Files
maszyna/renderer.h
2019-07-13 01:30:49 +02:00

457 lines
15 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "openglgeometrybank.h"
#include "material.h"
#include "light.h"
#include "lightarray.h"
#include "dumb3d.h"
#include "frustum.h"
#include "simulationenvironment.h"
#include "MemCell.h"
#include "scene.h"
#include "light.h"
#include "gl/ubo.h"
#include "gl/framebuffer.h"
#include "gl/renderbuffer.h"
#include "gl/postfx.h"
#include "gl/shader.h"
#include "gl/cubemap.h"
#include "gl/glsl_common.h"
#include "gl/pbo.h"
struct opengl_light : public basic_light
{
GLuint id{(GLuint)-1};
float factor;
void apply_intensity(float const Factor = 1.0f);
void apply_angle();
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
{
};
// simple camera object. paired with 'virtual camera' in the scene
class opengl_camera
{
public:
// methods:
inline void update_frustum(glm::mat4 frustumtest_proj)
{
update_frustum(frustumtest_proj, 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
};
// bare-bones render controller, in lack of anything better yet
class opengl_renderer
{
public:
// types
/// Renderer runtime settings
struct Settings
{
bool traction_debug { false };
} settings;
// methods
bool Init(GLFWwindow *Window);
bool AddViewport(const global_settings::extraviewport_config &conf);
// 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);
// draws supplied geometry handles
void Draw_Geometry(std::vector<gfx::geometrybank_handle>::iterator begin, std::vector<gfx::geometrybank_handle>::iterator end);
void Draw_Geometry(const gfx::geometrybank_handle &handle);
// 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, TSubModel *sm = nullptr);
void Bind_Material_Shadow(material_handle const Material);
// shader methods
std::shared_ptr<gl::program> Fetch_Shader(std::string const &name);
opengl_material const &Material(material_handle const Material) const;
opengl_material &Material(material_handle const Material);
// texture methods
texture_handle Fetch_Texture(std::string const &Filename, bool const Loadnow = true, GLint format_hint = GL_SRGB_ALPHA);
void Bind_Texture(size_t Unit, texture_handle const Texture);
opengl_texture &Texture(texture_handle const Texture) const;
// utility methods
TSubModel const *get_picked_control() const
{
return m_pickcontrolitem;
}
scene::basic_node const *get_picked_node() const
{
return m_picksceneryitem;
}
glm::dvec3 Mouse_Position() const
{
return m_worldmousecoordinates;
}
void Update_AnimModel(TAnimModel *model);
// maintenance methods
void Update(double const Deltatime);
void Update_Pick_Control();
void Update_Pick_Node();
glm::dvec3 get_mouse_depth();
// debug methods
std::string const &info_times() const;
std::string const &info_stats() const;
void pick_control(std::function<void(TSubModel const *)> callback);
void pick_node(std::function<void(scene::basic_node *)> callback);
// members
GLenum static const sunlight{0};
std::size_t m_drawcount{0};
bool debug_ui_active = false;
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};
};
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
{
opengl_camera pass_camera;
opengl_camera viewport_camera;
rendermode draw_mode{rendermode::none};
float draw_range{0.0f};
};
struct viewport_config {
int width;
int height;
bool main = false;
GLFWwindow *window = nullptr;
glm::mat4 camera_transform;
std::unique_ptr<gl::framebuffer> msaa_fb;
std::unique_ptr<gl::renderbuffer> msaa_rbc;
std::unique_ptr<gl::renderbuffer> msaa_rbv;
std::unique_ptr<gl::renderbuffer> msaa_rbd;
std::unique_ptr<gl::framebuffer> main_fb;
std::unique_ptr<opengl_texture> main_texv;
std::unique_ptr<opengl_texture> main_tex;
std::unique_ptr<gl::framebuffer> main2_fb;
std::unique_ptr<opengl_texture> main2_tex;
};
viewport_config *m_current_viewport = nullptr;
typedef std::vector<opengl_light> opengllight_array;
// methods
std::unique_ptr<gl::program> make_shader(std::string v, std::string f);
bool Init_caps();
void setup_pass(viewport_config &Viewport, 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, renderpass_config conf);
void setup_env_map(gl::cubemap *tex);
void setup_environment_light(TEnvironmentType const Environment = e_flat);
// runs jobs needed to generate graphics for specified render pass
void Render_pass(viewport_config &vp, rendermode const Mode);
// creates dynamic environment cubemap
bool Render_reflections(viewport_config &vp);
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, glm::vec3 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, float const Lightlevel, bool const Alpha = false);
void Render(TMemCell *Memcell);
void Render_precipitation();
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, glm::vec3 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);
bool init_viewport(viewport_config &vp);
void draw(const gfx::geometry_handle &handle);
void draw(std::vector<gfx::geometrybank_handle>::iterator begin, std::vector<gfx::geometrybank_handle>::iterator end);
void draw_debug_ui();
// members
GLFWwindow *m_window{nullptr}; // main window
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};
// main shadowmap resources
int m_shadowbuffersize{2048};
glm::mat4 m_shadowtexturematrix; // conversion from camera-centric world space to light-centric clip space
glm::mat4 m_cabshadowtexturematrix; // conversion from cab-centric world space to light-centric clip space
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;
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};
float m_fogrange = 2000.0f;
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_colorpass; // parametrs of most recent color pass
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 *> m_picksceneryitems;
scene::basic_node *m_picksceneryitem{nullptr};
glm::vec3 m_worldmousecoordinates { 0.f };
#ifdef EU07_USE_DEBUG_CAMERA
renderpass_config m_worldcamera; // debug item
#endif
GLuint m_gltimequery = 0;
GLuint64 m_gllasttime = 0;
double m_precipitationrotation;
glm::mat4 perspective_projection(float fov, float aspect, float z_near, float z_far);
glm::mat4 perpsective_frustumtest_projection(float fov, float aspect, float z_near, float z_far);
glm::mat4 ortho_projection(float left, float right, float bottom, float top, float z_near, float z_far);
glm::mat4 ortho_frustumtest_projection(float left, float right, float bottom, float top, float z_near, float z_far);
std::vector<std::function<void(TSubModel const *)>> m_control_pick_requests;
std::vector<std::function<void(scene::basic_node *)>> m_node_pick_requests;
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::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_billboard_shader;
std::unique_ptr<gl::program> m_celestial_shader;
std::unique_ptr<gl::vao> m_empty_vao;
std::vector<std::unique_ptr<viewport_config>> m_viewports;
std::unique_ptr<gl::postfx> m_pfx_motionblur;
std::unique_ptr<gl::postfx> m_pfx_tonemapping;
std::unique_ptr<gl::program> m_shadow_shader;
std::unique_ptr<gl::program> m_alpha_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;
std::unique_ptr<gl::cubemap> m_empty_cubemap;
std::unique_ptr<gl::framebuffer> m_cabshadows_fb;
std::unique_ptr<opengl_texture> m_cabshadows_tex;
std::unique_ptr<gl::framebuffer> m_env_fb;
std::unique_ptr<gl::renderbuffer> m_env_rb;
std::unique_ptr<gl::cubemap> m_env_tex;
std::unique_ptr<gl::framebuffer> m_shadow_fb;
std::unique_ptr<opengl_texture> m_shadow_tex;
std::unique_ptr<gl::pbo> m_picking_pbo;
std::unique_ptr<gl::pbo> m_picking_node_pbo;
std::unique_ptr<gl::pbo> m_depth_pointer_pbo;
std::unique_ptr<gl::framebuffer> m_depth_pointer_fb;
std::unique_ptr<gl::framebuffer> m_depth_pointer_fb2;
std::unique_ptr<gl::renderbuffer> m_depth_pointer_rb;
std::unique_ptr<opengl_texture> m_depth_pointer_tex;
std::unique_ptr<gl::program> m_depth_pointer_shader;
material_handle m_invalid_material;
bool m_blendingenabled;
bool m_widelines_supported;
struct headlight_config_s
{
float in_cutoff = 1.005f;
float out_cutoff = 0.993f;
float falloff_linear = 0.069f;
float falloff_quadratic = 0.03f;
float intensity = 1.0f;
float ambient = 0.184f;
};
headlight_config_s headlight_config;
};
extern opengl_renderer GfxRenderer;
//---------------------------------------------------------------------------