light/modules/engine/src/graphics/renderer.cpp

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#include <engine/camera/scene.hpp>
#include <engine/events/window.hpp>
#include <engine/graphics/blender.hpp>
#include <engine/graphics/buffers.hpp>
#include <engine/graphics/framebuffer.hpp>
#include <engine/graphics/render_command.hpp>
#include <engine/graphics/renderer.hpp>
#include <engine/graphics/texture.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
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#include <glm/matrix.hpp>
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namespace Light {
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Renderer *Renderer::s_Context = nullptr;
Renderer::Renderer(GLFWwindow *windowHandle, Ref<SharedContext> sharedContext)
: m_QuadRenderer(LT_MAX_QUAD_RENDERER_VERTICES, sharedContext)
, m_TextureRenderer(LT_MAX_TEXTURE_RENDERER_VERTICES, sharedContext)
, m_TintedTextureRenderer(LT_MAX_TINTED_TEXTURE_RENDERER_VERTICES, sharedContext)
, m_ViewProjectionBuffer(nullptr)
, m_RenderCommand(nullptr)
, m_Blender(nullptr)
, m_DefaultFramebufferCamera(nullptr)
, m_TargetFramebuffer(nullptr)
, m_ShouldClearBackbuffer(false)
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{
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ASSERT(!s_Context, "An instance of 'Renderer' already exists, do not construct this class!");
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s_Context = this;
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m_ViewProjectionBuffer = ConstantBuffer::Create(
ConstantBufferIndex::ViewProjection,
sizeof(glm::mat4),
sharedContext
);
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m_RenderCommand = RenderCommand::Create(windowHandle, sharedContext);
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m_Blender = Blender::Create(sharedContext);
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m_Blender->Enable(BlendFactor::SRC_ALPHA, BlendFactor::INVERSE_SRC_ALPHA);
}
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Scope<Renderer> Renderer::Create(GLFWwindow *windowHandle, Ref<SharedContext> sharedContext)
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{
return MakeScope<Renderer>(new Renderer(windowHandle, sharedContext));
}
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void Renderer::OnWindowResize(const WindowResizedEvent &event)
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{
m_RenderCommand->SetViewport(0u, 0u, event.GetSize().x, event.GetSize().y);
}
//======================================== DRAW_QUAD ========================================//
/* tinted textures */
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void Renderer::DrawQuadImpl(
const glm::vec3 &position,
const glm::vec2 &size,
const glm::vec4 &tint,
Ref<Texture> texture
)
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{
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DrawQuad(
glm::translate(glm::mat4(1.0f), position)
* glm::scale(glm::mat4(1.0f), { size.x, size.y, 1.0f }),
tint,
texture
);
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}
/* tint */
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void Renderer::DrawQuadImpl(const glm::vec3 &position, const glm::vec2 &size, const glm::vec4 &tint)
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{
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DrawQuad(
glm::translate(glm::mat4(1.0f), position)
* glm::scale(glm::mat4(1.0f), { size.x, size.y, 1.0f }),
tint
);
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}
/* texture */
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void Renderer::DrawQuadImpl(const glm::vec3 &position, const glm::vec2 &size, Ref<Texture> texture)
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{
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DrawQuad(
glm::translate(glm::mat4(1.0f), position)
* glm::scale(glm::mat4(1.0f), { size.x, size.y, 1.0f }),
texture
);
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}
//======================================== DRAW_QUAD ========================================//
//==================== DRAW_QUAD_TINT ====================//
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void Renderer::DrawQuadImpl(const glm::mat4 &transform, const glm::vec4 &tint)
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{
// locals
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QuadRendererProgram::QuadVertexData *bufferMap = m_QuadRenderer.GetMapCurrent();
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// top left
bufferMap[0].position = transform * glm::vec4(-0.5f, -0.5f, 0.0f, 1.0f);
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bufferMap[0].tint = tint;
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// top right
bufferMap[1].position = transform * glm::vec4(0.5f, -0.5f, 0.0f, 1.0f);
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bufferMap[1].tint = tint;
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// bottom right
bufferMap[2].position = transform * glm::vec4(0.5f, 0.5f, 0.0f, 1.0f);
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bufferMap[2].tint = tint;
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// bottom left
bufferMap[3].position = transform * glm::vec4(-0.5f, 0.5f, 0.0f, 1.0f);
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bufferMap[3].tint = tint;
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// advance
if (!m_QuadRenderer.Advance())
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{
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LOG(warn, "Exceeded LT_MAX_QUAD_RENDERER_VERTICES: {}", LT_MAX_QUAD_RENDERER_VERTICES);
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FlushScene();
}
}
//==================== DRAW_QUAD_TINT ====================//
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//==================== DRAW_QUAD_TEXTURE ====================//
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void Renderer::DrawQuadImpl(const glm::mat4 &transform, Ref<Texture> texture)
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{
// #todo: implement a proper binding
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ASSERT(texture, "Texture passed to Renderer::DrawQuadImpl");
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texture->Bind();
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// locals
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TextureRendererProgram::TextureVertexData *bufferMap = m_TextureRenderer.GetMapCurrent();
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// top left
bufferMap[0].position = transform * glm::vec4(-0.5f, -0.5f, 0.0f, 1.0f);
bufferMap[0].texcoord = { 0.0f, 0.0f };
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// top right
bufferMap[1].position = transform * glm::vec4(0.5f, -0.5f, 0.0f, 1.0f);
bufferMap[1].texcoord = { 1.0f, 0.0f };
// bottom right
bufferMap[2].position = transform * glm::vec4(0.5f, 0.5f, 0.0f, 1.0f);
bufferMap[2].texcoord = { 1.0f, 1.0f };
// bottom left
bufferMap[3].position = transform * glm::vec4(-0.5f, 0.5f, 0.0f, 1.0f);
bufferMap[3].texcoord = { 0.0f, 1.0f };
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// advance
if (!m_TextureRenderer.Advance())
{
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LOG(warn, "Exceeded LT_MAX_TEXTURE_RENDERER_VERTICES: {}", LT_MAX_TEXTURE_RENDERER_VERTICES
);
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FlushScene();
}
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}
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void Renderer::DrawQuadImpl(const glm::mat4 &transform, const glm::vec4 &tint, Ref<Texture> texture)
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{
// #todo: implement a proper binding
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ASSERT(texture, "Texture passed to Renderer::DrawQuadImpl");
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texture->Bind();
// locals
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TintedTextureRendererProgram::TintedTextureVertexData *bufferMap = m_TintedTextureRenderer
.GetMapCurrent();
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// top left
bufferMap[0].position = transform * glm::vec4(-0.5f, -0.5f, 0.0f, 1.0f);
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bufferMap[0].tint = tint;
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bufferMap[0].texcoord = { 0.0f, 0.0f };
// top right
bufferMap[1].position = transform * glm::vec4(0.5f, -0.5f, 0.0f, 1.0f);
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bufferMap[1].tint = tint;
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bufferMap[1].texcoord = { 1.0f, 0.0f };
// bottom right
bufferMap[2].position = transform * glm::vec4(0.5f, 0.5f, 0.0f, 1.0f);
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bufferMap[2].tint = tint;
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bufferMap[2].texcoord = { 1.0f, 1.0f };
// bottom left
bufferMap[3].position = transform * glm::vec4(-0.5f, 0.5f, 0.0f, 1.0f);
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bufferMap[3].tint = tint;
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bufferMap[3].texcoord = { 0.0f, 1.0f };
// advance
if (!m_TintedTextureRenderer.Advance())
{
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LOG(warn, "Exceeded LT_MAX_TEXTURE_RENDERER_VERTICES: {}", LT_MAX_TEXTURE_RENDERER_VERTICES
);
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FlushScene();
}
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}
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//==================== DRAW_QUAD_TEXTURE ====================//
void Renderer::BeginFrame()
{
}
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void Renderer::EndFrame()
{
m_RenderCommand->SwapBuffers();
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m_RenderCommand->ClearBackBuffer(
m_DefaultFramebufferCamera ? m_DefaultFramebufferCamera->GetBackgroundColor() :
glm::vec4(0.0f)
);
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m_DefaultFramebufferCamera = nullptr;
}
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void Renderer::BeginSceneImpl(
Camera *camera,
const glm::mat4 &cameraTransform,
const Ref<Framebuffer> &targetFrameBuffer /* = nullptr */
)
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{
// determine the target frame buffer
m_TargetFramebuffer = targetFrameBuffer;
if (targetFrameBuffer)
targetFrameBuffer->BindAsTarget(camera->GetBackgroundColor());
else
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{
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m_DefaultFramebufferCamera = camera;
m_RenderCommand->DefaultTargetFramebuffer();
}
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// update view projection buffer
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glm::mat4 *map = (glm::mat4 *)m_ViewProjectionBuffer->Map();
map[0] = camera->GetProjection() * glm::inverse(cameraTransform);
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m_ViewProjectionBuffer->UnMap();
// map renderers
m_QuadRenderer.Map();
m_TextureRenderer.Map();
m_TintedTextureRenderer.Map();
}
void Renderer::FlushScene()
{
/* tinted texture renderer */
m_TintedTextureRenderer.UnMap();
if (m_TintedTextureRenderer.GetQuadCount())
{
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m_TintedTextureRenderer.Bind();
m_RenderCommand->DrawIndexed(m_TintedTextureRenderer.GetQuadCount() * 6u);
}
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/* quad renderer */
m_QuadRenderer.UnMap();
if (m_QuadRenderer.GetQuadCount())
{
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m_QuadRenderer.Bind();
m_RenderCommand->DrawIndexed(m_QuadRenderer.GetQuadCount() * 6u);
}
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/* texture renderer */
m_TextureRenderer.UnMap();
if (m_TextureRenderer.GetQuadCount())
{
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m_TextureRenderer.Bind();
m_RenderCommand->DrawIndexed(m_TextureRenderer.GetQuadCount() * 6u);
}
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m_QuadRenderer.Map();
m_TextureRenderer.Map();
m_TintedTextureRenderer.Map();
}
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void Renderer::EndSceneImpl()
{
/* tinted texture renderer */
m_TintedTextureRenderer.UnMap();
if (m_TintedTextureRenderer.GetQuadCount())
{
m_TintedTextureRenderer.Bind();
m_RenderCommand->DrawIndexed(m_TintedTextureRenderer.GetQuadCount() * 6u);
}
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/* quad renderer */
m_QuadRenderer.UnMap();
if (m_QuadRenderer.GetQuadCount())
{
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m_QuadRenderer.Bind();
m_RenderCommand->DrawIndexed(m_QuadRenderer.GetQuadCount() * 6u);
}
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/* texture renderer */
m_TextureRenderer.UnMap();
if (m_TextureRenderer.GetQuadCount())
{
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m_TextureRenderer.Bind();
m_RenderCommand->DrawIndexed(m_TextureRenderer.GetQuadCount() * 6u);
}
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// reset frame buffer
if (m_TargetFramebuffer)
{
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m_TargetFramebuffer = nullptr;
m_RenderCommand->DefaultTargetFramebuffer();
}
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}
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} // namespace Light