summaryrefslogtreecommitdiffstats
path: root/src/RenderConfigs.hpp
blob: 9d1ffcd98cf6a06bd5c84cdd5aebd05b3371c45f (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
#pragma once

#include "Gal.hpp"

struct GlobalShaderParameters {
    glm::mat4 projView;
    glm::mat4 proj;
    glm::mat4 invProj;
    glm::mat4 view;
    glm::uvec2 viewportSize;
    glm::uint32 paddingFA = 0xFAAFFAFA;
    glm::uint32 paddingFB = 0xFBFBFBFB;
    glm::vec4 ssaoKernels[64];
    glm::float32 globalTime;
    glm::float32 dayTime;
    glm::float32 gamma;
    glm::uint32 paddingF0 = 0xF0F0F0F0;
    glm::uint32 paddingF1 = 0xF1F1F1F1;
    glm::uint32 paddingF2 = 0xF2F2F2F2;
};

std::shared_ptr<Gal::Shader> LoadVertexShader(std::string_view assetPath);

std::shared_ptr<Gal::Shader> LoadPixelShader(std::string_view assetPath);

class TextureFbCopy {
    std::shared_ptr<Gal::Framebuffer> framebuffer;
    std::shared_ptr<Gal::Buffer> fbBuffer;
    std::shared_ptr<Gal::Pipeline> pipeline;
    std::shared_ptr<Gal::PipelineInstance> pipelineInstance;
public:

    TextureFbCopy(
        std::shared_ptr<Gal::Texture> inputTexture,
        std::shared_ptr<Gal::Texture> outputTexture,
        std::shared_ptr<Gal::Shader> copyShader = nullptr);

    TextureFbCopy(
        std::shared_ptr<Gal::Texture> inputTexture,
        std::shared_ptr<Gal::Framebuffer> outputFb,
        std::shared_ptr<Gal::Shader> copyShader = nullptr);

    void Clear() {
        framebuffer->Clear();
    }

    void Copy() {
        pipeline->Activate();
        pipelineInstance->Activate();
        pipelineInstance->Render(0, 6);
    }
};

class PostProcess {
    std::shared_ptr<Gal::Framebuffer> framebuffer;
    std::shared_ptr<Gal::Buffer> fbBuffer;
    std::shared_ptr<Gal::Pipeline> pipeline;
    std::shared_ptr<Gal::PipelineInstance> pipelineInstance;
    std::shared_ptr<Gal::Texture> result;
public:

    PostProcess(
        std::shared_ptr<Gal::Shader> pixelShader,
        std::vector<std::pair<std::string_view, std::shared_ptr<Gal::Texture>>> inputTextures,
        std::vector<std::pair<std::string_view, Gal::Type>> inputParameters,
        size_t width,
        size_t height,
        Gal::Format format,
        Gal::Filtering filtering);

    void Clear() {
        framebuffer->Clear();
    }

    void Render() {
        pipeline->Activate();
        pipelineInstance->Activate();
        pipelineInstance->Render(0, 6);
    }

    template<typename T>
    void SetShaderParameter(std::string_view name, T value) {
        pipeline->SetShaderParameter(name, value);
    }

    std::shared_ptr<Gal::Texture> GetResultTexture() {
        return result;
    }
};

class Gbuffer {
    std::shared_ptr<Gal::Texture> ssaoNoise;
    std::unique_ptr<PostProcess> ssaoPass;
    std::unique_ptr<PostProcess> ssaoBlurPass;
    std::unique_ptr<PostProcess> lightingPass;
    std::shared_ptr<Gal::Texture> depthStencil;
    std::shared_ptr<Gal::Texture> color; //RGB - color
    std::shared_ptr<Gal::Texture> normal; //RGB - normal
    std::shared_ptr<Gal::Texture> light; //R - faceLight, G - skyLight, B - ssaoDepthMask
    std::shared_ptr<Gal::Framebuffer> geomFramebuffer;

public:
    Gbuffer(size_t geomW, size_t geomH, size_t lightW, size_t lightH, int ssaoSamples, size_t ssaoW, size_t ssaoH);

    std::shared_ptr<Gal::Framebuffer> GetGeometryTarget() {
        return geomFramebuffer;
    }

    std::shared_ptr<Gal::Texture> GetFinalTexture() {
        return lightingPass->GetResultTexture();
    }

    void Render() {
        if (ssaoPass) {
            ssaoPass->Render();
            ssaoBlurPass->Render();
        }
        lightingPass->Render();
    }

    void Clear() {
        geomFramebuffer->Clear();
        if (ssaoPass) {
            ssaoPass->Clear();
            ssaoBlurPass->Clear();
        }
        lightingPass->Clear();
    }

    int GetMaxRenderBuffers() {
        return 7;
    }

    void SetRenderBuff(int renderBuff) {
        lightingPass->SetShaderParameter("renderBuff", renderBuff);
    }
};