Engine.cpp 5.7 KB

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  1. #include <cmath>
  2. #include <cfloat>
  3. #include "client/rendering/Engine.h"
  4. #include "client/rendering/wrapper/GLFWWrapper.h"
  5. #include "client/rendering/wrapper/GLWrapper.h"
  6. #include "client/rendering/Renderer.h"
  7. #include "client/math/Plane.h"
  8. Engine::Engine(Shaders& shaders, Framebuffers& fb, const WindowSize& size, RenderSettings& renderSettings) :
  9. shaders(shaders), framebuffers(fb), size(size), renderSettings(renderSettings), frustum(60.0f, 0.1f, 80.0f) {
  10. rectangle.add(Triangle(
  11. Vertex(Vector3(-1, -1, 0), Vector2(0, 0)),
  12. Vertex(Vector3(1, 1, 0), Vector2(1, 1)),
  13. Vertex(Vector3(-1, 1, 0), Vector2(0, 1))));
  14. rectangle.add(Triangle(
  15. Vertex(Vector3(-1, -1, 0), Vector2(0, 0)),
  16. Vertex(Vector3(1, -1, 0), Vector2(1, 0)),
  17. Vertex(Vector3(1, 1, 0), Vector2(1, 1))));
  18. rectangle.build();
  19. }
  20. void Engine::renderTick(float lag, const Game& game) {
  21. if(renderSettings.dirtyFactor) {
  22. framebuffers.setFactor(renderSettings.factor);
  23. }
  24. updateWorldProjection();
  25. updateWorldView();
  26. if(renderSettings.shadows) {
  27. renderShadow(lag, game);
  28. }
  29. renderWorld(lag, game);
  30. if(renderSettings.ssao) {
  31. renderSSAO();
  32. }
  33. renderPostWorld();
  34. renderTextOverlay(lag, game);
  35. }
  36. void Engine::renderShadow(float lag, const Game& game) {
  37. framebuffers.shadow.bind();
  38. GLWrapper::enableDepthTesting();
  39. shaders.shadow.use();
  40. worldShadowProjView.set(worldShadowProj).mul(worldShadowView);
  41. shaders.shadow.setMatrix("projView", worldShadowProjView.getValues());
  42. model.clear();
  43. shaders.shadow.setMatrix("model", model.get().getValues());
  44. Renderer renderer(shaders.shadow, model, worldView);
  45. game.renderWorld(lag, renderer);
  46. }
  47. void Engine::renderWorld(float lag, const Game& game) {
  48. framebuffers.world.bind();
  49. GLWrapper::enableDepthTesting();
  50. shaders.world.use();
  51. Matrix rWorldShadowProjView;
  52. rWorldShadowProjView.translate(0.5f, 0.5f, 0.5f).scale(0.5f).mul(worldShadowProjView);
  53. shaders.world.setMatrix("projViewShadow", rWorldShadowProjView.getValues());
  54. shaders.world.setMatrix("proj", worldProj.getValues());
  55. shaders.world.setMatrix("view", worldView.setToIdentity().getValues());
  56. model.clear();
  57. shaders.world.setMatrix("model", model.get().getValues());
  58. framebuffers.shadow.bindDepthTexture(1);
  59. shaders.world.setInt("shadows", renderSettings.shadows);
  60. shaders.world.setFloat("radius", renderSettings.testRadius);
  61. shaders.world.setFloat("zbias", renderSettings.testBias);
  62. Renderer renderer(shaders.world, model, worldView);
  63. game.renderWorld(lag, renderer);
  64. }
  65. void Engine::renderSSAO() {
  66. shaders.ssao.use();
  67. Matrix rProj;
  68. rProj.translate(0.5f, 0.5f, 0.5f).scale(0.5f).mul(worldProj);
  69. shaders.ssao.setMatrix("proj", rProj.getValues());
  70. shaders.ssao.setInt("width", size.width * renderSettings.factor);
  71. shaders.ssao.setInt("height", size.height * renderSettings.factor);
  72. framebuffers.world.bindPositionTexture(0);
  73. framebuffers.world.bindNormalTexture(1);
  74. framebuffers.world.bindColorTexture(2);
  75. framebuffers.world.bindDepthTexture(3);
  76. ssaoNoise.bind(4);
  77. framebuffers.ssao.bind();
  78. rectangle.draw();
  79. shaders.ssaoBlur.use();
  80. framebuffers.ssao.bindRedTexture(0);
  81. framebuffers.ssaoBlur.bind();
  82. rectangle.draw();
  83. }
  84. void Engine::renderPostWorld() {
  85. framebuffers.antialias.bind();
  86. shaders.postWorld.use();
  87. framebuffers.world.bindColorTexture(0);
  88. framebuffers.ssaoBlur.bindRedTexture(1);
  89. framebuffers.world.bindRedTexture(2);
  90. framebuffers.world.bindNormalTexture(3);
  91. shaders.postWorld.setInt("ssao", renderSettings.ssao);
  92. shaders.postWorld.setInt("shadows", renderSettings.shadows);
  93. shaders.postWorld.setFloat("bump", renderSettings.bump);
  94. rectangle.draw();
  95. GLWrapper::prepareMainFramebuffer();
  96. glViewport(0, 0, size.width, size.height);
  97. shaders.antialias.use();
  98. shaders.antialias.setInt("radius", renderSettings.factor);
  99. framebuffers.antialias.bindColorTexture(0);
  100. rectangle.draw();
  101. }
  102. void Engine::renderTextOverlay(float lag, const Game& game) {
  103. GLWrapper::disableDepthTesting();
  104. shaders.text.use();
  105. Matrix m;
  106. shaders.text.setMatrix("proj", m.getValues());
  107. m.translate(-1.0f, 1.0f, 0.0f).scale(2.0f / size.width, -2.0f / size.height, 1.0f);
  108. shaders.text.setMatrix("view", m.getValues());
  109. model.clear();
  110. shaders.text.setMatrix("model", model.get().getValues());
  111. GLWrapper::enableBlending();
  112. Renderer renderer(shaders.text, model, m);
  113. game.renderTextOverlay(lag, renderer, fontRenderer);
  114. GLWrapper::disableBlending();
  115. }
  116. void Engine::updateWorldProjection() {
  117. frustum.setProjection(worldProj, size.width, size.height);
  118. if(!renderSettings.shadows) {
  119. return;
  120. }
  121. worldShadowProj.setToIdentity();
  122. worldShadowProj.set(0, 2.0f / 40.0f);
  123. worldShadowProj.set(5, 2.0f / 30.0f);
  124. worldShadowProj.set(10, -2.0f / frustum.getClipDifference());
  125. }
  126. void Engine::updateWorldView() {
  127. if(!renderSettings.shadows) {
  128. return;
  129. }
  130. Vector3 right(0.939693f, 0.0f, -0.34202f);
  131. Vector3 back(0.280166f, 0.573576f, 0.769751f);
  132. Vector3 up(-0.196175f, 0.819152f, -0.538986f);
  133. Vector3 center(16.0f, 24.0f, 24.0f);
  134. worldShadowView.set(0, right[0]);
  135. worldShadowView.set(1, up[0]);
  136. worldShadowView.set(2, back[0]);
  137. worldShadowView.set(4, right[1]);
  138. worldShadowView.set(5, up[1]);
  139. worldShadowView.set(6, back[1]);
  140. worldShadowView.set(8, right[2]);
  141. worldShadowView.set(9, up[2]);
  142. worldShadowView.set(10, back[2]);
  143. worldShadowView.set(12, right.dot(-center));
  144. worldShadowView.set(13, up.dot(-center));
  145. worldShadowView.set(14, back.dot(-center));
  146. }