947 lines
24 KiB
C++
947 lines
24 KiB
C++
#include "render/Renderer.h"
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#include <cmath>
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namespace ZL {
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Matrix4f MakeOrthoMatrix(float width, float height, float zNear, float zFar)
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{
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float depthRange = zFar - zNear;
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if (depthRange <= 0)
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{
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throw std::runtime_error("zFar must be greater than zNear");
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}
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Matrix4f r;
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r.data()[0] = 2.f / width;
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r.data()[1] = 0;
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r.data()[2] = 0;
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r.data()[3] = 0;
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r.data()[4] = 0;
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r.data()[5] = 2.f / height;
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r.data()[6] = 0;
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r.data()[7] = 0;
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r.data()[8] = 0;
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r.data()[9] = 0;
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r.data()[10] = -1 / depthRange;
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r.data()[11] = 0;
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r.data()[12] = -1;
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r.data()[13] = -1;
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r.data()[14] = zNear / depthRange;
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r.data()[15] = 1;
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return r;
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}
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Matrix4f MakeOrthoMatrix(float xmin, float xmax, float ymin, float ymax, float zNear, float zFar)
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{
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float width = xmax - xmin;
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float height = ymax - ymin;
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float depthRange = zFar - zNear;
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if (width <= 0 || height <= 0 || depthRange <= 0)
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{
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throw std::runtime_error("Invalid dimensions for orthogonal matrix");
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}
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Matrix4f r;
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r.data()[0] = 2.f / width;
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r.data()[5] = 2.f / height;
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r.data()[10] = -1.f / depthRange;
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r.data()[1] = r.data()[2] = r.data()[3] = 0;
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r.data()[4] = r.data()[6] = r.data()[7] = 0;
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r.data()[8] = r.data()[9] = r.data()[11] = 0;
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r.data()[12] = -(xmax + xmin) / width;
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r.data()[13] = -(ymax + ymin) / height;
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r.data()[14] = zNear / depthRange;
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r.data()[15] = 1.f;
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return r;
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}
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Matrix4f MakePerspectiveMatrix(float fovY, float aspectRatio, float zNear, float zFar)
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{
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float tanHalfFovy = tan(fovY / 2.f);
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Matrix4f r;
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if (zNear >= zFar || aspectRatio == 0)
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{
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throw std::runtime_error("Invalid perspective parameters");
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}
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r.data()[0] = 1.f / (aspectRatio * tanHalfFovy);
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r.data()[1] = 0;
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r.data()[2] = 0;
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r.data()[3] = 0;
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r.data()[4] = 0;
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r.data()[5] = 1.f / (tanHalfFovy);
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r.data()[6] = 0;
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r.data()[7] = 0;
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r.data()[8] = 0;
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r.data()[9] = 0;
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r.data()[10] = -(zFar + zNear) / (zFar - zNear);
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r.data()[11] = -1;
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r.data()[12] = 0;
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r.data()[13] = 0;
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r.data()[14] = -(2.f * zFar * zNear) / (zFar - zNear);
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r.data()[15] = 0;
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return r;
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}
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VBOHolder::VBOHolder()
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{
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glGenBuffers(1, &Buffer);
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}
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VBOHolder::~VBOHolder()
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{
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glDeleteBuffers(1, &Buffer);
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}
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GLuint VBOHolder::getBuffer()
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{
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return Buffer;
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}
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VAOHolder::VAOHolder()
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{
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#ifndef EMSCRIPTEN
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#ifndef ANDROID
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glGenVertexArrays(1, &vao);
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#endif
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#endif
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}
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VAOHolder::~VAOHolder()
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{
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#ifndef EMSCRIPTEN
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#ifndef ANDROID
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#ifdef __linux__
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glDeleteVertexArrays(1, &vao);
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#else
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//Windows
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glDeleteVertexArray(1, &vao);
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#endif
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#endif
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#endif
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}
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GLuint VAOHolder::getBuffer()
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{
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return vao;
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}
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VertexDataStruct CreateRect2D(Vector2f center, Vector2f halfWidthHeight, float zLevel)
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{
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Vector2f posFrom = center - halfWidthHeight;
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Vector2f posTo = center + halfWidthHeight;
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Vector3f pos1 = { posFrom(0), posFrom(1), zLevel };
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Vector3f pos2 = { posFrom(0), posTo(1), zLevel };
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Vector3f pos3 = { posTo(0), posTo(1), zLevel };
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Vector3f pos4 = { posTo(0), posFrom(1), zLevel };
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Vector2f texCoordPos1 = { 0.0f, 0.0f };
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Vector2f texCoordPos2 = { 0.0f, 1.0f };
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Vector2f texCoordPos3 = { 1.0f, 1.0f };
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Vector2f texCoordPos4 = { 1.0f, 0.0f };
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VertexDataStruct result;
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result.PositionData.push_back(pos1);
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result.PositionData.push_back(pos2);
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result.PositionData.push_back(pos3);
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result.PositionData.push_back(pos3);
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result.PositionData.push_back(pos4);
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result.PositionData.push_back(pos1);
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result.TexCoordData.push_back(texCoordPos1);
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result.TexCoordData.push_back(texCoordPos2);
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result.TexCoordData.push_back(texCoordPos3);
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result.TexCoordData.push_back(texCoordPos3);
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result.TexCoordData.push_back(texCoordPos4);
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result.TexCoordData.push_back(texCoordPos1);
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return result;
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}
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VertexDataStruct CreateRectHorizontalSections2D(Vector2f center, Vector2f halfWidthHeight, float zLevel, size_t sectionCount)
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{
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Vector2f posFrom = center - halfWidthHeight;
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Vector2f posTo = center + halfWidthHeight;
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float sectionWidth = halfWidthHeight(0) * 2.f;
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VertexDataStruct result;
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for (size_t i = 0; i < sectionCount; i++)
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{
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Vector3f pos1 = { posFrom(0)+sectionWidth*i, posFrom(1), zLevel };
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Vector3f pos2 = { posFrom(0) + sectionWidth * i, posTo(1), zLevel };
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Vector3f pos3 = { posTo(0) + sectionWidth * i, posTo(1), zLevel };
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Vector3f pos4 = { posTo(0) + sectionWidth * i, posFrom(1), zLevel };
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result.PositionData.push_back(pos1);
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result.PositionData.push_back(pos2);
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result.PositionData.push_back(pos3);
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result.PositionData.push_back(pos3);
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result.PositionData.push_back(pos4);
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result.PositionData.push_back(pos1);
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Vector2f texCoordPos1 = { 0.0f, 0.0f };
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Vector2f texCoordPos2 = { 0.0f, 1.0f };
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Vector2f texCoordPos3 = { 1.0f, 1.0f };
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Vector2f texCoordPos4 = { 1.0f, 0.0f };
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result.TexCoordData.push_back(texCoordPos1);
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result.TexCoordData.push_back(texCoordPos2);
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result.TexCoordData.push_back(texCoordPos3);
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result.TexCoordData.push_back(texCoordPos3);
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result.TexCoordData.push_back(texCoordPos4);
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result.TexCoordData.push_back(texCoordPos1);
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}
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return result;
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}
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VertexDataStruct CreateCube3D(float scale)
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{
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std::array<std::array<Vector3f, 4>, 6> cubeSides;
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std::array<Vector3f, 6> cubeColors;
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cubeSides[0][0] = { -1, -1, -1 };
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cubeSides[0][1] = { -1, 1, -1 };
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cubeSides[0][2] = { 1, 1, -1 };
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cubeSides[0][3] = { 1, -1, -1 };
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cubeSides[1][0] = { -1, -1, 1 };
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cubeSides[1][1] = { -1, 1, 1 };
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cubeSides[1][2] = { 1, 1, 1 };
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cubeSides[1][3] = { 1, -1, 1 };
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//------------
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cubeSides[2][0] = { -1, -1, -1 };
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cubeSides[2][1] = { -1, -1, 1 };
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cubeSides[2][2] = { 1, -1, 1 };
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cubeSides[2][3] = { 1, -1, -1 };
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cubeSides[3][0] = { -1, 1, -1 };
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cubeSides[3][1] = { -1, 1, 1 };
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cubeSides[3][2] = { 1, 1, 1 };
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cubeSides[3][3] = { 1, 1, -1 };
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//------------
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cubeSides[4][0] = { -1, -1, -1 };
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cubeSides[4][1] = { -1, -1, 1 };
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cubeSides[4][2] = { -1, 1, 1 };
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cubeSides[4][3] = { -1, 1, -1 };
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cubeSides[5][0] = { 1, -1, -1 };
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cubeSides[5][1] = { 1, -1, 1 };
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cubeSides[5][2] = { 1, 1, 1 };
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cubeSides[5][3] = { 1, 1, -1 };
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//-----------
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cubeColors[0] = Vector3f{ 1, 0, 0 };
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cubeColors[1] = Vector3f{ 0, 1, 0 };
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cubeColors[2] = Vector3f{ 0, 0, 1 };
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cubeColors[3] = Vector3f{ 1, 1, 0 };
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cubeColors[4] = Vector3f{ 0, 1, 1 };
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cubeColors[5] = Vector3f{ 1, 0, 1 };
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//-----------
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VertexDataStruct result;
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for (int i = 0; i < 6; i++)
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{
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result.PositionData.push_back(cubeSides[i][0] * scale);
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result.PositionData.push_back(cubeSides[i][1] * scale);
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result.PositionData.push_back(cubeSides[i][2] * scale);
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result.PositionData.push_back(cubeSides[i][2] * scale);
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result.PositionData.push_back(cubeSides[i][3] * scale);
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result.PositionData.push_back(cubeSides[i][0] * scale);
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result.ColorData.push_back(cubeColors[i]);
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result.ColorData.push_back(cubeColors[i]);
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result.ColorData.push_back(cubeColors[i]);
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result.ColorData.push_back(cubeColors[i]);
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result.ColorData.push_back(cubeColors[i]);
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result.ColorData.push_back(cubeColors[i]);
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}
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return result;
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}
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VertexDataStruct CreateCubemap(float scale)
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{
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VertexDataStruct cubemapVertexDataStruct;
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// +x
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cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, scale });
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// -x
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cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, scale });
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// +y
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cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, scale });
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// -y
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cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, scale });
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// +z
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cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, scale });
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// -z
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cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ scale, scale, -scale });
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cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, -scale });
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return cubemapVertexDataStruct;
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}
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void VertexRenderStruct::RefreshVBO()
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{
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//Check if main thread, check if data is not empty...
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#ifndef EMSCRIPTEN
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#ifndef __ANDROID__
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if (!vao)
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{
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vao = std::make_shared<VAOHolder>();
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}
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glBindVertexArray(vao->getBuffer());
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#endif
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#endif
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if (!positionVBO)
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{
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positionVBO = std::make_shared<VBOHolder>();
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}
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glBindBuffer(GL_ARRAY_BUFFER, positionVBO->getBuffer());
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glBufferData(GL_ARRAY_BUFFER, data.PositionData.size() * 12, &data.PositionData[0], GL_DYNAMIC_DRAW);
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if (data.TexCoordData.size() > 0)
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{
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if (!texCoordVBO)
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{
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texCoordVBO = std::make_shared<VBOHolder>();
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}
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glBindBuffer(GL_ARRAY_BUFFER, texCoordVBO->getBuffer());
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glBufferData(GL_ARRAY_BUFFER, data.TexCoordData.size() * 8, &data.TexCoordData[0], GL_DYNAMIC_DRAW);
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}
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if (data.NormalData.size() > 0)
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{
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if (!normalVBO)
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{
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normalVBO = std::make_shared<VBOHolder>();
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}
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glBindBuffer(GL_ARRAY_BUFFER, normalVBO->getBuffer());
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glBufferData(GL_ARRAY_BUFFER, data.NormalData.size() * 12, &data.NormalData[0], GL_DYNAMIC_DRAW);
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}
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if (data.TangentData.size() > 0)
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{
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if (!tangentVBO)
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{
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tangentVBO = std::make_shared<VBOHolder>();
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}
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glBindBuffer(GL_ARRAY_BUFFER, tangentVBO->getBuffer());
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glBufferData(GL_ARRAY_BUFFER, data.TangentData.size() * 12, &data.TangentData[0], GL_DYNAMIC_DRAW);
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}
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if (data.BinormalData.size() > 0)
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{
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if (!binormalVBO)
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{
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binormalVBO = std::make_shared<VBOHolder>();
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}
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glBindBuffer(GL_ARRAY_BUFFER, binormalVBO->getBuffer());
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glBufferData(GL_ARRAY_BUFFER, data.BinormalData.size() * 12, &data.BinormalData[0], GL_DYNAMIC_DRAW);
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}
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if (data.ColorData.size() > 0)
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{
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if (!colorVBO)
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{
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colorVBO = std::make_shared<VBOHolder>();
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}
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glBindBuffer(GL_ARRAY_BUFFER, colorVBO->getBuffer());
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glBufferData(GL_ARRAY_BUFFER, data.ColorData.size() * 12, &data.ColorData[0], GL_DYNAMIC_DRAW);
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}
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}
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void VertexDataStruct::Scale(float scale)
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{
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for (int i = 0; i < PositionData.size(); i++)
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{
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PositionData[i] = PositionData[i] * scale;
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}
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}
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void VertexDataStruct::Move(Vector3f diff)
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{
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for (int i = 0; i < PositionData.size(); i++)
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{
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PositionData[i] = PositionData[i] + diff;
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}
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}
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void VertexDataStruct::SwapZandY()
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{
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for (int i = 0; i < PositionData.size(); i++)
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{
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auto value = PositionData[i](1);
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PositionData[i](1) = PositionData[i](2);
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PositionData[i](2) = value;
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}
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}
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void VertexDataStruct::RotateByMatrix(Matrix3f m)
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{
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for (int i = 0; i < PositionData.size(); i++)
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{
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PositionData[i] = PositionData[i].transpose() * m;
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}
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for (int i = 0; i < NormalData.size(); i++)
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{
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NormalData[i] = NormalData[i].transpose() * m;
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}
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for (int i = 0; i < TangentData.size(); i++)
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{
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TangentData[i] = TangentData[i].transpose() * m;
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}
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for (int i = 0; i < BinormalData.size(); i++)
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{
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BinormalData[i] = BinormalData[i].transpose() * m;
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}
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}
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void VertexRenderStruct::AssignFrom(const VertexDataStruct& v)
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{
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data = v;
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RefreshVBO();
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}
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void Renderer::InitOpenGL()
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{
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ModelviewMatrixStack.push(Matrix4f::Identity());
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ProjectionMatrixStack.push(Matrix4f::Identity());
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glActiveTexture(GL_TEXTURE0);
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#ifndef EMSCRIPTEN
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#ifndef __ANDROID__
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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#endif
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#endif
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthFunc(GL_LEQUAL);
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CheckGlError();
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}
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void Renderer::PushProjectionMatrix(float width, float height, float zNear, float zFar)
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{
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Matrix4f m = MakeOrthoMatrix(width, height, zNear, zFar);
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ProjectionMatrixStack.push(m);
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SetMatrix();
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if (ProjectionMatrixStack.size() > CONST_MATRIX_STACK_SIZE)
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{
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throw std::runtime_error("Projection matrix stack overflow!!!!");
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}
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}
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void Renderer::PushProjectionMatrix(float xmin, float xmax, float ymin, float ymax, float zNear, float zFar)
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{
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Matrix4f m = MakeOrthoMatrix(xmin, xmax, ymin, ymax, zNear, zFar);
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ProjectionMatrixStack.push(m);
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SetMatrix();
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if (ProjectionMatrixStack.size() > CONST_MATRIX_STACK_SIZE)
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{
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throw std::runtime_error("Projection matrix stack overflow!!!!");
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}
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}
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void Renderer::PushPerspectiveProjectionMatrix(float fovY, float aspectRatio, float zNear, float zFar)
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{
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Matrix4f m = MakePerspectiveMatrix(fovY, aspectRatio, zNear, zFar);
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ProjectionMatrixStack.push(m);
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SetMatrix();
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if (ProjectionMatrixStack.size() > CONST_MATRIX_STACK_SIZE)
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{
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throw std::runtime_error("Projection matrix stack overflow!!!!");
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}
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}
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void Renderer::PopProjectionMatrix()
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{
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if (ProjectionMatrixStack.size() == 0)
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{
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throw std::runtime_error("Projection matrix stack underflow!!!!");
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}
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ProjectionMatrixStack.pop();
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SetMatrix();
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}
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Matrix4f Renderer::GetProjectionModelViewMatrix()
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{
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return ProjectionModelViewMatrix;
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}
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Matrix4f Renderer::GetCurrentModelViewMatrix()
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{
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return ModelviewMatrixStack.top();
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}
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void Renderer::SetMatrix()
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{
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if (ProjectionMatrixStack.size() <= 0)
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{
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throw std::runtime_error("Projection matrix stack out!");
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}
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if (ModelviewMatrixStack.size() <= 0)
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{
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throw std::runtime_error("Modelview matrix stack out!");
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}
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Matrix4f& modelViewMatrix = ModelviewMatrixStack.top();
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ProjectionModelViewMatrix = ProjectionMatrixStack.top() * modelViewMatrix;
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static const std::string ProjectionModelViewMatrixName = "ProjectionModelViewMatrix";
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RenderUniformMatrix4fv(ProjectionModelViewMatrixName, false, ProjectionModelViewMatrix.data());
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static const std::string ModelViewMatrixName = "ModelViewMatrix";
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RenderUniformMatrix4fv(ModelViewMatrixName, false, modelViewMatrix.data());
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}
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void Renderer::PushMatrix()
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{
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if (ModelviewMatrixStack.size() == 0)
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{
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throw std::runtime_error("Modelview matrix stack underflow!!!!");
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}
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|
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ModelviewMatrixStack.push(ModelviewMatrixStack.top());
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if (ModelviewMatrixStack.size() > CONST_MATRIX_STACK_SIZE)
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{
|
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throw std::runtime_error("Modelview matrix stack overflow!!!!");
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}
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SetMatrix();
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}
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void Renderer::LoadIdentity()
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{
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if (ModelviewMatrixStack.size() == 0)
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{
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throw std::runtime_error("Modelview matrix stack underflow!!!!");
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}
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|
|
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ModelviewMatrixStack.pop();
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ModelviewMatrixStack.push(Matrix4f::Identity());
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SetMatrix();
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}
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void Renderer::TranslateMatrix(const Vector3f& p)
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{
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Matrix4f m = Matrix4f::Identity();
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m.data()[12] = p(0);
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m.data()[13] = p(1);
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m.data()[14] = p(2);
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m = ModelviewMatrixStack.top() * m;
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if (ModelviewMatrixStack.size() == 0)
|
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{
|
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throw std::runtime_error("Modelview matrix stack underflow!!!!");
|
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}
|
|
|
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ModelviewMatrixStack.pop();
|
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ModelviewMatrixStack.push(m);
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|
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SetMatrix();
|
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}
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|
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void Renderer::ScaleMatrix(float scale)
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{
|
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Matrix4f m = Matrix4f::Identity();
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m.data()[0] = scale;
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m.data()[5] = scale;
|
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m.data()[10] = scale;
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|
|
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m = ModelviewMatrixStack.top() * m;
|
|
|
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if (ModelviewMatrixStack.size() == 0)
|
|
{
|
|
throw std::runtime_error("Modelview matrix stack underflow!!!!");
|
|
}
|
|
|
|
ModelviewMatrixStack.pop();
|
|
ModelviewMatrixStack.push(m);
|
|
|
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SetMatrix();
|
|
}
|
|
|
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void Renderer::ScaleMatrix(const Vector3f& scale)
|
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{
|
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Matrix4f m = Matrix4f::Identity();
|
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m.data()[0] = scale(0);
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m.data()[5] = scale(1);
|
|
m.data()[10] = scale(2);
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|
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m = ModelviewMatrixStack.top() * m;
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if (ModelviewMatrixStack.size() == 0)
|
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{
|
|
throw std::runtime_error("Modelview matrix stack underflow!!!!");
|
|
}
|
|
|
|
ModelviewMatrixStack.pop();
|
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ModelviewMatrixStack.push(m);
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SetMatrix();
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}
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|
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void Renderer::RotateMatrix(const Eigen::Quaternionf& q)
|
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{
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Matrix3f m3 = q.toRotationMatrix();
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Matrix4f m = Matrix4f::Identity();
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m.block<3, 3>(0, 0) = m3;
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m = ModelviewMatrixStack.top() * m;
|
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if (ModelviewMatrixStack.size() == 0)
|
|
{
|
|
throw std::runtime_error("Modelview matrix stack underflow!!!!");
|
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}
|
|
|
|
ModelviewMatrixStack.pop();
|
|
ModelviewMatrixStack.push(m);
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|
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SetMatrix();
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}
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|
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void Renderer::RotateMatrix(const Matrix3f& m3)
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{
|
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Matrix4f m = Matrix4f::Identity();
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m.block<3, 3>(0, 0) = m3;
|
|
|
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m = ModelviewMatrixStack.top() * m;
|
|
|
|
if (ModelviewMatrixStack.size() == 0)
|
|
{
|
|
throw std::runtime_error("Modelview matrix stack underflow!!!!");
|
|
}
|
|
|
|
ModelviewMatrixStack.pop();
|
|
ModelviewMatrixStack.push(m);
|
|
|
|
|
|
SetMatrix();
|
|
}
|
|
|
|
void Renderer::PushSpecialMatrix(const Matrix4f& m)
|
|
{
|
|
if (ModelviewMatrixStack.size() > 64)
|
|
{
|
|
throw std::runtime_error("Modelview matrix stack overflow!!!!");
|
|
}
|
|
ModelviewMatrixStack.push(m);
|
|
SetMatrix();
|
|
}
|
|
|
|
|
|
void Renderer::PopMatrix()
|
|
{
|
|
if (ModelviewMatrixStack.size() == 0)
|
|
{
|
|
throw std::runtime_error("Modelview matrix stack underflow!!!!");
|
|
}
|
|
ModelviewMatrixStack.pop();
|
|
|
|
SetMatrix();
|
|
}
|
|
|
|
void Renderer::RenderUniformMatrix3fv(const std::string& uniformName, bool transpose, const float* value)
|
|
{
|
|
auto shader = shaderManager.GetCurrentShader();
|
|
|
|
auto uniform = shader->uniformList.find(uniformName);
|
|
|
|
if (uniform != shader->uniformList.end())
|
|
{
|
|
glUniformMatrix3fv(uniform->second, 1, transpose, value);
|
|
}
|
|
}
|
|
|
|
|
|
void Renderer::RenderUniformMatrix4fv(const std::string& uniformName, bool transpose, const float* value)
|
|
{
|
|
auto shader = shaderManager.GetCurrentShader();
|
|
|
|
auto uniform = shader->uniformList.find(uniformName);
|
|
|
|
if (uniform != shader->uniformList.end())
|
|
{
|
|
glUniformMatrix4fv(uniform->second, 1, transpose, value);
|
|
}
|
|
}
|
|
|
|
void Renderer::RenderUniform3fv(const std::string& uniformName, const float* value)
|
|
{
|
|
auto shader = shaderManager.GetCurrentShader();
|
|
|
|
auto uniform = shader->uniformList.find(uniformName);
|
|
|
|
if (uniform != shader->uniformList.end())
|
|
{
|
|
glUniform3fv(uniform->second, 1, value);
|
|
}
|
|
}
|
|
|
|
void Renderer::RenderUniform4fv(const std::string& uniformName, const float* value)
|
|
{
|
|
auto shader = shaderManager.GetCurrentShader();
|
|
auto uniform = shader->uniformList.find(uniformName);
|
|
if (uniform != shader->uniformList.end()) {
|
|
glUniform4fv(uniform->second, 1, value);
|
|
}
|
|
}
|
|
|
|
void Renderer::RenderUniform1i(const std::string& uniformName, const int value)
|
|
{
|
|
auto shader = shaderManager.GetCurrentShader();
|
|
|
|
auto uniform = shader->uniformList.find(uniformName);
|
|
|
|
if (uniform != shader->uniformList.end())
|
|
{
|
|
glUniform1i(uniform->second, value);
|
|
}
|
|
|
|
}
|
|
|
|
void Renderer::RenderUniform1f(const std::string& uniformName, float value)
|
|
{
|
|
auto shader = shaderManager.GetCurrentShader();
|
|
|
|
auto uniform = shader->uniformList.find(uniformName);
|
|
|
|
if (uniform != shader->uniformList.end())
|
|
{
|
|
glUniform1fv(uniform->second, 1, &value);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
void Renderer::VertexAttribPointer2fv(const std::string& attribName, int stride, const char* pointer)
|
|
{
|
|
auto shader = shaderManager.GetCurrentShader();
|
|
if (shader->attribList.find(attribName) != shader->attribList.end())
|
|
glVertexAttribPointer(shader->attribList[attribName], 2, GL_FLOAT, GL_FALSE, stride, pointer);
|
|
|
|
}
|
|
|
|
void Renderer::VertexAttribPointer3fv(const std::string& attribName, int stride, const char* pointer)
|
|
{
|
|
|
|
auto shader = shaderManager.GetCurrentShader();
|
|
if (shader->attribList.find(attribName) != shader->attribList.end())
|
|
glVertexAttribPointer(shader->attribList[attribName], 3, GL_FLOAT, GL_FALSE, stride, pointer);
|
|
}
|
|
|
|
void Renderer::DisableVertexAttribArray(const std::string& attribName)
|
|
{
|
|
auto shader = shaderManager.GetCurrentShader();
|
|
auto it = shader->attribList.find(attribName);
|
|
if (it != shader->attribList.end())
|
|
glDisableVertexAttribArray(it->second);
|
|
}
|
|
|
|
void Renderer::DrawVertexRenderStruct(const VertexRenderStruct& VertexRenderStruct)
|
|
{
|
|
#ifndef EMSCRIPTEN
|
|
#ifndef __ANDROID__
|
|
if (VertexRenderStruct.vao) {
|
|
glBindVertexArray(VertexRenderStruct.vao->getBuffer());
|
|
shaderManager.EnableVertexAttribArrays();
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
static const std::string vNormal("vNormal");
|
|
static const std::string vTangent("vTangent");
|
|
static const std::string vBinormal("vBinormal");
|
|
static const std::string vColor("vColor");
|
|
static const std::string vTexCoord("vTexCoord");
|
|
static const std::string vPosition("vPosition");
|
|
|
|
// On WebGL (and when not using VAO), vertex attribute arrays must be explicitly
|
|
// enabled before drawing. Desktop with VAO can rely on stored state; WebGL cannot.
|
|
if (VertexRenderStruct.data.NormalData.size() > 0)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.normalVBO->getBuffer());
|
|
VertexAttribPointer3fv(vNormal, 0, NULL);
|
|
}
|
|
else
|
|
{
|
|
DisableVertexAttribArray(vNormal);
|
|
}
|
|
if (VertexRenderStruct.data.TangentData.size() > 0)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.tangentVBO->getBuffer());
|
|
VertexAttribPointer3fv(vTangent, 0, NULL);
|
|
}
|
|
else
|
|
{
|
|
DisableVertexAttribArray(vTangent);
|
|
}
|
|
if (VertexRenderStruct.data.BinormalData.size() > 0)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.binormalVBO->getBuffer());
|
|
VertexAttribPointer3fv(vBinormal, 0, NULL);
|
|
}
|
|
else
|
|
{
|
|
DisableVertexAttribArray(vBinormal);
|
|
}
|
|
if (VertexRenderStruct.data.ColorData.size() > 0)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.colorVBO->getBuffer());
|
|
VertexAttribPointer3fv(vColor, 0, NULL);
|
|
}
|
|
else
|
|
{
|
|
DisableVertexAttribArray(vColor);
|
|
}
|
|
if (VertexRenderStruct.data.TexCoordData.size() > 0)
|
|
{
|
|
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.texCoordVBO->getBuffer());
|
|
VertexAttribPointer2fv(vTexCoord, 0, NULL);
|
|
}
|
|
else
|
|
{
|
|
DisableVertexAttribArray(vTexCoord);
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.positionVBO->getBuffer());
|
|
VertexAttribPointer3fv(vPosition, 0, NULL);
|
|
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(VertexRenderStruct.data.PositionData.size()));
|
|
}
|
|
|
|
void worldToScreenCoordinates(Vector3f objectPos,
|
|
Matrix4f projectionModelView,
|
|
int screenWidth, int screenHeight,
|
|
int& screenX, int& screenY) {
|
|
|
|
Vector4f inx = { objectPos(0), objectPos(1), objectPos(2), 1.0f };
|
|
Vector4f clipCoords = projectionModelView * inx;
|
|
|
|
float ndcX = clipCoords(0) / clipCoords(3);
|
|
float ndcY = clipCoords(1) / clipCoords(3);
|
|
|
|
screenX = (int)((ndcX + 1.0f) * 0.5f * screenWidth);
|
|
screenY = (int)((1.0f + ndcY) * 0.5f * screenHeight);
|
|
}
|
|
|
|
|
|
}
|
|
|