1 /* 2 Copyright (c) 2018 Timur Gafarov 3 4 Boost Software License - Version 1.0 - August 17th, 2003 5 Permission is hereby granted, free of charge, to any person or organization 6 obtaining a copy of the software and accompanying documentation covered by 7 this license (the "Software") to use, reproduce, display, distribute, 8 execute, and transmit the Software, and to prepare derivative works of the 9 Software, and to permit third-parties to whom the Software is furnished to 10 do so, all subject to the following: 11 12 The copyright notices in the Software and this entire statement, including 13 the above license grant, this restriction and the following disclaimer, 14 must be included in all copies of the Software, in whole or in part, and 15 all derivative works of the Software, unless such copies or derivative 16 works are solely in the form of machine-executable object code generated by 17 a source language processor. 18 19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 20 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 21 FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT 22 SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE 23 FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, 24 ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 25 DEALINGS IN THE SOFTWARE. 26 */ 27 28 module dagon.graphics.renderer; 29 30 import dlib.core.memory; 31 32 import dagon.core.libs; 33 import dagon.core.ownership; 34 import dagon.core.event; 35 import dagon.graphics.gbuffer; 36 import dagon.graphics.framebuffer; 37 import dagon.graphics.deferred; 38 import dagon.graphics.shadow; 39 import dagon.graphics.rc; 40 import dagon.resource.scene; 41 42 class Renderer: Owner 43 { 44 Scene scene; 45 EventManager eventManager; 46 47 GBuffer gbuffer; 48 Framebuffer sceneFramebuffer; 49 50 DeferredEnvironmentPass deferredEnvPass; 51 DeferredLightPass deferredLightPass; 52 53 CascadedShadowMap shadowMap; 54 55 this(Scene scene, Owner o) 56 { 57 super(o); 58 59 this.scene = scene; 60 this.eventManager = scene.eventManager; 61 62 gbuffer = New!GBuffer(eventManager.windowWidth, eventManager.windowHeight, this); 63 sceneFramebuffer = New!Framebuffer(gbuffer, eventManager.windowWidth, eventManager.windowHeight, true, true, this); 64 shadowMap = New!CascadedShadowMap(1024, 10, 30, 200, -100, 100, this); 65 66 deferredEnvPass = New!DeferredEnvironmentPass(gbuffer, shadowMap, this); 67 deferredLightPass = New!DeferredLightPass(gbuffer, this); 68 } 69 70 void render(RenderingContext *rc) 71 { 72 renderPreStep(gbuffer, rc); 73 renderToTarget(sceneFramebuffer, gbuffer, rc); 74 sceneFramebuffer.swapColorTextureAttachments(); 75 } 76 77 void renderPreStep(GBuffer gbuf, RenderingContext *rc) 78 { 79 shadowMap.render(scene, rc); 80 gbuf.render(scene, rc); 81 } 82 83 void renderToTarget(RenderTarget rt, GBuffer gbuf, RenderingContext *rc) 84 { 85 rt.bind(); 86 87 RenderingContext rcDeferred; 88 rcDeferred.initOrtho(eventManager, scene.environment, gbuf.width, gbuf.height, 0.0f, 100.0f); 89 prepareViewport(rt); 90 rt.clear(scene.environment.backgroundColor); 91 92 glBindFramebuffer(GL_READ_FRAMEBUFFER, gbuf.fbo); 93 glBlitFramebuffer(0, 0, gbuf.width, gbuf.height, 0, 0, gbuf.width, gbuf.height, GL_DEPTH_BUFFER_BIT, GL_NEAREST); 94 glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); 95 96 deferredEnvPass.gbuffer = gbuf; 97 deferredLightPass.gbuffer = gbuf; 98 99 scene.renderBackgroundEntities3D(rc); 100 deferredEnvPass.render(&rcDeferred, rc); 101 deferredLightPass.render(scene, &rcDeferred, rc); 102 scene.renderTransparentEntities3D(rc); 103 scene.particleSystem.render(rc); 104 105 rt.unbind(); 106 } 107 108 void prepareViewport(RenderTarget rt = null) 109 { 110 glEnable(GL_SCISSOR_TEST); 111 if (rt) 112 { 113 glScissor(0, 0, rt.width, rt.height); 114 glViewport(0, 0, rt.width, rt.height); 115 } 116 else 117 { 118 glScissor(0, 0, eventManager.windowWidth, eventManager.windowHeight); 119 glViewport(0, 0, eventManager.windowWidth, eventManager.windowHeight); 120 } 121 glClearColor( 122 scene.environment.backgroundColor.r, 123 scene.environment.backgroundColor.g, 124 scene.environment.backgroundColor.b, 0.0f); 125 } 126 }