mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
Separated window for game and editor
This commit is contained in:
@@ -0,0 +1,220 @@
|
||||
using GlitchyEngine.Renderer;
|
||||
using GlitchyEngine.Content;
|
||||
using GlitchyEngine.Math;
|
||||
|
||||
namespace GlitchyEngine.World;
|
||||
|
||||
using internal GlitchyEngine.World;
|
||||
|
||||
class SceneRenderer
|
||||
{
|
||||
public Scene Scene { get; set; }
|
||||
|
||||
private RenderTargetGroup _compositeTarget ~ _.ReleaseRef();
|
||||
|
||||
// Temporary target for camera. Needs to change as soon as we support multiple cameras
|
||||
private RenderTargetGroup _cameraTarget ~ _.ReleaseRef();
|
||||
|
||||
private uint32 _viewportWidth;
|
||||
private uint32 _viewportHeight;
|
||||
|
||||
private AssetHandle _gammaCorrectEffect;
|
||||
|
||||
public RenderTargetGroup CompositeTarget => _compositeTarget;
|
||||
|
||||
public this()
|
||||
{
|
||||
RenderTargetGroupDescription desc = .(100, 100,
|
||||
TargetDescription[](
|
||||
RenderTargetFormat.R16G16B16A16_Float,
|
||||
.(RenderTargetFormat.R32_UInt) {ClearColor = .UInt(uint32.MaxValue)}),
|
||||
RenderTargetFormat.D24_UNorm_S8_UInt);
|
||||
_compositeTarget = new RenderTargetGroup(desc);
|
||||
|
||||
_cameraTarget = new RenderTargetGroup(.(){
|
||||
Width = 100,
|
||||
Height = 100,
|
||||
ColorTargetDescriptions = TargetDescription[](
|
||||
.(.R16G16B16A16_Float),
|
||||
.(.R32_UInt)
|
||||
),
|
||||
DepthTargetDescription = .(.D24_UNorm_S8_UInt)
|
||||
});
|
||||
|
||||
_gammaCorrectEffect = Content.LoadAsset("Shaders/GammaCorrect.hlsl");//Application.Get().EffectLibrary.Load("content/Shaders/GammaCorrect.hlsl");
|
||||
}
|
||||
|
||||
/// Sets the size of the viewport into which the scene will be rendered.
|
||||
public void OnViewportResize(uint32 width, uint32 height)
|
||||
{
|
||||
_viewportWidth = width;
|
||||
_viewportHeight = height;
|
||||
|
||||
_compositeTarget.Resize(_viewportWidth, _viewportHeight);
|
||||
_cameraTarget.Resize(_viewportWidth, _viewportHeight);
|
||||
}
|
||||
|
||||
public void RenderRuntime(GameTime gameTime, RenderTargetGroup finalTarget)
|
||||
{
|
||||
Debug.Profiler.ProfileRendererFunction!();
|
||||
|
||||
// Find camera
|
||||
Camera* primaryCamera = null;
|
||||
Matrix primaryCameraTransform = default;
|
||||
RenderTargetGroup renderTarget = null;
|
||||
|
||||
for (var (entity, transform, camera) in Scene._ecsWorld.Enumerate<TransformComponent, CameraComponent>())
|
||||
{
|
||||
if (camera.Primary)// && camera.RenderTarget != null)
|
||||
{
|
||||
primaryCamera = &camera.Camera;
|
||||
primaryCameraTransform = transform.WorldTransform;
|
||||
// TODO: bind render targets to cameras
|
||||
// renderTarget = camera.RenderTarget..AddRef();
|
||||
}
|
||||
}
|
||||
|
||||
if (primaryCamera == null)
|
||||
return;
|
||||
|
||||
finalTarget.AddRef();
|
||||
|
||||
renderTarget = _cameraTarget..AddRef();
|
||||
|
||||
// 3D render
|
||||
Renderer.BeginScene(*primaryCamera, primaryCameraTransform, renderTarget, _compositeTarget);
|
||||
|
||||
for (var (entity, transform, mesh, meshRenderer) in Scene._ecsWorld.Enumerate<TransformComponent, MeshComponent, MeshRendererComponent>())
|
||||
{
|
||||
Renderer.Submit(mesh.Mesh, meshRenderer.Material, entity, transform.WorldTransform);
|
||||
}
|
||||
|
||||
for (var (entity, transform, light) in Scene._ecsWorld.Enumerate<TransformComponent, LightComponent>())
|
||||
{
|
||||
Renderer.Submit(light.SceneLight, transform.WorldTransform);
|
||||
}
|
||||
|
||||
Renderer.EndScene();
|
||||
|
||||
renderTarget.ReleaseRef();
|
||||
|
||||
// TODO: alphablending (handle in Renderer2D)
|
||||
// TODO: 2D-Postprocessing requires rendering into separate target instead of directly into compositeTarget
|
||||
|
||||
RenderCommand.SetRenderTargetGroup(_compositeTarget);
|
||||
RenderCommand.BindRenderTargets();
|
||||
|
||||
// Sprite renderer
|
||||
Renderer2D.BeginScene(*primaryCamera, primaryCameraTransform, .BackToFront);
|
||||
|
||||
for (var (entity, transform, sprite) in Scene._ecsWorld.Enumerate<TransformComponent, SpriteRendererComponent>())
|
||||
{
|
||||
Renderer2D.DrawSprite(transform.WorldTransform, sprite, entity.Index);
|
||||
}
|
||||
|
||||
for (var (entity, transform, circle) in Scene._ecsWorld.Enumerate<TransformComponent, CircleRendererComponent>())
|
||||
{
|
||||
Renderer2D.DrawCircle(transform.WorldTransform, circle, entity.Index);
|
||||
}
|
||||
|
||||
Renderer2D.EndScene();
|
||||
|
||||
// Gamma correct composit target and draw it into viewport
|
||||
{
|
||||
RenderCommand.UnbindRenderTargets();
|
||||
RenderCommand.SetRenderTargetGroup(finalTarget, false);
|
||||
RenderCommand.BindRenderTargets();
|
||||
|
||||
Effect gammaEffect = Content.GetAsset<Effect>(_gammaCorrectEffect);
|
||||
|
||||
gammaEffect.SetTexture("Texture", _compositeTarget, 0);
|
||||
// TODO: iiihhh
|
||||
gammaEffect.ApplyChanges();
|
||||
gammaEffect.Bind();
|
||||
|
||||
FullscreenQuad.Draw();
|
||||
}
|
||||
|
||||
finalTarget.ReleaseRef();
|
||||
}
|
||||
|
||||
public void RenderEditor(GameTime gameTime, EditorCamera camera, RenderTargetGroup viewportTarget, delegate void() DebugDraw3D, delegate void() DrawDebug2D)
|
||||
{
|
||||
Debug.Profiler.ProfileRendererFunction!();
|
||||
|
||||
viewportTarget.AddRef();
|
||||
|
||||
// 3D render
|
||||
Renderer.BeginScene(camera, _compositeTarget);
|
||||
|
||||
for (var (entity, transform, mesh, meshRenderer) in Scene._ecsWorld.Enumerate<TransformComponent, MeshComponent, MeshRendererComponent>())
|
||||
{
|
||||
if (mesh.Mesh == .Invalid || meshRenderer.Material == .Invalid)
|
||||
continue;
|
||||
|
||||
Renderer.Submit(mesh.Mesh, meshRenderer.Material, entity, transform.WorldTransform);
|
||||
}
|
||||
|
||||
for (var (entity, transform, light) in Scene._ecsWorld.Enumerate<TransformComponent, LightComponent>())
|
||||
{
|
||||
Renderer.Submit(light.SceneLight, transform.WorldTransform);
|
||||
}
|
||||
|
||||
DebugDraw3D();
|
||||
|
||||
Renderer.EndScene();
|
||||
|
||||
// TODO: alphablending (handle in Renderer2D)
|
||||
// TODO: 2D-Postprocessing requires rendering into separate target instead of directly into compositeTarget
|
||||
|
||||
RenderCommand.SetRenderTargetGroup(_compositeTarget);
|
||||
RenderCommand.BindRenderTargets();
|
||||
|
||||
// Sprite renderer
|
||||
Renderer2D.BeginScene(camera, .BackToFront);
|
||||
|
||||
for (var (entity, transform, sprite) in Scene._ecsWorld.Enumerate<TransformComponent, SpriteRendererComponent>())
|
||||
{
|
||||
Renderer2D.DrawSprite(transform.WorldTransform, sprite, entity.Index);
|
||||
}
|
||||
|
||||
for (var (entity, transform, circle) in Scene._ecsWorld.Enumerate<TransformComponent, CircleRendererComponent>())
|
||||
{
|
||||
Renderer2D.DrawCircle(transform.WorldTransform, circle, entity.Index);
|
||||
}
|
||||
|
||||
Renderer2D.DrawLine(Vector3.Zero, Vector3.Up, .Red);
|
||||
Renderer2D.DrawLine(Vector3.Zero, Vector3(0, 0, 1), .Green);
|
||||
Renderer2D.DrawRay(Vector3.Zero, Vector3(1, 0, 0), .Blue);
|
||||
|
||||
Renderer2D.DrawRect(Vector2(2.0f, 1.0f), Vector2(1.0f, 2.0f), .Yellow);
|
||||
|
||||
Renderer2D.DrawRect(Matrix.Translation(2, 2, 1) * Matrix.RotationZ(MathHelper.PiOverFour), .Purple);
|
||||
|
||||
Renderer2D.EndScene();
|
||||
|
||||
Renderer2D.BeginScene(camera, .BackToFront);
|
||||
|
||||
DrawDebug2D();
|
||||
|
||||
Renderer2D.EndScene();
|
||||
|
||||
// Gamma correct composit target and draw it into viewport
|
||||
{
|
||||
RenderCommand.UnbindRenderTargets();
|
||||
RenderCommand.SetRenderTargetGroup(viewportTarget, false);
|
||||
RenderCommand.BindRenderTargets();
|
||||
|
||||
Effect gammaEffect = Content.GetAsset<Effect>(_gammaCorrectEffect);
|
||||
|
||||
gammaEffect.SetTexture("Texture", _compositeTarget, 0);
|
||||
// TODO: iiihhh
|
||||
gammaEffect.ApplyChanges();
|
||||
gammaEffect.Bind();
|
||||
|
||||
FullscreenQuad.Draw();
|
||||
}
|
||||
|
||||
viewportTarget.ReleaseRef();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user