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