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