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

Renderer.cpp 13KB

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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/Renderer.h"
  19. #include "graphics/LandRenderer.h"
  20. #include "graphics/ModelRenderer.h"
  21. #include "graphics/SkyRenderer.h"
  22. #include "graphics/StructureRenderer.h"
  23. #include "Camera.h"
  24. #include "Config.h"
  25. #include "Core.h"
  26. #include "util.h"
  27. #include <glm/gtc/matrix_transform.hpp>
  28. #ifdef OCULUSVR
  29. #include <SDL_syswm.h>
  30. #include <algorithm>
  31. #endif
  32. Renderer::Renderer() : videoInit_(false), window_(nullptr), context_(nullptr)
  33. #ifdef OCULUSVR
  34. , hmd_(nullptr), renderTex_(0), depthTex_(0), framebuffer_(0)
  35. #endif
  36. {
  37. if(SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
  38. {
  39. throwSDLError();
  40. }
  41. videoInit_ = true;
  42. #ifdef __APPLE__
  43. // Apple's drivers don't support the compatibility profile on GL >v2.1
  44. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  45. #endif
  46. // 32 crashes mysteriously on my laptop
  47. SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
  48. Config& config = Core::get().config();
  49. int multisamples = config.getInt("Renderer.multisamples", 16);
  50. if(multisamples != 0)
  51. {
  52. // Enable MSAA
  53. SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
  54. SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, multisamples);
  55. }
  56. createWindow();
  57. context_ = SDL_GL_CreateContext(window_);
  58. if(context_ == nullptr)
  59. {
  60. throwSDLError();
  61. }
  62. #ifdef _MSC_VER
  63. GLenum glewErr = glewInit();
  64. if(glewErr != GLEW_OK)
  65. {
  66. string err("Unable to initialize GLEW: ");
  67. err.append((const char*)glewGetErrorString(glewErr));
  68. throw runtime_error(err);
  69. }
  70. #endif
  71. fieldOfView_ = config.getFloat("Renderer.fieldOfView", 90.0);
  72. string textureFiltering = config.getString("Renderer.textureFiltering", "trilinear");
  73. if(textureFiltering == "bilinear")
  74. {
  75. textureMinFilter_ = GL_LINEAR_MIPMAP_NEAREST;
  76. }
  77. else if(textureFiltering == "trilinear")
  78. {
  79. textureMinFilter_ = GL_LINEAR_MIPMAP_LINEAR;
  80. }
  81. else
  82. {
  83. throw runtime_error("Bad value for Renderer.textureFiltering");
  84. }
  85. textureMaxAnisotropy_ = static_cast<GLfloat>(config.getFloat("Renderer.anisotropyLevel", 0.0));
  86. if(textureMaxAnisotropy_ != 0.0f)
  87. {
  88. #ifdef _MSC_VER
  89. if(!GLEW_EXT_texture_filter_anisotropic)
  90. {
  91. throw runtime_error("Anisotropic filtering not supported");
  92. }
  93. #endif
  94. GLfloat driverMaxAnisotropy;
  95. glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &driverMaxAnisotropy);
  96. if(textureMaxAnisotropy_ < 0.0f || textureMaxAnisotropy_ > driverMaxAnisotropy)
  97. {
  98. throw runtime_error("Bad value for Renderer.maxAnisotropyLevel");
  99. }
  100. }
  101. renderHitGeometry_ = config.getBool("Renderer.renderHitGeometry", false);
  102. }
  103. Renderer::~Renderer()
  104. {
  105. modelRenderer_.reset();
  106. landRenderer_.reset();
  107. structureRenderer_.reset();
  108. skyRenderer_.reset();
  109. #ifdef OCULUSVR
  110. cleanupOVR();
  111. #endif
  112. if(context_ != nullptr)
  113. {
  114. SDL_GL_DeleteContext(context_);
  115. }
  116. if(window_ != nullptr)
  117. {
  118. SDL_DestroyWindow(window_);
  119. }
  120. if(videoInit_)
  121. {
  122. SDL_QuitSubSystem(SDL_INIT_VIDEO);
  123. }
  124. }
  125. void Renderer::init()
  126. {
  127. #ifdef OCULUSVR
  128. initOVR();
  129. #endif
  130. SDL_GL_SetSwapInterval(1); // vsync
  131. glEnable(GL_DEPTH_TEST);
  132. glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
  133. //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  134. glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // the default is 4
  135. glEnable(GL_PRIMITIVE_RESTART);
  136. glPrimitiveRestartIndex(0xFFFF);
  137. glEnable(GL_BLEND);
  138. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  139. skyRenderer_.reset(new SkyRenderer());
  140. landRenderer_.reset(new LandRenderer());
  141. structureRenderer_.reset(new StructureRenderer());
  142. modelRenderer_.reset(new ModelRenderer());
  143. landRenderer_->setLightPosition(skyRenderer_->sunVector() * fp_t(1000.0));
  144. }
  145. void Renderer::render(fp_t interp)
  146. {
  147. UNUSED(interp);
  148. #ifdef OCULUSVR
  149. if(hmd_ != nullptr)
  150. {
  151. return renderOVR(interp);
  152. }
  153. #endif
  154. int windowWidth, windowHeight;
  155. SDL_GetWindowSize(window_, &windowWidth, &windowHeight);
  156. // projection * view * model * vertex
  157. glm::mat4 projectionMat = glm::perspective(fieldOfView_ / fp_t(180.0) * pi(), static_cast<fp_t>(windowWidth) / static_cast<fp_t>(windowHeight), fp_t(0.1), fp_t(1000.0));
  158. const glm::mat4& viewMat = Core::get().camera().viewMatrix();
  159. glClear(GL_DEPTH_BUFFER_BIT);
  160. skyRenderer_->render();
  161. landRenderer_->render(projectionMat, viewMat);
  162. structureRenderer_->render(projectionMat, viewMat);
  163. modelRenderer_->render(projectionMat, viewMat);
  164. SDL_GL_SwapWindow(window_);
  165. }
  166. GLenum Renderer::textureMinFilter() const
  167. {
  168. return textureMinFilter_;
  169. }
  170. GLfloat Renderer::textureMaxAnisotropy() const
  171. {
  172. return textureMaxAnisotropy_;
  173. }
  174. bool Renderer::renderHitGeometry() const
  175. {
  176. return renderHitGeometry_;
  177. }
  178. void Renderer::createWindow()
  179. {
  180. Config& config = Core::get().config();
  181. int displayNum = config.getInt("Renderer.displayNum", 0);
  182. string windowMode = config.getString("Renderer.windowMode", "windowed");
  183. int width = config.getInt("Renderer.width", 1024);
  184. int height = config.getInt("Renderer.height", 768);
  185. if(displayNum < 0 || displayNum >= SDL_GetNumVideoDisplays())
  186. {
  187. throw runtime_error("Bad value for Renderer.displayNum");
  188. }
  189. SDL_Rect displayBounds;
  190. SDL_GetDisplayBounds(displayNum, &displayBounds);
  191. SDL_Rect windowBounds;
  192. Uint32 windowFlags = SDL_WINDOW_OPENGL;
  193. if(windowMode == "fullscreen")
  194. {
  195. windowBounds.x = displayBounds.x;
  196. windowBounds.y = displayBounds.y;
  197. windowBounds.w = width;
  198. windowBounds.h = height;
  199. windowFlags |= SDL_WINDOW_FULLSCREEN;
  200. }
  201. else if(windowMode == "fullscreenDesktop")
  202. {
  203. windowBounds = displayBounds;
  204. windowFlags |= SDL_WINDOW_BORDERLESS;
  205. }
  206. else if(windowMode == "windowed")
  207. {
  208. windowBounds.x = displayBounds.x + (displayBounds.w - width) / 2;
  209. windowBounds.y = displayBounds.y + (displayBounds.h - height) / 2;
  210. windowBounds.w = width;
  211. windowBounds.h = height;
  212. }
  213. else
  214. {
  215. throw runtime_error("Bad value for Renderer.windowMode");
  216. }
  217. window_ = SDL_CreateWindow("Bael'Zharon's Respite",
  218. windowBounds.x, windowBounds.y, windowBounds.w, windowBounds.h, windowFlags);
  219. if(window_ == nullptr)
  220. {
  221. throwSDLError();
  222. }
  223. }
  224. #ifdef OCULUSVR
  225. static glm::quat convertOvrQuatf(const ovrQuatf& quat)
  226. {
  227. return glm::quat{quat.w, quat.x, quat.y, quat.z};
  228. }
  229. static glm::vec3 convertOvrVector3f(const ovrVector3f& vec)
  230. {
  231. // ovr has +x right, +y up, and +z back
  232. // we have +x right, +y forward, +z up,
  233. return glm::vec3{vec.x, -vec.z, vec.y};
  234. }
  235. static glm::mat4 convertOvrMatrix4f(const ovrMatrix4f& mat)
  236. {
  237. glm::mat4 result;
  238. for(int j = 0; j < 4; j++)
  239. {
  240. for(int i = 0; i < 4; i++)
  241. {
  242. result[i][j] = mat.M[i][j];
  243. }
  244. }
  245. return result;
  246. }
  247. void Renderer::initOVR()
  248. {
  249. ovr_Initialize();
  250. Config& config = Core::get().config();
  251. if(!config.getBool("Renderer.OVR", false))
  252. {
  253. return;
  254. }
  255. hmd_ = ovrHmd_Create(0);
  256. if(!hmd_)
  257. {
  258. fprintf(stderr, "Failed to create OVR HMD, falling back to fake one\n");
  259. hmd_ = ovrHmd_CreateDebug(ovrHmd_DK2);
  260. }
  261. ovrSizei leftEyeTexSize = ovrHmd_GetFovTextureSize(hmd_, ovrEye_Left, hmd_->DefaultEyeFov[ovrEye_Left], 1.0f);
  262. ovrSizei rightEyeTexSize = ovrHmd_GetFovTextureSize(hmd_, ovrEye_Right, hmd_->DefaultEyeFov[ovrEye_Right], 1.0f);
  263. renderTexSize_.w = leftEyeTexSize.w + rightEyeTexSize.w;
  264. renderTexSize_.h = max(leftEyeTexSize.h, rightEyeTexSize.h);
  265. glGenTextures(1, &renderTex_);
  266. glBindTexture(GL_TEXTURE_2D, renderTex_);
  267. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, renderTexSize_.w, renderTexSize_.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
  268. glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &renderTexSize_.w);
  269. glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &renderTexSize_.h);
  270. glGenTextures(1, &depthTex_);
  271. glBindTexture(GL_TEXTURE_2D, depthTex_);
  272. glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, renderTexSize_.w, renderTexSize_.h, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, nullptr);
  273. eyeViewport_[ovrEye_Left].Pos.x = 0;
  274. eyeViewport_[ovrEye_Left].Pos.y = 0;
  275. eyeViewport_[ovrEye_Left].Size.w = renderTexSize_.w / 2;
  276. eyeViewport_[ovrEye_Left].Size.h = renderTexSize_.h;
  277. eyeViewport_[ovrEye_Right].Pos.x = renderTexSize_.w / 2;
  278. eyeViewport_[ovrEye_Right].Pos.y = 0;
  279. eyeViewport_[ovrEye_Right].Size.w = renderTexSize_.w / 2;
  280. eyeViewport_[ovrEye_Right].Size.h = renderTexSize_.h;
  281. eyeTexture_[ovrEye_Left].OGL.Header.API = ovrRenderAPI_OpenGL;
  282. eyeTexture_[ovrEye_Left].OGL.Header.TextureSize = renderTexSize_;
  283. eyeTexture_[ovrEye_Left].OGL.Header.RenderViewport = eyeViewport_[ovrEye_Left];
  284. eyeTexture_[ovrEye_Left].OGL.TexId = renderTex_;
  285. eyeTexture_[ovrEye_Right].OGL.Header.API = ovrRenderAPI_OpenGL;
  286. eyeTexture_[ovrEye_Right].OGL.Header.TextureSize = renderTexSize_;
  287. eyeTexture_[ovrEye_Right].OGL.Header.RenderViewport = eyeViewport_[ovrEye_Right];
  288. eyeTexture_[ovrEye_Right].OGL.TexId = renderTex_;
  289. ovrSizei targetSize;
  290. SDL_GetWindowSize(window_, &targetSize.w, &targetSize.h);
  291. SDL_SysWMinfo wmInfo;
  292. SDL_VERSION(&wmInfo.version);
  293. if(!SDL_GetWindowWMInfo(window_, &wmInfo))
  294. {
  295. throw runtime_error("Failed to get window info");
  296. }
  297. ovrGLConfig cfg;
  298. cfg.OGL.Header.API = ovrRenderAPI_OpenGL;
  299. cfg.OGL.Header.RTSize = targetSize;
  300. cfg.OGL.Header.Multisample = 1; // yes?
  301. #if defined(OVR_OS_WIN32)
  302. cfg.OGL.Window = wmInfo.info.win.window;
  303. cfg.OGL.DC = GetDC(wmInfo.info.win.window);
  304. #elif defined(OVR_OS_MAC)
  305. // Mac does not have any fields
  306. #else
  307. #error Implement for this OS.
  308. #endif
  309. unsigned int distortionCaps = ovrDistortionCap_Chromatic|ovrDistortionCap_TimeWarp|ovrDistortionCap_Overdrive;
  310. if(!ovrHmd_ConfigureRendering(hmd_, &cfg.Config, distortionCaps, hmd_->DefaultEyeFov, eyeRenderDesc_))
  311. {
  312. throw runtime_error("Failed to configure HMD rendering");
  313. }
  314. #ifdef OVR_OS_WIN32
  315. if(!ovrHmd_AttachToWindow(hmd_, wmInfo.info.win.window, nullptr, nullptr))
  316. {
  317. throw runtime_error("Failed to attach HMD to window");
  318. }
  319. #endif
  320. glGenFramebuffers(1, &framebuffer_);
  321. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_);
  322. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTex_, 0);
  323. glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex_, 0);
  324. if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
  325. {
  326. throw runtime_error("Framebuffer not complete");
  327. }
  328. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  329. unsigned int trackingCaps = ovrTrackingCap_Orientation|ovrTrackingCap_Position;
  330. if(!ovrHmd_ConfigureTracking(hmd_, trackingCaps, 0))
  331. {
  332. throw runtime_error("Failed to configure HMD tracking");
  333. }
  334. // warning will disappear as soon as the timeout expires
  335. ovrHmd_DismissHSWDisplay(hmd_);
  336. }
  337. void Renderer::cleanupOVR()
  338. {
  339. if(hmd_)
  340. {
  341. glDeleteFramebuffers(1, &framebuffer_);
  342. glDeleteTextures(1, &renderTex_);
  343. glDeleteTextures(1, &depthTex_);
  344. ovrHmd_Destroy(hmd_);
  345. }
  346. ovr_Shutdown();
  347. }
  348. void Renderer::renderOVR(fp_t interp)
  349. {
  350. UNUSED(interp);
  351. ovrHmd_BeginFrame(hmd_, 0);
  352. glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_);
  353. glClear(GL_DEPTH_BUFFER_BIT);
  354. ovrPosef eyePose[ovrEye_Count];
  355. for(int i = 0; i < ovrEye_Count; i++)
  356. {
  357. ovrEyeType eye = hmd_->EyeRenderOrder[i];
  358. glViewport(eyeViewport_[eye].Pos.x, eyeViewport_[eye].Pos.y,
  359. eyeViewport_[eye].Size.w, eyeViewport_[eye].Size.h);
  360. glm::mat4 projectionMat = convertOvrMatrix4f(ovrMatrix4f_Projection(eyeRenderDesc_[eye].Fov, 0.1f, 1000.0f, /*rightHanded*/ true));
  361. eyePose[eye] = ovrHmd_GetEyePose(hmd_, eye);
  362. Core::get().camera().setHeadPosition(convertOvrVector3f(eyePose[eye].Position));
  363. Core::get().camera().setHeadRotation(glm::conjugate(convertOvrQuatf(eyePose[eye].Orientation)));
  364. glm::mat4 viewMat = glm::translate(glm::mat4{}, convertOvrVector3f(eyeRenderDesc_[eye].ViewAdjust));
  365. viewMat = viewMat * Core::get().camera().viewMatrix();
  366. skyRenderer_->render();
  367. landRenderer_->render(projectionMat, viewMat);
  368. structureRenderer_->render(projectionMat, viewMat);
  369. modelRenderer_->render(projectionMat, viewMat);
  370. }
  371. glBindFramebuffer(GL_FRAMEBUFFER, 0);
  372. ovrHmd_EndFrame(hmd_, eyePose, (ovrTexture*)eyeTexture_);
  373. }
  374. #endif