@ -88,6 +88,7 @@
# include "game/controls.hpp"
# include "game/save.hpp"
# include "game/menu.hpp"
# include "game/graphics.hpp"
# include "utility/timestamp.hpp"
# include <cxxopts.hpp>
# include <dirent.h>
@ -472,51 +473,8 @@ void setup_rendering(game::context* ctx)
// Get rasterizer from application
ctx - > rasterizer = ctx - > app - > get_rasterizer ( ) ;
// Load render resolution
ctx - > render_resolution_scale = 1.0f ;
if ( ctx - > config - > contains ( " render_resolution " ) )
ctx - > render_resolution_scale = ( * ctx - > config ) [ " render_resolution " ] . get < float > ( ) ;
// Get default framebuffer
const gl : : framebuffer & default_framebuffer = ctx - > rasterizer - > get_default_framebuffer ( ) ;
const auto & viewport_dimensions = default_framebuffer . get_dimensions ( ) ;
// Create HDR framebuffer (32F color, 32F depth)
ctx - > framebuffer_hdr_color = new gl : : texture_2d ( viewport_dimensions [ 0 ] , viewport_dimensions [ 1 ] , gl : : pixel_type : : float_32 , gl : : pixel_format : : rgb ) ;
ctx - > framebuffer_hdr_color - > set_wrapping ( gl : : texture_wrapping : : extend , gl : : texture_wrapping : : extend ) ;
ctx - > framebuffer_hdr_color - > set_filters ( gl : : texture_min_filter : : linear , gl : : texture_mag_filter : : linear ) ;
ctx - > framebuffer_hdr_color - > set_max_anisotropy ( 0.0f ) ;
ctx - > framebuffer_hdr_depth = new gl : : texture_2d ( viewport_dimensions [ 0 ] , viewport_dimensions [ 1 ] , gl : : pixel_type : : float_32 , gl : : pixel_format : : ds ) ;
ctx - > framebuffer_hdr_depth - > set_wrapping ( gl : : texture_wrapping : : extend , gl : : texture_wrapping : : extend ) ;
ctx - > framebuffer_hdr_depth - > set_filters ( gl : : texture_min_filter : : linear , gl : : texture_mag_filter : : linear ) ;
ctx - > framebuffer_hdr_depth - > set_max_anisotropy ( 0.0f ) ;
ctx - > framebuffer_hdr = new gl : : framebuffer ( viewport_dimensions [ 0 ] , viewport_dimensions [ 1 ] ) ;
ctx - > framebuffer_hdr - > attach ( gl : : framebuffer_attachment_type : : color , ctx - > framebuffer_hdr_color ) ;
ctx - > framebuffer_hdr - > attach ( gl : : framebuffer_attachment_type : : depth , ctx - > framebuffer_hdr_depth ) ;
ctx - > framebuffer_hdr - > attach ( gl : : framebuffer_attachment_type : : stencil , ctx - > framebuffer_hdr_depth ) ;
// Create shadow map framebuffer
int shadow_map_resolution = 4096 ;
if ( ctx - > config - > contains ( " shadow_map_resolution " ) )
{
shadow_map_resolution = ( * ctx - > config ) [ " shadow_map_resolution " ] . get < int > ( ) ;
}
ctx - > shadow_map_depth_texture = new gl : : texture_2d ( shadow_map_resolution , shadow_map_resolution , gl : : pixel_type : : float_32 , gl : : pixel_format : : d ) ;
ctx - > shadow_map_depth_texture - > set_wrapping ( gl : : texture_wrapping : : extend , gl : : texture_wrapping : : extend ) ;
ctx - > shadow_map_depth_texture - > set_filters ( gl : : texture_min_filter : : linear , gl : : texture_mag_filter : : linear ) ;
ctx - > shadow_map_depth_texture - > set_max_anisotropy ( 0.0f ) ;
ctx - > shadow_map_framebuffer = new gl : : framebuffer ( shadow_map_resolution , shadow_map_resolution ) ;
ctx - > shadow_map_framebuffer - > attach ( gl : : framebuffer_attachment_type : : depth , ctx - > shadow_map_depth_texture ) ;
// Create bloom pingpong framebuffers (16F color, no depth)
int bloom_width = viewport_dimensions [ 0 ] > > 1 ;
int bloom_height = viewport_dimensions [ 1 ] > > 1 ;
ctx - > bloom_texture = new gl : : texture_2d ( bloom_width , bloom_height , gl : : pixel_type : : float_16 , gl : : pixel_format : : rgb ) ;
ctx - > bloom_texture - > set_wrapping ( gl : : texture_wrapping : : extend , gl : : texture_wrapping : : extend ) ;
ctx - > bloom_texture - > set_filters ( gl : : texture_min_filter : : linear , gl : : texture_mag_filter : : linear ) ;
ctx - > bloom_texture - > set_max_anisotropy ( 0.0f ) ;
ctx - > framebuffer_bloom = new gl : : framebuffer ( bloom_width , bloom_height ) ;
ctx - > framebuffer_bloom - > attach ( gl : : framebuffer_attachment_type : : color , ctx - > bloom_texture ) ;
// Create framebuffers
game : : graphics : : create_framebuffers ( * ctx ) ;
// Load blue noise texture
gl : : texture_2d * blue_noise_map = ctx - > resource_manager - > load < gl : : texture_2d > ( " blue-noise.tex " ) ;
@ -526,14 +484,14 @@ void setup_rendering(game::context* ctx)
// Setup common render passes
{
ctx - > common_bloom_pass = new render : : bloom_pass ( ctx - > rasterizer , ctx - > framebuffer_bloom , ctx - > resource_manager ) ;
ctx - > common_bloom_pass - > set_source_texture ( ctx - > framebuffer_ hdr_color) ;
ctx - > common_bloom_pass = new render : : bloom_pass ( ctx - > rasterizer , ctx - > bloom_ framebuffer, ctx - > resource_manager ) ;
ctx - > common_bloom_pass - > set_source_texture ( ctx - > hdr_color_texture ) ;
ctx - > common_bloom_pass - > set_brightness_threshold ( 1.0f ) ;
ctx - > common_bloom_pass - > set_blur_iterations ( 5 ) ;
ctx - > common_final_pass = new render : : final_pass ( ctx - > rasterizer , & ctx - > rasterizer - > get_default_framebuffer ( ) , ctx - > resource_manager ) ;
ctx - > common_final_pass - > set_color_texture ( ctx - > framebuffer_ hdr_color) ;
ctx - > common_final_pass - > set_bloom_texture ( ctx - > bloom_texture ) ;
ctx - > common_final_pass - > set_color_texture ( ctx - > hdr_color_texture ) ;
ctx - > common_final_pass - > set_bloom_texture ( ctx - > bloom_color_ texture ) ;
ctx - > common_final_pass - > set_blue_noise_texture ( blue_noise_map ) ;
}
@ -553,12 +511,12 @@ void setup_rendering(game::context* ctx)
// Setup underground compositor
{
ctx - > underground_clear_pass = new render : : clear_pass ( ctx - > rasterizer , ctx - > framebuffer_hd r ) ;
ctx - > underground_clear_pass = new render : : clear_pass ( ctx - > rasterizer , ctx - > hdr_ framebuffer) ;
ctx - > underground_clear_pass - > set_cleared_buffers ( true , true , false ) ;
ctx - > underground_clear_pass - > set_clear_color ( { 1 , 0 , 1 , 0 } ) ;
ctx - > underground_clear_pass - > set_clear_depth ( 0.0f ) ;
ctx - > underground_material_pass = new render : : material_pass ( ctx - > rasterizer , ctx - > framebuffer_hd r , ctx - > resource_manager ) ;
ctx - > underground_material_pass = new render : : material_pass ( ctx - > rasterizer , ctx - > hdr_ framebuffer, ctx - > resource_manager ) ;
ctx - > underground_material_pass - > set_fallback_material ( ctx - > fallback_material ) ;
ctx - > app - > get_event_dispatcher ( ) - > subscribe < mouse_moved_event > ( ctx - > underground_material_pass ) ;
@ -578,20 +536,20 @@ void setup_rendering(game::context* ctx)
ctx - > surface_shadow_map_pass = new render : : shadow_map_pass ( ctx - > rasterizer , ctx - > shadow_map_framebuffer , ctx - > resource_manager ) ;
ctx - > surface_shadow_map_pass - > set_split_scheme_weight ( 0.75f ) ;
ctx - > surface_clear_pass = new render : : clear_pass ( ctx - > rasterizer , ctx - > framebuffer_hd r ) ;
ctx - > surface_clear_pass = new render : : clear_pass ( ctx - > rasterizer , ctx - > hdr_ framebuffer) ;
ctx - > surface_clear_pass - > set_cleared_buffers ( true , true , true ) ;
ctx - > surface_clear_pass - > set_clear_depth ( 0.0f ) ;
ctx - > surface_sky_pass = new render : : sky_pass ( ctx - > rasterizer , ctx - > framebuffer_hd r , ctx - > resource_manager ) ;
ctx - > surface_sky_pass = new render : : sky_pass ( ctx - > rasterizer , ctx - > hdr_ framebuffer, ctx - > resource_manager ) ;
ctx - > app - > get_event_dispatcher ( ) - > subscribe < mouse_moved_event > ( ctx - > surface_sky_pass ) ;
ctx - > surface_material_pass = new render : : material_pass ( ctx - > rasterizer , ctx - > framebuffer_hd r , ctx - > resource_manager ) ;
ctx - > surface_material_pass = new render : : material_pass ( ctx - > rasterizer , ctx - > hdr_ framebuffer, ctx - > resource_manager ) ;
ctx - > surface_material_pass - > set_fallback_material ( ctx - > fallback_material ) ;
ctx - > surface_material_pass - > shadow_map_pass = ctx - > surface_shadow_map_pass ;
ctx - > surface_material_pass - > shadow_map = ctx - > shadow_map_depth_texture ;
ctx - > app - > get_event_dispatcher ( ) - > subscribe < mouse_moved_event > ( ctx - > surface_material_pass ) ;
ctx - > surface_outline_pass = new render : : outline_pass ( ctx - > rasterizer , ctx - > framebuffer_hd r , ctx - > resource_manager ) ;
ctx - > surface_outline_pass = new render : : outline_pass ( ctx - > rasterizer , ctx - > hdr_ framebuffer, ctx - > resource_manager ) ;
ctx - > surface_outline_pass - > set_outline_width ( 0.25f ) ;
ctx - > surface_outline_pass - > set_outline_color ( float4 { 1.0f , 1.0f , 1.0f , 1.0f } ) ;
@ -1209,6 +1167,14 @@ void setup_callbacks(game::context* ctx)
ctx - > underground_scene - > update_tweens ( ) ;
ctx - > ui_scene - > update_tweens ( ) ;
// Process function queue
while ( ! ctx - > function_queue . empty ( ) )
{
ctx - > function_queue . front ( ) ( ) ;
ctx - > function_queue . pop ( ) ;
}
// Advance timeline
ctx - > timeline - > advance ( dt ) ;
// Update controls
@ -1227,14 +1193,6 @@ void setup_callbacks(game::context* ctx)
}
) ;
ctx - > terrain_system - > update ( t , dt ) ;
//ctx->vegetation_system->update(t, dt);
ctx - > snapping_system - > update ( t , dt ) ;
@ -1244,7 +1202,6 @@ void setup_callbacks(game::context* ctx)
ctx - > behavior_system - > update ( t , dt ) ;
ctx - > locomotion_system - > update ( t , dt ) ;
ctx - > camera_system - > update ( t , dt ) ;
ctx - > orbit_system - > update ( t , dt ) ;
ctx - > blackbody_system - > update ( t , dt ) ;
ctx - > atmosphere_system - > update ( t , dt ) ;
@ -1254,7 +1211,6 @@ void setup_callbacks(game::context* ctx)
ctx - > painting_system - > update ( t , dt ) ;
ctx - > proteome_system - > update ( t , dt ) ;
ctx - > animator - > animate ( dt ) ;
ctx - > render_system - > update ( t , dt ) ;
}
) ;