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- // 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"
- "github.com/g3n/engine/material"
- "github.com/g3n/engine/math32"
- "sort"
- )
- // Renderer renders a scene containing 3D objects and/or 2D GUI elements.
- type Renderer struct {
- Shaman // Embedded shader manager
- gs *gls.GLS // Reference to OpenGL state
- rinfo core.RenderInfo // Preallocated Render info
- specs ShaderSpecs // Preallocated Shader specs
- sortObjects bool // Flag indicating whether objects should be sorted before rendering
- stats Stats // Renderer statistics
- // Populated each frame
- ambLights []*light.Ambient // Ambient lights in the scene
- dirLights []*light.Directional // Directional lights in the scene
- pointLights []*light.Point // Point lights in the scene
- spotLights []*light.Spot // Spot lights in the scene
- others []core.INode // Other nodes (audio, players, etc)
- graphics []*graphic.Graphic // Graphics to be rendered
- grmatsOpaque []*graphic.GraphicMaterial // Opaque graphic materials to be rendered
- grmatsTransp []*graphic.GraphicMaterial // Transparent graphic materials to be rendered
- zLayers map[int][]gui.IPanel // All IPanels to be rendered organized by Z-layer
- zLayerKeys []int // Z-layers being used (initially in no particular order, sorted later)
- }
- // Stats describes how many objects of each type are being rendered.
- // It is cleared at the start of each render.
- type Stats struct {
- GraphicMats int // Number of graphic materials rendered
- Lights int // Number of lights rendered
- Panels int // Number of GUI panels rendered
- Others int // Number of other objects rendered
- }
- // NewRenderer creates and returns a pointer to a new Renderer.
- func NewRenderer(gs *gls.GLS) *Renderer {
- r := new(Renderer)
- r.gs = gs
- r.Shaman.Init(gs)
- r.sortObjects = true
- 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.graphics = make([]*graphic.Graphic, 0)
- r.grmatsOpaque = make([]*graphic.GraphicMaterial, 0)
- r.grmatsTransp = make([]*graphic.GraphicMaterial, 0)
- r.zLayers = make(map[int][]gui.IPanel)
- r.zLayers[0] = make([]gui.IPanel, 0)
- r.zLayerKeys = append(r.zLayerKeys, 0)
- return r
- }
- // Stats returns a copy of the statistics for the last frame.
- // Should be called after the frame was rendered.
- func (r *Renderer) Stats() Stats {
- return r.stats
- }
- // SetObjectSorting sets whether objects will be sorted before rendering.
- func (r *Renderer) SetObjectSorting(sort bool) {
- r.sortObjects = sort
- }
- // ObjectSorting returns whether objects will be sorted before rendering.
- func (r *Renderer) ObjectSorting() bool {
- return r.sortObjects
- }
- // Render renders the specified scene using the specified camera. Returns an an error.
- func (r *Renderer) Render(scene core.INode, cam camera.ICamera) error {
- // Updates world matrices of all scene nodes
- scene.UpdateMatrixWorld()
- // Build RenderInfo
- cam.ViewMatrix(&r.rinfo.ViewMatrix)
- cam.ProjMatrix(&r.rinfo.ProjMatrix)
- // Clear stats and scene arrays
- r.stats = Stats{}
- 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.graphics = r.graphics[0:0]
- r.grmatsOpaque = r.grmatsOpaque[0:0]
- r.grmatsTransp = r.grmatsTransp[0:0]
- r.zLayers = make(map[int][]gui.IPanel)
- r.zLayers[0] = make([]gui.IPanel, 0)
- r.zLayerKeys = r.zLayerKeys[0:1]
- r.zLayerKeys[0] = 0
- // Prepare for frustum culling
- var proj math32.Matrix4
- proj.MultiplyMatrices(&r.rinfo.ProjMatrix, &r.rinfo.ViewMatrix)
- frustum := math32.NewFrustumFromMatrix(&proj)
- // Classify scene and all scene nodes, culling renderable IGraphics which are fully outside of the camera frustum
- r.classifyAndCull(scene, frustum, 0)
- // Set light counts 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)
- // Pre-calculate MV and MVP matrices and compile initial lists of opaque and transparent graphic materials
- for _, gr := range r.graphics {
- // Calculate MV and MVP matrices for all non-GUI graphics to be rendered
- gr.CalculateMatrices(r.gs, &r.rinfo)
- // Append all graphic materials of this graphic to lists of graphic materials to be rendered
- materials := gr.Materials()
- for i := range materials {
- r.stats.GraphicMats++
- if materials[i].IMaterial().GetMaterial().Transparent() {
- r.grmatsTransp = append(r.grmatsTransp, &materials[i])
- } else {
- r.grmatsOpaque = append(r.grmatsOpaque, &materials[i])
- }
- }
- }
- // TODO: If both GraphicMaterials belong to same Graphic we might want to keep their relative order...
- // Z-sort graphic materials back to front
- if r.sortObjects {
- zSort(r.grmatsOpaque)
- zSort(r.grmatsTransp)
- }
- // Sort zLayers back to front
- sort.Ints(r.zLayerKeys)
- // Iterate over all panels from back to front, setting Z and adding graphic materials to grmatsTransp/grmatsOpaque
- const deltaZ = 0.00001
- panZ := float32(-1 + float32(r.stats.Panels)*deltaZ)
- for _, k := range r.zLayerKeys {
- for _, ipan := range r.zLayers[k] {
- // Set panel Z
- ipan.SetPositionZ(panZ)
- panZ -= deltaZ
- // Append the panel's graphic material to lists of graphic materials to be rendered
- mat := ipan.GetGraphic().Materials()[0]
- if mat.IMaterial().GetMaterial().Transparent() {
- r.grmatsTransp = append(r.grmatsTransp, &mat)
- } else {
- r.grmatsOpaque = append(r.grmatsOpaque, &mat)
- }
- }
- }
- // Render opaque objects front to back
- for i := len(r.grmatsOpaque) - 1; i >= 0; i-- {
- err := r.renderGraphicMaterial(r.grmatsOpaque[i])
- if err != nil {
- return err
- }
- }
- // Render transparent objects back to front
- for _, grmat := range r.grmatsTransp {
- err := r.renderGraphicMaterial(grmat)
- if err != nil {
- return err
- }
- }
- // Render other nodes (audio players, etc)
- for _, inode := range r.others {
- inode.Render(r.gs)
- }
- // Enable depth mask so that clearing the depth buffer works
- r.gs.DepthMask(true)
- // TODO enable color mask, stencil mask?
- // TODO clear the buffers for the user, and set the appropriate masks to true before clearing
- return nil
- }
- // classifyAndCull classifies the provided INode and all of its descendents.
- // It ignores (culls) renderable IGraphics which are fully outside of the specified frustum.
- func (r *Renderer) classifyAndCull(inode core.INode, frustum *math32.Frustum, zLayer int) {
- // Ignore invisible nodes and their descendants
- if !inode.Visible() {
- return
- }
- // If node is an IPanel append it to appropriate list
- if ipan, ok := inode.(gui.IPanel); ok {
- zLayer += ipan.ZLayerDelta()
- if ipan.Renderable() {
- // TODO cull panels
- _, ok := r.zLayers[zLayer]
- if !ok {
- r.zLayerKeys = append(r.zLayerKeys, zLayer)
- r.zLayers[zLayer] = make([]gui.IPanel, 0)
- }
- r.zLayers[zLayer] = append(r.zLayers[zLayer], ipan)
- r.stats.Panels++
- }
- // Check if node is an IGraphic
- } else if igr, ok := inode.(graphic.IGraphic); ok {
- if igr.Renderable() {
- gr := igr.GetGraphic()
- // Frustum culling
- if igr.Cullable() {
- mw := gr.MatrixWorld()
- bb := igr.GetGeometry().BoundingBox()
- bb.ApplyMatrix4(&mw)
- if frustum.IntersectsBox(&bb) {
- // Append graphic to list of graphics to be rendered
- r.graphics = append(r.graphics, gr)
- }
- } else {
- // Append graphic to list of graphics to be rendered
- r.graphics = append(r.graphics, gr)
- }
- }
- // Node is not a Graphic
- } else {
- // Check if node is a Light
- if il, ok := inode.(light.ILight); 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)
- r.stats.Others++
- }
- }
- // Classify children
- for _, ichild := range inode.Children() {
- r.classifyAndCull(ichild, frustum, zLayer)
- }
- }
- // zSort sorts a list of graphic materials based on the user-specified render order
- // then based on their Z position relative to the camera, back to front.
- func zSort(grmats []*graphic.GraphicMaterial) {
- sort.Slice(grmats, func(i, j int) bool {
- gr1 := grmats[i].IGraphic().GetGraphic()
- gr2 := grmats[j].IGraphic().GetGraphic()
- // Check for user-supplied render order
- rO1 := gr1.RenderOrder()
- rO2 := gr2.RenderOrder()
- if rO1 != rO2 {
- return rO1 < rO2
- }
- mvm1 := gr1.ModelViewMatrix()
- mvm2 := gr2.ModelViewMatrix()
- g1pos := gr1.Position()
- g2pos := gr2.Position()
- g1pos.ApplyMatrix4(mvm1)
- g2pos.ApplyMatrix4(mvm2)
- return g1pos.Z < g2pos.Z
- })
- }
- // renderGraphicMaterial renders the specified graphic material.
- func (r *Renderer) renderGraphicMaterial(grmat *graphic.GraphicMaterial) error {
- mat := grmat.IMaterial().GetMaterial()
- geom := grmat.IGraphic().GetGeometry()
- gr := grmat.IGraphic().GetGraphic()
- // Add defines from material, geometry and graphic
- r.specs.Defines = *gls.NewShaderDefines()
- r.specs.Defines.Add(&mat.ShaderDefines)
- r.specs.Defines.Add(&geom.ShaderDefines)
- r.specs.Defines.Add(&gr.ShaderDefines)
- // Set the shader specs for this material and set shader program
- r.specs.Name = mat.Shader()
- r.specs.ShaderUnique = mat.ShaderUnique()
- r.specs.UseLights = mat.UseLights()
- r.specs.MatTexturesMax = mat.TextureCount()
- // Set active program and apply shader specs
- _, err := r.Shaman.SetProgram(&r.specs)
- if err != nil {
- return err
- }
- // Set up lights (transfer lights' uniforms)
- if r.specs.UseLights != material.UseLightNone {
- if r.specs.UseLights&material.UseLightAmbient != 0 {
- for idx, l := range r.ambLights {
- l.RenderSetup(r.gs, &r.rinfo, idx)
- r.stats.Lights++
- }
- }
- if r.specs.UseLights&material.UseLightDirectional != 0 {
- for idx, l := range r.dirLights {
- l.RenderSetup(r.gs, &r.rinfo, idx)
- r.stats.Lights++
- }
- }
- if r.specs.UseLights&material.UseLightPoint != 0 {
- for idx, l := range r.pointLights {
- l.RenderSetup(r.gs, &r.rinfo, idx)
- r.stats.Lights++
- }
- }
- if r.specs.UseLights&material.UseLightSpot != 0 {
- for idx, l := range r.spotLights {
- l.RenderSetup(r.gs, &r.rinfo, idx)
- r.stats.Lights++
- }
- }
- }
- // Render this graphic material
- grmat.Render(r.gs, &r.rinfo)
- return nil
- }
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