Renderer/src/main/java/electrosphere/renderer/pipelines/ShadowMapPipeline.java
2024-07-03 14:55:24 -04:00

114 lines
4.7 KiB
Java

package electrosphere.renderer.pipelines;
import org.joml.Matrix4d;
import org.joml.Matrix4f;
import org.joml.Vector3d;
import org.joml.Vector3f;
import org.lwjgl.opengl.GL40;
import electrosphere.engine.Globals;
import electrosphere.entity.Entity;
import electrosphere.entity.EntityDataStrings;
import electrosphere.entity.EntityTags;
import electrosphere.entity.EntityUtils;
import electrosphere.entity.types.camera.CameraEntityUtils;
import electrosphere.renderer.OpenGLState;
import electrosphere.renderer.RenderPipelineState;
import electrosphere.renderer.RenderingEngine;
import electrosphere.renderer.actor.Actor;
/**
* Shadow map pipeline
*/
public class ShadowMapPipeline implements RenderPipeline {
@Override
public void render(OpenGLState openGLState, RenderPipelineState renderPipelineState) {
Globals.profiler.beginCpuSample("ShadowMapPipeline.render");
Matrix4d modelTransformMatrix = new Matrix4d();
//set the viewport to shadow map size
openGLState.glViewport(4096, 4096);
openGLState.glDepthTest(true);
openGLState.glDepthFunc(GL40.GL_ALWAYS);
openGLState.setActiveShader(renderPipelineState, RenderingEngine.lightDepthShaderProgram);
RenderingEngine.lightDepthBuffer.bind(openGLState);
GL40.glClear(GL40.GL_DEPTH_BUFFER_BIT);
openGLState.glActiveTexture(GL40.GL_TEXTURE0);
float eyeX = -1.0f;
float eyeY = 10.0f;
float eyeZ = -5.5f;
float nearPlane = 0.01f;
float eyeDist = (float)Math.sqrt(eyeX * eyeX + eyeY * eyeY + eyeZ * eyeZ);
float farPlane = eyeDist + 10.0f;
float sidesMagnitude = (float)Math.sqrt(eyeDist);
//set matrices for light render
Matrix4f lightProjection = new Matrix4f().setOrtho(-sidesMagnitude, sidesMagnitude, -sidesMagnitude, sidesMagnitude, nearPlane, farPlane);//glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane);
Matrix4f lightView = new Matrix4f().setLookAt(
new Vector3f(eyeX, eyeY, eyeZ),
new Vector3f( 0.0f, 0.0f, 0.0f),
new Vector3f( 0.0f, 1.0f, 0.0f)
);
Globals.lightDepthMatrix = new Matrix4f(lightProjection).mul(lightView);
GL40.glUniformMatrix4fv(GL40.glGetUniformLocation(openGLState.getActiveShader().getShaderId(), "lightSpaceMatrix"), false, Globals.lightDepthMatrix.get(new float[16]));
// glCullFace(GL_FRONT);
//
// Set render pipeline state
//
renderPipelineState.setUseMeshShader(false);
renderPipelineState.setBufferStandardUniforms(true);
renderPipelineState.setBufferNonStandardUniforms(true);
renderPipelineState.setUseMaterial(false);
renderPipelineState.setUseShadowMap(false);
renderPipelineState.setUseBones(true);
renderPipelineState.setUseLight(false);
//
// D R A W A L L E N T I T I E S
//
modelTransformMatrix = new Matrix4d();
for(Entity currentEntity : Globals.clientScene.getEntitiesWithTag(EntityTags.DRAWABLE)){
Vector3d position = EntityUtils.getPosition(currentEntity);
if(
currentEntity.getData(EntityDataStrings.DATA_STRING_DRAW)!=null &&
currentEntity.containsKey(EntityDataStrings.DRAW_CAST_SHADOW)
){
//fetch actor
Actor currentActor = EntityUtils.getActor(currentEntity);
//calculate camera-modified vector3f
Vector3f cameraCenter = CameraEntityUtils.getCameraCenter(Globals.playerCamera);
Vector3f cameraModifiedPosition = new Vector3f((float)position.x,(float)position.y,(float)position.z).sub(cameraCenter);
//calculate and apply model transform
modelTransformMatrix = modelTransformMatrix.identity();
modelTransformMatrix.translate(cameraModifiedPosition);
modelTransformMatrix.rotate(EntityUtils.getRotation(currentEntity));
modelTransformMatrix.scale(new Vector3d(EntityUtils.getScale(currentEntity)));
currentActor.applySpatialData(modelTransformMatrix,position);
//draw
currentActor.draw(renderPipelineState,openGLState);
}
}
//reset texture
openGLState.glActiveTexture(GL40.GL_TEXTURE0);
openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
//bind default framebuffer
openGLState.glBindFramebuffer(GL40.GL_FRAMEBUFFER,0);
//reset the viewport to screen size
openGLState.glViewport(Globals.WINDOW_WIDTH, Globals.WINDOW_HEIGHT);
//resume culling backface
// glCullFace(GL_BACK);
Globals.profiler.endCpuSample();
}
}