#include "RenderConfigs.hpp" #include "AssetManager.hpp" std::string LoadShaderCode(std::string_view assetPath) { auto gal = Gal::GetImplementation(); auto codeAsset = AssetManager::GetAssetByAssetName(std::string(assetPath)); auto codePtr = reinterpret_cast(codeAsset->data.data()); return std::string(codePtr, codePtr + codeAsset->data.size()); } std::shared_ptr LoadVertexShader(std::string_view assetPath) { auto gal = Gal::GetImplementation(); return gal->LoadVertexShader(LoadShaderCode(assetPath)); } std::shared_ptr LoadPixelShader(std::string_view assetPath) { auto gal = Gal::GetImplementation(); return gal->LoadPixelShader(LoadShaderCode(assetPath)); } PostProcess::PostProcess( std::shared_ptr pixelShader, std::vector>> inputTextures, std::vector> inputParameters, size_t width, size_t height, Gal::Format format, Gal::Filtering filtering) { auto gal = Gal::GetImplementation(); auto texConf = gal->CreateTexture2DConfig(width, height, format); texConf->SetMinFilter(filtering); texConf->SetMaxFilter(filtering); result = gal->BuildTexture(texConf); auto fbConf = gal->CreateFramebufferConfig(); fbConf->SetTexture(0, result); framebuffer = gal->BuildFramebuffer(fbConf); framebuffer->SetViewport(0, 0, width, height); auto fbPPC = gal->CreatePipelineConfig(); fbPPC->SetTarget(framebuffer); for (auto&& [name, texture] : inputTextures) { fbPPC->AddStaticTexture(name, texture); } for (auto&& [name, type] : inputParameters) { fbPPC->AddShaderParameter(name, type); } fbPPC->SetVertexShader(LoadVertexShader("/altcraft/shaders/vert/pp")); fbPPC->SetPixelShader(pixelShader); auto fbBufferBB = fbPPC->BindVertexBuffer({ {"pos", Gal::Type::Vec2}, {"uvPos", Gal::Type::Vec2} }); pipeline = gal->BuildPipeline(fbPPC); fbBuffer = gal->CreateBuffer(); constexpr float quadVertices[] = { // pos // uv -1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f }; auto quadPtr = reinterpret_cast(quadVertices); fbBuffer->SetData({ quadPtr, quadPtr + sizeof(quadVertices) }); pipelineInstance = pipeline->CreateInstance({ {fbBufferBB, fbBuffer} }); } Gbuffer::Gbuffer(size_t geomW, size_t geomH, size_t lightW, size_t lightH) { auto gal = Gal::GetImplementation(); auto colorConf = gal->CreateTexture2DConfig(geomW, geomH, Gal::Format::R8G8B8); colorConf->SetMinFilter(Gal::Filtering::Bilinear); colorConf->SetMaxFilter(Gal::Filtering::Bilinear); color = gal->BuildTexture(colorConf); auto normalConf = gal->CreateTexture2DConfig(geomW, geomH, Gal::Format::R8G8B8); normalConf->SetMinFilter(Gal::Filtering::Bilinear); normalConf->SetMaxFilter(Gal::Filtering::Bilinear); normal = gal->BuildTexture(normalConf); auto addColorConf = gal->CreateTexture2DConfig(geomW, geomH, Gal::Format::R8G8B8); addColorConf->SetMinFilter(Gal::Filtering::Bilinear); addColorConf->SetMaxFilter(Gal::Filtering::Bilinear); addColor = gal->BuildTexture(addColorConf); auto lightConf = gal->CreateTexture2DConfig(geomW, geomH, Gal::Format::R8G8B8); lightConf->SetMinFilter(Gal::Filtering::Bilinear); lightConf->SetMaxFilter(Gal::Filtering::Bilinear); light = gal->BuildTexture(lightConf); auto dsConf = gal->CreateTexture2DConfig(geomW, geomH, Gal::Format::D24S8); dsConf->SetMinFilter(Gal::Filtering::Bilinear); dsConf->SetMaxFilter(Gal::Filtering::Bilinear); depthStencil = gal->BuildTexture(dsConf); auto geomFbConf = gal->CreateFramebufferConfig(); geomFbConf->SetTexture(0, color); geomFbConf->SetTexture(1, normal); geomFbConf->SetTexture(2, addColor); geomFbConf->SetTexture(3, light); geomFbConf->SetDepthStencil(depthStencil); geomFramebuffer = gal->BuildFramebuffer(geomFbConf); geomFramebuffer->SetViewport(0, 0, geomW, geomH); std::vector>> lightingTexture = { {"color", color}, {"addColor", addColor}, {"normal", normal}, {"light", light}, {"depthStencil", depthStencil}, }; std::vector> lightingParameters = { {"renderBuff", Gal::Type::Int32}, }; lightingPass = std::make_unique(LoadPixelShader("/altcraft/shaders/frag/light"), lightingTexture, lightingParameters, lightW, lightH, Gal::Format::R8G8B8A8, Gal::Filtering::Bilinear); }