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mirror of https://github.com/rwengine/openrw.git synced 2024-11-07 11:22:45 +01:00
openrw/framework2/GTARenderer.cpp
Daniel Evans 946b9926ff Refactored in preperation for pedestrians
- Moved Rendering code around to reduce duplication
- Added data for pedestrians
2013-07-22 04:39:58 +01:00

542 lines
19 KiB
C++

#include <renderwure/render/GTARenderer.hpp>
#include <renderwure/engine/GTAEngine.hpp>
#include <glm/gtc/type_ptr.hpp>
const char *vertexShaderSource = "#version 130\n"
"in vec3 position;"
"in vec3 normal;"
"in vec2 texCoords;"
"in vec4 colour;"
"out vec3 Normal;"
"out vec2 TexCoords;"
"out vec4 Colour;"
"out vec4 EyeSpace;"
"uniform mat4 model;"
"uniform mat4 view;"
"uniform mat4 proj;"
"void main()"
"{"
" Normal = normal;"
" TexCoords = texCoords;"
" Colour = colour;"
" vec4 eyeSpace = view * model * vec4(position, 1.0);"
" EyeSpace = proj * eyeSpace;"
" gl_Position = proj * eyeSpace;"
"}";
const char *fragmentShaderSource = "#version 130\n"
"in vec3 Normal;"
"in vec2 TexCoords;"
"in vec4 Colour;"
"in vec4 EyeSpace;"
"uniform sampler2D texture;"
"uniform vec4 BaseColour;"
"uniform vec4 AmbientColour;"
"uniform vec4 DynamicColour;"
"uniform vec3 SunDirection;"
"uniform float FogStart;"
"uniform float FogEnd;"
"uniform float MaterialDiffuse;"
"uniform float MaterialAmbient;"
"void main()"
"{"
" vec4 c = texture2D(texture, TexCoords);"
" if(c.a < 0.5) discard;"
" float fogCoord = abs(EyeSpace.z / EyeSpace.w);"
" float fogfac = clamp( (FogEnd-fogCoord)/(FogEnd-FogStart), 0.0, 1.0 );"
" float l = clamp(dot(Normal, SunDirection), 0.0, 1);"
" gl_FragColor = mix(AmbientColour, BaseColour * (vec4(0.5) + Colour * 0.5) * (vec4(0.5) + DynamicColour * 0.5) * c, fogfac);"
// " gl_FragColor = vec4((Normal*0.5)+0.5, 1.0);"
// " gl_FragColor = c * vec4((Normal*0.5)+0.5, 1.0);"
"}";
const char *skydomeVertexShaderSource = "#version 130\n"
"in vec3 position;"
"uniform mat4 view;"
"uniform mat4 proj;"
"out vec3 Position;"
"uniform float Far;"
"void main() {"
" Position = position;"
" vec4 viewsp = proj * mat4(mat3(view)) * vec4(position, 1.0);"
" viewsp.z = viewsp.w - 0.000001;"
" gl_Position = viewsp;"
"}";
const char *skydomeFragmentShaderSource = "#version 130\n"
"in vec3 Position;"
"uniform vec4 TopColor;"
"uniform vec4 BottomColor;"
"void main() {"
" gl_FragColor = mix(BottomColor, TopColor, clamp(Position.z, 0, 1));"
"}";
const size_t skydomeSegments = 8, skydomeRows = 10;
float planedata[] = {
// Vertices
1.0f, 1.0f, 0.f,
-0.0f, 1.0f, 0.f,
1.0f,-0.0f, 0.f,
-0.0f,-0.0f, 0.f,
// UV coords
1.f, 1.f,
0.f, 1.f,
1.f, 0.f,
0.f, 0.f,
// Normals
0.f, 0.f, 1.f,
0.f, 0.f, 1.f,
0.f, 0.f, 1.f,
0.f, 0.f, 1.f,
// Colours
1.f, 1.f, 1.f,
1.f, 1.f, 1.f,
1.f, 1.f, 1.f,
1.f, 1.f, 1.f
};
GLuint compileShader(GLenum type, const char *source)
{
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, NULL);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
GLint len;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
GLchar *buffer = new GLchar[len];
glGetShaderInfoLog(shader, len, NULL, buffer);
std::cerr << "ERROR compiling shader: " << buffer << std::endl;
delete[] buffer;
exit(1);
}
return shader;
}
GTARenderer::GTARenderer()
: camera()
{
GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vertexShaderSource);
GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
worldProgram = glCreateProgram();
glAttachShader(worldProgram, vertexShader);
glAttachShader(worldProgram, fragmentShader);
glLinkProgram(worldProgram);
glUseProgram(worldProgram);
posAttrib = glGetAttribLocation(worldProgram, "position");
texAttrib = glGetAttribLocation(worldProgram, "texCoords");
normalAttrib = glGetAttribLocation(worldProgram, "normal");
colourAttrib = glGetAttribLocation(worldProgram, "colour");
uniModel = glGetUniformLocation(worldProgram, "model");
uniView = glGetUniformLocation(worldProgram, "view");
uniProj = glGetUniformLocation(worldProgram, "proj");
uniCol = glGetUniformLocation(worldProgram, "BaseColour");
uniAmbientCol = glGetUniformLocation(worldProgram, "AmbientColour");
uniSunDirection = glGetUniformLocation(worldProgram, "SunDirection");
uniDynamicCol = glGetUniformLocation(worldProgram, "DynamicColour");
uniMatDiffuse = glGetUniformLocation(worldProgram, "MaterialDiffuse");
uniMatAmbient = glGetUniformLocation(worldProgram, "MaterialAmbient");
uniFogStart = glGetUniformLocation(worldProgram, "FogStart");
uniFogEnd = glGetUniformLocation(worldProgram, "FogEnd");
vertexShader = compileShader(GL_VERTEX_SHADER, skydomeVertexShaderSource);
fragmentShader = compileShader(GL_FRAGMENT_SHADER, skydomeFragmentShaderSource);
skyProgram = glCreateProgram();
glAttachShader(skyProgram, vertexShader);
glAttachShader(skyProgram, fragmentShader);
glLinkProgram(skyProgram);
glUseProgram(skyProgram);
skyUniView = glGetUniformLocation(skyProgram, "view");
skyUniProj = glGetUniformLocation(skyProgram, "proj");
skyUniTop = glGetUniformLocation(skyProgram, "TopColor");
skyUniBottom = glGetUniformLocation(skyProgram, "BottomColor");
glGenVertexArrays( 1, &vao );
// prepare our special internal plane.
glGenBuffers(1, &planeVBO);
glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(planedata), planedata, GL_STATIC_DRAW);
// And our skydome while we're at it.
glGenBuffers(1, &skydomeVBO);
glBindBuffer(GL_ARRAY_BUFFER, skydomeVBO);
size_t segments = skydomeSegments, rows = skydomeRows;
float radius = 1.f;
const float pi = 3.14159265;
const float pio2 = (pi / 2.f);
glm::vec3 skydomeBuff[rows * segments * 2];
for( size_t s = 0, i = 0; s < segments; ++s) {
for( size_t r = 0; r < rows; ++r) {
skydomeBuff[i++] = glm::vec3(
radius * cos( (s+1.f)/segments * pio2) * sin( 2.0f * (float)r/rows * pi),
radius * cos( (s+1.f)/segments * pio2) * cos( 2.0f * (float)r/rows * pi),
radius * sin( (s+1.f)/segments * pio2)
);
skydomeBuff[i++] = glm::vec3(
radius * cos( (s+0.f)/segments * pio2) * sin( 2.0f * (float)r/rows * pi),
radius * cos( (s+0.f)/segments * pio2) * cos( 2.0f * (float)r/rows * pi),
radius * sin( (s+0.f)/segments * pio2)
);
}
}
glBufferData(GL_ARRAY_BUFFER, sizeof(skydomeBuff), skydomeBuff, GL_STATIC_DRAW);
}
float mix(uint8_t a, uint8_t b, float num)
{
return a+(b-a)*num;
}
void GTARenderer::renderWorld(GTAEngine* engine)
{
glBindVertexArray( vao );
float gameTime = fmod(engine->gameTime, 24.f);
int hour = floor(gameTime);
int hournext = (hour + 1) % 24;
// std::cout << leclock << " " << hour << std::endl;
auto weather = engine->gameData.weatherLoader.weather[hour];
auto weathernext = engine->gameData.weatherLoader.weather[hournext];
float interpolate = gameTime - hour;
glm::vec3 skyTop{
mix(weather.skyTopColor.r, weathernext.skyTopColor.r, interpolate) / 255.0,
mix(weather.skyTopColor.g, weathernext.skyTopColor.g, interpolate) / 255.0,
mix(weather.skyTopColor.b, weathernext.skyTopColor.b, interpolate) / 255.0,
};
glm::vec3 skyBottom{
mix(weather.skyBottomColor.r, weathernext.skyBottomColor.r, interpolate) / 255.0,
mix(weather.skyBottomColor.g, weathernext.skyBottomColor.g, interpolate) / 255.0,
mix(weather.skyBottomColor.b, weathernext.skyBottomColor.b, interpolate) / 255.0,
};
glm::vec3 ambient{
mix(weather.ambientColor.r, weathernext.ambientColor.r, interpolate) / 255.0,
mix(weather.ambientColor.g, weathernext.ambientColor.g, interpolate) / 255.0,
mix(weather.ambientColor.b, weathernext.ambientColor.b, interpolate) / 255.0,
};
glm::vec3 dynamic{
mix(weather.directLightColor.r, weathernext.directLightColor.r, interpolate) / 255.0,
mix(weather.directLightColor.g, weathernext.directLightColor.g, interpolate) / 255.0,
mix(weather.directLightColor.b, weathernext.directLightColor.b, interpolate) / 255.0,
};
float theta = (gameTime - 12.f)/24.0 * 2 * 3.14159265;
glm::vec3 sunDirection{
sin(theta),
0.0,
cos(theta),
};
sunDirection = glm::normalize(sunDirection);
float weatherFar = weather.farClipping; //mix(weather.farClipping, weathernext.farClipping, interpolate);
camera.frustum.far = weatherFar;
/*
std::cout << "CLOCK IS " << leclock << std::endl;
std::cout << "AMBIENT " << ambient.x << ", " << ambient.y << ", " << ambient.z << std::endl;
std::cout << "SUN DIR " << sunDirection.x << ", " << sunDirection.y << ", " << sunDirection.z << std::endl;
*/
glUseProgram(worldProgram);
glUniform1f(uniFogStart, weather.fogStart);
glUniform1f(uniFogEnd, camera.frustum.far);
glUniform4f(uniAmbientCol, ambient.x, ambient.y, ambient.z, 1.f);
glUniform4f(uniDynamicCol, dynamic.x, dynamic.y, dynamic.z, 1.f);
glUniform3f(uniSunDirection, sunDirection.x, sunDirection.y, sunDirection.z);
glUniform1f(uniMatDiffuse, 0.9f);
glUniform1f(uniMatAmbient, 0.1f);
glClearColor(skyBottom.r, skyBottom.g, skyBottom.b, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 proj = camera.frustum.projection();
glm::mat4 view = camera.frustum.view;
glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
camera.frustum.update(camera.frustum.projection() * view);
rendered = culled = 0;
auto& textureLoader = engine->gameData.textureLoader;
glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 0, (void*)(sizeof(float)*3*4));
glVertexAttribPointer(normalAttrib, 3, GL_FLOAT, GL_FALSE, 0, (void*)(sizeof(float)*3*4 + sizeof(float)*2*4));
glVertexAttribPointer(colourAttrib, 3, GL_FLOAT, GL_FALSE, 0, (void*)(sizeof(float)*3*4 + sizeof(float)*2*4 + sizeof(float)*3*4));
glEnableVertexAttribArray(posAttrib);
glEnableVertexAttribArray(texAttrib);
glEnableVertexAttribArray(normalAttrib);
glEnableVertexAttribArray(colourAttrib);
textureLoader.bindTexture("water_old");
for( size_t w = 0; w < engine->gameData.waterRects.size(); ++w) {
GTATypes::WaterRect& r = engine->gameData.waterRects[w];
glm::vec3 scale( r.xRight - r.xLeft, r.yTop - r.yBottom, 1.f );
glm::vec3 pos( r.xLeft, r.yBottom, r.height );
glm::mat4 matrixModel;
matrixModel = glm::translate(matrixModel, pos);
matrixModel = glm::scale(matrixModel, scale);
glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(matrixModel));
glUniform4f(uniCol, 1.f, 1.f, 1.f, 1.f);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
for(size_t i = 0; i < engine->objectInstances.size(); ++i) {
GTAInstance& inst = engine->objectInstances[i];
LoaderIPLInstance &obj = inst.instance;
std::string modelname = obj.model;
if(((inst.object->flags & LoaderIDE::OBJS_t::NIGHTONLY) | (inst.object->flags & LoaderIDE::OBJS_t::DAYONLY)) != 0) {
continue;
}
std::unique_ptr<Model> &model = engine->gameData.models[modelname];
glm::quat rot(-obj.rotW, obj.rotX, obj.rotY, obj.rotZ);
glm::vec3 pos(obj.posX, obj.posY, obj.posZ);
glm::vec3 scale(obj.scaleX, obj.scaleY, obj.scaleZ);
float mindist = 100000.f;
for (size_t g = 0; g < model->geometries.size(); g++)
{
RW::BSGeometryBounds& bounds = model->geometries[g].geometryBounds;
mindist = std::min(mindist, glm::length((pos+bounds.center) - camera.worldPos) - bounds.radius);
}
if( mindist > (inst.object->drawDistance[0] * (inst.object->LOD ? 1.f : 2.f))
|| (inst.object->LOD && mindist < 250.f) ) {
culled++;
continue;
}
if(!model)
{
std::cout << "model " << modelname << " not there (" << engine->gameData.models.size() << " models loaded)" << std::endl;
}
renderObject(engine, model, pos, rot, scale);
}
for(size_t v = 0; v < engine->vehicleInstances.size(); ++v) {
GTAVehicle& inst = engine->vehicleInstances[v];
std::string modelname = inst.vehicle->modelName;
std::unique_ptr<Model> &model = engine->gameData.models[modelname];
if(!model)
{
std::cout << "model " << modelname << " not there (" << engine->gameData.models.size() << " models loaded)" << std::endl;
}
glm::mat4 matrixModel;
matrixModel = glm::translate(matrixModel, inst.position);
glm::mat4 matrixVehicle = matrixModel;
for (size_t a = 0; a < model->atomics.size(); a++)
{
size_t g = model->atomics[a].geometry;
RW::BSGeometryBounds& bounds = model->geometries[g].geometryBounds;
if(! camera.frustum.intersects(bounds.center + inst.position, bounds.radius)) {
culled++;
continue;
}
else {
rendered++;
}
matrixModel = matrixVehicle;
// Hackily sort out the model data (Todo: be less hacky)
size_t fi = model->atomics[a].frame;
if(model->frameNames.size() > fi) {
std::string& name = model->frameNames[fi];
if( name.substr(name.size()-3) == "dam" || name.find("lo") != name.npos || name.find("dummy") != name.npos ) {
continue;
}
}
while(fi != 0) {
matrixModel = glm::translate(matrixModel, model->frames[fi].position);
matrixModel = matrixModel * glm::mat4(model->frames[fi].rotation);
fi = model->frames[fi].index;
}
if( (model->geometries[g].flags & RW::BSGeometry::ModuleMaterialColor) != RW::BSGeometry::ModuleMaterialColor) {
glUniform4f(uniCol, 1.f, 1.f, 1.f, 1.f);
}
renderGeometry(engine, model, g, matrixModel, &inst);
}
// Draw wheels n' stuff
for( size_t w = 0; w < inst.vehicle->wheelPositions.size(); ++w) {
auto woi = engine->objectTypes.find(inst.vehicle->wheelModelID);
if(woi != engine->objectTypes.end()) {
std::unique_ptr<Model> &wheelModel = engine->gameData.models["wheels"];
if( wheelModel) {
auto wwpos = matrixVehicle * glm::vec4(inst.vehicle->wheelPositions[w], 1.f);
renderNamedFrame(engine, wheelModel, glm::vec3(wwpos), glm::quat(), glm::vec3(1.f, inst.vehicle->wheelScale, inst.vehicle->wheelScale), woi->second->modelName);
}
else {
std::cout << "Wheel model " << woi->second->modelName << " not loaded" << std::endl;
}
}
}
}
glUseProgram(skyProgram);
glBindBuffer(GL_ARRAY_BUFFER, skydomeVBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glUniformMatrix4fv(skyUniView, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(skyUniProj, 1, GL_FALSE, glm::value_ptr(proj));
glUniform4f(skyUniTop, skyTop.r, skyTop.g, skyTop.b, 1.f);
glUniform4f(skyUniBottom, skyBottom.r, skyBottom.g, skyBottom.b, 1.f);
glDrawArrays(GL_TRIANGLE_STRIP, 0, skydomeSegments * skydomeRows * 2 + 1);
glUseProgram(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindVertexArray( 0 );
}
void GTARenderer::renderNamedFrame(GTAEngine* engine, const std::unique_ptr<Model>& model, const glm::vec3& pos, const glm::quat& rot, const glm::vec3& scale, const std::string& name)
{
for (size_t f = 0; f < model->frames.size(); f++)
{
if( model->frameNames.size() > f) {
std::string& fname = model->frameNames[f];
bool LOD = (fname.find("_l1") != fname.npos || fname.find("_l0") != fname.npos);
if( LOD || fname != name ) {
continue;
}
}
else {
continue;
}
size_t g = f;
RW::BSGeometryBounds& bounds = model->geometries[g].geometryBounds;
if(! camera.frustum.intersects(bounds.center + pos, bounds.radius)) {
culled++;
continue;
}
else {
rendered++;
}
glm::mat4 matrixModel;
matrixModel = glm::translate(matrixModel, pos);
matrixModel = glm::scale(matrixModel, scale);
matrixModel = matrixModel * glm::mat4_cast(rot);
renderGeometry(engine, model, g, matrixModel);
break;
}
}
void GTARenderer::renderObject(GTAEngine* engine, const std::unique_ptr<Model>& model, const glm::vec3& pos, const glm::quat& rot, const glm::vec3& scale)
{
for (size_t a = 0; a < model->atomics.size(); a++)
{
size_t g = model->atomics[a].geometry;
RW::BSGeometryBounds& bounds = model->geometries[g].geometryBounds;
if(! camera.frustum.intersects(bounds.center + pos, bounds.radius)) {
culled++;
continue;
}
else {
rendered++;
}
if( model->geometries[g].clumpNum > 0) {
continue;
}
glm::mat4 matrixModel;
matrixModel = glm::translate(matrixModel, pos);
matrixModel = glm::scale(matrixModel, scale);
matrixModel = matrixModel * glm::mat4_cast(rot);
/*size_t fi = model->atomics[a].frame;
while(true) {
matrixModel = glm::translate(matrixModel, model->frames[fi].position);
matrixModel = matrixModel * glm::mat4(model->frames[fi].rotation);
if(fi == 0) break;
fi = model->frames[fi].index;
}*/
renderGeometry(engine, model, g, matrixModel);
}
}
void GTARenderer::renderGeometry(GTAEngine *engine, const std::unique_ptr<Model> & model, size_t g, const glm::mat4& modelMatrix, GTAVehicle* vehicle)
{
glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniform4f(uniCol, 1.f, 1.f, 1.f, 1.f);
glBindBuffer(GL_ARRAY_BUFFER, model->geometries[g].VBO);
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 0, (void*)(model->geometries[g].vertices.size() * sizeof(float) * 3));
glVertexAttribPointer(normalAttrib, 3, GL_FLOAT, GL_FALSE, 0,
(void *) ((model->geometries[g].vertices.size() * sizeof(float) * 3) + (model->geometries[g].texcoords.size() * sizeof(float) * 2))
);
glVertexAttribPointer(colourAttrib, 4, GL_FLOAT, GL_FALSE, 0,
(void *) ((model->geometries[g].vertices.size() * sizeof(float) * 3)
+ (model->geometries[g].texcoords.size() * sizeof(float) * 2)
+ (model->geometries[g].normals.size() * sizeof(float) * 3))
);
glEnableVertexAttribArray(posAttrib);
glEnableVertexAttribArray(texAttrib);
glEnableVertexAttribArray(normalAttrib);
glEnableVertexAttribArray(colourAttrib);
for(size_t sg = 0; sg < model->geometries[g].subgeom.size(); ++sg)
{
if (model->geometries[g].materials.size() > model->geometries[g].subgeom[sg].material) {
Model::Material& mat = model->geometries[g].materials[model->geometries[g].subgeom[sg].material];
if(mat.textures.size() > 0) {
engine->gameData.textureLoader.bindTexture(mat.textures[0].name);
}
if( (model->geometries[g].flags & RW::BSGeometry::ModuleMaterialColor) == RW::BSGeometry::ModuleMaterialColor) {
auto colmasked = mat.colour;
size_t R = colmasked % 256; colmasked /= 256;
size_t G = colmasked % 256; colmasked /= 256;
size_t B = colmasked % 256; colmasked /= 256;
if( vehicle && R == 60 && G == 255 && B == 0 ) {
glUniform4f(uniCol, vehicle->colourPrimary.r, vehicle->colourPrimary.g, vehicle->colourPrimary.b, 1.f);
}
else if( vehicle && R == 255 && G == 0 && B == 175 ) {
glUniform4f(uniCol, vehicle->colourSecondary.r, vehicle->colourSecondary.g, vehicle->colourSecondary.b, 1.f);
}
else {
glUniform4f(uniCol, R/255.f, G/255.f, B/255.f, 1.f);
}
}
glUniform1f(uniMatDiffuse, mat.diffuseIntensity);
glUniform1f(uniMatAmbient, mat.ambientIntensity);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, model->geometries[g].subgeom[sg].EBO);
glDrawElements(GL_TRIANGLES, model->geometries[g].subgeom[sg].indices.size(), GL_UNSIGNED_INT, NULL);
}
}