Compare commits
10
Commits
| Author | SHA1 | Date | |
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d16fade497 | ||
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b8e4d9ef3f | ||
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03e8210165 | ||
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dcf2a85208 | ||
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b2ed951b1e | ||
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d63dfe2f9f | ||
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faacdca424 | ||
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b5f3cae5ba | ||
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1d5f5a1ad8 | ||
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3cd2fab637 |
@@ -4,14 +4,14 @@ layout(location = 0) out vec4 color;
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in vec4 v_color;
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in vec4 v_color;
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in vec2 v_textureCoordinates;
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in vec2 v_textureCoordinates;
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in flat float v_textureIndex;
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in flat uint v_textureIndex;
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uniform sampler2D u_textures[32];
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uniform sampler2D u_textures[32];
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void main()
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void main()
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{
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{
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vec4 textureColor = v_color;
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vec4 textureColor = v_color;
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switch(int(v_textureIndex)) {
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switch(v_textureIndex) {
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case 0: break; // Texture unit 0 is reserved for no texture
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case 0: break; // Texture unit 0 is reserved for no texture
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case 1: textureColor *= texture(u_textures[1], v_textureCoordinates); break;
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case 1: textureColor *= texture(u_textures[1], v_textureCoordinates); break;
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case 2: textureColor *= texture(u_textures[2], v_textureCoordinates); break;
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case 2: textureColor *= texture(u_textures[2], v_textureCoordinates); break;
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@@ -0,0 +1,19 @@
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#version 450 core
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layout(location = 0) in vec3 a_position;
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layout(location = 1) in vec4 a_color;
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layout(location = 2) in vec2 a_textureCoordinates;
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layout(location = 3) in uint a_textureIndex;
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out vec4 v_color;
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out vec2 v_textureCoordinates;
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out flat uint v_textureIndex;
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void main()
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{
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v_color = a_color;
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v_textureCoordinates = a_textureCoordinates;
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v_textureIndex = a_textureIndex;
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// Vclip = Model transform * Vlocal
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gl_Position = vec4(a_position, 1.0f);
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}
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@@ -1,17 +1,21 @@
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#version 450 core
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#version 450 core
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layout(location = 0) out vec4 color;
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layout(location = 0) out vec4 albedoSpec; // RGB diffuse color
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layout(location = 1) out vec4 position;
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layout(location = 2) out vec4 normal;
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in vec3 v_position;
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in vec3 v_normal;
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in vec3 v_normal;
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in vec4 v_color;
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in vec2 v_textureCoordinates;
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in vec2 v_textureCoordinates;
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in flat float v_textureIndex;
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in flat uint v_textureIndex;
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uniform sampler2D u_textures[32];
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uniform sampler2D u_textures[32];
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void main()
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void main()
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{
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{
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vec4 textureColor = vec4(1.0f);
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vec4 textureColor = v_color;
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switch(int(v_textureIndex)) {
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switch(v_textureIndex) {
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case 0: break; // Texture unit 0 is reserved for no texture
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case 0: break; // Texture unit 0 is reserved for no texture
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case 1: textureColor *= texture(u_textures[1], v_textureCoordinates); break;
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case 1: textureColor *= texture(u_textures[1], v_textureCoordinates); break;
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case 2: textureColor *= texture(u_textures[2], v_textureCoordinates); break;
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case 2: textureColor *= texture(u_textures[2], v_textureCoordinates); break;
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@@ -45,5 +49,9 @@ void main()
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case 30: textureColor *= texture(u_textures[30], v_textureCoordinates); break;
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case 30: textureColor *= texture(u_textures[30], v_textureCoordinates); break;
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case 31: textureColor *= texture(u_textures[31], v_textureCoordinates); break;
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case 31: textureColor *= texture(u_textures[31], v_textureCoordinates); break;
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}
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}
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color = textureColor;
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albedoSpec.rgb = textureColor.rgb;
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albedoSpec.a = 1.0; // TODO: read specular from model material
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position = vec4(v_position, 1.0f);
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normal = vec4(normalize(v_normal), 1.0f);
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}
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}
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@@ -2,18 +2,27 @@
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layout(location = 0) in vec3 a_position;
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layout(location = 0) in vec3 a_position;
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layout(location = 1) in vec3 a_normal;
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layout(location = 1) in vec3 a_normal;
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||||||
layout(location = 2) in vec2 a_textureCoordinates;
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layout(location = 2) in vec4 a_color;
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layout(location = 3) in float a_textureIndex;
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layout(location = 3) in vec2 a_textureCoordinates;
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layout(location = 4) in uint a_textureIndex;
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out vec3 v_position;
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out vec3 v_normal;
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out vec3 v_normal;
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out vec4 v_color;
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out vec2 v_textureCoordinates;
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out vec2 v_textureCoordinates;
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out flat float v_textureIndex;
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out flat uint v_textureIndex;
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uniform mat4 u_projectionView;
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layout(std140, binding = 0) uniform Camera
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{
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mat4 u_projectionView;
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vec3 u_position;
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};
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void main()
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void main()
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{
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{
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v_position = a_position;
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v_normal = a_normal;
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v_normal = a_normal;
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v_color = a_color;
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v_textureCoordinates = a_textureCoordinates;
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v_textureCoordinates = a_textureCoordinates;
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v_textureIndex = a_textureIndex;
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v_textureIndex = a_textureIndex;
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// Vclip = Camera projection * Camera view * Model transform * Vlocal
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// Vclip = Camera projection * Camera view * Model transform * Vlocal
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@@ -4,14 +4,14 @@ layout(location = 0) out vec4 color;
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in vec4 v_color;
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in vec4 v_color;
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in vec3 v_textureCoordinates;
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in vec3 v_textureCoordinates;
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in flat float v_textureIndex;
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in flat uint v_textureIndex;
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uniform samplerCube u_textures[32];
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uniform samplerCube u_textures[32];
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||||||
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||||||
void main()
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void main()
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{
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{
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vec4 textureColor = v_color;
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vec4 textureColor = v_color;
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switch(int(v_textureIndex)) {
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switch(v_textureIndex) {
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case 0: break; // Texture unit 0 is reserved for no texture
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case 0: break; // Texture unit 0 is reserved for no texture
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||||||
case 1: textureColor *= texture(u_textures[1], v_textureCoordinates); break;
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case 1: textureColor *= texture(u_textures[1], v_textureCoordinates); break;
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case 2: textureColor *= texture(u_textures[2], v_textureCoordinates); break;
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case 2: textureColor *= texture(u_textures[2], v_textureCoordinates); break;
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@@ -2,13 +2,13 @@
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|||||||
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||||||
layout(location = 0) in vec3 a_position;
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layout(location = 0) in vec3 a_position;
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layout(location = 1) in vec4 a_color;
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layout(location = 1) in vec4 a_color;
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layout(location = 2) in float a_textureIndex;
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layout(location = 2) in uint a_textureIndex;
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||||||
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out vec4 v_color;
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out vec4 v_color;
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out vec3 v_textureCoordinates;
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out vec3 v_textureCoordinates;
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out flat float v_textureIndex;
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out flat uint v_textureIndex;
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uniform mat4 u_projectionView;
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uniform mat4 u_projectionView2;
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void main()
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void main()
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{
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{
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@@ -16,5 +16,5 @@ void main()
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v_textureCoordinates = a_position;
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v_textureCoordinates = a_position;
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v_textureIndex = a_textureIndex;
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v_textureIndex = a_textureIndex;
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// Vclip = Camera projection * Camera view * Model transform * Vlocal
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// Vclip = Camera projection * Camera view * Model transform * Vlocal
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gl_Position = u_projectionView * vec4(a_position, 1.0f);
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gl_Position = u_projectionView2 * vec4(a_position, 1.0f);
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}
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}
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||||||
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|||||||
@@ -4,7 +4,7 @@ layout(location = 0) out vec4 color;
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in vec4 v_color;
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in vec4 v_color;
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in vec2 v_textureCoordinates;
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in vec2 v_textureCoordinates;
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in flat float v_textureIndex;
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in flat uint v_textureIndex;
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in float v_width;
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in float v_width;
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in float v_edge;
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in float v_edge;
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in float v_borderWidth;
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in float v_borderWidth;
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@@ -25,7 +25,7 @@ float alpha(float textureAlpha)
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void main()
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void main()
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{
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{
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vec4 textureColor = v_color;
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vec4 textureColor = v_color;
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switch(int(v_textureIndex)) {
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switch(v_textureIndex) {
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case 0: break; // Texture unit 0 is reserved for no texture
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case 0: break; // Texture unit 0 is reserved for no texture
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// case 1: textureColor.a = 1; break;
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// case 1: textureColor.a = 1; break;
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case 1: textureColor.a = alpha(texture(u_textures[1], v_textureCoordinates).a); break;
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case 1: textureColor.a = alpha(texture(u_textures[1], v_textureCoordinates).a); break;
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@@ -3,7 +3,7 @@
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layout(location = 0) in vec3 a_position;
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layout(location = 0) in vec3 a_position;
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layout(location = 1) in vec4 a_color;
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layout(location = 1) in vec4 a_color;
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||||||
layout(location = 2) in vec2 a_textureCoordinates;
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layout(location = 2) in vec2 a_textureCoordinates;
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||||||
layout(location = 3) in float a_textureIndex;
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layout(location = 3) in uint a_textureIndex;
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||||||
layout(location = 4) in float a_width;
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layout(location = 4) in float a_width;
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||||||
layout(location = 5) in float a_edge;
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layout(location = 5) in float a_edge;
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||||||
layout(location = 6) in float a_borderWidth;
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layout(location = 6) in float a_borderWidth;
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@@ -13,7 +13,7 @@ layout(location = 9) in float a_offset;
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out vec4 v_color;
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out vec4 v_color;
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out vec2 v_textureCoordinates;
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out vec2 v_textureCoordinates;
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||||||
out flat float v_textureIndex;
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out flat uint v_textureIndex;
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||||||
out float v_width;
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out float v_width;
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||||||
out float v_edge;
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out float v_edge;
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||||||
out float v_borderWidth;
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out float v_borderWidth;
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|||||||
@@ -0,0 +1,14 @@
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|||||||
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#version 450 core
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||||||
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layout(location = 0) out vec4 color;
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in vec4 v_color;
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in vec3 v_textureCoordinates;
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in flat uint v_textureIndex;
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|
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uniform samplerCube u_textures[32];
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void main()
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{
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color = v_color;
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}
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@@ -2,19 +2,22 @@
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|||||||
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layout(location = 0) in vec3 a_position;
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layout(location = 0) in vec3 a_position;
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layout(location = 1) in vec4 a_color;
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layout(location = 1) in vec4 a_color;
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||||||
layout(location = 2) in vec2 a_textureCoordinates;
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layout(location = 2) in uint a_textureIndex;
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layout(location = 3) in float a_textureIndex;
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||||||
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out vec4 v_color;
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out vec4 v_color;
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out vec2 v_textureCoordinates;
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out vec3 v_textureCoordinates;
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out flat float v_textureIndex;
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out flat uint v_textureIndex;
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||||||
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uniform mat4 u_projectionView;
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layout(std140, binding = 0) uniform Camera
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||||||
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{
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mat4 u_projectionView;
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||||||
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vec3 u_position;
|
||||||
|
};
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
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v_color = a_color;
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v_color = a_color;
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v_textureCoordinates = a_textureCoordinates;
|
v_textureCoordinates = a_position;
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v_textureIndex = a_textureIndex;
|
v_textureIndex = a_textureIndex;
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// Vclip = Camera projection * Camera view * Model transform * Vlocal
|
// Vclip = Camera projection * Camera view * Model transform * Vlocal
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gl_Position = u_projectionView * vec4(a_position, 1.0f);
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gl_Position = u_projectionView * vec4(a_position, 1.0f);
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@@ -0,0 +1,78 @@
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|
#version 450 core
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|
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layout(location = 0) out vec4 color;
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|
|
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in vec4 v_color;
|
||||||
|
in vec2 v_textureCoordinates;
|
||||||
|
in flat uint v_textureIndex;
|
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|
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uniform sampler2D u_textures[32];
|
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|
||||||
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// -----------------------------------------
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||||||
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|
||||||
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layout(std140, binding = 0) uniform Camera {
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||||||
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mat4 u_projectionView;
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||||||
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vec3 u_position;
|
||||||
|
};
|
||||||
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|
||||||
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// -----------------------------------------
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||||||
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|
||||||
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struct DirectionalLight {
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vec3 direction;
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||||||
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|
||||||
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vec3 ambient;
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||||||
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vec3 diffuse;
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||||||
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vec3 specular;
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||||||
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};
|
||||||
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|
||||||
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const int MAX_DIRECTIONAL_LIGHTS = 32;
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||||||
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layout(std140, binding = 1) uniform DirectionalLights {
|
||||||
|
DirectionalLight u_directionalLight[MAX_DIRECTIONAL_LIGHTS];
|
||||||
|
};
|
||||||
|
|
||||||
|
// -----------------------------------------
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
float isObject = texture(u_textures[v_textureIndex + 1], v_textureCoordinates).a;
|
||||||
|
if (isObject == 0.0f) {
|
||||||
|
color = vec4(0,0,0,0);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 albedo = texture(u_textures[v_textureIndex + 0], v_textureCoordinates).rgb;
|
||||||
|
float specular = texture(u_textures[v_textureIndex + 0], v_textureCoordinates).a;
|
||||||
|
vec3 position = texture(u_textures[v_textureIndex + 1], v_textureCoordinates).rgb;
|
||||||
|
vec3 normal = texture(u_textures[v_textureIndex + 2], v_textureCoordinates).rgb;
|
||||||
|
|
||||||
|
|
||||||
|
vec3 lighting = vec3(0.0f, 0.0f, 0.0f);//albedo * v_color.xyz;
|
||||||
|
vec3 viewDirection = normalize(u_position - position);
|
||||||
|
|
||||||
|
// Loop through all directional lights
|
||||||
|
for (int i = 0; i < MAX_DIRECTIONAL_LIGHTS; ++i) {
|
||||||
|
// Diffuse
|
||||||
|
vec3 lightDirection = normalize(-u_directionalLight[i].direction);
|
||||||
|
float diffuse = max(dot(normal, lightDirection), 0.0f);
|
||||||
|
|
||||||
|
// Specular
|
||||||
|
vec3 reflectionDirection = reflect(-lightDirection, normal);
|
||||||
|
float specular = pow(max(dot(viewDirection, reflectionDirection), 0.0f), 32);
|
||||||
|
|
||||||
|
lighting +=
|
||||||
|
(albedo * u_directionalLight[i].ambient) +
|
||||||
|
(albedo * diffuse * u_directionalLight[i].diffuse) +
|
||||||
|
(specular * u_directionalLight[i].specular);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Loop through all point lights
|
||||||
|
// TODO
|
||||||
|
// vec3 lightDirection = normalize(lightPosition - position);
|
||||||
|
// float diffuse = max(dot(normal, lightDirection), 0.0f);
|
||||||
|
// lighting += diffuse * albedo * u_lightColor;
|
||||||
|
|
||||||
|
// Loop through all spot lights
|
||||||
|
// TODO
|
||||||
|
|
||||||
|
color = vec4(lighting, 1.0f);
|
||||||
|
}
|
||||||
@@ -0,0 +1,25 @@
|
|||||||
|
#version 450 core
|
||||||
|
|
||||||
|
layout(location = 0) in vec3 a_position;
|
||||||
|
layout(location = 1) in vec4 a_color;
|
||||||
|
layout(location = 2) in vec2 a_textureCoordinates;
|
||||||
|
layout(location = 3) in uint a_textureIndex;
|
||||||
|
|
||||||
|
out vec4 v_color;
|
||||||
|
out vec2 v_textureCoordinates;
|
||||||
|
out flat uint v_textureIndex;
|
||||||
|
|
||||||
|
layout(std140, binding = 0) uniform Camera
|
||||||
|
{
|
||||||
|
mat4 u_projectionView;
|
||||||
|
vec3 u_position;
|
||||||
|
};
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
v_color = a_color;
|
||||||
|
v_textureCoordinates = a_textureCoordinates;
|
||||||
|
v_textureIndex = a_textureIndex;
|
||||||
|
// Vclip = Model transform * Vlocal
|
||||||
|
gl_Position = vec4(a_position, 1.0f);
|
||||||
|
}
|
||||||
Binary file not shown.
@@ -0,0 +1,15 @@
|
|||||||
|
# Blender 4.2.0
|
||||||
|
# www.blender.org
|
||||||
|
usemtl (null)
|
||||||
|
o Plane
|
||||||
|
v -1.000000 -1.000000 -0.000000
|
||||||
|
v 1.000000 -1.000000 -0.000000
|
||||||
|
v -1.000000 1.000000 0.000000
|
||||||
|
v 1.000000 1.000000 0.000000
|
||||||
|
vn -0.0000 -0.0000 1.0000
|
||||||
|
vt 0.000000 0.000000
|
||||||
|
vt 1.000000 0.000000
|
||||||
|
vt 1.000000 1.000000
|
||||||
|
vt 0.000000 1.000000
|
||||||
|
s 0
|
||||||
|
f 1/1/1 2/2/1 4/3/1 3/4/1
|
||||||
@@ -35,8 +35,9 @@
|
|||||||
"rotate": [ 0.0, 0.0, 0.0 ],
|
"rotate": [ 0.0, 0.0, 0.0 ],
|
||||||
"scale": [ 1.0, 1.0, 1.0 ]
|
"scale": [ 1.0, 1.0, 1.0 ]
|
||||||
},
|
},
|
||||||
"sprite": {
|
"model": {
|
||||||
"color": [ 1.0, 1.0, 1.0, 1.0 ],
|
"color": [ 1.0, 1.0, 1.0, 1.0 ],
|
||||||
|
"model": "assets/model/quad.obj",
|
||||||
"texture": "assets/gfx/test.png"
|
"texture": "assets/gfx/test.png"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
@@ -48,8 +49,9 @@
|
|||||||
"rotate": [ 0.0, 0.0, 0.0 ],
|
"rotate": [ 0.0, 0.0, 0.0 ],
|
||||||
"scale": [ 1.0, 1.0, 1.0 ]
|
"scale": [ 1.0, 1.0, 1.0 ]
|
||||||
},
|
},
|
||||||
"sprite": {
|
"model": {
|
||||||
"color": [ 0.5, 0.6, 0.8, 1.0 ],
|
"color": [ 0.5, 0.6, 0.8, 1.0 ],
|
||||||
|
"model": "assets/model/quad.obj",
|
||||||
"texture": "assets/gfx/test.png"
|
"texture": "assets/gfx/test.png"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
@@ -61,8 +63,9 @@
|
|||||||
"rotate": [ 0.0, 0.0, -20.0 ],
|
"rotate": [ 0.0, 0.0, -20.0 ],
|
||||||
"scale": [ 1.0, 1.0, 1.0 ]
|
"scale": [ 1.0, 1.0, 1.0 ]
|
||||||
},
|
},
|
||||||
"sprite": {
|
"model": {
|
||||||
"color": [ 1.0, 1.0, 1.0, 1.0 ],
|
"color": [ 1.0, 1.0, 1.0, 1.0 ],
|
||||||
|
"model": "assets/model/quad.obj",
|
||||||
"texture": "assets/gfx/test-inverted.png"
|
"texture": "assets/gfx/test-inverted.png"
|
||||||
},
|
},
|
||||||
"children": [
|
"children": [
|
||||||
@@ -74,8 +77,9 @@
|
|||||||
"rotate": [ 0.0, 0.0, 0.0 ],
|
"rotate": [ 0.0, 0.0, 0.0 ],
|
||||||
"scale": [ 0.5, 0.5, 1.0 ]
|
"scale": [ 0.5, 0.5, 1.0 ]
|
||||||
},
|
},
|
||||||
"sprite": {
|
"model": {
|
||||||
"color": [ 1.0, 1.0, 1.0, 1.0 ],
|
"color": [ 1.0, 1.0, 1.0, 1.0 ],
|
||||||
|
"model": "assets/model/quad.obj",
|
||||||
"texture": "assets/gfx/test-inverted.png"
|
"texture": "assets/gfx/test-inverted.png"
|
||||||
},
|
},
|
||||||
"children": [
|
"children": [
|
||||||
@@ -87,8 +91,9 @@
|
|||||||
"rotate": [ 0.0, 0.0, -20.0 ],
|
"rotate": [ 0.0, 0.0, -20.0 ],
|
||||||
"scale": [ 0.5, 0.5, 1.0 ]
|
"scale": [ 0.5, 0.5, 1.0 ]
|
||||||
},
|
},
|
||||||
"sprite": {
|
"model": {
|
||||||
"color": [ 1.0, 1.0, 1.0, 1.0 ],
|
"color": [ 1.0, 1.0, 1.0, 1.0 ],
|
||||||
|
"model": "assets/model/quad.obj",
|
||||||
"texture": "assets/gfx/test-inverted.png"
|
"texture": "assets/gfx/test-inverted.png"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -3,7 +3,7 @@
|
|||||||
"fullscreen": "windowed",
|
"fullscreen": "windowed",
|
||||||
"height": 720,
|
"height": 720,
|
||||||
"title": "Inferno",
|
"title": "Inferno",
|
||||||
"vsync": true,
|
"vsync": false,
|
||||||
"width": 1280
|
"width": 1280
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
+19
-57
@@ -23,6 +23,8 @@
|
|||||||
#include "inferno/render/buffer.h"
|
#include "inferno/render/buffer.h"
|
||||||
#include "inferno/render/context.h"
|
#include "inferno/render/context.h"
|
||||||
#include "inferno/render/framebuffer.h"
|
#include "inferno/render/framebuffer.h"
|
||||||
|
#include "inferno/render/uniformbuffer.h"
|
||||||
|
#include "inferno/system/rendersystem.h"
|
||||||
// #include "inferno/render/gltf.h"
|
// #include "inferno/render/gltf.h"
|
||||||
#include "inferno/asset/shader.h"
|
#include "inferno/asset/shader.h"
|
||||||
#include "inferno/asset/texture.h"
|
#include "inferno/asset/texture.h"
|
||||||
@@ -52,20 +54,7 @@ Application::Application()
|
|||||||
|
|
||||||
Input::initialize();
|
Input::initialize();
|
||||||
RenderCommand::initialize();
|
RenderCommand::initialize();
|
||||||
|
RenderSystem::the().initialize(m_window->getWidth(), m_window->getHeight());
|
||||||
m_framebuffer = Framebuffer::create({
|
|
||||||
.attachments = { Framebuffer::Type::Color, Framebuffer::Type::Depth },
|
|
||||||
.width = m_window->getWidth(),
|
|
||||||
.height = m_window->getHeight(),
|
|
||||||
.clearColor = { 0.2f, 0.3f, 0.3f, 1.0f },
|
|
||||||
.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,
|
|
||||||
});
|
|
||||||
|
|
||||||
m_scene = std::make_shared<Scene>();
|
m_scene = std::make_shared<Scene>();
|
||||||
m_scene->initialize();
|
m_scene->initialize();
|
||||||
@@ -90,11 +79,14 @@ Application::Application()
|
|||||||
Application::~Application()
|
Application::~Application()
|
||||||
{
|
{
|
||||||
m_scene->destroy();
|
m_scene->destroy();
|
||||||
|
Uniformbuffer::destroy();
|
||||||
|
|
||||||
RendererFont::destroy();
|
RendererFont::destroy();
|
||||||
Renderer2D::destroy();
|
Renderer2D::destroy();
|
||||||
Renderer3D::destroy();
|
Renderer3D::destroy();
|
||||||
RendererCubemap::destroy();
|
RendererCubemap::destroy();
|
||||||
|
RendererPostProcess::destroy();
|
||||||
|
RendererLightCube::destroy();
|
||||||
RenderCommand::destroy();
|
RenderCommand::destroy();
|
||||||
AssetManager::destroy();
|
AssetManager::destroy();
|
||||||
// Input::destroy();
|
// Input::destroy();
|
||||||
@@ -158,11 +150,9 @@ int Application::run()
|
|||||||
// offset
|
// offset
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
constexpr glm::vec4 vectorOne { 1.0f, 1.0f, 1.0f, 1.0f };
|
double gametime = 0;
|
||||||
constexpr glm::mat4 matIdentity { 1.0f };
|
uint64_t frames = 0;
|
||||||
constexpr TransformComponent transformIdentity;
|
|
||||||
|
|
||||||
// m_window->setVSync(false);
|
|
||||||
while (!m_window->shouldClose()) {
|
while (!m_window->shouldClose()) {
|
||||||
|
|
||||||
float time = Time::time();
|
float time = Time::time();
|
||||||
@@ -170,6 +160,9 @@ int Application::run()
|
|||||||
m_lastFrameTime = time;
|
m_lastFrameTime = time;
|
||||||
// ruc::debug("Frametime {}ms", deltaTime * 1000);
|
// ruc::debug("Frametime {}ms", deltaTime * 1000);
|
||||||
|
|
||||||
|
gametime += deltaTime;
|
||||||
|
frames++;
|
||||||
|
|
||||||
// ---------------------------------
|
// ---------------------------------
|
||||||
// Update
|
// Update
|
||||||
|
|
||||||
@@ -182,50 +175,15 @@ int Application::run()
|
|||||||
// ---------------------------------
|
// ---------------------------------
|
||||||
// Render
|
// Render
|
||||||
|
|
||||||
m_framebuffer->bind();
|
|
||||||
|
|
||||||
RenderCommand::clearColor(m_framebuffer->clearColor());
|
|
||||||
RenderCommand::clearBit(m_framebuffer->clearBit());
|
|
||||||
|
|
||||||
render();
|
|
||||||
|
|
||||||
std::pair<glm::mat4, glm::mat4> projectionView = m_scene->cameraProjectionView();
|
|
||||||
RendererCubemap::the().beginScene(projectionView.first, projectionView.second); // camera, lights, environment
|
|
||||||
Renderer3D::the().beginScene(projectionView.first, projectionView.second); // camera, lights, environment
|
|
||||||
Renderer2D::the().beginScene(projectionView.first, projectionView.second); // camera, lights, environment
|
|
||||||
RendererFont::the().beginScene(projectionView.first, projectionView.second); // camera, lights, environment
|
|
||||||
|
|
||||||
m_scene->render();
|
m_scene->render();
|
||||||
// RendererCharacter::the().drawCharacter(character, f->texture());
|
|
||||||
|
|
||||||
RendererCubemap::the().endScene();
|
|
||||||
Renderer3D::the().endScene();
|
|
||||||
Renderer2D::the().endScene();
|
|
||||||
RendererFont::the().endScene();
|
|
||||||
|
|
||||||
m_framebuffer->unbind();
|
|
||||||
|
|
||||||
// ---------------------------------
|
|
||||||
// Framebuffer
|
|
||||||
|
|
||||||
m_screenFramebuffer->bind();
|
|
||||||
|
|
||||||
RenderCommand::clearColor(m_screenFramebuffer->clearColor());
|
|
||||||
RenderCommand::clearBit(m_screenFramebuffer->clearBit());
|
|
||||||
|
|
||||||
Renderer2D::the().setEnableDepthBuffer(false);
|
|
||||||
Renderer2D::the().beginScene(matIdentity, matIdentity);
|
|
||||||
Renderer2D::the().drawQuad(transformIdentity, vectorOne, m_framebuffer->texture(0));
|
|
||||||
Renderer2D::the().endScene();
|
|
||||||
Renderer2D::the().setEnableDepthBuffer(true);
|
|
||||||
|
|
||||||
m_screenFramebuffer->unbind();
|
|
||||||
|
|
||||||
m_window->render();
|
m_window->render();
|
||||||
}
|
}
|
||||||
|
|
||||||
ruc::debug("Application shutdown");
|
ruc::debug("Application shutdown");
|
||||||
|
|
||||||
|
ruc::debug("Average frametime: {:.2f}ms", (gametime / frames) * 1000);
|
||||||
|
|
||||||
return m_status;
|
return m_status;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -254,8 +212,7 @@ bool Application::onWindowResize(WindowResizeEvent& e)
|
|||||||
{
|
{
|
||||||
ruc::info("WindowResizeEvent {}x{}", e.getWidth(), e.getHeight());
|
ruc::info("WindowResizeEvent {}x{}", e.getWidth(), e.getHeight());
|
||||||
|
|
||||||
RenderCommand::setViewport(0, 0, e.getWidth(), e.getHeight());
|
RenderSystem::the().resize(e.getWidth(), e.getHeight());
|
||||||
m_framebuffer->resize(e.getWidth(), e.getHeight());
|
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
@@ -269,6 +226,11 @@ bool Application::onKeyPress(KeyPressEvent& e)
|
|||||||
m_window->setShouldClose(true);
|
m_window->setShouldClose(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (e.getKey() == keyCode("GLFW_KEY_F12")) {
|
||||||
|
ruc::info("Taking screenshot..");
|
||||||
|
Texture::saveScreenshotPNG("screenshot.png", m_window->getWidth(), m_window->getHeight());
|
||||||
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -51,8 +51,6 @@ private:
|
|||||||
float m_lastFrameTime { 0.0f };
|
float m_lastFrameTime { 0.0f };
|
||||||
|
|
||||||
std::unique_ptr<Window> m_window;
|
std::unique_ptr<Window> m_window;
|
||||||
std::shared_ptr<Framebuffer> m_framebuffer;
|
|
||||||
std::shared_ptr<Framebuffer> m_screenFramebuffer;
|
|
||||||
std::shared_ptr<Scene> m_scene;
|
std::shared_ptr<Scene> m_scene;
|
||||||
|
|
||||||
//
|
//
|
||||||
|
|||||||
@@ -40,7 +40,7 @@ std::shared_ptr<Model> Model::create(std::string_view path)
|
|||||||
void Model::processScene(std::shared_ptr<Model> model, const aiScene* scene)
|
void Model::processScene(std::shared_ptr<Model> model, const aiScene* scene)
|
||||||
{
|
{
|
||||||
VERIFY(scene->HasMeshes(), "malformed model");
|
VERIFY(scene->HasMeshes(), "malformed model");
|
||||||
VERIFY(scene->mNumTextures < 2, "unsupported model type");
|
VERIFY(scene->mNumTextures < 2, "unsupported model type: {}/1", scene->mNumTextures);
|
||||||
|
|
||||||
if (scene->mNumTextures == 1) {
|
if (scene->mNumTextures == 1) {
|
||||||
aiTexture* texture = scene->mTextures[0];
|
aiTexture* texture = scene->mTextures[0];
|
||||||
|
|||||||
@@ -50,65 +50,74 @@ Shader::~Shader()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
int32_t Shader::findUniform(std::string_view name) const
|
// -----------------------------------------
|
||||||
|
|
||||||
|
uint32_t Shader::findUniformLocation(std::string_view name)
|
||||||
{
|
{
|
||||||
|
// Cache uniform locations, prevent going to the GPU every call
|
||||||
|
if (m_uniformLocations.find(name) != m_uniformLocations.end()) {
|
||||||
|
return m_uniformLocations[name];
|
||||||
|
}
|
||||||
|
|
||||||
int32_t location = glGetUniformLocation(m_id, name.data());
|
int32_t location = glGetUniformLocation(m_id, name.data());
|
||||||
VERIFY(location != -1, "Shader could not find uniform '{}'", name);
|
VERIFY(location != -1, "Shader could not find uniform '{}'", name);
|
||||||
|
m_uniformLocations[name] = static_cast<uint32_t>(location);
|
||||||
|
|
||||||
return location;
|
return location;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Shader::setInt(std::string_view name, int value)
|
void Shader::setInt(std::string_view name, int value)
|
||||||
{
|
{
|
||||||
// Set uniform int
|
// Set uniform int
|
||||||
glUniform1i(findUniform(name), value);
|
glUniform1i(findUniformLocation(name), value);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Shader::setInt(std::string_view name, int* values, uint32_t count)
|
void Shader::setInt(std::string_view name, int* values, uint32_t count)
|
||||||
{
|
{
|
||||||
// Set uniform int array
|
// Set uniform int array
|
||||||
glUniform1iv(findUniform(name), count, values);
|
glUniform1iv(findUniformLocation(name), count, values);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Shader::setFloat(std::string_view name, float value) const
|
void Shader::setFloat(std::string_view name, float value)
|
||||||
{
|
{
|
||||||
// Set uniform float
|
// Set uniform float
|
||||||
glUniform1f(findUniform(name), value);
|
glUniform1f(findUniformLocation(name), value);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Shader::setFloat(std::string_view name, float v1, float v2, float v3, float v4) const
|
void Shader::setFloat(std::string_view name, float v1, float v2, float v3, float v4)
|
||||||
{
|
{
|
||||||
// Set uniform vec4 data
|
// Set uniform vec4 data
|
||||||
glUniform4f(findUniform(name), v1, v2, v3, v4);
|
glUniform4f(findUniformLocation(name), v1, v2, v3, v4);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Shader::setFloat(std::string_view name, glm::vec2 value) const
|
void Shader::setFloat(std::string_view name, glm::vec2 value)
|
||||||
{
|
{
|
||||||
// Set uniform vec2 data
|
// Set uniform vec2 data
|
||||||
glUniform2f(findUniform(name), value.x, value.y);
|
glUniform2f(findUniformLocation(name), value.x, value.y);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Shader::setFloat(std::string_view name, glm::vec3 value) const
|
void Shader::setFloat(std::string_view name, glm::vec3 value)
|
||||||
{
|
{
|
||||||
// Set uniform vec3 data
|
// Set uniform vec3 data
|
||||||
glUniform3f(findUniform(name), value.x, value.y, value.z);
|
glUniform3f(findUniformLocation(name), value.x, value.y, value.z);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Shader::setFloat(std::string_view name, glm::vec4 value) const
|
void Shader::setFloat(std::string_view name, glm::vec4 value)
|
||||||
{
|
{
|
||||||
// Set uniform vec4 data
|
// Set uniform vec4 data
|
||||||
glUniform4f(findUniform(name), value.x, value.y, value.z, value.w);
|
glUniform4f(findUniformLocation(name), value.x, value.y, value.z, value.w);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Shader::setFloat(std::string_view name, glm::mat3 matrix) const
|
void Shader::setFloat(std::string_view name, glm::mat3 matrix)
|
||||||
{
|
{
|
||||||
// Set uniform mat3 data
|
// Set uniform mat3 data
|
||||||
glUniformMatrix3fv(findUniform(name), 1, GL_FALSE, glm::value_ptr(matrix));
|
glUniformMatrix3fv(findUniformLocation(name), 1, GL_FALSE, glm::value_ptr(matrix));
|
||||||
}
|
}
|
||||||
|
|
||||||
void Shader::setFloat(std::string_view name, glm::mat4 matrix) const
|
void Shader::setFloat(std::string_view name, glm::mat4 matrix)
|
||||||
{
|
{
|
||||||
// Set uniform mat4 data
|
// Set uniform mat4 data
|
||||||
glUniformMatrix4fv(findUniform(name), 1, GL_FALSE, glm::value_ptr(matrix));
|
glUniformMatrix4fv(findUniformLocation(name), 1, GL_FALSE, glm::value_ptr(matrix));
|
||||||
}
|
}
|
||||||
|
|
||||||
void Shader::bind() const
|
void Shader::bind() const
|
||||||
@@ -121,6 +130,8 @@ void Shader::unbind() const
|
|||||||
glUseProgram(0);
|
glUseProgram(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// -----------------------------------------
|
||||||
|
|
||||||
uint32_t Shader::compileShader(int32_t type, const char* source) const
|
uint32_t Shader::compileShader(int32_t type, const char* source) const
|
||||||
{
|
{
|
||||||
// Create new shader
|
// Create new shader
|
||||||
|
|||||||
@@ -6,6 +6,7 @@
|
|||||||
|
|
||||||
#include <cstdint> // int32_t, uint32_t
|
#include <cstdint> // int32_t, uint32_t
|
||||||
#include <string_view>
|
#include <string_view>
|
||||||
|
#include <unordered_map>
|
||||||
|
|
||||||
#include "glm/fwd.hpp" // glm::mat3, glm::mat4, glm::vec2, glm::vec3
|
#include "glm/fwd.hpp" // glm::mat3, glm::mat4, glm::vec2, glm::vec3
|
||||||
|
|
||||||
@@ -20,17 +21,17 @@ public:
|
|||||||
// Factory function
|
// Factory function
|
||||||
static std::shared_ptr<Shader> create(std::string_view path);
|
static std::shared_ptr<Shader> create(std::string_view path);
|
||||||
|
|
||||||
int32_t findUniform(std::string_view name) const;
|
uint32_t findUniformLocation(std::string_view name);
|
||||||
|
|
||||||
void setInt(std::string_view name, int value);
|
void setInt(std::string_view name, int value);
|
||||||
void setInt(std::string_view name, int* values, uint32_t count);
|
void setInt(std::string_view name, int* values, uint32_t count);
|
||||||
void setFloat(std::string_view name, float value) const;
|
void setFloat(std::string_view name, float value);
|
||||||
void setFloat(std::string_view name, float v1, float v2, float v3, float v4) const;
|
void setFloat(std::string_view name, float v1, float v2, float v3, float v4);
|
||||||
void setFloat(std::string_view name, glm::vec2 value) const;
|
void setFloat(std::string_view name, glm::vec2 value);
|
||||||
void setFloat(std::string_view name, glm::vec3 value) const;
|
void setFloat(std::string_view name, glm::vec3 value);
|
||||||
void setFloat(std::string_view name, glm::vec4 value) const;
|
void setFloat(std::string_view name, glm::vec4 value);
|
||||||
void setFloat(std::string_view name, glm::mat3 matrix) const;
|
void setFloat(std::string_view name, glm::mat3 matrix);
|
||||||
void setFloat(std::string_view name, glm::mat4 matrix) const;
|
void setFloat(std::string_view name, glm::mat4 matrix);
|
||||||
|
|
||||||
void bind() const;
|
void bind() const;
|
||||||
void unbind() const;
|
void unbind() const;
|
||||||
@@ -52,6 +53,7 @@ private:
|
|||||||
|
|
||||||
private:
|
private:
|
||||||
uint32_t m_id { 0 };
|
uint32_t m_id { 0 };
|
||||||
|
std::unordered_map<std::string_view, uint32_t> m_uniformLocations;
|
||||||
};
|
};
|
||||||
|
|
||||||
// -----------------------------------------
|
// -----------------------------------------
|
||||||
|
|||||||
@@ -13,6 +13,8 @@
|
|||||||
#include "ruc/meta/assert.h"
|
#include "ruc/meta/assert.h"
|
||||||
#define STB_IMAGE_IMPLEMENTATION
|
#define STB_IMAGE_IMPLEMENTATION
|
||||||
#include "stb/stb_image.h"
|
#include "stb/stb_image.h"
|
||||||
|
#define STB_IMAGE_WRITE_IMPLEMENTATION
|
||||||
|
#include "stb/stb_image_write.h"
|
||||||
|
|
||||||
#include "inferno/asset/texture.h"
|
#include "inferno/asset/texture.h"
|
||||||
|
|
||||||
@@ -23,6 +25,51 @@ Texture::~Texture()
|
|||||||
glDeleteTextures(1, &m_id);
|
glDeleteTextures(1, &m_id);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// -----------------------------------------
|
||||||
|
|
||||||
|
void Texture::savePNG(std::string_view path, std::shared_ptr<Texture> texture)
|
||||||
|
{
|
||||||
|
texture->bind();
|
||||||
|
|
||||||
|
// Allocate memory
|
||||||
|
uint32_t dataFormat = texture->m_dataFormat == GL_RGBA ? 4 : 3;
|
||||||
|
size_t dataSize = texture->m_width * texture->m_height * dataFormat;
|
||||||
|
std::vector<unsigned char> data(dataSize);
|
||||||
|
|
||||||
|
// Read texture data from the GPU
|
||||||
|
glGetTexImage(GL_TEXTURE_2D, 0, texture->m_dataFormat, texture->m_dataType, data.data());
|
||||||
|
|
||||||
|
// Write image to a file
|
||||||
|
stbi_flip_vertically_on_write(1);
|
||||||
|
stbi_write_png(
|
||||||
|
path.data(),
|
||||||
|
texture->m_width,
|
||||||
|
texture->m_height,
|
||||||
|
dataFormat,
|
||||||
|
data.data(),
|
||||||
|
texture->m_width * dataFormat);
|
||||||
|
|
||||||
|
texture->unbind();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Texture::saveScreenshotPNG(std::string_view path, uint32_t width, uint32_t height)
|
||||||
|
{
|
||||||
|
// Allocate memory
|
||||||
|
size_t dataSize = width * height * 4;
|
||||||
|
std::vector<unsigned char> data(dataSize);
|
||||||
|
|
||||||
|
// Set the pack alignment to 1 (to avoid row alignment issues)
|
||||||
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
||||||
|
|
||||||
|
// Read the pixels from the default framebuffer
|
||||||
|
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data.data());
|
||||||
|
|
||||||
|
stbi_flip_vertically_on_write(1);
|
||||||
|
stbi_write_png(path.data(), width, height, 4, data.data(), width * 4);
|
||||||
|
}
|
||||||
|
|
||||||
|
// -----------------------------------------
|
||||||
|
|
||||||
void Texture::init(uint32_t width, uint32_t height, uint8_t channels)
|
void Texture::init(uint32_t width, uint32_t height, uint8_t channels)
|
||||||
{
|
{
|
||||||
init(width, height,
|
init(width, height,
|
||||||
@@ -283,8 +330,8 @@ void TextureFramebuffer::createImpl()
|
|||||||
m_dataType, // Texture source datatype
|
m_dataType, // Texture source datatype
|
||||||
NULL); // Image data
|
NULL); // Image data
|
||||||
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
|
|
||||||
// Unbind texture object
|
// Unbind texture object
|
||||||
glBindTexture(GL_TEXTURE_2D, 0);
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||||||
|
|||||||
@@ -22,6 +22,9 @@ class Texture : public Asset {
|
|||||||
public:
|
public:
|
||||||
virtual ~Texture();
|
virtual ~Texture();
|
||||||
|
|
||||||
|
static void savePNG(std::string_view path, std::shared_ptr<Texture> texture);
|
||||||
|
static void saveScreenshotPNG(std::string_view path, uint32_t width, uint32_t height);
|
||||||
|
|
||||||
void init(uint32_t width, uint32_t height, uint8_t channels);
|
void init(uint32_t width, uint32_t height, uint8_t channels);
|
||||||
void init(uint32_t width, uint32_t height, uint32_t internalFormat, uint32_t dataFormat, uint32_t dataType);
|
void init(uint32_t width, uint32_t height, uint32_t internalFormat, uint32_t dataFormat, uint32_t dataType);
|
||||||
|
|
||||||
|
|||||||
@@ -22,6 +22,9 @@ void fromJson(const ruc::Json& json, CubemapComponent& value)
|
|||||||
if (json.exists("texture") && json.at("texture").type() == ruc::Json::Type::String) {
|
if (json.exists("texture") && json.at("texture").type() == ruc::Json::Type::String) {
|
||||||
value.texture = AssetManager::the().load<TextureCubemap>(json.at("texture").asString());
|
value.texture = AssetManager::the().load<TextureCubemap>(json.at("texture").asString());
|
||||||
}
|
}
|
||||||
|
if (json.exists("isLight")) {
|
||||||
|
json.at("isLight").getTo(value.isLight);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace Inferno
|
} // namespace Inferno
|
||||||
|
|||||||
@@ -18,6 +18,7 @@ namespace Inferno {
|
|||||||
struct CubemapComponent {
|
struct CubemapComponent {
|
||||||
glm::vec4 color { 1.0f };
|
glm::vec4 color { 1.0f };
|
||||||
std::shared_ptr<Texture> texture;
|
std::shared_ptr<Texture> texture;
|
||||||
|
bool isLight { false };
|
||||||
};
|
};
|
||||||
|
|
||||||
void fromJson(const ruc::Json& json, CubemapComponent& value);
|
void fromJson(const ruc::Json& json, CubemapComponent& value);
|
||||||
|
|||||||
@@ -8,6 +8,7 @@
|
|||||||
#include "inferno/asset/asset-manager.h"
|
#include "inferno/asset/asset-manager.h"
|
||||||
#include "inferno/asset/model.h"
|
#include "inferno/asset/model.h"
|
||||||
#include "inferno/asset/texture.h"
|
#include "inferno/asset/texture.h"
|
||||||
|
#include "inferno/component/spritecomponent.h" // TODO: Move glm::x toJson/fromJson to separate file
|
||||||
|
|
||||||
namespace Inferno {
|
namespace Inferno {
|
||||||
|
|
||||||
@@ -15,6 +16,9 @@ void fromJson(const ruc::Json& json, ModelComponent& value)
|
|||||||
{
|
{
|
||||||
VERIFY(json.type() == ruc::Json::Type::Object);
|
VERIFY(json.type() == ruc::Json::Type::Object);
|
||||||
|
|
||||||
|
if (json.exists("color")) {
|
||||||
|
json.at("color").getTo(value.color);
|
||||||
|
}
|
||||||
if (json.exists("model") && json.at("model").type() == ruc::Json::Type::String) {
|
if (json.exists("model") && json.at("model").type() == ruc::Json::Type::String) {
|
||||||
value.model = AssetManager::the().load<Model>(json.at("model").asString());
|
value.model = AssetManager::the().load<Model>(json.at("model").asString());
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -16,6 +16,7 @@
|
|||||||
namespace Inferno {
|
namespace Inferno {
|
||||||
|
|
||||||
struct ModelComponent {
|
struct ModelComponent {
|
||||||
|
glm::vec4 color { 1.0f };
|
||||||
std::shared_ptr<Model> model;
|
std::shared_ptr<Model> model;
|
||||||
std::shared_ptr<Texture2D> texture;
|
std::shared_ptr<Texture2D> texture;
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -14,24 +14,27 @@ namespace Inferno {
|
|||||||
|
|
||||||
class KeyEvent : public Event {
|
class KeyEvent : public Event {
|
||||||
public:
|
public:
|
||||||
inline int getKey() const { return m_key; }
|
int getKey() const { return m_key; }
|
||||||
|
int getMods() const { return m_mods; }
|
||||||
|
|
||||||
EVENT_CLASS_CATEGORY(InputEventCategory | KeyEventCategory)
|
EVENT_CLASS_CATEGORY(InputEventCategory | KeyEventCategory)
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
KeyEvent(int key)
|
KeyEvent(int key, int mods)
|
||||||
: m_key(key)
|
: m_key(key)
|
||||||
|
, m_mods(mods)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
int m_key;
|
int m_key { 0 };
|
||||||
|
int m_mods { 0 };
|
||||||
};
|
};
|
||||||
|
|
||||||
class KeyPressEvent : public KeyEvent {
|
class KeyPressEvent final : public KeyEvent {
|
||||||
public:
|
public:
|
||||||
KeyPressEvent(int key)
|
KeyPressEvent(int key, int mods)
|
||||||
: KeyEvent(key)
|
: KeyEvent(key, mods)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -45,10 +48,10 @@ public:
|
|||||||
EVENT_CLASS_TYPE(KeyPress)
|
EVENT_CLASS_TYPE(KeyPress)
|
||||||
};
|
};
|
||||||
|
|
||||||
class KeyReleaseEvent : public KeyEvent {
|
class KeyReleaseEvent final : public KeyEvent {
|
||||||
public:
|
public:
|
||||||
KeyReleaseEvent(int key)
|
KeyReleaseEvent(int key, int mods)
|
||||||
: KeyEvent(key)
|
: KeyEvent(key, mods)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -59,13 +62,13 @@ public:
|
|||||||
return ss.str();
|
return ss.str();
|
||||||
}
|
}
|
||||||
|
|
||||||
EVENT_CLASS_TYPE(KeyPress)
|
EVENT_CLASS_TYPE(KeyRelease)
|
||||||
};
|
};
|
||||||
|
|
||||||
class KeyRepeatEvent : public KeyEvent {
|
class KeyRepeatEvent final : public KeyEvent {
|
||||||
public:
|
public:
|
||||||
KeyRepeatEvent(int key)
|
KeyRepeatEvent(int key, int mods)
|
||||||
: KeyEvent(key)
|
: KeyEvent(key, mods)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -76,7 +79,7 @@ public:
|
|||||||
return ss.str();
|
return ss.str();
|
||||||
}
|
}
|
||||||
|
|
||||||
EVENT_CLASS_TYPE(KeyPress)
|
EVENT_CLASS_TYPE(KeyRepeat)
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace Inferno
|
} // namespace Inferno
|
||||||
|
|||||||
@@ -139,14 +139,33 @@ static std::unordered_map<std::string_view, int> keys({
|
|||||||
{ MAP_KEY(GLFW_KEY_MENU) },
|
{ MAP_KEY(GLFW_KEY_MENU) },
|
||||||
});
|
});
|
||||||
|
|
||||||
|
static std::unordered_map<std::string_view, int> modifiers({
|
||||||
|
{ MAP_KEY(GLFW_MOD_SHIFT) },
|
||||||
|
{ MAP_KEY(GLFW_MOD_CONTROL) },
|
||||||
|
{ MAP_KEY(GLFW_MOD_ALT) },
|
||||||
|
{ MAP_KEY(GLFW_MOD_SUPER) },
|
||||||
|
{ MAP_KEY(GLFW_MOD_CAPS_LOCK) }, // State, not really a modifier
|
||||||
|
{ MAP_KEY(GLFW_MOD_NUM_LOCK) }, // State, not really a modifier
|
||||||
|
});
|
||||||
|
|
||||||
// -----------------------------------------
|
// -----------------------------------------
|
||||||
|
|
||||||
|
// Example usage:
|
||||||
|
// event.getKey() == keyCode("GLFW_KEY_ESCAPE")
|
||||||
int keyCode(std::string_view name)
|
int keyCode(std::string_view name)
|
||||||
{
|
{
|
||||||
VERIFY(keys.find(name) != keys.end(), "could not find key code: {}", name);
|
VERIFY(keys.find(name) != keys.end(), "could not find key code: {}", name);
|
||||||
return keys.at(name);
|
return keys.at(name);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Example usage:
|
||||||
|
// event.getMods() & keyMod("GLFW_MOD_SHIFT")
|
||||||
|
int keyMod(std::string_view name)
|
||||||
|
{
|
||||||
|
VERIFY(modifiers.find(name) != modifiers.end(), "could not find key modifier: {}", name);
|
||||||
|
return modifiers.at(name);
|
||||||
|
}
|
||||||
|
|
||||||
std::string_view keyName(int key)
|
std::string_view keyName(int key)
|
||||||
{
|
{
|
||||||
auto it = std::find_if(keys.begin(), keys.end(), [key](const auto& keybind) {
|
auto it = std::find_if(keys.begin(), keys.end(), [key](const auto& keybind) {
|
||||||
|
|||||||
@@ -13,6 +13,8 @@
|
|||||||
namespace Inferno {
|
namespace Inferno {
|
||||||
|
|
||||||
int keyCode(std::string_view name);
|
int keyCode(std::string_view name);
|
||||||
std::string_view keyName(int);
|
int keyMod(std::string_view name);
|
||||||
|
|
||||||
|
std::string_view keyName(int key);
|
||||||
|
|
||||||
} // namespace Inferno
|
} // namespace Inferno
|
||||||
|
|||||||
@@ -4,6 +4,12 @@
|
|||||||
* SPDX-License-Identifier: MIT
|
* SPDX-License-Identifier: MIT
|
||||||
*/
|
*/
|
||||||
|
|
||||||
|
#include <cstddef> // size_t
|
||||||
|
#include <cstdint> // int32_t, uint8_t, uint32_t
|
||||||
|
#include <memory> // std::shared_ptr
|
||||||
|
#include <string>
|
||||||
|
#include <utility> // std::pair
|
||||||
|
|
||||||
#include "glad/glad.h"
|
#include "glad/glad.h"
|
||||||
#include "ruc/meta/assert.h"
|
#include "ruc/meta/assert.h"
|
||||||
|
|
||||||
@@ -61,10 +67,10 @@ uint32_t BufferElement::getTypeSize(const BufferElementType type)
|
|||||||
case BufferElementType::Vec3:
|
case BufferElementType::Vec3:
|
||||||
case BufferElementType::Vec4:
|
case BufferElementType::Vec4:
|
||||||
return sizeof(float) * getTypeCount(type);
|
return sizeof(float) * getTypeCount(type);
|
||||||
case BufferElementType::VecDouble:
|
case BufferElementType::Double:
|
||||||
case BufferElementType::VecDouble2:
|
case BufferElementType::Vec2Double:
|
||||||
case BufferElementType::VecDouble3:
|
case BufferElementType::Vec3Double:
|
||||||
case BufferElementType::VecDouble4:
|
case BufferElementType::Vec4Double:
|
||||||
return sizeof(double) * getTypeCount(type);
|
return sizeof(double) * getTypeCount(type);
|
||||||
case BufferElementType::Mat2:
|
case BufferElementType::Mat2:
|
||||||
case BufferElementType::Mat3:
|
case BufferElementType::Mat3:
|
||||||
@@ -89,25 +95,25 @@ uint32_t BufferElement::getTypeCount(const BufferElementType type)
|
|||||||
case BufferElementType::Int:
|
case BufferElementType::Int:
|
||||||
case BufferElementType::Uint:
|
case BufferElementType::Uint:
|
||||||
case BufferElementType::Float:
|
case BufferElementType::Float:
|
||||||
case BufferElementType::VecDouble:
|
case BufferElementType::Double:
|
||||||
return 1;
|
return 1;
|
||||||
case BufferElementType::Bool2:
|
case BufferElementType::Bool2:
|
||||||
case BufferElementType::Int2:
|
case BufferElementType::Int2:
|
||||||
case BufferElementType::Uint2:
|
case BufferElementType::Uint2:
|
||||||
case BufferElementType::Vec2:
|
case BufferElementType::Vec2:
|
||||||
case BufferElementType::VecDouble2:
|
case BufferElementType::Vec2Double:
|
||||||
return 2;
|
return 2;
|
||||||
case BufferElementType::Bool3:
|
case BufferElementType::Bool3:
|
||||||
case BufferElementType::Int3:
|
case BufferElementType::Int3:
|
||||||
case BufferElementType::Uint3:
|
case BufferElementType::Uint3:
|
||||||
case BufferElementType::Vec3:
|
case BufferElementType::Vec3:
|
||||||
case BufferElementType::VecDouble3:
|
case BufferElementType::Vec3Double:
|
||||||
return 3;
|
return 3;
|
||||||
case BufferElementType::Bool4:
|
case BufferElementType::Bool4:
|
||||||
case BufferElementType::Int4:
|
case BufferElementType::Int4:
|
||||||
case BufferElementType::Uint4:
|
case BufferElementType::Uint4:
|
||||||
case BufferElementType::Vec4:
|
case BufferElementType::Vec4:
|
||||||
case BufferElementType::VecDouble4:
|
case BufferElementType::Vec4Double:
|
||||||
return 4;
|
return 4;
|
||||||
case BufferElementType::Mat2:
|
case BufferElementType::Mat2:
|
||||||
return 2 * 2;
|
return 2 * 2;
|
||||||
@@ -152,10 +158,10 @@ uint32_t BufferElement::getTypeGL(const BufferElementType type)
|
|||||||
case BufferElementType::Vec3:
|
case BufferElementType::Vec3:
|
||||||
case BufferElementType::Vec4:
|
case BufferElementType::Vec4:
|
||||||
return GL_FLOAT;
|
return GL_FLOAT;
|
||||||
case BufferElementType::VecDouble:
|
case BufferElementType::Double:
|
||||||
case BufferElementType::VecDouble2:
|
case BufferElementType::Vec2Double:
|
||||||
case BufferElementType::VecDouble3:
|
case BufferElementType::Vec3Double:
|
||||||
case BufferElementType::VecDouble4:
|
case BufferElementType::Vec4Double:
|
||||||
return GL_DOUBLE;
|
return GL_DOUBLE;
|
||||||
case BufferElementType::Mat2:
|
case BufferElementType::Mat2:
|
||||||
case BufferElementType::Mat3:
|
case BufferElementType::Mat3:
|
||||||
@@ -184,7 +190,7 @@ void BufferLayout::calculateOffsetsAndStride()
|
|||||||
m_stride = 0;
|
m_stride = 0;
|
||||||
for (auto& element : m_elements) {
|
for (auto& element : m_elements) {
|
||||||
element.setOffset(m_stride);
|
element.setOffset(m_stride);
|
||||||
m_stride += element.getSize();
|
m_stride += element.size();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -202,7 +208,7 @@ VertexBuffer::VertexBuffer(size_t size, float* vertices)
|
|||||||
bind();
|
bind();
|
||||||
|
|
||||||
// Upload data to the GPU
|
// Upload data to the GPU
|
||||||
glBufferData(GL_ARRAY_BUFFER, size, vertices, GL_STATIC_DRAW);
|
glBufferData(GL_ARRAY_BUFFER, size, vertices, GL_DYNAMIC_DRAW);
|
||||||
|
|
||||||
unbind();
|
unbind();
|
||||||
}
|
}
|
||||||
@@ -242,7 +248,7 @@ IndexBuffer::IndexBuffer(uint32_t* indices, size_t size)
|
|||||||
bind();
|
bind();
|
||||||
|
|
||||||
// Upload data to the GPU
|
// Upload data to the GPU
|
||||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, indices, GL_STATIC_DRAW);
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, indices, GL_DYNAMIC_DRAW);
|
||||||
|
|
||||||
unbind();
|
unbind();
|
||||||
}
|
}
|
||||||
@@ -297,8 +303,8 @@ void VertexArray::unbind() const
|
|||||||
|
|
||||||
void VertexArray::addVertexBuffer(std::shared_ptr<VertexBuffer> vertexBuffer)
|
void VertexArray::addVertexBuffer(std::shared_ptr<VertexBuffer> vertexBuffer)
|
||||||
{
|
{
|
||||||
const auto& layout = vertexBuffer->getLayout();
|
const auto& layout = vertexBuffer->layout();
|
||||||
VERIFY(layout.getElements().size(), "VertexBuffer has no layout");
|
VERIFY(layout.elements().size(), "VertexBuffer has no layout");
|
||||||
|
|
||||||
bind();
|
bind();
|
||||||
vertexBuffer->bind();
|
vertexBuffer->bind();
|
||||||
@@ -306,13 +312,63 @@ void VertexArray::addVertexBuffer(std::shared_ptr<VertexBuffer> vertexBuffer)
|
|||||||
uint32_t index = 0;
|
uint32_t index = 0;
|
||||||
for (const auto& element : layout) {
|
for (const auto& element : layout) {
|
||||||
glEnableVertexAttribArray(index);
|
glEnableVertexAttribArray(index);
|
||||||
|
switch (element.type()) {
|
||||||
|
case BufferElementType::None:
|
||||||
|
break;
|
||||||
|
case BufferElementType::Int:
|
||||||
|
case BufferElementType::Int2:
|
||||||
|
case BufferElementType::Int3:
|
||||||
|
case BufferElementType::Int4:
|
||||||
|
case BufferElementType::Uint:
|
||||||
|
case BufferElementType::Uint2:
|
||||||
|
case BufferElementType::Uint3:
|
||||||
|
case BufferElementType::Uint4: {
|
||||||
|
glVertexAttribIPointer(
|
||||||
|
index,
|
||||||
|
element.getTypeCount(),
|
||||||
|
element.getTypeGL(),
|
||||||
|
layout.stride(),
|
||||||
|
reinterpret_cast<const void*>(element.offset()));
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case BufferElementType::Bool:
|
||||||
|
case BufferElementType::Bool2:
|
||||||
|
case BufferElementType::Bool3:
|
||||||
|
case BufferElementType::Bool4:
|
||||||
|
case BufferElementType::Float:
|
||||||
|
case BufferElementType::Vec2:
|
||||||
|
case BufferElementType::Vec3:
|
||||||
|
case BufferElementType::Vec4:
|
||||||
|
case BufferElementType::Mat2:
|
||||||
|
case BufferElementType::Mat3:
|
||||||
|
case BufferElementType::Mat4: {
|
||||||
glVertexAttribPointer(
|
glVertexAttribPointer(
|
||||||
index,
|
index,
|
||||||
element.getTypeCount(),
|
element.getTypeCount(),
|
||||||
element.getTypeGL(),
|
element.getTypeGL(),
|
||||||
element.getNormalized() ? GL_TRUE : GL_FALSE,
|
element.normalized() ? GL_TRUE : GL_FALSE,
|
||||||
layout.getStride(),
|
layout.stride(),
|
||||||
reinterpret_cast<const void*>(element.getOffset()));
|
reinterpret_cast<const void*>(element.offset()));
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case BufferElementType::Double:
|
||||||
|
case BufferElementType::Vec2Double:
|
||||||
|
case BufferElementType::Vec3Double:
|
||||||
|
case BufferElementType::Vec4Double:
|
||||||
|
case BufferElementType::MatDouble2:
|
||||||
|
case BufferElementType::MatDouble3:
|
||||||
|
case BufferElementType::MatDouble4: {
|
||||||
|
glVertexAttribLPointer(
|
||||||
|
index,
|
||||||
|
element.getTypeCount(),
|
||||||
|
element.getTypeGL(),
|
||||||
|
layout.stride(),
|
||||||
|
reinterpret_cast<const void*>(element.offset()));
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
default:
|
||||||
|
VERIFY_NOT_REACHED();
|
||||||
|
};
|
||||||
|
|
||||||
index++;
|
index++;
|
||||||
}
|
}
|
||||||
|
|||||||
+15
-15
@@ -7,10 +7,10 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <cstddef> // size_t
|
#include <cstddef> // size_t
|
||||||
#include <cstdint> // int32_t, uint32_t
|
#include <cstdint> // int32_t, uint8_t, uint32_t
|
||||||
#include <memory> // std::shared_ptr
|
#include <memory> // std::shared_ptr
|
||||||
#include <string> // std::string
|
#include <string>
|
||||||
#include <vector> // std::vector
|
#include <vector>
|
||||||
|
|
||||||
namespace Inferno {
|
namespace Inferno {
|
||||||
|
|
||||||
@@ -22,7 +22,7 @@ enum class BufferElementType {
|
|||||||
Int, Int2, Int3, Int4, // ivec
|
Int, Int2, Int3, Int4, // ivec
|
||||||
Uint, Uint2, Uint3, Uint4, // uvec
|
Uint, Uint2, Uint3, Uint4, // uvec
|
||||||
Float, Vec2, Vec3, Vec4, // vec
|
Float, Vec2, Vec3, Vec4, // vec
|
||||||
VecDouble, VecDouble2, VecDouble3, VecDouble4, // dvec
|
Double, Vec2Double, Vec3Double, Vec4Double, // dvec
|
||||||
Mat2, Mat3, Mat4, // mat
|
Mat2, Mat3, Mat4, // mat
|
||||||
MatDouble2, MatDouble3, MatDouble4, // dmat
|
MatDouble2, MatDouble3, MatDouble4, // dmat
|
||||||
};
|
};
|
||||||
@@ -43,11 +43,11 @@ public:
|
|||||||
static uint32_t getTypeCount(const BufferElementType type);
|
static uint32_t getTypeCount(const BufferElementType type);
|
||||||
static uint32_t getTypeGL(const BufferElementType type);
|
static uint32_t getTypeGL(const BufferElementType type);
|
||||||
|
|
||||||
BufferElementType getType() const { return m_type; }
|
BufferElementType type() const { return m_type; }
|
||||||
std::string getName() const { return m_name; }
|
std::string name() const { return m_name; }
|
||||||
uint32_t getSize() const { return m_size; }
|
uint32_t size() const { return m_size; }
|
||||||
uint32_t getOffset() const { return m_offset; }
|
uint32_t offset() const { return m_offset; }
|
||||||
bool getNormalized() const { return m_normalized; }
|
bool normalized() const { return m_normalized; }
|
||||||
|
|
||||||
void setType(const BufferElementType& type) { m_type = type; }
|
void setType(const BufferElementType& type) { m_type = type; }
|
||||||
void setName(const std::string& name) { m_name = name; }
|
void setName(const std::string& name) { m_name = name; }
|
||||||
@@ -72,8 +72,8 @@ public:
|
|||||||
BufferLayout(const std::initializer_list<BufferElement>& elements);
|
BufferLayout(const std::initializer_list<BufferElement>& elements);
|
||||||
~BufferLayout() = default;
|
~BufferLayout() = default;
|
||||||
|
|
||||||
const std::vector<BufferElement>& getElements() const { return m_elements; }
|
const std::vector<BufferElement>& elements() const { return m_elements; }
|
||||||
uint32_t getStride() const { return m_stride; }
|
uint32_t stride() const { return m_stride; }
|
||||||
|
|
||||||
// Iterators
|
// Iterators
|
||||||
std::vector<BufferElement>::iterator begin() { return m_elements.begin(); }
|
std::vector<BufferElement>::iterator begin() { return m_elements.begin(); }
|
||||||
@@ -103,9 +103,9 @@ public:
|
|||||||
|
|
||||||
void uploadData(const void* data, uint32_t size);
|
void uploadData(const void* data, uint32_t size);
|
||||||
|
|
||||||
const BufferLayout& getLayout() const { return m_layout; }
|
const BufferLayout& layout() const { return m_layout; }
|
||||||
|
|
||||||
inline void setLayout(const BufferLayout& layout) { m_layout = layout; }
|
void setLayout(const BufferLayout& layout) { m_layout = layout; }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
uint32_t m_id { 0 };
|
uint32_t m_id { 0 };
|
||||||
@@ -125,7 +125,7 @@ public:
|
|||||||
|
|
||||||
void uploadData(const void* data, uint32_t size);
|
void uploadData(const void* data, uint32_t size);
|
||||||
|
|
||||||
uint32_t getCount() const { return m_count; }
|
uint32_t count() const { return m_count; }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
uint32_t m_id { 0 };
|
uint32_t m_id { 0 };
|
||||||
@@ -147,7 +147,7 @@ public:
|
|||||||
void setIndexBuffer(std::shared_ptr<IndexBuffer> indexBuffer);
|
void setIndexBuffer(std::shared_ptr<IndexBuffer> indexBuffer);
|
||||||
|
|
||||||
std::shared_ptr<VertexBuffer> at(size_t i) const { return m_vertexBuffers.at(i); }
|
std::shared_ptr<VertexBuffer> at(size_t i) const { return m_vertexBuffers.at(i); }
|
||||||
std::shared_ptr<IndexBuffer> getIndexBuffer() const { return m_indexBuffer; }
|
std::shared_ptr<IndexBuffer> indexBuffer() const { return m_indexBuffer; }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
uint32_t m_id { 0 };
|
uint32_t m_id { 0 };
|
||||||
|
|||||||
@@ -36,6 +36,14 @@ Framebuffer::~Framebuffer()
|
|||||||
glDeleteFramebuffers(1, &m_id);
|
glDeleteFramebuffers(1, &m_id);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Framebuffer::copyBuffer(std::shared_ptr<Framebuffer> from, std::shared_ptr<Framebuffer> to, uint32_t bits, uint32_t filter)
|
||||||
|
{
|
||||||
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, from->m_id);
|
||||||
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // write to default framebuffer
|
||||||
|
glBlitFramebuffer(0, 0, from->m_width, from->m_height, 0, 0, to->m_width, to->m_height, bits, filter);
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
}
|
||||||
|
|
||||||
// -----------------------------------------
|
// -----------------------------------------
|
||||||
|
|
||||||
void Framebuffer::bind() const
|
void Framebuffer::bind() const
|
||||||
@@ -86,22 +94,47 @@ void Framebuffer::createTextures()
|
|||||||
bind();
|
bind();
|
||||||
|
|
||||||
auto it = m_attachments.begin();
|
auto it = m_attachments.begin();
|
||||||
uint8_t color_attachment = 0;
|
m_colorAttachmentCount = 0;
|
||||||
|
|
||||||
size_t size = m_attachments.size();
|
size_t size = m_attachments.size();
|
||||||
m_textures.resize(size);
|
m_textures.resize(size);
|
||||||
for (size_t i = 0; i < size; ++i) {
|
for (size_t i = 0; i < size; ++i) {
|
||||||
TypeProperties type = *(it + i);
|
TypeProperties type = *(it + i);
|
||||||
|
|
||||||
if (type.type == Type::Color) {
|
if (type.type == Type::RGB8) {
|
||||||
// Set color attachment 0 out of 32
|
// Set color attachment 0 out of 32
|
||||||
m_textures[i] = (TextureFramebuffer::create(
|
m_textures[i] = TextureFramebuffer::create("", m_width, m_height, GL_RGB8, GL_RGB);
|
||||||
"", m_width, m_height, GL_RGB, GL_RGB));
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + m_colorAttachmentCount, GL_TEXTURE_2D, m_textures[i]->id(), 0);
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + color_attachment, GL_TEXTURE_2D, m_textures[i]->id(), 0);
|
m_colorAttachmentCount++;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (type.type == Type::RGBA8) { // Color
|
||||||
|
// Set color attachment 0 out of 32
|
||||||
|
m_textures[i] = TextureFramebuffer::create("", m_width, m_height, GL_RGBA8, GL_RGBA);
|
||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + m_colorAttachmentCount, GL_TEXTURE_2D, m_textures[i]->id(), 0);
|
||||||
|
m_colorAttachmentCount++;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (type.type == Type::RGBA16F) {
|
||||||
|
// Set color attachment 0 out of 32
|
||||||
|
m_textures[i] = TextureFramebuffer::create("", m_width, m_height, GL_RGBA16F, GL_RGBA, GL_FLOAT);
|
||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + m_colorAttachmentCount, GL_TEXTURE_2D, m_textures[i]->id(), 0);
|
||||||
|
m_colorAttachmentCount++;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (type.type == Type::RGBA32F) {
|
||||||
|
// Set color attachment 0 out of 32
|
||||||
|
m_textures[i] = TextureFramebuffer::create("", m_width, m_height, GL_RGBA32F, GL_RGBA, GL_FLOAT);
|
||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + m_colorAttachmentCount, GL_TEXTURE_2D, m_textures[i]->id(), 0);
|
||||||
|
m_colorAttachmentCount++;
|
||||||
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
// This combined texture is required for older GPUs
|
// This combined texture is required for older GPUs
|
||||||
if (type.type == Type::Depth24Stencil8) {
|
if (type.type == Type::Depth24Stencil8) { // Depth
|
||||||
m_textures[i] = (TextureFramebuffer::create(
|
m_textures[i] = (TextureFramebuffer::create(
|
||||||
"", m_width, m_height, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8));
|
"", m_width, m_height, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8));
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_textures[i]->id(), 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_textures[i]->id(), 0);
|
||||||
@@ -117,7 +150,7 @@ void Framebuffer::createTextures()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
VERIFY(color_attachment <= 32, "maximum color attachments was exceeded: {}/32", color_attachment);
|
VERIFY(m_colorAttachmentCount <= 32, "maximum color attachments was exceeded: {}/32", m_colorAttachmentCount);
|
||||||
check();
|
check();
|
||||||
|
|
||||||
unbind();
|
unbind();
|
||||||
|
|||||||
@@ -24,11 +24,14 @@ public:
|
|||||||
None = 0,
|
None = 0,
|
||||||
|
|
||||||
// Color
|
// Color
|
||||||
RGBA8 = 1,
|
RGB8 = 1,
|
||||||
|
RGBA8 = 2,
|
||||||
|
RGBA16F = 3,
|
||||||
|
RGBA32F = 4,
|
||||||
|
|
||||||
// Depth/stencil
|
// Depth/stencil
|
||||||
Depth32F = 2,
|
Depth24Stencil8 = 5,
|
||||||
Depth24Stencil8 = 3,
|
Depth32F = 6,
|
||||||
|
|
||||||
// Defaults
|
// Defaults
|
||||||
Color = RGBA8,
|
Color = RGBA8,
|
||||||
@@ -59,12 +62,14 @@ public:
|
|||||||
|
|
||||||
// Factory function
|
// Factory function
|
||||||
static std::shared_ptr<Framebuffer> create(const Properties& properties);
|
static std::shared_ptr<Framebuffer> create(const Properties& properties);
|
||||||
|
static void copyBuffer(std::shared_ptr<Framebuffer> from, std::shared_ptr<Framebuffer> to, uint32_t bits, uint32_t filter);
|
||||||
|
|
||||||
void bind() const;
|
void bind() const;
|
||||||
void unbind() const;
|
void unbind() const;
|
||||||
bool check() const;
|
bool check() const;
|
||||||
void resize(uint32_t width, uint32_t height);
|
void resize(uint32_t width, uint32_t height);
|
||||||
|
|
||||||
|
uint8_t colorAttachmentCount() const { return m_colorAttachmentCount; }
|
||||||
uint32_t id() const { return m_id; }
|
uint32_t id() const { return m_id; }
|
||||||
uint32_t width() const { return m_width; }
|
uint32_t width() const { return m_width; }
|
||||||
uint32_t height() const { return m_height; }
|
uint32_t height() const { return m_height; }
|
||||||
@@ -87,6 +92,7 @@ private:
|
|||||||
|
|
||||||
private:
|
private:
|
||||||
bool m_renderToScreen { false };
|
bool m_renderToScreen { false };
|
||||||
|
uint8_t m_colorAttachmentCount { 1 };
|
||||||
uint32_t m_id { 0 };
|
uint32_t m_id { 0 };
|
||||||
uint32_t m_width { 0 };
|
uint32_t m_width { 0 };
|
||||||
uint32_t m_height { 0 };
|
uint32_t m_height { 0 };
|
||||||
|
|||||||
@@ -4,10 +4,12 @@
|
|||||||
* SPDX-License-Identifier: MIT
|
* SPDX-License-Identifier: MIT
|
||||||
*/
|
*/
|
||||||
|
|
||||||
|
#include <cstdint> // int32_t, uint32_t
|
||||||
#include <memory> // std::shared_ptr
|
#include <memory> // std::shared_ptr
|
||||||
|
|
||||||
#include "glad/glad.h"
|
#include "glad/glad.h"
|
||||||
#include "ruc/format/log.h"
|
#include "ruc/format/log.h"
|
||||||
|
#include "ruc/meta/assert.h"
|
||||||
|
|
||||||
#include "inferno/render/buffer.h"
|
#include "inferno/render/buffer.h"
|
||||||
#include "inferno/render/render-command.h"
|
#include "inferno/render/render-command.h"
|
||||||
@@ -42,7 +44,7 @@ void RenderCommand::clearColor(const glm::vec4& color)
|
|||||||
|
|
||||||
void RenderCommand::drawIndexed(std::shared_ptr<VertexArray> vertexArray, uint32_t indexCount)
|
void RenderCommand::drawIndexed(std::shared_ptr<VertexArray> vertexArray, uint32_t indexCount)
|
||||||
{
|
{
|
||||||
uint32_t count = indexCount ? indexCount : vertexArray->getIndexBuffer()->getCount();
|
uint32_t count = indexCount ? indexCount : vertexArray->indexBuffer()->count();
|
||||||
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, nullptr);
|
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, nullptr);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -57,6 +59,26 @@ void RenderCommand::setDepthTest(bool enabled)
|
|||||||
enabled ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
|
enabled ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void RenderCommand::setColorAttachmentCount(uint32_t count)
|
||||||
|
{
|
||||||
|
static constexpr uint32_t colorAttachments[] = {
|
||||||
|
GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2,
|
||||||
|
GL_COLOR_ATTACHMENT3, GL_COLOR_ATTACHMENT4, GL_COLOR_ATTACHMENT5,
|
||||||
|
GL_COLOR_ATTACHMENT6, GL_COLOR_ATTACHMENT7, GL_COLOR_ATTACHMENT8,
|
||||||
|
GL_COLOR_ATTACHMENT9, GL_COLOR_ATTACHMENT10, GL_COLOR_ATTACHMENT11,
|
||||||
|
GL_COLOR_ATTACHMENT12, GL_COLOR_ATTACHMENT13, GL_COLOR_ATTACHMENT14,
|
||||||
|
GL_COLOR_ATTACHMENT15, GL_COLOR_ATTACHMENT16, GL_COLOR_ATTACHMENT17,
|
||||||
|
GL_COLOR_ATTACHMENT18, GL_COLOR_ATTACHMENT19, GL_COLOR_ATTACHMENT20,
|
||||||
|
GL_COLOR_ATTACHMENT21, GL_COLOR_ATTACHMENT22, GL_COLOR_ATTACHMENT23,
|
||||||
|
GL_COLOR_ATTACHMENT24, GL_COLOR_ATTACHMENT25, GL_COLOR_ATTACHMENT26,
|
||||||
|
GL_COLOR_ATTACHMENT27, GL_COLOR_ATTACHMENT28, GL_COLOR_ATTACHMENT29,
|
||||||
|
GL_COLOR_ATTACHMENT30, GL_COLOR_ATTACHMENT31
|
||||||
|
};
|
||||||
|
static constexpr uint32_t maxCount = sizeof(colorAttachments) / sizeof(colorAttachments[0]);
|
||||||
|
VERIFY(count > 0 && count <= maxCount, "incorrect colorbuffer count: {}/{}", count, maxCount);
|
||||||
|
glDrawBuffers(static_cast<int32_t>(count), colorAttachments); // Multiple Render Targets (MRT)
|
||||||
|
}
|
||||||
|
|
||||||
bool RenderCommand::depthTest()
|
bool RenderCommand::depthTest()
|
||||||
{
|
{
|
||||||
unsigned char depthTest = GL_FALSE;
|
unsigned char depthTest = GL_FALSE;
|
||||||
|
|||||||
@@ -6,6 +6,7 @@
|
|||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#include <cstdint> // int32_t, uint32_t
|
||||||
#include <memory> // std::shadred_ptr
|
#include <memory> // std::shadred_ptr
|
||||||
|
|
||||||
#include "glm/ext/vector_float4.hpp" // glm::vec4
|
#include "glm/ext/vector_float4.hpp" // glm::vec4
|
||||||
@@ -25,6 +26,7 @@ public:
|
|||||||
|
|
||||||
static void setViewport(int32_t x, int32_t y, uint32_t width, uint32_t height);
|
static void setViewport(int32_t x, int32_t y, uint32_t width, uint32_t height);
|
||||||
static void setDepthTest(bool enabled);
|
static void setDepthTest(bool enabled);
|
||||||
|
static void setColorAttachmentCount(uint32_t count);
|
||||||
|
|
||||||
static bool depthTest();
|
static bool depthTest();
|
||||||
static int32_t textureUnitAmount();
|
static int32_t textureUnitAmount();
|
||||||
|
|||||||
@@ -8,6 +8,7 @@
|
|||||||
#include <span>
|
#include <span>
|
||||||
|
|
||||||
#include "glad/glad.h"
|
#include "glad/glad.h"
|
||||||
|
#include "glm/ext/vector_float4.hpp" // glm::vec4
|
||||||
#include "ruc/format/log.h"
|
#include "ruc/format/log.h"
|
||||||
|
|
||||||
#include "inferno/asset/asset-manager.h"
|
#include "inferno/asset/asset-manager.h"
|
||||||
@@ -170,6 +171,7 @@ void Renderer<T>::flush()
|
|||||||
// Render
|
// Render
|
||||||
bool depthTest = RenderCommand::depthTest();
|
bool depthTest = RenderCommand::depthTest();
|
||||||
RenderCommand::setDepthTest(m_enableDepthBuffer);
|
RenderCommand::setDepthTest(m_enableDepthBuffer);
|
||||||
|
RenderCommand::setColorAttachmentCount(m_colorAttachmentCount);
|
||||||
RenderCommand::drawIndexed(m_vertexArray, m_elementIndex);
|
RenderCommand::drawIndexed(m_vertexArray, m_elementIndex);
|
||||||
RenderCommand::setDepthTest(depthTest);
|
RenderCommand::setDepthTest(depthTest);
|
||||||
|
|
||||||
@@ -196,6 +198,11 @@ void Renderer<T>::nextBatch()
|
|||||||
// -----------------------------------------
|
// -----------------------------------------
|
||||||
|
|
||||||
Renderer2D::Renderer2D(s)
|
Renderer2D::Renderer2D(s)
|
||||||
|
{
|
||||||
|
Renderer2D::initialize();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Renderer2D::initialize()
|
||||||
{
|
{
|
||||||
Renderer::initialize();
|
Renderer::initialize();
|
||||||
|
|
||||||
@@ -215,26 +222,21 @@ Renderer2D::Renderer2D(s)
|
|||||||
// ---------------------------------
|
// ---------------------------------
|
||||||
// GPU
|
// GPU
|
||||||
|
|
||||||
|
m_enableDepthBuffer = false;
|
||||||
|
|
||||||
// Create vertex buffer
|
// Create vertex buffer
|
||||||
auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(QuadVertex) * maxVertices);
|
auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(QuadVertex) * maxVertices);
|
||||||
vertexBuffer->setLayout({
|
vertexBuffer->setLayout({
|
||||||
{ BufferElementType::Vec3, "a_position" },
|
{ BufferElementType::Vec3, "a_position" },
|
||||||
{ BufferElementType::Vec4, "a_color" },
|
{ BufferElementType::Vec4, "a_color" },
|
||||||
{ BufferElementType::Vec2, "a_textureCoordinates" },
|
{ BufferElementType::Vec2, "a_textureCoordinates" },
|
||||||
{ BufferElementType::Float, "a_textureIndex" },
|
{ BufferElementType::Uint, "a_textureIndex" },
|
||||||
});
|
});
|
||||||
m_vertexArray->addVertexBuffer(vertexBuffer);
|
m_vertexArray->addVertexBuffer(vertexBuffer);
|
||||||
|
|
||||||
ruc::info("Renderer2D initialized");
|
ruc::info("Renderer2D initialized");
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer2D::beginScene(glm::mat4 cameraProjection, glm::mat4 cameraView)
|
|
||||||
{
|
|
||||||
m_shader->bind();
|
|
||||||
m_shader->setFloat("u_projectionView", cameraProjection * cameraView);
|
|
||||||
m_shader->unbind();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer2D::drawQuad(const TransformComponent& transform, glm::vec4 color)
|
void Renderer2D::drawQuad(const TransformComponent& transform, glm::vec4 color)
|
||||||
{
|
{
|
||||||
drawQuad(transform, color, nullptr);
|
drawQuad(transform, color, nullptr);
|
||||||
@@ -271,7 +273,7 @@ void Renderer2D::drawQuad(const TransformComponent& transform, glm::mat4 color,
|
|||||||
m_vertexBufferPtr->position = transform.transform * m_vertexPositions[i];
|
m_vertexBufferPtr->position = transform.transform * m_vertexPositions[i];
|
||||||
m_vertexBufferPtr->color = color[i];
|
m_vertexBufferPtr->color = color[i];
|
||||||
m_vertexBufferPtr->textureCoordinates = textureCoordinates[i];
|
m_vertexBufferPtr->textureCoordinates = textureCoordinates[i];
|
||||||
m_vertexBufferPtr->textureIndex = static_cast<float>(textureUnitIndex);
|
m_vertexBufferPtr->textureIndex = textureUnitIndex;
|
||||||
m_vertexBufferPtr++;
|
m_vertexBufferPtr++;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -281,12 +283,17 @@ void Renderer2D::drawQuad(const TransformComponent& transform, glm::mat4 color,
|
|||||||
|
|
||||||
void Renderer2D::loadShader()
|
void Renderer2D::loadShader()
|
||||||
{
|
{
|
||||||
m_shader = AssetManager::the().load<Shader>("assets/glsl/batch-quad");
|
m_shader = AssetManager::the().load<Shader>("assets/glsl/post-process");
|
||||||
}
|
}
|
||||||
|
|
||||||
// -----------------------------------------
|
// -----------------------------------------
|
||||||
|
|
||||||
RendererCubemap::RendererCubemap(s)
|
RendererCubemap::RendererCubemap(s)
|
||||||
|
{
|
||||||
|
RendererCubemap::initialize();
|
||||||
|
}
|
||||||
|
|
||||||
|
void RendererCubemap::initialize()
|
||||||
{
|
{
|
||||||
Renderer::initialize();
|
Renderer::initialize();
|
||||||
|
|
||||||
@@ -345,7 +352,7 @@ RendererCubemap::RendererCubemap(s)
|
|||||||
vertexBuffer->setLayout({
|
vertexBuffer->setLayout({
|
||||||
{ BufferElementType::Vec3, "a_position" },
|
{ BufferElementType::Vec3, "a_position" },
|
||||||
{ BufferElementType::Vec4, "a_color" },
|
{ BufferElementType::Vec4, "a_color" },
|
||||||
{ BufferElementType::Float, "a_textureIndex" },
|
{ BufferElementType::Uint, "a_textureIndex" },
|
||||||
});
|
});
|
||||||
m_vertexArray->addVertexBuffer(vertexBuffer);
|
m_vertexArray->addVertexBuffer(vertexBuffer);
|
||||||
|
|
||||||
@@ -360,10 +367,10 @@ void RendererCubemap::beginScene(glm::mat4 cameraProjection, glm::mat4 cameraVie
|
|||||||
// x x x 0
|
// x x x 0
|
||||||
// x x x 0
|
// x x x 0
|
||||||
// 0 0 0 1
|
// 0 0 0 1
|
||||||
cameraView = glm::mat4(glm::mat3(cameraView));
|
// cameraView = glm::mat4(glm::mat3(cameraView));
|
||||||
|
|
||||||
m_shader->bind();
|
m_shader->bind();
|
||||||
m_shader->setFloat("u_projectionView", cameraProjection * cameraView);
|
m_shader->setFloat("u_projectionView2", cameraProjection * cameraView);
|
||||||
m_shader->unbind();
|
m_shader->unbind();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -386,7 +393,7 @@ void RendererCubemap::drawCubemap(const TransformComponent& transform, glm::mat4
|
|||||||
for (uint32_t i = 0; i < vertexPerQuad * quadPerCube; i++) {
|
for (uint32_t i = 0; i < vertexPerQuad * quadPerCube; i++) {
|
||||||
m_vertexBufferPtr->position = transform.transform * m_vertexPositions[i];
|
m_vertexBufferPtr->position = transform.transform * m_vertexPositions[i];
|
||||||
m_vertexBufferPtr->color = color[i % 4];
|
m_vertexBufferPtr->color = color[i % 4];
|
||||||
m_vertexBufferPtr->textureIndex = static_cast<float>(textureUnitIndex);
|
m_vertexBufferPtr->textureIndex = textureUnitIndex;
|
||||||
m_vertexBufferPtr++;
|
m_vertexBufferPtr++;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -423,7 +430,7 @@ RendererFont::RendererFont(s)
|
|||||||
{ BufferElementType::Vec3, "a_position" },
|
{ BufferElementType::Vec3, "a_position" },
|
||||||
{ BufferElementType::Vec4, "a_color" },
|
{ BufferElementType::Vec4, "a_color" },
|
||||||
{ BufferElementType::Vec2, "a_textureCoordinates" },
|
{ BufferElementType::Vec2, "a_textureCoordinates" },
|
||||||
{ BufferElementType::Float, "a_textureIndex" },
|
{ BufferElementType::Uint, "a_textureIndex" },
|
||||||
{ BufferElementType::Float, "a_width" },
|
{ BufferElementType::Float, "a_width" },
|
||||||
{ BufferElementType::Float, "a_edge" },
|
{ BufferElementType::Float, "a_edge" },
|
||||||
{ BufferElementType::Float, "a_borderWidth" },
|
{ BufferElementType::Float, "a_borderWidth" },
|
||||||
@@ -450,7 +457,7 @@ void RendererFont::drawSymbol(std::array<SymbolVertex, vertexPerQuad>& symbolQua
|
|||||||
m_vertexBufferPtr->quad.position = symbolQuad[i].quad.position;
|
m_vertexBufferPtr->quad.position = symbolQuad[i].quad.position;
|
||||||
m_vertexBufferPtr->quad.color = symbolQuad[i].quad.color;
|
m_vertexBufferPtr->quad.color = symbolQuad[i].quad.color;
|
||||||
m_vertexBufferPtr->quad.textureCoordinates = symbolQuad[i].quad.textureCoordinates;
|
m_vertexBufferPtr->quad.textureCoordinates = symbolQuad[i].quad.textureCoordinates;
|
||||||
m_vertexBufferPtr->quad.textureIndex = static_cast<float>(textureUnitIndex);
|
m_vertexBufferPtr->quad.textureIndex = textureUnitIndex;
|
||||||
|
|
||||||
m_vertexBufferPtr->width = symbolQuad[i].width;
|
m_vertexBufferPtr->width = symbolQuad[i].width;
|
||||||
m_vertexBufferPtr->edge = symbolQuad[i].edge;
|
m_vertexBufferPtr->edge = symbolQuad[i].edge;
|
||||||
@@ -488,26 +495,28 @@ Renderer3D::Renderer3D(s)
|
|||||||
// GPU
|
// GPU
|
||||||
|
|
||||||
m_enableDepthBuffer = true;
|
m_enableDepthBuffer = true;
|
||||||
|
m_colorAttachmentCount = 3;
|
||||||
|
|
||||||
// Create vertex buffer
|
// Create vertex buffer
|
||||||
auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(Vertex) * maxVertices);
|
auto vertexBuffer = std::make_shared<VertexBuffer>(sizeof(Vertex) * maxVertices);
|
||||||
vertexBuffer->setLayout({
|
vertexBuffer->setLayout({
|
||||||
{ BufferElementType::Vec3, "a_position" },
|
{ BufferElementType::Vec3, "a_position" },
|
||||||
{ BufferElementType::Vec3, "a_normal" },
|
{ BufferElementType::Vec3, "a_normal" },
|
||||||
|
{ BufferElementType::Vec4, "a_color" },
|
||||||
{ BufferElementType::Vec2, "a_textureCoordinates" },
|
{ BufferElementType::Vec2, "a_textureCoordinates" },
|
||||||
{ BufferElementType::Float, "a_textureIndex" },
|
{ BufferElementType::Uint, "a_textureIndex" },
|
||||||
});
|
});
|
||||||
m_vertexArray->addVertexBuffer(vertexBuffer);
|
m_vertexArray->addVertexBuffer(vertexBuffer);
|
||||||
|
|
||||||
ruc::info("Renderer3D initialized");
|
ruc::info("Renderer3D initialized");
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer3D::drawModel(std::span<const Vertex> vertices, std::span<const uint32_t> elements, const TransformComponent& transform, std::shared_ptr<Texture> texture)
|
void Renderer3D::drawModel(std::span<const Vertex> vertices, std::span<const uint32_t> elements, const TransformComponent& transform, glm::vec4 color, std::shared_ptr<Texture> texture)
|
||||||
{
|
{
|
||||||
// ruc::error("drawModel");
|
// ruc::error("drawModel");
|
||||||
|
|
||||||
VERIFY(vertices.size() <= maxVertices, "model vertices too big for buffer");
|
VERIFY(vertices.size() <= maxVertices, "model vertices too big for buffer, {}/{}", vertices.size(), maxVertices);
|
||||||
VERIFY(elements.size() <= maxElements, "model elements too big for buffer");
|
VERIFY(elements.size() <= maxElements, "model elements too big for buffer, {}/{}", elements.size(), maxElements);
|
||||||
|
|
||||||
// Create a new batch if the quad limit has been reached
|
// Create a new batch if the quad limit has been reached
|
||||||
if (m_vertexIndex + vertices.size() > maxVertices || m_elementIndex + elements.size() > maxElements) {
|
if (m_vertexIndex + vertices.size() > maxVertices || m_elementIndex + elements.size() > maxElements) {
|
||||||
@@ -517,11 +526,13 @@ void Renderer3D::drawModel(std::span<const Vertex> vertices, std::span<const uin
|
|||||||
uint32_t textureUnitIndex = addTextureUnit(texture);
|
uint32_t textureUnitIndex = addTextureUnit(texture);
|
||||||
|
|
||||||
// Add the vertices
|
// Add the vertices
|
||||||
|
glm::mat3 normalMatrix = glm::mat3(glm::transpose(glm::inverse(transform.transform)));
|
||||||
for (const auto& vertex : vertices) {
|
for (const auto& vertex : vertices) {
|
||||||
m_vertexBufferPtr->position = transform.transform * glm::vec4(vertex.position, 1.0f);
|
m_vertexBufferPtr->position = transform.transform * glm::vec4(vertex.position, 1.0f);
|
||||||
m_vertexBufferPtr->normal = vertex.normal;
|
m_vertexBufferPtr->normal = normalMatrix * vertex.normal; // take non-uniform scaling into consideration
|
||||||
|
m_vertexBufferPtr->color = color;
|
||||||
m_vertexBufferPtr->textureCoordinates = vertex.textureCoordinates;
|
m_vertexBufferPtr->textureCoordinates = vertex.textureCoordinates;
|
||||||
m_vertexBufferPtr->textureIndex = static_cast<float>(textureUnitIndex);
|
m_vertexBufferPtr->textureIndex = textureUnitIndex;
|
||||||
m_vertexBufferPtr++;
|
m_vertexBufferPtr++;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -536,13 +547,6 @@ void Renderer3D::drawModel(std::span<const Vertex> vertices, std::span<const uin
|
|||||||
m_elementIndex += elements.size();
|
m_elementIndex += elements.size();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer3D::beginScene(glm::mat4 cameraProjection, glm::mat4 cameraView)
|
|
||||||
{
|
|
||||||
m_shader->bind();
|
|
||||||
m_shader->setFloat("u_projectionView", cameraProjection * cameraView);
|
|
||||||
m_shader->unbind();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer3D::createElementBuffer()
|
void Renderer3D::createElementBuffer()
|
||||||
{
|
{
|
||||||
// ---------------------------------
|
// ---------------------------------
|
||||||
@@ -562,7 +566,7 @@ void Renderer3D::createElementBuffer()
|
|||||||
|
|
||||||
void Renderer3D::uploadElementBuffer()
|
void Renderer3D::uploadElementBuffer()
|
||||||
{
|
{
|
||||||
m_vertexArray->getIndexBuffer()->uploadData(m_elementBufferBase, m_elementIndex * sizeof(uint32_t));
|
m_vertexArray->indexBuffer()->uploadData(m_elementBufferBase, m_elementIndex * sizeof(uint32_t));
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer3D::loadShader()
|
void Renderer3D::loadShader()
|
||||||
@@ -576,4 +580,46 @@ void Renderer3D::startBatch()
|
|||||||
m_elementBufferPtr = m_elementBufferBase;
|
m_elementBufferPtr = m_elementBufferBase;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// -----------------------------------------
|
||||||
|
|
||||||
|
void RendererPostProcess::drawQuad(const TransformComponent& transform, std::shared_ptr<Texture> albedo, std::shared_ptr<Texture> position, std::shared_ptr<Texture> normal)
|
||||||
|
{
|
||||||
|
nextBatch();
|
||||||
|
|
||||||
|
constexpr glm::vec2 textureCoordinates[] = {
|
||||||
|
{ 0.0f, 0.0f },
|
||||||
|
{ 1.0f, 0.0f },
|
||||||
|
{ 1.0f, 1.0f },
|
||||||
|
{ 0.0f, 1.0f }
|
||||||
|
};
|
||||||
|
|
||||||
|
uint32_t textureUnitIndex = addTextureUnit(albedo);
|
||||||
|
addTextureUnit(position);
|
||||||
|
addTextureUnit(normal);
|
||||||
|
|
||||||
|
// 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
|
} // namespace Inferno
|
||||||
|
|||||||
@@ -24,16 +24,16 @@ class TransformComponent;
|
|||||||
class VertexArray;
|
class VertexArray;
|
||||||
|
|
||||||
struct QuadVertex {
|
struct QuadVertex {
|
||||||
glm::vec3 position { 0.0f, 0.0f, 0.0f };
|
glm::vec3 position { 0.0f };
|
||||||
glm::vec4 color { 1.0f, 1.0f, 1.0f, 1.0f };
|
glm::vec4 color { 1.0f };
|
||||||
glm::vec2 textureCoordinates { 0.0f, 0.0f };
|
glm::vec2 textureCoordinates { 0.0f };
|
||||||
float textureIndex = 0;
|
uint32_t textureIndex { 0 };
|
||||||
};
|
};
|
||||||
|
|
||||||
struct CubemapVertex {
|
struct CubemapVertex {
|
||||||
glm::vec3 position { 0.0f, 0.0f, 0.0f };
|
glm::vec3 position { 0.0f };
|
||||||
glm::vec4 color { 1.0f, 1.0f, 1.0f, 1.0f };
|
glm::vec4 color { 1.0f };
|
||||||
float textureIndex = 0;
|
uint32_t textureIndex { 0 };
|
||||||
};
|
};
|
||||||
|
|
||||||
struct SymbolVertex {
|
struct SymbolVertex {
|
||||||
@@ -45,16 +45,17 @@ struct SymbolVertex {
|
|||||||
// Outline
|
// Outline
|
||||||
float borderWidth = 0.7f;
|
float borderWidth = 0.7f;
|
||||||
float borderEdge = 0.1f;
|
float borderEdge = 0.1f;
|
||||||
glm::vec4 borderColor { 1.0f, 1.0f, 1.0f, 1.0f };
|
glm::vec4 borderColor { 1.0f };
|
||||||
// Dropshadow
|
// Dropshadow
|
||||||
float offset = 0.0f;
|
float offset = 0.0f;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct Vertex {
|
struct Vertex {
|
||||||
glm::vec3 position { 0.0f, 0.0f, 0.0f };
|
glm::vec3 position { 0.0f };
|
||||||
glm::vec3 normal { 1.0f, 1.0f, 1.0f };
|
glm::vec3 normal { 1.0f };
|
||||||
glm::vec2 textureCoordinates { 0.0f, 0.0f };
|
glm::vec4 color { 1.0f };
|
||||||
float textureIndex = 0;
|
glm::vec2 textureCoordinates { 0.0f };
|
||||||
|
uint32_t textureIndex { 0 };
|
||||||
};
|
};
|
||||||
|
|
||||||
// -------------------------------------
|
// -------------------------------------
|
||||||
@@ -111,6 +112,7 @@ protected:
|
|||||||
|
|
||||||
// GPU objects
|
// GPU objects
|
||||||
bool m_enableDepthBuffer { true };
|
bool m_enableDepthBuffer { true };
|
||||||
|
uint32_t m_colorAttachmentCount { 1 };
|
||||||
std::shared_ptr<Shader> m_shader;
|
std::shared_ptr<Shader> m_shader;
|
||||||
std::shared_ptr<VertexArray> m_vertexArray;
|
std::shared_ptr<VertexArray> m_vertexArray;
|
||||||
};
|
};
|
||||||
@@ -123,7 +125,7 @@ protected:
|
|||||||
|
|
||||||
// -------------------------------------
|
// -------------------------------------
|
||||||
|
|
||||||
class Renderer2D final
|
class Renderer2D
|
||||||
: public Renderer<QuadVertex>
|
: public Renderer<QuadVertex>
|
||||||
, public ruc::Singleton<Renderer2D> {
|
, public ruc::Singleton<Renderer2D> {
|
||||||
public:
|
public:
|
||||||
@@ -132,22 +134,25 @@ public:
|
|||||||
|
|
||||||
using Singleton<Renderer2D>::destroy;
|
using Singleton<Renderer2D>::destroy;
|
||||||
|
|
||||||
virtual void beginScene(glm::mat4 cameraProjection, glm::mat4 cameraView) override;
|
|
||||||
|
|
||||||
void drawQuad(const TransformComponent& transform, glm::vec4 color);
|
void drawQuad(const TransformComponent& transform, glm::vec4 color);
|
||||||
void drawQuad(const TransformComponent& transform, glm::mat4 color);
|
void drawQuad(const TransformComponent& transform, glm::mat4 color);
|
||||||
void drawQuad(const TransformComponent& transform, glm::vec4 color, std::shared_ptr<Texture> texture);
|
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);
|
void drawQuad(const TransformComponent& transform, glm::mat4 color, std::shared_ptr<Texture> texture);
|
||||||
|
|
||||||
private:
|
protected:
|
||||||
void loadShader() override;
|
Renderer2D() { Renderer2D::initialize(); } // Needed for derived classes
|
||||||
|
|
||||||
|
void initialize();
|
||||||
|
|
||||||
// Default quad vertex positions
|
// Default quad vertex positions
|
||||||
glm::vec4 m_vertexPositions[vertexPerQuad];
|
glm::vec4 m_vertexPositions[vertexPerQuad];
|
||||||
|
|
||||||
|
private:
|
||||||
|
virtual void loadShader() override;
|
||||||
};
|
};
|
||||||
// -------------------------------------
|
// -------------------------------------
|
||||||
|
|
||||||
class RendererCubemap final
|
class RendererCubemap
|
||||||
: public Renderer<CubemapVertex>
|
: public Renderer<CubemapVertex>
|
||||||
, public ruc::Singleton<RendererCubemap> {
|
, public ruc::Singleton<RendererCubemap> {
|
||||||
public:
|
public:
|
||||||
@@ -164,8 +169,13 @@ public:
|
|||||||
void drawCubemap(const TransformComponent& transform, glm::vec4 color, std::shared_ptr<Texture> texture);
|
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);
|
void drawCubemap(const TransformComponent& transform, glm::mat4 color, std::shared_ptr<Texture> texture);
|
||||||
|
|
||||||
|
protected:
|
||||||
|
RendererCubemap() { RendererCubemap::initialize(); } // Needed for derived classes
|
||||||
|
|
||||||
|
void initialize();
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void loadShader() override;
|
virtual void loadShader() override;
|
||||||
|
|
||||||
// Default cubemap vertex positions
|
// Default cubemap vertex positions
|
||||||
glm::vec4 m_vertexPositions[vertexPerQuad * quadPerCube];
|
glm::vec4 m_vertexPositions[vertexPerQuad * quadPerCube];
|
||||||
@@ -199,9 +209,7 @@ public:
|
|||||||
|
|
||||||
using Singleton<Renderer3D>::destroy;
|
using Singleton<Renderer3D>::destroy;
|
||||||
|
|
||||||
virtual void beginScene(glm::mat4 cameraProjection, glm::mat4 cameraView) override;
|
void drawModel(std::span<const Vertex> vertices, std::span<const uint32_t> indices, const TransformComponent& transform, glm::vec4 color, std::shared_ptr<Texture> texture);
|
||||||
|
|
||||||
void drawModel(std::span<const Vertex> vertices, std::span<const uint32_t> indices, const TransformComponent& transform, std::shared_ptr<Texture> texture);
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void createElementBuffer() override;
|
void createElementBuffer() override;
|
||||||
@@ -215,4 +223,47 @@ private:
|
|||||||
uint32_t* m_elementBufferPtr { nullptr };
|
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
|
} // namespace Inferno
|
||||||
|
|||||||
@@ -0,0 +1,240 @@
|
|||||||
|
/*
|
||||||
|
* Copyright (C) 2024 Riyyi
|
||||||
|
*
|
||||||
|
* SPDX-License-Identifier: MIT
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include <cstddef> // size_t
|
||||||
|
#include <cstdint> // int32_t, uint32_t, uint8_t
|
||||||
|
#include <string_view>
|
||||||
|
|
||||||
|
#include "glad/glad.h"
|
||||||
|
#include "glm/ext/matrix_float2x2.hpp" // glm::mat2
|
||||||
|
#include "glm/ext/matrix_float3x3.hpp" // glm::mat3
|
||||||
|
#include "glm/gtc/type_ptr.hpp" // glm::value_ptr
|
||||||
|
#include "ruc/meta/assert.h"
|
||||||
|
|
||||||
|
#include "inferno/render/buffer.h"
|
||||||
|
#include "inferno/render/uniformbuffer.h"
|
||||||
|
|
||||||
|
namespace Inferno {
|
||||||
|
|
||||||
|
Uniformbuffer::Uniformbuffer(s)
|
||||||
|
{
|
||||||
|
// Get maximum uniformbuffer bindings the GPU supports
|
||||||
|
int32_t maxBindingPoints = 0;
|
||||||
|
glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &maxBindingPoints);
|
||||||
|
m_maxBindingPoints = static_cast<uint8_t>(maxBindingPoints);
|
||||||
|
}
|
||||||
|
|
||||||
|
Uniformbuffer::~Uniformbuffer()
|
||||||
|
{
|
||||||
|
for (const auto& [_, block] : m_blocks) {
|
||||||
|
glDeleteBuffers(1, &block.id);
|
||||||
|
}
|
||||||
|
m_blocks.clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
// -----------------------------------------
|
||||||
|
|
||||||
|
void Uniformbuffer::setLayout(std::string_view blockName, const UniformbufferBlock& block)
|
||||||
|
{
|
||||||
|
VERIFY(block.size && block.bindingPoint && block.uniformLocations.size(),
|
||||||
|
"invalid uniformbuffer block definition: {}", blockName);
|
||||||
|
|
||||||
|
VERIFY(block.bindingPoint < m_maxBindingPoints,
|
||||||
|
"uniformbuffer exceeded binding points: {}/{}", block.bindingPoint, m_maxBindingPoints);
|
||||||
|
|
||||||
|
m_blocks[blockName] = block;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Uniformbuffer::setLayout(std::string_view blockName, uint8_t bindingPoint, const BufferLayout& layout)
|
||||||
|
{
|
||||||
|
VERIFY(bindingPoint < m_maxBindingPoints,
|
||||||
|
"uniformbuffer exceeded binding points: {}/{}", bindingPoint, m_maxBindingPoints);
|
||||||
|
|
||||||
|
if (!exists(blockName)) {
|
||||||
|
m_blocks[blockName] = {};
|
||||||
|
}
|
||||||
|
|
||||||
|
UniformbufferBlock& block = m_blocks[blockName];
|
||||||
|
block.bindingPoint = bindingPoint;
|
||||||
|
|
||||||
|
// Example block layout:
|
||||||
|
// - mat3
|
||||||
|
// - float
|
||||||
|
// - vec2
|
||||||
|
// - vec2
|
||||||
|
// - float
|
||||||
|
|
||||||
|
// Chunks, 4 slots, 4 bytes per slot
|
||||||
|
// [x][x][x][ ] #1
|
||||||
|
// [x][x][x][ ] #2
|
||||||
|
// [x][x][x][ ] #3
|
||||||
|
// [x][ ][x][x] #4
|
||||||
|
// [x][x][x][ ] #5
|
||||||
|
|
||||||
|
size_t chunk = 0;
|
||||||
|
uint8_t offset = 0;
|
||||||
|
|
||||||
|
for (auto it = layout.begin(); it != layout.end(); ++it) {
|
||||||
|
BufferElementType type = it->type();
|
||||||
|
const std::string& name = it->name();
|
||||||
|
|
||||||
|
// Calculate offset
|
||||||
|
switch (type) {
|
||||||
|
// Scalar 1
|
||||||
|
case BufferElementType::Bool:
|
||||||
|
case BufferElementType::Int:
|
||||||
|
case BufferElementType::Uint:
|
||||||
|
case BufferElementType::Float: {
|
||||||
|
// Offset
|
||||||
|
block.uniformLocations[name] = (chunk * 16) + (offset * 4);
|
||||||
|
// Jump
|
||||||
|
offset += 1;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
// Scalar 2
|
||||||
|
case BufferElementType::Bool2:
|
||||||
|
case BufferElementType::Int2:
|
||||||
|
case BufferElementType::Uint2:
|
||||||
|
case BufferElementType::Vec2: {
|
||||||
|
// Add padding
|
||||||
|
if (offset == 1) {
|
||||||
|
offset++;
|
||||||
|
}
|
||||||
|
if (offset == 3) {
|
||||||
|
offset = 0;
|
||||||
|
chunk++;
|
||||||
|
}
|
||||||
|
// Offset
|
||||||
|
block.uniformLocations[name] = (chunk * 16) + (offset * 4);
|
||||||
|
// Jump
|
||||||
|
offset += 2;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
// Scalar 3
|
||||||
|
case BufferElementType::Bool3:
|
||||||
|
case BufferElementType::Int3:
|
||||||
|
case BufferElementType::Uint3:
|
||||||
|
case BufferElementType::Vec3: {
|
||||||
|
// Add padding
|
||||||
|
if (offset != 0) {
|
||||||
|
offset = 0;
|
||||||
|
chunk++;
|
||||||
|
}
|
||||||
|
// Offset
|
||||||
|
block.uniformLocations[name] = (chunk * 16) + (offset * 4);
|
||||||
|
// Jump
|
||||||
|
offset += 3;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
// Scalar 4
|
||||||
|
case BufferElementType::Bool4:
|
||||||
|
case BufferElementType::Int4:
|
||||||
|
case BufferElementType::Uint4:
|
||||||
|
case BufferElementType::Vec4: {
|
||||||
|
// Add padding
|
||||||
|
if (offset != 0) {
|
||||||
|
offset = 0;
|
||||||
|
chunk++;
|
||||||
|
}
|
||||||
|
// Offset
|
||||||
|
block.uniformLocations[name] = (chunk * 16) + (offset * 4);
|
||||||
|
// Jump
|
||||||
|
offset += 4;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
// Array types
|
||||||
|
case BufferElementType::Mat2:
|
||||||
|
case BufferElementType::Mat3:
|
||||||
|
case BufferElementType::Mat4: {
|
||||||
|
// Add padding
|
||||||
|
if (offset != 0) {
|
||||||
|
offset = 0;
|
||||||
|
chunk++;
|
||||||
|
}
|
||||||
|
// Offset
|
||||||
|
block.uniformLocations[name] = (chunk * 16) + (offset * 4);
|
||||||
|
|
||||||
|
// Additional rows
|
||||||
|
if (type == BufferElementType::Mat2) {
|
||||||
|
chunk += 1;
|
||||||
|
}
|
||||||
|
else if (type == BufferElementType::Mat3) {
|
||||||
|
chunk += 2;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
chunk += 3;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Jump
|
||||||
|
offset += 4;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
// TODO: Implement these types
|
||||||
|
case BufferElementType::Double:
|
||||||
|
case BufferElementType::Vec2Double:
|
||||||
|
case BufferElementType::Vec3Double:
|
||||||
|
case BufferElementType::Vec4Double:
|
||||||
|
case BufferElementType::MatDouble2:
|
||||||
|
case BufferElementType::MatDouble3:
|
||||||
|
case BufferElementType::MatDouble4:
|
||||||
|
VERIFY_NOT_REACHED();
|
||||||
|
case BufferElementType::None:
|
||||||
|
VERIFY_NOT_REACHED();
|
||||||
|
};
|
||||||
|
|
||||||
|
// Overflow slots to next chunk
|
||||||
|
if (offset > 3) {
|
||||||
|
offset = 0;
|
||||||
|
chunk++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Pad the end of the buffer
|
||||||
|
if (offset != 0) {
|
||||||
|
offset = 0;
|
||||||
|
chunk++;
|
||||||
|
}
|
||||||
|
|
||||||
|
block.size = chunk * 16;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Uniformbuffer::create(std::string_view blockName)
|
||||||
|
{
|
||||||
|
VERIFY(exists(blockName), "uniformbuffer block doesnt exist");
|
||||||
|
|
||||||
|
UniformbufferBlock& block = m_blocks[blockName];
|
||||||
|
|
||||||
|
if (block.id != 0) {
|
||||||
|
glDeleteBuffers(1, &block.id);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Allocate buffer
|
||||||
|
block.id = UINT_MAX;
|
||||||
|
glGenBuffers(1, &block.id);
|
||||||
|
glBindBuffer(GL_UNIFORM_BUFFER, block.id);
|
||||||
|
glBufferData(GL_UNIFORM_BUFFER, block.size, NULL, GL_DYNAMIC_DRAW);
|
||||||
|
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||||
|
|
||||||
|
// Bind buffer to binding point
|
||||||
|
glBindBufferBase(GL_UNIFORM_BUFFER, block.bindingPoint, block.id);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Uniformbuffer::setValue(std::string_view blockName, std::string_view member, bool value)
|
||||||
|
{
|
||||||
|
setValue(blockName, member, static_cast<uint32_t>(value), sizeof(uint32_t));
|
||||||
|
}
|
||||||
|
|
||||||
|
void Uniformbuffer::setValue(std::string_view blockName, std::string_view member, glm::mat2 value)
|
||||||
|
{
|
||||||
|
setValue(blockName, member, static_cast<glm::mat4>(value), sizeof(glm::vec4) * 2);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Uniformbuffer::setValue(std::string_view blockName, std::string_view member, glm::mat3 value)
|
||||||
|
{
|
||||||
|
setValue(blockName, member, static_cast<glm::mat4>(value), sizeof(glm::vec4) * 3);
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace Inferno
|
||||||
@@ -0,0 +1,130 @@
|
|||||||
|
/*
|
||||||
|
* Copyright (C) 2024 Riyyi
|
||||||
|
*
|
||||||
|
* SPDX-License-Identifier: MIT
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include <cstddef> // size_t
|
||||||
|
#include <cstdint> // uint8_t, uint32_t
|
||||||
|
#include <string>
|
||||||
|
#include <string_view>
|
||||||
|
#include <unordered_map>
|
||||||
|
|
||||||
|
#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"
|
||||||
|
|
||||||
|
#define CHECK_SET_CALL(blockName, member) \
|
||||||
|
VERIFY(exists(blockName), "uniformbuffer block doesnt exist"); \
|
||||||
|
const UniformbufferBlock& block = m_blocks[blockName]; \
|
||||||
|
VERIFY(block.uniformLocations.find(member.data()) != block.uniformLocations.end(), \
|
||||||
|
"uniformbuffer block member doesnt exist");
|
||||||
|
|
||||||
|
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 };
|
||||||
|
uint8_t bindingPoint { 0 };
|
||||||
|
std::unordered_map<std::string, uint32_t> uniformLocations {};
|
||||||
|
};
|
||||||
|
|
||||||
|
class Uniformbuffer final : public ruc::Singleton<Uniformbuffer> { // Uniform Buffer Object, UBO
|
||||||
|
public:
|
||||||
|
Uniformbuffer(s);
|
||||||
|
~Uniformbuffer();
|
||||||
|
|
||||||
|
void setLayout(std::string_view blockName, const UniformbufferBlock& block);
|
||||||
|
void setLayout(std::string_view blockName, uint8_t bindingPoint, const BufferLayout& layout);
|
||||||
|
void create(std::string_view blockName);
|
||||||
|
|
||||||
|
template<typename T> // Capture value by reference, instead of decaying to pointer
|
||||||
|
void setValue(std::string_view blockName, std::string_view member, T&& value, size_t size = 0)
|
||||||
|
{
|
||||||
|
CHECK_SET_CALL(blockName, member);
|
||||||
|
|
||||||
|
glBindBuffer(GL_UNIFORM_BUFFER, block.id);
|
||||||
|
glBufferSubData(GL_UNIFORM_BUFFER, block.uniformLocations.at(member.data()), (size) ? size : sizeof(T), &value);
|
||||||
|
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||||
|
}
|
||||||
|
// Exceptions:
|
||||||
|
void setValue(std::string_view blockName, std::string_view member, bool value);
|
||||||
|
void setValue(std::string_view blockName, std::string_view member, glm::mat2 value);
|
||||||
|
void setValue(std::string_view blockName, std::string_view member, glm::mat3 value);
|
||||||
|
|
||||||
|
bool exists(std::string_view blockName) const { return m_blocks.find(blockName) != m_blocks.end(); }
|
||||||
|
|
||||||
|
private:
|
||||||
|
uint8_t m_maxBindingPoints { 0 };
|
||||||
|
std::unordered_map<std::string_view, UniformbufferBlock> m_blocks;
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace Inferno
|
||||||
|
|
||||||
|
#if 0
|
||||||
|
|
||||||
|
// -----------------------------------------
|
||||||
|
// Example usage:
|
||||||
|
|
||||||
|
Uniformbuffer::the().setLayout(
|
||||||
|
"ExampleBlock", 0,
|
||||||
|
{
|
||||||
|
{ BufferElementType::Mat3, "a" },
|
||||||
|
{ BufferElementType::Float, "b" },
|
||||||
|
{ BufferElementType::Vec2, "c" },
|
||||||
|
{ BufferElementType::Vec2, "d" },
|
||||||
|
{ BufferElementType::Float, "e" },
|
||||||
|
});
|
||||||
|
Uniformbuffer::the().create("ExampleBlock");
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// -----------------------------------------
|
||||||
|
// Memory alignment of uniform blocks using std140
|
||||||
|
//
|
||||||
|
// Main points:
|
||||||
|
// - Memory is organized into chunks.
|
||||||
|
// - A block is at least the size of 1 chunk.
|
||||||
|
// - One chunk has 4 slots, 4 bytes per slot.
|
||||||
|
// - Can't fit? Move to next chunk.
|
||||||
|
//
|
||||||
|
// The rules:
|
||||||
|
// 1. Scalar (bool, int, uint, float) takes up 1 slot, can appear after anything
|
||||||
|
// 2. Vec2 takes up 2 slots, in first or last half of a chunk
|
||||||
|
// 3. Vec3 takes up 3 slots, only at the start of a chunk
|
||||||
|
// 4. Everything else:
|
||||||
|
// - Take up maxumum room
|
||||||
|
// - As often as needed
|
||||||
|
// - Add padding as needed
|
||||||
|
// 5. Mat3 (or any matrix) are treated like arrays
|
||||||
|
// 6. Each member of *any* array gets its own chunk
|
||||||
|
|
||||||
|
// TODO: How do double types work?
|
||||||
|
|
||||||
|
// -----------------------------------------
|
||||||
|
// References:
|
||||||
|
// - https://learnopengl.com/Advanced-OpenGL/Advanced-GLSL
|
||||||
|
// - https://www.khronos.org/opengl/wiki/Interface_Block_(GLSL)#Memory_layout
|
||||||
|
// - https://www.oreilly.com/library/view/opengl-programming-guide/9780132748445/app09lev1sec2.html (The std140 Layout Rules)
|
||||||
|
// - https://www.youtube.com/watch?v=JPvbRko9lBg (WebGL 2: Uniform Buffer Objects)
|
||||||
@@ -9,7 +9,7 @@
|
|||||||
#include <limits> // std::numeric_limits
|
#include <limits> // std::numeric_limits
|
||||||
#include <utility> // std::pair
|
#include <utility> // std::pair
|
||||||
|
|
||||||
#include "entt/entity/entity.hpp" // ent::entity
|
#include "entt/entity/fwd.hpp" // ent::entity
|
||||||
#include "ruc/file.h"
|
#include "ruc/file.h"
|
||||||
#include "ruc/format/log.h"
|
#include "ruc/format/log.h"
|
||||||
#include "ruc/json/json.h"
|
#include "ruc/json/json.h"
|
||||||
@@ -25,6 +25,8 @@
|
|||||||
#include "inferno/component/tagcomponent.h"
|
#include "inferno/component/tagcomponent.h"
|
||||||
#include "inferno/component/textareacomponent.h"
|
#include "inferno/component/textareacomponent.h"
|
||||||
#include "inferno/component/transformcomponent.h"
|
#include "inferno/component/transformcomponent.h"
|
||||||
|
#include "inferno/render/renderer.h"
|
||||||
|
#include "inferno/render/uniformbuffer.h"
|
||||||
#include "inferno/scene/scene.h"
|
#include "inferno/scene/scene.h"
|
||||||
#include "inferno/script/nativescript.h"
|
#include "inferno/script/nativescript.h"
|
||||||
#include "inferno/system/camerasystem.h"
|
#include "inferno/system/camerasystem.h"
|
||||||
@@ -84,7 +86,6 @@ void Scene::update(float deltaTime)
|
|||||||
void Scene::render()
|
void Scene::render()
|
||||||
{
|
{
|
||||||
RenderSystem::the().render();
|
RenderSystem::the().render();
|
||||||
TextAreaSystem::the().render();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Scene::destroy()
|
void Scene::destroy()
|
||||||
|
|||||||
@@ -53,10 +53,23 @@ std::pair<glm::mat4, glm::mat4> CameraSystem::projectionView()
|
|||||||
}
|
}
|
||||||
|
|
||||||
VERIFY_NOT_REACHED();
|
VERIFY_NOT_REACHED();
|
||||||
|
|
||||||
return {};
|
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)
|
void CameraSystem::updateOrthographic(TransformComponent& transform, CameraComponent& camera)
|
||||||
{
|
{
|
||||||
// Update camera matrix
|
// Update camera matrix
|
||||||
|
|||||||
@@ -32,6 +32,7 @@ public:
|
|||||||
* @brief Return a pair from the camera component: { projection, view }
|
* @brief Return a pair from the camera component: { projection, view }
|
||||||
*/
|
*/
|
||||||
std::pair<glm::mat4, glm::mat4> projectionView();
|
std::pair<glm::mat4, glm::mat4> projectionView();
|
||||||
|
glm::vec3 translate();
|
||||||
|
|
||||||
void setRegistry(std::shared_ptr<entt::registry> registry) { m_registry = registry; };
|
void setRegistry(std::shared_ptr<entt::registry> registry) { m_registry = registry; };
|
||||||
|
|
||||||
|
|||||||
@@ -4,41 +4,148 @@
|
|||||||
* SPDX-License-Identifier: MIT
|
* SPDX-License-Identifier: MIT
|
||||||
*/
|
*/
|
||||||
|
|
||||||
#include "glm/ext/matrix_transform.hpp" // glm::translate, glm::rotate, glm::scale, glm::radians
|
#include <cstdint> // int32_t
|
||||||
#include "inferno/component/model-component.h"
|
|
||||||
|
#include "glad/glad.h"
|
||||||
#include "ruc/format/log.h"
|
#include "ruc/format/log.h"
|
||||||
|
|
||||||
#include "inferno/component/cubemap-component.h"
|
#include "inferno/component/cubemap-component.h"
|
||||||
#include "inferno/component/model-component.h"
|
#include "inferno/component/model-component.h"
|
||||||
#include "inferno/component/spritecomponent.h"
|
#include "inferno/component/spritecomponent.h"
|
||||||
#include "inferno/component/transformcomponent.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/renderer.h"
|
||||||
|
#include "inferno/render/uniformbuffer.h"
|
||||||
|
#include "inferno/system/camerasystem.h"
|
||||||
#include "inferno/system/rendersystem.h"
|
#include "inferno/system/rendersystem.h"
|
||||||
|
#include "inferno/system/textareasystem.h"
|
||||||
|
|
||||||
namespace Inferno {
|
namespace Inferno {
|
||||||
|
|
||||||
RenderSystem::RenderSystem(s)
|
RenderSystem::RenderSystem(s)
|
||||||
{
|
{
|
||||||
ruc::info("RenderSystem initialized");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
RenderSystem::~RenderSystem()
|
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()
|
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()) {
|
renderGeometry();
|
||||||
RendererCubemap::the().drawCubemap(transform, cubemap.color, cubemap.texture);
|
|
||||||
}
|
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>();
|
auto modelView = m_registry->view<TransformComponent, ModelComponent>();
|
||||||
|
|
||||||
@@ -46,8 +153,57 @@ void RenderSystem::render()
|
|||||||
Renderer3D::the().drawModel(model.model->vertices(),
|
Renderer3D::the().drawModel(model.model->vertices(),
|
||||||
model.model->elements(),
|
model.model->elements(),
|
||||||
transform,
|
transform,
|
||||||
|
model.color,
|
||||||
model.model->texture() ? model.model->texture() : model.texture);
|
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
|
} // namespace Inferno
|
||||||
|
|||||||
@@ -6,25 +6,39 @@
|
|||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#include <cstdint> // int32_t, uint32_t
|
||||||
#include <memory> //std::shared_ptr
|
#include <memory> //std::shared_ptr
|
||||||
|
|
||||||
#include "entt/entity/registry.hpp" // entt::entity, entt::registry
|
#include "entt/entity/fwd.hpp" // entt::registry
|
||||||
|
|
||||||
#include "ruc/singleton.h"
|
#include "ruc/singleton.h"
|
||||||
|
|
||||||
#include "inferno/render/renderer.h"
|
|
||||||
|
|
||||||
namespace Inferno {
|
namespace Inferno {
|
||||||
|
|
||||||
|
class Framebuffer;
|
||||||
|
|
||||||
class RenderSystem final : public ruc::Singleton<RenderSystem> {
|
class RenderSystem final : public ruc::Singleton<RenderSystem> {
|
||||||
public:
|
public:
|
||||||
RenderSystem(s);
|
RenderSystem(s);
|
||||||
virtual ~RenderSystem();
|
virtual ~RenderSystem();
|
||||||
|
|
||||||
|
void initialize(uint32_t width, uint32_t height);
|
||||||
void render();
|
void render();
|
||||||
|
|
||||||
|
void resize(int32_t width, int32_t height);
|
||||||
|
|
||||||
void setRegistry(std::shared_ptr<entt::registry> registry) { m_registry = registry; };
|
void setRegistry(std::shared_ptr<entt::registry> registry) { m_registry = registry; };
|
||||||
|
|
||||||
private:
|
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;
|
std::shared_ptr<entt::registry> m_registry;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -122,17 +122,17 @@ void Window::initialize()
|
|||||||
|
|
||||||
switch (action) {
|
switch (action) {
|
||||||
case GLFW_PRESS: {
|
case GLFW_PRESS: {
|
||||||
KeyPressEvent event(key);
|
KeyPressEvent event(key, mods);
|
||||||
w.m_eventCallback(event);
|
w.m_eventCallback(event);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case GLFW_RELEASE: {
|
case GLFW_RELEASE: {
|
||||||
KeyReleaseEvent event(key);
|
KeyReleaseEvent event(key, mods);
|
||||||
w.m_eventCallback(event);
|
w.m_eventCallback(event);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case GLFW_REPEAT: {
|
case GLFW_REPEAT: {
|
||||||
KeyRepeatEvent event(key);
|
KeyRepeatEvent event(key, mods);
|
||||||
w.m_eventCallback(event);
|
w.m_eventCallback(event);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user