protot/src/modules/RenderModule.cc

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#include "RuntimeModule.h"
#include "Globals.h"
#include "RenderModule.h"
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#include <GLFW/glfw3.h>
#include "Serializer.h"
#include "imgui/imgui.h"
#include "imgui_dock.h"
using namespace SimpleMath::GL;
struct Renderer;
struct RendererSettings {
bool DrawDepth = false;
};
static RendererSettings sRendererSettings;
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static const GLfloat g_vertex_buffer_data[] = {
-0.9f, -0.9f, 0.0f,
0.9f, -0.9f, 0.0f,
0.0f, 0.9f, 4.0f
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};
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static const GLfloat g_quad_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f
};
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//
// Module
//
struct module_state {
Renderer *renderer;
};
static struct module_state *module_init() {
gLog ("%s %s called", __FILE__, __FUNCTION__);
assert (gWindow != nullptr && "Cannot initialize renderer module without gWindow!");
module_state *state = (module_state*) malloc(sizeof(*state));
state->renderer = new Renderer();
assert (state->renderer != nullptr);
return state;
}
template <typename Serializer>
static void module_serialize (
struct module_state *state,
Serializer* serializer) {
SerializeBool(*serializer, "protot.RenderModule.DrawDepth", sRendererSettings.DrawDepth);
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// // get the state from the serializer
// Camera* camera = &gRenderer->cameras[gRenderer->activeCameraIndex];
// assert (camera != nullptr);
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// SerializeBool (*serializer, "protot.RenderModule.draw_floor", gRenderer->drawFloor);
// SerializeBool (*serializer, "protot.RenderModule.draw_skybox", gRenderer->drawSkybox);
// SerializeBool (*serializer, "protot.RenderModule.debug_enabled", gRenderer->drawDebug);
// SerializeVec3 (*serializer, "protot.RenderModule.camera.eye", camera->eye);
// SerializeVec3 (*serializer, "protot.RenderModule.camera.poi", camera->poi);
}
static void module_finalize(struct module_state *state) {
gLog ("%s %s called (state %p)", __FILE__, __FUNCTION__, state);
assert (state->renderer != nullptr);
delete state->renderer;
free(state);
}
static void module_reload(struct module_state *state, void *read_serializer) {
gLog ("%s %s called (state %p)", __FILE__, __FUNCTION__, state);
assert (gWindow != nullptr);
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gLog ("Renderer initialize");
assert (state != nullptr);
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state->renderer->Initialize(100, 100);
state->renderer->mSettings = &sRendererSettings;
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gRenderer = state->renderer;
// load the state of the module
if (read_serializer != nullptr) {
module_serialize(state, static_cast<ReadSerializer*>(read_serializer));
}
}
static void module_unload(struct module_state *state, void* write_serializer) {
// serialize the state of the module
if (write_serializer != nullptr) {
module_serialize(state, static_cast<WriteSerializer*>(write_serializer));
}
gRenderer = nullptr;
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state->renderer->Shutdown();
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gLog ("RenderModule unload called");
}
static bool module_step(struct module_state *state, float dt) {
int width, height;
assert (gWindow != nullptr);
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state->renderer->RenderGui();
state->renderer->RenderGl();
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return true;
}
extern "C" {
const struct module_api MODULE_API = {
.init = module_init,
.reload = module_reload,
.step = module_step,
.unload = module_unload,
.finalize = module_finalize
};
}
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//
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// Camera
//
void Camera::UpdateMatrices() {
mViewMatrix = LookAt(eye, poi, up);
if (orthographic) {
mProjectionMatrix = Ortho(-1.0f, 1.0f, -1.0f, 1.0f, near, far);
}
}
//
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// Camera
//
void Renderer::Initialize(int width, int height) {
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glGenVertexArrays(1, &mMesh.mVertexArrayId);
glBindVertexArray(mMesh.mVertexArrayId);
glGenBuffers(1, &mMesh.mVertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mMesh.mVertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
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// Simple Shader
mDefaultProgram = RenderProgram("data/shaders/vs_simple.glsl", "data/shaders/fs_simple.glsl");
bool load_result = mDefaultProgram.Load();
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assert(load_result);
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muDefaultModelViewProjection = mDefaultProgram.GetUniformLocation("uModelViewProj");
muDefaultColor = mDefaultProgram.GetUniformLocation("uColor");
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// Render Target
mRenderTarget = RenderTarget (width, height,
RenderTarget::EnableColor
| RenderTarget::EnableDepthTexture
| RenderTarget::EnableLinearizedDepthTexture);
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// Render Target Quad
glGenVertexArrays(1, &mRenderQuadVertexArrayId);
glBindVertexArray(mRenderQuadVertexArrayId);
glGenBuffers(1, &mRenderQuadVertexBufferId);
glBindBuffer(GL_ARRAY_BUFFER, mRenderQuadVertexBufferId);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_buffer_data), g_quad_vertex_buffer_data, GL_STATIC_DRAW);
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// Program for color texture rendering
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mRenderQuadProgramColor = RenderProgram("data/shaders/vs_passthrough.glsl", "data/shaders/fs_simpletexture.glsl");
load_result = mRenderQuadProgramColor.Load();
assert(load_result);
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muRenderQuadModelViewProj = mRenderQuadProgramColor.GetUniformLocation("uModelViewProj");
muRenderQuadTexture = mRenderQuadProgramColor.GetUniformLocation("uTexture");
muRenderQuadTime = mRenderQuadProgramColor.GetUniformLocation("uTime");
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// Program for depth texture rendering
mRenderQuadProgramDepth = RenderProgram("data/shaders/vs_passthrough.glsl", "data/shaders/fs_depthbuffer.glsl");
load_result = mRenderQuadProgramDepth.Load();
assert(load_result);
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muRenderQuadDepthModelViewProj = mRenderQuadProgramDepth.GetUniformLocation( "uModelViewProj");
muRenderQuadDepthNear = mRenderQuadProgramDepth.GetUniformLocation("uNear");
muRenderQuadDepthFar = mRenderQuadProgramDepth.GetUniformLocation("uFar");
}
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void Renderer::Shutdown() {
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glDeleteVertexArrays(1, &mMesh.mVertexArrayId);
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}
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void Renderer::RenderGl() {
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int width, height;
glfwGetWindowSize(gWindow, &width, &height);
if (width != mWidth || height != mHeight)
Resize(width, height);
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mCamera.eye = Vector3f (0.0f, 0.0f, 4.0f);
mCamera.poi = Vector3f (0.0f, 0.0f, 0.0f);
mCamera.up = Vector3f (0.0f, 1.0f, 0.0f);
mCamera.near = 0.0f;
mCamera.far = 4.0f;
mCamera.orthographic = true;
mCamera.UpdateMatrices();
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Matrix44f model_matrix = TranslateMat44(0.0f, 0.0f, 0.0f);
Matrix44f model_view_projection =
model_matrix
* mCamera.mViewMatrix
* mCamera.mProjectionMatrix;
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// enable the render target
glBindFramebuffer(GL_FRAMEBUFFER, mRenderTarget.mFrameBufferId);
GLenum DrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, DrawBuffers);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
gLog ("Cannot render: frame buffer invalid!");
}
// clear color and depth
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glUseProgram(mDefaultProgram.mProgramId);
glUniformMatrix4fv(muDefaultModelViewProjection, 1, GL_FALSE, model_view_projection.data());
glUniform4fv(muDefaultColor, 1, Vector4f(1.0f, 0.0f, 0.0f, 1.0f).data());
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glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, mMesh.mVertexBuffer);
glVertexAttribPointer(
0, // attribute 0
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // offset
);
glDrawArrays(GL_TRIANGLES, 0, 3); // starting from vertex 0; 3 vertices total
if (mSettings->DrawDepth) {
mRenderTarget.RenderToLinearizedDepth(true);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
Matrix44f model_view_projection = Matrix44f::Identity();
// render depth texture
glUseProgram(mRenderQuadProgramDepth.mProgramId);
glUniformMatrix4fv(muRenderQuadModelViewProj, 1, GL_FALSE, model_view_projection.data());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mRenderTarget.mDepthTexture);
glUniform1i(muRenderQuadTexture, 0);
// TODO: adjust for perspective
glUniform1f(muRenderQuadDepthNear, mCamera.near);
// TODO: why do I have to divide by depth range?
glUniform1f(muRenderQuadDepthFar, mCamera.far / (mCamera.far - mCamera.near));
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, mRenderQuadVertexBufferId);
glVertexAttribPointer(
0, // attribute 0
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // offset
);
glDrawArrays(GL_TRIANGLES, 0, 6); // starting from vertex 0; 3 vertices total
mRenderTarget.RenderToLinearizedDepth(false);
}
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glDisableVertexAttribArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
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void Renderer::RenderGui() {
if (ImGui::BeginDock("Scene")) {
ImGui::Checkbox("Draw Depth", &mSettings->DrawDepth);
GLuint texture;
if (mSettings->DrawDepth) {
texture = mRenderTarget.mLinearizedDepthTexture;
} else {
texture = mRenderTarget.mColorTexture;
}
ImGui::Text("Scene");
const ImVec2 content_avail = ImGui::GetContentRegionAvail();
// mRenderTarget.Resize(content_avail.x, content_avail.y);
ImGui::Image((void*) texture,
content_avail,
ImVec2(0.0f, 1.0f),
ImVec2(1.0f, 0.0f)
);
}
ImGui::EndDock();
}
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void Renderer::Resize (int width, int height) {
mWidth = width;
mHeight = height;
mRenderTarget.Resize(mWidth, mHeight);
glViewport(0, 0, mWidth, mHeight);
}