195 lines
10 KiB
Java
195 lines
10 KiB
Java
package electrosphere.renderer.pipelines;
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import org.joml.Matrix4d;
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import org.joml.Vector3d;
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import org.joml.Vector3f;
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import org.lwjgl.opengl.GL40;
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import electrosphere.engine.Globals;
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import electrosphere.entity.Entity;
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import electrosphere.entity.EntityDataStrings;
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import electrosphere.entity.EntityTags;
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import electrosphere.entity.EntityUtils;
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import electrosphere.entity.types.camera.CameraEntityUtils;
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import electrosphere.renderer.OpenGLState;
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import electrosphere.renderer.RenderPipelineState;
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import electrosphere.renderer.RenderingEngine;
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import electrosphere.renderer.actor.Actor;
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/**
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* Updates the volume buffer
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*/
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public class VolumeBufferPipeline implements RenderPipeline {
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@Override
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public void render(OpenGLState openGLState, RenderPipelineState renderPipelineState) {
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Matrix4d modelTransformMatrix = new Matrix4d();
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//set the viewport to shadow map size
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openGLState.glViewport(Globals.WINDOW_WIDTH, Globals.WINDOW_HEIGHT);
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openGLState.glDepthTest(true);
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openGLState.glDepthFunc(GL40.GL_LESS);
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GL40.glDepthMask(true);
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//stop rendering front faces
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GL40.glEnable(GL40.GL_CULL_FACE);
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GL40.glCullFace(GL40.GL_FRONT);
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openGLState.setActiveShader(renderPipelineState, RenderingEngine.volumeDepthShaderProgram);
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RenderingEngine.volumeDepthBackfaceFramebuffer.bind();
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GL40.glClear(GL40.GL_DEPTH_BUFFER_BIT);
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GL40.glActiveTexture(GL40.GL_TEXTURE0);
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// glBindTexture(GL_TEXTURE_2D, woodTexture);
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// renderScene(simpleDepthShader);
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GL40.glUniformMatrix4fv(GL40.glGetUniformLocation(openGLState.getActiveShader().getShaderId(), "view"), false, Globals.viewMatrix.get(new float[16]));
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// glUniformMatrix4fv(glGetUniformLocation(Globals.renderingEngine.getActiveShader().shaderProgram, "projection"), false, Globals.projectionMatrix.get(new float[16]));
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GL40.glUniform1f(GL40.glGetUniformLocation(openGLState.getActiveShader().getShaderId(), "linearCoef"), RenderingEngine.volumeDepthLinearCoef);
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GL40.glUniform1f(GL40.glGetUniformLocation(openGLState.getActiveShader().getShaderId(), "quadCoef"), RenderingEngine.volumeDepthQuadCoef);
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GL40.glUniform1f(GL40.glGetUniformLocation(openGLState.getActiveShader().getShaderId(), "near"), 0.1f);
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GL40.glUniform1f(GL40.glGetUniformLocation(openGLState.getActiveShader().getShaderId(), "far"), 100f);
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// glCullFace(GL_FRONT);
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//
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// Set render pipeline state
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//
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renderPipelineState.setUseMeshShader(false);
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renderPipelineState.setBufferStandardUniforms(false);
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renderPipelineState.setBufferNonStandardUniforms(true);
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renderPipelineState.setUseMaterial(false);
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renderPipelineState.setUseShadowMap(false);
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renderPipelineState.setUseBones(true);
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renderPipelineState.setUseLight(false);
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//
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// D R A W A L L E N T I T I E S
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//
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for(Entity currentEntity : Globals.clientScene.getEntitiesWithTag(EntityTags.DRAWABLE)){
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Vector3d position = EntityUtils.getPosition(currentEntity);
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if(
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currentEntity.getData(EntityDataStrings.DATA_STRING_DRAW)!=null &&
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currentEntity.containsKey(EntityDataStrings.DRAW_VOLUMETRIC)
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){
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//fetch actor
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Actor currentActor = EntityUtils.getActor(currentEntity);
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//calculate camera-modified vector3f
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Vector3f cameraModifiedPosition = new Vector3f((float)position.x,(float)position.y,(float)position.z).sub(CameraEntityUtils.getCameraCenter(Globals.playerCamera));
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//set projection matrix
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// if(cameraModifiedPosition.length() > 2f){
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// glUniformMatrix4fv(glGetUniformLocation(Globals.renderingEngine.getActiveShader().shaderProgram, "projection"), false, farVolumeProjectionMatrix.get(new float[16]));
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// } else if(cameraModifiedPosition.length() > 0.5f){
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// glUniformMatrix4fv(glGetUniformLocation(Globals.renderingEngine.getActiveShader().shaderProgram, "projection"), false, midVolumeProjectionMatrix.get(new float[16]));
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// } else {
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GL40.glUniformMatrix4fv(GL40.glGetUniformLocation(openGLState.getActiveShader().getShaderId(), "projection"), false, RenderingEngine.nearVolumeProjectionMatrix.get(new float[16]));
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// }
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// glUniformMatrix4fv(glGetUniformLocation(Globals.renderingEngine.getActiveShader().shaderProgram, "projection"), false, Globals.projectionMatrix.get(new float[16]));
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//calculate and apply model transform
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modelTransformMatrix = modelTransformMatrix.identity();
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modelTransformMatrix.translate(cameraModifiedPosition);
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modelTransformMatrix.rotate(EntityUtils.getRotation(currentEntity));
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modelTransformMatrix.scale(new Vector3d(EntityUtils.getScale(currentEntity)));
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currentActor.applyModelMatrix(modelTransformMatrix);
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//draw
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// if(!currentEntity.getDataKeys().contains(EntityDataStrings.TERRAIN_IS_TERRAIN) && !currentEntity.getDataKeys().contains(EntityDataStrings.DATA_STRING_CREATURE_IS_CREATURE)){
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currentActor.draw(renderPipelineState,openGLState);
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// System.out.println(currentActor.modelPath);
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// }
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}
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}
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//
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//Draw front faces of all non-volumetrics
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//
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for(Entity currentEntity : Globals.clientScene.getEntitiesWithTag(EntityTags.DRAWABLE)){
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Vector3d position = EntityUtils.getPosition(currentEntity);
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if(
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(boolean)currentEntity.getData(EntityDataStrings.DATA_STRING_DRAW) &&
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!currentEntity.containsKey(EntityDataStrings.DRAW_VOLUMETRIC)
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){
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//fetch actor
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Actor currentActor = EntityUtils.getActor(currentEntity);
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//calculate camera-modified vector3f
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Vector3f cameraModifiedPosition = new Vector3f((float)position.x,(float)position.y,(float)position.z).sub(CameraEntityUtils.getCameraCenter(Globals.playerCamera));
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//set projection matrix
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GL40.glUniformMatrix4fv(GL40.glGetUniformLocation(openGLState.getActiveShader().getShaderId(), "projection"), false, RenderingEngine.nearVolumeProjectionMatrix.get(new float[16]));
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modelTransformMatrix = modelTransformMatrix.identity();
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modelTransformMatrix.translate(cameraModifiedPosition);
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modelTransformMatrix.rotate(EntityUtils.getRotation(currentEntity));
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modelTransformMatrix.scale(new Vector3d(EntityUtils.getScale(currentEntity)));
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currentActor.applyModelMatrix(modelTransformMatrix);
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currentActor.draw(renderPipelineState,openGLState);
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}
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}
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//stop rendering front faces
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GL40.glEnable(GL40.GL_CULL_FACE);
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GL40.glCullFace(GL40.GL_BACK);
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openGLState.setActiveShader(renderPipelineState, RenderingEngine.volumeDepthShaderProgram);
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RenderingEngine.volumeDepthFrontfaceFramebuffer.bind();
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GL40.glClear(GL40.GL_DEPTH_BUFFER_BIT);
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openGLState.glActiveTexture(GL40.GL_TEXTURE0);
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// glBindTexture(GL_TEXTURE_2D, woodTexture);
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// renderScene(simpleDepthShader);
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// glUniformMatrix4fv(glGetUniformLocation(Globals.renderingEngine.getActiveShader().shaderProgram, "view"), false, Globals.viewMatrix.get(new float[16]));
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// glUniformMatrix4fv(glGetUniformLocation(Globals.renderingEngine.getActiveShader().shaderProgram, "projection"), false, Globals.projectionMatrix.get(new float[16]));
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// GL20.glUniform1f(glGetUniformLocation(Globals.renderingEngine.getActiveShader().shaderProgram, "linearCoef"), volumeDepthLinearCoef);
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// GL20.glUniform1f(glGetUniformLocation(Globals.renderingEngine.getActiveShader().shaderProgram, "quadCoef"), volumeDepthQuadCoef);
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// glCullFace(GL_FRONT);
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//
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// D R A W A L L E N T I T I E S
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//
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for(Entity currentEntity : Globals.clientScene.getEntitiesWithTag(EntityTags.DRAWABLE)){
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Vector3d position = EntityUtils.getPosition(currentEntity);
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if(
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(boolean)currentEntity.getData(EntityDataStrings.DATA_STRING_DRAW) &&
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currentEntity.containsKey(EntityDataStrings.DRAW_VOLUMETRIC)
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){
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//fetch actor
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Actor currentActor = EntityUtils.getActor(currentEntity);
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//calculate camera-modified vector3f
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Vector3f cameraModifiedPosition = new Vector3f((float)position.x,(float)position.y,(float)position.z).sub(CameraEntityUtils.getCameraCenter(Globals.playerCamera));
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//calculate and apply model transform
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modelTransformMatrix = modelTransformMatrix.identity();
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modelTransformMatrix.translate(cameraModifiedPosition);
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modelTransformMatrix.rotate(EntityUtils.getRotation(currentEntity));
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modelTransformMatrix.scale(new Vector3d(EntityUtils.getScale(currentEntity)));
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currentActor.applyModelMatrix(modelTransformMatrix);
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//draw
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// if(!currentEntity.getDataKeys().contains(EntityDataStrings.TERRAIN_IS_TERRAIN) && !currentEntity.getDataKeys().contains(EntityDataStrings.DATA_STRING_CREATURE_IS_CREATURE)){
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currentActor.draw(renderPipelineState,openGLState);
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// System.out.println(currentActor.modelPath);
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// }
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}
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}
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GL40.glCullFace(GL40.GL_BACK);
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//now cull back faces
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//reset texture
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openGLState.glActiveTexture(GL40.GL_TEXTURE0);
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openGLState.glBindTexture(GL40.GL_TEXTURE_2D, 0);
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//bind default framebuffer
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openGLState.glBindFramebuffer(GL40.GL_FRAMEBUFFER,0);
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//resume culling backface
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GL40.glDisable(GL40.GL_CULL_FACE);
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}
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}
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