#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "datatypes/cframe.h" #include "datatypes/color3.h" #include "datatypes/vector.h" #include "handles.h" #include "math_helper.h" #include "partassembly.h" #include "rendering/torus.h" #include "shader.h" #include "mesh.h" #include "defaultmeshes.h" #include "../camera.h" #include "../common.h" #include "../objects/part.h" #include "skybox.h" #include "enum/surface.h" #include "texture3d.h" #include "renderer.h" Shader* shader = NULL; Shader* skyboxShader = NULL; Shader* handleShader = NULL; Shader* identityShader = NULL; Shader* ghostShader = NULL; Shader* wireframeShader = NULL; Shader* outlineShader = NULL; extern Camera camera; Skybox* skyboxTexture = NULL; Texture3D* studsTexture = NULL; bool wireframeRendering = false; static int viewportWidth, viewportHeight; void renderInit(GLFWwindow* window, int width, int height) { viewportWidth = width, viewportHeight = height; glViewport(0, 0, width, height); initMeshes(); glEnable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); skyboxTexture = new Skybox({ "assets/textures/skybox/null_plainsky512_lf.jpg", "assets/textures/skybox/null_plainsky512_rt.jpg", "assets/textures/skybox/null_plainsky512_up.jpg", "assets/textures/skybox/null_plainsky512_dn.jpg", "assets/textures/skybox/null_plainsky512_ft.jpg", "assets/textures/skybox/null_plainsky512_bk.jpg", }, GL_RGB); studsTexture = new Texture3D("assets/textures/studs.png", 128, 128, 6, GL_RGBA); // Compile shaders shader = new Shader("assets/shaders/phong.vs", "assets/shaders/phong.fs"); skyboxShader = new Shader("assets/shaders/skybox.vs", "assets/shaders/skybox.fs"); handleShader = new Shader("assets/shaders/handle.vs", "assets/shaders/handle.fs"); identityShader = new Shader("assets/shaders/identity.vs", "assets/shaders/identity.fs"); ghostShader = new Shader("assets/shaders/ghost.vs", "assets/shaders/ghost.fs"); wireframeShader = new Shader("assets/shaders/wireframe.vs", "assets/shaders/wireframe.fs"); outlineShader = new Shader("assets/shaders/outline.vs", "assets/shaders/outline.fs"); } void renderParts() { glDepthMask(GL_TRUE); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glFrontFace(GL_CW); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Use shader shader->use(); // shader->set("objectColor", glm::vec3(1.0f, 0.5f, 0.31f)); // shader->set("lightColor", glm::vec3(1.0f, 1.0f, 1.0f)); // view/projection transformations glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)viewportWidth / (float)viewportHeight, 0.1f, 1000.0f); glm::mat4 view = camera.getLookAt(); shader->set("projection", projection); shader->set("view", view); // shader->set("material", Material { // // .ambient = glm::vec3(1.0f, 0.5f, 0.31f), // .diffuse = glm::vec3(0.639216f, 0.635294f, 0.647059f), // .specular = glm::vec3(0.5f, 0.5f, 0.5f), // .shininess = 16.0f, // }); shader->set("sunLight", DirLight { .direction = glm::vec3(-0.2f, -1.0f, -0.3f), .ambient = glm::vec3(0.2f, 0.2f, 0.2f), .diffuse = glm::vec3(0.5f, 0.5f, 0.5f), .specular = glm::vec3(1.0f, 1.0f, 1.0f), }); shader->set("numPointLights", 0); // shader->set("pointLights[0]", PointLight { // .position = lightPos, // .ambient = glm::vec3(0.4f, 0.4f, 0.4f), // .diffuse = glm::vec3(1.0f, 1.0f, 1.0f), // .specular = glm::vec3(1.0f, 1.0f, 1.0f), // .constant = 1.0, // .linear = 0.9, // .quadratic = 0.32, // }); studsTexture->activate(0); shader->set("studs", 0); // Pre-calculate the normal matrix for the shader // Pass in the camera position shader->set("viewPos", camera.cameraPos); // Sort by nearest std::map> sorted; for (auto it = gWorkspace()->GetDescendantsStart(); it != gWorkspace()->GetDescendantsEnd(); it++) { std::shared_ptr inst = *it; if (inst->GetClass()->className != "Part") continue; std::shared_ptr part = std::dynamic_pointer_cast(inst); if (part->transparency > 0.00001) { float distance = glm::length(glm::vec3(Vector3(camera.cameraPos) - part->position())); sorted[distance] = part; } else { glm::mat4 model = part->cframe; // if (part->name == "camera") model = camera.getLookAt(); model = glm::scale(model, (glm::vec3)part->size); shader->set("model", model); shader->set("material", Material { .diffuse = part->color, .specular = glm::vec3(0.5f, 0.5f, 0.5f), .shininess = 16.0f, }); glm::mat3 normalMatrix = glm::mat3(glm::transpose(glm::inverse(model))); shader->set("normalMatrix", normalMatrix); shader->set("texScale", part->size); shader->set("transparency", part->transparency); shader->set("surfaces[" + std::to_string(NormalId::Right) + "]", (int)part->rightSurface); shader->set("surfaces[" + std::to_string(NormalId::Top) + "]", (int)part->topSurface); shader->set("surfaces[" + std::to_string(NormalId::Back) + "]", (int)part->backSurface); shader->set("surfaces[" + std::to_string(NormalId::Left) + "]", (int)part->leftSurface); shader->set("surfaces[" + std::to_string(NormalId::Bottom) + "]", (int)part->bottomSurface); shader->set("surfaces[" + std::to_string(NormalId::Front) + "]", (int)part->frontSurface); CUBE_MESH->bind(); glDrawArrays(GL_TRIANGLES, 0, CUBE_MESH->vertexCount); } } // TODO: Same as todo in src/physics/simulation.cpp // According to LearnOpenGL, std::map automatically sorts its contents. for (std::map>::reverse_iterator it = sorted.rbegin(); it != sorted.rend(); it++) { std::shared_ptr part = it->second; glm::mat4 model = part->cframe; // if (part->name == "camera") model = camera.getLookAt(); model = glm::scale(model, (glm::vec3)part->size); shader->set("model", model); shader->set("material", Material { .diffuse = part->color, .specular = glm::vec3(0.5f, 0.5f, 0.5f), .shininess = 16.0f, }); glm::mat3 normalMatrix = glm::mat3(glm::transpose(glm::inverse(model))); shader->set("normalMatrix", normalMatrix); shader->set("texScale", part->size); shader->set("transparency", part->transparency); shader->set("surfaces[" + std::to_string(NormalId::Right) + "]", (int)part->rightSurface); shader->set("surfaces[" + std::to_string(NormalId::Top) + "]", (int)part->topSurface); shader->set("surfaces[" + std::to_string(NormalId::Back) + "]", (int)part->backSurface); shader->set("surfaces[" + std::to_string(NormalId::Left) + "]", (int)part->leftSurface); shader->set("surfaces[" + std::to_string(NormalId::Bottom) + "]", (int)part->bottomSurface); shader->set("surfaces[" + std::to_string(NormalId::Front) + "]", (int)part->frontSurface); CUBE_MESH->bind(); glDrawArrays(GL_TRIANGLES, 0, CUBE_MESH->vertexCount); } } static Vector3 FACES[6] = { {1, 0, 0}, {0, 1, 0}, {0, 0, 1}, {-1, 0, 0}, {0, -1, 0}, {0, 0, -1}, }; void renderSurfaceExtras() { glDepthMask(GL_TRUE); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glFrontFace(GL_CCW); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Use shader ghostShader->use(); // view/projection transformations glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)viewportWidth / (float)viewportHeight, 0.1f, 1000.0f); glm::mat4 view = camera.getLookAt(); ghostShader->set("projection", projection); ghostShader->set("view", view); ghostShader->set("color", glm::vec3(0.87f, 0.87f, 0.0f)); // Pass in the camera position ghostShader->set("viewPos", camera.cameraPos); for (auto it = gWorkspace()->GetDescendantsStart(); it != gWorkspace()->GetDescendantsEnd(); it++) { std::shared_ptr inst = *it; if (!inst->IsA("Part")) continue; std::shared_ptr part = std::dynamic_pointer_cast(inst); for (int i = 0; i < 6; i++) { NormalId face = (NormalId)i; SurfaceType type = part->GetSurfaceFromFace(face); if (type <= SurfaceType::Universal) continue; Vector3 surfaceCenter = part->cframe * (normalFromFace(face) * part->size / 2.f); glm::mat4 model = CFrame::pointToward(surfaceCenter, part->cframe.Rotation() * normalFromFace(face)); model = glm::scale(model, glm::vec3(0.4,0.4,0.4)); ghostShader->set("model", model); CYLINDER_MESH->bind(); glDrawArrays(GL_TRIANGLES, 0, CYLINDER_MESH->vertexCount); } } } void renderSkyBox() { glDepthMask(GL_FALSE); glCullFace(GL_FRONT); glFrontFace(GL_CW); skyboxShader->use(); glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)viewportWidth / (float)viewportHeight, 0.1f, 1000.0f); // Remove translation component of view, making us always at (0, 0, 0) glm::mat4 view = glm::mat4(glm::mat3(camera.getLookAt())); skyboxShader->set("projection", projection); skyboxShader->set("view", view); skyboxShader->set("uTexture", 0); CUBE_MESH->bind(); glDrawArrays(GL_TRIANGLES, 0, 36); } static CFrame XYZToZXY(glm::vec3(0, 0, 0), -glm::vec3(1, 0, 0), glm::vec3(0, 0, 1)); void renderHandles() { if (!editorToolHandles.active) return; auto assembly = PartAssembly::FromSelection(); if (assembly.bounds() == Vector3::ZERO) return; glDepthMask(GL_TRUE); glCullFace(GL_BACK); glFrontFace(GL_CCW); // This is right... Probably..... // Use shader handleShader->use(); // view/projection transformations glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)viewportWidth / (float)viewportHeight, 0.1f, 1000.0f); glm::mat4 view = camera.getLookAt(); handleShader->set("projection", projection); handleShader->set("view", view); handleShader->set("sunLight", DirLight { .direction = glm::vec3(-0.2f, -1.0f, -0.3f), .ambient = glm::vec3(0.2f, 0.2f, 0.2f), .diffuse = glm::vec3(0.5f, 0.5f, 0.5f), .specular = glm::vec3(1.0f, 1.0f, 1.0f), }); handleShader->set("numPointLights", 0); // Pass in the camera position handleShader->set("viewPos", camera.cameraPos); for (auto face : HandleFace::Faces) { glm::mat4 model = getHandleCFrame(face); model = glm::scale(model, (glm::vec3)handleSize(face)); handleShader->set("model", model); handleShader->set("material", Material { .diffuse = editorToolHandles.handlesType == HandlesType::RotateHandles ? (glm::vec3)(XYZToZXY * glm::abs(face.normal)) : glm::abs(face.normal), .specular = glm::vec3(0.5f, 0.5f, 0.5f), .shininess = 16.0f, }); glm::mat3 normalMatrix = glm::mat3(glm::transpose(glm::inverse(model))); handleShader->set("normalMatrix", normalMatrix); if (editorToolHandles.handlesType == HandlesType::MoveHandles) { ARROW_MESH->bind(); glDrawArrays(GL_TRIANGLES, 0, ARROW_MESH->vertexCount); } else { SPHERE_MESH->bind(); glDrawArrays(GL_TRIANGLES, 0, SPHERE_MESH->vertexCount); } } // 2d square overlay glDisable(GL_CULL_FACE); identityShader->use(); identityShader->set("aColor", glm::vec3(0.f, 1.f, 1.f)); for (auto face : HandleFace::Faces) { CFrame cframe = getHandleCFrame(face); glm::vec4 screenPos = projection * view * glm::vec4((glm::vec3)cframe.Position(), 1.0f); if (screenPos.z < 0) continue; glm::vec3 ndcCoords = screenPos / screenPos.w; float rad = 5; float xRad = rad * 1/viewportWidth; float yRad = rad * 1/viewportHeight; glBegin(GL_QUADS); glVertex3f(ndcCoords.x - xRad, ndcCoords.y - yRad, 0); glVertex3f(ndcCoords.x + xRad, ndcCoords.y - yRad, 0); glVertex3f(ndcCoords.x + xRad, ndcCoords.y + yRad, 0); glVertex3f(ndcCoords.x - xRad, ndcCoords.y + yRad, 0); glEnd(); } } void renderAABB() { glDepthMask(GL_TRUE); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glFrontFace(GL_CW); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Use shader ghostShader->use(); // view/projection transformations glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)viewportWidth / (float)viewportHeight, 0.1f, 1000.0f); glm::mat4 view = camera.getLookAt(); ghostShader->set("projection", projection); ghostShader->set("view", view); // Pass in the camera position ghostShader->set("viewPos", camera.cameraPos); ghostShader->set("transparency", 0.5f); ghostShader->set("color", glm::vec3(1.f, 0.f, 0.f)); // Sort by nearest for (std::shared_ptr inst : gWorkspace()->GetChildren()) { if (inst->GetClass()->className != "Part") continue; std::shared_ptr part = std::dynamic_pointer_cast(inst); glm::mat4 model = CFrame::IDENTITY + part->cframe.Position(); printf("AABB is supposedly (%f, %f, %f)\n", part->GetAABB().X(), part->GetAABB().Y(), part->GetAABB().Z()); model = glm::scale(model, (glm::vec3)part->GetAABB()); ghostShader->set("model", model); glm::mat3 normalMatrix = glm::mat3(glm::transpose(glm::inverse(model))); ghostShader->set("normalMatrix", normalMatrix); CUBE_MESH->bind(); glDrawArrays(GL_TRIANGLES, 0, CUBE_MESH->vertexCount); } } void renderWireframe() { glDepthMask(GL_TRUE); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glFrontFace(GL_CW); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); // Use shader wireframeShader->use(); // view/projection transformations glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)viewportWidth / (float)viewportHeight, 0.1f, 1000.0f); glm::mat4 view = camera.getLookAt(); wireframeShader->set("projection", projection); wireframeShader->set("view", view); // Pass in the camera position wireframeShader->set("viewPos", camera.cameraPos); wireframeShader->set("transparency", 0.5f); wireframeShader->set("color", glm::vec3(1.f, 0.f, 0.f)); // Sort by nearest for (std::shared_ptr inst : gWorkspace()->GetChildren()) { if (inst->GetClass()->className != "Part") continue; std::shared_ptr part = std::dynamic_pointer_cast(inst); glm::mat4 model = part->cframe; model = glm::scale(model, (glm::vec3)part->size); wireframeShader->set("model", model); glm::mat3 normalMatrix = glm::mat3(glm::transpose(glm::inverse(model))); wireframeShader->set("normalMatrix", normalMatrix); CUBE_MESH->bind(); glDrawArrays(GL_TRIANGLES, 0, CUBE_MESH->vertexCount); } glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); } void renderOutlines() { glDepthMask(GL_TRUE); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glFrontFace(GL_CCW); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Use shader outlineShader->use(); // view/projection transformations glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)viewportWidth / (float)viewportHeight, 0.1f, 1000.0f); glm::mat4 view = camera.getLookAt(); outlineShader->set("projection", projection); outlineShader->set("view", view); // Pass in the camera position outlineShader->set("viewPos", camera.cameraPos); outlineShader->set("thickness", 0.4f); outlineShader->set("color", glm::vec3(0.204, 0.584, 0.922)); glm::vec3 min, max; bool first = true; int count = 0; for (auto it = gWorkspace()->GetDescendantsStart(); it != gWorkspace()->GetDescendantsEnd(); it++) { std::shared_ptr inst = *it; if (inst->GetClass() != &Part::TYPE) continue; std::shared_ptr part = std::dynamic_pointer_cast(inst); if (!part->selected) continue; count++; if (first) min = part->position(), max = part->position(); first = false; Vector3 aabbSize = part->GetAABB(); expandAABB(min, max, part->position() - aabbSize / 2.f); expandAABB(min, max, part->position() + aabbSize / 2.f); glm::mat4 model = part->cframe; model = glm::scale(model, (glm::vec3)part->size + glm::vec3(0.2)); outlineShader->set("model", model); outlineShader->set("scale", part->size + glm::vec3(0.1)); OUTLINE_MESH->bind(); glDrawArrays(GL_TRIANGLES, 0, OUTLINE_MESH->vertexCount); } // Render AABB of selected parts if (count <= 1) return; glm::vec3 outlineSize, outlinePos; outlineSize = (max - min); outlinePos = (max + min) / 2.f; glm::mat4 model = glm::translate(glm::mat4(1.0f), outlinePos); model = glm::scale(model, outlineSize + glm::vec3(0.1)); outlineShader->set("model", model); outlineShader->set("scale", outlineSize + glm::vec3(0.05)); outlineShader->set("thickness", 0.2f); OUTLINE_MESH->bind(); glDrawArrays(GL_TRIANGLES, 0, OUTLINE_MESH->vertexCount); } void renderSelectionAssembly() { glDepthMask(GL_TRUE); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glFrontFace(GL_CCW); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); PartAssembly selectionAssembly = PartAssembly::FromSelection(); // Use shader outlineShader->use(); // view/projection transformations glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)viewportWidth / (float)viewportHeight, 0.1f, 1000.0f); glm::mat4 view = camera.getLookAt(); outlineShader->set("projection", projection); outlineShader->set("view", view); // Pass in the camera position outlineShader->set("viewPos", camera.cameraPos); outlineShader->set("thickness", 0.4f); outlineShader->set("color", glm::vec3(1.f, 0.f, 0.f)); glm::mat4 model = selectionAssembly.assemblyOrigin(); model = glm::scale(model, (glm::vec3)selectionAssembly.bounds() + glm::vec3(0.1)); outlineShader->set("model", model); outlineShader->set("scale", (glm::vec3)selectionAssembly.bounds() + glm::vec3(0.05)); outlineShader->set("thickness", 0.2f); OUTLINE_MESH->bind(); glDrawArrays(GL_TRIANGLES, 0, OUTLINE_MESH->vertexCount); } void renderRotationArcs() { if (!editorToolHandles.active || editorToolHandles.handlesType != HandlesType::RotateHandles) return; glDepthMask(GL_TRUE); glEnable(GL_CULL_FACE); glDisable(GL_CULL_FACE); glCullFace(GL_BACK); glFrontFace(GL_CW); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Use shader handleShader->use(); handleShader->set("sunLight", DirLight { .direction = glm::vec3(-0.2f, -1.0f, -0.3f), .ambient = glm::vec3(0.2f, 0.2f, 0.2f), .diffuse = glm::vec3(0.5f, 0.5f, 0.5f), .specular = glm::vec3(1.0f, 1.0f, 1.0f), }); // view/projection transformations glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)viewportWidth / (float)viewportHeight, 0.1f, 1000.0f); glm::mat4 view = camera.getLookAt(); handleShader->set("projection", projection); handleShader->set("view", view); // Pass in the camera position handleShader->set("viewPos", camera.cameraPos); PartAssembly assembly = PartAssembly::FromSelection(); for (HandleFace face : HandleFace::Faces) { if (glm::any(glm::lessThan(face.normal, glm::vec3(0)))) continue; glm::mat4 model = assembly.assemblyOrigin() * CFrame(glm::vec3(0), face.normal, glm::vec3(0, 1.01, 0.1)); handleShader->set("model", model); float radius = glm::max(assembly.bounds().X(), assembly.bounds().Y(), assembly.bounds().Z()) / 2.f + 2.f; handleShader->set("material", Material { .diffuse = glm::abs(face.normal), .specular = glm::vec3(0.5f, 0.5f, 0.5f), .shininess = 16.0f, }); glm::mat3 normalMatrix = glm::mat3(glm::transpose(glm::inverse(model))); handleShader->set("normalMatrix", normalMatrix); genTorus(radius, 0.05f, 20, 20); } } std::vector> DEBUG_CFRAMES; void renderDebugCFrames() { glDepthMask(GL_TRUE); glCullFace(GL_BACK); glFrontFace(GL_CCW); // This is right... Probably..... // Use shader handleShader->use(); // view/projection transformations glm::mat4 projection = glm::perspective(glm::radians(45.f), (float)viewportWidth / (float)viewportHeight, 0.1f, 1000.0f); glm::mat4 view = camera.getLookAt(); handleShader->set("projection", projection); handleShader->set("view", view); handleShader->set("sunLight", DirLight { .direction = glm::vec3(-0.2f, -1.0f, -0.3f), .ambient = glm::vec3(0.2f, 0.2f, 0.2f), .diffuse = glm::vec3(0.5f, 0.5f, 0.5f), .specular = glm::vec3(1.0f, 1.0f, 1.0f), }); handleShader->set("numPointLights", 0); // Pass in the camera position handleShader->set("viewPos", camera.cameraPos); for (auto& [frame, color] : DEBUG_CFRAMES) { glm::mat4 model = frame; model = glm::scale(model, glm::vec3(0.5, 0.5, 1.5)); handleShader->set("model", model); handleShader->set("material", Material { .diffuse = color, .specular = glm::vec3(0.5f, 0.5f, 0.5f), .shininess = 16.0f, }); glm::mat3 normalMatrix = glm::mat3(glm::transpose(glm::inverse(model))); handleShader->set("normalMatrix", normalMatrix); ARROW_MESH->bind(); glDrawArrays(GL_TRIANGLES, 0, ARROW_MESH->vertexCount); } } void addDebugRenderCFrame(CFrame frame) { addDebugRenderCFrame(frame, Color3(0, 0, 1)); } void addDebugRenderCFrame(CFrame frame, Color3 color) { DEBUG_CFRAMES.push_back(std::make_pair(frame, color)); } void render(GLFWwindow* window) { glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); renderSkyBox(); renderHandles(); renderDebugCFrames(); renderParts(); renderSurfaceExtras(); renderOutlines(); // renderSelectionAssembly(); renderRotationArcs(); if (wireframeRendering) renderWireframe(); // TODO: Make this a debug flag // renderAABB(); } void setViewport(int width, int height) { viewportWidth = width, viewportHeight = height; }