Added IRenderable, removed shader programs and allow more nuanced control of render passes, UI items are now rendered same as other scene item components.

This commit is contained in:
2023-05-29 15:52:08 -07:00
parent 117262267c
commit 96dd33c6b8
30 changed files with 419 additions and 600 deletions

View File

@ -166,62 +166,18 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
auto renderTarget = camera->getRenderTarget();
assertNotNull(renderTarget);
// Update shader parameter buffers with current knowledge
this->camera = camera;
// Get the list of things to render first.
std::vector<struct ShaderPassItem> shaderPassItems;
// Meshes
auto meshes = scene->findComponents<MeshRenderer>();
auto itMesh = meshes.begin();
while(itMesh != meshes.end()) {
// Get Mesh
auto mesh = *itMesh;
assertNotNull(mesh);
assertNotNull(mesh->mesh);
// Make sure this mesh has a material
auto mat = mesh->item->getComponent<Material>();
assertNotNull(mat);
auto shader = mat->getShader();
assertNotNull(shader);
// Now get and validate the pass items for this material/shader
auto materialPassItems = shader->getPassItems(mesh->mesh, mat, camera);
itPassItem = materialPassItems.begin();
while(itPassItem != materialPassItems.end()) {
auto item = *itPassItem;
// Validate the pass
assertNotNull(item.mesh);
assertTrue(item.start >= 0);
assertTrue(item.count > 0 || item.count == -1);
assertNotNull(item.shaderProgram);
// Queue
shaderPassItems.push_back(item);
++itPassItem;
}
++itMesh;
}
// UI Elements
if(renderTarget == this->renderManager->getBackBuffer()) {
auto canvases = scene->findComponents<UICanvas>();
auto itCanvas = canvases.begin();
while(itCanvas != canvases.end()) {
auto canvas = *itCanvas;
glm::mat4 projection;
glm::mat4 view;
canvas->getProjectionAndView(&projection, &view);
auto renderables = canvas->item->findChildrenDeep<UIComponentRenderable>();
auto itChild = renderables.begin();
while(itChild != renderables.end()) {
vectorAppend(&shaderPassItems,(*itChild)->getPassItems(projection, view));
++itChild;
}
++itCanvas;
}
// Renderables
auto renderables = scene->findComponents<IRenderable>();
auto itRenderables = renderables.begin();
while(itRenderables != renderables.end()) {
vectorAppend(&shaderPassItems, (*itRenderables)->getRenderPasses());
++itRenderables;
}
// Debug Lines
@ -261,7 +217,7 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
);
// Now we've sorted everything! Let's actually start rendering.
ShaderProgram *boundProgram = nullptr;
Shader *boundShader = nullptr;
std::map<textureslot_t, Texture*> boundTextures;
// TODO: This will be editable!
@ -277,9 +233,9 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
auto item = *itPassItem;
// Bind the program.
if(boundProgram != item.shaderProgram) {
boundProgram = item.shaderProgram;
boundProgram->bind();
if(boundShader != item.shader) {
boundShader = item.shader;
boundShader->bind();
}
// Bind the textures to the slots
@ -298,37 +254,37 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
// Now set each of the parameters. Nothing exciting here.
auto itColors = item.colorValues.begin();
while(itColors != item.colorValues.end()) {
item.shaderProgram->setColor(itColors->first, itColors->second);
item.shader->setColor(itColors->first, itColors->second);
++itColors;
}
auto itBool = item.boolValues.begin();
while(itBool != item.boolValues.end()) {
item.shaderProgram->setBoolean(itBool->first, itBool->second);
item.shader->setBoolean(itBool->first, itBool->second);
++itBool;
}
auto itMat = item.matrixValues.begin();
while(itMat != item.matrixValues.end()) {
item.shaderProgram->setMatrix(itMat->first, itMat->second);
item.shader->setMatrix(itMat->first, itMat->second);
++itMat;
}
auto itVec3 = item.vec3Values.begin();
while(itVec3 != item.vec3Values.end()) {
item.shaderProgram->setVector3(itVec3->first, itVec3->second);
item.shader->setVector3(itVec3->first, itVec3->second);
++itVec3;
}
auto itText = item.textureValues.begin();
while(itText != item.textureValues.end()) {
item.shaderProgram->setTexture(itText->first, itText->second);
item.shader->setTexture(itText->first, itText->second);
++itText;
}
auto itFloat = item.floatValues.begin();
while(itFloat != item.floatValues.end()) {
item.shaderProgram->setFloat(itFloat->first, itFloat->second);
item.shader->setFloat(itFloat->first, itFloat->second);
++itFloat;
}

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@ -6,10 +6,10 @@
#pragma once
#include "dawnlibs.hpp"
#include "scene/components/display/Material.hpp"
#include "scene/components/display/mesh/MeshRenderer.hpp"
#include "scene/components/display/Camera.hpp"
#include "scene/components/scene/SubSceneController.hpp"
#include "scene/components/ui/UIComponent.hpp"
#include "display/shader/ShaderPass.hpp"
namespace Dawn {
class RenderManager;
@ -21,6 +21,9 @@ namespace Dawn {
public:
RenderManager *renderManager;
// Temporary hack
Camera *camera = nullptr;
/**
* Constructs a new RenderPipeline. Render Pipelines are my attempt to
* create both a flexible, but standard way to allow the individual games

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@ -1,65 +0,0 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/shader/ShaderProgram.hpp"
#include "display/mesh/Mesh.hpp"
#include "display/_RenderManager.hpp"
namespace Dawn {
class Material;
class MeshRenderer;
class Camera;
struct ShaderPassItem {
ShaderProgram *shaderProgram = nullptr;
int32_t priority = 0;
Mesh *mesh;
int32_t start = 0;
int32_t count = -1;
float_t w = 0;
renderflag_t renderFlags = RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST;
enum MeshDrawMode drawMode = MESH_DRAW_MODE_TRIANGLES;
// Parameters
std::map<shaderparameter_t, struct Color> colorValues;
std::map<shaderparameter_t, bool_t> boolValues;
std::map<shaderparameter_t, glm::mat4> matrixValues;
std::map<shaderparameter_t, glm::vec3> vec3Values;
std::map<shaderparameter_t, textureslot_t> textureValues;
std::map<shaderparameter_t, float_t> floatValues;
// Textures
std::map<textureslot_t, Texture*> textureSlots;
};
class Shader {
public:
int32_t shaderId = -1;
int_fast16_t renderId = 0;
/**
* Compile all programs for this shader. This amy not remain forever as I
* may decide to allow shaders to share programs somehow. For now though
* this is clean enough.
*/
virtual void compile() = 0;
/**
* Returns the list of pass items to render for the given scene item.
*
* @param mesh Mesh Renderer for the scene item.
* @param material Material for the scene item.
* @param camera Camera for the scene.
* @return List of passes to render.
*/
virtual std::vector<struct ShaderPassItem> getPassItems(
Mesh *mesh,
Material *material,
Camera *camera
) = 0;
};
}

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@ -0,0 +1,33 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/shader/Shader.hpp"
#include "display/mesh/Mesh.hpp"
namespace Dawn {
struct ShaderPassItem {
Shader *shader = nullptr;
int32_t priority = 0;
Mesh *mesh;
int32_t start = 0;
int32_t count = -1;
float_t w = 0;
renderflag_t renderFlags = RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST;
enum MeshDrawMode drawMode = MESH_DRAW_MODE_TRIANGLES;
// Parameters
std::map<shaderparameter_t, struct Color> colorValues;
std::map<shaderparameter_t, bool_t> boolValues;
std::map<shaderparameter_t, glm::mat4> matrixValues;
std::map<shaderparameter_t, glm::vec3> vec3Values;
std::map<shaderparameter_t, textureslot_t> textureValues;
std::map<shaderparameter_t, float_t> floatValues;
// Textures
std::map<textureslot_t, Texture*> textureSlots;
};
}

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@ -1,16 +1,26 @@
// Copyright (c) 2022 Dominic Masters
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/mesh/Mesh.hpp"
#include "display/_RenderManager.hpp"
#include "display/Texture.hpp"
#include "display/shader/ShaderParameterBuffer.hpp"
namespace Dawn {
template<typename T>
class IShaderProgram {
class IShader {
public:
int32_t shaderId = -1;
int_fast16_t renderId = 0;
/**
* Compile all programs for this shader.
*/
virtual void compile() = 0;
/**
* Attaches the supplied shader as the current shader.
*/
@ -72,5 +82,6 @@ namespace Dawn {
* @param Float to bind.
*/
virtual void setFloat(T parameter, float_t value) = 0;
};
}

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@ -0,0 +1,20 @@
// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "display/shader/Shader.hpp"
namespace Dawn {
class IRenderable {
public:
/**
* Returns the render passes for this renderable item, typically a scene
* item component, e.g. a Material or a UI Item.
*
* @return Array of renderable passes.
*/
virtual std::vector<struct ShaderPassItem> getRenderPasses() = 0;
};
}

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@ -6,9 +6,10 @@
#pragma once
#include "scene/SceneItemComponent.hpp"
#include "display/shader/ShaderManager.hpp"
#include "scene/components/display/IRenderable.hpp"
namespace Dawn {
class Material : public SceneItemComponent {
class Material : public SceneItemComponent, public IRenderable {
public:
/**
* Material component constructor.
@ -16,12 +17,5 @@ namespace Dawn {
* @param item Scene Item this component belongs to.
*/
Material(SceneItem *item);
/**
* Returns the shader that this material uses.
*
* @return Shader that belongs to this material.
*/
virtual Shader * getShader() = 0;
};
}

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@ -25,12 +25,15 @@ float_t UIBorder::getContentHeight() {
return this->height;
}
std::vector<struct ShaderPassItem> UIBorder::getPassItems(
glm::mat4 proj, glm::mat4 view
) {
std::vector<struct ShaderPassItem> UIBorder::getRenderPasses() {
glm::mat4 view, proj;
auto canvas = this->getCanvas();
assertNotNull(canvas);
canvas->getProjectionAndView(&proj, &view);
struct ShaderPassItem item;
auto shader = &getGame()->renderManager.uiShader->program;
item.shaderProgram = shader;
auto shader = getGame()->renderManager.uiShader;
item.shader = shader;
item.colorValues[shader->paramColor] = COLOR_WHITE;
item.matrixValues[shader->paramProjection] = proj;
item.matrixValues[shader->paramView] = view;

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@ -24,9 +24,7 @@ namespace Dawn {
float_t getContentWidth() override;
float_t getContentHeight() override;
std::vector<struct ShaderPassItem> getPassItems(
glm::mat4 proj, glm::mat4 view
) override;
std::vector<struct ShaderPassItem> getRenderPasses() override;
void onStart() override;
};
}

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@ -161,6 +161,17 @@ void UIComponent::calculateDimensions(
}
}
UICanvas * UIComponent::getCanvas() {
// TODO: Cache this on first hit.
auto parent = this->transform->getParent();
while(parent != nullptr) {
auto canvas = parent->item->getComponent<UICanvas>();
if(canvas != nullptr) return canvas;
parent = parent->getParent();
}
return nullptr;
}
float_t UIComponent::getWidth() {
return this->width;
}

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@ -5,6 +5,7 @@
#pragma once
#include "scene/SceneItemComponent.hpp"
#include "scene/components/display/IRenderable.hpp"
#include "UICanvas.hpp"
#include "util/mathutils.hpp"
@ -21,7 +22,7 @@ namespace Dawn {
UI_COMPONENT_ALIGN_UNIT_PERCENT
};
class UIComponentRenderable {
class UIComponentRenderable : public IRenderable {
public:
/**
* Implemented UI Components that have rendering should implement this and
@ -32,10 +33,7 @@ namespace Dawn {
* @param view Camera view, obtained from the canvas.
* @return A list of renderable shader pass items for this renderable.
*/
virtual std::vector<struct ShaderPassItem> getPassItems(
glm::mat4 projection,
glm::mat4 view
) = 0;
virtual std::vector<struct ShaderPassItem> getRenderPasses() = 0;
};
class UIComponent : public SceneItemComponent, public UIComponentDimensional {
@ -114,6 +112,13 @@ namespace Dawn {
UIComponent(SceneItem *item);
/**
* Returns the canvas that this UI element is belonging to.
*
* @return Pointer to the UI Canvas this component is a child of.
*/
UICanvas * getCanvas();
float_t getWidth() override;
float_t getHeight() override;
void onStart() override;

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@ -25,12 +25,15 @@ float_t UIImage::getContentHeight() {
return this->height;
}
std::vector<struct ShaderPassItem> UIImage::getPassItems(
glm::mat4 proj, glm::mat4 view
) {
std::vector<struct ShaderPassItem> UIImage::getRenderPasses() {
glm::mat4 view, proj;
auto canvas = this->getCanvas();
assertNotNull(canvas);
canvas->getProjectionAndView(&proj, &view);
struct ShaderPassItem item;
auto shader = &getGame()->renderManager.uiShader->program;
item.shaderProgram = shader;
auto shader = getGame()->renderManager.uiShader;
item.shader = shader;
item.colorValues[shader->paramColor] = this->color;
item.matrixValues[shader->paramProjection] = proj;
item.matrixValues[shader->paramView] = view;

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@ -22,9 +22,7 @@ namespace Dawn {
float_t getContentWidth() override;
float_t getContentHeight() override;
std::vector<struct ShaderPassItem> getPassItems(
glm::mat4 proj, glm::mat4 view
) override;
std::vector<struct ShaderPassItem> getRenderPasses() override;
void onStart() override;
};
}

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@ -67,15 +67,18 @@ void UILabel::updateMesh() {
this->eventFontRebuffered.invoke();
}
std::vector<struct ShaderPassItem> UILabel::getPassItems(
glm::mat4 proj, glm::mat4 view
) {
std::vector<struct ShaderPassItem> UILabel::getRenderPasses() {
if(!this->hasText()) return {};
this->updateMesh();
glm::mat4 view, proj;
auto canvas = this->getCanvas();
assertNotNull(canvas);
canvas->getProjectionAndView(&proj, &view);
struct ShaderPassItem item;
auto shader = &getGame()->renderManager.fontShader->program;
item.shaderProgram = shader;
auto shader = getGame()->renderManager.fontShader;
item.shader = shader;
item.colorValues[shader->paramColor] = textColor;
item.matrixValues[shader->paramProjection] = proj;
item.matrixValues[shader->paramView] = view;

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@ -53,9 +53,7 @@ namespace Dawn {
float_t getContentWidth() override;
float_t getContentHeight() override;
std::vector<struct ShaderPassItem> getPassItems(
glm::mat4 projection, glm::mat4 view
) override;
std::vector<struct ShaderPassItem> getRenderPasses() override;
void onStart() override;
};
}