Merge pull request #3 from teamfisk/Rendering
Basic 3D picking and forward rendering
This commit is contained in:
+1
-1
Submodule assets updated: 0bcd7bc2b8...4bd902b697
@@ -46,10 +46,7 @@ public:
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float FarClip() const { return m_FarClip; }
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void SetFarClip(float val);
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float m_AspectRatio;
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float m_FOV;
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float m_NearClip;
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float m_FarClip;
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private:
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void UpdateViewMatrix();
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@@ -60,6 +57,11 @@ private:
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glm::mat4 m_ProjectionMatrix;
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glm::mat4 m_ViewMatrix;
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float m_AspectRatio;
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float m_FOV;
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float m_NearClip;
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float m_FarClip;
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};
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#endif
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@@ -3,9 +3,12 @@
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#include "../Common.h"
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#include "../OpenGL.h"
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#include "../GLM.h"
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#include "../Core/Util/Rectangle.h"
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#include "Util/ScreenCoords.h"
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#include "Camera.h"
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#include "RenderQueue.h"
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#include "Model.h"
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class IRenderer
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{
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@@ -28,6 +31,7 @@ public:
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}
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virtual void Initialize() = 0;
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virtual void Update(double dt) = 0;
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virtual void Draw(RenderQueueCollection& rq) = 0;
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protected:
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@@ -13,6 +13,8 @@ class Skeleton;
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class Texture;
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class RenderQueue;
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//TODO: Render: Remove obsolete RenderJobs and fix standard values on variables.
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struct RenderJob
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{
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friend class RenderQueue;
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@@ -0,0 +1,62 @@
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#ifndef Renderer_h__
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#define Renderer_h__
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#include <sstream>
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#include "IRenderer.h"
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#include "ShaderProgram.h"
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//TODO: Temp resourceManager
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#include "../Core/ResourceManager.h"
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#include "Util/UnorderedMapVec2.h"
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class Renderer : public IRenderer
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{
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public:
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virtual void Initialize() override;
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virtual void Update(double dt) override;
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virtual void Draw(RenderQueueCollection& rq) override;
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private:
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//----------------------Variables----------------------//
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RenderQueueCollection m_TempRQ;
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Texture* m_ErrorTexture;
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Texture* m_WhiteTexture;
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float m_CameraMoveSpeed;
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GLuint m_PickingBuffer;
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GLuint m_PickingTexture;
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GLuint m_DepthBuffer;
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Model* m_ScreenQuad;
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Model* m_UnitQuad;
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Model* m_UnitSphere;
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//Temporary
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Model* m;
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Model* m2;
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Model* m3;
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Model* MapModel;
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std::unordered_map<glm::vec2, const Model*> m_PickingColorsToModels;
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//----------------------Functions----------------------//
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void InitializeWindow();
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void InitializeShaders();
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void InitializeTextures();
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void InitializeFrameBuffers();
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//TODO: Renderer: Remove ModelsToDraw from Renderer.
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void ModelsToDraw();
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//TODO: Renderer: Get EnqueueModel and InputUpdate out of renderer
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void EnqueueModel(Model* model);
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void InputUpdate(double dt);
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void PickingPass();
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void DrawScreenQuad(GLuint textureToDraw);
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void DrawScene(RenderQueueCollection& rq);
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//--------------------ShaderPrograms-------------------//
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ShaderProgram m_BasicForwardProgram;
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ShaderProgram m_PickingProgram;
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ShaderProgram m_DrawScreenQuadProgram;
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};
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#endif
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@@ -0,0 +1,81 @@
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#include "../Common.h"
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#include "../OpenGL.h"
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#include <fstream>
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class Shader
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{
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public:
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static GLuint CompileShader(GLenum shaderType, std::string fileName);
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Shader(GLenum shaderType, std::string fileName);
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virtual ~Shader();
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GLuint Compile();
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GLenum GetType() const;
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std::string GetFileName() const;
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GLuint GetHandle() const;
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bool IsCompiled() const;
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protected:
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GLenum m_ShaderType;
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std::string m_FileName;
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GLint m_ShaderHandle;
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};
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template <int SHADERTYPE>
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class ShaderType : public Shader
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{
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public:
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ShaderType(std::string fileName)
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: Shader(SHADERTYPE, fileName) { }
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};
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class VertexShader : public ShaderType<GL_VERTEX_SHADER>
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{
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public:
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VertexShader(std::string fileName)
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: ShaderType(fileName) { }
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};
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class FragmentShader : public ShaderType<GL_FRAGMENT_SHADER>
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{
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public:
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FragmentShader(std::string fileName)
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: ShaderType(fileName) { }
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};
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class GeometryShader : public ShaderType<GL_GEOMETRY_SHADER>
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{
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public:
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GeometryShader(std::string fileName)
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: ShaderType(fileName) { }
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};
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class ComputeShader : public ShaderType<GL_COMPUTE_SHADER>
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{
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public:
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ComputeShader(std::string fileName)
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: ShaderType(fileName) { }
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};
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class ShaderProgram
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{
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public:
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ShaderProgram()
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: m_ShaderProgramHandle(0) { }
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~ShaderProgram();
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void AddShader(std::shared_ptr<Shader> shader);
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void Compile();
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GLuint Link();
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GLuint GetHandle();
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void Bind();
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void Unbind();
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void BindFragDataLocation(int index, std::string name);
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private:
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GLuint m_ShaderProgramHandle;
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std::vector<std::shared_ptr<Shader>> m_Shaders;
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};
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@@ -0,0 +1,29 @@
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#ifndef ScreenCoords_h__
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#define ScreenCoords_h__
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#include "../../Common.h"
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#include "../../OpenGL.h"
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#include "../../GLM.h"
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#include "../../Core/Util/Rectangle.h"
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class ScreenCoords
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{
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public:
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ScreenCoords() = delete;
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//Return world position from given screenspace coordinates and depth value in viewspace.
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static glm::vec3 ToWorldPos(glm::vec2 screenCoord, float depth, Rectangle resolution, glm::mat4 cameraProjectionMat, glm::mat4 cameraViewMat);
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static glm::vec3 ToWorldPos(float x, float y, float depth, Rectangle resolution, glm::mat4 cameraProjectionMat, glm::mat4 cameraViewMat);
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static glm::vec3 ToWorldPos(glm::vec2 screenCoord, float depth, float screenWidth, float screenHeight, glm::mat4 cameraProjectionMat, glm::mat4 cameraViewMat);
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static glm::vec3 ToWorldPos(float x, float y, float depth, float screenWidth, float screenHeight, glm::mat4 cameraProjectionMat, glm::mat4 cameraViewMat);
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//Return data from the given buffers at the coordinates given in screenspace. Buffer should probably have a texture that covers the screen.
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//Data is given as R = x, B = y, and
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static glm::vec3 ToPixelData(glm::vec2 screenCoord, GLuint PickDataBuffer, GLuint DepthBuffer);
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static glm::vec3 ToPixelData(float x, float y, GLuint PickDataBuffer, GLuint DepthBuffer);
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//Return EntityID of the clicked coordinate in given screenspace coordinates.
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//EntityID ScreenCoordsToEntityID(glm::vec2 screenCoord, float depth);
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private:
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};
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#endif
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@@ -0,0 +1,23 @@
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#ifndef UnorderedMapVec2_h__
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#define UnorderedMapVec2_h__
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#include <functional>
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#include <boost/functional/hash.hpp>
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#include <glm/vec2.hpp>
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template<>
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struct std::hash<glm::vec2>
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{
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inline std::size_t operator()(const glm::vec2 &v) const
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{
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return boost::hash<float>()(v.x) ^ boost::hash<float>()(v.y);
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}
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inline bool operator()(const glm::vec2& a, const glm::vec2& b)const
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{
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return a.x == b.x && a.y == b.y;
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}
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};
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#endif
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+1
-1
@@ -4,7 +4,7 @@
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#include "Core/ResourceManager.h"
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#include "Core/ConfigFile.h"
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#include "Core/EventBroker.h"
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#include "Rendering/DummyRenderer.h"
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#include "Rendering/Renderer.h"
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#include "Core/InputManager.h"
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#include "GUI/Frame.h"
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#include "Core/World.h"
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@@ -0,0 +1,27 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform sampler2D texture0;
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in VertexData{
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vec3 Position;
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vec3 Normal;
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vec2 TextureCoordinate;
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vec4 DiffuseColor;
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}Input;
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out vec4 fragmentColor;
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void main()
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{
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vec4 texel = texture2D(texture0, Input.TextureCoordinate);
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fragmentColor = texel * Input.DiffuseColor;
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}
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@@ -0,0 +1,34 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec3 Tangent;
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layout(location = 3) in vec3 BiTangent;
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layout(location = 4) in vec2 TextureCoords;
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layout(location = 5) in vec4 DiffuseVertexColor;
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layout(location = 6) in vec4 SpecularVertexColor;
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layout(location = 7) in vec4 BoneIndices1;
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layout(location = 8) in vec4 BoneIndices2;
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layout(location = 9) in vec4 BoneWeights1;
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layout(location = 10) in vec4 BoneWeights2;
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out VertexData{
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vec3 Position;
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vec3 Normal;
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vec2 TextureCoordinate;
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vec4 DiffuseColor;
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}Output;
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void main()
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{
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gl_Position = P*V*M * vec4(Position, 1.0);
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Output.Position = Position;
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Output.TextureCoordinate = TextureCoords;
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Output.Normal = Normal;
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Output.DiffuseColor = DiffuseVertexColor;
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}
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@@ -0,0 +1,19 @@
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#version 430
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layout (binding = 0) uniform sampler2D Texture;
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in VertexData{
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vec2 TextureCoordinate;
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}Input;
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out vec4 fragmentColor;
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void main()
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{
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vec4 texel = texture(Texture, Input.TextureCoordinate);
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fragmentColor = texel;
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//fragmentColor = vec4(1,0.5,0.7,1);
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}
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@@ -0,0 +1,13 @@
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#version 430
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layout (location = 0) in vec3 Position;
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out VertexData{
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vec2 TextureCoordinate;
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}Output;
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void main()
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{
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gl_Position = vec4(Position, 1.0);
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Output.TextureCoordinate = (vec2(Position) + 1) / 2;
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}
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@@ -0,0 +1,19 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform vec2 PickingColor;
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in VertexData{
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vec3 Position;
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}Input;
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out vec4 TextureFragment;
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void main()
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{
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TextureFragment = vec4(PickingColor, 0, 1);
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}
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@@ -0,0 +1,28 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec3 Tangent;
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layout(location = 3) in vec3 BiTangent;
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layout(location = 4) in vec2 TextureCoords;
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layout(location = 5) in vec4 DiffuseVertexColor;
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layout(location = 6) in vec4 SpecularVertexColor;
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layout(location = 7) in vec4 BoneIndices1;
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layout(location = 8) in vec4 BoneIndices2;
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layout(location = 9) in vec4 BoneWeights1;
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layout(location = 10) in vec4 BoneWeights2;
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out VertexData{
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vec3 Position;
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}Output;
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void main()
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{
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gl_Position = P*V*M * vec4(Position, 1.0);
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Output.Position = Position;
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}
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@@ -54,6 +54,7 @@ file(GLOB SOURCE_FILES_Rendering_Util
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"${INCLUDE_PATH}/Rendering/Util/*.h"
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"Rendering/Util/*.cpp"
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)
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source_group(Rendering FILES ${SOURCE_FILES_Rendering})
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source_group(Rendering\\Util FILES ${SOURCE_FILES_Rendering_Util})
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@@ -69,6 +70,7 @@ set(SOURCE_FILES
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#${SOURCE_FILES_Input}
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${SOURCE_FILES_GUI}
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${SOURCE_FILES_Rendering}
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${SOURCE_FILES_Rendering_Util}
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)
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set(LIBRARIES
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@@ -17,6 +17,12 @@ glm::vec3 Camera::Forward()
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{
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return m_Orientation * glm::vec3(0, 0, -1);
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}
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glm::vec3 Camera::Right()
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{
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return m_Orientation * glm::vec3(1, 0, 0);
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}
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//
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//glm::vec3 Camera::Right()
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//{
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@@ -0,0 +1,362 @@
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#include "Rendering/Renderer.h"
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void Renderer::Initialize()
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{
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InitializeWindow();
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// Create default camera
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m_DefaultCamera = new ::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
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m_DefaultCamera->SetPosition(glm::vec3(0, 0, 10));
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if (m_Camera == nullptr) {
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m_Camera = m_DefaultCamera;
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}
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glfwSwapInterval(m_VSYNC);
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InitializeShaders();
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InitializeTextures();
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InitializeFrameBuffers();
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ModelsToDraw();
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}
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void Renderer::InitializeWindow()
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{
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// Initialize GLFW
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if (!glfwInit()) {
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LOG_ERROR("GLFW: Initialization failed");
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exit(EXIT_FAILURE);
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}
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// Create a window
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GLFWmonitor* monitor = nullptr;
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if (m_Fullscreen) {
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monitor = glfwGetPrimaryMonitor();
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}
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//glfwWindowHint(GLFW_SAMPLES, 8);
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m_Window = glfwCreateWindow(m_Resolution.Width, m_Resolution.Height, "daydream", monitor, nullptr);
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if (!m_Window) {
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LOG_ERROR("GLFW: Failed to create window");
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exit(EXIT_FAILURE);
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}
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glfwMakeContextCurrent(m_Window);
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// GL version info
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glGetIntegerv(GL_MAJOR_VERSION, &m_GLVersion[0]);
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glGetIntegerv(GL_MINOR_VERSION, &m_GLVersion[1]);
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m_GLVendor = (GLchar*)glGetString(GL_VENDOR);
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std::stringstream ss;
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ss << m_GLVendor << " OpenGL " << m_GLVersion[0] << "." << m_GLVersion[1];
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#ifdef DEBUG
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ss << " DEBUG";
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#endif
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LOG_INFO(ss.str().c_str());
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glfwSetWindowTitle(m_Window, ss.str().c_str());
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// Initialize GLEW
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if (glewInit() != GLEW_OK) {
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LOG_ERROR("GLEW: Initialization failed");
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exit(EXIT_FAILURE);
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}
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}
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void Renderer::InitializeShaders()
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||||
{
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m_BasicForwardProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
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m_BasicForwardProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BasicForward.frag.glsl")));
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m_BasicForwardProgram.Compile();
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m_BasicForwardProgram.Link();
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m_PickingProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Picking.vert.glsl")));
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m_PickingProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Picking.frag.glsl")));
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m_PickingProgram.Compile();
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m_PickingProgram.BindFragDataLocation(0, "TextureFragment");
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m_PickingProgram.Link();
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||||
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||||
m_DrawScreenQuadProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawScreenQuad.vert.glsl")));
|
||||
m_DrawScreenQuadProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
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||||
m_DrawScreenQuadProgram.Compile();
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||||
m_DrawScreenQuadProgram.Link();
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||||
|
||||
}
|
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|
||||
void Renderer::ModelsToDraw()
|
||||
{
|
||||
|
||||
m = ResourceManager::Load<Model>("Models/ScaleWidget.obj");
|
||||
EnqueueModel(m);
|
||||
m2 = ResourceManager::Load<Model>("Models/TranslationWidget.obj");
|
||||
EnqueueModel(m2);
|
||||
m3 = ResourceManager::Load<Model>("Models/RotationWidget.obj");
|
||||
EnqueueModel(m3);
|
||||
|
||||
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
|
||||
EnqueueModel(m_UnitSphere);
|
||||
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
|
||||
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
|
||||
|
||||
MapModel = ResourceManager::Load<Model>("Models/DummyScene.obj");
|
||||
EnqueueModel(MapModel);
|
||||
}
|
||||
|
||||
void Renderer::EnqueueModel(Model* model)
|
||||
{
|
||||
for (auto texGroup : model->TextureGroups)
|
||||
{
|
||||
ModelJob job;
|
||||
job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
|
||||
job.DiffuseTexture = texGroup.Texture.get();
|
||||
job.NormalTexture = texGroup.NormalMap.get();
|
||||
job.SpecularTexture = texGroup.SpecularMap.get();
|
||||
job.Model = model;
|
||||
job.StartIndex = texGroup.StartIndex;
|
||||
job.EndIndex = texGroup.EndIndex;
|
||||
job.ModelMatrix = model->m_Matrix;
|
||||
//job.ModelMatrix = modelMatrix * model->m_Matrix; TODO: Render: Make sure modelMatrix work
|
||||
//job.Color = modelComponent->Color; TODO: Render: Take color from kd in .mtl or a value from modelcomponent.
|
||||
job.Color = glm::vec4(1.f);
|
||||
|
||||
//TODO: Render: Skeleton animations
|
||||
//if (model->m_Skeleton != nullptr && animationComponent != nullptr) {
|
||||
// job.Skeleton = model->m_Skeleton;
|
||||
// job.AnimationName = animationComponent->Name;
|
||||
// job.AnimationTime = animationComponent->Time;
|
||||
// job.NoRootMotion = animationComponent->NoRootMotion;
|
||||
//}
|
||||
|
||||
m_TempRQ.Forward.Add(job);
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::InputUpdate(double dt)
|
||||
{
|
||||
glm::vec3 m_Position = m_Camera->Position();
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_O) == GLFW_PRESS)
|
||||
{
|
||||
m_Position = glm::vec3(0.f, 0.f, 5.f);
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_W) == GLFW_PRESS)
|
||||
{
|
||||
m_Position += m_Camera->Forward() * m_CameraMoveSpeed * (float)dt;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_S) == GLFW_PRESS)
|
||||
{
|
||||
m_Position -= m_Camera->Forward() * m_CameraMoveSpeed * (float)dt;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_D) == GLFW_PRESS)
|
||||
{
|
||||
m_Position += m_Camera->Right() * m_CameraMoveSpeed * (float)dt;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_A) == GLFW_PRESS)
|
||||
{
|
||||
m_Position -= m_Camera->Right() * m_CameraMoveSpeed * (float)dt;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
||||
{
|
||||
m_CameraMoveSpeed = 5.f;
|
||||
}
|
||||
else {
|
||||
m_CameraMoveSpeed = 0.5f;
|
||||
}
|
||||
|
||||
|
||||
static double mousePosX, mousePosY;
|
||||
glfwGetCursorPos(m_Window, &mousePosX, &mousePosY);
|
||||
if (glfwGetMouseButton(m_Window, GLFW_MOUSE_BUTTON_1) == GLFW_PRESS) {
|
||||
glm::vec3 data = ScreenCoords::ToPixelData(mousePosX, m_Resolution.Height - mousePosY, m_PickingBuffer, m_DepthBuffer);
|
||||
glm::vec2 color = glm::vec2(data);
|
||||
float depth = data.z;
|
||||
|
||||
glm::vec3 viewPos = ScreenCoords::ToWorldPos(mousePosX, m_Resolution.Height - mousePosY, depth, m_Resolution, m_Camera->ProjectionMatrix(), m_Camera->ViewMatrix());
|
||||
// glm::vec3 worldPos = glm::vec3(glm::inverse(m_Camera->ViewMatrix()) * glm::vec4(viewPos, 1.f));
|
||||
|
||||
//printf("R: %f, G: %f, Depth: %f\n", color.r, color.g, depth);
|
||||
//printf("view: x: %f, y: %f z: %f, Length: %f\n\n", viewPos.x, viewPos.y, viewPos.z, glm::length(viewPos));
|
||||
|
||||
if (color != glm::vec2(0, 0)) {
|
||||
const Model* pickModel = m_PickingColorsToModels[color];
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_SPACE) == GLFW_PRESS) {
|
||||
|
||||
|
||||
double deltaX, deltaY;
|
||||
deltaX = mousePosX - (float)Resolution().Width / 2;
|
||||
deltaY = mousePosY - (float)Resolution().Height / 2;
|
||||
|
||||
float rotationY = -deltaY / 300.f;
|
||||
float rotationX = -deltaX / 300.f;
|
||||
glm::quat orientation = m_Camera->Orientation();
|
||||
|
||||
|
||||
orientation = orientation * glm::angleAxis<float>(rotationY, glm::vec3(1, 0, 0));
|
||||
orientation = glm::angleAxis<float>(rotationX, glm::vec3(0, 1, 0)) * orientation;
|
||||
|
||||
m_Camera->SetOrientation(orientation);
|
||||
|
||||
glfwSetCursorPos(m_Window, Resolution().Width / 2, Resolution().Height / 2);
|
||||
}
|
||||
m_Camera->SetPosition(m_Position);
|
||||
}
|
||||
|
||||
void Renderer::Update(double dt)
|
||||
{
|
||||
InputUpdate(dt);
|
||||
}
|
||||
|
||||
void Renderer::Draw(RenderQueueCollection& rq)
|
||||
{
|
||||
//TODO: Renderer: Kanske borde vara längst upp i update.
|
||||
PickingPass();
|
||||
DrawScreenQuad(m_PickingTexture);
|
||||
//DrawScreenQuad(m_DepthBuffer);
|
||||
//DrawScene(rq);
|
||||
glfwSwapBuffers(m_Window);
|
||||
}
|
||||
|
||||
void Renderer::DrawScene(RenderQueueCollection& rq)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
//TODO: Render: Clean up draw code
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
|
||||
glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
for (auto &job : m_TempRQ.Forward) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if (modelJob) {
|
||||
GLuint ShaderHandle = m_BasicForwardProgram.GetHandle();
|
||||
|
||||
m_BasicForwardProgram.Bind();
|
||||
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4(1)));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
|
||||
|
||||
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
|
||||
if (modelJob->DiffuseTexture != nullptr) {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
|
||||
} else {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
|
||||
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::PickingPass()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_PickingBuffer);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
|
||||
glClearColor(0.f, 0.f, 0.f, 1.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
int r = 30;
|
||||
int g = 0;
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
|
||||
|
||||
GLuint ShaderHandle = m_PickingProgram.GetHandle();
|
||||
m_PickingProgram.Bind();
|
||||
|
||||
for (auto &job : m_TempRQ.Forward) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
|
||||
if (modelJob) {
|
||||
glm::vec2 pickColor = glm::vec2(r/255.f, g/255.f);
|
||||
m_PickingColorsToModels[pickColor] = modelJob->Model;
|
||||
|
||||
//Render picking stuff
|
||||
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4(1)));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
|
||||
glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(pickColor));
|
||||
|
||||
glBindVertexArray(modelJob->Model->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
|
||||
r+=50;
|
||||
if(r > 255) {
|
||||
r = 0;
|
||||
g+=50;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
void Renderer::DrawScreenQuad(GLuint textureToDraw)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
glClearColor(0.f, 0.f, 0.f, 1.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
|
||||
m_DrawScreenQuadProgram.Bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, textureToDraw);
|
||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->TextureGroups[0].EndIndex - m_ScreenQuad->TextureGroups[0].StartIndex +1
|
||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->TextureGroups[0].StartIndex);
|
||||
}
|
||||
|
||||
|
||||
void Renderer::InitializeTextures()
|
||||
{
|
||||
m_ErrorTexture=ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
|
||||
m_WhiteTexture=ResourceManager::Load<Texture>("Textures/Core/Blank.png");
|
||||
|
||||
glGenTextures(1, &m_PickingTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_PickingTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGB, GL_FLOAT, NULL);//TODO: Renderer: Fix the precision and Resolution
|
||||
GLERROR("m_PickingTexture initialization failed");
|
||||
}
|
||||
|
||||
void Renderer::InitializeFrameBuffers()//TODO: Renderer: Get this to a better location, as its really big
|
||||
{
|
||||
glGenRenderbuffers(1, &m_DepthBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
|
||||
|
||||
|
||||
glGenFramebuffers(1, &m_PickingBuffer);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_PickingBuffer);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_DepthBuffer);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_PickingTexture, 0);
|
||||
GLenum PickingBufferTextures[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, PickingBufferTextures);
|
||||
|
||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
@@ -0,0 +1,163 @@
|
||||
#include "Rendering/ShaderProgram.h"
|
||||
|
||||
GLuint Shader::CompileShader(GLenum shaderType, std::string fileName)
|
||||
{
|
||||
LOG_INFO("Compiling shader \"%s\"", fileName.c_str());
|
||||
|
||||
std::string shaderFile;
|
||||
std::ifstream in(fileName, std::ios::in);
|
||||
if (!in) {
|
||||
LOG_ERROR("Error: Failed to open shader file \"%s\"", fileName.c_str());
|
||||
return 0;
|
||||
}
|
||||
in.seekg(0, std::ios::end);
|
||||
shaderFile.resize((int)in.tellg());
|
||||
in.seekg(0, std::ios::beg);
|
||||
in.read(&shaderFile[0], shaderFile.size());
|
||||
in.close();
|
||||
|
||||
GLuint shader = glCreateShader(shaderType);
|
||||
if (GLERROR("glCreateShader"))
|
||||
return 0;
|
||||
|
||||
const GLchar* shaderFiles = shaderFile.c_str();
|
||||
const GLint length = shaderFile.length();
|
||||
glShaderSource(shader, 1, &shaderFiles, &length);
|
||||
if (GLERROR("glShaderSource"))
|
||||
return 0;
|
||||
|
||||
glCompileShader(shader);
|
||||
|
||||
GLint compileStatus;
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
|
||||
if (compileStatus != GL_TRUE) {
|
||||
LOG_ERROR("Shader compilation failed");
|
||||
GLsizei infoLogLength;
|
||||
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
|
||||
GLchar* infolog = new GLchar[infoLogLength];
|
||||
glGetShaderInfoLog(shader, infoLogLength, &infoLogLength, infolog);
|
||||
LOG_ERROR(infolog);
|
||||
delete[] infolog;
|
||||
}
|
||||
|
||||
if (GLERROR("glCompileShader"))
|
||||
return 0;
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
Shader::Shader(GLenum shaderType, std::string fileName) : m_ShaderType(shaderType), m_FileName(fileName)
|
||||
{
|
||||
m_ShaderHandle = 0;
|
||||
}
|
||||
|
||||
Shader::~Shader()
|
||||
{
|
||||
if (m_ShaderHandle != 0) {
|
||||
glDeleteShader(m_ShaderHandle);
|
||||
}
|
||||
}
|
||||
|
||||
GLuint Shader::Compile()
|
||||
{
|
||||
m_ShaderHandle = CompileShader(m_ShaderType, m_FileName);
|
||||
return m_ShaderHandle;
|
||||
}
|
||||
|
||||
GLenum Shader::GetType() const
|
||||
{
|
||||
return m_ShaderType;
|
||||
}
|
||||
|
||||
std::string Shader::GetFileName() const
|
||||
{
|
||||
return m_FileName;
|
||||
}
|
||||
|
||||
GLuint Shader::GetHandle() const
|
||||
{
|
||||
return m_ShaderHandle;
|
||||
}
|
||||
|
||||
bool Shader::IsCompiled() const
|
||||
{
|
||||
return m_ShaderHandle != 0;
|
||||
}
|
||||
|
||||
ShaderProgram::~ShaderProgram()
|
||||
{
|
||||
if (m_ShaderProgramHandle != 0) {
|
||||
glDeleteProgram(m_ShaderProgramHandle);
|
||||
}
|
||||
}
|
||||
|
||||
void ShaderProgram::AddShader(std::shared_ptr<Shader> shader)
|
||||
{
|
||||
m_Shaders.push_back(shader);
|
||||
}
|
||||
|
||||
void ShaderProgram::Compile()
|
||||
{
|
||||
if (m_ShaderProgramHandle == 0)
|
||||
{
|
||||
m_ShaderProgramHandle = glCreateProgram();
|
||||
}
|
||||
|
||||
for (auto &shader : m_Shaders)
|
||||
{
|
||||
if (!shader->IsCompiled())
|
||||
{
|
||||
shader->Compile();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GLuint ShaderProgram::Link()
|
||||
{
|
||||
if (m_Shaders.size() == 0)
|
||||
{
|
||||
LOG_ERROR("Failed to link shader program: No shaders bound");
|
||||
return 0;
|
||||
}
|
||||
|
||||
LOG_INFO("Linking shader program");
|
||||
|
||||
for (auto &shader : m_Shaders)
|
||||
{
|
||||
glAttachShader(m_ShaderProgramHandle, shader->GetHandle());
|
||||
}
|
||||
glLinkProgram(m_ShaderProgramHandle);
|
||||
if (GLERROR("glLinkProgram"))
|
||||
return 0;
|
||||
m_Shaders.clear();
|
||||
|
||||
return m_ShaderProgramHandle;
|
||||
}
|
||||
|
||||
GLuint ShaderProgram::GetHandle()
|
||||
{
|
||||
return m_ShaderProgramHandle;
|
||||
}
|
||||
|
||||
void ShaderProgram::Bind()
|
||||
{
|
||||
if (m_ShaderProgramHandle == 0)
|
||||
return;
|
||||
|
||||
glUseProgram(m_ShaderProgramHandle);
|
||||
}
|
||||
|
||||
void ShaderProgram::Unbind()
|
||||
{
|
||||
glActiveShaderProgram(0, 0);
|
||||
}
|
||||
|
||||
void ShaderProgram::BindFragDataLocation(int index, std::string name)
|
||||
{
|
||||
|
||||
if (m_ShaderProgramHandle == 0)
|
||||
return;
|
||||
|
||||
glBindFragDataLocation(m_ShaderProgramHandle, index, name.c_str());
|
||||
}
|
||||
|
||||
@@ -0,0 +1,50 @@
|
||||
#include "Rendering/Util/ScreenCoords.h"
|
||||
|
||||
glm::vec3 ScreenCoords::ToWorldPos(float x, float y, float depth, float screenWidth, float screenHeight, glm::mat4 cameraProjectionMat, glm::mat4 cameraViewMat)
|
||||
{
|
||||
glm::vec3 ndc;
|
||||
ndc.x = (x / screenWidth)*2.f - 1.f;
|
||||
ndc.y = (y / screenHeight)*2.f - 1.f;
|
||||
ndc.z = depth*2.f - 1.f;
|
||||
glm::vec4 clipSpace = glm::vec4(ndc, 1.0f);
|
||||
glm::vec4 EyeSpace = glm::inverse(cameraProjectionMat) * clipSpace;
|
||||
glm::vec4 WorldSpace = glm::inverse(cameraViewMat) * EyeSpace;
|
||||
WorldSpace = glm::vec4(glm::vec3(WorldSpace) / WorldSpace.w, 1.f);
|
||||
|
||||
return glm::vec3(WorldSpace);
|
||||
}
|
||||
|
||||
glm::vec3 ScreenCoords::ToWorldPos(glm::vec2 screenCoord, float depth, Rectangle resolution, glm::mat4 cameraProjectionMat, glm::mat4 cameraViewMat)
|
||||
{
|
||||
return ToWorldPos(screenCoord.x, screenCoord.y, depth, resolution.Width, resolution.Height, cameraProjectionMat, cameraViewMat);
|
||||
}
|
||||
|
||||
glm::vec3 ScreenCoords::ToWorldPos(float x, float y, float depth, Rectangle resolution, glm::mat4 cameraProjectionMat, glm::mat4 cameraViewMat)
|
||||
{
|
||||
return ToWorldPos(x, y, depth, resolution.Width, resolution.Height, cameraProjectionMat, cameraViewMat);
|
||||
}
|
||||
|
||||
glm::vec3 ScreenCoords::ToWorldPos(glm::vec2 screenCoord, float depth, float screenWidth, float screenHeight, glm::mat4 cameraProjectionMat, glm::mat4 cameraViewMat)
|
||||
{
|
||||
return ToWorldPos(screenCoord.x, screenCoord.y, depth, screenWidth, screenHeight, cameraProjectionMat, cameraViewMat);
|
||||
}
|
||||
|
||||
glm::vec3 ScreenCoords::ToPixelData(float x, float y, GLuint PickDataBuffer, GLuint DepthBuffer)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, PickDataBuffer);
|
||||
glm::vec2 pixelData;
|
||||
glReadPixels(x, y, 1, 1, GL_RG, GL_FLOAT, &pixelData);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
|
||||
float depthData;
|
||||
glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthData);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
return glm::vec3(pixelData, depthData);
|
||||
}
|
||||
|
||||
glm::vec3 ScreenCoords::ToPixelData(glm::vec2 screenCoord, GLuint PickDataBuffer, GLuint DepthBuffer)
|
||||
{
|
||||
return ToPixelData(screenCoord.x, screenCoord.y, PickDataBuffer, DepthBuffer);
|
||||
}
|
||||
+5
-1
@@ -4,6 +4,8 @@
|
||||
Game::Game(int argc, char* argv[])
|
||||
{
|
||||
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
|
||||
ResourceManager::RegisterType<Model>("Model");
|
||||
ResourceManager::RegisterType<Texture>("Texture");
|
||||
|
||||
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
|
||||
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
|
||||
@@ -12,7 +14,7 @@ Game::Game(int argc, char* argv[])
|
||||
m_EventBroker = new EventBroker();
|
||||
|
||||
// Create the renderer
|
||||
m_Renderer = new DummyRenderer();
|
||||
m_Renderer = new Renderer();
|
||||
m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
|
||||
m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
|
||||
m_Renderer->SetResolution(Rectangle(
|
||||
@@ -51,8 +53,10 @@ void Game::Tick()
|
||||
|
||||
m_EventBroker->Swap();
|
||||
m_InputManager->Update(dt);
|
||||
m_Renderer->Update(dt);
|
||||
m_EventBroker->Swap();
|
||||
|
||||
//TODO: Render: This is not used, but will be used later when we dont add models to RQ in renderer.
|
||||
RenderQueueCollection rq;
|
||||
m_Renderer->Draw(rq);
|
||||
|
||||
|
||||
@@ -18,8 +18,6 @@ RMDIR "%DeployLocation%\Schema"
|
||||
MKLINK "%DeployLocation%\Schema\" "resources\Schema" /J
|
||||
:: Shaders
|
||||
RMDIR /S /Q "%DeployLocation%\Shaders"
|
||||
MKDIR "%DeployLocation%\Shaders"
|
||||
MKLINK "%DeployLocation%\Shaders\" "resources\Shaders" /J
|
||||
MKLINK "%DeployLocation%\Shaders\" "resources\Shaders" /J
|
||||
:: Configuration files
|
||||
MKLINK "%DeployLocation%\DefaultConfig.ini" "resources\DefaultConfig.ini" /H
|
||||
|
||||
Reference in New Issue
Block a user