#include "renderer_polygon_3d.hpp" #include #include "state/events/explosion_event.hpp" #include "state/events/missile_event.hpp" #include "state/events/ship_event.hpp" #include "developer_console.hpp" namespace endofthejedi { void RendererPolygon3d::setup() { m_lastTime = -1.0; // std::cout << "setup polygon 3d" << std::endl; m_shader_game_objects.init(); m_shader_game_objects.loadFile("../data/shader/gameobjects.vert", GL_VERTEX_SHADER); m_shader_game_objects.loadFile("../data/shader/gameobjects.frag", GL_FRAGMENT_SHADER); m_shader_particles.init(); m_shader_particles.loadFile("../data/shader/particle.vert", GL_VERTEX_SHADER); m_shader_particles.loadFile("../data/shader/particle.frag", GL_FRAGMENT_SHADER); m_shader_background.init(); m_shader_background.loadFile("../data/shader/background.vert", GL_VERTEX_SHADER); m_shader_background.loadFile("../data/shader/background.frag", GL_FRAGMENT_SHADER); // addModel("../data/mesh/small_atomic_bomb.stl", &m_missileModel); addModel("../data/mesh/rocket.stl", &m_missileModel); addModel("../data/mesh/planet_128.stl", &m_planetModel); addModel("../data/mesh/ship_ufo.stl", &m_shipModel); m_texture = nullptr; m_backgroundTexturePath = "../data/img/background_3.png"; loadBackgroundTexture(); m_postprocess_shader.init(); m_postprocess_shader.loadFile("../data/shader/postprocess.vert", GL_VERTEX_SHADER); m_postprocess_shader.loadFile("../data/shader/postprocess.frag", GL_FRAGMENT_SHADER); m_multitexture_shader.init(); m_multitexture_shader.loadFile("../data/shader/multitexture.vert", GL_VERTEX_SHADER); m_multitexture_shader.loadFile("../data/shader/multitexture.frag", GL_FRAGMENT_SHADER); m_postprocess_fbo.init(); m_postprocess_tex0.init(); m_postprocess_tex1.init(); developer::DeveloperConsole::instance().addCallback( "reload_bg", [=](const std::string &) { loadBackgroundTexture(); return developer::resultOkay(); }); developer::DeveloperConsole::instance().addCallback( "set_bg", [=](const std::string &str) { std::string token; std::string rest; util::splitIntoTokenAndRest(str, token, rest); m_backgroundTexturePath = token; loadBackgroundTexture(); return developer::resultOkay(); }); } void RendererPolygon3d::loadBackgroundTexture() { // m_texture = new ImageTexture("../data/img/test.png"); if (m_texture != nullptr) { delete (m_texture); } //"../data/img/stars_nebular.png"); m_texture = new ImageTexture(m_backgroundTexturePath); glActiveTexture(GL_TEXTURE0); m_texture->loadPng(); std::cout << "texture loading: " << m_texture->valid() << std::endl; if (!m_texture->valid()) { std::cout << "loading failed!"; return; // exit(-1); } glm::vec2 s = m_texture->size(); std::cout << "texture size is " << s.x << " X " << s.y << std::endl; } void RendererPolygon3d::renderBackgroundImage() { m_shader_background.bind(); glUniform2fv(m_shader_background.location("uvScale"), 1, glm::value_ptr(m_texture->uvScale())); glActiveTexture(GL_TEXTURE0); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, m_texture->textureId()); // drawNdcQuad(); glColor3f(1.0, 0.0, 0.0); glBegin(GL_QUADS); glVertex2f(-1.0f, -1.0f); glVertex2f(1.0f, -1.0f); glVertex2f(1.0f, 1.0f); glVertex2f(-1.0f, 1.0f); glEnd(); } void RendererPolygon3d::render(const game::State *state) { if (m_lastTime == -1.0) { m_lastTime = state->timestamp(); } float dt = state->timestamp() - m_lastTime; if (dt < 0.0) { dt = 0.0; } m_state = state; advanceGraphicObjects(dt); // TODO: add stars (texture) // TODO: add dust particles // TODO: add little rocks flying around glClearColor(0.0, 0.0, 0.0, 1.0); // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_postprocess_fbo.bind(); m_postprocess_tex0.bind(); m_postprocess_tex0.fill(0, 3, m_w, m_h, 0, GL_RGB, GL_FLOAT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); m_postprocess_tex1.bind(); m_postprocess_tex1.fill(0, 3, m_w, m_h, 0, GL_RGB, GL_FLOAT, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); m_postprocess_fbo.attachTexture(GL_COLOR_ATTACHMENT0, m_postprocess_tex0.getName()); renderBackgroundImage(); m_shader_game_objects.bind(); configureLightningInShader(&m_shader_game_objects); renderPlanets(); renderShips(); renderMissiles(); renderParticles(); renderTraces(); glUniform1f(m_shader_game_objects.location("aspectRatio"), m_aspectRatio); m_postprocess_tex1.bind(); m_postprocess_fbo.attachTexture(GL_COLOR_ATTACHMENT0, m_postprocess_tex1.getName()); // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_shader_game_objects.bind(); configureLightningInShader(&m_shader_game_objects); glUniform1f(m_shader_game_objects.location("aspectRatio"), m_aspectRatio); renderPlanets(); renderShips(); renderMissiles(); renderParticles(); renderTraces(); // postprocessing m_postprocess_shader.bind(); glActiveTexture(GL_TEXTURE0); m_postprocess_tex1.bind(); glUniform1i(m_postprocess_shader.location("tex"), 0); glUniform2f(m_postprocess_shader.location("uvScale"), 1, 1); for (int i = 0; i < 2; i++) { glUniform2f(m_postprocess_shader.location("scale"), 2.0f / m_w, 0.0f); glBegin(GL_QUADS); glVertex2f(-1.0f, -1.0f); glVertex2f(1.0f, -1.0f); glVertex2f(1.0f, 1.0f); glVertex2f(-1.0f, 1.0f); glEnd(); glUniform2f(m_postprocess_shader.location("scale"), 0.0f, 2.0f / m_h); glBegin(GL_QUADS); glVertex2f(-1.0f, -1.0f); glVertex2f(1.0f, -1.0f); glVertex2f(1.0f, 1.0f); glVertex2f(-1.0f, 1.0f); glEnd(); } m_postprocess_fbo.unbind(); // multitexturing (final step) m_multitexture_shader.bind(); glUniform1i(m_multitexture_shader.location("tex0"), 0); glUniform1i(m_multitexture_shader.location("tex1"), 1); glUniform2f(m_multitexture_shader.location("uvScale"), 1, 1); glUniform2f(m_multitexture_shader.location("scale"), 0.2f / 1000.0f, 0.0f); glActiveTexture(GL_TEXTURE0); m_postprocess_tex0.bind(); glActiveTexture(GL_TEXTURE1); m_postprocess_tex1.bind(); glColor3f(1.0, 0.0, 0.0); glBegin(GL_QUADS); glVertex2f(-1.0f, -1.0f); glVertex2f(1.0f, -1.0f); glVertex2f(1.0f, 1.0f); glVertex2f(-1.0f, 1.0f); glEnd(); m_lastTime = state->timestamp(); } void RendererPolygon3d::renderParticles() { m_shader_particles.bind(); glUniform1f(m_shader_particles.location("aspectRatio"), m_aspectRatio); for (ParticleBatch *batch : m_particles) { batch->bind(); batch->render(&m_shader_particles); } } void RendererPolygon3d::addExplosionEffect(size_t id, const glm::vec2 &explCenter, const glm::vec2 &missileVelocity, bool isPlanetHit, size_t n, float duration) { // float particleRadius = 0.005; // float particleRadius = 0.003; float particleRadius = 0.02; // TODO: use this as shader input too and make the area 2x around this // so that it stays hot/yellow for 2/3 of the time float explCoreSize = 0.02f; float maxVelocity = 0.4f; ParticleBatch *batch = new ParticleBatch(id, n, particleRadius, duration); batch->setup(&m_shader_particles); batch->setCenter(glm::vec3(explCenter, 0.0)); batch->setMaxVelocity(maxVelocity); for (size_t i = 0; i < n; i++) { // distribute in a circle // float t = 2.0 * M_PI * i / (float) n; // t += 0.2*util::randf_m1_1(); // with random velocities // this is 3d because it looks better if some particles leave/enter // the space and they are not all on one plane. // especially in 3d this would look bad without 3d velocity vector. // glm::vec3 v = 0.5f*glm::vec3(sin(t), cos(t), util::randf_m1_1()); glm::vec3 pos = glm::vec3(explCenter, 0.0) + glm::ballRand(explCoreSize); glm::vec3 v = glm::ballRand(maxVelocity); // TODO: is that good? if (isPlanetHit) { v *= util::randf_0_1() * util::randf_0_1() * util::randf_0_1(); } else { v *= util::randf_0_1(); } // find collisions with planetns and limit max distance so particles // won't fly through planets // float maxDist = 0.1; // float maxDist = 0.1*util::randf_0_1(); bool isInsidePlanet = false; float maxParticleDist = INFINITY; const game::Planet *nearestPlanet = nullptr; for (const game::Planet *planet : m_state->planets) { const glm::vec3 ppos3 = glm::vec3(planet->position, 0.0f); // TODO: that's slightly wrong. use intersection for this. float dist = glm::distance(ppos3, pos); if (dist <= planet->radius) { isInsidePlanet = true; nearestPlanet = planet; } if (isInsidePlanet) { // skip searching for nearer planets once we are inside some // planet as the position/velocity will be changed to start // at the surface of the planet we were in with // reflected or planet-normal velocity. continue; } // TODO: if inside, move position so that it looks like // reflecting the particle from the planet bool fliesInPlanetDirection = glm::dot(v, ppos3 - pos) > 0.0f; if (dist < maxParticleDist && fliesInPlanetDirection) { nearestPlanet = planet; maxParticleDist = dist; } } bool makeStationary = false; if (isInsidePlanet && isPlanetHit) { util::IntersectionTest intersect; if (!intersect.raySphere(glm::vec3(explCenter, 0.0f), v, glm::vec3(nearestPlanet->position, 0.0f), nearestPlanet->radius)) { makeStationary = true; // std::cout<<"warning: intersection should be valid!" << // std::endl; // TODO: must be as they lie on a plane and the dist is < as // the radius. // handle if this is wrong. } else { // simple reflection, ignoring the missile velocity: this looks // good enough glm::vec3 planetNormal = glm::normalize( pos - glm::vec3(nearestPlanet->position, 0.0f)); v = glm::length(v) * planetNormal; // TODO // considering the missile velocity is not yet working: // set position to the intersection point between explosion // center and planet surface // pos = intersect.pointAtDistance(intersect.distance()); // v = glm::vec3(missileVelocity, 0.0f); // v = v - 2.0f*glm::dot(v, planetNormal) * planetNormal; // v *= 4.0; // maxParticleDist = 100.0; // v = -v; // pos = glm::vec3(nearestPlanet->position, 0.0f) + // nearestPlanet->radius*planetNormal; // set position to the intersection point between explosion // center and planet surface // const glm::vec3 planetNormal = // glm::vec3(glm::normalize(explCenter - // nearestPlanet->position), 0.0f); // pos = glm::vec3(nearestPlanet->position, 0.0f) + // nearestPlanet->radius*planetNormal; // build new velocity by reflecting the old velocity on the // planet normal // TODO: add a bit random // TODO: add reflection // TODO: distribute particles around main reflection angle and // TODO: add material exhaust that is specific for the planet. // TODO: spawn waves on water planet // TODO: start fire on gas planet // v = glm::length(v) * planetNormal; // v = v - 2.0f*glm::dot(v, planetNormal) * planetNormal; // v = glm::length(v) * planetNormal; // glm::vec3 r = v - 2.0f*glm::dot(v, planetNormal) * // planetNormal; // glm::vec3 vn = glm::length(v) * planetNormal; // v = (r+vn) / 2.0f; // glm::vec3 vc = glm::vec3(nearestPlanet->position-explCenter, // 0.0f); // glm::vec3 r = vc - 2.0f*glm::dot(vc, planetNormal) * // planetNormal; // v = r; } } else if (isInsidePlanet && !isPlanetHit) { // if a planet is just hit by explosions particles but not the // missile itself, don't reflect the particles in the planet. // just set them as stationary at place of explosion makeStationary = true; } if (makeStationary) { v = glm::vec3(0.0f, 0.0f, 0.0f); pos = glm::vec3(explCenter, 0.0f); ; } batch->setParticle(i, pos, v, maxParticleDist); } batch->upload(); m_particles.push_back(batch); } void RendererPolygon3d::advanceGraphicObjects(float dt) { #if 0 for (const game::Explosion *expl : m_state->explosions) { bool gotIt = false; for (ParticleBatch *batch : m_particles) { if (batch->id() == expl->id) { gotIt = true; break; } } if (!gotIt) { addExplosionEffect( expl->id, expl->position, glm::vec3(expl->missileVelocity,1.0), (expl->hit == game::Hit::Planet), 1000, 1.0); } } #endif for (auto *evt : m_state->currentStateUpdateEvents()) { auto type = evt->eventType(); auto cycle = evt->lifeCycle(); if (type == game::EventType::Explosion) { if (cycle == game::LifeCycle::Create) { game::ExplosionEvent *ee = static_cast(evt); game::Explosion *expl = static_cast(ee->object()); addExplosionEffect(expl->id, expl->position, glm::vec3(expl->missileVelocity, 1.0), (expl->hit == game::Hit::Planet), 1000, 1.0); } } else if (type == game::EventType::Ship) { game::ShipEvent *me = static_cast(evt); game::Ship *ship = static_cast(me->object()); // is always modificated if (cycle == game::LifeCycle::Create) { // std::cout<<"[renderer] adding missile #" << missile->id << // std::endl; m_ships.push_back(ship); } else if (cycle == game::LifeCycle::Destroy) { // std::cout<<"[renderer] removing missile #" << missile->id << // std::endl; m_ships.remove(ship); } } else if (type == game::EventType::Missile) { game::MissileEvent *me = static_cast(evt); game::Missile *missile = static_cast(me->object()); // is always modificated if (cycle == game::LifeCycle::Create) { // std::cout<<"[renderer] adding missile #" << missile->id << // std::endl; m_missiles.push_back(missile); } else if (cycle == game::LifeCycle::Destroy) { // std::cout<<"[renderer] removing missile #" << missile->id << // std::endl; m_missiles.remove(missile); } } } // if (m_particles.size() == 0) { // addExplosionEffect(0, glm::vec2(0.0, 0.0), glm::vec2(0.0, 0.0), false, // 10000, 2.0); //} std::vector rm; for (ParticleBatch *batch : m_particles) { batch->tick(dt); if (batch->done()) { rm.push_back(batch); } } for (ParticleBatch *batch : rm) { m_particles.remove(batch); delete (batch); } } void RendererPolygon3d::renderPlanets() { m_planetModel->bind(); // TODO: put material into attributes and render witd glDrawInstanced // too (same for missiles) for (const game::Planet *planet : m_state->planets) { glm::mat4 model = computeModelMatrix(planet); glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, glm::value_ptr(model)); glm::vec3 c = planet->getColor(); glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, c.z); glUniform1i(m_shader_game_objects.location("materialSeed"), planet->seed); glUniform1i(m_shader_game_objects.location("materialKind"), (int)planet->material); m_planetModel->render(); } } void RendererPolygon3d::renderMissiles() { // TODO: add fire trail for missiles near the sun m_missileModel->bind(); for (const game::Missile *missile : m_missiles) { glm::vec3 c = glm::vec3(1.0, 1.0, 0.3); glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, c.z); // TODO: rename functions so their name represents what args they // take glm::mat4 model = computeModelMatrix(missile); glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, glm::value_ptr(model)); m_missileModel->render(); } } void RendererPolygon3d::renderShips() { m_shipModel->bind(); for (const game::Ship *ship : m_ships) { glm::mat4 model = computeModelMatrix(ship); glUniformMatrix4fv(m_shader_game_objects.location("model"), 1, GL_FALSE, glm::value_ptr(model)); glm::vec3 c = glm::vec3(0.1, 1.0, 0.2); glUniform3f(m_shader_game_objects.location("materialColor"), c.x, c.y, c.z); m_shipModel->render(); } } void RendererPolygon3d::addModel(const std::string &filename, PolygonModel **dest) { // std::cout<<"adding a model: " << filename << std::endl; *dest = new PolygonModel(filename); if (!(*dest)->import()) { std::cout << "error: failed to load needed model!!!" << std::endl << std::endl; exit(-1); } (*dest)->setup(&m_shader_game_objects); (*dest)->uploadToOpenGl(); *dest = new PolygonModel(filename); if (!(*dest)->import()) { std::cout << "error: failed to load needed model!!!" << std::endl << std::endl; exit(-1); } (*dest)->setup(&m_shader_game_objects); (*dest)->uploadToOpenGl(); m_models.push_back(*dest); } glm::mat4 RendererPolygon3d::computeModelMatrix(const game::Planet *planet) { return computeModelMatrix(planet->position, planet->radius); } glm::mat4 RendererPolygon3d::computeModelMatrix(const game::Missile *missile) { glm::vec2 vn = glm::normalize(missile->velocity); float a = std::atan2(vn.y, vn.x); glm::mat4 mat = computeModelMatrix(missile->position, 0.1f, a); // TODO: which visual size has the rocket? in game its just a point with // no size because all others have size. // for atomic bomb // return computeModelMatrix(missile->position, 0.03f, a); // flipped too mat = glm::rotate(mat, (float)M_PI / 2.0f, glm::vec3(0.0f, 1.0f, 0.0f)); return mat; } glm::mat4 RendererPolygon3d::computeModelMatrix(const game::Ship *ship) { // TODO: rotate them before shooting, that looks better glm::mat4 mat = computeModelMatrix(ship->position, m_state->shipRadius()); // XXX model is flipped // glm::mat4 mat = computeModelMatrix(ship->position, 0.3); mat = glm::rotate(mat, (float)M_PI, glm::vec3(0.0f, 1.0f, 0.0f)); return mat; } glm::mat4 RendererPolygon3d::computeModelMatrix(const glm::vec2 &pos, float scale, float angle) { // init as identity matrix glm::mat4 model; model = glm::translate(model, glm::vec3(pos, 0.0)); if (scale != 1.0) { model = glm::scale(model, glm::vec3(scale)); } if (angle != 0.0) { model = glm::rotate(model, angle, glm::vec3(0.0f, 0.0f, 1.0f)); } return model; } void RendererPolygon3d::renderTraces() { // revert to default glUseProgram(0); // TODO dont use line mode. make that with own quads glPolygonMode(GL_FRONT, GL_LINE); glLineWidth(2.0f); for (const game::Trace *trace : m_state->traces) { float fade_out = 1.0; if (trace->missile == nullptr) { fade_out = 1.0 - (trace->age / trace->maxAge); } glColor3f(0.0, 0.5 * fade_out, 0.5 * fade_out); glBegin(GL_LINE_STRIP); for (const game::Trace::TracePoint &tp : trace->points) { glVertex2f(tp.position.x, tp.position.y); } glEnd(); } glLineWidth(1.0f); glPolygonMode(GL_FRONT, GL_FILL); } void RendererPolygon3d::configureLightningInShader(Shader *shader) const { // TODO: add a few small lights for explosions so they lit the // surroundsings // TODO: use the sun planet color for this! glm::vec3 c = glm::vec3(1.0, 1.0, 0.8); glm::vec3 p = glm::vec3(0.3f, 0.4f, 0.0f); for (const game::Planet *planet : m_state->planets) { if (planet->material == game::Planet::Material::Sun) { p = glm::vec3(planet->position, 0.0); c = planet->getColor(); break; } } glUniform3f(shader->location("lightPosition"), p.x, p.y, p.z); glUniform3f(shader->location("lightColor"), c.x, c.y, c.z); std::vector positions; std::vector intensities; size_t numExplLights = 0; for (ParticleBatch *batch : m_particles) { float age = batch->ageNormalized(); // TODO: use function with a peak for this: // // /\__ // _/ \--____ float intensity = 1.0 - age; glm::vec3 p = batch->explosionCenter(); intensities.push_back(intensity); positions.push_back(p); numExplLights++; if (numExplLights == 10) { break; } } glUniform1i(shader->location("explLightsNum"), numExplLights); if (numExplLights != 0) { glUniform3fv(shader->location("explLightsPos"), numExplLights, glm::value_ptr(positions[0])); glUniform1fv(shader->location("explLightsIntensities"), numExplLights, intensities.data()); } } void RendererPolygon3d::setWindowSize(int px, int py) { m_aspectRatio = (float)px / (float)py; m_w = px; m_h = py; } void RendererPolygon3d::setCameraMatrix(const glm::mat4 &cam) { (void)cam; } }