| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608 |
- // 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/math32"
- "sort"
- )
- // Renderer renders a 3D scene and/or a 2D GUI on the current window.
- type Renderer struct {
- gs *gls.GLS
- shaman Shaman // Internal shader manager
- stats Stats // Renderer statistics
- prevStats Stats // Renderer statistics for previous frame
- scene core.INode // Node containing 3D scene to render
- panelGui gui.IPanel // Panel containing GUI to render
- panel3D gui.IPanel // Panel which contains the 3D scene
- 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)
- rgraphics []*graphic.Graphic // Array of rendered graphics
- cgraphics []*graphic.Graphic // Array of rendered graphics
- grmatsOpaque []*graphic.GraphicMaterial // Array of rendered opaque graphic materials for scene
- grmatsTransp []*graphic.GraphicMaterial // Array of rendered transparent graphic materials for scene
- rinfo core.RenderInfo // Preallocated Render info
- specs ShaderSpecs // Preallocated Shader specs
- sortObjects bool // Flag indicating whether objects should be sorted before rendering
- redrawGui bool // Flag indicating the gui must be redrawn completely
- rendered bool // Flag indicating if anything was rendered
- panList []gui.IPanel // list of panels to render
- frameBuffers int // Number of frame buffers
- frameCount int // Current number of frame buffers to write
- }
- // Stats describes how many object types were rendered.
- // It is cleared at the start of each render.
- type Stats struct {
- Graphics int // Number of graphic objects 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.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.rgraphics = make([]*graphic.Graphic, 0)
- r.cgraphics = make([]*graphic.Graphic, 0)
- r.grmatsOpaque = make([]*graphic.GraphicMaterial, 0)
- r.grmatsTransp = make([]*graphic.GraphicMaterial, 0)
- r.panList = make([]gui.IPanel, 0)
- r.frameBuffers = 2
- r.sortObjects = true
- return r
- }
- // AddDefaultShaders adds to this renderer's shader manager all default
- // include chunks, shaders and programs statically registered.
- func (r *Renderer) AddDefaultShaders() error {
- return r.shaman.AddDefaultShaders()
- }
- // AddChunk adds a shader chunk with the specified name and source code.
- func (r *Renderer) AddChunk(name, source string) {
- r.shaman.AddChunk(name, source)
- }
- // AddShader adds a shader program with the specified name and source code.
- func (r *Renderer) AddShader(name, source string) {
- r.shaman.AddShader(name, source)
- }
- // AddProgram adds the program with the specified name,
- // with associated vertex and fragment shaders (previously registered).
- 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.
- // If set to nil, no Gui will be rendered.
- func (r *Renderer) SetGui(gui gui.IPanel) {
- r.panelGui = gui
- }
- // SetGuiPanel3D sets the gui panel inside which the 3D scene is shown.
- // This informs the renderer that the Gui elements over this panel
- // must be redrawn even if they didn't change.
- // This panel panel must not be renderable, otherwise it will cover the 3D scene.
- func (r *Renderer) SetGuiPanel3D(panel3D gui.IPanel) {
- r.panel3D = panel3D
- }
- // Panel3D returns the current gui panel over the 3D scene.
- func (r *Renderer) Panel3D() gui.IPanel {
- return r.panel3D
- }
- // SetScene sets the 3D scene to be rendered.
- // If set to nil, no 3D scene will be rendered.
- func (r *Renderer) SetScene(scene core.INode) {
- r.scene = scene
- }
- // 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 previously set Scene and Gui using the specified camera.
- // Returns an indication if anything was rendered and an error.
- func (r *Renderer) Render(icam camera.ICamera) (bool, error) {
- r.redrawGui = false
- r.rendered = false
- r.stats = Stats{}
- // Renders the 3D scene
- if r.scene != nil {
- err := r.renderScene(r.scene, icam)
- if err != nil {
- return r.rendered, err
- }
- }
- // Renders the Gui over the 3D scene
- if r.panelGui != nil {
- err := r.renderGui()
- if err != nil {
- return r.rendered, err
- }
- }
- r.prevStats = r.stats
- return r.rendered, 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.rgraphics = r.rgraphics[0:0]
- r.cgraphics = r.cgraphics[0:0]
- r.grmatsOpaque = r.grmatsOpaque[0:0]
- r.grmatsTransp = r.grmatsTransp[0:0]
- // Prepare for frustum culling
- var proj math32.Matrix4
- proj.MultiplyMatrices(&r.rinfo.ProjMatrix, &r.rinfo.ViewMatrix)
- frustum := math32.NewFrustumFromMatrix(&proj)
- // 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() {
- gr := igr.GetGraphic()
- // Frustum culling
- if igr.Cullable() {
- mw := gr.MatrixWorld()
- geom := igr.GetGeometry()
- bb := geom.BoundingBox()
- bb.ApplyMatrix4(&mw)
- if frustum.IntersectsBox(&bb) {
- // Append graphic to list of graphics to be rendered
- r.rgraphics = append(r.rgraphics, gr)
- } else {
- // Append graphic to list of culled graphics
- r.cgraphics = append(r.cgraphics, gr)
- }
- } else {
- // Append graphic to list of graphics to be rendered
- r.rgraphics = append(r.rgraphics, gr)
- }
- }
- // 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)
- //log.Debug("Rendered/Culled: %v/%v", len(r.grmats), len(r.cgrmats))
- // 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)
- // Pre-calculate MV and MVP matrices and compile lists of opaque and transparent graphic materials
- for _, gr := range r.rgraphics {
- // Calculate MV and MVP matrices for all graphics to be rendered
- gr.CalculateMatrices(r.gs, &r.rinfo)
- // Append all graphic materials of this graphic to list of graphic materials to be rendered
- materials := gr.Materials()
- for i := 0; i < len(materials); i++ {
- if materials[i].GetMaterial().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 (opaque front-to-back and transparent back-to-front)
- if r.sortObjects {
- // Internal function to render a list of graphic materials
- var zSortGraphicMaterials func(grmats []*graphic.GraphicMaterial, backToFront bool)
- zSortGraphicMaterials = func(grmats []*graphic.GraphicMaterial, backToFront bool) {
- sort.Slice(grmats, func(i, j int) bool {
- gr1 := grmats[i].GetGraphic().GetGraphic()
- gr2 := grmats[j].GetGraphic().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)
- if backToFront {
- return g1pos.Z < g2pos.Z
- }
- return g1pos.Z > g2pos.Z
- })
- }
- zSortGraphicMaterials(r.grmatsOpaque, false) // Sort opaque graphics front to back
- zSortGraphicMaterials(r.grmatsTransp, true) // Sort transparent graphics back to front
- }
- // 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)
- r.stats.Others++
- }
- // If there is graphic material to render or there was in the previous frame
- // it is necessary to clear the screen.
- if len(r.grmatsOpaque) > 0 || len(r.grmatsTransp) > 0 || r.prevStats.Graphics > 0 {
- // If the 3D scene to draw is to be confined to user specified panel
- // sets scissor to avoid erasing gui elements outside of this panel
- if r.panel3D != nil {
- pos := r.panel3D.GetPanel().Pospix()
- width, height := r.panel3D.GetPanel().Size()
- // Get scale of window (for HiDPI support)
- sX64, sY64 := r.panel3D.Root().Window().Scale()
- sX := float32(sX64)
- sY := float32(sY64)
- // Modify position and height of scissor according to window scale (for HiDPI support)
- width *= sX
- height *= sY
- pos.X *= sX
- pos.Y *= sY
- _, _, _, viewheight := r.gs.GetViewport()
- r.gs.Enable(gls.SCISSOR_TEST)
- r.gs.Scissor(int32(pos.X), viewheight-int32(pos.Y)-int32(height), uint32(width), uint32(height))
- } else {
- r.gs.Disable(gls.SCISSOR_TEST)
- r.redrawGui = true
- }
- // Clears the area inside the current scissor
- r.gs.Clear(gls.DEPTH_BUFFER_BIT | gls.STENCIL_BUFFER_BIT | gls.COLOR_BUFFER_BIT)
- r.rendered = true
- }
- err := error(nil)
- // Internal function to render a list of graphic materials
- var renderGraphicMaterials func(grmats []*graphic.GraphicMaterial)
- renderGraphicMaterials = func(grmats []*graphic.GraphicMaterial) {
- // For each *GraphicMaterial
- for _, grmat := range grmats {
- mat := grmat.GetMaterial().GetMaterial()
- geom := grmat.GetGraphic().GetGeometry()
- // Add defines from material and geometry
- r.specs.Defines = *gls.NewShaderDefines()
- r.specs.Defines.Add(&mat.ShaderDefines)
- r.specs.Defines.Add(&geom.ShaderDefines)
- // 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()
- // Set active program and apply shader specs
- _, err = r.shaman.SetProgram(&r.specs)
- if err != nil {
- return
- }
- // Setup lights (transfer lights' uniforms)
- for idx, l := range r.ambLights {
- l.RenderSetup(r.gs, &r.rinfo, idx)
- r.stats.Lights++
- }
- for idx, l := range r.dirLights {
- l.RenderSetup(r.gs, &r.rinfo, idx)
- r.stats.Lights++
- }
- for idx, l := range r.pointLights {
- l.RenderSetup(r.gs, &r.rinfo, idx)
- r.stats.Lights++
- }
- 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)
- r.stats.Graphics++
- }
- }
- renderGraphicMaterials(r.grmatsOpaque) // Render opaque objects (front to back)
- renderGraphicMaterials(r.grmatsTransp) // Render transparent objects (back to front)
- return err
- }
- // renderGui renders the Gui
- func (r *Renderer) renderGui() error {
- // If no 3D scene was rendered sets Gui panels as renderable for background
- // User must define the colors
- if (len(r.rgraphics) == 0) && (len(r.cgraphics) == 0) {
- r.panelGui.SetRenderable(true)
- if r.panel3D != nil {
- r.panel3D.SetRenderable(true)
- }
- } else {
- r.panelGui.SetRenderable(false)
- if r.panel3D != nil {
- r.panel3D.SetRenderable(false)
- }
- }
- // Clears list of panels to render
- r.panList = r.panList[0:0]
- // Redraw all GUI elements elements (panel3D == nil and 3D scene drawn)
- if r.redrawGui {
- r.appendPanel(r.panelGui)
- // Redraw GUI elements only if changed
- // Set the number of frame buffers to draw these changes
- } else if r.checkChanged(r.panelGui) {
- r.appendPanel(r.panelGui)
- r.frameCount = r.frameBuffers
- // No change, but need to update frame buffers
- } else if r.frameCount > 0 {
- r.appendPanel(r.panelGui)
- // No change, draw only panels over 3D if any
- } else {
- r.getPanelsOver3D()
- }
- if len(r.panList) == 0 {
- return nil
- }
- // Updates panels bounds and relative positions
- r.panelGui.GetPanel().UpdateMatrixWorld()
- // Disable the scissor test which could have been set by the 3D scene renderer
- // and then clear the depth buffer, so the panels will be rendered over the 3D scene.
- r.gs.Disable(gls.SCISSOR_TEST)
- r.gs.Clear(gls.DEPTH_BUFFER_BIT)
- // Render panels
- for i := 0; i < len(r.panList); i++ {
- err := r.renderPanel(r.panList[i])
- if err != nil {
- return err
- }
- }
- r.frameCount--
- r.rendered = true
- return nil
- }
- // getPanelsOver3D builds list of panels over 3D to be rendered
- func (r *Renderer) getPanelsOver3D() {
- // If panel3D not set or renderable, nothing to do
- if r.panel3D == nil || r.panel3D.Renderable() {
- return
- }
- // Internal recursive function to check if any child of the
- // specified panel is unbounded and over 3D.
- // If it is, it is inserted in the list of panels to render.
- var checkUnbounded func(pan *gui.Panel)
- checkUnbounded = func(pan *gui.Panel) {
- for i := 0; i < len(pan.Children()); i++ {
- child := pan.Children()[i].(gui.IPanel).GetPanel()
- if !child.Bounded() && r.checkPanelOver3D(child) {
- r.appendPanel(child)
- continue
- }
- checkUnbounded(child)
- }
- }
- // For all children of the Gui, checks if it is over the 3D panel
- children := r.panelGui.GetPanel().Children()
- for i := 0; i < len(children); i++ {
- pan := children[i].(gui.IPanel).GetPanel()
- if !pan.Visible() {
- continue
- }
- if r.checkPanelOver3D(pan) {
- r.appendPanel(pan)
- continue
- }
- // Current child is not over 3D but can have an unbounded child which is
- checkUnbounded(pan)
- }
- }
- // renderPanel renders the specified panel and all its children
- // and then sets the panel as not changed.
- func (r *Renderer) renderPanel(ipan gui.IPanel) error {
- // If panel not visible, ignore it and all its children
- pan := ipan.GetPanel()
- if !pan.Visible() {
- pan.SetChanged(false)
- return nil
- }
- // If panel is renderable, renders it
- if pan.Renderable() {
- // Sets shader program for the panel's material
- grmat := pan.GetGraphic().Materials()[0]
- mat := grmat.GetMaterial().GetMaterial()
- r.specs.Name = mat.Shader()
- r.specs.ShaderUnique = mat.ShaderUnique()
- _, err := r.shaman.SetProgram(&r.specs)
- if err != nil {
- return err
- }
- // Render this panel's graphic material
- grmat.Render(r.gs, &r.rinfo)
- r.stats.Panels++
- }
- pan.SetChanged(false)
- // Renders this panel children
- for i := 0; i < len(pan.Children()); i++ {
- err := r.renderPanel(pan.Children()[i].(gui.IPanel))
- if err != nil {
- return err
- }
- }
- return nil
- }
- // appendPanel appends the specified panel to the list of panels to render.
- // Currently there is no need to check for duplicates.
- func (r *Renderer) appendPanel(ipan gui.IPanel) {
- r.panList = append(r.panList, ipan)
- }
- // checkChanged checks if the specified panel or any of its children is changed
- func (r *Renderer) checkChanged(ipan gui.IPanel) bool {
- // Unbounded panels are checked even if not visible
- pan := ipan.GetPanel()
- if !pan.Bounded() && pan.Changed() {
- pan.SetChanged(false)
- return true
- }
- // Ignore invisible panel and its children
- if !pan.Visible() {
- return false
- }
- if pan.Changed() && pan.Renderable() {
- return true
- }
- for i := 0; i < len(pan.Children()); i++ {
- res := r.checkChanged(pan.Children()[i].(gui.IPanel))
- if res {
- return res
- }
- }
- return false
- }
- // checkPanelOver3D checks if the specified panel is over
- // the area where the 3D scene will be rendered.
- func (r *Renderer) checkPanelOver3D(ipan gui.IPanel) bool {
- pan := ipan.GetPanel()
- if !pan.Visible() {
- return false
- }
- if r.panel3D.GetPanel().Intersects(pan) {
- return true
- }
- return false
- }
|