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#include "LightingRenderer.h"
#include "PlayerViewport.h"
#include "../../nCine/Graphics/RenderQueue.h"
namespace Jazz2::Rendering
{
LightingRenderer::LightingRenderer(PlayerViewport* owner)
: _owner(owner), _renderCommandsCount(0)
{
_emittedLightsCache.reserve(32);
setVisitOrderState(SceneNode::VisitOrderState::Disabled);
}
bool LightingRenderer::OnDraw(RenderQueue& renderQueue)
{
_renderCommandsCount = 0;
_emittedLightsCache.clear();
// Collect all active light emitters
auto actors = _owner->_levelHandler->GetActors();
std::size_t actorsCount = actors.size();
for (std::size_t i = 0; i < actorsCount; i++) {
actors[i]->OnEmitLights(_emittedLightsCache);
}
for (auto& light : _emittedLightsCache) {
auto command = RentRenderCommand();
auto instanceBlock = command->GetMaterial().UniformBlock(Material::InstanceBlockName);
instanceBlock->GetUniform(Material::TexRectUniformName)->SetFloatValue(light.Pos.X, light.Pos.Y, light.RadiusNear / light.RadiusFar, 0.0f);
instanceBlock->GetUniform(Material::SpriteSizeUniformName)->SetFloatValue(light.RadiusFar * 2.0f, light.RadiusFar * 2.0f);
instanceBlock->GetUniform(Material::ColorUniformName)->SetFloatValue(light.Intensity, light.Brightness, 0.0f, 0.0f);
command->SetTransformation(Matrix4x4f::Translation(light.Pos.X, light.Pos.Y, 0));
renderQueue.AddCommand(command);
}
return true;
}
RenderCommand* LightingRenderer::RentRenderCommand()
{
if (_renderCommandsCount < _renderCommands.size()) {
RenderCommand* command = _renderCommands[_renderCommandsCount].get();
_renderCommandsCount++;
return command;
} else {
std::unique_ptr<RenderCommand>& command = _renderCommands.emplace_back(std::make_unique<RenderCommand>(RenderCommand::Type::Lighting));
_renderCommandsCount++;
command->GetMaterial().SetShader(_owner->_levelHandler->_lightingShader);
command->GetMaterial().SetBlendingEnabled(true);
command->GetMaterial().SetBlendingFactors(GL_SRC_ALPHA, GL_ONE);
command->GetMaterial().ReserveUniformsDataMemory();
command->GetGeometry().SetDrawParameters(GL_TRIANGLE_STRIP, 0, 4);
auto* textureUniform = command->GetMaterial().Uniform(Material::TextureUniformName);
if (textureUniform && textureUniform->GetIntValue(0) != 0) {
textureUniform->SetIntValue(0); // GL_TEXTURE0
}
return command.get();
}
}
}
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