diff --git a/include/Engine/Core/PerformanceTimer.h b/include/Engine/Core/PerformanceTimer.h index a3cdfa92..b7e0c60a 100644 --- a/include/Engine/Core/PerformanceTimer.h +++ b/include/Engine/Core/PerformanceTimer.h @@ -2,8 +2,11 @@ #define PerformanceTimer_h__ #include "../Common.h" + +#ifdef DEBUG #include using boost::timer::cpu_timer; +#endif //DEBUG class PerformanceTimer { @@ -17,9 +20,11 @@ public: static void CreateExcelData(); private: +#ifdef DEBUG static std::map timers; static cpu_timer m_Timer; static std::string currentTimerRunning; +#endif //DEBUG }; #endif diff --git a/include/Engine/Rendering/DrawFinalPass.h b/include/Engine/Rendering/DrawFinalPass.h index 26712088..2d333059 100644 --- a/include/Engine/Rendering/DrawFinalPass.h +++ b/include/Engine/Rendering/DrawFinalPass.h @@ -17,7 +17,7 @@ class DrawFinalPass { public: - DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass); + DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass, ConfigFile* config); ~DrawFinalPass(); void InitializeTextures(); void InitializeFrameBuffers(); @@ -25,17 +25,77 @@ public: void Draw(RenderScene& scene, BlurHUD* blurHUDPass); void ClearBuffer(); void OnWindowResize(); + void setMSAA(unsigned int numberOfSamples); //Return the texture that is used in later stages to apply the bloom effect - GLuint BloomTexture() const { return m_BloomTexture; } + GLuint BloomTexture() { + if (m_MSAA){ + m_AntiAliasedFrameBuffer->Bind(); + glClearColor(0.f, 0.f, 0.f, 0.f); + glClear(GL_COLOR_BUFFER_BIT); + m_AntiAliasedFrameBuffer->Unbind(); + m_FinalPassFrameBuffer->Read(); + glReadBuffer(GL_COLOR_ATTACHMENT1); + m_AntiAliasedFrameBuffer->Draw(); + glBlitFramebuffer( + 0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height, + 0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height, + GL_COLOR_BUFFER_BIT, GL_NEAREST); + return m_AntiAliasedTexture; + } + return m_BloomTexture; } //Return the texture with diffuse and lighting of the scene. - GLuint SceneTexture() const { return m_SceneTexture; } + GLuint DrawFinalPass::SceneTexture() { + if (m_MSAA) { + m_AntiAliasedFrameBuffer->Bind(); + glClearColor(0.f, 0.f, 0.f, 0.f); + glClear(GL_COLOR_BUFFER_BIT); + m_AntiAliasedFrameBuffer->Unbind(); + m_FinalPassFrameBuffer->Read(); + glReadBuffer(GL_COLOR_ATTACHMENT0); + m_AntiAliasedFrameBuffer->Draw(); + glBlitFramebuffer( + 0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height, + 0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height, + GL_COLOR_BUFFER_BIT, GL_NEAREST); + return m_AntiAliasedTexture; + } + return m_SceneTexture; + } //Return the SceneTexture with the blurred HUD bits. - GLuint CombinedSceneTexture() const { return m_CombinedTexture; } + GLuint CombinedSceneTexture() { + if (m_MSAA) { + m_AntiAliasedFrameBuffer->Bind(); + glClearColor(0.f, 0.f, 0.f, 0.f); + glClear(GL_COLOR_BUFFER_BIT); + m_AntiAliasedFrameBuffer->Unbind(); + m_FinalPassFrameBuffer->Read(); + m_AntiAliasedFrameBuffer->Draw(); + glBlitFramebuffer( + 0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height, + 0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height, + GL_COLOR_BUFFER_BIT, GL_NEAREST); + return m_AntiAliasedTexture; + } + return m_CombinedTexture; } //Return the blurred scene texture. - GLuint FullBlurredTexture() const { return m_FullBlurredTexture; } + GLuint FullBlurredTexture() { + if (m_MSAA) { + m_AntiAliasedFrameBuffer->Bind(); + glClearColor(0.f, 0.f, 0.f, 0.f); + glClear(GL_COLOR_BUFFER_BIT); + m_AntiAliasedFrameBuffer->Unbind(); + m_FinalPassFrameBuffer->Read(); + m_AntiAliasedFrameBuffer->Draw(); + glBlitFramebuffer( + 0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height, + 0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height, + GL_COLOR_BUFFER_BIT, GL_NEAREST); + return m_AntiAliasedTexture; + } + return m_FullBlurredTexture; } //Return the framebuffer used in the scene rendering stage. - FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; } + FrameBuffer* FinalPassFrameBuffer() { return m_FinalPassFrameBuffer; } private: void DrawSprites(std::list>&jobs, RenderScene& scene); @@ -56,18 +116,21 @@ private: Texture* m_GreyTexture; Texture* m_ErrorTexture; - FrameBuffer m_FinalPassFrameBuffer; - FrameBuffer m_ShieldDepthFrameBuffer; + FrameBuffer* m_FinalPassFrameBuffer = nullptr; + FrameBuffer* m_ShieldDepthFrameBuffer = nullptr; + FrameBuffer* m_AntiAliasedFrameBuffer = nullptr; GLuint m_BloomTexture = 0; GLuint m_SceneTexture = 0; GLuint m_DepthBuffer = 0; GLuint m_ShieldBuffer = 0; GLuint m_CubeMapTexture = 0; - GLuint m_FullBlurredTexture; - GLuint m_CombinedTexture; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures + GLuint m_FullBlurredTexture = 0; + GLuint m_CombinedTexture = 0; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures + GLuint m_AntiAliasedTexture = 0; //Is only used when MSAA is active; //maqke this component based i guess? GLuint m_ShieldPixelRate = 16; + unsigned int m_MSAA = 0; const IRenderer* m_Renderer; const LightCullingPass* m_LightCullingPass; diff --git a/include/Engine/Rendering/FrameBuffer.h b/include/Engine/Rendering/FrameBuffer.h index 1b4f6012..a4f5fed5 100644 --- a/include/Engine/Rendering/FrameBuffer.h +++ b/include/Engine/Rendering/FrameBuffer.h @@ -7,12 +7,13 @@ class BufferResource { public: - BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod); + BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod, bool multiSampling); GLuint* m_ResourceHandle; GLenum m_ResourceType; GLenum m_Attachment; GLuint m_MipMapLod = 0; + bool m_MultiSampling = false; private: }; @@ -21,24 +22,33 @@ template class ResourceType : public BufferResource { public: - ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod) - : BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod) { } + ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod, bool multiSampling) + : BufferResource(resourceHandle, RESOURCETYPE, attachment, mipMapLod, multiSampling) { } }; class Texture2D : public ResourceType { public: Texture2D(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0) - : ResourceType(resourceHandle, attachment, mipMapLod) { }; + : ResourceType(resourceHandle, attachment, mipMapLod, false) { }; ~Texture2D(); }; +class Texture2DMultiSample : public ResourceType +{ +public: + Texture2DMultiSample(GLuint* resourceHandle, GLenum attachment, GLuint mipMapLod = 0) + : ResourceType(resourceHandle, attachment, mipMapLod, true) { }; + + ~Texture2DMultiSample(); +}; + class RenderBuffer : public ResourceType { public: - RenderBuffer(GLuint* resourceHandle, GLenum attachment) - : ResourceType(resourceHandle, attachment, 0) + RenderBuffer(GLuint* resourceHandle, GLenum attachment, bool multiSampling = false) + : ResourceType(resourceHandle, attachment, 0, multiSampling) { }; ~RenderBuffer(); @@ -48,12 +58,13 @@ class Texture2DArray : public ResourceType { public: Texture2DArray(GLuint* resourceHandle, GLenum attachment) - : ResourceType(resourceHandle, attachment, 0) + : ResourceType(resourceHandle, attachment, 0, false) { }; ~Texture2DArray(); }; + class FrameBuffer { public: @@ -65,9 +76,13 @@ public: void Generate(); void Bind(); void Unbind(); + void Read(); + void Draw(); GLuint GetHandle(); + bool MultiSampling() { return m_MultiSampling; }; private: + bool m_MultiSampling = true; GLuint m_BufferHandle; std::vector> m_Resources; }; diff --git a/include/Engine/Rendering/Renderer.h b/include/Engine/Rendering/Renderer.h index 51cf62e7..315dfe5f 100644 --- a/include/Engine/Rendering/Renderer.h +++ b/include/Engine/Rendering/Renderer.h @@ -71,6 +71,7 @@ private: bool m_ResizeWindow = false; int m_SSAO_Quality = 0; int m_GLOW_Quality = 2; + unsigned int m_MSAA_Level = 0; PickingPass* m_PickingPass; LightCullingPass* m_LightCullingPass; diff --git a/include/Engine/Rendering/Skeleton.h b/include/Engine/Rendering/Skeleton.h index 3711c8b2..d14ab4ae 100644 --- a/include/Engine/Rendering/Skeleton.h +++ b/include/Engine/Rendering/Skeleton.h @@ -20,11 +20,14 @@ public: , Parent(parent) , Name(name) , OffsetMatrix(offsetMatrix) - { } + { + BindTransformMatrix = glm::inverse(offsetMatrix); + } std::string Name; glm::mat4 OffsetMatrix; int ID; + glm::mat4 BindTransformMatrix; Bone* Parent; std::vector Children; diff --git a/include/Engine/Rendering/SpriteJob.h b/include/Engine/Rendering/SpriteJob.h index 64916ac3..7b87f7f1 100644 --- a/include/Engine/Rendering/SpriteJob.h +++ b/include/Engine/Rendering/SpriteJob.h @@ -29,6 +29,7 @@ struct SpriteJob : RenderJob IncandescenceTexture = CommonFunctions::TryLoadResource(cSprite["GlowMap"]); Linear = (bool)cSprite["Linear"]; + ClampToBorder = (bool)cSprite["ClampToBorder"]; StartIndex = matProp.material->StartIndex; EndIndex = matProp.material->EndIndex; @@ -93,6 +94,7 @@ struct SpriteJob : RenderJob float ScaleX = 1; float ScaleY = 1; bool Linear = false; + bool ClampToBorder = false; glm::vec4 FillColor = glm::vec4(0); float FillPercentage = 0.0; diff --git a/include/Engine/Rendering/Util/CommonFunctions.h b/include/Engine/Rendering/Util/CommonFunctions.h index 94cf8683..5a60c5c9 100644 --- a/include/Engine/Rendering/Util/CommonFunctions.h +++ b/include/Engine/Rendering/Util/CommonFunctions.h @@ -27,7 +27,7 @@ Texture* TryLoadResource(std::string path) void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type); void GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat); -void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps); +void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type, GLint numMipMaps, GLint MAGFilter, GLint MINFilter); void DeleteTexture(GLuint* texture); }; diff --git a/include/Engine/Sound/SoundManager.h b/include/Engine/Sound/SoundManager.h index 819f74b5..894ed5bf 100644 --- a/include/Engine/Sound/SoundManager.h +++ b/include/Engine/Sound/SoundManager.h @@ -30,6 +30,7 @@ #include "../Engine/Core/EPause.h" #include "../Engine/Core/EComponentAttached.h" #include "../Core/EPlayerSpawned.h" +#include "../Rendering/ESetCamera.h" typedef std::pair> QueuedBuffers; @@ -91,7 +92,6 @@ private: void matchBGMLoop(); Source* m_CurrentBGM = nullptr; Source* m_CurrentBGMCombo = nullptr; - bool m_DrumLoopHasBeenStarted = false; // Logic World* m_World = nullptr; @@ -139,6 +139,8 @@ private: bool OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e); EventRelay m_EChangeBGM; bool OnChangeBGM(const Events::ChangeBGM &e); + EventRelay m_ESetCamera; + bool OnSetCamera(const Events::SetCamera& e); }; diff --git a/resources/DefaultConfig.ini b/resources/DefaultConfig.ini index f73531f5..aff4f5a5 100644 --- a/resources/DefaultConfig.ini +++ b/resources/DefaultConfig.ini @@ -85,4 +85,7 @@ NumIterations=5 NumIterations=9 [GLOW3] -NumIterations=13 \ No newline at end of file +NumIterations=13 + +[MSAA] +Level = 0; diff --git a/resources/Schema/Components/Sprite.xml b/resources/Schema/Components/Sprite.xml index 9ba27381..a67f5dde 100644 --- a/resources/Schema/Components/Sprite.xml +++ b/resources/Schema/Components/Sprite.xml @@ -10,5 +10,6 @@ false false true + false false diff --git a/resources/Schema/Components/Sprite.xsd b/resources/Schema/Components/Sprite.xsd index af4860c8..44456ec7 100644 --- a/resources/Schema/Components/Sprite.xsd +++ b/resources/Schema/Components/Sprite.xsd @@ -39,6 +39,9 @@ If it should use Linear or Nearest sampling method. + + If it should clamp to border or repeat the texture. + Wether the background should be blurred begind this sprite. diff --git a/resources/Shaders/ExplosionEffect.frag.glsl b/resources/Shaders/ExplosionEffect.frag.glsl index 32ababe5..d506e70f 100644 --- a/resources/Shaders/ExplosionEffect.frag.glsl +++ b/resources/Shaders/ExplosionEffect.frag.glsl @@ -1,14 +1,11 @@ #version 430 -uniform mat4 M; -uniform mat4 V; -uniform mat4 P; uniform vec4 Color; - uniform sampler2D texture0; in VertexData{ vec3 Position; + vec4 ViewSpacePosition; vec3 Normal; vec2 TextureCoordinate; vec4 DiffuseColor; diff --git a/resources/Shaders/ExplosionEffect.geom.glsl b/resources/Shaders/ExplosionEffect.geom.glsl index 420bbaae..5a355fac 100644 --- a/resources/Shaders/ExplosionEffect.geom.glsl +++ b/resources/Shaders/ExplosionEffect.geom.glsl @@ -2,6 +2,7 @@ #define MAX_SPLITS 4 +uniform mat4 PVM; uniform mat4 M; uniform mat4 V; uniform mat4 P; @@ -23,6 +24,7 @@ uniform float ColorDistanceScalar; in VertexData{ vec3 Position; + vec4 ViewSpacePosition; vec3 Normal; vec3 Tangent; vec3 BiTangent; @@ -34,6 +36,7 @@ in VertexData{ out VertexData{ vec3 Position; + vec4 ViewSpacePosition; vec3 Normal; vec3 Tangent; vec3 BiTangent; @@ -101,6 +104,7 @@ void PassThingsThrough(int index) // pass through vertex data Output.Normal = Input[index].Normal; Output.Position = Input[index].Position; + Output.ViewSpacePosition = Input[index].ViewSpacePosition; Output.TextureCoordinate = Input[index].TextureCoordinate; Output.Tangent = Input[index].Tangent; Output.BiTangent = Input[index].BiTangent; @@ -175,7 +179,7 @@ void main() } // convert to window space - gl_Position = P * V * M * vec4(ExplodedPosition, 1.0); + gl_Position = PVM * vec4(ExplodedPosition, 1.0); EmitVertex(); } } \ No newline at end of file diff --git a/resources/Shaders/ForwardPlus.frag.glsl b/resources/Shaders/ForwardPlus.frag.glsl index 112d8de5..272d7c64 100644 --- a/resources/Shaders/ForwardPlus.frag.glsl +++ b/resources/Shaders/ForwardPlus.frag.glsl @@ -2,8 +2,6 @@ #define MIN_AMBIENT_LIGHT 0.3 #define MAX_SPLITS 4 - -uniform mat4 VM; uniform mat4 M; uniform mat4 V; uniform mat4 P; @@ -65,6 +63,7 @@ layout (std430, binding = 4) buffer LightIndexBuffer in VertexData{ vec3 Position; + vec4 ViewSpacePosition; vec3 Normal; vec3 Tangent; vec3 BiTangent; @@ -302,11 +301,10 @@ void main() vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat); vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat); vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat); - vec4 position = VM * vec4(Input.Position, 1.0); vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture); normal = normalize(normal); //vec4 normal = normalize(V * vec4(Input.Normal, 0.0)); - vec4 viewVec = normalize(-position); + vec4 viewVec = normalize(-Input.ViewSpacePosition); vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition); vec3 R = reflect(-I, Input.Normal); //R = vec3(P * vec4(R, 1.0)); @@ -333,7 +331,7 @@ void main() LightResult light_result; //These if statements should be removed. if(light.Type == 1) { // point - light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff); + light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, Input.ViewSpacePosition, normal, light.Falloff); } else if (light.Type == 2) { //Directional int DepthMapIndex = getShadowIndex(FarDistance); light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal); diff --git a/resources/Shaders/ForwardPlus.vert.glsl b/resources/Shaders/ForwardPlus.vert.glsl index 70cb6ab6..783e2f92 100644 --- a/resources/Shaders/ForwardPlus.vert.glsl +++ b/resources/Shaders/ForwardPlus.vert.glsl @@ -1,5 +1,6 @@ #version 430 uniform mat4 PVM; +uniform mat4 VM; #define MAX_SPLITS 4 uniform mat4 TIM; @@ -17,6 +18,7 @@ layout(location = 4) in vec2 TextureCoords; out VertexData{ vec3 Position; + vec4 ViewSpacePosition; vec3 Normal; vec3 Tangent; vec3 BiTangent; @@ -31,6 +33,7 @@ void main() gl_Position = PVM * vec4(Position, 1.0); //mat4 TIM = transpose(inverse(M)); Output.Position = Position; + Output.ViewSpacePosition = VM * vec4(Position, 1.0); Output.TextureCoordinate = TextureCoords; Output.Normal = vec3(TIM * vec4(Normal, 0.0)); Output.Tangent = vec3(TIM * vec4(Tangent, 0.0)); diff --git a/resources/Shaders/ForwardPlusShieldCheck.frag.glsl b/resources/Shaders/ForwardPlusShieldCheck.frag.glsl index dd407078..e2075c33 100644 --- a/resources/Shaders/ForwardPlusShieldCheck.frag.glsl +++ b/resources/Shaders/ForwardPlusShieldCheck.frag.glsl @@ -65,6 +65,7 @@ layout (std430, binding = 4) buffer LightIndexBuffer in VertexData{ vec3 Position; + vec4 ViewSpacePosition; vec3 Normal; vec3 Tangent; vec3 BiTangent; @@ -141,11 +142,10 @@ void main() vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat); vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat); vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate * SpecularUVRepeat); - vec4 position = VM * vec4(Input.Position, 1.0); vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture); normal = normalize(normal); //vec4 normal = normalize(V * vec4(Input.Normal, 0.0)); - vec4 viewVec = normalize(-position); + vec4 viewVec = normalize(-Input.ViewSpacePosition); vec3 I = normalize(vec3(M * vec4(Input.Position, 1.0)) - CameraPosition); vec3 R = reflect(-I, Input.Normal); //R = vec3(P * vec4(R, 1.0)); @@ -170,7 +170,7 @@ void main() LightResult light_result; //These if statements should be removed. if(light.Type == 1) { // point - light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff); + light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, Input.ViewSpacePosition, normal, light.Falloff); } else if (light.Type == 2) { //Directional light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal); } diff --git a/resources/Shaders/ForwardPlusSkinned.vert.glsl b/resources/Shaders/ForwardPlusSkinned.vert.glsl index c40a1145..427e33ba 100644 --- a/resources/Shaders/ForwardPlusSkinned.vert.glsl +++ b/resources/Shaders/ForwardPlusSkinned.vert.glsl @@ -3,6 +3,7 @@ #define MAX_SPLITS 4 uniform mat4 PVM; +uniform mat4 VM; uniform mat4 TIM; uniform mat4 M; uniform mat4 V; @@ -21,6 +22,7 @@ layout(location = 6) in vec4 BoneWeights; out VertexData{ vec3 Position; + vec4 ViewSpacePosition; vec3 Normal; vec3 Tangent; vec3 BiTangent; @@ -34,16 +36,15 @@ void main() { mat4 boneTransform = mat4(1); - if(BoneWeights[0] > 0.0f){ boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])] + BoneWeights[1] * Bones[int(BoneIndices[1])] + BoneWeights[2] * Bones[int(BoneIndices[2])] + BoneWeights[3] * Bones[int(BoneIndices[3])]; - } gl_Position = PVM*boneTransform * vec4(Position, 1.0); Output.Position = (boneTransform * vec4(Position, 1.0)).xyz; + Output.ViewSpacePosition = VM * vec4(Position, 1.0); Output.TextureCoordinate = TextureCoords; Output.Normal = vec3(M * boneTransform * vec4(Normal, 0.0)); Output.Tangent = vec3(M * vec4(Tangent, 0.0)); diff --git a/resources/Shaders/ForwardPlusSplatMapRGB.frag.glsl b/resources/Shaders/ForwardPlusSplatMapRGB.frag.glsl index d20a0c1c..20187554 100644 --- a/resources/Shaders/ForwardPlusSplatMapRGB.frag.glsl +++ b/resources/Shaders/ForwardPlusSplatMapRGB.frag.glsl @@ -2,8 +2,6 @@ #define MIN_AMBIENT_LIGHT 0.3 #define MAX_SPLITS 4 - -uniform mat4 VM; uniform mat4 M; uniform mat4 V; uniform mat4 P; @@ -82,6 +80,7 @@ layout (std430, binding = 4) buffer LightIndexBuffer in VertexData{ vec3 Position; + vec4 ViewSpacePosition; vec3 Normal; vec3 Tangent; vec3 BiTangent; @@ -362,13 +361,12 @@ void main() GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3); vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3, SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3); - vec4 position = VM * vec4(Input.Position, 1.0); //vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture); vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3, NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3); normal = normalize(normal); //vec4 normal = normalize(V * vec4(Input.Normal, 0.0)); - vec4 viewVec = normalize(-position); + vec4 viewVec = normalize(-Input.ViewSpacePosition); vec2 tilePos; tilePos.x = int(gl_FragCoord.x/TILE_SIZE); @@ -391,7 +389,7 @@ void main() LightResult light_result; //These if statements should be removed. if(light.Type == 1) { // point - light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff); + light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, Input.ViewSpacePosition, normal, light.Falloff); } else if (light.Type == 2) { //Directional int DepthMapIndex = getShadowIndex(FarDistance); light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal); diff --git a/resources/Shaders/ForwardPlusSplatMapRGBShieldCheck.frag.glsl b/resources/Shaders/ForwardPlusSplatMapRGBShieldCheck.frag.glsl index d1e75403..17b88467 100644 --- a/resources/Shaders/ForwardPlusSplatMapRGBShieldCheck.frag.glsl +++ b/resources/Shaders/ForwardPlusSplatMapRGBShieldCheck.frag.glsl @@ -2,8 +2,6 @@ #define MIN_AMBIENT_LIGHT 0.3 #define MAX_SPLITS 4 - -uniform mat4 VM; uniform mat4 M; uniform mat4 V; uniform mat4 P; @@ -80,6 +78,7 @@ layout (std430, binding = 4) buffer LightIndexBuffer in VertexData{ vec3 Position; + vec4 ViewSpacePosition; vec3 Normal; vec3 Tangent; vec3 BiTangent; @@ -193,13 +192,12 @@ void main() GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3); vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3, SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3); - vec4 position = VM * vec4(Input.Position, 1.0); //vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture); vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3, NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3); normal = normalize(normal); //vec4 normal = normalize(V * vec4(Input.Normal, 0.0)); - vec4 viewVec = normalize(-position); + vec4 viewVec = normalize(-Input.ViewSpacePosition); vec2 tilePos; tilePos.x = int(gl_FragCoord.x/TILE_SIZE); @@ -220,7 +218,7 @@ void main() LightResult light_result; //These if statements should be removed. if(light.Type == 1) { // point - light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff); + light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, Input.ViewSpacePosition, normal, light.Falloff); } else if (light.Type == 2) { //Directional light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal); } diff --git a/resources/Shaders/PickingSkinned.vert.glsl b/resources/Shaders/PickingSkinned.vert.glsl index 4d72fa49..44061e64 100644 --- a/resources/Shaders/PickingSkinned.vert.glsl +++ b/resources/Shaders/PickingSkinned.vert.glsl @@ -17,12 +17,10 @@ out VertexData{ void main() { mat4 boneTransform = mat4(1); - if(BoneWeights[0] > 0.0f){ boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])] + BoneWeights[1] * Bones[int(BoneIndices[1])] + BoneWeights[2] * Bones[int(BoneIndices[2])] + BoneWeights[3] * Bones[int(BoneIndices[3])]; - } gl_Position = PVM*boneTransform * vec4(Position, 1.0); Output.Position = (boneTransform * vec4(Position, 1.0)).xyz; diff --git a/resources/Shaders/Shadow.vert.glsl b/resources/Shaders/Shadow.vert.glsl index 7b1b26fb..667b0401 100644 --- a/resources/Shaders/Shadow.vert.glsl +++ b/resources/Shaders/Shadow.vert.glsl @@ -1,8 +1,6 @@ #version 430 -uniform mat4 M; -uniform mat4 V; -uniform mat4 P; +uniform mat4 PVM; layout (location = 0) in vec3 Position; layout (location = 4) in vec2 TextureCoords; @@ -13,6 +11,6 @@ out VertexData{ void main() { - gl_Position = P * V * M * vec4(Position, 1.0); + gl_Position = PVM * vec4(Position, 1.0); Output.TextureCoordinate = TextureCoords; } \ No newline at end of file diff --git a/resources/Shaders/ShadowSkinned.vert.glsl b/resources/Shaders/ShadowSkinned.vert.glsl index 5d2459e4..ce20aec2 100644 --- a/resources/Shaders/ShadowSkinned.vert.glsl +++ b/resources/Shaders/ShadowSkinned.vert.glsl @@ -1,8 +1,6 @@ #version 430 -uniform mat4 M; -uniform mat4 V; -uniform mat4 P; +uniform mat4 PVM; uniform mat4 Bones[100]; layout (location = 0) in vec3 Position; @@ -17,13 +15,11 @@ out VertexData{ void main() { mat4 boneTransform = mat4(1); - if(BoneWeights[0] > 0.0f){ boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])] + BoneWeights[1] * Bones[int(BoneIndices[1])] + BoneWeights[2] * Bones[int(BoneIndices[2])] + BoneWeights[3] * Bones[int(BoneIndices[3])]; - } - gl_Position = P * V * M * boneTransform * vec4(Position, 1.0); + gl_Position = PVM * boneTransform * vec4(Position, 1.0); Output.TextureCoordinate = TextureCoords; } \ No newline at end of file diff --git a/src/Engine/Core/PerformanceTimer.cpp b/src/Engine/Core/PerformanceTimer.cpp index 50983e79..b2e425aa 100644 --- a/src/Engine/Core/PerformanceTimer.cpp +++ b/src/Engine/Core/PerformanceTimer.cpp @@ -1,7 +1,10 @@ #include "Core/PerformanceTimer.h" + +#ifdef DEBUG #include #include + cpu_timer PerformanceTimer::m_Timer; std::map PerformanceTimer::timers; std::string PerformanceTimer::currentTimerRunning = ""; @@ -74,3 +77,15 @@ void PerformanceTimer::CreateExcelData() } someFileStream.close(); } + +#else + +void PerformanceTimer::StartTimer(std::string nameOfTimer) {}; +void PerformanceTimer::StartTimerAndStopPrevious(std::string nameOfTimer) {}; +void PerformanceTimer::StopTimer(std::string nameOfTimer) {}; +void PerformanceTimer::SetFrameNumber(int frameNumber) {}; + +void PerformanceTimer::ResetAllTimers() {}; +void PerformanceTimer::CreateExcelData() {}; + +#endif //DEBUG diff --git a/src/Engine/Rendering/BlurHUD.cpp b/src/Engine/Rendering/BlurHUD.cpp index 58a61fd4..e16a7b78 100644 --- a/src/Engine/Rendering/BlurHUD.cpp +++ b/src/Engine/Rendering/BlurHUD.cpp @@ -68,13 +68,13 @@ void BlurHUD::InitializeBuffers() } m_GaussianFrameBuffer_horiz.Generate(); - CommonFunctions::GenerateTexture(&m_DepthStencil_vert, GL_CLAMP_TO_BORDER, GL_NEAREST, - res2, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8); + //CommonFunctions::GenerateTexture(&m_DepthStencil_vert, GL_CLAMP_TO_BORDER, GL_NEAREST, + // res2, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8); CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_NEAREST, res2, GL_RGBA16F, GL_RGBA, GL_FLOAT); if (m_GaussianFrameBuffer_vert.GetHandle() == 0) { - m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr(new Texture2D(&m_DepthStencil_vert, GL_DEPTH_STENCIL_ATTACHMENT))); + m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr(new Texture2D(&m_DepthStencil_horiz, GL_DEPTH_STENCIL_ATTACHMENT))); m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0))); } m_GaussianFrameBuffer_vert.Generate(); @@ -260,22 +260,22 @@ void BlurHUD::FillStencil(RenderScene& scene) glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int))); } - state.BindFramebuffer(m_GaussianFrameBuffer_vert.GetHandle()); - for (auto& job : scene.Jobs.SpriteJob) { - auto spriteJob = std::dynamic_pointer_cast(job); - if (!spriteJob) { - continue; - } - if(!spriteJob->BlurBackground) { - continue; - } - glm::mat4 MVP = VP * spriteJob->Matrix; - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(MVP)); + //state.BindFramebuffer(m_GaussianFrameBuffer_vert.GetHandle()); + //for (auto& job : scene.Jobs.SpriteJob) { + // auto spriteJob = std::dynamic_pointer_cast(job); + // if (!spriteJob) { + // continue; + // } + // if(!spriteJob->BlurBackground) { + // continue; + // } + // glm::mat4 MVP = VP * spriteJob->Matrix; + // glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(MVP)); - glBindVertexArray(spriteJob->Model->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer); - glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int))); - } + // glBindVertexArray(spriteJob->Model->VAO); + // glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer); + // glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int))); + //} glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); } diff --git a/src/Engine/Rendering/DrawBloomPass.cpp b/src/Engine/Rendering/DrawBloomPass.cpp index e0c6af66..13d1a934 100644 --- a/src/Engine/Rendering/DrawBloomPass.cpp +++ b/src/Engine/Rendering/DrawBloomPass.cpp @@ -76,12 +76,12 @@ void DrawBloomPass::InitializeShaderPrograms() void DrawBloomPass::InitializeBuffers() { CommonFunctions::GenerateMipMapTexture( - &m_GaussianTexture_horiz, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height) - , GL_RGB, GL_FLOAT, m_BloomLod); + &m_GaussianTexture_horiz, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), + GL_RGB16F, GL_RGB, GL_FLOAT, m_BloomLod, GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST); CommonFunctions::GenerateMipMapTexture( - &m_GaussianTexture_vert, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height) - , GL_RGB, GL_FLOAT, m_BloomLod); - CommonFunctions::GenerateTexture(&m_FinalGaussianTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); + &m_GaussianTexture_vert, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), + GL_RGB16F, GL_RGB, GL_FLOAT, m_BloomLod, GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST); + CommonFunctions::GenerateTexture(&m_FinalGaussianTexture, GL_CLAMP_TO_BORDER, GL_NEAREST, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); if (m_GaussianCombineBuffer.GetHandle() == 0) { m_GaussianCombineBuffer.AddResource(std::shared_ptr(new Texture2D(&m_FinalGaussianTexture, GL_COLOR_ATTACHMENT0))); diff --git a/src/Engine/Rendering/DrawFinalPass.cpp b/src/Engine/Rendering/DrawFinalPass.cpp index 6ab4bb3c..3b355078 100644 --- a/src/Engine/Rendering/DrawFinalPass.cpp +++ b/src/Engine/Rendering/DrawFinalPass.cpp @@ -1,5 +1,5 @@ #include "Rendering/DrawFinalPass.h" -DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass) +DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass, ConfigFile* config) : m_Renderer(renderer) , m_LightCullingPass(lightCullingPass) , m_CubeMapPass(cubeMapPass) @@ -8,6 +8,11 @@ DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCulling { //TODO: Make sure that uniforms are not sent into shader if not needed. m_ShieldPixelRate = 8; + m_FinalPassFrameBuffer = new FrameBuffer(); + m_ShieldDepthFrameBuffer = new FrameBuffer(); + + setMSAA(config->Get("MSAA.Level", 0)); + InitializeTextures(); InitializeShaderPrograms(); InitializeFrameBuffers(); @@ -19,6 +24,9 @@ DrawFinalPass::~DrawFinalPass(){ CommonFunctions::DeleteTexture(&m_DepthBuffer); CommonFunctions::DeleteTexture(&m_ShieldBuffer); CommonFunctions::DeleteTexture(&m_CubeMapTexture); + + delete m_FinalPassFrameBuffer; + delete m_ShieldDepthFrameBuffer; } void DrawFinalPass::InitializeTextures() @@ -32,26 +40,88 @@ void DrawFinalPass::InitializeTextures() void DrawFinalPass::InitializeFrameBuffers() { - CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); - //GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); - CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); - //GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4); - //GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT); + if (m_MSAA) { + CommonFunctions::GenerateTexture(&m_AntiAliasedTexture, GL_CLAMP_TO_BORDER, GL_NEAREST, + glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); - 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); + if (m_AntiAliasedFrameBuffer == nullptr) { + m_AntiAliasedFrameBuffer = new FrameBuffer(); + m_AntiAliasedFrameBuffer->AddResource(std::shared_ptr(new Texture2D(&m_AntiAliasedTexture, GL_COLOR_ATTACHMENT0))); + } + m_AntiAliasedFrameBuffer->Generate(); - m_FinalPassFrameBuffer.AddResource(std::shared_ptr(new Texture2D(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT))); - //m_FinalPassFrameBuffer.AddResource(std::shared_ptr(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT))); - m_FinalPassFrameBuffer.AddResource(std::shared_ptr(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0))); - m_FinalPassFrameBuffer.AddResource(std::shared_ptr(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1))); - m_FinalPassFrameBuffer.Generate(); - GLERROR("FBO generation"); + if (m_SceneTexture != 0) { + glDeleteRenderbuffers(1, &m_SceneTexture); + } + glGenRenderbuffers(1, &m_SceneTexture); + GLERROR("FBO 1"); + glBindRenderbuffer(GL_RENDERBUFFER, m_SceneTexture); + GLERROR("FBO 11"); + glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_MSAA, GL_RGB16F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + GLERROR("FBO 111"); + + if (m_BloomTexture != 0) { + glDeleteRenderbuffers(1, &m_BloomTexture); + } + glGenRenderbuffers(1, &m_BloomTexture); + GLERROR("FBO 2"); + glBindRenderbuffer(GL_RENDERBUFFER, m_BloomTexture); + GLERROR("FBO 22"); + glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_MSAA, GL_RGB16F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + GLERROR("FBO 222"); + + if (m_DepthBuffer != 0) { + glDeleteRenderbuffers(1, &m_DepthBuffer); + } + glGenRenderbuffers(1, &m_DepthBuffer); + GLERROR("FBO 3"); + glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer); + GLERROR("FBO 33"); + glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_MSAA, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); + GLERROR("FBO 333"); + + //CommonFunctions::GenerateMultiSampleTexture(&m_SceneTexture, m_MSAA, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F); + //CommonFunctions::GenerateMultiSampleTexture(&m_BloomTexture, m_MSAA, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F); + + //CommonFunctions::GenerateMultiSampleTexture(&m_DepthBuffer, m_MSAA, + //glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8); + + //CommonFunctions::GenerateMultiSampleTexture(&m_ShieldBuffer, m_MSAA, + //glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32F); + } else { + CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); + //GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); + CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); + //GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4); + //GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT); + + 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); + } CommonFunctions::GenerateTexture(&m_ShieldBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST, - glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT); - m_ShieldDepthFrameBuffer.AddResource(std::shared_ptr(new Texture2D(&m_ShieldBuffer, GL_DEPTH_ATTACHMENT))); - m_ShieldDepthFrameBuffer.Generate(); + glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT); + + if (m_FinalPassFrameBuffer->GetHandle() == 0) { + if (m_MSAA) { + m_FinalPassFrameBuffer->AddResource(std::shared_ptr(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT))); + //m_FinalPassFrameBuffer->AddResource(std::shared_ptr(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT))); + m_FinalPassFrameBuffer->AddResource(std::shared_ptr(new RenderBuffer(&m_SceneTexture, GL_COLOR_ATTACHMENT0))); + m_FinalPassFrameBuffer->AddResource(std::shared_ptr(new RenderBuffer(&m_BloomTexture, GL_COLOR_ATTACHMENT1))); + } else { + m_FinalPassFrameBuffer->AddResource(std::shared_ptr(new Texture2D(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT))); + //m_FinalPassFrameBuffer->AddResource(std::shared_ptr(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT))); + m_FinalPassFrameBuffer->AddResource(std::shared_ptr(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0))); + m_FinalPassFrameBuffer->AddResource(std::shared_ptr(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1))); + } + } + m_FinalPassFrameBuffer->Generate(); + GLERROR("FBO generation"); + + if (m_ShieldDepthFrameBuffer->GetHandle() == 0) { + m_ShieldDepthFrameBuffer->AddResource(std::shared_ptr(new Texture2D(&m_ShieldBuffer, GL_DEPTH_ATTACHMENT))); + } + m_ShieldDepthFrameBuffer->Generate(); } void DrawFinalPass::InitializeShaderPrograms() @@ -245,14 +315,14 @@ void DrawFinalPass::InitializeShaderPrograms() void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass) { GLERROR("Pre"); - DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer.GetHandle()); + DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer->GetHandle()); //Draw shields to stencil DrawToDepthStencilBuffer(scene.Jobs.ShieldObjects, scene); GLERROR("StencilPass"); delete stateDethp; - DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle()); + DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle()); if (scene.ClearDepth) { //glClear(GL_DEPTH_BUFFER_BIT); state->Disable(GL_DEPTH_TEST); @@ -293,17 +363,22 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass) delete state; if (scene.ShouldBlur) { //This needs to be drawn only when the full scene is being renderd, and then let be, otherwise sprite and other shit will show on it. - m_FullBlurredTexture = blurHUDPass->Draw(m_SceneTexture, scene); + GLuint sceneTexture = SceneTexture(); + m_FullBlurredTexture = blurHUDPass->Draw(sceneTexture, scene); } - DrawFinalPassState* stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle()); + DrawFinalPassState* stateSprite; if(scene.ShouldBlur) { //Combine nonblur and blur texture - stateSprite->Disable(GL_DEPTH_TEST); - stateSprite->Disable(GL_STENCIL_TEST); - m_CombinedTexture = blurHUDPass->CombineTextures(m_SceneTexture, m_FullBlurredTexture); + GLuint sceneTexture = SceneTexture(); + stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle()); + stateSprite->Disable(GL_DEPTH_TEST); + stateSprite->Disable(GL_STENCIL_TEST); + m_CombinedTexture = blurHUDPass->CombineTextures(sceneTexture, m_FullBlurredTexture); - } + } else { + stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle()); + } //Draw Transparen objects //state->BlendFunc(GL_ONE, GL_ONE); //state->StencilFunc(GL_EQUAL, 1, 0xFF); @@ -325,33 +400,67 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass) void DrawFinalPass::ClearBuffer() { GLERROR("PRE"); - m_ShieldDepthFrameBuffer.Bind(); + m_ShieldDepthFrameBuffer->Bind(); glClear(GL_DEPTH_BUFFER_BIT); - m_ShieldDepthFrameBuffer.Unbind(); - m_FinalPassFrameBuffer.Bind(); + m_ShieldDepthFrameBuffer->Unbind(); + m_FinalPassFrameBuffer->Bind(); GLERROR("Bind HighRes"); glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); GLERROR("ViewPort,Scissor LowRes"); glClearColor(0.f, 0.f, 0.f, 0.f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - m_FinalPassFrameBuffer.Unbind(); + m_FinalPassFrameBuffer->Unbind(); GLERROR("END"); } void DrawFinalPass::OnWindowResize() { - //InitializeFrameBuffers(); - 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); - CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); - CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT); - m_FinalPassFrameBuffer.Generate(); + if (m_FinalPassFrameBuffer->MultiSampling() != (bool)m_MSAA) { + delete m_FinalPassFrameBuffer; + delete m_ShieldDepthFrameBuffer; + m_FinalPassFrameBuffer = new FrameBuffer(); + m_ShieldDepthFrameBuffer = new FrameBuffer(); + } + if (m_MSAA) { + if (m_AntiAliasedFrameBuffer != nullptr) { + delete m_AntiAliasedFrameBuffer; + m_AntiAliasedFrameBuffer = nullptr; + } + } + + InitializeFrameBuffers(); GLERROR("Error changing texture resolutions"); } +void DrawFinalPass::setMSAA(unsigned int numberOfSamples) { + if (m_MSAA == numberOfSamples) { + return; + } + + if (!(bool)numberOfSamples) { + if (m_AntiAliasedFrameBuffer != nullptr) { + delete m_AntiAliasedFrameBuffer; + m_AntiAliasedFrameBuffer = nullptr; + } + delete m_FinalPassFrameBuffer; + m_FinalPassFrameBuffer = new FrameBuffer(); + } + + if ((bool)numberOfSamples && !(bool)m_MSAA) { + delete m_FinalPassFrameBuffer; + m_FinalPassFrameBuffer = new FrameBuffer(); + } + + m_MSAA = numberOfSamples; + + InitializeFrameBuffers(); + + +} + void DrawFinalPass::DrawModelRenderQueues(std::list>& jobs, RenderScene& scene) { GLuint forwardHandle = m_ForwardPlusProgram->GetHandle(); @@ -1215,11 +1324,6 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::listGetHandle()) { m_FillDepthStencilBufferSkinnedProgram->Bind(); lastShader = m_FillDepthStencilBufferSkinnedProgram->GetHandle(); - glUniform1i(glGetUniformLocation(shaderSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); - glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); - glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); - glUniform2f(glGetUniformLocation(shaderSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); - glUniform4fv(glGetUniformLocation(shaderSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); GLERROR("Bind Uniforms 1"); } @@ -1238,11 +1342,6 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::listGetHandle()) { m_FillDepthStencilBufferProgram->Bind(); lastShader = m_FillDepthStencilBufferProgram->GetHandle(); - glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality()); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); - glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); - glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor)); GLERROR("Bind Uniforms 2"); } @@ -1298,7 +1397,14 @@ void DrawFinalPass::DrawSprites(std::list>&jobs, Rend glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } - + if (spriteJob->ClampToBorder) { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); + } + else { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + } } else { glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture); } diff --git a/src/Engine/Rendering/FrameBuffer.cpp b/src/Engine/Rendering/FrameBuffer.cpp index dfabb8a3..f436b25a 100644 --- a/src/Engine/Rendering/FrameBuffer.cpp +++ b/src/Engine/Rendering/FrameBuffer.cpp @@ -2,12 +2,13 @@ #include "Rendering/FrameBuffer.h" -BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod) +BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod, bool multiSampling) { m_ResourceHandle = resourceHandle; m_ResourceType = resourceType; m_Attachment = attachment; m_MipMapLod = mipMapLod; + m_MultiSampling = multiSampling; } Texture2D::~Texture2D() @@ -15,14 +16,23 @@ Texture2D::~Texture2D() if (m_ResourceHandle != 0) { glDeleteTextures(1, m_ResourceHandle); } + *m_ResourceHandle = 0; } +Texture2DMultiSample::~Texture2DMultiSample() +{ + if (m_ResourceHandle != 0) { + glDeleteTextures(1, m_ResourceHandle); + } + *m_ResourceHandle = 0; +} RenderBuffer::~RenderBuffer() { if (m_ResourceHandle != 0) { glDeleteRenderbuffers(1, m_ResourceHandle); } + *m_ResourceHandle = 0; } Texture2DArray::~Texture2DArray() @@ -30,6 +40,7 @@ Texture2DArray::~Texture2DArray() if (m_ResourceHandle != 0) { glDeleteTextures(1, m_ResourceHandle); } + *m_ResourceHandle = 0; } @@ -42,6 +53,14 @@ FrameBuffer::~FrameBuffer() void FrameBuffer::AddResource(std::shared_ptr resource) { + //m_MultiSampling is true when initialized + if (m_MultiSampling != resource->m_MultiSampling) { + if (m_MultiSampling == false) { + GLERROR("All renderbuffers is/is not using multisampling"); + } else { + m_MultiSampling = false; + } + } m_Resources.push_back(resource); } @@ -55,20 +74,23 @@ void FrameBuffer::Generate() } glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle); GLERROR("1"); - for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) { switch ((*it)->m_ResourceType) { + case GL_TEXTURE_2D_MULTISAMPLE: + glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, GL_TEXTURE_2D_MULTISAMPLE, 0, 0); + GLERROR("FrameBuffer generate: GL_TEXTURE_2D_MULTISAMPLE"); + break; case GL_TEXTURE_2D: glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, (*it)->m_MipMapLod); - GLERROR("FrameBuffer generate: glFramebufferTexture2D"); + GLERROR("FrameBuffer generate: GL_TEXTURE_2D"); break; case GL_RENDERBUFFER: glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle); - GLERROR("FrameBuffer generate: glFramebufferRenderbuffer"); + GLERROR("FrameBuffer generate: GL_RENDERBUFFER"); break; case GL_TEXTURE_2D_ARRAY: glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, 0); - GLERROR("FrameBuffer generate: glFramebufferTexture2DArray"); + GLERROR("FrameBuffer generate: GL_TEXTURE_2D_ARRAY"); break; } GLERROR("2"); @@ -77,8 +99,8 @@ void FrameBuffer::Generate() attachments.push_back((*it)->m_Attachment); } GLERROR("Attachment"); - } + GLERROR("3"); GLenum* bufferTextures = attachments.data(); @@ -89,7 +111,7 @@ void FrameBuffer::Generate() if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { GLERROR("Framebuffer incomplete"); - //LOG_ERROR("FrameBuffer incomplete: 0x%x\n", frameBufferStatus); + LOG_ERROR("FrameBuffer incomplete: 0x%x\n", glCheckFramebufferStatus(GL_FRAMEBUFFER)); exit(EXIT_FAILURE); } GLERROR("END"); @@ -110,3 +132,11 @@ GLuint FrameBuffer::GetHandle() { return m_BufferHandle; } + +void FrameBuffer::Read() { + glBindFramebuffer(GL_READ_FRAMEBUFFER, m_BufferHandle); +} + +void FrameBuffer::Draw() { + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_BufferHandle); +} diff --git a/src/Engine/Rendering/Renderer.cpp b/src/Engine/Rendering/Renderer.cpp index 63d7dfaf..edc96cb7 100644 --- a/src/Engine/Rendering/Renderer.cpp +++ b/src/Engine/Rendering/Renderer.cpp @@ -67,10 +67,19 @@ void Renderer::InitializeWindow() // Create a window GLFWmonitor* monitor = nullptr; if (m_Fullscreen) { - monitor = glfwGetPrimaryMonitor(); + //monitor = glfwGetPrimaryMonitor(); + //const GLFWvidmode* mode = glfwGetVideoMode(monitor); + + //glfwWindowHint(GLFW_RED_BITS, mode->redBits); + //glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits); + //glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits); + //glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate); + glfwWindowHint(GLFW_DECORATED, false); + glfwWindowHint(GLFW_AUTO_ICONIFY, false); } - //glfwWindowHint(GLFW_SAMPLES, 8); - m_Window = glfwCreateWindow(m_Resolution.Width, m_Resolution.Height, "daydream", monitor, nullptr); + + //glfwWindowHint(GLFW_SAMPLES, 8); + m_Window = glfwCreateWindow(m_Resolution.Width, m_Resolution.Height + 1, "daydream", monitor, nullptr); if (!m_Window) { LOG_ERROR("GLFW: Failed to create window"); exit(EXIT_FAILURE); @@ -168,8 +177,10 @@ void Renderer::Draw(RenderFrame& frame) ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3); ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3); + ImGui::SliderInt("MSAA Level", (int*)&m_MSAA_Level, 0, 16); m_SSAOPass->ChangeQuality(m_SSAO_Quality); m_DrawBloomPass->ChangeQuality(m_GLOW_Quality); + m_DrawFinalPass->setMSAA(m_MSAA_Level); GLERROR("SSAO Settings"); //clear buffer 0 glClearColor(0.f, 0.f, 0.f, 0.f); @@ -228,7 +239,8 @@ void Renderer::Draw(RenderFrame& frame) if (m_DebugTextureToDraw == 0) { PerformanceTimer::StartTimer("Renderer-Color Correction Pass"); - m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure); + GLuint test = m_DrawFinalPass->SceneTexture(); + m_DrawColorCorrectionPass->Draw(test, m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure); PerformanceTimer::StopTimer("Renderer-Color Correction Pass"); } @@ -307,7 +319,7 @@ void Renderer::InitializeRenderPasses() m_SSAOPass = new SSAOPass(this, m_Config); m_ShadowPass = new ShadowPass(this); m_BlurHUDPass = new BlurHUD(this); - m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_ShadowPass); + m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_ShadowPass, m_Config); m_DrawScreenQuadPass = new DrawScreenQuadPass(this); m_DrawBloomPass = new DrawBloomPass(this, m_Config); m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this); diff --git a/src/Engine/Rendering/ShadowPass.cpp b/src/Engine/Rendering/ShadowPass.cpp index ed9ccb7b..bfd2a863 100644 --- a/src/Engine/Rendering/ShadowPass.cpp +++ b/src/Engine/Rendering/ShadowPass.cpp @@ -226,8 +226,8 @@ void ShadowPass::Draw(RenderScene & scene) glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i); - GLuint shaderHandle; - + GLuint shaderHandle = 0; + GLuint lastModel = 0; for (auto &job : scene.Jobs.DirectionalLight) { auto directionalLightJob = std::dynamic_pointer_cast(job); @@ -240,19 +240,6 @@ void ShadowPass::Draw(RenderScene & scene) //RadiusToLightspace(m_shadowFrusta[i]); m_LightProjection[i] = glm::ortho(m_shadowFrusta[i].LRBT[LEFT], m_shadowFrusta[i].LRBT[RIGHT], m_shadowFrusta[i].LRBT[BOTTOM], m_shadowFrusta[i].LRBT[TOP], m_NearFarPlane[NEAR], m_NearFarPlane[FAR]); - - m_ShadowProgram->Bind(); - shaderHandle = m_ShadowProgram->GetHandle(); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i])); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i])); - - m_ShadowProgramSkinned->Bind(); - shaderHandle = m_ShadowProgramSkinned->GetHandle(); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i])); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i])); - - - GLERROR("ShadowLight ERROR"); for (auto &objectJob : scene.Jobs.OpaqueObjects) { @@ -264,8 +251,10 @@ void ShadowPass::Draw(RenderScene & scene) } if(modelJob->Model->IsSkinned()) { - m_ShadowProgramSkinned->Bind(); - shaderHandle = m_ShadowProgramSkinned->GetHandle(); + if (shaderHandle != m_ShadowProgramSkinned->GetHandle()) { + m_ShadowProgramSkinned->Bind(); + shaderHandle = m_ShadowProgramSkinned->GetHandle(); + } std::vector frameBones; if (modelJob->BlendTree != nullptr) { @@ -276,15 +265,19 @@ void ShadowPass::Draw(RenderScene & scene) glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); } else { - m_ShadowProgram->Bind(); - shaderHandle = m_ShadowProgram->GetHandle(); + if (shaderHandle != m_ShadowProgram->GetHandle()) { + m_ShadowProgram->Bind(); + shaderHandle = m_ShadowProgram->GetHandle(); + } } - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i] * m_LightView[i] * modelJob->Matrix)); glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f); - glBindVertexArray(modelJob->Model->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); + if (lastModel != modelJob->ModelID) { + glBindVertexArray(modelJob->Model->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); + } glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int))); GLERROR("Shadow Draw ERROR"); @@ -301,8 +294,10 @@ void ShadowPass::Draw(RenderScene & scene) } if (modelJob->Model->IsSkinned()) { - m_ShadowProgramSkinned->Bind(); - shaderHandle = m_ShadowProgramSkinned->GetHandle(); + if (shaderHandle != m_ShadowProgramSkinned->GetHandle()) { + m_ShadowProgramSkinned->Bind(); + shaderHandle = m_ShadowProgramSkinned->GetHandle(); + } std::vector frameBones; if (modelJob->BlendTree != nullptr) { @@ -313,11 +308,13 @@ void ShadowPass::Draw(RenderScene & scene) glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); } else { - m_ShadowProgram->Bind(); - shaderHandle = m_ShadowProgram->GetHandle(); + if (shaderHandle != m_ShadowProgram->GetHandle()) { + m_ShadowProgram->Bind(); + shaderHandle = m_ShadowProgram->GetHandle(); + } } - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix)); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i] * m_LightView[i] * modelJob->Matrix)); glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a); if (m_TexturedShadows) { @@ -345,9 +342,10 @@ void ShadowPass::Draw(RenderScene & scene) } } } - - glBindVertexArray(modelJob->Model->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); + if (lastModel != modelJob->ModelID) { + glBindVertexArray(modelJob->Model->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); + } glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int))); GLERROR("Shadow Draw ERROR"); diff --git a/src/Engine/Rendering/Skeleton.cpp b/src/Engine/Rendering/Skeleton.cpp index 2883c53d..eb6a130d 100644 --- a/src/Engine/Rendering/Skeleton.cpp +++ b/src/Engine/Rendering/Skeleton.cpp @@ -33,33 +33,33 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* anim PoseData poseData; if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) { - std::vector boneKeyFrames = animation->JointAnimations.at(bone->ID); + const std::vector& boneKeyFrames = animation->JointAnimations.at(bone->ID); - Animation::Keyframe currentFrame; - Animation::Keyframe nextFrame; + const Animation::Keyframe* currentFrame; + const Animation::Keyframe* nextFrame; if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame if (time >= boneKeyFrames.at(index).Time) { - currentFrame = boneKeyFrames.at(index); - nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size()); + currentFrame = &boneKeyFrames.at(index); + nextFrame = &boneKeyFrames.at((index + 1) % boneKeyFrames.size()); break; } } float progress; - if (nextFrame.Index == 0) { + if (nextFrame->Index == 0) { nextFrame = currentFrame; - progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time); + progress = (time - currentFrame->Time) / (animation->Duration - currentFrame->Time); } else { - progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time); + progress = (time - currentFrame->Time) / (nextFrame->Time - currentFrame->Time); } progress = glm::clamp(progress, 0.0f, 1.0f); - Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties; - Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties; + const Animation::Keyframe::BoneProperty& currentBoneProperty = currentFrame->BoneProperties; + const Animation::Keyframe::BoneProperty& nextBoneProperty = nextFrame->BoneProperties; glm::vec3 position = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress; glm::quat rotation = glm::normalize(glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress)); @@ -77,10 +77,10 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* anim boneMatrices[bone->ID] = poseData; } else { // 1 keyframes for the current bone - currentFrame = boneKeyFrames.at(0); - poseData.Translation = currentFrame.BoneProperties.Position; - poseData.Orientation = currentFrame.BoneProperties.Rotation; - poseData.Scale = currentFrame.BoneProperties.Scale; + currentFrame = &boneKeyFrames.at(0); + poseData.Translation = currentFrame->BoneProperties.Position; + poseData.Orientation = currentFrame->BoneProperties.Rotation; + poseData.Scale = currentFrame->BoneProperties.Scale; boneMatrices[bone->ID] = poseData; } } @@ -117,33 +117,33 @@ Skeleton::PoseData Skeleton::GetAdditiveBonePose(const Bone* bone, const Animati glm::vec3 scale = glm::vec3(1); if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) { - std::vector boneKeyFrames = animation->JointAnimations.at(bone->ID); + const std::vector& boneKeyFrames = animation->JointAnimations.at(bone->ID); - Animation::Keyframe currentFrame; - Animation::Keyframe nextFrame; + const Animation::Keyframe* currentFrame; + const Animation::Keyframe* nextFrame; if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame if (time >= boneKeyFrames.at(index).Time) { - currentFrame = boneKeyFrames.at(index); - nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size()); + currentFrame = &boneKeyFrames.at(index); + nextFrame = &boneKeyFrames.at((index + 1) % boneKeyFrames.size()); break; } } float progress; - if (nextFrame.Index == 0) { + if (nextFrame->Index == 0) { nextFrame = currentFrame; - progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time); + progress = (time - currentFrame->Time) / (animation->Duration - currentFrame->Time); } else { - progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time); + progress = (time - currentFrame->Time) / (nextFrame->Time - currentFrame->Time); } progress = glm::clamp(progress, 0.0f, 1.0f); - Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties; - Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties; + const Animation::Keyframe::BoneProperty& currentBoneProperty = currentFrame->BoneProperties; + const Animation::Keyframe::BoneProperty& nextBoneProperty = nextFrame->BoneProperties; position = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress; rotation = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress); @@ -151,10 +151,10 @@ Skeleton::PoseData Skeleton::GetAdditiveBonePose(const Bone* bone, const Animati } else { // 1 keyframes for the current bone - currentFrame = boneKeyFrames.at(0); - position = currentFrame.BoneProperties.Position; - rotation = currentFrame.BoneProperties.Rotation; - scale = currentFrame.BoneProperties.Scale; + currentFrame = &boneKeyFrames.at(0); + position = currentFrame->BoneProperties.Position; + rotation = currentFrame->BoneProperties.Rotation; + scale = currentFrame->BoneProperties.Scale; } } @@ -270,10 +270,10 @@ void Skeleton::AccumulateFinalPose(std::map& boneMatrices, std:: boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix; } else { if (bone->Parent) { - boneMatrix = parentMatrix * (glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix); + boneMatrix = parentMatrix * bone->BindTransformMatrix * bone->Parent->OffsetMatrix; boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix; } else { - boneMatrix = glm::inverse(bone->OffsetMatrix); + boneMatrix = bone->BindTransformMatrix; boneMatrices[bone->ID] = parentMatrix; } } diff --git a/src/Engine/Rendering/Util/CommonFunctions.cpp b/src/Engine/Rendering/Util/CommonFunctions.cpp index c185cd5c..b24a3a9e 100644 --- a/src/Engine/Rendering/Util/CommonFunctions.cpp +++ b/src/Engine/Rendering/Util/CommonFunctions.cpp @@ -17,25 +17,26 @@ void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples { glDeleteTextures(1, texture); glGenTextures(1, texture); - glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, *texture); - glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, internalFormat, dimensions.x, dimensions.y, false); + glBindTexture(GL_TEXTURE_2D, *texture); + GLERROR("Texture initialization failed 1"); + glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, internalFormat, dimensions.x, dimensions.y, GL_FALSE); GLERROR("Texture initialization failed"); } -void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) +void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type, GLint numMipMaps, GLint MAGFilter, GLint MINFilter) { glDeleteTextures(1, texture); glGenTextures(1, texture); glBindTexture(GL_TEXTURE_2D, *texture); - glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y); + glTexStorage2D(GL_TEXTURE_2D, numMipMaps, internalFormat, dimensions.x, dimensions.y); //glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, NULL); GLERROR("MipMap Texture glTexSubImage2D failed"); glGenerateMipmap(GL_TEXTURE_2D); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, MAGFilter); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, MINFilter); GLERROR("MipMap Texture initialization failed"); } diff --git a/src/Engine/Sound/SoundManager.cpp b/src/Engine/Sound/SoundManager.cpp index 8267d9ff..803aadf2 100644 --- a/src/Engine/Sound/SoundManager.cpp +++ b/src/Engine/Sound/SoundManager.cpp @@ -30,10 +30,7 @@ SoundManager::SoundManager(World* world, EventBroker* eventBroker) EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &SoundManager::OnPlayerSpawned); EVENT_SUBSCRIBE_MEMBER(m_EPlayQueueOnEntity, &SoundManager::OnPlayQueueOnEntity); EVENT_SUBSCRIBE_MEMBER(m_EChangeBGM, &SoundManager::OnChangeBGM); - - Events::ChangeBGM e; - e.FilePath = "Audio/bgm/MenuMusic.wav"; - m_EventBroker->Publish(e); + EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &SoundManager::OnSetCamera); } SoundManager::~SoundManager() @@ -67,8 +64,7 @@ void SoundManager::Update(double dt) deleteInactiveEmitters(); updateEmitters(dt); updateListener(dt); - if (m_DrumLoopHasBeenStarted) - matchBGMLoop(); + matchBGMLoop(); } void SoundManager::deleteInactiveEmitters() @@ -363,15 +359,6 @@ bool SoundManager::OnPlayerSpawned(const Events::PlayerSpawned &e) { if (e.PlayerID == -1) { // Local player m_LocalPlayer = e.Player; - if (m_DrumLoopHasBeenStarted) { - return true; - } - m_CurrentBGMCombo = createSource("Audio/BGM/Layer2.wav"); - m_CurrentBGMCombo->Type = SoundType::BGM; - alSourcei(m_CurrentBGMCombo->ALsource, AL_LOOPING, 1); - setGain(m_CurrentBGMCombo, 0); - playSound(m_CurrentBGMCombo); - m_DrumLoopHasBeenStarted = true; return true; } return false; @@ -394,7 +381,9 @@ bool SoundManager::OnPlayQueueOnEntity(const Events::PlayQueueOnEntity &e) bool SoundManager::OnChangeBGM(const Events::ChangeBGM &e) { if (m_CurrentBGM != nullptr) { - stopSound(m_CurrentBGM); + if (getSourceState(m_CurrentBGM->ALsource) == AL_PLAYING) { + stopSound(m_CurrentBGM); + } } m_CurrentBGM = createSource(e.FilePath); m_CurrentBGM->Type = SoundType::BGM; @@ -403,6 +392,34 @@ bool SoundManager::OnChangeBGM(const Events::ChangeBGM &e) return true; } +bool SoundManager::OnSetCamera(const Events::SetCamera& e) +{ + if (e.CameraEntity.Name() == "Overview_Camera_Start_Menu") { + if (m_CurrentBGMCombo != nullptr) { + if (getSourceState(m_CurrentBGMCombo->ALsource) == AL_PLAYING) { + stopSound(m_CurrentBGMCombo); + } + } + Events::ChangeBGM changeBGM; + changeBGM.FilePath = "Audio/BGM/MenuMusic.wav"; + m_EventBroker->Publish(changeBGM); + } else if (e.CameraEntity.Name() == "PickTeamCamera") { + Events::ChangeBGM changeBGM; + changeBGM.FilePath = "Audio/BGM/Layer1.wav"; + m_EventBroker->Publish(changeBGM); + if (m_CurrentBGMCombo != nullptr) { + if (getSourceState(m_CurrentBGMCombo->ALsource) == AL_PLAYING) { + stopSound(m_CurrentBGMCombo); + } + } + m_CurrentBGMCombo = createSource("Audio/BGM/Layer2.wav"); + m_CurrentBGMCombo->Type = SoundType::BGM; + alSourcei(m_CurrentBGMCombo->ALsource, AL_LOOPING, 1); + setGain(m_CurrentBGMCombo, 0); + playSound(m_CurrentBGMCombo); + } +} + ALenum SoundManager::getSourceState(ALuint source) { ALenum state; @@ -419,14 +436,14 @@ void SoundManager::setSoundProperties(Source* source, ComponentWrapper* soundCom { float gain; switch (source->Type) { - case SoundType::SFX: - gain = m_SFXVolumeChannel; + case SoundType::SFX: + gain = m_SFXVolumeChannel; break; - case SoundType::BGM: + case SoundType::BGM: gain = m_BGMVolumeChannel; break; - case SoundType::Announcer: - gain = m_AnnouncerVolumeChannel; + case SoundType::Announcer: + gain = m_AnnouncerVolumeChannel; break; default: gain = 1.f; diff --git a/src/Game/Systems/SoundSystem.cpp b/src/Game/Systems/SoundSystem.cpp index 4ee7090b..999e1fc9 100644 --- a/src/Game/Systems/SoundSystem.cpp +++ b/src/Game/Systems/SoundSystem.cpp @@ -30,11 +30,6 @@ bool SoundSystem::OnPlayerSpawned(const Events::PlayerSpawned &e) Events::PlayAnonuncerVoice go; go.FilePath = "Audio/Announcer/" + m_Announcer + "/Go.wav"; m_EventBroker->Publish(go); - { - Events::ChangeBGM ev; - ev.FilePath = "Audio/BGM/Layer1.wav"; - m_EventBroker->Publish(ev); - } } return true; }