jak-project/game/graphics/opengl_renderer/CollideMeshRenderer.cpp
ManDude 3ed009924f
collision renderer v2 (#1344)
* collision renderer v2

* update code

* update again!

* Update collision.vert

* Update collide-target-h.gc

* fix code

* bleh

* gah

* minor fixes

* fix stupidity

* skip filters

* fix subtitle that i missed

* remove assert that doesn't work!

* Update hint-control.gc
2022-04-30 14:48:24 -04:00

112 lines
5.3 KiB
C++

#include "CollideMeshRenderer.h"
#include "game/graphics/opengl_renderer/background/background_common.h"
CollideMeshRenderer::CollideMeshRenderer() {
glGenVertexArrays(1, &m_vao);
}
CollideMeshRenderer::~CollideMeshRenderer() {
glDeleteVertexArrays(1, &m_vao);
}
void CollideMeshRenderer::render(SharedRenderState* render_state, ScopedProfilerNode& prof) {
if (!render_state->has_pc_data) {
return;
}
auto levels = render_state->loader->get_in_use_levels();
if (levels.empty()) {
return;
}
render_state->shaders[ShaderId::COLLISION].activate();
glBindVertexArray(m_vao);
TfragRenderSettings settings;
memcpy(settings.math_camera.data(), render_state->camera_matrix[0].data(), 64);
settings.hvdf_offset = render_state->camera_hvdf_off;
settings.fog = render_state->camera_fog;
settings.tree_idx = 0;
for (int i = 0; i < 4; i++) {
settings.planes[i] = render_state->camera_planes[i];
}
auto shader = render_state->shaders[ShaderId::COLLISION].id();
glUniformMatrix4fv(glGetUniformLocation(shader, "camera"), 1, GL_FALSE,
settings.math_camera.data());
glUniform4f(glGetUniformLocation(shader, "hvdf_offset"), settings.hvdf_offset[0],
settings.hvdf_offset[1], settings.hvdf_offset[2], settings.hvdf_offset[3]);
const auto& trans = render_state->camera_pos;
glUniform4f(glGetUniformLocation(shader, "camera_position"), trans[0], trans[1], trans[2],
trans[3]);
glUniform1f(glGetUniformLocation(shader, "fog_constant"), settings.fog.x());
glUniform1f(glGetUniformLocation(shader, "fog_min"), settings.fog.y());
glUniform1f(glGetUniformLocation(shader, "fog_max"), settings.fog.z());
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_GEQUAL);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // ?
glDepthMask(GL_TRUE);
for (auto lev : levels) {
glBindBuffer(GL_ARRAY_BUFFER, lev->collide_vertices);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glVertexAttribPointer(0, // location 0 in the shader
3, // 3 values per vert
GL_FLOAT, // floats
GL_FALSE, // normalized
sizeof(tfrag3::CollisionMesh::Vertex), // stride
0 // offset (0)
);
glVertexAttribIPointer(1, // location 1 in the shader
1, // 3 values per vert
GL_UNSIGNED_INT, // u32
sizeof(tfrag3::CollisionMesh::Vertex), // stride
(void*)offsetof(tfrag3::CollisionMesh::Vertex, flags) // offset
);
glVertexAttribPointer(2, // location 2 in the shader
3, // 3 values per vert
GL_SHORT, // floats
GL_TRUE, // normalized
sizeof(tfrag3::CollisionMesh::Vertex), // stride
(void*)offsetof(tfrag3::CollisionMesh::Vertex, nx) // offset (0)
);
glVertexAttribIPointer(3, // location 3 in the shader
1, // 3 values per vert
GL_UNSIGNED_INT, // u32
sizeof(tfrag3::CollisionMesh::Vertex), // stride
(void*)offsetof(tfrag3::CollisionMesh::Vertex, pat) // offset (0)
);
glUniform1i(glGetUniformLocation(shader, "wireframe"), 0);
glUniform1uiv(glGetUniformLocation(shader, "collision_mode_mask"),
Gfx::g_global_settings.collision_mode_mask.size(),
Gfx::g_global_settings.collision_mode_mask.data());
glUniform1uiv(glGetUniformLocation(shader, "collision_event_mask"),
Gfx::g_global_settings.collision_event_mask.size(),
Gfx::g_global_settings.collision_event_mask.data());
glUniform1uiv(glGetUniformLocation(shader, "collision_material_mask"),
Gfx::g_global_settings.collision_material_mask.size(),
Gfx::g_global_settings.collision_material_mask.data());
glUniform1ui(glGetUniformLocation(shader, "collision_skip_mask"),
Gfx::g_global_settings.collision_skip_mask);
glUniform1i(glGetUniformLocation(shader, "mode"), Gfx::g_global_settings.collision_mode);
glDrawArrays(GL_TRIANGLES, 0, lev->level->collision.vertices.size());
if (Gfx::g_global_settings.collision_wireframe) {
glUniform1i(glGetUniformLocation(shader, "wireframe"), 1);
glDisable(GL_BLEND);
glDepthMask(GL_FALSE);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glDrawArrays(GL_TRIANGLES, 0, lev->level->collision.vertices.size());
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_BLEND);
glDepthMask(GL_TRUE);
}
prof.add_draw_call();
prof.add_tri(lev->level->collision.vertices.size() / 3);
}
}