Clone of Bael'Zharon's Respite @ https://github.com/boardwalk/bzr

ModelRenderer.cpp 6.1KB

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  1. /*
  2. * Bael'Zharon's Respite
  3. * Copyright (C) 2014 Daniel Skorupski
  4. *
  5. * This program is free software; you can redistribute it and/or modify
  6. * it under the terms of the GNU General Public License as published by
  7. * the Free Software Foundation; either version 2 of the License, or
  8. * (at your option) any later version.
  9. * This program is distributed in the hope that it will be useful,
  10. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. * GNU General Public License for more details.
  13. *
  14. * You should have received a copy of the GNU General Public License along
  15. * with this program; if not, write to the Free Software Foundation, Inc.,
  16. * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
  17. */
  18. #include "graphics/ModelRenderer.h"
  19. #include "graphics/MeshRenderData.h"
  20. #include "graphics/Renderer.h"
  21. #include "graphics/util.h"
  22. #include "resource/AnimationFrame.h"
  23. #include "resource/Model.h"
  24. #include "resource/Setup.h"
  25. #include "Camera.h"
  26. #include "Core.h"
  27. #include "Land.h"
  28. #include "LandcellManager.h"
  29. #include "ObjectManager.h"
  30. #include <glm/gtc/matrix_transform.hpp>
  31. #include <algorithm>
  32. #include "graphics/shaders/ModelVertexShader.h"
  33. #include "graphics/shaders/ModelFragmentShader.h"
  34. struct CompareByDepth
  35. {
  36. CompareByDepth()
  37. {
  38. cameraPos_ = Core::get().camera().position();
  39. }
  40. bool operator()(const ModelRenderer::DepthSortedModel& a, const ModelRenderer::DepthSortedModel& b) const
  41. {
  42. // descending order
  43. return (cameraPos_ - a.worldPos).length() > (cameraPos_ - b.worldPos).length();
  44. }
  45. glm::vec3 cameraPos_;
  46. };
  47. ModelRenderer::ModelRenderer()
  48. {
  49. program_.create();
  50. program_.attach(GL_VERTEX_SHADER, ModelVertexShader);
  51. program_.attach(GL_FRAGMENT_SHADER, ModelFragmentShader);
  52. program_.link();
  53. program_.use();
  54. GLuint texLocation = program_.getUniform("tex");
  55. glUniform1i(texLocation, 0);
  56. }
  57. ModelRenderer::~ModelRenderer()
  58. {
  59. program_.destroy();
  60. }
  61. void ModelRenderer::render(const glm::mat4& projectionMat, const glm::mat4& viewMat)
  62. {
  63. program_.use();
  64. LandcellManager& landcellManager = Core::get().landcellManager();
  65. ObjectManager& objectManager = Core::get().objectManager();
  66. glm::vec3 cameraPosition = Core::get().camera().position();
  67. glUniform4f(program_.getUniform("cameraPosition"),
  68. static_cast<GLfloat>(cameraPosition.x),
  69. static_cast<GLfloat>(cameraPosition.y),
  70. static_cast<GLfloat>(cameraPosition.z), 1.0f);
  71. // first pass, render solid objects and collect objects that need depth sorting
  72. depthSortList_.clear();
  73. for(auto& pair : objectManager)
  74. {
  75. Object& object = *pair.second;
  76. if(!object.model())
  77. {
  78. continue;
  79. }
  80. int dx = object.landcellId().x() - landcellManager.center().x();
  81. int dy = object.landcellId().y() - landcellManager.center().y();
  82. glm::vec3 blockPosition{dx * Land::kBlockSize, dy * Land::kBlockSize, 0.0};
  83. glm::mat4 rotateMat = glm::mat4_cast(object.location().rotation);
  84. glm::mat4 translateMat = glm::translate(glm::mat4{}, blockPosition + object.location().position);
  85. glm::mat4 worldMat = translateMat * rotateMat;
  86. renderOne(object.model(), projectionMat, viewMat, worldMat);
  87. }
  88. for(auto& pair : landcellManager)
  89. {
  90. int dx = pair.first.x() - landcellManager.center().x();
  91. int dy = pair.first.y() - landcellManager.center().y();
  92. glm::mat4 blockTransform = glm::translate(glm::mat4{}, glm::vec3{dx * Land::kBlockSize, dy * Land::kBlockSize, 0.0});
  93. for(const StaticObject& staticObject : pair.second->staticObjects())
  94. {
  95. renderOne(staticObject.resource, projectionMat, viewMat, blockTransform * staticObject.transform);
  96. }
  97. }
  98. // second pass, sort and render objects that need depth sorting
  99. sort(depthSortList_.begin(), depthSortList_.end(), CompareByDepth{});
  100. for(const DepthSortedModel& depthSortedModel : depthSortList_)
  101. {
  102. renderModel(*depthSortedModel.model,
  103. projectionMat,
  104. viewMat,
  105. depthSortedModel.worldMat,
  106. /*firstPass*/ false);
  107. }
  108. }
  109. void ModelRenderer::renderOne(const ResourcePtr& resource,
  110. const glm::mat4& projectionMat,
  111. const glm::mat4& viewMat,
  112. const glm::mat4& worldMat)
  113. {
  114. if(resource->resourceType() == ResourceType::kSetup)
  115. {
  116. renderSetup(resource->cast<Setup>(),
  117. projectionMat,
  118. viewMat,
  119. worldMat);
  120. }
  121. else if(resource->resourceType() == ResourceType::kModel)
  122. {
  123. renderModel(resource->cast<Model>(),
  124. projectionMat,
  125. viewMat,
  126. worldMat,
  127. /*firstPass*/ true);
  128. }
  129. }
  130. void ModelRenderer::renderSetup(const Setup& setup,
  131. const glm::mat4& projectionMat,
  132. const glm::mat4& viewMat,
  133. const glm::mat4& worldMat)
  134. {
  135. const AnimationFrame& frame = setup.placementFrames.back();
  136. for(uint32_t i = 0; i < setup.models.size(); i++)
  137. {
  138. const Location& location = frame.locations[i];
  139. const glm::vec3& scale = setup.scales[i];
  140. glm::mat4 subWorldMat = glm::translate(glm::mat4{}, location.position) * glm::mat4_cast(location.rotation) * glm::scale(glm::mat4(), scale);
  141. renderOne(setup.models[i],
  142. projectionMat,
  143. viewMat,
  144. worldMat * subWorldMat);
  145. }
  146. }
  147. void ModelRenderer::renderModel(const Model& model,
  148. const glm::mat4& projectionMat,
  149. const glm::mat4& viewMat,
  150. const glm::mat4& worldMat,
  151. bool firstPass)
  152. {
  153. if(firstPass && model.needsDepthSort)
  154. {
  155. glm::vec4 worldPos = worldMat * glm::vec4{0.0, 0.0, 0.0, 1.0};
  156. depthSortList_.push_back({&model, worldMat, {worldPos.x, worldPos.y, worldPos.z}});
  157. return;
  158. }
  159. loadMat4ToUniform(worldMat, program_.getUniform("worldMatrix"));
  160. loadMat4ToUniform(projectionMat * viewMat, program_.getUniform("projectionViewMatrix"));
  161. if(!model.renderData)
  162. {
  163. model.renderData.reset(new MeshRenderData(model));
  164. }
  165. MeshRenderData& renderData = static_cast<MeshRenderData&>(*model.renderData);
  166. renderData.render();
  167. }