ForwardPlus base debug commit.

This commit is contained in:
Tleety
2015-12-15 15:28:37 +01:00
parent 7c714d1f98
commit 1e370bac13
6 changed files with 359 additions and 29 deletions
+3 -3
View File
@@ -28,9 +28,10 @@ void DrawScenePass::InitializeShaderPrograms()
void DrawScenePass::Draw(RenderQueueCollection& rq)
{
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLERROR("Renderer::Draw PickingPass");
GLERROR("DrawScenePass::Draw: Pre");
DrawScenePassState state;
m_BasicForwardProgram->Bind();
//TODO: Render: Add code for more jobs than modeljobs.
@@ -39,7 +40,6 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
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(modelJob->ModelMatrix));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
@@ -62,5 +62,5 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
continue;
}
}
GLERROR("DrawScene Error");
GLERROR("DrawScenePass::Draw: End");
}
+73 -19
View File
@@ -16,7 +16,7 @@ void Renderer::Initialize()
InitializeShaders();
InitializeTextures();
InitializeSSBOs();
//CalculateFrustum();
CalculateFrustum();
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
@@ -73,15 +73,21 @@ void Renderer::InitializeShaders()
m_DrawScreenQuadProgram->Compile();
m_DrawScreenQuadProgram->Link();
//m_CalculateFrustumProgram = ResourceManager::Load<ShaderProgram>("#CalculateFrustumProgram");
//m_CalculateFrustumProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/GridFrustum.comp.glsl")));
//m_CalculateFrustumProgram.Compile();
//m_CalculateFrustumProgram.Link();
m_CalculateFrustumProgram = ResourceManager::Load<ShaderProgram>("#CalculateFrustumProgram");
m_CalculateFrustumProgram->AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/GridFrustum.comp.glsl")));
m_CalculateFrustumProgram->Compile();
m_CalculateFrustumProgram->Link();
//m_LightCullProgram = ResourceManager::Load<ShaderProgram>("#LightCullProgram");
//m_LightCullProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/cullLights.comp.glsl")));
//m_LightCullProgram.Compile();
//m_LightCullProgram.Link();
m_LightCullProgram = ResourceManager::Load<ShaderProgram>("#LightCullProgram");
m_LightCullProgram->AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/cullLights.comp.glsl")));
m_LightCullProgram->Compile();
m_LightCullProgram->Link();
m_ForwardPlusProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram");
m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
m_ForwardPlusProgram->Compile();
m_ForwardPlusProgram->Link();
}
void Renderer::InputUpdate(double dt)
@@ -150,9 +156,10 @@ void Renderer::Draw(RenderQueueCollection& rq)
{
m_PickingPass->Draw(rq);
//DrawScreenQuad(m_PickingPass->PickingTexture());
//CullLights();
CullLights();
m_DrawScenePass->Draw(rq);
//m_DrawScenePass->Draw(rq);
DrawForwardPlus(rq);
GLERROR("Renderer::Draw m_DrawScenePass->Draw");
glfwSwapBuffers(m_Window);
}
@@ -252,39 +259,86 @@ void Renderer::InitializeRenderPasses()
void Renderer::CalculateFrustum()
{
GLERROR("CalculateFrustum Error-1");
GLERROR("CalculateFrustum Error: Pre");
m_CalculateFrustumProgram->Bind();
GLERROR("CalculateFrustum Error1");
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
GLERROR("CalculateFrustum Error2");
glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(m_Camera->ProjectionMatrix()));
GLERROR("CalculateFrustum Error3");
glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Resolution.Width, m_Resolution.Height);
GLERROR("CalculateFrustum Error4");
glDispatchCompute(5, 3, 1);
GLERROR("CalculateFrustum Error5");
GLERROR("CalculateFrustum Error: End");
}
void Renderer::TEMPCreateLights()
{
for (int i = 0; i < NUM_LIGHTS; i++) {
m_PointLights[i].Position = glm::vec4(i, 0.f, 0.f, 0.f);
m_PointLights[i].Position = glm::vec4(5.f * (i-1), 0.f, 0.f, 1.f);
m_PointLights[i].Color = glm::vec4(1.f, 0.5f, 0.f + i*0.1f, 1.f);
m_PointLights[i].Radius = 10.f;
}
}
void Renderer::CullLights()
{
GLERROR("CullLights Error: Pre");
m_LightCullProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "V"), 1, false, glm::value_ptr(m_Camera->ViewMatrix()));
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
glDispatchCompute(m_Resolution.Width / TILE_SIZE, m_Resolution.Height / TILE_SIZE, 1);
GLERROR("CullLights Error");
GLERROR("CullLights Error: End");
}
void Renderer::DrawForwardPlus(RenderQueueCollection& rq)
{
GLERROR("Renderer::DrawForwardPlus: Pre");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glClearColor(200.f / 255, 0.f / 255, 200.f / 255, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_ForwardPlusProgram->Bind();
GLuint ShaderHandle = m_ForwardPlusProgram->GetHandle();
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
//TODO: Render: Add code for more jobs than modeljobs.
for (auto &job : rq.Forward) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
//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(modelJob->ModelMatrix));
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()));
glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
//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;
}
}
GLERROR("Renderer::DrawForwardPlus: End");
}