ecsgame/ECS/Systems/RenderSystem.h
karl 4951ad3b04 Add normalmap support
Tangents are not yet used, so the normals are currently only correct for the ground.
2020-11-16 13:11:07 +01:00

279 lines
13 KiB
C++

//
// Created by karl on 07.01.20.
//
#ifndef ECSGAME_RENDERSYSTEM_H
#define ECSGAME_RENDERSYSTEM_H
#include "../ECS.h"
#include "../Components/Transform.h"
#include "../Components/Mesh.h"
#include "../Components/Camera.h"
#include "../../Rendering/Shader.h"
#include "../Components/ObjMesh.h"
#include "../Components/Texture.h"
#include "../Components/LODObjMesh.h"
#include "../Components/DirectionalLight.h"
#include "../../Rendering/Material.h"
using namespace ECS;
// For Debugging
unsigned int quadVAO = 0;
unsigned int quadVBO;
void renderQuad()
{
if (quadVAO == 0)
{
float quadVertices[] = {
// positions // texture Coords
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
};
// setup plane VAO
glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &quadVBO);
glBindVertexArray(quadVAO);
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
}
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
}
class RenderSystem : public EntitySystem {
public:
struct RenderObject {
RenderObject(const glm::mat4 &matrix, const glm::vec3 &origin, unsigned int textureId, unsigned int normalId, const Mesh &mesh, float distance, const Material &material)
: matrix(matrix),
origin(origin),
texture_id(textureId),
normal_id(normalId),
mesh(mesh),
distance(distance),
material(material) {}
void render(Shader shader) const {
glm::mat4 model_matrix = matrix;
model_matrix[3] = glm::vec4(origin, 1.0);
shader.setMat4("model", model_matrix);
// 0 can't be a valid texture name, so we use it for meshes without textures here
if (texture_id != 0) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texture_id);
}
if (normal_id != 0) {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, normal_id);
}
// TODO: Not always required (not when rendering shadows) - make functions separate?
shader.setFloat("diffuseStrength", material.diffuse);
shader.setFloat("specularStrength", material.specular);
mesh.render();
}
glm::mat4 matrix;
glm::vec3 origin;
unsigned int texture_id;
unsigned int normal_id;
Mesh mesh;
float distance;
Material material;
};
// Fill the passed vector with render objects of the given world
std::vector<std::vector<RenderObject>> getRenderObjects(World *world, glm::vec3 cameraPos) {
std::vector<std::vector<RenderObject>> renderObjects(2); // First normal, then transparent
/*pWorld->each<Mesh, Transform>([&](Entity *ent, ComponentHandle<Mesh> mesh, ComponentHandle<Transform> transform) {
renderObjects.emplace_back(RenderObject(transform->matrix, 0, mesh.get(), 0));
});*/
/*// TODO: Is it possible to do get ObjMeshes in the Mesh loop above implicitly via polymorphism?
* // TODO: Commented out because of double rendering - we only want to get objects that explicitly DON'T have a texture here!
pWorld->each<ObjMesh, Transform>([&](Entity *ent, ComponentHandle<ObjMesh> mesh, ComponentHandle<Transform> transform) {
// Add the object to the renderObjects to draw if the distance is within the min and max distance of the mesh
float distance = glm::distance(cameraPos, transform->getPosition());
if (distance > mesh->minDistance && distance < mesh->maxDistance) {
renderObjects.emplace_back(RenderObject(transform->matrix, 0, mesh.get(), distance));
}
});*/
// ObjMesh with textures
world->each<ObjMesh, Transform, Texture>([&](Entity *ent, ComponentHandle<ObjMesh> mesh, ComponentHandle<Transform> transform, ComponentHandle<Texture> texture) {
// Add the object to the renderObjects to draw if the distance is within the min and max distance of the mesh
float distance = glm::distance(cameraPos, transform->get_origin());
if (distance > mesh->minDistance && distance < mesh->maxDistance) {
// Get optional components
ComponentHandle<Texture> textureComponent = ent->get<Texture>();
ComponentHandle<Material> materialComponent = ent->get<Material>();
Material material = materialComponent.isValid() ? materialComponent.get() : Material();
unsigned int textureID = textureComponent.isValid() ? textureComponent->id : 0;
unsigned int normalID = textureComponent.isValid() ? textureComponent->normal_id : 0;
// Put it into the list of transparent render objects if the texture wants to be rendered transparently
if (textureComponent.isValid() && textureComponent->render_transparent) {
renderObjects[1].emplace_back(RenderObject(transform->matrix, transform->get_origin(), textureID, normalID, mesh.get(), distance, material));
} else {
renderObjects[0].emplace_back(RenderObject(transform->matrix, transform->get_origin(), textureID, normalID, mesh.get(), distance, material));
}
}
});
// LODObjMesh with Texture
world->each<LODObjMesh, Transform>([&](Entity *ent, ComponentHandle<LODObjMesh> lodMesh, ComponentHandle<Transform> transform) {
float distance = glm::distance(cameraPos, transform->get_origin());
for (const auto &mesh : lodMesh->meshes) {
if (distance > mesh.minDistance && distance < mesh.maxDistance) {
// Get optional components
ComponentHandle<Texture> textureComponent = ent->get<Texture>();
ComponentHandle<Material> materialComponent = ent->get<Material>();
Material material = materialComponent.isValid() ? materialComponent.get() : Material();
unsigned int textureID = textureComponent.isValid() ? textureComponent->id : 0;
unsigned int normalID = textureComponent.isValid() ? textureComponent->normal_id : 0;
// Put it into the list of transparent render objects if the texture wants to be rendered transparently
if (textureComponent.isValid() && textureComponent->render_transparent) {
renderObjects[1].emplace_back(RenderObject(transform->matrix, transform->get_origin(), textureID, normalID, mesh, distance, material));
} else {
renderObjects[0].emplace_back(RenderObject(transform->matrix, transform->get_origin(), textureID, normalID, mesh, distance, material));
}
}
}
});
// Sort transparent objects
std::sort(renderObjects[1].begin(), renderObjects[1].end(), [](const RenderObject &first, const RenderObject &second) -> bool {
return first.distance > second.distance;
});
return renderObjects;
}
RenderSystem() {
// Configure depth map
glGenFramebuffers(1, &depthMapFBO);
// Create depth texture
glGenTextures(1, &depthMap);
glBindTexture(GL_TEXTURE_2D, depthMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadow_width, shadow_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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// Attach depth texture as FBO's depth buffer
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void render(World *pWorld, Shader normalShader, Shader shadowShader, Shader debugShader) {
pWorld->each<Camera, Transform>([&](Entity *ent, ComponentHandle<Camera> camera, ComponentHandle<Transform> cameraTransform) {
// Get render objects
std::vector<std::vector<RenderObject>> allRenderObjects = getRenderObjects(pWorld, cameraTransform->get_origin());
std::vector<RenderObject> renderObjects = allRenderObjects[0];
std::vector<RenderObject> transparentRenderObjects = allRenderObjects[1];
// Calculate matrix for lighting
// Get light direction
// TODO: Currently only the last light is used!
glm::vec3 lightDirection;
pWorld->each<DirectionalLight>([&](Entity *ent, ComponentHandle<DirectionalLight> light) {
lightDirection = light->direction;
});
float near_plane = 1.0f, far_plane = 100.0f;
glm::mat4 lightProjection = glm::ortho(-20.0f, 20.0f, -20.0f, 20.0f, near_plane, far_plane);
glm::mat4 lightView = glm::lookAt(lightDirection * 40.0f, -lightDirection, glm::vec3(0.0, 1.0, 0.0));
glm::mat4 lightSpaceMatrix = lightProjection * lightView;
// Render shadows
shadowShader.use();
shadowShader.setMat4("lightSpaceMatrix", lightSpaceMatrix);
glViewport(0, 0, shadow_width, shadow_height);
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for (const RenderObject &obj : renderObjects) {
obj.render(shadowShader);
}
// Don't render transparent objects -- we just assume they don't cast any shadow
/* for (const RenderObject &obj : transparentRenderObjects) {
obj.render(shadowShader);
} */
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Render Normal
glViewport(0, 0, screen_width, screen_height);
glClearColor(0.6f, 0.9f, 0.9f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
normalShader.use();
// Lighting
normalShader.setVec3("lightDirection", lightDirection);
normalShader.setMat4("lightSpaceMatrix", lightSpaceMatrix);
glm::vec3 cameraPos = cameraTransform->get_origin();
glm::mat4 view = cameraTransform->matrix;
view[3] = glm::vec4(cameraPos, 1.0);
normalShader.setMat4("projection", camera->projection);
normalShader.setMat4("view", glm::inverse(view));
normalShader.setVec3("cameraPosition", cameraTransform->get_origin());
// Bind shadow texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, depthMap);
for (const RenderObject &obj : renderObjects) {
obj.render(normalShader);
}
for (const RenderObject &obj : transparentRenderObjects) {
obj.render(normalShader);
}
// Render the light's depth map to a quad for debugging
debugShader.use();
debugShader.setFloat("near_plane", near_plane);
debugShader.setFloat("far_plane", far_plane);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, depthMap);
// renderQuad();
});
}
int screen_width = 1280;
int screen_height = 720;
int shadow_width = 2048;
int shadow_height = 2048;
unsigned int depthMap;
unsigned int depthMapFBO;
};
#endif //ECSGAME_RENDERSYSTEM_H