Merge branch 'master' into Movement

# Conflicts:
#	include/Engine/Network/Client.h
#	resources/DefaultConfig.ini
#	resources/Schema/Entities/OverwatchCamera.xml
#	resources/Schema/Types/Entity.xsd
This commit is contained in:
2016-03-13 22:22:36 +01:00
47 changed files with 13403 additions and 10818 deletions
+152 -46
View File
@@ -1,5 +1,5 @@
#include "Rendering/DrawFinalPass.h"
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass)
DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass, ConfigFile* config)
: m_Renderer(renderer)
, m_LightCullingPass(lightCullingPass)
, m_CubeMapPass(cubeMapPass)
@@ -8,6 +8,11 @@ DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCulling
{
//TODO: Make sure that uniforms are not sent into shader if not needed.
m_ShieldPixelRate = 8;
m_FinalPassFrameBuffer = new FrameBuffer();
m_ShieldDepthFrameBuffer = new FrameBuffer();
setMSAA(config->Get<int>("MSAA.Level", 0));
InitializeTextures();
InitializeShaderPrograms();
InitializeFrameBuffers();
@@ -19,6 +24,9 @@ DrawFinalPass::~DrawFinalPass(){
CommonFunctions::DeleteTexture(&m_DepthBuffer);
CommonFunctions::DeleteTexture(&m_ShieldBuffer);
CommonFunctions::DeleteTexture(&m_CubeMapTexture);
delete m_FinalPassFrameBuffer;
delete m_ShieldDepthFrameBuffer;
}
void DrawFinalPass::InitializeTextures()
@@ -32,26 +40,88 @@ void DrawFinalPass::InitializeTextures()
void DrawFinalPass::InitializeFrameBuffers()
{
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, 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_BORDER, 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);
//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);
if (m_MSAA) {
CommonFunctions::GenerateTexture(&m_AntiAliasedTexture, GL_CLAMP_TO_BORDER, GL_NEAREST,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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);
if (m_AntiAliasedFrameBuffer == nullptr) {
m_AntiAliasedFrameBuffer = new FrameBuffer();
m_AntiAliasedFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_AntiAliasedTexture, GL_COLOR_ATTACHMENT0)));
}
m_AntiAliasedFrameBuffer->Generate();
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_SceneTexture, GL_COLOR_ATTACHMENT0)));
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
m_FinalPassFrameBuffer.Generate();
GLERROR("FBO generation");
if (m_SceneTexture != 0) {
glDeleteRenderbuffers(1, &m_SceneTexture);
}
glGenRenderbuffers(1, &m_SceneTexture);
GLERROR("FBO 1");
glBindRenderbuffer(GL_RENDERBUFFER, m_SceneTexture);
GLERROR("FBO 11");
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_MSAA, GL_RGB16F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("FBO 111");
if (m_BloomTexture != 0) {
glDeleteRenderbuffers(1, &m_BloomTexture);
}
glGenRenderbuffers(1, &m_BloomTexture);
GLERROR("FBO 2");
glBindRenderbuffer(GL_RENDERBUFFER, m_BloomTexture);
GLERROR("FBO 22");
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_MSAA, GL_RGB16F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("FBO 222");
if (m_DepthBuffer != 0) {
glDeleteRenderbuffers(1, &m_DepthBuffer);
}
glGenRenderbuffers(1, &m_DepthBuffer);
GLERROR("FBO 3");
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
GLERROR("FBO 33");
glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_MSAA, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("FBO 333");
//CommonFunctions::GenerateMultiSampleTexture(&m_SceneTexture, m_MSAA, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F);
//CommonFunctions::GenerateMultiSampleTexture(&m_BloomTexture, m_MSAA, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F);
//CommonFunctions::GenerateMultiSampleTexture(&m_DepthBuffer, m_MSAA,
//glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8);
//CommonFunctions::GenerateMultiSampleTexture(&m_ShieldBuffer, m_MSAA,
//glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32F);
} else {
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, 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_BORDER, 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);
//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);
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);
}
CommonFunctions::GenerateTexture(&m_ShieldBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
m_ShieldDepthFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_ShieldBuffer, GL_DEPTH_ATTACHMENT)));
m_ShieldDepthFrameBuffer.Generate();
glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
if (m_FinalPassFrameBuffer->GetHandle() == 0) {
if (m_MSAA) {
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_StencilTexture, GL_STENCIL_ATTACHMENT)));
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
} else {
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_SceneTexture, GL_COLOR_ATTACHMENT0)));
m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
}
}
m_FinalPassFrameBuffer->Generate();
GLERROR("FBO generation");
if (m_ShieldDepthFrameBuffer->GetHandle() == 0) {
m_ShieldDepthFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_ShieldBuffer, GL_DEPTH_ATTACHMENT)));
}
m_ShieldDepthFrameBuffer->Generate();
}
void DrawFinalPass::InitializeShaderPrograms()
@@ -245,14 +315,14 @@ void DrawFinalPass::InitializeShaderPrograms()
void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
{
GLERROR("Pre");
DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer.GetHandle());
DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer->GetHandle());
//Draw shields to stencil
DrawToDepthStencilBuffer(scene.Jobs.ShieldObjects, scene);
GLERROR("StencilPass");
delete stateDethp;
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
if (scene.ClearDepth) {
//glClear(GL_DEPTH_BUFFER_BIT);
state->Disable(GL_DEPTH_TEST);
@@ -293,17 +363,22 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
delete state;
if (scene.ShouldBlur) {
//This needs to be drawn only when the full scene is being renderd, and then let be, otherwise sprite and other shit will show on it.
m_FullBlurredTexture = blurHUDPass->Draw(m_SceneTexture, scene);
GLuint sceneTexture = SceneTexture();
m_FullBlurredTexture = blurHUDPass->Draw(sceneTexture, scene);
}
DrawFinalPassState* stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
DrawFinalPassState* stateSprite;
if(scene.ShouldBlur) {
//Combine nonblur and blur texture
stateSprite->Disable(GL_DEPTH_TEST);
stateSprite->Disable(GL_STENCIL_TEST);
m_CombinedTexture = blurHUDPass->CombineTextures(m_SceneTexture, m_FullBlurredTexture);
GLuint sceneTexture = SceneTexture();
stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
stateSprite->Disable(GL_DEPTH_TEST);
stateSprite->Disable(GL_STENCIL_TEST);
m_CombinedTexture = blurHUDPass->CombineTextures(sceneTexture, m_FullBlurredTexture);
}
} else {
stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
}
//Draw Transparen objects
//state->BlendFunc(GL_ONE, GL_ONE);
//state->StencilFunc(GL_EQUAL, 1, 0xFF);
@@ -325,33 +400,67 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
void DrawFinalPass::ClearBuffer()
{
GLERROR("PRE");
m_ShieldDepthFrameBuffer.Bind();
m_ShieldDepthFrameBuffer->Bind();
glClear(GL_DEPTH_BUFFER_BIT);
m_ShieldDepthFrameBuffer.Unbind();
m_FinalPassFrameBuffer.Bind();
m_ShieldDepthFrameBuffer->Unbind();
m_FinalPassFrameBuffer->Bind();
GLERROR("Bind HighRes");
glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GLERROR("ViewPort,Scissor LowRes");
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_FinalPassFrameBuffer.Unbind();
m_FinalPassFrameBuffer->Unbind();
GLERROR("END");
}
void DrawFinalPass::OnWindowResize()
{
//InitializeFrameBuffers();
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);
CommonFunctions::GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_BORDER, 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_BORDER, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
m_FinalPassFrameBuffer.Generate();
if (m_FinalPassFrameBuffer->MultiSampling() != (bool)m_MSAA) {
delete m_FinalPassFrameBuffer;
delete m_ShieldDepthFrameBuffer;
m_FinalPassFrameBuffer = new FrameBuffer();
m_ShieldDepthFrameBuffer = new FrameBuffer();
}
if (m_MSAA) {
if (m_AntiAliasedFrameBuffer != nullptr) {
delete m_AntiAliasedFrameBuffer;
m_AntiAliasedFrameBuffer = nullptr;
}
}
InitializeFrameBuffers();
GLERROR("Error changing texture resolutions");
}
void DrawFinalPass::setMSAA(unsigned int numberOfSamples) {
if (m_MSAA == numberOfSamples) {
return;
}
if (!(bool)numberOfSamples) {
if (m_AntiAliasedFrameBuffer != nullptr) {
delete m_AntiAliasedFrameBuffer;
m_AntiAliasedFrameBuffer = nullptr;
}
delete m_FinalPassFrameBuffer;
m_FinalPassFrameBuffer = new FrameBuffer();
}
if ((bool)numberOfSamples && !(bool)m_MSAA) {
delete m_FinalPassFrameBuffer;
m_FinalPassFrameBuffer = new FrameBuffer();
}
m_MSAA = numberOfSamples;
InitializeFrameBuffers();
}
void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
{
GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
@@ -1215,11 +1324,6 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
if (lastShader != m_FillDepthStencilBufferSkinnedProgram->GetHandle()) {
m_FillDepthStencilBufferSkinnedProgram->Bind();
lastShader = m_FillDepthStencilBufferSkinnedProgram->GetHandle();
glUniform1i(glGetUniformLocation(shaderSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(shaderSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(shaderSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind Uniforms 1");
}
@@ -1238,11 +1342,6 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
if (lastShader != m_FillDepthStencilBufferProgram->GetHandle()) {
m_FillDepthStencilBufferProgram->Bind();
lastShader = m_FillDepthStencilBufferProgram->GetHandle();
glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
GLERROR("Bind Uniforms 2");
}
@@ -1298,7 +1397,14 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
if (spriteJob->ClampToBorder) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
}
else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
} else {
glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
}