#include "VISIRenderer.hpp" #include "athena/FileReader.hpp" #include "zeus/CAABox.hpp" #include "VISIBuilder.hpp" #include "zeus/CFrustum.hpp" #include "logvisor/logvisor.hpp" static logvisor::Module Log("visigen"); static const char* VS = "#version 330\n" "layout(location=0) in vec4 posIn;\n" "layout(location=1) in vec4 colorIn;\n" "\n" "uniform UniformBlock\n" "{\n" " mat4 xf;\n" "};\n" "\n" "struct VertToFrag\n" "{\n" " vec4 color;\n" "};\n" "\n" "out VertToFrag vtf;\n" "void main()\n" "{\n" " vtf.color = colorIn;\n" " gl_Position = xf * vec4(posIn.xyz, 1.0);\n" "}\n"; static const char* FS = "#version 330\n" "struct VertToFrag\n" "{\n" " vec4 color;\n" "};\n" "\n" "in VertToFrag vtf;\n" "layout(location=0) out vec4 colorOut;\n" "void main()\n" "{\n" " colorOut = vtf.color;\n" "}\n"; static const uint32_t AABBIdxs[20] = { 0, 1, 2, 3, 4, 5, 6, 7, 0, 1, 1, 7, 3, 5, 5, 0, 0, 2, 6, 4 }; bool VISIRenderer::SetupShaders() { m_vtxShader = glCreateShader(GL_VERTEX_SHADER); m_fragShader = glCreateShader(GL_FRAGMENT_SHADER); m_program = glCreateProgram(); glShaderSource(m_vtxShader, 1, &VS, nullptr); glCompileShader(m_vtxShader); GLint status; glGetShaderiv(m_vtxShader, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { GLint logLen; glGetShaderiv(m_vtxShader, GL_INFO_LOG_LENGTH, &logLen); char* log = (char*)malloc(logLen); glGetShaderInfoLog(m_vtxShader, logLen, nullptr, log); Log.report(logvisor::Error, "unable to compile vert source\n%s\n%s\n", log, VS); free(log); return false; } glShaderSource(m_fragShader, 1, &FS, nullptr); glCompileShader(m_fragShader); glGetShaderiv(m_fragShader, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { GLint logLen; glGetShaderiv(m_fragShader, GL_INFO_LOG_LENGTH, &logLen); char* log = (char*)malloc(logLen); glGetShaderInfoLog(m_fragShader, logLen, nullptr, log); Log.report(logvisor::Error, "unable to compile frag source\n%s\n%s\n", log, FS); free(log); return false; } glAttachShader(m_program, m_vtxShader); glAttachShader(m_program, m_fragShader); glLinkProgram(m_program); glGetProgramiv(m_program, GL_LINK_STATUS, &status); if (status != GL_TRUE) { GLint logLen; glGetProgramiv(m_program, GL_INFO_LOG_LENGTH, &logLen); char* log = (char*)malloc(logLen); glGetProgramInfoLog(m_program, logLen, nullptr, log); Log.report(logvisor::Error, "unable to link shader program\n%s\n", log); free(log); return false; } glUseProgram(m_program); m_uniLoc = glGetUniformBlockIndex(m_program, "UniformBlock"); glGenBuffers(1, &m_uniformBufferGL); glBindBuffer(GL_UNIFORM_BUFFER, m_uniformBufferGL); glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformBuffer), nullptr, GL_DYNAMIC_DRAW); glGenBuffers(1, &m_aabbIBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_aabbIBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, 20 * 4, AABBIdxs, GL_STATIC_DRAW); glEnable(GL_PRIMITIVE_RESTART); glPrimitiveRestartIndex(0xffffffff); return true; } std::vector VISIRenderer::AABBToVerts(const zeus::CAABox& aabb, const zeus::CColor& color) { std::vector verts; verts.resize(8); for (int i=0 ; i<8 ; ++i) verts[i].color = color; verts[0].pos = aabb.min; verts[1].pos = {aabb.max.x, aabb.min.y, aabb.min.z}; verts[2].pos = {aabb.min.x, aabb.min.y, aabb.max.z}; verts[3].pos = {aabb.max.x, aabb.min.y, aabb.max.z}; verts[4].pos = {aabb.min.x, aabb.max.y, aabb.max.z}; verts[5].pos = aabb.max; verts[6].pos = {aabb.min.x, aabb.max.y, aabb.min.z}; verts[7].pos = {aabb.max.x, aabb.max.y, aabb.min.z}; return verts; } static zeus::CColor ColorForIndex(int i) { i += 1; return zeus::CColor((i & 0xff) / 255.f, ((i >> 8) & 0xff) / 255.f, ((i >> 16) & 0xff) / 255.f, 1.f); } bool VISIRenderer::SetupVertexBuffersAndFormats() { for (Model& model : m_models) { glGenVertexArrays(1, &model.vao); glGenBuffers(1, &model.vbo); glGenBuffers(1, &model.ibo); glBindVertexArray(model.vao); glBindBuffer(GL_ARRAY_BUFFER, model.vbo); glBufferData(GL_ARRAY_BUFFER, model.verts.size() * sizeof(Model::Vert), model.verts.data(), GL_STATIC_DRAW); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Model::Vert), 0); glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(Model::Vert), (void*)16); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, model.ibo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, model.idxs.size() * 4, model.idxs.data(), GL_STATIC_DRAW); } int idx = m_models.size(); for (Entity& ent : m_entities) { glGenVertexArrays(1, &ent.vao); glGenBuffers(1, &ent.vbo); glBindVertexArray(ent.vao); auto verts = AABBToVerts(ent.aabb, ColorForIndex(idx++)); glBindBuffer(GL_ARRAY_BUFFER, ent.vbo); glBufferData(GL_ARRAY_BUFFER, verts.size() * sizeof(Model::Vert), verts.data(), GL_STATIC_DRAW); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Model::Vert), 0); glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(Model::Vert), (void*)16); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_aabbIBO); } for (Light& light : m_lights) { glGenVertexArrays(1, &light.vao); glGenBuffers(1, &light.vbo); glBindVertexArray(light.vao); Model::Vert vert; vert.pos = light.point; vert.color = ColorForIndex(idx++); glBindBuffer(GL_ARRAY_BUFFER, light.vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(Model::Vert), &vert, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Model::Vert), 0); glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(Model::Vert), (void*)16); } m_queryCount = m_models.size() + m_entities.size() + m_lights.size(); m_queries.reset(new GLuint[m_queryCount]); m_queryBools.reset(new bool[m_queryCount]); glGenQueries(GLsizei(m_queryCount), m_queries.get()); return true; } static zeus::CMatrix4f g_Proj; static void CalculateProjMatrix() { float znear = 0.2f; float zfar = 1000.f; float tfov = std::tan(zeus::degToRad(90.f * 0.5f)); float top = znear * tfov; float bottom = -top; float right = znear * tfov; float left = -right; float rml = right - left; float rpl = right + left; float tmb = top - bottom; float tpb = top + bottom; float fpn = zfar + znear; float fmn = zfar - znear; g_Proj = zeus::CMatrix4f(2.f * znear / rml, 0.f, rpl / rml, 0.f, 0.f, 2.f * znear / tmb, tpb / tmb, 0.f, 0.f, 0.f, -fpn / fmn, -2.f * zfar * znear / fmn, 0.f, 0.f, -1.f, 0.f); } static const zeus::CMatrix4f LookMATs[] = { { // Forward 1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, -1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f }, { // Backward -1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f }, { // Up 1.f, 0.f, 0.f, 0.f, 0.f, -1.f, 0.f, 0.f, 0.f, 0.f, -1.f, 0.f, 0.f, 0.f, 0.f, 1.f }, { // Down 1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f }, { // Left 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f }, { // Right 0.f, -1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, -1.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f }, }; void VISIRenderer::RenderPVSOpaque(RGBA8* bufOut, const zeus::CVector3f& pos, bool& needTransparent) { glViewport(0, 0, 768, 512); glEnable(GL_CULL_FACE); glDepthMask(GL_TRUE); glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glClearColor(0.f, 0.f, 0.f, 1.f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); for (int j=0 ; j<6 ; ++j) { GLint x = (j % 3) * 256; GLint y = (j / 3) * 256; glViewport(x, y, 256, 256); zeus::CMatrix4f mv = LookMATs[j] * zeus::CTransform::Translate(-pos).toMatrix4f(); m_uniformBuffer.m_xf = g_Proj * mv; glBindBuffer(GL_UNIFORM_BUFFER, m_uniformBufferGL); glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformBuffer), &m_uniformBuffer, GL_DYNAMIC_DRAW); glUniformBlockBinding(m_program, m_uniLoc, 0); glBindBufferRange(GL_UNIFORM_BUFFER, 0, m_uniformBufferGL, 0, sizeof(UniformBuffer)); zeus::CFrustum frustum; frustum.updatePlanes(mv, g_Proj); // Draw frontfaces glCullFace(GL_BACK); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); for (const Model& model : m_models) { if (!frustum.aabbFrustumTest(model.aabb)) continue; glBindVertexArray(model.vao); for (const Model::Surface& surf : model.surfaces) { // Non-transparents first if (!surf.transparent) glDrawElements(model.topology, surf.count, GL_UNSIGNED_INT, reinterpret_cast(uintptr_t(surf.first * 4))); } } } //m_swapFunc(); glFinish(); glReadPixels(0, 0, 768, 512, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid*)bufOut); } void VISIRenderer::RenderPVSTransparent(const std::function& passFunc, const zeus::CVector3f& pos) { glDepthMask(GL_FALSE); for (int j=0 ; j<6 ; ++j) { GLint x = (j % 3) * 256; GLint y = (j / 3) * 256; glViewport(x, y, 256, 256); zeus::CMatrix4f mv = LookMATs[j] * zeus::CTransform::Translate(-pos).toMatrix4f(); m_uniformBuffer.m_xf = g_Proj * mv; glBindBuffer(GL_UNIFORM_BUFFER, m_uniformBufferGL); glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformBuffer), &m_uniformBuffer, GL_DYNAMIC_DRAW); glUniformBlockBinding(m_program, m_uniLoc, 0); glBindBufferRange(GL_UNIFORM_BUFFER, 0, m_uniformBufferGL, 0, sizeof(UniformBuffer)); zeus::CFrustum frustum; frustum.updatePlanes(mv, g_Proj); memset(m_queryBools.get(), 0, m_queryCount); int idx = 0; for (const Model& model : m_models) { if (!frustum.aabbFrustumTest(model.aabb)) { ++idx; continue; } glBindVertexArray(model.vao); glBeginQuery(GL_ANY_SAMPLES_PASSED_CONSERVATIVE, m_queries[idx]); m_queryBools[idx] = true; for (const Model::Surface& surf : model.surfaces) { // transparents if (surf.transparent) glDrawElements(model.topology, surf.count, GL_UNSIGNED_INT, reinterpret_cast(uintptr_t(surf.first * 4))); } glEndQuery(GL_ANY_SAMPLES_PASSED_CONSERVATIVE); ++idx; } for (int i=0 ; i& passFunc, const std::function& lightPassFunc, const zeus::CVector3f& pos) { glDepthMask(GL_FALSE); for (int j=0 ; j<6 ; ++j) { GLint x = (j % 3) * 256; GLint y = (j / 3) * 256; glViewport(x, y, 256, 256); zeus::CMatrix4f mv = LookMATs[j] * zeus::CTransform::Translate(-pos).toMatrix4f(); m_uniformBuffer.m_xf = g_Proj * mv; glBindBuffer(GL_UNIFORM_BUFFER, m_uniformBufferGL); glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformBuffer), &m_uniformBuffer, GL_DYNAMIC_DRAW); glUniformBlockBinding(m_program, m_uniLoc, 0); glBindBufferRange(GL_UNIFORM_BUFFER, 0, m_uniformBufferGL, 0, sizeof(UniformBuffer)); zeus::CFrustum frustum; frustum.updatePlanes(mv, g_Proj); memset(m_queryBools.get(), 0, m_queryCount); int idx = m_models.size(); for (const Entity& ent : m_entities) { if (!frustum.aabbFrustumTest(ent.aabb)) { ++idx; continue; } glBindVertexArray(ent.vao); m_queryBools[idx] = true; glBeginQuery(GL_ANY_SAMPLES_PASSED_CONSERVATIVE, m_queries[idx]); glDrawElements(GL_TRIANGLE_STRIP, 20, GL_UNSIGNED_INT, 0); glEndQuery(GL_ANY_SAMPLES_PASSED_CONSERVATIVE); ++idx; } for (const Light& light : m_lights) { if (!frustum.pointFrustumTest(light.point)) { ++idx; continue; } glBindVertexArray(light.vao); m_queryBools[idx] = true; glBeginQuery(GL_ANY_SAMPLES_PASSED_CONSERVATIVE, m_queries[idx]); glDrawArrays(GL_POINTS, 0, 1); glEndQuery(GL_ANY_SAMPLES_PASSED_CONSERVATIVE); ++idx; } idx = m_models.size(); for (const Entity& ent : m_entities) { (void)ent; if (m_queryBools[idx]) { GLint res; glGetQueryObjectiv(m_queries[idx], GL_QUERY_RESULT, &res); if (res) passFunc(idx); } ++idx; } int lightIdx = 0; for (const Light& light : m_lights) { if (m_queryBools[idx]) { GLint res; glGetQueryObjectiv(m_queries[idx], GL_QUERY_RESULT, &res); EPVSVisSetState state = m_totalAABB.pointInside(light.point) ? EPVSVisSetState::EndOfTree : EPVSVisSetState::OutOfBounds; if (res && state == EPVSVisSetState::EndOfTree) state = EPVSVisSetState::NodeFound; lightPassFunc(lightIdx, state); } ++lightIdx; ++idx; } } } void VISIRenderer::Run(FPercent updatePercent) { m_updatePercent = updatePercent; CalculateProjMatrix(); if (glewInit() != GLEW_OK) { Log.report(logvisor::Error, "unable to init glew"); m_return = 1; return; } if (!GLEW_ARB_occlusion_query2) { Log.report(logvisor::Error, "GL_ARB_occlusion_query2 extension not present"); m_return = 1; return; } if (!SetupShaders()) { m_return = 1; return; } if (m_argc < 3) { Log.report(logvisor::Error, "Missing input/output file args"); m_return = 1; return; } ProcessType parentPid = 0; if (m_argc > 4) #ifdef _WIN32 parentPid = ProcessType(wcstoull(m_argv[4], nullptr, 16)); #else parentPid = ProcessType(strtoull(m_argv[4], nullptr, 16)); #endif uint32_t layer2LightCount = 0; { athena::io::FileReader r(m_argv[1]); if (r.hasError()) return; uint32_t modelCount = r.readUint32Big(); m_models.resize(modelCount); for (uint32_t i=0 ; i dataOut = builder.build(m_totalAABB, m_models.size(), m_entities, m_lights, layer2LightCount, m_updatePercent, parentPid); if (dataOut.empty()) { m_return = 1; return; } athena::io::FileWriter w(m_argv[2]); w.writeUBytes(dataOut.data(), dataOut.size()); } void VISIRenderer::Terminate() { m_terminate = true; }