@@ -54,7 +54,7 @@ void EditorRenderSystem::Update(double dt)
|
||||
EntityWrapper entity(m_World, cModel.EntityID);
|
||||
glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, entity.World);
|
||||
for (auto matGroup : model->MaterialGroups()) {
|
||||
std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f);
|
||||
std::shared_ptr<ModelJob> modelJob = std::make_shared<ModelJob>(model, scene.Camera, modelMatrix, matGroup, cModel, entity.World, glm::vec4(0), 0.f, false);
|
||||
if (cModel["Transparent"]) {
|
||||
scene.Jobs.TransparentObjects.push_back(modelJob);
|
||||
} else {
|
||||
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||||
@@ -18,7 +18,7 @@ void DrawColorCorrectionPass::InitializeShaderPrograms()
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||||
m_ColorCorrectionProgram->Link();
|
||||
}
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||||
|
||||
void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure)
|
||||
void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure)
|
||||
{
|
||||
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
GLERROR("DrawScreenQuadPass::Draw: Pre");
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||||
@@ -33,10 +33,6 @@ void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture, GLu
|
||||
glBindTexture(GL_TEXTURE_2D, sceneTexture);
|
||||
glActiveTexture(GL_TEXTURE1);
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||||
glBindTexture(GL_TEXTURE_2D, bloomTexture);
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||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, sceneTextureLowRes);
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||||
glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D, bloomTextureLowRes);
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||||
|
||||
glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -8,13 +8,12 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
|
||||
Enable(GL_BLEND);
|
||||
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
Enable(GL_DEPTH_TEST);
|
||||
DepthMask(GL_FALSE);
|
||||
DepthFunc(GL_LEQUAL);
|
||||
DepthMask(GL_TRUE);
|
||||
Enable(GL_CULL_FACE);
|
||||
Enable(GL_STENCIL_TEST);
|
||||
StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||
StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
StencilMask(0xFF);
|
||||
// Enable(GL_STENCIL_TEST);
|
||||
// StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||
// StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
// StencilMask(0xFF);
|
||||
ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f));
|
||||
}
|
||||
|
||||
@@ -26,11 +25,9 @@ DrawFinalPassState::~DrawFinalPassState()
|
||||
DrawStencilState::DrawStencilState(GLuint frameBuffer)
|
||||
{
|
||||
BindFramebuffer(frameBuffer);
|
||||
Enable(GL_STENCIL_TEST);
|
||||
StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
StencilFunc(GL_ALWAYS, 1, 0xFF);
|
||||
StencilMask(0xFF);
|
||||
Enable(GL_DEPTH_TEST);
|
||||
DepthMask(GL_TRUE);
|
||||
Enable(GL_CULL_FACE);
|
||||
ClearColor(glm::vec4(0.f));
|
||||
}
|
||||
|
||||
|
||||
@@ -23,11 +23,12 @@ void PickingPass::InitializeTextures()
|
||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
|
||||
|
||||
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
|
||||
}
|
||||
|
||||
void PickingPass::InitializeFrameBuffers()
|
||||
{
|
||||
|
||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
|
||||
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
|
||||
m_PickingBuffer.Generate();
|
||||
|
||||
@@ -240,6 +240,8 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
|
||||
fillColor = (glm::vec4)fillComponent["Color"];
|
||||
}
|
||||
|
||||
bool isShielded = m_World->HasComponent(cModel.EntityID, "Shielded") || m_World->HasComponent(cModel.EntityID, "Player");
|
||||
|
||||
glm::mat4 modelMatrix = Transform::ModelMatrix(cModel.EntityID, m_World);
|
||||
//Loop through all materialgroups of a model
|
||||
for (auto matGroup : model->MaterialGroups()) {
|
||||
@@ -255,20 +257,19 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
|
||||
cModel,
|
||||
m_World,
|
||||
fillColor,
|
||||
fillPercentage
|
||||
fillPercentage,
|
||||
isShielded
|
||||
));
|
||||
if (m_World->HasComponent(cModel.EntityID, "Shield")){
|
||||
explosionEffectJob->CalculateHash();
|
||||
Jobs.ShieldObjects.push_back(explosionEffectJob);
|
||||
} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
|
||||
|| m_World->HasComponent(cModel.EntityID, "Player")) {
|
||||
|
||||
} else if (isShielded) {
|
||||
if (explosionEffectJob->Color.a != 1.f || explosionEffectJob->EndColor.a != 1.f || explosionEffectJob->DiffuseColor.a != 1.f) {
|
||||
cModel["Transparent"] = true;
|
||||
}
|
||||
|
||||
if (cModel["Transparent"]) {
|
||||
Jobs.TransparentShieldedObjects.push_back(explosionEffectJob);
|
||||
Jobs.TransparentObjects.push_back(explosionEffectJob);
|
||||
} else {
|
||||
explosionEffectJob->CalculateHash();
|
||||
Jobs.OpaqueShieldedObjects.push_back(explosionEffectJob);
|
||||
@@ -294,20 +295,20 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
|
||||
cModel,
|
||||
m_World,
|
||||
fillColor,
|
||||
fillPercentage
|
||||
fillPercentage,
|
||||
isShielded
|
||||
));
|
||||
if (m_World->HasComponent(cModel.EntityID, "Shield")) {
|
||||
modelJob->CalculateHash();
|
||||
Jobs.ShieldObjects.push_back(modelJob);
|
||||
} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
|
||||
|| m_World->HasComponent(cModel.EntityID, "Player")) {
|
||||
} else if (isShielded) {
|
||||
|
||||
if (modelJob->Color.a != 1.f || modelJob->DiffuseColor.a != 1.f) {
|
||||
cModel["Transparent"] = true;
|
||||
}
|
||||
|
||||
if (cModel["Transparent"]) {
|
||||
Jobs.TransparentShieldedObjects.push_back(modelJob);
|
||||
Jobs.TransparentObjects.push_back(modelJob);
|
||||
} else {
|
||||
modelJob->CalculateHash();
|
||||
Jobs.OpaqueShieldedObjects.push_back(modelJob);
|
||||
|
||||
@@ -110,7 +110,7 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
{
|
||||
GLERROR("PRE");
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
|
||||
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking\0Ambient Occlusion");
|
||||
ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
|
||||
if(m_CubeMapTexture == 0) {
|
||||
m_CubeMapPass->LoadTextures("Nevada");
|
||||
@@ -174,7 +174,7 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
|
||||
if (m_DebugTextureToDraw == 0) {
|
||||
PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
|
||||
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure);
|
||||
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
|
||||
PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
|
||||
}
|
||||
|
||||
@@ -186,18 +186,12 @@ void Renderer::Draw(RenderFrame& frame)
|
||||
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTexture());
|
||||
}
|
||||
if (m_DebugTextureToDraw == 3) {
|
||||
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTextureLowRes());
|
||||
}
|
||||
if (m_DebugTextureToDraw == 4) {
|
||||
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTextureLowRes());
|
||||
}
|
||||
if (m_DebugTextureToDraw == 5) {
|
||||
m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture());
|
||||
}
|
||||
if (m_DebugTextureToDraw == 6) {
|
||||
if (m_DebugTextureToDraw == 4) {
|
||||
m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
|
||||
}
|
||||
if (m_DebugTextureToDraw == 7) {
|
||||
if (m_DebugTextureToDraw == 5) {
|
||||
m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
|
||||
}
|
||||
PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
|
||||
@@ -250,7 +244,7 @@ void Renderer::InitializeRenderPasses()
|
||||
m_LightCullingPass = new LightCullingPass(this);
|
||||
m_CubeMapPass = new CubeMapPass(this);
|
||||
m_SSAOPass = new SSAOPass(this, m_Config);
|
||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_PickingPass->DepthBuffer());
|
||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass);
|
||||
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
||||
m_DrawBloomPass = new DrawBloomPass(this, m_Config);
|
||||
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
||||
|
||||
Reference in New Issue
Block a user