Files
HydraV3/HydraEngine/source/pipeline/HydraDeferredPipeline.cpp
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2026-07-28 19:02:45 +01:00

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12 KiB
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#include "HydraDeferredPipeline.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 "../mesh/StandardVertex.h"
#include "../actor/HydraActorManager.h"
#include "../actor/HydraOutputActor.h"
void HydraDeferredPipeline::Initialise()
{
_CreateUBOs();
//already on the render thread so dont neet another job
_CreateOutputActor();
_CreateFrameBuffer();
_CreateColourRenderStage();
_CreateOutputRenderStage();
}
void HydraDeferredPipeline::Shutdown()
{
for(uint32_t rs_idx =0; rs_idx <m_render_stages.size(); rs_idx++)
{
m_render_stages[rs_idx]->ShutDown();
delete m_render_stages[rs_idx];
}
glDeleteFramebuffers(1, &m_frame_buffer_id);
}
void HydraDeferredPipeline::Render()
{
_UpdateUBO();
HydraECS* ecs = GetEngine()->ECS();
std::shared_ptr<HydraRenderSystem> render_system = ecs->GetSystem<HydraRenderSystem>();
HydraRenderSettings render_settings = GetEngine()->RenderSettings();
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glViewport(0, 0, render_settings.ViewportWidth, render_settings.ViewportHeight);
float clear_colour[4] = {0, 0, 0, 0};
float depth_value = 1;
glClearNamedFramebufferfv(m_frame_buffer_id, GL_COLOR, 0, clear_colour);
glClearNamedFramebufferfv(m_frame_buffer_id, GL_COLOR, 1, clear_colour);
glClearNamedFramebufferfv(m_frame_buffer_id, GL_COLOR, 2, clear_colour);
glClearNamedFramebufferfv(m_frame_buffer_id, GL_COLOR, 3, clear_colour);
glClearNamedFramebufferfv(m_frame_buffer_id, GL_DEPTH, 0, &depth_value);
float screen_colour[4] = {0.0f, 0.5f, 0.7f, 1.0f};
glClearNamedFramebufferfv(0, GL_COLOR, 0, screen_colour);
glClearNamedFramebufferfv(0, GL_DEPTH, 0, &depth_value);
for(uint32_t rs_idx = 0; rs_idx <m_render_stages.size(); rs_idx++)
{
m_render_stages[rs_idx]->Render(render_system->Entities);
}
}
void HydraDeferredPipeline::_UpdateUBO()
{
HydraCamera* camera = GetEngine()->Camera();
PerFrameUBO ubo = {};
uint32_t light_count = GetEngine()->GetLightCount();
ubo.view = camera->GetView();
ubo.proj = camera->GetProjection();
ubo.viewer_pos = camera->GetPosition();
ubo.light_count = light_count;
HydraBufferManager* buffer_manager = GetEngine()->BufferManager();
buffer_manager->UpdateWholeBuffer(m_per_frame_ubo, &ubo);
glBindBuffer(GL_UNIFORM_BUFFER, m_per_frame_ubo);
PerFrameUBO output_ubo = {};
output_ubo.view = glm::mat4(1);
output_ubo.proj = glm::ortho(-0.5f, 0.5f, -0.5f, 0.5f);
output_ubo.viewer_pos = camera->GetPosition();
output_ubo.light_count = light_count;
buffer_manager->UpdateWholeBuffer(m_per_frame_output_ubo, &output_ubo);
glBindBuffer(GL_UNIFORM_BUFFER, m_per_frame_output_ubo);
}
void HydraDeferredPipeline::_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);
HydraOutputActor* actor = static_cast<HydraOutputActor*>(GetEngine()->ActorManager()->GetActor(m_output_actor_id));
HydraTextureBuffer depth_texture = tex_buffer_manager->GetTexture(actor->texture_buffers[0]);
HydraTextureBuffer buffer_0_texture = tex_buffer_manager->GetTexture(actor->texture_buffers[1]);
HydraTextureBuffer metal_rough_texture = tex_buffer_manager->GetTexture(actor->texture_buffers[2]);
HydraTextureBuffer normal_texture = tex_buffer_manager->GetTexture(actor->texture_buffers[3]);
HydraTextureBuffer position_texture = tex_buffer_manager->GetTexture(actor->texture_buffers[4]);
glBindTexture(GL_TEXTURE_2D, buffer_0_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_COLOR_ATTACHMENT0, GL_TEXTURE_2D, buffer_0_texture.gl_tex_id, 0);
glBindTexture(GL_TEXTURE_2D, metal_rough_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_COLOR_ATTACHMENT1, GL_TEXTURE_2D, metal_rough_texture.gl_tex_id, 0);
glBindTexture(GL_TEXTURE_2D, normal_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_COLOR_ATTACHMENT2, GL_TEXTURE_2D, normal_texture.gl_tex_id, 0);
glBindTexture(GL_TEXTURE_2D, position_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_COLOR_ATTACHMENT3, GL_TEXTURE_2D, position_texture.gl_tex_id, 0);
glBindTexture(GL_TEXTURE_2D, depth_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, depth_texture.gl_tex_id, 0);
GLenum draw_buffers[4] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3};
glDrawBuffers(4, draw_buffers);
glBindTexture(GL_TEXTURE_2D, 0);
tex_buffer_manager->BindTexture(depth_texture.texture_id, GL_TEXTURE_2D);
tex_buffer_manager->BindTexture(buffer_0_texture.texture_id, GL_TEXTURE_2D);
tex_buffer_manager->BindTexture(metal_rough_texture.texture_id, GL_TEXTURE_2D);
tex_buffer_manager->BindTexture(normal_texture.texture_id, GL_TEXTURE_2D);
tex_buffer_manager->BindTexture(position_texture.texture_id, GL_TEXTURE_2D);
HydraBufferManager* buffer_manager = GetEngine()->BufferManager();
buffer_manager->UpdateWholeBuffer(m_output_texture_ubo, &actor->texture_buffers[0]);
glBindBuffer(GL_UNIFORM_BUFFER, m_output_texture_ubo);
}
void HydraDeferredPipeline::_CreateColourRenderStage()
{
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 mat_buffer_id = buffer_manager->FindBuffer("MaterialBuffer");
HydraID tex_buffer_id = buffer_manager->FindBuffer("TextureBuffer");
HydraID per_frame_buffer_id = buffer_manager->FindBuffer("DeferredPerFrameUBO");
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("MaterialBuffer");
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("TextureBuffer");
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("uniform_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 + "deferred_shader.vert",
shader_path + "deferred_shader.frag", "",
shader_binding,
m_frame_buffer_id,
textures,
true,
HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR);
m_render_stages.push_back(render_stage);
}
void HydraDeferredPipeline::_CreateOutputRenderStage()
{
HydraRenderStage* render_stage = new HydraRenderStage();
std::string shader_path = std::string(shader_base);
HydraBufferManager* buffer_manager = GetEngine()->BufferManager();
std::vector<uint32_t> textures;
GetEngine()->ActorManager()->InitialiseActor(m_output_actor_id);
HydraOutputActor* actor = static_cast<HydraOutputActor*>(GetEngine()->ActorManager()->GetActor(m_output_actor_id));
HydraTextureBufferManager* tex_buf_manager = GetEngine()->TextureBufferManager();
HydraID pos_buffer_id = buffer_manager->FindBuffer("PositionsBuffer");
HydraID per_frame_buffer_id = buffer_manager->FindBuffer("DeferredOutputPerFrameUBO");
HydraID tex_buffer_id = buffer_manager->FindBuffer("TextureBuffer");
HydraID output_texture_buffer_id = buffer_manager->FindBuffer("DeferredOutputTextureUBO");
HydraID light_buffer_id = buffer_manager->FindBuffer("LightBuffer");
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("TextureBuffer");
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("uniform_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);
shader_binding.block_name.push_back("uniform_output_textures");
shader_binding.binding_point.push_back(1);
shader_binding.buffer_id.push_back(output_texture_buffer_id);
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_UBO_BUFFER);
shader_binding.block_name.push_back("LightBuffer");
shader_binding.binding_point.push_back(4);
shader_binding.buffer_id.push_back(light_buffer_id);
shader_binding.buffer_type.push_back(HYDRA_BUFFER_TYPE::HYDRA_SSBO_BUFFER);
render_stage->Initialise(shader_path + "deferred_output_shader.vert",
shader_path + "deferred_output_shader.frag", "",
shader_binding,
0,
textures,
false,
HYDRA_RENDERABLE_TYPE::HYDRA_OUTPUT);
m_render_stages.push_back(render_stage);
}
void HydraDeferredPipeline::_CreateOutputActor()
{
m_output_actor_id = GetEngine()->ActorManager()->CreateActor<HydraOutputActor>();
GetEngine()->ActorManager()->InitialiseActor(m_output_actor_id);
HydraOutputActor* actor = static_cast<HydraOutputActor*>(GetEngine()->ActorManager()->GetActor(m_output_actor_id));
}
void HydraDeferredPipeline::_CreateUBOs()
{
HydraBufferManager* buffer_manager = GetEngine()->BufferManager();
m_per_frame_ubo = buffer_manager->CreateGPUBuffer("DeferredPerFrameUBO",
sizeof(PerFrameUBO), 0, HYDRA_BUFFER_TYPE::HYDRA_UBO_BUFFER);
m_per_frame_output_ubo = buffer_manager->CreateGPUBuffer("DeferredOutputPerFrameUBO",
sizeof(PerFrameUBO), 0, HYDRA_BUFFER_TYPE::HYDRA_UBO_BUFFER);
m_output_texture_ubo = buffer_manager->CreateGPUBuffer("DeferredOutputTextureUBO",
sizeof(uint32_t)*16, 0, HYDRA_BUFFER_TYPE::HYDRA_UBO_BUFFER);
}