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#pragma once
#include "Gal.hpp"
struct GlobalShaderParameters {
glm::mat4 projView;
glm::uvec2 viewportSize;
glm::float32 globalTime;
glm::float32 dayTime;
glm::float32 gamma;
glm::uint32 paddingF0 = 0xF0F0F0F0;
glm::uint32 paddingF1 = 0xF1F1F1F1;
glm::uint32 paddingF2 = 0xF2F2F2F2;
};
std::shared_ptr<Gal::Shader> LoadVertexShader(std::string_view assetPath);
std::shared_ptr<Gal::Shader> LoadPixelShader(std::string_view assetPath);
class PostProcess {
std::shared_ptr<Gal::Framebuffer> framebuffer;
std::shared_ptr<Gal::Buffer> fbBuffer;
std::shared_ptr<Gal::Pipeline> pipeline;
std::shared_ptr<Gal::PipelineInstance> pipelineInstance;
std::shared_ptr<Gal::Texture> result;
public:
PostProcess(
std::shared_ptr<Gal::Shader> pixelShader,
std::vector<std::pair<std::string_view, std::shared_ptr<Gal::Texture>>> inputTextures,
std::vector<std::pair<std::string_view, Gal::Type>> inputParameters,
size_t width,
size_t height,
Gal::Format format,
Gal::Filtering filtering);
void Clear() {
framebuffer->Clear();
}
void Render() {
pipeline->Activate();
pipelineInstance->Activate();
pipelineInstance->Render(0, 6);
}
template<typename T>
void SetShaderParameter(std::string_view name, T value) {
pipeline->SetShaderParameter(name, value);
}
std::shared_ptr<Gal::Texture> GetResultTexture() {
return result;
}
};
class Gbuffer {
std::unique_ptr<PostProcess> lightingPass;
std::shared_ptr<Gal::Texture> color; //RGB - color
std::shared_ptr<Gal::Texture> normal; //RGB - normal
std::shared_ptr<Gal::Texture> addColor; //RGB - addColor
std::shared_ptr<Gal::Texture> light; //R - faceLight, G - skyLight, B - unused
std::shared_ptr<Gal::Texture> depthStencil;
std::shared_ptr<Gal::Framebuffer> geomFramebuffer;
public:
Gbuffer(size_t geomW, size_t geomH, size_t lightW, size_t lightH);
std::shared_ptr<Gal::Framebuffer> GetGeometryTarget() {
return geomFramebuffer;
}
std::shared_ptr<Gal::Texture> GetFinalTexture() {
return lightingPass->GetResultTexture();
}
void Render() {
lightingPass->Render();
}
void Clear() {
geomFramebuffer->Clear();
lightingPass->Clear();
}
int GetMaxRenderBuffers() {
return 5;
}
void SetRenderBuff(int renderBuff) {
lightingPass->SetShaderParameter("renderBuff", renderBuff);
}
};
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