Open Source Tomb Raider Engine
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Render.cpp 12KB

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  1. /*!
  2. * \file src/Render.cpp
  3. * \brief World Renderer
  4. *
  5. * \author Mongoose
  6. * \author xythobuz
  7. */
  8. #include <fstream>
  9. #include <sstream>
  10. #include "global.h"
  11. #include "BoundingBox.h"
  12. #include "BoundingSphere.h"
  13. #include "Camera.h"
  14. #include "Log.h"
  15. #include "Menu.h"
  16. #include "Selector.h"
  17. #include "StaticMesh.h"
  18. #include "World.h"
  19. #include "system/Shader.h"
  20. #include "system/Window.h"
  21. #include "Render.h"
  22. #include <glm/gtc/matrix_transform.hpp>
  23. #include <glbinding/gl/gl.h>
  24. #include "imgui/imgui.h"
  25. #include "stb/stb_image_write.h"
  26. RenderMode Render::mode = RenderMode::LoadScreen;
  27. std::vector<RoomRenderList> Render::roomList;
  28. bool Render::displayViewFrustum = false;
  29. bool Render::displayVisibilityCheck = false;
  30. void Render::display() {
  31. gl::glClear(gl::GL_COLOR_BUFFER_BIT | gl::GL_DEPTH_BUFFER_BIT);
  32. if (mode == RenderMode::LoadScreen) {
  33. ImGui::SetNextWindowPos(ImVec2(0.0f, 0.0f));
  34. ImGui::SetNextWindowSize(ImVec2(Window::getSize().x, Window::getSize().y));
  35. ImGui::Begin("SplashWindow", nullptr, ImGuiWindowFlags_NoTitleBar
  36. | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove
  37. | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse
  38. | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings);
  39. auto bm = TextureManager::getBufferManager(TEXTURE_SPLASH, TextureStorage::SYSTEM);
  40. ImGui::Image(bm, ImVec2(Window::getSize().x, Window::getSize().y));
  41. ImGui::End();
  42. return;
  43. }
  44. if (mode == RenderMode::Wireframe) {
  45. gl::glPolygonMode(gl::GL_FRONT_AND_BACK, gl::GL_LINE);
  46. } else {
  47. gl::glPolygonMode(gl::GL_FRONT_AND_BACK, gl::GL_FILL);
  48. }
  49. bool updated = Camera::update();
  50. glm::mat4 projection = Camera::getProjectionMatrix();
  51. glm::mat4 view = Camera::getViewMatrix();
  52. glm::mat4 VP = projection * view;
  53. if (updated || displayVisibilityCheck) {
  54. clearRoomList();
  55. buildRoomList(VP);
  56. }
  57. for (int r = roomList.size() - 1; r >= 0; r--) {
  58. auto& rl = roomList.at(r);
  59. //! \fixme TODO scissor to portal in screenspace to fix 4D rendering
  60. //gl::glEnable(gl::GL_SCISSOR_TEST);
  61. //gl::glScissor(rl.portalPos.x, rl.portalPos.y, rl.portalSize.x, rl.portalSize.y);
  62. //ImGui::Text("%.2f %.2f", rl.portalPos.x, rl.portalPos.y);
  63. //ImGui::Text("%.2f %.2f", rl.portalSize.x, rl.portalSize.y);
  64. //ImGui::Text("--");
  65. rl.room->display(VP);
  66. for (int i = 0; i < World::sizeEntity(); i++) {
  67. auto& e = World::getEntity(i);
  68. if (rl.room->getIndex() == e.getRoom()) {
  69. e.display(VP);
  70. }
  71. }
  72. //gl::glDisable(gl::GL_SCISSOR_TEST);
  73. }
  74. if (displayViewFrustum)
  75. Camera::displayFrustum(VP);
  76. Selector::displaySelection();
  77. BoundingBox::display();
  78. BoundingSphere::display();
  79. if (mode == RenderMode::Wireframe) {
  80. gl::glPolygonMode(gl::GL_FRONT_AND_BACK, gl::GL_FILL);
  81. }
  82. }
  83. void Render::buildRoomList(glm::mat4 VP, int room, glm::vec2 min, glm::vec2 max) {
  84. glm::vec2 halfSize = glm::vec2(Window::getSize()) / 2.0f;
  85. glm::vec2 pos = (min * halfSize) + halfSize;
  86. glm::vec2 size = (max * halfSize) + halfSize - pos;
  87. if (room < -1) {
  88. // Check if the camera currently is in a room...
  89. for (int i = 0; i < World::sizeRoom(); i++) {
  90. if (World::getRoom(i).getBoundingBox().inBox(Camera::getPosition())) {
  91. buildRoomList(VP, i);
  92. return;
  93. }
  94. }
  95. buildRoomList(VP, -1);
  96. } else if (room == -1) {
  97. // Check visibility for all rooms!
  98. for (int i = 0; i < World::sizeRoom(); i++) {
  99. if (Camera::boxInFrustum(World::getRoom(i).getBoundingBox())) {
  100. roomList.emplace_back(&World::getRoom(i), pos, size);
  101. }
  102. }
  103. } else {
  104. roomList.emplace_back(&World::getRoom(room), pos, size);
  105. if (displayVisibilityCheck) {
  106. // Display the visibility test for the portal to this room
  107. BoundingBox debugBox(glm::vec3(min, 0.0f), glm::vec3(max, 0.0f));
  108. debugBox.display(glm::mat4(1.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec3(0.0f, 1.0f, 0.0f));
  109. }
  110. // Check all portals leading from this room to somewhere else
  111. for (int i = 0; i < World::getRoom(room).sizePortals(); i++) {
  112. auto& portal = World::getRoom(room).getPortal(i);
  113. auto& r = World::getRoom(portal.getAdjoiningRoom());
  114. // Calculate the 2D screen-space bounding box of this portal
  115. glm::vec4 newMin, newMax;
  116. for (int c = 0; c < 4; c++) {
  117. glm::vec3 port = portal.getVertex(c);
  118. glm::vec4 vert = VP * glm::vec4(port, 1.0f);
  119. if (c == 0) {
  120. newMin = vert;
  121. newMax = vert;
  122. } else {
  123. if (vert.x < newMin.x)
  124. newMin.x = vert.x;
  125. if (vert.y < newMin.y)
  126. newMin.y = vert.y;
  127. if (vert.z < newMin.z)
  128. newMin.z = vert.z;
  129. if (vert.w < newMin.w)
  130. newMin.w = vert.w;
  131. if (vert.x > newMax.x)
  132. newMax.x = vert.x;
  133. if (vert.y > newMax.y)
  134. newMax.y = vert.y;
  135. if (vert.z > newMax.z)
  136. newMax.z = vert.z;
  137. if (vert.w > newMax.w)
  138. newMax.w = vert.w;
  139. }
  140. }
  141. // Check if the portal lies behind the player
  142. if (!((newMin.z <= newMin.w) && (newMin.z >= -newMin.w)
  143. && (newMax.z <= newMax.w) && (newMax.z >= -newMax.w))) {
  144. continue;
  145. }
  146. //! \fixme Need to check portal normal, only render if it points in our direction
  147. //if (!normalFacingUs) {
  148. // continue;
  149. //}
  150. // Check if the portal intersects the portal leading into this room
  151. if (!((min.x < (newMax.x / newMax.w)) && (max.x > (newMin.x / newMin.w))
  152. && (min.y < (newMax.y / newMax.w)) && (max.y > (newMin.y / newMin.w)))) {
  153. continue;
  154. }
  155. // Check if the connected room is in our view frustum (could be visible)
  156. if (!Camera::boxInFrustum(r.getBoundingBox())) {
  157. //continue;
  158. }
  159. // Check if this room is already in the list...
  160. bool found = false;
  161. for (int n = 0; n < roomList.size(); n++) {
  162. if (roomList.at(n).room == &r) {
  163. found = true;
  164. break;
  165. }
  166. }
  167. // ...only render it if it is not
  168. if (!found) {
  169. buildRoomList(VP, portal.getAdjoiningRoom(), glm::vec2(newMin) / newMin.w,
  170. glm::vec2(newMax) / newMax.w);
  171. }
  172. }
  173. }
  174. }
  175. void Render::screenShot(const char* filenameBase) {
  176. orAssert(filenameBase != nullptr);
  177. int w = Window::getSize().x;
  178. int h = Window::getSize().y;
  179. int sz = w * h;
  180. unsigned char* image = new unsigned char[sz * 3];
  181. gl::glReadPixels(0, 0, w, h, gl::GL_RGB, gl::GL_UNSIGNED_BYTE, image);
  182. unsigned char* buffer = new unsigned char[sz * 3];
  183. for (int x = 0; x < w; x++) {
  184. for (int y = 0; y < h; y++) {
  185. buffer[3 * (x + (y * w))] = image[3 * (x + ((h - y - 1) * w))];
  186. buffer[(3 * (x + (y * w))) + 1] = image[(3 * (x + ((h - y - 1) * w))) + 1];
  187. buffer[(3 * (x + (y * w))) + 2] = image[(3 * (x + ((h - y - 1) * w))) + 2];
  188. }
  189. }
  190. // Don't overwrite files
  191. static int count = 0;
  192. bool done = false;
  193. std::string f;
  194. while (!done) {
  195. std::ostringstream filename;
  196. filename << filenameBase << "-" << count++ << ".png";
  197. f = filename.str();
  198. std::ifstream fs(f);
  199. done = !fs.good();
  200. fs.close();
  201. }
  202. if (!stbi_write_png(f.c_str(), w, h, 3, buffer, 0)) {
  203. Log::get(LOG_ERROR) << "Error saving image \"" << f << "\"!" << Log::endl;
  204. }
  205. delete [] image;
  206. delete [] buffer;
  207. }
  208. static const int modeStringCount = 4;
  209. static const char* modeStrings[modeStringCount] = {
  210. "Splash", "Texture", "Wireframe", "Solid"
  211. };
  212. void Render::displayUI() {
  213. if (ImGui::CollapsingHeader("Render Settings##render")) {
  214. int item = 0;
  215. if (mode == RenderMode::Texture)
  216. item = 1;
  217. else if (mode == RenderMode::Wireframe)
  218. item = 2;
  219. else if (mode == RenderMode::Solid)
  220. item = 3;
  221. if (ImGui::Combo("Render Mode##render", &item, modeStrings, modeStringCount)) {
  222. if (item == 0)
  223. mode = RenderMode::LoadScreen;
  224. else if (item == 1)
  225. mode = RenderMode::Texture;
  226. else if (item == 2)
  227. mode = RenderMode::Wireframe;
  228. else if (item == 3)
  229. mode = RenderMode::Solid;
  230. }
  231. ImGui::Separator();
  232. ImGui::Text("Camera:");
  233. bool updateViewFrustum = Camera::getUpdateViewFrustum();
  234. if (ImGui::Checkbox("Update Frustum##camera", &updateViewFrustum)) {
  235. Camera::setUpdateViewFrustum(updateViewFrustum);
  236. }
  237. ImGui::SameLine();
  238. ImGui::Checkbox("Show Frustum##camera", &displayViewFrustum);
  239. ImGui::SameLine();
  240. bool keepInRoom = Camera::getKeepInRoom();
  241. if (ImGui::Checkbox("Keep in Room##camera", &keepInRoom)) {
  242. Camera::setKeepInRoom(keepInRoom);
  243. }
  244. glm::vec3 camPos = Camera::getPosition();
  245. if (ImGui::SliderFloat3("Position##camera", &camPos.x, -100000, 100000)) {
  246. Camera::setPosition(camPos);
  247. }
  248. ImGui::Separator();
  249. ImGui::Text("Bounding Boxes:");
  250. bool showBoundingBox = Room::getShowBoundingBox();
  251. if (ImGui::Checkbox("Rooms##bbox", &showBoundingBox)) {
  252. Room::setShowBoundingBox(showBoundingBox);
  253. }
  254. ImGui::SameLine();
  255. bool showBoundingBox2 = StaticMesh::getShowBoundingBox();
  256. if (ImGui::Checkbox("StaticMeshes##bbox", &showBoundingBox2)) {
  257. StaticMesh::setShowBoundingBox(showBoundingBox2);
  258. }
  259. ImGui::SameLine();
  260. bool showBoundingBox3 = Portal::getShowBoundingBox();
  261. if (ImGui::Checkbox("Portals##bbox", &showBoundingBox3)) {
  262. Portal::setShowBoundingBox(showBoundingBox3);
  263. }
  264. ImGui::SameLine();
  265. ImGui::Checkbox("VisChecks##bbox", &displayVisibilityCheck);
  266. ImGui::Separator();
  267. ImGui::Text("Renderable Objects:");
  268. ImGui::Text("Room: ");
  269. ImGui::SameLine();
  270. bool showRoomGeometry = Room::getShowRoomGeometry();
  271. if (ImGui::Checkbox("Geometry##renderroom", &showRoomGeometry)) {
  272. Room::setShowRoomGeometry(showRoomGeometry);
  273. }
  274. ImGui::SameLine();
  275. bool showRoomModels = Room::getShowRoomModels();
  276. if (ImGui::Checkbox("Models##renderroom", &showRoomModels)) {
  277. Room::setShowRoomModels(showRoomModels);
  278. }
  279. ImGui::SameLine();
  280. bool showRoomSprites = Room::getShowRoomSprites();
  281. if (ImGui::Checkbox("Sprites##renderroom", &showRoomSprites)) {
  282. Room::setShowRoomSprites(showRoomSprites);
  283. }
  284. ImGui::Text("Entity: ");
  285. ImGui::SameLine();
  286. bool showEntitySprites = Entity::getShowEntitySprites();
  287. if (ImGui::Checkbox("Sprites##renderentity", &showEntitySprites)) {
  288. Entity::setShowEntitySprites(showEntitySprites);
  289. }
  290. ImGui::SameLine();
  291. bool showEntityMeshes = Entity::getShowEntityMeshes();
  292. if (ImGui::Checkbox("Meshes##renderentity", &showEntityMeshes)) {
  293. Entity::setShowEntityMeshes(showEntityMeshes);
  294. }
  295. ImGui::SameLine();
  296. bool showEntityModels = Entity::getShowEntityModels();
  297. if (ImGui::Checkbox("Models##renderentity", &showEntityModels)) {
  298. Entity::setShowEntityModels(showEntityModels);
  299. }
  300. ImGui::Separator();
  301. if (ImGui::Button("New Splash##render")) {
  302. TextureManager::initializeSplash();
  303. }
  304. ImGui::SameLine();
  305. if (ImGui::Button("New Menu##render")) {
  306. Menu::initialize();
  307. }
  308. }
  309. }