2016-09-23 09:06:46 +02:00
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#include "RuntimeModule.h"
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#include "Globals.h"
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#include "RenderModule.h"
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2018-02-13 14:27:16 +01:00
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#include <GLFW/glfw3.h>
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2017-07-02 20:18:34 +02:00
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2018-02-16 22:43:40 +01:00
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#include "imgui/imgui.h"
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#include "imgui_dock.h"
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2018-02-16 11:35:09 +01:00
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using namespace SimpleMath::GL;
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2016-09-23 09:06:46 +02:00
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struct Renderer;
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2018-02-13 12:05:07 +01:00
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static const GLfloat g_vertex_buffer_data[] = {
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2018-02-16 22:43:40 +01:00
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-0.9f, -0.9f, 0.0f,
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2018-02-16 22:06:09 +01:00
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0.9f, -0.9f, 0.0f,
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0.0f, 0.9f, 1.0f
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2018-02-13 12:05:07 +01:00
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};
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2018-02-13 14:27:16 +01:00
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static const GLfloat g_quad_vertex_buffer_data[] = {
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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1.0f, 1.0f, 0.0f
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};
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2018-02-12 21:35:44 +01:00
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//
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// Module
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//
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2016-09-23 09:06:46 +02:00
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struct module_state {
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Renderer *renderer;
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};
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static struct module_state *module_init() {
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2018-02-12 13:05:19 +01:00
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gLog ("%s %s called", __FILE__, __FUNCTION__);
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2016-09-23 09:06:46 +02:00
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assert (gWindow != nullptr && "Cannot initialize renderer module without gWindow!");
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module_state *state = (module_state*) malloc(sizeof(*state));
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state->renderer = new Renderer();
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assert (state->renderer != nullptr);
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return state;
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}
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2017-01-09 21:24:20 +01:00
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template <typename Serializer>
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static void module_serialize (
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struct module_state *state,
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Serializer* serializer) {
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2018-02-12 21:35:44 +01:00
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// // get the state from the serializer
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// Camera* camera = &gRenderer->cameras[gRenderer->activeCameraIndex];
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// assert (camera != nullptr);
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2017-01-09 21:24:20 +01:00
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2018-02-12 21:35:44 +01:00
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// SerializeBool (*serializer, "protot.RenderModule.draw_floor", gRenderer->drawFloor);
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// SerializeBool (*serializer, "protot.RenderModule.draw_skybox", gRenderer->drawSkybox);
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// SerializeBool (*serializer, "protot.RenderModule.debug_enabled", gRenderer->drawDebug);
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// SerializeVec3 (*serializer, "protot.RenderModule.camera.eye", camera->eye);
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// SerializeVec3 (*serializer, "protot.RenderModule.camera.poi", camera->poi);
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2017-01-09 21:24:20 +01:00
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}
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2016-09-23 09:06:46 +02:00
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static void module_finalize(struct module_state *state) {
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2018-02-12 13:05:19 +01:00
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gLog ("%s %s called (state %p)", __FILE__, __FUNCTION__, state);
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2016-09-23 09:06:46 +02:00
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assert (state->renderer != nullptr);
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delete state->renderer;
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free(state);
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}
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2017-01-09 21:24:20 +01:00
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static void module_reload(struct module_state *state, void *read_serializer) {
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2018-02-12 13:05:19 +01:00
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gLog ("%s %s called (state %p)", __FILE__, __FUNCTION__, state);
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2016-09-23 09:06:46 +02:00
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assert (gWindow != nullptr);
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2017-02-05 10:36:37 +01:00
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gLog ("Renderer initialize");
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2016-09-23 09:06:46 +02:00
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assert (state != nullptr);
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2018-02-12 21:35:44 +01:00
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state->renderer->Initialize(100, 100);
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2018-02-13 12:05:07 +01:00
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2016-09-23 09:06:46 +02:00
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gRenderer = state->renderer;
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2016-11-20 21:50:53 +01:00
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2017-01-09 21:24:20 +01:00
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// load the state of the module
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if (read_serializer != nullptr) {
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module_serialize(state, static_cast<ReadSerializer*>(read_serializer));
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}
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2016-09-23 09:06:46 +02:00
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}
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2017-01-09 21:24:20 +01:00
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static void module_unload(struct module_state *state, void* write_serializer) {
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// serialize the state of the module
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if (write_serializer != nullptr) {
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module_serialize(state, static_cast<WriteSerializer*>(write_serializer));
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}
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2016-11-20 21:50:53 +01:00
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2016-09-23 09:06:46 +02:00
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gRenderer = nullptr;
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2018-02-12 21:35:44 +01:00
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state->renderer->Shutdown();
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2016-11-20 21:50:53 +01:00
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2017-02-05 10:36:37 +01:00
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gLog ("RenderModule unload called");
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2016-09-23 09:06:46 +02:00
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}
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2016-11-07 21:34:18 +01:00
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static bool module_step(struct module_state *state, float dt) {
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2016-09-23 09:06:46 +02:00
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int width, height;
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assert (gWindow != nullptr);
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2018-02-12 21:35:44 +01:00
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state->renderer->RenderGui();
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state->renderer->RenderGl();
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2017-02-18 17:22:21 +01:00
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2016-09-23 09:06:46 +02:00
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return true;
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}
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extern "C" {
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const struct module_api MODULE_API = {
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.init = module_init,
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.reload = module_reload,
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.step = module_step,
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.unload = module_unload,
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.finalize = module_finalize
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};
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}
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2016-12-17 23:04:50 +01:00
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2016-09-23 09:06:46 +02:00
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//
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2018-02-12 21:35:44 +01:00
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// Camera
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2016-09-23 09:06:46 +02:00
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//
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2018-02-16 22:06:09 +01:00
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void Camera::UpdateMatrices() {
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mViewMatrix = LookAt(eye, poi, up);
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if (orthographic) {
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mProjectionMatrix = Ortho(-1.0f, 1.0f, -1.0f, 1.0f, near, far);
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}
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2016-09-23 09:06:46 +02:00
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}
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2018-02-12 13:05:19 +01:00
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//
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2018-02-12 21:35:44 +01:00
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// Camera
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//
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void Renderer::Initialize(int width, int height) {
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2018-02-13 12:05:07 +01:00
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glGenVertexArrays(1, &mMesh.mVertexArrayId);
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glBindVertexArray(mMesh.mVertexArrayId);
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glGenBuffers(1, &mMesh.mVertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, mMesh.mVertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
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2018-02-16 21:22:34 +01:00
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// Simple Shader
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mDefaultProgram = RenderProgram("data/shaders/vs_simple.glsl", "data/shaders/fs_simple.glsl");
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bool load_result = mDefaultProgram.Load();
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2018-02-13 12:05:07 +01:00
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assert(load_result);
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2018-02-16 21:22:34 +01:00
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muDefaultModelViewProjection = mDefaultProgram.GetUniformLocation("uModelViewProj");
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muDefaultColor = mDefaultProgram.GetUniformLocation("uColor");
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2018-02-13 12:44:34 +01:00
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2018-02-13 14:27:16 +01:00
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// Render Target
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2018-02-14 13:14:10 +01:00
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mRenderTarget = RenderTarget (width, height, RenderTarget::EnableColor | RenderTarget::EnableDepthTexture);
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2018-02-13 14:27:16 +01:00
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// Render Target Quad
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glGenVertexArrays(1, &mRenderQuadVertexArrayId);
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glBindVertexArray(mRenderQuadVertexArrayId);
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glGenBuffers(1, &mRenderQuadVertexBufferId);
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glBindBuffer(GL_ARRAY_BUFFER, mRenderQuadVertexBufferId);
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glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_buffer_data), g_quad_vertex_buffer_data, GL_STATIC_DRAW);
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2018-02-15 09:59:38 +01:00
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// Program for color texture rendering
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2018-02-13 14:27:16 +01:00
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mRenderQuadProgramColor = RenderProgram("data/shaders/vs_passthrough.glsl", "data/shaders/fs_simpletexture.glsl");
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load_result = mRenderQuadProgramColor.Load();
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assert(load_result);
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2018-02-16 21:22:34 +01:00
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muRenderQuadModelViewProj = mRenderQuadProgramColor.GetUniformLocation("uModelViewProj");
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muRenderQuadTexture = mRenderQuadProgramColor.GetUniformLocation("uTexture");
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muRenderQuadTime = mRenderQuadProgramColor.GetUniformLocation("uTime");
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2018-02-15 09:59:38 +01:00
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// Program for depth texture rendering
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mRenderQuadProgramDepth = RenderProgram("data/shaders/vs_passthrough.glsl", "data/shaders/fs_depthbuffer.glsl");
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load_result = mRenderQuadProgramDepth.Load();
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assert(load_result);
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2018-02-16 21:22:34 +01:00
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muRenderQuadDepthModelViewProj = mRenderQuadProgramDepth.GetUniformLocation( "uModelViewProj");
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muRenderQuadDepthNear = mRenderQuadProgramDepth.GetUniformLocation("uNear");
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muRenderQuadDepthFar = mRenderQuadProgramDepth.GetUniformLocation("uFar");
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2016-11-06 22:30:09 +01:00
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}
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2018-02-12 21:35:44 +01:00
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void Renderer::Shutdown() {
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2018-02-13 12:05:07 +01:00
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glDeleteVertexArrays(1, &mMesh.mVertexArrayId);
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2016-11-27 22:02:17 +01:00
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}
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2018-02-13 14:27:16 +01:00
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2018-02-12 21:35:44 +01:00
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void Renderer::RenderGl() {
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2018-02-13 14:27:16 +01:00
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int width, height;
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glfwGetWindowSize(gWindow, &width, &height);
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2018-02-13 17:46:31 +01:00
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if (width != mWidth || height != mHeight)
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Resize(width, height);
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2018-02-13 14:27:16 +01:00
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2018-02-16 22:06:09 +01:00
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mCamera.eye = Vector3f (0.0f, 0.0f, 1.0f);
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mCamera.poi = Vector3f (0.0f, 0.0f, 0.0f);
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mCamera.up = Vector3f (0.0f, 1.0f, 0.0f);
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mCamera.near = 0.0f;
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mCamera.far = 1.0f;
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mCamera.orthographic = true;
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mCamera.UpdateMatrices();
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2018-02-16 21:22:34 +01:00
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2018-02-16 22:06:09 +01:00
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Matrix44f model_matrix = TranslateMat44(0.0f, 0.0f, 0.0f);
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Matrix44f model_view_projection =
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model_matrix
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* mCamera.mViewMatrix
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* mCamera.mProjectionMatrix;
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2018-02-16 21:22:34 +01:00
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2018-02-13 12:44:34 +01:00
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// enable the render target
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glBindFramebuffer(GL_FRAMEBUFFER, mRenderTarget.mFrameBufferId);
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GLenum DrawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, DrawBuffers);
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if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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gLog ("Cannot render: frame buffer invalid!");
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}
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// clear color and depth
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2018-02-13 12:05:07 +01:00
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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2018-02-14 13:14:10 +01:00
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glEnable(GL_DEPTH_TEST);
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2018-02-13 12:05:07 +01:00
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2018-02-16 21:22:34 +01:00
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glUseProgram(mDefaultProgram.mProgramId);
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glUniformMatrix4fv(muDefaultModelViewProjection, 1, GL_FALSE, model_view_projection.data());
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glUniform4fv(muDefaultColor, 1, Vector4f(1.0f, 0.0f, 0.0f, 1.0f).data());
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2018-02-13 12:05:07 +01:00
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, mMesh.mVertexBuffer);
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glVertexAttribPointer(
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0, // attribute 0
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3, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
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(void*)0 // offset
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);
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glDrawArrays(GL_TRIANGLES, 0, 3); // starting from vertex 0; 3 vertices total
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glDisableVertexAttribArray(0);
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2018-02-16 22:43:40 +01:00
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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2016-11-28 21:29:19 +01:00
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}
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2018-02-12 21:35:44 +01:00
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void Renderer::RenderGui() {
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2018-02-16 22:43:40 +01:00
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bool render_color = true;
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GLuint texture;
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if (render_color) {
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texture = mRenderTarget.mColorTexture;
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} else {
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texture = mRenderTarget.mDepthTexture;
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}
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if (ImGui::BeginDock("Scene")) {
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ImGui::Text("Scene");
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const ImVec2 content_avail = ImGui::GetContentRegionAvail();
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ImGui::Image((void*) texture,
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content_avail,
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ImVec2(0.0f, 1.0f),
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ImVec2(1.0f, 0.0f)
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);
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}
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ImGui::EndDock();
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return;
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2018-02-13 14:27:16 +01:00
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glActiveTexture(GL_TEXTURE0);
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2018-02-15 09:59:38 +01:00
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2018-02-16 22:06:09 +01:00
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Matrix44f model_view_projection = Matrix44f::Identity();
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2018-02-16 11:35:09 +01:00
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2018-02-15 09:59:38 +01:00
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if (render_color) {
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// Render the full screen quad
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glUseProgram(mRenderQuadProgramColor.mProgramId);
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glBindTexture(GL_TEXTURE_2D, mRenderTarget.mColorTexture);
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2018-02-16 11:35:09 +01:00
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glUniformMatrix4fv(muRenderQuadModelViewProj, 1, GL_FALSE, model_view_projection.data());
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2018-02-15 09:59:38 +01:00
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glUniform1i(muRenderQuadTexture, 0);
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glUniform1f(muRenderQuadTime, (float)(glfwGetTime() * 10.0f));
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} else {
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// render depth texture
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glUseProgram(mRenderQuadProgramDepth.mProgramId);
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glBindTexture(GL_TEXTURE_2D, mRenderTarget.mDepthTexture);
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2018-02-16 11:35:09 +01:00
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glUniformMatrix4fv(muRenderQuadModelViewProj, 1, GL_FALSE, model_view_projection.data());
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2018-02-15 09:59:38 +01:00
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glUniform1i(muRenderQuadTexture, 0);
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2018-02-16 22:06:09 +01:00
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glUniform1f(muRenderQuadDepthNear, mCamera.near);
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glUniform1f(muRenderQuadDepthFar, mCamera.far);
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2018-02-15 09:59:38 +01:00
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}
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2018-02-13 14:27:16 +01:00
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, mRenderQuadVertexBufferId);
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glVertexAttribPointer(
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0, // attribute 0
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3, // size
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GL_FLOAT, // type
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GL_FALSE, // normalized?
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0, // stride
|
|
|
|
(void*)0 // offset
|
|
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|
);
|
|
|
|
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 6); // starting from vertex 0; 3 vertices total
|
|
|
|
glDisableVertexAttribArray(0);
|
2017-01-21 23:22:32 +01:00
|
|
|
}
|
|
|
|
|
2018-02-12 21:35:44 +01:00
|
|
|
void Renderer::Resize (int width, int height) {
|
2018-02-13 17:46:31 +01:00
|
|
|
mWidth = width;
|
|
|
|
mHeight = height;
|
|
|
|
mRenderTarget.Resize(mWidth, mHeight);
|
|
|
|
glViewport(0, 0, mWidth, mHeight);
|
2017-01-22 20:51:12 +01:00
|
|
|
}
|