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
+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);
}