Beispiel #1
0
void WorldRenderer::RenderWorld(const corgi::CameraInterface& camera,
                                fplbase::Renderer& renderer, World* world) {
  mat4 camera_transform = camera.GetTransformMatrix();
  renderer.set_color(mathfu::kOnes4f);
  renderer.DepthTest(true);
  renderer.set_model_view_projection(camera_transform);

  assert(textured_shadowed_shader_);
  textured_shadowed_shader_->SetUniform("view_projection", camera_transform);
  textured_shadowed_shader_->SetUniform("light_view_projection",
                                        light_camera_.GetTransformMatrix());
  textured_shadowed_shader_->SetUniform(
      "shadow_intensity",
      world->config->rendering_config()->shadow_intensity());

  float shadow_intensity =
      world->config->rendering_config()->shadow_intensity();
  float ambient_intensity = 1.0f - shadow_intensity;
  vec4 ambient =
      vec4(ambient_intensity, ambient_intensity, ambient_intensity, 1.0f);

  float diffuse_intensity = shadow_intensity;
  vec4 diffuse =
      vec4(diffuse_intensity, diffuse_intensity, diffuse_intensity, 1.0f);

  textured_lit_cutout_shader_->SetUniform("ambient_material", ambient);
  textured_lit_cutout_shader_->SetUniform("diffuse_material", diffuse);

  textured_lit_shader_->SetUniform("ambient_material", ambient);
  textured_lit_shader_->SetUniform("diffuse_material", diffuse);

  textured_lit_bank_shader_->SetUniform("ambient_material", ambient);
  textured_lit_bank_shader_->SetUniform("diffuse_material", diffuse);

  textured_skinned_lit_shader_->SetUniform("ambient_material", ambient);
  textured_skinned_lit_shader_->SetUniform("diffuse_material", diffuse);

  float texture_repeats = world->config->river_config()->texture_repeats();
  float river_offset = world->river_component.river_offset();

  river_shader_->SetUniform("river_offset",   river_offset);
  river_shader_->SetUniform("texture_repeats", texture_repeats);

  SetFogUniforms(textured_shadowed_shader_, world);
  SetFogUniforms(textured_lit_shader_, world);
  SetFogUniforms(textured_lit_bank_shader_, world);
  SetFogUniforms(textured_skinned_lit_shader_, world);

  shadow_map_.BindAsTexture(kShadowMapTextureID);

  if (!world->skip_rendermesh_rendering) {
    for (int pass = 0; pass < corgi::RenderPass_Count; pass++) {
      world->render_mesh_component.RenderPass(pass, camera, renderer);
    }
  }

  if (world->draw_debug_physics) {
    world->physics_component.DebugDrawWorld(&renderer, camera_transform);
  }
}
Beispiel #2
0
static void RenderSettingsGear(fplbase::Renderer& renderer, World* world) {
  vec2i res = renderer.window_size();
  renderer.set_model_view_projection(mathfu::mat4::Ortho(
      0.0f, static_cast<float>(res.x), static_cast<float>(res.y), 0.0f,
      -1.0f, 1.0f));
  renderer.set_color(mathfu::kOnes4f);
  auto shader = world->asset_manager->LoadShader("shaders/textured");
  world->cardboard_settings_gear->Set(renderer);
  shader->Set(renderer);

  fplbase::Mesh::RenderAAQuadAlongX(
      vec3((res.x - kGearSize) / 2.0f, res.y - kGearSize, 0.0f),
      vec3((res.x + kGearSize) / 2.0f, res.y, 0.0f));
}
Beispiel #3
0
// Draw the shadow map in the world, so we can see it.
void WorldRenderer::DebugShowShadowMap(const corgi::CameraInterface& camera,
                                       fplbase::Renderer& renderer) {
  fplbase::RenderTarget::ScreenRenderTarget(renderer).SetAsRenderTarget();

  static const mat4 kDebugTextureWorldTransform =
      mat4::FromScaleVector(mathfu::vec3(10.0f, 10.0f, 10.0f));

  const mat4 mvp = camera.GetTransformMatrix() * kDebugTextureWorldTransform;
  const mat4 world_matrix_inverse = kDebugTextureWorldTransform.Inverse();

  renderer.set_camera_pos(world_matrix_inverse * camera.position());
  renderer.set_light_pos(world_matrix_inverse * light_camera_.position());
  renderer.set_model_view_projection(mvp);
  renderer.set_color(vec4(1.0f, 1.0f, 1.0f, 1.0f));

  shadow_map_.BindAsTexture(0);

  textured_shader_->Set(renderer);

  // Render a large quad in the world, with the shadowmap texture on it:
  fplbase::Mesh::RenderAAQuadAlongX(vec3(0.0f, 0.0f, 0.0f),
                                    vec3(10.0f, 0.0f, 10.0f),
                                    vec2(1.0f, 0.0f), vec2(0.0f, 1.0f));
}
Beispiel #4
0
void WorldRenderer::RenderWorld(const corgi::CameraInterface &camera,
                                fplbase::Renderer &renderer, World *world) {
  PushDebugMarker("Render World");

  PushDebugMarker("Scene Setup");
  if (world->RenderingOptionsDirty()) {
    RefreshGlobalShaderDefines(world);
  }

  mat4 camera_transform = camera.GetTransformMatrix();
  renderer.set_color(mathfu::kOnes4f);
  renderer.SetDepthFunction(fplbase::kDepthFunctionLess);
  renderer.set_model_view_projection(camera_transform);

  float texture_repeats =
      world->CurrentLevel()->river_config()->texture_repeats();
  float river_offset = world->river_component.river_offset();

  if (world->RenderingOptionEnabled(kShadowEffect)) {
    world->asset_manager->ForEachShaderWithDefine(
        kDefinesText[kShadowEffect], [&](fplbase::Shader *shader) {
          shader->SetUniform("view_projection", camera_transform);
          shader->SetUniform("light_view_projection",
                             light_camera_.GetTransformMatrix());
        });
  }

  world->asset_manager->ForEachShaderWithDefine(
      "WATER", [&](fplbase::Shader *shader) {
        shader->SetUniform("river_offset", river_offset);
        shader->SetUniform("texture_repeats", texture_repeats);
      });

  world->asset_manager->ForEachShaderWithDefine(
      kDefinesText[kPhongShading],
      [&](fplbase::Shader *shader) { SetLightingUniforms(shader, world); });

  world->asset_manager->ForEachShaderWithDefine(
      "FOG_EFFECT",
      [&](fplbase::Shader *shader) { SetFogUniforms(shader, world); });

  shadow_map_.BindAsTexture(kShadowMapTextureID);
  PopDebugMarker(); // Scene Setup

  if (!world->skip_rendermesh_rendering) {
    for (int pass = 0; pass < corgi::RenderPass_Count; pass++) {
      PushDebugMarker("RenderPass");
      world->render_mesh_component.RenderPass(pass, camera, renderer);
      PopDebugMarker();
    }
  }

  if (world->draw_debug_physics) {
    PushDebugMarker("Debug Draw World");
    world->physics_component.DebugDrawWorld(&renderer, camera_transform);
    PopDebugMarker();
  }

  PushDebugMarker("Text");
  world->render_3d_text_component.RenderAllEntities(camera);
  PopDebugMarker();

  PopDebugMarker(); // Render World
}
Beispiel #5
0
// Render a single render-pass, by ID.
void RenderMeshComponent::RenderPass(int pass_id, const CameraInterface& camera,
                                     fplbase::Renderer& renderer,
                                     const fplbase::Shader* shader_override) {
  mat4 camera_vp = camera.GetTransformMatrix();

  for (size_t i = 0; i < pass_render_list_[pass_id].size(); i++) {
    EntityRef& entity = pass_render_list_[pass_id][i].entity;

    RenderMeshData* rendermesh_data = Data<RenderMeshData>(entity);

    TransformData* transform_data = Data<TransformData>(entity);

    AnimationData* anim_data = Data<AnimationData>(entity);

    // TODO: anim_data will set uniforms for an array of matricies. Each
    //       matrix represents one bone position.
    const bool has_anim = anim_data != nullptr && anim_data->motivator.Valid();
    const int num_mesh_bones = rendermesh_data->mesh->num_bones();
    const int num_anim_bones =
        has_anim ? anim_data->motivator.DefiningAnim()->NumBones() : 0;
    const bool has_one_bone_anim =
        has_anim && (num_mesh_bones <= 1 || num_anim_bones == 1);
    const mat4 world_transform =
        has_one_bone_anim
            ? transform_data->world_transform *
                  mat4::FromAffineTransform(
                      anim_data->motivator.GlobalTransforms()[0])
            : transform_data->world_transform;

    const mat4 mvp = camera_vp * world_transform;
    const mat4 world_matrix_inverse = world_transform.Inverse();
    renderer.set_light_pos(world_matrix_inverse * light_position_);
    renderer.set_color(rendermesh_data->tint);
    renderer.set_model(world_transform);

    // If the mesh has a skeleton, we need to update the bone positions.
    // The positions are normally supplied by the animation, but if they are
    // not, use the default pose in the RenderMesh.
    if (num_mesh_bones > 1) {
      const bool use_default_pose =
          num_anim_bones != num_mesh_bones || rendermesh_data->default_pose;
      const mathfu::AffineTransform* bone_transforms =
          use_default_pose ? rendermesh_data->mesh->bone_global_transforms()
                           : anim_data->motivator.GlobalTransforms();
      rendermesh_data->mesh->GatherShaderTransforms(
          bone_transforms, rendermesh_data->shader_transforms);
      renderer.SetBoneTransforms(rendermesh_data->shader_transforms,
                                 rendermesh_data->num_shader_transforms);
    }

    if (!camera.IsStereo()) {
      renderer.set_camera_pos(world_matrix_inverse * camera.position());
      renderer.set_model_view_projection(mvp);

      if (!shader_override && rendermesh_data->shader) {
        rendermesh_data->shader->Set(renderer);
      } else {
        shader_override->Set(renderer);
      }

      rendermesh_data->mesh->Render(renderer);
    } else {
      const fplbase::Shader* shader = nullptr;
      if (!shader_override && rendermesh_data->shader) {
        shader = rendermesh_data->shader;
      } else {
        shader = shader_override;
      }
      mathfu::vec4i viewport[2] = {camera.viewport(0), camera.viewport(1)};
      mat4 camera_vp_stereo = camera.GetTransformMatrix(1);
      mat4 mvp_matrices[2] = {mvp, camera_vp_stereo * world_transform};
      vec3 camera_positions[2] = {world_matrix_inverse * camera.position(0),
                                  world_matrix_inverse * camera.position(1)};
      rendermesh_data->mesh->RenderStereo(renderer, shader, viewport,
                                          mvp_matrices, camera_positions);
    }
  }
}