#include "Cubed/render/renderer.hpp" #include "Cubed/camera.hpp" #include "Cubed/config.hpp" #include "Cubed/debug_collector.hpp" #include "Cubed/dev_panel.hpp" #include "Cubed/gameplay/client_player.hpp" #include "Cubed/gameplay/client_world.hpp" #include "Cubed/primitive_data.hpp" #include "Cubed/render/renderer_constants.hpp" #include "Cubed/texture_manager.hpp" #include "Cubed/tools/font.hpp" #include "Cubed/tools/log.hpp" #include "Cubed/tools/shader_tools.hpp" #include #include #include namespace Cubed { Renderer::Renderer(const Camera& camera, ClientWorld& world, const TextureManager& texture_manager, DevPanel& dev_panel, Config& config) : m_camera(camera), m_dev_panel(dev_panel), m_texture_manager(texture_manager), m_world(world), m_world_renderer(*this), m_config(config) {} Renderer::~Renderer() { if (m_init) { glBindBuffer(GL_ARRAY_BUFFER, 0); m_outline_vbo.reset(); m_outline_indices_vbo.reset(); m_sky_vbo.reset(); m_ui_vbo.reset(); m_player_vbo.reset(); glBindVertexArray(0); m_vao.clear(); } } void Renderer::hot_reload() { update_fov(m_config.get("player.fov", 70.0f)); } void Renderer::init(bool debug_on) { if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { Logger::error("Failed to initialize glad"); exit(EXIT_FAILURE); } Logger::info("OpenGL Version: {}.{}", GLVersion.major, GLVersion.minor); Logger::info("Renderer: {}", reinterpret_cast(glGetString(GL_RENDERER))); m_shaders.init(); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); #ifdef DEBUG_MODE if (debug_on) { glEnable(GL_DEBUG_OUTPUT); glDebugMessageCallback( [](GLenum, GLenum, GLuint, GLenum, GLsizei, const GLchar* message, const void*) { Logger::log(Logger::Level::L_DEBUG, std::source_location::current(), "GL Debug: {}", reinterpret_cast(message)); }, nullptr); } #endif m_vao.resize(NUM_VAO); VertexArray::unbind(); m_outline_vbo = std::make_unique(); m_outline_indices_vbo = std::make_unique(BufferType::ELEMENT_ARRAY_BUFFER); m_player_vbo = std::make_unique(); m_quad_vbo = std::make_unique(); m_sky_vbo = std::make_unique(); m_ui_vbo = std::make_unique(); m_vao[2].bind(); m_outline_vbo->buffer_data(CUBE_VER, sizeof(CUBE_VER)); m_vao[2].attribute(0, 3, GL_FLOAT, 0, 0); m_outline_indices_vbo->buffer_data(OUTLINE_CUBE_INDICES, sizeof(OUTLINE_CUBE_INDICES)); m_vao[1].bind(); m_sky_vbo->buffer_data(VERTICES_POS, sizeof(VERTICES_POS)); m_vao[1].attribute(0, 3, GL_FLOAT, 0, 0); m_vao[3].bind(); for (int i = 0; i < 6; i++) { Vertex2D vex{SQUARE_VERTICES[i][0], SQUARE_VERTICES[i][1], SQUARE_TEXTURE_POS[i][0], SQUARE_TEXTURE_POS[i][1], 0}; m_ui.emplace_back(vex); } m_ui_vbo->buffer_data(m_ui.data(), m_ui.size() * sizeof(Vertex2D)); m_vao[3].attribute(0, 3, GL_FLOAT, sizeof(Vertex2D), (void*)0); m_vao[3].attribute(1, 2, GL_FLOAT, sizeof(Vertex2D), (void*)offsetof(Vertex2D, s)); m_vao[3].attribute(2, 1, GL_FLOAT, sizeof(Vertex2D), (void*)offsetof(Vertex2D, layer)); init_quad(); init_text(); hot_reload(); m_world_renderer.init(); VertexArray::unbind(); VertexBuffer::unbind(); m_init = true; } const Shader& Renderer::get_shader(const std::string& name) const { return m_shaders.get_shader(name); } void Renderer::init_quad() { m_vao[0].bind(); m_quad_vbo->buffer_data(QUAD_VERTICES, sizeof(QUAD_VERTICES)); m_vao[0].attribute(0, 2, GL_FLOAT, 4 * sizeof(float), (void*)0); m_vao[0].attribute(1, 2, GL_FLOAT, 4 * sizeof(float), (void*)(2 * sizeof(float))); } void Renderer::init_text() { m_vao[4].bind(); DebugCollector::get().init_text(); } void Renderer::render() { glDisable(GL_FRAMEBUFFER_SRGB); // clear screen glClearColor(0.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_world_renderer.render(); render_ui(); render_text(); render_dev_panel(); } void Renderer::render_text() { const auto& shader = get_shader("text"); shader.use(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_DEPTH_TEST); shader.set_loc("projection", m_ui_proj_matrix); auto& texts = DebugCollector::get().all_texts(); for (auto& t : texts) { t.second.render(shader); } glEnable(GL_DEPTH_TEST); } void Renderer::render_ui() { const auto& shader = get_shader("ui"); shader.use(); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); shader.set_loc("m_matrix", m_ui_model_matrix); shader.set_loc("proj_matrix", m_ui_proj_matrix); m_vao[3].bind(); m_texture_manager.get_ui_array()->bind(0); glDrawArrays(GL_TRIANGLES, 0, 6); Tools::check_opengl_error(); glEnable(GL_DEPTH_TEST); } void Renderer::update(float delta_time) { m_delta_time = delta_time; } void Renderer::update_fov(float fov) { m_fov = fov; m_world_proj_matrix = glm::perspective(glm::radians(fov), m_aspect, NEAR_PLANE, FAR_PLANE); } void Renderer::update_proj_matrix(float aspect, float width, float height) { m_aspect = aspect; m_world_proj_matrix = glm::perspective(glm::radians(m_fov), aspect, NEAR_PLANE, FAR_PLANE); m_ui_proj_matrix = glm::ortho(0.0f, width, height, 0.0f, -1.0f, 1.0f); // scale and then translate m_ui_model_matrix = glm::translate(glm::mat4(1.0f), glm::vec3(width / 2.0f, height / 2.0f, 0.0)) * glm::scale(glm::mat4(1.0f), glm::vec3(50.0f, 50.0f, 1.0f)); } void Renderer::updata_framebuffer(int width, int height) { if (width <= 0 || height <= 0) return; m_world_renderer.updata_framebuffer(width, height); FrameBuffer::unbind(); m_width = width; m_height = height; } void Renderer::render_dev_panel() { glDisable(GL_DEPTH_TEST); m_dev_panel.render(); glEnable(GL_DEPTH_TEST); } float& Renderer::ambient_strength() { return m_world_renderer.ambient_strength(); } bool& Renderer::discard_transparent() { return m_world_renderer.discard_transparent(); } bool& Renderer::shader_on() { return m_world_renderer.shader_on(); } bool& Renderer::water_perturb() { return m_world_renderer.water_perturb(); } bool& Renderer::water_depth_fade() { return m_world_renderer.water_depth_fade(); } bool& Renderer::pbr() { return m_world_renderer.pbr(); } bool& Renderer::flip_y() { return m_world_renderer.flip_y(); } int& Renderer::shadow_mode() { return m_world_renderer.shadow_mode(); } int& Renderer::light_cull_face() { return m_world_renderer.light_cull_face(); } int& Renderer::light_size_uv() { return m_world_renderer.light_size_uv(); } float& Renderer::min_radius() { return m_world_renderer.min_radius(); } float& Renderer::max_radius() { return m_world_renderer.max_radius(); } int& Renderer::samples() { return m_world_renderer.samples(); } float& Renderer::specular_strength() { return m_world_renderer.specular_strength(); } float& Renderer::cloud_speed() { return m_world_renderer.cloud_speed(); } float& Renderer::cloud_threshold_low() { return m_world_renderer.cloud_threshold_low(); } float& Renderer::cloud_threshold_high() { return m_world_renderer.cloud_threshold_high(); } float& Renderer::refract_strength() { return m_world_renderer.refract_strength(); } float& Renderer::underwater_fog_density() { return m_world_renderer.underwater_fog_density(); } float& Renderer::water_density() { return m_world_renderer.water_density(); } const Camera& Renderer::camera() const { return m_camera; } const ClientWorld& Renderer::world() const { return m_world; } ClientWorld& Renderer::world() { return m_world; } const glm::mat4& Renderer::world_proj_matrix() const { return m_world_proj_matrix; } const TextureManager& Renderer::texture_mamger() const { return m_texture_manager; } float Renderer::delta_time() const { return m_delta_time; } float Renderer::height() const { return m_height; } float Renderer::width() const { return m_width; } const glm::mat4& Renderer::p_mat() const { return m_world_proj_matrix; } const std::vector& Renderer::vao() const { return m_vao; } } // namespace Cubed