Added a RenderQueueFactory that produces a RenderQueueCollection for the Renderer to use.

Still needs more work
This commit is contained in:
viktorljung
2015-12-07 16:24:34 +01:00
parent 96a10ada38
commit 1df63aecd5
8 changed files with 198 additions and 102 deletions
+4 -18
View File
@@ -82,6 +82,7 @@ struct PointLightJob : RenderJob
glm::vec3 SpecularColor = glm::vec3(1, 1, 1); glm::vec3 SpecularColor = glm::vec3(1, 1, 1);
glm::vec3 DiffuseColor = glm::vec3(1, 1, 1); glm::vec3 DiffuseColor = glm::vec3(1, 1, 1);
float Radius = 1.f; float Radius = 1.f;
float Intensity = 0.8f;
void CalculateHash() override void CalculateHash() override
{ {
@@ -101,18 +102,6 @@ struct FrameJob : SpriteJob
} }
}; };
struct WaterParticleJob : RenderJob
{
glm::vec3 Position;
glm::vec4 Color;
glm::mat4 ModelMatrix;
void CalculateHash() override
{
Hash = 0;
}
};
class RenderQueue class RenderQueue
{ {
public: public:
@@ -154,25 +143,22 @@ private:
struct RenderQueueCollection struct RenderQueueCollection
{ {
RenderQueue Deferred;
RenderQueue Forward; RenderQueue Forward;
RenderQueue Lights; RenderQueue Lights;
RenderQueue GUI; RenderQueue Sprites;
void Clear() void Clear()
{ {
Deferred.Clear();
Forward.Clear(); Forward.Clear();
Lights.Clear(); Lights.Clear();
GUI.Clear(); Sprites.Clear();
} }
void Sort() void Sort()
{ {
Deferred.Sort();
Forward.Sort(); Forward.Sort();
Lights.Sort(); Lights.Sort();
GUI.Sort(); Sprites.Sort();
} }
}; };
@@ -0,0 +1,29 @@
#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; }
private:
RenderQueueCollection m_RenderQueues;
void FillModels(World* world, RenderQueue* renderQueue);
void FillSprites(World* world, RenderQueue* renderQueue);
void FillLights(World* world, RenderQueue* renderQueue);
glm::mat4 ModelMatrix(World* world, EntityID entity);
glm::vec3 GetAbsolutePosition(World* world, ComponentWrapper transformComponent);
};
#endif
+2 -11
View File
@@ -19,7 +19,6 @@ public:
private: private:
//----------------------Variables----------------------// //----------------------Variables----------------------//
RenderQueueCollection m_TempRQ;
Texture* m_ErrorTexture; Texture* m_ErrorTexture;
Texture* m_WhiteTexture; Texture* m_WhiteTexture;
float m_CameraMoveSpeed; float m_CameraMoveSpeed;
@@ -31,11 +30,6 @@ private:
Model* m_UnitQuad; Model* m_UnitQuad;
Model* m_UnitSphere; Model* m_UnitSphere;
//Temporary
Model* m;
Model* m2;
Model* m3;
Model* MapModel;
std::unordered_map<glm::vec2, const Model*> m_PickingColorsToModels; std::unordered_map<glm::vec2, const Model*> m_PickingColorsToModels;
@@ -45,12 +39,9 @@ private:
void InitializeShaders(); void InitializeShaders();
void InitializeTextures(); void InitializeTextures();
void InitializeFrameBuffers(); void InitializeFrameBuffers();
//TODO: Renderer: Remove ModelsToDraw from Renderer. //TODO: Renderer: Get InputUpdate out of renderer
void ModelsToDraw();
//TODO: Renderer: Get EnqueueModel and InputUpdate out of renderer
void EnqueueModel(Model* model);
void InputUpdate(double dt); void InputUpdate(double dt);
void PickingPass(); void PickingPass(RenderQueueCollection& rq);
void DrawScreenQuad(GLuint textureToDraw); void DrawScreenQuad(GLuint textureToDraw);
void DrawScene(RenderQueueCollection& rq); void DrawScene(RenderQueueCollection& rq);
+2
View File
@@ -8,6 +8,7 @@
#include "Core/InputManager.h" #include "Core/InputManager.h"
#include "GUI/Frame.h" #include "GUI/Frame.h"
#include "Core/World.h" #include "Core/World.h"
#include "Rendering/RenderQueueFactory.h"
class Game class Game
{ {
@@ -26,6 +27,7 @@ private:
InputManager* m_InputManager; InputManager* m_InputManager;
GUI::Frame* m_FrameStack; GUI::Frame* m_FrameStack;
World* m_World; World* m_World;
RenderQueueFactory* m_RenderQueueFactory;
}; };
#endif #endif
+73 -14
View File
@@ -73,6 +73,13 @@ private:
std::make_tuple(sizeof(glm::quat), "Orientation", glm::quat()), std::make_tuple(sizeof(glm::quat), "Orientation", glm::quat()),
std::make_tuple(sizeof(glm::vec3), "Scale", glm::vec3(1.f, 1.f, 1.f)) std::make_tuple(sizeof(glm::vec3), "Scale", glm::vec3(1.f, 1.f, 1.f))
} }
},
{
"Model",
{
std::make_tuple(sizeof(std::string), "ModelFile", std::string("Unnamed")),
std::make_tuple(sizeof(glm::vec4), "Color", glm::vec4(1.f, 1.f, 1.f, 1.f)),
}
} }
}; };
@@ -106,19 +113,71 @@ private:
void createTestEntities() void createTestEntities()
{ {
EntityID e = CreateEntity(); {
AttachComponent(e, "Test"); EntityID e = CreateEntity();
AttachComponent(e, "Debug"); AttachComponent(e, "Test");
AttachComponent(e, "Transform"); AttachComponent(e, "Debug");
ComponentWrapper testComponent = GetComponent(e, "Test"); AttachComponent(e, "Transform");
int testValue = testComponent["TestInteger"]; ComponentWrapper testComponent = GetComponent(e, "Test");
float testFloat = testComponent["TestFloat"]; int testValue = testComponent["TestInteger"];
ComponentWrapper debugComponent = GetComponent(e, "Debug"); float testFloat = testComponent["TestFloat"];
std::string name = debugComponent["Name"]; ComponentWrapper debugComponent = GetComponent(e, "Debug");
glm::vec3 pickingColor = debugComponent["PickingColor"]; std::string name = debugComponent["Name"];
ComponentWrapper testTransform = GetComponent(e, "Transform"); glm::vec3 pickingColor = debugComponent["PickingColor"];
glm::vec3 pos = testTransform["Position"]; ComponentWrapper testTransform = GetComponent(e, "Transform");
glm::quat ori = testTransform["Orientation"]; glm::vec3 pos = testTransform["Position"];
glm::vec3 scale = testTransform["Scale"]; glm::quat ori = testTransform["Orientation"];
glm::vec3 scale = testTransform["Scale"];
}
{
EntityID entityTranslationWidget = CreateEntity();
AttachComponent(entityTranslationWidget, "Transform");
AttachComponent(entityTranslationWidget, "Model");
ComponentWrapper testTransform = GetComponent(entityTranslationWidget, "Transform");
glm::vec3 pos = testTransform["Position"];
glm::quat ori = testTransform["Orientation"];
glm::vec3 scale = testTransform["Scale"];
ComponentWrapper testModel = GetComponent(entityTranslationWidget, "Model");
std::string file = testModel["ModelFile"];
file = "Models/TranslationWidget.obj";
testModel["ModelFile"] = file;
glm::vec4 col = testModel["Color"];
}
{
EntityID entityScaleWidget = CreateEntity();
AttachComponent(entityScaleWidget, "Transform");
AttachComponent(entityScaleWidget, "Model");
ComponentWrapper testTransform = GetComponent(entityScaleWidget, "Transform");
glm::vec3 pos = testTransform["Position"];
pos = glm::vec3(-1.5f, 0.f, 0.f);
testTransform["Position"] = pos;
glm::quat ori = testTransform["Orientation"];
glm::vec3 scale = testTransform["Scale"];
ComponentWrapper testModel = GetComponent(entityScaleWidget, "Model");
std::string file = testModel["ModelFile"];
file = "Models/ScaleWidget.obj";
testModel["ModelFile"] = file;
glm::vec4 col = testModel["Color"];
}
{
EntityID entityRotationWidget = CreateEntity();
AttachComponent(entityRotationWidget, "Transform");
AttachComponent(entityRotationWidget, "Model");
ComponentWrapper testTransform = GetComponent(entityRotationWidget, "Transform");
glm::vec3 pos = testTransform["Position"];
pos = glm::vec3(1.5f, 0.f, 0.f);
testTransform["Position"] = pos;
glm::quat ori = testTransform["Orientation"];
glm::vec3 scale = testTransform["Scale"];
ComponentWrapper testModel = GetComponent(entityRotationWidget, "Model");
std::string file = testModel["ModelFile"];
file = "Models/RotationWidget.obj";
testModel["ModelFile"] = file;
glm::vec4 col = testModel["Color"];
}
} }
}; };
@@ -0,0 +1,70 @@
#include "Rendering/RenderQueueFactory.h"
RenderQueueFactory::RenderQueueFactory()
{
m_RenderQueues = RenderQueueCollection();
}
void RenderQueueFactory::Update(World* world)
{
m_RenderQueues.Clear();
FillModels(world, &m_RenderQueues.Forward);
FillSprites(world, &m_RenderQueues.Sprites);
FillLights(world, &m_RenderQueues.Lights);
}
glm::mat4 RenderQueueFactory::ModelMatrix(World* world, EntityID entity)
{
//should really return absolute model matrix based on parents position, scale and orientation
//GetAbsolutePosition(World* world, ComponentWrapper transformComponent)
ComponentWrapper transformComponent = world->GetComponent(entity, "Transform");
glm::vec3 position = transformComponent["Position"];
glm::vec3 scale = transformComponent["Scale"];
glm::quat oritentation = transformComponent["Orientation"];
glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(oritentation) * glm::scale(scale);
return modelMatrix;
}
glm::vec3 GetAbsolutePosition(World* world, ComponentWrapper transformComponent)
{
// positionComponent.EntityID
return glm::vec3();
}
void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
{
for(auto& modelC : world->GetComponents("Model")) {
ModelJob job;
std::string modelFile = modelC["ModelFile"];
glm::vec4 color = modelC["Color"];
Model* model = ResourceManager::Load<Model>(modelFile);
for (auto texGroup : model->TextureGroups) {
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 * ModelMatrix(world, modelC.EntityID);
job.Color = color;
renderQueue->Add(job);
}
}
}
void RenderQueueFactory::FillSprites(World* world, RenderQueue* renderQueue)
{
}
void RenderQueueFactory::FillLights(World* world, RenderQueue* renderQueue)
{
}
+13 -56
View File
@@ -15,7 +15,11 @@ void Renderer::Initialize()
InitializeShaders(); InitializeShaders();
InitializeTextures(); InitializeTextures();
InitializeFrameBuffers(); InitializeFrameBuffers();
ModelsToDraw();
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
} }
void Renderer::InitializeWindow() void Renderer::InitializeWindow()
@@ -78,54 +82,6 @@ void Renderer::InitializeShaders()
} }
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) void Renderer::InputUpdate(double dt)
{ {
glm::vec3 m_Position = m_Camera->Position(); glm::vec3 m_Position = m_Camera->Position();
@@ -202,15 +158,16 @@ void Renderer::InputUpdate(double dt)
void Renderer::Update(double dt) void Renderer::Update(double dt)
{ {
InputUpdate(dt); InputUpdate(dt);
} }
void Renderer::Draw(RenderQueueCollection& rq) void Renderer::Draw(RenderQueueCollection& rq)
{ {
//TODO: Renderer: Kanske borde vara längst upp i update. //TODO: Renderer: Kanske borde vara längst upp i update.
PickingPass(); PickingPass(rq);
DrawScreenQuad(m_PickingTexture); DrawScreenQuad(m_PickingTexture);
// DrawScene(rq); DrawScene(rq);
glfwSwapBuffers(m_Window); glfwSwapBuffers(m_Window);
} }
@@ -227,14 +184,14 @@ void Renderer::DrawScene(RenderQueueCollection& rq)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//TODO: Render: Add code for more jobs than modeljobs. //TODO: Render: Add code for more jobs than modeljobs.
for (auto &job : m_TempRQ.Forward) { for (auto &job : rq.Forward) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job); auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) { if (modelJob) {
GLuint ShaderHandle = m_BasicForwardProgram.GetHandle(); GLuint ShaderHandle = m_BasicForwardProgram.GetHandle();
m_BasicForwardProgram.Bind(); m_BasicForwardProgram.Bind();
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms //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, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix())); 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())); glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
@@ -256,7 +213,7 @@ void Renderer::DrawScene(RenderQueueCollection& rq)
} }
} }
void Renderer::PickingPass() void Renderer::PickingPass(RenderQueueCollection& rq)
{ {
m_PickingBuffer.Bind(); m_PickingBuffer.Bind();
@@ -274,7 +231,7 @@ void Renderer::PickingPass()
GLuint ShaderHandle = m_PickingProgram.GetHandle(); GLuint ShaderHandle = m_PickingProgram.GetHandle();
m_PickingProgram.Bind(); m_PickingProgram.Bind();
for (auto &job : m_TempRQ.Forward) { for (auto &job : rq.Forward) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job); auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) { if (modelJob) {
@@ -283,7 +240,7 @@ void Renderer::PickingPass()
//Render picking stuff //Render picking stuff
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms //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, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix())); 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())); glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(pickColor)); glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(pickColor));
+5 -3
View File
@@ -13,6 +13,8 @@ Game::Game(int argc, char* argv[])
// Create the core event broker // Create the core event broker
m_EventBroker = new EventBroker(); m_EventBroker = new EventBroker();
m_RenderQueueFactory = new RenderQueueFactory();
// Create the renderer // Create the renderer
m_Renderer = new Renderer(); m_Renderer = new Renderer();
m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false)); m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
@@ -56,9 +58,9 @@ void Game::Tick()
m_Renderer->Update(dt); m_Renderer->Update(dt);
m_EventBroker->Swap(); m_EventBroker->Swap();
//TODO: Render: This is not used, but will be used later when we dont add models to RQ in renderer. m_RenderQueueFactory->Update(m_World);
RenderQueueCollection rq;
m_Renderer->Draw(rq); m_Renderer->Draw(m_RenderQueueFactory->RenderQueues());
m_EventBroker->Swap(); m_EventBroker->Swap();
m_EventBroker->Clear(); m_EventBroker->Clear();