Module: Rendering::RenderPipeline

Defined in:
lib/engine/rendering/render_pipeline.rb

Class Method Summary collapse

Class Method Details

.add_instance(mesh_renderer) ⇒ Object



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# File 'lib/engine/rendering/render_pipeline.rb', line 130

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 152

def self.alternate_rt(current_rt)
  current_rt == render_texture_a ? render_texture_b : render_texture_a
end

.blit_materialObject



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# File 'lib/engine/rendering/render_pipeline.rb', line 179

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 160

def self.blit_to_screen(texture)
  Engine::GL.BindFramebuffer(Engine::GL::FRAMEBUFFER, 0)
  reset_viewport
  screen_quad.draw(blit_material, texture)
end

.clear_bufferObject



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# File 'lib/engine/rendering/render_pipeline.rb', line 156

def self.clear_buffer
  Engine::GL.Clear(Engine::GL::COLOR_BUFFER_BIT | Engine::GL::DEPTH_BUFFER_BIT)
end

.copy_fboObject



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# File 'lib/engine/rendering/render_pipeline.rb', line 241

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_textureObject



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# File 'lib/engine/rendering/render_pipeline.rb', line 225

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_bufferObject



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# File 'lib/engine/rendering/render_pipeline.rb', line 195

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_arrayObject



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# File 'lib/engine/rendering/render_pipeline.rb', line 81

def self.directional_shadow_map_array
  @directional_shadow_map_array ||= ShadowMapArray.new(layer_count: 4)
end

.disable_depth_testObject



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# File 'lib/engine/rendering/render_pipeline.rb', line 171

def self.disable_depth_test
  Engine::GL.Disable(Engine::GL::DEPTH_TEST)
end

.drawObject



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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
  reset_viewport

  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_3dObject



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# File 'lib/engine/rendering/render_pipeline.rb', line 119

def self.draw_3d
  instance_renderers.values.each(&:draw_all)
end

.draw_shadow_mapsObject



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# File 'lib/engine/rendering/render_pipeline.rb', line 50

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

  reset_viewport
end

.draw_uiObject



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# File 'lib/engine/rendering/render_pipeline.rb', line 123

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_testObject



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# File 'lib/engine/rendering/render_pipeline.rb', line 166

def self.enable_depth_test
  Engine::GL.Enable(Engine::GL::DEPTH_TEST)
  Engine::GL.DepthFunc(Engine::GL::LESS)
end

.instance_renderersObject



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# File 'lib/engine/rendering/render_pipeline.rb', line 265

def self.instance_renderers
  @instance_renderers ||= Hash.new do |hash, key|
    hash[key] = InstanceRenderer.new(key[0], key[1])
  end
end

.normal_bufferObject



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# File 'lib/engine/rendering/render_pipeline.rb', line 191

def self.normal_buffer
  @normal_buffer ||= create_normal_buffer
end

.point_shadow_map_arrayObject



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# File 'lib/engine/rendering/render_pipeline.rb', line 89

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 134

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 100

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 93

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_aObject



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# File 'lib/engine/rendering/render_pipeline.rb', line 249

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_bObject



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# File 'lib/engine/rendering/render_pipeline.rb', line 257

def self.render_texture_b
  @render_texture_b ||= RenderTexture.new(Engine::Window.framebuffer_width, Engine::Window.framebuffer_height)
end

.reset_viewportObject



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# File 'lib/engine/rendering/render_pipeline.rb', line 175

def self.reset_viewport
  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 215

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_quadObject



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# File 'lib/engine/rendering/render_pipeline.rb', line 261

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 142

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_cubemapObject



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# File 'lib/engine/rendering/render_pipeline.rb', line 146

def self.skybox_cubemap
  SkyboxRenderer.cubemap
end

.spot_shadow_map_arrayObject



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# File 'lib/engine/rendering/render_pipeline.rb', line 85

def self.spot_shadow_map_array
  @spot_shadow_map_array ||= ShadowMapArray.new(layer_count: 4)
end

.sync_transformsObject



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# File 'lib/engine/rendering/render_pipeline.rb', line 113

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 138

def self.update_instance(mesh_renderer)
  instance_renderers[mesh_renderer.renderer_key].update_instance(mesh_renderer)
end

.update_render_texture_sizeObject



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# File 'lib/engine/rendering/render_pipeline.rb', line 183

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