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562 lines (471 loc) · 17.7 KB
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#include "settings.h"
#include "commons.h"
#include "RenderManager1.h"
#include "Camera.h"
#include "Frustum.h"
#include "Logger.h"
#include "utils.h"
// TODO: fix render speed!
using namespace game_objects;
using namespace game_objects::lighting;
using namespace game_objects::block_objects;
using namespace game_utils;
using namespace utils;
using namespace cml;
using namespace std;
using namespace control;
using namespace rendering;
using namespace geometry;
using namespace shaders;
#define SHADERS__SIMPLE_TEXTURE 0
#define SHADERS__PPL_TEXTURE 1
#define SHADERS__PPL_NMAP 2
#define PPL "PPL"
#define LTQA "LTQA"
#define LTLA "LTLA"
#define LTIA "LTIA"
#define VB "VB"
#define TC "TC"
#define PLT "PLT"
#define BLS "BLS"
#define RS "RS"
namespace game_utils
{
namespace managers
{
GLfloat CRenderManager1::normals[8][3] =
{
{0.0f,0.0f,1.0f}, // front
{0.0f,0.0f,-1.0f}, // back
{-1.0f,0.0f,0.0f}, // left
{1.0f,0.0f,0.0f}, // right
{0.0f,1.0f,0.0f}, // top
{0.0f,1.0f,0.0f}, // bottom
{0.0f,1.0f,0.0f}, // lava
{0.0f,-1.0f,0.0f}, // ceiling
};
CRenderManager1::CRenderManager1(): CRenderManager(), CConsoleListener()
{
shaderManager = NULL;
drawBlockLightSources = false;
usePPL = CV_GAME_MANAGER->getSettingsManager()->getSetting_Int(CV_SETTINGS_USE_PPL)==1;
shaderInUse = SHADERS__PPL_TEXTURE;
}
CRenderManager1::~CRenderManager1()
{
}
GLvoid CRenderManager1::loadShaders()
{
std::string basename;
basename = CV_RESOURCES_DIRECTORY+"shaders"+PATH_SEP+"0"+PATH_SEP+"texture0";
if (!shaderManager->addShader(SHADERS__SIMPLE_TEXTURE,basename+".vert",basename+".frag"))
{
CLogger::addEntry("ERROR: %s\n",shaderManager->getLastError().c_str());
CV_GAME_MANAGER->getConsole()->writeLine("Shader problem! (check logs)");
}
basename = CV_RESOURCES_DIRECTORY+"shaders"+PATH_SEP+"1"+PATH_SEP+"ppl";
if (!shaderManager->addShader(SHADERS__PPL_TEXTURE,basename+".vert",basename+".frag"))
{
//CLogger::addEntry("ERROR:: %s\n",shaderManager->getLastError().c_str());
CV_GAME_MANAGER->getConsole()->writeLine("Shader problem! (check logs)");
}
basename = CV_RESOURCES_DIRECTORY+"shaders"+PATH_SEP+"3"+PATH_SEP+"nmap";
if (!shaderManager->addShader(SHADERS__PPL_NMAP,basename+".vert",basename+".frag"))
{
CLogger::addEntry("ERROR: %s\n",shaderManager->getLastError().c_str());
CV_GAME_MANAGER->getConsole()->writeLine("Shader problem! (check logs)");
}
}
bool CRenderManager1::init()
{
shaderManager = new CShaderManager();
loadShaders();
glEnable(GL_COLOR_MATERIAL);
static float color[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, color);
//Set global ambient colour
GLfloat globalAmbientColor[] = { 0.2f, 0.2f, 0.2f, 1.0f };
#ifdef WIN32
memcpy(&globalAmbientColor[0],&CV_GAME_MANAGER->getSettingsManager()->getSetting_vector3f(CV_SETTINGS_GLOBAL_AMBIENCE),sizeof(GLfloat)*3);
#else
CSettingsManager *sManager = CV_GAME_MANAGER->getSettingsManager();
cml::vector3f globalambience = sManager->getSetting_vector3f(CV_SETTINGS_GLOBAL_AMBIENCE);
memcpy(&globalAmbientColor[0],&globalambience,sizeof(GLfloat)*3);
#endif
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, globalAmbientColor);
// register to console
CV_GAME_MANAGER->getConsole()->registerClass(this,"RENDER MANAGER");
CV_GAME_MANAGER->getConsole()->addParam(PPL,"() Enables/Disables the perpixel lighting.");
CV_GAME_MANAGER->getConsole()->addParam(LTQA,"(TYPE x.x) Sets|Returns the lights (of the specified type) quadratic attenuation.");
CV_GAME_MANAGER->getConsole()->addParam(LTLA,"(TYPE x.x) Sets|Returns the lights (of the specified type) linear attenuation.");
CV_GAME_MANAGER->getConsole()->addParam(LTIA,"(TYPE x.x) Sets|Returns the lights (of the specified type) initial attenuation.");
CV_GAME_MANAGER->getConsole()->addParam(PLT,"() Prints the light types.");
CV_GAME_MANAGER->getConsole()->addParam(VB,"() Returns visible blocks.");
CV_GAME_MANAGER->getConsole()->addParam(BLS,"() Toggle drawing of helper lines showing the light-block relation.");
CV_GAME_MANAGER->getConsole()->addParam(RS,"() Reloads all shaders from source.");
return CRenderManager::init();
}
GLvoid CRenderManager1::setupLights(CBlock *block)
{
CLightingManager *liManager = CV_GAME_MANAGER->getLightingManager();
CBlockLightData *blockLightData = liManager->getBlockLightData(block->getLogicalPosition());
GLint lightsCount = blockLightData->getLightsCount();
//CCamera *camera = CV_GAME_MANAGER->getControlManager()->getCamera();
//if (lightsCount>0 && usePPL)
if (usePPL)
{
shaderManager->useShaderProgram(shaderInUse);
shaderManager->getShaderObject(shaderInUse)->setUniform1i("numberOfLights",lightsCount);
// tell shader where (in which texture unit) to find color and normal map
shaderManager->getShaderObject(shaderInUse)->setUniform1i("tex",0);
shaderManager->getShaderObject(shaderInUse)->setUniform1i("nrm",1);
}
else
{
shaderManager->useFFPipeline();
}
if (drawBlockLightSources)
{
for (GLint i=0; i<lightsCount; i++)
{
glColor3f(1.0f,1.0f,1.0f);
vector3f start = block->getRealPosition()+vector3f(CV_BLOCK_WIDTH/2.0f,block->getVertices()[CBlock::BFS_BOTTOM][1],CV_BLOCK_DEPTH/2.0f);
glBegin(GL_LINES);
{
glVertex3fv(&start[0]);
glVertex3fv(&blockLightData->getLightSource(i)->getPosition()[0]);
}
glEnd();
}
}
glDisable(GL_LIGHTING);
for (GLint i=0; i<8; i++)
{
glDisable(GL_LIGHT0+i);
}
if (usePPL)
{
GLfloat pos[4] = {0.0f,0.0f,0.0f,1.0f};
for (GLint i=lightsCount-1; i>=0; i--)
{
CLightSource *lgt = blockLightData->getLightSource(i);
memcpy(pos,&lgt->getPosition()[0],sizeof(GLfloat)*3);
glLightfv(GL_LIGHT0+i, GL_POSITION, pos);
glLightfv(GL_LIGHT0+i, GL_AMBIENT, lgt->getAmbientColor());
glLightfv(GL_LIGHT0+i, GL_DIFFUSE, lgt->getDiffuseColor());
glLightfv(GL_LIGHT0+i, GL_SPECULAR, lgt->getSpecularColor());
glLightf(GL_LIGHT0+i, GL_QUADRATIC_ATTENUATION, lgt->getQuadraticAttenuation());
glLightf(GL_LIGHT0+i, GL_LINEAR_ATTENUATION, lgt->getLinearAttenuation());
glLightf(GL_LIGHT0+i, GL_CONSTANT_ATTENUATION, lgt->getInitialAttenuation());
glEnable(GL_LIGHT0+i);
}
glEnable(GL_LIGHTING);
}
}
bool CRenderManager1::update()
{
// Draw the map and items that fall into view frustum.
glColor3f(1.0f,1.0f,1.0f);
// get camera
CCamera *camera = CV_GAME_MANAGER->getControlManager()->getCamera();
// 1. extract approximate logical location of camera in the level map.
vector2i center = CConversions::realToLogical(camera->getPosition());
GLint centerX = center[0];
GLint centerY = center[1];
bool isFPS = CV_GAME_MANAGER->getControlManager()->isFPS();
if (isFPS)
{
// fog only in FPS mode
glEnable(GL_FOG);
}
// 3. go through all block that fall into this bounding square and check if they fall
// int out view frustum. If not then just exclude them.
CBlock *block;
GLint maxVertInput = 0,
creaturesVisible = 0,
maxTexInput = 0;
tmpVboVertexBufferSize = 0;
tmpVboTexCoordBufferSize = 0;
vector3f vertA,
vertB,
vertC;
GLfloat **verts,
**texCoords;
CLevelManager *lManager = CV_GAME_MANAGER->getLevelManager();
CAnimatedTerrainManager *atManager = CV_GAME_MANAGER->getAnimatedTerrainManager();
CFrustum *frustum = CV_GAME_MANAGER->getControlManager()->getViewFrustum();
bool lavaWater = false;
blockVisible=allVerticesCount=0;
GLfloat delta = CV_GAME_MANAGER->getDeltaTime();
// transform view
camera->transformView();
renderedBlocks.clear();
for (GLuint y=0; y<=CV_LEVEL_MAP_SIZE; y++)
{
for (GLuint x=0; x<=CV_LEVEL_MAP_SIZE; x++)
{
//if block is far from the camera, cull
if((x-centerX)*(x-centerX)+(y-centerY)*(y-centerY)>300)
continue;
block = lManager->getBlock(x,y);
if (block)
{
//block->getBoundingBox()->draw(); // just for testing
if (frustum->containsBBOX(block->getBoundingBox()))
{
blockVisible++;
block->updateTexture(delta);
lavaWater = (block->isLava() || block->isWater());
if (lavaWater)
{
atManager->updateBlock(block);
}
setupLights(block);
renderedBlocks.push_back(block);
// draw block objects
if (block->getBlockObjects()->size()>0)
{
for (std::vector<CBlockObject*>::iterator rmIter = block->getBlockObjects()->begin(); rmIter != block->getBlockObjects()->end(); rmIter++)
{
CBlockObject *bObj = *rmIter;
bObj->moveTo();
glRotatef(bObj->getRotateY(),0.0f,1.0f,0.0f);
bObj->drawModel(delta);
glRotatef(-bObj->getRotateY(),0.0f,1.0f,0.0f);
bObj->moveBack();
}
}
bool isRoom = block->isRoom();
if (isRoom)
{
std::vector<GLuint> *dls = block->getDisplayLists();
if (dls->size()!=0)
{
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,textureAtlasColor);
glBegin(GL_QUADS);
{
for (std::vector<GLuint>::iterator dlIter = dls->begin(); dlIter != dls->end(); dlIter++)
{
glCallList(*dlIter);
}
}
glEnd();
glDisable(GL_TEXTURE_2D);
}
}
for (GLint f=CBlock::BFS_FRONT; f<=CBlock::BFS_CEILING; f++)
{
if ((!isFPS && f==CBlock::BFS_CEILING) || (isFPS && f==CBlock::BFS_TOP) || (isRoom && f!=CBlock::BFS_CEILING))
{
continue;
}
verts = block->getVertices();
texCoords = block->getTextureCoordinates();
if (block->isFaceVisible((CBlock::BLOCK_FACE_SELECTOR)f))
{
if (lavaWater && f<=CBlock::BFS_RIGHT)
{
/*
Lava and water have only lowers row of wall sections drawn.
If they are drawn at all.
*/
maxVertInput = CV_FBLR_W_L_FACE_VERT_FLOATS;
maxTexInput = CV_FBLR_W_L_FACE_TEX_FLOATS;
}
else
{
maxVertInput = f>=CBlock::BFS_TOP?CV_TBWLC_FACE_VERT_FLOATS:CV_FBLR_FACE_VERT_FLOATS;
maxTexInput = f>=CBlock::BFS_TOP?CV_TBWLC_FACE_TEX_FLOATS:CV_FBLR_FACE_TEX_FLOATS;
}
memcpy(tmpVboVertexBuffer+tmpVboVertexBufferSize, verts[f], sizeof(GLfloat)*maxVertInput);
for (GLint n=0; n<maxVertInput; n+=3)
{
memcpy(tmpVboNormalBuffer+tmpVboVertexBufferSize+n, normals[f], sizeof(GLfloat)*3);
}
memcpy(tmpVboTexCoordBuffer+tmpVboTexCoordBufferSize, texCoords[f], sizeof(GLfloat)*maxTexInput);
tmpVboVertexBufferSize+=maxVertInput;
tmpVboTexCoordBufferSize+=maxTexInput;
}
}
if (tmpVboVertexBufferSize>0)
{
vbo->setElementsCount(CVBO::IDT_vertex,tmpVboVertexBufferSize/3);
vbo->setElementsCount(CVBO::IDT_normal,tmpVboVertexBufferSize/3);
vbo->setElementsCount(CVBO::IDT_texture0,tmpVboTexCoordBufferSize/2);
vbo->setElementsCount(CVBO::IDT_texture1,tmpVboTexCoordBufferSize/2);
vbo->draw();
allVerticesCount+=tmpVboVertexBufferSize;
tmpVboVertexBufferSize=0;
tmpVboTexCoordBufferSize=0;
}
}
}
}
}
// draw creatures
CCreatureManager *cManager = CV_GAME_MANAGER->getCreatureManager();
GLint cCount = cManager->getCreatureVector()->size();
if (cCount>0)
{
CCreature *creature = NULL;
for (std::vector<CCreature*>::iterator cIter = cManager->getCreatureVector()->begin(); cIter != cManager->getCreatureVector()->end(); cIter++)
{
creature = (*cIter);
if (creature)
{
int x = CConversions::realToLogical(creature->getPosition())[0];
int y = CConversions::realToLogical(creature->getPosition())[1];
if((x-centerX)*(x-centerX)+(y-centerY)*(y-centerY)>300)
continue;
sBoundingBox *cBBOX = creature->getModel()->getBoundingBox();
cBBOX->translate(creature->getPosition());
if (frustum->containsBBOX(cBBOX))
{
creature->draw(delta);
creaturesVisible++;
}
cBBOX->translate(-creature->getPosition());
}
}
}
shaderManager->useFFPipeline();
glDisable(GL_LIGHTING);
// draw transparent block objects
for (std::vector<CBlock*>::iterator vbIter = renderedBlocks.begin(); vbIter != renderedBlocks.end(); vbIter++)
{
block = *vbIter;
if (block->getBlockObjects()->size()>0)
{
for (std::vector<CBlockObject*>::iterator rmIter = block->getBlockObjects()->begin(); rmIter != block->getBlockObjects()->end(); rmIter++)
{
CBlockObject *bObj = *rmIter;
bObj->moveTo();
glRotatef(bObj->getRotateY(),0.0f,1.0f,0.0f);
bObj->drawEffect();
glRotatef(-bObj->getRotateY(),0.0f,1.0f,0.0f);
bObj->moveBack();
}
}
}
glDisable(GL_FOG);
if (!isFPS)
{
handlePickedObjects();
}
CV_GAME_MANAGER->getTextPrinter()->print((GLfloat)0,(GLfloat)(CV_SETTINGS_WINDOW_HEIGHT-15*3),"Visible blocks: %d",blockVisible);
CV_GAME_MANAGER->getTextPrinter()->print((GLfloat)0,(GLfloat)(CV_SETTINGS_WINDOW_HEIGHT-15*2),"Visible creatures: %d",creaturesVisible);
CV_GAME_MANAGER->getTextPrinter()->print((GLfloat)0,(GLfloat)(CV_SETTINGS_WINDOW_HEIGHT-15),"Triangles drawn: %d",(allVerticesCount/4)*2);
// render the lights representations. usefull for debugging
CV_GAME_MANAGER->getLightingManager()->drawLightSources(frustum);
return true;
}
bool CRenderManager1::shutdown()
{
delete shaderManager;
return CRenderManager::shutdown();
}
string CRenderManager1::onAction(string keyword, string params)
{
string checkResult = "";
std::vector<string> tParams;
if (keyword==PPL)
{
usePPL = !usePPL; //(tParams[0]=="0"?false:true);
return "Perpixel lighting "+string(!usePPL?"disabled.":"enabled.");
}
else if (keyword==BLS)
{
drawBlockLightSources = !drawBlockLightSources;
return "Block light sources "+string(!drawBlockLightSources?"disabled.":"enabled.");
}
else if (keyword==LTQA)
{
CLightingManager *liManager = CV_GAME_MANAGER->getLightingManager();
GLint lightType;
string lightName;
if (!CConsoleListener::checkParams(params,2,checkResult,tParams))
{
if (CConsoleListener::checkParams(params,1,checkResult,tParams))
{
lightType = CConversions::strToInt(tParams[0]);
lightName = liManager->lightSourceTypeIndexToName(lightType);
return "Light "+lightName+" quadratic attenuation: "+CConversions::floatToStr(liManager->getLightParam(lightType,ATTENUATION_TYPE_QUADRATIC));
}
else
{
return checkResult;
}
}
lightType = CConversions::strToInt(tParams[0]);
lightName = liManager->lightSourceTypeIndexToName(lightType);
liManager->setLightParam(lightType,ATTENUATION_TYPE_QUADRATIC,CConversions::strToFloat(tParams[1]));
return "Quadratic attenuation for "+lightName+" light types set.";
}
else if (keyword==LTLA)
{
CLightingManager *liManager = CV_GAME_MANAGER->getLightingManager();
GLint lightType;
string lightName;
if (!CConsoleListener::checkParams(params,2,checkResult,tParams))
{
if (CConsoleListener::checkParams(params,1,checkResult,tParams))
{
lightType = CConversions::strToInt(tParams[0]);
lightName = liManager->lightSourceTypeIndexToName(lightType);
return "Light "+lightName+" linear attenuation: "+CConversions::floatToStr(liManager->getLightParam(lightType,ATTENUATION_TYPE_LINEAR));
}
else
{
return checkResult;
}
}
lightType = CConversions::strToInt(tParams[0]);
lightName = liManager->lightSourceTypeIndexToName(lightType);
liManager->setLightParam(lightType,ATTENUATION_TYPE_LINEAR,CConversions::strToFloat(tParams[1]));
return "Quadratic linear for "+lightName+" light types set.";
}
else if (keyword==LTIA)
{
CLightingManager *liManager = CV_GAME_MANAGER->getLightingManager();
GLint lightType;
string lightName;
if (!CConsoleListener::checkParams(params,2,checkResult,tParams))
{
if (CConsoleListener::checkParams(params,1,checkResult,tParams))
{
lightType = CConversions::strToInt(tParams[0]);
lightName = liManager->lightSourceTypeIndexToName(lightType);
return "Light "+lightName+" initial attenuation: "+CConversions::floatToStr(liManager->getLightParam(lightType,ATTENUATION_TYPE_INITIAL));
}
else
{
return checkResult;
}
}
lightType = CConversions::strToInt(tParams[0]);
lightName = liManager->lightSourceTypeIndexToName(lightType);
liManager->setLightParam(lightType,ATTENUATION_TYPE_INITIAL,CConversions::strToFloat(tParams[1]));
return "Quadratic initial for "+lightName+" light types set.";
}
else if (keyword==VB)
{
return "Visible blocks: "+CConversions::intToStr(blockVisible);
}
else if (keyword==TC)
{
return "Drawn triangles: "+CConversions::intToStr((allVerticesCount/4)*2);
}
else if (keyword==PLT)
{
return CV_GAME_MANAGER->getLightingManager()->getLightTypes();
}
else if (keyword==RS)
{
loadShaders();
return "Shaders reloaded!";
}
return "<>";
}
};
};