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rendering_system.cpp

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  • rendering_system.cpp 4.44 KiB
    //------------------------------------------------------------------------------
    // Project Phoenix
    //
    // Copyright (c) 2017-2018 RWTH Aachen University, Germany,
    // Virtual Reality & Immersive Visualization Group.
    //------------------------------------------------------------------------------
    //                                 License
    //
    // Licensed under the 3-Clause BSD License (the "License");
    // you may not use this file except in compliance with the License.
    // See the file LICENSE for the full text.
    // You may obtain a copy of the License at
    //
    //     https://opensource.org/licenses/BSD-3-Clause
    //
    // Unless required by applicable law or agreed to in writing, software
    // distributed under the License is distributed on an "AS IS" BASIS,
    // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
    // See the License for the specific language governing permissions and
    // limitations under the License.
    //------------------------------------------------------------------------------
    
    #include "phx/rendering/rendering_system.hpp"
    
    #include <memory>
    #include <string>
    #include <utility>
    #include <vector>
    
    #include "phx/core/engine.hpp"
    #include "phx/core/logger.hpp"
    #include "phx/core/scene.hpp"
    #include "phx/core/system.hpp"
    #include "phx/rendering/components/light.hpp"
    #include "phx/rendering/components/mesh_render_settings.hpp"
    #include "phx/rendering/components/resource_component.hpp"
    #include "phx/rendering/components/skybox.hpp"
    #include "phx/rendering/components/transform.hpp"
    #include "phx/rendering/render_passes/skybox_pass.hpp"
    #include "phx/resources/resource_pointer.hpp"
    #include "phx/resources/types/material.hpp"
    #include "phx/resources/types/mesh.hpp"
    
    #include "gl/debug.hpp"
    #include "gl/opengl.hpp"
    
    namespace phx {
    
    RenderingSystem::RenderingSystem(Engine* engine, DisplaySystem* display_system)
        : System(engine) {
      if (!display_system) error("RenderingSystem needs a valid DisplaySystem.");
      InitializeOpenGL();
      SetupFramegraph();
    }
    
    void RenderingSystem::InitializeOpenGL() {
      if (!gl::initialize()) {
        error("Initializing gl failed");
      }
    
      gl::set_debug_output_enabled(true);
      gl::set_debug_log_callback([&](gl::debug_log log) {
        warn("[gl::error] with message {}", log.message);
      });
    }
    
    void RenderingSystem::SetupFramegraph() {
      // set up an empty frame graph, just so we always have one...
      frame_graph_ = std::make_unique<FrameGraph>();
      frame_graph_->Initialize();
    }
    
    void RenderingSystem::Update(const FrameTimer::TimeInfo&) {
      if (GetEngine()->GetScene() == nullptr) {
        return;
      }
    
      std::vector<GeometryPass::RenderingInstance> rendering_instances;
      std::vector<std::pair<Light*, Transform*>> light_transform_pairs;
      Skybox* skybox = nullptr;
    
      for (auto& entity : GetEngine()->GetEntities()) {
        auto light = entity->GetFirstComponent<Light>();
        auto transform = entity->GetFirstComponent<Transform>();
    
        const auto material =
            entity->GetFirstComponent<ResourceComponent<Material>>();
        const auto mesh = entity->GetFirstComponent<ResourceComponent<Mesh>>();
        const auto mesh_render_settings =
            entity->GetFirstComponent<MeshRenderSettings>();
        if (transform != nullptr) {
          if (mesh != nullptr) {
            rendering_instances.push_back(
                {mesh->GetResourcePointer().Get(),
                 (material != nullptr ? material->GetResourcePointer().Get()
                                      : nullptr),
                 transform, mesh_render_settings});
    
          } else if (light != nullptr) {
            light_transform_pairs.push_back(
                std::pair<Light*, Transform*>(light, transform));
          }
        }
        if (entity->GetFirstComponent<Skybox>() != nullptr) {
          skybox = entity->GetFirstComponent<Skybox>();
        }
      }
    
      auto skybox_passes = frame_graph_->GetRenderPasses<SkyboxPass>();
      for (auto skybox_pass : skybox_passes) {
        skybox_pass->SetSkyboxComponent(skybox);
      }
    
      auto geometry_passes = frame_graph_->GetRenderPasses<GeometryPass>();
      for (auto geometry_pass : geometry_passes) {
        geometry_pass->SetData(rendering_instances, light_transform_pairs);
      }
    
      frame_graph_->Execute();
    }
    
    FrameGraph* RenderingSystem::GetFrameGraph() const {
      return frame_graph_.get();
    }
    
    void RenderingSystem::SetFrameGraph(std::unique_ptr<FrameGraph> frame_graph) {
      frame_graph_ = std::move(frame_graph);
    }
    
    std::string RenderingSystem::ToString() const {
      return "RenderingSystem with #FrameGraph-Passes: " +
             std::to_string(frame_graph_->GetNumberOfPasses());
    }
    
    }  // namespace phx