This commit is contained in:
Confideo-IOM
2026-09-29 12:52:37 +01:00
parent 7a1eaa3654
commit def7bbffee
46 changed files with 1492 additions and 561 deletions
@@ -5,6 +5,14 @@
// this value controls the size of the input and output arrays
layout (vertices=4) out;
layout(binding = 0) uniform uniform_per_frame
{
mat4 view;
mat4 proj;
vec3 viewer_pos;
uint light_count;
} ubo_per_frame;
layout (location=0) in VS_OUT
{
vec2 vsUV;
@@ -29,6 +37,11 @@ layout (location=0) out TC_OUT
flat uint vsMaterialID;
}tc_out[];
float inv_lerp (float a, float b, float t)
{
return (t - a) / (b - a);
}
void main()
{
@@ -44,17 +57,31 @@ void main()
tc_out[gl_InvocationID].vsChunkID = tc_in[gl_InvocationID].vsChunkID;
tc_out[gl_InvocationID].vsMaterialID = tc_in[gl_InvocationID].vsMaterialID;
vec3 centre = (gl_in[0].gl_Position.xyz +
gl_in[1].gl_Position.xyz +
gl_in[2].gl_Position.xyz +
gl_in[3].gl_Position.xyz) / 4.0;
float patch_width = abs(length(gl_in[2].gl_Position.xyz - gl_in[0].gl_Position.xyz));
float player_dist = abs(length(centre - ubo_per_frame.viewer_pos)) * 0.1;
float tess_factor = 1.0 - inv_lerp(0, patch_width, player_dist);
tess_factor = max(0.5, tess_factor);
// ----------------------------------------------------------------------
// invocation zero controls tessellation levels for the entire patch
if (gl_InvocationID == 0)
{
int divs = 63;
gl_TessLevelOuter[0] = divs;
gl_TessLevelOuter[1] = divs;
gl_TessLevelOuter[2] = divs;
gl_TessLevelOuter[3] = divs;
gl_TessLevelInner[0] = divs;
gl_TessLevelInner[1] = divs;
float edgedivs = 32.0;
float innerdivs = tess_factor * 64.0;
gl_TessLevelOuter[0] = edgedivs;
gl_TessLevelOuter[1] = edgedivs;
gl_TessLevelOuter[2] = edgedivs;
gl_TessLevelOuter[3] = edgedivs;
gl_TessLevelInner[0] = innerdivs;
gl_TessLevelInner[1] = innerdivs;
}
}
@@ -1,7 +1,7 @@
// tessellation evaluation shader
#version 450 core
layout (quads, equal_spacing, ccw) in;
layout (quads, fractional_even_spacing, ccw) in;
layout(std430, binding = 1) readonly buffer positions_buffer
{
@@ -67,6 +67,8 @@ void main()
vec4 p10 = gl_in[2].gl_Position;
vec4 p11 = gl_in[3].gl_Position;
// compute patch surface normal
vec4 uVec = p01 - p00;
vec4 vVec = p10 - p00;
@@ -90,4 +92,7 @@ void main()
mat4 view = ubo_per_frame.view;
mat4 proj = ubo_per_frame.proj;
gl_Position = proj * view * model * p;
}
@@ -44,7 +44,7 @@ void main()
mat4 view = ubo_per_frame.view;
mat4 proj = ubo_per_frame.proj;
//model = mat4(1);
gl_Position = proj * view * model * vec4(inPos, 1.0);
gl_Position = vec4(inPos, 1.0);// proj * view * model * vec4(inPos, 1.0);
vs_out.vsWorldPos = model * vec4(inPos,1);
vs_out.vsNormal = normalize(vec3(model * vec4(normalize(inNormal),0)));
@@ -20,33 +20,16 @@
void HydraPlanetActor::FixedTick(float delta_t)
{
HydraTaskScheduler* task_scheduler = GetEngine()->TaskScheduler();
if(task_scheduler->BarrierComplete(m_update_barrier))
{
//if(task_scheduler->BarrierComplete(m_update_barrier))
//{
// m_update_barrier = task_scheduler->CreateBarrier();
// HydraID task_id = task_scheduler->CreateTask<HydraCheckPlanetResolutionTask>(HydraThreadAffinity::General, m_update_barrier);
// HydraCheckPlanetResolutionTask* task = static_cast<HydraCheckPlanetResolutionTask*>(task_scheduler->GetTask(task_id));
// task->Initialise(m_quads);
// task_scheduler->StartTask(task_id);
m_update_barrier = task_scheduler->CreateBarrier();
HydraID task_id = task_scheduler->CreateTask<HydraCheckPlanetResolutionTask>(HydraThreadAffinity::General, m_update_barrier);
HydraCheckPlanetResolutionTask* task = static_cast<HydraCheckPlanetResolutionTask*>(task_scheduler->GetTask(task_id));
task->Initialise(m_quads);
task_scheduler->StartTask(task_id);
// HydraID player_id = GetEngine()->GetPossessedPlayer();
// HydraPositionComponent pos_comp = GetEngine()->ECS()->GetComponent<HydraPositionComponent>(player_id);
// HydraActorManager* actor_manager = GetEngine()->ActorManager();
// HydraECS* ecs = GetEngine()->ECS();
// HydraPlanetQuadActor* quad0 = static_cast<HydraPlanetQuadActor*>(actor_manager->GetActor(m_quads[0]));
// HydraPlanetQuadActor* quad1 = static_cast<HydraPlanetQuadActor*>(actor_manager->GetActor(m_quads[1]));
// HydraPlanetQuadActor* quad2 = static_cast<HydraPlanetQuadActor*>(actor_manager->GetActor(m_quads[2]));
// HydraPlanetQuadActor* quad3 = static_cast<HydraPlanetQuadActor*>(actor_manager->GetActor(m_quads[3]));
// HydraPlanetQuadActor* quad4 = static_cast<HydraPlanetQuadActor*>(actor_manager->GetActor(m_quads[4]));
// HydraPlanetQuadActor* quad5 = static_cast<HydraPlanetQuadActor*>(actor_manager->GetActor(m_quads[5]));
// quad0->CheckResolution(pos_comp.position);
// quad1->CheckResolution(pos_comp.position);
// quad2->CheckResolution(pos_comp.position);
// quad3->CheckResolution(pos_comp.position);
// quad4->CheckResolution(pos_comp.position);
// quad5->CheckResolution(pos_comp.position);
}
//}
}
void HydraPlanetActor::InitialiseComponents()
@@ -33,7 +33,6 @@ void HydraPlanetQuadActor::DeferredInitialiseComponents()
void HydraPlanetQuadActor::Destroy()
{
}
void HydraPlanetQuadActor::InitialiseQuad(HydraID parent_id, float planet_diameter, float quad_dimension, uint32_t divisions, glm::dvec3 origin, glm::vec3 orientation)
@@ -44,7 +43,7 @@ void HydraPlanetQuadActor::InitialiseQuad(HydraID parent_id, float planet_diamet
m_quad_dimension = quad_dimension;
m_orientation = orientation;
m_parent_id = parent_id;
//GetEngine()->ActorManager()->SetPositionAndOrientation(GetID(), origin, orientation, true);
// GetEngine()->ActorManager()->SetPositionAndOrientation(GetID(), origin, orientation, true);
_CreateMesh();
}
@@ -58,11 +57,11 @@ void HydraPlanetQuadActor::CheckResolution(glm::dvec3 player_position)
double distance_to_quad = glm::length(player_position - m_centre);
// might need to bias this so it splits sooner and merges later
if ((distance_to_quad < m_quad_dimension)&& (m_quad_dimension > 64))
{
if ((distance_to_quad < m_quad_dimension) && (m_quad_dimension > 64))
{
should_split = true;
}
if(distance_to_quad > m_quad_dimension * 1.1f)
if (distance_to_quad > m_quad_dimension * 1.1f)
{
should_merge = true;
}
@@ -93,7 +92,7 @@ void HydraPlanetQuadActor::CheckResolution(glm::dvec3 player_position)
{
for (HydraID child_id : m_child_quads)
{
HydraPlanetQuadActor* child = static_cast<HydraPlanetQuadActor*>(GetEngine()->ActorManager()->GetActor(child_id));
HydraPlanetQuadActor *child = static_cast<HydraPlanetQuadActor *>(GetEngine()->ActorManager()->GetActor(child_id));
child->CheckResolution(player_position);
GetEngine()->ActorManager()->DeleteActor(child_id);
}
@@ -107,11 +106,10 @@ void HydraPlanetQuadActor::CheckResolution(glm::dvec3 player_position)
HydraPlanetQuadActor::~HydraPlanetQuadActor()
{
if(m_center_actor != INVALID_HYDRA_ID)
if (m_center_actor != INVALID_HYDRA_ID)
{
GetEngine()->ActorManager()->DeleteActor(m_center_actor);
GetEngine()->ActorManager()->DeleteActor(m_center_actor);
}
}
void HydraPlanetQuadActor::_MergeQuads()
@@ -121,7 +119,7 @@ void HydraPlanetQuadActor::_MergeQuads()
glm::vec3 HydraPlanetQuadActor::_ProjectSphere(glm::dvec4 vert_in, glm::dmat4 trans, glm::dmat4 inv_trans, double diameter, glm::vec3 origin)
{
return glm::dvec3(vert_in);
glm::dvec4 vert = trans * vert_in;
vert = glm::normalize(vert);
vert = vert * (m_planet_diameter / 2.0);
@@ -142,12 +140,12 @@ glm::vec3 HydraPlanetQuadActor::_ProjectSphere(glm::dvec4 vert_in, glm::dmat4 tr
glm::dvec3 HydraPlanetQuadActor::_ProjectCentre(glm::vec3 vert_in, glm::dmat4 trans, double diameter)
{
glm::dvec4 vert = trans * glm::dvec4(vert_in,1);
return glm::dvec3(vert_in);
glm::dvec4 vert = trans * glm::dvec4(vert_in, 1);
vert = glm::normalize(vert);
vert = vert * (m_planet_diameter / 2.0);
// vert_in = glm::normalize(vert_in);
// vert_in = vert_in * (m_planet_diameter / 2.0f);
FastNoiseLite fnl;
@@ -157,7 +155,6 @@ glm::dvec3 HydraPlanetQuadActor::_ProjectCentre(glm::vec3 vert_in, glm::dmat4 tr
fnl.SetFrequency(0.00009);
fnl.SetFractalOctaves(15);
fnl.SetFractalLacunarity(2.1);
float noise = fnl.GetNoise(vert.x, vert.y, vert.z);
@@ -189,7 +186,7 @@ void HydraPlanetQuadActor::_Split()
HydraPlanetQuadActor *quad = static_cast<HydraPlanetQuadActor *>(GetEngine()->ActorManager()->GetActor(quad_id));
GetEngine()->ActorManager()->InitialiseActor(quad_id);
quad->InitialiseQuad(GetID(), m_planet_diameter, child_quad_size, m_divisions, origins[i], m_orientation);
m_child_quads.push_back(quad_id);
}
}
@@ -207,12 +204,13 @@ void HydraPlanetQuadActor::_CreateMesh()
HydraMeshManager *mesh_manager = GetEngine()->MeshManager();
HydraID mesh_id = mesh_manager->CreateMesh();
HydraMesh *mesh = mesh_manager->GetMesh(mesh_id);
HydraMaterialComponent mat_comp = GetEngine()->ECS()->GetComponent<HydraMaterialComponent>(GetID());
HydraPositionComponent pos_comp = GetEngine()->ECS()->GetComponent<HydraPositionComponent>(GetID());
uint32_t vert_counts = m_divisions * m_divisions;
uint32_t index_counts = ((m_divisions - 1) * (m_divisions - 1)) * 6;
uint32_t vert_counts = 4;
uint32_t index_counts = 4;
mesh->vertexes.resize(vert_counts);
mesh->indexes.resize(index_counts);
@@ -225,33 +223,20 @@ void HydraPlanetQuadActor::_CreateMesh()
float max_z = 0.0f;
float min_u = 0;
float min_v = 1 * (m_divisions - 1);
float min_v = 0;
float max_u = 1 * (m_divisions - 1);
float max_v = 0;
float xy_inc = m_quad_dimension / (m_divisions - 1);
float u_inc = max_u / (m_divisions - 1);
float v_inc = -min_v / (m_divisions - 1);
float max_u = 1;
float max_v = 1;
// 1---2
// | / |
// 0---3
HydraID actor_id = GetID();
float y = min_y;
float x = min_x;
float u = min_u;
float v = min_v;
uint32_t vert_idx = 0;
uint32_t index_idx = 0;
// glm::mat4 trans = GetEngine()->ActorManager()->GetActorPose(actor_id);
glm::dvec4 quad_direction = glm::toMat4(glm::quat(m_orientation)) * glm::dvec4(0,0,1,1);
glm::dvec4 quad_direction = glm::toMat4(glm::quat(m_orientation)) * glm::dvec4(0, 0, 1, 1);
glm::dvec4 transformed_origin = glm::toMat4(glm::quat(m_orientation)) * glm::dvec4(m_origin, 1);
glm::dvec4 quad_position = transformed_origin + (quad_direction * (m_planet_diameter /2.0));
glm::dvec4 quad_position = transformed_origin + (quad_direction * (m_planet_diameter / 2.0));
glm::dmat4 trans_matrix = glm::translate(glm::dvec3(quad_position));
glm::dmat4 rot_matrix = glm::toMat4(glm::quat(m_orientation));
@@ -260,66 +245,32 @@ void HydraPlanetQuadActor::_CreateMesh()
GetEngine()->ActorManager()->SetPositionAndOrientation(GetID(), quad_position, m_orientation, true);
m_centre = _ProjectCentre(glm::vec3(0,0,1), trans, m_planet_diameter);
m_centre = _ProjectCentre(glm::vec3(0, 0, 1), trans, m_planet_diameter);
// Create Vertex
glm::dvec4 vert = glm::dvec4(min_x, min_y, min_z, 1.0);
glm::vec3 final_vert = _ProjectSphere(vert, trans, inv_trans, m_planet_diameter, m_origin);
mesh->vertexes[0] = {final_vert.x, final_vert.y, final_vert.z, min_u, min_v, actor_id, mat_comp.material_id, 0};
vert = glm::dvec4(min_x, max_y, min_z, 1.0);
final_vert = _ProjectSphere(vert, trans, inv_trans, m_planet_diameter, m_origin);
mesh->vertexes[1] = {final_vert.x, final_vert.y, final_vert.z, min_u, max_v, actor_id, mat_comp.material_id, 0};
vert = glm::dvec4(max_x, max_y, min_z, 1.0);
final_vert = _ProjectSphere(vert, trans, inv_trans, m_planet_diameter, m_origin);
mesh->vertexes[2] = {final_vert.x, final_vert.y, final_vert.z, max_u, max_v, actor_id, mat_comp.material_id, 0};
vert = glm::dvec4(max_x, min_y, min_z, 1.0);
final_vert = _ProjectSphere(vert, trans, inv_trans, m_planet_diameter, m_origin);
mesh->vertexes[3] = {final_vert.x, final_vert.y, final_vert.z, max_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->indexes[0] = 0;
mesh->indexes[1] = 3;
mesh->indexes[2] = 1;
mesh->indexes[3] = 2;
// m_center_actor = GetEngine()->ActorManager()->CreateActor<HydraTestCubeActor>();
// HydraTestCubeActor* center_actor = static_cast<HydraTestCubeActor*>(GetEngine()->ActorManager()->GetActor(m_center_actor));
// center_actor->SetScale(1);
// GetEngine()->ActorManager()->InitialiseActor(m_center_actor);
// GetEngine()->ActorManager()->SetPosition(m_center_actor, m_centre);
for (uint32_t y_count = 0; y_count < m_divisions - 1; y_count++)
{
for (uint32_t x_count = 0; x_count < m_divisions - 1; x_count++)
{
// Create Vertex
glm::dvec4 vert = glm::dvec4(x, y, min_z, 1.0);
glm::vec3 final_vert = _ProjectSphere(vert, trans, inv_trans, m_planet_diameter, m_origin);
mesh->vertexes[vert_idx] = {final_vert.x, final_vert.y, final_vert.z, u, v, actor_id, mat_comp.material_id, 0};
uint32_t ind0 = vert_idx;
uint32_t ind1 = vert_idx + m_divisions;
uint32_t ind2 = vert_idx + m_divisions + 1;
uint32_t ind3 = vert_idx + 1;
mesh->indexes[index_idx + 0] = ind0;
mesh->indexes[index_idx + 1] = ind2;
mesh->indexes[index_idx + 2] = ind1;
mesh->indexes[index_idx + 3] = ind0;
mesh->indexes[index_idx + 4] = ind3;
mesh->indexes[index_idx + 5] = ind2;
x += xy_inc;
u += u_inc;
vert_idx++;
index_idx += 6;
}
glm::dvec4 vert = glm::dvec4(x, y, min_z, 1.0);
glm::vec3 final_vert = _ProjectSphere(vert, trans, inv_trans, m_planet_diameter, m_origin);
mesh->vertexes[vert_idx] = {final_vert.x, final_vert.y, final_vert.z, u, v, actor_id, mat_comp.material_id, 0};
// Add the end vert but no indexes
// mesh->vertexes[vert_idx] = {x, y, min_z, u, v, actor_id, mat_comp.material_id, 0};
vert_idx++;
y += xy_inc;
v += v_inc;
x = min_x;
u = min_u;
}
// the last row
for (uint32_t x_count = 0; x_count < m_divisions; x_count++)
{
glm::dvec4 vert = glm::dvec4(x, y, min_z, 1.0);
glm::vec3 final_vert = _ProjectSphere(vert, trans, inv_trans, m_planet_diameter, m_origin);
mesh->vertexes[vert_idx] = {final_vert.x, final_vert.y, final_vert.z, u, v, actor_id, mat_comp.material_id, 0};
x += xy_inc;
u += u_inc;
vert_idx++;
}
mesh_manager->CalculateNormals(mesh->mesh_id);
//mesh_manager->CalculateNormals(mesh->mesh_id);
HydraECS *ecs = GetEngine()->ECS();
HydraMeshComponent mesh_comp;
@@ -328,9 +279,136 @@ void HydraPlanetQuadActor::_CreateMesh()
mesh_comp.mesh_state = HYDRA_STATE::Waiting;
ecs->AddComponent<HydraMeshComponent>(GetID(), mesh_comp);
HydraRenderableComponent& render_comp = GetEngine()->ECS()->GetComponent<HydraRenderableComponent>(GetID());
HydraRenderableComponent &render_comp = GetEngine()->ECS()->GetComponent<HydraRenderableComponent>(GetID());
render_comp.active = true;
}
// void HydraPlanetQuadActor::_CreateMesh()
// {
// HydraMeshManager *mesh_manager = GetEngine()->MeshManager();
// HydraID mesh_id = mesh_manager->CreateMesh();
// HydraMesh *mesh = mesh_manager->GetMesh(mesh_id);
// HydraMaterialComponent mat_comp = GetEngine()->ECS()->GetComponent<HydraMaterialComponent>(GetID());
// HydraPositionComponent pos_comp = GetEngine()->ECS()->GetComponent<HydraPositionComponent>(GetID());
// uint32_t vert_counts = m_divisions * m_divisions;
// uint32_t index_counts = ((m_divisions - 1) * (m_divisions - 1)) * 6;
// mesh->vertexes.resize(vert_counts);
// mesh->indexes.resize(index_counts);
// float min_x = -m_quad_dimension / 2.0f;
// float min_y = -m_quad_dimension / 2.0f;
// float min_z = 0.0f;
// float max_x = m_quad_dimension / 2.0f;
// float max_y = m_quad_dimension / 2.0f;
// float max_z = 0.0f;
// float min_u = 0;
// float min_v = 1 * (m_divisions - 1);
// float max_u = 1 * (m_divisions - 1);
// float max_v = 0;
// float xy_inc = m_quad_dimension / (m_divisions - 1);
// float u_inc = max_u / (m_divisions - 1);
// float v_inc = -min_v / (m_divisions - 1);
// // 1---2
// // | / |
// // 0---3
// HydraID actor_id = GetID();
// float y = min_y;
// float x = min_x;
// float u = min_u;
// float v = min_v;
// uint32_t vert_idx = 0;
// uint32_t index_idx = 0;
// // glm::mat4 trans = GetEngine()->ActorManager()->GetActorPose(actor_id);
// glm::dvec4 quad_direction = glm::toMat4(glm::quat(m_orientation)) * glm::dvec4(0,0,1,1);
// glm::dvec4 transformed_origin = glm::toMat4(glm::quat(m_orientation)) * glm::dvec4(m_origin, 1);
// glm::dvec4 quad_position = transformed_origin + (quad_direction * (m_planet_diameter /2.0));
// glm::dmat4 trans_matrix = glm::translate(glm::dvec3(quad_position));
// glm::dmat4 rot_matrix = glm::toMat4(glm::quat(m_orientation));
// glm::dmat4 trans = trans_matrix * rot_matrix;
// glm::dmat4 inv_trans = glm::inverse(trans);
// GetEngine()->ActorManager()->SetPositionAndOrientation(GetID(), quad_position, m_orientation, true);
// m_centre = _ProjectCentre(glm::vec3(0,0,1), trans, m_planet_diameter);
// // m_center_actor = GetEngine()->ActorManager()->CreateActor<HydraTestCubeActor>();
// // HydraTestCubeActor* center_actor = static_cast<HydraTestCubeActor*>(GetEngine()->ActorManager()->GetActor(m_center_actor));
// // center_actor->SetScale(1);
// // GetEngine()->ActorManager()->InitialiseActor(m_center_actor);
// // GetEngine()->ActorManager()->SetPosition(m_center_actor, m_centre);
// for (uint32_t y_count = 0; y_count < m_divisions - 1; y_count++)
// {
// for (uint32_t x_count = 0; x_count < m_divisions - 1; x_count++)
// {
// // Create Vertex
// glm::dvec4 vert = glm::dvec4(x, y, min_z, 1.0);
// glm::vec3 final_vert = _ProjectSphere(vert, trans, inv_trans, m_planet_diameter, m_origin);
// mesh->vertexes[vert_idx] = {final_vert.x, final_vert.y, final_vert.z, u, v, actor_id, mat_comp.material_id, 0};
// uint32_t ind0 = vert_idx;
// uint32_t ind1 = vert_idx + m_divisions;
// uint32_t ind2 = vert_idx + m_divisions + 1;
// uint32_t ind3 = vert_idx + 1;
// mesh->indexes[index_idx + 0] = ind0;
// mesh->indexes[index_idx + 1] = ind2;
// mesh->indexes[index_idx + 2] = ind1;
// mesh->indexes[index_idx + 3] = ind0;
// mesh->indexes[index_idx + 4] = ind3;
// mesh->indexes[index_idx + 5] = ind2;
// x += xy_inc;
// u += u_inc;
// vert_idx++;
// index_idx += 6;
// }
// glm::dvec4 vert = glm::dvec4(x, y, min_z, 1.0);
// glm::vec3 final_vert = _ProjectSphere(vert, trans, inv_trans, m_planet_diameter, m_origin);
// mesh->vertexes[vert_idx] = {final_vert.x, final_vert.y, final_vert.z, u, v, actor_id, mat_comp.material_id, 0};
// // Add the end vert but no indexes
// // mesh->vertexes[vert_idx] = {x, y, min_z, u, v, actor_id, mat_comp.material_id, 0};
// vert_idx++;
// y += xy_inc;
// v += v_inc;
// x = min_x;
// u = min_u;
// }
// // the last row
// for (uint32_t x_count = 0; x_count < m_divisions; x_count++)
// {
// glm::dvec4 vert = glm::dvec4(x, y, min_z, 1.0);
// glm::vec3 final_vert = _ProjectSphere(vert, trans, inv_trans, m_planet_diameter, m_origin);
// mesh->vertexes[vert_idx] = {final_vert.x, final_vert.y, final_vert.z, u, v, actor_id, mat_comp.material_id, 0};
// x += xy_inc;
// u += u_inc;
// vert_idx++;
// }
// mesh_manager->CalculateNormals(mesh->mesh_id);
// HydraECS *ecs = GetEngine()->ECS();
// HydraMeshComponent mesh_comp;
// mesh_comp.mesh_id = mesh_id;
// mesh_comp.mesh_state = HYDRA_STATE::Waiting;
// ecs->AddComponent<HydraMeshComponent>(GetID(), mesh_comp);
// HydraRenderableComponent& render_comp = GetEngine()->ECS()->GetComponent<HydraRenderableComponent>(GetID());
// render_comp.active = true;
// }
void HydraPlanetQuadActor::_CreateMaterial()
{
@@ -374,8 +452,8 @@ void HydraPlanetQuadActor::_CreateRenderableComponent()
HydraRenderableComponent render_comp;
HydraShadowCasterComponent shad_caster;
HydraECS *ecs = GetEngine()->ECS();
render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR, true);
render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_SHADOW_CASTER, true);
render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_LANDSCAPE, true);
//render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_SHADOW_CASTER, true);
ecs->AddComponent<HydraRenderableComponent>(GetID(), render_comp);
ecs->AddComponent<HydraShadowCasterComponent>(GetID(), shad_caster);
render_comp.active = false;
@@ -38,7 +38,7 @@ HydraID HydraTextureBufferManager::LoadTexture(std::string texture_filename)
int height = 0;
int channels = 0;
//stbi_set_flip_vertically_on_load(true);
stbi_set_flip_vertically_on_load(true);
data = stbi_load(texture_filename.c_str(), &width, &height, &channels, 0);
if (data == nullptr)
@@ -1,5 +1,6 @@
#include "HydraDeferredPipeline.h"
#include "HydraRenderStage.h"
#include "HydraLandscapeRenderStage.h"
#include "../engine/HydraEngine.h"
#include "../buffer/HydraBufferManager.h"
#include "../buffer/HydraTextureBufferManager.h"
@@ -216,13 +217,14 @@ void HydraDeferredPipeline::_CreateColourRenderStage()
true,
GL_BACK,
true,
GL_FILL,
HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
m_render_stages.push_back(render_stage);
}
void HydraDeferredPipeline::_CreateLandscapeRenderStage()
{
HydraRenderStage* render_stage = new HydraRenderStage();
HydraLandscapeRenderStage* render_stage = new HydraLandscapeRenderStage();
std::string shader_path = std::string(shader_base);
HydraBufferManager* buffer_manager = GetEngine()->BufferManager();
@@ -265,6 +267,7 @@ void HydraDeferredPipeline::_CreateLandscapeRenderStage()
true,
GL_BACK,
true,
GL_LINE,
HYDRA_RENDERABLE_TYPE::HYDRA_LANDSCAPE);
m_render_stages.push_back(render_stage);
}
@@ -340,6 +343,7 @@ void HydraDeferredPipeline::_CreateOutputRenderStage()
false,
GL_BACK,
true,
GL_FILL,
HYDRA_RENDERABLE_TYPE::HYDRA_OUTPUT);
m_render_stages.push_back(render_stage);
}
@@ -385,6 +389,7 @@ void HydraDeferredPipeline::_CreateTextureDebugOutputStage()
false,
GL_BACK,
false,
GL_FILL,
HYDRA_RENDERABLE_TYPE::HYDRA_TEXTURE_DEBUG);
m_render_stages.push_back(render_stage);
}
@@ -36,7 +36,7 @@ void HydraForwardPipeline::Initialise()
std::vector<uint32_t> textures;
std::vector<uint32_t> rb_attachments;
render_stage->Initialise(shader_path + "forward_shader.vert", shader_path + "forward_shader.frag", "", "", "", shader_binding, 0, textures, true, GL_BACK, true, HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
render_stage->Initialise(shader_path + "forward_shader.vert", shader_path + "forward_shader.frag", "", "", "", shader_binding, 0, textures, true, GL_BACK, true, GL_FILL, HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
m_render_stages.push_back(render_stage);
m_per_frame_ubo = buffer_manager->CreateGPUBuffer("PerFrameUBO",
@@ -0,0 +1,70 @@
#include "HydraLandscapeRenderStage.h"
#include "../ecs/HydraECS.h"
#include "../ecs/components/HydraMeshComponent.h"
#include "../ecs/components/HydraRenderableComponent.h"
#include "../engine/HydraEngine.h"
#include "../buffer/HydraVertexBufferManager.h"
#include "../buffer/HydraBufferManager.h"
#include <set>
#include <fstream>
#include <sstream>
#include <iostream>
#include <GLMIncludes.h>
void HydraLandscapeRenderStage::Render(std::set<HydraID> &entities, uint32_t framebuffer_id)
{
HydraECS *ecs = GetEngine()->ECS();
if (framebuffer_id != INVALID_HYDRA_ID)
{
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_id);
}
// glDrawBuffers(m_rb_attachments.size(), &m_rb_attachments[0]);
HydraVertexBufferManager *vert_buffer_mananger = GetEngine()->VertexBufferManager();
glUseProgram(m_program);
_BindBuffers();
_BindTextures();
HydraSignature signature = {};
signature.set(m_renderable_type, true);
glPolygonMode(GL_FRONT_AND_BACK, m_fill_mode);
if (m_cull)
{
glEnable(GL_CULL_FACE);
glCullFace(m_cull_face);
}
else
{
glDisable(GL_CULL_FACE);
}
if (m_depth_enable)
{
glEnable(GL_DEPTH_TEST);
}
else
{
glDisable(GL_DEPTH_TEST);
}
glPatchParameteri(GL_PATCH_VERTICES, 4);
for (const auto &entity_id : entities)
{
HydraRenderableComponent render_comp = ecs->GetComponent<HydraRenderableComponent>(entity_id);
if (((render_comp.renderable_types & signature) == signature) && (render_comp.active))
{
if (ecs->HasComponent<HydraMeshComponent>(entity_id))
{
HydraMeshComponent mesh_comp = ecs->GetComponent<HydraMeshComponent>(entity_id);
if (mesh_comp.mesh_state == HYDRA_STATE::Ready)
{
HydraVertexBuffer &vertex_buffer = vert_buffer_mananger->GetVertexBuffer(mesh_comp.vertex_buffer_id);
glBindVertexArray(vertex_buffer.vao);
glDrawElements(GL_PATCHES, vertex_buffer.triangle_count, GL_UNSIGNED_INT, (void *)0);
}
}
}
}
glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
@@ -0,0 +1,26 @@
#ifndef HYDRALANDSCAPERENDERSTAGE
#define HYDRALANDSCAPERENDERSTAGE
#include "../engine/HydraObject.h"
#include "../windowmanager/HydraRenderSettings.h"
#include "HydraShaderBinding.hpp"
#include "../GlewIncludes.h"
#include "HydraRenderStage.h"
#include <vector>
#include <set>
class HydraLandscapeRenderStage : public HydraRenderStage
{
public:
void Render(std::set<HydraID>& entities, uint32_t framebuffer_id) override;
private:
protected:
};
#endif /* HYDRALANDSCAPERENDERSTAGE */
@@ -23,6 +23,7 @@ void HydraRenderStage::Initialise(std::string vertex_shader_file,
bool enable_culling,
uint32_t cull_face,
bool depth_enable,
uint32_t fill_mode,
HYDRA_RENDERABLE_TYPE renderable_type)
{
m_framebuffer_id = framebuffer_id;
@@ -33,6 +34,7 @@ void HydraRenderStage::Initialise(std::string vertex_shader_file,
m_cull = enable_culling;
m_program = glCreateProgram();
m_cull_face = cull_face;
m_fill_mode = fill_mode;
if (vertex_shader_file.length() > 0)
{
m_vertex_shader = _LoadShader(vertex_shader_file, GL_VERTEX_SHADER);
@@ -102,7 +104,7 @@ void HydraRenderStage::Render(std::set<HydraID> &entities, uint32_t framebuffer_
_BindTextures();
HydraSignature signature = {};
signature.set(m_renderable_type, true);
glPolygonMode(GL_FRONT_AND_BACK, m_fill_mode);
if (m_cull)
{
glEnable(GL_CULL_FACE);
@@ -21,14 +21,17 @@ class HydraRenderStage : public HydraObject
bool enable_culling,
uint32_t cull_face,
bool depth_enable,
uint32_t fill_mode,
HYDRA_RENDERABLE_TYPE renderable_type);
void ShutDown();
void Render(std::set<HydraID>& entities, uint32_t framebuffer_id);
virtual void Render(std::set<HydraID>& entities, uint32_t framebuffer_id);
void Render(std::set<HydraID>& entities);
private:
uint32_t _LoadShader(std::string filename, uint32_t shader_type);
std::string _LoadShaderSource(std::string filename);
void _BindBuffers();
protected:
void _BindBuffers();
void _BindTextures();
HydraShaderBinding m_shader_binding;
uint32_t m_vertex_shader = GL_INVALID_VALUE;
@@ -40,6 +43,7 @@ class HydraRenderStage : public HydraObject
uint32_t m_renderable_type;
uint32_t m_framebuffer_id = 0;
uint32_t m_cull_face = GL_NONE;
uint32_t m_fill_mode = GL_FILL;
bool m_cull = false;
bool m_depth_enable = true;
std::vector<uint32_t> m_textures;
@@ -165,6 +165,7 @@ void HydraShadowPipeline::_CreatePointRenderStage()
true,
GL_BACK,
true,
GL_FILL,
HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
m_render_stages[POINT_RENDER_STAGE] = render_stage;
}
@@ -218,8 +219,9 @@ void HydraShadowPipeline::_CreateDirectionalRenderStage()
0,
textures,
true,
GL_NONE,
GL_BACK,
true,
GL_FILL,
HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
m_render_stages[DIRECTIONAL_RENDER_STAGE] = render_stage;
}
@@ -274,6 +276,7 @@ void HydraShadowPipeline::_CreateSpotRenderStage()
true,
GL_BACK,
true,
GL_FILL,
HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
m_render_stages[SPOT_RENDER_STAGE] = render_stage;
}
@@ -28,7 +28,7 @@ void HydraRenderer::Initialise(HydraRenderSettings render_settings)
glEnable(GL_DEBUG_OUTPUT);
glfwSwapInterval(0);
// glDebugMessageCallback(MessageCallback, 0);
glDebugMessageCallback(MessageCallback, 0);
}
}