Files
Nuake/Nuake/src/Rendering/SceneRenderer.cpp
2023-08-04 17:33:25 -04:00

418 lines
14 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 <GL\glew.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);
mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGB), GL_COLOR_ATTACHMENT1);
mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RGB), GL_COLOR_ATTACHMENT2);
mGBuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RED_INTEGER, GL_R32I, GL_INT), GL_COLOR_ATTACHMENT3);
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);
}
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();
sceneEnv->mSSAO->Resize(framebuffer.GetSize());
sceneEnv->mSSAO->Draw(mGBuffer.get(), mProjection, mView);
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 = scene.GetEnvironment()->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 (scene.GetEnvironment()->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();
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();
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);
}
}
}
}
void SceneRenderer::GBufferPass(Scene& scene)
{
mGBuffer->Bind();
mGBuffer->Clear();
{
// Init
RenderCommand::Enable(RendererEnum::FACE_CULL);
Shader* gBufferShader = ShaderManager::GetShader("resources/Shaders/gbuffer.shader");
gBufferShader->Bind();
gBufferShader->SetUniformMat4f("u_Projection", mProjection);
gBufferShader->SetUniformMat4f("u_View", mView);
// Models
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);
}
}
}
glCullFace(GL_BACK);
RenderCommand::Disable(RendererEnum::FACE_CULL);
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);
// 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
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)
continue;
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
const Vector3& particleGlobalPosition = transform.GetGlobalPosition() + p.Position;
particleTransform[3] = Vector4(particleGlobalPosition, 1.0f);
// Scale
particleTransform = glm::scale(particleTransform, transform.GetGlobalScale());
Renderer::QuadMesh->GetMaterial()->data.u_HasAlbedo = 0;
Renderer::QuadMesh->GetMaterial()->data.m_AlbedoColor = p.Color;
Renderer::SubmitMesh(Renderer::QuadMesh, particleTransform, (uint32_t)e);
}
Renderer::Flush(gBufferShader, false);
Renderer::QuadMesh->GetMaterial()->data.m_AlbedoColor = oldColor;
}
}
}
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);
shadingShader->SetUniform1i("m_Depth", 5);
shadingShader->SetUniform1i("m_Albedo", 6);
shadingShader->SetUniform1i("m_Normal", 7);
shadingShader->SetUniform1i("m_Material", 8);
RenderCommand::Disable(RendererEnum::FACE_CULL);
Renderer::DrawQuad(Matrix4());
}
}
void SceneRenderer::PostProcessPass(const Scene& scene)
{
}
}