Renderer.cpp 9.2 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. #include "SkeletalMeshComponent.h"
  20. Renderer::Renderer(Game* game)
  21. :mGame(game)
  22. ,mSpriteShader(nullptr)
  23. ,mMeshShader(nullptr)
  24. ,mSkinnedShader(nullptr)
  25. {
  26. }
  27. Renderer::~Renderer()
  28. {
  29. }
  30. bool Renderer::Initialize(float screenWidth, float screenHeight)
  31. {
  32. mScreenWidth = screenWidth;
  33. mScreenHeight = screenHeight;
  34. // Set OpenGL attributes
  35. // Use the core OpenGL profile
  36. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  37. // Specify version 3.3
  38. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  39. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
  40. // Request a color buffer with 8-bits per RGBA channel
  41. SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
  42. SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
  43. SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
  44. SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
  45. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  46. // Enable double buffering
  47. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  48. // Force OpenGL to use hardware acceleration
  49. SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
  50. mWindow = SDL_CreateWindow("Game Programming in C++ (Chapter 12)", 100, 100,
  51. static_cast<int>(mScreenWidth), static_cast<int>(mScreenHeight), SDL_WINDOW_OPENGL);
  52. if (!mWindow)
  53. {
  54. SDL_Log("Failed to create window: %s", SDL_GetError());
  55. return false;
  56. }
  57. // Create an OpenGL context
  58. mContext = SDL_GL_CreateContext(mWindow);
  59. // Initialize GLEW
  60. glewExperimental = GL_TRUE;
  61. if (glewInit() != GLEW_OK)
  62. {
  63. SDL_Log("Failed to initialize GLEW.");
  64. return false;
  65. }
  66. // On some platforms, GLEW will emit a benign error code,
  67. // so clear it
  68. glGetError();
  69. // Make sure we can create/compile shaders
  70. if (!LoadShaders())
  71. {
  72. SDL_Log("Failed to load shaders.");
  73. return false;
  74. }
  75. // Create quad for drawing sprites
  76. CreateSpriteVerts();
  77. return true;
  78. }
  79. void Renderer::Shutdown()
  80. {
  81. delete mSpriteVerts;
  82. mSpriteShader->Unload();
  83. delete mSpriteShader;
  84. mMeshShader->Unload();
  85. delete mMeshShader;
  86. SDL_GL_DeleteContext(mContext);
  87. SDL_DestroyWindow(mWindow);
  88. }
  89. void Renderer::UnloadData()
  90. {
  91. // Destroy textures
  92. for (auto i : mTextures)
  93. {
  94. i.second->Unload();
  95. delete i.second;
  96. }
  97. mTextures.clear();
  98. // Destroy meshes
  99. for (auto i : mMeshes)
  100. {
  101. i.second->Unload();
  102. delete i.second;
  103. }
  104. mMeshes.clear();
  105. }
  106. void Renderer::Draw()
  107. {
  108. // Set the clear color to light grey
  109. glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
  110. // Clear the color buffer
  111. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  112. // Draw mesh components
  113. // Enable depth buffering/disable alpha blend
  114. glEnable(GL_DEPTH_TEST);
  115. glDisable(GL_BLEND);
  116. // Set the mesh shader active
  117. mMeshShader->SetActive();
  118. // Update view-projection matrix
  119. mMeshShader->SetMatrixUniform("uViewProj", mView * mProjection);
  120. // Update lighting uniforms
  121. SetLightUniforms(mMeshShader);
  122. for (auto mc : mMeshComps)
  123. {
  124. if (mc->GetVisible())
  125. {
  126. mc->Draw(mMeshShader);
  127. }
  128. }
  129. // Draw any skinned meshes now
  130. mSkinnedShader->SetActive();
  131. // Update view-projection matrix
  132. mSkinnedShader->SetMatrixUniform("uViewProj", mView * mProjection);
  133. // Update lighting uniforms
  134. SetLightUniforms(mSkinnedShader);
  135. for (auto sk : mSkeletalMeshes)
  136. {
  137. if (sk->GetVisible())
  138. {
  139. sk->Draw(mSkinnedShader);
  140. }
  141. }
  142. // Draw all sprite components
  143. // Disable depth buffering
  144. glDisable(GL_DEPTH_TEST);
  145. // Enable alpha blending on the color buffer
  146. glEnable(GL_BLEND);
  147. glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
  148. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
  149. // Set shader/vao as active
  150. mSpriteShader->SetActive();
  151. mSpriteVerts->SetActive();
  152. for (auto sprite : mSprites)
  153. {
  154. if (sprite->GetVisible())
  155. {
  156. sprite->Draw(mSpriteShader);
  157. }
  158. }
  159. // Draw any UI screens
  160. for (auto ui : mGame->GetUIStack())
  161. {
  162. ui->Draw(mSpriteShader);
  163. }
  164. // Swap the buffers
  165. SDL_GL_SwapWindow(mWindow);
  166. }
  167. void Renderer::AddSprite(SpriteComponent* sprite)
  168. {
  169. // Find the insertion point in the sorted vector
  170. // (The first element with a higher draw order than me)
  171. int myDrawOrder = sprite->GetDrawOrder();
  172. auto iter = mSprites.begin();
  173. for (;
  174. iter != mSprites.end();
  175. ++iter)
  176. {
  177. if (myDrawOrder < (*iter)->GetDrawOrder())
  178. {
  179. break;
  180. }
  181. }
  182. // Inserts element before position of iterator
  183. mSprites.insert(iter, sprite);
  184. }
  185. void Renderer::RemoveSprite(SpriteComponent* sprite)
  186. {
  187. auto iter = std::find(mSprites.begin(), mSprites.end(), sprite);
  188. mSprites.erase(iter);
  189. }
  190. void Renderer::AddMeshComp(MeshComponent* mesh)
  191. {
  192. if (mesh->GetIsSkeletal())
  193. {
  194. SkeletalMeshComponent* sk = static_cast<SkeletalMeshComponent*>(mesh);
  195. mSkeletalMeshes.emplace_back(sk);
  196. }
  197. else
  198. {
  199. mMeshComps.emplace_back(mesh);
  200. }
  201. }
  202. void Renderer::RemoveMeshComp(MeshComponent* mesh)
  203. {
  204. if (mesh->GetIsSkeletal())
  205. {
  206. SkeletalMeshComponent* sk = static_cast<SkeletalMeshComponent*>(mesh);
  207. auto iter = std::find(mSkeletalMeshes.begin(), mSkeletalMeshes.end(), sk);
  208. mSkeletalMeshes.erase(iter);
  209. }
  210. else
  211. {
  212. auto iter = std::find(mMeshComps.begin(), mMeshComps.end(), mesh);
  213. mMeshComps.erase(iter);
  214. }
  215. }
  216. Texture* Renderer::GetTexture(const std::string& fileName)
  217. {
  218. Texture* tex = nullptr;
  219. auto iter = mTextures.find(fileName);
  220. if (iter != mTextures.end())
  221. {
  222. tex = iter->second;
  223. }
  224. else
  225. {
  226. tex = new Texture();
  227. if (tex->Load(fileName))
  228. {
  229. mTextures.emplace(fileName, tex);
  230. }
  231. else
  232. {
  233. delete tex;
  234. tex = nullptr;
  235. }
  236. }
  237. return tex;
  238. }
  239. Mesh* Renderer::GetMesh(const std::string & fileName)
  240. {
  241. Mesh* m = nullptr;
  242. auto iter = mMeshes.find(fileName);
  243. if (iter != mMeshes.end())
  244. {
  245. m = iter->second;
  246. }
  247. else
  248. {
  249. m = new Mesh();
  250. if (m->Load(fileName, this))
  251. {
  252. mMeshes.emplace(fileName, m);
  253. }
  254. else
  255. {
  256. delete m;
  257. m = nullptr;
  258. }
  259. }
  260. return m;
  261. }
  262. bool Renderer::LoadShaders()
  263. {
  264. // Create sprite shader
  265. mSpriteShader = new Shader();
  266. if (!mSpriteShader->Load("Shaders/Sprite.vert", "Shaders/Sprite.frag"))
  267. {
  268. return false;
  269. }
  270. mSpriteShader->SetActive();
  271. // Set the view-projection matrix
  272. Matrix4 viewProj = Matrix4::CreateSimpleViewProj(mScreenWidth, mScreenHeight);
  273. mSpriteShader->SetMatrixUniform("uViewProj", viewProj);
  274. // Create basic mesh shader
  275. mMeshShader = new Shader();
  276. if (!mMeshShader->Load("Shaders/Phong.vert", "Shaders/Phong.frag"))
  277. {
  278. return false;
  279. }
  280. mMeshShader->SetActive();
  281. // Set the view-projection matrix
  282. mView = Matrix4::CreateLookAt(Vector3::Zero, Vector3::UnitX, Vector3::UnitZ);
  283. mProjection = Matrix4::CreatePerspectiveFOV(Math::ToRadians(70.0f),
  284. mScreenWidth, mScreenHeight, 10.0f, 10000.0f);
  285. mMeshShader->SetMatrixUniform("uViewProj", mView * mProjection);
  286. // Create skinned shader
  287. mSkinnedShader = new Shader();
  288. if (!mSkinnedShader->Load("Shaders/Skinned.vert", "Shaders/Phong.frag"))
  289. {
  290. return false;
  291. }
  292. mSkinnedShader->SetActive();
  293. // Set the view-projection matrix
  294. mView = Matrix4::CreateLookAt(Vector3::Zero, Vector3::UnitX, Vector3::UnitZ);
  295. mProjection = Matrix4::CreatePerspectiveFOV(Math::ToRadians(70.0f),
  296. mScreenWidth, mScreenHeight, 10.0f, 10000.0f);
  297. mSkinnedShader->SetMatrixUniform("uViewProj", mView * mProjection);
  298. return true;
  299. }
  300. void Renderer::CreateSpriteVerts()
  301. {
  302. float vertices[] = {
  303. -0.5f, 0.5f, 0.f, 0.f, 0.f, 0.0f, 0.f, 0.f, // top left
  304. 0.5f, 0.5f, 0.f, 0.f, 0.f, 0.0f, 1.f, 0.f, // top right
  305. 0.5f,-0.5f, 0.f, 0.f, 0.f, 0.0f, 1.f, 1.f, // bottom right
  306. -0.5f,-0.5f, 0.f, 0.f, 0.f, 0.0f, 0.f, 1.f // bottom left
  307. };
  308. unsigned int indices[] = {
  309. 0, 1, 2,
  310. 2, 3, 0
  311. };
  312. mSpriteVerts = new VertexArray(vertices, 4, VertexArray::PosNormTex, indices, 6);
  313. }
  314. void Renderer::SetLightUniforms(Shader* shader)
  315. {
  316. // Camera position is from inverted view
  317. Matrix4 invView = mView;
  318. invView.Invert();
  319. shader->SetVectorUniform("uCameraPos", invView.GetTranslation());
  320. // Ambient light
  321. shader->SetVectorUniform("uAmbientLight", mAmbientLight);
  322. // Directional light
  323. shader->SetVectorUniform("uDirLight.mDirection",
  324. mDirLight.mDirection);
  325. shader->SetVectorUniform("uDirLight.mDiffuseColor",
  326. mDirLight.mDiffuseColor);
  327. shader->SetVectorUniform("uDirLight.mSpecColor",
  328. mDirLight.mSpecColor);
  329. }
  330. Vector3 Renderer::Unproject(const Vector3& screenPoint) const
  331. {
  332. // Convert screenPoint to device coordinates (between -1 and +1)
  333. Vector3 deviceCoord = screenPoint;
  334. deviceCoord.x /= (mScreenWidth) * 0.5f;
  335. deviceCoord.y /= (mScreenHeight) * 0.5f;
  336. // Transform vector by unprojection matrix
  337. Matrix4 unprojection = mView * mProjection;
  338. unprojection.Invert();
  339. return Vector3::TransformWithPerspDiv(deviceCoord, unprojection);
  340. }
  341. void Renderer::GetScreenDirection(Vector3& outStart, Vector3& outDir) const
  342. {
  343. // Get start point (in center of screen on near plane)
  344. Vector3 screenPoint(0.0f, 0.0f, 0.0f);
  345. outStart = Unproject(screenPoint);
  346. // Get end point (in center of screen, between near and far)
  347. screenPoint.z = 0.9f;
  348. Vector3 end = Unproject(screenPoint);
  349. // Get direction vector
  350. outDir = end - outStart;
  351. outDir.Normalize();
  352. }