based wtf

This commit is contained in:
Benjamin Kyd
2023-05-17 12:40:50 +01:00
parent 2f022e9361
commit 97476996e8
7 changed files with 117 additions and 91 deletions

View File

@@ -3,112 +3,134 @@
#include "shader.hpp"
#include <scene/camera.hpp>
#include <scene/scene.hpp>
#include <scene/material.hpp>
#include <scene/mesh.hpp>
#include <scene/scene.hpp>
#include <iostream>
using namespace inferno;
namespace inferno::graphics {
RasterizeRenderer::RasterizeRenderer()
std::unique_ptr<PreviewRenderer> preview_create()
{
glGenFramebuffers(1, &mRenderTarget);
glBindFramebuffer(GL_FRAMEBUFFER, mRenderTarget);
std::unique_ptr<PreviewRenderer> renderer = std::make_unique<PreviewRenderer>();
glGenFramebuffers(1, &renderer->RenderTarget);
glBindFramebuffer(GL_FRAMEBUFFER, renderer->RenderTarget);
glGenTextures(1, &mRenderTargetTexture);
glBindTexture(GL_TEXTURE_2D, mRenderTargetTexture);
glGenTextures(1, &renderer->RenderTargetTexture);
glBindTexture(GL_TEXTURE_2D, renderer->RenderTargetTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 800, 600, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glGenTextures(1, &mRenderTargetDepthTexture );
glBindTexture(GL_TEXTURE_2D, mRenderTargetDepthTexture );
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 800, 600, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glGenTextures(1, &renderer->RenderTargetDepthTexture);
glBindTexture(GL_TEXTURE_2D, renderer->RenderTargetDepthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 800, 600, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Attach the texture to the framebuffer.
glFramebufferTexture2D( GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, mRenderTargetDepthTexture, 0 );
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mRenderTargetTexture, 0);
// Attach the texture to the framebuffer.
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, renderer->RenderTargetDepthTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderer->RenderTargetTexture, 0);
assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return renderer;
}
RasterizeRenderer::~RasterizeRenderer()
void preview_cleanup(std::unique_ptr<PreviewRenderer>& renderer)
{
}
void RasterizeRenderer::setScene(Scene* scene)
void preview_set_scene(std::unique_ptr<PreviewRenderer>& renderer, std::shared_ptr<Scene> scene)
{
mCurrentScene = scene;
renderer->CurrentScene = scene;
}
void RasterizeRenderer::setTargetSize(glm::ivec2 size)
void preview_set_viewport(std::unique_ptr<PreviewRenderer>& renderer, std::shared_ptr<const Viewport> viewport)
{
glBindFramebuffer(GL_FRAMEBUFFER, mRenderTarget);
renderer->RenderTargetSize = viewport;
glBindFramebuffer(GL_FRAMEBUFFER, renderer->RenderTarget);
glBindTexture(GL_TEXTURE_2D, mRenderTargetTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size.x, size.y, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, renderer->RenderTargetTexture);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGB,
viewport->Raster.x,
viewport->Raster.y,
0,
GL_RGB,
GL_UNSIGNED_BYTE,
NULL);
glBindTexture(GL_TEXTURE_2D, mRenderTargetDepthTexture);
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, size.x, size.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL );
glBindTexture(GL_TEXTURE_2D, renderer->RenderTargetDepthTexture);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_DEPTH24_STENCIL8,
viewport->Raster.x,
viewport->Raster.y,
0,
GL_DEPTH_COMPONENT,
GL_FLOAT,
NULL);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
mRenderTargetSize = size;
}
GLuint RasterizeRenderer::getRenderedTexture()
const glm::ivec2& preview_get_viewport(std::unique_ptr<PreviewRenderer>& renderer)
{
glBindFramebuffer(GL_FRAMEBUFFER, mRenderTarget);
return mRenderTargetTexture;
return renderer->RenderTargetSize->Raster;
}
glm::ivec2 RasterizeRenderer::getTargetSize()
GLuint preview_get_rendered_texture(std::unique_ptr<PreviewRenderer>& renderer)
{
return mRenderTargetSize;
glBindFramebuffer(GL_FRAMEBUFFER, renderer->RenderTarget);
return renderer->RenderTargetTexture;
}
void RasterizeRenderer::prepare()
void preview_prepare(std::unique_ptr<PreviewRenderer>& renderer)
{
glBindFramebuffer(GL_FRAMEBUFFER, mRenderTarget);
glBindFramebuffer(GL_FRAMEBUFFER, renderer->RenderTarget);
glClearColor(0.1, 0.1, 0.1, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void RasterizeRenderer::draw()
void preview_draw(std::unique_ptr<PreviewRenderer>& renderer)
{
glBindFramebuffer(GL_FRAMEBUFFER, mRenderTarget);
glViewport(0, 0, mRenderTargetSize.x, mRenderTargetSize.y);
glBindFramebuffer(GL_FRAMEBUFFER, renderer->RenderTarget);
glViewport(0,
0,
renderer->RenderTargetSize->Raster.x,
renderer->RenderTargetSize->Raster.y);
glEnable(GL_DEPTH_TEST);
for (Mesh* m : mCurrentScene->getRenderables())
{
//m->getMaterial()->getGlShader()->use();
//GLint uniTrans = glGetUniformLocation(m->getMaterial()->getGlShader()->getProgram(), "model");
//glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(glm::mat4(1.0f)));
glEnable(GL_DEPTH_TEST);
//GLint uniView = glGetUniformLocation(m->getMaterial()->getGlShader()->getProgram(), "view");
//glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(mCurrentScene->getCamera()->getViewMatrix()));
for (Mesh* m : renderer->CurrentScene->getRenderables()) {
// m->getMaterial()->getGlShader()->use();
// GLint uniTrans = glGetUniformLocation(m->getMaterial()->getGlShader()->getProgram(), "model");
// glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(glm::mat4(1.0f)));
// GLint uniView = glGetUniformLocation(m->getMaterial()->getGlShader()->getProgram(), "view");
// glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(renderer->CurrentScene->getCamera()->getViewMatrix()));
// GLint uniProj = glGetUniformLocation(m->getMaterial()->getGlShader()->getProgram(), "proj");
// glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(renderer->CurrentScene->getCamera()->getProjectionMatrix()));
//GLint uniProj = glGetUniformLocation(m->getMaterial()->getGlShader()->getProgram(), "proj");
//glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(mCurrentScene->getCamera()->getProjectionMatrix()));
glBindVertexArray(m->getVAO());
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m->getEBO());
glDrawElements(GL_TRIANGLES, m->getIndexCount() * sizeof(uint32_t), GL_UNSIGNED_INT, 0);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}