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renderer.go
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renderer.go
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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 3D scene and/or a 2D GUI on the current window.
type Renderer struct {
gs *gls.GLS
shaman Shaman // Internal shader manager
stats Stats // Renderer statistics
prevStats Stats // Renderer statistics for previous frame
scene core.INode // Node containing 3D scene to render
panelGui gui.IPanel // Panel containing GUI to render
panel3D gui.IPanel // Panel which contains the 3D scene
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)
rgraphics []*graphic.Graphic // Array of rendered graphics
cgraphics []*graphic.Graphic // Array of rendered graphics
grmatsOpaque []*graphic.GraphicMaterial // Array of rendered opaque graphic materials for scene
grmatsTransp []*graphic.GraphicMaterial // Array of rendered transparent graphic materials for scene
rinfo core.RenderInfo // Preallocated Render info
specs ShaderSpecs // Preallocated Shader specs
sortObjects bool // Flag indicating whether objects should be sorted before rendering
redrawGui bool // Flag indicating the gui must be redrawn completely
rendered bool // Flag indicating if anything was rendered
panList []gui.IPanel // list of panels to render
frameBuffers int // Number of frame buffers
frameCount int // Current number of frame buffers to write
}
// 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.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.panList = make([]gui.IPanel, 0)
r.frameBuffers = 2
r.sortObjects = true
return r
}
// AddDefaultShaders adds to this renderer's shader manager all default
// include chunks, shaders and programs statically registered.
func (r *Renderer) AddDefaultShaders() error {
return r.shaman.AddDefaultShaders()
}
// AddChunk adds a shader chunk with the specified name and source code.
func (r *Renderer) AddChunk(name, source string) {
r.shaman.AddChunk(name, source)
}
// AddShader adds a shader program with the specified name and source code.
func (r *Renderer) AddShader(name, source string) {
r.shaman.AddShader(name, source)
}
// AddProgram adds the program with the specified name,
// with associated vertex and fragment shaders (previously registered).
func (r *Renderer) AddProgram(name, vertex, frag string, others ...string) {
r.shaman.AddProgram(name, vertex, frag, others...)
}
// SetGui sets the gui panel which contains the Gui to render.
// If set to nil, no Gui will be rendered.
func (r *Renderer) SetGui(gui gui.IPanel) {
r.panelGui = gui
}
// SetGuiPanel3D sets the gui panel inside which the 3D scene is shown.
// This informs the renderer that the Gui elements over this panel
// must be redrawn even if they didn't change.
// This panel panel must not be renderable, otherwise it will cover the 3D scene.
func (r *Renderer) SetGuiPanel3D(panel3D gui.IPanel) {
r.panel3D = panel3D
}
// Panel3D returns the current gui panel over the 3D scene.
func (r *Renderer) Panel3D() gui.IPanel {
return r.panel3D
}
// SetScene sets the 3D scene to be rendered.
// If set to nil, no 3D scene will be rendered.
func (r *Renderer) SetScene(scene core.INode) {
r.scene = scene
}
// 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 previously set Scene and Gui using the specified camera.
// Returns an indication if anything was rendered and an error.
func (r *Renderer) Render(icam camera.ICamera) (bool, error) {
r.redrawGui = false
r.rendered = false
r.stats = Stats{}
// Renders the 3D scene
if r.scene != nil {
err := r.renderScene(r.scene, icam)
if err != nil {
return r.rendered, err
}
}
// Renders the Gui over the 3D scene
if r.panelGui != nil {
err := r.renderGui()
if err != nil {
return r.rendered, err
}
}
r.prevStats = r.stats
return r.rendered, nil
}
// renderScene renders the 3D scene using the specified camera.
func (r *Renderer) renderScene(iscene core.INode, icam camera.ICamera) error {
// Updates world matrices of all scene nodes
iscene.UpdateMatrixWorld()
scene := iscene.GetNode()
// Builds RenderInfo calls RenderSetup for all visible nodes
icam.ViewMatrix(&r.rinfo.ViewMatrix)
icam.ProjMatrix(&r.rinfo.ProjMatrix)
// Clear scene arrays
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]
// Prepare for frustum culling
var proj math32.Matrix4
proj.MultiplyMatrices(&r.rinfo.ProjMatrix, &r.rinfo.ViewMatrix)
frustum := math32.NewFrustumFromMatrix(&proj)
// Internal function to classify a node and its children
var classifyNode func(inode core.INode)
classifyNode = func(inode core.INode) {
// If node not visible, ignore
node := inode.GetNode()
if !node.Visible() {
return
}
// Checks if node is a Graphic
igr, ok := inode.(graphic.IGraphic)
if 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 {
// Checks if node is a Light
il, ok := inode.(light.ILight)
if 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 node children
for _, ichild := range node.Children() {
classifyNode(ichild)
}
}
// Classify all scene nodes
classifyNode(scene)
//log.Debug("Rendered/Culled: %v/%v", len(r.grmats), len(r.cgrmats))
// Sets lights count 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 graphics to be rendered
gr.CalculateMatrices(r.gs, &r.rinfo)
// Append all graphic materials of this graphic to list of graphic materials to be rendered
materials := gr.Materials()
for i := 0; i < len(materials); i++ {
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 {
// Internal function to render a list of graphic materials
var zSortGraphicMaterials func(grmats []*graphic.GraphicMaterial, backToFront bool)
zSortGraphicMaterials = func(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
})
}
zSortGraphicMaterials(r.grmatsOpaque, false) // Sort opaque graphics front to back
zSortGraphicMaterials(r.grmatsTransp, true) // Sort transparent graphics back to front
}
// Render other nodes (audio players, etc)
for i := 0; i < len(r.others); i++ {
inode := r.others[i]
if !inode.GetNode().Visible() {
continue
}
r.others[i].Render(r.gs)
r.stats.Others++
}
// If there is graphic material to render or there was in the previous frame
// it is necessary to clear the screen.
if len(r.grmatsOpaque) > 0 || len(r.grmatsTransp) > 0 || r.prevStats.Graphics > 0 {
// If the 3D scene to draw is to be confined to user specified panel
// sets scissor to avoid erasing gui elements outside of this panel
if r.panel3D != nil {
pos := r.panel3D.GetPanel().Pospix()
width, height := r.panel3D.GetPanel().Size()
// Get scale of window (for HiDPI support)
sX64, sY64 := r.panel3D.Root().Window().Scale()
sX := float32(sX64)
sY := float32(sY64)
// Modify position and height of scissor according to window scale (for HiDPI support)
width *= sX
height *= sY
pos.X *= sX
pos.Y *= sY
_, _, _, viewheight := r.gs.GetViewport()
r.gs.Enable(gls.SCISSOR_TEST)
r.gs.Scissor(int32(pos.X), viewheight-int32(pos.Y)-int32(height), uint32(width), uint32(height))
} else {
r.gs.Disable(gls.SCISSOR_TEST)
r.redrawGui = true
}
// Clears the area inside the current scissor
r.gs.Clear(gls.DEPTH_BUFFER_BIT | gls.STENCIL_BUFFER_BIT | gls.COLOR_BUFFER_BIT)
r.rendered = true
}
err := error(nil)
// Internal function to render a list of graphic materials
var renderGraphicMaterials func(grmats []*graphic.GraphicMaterial)
renderGraphicMaterials = func(grmats []*graphic.GraphicMaterial) {
// For each *GraphicMaterial
for _, grmat := range grmats {
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)
// Sets 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
}
// Setup 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++
}
}
renderGraphicMaterials(r.grmatsOpaque) // Render opaque objects (front to back)
if err != nil {
return err
}
renderGraphicMaterials(r.grmatsTransp) // Render transparent objects (back to front)
return err
}
// renderGui renders the Gui
func (r *Renderer) renderGui() error {
// If no 3D scene was rendered sets Gui panels as renderable for background
// User must define the colors
if (len(r.rgraphics) == 0) && (len(r.cgraphics) == 0) {
r.panelGui.SetRenderable(true)
if r.panel3D != nil {
r.panel3D.SetRenderable(true)
}
} else {
r.panelGui.SetRenderable(false)
if r.panel3D != nil {
r.panel3D.SetRenderable(false)
}
}
// Clears list of panels to render
r.panList = r.panList[0:0]
// Redraw all GUI elements elements (panel3D == nil and 3D scene drawn)
if r.redrawGui {
r.appendPanel(r.panelGui)
// Redraw GUI elements only if changed
// Set the number of frame buffers to draw these changes
} else if r.checkChanged(r.panelGui) {
r.appendPanel(r.panelGui)
r.frameCount = r.frameBuffers
// No change, but need to update frame buffers
} else if r.frameCount > 0 {
r.appendPanel(r.panelGui)
// No change, draw only panels over 3D if any
} else {
r.getPanelsOver3D()
}
if len(r.panList) == 0 {
return nil
}
// Updates panels bounds and relative positions
r.panelGui.GetPanel().UpdateMatrixWorld()
// Disable the scissor test which could have been set by the 3D scene renderer
// and then clear the depth buffer, so the panels will be rendered over the 3D scene.
r.gs.Disable(gls.SCISSOR_TEST)
r.gs.Clear(gls.DEPTH_BUFFER_BIT)
// Render panels
for i := 0; i < len(r.panList); i++ {
err := r.renderPanel(r.panList[i])
if err != nil {
return err
}
}
r.frameCount--
r.rendered = true
return nil
}
// getPanelsOver3D builds list of panels over 3D to be rendered
func (r *Renderer) getPanelsOver3D() {
// If panel3D not set or renderable, nothing to do
if r.panel3D == nil || r.panel3D.Renderable() {
return
}
// Internal recursive function to check if any child of the
// specified panel is unbounded and over 3D.
// If it is, it is inserted in the list of panels to render.
var checkUnbounded func(pan *gui.Panel)
checkUnbounded = func(pan *gui.Panel) {
for i := 0; i < len(pan.Children()); i++ {
child := pan.Children()[i].(gui.IPanel).GetPanel()
if !child.Bounded() && r.checkPanelOver3D(child) {
r.appendPanel(child)
continue
}
checkUnbounded(child)
}
}
// For all children of the Gui, checks if it is over the 3D panel
children := r.panelGui.GetPanel().Children()
for i := 0; i < len(children); i++ {
pan := children[i].(gui.IPanel).GetPanel()
if !pan.Visible() {
continue
}
if r.checkPanelOver3D(pan) {
r.appendPanel(pan)
continue
}
// Current child is not over 3D but can have an unbounded child which is
checkUnbounded(pan)
}
}
// 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 panel not visible, ignore it and all its children
pan := ipan.GetPanel()
if !pan.Visible() {
pan.SetChanged(false)
return nil
}
// If panel is renderable, renders it
if pan.Renderable() {
// Sets shader program for the panel's material
grmat := pan.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++
}
pan.SetChanged(false)
// Renders this panel children
for i := 0; i < len(pan.Children()); i++ {
err := r.renderPanel(pan.Children()[i].(gui.IPanel))
if err != nil {
return err
}
}
return nil
}
// appendPanel appends the specified panel to the list of panels to render.
// Currently there is no need to check for duplicates.
func (r *Renderer) appendPanel(ipan gui.IPanel) {
r.panList = append(r.panList, ipan)
}
// checkChanged checks if the specified panel or any of its children is changed
func (r *Renderer) checkChanged(ipan gui.IPanel) bool {
// Unbounded panels are checked even if not visible
pan := ipan.GetPanel()
if !pan.Bounded() && pan.Changed() {
pan.SetChanged(false)
return true
}
// Ignore invisible panel and its children
if !pan.Visible() {
return false
}
if pan.Changed() && pan.Renderable() {
return true
}
for i := 0; i < len(pan.Children()); i++ {
res := r.checkChanged(pan.Children()[i].(gui.IPanel))
if res {
return res
}
}
return false
}
// checkPanelOver3D checks if the specified panel is over
// the area where the 3D scene will be rendered.
func (r *Renderer) checkPanelOver3D(ipan gui.IPanel) bool {
pan := ipan.GetPanel()
if !pan.Visible() {
return false
}
if r.panel3D.GetPanel().Intersects(pan) {
return true
}
return false
}