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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-18 01:59:19 +02:00

reformat renderer

This commit is contained in:
milek7
2018-07-13 11:11:41 +02:00
parent 0acf2da5c1
commit a81499f7e5
2 changed files with 2671 additions and 2497 deletions

File diff suppressed because it is too large Load Diff

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@@ -31,385 +31,342 @@ http://mozilla.org/MPL/2.0/.
//#define EU07_USE_DEBUG_CAMERA
//#define EU07_USE_DEBUG_SOUNDEMITTERS
struct opengl_light : public basic_light {
struct opengl_light : public basic_light
{
GLuint id { (GLuint)-1 };
GLuint id{(GLuint)-1};
float factor;
float factor;
void
apply_intensity( float const Factor = 1.0f );
void
apply_angle();
void apply_intensity(float const Factor = 1.0f);
void apply_angle();
opengl_light &
operator=( basic_light const &Right ) {
basic_light::operator=( Right );
return *this; }
opengl_light &operator=(basic_light const &Right)
{
basic_light::operator=(Right);
return *this;
}
};
// encapsulates basic rendering setup.
// for modern opengl this translates to a specific collection of glsl shaders,
// for legacy opengl this is combination of blending modes, active texture units etc
struct opengl_technique {
struct opengl_technique
{
};
// simple camera object. paired with 'virtual camera' in the scene
class opengl_camera {
class opengl_camera
{
public:
// methods:
inline
void
update_frustum() { update_frustum( m_projection, m_modelview ); }
void
update_frustum( glm::mat4 const &Projection, glm::mat4 const &Modelview );
bool
visible( scene::bounding_area const &Area ) const;
bool
visible( TDynamicObject const *Dynamic ) const;
inline
glm::dvec3 const &
position() const { return m_position; }
inline
glm::dvec3 &
position() { return m_position; }
inline
glm::mat4 const &
projection() const { return m_projection; }
inline
glm::mat4 &
projection() { return m_projection; }
inline
glm::mat4 const &
modelview() const { return m_modelview; }
inline
glm::mat4 &
modelview() { return m_modelview; }
inline
std::vector<glm::vec4> &
frustum_points() { return m_frustumpoints; }
// transforms provided set of clip space points to world space
template <class Iterator_>
void
transform_to_world( Iterator_ First, Iterator_ Last ) const {
std::for_each(
First, Last,
[this]( glm::vec4 &point ) {
// transform each point using the cached matrix...
point = this->m_inversetransformation * point;
// ...and scale by transformed w
point = glm::vec4{ glm::vec3{ point } / point.w, 1.f }; } ); }
// debug helper, draws shape of frustum in world space
void
draw( glm::vec3 const &Offset ) const;
public:
// methods:
inline void update_frustum()
{
update_frustum(m_projection, m_modelview);
}
void update_frustum(glm::mat4 const &Projection, glm::mat4 const &Modelview);
bool visible(scene::bounding_area const &Area) const;
bool visible(TDynamicObject const *Dynamic) const;
inline glm::dvec3 const &position() const
{
return m_position;
}
inline glm::dvec3 &position()
{
return m_position;
}
inline glm::mat4 const &projection() const
{
return m_projection;
}
inline glm::mat4 &projection()
{
return m_projection;
}
inline glm::mat4 const &modelview() const
{
return m_modelview;
}
inline glm::mat4 &modelview()
{
return m_modelview;
}
inline std::vector<glm::vec4> &frustum_points()
{
return m_frustumpoints;
}
// transforms provided set of clip space points to world space
template <class Iterator_> void transform_to_world(Iterator_ First, Iterator_ Last) const
{
std::for_each(First, Last, [this](glm::vec4 &point) {
// transform each point using the cached matrix...
point = this->m_inversetransformation * point;
// ...and scale by transformed w
point = glm::vec4{glm::vec3{point} / point.w, 1.f};
});
}
// debug helper, draws shape of frustum in world space
void draw(glm::vec3 const &Offset) const;
private:
// members:
cFrustum m_frustum;
std::vector<glm::vec4> m_frustumpoints; // visualization helper; corners of defined frustum, in world space
glm::dvec3 m_position;
glm::mat4 m_projection;
glm::mat4 m_modelview;
glm::mat4 m_inversetransformation; // cached transformation to world space
private:
// members:
cFrustum m_frustum;
std::vector<glm::vec4> m_frustumpoints; // visualization helper; corners of defined frustum, in world space
glm::dvec3 m_position;
glm::mat4 m_projection;
glm::mat4 m_modelview;
glm::mat4 m_inversetransformation; // cached transformation to world space
};
// bare-bones render controller, in lack of anything better yet
class opengl_renderer {
class opengl_renderer
{
public:
// types
public:
// types
// destructor
~opengl_renderer() { gluDeleteQuadric( m_quadric ); }
// methods
bool Init(GLFWwindow *Window);
// main draw call. returns false on error
bool Render();
void SwapBuffers();
inline float Framerate()
{
return m_framerate;
}
// geometry methods
// NOTE: hands-on geometry management is exposed as a temporary measure; ultimately all visualization data should be generated/handled automatically by the renderer itself
// creates a new geometry bank. returns: handle to the bank or NULL
gfx::geometrybank_handle Create_Bank();
// creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL
gfx::geometry_handle Insert(gfx::vertex_array &Vertices, gfx::geometrybank_handle const &Geometry, int const Type);
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
bool Replace(gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type, std::size_t const Offset = 0);
// adds supplied vertex data at the end of specified chunk
bool Append(gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type);
// provides direct access to vertex data of specfied chunk
gfx::vertex_array const &Vertices(gfx::geometry_handle const &Geometry) const;
// material methods
material_handle Fetch_Material(std::string const &Filename, bool const Loadnow = true);
void Bind_Material(material_handle const Material);
// methods
bool
Init( GLFWwindow *Window );
// main draw call. returns false on error
bool
Render();
void SwapBuffers();
inline
float
Framerate() { return m_framerate; }
// geometry methods
// NOTE: hands-on geometry management is exposed as a temporary measure; ultimately all visualization data should be generated/handled automatically by the renderer itself
// creates a new geometry bank. returns: handle to the bank or NULL
gfx::geometrybank_handle
Create_Bank();
// creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL
gfx::geometry_handle
Insert( gfx::vertex_array &Vertices, gfx::geometrybank_handle const &Geometry, int const Type );
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
bool
Replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type, std::size_t const Offset = 0 );
// adds supplied vertex data at the end of specified chunk
bool
Append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type );
// provides direct access to vertex data of specfied chunk
gfx::vertex_array const &
Vertices( gfx::geometry_handle const &Geometry ) const;
// material methods
material_handle
Fetch_Material( std::string const &Filename, bool const Loadnow = true );
void
Bind_Material( material_handle const Material );
// shader methods
std::shared_ptr<gl::program> Fetch_Shader(std::string const &name);
// shader methods
std::shared_ptr<gl::program> Fetch_Shader(std::string const &name);
opengl_material const &Material(material_handle const Material) const;
// texture methods
texture_handle Fetch_Texture(std::string const &Filename, bool const Loadnow = true);
void Bind_Texture(size_t Unit, texture_handle const Texture);
opengl_texture &Texture(texture_handle const Texture) const;
// utility methods
TSubModel const *Pick_Control() const
{
return m_pickcontrolitem;
}
scene::basic_node const *Pick_Node() const
{
return m_picksceneryitem;
}
// maintenance methods
void Update(double const Deltatime);
TSubModel const *Update_Pick_Control();
scene::basic_node const *Update_Pick_Node();
// debug methods
std::string const &info_times() const;
std::string const &info_stats() const;
opengl_material const &
Material( material_handle const Material ) const;
// texture methods
texture_handle
Fetch_Texture( std::string const &Filename, bool const Loadnow = true );
void
Bind_Texture( size_t Unit, texture_handle const Texture );
opengl_texture &
Texture( texture_handle const Texture ) const;
// utility methods
TSubModel const *
Pick_Control() const { return m_pickcontrolitem; }
scene::basic_node const *
Pick_Node() const { return m_picksceneryitem; }
// maintenance methods
void
Update( double const Deltatime );
TSubModel const *
Update_Pick_Control();
scene::basic_node const *
Update_Pick_Node();
// debug methods
std::string const &
info_times() const;
std::string const &
info_stats() const;
// members
GLenum static const sunlight{GL_LIGHT0};
std::size_t m_drawcount{0};
// members
GLenum static const sunlight { GL_LIGHT0 };
std::size_t m_drawcount { 0 };
private:
// types
enum class rendermode
{
none,
color,
shadows,
cabshadows,
reflections,
pickcontrols,
pickscenery
};
private:
// types
enum class rendermode {
none,
color,
shadows,
cabshadows,
reflections,
pickcontrols,
pickscenery
};
struct debug_stats
{
int dynamics{0};
int models{0};
int submodels{0};
int paths{0};
int traction{0};
int shapes{0};
int lines{0};
int drawcalls{0};
};
struct debug_stats {
int dynamics { 0 };
int models { 0 };
int submodels { 0 };
int paths { 0 };
int traction { 0 };
int shapes { 0 };
int lines { 0 };
int drawcalls { 0 };
};
using section_sequence = std::vector<scene::basic_section *>;
using distancecell_pair = std::pair<double, scene::basic_cell *>;
using cell_sequence = std::vector<distancecell_pair>;
using section_sequence = std::vector<scene::basic_section *>;
using distancecell_pair = std::pair<double, scene::basic_cell *>;
using cell_sequence = std::vector<distancecell_pair>;
struct renderpass_config
{
struct renderpass_config {
opengl_camera camera;
rendermode draw_mode{rendermode::none};
float draw_range{0.0f};
};
opengl_camera camera;
rendermode draw_mode { rendermode::none };
float draw_range { 0.0f };
};
typedef std::vector<opengl_light> opengllight_array;
typedef std::vector<opengl_light> opengllight_array;
// methods
bool Init_caps();
void setup_pass(renderpass_config &Config, rendermode const Mode, float const Znear = 0.f, float const Zfar = 1.f, bool const Ignoredebug = false);
void setup_matrices();
void setup_drawing(bool const Alpha = false);
void setup_shadow_map(opengl_texture *tex);
void setup_environment_light(TEnvironmentType const Environment = e_flat);
// runs jobs needed to generate graphics for specified render pass
void Render_pass(rendermode const Mode);
// creates dynamic environment cubemap
bool Render_reflections();
bool Render(world_environment *Environment);
void Render(scene::basic_region *Region);
void Render(section_sequence::iterator First, section_sequence::iterator Last);
void Render(cell_sequence::iterator First, cell_sequence::iterator Last);
void Render(scene::shape_node const &Shape, bool const Ignorerange);
void Render(TAnimModel *Instance);
bool Render(TDynamicObject *Dynamic);
bool Render(TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, Math3D::vector3 const &Angle);
bool Render(TModel3d *Model, material_data const *Material, float const Squaredistance);
void Render(TSubModel *Submodel);
void Render(TTrack *Track);
void Render(scene::basic_cell::path_sequence::const_iterator First, scene::basic_cell::path_sequence::const_iterator Last);
bool Render_cab(TDynamicObject const *Dynamic, bool const Alpha = false);
void Render(TMemCell *Memcell);
void Render_Alpha(scene::basic_region *Region);
void Render_Alpha(cell_sequence::reverse_iterator First, cell_sequence::reverse_iterator Last);
void Render_Alpha(TAnimModel *Instance);
void Render_Alpha(TTraction *Traction);
void Render_Alpha(scene::lines_node const &Lines);
bool Render_Alpha(TDynamicObject *Dynamic);
bool Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, Math3D::vector3 const &Angle);
bool Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance);
void Render_Alpha(TSubModel *Submodel);
void Update_Lights(light_array &Lights);
glm::vec3 pick_color(std::size_t const Index);
std::size_t pick_index(glm::ivec3 const &Color);
// methods
bool
Init_caps();
void
setup_pass( renderpass_config &Config, rendermode const Mode, float const Znear = 0.f, float const Zfar = 1.f, bool const Ignoredebug = false );
void
setup_matrices();
void
setup_drawing( bool const Alpha = false );
void
setup_shadow_map(opengl_texture *tex);
void
setup_environment_light( TEnvironmentType const Environment = e_flat );
// runs jobs needed to generate graphics for specified render pass
void
Render_pass( rendermode const Mode );
// creates dynamic environment cubemap
bool
Render_reflections();
bool
Render( world_environment *Environment );
void
Render( scene::basic_region *Region );
void
Render( section_sequence::iterator First, section_sequence::iterator Last );
void
Render( cell_sequence::iterator First, cell_sequence::iterator Last );
void
Render( scene::shape_node const &Shape, bool const Ignorerange );
void
Render( TAnimModel *Instance );
bool
Render( TDynamicObject *Dynamic );
bool
Render( TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, Math3D::vector3 const &Angle );
bool
Render( TModel3d *Model, material_data const *Material, float const Squaredistance );
void
Render( TSubModel *Submodel );
void
Render( TTrack *Track );
void
Render( scene::basic_cell::path_sequence::const_iterator First, scene::basic_cell::path_sequence::const_iterator Last );
bool
Render_cab( TDynamicObject const *Dynamic, bool const Alpha = false );
void
Render( TMemCell *Memcell );
void
Render_Alpha( scene::basic_region *Region );
void
Render_Alpha( cell_sequence::reverse_iterator First, cell_sequence::reverse_iterator Last );
void
Render_Alpha( TAnimModel *Instance );
void
Render_Alpha( TTraction *Traction );
void
Render_Alpha( scene::lines_node const &Lines );
bool
Render_Alpha( TDynamicObject *Dynamic );
bool
Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, Math3D::vector3 const &Angle );
bool
Render_Alpha( TModel3d *Model, material_data const *Material, float const Squaredistance );
void
Render_Alpha( TSubModel *Submodel );
void
Update_Lights( light_array &Lights );
glm::vec3
pick_color( std::size_t const Index );
std::size_t
pick_index( glm::ivec3 const &Color );
// members
GLFWwindow *m_window { nullptr };
gfx::geometrybank_manager m_geometry;
material_manager m_materials;
texture_manager m_textures;
opengl_light m_sunlight;
opengllight_array m_lights;
/*
float m_sunandviewangle; // cached dot product of sunlight and camera vectors
*/
gfx::geometry_handle m_billboardgeometry { 0, 0 };
texture_handle m_glaretexture { -1 };
texture_handle m_suntexture { -1 };
texture_handle m_moontexture { -1 };
texture_handle m_reflectiontexture { -1 };
GLUquadricObj *m_quadric { nullptr }; // helper object for drawing debug mode scene elements
// TODO: refactor framebuffer stuff into an object
bool m_framebuffersupport { false };
// members
GLFWwindow *m_window{nullptr};
gfx::geometrybank_manager m_geometry;
material_manager m_materials;
texture_manager m_textures;
opengl_light m_sunlight;
opengllight_array m_lights;
/*
float m_sunandviewangle; // cached dot product of sunlight and camera vectors
*/
gfx::geometry_handle m_billboardgeometry{0, 0};
texture_handle m_glaretexture{-1};
texture_handle m_suntexture{-1};
texture_handle m_moontexture{-1};
texture_handle m_reflectiontexture{-1};
// TODO: refactor framebuffer stuff into an object
bool m_framebuffersupport{false};
#ifdef EU07_USE_PICKING_FRAMEBUFFER
GLuint m_pickframebuffer { 0 };
GLuint m_picktexture { 0 };
GLuint m_pickdepthbuffer { 0 };
GLuint m_pickframebuffer{0};
GLuint m_picktexture{0};
GLuint m_pickdepthbuffer{0};
#endif
// main shadowmap resources
int m_shadowbuffersize { 2048 };
GLuint m_shadowframebuffer { 0 };
GLuint m_shadowtexture { 0 };
// main shadowmap resources
int m_shadowbuffersize{2048};
GLuint m_shadowframebuffer{0};
GLuint m_shadowtexture{0};
#ifdef EU07_USE_DEBUG_SHADOWMAP
GLuint m_shadowdebugtexture{ 0 };
GLuint m_shadowdebugtexture{0};
#endif
#ifdef EU07_USE_DEBUG_CABSHADOWMAP
GLuint m_cabshadowdebugtexture{ 0 };
GLuint m_cabshadowdebugtexture{0};
#endif
glm::mat4 m_shadowtexturematrix; // conversion from camera-centric world space to light-centric clip space
// cab shadowmap resources
GLuint m_cabshadowframebuffer { 0 };
GLuint m_cabshadowtexture { 0 };
glm::mat4 m_cabshadowtexturematrix; // conversion from cab-centric world space to light-centric clip space
// environment map resources
GLuint m_environmentframebuffer { 0 };
GLuint m_environmentcubetexture { 0 };
GLuint m_environmentdepthbuffer { 0 };
bool m_environmentcubetexturesupport { false }; // indicates whether we can use the dynamic environment cube map
int m_environmentcubetextureface { 0 }; // helper, currently processed cube map face
int m_environmentupdatetime { 0 }; // time of the most recent environment map update
glm::dvec3 m_environmentupdatelocation; // coordinates of most recent environment map update
glm::mat4 m_shadowtexturematrix; // conversion from camera-centric world space to light-centric clip space
// cab shadowmap resources
GLuint m_cabshadowframebuffer{0};
GLuint m_cabshadowtexture{0};
glm::mat4 m_cabshadowtexturematrix; // conversion from cab-centric world space to light-centric clip space
// environment map resources
GLuint m_environmentframebuffer{0};
GLuint m_environmentcubetexture{0};
GLuint m_environmentdepthbuffer{0};
bool m_environmentcubetexturesupport{false}; // indicates whether we can use the dynamic environment cube map
int m_environmentcubetextureface{0}; // helper, currently processed cube map face
int m_environmentupdatetime{0}; // time of the most recent environment map update
glm::dvec3 m_environmentupdatelocation; // coordinates of most recent environment map update
unsigned int m_framestamp; // id of currently rendered gfx frame
float m_framerate;
double m_updateaccumulator { 0.0 };
std::string m_debugtimestext;
std::string m_pickdebuginfo;
debug_stats m_debugstats;
std::string m_debugstatstext;
unsigned int m_framestamp; // id of currently rendered gfx frame
float m_framerate;
double m_updateaccumulator{0.0};
std::string m_debugtimestext;
std::string m_pickdebuginfo;
debug_stats m_debugstats;
std::string m_debugstatstext;
glm::vec4 m_baseambient { 0.0f, 0.0f, 0.0f, 1.0f };
glm::vec4 m_shadowcolor { colors::shadow };
// TEnvironmentType m_environment { e_flat };
float m_specularopaquescalefactor { 1.f };
float m_speculartranslucentscalefactor { 1.f };
bool m_renderspecular{ false }; // controls whether to include specular component in the calculations
glm::vec4 m_baseambient{0.0f, 0.0f, 0.0f, 1.0f};
glm::vec4 m_shadowcolor{colors::shadow};
// TEnvironmentType m_environment { e_flat };
float m_specularopaquescalefactor{1.f};
float m_speculartranslucentscalefactor{1.f};
bool m_renderspecular{false}; // controls whether to include specular component in the calculations
renderpass_config m_renderpass; // parameters for current render pass
section_sequence m_sectionqueue; // list of sections in current render pass
cell_sequence m_cellqueue;
renderpass_config m_shadowpass; // parametrs of most recent shadowmap pass
renderpass_config m_cabshadowpass; // parameters of most recent cab shadowmap pass
std::vector<TSubModel const *> m_pickcontrolsitems;
TSubModel const *m_pickcontrolitem { nullptr };
std::vector<scene::basic_node const *> m_picksceneryitems;
scene::basic_node const *m_picksceneryitem { nullptr };
renderpass_config m_renderpass; // parameters for current render pass
section_sequence m_sectionqueue; // list of sections in current render pass
cell_sequence m_cellqueue;
renderpass_config m_shadowpass; // parametrs of most recent shadowmap pass
renderpass_config m_cabshadowpass; // parameters of most recent cab shadowmap pass
std::vector<TSubModel const *> m_pickcontrolsitems;
TSubModel const *m_pickcontrolitem{nullptr};
std::vector<scene::basic_node const *> m_picksceneryitems;
scene::basic_node const *m_picksceneryitem{nullptr};
#ifdef EU07_USE_DEBUG_CAMERA
renderpass_config m_worldcamera; // debug item
renderpass_config m_worldcamera; // debug item
#endif
GLuint m_gltimequery = 0;
GLuint64 m_gllasttime = 0;
std::unique_ptr<gl::shader> m_vertex_shader;
std::unique_ptr<gl::shader> m_vertex_shader;
std::unique_ptr<gl::ubo> scene_ubo;
std::unique_ptr<gl::ubo> model_ubo;
std::unique_ptr<gl::ubo> light_ubo;
gl::scene_ubs scene_ubs;
gl::model_ubs model_ubs;
gl::light_ubs light_ubs;
std::unique_ptr<gl::ubo> scene_ubo;
std::unique_ptr<gl::ubo> model_ubo;
std::unique_ptr<gl::ubo> light_ubo;
gl::scene_ubs scene_ubs;
gl::model_ubs model_ubs;
gl::light_ubs light_ubs;
std::unordered_map<std::string, std::shared_ptr<gl::program>> m_shaders;
std::unordered_map<std::string, std::shared_ptr<gl::program>> m_shaders;
std::unique_ptr<gl::program> m_line_shader;
std::unique_ptr<gl::program> m_freespot_shader;
std::unique_ptr<gl::program> m_line_shader;
std::unique_ptr<gl::program> m_freespot_shader;
std::unique_ptr<gl::framebuffer> m_msaa_fb;
std::unique_ptr<gl::renderbuffer> m_msaa_rbc;
std::unique_ptr<gl::renderbuffer> m_msaa_rbd;
std::unique_ptr<gl::framebuffer> m_main_fb;
std::unique_ptr<opengl_texture> m_main_tex;
std::unique_ptr<gl::postfx> m_pfx;
std::unique_ptr<gl::framebuffer> m_main_fb;
std::unique_ptr<opengl_texture> m_main_tex;
std::unique_ptr<gl::postfx> m_pfx;
std::unique_ptr<gl::framebuffer> m_shadow_fb;
std::unique_ptr<opengl_texture> m_shadow_tex;
std::unique_ptr<gl::program> m_shadow_shader;
std::unique_ptr<gl::framebuffer> m_shadow_fb;
std::unique_ptr<opengl_texture> m_shadow_tex;
std::unique_ptr<gl::program> m_shadow_shader;
std::unique_ptr<gl::framebuffer> m_pick_fb;
std::unique_ptr<opengl_texture> m_pick_tex;
std::unique_ptr<gl::renderbuffer> m_pick_rb;
std::unique_ptr<gl::program> m_pick_shader;
material_handle m_invalid_material;
material_handle m_invalid_material;
bool m_widelines_supported;
bool m_widelines_supported;
};
extern opengl_renderer GfxRenderer;