mirror of
https://github.com/open-goal/jak-project
synced 2026-06-19 07:47:29 -04:00
61766d2d22
* temp * extract collision mesh * temp * improve * toggle, cleanup
97 lines
4.4 KiB
C++
97 lines
4.4 KiB
C++
#include "CollideMeshRenderer.h"
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#include "game/graphics/opengl_renderer/background/background_common.h"
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CollideMeshRenderer::CollideMeshRenderer() {
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glGenVertexArrays(1, &m_vao);
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}
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CollideMeshRenderer::~CollideMeshRenderer() {
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glDeleteVertexArrays(1, &m_vao);
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}
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void CollideMeshRenderer::render(SharedRenderState* render_state, ScopedProfilerNode& prof) {
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if (!render_state->has_pc_data) {
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return;
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}
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auto levels = render_state->loader->get_in_use_levels();
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if (levels.empty()) {
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return;
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}
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render_state->shaders[ShaderId::COLLISION].activate();
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glBindVertexArray(m_vao);
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TfragRenderSettings settings;
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memcpy(settings.math_camera.data(), render_state->camera_matrix[0].data(), 64);
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settings.hvdf_offset = render_state->camera_hvdf_off;
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settings.fog = render_state->camera_fog;
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settings.tree_idx = 0;
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for (int i = 0; i < 4; i++) {
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settings.planes[i] = render_state->camera_planes[i];
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}
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glUniformMatrix4fv(
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glGetUniformLocation(render_state->shaders[ShaderId::COLLISION].id(), "camera"), 1, GL_FALSE,
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settings.math_camera.data());
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glUniform4f(glGetUniformLocation(render_state->shaders[ShaderId::COLLISION].id(), "hvdf_offset"),
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settings.hvdf_offset[0], settings.hvdf_offset[1], settings.hvdf_offset[2],
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settings.hvdf_offset[3]);
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const auto& trans = render_state->camera_pos;
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glUniform4f(
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glGetUniformLocation(render_state->shaders[ShaderId::COLLISION].id(), "camera_position"),
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trans[0], trans[1], trans[2], trans[3]);
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glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::COLLISION].id(), "fog_constant"),
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settings.fog.x());
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glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::COLLISION].id(), "fog_min"),
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settings.fog.y());
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glUniform1f(glGetUniformLocation(render_state->shaders[ShaderId::COLLISION].id(), "fog_max"),
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settings.fog.z());
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glUniform1i(glGetUniformLocation(render_state->shaders[ShaderId::COLLISION].id(), "mode"), 0);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_GEQUAL);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // ?
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glDepthMask(GL_TRUE);
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for (auto lev : levels) {
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glBindBuffer(GL_ARRAY_BUFFER, lev->collide_vertices);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(0, // location 0 in the shader
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3, // 3 values per vert
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GL_FLOAT, // floats
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GL_FALSE, // normalized
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sizeof(tfrag3::CollisionMesh::Vertex), // stride
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0 // offset (0)
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);
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glVertexAttribIPointer(1, // location 1 in the shader
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1, // 3 values per vert
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GL_UNSIGNED_INT, // u32
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sizeof(tfrag3::CollisionMesh::Vertex), // stride
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(void*)offsetof(tfrag3::CollisionMesh::Vertex, flags) // offset
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);
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glVertexAttribPointer(2, // location 2 in the shader
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3, // 3 values per vert
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GL_SHORT, // floats
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GL_TRUE, // normalized
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sizeof(tfrag3::CollisionMesh::Vertex), // stride
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(void*)offsetof(tfrag3::CollisionMesh::Vertex, nx) // offset (0)
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);
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glUniform1i(glGetUniformLocation(render_state->shaders[ShaderId::COLLISION].id(), "mode"), 0);
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glDrawArrays(GL_TRIANGLES, 0, lev->level->collision.vertices.size());
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bool kDrawWireframe = false;
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if (kDrawWireframe) {
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glUniform1i(glGetUniformLocation(render_state->shaders[ShaderId::COLLISION].id(), "mode"), 1);
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glDisable(GL_BLEND);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glDrawArrays(GL_TRIANGLES, 0, lev->level->collision.vertices.size());
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glEnable(GL_BLEND);
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}
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prof.add_draw_call();
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prof.add_tri(lev->level->collision.vertices.size() / 3);
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}
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} |