Merge branch 'master' of https://github.com/teamfisk/TacticalZ into SSAO

Conflicts:
	include/Engine/Rendering/Renderer.h
	src/Engine/Rendering/Renderer.cpp
This commit is contained in:
Teejoon
2016-02-22 14:51:42 +01:00
79 changed files with 2082 additions and 784 deletions
+2
View File
@@ -24,6 +24,8 @@ public:
void Draw(GLuint texture);
void OnWindowResize();
//Getters
//Return the blurred result of the texture that was sent into draw
GLuint GaussianTexture() const { return m_GaussianTexture_vert; }
+1 -1
View File
@@ -20,6 +20,7 @@ public:
void InitializeShaderPrograms();
void Draw(RenderScene& scene, GLuint SSAOTexture);
void ClearBuffer();
void OnWindowResize();
//Return the texture that is used in later stages to apply the bloom effect
GLuint DepthBuffer() const { return m_DepthBuffer; }
@@ -34,7 +35,6 @@ public:
FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
@@ -21,6 +21,7 @@ public:
void SetSSBOSizes();
void CullLights(RenderScene& scene);
void FillLightList(RenderScene& scene);
void OnWindowResize();
GLuint FrustumSSBO() const { return m_FrustumSSBO; }
GLuint LightSSBO() const { return m_LightSSBO; }
+2 -1
View File
@@ -108,6 +108,7 @@ struct ModelJob : RenderJob
EndIndex = matGroup->EndIndex;
Matrix = matrix;
Color = modelComponent["Color"];
GlowIntensity = ((double)modelComponent["GlowIntensity"]);
Entity = modelComponent.EntityID;
glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID);
glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
@@ -170,7 +171,7 @@ struct ModelJob : RenderJob
::Skeleton::AnimationOffset AnimationOffset;
float GlowIntensity = 8.0;
glm::vec4 DiffuseColor;
glm::vec4 SpecularColor;
glm::vec4 IncandescenceColor;
+3 -1
View File
@@ -22,6 +22,8 @@ public:
void Draw(RenderScene& scene);
void ClearPicking();
void OnWindowResize();
//Getters
const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
@@ -40,7 +42,7 @@ private:
const IRenderer* m_Renderer;
ShaderProgram* m_PickingProgram;
ShaderProgram* m_PickingSkinnedProgram;
ShaderProgram* m_PickingSkinnedProgram;
Camera* m_Camera;
struct PickingInfo
+8
View File
@@ -24,9 +24,12 @@
#include "imgui/imgui.h"
#include "TextPass.h"
#include "Util/CommonFunctions.h"
#include "Core/PerformanceTimer.h"
class Renderer : public IRenderer
{
static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
public:
Renderer(EventBroker* eventBroker)
: m_EventBroker(eventBroker)
@@ -38,8 +41,12 @@ public:
virtual PickData Pick(glm::vec2 screenCoord) override;
private:
//----------------------Variables----------------------//
static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer;
EventBroker* m_EventBroker;
TextPass* m_TextPass;
@@ -51,6 +58,7 @@ private:
Model* m_UnitSphere;
int m_DebugTextureToDraw = 0;
bool m_ResizeWindow = false;
float m_SSAO_Radius = 1.0f;
float m_SSAO_Bias = 0.05f;
float m_SSAO_Contrast = 1.5f;
+3 -1
View File
@@ -40,7 +40,8 @@ struct SpriteJob : RenderJob
Depth = viewpos.z;
}
World = world;
Pickable = world->HasComponent(cSprite.EntityID, "Button");
FillColor = fillColor;
FillPercentage = fillPercentage;
};
@@ -60,6 +61,7 @@ struct SpriteJob : RenderJob
unsigned int StartIndex = 0;
unsigned int EndIndex = 0;
World* World;
bool Pickable;
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;