mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-04-10 06:14:07 +08:00
feat: add ui renderer
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@@ -1,6 +1,7 @@
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#include <Cubed/camera.hpp>
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#include <Cubed/config.hpp>
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#include <Cubed/gameplay/world.hpp>
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#include <Cubed/texture_manager.hpp>
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#include <Cubed/renderer.hpp>
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#include <Cubed/tools/cubed_assert.hpp>
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#include <Cubed/tools/log.hpp>
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@@ -8,8 +9,9 @@
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#include <GLFW/glfw3.h>
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#include <glm/gtc/type_ptr.hpp>
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Renderer::Renderer(const Camera& camera, World& world):
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Renderer::Renderer(const Camera& camera, World& world, const TextureManager& texture_manager):
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m_camera(camera),
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m_texture_manager(texture_manager),
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m_world(world)
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{
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@@ -20,11 +22,13 @@ Renderer::~Renderer() {
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glDeleteBuffers(1, &m_outline_vbo);
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glDeleteBuffers(1, &m_outline_indices_vbo);
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glDeleteBuffers(1, &m_sky_vbo);
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glDeleteBuffers(1, &m_ui_vbo);
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glBindVertexArray(0);
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glDeleteVertexArrays(NUM_VAO, m_vao.data());
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glDeleteProgram(m_world_program);
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glDeleteProgram(m_outline_program);
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glDeleteProgram(m_sky_program);
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glDeleteProgram(m_ui_program);
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}
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@@ -40,10 +44,12 @@ void Renderer::init() {
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m_world_program = Shader::create_shader_program("shaders/block_v_shader.glsl", "shaders/block_f_shader.glsl");
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m_outline_program = Shader::create_shader_program("shaders/outline_v_shader.glsl", "shaders/outline_f_shader.glsl");
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m_sky_program = Shader::create_shader_program("shaders/sky_v_shader.glsl", "shaders/sky_f_shader.glsl");
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m_ui_program = Shader::create_shader_program("shaders/ui_v_shader.glsl", "shaders/ui_f_shader.glsl");
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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#ifndef NDEBUG
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glEnable(GL_DEBUG_OUTPUT);
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glDebugMessageCallback([](GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* user_param) {
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@@ -69,14 +75,26 @@ void Renderer::init() {
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glBindBuffer(GL_ARRAY_BUFFER, m_sky_vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES_POS), VERTICES_POS, GL_STATIC_DRAW);
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glGenBuffers(1, &m_ui_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, m_ui_vbo);
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for (int i = 0; i < 6; i++) {
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Vertex2D vex {
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SQUARE_VERTICES[i][0],
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SQUARE_VERTICES[i][1],
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SQUARE_TEXTURE_POS[i][0],
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SQUARE_TEXTURE_POS[i][1],
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0
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};
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m_ui.emplace_back(vex);
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}
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glBufferData(GL_ARRAY_BUFFER, m_ui.size() * sizeof(Vertex2D), m_ui.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void Renderer::render(GLuint texture_array) {
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void Renderer::render() {
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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@@ -88,7 +106,7 @@ void Renderer::render(GLuint texture_array) {
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m_proj_loc = glGetUniformLocation(m_world_program, "proj_matrix");
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D_ARRAY, texture_array);
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_texture_array());
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m_m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
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m_v_mat = m_camera.get_camera_lookat();
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m_mv_mat = m_v_mat * m_m_mat;
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@@ -98,6 +116,8 @@ void Renderer::render(GLuint texture_array) {
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m_world.render(m_mvp_mat);
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render_outline();
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render_ui();
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}
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void Renderer::render_outline() {
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@@ -150,6 +170,41 @@ void Renderer::render_sky() {
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}
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void Renderer::update_proj_matrix(float aspect) {
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void Renderer::render_ui() {
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glUseProgram(m_ui_program);
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glDisable(GL_DEPTH_TEST);
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m_mv_loc = glGetUniformLocation(m_ui_program, "m_matrix");
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m_proj_loc = glGetUniformLocation(m_ui_program, "proj_matrix");
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glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_ui_m_matrix));
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glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_ui_proj));
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glBindBuffer(GL_ARRAY_BUFFER, m_ui_vbo);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)offsetof(Vertex2D, s));
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)offsetof(Vertex2D, layer));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_ui_array());
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glDrawArrays(GL_TRIANGLES, 0, 6);
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Shader::check_opengl_error();
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glEnable(GL_DEPTH_TEST);
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}
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void Renderer::update_proj_matrix(float aspect, float width, float height) {
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m_p_mat = glm::perspective(glm::radians(FOV), aspect, 0.1f, 1000.0f);
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m_ui_proj = glm::ortho(0.0f, width, height, 0.0f, -1.0f, 1.0f);
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// scale and then translate
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m_ui_m_matrix = glm::translate(glm::mat4(1.0f), glm::vec3(width / 2.0f, height / 2.0f, 0.0)) *
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glm::scale(glm::mat4(1.0f), glm::vec3(50.0f, 50.0f, 1.0f));
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}
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