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:
@@ -9,21 +9,15 @@ void Renderer::Initialize()
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glfwSwapInterval(m_VSYNC);
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InitializeShaders();
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InitializeTextures();
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m_TextPass = new TextPass();
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m_TextPass->Initialize();
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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/* m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
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m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
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m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");*/
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m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker);
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// Create default camera
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m_DefaultCamera = new ::Camera((float)m_Resolution.Width / m_Resolution.Height, glm::radians(45.f), 0.01f, 5000.f);
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m_DefaultCamera->SetPosition(glm::vec3(0, 0, 10));
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if (m_Camera == nullptr) {
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m_Camera = m_DefaultCamera;
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}
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}
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void Renderer::InitializeWindow()
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@@ -69,12 +63,6 @@ void Renderer::InitializeWindow()
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void Renderer::InitializeShaders()
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{
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m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#m_BasicForwardProgram");
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m_DrawScreenQuadProgram = ResourceManager::Load<ShaderProgram>("#DrawScreenQuadProgram");
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m_DrawScreenQuadProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawScreenQuad.vert.glsl")));
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m_DrawScreenQuadProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
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m_DrawScreenQuadProgram->Compile();
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m_DrawScreenQuadProgram->Link();
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m_ExplosionEffectProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectProgram");
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//m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ExplosionEffect.vert.glsl")));
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//m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
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@@ -95,21 +83,25 @@ void Renderer::Update(double dt)
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{
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m_EventBroker->Process<Renderer>();
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InputUpdate(dt);
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m_TextPass->Update();
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m_ImGuiRenderPass->Update(dt);
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}
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void Renderer::Draw(RenderFrame& frame)
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{
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glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f);
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ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking");
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//clear buffer 0
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//Clear other buffers
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m_PickingPass->ClearPicking();
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m_DrawFinalPass->ClearBuffer();
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m_DrawBloomPass->ClearBuffer();
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for (auto scene : frame.RenderScenes){
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m_Camera = scene->Camera; // remove renderer camera when Editor uses the render scene cameras.
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FillDepth(*scene);
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SortRenderJobsByDepth(*scene);
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m_PickingPass->Draw(*scene);
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m_LightCullingPass->GenerateNewFrustum(*scene);
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m_LightCullingPass->FillLightList(*scene);
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@@ -118,6 +110,25 @@ void Renderer::Draw(RenderFrame& frame)
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//m_DrawScenePass->Draw(*scene);
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GLERROR("Renderer::Draw m_DrawScenePass->Draw");
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m_TextPass->Draw(*scene, *m_DrawFinalPass->FinalPassFrameBuffer());
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}
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m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture());
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if(m_DebugTextureToDraw == 0) {
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m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture());
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}
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if (m_DebugTextureToDraw == 1) {
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTexture());
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}
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if (m_DebugTextureToDraw == 2) {
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m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTexture());
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}
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if (m_DebugTextureToDraw == 3) {
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m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture());
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}
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if (m_DebugTextureToDraw == 4) {
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m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
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}
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m_ImGuiRenderPass->Draw();
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@@ -129,33 +140,19 @@ PickData Renderer::Pick(glm::vec2 screenCoord)
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return m_PickingPass->Pick(screenCoord);
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}
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void Renderer::DrawScreenQuad(GLuint textureToDraw)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glClearColor(0.f, 0.f, 0.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_DrawScreenQuadProgram->Bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, textureToDraw);
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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}
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void Renderer::InitializeTextures()
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{
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m_ErrorTexture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
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m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
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}
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void Renderer::SortRenderJobsByDepth(RenderScene &scene)
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{
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//Sort all forward jobs so transparency is good.
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scene.ForwardJobs.sort(Renderer::DepthSort);
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}
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void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
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{
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glGenTextures(1, texture);
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@@ -170,25 +167,10 @@ void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
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void Renderer::InitializeRenderPasses()
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{
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m_DrawScenePass = new DrawScenePass(this);
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m_PickingPass = new PickingPass(this, m_EventBroker);
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m_LightCullingPass = new LightCullingPass(this);
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m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);
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m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
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m_DrawBloomPass = new DrawBloomPass(this);
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m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
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}
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//Temp func
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void Renderer::FillDepth(RenderScene& scene)
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{
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for (auto job : scene.ForwardJobs) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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if(! modelJob) {
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return;
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}
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glm::vec3 abspos = Transform::AbsolutePosition(modelJob->World, modelJob->Entity);
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glm::vec3 worldpos = glm::vec3(scene.Camera->ViewMatrix() * glm::vec4(abspos, 1));
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modelJob->Depth = worldpos.z;
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}
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scene.ForwardJobs.sort(Renderer::DepthSort);
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}
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