-
Notifications
You must be signed in to change notification settings - Fork 5
Expand file tree
/
Copy pathGraphics.cpp
More file actions
155 lines (130 loc) · 6.52 KB
/
Graphics.cpp
File metadata and controls
155 lines (130 loc) · 6.52 KB
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
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
#include "Graphics.h"
#include "scene/Scene.h"
#include "scene/Object3D.h"
#include "image/Texture2D.h"
#include "image/CubeTexture.h"
#include "material/Shader.h"
#include "material/Material.h"
#include "render/Renderer.h"
#include "render/MeshRenderer.h"
#include "render/Object3DRenderer.h"
#include "render/BaseObject3DRenderer.h"
#include "render/MeshContainer.h"
#include "render/Camera.h"
#include "render/RenderTarget.h"
#include "render/RenderTarget2D.h"
#include "geometry/AttributeArrayGPUStorage.h"
#include "geometry/IndexBuffer.h"
#include "geometry/Mesh.h"
#include "geometry/GeometryUtils.h"
namespace Core {
Graphics::Graphics(): sharedRenderState(false) {
this->hasAnyShaderBeenActivated = false;
this->lastActivatedShaderID = 0;
}
Graphics::~Graphics() {
}
void Graphics::init() {
TextureAttributes texAttributes;
texAttributes.FilterMode = TextureFilter::Point;
texAttributes.MipLevels = 0;
texAttributes.WrapMode = TextureWrap::Mirror;
texAttributes.Format = TextureFormat::RGBA8;
this->placeHolderTexture2D = this->createTexture2D(texAttributes);
this->placeHolderCubeTexture = this->createCubeTexture(texAttributes);
}
void Graphics::safeReleaseObject(WeakPointer<CoreObject> object) {
if(!Engine::isShuttingDown()) {
Engine::instance()->getGraphicsSystem()->objectManager.removeReference(object);
}
}
WeakPointer<Texture2D> Graphics::getPlaceHolderTexture2D() {
return this->placeHolderTexture2D;
}
WeakPointer<CubeTexture> Graphics::getPlaceHolderCubeTexture() {
return this->placeHolderCubeTexture;
}
void Graphics::setSharedRenderState(Bool shared) {
this->sharedRenderState = shared;
}
void Graphics::setRenderSize(UInt32 width, UInt32 height, Bool updateViewport) {
this->updateDefaultRenderTargetSize(Vector2u(width, height));
if (updateViewport) {
this->setDefaultViewport(0, 0, width, height);
}
}
void Graphics::setRenderSize(UInt32 width, UInt32 height, UInt32 hOffset, UInt32 vOffset, UInt32 viewPortWidth, UInt32 viewPortHeight) {
this->updateDefaultRenderTargetSize(Vector2u(width, height));
this->updateDefaultRenderTargetViewport(Vector4u(hOffset, vOffset, viewPortWidth, viewPortHeight));
}
void Graphics::setDefaultViewport(UInt32 hOffset, UInt32 vOffset, UInt32 viewPortWidth, UInt32 viewPortHeight) {
this->updateDefaultRenderTargetViewport(Vector4u(hOffset, vOffset, viewPortWidth, viewPortHeight));
}
void Graphics::activateShader(WeakPointer<Shader> shader) {
lastActivatedShaderID = shader->getObjectID();
hasAnyShaderBeenActivated = true;
}
void Graphics::blit(WeakPointer<RenderTarget> source, WeakPointer<RenderTarget> destination, Int16 cubeFace, WeakPointer<Material> material, Bool includeDepth) {
UInt32 samplerSlot = 0;
Int32 texture0Loc = material->getShaderLocation(StandardUniform::Texture0);
if (texture0Loc >= 0) {
material->getShader()->setTexture2D(samplerSlot, texture0Loc, source->getColorTexture()->getTextureID());
samplerSlot++;
}
Int32 depthTextureLoc = material->getShaderLocation(StandardUniform::DepthTexture);
if (depthTextureLoc >= 0 && source->isDepthBufferTexture()) {
material->getShader()->setTexture2D(samplerSlot, depthTextureLoc, source->getDepthTexture()->getTextureID());
samplerSlot++;
}
this->renderFullScreenQuad(destination, cubeFace, material);
if (includeDepth) {
this->lowLevelBlit(source, destination, -1, false, true);
}
}
void Graphics::renderFullScreenQuad(WeakPointer<RenderTarget> destination, Int16 cubeFace, WeakPointer<Material> material) {
static Bool initialized = false;
static WeakPointer<Mesh> fullScreenQuadMesh;
static WeakPointer<Object3D> fullScreenQuadObject;
static WeakPointer<Mesh> fullScreenCubeMesh;
static WeakPointer<Object3D> fullScreenCubeObject;
static WeakPointer<Object3D> renderCameraObject;
static WeakPointer<Camera> renderCamera;
if (!initialized) {
fullScreenQuadMesh = GeometryUtils::createGridMesh(2.0f, 2.0f, 2, 2, 1.0f, 1.0f);
fullScreenQuadObject = GeometryUtils::buildMeshContainerObject(fullScreenQuadMesh, material, "");
renderCameraObject = Engine::instance()->createObject3D();
renderCameraObject->getTransform().translate(0.0f, 0.0f, 4.0f);
renderCameraObject->getTransform().updateWorldMatrix();
renderCamera = Engine::instance()->createOrthographicCamera(renderCameraObject, 1.0f, -1.0f, -1.0f, 1.0f, 0.1f, 10.0f);
initialized = true;
}
Bool depthTestEnabled = material->getDepthTestEnabled();
Bool faceCullingEnabled = material->getFaceCullingEnabled();
material->setDepthTestEnabled(false);
material->setFaceCullingEnabled(false);
renderCamera->setRenderTarget(destination);
WeakPointer<RenderTarget> currentRenderTarget = this->getCurrentRenderTarget();
Vector4u currentViewport = currentRenderTarget->getViewport();
UInt32 targetMipLevel = destination->getMipLevel();
this->activateRenderTarget(destination);
if (cubeFace >= 0) {
this->activateCubeRenderTargetSide((CubeTextureSide)cubeFace, targetMipLevel);
}
else {
this->activateRenderTarget2DMipLevel(targetMipLevel);
}
Vector4u mipLevelScaledViewport = destination->getViewportForMipLevel(targetMipLevel);
this->setViewport(mipLevelScaledViewport.x, mipLevelScaledViewport.y, mipLevelScaledViewport.z, mipLevelScaledViewport.w);
WeakPointer<Material> savedOverideMaterial = renderCamera->getOverrideMaterial();
renderCamera->setOverrideMaterial(material);
this->getRenderer()->renderObjectDirect(fullScreenQuadObject, renderCamera, true);
renderCamera->setOverrideMaterial(savedOverideMaterial);
material->setFaceCullingEnabled(faceCullingEnabled);
material->setDepthTestEnabled(depthTestEnabled);
this->activateRenderTarget(currentRenderTarget);
this->setViewport(currentViewport.x, currentViewport.y, currentViewport.z, currentViewport.w);
}
void Graphics::addCoreObjectReference(std::shared_ptr<CoreObject> object, CoreObjectReferenceManager::OwnerType ownerType) {
this->objectManager.addReference(object, ownerType);
}
}