/
SceneRender.hx
609 lines (490 loc) · 16.7 KB
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SceneRender.hx
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import luxe.Input;
import luxe.Mesh;
import luxe.Color;
import luxe.Vector;
import luxe.Camera;
import luxe.Rectangle;
import luxe.utils.Random;
import phoenix.geometry.Geometry;
import phoenix.geometry.Vertex;
import phoenix.geometry.TextureCoord;
import phoenix.RenderTexture;
import phoenix.Batcher;
import phoenix.Texture;
import phoenix.Quaternion;
import phoenix.Shader;
import phoenix.Transform;
import phoenix.Matrix;
import snow.api.buffers.Uint8Array;
import snow.modules.opengl.GL;
import SceneIntersect;
@:publicFields
class SceneObj {
var name_: String;
var tintColor : Vector;
var xform_: Transform;
var boundSphere_ : SceneBoundSphere; // WARN: local, just a link to mesh bounds
var pickable_ : Bool;
var jitter_ = 0.0;
var shiny_ = 0.3;
public function new( name : String )
{
name_ = name;
// var rand = Luxe.utils.random.get();
tintColor = new Vector( Luxe.utils.random.float( 0.0, 1.0 ),
Luxe.utils.random.float( 0.0, 1.0 ),
Luxe.utils.random.float( 0.0, 1.0 ) );
tintColor = new Vector( 1.0, 1.0, 1.0 );
jitter_ = 0.0;
}
public function intersectRayBoundSphere( ray : SceneRay )
{
var model = xform_.world.matrix;
var modelInv = model.inverse();
var localRay = new SceneRay( ray.origin_.clone().transform( modelInv ),
ray.dir_.clone().transformDirection( modelInv ) );
// trace('ray is ${ray} localRay is ${localRay}');
var result = boundSphere_.intersectRay( localRay );
if (result.hit_)
{
result.hitPoint_.transform( model );
result.hitNormal_.transformDirection( model );
}
return result;
}
}
@:publicFields
class SceneMesh {
var mesh_ : luxe.Mesh;
var hugmesh_ : luxe.Mesh;
var instList_ : Array<SceneObj>;
var boundSphere_ : SceneBoundSphere;
function new( mesh : luxe.Mesh )
{
mesh_ = mesh; // also contains geo
instList_ = new Array<SceneObj>();
boundSphere_ = SceneBoundSphere.BoundsFromGeom( mesh_.geometry);
}
}
class SceneRender
{
var meshDB_ = new Map<String,SceneMesh>();
public var worldShader_ : Shader;
public var shadowShader_ : Shader;
public var sceneCamera_ : Camera;
public var shadowExtent= 48.0;
public var shadowHite = 182.0;
public var shadowSize = 2048;
public var shadowProjMat_ : Matrix;
public var shadowViewMat_ : Matrix;
public var shadowTexture_ : RenderTexture;
//public var matcapTexture_ : Texture;
public var texShadDepth_ : TextureID;
public var texShadDepthWrap : Texture;
public var groundMesh_ : SceneMesh;
public var hugging_ : Bool = false;
public var showShadows_ : Bool = true;
public var shadowAngle_ : Float = -45.0;
public var shadowTilt_ : Float = 20.0;
public var buildings_ : Array<SceneObj>;
public function new()
{
buildings_ = new Array<SceneObj>();
matcapTexture_ = Luxe.resources.texture( "assets/matcap_shiny.png");
matcapTexture_.slot = 2;
}
public function loadScene( sceneName : String )
{
var scene = Luxe.resources.json( sceneName );
// trace( '${scene.asset.json}' );
var sceneFileObjs : Array<Dynamic> = scene.asset.json;
for (obj in sceneFileObjs)
{
var objName = obj.name;
// HACK - don't add the HugMesh inst
if (objName == 'ZillaHug') {
continue;
}
var sceneObj = addSceneObj( objName, obj.mesh, obj.texture );
// Do it this way to control rotation order
// TODO: export rotation order from blender
// FIXME: use rotation order flags in Quat class..
var xrot = new Quaternion();
xrot.setFromEuler(new Vector( -obj.rot[0], 0.0, 0.0));
var yrot = new Quaternion();
yrot.setFromEuler(new Vector( 0.0, -obj.rot[2], 0.0));
var zrot = new Quaternion();
zrot.setFromEuler(new Vector( 0.0, 0.0, -obj.rot[1] ));
var rot = new Quaternion();
//rot.multiply( zrot );
rot.multiply( yrot );
rot.multiply( xrot );
// sceneObj.xform_.local.scale.set_xyz( obj.scl[0], obj.scl[1], obj.scl[2] );
sceneObj.xform_.pos.set_xyz( obj.loc[0], obj.loc[1], obj.loc[2] );
sceneObj.xform_.scale.set_xyz(obj.scl[0], obj.scl[1], obj.scl[2] );
sceneObj.xform_.rotation.copy( rot );
if (obj.shiny != null)
{
sceneObj.shiny_ = obj.shiny;
}
else {
// set shiny for certain objects
if (objName.substring(0,4)=="Tree") {
sceneObj.shiny_ = 0.6;
}
}
// trace('MESH ${obj.mesh} has ${sceneMesh.instList_.length} matrix ${sceneObj.xform_}');
// mesh.scale.set_xyz( obj.scl[0], obj.scl[1], obj.scl[2] );
// mesh.geometry.locked = true;
// Game logic crap
var prefix = objName.substring(0, 5);
trace('prefix: ${prefix}');
if (objName.substring(0, 5)=='BLDG_') {
buildings_.push( sceneObj );
trace('${buildings_.length} buildings');
}
}
trace('loadScene done, have ${buildings_.length} ...');
}
function lookupSceneMesh( meshID : String, textureName : String ) : SceneMesh
{
// HACK : replace house mesh with dup to work around an export bug
if (meshID == "assets/mesh/MESH_HouseMesh.dat") {
meshID = "assets/mesh/MESH_HouseMeshDup.dat";
}
if (meshID == "assets/mesh/MESH_OfficeMesh.dat") {
meshID = "assets/mesh/MESH_OfficeMeshDup.dat";
}
// Do we already have a mesh list
var sceneMesh : SceneMesh = meshDB_.get( meshID );
if (sceneMesh == null) {
// Need to load the src geo
var meshGeo = loadGeometry( meshID );
// Get the texture from Luxe resource system
var tex = Luxe.resources.texture( textureName );
var mesh = new luxe.Mesh({
no_batcher_add: true,
buffer_based: true,
object_space: true,
geometry : meshGeo,
texture : tex
});
mesh.geometry.shader = worldShader_;
// add to the mesh db
sceneMesh = new SceneMesh( mesh );
meshDB_[meshID] = sceneMesh;
// HACK : if this is the body, also load the hug mesh
if (meshID == "assets/mesh/MESH_BodyMesh.dat")
{
trace("Loading HugMesh!");
var meshHugGeo = loadGeometry( "assets/mesh/MESH_BodyHugMesh.dat" );
var hugMesh = new luxe.Mesh({
no_batcher_add: true,
buffer_based: true,
object_space: true,
geometry : meshHugGeo,
texture : tex
});
hugMesh.geometry.shader = worldShader_;
sceneMesh.hugmesh_ = hugMesh;
}
trace('mesh ${meshID} bound ${sceneMesh.boundSphere_}');
}
if (sceneMesh==null)
{
trace('ERR: could not load mesh ${meshID}');
return null;
}
return sceneMesh;
}
function loadGeometry( meshName : String ) : Geometry
{
var geom = new Geometry({
batcher : null,
immediate : false,
primitive_type: PrimitiveType.triangles,
buffer_based: true,
object_space: true,
});
var meshData = Luxe.resources.bytes(meshName);
trace( 'loaded bytes ${meshName} result ${meshData}');
//var meshData = Luxe.resources.bytes("assets/mesh/MESH_Cube.dat");
var data = meshData.asset.bytes.toBytes();
// unpack simple header
var magic : String = data.getString( 0, 4 );
var numTris : Int = data.get( 4 );
// for some reason my Haxe.io.bytes is missing getInt32..
var A : Int = data.get( 4 );
var B : Int = data.get( 5 );
var C : Int = data.get( 6 );
var D : Int = data.get( 7 );
numTris = (D << 24) | (C << 16) | (B << 8) | A;
//trace('ABCD ${A} ${B} ${C} ${D} ');
trace('Loaded MESH data: header ${magic} numTris ${numTris}');
var meshVerts : Array<Vertex>;
var headerOffs = 8; // size of file header
var meshColor = new Color( 1.0, 1.0, 1.0 );
for (i in 0...numTris*3)
{
var vertOffs = headerOffs + (10*4)*i;
var pos = new Vector( data.getFloat( vertOffs+0 ),
data.getFloat( vertOffs+4 ),
data.getFloat( vertOffs+8 ));
var nrm = new Vector( data.getFloat( vertOffs+12 ),
data.getFloat( vertOffs+16 ),
data.getFloat( vertOffs+20 ) );
var uv = new TextureCoord( data.getFloat( vertOffs+24 ),
data.getFloat( vertOffs+28 ),
data.getFloat( vertOffs+32 ),
data.getFloat( vertOffs+36 ) );
var uvset = new TextureCoordSet();
uvset.uv0 = uv;
var vtx = new Vertex( pos, meshColor );
vtx.normal = nrm;
vtx.uv = uvset;
// if (meshName == "assets/mesh/MESH_TestSphereMesh.dat")
// {
// trace('vtx ${i} is ${pos.x}, ${pos.y}, ${pos.z} len ${pos.length}');
// trace('nrm ${i} is ${nrm.x}, ${nrm.y}, ${nrm.z} len ${nrm.length}');
// trace('uv ${i} is ${uv.u}, ${uv.v}, ${uv.w} ${uv.t}');
// }
geom.add( vtx );
}
return geom;
}
public function initShadows()
{
var depthTextureExt = GL.getExtension("WEBKIT_WEBGL_depth_texture");
trace('depthTextureExt ${depthTextureExt}');
shadowProjMat_ = new Matrix();
shadowProjMat_.makeOrthographic( -shadowExtent, shadowExtent,
-shadowExtent, shadowExtent,
shadowHite, -shadowHite );
shadowTexture_ = new RenderTexture({ id:'rtt_shadCol', width:shadowSize, height:shadowSize });
// texShadDepth_ = new Texture({ id:'rtt_shadDepth', width:shadowSize, height:shadowSize,
// format:GL.DEPTH_COMPONENT,
// //data_type: GL.UNSIGNED_INT
// });
texShadDepth_ = GL.createTexture();
GL.bindTexture( GL.TEXTURE_2D, texShadDepth_ );
GL.texParameteri( GL.TEXTURE_2D, GL.TEXTURE_MAG_FILTER, GL.NEAREST);
GL.texParameteri( GL.TEXTURE_2D, GL.TEXTURE_MIN_FILTER, GL.NEAREST);
GL.texParameteri( GL.TEXTURE_2D, GL.TEXTURE_WRAP_S, GL.CLAMP_TO_EDGE);
GL.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_WRAP_T, GL.CLAMP_TO_EDGE);
GL.texImage2D(GL.TEXTURE_2D, 0, GL.DEPTH_COMPONENT, shadowSize, shadowSize, 0,
GL.DEPTH_COMPONENT, GL.UNSIGNED_INT, null);
shadowTexture_.bindBuffer();
GL.framebufferTexture2D( GL.FRAMEBUFFER, GL.DEPTH_ATTACHMENT, GL.TEXTURE_2D,
texShadDepth_, 0 );
shadowTexture_.unbindBuffer();
texShadDepthWrap = new Texture({ id : "texShadDepthWrap",
width:shadowSize, height:shadowSize, texture: texShadDepth_ });
texShadDepthWrap.slot = 1;
}
// TODO: Rearrange this
public function drawScene()
{
if (showShadows_)
{
drawShadowPass();
}
drawBeautyPass();
}
function drawShadowPass()
{
// ==== shadow pass =======
// FIXME: Don't need to update this unless shadowExtent has changed
shadowProjMat_.makeOrthographic( -shadowExtent, shadowExtent,
-shadowExtent, shadowExtent,
shadowHite, -shadowHite );
shadowTexture_.bindBuffer();
shadowTexture_.bindRenderBuffer();
var lightRot = new Quaternion();
lightRot.setFromEuler(new Vector( shadowAngle_, 0, shadowTilt_ ).radians() );
shadowViewMat_ = new Matrix();
shadowViewMat_.identity();
shadowViewMat_.makeRotationFromQuaternion(lightRot);
var shadowCenter = sceneCamera_.view.target;
if (shadowCenter == null) {
shadowCenter = sceneCamera_.pos;
}
shadowViewMat_.multiply( new Matrix().makeTranslation( -shadowCenter.x,
-shadowCenter.y,
-shadowCenter.z ) );
// shadowCamera_.transform.pos.set_xyz( sceneCamera_.pos.x,
// sceneCamera_.pos.y,
// sceneCamera_.pos.z );
GL.enable(GL.DEPTH_TEST);
GL.depthFunc( GL.LESS );
GL.depthRange( 0.0, 1.0 );
GL.clearDepth( 1.0);
GL.clear( GL.COLOR_BUFFER_BIT | GL.DEPTH_BUFFER_BIT );
GL.viewport(0, 0, shadowSize, shadowSize );
drawScenePass( sceneCamera_, true );
shadowTexture_.unbindBuffer();
shadowTexture_.unbindRenderBuffer();
}
function drawBeautyPass()
{
GL.viewport(0, 0, Luxe.screen.w, Luxe.screen.h );
//SHAD
worldShader_.set_texture("tex1", texShadDepthWrap );
//worldShader_.set_texture("tex2", matcapTexture_ );
Luxe.renderer.target = null;
drawScenePass( sceneCamera_, false );
}
public function drawScenePass( camera : Camera, isShadowPass : Bool )
{
var modelView = new Matrix();
var modelViewLight = new Matrix();
var mvp = new Matrix();
var mvpLight = new Matrix();
var normalMatrix = new Matrix();
//viewProj.multiplyMatrices( sceneCamera_.view.projection_matrix, sceneCamera_.view.view_matrix_inverse );
// trace('view matrix is ${sceneCamera_.view.view_matrix}');
for (sceneMesh in meshDB_)
{
var mesh : Mesh = sceneMesh.mesh_;
if ((hugging_) && (sceneMesh.hugmesh_ != null)) {
mesh = sceneMesh.hugmesh_;
}
mesh.geometry.texture.bind();
if ((isShadowPass) && (sceneMesh == groundMesh_)) {
continue;
}
for(sceneObj in sceneMesh.instList_)
{
var model = sceneObj.xform_.world.matrix;
// SHAD
modelViewLight.multiplyMatrices( shadowViewMat_, model );
mvpLight.multiplyMatrices( shadowProjMat_, modelViewLight );
if (!isShadowPass)
{
modelView.multiplyMatrices( camera.view.view_matrix_inverse, model );
if (sceneObj.jitter_ > 0.0)
{
// HACK
modelView.elements[12] += Luxe.utils.random.float( -1.0, 1.0 ) * sceneObj.jitter_;
modelView.elements[13] += Luxe.utils.random.float( -1.0, 1.0 ) * sceneObj.jitter_;
modelView.elements[14] += Luxe.utils.random.float( -1.0, 1.0 ) * sceneObj.jitter_;
}
mvp.multiplyMatrices( camera.view.projection_matrix, modelView );
} else {
mvp = mvpLight;
}
normalMatrix.getInverse( model );
normalMatrix.transpose();
// if (sceneObj.name_ == "Suzilla" )
// {
// trace( 'normalMatrix: ${normalMatrix}' );
// }
var overrideShader : Shader = null;
if (isShadowPass)
{
overrideShader = shadowShader_;
overrideShader.set_matrix4( "mvp", mvp );
} else {
mesh.geometry.shader.set_vector3( "tintColor", sceneObj.tintColor );
mesh.geometry.shader.set_float( "shiny", sceneObj.shiny_ );
mesh.geometry.shader.set_float( "doShad", showShadows_?1.0:0.0 );
mesh.geometry.shader.set_matrix4( "mvp", mvp );
mesh.geometry.shader.set_matrix4( "normalMatrix", normalMatrix );
mesh.geometry.shader.set_matrix4("mvpLight", mvpLight );
}
Luxe.renderer.batcher.submit_geometry(mesh.geometry, overrideShader );
}
}
}
public function addSceneObj( name : String, meshID : String, texture : String ) : SceneObj
{
var sceneObj = new SceneObj(name);
sceneObj.xform_ = new Transform();
var sceneMesh = lookupSceneMesh( "assets/mesh/" + meshID + ".dat",
"assets/" + texture );
sceneObj.boundSphere_ = sceneMesh.boundSphere_;
// HACK : if this is the ground mesh, keep it around
if (name=="Ground1") {
trace("Found ground mesh" );
groundMesh_ = sceneMesh;
sceneObj.pickable_ = false;
}
else {
sceneObj.pickable_ = true;
}
sceneMesh.instList_.push( sceneObj );
//trace('MESH ${obj.mesh} has ${sceneMesh.instList_.length} matrix ${sceneObj.xform_}');
return sceneObj;
}
public function findSceneObj( name : String ) : SceneObj
{
for (sceneMesh in meshDB_)
{
var mesh : Mesh = sceneMesh.mesh_;
for(sceneObj in sceneMesh.instList_)
{
if (sceneObj.name_ == name) {
return sceneObj;
}
}
}
return null;
}
// Given an xz location, this fills in the y value so that
// it is snapped to the ground mesh.
// NOTE: ignores xform (assumes identity)
public function groundPos( pos : Vector ) : Vector
{
var result = pos.clone();
if (groundMesh_==null) {
trace("No ground mesh!");
return result;
}
var vndx = 0;
while (vndx < groundMesh_.mesh_.geometry.vertices.length)
{
var A = groundMesh_.mesh_.geometry.vertices[vndx].pos;
var B = groundMesh_.mesh_.geometry.vertices[vndx+1].pos;
var C = groundMesh_.mesh_.geometry.vertices[vndx+2].pos;
vndx += 3;
var ab = Vector.Subtract( B, A );
var ac = Vector.Subtract( C, A );
var ap = Vector.Subtract( pos, A );
var dd = ab.x * ac.z - ac.x * ab.z;
var v = (ap.x * ac.z - ac.x * ap.z) / dd;
var w = (ab.x * ap.z - ap.x * ab.z) / dd;
var u = 1.0 - v - w;
if ((v > 0.0) && (v < 1.0) &&
(w > 0.0) && (w < 1.0) &&
(u > 0.0) && (u < 1.0) )
{
result.y = u*A.y + v*B.y + w*C.y;
return result;
}
}
// Didn't find
result.y = 0.0;
return result;
}
public function getSceneObjAtScreenPos( pos : Vector ) : SceneObj
{
var testRay = sceneCamera_.view.screen_point_to_ray( pos );
var scnray = new SceneRay( testRay.origin, testRay.dir.normalize() );
for (sceneMesh in meshDB_)
{
var mesh : Mesh = sceneMesh.mesh_;
for(sceneObj in sceneMesh.instList_)
{
if (!sceneObj.pickable_)
{
continue;
}
var hitTest = sceneObj.intersectRayBoundSphere( scnray );
if (hitTest.hit_)
{
return sceneObj;
}
}
}
return null;
}
}