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
+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");
}