From 60ccc62f4934e44ad5b905fdbcf458302b8d8a09 Mon Sep 17 00:00:00 2001 From: rtk0c Date: Fri, 3 Jun 2022 23:26:44 -0700 Subject: Changeset: 63 [WIP] Rename directories --- source/Game/Renderer.cpp | 170 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 170 insertions(+) create mode 100644 source/Game/Renderer.cpp (limited to 'source/Game/Renderer.cpp') diff --git a/source/Game/Renderer.cpp b/source/Game/Renderer.cpp new file mode 100644 index 0000000..3497449 --- /dev/null +++ b/source/Game/Renderer.cpp @@ -0,0 +1,170 @@ +#include "Renderer.hpp" + +#include "GameObject.hpp" + +#include +#include +#include +#include + +RenderObject::RenderObject() + : mVao{ GL_NONE } { +} + +RenderObject::~RenderObject() { + DeleteGLObjects(); +} + +GLuint RenderObject::GetGLVao() const { + return mVao; +} + +void RenderObject::RebuildIfNecessary() { + if (mVao != GL_NONE) { + return; + } + + assert(mIndexBuf != nullptr); + assert(mVertexFormat != nullptr); + + glGenVertexArrays(1, &mVao); + glBindVertexArray(mVao); + + auto& vBindings = mVertexBufBinding.bindings; + auto& shaderInfo = mMaterial->GetShader()->GetInfo(); + + // Setup vertex buffers + for (auto& elm : mVertexFormat->elements) { + assert(elm.bindingIndex < vBindings.size()); + auto& buffer = vBindings[elm.bindingIndex]; + + int index = shaderInfo.FindInputLocation(elm.semantic); + if (index == -1) { + continue; + } + + glBindBuffer(GL_ARRAY_BUFFER, buffer->handle); + glEnableVertexAttribArray(index); + glVertexAttribPointer( + index, + Tags::VectorLenOf(elm.type), + Tags::FindGLType(elm.type), + Tags::IsNormalized(elm.type), + mVertexFormat->vertexSize, + (void*)(uintptr_t)elm.offset); + } + + // Setup index buffer + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuf->handle); + + glBindVertexArray(GL_NONE); +} + +void RenderObject::SetMaterial(Material* material) { + mMaterial.Attach(material); + DeleteGLObjects(); +} + +void RenderObject::UpdateIndexBuffer(GpuIndexBuffer* indexBuffer) { + mIndexBuf.Attach(indexBuffer); + DeleteGLObjects(); +} + +void RenderObject::UpdateVertexFormat(VertexFormat* vertexFormat) { + mVertexFormat.Attach(vertexFormat); + DeleteGLObjects(); +} + +void RenderObject::UpdateVertexBufferBindings(BufferBindings** bindingsOut) { + *bindingsOut = &mVertexBufBinding; + DeleteGLObjects(); +} + +void RenderObject::SetFormat(VertexFormat* vertexFormat, Tags::IndexType indexFormat) { + mIndexBuf.Attach(new GpuIndexBuffer()); + mIndexBuf->indexType = indexFormat; + mIndexBuf->count = 0; + + mVertexFormat.Attach(vertexFormat); + mVertexBufBinding.Clear(); + for (auto& element : vertexFormat->elements) { + if (mVertexBufBinding.GetBinding(element.bindingIndex) == nullptr) { + mVertexBufBinding.SetBinding(element.bindingIndex, new GpuVertexBuffer()); + } + } +} + +void RenderObject::DeleteGLObjects() { + if (mVao != GL_NONE) { + glDeleteVertexArrays(1, &mVao); + mVao = GL_NONE; + } +} + +void Renderer::BeginFrame(Camera& camera, float currentTime, float deltaTime) { + assert(mInsideFrame == false); + mInsideFrame = true; + mFrame.camera = &camera; + mFrame.matrixView = camera.CalcViewMatrix(); + mFrame.matrixProj = camera.CalcProjectionMatrix(); + mFrame.time = currentTime; + mFrame.deltaTime = deltaTime; +} + +void Renderer::EndFrame() { + assert(mInsideFrame == true); + mInsideFrame = false; +} + +void Renderer::Draw(const RenderObject* objects, const GameObject* gameObject, size_t count) { + using namespace Tags; + + assert(mInsideFrame); + + auto vpMatrix = mFrame.matrixProj * mFrame.matrixView; + + // TODO shader grouping + // TODO material grouping + for (size_t i = 0; i < count; ++i) { + auto& object = objects[i]; + auto indexBuffer = object.GetIndexBuffer(); + auto mat = object.GetMaterial(); + auto shader = mat->GetShader(); + + glUseProgram(shader->GetProgram()); + + // Material uniforms + mat->UseUniforms(); + + // Next available texture unit ID after all material textures + int texIdx = mat->GetTextures().size(); + + // Autofill uniforms + if (shader->autofill_Transform != kInvalidLocation) { + glm::mat4 objectMatrix(1.0f); + objectMatrix = glm::translate(objectMatrix, gameObject->GetPos()); + objectMatrix *= glm::toMat4(gameObject->GetRotation()); + objectMatrix = glm::scale(objectMatrix, gameObject->GetScale()); + glm::mat4 transform = vpMatrix * objectMatrix; + + glUniformMatrix4fv(shader->autofill_Transform, 1, GL_FALSE, &transform[0][0]); + } + if (shader->autofill_Time != kInvalidLocation) { + glUniform1f(shader->autofill_Time, mFrame.time); + } + if (shader->autofill_DeltaTime != kInvalidLocation) { + glUniform1f(shader->autofill_DeltaTime, mFrame.deltaTime); + } + if (shader->autofill_TextureAtlas != kInvalidLocation && + object.autofill_TextureAtlas != nullptr) + { + glActiveTexture(GL_TEXTURE0 + texIdx); + glBindTexture(GL_TEXTURE_2D, object.autofill_TextureAtlas->GetHandle()); + glUniform1i(shader->autofill_TextureAtlas, texIdx); + ++texIdx; + } + + glBindVertexArray(object.GetGLVao()); + glDrawElements(GL_TRIANGLES, indexBuffer->count, indexBuffer->GetIndexTypeGL(), 0); + } +} -- cgit v1.2.3-70-g09d2