Files
2026-06-08 17:07:34 -04:00

372 lines
14 KiB
C++

#include "Debug.h"
#include "RenderSystem.h"
#include "common.h"
#include "VBO.h"
#include "VAO.h"
#include "EBO.h"
#include "FBO.h"
#include "shaderClass.h"
#include "Object.h"
#include "Camera.h"
#include "Cubemap.h"
#include "QuadVertices.h"
#include "Lighting.h"
#include "Animator.h"
// ============================================================================
// Initialize
// ============================================================================
void RenderSystem::Initialize()
{
glEnable(GL_DEPTH_TEST);
glViewport(0, 0, window->width, window->height);
glEnable(GL_MULTISAMPLE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
// Screen quad
screenfbo = new FBO();
skyboxVAO = new VAO();
skyboxVBO = new VBO();
quadVAO = new VAO();
quadVBO = new VBO();
skyboxVAO->GenerateID();
skyboxVBO->GenerateID();
skyboxVAO->Bind();
skyboxVBO->Bind();
glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
quadVAO->GenerateID();
quadVBO->GenerateID();
quadVAO->Bind();
quadVBO->Bind();
quadVBO->BufferData(quadVertices, sizeof(quadVertices));
quadVAO->LinkVBO(*quadVBO, 0, 2, GL_FLOAT, 4 * sizeof(float), (void*)0);
quadVAO->LinkVBO(*quadVBO, 1, 2, GL_FLOAT, 4 * sizeof(float), (void*)(2 * sizeof(float)));
std::vector<std::string> faces = {
"assets/miramar_ft.tga", "assets/miramar_bk.tga",
"assets/miramar_up.tga", "assets/miramar_dn.tga",
"assets/miramar_rt.tga", "assets/miramar_lf.tga"
};
Cubemap* skyboxcm = new Cubemap();
skyboxcm->FillCubemap(faces);
skybox = skyboxcm;
// Screen framebuffer
screenfbo->Bind();
glGenTextures(1, &textureColorbuffer);
glBindTexture(GL_TEXTURE_2D, textureColorbuffer);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, window->width, window->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureColorbuffer, 0);
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, window->width, window->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
std::cout << "ERROR::FRAMEBUFFER:: Framebuffer is not complete!\n";
screenfbo->Unbind();
// Shadow framebuffer
shadowdepthmapfbo = new FBO();
SHADOW_RESOLUTION = 4096;
glGenTextures(1, &depthMaptexture);
glBindTexture(GL_TEXTURE_2D, depthMaptexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
SHADOW_RESOLUTION, SHADOW_RESOLUTION, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
float borderColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
shadowdepthmapfbo->Bind();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMaptexture, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
lighting = new Lighting();
}
// ============================================================================
// RenderTranslucent
// Collects all non-opaque 3D renderables (mesh + particle), sorts back-to-front,
// then renders each with the correct shader. Blending stays on throughout.
// ============================================================================
void RenderSystem::RenderTranslucent(Camera& camera, const glm::mat4& lightSpaceMatrix,
const glm::vec3& camPos)
{
// Collect translucent 3D renderables
std::vector<std::pair<float, Renderable*>> sorted;
for (Renderable* r : renderables) {
if (r->opaque) continue;
if (r->shadertype != Renderable::MeshShader &&
r->shadertype != Renderable::ParticleShader &&
r->shadertype != Renderable::RigShader) continue;
glm::vec3 pos = r->GetWorldPosition();
float dist = glm::length(pos - camPos);
sorted.push_back({ dist, r });
}
// Sort back-to-front
std::sort(sorted.begin(), sorted.end(),
[](const auto& a, const auto& b) { return a.first > b.first; });
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_FALSE); // write to color but not depth — prevents z-fighting between translucents
Renderable::ShaderType lastShader = Renderable::ShaderType::MeshShader;
bool shaderSet = false;
for (auto& [dist, r] : sorted) {
// Only re-bind shader when it changes
if (!shaderSet || r->shadertype != lastShader) {
if (r->shadertype == Renderable::MeshShader) {
PrepareMeshShader(camera);
MeshShader->SetMat4("lightSpaceMatrix", lightSpaceMatrix);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, depthMaptexture);
MeshShader->Set3F("dirLight.ambient", glm::vec3(0.3f));
MeshShader->Set3F("dirLight.diffuse", glm::vec3(0.4f));
MeshShader->Set3F("dirLight.specular", glm::vec3(0.3f));
MeshShader->Set3F("dirLight.direction", lighting->dirlighting.GetFrontVector());
}
else if (r->shadertype == Renderable::ParticleShader) {
PrepareParticleShader(camera);
}
else if (r->shadertype == Renderable::RigShader) {
PrepareRigShader(camera);
RigShader->SetMat4("lightSpaceMatrix", lightSpaceMatrix);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, depthMaptexture);
RigShader->Set3F("dirLight.ambient", glm::vec3(0.3f));
RigShader->Set3F("dirLight.diffuse", glm::vec3(0.4f));
RigShader->Set3F("dirLight.specular", glm::vec3(0.3f));
RigShader->Set3F("dirLight.direction", lighting->dirlighting.GetFrontVector());
}
lastShader = r->shadertype;
shaderSet = true;
}
Shader* sh = (r->shadertype == Renderable::MeshShader) ? MeshShader
: (r->shadertype == Renderable::ParticleShader) ? ParticleShader
: RigShader;
r->Render(*sh);
}
glDepthMask(GL_TRUE); // restore depth writing for subsequent passes
}
// ============================================================================
// Render
// ============================================================================
void RenderSystem::Render(Camera& camera)
{
lighting->dirlighting.RotateByEulerAngles({ glm::radians(0.05f), 0.0f, 0.0f });
const glm::mat4 proj = camera.GetProjectionMatrix(0.05f, 2000.0f);
const glm::mat4 view = camera.GetViewMatrix();
const glm::vec3 camPos = camera.t.GetTranslation();
const float near_plane = 0.1f, far_plane = 100.0f;
const glm::mat4 lightSpaceMatrix =
glm::ortho(-32.0f, 32.0f, -32.0f, 32.0f, near_plane, far_plane)
* glm::lookAt(camPos - lighting->dirlighting.GetFrontVector() * 10.0f,
camPos, camera.t.GetUpVector());
// ---- Shadow pass ----
glCullFace(GL_FRONT);
glEnable(GL_DEPTH_TEST);
glViewport(0, 0, SHADOW_RESOLUTION, SHADOW_RESOLUTION);
shadowdepthmapfbo->Bind();
glClear(GL_DEPTH_BUFFER_BIT);
MeshShadowShader->Activate();
MeshShadowShader->SetMat4("lightSpaceMatrix", lightSpaceMatrix);
for (Renderable* r : renderables) {
if (!r->castshadow || r->shadertype != Renderable::MeshShader) continue;
r->Render(*MeshShadowShader);
}
RigShadowShader->Activate();
RigShadowShader->SetMat4("lightSpaceMatrix", lightSpaceMatrix);
for (Renderable* r : renderables) {
if (!r->castshadow || r->shadertype != Renderable::RigShader) continue;
r->Render(*RigShadowShader);
}
glCullFace(GL_BACK);
// ---- Main scene ----
screenfbo->Bind();
glViewport(0, 0, window->width, window->height);
glEnable(GL_DEPTH_TEST);
glClearColor(212.f / 255.f, 223.f / 255.f, 232.f / 255.f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Skybox
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisable(GL_DEPTH_TEST);
SkyboxShader->Activate();
SkyboxShader->SetMat4("proj", proj);
SkyboxShader->SetMat4("view", glm::mat4(glm::mat3(view)));
skyboxVAO->Bind();
glActiveTexture(GL_TEXTURE0);
skybox->Bind();
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glEnable(GL_DEPTH_TEST);
// ---- Opaque meshes ----
PrepareMeshShader(camera);
MeshShader->SetMat4("lightSpaceMatrix", lightSpaceMatrix);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, depthMaptexture);
MeshShader->Set3F("dirLight.ambient", glm::vec3(0.3f));
MeshShader->Set3F("dirLight.diffuse", glm::vec3(0.4f));
MeshShader->Set3F("dirLight.specular", glm::vec3(0.3f));
MeshShader->Set3F("dirLight.direction", lighting->dirlighting.GetFrontVector());
for (Renderable* r : renderables) {
if (r->shadertype == Renderable::MeshShader && r->opaque)
r->Render(*MeshShader);
}
// ---- Opaque rigs ----
PrepareRigShader(camera);
RigShader->SetMat4("lightSpaceMatrix", lightSpaceMatrix);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, depthMaptexture);
RigShader->Set3F("dirLight.ambient", glm::vec3(0.3f));
RigShader->Set3F("dirLight.diffuse", glm::vec3(0.4f));
RigShader->Set3F("dirLight.specular", glm::vec3(0.3f));
RigShader->Set3F("dirLight.direction", lighting->dirlighting.GetFrontVector());
for (Renderable* r : renderables) {
if (r->shadertype == Renderable::RigShader && r->opaque)
r->Render(*RigShader);
}
// ---- Translucent pass (meshes + particles + rigs, sorted back-to-front) ----
// Disable face culling so thin translucent quads render both sides
glDisable(GL_CULL_FACE);
RenderTranslucent(camera, lightSpaceMatrix, camPos);
glEnable(GL_CULL_FACE);
// ---- Framebuffer blit to screen ----
screenfbo->Unbind();
glDisable(GL_DEPTH_TEST);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
ScreenShader->Activate();
quadVAO->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureColorbuffer);
glDrawArrays(GL_TRIANGLES, 0, 6);
// ---- GUI (always on top, no depth) ----
PrepareBoxShader(camera);
for (Renderable* r : renderables) {
if (r->shadertype == Renderable::BoxShader)
r->Render(*BoxShader);
}
PrepareImageBoxShader(camera);
for (Renderable* r : renderables) {
if (r->shadertype == Renderable::ImageBoxShader)
r->Render(*ImageBoxShader);
}
PrepareTextShader(camera);
for (Renderable* r : renderables) {
if (r->shadertype == Renderable::TextShader)
r->Render(*Text2DShader);
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
glfwSwapBuffers(window->handle);
}
// ============================================================================
// Shader preparation helpers
// ============================================================================
void RenderSystem::RenderRenderable(Renderable* renderable, Camera& camera)
{
Shader* shader = (renderable->shadertype == Renderable::MeshShader) ? MeshShader
: (renderable->shadertype == Renderable::ParticleShader) ? ParticleShader
: RigShader;
shader->Activate();
renderable->Render(*shader);
}
void RenderSystem::PrepareMeshShader(Camera& camera)
{
MeshShader->Activate();
MeshShader->SetMat4("proj", camera.GetProjectionMatrix(0.05f, 2000.0f));
MeshShader->SetMat4("view", camera.GetViewMatrix());
MeshShader->Set3F("viewPos", camera.t.GetTranslation());
}
void RenderSystem::PrepareRigShader(Camera& camera)
{
RigShader->Activate();
RigShader->SetMat4("proj", camera.GetProjectionMatrix(0.05f, 2000.0f));
RigShader->SetMat4("view", camera.GetViewMatrix());
RigShader->Set3F("viewPos", camera.t.GetTranslation());
}
void RenderSystem::PrepareParticleShader(Camera& camera)
{
ParticleShader->Activate();
ParticleShader->SetMat4("proj", camera.GetProjectionMatrix(0.05f, 2000.0f));
ParticleShader->SetMat4("view", camera.GetViewMatrix());
}
void RenderSystem::PrepareBoxShader(Camera& camera)
{
BoxShader->Activate();
BoxShader->Set2F("screenSize", { (float)window->width, (float)window->height });
}
void RenderSystem::PrepareImageBoxShader(Camera& camera)
{
ImageBoxShader->Activate();
ImageBoxShader->Set2F("screenSize", { (float)window->width, (float)window->height });
}
void RenderSystem::PrepareTextShader(Camera& camera)
{
Text2DShader->Activate();
Text2DShader->Set2F("screenSize", { (float)window->width, (float)window->height });
}
// ============================================================================
// Renderable base
// ============================================================================
Renderable::Renderable() {}
Renderable::~Renderable()
{
engine->rendersystem->RemoveRenderable(this);
}
void Renderable::BindToRenderSystem()
{
engine->rendersystem->AddRenderable(this);
}