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:
viktorljung
2016-02-26 10:21:22 +01:00
176 changed files with 10489 additions and 2114 deletions
+40
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@@ -0,0 +1,40 @@
#include "Rendering/CubeMapPass.h"
CubeMapPass::CubeMapPass(IRenderer* renderer)
:m_Renderer(renderer)
{
LoadTextures("Nevada");
}
void CubeMapPass::LoadTextures(std::string input)
{
if (m_PreviusCubeMapTexture != input) {
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);
}
GenerateCubeMapTexture();
}
}
void CubeMapPass::GenerateCubeMapTexture()
{
if (m_CubeMapTexture == -1) {
glGenTextures(1, &m_CubeMapTexture);
}
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);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
GLERROR("Generate Cubemap");
}
+24 -14
View File
@@ -19,16 +19,20 @@ void DrawBloomPass::InitializeTextures()
void DrawBloomPass::InitializeShaderPrograms()
{
m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
m_GaussianProgram_horiz->Compile();
m_GaussianProgram_horiz->Link();
if (m_GaussianProgram_horiz->GetHandle() == 0) {
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
m_GaussianProgram_horiz->Compile();
m_GaussianProgram_horiz->Link();
}
m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
m_GaussianProgram_vert->Compile();
m_GaussianProgram_vert->Link();
m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
if (m_GaussianProgram_vert->GetHandle() == 0) {
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
m_GaussianProgram_vert->Compile();
m_GaussianProgram_vert->Link();
}
}
@@ -48,6 +52,7 @@ void DrawBloomPass::InitializeBuffers()
void DrawBloomPass::ClearBuffer()
{
GLERROR("PRE");
m_GaussianFrameBuffer_horiz.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -56,6 +61,7 @@ void DrawBloomPass::ClearBuffer()
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_GaussianFrameBuffer_vert.Unbind();
GLERROR("END");
}
void DrawBloomPass::Draw(GLuint texture)
@@ -71,15 +77,12 @@ void DrawBloomPass::Draw(GLuint texture)
//Horizontal pass, first use the given texture then save it to the horizontal framebuffer.
m_GaussianFrameBuffer_horiz.Bind();
m_GaussianProgram_horiz->Bind();
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
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
//Iterate some times to make it more gaussian.
for (int i = 1; i < m_iterations; i++) {
//Vertical pass
@@ -92,7 +95,6 @@ void DrawBloomPass::Draw(GLuint texture)
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
m_GaussianFrameBuffer_horiz.Bind();
@@ -112,7 +114,6 @@ void DrawBloomPass::Draw(GLuint texture)
m_GaussianProgram_vert->Bind();
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
@@ -121,6 +122,15 @@ void DrawBloomPass::Draw(GLuint texture)
GLERROR("DrawBloomPass::Draw: END");
}
void DrawBloomPass::OnWindowResize()
{
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_vert.Generate();
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_GaussianFrameBuffer_horiz.Generate();
}
void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
{
glGenTextures(1, texture);
+101 -37
View File
@@ -1,10 +1,11 @@
#include "Rendering/DrawFinalPass.h"
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass)
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass)
: m_Renderer(renderer)
, m_LightCullingPass(lightCullingPass)
, m_CubeMapPass(cubeMapPass)
{
//TODO: Make sure that uniforms are not sent into shader if not needed.
m_Renderer = renderer;
m_LightCullingPass = lightCullingPass;
m_ShieldPixelRate = 8;
InitializeTextures();
InitializeShaderPrograms();
@@ -27,6 +28,7 @@ void DrawFinalPass::InitializeFrameBuffers()
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("RenderBuffer generation");
GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, 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);
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);
@@ -173,26 +175,28 @@ void DrawFinalPass::InitializeShaderPrograms()
GLERROR("Creating DepthFill program");
}
void DrawFinalPass::Draw(RenderScene& scene)
void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
{
GLERROR("Pre");
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
if (scene.ClearDepth) {
glClear(GL_DEPTH_BUFFER_BIT);
//glClear(GL_DEPTH_BUFFER_BIT);
state->Disable(GL_DEPTH_TEST);
state->DepthMask(GL_FALSE);
}
//TODO: Do we need check for this or will it be per scene always?
glClearStencil(0x00);
glClear(GL_STENCIL_BUFFER_BIT);
//Fill depth buffer
state->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
GLERROR("OpaqueObjects");
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
state->BlendFunc(GL_ONE, GL_ONE);
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
GLERROR("TransparentObjects");
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
DrawSprites(scene.Jobs.SpriteJob, scene);
GLERROR("SpriteJobs");
@@ -206,11 +210,11 @@ void DrawFinalPass::Draw(RenderScene& scene)
//Draw Opaque shielded objects
state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
state->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene); //might need changing
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene, SSAOTexture); //might need changing
GLERROR("Shielded Opaque object");
//Draw Transparen Shielded objects
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene); //might need changing
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene, SSAOTexture); //might need changing
GLERROR("Shielded Transparent objects");
GLERROR("END");
@@ -241,14 +245,14 @@ void DrawFinalPass::Draw(RenderScene& scene)
DrawShieldToStencilBuffer(scene.Jobs.ShieldObjects, scene);
GLERROR("StencilPass");
glClear(GL_DEPTH_BUFFER_BIT);
//glClear(GL_DEPTH_BUFFER_BIT);
stateLowRes->Enable(GL_DEPTH_TEST);
stateLowRes->StencilFunc(GL_LEQUAL, 1, 0xFF);
stateLowRes->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
GLERROR("OpaqueObjects");
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
GLERROR("TransparentObjects");
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
@@ -258,20 +262,56 @@ void DrawFinalPass::Draw(RenderScene& scene)
void DrawFinalPass::ClearBuffer()
{
GLERROR("PRE");
m_FinalPassFrameBufferLowRes.Bind();
GLERROR("Bind LowRes");
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_ShieldPixelRate, m_Renderer->GetViewportSize().Height/m_ShieldPixelRate);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("ViewPort,Scissor LowRes");
glClearColor(0.f, 0.f, 0.f, 0.f);
GLERROR("1");
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLERROR("2");
glDisable(GL_SCISSOR_TEST);
GLERROR("3");
m_FinalPassFrameBufferLowRes.Unbind();
GLERROR("prebind HighRes");
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();
GLERROR("END");
}
void DrawFinalPass::OnWindowResize()
{
//InitializeFrameBuffers();
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, 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);
m_FinalPassFrameBuffer.Generate();
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBufferLowRes);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate));
GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
m_FinalPassFrameBufferLowRes.Generate();
GLERROR("Error changing texture resolutions");
}
void DrawFinalPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
@@ -300,7 +340,7 @@ void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm:
GLERROR("MipMap Texture initialization failed");
}
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture)
{
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
GLERROR("forwardHandle");
@@ -323,6 +363,9 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, SSAOTexture);
for (auto &job : jobs) {
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
if (explosionEffectJob) {
@@ -331,13 +374,18 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
case RawModel::MaterialType::SingleTextures:
{
if (explosionEffectJob->Model->IsSkinned()) {
m_ExplosionEffectSkinnedProgram->Bind();
GLERROR("Bind ExplosionEffectSkinned program");
//bind uniforms
BindExplosionUniforms(explosionSkinnedHandle, explosionEffectJob, scene);
//bind textures
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
if (explosionEffectJob->BlendTree != nullptr) {
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
if (explosionEffectJob->BlendTree != nullptr) {
std::vector<glm::mat4> frameBones;
frameBones = explosionEffectJob->BlendTree->GetFinalPose();
glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
@@ -349,6 +397,10 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
//bind textures
BindExplosionTextures(explosionHandle, explosionEffectJob);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
}
break;
}
@@ -404,8 +456,11 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
BindModelUniforms(forwardSkinnedHandle, modelJob, scene);
//bind textures
BindModelTextures(forwardSkinnedHandle, modelJob);
if (modelJob->BlendTree != nullptr) {
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
if (modelJob->BlendTree != nullptr) {
std::vector<glm::mat4> frameBones;
frameBones = modelJob->BlendTree->GetFinalPose();
glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
@@ -417,6 +472,9 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
BindModelUniforms(forwardHandle, modelJob, scene);
//bind textures
BindModelTextures(forwardHandle, modelJob);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
}
break;
}
@@ -648,14 +706,14 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor));
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage);
glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE1);
if (spriteJob->DiffuseTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture->m_Texture);
} else {
glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
}
glActiveTexture(GL_TEXTURE1);
glActiveTexture(GL_TEXTURE2);
if (spriteJob->IncandescenceTexture != nullptr) {
glBindTexture(GL_TEXTURE_2D, spriteJob->IncandescenceTexture->m_Texture);
} else {
@@ -668,9 +726,6 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
glDrawElements(GL_TRIANGLES, spriteJob->EndIndex - spriteJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(spriteJob->StartIndex*sizeof(unsigned int)));
}
}
// m_SpriteProgram->Unbind();
}
@@ -684,7 +739,7 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
GLERROR("Bind 4 uniform");
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("Bind 5 uniform");
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
@@ -717,6 +772,8 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage);
GLERROR("Bind 19 uniform");
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind 20 uniform");
glUniform1f(glGetUniformLocation(shaderHandle, "GlowIntensity"), job->GlowIntensity);
GLERROR("END");
}
@@ -734,7 +791,7 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
GLERROR("Bind 4 uniform");
GLint Location_ScreenDimensions = glGetUniformLocation(shaderHandle, "ScreenDimensions");
glUniform2f(Location_ScreenDimensions, m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
glUniform2f(Location_ScreenDimensions, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("Bind 5 uniform");
GLint Location_FillPercentage = glGetUniformLocation(shaderHandle, "FillPercentage");
@@ -752,16 +809,23 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
GLint Location_AmbientColor = glGetUniformLocation(shaderHandle, "AmbientColor");
glUniform4fv(Location_AmbientColor, 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind 10 uniform");
GLint Location_GlowIntensity = glGetUniformLocation(shaderHandle, "GlowIntensity");
glUniform1f(Location_GlowIntensity, job->GlowIntensity);
GLERROR("END");
}
void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job)
{
switch (job->Type) {
case RawModel::MaterialType::SingleTextures:
case RawModel::MaterialType::Basic:
{
glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE1);
if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(job->DiffuseTexture[0]->UVRepeat));
@@ -771,7 +835,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
glActiveTexture(GL_TEXTURE1);
glActiveTexture(GL_TEXTURE2);
if (job->NormalTexture.size() > 0 && job->NormalTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(job->NormalTexture[0]->UVRepeat));
@@ -781,7 +845,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
glActiveTexture(GL_TEXTURE2);
glActiveTexture(GL_TEXTURE3);
if (job->SpecularTexture.size() > 0 && job->SpecularTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(job->SpecularTexture[0]->UVRepeat));
@@ -791,7 +855,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
glActiveTexture(GL_TEXTURE3);
glActiveTexture(GL_TEXTURE4);
if (job->IncandescenceTexture.size() > 0 && job->IncandescenceTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(job->IncandescenceTexture[0]->UVRepeat));
@@ -804,7 +868,7 @@ void DrawFinalPass::BindExplosionTextures(GLuint shaderHandle, std::shared_ptr<E
}
case RawModel::MaterialType::SplatMapping:
{
glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, job->SplatMap->Texture->m_Texture);
int texturePosition = GL_TEXTURE1;
@@ -879,7 +943,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
case RawModel::MaterialType::SingleTextures:
case RawModel::MaterialType::Basic:
{
glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE1);
if (job->DiffuseTexture.size() > 0 && job->DiffuseTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[0]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(job->DiffuseTexture[0]->UVRepeat));
@@ -889,7 +953,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
glUniform2fv(glGetUniformLocation(shaderHandle, "DiffuseUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
glActiveTexture(GL_TEXTURE1);
glActiveTexture(GL_TEXTURE2);
if (job->NormalTexture.size() > 0 && job->NormalTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[0]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(job->NormalTexture[0]->UVRepeat));
@@ -899,7 +963,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
glUniform2fv(glGetUniformLocation(shaderHandle, "NormalUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
glActiveTexture(GL_TEXTURE2);
glActiveTexture(GL_TEXTURE3);
if (job->SpecularTexture.size() > 0 && job->SpecularTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[0]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(job->SpecularTexture[0]->UVRepeat));
@@ -909,7 +973,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
glUniform2fv(glGetUniformLocation(shaderHandle, "SpecularUVRepeat"), 1, glm::value_ptr(glm::vec2(1.0f, 1.0f)));
}
glActiveTexture(GL_TEXTURE3);
glActiveTexture(GL_TEXTURE4);
if (job->IncandescenceTexture.size() > 0 && job->IncandescenceTexture[0]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[0]->Texture->m_Texture);
glUniform2fv(glGetUniformLocation(shaderHandle, "GlowUVRepeat"), 1, glm::value_ptr(job->IncandescenceTexture[0]->UVRepeat));
@@ -922,10 +986,10 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
}
case RawModel::MaterialType::SplatMapping:
{
glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, job->SplatMap->Texture->m_Texture);
int texturePosition = GL_TEXTURE1;
int texturePosition = GL_TEXTURE2;
//Bind 5 diffuse textures
std::string UniformName = "DiffuseUVRepeat";
+2 -2
View File
@@ -72,8 +72,8 @@ void FrameBuffer::Generate()
GLenum* bufferTextures = &attachments[0];
glDrawBuffers(attachments.size(), bufferTextures);
if(GLERROR("4")) {
printf("hello");
if (GLERROR("GLBufferAttachement error")) {
printf(": AttachmentSize %i", attachments.size());
}
if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
+28
View File
@@ -110,6 +110,34 @@ void LightCullingPass::FillLightList(RenderScene& scene)
}
}
void LightCullingPass::OnWindowResize()
{
SetSSBOSizes();
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_FrustumSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(Frustum)*m_NumberOfTiles, nullptr, GL_DYNAMIC_COPY);
GLERROR("m_FrustumSSBO");
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightSource) * 200, nullptr, GL_DYNAMIC_COPY);
GLERROR("m_LightSSBO");
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightGridSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightGrid)*m_NumberOfTiles, nullptr, GL_DYNAMIC_COPY);
GLERROR("m_LightGridSSBO");
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
GLERROR("m_LightOffsetSSBO");
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightIndexSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float)*m_NumberOfTiles*MAX_LIGHTS_PER_TILE, m_LightIndex, GL_DYNAMIC_COPY);
GLERROR("m_LightIndexSSBO");
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
}
void LightCullingPass::InitializeSSBOs()
{
glGenBuffers(1, &m_FrustumSSBO);
+94 -38
View File
@@ -15,19 +15,20 @@ PickingPass::~PickingPass()
}
void PickingPass::InitializeTextures()
{
GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
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);
}
void PickingPass::InitializeFrameBuffers()
{
glGenRenderbuffers(1, &m_DepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
m_PickingBuffer.Generate();
}
@@ -42,26 +43,29 @@ void PickingPass::InitializeShaderPrograms()
m_PickingProgram->BindFragDataLocation(0, "TextureFragment");
m_PickingProgram->Link();
m_PickingSkinnedProgram = ResourceManager::Load<ShaderProgram>("#PickingSkinnedProgram");
m_PickingSkinnedProgram = ResourceManager::Load<ShaderProgram>("#PickingSkinnedProgram");
m_PickingSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/PickingSkinned.vert.glsl")));
m_PickingSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Picking.frag.glsl")));
m_PickingSkinnedProgram->Compile();
m_PickingSkinnedProgram->BindFragDataLocation(0, "TextureFragment");
m_PickingSkinnedProgram->Link();
m_PickingSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/PickingSkinned.vert.glsl")));
m_PickingSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Picking.frag.glsl")));
m_PickingSkinnedProgram->Compile();
m_PickingSkinnedProgram->BindFragDataLocation(0, "TextureFragment");
m_PickingSkinnedProgram->Link();
}
void PickingPass::Draw(RenderScene& scene)
{
GLERROR("PRE");
PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
//TODO: Render: Add code for more jobs than modeljobs.
GLuint shaderHandle = m_PickingProgram->GetHandle();
GLuint shaderSkinnedHandle = m_PickingSkinnedProgram->GetHandle();
GLuint shaderSkinnedHandle = m_PickingSkinnedProgram->GetHandle();
m_PickingProgram->Bind();
if (scene.ClearDepth) {
glClear(GL_DEPTH_BUFFER_BIT);
//glClear(GL_DEPTH_BUFFER_BIT);
state->Disable(GL_DEPTH_TEST);
state->DepthMask(GL_FALSE);
}
m_Camera = scene.Camera;
@@ -92,26 +96,25 @@ void PickingPass::Draw(RenderScene& scene)
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
if (modelJob->Model->IsSkinned())
{
m_PickingSkinnedProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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()));
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
if (modelJob->Model->IsSkinned()) {
m_PickingSkinnedProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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()));
glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
if (modelJob->BlendTree != nullptr) {
std::vector<glm::mat4> frameBones;
frameBones = modelJob->BlendTree->GetFinalPose();
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
}
} else {
}
} else {
m_PickingProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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()));
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
}
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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()));
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
}
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
@@ -119,7 +122,7 @@ void PickingPass::Draw(RenderScene& scene)
}
}
for (auto &job : scene.Jobs.TransparentObjects) {
/* for (auto &job : scene.Jobs.TransparentObjects) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
@@ -170,7 +173,7 @@ void PickingPass::Draw(RenderScene& scene)
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)));
}
}
}*/
for (auto &job : scene.Jobs.OpaqueShieldedObjects) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
@@ -199,7 +202,7 @@ void PickingPass::Draw(RenderScene& scene)
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
if(modelJob->Model->IsSkinned()) {
if (modelJob->Model->IsSkinned()) {
m_PickingSkinnedProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
@@ -226,7 +229,53 @@ void PickingPass::Draw(RenderScene& scene)
}
}
for (auto &job : scene.Jobs.TransparentShieldedObjects) {
for (auto& job : scene.Jobs.SpriteJob) {
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
if (!spriteJob->Pickable) {
continue;
}
RenderState jobState;
if (spriteJob) {
if (spriteJob->Depth == 0) {
jobState.Disable(GL_DEPTH_TEST);
}
int pickColor[2] = { m_ColorCounter[0], m_ColorCounter[1] };
PickingInfo pickInfo;
pickInfo.Entity = spriteJob->Entity;
pickInfo.World = spriteJob->World;
pickInfo.Camera = scene.Camera;
auto color = m_EntityColors.find(std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera));
if (color != m_EntityColors.end()) {
pickColor[0] = color->second[0];
pickColor[1] = color->second[1];
} else {
m_EntityColors[std::make_tuple(pickInfo.Entity, pickInfo.World, pickInfo.Camera)] = glm::ivec2(pickColor[0], pickColor[1]);
if (m_ColorCounter[0] > 255) {
m_ColorCounter[0] = 0;
m_ColorCounter[1] += 1;
} else {
m_ColorCounter[0] += 1;
}
}
m_PickingColorsToEntity[glm::ivec2(pickColor[0], pickColor[1])] = pickInfo;
m_PickingProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
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()));
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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)));
}
}
/* for (auto &job : scene.Jobs.TransparentShieldedObjects) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
@@ -256,7 +305,7 @@ void PickingPass::Draw(RenderScene& scene)
if (modelJob->Model->IsSkinned()) {
m_PickingSkinnedProgram->Bind();
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
@@ -277,25 +326,24 @@ void PickingPass::Draw(RenderScene& scene)
glUniform2fv(glGetUniformLocation(shaderHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
}
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)));
}
}
}*/
m_PickingBuffer.Unbind();
GLERROR("PickingPass Error");
delete state;
}
void PickingPass::ClearPicking()
{
GLERROR("PRE");
m_PickingColorsToEntity.clear();
m_EntityColors.clear();
m_ColorCounter[0] = 0;
@@ -305,6 +353,14 @@ void PickingPass::ClearPicking()
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_PickingBuffer.Unbind();
GLERROR("END");
}
void PickingPass::OnWindowResize()
{
InitializeTextures();
m_PickingBuffer.Generate();
}
PickData PickingPass::Pick(glm::vec2 screenCoord)
+3 -2
View File
@@ -3,9 +3,9 @@
PickingPassState::PickingPassState(GLuint frameBuffer)
{
GLERROR("---2");
GLERROR("PRE");
BindFramebuffer(frameBuffer);
GLERROR("---3");
GLERROR("Bind Framebuffer");
Enable(GL_DEPTH_TEST);
Enable(GL_CULL_FACE);
Disable(GL_BLEND);
@@ -13,6 +13,7 @@ PickingPassState::PickingPassState(GLuint frameBuffer)
glm::vec4 clearColor = glm::vec4(0.f);
//ClearColor(clearColor);
//Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLERROR("END");
}
PickingPassState::~PickingPassState()
+101 -8
View File
@@ -52,6 +52,101 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
continue;
}
glm::mat4 modelMatrix;
// See a sprite is an SpriteIndicator
bool isIndicator = false;
if (world->HasComponent(entity.ID, "SpriteIndicator"))
{
auto indicator = entity["SpriteIndicator"];
float minScale = (float)(double)indicator["MinScale"];
bool hasTeam = indicator["VisibleForSingleTeamOnly"];
isIndicator = true;
glm::vec3 pos = Transform::AbsolutePosition(entity);
EntityWrapper entityTeam;
if (hasTeam && (entity.HasComponent("Team") || entity.FirstParentWithComponent("Team").Valid()) && m_LocalPlayer.World != nullptr) {
if (!entity.HasComponent("Team")) {
entityTeam = entity.FirstParentWithComponent("Team");
}
else {
entityTeam = entity;
}
ComponentWrapper& entityTeamComponent = entityTeam["Team"];
ComponentWrapper& localComponent = m_LocalPlayer["Team"];
int entityTeamInt = entityTeamComponent["Team"];
int localComponentInt = localComponent["Team"];
int SpectatorInt = localComponent["Team"].Enum("Spectator");
if (entityTeamInt != localComponentInt && localComponentInt != SpectatorInt) {
continue;
}
}
// Code for check if sprite is inside or outside of screen
//glm::vec4 projectedPos = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix() * glm::vec4(pos, 1.0f);
//projectedPos /= projectedPos.w;
//// Check if inside of outside of screen.
//if (projectedPos.x < -1.0f || projectedPos.x > 1.0f || projectedPos.y < -1.0f || projectedPos.y > 1.0f) {
// // is outside of screen
//} else {
// // is inside of screen
//}
glm::vec3 zAxis = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 normal = pos - m_Camera->Position();
//float distance = glm::length(normal);
//if (distance < minDistance) {
// pos = pos - glm::normalize(normal) * (distance - minDistance);
//} else if (distance > maxDistance) {
// pos = pos - glm::normalize(normal) * (distance - maxDistance);
//}
normal.y = 0;
normal = glm::normalize(normal);
glm::vec3 right = glm::cross(normal, zAxis);
glm::vec3 up = glm::cross(right, normal);
modelMatrix[0][0] = right.x;
modelMatrix[0][1] = right.y;
modelMatrix[0][2] = right.z;
modelMatrix[0][3] = 0.0f;
modelMatrix[1][0] = zAxis.x;
modelMatrix[1][1] = zAxis.y;
modelMatrix[1][2] = zAxis.z;
modelMatrix[1][3] = 0.0f;
modelMatrix[2][0] = normal.x;
modelMatrix[2][1] = normal.y;
modelMatrix[2][2] = normal.z;
modelMatrix[2][3] = 0.0f;
modelMatrix[3][0] = pos.x;
modelMatrix[3][1] = pos.y;
modelMatrix[3][2] = pos.z;
modelMatrix[3][3] = 1.0f;
glm::mat4 tranformationMatrix = modelMatrix * glm::scale(Transform::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);
glm::vec2 projectedBottomLeft = m_Camera->WorldToScreen(glm::vec3(tmp), m_Renderer->GetViewportSize());
float diag = glm::length(projectedBottomLeft - projectedTopRight);
if (diag < minScale) {
tranformationMatrix = tranformationMatrix * glm::scale(glm::vec3(minScale / diag, minScale / diag, minScale / diag));
}
modelMatrix = tranformationMatrix;
}
else {
modelMatrix = Transform::ModelMatrix(entity.ID, world);
}
std::string diffuseResource = cSprite["DiffuseTexture"];
std::string glowResource = cSprite["GlowMap"];
bool depthSorted = cSprite["DepthSort"];
@@ -67,11 +162,7 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
fillColor = (glm::vec4)fillComponent["Color"];
}
glm::mat4 modelMatrix = Transform::ModelMatrix(entity.ID, world);
//modelMatrix *= m_Camera->BillboardMatrix();
std::shared_ptr<SpriteJob> spriteJob = std::shared_ptr<SpriteJob>(new SpriteJob(cSprite, m_Camera, modelMatrix, world, fillColor, fillPercentage, depthSorted));
std::shared_ptr<SpriteJob> spriteJob = std::shared_ptr<SpriteJob>(new SpriteJob(cSprite, m_Camera, modelMatrix, world, fillColor, fillPercentage, depthSorted, isIndicator));
jobs.push_back(spriteJob);
}
@@ -79,7 +170,6 @@ void RenderSystem::fillSprites(std::list<std::shared_ptr<RenderJob>>& jobs, Worl
bool RenderSystem::isEntityVisible(EntityWrapper& entity)
{
// Only render children of a camera if that camera is currently active
if (isChildOfACamera(entity) && !isChildOfCurrentCamera(entity)) {
return false;
@@ -87,10 +177,13 @@ 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);
if (entity.HasComponent("HiddenForLocalPlayer") && (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer)) && !outOfBodyExperience) {
if (
(entity.HasComponent("HiddenForLocalPlayer") || entity.FirstParentWithComponent("HiddenForLocalPlayer").Valid())
&& (entity == m_LocalPlayer || entity.IsChildOf(m_LocalPlayer))
&& !outOfBodyExperience
) {
return false;
}
return true;
}
+74 -12
View File
@@ -1,5 +1,7 @@
#include "Rendering/Renderer.h"
std::unordered_map<GLFWwindow*, Renderer*> Renderer::m_WindowToRenderer;
void Renderer::Initialize()
{
InitializeWindow();
@@ -12,7 +14,6 @@ void Renderer::Initialize()
m_TextPass = new TextPass();
m_TextPass->Initialize();
/* m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");*/
@@ -20,6 +21,18 @@ void Renderer::Initialize()
m_ImGuiRenderPass = new ImGuiRenderPass(this, m_EventBroker);
}
void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height)
{
glViewport(0, 0, width, height);
Renderer* currentRenderer = m_WindowToRenderer[window];
currentRenderer->m_ViewportSize = Rectangle(width, height);
currentRenderer->m_DrawFinalPass->OnWindowResize();
currentRenderer->m_LightCullingPass->OnWindowResize();
currentRenderer->m_PickingPass->OnWindowResize();
currentRenderer->m_DrawBloomPass->OnWindowResize();
currentRenderer->m_SSAOPass->OnWindowResize();
}
void Renderer::InitializeWindow()
{
// Initialize GLFW
@@ -39,6 +52,7 @@ void Renderer::InitializeWindow()
LOG_ERROR("GLFW: Failed to create window");
exit(EXIT_FAILURE);
}
glfwSetFramebufferSizeCallback(m_Window, &glfwFrameBufferCallback);
glfwMakeContextCurrent(m_Window);
// GL version info
@@ -59,8 +73,10 @@ void Renderer::InitializeWindow()
exit(EXIT_FAILURE);
}
m_WindowToRenderer[m_Window] = this;
int windowSize[2];
glfwGetWindowSize(m_Window, &windowSize[0], &windowSize[1]);
glfwGetFramebufferSize(m_Window, &windowSize[0], &windowSize[1]);
m_ViewportSize = Rectangle(windowSize[0], windowSize[1]);
}
@@ -73,9 +89,6 @@ void Renderer::InitializeShaders()
//m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ExplosionEffect.frag.glsl")));
//m_ExplosionEffectProgram->Compile();
//m_ExplosionEffectProgram->Link();
}
void Renderer::InputUpdate(double dt)
@@ -93,41 +106,81 @@ void Renderer::Update(double dt)
void Renderer::Draw(RenderFrame& frame)
{
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking");
GLERROR("PRE");
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
if(m_CubeMapTexture == 0) {
m_CubeMapPass->LoadTextures("Nevada");
} else if (m_CubeMapTexture == 1) {
m_CubeMapPass->LoadTextures("Sky");
}
ImGui::SliderFloat("SSAO sample radius", &m_SSAO_Radius, 0.01f, 5.0f);
ImGui::SliderFloat("SSAO bias", &m_SSAO_Bias, 0.0f, 0.1f);
ImGui::SliderFloat("SSAO contrast", &m_SSAO_Contrast, 0.0f, 10.0f);
ImGui::SliderFloat("SSAO IntensityScale", &m_SSAO_IntensityScale, 0.0f, 10.0f);
ImGui::SliderInt("SSAO Number of Samples", &m_SSAO_NumOfSamples, 2, 100);
ImGui::SliderInt("SSAO Number of Turns", &m_SSAO_NumOfTurns, 0, 50);
m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Contrast, m_SSAO_IntensityScale, m_SSAO_NumOfSamples, m_SSAO_NumOfTurns);
GLERROR("SSAO Settings");
//clear buffer 0
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//Clear other buffers
PerformanceTimer::StartTimer("Renderer-ClearBuffers");
m_PickingPass->ClearPicking();
m_DrawFinalPass->ClearBuffer();
m_DrawBloomPass->ClearBuffer();
m_SSAOPass->ClearBuffer();
PerformanceTimer::StopTimer("Renderer-ClearBuffers");
GLERROR("ClearBuffers");
for (auto scene : frame.RenderScenes) {
PerformanceTimer::StartTimer("Renderer-Depth");
m_PickingPass->Draw(*scene);
GLERROR("Drawing pickingpass");
PerformanceTimer::StopTimer("Renderer-Depth");
}
PerformanceTimer::StartTimer("AO generation");
m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
GLuint ao = m_SSAOPass->SSAOTexture();
PerformanceTimer::StopTimer("AO generation");
for (auto scene : frame.RenderScenes){
PerformanceTimer::StartTimer("Renderer-Drawing PickingPass");
SortRenderJobsByDepth(*scene);
GLERROR("SortByDepth");
m_PickingPass->Draw(*scene);
GLERROR("Drawing pickingpass");
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums");
m_LightCullingPass->GenerateNewFrustum(*scene);
GLERROR("Generate frustums");
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Filling Light List");
m_LightCullingPass->FillLightList(*scene);
GLERROR("Filling light list");
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling");
m_LightCullingPass->CullLights(*scene);
GLERROR("LightCulling");
m_DrawFinalPass->Draw(*scene);
m_DrawFinalPass->Draw(*scene, ao);
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
GLERROR("Draw Geometry+Light");
//m_DrawScenePass->Draw(*scene);
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Text");
m_TextPass->Draw(*scene, *m_DrawFinalPass->FinalPassFrameBuffer());
GLERROR("Draw Text");
PerformanceTimer::StopTimer("Renderer-Draw Text");
}
PerformanceTimer::StartTimer("Renderer-Draw Bloom");
m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture());
PerformanceTimer::StopTimer("Renderer-Draw Bloom");
if (m_DebugTextureToDraw == 0) {
PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure);
PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
}
PerformanceTimer::StartTimer("Renderer-Misc Debug Draws");
if (m_DebugTextureToDraw == 1) {
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTexture());
}
@@ -146,10 +199,16 @@ void Renderer::Draw(RenderFrame& frame)
if (m_DebugTextureToDraw == 6) {
m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
}
if (m_DebugTextureToDraw == 7) {
m_DrawScreenQuadPass->Draw(m_SSAOPass->SSAOTexture());
}
PerformanceTimer::StopTimer("Renderer-Misc Debug Draws");
PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass");
m_ImGuiRenderPass->Draw();
GLERROR("Imgui draw");
glfwSwapBuffers(m_Window);
PerformanceTimer::StopTimer("Renderer-ImGuiRenderPass");
}
PickData Renderer::Pick(glm::vec2 screenCoord)
@@ -169,6 +228,7 @@ void Renderer::SortRenderJobsByDepth(RenderScene &scene)
//Sort all forward jobs so transparency is good.
scene.Jobs.TransparentObjects.sort(Renderer::DepthSort);
scene.Jobs.SpriteJob.sort(Renderer::DepthSort);
scene.Jobs.Text.sort(Renderer::DepthSort);
}
void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
@@ -187,8 +247,10 @@ void Renderer::InitializeRenderPasses()
{
m_PickingPass = new PickingPass(this, m_EventBroker);
m_LightCullingPass = new LightCullingPass(this);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);
m_CubeMapPass = new CubeMapPass(this);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass);
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
m_DrawBloomPass = new DrawBloomPass(this);
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
m_SSAOPass = new SSAOPass(this);
}
+145
View File
@@ -0,0 +1,145 @@
#include "Rendering/SSAOPass.h"
SSAOPass::SSAOPass(IRenderer* renderer)
{
m_Renderer = renderer;
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
InitializeTexture();
InitializeBuffer();
InitializeShaderProgram();
Setting(0.1f, 0.012f, 1.0f, 1.0f, 13, 7);
m_DrawBloomPass = new DrawBloomPass(renderer);
}
void SSAOPass::InitializeShaderProgram()
{
m_SSAOProgram = ResourceManager::Load<ShaderProgram>("##SSAOProgram");
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl")));
m_SSAOProgram->Compile();
m_SSAOProgram->Link();
m_SSAOViewSpaceZProgram = ResourceManager::Load<ShaderProgram>("##SSAOViewSpaceZProgram");
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl")));
m_SSAOViewSpaceZProgram->Compile();
m_SSAOViewSpaceZProgram->Link();
}
void SSAOPass::InitializeTexture() {
GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R8, GL_RED, GL_FLOAT);
GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R32F, GL_RED, GL_FLOAT);
}
void SSAOPass::InitializeBuffer()
{
m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
m_SSAOFramBuffer.Generate();
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
m_SSAOViewSpaceZFramBuffer.Generate();
}
void SSAOPass::ClearBuffer()
{
m_SSAOFramBuffer.Bind();
glClearColor(1.f, 1.f, 1.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_SSAOFramBuffer.Unbind();
m_SSAOViewSpaceZFramBuffer.Bind();
glClearColor(1.f, 1.f, 1.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_SSAOViewSpaceZFramBuffer.Unbind();
}
void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns) {
m_Radius = radius;
m_Bias = bias;
m_Contrast = contrast;
m_IntensityScale = intensityScale;
m_NumOfSamples = numOfSamples;
m_NumOfTurns = NumOfTurns;
}
void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
{
glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);
GLERROR("Texture initialization failed");
}
void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
{
SSAOPassState state;
GLuint viewSpaceZPShaderHandle = m_SSAOViewSpaceZProgram->GetHandle();
GLuint SSAOShaderHandle = m_SSAOProgram->GetHandle();
m_SSAOViewSpaceZFramBuffer.Bind();
m_SSAOViewSpaceZProgram->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, depthBuffer);
glm::vec3 clipInfo = glm::vec3(
(camera->NearClip() * camera->FarClip()),
(camera->NearClip() - camera->FarClip()),
(camera->FarClip())
);
/*glm::vec3 clipInfo = glm::vec3(
(camera->NearClip()),
(-1.0f),
(+1.0f)
);*/
glUniform3fv(glGetUniformLocation(viewSpaceZPShaderHandle, "ClipInfo"), 1, glm::value_ptr(clipInfo));
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);
glm::vec4 projInfo = glm::vec4(
((1.0 - camera->ProjectionMatrix()[0][2]) / camera->ProjectionMatrix()[0][0]),
(-2.0 / (m_Renderer->GetViewportSize().Width * camera->ProjectionMatrix()[0][0])),
((1.0 + camera->ProjectionMatrix()[1][2]) / camera->ProjectionMatrix()[1][1]),
(-2.0 / (m_Renderer->GetViewportSize().Height * camera->ProjectionMatrix()[1][1]))
);
m_SSAOFramBuffer.Bind();
m_SSAOProgram->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_SSAOViewSpaceZTexture);
// How many pixel there are in a 1m long object 1m away from the camera
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), m_Renderer->GetViewportSize().Height / (-2.0f * glm::tan(camera->FOV() * 0.5f)));
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uRadius"), m_Radius);
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uBias"), m_Bias);
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uContrast"), m_Contrast);
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uIntensityScale"), m_IntensityScale);
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfSamples"), m_NumOfSamples);
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfTurns"), m_NumOfTurns);;
glUniform4fv(glGetUniformLocation(SSAOShaderHandle, "uProjInfo"), 1, glm::value_ptr(projInfo));
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_DrawBloomPass->ClearBuffer();
m_DrawBloomPass->Draw(m_SSAOTexture);
}
void SSAOPass::OnWindowResize() {
m_DrawBloomPass->OnWindowResize();
InitializeTexture();
m_SSAOFramBuffer.Generate();
m_SSAOViewSpaceZFramBuffer.Generate();
}
+16
View File
@@ -0,0 +1,16 @@
#include "Rendering/SSAOPassState.h"
SSAOPassState::SSAOPassState()
{
//BindFramebuffer(0);
Disable(GL_BLEND);
Disable(GL_DEPTH_TEST);
Disable(GL_CULL_FACE);
}
SSAOPassState::~SSAOPassState()
{
}
+1 -2
View File
@@ -98,8 +98,7 @@ void ShaderProgram::AddShader(std::shared_ptr<Shader> shader)
void ShaderProgram::Compile()
{
if (m_ShaderProgramHandle == 0)
{
if (m_ShaderProgramHandle == 0) {
m_ShaderProgramHandle = glCreateProgram();
}
+2
View File
@@ -18,6 +18,7 @@ Texture::Texture(std::string path)
this->Width = img->Width;
this->Height = img->Height;
this->Data = img->Data;
GLint format;
switch (img->Format) {
@@ -28,6 +29,7 @@ Texture::Texture(std::string path)
format = GL_RGBA;
break;
}
// Construct the OpenGL texture
glGenTextures(1, &m_Texture);