Everywhere: Work towards lighting support
This commit is contained in:
@@ -24,6 +24,7 @@
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#include "inferno/render/context.h"
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#include "inferno/render/framebuffer.h"
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#include "inferno/render/uniformbuffer.h"
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#include "inferno/system/rendersystem.h"
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// #include "inferno/render/gltf.h"
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#include "inferno/asset/shader.h"
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#include "inferno/asset/texture.h"
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@@ -53,27 +54,7 @@ Application::Application()
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Input::initialize();
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RenderCommand::initialize();
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m_framebuffer = Framebuffer::create({
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.attachments = { Framebuffer::Type::Color, Framebuffer::Type::Depth },
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.width = m_window->getWidth(),
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.height = m_window->getHeight(),
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.clearColor = { 0.2f, 0.3f, 0.3f, 1.0f },
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.clearBit = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT,
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});
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m_screenFramebuffer = Framebuffer::create({
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.renderToScreen = true,
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.clearColor = { 1.0f, 1.0f, 1.0f, 1.0f },
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.clearBit = GL_COLOR_BUFFER_BIT,
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});
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Uniformbuffer::the().setLayout(
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"Camera", 0,
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{
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{ BufferElementType::Mat4, "u_projectionView" },
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});
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Uniformbuffer::the().create("Camera");
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RenderSystem::the().initialize(m_window->getWidth(), m_window->getHeight());
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m_scene = std::make_shared<Scene>();
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m_scene->initialize();
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@@ -104,6 +85,8 @@ Application::~Application()
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Renderer2D::destroy();
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Renderer3D::destroy();
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RendererCubemap::destroy();
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RendererPostProcess::destroy();
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RendererLightCube::destroy();
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RenderCommand::destroy();
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AssetManager::destroy();
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// Input::destroy();
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@@ -167,10 +150,6 @@ int Application::run()
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// offset
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#endif
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constexpr glm::vec4 vectorOne { 1.0f, 1.0f, 1.0f, 1.0f };
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constexpr glm::mat4 matIdentity { 1.0f };
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constexpr TransformComponent transformIdentity;
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double gametime = 0;
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uint64_t frames = 0;
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@@ -196,33 +175,7 @@ int Application::run()
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// ---------------------------------
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// Render
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m_framebuffer->bind();
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RenderCommand::clearColor(m_framebuffer->clearColor());
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RenderCommand::clearBit(m_framebuffer->clearBit());
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render();
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m_scene->render();
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// RendererCharacter::the().drawCharacter(character, f->texture());
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m_framebuffer->unbind();
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// ---------------------------------
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// Framebuffer
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m_screenFramebuffer->bind();
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RenderCommand::clearColor(m_screenFramebuffer->clearColor());
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RenderCommand::clearBit(m_screenFramebuffer->clearBit());
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Renderer2D::the().setEnableDepthBuffer(false);
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Uniformbuffer::the().setValue("Camera", "u_projectionView", matIdentity);
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Renderer2D::the().drawQuad(transformIdentity, vectorOne, m_framebuffer->texture(0));
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Renderer2D::the().endScene();
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Renderer2D::the().setEnableDepthBuffer(true);
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m_screenFramebuffer->unbind();
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m_window->render();
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}
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@@ -259,8 +212,7 @@ bool Application::onWindowResize(WindowResizeEvent& e)
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{
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ruc::info("WindowResizeEvent {}x{}", e.getWidth(), e.getHeight());
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RenderCommand::setViewport(0, 0, e.getWidth(), e.getHeight());
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m_framebuffer->resize(e.getWidth(), e.getHeight());
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RenderSystem::the().resize(e.getWidth(), e.getHeight());
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return true;
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}
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@@ -51,8 +51,6 @@ private:
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float m_lastFrameTime { 0.0f };
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std::unique_ptr<Window> m_window;
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std::shared_ptr<Framebuffer> m_framebuffer;
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std::shared_ptr<Framebuffer> m_screenFramebuffer;
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std::shared_ptr<Scene> m_scene;
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//
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@@ -22,6 +22,9 @@ void fromJson(const ruc::Json& json, CubemapComponent& value)
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if (json.exists("texture") && json.at("texture").type() == ruc::Json::Type::String) {
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value.texture = AssetManager::the().load<TextureCubemap>(json.at("texture").asString());
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}
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if (json.exists("isLight")) {
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json.at("isLight").getTo(value.isLight);
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}
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}
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} // namespace Inferno
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@@ -18,6 +18,7 @@ namespace Inferno {
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struct CubemapComponent {
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glm::vec4 color { 1.0f };
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std::shared_ptr<Texture> texture;
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bool isLight { false };
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};
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void fromJson(const ruc::Json& json, CubemapComponent& value);
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@@ -10,7 +10,6 @@
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#include <cstdint> // int32_t, uint8_t, uint32_t
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#include <memory> // std::shared_ptr
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#include <string>
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#include <utility> // std::pair
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#include <vector>
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namespace Inferno {
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@@ -36,6 +36,14 @@ Framebuffer::~Framebuffer()
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glDeleteFramebuffers(1, &m_id);
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}
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void Framebuffer::copyBuffer(std::shared_ptr<Framebuffer> from, std::shared_ptr<Framebuffer> to, uint32_t bits, uint32_t filter)
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, from->m_id);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // write to default framebuffer
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glBlitFramebuffer(0, 0, from->m_width, from->m_height, 0, 0, to->m_width, to->m_height, bits, filter);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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// -----------------------------------------
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void Framebuffer::bind() const
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@@ -86,22 +94,47 @@ void Framebuffer::createTextures()
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bind();
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auto it = m_attachments.begin();
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uint8_t color_attachment = 0;
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m_colorAttachmentCount = 0;
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size_t size = m_attachments.size();
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m_textures.resize(size);
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for (size_t i = 0; i < size; ++i) {
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TypeProperties type = *(it + i);
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if (type.type == Type::Color) {
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if (type.type == Type::RGB8) {
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// Set color attachment 0 out of 32
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m_textures[i] = (TextureFramebuffer::create(
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"", m_width, m_height, GL_RGB, GL_RGB));
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + color_attachment, GL_TEXTURE_2D, m_textures[i]->id(), 0);
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m_textures[i] = TextureFramebuffer::create("", m_width, m_height, GL_RGB8, GL_RGB);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + m_colorAttachmentCount, GL_TEXTURE_2D, m_textures[i]->id(), 0);
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m_colorAttachmentCount++;
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continue;
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}
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if (type.type == Type::RGBA8) { // Color
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// Set color attachment 0 out of 32
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m_textures[i] = TextureFramebuffer::create("", m_width, m_height, GL_RGBA8, GL_RGBA);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + m_colorAttachmentCount, GL_TEXTURE_2D, m_textures[i]->id(), 0);
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m_colorAttachmentCount++;
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continue;
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}
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if (type.type == Type::RGBA16F) {
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// Set color attachment 0 out of 32
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m_textures[i] = TextureFramebuffer::create("", m_width, m_height, GL_RGBA16F, GL_RGBA, GL_FLOAT);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + m_colorAttachmentCount, GL_TEXTURE_2D, m_textures[i]->id(), 0);
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m_colorAttachmentCount++;
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continue;
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}
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if (type.type == Type::RGBA32F) {
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// Set color attachment 0 out of 32
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m_textures[i] = TextureFramebuffer::create("", m_width, m_height, GL_RGBA32F, GL_RGBA, GL_FLOAT);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + m_colorAttachmentCount, GL_TEXTURE_2D, m_textures[i]->id(), 0);
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m_colorAttachmentCount++;
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continue;
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}
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// This combined texture is required for older GPUs
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if (type.type == Type::Depth24Stencil8) {
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if (type.type == Type::Depth24Stencil8) { // Depth
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m_textures[i] = (TextureFramebuffer::create(
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"", m_width, m_height, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8));
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_textures[i]->id(), 0);
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@@ -117,7 +150,7 @@ void Framebuffer::createTextures()
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}
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}
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VERIFY(color_attachment <= 32, "maximum color attachments was exceeded: {}/32", color_attachment);
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VERIFY(m_colorAttachmentCount <= 32, "maximum color attachments was exceeded: {}/32", m_colorAttachmentCount);
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check();
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unbind();
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@@ -24,11 +24,14 @@ public:
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None = 0,
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// Color
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RGBA8 = 1,
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RGB8 = 1,
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RGBA8 = 2,
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RGBA16F = 3,
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RGBA32F = 4,
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// Depth/stencil
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Depth32F = 2,
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Depth24Stencil8 = 3,
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Depth24Stencil8 = 5,
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Depth32F = 6,
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// Defaults
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Color = RGBA8,
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@@ -59,12 +62,14 @@ public:
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// Factory function
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static std::shared_ptr<Framebuffer> create(const Properties& properties);
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static void copyBuffer(std::shared_ptr<Framebuffer> from, std::shared_ptr<Framebuffer> to, uint32_t bits, uint32_t filter);
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void bind() const;
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void unbind() const;
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bool check() const;
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void resize(uint32_t width, uint32_t height);
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uint8_t colorAttachmentCount() const { return m_colorAttachmentCount; }
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uint32_t id() const { return m_id; }
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uint32_t width() const { return m_width; }
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uint32_t height() const { return m_height; }
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@@ -87,6 +92,7 @@ private:
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private:
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bool m_renderToScreen { false };
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uint8_t m_colorAttachmentCount { 1 };
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uint32_t m_id { 0 };
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uint32_t m_width { 0 };
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uint32_t m_height { 0 };
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@@ -4,10 +4,12 @@
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* SPDX-License-Identifier: MIT
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*/
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#include <memory> // std::shared_ptr
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#include <cstdint> // int32_t, uint32_t
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#include <memory> // std::shared_ptr
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#include "glad/glad.h"
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#include "ruc/format/log.h"
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#include "ruc/meta/assert.h"
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#include "inferno/render/buffer.h"
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#include "inferno/render/render-command.h"
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@@ -57,6 +59,26 @@ void RenderCommand::setDepthTest(bool enabled)
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enabled ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
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}
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void RenderCommand::setColorAttachmentCount(uint32_t count)
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{
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static constexpr uint32_t colorAttachments[] = {
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GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2,
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GL_COLOR_ATTACHMENT3, GL_COLOR_ATTACHMENT4, GL_COLOR_ATTACHMENT5,
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GL_COLOR_ATTACHMENT6, GL_COLOR_ATTACHMENT7, GL_COLOR_ATTACHMENT8,
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GL_COLOR_ATTACHMENT9, GL_COLOR_ATTACHMENT10, GL_COLOR_ATTACHMENT11,
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GL_COLOR_ATTACHMENT12, GL_COLOR_ATTACHMENT13, GL_COLOR_ATTACHMENT14,
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GL_COLOR_ATTACHMENT15, GL_COLOR_ATTACHMENT16, GL_COLOR_ATTACHMENT17,
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GL_COLOR_ATTACHMENT18, GL_COLOR_ATTACHMENT19, GL_COLOR_ATTACHMENT20,
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GL_COLOR_ATTACHMENT21, GL_COLOR_ATTACHMENT22, GL_COLOR_ATTACHMENT23,
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GL_COLOR_ATTACHMENT24, GL_COLOR_ATTACHMENT25, GL_COLOR_ATTACHMENT26,
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GL_COLOR_ATTACHMENT27, GL_COLOR_ATTACHMENT28, GL_COLOR_ATTACHMENT29,
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GL_COLOR_ATTACHMENT30, GL_COLOR_ATTACHMENT31
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};
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static constexpr uint32_t maxCount = sizeof(colorAttachments) / sizeof(colorAttachments[0]);
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VERIFY(count > 0 && count <= maxCount, "incorrect colorbuffer count: {}/{}", count, maxCount);
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glDrawBuffers(static_cast<int32_t>(count), colorAttachments); // Multiple Render Targets (MRT)
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}
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bool RenderCommand::depthTest()
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{
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unsigned char depthTest = GL_FALSE;
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@@ -6,7 +6,8 @@
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#pragma once
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#include <memory> // std::shadred_ptr
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#include <cstdint> // int32_t, uint32_t
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#include <memory> // std::shadred_ptr
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#include "glm/ext/vector_float4.hpp" // glm::vec4
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@@ -25,6 +26,7 @@ public:
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static void setViewport(int32_t x, int32_t y, uint32_t width, uint32_t height);
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static void setDepthTest(bool enabled);
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static void setColorAttachmentCount(uint32_t count);
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static bool depthTest();
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static int32_t textureUnitAmount();
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@@ -171,6 +171,7 @@ void Renderer<T>::flush()
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// Render
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bool depthTest = RenderCommand::depthTest();
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RenderCommand::setDepthTest(m_enableDepthBuffer);
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RenderCommand::setColorAttachmentCount(m_colorAttachmentCount);
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RenderCommand::drawIndexed(m_vertexArray, m_elementIndex);
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RenderCommand::setDepthTest(depthTest);
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@@ -197,6 +198,11 @@ void Renderer<T>::nextBatch()
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// -----------------------------------------
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Renderer2D::Renderer2D(s)
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{
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Renderer2D::initialize();
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}
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void Renderer2D::initialize()
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{
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Renderer::initialize();
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@@ -216,6 +222,8 @@ Renderer2D::Renderer2D(s)
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// ---------------------------------
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// GPU
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m_enableDepthBuffer = false;
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// Create vertex buffer
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auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(QuadVertex) * maxVertices);
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vertexBuffer->setLayout({
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@@ -275,12 +283,17 @@ void Renderer2D::drawQuad(const TransformComponent& transform, glm::mat4 color,
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void Renderer2D::loadShader()
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{
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m_shader = AssetManager::the().load<Shader>("assets/glsl/batch-2d");
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m_shader = AssetManager::the().load<Shader>("assets/glsl/post-process");
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}
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// -----------------------------------------
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RendererCubemap::RendererCubemap(s)
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{
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RendererCubemap::initialize();
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}
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void RendererCubemap::initialize()
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{
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Renderer::initialize();
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@@ -354,10 +367,10 @@ void RendererCubemap::beginScene(glm::mat4 cameraProjection, glm::mat4 cameraVie
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// x x x 0
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// x x x 0
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// 0 0 0 1
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cameraView = glm::mat4(glm::mat3(cameraView));
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// cameraView = glm::mat4(glm::mat3(cameraView));
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m_shader->bind();
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m_shader->setFloat("u_projectionView", cameraProjection * cameraView);
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m_shader->setFloat("u_projectionView2", cameraProjection * cameraView);
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m_shader->unbind();
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}
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@@ -482,6 +495,7 @@ Renderer3D::Renderer3D(s)
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// GPU
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m_enableDepthBuffer = true;
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m_colorAttachmentCount = 3;
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// Create vertex buffer
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auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(Vertex) * maxVertices);
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@@ -501,8 +515,8 @@ void Renderer3D::drawModel(std::span<const Vertex> vertices, std::span<const uin
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{
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// ruc::error("drawModel");
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VERIFY(vertices.size() <= maxVertices, "model vertices too big for buffer");
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VERIFY(elements.size() <= maxElements, "model elements too big for buffer");
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VERIFY(vertices.size() <= maxVertices, "model vertices too big for buffer, {}/{}", vertices.size(), maxVertices);
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VERIFY(elements.size() <= maxElements, "model elements too big for buffer, {}/{}", elements.size(), maxElements);
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// Create a new batch if the quad limit has been reached
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if (m_vertexIndex + vertices.size() > maxVertices || m_elementIndex + elements.size() > maxElements) {
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@@ -512,9 +526,10 @@ void Renderer3D::drawModel(std::span<const Vertex> vertices, std::span<const uin
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uint32_t textureUnitIndex = addTextureUnit(texture);
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// Add the vertices
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glm::mat3 normalMatrix = glm::mat3(glm::transpose(glm::inverse(transform.transform)));
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for (const auto& vertex : vertices) {
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m_vertexBufferPtr->position = transform.transform * glm::vec4(vertex.position, 1.0f);
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m_vertexBufferPtr->normal = vertex.normal;
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m_vertexBufferPtr->normal = normalMatrix * vertex.normal; // take non-uniform scaling into consideration
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m_vertexBufferPtr->color = color;
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m_vertexBufferPtr->textureCoordinates = vertex.textureCoordinates;
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m_vertexBufferPtr->textureIndex = textureUnitIndex;
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@@ -565,4 +580,46 @@ void Renderer3D::startBatch()
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m_elementBufferPtr = m_elementBufferBase;
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}
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// -----------------------------------------
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void RendererPostProcess::drawQuad(const TransformComponent& transform, std::shared_ptr<Texture> albedo, std::shared_ptr<Texture> position, std::shared_ptr<Texture> normal)
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{
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nextBatch();
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constexpr glm::vec2 textureCoordinates[] = {
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{ 0.0f, 0.0f },
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{ 1.0f, 0.0f },
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{ 1.0f, 1.0f },
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{ 0.0f, 1.0f }
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};
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uint32_t textureUnitIndex = addTextureUnit(albedo);
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addTextureUnit(position);
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addTextureUnit(normal);
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// Add the quads 4 vertices
|
||||
for (uint32_t i = 0; i < vertexPerQuad; i++) {
|
||||
m_vertexBufferPtr->position = transform.transform * m_vertexPositions[i];
|
||||
m_vertexBufferPtr->textureCoordinates = textureCoordinates[i];
|
||||
m_vertexBufferPtr->textureIndex = textureUnitIndex;
|
||||
m_vertexBufferPtr++;
|
||||
}
|
||||
|
||||
m_vertexIndex += vertexPerQuad;
|
||||
m_elementIndex += elementPerQuad;
|
||||
}
|
||||
|
||||
void RendererPostProcess::loadShader()
|
||||
{
|
||||
ruc::error("POSTPROCESSING!");
|
||||
m_shader = AssetManager::the().load<Shader>("assets/glsl/post-process");
|
||||
}
|
||||
|
||||
// -----------------------------------------
|
||||
|
||||
void RendererLightCube::loadShader()
|
||||
{
|
||||
m_shader = AssetManager::the().load<Shader>("assets/glsl/lightsource");
|
||||
}
|
||||
|
||||
} // namespace Inferno
|
||||
|
||||
@@ -112,6 +112,7 @@ protected:
|
||||
|
||||
// GPU objects
|
||||
bool m_enableDepthBuffer { true };
|
||||
uint32_t m_colorAttachmentCount { 1 };
|
||||
std::shared_ptr<Shader> m_shader;
|
||||
std::shared_ptr<VertexArray> m_vertexArray;
|
||||
};
|
||||
@@ -124,7 +125,7 @@ protected:
|
||||
|
||||
// -------------------------------------
|
||||
|
||||
class Renderer2D final
|
||||
class Renderer2D
|
||||
: public Renderer<QuadVertex>
|
||||
, public ruc::Singleton<Renderer2D> {
|
||||
public:
|
||||
@@ -138,15 +139,20 @@ public:
|
||||
void drawQuad(const TransformComponent& transform, glm::vec4 color, std::shared_ptr<Texture> texture);
|
||||
void drawQuad(const TransformComponent& transform, glm::mat4 color, std::shared_ptr<Texture> texture);
|
||||
|
||||
private:
|
||||
void loadShader() override;
|
||||
protected:
|
||||
Renderer2D() { Renderer2D::initialize(); } // Needed for derived classes
|
||||
|
||||
void initialize();
|
||||
|
||||
// Default quad vertex positions
|
||||
glm::vec4 m_vertexPositions[vertexPerQuad];
|
||||
|
||||
private:
|
||||
virtual void loadShader() override;
|
||||
};
|
||||
// -------------------------------------
|
||||
|
||||
class RendererCubemap final
|
||||
class RendererCubemap
|
||||
: public Renderer<CubemapVertex>
|
||||
, public ruc::Singleton<RendererCubemap> {
|
||||
public:
|
||||
@@ -163,8 +169,13 @@ public:
|
||||
void drawCubemap(const TransformComponent& transform, glm::vec4 color, std::shared_ptr<Texture> texture);
|
||||
void drawCubemap(const TransformComponent& transform, glm::mat4 color, std::shared_ptr<Texture> texture);
|
||||
|
||||
protected:
|
||||
RendererCubemap() { RendererCubemap::initialize(); } // Needed for derived classes
|
||||
|
||||
void initialize();
|
||||
|
||||
private:
|
||||
void loadShader() override;
|
||||
virtual void loadShader() override;
|
||||
|
||||
// Default cubemap vertex positions
|
||||
glm::vec4 m_vertexPositions[vertexPerQuad * quadPerCube];
|
||||
@@ -212,4 +223,47 @@ private:
|
||||
uint32_t* m_elementBufferPtr { nullptr };
|
||||
};
|
||||
|
||||
// -----------------------------------------
|
||||
|
||||
class RendererPostProcess final
|
||||
: public Renderer2D
|
||||
, public ruc::Singleton<RendererPostProcess> {
|
||||
public:
|
||||
RendererPostProcess(ruc::Singleton<RendererPostProcess>::s)
|
||||
: Renderer2D()
|
||||
{
|
||||
}
|
||||
virtual ~RendererPostProcess() = default;
|
||||
|
||||
using Singleton<RendererPostProcess>::the;
|
||||
using Singleton<RendererPostProcess>::destroy;
|
||||
|
||||
void drawQuad(const TransformComponent& transform, std::shared_ptr<Texture> albedo, std::shared_ptr<Texture> position, std::shared_ptr<Texture> normal);
|
||||
|
||||
private:
|
||||
virtual void loadShader() override;
|
||||
};
|
||||
|
||||
// -----------------------------------------
|
||||
|
||||
class RendererLightCube final
|
||||
: public RendererCubemap
|
||||
, public ruc::Singleton<RendererLightCube> {
|
||||
public:
|
||||
RendererLightCube(ruc::Singleton<RendererLightCube>::s)
|
||||
: RendererCubemap()
|
||||
{
|
||||
m_enableDepthBuffer = true;
|
||||
}
|
||||
virtual ~RendererLightCube() = default;
|
||||
|
||||
using Singleton<RendererLightCube>::the;
|
||||
using Singleton<RendererLightCube>::destroy;
|
||||
|
||||
void beginScene(glm::mat4, glm::mat4) override {}
|
||||
|
||||
private:
|
||||
virtual void loadShader() override;
|
||||
};
|
||||
|
||||
} // namespace Inferno
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
#include "glad/glad.h"
|
||||
#include "glm/ext/matrix_float2x2.hpp" // glm::mat2
|
||||
#include "glm/ext/matrix_float3x3.hpp" // glm::mat3
|
||||
#include "glm/ext/vector_float3.hpp" // glm::vec3
|
||||
#include "ruc/singleton.h"
|
||||
|
||||
#include "inferno/render/buffer.h"
|
||||
@@ -25,6 +26,23 @@
|
||||
|
||||
namespace Inferno {
|
||||
|
||||
// Uniform block layouts, using std140 memory layout rules
|
||||
|
||||
#define MAX_DIRECTIONAL_LIGHTS 32
|
||||
struct UniformDirectionalLight {
|
||||
glm::vec3 direction { 0 };
|
||||
float __padding0 { 0 };
|
||||
|
||||
glm::vec3 ambient { 0 };
|
||||
float __padding1 { 0 };
|
||||
glm::vec3 diffuse { 0 };
|
||||
float __padding2 { 0 };
|
||||
glm::vec3 specular { 0 };
|
||||
float __padding3 { 0 };
|
||||
};
|
||||
|
||||
// -----------------------------------------
|
||||
|
||||
struct UniformbufferBlock {
|
||||
uint32_t id { 0 };
|
||||
uint32_t size { 0 };
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
#include <limits> // std::numeric_limits
|
||||
#include <utility> // std::pair
|
||||
|
||||
#include "entt/entity/entity.hpp" // ent::entity
|
||||
#include "entt/entity/fwd.hpp" // ent::entity
|
||||
#include "ruc/file.h"
|
||||
#include "ruc/format/log.h"
|
||||
#include "ruc/json/json.h"
|
||||
@@ -25,6 +25,7 @@
|
||||
#include "inferno/component/tagcomponent.h"
|
||||
#include "inferno/component/textareacomponent.h"
|
||||
#include "inferno/component/transformcomponent.h"
|
||||
#include "inferno/render/renderer.h"
|
||||
#include "inferno/render/uniformbuffer.h"
|
||||
#include "inferno/scene/scene.h"
|
||||
#include "inferno/script/nativescript.h"
|
||||
@@ -84,17 +85,7 @@ void Scene::update(float deltaTime)
|
||||
|
||||
void Scene::render()
|
||||
{
|
||||
auto [projection, view] = CameraSystem::the().projectionView();
|
||||
Uniformbuffer::the().setValue("Camera", "u_projectionView", projection * view);
|
||||
RendererCubemap::the().beginScene(projection, view); // camera, lights, environment
|
||||
|
||||
RenderSystem::the().render();
|
||||
TextAreaSystem::the().render();
|
||||
|
||||
RendererCubemap::the().endScene();
|
||||
Renderer3D::the().endScene();
|
||||
Renderer2D::the().endScene();
|
||||
RendererFont::the().endScene();
|
||||
}
|
||||
|
||||
void Scene::destroy()
|
||||
|
||||
@@ -53,10 +53,23 @@ std::pair<glm::mat4, glm::mat4> CameraSystem::projectionView()
|
||||
}
|
||||
|
||||
VERIFY_NOT_REACHED();
|
||||
|
||||
return {};
|
||||
}
|
||||
|
||||
glm::vec3 CameraSystem::translate()
|
||||
{
|
||||
auto view = m_registry->view<TransformComponent, CameraComponent>();
|
||||
|
||||
for (auto [entity, transform, camera] : view.each()) {
|
||||
return transform.translate;
|
||||
}
|
||||
|
||||
VERIFY_NOT_REACHED();
|
||||
return {};
|
||||
}
|
||||
|
||||
// -----------------------------------------
|
||||
|
||||
void CameraSystem::updateOrthographic(TransformComponent& transform, CameraComponent& camera)
|
||||
{
|
||||
// Update camera matrix
|
||||
|
||||
@@ -32,6 +32,7 @@ public:
|
||||
* @brief Return a pair from the camera component: { projection, view }
|
||||
*/
|
||||
std::pair<glm::mat4, glm::mat4> projectionView();
|
||||
glm::vec3 translate();
|
||||
|
||||
void setRegistry(std::shared_ptr<entt::registry> registry) { m_registry = registry; };
|
||||
|
||||
|
||||
@@ -4,41 +4,148 @@
|
||||
* SPDX-License-Identifier: MIT
|
||||
*/
|
||||
|
||||
#include "glm/ext/matrix_transform.hpp" // glm::translate, glm::rotate, glm::scale, glm::radians
|
||||
#include "inferno/component/model-component.h"
|
||||
#include <cstdint> // int32_t
|
||||
|
||||
#include "glad/glad.h"
|
||||
#include "ruc/format/log.h"
|
||||
|
||||
#include "inferno/component/cubemap-component.h"
|
||||
#include "inferno/component/model-component.h"
|
||||
#include "inferno/component/spritecomponent.h"
|
||||
#include "inferno/component/transformcomponent.h"
|
||||
#include "inferno/render/framebuffer.h"
|
||||
#include "inferno/render/render-command.h"
|
||||
#include "inferno/render/renderer.h"
|
||||
#include "inferno/render/uniformbuffer.h"
|
||||
#include "inferno/system/camerasystem.h"
|
||||
#include "inferno/system/rendersystem.h"
|
||||
#include "inferno/system/textareasystem.h"
|
||||
|
||||
namespace Inferno {
|
||||
|
||||
RenderSystem::RenderSystem(s)
|
||||
{
|
||||
ruc::info("RenderSystem initialized");
|
||||
}
|
||||
|
||||
RenderSystem::~RenderSystem()
|
||||
{
|
||||
}
|
||||
|
||||
// -----------------------------------------
|
||||
|
||||
void RenderSystem::initialize(uint32_t width, uint32_t height)
|
||||
{
|
||||
m_framebuffer = Framebuffer::create({
|
||||
.attachments = { Framebuffer::Type::Color, Framebuffer::Type::RGBA16F, Framebuffer::Type::RGBA16F, Framebuffer::Type::Depth },
|
||||
.width = width,
|
||||
.height = height,
|
||||
.clearColor = { 0.0f, 0.0f, 0.0f, 0.0f },
|
||||
.clearBit = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT,
|
||||
});
|
||||
|
||||
m_screenFramebuffer = Framebuffer::create({
|
||||
.renderToScreen = true,
|
||||
.clearColor = { 1.0f, 1.0f, 1.0f, 1.0f },
|
||||
.clearBit = GL_COLOR_BUFFER_BIT,
|
||||
});
|
||||
|
||||
Uniformbuffer::the().setLayout(
|
||||
"Camera", 0,
|
||||
{
|
||||
{ BufferElementType::Mat4, "u_projectionView" },
|
||||
{ BufferElementType::Vec3, "u_position" },
|
||||
});
|
||||
Uniformbuffer::the().create("Camera");
|
||||
|
||||
Uniformbuffer::the().setLayout(
|
||||
"DirectionalLights",
|
||||
{
|
||||
.size = sizeof(UniformDirectionalLight) * MAX_DIRECTIONAL_LIGHTS,
|
||||
.bindingPoint = 1,
|
||||
.uniformLocations = {
|
||||
{ "u_directionalLight", 0 },
|
||||
},
|
||||
});
|
||||
Uniformbuffer::the().create("DirectionalLights");
|
||||
|
||||
ruc::info("RenderSystem initialized");
|
||||
}
|
||||
|
||||
void RenderSystem::render()
|
||||
{
|
||||
auto quadView = m_registry->view<TransformComponent, SpriteComponent>();
|
||||
static constexpr TransformComponent transformIdentity;
|
||||
|
||||
for (auto [entity, transform, sprite] : quadView.each()) {
|
||||
Renderer2D::the().drawQuad(transform, sprite.color, sprite.texture);
|
||||
}
|
||||
// ---------------------------------
|
||||
// Deferred rendering to a framebuffer
|
||||
|
||||
auto cubemapView = m_registry->view<TransformComponent, CubemapComponent>();
|
||||
framebufferSetup(m_framebuffer);
|
||||
|
||||
for (auto [entity, transform, cubemap] : cubemapView.each()) {
|
||||
RendererCubemap::the().drawCubemap(transform, cubemap.color, cubemap.texture);
|
||||
}
|
||||
renderGeometry();
|
||||
|
||||
framebufferTeardown(m_framebuffer);
|
||||
|
||||
// ---------------------------------
|
||||
// Forward rendering to the screen
|
||||
|
||||
framebufferSetup(m_screenFramebuffer);
|
||||
|
||||
renderSkybox();
|
||||
|
||||
// Render 3D geometry post-processing
|
||||
RendererPostProcess::the().drawQuad(transformIdentity, m_framebuffer->texture(0), m_framebuffer->texture(1), m_framebuffer->texture(2));
|
||||
RendererPostProcess::the().endScene();
|
||||
|
||||
// Visual representation of light sources
|
||||
Framebuffer::copyBuffer(m_framebuffer, m_screenFramebuffer, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
||||
renderLightCubes();
|
||||
|
||||
// Render 2D, UI
|
||||
renderOverlay();
|
||||
|
||||
framebufferTeardown(m_screenFramebuffer);
|
||||
}
|
||||
|
||||
void RenderSystem::resize(int32_t width, int32_t height)
|
||||
{
|
||||
RenderCommand::setViewport(0, 0, width, height);
|
||||
m_framebuffer->resize(width, height);
|
||||
m_screenFramebuffer->resize(width, height);
|
||||
}
|
||||
|
||||
// -----------------------------------------
|
||||
|
||||
void RenderSystem::framebufferSetup(std::shared_ptr<Framebuffer> framebuffer)
|
||||
{
|
||||
framebuffer->bind();
|
||||
|
||||
RenderCommand::setColorAttachmentCount(framebuffer->colorAttachmentCount());
|
||||
RenderCommand::clearColor(framebuffer->clearColor());
|
||||
RenderCommand::clearBit(framebuffer->clearBit());
|
||||
}
|
||||
|
||||
void RenderSystem::framebufferTeardown(std::shared_ptr<Framebuffer> framebuffer)
|
||||
{
|
||||
framebuffer->unbind();
|
||||
|
||||
RenderCommand::setColorAttachmentCount(1);
|
||||
}
|
||||
|
||||
void RenderSystem::renderGeometry()
|
||||
{
|
||||
auto [projection, view] = CameraSystem::the().projectionView();
|
||||
auto translate = CameraSystem::the().translate();
|
||||
Uniformbuffer::the().setValue("Camera", "u_projectionView", projection * view);
|
||||
Uniformbuffer::the().setValue("Camera", "u_position", translate);
|
||||
|
||||
static UniformDirectionalLight directionalLights[1] = {
|
||||
{
|
||||
.direction = { -8.0f, -8.0f, -8.0f },
|
||||
.ambient = { 0.1f, 0.1f, 0.1f },
|
||||
.diffuse = { 1.0f, 1.0f, 1.0f },
|
||||
.specular = { 1.0f, 1.0f, 1.0f },
|
||||
},
|
||||
};
|
||||
Uniformbuffer::the().setValue("DirectionalLights", "u_directionalLight", directionalLights);
|
||||
|
||||
auto modelView = m_registry->view<TransformComponent, ModelComponent>();
|
||||
|
||||
@@ -49,6 +156,54 @@ void RenderSystem::render()
|
||||
model.color,
|
||||
model.model->texture() ? model.model->texture() : model.texture);
|
||||
}
|
||||
|
||||
Renderer3D::the().endScene();
|
||||
}
|
||||
|
||||
void RenderSystem::renderSkybox()
|
||||
{
|
||||
auto [projection, view] = CameraSystem::the().projectionView();
|
||||
RendererCubemap::the().beginScene(projection, view); // camera, lights, environment
|
||||
|
||||
auto cubemapView = m_registry->view<TransformComponent, CubemapComponent>();
|
||||
|
||||
for (auto [entity, transform, cubemap] : cubemapView.each()) {
|
||||
if (!cubemap.isLight) {
|
||||
RendererCubemap::the().drawCubemap(transform, cubemap.color, cubemap.texture);
|
||||
}
|
||||
}
|
||||
|
||||
RendererCubemap::the().endScene();
|
||||
}
|
||||
|
||||
void RenderSystem::renderLightCubes()
|
||||
{
|
||||
auto [projection, view] = CameraSystem::the().projectionView();
|
||||
RendererLightCube::the().beginScene(projection, view); // camera, lights, environment
|
||||
|
||||
auto cubemapView = m_registry->view<TransformComponent, CubemapComponent>();
|
||||
|
||||
for (auto [entity, transform, cubemap] : cubemapView.each()) {
|
||||
if (cubemap.isLight) {
|
||||
RendererLightCube::the().drawCubemap(transform, cubemap.color, nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
RendererLightCube::the().endScene();
|
||||
}
|
||||
|
||||
void RenderSystem::renderOverlay()
|
||||
{
|
||||
auto quadView = m_registry->view<TransformComponent, SpriteComponent>();
|
||||
|
||||
for (auto [entity, transform, sprite] : quadView.each()) {
|
||||
Renderer2D::the().drawQuad(transform, sprite.color, sprite.texture);
|
||||
}
|
||||
|
||||
Renderer2D::the().endScene();
|
||||
|
||||
TextAreaSystem::the().render();
|
||||
RendererFont::the().endScene();
|
||||
}
|
||||
|
||||
} // namespace Inferno
|
||||
|
||||
@@ -6,25 +6,39 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <memory> //std::shared_ptr
|
||||
#include <cstdint> // int32_t, uint32_t
|
||||
#include <memory> //std::shared_ptr
|
||||
|
||||
#include "entt/entity/fwd.hpp" // entt::registry
|
||||
|
||||
#include "entt/entity/registry.hpp" // entt::entity, entt::registry
|
||||
#include "ruc/singleton.h"
|
||||
|
||||
#include "inferno/render/renderer.h"
|
||||
|
||||
namespace Inferno {
|
||||
|
||||
class Framebuffer;
|
||||
|
||||
class RenderSystem final : public ruc::Singleton<RenderSystem> {
|
||||
public:
|
||||
RenderSystem(s);
|
||||
virtual ~RenderSystem();
|
||||
|
||||
void initialize(uint32_t width, uint32_t height);
|
||||
void render();
|
||||
|
||||
void resize(int32_t width, int32_t height);
|
||||
|
||||
void setRegistry(std::shared_ptr<entt::registry> registry) { m_registry = registry; };
|
||||
|
||||
private:
|
||||
void framebufferSetup(std::shared_ptr<Framebuffer> framebuffer);
|
||||
void framebufferTeardown(std::shared_ptr<Framebuffer> framebuffer);
|
||||
void renderGeometry();
|
||||
void renderSkybox();
|
||||
void renderLightCubes();
|
||||
void renderOverlay();
|
||||
|
||||
std::shared_ptr<Framebuffer> m_framebuffer;
|
||||
std::shared_ptr<Framebuffer> m_screenFramebuffer;
|
||||
std::shared_ptr<entt::registry> m_registry;
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user