#include "Rendering/Renderer.h" void Renderer::Initialize() { InitializeWindow(); InitializeRenderPasses(); glfwSwapInterval(m_VSYNC); InitializeShaders(); InitializeTextures(); 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); // Create default camera m_DefaultCamera = new ::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(45.f), 0.01f, 5000.f); m_DefaultCamera->SetPosition(glm::vec3(0, 0, 10)); if (m_Camera == nullptr) { m_Camera = m_DefaultCamera; } } 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); } 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()); glfwSetWindowTitle(m_Window, ss.str().c_str()); // Initialize GLEW if (glewInit() != GLEW_OK) { LOG_ERROR("GLEW: Initialization failed"); exit(EXIT_FAILURE); } } void Renderer::InitializeShaders() { m_BasicForwardProgram = ResourceManager::Load("#m_BasicForwardProgram"); m_DrawScreenQuadProgram = ResourceManager::Load("#DrawScreenQuadProgram"); m_DrawScreenQuadProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/DrawScreenQuad.vert.glsl"))); m_DrawScreenQuadProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl"))); m_DrawScreenQuadProgram->Compile(); m_DrawScreenQuadProgram->Link(); } void Renderer::InputUpdate(double dt) { } void Renderer::Update(double dt) { m_EventBroker->Process(); InputUpdate(dt); m_ImGuiRenderPass->Update(dt); } void Renderer::Draw(RenderFrame& frame) { glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); m_PickingPass->ClearPicking(); for (auto scene : frame.RenderScenes){ m_Camera = scene->Camera; // remove renderer camera when Editor uses the render scene cameras. m_PickingPass->Draw(*scene); m_DrawScenePass->Draw(*scene); GLERROR("Renderer::Draw m_DrawScenePass->Draw"); } m_ImGuiRenderPass->Draw(); glfwSwapBuffers(m_Window); } PickData Renderer::Pick(glm::vec2 screenCoord) { return m_PickingPass->Pick(screenCoord); } void Renderer::DrawScreenQuad(GLuint textureToDraw) { glBindFramebuffer(GL_FRAMEBUFFER, 0); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glClearColor(0.f, 0.f, 0.f, 1.f); glClear(GL_COLOR_BUFFER_BIT); m_DrawScreenQuadProgram->Bind(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, textureToDraw); glBindVertexArray(m_ScreenQuad->VAO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer); glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->TextureGroups[0].EndIndex - m_ScreenQuad->TextureGroups[0].StartIndex +1 , GL_UNSIGNED_INT, 0, m_ScreenQuad->TextureGroups[0].StartIndex); } void Renderer::InitializeTextures() { m_ErrorTexture=ResourceManager::Load("Textures/Core/ErrorTexture.png"); m_WhiteTexture=ResourceManager::Load("Textures/Core/Blank.png"); } 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, NULL);//TODO: Renderer: Fix the precision and Resolution GLERROR("Texture initialization failed"); } void Renderer::InitializeRenderPasses() { m_DrawScenePass = new DrawScenePass(this); m_PickingPass = new PickingPass(this, m_EventBroker); }