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- #include <iostream>
- #include <GL/glew.h>
- #include <GLFW/glfw3.h>
- #include <unordered_map>
- #include <cmath>
- #include <cstring>
- #include <array>
- #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/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 = 1000.0f;
- static InternGameClient client;
- static Keys keys;
- static MouseButtons mButtons;
- static bool useSSAO = false;
- 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);
- worldShadowProj.set(11, -1.0f);
- worldShadowProj.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() {
- float tan = tanf((0.5f * fovY) * M_PI / 180.0f);
- float q = 1.0f / tan;
- float aspect = (float) width / height;
- 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));
- if(once) {
- worldShadowProj.setToIdentity();
- worldShadowProj.set(0, 2.0f / (10.0f * aspect));
- worldShadowProj.set(5, 2.0f / (10.0f));
- worldShadowProj.set(10, -2.0f / (farClip - nearClip));
- }
- }
- void updateWorldView(float lag, Camera& cam) {
- cam.update(lag);
- Vector right = cam.getRight();
- Vector up = cam.getUp();
- Vector back = cam.getBack();
- Vector pos = cam.getPosition();
- 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.set(0.0f, 2.5f, 0.0f);
- 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, 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.test.getDownTime() == 1) {
- useSSAO = !useSSAO;
- }
- 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);
- //glEnable(GL_POLYGON_OFFSET_FILL);
- //glPolygonOffset(2.0f, 4.0f);
- game.game.renderWorld(lag, game.model, shaders.shadow);
- //glCullFace(GL_BACK);
- //glDisable(GL_POLYGON_OFFSET_FILL);
- }
- 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);
- 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<u64, 128> 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", 128000000000.0f / sum);
- 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;
- }
- shaders.updateWorldProjection();
- shaders.updateWorldView(lag, 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();
- }
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