CSEngine
Loading...
Searching...
No Matches
DeferredRenderGroup.cpp
1#include "DeferredRenderGroup.h"
2#include "RenderMgr.h"
3#include "../../Util/Render/CameraBase.h"
4#include "../../Util/Render/SMaterial.h"
5#include "../../Util/Render/SGBuffer.h"
6#include "../../Util/Render/SFrameBuffer.h"
7#include "../../Util/Render/ShaderUtil.h"
8#include "../../Util/Settings.h"
9#include "../LightMgr.h"
10#include "../../Component/CameraComponent.h"
11#include "../EngineCore.h"
12
13using namespace CSE;
14
16 m_width = renderMgr.GetWidth();
17 m_height = renderMgr.GetHeight();
18
19 m_lightMgr = CORE->GetCore(LightMgr);
20}
21
22DeferredRenderGroup::~DeferredRenderGroup() = default;
23
25 const auto& material = object->GetMaterialReference();
26 const auto& shaders = material->GetShaders();
27 if (shaders == nullptr) return;
28 auto* handle = const_cast<GLProgramHandle*>(shaders->GetHandle("deferred"));
29
30 auto gbuffer = m_gbufferLayer[shaders];
31 if (!gbuffer) {
32 gbuffer = new SGBuffer();
33 gbuffer->GenerateGBuffer(*m_width, *m_height);
34 m_gbufferLayer[shaders] = gbuffer;
35 }
36 gbuffer->PushBackToLayer(object);
37 gbuffer->BindLightPass(handle);
38}
39
41 const auto& material = object->GetMaterialReference();
42 const auto& programLayer = m_gbufferLayer;
43 auto it = std::find_if(programLayer.begin(), programLayer.end(), [&material](const auto& elem) {
44 return elem.first == material->GetShaders();
45 });
46 if (it != programLayer.end()) {
47 it->second->RemoveToLayer(object);
48 }
49}
50
51void DeferredRenderGroup::RenderAll(const CameraBase& camera) const {
52 for (const auto& gbuffer_pair : m_gbufferLayer) {
53 const auto& shaders = gbuffer_pair.first;
54 const auto& gbuffer = gbuffer_pair.second;
55 RenderGbuffer(camera, *gbuffer, *shaders);
56 }
57}
58
59void
61 const SShaderGroup& shaders) const {
62 const auto cameraMatrix = camera.GetCameraMatrixStruct();
63 const auto& frameBuffer = camera.GetFrameBuffer();
64 const bool hasFrameBuffer = frameBuffer != nullptr;
65 const auto& lightPassHandle = gbuffer.GetLightPassHandle();
66
67 const int bufferWidth = hasFrameBuffer ? frameBuffer->GetWidth() : (int) *m_width;
68 const int bufferHeight = hasFrameBuffer ? frameBuffer->GetHeight() : (int) *m_height;
69
73 gbuffer.AttachGeometryFrameBuffer();
74 glViewport(0, 0, *m_width, *m_height);
75 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
76 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
77 const auto& renderLayer = gbuffer.GetRendersLayer();
78 const auto& handle = shaders.GetGeometryHandle();
79 glUseProgram(handle->Program);
80
81 if (handle->CullFace == 0) {
82 glDisable(GL_CULL_FACE);
83 }else {
84 glEnable(GL_CULL_FACE);
85 glCullFace(handle->CullFace);
86 }
87
88 for (const auto& render : renderLayer) {
89 if (render == nullptr) continue;
90 if (!render->isRenderActive) continue;
91
92 const auto& material = render->GetMaterial();
93 material->AttachElement(0);
94 render->SetMatrix(cameraMatrix, handle);
95 render->Render(handle);
96 }
97
101 const auto& deferredBuffer =
102 frameBuffer == nullptr ? m_renderMgr->GetMainBuffer() : frameBuffer;
103 deferredBuffer->AttachFrameBuffer();
104 gbuffer.AttachLightPass();
105 //Attach Light
106 int layoutBegin = m_lightMgr->AttachLightToShader(lightPassHandle);
107 layoutBegin += m_lightMgr->AttachLightMapToShader(lightPassHandle, layoutBegin);
108#ifdef CSE_SETTINGS_RENDER_SDFGI_SUPPORT
109 {
110 m_renderMgr->BindSdfMapUniforms(*lightPassHandle);
111 layoutBegin += m_renderMgr->BindSdfMapTextures(*lightPassHandle, layoutBegin);
112 }
113#endif
114 if (lightPassHandle->CullFace == 0) {
115 glDisable(GL_CULL_FACE);
116 }else {
117 glEnable(GL_CULL_FACE);
118 glCullFace(lightPassHandle->CullFace);
119 }
120
121 gbuffer.AttachLightPassTexture(layoutBegin);
122 BindSourceBuffer(*deferredBuffer, *lightPassHandle, layoutBegin + 3);
123
124 ShaderUtil::BindCameraToShader(*lightPassHandle, cameraMatrix.camera, cameraMatrix.cameraPosition,
125 cameraMatrix.projection, cameraMatrix.camera);
126 gbuffer.RenderLightPass();
127
131// if (frameBuffer == nullptr) {
132// m_renderMgr->GetMainBuffer()->BlitFrameBuffer(*deferredBuffer);
133// } else {
134// frameBuffer->BlitFrameBuffer(*deferredBuffer);
135// }
136// gbuffer.AttachGeometryFrameBuffer(GL_READ_FRAMEBUFFER);
137// if(frameBuffer == nullptr) {
138// GetMainBuffer()->AttachFrameBuffer(GL_DRAW_FRAMEBUFFER);
139// }
140// else {
141// frameBuffer->AttachFrameBuffer(GL_DRAW_FRAMEBUFFER);
142// }
143//
144// glBlitFramebuffer(0, 0, *m_width, *m_height, 0, 0, bufferWidth, bufferHeight, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
145}
146
148 for (const auto& gbufferPair : m_gbufferLayer) {
149 const auto& gbuffer = gbufferPair.second;
150 gbuffer->ResizeGBuffer((int) *m_width, (int) *m_height);
151 }
152}
153
155 for (auto gbuffer_pair : m_gbufferLayer) {
156 auto gbuffer = gbuffer_pair.second;
157 SAFE_DELETE(gbuffer);
158 }
159 m_gbufferLayer.clear();
160}
void RenderGbuffer(const CameraBase &camera, const SGBuffer &gbuffer, const SShaderGroup &shaders) const
void RegisterObject(SIRender *object) override
DeferredRenderGroup(const RenderMgr &renderMgr)
void RemoveObjects(SIRender *object) override
void RenderAll(const CameraBase &camera) const override
int AttachLightMapToShader(const GLProgramHandle *handle, int textureLayout) const
Definition LightMgr.cpp:47
int AttachLightToShader(const GLProgramHandle *handle) const
Definition LightMgr.cpp:15
Class for managing rendering operations.
Definition RenderMgr.h:24
unsigned int * GetWidth() const
Get the width of the screen.
Definition RenderMgr.h:53
unsigned int * GetHeight() const
Get the height of the screen.
Definition RenderMgr.h:62
static void BindSourceBuffer(const SFrameBuffer &buffer, const GLProgramHandle &handle, int layout)
static void BindCameraToShader(const GLProgramHandle &handle, const mat4 &camera, const vec3 &cameraPosition, const mat4 &projection, const mat4 &transform)
Binds the camera data to the shader.