#include "CRenderer.h" #include "CDrawUtil.h" #include "CGraphics.h" #include "CResCache.h" #include #include #include #include #include #include #include #include #include // ************ STATIC MEMBER INITIALIZATION ************ u32 CRenderer::sNumRenderers = 0; // ************ INITIALIZATION ************ CRenderer::CRenderer() { mOptions = eEnableUVScroll | eEnableBackfaceCull; mBloomMode = eNoBloom; mDrawGrid = true; mInitialized = false; mContextIndex = -1; mOpaqueBucket.SetSortType(CRenderBucket::FrontToBack); mTransparentBucket.SetSortType(CRenderBucket::BackToFront); sNumRenderers++; } CRenderer::~CRenderer() { sNumRenderers--; if (sNumRenderers == 0) { CGraphics::Shutdown(); CDrawUtil::Shutdown(); } } void CRenderer::Init() { if (!mInitialized) { CVector4f ClearVec = mClearColor.ToVector4f(); glClearColor(ClearVec.x, ClearVec.y, ClearVec.z, ClearVec.w); mContextIndex = CGraphics::GetContextIndex(); mInitialized = true; } } // ************ GETTERS/SETTERS ************ bool CRenderer::IsUVAnimationOn() { return ((mOptions & eUVScroll) != 0); } void CRenderer::ToggleBackfaceCull(bool b) { if (b) mOptions |= eEnableBackfaceCull; else mOptions &= ~eEnableBackfaceCull; } void CRenderer::ToggleUVAnimation(bool b) { if (b) mOptions |= eEnableUVScroll; else mOptions &= ~eEnableUVScroll; } void CRenderer::ToggleGrid(bool b) { mDrawGrid = b; } void CRenderer::ToggleOccluders(bool b) { if (b) mOptions |= eEnableOccluders; else mOptions &= ~eEnableOccluders; } void CRenderer::ToggleAlphaDisabled(bool b) { if (b) mOptions |= eNoAlpha; else mOptions &= ~eNoAlpha; } void CRenderer::SetBloom(EBloomMode BloomMode) { mBloomMode = BloomMode; if (BloomMode != eNoBloom) mOptions |= eEnableBloom; else mOptions &= ~eEnableBloom; } void CRenderer::SetFont(CFont *pFont) { } void CRenderer::SetClearColor(CColor Clear) { mClearColor = Clear; CVector4f ClearVec = Clear.ToVector4f(); ClearVec.w = 0.f; glClearColor(ClearVec.x, ClearVec.y, ClearVec.z, ClearVec.w); } void CRenderer::SetViewportSize(u32 Width, u32 Height) { mViewportWidth = Width; mViewportHeight = Height; mBloomHScale = ((float) Width / 640); mBloomVScale = ((float) Height / 528); mBloomWidth = (u32) (320 * mBloomHScale); mBloomHeight = (u32) (224 * mBloomVScale); mBloomHScale = 1.f / mBloomHScale; mBloomVScale = 1.f / mBloomVScale; } // ************ RENDER ************ void CRenderer::RenderBuckets(CCamera& Camera) { if (!mInitialized) Init(); mSceneFramebuffer.Bind(); Camera.LoadMatrices(); // Set backface culling if (mOptions & eEnableBackfaceCull) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); // Render scene to texture glDepthRange(0.f, 1.f); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); mOpaqueBucket.Draw(mOptions); mOpaqueBucket.Clear(); mTransparentBucket.Sort(Camera); mTransparentBucket.Draw(mOptions); mTransparentBucket.Clear(); } void CRenderer::RenderBloom() { // Check to ensure bloom is enabled if (mBloomMode == eNoBloom) return; // Setup static const float skHOffset[6] = { -0.008595f, -0.005470f, -0.002345f, 0.002345f, 0.005470f, 0.008595f }; static const float skVOffset[6] = { -0.012275f, -0.007815f, -0.003350f, 0.003350f, 0.007815f, 0.012275f }; static const CColor skTintColors[6] = { CColor((u8) 17, 17, 17, 255), CColor((u8) 53, 53, 53, 255), CColor((u8) 89, 89, 89, 255), CColor((u8) 89, 89, 89, 255), CColor((u8) 53, 53, 53, 255), CColor((u8) 17, 17, 17, 255) }; float BloomWidth = (mBloomMode == eBloom ? mBloomWidth : mViewportWidth); float BloomHeight = (mBloomMode == eBloom ? mBloomHeight : mViewportHeight); float BloomHScale = (mBloomMode == eBloom ? mBloomHScale : 0); float BloomVScale = (mBloomMode == eBloom ? mBloomVScale : 0); glDisable(GL_DEPTH_TEST); glViewport(0, 0, BloomWidth, BloomHeight); glClearColor(0.f, 0.f, 0.f, 0.f); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_FALSE); CGraphics::SetIdentityMVP(); CGraphics::UpdateMVPBlock(); // Pass 1: Alpha-blend the scene texture on a black background mBloomFramebuffers[0].Resize(BloomWidth, BloomHeight); mBloomFramebuffers[0].Bind(); glClear(GL_COLOR_BUFFER_BIT); CDrawUtil::UseTextureShader(); glBlendFunc(GL_SRC_ALPHA, GL_ZERO); mSceneFramebuffer.Texture()->Bind(0); CDrawUtil::DrawSquare(); // Pass 2: Horizontal blur mBloomFramebuffers[1].Resize(BloomWidth, BloomHeight); mBloomFramebuffers[1].Bind(); CDrawUtil::UseTextureShader(CColor::skGray); glBlendFunc(GL_ONE, GL_ZERO); mBloomFramebuffers[0].Texture()->Bind(0); CDrawUtil::DrawSquare(); for (u32 iPass = 0; iPass < 6; iPass++) { CDrawUtil::UseTextureShader(skTintColors[iPass]); CVector3f Translate(skHOffset[iPass] * BloomHScale, 0.f, 0.f); CGraphics::sMVPBlock.ModelMatrix = CTransform4f::TranslationMatrix(Translate).ToMatrix4f(); CGraphics::UpdateMVPBlock(); glBlendFunc(GL_ONE, GL_ONE); CDrawUtil::DrawSquare(); } // Pass 3: Vertical blur mBloomFramebuffers[2].Resize(BloomWidth, BloomHeight); mBloomFramebuffers[2].Bind(); glClear(GL_COLOR_BUFFER_BIT); CDrawUtil::UseTextureShader(CColor::skGray); glBlendFunc(GL_ONE, GL_ZERO); mBloomFramebuffers[1].Texture()->Bind(0); CDrawUtil::DrawSquare(); for (u32 iPass = 0; iPass < 6; iPass++) { CDrawUtil::UseTextureShader(skTintColors[iPass]); CVector3f Translate(0.f, skVOffset[iPass] * BloomVScale, 0.f); CGraphics::sMVPBlock.ModelMatrix = CTransform4f::TranslationMatrix(Translate).ToMatrix4f(); CGraphics::UpdateMVPBlock(); glBlendFunc(GL_ONE, GL_ONE); CDrawUtil::DrawSquare(); } // Render result onto main scene framebuffer mSceneFramebuffer.Bind(); glViewport(0, 0, mViewportWidth, mViewportHeight); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); CGraphics::SetIdentityMVP(); CGraphics::UpdateMVPBlock(); CDrawUtil::UseTextureShader(); glBlendFunc(GL_ONE, GL_ONE); mBloomFramebuffers[2].Texture()->Bind(0); CDrawUtil::DrawSquare(); if (mBloomMode == eBloomMaps) { // Bloom maps are in the framebuffer alpha channel. // White * dst alpha = bloom map colors CDrawUtil::UseColorShader(CColor::skWhite); glBlendFunc(GL_DST_ALPHA, GL_ZERO); CDrawUtil::DrawSquare(); } // Clean up glEnable(GL_DEPTH_TEST); } void CRenderer::RenderSky(CModel *pSkyboxModel, CCamera& Camera) { if (!mInitialized) Init(); if (!pSkyboxModel) return; glEnable(GL_CULL_FACE); Camera.LoadRotationOnlyMatrices(); CGraphics::sMVPBlock.ModelMatrix = CMatrix4f::skIdentity; CGraphics::sVertexBlock.COLOR0_Amb = CVector4f(1.f, 1.f, 1.f, 1.f); CGraphics::sPixelBlock.TevColor = CVector4f(1.f, 1.f, 1.f, 1.f); CGraphics::sNumLights = 0; CGraphics::UpdateVertexBlock(); CGraphics::UpdatePixelBlock(); CGraphics::UpdateLightBlock(); glDepthRange(1.f, 1.f); pSkyboxModel->Draw(mOptions, 0); } void CRenderer::AddOpaqueMesh(IRenderable *pRenderable, u32 AssetID, CAABox& AABox, ERenderCommand Command) { SRenderablePtr ptr; ptr.pRenderable = pRenderable; ptr.Asset = AssetID; ptr.AABox = AABox; ptr.Command = Command; mOpaqueBucket.Add(ptr); } void CRenderer::AddTransparentMesh(IRenderable *pRenderable, u32 AssetID, CAABox& AABox, ERenderCommand Command) { SRenderablePtr ptr; ptr.pRenderable = pRenderable; ptr.Asset = AssetID; ptr.AABox = AABox; ptr.Command = Command; mTransparentBucket.Add(ptr); } void CRenderer::BeginFrame() { if (!mInitialized) Init(); CGraphics::SetActiveContext(mContextIndex); glGetIntegerv(GL_FRAMEBUFFER_BINDING, &mDefaultFramebuffer); mSceneFramebuffer.Resize(mViewportWidth, mViewportHeight); mSceneFramebuffer.Bind(); glViewport(0, 0, mViewportWidth, mViewportHeight); InitFramebuffer(); } void CRenderer::EndFrame() { // Render result to screen glBindFramebuffer(GL_FRAMEBUFFER, mDefaultFramebuffer); InitFramebuffer(); glViewport(0, 0, mViewportWidth, mViewportHeight); CGraphics::SetIdentityMVP(); CGraphics::UpdateMVPBlock(); glDisable(GL_DEPTH_TEST); CDrawUtil::UseTextureShader(); glBlendFunc(GL_ONE, GL_ZERO); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); mSceneFramebuffer.Texture()->Bind(0); CDrawUtil::DrawSquare(); glEnable(GL_DEPTH_TEST); gDrawCount = 0; } void CRenderer::ClearDepthBuffer() { glDepthMask(GL_TRUE); glClear(GL_DEPTH_BUFFER_BIT); } // ************ PRIVATE ************ void CRenderer::InitFramebuffer() { CVector4f Clear = mClearColor.ToVector4f(); Clear.w = 0.f; glClearColor(Clear.x, Clear.y, Clear.z, Clear.w); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } u32 gDrawCount;