Renderer/src/main/java/electrosphere/renderer/RenderingEngine.java
2021-08-01 21:45:20 -04:00

498 lines
23 KiB
Java

package electrosphere.renderer;
import electrosphere.entity.CameraEntityUtils;
import electrosphere.entity.Entity;
import electrosphere.entity.EntityDataStrings;
import electrosphere.entity.EntityUtils;
import electrosphere.entity.types.hitbox.HitboxData;
import electrosphere.entity.types.hitbox.HitboxUtils;
import electrosphere.game.config.creature.type.PhysicsObject;
import electrosphere.logger.LoggerInterface;
import electrosphere.main.Globals;
import static electrosphere.main.Main.deltaTime;
import static electrosphere.main.Main.view_Range;
import static electrosphere.renderer.RenderUtils.createScreenTextureVAO;
import electrosphere.renderer.framebuffer.Framebuffer;
import electrosphere.renderer.framebuffer.FramebufferUtils;
import electrosphere.renderer.framebuffer.Renderbuffer;
import electrosphere.renderer.texture.Texture;
import electrosphere.renderer.ui.Widget;
import org.joml.Matrix4f;
import org.joml.Quaternionf;
import org.joml.Vector3f;
import static org.lwjgl.glfw.GLFW.GLFW_CONTEXT_VERSION_MAJOR;
import static org.lwjgl.glfw.GLFW.GLFW_CONTEXT_VERSION_MINOR;
import static org.lwjgl.glfw.GLFW.GLFW_CURSOR;
import static org.lwjgl.glfw.GLFW.GLFW_CURSOR_DISABLED;
import static org.lwjgl.glfw.GLFW.GLFW_OPENGL_CORE_PROFILE;
import static org.lwjgl.glfw.GLFW.GLFW_OPENGL_PROFILE;
import static org.lwjgl.glfw.GLFW.glfwCreateWindow;
import static org.lwjgl.glfw.GLFW.glfwInit;
import static org.lwjgl.glfw.GLFW.glfwMakeContextCurrent;
import static org.lwjgl.glfw.GLFW.glfwMaximizeWindow;
import static org.lwjgl.glfw.GLFW.glfwPollEvents;
import static org.lwjgl.glfw.GLFW.glfwSetInputMode;
import static org.lwjgl.glfw.GLFW.glfwSwapBuffers;
import static org.lwjgl.glfw.GLFW.glfwTerminate;
import static org.lwjgl.glfw.GLFW.glfwWindowHint;
import org.lwjgl.opengl.GL;
import static org.lwjgl.opengl.GL11.GL_BLEND;
import static org.lwjgl.opengl.GL11.GL_COLOR_BUFFER_BIT;
import static org.lwjgl.opengl.GL11.GL_DEPTH_BUFFER_BIT;
import static org.lwjgl.opengl.GL11.GL_DEPTH_TEST;
import static org.lwjgl.opengl.GL11.GL_ONE_MINUS_SRC_ALPHA;
import static org.lwjgl.opengl.GL11.GL_SRC_ALPHA;
import static org.lwjgl.opengl.GL11.GL_TEXTURE_2D;
import static org.lwjgl.opengl.GL11.GL_TRIANGLES;
import static org.lwjgl.opengl.GL11.glBindTexture;
import static org.lwjgl.opengl.GL11.glBlendFunc;
import static org.lwjgl.opengl.GL11.glClear;
import static org.lwjgl.opengl.GL11.glClearColor;
import static org.lwjgl.opengl.GL11.glDisable;
import static org.lwjgl.opengl.GL11.glDrawArrays;
import static org.lwjgl.opengl.GL11.glEnable;
import static org.lwjgl.opengl.GL11.glViewport;
import static org.lwjgl.opengl.GL13.GL_TEXTURE0;
import static org.lwjgl.opengl.GL13.GL_TEXTURE1;
import static org.lwjgl.opengl.GL13.GL_TEXTURE2;
import static org.lwjgl.opengl.GL13.GL_TEXTURE3;
import static org.lwjgl.opengl.GL13.glActiveTexture;
import static org.lwjgl.opengl.GL20.glGetUniformLocation;
import static org.lwjgl.opengl.GL20.glUniformMatrix4fv;
import static org.lwjgl.opengl.GL20.glUseProgram;
import static org.lwjgl.opengl.GL30.GL_FRAMEBUFFER;
import static org.lwjgl.opengl.GL30.GL_RENDERBUFFER;
import static org.lwjgl.opengl.GL30.glBindFramebuffer;
import static org.lwjgl.opengl.GL30.glBindRenderbuffer;
import static org.lwjgl.opengl.GL30.glBindVertexArray;
import static org.lwjgl.system.MemoryUtil.NULL;
public class RenderingEngine {
public static final int GL_DEFAULT_FRAMEBUFFER = 0;
public static final int GL_DEFAULT_RENDERBUFFER = 0;
static Framebuffer screenFramebuffer;
static Renderbuffer screenRenderbuffer;
static int screenTextureVAO;
static ShaderProgram screenTextureShaders;
static ShaderProgram lightDepthShaderProgram;
static Framebuffer lightDepthBuffer;
public static boolean renderHitboxes = false;
public static boolean renderPhysics = false;
ShaderProgram activeProgram;
public void createOpenglContext(){
//Initializes opengl
glfwInit();
//Gives hints to glfw to control how opengl will be used
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); Allows you to make the background transparent
// glfwWindowHint(GLFW_OPACITY, 23);
//Creates the window reference object
Globals.window = glfwCreateWindow(Globals.WINDOW_WIDTH, Globals.WINDOW_HEIGHT, "ORPG", NULL, NULL);
//Errors for failure to create window (IE: No GUI mode on linux ?)
if (Globals.window == NULL) {
LoggerInterface.loggerEngine.ERROR("Failed to make window.", new Exception("Renderer Creation Failure"));
glfwTerminate();
}
//Makes the window that was just created the current OS-level window context
glfwMakeContextCurrent(Globals.window);
//Maximize it
glfwMaximizeWindow(Globals.window);
//Creates the OpenGL capabilities for the program.
GL.createCapabilities();
//This enables Z-buffering so that farther-back polygons are not drawn over nearer ones
glEnable(GL_DEPTH_TEST);
// Support for transparency
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// //Hide the cursor and capture it
// glfwSetInputMode(Globals.window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
//init screen rendering quadrant
screenTextureVAO = createScreenTextureVAO();
// initScreenTextureShaderProgram();
screenTextureShaders = ShaderProgram.loadSpecificShader("/Shaders/screentexture/simple1/simple1.vs", "/Shaders/screentexture/simple1/simple1.fs");
// screenTextureShaders = ShaderProgram.loadSpecificShader("/Shaders/screentexture/drawDepthBuffer/drawDepthBuffer.vs", "/Shaders/screentexture/drawDepthBuffer/drawDepthBuffer.fs");
//generate framebuffers
screenFramebuffer = FramebufferUtils.generateScreensizeTextureFramebuffer();
glBindFramebuffer(GL_FRAMEBUFFER, GL_DEFAULT_FRAMEBUFFER);
glBindRenderbuffer(GL_RENDERBUFFER, GL_DEFAULT_RENDERBUFFER);
lightDepthShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/lightDepth/lightDepth.vs", "/Shaders/lightDepth/lightDepth.fs");
Globals.depthMapShaderProgramLoc = lightDepthShaderProgram.shaderProgram;
lightDepthBuffer = FramebufferUtils.generateDepthBuffer();
Globals.shadowMapTextureLoc = lightDepthBuffer.getTexture();
// glEnable(GL_CULL_FACE); // enabled for shadow mapping
//
// Projection and View matrix creation
//
Globals.projectionMatrix = new Matrix4f();
Globals.viewMatrix = new Matrix4f();
float FOV = (float)(Globals.FOV * Math.PI /180.0f);
Globals.projectionMatrix.setPerspective(FOV, 1.0f, 0.1f, view_Range);
Globals.viewMatrix.translation(new Vector3f(0.0f,0.0f,-3.0f));
}
public void drawScreen(){
//
//first pass: generate depth map
//
if(Globals.RENDER_FLAG_RENDER_SHADOW_MAP){
renderShadowMapContent();
}
/*
Render content to the game framebuffer
*/
if(Globals.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER_CONTENT){
renderGameContent();
}
//bind default FBO
glBindFramebuffer(GL_FRAMEBUFFER,0);
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
/*
Render the game framebuffer texture to a quad
*/
if(Globals.RENDER_FLAG_RENDER_SCREEN_FRAMEBUFFER){
renderScreenFramebuffer();
}
/*
Render black background
*/
if(Globals.RENDER_FLAG_RENDER_BLACK_BACKGROUND){
renderBlackBackground();
}
/*
Render any ui elements
*/
if(Globals.RENDER_FLAG_RENDER_UI){
renderUI();
}
//check and call events and swap the buffers
glfwSwapBuffers(Globals.window);
glfwPollEvents();
}
static void renderShadowMapContent(){
Matrix4f modelTransformMatrix = new Matrix4f();
//set the viewport to shadow map size
glViewport(0, 0, 4096, 4096);
glEnable(GL_DEPTH_TEST);
Globals.renderingEngine.setActiveShader(lightDepthShaderProgram);
lightDepthBuffer.bind();
glClear(GL_DEPTH_BUFFER_BIT);
float eyeX = -20.0f;
float eyeY = 40.0f;
float eyeZ = -10.0f;
float nearPlane = 0.001f;
float farPlane = (float)Math.sqrt(eyeX * eyeX + eyeY * eyeY + eyeZ * eyeZ) + 20.0f;
//set matrices for light render
Matrix4f lightProjection = new Matrix4f().setOrtho(-10.0f, 10.0f, -10.0f, 10.0f, 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).add(CameraEntityUtils.getCameraCenter(Globals.playerCamera)),
new Vector3f( 0.0f, 0.0f, 0.0f).add(CameraEntityUtils.getCameraCenter(Globals.playerCamera)),
new Vector3f( 0.0f, 1.0f, 0.0f)
);
Globals.lightDepthMatrix = new Matrix4f(lightProjection).mul(lightView);
glUniformMatrix4fv(glGetUniformLocation(Globals.renderingEngine.getActiveShader().shaderProgram, "lightSpaceMatrix"), false, Globals.lightDepthMatrix.get(new float[16]));
// glCullFace(GL_FRONT);
//
// D R A W A L L E N T I T I E S
//
modelTransformMatrix = new Matrix4f();
for(Entity currentEntity : Globals.entityManager.getDrawable()){
//fetch actor
Actor currentActor = EntityUtils.getActor(currentEntity);
//calculate and apply model transform
modelTransformMatrix.identity();
modelTransformMatrix.translate(new Vector3f(EntityUtils.getPosition(currentEntity)).sub(CameraEntityUtils.getCameraCenter(Globals.playerCamera)));
modelTransformMatrix.rotate(EntityUtils.getRotation(currentEntity));
modelTransformMatrix.scale(EntityUtils.getScale(currentEntity));
currentActor.applyModelMatrix(modelTransformMatrix);
//draw
currentActor.drawForDepthBuffer();
}
//reset texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
//bind default framebuffer
glBindFramebuffer(GL_FRAMEBUFFER,0);
//reset the viewport to screen size
glViewport(0, 0, Globals.WINDOW_WIDTH, Globals.WINDOW_HEIGHT);
//resume culling backface
// glCullFace(GL_BACK);
}
static void renderGameContent(){
Matrix4f modelTransformMatrix = new Matrix4f();
//bind screen fbo
screenFramebuffer.bind();
glEnable(GL_DEPTH_TEST);
glViewport(0, 0, Globals.WINDOW_WIDTH, Globals.WINDOW_HEIGHT);
///
/// R E N D E R I N G S T U F F
///
//Sets the background color.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//
// D R A W A L L E N T I T I E S
//
modelTransformMatrix = new Matrix4f();
for(Entity currentEntity : Globals.entityManager.getDrawable()){
//fetch actor
Actor currentActor = EntityUtils.getActor(currentEntity);
currentActor.incrementAnimationTime(0.001);
//increment animations
//this is incremented in the shadow calculations
// if(currentActor.getCurrentAnimation() != null){
// currentActor.incrementAnimationTime(deltaTime * 500);
// }
//calculate and apply model transform
modelTransformMatrix.identity();
modelTransformMatrix.translate(new Vector3f(EntityUtils.getPosition(currentEntity)).sub(CameraEntityUtils.getCameraCenter(Globals.playerCamera)));
modelTransformMatrix.rotate(EntityUtils.getRotation(currentEntity));
modelTransformMatrix.scale(EntityUtils.getScale(currentEntity));
currentActor.applyModelMatrix(modelTransformMatrix);
//draw
currentActor.draw();
// Model currentModel = Globals.assetManager.fetchModel(EntityUtils.getEntityModelPath(currentEntity));
// if(currentModel != null){
// if(currentModel.currentAnimation != null){
// currentModel.incrementTime(deltaTime * 500);
// }
// currentModel.modelMatrix = new Matrix4f();
// currentModel.modelMatrix.translate(new Vector3f(EntityUtils.getEntityPosition(currentEntity)).sub(CameraEntityUtils.getCameraCenter(Globals.playerCamera)).sub(new Vector3f(0,1,0)));
// currentModel.modelMatrix.rotate(EntityUtils.getEntityRotation(currentEntity));
// currentModel.modelMatrix.scale(EntityUtils.getEntityScale(currentEntity));
// currentModel.draw();
// }
}
if(renderHitboxes){
for(Entity currentHitbox : Globals.hitboxManager.getAllHitboxes()){
Model hitboxModel;
HitboxData data = HitboxUtils.getHitboxData(currentHitbox);
if(data.isActive()){
if(data.getType().equals(EntityDataStrings.COLLISION_ENTITY_DATA_TYPE_HURT)){
if((hitboxModel = Globals.assetManager.fetchModel("Models/unitsphere.fbx")) != null){
Vector3f position = EntityUtils.getPosition(currentHitbox);
modelTransformMatrix.identity();
modelTransformMatrix.translate(new Vector3f(position).sub(CameraEntityUtils.getCameraCenter(Globals.playerCamera)));
// modelTransformMatrix.translate(-0.25f, 0.0f, 0.5f); //center sphere
modelTransformMatrix.scale(data.getRadius() * 2);
hitboxModel.modelMatrix = modelTransformMatrix;
hitboxModel.draw(true, true, false, true, true, true, true);
}
} else if(data.getType().equals(EntityDataStrings.COLLISION_ENTITY_DATA_TYPE_HIT)){
if((hitboxModel = Globals.assetManager.fetchModel("Models/unitsphere_1.fbx")) != null){
Vector3f position = EntityUtils.getPosition(currentHitbox);
modelTransformMatrix.identity();
modelTransformMatrix.translate(new Vector3f(position).sub(CameraEntityUtils.getCameraCenter(Globals.playerCamera)));
// modelTransformMatrix.translate(-0.25f, 0.0f, 0.5f); //center sphere
modelTransformMatrix.scale(data.getRadius() * 2);
hitboxModel.modelMatrix = modelTransformMatrix;
hitboxModel.draw(true, true, false, true, true, true, true);
}
}
} else {
if((hitboxModel = Globals.assetManager.fetchModel("Models/unitsphere_grey.fbx")) != null){
Vector3f position = EntityUtils.getPosition(currentHitbox);
modelTransformMatrix.identity();
modelTransformMatrix.translate(new Vector3f(position).sub(CameraEntityUtils.getCameraCenter(Globals.playerCamera)));
// modelTransformMatrix.translate(-0.25f, 0.0f, 0.5f); //center sphere
modelTransformMatrix.scale(data.getRadius() * 2);
hitboxModel.modelMatrix = modelTransformMatrix;
hitboxModel.draw(true, true, false, true, true, true, true);
}
}
}
}
if(renderPhysics){
Model physicsGraphicsModel;
for(Entity physicsEntity : Globals.collisionEngine.getDynamicPhysicsEntities()){
PhysicsObject template = (PhysicsObject)physicsEntity.getData(EntityDataStrings.PHYSICS_MODEL_TEMPLATE);
switch(template.getType()){
case "CYLINDER":
if((physicsGraphicsModel = Globals.assetManager.fetchModel("Models/unitcylinder.fbx")) != null){
Vector3f position = EntityUtils.getPosition(physicsEntity);
modelTransformMatrix.identity();
modelTransformMatrix.translate(new Vector3f(position).add(template.getOffsetX(),template.getOffsetY(),template.getOffsetZ()).sub(CameraEntityUtils.getCameraCenter(Globals.playerCamera)));
// modelTransformMatrix.translate(template.getOffsetX(),template.getOffsetY(),template.getOffsetZ()); //center sphere
modelTransformMatrix.scale(template.getDimension1(),template.getDimension2(),template.getDimension3());
physicsGraphicsModel.modelMatrix = modelTransformMatrix;
physicsGraphicsModel.draw(true, true, false, true, true, true, true);
}
break;
}
}
for(Entity physicsEntity : Globals.collisionEngine.getStructurePhysicsEntities()){
if(physicsEntity.getDataKeys().contains(EntityDataStrings.COLLISION_ENTITY_TYPE_PLANE)){
if((physicsGraphicsModel = Globals.assetManager.fetchModel("Models/unitplane.fbx")) != null){
Vector3f position = EntityUtils.getPosition(physicsEntity);
Vector3f scale = EntityUtils.getScale(physicsEntity);
Quaternionf rotation = EntityUtils.getRotation(physicsEntity);
modelTransformMatrix.identity();
modelTransformMatrix.translate(new Vector3f(position).sub(CameraEntityUtils.getCameraCenter(Globals.playerCamera)));
modelTransformMatrix.rotate(rotation);
// modelTransformMatrix.translate(template.getOffsetX(),template.getOffsetY(),template.getOffsetZ()); //center sphere
modelTransformMatrix.scale(scale);
physicsGraphicsModel.modelMatrix = modelTransformMatrix;
physicsGraphicsModel.draw(true, true, false, true, true, true, true);
}
} else if(physicsEntity.getDataKeys().contains(EntityDataStrings.COLLISION_ENTITY_TYPE_CUBE)){
if((physicsGraphicsModel = Globals.assetManager.fetchModel("Models/unitcube.fbx")) != null){
Vector3f position = EntityUtils.getPosition(physicsEntity);
Vector3f scale = EntityUtils.getScale(physicsEntity);
Quaternionf rotation = EntityUtils.getRotation(physicsEntity);
modelTransformMatrix.identity();
modelTransformMatrix.translate(new Vector3f(position).sub(CameraEntityUtils.getCameraCenter(Globals.playerCamera)));
modelTransformMatrix.rotate(rotation);
// modelTransformMatrix.translate(template.getOffsetX(),template.getOffsetY(),template.getOffsetZ()); //center sphere
modelTransformMatrix.scale(scale);
physicsGraphicsModel.modelMatrix = modelTransformMatrix;
physicsGraphicsModel.draw(true, true, false, true, true, true, true);
}
}
}
}
// glBindVertexArray(0);
}
static void renderScreenFramebuffer(){
//
//unbind texture channels
//
//What does this mean?
//essentially there are two channels we're using to draw mesh textures
//we have to glBindTexture to pointer 0 for BOTH channels, otherwise
//the leftover texture gets used to draw the screen framebuffer quad
//which doesnt work
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glDisable(GL_DEPTH_TEST);
glViewport(0, 0, Globals.WINDOW_WIDTH, Globals.WINDOW_HEIGHT);
//render full screen quad
Globals.renderingEngine.setActiveShader(screenTextureShaders);
glBindVertexArray(screenTextureVAO);
glBindTexture(GL_TEXTURE_2D, screenFramebuffer.getTexture());
// glBindTexture(GL_TEXTURE_2D, lightDepthBuffer.getTexture());
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
static void renderUI(){
Matrix4f modelTransformMatrix = new Matrix4f();
glDisable(GL_DEPTH_TEST);
for(Widget currentWidget : Globals.widgetManager.getWidgetList()){
if(currentWidget.isDraw()){
currentWidget.draw();
}
}
// for(Entity currentEntity : Globals.entityManager.getUIElements()){
// Actor uiActor = EntityUtils.getEntityActor(currentEntity);
// if(currentEntity.getDataKeys().contains(EntityDataStrings.DATA_STRING_UI_ELEMENT_FONT)){
// modelTransformMatrix.identity();
// modelTransformMatrix.translate(EntityUtils.getEntityPosition(currentEntity));
// uiActor.applyModelMatrix(modelTransformMatrix);
// }
// uiActor.drawUI();
// }
}
static void renderBlackBackground(){
//render full screen quad
glUseProgram(screenTextureShaders.shaderProgram);
glDisable(GL_DEPTH_TEST);
glBindVertexArray(screenTextureVAO);
Texture blackTexture = Globals.assetManager.fetchTexture(Globals.blackTexture);
if(blackTexture != null){
blackTexture.bind();
}
// glBindTexture(GL_TEXTURE_2D, screenFramebuffer.getTexture());
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
public void setActiveShader(ShaderProgram program){
glUseProgram(program.shaderProgram);
activeProgram = program;
}
public ShaderProgram getActiveShader(){
return activeProgram;
}
}