Mercurial > hg > forks > gldragon
annotate dmglrender.cpp @ 107:2b30217a3c39 default tip
Fix verbose build echos.
author | Matti Hamalainen <ccr@tnsp.org> |
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date | Thu, 29 Feb 2024 21:48:47 +0200 |
parents | 50a69d327b4f |
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rev | line source |
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Move the OpenGL rendering, setup etc. into a separate module/class, perhaps
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1 // |
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2 // GLDragon - OpenGL PLY model viewer / simple benchmark |
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3 // -- OpenGL rendering of DMSimpleScene |
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4 // Programmed and designed by Matti 'ccr' Hämäläinen <ccr@tnsp.org> |
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5 // (C) Copyright 2019 Tecnic Software productions (TNSP) |
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6 // |
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7 // See file "COPYING" for license information. |
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8 // |
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9 #include "dmglrender.h" |
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10 #include <GL/glu.h> |
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11 |
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12 |
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13 #define DM_GLEXT_INIT(extproctype, extprocname) extproctype extprocname = NULL; |
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14 #include "dmglexts.h" |
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15 #undef DM_GLEXT_INIT |
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16 |
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17 |
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18 static void dmGLCheckExtension(const std::string &name, bool &status) |
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19 { |
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20 if (!SDL_GL_ExtensionSupported(name.c_str())) |
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21 { |
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22 status = false; |
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23 dmMsg(" - '%s' NOT supported.\n", |
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24 name.c_str()); |
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25 } |
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26 } |
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27 |
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28 |
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29 static void * dmGLGetProcAddr(const std::string &name) |
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30 { |
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31 void *ptr = SDL_GL_GetProcAddress(name.c_str()); |
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32 |
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33 if (ptr == NULL) |
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34 dmMsg(" - '%s' NOT supported.\n"); |
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35 |
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36 return ptr; |
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37 } |
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38 |
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39 |
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40 static void * dmGLExtInit(const std::string &name, bool &status) |
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41 { |
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42 void *ptr; |
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43 bool ok = |
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44 (ptr = dmGLGetProcAddr(name)) != NULL || |
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45 (ptr = dmGLGetProcAddr(name + "EXT")) != NULL || |
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46 (ptr = dmGLGetProcAddr(name + "ARB")) != NULL; |
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47 |
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48 if (!ok) |
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49 status = false; |
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50 |
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51 return ptr; |
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52 } |
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53 |
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54 |
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55 static bool dmCompileShader(const GLenum stype, const std::string &src, GLuint &shader) |
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56 { |
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57 GLint status; |
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58 const char *tmp = src.c_str(); |
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59 |
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60 shader = glCreateShader(stype); |
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61 glShaderSource(shader, 1, &tmp, 0); |
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62 glCompileShader(shader); |
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63 |
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64 glGetShaderiv(shader, GL_COMPILE_STATUS, &status); |
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65 if (status == GL_TRUE) |
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66 return true; |
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67 else |
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68 { |
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69 GLint bufLen = 0; |
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70 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &bufLen); |
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71 |
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72 if (bufLen > 0) |
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73 { |
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74 char *buf = new char[bufLen]; |
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75 glGetShaderInfoLog(shader, bufLen, NULL, buf); |
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76 dmError("Shader compilation error:\n%s\n", |
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77 buf); |
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78 delete[] buf; |
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79 } |
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80 else |
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81 { |
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82 dmError("Shader compilation error occured, but no error information got.\n"); |
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83 } |
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84 return false; |
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85 } |
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86 } |
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87 |
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88 |
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89 bool DMGLSimpleRenderer::checkErrors(void) |
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90 { |
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91 bool ok = true; |
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92 GLenum err; |
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93 while ((err = glGetError()) != GL_NO_ERROR) |
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94 { |
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95 dmError("OpenGL error code: 0x%x (%d)\n", err); |
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96 ok = false; |
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97 } |
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98 return ok; |
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99 } |
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100 |
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101 |
63
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102 bool DMGLSimpleRenderer::initRenderer1(const char *title, |
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103 const int width, const int height, |
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104 const int sdlWindowHPos, const int sdlWindowVPos, |
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105 const int sdlFlags) |
62
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106 { |
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107 // Set GL attributes |
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108 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); |
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109 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); |
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110 SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); |
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111 |
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112 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); |
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113 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); |
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114 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); |
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115 SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8); |
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116 |
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117 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); |
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118 //SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32); |
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119 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); |
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120 |
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121 // Attempt to create a window |
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122 if (!DMSimpleRenderer::initRenderer1( |
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123 title, |
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124 width, height, |
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125 sdlWindowHPos, sdlWindowVPos, |
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126 sdlFlags | SDL_WINDOW_OPENGL)) |
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127 return false; |
62
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128 |
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129 // Create OpenGL context |
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130 if ((sdlGLContext = SDL_GL_CreateContext(sdlWindow)) == NULL) |
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131 { |
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132 dmError("Unable to create SDL OpenGL context: %s\n", |
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133 SDL_GetError()); |
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134 return false; |
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135 } |
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136 |
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137 // If shaders are disabled, do not initialize OpenGL extensions |
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138 if (!useShaders) |
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139 return true; |
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140 |
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141 bool status = true; |
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142 dmMsg("Checking for required OpenGL extensions ..\n"); |
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143 |
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144 dmGLCheckExtension("GL_ARB_shader_objects", status); |
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145 dmGLCheckExtension("GL_ARB_shading_language_100", status); |
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146 dmGLCheckExtension("GL_ARB_vertex_shader", status); |
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147 dmGLCheckExtension("GL_ARB_fragment_shader", status); |
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148 if (!status) |
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149 { |
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150 dmError("One or more of the required OpenGL extensions not supported.\n"); |
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151 return false; |
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152 } |
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153 |
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154 #define DM_GLEXT_INIT(extproctype, extprocname) \ |
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155 extprocname = (extproctype) dmGLExtInit(#extprocname, status); |
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156 #include "dmglexts.h" |
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157 #undef DM_GLEXT_INIT |
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158 |
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159 return status; |
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160 } |
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161 |
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162 |
90 | 163 #define TWIDTH 8 |
164 #define THEIGHT 8 | |
165 static char texSrc8[TWIDTH * THEIGHT + 1] = | |
166 "..%##%.." | |
167 ".%####%." | |
168 "%#*..*#%" | |
169 "##....##" | |
170 "########" | |
171 "##....##" | |
172 "##....##" | |
173 "##....##"; | |
174 | |
91
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175 static Uint32 texSrc32[TWIDTH * THEIGHT]; |
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176 |
90 | 177 |
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178 bool DMGLSimpleRenderer::initRenderer2(void) |
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179 { |
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180 // Dump some information |
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181 dmMsg("GL_VENDOR : %s\n", glGetString(GL_VENDOR)); |
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182 dmMsg("GL_RENDERER : %s\n", glGetString(GL_RENDERER)); |
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183 dmMsg("GL_VERSION : %s\n", glGetString(GL_VERSION)); |
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184 |
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185 if (!checkErrors()) |
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186 return false; |
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187 |
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188 // Setup the window and view port |
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189 glViewport(0, 0, windowWidth, windowHeight); |
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190 |
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191 glMatrixMode(GL_PROJECTION); |
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192 glLoadIdentity(); |
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193 |
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194 gluPerspective(45.0f, GLfloat(windowWidth) / GLfloat(windowHeight), 0.1f, 1000.0f); |
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195 |
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196 glMatrixMode(GL_MODELVIEW); |
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197 glLoadIdentity(); |
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198 |
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199 // Enable back face culling |
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200 glEnable(GL_CULL_FACE); |
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201 |
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202 // Enable smooth shading |
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203 glShadeModel(GL_SMOOTH); |
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204 |
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205 // Enable the depth buffer |
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206 glEnable(GL_DEPTH_TEST); |
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207 |
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208 // Enable normal rescaling |
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209 glEnable(GL_RESCALE_NORMAL); |
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210 |
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211 glEnable(GL_COLOR_MATERIAL); |
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212 |
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213 // Setup depth buffer |
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214 glClearDepth(1.0f); |
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215 |
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216 // Set the depth buffer function |
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217 glDepthFunc(GL_LEQUAL); |
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218 |
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219 // Enable vertex and and normal arrays |
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220 glEnableClientState(GL_VERTEX_ARRAY); |
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221 glEnableClientState(GL_NORMAL_ARRAY); |
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222 |
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223 // Set correct perspective correction |
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224 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); |
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225 |
83
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226 |
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227 // Create texture bitmap |
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228 for (int yc = 0; yc < THEIGHT; yc++) |
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229 { |
90 | 230 Uint8 *dp8 = ((Uint8 *) texSrc8) + yc * TWIDTH; |
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231 Uint32 *dp32 = ((Uint32 *) texSrc32) + yc * TWIDTH; |
90 | 232 |
83
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233 for (int xc = 0; xc < TWIDTH; xc++) |
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234 { |
90 | 235 Uint8 col = dp8[xc]; |
83
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236 switch (col) |
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237 { |
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238 case '.': col = 0; break; |
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239 case '#': col = 255; break; |
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240 case '*': col = 128; break; |
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241 default: col = 192; break; |
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242 } |
90 | 243 dp8[xc] = col; |
91
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244 dp32[xc] = col | (col << 8) | (col << 16); |
83
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245 } |
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246 } |
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247 |
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248 // Upload to GPU texture |
90 | 249 glGenTextures(1, &tex8); |
250 glBindTexture(GL_TEXTURE_2D, tex8); | |
83
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251 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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252 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
90 | 253 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, TWIDTH, THEIGHT, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, texSrc8); |
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254 glBindTexture(GL_TEXTURE_2D, 0); |
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255 |
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256 glGenTextures(2, &tex32); |
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257 glBindTexture(GL_TEXTURE_2D, tex32); |
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258 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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260 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TWIDTH, THEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, texSrc32); |
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261 glBindTexture(GL_TEXTURE_2D, 0); |
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262 |
62
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263 return checkErrors(); |
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264 } |
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265 |
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266 |
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267 bool DMGLSimpleRenderer::compileModelShaders(DMModel &model) |
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268 { |
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269 if (useShaders) |
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270 { |
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271 GLuint id_fs, id_vs; |
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272 |
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273 if (!dmCompileShader(GL_FRAGMENT_SHADER, model.fragShaderStr, id_fs) || |
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274 !dmCompileShader(GL_VERTEX_SHADER, model.vertShaderStr, id_vs)) |
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275 return false; |
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276 |
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277 model.id_prog = glCreateProgram(); |
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278 glAttachShader(model.id_prog, id_fs); |
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279 glAttachShader(model.id_prog, id_vs); |
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280 glLinkProgram(model.id_prog); |
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281 glDeleteShader(id_fs); |
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282 glDeleteShader(id_vs); |
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283 } |
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284 return true; |
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285 } |
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286 |
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287 |
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288 void DMGLSimpleRenderer::shutdownRenderer(void) |
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289 { |
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290 if (sdlGLContext != NULL) |
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291 SDL_GL_DeleteContext(sdlGLContext); |
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292 |
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293 DMSimpleRenderer::shutdownRenderer(); |
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294 } |
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295 |
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296 |
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297 void DMGLSimpleRenderer::drawModel(const DMSimpleScene &scene, const DMModel &model, const float time) |
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298 { |
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299 int maxIndices; |
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300 |
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301 if (useShaders) |
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302 { |
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303 // Enable shader program |
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304 glUseProgram(model.id_prog); |
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305 glUniform1i(glGetUniformLocation(model.id_prog, "nlights"), scene.lights.size()); |
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306 glUniform1f(glGetUniformLocation(model.id_prog, "ftime"), time); |
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307 } |
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308 |
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309 // Set the material of the model |
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310 glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); |
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311 glMateriali(GL_FRONT, GL_SHININESS, model.material.shininess); |
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312 glMaterialfv(GL_FRONT, GL_SPECULAR, model.material.specular.values); |
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313 glColor4fv(model.material.diffuse.values); |
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314 |
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315 // Render the model |
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316 glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &maxIndices); |
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317 |
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318 // Add transforms |
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319 if (model.scaleSet) |
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320 glScalef(model.scale.x, model.scale.y, model.scale.z); |
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321 |
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322 if (model.translateSet) |
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323 glTranslatef(model.translate.x, model.translate.y, model.translate.z); |
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324 |
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325 if (model.rotateSet) |
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326 { |
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327 glRotatef(model.rotate.x, 1.0f, 0.0f, 0.0f); |
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328 glRotatef(model.rotate.y, 0.0f, 1.0f, 0.0f); |
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329 glRotatef(model.rotate.z, 0.0f, 0.0f, 1.0f); |
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330 } |
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331 |
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332 glVertexPointer(3, GL_FLOAT, 0, &model.vertices[0]); |
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333 glNormalPointer( GL_FLOAT, 0, &model.normals[0]); |
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334 |
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335 for (int n = 0; n < model.nfaces; n += maxIndices) |
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336 { |
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337 const int count = std::min(maxIndices, model.nfaces - n); |
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338 glDrawElements(GL_TRIANGLES, count * 3, GL_UNSIGNED_INT, &model.faces[n * 3]); |
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339 } |
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340 |
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341 // Restore |
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342 if (useShaders) |
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343 { |
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344 glUseProgram(0); |
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345 } |
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346 } |
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347 |
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348 |
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349 void DMGLSimpleRenderer::drawScene(const DMSimpleScene &scene, const float time) |
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350 { |
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351 float qx, qy, qw, qh; |
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352 |
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353 glClear(GL_DEPTH_BUFFER_BIT); |
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354 |
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355 glMatrixMode(GL_PROJECTION); |
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356 glPushMatrix(); |
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357 glLoadIdentity(); |
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358 |
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359 glOrtho(0.0, 1.0, 0.0, 1.0, -1, 1); |
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360 |
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361 glMatrixMode(GL_MODELVIEW); |
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362 glPushMatrix(); |
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363 glLoadIdentity(); |
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364 |
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365 // Draw the background gradient |
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366 glDisable(GL_DEPTH_TEST); |
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367 glDisable(GL_LIGHTING); |
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368 glBegin(GL_QUADS); |
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369 { |
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370 glColor3ub(0x3B, 0x3B, 0x75); |
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371 glVertex2f(0.0f, 0.0f); |
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372 glVertex2f(1.0f, 0.0f); |
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373 |
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374 glColor3ub(0x00, 0x00, 0x00); |
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375 glVertex2f(1.0f, 1.0f); |
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376 glVertex2f(0.0f, 1.0f); |
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377 } |
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378 glEnd(); |
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379 |
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380 // Draw texture #1 |
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381 glColor3ub(0xff, 0xff, 0xff); |
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382 |
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383 qh = 0.35f; |
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384 qw = qh * 0.6f; |
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385 qx = 0; |
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386 qy = 0; |
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387 |
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388 glEnable(GL_TEXTURE_2D); |
90 | 389 glBindTexture(GL_TEXTURE_2D, tex8); |
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390 glBegin(GL_QUADS); |
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391 glTexCoord2i(-1, 0); glVertex2f(qx , qy); |
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392 glTexCoord2i( 0, 0); glVertex2f(qx + qw, qy); |
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393 glTexCoord2i( 0, -1); glVertex2f(qx + qw, qy + qh); |
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394 glTexCoord2i(-1, -1); glVertex2f(qx , qy + qh); |
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395 glEnd(); |
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396 |
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397 // Draw texture #2 |
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398 qh = 0.25f; |
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399 qw = qh * 0.6f; |
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400 qx = 1.0f - qw; |
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401 qy = 1.0f - qh; |
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402 |
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403 glBindTexture(GL_TEXTURE_2D, tex32); |
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404 glBegin(GL_QUADS); |
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405 glTexCoord2i(-1, 0); glVertex2f(qx , qy); |
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406 glTexCoord2i( 0, 0); glVertex2f(qx + qw, qy); |
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407 glTexCoord2i( 0, -1); glVertex2f(qx + qw, qy + qh); |
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408 glTexCoord2i(-1, -1); glVertex2f(qx , qy + qh); |
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409 glEnd(); |
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410 glBindTexture(GL_TEXTURE_2D, 0); |
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411 glDisable(GL_TEXTURE_2D); |
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412 |
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413 // Restore the 3D projection |
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414 glMatrixMode(GL_PROJECTION); |
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415 glPopMatrix(); |
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416 |
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417 glMatrixMode(GL_MODELVIEW); |
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418 glPopMatrix(); |
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419 |
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420 glEnable(GL_DEPTH_TEST); |
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421 glEnable(GL_LIGHTING); |
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422 |
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423 // Draw models |
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424 glPushMatrix(); |
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425 glRotatef(time * 360.0, 0, 1, 0); |
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426 |
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427 for (const DMModel &model : scene.models) |
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428 { |
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429 glPushMatrix(); |
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430 drawModel(scene, model, time); |
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431 glPopMatrix(); |
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432 } |
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433 |
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434 glPopMatrix(); |
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435 } |
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436 |
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437 |
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438 bool DMGLSimpleRenderer::setupLight(const int n, DMLight &light) |
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439 { |
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440 glEnable(GL_LIGHT0 + n); |
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441 glLightfv(GL_LIGHT0 + n, GL_AMBIENT, light.color.ambient.values); |
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442 glLightfv(GL_LIGHT0 + n, GL_DIFFUSE, light.color.diffuse.values); |
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443 glLightfv(GL_LIGHT0 + n, GL_SPECULAR, light.color.specular.values); |
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444 glLightfv(GL_LIGHT0 + n, GL_POSITION, light.position.values); |
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445 return true; |
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446 } |
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447 |
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448 |
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449 bool DMGLSimpleRenderer::setupCamera(DMCamera &camera) |
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450 { |
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451 (void) camera; |
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452 |
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453 gluLookAt(0, 0.12, 0.24, 0, 0.12, 0, 0, 1, 0); |
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454 return true; |
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455 } |