mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-27 03:53:24 +00:00
128 lines
4.1 KiB
C++
Executable File
128 lines
4.1 KiB
C++
Executable File
#ifndef ROOT_H
|
|
#define ROOT_H
|
|
|
|
#include "util.h"
|
|
#include "meshData.h"
|
|
|
|
#include <glm.hpp>
|
|
|
|
#include <glad.h>
|
|
|
|
#include <glfw3.h>
|
|
|
|
#include <unordered_map>
|
|
#include <string>
|
|
#include <vector>
|
|
|
|
class GLFWwindow;
|
|
|
|
namespace vb01{
|
|
void foo();
|
|
|
|
class Camera;
|
|
class Mesh;
|
|
class Box;
|
|
class Quad;
|
|
class Node;
|
|
class Texture;
|
|
class Shader;
|
|
class ParticleEmitter;
|
|
|
|
class Root{
|
|
public:
|
|
static Root* getSingleton();
|
|
void update();
|
|
void start(int, int, std::string, std::string);
|
|
void toggleHDR(bool);
|
|
void toggleBloom(bool);
|
|
void addMeshes(Node*);
|
|
void createSkybox(std::string[6]);
|
|
void createSkybox(vb01::Texture*);
|
|
void removeSkybox();
|
|
void initVertexDataOnGpu(MeshData&, u32&, u32&, u32&, bool);
|
|
inline u32& getMeshVAO(){return meshVAO;}
|
|
inline u32& getMeshVBO(){return meshVBO;}
|
|
inline u32& getMeshEBO(){return meshEBO;}
|
|
inline const int getMaxNumShapeKeys(){return MAX_NUM_SHAPE_KEYS;}
|
|
inline Camera* getCamera(){return camera;}
|
|
inline Node* getRootNode(){return rootNode;}
|
|
inline Node* getGuiNode(){return guiNode;}
|
|
inline int getWidth(){return width;}
|
|
inline int getHeight(){return height;}
|
|
inline u32* getFBO(){return &FBO;}
|
|
inline u32* getRBO(){return &RBO;}
|
|
inline GLFWwindow* getWindow(){return window;}
|
|
inline void setExposure(float exposure){this->exposure = exposure;}
|
|
inline void setGamma(float gamma){this->gamma = gamma;}
|
|
inline void setBlurLevel(bool level){this->blurLevel = level;}
|
|
inline Box* getSkybox(){return skybox;}
|
|
inline Box* getIblBox(){return iblBox;}
|
|
inline Quad* getBrdfLutPlane(){return brdfLutPlane;}
|
|
inline void shiftNumLights(bool increase){numLights += (increase ? 1 : -1);}
|
|
inline int getNumLights(){return numLights;}
|
|
inline std::string getLibPath(){return libPath;}
|
|
private:
|
|
struct DrawElementsIndirectCommand {
|
|
u32 count = 0;
|
|
u32 instanceCount = 0;
|
|
u32 firstIndex = 0;
|
|
int baseVertex = 0;
|
|
u32 baseInstance = 0;
|
|
};
|
|
struct ObjectVertexData {
|
|
float shapeKeyFactors[24];
|
|
glm::mat4 viewProj, model, bones[256];
|
|
//bool animated;
|
|
};
|
|
struct ObjectFragmentData {
|
|
Vector4 diffuseColor, specularColor;
|
|
float shinyness, specularStrength;
|
|
bool lightingEnabled, constLightingEnabled, texturingEnabled, normalMapEnabled, specularMapEnabled, castShadow, environmentMapEnabled;
|
|
};
|
|
|
|
const int MAX_NUM_SHAPE_KEYS = 5;
|
|
int NUM_MAX_TEXTURE_UNITS = 0, NUM_MAX_TEXTURE_ARRAY_SIZE = 0, numLights = 0, width, height, blurLevel = 10, currNumVerts = 0, currNumIndexes = 0;
|
|
u32 meshVAO, meshVBO, meshEBO, particleVAO, particleVBO, guiPlaneVAO, guiPlaneVBO, guiPlaneEBO, FBO, RBO, pingpongBuffers[2], drawCmdBuffer = -1, objVertBuffer = -1, objFragBuffer = -1;
|
|
bool bloom = false, hdr = false;
|
|
float exposure = 1, gamma = 1;
|
|
Box *skybox = nullptr, *iblBox = nullptr;
|
|
Quad *guiPlane = nullptr, *brdfLutPlane = nullptr;
|
|
GLFWwindow *window;
|
|
Node *rootNode, *guiNode;
|
|
Camera *camera;
|
|
Shader *blurShader;
|
|
Texture *pingPongTextures[2];
|
|
std::vector<MeshData*> drawCmdMeshes;
|
|
std::vector<MeshData::GpuVertex> currentGpuVertices;
|
|
std::vector<u32> currentIndices;
|
|
std::vector<Mesh*> meshes;
|
|
std::vector<DrawElementsIndirectCommand> drawCmds;
|
|
std::vector<ObjectVertexData> objVertData;
|
|
std::vector<ObjectFragmentData> objFragData;
|
|
std::string libPath;
|
|
|
|
Root();
|
|
void framebuffer_size_callback(GLFWwindow*, int, int);
|
|
void renderMeshes();
|
|
void renderParticles(std::vector<ParticleEmitter*>&);
|
|
void renderGui(std::vector<Mesh*>&);
|
|
void initWindow(std::string);
|
|
void initMainFramebuffer(Texture*, Texture*);
|
|
void initBloomFramebuffer();
|
|
void initGuiPlane();
|
|
void updateBloomFramebuffer();
|
|
void updateGuiPlane();
|
|
void updateNodeTree(vb01::Node*, glm::mat4&, bool);
|
|
void updateNode(vb01::Node*, glm::mat4&, glm::mat4&, bool);
|
|
void renderMesh(Mesh*, u32&);
|
|
protected:
|
|
virtual void initMeshRendering(u32 &vao, u32 &vbo, u32 &ebo);
|
|
virtual void initParticleRendering();
|
|
virtual void initGuiRendering();
|
|
virtual void initPostProcessing();
|
|
virtual void postProcess(){}
|
|
};
|
|
}
|
|
|
|
#endif
|