Merge remote-tracking branch 'origin/master' into CoolDeathAnimation

# Conflicts:
#	include/Engine/Common.h
#	include/Engine/Rendering/DrawFinalPass.h
#	include/Engine/Rendering/DrawScenePass.h
#	include/Engine/Rendering/RenderQueue.h
#	include/Engine/Rendering/Renderer.h
#	resources/Shaders/ForwardPlus.frag.glsl
#	resources/Shaders/ForwardPlus.vert.glsl
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Engine/Rendering/DrawScenePass.cpp
#	src/Engine/Rendering/RenderSystem.cpp
#	src/Engine/Rendering/Renderer.cpp
#	src/Game/Game.cpp
This commit is contained in:
stiffly
2016-01-25 01:21:15 +01:00
251 changed files with 11834 additions and 3294 deletions
+47
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@@ -0,0 +1,47 @@
#include "Rendering/AnimationSystem.h"
void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt)
{
if(!entity.HasComponent("Model")) {
return;
}
Model* model;
try {
model = ResourceManager::Load<::Model, true>(entity["Model"]["Resource"]);
} catch (const std::exception&) {
return;
}
Skeleton* skeleton = model->m_RawModel->m_Skeleton;
const Skeleton::Animation* animation = skeleton->GetAnimation(animationComponent["Name"]);
if(animation != nullptr) {
double animationSpeed = (double)animationComponent["Speed"];
if (animationSpeed != 0.0) {
double nextTime = (double)animationComponent["Time"] + animationSpeed * dt;
if (!(bool)animationComponent["Loop"] && glm::abs(nextTime) > animation->Duration) {
(double&)animationComponent["Time"] = glm::sign(nextTime) * animation->Duration;
(double&)animationComponent["Speed"] = 0.0;
Events::AnimationComplete e;
e.Entity = entity;
e.Name = (std::string)animationComponent["Name"];
m_EventBroker->Publish(e);
} else {
if (glm::abs(nextTime) > animation->Duration) {
(double&)animationComponent["Time"] = glm::abs(nextTime) - animation->Duration;
} else {
(double&)animationComponent["Time"] = nextTime;
}
}
}
}
}
+13
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@@ -79,6 +79,19 @@ void Camera::UpdateProjectionMatrix()
m_ProjectionMatrix = glm::perspective(m_FOV, m_AspectRatio, m_NearClip, m_FarClip);
}
glm::vec2 Camera::WorldToScreen(glm::vec3 worldCoord, Rectangle resolution)
{
glm::vec4 screenCoord = m_ProjectionMatrix * m_ViewMatrix * glm::vec4(worldCoord, 1.f);
if (screenCoord.w != 0) {
screenCoord.x /= screenCoord.w;
screenCoord.y /= screenCoord.w;
screenCoord.z /= screenCoord.w;
}
screenCoord.x = screenCoord.x * (resolution.Width / 2.f);
screenCoord.y = screenCoord.y * (resolution.Height / 2.f);
return glm::vec2(screenCoord);
}
void Camera::UpdateViewMatrix()
{
m_ViewMatrix = glm::toMat4(glm::inverse(m_Orientation))
+134
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@@ -0,0 +1,134 @@
#include "Rendering/DrawBloomPass.h"
DrawBloomPass::DrawBloomPass(IRenderer* renderer)
{
m_Renderer = renderer;
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
InitializeTextures();
InitializeBuffers();
InitializeShaderPrograms();
}
void DrawBloomPass::InitializeTextures()
{
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
}
void DrawBloomPass::InitializeShaderPrograms()
{
m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
m_GaussianProgram_horiz->Compile();
m_GaussianProgram_horiz->Link();
m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
m_GaussianProgram_vert->Compile();
m_GaussianProgram_vert->Link();
}
void DrawBloomPass::InitializeBuffers()
{
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
m_GaussianFrameBuffer_horiz.Generate();
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
m_GaussianFrameBuffer_vert.Generate();
}
void DrawBloomPass::ClearBuffer()
{
m_GaussianFrameBuffer_horiz.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_GaussianFrameBuffer_horiz.Unbind();
m_GaussianFrameBuffer_vert.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_GaussianFrameBuffer_vert.Unbind();
}
void DrawBloomPass::Draw(GLuint texture)
{
GLERROR("DrawBloomPass::Draw: Pre");
DrawBloomPassState state;
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
m_GaussianFrameBuffer_horiz.Bind();
m_GaussianProgram_horiz->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
//Iterate some times to make it more gaussian.
for (int i = 1; i < m_iterations; i++) {
//Vertical pass
m_GaussianFrameBuffer_vert.Bind();
m_GaussianProgram_vert->Bind();
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
//horizontal pass
m_GaussianFrameBuffer_horiz.Bind();
m_GaussianProgram_horiz->Bind();
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
}
//final vertical gaussian after the iterations are done
m_GaussianFrameBuffer_vert.Bind();
m_GaussianProgram_vert->Bind();
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
GLERROR("DrawBloomPass::Draw: END");
}
void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
{
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
GLERROR("Texture initialization failed");
}
@@ -0,0 +1,15 @@
#include "Rendering/DrawBloomPassState.h"
DrawBloomPassState::DrawBloomPassState()
{
//BindFramebuffer(0);
Disable(GL_BLEND);
Disable(GL_DEPTH_TEST);
Disable(GL_CULL_FACE);
}
DrawBloomPassState::~DrawBloomPassState()
{
}
@@ -0,0 +1,41 @@
#include "Rendering/DrawColorCorrectionPass.h"
DrawColorCorrectionPass::DrawColorCorrectionPass(IRenderer* renderer)
{
m_Renderer = renderer;
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
m_Exposure = 0.4; //TODO: Renderer: Fixa så att denna går att ändra på genom komponent eller setting.
InitializeShaderPrograms();
}
void DrawColorCorrectionPass::InitializeShaderPrograms()
{
m_ColorCorrectionProgram = ResourceManager::Load<ShaderProgram>("#ColorCorrectionProgram");
m_ColorCorrectionProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawColorCorrection.vert.glsl")));
m_ColorCorrectionProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawColorCorrection.frag.glsl")));
m_ColorCorrectionProgram->Compile();
m_ColorCorrectionProgram->Link();
}
void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture)
{
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLERROR("DrawScreenQuadPass::Draw: Pre");
DrawScreenQuadPassState state = DrawScreenQuadPassState();
m_ColorCorrectionProgram->Bind();
glClear(GL_COLOR_BUFFER_BIT);
glUniform1f(glGetUniformLocation(m_ColorCorrectionProgram->GetHandle(), "Exposure"), m_Exposure);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, sceneTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, bloomTexture);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
}
+131 -41
View File
@@ -6,11 +6,31 @@ DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCulling
m_LightCullingPass = lightCullingPass;
InitializeTextures();
InitializeShaderPrograms();
InitializeFrameBuffers();
}
void DrawFinalPass::InitializeTextures()
{
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
m_BlackTexture = ResourceManager::Load<Texture>("Textures/Core/Black.png");
}
void DrawFinalPass::InitializeFrameBuffers()
{
glGenRenderbuffers(1, &m_DepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_FLOAT, 4);
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
m_FinalPassFrameBuffer.Generate();
}
void DrawFinalPass::InitializeShaderPrograms()
@@ -19,6 +39,8 @@ void DrawFinalPass::InitializeShaderPrograms()
m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
m_ForwardPlusProgram->Compile();
m_ForwardPlusProgram->BindFragDataLocation(0, "sceneColor");
m_ForwardPlusProgram->BindFragDataLocation(1, "bloomColor");
m_ForwardPlusProgram->Link();
m_ExplosionEffectProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectProgram");
@@ -26,6 +48,8 @@ void DrawFinalPass::InitializeShaderPrograms()
m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
m_ExplosionEffectProgram->Compile();
m_ExplosionEffectProgram->BindFragDataLocation(0, "sceneColor");
m_ExplosionEffectProgram->BindFragDataLocation(1, "bloomColor");
m_ExplosionEffectProgram->Link();
}
@@ -33,20 +57,18 @@ void DrawFinalPass::Draw(RenderScene& scene)
{
GLERROR("DrawFinalPass::Draw: Pre");
DrawFinalPassState state;
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
GLuint shaderHandle;
//TODO: Render: Add code for more jobs than modeljobs.
for (auto &job : scene.ForwardJobs) {
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
if (explosionEffectJob) {
m_ExplosionEffectProgram->Bind();
shaderHandle = m_ExplosionEffectProgram->GetHandle(); //---
GLERROR("DrawFinalPass::ExplosionEffect: ENDsdufhsdilfuh");
GLERROR("DrawFinalPass::ExplosionEffect: 1");
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(explosionEffectJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
@@ -62,7 +84,16 @@ void DrawFinalPass::Draw(RenderScene& scene)
glUniform2fv(glGetUniformLocation(shaderHandle, "Velocity"), 1, glm::value_ptr(explosionEffectJob->Velocity));
glUniform1i(glGetUniformLocation(shaderHandle, "ColorByDistance"), explosionEffectJob->ColorByDistance);
glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), explosionEffectJob->ExponentialAccelaration);
GLERROR("DrawFinalPass::ExplosionEffect: asdasdasdasdasdasd");
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(explosionEffectJob->DiffuseColor));
GLERROR("DrawFinalPass::ExplosionEffect: 2");
if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (explosionEffectJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = explosionEffectJob->Skeleton->GetFrameBones(*explosionEffectJob->Animation, explosionEffectJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
}
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
if (explosionEffectJob->DiffuseTexture != nullptr) {
@@ -72,51 +103,110 @@ void DrawFinalPass::Draw(RenderScene& scene)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
}
GLERROR("DrawFinalPass::ExplosionEffect: END1");
glBindVertexArray(explosionEffectJob->Model->VAO);
GLERROR("DrawFinalPass::ExplosionEffect: END2");
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
GLERROR("DrawFinalPass::ExplosionEffect: END3");
glDrawElementsBaseVertex(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, 0, explosionEffectJob->StartIndex);
glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
GLERROR("DrawFinalPass::ExplosionEffect: END");
m_ExplosionEffectProgram->Unbind();
//m_ExplosionEffectProgram->Unbind();
} else {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
m_ForwardPlusProgram->Bind();
shaderHandle = m_ForwardPlusProgram->GetHandle();
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
m_ForwardPlusProgram->Bind();
GLERROR("1.1");
shaderHandle = m_ForwardPlusProgram->GetHandle();
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
if (scene.ClearDepth) {
glClear(GL_DEPTH_BUFFER_BIT);
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
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->Resolution().Width, m_Renderer->Resolution().Height);
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(modelJob->DiffuseColor));
if (modelJob->DiffuseTexture != nullptr) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
} else {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
}
if (modelJob->DiffuseTexture != nullptr) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
} else {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
}
glActiveTexture(GL_TEXTURE1);
if (modelJob->IncandescenceTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, modelJob->IncandescenceTexture->m_Texture);
} else {
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
}
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
GLERROR("DrawFinalPass::Model: END");
m_ForwardPlusProgram->Unbind();
}
/*if(modelJob->GlowMap != nullptr) {
glBindTexture(GL_TEXTURE_2D, modelJob->GlowMap->m_Texture);
} else {
glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
}*/
//TODO: Fixa så att modelsJobs kan spela upp olika animationer och så att den kan få in en tid istället för 1.0f - Hälsningar Johan och Andreas :)
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
}
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("DrawFinalPass::Model: END");
// m_ForwardPlusProgram->Unbind();
}
}
}
GLERROR("DrawFinalPass::Draw: END");
delete state;
}
void DrawFinalPass::ClearBuffer()
{
m_FinalPassFrameBuffer.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_FinalPassFrameBuffer.Unbind();
}
void DrawFinalPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
{
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
GLERROR("Texture initialization failed");
}
void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const
{
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, texture);
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);
GLERROR("MipMap Texture initialization failed");
}
+3 -4
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@@ -1,15 +1,14 @@
#include "Rendering/DrawFinalPassState.h"
DrawFinalPassState::DrawFinalPassState()
DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
{
BindFramebuffer(0);
BindFramebuffer(frameBuffer);
Enable(GL_BLEND);
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Enable(GL_DEPTH_TEST);
Enable(GL_CULL_FACE);
ClearColor(glm::vec4(200.f / 255, 0.f / 255, 200.f / 255, 0.f));
Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f));
}
DrawFinalPassState::~DrawFinalPassState()
-113
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@@ -1,113 +0,0 @@
#include "Rendering/DrawScenePass.h"
DrawScenePass::DrawScenePass(IRenderer* renderer)
{
m_Renderer = renderer;
InitializeTextures();
InitializeShaderPrograms();
}
void DrawScenePass::InitializeTextures()
{
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
}
void DrawScenePass::InitializeShaderPrograms()
{
//Gör så att shaders är en resource, tex som texture classen. Konstruktorn måste vara privat.
m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#BasicForwardProgram");
m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BasicForward.frag.glsl")));
m_BasicForwardProgram->Compile();
m_BasicForwardProgram->Link();
m_ExplosionEffectProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectProgram");
/* m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ExplosionEffect.vert.glsl")));
m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ExplosionEffect.frag.glsl")));
m_ExplosionEffectProgram->Compile();
m_ExplosionEffectProgram->Link();*/
}
void DrawScenePass::Draw(RenderScene& scene)
{
GLERROR("DrawScenePass::Draw: Pre");
DrawScenePassState state = DrawScenePassState();
m_BasicForwardProgram->Bind();
for (auto &job : scene.ForwardJobs) {
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
if (explosionEffectJob) {
GLuint ShaderHandle = m_ExplosionEffectProgram->GetHandle(); //---
m_ExplosionEffectProgram->Bind();
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(explosionEffectJob->Matrix));
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()));
glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(explosionEffectJob->Color));
glUniform3fv(glGetUniformLocation(ShaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(explosionEffectJob->ExplosionOrigin));
glUniform1f(glGetUniformLocation(ShaderHandle, "TimeSinceDeath"), explosionEffectJob->TimeSinceDeath);
glUniform1f(glGetUniformLocation(ShaderHandle, "ExplosionDuration"), explosionEffectJob->ExplosionDuration);
//glUniform1i(glGetUniformLocation(ShaderHandle, "Gravity"), explosionEffectJob->Gravity);
//glUniform1f(glGetUniformLocation(ShaderHandle, "GravityForce"), explosionEffectJob->GravityForce);
//glUniform1f(glGetUniformLocation(ShaderHandle, "ObjectRadius"), explosionEffectJob->ObjectRadius);
glUniform4fv(glGetUniformLocation(ShaderHandle, "EndColor"), 1, glm::value_ptr(explosionEffectJob->EndColor));
glUniform1i(glGetUniformLocation(ShaderHandle, "Randomness"), explosionEffectJob->Randomness);
glUniform1fv(glGetUniformLocation(ShaderHandle, "RandomNumbers"), 50, explosionEffectJob->RandomNumbers.data());
glUniform1f(glGetUniformLocation(ShaderHandle, "RandomnessScalar"), explosionEffectJob->RandomnessScalar);
glUniform2fv(glGetUniformLocation(ShaderHandle, "Velocity"), 1, glm::value_ptr(explosionEffectJob->Velocity));
glUniform1i(glGetUniformLocation(ShaderHandle, "ColorByDistance"), explosionEffectJob->ColorByDistance);
//glUniform1i(glGetUniformLocation(ShaderHandle, "ReverseAnimation"), explosionEffectJob->ReverseAnimation);
//glUniform1i(glGetUniformLocation(ShaderHandle, "Wireframe"), explosionEffectJob->Wireframe);
glUniform1i(glGetUniformLocation(ShaderHandle, "ExponentialAccelaration"), explosionEffectJob->ExponentialAccelaration);
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
if (explosionEffectJob->DiffuseTexture != nullptr) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, explosionEffectJob->DiffuseTexture->m_Texture);
} else {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
}
glBindVertexArray(explosionEffectJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, 0, explosionEffectJob->StartIndex);
continue;
}
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
/*if (modelJob) {
GLuint ShaderHandle = m_BasicForwardProgram->GetHandle(); //---
GLERROR("1");
//---
GLERROR("2.1");
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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()));
glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
GLERROR("2");
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
if (modelJob->DiffuseTexture != nullptr) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
} else {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
}
GLERROR("3");
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
GLERROR("4");
//continue;
}*/
}
GLERROR("DrawScenePass::Draw: End");
}
@@ -1,20 +0,0 @@
#include "Rendering/DrawScenePassState.h"
DrawScenePassState::DrawScenePassState()
{
GLERROR("---");
BindFramebuffer(0);
GLERROR("---");
Enable(GL_DEPTH_TEST);
Enable(GL_CULL_FACE);
Enable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// ClearColor(glm::vec4(255.f / 255, 163.f / 255, 176.f / 255, 0.f));
// Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
DrawScenePassState::~DrawScenePassState()
{
}
@@ -0,0 +1,37 @@
#include "Rendering/DrawScreenQuadPass.h"
DrawScreenQuadPass::DrawScreenQuadPass(IRenderer* renderer)
{
m_Renderer = renderer;
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
InitializeShaderPrograms();
}
void DrawScreenQuadPass::InitializeShaderPrograms()
{
m_DrawQuadProgram = ResourceManager::Load<ShaderProgram>("#DrawScreenQuadProgram");
m_DrawQuadProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawScreenQuad.vert.glsl")));
m_DrawQuadProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
m_DrawQuadProgram->Compile();
m_DrawQuadProgram->Link();
}
void DrawScreenQuadPass::Draw(GLuint texture)
{
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLERROR("DrawScreenQuadPass::Draw: Pre");
DrawScreenQuadPassState state = DrawScreenQuadPassState();
m_DrawQuadProgram->Bind();
glClear(GL_COLOR_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
}
@@ -0,0 +1,18 @@
#include "Rendering/DrawScreenQuadPassState.h"
DrawScreenQuadPassState::DrawScreenQuadPassState()
{
GLERROR("---");
BindFramebuffer(0);
GLERROR("---");
Disable(GL_DEPTH_TEST);
Disable(GL_CULL_FACE);
Disable(GL_BLEND);
ClearColor(glm::vec4(0.f));
}
DrawScreenQuadPassState::~DrawScreenQuadPassState()
{
}
+108
View File
@@ -0,0 +1,108 @@
#include "Rendering/Font.h"
Font::Font(std::string path)
{
typedef boost::tokenizer<boost::char_separator<char>> tokenizer;
boost::char_separator<char> sep(",");
tokenizer tok(path, sep);
tokenizer::iterator it = tok.begin();
std::string filePath = "";
if (it != tok.end()) {
filePath = (*it).c_str();
it++;
if (it != tok.end()) {
if((*it).c_str() == "") {
throw std::runtime_error("");
}
try {
FontSize = boost::lexical_cast<int>((*it).c_str());
} catch (boost::bad_lexical_cast const&) {
LOG_ERROR("input string did not have a valid font resolution");
throw std::runtime_error("");
}
}
} else {
throw std::runtime_error("");;
}
FT_Library library;
FT_Face face;
if (FT_Init_FreeType(&library)) {
LOG_ERROR("FreeType error: init failed");
throw std::runtime_error("");;
}
if (FT_New_Face(library, filePath.c_str(), 0, &face)) {
LOG_ERROR("FreeType error: loading font");
throw std::runtime_error("");;
}
FT_Set_Char_Size(face, 0, FontSize*64, 300, 300); // temp
FT_Set_Pixel_Sizes(face, 0, FontSize); //
if (FT_Load_Char(face, 'X', FT_LOAD_RENDER)) {
LOG_ERROR("FreeType error: loading char");
throw std::runtime_error("");;
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
for (GLubyte c = 0; c < 128; c++) {
//Load character glyph
if (FT_Load_Char(face, c, FT_LOAD_RENDER)) {
continue;
}
//Generate texture
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RED,
face->glyph->bitmap.width,
face->glyph->bitmap.rows,
0,
GL_RED,
GL_UNSIGNED_BYTE,
face->glyph->bitmap.buffer
);
// Set texture options
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Now store character for later use
Character character = {
texture,
glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
face->glyph->advance.x
};
m_Characters.insert(std::pair<GLchar, Character>(c, character));
}
FT_Done_Face(face);
FT_Done_FreeType(library);
GLERROR("Font Load");
}
Font::~Font()
{
for (auto c : m_Characters) {
glDeleteTextures(1, &c.second.TextureID);
}
}
+3 -4
View File
@@ -55,8 +55,9 @@ void FrameBuffer::Generate()
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
if ( (*it)->m_Attachment != GL_COLOR_ATTACHMENT0 ||
(*it)->m_Attachment != GL_COLOR_ATTACHMENT1 ||
(*it)->m_Attachment != GL_DEPTH_ATTACHMENT ||
(*it)->m_Attachment != GL_STENCIL_ATTACHMENT)
(*it)->m_Attachment != GL_STENCIL_ATTACHMENT) //TODO: Viktor: Fixa detta
{
LOG_ERROR("RenderBuffer Attachment not valid.");
}
@@ -69,10 +70,8 @@ void FrameBuffer::Generate()
}
}
GLenum* bufferTextures = &attachments[0];
glDrawBuffers(1, bufferTextures);
glDrawBuffers(attachments.size(), bufferTextures);
if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG_ERROR("FrameBuffer incomplete: 0x%x\n", frameBufferStatus);
+4 -4
View File
@@ -105,7 +105,7 @@ void ImGuiRenderPass::Draw()
if (pcmd->UserCallback) {
pcmd->UserCallback(cmd_list, pcmd);
} else {
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
glBindTexture(GL_TEXTURE_2D, (GLuint)pcmd->TextureId);
glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
}
@@ -190,7 +190,7 @@ bool ImGuiRenderPass::createDeviceObjects()
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
" gl_Position = ProjMtx * vec4(Position.xy, 0, 1);\n"
"}\n";
const GLchar* fragment_shader =
@@ -201,7 +201,7 @@ bool ImGuiRenderPass::createDeviceObjects()
"out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
" Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n"
"}\n";
g_ShaderHandle = glCreateProgram();
@@ -271,7 +271,7 @@ bool ImGuiRenderPass::createFontsTexture()
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
io.Fonts->TexID = (void*)g_FontTexture;
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
+26 -19
View File
@@ -40,15 +40,14 @@ void LightCullingPass::OnResolutionChange()
void LightCullingPass::SetSSBOSizes()
{
m_NumberOfTiles = (int)(m_Renderer->Resolution().Width*m_Renderer->Resolution().Height)/TILE_SIZE;
//m_Frustums = new Frustum[s];
//m_LightGrid = new LightGrid[s];
//m_LightIndex = new float[s*200];
m_NumberOfTiles = (int)(m_Renderer->Resolution().Width/TILE_SIZE) * (int)(m_Renderer->Resolution().Height/TILE_SIZE);
m_Frustums = new Frustum[m_NumberOfTiles];
m_LightGrid = new LightGrid[m_NumberOfTiles];
m_LightIndex = new float[m_NumberOfTiles*MAX_LIGHTS_PER_TILE];
for (int i = 0; i < m_NumberOfTiles*MAX_LIGHTS_PER_TILE; i++) {
m_LightIndex[i] = -1;
}
}
void LightCullingPass::CullLights(RenderScene& scene)
@@ -59,8 +58,8 @@ void LightCullingPass::CullLights(RenderScene& scene)
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
if (m_PointLights.size() > 0) {
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(PointLight) * m_PointLights.size(), &(m_PointLights[0]), GL_DYNAMIC_COPY);
if (m_LightSources.size() > 0) {
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightSource) * m_LightSources.size(), &(m_LightSources[0]), GL_DYNAMIC_COPY);
} else {
GLfloat zero = 0.f;
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLfloat), &zero , GL_DYNAMIC_COPY);
@@ -75,27 +74,38 @@ void LightCullingPass::CullLights(RenderScene& scene)
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
glDispatchCompute(m_Renderer->Resolution().Width / TILE_SIZE, m_Renderer->Resolution().Height / TILE_SIZE, 1);
glDispatchCompute(glm::ceil(m_Renderer->Resolution().Width / TILE_SIZE), glm::ceil(m_Renderer->Resolution().Height / TILE_SIZE), 1);
GLERROR("CullLights Error: End");
}
void LightCullingPass::FillLightList(RenderScene& scene)
{
m_PointLights.clear();
m_LightSources.clear();
for(auto &job : scene.PointLightJobs) {
auto pointLightjob = std::dynamic_pointer_cast<PointLightJob>(job);
if (pointLightjob) {
PointLight p;
LightSource p;
p.Color = pointLightjob->Color;
p.Falloff = pointLightjob->Falloff;
p.Intensity = pointLightjob->Intensity;
p.Position = glm::vec4(glm::vec3(pointLightjob->Position), 1.f);
p.Radius = pointLightjob->Radius;
p.Padding = 123.f;
m_PointLights.push_back(p);
continue;
//p.Padding = 123.f;
p.Type = LightSource::Point;
m_LightSources.push_back(p);
}
}
for(auto &job : scene.DirectionalLightJobs) {
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
if(directionalLightJob) {
LightSource p;
p.Direction = directionalLightJob->Direction;
p.Color = directionalLightJob->Color;
p.Intensity = directionalLightJob->Intensity;
p.Type = LightSource::Directional;
m_LightSources.push_back(p);
}
}
}
@@ -104,25 +114,22 @@ void LightCullingPass::InitializeSSBOs()
{
glGenBuffers(1, &m_FrustumSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_FrustumSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(Frustum)*m_NumberOfTiles, m_Frustums, GL_DYNAMIC_COPY);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(Frustum)*m_NumberOfTiles, nullptr, GL_DYNAMIC_COPY);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLERROR("m_FrustumSSBO");
glGenBuffers(1, &m_LightSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
if(m_PointLights.size() > 0) {
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(PointLight) * m_PointLights.size(), &(m_PointLights[0]), GL_DYNAMIC_COPY);
}
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightSource) * 200, nullptr, GL_DYNAMIC_COPY);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLERROR("m_LightSSBO");
glGenBuffers(1, &m_LightGridSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightGridSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightGrid)*m_NumberOfTiles, m_LightGrid, GL_DYNAMIC_COPY);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightGrid)*m_NumberOfTiles, nullptr, GL_DYNAMIC_COPY);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLERROR("m_LightGridSSBO");
glGenBuffers(1, &m_LightOffsetSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
+4 -9
View File
@@ -15,6 +15,9 @@ Model::Model(std::string fileName)
if (!group.SpecularMapPath.empty()) {
group.SpecularMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.SpecularMapPath));
}
if (!group.IncandescenceMapPath.empty()) {
group.IncandescenceMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.IncandescenceMapPath));
}
}
// Generate GL buffers
@@ -32,7 +35,7 @@ Model::Model(std::string fileName)
GLERROR("GLEW: BufferFail4");
glBindBuffer(GL_ARRAY_BUFFER, buffer);
std::vector<int> structSizes = { 3, 3, 3, 3, 2, 4, 4, 4, 4, 4, 4 };
std::vector<int> structSizes = { 3, 3, 3, 3, 2, 4, 4 };
int stride = 0;
for (int size : structSizes) {
stride += size;
@@ -48,10 +51,6 @@ Model::Model(std::string fileName)
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
}
GLERROR("GLEW: BufferFail5");
@@ -62,10 +61,6 @@ Model::Model(std::string fileName)
glEnableVertexAttribArray(4);
glEnableVertexAttribArray(5);
glEnableVertexAttribArray(6);
glEnableVertexAttribArray(7);
glEnableVertexAttribArray(8);
glEnableVertexAttribArray(9);
glEnableVertexAttribArray(10);
GLERROR("GLEW: BufferFail5");
//CreateBuffers();
+43 -38
View File
@@ -46,60 +46,65 @@ void PickingPass::InitializeShaderPrograms()
void PickingPass::Draw(RenderScene& scene)
{
PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
//TODO: Render: Add code for more jobs than modeljobs.
GLuint ShaderHandle = m_PickingProgram->GetHandle();
GLuint shaderHandle = m_PickingProgram->GetHandle();
m_PickingProgram->Bind();
if (scene.ClearDepth) {
glClear(GL_DEPTH_BUFFER_BIT);
}
m_Camera = scene.Camera;
m_Camera = scene.Camera;
for (auto &job : scene.ForwardJobs) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
for (auto &job : scene.ForwardJobs) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
if (modelJob) {
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
PickingInfo pickInfo;
pickInfo.Entity = modelJob->Entity;
pickInfo.World = modelJob->World;
pickInfo.Camera = scene.Camera;
PickingInfo pickInfo;
pickInfo.Entity = modelJob->Entity;
pickInfo.World = modelJob->World;
pickInfo.Camera = scene.Camera;
auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
if (color != m_EntityColors.end()) {
pickColor[0] = color->second[0];
pickColor[1] = color->second[1];
auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
if (color != m_EntityColors.end()) {
pickColor[0] = color->second[0];
pickColor[1] = color->second[1];
} else {
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
if (m_ColorCounter[0] > 255) {
m_ColorCounter[0] = 0;
m_ColorCounter[1] += 5;
} else {
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
if (m_ColorCounter[0] > 255) {
m_ColorCounter[0] = 0;
m_ColorCounter[1]++;;
} else {
m_ColorCounter[0]++;;
}
m_ColorCounter[0] += 50;
}
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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()));
glUniform2fv(glGetUniformLocation(ShaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, nullptr, modelJob->StartIndex);
}
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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()));
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
if (modelJob->Animation != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime);
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
}
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)));
}
}
m_PickingBuffer.Unbind();
GLERROR("PickingPass Error");
delete state;
}
@@ -8,6 +8,7 @@ PickingPassState::PickingPassState(GLuint frameBuffer)
GLERROR("---3");
Enable(GL_DEPTH_TEST);
Enable(GL_CULL_FACE);
Disable(GL_BLEND);
glm::vec4 clearColor = glm::vec4(0.f);
//ClearColor(clearColor);
@@ -1,6 +1,8 @@
#include "Rendering/RawModel.h"
#include "Rendering/RawModelAssimp.h"
RawModel::RawModel(std::string fileName)
#ifdef USING_ASSIMP_AS_IMPORTER
RawModelAssimp::RawModelAssimp(std::string fileName)
{
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(fileName, aiProcess_CalcTangentSpace | aiProcess_Triangulate);
@@ -38,7 +40,7 @@ RawModel::RawModel(std::string fileName)
//LOG_DEBUG("Index count %i", numIndices);
//LOG_DEBUG("Model has %i embedded textures", scene->mNumTextures);
std::vector<std::tuple<std::string, glm::mat4>> boneInfo;
std::map<std::string, int> boneNameMapping;
@@ -74,21 +76,7 @@ RawModel::RawModel(std::string fileName)
auto uv = mesh->mTextureCoords[0][vertexIndex];
desc.TextureCoords = glm::vec2(uv.x, uv.y);
}
// Material diffuse color
aiColor3D diffuse;
material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse);
float opacity;
material->Get(AI_MATKEY_OPACITY, opacity);
desc.DiffuseVertexColor = glm::vec4(diffuse.r, diffuse.g, diffuse.b, opacity);
desc.DiffuseVertexColor = glm::vec4(diffuse.r, diffuse.g, diffuse.b, opacity);
// Material specular color
aiColor3D specular;
material->Get(AI_MATKEY_COLOR_SPECULAR, specular);
desc.SpecularVertexColor = glm::vec4(specular.r, specular.g, specular.b, 1.f);
m_Vertices.push_back(desc);
}
@@ -128,7 +116,7 @@ RawModel::RawModel(std::string fileName)
}
for (auto& vertex : m_Vertices) {
vertex.Tangent = glm::normalize(vertex.Tangent);
vertex.BiTangent = glm::normalize(glm::cross(vertex.Tangent, glm::normalize(vertex.Normal)));
vertex.BiNormal = glm::normalize(glm::cross(vertex.Tangent, glm::normalize(vertex.Normal)));
}
// Material info
@@ -201,10 +189,7 @@ RawModel::RawModel(std::string fileName)
LOG_WARNING("Vertex weights (%i) greater than max weights per vertex (%i)", weights.size(), maxWeights);
}
for (int weightIndex = 0; weightIndex < weights.size() && weightIndex < maxWeights && weightIndex < 4; ++weightIndex) {
std::tie(desc.BoneIndices1[weightIndex], desc.BoneWeights1[weightIndex]) = weights[weightIndex];
}
for (int weightIndex = 4; weightIndex < weights.size() && weightIndex < maxWeights && weightIndex < 8; ++weightIndex) {
std::tie(desc.BoneIndices2[weightIndex - 4], desc.BoneWeights2[weightIndex - 4]) = weights[weightIndex];
std::tie(desc.BoneIndices[weightIndex], desc.BoneWeights[weightIndex]) = weights[weightIndex];
}
}
@@ -290,14 +275,14 @@ RawModel::RawModel(std::string fileName)
}
}
RawModel::~RawModel()
RawModelAssimp::~RawModelAssimp()
{
if (m_Skeleton) {
delete m_Skeleton;
}
}
void RawModel::CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID)
void RawModelAssimp::CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &boneInfo, std::map<std::string, int> &boneNameMapping, aiNode* node, int parentID)
{
std::string nodeName = node->mName.C_Str();
@@ -317,3 +302,5 @@ void RawModel::CreateSkeleton(std::vector<std::tuple<std::string, glm::mat4>> &b
CreateSkeleton(boneInfo, boneNameMapping, child, parentID);
}
}
#endif
+381
View File
@@ -0,0 +1,381 @@
#include "Rendering/RawModelCustom.h"
#ifndef USING_ASSIMP_AS_IMPORTER
RawModelCustom::RawModelCustom(std::string fileName)
{
if(fileName.substr(fileName.find_last_of(".")).compare(".mesh") != 0) {
throw Resource::FailedLoadingException("Unknown model file format. Please use \".mesh\" files.");
}
fileName = fileName.erase(fileName.find_last_of("."), fileName.find_last_of(".") - fileName.size());
ReadMeshFile(fileName);
ReadMaterialFile(fileName);
ReadAnimationFile(fileName);
}
void RawModelCustom::ReadMeshFile(std::string filePath)
{
char* fileData;
filePath += ".mesh";
std::ifstream in(filePath.c_str(), std::ios_base::binary | std::ios_base::ate);
if (!in.is_open()) {
throw Resource::FailedLoadingException("Open mesh file failed");
}
unsigned int fileByteSize = in.tellg();
in.seekg(0, std::ios_base::beg);
fileData = new char[fileByteSize];
in.read(fileData, fileByteSize);
in.close();
unsigned int offset = 0;
if (fileByteSize > 0) {
ReadMeshFileHeader(offset, fileData, fileByteSize);
ReadMesh(offset, fileData, fileByteSize);
}
delete fileData;
}
void RawModelCustom::ReadMeshFileHeader(unsigned int& offset, char* fileData, unsigned int& fileByteSize)
{
#ifdef BOOST_LITTLE_ENDIAN
m_Vertices.resize(*(unsigned int*)(fileData + offset));
offset += sizeof(unsigned int);
m_Indices.resize(*(unsigned int*)(fileData + offset));
offset += sizeof(unsigned int);
#else
#endif
}
void RawModelCustom::ReadMesh(unsigned int& offset, char* fileData, unsigned int& fileByteSize)
{
ReadVertices(offset, fileData, fileByteSize);
ReadIndices(offset, fileData, fileByteSize);
}
void RawModelCustom::ReadVertices(unsigned int& offset, char* fileData, unsigned int& fileByteSize)
{
#ifdef BOOST_LITTLE_ENDIAN
if (offset + m_Vertices.size() * sizeof(Vertex) > fileByteSize) {
throw Resource::FailedLoadingException("Reading vertices failed");
}
memcpy(&m_Vertices[0], fileData + offset, m_Vertices.size() * sizeof(Vertex));
offset += m_Vertices.size() * sizeof(Vertex);
#else
#endif
}
void RawModelCustom::ReadIndices(unsigned int& offset, char* fileData, unsigned int& fileByteSize)
{
#ifdef BOOST_LITTLE_ENDIAN
if (offset + m_Indices.size() * sizeof(unsigned int) > fileByteSize) {
throw Resource::FailedLoadingException("Reading indices failed");
}
memcpy(&m_Indices[0], fileData + offset, m_Indices.size() * sizeof(unsigned int));
offset += m_Indices.size() * sizeof(unsigned int);
#else
#endif
}
void RawModelCustom::ReadMaterialFile(std::string filePath)
{
char* fileData;
filePath += ".mtrl";
std::ifstream in(filePath.c_str(), std::ios_base::binary | std::ios_base::ate);
if (!in.is_open()) {
throw Resource::FailedLoadingException("Open material file failed");
}
unsigned int fileByteSize = in.tellg();
in.seekg(0, std::ios_base::beg);
fileData = new char[fileByteSize];
in.read(fileData, fileByteSize);
in.close();
unsigned int offset = 0;
if (fileByteSize > 0) {
ReadMaterials(offset, fileData, fileByteSize);
}
delete fileData;
}
void RawModelCustom::ReadMaterials(unsigned int& offset, char* fileData, unsigned int& fileByteSize)
{
#ifdef BOOST_LITTLE_ENDIAN
unsigned int* numMaterials = (unsigned int*)(fileData);
MaterialGroups.reserve(*numMaterials);
offset += sizeof(unsigned int);
for (int i = 0; i < *numMaterials; i++) {
ReadMaterialSingle(offset, fileData, fileByteSize);
}
#else
#endif
}
void RawModelCustom::ReadMaterialSingle(unsigned int &offset, char* fileData, unsigned int& fileByteSize)
{
MaterialGroup newMaterial;
#ifdef BOOST_LITTLE_ENDIAN
if (offset + sizeof(unsigned int) * 4 > fileByteSize) {
throw Resource::FailedLoadingException("Reading Material texture names length failed");
}
unsigned int* nameLengths = (unsigned int*)(fileData + offset);
offset += sizeof(unsigned int) * 4;
if (offset + sizeof(float) * 11 + sizeof(unsigned int) * 2 > fileByteSize) {
throw Resource::FailedLoadingException("Reading Material specular, reflection, color and start and end index values failed");
}
newMaterial.SpecularExponent = *(float*)(fileData + offset);
offset += sizeof(float);
newMaterial.ReflectionFactor = *(float*)(fileData + offset);
offset += sizeof(float);
memcpy(&newMaterial.DiffuseColor[0], fileData + offset, sizeof(float) * 3);
offset += sizeof(float) * 3;
memcpy(&newMaterial.SpecularColor[0], fileData + offset, sizeof(float) * 3);
offset += sizeof(float) * 3;
memcpy(&newMaterial.IncandescenceColor[0], fileData + offset, sizeof(float) * 3);
offset += sizeof(float) * 3;
newMaterial.StartIndex = *(unsigned int*)(fileData + offset);
offset += sizeof(unsigned int);
newMaterial.EndIndex = *(unsigned int*)(fileData + offset);
offset += sizeof(unsigned int);
if (nameLengths[0] > 0) {
if (offset + nameLengths[0] > fileByteSize) {
throw Resource::FailedLoadingException("Reading Material texture path failed");
}
newMaterial.TexturePath = "Textures/";
newMaterial.TexturePath += (fileData + offset);
newMaterial.TexturePath += ".png";
offset += nameLengths[0];
}
if (nameLengths[1] > 0) {
if (offset + nameLengths[1] > fileByteSize) {
throw Resource::FailedLoadingException("Reading Material NormalMap path failed");
}
newMaterial.NormalMapPath = "Textures/";
newMaterial.NormalMapPath += (fileData + offset);
newMaterial.NormalMapPath += ".png";
offset += nameLengths[1];
}
if (nameLengths[2] > 0) {
if (offset + nameLengths[2] > fileByteSize) {
throw Resource::FailedLoadingException("Reading Material SpecularMap path failed");
}
newMaterial.SpecularMapPath = "Textures/";
newMaterial.SpecularMapPath += (fileData + offset);
newMaterial.SpecularMapPath += ".png";
offset += nameLengths[2];
}
if (nameLengths[3] > 0) {
if (offset + nameLengths[3] > fileByteSize) {
throw Resource::FailedLoadingException("Reading Material IncandescenceMap path failed");
}
newMaterial.IncandescenceMapPath = "Textures/";
newMaterial.IncandescenceMapPath += (fileData + offset);
newMaterial.IncandescenceMapPath += ".png";
offset += nameLengths[3];
}
#else
#endif
MaterialGroups.push_back(newMaterial);
}
void RawModelCustom::ReadAnimationFile(std::string filePath)
{
char* fileData;
filePath += ".anim";
std::ifstream in(filePath.c_str(), std::ios_base::binary | std::ios_base::ate);
if (!in.is_open()) {
//throw Resource::FailedLoadingException("Open animation file failed");
return;
}
unsigned int fileByteSize = in.tellg();
in.seekg(0, std::ios_base::beg);
fileData = new char[fileByteSize];
in.read(fileData, fileByteSize);
in.close();
unsigned int offset = 0;
if (fileByteSize > 0) {
m_Skeleton = new Skeleton();
#ifdef BOOST_LITTLE_ENDIAN
unsigned int numBindPoses = *(unsigned int*)(fileData);
offset += sizeof(unsigned int);
unsigned int numAnimations = *(unsigned int*)(fileData + offset);
offset += sizeof(unsigned int);
#else
#endif
ReadAnimationBindPoses(offset, fileData, fileByteSize);
ReadAnimationClips(offset, fileData, fileByteSize, numAnimations);
}
delete fileData;
}
void RawModelCustom::ReadAnimationBindPoses(unsigned int &offset, char* fileData, unsigned int& fileByteSize)
{
#ifdef BOOST_LITTLE_ENDIAN
unsigned int* numBones = (unsigned int*)(fileData + offset);
offset += sizeof(unsigned int);
for (unsigned int i = 0; i < *numBones; i++) {
ReadAnimationJoint(offset, fileData, fileByteSize);
}
#else
#endif
}
void RawModelCustom::ReadAnimationJoint(unsigned int &offset, char* fileData, unsigned int& fileByteSize)
{
#ifdef BOOST_LITTLE_ENDIAN
if (offset + sizeof(unsigned int) > fileByteSize) {
throw Resource::FailedLoadingException("Reading Joint name length failed");
}
unsigned int jointNameLength = *(unsigned int*)(fileData + offset);
offset += sizeof(unsigned int);
if (offset + jointNameLength > fileByteSize) {
throw Resource::FailedLoadingException("Reading Joint name failed");
}
std::string jointName = (fileData + offset);
offset += jointNameLength;
if (offset + sizeof(float) * 4 * 4 > fileByteSize) {
throw Resource::FailedLoadingException("Reading Joint offset matrix failed");
}
glm::mat4 offsetMatrix;
memcpy(&offsetMatrix, fileData + offset, sizeof(float) * 4 * 4);
offset += sizeof(float) * 4 * 4;
if (offset + sizeof(int) > fileByteSize) {
throw Resource::FailedLoadingException("Reading Joint ID failed");
}
int jointID = *(int*)(fileData + offset);
offset += sizeof(int);
if (offset + sizeof(int) > fileByteSize) {
throw Resource::FailedLoadingException("Reading Joint Parent ID failed");
}
int jointParentID = *(int*)(fileData + offset);
offset += sizeof(int);
// Adding joint to the Skeleton
m_Skeleton->CreateBone(jointID, jointParentID, jointName, offsetMatrix);
#else
#endif
}
void RawModelCustom::ReadAnimationClips(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int numberOfClips)
{
for (unsigned int i = 0; i < numberOfClips; i++) {
ReadAnimationClipSingle(offset, fileData, fileByteSize, i);
}
}
void RawModelCustom::ReadAnimationClipSingle(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int clipIndex)
{
#ifdef BOOST_LITTLE_ENDIAN
Skeleton::Animation newAnimation;
if (offset + sizeof(unsigned int) > fileByteSize) {
throw Resource::FailedLoadingException("Reading AnimationClip name length failed");
}
unsigned int clipNameLength = *(unsigned int*)(fileData + offset);
offset += sizeof(unsigned int);
if (offset + clipNameLength > fileByteSize) {
throw Resource::FailedLoadingException("Reading AnimationClip name failed");
}
newAnimation.Name = (fileData + offset);
offset += clipNameLength;
if (offset + sizeof(float) > fileByteSize) {
throw Resource::FailedLoadingException("Reading AnimationClip duration failed");
}
newAnimation.Duration = *(float*)(fileData + offset);
offset += sizeof(float);
if (offset + sizeof(unsigned int) > fileByteSize) {
throw Resource::FailedLoadingException("Reading AnimationClip NrOfKeyframes failed");
}
unsigned int nrOfKeyframes = *(unsigned int*)(fileData + offset);
offset += sizeof(unsigned int);
if (offset + sizeof(unsigned int) > fileByteSize) {
throw Resource::FailedLoadingException("Reading AnimationClip NrOfJoints failed");
}
unsigned int nrOfJoints = *(unsigned int*)(fileData + offset);
offset += sizeof(unsigned int);
newAnimation.Keyframes.reserve(nrOfKeyframes);
for (unsigned int i = 0; i < nrOfKeyframes; i++) {
ReadAnimationKeyFrame(offset, fileData, fileByteSize, nrOfJoints, newAnimation);
}
m_Skeleton->Animations[newAnimation.Name] = newAnimation;
#else
#endif
}
void RawModelCustom::ReadAnimationKeyFrame(unsigned int &offset, char* fileData, unsigned int& fileByteSize, unsigned int nrOfJoints, Skeleton::Animation& animation)
{
Skeleton::Animation::Keyframe newKeyFrame;
if (offset + sizeof(int) > fileByteSize) {
throw Resource::FailedLoadingException("Reading AnimationKeyFrame index failed");
}
newKeyFrame.Index = *(int*)(fileData + offset);
offset += sizeof(int);
if (offset + sizeof(float) > fileByteSize) {
throw Resource::FailedLoadingException("Reading AnimationKeyFrame time failed");
}
newKeyFrame.Time = *(float*)(fileData + offset);
offset += sizeof(float);
if (offset + sizeof(Skeleton::Animation::Keyframe::BoneProperty) * nrOfJoints> fileByteSize) {
throw Resource::FailedLoadingException("Reading AnimationKeyFrame joints failed");
}
Skeleton::Animation::Keyframe::BoneProperty newBone;
for (unsigned int i = 0; i < nrOfJoints; i++) {
memcpy(&newBone, (fileData + offset), sizeof(Skeleton::Animation::Keyframe::BoneProperty));
offset += sizeof(Skeleton::Animation::Keyframe::BoneProperty);
newKeyFrame.BoneProperties[newBone.ID] = newBone;
}
animation.Keyframes.push_back(newKeyFrame);
}
RawModelCustom::~RawModelCustom()
{
if (m_Skeleton != nullptr) {
delete m_Skeleton;
}
}
#endif
+9 -6
View File
@@ -44,12 +44,6 @@ bool RenderState::ClearColor(glm::vec4 color)
return !GLERROR("RenderState::ClearColor");
}
bool RenderState::Clear(GLbitfield mask)
{
glClear(mask);
return !GLERROR("RenderState::Clear");
}
bool RenderState::BindFramebuffer(GLint framebuffer)
{
GLint originalRead;
@@ -91,6 +85,15 @@ bool RenderState::BlendFunc(GLenum sfactor, GLenum dfactor)
return !GLERROR("RenderState::BlendFunc");
}
bool RenderState::DepthMask(GLboolean flag)
{
GLboolean original;
glGetBooleanv(GL_DEPTH_WRITEMASK, &original);
m_ResetFunctions.push_back(std::bind(glDepthMask, original));
glDepthMask(flag);
return !GLERROR("RenderState::DepthMask");
}
RenderState::~RenderState()
{
for (auto& f : m_ResetFunctions) {
+115 -158
View File
@@ -1,82 +1,38 @@
#include "Rendering/RenderSystem.h"
RenderSystem::RenderSystem(EventBroker* eventBroker, const IRenderer* renderer, RenderFrame* renderFrame)
: System(eventBroker)
RenderSystem::RenderSystem(World* world, EventBroker* eventBroker, const IRenderer* renderer, RenderFrame* renderFrame)
: System(world, eventBroker)
, m_Renderer(renderer)
, m_RenderFrame(renderFrame)
{
EVENT_SUBSCRIBE_MEMBER(m_ESetCamera, &RenderSystem::OnSetCamera);
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &RenderSystem::OnInputCommand);
EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &RenderSystem::OnPlayerSpawned);
m_Camera = new Camera((float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height, glm::radians(45.f), 0.01f, 5000.f);
m_DebugCameraInputController = new DebugCameraInputController<RenderSystem>(eventBroker, -1);
}
RenderSystem::~RenderSystem()
{
delete m_Camera;
delete m_DebugCameraInputController;
}
bool RenderSystem::OnSetCamera(const Events::SetCamera &event)
bool RenderSystem::OnSetCamera(Events::SetCamera& e)
{
auto cameras = m_World->GetComponents("Camera");
if (cameras != nullptr) {
for (auto it = cameras->begin(); it != cameras->end(); it++) {
if ((std::string)(*it)["Name"] == event.Name) {
switchCamera((*it).EntityID);
}
}
}
ComponentWrapper cTransform = e.CameraEntity["Transform"];
ComponentWrapper cCamera = e.CameraEntity["Camera"];
m_Camera->SetFOV((double)cCamera["FOV"]);
m_Camera->SetNearClip((double)cCamera["NearClip"]);
m_Camera->SetFarClip((double)cCamera["FarClip"]);
m_Camera->SetPosition(cTransform["Position"]);
m_Camera->SetOrientation(glm::quat((const glm::vec3&)cTransform["Orientation"]));
m_CurrentCamera = e.CameraEntity;
return true;
}
void RenderSystem::switchCamera(EntityID entity)
void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs)
{
if(m_World->HasComponent(entity, "Camera")) {
if (m_CurrentCamera != EntityID_Invalid) {
if (m_World->HasComponent(m_CurrentCamera, "Model")) {
m_World->GetComponent(m_CurrentCamera, "Model")["Visible"] = true;
}
if (m_World->HasComponent(m_CurrentCamera, "Listener")) {
m_World->DeleteComponent(m_CurrentCamera, "Listener");
}
}
if (m_World->HasComponent(entity, "Model")) {
m_World->GetComponent(entity, "Model")["Visible"] = false;
}
if (!m_World->HasComponent(entity, "Listener")) {
m_World->AttachComponent(entity, "Listener");
}
m_CurrentCamera = entity;
m_SwitchCamera = false;
} else {
LOG_ERROR("Entity %i does not have a CameraComponent", entity);
m_SwitchCamera = false;
}
}
void RenderSystem::updateProjectionMatrix(ComponentWrapper& cameraComponent)
{
double fov = cameraComponent["FOV"];
double aspectRatio = (float)m_Renderer->Resolution().Width / m_Renderer->Resolution().Height;
double nearClip = cameraComponent["NearClip"];
double farClip = cameraComponent["FarClip"];
m_Camera->SetFOV(glm::radians(fov));
m_Camera->SetAspectRatio(aspectRatio);
m_Camera->SetNearClip(nearClip);
m_Camera->SetFarClip(farClip);
m_Camera->UpdateProjectionMatrix();
}
void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
{
auto models = world->GetComponents("Model");
auto models = m_World->GetComponents("Model");
if (models == nullptr) {
return;
}
@@ -91,150 +47,151 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World
continue;
}
EntityWrapper entity(m_World, modelComponent.EntityID);
// Don't render the local player
if (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer)) {
continue;
}
Model* model;
try {
model = ResourceManager::Load<::Model, true>(resource);
} catch (const Resource::StillLoadingException&) {
//continue;
model = ResourceManager::Load<::Model>("Models/Core/UnitRaptor.obj");
model = ResourceManager::Load<::Model>("Models/Core/UnitRaptor.mesh");
} catch (const std::exception&) {
try {
model = ResourceManager::Load<::Model>("Models/Core/Error.obj");
model = ResourceManager::Load<::Model>("Models/Core/Error.mesh");
} catch (const std::exception&) {
continue;
}
}
glm::mat4 modelMatrix = Transform::ModelMatrix(modelComponent.EntityID, world);
glm::mat4 modelMatrix = Transform::ModelMatrix(modelComponent.EntityID, m_World);
for (auto matGroup : model->MaterialGroups()) {
bool hasDeathComp = world->HasComponent(modelComponent.EntityID, "ExplosionEffect");
if (!hasDeathComp) {
std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, matGroup, modelComponent, world));
jobs.push_back(modelJob);
} else {
auto explosionEffectComponent = world->GetComponent(modelComponent.EntityID, "ExplosionEffect");
std::shared_ptr<ExplosionEffectJob> explosionEffectJob = std::shared_ptr<ExplosionEffectJob>(new ExplosionEffectJob(explosionEffectComponent, model, m_Camera, modelMatrix, matGroup, modelComponent, world));
if (m_World->HasComponent(modelComponent.EntityID, "ExplosionEffect")) {
auto explosionEffectComponent = m_World->GetComponent(modelComponent.EntityID, "ExplosionEffect");
std::shared_ptr<ExplosionEffectJob> explosionEffectJob = std::shared_ptr<ExplosionEffectJob>(new ExplosionEffectJob(explosionEffectComponent, model, m_Camera, modelMatrix, matGroup, modelComponent, m_World));
jobs.push_back(explosionEffectJob);
} else {
std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, matGroup, modelComponent, m_World));
jobs.push_back(modelJob);
}
}
}
}
void RenderSystem::fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
bool RenderSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
{
auto pointLights = world->GetComponents("PointLight");
if (pointLights == nullptr) {
if (e.PlayerID == -1) {
m_LocalPlayer = e.Player;
}
return true;
}
void RenderSystem::fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
{
auto pointLights = m_World->GetComponents("PointLight");
if (pointLights != nullptr) {
for (auto& pointlightC : *pointLights) {
bool visible = pointlightC["Visible"];
if (!visible) {
continue;
}
auto transformC = world->GetComponent(pointlightC.EntityID, "Transform");
if (&transformC == nullptr) {
continue;
}
std::shared_ptr<PointLightJob> pointLightJob = std::shared_ptr<PointLightJob>(new PointLightJob(transformC, pointlightC, m_World));
jobs.push_back(pointLightJob);
}
}
}
void RenderSystem::fillDirectionalLights(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
{
auto directionalLights = world->GetComponents("DirectionalLight");
if (directionalLights != nullptr) {
for (auto& directionalLightC : *directionalLights) {
bool visable = directionalLightC["Visible"];
if (!visable) {
continue;
}
auto transformC = world->GetComponent(directionalLightC.EntityID, "Transform");
if (&transformC == nullptr) {
continue;
}
std::shared_ptr<DirectionalLightJob> directionalLightJob = std::shared_ptr<DirectionalLightJob>(new DirectionalLightJob(transformC, directionalLightC, m_World));
jobs.push_back(directionalLightJob);
}
}
}
void RenderSystem::fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
{
auto texts = world->GetComponents("Text");
if (texts == nullptr) {
return;
}
for (auto& pointlightC : *pointLights) {
bool visible = pointlightC["Visible"];
for (auto& textComponent : *texts) {
bool visible = textComponent["Visible"];
if (!visible) {
continue;
}
auto transformC = world->GetComponent(pointlightC.EntityID, "Transform");
if (&transformC == nullptr) {
return;
std::string resource = textComponent["Resource"];
if (resource.empty()) {
continue;
}
std::shared_ptr<PointLightJob> pointLightJob = std::shared_ptr<PointLightJob>(new PointLightJob(transformC, pointlightC, m_World));
jobs.push_back(pointLightJob);
Font* font;
try {
font = ResourceManager::Load<Font>(resource);
} catch (const std::exception&) {
try {
font = ResourceManager::Load<Font>("Fonts/DroidSans.ttf,16");
} catch (const std::exception&) {
continue;
}
}
glm::mat4 modelMatrix = Transform::ModelMatrix(textComponent.EntityID, world);
std::shared_ptr<TextJob> modelJob = std::shared_ptr<TextJob>(new TextJob(modelMatrix, font, textComponent));
jobs.push_back(modelJob);
}
}
bool RenderSystem::OnInputCommand(const Events::InputCommand& e)
{
if (e.Command == "SwitchCamera" && e.Value > 0) {
m_SwitchCamera = true;
return true;
} else {
return false;
}
return false;
}
void RenderSystem::Update(World* world, double dt)
void RenderSystem::Update(double dt)
{
m_World = world;
m_EventBroker->Process<RenderSystem>();
updateCamera(world, dt);
// Update the current camera used for rendering
if (m_CurrentCamera.Valid()) {
m_Camera->SetPosition(Transform::AbsolutePosition(m_CurrentCamera));
m_Camera->SetOrientation(Transform::AbsoluteOrientation(m_CurrentCamera));
}
//Only supports opaque geometry atm
m_RenderFrame->Clear();
RenderScene scene;
scene.Camera = m_Camera;
scene.Viewport = Rectangle(1280, 720);
fillModels(scene.ForwardJobs, world);
fillLight(scene.PointLightJobs, world);
fillModels(scene.ForwardJobs);
fillPointLights(scene.PointLightJobs, m_World);
fillDirectionalLights(scene.DirectionalLightJobs, m_World);
fillText(scene.TextJobs, m_World);
m_RenderFrame->Add(scene);
}
void RenderSystem::updateCamera(World* world, double dt)
{
if (m_SwitchCamera) {
auto cameras = world->GetComponents("Camera");
if (cameras == nullptr) {
return;
}
for (auto it = cameras->begin(); it != cameras->end(); it++) {
if ((*it).EntityID == m_CurrentCamera) {
it++;
if (it != cameras->end()) {
switchCamera((*it).EntityID);
} else {
switchCamera((*cameras->begin()).EntityID);
}
break;
}
}
if (m_World->HasComponent(m_CurrentCamera, "Camera")) {
ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
m_DebugCameraInputController->SetOrientation(glm::quat((glm::vec3)cameraTransform["Orientation"]));
m_DebugCameraInputController->SetPosition(cameraTransform["Position"]);
}
}
if (m_World->ValidEntity(m_CurrentCamera)) {
if (world->HasComponent(m_CurrentCamera, "Camera") && world->HasComponent(m_CurrentCamera, "Transform")) {
ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
m_DebugCameraInputController->Update(dt);
(glm::vec3&)cameraTransform["Orientation"] = glm::eulerAngles(m_DebugCameraInputController->Orientation());
(glm::vec3&)cameraTransform["Position"] = m_DebugCameraInputController->Position();
glm::vec3 position = Transform::AbsolutePosition(world, m_CurrentCamera);
glm::quat orientation = Transform::AbsoluteOrientation(world, m_CurrentCamera);
m_Camera->SetPosition(position);
m_Camera->SetOrientation(orientation);
updateProjectionMatrix(cameraComponent);
}
} else {
m_Camera = m_Camera;
auto cameras = world->GetComponents("Camera");
if (cameras != nullptr) {
if (cameras->begin() != cameras->end()) {
ComponentWrapper& cameraC = *cameras->begin();
switchCamera(cameraC.EntityID);
ComponentWrapper& cameraComponent = world->GetComponent(m_CurrentCamera, "Camera");
ComponentWrapper& cameraTransform = world->GetComponent(m_CurrentCamera, "Transform");
m_DebugCameraInputController->SetOrientation(glm::quat((glm::vec3)cameraTransform["Orientation"]));
m_DebugCameraInputController->SetPosition(cameraTransform["Position"]);
}
}
}
m_Camera->UpdateViewMatrix();
}
+44 -62
View File
@@ -9,21 +9,15 @@ void Renderer::Initialize()
glfwSwapInterval(m_VSYNC);
InitializeShaders();
InitializeTextures();
m_TextPass = new TextPass();
m_TextPass->Initialize();
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
/* m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");*/
m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker);
// Create default camera
m_DefaultCamera = new ::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
m_DefaultCamera->SetPosition(glm::vec3(0, 0, 10));
if (m_Camera == nullptr) {
m_Camera = m_DefaultCamera;
}
}
void Renderer::InitializeWindow()
@@ -69,12 +63,6 @@ void Renderer::InitializeWindow()
void Renderer::InitializeShaders()
{
m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#m_BasicForwardProgram");
m_DrawScreenQuadProgram = ResourceManager::Load<ShaderProgram>("#DrawScreenQuadProgram");
m_DrawScreenQuadProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawScreenQuad.vert.glsl")));
m_DrawScreenQuadProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
m_DrawScreenQuadProgram->Compile();
m_DrawScreenQuadProgram->Link();
m_ExplosionEffectProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectProgram");
//m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ExplosionEffect.vert.glsl")));
//m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
@@ -95,21 +83,25 @@ void Renderer::Update(double dt)
{
m_EventBroker->Process<Renderer>();
InputUpdate(dt);
m_TextPass->Update();
m_ImGuiRenderPass->Update(dt);
}
void Renderer::Draw(RenderFrame& frame)
{
glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f);
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking");
//clear buffer 0
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Clear other buffers
m_PickingPass->ClearPicking();
m_DrawFinalPass->ClearBuffer();
m_DrawBloomPass->ClearBuffer();
for (auto scene : frame.RenderScenes){
m_Camera = scene->Camera; // remove renderer camera when Editor uses the render scene cameras.
FillDepth(*scene);
SortRenderJobsByDepth(*scene);
m_PickingPass->Draw(*scene);
m_LightCullingPass->GenerateNewFrustum(*scene);
m_LightCullingPass->FillLightList(*scene);
@@ -118,6 +110,25 @@ void Renderer::Draw(RenderFrame& frame)
//m_DrawScenePass->Draw(*scene);
GLERROR("Renderer::Draw m_DrawScenePass->Draw");
m_TextPass->Draw(*scene, *m_DrawFinalPass->FinalPassFrameBuffer());
}
m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture());
if(m_DebugTextureToDraw == 0) {
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture());
}
if (m_DebugTextureToDraw == 1) {
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTexture());
}
if (m_DebugTextureToDraw == 2) {
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTexture());
}
if (m_DebugTextureToDraw == 3) {
m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture());
}
if (m_DebugTextureToDraw == 4) {
m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
}
m_ImGuiRenderPass->Draw();
@@ -129,33 +140,19 @@ PickData Renderer::Pick(glm::vec2 screenCoord)
return m_PickingPass->Pick(screenCoord);
}
void Renderer::DrawScreenQuad(GLuint textureToDraw)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
m_DrawScreenQuadProgram->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureToDraw);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
}
void Renderer::InitializeTextures()
{
m_ErrorTexture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
}
void Renderer::SortRenderJobsByDepth(RenderScene &scene)
{
//Sort all forward jobs so transparency is good.
scene.ForwardJobs.sort(Renderer::DepthSort);
}
void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
{
glGenTextures(1, texture);
@@ -170,25 +167,10 @@ void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
void Renderer::InitializeRenderPasses()
{
m_DrawScenePass = new DrawScenePass(this);
m_PickingPass = new PickingPass(this, m_EventBroker);
m_LightCullingPass = new LightCullingPass(this);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
m_DrawBloomPass = new DrawBloomPass(this);
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
}
//Temp func
void Renderer::FillDepth(RenderScene& scene)
{
for (auto job : scene.ForwardJobs) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if(! modelJob) {
return;
}
glm::vec3 abspos = Transform::AbsolutePosition(modelJob->World, modelJob->Entity);
glm::vec3 worldpos = glm::vec3(scene.Camera->ViewMatrix() * glm::vec4(abspos, 1));
modelJob->Depth = worldpos.z;
}
scene.ForwardJobs.sort(Renderer::DepthSort);
}
+6 -2
View File
@@ -68,7 +68,7 @@ std::vector<glm::mat4> Skeleton::GetFrameBones(const Animation& animation, doubl
void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe &currentFrame, const Animation::Keyframe &nextFrame, float progress, std::map<int, glm::mat4> &boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
{
glm::mat4 boneMatrix;
glm::mat4 boneMatrix;
if (currentFrame.BoneProperties.find(bone->ID) != currentFrame.BoneProperties.end() || nextFrame.BoneProperties.find(bone->ID) != nextFrame.BoneProperties.end()) {
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties.at(bone->ID);
@@ -84,10 +84,13 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyf
positionInterp.z = 0;
}
boneMatrix = parentMatrix * (glm::translate(positionInterp) * glm::toMat4(rotationInterp) * glm::scale(scaleInterp));
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
} else {
boneMatrix = parentMatrix * bone->Parent->OffsetMatrix; // * glm::inverse(bone->OffsetMatrix);
if (bone->Parent) {
boneMatrix = parentMatrix; // * glm::inverse(bone->OffsetMatrix);
}
boneMatrices[bone->ID] = boneMatrix; // * bone->OffsetMatrix;
}
@@ -95,6 +98,7 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyf
std::string name = child->Name;
AccumulateBoneTransforms(noRootMotion, currentFrame, nextFrame, progress, boneMatrices, child, boneMatrix);
}
}
int Skeleton::GetBoneID(std::string name)
+113
View File
@@ -0,0 +1,113 @@
#include "Rendering/TextPass.h"
TextPass::TextPass()
{
}
void TextPass::Initialize()
{
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
m_TextProgram = ResourceManager::Load<ShaderProgram>("#TextProgram");
m_TextProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Text.vert.glsl")));
m_TextProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Text.frag.glsl")));
m_TextProgram->Compile();
m_TextProgram->BindFragDataLocation(0, "sceneColor");
m_TextProgram->BindFragDataLocation(1, "bloomColor");
m_TextProgram->Link();
}
void TextPass::Update()
{
}
void TextPass::Draw(RenderScene& scene, FrameBuffer& frameBuffer)
{
GLERROR("Derp1");
TextPassState* state = new TextPassState(frameBuffer.GetHandle());
for (auto &job : scene.TextJobs) {
auto textJob = std::dynamic_pointer_cast<TextJob>(job);
if (textJob) {
renderText(textJob->Content, textJob->Resource, textJob->Alignment, textJob->Color, textJob->Matrix, scene.Camera->ProjectionMatrix(), scene.Camera->ViewMatrix());
}
}
GLERROR("Derp2");
delete state;
}
void TextPass::renderText(std::string text, Font* font, TextJob::AlignmentEnum alignment, glm::vec4 color, glm::mat4 modelMatrix, glm::mat4 projectionMatrix, glm::mat4 viewMatrix)
{
GLfloat penX = 0;
GLfloat penY = 0;
GLfloat scale = 1.0/font->FontSize;
GLfloat stringWidth = 0.f;
for (std::string::const_iterator c = text.begin(); c != text.end(); c++) {
Font::Character ch = font->m_Characters[*c];
stringWidth += (ch.Advance >> 6) * scale;
}
if(alignment == TextJob::AlignmentEnum::Center) {
penX = -stringWidth/2.f;
} else if (alignment == TextJob::AlignmentEnum::Right) {
penX = -stringWidth;
} else {
penX = 0;
}
m_TextProgram->Bind();
glUniform4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "textColor"), 1, glm::value_ptr(color));
glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
glUniformMatrix4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(VAO);
for (std::string::const_iterator c = text.begin(); c != text.end(); c++) {
Font::Character ch = font->m_Characters[*c];
GLfloat xpos = penX + ch.Bearing.x * scale;
GLfloat ypos = penY - (ch.Size.y - ch.Bearing.y) * scale;
GLfloat w = ch.Size.x * scale;
GLfloat h = ch.Size.y * scale;
GLfloat vertices[6][4] = {
{ xpos, ypos + h, 0.0, 0.0 },
{ xpos, ypos, 0.0, 1.0 },
{ xpos + w, ypos, 1.0, 1.0 },
{ xpos, ypos + h, 0.0, 0.0 },
{ xpos + w, ypos, 1.0, 1.0 },
{ xpos + w, ypos + h, 1.0, 0.0 }
};
glBindTexture(GL_TEXTURE_2D, ch.TextureID);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
penX += (ch.Advance >> 6) * scale; // Bitshift by 6 to get value in pixels (2^6 = 64)
}
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
GLERROR("Text rendering Error");
}
+16
View File
@@ -0,0 +1,16 @@
#include "Rendering/TextPassState.h"
TextPassState::TextPassState(GLuint frameBuffer)
{
BindFramebuffer(frameBuffer);
glEnable(GL_BLEND);
glDisable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
TextPassState::~TextPassState()
{
}
@@ -0,0 +1,2 @@
#include "Rendering/Util/CommonFunctions.h"