Merge remote-tracking branch 'origin/master' into CPArrow
This commit is contained in:
@@ -12,7 +12,8 @@ namespace Events
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struct Captured : Event
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struct Captured : Event
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{
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{
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int TeamNumberThatCapturedCapturePoint;
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int TeamNumberThatCapturedCapturePoint;
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EntityID CapturePointID;
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EntityID CapturePointTakenID;
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EntityWrapper NextCapturePoint;
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};
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};
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}
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}
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@@ -12,7 +12,7 @@
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class DrawBloomPass
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class DrawBloomPass
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{
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{
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public:
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public:
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DrawBloomPass(IRenderer* renderer /* ,Texture or finalpass*/ );
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DrawBloomPass(IRenderer* renderer, ConfigFile* config);
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~DrawBloomPass() { }
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~DrawBloomPass() { }
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void InitializeTextures();
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeFrameBuffers();
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@@ -23,26 +23,33 @@ public:
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void FillGaussianBuffer(FrameBuffer* fb);
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void FillGaussianBuffer(FrameBuffer* fb);
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|
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void Draw(GLuint texture);
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void Draw(GLuint texture);
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void ChangeQuality(int quality);
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void OnWindowResize();
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void OnWindowResize();
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//Getters
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//Getters
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//Return the blurred result of the texture that was sent into draw
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//Return the blurred result of the texture that was sent into draw
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GLuint GaussianTexture() const { return m_GaussianTexture_vert; }
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GLuint GaussianTexture() const {
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if (m_Quality == 0) {
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return m_BlackTexture->m_Texture;
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} else {
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return m_GaussianTexture_vert;
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}
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}
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private:
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private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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Texture* m_BlackTexture;
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Texture* m_WhiteTexture;
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Model* m_ScreenQuad;
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Model* m_ScreenQuad;
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|
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const IRenderer* m_Renderer;
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const IRenderer* m_Renderer;
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ConfigFile* m_Config;
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//const LightCullingPass* m_LightCullingPass
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//const LightCullingPass* m_LightCullingPass
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GLuint m_iterations = 9;
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int m_Iterations;
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int m_Quality = 0;
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GLuint m_GaussianTexture_horiz;
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GLuint m_GaussianTexture_horiz = 0;
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GLuint m_GaussianTexture_vert;
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GLuint m_GaussianTexture_vert = 0;
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FrameBuffer m_GaussianFrameBuffer_horiz;
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FrameBuffer m_GaussianFrameBuffer_horiz;
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FrameBuffer m_GaussianFrameBuffer_vert;
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FrameBuffer m_GaussianFrameBuffer_vert;
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@@ -5,6 +5,7 @@
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#include "DrawFinalPassState.h"
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#include "DrawFinalPassState.h"
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#include "LightCullingPass.h"
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#include "LightCullingPass.h"
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#include "CubeMapPass.h"
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#include "CubeMapPass.h"
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#include "SSAOPass.h"
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#include "FrameBuffer.h"
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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#include "ShaderProgram.h"
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#include "Util/UnorderedMapVec2.h"
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#include "Util/UnorderedMapVec2.h"
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@@ -14,12 +15,12 @@
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class DrawFinalPass
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class DrawFinalPass
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{
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{
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public:
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public:
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass);
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, GLuint* depthBuffer);
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~DrawFinalPass() { }
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~DrawFinalPass() { }
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void InitializeTextures();
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void InitializeShaderPrograms();
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void Draw(RenderScene& scene, GLuint SSAOTexture);
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void Draw(RenderScene& scene);
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void ClearBuffer();
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void ClearBuffer();
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void OnWindowResize();
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void OnWindowResize();
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@@ -34,11 +35,8 @@ public:
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FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
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FrameBuffer* FinalPassFrameBufferLowRes() { return &m_FinalPassFrameBufferLowRes; }
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|
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private:
|
private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
|
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|
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void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
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void DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, RenderScene& scene);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
|
void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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@@ -61,7 +59,7 @@ private:
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GLuint m_SceneTexture;
|
GLuint m_SceneTexture;
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GLuint m_BloomTextureLowRes;
|
GLuint m_BloomTextureLowRes;
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GLuint m_SceneTextureLowRes;
|
GLuint m_SceneTextureLowRes;
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GLuint m_DepthBuffer;
|
GLuint* m_DepthBuffer;
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GLuint m_DepthBufferLowRes;
|
GLuint m_DepthBufferLowRes;
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GLuint m_CubeMapTexture;
|
GLuint m_CubeMapTexture;
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|
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@@ -71,6 +69,7 @@ private:
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const IRenderer* m_Renderer;
|
const IRenderer* m_Renderer;
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const LightCullingPass* m_LightCullingPass;
|
const LightCullingPass* m_LightCullingPass;
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const CubeMapPass* m_CubeMapPass;
|
const CubeMapPass* m_CubeMapPass;
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|
const SSAOPass* m_SSAOPass;
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|
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ShaderProgram* m_ForwardPlusProgram;
|
ShaderProgram* m_ForwardPlusProgram;
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ShaderProgram* m_ExplosionEffectProgram;
|
ShaderProgram* m_ExplosionEffectProgram;
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@@ -5,11 +5,13 @@
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#include "../OpenGL.h"
|
#include "../OpenGL.h"
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#include "../GLM.h"
|
#include "../GLM.h"
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#include "../Core/Util/Rectangle.h"
|
#include "../Core/Util/Rectangle.h"
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|
#include "../Core/ConfigFile.h"
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#include "Util/ScreenCoords.h"
|
#include "Util/ScreenCoords.h"
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#include "Camera.h"
|
#include "Camera.h"
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#include "RenderQueue.h"
|
#include "RenderQueue.h"
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#include "Model.h"
|
#include "Model.h"
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#include "../Core/World.h" //So temp
|
#include "../Core/World.h" //So temp
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|
#include "Util/CommonFunctions.h"
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|
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|
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struct PickData
|
struct PickData
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@@ -28,15 +28,13 @@ public:
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const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
|
const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
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//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
|
//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
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GLuint PickingTexture() const { return m_PickingTexture; }
|
GLuint PickingTexture() const { return m_PickingTexture; }
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GLuint DepthBuffer() const { return m_DepthBuffer; }
|
GLuint* DepthBuffer() { return &m_DepthBuffer; }
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const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; }
|
const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; }
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|
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|
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PickData Pick(glm::vec2 screenCoord);
|
PickData Pick(glm::vec2 screenCoord);
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|
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private:
|
private:
|
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
|
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|
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EventBroker* m_EventBroker;
|
EventBroker* m_EventBroker;
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|
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const IRenderer* m_Renderer;
|
const IRenderer* m_Renderer;
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@@ -24,6 +24,8 @@ public:
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bool StencilFunc(GLenum func, GLint ref, GLuint mask);
|
bool StencilFunc(GLenum func, GLint ref, GLuint mask);
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bool StencilMask(GLuint mask);
|
bool StencilMask(GLuint mask);
|
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bool DepthMask(GLboolean flag);
|
bool DepthMask(GLboolean flag);
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|
bool DepthFunc(GLenum func);
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|
bool AlphaFunc(GLenum func, GLclampf thresholder);
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|
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private:
|
private:
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std::vector<std::function<void(void)>> m_ResetFunctions;
|
std::vector<std::function<void(void)>> m_ResetFunctions;
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|
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@@ -32,8 +32,9 @@ class Renderer : public IRenderer
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static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
|
static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
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|
|
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public:
|
public:
|
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Renderer(EventBroker* eventBroker)
|
Renderer(EventBroker* eventBroker, ConfigFile* config)
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: m_EventBroker(eventBroker)
|
: m_EventBroker(eventBroker)
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|
, m_Config(config)
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{ }
|
{ }
|
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|
|
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virtual void Initialize() override;
|
virtual void Initialize() override;
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@@ -47,6 +48,7 @@ private:
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//----------------------Variables----------------------//
|
//----------------------Variables----------------------//
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|
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static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer;
|
static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer;
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|
ConfigFile* m_Config;
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|
|
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EventBroker* m_EventBroker;
|
EventBroker* m_EventBroker;
|
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TextPass* m_TextPass;
|
TextPass* m_TextPass;
|
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@@ -61,12 +63,8 @@ private:
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int m_DebugTextureToDraw = 0;
|
int m_DebugTextureToDraw = 0;
|
||||||
int m_CubeMapTexture = 0;
|
int m_CubeMapTexture = 0;
|
||||||
bool m_ResizeWindow = false;
|
bool m_ResizeWindow = false;
|
||||||
float m_SSAO_Radius = 1.0f;
|
int m_SSAO_Quality = 0;
|
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float m_SSAO_Bias = 0.05f;
|
int m_GLOW_Quality = 2;
|
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float m_SSAO_Contrast = 1.5f;
|
|
||||||
float m_SSAO_IntensityScale = 1.0f;
|
|
||||||
int m_SSAO_NumOfSamples = 24;
|
|
||||||
int m_SSAO_NumOfTurns = 7;
|
|
||||||
|
|
||||||
PickingPass* m_PickingPass;
|
PickingPass* m_PickingPass;
|
||||||
LightCullingPass* m_LightCullingPass;
|
LightCullingPass* m_LightCullingPass;
|
||||||
|
|||||||
@@ -13,18 +13,32 @@
|
|||||||
class SSAOPass
|
class SSAOPass
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
SSAOPass(IRenderer* rendere);
|
SSAOPass(IRenderer* renderer, ConfigFile* config);
|
||||||
~SSAOPass() {
|
~SSAOPass() { };
|
||||||
delete m_DrawBloomPass;
|
|
||||||
};
|
void ChangeQuality(int quality);
|
||||||
|
|
||||||
void Draw(GLuint depthBuffer, Camera* camera);
|
void Draw(GLuint depthBuffer, Camera* camera);
|
||||||
void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns);
|
void Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int numOfTurns, int iterations, int quality);
|
||||||
void ClearBuffer();
|
void ClearBuffer();
|
||||||
void OnWindowResize();
|
void OnWindowResize();
|
||||||
|
|
||||||
//Return the SSAO of the texture sent to Draw
|
//Return the SSAO of the texture sent to Draw
|
||||||
GLuint SSAOTexture() const { return m_DrawBloomPass->GaussianTexture(); }
|
GLuint SSAOTexture() const {
|
||||||
|
if (m_Quality == 0) {
|
||||||
|
return m_WhiteTexture->m_Texture;
|
||||||
|
} else {
|
||||||
|
return m_Gaussian_vert;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
int TextureQuality() const {
|
||||||
|
if (m_Quality == 0) {
|
||||||
|
return 13;
|
||||||
|
} else {
|
||||||
|
return m_TextureQuality;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void InitializeTexture();
|
void InitializeTexture();
|
||||||
@@ -32,14 +46,13 @@ private:
|
|||||||
void InitializeShaderProgram();
|
void InitializeShaderProgram();
|
||||||
void InitializeBuffer();
|
void InitializeBuffer();
|
||||||
|
|
||||||
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
|
|
||||||
|
|
||||||
//void blurHorizontal(GLuint depthBuffer);
|
//void blurHorizontal(GLuint depthBuffer);
|
||||||
//void blurVertical(GLuint depthBuffer);
|
//void blurVertical(GLuint depthBuffer);
|
||||||
|
|
||||||
Model* m_ScreenQuad;
|
Model* m_ScreenQuad;
|
||||||
|
|
||||||
const IRenderer* m_Renderer;
|
const IRenderer* m_Renderer;
|
||||||
|
ConfigFile* m_Config;
|
||||||
|
|
||||||
float m_Radius;
|
float m_Radius;
|
||||||
float m_Bias;
|
float m_Bias;
|
||||||
@@ -47,17 +60,28 @@ private:
|
|||||||
float m_IntensityScale;
|
float m_IntensityScale;
|
||||||
int m_NumOfSamples;
|
int m_NumOfSamples;
|
||||||
int m_NumOfTurns;
|
int m_NumOfTurns;
|
||||||
|
int m_Iterations;
|
||||||
|
int m_TextureQuality;
|
||||||
|
int m_Quality = 0;
|
||||||
|
|
||||||
GLuint m_SSAOTexture;
|
Texture* m_WhiteTexture;
|
||||||
|
|
||||||
|
GLuint m_SSAOTexture = 0;
|
||||||
FrameBuffer m_SSAOFramBuffer;
|
FrameBuffer m_SSAOFramBuffer;
|
||||||
|
|
||||||
GLuint m_SSAOViewSpaceZTexture;
|
GLuint m_SSAOViewSpaceZTexture = 0;
|
||||||
FrameBuffer m_SSAOViewSpaceZFramBuffer;
|
FrameBuffer m_SSAOViewSpaceZFramBuffer;
|
||||||
|
|
||||||
|
GLuint m_Gaussian_horiz = 0;
|
||||||
|
GLuint m_Gaussian_vert = 0;
|
||||||
|
|
||||||
|
FrameBuffer m_GaussianFrameBuffer_horiz;
|
||||||
|
FrameBuffer m_GaussianFrameBuffer_vert;
|
||||||
|
|
||||||
ShaderProgram* m_SSAOProgram;
|
ShaderProgram* m_SSAOProgram;
|
||||||
ShaderProgram* m_SSAOViewSpaceZProgram;
|
ShaderProgram* m_SSAOViewSpaceZProgram;
|
||||||
|
ShaderProgram* m_GaussianProgram_horiz;
|
||||||
DrawBloomPass* m_DrawBloomPass;
|
ShaderProgram* m_GaussianProgram_vert;
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
@@ -9,6 +9,10 @@
|
|||||||
namespace CommonFunctions
|
namespace CommonFunctions
|
||||||
{
|
{
|
||||||
Texture* LoadTexture(std::string path, bool threaded);
|
Texture* LoadTexture(std::string path, bool threaded);
|
||||||
|
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
|
||||||
|
void GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat);
|
||||||
|
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps);
|
||||||
|
void DeleteTexture(GLuint* texture);
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
@@ -42,9 +42,9 @@ private:
|
|||||||
int m_NumberOfCapturePoints = 0;
|
int m_NumberOfCapturePoints = 0;
|
||||||
std::map<int, EntityWrapper> m_CapturePointNumberToEntityMap;
|
std::map<int, EntityWrapper> m_CapturePointNumberToEntityMap;
|
||||||
|
|
||||||
//std::vector<ComponentWrapper>
|
|
||||||
|
|
||||||
bool m_ResetTimers = false;
|
bool m_ResetTimers = false;
|
||||||
|
bool m_RecentlyCapturedNeedNextCapturePointNow = false;
|
||||||
|
Events::Captured m_CapturedEvent;
|
||||||
|
|
||||||
//vectors which will keep track of enter/leave changes
|
//vectors which will keep track of enter/leave changes
|
||||||
std::vector<std::tuple<EntityWrapper, EntityWrapper>> m_ETriggerTouchVector;
|
std::vector<std::tuple<EntityWrapper, EntityWrapper>> m_ETriggerTouchVector;
|
||||||
|
|||||||
@@ -36,4 +36,37 @@ ResourceLoading=true
|
|||||||
[Sound]
|
[Sound]
|
||||||
BGMVolume=1.0
|
BGMVolume=1.0
|
||||||
SFXVolume=1.0
|
SFXVolume=1.0
|
||||||
Announcer=female
|
Announcer=female
|
||||||
|
|
||||||
|
[SSAO]
|
||||||
|
Quality=0
|
||||||
|
|
||||||
|
[SSAO1]
|
||||||
|
Radius=1.0
|
||||||
|
Bias=0.02
|
||||||
|
Contrast=1.5
|
||||||
|
Intensity=1.0
|
||||||
|
NumSamples=8
|
||||||
|
NumTurns=3
|
||||||
|
NumIterations=5
|
||||||
|
TextureQuality=2
|
||||||
|
|
||||||
|
[SSAO2]
|
||||||
|
Radius=1.0
|
||||||
|
Bias=0.02
|
||||||
|
Contrast=1.5
|
||||||
|
Intensity=1.0
|
||||||
|
NumSamples=16
|
||||||
|
NumTurns=13
|
||||||
|
NumIterations=9
|
||||||
|
TextureQuality=1
|
||||||
|
|
||||||
|
[SSAO3]
|
||||||
|
Radius=1.0
|
||||||
|
Bias=0.02
|
||||||
|
Contrast=1.5
|
||||||
|
Intensity=1.0
|
||||||
|
NumSamples=24
|
||||||
|
NumTurns=17
|
||||||
|
NumIterations=13
|
||||||
|
TextureQuality=0
|
||||||
@@ -13,6 +13,7 @@ uniform vec4 AmbientColor;
|
|||||||
uniform float FillPercentage;
|
uniform float FillPercentage;
|
||||||
uniform float GlowIntensity = 10;
|
uniform float GlowIntensity = 10;
|
||||||
uniform vec3 CameraPosition;
|
uniform vec3 CameraPosition;
|
||||||
|
uniform int SSAOQuality;
|
||||||
|
|
||||||
uniform vec2 DiffuseUVRepeat;
|
uniform vec2 DiffuseUVRepeat;
|
||||||
uniform vec2 NormalUVRepeat;
|
uniform vec2 NormalUVRepeat;
|
||||||
@@ -125,7 +126,7 @@ vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textu
|
|||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
|
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
|
||||||
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
|
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
|
||||||
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
|
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate * DiffuseUVRepeat);
|
||||||
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
|
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate * GlowUVRepeat);
|
||||||
|
|||||||
@@ -11,6 +11,7 @@ uniform vec4 DiffuseColor;
|
|||||||
uniform vec4 FillColor;
|
uniform vec4 FillColor;
|
||||||
uniform vec4 Color;
|
uniform vec4 Color;
|
||||||
uniform vec4 AmbientColor;
|
uniform vec4 AmbientColor;
|
||||||
|
uniform int SSAOQuality;
|
||||||
|
|
||||||
//Get bineded at the same time as the textures
|
//Get bineded at the same time as the textures
|
||||||
uniform vec2 DiffuseUVRepeat1;
|
uniform vec2 DiffuseUVRepeat1;
|
||||||
@@ -177,7 +178,7 @@ vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
|
|||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy), 0).r;
|
float ao = texelFetch(AOTexture, ivec2(gl_FragCoord.xy) >> int(SSAOQuality), 0).r;
|
||||||
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
|
ao = (clamp(1.0 - (1.0 - ao), 0.0, 1.0) + MIN_AMBIENT_LIGHT) / (1.0 + MIN_AMBIENT_LIGHT);
|
||||||
|
|
||||||
vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
|
vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
|
||||||
|
|||||||
@@ -2,11 +2,11 @@
|
|||||||
|
|
||||||
//Number of samples per pixel
|
//Number of samples per pixel
|
||||||
uniform int uNumOfSamples;
|
uniform int uNumOfSamples;
|
||||||
//#define NUM_SAMPLES (11)
|
//#define uNumOfSamples (11)
|
||||||
|
|
||||||
//Number of turns around the cirle
|
//Number of turns around the cirle
|
||||||
uniform int uNumOfTurns;
|
uniform int uNumOfTurns;
|
||||||
//#define NUM_TURNS (7)
|
//#define uNumOfTurns (7)
|
||||||
|
|
||||||
layout (binding = 0) uniform sampler2D ViewSpaceZ;
|
layout (binding = 0) uniform sampler2D ViewSpaceZ;
|
||||||
|
|
||||||
@@ -16,15 +16,16 @@ uniform float uProjScale;
|
|||||||
//#define ProjScale 500
|
//#define ProjScale 500
|
||||||
|
|
||||||
uniform float uRadius;
|
uniform float uRadius;
|
||||||
//#define Radius 1.0f
|
//#define uRadius 1.0f
|
||||||
|
|
||||||
uniform float uBias;
|
uniform float uBias;
|
||||||
//#define Bias 0.012f
|
//#define uBias 0.05f
|
||||||
|
|
||||||
uniform float uContrast;
|
uniform float uContrast;
|
||||||
//#define IntensityDivR6 1
|
//#define uContrast 1.5f
|
||||||
|
|
||||||
uniform float uIntensityScale;
|
uniform float uIntensityScale;
|
||||||
|
//#define uIntensityScale 1.0f
|
||||||
|
|
||||||
out float AO;
|
out float AO;
|
||||||
|
|
||||||
@@ -88,13 +89,7 @@ void main() {
|
|||||||
|
|
||||||
vec3 origin = getVSPosition(originScreenCoord);
|
vec3 origin = getVSPosition(originScreenCoord);
|
||||||
|
|
||||||
float radius;
|
float radius = min(origin.z, uRadius);
|
||||||
if(origin.z < uRadius){
|
|
||||||
radius = origin.z;
|
|
||||||
} else {
|
|
||||||
radius = uRadius;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
vec3 originNormal = getVSFaceNormal(origin);
|
vec3 originNormal = getVSFaceNormal(origin);
|
||||||
|
|
||||||
|
|||||||
@@ -2,7 +2,12 @@
|
|||||||
|
|
||||||
layout (location = 0) in vec3 Position;
|
layout (location = 0) in vec3 Position;
|
||||||
|
|
||||||
|
out VertexData{
|
||||||
|
vec2 TextureCoordinate;
|
||||||
|
}Output;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
gl_Position = vec4(Position, 1.0);
|
gl_Position = vec4(Position, 1.0);
|
||||||
|
Output.TextureCoordinate = (vec2(Position) + 1) / 2;
|
||||||
}
|
}
|
||||||
@@ -3,11 +3,15 @@
|
|||||||
layout (binding = 0) uniform sampler2D DepthBuffer;
|
layout (binding = 0) uniform sampler2D DepthBuffer;
|
||||||
uniform vec3 ClipInfo;
|
uniform vec3 ClipInfo;
|
||||||
|
|
||||||
|
in VertexData{
|
||||||
|
vec2 TextureCoordinate;
|
||||||
|
}Input;
|
||||||
|
|
||||||
out float depthLinear;
|
out float depthLinear;
|
||||||
//Just for Debug, should be depthLinear
|
//Just for Debug, should be depthLinear
|
||||||
//out vec4 fragmentColor;
|
//out vec4 fragmentColor;
|
||||||
void main() {
|
void main() {
|
||||||
float depthSample = texelFetch(DepthBuffer, ivec2(gl_FragCoord.xy), 0).r;
|
float depthSample = texture2D(DepthBuffer, Input.TextureCoordinate).r;
|
||||||
depthLinear = ClipInfo[0] / (ClipInfo[1] * depthSample + ClipInfo[2]);
|
depthLinear = ClipInfo[0] / (ClipInfo[1] * depthSample + ClipInfo[2]);
|
||||||
//float depthLinear = (NearClip) / ( -depthSample + 1.0f);
|
//float depthLinear = (NearClip) / ( -depthSample + 1.0f);
|
||||||
//fragmentColor = vec4(depthLinear, depthLinear, depthLinear, 1.0f);
|
//fragmentColor = vec4(depthLinear, depthLinear, depthLinear, 1.0f);
|
||||||
|
|||||||
@@ -580,6 +580,11 @@ void EditorGUI::createWidgetToolButton(WidgetMode mode)
|
|||||||
|
|
||||||
bool EditorGUI::OnKeyDown(const Events::KeyDown& e)
|
bool EditorGUI::OnKeyDown(const Events::KeyDown& e)
|
||||||
{
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
if (io.WantCaptureKeyboard) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
if (e.ModCtrl && e.KeyCode == GLFW_KEY_S) {
|
if (e.ModCtrl && e.KeyCode == GLFW_KEY_S) {
|
||||||
if (m_CurrentSelection.Valid()) {
|
if (m_CurrentSelection.Valid()) {
|
||||||
EntityWrapper baseParent = m_CurrentSelection;
|
EntityWrapper baseParent = m_CurrentSelection;
|
||||||
|
|||||||
@@ -1,19 +1,41 @@
|
|||||||
#include "Rendering/DrawBloomPass.h"
|
#include "Rendering/DrawBloomPass.h"
|
||||||
|
|
||||||
DrawBloomPass::DrawBloomPass(IRenderer* renderer)
|
DrawBloomPass::DrawBloomPass(IRenderer* renderer, ConfigFile* config)
|
||||||
|
: m_Renderer(renderer)
|
||||||
|
, m_Config(config)
|
||||||
{
|
{
|
||||||
m_Renderer = renderer;
|
InitializeTextures();
|
||||||
|
|
||||||
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
|
ChangeQuality(m_Config->Get<int>("GLOW.Quality", 2));
|
||||||
|
|
||||||
InitializeTextures();
|
|
||||||
InitializeBuffers();
|
|
||||||
InitializeShaderPrograms();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawBloomPass::InitializeTextures()
|
void DrawBloomPass::InitializeTextures()
|
||||||
{
|
{
|
||||||
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
|
m_BlackTexture = CommonFunctions::LoadTexture("Textures/Core/Black.png", false);
|
||||||
|
}
|
||||||
|
|
||||||
|
void DrawBloomPass::ChangeQuality(int quality)
|
||||||
|
{
|
||||||
|
if (m_Quality == quality) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
m_Quality = quality;
|
||||||
|
|
||||||
|
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
|
||||||
|
|
||||||
|
if (m_Quality == 0) {
|
||||||
|
CommonFunctions::DeleteTexture(&m_GaussianTexture_horiz);
|
||||||
|
CommonFunctions::DeleteTexture(&m_GaussianTexture_vert);
|
||||||
|
m_GaussianTexture_horiz = 0;
|
||||||
|
m_GaussianTexture_vert = 0;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
InitializeTextures();
|
||||||
|
|
||||||
|
InitializeBuffers();
|
||||||
|
InitializeShaderPrograms();
|
||||||
|
std::string qStr = std::to_string(m_Quality);
|
||||||
|
m_Iterations = m_Config->Get<float>("GLOW" + qStr + ".NumIterations", 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawBloomPass::InitializeShaderPrograms()
|
void DrawBloomPass::InitializeShaderPrograms()
|
||||||
@@ -35,37 +57,45 @@ void DrawBloomPass::InitializeShaderPrograms()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void DrawBloomPass::InitializeBuffers()
|
void DrawBloomPass::InitializeBuffers()
|
||||||
{
|
{
|
||||||
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
|
|
||||||
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
|
if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
|
||||||
m_GaussianFrameBuffer_horiz.Generate();
|
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_horiz, GL_COLOR_ATTACHMENT0)));
|
||||||
|
}
|
||||||
|
m_GaussianFrameBuffer_horiz.Generate();
|
||||||
|
|
||||||
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
|
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
|
||||||
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
|
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_GaussianTexture_vert, GL_COLOR_ATTACHMENT0)));
|
||||||
m_GaussianFrameBuffer_vert.Generate();
|
}
|
||||||
|
m_GaussianFrameBuffer_vert.Generate();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void DrawBloomPass::ClearBuffer()
|
void DrawBloomPass::ClearBuffer()
|
||||||
{
|
{
|
||||||
|
if (m_Quality == 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
GLERROR("PRE");
|
GLERROR("PRE");
|
||||||
m_GaussianFrameBuffer_horiz.Bind();
|
m_GaussianFrameBuffer_horiz.Bind();
|
||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
m_GaussianFrameBuffer_horiz.Unbind();
|
m_GaussianFrameBuffer_horiz.Unbind();
|
||||||
m_GaussianFrameBuffer_vert.Bind();
|
m_GaussianFrameBuffer_vert.Bind();
|
||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
m_GaussianFrameBuffer_vert.Unbind();
|
m_GaussianFrameBuffer_vert.Unbind();
|
||||||
GLERROR("END");
|
GLERROR("END");
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawBloomPass::Draw(GLuint texture)
|
void DrawBloomPass::Draw(GLuint texture)
|
||||||
{
|
{
|
||||||
|
if (m_Quality == 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
GLERROR("DrawBloomPass::Draw: Pre");
|
GLERROR("DrawBloomPass::Draw: Pre");
|
||||||
|
|
||||||
DrawBloomPassState state;
|
DrawBloomPassState state;
|
||||||
@@ -84,11 +114,12 @@ void DrawBloomPass::Draw(GLuint texture)
|
|||||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
//Iterate some times to make it more gaussian.
|
//Iterate some times to make it more gaussian.
|
||||||
for (int i = 1; i < m_iterations; i++) {
|
for (int i = 1; i < m_Iterations; i++) {
|
||||||
//Vertical pass
|
//Vertical pass
|
||||||
m_GaussianFrameBuffer_vert.Bind();
|
m_GaussianFrameBuffer_vert.Bind();
|
||||||
m_GaussianProgram_vert->Bind();
|
m_GaussianProgram_vert->Bind();
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
||||||
|
|
||||||
glBindVertexArray(m_ScreenQuad->VAO);
|
glBindVertexArray(m_ScreenQuad->VAO);
|
||||||
@@ -96,16 +127,19 @@ void DrawBloomPass::Draw(GLuint texture)
|
|||||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
//horizontal pass
|
//horizontal pass
|
||||||
|
m_GaussianFrameBuffer_vert.Unbind();
|
||||||
|
|
||||||
m_GaussianFrameBuffer_horiz.Bind();
|
m_GaussianFrameBuffer_horiz.Bind();
|
||||||
m_GaussianProgram_horiz->Bind();
|
m_GaussianProgram_horiz->Bind();
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
|
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_vert);
|
||||||
|
|
||||||
glBindVertexArray(m_ScreenQuad->VAO);
|
glBindVertexArray(m_ScreenQuad->VAO);
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex +1
|
||||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
|
m_GaussianFrameBuffer_horiz.Unbind();
|
||||||
}
|
}
|
||||||
|
|
||||||
//final vertical gaussian after the iterations are done
|
//final vertical gaussian after the iterations are done
|
||||||
@@ -113,6 +147,7 @@ void DrawBloomPass::Draw(GLuint texture)
|
|||||||
m_GaussianFrameBuffer_vert.Bind();
|
m_GaussianFrameBuffer_vert.Bind();
|
||||||
m_GaussianProgram_vert->Bind();
|
m_GaussianProgram_vert->Bind();
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
glBindTexture(GL_TEXTURE_2D, m_GaussianTexture_horiz);
|
||||||
glBindVertexArray(m_ScreenQuad->VAO);
|
glBindVertexArray(m_ScreenQuad->VAO);
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||||
@@ -125,20 +160,11 @@ void DrawBloomPass::Draw(GLuint texture)
|
|||||||
|
|
||||||
void DrawBloomPass::OnWindowResize()
|
void DrawBloomPass::OnWindowResize()
|
||||||
{
|
{
|
||||||
GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
if (m_Quality == 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
CommonFunctions::GenerateTexture(&m_GaussianTexture_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
m_GaussianFrameBuffer_vert.Generate();
|
m_GaussianFrameBuffer_vert.Generate();
|
||||||
GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
CommonFunctions::GenerateTexture(&m_GaussianTexture_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
m_GaussianFrameBuffer_horiz.Generate();
|
m_GaussianFrameBuffer_horiz.Generate();
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawBloomPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
|
||||||
{
|
|
||||||
glGenTextures(1, texture);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
|
|
||||||
GLERROR("Texture initialization failed");
|
|
||||||
}
|
|
||||||
|
|||||||
@@ -1,9 +1,10 @@
|
|||||||
#include "Rendering/DrawFinalPass.h"
|
#include "Rendering/DrawFinalPass.h"
|
||||||
|
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, GLuint* depthBuffer)
|
||||||
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass)
|
: m_Renderer(renderer)
|
||||||
: m_Renderer(renderer)
|
, m_LightCullingPass(lightCullingPass)
|
||||||
, m_LightCullingPass(lightCullingPass)
|
, m_CubeMapPass(cubeMapPass)
|
||||||
, m_CubeMapPass(cubeMapPass)
|
, m_SSAOPass(ssaoPass)
|
||||||
|
, m_DepthBuffer(depthBuffer)
|
||||||
{
|
{
|
||||||
//TODO: Make sure that uniforms are not sent into shader if not needed.
|
//TODO: Make sure that uniforms are not sent into shader if not needed.
|
||||||
m_ShieldPixelRate = 8;
|
m_ShieldPixelRate = 8;
|
||||||
@@ -23,19 +24,13 @@ void DrawFinalPass::InitializeTextures()
|
|||||||
|
|
||||||
void DrawFinalPass::InitializeFrameBuffers()
|
void DrawFinalPass::InitializeFrameBuffers()
|
||||||
{
|
{
|
||||||
glGenRenderbuffers(1, &m_DepthBuffer);
|
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
|
|
||||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
||||||
GLERROR("RenderBuffer generation");
|
|
||||||
|
|
||||||
|
|
||||||
GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
|
||||||
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
|
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
|
||||||
//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
|
//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
|
||||||
|
|
||||||
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
|
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
|
||||||
//m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
|
//m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
|
||||||
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
|
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
|
||||||
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
|
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
|
||||||
@@ -47,9 +42,9 @@ void DrawFinalPass::InitializeFrameBuffers()
|
|||||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate));
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate));
|
||||||
GLERROR("RenderBufferLowRes generation");
|
GLERROR("RenderBufferLowRes generation");
|
||||||
|
|
||||||
GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
|
CommonFunctions::GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
|
CommonFunctions::GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
|
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
|
||||||
//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
|
//GenerateTexture(&m_StencilTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_STENCIL, GL_STENCIL_INDEX8, GL_INT);
|
||||||
|
|
||||||
@@ -162,27 +157,26 @@ void DrawFinalPass::InitializeShaderPrograms()
|
|||||||
|
|
||||||
m_FillDepthBufferProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgram");
|
m_FillDepthBufferProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgram");
|
||||||
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
|
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBuffer.vert.glsl")));
|
||||||
m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
|
//m_FillDepthBufferProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
|
||||||
m_FillDepthBufferProgram->Compile();
|
m_FillDepthBufferProgram->Compile();
|
||||||
m_FillDepthBufferProgram->Link();
|
m_FillDepthBufferProgram->Link();
|
||||||
GLERROR("Creating DepthFill program");
|
GLERROR("Creating DepthFill program");
|
||||||
|
|
||||||
m_FillDepthBufferSkinnedProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgramSkinned");
|
m_FillDepthBufferSkinnedProgram = ResourceManager::Load<ShaderProgram>("#FillDepthBufferProgramSkinned");
|
||||||
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBufferSkinned.vert.glsl")));
|
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FillDepthBufferSkinned.vert.glsl")));
|
||||||
m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
|
//m_FillDepthBufferSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FillDepthBuffer.frag.glsl")));
|
||||||
m_FillDepthBufferSkinnedProgram->Compile();
|
m_FillDepthBufferSkinnedProgram->Compile();
|
||||||
m_FillDepthBufferSkinnedProgram->Link();
|
m_FillDepthBufferSkinnedProgram->Link();
|
||||||
GLERROR("Creating DepthFill program");
|
GLERROR("Creating DepthFill program");
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
|
void DrawFinalPass::Draw(RenderScene& scene)
|
||||||
{
|
{
|
||||||
GLERROR("Pre");
|
GLERROR("Pre");
|
||||||
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
|
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
|
||||||
if (scene.ClearDepth) {
|
if (scene.ClearDepth) {
|
||||||
//glClear(GL_DEPTH_BUFFER_BIT);
|
//glClear(GL_DEPTH_BUFFER_BIT);
|
||||||
state->Disable(GL_DEPTH_TEST);
|
state->Disable(GL_DEPTH_TEST);
|
||||||
state->DepthMask(GL_FALSE);
|
|
||||||
}
|
}
|
||||||
//TODO: Do we need check for this or will it be per scene always?
|
//TODO: Do we need check for this or will it be per scene always?
|
||||||
glClearStencil(0x00);
|
glClearStencil(0x00);
|
||||||
@@ -191,12 +185,13 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
|
|||||||
//Fill depth buffer
|
//Fill depth buffer
|
||||||
|
|
||||||
state->StencilMask(0x00);
|
state->StencilMask(0x00);
|
||||||
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
|
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
|
||||||
GLERROR("OpaqueObjects");
|
GLERROR("OpaqueObjects");
|
||||||
//state->BlendFunc(GL_ONE, GL_ONE);
|
//state->BlendFunc(GL_ONE, GL_ONE);
|
||||||
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
|
||||||
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
|
//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
|
||||||
GLERROR("TransparentObjects");
|
GLERROR("TransparentObjects");
|
||||||
//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
DrawSprites(scene.Jobs.SpriteJob, scene);
|
DrawSprites(scene.Jobs.SpriteJob, scene);
|
||||||
@@ -212,11 +207,11 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
|
|||||||
//Draw Opaque shielded objects
|
//Draw Opaque shielded objects
|
||||||
state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||||
state->StencilMask(0x00);
|
state->StencilMask(0x00);
|
||||||
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene, SSAOTexture); //might need changing
|
DrawModelRenderQueues(scene.Jobs.OpaqueShieldedObjects, scene); //might need changing
|
||||||
GLERROR("Shielded Opaque object");
|
GLERROR("Shielded Opaque object");
|
||||||
|
|
||||||
//Draw Transparen Shielded objects
|
//Draw Transparen Shielded objects
|
||||||
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene, SSAOTexture); //might need changing
|
DrawModelRenderQueues(scene.Jobs.TransparentShieldedObjects, scene); //might need changing
|
||||||
GLERROR("Shielded Transparent objects");
|
GLERROR("Shielded Transparent objects");
|
||||||
|
|
||||||
GLERROR("END");
|
GLERROR("END");
|
||||||
@@ -252,9 +247,9 @@ void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture)
|
|||||||
stateLowRes->Enable(GL_DEPTH_TEST);
|
stateLowRes->Enable(GL_DEPTH_TEST);
|
||||||
stateLowRes->StencilFunc(GL_LEQUAL, 1, 0xFF);
|
stateLowRes->StencilFunc(GL_LEQUAL, 1, 0xFF);
|
||||||
stateLowRes->StencilMask(0x00);
|
stateLowRes->StencilMask(0x00);
|
||||||
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene, SSAOTexture);
|
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
|
||||||
GLERROR("OpaqueObjects");
|
GLERROR("OpaqueObjects");
|
||||||
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene, SSAOTexture);
|
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
|
||||||
GLERROR("TransparentObjects");
|
GLERROR("TransparentObjects");
|
||||||
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||||
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||||
@@ -275,7 +270,7 @@ void DrawFinalPass::ClearBuffer()
|
|||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
GLERROR("1");
|
GLERROR("1");
|
||||||
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||||
GLERROR("2");
|
GLERROR("2");
|
||||||
|
|
||||||
glDisable(GL_SCISSOR_TEST);
|
glDisable(GL_SCISSOR_TEST);
|
||||||
@@ -290,7 +285,7 @@ void DrawFinalPass::ClearBuffer()
|
|||||||
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
||||||
GLERROR("ViewPort,Scissor LowRes");
|
GLERROR("ViewPort,Scissor LowRes");
|
||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
m_FinalPassFrameBuffer.Unbind();
|
m_FinalPassFrameBuffer.Unbind();
|
||||||
GLERROR("END");
|
GLERROR("END");
|
||||||
}
|
}
|
||||||
@@ -299,50 +294,22 @@ void DrawFinalPass::ClearBuffer()
|
|||||||
void DrawFinalPass::OnWindowResize()
|
void DrawFinalPass::OnWindowResize()
|
||||||
{
|
{
|
||||||
//InitializeFrameBuffers();
|
//InitializeFrameBuffers();
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
|
|
||||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
|
|
||||||
|
|
||||||
GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
CommonFunctions::GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
m_FinalPassFrameBuffer.Generate();
|
m_FinalPassFrameBuffer.Generate();
|
||||||
|
|
||||||
|
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBufferLowRes);
|
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBufferLowRes);
|
||||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate));
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, (int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate));
|
||||||
|
|
||||||
GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
|
CommonFunctions::GenerateTexture(&m_SceneTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
|
CommonFunctions::GenerateTexture(&m_BloomTextureLowRes, GL_CLAMP_TO_EDGE, GL_NEAREST, glm::vec2((int)(m_Renderer->GetViewportSize().Width/m_ShieldPixelRate), (int)(m_Renderer->GetViewportSize().Height/m_ShieldPixelRate)), GL_RGB16F, GL_RGB, GL_FLOAT);
|
||||||
m_FinalPassFrameBufferLowRes.Generate();
|
m_FinalPassFrameBufferLowRes.Generate();
|
||||||
GLERROR("Error changing texture resolutions");
|
GLERROR("Error changing texture resolutions");
|
||||||
}
|
}
|
||||||
|
|
||||||
void DrawFinalPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
|
||||||
{
|
|
||||||
glGenTextures(1, texture);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
|
|
||||||
GLERROR("Texture initialization failed");
|
|
||||||
}
|
|
||||||
|
|
||||||
void DrawFinalPass::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const
|
|
||||||
{
|
|
||||||
glGenTextures(1, texture);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
|
||||||
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
|
|
||||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, texture);
|
|
||||||
glGenerateMipmap(GL_TEXTURE_2D);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
||||||
GLERROR("MipMap Texture initialization failed");
|
|
||||||
}
|
|
||||||
|
|
||||||
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene, GLuint SSAOTexture)
|
|
||||||
{
|
{
|
||||||
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
|
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
|
||||||
GLERROR("forwardHandle");
|
GLERROR("forwardHandle");
|
||||||
@@ -366,7 +333,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
|||||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
|
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, SSAOTexture);
|
glBindTexture(GL_TEXTURE_2D, m_SSAOPass->SSAOTexture());
|
||||||
|
|
||||||
for (auto &job : jobs) {
|
for (auto &job : jobs) {
|
||||||
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
|
auto explosionEffectJob = std::dynamic_pointer_cast<ExplosionEffectJob>(job);
|
||||||
@@ -385,7 +352,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
|||||||
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
|
BindExplosionTextures(explosionSkinnedHandle, explosionEffectJob);
|
||||||
glActiveTexture(GL_TEXTURE5);
|
glActiveTexture(GL_TEXTURE5);
|
||||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||||
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
glUniform3fv(glGetUniformLocation(explosionSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||||
|
|
||||||
std::vector<glm::mat4> frameBones;
|
std::vector<glm::mat4> frameBones;
|
||||||
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
if (explosionEffectJob->AnimationOffset.animation != nullptr) {
|
||||||
@@ -403,7 +370,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
|||||||
BindExplosionTextures(explosionHandle, explosionEffectJob);
|
BindExplosionTextures(explosionHandle, explosionEffectJob);
|
||||||
glActiveTexture(GL_TEXTURE5);
|
glActiveTexture(GL_TEXTURE5);
|
||||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||||
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
glUniform3fv(glGetUniformLocation(explosionHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||||
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
@@ -465,7 +432,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
|
|||||||
BindModelTextures(forwardSkinnedHandle, modelJob);
|
BindModelTextures(forwardSkinnedHandle, modelJob);
|
||||||
glActiveTexture(GL_TEXTURE5);
|
glActiveTexture(GL_TEXTURE5);
|
||||||
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
glBindTexture(GL_TEXTURE_CUBE_MAP, m_CubeMapPass->m_CubeMapTexture);
|
||||||
glUniform3fv(glGetUniformLocation(forwardHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
glUniform3fv(glGetUniformLocation(forwardSkinnedHandle, "CameraPosition"), 1, glm::value_ptr(scene.Camera->Position()));
|
||||||
|
|
||||||
std::vector<glm::mat4> frameBones;
|
std::vector<glm::mat4> frameBones;
|
||||||
if (modelJob->AnimationOffset.animation != nullptr) {
|
if (modelJob->AnimationOffset.animation != nullptr) {
|
||||||
@@ -755,6 +722,7 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
|
|||||||
|
|
||||||
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
|
void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene)
|
||||||
{
|
{
|
||||||
|
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||||
GLERROR("Bind 1 uniform");
|
GLERROR("Bind 1 uniform");
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
||||||
GLERROR("Bind 2 uniform");
|
GLERROR("Bind 2 uniform");
|
||||||
@@ -803,6 +771,7 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
|
|||||||
|
|
||||||
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
|
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene)
|
||||||
{
|
{
|
||||||
|
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
|
||||||
GLERROR("Bind 1 uniform");
|
GLERROR("Bind 1 uniform");
|
||||||
GLint Location_M = glGetUniformLocation(shaderHandle, "M");
|
GLint Location_M = glGetUniformLocation(shaderHandle, "M");
|
||||||
glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix));
|
||||||
|
|||||||
@@ -8,6 +8,8 @@ DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
|
|||||||
Enable(GL_BLEND);
|
Enable(GL_BLEND);
|
||||||
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
Enable(GL_DEPTH_TEST);
|
Enable(GL_DEPTH_TEST);
|
||||||
|
DepthMask(GL_FALSE);
|
||||||
|
DepthFunc(GL_LEQUAL);
|
||||||
Enable(GL_CULL_FACE);
|
Enable(GL_CULL_FACE);
|
||||||
Enable(GL_STENCIL_TEST);
|
Enable(GL_STENCIL_TEST);
|
||||||
StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
StencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
||||||
|
|||||||
@@ -42,33 +42,33 @@ void FrameBuffer::Generate()
|
|||||||
GLERROR("PRE");
|
GLERROR("PRE");
|
||||||
|
|
||||||
std::vector<GLenum> attachments;
|
std::vector<GLenum> attachments;
|
||||||
|
if (m_BufferHandle == 0) {
|
||||||
glGenFramebuffers(1, &m_BufferHandle);
|
glGenFramebuffers(1, &m_BufferHandle);
|
||||||
|
}
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_BufferHandle);
|
||||||
GLERROR("1");
|
GLERROR("1");
|
||||||
|
|
||||||
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
|
for (auto it = m_Resources.begin(); it != m_Resources.end(); it++) {
|
||||||
switch ((*it)->m_ResourceType) {
|
switch ((*it)->m_ResourceType) {
|
||||||
case GL_TEXTURE_2D:
|
case GL_TEXTURE_2D:
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
|
||||||
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
|
GLERROR("FrameBuffer generate: glFramebufferTexture2D");
|
||||||
|
|
||||||
break;
|
break;
|
||||||
case GL_RENDERBUFFER:
|
case GL_RENDERBUFFER:
|
||||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
|
||||||
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
|
GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
GLERROR("2");
|
GLERROR("2");
|
||||||
|
|
||||||
if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
|
if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT && (*it)->m_Attachment != GL_STENCIL_ATTACHMENT && (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
|
||||||
attachments.push_back((*it)->m_Attachment);
|
attachments.push_back((*it)->m_Attachment);
|
||||||
}
|
}
|
||||||
GLERROR("Attachment");
|
GLERROR("Attachment");
|
||||||
|
|
||||||
}
|
|
||||||
GLERROR("3");
|
|
||||||
|
|
||||||
|
}
|
||||||
|
GLERROR("3");
|
||||||
|
|
||||||
GLenum* bufferTextures = &attachments[0];
|
GLenum* bufferTextures = &attachments[0];
|
||||||
glDrawBuffers(attachments.size(), bufferTextures);
|
glDrawBuffers(attachments.size(), bufferTextures);
|
||||||
|
|||||||
@@ -19,10 +19,10 @@ PickingPass::~PickingPass()
|
|||||||
|
|
||||||
void PickingPass::InitializeTextures()
|
void PickingPass::InitializeTextures()
|
||||||
{
|
{
|
||||||
GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
|
CommonFunctions::GenerateTexture(&m_PickingTexture, GL_CLAMP_TO_BORDER, GL_LINEAR,
|
||||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
|
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
|
||||||
|
|
||||||
GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
|
||||||
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -366,7 +366,7 @@ void PickingPass::ClearPicking()
|
|||||||
|
|
||||||
m_PickingBuffer.Bind();
|
m_PickingBuffer.Bind();
|
||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||||
m_PickingBuffer.Unbind();
|
m_PickingBuffer.Unbind();
|
||||||
GLERROR("END");
|
GLERROR("END");
|
||||||
}
|
}
|
||||||
@@ -407,16 +407,3 @@ PickData PickingPass::Pick(glm::vec2 screenCoord)
|
|||||||
pickData.World = pickInfo.World;
|
pickData.World = pickInfo.World;
|
||||||
return pickData;
|
return pickData;
|
||||||
}
|
}
|
||||||
|
|
||||||
void PickingPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
|
||||||
{
|
|
||||||
//TODO: Renderer: Make this in a sparate class
|
|
||||||
glGenTextures(1, texture);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);//TODO: Renderer: Fix the precision and Resolution
|
|
||||||
GLERROR("Texture initialization failed");
|
|
||||||
}
|
|
||||||
|
|||||||
@@ -9,11 +9,11 @@ PickingPassState::PickingPassState(GLuint frameBuffer)
|
|||||||
Enable(GL_DEPTH_TEST);
|
Enable(GL_DEPTH_TEST);
|
||||||
Enable(GL_CULL_FACE);
|
Enable(GL_CULL_FACE);
|
||||||
Disable(GL_BLEND);
|
Disable(GL_BLEND);
|
||||||
|
|
||||||
glm::vec4 clearColor = glm::vec4(0.f);
|
glm::vec4 clearColor = glm::vec4(0.f);
|
||||||
//ClearColor(clearColor);
|
//ClearColor(clearColor);
|
||||||
//Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
//Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
GLERROR("END");
|
GLERROR("END");
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
PickingPassState::~PickingPassState()
|
PickingPassState::~PickingPassState()
|
||||||
|
|||||||
@@ -135,6 +135,26 @@ bool RenderState::DepthMask(GLboolean flag)
|
|||||||
return !GLERROR("DepthMask");
|
return !GLERROR("DepthMask");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool RenderState::DepthFunc(GLenum func)
|
||||||
|
{
|
||||||
|
GLint original;
|
||||||
|
glGetIntegerv(GL_DEPTH_FUNC, &original);
|
||||||
|
m_ResetFunctions.push_back(std::bind(glDepthFunc, original));
|
||||||
|
glDepthFunc(func);
|
||||||
|
return !GLERROR("DepthFunc");
|
||||||
|
}
|
||||||
|
|
||||||
|
bool RenderState::AlphaFunc(GLenum func, GLclampf thresholder)
|
||||||
|
{
|
||||||
|
GLint originalFunc;
|
||||||
|
glGetIntegerv(GL_ALPHA_TEST_FUNC, &originalFunc);
|
||||||
|
GLint originalRef;
|
||||||
|
glGetIntegerv(GL_ALPHA_TEST_REF, &originalRef);
|
||||||
|
m_ResetFunctions.push_back(std::bind(glAlphaFunc, originalFunc, originalRef));
|
||||||
|
glAlphaFunc(func, thresholder);
|
||||||
|
return !GLERROR("AlphaFunc");
|
||||||
|
}
|
||||||
|
|
||||||
RenderState::~RenderState()
|
RenderState::~RenderState()
|
||||||
{
|
{
|
||||||
for (auto& f : boost::adaptors::reverse(m_ResetFunctions)) {
|
for (auto& f : boost::adaptors::reverse(m_ResetFunctions)) {
|
||||||
|
|||||||
@@ -4,6 +4,8 @@ std::unordered_map<GLFWwindow*, Renderer*> Renderer::m_WindowToRenderer;
|
|||||||
|
|
||||||
void Renderer::Initialize()
|
void Renderer::Initialize()
|
||||||
{
|
{
|
||||||
|
m_SSAO_Quality = m_Config->Get<int>("SSAO.Quality", 0);
|
||||||
|
m_GLOW_Quality = m_Config->Get<int>("GLOW.Quality", 0);
|
||||||
InitializeWindow();
|
InitializeWindow();
|
||||||
|
|
||||||
InitializeRenderPasses();
|
InitializeRenderPasses();
|
||||||
@@ -26,9 +28,9 @@ void Renderer::glfwFrameBufferCallback(GLFWwindow* window, int width, int height
|
|||||||
glViewport(0, 0, width, height);
|
glViewport(0, 0, width, height);
|
||||||
Renderer* currentRenderer = m_WindowToRenderer[window];
|
Renderer* currentRenderer = m_WindowToRenderer[window];
|
||||||
currentRenderer->m_ViewportSize = Rectangle(width, height);
|
currentRenderer->m_ViewportSize = Rectangle(width, height);
|
||||||
|
currentRenderer->m_PickingPass->OnWindowResize();
|
||||||
currentRenderer->m_DrawFinalPass->OnWindowResize();
|
currentRenderer->m_DrawFinalPass->OnWindowResize();
|
||||||
currentRenderer->m_LightCullingPass->OnWindowResize();
|
currentRenderer->m_LightCullingPass->OnWindowResize();
|
||||||
currentRenderer->m_PickingPass->OnWindowResize();
|
|
||||||
currentRenderer->m_DrawBloomPass->OnWindowResize();
|
currentRenderer->m_DrawBloomPass->OnWindowResize();
|
||||||
currentRenderer->m_SSAOPass->OnWindowResize();
|
currentRenderer->m_SSAOPass->OnWindowResize();
|
||||||
}
|
}
|
||||||
@@ -107,6 +109,7 @@ void Renderer::Update(double dt)
|
|||||||
void Renderer::Draw(RenderFrame& frame)
|
void Renderer::Draw(RenderFrame& frame)
|
||||||
{
|
{
|
||||||
GLERROR("PRE");
|
GLERROR("PRE");
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
|
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking\0Ambient Occlusion");
|
||||||
ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
|
ImGui::Combo("CubeMap", &m_CubeMapTexture, "Nevada(512)\0Sky(1024)");
|
||||||
if(m_CubeMapTexture == 0) {
|
if(m_CubeMapTexture == 0) {
|
||||||
@@ -115,19 +118,16 @@ void Renderer::Draw(RenderFrame& frame)
|
|||||||
m_CubeMapPass->LoadTextures("Sky");
|
m_CubeMapPass->LoadTextures("Sky");
|
||||||
}
|
}
|
||||||
|
|
||||||
ImGui::SliderFloat("SSAO sample radius", &m_SSAO_Radius, 0.01f, 5.0f);
|
ImGui::SliderInt("SSAO Quality", &m_SSAO_Quality, 0, 3);
|
||||||
ImGui::SliderFloat("SSAO bias", &m_SSAO_Bias, 0.0f, 0.1f);
|
ImGui::SliderInt("Glow Quality", &m_GLOW_Quality, 0, 3);
|
||||||
ImGui::SliderFloat("SSAO contrast", &m_SSAO_Contrast, 0.0f, 10.0f);
|
m_SSAOPass->ChangeQuality(m_SSAO_Quality);
|
||||||
ImGui::SliderFloat("SSAO IntensityScale", &m_SSAO_IntensityScale, 0.0f, 10.0f);
|
m_DrawBloomPass->ChangeQuality(m_GLOW_Quality);
|
||||||
ImGui::SliderInt("SSAO Number of Samples", &m_SSAO_NumOfSamples, 2, 100);
|
|
||||||
ImGui::SliderInt("SSAO Number of Turns", &m_SSAO_NumOfTurns, 0, 50);
|
|
||||||
m_SSAOPass->Setting(m_SSAO_Radius, m_SSAO_Bias, m_SSAO_Contrast, m_SSAO_IntensityScale, m_SSAO_NumOfSamples, m_SSAO_NumOfTurns);
|
|
||||||
GLERROR("SSAO Settings");
|
GLERROR("SSAO Settings");
|
||||||
//clear buffer 0
|
//clear buffer 0
|
||||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
//Clear other buffers
|
//Clear other buffers
|
||||||
PerformanceTimer::StartTimer("Renderer-ClearBuffers");
|
PerformanceTimer::StartTimer("Renderer-ClearBuffers");
|
||||||
m_PickingPass->ClearPicking();
|
m_PickingPass->ClearPicking();
|
||||||
m_DrawFinalPass->ClearBuffer();
|
m_DrawFinalPass->ClearBuffer();
|
||||||
@@ -136,18 +136,16 @@ void Renderer::Draw(RenderFrame& frame)
|
|||||||
PerformanceTimer::StopTimer("Renderer-ClearBuffers");
|
PerformanceTimer::StopTimer("Renderer-ClearBuffers");
|
||||||
GLERROR("ClearBuffers");
|
GLERROR("ClearBuffers");
|
||||||
for (auto scene : frame.RenderScenes) {
|
for (auto scene : frame.RenderScenes) {
|
||||||
PerformanceTimer::StartTimer("Renderer-Depth");
|
PerformanceTimer::StartTimer("Renderer-PickingPass");
|
||||||
m_PickingPass->Draw(*scene);
|
m_PickingPass->Draw(*scene);
|
||||||
GLERROR("Drawing pickingpass");
|
GLERROR("Drawing pickingpass");
|
||||||
PerformanceTimer::StopTimer("Renderer-Depth");
|
PerformanceTimer::StopTimer("Renderer-PickingPass");
|
||||||
}
|
}
|
||||||
PerformanceTimer::StartTimer("AO generation");
|
PerformanceTimer::StartTimer("Renderer-AO generation");
|
||||||
m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
|
m_SSAOPass->Draw(*m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
|
||||||
GLuint ao = m_SSAOPass->SSAOTexture();
|
PerformanceTimer::StopTimer("Renderer-AO generation");
|
||||||
PerformanceTimer::StopTimer("AO generation");
|
|
||||||
for (auto scene : frame.RenderScenes){
|
for (auto scene : frame.RenderScenes){
|
||||||
|
PerformanceTimer::StartTimer("Renderer-Depth");
|
||||||
PerformanceTimer::StartTimer("Renderer-Drawing PickingPass");
|
|
||||||
SortRenderJobsByDepth(*scene);
|
SortRenderJobsByDepth(*scene);
|
||||||
GLERROR("SortByDepth");
|
GLERROR("SortByDepth");
|
||||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums");
|
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Generate Frustrums");
|
||||||
@@ -159,8 +157,8 @@ void Renderer::Draw(RenderFrame& frame)
|
|||||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling");
|
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling");
|
||||||
m_LightCullingPass->CullLights(*scene);
|
m_LightCullingPass->CullLights(*scene);
|
||||||
GLERROR("LightCulling");
|
GLERROR("LightCulling");
|
||||||
m_DrawFinalPass->Draw(*scene, ao);
|
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
|
||||||
PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
|
m_DrawFinalPass->Draw(*scene);
|
||||||
GLERROR("Draw Geometry+Light");
|
GLERROR("Draw Geometry+Light");
|
||||||
//m_DrawScenePass->Draw(*scene);
|
//m_DrawScenePass->Draw(*scene);
|
||||||
|
|
||||||
@@ -207,8 +205,11 @@ void Renderer::Draw(RenderFrame& frame)
|
|||||||
PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass");
|
PerformanceTimer::StartTimer("Renderer-ImGuiRenderPass");
|
||||||
m_ImGuiRenderPass->Draw();
|
m_ImGuiRenderPass->Draw();
|
||||||
GLERROR("Imgui draw");
|
GLERROR("Imgui draw");
|
||||||
|
PerformanceTimer::StopTimer("Renderer-ImGuiRenderPass");
|
||||||
|
|
||||||
|
PerformanceTimer::StartTimer("Renderer-SwapBuffer");
|
||||||
glfwSwapBuffers(m_Window);
|
glfwSwapBuffers(m_Window);
|
||||||
PerformanceTimer::StopTimer("Renderer-ImGuiRenderPass");
|
PerformanceTimer::StopTimer("Renderer-SwapBuffer");
|
||||||
}
|
}
|
||||||
|
|
||||||
PickData Renderer::Pick(glm::vec2 screenCoord)
|
PickData Renderer::Pick(glm::vec2 screenCoord)
|
||||||
@@ -248,9 +249,10 @@ void Renderer::InitializeRenderPasses()
|
|||||||
m_PickingPass = new PickingPass(this, m_EventBroker);
|
m_PickingPass = new PickingPass(this, m_EventBroker);
|
||||||
m_LightCullingPass = new LightCullingPass(this);
|
m_LightCullingPass = new LightCullingPass(this);
|
||||||
m_CubeMapPass = new CubeMapPass(this);
|
m_CubeMapPass = new CubeMapPass(this);
|
||||||
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass);
|
m_SSAOPass = new SSAOPass(this, m_Config);
|
||||||
|
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass, m_CubeMapPass, m_SSAOPass, m_PickingPass->DepthBuffer());
|
||||||
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
m_DrawScreenQuadPass = new DrawScreenQuadPass(this);
|
||||||
m_DrawBloomPass = new DrawBloomPass(this);
|
m_DrawBloomPass = new DrawBloomPass(this, m_Config);
|
||||||
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
m_DrawColorCorrectionPass = new DrawColorCorrectionPass(this);
|
||||||
m_SSAOPass = new SSAOPass(this);
|
|
||||||
}
|
}
|
||||||
@@ -1,84 +1,168 @@
|
|||||||
#include "Rendering/SSAOPass.h"
|
#include "Rendering/SSAOPass.h"
|
||||||
|
|
||||||
SSAOPass::SSAOPass(IRenderer* renderer)
|
SSAOPass::SSAOPass(IRenderer* renderer, ConfigFile* config)
|
||||||
|
: m_Renderer(renderer)
|
||||||
|
, m_Config(config)
|
||||||
{
|
{
|
||||||
m_Renderer = renderer;
|
m_WhiteTexture = CommonFunctions::LoadTexture("Textures/Core/White.png", false);
|
||||||
|
|
||||||
|
ChangeQuality(m_Config->Get<int>("SSAO.Quality", 0));
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void SSAOPass::ChangeQuality(int quality)
|
||||||
|
{
|
||||||
|
if (m_Quality == quality) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_Quality = quality;
|
||||||
|
|
||||||
|
if (m_Quality == 0) {
|
||||||
|
CommonFunctions::DeleteTexture(&m_SSAOTexture);
|
||||||
|
CommonFunctions::DeleteTexture(&m_SSAOViewSpaceZTexture);
|
||||||
|
CommonFunctions::DeleteTexture(&m_Gaussian_horiz);
|
||||||
|
CommonFunctions::DeleteTexture(&m_Gaussian_vert);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::string qStr = std::to_string(m_Quality);
|
||||||
|
Setting(
|
||||||
|
m_Config->Get<float>("SSAO" + qStr + ".Radius", 0.01),
|
||||||
|
m_Config->Get<float>("SSAO" + qStr + ".Bias", 0.012),
|
||||||
|
m_Config->Get<float>("SSAO" + qStr + ".Contrast", 1.0),
|
||||||
|
m_Config->Get<float>("SSAO" + qStr + ".Intensity", 1.0),
|
||||||
|
m_Config->Get<int>("SSAO" + qStr + ".NumSamples", 0),
|
||||||
|
m_Config->Get<int>("SSAO" + qStr + ".NumTurns", 0),
|
||||||
|
m_Config->Get<int>("SSAO" + qStr + ".NumIterations", 0),
|
||||||
|
m_Config->Get<int>("SSAO" + qStr + ".TextureQuality", 4)
|
||||||
|
);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
|
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.mesh");
|
||||||
|
|
||||||
InitializeTexture();
|
InitializeTexture();
|
||||||
InitializeBuffer();
|
InitializeBuffer();
|
||||||
InitializeShaderProgram();
|
InitializeShaderProgram();
|
||||||
Setting(0.1f, 0.012f, 1.0f, 1.0f, 13, 7);
|
|
||||||
|
|
||||||
m_DrawBloomPass = new DrawBloomPass(renderer);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void SSAOPass::InitializeShaderProgram()
|
void SSAOPass::InitializeShaderProgram()
|
||||||
{
|
{
|
||||||
m_SSAOProgram = ResourceManager::Load<ShaderProgram>("##SSAOProgram");
|
m_SSAOProgram = ResourceManager::Load<ShaderProgram>("##SSAOProgram");
|
||||||
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
if (m_SSAOProgram->GetHandle() == 0) {
|
||||||
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl")));
|
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
||||||
m_SSAOProgram->Compile();
|
m_SSAOProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAO.frag.glsl")));
|
||||||
m_SSAOProgram->Link();
|
m_SSAOProgram->Compile();
|
||||||
|
m_SSAOProgram->Link();
|
||||||
|
}
|
||||||
|
|
||||||
m_SSAOViewSpaceZProgram = ResourceManager::Load<ShaderProgram>("##SSAOViewSpaceZProgram");
|
m_SSAOViewSpaceZProgram = ResourceManager::Load<ShaderProgram>("##SSAOViewSpaceZProgram");
|
||||||
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
if (m_SSAOViewSpaceZProgram->GetHandle() == 0) {
|
||||||
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl")));
|
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/SSAO.vert.glsl")));
|
||||||
m_SSAOViewSpaceZProgram->Compile();
|
m_SSAOViewSpaceZProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/SSAOViewSpaceZ.frag.glsl")));
|
||||||
m_SSAOViewSpaceZProgram->Link();
|
m_SSAOViewSpaceZProgram->Compile();
|
||||||
|
m_SSAOViewSpaceZProgram->Link();
|
||||||
|
}
|
||||||
|
|
||||||
|
m_GaussianProgram_horiz = ResourceManager::Load<ShaderProgram>("##GaussianProgramHoriz");
|
||||||
|
if (m_GaussianProgram_horiz->GetHandle() == 0) {
|
||||||
|
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_horiz.vert.glsl")));
|
||||||
|
m_GaussianProgram_horiz->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_horiz.frag.glsl")));
|
||||||
|
m_GaussianProgram_horiz->Compile();
|
||||||
|
m_GaussianProgram_horiz->Link();
|
||||||
|
}
|
||||||
|
|
||||||
|
m_GaussianProgram_vert = ResourceManager::Load<ShaderProgram>("##GaussianProgramVert");
|
||||||
|
if (m_GaussianProgram_vert->GetHandle() == 0) {
|
||||||
|
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Gaussian_vert.vert.glsl")));
|
||||||
|
m_GaussianProgram_vert->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Gaussian_vert.frag.glsl")));
|
||||||
|
m_GaussianProgram_vert->Compile();
|
||||||
|
m_GaussianProgram_vert->Link();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void SSAOPass::InitializeTexture() {
|
void SSAOPass::InitializeTexture() {
|
||||||
GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R8, GL_RED, GL_FLOAT);
|
CommonFunctions::GenerateTexture(&m_SSAOTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT);
|
||||||
GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_R32F, GL_RED, GL_FLOAT);
|
CommonFunctions::GenerateTexture(&m_SSAOViewSpaceZTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R32F, GL_RED, GL_FLOAT);
|
||||||
|
|
||||||
|
CommonFunctions::GenerateTexture(&m_Gaussian_horiz, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT);
|
||||||
|
CommonFunctions::GenerateTexture(&m_Gaussian_vert, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width >> m_TextureQuality, m_Renderer->GetViewportSize().Height >> m_TextureQuality), GL_R8, GL_RED, GL_FLOAT);
|
||||||
}
|
}
|
||||||
|
|
||||||
void SSAOPass::InitializeBuffer()
|
void SSAOPass::InitializeBuffer()
|
||||||
{
|
{
|
||||||
m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
|
if (m_SSAOFramBuffer.GetHandle() == 0) {
|
||||||
|
m_SSAOFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOTexture, GL_COLOR_ATTACHMENT0)));
|
||||||
|
}
|
||||||
m_SSAOFramBuffer.Generate();
|
m_SSAOFramBuffer.Generate();
|
||||||
|
|
||||||
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
|
|
||||||
|
if (m_SSAOViewSpaceZFramBuffer.GetHandle() == 0) {
|
||||||
|
m_SSAOViewSpaceZFramBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SSAOViewSpaceZTexture, GL_COLOR_ATTACHMENT0)));
|
||||||
|
}
|
||||||
m_SSAOViewSpaceZFramBuffer.Generate();
|
m_SSAOViewSpaceZFramBuffer.Generate();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
if (m_GaussianFrameBuffer_horiz.GetHandle() == 0) {
|
||||||
|
m_GaussianFrameBuffer_horiz.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_Gaussian_horiz, GL_COLOR_ATTACHMENT0)));
|
||||||
|
}
|
||||||
|
m_GaussianFrameBuffer_horiz.Generate();
|
||||||
|
|
||||||
|
|
||||||
|
if (m_GaussianFrameBuffer_vert.GetHandle() == 0) {
|
||||||
|
m_GaussianFrameBuffer_vert.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_Gaussian_vert, GL_COLOR_ATTACHMENT0)));
|
||||||
|
}
|
||||||
|
m_GaussianFrameBuffer_vert.Generate();
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void SSAOPass::ClearBuffer()
|
void SSAOPass::ClearBuffer()
|
||||||
{
|
{
|
||||||
|
if (m_Quality == 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
m_SSAOFramBuffer.Bind();
|
m_SSAOFramBuffer.Bind();
|
||||||
glClearColor(1.f, 1.f, 1.f, 1.f);
|
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
m_SSAOFramBuffer.Unbind();
|
m_SSAOFramBuffer.Unbind();
|
||||||
|
|
||||||
m_SSAOViewSpaceZFramBuffer.Bind();
|
m_SSAOViewSpaceZFramBuffer.Bind();
|
||||||
glClearColor(1.f, 1.f, 1.f, 1.f);
|
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
m_SSAOViewSpaceZFramBuffer.Unbind();
|
m_SSAOViewSpaceZFramBuffer.Unbind();
|
||||||
|
|
||||||
|
m_GaussianFrameBuffer_horiz.Bind();
|
||||||
|
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
m_GaussianFrameBuffer_horiz.Unbind();
|
||||||
|
|
||||||
|
m_GaussianFrameBuffer_vert.Bind();
|
||||||
|
glClearColor(1.f, 1.f, 1.f, 1.f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
m_GaussianFrameBuffer_vert.Unbind();
|
||||||
}
|
}
|
||||||
|
|
||||||
void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int NumOfTurns) {
|
void SSAOPass::Setting(float radius, float bias, float contrast, float intensityScale, int numOfSamples, int numOfTurns, int iterations, int quality) {
|
||||||
m_Radius = radius;
|
m_Radius = radius;
|
||||||
m_Bias = bias;
|
m_Bias = bias;
|
||||||
m_Contrast = contrast;
|
m_Contrast = contrast;
|
||||||
m_IntensityScale = intensityScale;
|
m_IntensityScale = intensityScale;
|
||||||
m_NumOfSamples = numOfSamples;
|
m_NumOfSamples = numOfSamples;
|
||||||
m_NumOfTurns = NumOfTurns;
|
m_NumOfTurns = numOfTurns;
|
||||||
}
|
m_Iterations = iterations;
|
||||||
|
m_TextureQuality = quality;
|
||||||
void SSAOPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
|
|
||||||
{
|
|
||||||
glGenTextures(1, texture);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);
|
|
||||||
GLERROR("Texture initialization failed");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
||||||
{
|
{
|
||||||
|
if (m_Quality == 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
SSAOPassState state;
|
SSAOPassState state;
|
||||||
GLuint viewSpaceZPShaderHandle = m_SSAOViewSpaceZProgram->GetHandle();
|
GLuint viewSpaceZPShaderHandle = m_SSAOViewSpaceZProgram->GetHandle();
|
||||||
GLuint SSAOShaderHandle = m_SSAOProgram->GetHandle();
|
GLuint SSAOShaderHandle = m_SSAOProgram->GetHandle();
|
||||||
@@ -98,6 +182,7 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
|||||||
(-1.0f),
|
(-1.0f),
|
||||||
(+1.0f)
|
(+1.0f)
|
||||||
);*/
|
);*/
|
||||||
|
glViewport(0, 0, (m_Renderer->GetViewportSize().Width >> m_TextureQuality), (m_Renderer->GetViewportSize().Height >> m_TextureQuality)); //JOHAN TODO: Get this into state
|
||||||
glUniform3fv(glGetUniformLocation(viewSpaceZPShaderHandle, "ClipInfo"), 1, glm::value_ptr(clipInfo));
|
glUniform3fv(glGetUniformLocation(viewSpaceZPShaderHandle, "ClipInfo"), 1, glm::value_ptr(clipInfo));
|
||||||
|
|
||||||
glBindVertexArray(m_ScreenQuad->VAO);
|
glBindVertexArray(m_ScreenQuad->VAO);
|
||||||
@@ -107,9 +192,9 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
|||||||
|
|
||||||
glm::vec4 projInfo = glm::vec4(
|
glm::vec4 projInfo = glm::vec4(
|
||||||
((1.0 - camera->ProjectionMatrix()[0][2]) / camera->ProjectionMatrix()[0][0]),
|
((1.0 - camera->ProjectionMatrix()[0][2]) / camera->ProjectionMatrix()[0][0]),
|
||||||
(-2.0 / (m_Renderer->GetViewportSize().Width * camera->ProjectionMatrix()[0][0])),
|
(-2.0 / ((m_Renderer->GetViewportSize().Width >> m_TextureQuality) * camera->ProjectionMatrix()[0][0])),
|
||||||
((1.0 + camera->ProjectionMatrix()[1][2]) / camera->ProjectionMatrix()[1][1]),
|
((1.0 + camera->ProjectionMatrix()[1][2]) / camera->ProjectionMatrix()[1][1]),
|
||||||
(-2.0 / (m_Renderer->GetViewportSize().Height * camera->ProjectionMatrix()[1][1]))
|
(-2.0 / ((m_Renderer->GetViewportSize().Height >> m_TextureQuality) * camera->ProjectionMatrix()[1][1]))
|
||||||
);
|
);
|
||||||
|
|
||||||
|
|
||||||
@@ -120,26 +205,84 @@ void SSAOPass::Draw(GLuint depthBuffer, Camera* camera)
|
|||||||
glBindTexture(GL_TEXTURE_2D, m_SSAOViewSpaceZTexture);
|
glBindTexture(GL_TEXTURE_2D, m_SSAOViewSpaceZTexture);
|
||||||
|
|
||||||
// How many pixel there are in a 1m long object 1m away from the camera
|
// How many pixel there are in a 1m long object 1m away from the camera
|
||||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), m_Renderer->GetViewportSize().Height / (-2.0f * glm::tan(camera->FOV() * 0.5f)));
|
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uProjScale"), (m_Renderer->GetViewportSize().Height >> m_TextureQuality) / (-2.0f * glm::tan(camera->FOV() * 0.5f)));
|
||||||
|
|
||||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uRadius"), m_Radius);
|
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uRadius"), m_Radius);
|
||||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uBias"), m_Bias);
|
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uBias"), m_Bias);
|
||||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uContrast"), m_Contrast);
|
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uContrast"), m_Contrast);
|
||||||
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uIntensityScale"), m_IntensityScale);
|
glUniform1f(glGetUniformLocation(SSAOShaderHandle, "uIntensityScale"), m_IntensityScale);
|
||||||
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfSamples"), m_NumOfSamples);
|
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfSamples"), m_NumOfSamples);
|
||||||
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfTurns"), m_NumOfTurns);;
|
glUniform1i(glGetUniformLocation(SSAOShaderHandle, "uNumOfTurns"), m_NumOfTurns);
|
||||||
|
|
||||||
glUniform4fv(glGetUniformLocation(SSAOShaderHandle, "uProjInfo"), 1, glm::value_ptr(projInfo));
|
glUniform4fv(glGetUniformLocation(SSAOShaderHandle, "uProjInfo"), 1, glm::value_ptr(projInfo));
|
||||||
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
||||||
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
|
|
||||||
m_DrawBloomPass->ClearBuffer();
|
DrawBloomPassState BloomState;
|
||||||
m_DrawBloomPass->Draw(m_SSAOTexture);
|
GLuint shaderHandle_horiz = m_GaussianProgram_horiz->GetHandle();
|
||||||
|
GLuint shaderHandle_vert = m_GaussianProgram_vert->GetHandle();
|
||||||
|
|
||||||
|
m_GaussianFrameBuffer_horiz.Bind();
|
||||||
|
m_GaussianProgram_horiz->Bind();
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_SSAOTexture);
|
||||||
|
|
||||||
|
glBindVertexArray(m_ScreenQuad->VAO);
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||||
|
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
||||||
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
|
//Iterate some times to make it more gaussian.
|
||||||
|
for (int i = 1; i < m_Iterations; i++) {
|
||||||
|
//Vertical pass
|
||||||
|
m_GaussianFrameBuffer_vert.Bind();
|
||||||
|
m_GaussianProgram_vert->Bind();
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
|
||||||
|
|
||||||
|
glBindVertexArray(m_ScreenQuad->VAO);
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||||
|
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
||||||
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
|
//horizontal pass
|
||||||
|
m_GaussianFrameBuffer_vert.Unbind();
|
||||||
|
|
||||||
|
m_GaussianFrameBuffer_horiz.Bind();
|
||||||
|
m_GaussianProgram_horiz->Bind();
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_Gaussian_vert);
|
||||||
|
|
||||||
|
glBindVertexArray(m_ScreenQuad->VAO);
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||||
|
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
||||||
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
|
m_GaussianFrameBuffer_horiz.Unbind();
|
||||||
|
}
|
||||||
|
|
||||||
|
//final vertical gaussian after the iterations are done
|
||||||
|
|
||||||
|
m_GaussianFrameBuffer_vert.Bind();
|
||||||
|
m_GaussianProgram_vert->Bind();
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, m_Gaussian_horiz);
|
||||||
|
glBindVertexArray(m_ScreenQuad->VAO);
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
|
||||||
|
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].material->EndIndex - m_ScreenQuad->MaterialGroups()[0].material->StartIndex + 1
|
||||||
|
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].material->StartIndex);
|
||||||
|
|
||||||
|
m_GaussianFrameBuffer_vert.Unbind();
|
||||||
|
|
||||||
|
glViewport(0, 0, (m_Renderer->GetViewportSize().Width), (m_Renderer->GetViewportSize().Height));
|
||||||
}
|
}
|
||||||
|
|
||||||
void SSAOPass::OnWindowResize() {
|
void SSAOPass::OnWindowResize() {
|
||||||
m_DrawBloomPass->OnWindowResize();
|
if (m_Quality == 0) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
InitializeTexture();
|
InitializeTexture();
|
||||||
m_SSAOFramBuffer.Generate();
|
InitializeBuffer();
|
||||||
m_SSAOViewSpaceZFramBuffer.Generate();
|
|
||||||
}
|
}
|
||||||
@@ -17,3 +17,46 @@ Texture* CommonFunctions::LoadTexture(std::string path, bool threaded)
|
|||||||
|
|
||||||
return img;
|
return img;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void CommonFunctions::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type)
|
||||||
|
{
|
||||||
|
glDeleteTextures(1, texture);
|
||||||
|
glGenTextures(1, texture);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filtering);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filtering);
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, dimensions.x, dimensions.y, 0, format, type, nullptr);
|
||||||
|
GLERROR("Texture initialization failed");
|
||||||
|
}
|
||||||
|
|
||||||
|
void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat)
|
||||||
|
{
|
||||||
|
glDeleteTextures(1, texture);
|
||||||
|
glGenTextures(1, texture);
|
||||||
|
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, *texture);
|
||||||
|
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, internalFormat, dimensions.x, dimensions.y, false);
|
||||||
|
GLERROR("Texture initialization failed");
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps)
|
||||||
|
{
|
||||||
|
glGenTextures(1, texture);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||||
|
glTexStorage2D(GL_TEXTURE_2D, numMipMaps, GL_RGBA8, dimensions.x, dimensions.y);
|
||||||
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, dimensions.x, dimensions.y, format, type, texture);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapping);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapping);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||||
|
GLERROR("MipMap Texture initialization failed");
|
||||||
|
}
|
||||||
|
|
||||||
|
void CommonFunctions::DeleteTexture(GLuint* texture)
|
||||||
|
{
|
||||||
|
glDeleteTextures(1, texture);
|
||||||
|
*texture = 0;
|
||||||
|
}
|
||||||
@@ -31,22 +31,27 @@ glm::vec3 ScreenCoords::ToWorldPos(glm::vec2 screenCoord, float depth, float scr
|
|||||||
|
|
||||||
ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer* PickDataBuffer, GLuint DepthBuffer)
|
ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer* PickDataBuffer, GLuint DepthBuffer)
|
||||||
{
|
{
|
||||||
|
GLERROR("Pre");
|
||||||
PickDataBuffer->Bind();
|
PickDataBuffer->Bind();
|
||||||
unsigned char pdata[3];
|
unsigned char pdata[3];
|
||||||
glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pdata);
|
glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pdata);
|
||||||
|
GLERROR("glReadPixels(pdata) Error");
|
||||||
PickDataBuffer->Unbind();
|
PickDataBuffer->Unbind();
|
||||||
|
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
|
glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
|
||||||
|
GLERROR("glBindFramebuffer(DepthBuffer) Error");
|
||||||
float depthData;
|
float depthData;
|
||||||
glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthData);
|
glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthData);
|
||||||
|
GLERROR("glReadPixels(depthData) Error");
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
GLERROR("glBindFramebuffer(0) Error");
|
||||||
|
|
||||||
PixelData p;
|
PixelData p;
|
||||||
p.Color[0] = (int)pdata[0];
|
p.Color[0] = (int)pdata[0];
|
||||||
p.Color[1] = (int)pdata[1];
|
p.Color[1] = (int)pdata[1];
|
||||||
p.Depth = depthData;
|
p.Depth = depthData;
|
||||||
|
|
||||||
GLERROR("ScreenCoords::ToPixelData Error");
|
GLERROR("End");
|
||||||
|
|
||||||
return p;
|
return p;
|
||||||
}
|
}
|
||||||
|
|||||||
+1
-1
@@ -54,7 +54,7 @@ Game::Game(int argc, char* argv[])
|
|||||||
m_EventBroker = new EventBroker();
|
m_EventBroker = new EventBroker();
|
||||||
|
|
||||||
// Create the renderer
|
// Create the renderer
|
||||||
m_Renderer = new Renderer(m_EventBroker);
|
m_Renderer = new Renderer(m_EventBroker, m_Config);
|
||||||
m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
|
m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
|
||||||
m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
|
m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
|
||||||
m_Renderer->SetResolution(Rectangle::Rectangle(
|
m_Renderer->SetResolution(Rectangle::Rectangle(
|
||||||
|
|||||||
@@ -6,7 +6,7 @@ CapturePointSystem::CapturePointSystem(SystemParams params)
|
|||||||
, PureSystem("CapturePoint")
|
, PureSystem("CapturePoint")
|
||||||
{
|
{
|
||||||
//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
|
//subscribe/listenTo playerdamage,healthpickup events (using the eventBroker)
|
||||||
if (!IsClient) {
|
if (IsServer) {
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch);
|
EVENT_SUBSCRIBE_MEMBER(m_ETriggerTouch, &CapturePointSystem::OnTriggerTouch);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave);
|
EVENT_SUBSCRIBE_MEMBER(m_ETriggerLeave, &CapturePointSystem::OnTriggerLeave);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured);
|
EVENT_SUBSCRIBE_MEMBER(m_ECaptured, &CapturePointSystem::OnCaptured);
|
||||||
@@ -18,7 +18,7 @@ CapturePointSystem::CapturePointSystem(SystemParams params)
|
|||||||
//NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt
|
//NOTE: needs to run each frame, since we're possibly modifying the captureTimer for the capturePoints by dt
|
||||||
void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, ComponentWrapper& cCapturePoint, double dt)
|
void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, ComponentWrapper& cCapturePoint, double dt)
|
||||||
{
|
{
|
||||||
if (IsClient) {
|
if (!IsServer) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if (m_WinnerWasFound) {
|
if (m_WinnerWasFound) {
|
||||||
@@ -102,6 +102,13 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
|||||||
nextPossibleCapturePoint["Blue"] = i - 1;
|
nextPossibleCapturePoint["Blue"] = i - 1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
if (m_RecentlyCapturedNeedNextCapturePointNow) {
|
||||||
|
m_CapturedEvent.NextCapturePoint = m_CapturedEvent.TeamNumberThatCapturedCapturePoint == blueTeam ?
|
||||||
|
m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Blue"]] :
|
||||||
|
m_CapturePointNumberToEntityMap[nextPossibleCapturePoint["Red"]];
|
||||||
|
m_EventBroker->Publish(m_CapturedEvent);
|
||||||
|
m_RecentlyCapturedNeedNextCapturePointNow = false;
|
||||||
|
}
|
||||||
|
|
||||||
//reset timers and reset the bool that triggers this
|
//reset timers and reset the bool that triggers this
|
||||||
if (m_ResetTimers) {
|
if (m_ResetTimers) {
|
||||||
@@ -188,10 +195,9 @@ void CapturePointSystem::UpdateComponent(EntityWrapper& capturePointEntity, Comp
|
|||||||
teamComponent["Team"] = currentTeam;
|
teamComponent["Team"] = currentTeam;
|
||||||
cCapturePoint["CaptureTimer"] = glm::sign((double)cCapturePoint["CaptureTimer"])*captureTimeToTakeOver;
|
cCapturePoint["CaptureTimer"] = glm::sign((double)cCapturePoint["CaptureTimer"])*captureTimeToTakeOver;
|
||||||
//publish Captured event
|
//publish Captured event
|
||||||
Events::Captured e;
|
m_RecentlyCapturedNeedNextCapturePointNow = true;
|
||||||
e.CapturePointID = cCapturePoint.EntityID;
|
m_CapturedEvent.CapturePointTakenID = cCapturePoint.EntityID;
|
||||||
e.TeamNumberThatCapturedCapturePoint = currentTeam;
|
m_CapturedEvent.TeamNumberThatCapturedCapturePoint = currentTeam;
|
||||||
m_EventBroker->Publish(e);
|
|
||||||
//NextPossibleCapturePoint will be calculated in the next update...
|
//NextPossibleCapturePoint will be calculated in the next update...
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -94,7 +94,7 @@ bool SoundSystem::OnCaptured(const Events::Captured & e)
|
|||||||
if (!LocalPlayer.Valid()) {
|
if (!LocalPlayer.Valid()) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
int homeTeam = (int)m_World->GetComponent(e.CapturePointID, "Team")["Team"];
|
int homeTeam = (int)m_World->GetComponent(e.CapturePointTakenID, "Team")["Team"];
|
||||||
int team = (int)m_World->GetComponent(LocalPlayer.ID, "Team")["Team"];
|
int team = (int)m_World->GetComponent(LocalPlayer.ID, "Team")["Team"];
|
||||||
Events::PlaySoundOnEntity ev;
|
Events::PlaySoundOnEntity ev;
|
||||||
if (team == homeTeam) {
|
if (team == homeTeam) {
|
||||||
|
|||||||
@@ -9,7 +9,9 @@ int main(int argc, char* argv[])
|
|||||||
|
|
||||||
Game game(argc, argv);
|
Game game(argc, argv);
|
||||||
while (game.Running()) {
|
while (game.Running()) {
|
||||||
|
PerformanceTimer::StartTimer("Game-Tick");
|
||||||
game.Tick();
|
game.Tick();
|
||||||
|
PerformanceTimer::StopTimer("Game-Tick");
|
||||||
}
|
}
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
|
|||||||
Reference in New Issue
Block a user