| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342 |
- // Copyright 2016 The G3N Authors. All rights reserved.
- // Use of this source code is governed by a BSD-style
- // license that can be found in the LICENSE file.
- package renderer
- import (
- "github.com/g3n/engine/camera"
- "github.com/g3n/engine/core"
- "github.com/g3n/engine/gls"
- "github.com/g3n/engine/graphic"
- "github.com/g3n/engine/gui"
- "github.com/g3n/engine/light"
- )
- type Renderer struct {
- gs *gls.GLS
- shaman Shaman // Internal shader manager
- scene core.INode // Node containing 3D scene to render
- gui gui.IPanel // Panel containing GUI to render
- ambLights []*light.Ambient // Array of ambient lights for last scene
- dirLights []*light.Directional // Array of directional lights for last scene
- pointLights []*light.Point // Array of point
- spotLights []*light.Spot // Array of spot lights for the scene
- others []core.INode // Other nodes (audio, players, etc)
- grmats []*graphic.GraphicMaterial // Array of all graphic materials for scene
- rinfo core.RenderInfo // Preallocated Render info
- specs ShaderSpecs // Preallocated Shader specs
- clearScreen bool // Clear screen flag
- needSwap bool
- }
- func NewRenderer(gs *gls.GLS) *Renderer {
- r := new(Renderer)
- r.gs = gs
- r.shaman.Init(gs)
- r.ambLights = make([]*light.Ambient, 0)
- r.dirLights = make([]*light.Directional, 0)
- r.pointLights = make([]*light.Point, 0)
- r.spotLights = make([]*light.Spot, 0)
- r.others = make([]core.INode, 0)
- r.grmats = make([]*graphic.GraphicMaterial, 0)
- return r
- }
- func (r *Renderer) AddDefaultShaders() error {
- return r.shaman.AddDefaultShaders()
- }
- func (r *Renderer) AddChunk(name, source string) {
- r.shaman.AddChunk(name, source)
- }
- func (r *Renderer) AddShader(name, source string) {
- r.shaman.AddShader(name, source)
- }
- func (r *Renderer) AddProgram(name, vertex, frag string, others ...string) {
- r.shaman.AddProgram(name, vertex, frag, others...)
- }
- // SetGui sets the gui panel which contains the Gui to render
- // over the optional 3D scene.
- // If set to nil, no Gui will be rendered
- func (r *Renderer) SetGui(gui gui.IPanel) {
- r.gui = gui
- }
- // SetScene sets the Node which contains the scene to render
- // If set to nil, no scene will be rendered
- func (r *Renderer) SetScene(scene core.INode) {
- r.scene = scene
- }
- func (r *Renderer) NeedSwap() bool {
- return r.needSwap
- }
- // Render renders the previously set Scene and Gui using the specified camera
- func (r *Renderer) Render(icam camera.ICamera) error {
- r.needSwap = false
- // Renders the 3D scene
- if r.scene != nil {
- //r.gs.Clear(gls.DEPTH_BUFFER_BIT | gls.STENCIL_BUFFER_BIT | gls.COLOR_BUFFER_BIT)
- err := r.renderScene(r.scene, icam)
- if err != nil {
- return err
- }
- }
- // Renders the Gui over the 3D scene
- if r.gui != nil {
- r.gs.Clear(gls.DEPTH_BUFFER_BIT)
- err := r.renderGui(icam)
- if err != nil {
- return err
- }
- }
- return nil
- }
- // renderScene renders the 3D scene using the specified camera
- func (r *Renderer) renderScene(iscene core.INode, icam camera.ICamera) error {
- // Updates world matrices of all scene nodes
- iscene.UpdateMatrixWorld()
- scene := iscene.GetNode()
- // Builds RenderInfo calls RenderSetup for all visible nodes
- icam.ViewMatrix(&r.rinfo.ViewMatrix)
- icam.ProjMatrix(&r.rinfo.ProjMatrix)
- // Clear scene arrays
- r.ambLights = r.ambLights[0:0]
- r.dirLights = r.dirLights[0:0]
- r.pointLights = r.pointLights[0:0]
- r.spotLights = r.spotLights[0:0]
- r.others = r.others[0:0]
- r.grmats = r.grmats[0:0]
- // Internal function to classify a node and its children
- var classifyNode func(inode core.INode)
- classifyNode = func(inode core.INode) {
- // If node not visible, ignore
- node := inode.GetNode()
- if !node.Visible() {
- return
- }
- // Checks if node is a Graphic
- igr, ok := inode.(graphic.IGraphic)
- if ok {
- if igr.Renderable() {
- // Appends to list each graphic material for this graphic
- gr := igr.GetGraphic()
- materials := gr.Materials()
- for i := 0; i < len(materials); i++ {
- r.grmats = append(r.grmats, &materials[i])
- }
- }
- // Node is not a Graphic
- } else {
- // Checks if node is a Light
- il, ok := inode.(light.ILight)
- if ok {
- switch l := il.(type) {
- case *light.Ambient:
- r.ambLights = append(r.ambLights, l)
- case *light.Directional:
- r.dirLights = append(r.dirLights, l)
- case *light.Point:
- r.pointLights = append(r.pointLights, l)
- case *light.Spot:
- r.spotLights = append(r.spotLights, l)
- default:
- panic("Invalid light type")
- }
- // Other nodes
- } else {
- r.others = append(r.others, inode)
- }
- }
- // Classify node children
- for _, ichild := range node.Children() {
- classifyNode(ichild)
- }
- }
- // Classify all scene nodes
- classifyNode(scene)
- // Sets lights count in shader specs
- r.specs.AmbientLightsMax = len(r.ambLights)
- r.specs.DirLightsMax = len(r.dirLights)
- r.specs.PointLightsMax = len(r.pointLights)
- r.specs.SpotLightsMax = len(r.spotLights)
- // Render other nodes (audio players, etc)
- for i := 0; i < len(r.others); i++ {
- inode := r.others[i]
- if !inode.GetNode().Visible() {
- continue
- }
- r.others[i].Render(r.gs)
- }
- if len(r.grmats) > 0 {
- r.gs.Clear(gls.DEPTH_BUFFER_BIT | gls.STENCIL_BUFFER_BIT | gls.COLOR_BUFFER_BIT)
- r.needSwap = true
- log.Error("Clear screen")
- }
- // For each *GraphicMaterial
- for _, grmat := range r.grmats {
- //log.Debug("grmat:%v", grmat)
- mat := grmat.GetMaterial().GetMaterial()
- // Sets the shader specs for this material and sets shader program
- r.specs.Name = mat.Shader()
- r.specs.ShaderUnique = mat.ShaderUnique()
- r.specs.UseLights = mat.UseLights()
- r.specs.MatTexturesMax = mat.TextureCount()
- _, err := r.shaman.SetProgram(&r.specs)
- if err != nil {
- return err
- }
- // Setup lights (transfer lights uniforms)
- for idx, l := range r.ambLights {
- l.RenderSetup(r.gs, &r.rinfo, idx)
- }
- for idx, l := range r.dirLights {
- l.RenderSetup(r.gs, &r.rinfo, idx)
- }
- for idx, l := range r.pointLights {
- l.RenderSetup(r.gs, &r.rinfo, idx)
- }
- for idx, l := range r.spotLights {
- l.RenderSetup(r.gs, &r.rinfo, idx)
- }
- // Render this graphic material
- grmat.Render(r.gs, &r.rinfo)
- }
- return nil
- }
- // renderGui renders the Gui
- func (r *Renderer) renderGui(icam camera.ICamera) error {
- // Updates panels bounds and relative positions
- parent := r.gui.GetPanel()
- parent.UpdateMatrixWorld()
- // Builds RenderInfo calls RenderSetup for all visible nodes
- icam.ViewMatrix(&r.rinfo.ViewMatrix)
- icam.ProjMatrix(&r.rinfo.ProjMatrix)
- // checkBounded checks if any of this panel children has
- // changed and it is not bounded
- var checkBounded func(ipan gui.IPanel) bool
- checkBounded = func(ipan gui.IPanel) bool {
- pan := ipan.GetPanel()
- if !pan.Visible() {
- return false
- }
- if pan.Changed() && !pan.Bounded() {
- return true
- }
- for _, ichild := range pan.Children() {
- if checkBounded(ichild.(gui.IPanel)) {
- return true
- }
- }
- return false
- }
- // checkChildren checks if any of this panel immediate children has changed
- checkChildren := func(ipan gui.IPanel) bool {
- pan := ipan.GetPanel()
- for _, ichild := range pan.Children() {
- child := ichild.(gui.IPanel).GetPanel()
- if !child.Visible() || !child.Renderable() {
- continue
- }
- if child.Changed() {
- return true
- }
- }
- return false
- }
- var buildRenderList func(ipan gui.IPanel, checkChanged bool)
- buildRenderList = func(ipan gui.IPanel, checkChanged bool) {
- pan := ipan.GetPanel()
- // If panel is not visible, ignore
- if !pan.Visible() {
- return
- }
- // If no check or if any of this panel immediate children changed,
- // inserts this panel if renderable and all its visible/renderable children
- if !checkChanged || checkChildren(ipan) || checkBounded(ipan) {
- if pan.Renderable() {
- materials := pan.GetGraphic().Materials()
- r.grmats = append(r.grmats, &materials[0])
- }
- for _, ichild := range pan.Children() {
- buildRenderList(ichild.(gui.IPanel), false)
- }
- pan.SetChanged(false)
- return
- }
- // If this panel is renderable and changed, inserts this panel
- if pan.Renderable() && pan.Changed() {
- materials := pan.GetGraphic().Materials()
- r.grmats = append(r.grmats, &materials[0])
- }
- // Checks this panel children
- for _, ichild := range pan.Children() {
- buildRenderList(ichild.(gui.IPanel), true)
- }
- pan.SetChanged(false)
- }
- // Builds list of panel graphic materials to render
- r.grmats = r.grmats[0:0]
- buildRenderList(parent, true)
- if len(r.grmats) > 0 {
- log.Error("render list:%v", len(r.grmats))
- }
- // For each *GraphicMaterial
- for _, grmat := range r.grmats {
- mat := grmat.GetMaterial().GetMaterial()
- // Sets the shader specs for this material and sets shader program
- r.specs.Name = mat.Shader()
- r.specs.ShaderUnique = mat.ShaderUnique()
- _, err := r.shaman.SetProgram(&r.specs)
- if err != nil {
- return err
- }
- // Render this graphic material
- grmat.Render(r.gs, &r.rinfo)
- r.needSwap = true
- }
- return nil
- }
|