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authorDan Goodliffe <dan@randomdan.homeip.net>2022-11-27 12:51:11 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2022-11-27 12:51:11 +0000
commit69d95f35512772fb42e04808cffabcdc82afed96 (patch)
treed3059c89e3b2372e929932bd22dc0e7e42252e23 /ui/sceneRenderer.cpp
parentChange pointlight render area definition to a cube (diff)
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SceneRenderer is a graphics component, not a UI one
Diffstat (limited to 'ui/sceneRenderer.cpp')
-rw-r--r--ui/sceneRenderer.cpp140
1 files changed, 0 insertions, 140 deletions
diff --git a/ui/sceneRenderer.cpp b/ui/sceneRenderer.cpp
deleted file mode 100644
index a97387e..0000000
--- a/ui/sceneRenderer.cpp
+++ /dev/null
@@ -1,140 +0,0 @@
-#include "sceneRenderer.h"
-#include "maths.h"
-#include <gfx/gl/shaders/fs-directionalLight.h>
-#include <gfx/gl/shaders/fs-lightingShader.h>
-#include <gfx/gl/shaders/vs-lightingShader.h>
-#include <glm/gtc/type_ptr.hpp>
-
-static constexpr std::array<glm::vec4, 4> displayVAOdata {{
- // positions(x,y) texture coords(z,w)
- {-1.0f, 1.0f, 0.0f, 1.0f},
- {-1.0f, -1.0f, 0.0f, 0.0f},
- {1.0f, 1.0f, 1.0f, 1.0f},
- {1.0f, -1.0f, 1.0f, 0.0f},
-}};
-SceneRenderer::SceneRenderer(glm::ivec2 s, GLuint o) :
- camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, ratio(s), 0.1F, 10000.0F}, size {s}, output {o},
- lighting {lightingShader_vs, lightingShader_fs}
-{
- shader.setViewPort({0, 0, size.x, size.y});
- glBindVertexArray(displayVAO);
- glBindBuffer(GL_ARRAY_BUFFER, displayVBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(displayVAOdata), nullptr, GL_STATIC_DRAW);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(displayVAOdata), glm::value_ptr(displayVAOdata.front()));
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(glm::vec4), nullptr);
-
- glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
- const auto configuregdata
- = [this](const GLuint data, const GLint format, const GLenum type, const GLenum attachment) {
- glBindTexture(GL_TEXTURE_2D, data);
- glTexImage2D(GL_TEXTURE_2D, 0, format, size.x, size.y, 0, GL_RGBA, type, NULL);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, data, 0);
- };
- configuregdata(gPosition, GL_RGBA16F, GL_FLOAT, GL_COLOR_ATTACHMENT0);
- configuregdata(gNormal, GL_RGBA16F, GL_FLOAT, GL_COLOR_ATTACHMENT1);
- configuregdata(gAlbedoSpec, GL_RGBA, GL_UNSIGNED_BYTE, GL_COLOR_ATTACHMENT2);
- configuregdata(gIllumination, GL_RGBA16F, GL_FLOAT, GL_COLOR_ATTACHMENT3);
-
- glBindRenderbuffer(GL_RENDERBUFFER, depth);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, size.x, size.y);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
-
- // finally check if framebuffer is complete
- if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
- throw std::runtime_error("Framebuffer not complete!");
- }
- glBindFramebuffer(GL_FRAMEBUFFER, output);
-}
-
-void
-SceneRenderer::render(const SceneProvider & scene) const
-{
- shader.setViewProjection(camera.GetViewProjection());
- glViewport(0, 0, size.x, size.y);
-
- // Geometry pass
- glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
- static constexpr std::array<unsigned int, 3> attachments {
- GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2};
- glDrawBuffers(attachments.size(), attachments.data());
- glEnable(GL_BLEND);
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_DEPTH_TEST);
- glClearColor(0, 0, 0, 1);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- scene.content(shader);
-
- // Illumination pass
- glDrawBuffer(GL_COLOR_ATTACHMENT3);
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_BLEND);
- glBlendFunc(GL_ONE, GL_ONE);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, gPosition);
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, gNormal);
- scene.environment(shader, *this);
- scene.lights(shader);
-
- // Lighting pass
- glBindFramebuffer(GL_FRAMEBUFFER, output);
- glDisable(GL_BLEND);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, gPosition);
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, gNormal);
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, gAlbedoSpec);
- glActiveTexture(GL_TEXTURE3);
- glBindTexture(GL_TEXTURE_2D, gIllumination);
- lighting.use();
- glBindVertexArray(displayVAO);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- glBindVertexArray(0);
-}
-
-void
-SceneRenderer::setAmbientLight(const glm::vec3 & colour) const
-{
- glClearColor(colour.r, colour.g, colour.b, 1.0F);
- glClear(GL_COLOR_BUFFER_BIT);
-}
-
-void
-SceneRenderer::setDirectionalLight(const glm::vec3 & colour, const glm::vec3 & direction) const
-{
- if (colour.r > 0 || colour.g > 0 || colour.b > 0) {
- dirLight.use();
- dirLight.setDirectionalLight(colour, direction);
- glBindVertexArray(displayVAO);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- glBindVertexArray(0);
- }
-}
-
-SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() :
- Program {lightingShader_vs, directionalLight_fs}, directionLoc {*this, "lightDirection"}, colourLoc {*this,
- "lightColour"}
-{
-}
-
-void
-SceneRenderer::DirectionalLightProgram::setDirectionalLight(const glm::vec3 & c, const glm::vec3 & d) const
-{
- glUniform3fv(colourLoc, 1, glm::value_ptr(c));
- const auto nd = glm::normalize(d);
- glUniform3fv(directionLoc, 1, glm::value_ptr(nd));
-}
-
-void
-SceneRenderer::SceneProvider::environment(const SceneShader &, const SceneRenderer & renderer) const
-{
- renderer.setAmbientLight({0.5F, 0.5F, 0.5F});
- renderer.setDirectionalLight({0.6F, 0.6F, 0.6F}, {1, 0, -1});
-}