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
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# File 'lib/engine/rendering/render_pipeline.rb', line 126 def self.add_instance(mesh_renderer) instance_renderers[mesh_renderer.renderer_key].add_instance(mesh_renderer) end |
.alternate_rt(current_rt) ⇒ Object
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# File 'lib/engine/rendering/render_pipeline.rb', line 148 def self.alternate_rt(current_rt) current_rt == render_texture_a ? render_texture_b : render_texture_a end |
.blit_material ⇒ Object
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# File 'lib/engine/rendering/render_pipeline.rb', line 175 def self.blit_material @blit_material ||= Engine::Material.create(shader: Engine::Shader.fullscreen) end |
.blit_to_screen(texture) ⇒ Object
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# File 'lib/engine/rendering/render_pipeline.rb', line 156 def self.blit_to_screen(texture) Engine::GL.BindFramebuffer(Engine::GL::FRAMEBUFFER, 0) screen_quad.draw(blit_material, texture) end |
.clear_buffer ⇒ Object
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# File 'lib/engine/rendering/render_pipeline.rb', line 152 def self.clear_buffer Engine::GL.Clear(Engine::GL::COLOR_BUFFER_BIT | Engine::GL::DEPTH_BUFFER_BIT) end |
.copy_fbo ⇒ Object
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# File 'lib/engine/rendering/render_pipeline.rb', line 237 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
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# File 'lib/engine/rendering/render_pipeline.rb', line 221 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
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# File 'lib/engine/rendering/render_pipeline.rb', line 191 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
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# File 'lib/engine/rendering/render_pipeline.rb', line 77 def self.directional_shadow_map_array @directional_shadow_map_array ||= ShadowMapArray.new(layer_count: 4) end |
.disable_depth_test ⇒ Object
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# File 'lib/engine/rendering/render_pipeline.rb', line 167 def self.disable_depth_test Engine::GL.Disable(Engine::GL::DEPTH_TEST) end |
.draw ⇒ Object
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# File 'lib/engine/rendering/render_pipeline.rb', line 5 def self.draw 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(: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
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# File 'lib/engine/rendering/render_pipeline.rb', line 115 def self.draw_3d instance_renderers.values.each(&:draw_all) end |
.draw_shadow_maps ⇒ Object
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# File 'lib/engine/rendering/render_pipeline.rb', line 46 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
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# File 'lib/engine/rendering/render_pipeline.rb', line 119 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
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# File 'lib/engine/rendering/render_pipeline.rb', line 162 def self.enable_depth_test Engine::GL.Enable(Engine::GL::DEPTH_TEST) Engine::GL.DepthFunc(Engine::GL::LESS) end |
.instance_renderers ⇒ Object
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# File 'lib/engine/rendering/render_pipeline.rb', line 261 def self.instance_renderers @instance_renderers ||= Hash.new do |hash, key| hash[key] = InstanceRenderer.new(key[0], key[1]) end end |
.normal_buffer ⇒ Object
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# File 'lib/engine/rendering/render_pipeline.rb', line 187 def self.normal_buffer @normal_buffer ||= create_normal_buffer end |
.point_shadow_map_array ⇒ Object
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# File 'lib/engine/rendering/render_pipeline.rb', line 85 def self.point_shadow_map_array @point_shadow_map_array ||= CubemapShadowMapArray.new(layer_count: 4) end |
.remove_instance(mesh_renderer) ⇒ Object
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# File 'lib/engine/rendering/render_pipeline.rb', line 130 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
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# File 'lib/engine/rendering/render_pipeline.rb', line 96 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
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# File 'lib/engine/rendering/render_pipeline.rb', line 89 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
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# File 'lib/engine/rendering/render_pipeline.rb', line 245 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
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# File 'lib/engine/rendering/render_pipeline.rb', line 253 def self.render_texture_b @render_texture_b ||= RenderTexture.new(Engine::Window.framebuffer_width, Engine::Window.framebuffer_height) end |
.reset_viewport ⇒ Object
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# File 'lib/engine/rendering/render_pipeline.rb', line 171 def self. Engine::GL.Viewport(0, 0, Engine::Window.framebuffer_width, Engine::Window.framebuffer_height) end |
.resize_normal_buffer(width, height) ⇒ Object
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# File 'lib/engine/rendering/render_pipeline.rb', line 211 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
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# File 'lib/engine/rendering/render_pipeline.rb', line 257 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
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# File 'lib/engine/rendering/render_pipeline.rb', line 138 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
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# File 'lib/engine/rendering/render_pipeline.rb', line 142 def self.skybox_cubemap SkyboxRenderer.cubemap end |
.spot_shadow_map_array ⇒ Object
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# File 'lib/engine/rendering/render_pipeline.rb', line 81 def self.spot_shadow_map_array @spot_shadow_map_array ||= ShadowMapArray.new(layer_count: 4) end |
.sync_transforms ⇒ Object
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# File 'lib/engine/rendering/render_pipeline.rb', line 109 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
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# File 'lib/engine/rendering/render_pipeline.rb', line 134 def self.update_instance(mesh_renderer) instance_renderers[mesh_renderer.renderer_key].update_instance(mesh_renderer) end |
.update_render_texture_size ⇒ Object
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# File 'lib/engine/rendering/render_pipeline.rb', line 179 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 |