Renderer.cpp 11 KB

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  1. #include "Renderer.h"
  2. #include "Camera.h"
  3. #include "RendererInitializer.h"
  4. #include "Material.h"
  5. #include "App.h"
  6. #include "Scene.h"
  7. //======================================================================================================================
  8. // Statics =
  9. //======================================================================================================================
  10. float Renderer::quadVertCoords [][2] = { {1.0, 1.0}, {0.0, 1.0}, {0.0, 0.0}, {1.0, 0.0} };
  11. int Renderer::maxColorAtachments = -1;
  12. //======================================================================================================================
  13. // Constructor =
  14. //======================================================================================================================
  15. Renderer::Renderer():
  16. width(640),
  17. height(480),
  18. ms(*this),
  19. is(*this),
  20. pps(*this),
  21. dbg(*this)
  22. {
  23. }
  24. //======================================================================================================================
  25. // init =
  26. //======================================================================================================================
  27. void Renderer::init(const RendererInitializer& initializer)
  28. {
  29. // set from the initializer
  30. ms.ez.enabled = initializer.ms.ez.enabled;
  31. is.sm.enabled = initializer.is.sm.enabled;
  32. is.sm.pcfEnabled = initializer.is.sm.pcfEnabled;
  33. is.sm.bilinearEnabled = initializer.is.sm.bilinearEnabled;
  34. is.sm.resolution = initializer.is.sm.resolution;
  35. pps.hdr.enabled = initializer.pps.hdr.enabled;
  36. pps.hdr.renderingQuality = initializer.pps.hdr.renderingQuality;
  37. pps.ssao.enabled = initializer.pps.ssao.enabled;
  38. pps.ssao.renderingQuality = initializer.pps.ssao.renderingQuality;
  39. pps.ssao.bluringQuality = initializer.pps.ssao.bluringQuality;
  40. dbg.enabled = initializer.dbg.enabled;
  41. width = initializer.width;
  42. height = initializer.height;
  43. aspectRatio = float(width)/height;
  44. // a few sanity checks
  45. if(width < 10 || height < 10)
  46. {
  47. FATAL("Incorrect width");
  48. }
  49. // init the stages. Careful with the order!!!!!!!!!!
  50. ms.init();
  51. is.init();
  52. pps.init();
  53. dbg.init();
  54. }
  55. //======================================================================================================================
  56. // render =
  57. //======================================================================================================================
  58. void Renderer::render(Camera& cam_)
  59. {
  60. cam = &cam_;
  61. viewProjectionMat = cam->getProjectionMatrix() * cam->getViewMatrix();
  62. ms.run();
  63. is.run();
  64. pps.run();
  65. dbg.run();
  66. ++framesNum;
  67. }
  68. //======================================================================================================================
  69. // drawQuad =
  70. //======================================================================================================================
  71. void Renderer::drawQuad(int vertCoordsUniLoc)
  72. {
  73. DEBUG_ERR(vertCoordsUniLoc == -1);
  74. glEnableVertexAttribArray(vertCoordsUniLoc);
  75. glVertexAttribPointer(vertCoordsUniLoc, 2, GL_FLOAT, false, 0, quadVertCoords);
  76. glDrawArrays(GL_QUADS, 0, 4);
  77. glDisableVertexAttribArray(vertCoordsUniLoc);
  78. }
  79. //======================================================================================================================
  80. // setupMaterial =
  81. //======================================================================================================================
  82. void Renderer::setupMaterial(const Material& mtl, const SceneNode& sceneNode, const Camera& cam)
  83. {
  84. mtl.shaderProg->bind();
  85. uint textureUnit = 0;
  86. //
  87. // FFP stuff
  88. //
  89. if(mtl.blends)
  90. {
  91. glEnable(GL_BLEND);
  92. //glDisable(GL_BLEND);
  93. glBlendFunc(mtl.blendingSfactor, mtl.blendingDfactor);
  94. }
  95. else
  96. glDisable(GL_BLEND);
  97. if(mtl.depthTesting)
  98. glEnable(GL_DEPTH_TEST);
  99. else
  100. glDisable(GL_DEPTH_TEST);
  101. if(mtl.wireframe)
  102. glPolygonMode(GL_FRONT, GL_LINE);
  103. else
  104. glPolygonMode(GL_FRONT, GL_FILL);
  105. //
  106. // calc needed matrices
  107. //
  108. Mat4 modelMat(sceneNode.getWorldTransform());
  109. const Mat4& projectionMat = cam.getProjectionMatrix();
  110. const Mat4& viewMat = cam.getViewMatrix();
  111. Mat4 modelViewMat;
  112. Mat3 normalMat;
  113. Mat4 modelViewProjectionMat;
  114. // should I calculate the modelViewMat ?
  115. if(mtl.stdUniVars[Material::SUV_MODELVIEW_MAT] ||
  116. mtl.stdUniVars[Material::SUV_MODELVIEWPROJECTION_MAT] ||
  117. mtl.stdUniVars[Material::SUV_NORMAL_MAT])
  118. {
  119. modelViewMat = Mat4::combineTransformations(viewMat, modelMat);
  120. }
  121. // set matrices
  122. if(mtl.stdUniVars[Material::SUV_MODEL_MAT])
  123. mtl.stdUniVars[Material::SUV_MODEL_MAT]->setMat4(&modelMat);
  124. if(mtl.stdUniVars[Material::SUV_VIEW_MAT])
  125. mtl.stdUniVars[Material::SUV_VIEW_MAT]->setMat4(&viewMat);
  126. if(mtl.stdUniVars[Material::SUV_PROJECTION_MAT])
  127. mtl.stdUniVars[Material::SUV_PROJECTION_MAT]->setMat4(&projectionMat);
  128. if(mtl.stdUniVars[Material::SUV_MODELVIEW_MAT])
  129. mtl.stdUniVars[Material::SUV_MODELVIEW_MAT]->setMat4(&modelViewMat);
  130. if(mtl.stdUniVars[Material::SUV_VIEWPROJECTION_MAT])
  131. mtl.stdUniVars[Material::SUV_VIEWPROJECTION_MAT]->setMat4(&viewProjectionMat);
  132. if(mtl.stdUniVars[Material::SUV_NORMAL_MAT])
  133. {
  134. normalMat = modelViewMat.getRotationPart();
  135. mtl.stdUniVars[Material::SUV_NORMAL_MAT]->setMat3(&normalMat);
  136. }
  137. if(mtl.stdUniVars[Material::SUV_MODELVIEWPROJECTION_MAT])
  138. {
  139. modelViewProjectionMat = projectionMat * modelViewMat;
  140. mtl.stdUniVars[Material::SUV_MODELVIEWPROJECTION_MAT]->setMat4(&modelViewProjectionMat);
  141. }
  142. //
  143. // FAis
  144. //
  145. if(mtl.stdUniVars[Material::SUV_MS_NORMAL_FAI])
  146. mtl.stdUniVars[Material::SUV_MS_NORMAL_FAI]->setTexture(ms.normalFai, textureUnit++);
  147. if(mtl.stdUniVars[Material::SUV_MS_DIFFUSE_FAI])
  148. mtl.stdUniVars[Material::SUV_MS_DIFFUSE_FAI]->setTexture(ms.diffuseFai, textureUnit++);
  149. if(mtl.stdUniVars[Material::SUV_MS_SPECULAR_FAI])
  150. mtl.stdUniVars[Material::SUV_MS_SPECULAR_FAI]->setTexture(ms.specularFai, textureUnit++);
  151. if(mtl.stdUniVars[Material::SUV_MS_DEPTH_FAI])
  152. mtl.stdUniVars[Material::SUV_MS_DEPTH_FAI]->setTexture(ms.depthFai, textureUnit++);
  153. if(mtl.stdUniVars[Material::SUV_IS_FAI])
  154. mtl.stdUniVars[Material::SUV_IS_FAI]->setTexture(is.fai, textureUnit++);
  155. if(mtl.stdUniVars[Material::SUV_PPS_FAI])
  156. mtl.stdUniVars[Material::SUV_PPS_FAI]->setTexture(pps.fai, textureUnit++);
  157. //
  158. // Other
  159. //
  160. if(mtl.stdUniVars[Material::SUV_RENDERER_SIZE])
  161. {
  162. Vec2 v(width, height);
  163. mtl.stdUniVars[Material::SUV_RENDERER_SIZE]->setVec2(&v);
  164. }
  165. if(mtl.stdUniVars[Material::SUV_SCENE_AMBIENT_COLOR])
  166. {
  167. Vec3 col(app->getScene()->getAmbientCol());
  168. mtl.stdUniVars[Material::SUV_SCENE_AMBIENT_COLOR]->setVec3(&col);
  169. }
  170. //
  171. // set user defined vars
  172. //
  173. for(uint i=0; i<mtl.userDefinedVars.size(); i++)
  174. {
  175. const Material::UserDefinedUniVar* udv = &mtl.userDefinedVars[i];
  176. switch(udv->sProgVar->getGlDataType())
  177. {
  178. // texture
  179. case GL_SAMPLER_2D:
  180. udv->sProgVar->setTexture(*udv->value.texture, textureUnit++);
  181. break;
  182. // float
  183. case GL_FLOAT:
  184. udv->sProgVar->setFloat(udv->value.float_);
  185. break;
  186. // vec2
  187. case GL_FLOAT_VEC2:
  188. udv->sProgVar->setVec2(&udv->value.vec2);
  189. break;
  190. // vec3
  191. case GL_FLOAT_VEC3:
  192. udv->sProgVar->setVec3(&udv->value.vec3);
  193. break;
  194. // vec4
  195. case GL_FLOAT_VEC4:
  196. udv->sProgVar->setVec4(&udv->value.vec4);
  197. break;
  198. }
  199. }
  200. }
  201. //======================================================================================================================
  202. // setProjectionMatrix =
  203. //======================================================================================================================
  204. void Renderer::setProjectionMatrix(const Camera& cam)
  205. {
  206. glMatrixMode(GL_PROJECTION);
  207. loadMatrix(cam.getProjectionMatrix());
  208. }
  209. //======================================================================================================================
  210. // setViewMatrix =
  211. //======================================================================================================================
  212. void Renderer::setViewMatrix(const Camera& cam)
  213. {
  214. glMatrixMode(GL_MODELVIEW);
  215. loadMatrix(cam.getViewMatrix());
  216. }
  217. //======================================================================================================================
  218. // unproject =
  219. //======================================================================================================================
  220. Vec3 Renderer::unproject(const Vec3& windowCoords, const Mat4& modelViewMat, const Mat4& projectionMat,
  221. const int view[4])
  222. {
  223. Mat4 invPm = projectionMat * modelViewMat;
  224. invPm.invert();
  225. // the vec is in NDC space meaning: -1<=vec.x<=1 -1<=vec.y<=1 -1<=vec.z<=1
  226. Vec4 vec;
  227. vec.x = (2.0*(windowCoords.x-view[0]))/view[2] - 1.0;
  228. vec.y = (2.0*(windowCoords.y-view[1]))/view[3] - 1.0;
  229. vec.z = 2.0*windowCoords.z - 1.0;
  230. vec.w = 1.0;
  231. Vec4 final = invPm * vec;
  232. final /= final.w;
  233. return Vec3(final);
  234. }
  235. //======================================================================================================================
  236. // ortho =
  237. //======================================================================================================================
  238. Mat4 Renderer::ortho(float left, float right, float bottom, float top, float near, float far)
  239. {
  240. float difx = right-left;
  241. float dify = top-bottom;
  242. float difz = far-near;
  243. float tx = -(right+left) / difx;
  244. float ty = -(top+bottom) / dify;
  245. float tz = -(far+near) / difz;
  246. Mat4 m;
  247. m(0, 0) = 2.0 / difx;
  248. m(0, 1) = 0.0;
  249. m(0, 2) = 0.0;
  250. m(0, 3) = tx;
  251. m(1, 0) = 0.0;
  252. m(1, 1) = 2.0 / dify;
  253. m(1, 2) = 0.0;
  254. m(1, 3) = ty;
  255. m(2, 0) = 0.0;
  256. m(2, 1) = 0.0;
  257. m(2, 2) = -2.0 / difz;
  258. m(2, 3) = tz;
  259. m(3, 0) = 0.0;
  260. m(3, 1) = 0.0;
  261. m(3, 2) = 0.0;
  262. m(3, 3) = 1.0;
  263. return m;
  264. }
  265. //======================================================================================================================
  266. // getLastError =
  267. //======================================================================================================================
  268. const uchar* Renderer::getLastError()
  269. {
  270. return gluErrorString(glGetError());
  271. }
  272. //======================================================================================================================
  273. // printLastError =
  274. //======================================================================================================================
  275. void Renderer::printLastError()
  276. {
  277. GLenum errid = glGetError();
  278. if(errid != GL_NO_ERROR)
  279. ERROR("OpenGL Error: " << gluErrorString(errid));
  280. }