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- /*
- * 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 <glm/gtc/matrix_transform.hpp>
- #include <algorithm>
- #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<GLfloat>(cameraPosition.x),
- static_cast<GLfloat>(cameraPosition.y),
- static_cast<GLfloat>(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<Setup>(),
- projectionMat,
- viewMat,
- worldMat);
- }
- else if(resource->resourceType() == ResourceType::kModel)
- {
- renderModel(resource->cast<Model>(),
- 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<MeshRenderData&>(*model.renderData);
- renderData.render();
- }
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