Inferno Game Engine
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/*
* Copyright (C) 2022,2024 Riyyi
*
* SPDX-License-Identifier: MIT
*/
#include <algorithm> // std::min
#include <utility> // std::move
#include "glad/glad.h"
#include "ruc/format/log.h"
#include "inferno/render/buffer.h"
#include "inferno/render/renderer.h"
#include "inferno/render/shader.h"
#include "inferno/render/texture.h"
namespace Inferno {
void RenderCommand::initialize()
{
setDepthTest(true);
// Enable transparency
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
ruc::info("RenderCommand initialized");
}
void RenderCommand::destroy()
{
}
void RenderCommand::clear()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void RenderCommand::clearColor(const glm::vec4& color)
{
glClearColor(color.r, color.g, color.b, color.a);
}
void RenderCommand::drawIndexed(const VertexArray& vertexArray, uint32_t indexCount)
{
uint32_t count = indexCount ? indexCount : vertexArray.getIndexBuffer()->getCount();
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, nullptr);
}
void RenderCommand::setViewport(int32_t x, int32_t y, uint32_t width, uint32_t height)
{
glViewport(x, y, width, height);
}
void RenderCommand::setDepthTest(bool enabled)
{
// Set z-buffer / depth buffer
enabled ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
}
bool RenderCommand::depthTest()
{
unsigned char depthTest = GL_FALSE;
glGetBooleanv(GL_DEPTH_TEST, &depthTest);
return depthTest == GL_TRUE;
}
int32_t RenderCommand::textureUnitAmount()
{
int32_t amount = 0;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &amount);
return amount;
}
// -----------------------------------------
uint32_t Renderer::m_supportedTextureUnitPerBatch = 0;
void Renderer::initialize()
{
// Get amount of texture units supported by the GPU
uint32_t constTextureUnitCount = textureUnitPerBatch;
uint32_t gpuTextureUnitCount = RenderCommand::textureUnitAmount();
m_supportedTextureUnitPerBatch = std::min(constTextureUnitCount, gpuTextureUnitCount);
// Texture unit 0 is reserved for no texture
m_textureUnits[0] = nullptr;
// Create texture unit samplers
int32_t samplers[textureUnitPerBatch];
for (uint32_t i = 0; i < textureUnitPerBatch; i++) {
samplers[i] = i;
}
// Create shader
loadShader();
m_shader->bind();
m_shader->setInt("u_textures", samplers, textureUnitPerBatch);
m_shader->unbind();
// Create vertex array
m_vertexArray = std::make_shared<VertexArray>();
}
void Renderer::destroy()
{
}
uint32_t Renderer::addTextureUnit(std::shared_ptr<Texture> texture)
{
if (texture == nullptr) {
return 0;
}
// Create a new batch if the texture unit limit has been reached
if (m_textureUnitIndex >= m_supportedTextureUnitPerBatch) {
nextBatch();
}
// If texure was already added
for (uint32_t i = 1; i < m_textureUnitIndex; i++) {
if (m_textureUnits[i] == texture) {
return i;
}
}
// Add texture
uint32_t textureUnitIndex = m_textureUnitIndex;
m_textureUnits[textureUnitIndex] = texture;
m_textureUnitIndex++;
return textureUnitIndex;
}
void Renderer::bind()
{
m_shader->bind();
for (uint32_t i = 1; i < m_textureUnitIndex; i++) {
m_textureUnits[i]->bind(i);
}
m_vertexArray->bind();
}
void Renderer::unbind()
{
m_vertexArray->unbind();
for (uint32_t i = 1; i < m_textureUnitIndex; i++) {
m_textureUnits[i]->unbind();
}
m_shader->unbind();
}
// -----------------------------------------
Renderer2D::Renderer2D(s)
{
Renderer::initialize();
// CPU
// ---------------------------------
// Create array for storing quads vertices
m_vertexBufferBase = std::make_unique<QuadVertex[]>(vertexCount);
m_vertexBufferPtr = m_vertexBufferBase.get();
// Set default quad vertex positions
m_vertexPositions[0] = { -0.5f, -0.5f, 0.0f, 1.0f };
m_vertexPositions[1] = { 0.5f, -0.5f, 0.0f, 1.0f };
m_vertexPositions[2] = { 0.5f, 0.5f, 0.0f, 1.0f };
m_vertexPositions[3] = { -0.5f, 0.5f, 0.0f, 1.0f };
// Generate indices
uint32_t* indices = new uint32_t[indexCount];
uint32_t offset = 0;
for (uint32_t i = 0; i < indexCount; i += indexPerQuad) {
indices[i + 0] = offset + 0;
indices[i + 1] = offset + 1;
indices[i + 2] = offset + 2;
indices[i + 3] = offset + 2;
indices[i + 4] = offset + 3;
indices[i + 5] = offset + 0;
offset += vertexPerQuad;
}
// GPU
// ---------------------------------
// Create vertex buffer
auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(QuadVertex) * vertexCount);
vertexBuffer->setLayout({
{ BufferElementType::Vec3, "a_position" },
{ BufferElementType::Vec4, "a_color" },
{ BufferElementType::Vec2, "a_textureCoordinates" },
{ BufferElementType::Float, "a_textureIndex" },
});
m_vertexArray->addVertexBuffer(vertexBuffer);
// Create index buffer
auto indexBuffer = std::make_shared<IndexBuffer>(indices, sizeof(uint32_t) * indexCount);
m_vertexArray->setIndexBuffer(indexBuffer);
delete[] indices;
ruc::info("Renderer2D initialized");
}
Renderer2D::~Renderer2D()
{
Renderer::destroy();
}
void Renderer2D::beginScene(glm::mat4 cameraProjection, glm::mat4 cameraView)
{
m_shader->bind();
m_shader->setFloat("u_projectionView", cameraProjection * cameraView);
m_shader->unbind();
}
void Renderer2D::endScene()
{
nextBatch();
}
void Renderer2D::drawQuad(const TransformComponent& transform, glm::vec4 color)
{
drawQuad(transform, color, nullptr);
}
void Renderer2D::drawQuad(const TransformComponent& transform, glm::mat4 color)
{
drawQuad(transform, color, nullptr);
}
void Renderer2D::drawQuad(const TransformComponent& transform, glm::vec4 color, std::shared_ptr<Texture> texture)
{
drawQuad(transform, glm::mat4(color, color, color, color), texture);
}
void Renderer2D::drawQuad(const TransformComponent& transform, glm::mat4 color, std::shared_ptr<Texture> texture)
{
// Create a new batch if the quad limit has been reached
if (m_quadIndex >= quadCount) {
nextBatch();
}
constexpr glm::vec2 textureCoordinates[] = {
{ 0.0f, 0.0f },
{ 1.0f, 0.0f },
{ 1.0f, 1.0f },
{ 0.0f, 1.0f }
};
uint32_t textureUnitIndex = addTextureUnit(texture);
// Add the quads 4 vertices
for (uint32_t i = 0; i < vertexPerQuad; i++) {
m_vertexBufferPtr->position = transform.transform * m_vertexPositions[i];
m_vertexBufferPtr->color = color[i];
m_vertexBufferPtr->textureCoordinates = textureCoordinates[i];
m_vertexBufferPtr->textureIndex = (float)textureUnitIndex;
m_vertexBufferPtr++;
}
m_quadIndex++;
}
void Renderer2D::loadShader()
{
m_shader = ShaderManager::the().load("assets/glsl/batch-quad");
}
void Renderer2D::flush()
{
if (m_quadIndex == 0) {
return;
}
// Upload vertex data to GPU
m_vertexArray->getVertexBuffers().at(0)->uploadData(
m_vertexBufferBase.get(),
m_quadIndex * vertexPerQuad * sizeof(QuadVertex));
bind();
// Render
RenderCommand::drawIndexed(*m_vertexArray, m_quadIndex * indexPerQuad);
unbind();
}
void Renderer2D::startBatch()
{
m_quadIndex = 0;
m_vertexBufferPtr = m_vertexBufferBase.get();
m_textureUnitIndex = 1;
}
void Renderer2D::nextBatch()
{
flush();
startBatch();
}
// -----------------------------------------
RendererCubemap::RendererCubemap(s)
{
Renderer::initialize();
// CPU
// ---------------------------------
// Create array for storing quads vertices
m_vertexBufferBase = std::make_unique<CubemapVertex[]>(vertexCount);
m_vertexBufferPtr = m_vertexBufferBase.get();
// Set default cubemap vertex positions
// Back face - v
m_vertexPositions[0] = { 0.5f, -0.5f, 0.5f, 1.0f };
m_vertexPositions[1] = { -0.5f, -0.5f, 0.5f, 1.0f };
m_vertexPositions[2] = { -0.5f, 0.5f, 0.5f, 1.0f };
m_vertexPositions[3] = { 0.5f, 0.5f, 0.5f, 1.0f };
// Left face - v
m_vertexPositions[7] = { -0.5f, 0.5f, 0.5f, 1.0f };
m_vertexPositions[6] = { -0.5f, 0.5f, -0.5f, 1.0f };
m_vertexPositions[5] = { -0.5f, -0.5f, -0.5f, 1.0f };
m_vertexPositions[4] = { -0.5f, -0.5f, 0.5f, 1.0f };
// Right face - v
m_vertexPositions[8] = { 0.5f, -0.5f, -0.5f, 1.0f };
m_vertexPositions[9] = { 0.5f, -0.5f, 0.5f, 1.0f };
m_vertexPositions[10] = { 0.5f, 0.5f, 0.5f, 1.0f };
m_vertexPositions[11] = { 0.5f, 0.5f, -0.5f, 1.0f };
// Front face - v
m_vertexPositions[12] = { -0.5f, -0.5f, -0.5f, 1.0f };
m_vertexPositions[13] = { 0.5f, -0.5f, -0.5f, 1.0f };
m_vertexPositions[14] = { 0.5f, 0.5f, -0.5f, 1.0f };
m_vertexPositions[15] = { -0.5f, 0.5f, -0.5f, 1.0f };
// Top face
m_vertexPositions[16] = { -0.5f, 0.5f, -0.5f, 1.0f };
m_vertexPositions[17] = { 0.5f, 0.5f, -0.5f, 1.0f };
m_vertexPositions[18] = { 0.5f, 0.5f, 0.5f, 1.0f };
m_vertexPositions[19] = { -0.5f, 0.5f, 0.5f, 1.0f };
// Bottom face
m_vertexPositions[20] = { -0.5f, -0.5f, -0.5f, 1.0f };
m_vertexPositions[21] = { -0.5f, -0.5f, 0.5f, 1.0f };
m_vertexPositions[22] = { 0.5f, -0.5f, 0.5f, 1.0f };
m_vertexPositions[23] = { 0.5f, -0.5f, -0.5f, 1.0f };
// Generate indices
uint32_t* indices = new uint32_t[indexCount];
uint32_t offset = 0;
for (uint32_t i = 0; i < indexCount; i += indexPerQuad) {
indices[i + 0] = offset + 0;
indices[i + 1] = offset + 1;
indices[i + 2] = offset + 2;
indices[i + 3] = offset + 2;
indices[i + 4] = offset + 3;
indices[i + 5] = offset + 0;
offset += vertexPerQuad;
}
// GPU
// ---------------------------------
// Create vertex buffer
auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(CubemapVertex) * vertexCount);
vertexBuffer->setLayout({
{ BufferElementType::Vec3, "a_position" },
{ BufferElementType::Vec4, "a_color" },
{ BufferElementType::Float, "a_textureIndex" },
});
m_vertexArray->addVertexBuffer(vertexBuffer);
// Create index buffer
auto indexBuffer = std::make_shared<IndexBuffer>(indices, sizeof(uint32_t) * indexCount);
m_vertexArray->setIndexBuffer(indexBuffer);
delete[] indices;
ruc::info("RendererCubemap initialized");
}
RendererCubemap::~RendererCubemap()
{
Renderer::destroy();
}
void RendererCubemap::beginScene(glm::mat4 cameraProjection, glm::mat4 cameraView)
{
// We want the skybox fixed in position, so only retain the rotation and scale.
// Set the translation of the camera's view matrix to 0, meaning:
// x x x 0
// x x x 0
// x x x 0
// 0 0 0 1
cameraView = glm::mat4(glm::mat3(cameraView));
m_shader->bind();
m_shader->setFloat("u_projectionView", cameraProjection * cameraView);
m_shader->unbind();
}
void RendererCubemap::endScene()
{
nextBatch();
}
void RendererCubemap::drawCubemap(const TransformComponent& transform, glm::vec4 color, std::shared_ptr<Texture> texture)
{
drawCubemap(transform, glm::mat4(color, color, color, color), texture);
}
void RendererCubemap::drawCubemap(const TransformComponent& transform, glm::mat4 color, std::shared_ptr<Texture> texture)
{
// Create a new batch if the quad limit has been reached
if (m_quadIndex >= quadCount) {
nextBatch();
}
uint32_t textureUnitIndex = addTextureUnit(texture);
// Add the quads 4 vertices
for (uint32_t i = 0; i < vertexPerQuad * quadPerCube; i++) {
m_vertexBufferPtr->position = transform.transform * m_vertexPositions[i];
m_vertexBufferPtr->color = color[i % 4];
m_vertexBufferPtr->textureIndex = (float)textureUnitIndex;
m_vertexBufferPtr++;
}
m_quadIndex += quadPerCube;
}
void RendererCubemap::loadShader()
{
m_shader = ShaderManager::the().load("assets/glsl/batch-cubemap");
}
void RendererCubemap::flush()
{
if (m_quadIndex == 0) {
return;
}
// Upload vertex data to GPU
m_vertexArray->getVertexBuffers().at(0)->uploadData(
m_vertexBufferBase.get(),
m_quadIndex * vertexPerQuad * sizeof(CubemapVertex));
bind();
// Render
bool depthTest = RenderCommand::depthTest();
RenderCommand::setDepthTest(false);
RenderCommand::drawIndexed(*m_vertexArray, m_quadIndex * indexPerQuad);
RenderCommand::setDepthTest(depthTest);
unbind();
}
void RendererCubemap::startBatch()
{
m_quadIndex = 0;
m_vertexBufferPtr = m_vertexBufferBase.get();
m_textureUnitIndex = 1;
}
void RendererCubemap::nextBatch()
{
flush();
startBatch();
}
// -----------------------------------------
RendererCharacter::RendererCharacter(s)
{
Renderer::initialize();
// CPU
// ---------------------------------
// Create array for storing quads vertices
m_vertexBufferBase = std::make_unique<CharacterVertex[]>(vertexCount);
m_vertexBufferPtr = m_vertexBufferBase.get();
// Generate indices
uint32_t* indices = new uint32_t[indexCount];
uint32_t offset = 0;
for (uint32_t i = 0; i < indexCount; i += indexPerQuad) {
indices[i + 0] = offset + 0;
indices[i + 1] = offset + 1;
indices[i + 2] = offset + 2;
indices[i + 3] = offset + 2;
indices[i + 4] = offset + 3;
indices[i + 5] = offset + 0;
offset += vertexPerQuad;
}
// GPU
// ---------------------------------
// Create vertex buffer
auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(CharacterVertex) * vertexCount);
vertexBuffer->setLayout({
{ BufferElementType::Vec3, "a_position" },
{ BufferElementType::Vec4, "a_color" },
{ BufferElementType::Vec2, "a_textureCoordinates" },
{ BufferElementType::Float, "a_textureIndex" },
{ BufferElementType::Float, "a_width" },
{ BufferElementType::Float, "a_edge" },
{ BufferElementType::Float, "a_borderWidth" },
{ BufferElementType::Float, "a_borderEdge" },
{ BufferElementType::Vec4, "a_borderColor" },
{ BufferElementType::Float, "a_offset" },
});
m_vertexArray->addVertexBuffer(vertexBuffer);
// Create index buffer
auto indexBuffer = std::make_shared<IndexBuffer>(indices, sizeof(uint32_t) * indexCount);
m_vertexArray->setIndexBuffer(indexBuffer);
delete[] indices;
ruc::info("RendererCharacter initialized");
}
RendererCharacter::~RendererCharacter()
{
Renderer::destroy();
}
void RendererCharacter::beginScene()
{
}
void RendererCharacter::endScene()
{
nextBatch();
}
void RendererCharacter::drawCharacter(std::array<CharacterVertex, vertexPerQuad>& characterQuad, std::shared_ptr<Texture> texture)
{
// Create a new batch if the quad limit has been reached
if (m_quadIndex >= quadCount) {
nextBatch();
}
uint32_t textureUnitIndex = addTextureUnit(texture);
// Add the quads 4 vertices
for (uint32_t i = 0; i < vertexPerQuad; i++) {
m_vertexBufferPtr->quad.position = characterQuad[i].quad.position;
m_vertexBufferPtr->quad.color = characterQuad[i].quad.color;
m_vertexBufferPtr->quad.textureCoordinates = characterQuad[i].quad.textureCoordinates;
m_vertexBufferPtr->quad.textureIndex = (float)textureUnitIndex;
m_vertexBufferPtr->width = characterQuad[i].width;
m_vertexBufferPtr->edge = characterQuad[i].edge;
m_vertexBufferPtr->borderWidth = characterQuad[i].borderWidth;
m_vertexBufferPtr->borderEdge = characterQuad[i].borderEdge;
m_vertexBufferPtr->borderColor = characterQuad[i].borderColor;
m_vertexBufferPtr->offset = characterQuad[i].offset;
m_vertexBufferPtr++;
}
m_quadIndex++;
}
void RendererCharacter::loadShader()
{
m_shader = ShaderManager::the().load("assets/glsl/batch-font");
}
void RendererCharacter::flush()
{
if (m_quadIndex == 0) {
return;
}
// Upload vertex data to GPU
m_vertexArray->getVertexBuffers().at(0)->uploadData(
m_vertexBufferBase.get(),
m_quadIndex * vertexPerQuad * sizeof(CharacterVertex));
bind();
// Render
bool depthTest = RenderCommand::depthTest();
RenderCommand::setDepthTest(false);
RenderCommand::drawIndexed(*m_vertexArray, m_quadIndex * indexPerQuad);
RenderCommand::setDepthTest(depthTest);
unbind();
}
void RendererCharacter::startBatch()
{
m_quadIndex = 0;
m_vertexBufferPtr = m_vertexBufferBase.get();
m_textureUnitIndex = 1;
}
void RendererCharacter::nextBatch()
{
flush();
startBatch();
}
} // namespace Inferno