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renderer.cpp
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1493 lines (1255 loc) · 51.3 KB
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//
// Created by doug on 4/16/15.
//
#include <assert.h>
#include "physica_math.h"
#include "renderer.h"
#include "game_intrinsics.h"
#include "game.h"
#include "GL/gl.h"
#include "camera.h"
#include "stb_truetype.h"
#include "stb_image.h"
#include "util.h"
i32 check_shader_status(u32 item_id, GLenum status_id) {
i32 result = GL_FALSE;
i32 info_log_length = 0;
glGetShaderiv(item_id, status_id, &result);
if (result != GL_TRUE) {
glGetShaderiv(item_id, GL_INFO_LOG_LENGTH, &info_log_length);
char* buffer = (char*)alloca(info_log_length);
glGetShaderInfoLog(item_id, info_log_length, NULL, buffer);
platform_debug_print(buffer);
}
return result;
}
i32 check_program_status(u32 item_id, GLenum status_id) {
i32 result = GL_FALSE;
i32 info_log_length = 0;
glGetProgramiv(item_id, status_id, &result);
if (result != GL_TRUE) {
glGetProgramiv(item_id, GL_INFO_LOG_LENGTH, &info_log_length);
char* buffer = (char*)alloca(info_log_length);
glGetProgramInfoLog(item_id, info_log_length, NULL, buffer);
platform_debug_print(buffer);
}
return result;
}
b32 load_program(u32* program_result,
const char* vertex_path,
const char* fragment_path) {
platform_read_entire_file_result_ vertex_file = platform_read_entire_file(vertex_path);
char* vertex_code = (char*)vertex_file.contents;
char* fragment_code = (char*)platform_read_entire_file(fragment_path).contents;
u32 program_id = glCreateProgram();
u32 vertex_shader_id = glCreateShader(GL_VERTEX_SHADER);
u32 fragment_shader_id = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vertex_shader_id, 1, &vertex_code, 0);
glCompileShader(vertex_shader_id);
if (check_shader_status(vertex_shader_id, GL_COMPILE_STATUS) != GL_TRUE) {
return false;
}
glAttachShader(program_id, vertex_shader_id);
glShaderSource(fragment_shader_id, 1, &fragment_code, 0);
glCompileShader(fragment_shader_id);
if (check_shader_status(fragment_shader_id, GL_COMPILE_STATUS) != GL_TRUE) {
return false;
}
glAttachShader(program_id, fragment_shader_id);
glLinkProgram(program_id);
if (check_program_status(program_id, GL_LINK_STATUS) != GL_TRUE) {
return false;
}
*program_result = program_id;
// glDeleteShader(vertex_shader_id);
// glDeleteShader(fragment_shader_id);
return true;
}
#if 0
enum gl_resouce_ {
RES_SOLIDS_PROG,
RES_SOLIDS_VAO_RECT,
RES_SOLIDS_VAO_CIRCLE,
RES_SOLIDS_VERTEX_MODELSPACE,
RES_SOLIDS_DRAW_COLOR,
RES_SOLIDS_TRANSFORM,
RES_SOLIDS_LIGHTING,
RES_TEXTURES_PROG,
RES_TEXTURES_VAO_RECT,
RES_TEXTURES_VERTEX_MODELSPACE,
RES_TEXTURES_VERTEX_UV,
RES_TEXTURES_TINT,
RES_TEXTURES_TRANSFORM,
RES_TEXTURES_UV_TRANSFORM,
RES_TEXTURES_SAMPLER,
RES_TEXTURES_LIGHTING,
RES_TEXTURES_TEXTURE_ID,
RES_SOLID_PARTICLES_PROG,
RES_SOLID_PARTICLES_VAO_RECT,
RES_SOLID_PARTICLES_VERTEX_MODELSPACE,
RES_SOLID_PARTICLES_CENTER,
RES_SOLID_PARTICLES_SCALING,
RES_SOLID_PARTICLES_DRAW_COLOR,
RES_SOLID_PARTICLES_VIEW_TRANSFORM,
RES_SOLID_PARTICLES_LIGHTING,
RES_GRADIENT_PROG,
RES_GRADIENT_VAO_RECT,
RES_GRADIENT_VERTEX_MODELSPACE,
RES_GRADIENT_VIEWPORT,
RES_GRADIENT_START_COLOR,
RES_GRADIENT_END_COLOR,
RES_GRADIENT_GRADIENT_START,
RES_GRADIENT_GRADIENT_END,
RES_SOLID_PARTICLES_CENTER_BUFFER,
RES_SOLID_PARTICLES_SCALING_BUFFER,
RES_SOLID_PARTICLES_DRAW_COLOR_BUFFER,
RES_COLORED_VERTEX_PROG,
RES_COLORED_VERTEX_VAO_RECT,
RES_COLORED_VERTEX_VERTEX_MODELSPACE,
RES_COLORED_VERTEX_DRAW_COLOR,
RES_COUNT,
};
#endif
gl_programs_ load_programs() {
gl_programs_ result;
i32* res = result.i_res_ids;
u32* ures = result.u_res_ids;
/////////////////////////////////////////////////////////////
// gradient program
/////////////////////////////////////////////////////////////
{
if (!load_program(&ures[RES_GRADIENT_PROG],
"shaders/passthrough_vertex_shader.glsl",
"shaders/gradient_fragment_shader.glsl")) {
platform_debug_print("Error loading GL program");
assert_(false);
}
glGenVertexArrays(1,&ures[RES_GRADIENT_VAO_RECT]);
glBindVertexArray(ures[RES_GRADIENT_VAO_RECT]);
res[RES_GRADIENT_VERTEX_MODELSPACE] = glGetAttribLocation(res[RES_GRADIENT_PROG],
"vertex_modelspace");
res[RES_GRADIENT_VIEWPORT] = glGetUniformLocation(res[RES_GRADIENT_PROG],
"viewport");
res[RES_GRADIENT_START_COLOR] = glGetUniformLocation(res[RES_GRADIENT_PROG],
"start_color");
res[RES_GRADIENT_END_COLOR] = glGetUniformLocation(res[RES_GRADIENT_PROG],
"end_color");
res[RES_GRADIENT_GRADIENT_START] = glGetUniformLocation(res[RES_GRADIENT_PROG],
"gradient_start");
res[RES_GRADIENT_GRADIENT_END] = glGetUniformLocation(res[RES_GRADIENT_PROG],
"gradient_end");
f32 vertex_data[] = {
-1.0f, -1.0f, 0.99f,
1.0f, -1.0f, 0.99f,
1.0f, 1.0f, 0.99f,
-1.0f, 1.0f, 0.99f
};
u32 index_data[] = { 0, 1, 2, 3 };
u32 vbo;
u32 ibo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER,
sizeof(vertex_data),
vertex_data,
GL_STATIC_DRAW);
glVertexAttribPointer(res[RES_GRADIENT_VERTEX_MODELSPACE],
3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(res[RES_GRADIENT_VERTEX_MODELSPACE]);
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
sizeof(index_data),
index_data,
GL_STATIC_DRAW);
}
/////////////////////////////////////////////////////////////
// color picker program
/////////////////////////////////////////////////////////////
{
if (!load_program(&ures[RES_COLOR_PICKER_PROG],
"shaders/simple_vertex_shader.glsl",
"shaders/color_picker_fragment_shader.glsl")) {
platform_debug_print("Error loading GL program");
PANIC("could not load shaders for color picker.");
}
glGenVertexArrays(1,&ures[RES_COLOR_PICKER_VAO_RECT]);
glBindVertexArray(ures[RES_COLOR_PICKER_VAO_RECT]);
res[RES_COLOR_PICKER_HSV] =
glGetUniformLocation(ures[RES_COLOR_PICKER_PROG], "hsv");
res[RES_COLOR_PICKER_MIN_P] =
glGetUniformLocation(ures[RES_COLOR_PICKER_PROG], "min_p");
res[RES_COLOR_PICKER_MAX_P] =
glGetUniformLocation(ures[RES_COLOR_PICKER_PROG], "max_p");
res[RES_COLOR_PICKER_TRANSFORM] =
glGetUniformLocation(ures[RES_COLOR_PICKER_PROG], "transform");
res[RES_COLOR_PICKER_VERTEX_MODELSPACE] =
glGetAttribLocation(ures[RES_COLOR_PICKER_PROG], "vertex_modelspace");
GLfloat vertex_data[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
-0.5f, 0.5f, 0.0f
};
u32 index_data[] = { 0, 1, 2, 3 };
u32 vbo;
u32 ibo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER,
sizeof(vertex_data),
vertex_data,
GL_STATIC_DRAW);
glVertexAttribPointer(res[RES_COLOR_PICKER_VERTEX_MODELSPACE],
3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(res[RES_COLOR_PICKER_VERTEX_MODELSPACE]);
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
sizeof(index_data),
index_data,
GL_STATIC_DRAW);
}
/////////////////////////////////////////////////////////////
// solid particles program
/////////////////////////////////////////////////////////////
{
if (!load_program(&ures[RES_SOLID_PARTICLES_PROG],
"shaders/simple_particle_vertex_shader.glsl",
"shaders/simple_particle_fragment_shader.glsl")) {
platform_debug_print("Error loading GL program");
assert_(false);
}
glGenVertexArrays(1,&ures[RES_SOLID_PARTICLES_VAO_RECT]);
glBindVertexArray(ures[RES_SOLID_PARTICLES_VAO_RECT]);
res[RES_SOLID_PARTICLES_VERTEX_MODELSPACE] =
glGetAttribLocation(ures[RES_SOLID_PARTICLES_PROG], "modelspace");
res[RES_SOLID_PARTICLES_CENTER] =
glGetAttribLocation(ures[RES_SOLID_PARTICLES_PROG], "center");
res[RES_SOLID_PARTICLES_SCALING] =
glGetAttribLocation(ures[RES_SOLID_PARTICLES_PROG], "scaling");
res[RES_SOLID_PARTICLES_DRAW_COLOR] =
glGetAttribLocation(ures[RES_SOLID_PARTICLES_PROG], "draw_color");
res[RES_SOLID_PARTICLES_VIEW_TRANSFORM] =
glGetUniformLocation(ures[RES_SOLID_PARTICLES_PROG], "view_transform");
res[RES_SOLID_PARTICLES_LIGHTING] =
glGetUniformLocation(ures[RES_SOLID_PARTICLES_PROG], "lighting");
GLfloat vertex_data[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
-0.5f, 0.5f, 0.0f
};
u32 index_data[] = { 0, 1, 2, 3 };
u32 vbo;
u32 ibo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER,
sizeof(vertex_data),
vertex_data,
GL_STATIC_DRAW);
glVertexAttribPointer(res[RES_SOLID_PARTICLES_VERTEX_MODELSPACE],
3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(res[RES_SOLID_PARTICLES_VERTEX_MODELSPACE]);
glGenBuffers(1, &ures[RES_SOLID_PARTICLES_CENTER_BUFFER]);
glBindBuffer(GL_ARRAY_BUFFER,
ures[RES_SOLID_PARTICLES_CENTER_BUFFER]);
glBufferData(GL_ARRAY_BUFFER,
MAX_PARTICLES * sizeof(f32) * 4,
0,
GL_STREAM_DRAW);
glVertexAttribPointer(res[RES_SOLID_PARTICLES_CENTER],
4, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(res[RES_SOLID_PARTICLES_CENTER]);
glVertexAttribDivisor(res[RES_SOLID_PARTICLES_CENTER], 1);
glGenBuffers(1, &ures[RES_SOLID_PARTICLES_SCALING_BUFFER]);
glBindBuffer(GL_ARRAY_BUFFER,
ures[RES_SOLID_PARTICLES_SCALING_BUFFER]);
glBufferData(GL_ARRAY_BUFFER,
MAX_PARTICLES * sizeof(f32) * 2,
0,
GL_STREAM_DRAW);
glVertexAttribPointer(res[RES_SOLID_PARTICLES_SCALING],
2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(res[RES_SOLID_PARTICLES_SCALING]);
glVertexAttribDivisor(res[RES_SOLID_PARTICLES_SCALING], 1);
glGenBuffers(1, &ures[RES_SOLID_PARTICLES_DRAW_COLOR_BUFFER]);
glBindBuffer(GL_ARRAY_BUFFER,
ures[RES_SOLID_PARTICLES_DRAW_COLOR_BUFFER]);
glBufferData(GL_ARRAY_BUFFER,
MAX_PARTICLES * sizeof(f32) * 4,
0,
GL_STREAM_DRAW);
glVertexAttribPointer(res[RES_SOLID_PARTICLES_DRAW_COLOR],
4, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(res[RES_SOLID_PARTICLES_DRAW_COLOR]);
glVertexAttribDivisor(res[RES_SOLID_PARTICLES_DRAW_COLOR], 1);
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
sizeof(index_data),
index_data,
GL_STATIC_DRAW);
}
/////////////////////////////////////////////////////////////
// texture program
/////////////////////////////////////////////////////////////
{
if (!load_program(&ures[RES_TEXTURES_PROG],
"shaders/texture_vertex_shader.glsl",
"shaders/texture_fragment_shader.glsl")) {
platform_debug_print("Error loading GL program");
assert_(false);
}
glGenVertexArrays(1,&ures[RES_TEXTURES_VAO_RECT]);
glBindVertexArray(ures[RES_TEXTURES_VAO_RECT]);
res[RES_TEXTURES_VERTEX_MODELSPACE] =
glGetAttribLocation(ures[RES_TEXTURES_PROG], "vertex_modelspace");
res[RES_TEXTURES_VERTEX_UV] =
glGetAttribLocation(ures[RES_TEXTURES_PROG], "vertex_uv");
res[RES_TEXTURES_TRANSFORM] =
glGetUniformLocation(ures[RES_TEXTURES_PROG], "texture_transform");
res[RES_TEXTURES_UV_TRANSFORM] =
glGetUniformLocation(ures[RES_TEXTURES_PROG], "uv_transform");
res[RES_TEXTURES_SAMPLER] =
glGetUniformLocation(ures[RES_TEXTURES_PROG], "texture_sampler");
res[RES_TEXTURES_TINT] =
glGetUniformLocation(ures[RES_TEXTURES_PROG], "tint");
res[RES_TEXTURES_LIGHTING] =
glGetUniformLocation(ures[RES_TEXTURES_PROG], "lighting");
res[RES_TEXTURES_TEXTURE_ID] =
glGetUniformLocation(ures[RES_TEXTURES_PROG], "texture_id_in");
GLfloat vertex_data[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
-0.5f, 0.5f, 0.0f
};
GLfloat uv_data[] = {
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f
};
u32 index_data[] = { 0, 1, 2, 3 };
u32 vbo;
u32 uv_vbo;
u32 ibo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER,
sizeof(vertex_data),
vertex_data,
GL_STATIC_DRAW);
glEnableVertexAttribArray(res[RES_TEXTURES_VERTEX_MODELSPACE]);
glVertexAttribPointer(res[RES_TEXTURES_VERTEX_MODELSPACE],
3, GL_FLOAT, GL_FALSE, 0, 0);
glGenBuffers(1, &uv_vbo);
glBindBuffer(GL_ARRAY_BUFFER, uv_vbo);
glBufferData(GL_ARRAY_BUFFER,
sizeof(uv_data),
uv_data,
GL_STATIC_DRAW);
glEnableVertexAttribArray(res[RES_TEXTURES_VERTEX_UV]);
glVertexAttribPointer(res[RES_TEXTURES_VERTEX_UV],
2, GL_FLOAT, GL_FALSE, 0, 0);
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
sizeof(index_data),
index_data,
GL_STATIC_DRAW);
}
/////////////////////////////////////////////////////////////
// solids program
/////////////////////////////////////////////////////////////
gl_program_ solids_program;
glGenVertexArrays(1,&solids_program.vaos[GL_VAO_RECT]);
glBindVertexArray(solids_program.vaos[GL_VAO_RECT]);
if (!load_program(&solids_program.id,
"shaders/simple_vertex_shader.glsl",
"shaders/simple_fragment_shader.glsl")) {
platform_debug_print("Error loading GL program");
assert_(false);
}
solids_program.attribs[GL_ATTRIB_VERTEX_MODELSPACE] =
glGetAttribLocation(solids_program.id, "vertex_modelspace");
GLfloat solids_rect_vertex_data[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
-0.5f, 0.5f, 0.0f
};
u32 solids_rect_index_data[] = { 0, 1, 2, 3 };
u32 rect_vbo;
u32 rect_ibo;
u32 circle_vbo;
u32 circle_ibo;
glGenBuffers(1, &rect_vbo);
glBindBuffer(GL_ARRAY_BUFFER, rect_vbo);
glBufferData(GL_ARRAY_BUFFER,
sizeof(solids_rect_vertex_data),
solids_rect_vertex_data,
GL_STATIC_DRAW);
glVertexAttribPointer(solids_program.attribs[GL_ATTRIB_VERTEX_MODELSPACE],
3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(solids_program.attribs[GL_ATTRIB_VERTEX_MODELSPACE]);
glGenBuffers(1, &rect_ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rect_ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
sizeof(solids_rect_index_data),
solids_rect_index_data,
GL_STATIC_DRAW);
glGenVertexArrays(1,&solids_program.vaos[GL_VAO_CIRCLE]);
glBindVertexArray(solids_program.vaos[GL_VAO_CIRCLE]);
u32 circle_index_data[25] = {0};
GLfloat circle_vertex_data[ARRAY_SIZE(circle_index_data) * 3] = {0};
circle_index_data[0] = 0;
circle_vertex_data[0] = 0.0f;
circle_vertex_data[1] = 0.0f;
circle_vertex_data[2] = 0.0f;
i32 len = (i32)ARRAY_SIZE(circle_index_data);
f32 angle = f2PI / ((f32)len - 2);
for (int i = 1; i < len; ++i) {
circle_vertex_data[i*3] = sin(angle * (f32)(i-1));
circle_vertex_data[i*3 + 1] = cos(angle * (f32)(i-1));
circle_vertex_data[i*3 + 2] = 0.0f;
circle_index_data[i] = (u32)i;
}
glGenBuffers(1, &circle_vbo);
glBindBuffer(GL_ARRAY_BUFFER, circle_vbo);
glBufferData(GL_ARRAY_BUFFER,
sizeof(circle_vertex_data),
circle_vertex_data,
GL_STATIC_DRAW);
glVertexAttribPointer(solids_program.attribs[GL_ATTRIB_VERTEX_MODELSPACE],
3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(solids_program.attribs[GL_ATTRIB_VERTEX_MODELSPACE]);
glGenBuffers(1, &circle_ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, circle_ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
sizeof(circle_index_data),
circle_index_data,
GL_STATIC_DRAW);
solids_program.uniforms[GL_UNIFORM_MAIN_TRANSFORM] =
glGetUniformLocation(solids_program.id, "transform");
solids_program.uniforms[GL_UNIFORM_DRAW_COLOR] =
glGetUniformLocation(solids_program.id, "draw_color");
solids_program.uniforms[GL_UNIFORM_LIGHTING] =
glGetUniformLocation(solids_program.id, "lighting");
result.programs[GL_PROG_SOLIDS] = solids_program;
return result;
}
frame_buffer_ default_frame_buffer(i32 width, i32 height) {
frame_buffer_ result;
result.width = width;
result.height = height;
result.id = 0;
result.texture = 0;
return result;
}
frame_buffer_ create_frame_buffer(i32 width, i32 height) {
frame_buffer_ result;
result.width = width;
result.height = height;
glGenFramebuffers(1, &result.id);
glBindFramebuffer(GL_FRAMEBUFFER, result.id);
u32 texture_id_map;
glGenRenderbuffers(1, &texture_id_map);
glBindRenderbuffer(GL_RENDERBUFFER, texture_id_map);
glRenderbufferStorage(GL_RENDERBUFFER,
GL_DEPTH_COMPONENT,
width,
height);
glBindTexture(GL_TEXTURE_2D, texture_id_map);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_R32I,
width,
height,
0,
GL_RED_INTEGER,
GL_UNSIGNED_INT,
0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT1,
GL_TEXTURE_2D,
texture_id_map,
0);
glGenTextures(1, &result.texture);
glBindTexture(GL_TEXTURE_2D, result.texture);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
width,
height,
0,
GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8,
0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
result.texture,
0);
u32 depth_buffer;
glGenRenderbuffers(1, &depth_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, depth_buffer);
glRenderbufferStorage(GL_RENDERBUFFER,
GL_DEPTH_COMPONENT,
width,
height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER,
depth_buffer);
return result;
}
tex2 load_image(char* filename) {
tex2 result;
stbi_set_flip_vertically_on_load(true);
platform_read_entire_file_result_ file = platform_read_entire_file(filename);
i32 x;
i32 y;
i32 n;
i32 num_channels = 4;
u8* bitmap = stbi_load_from_memory(file.contents,
file.content_size,
&x,
&y,
&n,
num_channels);
result.pixels = (u32*)bitmap;
result.width = x;
result.height = y;
result.pitch = x;
glGenTextures(1, &result.texture_id);
glBindTexture(GL_TEXTURE_2D, result.texture_id);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
result.width,
result.height,
0,
GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8_REV,
(void*)result.pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
return result;
}
font_spec_ load_font(char* font_file_name, f32 pixel_height) {
font_spec_ result;
tex2 texture;
platform_read_entire_file_result_ file =
platform_read_entire_file(font_file_name);
texture.width = 1024;
texture.height = 1024;
texture.pitch = 1024;
texture.pixels = (u32*)malloc((size_t)texture.width * (size_t)texture.height * sizeof(u32));
u8* bitmap = (u8*)malloc((size_t)texture.width * (size_t)texture.height * sizeof(u8));
stbtt_BakeFontBitmap(file.contents,
0,
pixel_height,
bitmap,
texture.width,
texture.height,
32,
ARRAY_SIZE(result.baked_chars),
result.baked_chars);
for (i32 i = 0; i < texture.height; ++i) {
for (i32 j = 0; j < texture.width; ++j) {
texture.pixels[i * texture.width + j] =
0xffffff00 | bitmap[(texture.height - i - 1) * texture.width + j];
}
}
platform_free_file_memory(file.contents);
free(bitmap);
glGenTextures(1, &texture.texture_id);
glBindTexture(GL_TEXTURE_2D, texture.texture_id);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
texture.width,
texture.height,
0,
GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8,
(void*)texture.pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
result.texture = texture;
return result;
}
// this is really inefficient and is only for internal tools
glyph_spec_ load_glyph(char* font_file_name, char c, f32 pixel_height) {
glyph_spec_ result;
tex2 texture;
stbtt_fontinfo font;
platform_read_entire_file_result_ file =
platform_read_entire_file(font_file_name);
i32 width;
i32 height;
i32 xoff;
i32 yoff;
stbtt_InitFont(&font, file.contents, stbtt_GetFontOffsetForIndex(file.contents,0));
f32 scale = stbtt_ScaleForPixelHeight(&font, pixel_height);
u8* bitmap = stbtt_GetCodepointBitmap(&font,
0,
scale,
c,
&width,
&height,
&xoff,
&yoff);
result.hotspot = v2 {(f32)xoff, (f32)height-yoff};
i32 advance_width;
i32 left_side_bearing;
stbtt_GetCodepointHMetrics(&font, c, &advance_width, &left_side_bearing);
result.advance_width = scale * (f32)advance_width;
result.left_side_bearing = scale * (f32)left_side_bearing;
platform_free_file_memory(file.contents);
texture.width = width;
texture.height = height;
texture.pitch = width;
texture.pixels = (u32*)malloc((size_t)width * (size_t)height * sizeof(u32));
for (i32 i = 0; i < height; ++i) {
for (i32 j = 0; j < width; ++j) {
texture.pixels[i * width + j] = 0xffffff00 | bitmap[(height - i - 1) * width + j];
}
}
glGenTextures(1, &texture.texture_id);
glBindTexture(GL_TEXTURE_2D, texture.texture_id);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
texture.width,
texture.height,
0,
GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8,
(void*)texture.pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
stbtt_FreeBitmap(bitmap, 0);
result.texture = texture;
return result;
}
tex2 load_bmp(char* filename, i32 scaling) {
tex2 result = {};
platform_read_entire_file_result_ file = platform_read_entire_file(filename);
assert_(file.contents);
if (file.contents) {
bitmap_header_* header = (bitmap_header_*)file.contents;
assert_(header->compression == 3);
assert_(header->width > 0);
assert_(header->height > 0);
result.width = header->width * scaling;
result.pitch = result.width;
result.height = header->height * scaling;
result.pixels = (u32*)malloc((size_t)result.width * (size_t)result.height * sizeof(u32));
u32 red_mask = header->red_mask;
u32 blue_mask = header->blue_mask;
u32 green_mask = header->green_mask;
u32 alpha_mask = ~(red_mask | green_mask | blue_mask);
i32 red_shift = find_least_significant_set_bit(red_mask);
i32 green_shift = find_least_significant_set_bit(green_mask);
i32 blue_shift = find_least_significant_set_bit(blue_mask);
i32 alpha_shift = find_least_significant_set_bit(alpha_mask);
assert_(red_shift >= 0);
assert_(green_shift >= 0);
assert_(blue_shift >= 0);
assert_(alpha_shift >= 0) ;
u32* input = (u32*)(file.contents + header->bitmap_offset);
u32* output = result.pixels;
i32 width = header->width * scaling;
for (int i = 0; i < header->height; ++i) {
for (int j = 0; j < header->width; ++j) {
u32 color = input[i*header->width + j];
color = (((color & alpha_mask) >> alpha_shift) << 0) |
(((color & red_mask) >> red_shift) << 24) |
(((color & green_mask) >> green_shift) << 16) |
(((color & blue_mask) >> blue_shift) << 8);
for (int k = 0; k < scaling; ++k) {
for (int l = 0; l < scaling; ++l) {
output[(i * scaling + k)*width + (j * scaling) + l] = color;
}
}
}
}
glGenTextures(1, &result.texture_id);
glBindTexture(GL_TEXTURE_2D, result.texture_id);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
result.width,
result.height,
0,
GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8,
(void*)output);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
return result;
}
render_object_* push_circle(render_group_* render_group,
color_ color,
v2 center,
f32 radius,
f32 z,
b32 parallax) {
i32 i = render_group->objects.push_unassigned();
render_object_* obj = render_group->objects.at(i);
obj->type = RENDER_TYPE_CIRCLE;
obj->render_circle.color = color;
obj->render_circle.center = center;
obj->render_circle.radius = radius;
obj->z = z;
return obj;
}
render_object_* push_rect(render_group_* render_group,
color_ color,
v2 center,
v2 diagonal,
f32 orientation,
f32 z,
b32 parallax) {
i32 i = render_group->objects.push_unassigned();
render_object_* obj = render_group->objects.at(i);
obj->type = RENDER_TYPE_RECT;
obj->render_rect.color = color;
obj->render_rect.center = center;
obj->render_rect.diagonal = diagonal;
obj->render_rect.orientation = orientation;
obj->render_rect.parallax = parallax;
obj->z = z;
return obj;
}
render_object_* push_color_picker(render_group_* render_group,
v3 hsv,
rect r) {
i32 i = render_group->objects.push_unassigned();
render_object_* obj = render_group->objects.at(i);
obj->type = RENDER_TYPE_COLOR_PICKER;
obj->render_color_picker.hsv = hsv;
obj->render_color_picker.center = 0.5f * (r.max + r.min);
obj->render_color_picker.diagonal = (r.max - r.min);
obj->parallax = 0.0f;
obj->z = 0.0f;
return obj;
}
render_object_* push_rect_outline(render_group_* render_group,
color_ color,
v2 center,
v2 diagonal,
f32 orientation,
f32 z,
b32 parallax) {
i32 i = render_group->objects.push_unassigned();
render_object_* obj = render_group->objects.at(i);
obj->type = RENDER_TYPE_RECT_OUTLINE;
obj->render_rect.color = color;
obj->render_rect.center = center;
obj->render_rect.diagonal = diagonal;
obj->render_rect.orientation = orientation;
obj->render_rect.parallax = parallax;
obj->z = z;
return obj;
}
render_object_* push_texture(render_group_* render_group,
v2 center,
v2 hotspot,
f32 pixel_size,
tex2 texture,
rect_i source_rect,
rgba_ tint,
f32 orientation,
f32 z,
b32 parallax) {
i32 i = render_group->objects.push_unassigned();
render_object_* obj = render_group->objects.at(i);
obj->type = RENDER_TYPE_TEXTURE;
obj->render_texture.texture = texture;
obj->render_texture.source_rect = source_rect;
obj->render_texture.pixel_size = pixel_size;
obj->render_texture.center = center;
obj->render_texture.hotspot = hotspot;
obj->render_texture.orientation = orientation;
obj->z = z;
obj->render_texture.parallax = parallax;
obj->render_texture.tint = tint;
return obj;
}
void swap_render_objs(render_object_* a, render_object_* b) {
render_object_ tmp = *a;
*a = *b;
*b = tmp;
}
void sort_render_objects(vec<render_object_> objs) {
TIMED_FUNC();
// sort our render objects by z
const i32 quicksort_max_stack_size = 1024;
i32 si = 0;
tuple2<i32,i32> stack[quicksort_max_stack_size];
stack[si++] = {0, objs.count};
while (si) {
tuple2<i32,i32> current = stack[--si];
if (current.second - current.first <= 1) {
continue;
}
i32 pivot = current.first;
i32 left = current.first;
i32 right = current.second - 1;
render_object_ pivot_val = objs[pivot];
f32 pivot_z = pivot_val.z;
while (left < right) {
while (left < current.second && (objs[left]).z >= pivot_z) { ++left; }
while ((objs[right]).z < pivot_z) { --right; }
if (left < right && left < current.second) {
swap_render_objs(objs.at(left), objs.at(right));
}
}
objs[current.first] = objs[right];
objs[right] = pivot_val;
pivot = right;
stack[si++] = {current.first, pivot};
stack[si++] = {pivot + 1, current.second};
}
}
void draw_gl_rect(gl_program_* program,
camera_ camera,
render_rect_ rect,
f32 z) {
TIMED_FUNC();
// our base rect is simply a square at the origin with sides of length 1.0f,
// transform that square to get our draw rect
m4x4 model_rotate = get_rotation_matrix_4x4(rect.orientation);
m4x4 model_scale = identity_4x4();
m4x4 model_translate = identity_4x4();
//scale
model_scale.r1.c1 = rect.diagonal.x;