Lots of things done
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@@ -16,18 +16,32 @@ void DrawScenePass::InitializeShaderPrograms()
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{
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//Gör så att shaders är en resource, tex som texture classen. Konstruktorn måste vara privat.
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m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#BasicForwardProgram");
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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_CoolDeathAnimProgram = ResourceManager::Load<ShaderProgram>("#CoolDeathAnimProgram");
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m_CoolDeathAnimProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/CoolDeathAnim.vert.glsl")));
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m_CoolDeathAnimProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/CoolDeathAnim.geom.glsl")));
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m_CoolDeathAnimProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/CoolDeathAnim.frag.glsl")));
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m_CoolDeathAnimProgram->Compile();
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m_CoolDeathAnimProgram->Link();
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}
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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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if (TimeDeath > 2.f) {
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TimeDeath = 0.f;
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}
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Origin = glm::vec3(0.f, 0.0f, 0.f);
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TimeDeath = TimeDeath + 0.01f;
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EndDeath = EndDeath + 0.05f;
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GLERROR("Renderer::Draw PickingPass");
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DrawScenePassState state;
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@@ -35,17 +49,47 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
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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 coolDeathAnimationJob = std::dynamic_pointer_cast<CoolDeathAnimationJob>(job);
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if (coolDeathAnimationJob) {
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GLuint ShaderHandle = m_CoolDeathAnimProgram->GetHandle(); //---
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//---
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m_CoolDeathAnimProgram->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(coolDeathAnimationJob->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
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glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(coolDeathAnimationJob->Color));
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glUniform3fv(glGetUniformLocation(ShaderHandle, "OriginPos"), 1, glm::value_ptr(Origin));
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glUniform1f(glGetUniformLocation(ShaderHandle, "TimeSinceDeath"), TimeDeath);
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glUniform1f(glGetUniformLocation(ShaderHandle, "EndOfDeath"), EndDeath);
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//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
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if (coolDeathAnimationJob->DiffuseTexture != nullptr) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, coolDeathAnimationJob->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(coolDeathAnimationJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, coolDeathAnimationJob->Model->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, coolDeathAnimationJob->EndIndex - coolDeathAnimationJob->StartIndex + 1, GL_UNSIGNED_INT, 0, coolDeathAnimationJob->StartIndex);
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continue;
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}
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if (modelJob) {
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GLuint ShaderHandle = m_BasicForwardProgram->GetHandle();
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GLuint ShaderHandle = m_BasicForwardProgram->GetHandle(); //---
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GLERROR("1");
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//---
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m_BasicForwardProgram->Bind();
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GLERROR("2.1");
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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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glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
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glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
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GLERROR("2");
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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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@@ -54,11 +98,11 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
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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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GLERROR("3");
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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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GLERROR("4");
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continue;
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}
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}
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@@ -90,21 +90,47 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
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}
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for (auto texGroup : model->TextureGroups) {
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ModelJob job;
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job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
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job.DiffuseTexture = texGroup.Texture.get();
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job.NormalTexture = texGroup.NormalMap.get();
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job.SpecularTexture = texGroup.SpecularMap.get();
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job.Model = model;
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job.StartIndex = texGroup.StartIndex;
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
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job.Color = color;
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auto deathComp = world->HasComponent(modelC.EntityID, "CoolDeathAnim");
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if (!deathComp) {
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ModelJob job;
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//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
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job.Entity = modelC.EntityID;
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job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
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job.DiffuseTexture = texGroup.Texture.get();
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job.NormalTexture = texGroup.NormalMap.get();
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job.SpecularTexture = texGroup.SpecularMap.get();
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job.Model = model;
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job.StartIndex = texGroup.StartIndex;
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
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job.Color = color;
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renderQueue->Add(job);
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//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
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job.Entity = modelC.EntityID;
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renderQueue->Add(job);
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}
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else {
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CoolDeathAnimationJob job;
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job.TimeSinceDeath = 1.f;
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job.EndOfDeath = 15.f;
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job.OriginPos = glm::vec3(1000.f, 2.f, 0.f);
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job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
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job.DiffuseTexture = texGroup.Texture.get();
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job.NormalTexture = texGroup.NormalMap.get();
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job.SpecularTexture = texGroup.SpecularMap.get();
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job.Model = model;
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job.StartIndex = texGroup.StartIndex;
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
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job.Color = color;
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//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
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job.Entity = modelC.EntityID;
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renderQueue->Add(job);
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}
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}
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}
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}
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@@ -76,6 +76,15 @@ void Renderer::InitializeShaders()
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m_DrawScreenQuadProgram->Compile();
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m_DrawScreenQuadProgram->Link();
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m_CoolDeathAnimProgram = ResourceManager::Load<ShaderProgram>("#CoolDeathAnimProgram");
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//m_CoolDeathAnimProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/CoolDeathAnim.vert.glsl")));
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//m_CoolDeathAnimProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/CoolDeathAnim.geom.glsl")));
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//m_CoolDeathAnimProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/CoolDeathAnim.frag.glsl")));
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//m_CoolDeathAnimProgram->Compile();
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//m_CoolDeathAnimProgram->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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