124 lines
4.8 KiB
C
124 lines
4.8 KiB
C
#include <render.h>
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RenderCtx r_ctx;
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void LoadPipeline() {
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r_ctx.width = 800;
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r_ctx.height = 480;
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r_ctx.hud_on = true;
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r_ctx.debug_on = true;
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InitWindow(r_ctx.width, r_ctx.height, "GAME!!");
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assert(IsWindowReady());
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r_ctx.window = GetWindowHandle();
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r_ctx.shader.deferred = LoadShader("source/shader/deferred.vs", "source/shader/deferred.fs");
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r_ctx.shader.gbuffer = LoadShader("source/shader/gbuffer.vs", "source/shader/gbuffer.fs");
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r_ctx.shader.filter = LoadShader("", "source/shader/Screen_filter.fs");
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r_ctx.gbuffer.framebufferId = rlLoadFramebuffer();
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assert(r_ctx.gbuffer.framebufferId);
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rlEnableFramebuffer(r_ctx.gbuffer.framebufferId);
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r_ctx.gbuffer.depth_tex_id = rlLoadTextureDepth(r_ctx.width, r_ctx.height, false);
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// If Artefact appear on Normal, may need to change to RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 and also need to be used in case of anti aliasing (MLAA or SMAA if needed)
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r_ctx.gbuffer.normal_tex_id = rlLoadTexture(NULL, r_ctx.width, r_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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r_ctx.gbuffer.albedoSpec_tex_id = rlLoadTexture(NULL, r_ctx.width, r_ctx.height, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
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rlActiveDrawBuffers(3);
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rlFramebufferAttach(r_ctx.gbuffer.framebufferId, r_ctx.gbuffer.depth_tex_id, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_TEXTURE2D, 0);
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rlFramebufferAttach(r_ctx.gbuffer.framebufferId, r_ctx.gbuffer.normal_tex_id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
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rlFramebufferAttach(r_ctx.gbuffer.framebufferId, r_ctx.gbuffer.albedoSpec_tex_id, RL_ATTACHMENT_COLOR_CHANNEL1, RL_ATTACHMENT_TEXTURE2D, 0);
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assert(rlFramebufferComplete(r_ctx.gbuffer.framebufferId));
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rlEnableShader(r_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(r_ctx.shader.deferred, rlGetLocationUniform(r_ctx.shader.deferred.id, "gDepth"), &texUnitDepth, RL_SHADER_UNIFORM_SAMPLER2D);
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SetShaderValue(r_ctx.shader.deferred, rlGetLocationUniform(r_ctx.shader.deferred.id, "gNormal"), &texUnitNormal, RL_SHADER_UNIFORM_SAMPLER2D);
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SetShaderValue(r_ctx.shader.deferred, rlGetLocationUniform(r_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(r_ctx.gbuffer.framebufferId);
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rlUnloadTexture(r_ctx.gbuffer.depth_tex_id);
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rlUnloadTexture(r_ctx.gbuffer.normal_tex_id);
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rlUnloadTexture(r_ctx.gbuffer.albedoSpec_tex_id);
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UnloadShader(r_ctx.shader.deferred);
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UnloadShader(r_ctx.shader.gbuffer);
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UnloadShader(r_ctx.shader.filter);
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CloseWindow();
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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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//need to work on a way to structurize my data for the scene to be rendered
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void RenderingDeferred3D(Scene* scene, ModelRegistry *models, AnimationRegistry *animation) {
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BeginDrawing();
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ClearBackground(BLACK);
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rlEnableDepthMask();
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rlEnableFramebuffer(r_ctx.gbuffer.framebufferId);
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rlEnableShader(r_ctx.shader.gbuffer.id);
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BeginMode3D(r_ctx.camera3d);
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//MainGeamoetry;
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for (int i = 0; i < scene->count; i++) {
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RenderEntity *e = &scene->entities[i];
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Model m = models->models[e->modelId];
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switch (e->type) {
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case R_ENTITY_STATIC:
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DrawModel(m, (Vector3){0}, 1.0f, WHITE);
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break;
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case R_ENTITY_ANIMATED:
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UpdateModelAnimation(m, animation->animations[e->data.anim.activeAnim], e->data.anim.time);
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DrawModel(m, (Vector3){0}, 1.0f, WHITE);
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break;
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case R_ENTITY_INSTANCED:
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// Note: Raylib's DrawMeshInstanced handles the instancing buffer
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for (int j = 0; j < m.meshCount; j++) {
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DrawMeshInstanced(m.meshes[j], m.materials[0], e->data.instancing.transforms, e->data.instancing.instanceCount);
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}
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break;
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}
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}
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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 could be computed into a scalar field
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//Light Pass
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//Screen Filter Pass
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BeginShaderMode(r_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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