Module: Rendering::RenderPipeline
- Defined in:
- lib/engine/rendering/render_pipeline.rb
Class Method Summary collapse
- .add_instance(mesh_renderer) ⇒ Object
- .alternate_rt(current_rt) ⇒ Object
- .blit_material ⇒ Object
- .blit_to_screen(texture) ⇒ Object
- .clear_buffer ⇒ Object
- .copy_fbo ⇒ Object
- .copy_normal_texture ⇒ Object
- .create_normal_buffer ⇒ Object
- .directional_shadow_map_array ⇒ Object
- .disable_depth_test ⇒ Object
- .draw ⇒ Object
- .draw_3d ⇒ Object
- .draw_shadow_maps ⇒ Object
- .draw_ui ⇒ Object
- .enable_depth_test ⇒ Object
- .instance_renderers ⇒ Object
- .normal_buffer ⇒ Object
- .point_shadow_map_array ⇒ Object
- .remove_instance(mesh_renderer) ⇒ Object
- .render_point_shadow_to_layer(layer_index, light) ⇒ Object
- .render_shadow_map_to_layer(shadow_map_array, layer_index, light_space_matrix) ⇒ Object
- .render_texture_a ⇒ Object
- .render_texture_b ⇒ Object
- .reset_viewport ⇒ Object
- .resize_normal_buffer(width, height) ⇒ Object
- .screen_quad ⇒ Object
- .set_skybox_colors(ground:, horizon:, sky:, ground_y: -0.3,, horizon_y: 0.0, sky_y: 1.0) ⇒ Object
- .skybox_cubemap ⇒ Object
- .spot_shadow_map_array ⇒ Object
- .sync_transforms ⇒ Object
- .update_instance(mesh_renderer) ⇒ Object
- .update_render_texture_size ⇒ Object
Class Method Details
.add_instance(mesh_renderer) ⇒ Object
133 134 135 |
# File 'lib/engine/rendering/render_pipeline.rb', line 133 def self.add_instance(mesh_renderer) instance_renderers[mesh_renderer.renderer_key].add_instance(mesh_renderer) end |
.alternate_rt(current_rt) ⇒ Object
155 156 157 |
# File 'lib/engine/rendering/render_pipeline.rb', line 155 def self.alternate_rt(current_rt) current_rt == render_texture_a ? render_texture_b : render_texture_a end |
.blit_material ⇒ Object
182 183 184 |
# File 'lib/engine/rendering/render_pipeline.rb', line 182 def self.blit_material @blit_material ||= Engine::Material.create(shader: Engine::Shader.fullscreen) end |
.blit_to_screen(texture) ⇒ Object
163 164 165 166 167 |
# File 'lib/engine/rendering/render_pipeline.rb', line 163 def self.blit_to_screen(texture) Engine::GL.BindFramebuffer(Engine::GL::FRAMEBUFFER, 0) screen_quad.draw(blit_material, texture) end |
.clear_buffer ⇒ Object
159 160 161 |
# File 'lib/engine/rendering/render_pipeline.rb', line 159 def self.clear_buffer Engine::GL.Clear(Engine::GL::COLOR_BUFFER_BIT | Engine::GL::DEPTH_BUFFER_BIT) end |
.copy_fbo ⇒ Object
244 245 246 247 248 249 250 |
# File 'lib/engine/rendering/render_pipeline.rb', line 244 def self.copy_fbo return @copy_fbo if @copy_fbo fbo_buf = ' ' * 4 Engine::GL.GenFramebuffers(1, fbo_buf) @copy_fbo = fbo_buf.unpack1('L') end |
.copy_normal_texture ⇒ Object
228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 |
# File 'lib/engine/rendering/render_pipeline.rb', line 228 def self.copy_normal_texture width = Engine::Window.framebuffer_width height = Engine::Window.framebuffer_height # Bind source (render_texture_a's normal attachment) as read framebuffer Engine::GL.BindFramebuffer(Engine::GL::READ_FRAMEBUFFER, render_texture_a.framebuffer) Engine::GL.ReadBuffer(Engine::GL::COLOR_ATTACHMENT1) # Normal is second attachment # Bind destination texture to a temp framebuffer for writing Engine::GL.BindFramebuffer(Engine::GL::DRAW_FRAMEBUFFER, copy_fbo) Engine::GL.FramebufferTexture2D(Engine::GL::DRAW_FRAMEBUFFER, Engine::GL::COLOR_ATTACHMENT0, Engine::GL::TEXTURE_2D, normal_buffer, 0) # Blit Engine::GL.BlitFramebuffer(0, 0, width, height, 0, 0, width, height, Engine::GL::COLOR_BUFFER_BIT, Engine::GL::NEAREST) end |
.create_normal_buffer ⇒ Object
198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 |
# File 'lib/engine/rendering/render_pipeline.rb', line 198 def self.create_normal_buffer width = Engine::Window.framebuffer_width height = Engine::Window.framebuffer_height tex_buf = ' ' * 4 Engine::GL.GenTextures(1, tex_buf) texture = tex_buf.unpack1('L') Engine::GL.BindTexture(Engine::GL::TEXTURE_2D, texture) Engine::GL.TexImage2D(Engine::GL::TEXTURE_2D, 0, Engine::GL::RGBA16F, width, height, 0, Engine::GL::RGBA, Engine::GL::FLOAT, nil) Engine::GL.TexParameteri(Engine::GL::TEXTURE_2D, Engine::GL::TEXTURE_MIN_FILTER, Engine::GL::LINEAR) Engine::GL.TexParameteri(Engine::GL::TEXTURE_2D, Engine::GL::TEXTURE_MAG_FILTER, Engine::GL::LINEAR) Engine::GL.TexParameteri(Engine::GL::TEXTURE_2D, Engine::GL::TEXTURE_WRAP_S, Engine::GL::CLAMP_TO_EDGE) Engine::GL.TexParameteri(Engine::GL::TEXTURE_2D, Engine::GL::TEXTURE_WRAP_T, Engine::GL::CLAMP_TO_EDGE) @normal_buffer_width = width @normal_buffer_height = height texture end |
.directional_shadow_map_array ⇒ Object
84 85 86 |
# File 'lib/engine/rendering/render_pipeline.rb', line 84 def self.directional_shadow_map_array @directional_shadow_map_array ||= ShadowMapArray.new(layer_count: 4) end |
.disable_depth_test ⇒ Object
174 175 176 |
# File 'lib/engine/rendering/render_pipeline.rb', line 174 def self.disable_depth_test Engine::GL.Disable(Engine::GL::DEPTH_TEST) end |
.draw ⇒ Object
5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 |
# File 'lib/engine/rendering/render_pipeline.rb', line 5 def self.draw # Skip rendering when window is minimized (e.g. alt-tab on Windows) return if Engine::Window.framebuffer_width <= 0 || Engine::Window.framebuffer_height <= 0 update_render_texture_size sync_transforms SkyboxRenderer.render_cubemap GpuTimer.measure(:shadows) do enable_depth_test draw_shadow_maps end GpuTimer.measure(:main_3d) do render_texture_a.bind clear_buffer Engine::GL.Disable(Engine::GL::BLEND) # Disable blending to preserve alpha channel (roughness) in MRT draw_3d Engine::GL.Enable(Engine::GL::BLEND) # Re-enable for UI and post-processing end # Copy normal texture to separate buffer to avoid read/write hazard in SSR copy_normal_texture GpuTimer.measure(:skybox) do SkyboxRenderer.draw(render_texture_a, render_texture_b, screen_quad) end current_texture = PostProcessingEffect.apply_all(render_texture_a, render_texture_b, screen_quad, normal_buffer, start_index: 1) GpuTimer.measure(:debug) do DebugDraw.draw(current_texture.framebuffer) end GpuTimer.measure(:ui) do disable_depth_test current_texture.bind draw_ui end GpuTimer.measure(:blit) do blit_to_screen(current_texture.color_texture) end GpuTimer.print_results end |
.draw_3d ⇒ Object
122 123 124 |
# File 'lib/engine/rendering/render_pipeline.rb', line 122 def self.draw_3d instance_renderers.values.each(&:draw_all) end |
.draw_shadow_maps ⇒ Object
53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 |
# File 'lib/engine/rendering/render_pipeline.rb', line 53 def self.draw_shadow_maps # Render directional light shadows to shared texture array directional_casters = Engine::Components::DirectionLight.direction_lights .select(&:cast_shadows) .take(4) directional_casters.each_with_index do |light, layer_index| light.shadow_layer_index = layer_index render_shadow_map_to_layer(directional_shadow_map_array, layer_index, light.light_space_matrix) end # Render spot light shadows to shared texture array spot_casters = Engine::Components::SpotLight.spot_lights .select(&:cast_shadows) .take(4) spot_casters.each_with_index do |light, layer_index| light.shadow_layer_index = layer_index render_shadow_map_to_layer(spot_shadow_map_array, layer_index, light.light_space_matrix) end # Render point light shadows to shared cubemap array point_casters = Engine::Components::PointLight.point_lights .select(&:cast_shadows) .take(4) point_casters.each_with_index do |light, layer_index| light.shadow_layer_index = layer_index render_point_shadow_to_layer(layer_index, light) end end |
.draw_ui ⇒ Object
126 127 128 129 130 131 |
# File 'lib/engine/rendering/render_pipeline.rb', line 126 def self.draw_ui Engine::GL.Clear(Engine::GL::STENCIL_BUFFER_BIT) Engine::GL.Disable(Engine::GL::CULL_FACE) Engine::Components::UI::Rect.draw_all Engine::GL.Enable(Engine::GL::CULL_FACE) end |
.enable_depth_test ⇒ Object
169 170 171 172 |
# File 'lib/engine/rendering/render_pipeline.rb', line 169 def self.enable_depth_test Engine::GL.Enable(Engine::GL::DEPTH_TEST) Engine::GL.DepthFunc(Engine::GL::LESS) end |
.instance_renderers ⇒ Object
268 269 270 271 272 |
# File 'lib/engine/rendering/render_pipeline.rb', line 268 def self.instance_renderers @instance_renderers ||= Hash.new do |hash, key| hash[key] = InstanceRenderer.new(key[0], key[1]) end end |
.normal_buffer ⇒ Object
194 195 196 |
# File 'lib/engine/rendering/render_pipeline.rb', line 194 def self.normal_buffer @normal_buffer ||= create_normal_buffer end |
.point_shadow_map_array ⇒ Object
92 93 94 |
# File 'lib/engine/rendering/render_pipeline.rb', line 92 def self.point_shadow_map_array @point_shadow_map_array ||= CubemapShadowMapArray.new(layer_count: 4) end |
.remove_instance(mesh_renderer) ⇒ Object
137 138 139 |
# File 'lib/engine/rendering/render_pipeline.rb', line 137 def self.remove_instance(mesh_renderer) instance_renderers[mesh_renderer.renderer_key].remove_instance(mesh_renderer) end |
.render_point_shadow_to_layer(layer_index, light) ⇒ Object
103 104 105 106 107 108 109 110 111 112 113 114 |
# File 'lib/engine/rendering/render_pipeline.rb', line 103 def self.render_point_shadow_to_layer(layer_index, light) light_pos = light.position far_plane = light.shadow_far matrices = light.light_space_matrices 6.times do |face_index| point_shadow_map_array.bind_face(layer_index, face_index) instance_renderers.values.each do |renderer| renderer.draw_point_light_depth(matrices[face_index], light_pos, far_plane) end end end |
.render_shadow_map_to_layer(shadow_map_array, layer_index, light_space_matrix) ⇒ Object
96 97 98 99 100 101 |
# File 'lib/engine/rendering/render_pipeline.rb', line 96 def self.render_shadow_map_to_layer(shadow_map_array, layer_index, light_space_matrix) shadow_map_array.bind_layer(layer_index) instance_renderers.values.each do |renderer| renderer.draw_depth_only(light_space_matrix) end end |
.render_texture_a ⇒ Object
252 253 254 255 256 257 258 |
# File 'lib/engine/rendering/render_pipeline.rb', line 252 def self.render_texture_a @render_texture_a ||= RenderTexture.new( Engine::Window.framebuffer_width, Engine::Window.framebuffer_height, num_color_attachments: 2 # Color + Normal/Roughness for SSR ) end |
.render_texture_b ⇒ Object
260 261 262 |
# File 'lib/engine/rendering/render_pipeline.rb', line 260 def self.render_texture_b @render_texture_b ||= RenderTexture.new(Engine::Window.framebuffer_width, Engine::Window.framebuffer_height) end |
.reset_viewport ⇒ Object
178 179 180 |
# File 'lib/engine/rendering/render_pipeline.rb', line 178 def self. Engine::GL.Viewport(0, 0, Engine::Window.framebuffer_width, Engine::Window.framebuffer_height) end |
.resize_normal_buffer(width, height) ⇒ Object
218 219 220 221 222 223 224 225 226 |
# File 'lib/engine/rendering/render_pipeline.rb', line 218 def self.resize_normal_buffer(width, height) return if @normal_buffer_width == width && @normal_buffer_height == height return unless @normal_buffer Engine::GL.BindTexture(Engine::GL::TEXTURE_2D, @normal_buffer) Engine::GL.TexImage2D(Engine::GL::TEXTURE_2D, 0, Engine::GL::RGBA16F, width, height, 0, Engine::GL::RGBA, Engine::GL::FLOAT, nil) @normal_buffer_width = width @normal_buffer_height = height end |
.screen_quad ⇒ Object
264 265 266 |
# File 'lib/engine/rendering/render_pipeline.rb', line 264 def self.screen_quad @screen_quad ||= ScreenQuad.new end |
.set_skybox_colors(ground:, horizon:, sky:, ground_y: -0.3,, horizon_y: 0.0, sky_y: 1.0) ⇒ Object
145 146 147 |
# File 'lib/engine/rendering/render_pipeline.rb', line 145 def self.set_skybox_colors(ground:, horizon:, sky:, ground_y: -0.3, horizon_y: 0.0, sky_y: 1.0) SkyboxRenderer.set_colors(ground: ground, horizon: horizon, sky: sky, ground_y: ground_y, horizon_y: horizon_y, sky_y: sky_y) end |
.skybox_cubemap ⇒ Object
149 150 151 |
# File 'lib/engine/rendering/render_pipeline.rb', line 149 def self.skybox_cubemap SkyboxRenderer.cubemap end |
.spot_shadow_map_array ⇒ Object
88 89 90 |
# File 'lib/engine/rendering/render_pipeline.rb', line 88 def self.spot_shadow_map_array @spot_shadow_map_array ||= ShadowMapArray.new(layer_count: 4) end |
.sync_transforms ⇒ Object
116 117 118 119 120 |
# File 'lib/engine/rendering/render_pipeline.rb', line 116 def self.sync_transforms Engine::GameObject.mesh_renderers.each do |renderer| renderer.sync_transform if renderer.respond_to?(:sync_transform) end end |
.update_instance(mesh_renderer) ⇒ Object
141 142 143 |
# File 'lib/engine/rendering/render_pipeline.rb', line 141 def self.update_instance(mesh_renderer) instance_renderers[mesh_renderer.renderer_key].update_instance(mesh_renderer) end |
.update_render_texture_size ⇒ Object
186 187 188 189 190 191 192 |
# File 'lib/engine/rendering/render_pipeline.rb', line 186 def self.update_render_texture_size width = Engine::Window.framebuffer_width height = Engine::Window.framebuffer_height render_texture_a.resize(width, height) render_texture_b.resize(width, height) resize_normal_buffer(width, height) end |