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2021-09-24 13:16:20 -05:00

451 lines
17 KiB
C++

#include "Renderer.h"
#include "GL/glew.h"
#include "GL\wglew.h"
#include "glm/glm.hpp"
#include "stb_image.h"
#include "Application.h"
#include "GBuffer.h"
#include "Shader.h"
#include "Light.h"
#include "Entity.h"
#include "Cubemap.h"
#include "UIElement.h"
#include "Button.h"
#include "Camera.h"
#include "Utility.h"
#include "Texture.h"
namespace nf {
Renderer::Renderer(Application* app) :
m_gBuffer(nullptr),
m_shadowMapFBO(0),
m_directionalDepthTexSize(0),
m_pointDepthTexSize(0),
m_cubemap(nullptr),
m_fadeIn(false),
m_fadeOut(false),
m_fadeNoText(false),
m_fadeOutComplete(false)
{
m_app = app;
m_hdc = GetDC(m_app->getWindow());
PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, //Flags
PFD_TYPE_RGBA, // The kind of framebuffer. RGBA or palette.
32, // Colordepth of the framebuffer.
0, 0, 0, 0, 0, 0,
0,
0,
0,
0, 0, 0, 0,
24, // Number of bits for the depthbuffer
8, // Number of bits for the stencilbuffer
0, // Number of Aux buffers in the framebuffer.
PFD_MAIN_PLANE,
0,
0, 0, 0
};
int pf = ChoosePixelFormat(m_hdc, &pfd);
SetPixelFormat(m_hdc, pf, &pfd);
m_hglrc = wglCreateContext(m_hdc);
wglMakeCurrent(m_hdc, m_hglrc);
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK)
Error("Could not initialize GLEW!");
const int attrib[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0, 0
};
wglDeleteContext(m_hglrc);
m_hglrc = wglCreateContextAttribsARB(m_hdc, NULL, attrib);
wglMakeCurrent(m_hdc, m_hglrc);
wglSwapIntervalEXT(0);
Log("OpenGL version: " + std::string((char*)glGetString(GL_VERSION)));
glDepthFunc(GL_LESS);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_CULL_FACE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
loadBaseAssets();
m_gBuffer = new GBuffer;
m_directionalDepthTexSize = 4096;
m_pointDepthTexSize = 1024;
createShadowMaps();
if (!m_app->isCustomWindowIcon()) {
ATexture& windowTex = *(ATexture*)m_baseAP["defaultwindowicon.png"];
int width, height, nChannels;
unsigned char* tex = stbi_load_from_memory((const unsigned char*)windowTex.data, windowTex.size, &width, &height, &nChannels, 0);
std::vector<unsigned char> pixels(width * height * 4);
for (unsigned int i = 0; i < pixels.size() / 4; i++) {
pixels[i * 4 + 0] = tex[i * 4 + 2];
pixels[i * 4 + 1] = tex[i * 4 + 1];
pixels[i * 4 + 2] = tex[i * 4 + 0];
pixels[i * 4 + 3] = tex[i * 4 + 3];
}
HICON windowIcon = CreateIcon(GetModuleHandle(NULL), width, height, 1, 32, NULL, &pixels[0]);
SendMessage(m_app->getWindow(), WM_SETICON, ICON_BIG, (LPARAM)windowIcon);
SendMessage(m_app->getWindow(), WM_SETICON, ICON_SMALL, (LPARAM)windowIcon);
}
float fadeVB[] = {
-1.0, -1.0,
1.0, -1.0,
1.0, 1.0,
-1.0, 1.0
};
unsigned int fadeIB[] = {
0, 1, 2,
2, 3, 0
};
m_fadeVAO = new VertexArray;
m_fadeVAO->addBuffer(fadeVB, sizeof(fadeVB));
m_fadeVAO->push<float>(2);
m_fadeVAO->finishBufferLayout();
m_fadeIB = new IndexBuffer(fadeIB, 6);
m_loadingText.create("NFLoadingText", Vec2(0.025, 0.044), Vec3(0.7, 0.7, 0.7));
}
void Renderer::setFade(bool in, bool out, bool noText) {
m_fadeIn = in;
m_fadeOut = out;
m_fadeNoText = noText;
}
bool Renderer::isFadeOutComplete() {
return m_fadeOutComplete;
}
void Renderer::render(Entity& in) {
if (in.isConstructed() == false)
Error("Tried to render Entity before being created!");
m_lGame.push_back(&in);
//TODO: Sort transparent objects by distance; Farthest first
}
void Renderer::render(UIElement& in) {
if (in.isConstructed() == false)
Error("Tried to render a UI element before being created!");
m_lUI.push_back(&in);
}
void Renderer::render(Light& in) {
if (in.isConstructed() == false)
Error("Tried to render a light before being created!");
m_lights.push_back(&in);
}
void Renderer::render(Cubemap& in) {
if (in.isConstructed() == false)
Error("Tried to render a cubemap before being created!");
m_cubemap = &in;
}
void Renderer::doFrame(Camera* camera, double dT) {
//Begin frame
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, m_app->getConfig().width, m_app->getConfig().height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)m_app->getConfig().width / (float)m_app->getConfig().height, 0.1f, 10000.0f);
camera->bind(m_gBufferShader, m_lightingShader, m_cubemapShader);
//First, draw the cubemap if one is currently set
if (m_cubemap != nullptr) {
m_cubemapShader->setUniform("proj", proj);
m_cubemap->render(m_cubemapShader);
}
m_cubemap = nullptr;
//Fill gBuffer with entities
m_gBufferShader->setUniform("proj", proj);
m_gBuffer->render(m_lGame, m_gBufferShader);
m_lGame.clear();
//Light entities using the gBuffer
/*for (Entity* draw : m_lGame) {
Entity& curr = *draw;
unsigned int drawCount = (unsigned int)std::ceil(m_lights.size() / (double)m_texSlots);
if (drawCount == 0)
drawCount++;
unsigned int lightsRemaining = m_lights.size();
int currLight;
if (lightsRemaining > m_texSlots)
currLight = -(int)m_texSlots;
else
currLight = -(int)lightsRemaining;
for (unsigned int i = 0; i < drawCount; i++) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
m_lightingShader->setUniform("isContinued", false);
if (i != 0) {
glBlendFunc(GL_ONE, GL_ONE);
glDepthFunc(GL_LEQUAL);
m_lightingShader->setUniform("isContinued", true);
}
unsigned int currLightsDrawn;
if (lightsRemaining >= m_texSlots)
currLightsDrawn = m_texSlots;
else
currLightsDrawn = lightsRemaining;
lightsRemaining -= currLightsDrawn;
currLight += (int)currLightsDrawn;
m_lightingShader->setUniform("numberOfLights", (int)currLightsDrawn);
for (unsigned int j = 0; j < currLightsDrawn; j++) {
m_lights[j + (unsigned int)currLight]->bind(m_lightingShader, j);
}
renderShadowMaps(currLight, currLightsDrawn);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, m_app->getConfig().width, m_app->getConfig().height);
curr.render(m_lightingShader);
}
glDepthFunc(GL_LESS);
}
m_lGame.clear();*/
m_lights.clear();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//Draw UI elements
glDisable(GL_DEPTH_TEST);
proj = glm::ortho(0.0f, (float)m_app->getConfig().width, 0.0f, (float)m_app->getConfig().height);
for (UIElement* draw : m_lUI) {
UIElement& curr = *draw;
if (curr.identity() == "text") {
m_textShader->setUniform("proj", proj);
Text& text = *(Text*)draw;
text.render(m_textShader, m_app->getConfig().width, m_app->getConfig().height);
continue;
}
else if (curr.identity() == "texture") {
m_uiTextureShader->setUniform("proj", proj);
curr.render(m_uiTextureShader, m_app->getConfig().width, m_app->getConfig().height);
}
else if (curr.identity() == "button") {
m_uiTextureShader->setUniform("proj", proj);
Button& button = *(Button*)draw;
button.render(m_uiTextureShader, m_app->getConfig().width, m_app->getConfig().height, m_app, m_textShader);
}
}
m_lUI.clear();
if (m_fadeIn) {
static double opacity = 1.0;
m_fadeShader->setUniform("opacity", (float)opacity);
m_fadeVAO->bind();
m_fadeIB->bind();
glDrawElements(GL_TRIANGLES, m_fadeIB->getCount(), GL_UNSIGNED_INT, nullptr);
if (!m_fadeNoText) {
m_textShader->setUniform("proj", proj);
m_loadingText.setOpacity(opacity);
m_loadingText.render(m_textShader, m_app->getConfig().width, m_app->getConfig().height);
}
if (dT > 1.0 / 60.0)
dT = 1.0 / 60.0;
opacity -= 2.5 * dT;
if (opacity <= 0.0) {
m_fadeIn = false;
opacity = 1.0;
m_fadeOutComplete = false;
}
}
else if (m_fadeOut) {
static double opacity = 0.0;
m_fadeShader->setUniform("opacity", (float)opacity);
m_fadeVAO->bind();
m_fadeIB->bind();
glDrawElements(GL_TRIANGLES, m_fadeIB->getCount(), GL_UNSIGNED_INT, nullptr);
if (!m_fadeNoText) {
m_textShader->setUniform("proj", proj);
m_loadingText.setOpacity(opacity);
m_loadingText.render(m_textShader, m_app->getConfig().width, m_app->getConfig().height);
}
opacity += 3.0 * dT;
if (opacity >= 1.0) {
m_fadeIn = false;
opacity = 0.0;
m_fadeOutComplete = true;
}
}
glEnable(GL_DEPTH_TEST);
//Check for OpenGL errors
GLenum err = glGetError();
if (err != GL_NO_ERROR)
Error("OpenGL error " + std::to_string(err));
SwapBuffers(m_hdc);
}
void Renderer::renderShadowMaps(unsigned int startingLight, unsigned int count) {
float nearP = 0.1f, farP = 400.0f;
glm::mat4 directionalLightProj = glm::ortho(-50.0f, 50.0f, -50.0f, 50.0f, nearP, farP);
glm::mat4 pointLightProj = glm::perspective(glm::radians(90.0f), 1.0f, nearP, farP);
glm::mat4 lightView;
glm::mat4 lightSpaceMat;
int prevFBO;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prevFBO);
glBindFramebuffer(GL_FRAMEBUFFER, m_shadowMapFBO);
for (unsigned int i = 0; i < count; i++) {
Light::Type type = m_lights[i]->getType();
unsigned int tex = type == Light::Type::DIRECTIONAL ? m_directionalShadowMaps[i] : m_pointShadowMaps[i];
switch (type) {
case Light::Type::DIRECTIONAL: {
glViewport(0, 0, m_directionalDepthTexSize, m_directionalDepthTexSize);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glClear(GL_DEPTH_BUFFER_BIT);
Vec3 posTemp = m_lights[startingLight + i]->getPosition();
glm::vec3 lightPos(posTemp.x, posTemp.y, posTemp.z);
lightView = glm::lookAt(lightPos, glm::vec3(0.0), glm::vec3(0.0, 1.0, 0.0));
lightSpaceMat = directionalLightProj * lightView;
m_directionalShadowShader->setUniform("lightSpace", lightSpaceMat);
std::string stringPos = "lightSpaceMat[";
stringPos += std::to_string(i);
stringPos += "]";
m_lightingShader->setUniform(stringPos, lightSpaceMat);
for (Entity* curr : m_lGame) {
curr->render(m_directionalShadowShader, true);
}
stringPos = "light[";
stringPos += std::to_string(i);
stringPos += "].directionalDepthTex";
glActiveTexture(GL_TEXTURE3 + i);
glBindTexture(GL_TEXTURE_2D, tex);
m_lightingShader->setUniform(stringPos, 3 + (int)i);
break;
}
case Light::Type::POINT: {
glViewport(0, 0, m_pointDepthTexSize, m_pointDepthTexSize);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, tex, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glClear(GL_DEPTH_BUFFER_BIT);
Vec3 posTemp = m_lights[startingLight + i]->getPosition();
glm::vec3 lightPos(posTemp.x, posTemp.y, posTemp.z);
std::vector<glm::mat4> lightSpaceMats;
lightSpaceMats.push_back(pointLightProj * glm::lookAt(lightPos, lightPos + glm::vec3(1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0)));
lightSpaceMats.push_back(pointLightProj * glm::lookAt(lightPos, lightPos + glm::vec3(-1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0)));
lightSpaceMats.push_back(pointLightProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0, 1.0, 0.0), glm::vec3(0.0, 0.0, 1.0)));
lightSpaceMats.push_back(pointLightProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0, -1.0, 0.0), glm::vec3(0.0, 0.0, -1.0)));
lightSpaceMats.push_back(pointLightProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0, 0.0, 1.0), glm::vec3(0.0, -1.0, 0.0)));
lightSpaceMats.push_back(pointLightProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0, 0.0, -1.0), glm::vec3(0.0, -1.0, 0.0)));
for (int j = 0; j < 6; j++) {
std::string stringPos = "lightSpaceMat[";
stringPos += std::to_string(j);
stringPos += "]";
m_pointShadowShader->setUniform(stringPos, lightSpaceMats[j]);
}
m_pointShadowShader->setUniform("farPlane", farP);
m_pointShadowShader->setUniform("lightPos", lightPos);
for (Entity* curr : m_lGame) {
curr->render(m_pointShadowShader, true);
}
std::string stringPos = "light[";
stringPos += std::to_string(i);
stringPos += "].pointDepthTex";
glActiveTexture(GL_TEXTURE3 + i);
glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
m_lightingShader->setUniform(stringPos, 3 + (int)i);
m_lightingShader->setUniform("farPlane", farP);
break;
}
}
}
m_lightingShader->setUniform("numMats", (int)count);
glViewport(0, 0, m_app->getConfig().width, m_app->getConfig().height);
glBindFramebuffer(GL_FRAMEBUFFER, prevFBO);
}
void Renderer::loadBaseAssets() {
m_baseAP.load("base.nfpack");
const char* gBufferVertex = m_baseAP["gBufferVertex.shader"]->data;
const char* gBufferFragment = m_baseAP["gBufferFragment.shader"]->data;
m_gBufferShader = new Shader(gBufferVertex, gBufferFragment);
const char* lightingVertex = m_baseAP["lightingVertex.shader"]->data;
const char* lightingFragment = m_baseAP["lightingFragment.shader"]->data;
//m_lightingShader = new Shader(lightingVertex, lightingFragment);
const char* textVertex = m_baseAP["textVertex.shader"]->data;
const char* textFragment = m_baseAP["textFragment.shader"]->data;
m_textShader = new Shader(textVertex, textFragment);
const char* uiTextureVertex = m_baseAP["uiTextureVertex.shader"]->data;
const char* uiTextureFragment = m_baseAP["uiTextureFragment.shader"]->data;
m_uiTextureShader = new Shader(uiTextureVertex, uiTextureFragment);
const char* cubemapVertex = m_baseAP["cubemapVertex.shader"]->data;
const char* cubemapFragment = m_baseAP["cubemapFragment.shader"]->data;
m_cubemapShader = new Shader(cubemapVertex, cubemapFragment);
const char* fadeVertex = m_baseAP["fadeVertex.shader"]->data;
const char* fadeFragment = m_baseAP["fadeFragment.shader"]->data;
m_fadeShader = new Shader(fadeVertex, fadeFragment);
const char* directionalShadowVertex = m_baseAP["directionalShadowVertex.shader"]->data;
const char* directionalShadowFragment = m_baseAP["directionalShadowFragment.shader"]->data;
m_directionalShadowShader = new Shader(directionalShadowVertex, directionalShadowFragment);
const char* pointShadowVertex = m_baseAP["pointShadowVertex.shader"]->data;
const char* pointShadowGeometry = m_baseAP["pointShadowGeometry.shader"]->data;
const char* pointShadowFragment = m_baseAP["pointShadowFragment.shader"]->data;
m_pointShadowShader = new Shader(pointShadowVertex, pointShadowFragment, pointShadowGeometry);
BaseAssets::cube = (AModel*)m_baseAP["cube.obj"];
BaseAssets::plane = (AModel*)m_baseAP["plane.obj"];
BaseAssets::sphere = (AModel*)m_baseAP["sphere.obj"];
BaseAssets::cone = (AModel*)m_baseAP["cone.obj"];
BaseAssets::cylinder = (AModel*)m_baseAP["cylinder.obj"];
BaseAssets::torus = (AModel*)m_baseAP["torus.obj"];
BaseAssets::logo = (ATexture*)m_baseAP["logo.png"];
BaseAssets::cubemap = (ACubemap*)m_baseAP["default.cm"];
BaseAssets::font = (AFont*)m_baseAP["default.ttf"];
BaseAssets::button = (AButton*)m_baseAP["default.button"];
}
void Renderer::createShadowMaps() {
m_texSlots = 13;
glGenFramebuffers(1, &m_shadowMapFBO);
glBindFramebuffer(GL_FRAMEBUFFER, m_shadowMapFBO);
for (unsigned int i = 0; i < m_texSlots; i++) {
unsigned int directionalDepthMap, pointDepthMap;
glGenTextures(1, &directionalDepthMap);
glGenTextures(1, &pointDepthMap);
glBindTexture(GL_TEXTURE_2D, directionalDepthMap);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT24, m_directionalDepthTexSize, m_directionalDepthTexSize);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
float borderColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
glBindTexture(GL_TEXTURE_2D, 0);
glBindTexture(GL_TEXTURE_CUBE_MAP, pointDepthMap);
glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_DEPTH_COMPONENT24, m_pointDepthTexSize, m_pointDepthTexSize);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
m_directionalShadowMaps.push_back(directionalDepthMap);
m_pointShadowMaps.push_back(pointDepthMap);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
Renderer::~Renderer() {
delete m_gBufferShader;
delete m_lightingShader;
delete m_textShader;
delete m_uiTextureShader;
delete m_cubemapShader;
delete m_fadeShader;
delete m_directionalShadowShader;
delete m_gBuffer;
delete m_fadeVAO;
delete m_fadeIB;
ReleaseDC(m_app->getWindow(), m_hdc);
wglMakeCurrent(NULL, NULL);
wglDeleteContext(m_hglrc);
}
}