Files
Nuake-custom/Nuake/src/Rendering/SceneRenderer.cpp
2023-09-28 03:52:49 +01:00

708 lines
23 KiB
C++

#include "SceneRenderer.h"
#include "src/Rendering/Shaders/ShaderManager.h"
#include "src/Scene/Components/BSPBrushComponent.h"
#include "src/Scene/Components/SpriteComponent.h"
#include "src/Scene/Components/ParticleEmitterComponent.h"
#include <glad/glad.h>
#include <src/Scene/Components/SkinnedModelComponent.h>
#include <src/Vendors/imgui/imgui.h>
namespace Nuake
{
void SceneRenderer::Init()
{
const auto defaultResolution = Vector2(1920, 1080);
mGBuffer = CreateScope<FrameBuffer>(false, defaultResolution);
mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_DEPTH_COMPONENT), GL_DEPTH_ATTACHMENT);
mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGB), GL_COLOR_ATTACHMENT0); // Albedo
mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGB), GL_COLOR_ATTACHMENT1); //
mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGBA), GL_COLOR_ATTACHMENT2); // Material + unlit
mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RED_INTEGER, GL_R32I, GL_INT), GL_COLOR_ATTACHMENT3);
mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RED, GL_R16F, GL_FLOAT), GL_COLOR_ATTACHMENT4); // Emissive
mShadingBuffer = CreateScope<FrameBuffer>(true, defaultResolution);
mShadingBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGB, GL_RGB16F, GL_FLOAT));
mSSR = CreateScope<SSR>();
mToneMapBuffer = CreateScope<FrameBuffer>(false, defaultResolution);
mToneMapBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGB), GL_COLOR_ATTACHMENT0);
mBarrelDistortionBuffer = CreateScope<FrameBuffer>(false, defaultResolution);
mBarrelDistortionBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGB), GL_COLOR_ATTACHMENT0);
mVignetteBuffer = CreateScope<FrameBuffer>(false, defaultResolution);
mVignetteBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGB), GL_COLOR_ATTACHMENT0);
mDOFBuffer = CreateScope<FrameBuffer>(false, defaultResolution);
mDOFBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGB), GL_COLOR_ATTACHMENT0);
}
void SceneRenderer::Cleanup()
{
}
void SceneRenderer::BeginRenderScene(const Matrix4& projection, const Matrix4& view, const Vector3& camPos)
{
mProjection = projection;
mView = view;
mCamPos = camPos;
}
/// <summary>
/// Renders a scene to a framebuffer. The size of the framebuffer will be used.
/// </summary>
/// <param name="scene">Scene to render</param>
/// <param name="framebuffer">Framebuffer to render the scene to. Should be in the right size</param>
void SceneRenderer::RenderScene(Scene& scene, FrameBuffer& framebuffer)
{
// Renders all shadow maps
ShadowPass(scene);
mGBuffer->QueueResize(framebuffer.GetSize());
GBufferPass(scene);
// SSAO
const auto& sceneEnv = scene.GetEnvironment();
if (sceneEnv->SSAOEnabled)
{
sceneEnv->mSSAO->Resize(framebuffer.GetSize());
sceneEnv->mSSAO->Draw(mGBuffer.get(), mProjection, mView);
}
else
{
sceneEnv->mSSAO->Clear();
}
mShadingBuffer->QueueResize(framebuffer.GetSize());
ShadingPass(scene);
Ref<Texture> finalOutput = mShadingBuffer->GetTexture();
if (scene.GetEnvironment()->BloomEnabled)
{
sceneEnv->mBloom->SetSource(mShadingBuffer->GetTexture());
sceneEnv->mBloom->Resize(framebuffer.GetSize());
sceneEnv->mBloom->Draw();
finalOutput = sceneEnv->mBloom->GetOutput();
}
const auto view = scene.m_Registry.view<LightComponent>();
auto lightList = std::vector<LightComponent>();
for (auto l : view)
{
auto& lc = view.get<LightComponent>(l);
if (lc.Type == Directional && lc.IsVolumetric && lc.CastShadows)
lightList.push_back(lc);
}
if (sceneEnv->VolumetricEnabled)
{
sceneEnv->mVolumetric->Resize(framebuffer.GetSize());
sceneEnv->mVolumetric->SetDepth(mGBuffer->GetTexture(GL_DEPTH_ATTACHMENT).get());
sceneEnv->mVolumetric->Draw(mProjection, mView, mCamPos, lightList);
//finalOutput = mVolumetric->GetFinalOutput().get();
// combine
framebuffer.Bind();
{
RenderCommand::Clear();
Shader* shader = ShaderManager::GetShader("Resources/Shaders/combine.shader");
shader->Bind();
shader->SetUniformTex("u_Source", finalOutput.get(), 0);
shader->SetUniformTex("u_Source2", sceneEnv->mVolumetric->GetFinalOutput().get(), 1);
Renderer::DrawQuad();
}
framebuffer.Unbind();
}
else
{
framebuffer.Bind();
{
RenderCommand::Clear();
Shader* shader = ShaderManager::GetShader("Resources/Shaders/copy.shader");
shader->Bind();
shader->SetUniformTex("u_Source", finalOutput.get(), 0);
Renderer::DrawQuad();
}
}
finalOutput = framebuffer.GetTexture();
// Copy final output to target framebuffer
mToneMapBuffer->QueueResize(framebuffer.GetSize());
mToneMapBuffer->Bind();
{
RenderCommand::Clear();
Shader* shader = ShaderManager::GetShader("Resources/Shaders/tonemap.shader");
shader->Bind();
shader->SetUniform1f("u_Exposure", scene.GetEnvironment()->Exposure);
shader->SetUniform1f("u_Gamma", scene.GetEnvironment()->Gamma);
shader->SetUniformTex("u_Source", finalOutput.get());
Renderer::DrawQuad();
}
mToneMapBuffer->Unbind();
if (sceneEnv->SSREnabled)
{
mSSR->Resize(framebuffer.GetSize());
mSSR->Draw(mGBuffer.get(), framebuffer.GetTexture(), mView, mProjection, scene.GetCurrentCamera());
framebuffer.Bind();
{
RenderCommand::Clear();
Shader* shader = ShaderManager::GetShader("Resources/Shaders/combine.shader");
shader->Bind();
shader->SetUniformTex("u_Source", mToneMapBuffer->GetTexture().get(), 0);
shader->SetUniformTex("u_Source2", mSSR->OutputFramebuffer->GetTexture().get(), 1);
Renderer::DrawQuad();
}
framebuffer.Unbind();
}
else
{
framebuffer.Bind();
{
RenderCommand::Clear();
Shader* shader = ShaderManager::GetShader("Resources/Shaders/copy.shader");
shader->Bind();
shader->SetUniformTex("u_Source", mToneMapBuffer->GetTexture().get(), 0);
Renderer::DrawQuad();
}
framebuffer.Unbind();
}
static float focalDepth = 100.0f;
static float focalLength = 16.0f;
static float fstop = 6.0f;
static bool autoFocus = false;
static bool showFocus = false;
static bool manualdof = true;
static int samples = 3;
static int rings = 3;
static float ndofstart = 1.0f;
static float ndofDist = 2.0f;
static float fdofstart = 1.0f;
static float fdofdist = 3.0f;
static float coc = 0.03f;
static float maxBlue = 1.0f;
static float threshold = 0.7f;
static float gain = 100.0f;
static float biaos = 0.0f;
static float fringe = 0.0f;
static float nammount = 0.0001;
static float dbsize = 1.25f;
static float feather = 1.0f;
mDOFBuffer->QueueResize(framebuffer.GetSize());
mDOFBuffer->Bind();
{
RenderCommand::Clear();
Shader* shader = ShaderManager::GetShader("Resources/Shaders/dof.shader");
shader->Bind();
shader->SetUniform1f("focalDepth", focalDepth);
shader->SetUniform1f("focalLength", focalLength);
shader->SetUniform1f("fstop", fstop);
shader->SetUniform1i("showFocus", showFocus);
shader->SetUniform1i("autofocus", autoFocus);
shader->SetUniform1i("samples", samples);
shader->SetUniform1i("manualdof", manualdof);
shader->SetUniform1f("rings", rings);
shader->SetUniform1f("ndofstart", ndofstart);
shader->SetUniform1f("ndofdist", ndofDist);
shader->SetUniform1f("fdofstart", fdofstart);
shader->SetUniform1f("fdofdist", fdofdist);
shader->SetUniform1f("CoC", coc);
shader->SetUniform1f("maxblur", maxBlue);
shader->SetUniform1f("threshold", threshold);
shader->SetUniform1f("gain", gain);
shader->SetUniform1f("bias", biaos);
shader->SetUniform1f("fringe", fringe);
shader->SetUniform1f("namount", nammount);
shader->SetUniform1f("dbsize", dbsize);
shader->SetUniform1f("feather", feather);
shader->SetUniform1f("u_Distortion", sceneEnv->BarrelDistortion);
shader->SetUniform1f("height", finalOutput->GetHeight());
shader->SetUniform1f("width", finalOutput->GetWidth());
shader->SetUniformTex("depthTex", mGBuffer->GetTexture(GL_DEPTH_ATTACHMENT).get(), 0);
shader->SetUniformTex("renderTex", finalOutput.get(), 1);
Renderer::DrawQuad();
}
mDOFBuffer->Unbind();
if (sceneEnv->BarrelDistortionEnabled)
{
mBarrelDistortionBuffer->QueueResize(framebuffer.GetSize());
mBarrelDistortionBuffer->Bind();
{
RenderCommand::Clear();
Shader* shader = ShaderManager::GetShader("Resources/Shaders/barrel_distortion.shader");
shader->Bind();
shader->SetUniform1f("u_Distortion", sceneEnv->BarrelDistortion);
shader->SetUniform1f("u_DistortionEdge", sceneEnv->BarrelEdgeDistortion);
shader->SetUniform1f("u_Scale", sceneEnv->BarrelScale);
if (sceneEnv->DOFEnabled)
{
shader->SetUniformTex("u_Source", mDOFBuffer->GetTexture().get(), 0);
}
else
{
shader->SetUniformTex("u_Source", finalOutput.get(), 0);
}
Renderer::DrawQuad();
}
mBarrelDistortionBuffer->Unbind();
framebuffer.Bind();
{
RenderCommand::Clear();
Shader* shader = ShaderManager::GetShader("Resources/Shaders/copy.shader");
shader->Bind();
shader->SetUniformTex("u_Source", mBarrelDistortionBuffer->GetTexture().get(), 0);
Renderer::DrawQuad();
}
framebuffer.Unbind();
}
if (sceneEnv->VignetteEnabled)
{
mVignetteBuffer->QueueResize(framebuffer.GetSize());
mVignetteBuffer->Bind();
{
RenderCommand::Clear();
Shader* shader = ShaderManager::GetShader("Resources/Shaders/vignette.shader");
shader->Bind();
shader->SetUniform1f("u_Intensity", sceneEnv->VignetteIntensity);
shader->SetUniform1f("u_Extend", sceneEnv->VignetteExtend);
shader->SetUniformTex("u_Source", finalOutput.get(), 0);
Renderer::DrawQuad();
}
mVignetteBuffer->Unbind();
framebuffer.Bind();
{
RenderCommand::Clear();
Shader* shader = ShaderManager::GetShader("Resources/Shaders/copy.shader");
shader->Bind();
shader->SetUniformTex("u_Source", mVignetteBuffer->GetTexture().get(), 0);
Renderer::DrawQuad();
}
framebuffer.Unbind();
}
// Barrel distortion
//mVignetteBuffer->Bind();
//{
// RenderCommand::Clear();
// Shader* shader = ShaderManager::GetShader("Resources/Shaders/vignette.shader");
// shader->Bind();
//
// shader->SetUniform1f("u_Intensity", sceneEnv->VignetteIntensity);
// shader->SetUniform1f("u_Extend", sceneEnv->VignetteExtend);
// shader->SetUniformTex("u_Source", mBarrelDistortionBuffer->GetTexture().get(), 0);
// Renderer::DrawQuad();
//}
//mVignetteBuffer->Unbind();
RenderCommand::Enable(RendererEnum::DEPTH_TEST);
Renderer::EndDraw();
}
void SceneRenderer::ShadowPass(Scene& scene)
{
RenderCommand::Enable(RendererEnum::DEPTH_TEST);
Shader* shader = ShaderManager::GetShader("Resources/Shaders/shadowMap.shader");
shader->Bind();
RenderCommand::Disable(RendererEnum::FACE_CULL);
glCullFace(GL_BACK);
auto meshView = scene.m_Registry.view<TransformComponent, ModelComponent, VisibilityComponent>();
auto quakeView = scene.m_Registry.view<TransformComponent, BSPBrushComponent, VisibilityComponent>();
auto view = scene.m_Registry.view<TransformComponent, LightComponent, VisibilityComponent>();
for (auto l : view)
{
auto [lightTransform, light, visibility] = view.get<TransformComponent, LightComponent, VisibilityComponent>(l);
if (light.Type != LightType::Directional || !light.CastShadows || !visibility.Visible)
{
continue;
}
light.CalculateViewProjection(mView, mProjection);
for (int i = 0; i < CSM_AMOUNT; i++)
{
light.m_Framebuffers[i]->Bind();
light.m_Framebuffers[i]->Clear();
{
shader->SetUniformMat4f("u_LightTransform", light.mViewProjections[i]);
for (auto e : meshView)
{
auto [transform, mesh, visibility] = meshView.get<TransformComponent, ModelComponent, VisibilityComponent>(e);
if (mesh.ModelResource != nullptr && visibility.Visible)
{
for (auto& m : mesh.ModelResource->GetMeshes())
Renderer::SubmitMesh(m, transform.GetGlobalTransform());
}
}
for (auto e : quakeView)
{
auto [transform, model, visibility] = quakeView.get<TransformComponent, BSPBrushComponent, VisibilityComponent>(e);
if (model.IsTransparent || !visibility.Visible)
continue;
for (Ref<Mesh>& m : model.Meshes)
{
Renderer::SubmitMesh(m, transform.GetGlobalTransform());
}
}
Renderer::Flush(shader, true);
auto spriteView = scene.m_Registry.view<TransformComponent, SpriteComponent, VisibilityComponent>();
for (auto e : spriteView)
{
auto [transform, sprite, visibility] = spriteView.get<TransformComponent, SpriteComponent, VisibilityComponent>(e);
if (!visibility.Visible || !sprite.SpriteMesh)
continue;
auto finalQuadTransform = transform.GetGlobalTransform();
if (sprite.Billboard)
{
finalQuadTransform = glm::inverse(mView);
if (sprite.LockYRotation)
{
// This locks the pitch rotation on the billboard, useful for trees, lamps, etc.
finalQuadTransform[1] = Vector4(0, 1, 0, 0);
finalQuadTransform[2] = Vector4(finalQuadTransform[2][0], 0, finalQuadTransform[2][2], 0);
finalQuadTransform = finalQuadTransform;
}
// Translation
finalQuadTransform[3] = Vector4(transform.GetGlobalPosition(), 1.0f);
// Scale
finalQuadTransform = glm::scale(finalQuadTransform, transform.GetGlobalScale());
}
Renderer::SubmitMesh(sprite.SpriteMesh, finalQuadTransform, (uint32_t)e);
}
Renderer::Flush(shader, true);
}
}
}
Shader* gBufferSkinnedMeshShader = ShaderManager::GetShader("Resources/Shaders/shadowMap_skinned.shader");
gBufferSkinnedMeshShader->Bind();
const uint32_t modelMatrixUniformLocation = gBufferSkinnedMeshShader->FindUniformLocation("u_Model");
gBufferSkinnedMeshShader->SetUniformMat4f(modelMatrixUniformLocation, Matrix4(1.0f));
auto skinnedView = scene.m_Registry.view<TransformComponent, SkinnedModelComponent, VisibilityComponent>();
for (auto l : view)
{
auto [lightTransform, light, visibility] = view.get<TransformComponent, LightComponent, VisibilityComponent>(l);
if (light.Type != LightType::Directional || !light.CastShadows || !visibility.Visible)
{
continue;
}
for (int i = 0; i < CSM_AMOUNT; i++)
{
light.m_Framebuffers[i]->Bind();
{
gBufferSkinnedMeshShader->SetUniformMat4f("u_LightTransform", light.mViewProjections[i]);
for (auto e : skinnedView)
{
auto [transform, mesh, visibility] = skinnedView.get<TransformComponent, SkinnedModelComponent, VisibilityComponent>(e);
if (mesh.ModelResource != nullptr && visibility.Visible)
{
auto& rootBoneNode = mesh.ModelResource->GetSkeletonRootNode();
SetSkeletonBoneTransformRecursive(scene, rootBoneNode, gBufferSkinnedMeshShader);
for (auto& m : mesh.ModelResource->GetMeshes())
{
m->Draw(gBufferSkinnedMeshShader, false);
}
}
}
}
}
}
}
void SceneRenderer::GBufferPass(Scene& scene)
{
mGBuffer->Bind();
mGBuffer->Clear();
{
RenderCommand::Disable(RendererEnum::BLENDING);
// Init
RenderCommand::Enable(RendererEnum::FACE_CULL);
Shader* gBufferShader = ShaderManager::GetShader("Resources/Shaders/gbuffer.shader");
Shader* gBufferSkinnedMeshShader = ShaderManager::GetShader("Resources/Shaders/gbuffer_skinned.shader");
gBufferShader->Bind();
gBufferShader->SetUniformMat4f("u_Projection", mProjection);
gBufferShader->SetUniformMat4f("u_View", mView);
// Models
glDisable(GL_CULL_FACE);
auto view = scene.m_Registry.view<TransformComponent, ModelComponent, VisibilityComponent>();
for (auto e : view)
{
auto [transform, mesh, visibility] = view.get<TransformComponent, ModelComponent, VisibilityComponent>(e);
if (mesh.ModelResource && visibility.Visible)
{
for (auto& m : mesh.ModelResource->GetMeshes())
{
Renderer::SubmitMesh(m, transform.GetGlobalTransform(), (uint32_t)e);
}
}
}
Renderer::Flush(gBufferShader, false);
// Quake BSPs
auto quakeView = scene.m_Registry.view<TransformComponent, BSPBrushComponent, VisibilityComponent>();
for (auto e : quakeView)
{
auto [transform, model, visibility] = quakeView.get<TransformComponent, BSPBrushComponent, VisibilityComponent>(e);
if (model.IsTransparent || !visibility.Visible)
continue;
for (auto& b : model.Meshes)
{
Renderer::SubmitMesh(b, transform.GetGlobalTransform(), (uint32_t)e);
}
}
Renderer::Flush(gBufferShader, false);
RenderCommand::Disable(RendererEnum::FACE_CULL);
// Sprites
auto spriteView = scene.m_Registry.view<TransformComponent, SpriteComponent, VisibilityComponent>();
for (auto& e : spriteView)
{
auto [transform, sprite, visibility] = spriteView.get<TransformComponent, SpriteComponent, VisibilityComponent>(e);
if (!visibility.Visible || !sprite.SpriteMesh)
continue;
auto finalQuadTransform = transform.GetGlobalTransform();
if (sprite.Billboard)
{
finalQuadTransform = glm::inverse(mView);
if (sprite.LockYRotation)
{
// This locks the pitch rotation on the billboard, useful for trees, lamps, etc.
finalQuadTransform[1] = Vector4(0, 1, 0, 0);
finalQuadTransform[2] = Vector4(finalQuadTransform[2][0], 0, finalQuadTransform[2][2], 0);
finalQuadTransform = finalQuadTransform;
}
// Translation
finalQuadTransform[3] = Vector4(transform.GetGlobalPosition(), 1.0f);
// Scale
finalQuadTransform = glm::scale(finalQuadTransform, transform.GetGlobalScale());
}
Renderer::SubmitMesh(sprite.SpriteMesh, finalQuadTransform, (uint32_t)e);
}
Renderer::Flush(gBufferShader, false);
// Particles
Ref<Material> previousMaterial = Renderer::QuadMesh->GetMaterial();
auto particleEmitterView = scene.m_Registry.view<TransformComponent, ParticleEmitterComponent, VisibilityComponent>();
for (auto& e : particleEmitterView)
{
auto [transform, emitterComponent, visibility] = particleEmitterView.get<TransformComponent, ParticleEmitterComponent, VisibilityComponent>(e);
if (!visibility.Visible || !emitterComponent.ParticleMaterial)
continue;
Renderer::QuadMesh->SetMaterial(emitterComponent.ParticleMaterial);
Vector3 oldColor = Renderer::QuadMesh->GetMaterial()->data.m_AlbedoColor;
auto initialTransform = transform.GetGlobalTransform();
for (auto& p : emitterComponent.Emitter.Particles)
{
Matrix4 particleTransform = initialTransform;
particleTransform = glm::inverse(mView);
// Translation
Vector3 particleGlobalPosition;
if (emitterComponent.GlobalSpace)
{
particleGlobalPosition = p.Position;
}
else
{
particleGlobalPosition = Vector3(initialTransform[3]) + p.Position;
}
particleTransform[3] = Vector4(particleGlobalPosition, 1.0f);
// Scale
Vector3 finalScale = emitterComponent.ParticleScale;
if (p.Scale != 1.0f)
{
finalScale += emitterComponent.ParticleScale * p.Scale;
}
particleTransform = glm::scale(particleTransform, finalScale);
Renderer::SubmitMesh(Renderer::QuadMesh, particleTransform, (uint32_t)e);
}
Renderer::QuadMesh->SetMaterial(emitterComponent.ParticleMaterial);
Renderer::Flush(gBufferShader, false);
Renderer::QuadMesh->SetMaterial(previousMaterial);
}
// Reset material on quadmesh
//Renderer::QuadMesh->SetMaterial(previousMaterial);
// Skinned mesh at the end because we switch shader
gBufferSkinnedMeshShader->Bind();
gBufferSkinnedMeshShader->SetUniformMat4f("u_Projection", mProjection);
gBufferSkinnedMeshShader->SetUniformMat4f("u_View", mView);
RenderCommand::Disable(RendererEnum::FACE_CULL);
// Skinned Models
const uint32_t entityIdUniformLocation = gBufferSkinnedMeshShader->FindUniformLocation("u_EntityID");
const uint32_t modelMatrixUniformLocation = gBufferSkinnedMeshShader->FindUniformLocation("u_Model");
gBufferSkinnedMeshShader->SetUniformMat4f(modelMatrixUniformLocation, Matrix4(1.0f));
auto skinnedModelView = scene.m_Registry.view<TransformComponent, SkinnedModelComponent, VisibilityComponent>();
for (auto e : skinnedModelView)
{
auto [transform, mesh, visibility] = skinnedModelView.get<TransformComponent, SkinnedModelComponent, VisibilityComponent>(e);
auto& meshResource = mesh.ModelResource;
if (meshResource && visibility.Visible)
{
auto& rootBoneNode = meshResource->GetSkeletonRootNode();
SetSkeletonBoneTransformRecursive(scene, rootBoneNode, gBufferSkinnedMeshShader);
for (auto& m : mesh.ModelResource->GetMeshes())
{
m->GetMaterial()->Bind(gBufferSkinnedMeshShader);
gBufferSkinnedMeshShader->SetUniform1i(entityIdUniformLocation, (uint32_t)e + 1);
m->Draw(gBufferSkinnedMeshShader, true);
}
}
}
}
RenderCommand::Enable(RendererEnum::BLENDING);
}
void SceneRenderer::ShadingPass(Scene& scene)
{
mShadingBuffer->Bind();
mShadingBuffer->Clear();
{
RenderCommand::Disable(RendererEnum::DEPTH_TEST);
RenderCommand::Disable(RendererEnum::FACE_CULL);
Ref<Environment> environment = scene.GetEnvironment();
if (environment->CurrentSkyType == SkyType::ProceduralSky)
{
RenderCommand::Clear();
RenderCommand::SetClearColor(Color(0, 0, 0, 1));
environment->ProceduralSkybox->Draw(mProjection, mView);
}
else if (environment->CurrentSkyType == SkyType::ClearColor)
{
RenderCommand::SetClearColor(environment->AmbientColor);
RenderCommand::Clear();
}
RenderCommand::Enable(RendererEnum::FACE_CULL);
Shader* shadingShader = ShaderManager::GetShader("Resources/Shaders/deferred.shader");
shadingShader->Bind();
shadingShader->SetUniformMat4f("u_Projection", mProjection);
shadingShader->SetUniformMat4f("u_View", mView);
shadingShader->SetUniformVec3("u_EyePosition", scene.GetCurrentCamera()->Translation);
shadingShader->SetUniformTex("m_SSAO", scene.GetEnvironment()->mSSAO->GetOuput()->GetTexture().get(), 9);
Ref<Environment> env = scene.GetEnvironment();
auto view = scene.m_Registry.view<TransformComponent, LightComponent, ParentComponent>();
for (auto l : view)
{
auto [transform, light, parent] = view.get<TransformComponent, LightComponent, ParentComponent>(l);
if (light.SyncDirectionWithSky)
light.Direction = env->ProceduralSkybox->GetSunDirection();
Renderer::RegisterDeferredLight(transform, light);
}
mGBuffer->GetTexture(GL_DEPTH_ATTACHMENT)->Bind(5);
mGBuffer->GetTexture(GL_COLOR_ATTACHMENT0)->Bind(6);
mGBuffer->GetTexture(GL_COLOR_ATTACHMENT1)->Bind(7);
mGBuffer->GetTexture(GL_COLOR_ATTACHMENT2)->Bind(8);
mGBuffer->GetTexture(GL_COLOR_ATTACHMENT4)->Bind(10);
shadingShader->SetUniform1i("m_Depth", 5);
shadingShader->SetUniform1i("m_Albedo", 6);
shadingShader->SetUniform1i("m_Normal", 7);
shadingShader->SetUniform1i("m_Material", 8);
shadingShader->SetUniform1i("m_Emissive", 10);
RenderCommand::Disable(RendererEnum::FACE_CULL);
Renderer::DrawQuad(Matrix4());
}
}
void SceneRenderer::PostProcessPass(const Scene& scene)
{
}
void SceneRenderer::SetSkeletonBoneTransformRecursive(Scene& scene, SkeletonNode& skeletonNode, Shader* shader)
{
for (auto& child : skeletonNode.Children)
{
if (auto entity = scene.GetEntity(child.Name); entity.GetHandle() != -1)
{
const std::string boneMatrixUniformName = "u_FinalBonesMatrice[" + std::to_string(child.Id) + "]";
shader->SetUniformMat4f(boneMatrixUniformName, child.FinalTransform);
}
SetSkeletonBoneTransformRecursive(scene, child, shader);
}
}
}