#include #include #include #include #include #include #include #include #include "common/utils/Types.h" #include "client/GameClient.h" #include "client/input/Keys.h" #include "client/input/MouseButtons.h" #include "client/rendering/Shader.h" #include "client/rendering/FontRenderer.h" #include "client/rendering/Mesh.h" #include "client/rendering/Framebuffer.h" #include "client/Utils.h" #include "client/math/Camera.h" #include "client/math/Matrix.h" #include "client/math/Plane.h" #include "client/math/MatrixStack.h" #include "client/Game.h" #include "rendering/NoiseTexture.h" struct InternGameClient { ~InternGameClient() { if(window != nullptr) { glfwDestroyWindow(window); } if(glfwInitDone) { glfwTerminate(); } } bool glfwInitDone = false; GLFWwindow* window = nullptr; }; static const u64 NANOS_PER_TICK = 50000000; static const float lagFactor = 1.0f / NANOS_PER_TICK; static u64 timeFactor = 1; static int width = 0; static int height = 0; static bool resize = false; static float fovY = 60.0f; static float nearClip = 0.1f; static float farClip = 80.0f; static InternGameClient client; static Keys keys; static MouseButtons mButtons; static bool useSSAO = false; static float testRadius = 0.0005; static float testBias = 0.000025; static bool ortho = false; static Vector testOrthoCenter; struct Shaders { Shaders() : world("resources/shader/worldVertex.vs", "resources/shader/worldFragment.fs"), ssao("resources/shader/ssaoVertex.vs", "resources/shader/ssaoFragment.fs"), ssaoBlur("resources/shader/ssaoBlurVertex.vs", "resources/shader/ssaoBlurFragment.fs"), shadow("resources/shader/worldShadowVertex.vs", "resources/shader/worldShadowFragment.fs"), postWorld("resources/shader/worldPostVertex.vs", "resources/shader/worldPostFragment.fs"), text("resources/shader/textVertex.vs", "resources/shader/textFragment.fs") { worldProj.set(11, -1.0f); worldProj.set(15, 0.0f); } Shader world; Shader ssao; Shader ssaoBlur; Shader shadow; Shader postWorld; Shader text; bool once = true; Matrix worldProj; Matrix worldView; Matrix worldShadowProj; Matrix worldShadowView; Matrix worldShadowProjView; bool isValid() const { return world.isValid() && ssao.isValid() && ssaoBlur.isValid() && shadow.isValid() && postWorld.isValid() && text.isValid(); } void updateWorldProjection(const Camera& cam) { float tan = tanf((0.5f * fovY) * M_PI / 180.0f); float q = 1.0f / tan; float aspect = (float) width / height; worldProj.setToIdentity(); worldProj.set(11, -1.0f); worldProj.set(15, 0.0f); worldProj.set(0, q / aspect); worldProj.set(5, q); worldProj.set(10, (nearClip + farClip) / (nearClip - farClip)); worldProj.set(14, (2.0f * nearClip * farClip) / (nearClip - farClip)); // http://cgvr.informatik.uni-bremen.de/teaching/cg_literatur/lighthouse3d_view_frustum_culling/index.html float closeFarClip = 4; float nearHigh = tan * nearClip; float nearWidth = nearHigh * aspect; float farHigh = tan * closeFarClip; float farWidth = farHigh * aspect; Vector farCenter = cam.getPosition(); farCenter.addMul(cam.getFront(), closeFarClip); Vector farTopLeft = farCenter; farTopLeft.addMul(cam.getLeft(), farWidth); farTopLeft.addMul(cam.getUp(), farHigh); Vector farBottomLeft = farCenter; farBottomLeft.addMul(cam.getLeft(), farWidth); farBottomLeft.addMul(cam.getDown(), farHigh); Vector farTopRight = farCenter; farTopRight.addMul(cam.getRight(), farWidth); farTopRight.addMul(cam.getUp(), farHigh); Vector farBottomRight = farCenter; farBottomRight.addMul(cam.getRight(), farWidth); farBottomRight.addMul(cam.getDown(), farHigh); Vector nearCenter = cam.getPosition(); nearCenter.addMul(cam.getFront(), nearClip); Vector nearTopLeft = nearCenter; nearTopLeft.addMul(cam.getLeft(), nearWidth); nearTopLeft.addMul(cam.getUp(), nearHigh); Vector nearBottomLeft = nearCenter; nearBottomLeft.addMul(cam.getLeft(), nearWidth); nearBottomLeft.addMul(cam.getDown(), nearHigh); Vector nearTopRight = nearCenter; nearTopRight.addMul(cam.getRight(), nearWidth); nearTopRight.addMul(cam.getUp(), nearHigh); Vector nearBottomRight = nearCenter; nearBottomRight.addMul(cam.getRight(), nearWidth); nearBottomRight.addMul(cam.getDown(), 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); //std::cout << "-------------------------\n"; 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; //std::cout << lightWidth << "\n"; 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; //std::cout << "\n" << max << " - " << min << " " << lightHeight << "\n"; // not the real center, but good guess testOrthoCenter = nearCenter; testOrthoCenter.addMul(cam.getFront(), closeFarClip * 0.5f); if(ortho) { worldProj.setToIdentity(); worldProj.set(0, 2.0f / lightWidth); worldProj.set(5, 2.0f / lightHeight); worldProj.set(10, -2.0f / (farClip - nearClip)); } if(once) { worldShadowProj.setToIdentity(); worldShadowProj.set(0, 2.0f / lightWidth); worldShadowProj.set(5, 2.0f / lightHeight); worldShadowProj.set(10, -2.0f / (farClip - nearClip)); } } void updateWorldView(Camera& cam) { Vector right = cam.getRight(); Vector up = cam.getUp(); Vector back = cam.getBack(); Vector pos = cam.getPosition(); if(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 = 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(once) { // lengthAngle = 20; widthAngle = 35; 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 = testOrthoCenter; //once = false; 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)); //} } }; struct Framebuffers { Framebuffers(u32 w, u32 h) : world(w, h, Framebuffer::POSITION | Framebuffer::NORMAL | Framebuffer::COLOR | Framebuffer::RED | Framebuffer::DEPTH24_STENCIL8, 0), ssao(w, h, Framebuffer::RED, 0), ssaoBlur(w, h, Framebuffer::RED, 0), shadow(w, h, Framebuffer::DEPTH24_STENCIL8, 0 /*GL_LEQUAL*/) { } void resize(u32 w, u32 h) const { world.resize(w, h); ssao.resize(w, h); ssaoBlur.resize(w, h); shadow.resize(w, h); } bool isValid() const { return world.isValid() && ssao.isValid() && ssaoBlur.isValid(); } Framebuffer world; Framebuffer ssao; Framebuffer ssaoBlur; Framebuffer shadow; }; struct InternGame { InternGame() : ssaoNoise(4, 4) { 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(); } Game game; Camera cam; MatrixStack model; FontRenderer fontRenderer; NoiseTexture ssaoNoise; Mesh rectangle; }; static u64 getTimeNanos() { return glfwGetTimerValue() * timeFactor; } static bool initGLFW() { client.glfwInitDone = glfwInit(); if(!client.glfwInitDone) { std::cout << "could not initialize GLFW\n"; return true; } timeFactor = 1000000000 / glfwGetTimerFrequency(); return false; } static bool initWindow(int w, int h, const char* windowName) { width = w; height = h; glfwDefaultWindowHints(); glfwWindowHint(GLFW_VISIBLE, 0); glfwWindowHint(GLFW_RESIZABLE, 1); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); client.window = glfwCreateWindow(width, height, windowName, nullptr, nullptr); if(client.window == nullptr) { std::cout << "could not create window\n"; return true; } glfwMakeContextCurrent(client.window); glfwSwapInterval(1); return false; } static bool initGLEW() { GLenum err = glewInit(); if(err != GLEW_OK) { std::cout << "could not initialize GLEW: " << glewGetErrorString(err) << "\n"; return true; } std::cout << "using GLEW " << glewGetString(GLEW_VERSION) << "\n"; return false; } static void initCallbacks() { // GLFWwindow* w, int key, int scancode, int action, int mod glfwSetKeyCallback(client.window, [](GLFWwindow*, int key, int, int action, int) { if(action == GLFW_PRESS) { keys.press(key); } else if(action == GLFW_RELEASE) { keys.release(key); } }); // GLFWwindow* w, int button, int action, int mods glfwSetMouseButtonCallback(client.window, [](GLFWwindow*, int button, int action, int) { if(action == GLFW_PRESS) { mButtons.press(button); } else if(action == GLFW_RELEASE) { mButtons.release(button); } }); // GLFWwindow* w, double xpos, double ypos glfwSetCursorPosCallback(client.window, [](GLFWwindow*, double x, double y) { mButtons.move(x, y); }); // GLFWwindow* w, int width, int height glfwSetFramebufferSizeCallback(client.window, [](GLFWwindow*, int w, int h) { glViewport(0, 0, w, h); width = w; height = h; resize = true; }); } static void tick(InternGame& game) { keys.tick(); mButtons.tick(); game.game.tick(keys, mButtons, game.cam); if(keys.test5.getDownTime() == 1) { ortho = !ortho; } if(keys.test.isDown()) { //ortho = !ortho; testRadius /= 0.95f; } if(keys.test2.isDown()) { testRadius *= 0.95f; } if(keys.test3.isDown()) { testBias /= 0.95f; } if(keys.test4.isDown()) { testBias *= 0.95f; } mButtons.postTick(); } static void renderShadow(float lag, Shaders& shaders, InternGame& game, Framebuffers& fb) { fb.shadow.bind(); glEnable(GL_DEPTH_TEST); shaders.shadow.use(); shaders.worldShadowProjView = shaders.worldShadowProj; shaders.worldShadowProjView.mul(shaders.worldShadowView); shaders.shadow.setMatrix("projView", shaders.worldShadowProjView.getValues()); //glEnable(GL_CULL_FACE); //glCullFace(GL_FRONT); game.game.renderWorld(lag, game.model, shaders.shadow); //glCullFace(GL_BACK); } static void renderWorld(float lag, Shaders& shaders, InternGame& game, Framebuffers& fb) { fb.world.bind(); glEnable(GL_DEPTH_TEST); shaders.world.use(); Matrix rWorldShadowProjView; rWorldShadowProjView.translate(0.5f, 0.5f, 0.5f); rWorldShadowProjView.scale(0.5f, 0.5f, 0.5f); rWorldShadowProjView.mul(shaders.worldShadowProjView); shaders.world.setMatrix("projViewShadow", rWorldShadowProjView.getValues()); shaders.world.setMatrix("proj", shaders.worldProj.getValues()); shaders.world.setMatrix("view", shaders.worldView.getValues()); game.model.clear(); shaders.world.setMatrix("model", game.model.get().getValues()); fb.shadow.bindDepthTexture(1); shaders.world.setFloat("radius", testRadius); shaders.world.setFloat("bias", testBias); game.game.renderWorld(lag, game.model, shaders.world); } static void renderSSAO(Shaders& shaders, InternGame& game, Framebuffers& fb) { // ssao shaders.ssao.use(); Matrix rProj; rProj.translate(0.5f, 0.5f, 0.5f); rProj.scale(0.5f, 0.5f, 0.5f); rProj.mul(shaders.worldProj); shaders.ssao.setMatrix("proj", rProj.getValues()); shaders.ssao.setInt("width", width); shaders.ssao.setInt("height", height); fb.world.bindPositionTexture(0); fb.world.bindNormalTexture(1); fb.world.bindColorTexture(2); fb.world.bindDepthTexture(3); game.ssaoNoise.bind(4); fb.ssao.bind(); game.rectangle.draw(); // ssao blur shaders.ssaoBlur.use(); fb.ssao.bindRedTexture(0); fb.ssaoBlur.bind(); game.rectangle.draw(); } static void renderPostWorld(Shaders& shaders, InternGame& game, Framebuffers& fb) { glBindFramebuffer(GL_FRAMEBUFFER, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); shaders.postWorld.use(); fb.world.bindColorTexture(0); fb.ssaoBlur.bindRedTexture(1); fb.world.bindRedTexture(2); fb.world.bindNormalTexture(3); shaders.postWorld.setInt("useSSAO", useSSAO); game.rectangle.draw(); } static u64 last = 0; static u64 sum = 0; static u64 tindex = 0; static std::array values; static void renderTextOverlay(float lag, Shaders& shaders, InternGame& game) { glDisable(GL_DEPTH_TEST); shaders.text.use(); Matrix m; shaders.text.setMatrix("proj", m.getValues()); m.translate(-1.0f, 1.0f, 0.0f); m.scale(2.0f / width, -2.0f / height, 1.0f); shaders.text.setMatrix("view", m.getValues()); game.model.clear(); game.model.get().scale(2.0f, 2.0f, 2.0f); shaders.text.setMatrix("model", game.model.get().getValues()); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); char buffer[50]; snprintf(buffer, 50, "FPS: %f %f %f", 128000000000.0f / sum, testRadius, testBias); game.fontRenderer.drawString(20, 20, buffer); game.game.renderTextOverlay(lag, game.model, shaders.text, game.fontRenderer); glDisable(GL_BLEND); } static void renderTick(float lag, Shaders& shaders, InternGame& game, Framebuffers& fb) { u64 current = getTimeNanos(); sum -= values[tindex]; values[tindex] = current - last; sum += values[tindex]; last = current; tindex = (tindex + 1) & (127); if(resize) { fb.resize(width, height); resize = false; } game.cam.update(lag); shaders.updateWorldProjection(game.cam); shaders.updateWorldView(game.cam); renderShadow(lag, shaders, game, fb); renderWorld(lag, shaders, game, fb); if(useSSAO) { renderSSAO(shaders, game, fb); } renderPostWorld(shaders, game, fb); renderTextOverlay(lag, shaders, game); } static void loop() { Shaders shaders; if(!shaders.isValid()) { return; } Framebuffers fb(width, height); if(!fb.isValid()) { return; } InternGame game; last = getTimeNanos(); u64 lastTime = getTimeNanos(); u64 lag = 0; while(!glfwWindowShouldClose(client.window)) { renderTick(lag * lagFactor, shaders, game, fb); glfwSwapBuffers(client.window); u64 newTime = getTimeNanos(); lag += newTime - lastTime; lastTime = newTime; while(lag >= NANOS_PER_TICK) { lag -= NANOS_PER_TICK; tick(game); } glfwPollEvents(); } } void GameClient::start(int w, int h, const char* windowName) { if(initGLFW() || initWindow(w, h, windowName) || initGLEW()) { return; } initCallbacks(); glfwShowWindow(client.window); loop(); }