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

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14 KiB

#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 "../system/platform.h"
#include "../system/config_vars.h"
#include "scene.h"
#include "event.h"
#include "debug_vars.h"
#include "gui_game.h"
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <assert.h>
static void renderer_on_framebuffer_size_changed(const struct Event* event);
void renderer_init(struct Renderer* renderer)
{
assert(renderer);
glClearColor(0.3f, 0.6f, 0.9f, 1.0f);
glEnable(GL_MULTISAMPLE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
struct Game_State* game_state = game_state_get();
event_manager_subscribe(game_state->event_manager, EVT_WINDOW_RESIZED, &renderer_on_framebuffer_size_changed);
struct Hashmap* cvars = game_state->cvars;
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");
renderer->debug_shader = shader_create("debug.vert", "debug.frag", NULL);
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_render(struct Renderer* renderer, struct Scene* scene)
{
struct Game_State* game_state = game_state_get();
struct Camera* active_camera = &scene->cameras[scene->active_camera_index];
int num_rendered = 0, num_culled = 0, num_indices = 0;
int width = 0, height = 0;
window_get_drawable_size(game_state->window, &width, &height);
glViewport(0, 0, width, height);
GL_CHECK(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glClearColor(active_camera->clear_color.x,
active_camera->clear_color.y,
active_camera->clear_color.z,
active_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 j = 0; j < MAX_SCENE_LIGHTS; j++)
{
struct Light* light = &scene->lights[j]; /* TODO: Cull lights according to camera frustum */
if(!(light->base.flags & EF_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_forward(&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, TO_RADIANS(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, TO_RADIANS(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 sent as a uniform and 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(&active_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, &active_camera->view_mat));
for(int j = 0; j < MAX_MATERIAL_REGISTERED_STATIC_MESHES; j++)
{
if(!material->registered_static_meshes[j] || (material->registered_static_meshes[j]->base.flags & EF_SKIP_RENDER)) 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 */
int intersection = bv_intersect_frustum_box(&active_camera->frustum, &mesh->base.derived_bounding_box);
if(intersection == IT_INSIDE || intersection == IT_INTERSECT)
{
num_indices += geometry->indices_length;
num_rendered++;
}
else
{
num_culled++;
continue;
}
/* 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_VEC2: GL_CHECK(shader_set_uniform(material->model_params[k].type, material->model_params[k].location, &mesh->model.material_params[k].val_vec2)); 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, &active_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, &active_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 */
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();
}
debug_vars_show_int("Rendered", num_rendered);
debug_vars_show_int("Culled", num_culled);
debug_vars_show_int("Num Indices", num_indices);
/* Debug Render */
if(renderer->settings.debug_draw_enabled)
{
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
shader_bind(renderer->debug_shader);
{
static mat4 mvp;
shader_set_uniform_vec4(renderer->debug_shader, "debug_color", &renderer->settings.debug_draw_color);
for(int i = 0; i < MAX_SCENE_STATIC_MESHES; i++)
{
struct Static_Mesh* mesh = &scene->static_meshes[i];
if(!(mesh->base.flags & EF_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, renderer->settings.debug_draw_mode);
}
}
shader_unbind();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
//Editor related rendering
if(game_state->game_mode == GAME_MODE_EDITOR)
{
editor_render(game_state->editor, active_camera);
}
//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();
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(game_state->gui_editor, NK_ANTI_ALIASING_ON);
gui_render(game_state->gui_game->gui, NK_ANTI_ALIASING_ON);
}
void renderer_cleanup(struct Renderer* renderer)
{
for(int i = 0; i < MAT_MAX; i++)
{
material_reset(&renderer->materials[i]);
}
im_cleanup();
sprite_batch_remove(renderer->sprite_batch);
free(renderer->sprite_batch);
}
void renderer_on_framebuffer_size_changed(const struct Event* event)
{
int width = event->window_resize.width;
int height = event->window_resize.height;
struct Scene* scene = game_state_get()->scene;
float aspect = (float)width / (float)height;
for(int i = 0; i < MAX_SCENE_CAMERAS; i++)
{
struct Camera* viewer = &scene->cameras[i];
if(viewer->resizeable)
{
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(struct Renderer* renderer, bool enabled)
{
renderer->settings.debug_draw_mode = enabled;
}