Merge remote-tracking branch 'origin/master' into Sound

# Conflicts:
#	resources/Schema/Types/Entity.xsd
This commit is contained in:
stiffly
2016-01-15 16:25:32 +01:00
46 changed files with 1306 additions and 347 deletions
+4 -4
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@@ -7,10 +7,10 @@
#include <vector>
#include "Core/Ray.h"
#include "Core/AABB.h"
#include "Engine/Rendering/RawModel.h"
#include "Core/Entity.h"
#include "../Core/Ray.h"
#include "../Core/AABB.h"
#include "../Rendering/RawModel.h"
#include "../Core/Entity.h"
class World;
struct ComponentWrapper;
+4 -4
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@@ -4,10 +4,10 @@
#include <GLFW/glfw3.h>
#include <glm/common.hpp>
#include "Common.h"
#include "Core/System.h"
#include "Core/EventBroker.h"
#include "Core/EKeyUp.h"
#include "../Common.h"
#include "../Core/System.h"
#include "../Core/EventBroker.h"
#include "../Core/EKeyUp.h"
class CollisionSystem : public PureSystem
{
+2 -2
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@@ -4,8 +4,8 @@
#include <glm/common.hpp>
#include <unordered_set>
#include "Core/System.h"
#include "Core/EventBroker.h"
#include "../Core/System.h"
#include "../Core/EventBroker.h"
#include "ETrigger.h"
class AABB;
+1 -1
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@@ -2,7 +2,7 @@
#define Ray_h__
#include "../GLM.h"
#include "Common.h"
#include "../Common.h"
class Ray
{
+132 -39
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@@ -12,7 +12,6 @@
/** Base Resource class.
Implement this class for every resource to be handled by the resource manager.
Implement Create() to return a new object of that type.
*/
class Resource
{
@@ -22,6 +21,23 @@ protected:
Resource() { }
public:
//Should be thrown in a Resource's constructor if it cannot complete because another resource is still loading.
//Not actually an error, just a message to the ResourceManager.
struct StillLoadingException : public std::exception
{
virtual const char* what() const throw()
{
return "Resource is still loading.";
}
};
struct FailedLoadingException : public std::exception
{
virtual const char* what() const throw()
{
return "Resource is failed to load.";
}
};
// Pretend that this is a pure virtual function that you have to implement
// FIXME: Why did we do this again instead of just using the constructor?
// static Resource* Create(std::string resourceName);
@@ -33,6 +49,15 @@ public:
unsigned int ResourceID;
};
//Any class inheriting from this class will always be loaded on the master thread, not on a parallel worker thread.
//This is important in case some instructions must be executed on the main thread, e.g. OpenGL commands, like glBindBuffer.
//This resource can still be loaded asyncronously, but it will not be loaded in a thread, instead it's constructor will
//be called once on every ResourceManager::Load, just throw StillLoadingException in the constructor if it is not done yet.
class ThreadUnsafeResource : public Resource
{
friend class ResourceManager;
};
/** Singleton resource manager to keep track of and cache any external engine assets */
class ResourceManager
{
@@ -40,6 +65,7 @@ private:
ResourceManager();
public:
static bool UseThreading;
/*static ResourceManager& Instance()
{
static ResourceManager s;
@@ -49,15 +75,6 @@ public:
template <typename T>
static void RegisterType(std::string typeName);
/** Preloads a resource and caches it for future use
@tparam T Resource type.
@param resourceName Fully qualified name of the resource to preload.
*/
template <typename T>
static void Preload(std::string resourceName);
static void Preload(std::string resourceType, std::string resourceName);
/** Checks if a resource is in cache
@param resourceType Resource type as string.
@@ -65,15 +82,20 @@ public:
*/
// TODO: Templateify
static bool IsResourceLoaded(std::string resourceType, std::string resourceName);
/** Return value should always be a valid pointer, will throw an exception on error.
If the resource has been loaded already, returns a pointer to it.
/** Hot-loads a resource and caches it for future use
If Async is false: Hot-loads a resource, caches it for future use, and returns a pointer to it.
If Async is true: If the resource is not loaded yet, starts loading the resource
in the background and throws Resource::StillLoadingException immediately.
@tparam T Resource type.
@tparam async Set this to true if the resource should be loaded asyncronously.
@param resourceName Fully qualified name of the resource to load.
*/
template <typename T>
static T* Load(std::string resourceName, Resource* parent = nullptr);
static Resource* Load(std::string resourceType, std::string resourceName, Resource* parent = nullptr);
template <typename T, bool async = false>
static T* Load(const std::string& resourceName, Resource* parent = nullptr);
/** Reloads an already loaded resource, keeping its resource ID intact.
@@ -87,19 +109,31 @@ public:
static void Update();
private:
//This is a haxy way to make sure that IsMainThread is run when the program starts, so the master thread id is set.
struct MasterThreadChecker
{
MasterThreadChecker()
{
ResourceManager::IsMainThread();
}
};
const static MasterThreadChecker m_Checker;
static std::unordered_map<std::string, std::string> m_CompilerTypenameToResourceType;
static std::unordered_map<std::string, std::function<Resource*(std::string)>> m_FactoryFunctions; // type -> factory function
static std::unordered_map<std::pair<std::string, std::string>, Resource*> m_ResourceCache; // (type, name) -> resource
static std::unordered_map<std::string, Resource*> m_ResourceFromName; // name -> resource
static std::unordered_map<Resource*, Resource*> m_ResourceParents; // resource -> parent resource
static std::unordered_map<std::pair<std::string, std::string>, boost::thread> m_LoadingThreads; // (type, name) -> loading thread
static std::unordered_map<std::pair<std::string, std::string>, std::exception_ptr> m_LoadingThreadExceptions; // (type, name) -> exceptions
static boost::recursive_mutex m_Mutex;
// TODO: Getters for IDs
static unsigned int m_CurrentResourceTypeID;
static std::unordered_map<std::string, unsigned int> m_ResourceTypeIDs;
// Number of resources of a type. Doubles as local ID.
static std::unordered_map<unsigned int, unsigned int> m_ResourceCount;
// Flag to suppress hot-load warnings when a preloading resource chain loads another resource
static bool m_Preloading;
static FileWatcher m_FileWatcher;
static void fileWatcherCallback(std::string path, FileWatcher::FileEventFlags flags);
@@ -108,22 +142,13 @@ private:
static unsigned int GetNewResourceID(unsigned int typeID);
// Internal: Create a resource and cache it
static Resource* CreateResource(std::string resourceType, std::string resourceName, Resource* parent);
static Resource* createResourceThrowing(const std::string& resourceType, const std::string& resourceName, Resource* parent);
static Resource* createResource(const std::string& resourceType, const std::string& resourceName, Resource* parent, std::exception_ptr& exception);
static Resource* cacheResource(Resource* resource, const std::string& resourceType, const std::string& resourceName, Resource* parent);
static bool IsMainThread();
};
template <typename T>
T* ResourceManager::Load(std::string resourceName, Resource* parent /* = nullptr */)
{
auto resourceTypename = typeid(T).name();
auto it = m_CompilerTypenameToResourceType.find(resourceTypename);
if (it == m_CompilerTypenameToResourceType.end()) {
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": type not registered", resourceName.c_str(), resourceTypename);
return nullptr;
}
return static_cast<T*>(Load(it->second, resourceName, parent));
}
template <typename T>
void ResourceManager::RegisterType(std::string typeName)
{
@@ -131,17 +156,85 @@ void ResourceManager::RegisterType(std::string typeName)
m_FactoryFunctions[typeName] = [](std::string resourceName) { return new T(resourceName); };
}
template <typename T>
void ResourceManager::Preload(std::string resourceName)
template <typename T, bool async>
static T* ResourceManager::Load(const std::string& resourceName, Resource* parent /* = nullptr */)
{
auto resourceTypename = typeid(T).name();
auto it = m_CompilerTypenameToResourceType.find(resourceTypename);
if (it == m_CompilerTypenameToResourceType.end()) {
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": type not registered", resourceName.c_str(), resourceTypename);
return;
}
auto resourceTypename = typeid(T).name();
auto iter = m_CompilerTypenameToResourceType.find(resourceTypename);
if (iter == m_CompilerTypenameToResourceType.end()) {
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": type not registered", resourceName.c_str(), resourceTypename);
throw Resource::FailedLoadingException();
}
Preload(it->second, resourceName);
std::string resourceType = iter->second;
constexpr bool mustNotLoadInThread = std::is_base_of<ThreadUnsafeResource, T>::value;
if (mustNotLoadInThread && !IsMainThread()) {
LOG_ERROR("Failed to Load \"%s\": ThreadUnsafeResource type \"%s\" load in the constructor of another resource that is loaded asyncronously.", resourceName.c_str(), iter->second.c_str());
throw Resource::FailedLoadingException();
}
auto cacheKey = std::make_pair(resourceType, resourceName);
decltype(m_ResourceCache)::iterator it;
//If a thread has already been launched to load this resource.
auto tIt = m_LoadingThreads.find(cacheKey);
if (UseThreading && tIt != m_LoadingThreads.end()) {
if (async) {
//Throw StillLoadingException if the thread is still working.
if (!tIt->second.try_join_for(boost::chrono::nanoseconds(1))) {
throw Resource::StillLoadingException();
}
//Else we know the thread has completed.
} else {
//Wait for the thread to finish loading.
tIt->second.join();
}
//When the thread is done, delete the thread.
m_LoadingThreads.erase(tIt);
//Rethrow the thread exception if it threw any.
auto excIt = m_LoadingThreadExceptions.find(cacheKey);
std::exception_ptr exception = excIt->second;
m_LoadingThreadExceptions.erase(excIt);
if (exception) {
std::rethrow_exception(exception);
}
}
//If resource has already been cached and completely loaded.
it = m_ResourceCache.find(cacheKey);
if (it != m_ResourceCache.end()) {
if (it->second != nullptr) {
return static_cast<T*>(it->second);
} else {
//Don't return null on failure, exception instead.
throw Resource::FailedLoadingException();
}
}
//If resource is not cached..
if (UseThreading && async) {
if (mustNotLoadInThread) {
try {
return static_cast<T*>(createResourceThrowing(resourceType, resourceName, parent));
} catch (const Resource::StillLoadingException&) {
throw;
}
} else {
//Create a thread that loads the resource into cache.
m_LoadingThreads[cacheKey] = boost::thread(createResource, resourceType, resourceName, parent, m_LoadingThreadExceptions[cacheKey]);
throw Resource::StillLoadingException();
}
} else {
//load and return the resource.
while (true) {
try {
return static_cast<T*>(createResourceThrowing(resourceType, resourceName, parent));
} catch (const Resource::StillLoadingException&) {
continue;
} catch (const std::exception&) {
throw;
}
}
}
}
#endif
+1 -1
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@@ -3,7 +3,7 @@
#include "../Core/ResourceManager.h"
class BaseTexture : public Resource
class BaseTexture : public ThreadUnsafeResource
{
friend class ResourceManager;
+38
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@@ -0,0 +1,38 @@
#ifndef DrawFinalPass_h__
#define DrawFinalPass_h__
#include "IRenderer.h"
#include "DrawFinalPassState.h"
#include "LightCullingPass.h"
#include "FrameBuffer.h"
#include "ShaderProgram.h"
#include "Util/UnorderedMapVec2.h"
#include "Texture.h"
class DrawFinalPass
{
public:
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass);
~DrawFinalPass() { }
void InitializeTextures();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(RenderScene& scene);
//Getters
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
Texture* m_WhiteTexture;
const IRenderer* m_Renderer;
const LightCullingPass* m_LightCullingPass;
ShaderProgram* m_ForwardPlusProgram;
};
#endif
@@ -0,0 +1,15 @@
#ifndef DrawFinalPassState_h__
#define DrawFinalPassState_h__
#include "Rendering/RenderState.h"
class DrawFinalPassState : public RenderState
{
public:
DrawFinalPassState();
~DrawFinalPassState();
private:
};
#endif
+4
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@@ -9,6 +9,8 @@
#include "Camera.h"
#include "RenderQueue.h"
#include "Model.h"
#include "../Core/World.h" //So temp
struct PickData
{
@@ -43,6 +45,8 @@ public:
virtual void Draw(RenderFrame& rq) = 0;
virtual PickData Pick(glm::vec2 screenCord) = 0;
World* m_World; //Temp world, untill viktor merge.
protected:
Rectangle m_Resolution = Rectangle::Rectangle(1280, 720);
bool m_Fullscreen = false;
@@ -0,0 +1,83 @@
#ifndef LightCullingPass_h__
#define LightCullingPass_h__
#define TILE_SIZE 16
#define MAX_LIGHTS_PER_TILE 200
#include "IRenderer.h"
#include "LightCullingPassState.h"
#include "ShaderProgram.h"
#include "RenderQueue.h"
class LightCullingPass
{
public:
LightCullingPass(IRenderer* renderer);
~LightCullingPass();
void GenerateNewFrustum(RenderScene& scene);
void OnResolutionChange();
void SetSSBOSizes();
void CullLights(RenderScene& scene);
void FillLightList(RenderScene& scene);
GLuint FrustumSSBO() const { return m_FrustumSSBO; }
GLuint LightSSBO() const { return m_LightSSBO; }
GLuint LightGridSSBO() const { return m_LightGridSSBO; }
GLuint LightOffsetSSBO() const { return m_LightOffsetSSBO; }
GLuint LightIndexSSBO() const { return m_LightIndexSSBO; }
private:
void InitializeSSBOs();
void InitializeShaderPrograms();
const IRenderer* m_Renderer;
GLuint m_FrustumSSBO = 0;
GLuint m_LightSSBO = 0;
GLuint m_LightGridSSBO = 0;
GLuint m_LightOffsetSSBO = 0;
GLuint m_LightIndexSSBO = 0;
ShaderProgram* m_CalculateFrustumProgram;
ShaderProgram* m_LightCullProgram;
int m_NumberOfTiles = 0;
struct Plane {
glm::vec3 Normal;
float d;
};
struct Frustum {
Plane Planes[4];
};
Frustum* m_Frustums;
//This should be a component
struct PointLight {
glm::vec4 Position = glm::vec4(0.f);
glm::vec4 Color = glm::vec4(1.f);
float Radius = 5.f;
float Intensity = 0.8f;
float Falloff = 0.3f;
float Padding = 1337;
};
std::vector<PointLight> m_PointLights;
struct LightGrid {
float Start;
float Amount;
glm::vec2 Padding;
};
LightGrid* m_LightGrid;
int m_LightOffset = 0;
float* m_LightIndex;
};
#endif
+5 -1
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@@ -4,7 +4,7 @@
#include "RawModel.h"
#include "../OpenGL.h"
class Model : public RawModel
class Model : public ThreadUnsafeResource
{
friend class ResourceManager;
@@ -13,11 +13,15 @@ private:
public:
~Model();
const std::vector<RawModel::MaterialGroup>& MaterialGroups() const { return m_RawModel->MaterialGroups; }
const glm::mat4& Matrix() const { return m_RawModel->m_Matrix; }
const std::vector<RawModel::Vertex>& Vertices() const { return m_RawModel->m_Vertices; }
GLuint VAO;
GLuint ElementBuffer;
private:
RawModel* m_RawModel;
GLuint VertexBuffer;
GLuint DiffuseVertexColorBuffer;
GLuint SpecularVertexColorBuffer;
+8 -8
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@@ -15,16 +15,16 @@
struct ModelJob : RenderJob
{
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::Model::MaterialGroup texGroup, ComponentWrapper modelComponent, World* world)
ModelJob(Model* model, Camera* camera, glm::mat4 matrix, ::RawModel::MaterialGroup matGroup, ComponentWrapper modelComponent, World* world)
: RenderJob()
{
Model = model;
TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
DiffuseTexture = texGroup.Texture.get();
NormalTexture = texGroup.NormalMap.get();
SpecularTexture = texGroup.SpecularMap.get();
StartIndex = texGroup.StartIndex;
EndIndex = texGroup.EndIndex;
TextureID = (matGroup.Texture) ? matGroup.Texture->ResourceID : 0;
DiffuseTexture = matGroup.Texture.get();
NormalTexture = matGroup.NormalMap.get();
SpecularTexture = matGroup.SpecularMap.get();
StartIndex = matGroup.StartIndex;
EndIndex = matGroup.EndIndex;
Matrix = matrix;
Color = modelComponent["Color"];
Entity = modelComponent.EntityID;
@@ -44,7 +44,7 @@ struct ModelJob : RenderJob
const ::Model* Model = nullptr;
unsigned int StartIndex = 0;
unsigned int EndIndex = 0;
const World* World;
World* World;
void CalculateHash() override
{
+4 -1
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@@ -1,6 +1,8 @@
#ifndef PickingPass_h__
#define PickingPass_h__
#include "IRenderer.h"
#include "PickingPassState.h"
#include "FrameBuffer.h"
@@ -9,6 +11,8 @@
#include "../Core/EventBroker.h"
#include "../Core/World.h"
class PickingPass
{
public:
@@ -21,7 +25,6 @@ public:
void Draw(RenderScene& scene);
void ClearPicking();
//Getters
const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
+39
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@@ -0,0 +1,39 @@
#ifndef PointLightJob_h__
#define PointLightJob_h__
#include <cstdint>
#include "../Common.h"
#include "../GLM.h"
#include "../Core/ComponentWrapper.h"
#include "RenderJob.h"
#include "../Core/Transform.h"
#include "../Core/World.h"
struct PointLightJob : RenderJob
{
PointLightJob(ComponentWrapper transformComponent, ComponentWrapper pointLightComponent, World* m_World)
: RenderJob()
{
Position = glm::vec4((glm::vec3)transformComponent["Position"], 1.0f);
Position = glm::vec4(Transform::AbsolutePosition(m_World, transformComponent.EntityID), 1.f);
Color = (glm::vec4)pointLightComponent["Color"];
Radius = (double)pointLightComponent["Radius"];
Intensity = (double)pointLightComponent["Intensity"];
Falloff = (double)pointLightComponent["Falloff"];
};
glm::vec4 Position;
glm::vec4 Color;
float Radius;
float Intensity;
float Falloff;
float padding = 123;
void CalculateHash() override
{
Hash = 0;
}
};
#endif
+4 -1
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@@ -47,14 +47,17 @@ public:
{
float Shininess;
float Transparency;
std::string TexturePath;
std::shared_ptr<::Texture> Texture;
std::string NormalMapPath;
std::shared_ptr<::Texture> NormalMap;
std::string SpecularMapPath;
std::shared_ptr<::Texture> SpecularMap;
unsigned int StartIndex;
unsigned int EndIndex;
};
std::vector<MaterialGroup> TextureGroups;
std::vector<MaterialGroup> MaterialGroups;
std::vector<Vertex> m_Vertices;
std::vector<unsigned int> m_Indices;
+9 -8
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@@ -11,7 +11,7 @@
#include "Camera.h"
#include "RenderJob.h"
#include "ModelJob.h"
#include "PointLightJob.h"
/*
@@ -34,11 +34,12 @@ struct SpriteJob : RenderJob
struct PointLightJob : RenderJob
{
glm::vec3 Position;
glm::vec3 SpecularColor = glm::vec3(1, 1, 1);
glm::vec3 DiffuseColor = glm::vec3(1, 1, 1);
float Radius = 1.f;
float Intensity = 0.8f;
glm::vec4 Position;
glm::vec4 Color;
float Radius;
float Intensity;
float Falloff;
float padding = 123;
void CalculateHash() override
{
@@ -51,13 +52,13 @@ struct RenderScene
{
::Camera* Camera;
std::list<std::shared_ptr<RenderJob>> ForwardJobs;
std::list<std::shared_ptr<RenderJob>> LightJobs;
std::list<std::shared_ptr<RenderJob>> PointLightJobs;
Rectangle Viewport;
void Clear()
{
ForwardJobs.clear();
LightJobs.clear();
PointLightJobs.clear();
}
};
+2
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@@ -13,6 +13,7 @@
#include "Camera.h"
#include "ModelJob.h"
#include "Renderer.h"
#include "PointLightJob.h"
#include "../Core/Transform.h"
#include "DebugCameraInputController.h"
@@ -45,6 +46,7 @@ private:
void updateProjectionMatrix(ComponentWrapper& cameraComponent);
void fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
void fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world);
EventRelay<RenderSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
+7 -2
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@@ -12,9 +12,12 @@
#include "../Core/World.h"
#include "PickingPass.h"
#include "DrawScenePass.h"
#include "LightCullingPass.h"
#include "DrawFinalPass.h"
#include "../Core/EventBroker.h"
#include "ImGuiRenderPass.h"
#include "Camera.h"
#include "../Core/Transform.h"
class Renderer : public IRenderer
{
@@ -44,24 +47,26 @@ private:
DrawScenePass* m_DrawScenePass;
PickingPass* m_PickingPass;
LightCullingPass* m_LightCullingPass;
ImGuiRenderPass* m_ImGuiRenderPass;
DrawFinalPass* m_DrawFinalPass;
//----------------------Functions----------------------//
void InitializeWindow();
void InitializeShaders();
void InitializeTextures();
void InitializeSSBOs();
void InitializeRenderPasses();
//TODO: Renderer: Get InputUpdate out of renderer
void InputUpdate(double dt);
//void PickingPass(RenderQueueCollection& rq);
void DrawScreenQuad(GLuint textureToDraw);
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
void FillDepth(RenderScene& scene);
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
//--------------------ShaderPrograms-------------------//
ShaderProgram* m_BasicForwardProgram;
ShaderProgram* m_DrawScreenQuadProgram;
};
#endif
+4 -1
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@@ -16,4 +16,7 @@ StartNetwork=false
IsServer=false
Name=Bob
Address=127.0.0.1
Port=13
Port=13
[Multithreading]
ResourceLoading=true
+1
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@@ -8,6 +8,7 @@
<xs:include schemaLocation="Components/Player.xsd"/>
<xs:include schemaLocation="Components/Camera.xsd"/>
<xs:include schemaLocation="Components/AABB.xsd"/>
<xs:include schemaLocation="Components/PointLight.xsd"/>
<xs:include schemaLocation="Components/Trigger.xsd"/>
<xs:include schemaLocation="Components/Health.xsd"/>
<xs:include schemaLocation="Components/Listener.xsd"/>
@@ -0,0 +1,7 @@
<c:PointLight>
<Color R="1" G="1" B="1" A="1"/>
<Radius>1.0</Radius>
<Intensity>0.8</Intensity>
<Falloff>0.3</Falloff>
<Visible>true</Visible>
</c:PointLight>
@@ -0,0 +1,20 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="PointLight">
<xs:annotation>
<xs:documentation>A pointlight that lights up geometry in a radius.</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="Color" type="t:Color" minOccurs="0"/>
<xs:element name="Radius" type="t:double" minOccurs="0"/>
<xs:element name="Intensity" type="t:double" minOccurs="0"/>
<xs:element name="Falloff" type="t:double" minOccurs="0" minInclusive="0" maxInclusive="1"/>
<xs:element name="Visible" type="t:bool" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
@@ -17,7 +17,7 @@
<Scale X="1" Y="1" Z="1"/>
</c:Transform>
<c:Model>
<Resource>Models/ScaleWidget.obj</Resource>
<Resource>Models/Core/UnitSphere.obj</Resource>
</c:Model>
</Components>
</Entity>
+56 -48
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@@ -1,49 +1,57 @@
<?xml version="1.0" encoding="UTF-8"?>
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Entity xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd" xmlns:c="components">
<Components>
<c:Transform>
<Position X="0" Y="0" Z="0"/>
<Orientation X="0" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Transform>
<Position X="0" Y="0" Z="0"/>
<Scale X="100" Y="1" Z="100"/>
</c:Transform>
<c:Model>
<Resource>Models/Core/UnitPlane.obj</Resource>
</c:Model>
</Components>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="1" Y="1" Z="0"/>
<Orientation X="0" Y="0.78539" Z="0"/>
</c:Transform>
<c:Model>
<Resource>An error</Resource>
</c:Model>
</Components>
<Children>
<Entity>
<Components>
<c:Transform>
<Position X="2" Y="0" Z="0"/>
<Orientation X="0" Y="0.78539" Z="0"/>
</c:Transform>
<c:Model>
<Resource>An error</Resource>
</c:Model>
</Components>
<Children>
</Children>
</Entity>
</Children>
</Entity>
</Children>
</Entity>
<Components>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>Models/Core/UnitCube.obj</Resource>
</c:Model>
<c:Transform>
<Scale X="100" Y="1" Z="100"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Model>
<Resource>An error</Resource>
</c:Model>
<c:Transform>
<Position X="1" Y="1" Z="0"/>
<Orientation X="0" Y="0.785390019" Z="0"/>
</c:Transform>
</Components>
<Children>
<Entity>
<Components>
<c:Model>
<Resource>An error</Resource>
</c:Model>
<c:Transform>
<Position X="2" Y="0" Z="0"/>
<Orientation X="0" Y="0.785390019" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
<Entity>
<Components>
<c:Camera/>
<c:Transform>
<Position X="5.85247707" Y="3.8454349" Z="-1.14486957"/>
<Orientation X="2.51327395" Y="1.23916209" Z="-3.1415925"/>
</c:Transform>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
@@ -0,0 +1,30 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
<Components>
<c:Transform/>
</Components>
<Children>
<Entity>
<Components>
<c:Camera/>
<c:Transform>
<Position X="-8.58846378" Y="9.3929615" Z="14.3944101"/>
<Orientation X="-0.645772398" Y="-0.314115167" Z="-4.700399e-08"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity>
<Components>
<c:Model>
<Resource></Resource>
</c:Model>
<c:Transform/>
</Components>
<Children/>
</Entity>
</Children>
</Entity>
+1
View File
@@ -16,6 +16,7 @@
<xs:element ref="c:RaptorCopter" minOccurs="0"/>
<xs:element ref="c:Player" minOccurs="0"/>
<xs:element ref="c:Health" minOccurs="0"/>
<xs:element ref="c:PointLight" minOccurs="0"/>
<xs:element ref="c:Listener" minOccurs="0"/>
<xs:element ref="c:SoundEmitter" minOccurs="0"/>
</xs:all>
+154
View File
@@ -0,0 +1,154 @@
#version 430
//in uvec3 gl_NumWorkGroups; //contains the number of workgroups that have been dispatched to a compute shader
//in uvec3 gl_WorkGroupID; //contains the index of the workgroup currently being operated on by a compute shader
//in uvec3 gl_LocalInvocationID; //contains the index of work item currently being operated on by a compute shader
//in uvec3 gl_GlobalInvocationID; //contains the global index of work item currently being operated on by a compute shader
//in uint gl_LocalInvocationIndex; //contains the local linear index of work item currently being operated on by a compute shader
#define MAX_LIGHTS_PER_TILE 200
#define TILE_SIZE 16
uniform mat4 V;
uniform vec2 ScreenDimensions;
struct Plane {
vec3 Normal;
float d;
};
struct Frustum {
Plane Planes[4];
};
layout (std430, binding = 0) buffer FrustumBuffer
{
Frustum Data[];
} Frustums;
struct PointLight {
vec4 Position;
vec4 Color;
float Radius;
float Intensity;
float Falloff;
float Padding;
};
layout (std430, binding = 1) buffer LightBuffer
{
PointLight List[];
} PointLights;
struct LightGrid {
float Start;
float Amount;
vec2 Padding;
};
layout (std430, binding = 2) buffer LightGridBuffer
{
LightGrid Data[];
} LightGrids;
layout (std430, binding = 3) buffer LightOffsetBuffer
{
int LightOffset[];
};
layout (std430, binding = 4) buffer LightIndexBuffer
{
float LightIndex[];
};
shared int GroupLightCount;
shared int GroupLightIndexStartOffset;
shared int GroupLightIndex[MAX_LIGHTS_PER_TILE];
shared Frustum GroupFrustum;
int GroupIndex;
bool SphereInsidePlane(vec3 center, float radius, Plane plane)
{
return dot(plane.Normal, center) - plane.d > -radius;
}
bool SphereInsideFrustrum(vec3 center, float radius, Frustum frustum/*, float zNear, float zFar*/)
{
//Check depth here
//if ( sphere.c.z - sphere.r > zNear || sphere.c.z + sphere.r < zFar )
//{
// result = false;
//}
for (int i =0; i < 4; i++)
{
if(! SphereInsidePlane(center, radius, frustum.Planes[i]))
{
return false;
}
}
return true;
}
void AppendLight(int li)
{
int index;
index = atomicAdd(GroupLightCount, 1);
if( index < MAX_LIGHTS_PER_TILE )
{
GroupLightIndex[index] = int(li);
}
}
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
void main ()
{
GroupIndex = int(gl_WorkGroupID.x + (gl_WorkGroupID.y * int(ScreenDimensions.x/TILE_SIZE)));
if(gl_LocalInvocationIndex == 0)
{
GroupLightCount = 0;
GroupFrustum = Frustums.Data[GroupIndex];
}
barrier();
memoryBarrierShared();
for(int i = int(gl_LocalInvocationIndex); i < PointLights.List.length(); i += TILE_SIZE*TILE_SIZE)
{
PointLight light = PointLights.List[i];
//if pointlight
//Pos i view antagligen
if(SphereInsideFrustrum( vec3(V * light.Position), light.Radius, GroupFrustum))
{
//TODO: Fix transparent and opaque list, and depth test.
AppendLight( i );
}
//if conelight
//if directional
}
barrier();
memoryBarrierShared();
if(gl_LocalInvocationIndex == 0)
{
GroupLightIndexStartOffset = atomicAdd(LightOffset[0], GroupLightCount);
LightGrids.Data[GroupIndex].Start = GroupLightIndexStartOffset;
LightGrids.Data[GroupIndex].Amount = GroupLightCount;
}
barrier();
for (uint i = gl_LocalInvocationIndex; i < GroupLightCount; i += TILE_SIZE * TILE_SIZE )
{
LightIndex[GroupLightIndexStartOffset + i] = GroupLightIndex[i];
}
}
+132
View File
@@ -0,0 +1,132 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform vec4 Color;
uniform vec2 ScreenDimensions;
uniform sampler2D texture0;
#define TILE_SIZE 16
struct PointLight {
vec4 Position;
vec4 Color;
float Radius;
float Intensity;
float Falloff;
float Padding;
};
layout (std430, binding = 1) buffer LightBuffer
{
PointLight List[];
} PointLights;
struct LightGrid {
float Start;
float Amount;
vec2 Padding;
};
layout (std430, binding = 2) buffer LightGridBuffer
{
LightGrid Data[];
} LightGrids;
layout (std430, binding = 4) buffer LightIndexBuffer
{
float LightIndex[];
};
in VertexData{
vec3 Position;
vec3 Normal;
vec2 TextureCoordinate;
vec4 DiffuseColor;
}Input;
out vec4 fragmentColor;
vec4 scene_ambient = vec4(0.3,0.3,0.3,1);
struct LightResult {
vec4 Diffuse;
vec4 Specular;
};
float CalcAttenuation(float radius, float dist, float falloff) {
return 1.0 - smoothstep(radius * 0.3, radius, dist);
}
vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
vec4 R = normalize( reflect(-lightVec, normal));
float RdotV = max( dot(R, viewVec), 0.0);
return lightColor * pow(RdotV, 90.0);
}
vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
float power = max( dot(normal, lightVec), 0.0);
return lightColor * power;
}
LightResult CalcPointLight(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
{
vec4 L = lightPos - position;
float dist = length(L);
L = normalize(L);
float attenuation = CalcAttenuation(lightRadius, dist, falloff);
LightResult result;
result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity;
return result;
}
void main()
{
vec4 texel = texture2D(texture0, Input.TextureCoordinate);
vec4 position = V * M * vec4(Input.Position, 1.0);
vec4 normal = V * vec4(Input.Normal, 0.0);
vec4 viewVec = normalize(-position);
vec2 tilePos;
tilePos.x = int(gl_FragCoord.x/16);
tilePos.y = int(gl_FragCoord.y/16);
LightResult totalLighting;
totalLighting.Diffuse = scene_ambient;
int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
int start = int(LightGrids.Data[currentTile].Start);
int amount = int(LightGrids.Data[currentTile].Amount);
//for(int i = 0; i < 3; i++)
for(int i = start; i < start + amount; i++)
{
int l = int(LightIndex[i]);
LightResult result = CalcPointLight(V * PointLights.List[l].Position, PointLights.List[l].Radius, PointLights.List[l].Color, PointLights.List[l].Intensity, viewVec, position, normal, PointLights.List[i].Falloff);
totalLighting.Diffuse += result.Diffuse;
totalLighting.Specular += result.Specular;
}
fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
//fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse) * texel * Color;
//fragmentColor += vec4(0.0, LightGrids.Data[currentTile].Amount/3.0, 0, 1);
//fragmentColor = texel * Input.DiffuseColor * Color;
if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 )
{
//fragmentColor += vec4(0.5, 0, 0, 0);
} else {
//fragmentColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/3.0, 0, 0, 1);
}
}
+34
View File
@@ -0,0 +1,34 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec3 Tangent;
layout(location = 3) in vec3 BiTangent;
layout(location = 4) in vec2 TextureCoords;
layout(location = 5) in vec4 DiffuseVertexColor;
layout(location = 6) in vec4 SpecularVertexColor;
layout(location = 7) in vec4 BoneIndices1;
layout(location = 8) in vec4 BoneIndices2;
layout(location = 9) in vec4 BoneWeights1;
layout(location = 10) in vec4 BoneWeights2;
out VertexData{
vec3 Position;
vec3 Normal;
vec2 TextureCoordinate;
vec4 DiffuseColor;
}Output;
void main()
{
gl_Position = P*V*M * vec4(Position, 1.0);
Output.Position = Position;
Output.TextureCoordinate = TextureCoords;
Output.Normal = Normal;
Output.DiffuseColor = DiffuseVertexColor;
}
+27 -25
View File
@@ -1,7 +1,6 @@
#version 430
#define TILE_SIZE 16
#define NUM_TILES 3600
uniform mat4 P;
uniform vec2 ScreenDimensions;
@@ -16,7 +15,7 @@ struct Frustum {
layout (std430, binding = 0) buffer FrustumBuffer
{
Frustum Data[3600];
Frustum Data[];
} Frustums;
vec4 ConvertToView(vec4 ScreenCoords)
@@ -43,31 +42,34 @@ Plane ComputePlane( vec3 p0, vec3 p1, vec3 p2 )
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
void main ()
{
if(gl_GlobalInvocationID.x * TILE_SIZE < ScreenDimensions.x && gl_GlobalInvocationID.y * TILE_SIZE < ScreenDimensions.y) {
//Top-Left = 0 | Top-Right = 1
//Bottom-Left = 2 | Bottom-Right = 3
vec4 ScreenCoords[4];
ScreenCoords[0] = vec4(gl_GlobalInvocationID.x * TILE_SIZE, (gl_GlobalInvocationID.y + 1 ) * TILE_SIZE, -1.0, 1.0); // Z-axis might need to be 1
ScreenCoords[1] = vec4((gl_GlobalInvocationID.x + 1) * TILE_SIZE, (gl_GlobalInvocationID.y + 1) * TILE_SIZE, -1.0, 1.0);
ScreenCoords[2] = vec4(gl_GlobalInvocationID.x * TILE_SIZE, (gl_GlobalInvocationID.y) * TILE_SIZE, -1.0, 1.0);
ScreenCoords[3] = vec4((gl_GlobalInvocationID.x + 1) * TILE_SIZE, (gl_GlobalInvocationID.y) * TILE_SIZE, -1.0, 1.0);
vec3 ViewVectors[4];
for(int i = 0; i < 4; i++) {
ViewVectors[i] = vec3(ConvertToView(ScreenCoords[i]));
}
vec3 EyePos = vec3(0,0,0);
Frustum f;
f.Planes[0] = ComputePlane(EyePos, ViewVectors[2], ViewVectors[0]);
f.Planes[1] = ComputePlane(EyePos, ViewVectors[1], ViewVectors[3]);
f.Planes[2] = ComputePlane(EyePos, ViewVectors[0], ViewVectors[1]);
f.Planes[3] = ComputePlane(EyePos, ViewVectors[3], ViewVectors[2]);
//Top-Left = 0 | Top-Right = 1
//Bottom-Left = 2 | Bottom-Right = 3
vec4 ScreenCoords[4];
ScreenCoords[0] = vec4(gl_GlobalInvocationID.x * TILE_SIZE, (gl_GlobalInvocationID.y + 1) * TILE_SIZE, -1.0, 1.0);
ScreenCoords[1] = vec4((gl_GlobalInvocationID.x + 1) * TILE_SIZE, (gl_GlobalInvocationID.y + 1) * TILE_SIZE, -1.0, 1.0);
ScreenCoords[2] = vec4(gl_GlobalInvocationID.x * TILE_SIZE, (gl_GlobalInvocationID.y) * TILE_SIZE, -1.0, 1.0);
ScreenCoords[3] = vec4((gl_GlobalInvocationID.x + 1) * TILE_SIZE, (gl_GlobalInvocationID.y) * TILE_SIZE, -1.0, 1.0);
Frustums.Data[gl_GlobalInvocationID.x + gl_GlobalInvocationID.y*80] = f;
vec3 ViewVectors[4];
for(int i = 0; i < 4; i++) {
ViewVectors[i] = vec3(ConvertToView(ScreenCoords[i]));
}
vec3 EyePos = vec3(0.0, 0.0 ,0.0);
Frustum f;
f.Planes[0] = ComputePlane(EyePos, ViewVectors[2], ViewVectors[0]); // left plane
f.Planes[1] = ComputePlane(EyePos, ViewVectors[1], ViewVectors[3]); // right plane
f.Planes[2] = ComputePlane(EyePos, ViewVectors[0], ViewVectors[1]); // top plane
f.Planes[3] = ComputePlane(EyePos, ViewVectors[3], ViewVectors[2]); // bottom plane
if ( gl_GlobalInvocationID.x < ScreenDimensions.x / TILE_SIZE && gl_GlobalInvocationID.y < ScreenDimensions.y / TILE_SIZE ) { // inside the screen
Frustums.Data[gl_GlobalInvocationID.x + gl_GlobalInvocationID.y*int(ScreenDimensions.x/TILE_SIZE)] = f;
}
}
-35
View File
@@ -1,35 +0,0 @@
#version 430
//in uvec3 gl_NumWorkGroups;
//in uvec3 gl_WorkGroupID;
//in uvec3 gl_LocalInvocationID;
//in uvec3 gl_GlobalInvocationID;
//in uint gl_LocalInvocationIndex;
#define NUM_LIGHTS 3
#define MAX_LIGHTS_PER_TILE 200
#define NUM_TILES 3600
struct Plane {
vec3 Normal;
float d;
};
struct Frustum {
Plane Planes[4];
};
layout (std430, binding = 0) buffer FrustumBuffer
{
Frustum Data[3600];
} Frustums;
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
void main ()
{
if(1 == 1) {
}
}
+3 -3
View File
@@ -225,11 +225,11 @@ bool attachAABBComponentFromModel(World* world, EntityID id)
return false;
}
glm::mat4 modelMatrix = modelRes->m_Matrix;
glm::mat4 modelMatrix = modelRes->Matrix();
glm::vec3 mini = glm::vec3(INFINITY, INFINITY, INFINITY);
glm::vec3 maxi = glm::vec3(-INFINITY, -INFINITY, -INFINITY);
for (const auto& v : modelRes->m_Vertices) {
for (const auto& v : modelRes->Vertices()) {
const auto& wPos = modelMatrix * glm::vec4(v.Position.x, v.Position.y, v.Position.z, 1);
maxi.x = std::max(wPos.x, maxi.x);
maxi.y = std::max(wPos.y, maxi.y);
@@ -255,7 +255,7 @@ bool GetEntityBox(World* world, ComponentWrapper& AABBComponent, AABB& outBox)
if (modelRes == nullptr) {
return false;
}
glm::mat4 modelMatrix = modelRes->m_Matrix *
glm::mat4 modelMatrix = modelRes->Matrix() *
glm::translate(glm::mat4(), (glm::vec3)cTrans["Position"]) *
glm::scale((glm::vec3)cTrans["Scale"]);
+56 -48
View File
@@ -1,4 +1,7 @@
#include "Core/ResourceManager.h"
#include "boost/thread/thread.hpp"
#include "boost/thread/mutex.hpp"
#include "boost/thread/lock_guard.hpp"
std::unordered_map<std::string, std::string> ResourceManager::m_CompilerTypenameToResourceType;
std::unordered_map<std::string, std::function<Resource*(std::string)>> ResourceManager::m_FactoryFunctions;
@@ -6,10 +9,13 @@ std::unordered_map<std::pair<std::string, std::string>, Resource*> ResourceManag
std::unordered_map<std::string, Resource*> ResourceManager::m_ResourceFromName;
std::unordered_map<Resource*, Resource*> ResourceManager::m_ResourceParents;
unsigned int ResourceManager::m_CurrentResourceTypeID = 0;
bool ResourceManager::UseThreading = false;
std::unordered_map<std::string, unsigned int> ResourceManager::m_ResourceTypeIDs;
std::unordered_map<unsigned int, unsigned int> ResourceManager::m_ResourceCount;
bool ResourceManager::m_Preloading = false;
FileWatcher ResourceManager::m_FileWatcher;
std::unordered_map<std::pair<std::string, std::string>, boost::thread> ResourceManager::m_LoadingThreads;
std::unordered_map<std::pair<std::string, std::string>, std::exception_ptr> ResourceManager::m_LoadingThreadExceptions;
boost::recursive_mutex ResourceManager::m_Mutex;
unsigned int ResourceManager::GetTypeID(std::string resourceType)
{
@@ -74,63 +80,65 @@ void ResourceManager::Update()
m_FileWatcher.Check();
}
void ResourceManager::Preload(std::string resourceType, std::string resourceName)
{
if (IsResourceLoaded(resourceType, resourceName)) {
//LOG_WARNING("Attempted to preload resource \"%s\" multiple times!", resourceName.c_str());
return;
}
m_Preloading = true;
LOG_INFO("Preloading resource \"%s\"", resourceName.c_str());
CreateResource(resourceType, resourceName, nullptr);
m_Preloading = false;
}
Resource* ResourceManager::Load(std::string resourceType, std::string resourceName, Resource* parent /*= nullptr*/)
{
auto it = m_ResourceCache.find(std::make_pair(resourceType, resourceName));
if (it != m_ResourceCache.end()) {
return it->second;
}
if (m_Preloading) {
LOG_INFO("Preloading resource \"%s\"", resourceName.c_str());
} else {
LOG_WARNING("Hot-loading resource \"%s\"", resourceName.c_str());
}
return CreateResource(resourceType, resourceName, parent);
}
Resource* ResourceManager::CreateResource(std::string resourceType, std::string resourceName, Resource* parent)
Resource* ResourceManager::createResource(const std::string& resourceType, const std::string& resourceName, Resource* parent, std::exception_ptr& exception)
{
auto facIt = m_FactoryFunctions.find(resourceType);
if (facIt == m_FactoryFunctions.end()) {
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": type not registered", resourceName.c_str(), resourceType.c_str());
return nullptr;
cacheResource(nullptr, resourceType, resourceName, parent);
//This basically throws an exception.
exception = std::make_exception_ptr(Resource::FailedLoadingException()); return nullptr;
}
// Call the factory function
Resource* resource;
try {
resource = facIt->second(resourceName);
return cacheResource(facIt->second(resourceName), resourceType, resourceName, parent);
} catch (const Resource::StillLoadingException&) {
exception = std::current_exception(); return nullptr;
} catch (const std::exception& e) {
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": %s", resourceName.c_str(), resourceType.c_str(), e.what());
cacheResource(nullptr, resourceType, resourceName, parent);
exception = std::current_exception(); return nullptr;
}
}
Resource* ResourceManager::createResourceThrowing(const std::string& resourceType, const std::string& resourceName, Resource* parent)
{
std::exception_ptr exception;
Resource* res = createResource(resourceType, resourceName, parent, exception);
if (exception) {
std::rethrow_exception(exception);
}
return res;
}
Resource* ResourceManager::cacheResource(Resource* resource, const std::string& resourceType, const std::string& resourceName, Resource* parent)
{
//Lock the mutex immediately, and unlock it when leaving the code block.
boost::lock_guard<decltype(m_Mutex)> guard(m_Mutex);
if (resource != nullptr) {
// Store IDs
resource->TypeID = GetTypeID(resourceType);
resource->ResourceID = GetNewResourceID(resource->TypeID);
} catch (const std::exception& e) {
resource = nullptr;
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": %s", resourceName.c_str(), resourceType.c_str(), e.what());
}
// Cache
m_ResourceCache[std::make_pair(resourceType, resourceName)] = resource;
m_ResourceFromName[resourceName] = resource;
if (parent != nullptr) {
m_ResourceParents[resource] = parent;
}
if (!boost::filesystem::is_directory(resourceName)) {
LOG_DEBUG("Adding watch for %s", resourceName.c_str());
m_FileWatcher.AddWatch(resourceName, fileWatcherCallback);
}
return resource;
// Cache
m_ResourceCache[std::make_pair(resourceType, resourceName)] = resource;
m_ResourceFromName[resourceName] = resource;
if (parent != nullptr) {
m_ResourceParents[resource] = parent;
}
//if (!boost::filesystem::is_directory(resourceName)) {
// LOG_DEBUG("Adding watch for %s", resourceName.c_str());
// m_FileWatcher.AddWatch(resourceName, fileWatcherCallback);
//}
return resource;
}
bool ResourceManager::IsMainThread()
{
static boost::thread::id MainThreadId = boost::this_thread::get_id();
return boost::this_thread::get_id() == MainThreadId;
}
+66
View File
@@ -0,0 +1,66 @@
#include "Rendering/DrawFinalPass.h"
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass)
{
m_Renderer = renderer;
m_LightCullingPass = lightCullingPass;
InitializeTextures();
InitializeShaderPrograms();
}
void DrawFinalPass::InitializeTextures()
{
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
}
void DrawFinalPass::InitializeShaderPrograms()
{
m_ForwardPlusProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusProgram");
m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
m_ForwardPlusProgram->Compile();
m_ForwardPlusProgram->Link();
}
void DrawFinalPass::Draw(RenderScene& scene)
{
GLERROR("DrawFinalPass::Draw: Pre");
DrawFinalPassState state;
m_ForwardPlusProgram->Bind();
GLuint shaderHandle = m_ForwardPlusProgram->GetHandle();
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
//TODO: Render: Add code for more jobs than modeljobs.
for (auto &job : scene.ForwardJobs) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if(modelJob) {
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
if(modelJob->DiffuseTexture != nullptr) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
} else {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
}
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
continue;
}
}
GLERROR("DrawFinalPass::Draw: END");
}
@@ -0,0 +1,18 @@
#include "Rendering/DrawFinalPassState.h"
DrawFinalPassState::DrawFinalPassState()
{
BindFramebuffer(0);
Enable(GL_BLEND);
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Enable(GL_DEPTH_TEST);
Enable(GL_CULL_FACE);
ClearColor(glm::vec4(200.f / 255, 0.f / 255, 200.f / 255, 0.f));
Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
DrawFinalPassState::~DrawFinalPassState()
{
}
+4 -5
View File
@@ -14,7 +14,6 @@ void DrawScenePass::InitializeTextures()
void DrawScenePass::InitializeShaderPrograms()
{
//Gör så att shaders är en resource, tex som texture classen. Konstruktorn måste vara privat.
m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#BasicForwardProgram");
m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
@@ -26,16 +25,16 @@ void DrawScenePass::InitializeShaderPrograms()
void DrawScenePass::Draw(RenderScene& scene)
{
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLERROR("Renderer::Draw PickingPass");
GLERROR("DrawScenePass::Draw: Pre");
DrawScenePassState state = DrawScenePassState();
m_BasicForwardProgram->Bind();
for (auto &job : scene.ForwardJobs) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
GLuint ShaderHandle = m_BasicForwardProgram->GetHandle();
m_BasicForwardProgram->Bind();
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
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()));
@@ -57,7 +56,7 @@ void DrawScenePass::Draw(RenderScene& scene)
//continue;
}
}
GLERROR("DrawScene Error");
}
GLERROR("DrawScenePass::Draw: End");
}
+151
View File
@@ -0,0 +1,151 @@
#include "Rendering/LightCullingPass.h"
LightCullingPass::LightCullingPass(IRenderer* renderer)
{
m_Renderer = renderer;
SetSSBOSizes();
InitializeSSBOs();
InitializeShaderPrograms();
//GenerateNewFrustum(TODO);
}
LightCullingPass::~LightCullingPass()
{
}
void LightCullingPass::GenerateNewFrustum(RenderScene& scene)
{
if (scene.PointLightJobs.size() == 0)
return;
GLERROR("CalculateFrustum Error: Pre");
m_CalculateFrustumProgram->Bind();
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
glDispatchCompute((int)(m_Renderer->Resolution().Width/(TILE_SIZE*TILE_SIZE) + 1), (int)(m_Renderer->Resolution().Height/(TILE_SIZE*TILE_SIZE) + 1), 1);
GLERROR("CalculateFrustum Error: End");
}
void LightCullingPass::OnResolutionChange()
{
SetSSBOSizes();
}
void LightCullingPass::SetSSBOSizes()
{
m_NumberOfTiles = (int)(m_Renderer->Resolution().Width*m_Renderer->Resolution().Height)/TILE_SIZE;
//m_Frustums = new Frustum[s];
//m_LightGrid = new LightGrid[s];
//m_LightIndex = new float[s*200];
m_Frustums = new Frustum[m_NumberOfTiles];
m_LightGrid = new LightGrid[m_NumberOfTiles];
m_LightIndex = new float[m_NumberOfTiles*MAX_LIGHTS_PER_TILE];
}
void LightCullingPass::CullLights(RenderScene& scene)
{
GLERROR("CullLights Error: Pre");
m_LightOffset = 0;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
if (m_PointLights.size() > 0) {
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(PointLight) * m_PointLights.size(), &(m_PointLights[0]), GL_DYNAMIC_COPY);
} else {
GLfloat zero = 0.f;
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLfloat), &zero , GL_DYNAMIC_COPY);
}
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
m_LightCullProgram->Bind();
glUniform2f(glGetUniformLocation(m_LightCullProgram->GetHandle(), "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
glUniformMatrix4fv(glGetUniformLocation(m_LightCullProgram->GetHandle(), "V"), 1, false, glm::value_ptr(scene.Camera->ViewMatrix()));
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, m_LightOffsetSSBO);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightIndexSSBO);
glDispatchCompute(m_Renderer->Resolution().Width / TILE_SIZE, m_Renderer->Resolution().Height / TILE_SIZE, 1);
GLERROR("CullLights Error: End");
}
void LightCullingPass::FillLightList(RenderScene& scene)
{
m_PointLights.clear();
for(auto &job : scene.PointLightJobs) {
auto pointLightjob = std::dynamic_pointer_cast<PointLightJob>(job);
if (pointLightjob) {
PointLight p;
p.Color = pointLightjob->Color;
p.Falloff = pointLightjob->Falloff;
p.Intensity = pointLightjob->Intensity;
p.Position = glm::vec4(glm::vec3(pointLightjob->Position), 1.f);
p.Radius = pointLightjob->Radius;
p.Padding = 123.f;
m_PointLights.push_back(p);
continue;
}
}
}
void LightCullingPass::InitializeSSBOs()
{
glGenBuffers(1, &m_FrustumSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_FrustumSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(Frustum)*m_NumberOfTiles, m_Frustums, GL_DYNAMIC_COPY);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLERROR("m_FrustumSSBO");
glGenBuffers(1, &m_LightSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
if(m_PointLights.size() > 0) {
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(PointLight) * m_PointLights.size(), &(m_PointLights[0]), GL_DYNAMIC_COPY);
}
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLERROR("m_LightSSBO");
glGenBuffers(1, &m_LightGridSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightGridSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightGrid)*m_NumberOfTiles, m_LightGrid, GL_DYNAMIC_COPY);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLERROR("m_LightGridSSBO");
glGenBuffers(1, &m_LightOffsetSSBO);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLERROR("m_LightOffsetSSBO");
glGenBuffers(1, &m_LightIndexSSBO);
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);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLERROR("m_LightIndexSSBO");
}
void LightCullingPass::InitializeShaderPrograms()
{
m_CalculateFrustumProgram = ResourceManager::Load<ShaderProgram>("#CalculateFrustumProgram");
m_CalculateFrustumProgram->AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/GridFrustum.comp.glsl")));
m_CalculateFrustumProgram->Compile();
m_CalculateFrustumProgram->Link();
m_LightCullProgram = ResourceManager::Load<ShaderProgram>("#LightCullProgram");
m_LightCullProgram->AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/CullLights.comp.glsl")));
m_LightCullProgram->Compile();
m_LightCullProgram->Link();
}
+62 -48
View File
@@ -1,60 +1,74 @@
#include "Rendering/Model.h"
Model::Model(std::string fileName)
: RawModel(fileName)
{
// Generate GL buffers
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, m_Vertices.size() * sizeof(Vertex), &m_Vertices[0], GL_STATIC_DRAW);
//Try loading the model asyncronously, if it throws any exceptions then let it propagate back to caller.
m_RawModel = ResourceManager::Load<RawModel, true>(fileName);
glGenBuffers(1, &ElementBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ElementBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_Indices.size() * sizeof(unsigned int), &m_Indices[0], GL_STATIC_DRAW);
for (auto& group : m_RawModel->MaterialGroups) {
if (!group.TexturePath.empty()) {
group.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.TexturePath));
}
if (!group.NormalMapPath.empty()) {
group.NormalMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.NormalMapPath));
}
if (!group.SpecularMapPath.empty()) {
group.SpecularMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.SpecularMapPath));
}
}
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
GLERROR("GLEW: BufferFail4");
// Generate GL buffers
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, m_RawModel->m_Vertices.size() * sizeof(RawModel::Vertex), &m_RawModel->m_Vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
std::vector<int> structSizes = { 3, 3, 3, 3, 2, 4, 4, 4, 4, 4, 4 };
int stride = 0;
for (int size : structSizes) {
stride += size;
}
stride *= sizeof(GLfloat);
int offset = 0;
{
int element = 0;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * offset)); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
}
GLERROR("GLEW: BufferFail5");
glGenBuffers(1, &ElementBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ElementBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_RawModel->m_Indices.size() * sizeof(unsigned int), &m_RawModel->m_Indices[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glEnableVertexAttribArray(4);
glEnableVertexAttribArray(5);
glEnableVertexAttribArray(6);
glEnableVertexAttribArray(7);
glEnableVertexAttribArray(8);
glEnableVertexAttribArray(9);
glEnableVertexAttribArray(10);
GLERROR("GLEW: BufferFail5");
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
GLERROR("GLEW: BufferFail4");
//CreateBuffers();
glBindBuffer(GL_ARRAY_BUFFER, buffer);
std::vector<int> structSizes = { 3, 3, 3, 3, 2, 4, 4, 4, 4, 4, 4 };
int stride = 0;
for (int size : structSizes) {
stride += size;
}
stride *= sizeof(GLfloat);
int offset = 0;
{
int element = 0;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * offset)); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
glVertexAttribPointer(element, structSizes[element], GL_FLOAT, GL_FALSE, stride, (GLvoid*)(sizeof(GLfloat) * (offset += structSizes[element - 1]))); element++;
}
GLERROR("GLEW: BufferFail5");
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glEnableVertexAttribArray(4);
glEnableVertexAttribArray(5);
glEnableVertexAttribArray(6);
glEnableVertexAttribArray(7);
glEnableVertexAttribArray(8);
glEnableVertexAttribArray(9);
glEnableVertexAttribArray(10);
GLERROR("GLEW: BufferFail5");
//CreateBuffers();
}
Model::~Model()
+4 -10
View File
@@ -145,9 +145,7 @@ RawModel::RawModel(std::string fileName)
aiString path;
aiTextureMapping mapping;
material->GetTexture(aiTextureType_DIFFUSE, 0, &path, &mapping);
std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
//LOG_DEBUG("Diffuse texture: %s", absolutePath.c_str());
matGroup.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
matGroup.TexturePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
}
// Normal map
//LOG_DEBUG("%i normal maps found", material->GetTextureCount(aiTextureType_HEIGHT));
@@ -155,9 +153,7 @@ RawModel::RawModel(std::string fileName)
aiString path;
aiTextureMapping mapping;
material->GetTexture(aiTextureType_HEIGHT, 0, &path, &mapping);
std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
//LOG_DEBUG("Normal map: %s", absolutePath.c_str());
matGroup.NormalMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
matGroup.NormalMapPath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
}
// Specular map
//LOG_DEBUG("%i specular maps found", material->GetTextureCount(aiTextureType_SPECULAR));
@@ -165,11 +161,9 @@ RawModel::RawModel(std::string fileName)
aiString path;
aiTextureMapping mapping;
material->GetTexture(aiTextureType_SPECULAR, 0, &path, &mapping);
std::string absolutePath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
//LOG_DEBUG("Specular map: %s", absolutePath.c_str());
matGroup.SpecularMap = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(absolutePath));
matGroup.SpecularMapPath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
}
TextureGroups.push_back(matGroup);
MaterialGroups.push_back(matGroup);
// Bones
std::map<int, std::vector<std::tuple<int, float>>> vertexWeights;
+1
View File
@@ -3,6 +3,7 @@
bool RenderState::Enable(GLenum cap)
{
if (glIsEnabled(cap)) {
//LOG_WARNING("Trying to enable somthing that is already enabled.");
return false;
}
m_ResetFunctions.push_back(std::bind(glDisable, cap));
+43 -11
View File
@@ -90,20 +90,51 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World
continue;
}
Model* model = ResourceManager::Load<::Model>(resource);
if (model == nullptr) {
model = ResourceManager::Load<::Model>("Models/Core/Error.obj");
Model* model;
try {
model = ResourceManager::Load<::Model, true>(resource);
} catch (const Resource::StillLoadingException&) {
//continue;
model = ResourceManager::Load<::Model>("Models/Core/UnitRaptor.obj");
} catch (const std::exception&) {
try {
model = ResourceManager::Load<::Model>("Models/Core/Error.obj");
} catch (const std::exception&) {
continue;
}
}
glm::mat4 modelMatrix = Transform::ModelMatrix(modelComponent.EntityID, world);
for (auto texGroup : model->TextureGroups) {
std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, texGroup, modelComponent, world));
for (auto matGroup : model->MaterialGroups()) {
std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, matGroup, modelComponent, world));
jobs.push_back(modelJob);
}
}
}
void RenderSystem::fillLight(std::list<std::shared_ptr<RenderJob>>& jobs, World* world)
{
auto pointLights = world->GetComponents("PointLight");
if (pointLights == nullptr) {
return;
}
for (auto& pointlightC : *pointLights) {
bool visible = pointlightC["Visible"];
if (!visible) {
continue;
}
auto transformC = world->GetComponent(pointlightC.EntityID, "Transform");
if (&transformC == nullptr) {
return;
}
std::shared_ptr<PointLightJob> pointLightJob = std::shared_ptr<PointLightJob>(new PointLightJob(transformC, pointlightC, m_World));
jobs.push_back(pointLightJob);
}
}
bool RenderSystem::OnInputCommand(const Events::InputCommand& e)
{
if (e.Command == "SwitchCamera" && e.Value > 0) {
@@ -124,11 +155,12 @@ void RenderSystem::Update(World* world, double dt)
//Only supports opaque geometry atm
m_RenderFrame->Clear();
RenderScene rs;
rs.Camera = m_Camera;
rs.Viewport = Rectangle(1280, 720);
fillModels(rs.ForwardJobs, world);
m_RenderFrame->Add(rs);
RenderScene scene;
scene.Camera = m_Camera;
scene.Viewport = Rectangle(1280, 720);
fillModels(scene.ForwardJobs, world);
fillLight(scene.PointLightJobs, world);
m_RenderFrame->Add(scene);
}
+33 -8
View File
@@ -92,16 +92,22 @@ void Renderer::Update(double dt)
void Renderer::Draw(RenderFrame& frame)
{
glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_PickingPass->ClearPicking();
for (auto scene : frame.RenderScenes){
m_Camera = scene->Camera; // remove renderer camera when Editor uses the render scene cameras.
FillDepth(*scene);
m_PickingPass->Draw(*scene);
m_LightCullingPass->GenerateNewFrustum(*scene);
m_LightCullingPass->FillLightList(*scene);
m_LightCullingPass->CullLights(*scene);
m_DrawFinalPass->Draw(*scene);
//m_DrawScenePass->Draw(rq);
m_DrawScenePass->Draw(*scene);
GLERROR("Renderer::Draw m_DrawScenePass->Draw");
}
@@ -131,14 +137,14 @@ void Renderer::DrawScreenQuad(GLuint textureToDraw)
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->TextureGroups[0].EndIndex - m_ScreenQuad->TextureGroups[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->TextureGroups[0].StartIndex);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
}
void Renderer::InitializeTextures()
{
m_ErrorTexture=ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
m_WhiteTexture=ResourceManager::Load<Texture>("Textures/Core/Blank.png");
m_ErrorTexture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
}
void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
@@ -149,7 +155,7 @@ void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
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, NULL);//TODO: Renderer: Fix the precision and Resolution
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
GLERROR("Texture initialization failed");
}
@@ -157,4 +163,23 @@ void Renderer::InitializeRenderPasses()
{
m_DrawScenePass = new DrawScenePass(this);
m_PickingPass = new PickingPass(this, m_EventBroker);
m_LightCullingPass = new LightCullingPass(this);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);
}
//Temp func
void Renderer::FillDepth(RenderScene& scene)
{
for (auto job : scene.ForwardJobs) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if(! modelJob) {
return;
}
glm::vec3 abspos = Transform::AbsolutePosition(modelJob->World, modelJob->Entity);
glm::vec3 worldpos = glm::vec3(scene.Camera->ViewMatrix() * glm::vec4(abspos, 1));
modelJob->Depth = worldpos.z;
}
scene.ForwardJobs.sort(Renderer::DepthSort);
}
+32 -32
View File
@@ -2,48 +2,48 @@
Texture::Texture(std::string path)
{
PNG image(path);
PNG image(path);
if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
image = PNG("Textures/Core/ErrorTexture.png");
if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
return;
}
}
if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
image = PNG("Textures/Core/ErrorTexture.png");
if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
return;
}
}
this->Width = image.Width;
this->Height = image.Height;
this->Width = image.Width;
this->Height = image.Height;
GLint format;
switch (image.Format) {
case Image::ImageFormat::RGB:
format = GL_RGB;
break;
case Image::ImageFormat::RGBA:
format = GL_RGBA;
break;
}
GLint format;
switch (image.Format) {
case Image::ImageFormat::RGB:
format = GL_RGB;
break;
case Image::ImageFormat::RGBA:
format = GL_RGBA;
break;
}
// Construct the OpenGL texture
glGenTextures(1, &m_Texture);
glBindTexture(GL_TEXTURE_2D, m_Texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, format, image.Width, image.Height, 0, format, GL_UNSIGNED_BYTE, image.Data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GLERROR("Texture load");
// Construct the OpenGL texture
glGenTextures(1, &m_Texture);
glBindTexture(GL_TEXTURE_2D, m_Texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, format, image.Width, image.Height, 0, format, GL_UNSIGNED_BYTE, image.Data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GLERROR("Texture load");
}
Texture::~Texture()
{
glDeleteTextures(1, &m_Texture);
glDeleteTextures(1, &m_Texture);
}
void Texture::Bind(GLenum textureUnit /* = GL_TEXTURE0 */)
{
glActiveTexture(textureUnit);
glBindTexture(GL_TEXTURE_2D, m_Texture);
glActiveTexture(textureUnit);
glBindTexture(GL_TEXTURE_2D, m_Texture);
}
+4
View File
@@ -9,11 +9,13 @@ Game::Game(int argc, char* argv[])
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
ResourceManager::RegisterType<Sound>("Sound");
ResourceManager::RegisterType<Model>("Model");
ResourceManager::RegisterType<RawModel>("RawModel");
ResourceManager::RegisterType<Texture>("Texture");
ResourceManager::RegisterType<ShaderProgram>("ShaderProgram");
ResourceManager::RegisterType<EntityFile>("EntityFile");
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
ResourceManager::UseThreading = m_Config->Get<bool>("Multithreading.ResourceLoading", true);
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
// Create the core event broker
@@ -56,6 +58,8 @@ Game::Game(int argc, char* argv[])
EntityFileParser fp(file);
fp.MergeEntities(m_World);
}
//SO MUCH TEMP PLEASE REMOVE ME OMFG VIKTOR HELP
m_Renderer->m_World = m_World;
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_EventBroker);