Engine.cpp 5.4 KB

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  1. #include "client/rendering/Engine.h"
  2. #include "client/rendering/ShaderMatrix.h"
  3. #include "gaming-core/wrapper/GL.h"
  4. Engine::Engine(Shaders& shaders, Framebuffers& fb, const Size& size,
  5. RenderSettings& renderSettings, Game& game)
  6. : shaders(shaders), framebuffers(fb), lastSize(size), size(size),
  7. renderSettings(renderSettings), game(game),
  8. frustum(60.0f, 0.1f, 1000.0f, size) {
  9. TypedBuffer<Triangle> buffer(2);
  10. buffer.add(
  11. Triangle(Vertex(Vector3(-1.0f, -1.0f, 0.0f), Vector2(0, 0.0f)),
  12. Vertex(Vector3(1.0f, 1.0f, 0.0f), Vector2(1.0f, 1.0f)),
  13. Vertex(Vector3(-1.0f, 1.0f, 0.0f), Vector2(0.0f, 1.0f))));
  14. buffer.add(
  15. Triangle(Vertex(Vector3(-1.0f, -1.0f, 0.0f), Vector2(0, 0.0f)),
  16. Vertex(Vector3(1.0f, -1.0f, 0.0f), Vector2(1.0f, 0.0f)),
  17. Vertex(Vector3(1.0f, 1.0f, 0.0f), Vector2(1.0f, 1.0f))));
  18. rectangle.build(buffer);
  19. }
  20. void Engine::render(float lag) {
  21. if(size.width != lastSize.width || size.height != lastSize.height) {
  22. GL::setViewport(size.width, size.height);
  23. framebuffers.resize(size);
  24. lastSize = size;
  25. }
  26. GL::printError("loop error");
  27. updateWorldProjection();
  28. updateWorldView();
  29. if(renderSettings.shadows) {
  30. renderShadow(lag);
  31. }
  32. renderWorld(lag);
  33. if(renderSettings.ssao) {
  34. renderSSAO();
  35. }
  36. renderPostWorld();
  37. renderOverlay(lag);
  38. }
  39. void Engine::tick() {
  40. game.tick();
  41. }
  42. bool Engine::isRunning() const {
  43. return game.isRunning();
  44. }
  45. void Engine::renderShadow(float lag) {
  46. framebuffers.shadow.bindAndClear();
  47. GL::enableDepthTesting();
  48. shaders.shadow.use();
  49. worldShadowProjView = worldShadowProj;
  50. worldShadowProjView *= worldShadowView;
  51. shaders.shadow.setMatrix("projView", worldShadowProjView.getValues());
  52. model.clear();
  53. shaders.shadow.setMatrix("model", model.peek().getValues());
  54. ShaderMatrix sm(shaders.shadow, model, worldView);
  55. game.renderWorld(lag, sm);
  56. }
  57. void Engine::renderWorld(float lag) {
  58. framebuffers.world.bindAndClear();
  59. GL::enableDepthTesting();
  60. shaders.world.use();
  61. Matrix rWorldShadowProjView;
  62. rWorldShadowProjView.scale(0.5f).translate(Vector3(0.5f, 0.5f, 0.5f));
  63. rWorldShadowProjView *= worldShadowProjView;
  64. shaders.world.setMatrix("projViewShadow", rWorldShadowProjView.getValues());
  65. shaders.world.setMatrix("proj", worldProj.getValues());
  66. worldView = Matrix();
  67. shaders.world.setMatrix("view", worldView.getValues());
  68. model.clear();
  69. shaders.world.setMatrix("model", model.peek().getValues());
  70. framebuffers.shadow.bindTextureTo(0, 1);
  71. shaders.world.setInt("shadows", renderSettings.shadows);
  72. shaders.world.setFloat("radius", renderSettings.testRadius);
  73. shaders.world.setFloat("zbias", renderSettings.testBias);
  74. ShaderMatrix sm(shaders.world, model, worldView);
  75. game.renderWorld(lag, sm);
  76. }
  77. void Engine::renderSSAO() {
  78. shaders.ssao.use();
  79. Matrix rProj;
  80. rProj.scale(0.5f).translate(Vector3(0.5f, 0.5f, 0.5f));
  81. rProj *= worldProj;
  82. shaders.ssao.setMatrix("proj", rProj.getValues());
  83. shaders.ssao.setInt("width", size.width);
  84. shaders.ssao.setInt("height", size.height);
  85. framebuffers.world.bindTextureTo(0, 0);
  86. framebuffers.world.bindTextureTo(4, 1);
  87. ssaoNoise.bindTo(2);
  88. framebuffers.ssao.bindAndClear();
  89. rectangle.draw();
  90. shaders.ssaoBlur.use();
  91. framebuffers.ssao.bindTextureTo(0, 0);
  92. framebuffers.ssaoBlur.bindAndClear();
  93. rectangle.draw();
  94. }
  95. void Engine::renderPostWorld() {
  96. GL::bindMainFramebuffer();
  97. GL::clear();
  98. shaders.postWorld.use();
  99. framebuffers.world.bindTextureTo(2, 0);
  100. framebuffers.ssaoBlur.bindTextureTo(0, 1);
  101. framebuffers.world.bindTextureTo(3, 2);
  102. framebuffers.world.bindTextureTo(1, 3);
  103. shaders.postWorld.setInt("ssao", renderSettings.ssao);
  104. shaders.postWorld.setInt("shadows", renderSettings.shadows);
  105. rectangle.draw();
  106. }
  107. void Engine::renderOverlay(float lag) {
  108. GL::disableDepthTesting();
  109. shaders.overlay.use();
  110. Matrix m;
  111. m.scale(Vector3(2.0f / size.width, -2.0f / size.height, 1.0f))
  112. .translate(Vector3(-1.0f, 1.0f, 0.0f));
  113. shaders.overlay.setMatrix("view", m.getValues());
  114. model.clear();
  115. shaders.overlay.setMatrix("model", model.peek().getValues());
  116. GL::enableBlending();
  117. ShaderMatrix sm(shaders.overlay, model, m);
  118. game.renderOverlay(lag, sm, renderer);
  119. GL::disableBlending();
  120. }
  121. void Engine::updateWorldProjection() {
  122. worldProj = frustum.updateProjection();
  123. if(!renderSettings.shadows) {
  124. return;
  125. }
  126. worldShadowProj.set(0, Vector4(2.0f / 40.0f, 0.0f, 0.0f, 0.0f));
  127. worldShadowProj.set(1, Vector4(0.0f, 2.0f / 30.0f, 0.0f, 0.0f));
  128. worldShadowProj.set(2, Vector4(0.0f, 0.0f, -2.0f / (1000.0f - 0.1f), 0.0f));
  129. worldShadowProj.set(3, Vector4(0.0f, 0.0f, 0.0f, 1.0f));
  130. }
  131. void Engine::updateWorldView() {
  132. if(!renderSettings.shadows) {
  133. return;
  134. }
  135. Vector3 right(0.939693f, 0.0f, -0.34202f);
  136. Vector3 back(0.280166f, 0.573576f, 0.769751f);
  137. Vector3 up(-0.196175f, 0.819152f, -0.538986f);
  138. Vector3 center(16.0f, 24.0f, 24.0f);
  139. worldShadowView.set(
  140. 0, Vector4(right[0], right[1], right[2], right.dot(-center)));
  141. worldShadowView.set(1, Vector4(up[0], up[1], up[2], up.dot(-center)));
  142. worldShadowView.set(2,
  143. Vector4(back[0], back[1], back[2], back.dot(-center)));
  144. worldShadowView.set(3, Vector4(0.0f, 0.0f, 0.0f, 1.0f));
  145. }