metaforce/visigen/VISIRenderer.cpp

583 lines
18 KiB
C++

#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);
glGenQueries(1, &m_query);
return true;
}
std::vector<VISIRenderer::Model::Vert> VISIRenderer::AABBToVerts(const zeus::CAABox& aabb,
const zeus::CColor& color)
{
std::vector<Model::Vert> 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)
{
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);
}
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(1.f, 1.f, 1.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);
// Fill depth buffer with backfaces initially
glCullFace(GL_FRONT);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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<void*>(uintptr_t(surf.first * 4)));
else
needTransparent = true;
}
}
// 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<void*>(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<void(int)>& 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);
int idx = 0;
for (const Model& model : m_models)
{
if (!frustum.aabbFrustumTest(model.aabb))
{
++idx;
continue;
}
glBindVertexArray(model.vao);
for (const Model::Surface& surf : model.surfaces)
{
// transparents
if (surf.transparent)
{
glBeginQuery(GL_ANY_SAMPLES_PASSED, m_query);
glDrawElements(model.topology, surf.count, GL_UNSIGNED_INT,
reinterpret_cast<void*>(uintptr_t(surf.first * 4)));
glEndQuery(GL_ANY_SAMPLES_PASSED);
GLint res;
glGetQueryObjectiv(m_query, GL_QUERY_RESULT, &res);
if (res)
passFunc(idx);
}
}
++idx;
}
}
}
void VISIRenderer::RenderPVSEntitiesAndLights(const std::function<void(int)>& passFunc,
const std::function<void(int, EPVSVisSetState)>& 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);
int idx = m_models.size();
for (const Entity& ent : m_entities)
{
if (!frustum.aabbFrustumTest(ent.aabb))
{
++idx;
continue;
}
glBindVertexArray(ent.vao);
glBeginQuery(GL_ANY_SAMPLES_PASSED, m_query);
glDrawElements(GL_TRIANGLE_STRIP, 20, GL_UNSIGNED_INT, 0);
glEndQuery(GL_ANY_SAMPLES_PASSED);
GLint res;
glGetQueryObjectiv(m_query, GL_QUERY_RESULT, &res);
if (res)
passFunc(idx);
++idx;
}
int lightIdx = 0;
for (const Light& light : m_lights)
{
if (!frustum.pointFrustumTest(light.point))
{
++lightIdx;
continue;
}
glBindVertexArray(light.vao);
glBeginQuery(GL_ANY_SAMPLES_PASSED, m_query);
glDrawArrays(GL_POINTS, 0, 1);
glEndQuery(GL_ANY_SAMPLES_PASSED);
GLint res;
glGetQueryObjectiv(m_query, 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;
}
}
}
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;
}
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<modelCount ; ++i)
{
zeus::CColor color = ColorForIndex(i);
Model& model = m_models[i];
uint32_t topology = r.readUint32Big();
model.topology = topology ? GL_TRIANGLE_STRIP : GL_TRIANGLES;
uint32_t vertCount = r.readUint32Big();
model.verts.reserve(vertCount);
for (uint32_t j=0 ; j<vertCount ; ++j)
{
model.verts.emplace_back();
Model::Vert& vert = model.verts.back();
vert.pos = r.readVec3fBig();
vert.color = color;
m_totalAABB.accumulateBounds(vert.pos);
model.aabb.accumulateBounds(vert.pos);
}
uint32_t surfCount = r.readUint32Big();
model.surfaces.resize(surfCount);
uint32_t curIdx = 0;
for (uint32_t j=0 ; j<surfCount ; ++j)
{
Model::Surface& surf = model.surfaces[j];
surf.first = curIdx;
surf.count = r.readUint32Big();
curIdx += surf.count;
for (uint32_t k=0 ; k<surf.count ; ++k)
{
uint32_t idx = r.readUint32Big();
model.idxs.push_back(idx);
}
surf.transparent = r.readBool();
}
}
uint32_t entityCount = r.readUint32Big();
m_entities.resize(entityCount);
for (uint32_t i=0 ; i<entityCount ; ++i)
{
Entity& ent = m_entities[i];
ent.entityId = r.readUint32Big();
ent.aabb.min = r.readVec3fBig();
ent.aabb.max = r.readVec3fBig();
}
uint32_t lightCount = r.readUint32Big();
layer2LightCount = r.readUint32Big();
m_lights.resize(lightCount);
for (uint32_t i=0 ; i<lightCount ; ++i)
{
Light& light = m_lights[i];
light.point = r.readVec3fBig();
}
}
if (!SetupVertexBuffersAndFormats())
{
m_return = 1;
return;
}
VISIBuilder builder(*this);
std::vector<uint8_t> dataOut = builder.build(m_totalAABB, m_models.size(),
m_entities, m_lights, layer2LightCount,
m_updatePercent);
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;
}