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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/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
- prevStats Stats // Renderer statistics for previous frame
- // Populated each frame
- rgraphics []*graphic.Graphic // Array of rendered graphics
- cgraphics []*graphic.Graphic // Array of culled graphics
- grmatsOpaque []*graphic.GraphicMaterial // Array of rendered opaque graphic materials for scene
- grmatsTransp []*graphic.GraphicMaterial // Array of rendered transparent graphic materials for scene
- grmatsGui []*graphic.GraphicMaterial // Array of rendered GUI graphic materials for scene
- ipanels []gui.IPanel // Array of all top rendered IPanels (panels which are not children of other IPanels)
- 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)
- }
- // 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.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.rgraphics = make([]*graphic.Graphic, 0)
- r.cgraphics = make([]*graphic.Graphic, 0)
- r.grmatsOpaque = make([]*graphic.GraphicMaterial, 0)
- r.grmatsTransp = make([]*graphic.GraphicMaterial, 0)
- r.ipanels = make([]gui.IPanel, 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.rgraphics = r.rgraphics[0:0]
- r.cgraphics = r.cgraphics[0:0]
- r.grmatsOpaque = r.grmatsOpaque[0:0]
- r.grmatsTransp = r.grmatsTransp[0:0]
- r.ipanels = r.ipanels[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)
- //log.Debug("Rendered/Culled: %v/%v", len(r.grmats), len(r.cgrmats))
- // 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 lists of opaque and transparent graphic materials
- for _, gr := range r.rgraphics {
- // 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 {
- 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 (opaque front-to-back and transparent back-to-front)
- if r.sortObjects {
- zSort(r.grmatsOpaque, false) // Sort opaque graphics front to back
- zSort(r.grmatsTransp, true) // Sort transparent graphics back to front
- }
- // Render GUI elements first
- for i := len(r.ipanels) - 1; i > -1; i-- {
- err := r.renderPanel(r.ipanels[i])
- if err != nil {
- return err
- }
- }
- // Render opaque objects (already sorted front to back)
- for _, grmat := range r.grmatsOpaque {
- err := r.renderGraphicMaterial(grmat)
- if err != nil {
- return err
- }
- }
- // Render transparent objects (already sorted 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)
- r.stats.Others++
- }
- r.prevStats = r.stats
- 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) {
- classifyChildren := true
- // 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 {
- r.ipanels = append(r.ipanels, ipan)
- classifyChildren = false // Don't classify children since they must be IPanels
- // 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()
- 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 {
- // 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)
- }
- }
- // Classify children (if not an IPanel)
- if classifyChildren {
- for _, ichild := range inode.Children() {
- r.classifyAndCull(ichild, frustum)
- }
- }
- }
- // zSort sorts a list of graphic materials based on the
- // user-specified order first then based on their Z position relative to the camera
- func zSort(grmats []*graphic.GraphicMaterial, backToFront bool) {
- 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)
- if backToFront {
- return g1pos.Z < g2pos.Z
- }
- 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 and geometry
- 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 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 err
- }
- // Set up 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++
- return nil
- }
- // 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 !ipan.Visible() {
- return nil
- }
- // If panel is renderable, render it
- if ipan.Renderable() {
- // Set shader program for the panel's material
- grmat := ipan.GetGraphic().Materials()[0]
- mat := grmat.IMaterial().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++
- }
- // Render children panels
- for i := 0; i < len(ipan.Children()); i++ {
- err := r.renderPanel(ipan.Children()[i].(gui.IPanel))
- if err != nil {
- return err
- }
- }
- return nil
- }
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