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:
@@ -1,5 +1,5 @@
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#include "Rendering/DrawFinalPass.h"
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DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass)
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DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass, CubeMapPass* cubeMapPass, SSAOPass* ssaoPass, ShadowPass* shadowPass, ConfigFile* config)
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: m_Renderer(renderer)
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, m_LightCullingPass(lightCullingPass)
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, m_CubeMapPass(cubeMapPass)
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@@ -8,6 +8,11 @@ DrawFinalPass::DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCulling
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{
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//TODO: Make sure that uniforms are not sent into shader if not needed.
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m_ShieldPixelRate = 8;
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m_FinalPassFrameBuffer = new FrameBuffer();
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m_ShieldDepthFrameBuffer = new FrameBuffer();
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setMSAA(config->Get<int>("MSAA.Level", 0));
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InitializeTextures();
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InitializeShaderPrograms();
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InitializeFrameBuffers();
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@@ -19,6 +24,9 @@ DrawFinalPass::~DrawFinalPass(){
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CommonFunctions::DeleteTexture(&m_DepthBuffer);
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CommonFunctions::DeleteTexture(&m_ShieldBuffer);
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CommonFunctions::DeleteTexture(&m_CubeMapTexture);
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delete m_FinalPassFrameBuffer;
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delete m_ShieldDepthFrameBuffer;
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}
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void DrawFinalPass::InitializeTextures()
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@@ -32,26 +40,88 @@ void DrawFinalPass::InitializeTextures()
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void DrawFinalPass::InitializeFrameBuffers()
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{
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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);
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//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);
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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);
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//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
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//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);
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if (m_MSAA) {
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CommonFunctions::GenerateTexture(&m_AntiAliasedTexture, GL_CLAMP_TO_BORDER, GL_NEAREST,
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glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
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CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
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glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
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if (m_AntiAliasedFrameBuffer == nullptr) {
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m_AntiAliasedFrameBuffer = new FrameBuffer();
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m_AntiAliasedFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_AntiAliasedTexture, GL_COLOR_ATTACHMENT0)));
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}
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m_AntiAliasedFrameBuffer->Generate();
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m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
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//m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
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m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
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m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
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m_FinalPassFrameBuffer.Generate();
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GLERROR("FBO generation");
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if (m_SceneTexture != 0) {
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glDeleteRenderbuffers(1, &m_SceneTexture);
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}
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glGenRenderbuffers(1, &m_SceneTexture);
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GLERROR("FBO 1");
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glBindRenderbuffer(GL_RENDERBUFFER, m_SceneTexture);
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GLERROR("FBO 11");
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_MSAA, GL_RGB16F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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GLERROR("FBO 111");
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if (m_BloomTexture != 0) {
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glDeleteRenderbuffers(1, &m_BloomTexture);
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}
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glGenRenderbuffers(1, &m_BloomTexture);
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GLERROR("FBO 2");
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glBindRenderbuffer(GL_RENDERBUFFER, m_BloomTexture);
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GLERROR("FBO 22");
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_MSAA, GL_RGB16F, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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GLERROR("FBO 222");
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if (m_DepthBuffer != 0) {
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glDeleteRenderbuffers(1, &m_DepthBuffer);
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}
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glGenRenderbuffers(1, &m_DepthBuffer);
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GLERROR("FBO 3");
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glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
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GLERROR("FBO 33");
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, m_MSAA, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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GLERROR("FBO 333");
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//CommonFunctions::GenerateMultiSampleTexture(&m_SceneTexture, m_MSAA, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F);
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//CommonFunctions::GenerateMultiSampleTexture(&m_BloomTexture, m_MSAA, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F);
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//CommonFunctions::GenerateMultiSampleTexture(&m_DepthBuffer, m_MSAA,
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//glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8);
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//CommonFunctions::GenerateMultiSampleTexture(&m_ShieldBuffer, m_MSAA,
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//glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32F);
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} else {
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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);
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//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);
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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);
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//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
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//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);
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CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
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glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
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}
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CommonFunctions::GenerateTexture(&m_ShieldBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
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glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
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m_ShieldDepthFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_ShieldBuffer, GL_DEPTH_ATTACHMENT)));
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m_ShieldDepthFrameBuffer.Generate();
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glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
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if (m_FinalPassFrameBuffer->GetHandle() == 0) {
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if (m_MSAA) {
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m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
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//m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
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m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
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m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
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} else {
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m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
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//m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_StencilTexture, GL_STENCIL_ATTACHMENT)));
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m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
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m_FinalPassFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
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}
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}
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m_FinalPassFrameBuffer->Generate();
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GLERROR("FBO generation");
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if (m_ShieldDepthFrameBuffer->GetHandle() == 0) {
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m_ShieldDepthFrameBuffer->AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_ShieldBuffer, GL_DEPTH_ATTACHMENT)));
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}
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m_ShieldDepthFrameBuffer->Generate();
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}
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void DrawFinalPass::InitializeShaderPrograms()
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@@ -245,14 +315,14 @@ void DrawFinalPass::InitializeShaderPrograms()
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void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
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{
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GLERROR("Pre");
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DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer.GetHandle());
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DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer->GetHandle());
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//Draw shields to stencil
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DrawToDepthStencilBuffer(scene.Jobs.ShieldObjects, scene);
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GLERROR("StencilPass");
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delete stateDethp;
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DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
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DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
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if (scene.ClearDepth) {
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//glClear(GL_DEPTH_BUFFER_BIT);
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state->Disable(GL_DEPTH_TEST);
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@@ -293,17 +363,22 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
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delete state;
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if (scene.ShouldBlur) {
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//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.
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m_FullBlurredTexture = blurHUDPass->Draw(m_SceneTexture, scene);
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GLuint sceneTexture = SceneTexture();
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m_FullBlurredTexture = blurHUDPass->Draw(sceneTexture, scene);
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}
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DrawFinalPassState* stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
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DrawFinalPassState* stateSprite;
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if(scene.ShouldBlur) {
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//Combine nonblur and blur texture
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stateSprite->Disable(GL_DEPTH_TEST);
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stateSprite->Disable(GL_STENCIL_TEST);
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m_CombinedTexture = blurHUDPass->CombineTextures(m_SceneTexture, m_FullBlurredTexture);
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GLuint sceneTexture = SceneTexture();
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stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
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stateSprite->Disable(GL_DEPTH_TEST);
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stateSprite->Disable(GL_STENCIL_TEST);
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m_CombinedTexture = blurHUDPass->CombineTextures(sceneTexture, m_FullBlurredTexture);
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}
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} else {
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stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
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}
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//Draw Transparen objects
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//state->BlendFunc(GL_ONE, GL_ONE);
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//state->StencilFunc(GL_EQUAL, 1, 0xFF);
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@@ -325,33 +400,67 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
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void DrawFinalPass::ClearBuffer()
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{
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GLERROR("PRE");
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m_ShieldDepthFrameBuffer.Bind();
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m_ShieldDepthFrameBuffer->Bind();
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glClear(GL_DEPTH_BUFFER_BIT);
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m_ShieldDepthFrameBuffer.Unbind();
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m_FinalPassFrameBuffer.Bind();
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m_ShieldDepthFrameBuffer->Unbind();
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m_FinalPassFrameBuffer->Bind();
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GLERROR("Bind HighRes");
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glViewport(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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glScissor(0, 0, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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GLERROR("ViewPort,Scissor LowRes");
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_FinalPassFrameBuffer.Unbind();
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m_FinalPassFrameBuffer->Unbind();
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GLERROR("END");
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}
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void DrawFinalPass::OnWindowResize()
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{
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//InitializeFrameBuffers();
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CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
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glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
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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);
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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);
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m_FinalPassFrameBuffer.Generate();
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if (m_FinalPassFrameBuffer->MultiSampling() != (bool)m_MSAA) {
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delete m_FinalPassFrameBuffer;
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delete m_ShieldDepthFrameBuffer;
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m_FinalPassFrameBuffer = new FrameBuffer();
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m_ShieldDepthFrameBuffer = new FrameBuffer();
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}
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if (m_MSAA) {
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if (m_AntiAliasedFrameBuffer != nullptr) {
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delete m_AntiAliasedFrameBuffer;
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m_AntiAliasedFrameBuffer = nullptr;
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}
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}
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InitializeFrameBuffers();
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GLERROR("Error changing texture resolutions");
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}
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void DrawFinalPass::setMSAA(unsigned int numberOfSamples) {
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if (m_MSAA == numberOfSamples) {
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return;
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}
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if (!(bool)numberOfSamples) {
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if (m_AntiAliasedFrameBuffer != nullptr) {
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delete m_AntiAliasedFrameBuffer;
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m_AntiAliasedFrameBuffer = nullptr;
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}
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delete m_FinalPassFrameBuffer;
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m_FinalPassFrameBuffer = new FrameBuffer();
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}
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if ((bool)numberOfSamples && !(bool)m_MSAA) {
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delete m_FinalPassFrameBuffer;
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m_FinalPassFrameBuffer = new FrameBuffer();
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}
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m_MSAA = numberOfSamples;
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InitializeFrameBuffers();
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}
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void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene)
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{
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GLuint forwardHandle = m_ForwardPlusProgram->GetHandle();
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@@ -1215,11 +1324,6 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
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if (lastShader != m_FillDepthStencilBufferSkinnedProgram->GetHandle()) {
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m_FillDepthStencilBufferSkinnedProgram->Bind();
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lastShader = m_FillDepthStencilBufferSkinnedProgram->GetHandle();
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glUniform1i(glGetUniformLocation(shaderSkinnedHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2f(glGetUniformLocation(shaderSkinnedHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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glUniform4fv(glGetUniformLocation(shaderSkinnedHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
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GLERROR("Bind Uniforms 1");
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}
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@@ -1238,11 +1342,6 @@ void DrawFinalPass::DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob
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if (lastShader != m_FillDepthStencilBufferProgram->GetHandle()) {
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m_FillDepthStencilBufferProgram->Bind();
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lastShader = m_FillDepthStencilBufferProgram->GetHandle();
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glUniform1i(glGetUniformLocation(shaderHandle, "SSAOQuality"), m_SSAOPass->TextureQuality());
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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glUniform4fv(glGetUniformLocation(shaderHandle, "AmbientColor"), 1, glm::value_ptr(scene.AmbientColor));
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GLERROR("Bind Uniforms 2");
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}
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@@ -1298,7 +1397,14 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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if (spriteJob->ClampToBorder) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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}
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else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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}
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} else {
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glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
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}
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