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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 /gfx/gl/billboardPainter.cpp
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.
Diffstat (limited to 'gfx/gl/billboardPainter.cpp')
-rw-r--r--gfx/gl/billboardPainter.cpp92
1 files changed, 92 insertions, 0 deletions
diff --git a/gfx/gl/billboardPainter.cpp b/gfx/gl/billboardPainter.cpp
new file mode 100644
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+++ b/gfx/gl/billboardPainter.cpp
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+#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();
+}