Merge branch 'master' into UnpickableComponent

# Conflicts:
#	resources/Schema/Components.xsd
#	resources/Schema/Types/Entity.xsd
This commit is contained in:
2016-03-13 22:00:10 +01:00
186 changed files with 28974 additions and 20087 deletions
+17 -16
View File
@@ -73,7 +73,8 @@ void AnimationSystem::UpdateAnimations(double dt)
Model* model;
try {
model = ResourceManager::Load<::Model, true>(modelEntity["Model"]["Resource"]);
Field<std::string> res = modelEntity["Model"]["Resource"];
model = ResourceManager::Load<::Model, true>(res);
} catch (const std::exception&) {
return;
}
@@ -89,23 +90,23 @@ void AnimationSystem::UpdateAnimations(double dt)
continue;;
}
double animationSpeed = (double)animationC["Speed"];
double animationSpeed = (const double&)animationC["Speed"];
if((bool)animationC["Reverse"]) {
if((const bool&)animationC["Reverse"]) {
animationSpeed *= -1;
}
if ((bool)animationC["Play"]) {
if ((const bool&)animationC["Play"]) {
double nextTime = (double)animationC["Time"] + animationSpeed * dt;
if (!(bool)animationC["Loop"]) {
double nextTime = (Field<double>)animationC["Time"] + animationSpeed * dt;
if (!(Field<bool>)animationC["Loop"]) {
if (nextTime > animation->Duration) {
nextTime = animation->Duration;
(bool&)animationC["Play"] = false;
(Field<bool>)animationC["Play"] = false;
} else if (nextTime < 0) {
nextTime = 0;
(bool&)animationC["Play"] = false;
(Field<bool>)animationC["Play"] = false;
}
} else {
if (nextTime > animation->Duration) {
@@ -119,7 +120,7 @@ void AnimationSystem::UpdateAnimations(double dt)
}
}
}
(double&)animationC["Time"] = nextTime;
(Field<double>)animationC["Time"] = nextTime;
}
}
}
@@ -214,15 +215,15 @@ bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e)
if (entity.Valid()) {
if (entity.HasComponent("Animation")) {
const Skeleton::Animation* animation = skeleton->GetAnimation(entity["Animation"]["AnimationName"]);
(bool&)entity["Animation"]["Reverse"] = e.Reverse;
(Field<bool>)entity["Animation"]["Reverse"] = e.Reverse;
if (e.Restart) {
if (animation != nullptr) {
if (e.Restart) {
if (e.Reverse) {
(double&)entity["Animation"]["Time"] = animation->Duration;
(Field<double>)entity["Animation"]["Time"] = animation->Duration;
} else {
(double&)entity["Animation"]["Time"] = 0.0;
(Field<double>)entity["Animation"]["Time"] = 0.0;
}
}
}
@@ -260,15 +261,15 @@ bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e)
if (entity.Valid()) {
if (entity.HasComponent("Animation")) {
const Skeleton::Animation* animation = skeleton->GetAnimation(entity["Animation"]["AnimationName"]);
(bool&)entity["Animation"]["Reverse"] = e.Reverse;
entity["Animation"]["Reverse"] = e.Reverse;
if (e.Restart) {
if (animation != nullptr) {
if (e.Restart) {
if (e.Reverse) {
(double&)entity["Animation"]["Time"] = animation->Duration;
entity["Animation"]["Time"] = animation->Duration;
} else {
(double&)entity["Animation"]["Time"] = 0.0;
entity["Animation"]["Time"] = 0.0;
}
}
}
@@ -283,7 +284,7 @@ bool AnimationSystem::OnAutoAnimationBlend(Events::AutoAnimationBlend& e)
bool AnimationSystem::OnEntityDeleted(Events::EntityDeleted& e)
{
EntityWrapper entity = EntityWrapper(m_World, e.DeletedEntity);
EntityWrapper entity = e.DeletedEntity;
if (entity.HasComponent("Model")) {
Model* model;
+12 -12
View File
@@ -13,7 +13,7 @@ BlendTree::BlendTree(EntityWrapper ModelEntity, Skeleton* skeleton)
m_Root = new Node();
m_Root->Entity = ModelEntity;
m_Root->Name = ModelEntity.Name();
m_Root->Pose = m_Skeleton->GetFrameBones(animation, (double)ModelEntity["Animation"]["Time"], (bool)ModelEntity["Animation"]["Additive"]);
m_Root->Pose = m_Skeleton->GetFrameBones(animation, (const double&)ModelEntity["Animation"]["Time"], (const bool&)ModelEntity["Animation"]["Additive"]);
m_Root->Parent = nullptr;
m_Root->Type = NodeType::Animation;
@@ -23,9 +23,9 @@ BlendTree::BlendTree(EntityWrapper ModelEntity, Skeleton* skeleton)
m_Root->Name = ModelEntity.Name();
m_Root->Parent = nullptr;
m_Root->Type = NodeType::Blend;
m_Root->Weight = (double)ModelEntity["Blend"]["Weight"];
m_Root->SubTreeRoot = (bool)ModelEntity["Blend"]["SubTreeRoot"];
(double&)ModelEntity["Blend"]["Weight"] = glm::clamp((double)ModelEntity["Blend"]["Weight"], 0.0, 1.0);
m_Root->Weight = (const double&)ModelEntity["Blend"]["Weight"];
m_Root->SubTreeRoot = (const bool&)ModelEntity["Blend"]["SubTreeRoot"];
ModelEntity["Blend"]["Weight"] = glm::clamp((const double&)ModelEntity["Blend"]["Weight"], 0.0, 1.0);
m_Root->Child[0] = FillTreeByName(m_Root, (std::string)ModelEntity["Blend"]["Pose1"], ModelEntity);
m_Root->Child[1] = FillTreeByName(m_Root, (std::string)ModelEntity["Blend"]["Pose2"], ModelEntity);
@@ -117,7 +117,7 @@ BlendTree::Node* BlendTree::FillTreeByName(Node* parentNode, std::string name, E
Node* node = new Node();
node->Entity = childEntity;
node->Name = childEntity.Name();
node->Pose = m_Skeleton->GetFrameBones(animation, (double)childEntity["Animation"]["Time"], (bool)childEntity["Animation"]["Additive"]);
node->Pose = m_Skeleton->GetFrameBones(animation, (const double&)childEntity["Animation"]["Time"], (const bool&)childEntity["Animation"]["Additive"]);
node->Parent = parentNode;
node->Type = NodeType::Animation;
return node;
@@ -128,9 +128,9 @@ BlendTree::Node* BlendTree::FillTreeByName(Node* parentNode, std::string name, E
node->Name = childEntity.Name();
node->Parent = parentNode;
node->Type = NodeType::Blend;
(double&)childEntity["Blend"]["Weight"] = glm::clamp((double)childEntity["Blend"]["Weight"], 0.0, 1.0);
node->Weight = (double)childEntity["Blend"]["Weight"];
node->SubTreeRoot = (bool)childEntity["Blend"]["SubTreeRoot"];
childEntity["Blend"]["Weight"] = glm::clamp((const double&)childEntity["Blend"]["Weight"], 0.0, 1.0);
node->Weight = (const double&)childEntity["Blend"]["Weight"];
node->SubTreeRoot = (const bool&)childEntity["Blend"]["SubTreeRoot"];
//if (node->Weight < 1.f && node->Weight > 0.f) {
node->Child[0] = FillTreeByName(node, (std::string)childEntity["Blend"]["Pose1"], childEntity);
node->Child[1] = FillTreeByName(node, (std::string)childEntity["Blend"]["Pose2"], childEntity);
@@ -210,7 +210,7 @@ BlendTree::AutoBlendInfo BlendTree::AutoBlendStep(AutoBlendInfo blendInfo)
if (entity.Valid()) {
if (entity.HasComponent("Blend")) {
(double&)entity["Blend"]["Weight"] = blendInfo.Weight;
entity["Blend"]["Weight"] = blendInfo.Weight;
}
}
}
@@ -225,7 +225,7 @@ BlendTree::AutoBlendInfo BlendTree::AutoBlendStep(AutoBlendInfo blendInfo)
if (entity.Valid()) {
if (entity.HasComponent("Animation")) {
(bool&)entity["Animation"]["Play"] = true;
entity["Animation"]["Play"] = true;
}
}
}
@@ -259,7 +259,7 @@ BlendTree::AutoBlendInfo BlendTree::AutoBlendStep(AutoBlendInfo blendInfo)
}
double weight = ((goalWeight - startWeight) * blendInfo.progress) + startWeight;
(double&)currentNode->Entity["Blend"]["Weight"] = weight;
currentNode->Entity["Blend"]["Weight"] = weight;
currentNode->Weight = weight;
lastNode = currentNode;
@@ -322,7 +322,7 @@ BlendTree::AutoBlendInfo BlendTree::AutoBlendStep(AutoBlendInfo blendInfo)
}
double weight = ((goalWeight - startWeight) * blendInfo.progress) + startWeight;
(double&)currentNode->Entity["Blend"]["Weight"] = weight;
currentNode->Entity["Blend"]["Weight"] = weight;
currentNode->Weight = weight;
lastNode = currentNode;
+46 -30
View File
@@ -68,13 +68,13 @@ void BlurHUD::InitializeBuffers()
}
m_GaussianFrameBuffer_horiz.Generate();
CommonFunctions::GenerateTexture(&m_DepthStencil_vert, GL_CLAMP_TO_BORDER, GL_NEAREST,
res2, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
//CommonFunctions::GenerateTexture(&m_DepthStencil_vert, GL_CLAMP_TO_BORDER, GL_NEAREST,
// res2, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_NEAREST,
res2, GL_RGBA16F, GL_RGBA, GL_FLOAT);
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthStencil_vert, GL_DEPTH_STENCIL_ATTACHMENT)));
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthStencil_horiz, GL_DEPTH_STENCIL_ATTACHMENT)));
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
}
m_GaussianFrameBuffer_vert.Generate();
@@ -119,6 +119,21 @@ GLuint BlurHUD::Draw(GLuint texture, RenderScene& scene)
{
GLERROR("DrawBloomPass::Draw: Pre");
bool shouldRun = false;
for (auto& job : scene.Jobs.SpriteJob) {
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
if (!spriteJob) {
continue;
}
if (!spriteJob->BlurBackground) {
continue;
}
shouldRun = true;
break;
}
if(!shouldRun) {
return m_BlackTexture->m_Texture;
}
FillStencil(scene);
RenderState state;
@@ -142,9 +157,15 @@ GLuint BlurHUD::Draw(GLuint texture, RenderScene& scene)
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
m_GaussianProgram_vert->Bind();
glUniform1i(glGetUniformLocation(shaderHandle_vert, "Lod"), 0);
m_GaussianProgram_horiz->Bind();
glUniform1i(glGetUniformLocation(shaderHandle_horiz, "Lod"), 0);
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].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
@@ -158,8 +179,6 @@ GLuint BlurHUD::Draw(GLuint texture, RenderScene& scene)
glActiveTexture(GL_TEXTURE0);
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].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
//horizontal pass
@@ -170,8 +189,6 @@ GLuint BlurHUD::Draw(GLuint texture, RenderScene& scene)
glActiveTexture(GL_TEXTURE0);
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].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
m_GaussianFrameBuffer_horiz.Unbind();
@@ -184,8 +201,7 @@ GLuint BlurHUD::Draw(GLuint texture, RenderScene& scene)
glActiveTexture(GL_TEXTURE0);
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].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
@@ -200,10 +216,7 @@ GLuint BlurHUD::Draw(GLuint texture, RenderScene& scene)
void BlurHUD::OnWindowResize()
{
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_vert.Generate();
CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_horiz.Generate();
InitializeBuffers();
}
void BlurHUD::FillStencil(RenderScene& scene)
@@ -226,9 +239,8 @@ void BlurHUD::FillStencil(RenderScene& scene)
m_FillDepthStencilProgram->Bind();
GLuint shaderHandle = m_FillDepthStencilProgram->GetHandle();
glm::mat4 VP = scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix();
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()));
for (auto& job : scene.Jobs.SpriteJob) {
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
@@ -238,28 +250,32 @@ void BlurHUD::FillStencil(RenderScene& scene)
if (!spriteJob->BlurBackground) {
continue;
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
glm::mat4 MVP = VP * spriteJob->Matrix;
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(MVP));
glBindVertexArray(spriteJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
}
state.BindFramebuffer(m_GaussianFrameBuffer_vert.GetHandle());
for (auto& job : scene.Jobs.SpriteJob) {
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
if (!spriteJob) {
continue;
}
if(!spriteJob->BlurBackground) {
continue;
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
//state.BindFramebuffer(m_GaussianFrameBuffer_vert.GetHandle());
//for (auto& job : scene.Jobs.SpriteJob) {
// auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
// if (!spriteJob) {
// continue;
// }
// if(!spriteJob->BlurBackground) {
// continue;
// }
// glm::mat4 MVP = VP * spriteJob->Matrix;
// glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(MVP));
glBindVertexArray(spriteJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
}
// glBindVertexArray(spriteJob->Model->VAO);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, spriteJob->Model->ElementBuffer);
// glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
//}
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
}
@@ -55,13 +55,13 @@ void BoneAttachmentSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
glm::vec3 angles = glm::eulerAngles(rotation);
if ((bool)entity["BoneAttachment"]["InheritPosition"]) {
(glm::vec3&)entity["Transform"]["Position"] = translation + (glm::vec3)entity["BoneAttachment"]["PositionOffset"];
entity["Transform"]["Position"] = translation + (glm::vec3)entity["BoneAttachment"]["PositionOffset"];
}
if ((bool)entity["BoneAttachment"]["InheritOrientation"]) {
(glm::vec3&)entity["Transform"]["Orientation"] = angles;
entity["Transform"]["Orientation"] = angles;
}
if ((bool)entity["BoneAttachment"]["InheritScale"]) {
(glm::vec3&)entity["Transform"]["Scale"] = scale * (glm::vec3)entity["BoneAttachment"]["ScaleOffset"];
entity["Transform"]["Scale"] = scale * (glm::vec3)entity["BoneAttachment"]["ScaleOffset"];
}
}
+8 -8
View File
@@ -6,18 +6,16 @@ CubeMapPass::CubeMapPass(IRenderer* renderer)
LoadTextures("Nevada");
}
void CubeMapPass::LoadTextures(std::string input)
void CubeMapPass::LoadTextures(std::string cubemapName)
{
if (m_PreviusCubeMapTexture != input) {
if (m_PreviusCubeMapTexture != cubemapName) {
m_CubeMapTextures.clear();
for (int i = 0; i < 6; i++) {
std::string str;
str = "Textures/Test/CubeMap/" + input + "/CubeMapTest0" + std::to_string(i) + ".png";
Texture* img = ResourceManager::Load<Texture>(str);
m_CubeMapTextures.push_back(img);
std::string path = "Textures/Test/CubeMap/" + cubemapName + "/CubeMapTest0" + std::to_string(i) + ".png";
m_CubeMapTextures.push_back(path);
}
GenerateCubeMapTexture();
m_PreviusCubeMapTexture = input;
m_PreviusCubeMapTexture = cubemapName;
}
}
@@ -29,7 +27,9 @@ void CubeMapPass::GenerateCubeMapTexture()
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapTexture);
for (int i = 0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA32F, m_CubeMapTextures[0]->Width, m_CubeMapTextures[0]->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_CubeMapTextures[i]->Data);
PNG* img = ResourceManager::Load<PNG>(m_CubeMapTextures[i]);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA32F, img->Width, img->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img->Data);
ResourceManager::Release("PNG", m_CubeMapTextures[i]);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+6 -17
View File
@@ -76,12 +76,12 @@ void DrawBloomPass::InitializeShaderPrograms()
void DrawBloomPass::InitializeBuffers()
{
CommonFunctions::GenerateMipMapTexture(
&m_GaussianTexture_horiz, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
, GL_RGB, GL_FLOAT, m_BloomLod);
&m_GaussianTexture_horiz, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height),
GL_RGB16F, GL_RGB, GL_FLOAT, m_BloomLod, GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST);
CommonFunctions::GenerateMipMapTexture(
&m_GaussianTexture_vert, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
, GL_RGB, GL_FLOAT, m_BloomLod);
CommonFunctions::GenerateTexture(&m_FinalGaussianTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
&m_GaussianTexture_vert, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height),
GL_RGB16F, GL_RGB, GL_FLOAT, m_BloomLod, GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST);
CommonFunctions::GenerateTexture(&m_FinalGaussianTexture, GL_CLAMP_TO_BORDER, GL_NEAREST, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
if (m_GaussianCombineBuffer.GetHandle() == 0) {
m_GaussianCombineBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_FinalGaussianTexture, GL_COLOR_ATTACHMENT0)));
@@ -151,18 +151,7 @@ void DrawBloomPass::OnWindowResize()
if (m_Quality == 0) {
return;
}
CommonFunctions::GenerateMipMapTexture(
&m_GaussianTexture_vert, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
, GL_RGB, GL_FLOAT, m_BloomLod);
CommonFunctions::GenerateMipMapTexture(
&m_GaussianTexture_horiz, GL_CLAMP_TO_BORDER, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height)
, GL_RGB, GL_FLOAT, m_BloomLod);
for (int i = 0; i < m_BloomLod; i++) {
m_GaussianFrameBuffer_vert[i].Generate();
m_GaussianFrameBuffer_horiz[i].Generate();
}
InitializeBuffers();
}
void DrawBloomPass::GaussianLodPass(GLuint mipMap, GLuint texture)
+162 -47
View File
@@ -1,5 +1,5 @@
#include "Rendering/DrawFinalPass.h"
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass)
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass, ConfigFile* config)
: m_Renderer(renderer)
, m_LightCullingPass(lightCullingPass)
, m_CubeMapPass(cubeMapPass)
@@ -8,6 +8,11 @@ DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCulling
{
//TODO: Make sure that uniforms are not sent into shader if not needed.
m_ShieldPixelRate = 8;
m_FinalPassFrameBuffer = new FrameBuffer();
m_ShieldDepthFrameBuffer = new FrameBuffer();
setMSAA(config->Get<int>("MSAA.Level", 0));
InitializeTextures();
InitializeShaderPrograms();
InitializeFrameBuffers();
@@ -19,6 +24,9 @@ DrawFinalPass::~DrawFinalPass(){
CommonFunctions::DeleteTexture(&m_DepthBuffer);
CommonFunctions::DeleteTexture(&m_ShieldBuffer);
CommonFunctions::DeleteTexture(&m_CubeMapTexture);
delete m_FinalPassFrameBuffer;
delete m_ShieldDepthFrameBuffer;
}
void DrawFinalPass::InitializeTextures()
@@ -32,26 +40,88 @@ void DrawFinalPass::InitializeTextures()
void DrawFinalPass::InitializeFrameBuffers()
{
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
if (m_MSAA) {
CommonFunctions::GenerateTexture(&m_AntiAliasedTexture, GL_CLAMP_TO_BORDER, GL_NEAREST,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
if (m_AntiAliasedFrameBuffer == nullptr) {
m_AntiAliasedFrameBuffer = new FrameBuffer();
m_AntiAliasedFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_AntiAliasedTexture, GL_COLOR_ATTACHMENT0)));
}
m_AntiAliasedFrameBuffer->Generate();
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
//m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_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();
GLERROR("FBO generation");
if (m_SceneTexture != 0) {
glDeleteRenderbuffers(1, &m_SceneTexture);
}
glGenRenderbuffers(1, &m_SceneTexture);
GLERROR("FBO 1");
glBindRenderbuffer(GL_RENDERBUFFER, m_SceneTexture);
GLERROR("FBO 11");
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_MSAA, GL_RGB16F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("FBO 111");
if (m_BloomTexture != 0) {
glDeleteRenderbuffers(1, &m_BloomTexture);
}
glGenRenderbuffers(1, &m_BloomTexture);
GLERROR("FBO 2");
glBindRenderbuffer(GL_RENDERBUFFER, m_BloomTexture);
GLERROR("FBO 22");
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_MSAA, GL_RGB16F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("FBO 222");
if (m_DepthBuffer != 0) {
glDeleteRenderbuffers(1, &m_DepthBuffer);
}
glGenRenderbuffers(1, &m_DepthBuffer);
GLERROR("FBO 3");
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
GLERROR("FBO 33");
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_MSAA, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("FBO 333");
//CommonFunctions::GenerateMultiSampleTexture(&m_SceneTexture, m_MSAA, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F);
//CommonFunctions::GenerateMultiSampleTexture(&m_BloomTexture, m_MSAA, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F);
//CommonFunctions::GenerateMultiSampleTexture(&m_DepthBuffer, m_MSAA,
//glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8);
//CommonFunctions::GenerateMultiSampleTexture(&m_ShieldBuffer, m_MSAA,
//glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32F);
} else {
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
}
CommonFunctions::GenerateTexture(&m_ShieldBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
m_ShieldDepthFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_ShieldBuffer, GL_DEPTH_ATTACHMENT)));
m_ShieldDepthFrameBuffer.Generate();
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
if (m_FinalPassFrameBuffer->GetHandle() == 0) {
if (m_MSAA) {
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
//m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
} else {
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
//m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_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();
GLERROR("FBO generation");
if (m_ShieldDepthFrameBuffer->GetHandle() == 0) {
m_ShieldDepthFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_ShieldBuffer, GL_DEPTH_ATTACHMENT)));
}
m_ShieldDepthFrameBuffer->Generate();
}
void DrawFinalPass::InitializeShaderPrograms()
@@ -245,14 +315,14 @@ void DrawFinalPass::InitializeShaderPrograms()
void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
{
GLERROR("Pre");
DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer.GetHandle());
DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer->GetHandle());
//Draw shields to stencil
DrawToDepthStencilBuffer(scene.Jobs.ShieldObjects, scene);
GLERROR("StencilPass");
delete stateDethp;
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
if (scene.ClearDepth) {
//glClear(GL_DEPTH_BUFFER_BIT);
state->Disable(GL_DEPTH_TEST);
@@ -293,17 +363,22 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
delete state;
if (scene.ShouldBlur) {
//This needs to be drawn only when the full scene is being renderd, and then let be, otherwise sprite and other shit will show on it.
m_FullBlurredTexture = blurHUDPass->Draw(m_SceneTexture, scene);
GLuint sceneTexture = SceneTexture();
m_FullBlurredTexture = blurHUDPass->Draw(sceneTexture, scene);
}
DrawFinalPassState* stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
DrawFinalPassState* stateSprite;
if(scene.ShouldBlur) {
//Combine nonblur and blur texture
stateSprite->Disable(GL_DEPTH_TEST);
stateSprite->Disable(GL_STENCIL_TEST);
m_CombinedTexture = blurHUDPass->CombineTextures(m_SceneTexture, m_FullBlurredTexture);
GLuint sceneTexture = SceneTexture();
stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
stateSprite->Disable(GL_DEPTH_TEST);
stateSprite->Disable(GL_STENCIL_TEST);
m_CombinedTexture = blurHUDPass->CombineTextures(sceneTexture, m_FullBlurredTexture);
}
} else {
stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
}
//Draw Transparen objects
//state->BlendFunc(GL_ONE, GL_ONE);
//state->StencilFunc(GL_EQUAL, 1, 0xFF);
@@ -325,33 +400,67 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
void DrawFinalPass::ClearBuffer()
{
GLERROR("PRE");
m_ShieldDepthFrameBuffer.Bind();
m_ShieldDepthFrameBuffer->Bind();
glClear(GL_DEPTH_BUFFER_BIT);
m_ShieldDepthFrameBuffer.Unbind();
m_FinalPassFrameBuffer.Bind();
m_ShieldDepthFrameBuffer->Unbind();
m_FinalPassFrameBuffer->Bind();
GLERROR("Bind HighRes");
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("ViewPort,Scissor LowRes");
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_FinalPassFrameBuffer.Unbind();
m_FinalPassFrameBuffer->Unbind();
GLERROR("END");
}
void DrawFinalPass::OnWindowResize()
{
//InitializeFrameBuffers();
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_FinalPassFrameBuffer.Generate();
if (m_FinalPassFrameBuffer->MultiSampling() != (bool)m_MSAA) {
delete m_FinalPassFrameBuffer;
delete m_ShieldDepthFrameBuffer;
m_FinalPassFrameBuffer = new FrameBuffer();
m_ShieldDepthFrameBuffer = new FrameBuffer();
}
if (m_MSAA) {
if (m_AntiAliasedFrameBuffer != nullptr) {
delete m_AntiAliasedFrameBuffer;
m_AntiAliasedFrameBuffer = nullptr;
}
}
InitializeFrameBuffers();
GLERROR("Error changing texture resolutions");
}
void DrawFinalPass::setMSAA(unsigned int numberOfSamples) {
if (m_MSAA == numberOfSamples) {
return;
}
if (!(bool)numberOfSamples) {
if (m_AntiAliasedFrameBuffer != nullptr) {
delete m_AntiAliasedFrameBuffer;
m_AntiAliasedFrameBuffer = nullptr;
}
delete m_FinalPassFrameBuffer;
m_FinalPassFrameBuffer = new FrameBuffer();
}
if ((bool)numberOfSamples && !(bool)m_MSAA) {
delete m_FinalPassFrameBuffer;
m_FinalPassFrameBuffer = new FrameBuffer();
}
m_MSAA = numberOfSamples;
InitializeFrameBuffers();
}
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
{
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
@@ -1215,11 +1324,6 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
if (lastShader != m_FillDepthStencilBufferSkinnedProgram->GetHandle()) {
m_FillDepthStencilBufferSkinnedProgram->Bind();
lastShader = m_FillDepthStencilBufferSkinnedProgram->GetHandle();
glUniform1i(glGetUniformLocation(shaderSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(shaderSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(shaderSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind Uniforms 1");
}
@@ -1238,11 +1342,6 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
if (lastShader != m_FillDepthStencilBufferProgram->GetHandle()) {
m_FillDepthStencilBufferProgram->Bind();
lastShader = m_FillDepthStencilBufferProgram->GetHandle();
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind Uniforms 2");
}
@@ -1298,7 +1397,14 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
if (spriteJob->ClampToBorder) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
}
else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
} else {
glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
}
@@ -1333,7 +1439,12 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
GLERROR("Bind 6 uniform");
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), job->TimeSinceDeath);
if (job->Reverse == false) {
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), job->TimeSinceDeath);
}
else {
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), (job->ExplosionDuration - job->TimeSinceDeath));
}
GLERROR("Bind 7 uniform");
glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), job->ExplosionDuration);
GLERROR("Bind 8 uniform");
@@ -1351,6 +1462,10 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
GLERROR("Bind 14 uniform");
glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), job->ExponentialAccelaration);
GLERROR("Bind 15 uniform");
glUniform1i(glGetUniformLocation(shaderHandle, "Reverse"), job->Reverse);
GLERROR("Bind 15-2 uniform");
glUniform1f(glGetUniformLocation(shaderHandle, "ColorDistanceScalar"), job->ColorDistanceScalar);
GLERROR("Bind 15-3 uniform");
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color));
GLERROR("Bind 16 uniform");
@@ -10,6 +10,8 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
Enable(GL_DEPTH_TEST);
DepthMask(GL_TRUE);
Enable(GL_CULL_FACE);
Enable(GL_ALPHA_TEST);
AlphaFunc(GL_GEQUAL, 0.05f);
// Enable(GL_STENCIL_TEST);
// StencilFunc(GL_NOTEQUAL, 1, 0xFF);
// StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+37 -7
View File
@@ -2,12 +2,13 @@
#include "Rendering/FrameBuffer.h"
BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod)
BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint mipMapLod, bool multiSampling)
{
m_ResourceHandle = resourceHandle;
m_ResourceType = resourceType;
m_Attachment = attachment;
m_MipMapLod = mipMapLod;
m_MultiSampling = multiSampling;
}
Texture2D::~Texture2D()
@@ -15,14 +16,23 @@ Texture2D::~Texture2D()
if (m_ResourceHandle != 0) {
glDeleteTextures(1, m_ResourceHandle);
}
*m_ResourceHandle = 0;
}
Texture2DMultiSample::~Texture2DMultiSample()
{
if (m_ResourceHandle != 0) {
glDeleteTextures(1, m_ResourceHandle);
}
*m_ResourceHandle = 0;
}
RenderBuffer::~RenderBuffer()
{
if (m_ResourceHandle != 0) {
glDeleteRenderbuffers(1, m_ResourceHandle);
}
*m_ResourceHandle = 0;
}
Texture2DArray::~Texture2DArray()
@@ -30,6 +40,7 @@ Texture2DArray::~Texture2DArray()
if (m_ResourceHandle != 0) {
glDeleteTextures(1, m_ResourceHandle);
}
*m_ResourceHandle = 0;
}
@@ -42,6 +53,14 @@ FrameBuffer::~FrameBuffer()
void FrameBuffer::AddResource(std::shared_ptr<BufferResource> resource)
{
//m_MultiSampling is true when initialized
if (m_MultiSampling != resource->m_MultiSampling) {
if (m_MultiSampling == false) {
GLERROR("All renderbuffers is/is not using multisampling");
} else {
m_MultiSampling = false;
}
}
m_Resources.push_back(resource);
}
@@ -55,20 +74,23 @@ void FrameBuffer::Generate()
}
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
GLERROR("1");
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
switch ((*it)->m_ResourceType) {
case GL_TEXTURE_2D_MULTISAMPLE:
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, GL_TEXTURE_2D_MULTISAMPLE, 0, 0);
GLERROR("FrameBuffer generate: GL_TEXTURE_2D_MULTISAMPLE");
break;
case GL_TEXTURE_2D:
glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, (*it)->m_MipMapLod);
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
GLERROR("FrameBuffer generate: GL_TEXTURE_2D");
break;
case GL_RENDERBUFFER:
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
GLERROR("FrameBuffer generate: GL_RENDERBUFFER");
break;
case GL_TEXTURE_2D_ARRAY:
glFramebufferTexture(GL_FRAMEBUFFER, (*it)->m_Attachment, *(*it)->m_ResourceHandle, 0);
GLERROR("FrameBuffer generate: glFramebufferTexture2DArray");
GLERROR("FrameBuffer generate: GL_TEXTURE_2D_ARRAY");
break;
}
GLERROR("2");
@@ -77,8 +99,8 @@ void FrameBuffer::Generate()
attachments.push_back((*it)->m_Attachment);
}
GLERROR("Attachment");
}
GLERROR("3");
GLenum* bufferTextures = attachments.data();
@@ -89,7 +111,7 @@ void FrameBuffer::Generate()
if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
GLERROR("Framebuffer incomplete");
//LOG_ERROR("FrameBuffer incomplete: 0x%x\n", frameBufferStatus);
LOG_ERROR("FrameBuffer incomplete: 0x%x\n", glCheckFramebufferStatus(GL_FRAMEBUFFER));
exit(EXIT_FAILURE);
}
GLERROR("END");
@@ -110,3 +132,11 @@ GLuint FrameBuffer::GetHandle()
{
return m_BufferHandle;
}
void FrameBuffer::Read() {
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_BufferHandle);
}
void FrameBuffer::Draw() {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_BufferHandle);
}
+15
View File
@@ -148,14 +148,29 @@ void RawModelCustom::ReadMaterialSingle(std::size_t& offset, char* fileData, con
case MaterialType::Basic:
newMaterialProperty.material = new MaterialBasic();
ReadMaterialBasic(newMaterialProperty.material, offset, fileData, fileByteSize);
if(hasSkin){
newMaterialProperty.ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
} else {
newMaterialProperty.ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
}
break;
case MaterialType::SplatMapping:
newMaterialProperty.material = new MaterialSplatMapping();
ReadMaterialSplatMapping(static_cast<MaterialSplatMapping*>(newMaterialProperty.material), offset, fileData, fileByteSize);
if (hasSkin){
newMaterialProperty.ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram")->ResourceID;
} else {
newMaterialProperty.ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram")->ResourceID;
}
break;
case MaterialType::SingleTextures:
newMaterialProperty.material = new MaterialSingleTextures();
ReadMaterialSingleTexture(static_cast<MaterialSingleTextures*>(newMaterialProperty.material), offset, fileData, fileByteSize);
if (hasSkin){
newMaterialProperty.ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
} else {
newMaterialProperty.ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram")->ResourceID;
}
break;
default:
throw Resource::FailedLoadingException("Material contains an unknown MaterialType");
+13 -8
View File
@@ -71,7 +71,7 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
float minScale = (float)(double)indicator["MinScale"];
bool hasTeam = indicator["VisibleForSingleTeamOnly"];
isIndicator = true;
glm::vec3 pos = Transform::AbsolutePosition(entity);
glm::vec3 pos = TransformSystem::AbsolutePosition(entity);
EntityWrapper entityTeam;
@@ -138,7 +138,7 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
modelMatrix[3][2] = pos.z;
modelMatrix[3][3] = 1.0f;
glm::mat4 tranformationMatrix = modelMatrix * glm::scale(Transform::AbsoluteScale(entity));
glm::mat4 tranformationMatrix = modelMatrix * glm::scale(TransformSystem::AbsoluteScale(entity));
glm::vec4 tmp = tranformationMatrix * glm::vec4(glm::vec3(0.5, 0.5, 0), 1.0f);
glm::vec2 projectedTopRight = m_Camera->WorldToScreen(glm::vec3(tmp), m_Renderer->GetViewportSize());
tmp = tranformationMatrix * glm::vec4(glm::vec3(-0.5, -0.5, 0), 1.0f);
@@ -151,7 +151,7 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
modelMatrix = tranformationMatrix;
}
else {
modelMatrix = Transform::ModelMatrix(entity.ID, world);
modelMatrix = TransformSystem::ModelMatrix(entity.ID, world);
}
@@ -184,7 +184,7 @@ bool RenderSystem::isEntityVisible(EntityWrapper& entity)
}
// Hide things parented to local player if they have the HiddenFromLocalPlayer component
bool outOfBodyExperience = ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false);
bool outOfBodyExperience = false; // ResourceManager::Load<ConfigFile>("Config.ini")->Get<bool>("Debug.OutOfBodyExperience", false);
if (
(entity.HasComponent("HiddenForLocalPlayer") || entity.FirstParentWithComponent("HiddenForLocalPlayer").Valid())
&& (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))
@@ -250,7 +250,7 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
bool isShielded = m_World->HasComponent(cModel.EntityID, "Shielded") || m_World->HasComponent(cModel.EntityID, "Player");
glm::mat4 modelMatrix = Transform::ModelMatrix(cModel.EntityID, m_World);
glm::mat4 modelMatrix = TransformSystem::ModelMatrix(cModel.EntityID, m_World);
//Loop through all materialgroups of a model
for (auto matGroup : model->MaterialGroups()) {
//If the model has an explosioneffect component, we will add an explosioneffectjob
@@ -362,6 +362,11 @@ void RenderSystem::fillPointLights(std::list<std::shared_ptr<RenderJob>>& jobs,
continue;
}
EntityWrapper entity(world, pointlightC.EntityID);
if (!isEntityVisible(entity)) {
continue;
}
std::shared_ptr<PointLightJob> pointLightJob = std::shared_ptr<PointLightJob>(new PointLightJob(transformC, pointlightC, m_World));
jobs.push_back(pointLightJob);
}
@@ -422,7 +427,7 @@ void RenderSystem::fillText(std::list<std::shared_ptr<RenderJob>>& jobs, World*
}
}
glm::mat4 modelMatrix = Transform::ModelMatrix(textComponent.EntityID, world);
glm::mat4 modelMatrix = TransformSystem::ModelMatrix(textComponent.EntityID, world);
std::shared_ptr<TextJob> textJob = std::shared_ptr<TextJob>(new TextJob(modelMatrix, font, textComponent));
jobs.push_back(textJob);
@@ -440,8 +445,8 @@ void RenderSystem::Update(double 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));
m_Camera->SetPosition(TransformSystem::AbsolutePosition(m_CurrentCamera));
m_Camera->SetOrientation(TransformSystem::AbsoluteOrientation(m_CurrentCamera));
}
RenderScene scene;
+18 -5
View File
@@ -67,10 +67,19 @@ void Renderer::InitializeWindow()
// Create a window
GLFWmonitor* monitor = nullptr;
if (m_Fullscreen) {
monitor = glfwGetPrimaryMonitor();
//monitor = glfwGetPrimaryMonitor();
//const GLFWvidmode* mode = glfwGetVideoMode(monitor);
//glfwWindowHint(GLFW_RED_BITS, mode->redBits);
//glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits);
//glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);
//glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);
glfwWindowHint(GLFW_DECORATED, false);
glfwWindowHint(GLFW_AUTO_ICONIFY, false);
}
//glfwWindowHint(GLFW_SAMPLES, 8);
m_Window = glfwCreateWindow(m_Resolution.Width, m_Resolution.Height, "daydream", monitor, nullptr);
//glfwWindowHint(GLFW_SAMPLES, 8);
m_Window = glfwCreateWindow(m_Resolution.Width, m_Resolution.Height + 1, "daydream", monitor, nullptr);
if (!m_Window) {
LOG_ERROR("GLFW: Failed to create window");
exit(EXIT_FAILURE);
@@ -140,6 +149,7 @@ void Renderer::updateFramebufferSize()
m_LightCullingPass->OnWindowResize();
m_DrawBloomPass->OnWindowResize();
m_SSAOPass->OnWindowResize();
m_BlurHUDPass->OnWindowResize();
e.NewResolution = m_ViewportSize;
m_EventBroker->Publish(e);
@@ -167,8 +177,10 @@ void Renderer::Draw(RenderFrame& frame)
ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
ImGui::SliderInt("MSAA Level", (int*)&m_MSAA_Level, 0, 16);
m_SSAOPass->ChangeQuality(m_SSAO_Quality);
m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
m_DrawFinalPass->setMSAA(m_MSAA_Level);
GLERROR("SSAO Settings");
//clear buffer 0
glClearColor(0.f, 0.f, 0.f, 0.f);
@@ -227,7 +239,8 @@ void Renderer::Draw(RenderFrame& frame)
if (m_DebugTextureToDraw == 0) {
PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
GLuint test = m_DrawFinalPass->SceneTexture();
m_DrawColorCorrectionPass->Draw(test, m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
}
@@ -306,7 +319,7 @@ void Renderer::InitializeRenderPasses()
m_SSAOPass = new SSAOPass(this, m_Config);
m_ShadowPass = new ShadowPass(this);
m_BlurHUDPass = new BlurHUD(this);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_ShadowPass);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_ShadowPass, m_Config);
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
m_DrawBloomPass = new DrawBloomPass(this, m_Config);
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
+28 -30
View File
@@ -226,8 +226,8 @@ void ShadowPass::Draw(RenderScene & scene)
glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_DepthMap, 0, i);
GLuint shaderHandle;
GLuint shaderHandle = 0;
GLuint lastModel = 0;
for (auto &job : scene.Jobs.DirectionalLight) {
auto directionalLightJob = std::dynamic_pointer_cast<DirectionalLightJob>(job);
@@ -240,19 +240,6 @@ void ShadowPass::Draw(RenderScene & scene)
//RadiusToLightspace(m_shadowFrusta[i]);
m_LightProjection[i] = glm::ortho(m_shadowFrusta[i].LRBT[LEFT], m_shadowFrusta[i].LRBT[RIGHT], m_shadowFrusta[i].LRBT[BOTTOM], m_shadowFrusta[i].LRBT[TOP], m_NearFarPlane[NEAR], m_NearFarPlane[FAR]);
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i]));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_LightView[i]));
GLERROR("ShadowLight ERROR");
for (auto &objectJob : scene.Jobs.OpaqueObjects) {
@@ -264,8 +251,10 @@ void ShadowPass::Draw(RenderScene & scene)
}
if(modelJob->Model->IsSkinned()) {
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
if (shaderHandle != m_ShadowProgramSkinned->GetHandle()) {
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
}
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
@@ -276,15 +265,19 @@ void ShadowPass::Draw(RenderScene & scene)
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
if (shaderHandle != m_ShadowProgram->GetHandle()) {
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
}
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i] * m_LightView[i] * modelJob->Matrix));
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), 1.f);
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
if (lastModel != modelJob->ModelID) {
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
}
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
GLERROR("Shadow Draw ERROR");
@@ -301,8 +294,10 @@ void ShadowPass::Draw(RenderScene & scene)
}
if (modelJob->Model->IsSkinned()) {
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
if (shaderHandle != m_ShadowProgramSkinned->GetHandle()) {
m_ShadowProgramSkinned->Bind();
shaderHandle = m_ShadowProgramSkinned->GetHandle();
}
std::vector<glm::mat4> frameBones;
if (modelJob->BlendTree != nullptr) {
@@ -313,11 +308,13 @@ void ShadowPass::Draw(RenderScene & scene)
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
if (shaderHandle != m_ShadowProgram->GetHandle()) {
m_ShadowProgram->Bind();
shaderHandle = m_ShadowProgram->GetHandle();
}
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "PVM"), 1, GL_FALSE, glm::value_ptr(m_LightProjection[i] * m_LightView[i] * modelJob->Matrix));
glUniform1f(glGetUniformLocation(shaderHandle, "Alpha"), modelJob->Color.a);
if (m_TexturedShadows) {
@@ -345,9 +342,10 @@ void ShadowPass::Draw(RenderScene & scene)
}
}
}
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
if (lastModel != modelJob->ModelID) {
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
}
glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
GLERROR("Shadow Draw ERROR");
+30 -30
View File
@@ -33,33 +33,33 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* anim
PoseData poseData;
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
const std::vector<Animation::Keyframe>& boneKeyFrames = animation->JointAnimations.at(bone->ID);
Animation::Keyframe currentFrame;
Animation::Keyframe nextFrame;
const Animation::Keyframe* currentFrame;
const Animation::Keyframe* nextFrame;
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
if (time >= boneKeyFrames.at(index).Time) {
currentFrame = boneKeyFrames.at(index);
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
currentFrame = &boneKeyFrames.at(index);
nextFrame = &boneKeyFrames.at((index + 1) % boneKeyFrames.size());
break;
}
}
float progress;
if (nextFrame.Index == 0) {
if (nextFrame->Index == 0) {
nextFrame = currentFrame;
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
progress = (time - currentFrame->Time) / (animation->Duration - currentFrame->Time);
} else {
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
progress = (time - currentFrame->Time) / (nextFrame->Time - currentFrame->Time);
}
progress = glm::clamp(progress, 0.0f, 1.0f);
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
const Animation::Keyframe::BoneProperty& currentBoneProperty = currentFrame->BoneProperties;
const Animation::Keyframe::BoneProperty& nextBoneProperty = nextFrame->BoneProperties;
glm::vec3 position = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
glm::quat rotation = glm::normalize(glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress));
@@ -77,10 +77,10 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation* anim
boneMatrices[bone->ID] = poseData;
} else { // 1 keyframes for the current bone
currentFrame = boneKeyFrames.at(0);
poseData.Translation = currentFrame.BoneProperties.Position;
poseData.Orientation = currentFrame.BoneProperties.Rotation;
poseData.Scale = currentFrame.BoneProperties.Scale;
currentFrame = &boneKeyFrames.at(0);
poseData.Translation = currentFrame->BoneProperties.Position;
poseData.Orientation = currentFrame->BoneProperties.Rotation;
poseData.Scale = currentFrame->BoneProperties.Scale;
boneMatrices[bone->ID] = poseData;
}
}
@@ -117,33 +117,33 @@ Skeleton::PoseData Skeleton::GetAdditiveBonePose(const Bone* bone, const Animati
glm::vec3 scale = glm::vec3(1);
if (animation->JointAnimations.find(bone->ID) != animation->JointAnimations.end()) {
std::vector<Animation::Keyframe> boneKeyFrames = animation->JointAnimations.at(bone->ID);
const std::vector<Animation::Keyframe>& boneKeyFrames = animation->JointAnimations.at(bone->ID);
Animation::Keyframe currentFrame;
Animation::Keyframe nextFrame;
const Animation::Keyframe* currentFrame;
const Animation::Keyframe* nextFrame;
if (boneKeyFrames.size() > 1) { // 2+ keyframes for the current bone
for (int index = boneKeyFrames.size()-1; index >= 0; index--) { // find the bone keyframes that surrounds the current frame
if (time >= boneKeyFrames.at(index).Time) {
currentFrame = boneKeyFrames.at(index);
nextFrame = boneKeyFrames.at((index + 1) % boneKeyFrames.size());
currentFrame = &boneKeyFrames.at(index);
nextFrame = &boneKeyFrames.at((index + 1) % boneKeyFrames.size());
break;
}
}
float progress;
if (nextFrame.Index == 0) {
if (nextFrame->Index == 0) {
nextFrame = currentFrame;
progress = (time - currentFrame.Time) / (animation->Duration - currentFrame.Time);
progress = (time - currentFrame->Time) / (animation->Duration - currentFrame->Time);
} else {
progress = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
progress = (time - currentFrame->Time) / (nextFrame->Time - currentFrame->Time);
}
progress = glm::clamp(progress, 0.0f, 1.0f);
Animation::Keyframe::BoneProperty currentBoneProperty = currentFrame.BoneProperties;
Animation::Keyframe::BoneProperty nextBoneProperty = nextFrame.BoneProperties;
const Animation::Keyframe::BoneProperty& currentBoneProperty = currentFrame->BoneProperties;
const Animation::Keyframe::BoneProperty& nextBoneProperty = nextFrame->BoneProperties;
position = currentBoneProperty.Position * (1.f - progress) + nextBoneProperty.Position * progress;
rotation = glm::slerp(currentBoneProperty.Rotation, nextBoneProperty.Rotation, progress);
@@ -151,10 +151,10 @@ Skeleton::PoseData Skeleton::GetAdditiveBonePose(const Bone* bone, const Animati
} else { // 1 keyframes for the current bone
currentFrame = boneKeyFrames.at(0);
position = currentFrame.BoneProperties.Position;
rotation = currentFrame.BoneProperties.Rotation;
scale = currentFrame.BoneProperties.Scale;
currentFrame = &boneKeyFrames.at(0);
position = currentFrame->BoneProperties.Position;
rotation = currentFrame->BoneProperties.Rotation;
scale = currentFrame->BoneProperties.Scale;
}
}
@@ -270,10 +270,10 @@ void Skeleton::AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, std::
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
} else {
if (bone->Parent) {
boneMatrix = parentMatrix * (glm::inverse(bone->OffsetMatrix) * bone->Parent->OffsetMatrix);
boneMatrix = parentMatrix * bone->BindTransformMatrix * bone->Parent->OffsetMatrix;
boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
} else {
boneMatrix = glm::inverse(bone->OffsetMatrix);
boneMatrix = bone->BindTransformMatrix;
boneMatrices[bone->ID] = parentMatrix;
}
}
+173 -74
View File
@@ -7,23 +7,23 @@ 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);
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();
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()
@@ -33,81 +33,180 @@ void TextPass::Update()
void TextPass::Draw(RenderScene& scene, FrameBuffer& frameBuffer)
{
GLERROR("Derp1");
TextPassState* state = new TextPassState(frameBuffer.GetHandle());
for (auto &job : scene.Jobs.Text) {
auto textJob = std::dynamic_pointer_cast<TextJob>(job);
if (textJob) {
GLERROR("Derp1");
TextPassState* state = new TextPassState(frameBuffer.GetHandle());
for (auto &job : scene.Jobs.Text) {
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;
renderText(textJob->Content, textJob->Resource, textJob->Alignment, textJob->Color, textJob->Matrix, scene.Camera->ProjectionMatrix(), scene.Camera->ViewMatrix());
}
}
GLERROR("Derp2");
delete state;
}
std::string TextPass::parseColors(std::string text, std::map<int, glm::vec4>& colorChanges, glm::vec4 originalColor)
{
std::string parsedString = text;
glm::vec4 newColor = originalColor;
bool colorChange = false;
for (std::string::const_iterator c = parsedString.begin(); c != parsedString.end(); c++) {
if (*c == char(92)) { // Backlash
if ((c + 1) != parsedString.end()) {
if (*(c + 1) == char('C')) { // C for Color
if ((c + 7) != parsedString.end()) {
bool hasCorrectFormat = true;
for (std::string::const_iterator colorC = c + 2; colorC != c + 8; colorC++) {
if (*colorC < '0' || *colorC > 'F') {
hasCorrectFormat = false;
break;
}
}
if (hasCorrectFormat == true) {
colorChange = true;
std::array<int, 3> hexToInt = {
std::stoi(std::string(c + 2, c + 4), 0, 16),
std::stoi(std::string(c + 4, c + 6), 0, 16),
std::stoi(std::string(c + 6, c + 8), 0, 16)
};
newColor = glm::vec4(
float(hexToInt[0]) / 255.f,
float(hexToInt[1]) / 255.f,
float(hexToInt[2]) / 255.f,
newColor.a);
parsedString.erase(c, (c + 8));
}
}
}
if (*(c + 1) == char('A')) { // A for Alpha
if ((c + 3) != parsedString.end()) {
bool hasCorrectFormat = true;
for (std::string::const_iterator colorC = c + 2; colorC != c + 4; colorC++) {
if (*colorC < '0' || *colorC > 'F') {
hasCorrectFormat = false;
break;
}
}
if (hasCorrectFormat == true) {
colorChange = true;
int hexToInt = std::stoi(std::string(c + 2, c + 4), 0, 16);
newColor = glm::vec4(
newColor.r,
newColor.g,
newColor.b,
float(hexToInt) / 255.f);
parsedString.erase(c, (c + 4));
}
}
}
if ((*(c + 1) >= '1' && *(c + 1) <= '9') || *(c + 1) == 'B' || *(c + 1) == 'E' || *(c + 1) == 'F') { // Icons
if (*(c + 1) >= '1' && *(c + 1) <= '9') {
parsedString.replace(c, (c + 2), 1, (*(c + 1) - 48));
}
else {
parsedString.replace(c, (c + 2), 1, (*(c + 1) - 55));
}
}
if (colorChange) {
colorChanges[c - parsedString.begin()] = newColor;
}
}
}
}
return parsedString;
}
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 penX = 0;
GLfloat penY = 0;
GLfloat scale = 1.0 / font->FontSize;
GLfloat stringWidth = 0.f;
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;
}
std::map<int, glm::vec4> colorChanges;
std::string parsedText = parseColors(text, colorChanges, color);
if(alignment == TextJob::AlignmentEnum::Center) {
penX = -stringWidth/2.f;
} else if (alignment == TextJob::AlignmentEnum::Right) {
penX = -stringWidth;
} else {
penX = 0;
}
for (std::string::const_iterator c = parsedText.begin(); c != parsedText.end(); c++) {
Font::Character ch = font->m_Characters[*c];
stringWidth += (ch.Advance >> 6) * scale;
}
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);
if (alignment == TextJob::AlignmentEnum::Center) {
penX = -stringWidth / 2.f;
}
else if (alignment == TextJob::AlignmentEnum::Right) {
penX = -stringWidth;
}
else {
penX = 0;
}
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;
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);
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 },
for (std::string::const_iterator c = parsedText.begin(); c != parsedText.end(); c++) {
{ xpos, ypos + h, 0.0, 0.0 },
{ xpos + w, ypos, 1.0, 1.0 },
{ xpos + w, ypos + h, 1.0, 0.0 }
};
auto it = colorChanges.find(c - parsedText.begin());
if (it != colorChanges.end()) {
glUniform4fv(glGetUniformLocation(m_TextProgram->GetHandle(), "textColor"), 1, glm::value_ptr(it->second));
}
glBindTexture(GL_TEXTURE_2D, ch.TextureID);
Font::Character ch = font->m_Characters[*c];
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);
GLfloat xpos = penX + ch.Bearing.x * scale;
GLfloat ypos = penY - (ch.Size.y - ch.Bearing.y) * scale;
GLERROR("Text rendering Error");
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");
}
+2 -1
View File
@@ -19,7 +19,6 @@ Texture::Texture(std::string path)
}
// Construct the OpenGL texture
glGenTextures(1, &m_Texture);
glBindTexture(GL_TEXTURE_2D, m_Texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
@@ -30,6 +29,8 @@ Texture::Texture(std::string path)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GLERROR("Texture load");
ResourceManager::Release("PNG", path);
}
Texture::~Texture()
@@ -17,25 +17,26 @@ void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples
{
glDeleteTextures(1, texture);
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, *texture);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, internalFormat, dimensions.x, dimensions.y, false);
glBindTexture(GL_TEXTURE_2D, *texture);
GLERROR("Texture initialization failed 1");
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, internalFormat, dimensions.x, dimensions.y, GL_FALSE);
GLERROR("Texture initialization failed");
}
void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps)
void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type, GLint numMipMaps, GLint MAGFilter, GLint MINFilter)
{
glDeleteTextures(1, texture);
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, internalFormat, dimensions.x, dimensions.y);
//glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, NULL);
GLERROR("MipMap Texture glTexSubImage2D failed");
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, MAGFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, MINFilter);
GLERROR("MipMap Texture initialization failed");
}