Add GL error handling, resource fallbacks and GPU timing; speed up lighting
Bug fixes: - Release static GL objects (UBOs, logo texture) before the context is destroyed via new Renderer::shutdown() - Fix max point/spot light warnings never firing - Show frame time in ms instead of seconds - Size the viewport framebuffer in physical pixels on HiDPI displays - Stop double-flipping OBJ UVs; add flip_uvs option to load_obj for models with a top-left UV origin (backpack) Build: - Track header dependencies (-MMD -MP) so header edits trigger rebuilds - Create build/ automatically Error handling: - Add gldebug module: KHR_debug output routed to the logger in debug builds, object labels, and error/status string helpers - Validate inputs and check GL errors when creating textures, meshes, framebuffers, uniform buffers and shaders; FrameBuffer::resize() and Renderer::init() now report failure Resources: - Add ResourceCache: shares textures and shaders by path and substitutes fallbacks (magenta checkerboard texture, unlit shader, cube mesh) for assets that fail to load; specular maps are optional - load_obj never fails, a broken model becomes a fallback cube - Renderer draws submeshes with broken materials using the fallback material instead of skipping them - Add Texture::create_from_pixels, Shader::create_from_source and Mesh::create_cube - Cache uniform locations in Shader, looked up with string_view so hits don't allocate; missing uniforms warn once Performance: - Add CpuTimer and GpuTimer (GL_TIME_ELAPSED, non-blocking readback) and a Performance section in the UI with averaged overlay numbers - Sample material textures once per fragment and apply material colors after accumulating lights - Pass camera position through CameraBlock instead of inverting the view matrix per fragment - Compute the normal matrix on the CPU instead of per vertex - Skip spot light work for fragments outside the outer cone
This commit is contained in:
@@ -11,15 +11,24 @@ namespace Fan
|
||||
class Renderer
|
||||
{
|
||||
public:
|
||||
static void init();
|
||||
// init() needs a current GL context and also initializes the ResourceCache.
|
||||
// shutdown() must run before the window (and its context) is destroyed
|
||||
static bool init();
|
||||
static void shutdown();
|
||||
|
||||
static void set_viewport(int x, int y, int width, int height);
|
||||
static void set_clear_color(const glm::vec4& color);
|
||||
static void set_wireframe(bool enabled);
|
||||
static void set_wireframe(bool enabled); // Global, stays on until disabled
|
||||
|
||||
static void clear();
|
||||
|
||||
// Draws into the currently bound framebuffer without clearing it.
|
||||
// screen_width and screen_height only set the camera aspect ratio
|
||||
static void draw_scene(const Scene& scene, const Camera& camera,
|
||||
int screen_width, int screen_height);
|
||||
|
||||
// debug_shader needs u_model, u_view_projection and u_color. default_mesh is
|
||||
// drawn for entities without a mesh and for lights. Disables wireframe when done
|
||||
static void draw_debug_wireframes(const Scene& scene, const Camera& camera,
|
||||
int screen_width, int screen_height,
|
||||
const Rc<Shader>& debug_shader,
|
||||
@@ -35,6 +44,7 @@ private:
|
||||
struct CameraData {
|
||||
glm::mat4 view;
|
||||
glm::mat4 projection;
|
||||
glm::vec4 position; // w unused, std140 pads vec3 to 16 bytes anyway
|
||||
};
|
||||
|
||||
// Maps to Fan::DirectionalLight
|
||||
@@ -75,7 +85,6 @@ private:
|
||||
PointLightData point_lights[MAX_POINT_LIGHTS];
|
||||
SpotLightData spot_lights[MAX_SPOT_LIGHTS];
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
} // namespace Fan
|
||||
|
||||
Reference in New Issue
Block a user