Files
pke/src/render/render.cpp
2026-03-07 07:48:16 +03:00

367 lines
8.9 KiB
C++

#include "core.h"
#include "log.h"
#include "render.h"
#include "renderdevice.h"
#include "texturesmanager.h"
#include "shadersystem.h"
#include "modelsystem.h"
#include "debugrender.h"
#include "ifilesystem.h"
#include "camera.h"
#include "imguimanager.h"
#include "scenemanager.h"
#include "gpu_buffer.h"
static GLuint g_VAO = 0;
int g_NumModels = 0;
// TEMP
glm::vec3 g_viewOrigin;
glm::vec3 g_viewOrient;
#ifdef GL_DEBUG_OUTPUT
#define GL_DEBUG_OUTPUT 0x92E0
#endif // GL_DEBUG_OUTPUT
#ifndef GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB
#define GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242
#endif // !GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB
#ifndef GL_DEBUG_TYPE_ERROR_ARB
#define GL_DEBUG_TYPE_ERROR_ARB 0x824C
#endif // !GL_DEBUG_TYPE_ERROR_ARB
#ifndef GL_DEBUG_OUTPUT
#define GL_DEBUG_OUTPUT 0x92E0
#endif // !GL_DEBUG_OUTPUT
#ifndef GL_ARB_debug_output
#define GL_ARB_debug_output 1
typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLARBPROC)(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint* ids, GLboolean enabled);
PFNGLDEBUGMESSAGECONTROLARBPROC glDebugMessageControlARB;
typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTARBPROC)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* buf);
PFNGLDEBUGMESSAGEINSERTARBPROC glDebugMessageInsertARB;
typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKARBPROC)(GLDEBUGPROCARB callback, const void* userParam);
PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARB;
typedef GLuint(APIENTRYP PFNGLGETDEBUGMESSAGELOGARBPROC)(GLuint count, GLsizei bufSize, GLenum* sources, GLenum* types, GLuint* ids, GLenum* severities, GLsizei* lengths, GLchar* messageLog);
PFNGLGETDEBUGMESSAGELOGARBPROC glGetDebugMessageLogARB;
#endif
void APIENTRY GL_DebugOutput(GLenum source,
GLenum type,
unsigned int id,
GLenum severity,
GLsizei length,
const char* message,
const void* userParam)
{
// Nvidia spam too much about buffer mapping
if (type == 0x8251)
return;
Msg("OpenGL: %stype = 0x%x, severity = 0x%x, message = %s\n",
(type == GL_DEBUG_TYPE_ERROR_ARB ? "** GL ERROR ** " : ""),
type, severity, message);
if (type == GL_DEBUG_TYPE_ERROR_ARB)
{
bool debug = true;
//__debugbreak();
}
}
Render* g_render = nullptr;
Render::Render() :
m_pWindow(nullptr),
m_pGLContext(nullptr),
m_pStretchedPicVBuf(nullptr),
m_usingVAO(false),
m_showStats(false)
{
m_viewMatrix = glm::identity<glm::mat4>();
m_projectionMatrix = glm::identity<glm::mat4>();
}
Render::~Render()
{
}
void Render::Init(SDL_Window* pWindow)
{
m_pWindow = pWindow;
SDL_assert(m_pWindow);
Msg("Initializing renderer ...");
// Create OpenGL context
m_pGLContext = SDL_GL_CreateContext(m_pWindow);
SDL_GL_MakeCurrent(m_pWindow, m_pGLContext);
gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress);
if (GLVersion.major == 0 || GLVersion.minor == 0)
{
Core::Error("Failed to load OpenGL");
}
// Core profile probably, should use VAO
if (GLVersion.major >= 3 && GLVersion.minor >= 1)
m_usingVAO = true;
Msg("%s", (const char*)glGetString(GL_VENDOR));
Msg("%s", (const char*)glGetString(GL_RENDERER));
Msg("OpenGL ver. %s", (const char*)glGetString(GL_VERSION));
Msg("Initializing OpenGL extensions...");
InitGLExtensions();
// Reset OpenGL error stack
glGetError();
// Create render device
g_renderDevice = new RenderDevice();
// Create texture manager
g_texturesManager = new TexturesManager();
g_texturesManager->Init();
// Create shader system
g_shaderSystem = new ShaderSystem();
g_shaderSystem->Init();
// Create model system
g_modelSystem = new ModelSystem();
g_modelSystem->Init();
// Create scene manager
g_sceneManager = new SceneManager();
// Create debug render
g_debugRender = new DebugRender();
g_debugRender->Initialize();
// Create imgui manager
g_ImGuiManager.Init();
// Create stretched picture filenameBuffer
m_pStretchedPicVBuf = g_renderDevice->CreateVertexBuffer(nullptr, MAX_STRETCH_VX, true);
// Core profile require Vertex Array Object to render
if (m_usingVAO)
{
// Create global vertex array
glGenVertexArrays(1, &g_VAO);
glBindVertexArray(g_VAO);
}
}
void Render::InitGLExtensions()
{
//// Load extension
//glDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC)SDL_GL_GetProcAddress("glDebugMessageCallbackARB");
//// Enable debug output
//if (glDebugMessageCallbackARB)
//{
// Msg("...found GL_ARB_debug_output");
// //glEnable(GL_DEBUG_OUTPUT);
// glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
// glDebugMessageCallbackARB(GL_DebugOutput, NULL);
//}
//bool found_WGL_EXT_swap_control = false;
bool found_GL_ARB_debug_output = false;
// Load extensions
char* extensions = (char*)glGetString(GL_EXTENSIONS); // OpenGL Error: GL_INVALID_ENUM at D:\projects\old\pke\src\render\shadersystem.cpp:169
if (extensions)
{
char* extension = strtok(extensions, " ");
while (extension)
{
//if (strcmp(extension, "WGL_EXT_swap_control") == 0)
// found_WGL_EXT_swap_control = true;
if (strcmp(extension, "GL_ARB_debug_output") == 0)
found_GL_ARB_debug_output = true;
extension = strtok(NULL, " ");
}
}
else // core profile
{
int NumberOfExtensions;
glGetIntegerv(GL_NUM_EXTENSIONS, &NumberOfExtensions);
for (int i = 0; i < NumberOfExtensions; i++) {
char* extension = (char*)glGetStringi(GL_EXTENSIONS, i);
//if (strcmp(extension, "WGL_EXT_swap_control") == 0)
// found_WGL_EXT_swap_control = true;
if (strcmp(extension, "GL_ARB_debug_output") == 0)
found_GL_ARB_debug_output = true;
}
}
// Enable debug output
if (found_GL_ARB_debug_output)
{
Msg("...found GL_ARB_debug_output");
glDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC)SDL_GL_GetProcAddress("glDebugMessageCallbackARB");
glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB);
glDebugMessageCallbackARB(GL_DebugOutput, NULL);
}
else
{
Msg("...not found GL_ARB_debug_output");
}
}
void Render::Shutdown()
{
if (m_usingVAO)
{
glBindVertexArray(0);
glDeleteVertexArrays(1, &g_VAO);
}
delete m_pStretchedPicVBuf;
m_pStretchedPicVBuf = nullptr;
g_ImGuiManager.Shutdown();
g_debugRender->Shutdown();
delete g_debugRender;
g_debugRender = nullptr;
delete g_sceneManager;
g_sceneManager = nullptr;
g_modelSystem->Shutdown();
delete g_modelSystem;
g_modelSystem = nullptr;
g_shaderSystem->Shutdown();
delete g_shaderSystem;
g_shaderSystem = nullptr;
g_texturesManager->Shutdown();
delete g_texturesManager;
g_texturesManager = nullptr;
delete g_renderDevice;
g_renderDevice = nullptr;
// Destroy OpenGL context
SDL_GL_MakeCurrent(nullptr, nullptr);
SDL_GL_DestroyContext(m_pGLContext);
m_pGLContext = nullptr;
}
void Render::RenderScene() {
//if (m_sceneModel) {
// Camera* camera = g_cameraManager.GetActiveCamera();
// if (camera) {
// glm::mat4 viewProj = m_projectionMatrix * m_viewMatrix;
// viewProj = glm::transpose(viewProj);
// camera->GetFrustum().Build(viewProj);
// if (camera->GetFrustum().CullBoundingBox(m_sceneModel->GetBoundingBox()))
// return;
// }
// static glm::mat4 s_identity = glm::mat4(1.0f);
// m_sceneModel->Draw(s_identity);
// g_NumModels++;
//
// g_debugRender->DrawBoundingBox(m_sceneModel->GetBoundingBox(), glm::vec3(1.0f));
//}
static glm::mat4 s_identity = glm::mat4(1.0f);
if (g_sceneManager->isSceneLoaded())
g_sceneManager->renderScene(s_identity);
g_debugRender->RenderFrame();
}
void Render::RenderStats()
{
if (!m_showStats)
return;
char buffer[256];
snprintf(buffer, sizeof(buffer), "FPS: %.1f", ImGui::GetIO().Framerate);
ImGui::GetForegroundDrawList()->AddText(ImVec2(0.0f, 0.0f), 0xffffffff, buffer);
snprintf(buffer, sizeof(buffer), "Scene: %s", g_sceneManager->getSceneName());
ImGui::GetForegroundDrawList()->AddText(ImVec2(0.0f, 15.0f), 0xffffffff, buffer);
snprintf(buffer, sizeof(buffer), "numModels: %d", g_NumModels);
ImGui::GetForegroundDrawList()->AddText(ImVec2(0.0f, 30.0f), 0xffffffff, buffer);
Camera* camera = g_cameraManager.GetActiveCamera();
if (camera)
{
snprintf(buffer, sizeof(buffer), "cam pos: %.2f %.2f %.2f", camera->GetPosition().x, camera->GetPosition().y, camera->GetPosition().z);
ImGui::GetForegroundDrawList()->AddText(ImVec2(0.0f, 45.0f), 0xffffffff, buffer);
}
}
void Render::Present(bool vsync)
{
SDL_GL_SetSwapInterval(vsync);
SDL_GL_SwapWindow(m_pWindow);
// reset stats
ResetStates();
g_NumModels = 0;
}
void Render::ResetStates()
{
g_renderDevice->SetDepthTest(true);
g_renderDevice->SetDepthWrite(true);
g_renderDevice->SetStencilTest(false);
g_renderDevice->SetScissorTest(false);
g_renderDevice->SetCullFace(false);
g_renderDevice->SetBlending(false);
}
void Render::SetViewMatrix(const glm::mat4& matView)
{
m_viewMatrix = matView;
}
void Render::SetProjectionMatrix(const glm::mat4& matProjection)
{
m_projectionMatrix = matProjection;
}
void Render::LoadSceneXML(const char* filename)
{
g_sceneManager->loadScene(filename);
}
void Render::ToggleShowStats()
{
m_showStats = !m_showStats;
}
//IRender* GetRender()
//{
// return g_render;
//}