diff --git a/include/Engine/Rendering/DrawFinalPass.h b/include/Engine/Rendering/DrawFinalPass.h index 041f7999..d57770e7 100644 --- a/include/Engine/Rendering/DrawFinalPass.h +++ b/include/Engine/Rendering/DrawFinalPass.h @@ -30,10 +30,13 @@ public: private: void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const; void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const; - void DrawModelRenderQueues(std::list>& job); + void DrawModelRenderQueues(std::list>& job, RenderScene& scene); - void BindExplosionUniforms(); - void BindExplosionTextures(); + void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr& job, RenderScene& scene); + void BindModelUniforms(GLuint shaderHandle, std::shared_ptr& job, RenderScene& scene); + + void BindExplosionTextures(std::shared_ptr& job); + void BindModelTextures(std::shared_ptr& job); Texture* m_WhiteTexture; Texture* m_BlackTexture; diff --git a/include/Engine/Rendering/ModelJob.h b/include/Engine/Rendering/ModelJob.h index df7f1aec..d5a2d880 100644 --- a/include/Engine/Rendering/ModelJob.h +++ b/include/Engine/Rendering/ModelJob.h @@ -39,7 +39,6 @@ struct ModelJob : RenderJob Depth = worldpos.z; World = world; - FillColor = fillColor; FillPercentage = fillPercentage; Skeleton = Model->m_RawModel->m_Skeleton; diff --git a/src/Engine/Rendering/DrawFinalPass.cpp b/src/Engine/Rendering/DrawFinalPass.cpp index b817d636..4fd0c2aa 100644 --- a/src/Engine/Rendering/DrawFinalPass.cpp +++ b/src/Engine/Rendering/DrawFinalPass.cpp @@ -58,38 +58,15 @@ void DrawFinalPass::Draw(RenderScene& scene) GLERROR("DrawFinalPass::Draw: Pre"); DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle()); + if (scene.ClearDepth) { + glClear(GL_DEPTH_BUFFER_BIT); + } - DrawModelRenderQueues(scene.OpaqueObjects); + DrawModelRenderQueues(scene.OpaqueObjects, scene); GLERROR("DrawFinalPass::Draw: OpaqueObjects"); - DrawModelRenderQueues(scene.TransparentObjects); + DrawModelRenderQueues(scene.TransparentObjects, scene); GLERROR("DrawFinalPass::Draw: TransparentObjects"); - - //Draw opaque - if(explosion) { - //uniforms - } else { - //uniforms - } - //draw transparent - if(explosion) { - - } else { - - } - - - - //Explosion uniforms - - - //Normal Uniforms - - - //TODO: Render: Add code for more jobs than modeljobs. - for (auto &job : scene.ForwardJobs) { - - GLERROR("DrawFinalPass::Draw: END"); delete state; } @@ -129,151 +106,135 @@ void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm: GLERROR("MipMap Texture initialization failed"); } -void DrawFinalPass::DrawModelRenderQueues(std::list>& jobs) +void DrawFinalPass::DrawModelRenderQueues(std::list>& job, RenderScene& scene) { - for(auto &job : jobs) + GLuint forwardHandle = m_ForwardPlusProgram->GetHandle(); + GLuint explosionHandle = m_ExplosionEffectProgram->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()); + + for(auto &job : job) { auto explosionEffectJob = std::dynamic_pointer_cast(job); if(explosionEffectJob) { //Bind program m_ExplosionEffectProgram->Bind(); - GLuint shaderHandle = m_ExplosionEffectProgram->GetHandle(); //Bind uniforms - BindExplosionUniforms(); + BindExplosionUniforms(explosionHandle, explosionEffectJob, scene); - //bind textures + if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) { - //draw - } else { - //bind forward program - //shaderhandle - - //bind uniforms - - //bind textures - - //draw - - } - - - } - - auto explosionEffectJob = std::dynamic_pointer_cast(job); - if (explosionEffectJob) { - m_ExplosionEffectProgram->Bind(); - shaderHandle = m_ExplosionEffectProgram->GetHandle(); //--- - - GLERROR("DrawFinalPass::ExplosionEffect: 1"); - //TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms - - GLERROR("DrawFinalPass::ExplosionEffect: 2"); - - if (explosionEffectJob->Model->m_RawModel->m_Skeleton != nullptr) { - - if (explosionEffectJob->Animation != nullptr) { - std::vector frameBones = explosionEffectJob->Skeleton->GetFrameBones(*explosionEffectJob->Animation, explosionEffectJob->AnimationTime); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); - } - } - - //TODO: Renderer: bättre textur felhantering samt fler texturer stöd - glActiveTexture(GL_TEXTURE0); - if (explosionEffectJob->DiffuseTexture != nullptr) { - glBindTexture(GL_TEXTURE_2D, explosionEffectJob->DiffuseTexture->m_Texture); - } else { - glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture); - } - - - glBindVertexArray(explosionEffectJob->Model->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer); - glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int))); - GLERROR("DrawFinalPass::ExplosionEffect: END"); - //m_ExplosionEffectProgram->Unbind(); - - } else { - auto modelJob = std::dynamic_pointer_cast(job); - if (modelJob) { - m_ForwardPlusProgram->Bind(); - GLERROR("1.1"); - shaderHandle = m_ForwardPlusProgram->GetHandle(); - - if (scene.ClearDepth) { - glClear(GL_DEPTH_BUFFER_BIT); - } - - 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(scene.Camera->ViewMatrix())); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); - glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height); - GLERROR("DrawFinalPass::Draw: Uniforms"); - - DrawModelRenderQueues(scene.OpaqueObjects, shaderHandle); - GLERROR("DrawFinalPass::Draw: OpaqueObjects"); - DrawModelRenderQueues(scene.TransparentObjects, shaderHandle); - GLERROR("DrawFinalPass::Draw: TransparentObjects"); - } - - for (auto &job : 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)); - glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(modelJob->DiffuseColor)); - glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(modelJob->FillColor)); - glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), modelJob->FillPercentage); - - glActiveTexture(GL_TEXTURE0); - if (modelJob->DiffuseTexture != nullptr) { - glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture); - } else { - glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture); - } - glActiveTexture(GL_TEXTURE1); - if (modelJob->IncandescenceTexture != nullptr) { - glBindTexture(GL_TEXTURE_2D, modelJob->IncandescenceTexture->m_Texture); - } else { - glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture); - } - - //TODO: Fixa så att modelsJobs kan spela upp olika animationer och så att den kan få in en tid istället för 1.0f - Hälsningar Johan och Andreas :) - if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) { - if (modelJob->Animation != nullptr) { - std::vector frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); + if (explosionEffectJob->Animation != nullptr) { + std::vector frameBones = explosionEffectJob->Skeleton->GetFrameBones(*explosionEffectJob->Animation, explosionEffectJob->AnimationTime); + glUniformMatrix4fv(glGetUniformLocation(explosionHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); } } - glBindVertexArray(modelJob->Model->VAO); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); - glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int))); - GLERROR("DrawFinalPass::Model: END"); - // m_ForwardPlusProgram->Unbind(); + //bind textures + BindExplosionTextures(explosionEffectJob); + //draw + glBindVertexArray(explosionEffectJob->Model->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer); + glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int))); + } else { + auto modelJob = std::dynamic_pointer_cast(job); + if (modelJob) { + //bind forward program + m_ForwardPlusProgram->Bind(); + + //bind uniforms + BindModelUniforms(forwardHandle, modelJob, scene); + + //bind textures + BindModelTextures(modelJob); + + if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) { + + if (modelJob->Animation != nullptr) { + std::vector frameBones = modelJob->Skeleton->GetFrameBones(*modelJob->Animation, modelJob->AnimationTime); + glUniformMatrix4fv(glGetUniformLocation(forwardHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0])); + } + } + + //draw + glBindVertexArray(modelJob->Model->VAO); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer); + glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex*sizeof(unsigned int))); + GLERROR("DrawFinalPass::Model: END"); + } } } + } -void DrawFinalPass::BindExplosionUniforms() +void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr& job, RenderScene& scene) { glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height); - glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(explosionEffectJob->Matrix)); - 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); - 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); - glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(explosionEffectJob->DiffuseColor)); - glUniform1fv(glGetUniformLocation(shaderHandle, "RandomNumbers"), 50, explosionEffectJob->RandomNumbers.data()); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix)); + glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color)); + glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin)); + glUniform1f(glGetUniformLocation(shaderHandle, "TimeSinceDeath"), job->TimeSinceDeath); + glUniform1f(glGetUniformLocation(shaderHandle, "ExplosionDuration"), job->ExplosionDuration); + glUniform4fv(glGetUniformLocation(shaderHandle, "EndColor"), 1, glm::value_ptr(job->EndColor)); + glUniform1i(glGetUniformLocation(shaderHandle, "Randomness"), job->Randomness); + glUniform1f(glGetUniformLocation(shaderHandle, "RandomnessScalar"), job->RandomnessScalar); + glUniform2fv(glGetUniformLocation(shaderHandle, "Velocity"), 1, glm::value_ptr(job->Velocity)); + glUniform1i(glGetUniformLocation(shaderHandle, "ColorByDistance"), job->ColorByDistance); + glUniform1i(glGetUniformLocation(shaderHandle, "ExponentialAccelaration"), job->ExponentialAccelaration); + glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(job->DiffuseColor)); + glUniform1fv(glGetUniformLocation(shaderHandle, "RandomNumbers"), 50, job->RandomNumbers.data()); } + +void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr& job, RenderScene& scene) +{ + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height); + + glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix)); + glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(job->Color)); + glUniform4fv(glGetUniformLocation(shaderHandle, "DiffuseColor"), 1, glm::value_ptr(job->DiffuseColor)); + glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(job->FillColor)); + glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), job->FillPercentage); +} + + +void DrawFinalPass::BindExplosionTextures(std::shared_ptr& job) +{ + glActiveTexture(GL_TEXTURE0); + if (job->DiffuseTexture != nullptr) { + glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture->m_Texture); + } else { + glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture); + } + glActiveTexture(GL_TEXTURE1); + if (job->IncandescenceTexture != nullptr) { + glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture->m_Texture); + } else { + glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture); + } +} + +void DrawFinalPass::BindModelTextures(std::shared_ptr& job) +{ + glActiveTexture(GL_TEXTURE0); + if (job->DiffuseTexture != nullptr) { + glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture->m_Texture); + } else { + glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture); + } + glActiveTexture(GL_TEXTURE1); + if (job->IncandescenceTexture != nullptr) { + glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture->m_Texture); + } else { + glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture); + } +} + diff --git a/src/Engine/Rendering/RenderSystem.cpp b/src/Engine/Rendering/RenderSystem.cpp index 9dbc0341..ab4ca36c 100644 --- a/src/Engine/Rendering/RenderSystem.cpp +++ b/src/Engine/Rendering/RenderSystem.cpp @@ -98,6 +98,10 @@ void RenderSystem::fillModels(std::list>& opaqueJobs, fillColor, fillPercentage )); + if(explosionEffectJob->Color.a != 1.f || explosionEffectJob->EndColor.a != 1.f || explosionEffectJob->DiffuseColor.a != 1.f) { + modelComponent["Transparent"] = true; + } + if (modelComponent["Transparent"]) { transparentJobs.push_back(explosionEffectJob); } else { @@ -114,6 +118,9 @@ void RenderSystem::fillModels(std::list>& opaqueJobs, fillColor, fillPercentage )); + if (modelJob->Color.a != 1.f || modelJob->DiffuseColor.a != 1.f) { + modelComponent["Transparent"] = true; + } if (modelComponent["Transparent"]) { transparentJobs.push_back(modelJob); } else {