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stresstest_1.cpp
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// Copyright 2024-2024 the openage authors. See copying.md for legal info.
#include "stresstest_1.h"
#include <eigen3/Eigen/Dense>
#include "coord/tile.h"
#include "renderer/camera/camera.h"
#include "renderer/gui/integration/public/gui_application_with_logger.h"
#include "renderer/opengl/window.h"
#include "renderer/render_factory.h"
#include "renderer/render_pass.h"
#include "renderer/resources/assets/asset_manager.h"
#include "renderer/resources/shader_source.h"
#include "renderer/stages/camera/manager.h"
#include "renderer/stages/screen/render_stage.h"
#include "renderer/stages/skybox/render_stage.h"
#include "renderer/stages/terrain/render_entity.h"
#include "renderer/stages/terrain/render_stage.h"
#include "renderer/stages/world/render_entity.h"
#include "renderer/stages/world/render_stage.h"
#include "renderer/uniform_buffer.h"
#include "time/clock.h"
#include "util/fps.h"
namespace openage::renderer::tests {
void renderer_stresstest_1(const util::Path &path) {
auto qtapp = std::make_shared<gui::GuiApplicationWithLogger>();
// Create the window and renderer
window_settings settings;
settings.width = 1024;
settings.height = 768;
settings.vsync = false;
settings.debug = true;
auto window = std::make_shared<opengl::GlWindow>("openage renderer test", settings);
auto renderer = window->make_renderer();
// Clock required by world renderer for timing animation frames
auto clock = std::make_shared<time::Clock>();
// Camera
// our viewport into the game world
// on this one, enable frustum culling
auto camera = std::make_shared<renderer::camera::Camera>(renderer,
window->get_size(),
Eigen::Vector3f{17.0f, 10.0f, 7.0f},
1.f,
64.f,
1.f / 49.f);
auto cam_unifs = camera->get_uniform_buffer()->create_empty_input();
cam_unifs->update(
"view",
camera->get_view_matrix(),
"proj",
camera->get_projection_matrix(),
"inv_zoom",
1.0f / camera->get_zoom());
auto viewport_size = camera->get_viewport_size();
Eigen::Vector2f viewport_size_vec{
1.0f / static_cast<float>(viewport_size[0]),
1.0f / static_cast<float>(viewport_size[1])};
cam_unifs->update("inv_viewport_size", viewport_size_vec);
camera->get_uniform_buffer()->update_uniforms(cam_unifs);
// Render stages
// every stage use a different subrenderer that manages renderables,
// shaders, textures & more.
std::vector<std::shared_ptr<RenderPass>>
render_passes{};
// TODO: Make this optional for subrenderers?
auto asset_manager = std::make_shared<renderer::resources::AssetManager>(
renderer,
path["assets"]["test"]);
// Renders the background
auto skybox_renderer = std::make_shared<renderer::skybox::SkyboxRenderStage>(
window,
renderer,
path["assets"]["shaders"]);
skybox_renderer->set_color(1.0f, 0.5f, 0.0f, 1.0f); // orange color
// Renders the terrain in 3D
auto terrain_renderer = std::make_shared<renderer::terrain::TerrainRenderStage>(
window,
renderer,
camera,
path["assets"]["shaders"],
asset_manager,
clock);
// Renders units/buildings/other objects
auto world_renderer = std::make_shared<renderer::world::WorldRenderStage>(
window,
renderer,
camera,
path["assets"]["shaders"],
asset_manager,
clock);
// Enable frustum culling
renderer::world::WorldRenderStage::ENABLE_FRUSTUM_CULLING = true;
// Store the render passes of the renderers
// The order is important as its also the order in which they
// are rendered and drawn onto the screen.
render_passes.push_back(skybox_renderer->get_render_pass());
render_passes.push_back(terrain_renderer->get_render_pass());
render_passes.push_back(world_renderer->get_render_pass());
// Final output on screen has its own subrenderer
// It takes the outputs of all previous render passes
// and blends them together
auto screen_renderer = std::make_shared<renderer::screen::ScreenRenderStage>(
window,
renderer,
path["assets"]["shaders"]);
std::vector<std::shared_ptr<renderer::RenderTarget>> targets{};
for (auto &pass : render_passes) {
targets.push_back(pass->get_target());
}
screen_renderer->set_render_targets(targets);
window->add_resize_callback([&](size_t, size_t, double /*scale*/) {
// Acquire the render targets for all previous passes
std::vector<std::shared_ptr<renderer::RenderTarget>> targets{};
for (size_t i = 0; i < render_passes.size() - 1; ++i) {
targets.push_back(render_passes[i]->get_target());
}
screen_renderer->set_render_targets(targets);
});
render_passes.push_back(screen_renderer->get_render_pass());
// Create some entities to populate the scene
auto render_factory = std::make_shared<RenderFactory>(terrain_renderer, world_renderer);
// Fill a 10x10 terrain grid with height values
auto terrain_size = util::Vector2s{10, 10};
std::vector<std::pair<terrain::RenderEntity::terrain_elevation_t, std::string>> tiles{};
tiles.reserve(terrain_size[0] * terrain_size[1]);
for (size_t i = 0; i < terrain_size[0] * terrain_size[1]; ++i) {
tiles.emplace_back(0.0f, "./textures/test_terrain.terrain");
}
// Create entity for terrain rendering
auto terrain0 = render_factory->add_terrain_render_entity(terrain_size,
coord::tile_delta{0, 0});
// send the terrain data to the terrain renderer
terrain0->update(terrain_size, tiles);
std::vector<std::shared_ptr<renderer::world::RenderEntity>> render_entities{};
auto add_world_entity = [&](const coord::phys3 initial_pos,
const time::time_t time) {
const auto animation_path = "./textures/test_tank_mirrored.sprite";
auto position = curve::Continuous<coord::phys3>{nullptr, 0, "", nullptr, coord::phys3(0, 0, 0)};
position.set_insert(time, initial_pos);
position.set_insert(time + 1, initial_pos + coord::phys3_delta{5, 0, 0});
position.set_insert(time + 2, initial_pos + coord::phys3_delta{12, -2, 0});
position.set_insert(time + 3, initial_pos + coord::phys3_delta{5, 5, 0});
position.set_insert(time + 4, initial_pos + coord::phys3_delta{12, 12, 0});
position.set_insert(time + 5, initial_pos + coord::phys3_delta{5, 9, 0});
position.set_insert(time + 6, initial_pos + coord::phys3_delta{-2, 12, 0});
position.set_insert(time + 7, initial_pos + coord::phys3_delta{0, 5, 0});
position.set_insert(time + 8, initial_pos);
auto angle = curve::Segmented<coord::phys_angle_t>{nullptr, 0};
angle.set_insert(time, coord::phys_angle_t::from_int(225));
angle.set_insert_jump(time + 1, coord::phys_angle_t::from_int(225), coord::phys_angle_t::from_int(210));
angle.set_insert_jump(time + 2, coord::phys_angle_t::from_int(210), coord::phys_angle_t::from_int(0));
angle.set_insert_jump(time + 3, coord::phys_angle_t::from_int(0), coord::phys_angle_t::from_int(270));
angle.set_insert_jump(time + 4, coord::phys_angle_t::from_int(270), coord::phys_angle_t::from_int(60));
angle.set_insert_jump(time + 5, coord::phys_angle_t::from_int(60), coord::phys_angle_t::from_int(45));
angle.set_insert_jump(time + 6, coord::phys_angle_t::from_int(45), coord::phys_angle_t::from_int(120));
angle.set_insert_jump(time + 7, coord::phys_angle_t::from_int(120), coord::phys_angle_t::from_int(135));
angle.set_insert_jump(time + 8, coord::phys_angle_t::from_int(135), coord::phys_angle_t::from_int(225));
auto entity = render_factory->add_world_render_entity();
entity->update(render_entities.size(),
position,
angle,
animation_path,
time);
render_entities.push_back(entity);
};
// Stop after 1000 entities
size_t entity_limit = 1000;
clock->start();
util::FrameCounter timer;
time::time_t next_entity = clock->get_real_time();
while (render_entities.size() <= entity_limit) {
// Print FPS
timer.frame();
std::cout
<< "Entities: " << render_entities.size()
<< " -- "
<< "FPS: " << timer.fps << "\r" << std::flush;
qtapp->process_events();
// Advance time
clock->update_time();
auto current_time = clock->get_real_time();
if (current_time > next_entity) {
add_world_entity(coord::phys3(0.5, 0.5, 0.0f), clock->get_time());
next_entity = current_time + 0.05;
}
// Update the renderables of the subrenderers
terrain_renderer->update();
world_renderer->update();
// Draw everything
for (auto &pass : render_passes) {
renderer->render(pass);
}
renderer->check_error();
// Display final output on screen
window->update();
}
clock->stop();
log::log(MSG(info) << "Stopped after rendering " << render_entities.size() << " entities");
window->close();
}
} // namespace openage::renderer::tests