Engine.cpp 5.1 KB

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  1. #include "client/rendering/Engine.h"
  2. #include "gaming-core/wrapper/GL.h"
  3. #include "client/rendering/Renderer.h"
  4. Engine::Engine(Shaders& shaders, Framebuffers& fb, const Size& size, RenderSettings& renderSettings) :
  5. shaders(shaders), framebuffers(fb), size(size), renderSettings(renderSettings), frustum(60.0f, 0.1f, 1000.0f, size) {
  6. rectangle.add(Triangle(
  7. Vertex(Vector3(-1.0f, -1.0f, 0.0f), Vector2(0, 0.0f)),
  8. Vertex(Vector3(1.0f, 1.0f, 0.0f), Vector2(1.0f, 1.0f)),
  9. Vertex(Vector3(-1.0f, 1.0f, 0.0f), Vector2(0.0f, 1.0f))));
  10. rectangle.add(Triangle(
  11. Vertex(Vector3(-1.0f, -1.0f, 0.0f), Vector2(0, 0.0f)),
  12. Vertex(Vector3(1.0f, -1.0f, 0.0f), Vector2(1.0f, 0.0f)),
  13. Vertex(Vector3(1.0f, 1.0f, 0.0f), Vector2(1.0f, 1.0f))));
  14. rectangle.build();
  15. }
  16. void Engine::renderTick(float lag, Game& game) {
  17. updateWorldProjection();
  18. updateWorldView();
  19. if(renderSettings.shadows) {
  20. renderShadow(lag, game);
  21. }
  22. renderWorld(lag, game);
  23. if(renderSettings.ssao) {
  24. renderSSAO();
  25. }
  26. renderPostWorld();
  27. renderTextOverlay(lag, game);
  28. }
  29. void Engine::renderShadow(float lag, Game& game) {
  30. framebuffers.shadow.bindAndClear();
  31. GL::enableDepthTesting();
  32. shaders.shadow.use();
  33. worldShadowProjView = worldShadowProj;
  34. worldShadowProjView *= worldShadowView;
  35. shaders.shadow.setMatrix("projView", worldShadowProjView.getValues());
  36. model.clear();
  37. shaders.shadow.setMatrix("model", model.peek().getValues());
  38. Renderer renderer(shaders.shadow, model, worldView);
  39. game.renderWorld(lag, renderer);
  40. }
  41. void Engine::renderWorld(float lag, Game& game) {
  42. framebuffers.world.bindAndClear();
  43. GL::enableDepthTesting();
  44. shaders.world.use();
  45. Matrix rWorldShadowProjView;
  46. rWorldShadowProjView.scale(0.5f).translate(Vector3(0.5f, 0.5f, 0.5f));
  47. rWorldShadowProjView *= worldShadowProjView;
  48. shaders.world.setMatrix("projViewShadow", rWorldShadowProjView.getValues());
  49. shaders.world.setMatrix("proj", worldProj.getValues());
  50. worldView = Matrix();
  51. shaders.world.setMatrix("view", worldView.getValues());
  52. model.clear();
  53. shaders.world.setMatrix("model", model.peek().getValues());
  54. framebuffers.shadow.bindTextureTo(0, 1);
  55. shaders.world.setInt("shadows", renderSettings.shadows);
  56. shaders.world.setFloat("radius", renderSettings.testRadius);
  57. shaders.world.setFloat("zbias", renderSettings.testBias);
  58. Renderer renderer(shaders.world, model, worldView);
  59. game.renderWorld(lag, renderer);
  60. }
  61. void Engine::renderSSAO() {
  62. shaders.ssao.use();
  63. Matrix rProj;
  64. rProj.scale(0.5f).translate(Vector3(0.5f, 0.5f, 0.5f));
  65. rProj *= worldProj;
  66. shaders.ssao.setMatrix("proj", rProj.getValues());
  67. shaders.ssao.setInt("width", size.width);
  68. shaders.ssao.setInt("height", size.height);
  69. framebuffers.world.bindTextureTo(0, 0);
  70. framebuffers.world.bindTextureTo(4, 1);
  71. ssaoNoise.bindTo(2);
  72. framebuffers.ssao.bindAndClear();
  73. rectangle.draw();
  74. shaders.ssaoBlur.use();
  75. framebuffers.ssao.bindTextureTo(0, 0);
  76. framebuffers.ssaoBlur.bindAndClear();
  77. rectangle.draw();
  78. }
  79. void Engine::renderPostWorld() {
  80. GL::bindMainFramebuffer();
  81. GL::clearFramebuffer();
  82. shaders.postWorld.use();
  83. framebuffers.world.bindTextureTo(2, 0);
  84. framebuffers.ssaoBlur.bindTextureTo(0, 1);
  85. framebuffers.world.bindTextureTo(3, 2);
  86. framebuffers.world.bindTextureTo(1, 3);
  87. shaders.postWorld.setInt("ssao", renderSettings.ssao);
  88. shaders.postWorld.setInt("shadows", renderSettings.shadows);
  89. rectangle.draw();
  90. }
  91. void Engine::renderTextOverlay(float lag, Game& game) {
  92. GL::disableDepthTesting();
  93. shaders.text.use();
  94. Matrix m;
  95. shaders.text.setMatrix("proj", m.getValues());
  96. m.scale(Vector3(2.0f / size.width, -2.0f / size.height, 1.0f)).translate(Vector3(-1.0f, 1.0f, 0.0f));
  97. shaders.text.setMatrix("view", m.getValues());
  98. model.clear();
  99. shaders.text.setMatrix("model", model.peek().getValues());
  100. GL::enableBlending();
  101. Renderer renderer(shaders.text, model, m);
  102. game.renderTextOverlay(lag, renderer, fontRenderer);
  103. GL::disableBlending();
  104. }
  105. void Engine::updateWorldProjection() {
  106. worldProj = frustum.updateProjection();
  107. if(!renderSettings.shadows) {
  108. return;
  109. }
  110. worldShadowProj.set(0, Vector4(2.0f / 40.0f, 0.0f, 0.0f, 0.0f));
  111. worldShadowProj.set(1, Vector4(0.0f, 2.0f / 30.0f, 0.0f, 0.0f));
  112. worldShadowProj.set(2, Vector4(0.0f, 0.0f, -2.0f / (1000.0f - 0.1f), 0.0f));
  113. worldShadowProj.set(3, Vector4(0.0f, 0.0f, 0.0f, 1.0f));
  114. }
  115. void Engine::updateWorldView() {
  116. if(!renderSettings.shadows) {
  117. return;
  118. }
  119. Vector3 right(0.939693f, 0.0f, -0.34202f);
  120. Vector3 back(0.280166f, 0.573576f, 0.769751f);
  121. Vector3 up(-0.196175f, 0.819152f, -0.538986f);
  122. Vector3 center(16.0f, 24.0f, 24.0f);
  123. worldShadowView.set(0, Vector4(right[0], right[1], right[2], right.dot(-center)));
  124. worldShadowView.set(1, Vector4(up[0], up[1], up[2], up.dot(-center)));
  125. worldShadowView.set(2, Vector4(back[0], back[1], back[2], back.dot(-center)));
  126. worldShadowView.set(3, Vector4(0.0f, 0.0f, 0.0f, 1.0f));
  127. }