#include "Rendering/Renderer.h" std::unordered_map Renderer::m_WindowToRenderer; void Renderer::Initialize() { InitializeWindow(); InitializeRenderPasses(); glfwSwapInterval(m_VSYNC); InitializeShaders(); InitializeTextures(); m_TextPass = new TextPass(); m_TextPass->Initialize(); /* m_ScreenQuad = ResourceManager::Load("Models/Core/ScreenQuad.obj"); m_UnitQuad = ResourceManager::Load("Models/Core/UnitQuad.obj"); m_UnitSphere = ResourceManager::Load("Models/Core/UnitSphere.obj");*/ m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker); } void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); Renderer* currentRenderer = m_WindowToRenderer[window]; currentRenderer->m_ViewportSize = Rectangle(width, height); currentRenderer->m_DrawFinalPass->OnWindowResize(); currentRenderer->m_LightCullingPass->OnWindowResize(); currentRenderer->m_PickingPass->OnWindowResize(); currentRenderer->m_DrawBloomPass->OnWindowResize(); } void Renderer::InitializeWindow() { // Initialize GLFW if (!glfwInit()) { LOG_ERROR("GLFW: Initialization failed"); exit(EXIT_FAILURE); } // Create a window GLFWmonitor* monitor = nullptr; if (m_Fullscreen) { monitor = glfwGetPrimaryMonitor(); } //glfwWindowHint(GLFW_SAMPLES, 8); m_Window = glfwCreateWindow(m_Resolution.Width, m_Resolution.Height, "daydream", monitor, nullptr); if (!m_Window) { LOG_ERROR("GLFW: Failed to create window"); exit(EXIT_FAILURE); } glfwSetFramebufferSizeCallback(m_Window, &glfwFrameBufferCallback); glfwMakeContextCurrent(m_Window); // GL version info glGetIntegerv(GL_MAJOR_VERSION, &m_GLVersion[0]); glGetIntegerv(GL_MINOR_VERSION, &m_GLVersion[1]); m_GLVendor = (GLchar*)glGetString(GL_VENDOR); std::stringstream ss; ss << m_GLVendor << " OpenGL " << m_GLVersion[0] << "." << m_GLVersion[1]; #ifdef DEBUG ss << " DEBUG"; #endif LOG_INFO(ss.str().c_str()); SetWindowTitle(ss.str()); // Initialize GLEW if (glewInit() != GLEW_OK) { LOG_ERROR("GLEW: Initialization failed"); exit(EXIT_FAILURE); } m_WindowToRenderer[m_Window] = this; int windowSize[2]; glfwGetFramebufferSize(m_Window, &windowSize[0], &windowSize[1]); m_ViewportSize = Rectangle(windowSize[0], windowSize[1]); } void Renderer::InitializeShaders() { m_BasicForwardProgram = ResourceManager::Load("#m_BasicForwardProgram"); m_ExplosionEffectProgram = ResourceManager::Load("#ExplosionEffectProgram"); //m_ExplosionEffectProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/ExplosionEffect.vert.glsl"))); //m_ExplosionEffectProgram->AddShader(std::shared_ptr(new GeometryShader("Shaders/ExplosionEffect.geom.glsl"))); //m_ExplosionEffectProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ExplosionEffect.frag.glsl"))); //m_ExplosionEffectProgram->Compile(); //m_ExplosionEffectProgram->Link(); } void Renderer::InputUpdate(double dt) { } void Renderer::Update(double dt) { m_EventBroker->Process(); InputUpdate(dt); m_TextPass->Update(); m_ImGuiRenderPass->Update(dt); } void Renderer::Draw(RenderFrame& frame) { ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion"); ImGui::SliderFloat("SSAO sample radius", &m_SSAO_Radius, 0.01f, 5.0f); ImGui::SliderFloat("SSAO bias", &m_SSAO_Bias, 0.0f, 0.1f); ImGui::SliderFloat("SSAO contrast", &m_SSAO_Contrast, 0.0f, 10.0f); ImGui::SliderFloat("SSAO IntensityScale", &m_SSAO_IntensityScale, 0.0f, 10.0f); ImGui::SliderInt("SSAO Number of Samples", &m_SSAO_NumOfSamples, 2, 100); ImGui::SliderInt("SSAO Number of Turns", &m_SSAO_NumOfTurns, 0, 50); m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Contrast, m_SSAO_IntensityScale, m_SSAO_NumOfSamples, m_SSAO_NumOfTurns); //clear buffer 0 glClearColor(0.f, 0.f, 0.f, 0.f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Clear other buffers PerformanceTimer::StartTimer("Renderer-ClearBuffers"); m_PickingPass->ClearPicking(); m_DrawFinalPass->ClearBuffer(); m_DrawBloomPass->ClearBuffer(); PerformanceTimer::StopTimer("Renderer-ClearBuffers"); for (auto scene : frame.RenderScenes) { PerformanceTimer::StartTimer("Renderer-Depth"); m_PickingPass->Draw(*scene); GLERROR("Drawing pickingpass"); PerformanceTimer::StopTimer("Renderer-Depth"); } PerformanceTimer::StartTimer("AO generation"); m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera); GLuint ao = m_SSAOPass->SSAOTexture(); PerformanceTimer::StopTimer("AO generation"); for (auto scene : frame.RenderScenes){ PerformanceTimer::StartTimer("Renderer-Drawing PickingPass"); SortRenderJobsByDepth(*scene); GLERROR("SortByDepth"); PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums"); m_LightCullingPass->GenerateNewFrustum(*scene); GLERROR("Generate frustums"); PerformanceTimer::StartTimerAndStopPrevious("Renderer-Filling Light List"); m_LightCullingPass->FillLightList(*scene); GLERROR("Filling light list"); PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling"); m_LightCullingPass->CullLights(*scene); GLERROR("LightCulling"); m_DrawFinalPass->Draw(*scene, ao); PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light"); GLERROR("Draw Geometry+Light"); //m_DrawScenePass->Draw(*scene); PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Text"); m_TextPass->Draw(*scene, *m_DrawFinalPass->FinalPassFrameBuffer()); GLERROR("Draw Text"); PerformanceTimer::StopTimer("Renderer-Draw Text"); } PerformanceTimer::StartTimer("Renderer-Draw Bloom"); m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture()); PerformanceTimer::StopTimer("Renderer-Draw Bloom"); if (m_DebugTextureToDraw == 0) { PerformanceTimer::StartTimer("Renderer-Color Correction Pass"); m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure); PerformanceTimer::StopTimer("Renderer-Color Correction Pass"); } PerformanceTimer::StartTimer("Renderer-Misc Debug Draws"); if (m_DebugTextureToDraw == 1) { m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTexture()); } if (m_DebugTextureToDraw == 2) { m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTexture()); } if (m_DebugTextureToDraw == 3) { m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTextureLowRes()); } if (m_DebugTextureToDraw == 4) { m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTextureLowRes()); } if (m_DebugTextureToDraw == 5) { m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture()); } if (m_DebugTextureToDraw == 6) { m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture()); } if (m_DebugTextureToDraw == 7) { m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture()); } PerformanceTimer::StopTimer("Renderer-Misc Debug Draws"); PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass"); m_ImGuiRenderPass->Draw(); GLERROR("Imgui draw"); glfwSwapBuffers(m_Window); PerformanceTimer::StopTimer("Renderer-ImGuiRenderPass"); } PickData Renderer::Pick(glm::vec2 screenCoord) { return m_PickingPass->Pick(screenCoord); } void Renderer::InitializeTextures() { m_ErrorTexture = CommonFunctions::LoadTexture("Textures/Core/ErrorTexture.png", false); m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false); } void Renderer::SortRenderJobsByDepth(RenderScene &scene) { //Sort all forward jobs so transparency is good. scene.Jobs.TransparentObjects.sort(Renderer::DepthSort); scene.Jobs.SpriteJob.sort(Renderer::DepthSort); scene.Jobs.Text.sort(Renderer::DepthSort); } void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) { glGenTextures(1, texture); glBindTexture(GL_TEXTURE_2D, *texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering); glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution GLERROR("Texture initialization failed"); } void Renderer::InitializeRenderPasses() { m_PickingPass = new PickingPass(this, m_EventBroker); m_LightCullingPass = new LightCullingPass(this); m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass); m_DrawScreenQuadPass = new DrawScreenQuadPass(this); m_DrawBloomPass = new DrawBloomPass(this); m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this); m_SSAOPass = new SSAOPass(this); }