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https://github.com/rwengine/openrw.git
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67fbc5afa3
Fix issue with 0-rotation animation frames Improve weapon shot origin alignment (still bad)
178 lines
3.9 KiB
C++
178 lines
3.9 KiB
C++
#ifndef _GAMERENDERER_HPP_
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#define _GAMERENDERER_HPP_
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#define GLEW_STATIC
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#include <GL/glew.h>
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#include <memory>
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#include <vector>
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#include <render/ViewCamera.hpp>
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class Model;
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class ModelFrame;
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class GameWorld;
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class GameObject;
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class CharacterObject;
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class VehicleObject;
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class InstanceObject;
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class PickupObject;
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class Animator;
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class InventoryItem;
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/**
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* Renderer
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*
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* Handles low level rendering of Models, as well as high level rendering of
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* objects in the world.
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*/
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class GameRenderer
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{
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GameWorld* engine;
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struct RQueueEntry {
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Model* model;
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size_t g;
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size_t sg;
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glm::mat4 matrix;
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GameObject* object;
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};
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bool renderFrame(Model* m, ModelFrame* f, const glm::mat4& matrix, GameObject* object, bool queueTransparent = true);
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// Internal method for processing sub-geometry
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bool renderSubgeometry(Model* model, size_t g, size_t sg, const glm::mat4& matrix, GameObject* object, bool queueTransparent = true);
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/// Queue of sub-geometry to post-render
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/// With a faster occulusion culling stage
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/// This could be replaced with a 2nd draw pass.
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std::vector<RQueueEntry> transparentDrawQueue;
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float _renderAlpha;
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public:
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struct FXParticle {
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glm::vec3 position;
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glm::vec3 direction;
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float velocity;
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enum Orientation {
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Free,
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Camera,
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UpCamera
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};
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Orientation orientation;
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float starttime;
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float lifetime;
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/// @TODO convert use of TextureInfo to a pointer so it can be used here
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GLuint texture;
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glm::vec2 size;
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glm::vec3 up;
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glm::vec3 _currentPosition;
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FXParticle(const glm::vec3& p, const glm::vec3& d, float v,
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Orientation o, float st, float lt, GLuint texture,
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const glm::vec2& size, const glm::vec3& up = {0.f, 0.f, 1.f})
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: position(p), direction(d), velocity(v), orientation(o),
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starttime(st), lifetime(lt), texture(texture), size(size),
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up(up), _currentPosition(p) {}
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};
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private:
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std::vector<FXParticle> _particles;
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public:
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GameRenderer(GameWorld*);
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ViewCamera camera;
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/// The numer of things rendered by the last renderWorld
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size_t rendered;
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size_t culled;
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/* TODO clean up all these variables */
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GLuint worldProgram;
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GLint uniTexture;
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GLuint ubiScene, ubiObject;
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GLuint uboScene, uboObject;
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GLuint skyProgram;
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GLuint waterProgram, waterMVP, waterHeight, waterTexture, waterSize, waterTime, waterPosition, waterWave;
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GLint skyUniView, skyUniProj, skyUniTop, skyUniBottom;
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GLuint particleProgram;
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/// Internal VAO to avoid clobbering global state.
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GLuint vao, debugVAO;
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GLuint skydomeVBO, skydomeIBO, debugVBO;
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GLuint debugTex;
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/**
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* Renders the current World.
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*/
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void renderWorld(float alpha);
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// Object rendering methods.
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void renderPedestrian(CharacterObject* pedestrian);
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void renderVehicle(VehicleObject* vehicle);
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void renderInstance(InstanceObject* instance);
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void renderPickup(PickupObject* pickup);
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void renderWheel(Model*, const glm::mat4& matrix, const std::string& name);
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void renderItem(InventoryItem* item, const glm::mat4& modelMatrix);
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void renderGeometry(Model*, size_t geom, const glm::mat4& modelMatrix, GameObject* = nullptr);
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void renderParticles();
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/**
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* Renders a model (who'd have thought)
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*/
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void renderModel(Model*, const glm::mat4& modelMatrix, GameObject* = nullptr, Animator* animator = nullptr);
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/**
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* Debug method renders all AI paths
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*/
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void renderPaths();
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void addParticle(const FXParticle& particle);
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static GLuint currentUBO;
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template<class T> void uploadUBO(GLuint buffer, const T& data)
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{
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if( currentUBO != buffer ) {
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glBindBuffer(GL_UNIFORM_BUFFER, buffer);
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currentUBO = buffer;
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}
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glBufferData(GL_UNIFORM_BUFFER, sizeof(T), &data, GL_DYNAMIC_DRAW);
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}
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};
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struct SceneUniformData {
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glm::mat4 projection;
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glm::mat4 view;
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glm::vec4 ambient;
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glm::vec4 dynamic;
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float fogStart;
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float fogEnd;
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};
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struct ObjectUniformData {
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glm::mat4 model;
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glm::vec4 colour;
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float diffuse;
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float ambient;
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};
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#endif
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