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Diffstat (limited to 'ui')
-rw-r--r--ui/gameMainWindow.cpp9
-rw-r--r--ui/gameMainWindow.h3
-rw-r--r--ui/sceneRenderer.cpp102
-rw-r--r--ui/sceneRenderer.h18
-rw-r--r--ui/window.cpp2
5 files changed, 129 insertions, 5 deletions
diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp
index 84d0ca6..c08588d 100644
--- a/ui/gameMainWindow.cpp
+++ b/ui/gameMainWindow.cpp
@@ -30,7 +30,8 @@ public:
};
GameMainWindow::GameMainWindow(size_t w, size_t h) :
- Window {w, h, "I Like Trains"}, camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, rdiv(w, h), 0.1F, 10000.0F}
+ Window {w, h, "I Like Trains"}, SceneRenderer {size}, camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, rdiv(w, h),
+ 0.1F, 10000.0F}
{
uiComponents.create<ManualCameraController>(glm::vec2 {-1150, -1150});
auto gms = uiComponents.create<GameMainSelector>(&camera, glm::vec2 {w, h});
@@ -51,8 +52,10 @@ GameMainWindow::tick(TickDuration)
void
GameMainWindow::render() const
{
- glEnable(GL_DEPTH_TEST);
- gameState->world.apply<Renderable>(&Renderable::render, shader);
+ SceneRenderer::render([this] {
+ gameState->world.apply<Renderable>(&Renderable::render, shader);
+ uiComponents.apply<WorldOverlay>(&WorldOverlay::render, shader);
+ });
Window::render();
}
diff --git a/ui/gameMainWindow.h b/ui/gameMainWindow.h
index 9cc72ab..2c2c501 100644
--- a/ui/gameMainWindow.h
+++ b/ui/gameMainWindow.h
@@ -3,10 +3,11 @@
#include "chronology.hpp"
#include "gfx/gl/camera.h"
#include "gfx/gl/shader.h"
+#include "sceneRenderer.h"
#include "window.h"
#include <cstddef>
-class GameMainWindow : public Window {
+class GameMainWindow : public Window, SceneRenderer {
public:
GameMainWindow(size_t w, size_t h);
diff --git a/ui/sceneRenderer.cpp b/ui/sceneRenderer.cpp
new file mode 100644
index 0000000..5cd5097
--- /dev/null
+++ b/ui/sceneRenderer.cpp
@@ -0,0 +1,102 @@
+#include "sceneRenderer.h"
+#include <gfx/gl/shaders/fs-lightingShader.h>
+#include <gfx/gl/shaders/vs-lightingShader.h>
+
+SceneRenderer::SceneRenderer(glm::ivec2 size) : lighting {lightingShader_vs.compile(), lightingShader_fs.compile()}
+{
+ glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
+ const auto configuregdata
+ = [size](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);
+ static constexpr std::array<unsigned int, 3> attachments {
+ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2};
+ glDrawBuffers(attachments.size(), attachments.data());
+
+ 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, 0);
+}
+
+unsigned int quadVAO = 0;
+unsigned int quadVBO;
+void
+renderQuad()
+{
+ if (quadVAO == 0) {
+ float quadVertices[] = {
+ // positions // texture Coords
+ -1.0f,
+ 1.0f,
+ 0.0f,
+ 0.0f,
+ 1.0f,
+ -1.0f,
+ -1.0f,
+ 0.0f,
+ 0.0f,
+ 0.0f,
+ 1.0f,
+ 1.0f,
+ 0.0f,
+ 1.0f,
+ 1.0f,
+ 1.0f,
+ -1.0f,
+ 0.0f,
+ 1.0f,
+ 0.0f,
+ };
+ // setup plane VAO
+ glGenVertexArrays(1, &quadVAO);
+ glGenBuffers(1, &quadVBO);
+ glBindVertexArray(quadVAO);
+ glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), nullptr);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), reinterpret_cast<void *>(3 * sizeof(float)));
+ }
+ glBindVertexArray(quadVAO);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glBindVertexArray(0);
+}
+
+void
+SceneRenderer::render(std::function<void()> content) const
+{
+ glEnable(GL_BLEND);
+ glEnable(GL_DEPTH_TEST);
+ // Geometry pass
+ glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ content();
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ // Lighting pass
+ glDisable(GL_BLEND);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glUseProgram(lighting.m_program);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, gPosition);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, gNormal);
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, gAlbedoSpec);
+ // TODO Configure lights
+ renderQuad();
+}
diff --git a/ui/sceneRenderer.h b/ui/sceneRenderer.h
new file mode 100644
index 0000000..2e1c372
--- /dev/null
+++ b/ui/sceneRenderer.h
@@ -0,0 +1,18 @@
+#pragma once
+
+#include "gfx/gl/shader.h"
+#include "lib/glArrays.h"
+#include <functional>
+
+class SceneRenderer {
+public:
+ SceneRenderer(glm::ivec2 size);
+
+ void render(std::function<void()> content) const;
+
+private:
+ glFrameBuffer gBuffer;
+ glTexture gPosition, gNormal, gAlbedoSpec;
+ glRenderBuffer depth;
+ ProgramHandleBase lighting;
+};
diff --git a/ui/window.cpp b/ui/window.cpp
index 419abc3..82f4d40 100644
--- a/ui/window.cpp
+++ b/ui/window.cpp
@@ -94,7 +94,7 @@ Window::refresh() const
void
Window::render() const
{
- uiComponents.apply<WorldOverlay>(&WorldOverlay::render, getShader());
+ glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
uiComponents.apply(&UIComponent::render, uiShader, UIComponent::Position {});
}