Merge remote-tracking branch 'origin/master' into Animations
# Conflicts: # include/Engine/Rendering/ModelJob.h # resources/Schema/Components.xsd # resources/Schema/Types/Entity.xsd # src/Engine/Rendering/DrawFinalPass.cpp # src/Engine/Rendering/PickingPass.cpp # src/Engine/Rendering/Renderer.cpp # src/Engine/Rendering/Skeleton.cpp
This commit is contained in:
@@ -0,0 +1,27 @@
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#ifndef CubeMapPass_h__
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#define CubeMapPass_h__
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#include "IRenderer.h"
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#include "ShaderProgram.h"
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class CubeMapPass
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{
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public:
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CubeMapPass(IRenderer* renderer);
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~CubeMapPass() { }
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void LoadTextures(std::string input);
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void FillCubeMap(glm::vec3 originPosition);
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void GenerateCubeMapTexture();
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//GLuint CubeMapTexture() const { return m_CubeMapTexture; }
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GLuint m_CubeMapTexture = -1;
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private:
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IRenderer* m_Renderer;
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std::string m_PreviusCubeMapTexture;
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std::vector<Texture*> m_CubeMapTextures;
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};
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#endif
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@@ -24,6 +24,8 @@ public:
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void Draw(GLuint texture);
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void OnWindowResize();
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//Getters
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//Return the blurred result of the texture that was sent into draw
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GLuint GaussianTexture() const { return m_GaussianTexture_vert; }
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@@ -4,6 +4,7 @@
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#include "IRenderer.h"
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#include "DrawFinalPassState.h"
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#include "LightCullingPass.h"
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#include "CubeMapPass.h"
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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#include "Util/UnorderedMapVec2.h"
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@@ -13,13 +14,14 @@
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class DrawFinalPass
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{
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public:
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass);
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass);
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~DrawFinalPass() { }
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(RenderScene& scene);
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void Draw(RenderScene& scene, GLuint SSAOTexture);
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void ClearBuffer();
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void OnWindowResize();
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//Return the texture that is used in later stages to apply the bloom effect
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GLuint BloomTexture() const { return m_BloomTexture; }
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@@ -31,13 +33,12 @@ public:
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FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
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FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
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private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
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void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture);
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void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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@@ -62,12 +63,14 @@ private:
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GLuint m_SceneTextureLowRes;
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GLuint m_DepthBuffer;
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GLuint m_DepthBufferLowRes;
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GLuint m_CubeMapTexture;
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//maqke this component based i guess?
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GLuint m_ShieldPixelRate = 16;
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const IRenderer* m_Renderer;
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const LightCullingPass* m_LightCullingPass;
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const CubeMapPass* m_CubeMapPass;
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ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ExplosionEffectProgram;
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@@ -21,6 +21,7 @@ public:
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void SetSSBOSizes();
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void CullLights(RenderScene& scene);
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void FillLightList(RenderScene& scene);
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void OnWindowResize();
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GLuint FrustumSSBO() const { return m_FrustumSSBO; }
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GLuint LightSSBO() const { return m_LightSSBO; }
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@@ -109,6 +109,7 @@ struct ModelJob : RenderJob
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EndIndex = matGroup->EndIndex;
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Matrix = matrix;
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Color = modelComponent["Color"];
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GlowIntensity = ((double)modelComponent["GlowIntensity"]);
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Entity = modelComponent.EntityID;
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glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID);
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glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
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@@ -150,7 +151,7 @@ struct ModelJob : RenderJob
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const ::Model* Model = nullptr;
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::Skeleton* Skeleton = nullptr;
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std::shared_ptr<::BlendTree> BlendTree = nullptr;
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float GlowIntensity = 8.0;
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glm::vec4 DiffuseColor;
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glm::vec4 SpecularColor;
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glm::vec4 IncandescenceColor;
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@@ -163,7 +164,7 @@ struct ModelJob : RenderJob
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void CalculateHash() override
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{
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Hash = TextureID + ModelID << 10 + ShaderID << 20;
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Hash = ShaderID << 20 + ModelID << 10 + TextureID;
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}
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};
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@@ -22,6 +22,8 @@ public:
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void Draw(RenderScene& scene);
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void ClearPicking();
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void OnWindowResize();
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//Getters
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const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
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//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
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@@ -40,7 +42,7 @@ private:
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const IRenderer* m_Renderer;
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ShaderProgram* m_PickingProgram;
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ShaderProgram* m_PickingSkinnedProgram;
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ShaderProgram* m_PickingSkinnedProgram;
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Camera* m_Camera;
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struct PickingInfo
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@@ -16,6 +16,8 @@
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#include "DrawScreenQuadPass.h"
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#include "DrawBloomPass.h"
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#include "DrawColorCorrectionPass.h"
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#include "SSAOPass.h"
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#include "CubeMapPass.h"
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#include "../Core/EventBroker.h"
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#include "ImGuiRenderPass.h"
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#include "Camera.h"
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@@ -23,9 +25,12 @@
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#include "imgui/imgui.h"
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#include "TextPass.h"
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#include "Util/CommonFunctions.h"
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#include "Core/PerformanceTimer.h"
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class Renderer : public IRenderer
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{
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static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
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public:
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Renderer(EventBroker* eventBroker)
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: m_EventBroker(eventBroker)
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@@ -37,8 +42,12 @@ public:
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virtual PickData Pick(glm::vec2 screenCoord) override;
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private:
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//----------------------Variables----------------------//
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static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer;
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EventBroker* m_EventBroker;
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TextPass* m_TextPass;
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@@ -50,6 +59,14 @@ private:
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Model* m_UnitSphere;
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int m_DebugTextureToDraw = 0;
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int m_CubeMapTexture = 0;
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bool m_ResizeWindow = false;
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float m_SSAO_Radius = 1.0f;
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float m_SSAO_Bias = 0.05f;
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float m_SSAO_Contrast = 1.5f;
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float m_SSAO_IntensityScale = 1.0f;
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int m_SSAO_NumOfSamples = 24;
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int m_SSAO_NumOfTurns = 7;
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PickingPass* m_PickingPass;
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LightCullingPass* m_LightCullingPass;
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@@ -58,6 +75,8 @@ private:
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DrawScreenQuadPass* m_DrawScreenQuadPass;
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DrawBloomPass* m_DrawBloomPass;
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DrawColorCorrectionPass* m_DrawColorCorrectionPass;
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SSAOPass* m_SSAOPass;
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CubeMapPass* m_CubeMapPass;
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//----------------------Functions----------------------//
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void InitializeWindow();
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@@ -0,0 +1,63 @@
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#ifndef SSAOPass_h__
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#define SSAOPass_h__
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#include "IRenderer.h"
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#include "SSAOPassState.h"
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//#include "LightCullingPass.h" Finalpass om den skall skickas in
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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#include "DrawBloomPass.h"
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//#include "Util/UnorderedMapVec2.h"
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#include "Texture.h"
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class SSAOPass
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{
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public:
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SSAOPass(IRenderer* rendere);
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~SSAOPass() {
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delete m_DrawBloomPass;
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};
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void Draw(GLuint depthBuffer, Camera* camera);
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void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns);
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void ClearBuffer();
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void OnWindowResize();
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//Return the SSAO of the texture sent to Draw
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GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); }
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private:
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void InitializeTexture();
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void InitializeFrameBuffer();
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void InitializeShaderProgram();
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void InitializeBuffer();
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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//void blurHorizontal(GLuint depthBuffer);
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//void blurVertical(GLuint depthBuffer);
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Model* m_ScreenQuad;
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const IRenderer* m_Renderer;
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float m_Radius;
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float m_Bias;
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float m_Contrast;
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float m_IntensityScale;
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int m_NumOfSamples;
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int m_NumOfTurns;
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GLuint m_SSAOTexture;
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FrameBuffer m_SSAOFramBuffer;
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GLuint m_SSAOViewSpaceZTexture;
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FrameBuffer m_SSAOViewSpaceZFramBuffer;
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ShaderProgram* m_SSAOProgram;
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ShaderProgram* m_SSAOViewSpaceZProgram;
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DrawBloomPass* m_DrawBloomPass;
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};
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#endif
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@@ -0,0 +1,15 @@
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#ifndef SSAOPassState_h__
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#define SSAOPassState_h__
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#include "Rendering/RenderState.h"
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class SSAOPassState : public RenderState
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{
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public:
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SSAOPassState();
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~SSAOPassState();
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private:
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};
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#endif
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@@ -17,7 +17,7 @@
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struct SpriteJob : RenderJob
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{
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SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted)
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SpriteJob(ComponentWrapper cSprite, Camera* camera, glm::mat4 matrix, World* world, glm::vec4 fillColor, float fillPercentage, bool depthSorted, bool isIndicator)
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: RenderJob()
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{
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Model = ResourceManager::Load<::Model>("Models/Core/UnitQuad.mesh");
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@@ -30,7 +30,7 @@ struct SpriteJob : RenderJob
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StartIndex = matProp.material->StartIndex;
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EndIndex = matProp.material->EndIndex;
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Matrix = matrix;
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Matrix = matrix;
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Color = cSprite["Color"];
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Entity = cSprite.EntityID;
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Position = Transform::AbsolutePosition(world, cSprite.EntityID);
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@@ -40,6 +40,8 @@ struct SpriteJob : RenderJob
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Depth = viewpos.z;
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}
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World = world;
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Pickable = world->HasComponent(cSprite.EntityID, "Button");
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IsIndicator = isIndicator;
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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@@ -61,6 +63,9 @@ struct SpriteJob : RenderJob
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unsigned int EndIndex = 0;
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World* World;
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bool Pickable;
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bool IsIndicator = false;
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glm::vec4 FillColor = glm::vec4(0);
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float FillPercentage = 0.0;
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@@ -18,6 +18,7 @@ public:
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void Bind(GLenum textureUnit = GL_TEXTURE0);
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GLuint m_Texture = 0;
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unsigned char* Data = nullptr;
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};
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