💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "renderer/renderer.hpp"
#include "renderer/render-context.hpp"
#include "renderer/compositor.hpp"
#include "scene/collection.hpp"
#include "scene/camera.hpp"
#include "scene/model-instance.hpp"
#include "scene/billboard.hpp"
#include "scene/lod-group.hpp"
#include "scene/text.hpp"
#include "renderer/model.hpp"
#include "gl/drawing-mode.hpp"
#include "math/math.hpp"
#include "geom/projection.hpp"
#include "configuration.hpp"
#include <functional>
#include <set>
renderer::renderer()
{
// Setup billboard render operation
billboard_op.pose = nullptr;
billboard_op.drawing_mode = gl::drawing_mode::triangles;
billboard_op.vertex_array = nullptr;
billboard_op.start_index = 0;
billboard_op.index_count = 6;
billboard_op.instance_count = 0;
}
void renderer::render(float alpha, const scene::collection& collection) const
{
// Get list of all objects in the collection
const std::list<scene::object_base*>* objects = collection.get_objects();
// Build list of cameras to be sorted
const std::list<scene::object_base*>* cameras = collection.get_objects(scene::camera::object_type_id);
std::list<scene::camera*> sorted_cameras;
for (scene::object_base* object: *cameras)
{
sorted_cameras.push_back(static_cast<scene::camera*>(object));
}
// Sort cameras according to their respective compositing indices
sorted_cameras.sort
(
[](const scene::camera* a, const scene::camera* b) -> bool
{
return a->get_composite_index() < b->get_composite_index();
}
);
// Process cameras in order
for (const scene::camera* camera: sorted_cameras)
{
// Skip inactive cameras
if (!camera->is_active())
{
continue;
}
// Skip cameras with no compositors
const compositor* compositor = camera->get_compositor();
if (!compositor)
{
continue;
}
// Setup render context
render_context context;
context.camera = camera;
context.camera_transform = camera->get_transform_tween().interpolate(alpha);
context.camera_forward = context.camera_transform.rotation * global_forward;
context.camera_up = context.camera_transform.rotation * global_up;
context.clip_near = camera->get_view_frustum().get_near(); ///< TODO: tween this
context.collection = &collection;
context.alpha = alpha;
// Get camera culling volume
context.camera_culling_volume = camera->get_culling_mask();
if (!context.camera_culling_volume)
context.camera_culling_volume = &camera->get_bounds();
// Generate render operations for each visible scene object
for (const scene::object_base* object: *objects)
{
// Skip inactive objects
if (!object->is_active())
continue;
// Process object
process_object(context, object);
}
// Pass render context to the camera's compositor
compositor->composite(&context);
}
}
void renderer::set_billboard_vao(gl::vertex_array* vao)
{
billboard_op.vertex_array = vao;
}
void renderer::process_object(render_context& context, const scene::object_base* object) const
{
std::size_t type = object->get_object_type_id();
if (type == scene::model_instance::object_type_id)
process_model_instance(context, static_cast<const scene::model_instance*>(object));
else if (type == scene::billboard::object_type_id)
process_billboard(context, static_cast<const scene::billboard*>(object));
else if (type == scene::lod_group::object_type_id)
process_lod_group(context, static_cast<const scene::lod_group*>(object));
else if (type == scene::text::object_type_id)
process_text(context, static_cast<const scene::text*>(object));
}
void renderer::process_model_instance(render_context& context, const scene::model_instance* model_instance) const
{
const model* model = model_instance->get_model();
if (!model)
return;
// Get object culling volume
const geom::bounding_volume<float>* object_culling_volume = model_instance->get_culling_mask();
if (!object_culling_volume)
object_culling_volume = &model_instance->get_bounds();
// Perform view-frustum culling
if (!context.camera_culling_volume->intersects(*object_culling_volume))
return;
const std::vector<material*>* instance_materials = model_instance->get_materials();
const std::vector<model_group*>* groups = model->get_groups();
for (model_group* group: *groups)
{
render_operation operation;
// Determine operation material
operation.material = group->get_material();
if ((*instance_materials)[group->get_index()])
{
// Override model group material with the instance's material
operation.material = (*instance_materials)[group->get_index()];
}
operation.pose = model_instance->get_pose();
operation.vertex_array = model->get_vertex_array();
operation.drawing_mode = group->get_drawing_mode();
operation.start_index = group->get_start_index();
operation.index_count = group->get_index_count();
operation.transform = math::matrix_cast(model_instance->get_transform_tween().interpolate(context.alpha));
operation.depth = context.clip_near.signed_distance(math::resize<3>(operation.transform[3]));
operation.instance_count = model_instance->get_instance_count();
context.operations.push_back(operation);
}
}
void renderer::process_billboard(render_context& context, const scene::billboard* billboard) const
{
// Get object culling volume
const geom::bounding_volume<float>* object_culling_volume = billboard->get_culling_mask();
if (!object_culling_volume)
object_culling_volume = &billboard->get_bounds();
// Perform view-frustum culling
if (!context.camera_culling_volume->intersects(*object_culling_volume))
return;
math::transform<float> billboard_transform = billboard->get_transform_tween().interpolate(context.alpha);
billboard_op.material = billboard->get_material();
billboard_op.depth = context.clip_near.signed_distance(math::resize<3>(billboard_transform.translation));
// Align billboard
if (billboard->get_billboard_type() == scene::billboard_type::spherical)
{
billboard_transform.rotation = math::normalize(math::look_rotation(context.camera_forward, context.camera_up) * billboard_transform.rotation);
}
else if (billboard->get_billboard_type() == scene::billboard_type::cylindrical)
{
const float3& alignment_axis = billboard->get_alignment_axis();
float3 look = math::normalize(geom::project_on_plane(billboard_transform.translation - context.camera_transform.translation, {0.0f, 0.0f, 0.0f}, alignment_axis));
float3 right = math::normalize(math::cross(alignment_axis, look));
look = math::cross(right, alignment_axis);
float3 up = math::cross(look, right);
billboard_transform.rotation = math::normalize(math::look_rotation(look, up) * billboard_transform.rotation);
}
billboard_op.transform = math::matrix_cast(billboard_transform);
context.operations.push_back(billboard_op);
}
void renderer::process_lod_group(render_context& context, const scene::lod_group* lod_group) const
{
// Select level of detail
std::size_t level = lod_group->select_lod(*context.camera);
// Process all objects in the group with the selected level of detail
const std::list<scene::object_base*>& objects = lod_group->get_objects(level);
for (const scene::object_base* object: objects)
{
process_object(context, object);
}
}
void renderer::process_text(render_context& context, const scene::text* text) const
{
// Get object culling volume
const geom::bounding_volume<float>* object_culling_volume = text->get_culling_mask();
if (!object_culling_volume)
object_culling_volume = &text->get_bounds();
// Perform view-frustum culling
if (!context.camera_culling_volume->intersects(*object_culling_volume))
return;
render_operation operation;
operation.material = text->get_material();
operation.pose = nullptr;
operation.vertex_array = text->get_vertex_array();
operation.drawing_mode = gl::drawing_mode::triangles;
operation.start_index = 0;
operation.index_count = text->get_vertex_count();
operation.transform = math::matrix_cast(text->get_transform_tween().interpolate(context.alpha));
operation.depth = context.clip_near.signed_distance(math::resize<3>(operation.transform[3]));
operation.instance_count = 0;
context.operations.push_back(operation);
}