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- #include "client/rendering/Engine.h"
- #include "client/Game.h"
- #include "client/rendering/Framebuffers.h"
- #include "client/rendering/Mesh.h"
- #include "client/rendering/NoiseTexture.h"
- #include "client/rendering/Shaders.h"
- #include "math/Frustum.h"
- #include "rendering/Window.h"
- #include "utils/Logger.h"
- #include "wrapper/GL.h"
- static Window window;
- static Shaders shaders;
- static Framebuffers framebuffers;
- static Size lastSize{0, 0};
- static Frustum frustum{60.0f, 0.1f, 1000.0f, window.getSize()};
- static MatrixStack<16> model;
- Renderer Engine::renderer;
- ShaderMatrix Engine::matrix{nullptr, model, nullptr};
- float Engine::lag = 0.0f;
- static NoiseTexture ssaoNoise;
- static Mesh rectangle;
- static Matrix worldProj;
- static Matrix worldView;
- static Matrix worldShadowProj;
- static Matrix worldShadowView;
- static Matrix worldShadowProjView;
- static bool useSsao = true;
- static bool useShadows = false;
- static float shadowRadius = 0.01f;
- static float shadowBias = 0.0002f;
- static bool running = true;
- static bool initRectangle() {
- if(rectangle.init()) {
- return true;
- }
- TypedBuffer<Triangle> buffer(2);
- buffer.add(
- Triangle(Vertex(Vector3(-1.0f, -1.0f, 0.0f), Vector2(0, 0.0f)),
- Vertex(Vector3(1.0f, 1.0f, 0.0f), Vector2(1.0f, 1.0f)),
- Vertex(Vector3(-1.0f, 1.0f, 0.0f), Vector2(0.0f, 1.0f))));
- buffer.add(
- Triangle(Vertex(Vector3(-1.0f, -1.0f, 0.0f), Vector2(0, 0.0f)),
- Vertex(Vector3(1.0f, -1.0f, 0.0f), Vector2(1.0f, 0.0f)),
- Vertex(Vector3(1.0f, 1.0f, 0.0f), Vector2(1.0f, 1.0f))));
- rectangle.build(buffer);
- return false;
- }
- bool Engine::init() {
- WindowOptions options(4, 0, {1024, 620}, false, "test");
- Error error = window.open(options);
- if(error.has()) {
- LOG_ERROR(error.message);
- return true;
- }
- lastSize = window.getSize();
- error = shaders.init();
- if(error.has()) {
- LOG_ERROR(error.message);
- return true;
- }
- error = framebuffers.init(window.getSize());
- if(error.has()) {
- LOG_ERROR(error.message);
- return true;
- }
- if(renderer.init() || ssaoNoise.init() || initRectangle()) {
- return true;
- }
- return false;
- }
- static void renderShadow() {
- framebuffers.shadow.bindAndClear();
- GL::enableDepthTesting();
- shaders.shadow.use();
- worldShadowProjView = worldShadowProj;
- worldShadowProjView *= worldShadowView;
- shaders.shadow.setMatrix("projView", worldShadowProjView.getValues());
- model.clear();
- shaders.shadow.setMatrix("model", model.peek().getValues());
- Engine::matrix = {&shaders.shadow, model, &worldView};
- Game::renderWorld();
- }
- static void renderWorld() {
- framebuffers.world.bindAndClear();
- GL::enableDepthTesting();
- shaders.world.use();
- Matrix rWorldShadowProjView;
- rWorldShadowProjView.scale(0.5f).translate(Vector3(0.5f, 0.5f, 0.5f));
- rWorldShadowProjView *= worldShadowProjView;
- shaders.world.setMatrix("projViewShadow", rWorldShadowProjView.getValues());
- shaders.world.setMatrix("proj", worldProj.getValues());
- worldView = Matrix();
- shaders.world.setMatrix("view", worldView.getValues());
- model.clear();
- shaders.world.setMatrix("model", model.peek().getValues());
- framebuffers.shadow.bindTextureTo(0, 1);
- shaders.world.setInt("shadows", useShadows);
- shaders.world.setFloat("radius", shadowRadius);
- shaders.world.setFloat("zbias", shadowBias);
- Engine::matrix = {&shaders.world, model, &worldView};
- Game::renderWorld();
- }
- static void renderSSAO() {
- shaders.ssao.use();
- Matrix rProj;
- rProj.scale(0.5f).translate(Vector3(0.5f, 0.5f, 0.5f));
- rProj *= worldProj;
- shaders.ssao.setMatrix("proj", rProj.getValues());
- const Size& size = window.getSize();
- shaders.ssao.setInt("width", size.width);
- shaders.ssao.setInt("height", size.height);
- framebuffers.world.bindTextureTo(0, 0);
- framebuffers.world.bindTextureTo(4, 1);
- ssaoNoise.bindTo(2);
- framebuffers.ssao.bindAndClear();
- rectangle.draw();
- shaders.ssaoBlur.use();
- framebuffers.ssao.bindTextureTo(0, 0);
- framebuffers.ssaoBlur.bindAndClear();
- rectangle.draw();
- }
- static void renderPostWorld() {
- GL::bindMainFramebuffer();
- GL::clear();
- shaders.postWorld.use();
- framebuffers.world.bindTextureTo(2, 0);
- framebuffers.ssaoBlur.bindTextureTo(0, 1);
- framebuffers.world.bindTextureTo(3, 2);
- framebuffers.world.bindTextureTo(1, 3);
- shaders.postWorld.setInt("ssao", useSsao);
- shaders.postWorld.setInt("shadows", useShadows);
- rectangle.draw();
- }
- static void renderOverlay() {
- GL::disableDepthTesting();
- shaders.overlay.use();
- const Size& size = window.getSize();
- Matrix m;
- m.scale(Vector3(2.0f / size.width, -2.0f / size.height, 1.0f))
- .translate(Vector3(-1.0f, 1.0f, 0.0f));
- shaders.overlay.setMatrix("view", m.getValues());
- model.clear();
- shaders.overlay.setMatrix("model", model.peek().getValues());
- GL::enableBlending();
- Engine::matrix = {&shaders.overlay, model, &m};
- Game::renderOverlay();
- GL::disableBlending();
- }
- static void updateWorldProjection() {
- worldProj = frustum.updateProjection();
- if(!useShadows) {
- return;
- }
- worldShadowProj.set(0, Vector4(2.0f / 40.0f, 0.0f, 0.0f, 0.0f));
- worldShadowProj.set(1, Vector4(0.0f, 2.0f / 30.0f, 0.0f, 0.0f));
- worldShadowProj.set(2, Vector4(0.0f, 0.0f, -2.0f / (1000.0f - 0.1f), 0.0f));
- worldShadowProj.set(3, Vector4(0.0f, 0.0f, 0.0f, 1.0f));
- }
- static void updateWorldView() {
- if(!useShadows) {
- return;
- }
- Vector3 right(0.939693f, 0.0f, -0.34202f);
- Vector3 back(0.280166f, 0.573576f, 0.769751f);
- Vector3 up(-0.196175f, 0.819152f, -0.538986f);
- Vector3 center(16.0f, 24.0f, 24.0f);
- worldShadowView.set(
- 0, Vector4(right[0], right[1], right[2], right.dot(-center)));
- worldShadowView.set(1, Vector4(up[0], up[1], up[2], up.dot(-center)));
- worldShadowView.set(2,
- Vector4(back[0], back[1], back[2], back.dot(-center)));
- worldShadowView.set(3, Vector4(0.0f, 0.0f, 0.0f, 1.0f));
- }
- static void startRender() {
- const Size& size = window.getSize();
- if(size.width != lastSize.width || size.height != lastSize.height) {
- GL::setViewport(size.width, size.height);
- framebuffers.resize(size);
- lastSize = size;
- }
- GL::printError("loop error");
- updateWorldProjection();
- updateWorldView();
- if(useShadows) {
- renderShadow();
- }
- renderWorld();
- if(useSsao) {
- renderSSAO();
- }
- renderPostWorld();
- renderOverlay();
- }
- struct Loop final {
- void render(float lag) {
- Engine::lag = lag;
- startRender();
- }
- void tick() {
- Game::tick();
- }
- bool isRunning() const {
- return running;
- }
- };
- void Engine::run() {
- Loop loop;
- window.run(loop, 50'000'000);
- }
- void Engine::stop() {
- running = false;
- }
- void Engine::setTextInput(TextInput* input) {
- window.textInput = input;
- if(input != nullptr) {
- input->setActive(true);
- }
- }
- bool Engine::isActiveTextInput(TextInput* input) {
- return window.textInput == input;
- }
- Buttons& Engine::getButtons() {
- return window.buttons;
- }
- const Size& Engine::getSize() {
- return window.getSize();
- }
- const Clock& Engine::getFrameClock() {
- return window.getFrameClock();
- }
- const Clock& Engine::getTickClock() {
- return window.getTickClock();
- }
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