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Renderer.cpp
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#include "Renderer.h"
Renderer::Renderer() :
m_mainCamera(nullptr),
m_resource_manager(nullptr),
m_viewport_width(1600),
m_viewport_height(900),
m_clear_color(0, 0, 0.35f, 0),
m_ubo(-1)
{
}
Renderer::~Renderer()
{
}
void Renderer::Initialize(
std::shared_ptr<ResourceManager> resource_manager,
std::shared_ptr<ParticleSystem> particle_system,
std::shared_ptr<Camera> camera,
int viewport_width, int viewport_height)
{
m_resource_manager = resource_manager;
m_particle_system = particle_system;
m_mainCamera = camera;
m_viewport_width = viewport_width;
m_viewport_height = viewport_height;
}
void Renderer::ClearBuffer()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(m_clear_color.r, m_clear_color.g, m_clear_color.b, m_clear_color.a);
}
void Renderer::Render()
{
ClearBuffer();
glViewport(0, 0, m_viewport_width, m_viewport_height);
//RenderObjects();
RenderParticles();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void Renderer::setMainCamera(std::shared_ptr<Camera> camera)
{
m_mainCamera = camera;
}
void Renderer::setClearColor(glm::vec4 clear_color)
{
m_clear_color = clear_color;
}
void Renderer::SetupUniformBufferOject()
{
if (m_ubo == -1)
return;
/*
* Setup UBO here
*/
glBindBuffer(GL_UNIFORM_BUFFER, m_ubo);
glBufferSubData(
GL_UNIFORM_BUFFER,
0,
sizeof(glm::mat4),
glm::value_ptr(m_mainCamera->m_projection));
glBufferSubData(
GL_UNIFORM_BUFFER,
sizeof(glm::mat4),
sizeof(glm::mat4),
glm::value_ptr(m_mainCamera->m_lookAt));
/* light matrix from light system (light map?)
glBufferSubData(
GL_UNIFORM_BUFFER,
2 * sizeof(glm::mat4),
sizeof(glm::mat4),
glm::value_ptr(m_renderer->getLightMat()));
*/
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
void Renderer::RenderObjects()
{
const Shader_Object_Map& shader_object_map = m_resource_manager->getShaderObjectMap();
// For each shader program we call object->render()
// Our render will automatically arrange the shader->objects map
for (auto it = shader_object_map.cbegin(); it != shader_object_map.cend(); ++it)
{
auto shader = it->first;
const auto& obj_vec = it->second;
shader->Use();
for (auto obj_it = obj_vec.cbegin(); obj_it != obj_vec.cend(); ++obj_it)
{
RenderGameObject(shader, (*obj_it)->getMesh(), (*obj_it)->m_transform);
}
}
}
void Renderer::RenderParticles()
{
// fluid particles
const ParticleSet* const particles = m_particle_system->getParticles();
const std::shared_ptr<Shader> shader = m_resource_manager->FindShaderByName("PointSprite");
#ifdef _DEBUG
assert(shader);
#endif
shader->Use();
const glm::mat4 pvm = m_mainCamera->m_cameraMat * glm::mat4(1);
shader->SetUniformMat4("pvm", pvm);
shader->SetUniformFloat("point_size", 30.f);
shader->SetUniformVec3("light_pos", m_mainCamera->m_position);
shader->SetUniformVec3("camera_pos", m_mainCamera->m_position);
shader->SetUniformMat4("view", m_mainCamera->m_lookAt);
shader->SetUniformVec3("point_color", glm::vec3(0.7f, 0.7f, 1.f));
glBindVertexArray(m_particle_system->getVAO());
glBindBuffer(GL_ARRAY_BUFFER, m_particle_system->getVBO());
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_particle_system->getEBO());
glDrawArrays(GL_POINTS, 0, m_particle_system->getParticles()->m_size);
glBindVertexArray(0);
#ifdef _RENDER_BOUNDARY_
// render boundary particles
const ParticleSet* const boundary_particles = m_particle_system->getBoundaryParticles();
shader->SetUniformVec3("point_color", glm::vec3(1.f, 1.f, 1.f));
glBindVertexArray(m_particle_system->getBoundaryVAO());
glBindBuffer(GL_ARRAY_BUFFER, m_particle_system->getBoundaryVBO());
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_POINTS, 0, m_particle_system->getBoundaryParticles()->m_size);
glBindVertexArray(0);
#endif
}
void Renderer::RenderGameObject(const std::shared_ptr<Shader>& shader, const std::shared_ptr<Mesh>& mesh, const Transform& transform)
{
if (!m_mainCamera)
return;
if (!mesh)
{
std::cout << "No Mesh to Render\n";
return;
}
//mesh->Render();
//shadow mapping shader
const glm::mat4 pvm = m_mainCamera->m_cameraMat * transform.getModelMatWorld();
//shader->SetUniformMat4("pvm", pvm);
shader->SetUniformMat4("modelMat", transform.getModelMatWorld());
//shader->SetUniformMat4("lightSpaceMatrix", light_mat);
// shadow map configuration
shader->SetUniformInt("shadowMap", 0);
shader->SetUniformVec3("lightPos", m_mainCamera->m_position);
shader->SetUniformVec3("viewPos", m_mainCamera->m_position);
//glBindTexture(GL_TEXTURE_2D, m_depthMap);
glActiveTexture(GL_TEXTURE0);
//glBindTexture(GL_TEXTURE_2D, m_depthMap);
glBindVertexArray(mesh->getVAO());
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->getEBO());
glDrawElements(
GL_TRIANGLES,
static_cast<unsigned int>(mesh->getNumberOfIndices()),
GL_UNSIGNED_INT,
0);
glBindVertexArray(0);
}