file = fopen(path_buffer, "rb");
|
||||
if (file) {
|
||||
fseek(file, 0, SEEK_END);
|
||||
file_length = ftell(file);
|
||||
fseek(file, 0, SEEK_SET);
|
||||
*buf = calloc(file_length, sizeof(char));
|
||||
assert(*buf);
|
||||
fread(*buf, 1, file_length, file);
|
||||
fclose(file);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void init_shaders() {
|
||||
static const char* shader_search_paths[] = {
|
||||
"./data/shaders/",
|
||||
"../data/shaders/",
|
||||
NULL};
|
||||
|
||||
bool found = false;
|
||||
int search_index = 0;
|
||||
char* frag_buffer = NULL;
|
||||
char* vert_buffer = NULL;
|
||||
|
||||
while (shader_search_paths[search_index] != NULL) {
|
||||
const char* dir = shader_search_paths[search_index];
|
||||
static char path_buf[1024];
|
||||
long length;
|
||||
|
||||
if (vert_buffer == NULL) {
|
||||
try_read_file(dir, gDefaultShader.vert_fname, &vert_buffer);
|
||||
}
|
||||
if (frag_buffer == NULL) {
|
||||
try_read_file(dir, gDefaultShader.frag_fname, &frag_buffer);
|
||||
}
|
||||
|
||||
if ((vert_buffer != NULL) && (frag_buffer != NULL)) {
|
||||
srshader_load(&gDefaultShader, vert_buffer, frag_buffer);
|
||||
|
||||
free(vert_buffer);
|
||||
vert_buffer = NULL;
|
||||
free(frag_buffer);
|
||||
frag_buffer = NULL;
|
||||
break;
|
||||
}
|
||||
|
||||
search_index++;
|
||||
}
|
||||
|
||||
if (gDefaultShader.program_id == 0) {
|
||||
gLog("Error: could not load default shader!");
|
||||
}
|
||||
}
|
||||
|
||||
void init_debug_meshes() {
|
||||
assert(gCoordFrameMesh.nvertices == 0);
|
||||
|
||||
glGenVertexArrays(1, &gDebugShapesVAId);
|
||||
glBindVertexArray(gDebugShapesVAId);
|
||||
|
||||
glGenBuffers(1, &gDebugShapesVBOId);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, gDebugShapesVBOId);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(union srvrtxdata) * DEBUG_VBO_SIZE, NULL, GL_STATIC_DRAW);
|
||||
|
||||
GLintptr dbg_vbuf_offset = 0;
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(
|
||||
0,
|
||||
4,
|
||||
GL_FLOAT,
|
||||
GL_FALSE,
|
||||
(sizeof(srvrtxdata)),
|
||||
(void*)0);
|
||||
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(
|
||||
1,
|
||||
3,
|
||||
GL_FLOAT,
|
||||
GL_FALSE,
|
||||
(sizeof(srvrtxdata)),
|
||||
(void*)(sizeof(float) * 4));
|
||||
|
||||
// Attribute 2: texture coordinates
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(
|
||||
2,
|
||||
2,
|
||||
GL_FLOAT,
|
||||
GL_FALSE,
|
||||
(sizeof(srvrtxdata)),
|
||||
(void*)(sizeof(float) * 7));
|
||||
// Attribute 3: color
|
||||
glEnableVertexAttribArray(3);
|
||||
glVertexAttribPointer(
|
||||
3,
|
||||
4,
|
||||
GL_UNSIGNED_BYTE,
|
||||
GL_TRUE,
|
||||
(sizeof(srvrtxdata)),
|
||||
(void*)(sizeof(float) * 9));
|
||||
|
||||
//
|
||||
// Coordinate Frame
|
||||
//
|
||||
gCoordFrameMesh.vao_id = gDebugShapesVAId;
|
||||
gCoordFrameMesh.vb_id = gDebugShapesVBOId;
|
||||
gCoordFrameMesh.nvertices = 6;
|
||||
|
||||
srvrtxdata coord_frame_vertices[] = {
|
||||
{0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255},
|
||||
{1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255},
|
||||
|
||||
{0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255},
|
||||
{0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255},
|
||||
|
||||
{0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 0, 255, 255},
|
||||
{0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 0, 255, 255}};
|
||||
GLuint coord_frame_indices[] = {0, 1, 2, 3, 4, 5};
|
||||
|
||||
glBufferSubData(
|
||||
GL_ARRAY_BUFFER,
|
||||
dbg_vbuf_offset,
|
||||
sizeof(coord_frame_vertices),
|
||||
coord_frame_vertices);
|
||||
dbg_vbuf_offset = sizeof (coord_frame_vertices);
|
||||
|
||||
glGenBuffers(1, &gCoordFrameMesh.idb_id);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gCoordFrameMesh.idb_id);
|
||||
glBufferData(
|
||||
GL_ELEMENT_ARRAY_BUFFER,
|
||||
sizeof(coord_frame_indices),
|
||||
coord_frame_indices,
|
||||
GL_STATIC_DRAW);
|
||||
|
||||
gCoordFrameMesh.mode = GL_LINES;
|
||||
gCoordFrameMesh.count = 6;
|
||||
|
||||
//
|
||||
// Coordinate Frame
|
||||
//
|
||||
gGridMesh.vao_id = gDebugShapesVAId;
|
||||
gGridMesh.vb_id = gDebugShapesVBOId;
|
||||
gGridMesh.nvertices = 44;
|
||||
|
||||
srvrtxdata* grid_vertices = calloc(44, sizeof(srvrtxdata));
|
||||
srvrtxdata grid_def_vertex = {
|
||||
0.f, 0.f, 0.f, 1.f,
|
||||
0.f, 1.f, 0.f,
|
||||
0.f, 0.f,
|
||||
255, 255, 255, 255
|
||||
};
|
||||
// lines along parallel to x axis
|
||||
for (int i = 0; i <= 10; i++) {
|
||||
memcpy (&grid_vertices[2*i], &grid_def_vertex, sizeof(srvrtxdata));
|
||||
memcpy (&grid_vertices[2*i + 1], &grid_def_vertex, sizeof(srvrtxdata));
|
||||
grid_vertices[2 * i].pos[0] = -5.0f + i * 1.0f;
|
||||
grid_vertices[2 * i].pos[2] = 5.0f;
|
||||
grid_vertices[2 * i + 1].pos[0] = -5.0f + i * 1.0f;
|
||||
grid_vertices[2 * i + 1].pos[2] = -5.0f;
|
||||
}
|
||||
// lines parallel to z axis
|
||||
for (int i = 11; i <= 21; i++) {
|
||||
memcpy (&grid_vertices[2*i], &grid_def_vertex, sizeof(srvrtxdata));
|
||||
memcpy (&grid_vertices[2*i + 1], &grid_def_vertex, sizeof(srvrtxdata));
|
||||
grid_vertices[2 * i].pos[0] = -5.0f;
|
||||
grid_vertices[2 * i].pos[2] = -5.0f + (i - 11) * 1.0f;
|
||||
grid_vertices[2 * i + 1].pos[0] = 5.0f;
|
||||
grid_vertices[2 * i + 1].pos[2] = -5.0f + (i - 11) * 1.0f;
|
||||
}
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, gDebugShapesVBOId);
|
||||
glBufferSubData(
|
||||
GL_ARRAY_BUFFER,
|
||||
dbg_vbuf_offset,
|
||||
sizeof(srvrtxdata) * 44,
|
||||
grid_vertices);
|
||||
dbg_vbuf_offset += sizeof (srvrtxdata) * 44;
|
||||
|
||||
free(grid_vertices);
|
||||
|
||||
GLuint grid_indices[44];
|
||||
for (int i = 0; i < 22; i++) {
|
||||
grid_indices[2 * i] = 2*i + 6;
|
||||
grid_indices[2 * i + 1] = (2*i+1) + 6;
|
||||
}
|
||||
|
||||
glGenBuffers(1, &gGridMesh.idb_id);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gGridMesh.idb_id);
|
||||
glBufferData(
|
||||
GL_ELEMENT_ARRAY_BUFFER,
|
||||
sizeof(grid_indices),
|
||||
grid_indices,
|
||||
GL_STATIC_DRAW);
|
||||
|
||||
gGridMesh.mode = GL_LINES;
|
||||
gGridMesh.count = 44;
|
||||
|
||||
glBindVertexArray(0);
|
||||
};
|
||||
|
||||
//
|
||||
// Renderer
|
||||
//
|
||||
srndr* srndr_create() {
|
||||
srndr* result = calloc(1, sizeof(srndr));
|
||||
|
||||
init_shaders();
|
||||
init_debug_meshes();
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void srndr_destroy(srndr* sr) { free(sr); }
|
||||
|
||||
//
|
||||
// View
|
||||
//
|
||||
void srview_get_output_texture(srview* sv, GLuint* texture) {
|
||||
*texture = sv->mColorTexture;
|
||||
}
|
||||
|
||||
void srview_set_proj(srview* sv, simd4x4f proj) { sv->proj = proj; }
|
||||
|
||||
void srview_set_view(srview* sv, simd4x4f view) { sv->view = view; }
|
||||
|
||||
void srview_update_framebuffer(srview* sv) {
|
||||
glGenFramebuffers(1, &sv->mFrameBufferId);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, sv->mFrameBufferId);
|
||||
|
||||
// Color Texture
|
||||
glGenTextures(1, &sv->mColorTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, sv->mColorTexture);
|
||||
|
||||
glTexImage2D(
|
||||
GL_TEXTURE_2D,
|
||||
0,
|
||||
GL_RGB,
|
||||
sv->width,
|
||||
sv->height,
|
||||
0,
|
||||
GL_RGB,
|
||||
GL_UNSIGNED_BYTE,
|
||||
0);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
|
||||
glFramebufferTexture2D(
|
||||
GL_FRAMEBUFFER,
|
||||
GL_COLOR_ATTACHMENT0,
|
||||
GL_TEXTURE_2D,
|
||||
sv->mColorTexture,
|
||||
0);
|
||||
|
||||
// Depth Texture
|
||||
glGenTextures(1, &sv->mDepthTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, sv->mDepthTexture);
|
||||
|
||||
glTexImage2D(
|
||||
GL_TEXTURE_2D,
|
||||
0,
|
||||
GL_DEPTH_COMPONENT,
|
||||
sv->width,
|
||||
sv->height,
|
||||
0,
|
||||
GL_DEPTH_COMPONENT,
|
||||
GL_FLOAT,
|
||||
0);
|
||||
|
||||
// Set parameters so that we can set a shadow2DSampler
|
||||
glTexParameteri(
|
||||
GL_TEXTURE_2D,
|
||||
GL_TEXTURE_COMPARE_MODE,
|
||||
GL_COMPARE_REF_TO_TEXTURE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
float border_color[] = {1.0f, 1.0f, 1.0f, 1.0f};
|
||||
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border_color);
|
||||
|
||||
glFramebufferTexture2D(
|
||||
GL_FRAMEBUFFER,
|
||||
GL_DEPTH_ATTACHMENT,
|
||||
GL_TEXTURE_2D,
|
||||
sv->mDepthTexture,
|
||||
0);
|
||||
}
|
||||
|
||||
void srview_cleanup_framebuffer(srview* sv) {
|
||||
if (glIsFramebuffer(sv->mFrameBufferId)) {
|
||||
glDeleteFramebuffers(1, &sv->mFrameBufferId);
|
||||
}
|
||||
|
||||
if (sv->mColorTexture != -1) {
|
||||
glDeleteTextures(1, &sv->mColorTexture);
|
||||
sv->mColorTexture = -1;
|
||||
}
|
||||
|
||||
if (sv->mDepthTexture != -1) {
|
||||
glDeleteTextures(1, &sv->mDepthTexture);
|
||||
sv->mDepthTexture = -1;
|
||||
}
|
||||
}
|
||||
|
||||
void srview_set_size(srview* sv, int width, int height) {
|
||||
if (sv->width == width && sv->height == height) {
|
||||
return;
|
||||
}
|
||||
|
||||
sv->width = width;
|
||||
sv->height = height;
|
||||
|
||||
srview_cleanup_framebuffer(sv);
|
||||
srview_update_framebuffer(sv);
|
||||
}
|
||||
|
||||
srview* srview_create() {
|
||||
srview* result = calloc(1, sizeof(srview));
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void srview_destroy(srview* sv) {
|
||||
srview_cleanup_framebuffer(sv);
|
||||
|
||||
free(sv);
|
||||
}
|
||||
|
||||
void srndr_run_frame_command(const srcmd* cmd) {
|
||||
glBindVertexArray(gCoordFrameMesh.vao_id);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gCoordFrameMesh.idb_id);
|
||||
glDrawElements(gCoordFrameMesh.mode, gCoordFrameMesh.count, GL_UNSIGNED_INT, (void*)0);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void srndr_run_grid_command(const srcmd* cmd) {
|
||||
glBindVertexArray(gGridMesh.vao_id);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gGridMesh.idb_id);
|
||||
glDrawElements(gGridMesh.mode, gGridMesh.count, GL_UNSIGNED_INT, (void*)0);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void srndr_render(srndr* srndr, srview* sview, srcmdbuf* scmdbuf) {
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, sview->mFrameBufferId);
|
||||
|
||||
glViewport(0, 0, sview->width, sview->height);
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 0.1f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glUseProgram(gDefaultShader.program_id);
|
||||
GLint view_mat_loc =
|
||||
glGetUniformLocation(gDefaultShader.program_id, "uViewMatrix");
|
||||
assert(view_mat_loc != -1);
|
||||
glUniformMatrix4fv(view_mat_loc, 1, GL_FALSE, &sview->view);
|
||||
|
||||
GLint proj_mat_loc =
|
||||
glGetUniformLocation(gDefaultShader.program_id, "uProjectionMatrix");
|
||||
assert(proj_mat_loc != -1);
|
||||
glUniformMatrix4fv(proj_mat_loc, 1, GL_FALSE, &sview->proj);
|
||||
|
||||
GLint model_mat_loc =
|
||||
glGetUniformLocation(gDefaultShader.program_id, "uModelMatrix");
|
||||
assert(model_mat_loc != -1);
|
||||
|
||||
for (int i = 0; i < scmdbuf->ncmds; i++) {
|
||||
const srcmd* cmd = &scmdbuf->cmds[i];
|
||||
glUniformMatrix4fv(model_mat_loc, 1, GL_FALSE, &cmd->mat);
|
||||
|
||||
switch (cmd->type) {
|
||||
case SRndrCmdTypeFrame:
|
||||
srndr_run_frame_command(cmd);
|
||||
break;
|
||||
case SRndrCmdTypeGrid:
|
||||
srndr_run_grid_command(cmd);
|
||||
break;
|
||||
default:
|
||||
gLog("Invalid command type %d at index %d", cmd->type, i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
//
|
||||
// Render Commands
|
||||
//
|
||||
void srcmd_clear (srcmd *cmd) {
|
||||
cmd->color = simd4f_create(1.f, 1.f, 1.f, 1.f);
|
||||
cmd->type = SRndrCmdTypeFrame;
|
||||
simd4x4f_identity(&cmd->mat);
|
||||
}
|
||||
|
||||
srcmdbuf* srcmdbuf_create(unsigned int size_max) {
|
||||
srcmdbuf* result = malloc(sizeof(srcmdbuf));
|
||||
result->nbufsize = size_max;
|
||||
result->ncmds = 0;
|
||||
result->cmds = calloc(sizeof(srcmd), size_max);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void srcmdbuf_clear(srcmdbuf* cmdbuf) { cmdbuf->ncmds = 0; }
|
||||
|
||||
bool srcmdbuf_add(srcmdbuf* cmdbuf, srcmd *cmd) {
|
||||
srcmd *buf_cmd = srcmd_create(cmdbuf);
|
||||
|
||||
if (!buf_cmd) {
|
||||
return false;
|
||||
}
|
||||
|
||||
*buf_cmd = *cmd;
|
||||
}
|
||||
|
||||
srcmd* srcmd_create(srcmdbuf* cmdbuf) {
|
||||
if (cmdbuf->ncmds == cmdbuf->nbufsize) {
|
||||
gLog("Warning: number of render commands maxed out!");
|
||||
return NULL;
|
||||
}
|
||||
return &(cmdbuf->cmds[cmdbuf->ncmds++]);
|
||||
}
|
||||
|
||||
#endif // SRENDER_IMPLEMENTATION
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
#endif // SRENDER_H
|
||||
|
|
|
@ -187,15 +187,15 @@ void DoRender() {
|
|||
|
||||
// Populate render commands
|
||||
srcmdbuf_clear(gRndrCmds);
|
||||
srcmd* cmd = srcmd_create(gRndrCmds);
|
||||
cmd->type = SRndrCmdTypeFrame;
|
||||
simd4x4f_identity(&cmd->mat);
|
||||
cmd->color = simd4f_create(1.f, 1.f, 1.f, 1.f);
|
||||
|
||||
cmd = srcmd_create(gRndrCmds);
|
||||
cmd->type = SRndrCmdTypeGrid;
|
||||
simd4x4f_identity(&cmd->mat);
|
||||
cmd->color = simd4f_create(1.f, 1.f, 1.f, 1.f);
|
||||
srcmd rcmd;
|
||||
srcmd_clear(&rcmd);
|
||||
|
||||
rcmd.type = SRndrCmdTypeFrame;
|
||||
srcmdbuf_add(gRndrCmds, &rcmd);
|
||||
|
||||
rcmd.type = SRndrCmdTypeGrid;
|
||||
srcmdbuf_add(gRndrCmds, &rcmd);
|
||||
|
||||
// Perform the actual render
|
||||
srndr_render(gRndr, gView, gRndrCmds);
|
||||
|
|
Loading…
Reference in New Issue