Merge branch 'master' of https://github.com/teamfisk/TacticalZ into Importer

# Conflicts:
#	include/Engine/Collision/Collision.h
#	src/Engine/Rendering/Model.cpp
#	src/Engine/Rendering/RawModelAssimp.cpp
This commit is contained in:
antc13
2016-01-15 18:00:30 +01:00
109 changed files with 3705 additions and 1382 deletions
+1 -1
View File
@@ -3,7 +3,7 @@
#include "../Core/ResourceManager.h"
class BaseTexture : public Resource
class BaseTexture : public ThreadUnsafeResource
{
friend class ResourceManager;
+6 -8
View File
@@ -26,13 +26,12 @@ public:
glm::quat Orientation() const { return m_Orientation; }
void SetOrientation(glm::quat val);
/*float Pitch() const { return m_Pitch; }
void Pitch(float val);
float Yaw() const { return m_Yaw; }
void Yaw(float val);*/
glm::mat4 ProjectionMatrix() const { return m_ProjectionMatrix; }
void SetProjectionMatrix(glm::mat4 val);
glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
void SetViewMatrix(glm::mat4 val);
float AspectRatio() const { return m_AspectRatio; }
void SetAspectRatio(float val);
@@ -46,11 +45,10 @@ public:
float FarClip() const { return m_FarClip; }
void SetFarClip(float val);
void UpdateViewMatrix();
void UpdateProjectionMatrix();
private:
void UpdateViewMatrix();
void UpdateProjectionMatrix();
glm::vec3 m_Position;
glm::quat m_Orientation;
@@ -9,6 +9,9 @@ public:
: FirstPersonInputController(eventBroker, playerID)
{ }
void SetPosition(const glm::vec3 position) { m_Position = position; }
void SetOrientation(const glm::quat orientation) { m_Orientation = orientation; }
const glm::vec3 Position() const { return m_Position; }
void SetBaseSpeed(float speed) { m_BaseSpeed = speed; }
+38
View File
@@ -0,0 +1,38 @@
#ifndef DrawFinalPass_h__
#define DrawFinalPass_h__
#include "IRenderer.h"
#include "DrawFinalPassState.h"
#include "LightCullingPass.h"
#include "FrameBuffer.h"
#include "ShaderProgram.h"
#include "Util/UnorderedMapVec2.h"
#include "Texture.h"
class DrawFinalPass
{
public:
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass);
~DrawFinalPass() { }
void InitializeTextures();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(RenderScene& scene);
//Getters
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
Texture* m_WhiteTexture;
const IRenderer* m_Renderer;
const LightCullingPass* m_LightCullingPass;
ShaderProgram* m_ForwardPlusProgram;
};
#endif
@@ -0,0 +1,15 @@
#ifndef DrawFinalPassState_h__
#define DrawFinalPassState_h__
#include "Rendering/RenderState.h"
class DrawFinalPassState : public RenderState
{
public:
DrawFinalPassState();
~DrawFinalPassState();
private:
};
#endif
+7 -1
View File
@@ -17,7 +17,7 @@ public:
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(RenderQueueCollection& rq);
void Draw(RenderScene& scene);
//Getters
@@ -25,12 +25,18 @@ public:
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j)
{
return (i->Depth < j->Depth);
};
Texture* m_WhiteTexture;
const IRenderer* m_Renderer;
ShaderProgram* m_BasicForwardProgram;
};
#endif
+1 -1
View File
@@ -9,7 +9,7 @@ class DummyRenderer : public IRenderer
{
public:
virtual void Initialize() override;
virtual void Draw(RenderQueueCollection& rq) override;
virtual void Draw(RenderFrame& rq) override;
};
#endif
-74
View File
@@ -1,74 +0,0 @@
#ifndef Events_Picking_h__
#define Events_Picking_h__
#include "../OpenGL.h"
#include "../GLM.h"
#include "../Core/EventBroker.h"
#include "Util/ScreenCoords.h"
#include "FrameBuffer.h"
#include "../Core/Entity.h"
#include "Util/UnorderedMapVec2.h"
namespace Events
{
/** Thrown Every frame, use functions to pick*/
struct Picking : Event
{
public:
Picking(FrameBuffer* pickingBuffer, GLuint* depthBuffer, glm::mat4 projectionMatrix, glm::mat4 viewMatrix, Rectangle resolution, const std::unordered_map<glm::vec2, EntityID>* pickingColorsToEntity)
: PickingBuffer(pickingBuffer)
, DepthBuffer(depthBuffer)
, ProjectionMatrix(projectionMatrix)
, ViewMatrix(viewMatrix)
, Resolution(resolution)
, PickingColorsToEntity(pickingColorsToEntity)
{ }
struct PickData
{
//Picked Entity
EntityID Entity;
//World position of the "pick"
glm::vec3 Position;
// Depth
float Depth;
};
PickData Pick(glm::vec2 screenCoord) const
{
PickData pickData;
// Invert screen y coordinate
screenCoord.y = Resolution.Height - screenCoord.y;
ScreenCoords::PixelData data = ScreenCoords::ToPixelData(screenCoord, PickingBuffer, *DepthBuffer);
pickData.Depth = data.Depth;
auto it = PickingColorsToEntity->find(glm::vec2(data.Color[0], data.Color[1]));
if (it != PickingColorsToEntity->end()) {
pickData.Entity = it->second;
} else {
pickData.Entity = EntityID_Invalid;
}
pickData.Position = ScreenCoords::ToWorldPos(screenCoord.x, screenCoord.y, data.Depth, Resolution, ProjectionMatrix, ViewMatrix);
return pickData;
}
private:
FrameBuffer* PickingBuffer;
GLuint* DepthBuffer;
const glm::mat4 ProjectionMatrix;
const glm::mat4 ViewMatrix;
const Rectangle Resolution;
const std::unordered_map<glm::vec2, EntityID>* PickingColorsToEntity;
};
}
#endif
+23
View File
@@ -0,0 +1,23 @@
#ifndef Events_SetCamera_h__
#define Events_SetCamera_h__
#include "../Core/EventBroker.h"
#include "../Core/Entity.h"
#include <string.h>
namespace Events
{
struct SetCamera : Event
{
public:
SetCamera() { };
std::string Name;
private:
};
}
#endif
+26 -13
View File
@@ -9,6 +9,17 @@
#include "Camera.h"
#include "RenderQueue.h"
#include "Model.h"
#include "../Core/World.h" //So temp
struct PickData
{
EntityID Entity;
glm::vec3 Position; //World position
float Depth;
::Camera* Camera;
const ::World* World;
};
class IRenderer
{
@@ -20,19 +31,21 @@ public:
void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
bool VSYNC() const { return m_VSYNC; }
void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
::Camera* Camera() const { return m_Camera; }
void SetCamera(::Camera* camera)
{
if (camera == nullptr) {
m_Camera = m_DefaultCamera;
} else {
m_Camera = camera;
}
}
::Camera* Camera() const { return m_Camera; }
void SetCamera(::Camera* camera)
{
if (camera == nullptr) {
m_Camera = m_DefaultCamera;
} else {
m_Camera = camera;
}
}
virtual void Initialize() = 0;
virtual void Update(double dt) = 0;
virtual void Draw(RenderQueueCollection& rq) = 0;
virtual void Draw(RenderFrame& rq) = 0;
virtual PickData Pick(glm::vec2 screenCord) = 0;
World* m_World; //Temp world, untill viktor merge.
protected:
Rectangle m_Resolution = Rectangle::Rectangle(1280, 720);
@@ -40,9 +53,9 @@ protected:
bool m_VSYNC = false;
int m_GLVersion[2];
std::string m_GLVendor;
::Camera* m_DefaultCamera;
::Camera* m_Camera = nullptr;
GLFWwindow* m_Window = nullptr;
::Camera* m_DefaultCamera;
::Camera* m_Camera = nullptr;
};
#endif // Renderer_h__
@@ -0,0 +1,83 @@
#ifndef LightCullingPass_h__
#define LightCullingPass_h__
#define TILE_SIZE 16
#define MAX_LIGHTS_PER_TILE 200
#include "IRenderer.h"
#include "LightCullingPassState.h"
#include "ShaderProgram.h"
#include "RenderQueue.h"
class LightCullingPass
{
public:
LightCullingPass(IRenderer* renderer);
~LightCullingPass();
void GenerateNewFrustum(RenderScene& scene);
void OnResolutionChange();
void SetSSBOSizes();
void CullLights(RenderScene& scene);
void FillLightList(RenderScene& scene);
GLuint FrustumSSBO() const { return m_FrustumSSBO; }
GLuint LightSSBO() const { return m_LightSSBO; }
GLuint LightGridSSBO() const { return m_LightGridSSBO; }
GLuint LightOffsetSSBO() const { return m_LightOffsetSSBO; }
GLuint LightIndexSSBO() const { return m_LightIndexSSBO; }
private:
void InitializeSSBOs();
void InitializeShaderPrograms();
const IRenderer* m_Renderer;
GLuint m_FrustumSSBO = 0;
GLuint m_LightSSBO = 0;
GLuint m_LightGridSSBO = 0;
GLuint m_LightOffsetSSBO = 0;
GLuint m_LightIndexSSBO = 0;
ShaderProgram* m_CalculateFrustumProgram;
ShaderProgram* m_LightCullProgram;
int m_NumberOfTiles = 0;
struct Plane {
glm::vec3 Normal;
float d;
};
struct Frustum {
Plane Planes[4];
};
Frustum* m_Frustums;
//This should be a component
struct PointLight {
glm::vec4 Position = glm::vec4(0.f);
glm::vec4 Color = glm::vec4(1.f);
float Radius = 5.f;
float Intensity = 0.8f;
float Falloff = 0.3f;
float Padding = 1337;
};
std::vector<PointLight> m_PointLights;
struct LightGrid {
float Start;
float Amount;
glm::vec2 Padding;
};
LightGrid* m_LightGrid;
int m_LightOffset = 0;
float* m_LightIndex;
};
#endif
+5 -1
View File
@@ -4,7 +4,7 @@
#include "RawModelAssimp.h"
#include "../OpenGL.h"
class Model : public RawModel
class Model : public ThreadUnsafeResource
{
friend class ResourceManager;
@@ -13,11 +13,15 @@ private:
public:
~Model();
const std::vector<RawModel::MaterialGroup>& MaterialGroups() const { return m_RawModel->MaterialGroups; }
const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
const std::vector<RawModel::Vertex>& Vertices() const { return m_RawModel->m_Vertices; }
GLuint VAO;
GLuint ElementBuffer;
private:
RawModel* m_RawModel;
GLuint VertexBuffer;
GLuint DiffuseVertexColorBuffer;
GLuint SpecularVertexColorBuffer;
+55
View File
@@ -0,0 +1,55 @@
#ifndef ModelJob_h__
#define ModelJob_h__
#include <cstdint>
#include "../Common.h"
#include "../GLM.h"
#include "../Core/ComponentWrapper.h"
#include "Texture.h"
#include "Model.h"
#include "RenderJob.h"
#include "../Core/ResourceManager.h"
#include "Camera.h"
#include "../Core/World.h"
struct ModelJob : RenderJob
{
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, World* world)
: RenderJob()
{
Model = model;
TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
DiffuseTexture = matGroup.Texture.get();
NormalTexture = matGroup.NormalMap.get();
SpecularTexture = matGroup.SpecularMap.get();
StartIndex = matGroup.StartIndex;
EndIndex = matGroup.EndIndex;
Matrix = matrix;
Color = modelComponent["Color"];
Entity = modelComponent.EntityID;
World = world;
};
unsigned int TextureID;
unsigned int ShaderID;
EntityID Entity;
glm::mat4 Matrix;
const Texture* DiffuseTexture;
const Texture* NormalTexture;
const Texture* SpecularTexture;
float Shininess = 0.f;
glm::vec4 Color;
const ::Model* Model = nullptr;
unsigned int StartIndex = 0;
unsigned int EndIndex = 0;
World* World;
void CalculateHash() override
{
Hash = TextureID;
}
};
#endif
+23 -6
View File
@@ -1,13 +1,17 @@
#ifndef PickingPass_h__
#define PickingPass_h__
#include "IRenderer.h"
#include "PickingPassState.h"
#include "FrameBuffer.h"
#include "ShaderProgram.h"
#include "Util/UnorderedMapVec2.h"
#include "Util/UnorderedMapiVec2.h"
#include "../Core/EventBroker.h"
#include "EPicking.h"
#include "../Core/World.h"
class PickingPass
{
@@ -18,16 +22,18 @@ public:
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(RenderQueueCollection& rq);
void Draw(RenderScene& scene);
void ClearPicking();
//Getters
const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
const std::unordered_map<glm::vec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
GLuint PickingTexture() const { return m_PickingTexture; }
GLuint DepthBuffer() const { return m_DepthBuffer; }
const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; }
PickData Pick(glm::vec2 screenCoord);
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
@@ -37,13 +43,24 @@ private:
const IRenderer* m_Renderer;
ShaderProgram* m_PickingProgram;
Camera* m_Camera;
std::unordered_map<glm::vec2, EntityID> m_PickingColorsToEntity;
struct PickingInfo
{
EntityID Entity;
const ::World* World;
::Camera* Camera;
};
std::unordered_map<glm::ivec2, PickingInfo> m_PickingColorsToEntity;
GLuint m_PickingTexture;
GLuint m_DepthBuffer;
FrameBuffer m_PickingBuffer;
int m_ColorCounter[2];
std::map<std::tuple<EntityID, const World*, Camera*>, glm::ivec2> m_EntityColors;
};
#endif
+39
View File
@@ -0,0 +1,39 @@
#ifndef PointLightJob_h__
#define PointLightJob_h__
#include <cstdint>
#include "../Common.h"
#include "../GLM.h"
#include "../Core/ComponentWrapper.h"
#include "RenderJob.h"
#include "../Core/Transform.h"
#include "../Core/World.h"
struct PointLightJob : RenderJob
{
PointLightJob(ComponentWrapper transformComponent, ComponentWrapper pointLightComponent, World* m_World)
: RenderJob()
{
Position = glm::vec4((glm::vec3)transformComponent["Position"], 1.0f);
Position = glm::vec4(Transform::AbsolutePosition(m_World, transformComponent.EntityID), 1.f);
Color = (glm::vec4)pointLightComponent["Color"];
Radius = (double)pointLightComponent["Radius"];
Intensity = (double)pointLightComponent["Intensity"];
Falloff = (double)pointLightComponent["Falloff"];
};
glm::vec4 Position;
glm::vec4 Color;
float Radius;
float Intensity;
float Falloff;
float padding = 123;
void CalculateHash() override
{
Hash = 0;
}
};
#endif
+5 -1
View File
@@ -42,14 +42,18 @@ public:
struct MaterialGroup
{
float Shininess;
float Transparency;
std::string TexturePath;
std::shared_ptr<::Texture> Texture;
std::string NormalMapPath;
std::shared_ptr<::Texture> NormalMap;
std::string SpecularMapPath;
std::shared_ptr<::Texture> SpecularMap;
unsigned int StartIndex;
unsigned int EndIndex;
};
std::vector<MaterialGroup> TextureGroups;
std::vector<MaterialGroup> MaterialGroups;
std::vector<Vertex> m_Vertices;
std::vector<unsigned int> m_Indices;
+32
View File
@@ -0,0 +1,32 @@
#ifndef RenderJob_h__
#define RenderJob_h__
#include <cstdint>
#include "../Common.h"
#include "../GLM.h"
#include "../Core/ComponentWrapper.h"
#include "RenderQueue.h"
struct RenderJob
{
friend class RenderQueue;
public:
float Depth;
protected:
uint64_t Hash;
virtual void CalculateHash() = 0;
bool operator<(const RenderJob& rhs)
{
return this->Hash < rhs.Hash;
}
};
#endif
+47 -103
View File
@@ -8,61 +8,13 @@
#include "../GLM.h"
#include "../Core/Util/Rectangle.h"
#include "../Core/Entity.h"
#include "Camera.h"
#include "RenderJob.h"
#include "ModelJob.h"
#include "PointLightJob.h"
class Model;
class Skeleton;
class Texture;
class RenderQueue;
//TODO: Render: Remove obsolete RenderJobs and fix standard values on variables.
struct RenderJob
{
friend class RenderQueue;
float Depth;
protected:
uint64_t Hash;
virtual void CalculateHash() = 0;
bool operator<(const RenderJob& rhs)
{
return this->Hash < rhs.Hash;
}
};
struct ModelJob : RenderJob
{
unsigned int ShaderID = 0;
unsigned int TextureID = 0;
//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
EntityID Entity;
glm::mat4 ModelMatrix;
const Texture* DiffuseTexture;
const Texture* NormalTexture;
const Texture* SpecularTexture;
float Shininess = 0.f;
glm::vec4 Color;
const Model* Model = nullptr;
unsigned int StartIndex = 0;
unsigned int EndIndex = 0;
// Animation
Skeleton* Skeleton = nullptr;
bool NoRootMotion = true;
std::string AnimationName;
double AnimationTime = 0;
void CalculateHash() override
{
Hash = TextureID;
}
};
/*
struct SpriteJob : RenderJob
{
unsigned int ShaderID = 0;
@@ -82,73 +34,65 @@ struct SpriteJob : RenderJob
struct PointLightJob : RenderJob
{
glm::vec3 Position;
glm::vec3 SpecularColor = glm::vec3(1, 1, 1);
glm::vec3 DiffuseColor = glm::vec3(1, 1, 1);
float Radius = 1.f;
float Intensity = 0.8f;
glm::vec4 Position;
glm::vec4 Color;
float Radius;
float Intensity;
float Falloff;
float padding = 123;
void CalculateHash() override
{
Hash = 0;
}
};
*/
class RenderQueue
struct RenderScene
{
public:
template <typename T>
void Add(T &job)
{
job.CalculateHash();
Jobs.push_back(std::shared_ptr<T>(new T(job)));
m_Size++;
}
void Sort()
{
Jobs.sort();
}
::Camera* Camera;
std::list<std::shared_ptr<RenderJob>> ForwardJobs;
std::list<std::shared_ptr<RenderJob>> PointLightJobs;
Rectangle Viewport;
void Clear()
{
Jobs.clear();
m_Size = 0;
ForwardJobs.clear();
PointLightJobs.clear();
}
int Size() const { return m_Size; }
std::list<std::shared_ptr<RenderJob>>::const_iterator begin()
{
return Jobs.begin();
}
std::list<std::shared_ptr<RenderJob>>::const_iterator end()
{
return Jobs.end();
}
std::list<std::shared_ptr<RenderJob>> Jobs;
private:
int m_Size = 0;
};
struct RenderQueueCollection
struct RenderFrame
{
RenderQueue Forward;
RenderQueue Lights;
public:
void Clear()
{
Forward.Clear();
Lights.Clear();
}
void Add(RenderScene &scene)
{
RenderScenes.push_back(std::shared_ptr<RenderScene>(new RenderScene(scene)));
m_Size++;
}
void Sort()
{
Forward.Sort();
Lights.Sort();
}
void Clear()
{
RenderScenes.clear();
m_Size = 0;
}
int Size() const { return m_Size; }
std::list<std::shared_ptr<RenderScene>>::const_iterator begin()
{
return RenderScenes.begin();
}
std::list<std::shared_ptr<RenderScene>>::const_iterator end()
{
return RenderScenes.end();
}
std::list<std::shared_ptr<RenderScene>> RenderScenes;
private:
int m_Size = 0;
};
#endif
@@ -1,31 +0,0 @@
#ifndef RenderQueueFactory_h__
#define RenderQueueFactory_h__
#include "../Core/World.h"
#include "RenderQueue.h"
#include "../Core/ResourceManager.h"
#include "Model.h"
#include "../GLM.h"
class RenderQueueFactory
{
public:
RenderQueueFactory();
void Update(World* world);
RenderQueueCollection RenderQueues() const { return m_RenderQueues; }
static glm::vec3 AbsolutePosition(World* world, EntityID entity);
static glm::quat AbsoluteOrientation(World* world, EntityID entity);
static glm::vec3 AbsoluteScale(World* world, EntityID entity);
private:
RenderQueueCollection m_RenderQueues;
void FillModels(World* world, RenderQueue* renderQueue);
void FillLights(World* world, RenderQueue* renderQueue);
glm::mat4 ModelMatrix(World* world, EntityID entity);
};
#endif
+55
View File
@@ -0,0 +1,55 @@
#ifndef RenderSystem_h__
#define RenderSystem_h__
#include "../Core/System.h"
#include "RenderQueue.h"
#include "../GLM.h"
#include "../OpenGL.h"
#include "../Core/ResourceManager.h"
#include "ESetCamera.h"
#include "Model.h"
#include "../Core/EKeyDown.h"
#include "../Input/EInputCommand.h"
#include "Camera.h"
#include "ModelJob.h"
#include "Renderer.h"
#include "PointLightJob.h"
#include "../Core/Transform.h"
#include "DebugCameraInputController.h"
class RenderSystem : public ImpureSystem
{
public:
RenderSystem(EventBroker* eventBrokerer, const IRenderer* renderer, RenderFrame* renderFrame);
~RenderSystem();
virtual void Update(World* world, double dt) override;
private:
World* m_World = nullptr;
const IRenderer* m_Renderer;
RenderFrame* m_RenderFrame;
bool m_SwitchCamera = false;
Camera* m_Camera;
DebugCameraInputController<RenderSystem>* m_DebugCameraInputController;
std::list<ComponentWrapper> m_CameraComponents;
EventRelay<RenderSystem, Events::SetCamera> m_ESetCamera;
bool OnSetCamera(const Events::SetCamera &event);
EntityID m_CurrentCamera = EntityID_Invalid;
void switchCamera(EntityID entity);
void updateCamera(World* world, double dt);
void updateProjectionMatrix(ComponentWrapper& cameraComponent);
void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
};
#endif
+14 -69
View File
@@ -12,45 +12,34 @@
#include "../Core/World.h"
#include "PickingPass.h"
#include "DrawScenePass.h"
#include "DebugCameraInputController.h"
#define TILE_SIZE 16
#define NUM_LIGHTS 3
enum lightType
{
Point,
Spot,
Directional,
Area
};
#include "LightCullingPass.h"
#include "DrawFinalPass.h"
#include "../Core/EventBroker.h"
#include "EPicking.h"
#include "ImGuiRenderPass.h"
#include "Camera.h"
#include "../Core/Transform.h"
class Renderer : public IRenderer
{
public:
Renderer(EventBroker* eventBroker)
Renderer(EventBroker* eventBroker, World* world)
: m_EventBroker(eventBroker)
, m_World(world)
{ }
virtual void Initialize() override;
virtual void Update(double dt) override;
virtual void Draw(RenderQueueCollection& rq) override;
virtual void Draw(RenderFrame& frame) override;
virtual PickData Pick(glm::vec2 screenCoord) override;
private:
//----------------------Variables----------------------//
EventBroker* m_EventBroker;
std::shared_ptr<DebugCameraInputController<Renderer>> m_DebugCameraInputController;
World* m_World;
Texture* m_ErrorTexture;
Texture* m_WhiteTexture;
float m_CameraMoveSpeed;
Model* m_ScreenQuad;
Model* m_UnitQuad;
@@ -58,70 +47,26 @@ private:
DrawScenePass* m_DrawScenePass;
PickingPass* m_PickingPass;
LightCullingPass* m_LightCullingPass;
ImGuiRenderPass* m_ImGuiRenderPass;
DrawFinalPass* m_DrawFinalPass;
//----------------------Functions----------------------//
void InitializeWindow();
void InitializeShaders();
void InitializeTextures();
void InitializeSSBOs();
void InitializeRenderPasses();
//TODO: Renderer: Get InputUpdate out of renderer
void InputUpdate(double dt);
//void PickingPass(RenderQueueCollection& rq);
void DrawScreenQuad(GLuint textureToDraw);
//----------------------Forward+-----------------------//
void CalculateFrustum();
void CullLights();
//Frustum
struct Plane {
glm::vec3 Normal;
float d;
};
struct Frustum {
Plane Planes[4];
};
Frustum m_Frustums[80*45]; //TODO: Renderer: Make this change with resolution
//Lights
void TEMPCreateLights();
//TODO: Renderer: Add Directionllights, spotlights and area lights to this as type.
struct PointLight {
glm::vec4 Position = glm::vec4(0.f);
glm::vec4 Color = glm::vec4(1.f);
float Radius = 5.f;
float Intensity = 0.8f;
float Falloff = 0.3f;
float Padding = 1337;
};
PointLight m_PointLights[NUM_LIGHTS];
struct LightGrid {
int Amount;
int Start;
glm::vec2 Padding;
};
LightGrid m_LightGrid[80*45];
int m_LightOffset = 0;
int m_LightIndex[80*45*200];
//-------------------------SSBO------------------------//
GLuint m_FrustumSSBO = 0;
GLuint m_LightSSBO = 1;
GLuint m_LightGridSSBO = 2;
GLuint m_LightOffsetSSBO = 3;
GLuint m_LightIndexSSBO = 4;
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
void FillDepth(RenderScene& scene);
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
//--------------------ShaderPrograms-------------------//
ShaderProgram* m_BasicForwardProgram;
ShaderProgram* m_DrawScreenQuadProgram;
ShaderProgram* m_CalculateFrustumProgram;
ShaderProgram* m_LightCullProgram;
};
#endif
@@ -0,0 +1,24 @@
#pragma once
#ifndef UnorderedMapiVec2_h__
#define UnorderedMapiVec2_h__
#include <functional>
#include <boost/functional/hash.hpp>
#include <glm/vec2.hpp>
template<>
struct std::hash<glm::ivec2>
{
inline std::size_t operator()(const glm::ivec2 &v) const
{
return boost::hash<float>()(v.x) ^ boost::hash<float>()(v.y);
}
inline bool operator()(const glm::ivec2& a, const glm::ivec2& b)const
{
return a.x == b.x && a.y == b.y;
}
};
#endif