Files
Modularity/src/Rendering.h
2025-12-19 07:03:03 -05:00

152 lines
5.8 KiB
C++

#pragma once
#include "Common.h"
#include "SceneObject.h"
#include "../include/Shaders/Shader.h"
#include "../include/Textures/Texture.h"
#include "../include/Skybox/Skybox.h"
#include <unordered_map>
// Cube vertex data (position + normal + texcoord)
extern float vertices[];
// Primitive generation functions
std::vector<float> generateSphere(int segments = 32, int rings = 16);
std::vector<float> generateCapsule(int segments = 16, int rings = 8);
class Mesh {
private:
unsigned int VAO, VBO;
int vertexCount;
public:
Mesh(const float* vertexData, size_t dataSizeBytes);
~Mesh();
void draw() const;
int getVertexCount() const { return vertexCount; }
};
class OBJLoader {
public:
struct LoadedMesh {
std::string path;
std::unique_ptr<Mesh> mesh;
std::string name;
int vertexCount = 0;
int faceCount = 0;
bool hasNormals = false;
bool hasTexCoords = false;
glm::vec3 boundsMin = glm::vec3(FLT_MAX);
glm::vec3 boundsMax = glm::vec3(-FLT_MAX);
std::vector<glm::vec3> triangleVertices; // positions duplicated per-triangle for picking
};
private:
std::vector<LoadedMesh> loadedMeshes;
public:
int loadOBJ(const std::string& filepath, std::string& errorMsg);
Mesh* getMesh(int index);
const LoadedMesh* getMeshInfo(int index) const;
const std::vector<LoadedMesh>& getAllMeshes() const { return loadedMeshes; }
void clear() { loadedMeshes.clear(); }
size_t getMeshCount() const { return loadedMeshes.size(); }
};
class Camera;
class Renderer {
private:
unsigned int framebuffer = 0, viewportTexture = 0, rbo = 0;
int currentWidth = 800, currentHeight = 600;
struct RenderTarget {
unsigned int fbo = 0;
unsigned int texture = 0;
unsigned int rbo = 0;
int width = 0;
int height = 0;
};
RenderTarget previewTarget;
RenderTarget postTarget;
RenderTarget previewPostTarget;
RenderTarget historyTarget;
RenderTarget bloomTargetA;
RenderTarget bloomTargetB;
struct MirrorSmoothing {
glm::vec2 planar = glm::vec2(0.0f);
bool initialized = false;
};
std::unordered_map<int, MirrorSmoothing> mirrorSmooth;
Shader* shader = nullptr;
Shader* defaultShader = nullptr;
Shader* postShader = nullptr;
Shader* brightShader = nullptr;
Shader* blurShader = nullptr;
Texture* texture1 = nullptr;
Texture* texture2 = nullptr;
std::unordered_map<std::string, std::unique_ptr<Texture>> textureCache;
struct ShaderEntry {
std::unique_ptr<Shader> shader;
fs::file_time_type vertTime;
fs::file_time_type fragTime;
std::string vertPath;
std::string fragPath;
};
std::unordered_map<std::string, ShaderEntry> shaderCache;
std::string defaultVertPath = "Resources/Shaders/vert.glsl";
std::string defaultFragPath = "Resources/Shaders/frag.glsl";
std::string postVertPath = "Resources/Shaders/postfx_vert.glsl";
std::string postFragPath = "Resources/Shaders/postfx_frag.glsl";
std::string postBrightFragPath = "Resources/Shaders/postfx_bright_frag.glsl";
std::string postBlurFragPath = "Resources/Shaders/postfx_blur_frag.glsl";
bool autoReloadShaders = true;
glm::vec3 ambientColor = glm::vec3(0.2f, 0.2f, 0.2f);
Mesh* cubeMesh = nullptr;
Mesh* sphereMesh = nullptr;
Mesh* capsuleMesh = nullptr;
Mesh* planeMesh = nullptr;
Skybox* skybox = nullptr;
unsigned int quadVAO = 0;
unsigned int quadVBO = 0;
unsigned int displayTexture = 0;
bool historyValid = false;
std::unordered_map<int, RenderTarget> mirrorTargets;
void setupFBO();
void ensureRenderTarget(RenderTarget& target, int w, int h);
void releaseRenderTarget(RenderTarget& target);
void updateMirrorTargets(const Camera& camera, const std::vector<SceneObject>& sceneObjects, int width, int height, float fovDeg, float nearPlane, float farPlane);
void ensureQuad();
void drawFullscreenQuad();
void clearHistory();
void clearTarget(RenderTarget& target);
void renderSceneInternal(const Camera& camera, const std::vector<SceneObject>& sceneObjects, int width, int height, bool unbindFramebuffer, float fovDeg, float nearPlane, float farPlane, bool drawMirrorObjects);
unsigned int applyPostProcessing(const std::vector<SceneObject>& sceneObjects, unsigned int sourceTexture, int width, int height, bool allowHistory);
PostFXSettings gatherPostFX(const std::vector<SceneObject>& sceneObjects) const;
public:
Renderer() = default;
~Renderer();
void initialize();
Texture* getTexture(const std::string& path);
Shader* getShader(const std::string& vert, const std::string& frag);
bool forceReloadShader(const std::string& vert, const std::string& frag);
void setAmbientColor(const glm::vec3& color) { ambientColor = color; }
glm::vec3 getAmbientColor() const { return ambientColor; }
void resize(int w, int h);
int getWidth() const { return currentWidth; }
int getHeight() const { return currentHeight; }
void beginRender(const glm::mat4& view, const glm::mat4& proj, const glm::vec3& cameraPos);
void renderSkybox(const glm::mat4& view, const glm::mat4& proj);
void renderObject(const SceneObject& obj);
void renderScene(const Camera& camera, const std::vector<SceneObject>& sceneObjects, int selectedId = -1, float fovDeg = FOV, float nearPlane = NEAR_PLANE, float farPlane = FAR_PLANE);
unsigned int renderScenePreview(const Camera& camera, const std::vector<SceneObject>& sceneObjects, int width, int height, float fovDeg, float nearPlane, float farPlane, bool applyPostFX = false);
void endRender();
Skybox* getSkybox() { return skybox; }
unsigned int getViewportTexture() const { return displayTexture ? displayTexture : viewportTexture; }
};