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Renderer.h
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1#pragma once
2#include <cstdint>
3#include <vector>
4#include <memory>
5
7#include "hellfire/ecs/Entity.h"
8#include "hellfire/ecs/LightComponent.h"
9#include "hellfire/ecs/RenderableComponent.h"
10#include "hellfire/graphics/backends/opengl/Framebuffer.h"
11#include "hellfire/graphics/renderer/SkyboxRenderer.h"
12#include "hellfire/graphics/shader/ShaderRegistry.h"
13
14namespace hellfire {
16 class Scene;
17 class Material;
18 class Mesh;
19
20 using EntityID = uint32_t;
21
23 EntityID entity_id; // The entity being rendered
24 std::shared_ptr<Mesh> mesh; // Direct reference to renderable component
25 std::shared_ptr<Material> material; // Material for sorting and rendering
26 float distance_to_camera; // Distance for sorting
27 bool is_transparent; // Transparency flag for render pass
28
29 bool operator<(const RenderCommand &other) const {
30 if (is_transparent && other.is_transparent) {
32 }
33 return !is_transparent && other.is_transparent;
34 }
35 };
36
38 EntityID entity_id;
40 std::shared_ptr<Material> material;
43
44 bool operator<(const RenderCommand &other) const {
45 if (is_transparent && other.is_transparent) {
47 }
48 return !is_transparent && other.is_transparent;
49 }
50 };
51
55 };
56
58 float bias = 0.005f;
59 };
60
61 class Renderer {
62 public:
63 Renderer();
64
65 ~Renderer() = default;
66
67 void init();
68
69 void render(Scene &scene, const Entity *camera_override);
70
71 void render_frame(Scene &scene, CameraComponent &camera);
72
74
75 void clear_draw_list();
76
77 void begin_frame();
78
79 void end_frame();
80
82 return fallback_shader_;
83 }
84
85 // Framebuffer management
86 void create_main_framebuffer(uint32_t width, uint32_t height);
87
88 void set_render_to_framebuffer(bool enable) { render_to_framebuffer_ = enable; }
89
90 uint32_t get_main_output_texture() const;
91
92 uint32_t get_object_id_texture() const;
93
94 void resize_main_framebuffer(uint32_t width, uint32_t height);
95
96 void set_fallback_shader(Shader &fallback_shader);
97
98 Shader &get_shader_for_material(const std::shared_ptr<Material> &material);
99
100 uint32_t compile_material_shader(std::shared_ptr<Material> material);
101
102 ShaderManager &get_shader_manager() { return shader_manager_; }
103 ShaderRegistry &get_shader_registry() { return shader_registry_; }
105
106 private:
110 SHADOW_MAP = 3
111 };
112
115
119 Scene *scene_; // Current scene being rendered
120
123
127
128 // Render command lists
135
137 std::shared_ptr<Material> shadow_material_;
138
139 void collect_render_commands_recursive(EntityID entity_id, const glm::vec3 &camera_pos);
140
141 void ensure_shadow_map(Entity *light_entity, const LightComponent &light);
142
143 void store_lights_in_context(const std::vector<Entity *> &light_entities, CameraComponent &camera);
144
145 void collect_lights_from_scene(Scene & scene, CameraComponent & camera);
146 void collect_geometry_from_scene(Scene &scene, const glm::vec3 camera_pos);
147
148 void execute_main_pass(Scene& scene, CameraComponent& camera);
149 glm::mat4 calculate_light_view_proj(Entity *light_entity, LightComponent *light, const CameraComponent &camera);
150 void draw_shadow_geometry(const glm::mat4& light_view_proj);
151
152 void execute_shadow_passes(Scene &scene, CameraComponent &camera);
153 void execute_geometry_pass(const glm::mat4 &view, const glm::mat4 &proj);
154 void execute_skybox_pass(Scene *scene, const glm::mat4 &view, const glm::mat4 &projection,
155 CameraComponent *camera_comp) const;
156 void execute_transparency_pass(const glm::mat4 &view, const glm::mat4 &proj);
157
158 // Draw methods
159 void draw_render_command(const RenderCommand &cmd, const glm::mat4 &view, const glm::mat4 &projection);
160
161 void draw_instanced_command(const InstancedRenderCommand &cmd, const glm::mat4 &view,
162 const glm::mat4 &projection);
163 };
164}
bool is_valid() const
Definition Shader.h:46
std::vector< std::unique_ptr< IApplicationPlugin > > plugins_
Definition Application.h:97
std::function< bool()> exit_condition_
Definition Application.h:93
AppInfo & get_window_info()
Definition Application.h:59
void on_mouse_move(float x, float y) override
void set_exit_condition(std::function< bool()> condition)
ShaderManager shader_manager_
std::unique_ptr< IWindow > window_
Definition Application.h:98
ShaderRegistry shader_registry_
bool call_plugins_until_consumed(Func &&func)
void on_render() override
std::unique_ptr< InputManager > input_manager_
Definition Application.h:99
Application(int width=800, int height=600, std::string title="hellfire Application")
void handle_cursor_warping(float x, float y) const
bool handle_first_mouse_movement(float x, float y)
void on_key_up(int key) override
void on_key_down(int key) override
void on_window_minimize(bool minimized) override
void register_plugin(std::unique_ptr< IApplicationPlugin > plugin)
Method for registering plugins.
Definition Application.h:61
Shader * ensure_fallback_shader()
void on_mouse_button(int button, bool pressed) override
void call_plugins(Func &&func)
uint32_t create_minimal_fallback_shader()
void on_window_resize(int width, int height) override
virtual bool on_mouse_move(float x, float y, float x_offset, float y_offset)
virtual bool on_mouse_button(int button, bool pressed)
virtual bool on_key_down(int key)
virtual Entity * get_render_camera_override()
virtual void on_initialize(Application &app)
virtual void on_window_resize(int width, int height)
virtual void on_key_up(int keycode)
Definition IWindow.h:31
virtual void on_mouse_move(float x, float y)
Definition IWindow.h:37
virtual void on_window_resize(int width, int height)
Definition IWindow.h:43
virtual ~IWindowEventHandler()=default
virtual void on_key_down(int keycode)
Definition IWindow.h:28
virtual void on_window_minimize(bool minimized)
Definition IWindow.h:46
virtual void on_mouse_button(int button, bool pressed)
Definition IWindow.h:34
virtual void on_render()
Definition IWindow.h:49
virtual void on_mouse_wheel(float delta)
Definition IWindow.h:40
virtual void set_event_handler(IWindowEventHandler *event_handler)=0
virtual bool is_key_pressed(int keycode) const =0
virtual bool should_close() const =0
WindowInfo window_info_
Definition IWindow.h:101
virtual glm::vec2 get_mouse_position() const =0
virtual ~IWindow()=default
virtual void set_size(int width, int height)=0
virtual void poll_events()=0
virtual glm::ivec2 get_framebuffer_size() const =0
virtual void set_title(const std::string &title)=0
virtual void swap_buffers()=0
virtual void enable_vsync(bool vsync)=0
virtual glm::ivec2 get_size() const =0
virtual void * get_native_handle()=0
virtual void warp_cursor(double x, double y)=0
virtual void destroy()=0
virtual void set_cursor_mode(CursorMode mode)=0
virtual bool create(int width, int height, const std::string &title)=0
virtual float get_elapsed_time()=0
virtual void wait_for_events()=0
virtual void make_current()=0
void draw_render_command(const RenderCommand &cmd, const glm::mat4 &view, const glm::mat4 &projection)
Definition Renderer.cpp:221
ShaderRegistry & get_shader_registry()
Definition Renderer.h:103
void ensure_shadow_map(Entity *light_entity, const LightComponent &light)
Definition Renderer.cpp:200
Shader & get_shader_for_material(const std::shared_ptr< Material > &material)
Definition Renderer.cpp:619
SkyboxRenderer skybox_renderer_
Definition Renderer.h:136
ShaderRegistry shader_registry_
Definition Renderer.h:114
void set_render_to_framebuffer(bool enable)
Definition Renderer.h:88
ShadowSettings shadow_settings_
Definition Renderer.h:134
std::vector< InstancedRenderCommand > opaque_instanced_objects_
Definition Renderer.h:131
bool render_to_framebuffer_
Definition Renderer.h:124
void execute_skybox_pass(Scene *scene, const glm::mat4 &view, const glm::mat4 &projection, CameraComponent *camera_comp) const
Definition Renderer.cpp:300
uint32_t get_object_id_texture() const
Definition Renderer.cpp:573
glm::mat4 calculate_light_view_proj(Entity *light_entity, LightComponent *light, const CameraComponent &camera)
Definition Renderer.cpp:422
std::shared_ptr< Material > shadow_material_
Definition Renderer.h:137
void draw_instanced_command(const InstancedRenderCommand &cmd, const glm::mat4 &view, const glm::mat4 &projection)
Definition Renderer.cpp:268
void render(Scene &scene, const Entity *camera_override)
Definition Renderer.cpp:47
void collect_geometry_from_scene(Scene &scene, const glm::vec3 camera_pos)
Definition Renderer.cpp:140
void execute_shadow_passes(Scene &scene, CameraComponent &camera)
Definition Renderer.cpp:343
std::unique_ptr< Framebuffer > scene_framebuffers_[2]
Definition Renderer.h:121
Shader * fallback_shader_
Definition Renderer.h:116
uint32_t fallback_program_
Definition Renderer.h:117
std::vector< RenderCommand > opaque_objects_
Definition Renderer.h:129
uint32_t get_main_output_texture() const
Definition Renderer.cpp:565
void resize_main_framebuffer(uint32_t width, uint32_t height)
Definition Renderer.cpp:553
ShaderManager shader_manager_
Definition Renderer.h:113
void execute_transparency_pass(const glm::mat4 &view, const glm::mat4 &proj)
Definition Renderer.cpp:481
void reset_framebuffer_data()
Definition Renderer.cpp:68
void execute_main_pass(Scene &scene, CameraComponent &camera)
Definition Renderer.cpp:323
ShadowSettings & get_shadow_settings()
Definition Renderer.h:104
uint32_t framebuffer_width_
Definition Renderer.h:125
void render_frame(Scene &scene, CameraComponent &camera)
Definition Renderer.cpp:581
void execute_geometry_pass(const glm::mat4 &view, const glm::mat4 &proj)
Definition Renderer.cpp:453
void collect_lights_from_scene(Scene &scene, CameraComponent &camera)
Definition Renderer.cpp:312
void store_lights_in_context(const std::vector< Entity * > &light_entities, CameraComponent &camera)
Definition Renderer.cpp:94
uint32_t framebuffer_height_
Definition Renderer.h:126
std::vector< RenderCommand > transparent_objects_
Definition Renderer.h:130
void draw_shadow_geometry(const glm::mat4 &light_view_proj)
Definition Renderer.cpp:399
std::unordered_map< Entity *, ShadowMapData > shadow_maps_
Definition Renderer.h:133
void set_fallback_shader(Shader &fallback_shader)
Definition Renderer.cpp:611
std::unique_ptr< OGLRendererContext > context_
Definition Renderer.h:118
void collect_render_commands_recursive(EntityID entity_id, const glm::vec3 &camera_pos)
Definition Renderer.cpp:146
std::vector< InstancedRenderCommand > transparent_instanced_objects_
Definition Renderer.h:132
void create_main_framebuffer(uint32_t width, uint32_t height)
Definition Renderer.cpp:528
Shader * get_fallback_shader() const
Definition Renderer.h:81
uint32_t compile_material_shader(std::shared_ptr< Material > material)
Definition Renderer.cpp:646
ShaderManager & get_shader_manager()
Definition Renderer.h:102
bool has_active_scene() const
void destroy_scene(Scene *scene)
CameraComponent * get_active_camera() const
bool save_scene(Scene *scene)
Scene * create_scene(const std::string &name="GameScene")
Scene * load_scene(const std::filesystem::path &filename)
std::optional< AssetID > get_scene_asset_id(Scene *scene) const
void set_active_camera(EntityID camera) const
void set_scene_asset_id(Scene *scene, AssetID id)
std::optional< AssetID > get_active_scene_asset_id() const
SceneActivatedCallback scene_activated_callback_
Scene * get_active_scene() const
void set_active_scene(Scene *scene, bool should_play=true)
bool save_scene_as(const std::string &filename, Scene *scene)
std::vector< Scene * > scenes_
std::vector< Scene * > get_scenes()
std::unordered_map< Scene *, AssetID > scene_asset_ids_
EntityID find_entity_by_name(const std::string &name)
std::vector< EntityID > get_camera_entities() const
Scene * load_scene(AssetID asset_id, const std::filesystem::path &filename)
void set_scene_activated_callback(SceneActivatedCallback callback)
void update(float delta_time)
Manages a collection of entities and their hierarchical relationships.
Definition Scene.h:24
@ HIDDEN
Definition IWindow.h:12
@ DISABLED
Definition IWindow.h:13
@ SHOWN
Definition IWindow.h:14
std::string title
Definition Application.h:40
bool operator<(const RenderCommand &other) const
Definition Renderer.h:44
InstancedRenderableComponent * instanced_renderable
Definition Renderer.h:39
std::shared_ptr< Material > material
Definition Renderer.h:40
std::shared_ptr< Material > material
Definition Renderer.h:25
std::shared_ptr< Mesh > mesh
Definition Renderer.h:24
bool operator<(const RenderCommand &other) const
Definition Renderer.h:29
std::unique_ptr< Framebuffer > framebuffer
Definition Renderer.h:53
glm::mat4 light_view_proj
Definition Renderer.h:54
static float delta_time
Definition Time.h:9
static void update()
Definition Time.h:20
static void init()
Definition Time.h:16
std::string title
Definition IWindow.h:20