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authorDan Goodliffe <dan@randomdan.homeip.net>2026-02-26 18:04:06 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2026-02-28 13:41:37 +0000
commit1e08193a1678675ac5869b76e8a2339f6de5b773 (patch)
treec9a47be9f06f69a06be2f43d371a88e1c507669e
parentTidy the preFrame logic into a single function in SceneRenderer (diff)
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Support for the BillboardPainter
Based on the ShadowStenciller, creates flattened images of a model for simplified mass use in a scene.
-rw-r--r--gfx/frustum.h6
-rw-r--r--gfx/gl/billboardPainter.cpp92
-rw-r--r--gfx/gl/billboardPainter.h28
-rw-r--r--gfx/gl/sceneRenderer.cpp2
-rw-r--r--gfx/gl/sceneRenderer.h2
-rw-r--r--gfx/gl/shaders/billboardPainter.frag22
-rw-r--r--gfx/gl/shaders/billboardPainter.geom34
-rw-r--r--gfx/gl/shaders/billboardPainter.vert23
-rw-r--r--gfx/renderable.cpp5
-rw-r--r--gfx/renderable.h2
10 files changed, 216 insertions, 0 deletions
diff --git a/gfx/frustum.h b/gfx/frustum.h
index cd4cbe1..5b7947b 100644
--- a/gfx/frustum.h
+++ b/gfx/frustum.h
@@ -17,6 +17,12 @@ public:
}
[[nodiscard]] auto &
+ getView() const
+ {
+ return view;
+ }
+
+ [[nodiscard]] auto &
getViewProjection() const
{
return viewProjection;
diff --git a/gfx/gl/billboardPainter.cpp b/gfx/gl/billboardPainter.cpp
new file mode 100644
index 0000000..e72e72d
--- /dev/null
+++ b/gfx/gl/billboardPainter.cpp
@@ -0,0 +1,92 @@
+#include "billboardPainter.h"
+#include "gfx/models/mesh.h"
+#include "glArrays.h"
+#include "gl_traits.h"
+#include "gldebug.h"
+#include "maths.h"
+#include <gfx/gl/shaders/billboardPainter-frag.h>
+#include <gfx/gl/shaders/billboardPainter-geom.h>
+#include <gfx/gl/shaders/billboardPainter-vert.h>
+#include <stdexcept>
+
+const auto VIEWS = []<GLint... Ep>(std::integer_sequence<GLint, Ep...>) {
+ constexpr float STEP = two_pi / BillboardPainter::VIEW_ANGLES<decltype(two_pi)>;
+ return std::array {rotate_yaw<4>(Ep * STEP)...};
+}(std::make_integer_sequence<GLint, BillboardPainter::VIEW_ANGLES<GLint>>());
+
+BillboardPainter::BillboardPainter() :
+ program {billboardPainter_vert, billboardPainter_geom, billboardPainter_frag}, view {}
+{
+ glDebugScope _ {fbo};
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ static constexpr std::array<GLenum, 2> ATTACHMENTS {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
+ glDrawBuffers(ATTACHMENTS.size(), ATTACHMENTS.data());
+ glReadBuffer(GL_NONE);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glUseProgram(program);
+ glUniform(viewLoc, std::span<const glm::mat4> {VIEWS});
+}
+
+void
+BillboardPainter::setView(const glm::mat4 & newView)
+{
+ view = newView;
+}
+
+glTextures<3>
+BillboardPainter::createBillBoardTextures(GLsizei width, GLsizei height)
+{
+ glDebugScope _ {0};
+ glTextures<3> textures;
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+ const auto configuregdata = [width, height](const GLuint texture, const GLint iformat, const GLenum format) {
+ glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
+ glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameter(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, iformat, width, height, VIEW_ANGLES<GLint>, 0, format, GL_BYTE, nullptr);
+ };
+ configuregdata(textures[0], GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT);
+ configuregdata(textures[1], GL_RGB8_SNORM, GL_RGB);
+ configuregdata(textures[2], GL_RGB5_A1, GL_RGBA);
+
+ return textures;
+}
+
+void
+BillboardPainter::renderBillBoard(
+ const glTextures<3> & billboard, const MeshBase & mesh, const Texture::AnyPtr texture) const
+{
+ glDebugScope _ {fbo};
+ glEnable(GL_BLEND);
+ glEnable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glClearColor(0, 0, 0, 0);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, billboard[0], 0);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, billboard[1], 0);
+ glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, billboard[2], 0);
+ if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
+ throw std::runtime_error("Billboard framebuffer not complete!");
+ }
+ if (texture) {
+ texture->bind();
+ }
+ glUseProgram(program);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ const TextureDimensions billboardSize = {256, 256, 8}; // Texture::getSize(billboard[0]);
+ glViewport(0, 0, billboardSize.x, billboardSize.y);
+ const auto & centre = mesh.getDimensions().centre;
+ const auto & size = mesh.getDimensions().size;
+ glUniform(viewProjectionLoc,
+ std::span<const glm::mat4> {VIEWS *
+ [extentsMat = glm::translate(glm::ortho(-size, size, -size, size, -size, size), -centre), this](
+ const auto & view) {
+ return this->view * view * extentsMat;
+ }});
+ mesh.Draw();
+}
diff --git a/gfx/gl/billboardPainter.h b/gfx/gl/billboardPainter.h
new file mode 100644
index 0000000..4ce7b10
--- /dev/null
+++ b/gfx/gl/billboardPainter.h
@@ -0,0 +1,28 @@
+#pragma once
+
+#include "gfx/gl/program.h"
+#include "gfx/models/mesh.h"
+#include "gfx/models/texture.h"
+#include "glArrays.h"
+
+class LightDirection;
+
+class BillboardPainter {
+public:
+ template<typename T> static constexpr T VIEW_ANGLES = 8;
+
+ BillboardPainter();
+
+ [[nodiscard]]
+ static glTextures<3> createBillBoardTextures(GLsizei width, GLsizei height);
+ void setView(const glm::mat4 &);
+ void renderBillBoard(const glTextures<3> &, const MeshBase &, Texture::AnyPtr texture) const;
+
+private:
+ glFrameBuffer fbo;
+ Program program;
+ Program::RequiredUniformLocation viewProjectionLoc {program, "viewProjection"};
+ Program::RequiredUniformLocation viewLoc {program, "view"};
+
+ glm::mat4 view;
+};
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp
index c1ec987..463ee8a 100644
--- a/gfx/gl/sceneRenderer.cpp
+++ b/gfx/gl/sceneRenderer.cpp
@@ -83,8 +83,10 @@ SceneRenderer::preFrame(const SceneProvider & scene, const LightDirection lightD
{
glDebugScope _ {output};
const auto lightView = shadowMapper.preFrame(lightDirection, camera);
+ billboardPainter.setView(camera.getView());
scene.forEachRenderable([&lightView, this](Renderable * renderable) {
renderable->preFrame(camera, lightView);
+ renderable->updateBillboard(billboardPainter);
});
}
diff --git a/gfx/gl/sceneRenderer.h b/gfx/gl/sceneRenderer.h
index d6f5dd1..a7f7770 100644
--- a/gfx/gl/sceneRenderer.h
+++ b/gfx/gl/sceneRenderer.h
@@ -1,5 +1,6 @@
#pragma once
+#include "billboardPainter.h"
#include "gfx/lightDirection.h"
#include "glArrays.h"
#include "gldebug.h"
@@ -62,4 +63,5 @@ protected:
glBuffer displayVBO;
SceneShader shader;
ShadowMapper shadowMapper;
+ BillboardPainter billboardPainter;
};
diff --git a/gfx/gl/shaders/billboardPainter.frag b/gfx/gl/shaders/billboardPainter.frag
new file mode 100644
index 0000000..354f2ab
--- /dev/null
+++ b/gfx/gl/shaders/billboardPainter.frag
@@ -0,0 +1,22 @@
+#version 460 core
+
+layout(binding = 0) uniform sampler2D textureAlbedo;
+layout(location = 0) out vec4 bNormal;
+layout(location = 1) out vec4 bAlbedoSpec;
+
+include(`materialDetail.glsl')
+include(`materialCommon.glsl')
+in vec2 gTexCoords;
+in vec3 gNormal;
+in vec4 gColour;
+flat in MaterialDetail gMaterial;
+
+void
+main()
+{
+ vec4 textureColour = getTextureColour(gMaterial, gTexCoords);
+ float opaque = step(0.5, mix(textureColour.a, 1, gColour.a));
+ bNormal = vec4(gNormal, opaque);
+ gl_FragDepth = mix(1.0, gl_FragCoord.z, opaque);
+ bAlbedoSpec = mix(textureColour, vec4(gColour.rgb, 1), gColour.a);
+}
diff --git a/gfx/gl/shaders/billboardPainter.geom b/gfx/gl/shaders/billboardPainter.geom
new file mode 100644
index 0000000..abd5f83
--- /dev/null
+++ b/gfx/gl/shaders/billboardPainter.geom
@@ -0,0 +1,34 @@
+#version 460 core
+
+include(`materialDetail.glsl')
+
+layout(triangles) in;
+layout(triangle_strip, max_vertices = 24) out;
+
+uniform mat4 viewProjection[8];
+uniform mat4 view[8];
+in vec3 FragPos[];
+in vec2 TexCoords[];
+flat in MaterialDetail Material[];
+in vec3 Normal[];
+in vec4 Colour[];
+out vec2 gTexCoords;
+out vec3 gNormal;
+out vec4 gColour;
+flat out MaterialDetail gMaterial;
+
+void
+main()
+{
+ for (gl_Layer = 0; gl_Layer < viewProjection.length(); ++gl_Layer) {
+ for (int v = 0; v < FragPos.length(); ++v) {
+ gl_Position = viewProjection[gl_Layer] * vec4(FragPos[v], 1);
+ gNormal = (view[gl_Layer] * vec4(Normal[v], 1)).xyz;
+ gTexCoords = TexCoords[v];
+ gMaterial = Material[v];
+ gColour = Colour[v];
+ EmitVertex();
+ }
+ EndPrimitive();
+ }
+}
diff --git a/gfx/gl/shaders/billboardPainter.vert b/gfx/gl/shaders/billboardPainter.vert
new file mode 100644
index 0000000..d7c1219
--- /dev/null
+++ b/gfx/gl/shaders/billboardPainter.vert
@@ -0,0 +1,23 @@
+#version 460 core
+
+layout(binding = 1) uniform usampler2DRect materialData;
+
+include(`meshIn.glsl')
+include(`materialDetail.glsl')
+include(`getMaterialDetail.glsl')
+
+out vec3 FragPos;
+out vec2 TexCoords;
+flat out MaterialDetail Material;
+out vec3 Normal;
+out vec4 Colour;
+
+void
+main()
+{
+ TexCoords = texCoord;
+ Material = getMaterialDetail(material);
+ FragPos = position;
+ Colour = colour;
+ Normal = normal;
+}
diff --git a/gfx/renderable.cpp b/gfx/renderable.cpp
index 9fbc85b..8caab93 100644
--- a/gfx/renderable.cpp
+++ b/gfx/renderable.cpp
@@ -19,3 +19,8 @@ void
Renderable::updateStencil(const ShadowStenciller &) const
{
}
+
+void
+Renderable::updateBillboard(const BillboardPainter &) const
+{
+}
diff --git a/gfx/renderable.h b/gfx/renderable.h
index ea72bb6..d0870ad 100644
--- a/gfx/renderable.h
+++ b/gfx/renderable.h
@@ -6,6 +6,7 @@ class SceneShader;
class Frustum;
class ShadowMapper;
class ShadowStenciller;
+class BillboardPainter;
class Renderable {
public:
@@ -19,4 +20,5 @@ public:
virtual void shadows(const ShadowMapper & shadowMapper, const Frustum &) const;
virtual void updateStencil(const ShadowStenciller & lightDir) const;
+ virtual void updateBillboard(const BillboardPainter &) const;
};