Renderer.cpp 7.9 KB

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  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 9)", 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. if (mc->GetVisible())
  121. {
  122. mc->Draw(mMeshShader);
  123. }
  124. }
  125. // Draw all sprite components
  126. // Disable depth buffering
  127. glDisable(GL_DEPTH_TEST);
  128. // Enable alpha blending on the color buffer
  129. glEnable(GL_BLEND);
  130. glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
  131. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
  132. // Set shader/vao as active
  133. mSpriteShader->SetActive();
  134. mSpriteVerts->SetActive();
  135. for (auto sprite : mSprites)
  136. {
  137. if (sprite->GetVisible())
  138. {
  139. sprite->Draw(mSpriteShader);
  140. }
  141. }
  142. // Swap the buffers
  143. SDL_GL_SwapWindow(mWindow);
  144. }
  145. void Renderer::AddSprite(SpriteComponent* sprite)
  146. {
  147. // Find the insertion point in the sorted vector
  148. // (The first element with a higher draw order than me)
  149. int myDrawOrder = sprite->GetDrawOrder();
  150. auto iter = mSprites.begin();
  151. for (;
  152. iter != mSprites.end();
  153. ++iter)
  154. {
  155. if (myDrawOrder < (*iter)->GetDrawOrder())
  156. {
  157. break;
  158. }
  159. }
  160. // Inserts element before position of iterator
  161. mSprites.insert(iter, sprite);
  162. }
  163. void Renderer::RemoveSprite(SpriteComponent* sprite)
  164. {
  165. auto iter = std::find(mSprites.begin(), mSprites.end(), sprite);
  166. mSprites.erase(iter);
  167. }
  168. void Renderer::AddMeshComp(MeshComponent* mesh)
  169. {
  170. mMeshComps.emplace_back(mesh);
  171. }
  172. void Renderer::RemoveMeshComp(MeshComponent* mesh)
  173. {
  174. auto iter = std::find(mMeshComps.begin(), mMeshComps.end(), mesh);
  175. mMeshComps.erase(iter);
  176. }
  177. Texture* Renderer::GetTexture(const std::string& fileName)
  178. {
  179. Texture* tex = nullptr;
  180. auto iter = mTextures.find(fileName);
  181. if (iter != mTextures.end())
  182. {
  183. tex = iter->second;
  184. }
  185. else
  186. {
  187. tex = new Texture();
  188. if (tex->Load(fileName))
  189. {
  190. mTextures.emplace(fileName, tex);
  191. }
  192. else
  193. {
  194. delete tex;
  195. tex = nullptr;
  196. }
  197. }
  198. return tex;
  199. }
  200. Mesh* Renderer::GetMesh(const std::string & fileName)
  201. {
  202. Mesh* m = nullptr;
  203. auto iter = mMeshes.find(fileName);
  204. if (iter != mMeshes.end())
  205. {
  206. m = iter->second;
  207. }
  208. else
  209. {
  210. m = new Mesh();
  211. if (m->Load(fileName, this))
  212. {
  213. mMeshes.emplace(fileName, m);
  214. }
  215. else
  216. {
  217. delete m;
  218. m = nullptr;
  219. }
  220. }
  221. return m;
  222. }
  223. bool Renderer::LoadShaders()
  224. {
  225. // Create sprite shader
  226. mSpriteShader = new Shader();
  227. if (!mSpriteShader->Load("Shaders/Sprite.vert", "Shaders/Sprite.frag"))
  228. {
  229. return false;
  230. }
  231. mSpriteShader->SetActive();
  232. // Set the view-projection matrix
  233. Matrix4 viewProj = Matrix4::CreateSimpleViewProj(mScreenWidth, mScreenHeight);
  234. mSpriteShader->SetMatrixUniform("uViewProj", viewProj);
  235. // Create basic mesh shader
  236. mMeshShader = new Shader();
  237. if (!mMeshShader->Load("Shaders/Phong.vert", "Shaders/Phong.frag"))
  238. {
  239. return false;
  240. }
  241. mMeshShader->SetActive();
  242. // Set the view-projection matrix
  243. mView = Matrix4::CreateLookAt(Vector3::Zero, Vector3::UnitX, Vector3::UnitZ);
  244. mProjection = Matrix4::CreatePerspectiveFOV(Math::ToRadians(70.0f),
  245. mScreenWidth, mScreenHeight, 10.0f, 10000.0f);
  246. mMeshShader->SetMatrixUniform("uViewProj", mView * mProjection);
  247. return true;
  248. }
  249. void Renderer::CreateSpriteVerts()
  250. {
  251. float vertices[] = {
  252. -0.5f, 0.5f, 0.f, 0.f, 0.f, 0.0f, 0.f, 0.f, // top left
  253. 0.5f, 0.5f, 0.f, 0.f, 0.f, 0.0f, 1.f, 0.f, // top right
  254. 0.5f,-0.5f, 0.f, 0.f, 0.f, 0.0f, 1.f, 1.f, // bottom right
  255. -0.5f,-0.5f, 0.f, 0.f, 0.f, 0.0f, 0.f, 1.f // bottom left
  256. };
  257. unsigned int indices[] = {
  258. 0, 1, 2,
  259. 2, 3, 0
  260. };
  261. mSpriteVerts = new VertexArray(vertices, 4, indices, 6);
  262. }
  263. void Renderer::SetLightUniforms(Shader* shader)
  264. {
  265. // Camera position is from inverted view
  266. Matrix4 invView = mView;
  267. invView.Invert();
  268. shader->SetVectorUniform("uCameraPos", invView.GetTranslation());
  269. // Ambient light
  270. shader->SetVectorUniform("uAmbientLight", mAmbientLight);
  271. // Directional light
  272. shader->SetVectorUniform("uDirLight.mDirection",
  273. mDirLight.mDirection);
  274. shader->SetVectorUniform("uDirLight.mDiffuseColor",
  275. mDirLight.mDiffuseColor);
  276. shader->SetVectorUniform("uDirLight.mSpecColor",
  277. mDirLight.mSpecColor);
  278. }
  279. Vector3 Renderer::Unproject(const Vector3& screenPoint) const
  280. {
  281. // Convert screenPoint to device coordinates (between -1 and +1)
  282. Vector3 deviceCoord = screenPoint;
  283. deviceCoord.x /= (mScreenWidth) * 0.5f;
  284. deviceCoord.y /= (mScreenHeight) * 0.5f;
  285. // Transform vector by unprojection matrix
  286. Matrix4 unprojection = mView * mProjection;
  287. unprojection.Invert();
  288. return Vector3::TransformWithPerspDiv(deviceCoord, unprojection);
  289. }
  290. void Renderer::GetScreenDirection(Vector3& outStart, Vector3& outDir) const
  291. {
  292. // Get start point (in center of screen on near plane)
  293. Vector3 screenPoint(0.0f, 0.0f, 0.0f);
  294. outStart = Unproject(screenPoint);
  295. // Get end point (in center of screen, between near and far)
  296. screenPoint.z = 0.9f;
  297. Vector3 end = Unproject(screenPoint);
  298. // Get direction vector
  299. outDir = end - outStart;
  300. outDir.Normalize();
  301. }