1
0
mirror of https://github.com/rwengine/openrw.git synced 2024-11-07 19:32:49 +01:00
openrw/framework2/GTARenderer.cpp

393 lines
14 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;"
"out vec3 Normal;"
"out vec2 TexCoords;"
"uniform mat4 model;"
"uniform mat4 view;"
"uniform mat4 proj;"
"void main()"
"{"
" Normal = normal;"
" TexCoords = texCoords;"
" gl_Position = proj * view * model * vec4(position, 1.0);"
"}";
const char *fragmentShaderSource = "#version 130\n"
"in vec3 Normal;"
"in vec2 TexCoords;"
"uniform sampler2D texture;"
"uniform vec4 BaseColour;"
"uniform vec4 AmbientColour;"
"uniform vec3 SunDirection;"
"void main()"
"{"
" vec4 c = texture2D(texture, TexCoords);"
" if(c.a < 0.5) discard;"
" gl_FragColor = AmbientColour + (c * BaseColour * clamp(dot(Normal, SunDirection), 0.2, 1));"
// " gl_FragColor = vec4((Normal*0.5)+0.5, 1.0);"
// " gl_FragColor = c * vec4((Normal*0.5)+0.5, 1.0);"
"}";
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");
uniModel = glGetUniformLocation(worldProgram, "model");
uniView = glGetUniformLocation(worldProgram, "view");
uniProj = glGetUniformLocation(worldProgram, "proj");
uniCol = glGetUniformLocation(worldProgram, "BaseColour");
uniAmbientCol = glGetUniformLocation(worldProgram, "AmbientColour");
uniSunDirection = glGetUniformLocation(worldProgram, "SunDirection");
}
float mix(uint8_t a, uint8_t b, float num)
{
return a+(b-a)*num;
}
void GTARenderer::renderWorld(GTAEngine* engine)
{
static float letime = 0;
float leclock = fmod(letime / 10, 24);
int hour = int(leclock);
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];
auto color = weather.skyTopColor;
auto colornext = weathernext.skyTopColor;
float interpolate = leclock - int(leclock);
float r = mix(color.r, colornext.r, interpolate) / 255.0;
float g = mix(color.g, colornext.g, interpolate) / 255.0;
float b = mix(color.b, colornext.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,
};
float theta = (leclock - 12)/24.0 * 2 * 3.14159265;
glm::vec3 sunDirection{
sin(theta),
0.0,
cos(theta),
};
sunDirection = glm::normalize(sunDirection);
/*
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;
*/
glUniform4f(uniAmbientCol, ambient.x, ambient.y, ambient.z, 1.f);
glUniform3f(uniSunDirection, sunDirection.x, sunDirection.y, sunDirection.z);
letime++;
glClearColor(r, g, b, 1.0);
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;
for(size_t i = 0; i < engine->objectInstances.size(); ++i) {
GTAEngine::GTAInstance& inst = engine->objectInstances[i];
LoaderIPLInstance &obj = inst.instance;
std::string modelname = obj.model;
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) {
GTAEngine::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);
//matrixModel = glm::scale(matrixModel, scale);
////matrixModel = matrixModel * glm::mat4_cast(rot);
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;
}
glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(matrixModel));
if( (model->geometries[g].flags & RW::BSGeometry::ModuleMaterialColor) != RW::BSGeometry::ModuleMaterialColor) {
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));
glEnableVertexAttribArray(posAttrib);
glEnableVertexAttribArray(texAttrib);
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];
// std::cout << model->geometries[g].textures.size() << std::endl;
// std::cout << "Looking for " << model->geometries[g].textures[0].name << std::endl;
if(mat.textures.size() > 0) {
textureLoader.bindTexture(model->geometries[g].materials[model->geometries[g].subgeom[sg].material].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( R == 60 && G == 255 && B == 0 ) {
glUniform4f(uniCol, inst.colourPrimary.r, inst.colourPrimary.g, inst.colourPrimary.b, 1.f);
}
else if( R == 255 && G == 0 && B == 175 ) {
glUniform4f(uniCol, inst.colourSecondary.r, inst.colourSecondary.g, inst.colourSecondary.b, 1.f);
}
else {
glUniform4f(uniCol, R/255.f, G/255.f, B/255.f, 1.f);
}
}
}
else {
}
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);
}
}
// 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;
}
}
}
}
}
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);
//matrixModel = glm::translate(matrixModel, model->frames[f].position);
//matrixModel = matrixModel * glm::mat4(model->frames[model->atomics[a].frame].rotation);
glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(matrixModel));
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));
glEnableVertexAttribArray(posAttrib);
glEnableVertexAttribArray(texAttrib);
for(size_t sg = 0; sg < model->geometries[g].subgeom.size(); ++sg)
{
if (model->geometries[g].materials.size() > model->geometries[g].subgeom[sg].material) {
// std::cout << model->geometries[g].textures.size() << std::endl;
// std::cout << "Looking for " << model->geometries[g].textures[0].name << std::endl;
if(model->geometries[g].materials[model->geometries[g].subgeom[sg].material].textures.size() > 0) {
engine->gameData.textureLoader.bindTexture(model->geometries[g].materials[model->geometries[g].subgeom[sg].material].textures[0].name);
}
}
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);
}
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++;
}
glm::mat4 matrixModel;
matrixModel = glm::translate(matrixModel, pos);
matrixModel = glm::scale(matrixModel, scale);
matrixModel = matrixModel * glm::mat4_cast(rot);
matrixModel = glm::translate(matrixModel, model->frames[model->atomics[a].frame].position);
//matrixModel = matrixModel * glm::mat4(model->frames[model->atomics[a].frame].rotation);
glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(matrixModel));
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))
);
// std::cout << "Num normals: " << model->geometries[g].normals.size() << std::endl;
glEnableVertexAttribArray(posAttrib);
glEnableVertexAttribArray(texAttrib);
glEnableVertexAttribArray(normalAttrib);
for(size_t sg = 0; sg < model->geometries[g].subgeom.size(); ++sg)
{
if (model->geometries[g].materials.size() > model->geometries[g].subgeom[sg].material) {
// std::cout << model->geometries[g].textures.size() << std::endl;
// std::cout << "Looking for " << model->geometries[g].textures[0].name << std::endl;
if(model->geometries[g].materials[model->geometries[g].subgeom[sg].material].textures.size() > 0) {
engine->gameData.textureLoader.bindTexture(model->geometries[g].materials[model->geometries[g].subgeom[sg].material].textures[0].name);
}
}
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);
}
}
}