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- #include <cmath>
- #include <cfloat>
- #include "client/rendering/Engine.h"
- #include "client/rendering/wrapper/GLFWWrapper.h"
- #include "client/rendering/wrapper/GLWrapper.h"
- #include "client/rendering/Renderer.h"
- Engine::Engine(Shaders& shaders, Framebuffers& fb, const Size& size, RenderSettings& renderSettings) :
- shaders(shaders), framebuffers(fb), size(size), renderSettings(renderSettings), frustum(60.0f, 0.1f, 1000.0f, size) {
- rectangle.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))));
- rectangle.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();
- }
- void Engine::renderTick(float lag, const Game& game) {
- updateWorldProjection();
- updateWorldView();
- if(renderSettings.shadows) {
- renderShadow(lag, game);
- }
- renderWorld(lag, game);
- if(renderSettings.ssao) {
- renderSSAO();
- }
- renderPostWorld();
- renderTextOverlay(lag, game);
- }
- void Engine::renderShadow(float lag, const Game& game) {
- framebuffers.shadow.bind();
- GLWrapper::enableDepthTesting();
- shaders.shadow.use();
- worldShadowProjView = worldShadowProj;
- worldShadowProjView *= worldShadowView;
- shaders.shadow.setMatrix("projView", worldShadowProjView.getValues());
- model.clear();
- shaders.shadow.setMatrix("model", model.peek().getValues());
- Renderer renderer(shaders.shadow, model, worldView);
- game.renderWorld(lag, renderer);
- }
- void Engine::renderWorld(float lag, const Game& game) {
- framebuffers.world.bind();
- GLWrapper::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.bindDepthTexture(1);
- shaders.world.setInt("shadows", renderSettings.shadows);
- shaders.world.setFloat("radius", renderSettings.testRadius);
- shaders.world.setFloat("zbias", renderSettings.testBias);
- Renderer renderer(shaders.world, model, worldView);
- game.renderWorld(lag, renderer);
- }
- void Engine::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());
- shaders.ssao.setInt("width", size.width);
- shaders.ssao.setInt("height", size.height);
- framebuffers.world.bindPositionTexture(0);
- framebuffers.world.bindNormalTexture(1);
- framebuffers.world.bindColorTexture(2);
- framebuffers.world.bindDepthTexture(3);
- ssaoNoise.bind(4);
- framebuffers.ssao.bind();
- rectangle.draw();
- shaders.ssaoBlur.use();
- framebuffers.ssao.bindRedTexture(0);
- framebuffers.ssaoBlur.bind();
- rectangle.draw();
- }
- void Engine::renderPostWorld() {
- GLWrapper::prepareMainFramebuffer();
- shaders.postWorld.use();
- framebuffers.world.bindColorTexture(0);
- framebuffers.ssaoBlur.bindRedTexture(1);
- framebuffers.world.bindRedTexture(2);
- framebuffers.world.bindNormalTexture(3);
- shaders.postWorld.setInt("ssao", renderSettings.ssao);
- shaders.postWorld.setInt("shadows", renderSettings.shadows);
- rectangle.draw();
- }
- void Engine::renderTextOverlay(float lag, const Game& game) {
- GLWrapper::disableDepthTesting();
- shaders.text.use();
- Matrix m;
- shaders.text.setMatrix("proj", m.getValues());
- m.scale(Vector3(2.0f / size.width, -2.0f / size.height, 1.0f)).translate(Vector3(-1.0f, 1.0f, 0.0f));
- shaders.text.setMatrix("view", m.getValues());
- model.clear();
- shaders.text.setMatrix("model", model.peek().getValues());
- GLWrapper::enableBlending();
- Renderer renderer(shaders.text, model, m);
- game.renderTextOverlay(lag, renderer, fontRenderer);
- GLWrapper::disableBlending();
- }
- void Engine::updateWorldProjection() {
- worldProj = frustum.updateProjection();
- if(!renderSettings.shadows) {
- 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));
- }
- void Engine::updateWorldView() {
- if(!renderSettings.shadows) {
- 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));
- }
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