Engine.cpp 5.2 KB

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