Shadows - need to fix frame buffers

This commit is contained in:
Confideo-IOM
2026-07-28 00:26:04 +01:00
parent 3810f74e81
commit d48097c645
54 changed files with 623 additions and 100 deletions
@@ -0,0 +1,141 @@
#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"
#include "../ecs/systems/HydraShadowSourceSystem.h"
#include "../mesh/StandardVertex.h"
#include "../actor/HydraActorManager.h"
#include "../actor/HydraOutputActor.h"
void HydraShadowPipeline::Initialise()
{
_CreateUBOs();
_CreateFrameBuffer();
_CreateRenderStage();
}
void HydraShadowPipeline::Shutdown()
{
}
void HydraShadowPipeline::Render()
{
HydraECS* ecs = GetEngine()->ECS();
std::shared_ptr<HydraRenderSystem> render_system = ecs->GetSystem<HydraRenderSystem>();
std::shared_ptr<HydraShadowSourceSystem> shadow_system = ecs->GetSystem<HydraShadowSourceSystem>();
uint32_t shadow_idx =0;
for(HydraID entity_id:shadow_system->Entities)
{
_UpdateUBO(shadow_idx);
_BindFrameBufferAttachments(entity_id);
GetEngine()->Renderer()->BeginFrame();
for(uint32_t rs_idx = 0; rs_idx <m_render_stages.size(); rs_idx++)
{
m_render_stages[rs_idx]->Render(render_system->Entities);
}
GetEngine()->Renderer()->EndFrame();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
shadow_idx++;
}
}
void HydraShadowPipeline::_CreateRenderStage()
{
HydraRenderStage* render_stage = new HydraRenderStage();
std::string shader_path = std::string(shader_base);
HydraBufferManager* buffer_manager = GetEngine()->BufferManager();
HydraID pos_buffer_id = buffer_manager->FindBuffer("PositionsBuffer");
HydraID shadow_buffer_id = buffer_manager->FindBuffer("ShadowBuffer");
HydraID per_frame_buffer_id = buffer_manager->FindBuffer("ShadowPerFrameUBO");
HydraShaderBinding shader_binding = {};
shader_binding.block_name.push_back("PositionsBuffer");
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);
shader_binding.block_name.push_back("ShadowMapSets");
shader_binding.binding_point.push_back(0);
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");
shader_binding.binding_point.push_back(0);
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;
render_stage->Initialise(shader_path + "shadow_shader.vert",
shader_path + "shadow_shader.frag",
shader_path + "shadow_shader.geom",
shader_binding,
m_frame_buffer_id,
textures,
true,
HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
m_render_stages.push_back(render_stage);
}
void HydraShadowPipeline::_UpdateUBO(uint32_t shadow_idx)
{
HydraBufferManager* buffer_manager = GetEngine()->BufferManager();
buffer_manager->UpdatePartialBuffer(m_per_frame_ubo,3*sizeof(float), sizeof(uint32_t), &shadow_idx);
glBindBuffer(GL_UNIFORM_BUFFER, m_per_frame_ubo);
}
void HydraShadowPipeline::_BindFrameBufferAttachments(HydraID entity_id)
{
HydraShadowSourceComponent shad_comp = GetEngine()->ECS()->GetComponent<HydraShadowSourceComponent>(entity_id);
HydraTextureBuffer texture = GetEngine()->TextureBufferManager()->GetTexture(shad_comp.shadow_texture_id);
glBindFramebuffer(GL_FRAMEBUFFER, m_frame_buffer_id);
glBindTexture(GL_TEXTURE_2D, texture.gl_tex_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texture.gl_tex_id, 0);
GLenum draw_buffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindTexture(GL_TEXTURE_2D, 0);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // we're not using the stencil buffer now
glEnable(GL_DEPTH_TEST);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void HydraShadowPipeline::_CreateFrameBuffer()
{
HydraEngine* engine = GetEngine();
HydraTextureBufferManager* tex_buffer_manager = engine->TextureBufferManager();
HydraRenderSettings render_settings = engine->RenderSettings();
glGenFramebuffers(1, &m_frame_buffer_id);
glBindFramebuffer(GL_FRAMEBUFFER, m_frame_buffer_id);
}
void HydraShadowPipeline::_CreateUBOs()
{
HydraBufferManager* buffer_manager = GetEngine()->BufferManager();
m_per_frame_ubo = buffer_manager->CreateGPUBuffer("ShadowPerFrameUBO",
sizeof(float)*4, 0, HYDRA_BUFFER_TYPE::HYDRA_UBO_BUFFER);
}