154 lines
4.1 KiB
C
154 lines
4.1 KiB
C
#include <engine.h>
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#include <rlgl.h>
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#include <raymath.h>
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//#define RAYGUI_IMPLEMENTATION
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//#include <raygui.h>
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RenderCtx ctx;
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/*
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Audio
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Video
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Gameplay
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Control
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Accessibility
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Filter
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*/
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void RenderOption() {
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}
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void RenderInventory() {
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//DrawTextureRec();
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}
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void DebugInterface() {
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DrawFPS(10, 10);
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}
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void UserInterface() {
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}
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void MainMenu() {
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int current_state;
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switch (current_state) {
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case(0): {
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break;
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}
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default:
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break;
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}
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}
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void LoadCameraMode(int mode) {
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switch (mode) {
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case(0): {
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break;
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}
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default:
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break;
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}
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}
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void LoadPipeline() {
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ctx.width = 800;
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ctx.height = 480;
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ctx.hud_on = true;
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ctx.debug_on = true;
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InitWindow(ctx.width, ctx.height, "GAME!!");
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assert(IsWindowReady());
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ctx.window = GetWindowHandle();
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ctx.shader.deferred = LoadShader("source/shader/deferred.vs", "source/shader/deferred.fs");
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ctx.shader.gbuffer = LoadShader("source/shader/gbuffer.vs", "source/shader/gbuffer.fs");
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ctx.shader.filter = LoadShader("", "source/shader/Screen_filter.fs");
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ctx.gbuffer.framebufferId = rlLoadFramebuffer();
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assert(ctx.gbuffer.framebufferId);
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rlEnableFramebuffer(ctx.gbuffer.framebufferId);
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ctx.gbuffer.depth_tex_id = rlLoadTextureDepth(ctx.width, ctx.height, false);
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// If Artefact appear on Normal, may need to change to RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32
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ctx.gbuffer.normal_tex_id = rlLoadTexture(NULL, ctx.width, ctx.height, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
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// The color in RGB, and the specular strength in the alpha channel
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ctx.gbuffer.albedoSpec_tex_id = rlLoadTexture(NULL, ctx.width, ctx.height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
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rlActiveDrawBuffers(3);
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rlFramebufferAttach(ctx.gbuffer.framebufferId, ctx.gbuffer.depth_tex_id, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_TEXTURE2D, 0);
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rlFramebufferAttach(ctx.gbuffer.framebufferId, ctx.gbuffer.normal_tex_id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
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rlFramebufferAttach(ctx.gbuffer.framebufferId, ctx.gbuffer.albedoSpec_tex_id, RL_ATTACHMENT_COLOR_CHANNEL1, RL_ATTACHMENT_TEXTURE2D, 0);
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assert(rlFramebufferComplete(ctx.gbuffer.framebufferId));
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rlEnableShader(ctx.shader.deferred.id);
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int texUnitDepth = 0;
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int texUnitNormal = 1;
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int texUnitAlbedoSpec = 2;
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SetShaderValue(ctx.shader.deferred, rlGetLocationUniform(ctx.shader.deferred.id, "gDepth"), &texUnitDepth, RL_SHADER_UNIFORM_SAMPLER2D);
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SetShaderValue(ctx.shader.deferred, rlGetLocationUniform(ctx.shader.deferred.id, "gNormal"), &texUnitNormal, RL_SHADER_UNIFORM_SAMPLER2D);
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SetShaderValue(ctx.shader.deferred, rlGetLocationUniform(ctx.shader.deferred.id, "gAlbedoSpec"), &texUnitAlbedoSpec, RL_SHADER_UNIFORM_SAMPLER2D);
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rlDisableShader();
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//now need to set this to things that use this Material, and add light used in the scene.
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rlEnableDepthTest();
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rlEnableBackfaceCulling();
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TraceLog(LOG_INFO, "Render Pipeline Built");
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SetTargetFPS(120);//may change
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}
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void UnloadPipeline() {
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rlUnloadFramebuffer(ctx.gbuffer.framebufferId);
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rlUnloadTexture(ctx.gbuffer.depth_tex_id);
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rlUnloadTexture(ctx.gbuffer.normal_tex_id);
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rlUnloadTexture(ctx.gbuffer.albedoSpec_tex_id);
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UnloadShader(ctx.shader.deferred);
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UnloadShader(ctx.shader.gbuffer);
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UnloadShader(ctx.shader.filter);
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CloseWindow();
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}
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void Rendering() {
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BeginDrawing();
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ClearBackground(BLACK);
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rlEnableDepthMask();
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rlEnableFramebuffer(ctx.gbuffer.framebufferId);
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rlEnableShader(ctx.shader.gbuffer.id);
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BeginMode3D(ctx.camera);
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//MainGeamoetry;
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EndMode3D();
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rlDisableShader();
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rlDisableFramebuffer();
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rlDisableDepthMask();//may not be usefull
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//rlDisableDepthTest();
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//Light Pass and forward pass;
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//I should build a shader that take every light in the scene and make a 3D heightmap of lighting then compute it once for all static light allowing to cheat computing everylight
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//light is computed into a scalar field
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//Light Pass
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//Screen Filter Pass
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BeginShaderMode(ctx.shader.filter);//may be good to have this disabled for accessibility
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//DrawTextureRec();
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EndShaderMode();
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//render ui
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EndDrawing();
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}
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void LoadAssets() {
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//Font
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//Textures
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//Models
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//Sound
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//Data
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TraceLog(LOG_INFO, "Assets Loaded");
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}
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void UnloadAssets() {
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}
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