Renderer.cpp 7.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307
  1. // ----------------------------------------------------------------
  2. // From Game Programming in C++ by Sanjay Madhav
  3. // Copyright (C) 2017 Sanjay Madhav. All rights reserved.
  4. //
  5. // Released under the BSD License
  6. // See LICENSE in root directory for full details.
  7. // ----------------------------------------------------------------
  8. #include "Renderer.h"
  9. #include "Texture.h"
  10. #include "Mesh.h"
  11. #include <algorithm>
  12. #include "Shader.h"
  13. #include "VertexArray.h"
  14. #include "SpriteComponent.h"
  15. #include "MeshComponent.h"
  16. #include <GL/glew.h>
  17. Renderer::Renderer(Game* game)
  18. :mGame(game)
  19. ,mSpriteShader(nullptr)
  20. ,mMeshShader(nullptr)
  21. {
  22. }
  23. Renderer::~Renderer()
  24. {
  25. }
  26. bool Renderer::Initialize(float screenWidth, float screenHeight)
  27. {
  28. mScreenWidth = screenWidth;
  29. mScreenHeight = screenHeight;
  30. // Set OpenGL attributes
  31. // Use the core OpenGL profile
  32. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  33. // Specify version 3.3
  34. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  35. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
  36. // Request a color buffer with 8-bits per RGBA channel
  37. SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
  38. SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
  39. SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
  40. SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
  41. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  42. // Enable double buffering
  43. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  44. // Force OpenGL to use hardware acceleration
  45. SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
  46. mWindow = SDL_CreateWindow("Game Programming in C++ (Chapter 6)", 100, 100,
  47. static_cast<int>(mScreenWidth), static_cast<int>(mScreenHeight), SDL_WINDOW_OPENGL);
  48. if (!mWindow)
  49. {
  50. SDL_Log("Failed to create window: %s", SDL_GetError());
  51. return false;
  52. }
  53. // Create an OpenGL context
  54. mContext = SDL_GL_CreateContext(mWindow);
  55. // Initialize GLEW
  56. glewExperimental = GL_TRUE;
  57. if (glewInit() != GLEW_OK)
  58. {
  59. SDL_Log("Failed to initialize GLEW.");
  60. return false;
  61. }
  62. // On some platforms, GLEW will emit a benign error code,
  63. // so clear it
  64. glGetError();
  65. // Make sure we can create/compile shaders
  66. if (!LoadShaders())
  67. {
  68. SDL_Log("Failed to load shaders.");
  69. return false;
  70. }
  71. // Create quad for drawing sprites
  72. CreateSpriteVerts();
  73. return true;
  74. }
  75. void Renderer::Shutdown()
  76. {
  77. delete mSpriteVerts;
  78. mSpriteShader->Unload();
  79. delete mSpriteShader;
  80. mMeshShader->Unload();
  81. delete mMeshShader;
  82. SDL_GL_DeleteContext(mContext);
  83. SDL_DestroyWindow(mWindow);
  84. }
  85. void Renderer::UnloadData()
  86. {
  87. // Destroy textures
  88. for (auto i : mTextures)
  89. {
  90. i.second->Unload();
  91. delete i.second;
  92. }
  93. mTextures.clear();
  94. // Destroy meshes
  95. for (auto i : mMeshes)
  96. {
  97. i.second->Unload();
  98. delete i.second;
  99. }
  100. mMeshes.clear();
  101. }
  102. void Renderer::Draw()
  103. {
  104. // Set the clear color to light grey
  105. glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
  106. // Clear the color buffer
  107. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  108. // Draw mesh components
  109. // Enable depth buffering/disable alpha blend
  110. glEnable(GL_DEPTH_TEST);
  111. glDisable(GL_BLEND);
  112. // Set the mesh shader active
  113. mMeshShader->SetActive();
  114. // Update view-projection matrix
  115. mMeshShader->SetMatrixUniform("uViewProj", mView * mProjection);
  116. // Update lighting uniforms
  117. SetLightUniforms(mMeshShader);
  118. for (auto mc : mMeshComps)
  119. {
  120. mc->Draw(mMeshShader);
  121. }
  122. // Draw all sprite components
  123. // Disable depth buffering
  124. glDisable(GL_DEPTH_TEST);
  125. // Enable alpha blending on the color buffer
  126. glEnable(GL_BLEND);
  127. glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
  128. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
  129. // Set shader/vao as active
  130. mSpriteShader->SetActive();
  131. mSpriteVerts->SetActive();
  132. for (auto sprite : mSprites)
  133. {
  134. sprite->Draw(mSpriteShader);
  135. }
  136. // Swap the buffers
  137. SDL_GL_SwapWindow(mWindow);
  138. }
  139. void Renderer::AddSprite(SpriteComponent* sprite)
  140. {
  141. // Find the insertion point in the sorted vector
  142. // (The first element with a higher draw order than me)
  143. int myDrawOrder = sprite->GetDrawOrder();
  144. auto iter = mSprites.begin();
  145. for (;
  146. iter != mSprites.end();
  147. ++iter)
  148. {
  149. if (myDrawOrder < (*iter)->GetDrawOrder())
  150. {
  151. break;
  152. }
  153. }
  154. // Inserts element before position of iterator
  155. mSprites.insert(iter, sprite);
  156. }
  157. void Renderer::RemoveSprite(SpriteComponent* sprite)
  158. {
  159. auto iter = std::find(mSprites.begin(), mSprites.end(), sprite);
  160. mSprites.erase(iter);
  161. }
  162. void Renderer::AddMeshComp(MeshComponent* mesh)
  163. {
  164. mMeshComps.emplace_back(mesh);
  165. }
  166. void Renderer::RemoveMeshComp(MeshComponent* mesh)
  167. {
  168. auto iter = std::find(mMeshComps.begin(), mMeshComps.end(), mesh);
  169. mMeshComps.erase(iter);
  170. }
  171. Texture* Renderer::GetTexture(const std::string& fileName)
  172. {
  173. Texture* tex = nullptr;
  174. auto iter = mTextures.find(fileName);
  175. if (iter != mTextures.end())
  176. {
  177. tex = iter->second;
  178. }
  179. else
  180. {
  181. tex = new Texture();
  182. if (tex->Load(fileName))
  183. {
  184. mTextures.emplace(fileName, tex);
  185. }
  186. else
  187. {
  188. delete tex;
  189. tex = nullptr;
  190. }
  191. }
  192. return tex;
  193. }
  194. Mesh* Renderer::GetMesh(const std::string & fileName)
  195. {
  196. Mesh* m = nullptr;
  197. auto iter = mMeshes.find(fileName);
  198. if (iter != mMeshes.end())
  199. {
  200. m = iter->second;
  201. }
  202. else
  203. {
  204. m = new Mesh();
  205. if (m->Load(fileName, this))
  206. {
  207. mMeshes.emplace(fileName, m);
  208. }
  209. else
  210. {
  211. delete m;
  212. m = nullptr;
  213. }
  214. }
  215. return m;
  216. }
  217. bool Renderer::LoadShaders()
  218. {
  219. // Create sprite shader
  220. mSpriteShader = new Shader();
  221. if (!mSpriteShader->Load("Shaders/Sprite.vert", "Shaders/Sprite.frag"))
  222. {
  223. return false;
  224. }
  225. mSpriteShader->SetActive();
  226. // Set the view-projection matrix
  227. Matrix4 viewProj = Matrix4::CreateSimpleViewProj(mScreenWidth, mScreenHeight);
  228. mSpriteShader->SetMatrixUniform("uViewProj", viewProj);
  229. // Create basic mesh shader
  230. mMeshShader = new Shader();
  231. if (!mMeshShader->Load("Shaders/Phong.vert", "Shaders/Phong.frag"))
  232. {
  233. return false;
  234. }
  235. mMeshShader->SetActive();
  236. // Set the view-projection matrix
  237. mView = Matrix4::CreateLookAt(Vector3::Zero, Vector3::UnitX, Vector3::UnitZ);
  238. mProjection = Matrix4::CreatePerspectiveFOV(Math::ToRadians(70.0f),
  239. mScreenWidth, mScreenHeight, 25.0f, 10000.0f);
  240. mMeshShader->SetMatrixUniform("uViewProj", mView * mProjection);
  241. return true;
  242. }
  243. void Renderer::CreateSpriteVerts()
  244. {
  245. float vertices[] = {
  246. -0.5f, 0.5f, 0.f, 0.f, 0.f, 0.0f, 0.f, 0.f, // top left
  247. 0.5f, 0.5f, 0.f, 0.f, 0.f, 0.0f, 1.f, 0.f, // top right
  248. 0.5f,-0.5f, 0.f, 0.f, 0.f, 0.0f, 1.f, 1.f, // bottom right
  249. -0.5f,-0.5f, 0.f, 0.f, 0.f, 0.0f, 0.f, 1.f // bottom left
  250. };
  251. unsigned int indices[] = {
  252. 0, 1, 2,
  253. 2, 3, 0
  254. };
  255. mSpriteVerts = new VertexArray(vertices, 4, indices, 6);
  256. }
  257. void Renderer::SetLightUniforms(Shader* shader)
  258. {
  259. // Camera position is from inverted view
  260. Matrix4 invView = mView;
  261. invView.Invert();
  262. shader->SetVectorUniform("uCameraPos", invView.GetTranslation());
  263. // Ambient light
  264. shader->SetVectorUniform("uAmbientLight", mAmbientLight);
  265. // Directional light
  266. shader->SetVectorUniform("uDirLight.mDirection",
  267. mDirLight.mDirection);
  268. shader->SetVectorUniform("uDirLight.mDiffuseColor",
  269. mDirLight.mDiffuseColor);
  270. shader->SetVectorUniform("uDirLight.mSpecColor",
  271. mDirLight.mSpecColor);
  272. }