protot/src/modules/RenderModule.h

328 lines
5.8 KiB
C++

#pragma once
#include <cstdint>
#include <map>
#include <vector>
#include "SimpleMath/SimpleMath.h"
#include <bgfx/bgfx.h>
#include "RenderUtils.h"
struct Entity;
struct InputState {
int32_t mousedX;
int32_t mousedY;
int32_t mouseX;
int32_t mouseY;
uint8_t mouseButton;
int32_t mouseScroll;
char key;
InputState() :
mouseX(0),
mouseY(0),
mouseButton(0),
mouseScroll(0),
key(0) {
}
};
struct Camera {
SimpleMath::Vector3f eye;
SimpleMath::Vector3f poi;
SimpleMath::Vector3f up;
float near;
float far;
float fov;
bool orthographic;
float width;
float height;
float mtxProj[16];
float mtxView[16];
float mtxEnv[16];
Camera() :
eye {5.f, 4.f, 5.f},
poi {0.f, 2.f, 0.f},
up {0.f, 1.f, 0.f},
near (0.1f),
far (150.f),
fov (60.f),
orthographic (false),
width (-1.f),
height (-1.f),
mtxProj {
1.f, 0.f, 0.f, 0.f,
0.f, 1.f, 0.f, 0.f,
0.f, 0.f, 1.f, 0.f,
0.f, 0.f, 0.f, 1.f},
mtxView {
1.f, 0.f, 0.f, 0.f,
0.f, 1.f, 0.f, 0.f,
0.f, 0.f, 1.f, 0.f,
0.f, 0.f, 0.f, 1.f},
mtxEnv {
1.f, 0.f, 0.f, 0.f,
0.f, 1.f, 0.f, 0.f,
0.f, 0.f, 1.f, 0.f,
0.f, 0.f, 0.f, 1.f}
{}
void updateMatrices();
};
struct Light {
bgfx::UniformHandle u_shadowMap;
bgfx::UniformHandle u_shadowMapParams;
bgfx::UniformHandle u_lightPos;
bgfx::UniformHandle u_lightMtx;
bgfx::TextureHandle shadowMapTexture;
bgfx::FrameBufferHandle shadowMapFB;
float pos[4];
float dir[3];
float mtxView[16];
float mtxProj[16];
float mtxLight[16];
float mtxShadow[16];
float shadowMapBias;
uint16_t shadowMapSize;
bool enabled;
float near;
float far;
float area;
Light() :
u_shadowMap (BGFX_INVALID_HANDLE),
u_lightPos (BGFX_INVALID_HANDLE),
u_lightMtx (BGFX_INVALID_HANDLE),
shadowMapTexture (BGFX_INVALID_HANDLE),
shadowMapFB (BGFX_INVALID_HANDLE),
pos {0.f, 10.f, 10.f, 1.0f},
dir {-1.f, -1.f, -1.f},
mtxView {
1.f, 0.f, 0.f, 0.f,
0.f, 1.f, 0.f, 0.f,
0.f, 0.f, 1.f, 0.f,
0.f, 0.f, 0.f, 1.f
},
mtxProj {
1.f, 0.f, 0.f, 0.f,
0.f, 1.f, 0.f, 0.f,
0.f, 0.f, 1.f, 0.f,
0.f, 0.f, 0.f, 1.f
},
mtxShadow {
1.f, 0.f, 0.f, 0.f,
0.f, 1.f, 0.f, 0.f,
0.f, 0.f, 1.f, 0.f,
0.f, 0.f, 0.f, 1.f
},
shadowMapBias (0.004f),
shadowMapSize (2048),
near (0.1f),
far (100.f),
area (10.f),
enabled (false)
{
}
};
struct Entity {
float transform[16];
float color[4];
bgfxutils::Mesh* mesh;
Entity() :
transform {
1.f, 0.f, 0.f, 0.f,
0.f, 1.f, 0.f, 0.f,
0.f, 0.f, 1.f, 0.f,
0.f, 0.0, 0.f, 1.f
},
color { 1.f, 1.f, 1.f, 1.f },
mesh (NULL) {};
};
struct LightProbe
{
enum Enum
{
Bolonga,
Kyoto,
Count
};
void load(const char* _name);
void destroy()
{
bgfx::destroyTexture(m_tex);
bgfx::destroyTexture(m_texIrr);
}
bgfx::TextureHandle m_tex;
bgfx::TextureHandle m_texIrr;
};
struct Path {
std::vector<SimpleMath::Vector3f> points;
};
struct DebugCommand {
enum CommandType {
Line,
Axes,
Arrow
};
CommandType type;
SimpleMath::Vector3f from;
SimpleMath::Vector3f to;
SimpleMath::Vector3f color;
};
struct Renderer {
bool initialized;
bool drawDebug;
bool drawFloor = true;
bool drawSkybox = true;
uint32_t width;
uint32_t height;
bgfx::UniformHandle sceneDefaultTextureSampler;
bgfx::TextureHandle sceneDefaultTexture;
std::vector<bgfxutils::Mesh*> meshes;
typedef std::map<std::string, unsigned int> MeshIdMap;
MeshIdMap meshIdMap;
LightProbe mLightProbes[LightProbe::Count];
LightProbe::Enum mCurrentLightProbe;
std::vector<Entity*> entities;
std::vector<Camera> cameras;
std::vector<Light> lights;
std::vector<DebugCommand> debugCommands;
uint16_t activeCameraIndex;
// needed to forward inputs to IMGUI
InputState inputState;
Renderer() :
initialized(false),
drawDebug(false),
width (0),
height (0)
{}
// initialize simple geometries (cube, sphere, ...)
void createGeometries();
// create uniforms, load shaders, and create render targets
void setupShaders();
// setup renderpasses and wire up render targets
void setupRenderPasses();
void initialize(int width, int height);
void shutdown();
void paintGL();
void paintGLSimple();
void resize (int width, int height);
// check whether shader files were modified and reload them. Returns
// true on success, otherwise false
bool updateShaders();
Entity* createEntity();
bool destroyEntity (Entity* entity);
bgfxutils::Mesh* loadMesh(const char* filename);
// debug commands
void drawDebugLine (
const SimpleMath::Vector3f &from,
const SimpleMath::Vector3f &to,
const SimpleMath::Vector3f &color);
void drawDebugAxes (
const SimpleMath::Vector3f &pos,
const SimpleMath::Matrix33f &orientation,
const float &scale);
};
struct RenderProgram {
bgfx::ProgramHandle program;
std::string vertexShaderFileName;
int vertexShaderFileModTime;
std::string fragmentShaderFileName;
int fragmentShaderFileModTime;
RenderProgram () :
vertexShaderFileName(""),
vertexShaderFileModTime(-1),
fragmentShaderFileName(""),
fragmentShaderFileModTime(-1)
{
program = BGFX_INVALID_HANDLE;
}
RenderProgram (
const char* vertex_shader_file_name,
const char* fragment_shader_file_name
)
:
vertexShaderFileName(vertex_shader_file_name),
vertexShaderFileModTime(-1),
fragmentShaderFileName(fragment_shader_file_name),
fragmentShaderFileModTime(-1)
{
program = BGFX_INVALID_HANDLE;
}
bool reload();
bool checkModified() const;
bool valid() const {
return bgfx::isValid(program);
}
};
struct RenderState {
enum {
Skybox,
ShadowMap,
Scene,
SceneTextured,
Lines,
Debug,
Count
};
struct Texture {
uint32_t m_flags;
bgfx::UniformHandle m_sampler;
bgfx::TextureHandle m_texture;
uint8_t m_stage;
};
uint64_t m_state;
uint8_t m_numTextures;
RenderProgram m_program;
uint8_t m_viewId;
Texture m_textures[4];
};