This commit is contained in:
Ayumiwii
2016-01-19 09:58:52 +01:00
parent 37aa1eaa18
commit 77e1dacb6f
9 changed files with 195 additions and 64 deletions
+78 -22
View File
@@ -20,6 +20,13 @@ void DrawFinalPass::InitializeShaderPrograms()
m_ForwardPlusProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
m_ForwardPlusProgram->Compile();
m_ForwardPlusProgram->Link();
m_ExplosionEffectProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectProgram");
m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
m_ExplosionEffectProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlus.frag.glsl")));
m_ExplosionEffectProgram->Compile();
m_ExplosionEffectProgram->Link();
}
void DrawFinalPass::Draw(RenderScene& scene)
@@ -27,39 +34,88 @@ 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);
GLuint shaderHandle;
//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) {
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
if (explosionEffectJob) {
m_ExplosionEffectProgram->Bind();
shaderHandle = m_ExplosionEffectProgram->GetHandle(); //---
GLERROR("DrawFinalPass::ExplosionEffect: ENDsdufhsdilfuh");
//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(explosionEffectJob->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()));
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(explosionEffectJob->Color));
glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(explosionEffectJob->ExplosionOrigin));
glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), explosionEffectJob->TimeSinceDeath);
glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), explosionEffectJob->ExplosionDuration);
glUniform4fv(glGetUniformLocation(shaderHandle, "EndColor"), 1, glm::value_ptr(explosionEffectJob->EndColor));
glUniform1i(glGetUniformLocation(shaderHandle, "Randomness"), explosionEffectJob->Randomness);
glUniform1fv(glGetUniformLocation(shaderHandle, "RandomNumbers"), 50, explosionEffectJob->RandomNumbers.data());
glUniform1f(glGetUniformLocation(shaderHandle, "RandomnessScalar"), explosionEffectJob->RandomnessScalar);
glUniform2fv(glGetUniformLocation(shaderHandle, "Velocity"), 1, glm::value_ptr(explosionEffectJob->Velocity));
glUniform1i(glGetUniformLocation(shaderHandle, "ColorByDistance"), explosionEffectJob->ColorByDistance);
glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), explosionEffectJob->ExponentialAccelaration);
GLERROR("DrawFinalPass::ExplosionEffect: asdasdasdasdasdasd");
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
if (explosionEffectJob->DiffuseTexture != nullptr) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
glBindTexture(GL_TEXTURE_2D, explosionEffectJob->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);
GLERROR("DrawFinalPass::ExplosionEffect: END1");
glBindVertexArray(explosionEffectJob->Model->VAO);
GLERROR("DrawFinalPass::ExplosionEffect: END2");
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
GLERROR("DrawFinalPass::ExplosionEffect: END3");
glDrawElementsBaseVertex(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, 0, explosionEffectJob->StartIndex);
GLERROR("DrawFinalPass::ExplosionEffect: END");
m_ExplosionEffectProgram->Unbind();
continue;
} else {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
m_ForwardPlusProgram->Bind();
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: 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);
GLERROR("DrawFinalPass::Model: END");
m_ForwardPlusProgram->Unbind();
continue;
}
}
}
GLERROR("DrawFinalPass::Draw: END");