Engine.cpp 5.2 KB

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