Renderer/src/main/java/electrosphere/renderer/pipelines/ShadowMapPipeline.java
2025-05-24 20:43:19 -04:00

216 lines
7.8 KiB
Java

package electrosphere.renderer.pipelines;
import java.util.LinkedList;
import java.util.List;
import org.joml.Matrix4d;
import org.joml.Vector3d;
import org.lwjgl.opengl.GL40;
import electrosphere.client.entity.camera.CameraEntityUtils;
import electrosphere.engine.Globals;
import electrosphere.entity.Entity;
import electrosphere.entity.EntityDataStrings;
import electrosphere.entity.EntityUtils;
import electrosphere.renderer.OpenGLState;
import electrosphere.renderer.RenderPipelineState;
import electrosphere.renderer.RenderingEngine;
import electrosphere.renderer.actor.Actor;
import electrosphere.renderer.model.Model;
import electrosphere.renderer.target.DrawTargetAccumulator;
import electrosphere.renderer.target.DrawTargetAccumulator.ModelAccumulatorData;
import electrosphere.util.math.SpatialMathUtils;
/**
* Shadow map pipeline
*/
public class ShadowMapPipeline implements RenderPipeline {
/**
* The resolution of the shadow map
*/
public static final int SHADOW_MAP_RESOLUTION = 4096;
/**
* Cutoff for adding to shadow map pipeline draw accumulator
*/
public static final double DRAW_CUTOFF_DIST = 30f;
/**
* The eye of the camera that is used to render the shadow map
*/
Vector3d cameraEye = new Vector3d(-1,20,-5.5);
/**
* The near plane distance
*/
float nearPlane = 1f;
/**
* The far plane
*/
float farPlane = 40f;
/**
* Sides of the orthagonal box
*/
float sideLength = 50f;
/**
* Sets whether the far plane should update based on camera location or not
*/
boolean updateFarPlane = true;
/**
* The draw target accumulator
*/
private DrawTargetAccumulator drawTargetAccumulator = new DrawTargetAccumulator();
/**
* The queue for non-static entities to draw
*/
private List<Entity> standardDrawCall = new LinkedList<Entity>();
@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(SHADOW_MAP_RESOLUTION, SHADOW_MAP_RESOLUTION);
openGLState.glDepthTest(true);
openGLState.glDepthFunc(GL40.GL_LEQUAL);
openGLState.setActiveShader(renderPipelineState, RenderingEngine.lightDepthShaderProgram);
RenderingEngine.lightDepthBuffer.bind(openGLState);
GL40.glClearDepth(1.0);
GL40.glClear(GL40.GL_DEPTH_BUFFER_BIT);
openGLState.glActiveTexture(GL40.GL_TEXTURE0);
float eyeX = (float)cameraEye.x;
float eyeY = (float)cameraEye.y;
float eyeZ = (float)cameraEye.z;
// float eyeDist = (float)cameraEye.length();
// float farPlane = eyeDist + 10.0f;
// float sidesMagnitude = (float)Math.sqrt(eyeDist);
float sidesMagnitude = sideLength;
//set matrices for light render
Matrix4d lightProjection = new Matrix4d().setOrtho(-sidesMagnitude, sidesMagnitude, -sidesMagnitude, sidesMagnitude, nearPlane, farPlane);//glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane);
Matrix4d lightView = new Matrix4d().setLookAt(
new Vector3d(eyeX, eyeY, eyeZ),
new Vector3d( 0.0f, 0.0f, 0.0f),
SpatialMathUtils.getUpVector()
);
Globals.renderingEngine.getLightDepthMatrix().set(lightProjection.mul(lightView));
openGLState.getActiveShader().setUniform(openGLState, "lightSpaceMatrix", Globals.renderingEngine.getLightDepthMatrix());
// 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();
Vector3d posVec = new Vector3d();
Vector3d scaleVec = new Vector3d();
for(Entity currentEntity : this.standardDrawCall){
Vector3d position = EntityUtils.getPosition(currentEntity);
if(
currentEntity.getData(EntityDataStrings.DATA_STRING_DRAW)!=null
){
//fetch actor
Actor currentActor = EntityUtils.getActor(currentEntity);
//calculate camera-modified vector3d
Vector3d cameraCenter = scaleVec.set(CameraEntityUtils.getCameraCenter(Globals.clientState.playerCamera));
Vector3d cameraModifiedPosition = posVec.set(position).sub(cameraCenter);
//calculate and apply model transform
modelTransformMatrix = modelTransformMatrix.identity();
modelTransformMatrix.translate(cameraModifiedPosition);
modelTransformMatrix.rotate(EntityUtils.getRotation(currentEntity));
modelTransformMatrix.scale(scaleVec.set(EntityUtils.getScale(currentEntity)));
currentActor.applySpatialData(new Matrix4d(modelTransformMatrix),new Vector3d(position));
//draw
currentActor.draw(renderPipelineState,openGLState);
}
}
renderPipelineState.setUseBones(false);
for(ModelAccumulatorData accumulator : this.drawTargetAccumulator.getCalls()){
Model model = Globals.assetManager.fetchModel(accumulator.getModelPath());
if(model != null){
int count = accumulator.getCount();
List<Matrix4d> transforms = accumulator.getTransforms();
List<Vector3d> positions = accumulator.getPositions();
model.setMeshMask(null);
for(int meshIndex = 0; meshIndex < model.getMeshCount(); meshIndex++){
for(int i = 0; i < count; i++){
Vector3d position = positions.get(i);
Matrix4d transform = transforms.get(i);
model.setWorldPos(position);
model.setModelMatrix(transform);
model.drawMesh(renderPipelineState, openGLState, meshIndex);
}
}
}
}
//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();
}
/**
* Sets the far plane value
* @param farPlane The far plane value
*/
public void setFarPlane(float farPlane){
this.farPlane = farPlane;
}
/**
* Sets whether the far plane should update based on camera location or not
* @param updateFarPlane true if should update, false otherwise
*/
public void setUpdateFarPlane(boolean updateFarPlane){
this.updateFarPlane = updateFarPlane;
}
/**
* Gets the draw target accumulator
* @return The draw target accumulator
*/
public DrawTargetAccumulator getDrawTargetAccumulator(){
return drawTargetAccumulator;
}
/**
* Gets the queue of standard entities to draw
* @return The queue of standard entites
*/
public List<Entity> getStandardEntityQueue(){
return standardDrawCall;
}
}