Shadows - need to fix frame buffers
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#include "HydraShadowPipeline.h"
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#include "HydraRenderStage.h"
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#include "../engine/HydraEngine.h"
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#include "../buffer/HydraBufferManager.h"
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#include "../buffer/HydraTextureBufferManager.h"
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#include "../buffer/HydraLightBufferManager.h"
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#include "PerFrameUBO.hpp"
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#include "../camera/HydraCamera.h"
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#include "../renderer/HydraRenderer.h"
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#include "../ecs/HydraECS.h"
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#include "../ecs/systems/HydraRenderSystem.h"
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#include "../ecs/systems/HydraShadowSourceSystem.h"
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#include "../mesh/StandardVertex.h"
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#include "../actor/HydraActorManager.h"
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#include "../actor/HydraOutputActor.h"
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void HydraShadowPipeline::Initialise()
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{
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_CreateUBOs();
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_CreateFrameBuffer();
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_CreateRenderStage();
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}
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void HydraShadowPipeline::Shutdown()
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{
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}
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void HydraShadowPipeline::Render()
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{
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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<HydraShadowSourceSystem> shadow_system = ecs->GetSystem<HydraShadowSourceSystem>();
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uint32_t shadow_idx =0;
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for(HydraID entity_id:shadow_system->Entities)
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{
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_UpdateUBO(shadow_idx);
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_BindFrameBufferAttachments(entity_id);
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GetEngine()->Renderer()->BeginFrame();
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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);
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}
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GetEngine()->Renderer()->EndFrame();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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shadow_idx++;
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}
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}
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void HydraShadowPipeline::_CreateRenderStage()
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{
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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 shadow_buffer_id = buffer_manager->FindBuffer("ShadowBuffer");
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HydraID per_frame_buffer_id = buffer_manager->FindBuffer("ShadowPerFrameUBO");
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HydraShaderBinding shader_binding = {};
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shader_binding.block_name.push_back("PositionsBuffer");
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shader_binding.binding_point.push_back(1);
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shader_binding.buffer_id.push_back(pos_buffer_id);
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shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
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shader_binding.block_name.push_back("ShadowMapSets");
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shader_binding.binding_point.push_back(0);
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shader_binding.buffer_id.push_back(shadow_buffer_id);
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shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
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shader_binding.block_name.push_back("shadow_per_frame");
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shader_binding.binding_point.push_back(0);
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shader_binding.buffer_id.push_back(per_frame_buffer_id);
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shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_UBO_BUFFER);
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std::vector<uint32_t> textures;
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render_stage->Initialise(shader_path + "shadow_shader.vert",
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shader_path + "shadow_shader.frag",
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shader_path + "shadow_shader.geom",
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shader_binding,
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m_frame_buffer_id,
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textures,
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true,
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HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
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m_render_stages.push_back(render_stage);
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}
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void HydraShadowPipeline::_UpdateUBO(uint32_t shadow_idx)
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{
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HydraBufferManager* buffer_manager = GetEngine()->BufferManager();
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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);
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}
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void HydraShadowPipeline::_BindFrameBufferAttachments(HydraID entity_id)
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{
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HydraShadowSourceComponent shad_comp = GetEngine()->ECS()->GetComponent<HydraShadowSourceComponent>(entity_id);
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HydraTextureBuffer texture = GetEngine()->TextureBufferManager()->GetTexture(shad_comp.shadow_texture_id);
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glBindFramebuffer(GL_FRAMEBUFFER, m_frame_buffer_id);
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glBindTexture(GL_TEXTURE_2D, texture.gl_tex_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texture.gl_tex_id, 0);
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GLenum draw_buffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glBindTexture(GL_TEXTURE_2D, 0);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // we're not using the stencil buffer now
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glEnable(GL_DEPTH_TEST);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void HydraShadowPipeline::_CreateFrameBuffer()
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{
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HydraEngine* engine = GetEngine();
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HydraTextureBufferManager* tex_buffer_manager = engine->TextureBufferManager();
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HydraRenderSettings render_settings = engine->RenderSettings();
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glGenFramebuffers(1, &m_frame_buffer_id);
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glBindFramebuffer(GL_FRAMEBUFFER, m_frame_buffer_id);
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}
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void HydraShadowPipeline::_CreateUBOs()
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{
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HydraBufferManager* buffer_manager = GetEngine()->BufferManager();
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m_per_frame_ubo = buffer_manager->CreateGPUBuffer("ShadowPerFrameUBO",
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sizeof(float)*4, 0, HYDRA_BUFFER_TYPE::HYDRA_UBO_BUFFER);
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}
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