Files
Cubed/src/renderer.cpp
zhenyan121 a5764e901b feat(gameplay): implement server stop and client exit handling
Add server_stop flag to LogoutRsp protocol. Modify client_world to check for server stop or own logout to set exit flag. Add ServerWorld::stop() to broadcast stop and cleanly shut down. Refactor chunk ownership to unique_ptr. Remove name parameter from get_look_block_pos.
2026-06-28 15:27:51 +08:00

1037 lines
39 KiB
C++

#include "Cubed/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/texture_manager.hpp"
#include "Cubed/tools/cubed_assert.hpp"
#include "Cubed/tools/cubed_hash.hpp"
#include "Cubed/tools/font.hpp"
#include "Cubed/tools/log.hpp"
#include "Cubed/tools/math_tools.hpp"
#include "Cubed/tools/shader_tools.hpp"
#include <GLFW/glfw3.h>
#include <format>
#include <glm/gtc/type_ptr.hpp>
namespace Cubed {
Renderer::Renderer(const Camera& camera, ClientWorld& world,
const TextureManager& texture_manager, DevPanel& dev_panel)
: m_camera(camera), m_dev_panel(dev_panel),
m_texture_manager(texture_manager), m_world(world) {}
Renderer::~Renderer() {
if (m_init) {
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &m_outline_vbo);
glDeleteBuffers(1, &m_outline_indices_vbo);
glDeleteBuffers(1, &m_sky_vbo);
glDeleteBuffers(1, &m_ui_vbo);
glDeleteBuffers(1, &m_text_vbo);
glDeleteBuffers(1, &m_player_vbo);
glBindVertexArray(0);
glDeleteVertexArrays(NUM_VAO, m_vao.data());
glDeleteFramebuffers(1, &m_fbo);
glDeleteTextures(1, &m_screen_texture);
glDeleteTextures(1, &m_screen_depth_texture);
glDeleteFramebuffers(1, &m_oit_fbo);
glDeleteTextures(1, &m_accum_texture);
glDeleteTextures(1, &m_reveal_texture);
glDeleteTextures(1, &m_oit_depth_texture);
glDeleteFramebuffers(1, &m_depth_map_fbo);
glDeleteTextures(1, &m_depth_map_texture);
}
}
void Renderer::hot_reload() {
auto& config = Config::get();
update_fov(config.get<double>("player.fov"));
}
void Renderer::init() {
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<const char*>(glGetString(GL_RENDERER)));
Shader world_shader{"normal_block", "shaders/block_v_shader.glsl",
"shaders/block_f_shader.glsl"};
Shader outline_shader{"outline", "shaders/outline_v_shader.glsl",
"shaders/outline_f_shader.glsl"};
Shader sky_shdaer{"sky", "shaders/sky_v_shader.glsl",
"shaders/sky_f_shader.glsl"};
Shader ui_shdaer{"ui", "shaders/ui_v_shader.glsl",
"shaders/ui_f_shader.glsl"};
Shader text_shdaer{"text", "shaders/text_v_shader.glsl",
"shaders/text_f_shader.glsl"};
Shader under_water_shader{"under_water",
"shaders/under_water_v_shader.glsl",
"shaders/under_water_f_shader.glsl"};
Shader accum_shader{"accum", "shaders/block_accumulation_v_shader.glsl",
"shaders/block_accumulation_f_shader.glsl"};
Shader composite_block_shader{"composite",
"shaders/block_composite_v_shader.glsl",
"shaders/block_composite_f_shader.glsl"};
Shader depth_shader{"depth_shader", "shaders/depth_shader.glsl",
"shaders/depth_fragment_shader.glsl"};
Shader billboard{"billboard", "shaders/billboard_v_shader.glsl",
"shaders/billboard_f_shader.glsl"};
Shader water_shader{"water", "shaders/water_v_shader.glsl",
"shaders/water_f_shader.glsl"};
Shader player_shader{"player", "shaders/player_v_shader.glsl",
"shaders/player_f_shader.glsl"};
m_shaders.insert({player_shader.hash(), std::move(player_shader)});
m_shaders.insert({world_shader.hash(), std::move(world_shader)});
m_shaders.insert({outline_shader.hash(), std::move(outline_shader)});
m_shaders.insert({sky_shdaer.hash(), std::move(sky_shdaer)});
m_shaders.insert({ui_shdaer.hash(), std::move(ui_shdaer)});
m_shaders.insert({text_shdaer.hash(), std::move(text_shdaer)});
m_shaders.insert(
{under_water_shader.hash(), std::move(under_water_shader)});
m_shaders.insert({accum_shader.hash(), std::move(accum_shader)});
m_shaders.insert(
{composite_block_shader.hash(), std::move(composite_block_shader)});
m_shaders.insert({depth_shader.hash(), std::move(depth_shader)});
m_shaders.insert({billboard.hash(), std::move(billboard)});
m_shaders.insert({water_shader.hash(), std::move(water_shader)});
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#ifdef DEBUG_MODE
glEnable(GL_DEBUG_OUTPUT);
glDebugMessageCallback(
[](GLenum source, GLenum type, GLuint id, GLenum severity,
GLsizei length, const GLchar* message, const void* user_param) {
Logger::log(Logger::Level::L_DEBUG, std::source_location::current(),
"GL Debug: {}", reinterpret_cast<const char*>(message));
},
nullptr);
#endif
m_vao.resize(NUM_VAO);
glGenVertexArrays(NUM_VAO, m_vao.data());
glBindVertexArray(0);
glBindVertexArray(m_vao[2]);
glGenBuffers(1, &m_outline_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_outline_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(CUBE_VER), CUBE_VER, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glGenBuffers(1, &m_outline_indices_vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_outline_indices_vbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(OUTLINE_CUBE_INDICES),
OUTLINE_CUBE_INDICES, GL_STATIC_DRAW);
glBindVertexArray(m_vao[1]);
glGenBuffers(1, &m_sky_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_sky_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES_POS), VERTICES_POS,
GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindVertexArray(m_vao[3]);
glGenBuffers(1, &m_ui_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_ui_vbo);
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);
}
glBufferData(GL_ARRAY_BUFFER, m_ui.size() * sizeof(Vertex2D), m_ui.data(),
GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_ui_vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
(void*)offsetof(Vertex2D, s));
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
(void*)offsetof(Vertex2D, layer));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glBindVertexArray(m_vao[5]);
glGenBuffers(1, &m_player_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_player_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES_PLAYER), VERTICES_PLAYER,
GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
init_quad();
init_text();
hot_reload();
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
m_init = true;
}
const Shader& Renderer::get_shader(const std::string& name) const {
auto it = m_shaders.find(HASH::str(name));
ASSERT_MSG(it != m_shaders.end(), "Shader don't find, check the name");
return it->second;
}
void Renderer::init_quad() {
glBindVertexArray(m_vao[0]);
glGenBuffers(1, &m_quad_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_quad_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(QUAD_VERTICES), QUAD_VERTICES,
GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
(void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
(void*)(2 * sizeof(float)));
}
void Renderer::init_text() {
glBindVertexArray(m_vao[4]);
glGenBuffers(1, &m_text_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_text_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
const auto& shader = get_shader("text");
Text::set_loc(shader);
DebugCollector::get().init_text();
}
void Renderer::render() {
glDisable(GL_FRAMEBUFFER_SRGB);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
day_night_calculation();
render_sky();
render_world();
render_outline();
render_player();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glEnable(GL_FRAMEBUFFER_SRGB);
glDisable(GL_DEPTH_TEST);
glClearColor(0.0f, 0.0f, 0.0f, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
render_underwater();
glDisable(GL_FRAMEBUFFER_SRGB);
render_ui();
render_text();
render_dev_panel();
}
void Renderer::day_night_calculation() {
m_parallel_light.sundir = glm::normalize(m_world.sunlight_dir());
m_parallel_light.sun_height = (-m_parallel_light.sundir).y;
m_parallel_light.lightdir = m_parallel_light.sundir;
m_parallel_light.day_light =
glm::smoothstep(0.15f, 0.3f, m_parallel_light.sun_height);
m_parallel_light.sun_color = mix(SUNSET_SUNLIGHT_COLOR, NOON_SUNLIGHT_COLOR,
m_parallel_light.day_light);
glm::vec3 ambient_color = mix(SUNSET_AMBIENT_COLOR, NOON_AMBIENT_COLOR,
m_parallel_light.day_light);
m_parallel_light.day_factor =
glm::smoothstep(-0.15f, 0.05f, m_parallel_light.sun_height);
auto day_factor = m_parallel_light.day_factor;
float light_intensity =
glm::smoothstep(moon_intensity, sun_intensity, day_factor);
m_parallel_light.directional_light_color =
glm::mix(MOON_COLOR, m_parallel_light.sun_color, day_factor) *
light_intensity;
m_parallel_light.finnal_ambient_color =
glm::mix(NIGHT_AMBIENT_COLOR, ambient_color, day_factor);
m_ambient_strength = glm::mix(0.45f, 0.25f, day_factor);
}
void Renderer::render_outline() {
const auto& shader = get_shader("outline");
shader.use();
const auto& block_pos = m_world.get_look_block_pos();
if (block_pos != std::nullopt) {
m_m_mat =
glm::translate(glm::mat4(1.0f), glm::vec3(block_pos.value().pos));
m_v_mat = m_camera.get_camera_lookat();
m_mv_mat = m_v_mat * m_m_mat;
shader.set_loc("mv_matrix", m_mv_mat);
shader.set_loc("proj_matrix", m_p_mat);
glBindVertexArray(m_vao[2]);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glLineWidth(4.0f);
glDrawElements(GL_LINES, 24, GL_UNSIGNED_INT, 0);
}
}
void Renderer::render_sky() {
glm::vec3 zenith = {0.20f, 0.45f, 0.95f};
glm::vec3 horizon = {0.55f, 0.75f, 1.00f};
glm::vec3 sunset_zenith = {0.05f, 0.10f, 0.25f};
glm::vec3 sunset_horizon = {1.0f, 0.35f, 0.10f};
glm::vec3 night_zenith = {0.018f, 0.023f, 0.048f};
glm::vec3 night_horizon = {0.022f, 0.027f, 0.052f};
constexpr float NIGHT_SHARPNESS = 0.35f;
constexpr float SUNSET_SHARPNESS = 0.6f;
constexpr float NOON_SHARPNESS = 0.35f;
constexpr float NIGHT_CLOUD_MIX = 0.3f;
constexpr float SUNSET_CLOUD_MIX = 0.4f;
constexpr float NOON_CLOUD_MIX = 0.7;
glm::vec3 day_top = mix(sunset_zenith, zenith, m_parallel_light.day_light);
glm::vec3 day_bottom =
mix(sunset_horizon, horizon, m_parallel_light.day_light);
m_sky_uniform.sky_top =
mix(night_zenith, day_top, m_parallel_light.day_factor);
m_sky_uniform.sky_bottom =
mix(night_horizon, day_bottom, m_parallel_light.day_factor);
float day_sharpness =
glm::mix(SUNSET_SHARPNESS, NOON_SHARPNESS, m_parallel_light.day_light);
m_sky_uniform.horizon_sharpness =
glm::mix(NIGHT_SHARPNESS, day_sharpness, m_parallel_light.day_factor);
float day_cloud_mix =
glm::mix(SUNSET_CLOUD_MIX, NOON_CLOUD_MIX, m_parallel_light.day_light);
m_sky_uniform.cloud_white_mix =
glm::mix(NIGHT_CLOUD_MIX, day_cloud_mix, m_parallel_light.day_factor);
m_cloud_time += m_delta_time * m_cloud_speed;
const auto& sky_shader = get_shader("sky");
sky_shader.use();
m_m_mat = glm::translate(glm::mat4(1.0f), m_camera.get_camera_pos() -
glm::vec3(0.5f, 0.5f, 0.5f));
m_v_mat = m_camera.get_camera_lookat();
m_mv_mat = m_v_mat * m_m_mat;
m_sky_uniform.sun_dir_view = (-m_parallel_light.sundir);
sky_shader.set_loc("mv_matrix", m_mv_mat);
sky_shader.set_loc("proj_matrix", m_p_mat);
sky_shader.set_loc("skyTop", m_sky_uniform.sky_top);
sky_shader.set_loc("skyBottom", m_sky_uniform.sky_bottom);
sky_shader.set_loc("sunDir", m_sky_uniform.sun_dir_view);
sky_shader.set_loc("sunColor", m_parallel_light.directional_light_color);
sky_shader.set_loc("horizonSharpness", m_sky_uniform.horizon_sharpness);
sky_shader.set_loc("time", m_cloud_time);
sky_shader.set_loc("cloudWhiteMix", m_sky_uniform.cloud_white_mix);
sky_shader.set_loc("cloudThresholdLow", m_cloud_threshold_low);
sky_shader.set_loc("cloudThresholdHigh", m_cloud_threshold_high);
glBindVertexArray(m_vao[1]);
glDisable(GL_DEPTH_TEST);
glDrawArrays(GL_TRIANGLES, 0, 36);
glEnable(GL_DEPTH_TEST);
// draw sun and moon
const auto& billboard = get_shader("billboard");
billboard.use();
glDepthMask(GL_FALSE);
glBindVertexArray(m_vao[0]);
// draw sun
glm::vec3 sun_pos = m_camera.get_camera_pos() +
normalize(-m_world.sunlight_dir()) * (FAR_PLANE * 0.9f);
glm::vec3 sun_view_pos = glm::vec3(m_v_mat * glm::vec4(sun_pos, 1.0f));
m_mv_mat = glm::translate(glm::mat4(1.0f), sun_view_pos) *
glm::scale(glm::mat4(1.0f), glm::vec3(SUN_SIZE)) *
glm::translate(glm::mat4(1.0f), glm::vec3(-0.5f, -0.5f, 0.0f));
billboard.set_loc("mv_matrix", m_mv_mat);
billboard.set_loc("proj_matrix", m_p_mat);
billboard.set_loc("color", SUN_COLOR);
glDrawArrays(GL_TRIANGLES, 0, 6);
glm::vec3 moon_pos = m_camera.get_camera_pos() +
normalize(m_world.sunlight_dir()) * (FAR_PLANE * 0.9f);
glm::vec3 moon_view_pos = glm::vec3(m_v_mat * glm::vec4(moon_pos, 1.0f));
m_mv_mat = glm::translate(glm::mat4(1.0f), moon_view_pos) *
glm::scale(glm::mat4(1.0f), glm::vec3(MOON_SIZE)) *
glm::translate(glm::mat4(1.0f), glm::vec3(-0.5f, -0.5f, 0.0f));
billboard.set_loc("mv_matrix", m_mv_mat);
billboard.set_loc("proj_matrix", m_p_mat);
billboard.set_loc("color", MOON_COLOR);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDepthMask(GL_TRUE);
}
void Renderer::render_text() {
glBindVertexArray(m_vao[4]);
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);
auto& texts = DebugCollector::get().all_texts();
for (auto& t : texts) {
t.second.render();
}
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_m_matrix);
shader.set_loc("proj_matrix", m_ui_proj);
glBindVertexArray(m_vao[3]);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_ui_array());
glDrawArrays(GL_TRIANGLES, 0, 6);
Tools::check_opengl_error();
glEnable(GL_DEPTH_TEST);
}
void Renderer::render_underwater() {
const auto& shader = get_shader("under_water");
shader.use();
glBindVertexArray(m_vao[0]);
shader.set_loc("u_sceneTexture", 0);
shader.set_loc("u_time", static_cast<float>(glfwGetTime()));
shader.set_loc("u_underwater", m_camera.is_under_water());
shader.set_loc("u_waterColor", glm::vec3(0.1f, 0.25f, 0.35f));
shader.set_loc("u_fogDensity", m_underwater_fog_density);
shader.set_loc("cameraPos", m_camera.get_camera_pos());
shader.set_loc("sunDir", -m_parallel_light.sundir);
shader.set_loc("waterDensity", m_water_density);
shader.set_loc("InverseViewProjection", glm::inverse(m_p_mat * m_v_mat));
shader.set_loc("sunColor", m_parallel_light.sun_color);
shader.set_loc("u_lightSpaceMatrix", m_parallel_light.light_space_matrix);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_screen_texture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_screen_depth_texture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_depth_map_texture);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
void Renderer::update(float delta_time) { m_delta_time = delta_time; }
void Renderer::update_fov(float fov) {
m_fov = fov;
m_p_mat = glm::perspective(glm::radians(fov), m_aspect, 0.1f, 1000.0f);
}
void Renderer::update_proj_matrix(float aspect, float width, float height) {
m_aspect = aspect;
m_p_mat =
glm::perspective(glm::radians(m_fov), aspect, NEAR_PLANE, FAR_PLANE);
m_ui_proj = glm::ortho(0.0f, width, height, 0.0f, -1.0f, 1.0f);
// scale and then translate
m_ui_m_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;
if (m_fbo == 0) {
glGenFramebuffers(1, &m_fbo);
}
if (m_oit_fbo == 0) {
glGenFramebuffers(1, &m_oit_fbo);
}
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glDeleteTextures(1, &m_screen_texture);
glDeleteTextures(1, &m_screen_depth_texture);
glGenTextures(1, &m_screen_texture);
glBindTexture(GL_TEXTURE_2D, m_screen_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
m_screen_texture, 0);
glGenTextures(1, &m_screen_depth_texture);
glBindTexture(GL_TEXTURE_2D, m_screen_depth_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, width, height, 0,
GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
m_screen_depth_texture, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
Logger::error("FBO incomplete after resize!");
} else {
Logger::info("Frame Buffer Complete!");
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, m_oit_fbo);
glDeleteTextures(1, &m_accum_texture);
glDeleteTextures(1, &m_reveal_texture);
glDeleteTextures(1, &m_oit_depth_texture);
glGenTextures(1, &m_accum_texture);
glBindTexture(GL_TEXTURE_2D, m_accum_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA,
GL_HALF_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
m_accum_texture, 0);
glGenTextures(1, &m_reveal_texture);
glBindTexture(GL_TEXTURE_2D, m_reveal_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, width, height, 0, GL_RED,
GL_HALF_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D,
m_reveal_texture, 0);
glGenTextures(1, &m_oit_depth_texture);
glBindTexture(GL_TEXTURE_2D, m_oit_depth_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, width, height, 0,
GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
m_oit_depth_texture, 0);
GLenum draw_buffer[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, draw_buffer);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
Logger::error("FBO incomplete after resize!");
} else {
Logger::info("Frame Buffer Complete!");
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// depth map fbo
if (m_depth_map_fbo == 0) {
glGenFramebuffers(1, &m_depth_map_fbo);
}
glDeleteTextures(1, &m_depth_map_texture);
glGenTextures(1, &m_depth_map_texture);
glBindTexture(GL_TEXTURE_2D, m_depth_map_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, DEPTH_MAP_SIZE,
DEPTH_MAP_SIZE, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
float border_color[] = {1.0f, 1.0f, 1.0f, 1.0f};
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border_color);
// Manually compare shadows
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,
// GL_COMPARE_REF_TO_TEXTURE);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glBindFramebuffer(GL_FRAMEBUFFER, m_depth_map_fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
m_depth_map_texture, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
Logger::error("FBO incomplete after resize!");
} else {
Logger::info("Frame Buffer Complete!");
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
m_width = width;
m_height = height;
}
#pragma region render_world
void Renderer::render_world() {
// shader map
glm::mat4& light_space_matrix = m_parallel_light.light_space_matrix;
auto& m_render_snapshots = m_world.render_snapshots();
auto& camera_pos = m_camera.get_camera_pos();
float texels_per_unit = 0.0f;
const auto& lightdir = m_parallel_light.lightdir;
if (m_shader_on) {
const auto& depth_shader = get_shader("depth_shader");
depth_shader.use();
glm::vec3 cam_pos = m_camera.get_camera_pos();
glm::vec3 cam_fwd = m_camera.get_camera_front();
float half_extent = 128.0f;
glm::vec3 center = cam_pos + cam_fwd * (half_extent * 0.5f);
glm::vec3 raw_shadow_lightdir =
quantize_sun_direction(lightdir, ANGLE_STEP_DEG);
glm::vec3 shadow_lightdir =
get_smoothed_shadow_lightdir(raw_shadow_lightdir, m_delta_time);
glm::vec3 up = fabs(shadow_lightdir.y) > 0.99f ? glm::vec3(0, 0, 1)
: glm::vec3(0, 1, 0);
glm::mat4 light_basis =
glm::lookAt(glm::vec3(0.0f), shadow_lightdir, up);
texels_per_unit = DEPTH_MAP_SIZE / (half_extent * 2.0f);
glm::vec3 ls_center = glm::vec3(light_basis * glm::vec4(center, 1.0f));
ls_center.x =
std::round(ls_center.x * texels_per_unit) / texels_per_unit;
ls_center.y =
std::round(ls_center.y * texels_per_unit) / texels_per_unit;
glm::vec3 snapped_center =
glm::vec3(glm::inverse(light_basis) * glm::vec4(ls_center, 1.0f));
float distance = half_extent * 1.5f;
float near_plane = 1.0f;
float far_plane = distance + half_extent * 2.0f;
glm::vec3 light_pos = snapped_center - shadow_lightdir * distance;
glm::mat4 light_view = glm::lookAt(light_pos, snapped_center, up);
glm::mat4 light_projection =
glm::ortho(-half_extent, half_extent, -half_extent, half_extent,
near_plane, far_plane);
light_space_matrix = light_projection * light_view;
depth_shader.set_loc("lightSpaceMatrix", light_space_matrix);
depth_shader.set_loc("is_discard_tranparent", m_discard_tranparent);
glViewport(0, 0, DEPTH_MAP_SIZE, DEPTH_MAP_SIZE);
if (m_light_cull_face == 0) {
glCullFace(GL_FRONT);
} else if (m_light_cull_face == 1) {
glCullFace(GL_BACK);
} else {
Logger::warn("Light Cull Face {} Over The Max Selection",
m_light_cull_face);
glCullFace(GL_BACK);
}
glBindFramebuffer(GL_FRAMEBUFFER, m_depth_map_fbo);
glClear(GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE1);
glEnable(GL_DEPTH_TEST);
for (const auto& snapshot : m_render_snapshots) {
glBindTexture(GL_TEXTURE_2D_ARRAY,
m_texture_manager.get_texture_array());
glBindVertexArray(snapshot.normal_vao);
glDrawArrays(GL_TRIANGLES, 0, snapshot.normal_vertices_count);
}
// cross_plane and discard
for (const auto& snapshot : m_render_snapshots) {
glm::vec2 camera_pos_xz{camera_pos.x, camera_pos.z};
if (snapshot.cross_vertices_count != 0) {
glm::vec2 center_xz{snapshot.center.x, snapshot.center.z};
float dist2d = glm::distance(camera_pos_xz, center_xz);
if (dist2d <= CROSS_PLANE_DISTANCE * 16) {
glBindTexture(GL_TEXTURE_2D_ARRAY,
m_texture_manager.get_cross_plane_array());
glBindVertexArray(snapshot.cross_vao);
glDrawArrays(GL_TRIANGLES, 0,
snapshot.cross_vertices_count);
}
}
if (snapshot.normal_discard_vertices_count != 0) {
glBindTexture(GL_TEXTURE_2D_ARRAY,
m_texture_manager.get_texture_array());
glBindVertexArray(snapshot.normal_discard_vao);
glDrawArrays(GL_TRIANGLES, 0,
snapshot.normal_discard_vertices_count);
}
}
}
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glCullFace(GL_BACK);
glViewport(0, 0, m_width, m_height);
const auto& normal_block_shader = get_shader("normal_block");
normal_block_shader.use();
m_m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
m_v_mat = m_camera.get_camera_lookat();
m_mv_mat = m_v_mat * m_m_mat;
m_norm_mat = glm::transpose(glm::inverse(m_mv_mat));
glm::vec3 light_dir_view = glm::normalize(glm::mat3(m_v_mat) * lightdir);
normal_block_shader.set_loc("model_matrix", m_m_mat);
normal_block_shader.set_loc("mv_matrix", m_mv_mat);
normal_block_shader.set_loc("proj_matrix", m_p_mat);
normal_block_shader.set_loc("norm_matrix", m_norm_mat);
normal_block_shader.set_loc("lightSpaceMatrix", light_space_matrix);
normal_block_shader.set_loc("ambientStrength", m_ambient_strength);
normal_block_shader.set_loc("sunlightColor",
m_parallel_light.directional_light_color);
normal_block_shader.set_loc("ambientColor",
m_parallel_light.finnal_ambient_color);
normal_block_shader.set_loc("sunlightDir", light_dir_view);
normal_block_shader.set_loc("shadowMode", m_shadow_mode);
normal_block_shader.set_loc("shader_on", m_shader_on);
normal_block_shader.set_loc("lightSizeUV",
static_cast<float>(m_light_size_uv));
normal_block_shader.set_loc("minRadius", m_min_radius);
normal_block_shader.set_loc("maxRadius", m_max_radius);
normal_block_shader.set_loc("samples", m_samples);
normal_block_shader.set_loc("specularStrength", m_specular_strength);
normal_block_shader.set_loc("cameraPos", m_camera.get_camera_pos());
normal_block_shader.set_loc("flipY", m_flip_y);
normal_block_shader.set_loc("renderDistance", m_world.rendering_distance());
normal_block_shader.set_loc("skyColor", m_sky_uniform.sky_top);
m_mvp_mat = m_p_mat * m_mv_mat;
auto& m_planes = m_world.planes();
Math::extract_frustum_planes(m_mvp_mat, m_planes);
int rendered_sum = 0;
glEnable(GL_DEPTH_TEST);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_depth_map_texture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_texture_array());
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_pbr_texture());
normal_block_shader.set_loc("enablePBR", m_pbr);
for (const auto& snapshot : m_render_snapshots) {
if (Math::is_aabb_in_frustum(snapshot.center, snapshot.half_extents,
m_planes)) {
glBindVertexArray(snapshot.normal_vao);
glDrawArrays(GL_TRIANGLES, 0, snapshot.normal_vertices_count);
rendered_sum++;
}
}
// discard
for (const auto& snapshot : m_render_snapshots) {
if (!Math::is_aabb_in_frustum(snapshot.center, snapshot.half_extents,
m_planes)) {
continue;
}
if (snapshot.normal_discard_vertices_count != 0) {
glBindVertexArray(snapshot.normal_discard_vao);
glDrawArrays(GL_TRIANGLES, 0,
snapshot.normal_discard_vertices_count);
}
}
// cross_plane
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D_ARRAY,
m_texture_manager.get_cross_plane_array());
normal_block_shader.set_loc("enablePBR", false);
for (const auto& snapshot : m_render_snapshots) {
if (!Math::is_aabb_in_frustum(snapshot.center, snapshot.half_extents,
m_planes)) {
continue;
}
glm::vec2 camera_pos_xz{camera_pos.x, camera_pos.z};
if (snapshot.cross_vertices_count != 0) {
glm::vec2 center_xz{snapshot.center.x, snapshot.center.z};
float dist2d = glm::distance(camera_pos_xz, center_xz);
if (dist2d <= CROSS_PLANE_DISTANCE * 16) {
glBindVertexArray(snapshot.cross_vao);
glDrawArrays(GL_TRIANGLES, 0, snapshot.cross_vertices_count);
}
}
}
// copy depth buffer
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_oit_fbo);
glBlitFramebuffer(0, 0, m_width, m_height, 0, 0, m_width, m_height,
GL_DEPTH_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_oit_fbo);
// pass one accumulate
glBindFramebuffer(GL_FRAMEBUFFER, m_oit_fbo);
glClearBufferfv(GL_COLOR, 0, glm::value_ptr(glm::vec4(0.0f)));
float one = 1.0f;
glClearBufferfv(GL_COLOR, 1, &one);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunci(0, GL_ONE, GL_ONE);
glBlendFunci(1, GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
auto set_accum_loc = [&](const Shader& accum_shader) {
accum_shader.set_loc("mv_matrix", m_mv_mat);
accum_shader.set_loc("proj_matrix", m_p_mat);
accum_shader.set_loc("norm_matrix", m_norm_mat);
accum_shader.set_loc("ambientStrength", m_ambient_strength);
accum_shader.set_loc("sunlightColor",
m_parallel_light.directional_light_color);
accum_shader.set_loc("ambientColor",
m_parallel_light.finnal_ambient_color);
accum_shader.set_loc("sunlightDir", light_dir_view);
accum_shader.set_loc("shader_on", m_shader_on);
accum_shader.set_loc("specularStrength", m_specular_strength);
};
auto& accum_shader = get_shader("accum");
accum_shader.use();
set_accum_loc(accum_shader);
accum_shader.set_loc("cameraPos", m_camera.get_camera_pos());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_texture_array());
for (const auto& snapshot : m_render_snapshots) {
if (!Math::is_aabb_in_frustum(snapshot.center, snapshot.half_extents,
m_planes)) {
continue;
}
if (snapshot.normal_blend_vertices_count != 0) {
glBindVertexArray(snapshot.normal_blend_vao);
glDrawArrays(GL_TRIANGLES, 0, snapshot.normal_blend_vertices_count);
}
}
// use SSR
auto& water_shader = get_shader("water");
water_shader.use();
set_accum_loc(water_shader);
water_shader.set_loc("sceneColorTex", 1);
water_shader.set_loc("sceneDepthTex", 2);
water_shader.set_loc("inv_proj_matrix", glm::inverse(m_p_mat));
water_shader.set_loc("inv_view_matrix", glm::inverse(m_v_mat));
// sky loc
water_shader.set_loc("skyTop", m_sky_uniform.sky_top);
water_shader.set_loc("skyBottom", m_sky_uniform.sky_bottom);
water_shader.set_loc("sunDir", m_sky_uniform.sun_dir_view);
water_shader.set_loc("sunColor", m_parallel_light.directional_light_color);
water_shader.set_loc("horizonSharpness", m_sky_uniform.horizon_sharpness);
water_shader.set_loc("time", glfwGetTime());
water_shader.set_loc("cloudWhiteMix", m_sky_uniform.cloud_white_mix);
water_shader.set_loc("cloudThresholdLow", m_cloud_threshold_low);
water_shader.set_loc("cloudThresholdHigh", m_cloud_threshold_high);
water_shader.set_loc("underwater", m_camera.is_under_water());
water_shader.set_loc("refractStrength", m_refract_strength);
water_shader.set_loc("enablePerturb", m_water_perturb);
water_shader.set_loc("enableDepthFade", m_water_depth_fade);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_screen_texture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_screen_depth_texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_texture_array());
for (const auto& snapshot : m_render_snapshots) {
if (!Math::is_aabb_in_frustum(snapshot.center, snapshot.half_extents,
m_planes)) {
continue;
}
if (snapshot.water_vertices_count != 0) {
glBindVertexArray(snapshot.water_vao);
glDrawArrays(GL_TRIANGLES, 0, snapshot.water_vertices_count);
}
}
auto& composite_shader = get_shader("composite");
glDisable(GL_BLEND);
composite_shader.use();
composite_shader.set_loc("u_accumTex", 0);
composite_shader.set_loc("u_revealTex", 1);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glBindVertexArray(m_vao[0]);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_accum_texture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_reveal_texture);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
DebugCollector::get().report(
"rendered_chunk", "Rendered Chunk: " + std::to_string(rendered_sum));
}
void Renderer::render_player() {
auto& shader = get_shader("player");
shader.use();
m_v_mat = m_camera.get_camera_lookat();
auto& players = m_world.render_player_data();
for (auto& player : players) {
m_m_mat = glm::translate(
glm::mat4(1.0f), player.render_pos + glm::vec3(-0.5f, 0.0f, -0.5f));
m_mv_mat = m_v_mat * m_m_mat;
shader.set_loc("mv_matrix", m_mv_mat);
shader.set_loc("proj_matrix", m_p_mat);
glBindVertexArray(m_vao[5]);
glEnable(GL_DEPTH_TEST);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
}
#pragma endregion
void Renderer::render_dev_panel() {
glDisable(GL_DEPTH_TEST);
m_dev_panel.render();
glEnable(GL_DEPTH_TEST);
}
glm::vec3 Renderer::quantize_sun_direction(const glm::vec3& lightdir,
float angle_step_deg) const {
float elevation = std::asin(glm::clamp(lightdir.y, -1.0f, 1.0f));
float azimuth = std::atan2(lightdir.z, lightdir.x);
float step = glm::radians(angle_step_deg);
float quantized_elevation = std::round(elevation / step) * step;
float quantized_azimuth = std::round(azimuth / step) * step;
glm::vec3 quantized_dir;
quantized_dir.x =
std::cos(quantized_elevation) * std::cos(quantized_azimuth);
quantized_dir.z =
std::cos(quantized_elevation) * std::sin(quantized_azimuth);
quantized_dir.y = std::sin(quantized_elevation);
return glm::normalize(quantized_dir);
}
glm::vec3
Renderer::get_smoothed_shadow_lightdir(const glm::vec3& raw_shadow_lightdir,
float dt) {
if (!m_blend_initialized) {
m_blend_from_lightdir = raw_shadow_lightdir;
m_blend_to_lightdir = raw_shadow_lightdir;
m_blend_t = 1.0f;
m_blend_initialized = true;
return raw_shadow_lightdir;
}
if (raw_shadow_lightdir != m_blend_to_lightdir) {
glm::vec3 current_displayed = glm::normalize(
Math::slerp(m_blend_from_lightdir, m_blend_to_lightdir, m_blend_t));
m_blend_from_lightdir = current_displayed;
m_blend_to_lightdir = raw_shadow_lightdir;
m_blend_t = 0.0f;
}
m_blend_t = glm::min(m_blend_t + dt / BLEND_DURATION, 1.0f);
return glm::normalize(
Math::slerp(m_blend_from_lightdir, m_blend_to_lightdir, m_blend_t));
}
float& Renderer::ambient_strength() { return m_ambient_strength; }
bool& Renderer::discard_transparent() { return m_discard_tranparent; }
bool& Renderer::shader_on() { return m_shader_on; }
bool& Renderer::water_perturb() { return m_water_perturb; }
bool& Renderer::water_depth_fade() { return m_water_depth_fade; }
bool& Renderer::pbr() { return m_pbr; }
bool& Renderer::flip_y() { return m_flip_y; }
int& Renderer::shadow_mode() { return m_shadow_mode; }
int& Renderer::light_cull_face() { return m_light_cull_face; }
int& Renderer::light_size_uv() { return m_light_size_uv; }
float& Renderer::min_radius() { return m_min_radius; }
float& Renderer::max_radius() { return m_max_radius; }
int& Renderer::samples() { return m_samples; }
float& Renderer::specular_strength() { return m_specular_strength; }
float& Renderer::cloud_speed() { return m_cloud_speed; }
float& Renderer::cloud_threshold_low() { return m_cloud_threshold_low; }
float& Renderer::cloud_threshold_high() { return m_cloud_threshold_high; }
float& Renderer::refract_strength() { return m_refract_strength; }
float& Renderer::underwater_fog_density() { return m_underwater_fog_density; }
float& Renderer::water_density() { return m_water_density; }
} // namespace Cubed