ForwardPlus base debug commit.
This commit is contained in:
@@ -28,9 +28,10 @@ void DrawScenePass::InitializeShaderPrograms()
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void DrawScenePass::Draw(RenderQueueCollection& rq)
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{
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//glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GLERROR("Renderer::Draw PickingPass");
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GLERROR("DrawScenePass::Draw: Pre");
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DrawScenePassState state;
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m_BasicForwardProgram->Bind();
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//TODO: Render: Add code for more jobs than modeljobs.
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@@ -39,7 +40,6 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
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if (modelJob) {
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GLuint ShaderHandle = m_BasicForwardProgram->GetHandle();
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m_BasicForwardProgram->Bind();
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
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@@ -62,5 +62,5 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
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continue;
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}
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}
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GLERROR("DrawScene Error");
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GLERROR("DrawScenePass::Draw: End");
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}
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@@ -16,7 +16,7 @@ void Renderer::Initialize()
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InitializeShaders();
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InitializeTextures();
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InitializeSSBOs();
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//CalculateFrustum();
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CalculateFrustum();
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
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@@ -73,15 +73,21 @@ void Renderer::InitializeShaders()
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m_DrawScreenQuadProgram->Compile();
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m_DrawScreenQuadProgram->Link();
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//m_CalculateFrustumProgram = ResourceManager::Load<ShaderProgram>("#CalculateFrustumProgram");
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//m_CalculateFrustumProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/GridFrustum.comp.glsl")));
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//m_CalculateFrustumProgram.Compile();
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//m_CalculateFrustumProgram.Link();
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m_CalculateFrustumProgram = ResourceManager::Load<ShaderProgram>("#CalculateFrustumProgram");
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m_CalculateFrustumProgram->AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/GridFrustum.comp.glsl")));
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m_CalculateFrustumProgram->Compile();
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m_CalculateFrustumProgram->Link();
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//m_LightCullProgram = ResourceManager::Load<ShaderProgram>("#LightCullProgram");
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//m_LightCullProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/cullLights.comp.glsl")));
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//m_LightCullProgram.Compile();
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//m_LightCullProgram.Link();
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m_LightCullProgram = ResourceManager::Load<ShaderProgram>("#LightCullProgram");
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m_LightCullProgram->AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/cullLights.comp.glsl")));
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m_LightCullProgram->Compile();
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m_LightCullProgram->Link();
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m_ForwardPlusProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram");
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m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
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m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
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m_ForwardPlusProgram->Compile();
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m_ForwardPlusProgram->Link();
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}
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void Renderer::InputUpdate(double dt)
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@@ -150,9 +156,10 @@ void Renderer::Draw(RenderQueueCollection& rq)
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{
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m_PickingPass->Draw(rq);
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//DrawScreenQuad(m_PickingPass->PickingTexture());
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//CullLights();
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CullLights();
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m_DrawScenePass->Draw(rq);
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//m_DrawScenePass->Draw(rq);
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DrawForwardPlus(rq);
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GLERROR("Renderer::Draw m_DrawScenePass->Draw");
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glfwSwapBuffers(m_Window);
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}
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@@ -252,39 +259,86 @@ void Renderer::InitializeRenderPasses()
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void Renderer::CalculateFrustum()
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{
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GLERROR("CalculateFrustum Error-1");
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GLERROR("CalculateFrustum Error: Pre");
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m_CalculateFrustumProgram->Bind();
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GLERROR("CalculateFrustum Error1");
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
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GLERROR("CalculateFrustum Error2");
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glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(m_Camera->ProjectionMatrix()));
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GLERROR("CalculateFrustum Error3");
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glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Resolution.Width, m_Resolution.Height);
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GLERROR("CalculateFrustum Error4");
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glDispatchCompute(5, 3, 1);
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GLERROR("CalculateFrustum Error5");
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GLERROR("CalculateFrustum Error: End");
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}
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void Renderer::TEMPCreateLights()
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{
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for (int i = 0; i < NUM_LIGHTS; i++) {
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m_PointLights[i].Position = glm::vec4(i, 0.f, 0.f, 0.f);
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m_PointLights[i].Position = glm::vec4(5.f * (i-1), 0.f, 0.f, 1.f);
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m_PointLights[i].Color = glm::vec4(1.f, 0.5f, 0.f + i*0.1f, 1.f);
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m_PointLights[i].Radius = 10.f;
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}
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}
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void Renderer::CullLights()
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{
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GLERROR("CullLights Error: Pre");
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m_LightCullProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "V"), 1, false, glm::value_ptr(m_Camera->ViewMatrix()));
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
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glDispatchCompute(m_Resolution.Width / TILE_SIZE, m_Resolution.Height / TILE_SIZE, 1);
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GLERROR("CullLights Error");
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GLERROR("CullLights Error: End");
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}
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void Renderer::DrawForwardPlus(RenderQueueCollection& rq)
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{
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GLERROR("Renderer::DrawForwardPlus: Pre");
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glClearColor(200.f / 255, 0.f / 255, 200.f / 255, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_ForwardPlusProgram->Bind();
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GLuint ShaderHandle = m_ForwardPlusProgram->GetHandle();
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
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glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
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//TODO: Render: Add code for more jobs than modeljobs.
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for (auto &job : rq.Forward) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
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glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
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//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
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if (modelJob->DiffuseTexture != nullptr) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
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} else {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
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}
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
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continue;
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}
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}
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GLERROR("Renderer::DrawForwardPlus: End");
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}
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