Open Source Tomb Raider Engine
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Render.cpp 11KB

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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 "Camera.h"
  12. #include "Log.h"
  13. #include "Menu.h"
  14. #include "StaticMesh.h"
  15. #include "World.h"
  16. #include "system/Shader.h"
  17. #include "system/Window.h"
  18. #include "Render.h"
  19. #include <glm/gtc/matrix_transform.hpp>
  20. #include <glbinding/gl/gl33.h>
  21. #include "imgui/imgui.h"
  22. #include "stb/stb_image_write.h"
  23. RenderMode Render::mode = RenderMode::LoadScreen;
  24. std::vector<Room*> Render::roomList;
  25. bool Render::displayViewFrustum = false;
  26. void Render::display() {
  27. gl::glClear(gl::GL_COLOR_BUFFER_BIT | gl::GL_DEPTH_BUFFER_BIT);
  28. if (mode == RenderMode::LoadScreen) {
  29. ImGui::SetNextWindowPos(ImVec2(0.0f, 0.0f));
  30. ImGui::SetNextWindowSize(ImVec2(Window::getSize().x, Window::getSize().y));
  31. ImGui::Begin("SplashWindow", nullptr, ImGuiWindowFlags_NoTitleBar
  32. | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove
  33. | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse
  34. | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings);
  35. auto bm = TextureManager::getBufferManager(TEXTURE_SPLASH, TextureStorage::SYSTEM);
  36. ImGui::Image(bm, ImVec2(Window::getSize().x, Window::getSize().y));
  37. ImGui::End();
  38. return;
  39. }
  40. if (mode == RenderMode::Wireframe) {
  41. gl::glPolygonMode(gl::GL_FRONT_AND_BACK, gl::GL_LINE);
  42. } else {
  43. gl::glPolygonMode(gl::GL_FRONT_AND_BACK, gl::GL_FILL);
  44. }
  45. bool updated = Camera::update();
  46. glm::mat4 projection = Camera::getProjectionMatrix();
  47. glm::mat4 view = Camera::getViewMatrix();
  48. glm::mat4 VP = projection * view;
  49. //if (updated) {
  50. int r = Camera::getRoom();
  51. clearRoomList();
  52. if (r < 0) {
  53. buildRoomList(VP);
  54. } else {
  55. buildRoomList(VP, r);
  56. }
  57. //}
  58. for (int r = roomList.size() - 1; r >= 0; r--) {
  59. roomList.at(r)->display(VP);
  60. for (int i = 0; i < World::sizeEntity(); i++) {
  61. auto& e = World::getEntity(i);
  62. if (roomList.at(r)->getIndex() == e.getRoom()) {
  63. e.display(VP);
  64. }
  65. }
  66. }
  67. if (displayViewFrustum)
  68. Camera::displayFrustum(VP);
  69. if (mode == RenderMode::Wireframe) {
  70. gl::glPolygonMode(gl::GL_FRONT_AND_BACK, gl::GL_FILL);
  71. }
  72. }
  73. void Render::buildRoomList(glm::mat4 VP, int room, glm::vec2 min, glm::vec2 max) {
  74. if (room < -1) {
  75. // Check if the camera currently is in a room...
  76. for (int i = 0; i < World::sizeRoom(); i++) {
  77. if (World::getRoom(i).getBoundingBox().inBox(Camera::getPosition())) {
  78. buildRoomList(VP, i);
  79. return;
  80. }
  81. }
  82. buildRoomList(VP, -1);
  83. } else if (room == -1) {
  84. // Check visibility for all rooms!
  85. for (int i = 0; i < World::sizeRoom(); i++) {
  86. if (Camera::boxInFrustum(World::getRoom(i).getBoundingBox())) {
  87. roomList.push_back(&World::getRoom(i));
  88. }
  89. }
  90. } else {
  91. // Check if this room is visible
  92. if (Camera::boxInFrustum(World::getRoom(room).getBoundingBox())) {
  93. roomList.push_back(&World::getRoom(room));
  94. // Display the visibility test for the portal to this room
  95. BoundingBox debugBox(glm::vec3(min, 0.0f), glm::vec3(max, 0.0f));
  96. debugBox.display(glm::mat4(1.0f), glm::vec3(1.0f, 1.0f, 1.0f), glm::vec3(0.0f, 1.0f, 0.0f));
  97. ImGui::Text(" Min: %.3f %.3f", min.x, min.y);
  98. ImGui::Text(" Max: %.3f %.3f", max.x, max.y);
  99. // Check all portals leading from this room to somewhere else
  100. for (int i = 0; i < World::getRoom(room).sizePortals(); i++) {
  101. auto& portal = World::getRoom(room).getPortal(i);
  102. // Calculate the 2D window of this portal
  103. glm::vec2 newMin, newMax;
  104. bool inited = false;
  105. for (int c = 0; c < 4; c++) {
  106. glm::vec3 vert = portal.getVertex(c);
  107. glm::vec4 result = VP * glm::vec4(vert, 1.0f);
  108. vert = glm::vec3(result) / result.w;
  109. ImGui::Text("Test %d: %.3f %.3f", c, vert.x, vert.y);
  110. if (!inited) {
  111. newMin = glm::vec2(vert);
  112. newMax = glm::vec2(vert);
  113. inited = true;
  114. } else {
  115. if (vert.x < newMin.x)
  116. newMin.x = vert.x;
  117. if (vert.y < newMin.y)
  118. newMin.y = vert.y;
  119. if (vert.x > newMax.x)
  120. newMax.x = vert.x;
  121. if (vert.y > newMax.y)
  122. newMax.y = vert.y;
  123. }
  124. }
  125. // Check if the portal intersects the portal leading into this room
  126. if (!((min.x < newMax.x) && (max.x > newMin.x)
  127. && (min.y < newMax.y) && (max.y > newMin.y))) {
  128. ImGui::Text("Invisible!");
  129. continue;
  130. } else {
  131. ImGui::Text("Visible!");
  132. }
  133. // Check if this room is already in the list...
  134. bool found = false;
  135. for (int n = 0; n < roomList.size(); n++) {
  136. if (roomList.at(n) == &World::getRoom(portal.getAdjoiningRoom())) {
  137. found = true;
  138. break;
  139. }
  140. }
  141. // ...only render it if it is not
  142. if (!found) {
  143. buildRoomList(VP, portal.getAdjoiningRoom(), newMin, newMax);
  144. }
  145. }
  146. }
  147. }
  148. }
  149. void Render::screenShot(const char* filenameBase) {
  150. orAssert(filenameBase != nullptr);
  151. int w = Window::getSize().x;
  152. int h = Window::getSize().y;
  153. int sz = w * h;
  154. unsigned char* image = new unsigned char[sz * 3];
  155. gl::glReadPixels(0, 0, w, h, gl::GL_RGB, gl::GL_UNSIGNED_BYTE, image);
  156. unsigned char* buffer = new unsigned char[sz * 3];
  157. for (int x = 0; x < w; x++) {
  158. for (int y = 0; y < h; y++) {
  159. buffer[3 * (x + (y * w))] = image[3 * (x + ((h - y - 1) * w))];
  160. buffer[(3 * (x + (y * w))) + 1] = image[(3 * (x + ((h - y - 1) * w))) + 1];
  161. buffer[(3 * (x + (y * w))) + 2] = image[(3 * (x + ((h - y - 1) * w))) + 2];
  162. }
  163. }
  164. // Don't overwrite files
  165. static int count = 0;
  166. bool done = false;
  167. std::string f;
  168. while (!done) {
  169. std::ostringstream filename;
  170. filename << filenameBase << "-" << count++ << ".png";
  171. f = filename.str();
  172. std::ifstream fs(f);
  173. done = !fs.good();
  174. fs.close();
  175. }
  176. if (!stbi_write_png(f.c_str(), w, h, 3, buffer, 0)) {
  177. Log::get(LOG_ERROR) << "Error saving image \"" << f << "\"!" << Log::endl;
  178. }
  179. delete [] image;
  180. delete [] buffer;
  181. }
  182. static const int modeStringCount = 4;
  183. static const char* modeStrings[modeStringCount] = {
  184. "Splash", "Texture", "Wireframe", "Solid"
  185. };
  186. void Render::displayUI() {
  187. if (ImGui::CollapsingHeader("Render Settings##render")) {
  188. int item = 0;
  189. if (mode == RenderMode::Texture)
  190. item = 1;
  191. else if (mode == RenderMode::Wireframe)
  192. item = 2;
  193. else if (mode == RenderMode::Solid)
  194. item = 3;
  195. if (ImGui::Combo("Render Mode##render", &item, modeStrings, modeStringCount)) {
  196. if (item == 0)
  197. mode = RenderMode::LoadScreen;
  198. else if (item == 1)
  199. mode = RenderMode::Texture;
  200. else if (item == 2)
  201. mode = RenderMode::Wireframe;
  202. else if (item == 3)
  203. mode = RenderMode::Solid;
  204. }
  205. ImGui::Separator();
  206. ImGui::Text("Camera:");
  207. bool updateViewFrustum = Camera::getUpdateViewFrustum();
  208. if (ImGui::Checkbox("Update Frustum##render", &updateViewFrustum)) {
  209. Camera::setUpdateViewFrustum(updateViewFrustum);
  210. }
  211. ImGui::SameLine();
  212. ImGui::Checkbox("Show Frustum##render", &displayViewFrustum);
  213. ImGui::SameLine();
  214. bool showOverlay = Camera::getShowOverlay();
  215. if (ImGui::Checkbox("Overlay", &showOverlay)) {
  216. Camera::setShowOverlay(showOverlay);
  217. }
  218. glm::vec3 camPos = Camera::getPosition();
  219. if (ImGui::SliderFloat3("Position", &camPos.x, -100000, 100000)) {
  220. Camera::setPosition(camPos);
  221. }
  222. ImGui::Separator();
  223. ImGui::Text("Bounding Boxes:");
  224. bool showBoundingBox = Room::getShowBoundingBox();
  225. if (ImGui::Checkbox("Rooms##bbox", &showBoundingBox)) {
  226. Room::setShowBoundingBox(showBoundingBox);
  227. }
  228. ImGui::SameLine();
  229. bool showBoundingBox2 = StaticMesh::getShowBoundingBox();
  230. if (ImGui::Checkbox("StaticMeshes##bbox", &showBoundingBox2)) {
  231. StaticMesh::setShowBoundingBox(showBoundingBox2);
  232. }
  233. ImGui::SameLine();
  234. bool showBoundingBox3 = Portal::getShowBoundingBox();
  235. if (ImGui::Checkbox("Portals##bbox", &showBoundingBox3)) {
  236. Portal::setShowBoundingBox(showBoundingBox3);
  237. }
  238. ImGui::Separator();
  239. ImGui::Text("Renderable Objects:");
  240. ImGui::Text("Room: ");
  241. ImGui::SameLine();
  242. bool showRoomGeometry = Room::getShowRoomGeometry();
  243. if (ImGui::Checkbox("Geometry##renderroom", &showRoomGeometry)) {
  244. Room::setShowRoomGeometry(showRoomGeometry);
  245. }
  246. ImGui::SameLine();
  247. bool showRoomModels = Room::getShowRoomModels();
  248. if (ImGui::Checkbox("Models##renderroom", &showRoomModels)) {
  249. Room::setShowRoomModels(showRoomModels);
  250. }
  251. ImGui::SameLine();
  252. bool showRoomSprites = Room::getShowRoomSprites();
  253. if (ImGui::Checkbox("Sprites##renderroom", &showRoomSprites)) {
  254. Room::setShowRoomSprites(showRoomSprites);
  255. }
  256. ImGui::Text("Entity: ");
  257. ImGui::SameLine();
  258. bool showEntitySprites = Entity::getShowEntitySprites();
  259. if (ImGui::Checkbox("Sprites##renderentity", &showEntitySprites)) {
  260. Entity::setShowEntitySprites(showEntitySprites);
  261. }
  262. ImGui::SameLine();
  263. bool showEntityMeshes = Entity::getShowEntityMeshes();
  264. if (ImGui::Checkbox("Meshes##renderentity", &showEntityMeshes)) {
  265. Entity::setShowEntityMeshes(showEntityMeshes);
  266. }
  267. ImGui::SameLine();
  268. bool showEntityModels = Entity::getShowEntityModels();
  269. if (ImGui::Checkbox("Models##renderentity", &showEntityModels)) {
  270. Entity::setShowEntityModels(showEntityModels);
  271. }
  272. ImGui::Separator();
  273. if (ImGui::Button("New Splash##render")) {
  274. TextureManager::initializeSplash();
  275. }
  276. ImGui::SameLine();
  277. if (ImGui::Button("New Menu##render")) {
  278. Menu::initialize();
  279. }
  280. }
  281. }