Renderer/src/main/java/electrosphere/renderer/RenderUtils.java
2021-10-23 10:10:16 -04:00

687 lines
22 KiB
Java

package electrosphere.renderer;
import electrosphere.entity.CameraEntityUtils;
import electrosphere.entity.Entity;
import electrosphere.entity.EntityDataStrings;
import electrosphere.entity.EntityUtils;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.ArrayList;
import java.util.Iterator;
import electrosphere.main.Globals;
import electrosphere.main.Main;
import static electrosphere.main.Main.deltaTime;
import static electrosphere.main.Main.view_Range;
import electrosphere.renderer.framebuffer.Framebuffer;
import electrosphere.renderer.framebuffer.FramebufferUtils;
import electrosphere.renderer.framebuffer.Renderbuffer;
import electrosphere.renderer.ui.Widget;
import electrosphere.util.Utilities;
import org.joml.Matrix4f;
import org.joml.Quaternionf;
import org.joml.Vector3f;
import org.lwjgl.BufferUtils;
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_FALSE;
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.GLFW_TRANSPARENT_FRAMEBUFFER;
import static org.lwjgl.glfw.GLFW.GLFW_TRUE;
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 org.lwjgl.opengl.GL11;
import static org.lwjgl.opengl.GL11.GL_BACK;
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_CULL_FACE;
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_FLOAT;
import static org.lwjgl.opengl.GL11.GL_FRONT;
import static org.lwjgl.opengl.GL11.GL_INT;
import static org.lwjgl.opengl.GL11.GL_LEQUAL;
import static org.lwjgl.opengl.GL11.GL_LESS;
import static org.lwjgl.opengl.GL11.GL_ONE_MINUS_SRC_ALPHA;
import static org.lwjgl.opengl.GL11.GL_SHORT;
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.GL_TRUE;
import static org.lwjgl.opengl.GL11.GL_UNSIGNED_INT;
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.glCullFace;
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 org.lwjgl.opengl.GL15;
import static org.lwjgl.opengl.GL15.GL_ARRAY_BUFFER;
import static org.lwjgl.opengl.GL15.GL_STATIC_DRAW;
import static org.lwjgl.opengl.GL15.glBindBuffer;
import static org.lwjgl.opengl.GL15.glGenBuffers;
import org.lwjgl.opengl.GL20;
import static org.lwjgl.opengl.GL20.GL_COMPILE_STATUS;
import static org.lwjgl.opengl.GL20.GL_FRAGMENT_SHADER;
import static org.lwjgl.opengl.GL20.GL_LINK_STATUS;
import static org.lwjgl.opengl.GL20.GL_VERTEX_SHADER;
import static org.lwjgl.opengl.GL20.glAttachShader;
import static org.lwjgl.opengl.GL20.glCompileShader;
import static org.lwjgl.opengl.GL20.glCreateProgram;
import static org.lwjgl.opengl.GL20.glCreateShader;
import static org.lwjgl.opengl.GL20.glDeleteShader;
import static org.lwjgl.opengl.GL20.glEnableVertexAttribArray;
import static org.lwjgl.opengl.GL20.glGetProgramInfoLog;
import static org.lwjgl.opengl.GL20.glGetProgrami;
import static org.lwjgl.opengl.GL20.glGetShaderi;
import static org.lwjgl.opengl.GL20.glGetUniformLocation;
import static org.lwjgl.opengl.GL20.glLinkProgram;
import static org.lwjgl.opengl.GL20.glShaderSource;
import static org.lwjgl.opengl.GL20.glUniform1fv;
import static org.lwjgl.opengl.GL20.glUniform1i;
import static org.lwjgl.opengl.GL20.glUniform3fv;
import static org.lwjgl.opengl.GL20.glUniformMatrix4fv;
import static org.lwjgl.opengl.GL20.glUseProgram;
import static org.lwjgl.opengl.GL20.glVertexAttribPointer;
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.opengl.GL30.glGenVertexArrays;
import static org.lwjgl.system.MemoryUtil.NULL;
/**
*
* @author amaterasu
*/
public class RenderUtils {
static int createScreenTextureVAO(){
int rVal = glGenVertexArrays();
glBindVertexArray(rVal);
//vertices
FloatBuffer VertexArrayBufferData = BufferUtils.createFloatBuffer(12);
VertexArrayBufferData.put(-1.0f);
VertexArrayBufferData.put( 1.0f);
VertexArrayBufferData.put(-1.0f);
VertexArrayBufferData.put(-1.0f);
VertexArrayBufferData.put( 1.0f);
VertexArrayBufferData.put(-1.0f);
VertexArrayBufferData.put(-1.0f);
VertexArrayBufferData.put( 1.0f);
VertexArrayBufferData.put( 1.0f);
VertexArrayBufferData.put(-1.0f);
VertexArrayBufferData.put( 1.0f);
VertexArrayBufferData.put( 1.0f);
VertexArrayBufferData.flip();
int vertexBuffer = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
GL15.glBufferData(GL_ARRAY_BUFFER, VertexArrayBufferData, GL_STATIC_DRAW);
glVertexAttribPointer(0, 2, GL_FLOAT, false, 0, 0);
glEnableVertexAttribArray(0);
//texture coords
FloatBuffer TextureArrayBufferData = BufferUtils.createFloatBuffer(12);
TextureArrayBufferData.put(0.0f);
TextureArrayBufferData.put(1.0f);
TextureArrayBufferData.put(0.0f);
TextureArrayBufferData.put(0.0f);
TextureArrayBufferData.put(1.0f);
TextureArrayBufferData.put(0.0f);
TextureArrayBufferData.put(0.0f);
TextureArrayBufferData.put(1.0f);
TextureArrayBufferData.put(1.0f);
TextureArrayBufferData.put(0.0f);
TextureArrayBufferData.put(1.0f);
TextureArrayBufferData.put(1.0f);
TextureArrayBufferData.flip();
int textureCoordBuffer = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, textureCoordBuffer);
GL15.glBufferData(GL_ARRAY_BUFFER, TextureArrayBufferData, GL_STATIC_DRAW);
glVertexAttribPointer(1, 2, GL_FLOAT, false, 0, 0);
glEnableVertexAttribArray(1);
return rVal;
}
public static void recaptureScreen(){
//Makes the window that was just created the current OS-level window context
glfwMakeContextCurrent(Globals.window);
//Maximize it
glfwMaximizeWindow(Globals.window);
//apply mouse controls state
if(Globals.controlHandler.isMouseVisible()){
Globals.controlHandler.showMouse();
} else {
Globals.controlHandler.hideMouse();
}
}
public static Model createSkyboxModel(Material optionalMaterial){
Model skyboxModel = new Model();
skyboxModel.meshes = new ArrayList();
skyboxModel.modelMatrix = new Matrix4f();
boolean apply_lighting = false;
boolean has_bones = false;
Mesh skyboxmesh = new Mesh(){
@Override
public void complexDraw(boolean setShader, boolean bufferStandardUniforms, boolean bufferNonStandardUniforms, boolean useMaterial, boolean useShadowMap, boolean setBones, boolean useLight){
if(setShader){
GL11.glDepthFunc(GL_LEQUAL);
glUseProgram(shader.shaderProgram);
}
if(useMaterial){
if(material == null){
Globals.materialDefault.apply_material(0,1);
Iterator<Vector3f> colorIterator = Globals.skyboxColors.iterator();
int counter = 0;
float[] temp = new float[3];
while(colorIterator.hasNext()){
Vector3f colorCurrent = colorIterator.next();
temp[0] = colorCurrent.x / 255.0f;
temp[1] = colorCurrent.y / 255.0f;
temp[2] = colorCurrent.z / 255.0f;
// System.out.println("colors[" + counter + "] " + temp[0] + " " + temp[1] + " " + temp[2]);
glUniform3fv(glGetUniformLocation(shader.shaderProgram, "colors[" + counter + "]"), temp);
counter++;
}
}
}
glBindVertexArray(vertexArrayObject);
if(bufferStandardUniforms){
//buffer model/view/proj matrices
glUniformMatrix4fv(shader.shaderVertexModelLoc, false, parent.modelMatrix.get(new float[16]));
glUniformMatrix4fv(shader.shaderVertexViewLoc, false, new Matrix4f(Globals.viewMatrix).scale(100).get(new float[16]));
glUniformMatrix4fv(shader.shaderVertexProjectionLoc, false, Globals.projectionMatrix.get(new float[16]));
glUniform3fv(shader.shaderVertexViewPosLoc, CameraEntityUtils.getCameraEye(Globals.playerCamera).get(BufferUtils.createFloatBuffer(3)));
}
GL11.glDrawElements(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
if(setShader){
GL11.glDepthFunc(GL_LESS);
}
}
};
skyboxmesh.mesh = null;
//
// VAO
//
skyboxmesh.vertexArrayObject = glGenVertexArrays();
glBindVertexArray(skyboxmesh.vertexArrayObject);
float[] vertexcoords = {
100.0f, 100.0f, 100.0f,
100.0f, 100.0f,-100.0f,
100.0f,-100.0f, 100.0f,
100.0f,-100.0f,-100.0f,
-100.0f, 100.0f, 100.0f,
-100.0f, 100.0f,-100.0f,
-100.0f,-100.0f, 100.0f,
-100.0f,-100.0f,-100.0f,
};
//
//Buffer data to GPU
//
try {
skyboxmesh.vertexCount = vertexcoords.length / 3;
FloatBuffer VertexArrayBufferData = BufferUtils.createFloatBuffer(skyboxmesh.vertexCount * 3);
float[] temp = new float[3];
for (int i = 0; i < skyboxmesh.vertexCount; i++) {
temp[0] = vertexcoords[i * 3 + 0];
temp[1] = vertexcoords[i * 3 + 1];
temp[2] = vertexcoords[i * 3 + 2];
VertexArrayBufferData.put(temp);
}
VertexArrayBufferData.flip();
skyboxmesh.buffer_vertices(VertexArrayBufferData, 3);
} catch (NullPointerException ex){
ex.printStackTrace();
}
int[] facedata = {
0,1,4,
1,4,5,
1,3,5,
3,5,7,
4,5,7,
4,6,7,
0,2,4,
2,4,6,
0,1,2,
1,2,3,
2,3,6,
3,6,7,
};
//
// FACES
//
skyboxmesh.faceCount = facedata.length / 3;
skyboxmesh.elementCount = facedata.length;
IntBuffer elementArrayBufferData = BufferUtils.createIntBuffer(skyboxmesh.elementCount);
for(int i = 0; i < skyboxmesh.faceCount; i++){
int[] temp = new int[3];
temp[0] = facedata[i * 3 + 0];
temp[1] = facedata[i * 3 + 1];
temp[2] = facedata[i * 3 + 2];
elementArrayBufferData.put(temp);
}
elementArrayBufferData.flip();
skyboxmesh.buffer_faces(elementArrayBufferData);
if(optionalMaterial != null){
//
// NORMALS
//
try {
skyboxmesh.normalCount = vertexcoords.length / 3;
FloatBuffer NormalArrayBufferData;
if(skyboxmesh.normalCount > 0){
NormalArrayBufferData = BufferUtils.createFloatBuffer(skyboxmesh.normalCount * 3);
float[] temp = new float[3];
for (int i = 0; i < skyboxmesh.normalCount; i++) {
temp[0] = vertexcoords[i * 3 + 0];
temp[1] = vertexcoords[i * 3 + 1];
temp[2] = vertexcoords[i * 3 + 2];
NormalArrayBufferData.put(temp);
}
NormalArrayBufferData.flip();
skyboxmesh.buffer_normals(NormalArrayBufferData, 3);
}
} catch (NullPointerException ex){
ex.printStackTrace();
}
//
// TEXTURE COORDINATES
//
/*try {
skyboxmesh.textureCoordCount = mesh.mTextureCoords(0).capacity();
FloatBuffer TextureArrayBufferData;
if(skyboxmesh.textureCoordCount > 0){
TextureArrayBufferData = BufferUtils.createFloatBuffer(skyboxmesh.textureCoordCount * 2);
float[] temp = new float[2];
for (int i = 0; i < skyboxmesh.textureCoordCount; i++) {
AIVector3D normal = texturecoords.get(i);
temp[0] = normal.x();
temp[1] = normal.y();
// temp[2] = normal.z();
TextureArrayBufferData.put(temp);
}
TextureArrayBufferData.flip();
skyboxmesh.buffer_texture_coords(TextureArrayBufferData);
}
} catch (NullPointerException ex){
ex.printStackTrace();
}
skyboxmesh.shader = ShaderProgram.smart_assemble_shader(has_bones, apply_lighting);
skybox_model.materials.add(optionalMaterial);
*/
} else {
skyboxmesh.shader = ShaderProgram.loadSpecificShader("/Shaders/skybox/VertexShaderNoTexture.vs", "/Shaders/skybox/FragmentShaderNoTexture.fs");
try {
FloatBuffer ColorArrayBufferData = BufferUtils.createFloatBuffer(skyboxmesh.vertexCount);
for (int i = 0; i < skyboxmesh.vertexCount; i++) {
ColorArrayBufferData.put(i);
}
ColorArrayBufferData.flip();
int idBuffer = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, idBuffer);
GL15.glBufferData(GL_ARRAY_BUFFER, ColorArrayBufferData, GL_STATIC_DRAW);
glVertexAttribPointer(1, 1, GL11.GL_FLOAT, false, 0, 0);
glEnableVertexAttribArray(1);
} catch (NullPointerException ex){
ex.printStackTrace();
}
}
skyboxmesh.hasBones = false;
glBindVertexArray(0);
skyboxmesh.nodeID = "skybox";
skyboxmesh.parent = skyboxModel;
skyboxModel.meshes.add(skyboxmesh);
return skyboxModel;
}
public static Model createParticleModel(){
Model particleModel = new Model();
particleModel.meshes = new ArrayList();
particleModel.modelMatrix = new Matrix4f();
Mesh particleMesh = new Mesh();
particleMesh.mesh = null;
//
// VAO
//
particleMesh.vertexArrayObject = glGenVertexArrays();
glBindVertexArray(particleMesh.vertexArrayObject);
float[] vertexcoords = {
-1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
};
//
//Buffer data to GPU
//
try {
particleMesh.vertexCount = vertexcoords.length / 3;
FloatBuffer VertexArrayBufferData = BufferUtils.createFloatBuffer(particleMesh.vertexCount * 3);
float[] temp = new float[3];
for (int i = 0; i < particleMesh.vertexCount; i++) {
temp[0] = vertexcoords[i * 3 + 0];
temp[1] = vertexcoords[i * 3 + 1];
temp[2] = vertexcoords[i * 3 + 2];
VertexArrayBufferData.put(temp);
}
VertexArrayBufferData.flip();
particleMesh.buffer_vertices(VertexArrayBufferData, 3);
} catch (NullPointerException ex){
ex.printStackTrace();
}
int[] facedata = {
0,1,2,
1,2,3,
};
//
// FACES
//
particleMesh.faceCount = facedata.length / 3;
particleMesh.elementCount = facedata.length;
IntBuffer elementArrayBufferData = BufferUtils.createIntBuffer(particleMesh.elementCount);
for(int i = 0; i < particleMesh.faceCount; i++){
int[] temp = new int[3];
temp[0] = facedata[i * 3 + 0];
temp[1] = facedata[i * 3 + 1];
temp[2] = facedata[i * 3 + 2];
elementArrayBufferData.put(temp);
}
elementArrayBufferData.flip();
particleMesh.buffer_faces(elementArrayBufferData);
//
// TEXTURE COORDS
//
FloatBuffer texture_coords = BufferUtils.createFloatBuffer(8);
float[] texturedata = {
0,0,
1,0,
0,1,
1,1
};
texture_coords.put(texturedata);
texture_coords.flip();
particleMesh.buffer_texture_coords(texture_coords, 2);
particleMesh.shader = ShaderProgram.loadSpecificShader("Shaders/particleBillboard/particleBillboard.vs", "Shaders/particleBillboard/particleBillboard.fs");
particleMesh.hasBones = false;
glBindVertexArray(0);
particleMesh.nodeID = "particleBillboard";
particleMesh.parent = particleModel;
particleModel.meshes.add(particleMesh);
return particleModel;
}
public static Model createPlaneModel(){
Model rVal = new Model();
rVal.meshes = new ArrayList();
rVal.modelMatrix = new Matrix4f();
Mesh planeMesh = new Mesh();
planeMesh.mesh = null;
//
// VAO
//
planeMesh.vertexArrayObject = glGenVertexArrays();
glBindVertexArray(planeMesh.vertexArrayObject);
float[] vertexcoords = {
-1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
};
//
//Buffer data to GPU
//
try {
planeMesh.vertexCount = vertexcoords.length / 3;
FloatBuffer VertexArrayBufferData = BufferUtils.createFloatBuffer(planeMesh.vertexCount * 3);
float[] temp = new float[3];
for (int i = 0; i < planeMesh.vertexCount; i++) {
temp[0] = vertexcoords[i * 3 + 0];
temp[1] = vertexcoords[i * 3 + 1];
temp[2] = vertexcoords[i * 3 + 2];
VertexArrayBufferData.put(temp);
}
VertexArrayBufferData.flip();
planeMesh.buffer_vertices(VertexArrayBufferData, 3);
} catch (NullPointerException ex){
ex.printStackTrace();
}
int[] facedata = {
0,1,2,
1,2,3,
};
//
// FACES
//
planeMesh.faceCount = facedata.length / 3;
planeMesh.elementCount = facedata.length;
IntBuffer elementArrayBufferData = BufferUtils.createIntBuffer(planeMesh.elementCount);
for(int i = 0; i < planeMesh.faceCount; i++){
int[] temp = new int[3];
temp[0] = facedata[i * 3 + 0];
temp[1] = facedata[i * 3 + 1];
temp[2] = facedata[i * 3 + 2];
elementArrayBufferData.put(temp);
}
elementArrayBufferData.flip();
planeMesh.buffer_faces(elementArrayBufferData);
//
// TEXTURE COORDS
//
FloatBuffer texture_coords = BufferUtils.createFloatBuffer(8);
float[] texturedata = {
0,1,
1,1,
0,0,
1,0
};
texture_coords.put(texturedata);
texture_coords.flip();
planeMesh.buffer_texture_coords(texture_coords, 2);
planeMesh.shader = ShaderProgram.loadSpecificShader("Shaders/plane/plane.vs", "Shaders/plane/plane.fs");
planeMesh.hasBones = false;
glBindVertexArray(0);
planeMesh.nodeID = "plane";
planeMesh.parent = rVal;
rVal.meshes.add(planeMesh);
return rVal;
}
}