openspades/Sources/Draw/GLSoftLitSpriteRenderer.cpp
2013-11-19 02:31:24 +09:00

512 lines
15 KiB
C++

/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades 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.
OpenSpades 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 OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
#include "GLSoftLitSpriteRenderer.h"
#include "GLRenderer.h"
#include "IGLDevice.h"
#include "../Core/Debug.h"
#include "GLProgram.h"
#include "GLImage.h"
#include "GLFramebufferManager.h"
#include "GLQuadRenderer.h"
#include "GLProfiler.h"
#include "GLShadowShader.h"
#include "GLDynamicLight.h"
namespace spades {
namespace draw {
GLSoftLitSpriteRenderer::GLSoftLitSpriteRenderer(GLRenderer *renderer):
renderer(renderer), device(renderer->GetGLDevice()),
projectionViewMatrix("projectionViewMatrix"),
rightVector("rightVector"),
upVector("upVector"),
positionAttribute("positionAttribute"),
spritePosAttribute("spritePosAttribute"),
colorAttribute("colorAttribute"),
texture("texture"),
viewMatrix("viewMatrix"),
fogDistance("fogDistance"),
fogColor("sRGBFogColor"),
depthTexture("depthTexture"),
zNearFar("zNearFar"),
frontVector("frontVector"),
viewOriginVector("viewOriginVector"),
dlRAttribute("dlRAttribute"),
dlGAttribute("dlGAttribute"),
dlBAttribute("dlBAttribute"),
emissionAttribute("emissionAttribute")
{
SPADES_MARK_FUNCTION();
program = renderer->RegisterProgram("Shaders/SoftLitSprite.program");
}
GLSoftLitSpriteRenderer::~GLSoftLitSpriteRenderer(){
SPADES_MARK_FUNCTION();
}
void GLSoftLitSpriteRenderer::Add(spades::draw::GLImage *img,
spades::Vector3 center, float rad, float ang,
Vector4 color){
SPADES_MARK_FUNCTION_DEBUG();
const client::SceneDefinition& def = renderer->GetSceneDef();
Sprite spr;
spr.image = img;
spr.center = center;
spr.radius = rad;
spr.angle = ang;
spr.color = color;
spr.area = rad * rad * 4.f / std::max(Vector3::Dot(center - def.viewOrigin, def.viewAxis[2]), 0.01f);
sprites.push_back(spr);
}
void GLSoftLitSpriteRenderer::Clear(){
SPADES_MARK_FUNCTION();
sprites.clear();
}
float GLSoftLitSpriteRenderer::LayerForSprite(const Sprite &spr) {
float v = (spr.area - thresLow) / thresRange;
if(v < 0.f) v = 0.f;
if(v > 1.f) v = 1.f;
return v;
}
void GLSoftLitSpriteRenderer::Render() {
SPADES_MARK_FUNCTION();
if(sprites.empty())
return;
// light every sprite
const std::vector<GLDynamicLight>& lights = renderer->lights;
for(size_t i = 0; i < sprites.size(); i++){
Sprite& spr = sprites[i];
if(spr.color.w < .0001f) {
// maybe emissive sprite...
spr.emission = spr.color.GetXYZ();
spr.color = MakeVector4(0.f, 0.f, 0.f, 0.f);
}else{
spr.emission = MakeVector3(0.f, 0.f, 0.f);
}
spr.dlR = MakeVector4(0, 0, 0, 0);
spr.dlG = MakeVector4(0, 0, 0, 0);
spr.dlB = MakeVector4(0, 0, 0, 0);
}
for(size_t j = 0; j < lights.size(); j++) {
const GLDynamicLight& l = lights[j];
const client::DynamicLightParam& dl = l.GetParam();
float spotTan = dl.type == client::DynamicLightTypeSpotlight ? tanf(dl.spotAngle * .5f) : 0.;
for(size_t i = 0; i < sprites.size(); i++){
Sprite& spr = sprites[i];
Vector3 v = dl.origin - spr.center;
float effectiveRadius = spr.radius + dl.radius;
if(v.GetChebyshevLength() > effectiveRadius)
continue;
float powdist = v.GetPoweredLength();
if(powdist > effectiveRadius * effectiveRadius)
continue;
float att = 1.f - powdist / (effectiveRadius * effectiveRadius);
float unif;
unif = 1.f - powdist / (spr.radius * spr.radius);
unif = std::max(.2f, unif);
if(dl.type == client::DynamicLightTypeSpotlight) {
float forward = Vector3::Dot(v, dl.spotAxis[2]);
if(forward > spr.radius) {
continue;
}else if(forward >= -spr.radius){
att *= .5f - (forward / spr.radius) * .5f;
}else{
float cx = Vector3::Dot(spr.center - dl.origin, dl.spotAxis[0]);
float cy = Vector3::Dot(spr.center - dl.origin, dl.spotAxis[1]);
float sq = sqrtf(cx * cx + cy * cy);
float sprTan = spr.radius / (-spr.radius - forward);
float eff = sprTan + spotTan;
sq /= -forward;
if(sq > eff){
continue;
}
if(sq > eff - spotTan){
att *= (eff - sq) / spotTan;
}
}
}
Vector4 final;
if(unif < .9999f) {
float directionalScale = (1.f - unif) / sqrtf(powdist);
Vector4 directional = {
v.x * directionalScale,
v.y * directionalScale,
v.z * directionalScale,
unif
};
directional *= att;
final = directional;
}else {
final.x = 0.f;
final.y = 0.f;
final.z = 0.f;
final.w = 0.f;
}
final.w += unif * att;
spr.dlR += final * dl.color.x;
spr.dlG += final * dl.color.y;
spr.dlB += final * dl.color.z;
}
}
lastImage = NULL;
program->Use();
device->Enable(IGLDevice::Blend, true);
device->BlendFunc(IGLDevice::One, IGLDevice::OneMinusSrcAlpha);
projectionViewMatrix(program);
rightVector(program);
frontVector(program);
viewOriginVector(program);
upVector(program);
texture(program);
depthTexture(program);
viewMatrix(program);
fogDistance(program);
fogColor(program);
zNearFar(program);
positionAttribute(program);
spritePosAttribute(program);
colorAttribute(program);
emissionAttribute(program);
dlRAttribute(program);
dlGAttribute(program);
dlBAttribute(program);
projectionViewMatrix.SetValue(renderer->GetProjectionViewMatrix());
viewMatrix.SetValue(renderer->GetViewMatrix());
fogDistance.SetValue(renderer->GetFogDistance());
Vector3 fogCol = renderer->GetFogColor();
fogColor.SetValue(fogCol.x,fogCol.y,fogCol.z);
const client::SceneDefinition& def = renderer->GetSceneDef();
rightVector.SetValue(def.viewAxis[0].x,
def.viewAxis[0].y,
def.viewAxis[0].z);
upVector.SetValue(def.viewAxis[1].x,
def.viewAxis[1].y,
def.viewAxis[1].z);
frontVector.SetValue(def.viewAxis[2].x,
def.viewAxis[2].y,
def.viewAxis[2].z);
viewOriginVector.SetValue(def.viewOrigin.x,
def.viewOrigin.y,
def.viewOrigin.z);
texture.SetValue(0);
depthTexture.SetValue(1);
zNearFar.SetValue(def.zNear, def.zFar);
static GLShadowShader shadowShader;
shadowShader(renderer, program, 2);
device->ActiveTexture(1);
device->BindTexture(IGLDevice::Texture2D,
renderer->GetFramebufferManager()->GetDepthTexture());
device->ActiveTexture(0);
device->EnableVertexAttribArray(positionAttribute(), true);
device->EnableVertexAttribArray(spritePosAttribute(), true);
device->EnableVertexAttribArray(colorAttribute(), true);
device->EnableVertexAttribArray(emissionAttribute(), true);
device->EnableVertexAttribArray(dlRAttribute(), true);
device->EnableVertexAttribArray(dlGAttribute(), true);
device->EnableVertexAttribArray(dlBAttribute(), true);
thresLow = tanf(def.fovX * .5f) * tanf(def.fovY * .5f) * 1.8f;
thresRange = thresLow * .5f;
// full-resolution sprites
{
GLProfiler measure(device, "Full Resolution");
for(size_t i = 0; i < sprites.size(); i++){
Sprite& spr = sprites[i];
float layer = LayerForSprite(spr);
if(layer == 1.f)
continue;
if(spr.image != lastImage){
Flush();
lastImage = spr.image;
SPAssert(vertices.empty());
}
Vertex v;
v.x = spr.center.x;
v.y = spr.center.y;
v.z = spr.center.z;
v.radius = spr.radius;
v.angle = spr.angle;
v.color = spr.color;
v.emission = spr.emission;
v.dlR = spr.dlR;
v.dlG = spr.dlG;
v.dlB = spr.dlB;
float fade = 1.f - layer;
v.color *= fade;
v.emission *= fade;
uint32_t idx = (uint32_t)vertices.size();
v.sx = -1; v.sy = -1;
vertices.push_back(v);
v.sx = 1; v.sy = -1;
vertices.push_back(v);
v.sx = -1; v.sy = 1;
vertices.push_back(v);
v.sx = 1; v.sy = 1;
vertices.push_back(v);
indices.push_back(idx);
indices.push_back(idx + 1);
indices.push_back(idx + 2);
indices.push_back(idx + 1);
indices.push_back(idx + 3);
indices.push_back(idx + 2);
}
Flush();
}
// low-res sprites
IGLDevice::UInteger lastFb = device->GetInteger(IGLDevice::FramebufferBinding);
int sW = device->ScreenWidth(), sH = device->ScreenHeight();
int lW = (sW + 3) / 4, lH = (sH + 3) / 4;
int numLowResSprites = 0;
GLColorBuffer buf = renderer->GetFramebufferManager()->CreateBufferHandle(lW, lH, true);
device->BindFramebuffer(IGLDevice::Framebuffer, buf.GetFramebuffer());
device->ClearColor(0.f, 0.f, 0.f, 0.f);
device->Clear(IGLDevice::ColorBufferBit);
device->BlendFunc(IGLDevice::One, IGLDevice::OneMinusSrcAlpha);
device->Viewport(0, 0, lW, lH);
{
GLProfiler measure(device, "Low Resolution");
for(size_t i = 0; i < sprites.size(); i++){
Sprite& spr = sprites[i];
float layer = LayerForSprite(spr);
if(layer == 0.f)
continue;
if(spr.image != lastImage){
Flush();
lastImage = spr.image;
SPAssert(vertices.empty());
}
numLowResSprites++;
Vertex v;
v.x = spr.center.x;
v.y = spr.center.y;
v.z = spr.center.z;
v.radius = spr.radius;
v.angle = spr.angle;
v.color = spr.color;
v.emission = spr.emission;
v.dlR = spr.dlR;
v.dlG = spr.dlG;
v.dlB = spr.dlB;
float fade = layer;
v.color *= fade;
v.emission *= fade;
uint32_t idx = (uint32_t)vertices.size();
v.sx = -1; v.sy = -1;
vertices.push_back(v);
v.sx = 1; v.sy = -1;
vertices.push_back(v);
v.sx = -1; v.sy = 1;
vertices.push_back(v);
v.sx = 1; v.sy = 1;
vertices.push_back(v);
indices.push_back(idx);
indices.push_back(idx + 1);
indices.push_back(idx + 2);
indices.push_back(idx + 1);
indices.push_back(idx + 3);
indices.push_back(idx + 2);
}
Flush();
}
// finalize
device->ActiveTexture(1);
device->BindTexture(IGLDevice::Texture2D,
0);
device->ActiveTexture(0);
device->BindTexture(IGLDevice::Texture2D,
0);
device->EnableVertexAttribArray(positionAttribute(), false);
device->EnableVertexAttribArray(spritePosAttribute(), false);
device->EnableVertexAttribArray(colorAttribute(), false);
device->EnableVertexAttribArray(emissionAttribute(), false);
device->EnableVertexAttribArray(dlRAttribute(), false);
device->EnableVertexAttribArray(dlGAttribute(), false);
device->EnableVertexAttribArray(dlBAttribute(), false);
// composite downsampled sprite
device->BlendFunc(IGLDevice::One, IGLDevice::OneMinusSrcAlpha);
if(numLowResSprites > 0){
GLProfiler measure(device, "Finalize");
GLQuadRenderer qr(device);
// do gaussian blur
GLProgram *program = renderer->RegisterProgram("Shaders/PostFilters/Gauss1D.program");
static GLProgramAttribute blur_positionAttribute("positionAttribute");
static GLProgramUniform blur_textureUniform("texture");
static GLProgramUniform blur_unitShift("unitShift");
program->Use();
blur_positionAttribute(program);
blur_textureUniform(program);
blur_unitShift(program);
blur_textureUniform.SetValue(0);
device->ActiveTexture(0);
qr.SetCoordAttributeIndex(blur_positionAttribute());
device->Enable(IGLDevice::Blend, false);
// x-direction
GLColorBuffer buf2 = renderer->GetFramebufferManager()->CreateBufferHandle(lW, lH, true);
device->BindTexture(IGLDevice::Texture2D, buf.GetTexture());
device->BindFramebuffer(IGLDevice::Framebuffer, buf2.GetFramebuffer());
blur_unitShift.SetValue(1.f / lW, 0.f);
qr.Draw();
buf.Release();
// x-direction
GLColorBuffer buf3 = renderer->GetFramebufferManager()->CreateBufferHandle(lW, lH, true);
device->BindTexture(IGLDevice::Texture2D, buf2.GetTexture());
device->BindFramebuffer(IGLDevice::Framebuffer, buf3.GetFramebuffer());
blur_unitShift.SetValue(0.f, 1.f / lH);
qr.Draw();
buf2.Release();
buf = buf3;
device->Enable(IGLDevice::Blend, true);
// composite
program = renderer->RegisterProgram("Shaders/PostFilters/PassThrough.program");
static GLProgramAttribute positionAttribute("positionAttribute");
static GLProgramUniform colorUniform("colorUniform");
static GLProgramUniform textureUniform("texture");
static GLProgramUniform texCoordRange("texCoordRange");
positionAttribute(program);
textureUniform(program);
texCoordRange(program);
colorUniform(program);
program->Use();
textureUniform.SetValue(0);
texCoordRange.SetValue(0.f, 0.f, 1.f, 1.f);
colorUniform.SetValue(1.f, 1.f, 1.f, 1.f);
qr.SetCoordAttributeIndex(positionAttribute());
device->BindFramebuffer(IGLDevice::Framebuffer, lastFb);
device->BindTexture(IGLDevice::Texture2D, buf.GetTexture());
device->Viewport(0, 0, sW, sH);
qr.Draw();
device->BindTexture(IGLDevice::Texture2D, 0);
}else{
device->Viewport(0, 0, sW, sH);
device->BindFramebuffer(IGLDevice::Framebuffer, lastFb);
}
buf.Release();
}
void GLSoftLitSpriteRenderer::Flush() {
SPADES_MARK_FUNCTION_DEBUG();
if(vertices.empty())
return;
device->VertexAttribPointer(positionAttribute(),
4, IGLDevice::FloatType,
false, sizeof(Vertex),
&(vertices[0].x));
device->VertexAttribPointer(spritePosAttribute(),
3, IGLDevice::FloatType,
false, sizeof(Vertex),
&(vertices[0].sx));
device->VertexAttribPointer(colorAttribute(),
4, IGLDevice::FloatType,
false, sizeof(Vertex),
&(vertices[0].color));
device->VertexAttribPointer(emissionAttribute(),
3, IGLDevice::FloatType,
false, sizeof(Vertex),
&(vertices[0].emission));
device->VertexAttribPointer(dlRAttribute(),
4, IGLDevice::FloatType,
false, sizeof(Vertex),
&(vertices[0].dlR));
device->VertexAttribPointer(dlGAttribute(),
4, IGLDevice::FloatType,
false, sizeof(Vertex),
&(vertices[0].dlG));
device->VertexAttribPointer(dlBAttribute(),
4, IGLDevice::FloatType,
false, sizeof(Vertex),
&(vertices[0].dlB));
SPAssert(lastImage);
lastImage->Bind(IGLDevice::Texture2D);
device->DrawElements(IGLDevice::Triangles,
indices.size(),
IGLDevice::UnsignedInt,
indices.data());
vertices.clear();
indices.clear();
}
}
}