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render_configs

Render Configs

setvar myVariable 11235
setvar screenWidth $myVariable * 8
 
enum imageType { GL_UNSIGNED_BYTE }
 
renderconfig "DeferredRenderer"
path "path1"
path "path2"
program ""
vertshader "filename"
fragshader "filename"
vertattrib 0 "vtxPosition"
vertattrib <index> "name"
fbo GL_COLOR_ATTACHMENT0 GL_FLOAT GL_RGBA (texture "name" | renderbuffer <<imageType>> | cube_(pos|neg)_(x|y|z) "name")
texture name "name" width 256 height 256 components 3 type GL_UNSIGNED_BYTE
loadtexture name "name" filename "filename"
uniformlist "uniformListName"
uniform_mat4 "uniformName" <m11> <m12> <m13> <m14> ... <m41> <m42> <m43> <m44>
uniform_vec3 "uniformName" <x> <y> <z>
uniform_mtl "uniformName" "materialPropertyName" uniformType
sampler "samplerObjectName" ((GL_WRAP_S|GL_WRAP_T|GL_WRAP_R|...) (PARAMVALUE) ...)
 
pass <index>
bindfbo "fboname"
bindtexture "shaderVariable" "textureName" ""
zonly 1
useuniforms "uniformlist"
 
pass <index>
# optional
zonly 0

VertexAttribInfo

struct VertexAttribInfo
{
    int index;
    string name;
};

Render Configuration Syntax:

vertattrib <index> <name>

ProgramInfo

struct ProgramInfo
{
    string name;
    string vertShader;
    string fragShader;
    vector<VertexAttribInfo> vertexAttribs;
};

Render Configuration Syntax:

program <name>
vertshader <vertShader>
fragshader <fragShader>

AttachmentInfo

struct AttachmentInfo
{
    string attachment; // "COLOR_ATTACHMENT0", "COLOR_ATTACHMENT1", "DEPTH_ATTACHMENT"
    string type;   // "GL_UNSIGNED_BYTE", ...
    string renderbuffer;
    string texture;
    string target;
};

FrambufferInfo

struct FramebufferInfo
{
    string name;
    // attachment, renderbuffer
    vector<tuple<GLenum, string>> renderbuffers;
    // attachment, target, texture, level
    vector<tuple<GLenum, GLenum, string, int>> textures;
};
fbo "name"
fbo attach GL_RENDERBUFFER (GL_COLOR_ATTACHMENTn | GL_DEPTH_ATTACHMENT) "name"
fbo attach GL_TEXTURE_2D GL_(COLOR|DEPTH)_ATTACHMENT "name" [level = 0]
fbo attach GL_TEXTURE_CUBE_MAP_(POSITIVE|NEGATIVE)_(X|Y|Z) "name" [level = 0]

PassInfo

struct PassInfo
{
    int index;
    string fboName;
    string program;
    vector<enum> enables;
    vector<string> uniformLists;
    vector<tuple<string,string,string>> textures; // uniformName, textureObj, samplerObj
};

RenderConfigInfo

RenderConfigInfo is used to set up the entire rendering pipeline. It bridges the scene graph with the rendering engine. It tells the Fluxions engine how exactly a rendered image should be produced with OpenGL. It can be used to decide whether to quick render a depth pass with zonly. It can be used to decide whether to render the scene graph with drawsg or a full screen quad instead. The width and height may be specified. If they are 0, then the default screen width and height are used instead.

struct RenderConfigInfo
{
    string name;
    ProgramInfo program;
    FramebufferInfo fbo;
    vector<PassInfo> passes;
    int zonly;
    int drawsg;
    int width;
    int height;
};

Render Configuration Syntax:

renderconfig <name>
glEnable <enum>

SamplerInfo

struct SamplerInfo
{
    string name;
    vector<pair<enum, enum>> parameters;
};

Render Configuration Syntax:

sampler <name>
sampler <param> <param value>

TextureInfo

struct TextureInfo
{
    string name;
    enum target;
    vector<string> files;
    int components;
    enum format;
    enum internalformat;
    int width;
    int height;
    bool generateMipmap;
};

Render Configuration Syntax:

texture <name>
texture <target> <filename>
texture <level> <internalformat> <width> <height> <format> <type>
texture generateMipmap
internalformat GL_RGB[A], GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL
format GL_UNSIGNED_BYTE, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT_32F

RenderbufferInfo

struct RenderbufferInfo
{
    int width;
    int height;
    enum format;
};

Renderer

struct Renderer
{
    map<string, RenderConfigInfo> renderConfigs;
    map<string, UniformLists> uniformLists;
    map<string, TextureInfo> textures;
    map<string, SamplerInfo> samplers;
};

To tell the renderer what to render, use the render command

render <renderconfig 1>
render <renderconfig 2>
render_configs.txt · Last modified: 2016/10/31 21:48 by 47.200.224.152

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