#include #include #include "client/rendering/Engine.h" #include "client/rendering/wrapper/GLFWWrapper.h" #include "client/rendering/wrapper/GLWrapper.h" #include "client/rendering/Renderer.h" #include "client/math/Plane.h" Engine::Engine(Shaders& shaders, Framebuffers& fb, Camera& camera, const WindowSize& size, RenderSettings& renderSettings) : shaders(shaders), fb(fb), camera(camera), size(size), renderSettings(renderSettings), frustum(60.0f, 0.1f, 80.0f) { rectangle.add( {-1, -1, 0, 0, 0, 0, 0, 0}); rectangle.add( {1, 1, 0, 1, 1, 0, 0, 0}); rectangle.add( {-1, 1, 0, 0, 1, 0, 0, 0}); rectangle.add( {-1, -1, 0, 0, 0, 0, 0, 0}); rectangle.add( {1, -1, 0, 1, 0, 0, 0, 0}); rectangle.add( {1, 1, 0, 1, 1, 0, 0, 0}); rectangle.build(); } void Engine::renderTick(float lag, const Game& game) { camera.update(lag); updateWorldProjection(); updateWorldView(); if(renderSettings.shadows) { renderShadow(lag, game); } renderWorld(lag, game); if(renderSettings.ssao) { renderSSAO(); } renderPostWorld(); renderTextOverlay(lag, game); } void Engine::renderShadow(float lag, const Game& game) { fb.shadow.bind(); GLWrapper::enableDepthTesting(); shaders.shadow.use(); worldShadowProjView.set(worldShadowProj).mul(worldShadowView); shaders.shadow.setMatrix("projView", worldShadowProjView.getValues()); Renderer renderer(shaders.shadow, model); game.renderWorld(lag, renderer); } void Engine::renderWorld(float lag, const Game& game) { fb.world.bind(); GLWrapper::enableDepthTesting(); shaders.world.use(); Matrix rWorldShadowProjView; rWorldShadowProjView.translate(0.5f, 0.5f, 0.5f).scale(0.5f).mul(worldShadowProjView); shaders.world.setMatrix("projViewShadow", rWorldShadowProjView.getValues()); shaders.world.setMatrix("proj", worldProj.getValues()); shaders.world.setMatrix("view", worldView.getValues()); model.clear(); shaders.world.setMatrix("model", model.get().getValues()); fb.shadow.bindDepthTexture(1); shaders.world.setInt("shadows", renderSettings.shadows); shaders.world.setFloat("radius", renderSettings.testRadius); shaders.world.setFloat("bias", renderSettings.testBias); Renderer renderer(shaders.world, model); game.renderWorld(lag, renderer); } void Engine::renderSSAO() { shaders.ssao.use(); Matrix rProj; rProj.translate(0.5f, 0.5f, 0.5f).scale(0.5f).mul(worldProj); shaders.ssao.setMatrix("proj", rProj.getValues()); shaders.ssao.setInt("width", size.width); shaders.ssao.setInt("height", size.height); fb.world.bindPositionTexture(0); fb.world.bindNormalTexture(1); fb.world.bindColorTexture(2); fb.world.bindDepthTexture(3); ssaoNoise.bind(4); fb.ssao.bind(); rectangle.draw(); shaders.ssaoBlur.use(); fb.ssao.bindRedTexture(0); fb.ssaoBlur.bind(); rectangle.draw(); } void Engine::renderPostWorld() { GLWrapper::prepareMainFramebuffer(); shaders.postWorld.use(); fb.world.bindColorTexture(0); fb.ssaoBlur.bindRedTexture(1); fb.world.bindRedTexture(2); fb.world.bindNormalTexture(3); shaders.postWorld.setInt("ssao", renderSettings.ssao); shaders.postWorld.setInt("shadows", renderSettings.shadows); rectangle.draw(); } void Engine::renderTextOverlay(float lag, const Game& game) { GLWrapper::disableDepthTesting(); shaders.text.use(); Matrix m; shaders.text.setMatrix("proj", m.getValues()); m.translate(-1.0f, 1.0f, 0.0f).scale(2.0f / size.width, -2.0f / size.height, 1.0f); shaders.text.setMatrix("view", m.getValues()); model.clear(); model.get().scale(2.0f, 2.0f, 2.0f); shaders.text.setMatrix("model", model.get().getValues()); GLWrapper::enableBlending(); Renderer renderer(shaders.text, model); game.renderTextOverlay(lag, renderer, fontRenderer); GLWrapper::disableBlending(); } void Engine::updateWorldProjection() { frustum.setProjection(worldProj, size.width, size.height); if(!renderSettings.shadows) { return; } // http://cgvr.informatik.uni-bremen.de/teaching/cg_literatur/lighthouse3d_view_frustum_culling/index.html const float fovY = 60.0f; const float nearClip = 0.1f; const float farClip = 80.0f; float tan = tanf((0.5f * fovY) * M_PI / 180.0f); float aspect = (float) size.width / size.height; float closeFarClip = 16; float nearHigh = tan * nearClip; float nearWidth = nearHigh * aspect; float farHigh = tan * closeFarClip; float farWidth = farHigh * aspect; Vector farCenter = camera.getPosition(); farCenter.addMul(camera.getBack(), -closeFarClip); Vector farTopLeft = farCenter; farTopLeft.addMul(camera.getRight(), -farWidth).addMul(camera.getUp(), farHigh); Vector farBottomLeft = farCenter; farBottomLeft.addMul(camera.getRight(), -farWidth).addMul(camera.getUp(), -farHigh); Vector farTopRight = farCenter; farTopRight.addMul(camera.getRight(), farWidth).addMul(camera.getUp(), farHigh); Vector farBottomRight = farCenter; farBottomRight.addMul(camera.getRight(), farWidth).addMul(camera.getUp(), -farHigh); Vector nearCenter = camera.getPosition(); nearCenter.addMul(camera.getBack(), -nearClip); Vector nearTopLeft = nearCenter; nearTopLeft.addMul(camera.getRight(), -nearWidth).addMul(camera.getUp(), nearHigh); Vector nearBottomLeft = nearCenter; nearBottomLeft.addMul(camera.getRight(), -nearWidth).addMul(camera.getUp(), -nearHigh); Vector nearTopRight = nearCenter; nearTopRight.addMul(camera.getRight(), nearWidth).addMul(camera.getUp(), nearHigh); Vector nearBottomRight = nearCenter; nearBottomRight.addMul(camera.getRight(), nearWidth).addMul(camera.getUp(), -nearHigh); Vector light(-0.280166, -0.573576, -0.769751); Vector lightLeft = light; lightLeft.cross(0.0f, 1.0f, 0.0f); Vector lightUp = lightLeft; lightUp.cross(light); Plane plane; plane.set(Vector(), light, lightUp); float f[8]; f[0] = plane.getSignedDistance(farTopLeft); f[1] = plane.getSignedDistance(farBottomLeft); f[2] = plane.getSignedDistance(farTopRight); f[3] = plane.getSignedDistance(farBottomRight); f[4] = plane.getSignedDistance(nearTopLeft); f[5] = plane.getSignedDistance(nearBottomLeft); f[6] = plane.getSignedDistance(nearTopRight); f[7] = plane.getSignedDistance(nearBottomRight); float min = FLT_MAX; float max = -FLT_MAX; for(uint i = 0; i < 8; i++) { if(f[i] < min) { min = f[i]; } if(f[i] > max) { max = f[i]; } } float lightWidth = max - min; plane.set(Vector(), light, lightLeft); f[0] = plane.getSignedDistance(farTopLeft); f[1] = plane.getSignedDistance(farBottomLeft); f[2] = plane.getSignedDistance(farTopRight); f[3] = plane.getSignedDistance(farBottomRight); f[4] = plane.getSignedDistance(nearTopLeft); f[5] = plane.getSignedDistance(nearBottomLeft); f[6] = plane.getSignedDistance(nearTopRight); f[7] = plane.getSignedDistance(nearBottomRight); min = FLT_MAX; max = -FLT_MAX; for(uint i = 0; i < 8; i++) { if(f[i] < min) { min = f[i]; } if(f[i] > max) { max = f[i]; } } float lightHeight = max - min; // not the real center, but good guess renderSettings.testOrthoCenter = nearCenter; renderSettings.testOrthoCenter.addMul(camera.getBack(), -closeFarClip * 0.5f); if(renderSettings.ortho) { worldProj.setToIdentity(); worldProj.set(0, 2.0f / lightWidth); worldProj.set(5, 2.0f / lightHeight); worldProj.set(10, -2.0f / (farClip - nearClip)); } worldShadowProj.setToIdentity(); worldShadowProj.set(0, 2.0f / lightWidth); worldShadowProj.set(5, 2.0f / lightHeight); worldShadowProj.set(10, -2.0f / (farClip - nearClip)); } void Engine::updateWorldView() { Vector right = camera.getRight(); Vector up = camera.getUp(); Vector back = camera.getBack(); Vector pos = camera.getPosition(); if(renderSettings.ortho) { right.set(0.939693f, 0.0f, -0.34202f); back.set(0.280166f, 0.573576f, 0.769751f); up.set(-0.196175f, 0.819152f, -0.538986f); pos = renderSettings.testOrthoCenter; } worldView.set(0, right.getX()); worldView.set(1, up.getX()); worldView.set(2, back.getX()); worldView.set(4, right.getY()); worldView.set(5, up.getY()); worldView.set(6, back.getY()); worldView.set(8, right.getZ()); worldView.set(9, up.getZ()); worldView.set(10, back.getZ()); worldView.set(12, right.dotInverse(pos)); worldView.set(13, up.dotInverse(pos)); worldView.set(14, back.dotInverse(pos)); if(!renderSettings.shadows) { return; } right.set(0.939693f, 0.0f, -0.34202f); back.set(0.280166f, 0.573576f, 0.769751f); up.set(-0.196175f, 0.819152f, -0.538986f); pos = renderSettings.testOrthoCenter; worldShadowView.set(0, right.getX()); worldShadowView.set(1, up.getX()); worldShadowView.set(2, back.getX()); worldShadowView.set(4, right.getY()); worldShadowView.set(5, up.getY()); worldShadowView.set(6, back.getY()); worldShadowView.set(8, right.getZ()); worldShadowView.set(9, up.getZ()); worldShadowView.set(10, back.getZ()); worldShadowView.set(12, right.dotInverse(pos)); worldShadowView.set(13, up.dotInverse(pos)); worldShadowView.set(14, back.dotInverse(pos)); }