Renderer.cpp 8.0 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 "UIScreen.h"
  17. #include "Game.h"
  18. #include <GL/glew.h>
  19. Renderer::Renderer(Game* game)
  20. :mGame(game)
  21. ,mSpriteShader(nullptr)
  22. ,mMeshShader(nullptr)
  23. {
  24. }
  25. Renderer::~Renderer()
  26. {
  27. }
  28. bool Renderer::Initialize(float screenWidth, float screenHeight)
  29. {
  30. mScreenWidth = screenWidth;
  31. mScreenHeight = screenHeight;
  32. // Set OpenGL attributes
  33. // Use the core OpenGL profile
  34. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  35. // Specify version 3.3
  36. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  37. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
  38. // Request a color buffer with 8-bits per RGBA channel
  39. SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
  40. SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
  41. SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
  42. SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
  43. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  44. // Enable double buffering
  45. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  46. // Force OpenGL to use hardware acceleration
  47. SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
  48. mWindow = SDL_CreateWindow("Game Programming in C++ (Chapter 11)", 100, 100,
  49. static_cast<int>(mScreenWidth), static_cast<int>(mScreenHeight), SDL_WINDOW_OPENGL);
  50. if (!mWindow)
  51. {
  52. SDL_Log("Failed to create window: %s", SDL_GetError());
  53. return false;
  54. }
  55. // Create an OpenGL context
  56. mContext = SDL_GL_CreateContext(mWindow);
  57. // Initialize GLEW
  58. glewExperimental = GL_TRUE;
  59. if (glewInit() != GLEW_OK)
  60. {
  61. SDL_Log("Failed to initialize GLEW.");
  62. return false;
  63. }
  64. // On some platforms, GLEW will emit a benign error code,
  65. // so clear it
  66. glGetError();
  67. // Make sure we can create/compile shaders
  68. if (!LoadShaders())
  69. {
  70. SDL_Log("Failed to load shaders.");
  71. return false;
  72. }
  73. // Create quad for drawing sprites
  74. CreateSpriteVerts();
  75. return true;
  76. }
  77. void Renderer::Shutdown()
  78. {
  79. delete mSpriteVerts;
  80. mSpriteShader->Unload();
  81. delete mSpriteShader;
  82. mMeshShader->Unload();
  83. delete mMeshShader;
  84. SDL_GL_DeleteContext(mContext);
  85. SDL_DestroyWindow(mWindow);
  86. }
  87. void Renderer::UnloadData()
  88. {
  89. // Destroy textures
  90. for (auto i : mTextures)
  91. {
  92. i.second->Unload();
  93. delete i.second;
  94. }
  95. mTextures.clear();
  96. // Destroy meshes
  97. for (auto i : mMeshes)
  98. {
  99. i.second->Unload();
  100. delete i.second;
  101. }
  102. mMeshes.clear();
  103. }
  104. void Renderer::Draw()
  105. {
  106. // Set the clear color to light grey
  107. glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
  108. // Clear the color buffer
  109. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  110. // Draw mesh components
  111. // Enable depth buffering/disable alpha blend
  112. glEnable(GL_DEPTH_TEST);
  113. glDisable(GL_BLEND);
  114. // Set the mesh shader active
  115. mMeshShader->SetActive();
  116. // Update view-projection matrix
  117. mMeshShader->SetMatrixUniform("uViewProj", mView * mProjection);
  118. // Update lighting uniforms
  119. SetLightUniforms(mMeshShader);
  120. for (auto mc : mMeshComps)
  121. {
  122. if (mc->GetVisible())
  123. {
  124. mc->Draw(mMeshShader);
  125. }
  126. }
  127. // Draw all sprite components
  128. // Disable depth buffering
  129. glDisable(GL_DEPTH_TEST);
  130. // Enable alpha blending on the color buffer
  131. glEnable(GL_BLEND);
  132. glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
  133. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
  134. // Set shader/vao as active
  135. mSpriteShader->SetActive();
  136. mSpriteVerts->SetActive();
  137. for (auto sprite : mSprites)
  138. {
  139. if (sprite->GetVisible())
  140. {
  141. sprite->Draw(mSpriteShader);
  142. }
  143. }
  144. // Draw any UI screens
  145. for (auto ui : mGame->GetUIStack())
  146. {
  147. ui->Draw(mSpriteShader);
  148. }
  149. // Swap the buffers
  150. SDL_GL_SwapWindow(mWindow);
  151. }
  152. void Renderer::AddSprite(SpriteComponent* sprite)
  153. {
  154. // Find the insertion point in the sorted vector
  155. // (The first element with a higher draw order than me)
  156. int myDrawOrder = sprite->GetDrawOrder();
  157. auto iter = mSprites.begin();
  158. for (;
  159. iter != mSprites.end();
  160. ++iter)
  161. {
  162. if (myDrawOrder < (*iter)->GetDrawOrder())
  163. {
  164. break;
  165. }
  166. }
  167. // Inserts element before position of iterator
  168. mSprites.insert(iter, sprite);
  169. }
  170. void Renderer::RemoveSprite(SpriteComponent* sprite)
  171. {
  172. auto iter = std::find(mSprites.begin(), mSprites.end(), sprite);
  173. mSprites.erase(iter);
  174. }
  175. void Renderer::AddMeshComp(MeshComponent* mesh)
  176. {
  177. mMeshComps.emplace_back(mesh);
  178. }
  179. void Renderer::RemoveMeshComp(MeshComponent* mesh)
  180. {
  181. auto iter = std::find(mMeshComps.begin(), mMeshComps.end(), mesh);
  182. mMeshComps.erase(iter);
  183. }
  184. Texture* Renderer::GetTexture(const std::string& fileName)
  185. {
  186. Texture* tex = nullptr;
  187. auto iter = mTextures.find(fileName);
  188. if (iter != mTextures.end())
  189. {
  190. tex = iter->second;
  191. }
  192. else
  193. {
  194. tex = new Texture();
  195. if (tex->Load(fileName))
  196. {
  197. mTextures.emplace(fileName, tex);
  198. }
  199. else
  200. {
  201. delete tex;
  202. tex = nullptr;
  203. }
  204. }
  205. return tex;
  206. }
  207. Mesh* Renderer::GetMesh(const std::string & fileName)
  208. {
  209. Mesh* m = nullptr;
  210. auto iter = mMeshes.find(fileName);
  211. if (iter != mMeshes.end())
  212. {
  213. m = iter->second;
  214. }
  215. else
  216. {
  217. m = new Mesh();
  218. if (m->Load(fileName, this))
  219. {
  220. mMeshes.emplace(fileName, m);
  221. }
  222. else
  223. {
  224. delete m;
  225. m = nullptr;
  226. }
  227. }
  228. return m;
  229. }
  230. bool Renderer::LoadShaders()
  231. {
  232. // Create sprite shader
  233. mSpriteShader = new Shader();
  234. if (!mSpriteShader->Load("Shaders/Sprite.vert", "Shaders/Sprite.frag"))
  235. {
  236. return false;
  237. }
  238. mSpriteShader->SetActive();
  239. // Set the view-projection matrix
  240. Matrix4 viewProj = Matrix4::CreateSimpleViewProj(mScreenWidth, mScreenHeight);
  241. mSpriteShader->SetMatrixUniform("uViewProj", viewProj);
  242. // Create basic mesh shader
  243. mMeshShader = new Shader();
  244. if (!mMeshShader->Load("Shaders/Phong.vert", "Shaders/Phong.frag"))
  245. {
  246. return false;
  247. }
  248. mMeshShader->SetActive();
  249. // Set the view-projection matrix
  250. mView = Matrix4::CreateLookAt(Vector3::Zero, Vector3::UnitX, Vector3::UnitZ);
  251. mProjection = Matrix4::CreatePerspectiveFOV(Math::ToRadians(70.0f),
  252. mScreenWidth, mScreenHeight, 10.0f, 10000.0f);
  253. mMeshShader->SetMatrixUniform("uViewProj", mView * mProjection);
  254. return true;
  255. }
  256. void Renderer::CreateSpriteVerts()
  257. {
  258. float vertices[] = {
  259. -0.5f, 0.5f, 0.f, 0.f, 0.f, 0.0f, 0.f, 0.f, // top left
  260. 0.5f, 0.5f, 0.f, 0.f, 0.f, 0.0f, 1.f, 0.f, // top right
  261. 0.5f,-0.5f, 0.f, 0.f, 0.f, 0.0f, 1.f, 1.f, // bottom right
  262. -0.5f,-0.5f, 0.f, 0.f, 0.f, 0.0f, 0.f, 1.f // bottom left
  263. };
  264. unsigned int indices[] = {
  265. 0, 1, 2,
  266. 2, 3, 0
  267. };
  268. mSpriteVerts = new VertexArray(vertices, 4, indices, 6);
  269. }
  270. void Renderer::SetLightUniforms(Shader* shader)
  271. {
  272. // Camera position is from inverted view
  273. Matrix4 invView = mView;
  274. invView.Invert();
  275. shader->SetVectorUniform("uCameraPos", invView.GetTranslation());
  276. // Ambient light
  277. shader->SetVectorUniform("uAmbientLight", mAmbientLight);
  278. // Directional light
  279. shader->SetVectorUniform("uDirLight.mDirection",
  280. mDirLight.mDirection);
  281. shader->SetVectorUniform("uDirLight.mDiffuseColor",
  282. mDirLight.mDiffuseColor);
  283. shader->SetVectorUniform("uDirLight.mSpecColor",
  284. mDirLight.mSpecColor);
  285. }
  286. Vector3 Renderer::Unproject(const Vector3& screenPoint) const
  287. {
  288. // Convert screenPoint to device coordinates (between -1 and +1)
  289. Vector3 deviceCoord = screenPoint;
  290. deviceCoord.x /= (mScreenWidth) * 0.5f;
  291. deviceCoord.y /= (mScreenHeight) * 0.5f;
  292. // Transform vector by unprojection matrix
  293. Matrix4 unprojection = mView * mProjection;
  294. unprojection.Invert();
  295. return Vector3::TransformWithPerspDiv(deviceCoord, unprojection);
  296. }
  297. void Renderer::GetScreenDirection(Vector3& outStart, Vector3& outDir) const
  298. {
  299. // Get start point (in center of screen on near plane)
  300. Vector3 screenPoint(0.0f, 0.0f, 0.0f);
  301. outStart = Unproject(screenPoint);
  302. // Get end point (in center of screen, between near and far)
  303. screenPoint.z = 0.9f;
  304. Vector3 end = Unproject(screenPoint);
  305. // Get direction vector
  306. outDir = end - outStart;
  307. outDir.Normalize();
  308. }