/* * Bael'Zharon's Respite * Copyright (C) 2014 Daniel Skorupski * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along * with this program; if not, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "graphics/ModelRenderer.h" #include "graphics/MeshRenderData.h" #include "graphics/Renderer.h" #include "graphics/util.h" #include "resource/AnimationFrame.h" #include "resource/Model.h" #include "resource/Setup.h" #include "Camera.h" #include "Core.h" #include "Land.h" #include "LandcellManager.h" #include "ObjectManager.h" #include #include #include "graphics/shaders/ModelVertexShader.h" #include "graphics/shaders/ModelFragmentShader.h" struct CompareByDepth { CompareByDepth() { cameraPos_ = Core::get().camera().position(); } bool operator()(const ModelRenderer::DepthSortedModel& a, const ModelRenderer::DepthSortedModel& b) const { // descending order return (cameraPos_ - a.worldPos).length() > (cameraPos_ - b.worldPos).length(); } glm::vec3 cameraPos_; }; ModelRenderer::ModelRenderer() { program_.create(); program_.attach(GL_VERTEX_SHADER, ModelVertexShader); program_.attach(GL_FRAGMENT_SHADER, ModelFragmentShader); program_.link(); program_.use(); GLuint texLocation = program_.getUniform("tex"); glUniform1i(texLocation, 0); } ModelRenderer::~ModelRenderer() { program_.destroy(); } void ModelRenderer::render(const glm::mat4& projectionMat, const glm::mat4& viewMat) { program_.use(); LandcellManager& landcellManager = Core::get().landcellManager(); ObjectManager& objectManager = Core::get().objectManager(); glm::vec3 cameraPosition = Core::get().camera().position(); glUniform4f(program_.getUniform("cameraPosition"), static_cast(cameraPosition.x), static_cast(cameraPosition.y), static_cast(cameraPosition.z), 1.0f); // first pass, render solid objects and collect objects that need depth sorting depthSortList_.clear(); for(auto& pair : objectManager) { Object& object = *pair.second; if(!object.model()) { continue; } int dx = object.landcellId().x() - landcellManager.center().x(); int dy = object.landcellId().y() - landcellManager.center().y(); glm::vec3 blockPosition{dx * Land::kBlockSize, dy * Land::kBlockSize, 0.0}; glm::mat4 rotateMat = glm::mat4_cast(object.location().rotation); glm::mat4 translateMat = glm::translate(glm::mat4{}, blockPosition + object.location().position); glm::mat4 worldMat = translateMat * rotateMat; renderOne(object.model(), projectionMat, viewMat, worldMat); } for(auto& pair : landcellManager) { int dx = pair.first.x() - landcellManager.center().x(); int dy = pair.first.y() - landcellManager.center().y(); glm::mat4 blockTransform = glm::translate(glm::mat4{}, glm::vec3{dx * Land::kBlockSize, dy * Land::kBlockSize, 0.0}); for(const StaticObject& staticObject : pair.second->staticObjects()) { renderOne(staticObject.resource, projectionMat, viewMat, blockTransform * staticObject.transform); } } // second pass, sort and render objects that need depth sorting sort(depthSortList_.begin(), depthSortList_.end(), CompareByDepth{}); for(const DepthSortedModel& depthSortedModel : depthSortList_) { renderModel(*depthSortedModel.model, projectionMat, viewMat, depthSortedModel.worldMat, /*firstPass*/ false); } } void ModelRenderer::renderOne(const ResourcePtr& resource, const glm::mat4& projectionMat, const glm::mat4& viewMat, const glm::mat4& worldMat) { if(resource->resourceType() == ResourceType::kSetup) { renderSetup(resource->cast(), projectionMat, viewMat, worldMat); } else if(resource->resourceType() == ResourceType::kModel) { renderModel(resource->cast(), projectionMat, viewMat, worldMat, /*firstPass*/ true); } } void ModelRenderer::renderSetup(const Setup& setup, const glm::mat4& projectionMat, const glm::mat4& viewMat, const glm::mat4& worldMat) { const AnimationFrame& frame = setup.placementFrames.back(); for(uint32_t i = 0; i < setup.models.size(); i++) { const Location& location = frame.locations[i]; const glm::vec3& scale = setup.scales[i]; glm::mat4 subWorldMat = glm::translate(glm::mat4{}, location.position) * glm::mat4_cast(location.rotation) * glm::scale(glm::mat4(), scale); renderOne(setup.models[i], projectionMat, viewMat, worldMat * subWorldMat); } } void ModelRenderer::renderModel(const Model& model, const glm::mat4& projectionMat, const glm::mat4& viewMat, const glm::mat4& worldMat, bool firstPass) { if(firstPass && model.needsDepthSort) { glm::vec4 worldPos = worldMat * glm::vec4{0.0, 0.0, 0.0, 1.0}; depthSortList_.push_back({&model, worldMat, {worldPos.x, worldPos.y, worldPos.z}}); return; } loadMat4ToUniform(worldMat, program_.getUniform("worldMatrix")); loadMat4ToUniform(projectionMat * viewMat, program_.getUniform("projectionViewMatrix")); if(!model.renderData) { model.renderData.reset(new MeshRenderData(model)); } MeshRenderData& renderData = static_cast(*model.renderData); renderData.render(); }