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/*
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* Copyright (C) 2023 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <engine/render/renderer.hpp>
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#include <engine/render/context.hpp>
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#include <engine/render/compositor.hpp>
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#include <engine/scene/collection.hpp>
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#include <engine/scene/camera.hpp>
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#include <engine/scene/static-mesh.hpp>
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#include <engine/scene/billboard.hpp>
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#include <engine/scene/light-probe.hpp>
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#include <engine/scene/text.hpp>
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#include <engine/render/model.hpp>
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#include <engine/gl/drawing-mode.hpp>
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#include <engine/math/matrix.hpp>
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#include <engine/geom/projection.hpp>
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#include <engine/config.hpp>
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#include <engine/math/quaternion.hpp>
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#include <engine/math/numbers.hpp>
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#include <functional>
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#include <set>
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namespace render {
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renderer::renderer(gl::rasterizer& rasterizer, ::resource_manager& resource_manager)
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{
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m_light_probe_stage = std::make_unique<render::light_probe_stage>(rasterizer, resource_manager);
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m_culling_stage = std::make_unique<render::culling_stage>();
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m_queue_stage = std::make_unique<render::queue_stage>();
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}
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void renderer::render(float t, float dt, float alpha, scene::collection& collection)
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{
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// Init render context
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m_ctx.collection = &collection;
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m_ctx.t = t;
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m_ctx.dt = dt;
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m_ctx.alpha = alpha;
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// Execute light probe stage
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m_light_probe_stage->execute(m_ctx);
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// Get list of cameras to be sorted
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const auto& cameras = collection.get_objects(scene::camera::object_type_id);
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// Process cameras in order
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for (scene::object_base* camera_object: cameras)
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{
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scene::camera& camera = static_cast<scene::camera&>(*camera_object);
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// Skip cameras with no compositors
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compositor* compositor = camera.get_compositor();
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if (!compositor)
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{
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continue;
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}
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// Update render context camera
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m_ctx.camera = &camera;
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// Clear render queues
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m_ctx.objects.clear();
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m_ctx.operations.clear();
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// Execute culling stage
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m_culling_stage->execute(m_ctx);
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// Execute queue stage
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m_queue_stage->execute(m_ctx);
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// Pass render context to the camera's compositor
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compositor->composite(m_ctx);
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}
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}
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} // namespace render
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