Renderer.cc 13.3 KB
Newer Older
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115
#include <stdio.h>
#include <string.h>
#include <iostream>
#include <stdlib.h>

#include <ACG/GL/gl.hh>
#include <ACG/ShaderUtils/GLSLShader.hh>

#include "Renderer.hh"
#include <ACG/GL/ShaderCache.hh>
#include <ACG/GL/VertexDeclaration.hh>

using namespace ACG;



// =================================================

Renderer::Renderer()
: numLights_(0), renderObjects_(0)
{
  for (int i = 0; i < SG_MAX_SHADER_LIGHTS; ++i)
    lightTypes_[i] = SG_LIGHT_POINT;
}


Renderer::~Renderer()
{
}


void Renderer::initializePlugin()
{
  ACG::ShaderProgGenerator::setShaderDir(OpenFlipper::Options::shaderDirStr());
}


void Renderer::addRenderObject(RenderObject* _renderObject)
{
  // do some more checks for error detection
  if (!_renderObject->vertexDecl)
    std::cout << "error: missing vertex declaration" << std::endl;
  else
  {
    renderObjects_.push_back(*_renderObject);


    RenderObject* p = &renderObjects_.back();

    if (!p->shaderDesc.numLights)
      p->shaderDesc.numLights = numLights_;

    else if (p->shaderDesc.numLights < 0 || p->shaderDesc.numLights >= SG_MAX_SHADER_LIGHTS)
      p->shaderDesc.numLights = 0;

    p->internalFlags_ = 0;


    // precompile shader
    ShaderCache::getInstance()->getProgram(&p->shaderDesc);

  }
}




void Renderer::collectRenderObjects( GLState* _glState, SceneGraph::DrawModes::DrawMode _drawMode, SceneGraph::BaseNode* _sceneGraphRoot )
{
  // collect light sources
  collectLightNodes(_sceneGraphRoot);

  // flush render objects
  // clear() may actually free memory, resulting in capacity = 0
  renderObjects_.resize(0);


  // default material needed
  ACG::SceneGraph::Material defMat;
  defMat.baseColor(Vec4f(0.0f, 0.0f, 0.0f, 1.0f));
  defMat.ambientColor(Vec4f(0.2f, 0.2f, 0.2f, 1.0f));
  defMat.diffuseColor(Vec4f(0.6f, 0.6f, 0.6f, 1.0f));
  defMat.specularColor(Vec4f(0.0f, 0.0f, 0.0f, 1.0f));
  defMat.shininess(1.0f);
//  defMat.alphaValue(1.0f);

  // collect renderables
  traverseRenderableNodes(_glState, _drawMode, _sceneGraphRoot, &defMat);
}





void Renderer::traverseRenderableNodes( GLState* _glState, SceneGraph::DrawModes::DrawMode _drawMode, SceneGraph::BaseNode* _node, const SceneGraph::Material* _mat )
{
  if (_node)
  {
    SceneGraph::BaseNode::StatusMode status(_node->status());
    bool process_children(status != SceneGraph::BaseNode::HideChildren);

    SceneGraph::DrawModes::DrawMode nodeDM = _node->drawMode();

    if (nodeDM == SceneGraph::DrawModes::DEFAULT)
      nodeDM = _drawMode;


    // If the subtree is hidden, ignore this node and its children while rendering
    if (status != SceneGraph::BaseNode::HideSubtree)
    {

      if ( _node->status() != SceneGraph::BaseNode::HideNode )
        _node->enter(*_glState, _drawMode);


116 117
      // fetch material (Node itself can be a material node, so we have to
      // set that in front of the nodes own rendering
118 119 120 121
      SceneGraph::MaterialNode* matNode = dynamic_cast<SceneGraph::MaterialNode*>(_node);
      if (matNode)
        _mat = &matNode->material();

122 123 124
      if (_node->status() != SceneGraph::BaseNode::HideNode)
        _node->getRenderObjects(this, *_glState, nodeDM, _mat);

125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195
      if (process_children)
      {

        SceneGraph::BaseNode::ChildIter cIt, cEnd(_node->childrenEnd());

        // Process all children which are not second pass
        for (cIt = _node->childrenBegin(); cIt != cEnd; ++cIt)
          if (~(*cIt)->traverseMode() & SceneGraph::BaseNode::SecondPass)
            traverseRenderableNodes( _glState, _drawMode, *cIt, _mat);

        // Process all children which are second pass
        for (cIt = _node->childrenBegin(); cIt != cEnd; ++cIt)
          if ((*cIt)->traverseMode() & SceneGraph::BaseNode::SecondPass)
            traverseRenderableNodes( _glState, _drawMode, *cIt, _mat);

      }


      if (_node->status() != SceneGraph::BaseNode::HideNode )
        _node->leave(*_glState, nodeDM);
    }
  }
}


int Renderer::cmpPriority(const void* _a, const void* _b)
{
  const RenderObject* a = *(const RenderObject**)_a;
  const RenderObject* b = *(const RenderObject**)_b;

  return a->priority - b->priority;
}



void Renderer::render(ACG::GLState* _glState, Viewer::ViewerProperties& _properties)
{
  collectRenderObjects(_glState, _properties.drawMode(), PluginFunctions::getSceneGraphRootNode());

  if (renderObjects_.empty())
    return;

  const size_t numRenderObjects = getNumRenderObjects();

  // sort for priority
  RenderObject** sortedObjects = new RenderObject*[numRenderObjects];

  // init sorted objects
  for (size_t i = 0; i < numRenderObjects; ++i)
  {
    sortedObjects[i] = &renderObjects_[i];
  }

  qsort(sortedObjects, numRenderObjects, sizeof(RenderObject*), cmpPriority);


//	dumpRenderObjectsToText("../../dump_ro.txt", sortedObjects);


  // render

  // gl cleanup

  glDisableClientState(GL_VERTEX_ARRAY);
  glDisableClientState(GL_COLOR_ARRAY);
  glDisableClientState(GL_NORMAL_ARRAY);
  glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  glDisableClientState(GL_INDEX_ARRAY);


  // size of a rendered point is set in vertex-shader via gl_PointSize
196
#ifndef __APPLE__
197
  glEnable(GL_PROGRAM_POINT_SIZE_ARB);
198
#endif
199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370

  glEnable(GL_CULL_FACE);
  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LESS);
  glDepthMask(GL_TRUE);

  // clear back buffer
  Vec4f clearColor = _properties.backgroundColor();
  glClearColor(clearColor[0], clearColor[1], clearColor[2], 1.0f);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  for (size_t i = 0; i < numRenderObjects; ++i)
    renderObject(sortedObjects[i]);


  // restore commmon opengl state
  // log window remains hidden otherwise

  glBindFramebuffer(GL_FRAMEBUFFER, 0);
  glDrawBuffer(GL_BACK);

  glDepthMask(1);
  glColorMask(1,1,1,1);

  glUseProgram(0);

  glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
  glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);




  delete [] sortedObjects;
}



void Renderer::bindObjectVBO(ACG::RenderObject* _obj,
                             GLSL::Program*     _prog)
{
  _prog->use();

  //////////////////////////////////////////////////////////////////////////
  // NOTE:
  //  always bind buffers before glVertexAttribPointer calls!!
  //  freeze in glDrawElements guaranteed (with no error message whatsoever)
  glBindBufferARB(GL_ARRAY_BUFFER_ARB, _obj->vertexBuffer);
  glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, _obj->indexBuffer);


  // activate vertex declaration
  _obj->vertexDecl->activateShaderPipeline(_prog);
}


void Renderer::bindObjectUniforms( ACG::RenderObject* _obj, GLSL::Program* _prog )
{
  // transforms
  GLMatrixf mvp = _obj->proj * _obj->modelview;
  GLMatrixf mvIT = _obj->modelview;
  mvIT.invert();
  mvIT.transpose();

  _prog->setUniform("g_mWVP", mvp);
  _prog->setUniform("g_mWV", _obj->modelview);
  _prog->setUniformMat3("g_mWVIT", mvIT);
  _prog->setUniform("g_mP", _obj->proj);


  // material
  _prog->setUniform("g_cDiffuse", _obj->diffuse);
  _prog->setUniform("g_cAmbient", _obj->ambient);
  _prog->setUniform("g_cEmissive", _obj->emissive);
  _prog->setUniform("g_cSpecular", _obj->specular);

  Vec4f materialParams(_obj->shininess, _obj->alpha, 0.0f, 0.0f);
  _prog->setUniform("g_vMaterial", materialParams);



  // texture
  glActiveTexture(GL_TEXTURE0);
  glBindTexture(GL_TEXTURE_2D, _obj->texture);
  _prog->setUniform("g_Texture0", 0);

  _prog->setUniform("g_PointSize", 5.0f);


  // lights
  for (int i = 0; i < numLights_; ++i)
  {
    SceneGraph::LightSource* lgt = lights_ + i;
    ShaderGenLightType lgtType = lightTypes_[i];

#define V4toV3(v) (ACG::Vec3f(v[0], v[1], v[2]))

    char szUniformName[256];

    sprintf(szUniformName, "g_cLightDiffuse_%d", i);
    _prog->setUniform(szUniformName, V4toV3(lgt->diffuseColor()));

    sprintf(szUniformName, "g_cLightAmbient_%d", i);
    _prog->setUniform(szUniformName, V4toV3(lgt->ambientColor()));

    sprintf(szUniformName, "g_cLightSpecular_%d", i);
    _prog->setUniform(szUniformName, V4toV3(lgt->specularColor()));


    if (lgtType == SG_LIGHT_POINT || lgtType == SG_LIGHT_SPOT)
    {
      sprintf(szUniformName, "g_vLightPos_%d", i);
      _prog->setUniform(szUniformName, Vec3f(lgt->position()));

      Vec3f atten(lgt->constantAttenuation(), 
        lgt->linearAttenuation(), lgt->quadraticAttenuation());

      sprintf(szUniformName, "g_vLightAtten_%d", i);
      _prog->setUniform(szUniformName, atten);
    }

    if (lgtType == SG_LIGHT_DIRECTIONAL || lgtType == SG_LIGHT_SPOT)
    {
      sprintf(szUniformName, "g_vLightDir_%d", i);
      _prog->setUniform(szUniformName, Vec3f(lgt->direction()));
    }

    if (lgtType == SG_LIGHT_SPOT)
    {
      Vec2f angleexp(lgt->spotCutoff(), lgt->spotExponent());

      sprintf(szUniformName, "g_vLightAngleExp_%d", i);
      _prog->setUniform(szUniformName, angleexp);
    }
  }
}

void Renderer::bindObjectRenderStates(ACG::RenderObject* _obj)
{
  if (_obj->culling)
    glEnable(GL_CULL_FACE);
  else
    glDisable(GL_CULL_FACE);

  if (_obj->blending)
    glEnable(GL_BLEND);
  else
    glDisable(GL_BLEND);

  if (_obj->alphaTest)
    glEnable(GL_ALPHA_TEST);
  else
    glDisable(GL_ALPHA_TEST);

  if (_obj->depthTest)
    glEnable(GL_DEPTH_TEST);
  else
    glDisable(GL_DEPTH_TEST);


  glDepthMask(_obj->depthWrite ? GL_TRUE : GL_FALSE);

  glColorMask(_obj->colorWriteMask[0], _obj->colorWriteMask[1], _obj->colorWriteMask[2], _obj->colorWriteMask[3]);

  glDepthFunc(_obj->depthFunc);

  //  ACG::GLState::shadeModel(_obj->shadeModel);

  glBlendFunc(_obj->blendSrc, _obj->blendDest);
}

void Renderer::drawObject(ACG::RenderObject* _obj)
{
371 372 373 374 375 376
  if (_obj->numIndices)
  {
    // indexed drawing?
    bool noIndices = true;
    if (_obj->indexBuffer || _obj->sysmemIndexBuffer)
      noIndices = false;
377

378
    glPolygonMode(GL_FRONT_AND_BACK, _obj->fillMode);
379

380 381 382
    if (noIndices)
      glDrawArrays(_obj->primitiveMode, _obj->indexOffset, _obj->numIndices);
    else
383
    {
384 385 386 387 388 389 390 391 392
      // ------------------------------------------
      // index offset stuff not tested
      int indexSize = 0;
      switch (_obj->indexType)
      {
      case GL_UNSIGNED_INT: indexSize = 4; break;
      case GL_UNSIGNED_SHORT: indexSize = 2; break;
      default: indexSize = 1; break;
      }
393

394 395 396 397 398 399 400 401
      glDrawElements(_obj->primitiveMode, _obj->numIndices, _obj->indexType,
        ((const char*)_obj->sysmemIndexBuffer) + _obj->indexOffset * indexSize);
    }
  }
  else
  {
    // user defined draw-call
    _obj->executeImmediateMode();
402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549
  }
}

void Renderer::renderObject(ACG::RenderObject* _obj, 
                            GLSL::Program* _prog,
                            bool _constRenderStates)
{
  // select shader from cache
  GLSL::Program* prog = _prog ? _prog : ShaderCache::getInstance()->getProgram(&_obj->shaderDesc);


  bindObjectVBO(_obj, prog);

  // ---------------------------------------
  // set shader uniforms

  bindObjectUniforms(_obj, prog);

  // render states

  if (!_constRenderStates)
    bindObjectRenderStates(_obj);

  // ----------------------------
  // OpenGL draw call

  drawObject(_obj);


  ACG::glCheckErrors();

  // deactivate vertex declaration to avoid errors
  _obj->vertexDecl->deactivateShaderPipeline(prog);

}






void Renderer::traverseLightNodes( ACG::SceneGraph::BaseNode* _node )
{
  if (_node && numLights_ < SG_MAX_SHADER_LIGHTS)
  {
    BaseNode::StatusMode status(_node->status());
    bool process_children(status != BaseNode::HideChildren);

    // If the subtree is hidden, ignore this node and its children while rendering
    if (status != BaseNode::HideSubtree)
    {

      if (_node->status() != BaseNode::HideNode)
      {
        ACG::SceneGraph::LightNode* lnode = dynamic_cast<ACG::SceneGraph::LightNode*>(_node);
        if (lnode)
        {
          ACG::SceneGraph::LightSource light;
//          lnode->getLightSource(&light);
          lnode->getLightSourceViewSpace(&light);

          // --------------------------
          // add light to renderer

          if (light.directional())
            lightTypes_[numLights_] = ACG::SG_LIGHT_DIRECTIONAL;
          else if (light.spotCutoff() > 179.5f)
            lightTypes_[numLights_] = ACG::SG_LIGHT_POINT;
          else
            lightTypes_[numLights_] = ACG::SG_LIGHT_SPOT;


          lights_[numLights_] = light;

          ++numLights_;






        }
      }

      if (process_children)
      {

        BaseNode::ChildIter cIt, cEnd(_node->childrenEnd());

        // Process all children which are not second pass
        for (cIt = _node->childrenBegin(); cIt != cEnd; ++cIt)
          if (~(*cIt)->traverseMode() & BaseNode::SecondPass)
            traverseLightNodes(*cIt);

        // Process all children which are second pass
        for (cIt = _node->childrenBegin(); cIt != cEnd; ++cIt)
          if ((*cIt)->traverseMode() & BaseNode::SecondPass)
            traverseLightNodes(*cIt);

      }

    }
  }
}


void Renderer::collectLightNodes( ACG::SceneGraph::BaseNode* _node )
{
  numLights_ = 0;
  traverseLightNodes(_node);
}

int Renderer::getNumRenderObjects() const
{
  return renderObjects_.size();
}





QString Renderer::checkOpenGL()
{
  return QString("");
}

void Renderer::dumpRenderObjectsToText(const char* _fileName, RenderObject** _sortedList) const
{
  QFile fileOut(_fileName);
  if (fileOut.open(QFile::WriteOnly | QFile::Truncate))
  {
    QTextStream outStrm(&fileOut);
    for (int i = 0; i < getNumRenderObjects(); ++i)
    {
      if (_sortedList)
        outStrm << "\n" << _sortedList[i]->toString();
      else
        outStrm << "\n" << renderObjects_[i].toString();
    }

    fileOut.close();
  }
}




Q_EXPORT_PLUGIN2( shaderrenderer , Renderer );