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HydraV3/HydraEngine/source/pipeline/HydraShadowPipeline.cpp
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#include "HydraShadowPipeline.h"
#include "HydraRenderStage.h"
#include "../engine/HydraEngine.h"
#include "../buffer/HydraBufferManager.h"
#include "../buffer/HydraTextureBufferManager.h"
#include "../buffer/HydraLightBufferManager.h"
#include "PerFrameUBO.hpp"
#include "../camera/HydraCamera.h"
#include "../renderer/HydraRenderer.h"
#include "../ecs/HydraECS.h"
#include "../ecs/systems/HydraRenderSystem.h"
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#include "../ecs/systems/HydraDirectionalShadowSourceSystem.h"
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#include "../mesh/StandardVertex.h"
#include "../actor/HydraActorManager.h"
#include "../actor/HydraOutputActor.h"
void HydraShadowPipeline::Initialise()
{
_CreateUBOs();
_CreateRenderStage();
}
void HydraShadowPipeline::Shutdown()
{
}
void HydraShadowPipeline::Render()
{
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HydraECS *ecs = GetEngine()->ECS();
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std::shared_ptr<HydraRenderSystem> render_system = ecs->GetSystem<HydraRenderSystem>();
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std::shared_ptr<HydraDirectionalShadowSourceSystem> shadow_system = ecs->GetSystem<HydraDirectionalShadowSourceSystem>();
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uint32_t shadow_idx = 0;
glViewport(0, 0, SHADOW_MAP_SIZE, SHADOW_MAP_SIZE);
glEnable(GL_DEPTH_TEST); // Depth testing must be active
glDepthMask(GL_TRUE); // Depth buffer must be writable
glDepthFunc(GL_LESS);
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//glEnable(GL_POLYGON_OFFSET_FILL);
//glPolygonOffset(2.5f, 1.0f);
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for (HydraID entity_id : shadow_system->Entities)
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{
_UpdateUBO(shadow_idx);
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// _BindFrameBufferAttachments(entity_id);
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HydraDirectionalShadowSourceComponent shad_comp = GetEngine()->ECS()->GetComponent<HydraDirectionalShadowSourceComponent>(entity_id);
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glBindFramebuffer(GL_FRAMEBUFFER, shad_comp.frame_buffer_id);
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// HydraTextureBuffer tex_buffer = GetEngine()->TextureBufferManager()->GetTexture(shad_comp.shadow_texture_id);
// glBindTextureUnit(tex_buffer.gl_tex_id, 0);
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float depth_value = 1.0f;
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float clear_colour[] = {0,0,0};
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glClearNamedFramebufferfv(shad_comp.frame_buffer_id, GL_DEPTH, 0, &depth_value);
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glClearNamedFramebufferfv(shad_comp.frame_buffer_id, GL_COLOR, 0, clear_colour);
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for (uint32_t rs_idx = 0; rs_idx < m_render_stages.size(); rs_idx++)
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{
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m_render_stages[rs_idx]->Render(render_system->Entities, INVALID_HYDRA_ID);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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shadow_idx++;
}
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// glDisable(GL_POLYGON_OFFSET_FILL);
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}
void HydraShadowPipeline::_CreateRenderStage()
{
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HydraRenderStage *render_stage = new HydraRenderStage();
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std::string shader_path = std::string(shader_base);
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HydraBufferManager *buffer_manager = GetEngine()->BufferManager();
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HydraID pos_buffer_id = buffer_manager->FindBuffer("PositionsBuffer");
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HydraID mat_buffer_id = buffer_manager->FindBuffer("MaterialBuffer");
HydraID tex_buffer_id = buffer_manager->FindBuffer("TextureBuffer");
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HydraID shadow_buffer_id = buffer_manager->FindBuffer("ShadowBuffer");
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HydraID per_frame_buffer_id = buffer_manager->FindBuffer("ShadowPerFrameUBO");
HydraShaderBinding shader_binding = {};
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shader_binding.block_name.push_back("positions_buffer");
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shader_binding.binding_point.push_back(1);
shader_binding.buffer_id.push_back(pos_buffer_id);
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
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shader_binding.block_name.push_back("material_buffer");
shader_binding.binding_point.push_back(2);
shader_binding.buffer_id.push_back(mat_buffer_id);
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
shader_binding.block_name.push_back("texture_buffer");
shader_binding.binding_point.push_back(3);
shader_binding.buffer_id.push_back(tex_buffer_id);
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
shader_binding.block_name.push_back("shadow_map_sets");
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shader_binding.binding_point.push_back(5);
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shader_binding.buffer_id.push_back(shadow_buffer_id);
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
shader_binding.block_name.push_back("shadow_per_frame");
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shader_binding.binding_point.push_back(1);
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shader_binding.buffer_id.push_back(per_frame_buffer_id);
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_UBO_BUFFER);
std::vector<uint32_t> textures;
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render_stage->Initialise(shader_path + "shadow_cascade_shader.vert",
shader_path + "shadow_cascade_shader.frag",
shader_path + "shadow_cascade_shader.geom",
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shader_binding,
0,
textures,
true,
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GL_FRONT,
true,
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HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
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m_render_stages.push_back(render_stage);
}
void HydraShadowPipeline::_UpdateUBO(uint32_t shadow_idx)
{
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HydraBufferManager *buffer_manager = GetEngine()->BufferManager();
buffer_manager->UpdatePartialBuffer(m_per_frame_ubo, 3 * sizeof(float), sizeof(uint32_t), &shadow_idx);
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glBindBuffer(GL_UNIFORM_BUFFER, m_per_frame_ubo);
}
void HydraShadowPipeline::_BindFrameBufferAttachments(HydraID entity_id)
{
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HydraDirectionalShadowSourceComponent shad_comp = GetEngine()->ECS()->GetComponent<HydraDirectionalShadowSourceComponent>(entity_id);
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glBindFramebuffer(GL_FRAMEBUFFER, shad_comp.frame_buffer_id);
glBindTextureUnit(0, 0);
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}
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void HydraShadowPipeline::_CreateUBOs()
{
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HydraBufferManager *buffer_manager = GetEngine()->BufferManager();
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m_per_frame_ubo = buffer_manager->CreateGPUBuffer("ShadowPerFrameUBO",
sizeof(float) * 4, 0, HYDRA_BUFFER_TYPE::HYDRA_UBO_BUFFER);
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}