Added new classes for rendering

This commit is contained in:
Elderme
2015-08-20 22:46:22 +02:00
parent fa1ed0240f
commit c711ce117e
7 changed files with 568 additions and 1 deletions

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@@ -0,0 +1,29 @@
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2015 SuperTuxKart-Team
//
// This program 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.
//
// This program 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 this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef HEADER_ABSTRACT_RENDERER_HPP
#define HEADER_ABSTRACT_RENDERER_HPP
class AbstractRenderer
{
public:
virtual ~AbstractRenderer(){}
virtual void render(float dt) = 0;
};
#endif //HEADER_ABSTRACT_RENDERER_HPP

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@@ -0,0 +1,96 @@
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2015 SuperTuxKart-Team
//
// This program 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.
//
// This program 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 this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "graphics/fixed_pipeline_renderer.hpp"
#include "config/user_config.hpp"
#include "graphics/camera.hpp"
#include "graphics/irr_driver.hpp"
#include "modes/world.hpp"
#include "physics/physics.hpp"
#include "utils/profiler.hpp"
void FixedPipelineRenderer::render(float dt)
{
World *world = World::getWorld(); // Never NULL.
irr_driver->getVideoDriver()->beginScene(/*backBuffer clear*/ true,
/*zBuffer*/ true,
world->getClearColor());
irr_driver->getVideoDriver()->enableMaterial2D();
RaceGUIBase *rg = world->getRaceGUI();
if (rg) rg->update(dt);
for(unsigned int i=0; i<Camera::getNumCameras(); i++)
{
Camera *camera = Camera::getCamera(i);
std::ostringstream oss;
oss << "drawAll() for kart " << i;
PROFILER_PUSH_CPU_MARKER(oss.str().c_str(), (i+1)*60,
0x00, 0x00);
camera->activate();
rg->preRenderCallback(camera); // adjusts start referee
//m_renderpass = ~0; //TODO: is it useful for fixed function pipeline?
irr_driver->getSceneManager()->drawAll();
PROFILER_POP_CPU_MARKER();
// Note that drawAll must be called before rendering
// the bullet debug view, since otherwise the camera
// is not set up properly. This is only used for
// the bullet debug view.
if (UserConfigParams::m_artist_debug_mode)
World::getWorld()->getPhysics()->draw();
} // for i<world->getNumKarts()
// Set the viewport back to the full screen for race gui
irr_driver->getVideoDriver()->setViewPort(core::recti(0, 0,
UserConfigParams::m_width,
UserConfigParams::m_height));
for(unsigned int i=0; i<Camera::getNumCameras(); i++)
{
Camera *camera = Camera::getCamera(i);
std::ostringstream oss;
oss << "renderPlayerView() for kart " << i;
PROFILER_PUSH_CPU_MARKER(oss.str().c_str(), 0x00, 0x00, (i+1)*60);
rg->renderPlayerView(camera, dt);
PROFILER_POP_CPU_MARKER();
} // for i<getNumKarts
// Either render the gui, or the global elements of the race gui.
GUIEngine::render(dt);
// Render the profiler
if(UserConfigParams::m_profiler_enabled)
{
PROFILER_DRAW();
}
#ifdef DEBUG
drawDebugMeshes();
#endif
irr_driver->getVideoDriver()->endScene();
}

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@@ -0,0 +1,30 @@
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2015 SuperTuxKart-Team
//
// This program 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.
//
// This program 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 this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef HEADER_FIXED_PIPELINE_RENDERER_HPP
#define HEADER_FIXED_PIPELINE_RENDERER_HPP
#include "graphics/abstract_renderer.hpp"
class FixedPipelineRenderer: public AbstractRenderer
{
public:
void render(float dt);
};
#endif //HEADER_FIXED_PIPELINE_RENDERER_HPP

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@@ -621,6 +621,8 @@ public:
// ------------------------------------------------------------------------
void clearGlowingNodes() { m_glowing.clear(); }
// ------------------------------------------------------------------------
std::vector<GlowData> getGlowingNodes() { return m_glowing;}
// ------------------------------------------------------------------------
void addForcedBloomNode(scene::ISceneNode *n, float power = 1)
{
BloomData dat;

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@@ -187,7 +187,7 @@ void IrrDriver::renderGLSL(float dt)
const core::recti &viewport = camera->getViewport();
if (World::getWorld() && World::getWorld()->getTrack()->hasShadows() && m_spherical_harmonics->has6Textures())
irr_driver->getSceneManager()->setAmbientLight(SColor(0, 0, 0, 0));
//irr_driver->getSceneManager()->setAmbientLight(SColor(0, 0, 0, 0));
if (!CVS->isDefferedEnabled())
glEnable(GL_FRAMEBUFFER_SRGB);

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@@ -0,0 +1,364 @@
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2015 SuperTuxKart-Team
//
// This program 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.
//
// This program 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 this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "graphics/shader_based_renderer.hpp"
#include "graphics/glwrap.hpp"
#include "graphics/lod_node.hpp"
#include "graphics/post_processing.hpp"
#include "graphics/rtts.hpp"
#include "graphics/shaders.hpp"
#include "graphics/shadow_matrices.hpp"
#include "graphics/stk_scene_manager.hpp"
#include "graphics/texture_manager.hpp"
#include "items/item_manager.hpp"
#include "items/powerup_manager.hpp"
#include "modes/world.hpp"
#include "physics/physics.hpp"
#include "states_screens/race_gui_base.hpp"
#include "tracks/track.hpp"
#include "utils/profiler.hpp"
#include <algorithm>
extern std::vector<float> BoundingBoxes; //TODO
void ShaderBasedRenderer::compressPowerUpTextures()
{
for (unsigned i = 0; i < PowerupManager::POWERUP_MAX; i++)
{
scene::IMesh *mesh = powerup_manager->m_all_meshes[i];
if (!mesh)
continue;
for (unsigned j = 0; j < mesh->getMeshBufferCount(); j++)
{
scene::IMeshBuffer *mb = mesh->getMeshBuffer(j);
if (!mb)
continue;
for (unsigned k = 0; k < 4; k++)
{
video::ITexture *tex = mb->getMaterial().getTexture(k);
if (!tex)
continue;
compressTexture(tex, true);
}
}
}
}
void ShaderBasedRenderer::setOverrideMaterial()
{
// Overrides
video::SOverrideMaterial &overridemat = irr_driver->getVideoDriver()->getOverrideMaterial();
overridemat.EnablePasses = scene::ESNRP_SOLID | scene::ESNRP_TRANSPARENT;
overridemat.EnableFlags = 0;
if (m_wireframe)
{
overridemat.Material.Wireframe = 1;
overridemat.EnableFlags |= video::EMF_WIREFRAME;
}
if (m_mipviz)
{
overridemat.Material.MaterialType = Shaders::getShader(ES_MIPVIZ);
overridemat.EnableFlags |= video::EMF_MATERIAL_TYPE;
overridemat.EnablePasses = scene::ESNRP_SOLID;
}
}
std::vector<IrrDriver::GlowData> ShaderBasedRenderer::updateGlowingList()
{
// Get a list of all glowing things. The driver's list contains the static ones,
// here we add items, as they may disappear each frame.
std::vector<IrrDriver::GlowData> glows = irr_driver->getGlowingNodes();
ItemManager * const items = ItemManager::get();
const u32 itemcount = items->getNumberOfItems();
u32 i;
for (i = 0; i < itemcount; i++)
{
Item * const item = items->getItem(i);
if (!item) continue;
const Item::ItemType type = item->getType();
if (type != Item::ITEM_NITRO_BIG && type != Item::ITEM_NITRO_SMALL &&
type != Item::ITEM_BONUS_BOX && type != Item::ITEM_BANANA && type != Item::ITEM_BUBBLEGUM)
continue;
LODNode * const lod = (LODNode *) item->getSceneNode();
if (!lod->isVisible()) continue;
const int level = lod->getLevel();
if (level < 0) continue;
scene::ISceneNode * const node = lod->getAllNodes()[level];
node->updateAbsolutePosition();
IrrDriver::GlowData dat;
dat.node = node;
dat.r = 1.0f;
dat.g = 1.0f;
dat.b = 1.0f;
const video::SColorf &c = ItemManager::getGlowColor(type);
dat.r = c.getRed();
dat.g = c.getGreen();
dat.b = c.getBlue();
glows.push_back(dat);
}
return glows;
}
void ShaderBasedRenderer::prepareForwardRenderer()
{
irr::video::SColor clearColor(0, 150, 150, 150);
if (World::getWorld() != NULL)
clearColor = World::getWorld()->getClearColor();
glClear(GL_COLOR_BUFFER_BIT);
glDepthMask(GL_TRUE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(clearColor.getRed() / 255.f, clearColor.getGreen() / 255.f,
clearColor.getBlue() / 255.f, clearColor.getAlpha() / 255.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
void ShaderBasedRenderer::renderBoundingBoxes()
{
Shaders::ColoredLine *line = Shaders::ColoredLine::getInstance();
line->use();
line->bindVertexArray();
line->bindBuffer();
line->setUniforms(irr::video::SColor(255, 255, 0, 0));
const float *tmp = BoundingBoxes.data();
for (unsigned int i = 0; i < BoundingBoxes.size(); i += 1024 * 6)
{
unsigned count = std::min((unsigned)BoundingBoxes.size() - i, (unsigned)1024 * 6);
glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(float), &tmp[i]);
glDrawArrays(GL_LINES, 0, count / 3);
}
}
void ShaderBasedRenderer::debugPhysics()
{
// Note that drawAll must be called before rendering
// the bullet debug view, since otherwise the camera
// is not set up properly. This is only used for
// the bullet debug view.
World *world = World::getWorld();
if (UserConfigParams::m_artist_debug_mode)
world->getPhysics()->draw();
if (world != NULL && world->getPhysics() != NULL)
{
IrrDebugDrawer* debug_drawer = world->getPhysics()->getDebugDrawer();
if (debug_drawer != NULL && debug_drawer->debugEnabled())
{
const std::map<video::SColor, std::vector<float> >& lines = debug_drawer->getLines();
std::map<video::SColor, std::vector<float> >::const_iterator it;
Shaders::ColoredLine *line = Shaders::ColoredLine::getInstance();
line->use();
line->bindVertexArray();
line->bindBuffer();
for (it = lines.begin(); it != lines.end(); it++)
{
line->setUniforms(it->first);
const std::vector<float> &vertex = it->second;
const float *tmp = vertex.data();
for (unsigned int i = 0; i < vertex.size(); i += 1024 * 6)
{
unsigned count = std::min((unsigned)vertex.size() - i, (unsigned)1024 * 6);
glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(float), &tmp[i]);
glDrawArrays(GL_LINES, 0, count / 3);
}
}
glUseProgram(0);
glBindVertexArray(0);
}
}
}
void ShaderBasedRenderer::renderPostProcessing(Camera * const camera)
{
scene::ICameraSceneNode * const camnode = camera->getCameraSceneNode();
const core::recti &viewport = camera->getViewport();
bool isRace = StateManager::get()->getGameState() == GUIEngine::GAME;
PostProcessing * post_processing = irr_driver->getPostProcessing();
FrameBuffer *fbo = post_processing->render(camnode, isRace);
if (irr_driver->getNormals())
irr_driver->getFBO(FBO_NORMAL_AND_DEPTHS).BlitToDefault(viewport.UpperLeftCorner.X, viewport.UpperLeftCorner.Y, viewport.LowerRightCorner.X, viewport.LowerRightCorner.Y);
else if (irr_driver->getSSAOViz())
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(viewport.UpperLeftCorner.X, viewport.UpperLeftCorner.Y, viewport.LowerRightCorner.X, viewport.LowerRightCorner.Y);
post_processing->renderPassThrough(irr_driver->getRTT()->getFBO(FBO_HALF1_R).getRTT()[0], viewport.LowerRightCorner.X - viewport.UpperLeftCorner.X, viewport.LowerRightCorner.Y - viewport.UpperLeftCorner.Y);
}
else if (irr_driver->getRSM())
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(viewport.UpperLeftCorner.X, viewport.UpperLeftCorner.Y, viewport.LowerRightCorner.X, viewport.LowerRightCorner.Y);
post_processing->renderPassThrough(irr_driver->getRTT()->getRSM().getRTT()[0], viewport.LowerRightCorner.X - viewport.UpperLeftCorner.X, viewport.LowerRightCorner.Y - viewport.UpperLeftCorner.Y);
}
else if (irr_driver->getShadowViz())
{
irr_driver->getShadowMatrices()->renderShadowsDebug();
}
else
{
glEnable(GL_FRAMEBUFFER_SRGB);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
camera->activate();
post_processing->renderPassThrough(fbo->getRTT()[0], viewport.LowerRightCorner.X - viewport.UpperLeftCorner.X, viewport.LowerRightCorner.Y - viewport.UpperLeftCorner.Y);
glDisable(GL_FRAMEBUFFER_SRGB);
}
}
void ShaderBasedRenderer::render(float dt)
{
BoundingBoxes.clear(); //TODO: what is it doing here?
compressPowerUpTextures(); //TODO: is it useful every frame?
setOverrideMaterial(); //TODO: is it useful every frame?
std::vector<IrrDriver::GlowData> glows = updateGlowingList();
// Start the RTT for post-processing.
// We do this before beginScene() because we want to capture the glClear()
// because of tracks that do not have skyboxes (generally add-on tracks)
irr_driver->getPostProcessing()->begin();
World *world = World::getWorld(); // Never NULL.
Track *track = world->getTrack();
RaceGUIBase *rg = world->getRaceGUI();
if (rg) rg->update(dt);
if (!CVS->isDefferedEnabled())
{
prepareForwardRenderer();
}
for(unsigned int cam = 0; cam < Camera::getNumCameras(); cam++)
{
Camera * const camera = Camera::getCamera(cam);
scene::ICameraSceneNode * const camnode = camera->getCameraSceneNode();
std::ostringstream oss;
oss << "drawAll() for kart " << cam;
PROFILER_PUSH_CPU_MARKER(oss.str().c_str(), (cam+1)*60,
0x00, 0x00);
camera->activate(!CVS->isDefferedEnabled());
rg->preRenderCallback(camera); // adjusts start referee
irr_driver->getSceneManager()->setActiveCamera(camnode);
const core::recti &viewport = camera->getViewport();
if (!CVS->isDefferedEnabled())
glEnable(GL_FRAMEBUFFER_SRGB);
PROFILER_PUSH_CPU_MARKER("Update Light Info", 0xFF, 0x0, 0x0);
unsigned plc = irr_driver->updateLightsInfo(camnode, dt); //TODO: move updateLightsInfo method
PROFILER_POP_CPU_MARKER();
PROFILER_PUSH_CPU_MARKER("UBO upload", 0x0, 0xFF, 0x0);
irr_driver->computeMatrixesAndCameras(camnode, viewport.LowerRightCorner.X - viewport.UpperLeftCorner.X, viewport.LowerRightCorner.Y - viewport.UpperLeftCorner.Y);
irr_driver->uploadLightingData();
PROFILER_POP_CPU_MARKER();
irr_driver->renderScene(camnode, plc, glows, dt, track->hasShadows(), false); //TODO: move renderScene method in renderer class
if (irr_driver->getBoundingBoxesViz())
{
renderBoundingBoxes();
}
debugPhysics();
if (CVS->isDefferedEnabled())
{
renderPostProcessing(camera);
}
// Save projection-view matrix for the next frame
camera->setPreviousPVMatrix(irr_driver->getProjViewMatrix());
PROFILER_POP_CPU_MARKER();
} // for i<world->getNumKarts()
// Use full screen size
float tmp[2];
tmp[0] = float(irr_driver->getActualScreenSize().Width);
tmp[1] = float(irr_driver->getActualScreenSize().Height);
glBindBuffer(GL_UNIFORM_BUFFER,
SharedGPUObjects::getViewProjectionMatricesUBO());
glBufferSubData(GL_UNIFORM_BUFFER, (16 * 9) * sizeof(float),
2 * sizeof(float), tmp);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glUseProgram(0);
// Set the viewport back to the full screen for race gui
irr_driver->getVideoDriver()->setViewPort(core::recti(0, 0,
irr_driver->getActualScreenSize().Width,
irr_driver->getActualScreenSize().Height));
for(unsigned int i=0; i<Camera::getNumCameras(); i++)
{
Camera *camera = Camera::getCamera(i);
std::ostringstream oss;
oss << "renderPlayerView() for kart " << i;
PROFILER_PUSH_CPU_MARKER(oss.str().c_str(), 0x00, 0x00, (i+1)*60);
rg->renderPlayerView(camera, dt);
PROFILER_POP_CPU_MARKER();
} // for i<getNumKarts
{
ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_GUI));
PROFILER_PUSH_CPU_MARKER("GUIEngine", 0x75, 0x75, 0x75);
// Either render the gui, or the global elements of the race gui.
GUIEngine::render(dt);
PROFILER_POP_CPU_MARKER();
}
// Render the profiler
if(UserConfigParams::m_profiler_enabled)
{
PROFILER_DRAW();
}
#ifdef DEBUG
irr_driver->drawDebugMeshes();
#endif
PROFILER_PUSH_CPU_MARKER("EndSccene", 0x45, 0x75, 0x45);
irr_driver->getVideoDriver()->endScene();
PROFILER_POP_CPU_MARKER();
irr_driver->getPostProcessing()->update(dt);
}

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@@ -0,0 +1,46 @@
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2015 SuperTuxKart-Team
//
// This program 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.
//
// This program 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 this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef HEADER_LIGHT_PREPASS_RENDERER_HPP
#define HEADER_LIGHT_PREPASS_RENDERER_HPP
#include "graphics/abstract_renderer.hpp"
#include "graphics/irr_driver.hpp"
class ShaderBasedRenderer: public AbstractRenderer
{
private:
bool m_wireframe;
bool m_mipviz;
void compressPowerUpTextures();
void setOverrideMaterial();
std::vector<IrrDriver::GlowData> updateGlowingList();
void prepareForwardRenderer();
void renderBoundingBoxes();
void debugPhysics();
void renderPostProcessing(Camera * const camera);
public:
void render(float dt);
};
#endif //HEADER_LIGHT_PREPASS_RENDERER_HPP